GemStone IV Combat Reference Guide

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GemStone IV Combat Reference Guide is an Official GemStone IV Document, and it is protected from editing. As it is a guide originally published on the official play.net website, it may be out of date and can only be updated by a member of staff.

Combat is an integral part of the GemStone experience. Beyond the walls of town, the world is a lawless wilderness full of savage beasts and strange entities. Bandits, trolls, serpents, and the undead are common sights wandering the fertile wilds of Elanthia. Unwitting adventurers can easily meet their end on the tip of a foe's pike.

Though towns are largely safe, rampaging evils occasionally breach the walls. Whether it be in town or the wilderness, arming yourself with a blade and shield is not enough to ensure your survival: the successful adventurer knows the ins and outs of battle in Elanthia, many of which are contained within this guide.

It would be remiss to assume that all of the secrets of warfare are contained within these paltry pages. The information within is meant as a primer for would-be combatants. True mastery of the combat system comes only with time and

Combat Tools

One-Handed Edged

Training in one-handed edged weapons allows a combatant familiarity with bladed weapons ranging in size from short knives to longswords, eschewing the pure power of much larger weapons for defensibility and speed. Easily one of the most common weapon styles, one-handed edged combat usually features a blade held in the right hand and a shield in the left.

One-Handed Blunt

One-handed blunt weapons exhibit a large variety of shapes and styles, featuring whips, maces, crowbills, and even the deadly ball and chain. Their purpose in combat is to deal crushing damage, although some classes are capable of puncturing. A majority of one-handed blunt weapons combatants carry a shield in their off-hand to help them defend themselves.

Two-Handed Weapons

Two-handed weapons contain the massive brethren of both one-handed edged and blunt weapons. They are a diverse group that contains katanas, mauls, claidhmores, and quarterstaves among others. The massive size of the weapons wielded by those trained in two-handed weapons combat forces their users to forego the protection of shields. They rely upon the immense power of their weapons to finish off a foe before it can exploit their less-formidable defenses.

Two Weapons Combat

Two Weapons Combat is a style in which a combatant holds a weapon with either hand. Swinging two weapons results in a deficit of defense that one would normally garner from a shield, but practitioners of the form reap the benefits of having two quick attacks against an opponent. Another form of weapons training, be it edged or blunt, is required to have full use of both weapons. Two weapons combat users suffer from slightly lower speed than one-handed fighters, so many favor smaller blades. The main gauche, a small parrying weapon, can be wielded in the left hand to boost a two weapons user's defenses slightly.

Ranged

Ranged weapons users make use of bows to assault their opponents. Though some variation exists in the bow family, which includes standard bows--longbows, short bows, composite bows--and crossbows, the principle behind ranged weaponry remains the same: practitioners carry quivers full of bolts or arrows that they fire from their weapon. Crossbows take time to load, but fire more quickly than standard bows, whereas a skilled archer can ready arrows with lightning speed, but must take time to ensure their arrows hit the mark. Crossbow users will find that kneeling whilst firing will lend extra steadiness and power to their bolts. As neither choice of ranged weapon style provides an archer with much in the way of defense, many ranged attackers make use of stealth to increase their chances of survival.

Thrown

Those proficient in thrown weapons are even more rare than archers. Most weapons can be hurled, but only a few types are ideal for throwing. Many thrown weapons users carry a shield in one hand for defense, and maintain a supply of throwing weapons that they hurl at the enemy. It is a good idea to have multiple throwing weapons, as some may lodge in an opponent or fly too far off their mark to easily recover. There are some rare magical weapons of the thrown variety that can return to their user, and even rarer are some that produce a limitless supply of unstable thrown weapons for their owners.

Polearms

Polearms are slow, powerful melee weapons that have exceptional reach. Some require two hands to wield, so users must either rely on lighter one-handed spears so that they can manage an off-hand shield, or resort to parrying and boosting their defense through other means. Polearms can also be used to trip or charge at one's opponent, but either technique can exhaust a polearm combatant if overused.

Brawling

Brawling is a form of close-in melee combat that generally takes advantage of fists and other body parts as weapons. Most brawlers utilize fist weapons, such as claws, paingrips, and fist-scythes, to cause more damage to their opponents. When engaging a foe, brawlers rely on speed and strength more than extensive defenses, and often make use of Combat Maneuvers that suit their close-range styles.

