MUME Combat by Radorac II After Petrel's long mail about fighting I promised (Oh no! not more mail!) to reply. Rather than give a point by point dissection I will give my own complementary guide. Since much of this is based on my experience, the levels to which some of it alludes is a might high. However, some of these ideas were not covered in Petrel's which is why I am adding them. A Buffer's Guide to MUME fighting -------------------------------- As the buffer (or 'tank') your job is to take all the heat from the other members of the group. I do not claim to have created the perfect buffer in RadoracII, but he has very little lacking. Things I would recommend are: 1. Parrying ----------- Your first line of defence against physical attack, parry is reflected in your parry bonus pb. There is no distinction between pbs below 100% and above since it is matched against your opponents offensive bonus and is open for splitting by multiple opponents. In order to get good pb you will need A) To be a Warrior. Warriors get increases in their offense/defence automatically as they gain a level (up to 25th). Hence they always have an advantage when it comes to parry. B) Practised Parry. Parry will be added as you increase this skill. C) Use a good weapon. The different classes of weapons have different abilities to parry, with piercing weapons giving less parry than slashing weapons (and crushing somewhere inbetween ??). So this is an important area to consider on your future career as a potential tank. Assuming that you have chosen slashing weapons there are 4 main categories worth considering. Longsword, Broadsword, Falchion and Battle Axe. The ob (and hence parry also) is best for longsword and worse for battle axe, while the damage runs the other way. Obviously you are best with the longsword as far as buffering but see Multiple Weapons in Section 6. Also getting your blade enchanted will improve your ob+pb by 10%. D) Other gear. A shield is vitally important and the categories to be aware of at the top of the range are Large Wooden Wall, Large Metal Wall, and Worm Hide. It used to be the case that some people would opt not to use a LMW since its weight would spell disaster for their dodge (See Section 2). These days with the reduced weight this is less likely to occur. The other important item is the Ruby Ring which gives a flat increase in ob+pb. There are also rigid leather sleeves etc which add to ob/pb and other such. Experiment at your local Armourer. E) Mood. As you switch your mood about you will shift points of ob onto points of pb. The maximum occurs at Wimpy and the minimum shift is at Berserk. F) Spells. Bless can be usefully cast on you before a combat to increase your parry. However, at 6 ticks only it is not a spell to learn if you are a warrior. 2. Dodging ---------- This topic is in many ways incompatible with Section 3 which is Absorb. I will outline a comparison of the two in Section 4. Dodge is extremely impressive because unlike parry it is ABSOLUTE. Hence if you have 30% dodge bonus (db) you will avoid 30% of the blows which get through your parry whether you are fighting 1 mob or 10. In order to have good dodge you will need A) Good dex. It used to be the case for the high dex(15+) that each point gives you 4% so this is a highly valuable asset. B) Good dodging equipment. This might seem like it only applies for high levels but thats not true. Even stuff you can buy in a shop can give you db improvement. Ordinary cloaks, hood, plain shirt and trousers all give 1% db. This might not sound a lot but these 4 together was as good as another point of dex. When you start to gain levels, you should try to lay your hands on some of the following: Enchanted cloaks(forest green,grey,black), iron ring, black buckler(this item is only useful is you use piercing weapons or use 2-handed weapons). The %tages of these items I will leave for you to discover. C) Practice the dodge skill. At low %tages, practicing it once will give about a 3% bonus, so you get good benefits right away. D) Low weight. The more you carry relative to your overall strength, the more your db will fall. You could be carrying the best dodging gear in the game but if you are also carrying a canoe you are wasting your time. When I was low level and fighting the cave bear up fornost I used to drop all my gear in my inventory just on the hill, in order to get another 4-5% db-but its risky. E) Spells. Armour is essential as it gives a flat 10% increase, while Strength gives increased dodge by offsetting D. Invisibility is also of some small help if the mobile you are fighting can see invis since you will have an initial 40% dodge bonus. That can theoretically raise you above 100% dodge but you will become visible if your opponent fails an attack, or you succeed in hitting. The advantages of dodge really come to the fore only if you have extremely good db(although the max is set at 85%). For instance if you have 60% db you are getting hit 40% of the time. If you were able to increase it to 70% through a combination of A-E, you would be taking 25% less damage than other- wise, thats like adding 25% to your hp total. 