From Dark Age Redemption

We use an entirely custom combat system, which makes the game more akin to an action RPG. However, some functionalities of our combat system can be made to disappear under the veil of autocombat, which delegates certain combat functions to the computer. It is up to the player to decide how to manage the aspects of combat. Although the manual way has by far the most potential (if the player is good at it), it is sometimes impractical. Thus, most players typically utilize a mixture of autocombat and manual combat — for example, they delegate the attacks to the computer, but retain control over defense.


by default. Once it is setup by the player, it will remember the settings, though. To put simply, autocombat performs all (or some) of the functions in the new combat system (depending on whether it is enabled fully or partially). It will parry for you, it will attack your opponent for you, it will shoot for you, et cetera.

These are the commands, and some examples, to set it up to your individual taste:

.Autocombat => enables AutoCombat.
.Autocombat => disables AutoCombat.
.autocombat parry all => autocombat will parry all directions.
.autocombat parry swing thrust => auto combat will parry only these two directions.
.autocombat parry swing => autocombat will parry only this direction.
.autocombat parry none => autocombat will not parry.
.autocombat attack all => autocombat will attack in all directions.
.autocombat attack swing thrust => autocombat will attack in these two directions.
.autocombat attack swing => autocombat will attack in this direction only.
.autocombat attack none => autocombat will not attack.

Autocombat will always shoot ranged weapons or throw boomerangs if Autocombat is enabled (even if attacking is set to none).

Note that, in PVP, autocombat will perform random guessing, that is, if it is told to use 2 types of attacks, it will alternate between them with equal probability, so it is not that viable. However, in PvM, autocombat becomes smarter depending on the Int stat. This also applies to mobs: high int mobs are more prone to doing the “correct” action. For players, the numbers are: at 65 int, there’s a 65% chance the “correct” action will be performed. At 100 int, it’s pretty much complete clairvoyance (97.5%). This only applies to melee, as, obviously, ranged weapons just shoot.

Tip: For beginners and archers it might be best to leave autocombat on, and then experiment later with a fellow player using the .spar command to get the hang of the new system, dont be afraid to ask people in mirc to come help, or just hang out in your local arena to test your mettle.

Basic structure of combat

The commands are:

.attack overhead
.attack swing
.attack thrust
.parry overhead
.parry swing
.parry thrust
Tip: These should absolutely be macroed. It is up to you where you want to set them up. One way to do it is on the numpad (if you have one), another (especially on laptops where the keys are close together) is to use ALT + Q/W/E for attacking and ALT + A/S/D for defending (using ALT in combination with these keys makes it so no characters are typed, unless you are on a non-English keyboard)

Similar to a game of rock-paper-scissors, combat is all about attacking with the correct direction and parrying with the correct direction. There are three attack and parry directions: Overhead, swing, thrust. If you attack with your weapon with Overhead, then the opponent must parry with Overhead as well. If he/she does not, the weapon strikes and deals damage unless it is dodged (this is done automatically, governed by chance, as in the old system).

Tip: Some weapons deal splash damage which will inflict some damage even if the attack was parried.

Once you attack with your weapon, you will notice the appropriate animation is carried out. The speed of this animation depends on your weapon skill (NOT the weapon’s speed), at 100% skill this animation speed is at 1 second. Once this second runs out, the animation will finish, and the weapon will connect with the opponent, whether it is blocked, or otherwise. The weapon’s speed determines how long you have to wait AFTER the initiation of an attack (but NOT parry, the weapon’s speed only determines the cooldown period for after an attack) before performing another combat action (Be it parry or attack).

There is a visual cue displayed over your head when you initiate an action, a sword means you are initiating an attack, and the color signifies the direction. Similarly, the shield means you are performing a defense, and the color, again, tells the direction.

Red: Overhead
Blue: Swing
Green: Thrust
Tip: A weapon will have a % value on each attack, a rapier for example will have 10% overhead, 40% swing and 50% thrust. This means that the weapon will deal 10/40/50% of the damage in your status window depending on the attack used, so be sure to use the right ones, and to set your autocombat to ignore the poor ones.

Parrying determines how long you can keep the parry up (but not how long you MUST keep it up — you can initiate another action if your parry cooldown period has already run out, but are still holding the defense up). At 0 parrying, the parry duration is 0 seconds (i.e. impossible to parry) and at 100% parry, the duration is 1 second. The parry cooldown duration is 1.5 for parrying with a weapon (without feats) or 1.0 for parrying with a shield (without feats). Shield + shield mastery reduces that time to 0.55 seconds, which means you will be able to initiate another action once 0.55 seconds pass, or you can also wait out the entire 1 second parry duration.

