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'''Combat''' is Winds of Valen's core fighting system: seven skills that work together to decide how hard you hit, how well you survive, and what gear actually helps against a given enemy. [[File:SkillIcon_Attack.png|100px|thumb|right|Combat]] == The Seven Combat Skills == Three skills deal damage, three defend against a specific attack style, and Health backs up all of them. {| class="wikitable sortable" ! Skill !! Role !! Notes |- | [[File:SkillIcon_Attack.png|24px]] [[Attack]] || Offensive (melee) || Trained by fighting in melee stance |- | [[File:SkillIcon_Archery.png|24px]] [[Archery]] || Offensive (ranged) || Requires an equipped bow and arrows |- | [[File:SkillIcon_Magic.png|24px]] [[Magic]] || Offensive (elemental) || Deals damage with elemental effects |- | [[File:SkillIcon_Defence.png|24px]] [[Defence]] || Defensive || Resists '''Heavy''' attacks |- | [[File:SkillIcon_Evasion.png|24px]] [[Evasion]] || Defensive || Resists '''Quick''' attacks |- | [[File:SkillIcon_Warding.png|24px]] [[Warding]] || Defensive || Resists '''Mystical''' attacks |- | [[File:SkillIcon_Health.png|24px]] [[Health]] || Survivability || Passively gains 25% of every combat skill's XP |} == Shields: Matching the Attack == Every attack falls into one of three styles, and each has a shield type that counters it. Equip the wrong shield and you're not getting the defensive benefit. {| class="wikitable sortable" ! Attack Style !! Color !! Shield Family !! Example |- | Heavy || Red || Shield || [[File:T_SteelShield_Icon.png|30px]] [[Steel Shield]] |- | Quick || Green || Parry Shield || [[File:T_BronzeParryShield_Icon.png|30px]] [[Parry Shield]] |- | Mystical || Blue || Ward || [[File:T_AdeptWard_Icon.png|30px]] [[Adept Ward]] |} See {{ShieldList}} for the full shield lineup in each family. If an enemy's attacks are split evenly between two styles, either matching shield works, so pick whichever also covers your other stats. == Reading Enemy Weaknesses == Weapons also carry a physical damage type, '''Pierce''' or '''Slash''' (shown on every weapon's stat block), which armour resists separately from the Heavy/Quick/Mystical system above. The short version: check an enemy's defence stats and hit whichever number is lowest. * '''Piercing weapons''' exploit low '''Pierce Defence'''. * '''Slashing weapons''' exploit low '''Slash Defence'''. == Accuracy & Defence Rolls == Whether an attack lands comes down to comparing two rolls, your accuracy against the target's defence, both built the same way: {| class="wikitable" ! Roll !! Formula |- | Max Accuracy || (Attack level + 8) Γ (Equipped Accuracy + 32) |- | Max Defence || (Defence level + 8) Γ (Equipped Defence + 32) |} The higher your effective level and gear stats relative to the target's, the more often your hits connect. == Experience == Combat XP splits every time you land a hit: * '''75%''' goes to whichever offensive skill you're using (Attack, Archery, or Magic). * '''25%''' goes to [[Health]], regardless of style. Total XP earned also scales with the enemy's level, higher-level enemies are worth more, with the scaling curve easing off past level 100. == Quick Reference == * Match your shield to the enemy's attack style '''before''' engaging, not mid-fight. * Target the enemy's lowest defence stat (Pierce or Slash) with the matching weapon type. * Account for travel and respawn time when estimating real XP/hour, not just per-hit numbers. [[Category:Skills]]
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