3. Absorption ------------- I do not claim to be an expert on this area but there are some general guidelines. Since if your opponent has breached your parry, you have failed to dodge the blow...then you are hit! The only thing to do now is to mitigate the damage that you take, and thats where absorb comes in. Bluntly if you have 20% absorb and you are hit for 10 hps damage, you will only take 8 points of damage. Ways to buffer using the absorb option are A) High hps. This is strictly nothing to do with absorb but since the damage that you do take comes off then high constitution improves the amount of punishment that you can take. Also make sure you are in good shape before starting a fight, otherwise you are a liability to the whole group (See Rescue). B) Good absorbing equipment. There are many grades of this and you will have to experiment quite a lot but basically if it sounds like heavy duty armour then it is (a)heavy (b)absorbing. Even rigid leather gives some absorb and this and things like Chain mail pants and coif etc. can all be found in Armourers around the lands. The best absorbing equipment is called Thick Metal Armour (well rentable at any rate) of various parts of the body and I have heard that people can achieve 70% absorption. Please note however that your rental cost is likely to increase and that you cannot a ruby ring (Section 1) or iron ring (Section 2) with anything more absorbing than leather(I think). Note also that unlike dodging eq. your absorption of your armour deteriorates with wear so make sure it is repaired regularly. C) Spells. The Shield spell grants you an absorption. This is class and level dependent and so is of dubious value to a low level warrior. My estimates are that for high level warriors it gives ~33% absorb bonus, while Arch-mages get 50-60%. Clerics and thieves have intermediate values. At low level when you first get the spell don't expect anymore than 10%. Note also that the more armour you are wearing the less increase you get from this spell (I tried wearing some heavy armour to give 40% absorb and found that Shield only improved this to 55% rather than 70+). Also, this spell is personaly only unlike Bless, Strength and Armour. 4. Dodging vs. Absorb --------------------- An age old debate if the stories are to be believed. Personally I am a dodger but thats in some part because of my higher dex than con, and that I am high enough to be abpractices in dodge, strength and armour to enhance my db. This is less easy to do for low-levels and I do think there is a place for lower levels to use absorbing armours for many levels when they will be at a distinct advantage to dodgers. Things to look out for are: A) Heavy absorb gear will undermine your dodge considerably as well as preventing you from using iron/ruby rings. Also since you will be pretty heavy your movement is rather cut down too-not very nice when being chased. B) Spells causing physical damage bypass parry and dodge completely. However, (apart from fireball) they will still get absorbed. IMS check this. C) If your dex is low, but your str and con are high you will be a better absorber than if the stats were reversed. 5. Rescue --------- An essential skill for warriors which some feel free to neglect. You will not make a good buffer if you cannot rescue someone from a mob. 50% rescue is a good figure since the rate at which you can rescue can be very rapid, so don't waste anymore than than is necessary on the skill. Also set and alias for everyone in the group, including fighters, even if it is not your intention to be the buffer. There may come a time when the buffer is losing against the mobile you are fighting and fresh blood is needed. I was in a large group yesterday with me having a rescue alias for most of the party. Well Carcharoth was the buffer and at some stage was losing against the Grinder. Then was not the time for me to start typing rescue Carcharoth as typos can easily be made (as they were twice). If you have a client you can do some more sophisticated rescues such as setting aliases so that you attempt rescue 5 or more times on a particular groupee, thus reducing the number of times you have to type your alias in rapid succession. Other possibilities in large groups are what I call social rescues and chain rescues. Social rescues are when if in a big fight a mage or newbie (no offense) is caught fighting a tough mob and wantscannot see it because of the scroll on the screen. They can use a social command to trigger your client to initiate a rescue. The precise social command should be agreed when the group forms. The social command should be varied from time to time because if you are known for using pout as a trigger then you will be in for a shock when in the middle of a battle with orcs, one of the orcs pouts at you to prompt the rescue. There are ways to avoid this, such as using a keyword to trigger whether social rescue is active, etc. etc. Chain rescues are useful when fighting a mobile which switches target eg. Chief of Tharbad, or White Worm. Here you set all members of your group in one big alias in your client eg. #alias qq {rescue A:rescue B;rescue C;rescue D .....} Then your job is to keep typing qq in the hope that whoever gets switched to will have a rescue forthcoming at some stage. Its an idea if A is weaker than the rest to add them another time for good measure to the chain. Finally if you are the buffer, when you are going down is not the time to start arguing who should take over the job. Dependent on how hard the mobile is, you should have a preset plan eg. when buffer Y is down to Wounded, warrior X will rescue Y. 6. Tricks of the Trade ---------------------- A) Being last in a group. This ensures thats you are first choice when entering a location with aggressive mobiles in it. If you are not last then you will notice that upon entering, someone else enters after you in the text. If so either refollow the leader or follow the last person entering. B) Kill aliases. Whether using a client or just MUME, you have aliases at your disposal. I personally have 50 kill aliases set in tintin but they could just as well be set in MUME. Examples of such could be alias kw kill wolf alias ko2 kill 2.orc This speeds up the beginning of the fight considerably and if you launch the first attack you have gained