Runestaves

Runestaves are a special defensive weapon handled by spellcasters. They can be swung at an opponent like a quarterstaff, but are not intended for offensive purposes. Runestaves are unique not only in that they can parry magical bolts and ranged weaponry directed at the user, but also that their defensive abilities are derived from how well-trained their holder is in the mystical arts. In the hands of an average warrior or rogue, a runestaff is little more than a pretty stick; when grasped by a talented mage, it can embody formidable defenses.

Any skill in magical arts will give one access to a runestaff's defensive benefits, but a total of 8 ranks of any magic skill per level will provide a defense equivalent to that derived from 1 rank of two-handed weapons skill per level. Higher amounts of magical skill will provide even more defense. There is no theoretical limit to the amount of defense that can be generated in this way.

Voln

The Great Spirit Voln imbues his chosen servants with physical prowess to aid in their goal of turning back the ever-growing tide of Undeath. Some skills, such as Symbol of Holiness, may only be used as an offensive weapon against the undead. Others, such as preternatural abilities to Throw, Kick, and Punch one's opponent, may be used against the living. The use of such physical attacks is aided by training in Brawling.

Guildskills

The Rogue Guild and Warrior Guild of Elanthia currently offer training programs that afford their members special martial abilities. Some of these are more effective in combat than others, and a few mimic skills available to the general populace through training in Combat Maneuvers.

Combat Maneuvers

Combat Maneuvers from the Combat Maneuver List (CML) can be learned, over time, by investing skill points gained through training the Combat Maneuvers (CM) skill. While the skill boosts a character's abilities in a general fashion, providing bonuses to attack and defense as well as some protection against opponents' maneuvers, the Combat Maneuver List allows access to a vast supply of special skills that can enhance performance in battle. Profession limits access to some maneuvers, but there are a number of skills usable by all.

Each rank of Combat Maneuvers skill provides one point that can be allocated to learn specific skills from the CML.

Ambush

Ambushing an opponent can be done in several different ways. Many take advantage of the element of surprise by combining Ambush with Hiding, which can take a foe unawares and limit its ability to defend against a quick blow. Others utilize the skill in the open as a means of targeting their attacks. More training in the Ambush skill will allow a combatant to focus with ease on where his or her blows ought to land. High agility and/or dexterity will increase the speed of the ambush. More Ambushing skill relative to the target's level will result in decreased Defensive Strength (DS) for that target.

Multi-Striking

Multi-striking allows those skilled in Multi-Opponent Combat to unleash a flurry of blows at their enemies. At first, multi-striking is unfocused, meaning that it will attack multiple enemies in the immediate area if any are available. As one's proficiency with Multi-Opponent Combat grows, the ability to hit more opponents or to target a series of strikes against a single opponent will grow apace.

With 5 ranks of Multi-Opponent Combat skill, a character can attack two different creatures at once. Consult the chart below for additonal strike thresholds.

5-14 Ranks : 2 swings
15-34 Ranks: 3 swings
35-59 Ranks: 4 swings
60-99 Ranks: 5 swings
100-154 Ranks: 6 swings
155+ Ranks: 7 swings

It is also possible to attack a single opponent multiple times with a focused strike. Two swings are possible at 30 ranks; Consult the chart below for additonal strike thresholds.

30-54 Ranks: 2 swings
55-89 Ranks: 3 swings
90-134 Ranks: 4 swings
135-190 Ranks: 5 swings
190+ Ranks: 6 swings

Bolt Spells

Bolt spells, which include the subset of ball spells, are physical manifestations of a caster's magical powers, hurled at an opponent, and thus can be dodged. Ball spells are generally more advanced forms of bolts that will explode on impact, striking an opponent multiple times or hitting nearby foes. This capability can be enhanced through training in Multi-Opponent Combat. The strength of bolt spells in general is enhanced by a caster's Dexterity, among other factors.

Warding Spells

Warding spells sometimes have a physical component, but they strike at an opponent through nonphysical means, attempting to affect the target's spirit to generate a damaging effect. Thus, they must be resisted by sheer strength of will or luck. Possessing strong Aura or Wisdom will heighten the power of one's warding spells, depending on the spell.

Effect Spells

Some spells are used in combat that do not directly affect an opponent, but are nonetheless integral to combat. Elemental Waves can knock an opponent off his feet, while such potent and destructive magics as Implosion and Meteor Swarm can summon localized catastrophes to complicate--or end--a foe's life. Not all effect spells are so overt. Some, like Darkness, simply make it more difficult for combatants to hit one another.

