Combat & Damage
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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.
Hit Points
Hit Points (HP) represent how much damage a character can withstand. When a character reaches 0 HP, they become Downed.
Each character has a base number of Hit Points (HP).
- Most players begin with 2 HP.
- Some classes begin with 4 HP.
- Additional HP can be gained through armour, costume pieces, or other bonuses. See Armour and Hit Points.
- HP can be restored through healing magic and potions.
Becoming Downed
- When a character reaches 0 HP, they become Downed.
- During 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 games that do not use respawns, Downed players should kneel where they fell and remain there until healed or until the round ends.
Hit Locations
Only specific areas of the body are considered valid targets during combat.
Valid Target Zones
- Arms: upper arm, elbow, forearm
- Legs: thigh, knee, lower leg
- Torso: upper chest, belly, upper back, lower back
Out-of-Play Zones
The following areas are prohibited targets:
- Head
- Neck
- Hands
- Feet
- Groin
Important: Deliberate strikes to out-of-play zones are strictly prohibited. Players should also avoid using these zones to block incoming attacks.
A Good Hit
Placeholder text.
Damage by Location
Damage depends on where the strike lands.
- 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.
- Magic Bolts: Deal 4 HP damage regardless of hit location.
Magic Bolt Rules
Magic bolts have the following rules:
- Bypass shields and count if they hit any part of a player's weapons, costume, or armour.
- May strike out-of-play zones, though players should still avoid aiming for these areas.
- Deal 4 HP of damage no matter where they land.
Blocking Projectile Weapons and Spells
- Melee weapons cannot deflect or strike projectiles or spells.
- Projectiles cannot be intentionally blocked using a non-target area, 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.
- Hits to the head and neck never count as valid strikes.
- Spells count as hits regardless of where they land, including:
- Weapons
- Costumes
- Non-target areas
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