When you are animating your weapon attack, you can be stopped by getting hit (unless it is an attack of opportunity — these do not cancel your ongoing attack, more explanation below) or otherwise animating anything else (i.e. if the animation of the swing stops, then your attack also stops), this includes turning or moving in any way. However, getting struck from a ranged weapon will not interrupt your attack.

Attacking someone from the flanks, back flanks, or behind is called an Attack of Opportunity (AOO). An attack of opportunity will immediately strike. Take for example someone who is fighting toe-to-toe, opponent A starts his swing, it will take 1 second for this swing to connect, but opponent B decides he is going to flee. In order to flee, opponent B must turn his back (or flank) to opponent A, the moment he does so, he is struck even though opponent A still had 1 second of animation time to go through, because opponent B showed his back.

The same applies if someone is running and you are running after them. If you attempt to strike while running you would normally cancel the attack immediately (due to the animation being canceled by running), but if the person you are in combat with is right in front of you (possibly running) and showing you their back, you will automatically hit them.

Note that thrown weapons via the .throw command are also included in this, with the exception of the boomerang.

Tip: Combat is a lot more tactical then most UO shards and it is also a bit slower. Fast weapons are good for beginners, as they let you interrupt monster attacks more often. A skilled/lucky fighter can take down very hard opponents provided he times everything right, don’t count on it though unless you practice.

Mounted Combat

ns will be unable to attack (as denoted in their properties with “cannot be used on horseback”), while some weapons will be able to attack, but only in the overhead direction. Weapons that have “Can thrust on horseback” on their properties, such as polearms, will be able to perform this additional attack direction while on horseback. But mounted combat relies mostly on charge and speed, which is explained below.

Tip: Using a weapon with a poor Overhead attack is thus bad, unless you want to fight worse on horseback, get a weapon with a large overhead attack.


There is a command for charging called .charge. When this is used, you will be able to charge (that is to say, run towards your opponent and get an instant hit on them unless parried). You must charge for at least 3 tiles. Charging will grant you a damage bonus proportional to how much distance you have covered from the point where you initiated the charge, to the point where you strike. You have a limited number of seconds to complete your charge. Being on horseback is faster, and therefore you can also cover more ground, thus the charge can be much more potent, but the charge time limit is scaled based on your riding skill (apt rider + 100 riding increases this to 3.3 seconds).

When charging, the hit chance is determined by your weapon skill. If you have 100% weapon skill, you will always hit and never miss. However, this does not stop the opponent from parrying your charge, or dodging it (dodge is automatic). When charging, the weapon’s best directional modifier is used to determine the direction (i.e. the highest damage it can do). When two people charge, only one of them will get hit. This can be 50/50 in the case they have the same skills, but when on horseback, riding and related feats also influence this.

When charging, you must run. The moment you start walking, the charge is cancelled.

When charging on foot, you must meet your opponent directly in front of you (you must be facing him/her when the charge is to connect).

When mounted, however, your opponent needs to be one tile away from you, on the same side of your mount as the weapon is (one-handed weapons are on one side, two-handed ones are on the other side) and you must be sort of “riding by” in order for the charge to connect.

Once you successfully charge and connect, your opponent either parries, dodges, or gets hit, then you are forced into walk-speed (cannot run) for a few seconds.

Tip: A charge can be difficult to pull off, but when you do it hits like the fist of an angry god. Try to charge into a combat if possible.

Defensive Formation

The counter to charge, .defensiveformation. This is only available to polearms. When using a polearm, one can enter defensive formation where they stick the polearm out in anticipation of an incoming combatant. When someone walks into a defensive formation, nothing will happen and it is suggested that polearm users start an attack at this point, or prepare to parry.

However, should the opponent run into the defensive formation, they will get hit immediately, and this attack is unblockable (though it may be dodged if the check succeeds)

If the opponent charges into the defensive formation (using .charge) then the opponent’s charge bonus (the distance they travelled) is stolen and used AGAINST them (the person using defensive formation gains the charger’s bonus, basically).

Tip: Just like in real life it never pays to charge into a spear. Try to fake-charge and disrupt your opponent.


Maneuvers are used the same way as before. They are toggled via the appropriate command, and they will be enacted on the next attack (but only that this time, you have to initiate the attack)

Ranged Combat

Ranged combat did not change too much. It is mostly suggested that .autocombat is enabled for ranged attacks, to spare the user from clicking the same button. Otherwise, it can be done manually (and this is useful for crossbows, due to their take aim feat, or for RP purposes) where by using .ranged once, the bow/crossbow will be aimed at the opponent, and using it again will fire the weapon. Ranged hit chance is identical to the old system. Parrying ranged attacks is also identical to the old system, and obviously, automatic.


h the weapon, but a shield grants some bonuses. Namely, the shield reduces the “cooldown” period (the time before another combat action can be used) by 0.5 seconds, besides the obvious resistance benefits and also has a greater chance to parry ranged projectiles (like in the old system).