Companion Creatures

Wizards, Sorcerers, Clerics, Empaths, and Rangers all have companions at their command, but a Ranger's animal companion can bring not inconsiderable trouble to that Ranger's enemies. They will fight at a Ranger's command.

Defenses and Enhancements

Armor

A wise adventurer dons armor whenever he or she is in a place with the potential for danger. The amount of armor one wears generally varies by profession: Wizards and Sorcerers will often wear lighter armors like robes and simpler leathers, so as not to hinder their spellcasting, whereas Warriors and Rogues often wear full sets of plate armor with numerous accessories. Generally, only the chestpiece of an armor set will enhance a character's defensive strength if it carries a bonus. All other accessories, such as coifs, bracers, and greaves are intended to protect specific areas of the body.

Remember that armor will not prevent a character from being hit, but it can drastically reduce wound severity and the damage incurred from being hit.

Shield

Shields come in four sizes: small, medium, large, and tower. The heaviness of a shield will hinder one's ability to dodge an enemy's attacks, but allows them to be blocked. How much dodge is hindered and how well blocks are executed depends on the size of the shield: smaller shields are better used in combination with dodging, and larger shields eschew evasion more completely in favor of blocking. Shields also provide a defensive bonus that can be increased by enchanting them.

Enhancement Spells

Spells are often used to augment defenses or offenses. The Major Elemental spell Strength will allow for stronger physical attacks, and the Paladin spell Divine Shield will increase ability to block enemy attacks. Some Enhancement spells have a balancing negative effect: for example, Spirit Barrier, a Minor Spiritual spell, will increase defense but make it more difficult for its target to score physical hits against foes.

Defense Bonus Items

Some seemingly innocuous items, generally sold only in extremely rare circumstances, have the magical ability to bolster the defenses of their wearer. These Defense Bonus items are highly coveted and generally owned only by the very wealthy.

Critical Padding

Some merchants have the ability to place padding into armor that decreases the severity of wounds inflicted against the wearer. Sufficient critical padding can reduce what would have been a life-threatening injury into little more than a scratch. Armor cannot be both critically and damage padded.

Damage Padding

Damage padding is a service provided by some merchants that decreases the initial amount of health lost when a padded armor's wearer is attacked. This does not affect the severity of the wound; only how much damage is initially taken. Armor cannot be both critically and damage padded.

Enchanting

Enchanting is a process used by Wizards and some merchants for lending extra strength to a weapon, shield, or armor. This will cause a weapon to hit harder (by increasing Attack Strength bonus) or a shield or armor to protect more effectively (by increasing Defense Strength bonus). Magical metal items generally carry an innate bonus similar to enchantment. There is a cap on the total bonus an item can maintain, a total of +50 bonus between any innate or magically added enchants.

Each successful enchantment adds +5 to an item's bonus.

Resistances

Some armor can be treated by Rangers or merchants in such a way that they provide resistance against various forms of elemental damage. The process requires potions crafted from special plants, each unique to a resistance type. Resistance can only be added to leather and cloth armors, as sturdier armors are immune to the magics involved. Resistance is not permanent and eventually fails.

Flares

Flaring weapons occasionally release a potent, damaging charge on impact. Many flares are elemental, but other, more unusual flares of poisonous material, void magic, and plasma do exist. Some metals, such as drakar and rhimar, have innate flares, but other metals may also be imbued with the ability. Feras and drake weapons, two special classes, hold no magical bonus but are also known to flare occasionally.

Blessings

As the undead are immune to standard forms of attack, it is necessary to purify worldly weapons with a blessing that will allow them to harm unliving foes. Several methods of blessing exist, generally stemming from the Arkati: Voln members can use their Symbols to instill holy power into a weapon and Clerics can use spells to bless.

Sanctification

Sanctified weapons are attuned to the faithful, and remain permanently blessed in the hands of a Cleric or Paladin. There are a few weapons of such power that they remain permanently blessed no matter the hand that holds them.

Critical Weighting

Critical weighting is an enhancement generally applied to weapons by merchants. Critically weighted weapons cause deeper wounds than would a normal weapon wielded by a user of similar strength.

Damage Weighting

Damage weighting is a service provided by merchants that enhances the damage done by a weapon. A damage-weighted weapon will cause more initial health to be lost at the time of impact.

