Combat & Damage: Difference between revisions
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Wizards and Warlords features full-contact combat using padded foam weapons in a controlled and immersive environment. Combat is designed to be fast, fluid, and cinematic, but it must always be safe and respectful. | Wizards and Warlords features full-contact combat using padded foam weapons in a controlled and immersive environment. Combat is designed to be fast, fluid, and cinematic, but it must always be safe and respectful. | ||
== Good Strikes == | == 1. Good Strikes == | ||
A good strike is a controlled hit delivered with the correct striking surface of the weapon, using a motion that represents a realistic and meaningful attack. | A good strike is a controlled hit delivered with the correct striking surface of the weapon, using a motion that represents a realistic and meaningful attack. | ||
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Players should focus on controlled, deliberate strikes rather than the number of hits they can throw. | Players should focus on controlled, deliberate strikes rather than the number of hits they can throw. | ||
== Hit Points == | == 2. Hit Points == | ||
Hit Points (HP) represent how much damage a character can withstand. When a character reaches 0 HP, they become Downed. | Hit Points (HP) represent how much damage a character can withstand. When a character reaches 0 HP, they become Downed. | ||
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* Most players begin with 2 HP. | * Most players begin with 2 HP. | ||
* Some classes begin with 4 HP. | * Some classes begin with 4 HP. | ||
* Additional HP can be gained through armour, costume pieces, or other bonuses. See [[Armour | * Additional HP can be gained through armour, costume pieces, or other bonuses. See [[Armour & Hit Points]]. | ||
* HP can be restored through healing magic and potions. | * HP can be restored through healing magic and potions. | ||
=== Downed === | === 2.1. Downed === | ||
* When a character reaches 0 HP, they become Downed. | * When a character reaches 0 HP, they become Downed. | ||
* During weekly games that use respawns, Downed players should raise a weapon above their head to indicate they are out of play, then make their way to the designated respawn point. | * During weekly games that use respawns, Downed players should raise a weapon above their head to indicate they are out of play, then make their way to the designated respawn point. | ||
* During weekly games that do not use respawns, Downed players should kneel where they fell and remain there until | * During weekly games that do not use respawns, Downed players should kneel where they fell and remain there until resurrected or until the round ends. | ||
* Downed players are allowed to move out of the way of combat if safe to do so. | |||
* At events different rules may apply when Downed. Be sure to read the event rules for more information. | * At events different rules may apply when Downed. Be sure to read the event rules for more information. | ||
== Hit Locations == | == 3. Hit Locations == | ||
<div class="wizlords-photo-box"> | |||
<div class="wizlords-photo-image">[[File:invalidzones.png|234px|link=File:Invalidzones.png|alt=Front and back body diagrams with the head, neck, hands, feet, and groin marked red as invalid strike zones.]]</div> | |||
<div class="wizlords-photo-caption">Invalid strike zones are marked in red.</div> | |||
</div> | |||
Only specific areas of the body are considered '''valid targets''' during combat. | Only specific areas of the body are considered '''valid targets''' during combat. | ||
=== Valid | === 3.1. Valid Strike Zones === | ||
* Arms: upper arm, elbow, forearm | * Arms: upper arm, elbow, forearm | ||
* Legs: thigh, knee, lower leg | * Legs: thigh, knee, lower leg | ||
* Torso: upper chest, belly, upper back, lower back | * Torso: upper chest, belly, upper back, lower back | ||
=== | === 3.2. Invalid Strike Zones === | ||
The following areas are prohibited targets: | The following areas are prohibited targets for striking: | ||
* Head | * Head | ||
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* Groin | * Groin | ||
'''Important:''' Deliberate strikes to | '''Important:''' Deliberate strikes to invalid strike zones from melee or ranged weapons are '''strictly prohibited'''. Players should also avoid using these zones to block incoming attacks. | ||
== Damage by Type and Location == | <div class="wizlords-image-clear"></div> | ||
== 4. Damage by Type and Location == | |||
Damage depends on the type of weapon and where the strike lands. | Damage depends on the type of weapon and where the strike lands. | ||
=== Melee and Ranged Weapons === | === 4.1. Melee and Ranged Weapons === | ||
* '''1 HP Damage:''' Strikes to arms or legs, excluding prohibited zones. | * '''1 HP Damage:''' Strikes to arms or legs, excluding prohibited zones. | ||
* '''2 HP Damage:''' Strikes to the torso, including upper chest, belly, upper back, or lower back. | * '''2 HP Damage:''' Strikes to the torso, including upper chest, belly, upper back, or lower back. | ||
=== Arcane Bolts === | === 4.2. Arcane Bolts === | ||
Arcane Bolts have the following rules: | Arcane Bolts have the following rules: | ||
* '''Arcane Bolts:''' Deal '''4 HP damage''' regardless of hit location. | * '''Arcane Bolts:''' Deal '''4 HP damage''' regardless of hit location. | ||
* '''Bypass''' shields and count if they hit any part of a player's weapons, costume, or armour. | * '''Bypass''' shields and count if they hit any part of a player's weapons, costume, or armour. | ||
* May strike ''' | * May strike '''invalid strike zones''', though players should still '''avoid aiming''' for these areas. | ||
=== Siege Weapons === | === 4.3. Siege Weapons === | ||
* '''Siege Weapons:''' Deal '''12 HP damage''' regardless of hit location. | * '''Siege Weapons:''' Deal '''12 HP damage''' regardless of hit location. | ||
* '''Bypass''' shields and count if they hit any part of a player's weapons, costume, or armour. | * '''Bypass''' shields and count if they hit any part of a player's weapons, costume, or armour. | ||
* May strike ''' | * May strike '''invalid strike zones''', though players should still '''avoid aiming''' for these areas. | ||
== Blocking Projectile Weapons and Spells == | == 5. Blocking Projectile Weapons and Spells == | ||
'''Melee weapons cannot deflect or strike projectiles or spells'''. | '''Melee weapons cannot deflect or strike projectiles or spells'''. | ||
Projectiles cannot be intentionally blocked using | |||
*If a projectile is blocked by a non-target area '''but would have hit a valid target zone''', the strike '''counts as a hit'''. | Projectiles cannot be intentionally blocked using an invalid strike zone, such as hands or feet. | ||
*''' | |||
* If a projectile is blocked by a non-target area '''but would have hit a valid target zone''', the strike '''counts as a hit'''. | |||
* '''Projectile hits to the head and neck never count''' as valid strikes. | |||
'''Spells''' count as hits regardless of where they land, including: | '''Spells''' count as hits regardless of where they land, including: | ||
</div> | * Weapons | ||
* Costumes | |||
* Invalid Strike Zones including head and neck | |||
== Where To Next? == | |||
* [[Armour & Hit Points]] ← Next Step | |||
* [[Weapons & Equipment]] | |||
* [[Terrain & Hazards]] | |||
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{{Player Guide}} | |||