Activity: Combat
01
Overview
Combat is a way for you to earn extra experience points (XP) and loot for your characters and can range from battling other players and their wargs to fighting monsters or NPCs.
What is Combat?
- Combat is defined as fighting between armed forces.
- Combat can be undertaken in groups or individually.
- Combat may be PvP (Player vs. Player) or PvE (Player vs. Environment)
- Combat has direct consequences on a character's health and capabilities, so it is not for the faint of heart.
Submission Requirements
- Each party/side of combat can have a maximum of 3 players.
- Additional characters can be featured for XP but cannot contribute to combat.
- All characters must be at least 75% visible in order to be counted.
- You may only submit art for activities at this time. Literature/roleplay is not accepted.
- You can submit a maximum of one combat every 24 hours per character.
You can find the entirety of our combat rules on the journal provided here. Always refer to the rules and guidelines provided in the current combat journal before preparing your combat submission.
02
Combat Roles
All classes can participate in combat, however, the part they play will vary. There are three different combat roles:
Tank (Warriors)
Damage Dealer (Rangers, Rogues, and Mages)
Healer (Healers)
What Do the Combat Roles Mean?
These roles advise players on what kind of skills/abilities your character may utilize in a combat situation. Tanks are designed to absorb and deal heavy damage and work in close combat. Damage dealers inflict less damage but also take fewer hits and usually fight with ranged weapons, but may use a combination of melee attacks as well. Healing roles are designed to keep the entire party operating against particularly resilient enemies by restoring hit points and even reviving fallen teammates.
While you are not locked into fighting exactly according to your combat role (e.g., some healing roles might use ranged weapons, some damage dealers might prefer close-range melee weapons), these roles will help guide you in what your character will naturally excel at.
Do I Have to Have Every Fight Rolled as Combat?
No. You are not required to partake in rolled combat between player characters if you do not want to! If both parties agree to RP it out and have a set ending in mind then they may choose to sort it out amongst themselves, but will not net the participants prizes like rolled combat.
Tanks
Damage Dealers
Healers
Front line, close quarter combatants.
Back and middle line, ranged or melee combatants.
Any line, raises HP and revives fallen party members.
Using Stat Points in Combat
Stat points really come into play during combat. They will help dictate how often you hit, how hard you hit, and even what gear you can use.
What to Focus on
In a combat situation, results will be calculated on the backend by staff using dice rollers. They will take into account your class, the numerical value of your stat points, and your gear. From your end, however, we recommend building your character according to what makes the most sense for your intended playstyle.
Consider statting them in whichever way best compliments how you want to play in Hvalla overall. Stat points will have some uses outside of combat, so it may not benefit your character as a whole if they are built solely for it. For the best gameplay experience, we highly recommend spending stat points in the way you will enjoy playing your character most. Stats are as follows:
Strength (STR)
Agility (AGI)
Intellect (INT)
Stamina (STA)
Strength affects melee weapon damage.
Agility affects ranged weapon damage.
Intellect affects magic damage and effectiveness as a healer.
Stamina determines the gear you can equip and how well you use it.
Using Armor in Combat
Icewarg AC
Stonewarg AC
Woodwarg AC
Icewarg have a natural armor class of 7.
Stonewarg have a natural armor class of 6.
Woodwarg have a natural armor class of 5.
Using Weapons in Combat
Icewarg AC
Stonewarg AC
Woodwarg AC
Icewarg have a natural armor class of 7.
Stonewarg have a natural armor class of 6.
Woodwarg have a natural armor class of 5.
Using Spells in Combat
Healing in Combat
03
Talents
Talents are special abilities for each class that are earned every five levels starting from level 5. Level 5, level 10, level 15, and level 20 all unlock a choice of new talents. With a total of NINE (9) talents to choose from per class, you will be able to make your character unique while enhancing their abilities mechanically in combat.
Bonuses from different sources can stack, such as one character using soothing mist and another using fire wielder; however, bonuses from the SAME source do not stack, so two people in the same line, casting soothing mist will not get the bonus from both.