Enhancives

Some items are charmed so as to enhance certain attributes or skills of their bearers. These can significantly change the course of a fight. A fighter reaping the benefits of a Strength enhancive will, for example, swing harder, whereas a character with a Shield Use enhancive will defend a bit better with a shield.

Combat Factors

Attack Strength (AS)

Attack Strength is a measure of how hard a character or creature is hitting. It is a factor used when calculating the damage caused by physical attacks and bolt spells. It is increased by weapon skill (or spell aiming skill for bolt spell attacks), the weapon's bonus, stat bonuses (strength or dexterity, depending on the kind of attack), Combat Maneuver skill, certain spells, and other factors.

Ex. With an edged weapon skill bonus of +45, a mithril short sword with an inherent weapon bonus of +5, a strength bonus of +16, and 4 ranks of CM skill providing a bonus of +2 in an offensive stance, the total is: 45 + 5 + 16 + 2 = 68.

    You swing a mithril short sword at a lesser orc!
      AS: +68 vs DS: +55 with AvD: +40 + d100 roll: +83 = +136

Defensive Strength (DS)

Defensive Strength determines how well a character or creature is defending against an attack, and is used in calculating the damage taken by physical attacks and bolt spells. It is increased by the presence of a shield and shield skill, the shield's bonus, the amount of weapon skill applied to defense via a particular stance, the armor's bonus, bonuses from evasion/blocking/parrying, Dodging skill, many different spells, and other factors.

AvD (Attack vs. Defense)

Certain weapon types are more effective against a particular piece of armor than others, and some armor offers superior protection against a certain attack over others. Each combination of weapon type and armor type has an AvD rating associated with it, which is added directly to the combat roll. The higher this number is, the more likely it is that the attack will be a success.

Casting Strength (CS)

Casting Strength expresses how difficult a warding spell is to resist, and comes into play when determining if or how hard that spell will hit. A character earns 3 points of CS per level, and the appropriate stat bonus is added depending on the nature of the spell (the aura bonus is counted for elemental spells, while the wisdom bonus is counted for spiritual spells). The number of spell ranks known, certain spells being active, and other factors also increases CS.

Target Defense (TD)

Target Defense is a reflection of a character's ability to resist or mitigate the damage of a warding spell. A character earns 3 points of TD per level, and the appropriate stat bonus is added depending on the nature of the spell (the aura bonus is counted for elemental spells, while the wisdom bonus is counted for spiritual spells). TD is also increased by certain spells being active, as well as other factors.

CvA (Cast vs. Armor)

Just as wearing heavy metal armor can inhibit the casting of a spell, so too can a target that wears such armor be more insulated from magical effects. Like AvD, this number is added directly to the combat roll to determine a warding spell's success. Positive values represent a greater vulnerability to attack, and negative values represent less.

Dice Roll (d100)

A visible random dice roll from 1 to 100 is used in determining the outcome of most combat situations. When attacking, a high dice roll increases the chances of success, and the opposite is true when attempting to defend against an attack. Due to factors outside of the dice roll, including other portions of the combat equation or Evade/Block/Parry, it is possible for a perfect 100 dice roll to still result in a miss.

DFRedux

DFRedux is a factor for damage reduction that generally comes into play in nonmagical classes, based on the assumption that a character spending more time engaged in physical training will be hardier than one spending time engaged in arcane endeavors. Characters experiencing damage reduction will take less damage from head-on hits.

To gain DFRedux benefits, a character must have sufficient training in certain skills:

The Physical Fitness skill is of the most importance.

Other skills that contribute include Armor Use, Shield Use, Combat Maneuvers, Dodging, Multi-Opponent Combat, Ambushing, Two Weapon Combat, Edged Weapons, Blunt Weapons, Two-Handed Weapons, Polearms, Brawling, Thrown Weapons and Ranged Weapons.

A character incurs a substantial penalty to DFRedux for the number of ranks of spell knowledge.

Evade/Block/Parry

Even before a character makes a combat roll, it is still possible to avoid attack through one of three secondary means. If a character fails to evade, block, or parry an attack, the various factors involved still contributes to the character's DS when the attack is resolved.

Evading an attack causes it to miss completely. The possibility of evasion is increased through training the Dodge skill, agility, intuition, and maintaining low encumbrance, among other factors. Shields and armor make it more difficult to evade an attack, especially larger shields and heavier armor.

