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A Summary of PVP Tactics
Written and Revised by Playy
V 1.0.0

Introduction: This essay has been broken into sections Labeled: Basics, Equipment, Strategies, and Skills/Stats. Each section states the necessities to succeed in player vs. player combat.

Basics: PvP fighting is generally for fun rather than making profit. By killing an innocent player in Fellucia, you will receive a murder count. Murder counts will contribute toward turning a character red. In trammel there is no innocent player killing. Trammel will not allow you to attack any player, other than players in your guild, a warring guild, or and order or chaos guild.

When  fighting another player the general rule is: Never bring anything with you that you are not willing to loose. Valuable items such as: Magic weapons, armor, and any other valuable you may have. Often, armor and weapons do not add a large advantage. The player that is more prepared for the battle will have more success than those that don't.

Equipment: One of the most important concepts of PvP is to keep your life above 50%, If your life stays about 50% your chances for wining are guaranteed. With this concept in mind, the following list was created:

In Backpack:
Amount
Item
8 Greater Heals
40 Bandages (optional)
20 of each Regs (Optional)
5 Explosion Potions
8 Cure Potions
5 Trapped Pouches

On Character:
Amount
Item
1 GM or better armor set
1 Weapon (optional)
1 Shield (optional)
1 Clothes (optional)

Depending on Character Skills equipment will vary. Mages should equip between 70-100 regs, and a set of armor that takes little dex.

Strategies: Each person uses a different fighting style, be prepared for your enemies style and stratagies. Melee fighting: One of the best strategies for melee fighting, I have seen is the hit and run method. By hitting your opponent 2-3 time then backing up and healing will keep your life at a high level  while lowering your opponents stamina.  The attacker always has the advantage over the defender. By being the aggressor you not only have the advantage of surprise, but you also will have the chance to deal the first hit and intimidate your opponent. The following is a walk through of a fight between 2 melee fighters. Not all strategies will work for every fight, so be prepared to change your plan as you go along.
-attack opponent
-deal 2-3 hits
-step back and heal
-deal 2-3 hits of damage
Repeat those simple steps until your enemy is killed, the opponent may also be using magic, poisons, explosions, so be ready to drink a greater heal potion or a greater cure potion. For swordsmen or fencers having your weapon poisoned will also give you a large advantage in combat.

Archery/Magery: Both archery and magery are excellent long distance fighting skills, which means they are able to kill an opponent in only a few seconds if used correctly. By chasing either of these skills you are giving up your choice to wear heavy armor, heavy armor such as platmail, will take a large amount of dex and will cause an archer to shot slower, and run slowly. High dexterity is necessary for any good archer. A mage cannot wear heavy armor because it will disable the skill meditation, which is important for a mage. The following is a walk through for a archer fighting a melee fighter:
-make first attack but keep distance
-continue shooting, keep 3/4 screen distance apart
-always use bandages
Repeat these steps until your enemy is killed. As an archer you should always be on a horse in battle, archers should keep 3/4 screen distance at all times. Using a normal bow will ne the fastest type of attack that you can use as an archer, a heavy crossbow will be very slow but will cause a tremendous amount of damage in only one shot. The type of bow that  you use will totally depend on the fighting style that you are most comfterable with.

Skills/Stats: This section will give you a simple templet to help you choose your skills, raise them, and select your proper stats.
3 Base Skills: The 3 base skills that you choose will do the majority of your fighting. First you will need a accuracy skills such as swordsmanship, fencing, macing, archery, magery or wrestling. next you will need a damaging skill such as anatomy, tactics, or eval. int. Then you will need a "life saving skill", such as, healing, hiding or alchemy to make potions. These 3 skills should all be GM.
4 Helper Skills: Once your 3 base skills are reach gm, you will have 400 skills points left over, with this 400 points you should get 4 more GM skills. These 4 extra skills should compliment your 3 base skills. Example: If your a fencer or a swordsman, you would probably want a skills like poisoning or lumber jacking.

Stats:
Class
STR
DEX
INT
Mage 100 25 100
Fencer 100 100 25
Macer 100 100 25
Swords 100 100 25
Archery 100 100 25