While combat is dangerous, your characters will generally look out for themselves. This self-preservation prevents your characters from staying till the bitter end when victory is nowhere in sight. Further, your party may even avoid a fight altogether if it offers nothing but death. Often weaker, common monsters venture near settlements such as towns and cities. These can prove an excellent way of learning more about combat not to mention being a lucrative source of gold and treasure. Obviously buying weapons and armour will greatly enhance your characters' survival rate although it is best to avoid heavy, encumbering armour for those that are not in too much danger.
If your party is in the same location as your target when you issue the order, your party will attack immediately. Multiple ENGAGE orders can be used in an attempt to finish off any monsters that fled, though this will not work against other players' parties. Alternatively, issue a new ENGAGE order for another target and move to fight this.
Within settlements, laws prohibit the use of weapons and spells. Whilst this does not prevent fights, it means that generally a brawl at the local tavern is the only alternative. These skirmishes can be fought against other players' parties using the ENGAGE order. Typically, they are relatively harmless and can even be a lot of fun.
Engage |
E (target) |
For example: E 2123 tells your party to attack on sight monster group 2123. |
The second common way a fight will start is due to your party's attitude. You can set how you would like your party to behave towards other monsters and players. The choices are friendly which is option 1, neutral which is option 2 or hostile which is option 3. This overall attitude uses 0 as the target.
You can set yp to a further eight attitudes towards specific targets. These can be a monster class (i.e. all orcs) or a monster group (i.e. orc group 3451) or another player's party. In addition to your eight specific attitudes you can set your reaction towards all monsters by using code 180. To cancel an independent attitude, use 0 as the attitude code.
Where two or more attitudes clash, the most specific attitude is used.
Attitude |
A (target/0/180) (attitude) |
For example: A 180 3 would set an attitude of hostile towards all monsters. |
Keep Eyes Open |
K (target) |
For example: K 819 tells your party to be alert for any monster types 819. |
Track |
T (target) |
For example: T 3849 tells your party to follow the trail of monster group 3849. |