Dodge

Dodge Defense Strength (DS) bonus:
(Dodge Ranks + (AGiLity bonus) + (INTuition Bonus/4) + Spell Mods) = Base Value

Base Value * Stance Modifier * Shield Penalty * Armor Hindrance Penalty = DS bonus

Stance Modifier: 75% + Stance/4.

Example: In Stance Guarded (Stance = 80), the Dodge DS stance modifier would be 75% + (80/4) = 95%

Shield Penalty: Using a shield hinders attempts to Dodge. The penalty is 20% for a small shield, 30% for a medium shield, 40% for a large shield, and 50% for a tower shield.

Armor Hindrance penalty: Wearing heavy armor hinders attempts to Dodge. The penalty is 1/2 of the armor's Maneuver Hindrance value.

The odds for an outright dodge are based on the defender's Dodge ranks compared to the attacker's level. It is affected by stats, certain spells, and stance. A character with 1x Dodge training can evade a like-level foe roughly 5% of the time in stance offensive. A character with 3x Dodge training and all other factors the same would have roughly a 15% chance to evade that same attack.

Evade DS bonus is increased by 50% against any ranged attacks (arrows, hurled, bolts). It is possible to evade ranged attacks completely, though the chance of a successful evasion is less than the chance against melee attacks.

Spells that improve attempts to Dodge include Mobility, Mass Blur, Elemental Refraction, and Song of Mirrors.

Block

Blocking is using a shield to intercept an attack. Possessing a larger shield and training significantly in the Shield Use skill can raise the chance of a shield block, along with possessing greater strength and dexterity. Compared to a medium-sized shield, small shields give a -15% chance to block an attack, while large shields give a +15% bonus. Tower shields give a +30% bonus. This is the shield's size modifier.

Shield Defense Strength (DS) bonus:
(Shield Ranks + (STR bonus/4) + (DEX Bonus/4))/(1.5) = Base Value

Base Value * Stance Modifier * (100% + Shield Size Modifier) = DS bonus

Stance Modifier: 50% + Stance/2.

Example: In Stance Guarded (Stance = 80), the Shield DS stance modifier would be 50% + (80/2) = 90%

The odds for an outright Block are based on the defender's Shield Use ranks compared to the attacker's level. It is affected by stats, shield size, and stance.

A character with 1x shield training and a medium shield will block a like-level foe roughly 5% of the time in stance offensive. A character with 3x shield training and all other factors the same would have roughly a 15% chance to block that same attack.

For Bolt DS, which includes all ranged attacks (arrows, hurled weapons, and bolt spells), the size modifier of your shield is increased by 50%. For example, a wall shield would have a 60% size modifier versus ranged attacks rather than the 40% versus melee attacks. Five DS is added for each size greater than medium, while small shields have a reduction of 5 DS. Normally, it is not possible to block bolt spells.

Parry

Parrying an attack is generally done with a weapon, and can be encouraged through training in that weapon's associated skill or skills. Increased strength and dexterity also contribute to success. Unlike other weapons, using a two-handed weapon increases success chances by 50%. Wielding two weapons at once also increases one's chances.

Parry Defense Strength (DS) bonus:
(Weapon Ranks + (STR bonus/4) + (DEX Bonus/4)) = Base Value

Base Value * Stance Modifier * 2H weapon modifier + Stance/2 = DS bonus

Stance Modifier = 20%+(Stance/2)

Example: In Stance Guarded (Stance = 80), the Stance Modifier would be 20% + (80/2) = 60%

Using a two-handed weapon provides a 50% bonus, otherwise no modifier. The weapon enchant is applied before the 50% parry modifier for two-handed weapons is added. For one-handed weapons, the bonus is plus/2, for two-handed weapons, the bonus is the plus (enchant of the weapon).

The odds for an outright parry are based on the defender's weapon ranks compared to the attacker's level. It is affected by stats, certain spells, and stance. A character with 2x weapon training would parry a like-level foe roughly 5% of the time in stance offensive.

Encumbrance

Encumbrance, a factor of Strength, is an expression of how weighed down a character is. Characters can be weighed down by carrying too much gear at once, but wearing armor that requires more advanced levels of armor training can also contribute to being encumbered. Encumbered characters will move slower and suffer from decreased resistance to enemy combat maneuvers.

