play.net PLAY NOW  | · |  HOME  | · |  CONTACT PAGE  | · |  SITE MAP 
play nowPLAY NOW HOME

 Main Site
 Calendar
 The Manual
 The Library
 Character Support
 Player Pages
 Downloads
 Policies
THE DRAGON'S GATE
 
COMBAT PAGE  

NOTES ON COMBAT AND HEALING

Combat Guide

The guide below should be helpful in sorting the tactical possibilities in Dragon's Gate.

Overview
· Creatures and Monsters
· Player vs Player
· Weapon Bonus
· Stance
· Brawling
· Dodging
· Shield Parry
· Poison System
· Experience and Treasure
· Combat and Wounds
· Death



Overview

The Art of Battle

The Art of Battle is an intricate part of Dragon's Gate. Whether it is between the NPCs (monsters, townsfolk, etc.) and the players or among the players themselves, fighting and dying is part of the natural order of things. There are many different races in Dragon's Gate, and they do not all get along well together. While not a 'brutal' world, Dragon's Gate is not an easy one to survive in if one chooses to engage in Player vs. Player combat.

While there is some luck involved, combat in Dragon's Gate often requires you to outmaneuver or wear out a foe.

  top
Creatures and Monsters

Creatures and Monsters

  • In your journeys through Dragon's Gate, you will encounter all manner of creatures and monsters. They come in all shapes, sizes and abilities, from furry little mice to huge, to massive demons from another realm. Not all are hostile, and some may even be helpful. You will quickly learn that not all creatures are created equal! Two orks may look alike, but one may be much tougher and more deadly than the other.
    Sample Combat

    [Woodland Clearing.]

    The small clearing nestling in the woods has a small pond off to one side where small creatures come to drink in the cool waters. An inviting fallen log serves as a resting place and playground for mice and birds. A black wooden log, a red cherry tree, and an aqua pool are here.

    This area is illuminated.
    Obvious paths: north* northeast* east* southeast* south* southwest* west* northwest*.

    >An ork lumbered in.

    look at ork
    He looks like an average ork.

    He looks like a short, filthy creature who won't stop snarling and staring at you.
    He has a head, 2 arms, 2 legs.

    He appears to be in good shape.
    He will be easy for you to hit and it will be hard for him to hit you!

    He is also carrying the following item:

    A closed pretty tigerskin bag

    tact
    Standing in this rank is:
    You, ork

    The ork bellows loudly!

    at ork

    You swing your small dagger at the ork!

    The swing is a decent blow to the head.
      The ork is knocked back!
      It stumbles and falls down!

    The ork stands up.

    The ork scratches at you!
    The attack misses.

    look at ork
    He looks like an average ork.

    He looks like a short, filthy creature who won't stop snarling and staring at you.
    He has a head, 2 arms, 2 legs.

    He appears to be pretty mangled.
    He is bleeding.
    He will be easy for you to hit and it will be hard for him to hit you!

    He is also carrying the following item:

      A closed musty spidersilk pouch

    at ork

    You swing your small dagger at the ork!

    The swing is a decent blow to the left arm.

    The ork scrabbles at the ground and squeals before becoming still.

    look
    [The Construct.]

    You stand upon a small floating platform in the middle of complete nothingness. A single bright white light shoots down from above, lighting your current position with intensity. Absolute darkness surrounds the platform and is all that can be seen. A slight humming noise can be heard in the background.

    This room is illuminated.
    You see the 1st ork corpse.
    Obvious exits: None.

    strip ork

    You strip the ork's body.
    You find its closed cheap buckskin bag. The ork turns to dust.
    [4 sec. delay]

  • ALWAYS LOOK AT a monster before attacking it! Doing so could save your life. It will tell you what weapon (if any) the creature is using, what physical shape it is in, and other useful information. Monsters have a wide variety of attacks available to them. Some will use weapons; some will use 'natural' attacks such as biting or clawing; some may attack with magick or their minds. Additionally, these attacks can come in any order or combination. It is possible (but not very likely) that a monster could possess all of the above attacks and more, and use them all against you. Just as monster's attacks come in different types, the speed of these attacks can also vary. Some monsters may seem to be as quick as thought itself, while others may seem to take an exceedingly long time between attacks. It is important to quickly learn the speed of the monster relative to your speed, so that you may adjust your battle strategy accordingly.

  • Monsters choose their target in a group based on many factors, including combat rank and your alignment. If you seem to be the primary target in the group and are being badly injured, you might want to break off and wait for the next encounter.

  • Some monsters have the ability to fly, just as some of the races do. Don't be surprised if you are standing in an open field and a flying beast begins a 'strafing' run on you! Creatures that are flying can only be hit by a limited array of weapons. When confronted by a flying creature, it's time to break out the bows and the runes to bring the monster back to the ground where everybody can attack it--or to beat a hasty retreat. Many monsters have numerous other abilities that you’ll encounter as you travel in the game world, some undead are ethereal (unable to be hit by weapons), some monsters immune to magick, and so on.