Weapons That Cannot Parry

There are some weapons that cannot parry when used without a shield, such as a dagger. These weapons usually gain other advantages, though. Such a weapon CAN parry another weapon that also “cannot parry”. The idea is that small weapons such as daggers still can parry other daggers, but not other, larger things. In short, trying to parry a weapon that “can parry” will not work.

Weapons That Have Blunt Damage

Weapons that have blunt damage automatically also gain the passive splash ability. These weapons get reduced damage, but even if they are parried, they have a chance to “splash” some of the damage through. The splash amount is always 20% of the normal damage, but the chance to splash and damage reduction vary with the percentage of blunt damage a weapon does (More blunt percentage = higher chance to splash, but greater damage reduction overall).

Unarmed Combat

cannot parry and are even further penalized by the fact that they cannot interrupt an attack unless the exact same attack direction is used by the unarmed combatant, as the one that is striking him/her. However, martial artist skills are able to turn these into a deadly, even if sometimes tricky, weapon.

Fists do not display their directional modifiers, so here they are displayed here for those curious about them:

OverheadPercentage = 0.3
SwingPercentage = 0.4
ThrustPercentage = 0.3


The old command .throw is used, but targeting is no longer necessary. The weapon equipped is automatically thrown towards your current opponent. Damage dealt is based on the best directional modifier. When throwing, a 0.5 second animation must play out (unless you are performing an attack of opportunity): if you are interrupted during that half of a second, your attack will fumble.

Queue System

There is a system in place that can queue your attacks, so that they are executed at the exact millisecond they can be (for example, you try to swing, but are in cooldown, and cannot yet, then it is queued). This is disabled by default, as we found it somewhat confusing to players, and some people dislike it altogether, so it can be enabled by .combatqueue.

Once enabled, this will allow you to queue up to 1 attack or defense in advance, e.g. you are swinging your sword, and also execute a defense: without the queue enabled, your defense request would simply be ignored, because you are in cooldown/waiting for you sword attack. If the queue is enabled, however, a message will display that the action is queued, and the moment the sword attack finishes and another action can begin, the defense will be executed automatically. If you have something queued already, queuing another action will override the current queued action. If on the other hand you try to queue the same action twice, you will cancel the queue and thus do nothing once you can perform another action.

However, if autocombat is enabled, queuing is integrated already as a necessity. Autocombat will act based on the parameters defined by the player (either attack, defend or only some parts), but it can be “guided” by executing actions manually. When this happens, the action is queued, and when another action can be executed, autocombat will first try to execute the queued action. If there is no action queued, it will resume its usual functionality and fight on its own.

Additionally, combat queue is always enabled for ranged weapons, even if they are fired manually.

Defense Chance Increase (DCI)

DCI: Gives the player a chance to parry an attack even if the wrong parry direction was used, as long as a defense has been initiated.

For unarmed combat versus weapons it cannot parry, DCI gives you a chance to attack in the correct direction in order to stop your opponent’s incoming attack, even if the wrong direction was used, as long as an attack has been initiated.

Against ranged attacks, DCI increases the chance that the projectile will miss you.

Negative DCI is equal to giving the opponent positive HCI.

Hit Chance Increase (HCI)

HCI: Gives the player a chance to hit the opponent even if the correct parry was used, but this will change the attack direction and thus, also damage (it will try to use the best one that is different from the current one, though). If there are no alternative attack directions with the weapon you are currently using, HCI will do nothing. For example, when charging, only one attack direction is available, so it will always fail.

When fighting against unarmed opponents that cannot parry your blows, HCI will give you a chance to change your attack direction if your opponent attempts to intercept it, but only if there is another direction to switch to.

HCI for ranged attacks increases the chance to hit.

Negative HCI is the same as giving your opponent positive DCI.


What happens if both my opponent and I succeed our respective checks (attacker HCI and defender DCI)?

They cancel eachother out, so it’s as if neither succeeded the checks.

Party Combat

Due to the combat system being more tactical than normal UO, it is a good idea to group up with people when hunting, try to have a tank that keeps the monsters focused on him, some skills help with this, and have him mostly parry the monster’s attacks while the rest of you outflank the enemy and try to get attacks of opportunity.