Level

Level is a measure of how experienced a character is in Elanthia. Higher-leveled characters are generally more powerful and possess a larger variety and depth of skill than their less-experienced counterparts. Characters begin with no level and can progress to a maximum of level 100 with the opportunity to gain further skills indefinitely. A character's level grows by gaining experience, which is generally achieved through accomplishing Adventurers' Guild goals or hunting creatures around the character's current level. New skill ranks can be acquired up to a limit either equal to, double, or triple the character's levels (counting level 0 as a level), depending on the particular skill and profession involved.

Hiding

Hiding is a skill that allows a character to slip into the shadows and remain unseen. While hiding, a character can be revealed by players or creatures, by spells or searching. Due to heightened senses, wild creatures have a much higher likelihood of finding a hidden character than might a player-character opponent. Hiding is a helpful component of Ambushing.

Positioning

Characters can maneuver themselves into four positions: lying, sitting, kneeling, and standing. Some spells and maneuvers can force a character into a lying or kneeling position, significantly hindering that character's ability to defend. Of all weapon practitioners, only crossbow archers benefit by kneeling, adding +30 to their attack.

A character that is not standing up will have his or her DS and full offensive AS reduced by 50 points (unless using a crossbow). Sitting or kneeling will reduce chances to evade, block and parry by 25%. Being prone (lying down) reduces these chances by 50%.

Stances

There are six main stances in which a character can exist: offensive, advance, forward, neutral, guarded, and defensive. In offensive, a character is devoting all of his or her efforts toward attacking. When in stance defensive, that character is dedicating all energy toward defending. Neutral stands in between the two, and forward and guarded allow further incrementing. Characters who are in stance defensive will generally take less damage from physical attacks, including bolt spells, than those in stance offensive.

In stance offensive, 100% of a character's weapon skill is applied to AS, and the character has a far reduced chance to evade, block or parry.

In stance defensive, only 50% of a character's weapon skill is applied to AS, and the character has the highest chance to evade, block or parry.

Attack Results

With all of the relevant statistics compiled, the GemStone IV combat system displays the numeric attack detail. The attacker's AS, the AvD and the die roll are added, and the defender's DS is subtracted. (In case of warding attacks, CS, CvA, and die roll are added, and TD is subtracted.) If the result is over 100, the attack succeeds; otherwise it misses or is deflected, etc.

Examples:

    You swing a steel mace at a goblin!
      AS: +87 vs DS: +51 with AvD: +31 + d100 roll: +61 = +128
       ... and hit for 14 points of damage!
       Blow raises a welt on the goblin's left arm.
    Roundtime: 5 sec.
    
    You gesture at a ghost.
      CS: +57 - TD: +6 + CvA: +25 + d100: +62 == +138
      Warding failed!
      A painful blow.
       ... 20 points of damage!
       Smash to the chest!
       Good thing there were no ribs there to shatter.
       The ghost is stunned!
    Cast Roundtime 3 Seconds.
    
    A relnak tries to bite you!
      AS: +61 vs DS: +45 with AvD: +35 + d100 roll: +15 = +66
       A clean miss.

If a physical attack was successful, the success margin (the amount of the attack result beyond 100) is multiplied by a Damage Factor, a decimal ratio that is characteristic of each type of damage dealt vs. the kind of armor that it hits. The product is the "raw" hit point damage that the target suffers. The combat system then also determines if a critical wound was inflicted on the body part that was struck, based on the amount of raw damage and what kind of armor may (or may not) have covered the affected area.

In the first example above, the mace's damage factor against the goblin's skin (i.e., no armor) was multiplied by the 28 points of success margin for a total of 11 raw points of crushing-type damage. Based on those 11 points and the lack of armor, the goblin also was inflicted with a rank 1 wound to the left arm, adding another 3 points of damage. Only the result of these calculations is displayed.

A successful warding attack will have special results that vary from spell to spell.

Health

Health is a measurement of how many hit points a character has. Influenced by Constitution and a character's race, high health can help a character last longer in battles. Dropping to or below zero health will cause instant death. Characters can die before they lose all of their health points, especially if a critical strike harms a vital organ. Giantmen and other hardy races tend to have higher natural health than the frailer Halflings and Erithians.

Injuries and reduced hit points also lower success chances for many other actions, both combat and non-combat related. Missing hit points can have a slight adverse effect on AS and DS.

