Guide to Combat

This guide provides an introduction to combat in TI: Legacy, including need-to-know beginner commands and basic strategies.  Combat can occur between two or more players (PvP), between a player and a mob(ile) or NPC (PvE), or between some mix of the above.

The Basics:

Combat begins when one participant initiates a fight by using the attack command against another player or NPC.

Once begun, combat consists of a series of ’rounds’ in which each participant is allowed to take one action before the round ends. This doesn’t necessarily imply taking turns; it’s possible to act last in one round and first in the next, allowing two blows in a row. Still, it does ensure that nobody can attack several times before their opponent’s even had a chance to attack once. If one or more participants fails to act during a turn, the system will automatically end after a five minute timer, so that every participant can now take another action without being indefinitely delayed.

There is a wide range of actions that you can take: attacking, defending, moving around the room, equipping or unequipping a weapon, drawing a weapon,  fleeing, or emoting.

Step 1: Choosing and Drawing a Weapon

There are several weapon types to choose from:  sword, dagger, axe, mace, polearm, whip, staff, flail, unarmed, and improvised.  Each weapon type has both its benefits and drawbacks and only works within a certain range.  For example, a sword is a medium range weapon that is effective against the footwork type defense, yet is weak against parry.  Since every weapon has a pro and a con, it’s best to just choose one or more that make sense for your character.

To draw your chosen weapon,  type equip <weapon>, then draw.  Note that it’s best to have the appropriate weapon equipped and drawn before combat starts, if possible, as equipping a weapon and then drawing it both count as actions.

To wield and equip a weapon in your off hand, type second <weapon> and then draw dual to whip that bad boy out.  Some weapons cannot be wielded with one another or in some combinations.  For example, you may use a sword in your main hand and an axe in your off-hand, but you cannot swap the two.

To wield an improvised weapon, type wear  <object name> wield. Just in case you want to break a chair over someone’s back.

If you don’t have anything equipped, you’ll default to using your Unarmed skill.

Step 2: Combat Information

To get a basic idea of how your character is going to fare in combat, type combat without an argument.  You will see something like this:

SubHP:  Your subHP is your subdual health in combat. This goes down as you’re hit by safe attacks, which we’ll discuss later. If you’re hit by regular, lethal attacks, your actual HP goes down instead.

Attack: This is a value that’s reflective of your skill with the weapon you’re currently using, and your statistics. It’s measured directly against your opponent’s defense value to decide the outcome of any blow.  The higher your STR stat, the harder your attacks will be, should they land.

Defense: Your defense value; this is influenced by how many times you use the defend command, your defense type, your statistics, and your current MV. This can also show you if the defense you are using is effective against the weapon you’re being attacked with – if your defense shows as Pathetic against a specific weapon when it’s higher against another, that suggests that defense is weak to that weapon. The better your skill in a particular defense, the faster your defense value will go up when you use the defend command. However, it will only go up so far from the base value.

Weapon: The weapon and the quality thereof. Substandard weapons do less damage than typical weapons, and those do less damage than wicked weapons. You start off in character generation with a substandard knife. Any weapons you can buy on the grid from NPC shops will also be substandard; if you want higher quality, try seeking out a PC blacksmith or visiting a PC shop.  Usually, these are advertised by the Merchants Guild or on the notice board in Church Square.

Armor: The type of armor you’re wearing. This can be a bit confusing – sometimes you can mix and match the armor you wear, leather pants, steel helms, etc. Armor will always show the heaviest armor type you’re in, even if the rest of your equipment is leather.  Something to keep in mind.

HP and MV both factor in to how well you can attack and defend yourself. The lower they get, the harder defending (for MV) and attacking (for HP) becomes. Specifically, as your MV decreases, so does your defense value; as your HP decreases, so does your attack value.

Step 3: Setting your Defense

There are four different kinds of defense: dodge, footwork, parry and block. As noted earlier, each weapon is weak against a defense and strong against another; likewise, each defense is strong against a weapon and weak against another.  The only way to learn what defenses are good against what weapons is by testing and finding out for yourself!

To toggle between the four defenses, type combat defense <block/parry/footwork/dodge>. To effectively use block, be aware that you need to have a shield equipped in your off hand.

Step 4: Knowing your Combat Positions

To see where you are in relation to others in the room, type map.  The result should be something like this:

Knowing your position is vital, as  weapons are effective only at certain ranges.  The possible ranges are:


  • 0 squares – Close
  • 1 Square – Medium / Close
  • 2 Squares – Medium
  • 3 Squares – Medium Far
  • 4 Squares – Far
  • 5+ Squares – Extended

Weapons typically have a specific range – swords are best at medium ranges, daggers at close ranges. All weapons are good at their own ranges, plus/minus one square – you can use a sword at medium range, but it can also be used at medium close and medium far ranges, for example. A dagger can be used at close range, but also at medium-close range.