  • Nearly every location you travel in the game also features a ‘unique’ monster which every once in a while crawls out from the deepest hole in the ground, or flies down from the highest peaks to feast and disappear once again. These monsters are very rare, and usually carry extremely useful treasures or magickal items. These monsters will typically be much more difficult than the other monsters you encounter in that area, so when you come across one, be prepared for a true challenge! Many of these monsters carry items that are required for specific quests you will encounter during your adventures as well.

  •   top
    Player vs. Player Combat

    Player vs. Player Combat

    We recognize that there are some people who prefer to follow the path of non-violence, i.e., to remove themselves from combat with other player-characters, to attack only monsters and innately violent NPCs, or to refrain from combat altogether. For them, we have created a unique option. A character may choose at the beginning of his/her life to be 'immune' from the struggles between players (PvP). This choice can only be made once and is irrevocable. If you answer YES, you will be immune from ALL PvP combat and many spells, which may include some healing. However, you will still be allowed to cast healing and other non-aggressive spells upon other players. Anyone who tries to attack you will be prevented from doing so by the gods themselves, but no harm will come to them.

    Consider carefully before making your choice! More than one player has made this decision -- in either direction -- and later come to regret that choice. Remember that if you choose not to engage in PvP combat, you may find yourself unable to defend your friends and comrades from attack. In addition, you will be unable to attack non-violent sentient NPCs (townsmen, merchants, nobles, guards, and the like). On the other hand, the psychological cost of PvP combat can be high, and the nature of Dragon's Gate society is such that most characters will be drawn into physical conflict with other player characters at least once in their lifetime. If the thought of conflict with other players does not appeal to you, it may well be best for your enjoyment and peace of mind to choose to turn the PvP option off. (Warning: Some actions taken by characters that, while not directly harmful to a character, are seen as aggressive/combatant. Stealing another characters treasure, or healing other parties in a PVP fight, can result in the loss of No-PVP status protection)

    Certain classes and races - Thieves, Dragons, and San Elves - are not allowed to select this option because these classes and races have certain attributes that require PvP, and their survival or advancement may depend on PvP. Remember, this choice may be made only ONCE per character and is irrevocable!

      top
    Weapon Bonuses

    Assorted Weapon Bonuses

    WEAPONS

    battle Axe & Morningstar

    Different weapon types have been assigned various bonuses and abilities.

  • Short Weapons - Raise your ability to automatically hit your opponent.
  • Two-handed Weapons - Have armor penetration.
  • Bite - Has been assigned higher armor penetration.
  • Slings - Have been given slight armor penetration
  • Bows - Have been given strong armor penetration
  • Crossbows - Take an extra second to fire and have been given outstanding armor penetration.
  •   top
    Stance

    Stance

    Combat stances have been added, affecting your ability to hit and be hit within the system listed above. Combat stances are available to all melee related classes. To view what stance you are currently in, type STANCE, to see a list of available stances type STANCE ?, to change stances type STANCE. The more aggresive stances increase your ability to strike your enemy, and increase their ability to hit you. The more defensive stances decrease enemies abilities to hit you, and your ability to hit them.

    Attack Types

  • NORMAL .... This is the normal mode of attack and defense.
  • AGGRESSIVE .... You attack more aggressively, trading some defense for offense.
  • FRENZIED .... Throw caution to the wind.
  • CAREFUL .... More of your attention goes towards defending yourself. Your attacks suffer.
  • DEFENSIVE .... Help!
  • STATUS command now shows your current stance

      top
    Brawling

    Brawling

    You may learn the brawling skill, and then use these two commands to do various small amounts of brawling damage. These skills may be used unarmed much like martial arts.

    Uses PUNCH and KICK commands

      top
    Dodging

    Dodging

    Some races now automatically dodge (effectively dodging) blows that would hit others, making them harder to strike with melee.

    Go-blin-al - Have been given high dodging ability.

    Flerian - Have been given good dodging ability.

      top
    Shield Parry

    Shield Parry

    Shield parry DOES NOT need to be set against a specific target to work. You simply ready your shield and you can parry. Parry ability is determined by your class, skill in the ability, and current stance (offensive stances reduce your ability to parry a good bit, defensive stances increase your ability to parry a good bit) if you may use stances. Also, a parry does not automatically ignore all damage, but can stop some or all of the damage depending on the quality of the parry.

      top
    Poison System

    Poison System

    Allows weapons to carry various poisons on them. (Though people can not place their own poisons, yet) It also allows for potions to carry various beneficial or harmful poisons which have the effects of different spell effects. Such as potion which gives you haste for a period of time or a poison you drink which lowers your OR/DR for X period of time, etc.