Total hit points are determined by race and training in Physical Fitness. New characters' total hit points are equal to (strength + constitution) / 10. After that, each rank in Physical Fitness yields extra hit points up to the racial maximum according to the following chart:

Race Max HP
Aelotoi 120
Burghal Gnome 90
Dark Elf 120
Dwarf 140
Elf 130
Erithian 120
Forest Gnome 100
Giantman 200
Half-Elf 135
Half-Krolvin 165
Halfing 100
Human 150
Sylvankind 130

Note that each race's maximum hit point total is increased by a character's constitution bonus. Also, hit point increases per Physical Fitness rank are increased by (constitution bonus) / 10.

For example, a player rolls up a dwarf character with a strength stat of 80 and a constitution stat of 90. His strength bonus would be 25 and his constitution bonus would be 35. His initial hit point total would be (80 + 90) / 10 = 17. Each rank of Physical Fitness would gain him 6 + (35 / 10) = 9 extra hit points, up to a maximum of 140 + 35 = 175.

Status Ailments

There are a number of status ailments in Elanthia: stun, silence, bleeding, and bound among them. Status ailments will generally hinder your character's ability to move or defend, and can quickly end an otherwise favorable fight.

A character that is not standing up will have his or her DS and full offensive AS reduced by 50 points (unless using a crossbow). Sitting or kneeling will reduce chances to evade, block and parry by 25%. Being stunned or prone (lying down) reduces these chances by 50%. More serious incapacities can prevent evasion, blocking, and parrying abilities altogether, in addition to their other effects.

Death

When a character dies, he or she is unable to move. Dead characters exist as a feeble spirit still bound to the character's corpse, and are unable to communicate beyond several emotes and the ability to speak or use certain Voln abilities. Dead characters lose access to thoughts as well, and will need to be reunited with their body through the services of a Cleric or a Paladin, or they will depart and be reborn through the grace of Lorminstra, Goddess of Death. This rebirth carries a heavy price.

Death's Sting

When a character dies and is resurrected without deeds, or is not resurrected by a Cleric or Paladin, dying leaves a mark on his or her soul. For a time, the character's ability to gain experience will be compromised, and the character will also suffer Constitution loss that expresses his or her weakened state. This makes subsequent deaths more likely, and Death's Sting can quickly stack up if the player does not take great care in future combat. Death's Sting will eventually wear off on its own, but priestesses in major towns also provide potions to help mitigate its effects, exchanging the potions either for certain items or cold silver.

More information on death can be found here.

Roundtime

Roundtime is the amount of time needed to perform an action. Most combat-related actions have a minimum roundtime that is required, but which can be exacerbated by factors like Encumbrance, armor, and certain spell effects. Characters in roundtime can speak and look around, but generally cannot perform any other actions.

Most heavy armors add a certain number of seconds to the roundtime of a standard attack. This penalty can be overcome by the Armor Use skill: each +20 increase in Armor Use bonus reduces the penalty by one second.

Environment

Environment can be an important factor in determining the outcome of combat. For example, locations that are exceptionally dark will provide a bonus to the defenses of all combatants in the area, along with allowing stealthy adventurers to hide better. Icy winds around the Icemule tundra will cause wounds and can even stun adventurers who have been exposed for too long, and can turn the tide of a close battle.

Other, more arcane, effects may be observed in special areas. The ongoing mana storm around Darkstone Castle will devour spells placed on characters one at a time, and places of seismic instability may feature tremors that can knock an unwitting person off his or her feet.

Spellburst

Spellburst is a special environmental mechanic that comes into play in some higher-end leveling areas, including Old Ta'Faendryl, Temple Wyneb, and the Ruined Temple off Teras Isle. Spellburst penalizes players under the effects of too many beneficial spells outside of their profession's spell circles, causing damage or even death.

Training in Arcane Symbols and Magical Items Use can mitigate the damage caused by Spellburst, and sufficient training can negate its effects entirely.

Force on Force

Force on Force is a system that comes into play when a single character engages multiple opponents in the same room. Each same-level foe that attacks in short succession after the first will lower the character's stance by approximately one full level. Once the character's stance is pushed all the way down to stance offensive, Force on Force will begin eroding the character's defensive strength and ability to Evade, Block, and Parry.

Training in Multi-Opponent Combat can offset the negative effects of Force on Force. 10 ranks will remove one opponent from consideration in stance reduction, followed by one more foe at 25 and 45 ranks. One foe more is ignored every 25 ranks afterward.

There is a short grace period upon entering a room, during which a character will not be affected by Force on Force.