Effects
The effects of talents are all unique to their class and chosen role. For example, elementalist talents will revolve around fire magic, while champion talents will revolve around excellent weapon handling. You may only choose ONE (1) talent out of the THREE (3) when you reach an applicable level.
Range, Action, and Charge
Range, action, and charge are the three properties that determine what exactly a talent can do.
Range
Field, Target, Self, or Line
FIELD refers to a talent that affects the entire group on one side, either your whole party or all of your opponents
TARGET refers to a talent that affects an individual or individuals you choose
SELF refers to a talent that affects your character
LINE refers to a talent that affects teammates or opponents standing in the same row
SAME LINE refers to your teammates in the same row as you
ADJACENT LINE refers to the next row over, either in front or behind your line, or next to your target’s line
FRONT/MIDDLE/BACK LINE refers to a specific row the talent affects
Action
Full Action, Bonus Action, or Innate Ability
Charge
04
Forming Combat Parties
Hvalla is first and foremost about playing with others and working together to overcome the challenges of the world, and assembling a party is a core facet of that. Teaming up for combat is a careful balancing act where members of varied classes, gear, and talents can mix and match to best play to their strengths—or create potential weaknesses. Some classes may not perform as effectively in some scenarios while others may rise to the occasion.
There may be certain situations where having party members of all the same class, or all a different class, comes at a greater advantage. Working with others and switching up teams against different enemies will give you plentiful opportunities to create an effective party to defeat your enemy. Finding the best party makeup of tanks, damage dealers, and healers with minimal tradeoffs is all part of the fun!
Combat parties are not permanent and can change from submission to submission. You are not locked into any particular group forever and always, but some tasks, such as dungeons, may require you to work with some of the same players, or many different ones, for longer periods of time.
Communicating with your party out of character is important when taking on more difficult tasks, as you may need to strategize when to use your talents, when and where to move on the combat field, and when to give or receive healing. Combat is not just a battle of numbers, but also tactics. A good strategy can pad the odds in your favor, even if you may be statistically outmatched.
05
Undertaking Combat
Follow the process and form listed on the Combat Journal in order to undertake combat. The key information is listed below:
AC (Armor Class)
Check your AC on your inventory sheet! Your AC will depend on your race, class, and the armor equipped. AC determines your chance of being hit by an attack. The lower your AC number, the easier you will be to hit. The higher the number, the harder it will be. Some talents and items can boost your AC for the duration of the battle.
Initiative
Initiative is the order in which everyone attacks each other and is decided randomly. Some talents can affect your turn order!
Combat Lines
There are three lines of combat: front, middle, and back. Which line you are able to attack from depends on what you fight with: weapons, spells, or unarmed.
Be sure to communicate positioning with your teammates! While anyone is able to move to any line, if all characters on one line leave that line, or all characters on the line are knocked out, that line disappears. For example: If there is a tank on the front line, a mage in the middle, and a ranger in the back, but the tank moves to the middle, the lines will be redrawn. Both the tank and mage are now on the new front line, and the ranger is now on the middle line. HOWEVER, lines can be reformed. The mage and ranger can move backwards on their next turn, which will reform the back line and put them back in their original lines, but they will have lost the bonuses of those lines on that turn. You cannot move the front line forward; lines must be reformed behind it.
If an attack or talent can ONLY target a line that is no longer there, it will automatically fail. If it isn’t locked to a specific line, it would affect the next closest line.
Here is a diagram of what a field will look like:
Team One
Back Line | Middle Line | Front Line
Team Two
Front Line | Middle Line | Back Line
Melee (close-range) weapons are locked to the front and middle lines.
Ranged (long-range) weapons are locked to the middle and back lines. This means that if your character is using a melee weapon, they can only move between the front two lines. If your character is using a ranged weapon, they can only move between the back two lines.
Spells vary with mage type. Psyche and Force mages are considered melee mages and are locked to the front and middle lines like melee fighters. Storm and Fire mages are considered ranged and are locked to the middle and back lines.
Unarmed (claw and teeth) attacks can only be made from the front line.