a free shot over the possibility that your opponent gets a free shot at YOU! C) Sanctuary. This spell is a blessing if your group is high enough and the circumstances dictate its use. One of the best uses of this is when you are at the Ghostly Croom attack whoever is attacking the GC, the buffer's parry is split to smithereens. This invariably means that many of the mobs which hit you are fragging you causing massive damage. Sanctuary will at least mean that attacks which hit do a maximum of 18 hps damage. Note however that there are some mobiles who can ignore the effects of sanctuary. Personal note is that the only time I died to the white worm was when I wasn't sancted (mind you I wasn't supposed to be the buffer but it switched and breathed on me for 200 hps of damage-sanc would have prevented that). D) Multiple weapons. Not all things you fight are going to be in do or die situations. As far as maximizing your parry, there is no question that the longsword is the best slasher. However it also causes rather puny damage. I personally prefer to use a battle axe for fighting most of the time, and leave the longsword for when it is really needed. This way you will get more xp for your work. The loss of dodge (1% for me) is a small price to pay for carrying 2 weapons. Also note, that if you wreck one of your weapons through use of a whetstone, you still have another weapon to rely upon. E) Mood. Petrel has said quite a lot about this so I will only say this: Mood is a 6 speed-gear box with top gear unused. Of the other 5 gears I use Brave the least. However when I am soloing a tough mobile changing between Normal, Prudent and Wimpy can have a significant impact on the battle. Sometimes Normal means you are hitting quite well, but you are also being hit quite badly, whil Wimpy means that you hardly ever hit but you are still getting hit from time-to-time. Both of these result in an eventual loss for you. However, it can be that Prudent results in you being only hit a few extra times to when you were on Wimpy, but now the number of hits you land has increased 4-fold. This is then a winable situation. Altering mood is simply something that you will have to experiment with in order to gain insight. F) Healing. Make sure if a tough fight is expected that you have someone able to restore some of your hps to you. The smoothest fights are where the buffer continues throughout the fight to stay quite healthy. Such a recent example was where I was buffering the new Willow Tree. This is a staggeringly tough monster to buffer since it does massive damage very quickly to buffers. However as I got to hurt, Masoj cast heal on me thus returning me to fine. I was also prepared if necessary to quaff 2 blue potions to further heal me. G) Borrowing gear. This is particularly important if you are either in a mid-level group where some magic items are present, or you have died recently but in terms of raw talent you are the best qualified to buffer. You should not feel ashamed about asking to borrow gear if it will make the buffering easier, since your compatriots will ultimately benefit. However, unless they are very generous you should remember to return it later. H) Leaving a mass fight. This is not an appropriate tactic ware the buffer for a group, but it is a little known(I think) fact when soloing a group of several mobs. As Petrel has said, if you are in combat with a slithering snake and a ferocious warg, kill the snake first. However you can (if you are quick) leave the fight as the snake dies. I will illustrate this: Warrior X is fighting the snake (which is a good fight but an eventual victory for X) and the warg comes in. Now the battle is a loss for X even if the snake can be finished very quickly since the warg can defeat X. In most cases X will realize that this 2-on-1 fight will cause him/her to flee sooner or later, thus losing the xp gained from the snake. However, if X has the nerve, he/she can up the mood thus taking large damage from the snake and warg but the snake will die soon. Just as the snake dies, X types a move out of the location and is likely to be successful in quitting the fight with the xp from the snake kill intact. Then X can make some more tracks away from the area and lick his/her wounds. This tactic may well be defeated if your link is not fast, or if the mobiles left alive hit you in the round that the snake dies(???) but it is worth playing with. Don't come to me if it goes wrong though. I) Maximizing xp. Since as the buffer your job is to take the damage, this often conflicts with gaining xp through causing damage. Hence mages will be doing rather handsomely from fireballing your opponent while you get a few extremely hard hits in. Nevertheless, you are getting morethan if you had been trying to solo the mobile(assuming its hard) since the mobiles are having their parry split by your friends (see Petrels message for the same sentiment). However, getting another warrior to buffer half the time will allow you to go aggressive at other times to get some decent xp. Also you can gain extra xp by learning kick and/or bash to increase the damage that you do as buffer. However you have to be careful particularly with kick because you cannot then immediately rescue people. Other possibilities if you are a serious buffer who wants to gain more xp is to learn an offensive spell well. If the mobile(s) are hard but there are long periods when you are not getting hit (like if a high-level solos a large troll with a wimpy mood) you can sit there and pump your offensive magic into it for nice xp. Well, hope that some of the above is useful even if you are not the tank and I hope that some of these tactics are not employed against me in a nasty way. RadoracII