    Furthermore, monster attacks may now make use of these poisons, and over the coming weeks many of the monsters with spell attacks that don't make a lot of sense as spells for their special abilities will have some of those swapped out for various poison types instead.

    Finally, spells helping give resistance to poison should be added to some folks here shortly too.

      top
    Gaining Experience and Treasure

    Gaining Experience and Treasure

    Attacking and/or killing a monster may earn you experience and/or treasure. The amount of experience you earn will depend on many factors. The most important factor is the difference between the 'danger rating' of the monster and your status. You will reap a greater reward when you attack and kill monsters that are tougher than you, but gain less experience for monsters that are not as strong. As you progress in level and skill, you will see that the experience you gain for killing your previous adversaries will decrease. After all, what could be learned from killing that same rat time after time? For those who are brave, bold, and a little lucky, much experience can be gained by tackling tougher monsters at earlier levels. Fortune favors the bold!

    As you wear down your opponent, the experience you gain for each blow will decrease. If you come across a severely wounded creature, don't be surprised if you don't gain much, if any, experience for finishing it off. Also, one can only get so much experience from any single opponent; if you keep healing and attacking the same guard, you will quickly find it a futile endeavor.

    Once you have succeeded in killing a monster, its body will remain in the area for a certain period of time. If you are able to STRIP the body, you may find items of value. You may find nothing (you wouldn't expect giant rats to carry gold and jewels, would you?), you may find the equipment it was carrying, or you may find something of great worth, from jewels and coins to items of great antiquity. The treasure carried by monsters can vary greatly; so don't expect every ice wyrm to have a two-handed diamond sword under its belly! Whatever you find can be kept, sold or traded away to other inhabitants in the world. Some creatures may be valuable for their parts if you can SKIN them properly.

      top
    Combat and Wounds

    Combat and Wounds

    Combat in Dragon's Gate can be extremely advanced in both scope and knowledge, as our game continues to improve our combat system has become more advanced and interactive, driving characters to be skilled in tactics in battle. This is quite different rather than the monotony of most game environments where characters simply “hack and slash”. As a result more often than not the best characters aren’t always the highest skilled, but the most intelligent ones.

    In Dragon's Gate, wounds are treated as individual entities that, in a sense, have a life of their own. You can be wounded many times and have different types of wounds on you. The wounds can be of varying degree or type (slashing, impact, poison etc.) and be healing or worsening at varying rates. Wounds affect each person differently depending on wound type, degree and character’s race and characteristics. You must monitor your own condition and make an intelligent choice whether to stay or to leave the melee.

    While fighting, keep in mind your level of fatigue, so you will have the strength to retreat if necessary. Wounds have a cumulative affect and can cause your condition to worsen over time. If you are wounded severely enough, unconsciousness and death can follow. (If you are flying when you lose consciousness or reach exhaustion, you will fall out of the sky, and take additional damage when you hit the ground. Falling from several hundred feet in the air will cause massive injury or even death, so be careful.) Of course, creatures' wounds also accumulate, so that gash you opened on the creature's side with your two-handed sword will do more damage as the encounter progresses and may save your life.

    Some wounds will heal on their own; some can be treated with potions and herbs, while others will need the attention of a healer, or a character’s own first aid skills. There are healers in town, or you may have a healer in your group or one nearby who can help. Wounds can be treated individually or all at once (depending on the treatment or the healer).

      top
    Death

    Death

    Death is a traumatic experience and shouldn't be taken lightly. It can have some very strong consequences. Your first choice after dying is whether you wish to DEPART or wait for a Cleric (or someone to drag you to a temple) to perform a resurrection.

    When you die, if you depart your maximum hit points and fatigue will drop for a period of time until you fully recover from the death. Additional deaths during this time will be cumalitive, lowering your HP and FTG further and re-setting the death timer.

    If you decide to depart, and you don't have enough favors for your deity to intervene on your behalf, the House of the Dead will still bring you back to life. This return to life also takes time; it will take ten minutes before you will be allowed to continue your adventure.

    If there is a local temple of your deity nearby, you will be raised back to life at the closest temple; if there is no nearby temple, then you will be brought back to life at the same spot you departed from. Choosing to wait for a Cleric to perform a resurrection carries its own risks and price. First, the Clerical service will usually cost a considerable fee, since it costs a lot of favors for a Cleric to perform a resurrection. If resurrected in this manner, there is no chance of skill loss. The other risk is that if a Cleric is not available, you may then be forced to DEPART. Resurrection does have the advantage of being immediate; once brought back to life you will then be able to immediately continue your adventure. Lastly, choosing to wait for a resurrection could result in the chance of having items stolen from you by other players.

      top
     



     
    Go Play! Go Play! Go Play!