Fighting
To survive the many dangers the Realm holds for you, you have to be able to defend yourself. Fighting without proper clothing to protect every vulnerable spot of your body is pointless, so go to the nearest tailor or armour shop and get yourself equipped. Then you need a weapon that suits your purposes. Do you want more damage in combat, or a weapon that can easily be placed in an opponent's neck? Think about all this before you start slashing evil monsters.
Once you have the proper equipment, find yourself a fitting opponent. There is no recipe for that, but find out its strengths and weaknesses before you engage - consider <monster> gives you a rough idea of your chances. The best way to overcome foes of awesome strength is to find heroes of about equal power. Let a warrior, who is healthier than any other class, fight in the front line, while mages cast spells at the opponent before the fight to weaken it, and a cleric casts spells on the warrior to strengthen him. Then, while the battle rages, the warrior endures the damage, a mage bends the forces of nature to harm the opponent directly, and the cleric eases the wounds of the noble warrior.
But what if you can't find any heroes to join your group?
- Mages, able to bend the will of innocent creatures, may let those creatures fight for them.
- Clerics, through their god's protection and their healing, may heal their wounds as fast as they get them, and so fight their opponents without fear.
- Warriors, well, they close their eyes and just charge, knowing that in a berserk battle frenzy they can give AND take a lot of damage.
- Thieves just sneak up behind their opponent's back and place a dagger there. Before their foe realises what happened, they are gone again.
- Druids take on the shape of a wild animal and fight tooth and claw.
Now, noble hero, I have taught you all I know about battle. May you defend yourself well.
Useful commands #
| What | Command |
|---|---|
| How strong is it? | consider <monster> |
| How wounded is someone? | diagnose <name> |
| Flee automatically when low on hit points | wimpy 35 (wimpy 0 switches it off) |
| Attack | kill <monster> |
| Help a friend | assist <name>, rescue <name> |
| Run away | flee, or retreat if you have the skill |
| Loot and recover | get all corpse, then rest or sleep - best in a temple |
In the game, help how to fight and survive covers all of this in detail, and help how to play in a group explains grouping.
If you die #
Death in the Realm is not permanent. You lose experience, and your items and gold stay in your corpse where you died - go back and fetch them. Right after death, a priest can still resurrect you. Corpses survive one reboot.
In a death trap your corpse is carried to the Undertaker's Meat Locker beyond the river Acheron, and you wake on the Ferryman's Dock: Charon ferries you across for a coin, and the Undertaker hands your corpse over for a fee. Below level 10, a good fairy pays for you.
Fighting other players #
Killing or stealing from players who do not want it is a crime. Between citizens, it is judged by the elected judges under the mortal law; otherwise the gods punish it as a breach of the Policy. Players who have signed the book of blood may fight each other freely, and in an arena dying costs no experience.
See also Beasts - tales of the creatures of the Realm (members only).