Moving Lines and Changing Between Weapons
A character can move up to one line (forward or backward within their team’s side) on their turn in addition to taking any other actions they have. Characters cannot skip lines. The front line can only move to the middle line, the back line can only move to the middle line, and the middle line can move either to the front or back line. You may also choose to hold your line and not move at all on your turn.
All movement occurs BEFORE attacks. You must remember that whatever weapon you are using must be able to be used in the line you move to. Attempting to use a weapon in the wrong line will result in the attack automatically failing.
Don’t forget about moving out of a line if you’re the only one in it! If you do, that line will disappear. Vanishing and redrawing lines come with their own advantages and disadvantages. You will want to coordinate movement with your team if members need to swap places. Remember, characters move in the order of their turn! So, if someone is supposed to be taking someone else’s place on the front line, but moves back before the other moves forward, the line will disappear, and the character will not be able to move forward on their turn.
You can swap weapons between attacks as long as you have them equipped and are in a line where the weapon can be used. If you declare an attack with a weapon that cannot be used on your current line, the attack automatically misses, so keep track of your positioning!
Attacking
Determining Winners
Combat Rewards
Knock Outs (KOs)
When your character reaches 0 HP, they are considered KO’d or Knocked out.
Your character will not die if you reach 0 HP in PVP or PVE.
If your character is knocked out before the end of a combat, your character will no longer be able to perform any attacks and their turn will be skipped. They can also no longer be hit, and any attacks that would have been targeted at your character will instead target the character closest to the attacker (typically someone on the melee line). If there are multiple possible targets, the target will be random.
When your character is KO’d, the only activity they can participate in is Healing.
06
Boss Battles
Boss Battles are a way for you to earn extra XP and special loot for your characters. Bosses may be a single, very powerful opponent, or several opponents that you, and all of your fellow wargs can face together.
What are Boss Battles?
Boss battles work similarly to PVP and PVE; however, there is a single opponent or swarm that a very large group of wargs (more than 4) will fight to defeat. These battles are difficult, and will generally span over weeks or months in real time.
Bosses can appear as part of group events or within specific zones and important areas and will rotate periodically, remaining available to fight until they are either defeated, wander off, or flee.
Undertaking a Boss Battle
Boss battles have two phases, preparation, and execution.
The preparation phase begins when a boss is announced, or when a new round of combat begins. This phase will have a set deadline, and will allow for all those who wish to participate a chance to strategize and create their submissions. Boss battles are intended to be difficult, and provide players a chance to work together on a large scale, sometimes including an entire race or more, to defeat an enemy. It is up to the players to decide their placement on the battlefield, what talents (if any) they will use, and when, and what attacks they will use to maximize their damage.
The execution phase always follows the preparation phase. Once the deadline for submissions is up, admins will begin rolling results. Either the boss will attack first, or the party (listed in the deviation). When it is the party’s turn, attacks will be rolled starting with the first player that posted in the front line until all characters have been rolled, then admins will roll for the first character in the middle line, once that line is complete, they will roll for the first player that submitted in the back line until all characters have been rolled for.
We highly recommend strategizing your posting order to maximize the benefits from your talents.
Once the execution phase is complete, a post will be made that includes the total damage dealt to the boss that round and announcing the start of the next preparation phase. The rounds will repeat in a similar fashion until the battle ends.
Actions in Boss Battles
During each preparation phase, you will have up to three actions you can take, one of each of the following;
Movement: you may move forward or backwards one line. This action always occurs FIRST. Plan your attacks for where you are going to end up, not where you start. You do not have to move if you do not want to and can stay in the same line.
Bonus action: not everyone will have a bonus action and you will not have a bonus action for every round. Generally, these types of actions add additional damage or effects to your attacks. You may only have a maximum of ONE bonus action per round, and they always happen BEFORE your full action.
Full action: Generally a full action will be a single weapon attack, magical attack, or healing. Some talents may allow you to make more than one attack in a full action, but by default, you get one attack per full action. Full actions are where most of your damage dealing is going to come from, and can be enhanced with bonus actions or innate talents. Some talents may take a full action to perform. Full actions always go LAST.