  • Unarmed – Close
  • Sword – Medium
  • Dagger – Close
  • Mace – Medium
  • Axe – Medium
  • Whip – Medium
  • Polearm – Far
  • Staff – Far
  • Flail – Medium
  • Improvised –

To move around outside of combat, type move <direction> to move in a specific direction, approach <person> to move toward a PC or NPC, or step <north/east/south/west> to move around the map one square at a time.

In combat, you can use step <direction> to move one square at a time or lunge <direction> to move two squares at a time. Lunging doesn’t -always- work, and sometimes you will only move one square. This will also deplete your MV, so watch out!

Step 5: Fighting With Style

Okay, so your weapon is drawn, you’re in range of your victim. To attack, you would enter something like:

attack <name | keyword> <location> <emote>

For example: attack woman head bops /woman on the head.

Might result in the message:

To attack with an offhand weapon, use the command dual in place of attack.

Your chances of hitting are based on your attack value, versus your opponent’s defense value.

You can attack the following locations:  head, body, arms, hands, legs and feet. As combat stands now, attacking various locations doesn’t have any impact on damage. However, depending on what armor your victim is or isn’t wearing and where, it may be beneficial to attack unarmored locations.

When you attack, your attack can either hit, miss, graze the opponent or graze their armor. Hitting and missing are self explanatory.

Grazing the armor does a minor amount of damage to the opponent and also does damage to the target’s armor – do more damage, and eventually the armor will break.

Glancing/grazing hits are the likely result of fighting an opponent of approximately the same skill level. This will do minor damage.  You may need to rely on strategy to get the upper hand and defeat your opponent.

Once you’ve depleted your opponent’s HP, they’ll be knocked out of combat:  they are now unconscious and at your mercy. You can arrest them, put them in humiliating positions, whatever you want!

If you want to kill someone, type finish. Please make sure you read all the policy notes on PK (player-killing) before you do this! If you’re fighting a mob, knocking them out of combat will automatically finish them.

Step 6: Avoiding Getting Hit

A command which is important to avoiding getting hit is the defend command.  This command, like attack and dual, requires an emote to function:

defend <emote>

For example, typing defend keeps her guard up. would result in something like:

Jaeela keeps her guard up.

The more you defend, the higher your defense value will go up – and therefore the harder you will be to hit. Every time you attack or move, you’ll deplete your MV.  As your MV goes down, your chances of being hit are greatly increased, so be careful!

Step 7: Sparring

To safely fight with people whom you don’t want to kill, you can use the safe command instead:

safe <name | keyword> <location> <emote>

Note that safedual replaces dual for the use of an off hand weapon in safe combat.

You’ll see if you hit and if you do damage, but your opponent won’t take any actual HP damage.  Instead, they take SubHP damage, which is viewable with the combat and score commands. After a while, you’ll eventually knock your opponent out of combat; they’ll be prone, but they won’t be killable.

This is the safest, easiest and most fun way to get more accustomed with the combat code! All you need is a friend to spar with.

Alternatively, if you can’t find anyone to spar with, there is another option:

Step 8: Fighting trainers.

There are fighting trainers, NPCs, who you can pay money to beat up.

There is a basic level trainer, a master level trainer, and a grandmaster level trainer. You can find them at Park Street Training Hall. It costs 25 silver each time to train with one of the trainers. Once they are brought down to half HP, they will boot you out of the room and the training session will be over.

The Training Hall can be found on Park Street, not far south of where it meets Church Street. To get there, from Church Square, type:

travel The Park Street Training Hall

Then type:

give 25 silver to grandmaster/master/basic

You will be brought to a private room where you and your trainer can trade blows.

To get your trainer to switch weapons, type say <desired weapon>, and they will switch weapons. Be sure to do this outside of combat; it won’t work while you’re fighting.

Step 9: Other commands.

There are several other commands that can take up your actions that haven’t been discussed in depth yet.

  • Pose/Emote:  These synonymous commands will use up an action while in combat. Using the ‘say’ command does not.
  • Protect:  To guard someone, type protect <name>. To stop protecting them, type the command a second time. While protecting, you’ll try to defend them if they’re attacked, meaning that you could get hit in their stead.
  • Flee:  To escape the room that you’re fighting in, type flee <direction> <emote> .  If there are enemies blocking that direction, you may not be able to flee.
  • Disengage:  To successfully disengage with an opponent, both parties need to disengage <emote>. If you do not use this command at the start of the round, it might not work without a second attempt.
  • Surrender:   Typing surrender will leave you at your opponent’s mercy.


Thanks to Bryne’s player for helping to make this handy dandy guide to combat!