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combat

Same text as in-game help combat.

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combat -- how fighting works (hub)

Fights in Lebanon get real, fast -- a swung fist, a drawn blade, a name shouted across the bar before the first punch even lands. The line between a bruising and a burial is thin, and it runs right through the finishing blow you choose to throw.

The short version
  1. spar <name> -- practice fight. Nobody dies; health snaps back.
  2. attack <name> -- the real thing. Always knocks a foe out first ([KO] in the room).
  3. While they are down (about two minutes), attack <name> again sends them to Lebanon Hospital, or attack <name> lethal is a killing finish where the rules allow it (you confirm twice). Good characters only go lethal against a consenting good player -- every other fight (NPCs, Echoes, idles) ends at the hospital. Wilderness hostiles and evil-vs-evil fights can already finish for keeps (help wilderness | help hospital). Players: autokill on finishes disposable dungeon fodder automatically (help autokill).

How you play (full loop)
  1. attack <name> -- pick your target (one foe at a time). attack mob hits the first hostile NPC in the room.
  2. guard / press / feint -- spend Momentum when you have it (help tactics).
  3. stance -- aggressive / defensive / balanced (help stance).
  4. style / engagement / aim -- Martial|Weapons|Magic voice, scrap distance ([RANGE]), hit location (help style | help engagement | help aim).
  5. protect <name> -- cover an ally instead of swinging.

How you play (continued)
  6. equip / unequip / flee -- gear up (weapon voice + Weapon Mastery) or leave.

Core four (learn these first)
  Every scrap runs on auto-swings about every three seconds once you have a target. Four verbs shape the tempo:

  attack <name>   engage and keep swinging (real fight or spar <name> for practice).
  guard           spend Momentum to block the next blow that hits you (not your own punch).
  press           spend Momentum for a heavy all-in swing this beat.
  feint           sell a false line; feint_exposed sticks on the mark for the next swing.

  Type guard, press, or feint on their own. Costs and combo priming: help tactics.

About every three seconds everyone with a target swings once. You and a foe both aiming at each other is an exchange -- you act, they answer. Extra people piling onto the same target adds pressure (help protect | help crowd-combat). Walk into a nest or dungeon room with several hostiles and they all lunge; you still swing at one focus at a time.

Initiative and opening shots
  Finesse sets Initiative on score -- higher FIN (and fast gear) usually wins the beat order.
  When you attack someone who was not already fighting you: ranged guns and ranged magic can snap-shot immediately (the foe skips their first swing). Melee needs hide/sneak, true invisibility, or rush <name> when they have not braced for you yet -- otherwise you wait for the next beat. rush spends stamina, shares the grapple/lunge cooldown, snaps close, and holds a ranged foe there for a beat so they cannot kite on the opening (not for spar). Out of combat, approach <name> or retreat <name> sets how close you stand -- look shows it, and the fight starts at that distance instead of reach. See help stealth | help approach.

Ending it
  disengage / flee breaks off without leaving the room (help disengage). 0 HP always knocks someone out, never kills outright -- a finish command afterward sends them to the clinic or ends it for good (help death | help hospital). Echoes are never looted for logging off. Immortal foes still need the right method on the finish (stake / decap / folklore steel / help celestial-steel). Exhausted fighters must rest first (help rest).

Practice first
  Town Gym (Lebanon north Main Street; Lawrence Gym on Massachusetts Street) -- spar the training dummy, or takequest combat_drill for a slow guided lesson (help combat-drill).

Growing stronger
  Real fights pay training progress while you are under softcap, then banked Growth toward the next Tier (help breaking | help training). Spar and gym drills still matter for safe reps.

Going deeper (once the core four click)
  counter / riposte -- turn their swing into your opening (loadout-dependent; help counter).
  unleash / weave -- ultimates and synergy (help unleash | help synergy).
  Path autos -- bite / judgment / maul / hurl / … (help combat-cooldowns).
  condition / cond -- lifeforce band + injuries on a foe.
  radiate (alias aura) -- Ascendant+ Presence cloak.
  Momentum -- builds from winning exchanges (help momentum | help clash).
  Reactions -- miss / dodge / parry / block / crit / hit each swing (help reactions).
  combatnumbers / combatgag / fightlog -- display prefs (help formatting).
  Primaries and fight math -- help stats | help mastery | score.