Combat Gear

Unlike most other RP servers, MD has realized the potential and need for combat in a medieval setting. With this knowledge in mind, we have opted against the usual PTK (Permission-To-Kill) system in place on most servers of this type, where two characters engaged in combat must both give consent to it and its resolution. We have also rejected the idea of having combat moderators that would handle combat. Both of these solutions are inadequate, and are prone to abuse by those who fail to be objective. Going off of that, we recognized the potential in dice-based combat due to its inherent objectivity. However, most dice-based combat systems are either completely reliant on luck rolls or they are too slow in manually implementing character stats. MD solves this by having a fully automated combat system based on a dice-stat synergy, complimented by a rock-paper-scissors mechanic when it comes to attacking and defending.

Combat is handled entirely by the bot. The only thing characters need to take into account is which command they're imputing. Some of the most important variables in combat are the items you have on you that give you passive or active advantages in combat; this is your Combat Gear. Combat Gear consists of a character's weapons, armor, and shields.

Weapons

Weapons are items that are proficient in dealing damage during combat. They are defined by their:

  • Value (the sell/buy price of the item)

  • Durability (the item's condition)

  • Weight (the number of pounds the item adds to your weight capacity)

  • Slash (the item's ability to cut and tear)

  • Thrust (the item's ability to pierce by force)

  • Bash (the item's ability to inflict blunt damage)

  • Damage (the amount of harm an item can inflict on someone else)

  • Wield (whether an item is used single-handed or two-handed)

  • Weapon Type (whether an item is good in cavalry, ground, or anti-cavalry combat)

Here's a list of all weapons currently available in MD:

Armors

Armors are items that protect characters during combat by reducing the amount of damage they take. They are defined by their:

  • Value (the sell/buy price of the item)

  • Durability (the item's condition)

  • Weight (the number of pounds the item adds to your weight capacity)

  • Slash (the item's ability to defend against cuts)

  • Thrust (the item's ability to protect against direct trusts meant to pierce)

  • Bash (the item's ability to defend against blunt damage)

  • Damage Reduction (the amount of harm negated during the Damage roll in Combat)

Here's a list of all weapons currently available in MD:

Each attack that lands on you will drain your armor's durability by 2 points!

Shields

Shields are items that serve to protect characters when they are equipped by reducing the amount of damage they take, however, unlike armors, they may also be used in combat to inflict damage. They are defined by their:

  • Value (the sell/buy price of the item)

  • Durability (the item's condition)

  • Weight (the number of pounds the item adds to your weight capacity)

  • Slash (the item's ability to cut and tear)

  • Thrust (the item's ability to pierce by force)

  • Bash (the item's ability to inflict blunt damage)

  • Damage (the amount of harm an item can inflict on someone else)

  • Damage Reduction (the amount of harm negated during the Damage roll in Combat)

  • Wield (whether an item is used single-handed or two-handed)

Here's a list of all shields currently available in MD:

Each attack that lands on you will drain your shield's durability by 5 points!

To check a specific weapon, armor, or shield and all the information regarding them, simply use r!item-info <item name> in any channel.

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