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HelpSection 26
Becomegreat

How to become a peerless fighter

ARTICLES OF COMBAT: BECOMING A GREAT FIGHTER


"To fight well, you must train your body to act on reflex to various situations. So, in learning the martial art of Avalon combat, you do it one step at a time, building your repertoire of reflexes before moving on to the creativity of attack." - Cornelius


There is a simple and very natural way to become the best. The first prerequisite is an undying curiosity in the inner workings, advantages and disadvantages of every ability, herb, poison, potion, rune or trap you have, no matter how small or insignificant it may seem. Everything has a use and the smaller the ability, the more a surprise it will prove to your enemy. Many abilities have nuances that take a long time to find by tireless experimentation; these nuances are your trick cards and what will set you above the rest.


The second prerequisite is a thick skin for dying. You'll be falling more times than snow has hit the earth. The important thing is to know how to get back up, even if it means you'll fall over again. It is better to die against someone bigger than yourself than to win; it means you're learning, despite how hopeless it seems. Keep a log of all of your fights to review where you failed and where you excelled, what they did and how it looked.


THE GOLDEN METHOD


The method itself which you should follow sounds deceptively simple. You take fighting in careful stages, building up reflexes to the many situations which occur.


The first step is learning how to survive damage by healing your health and mana. Practice this on its own. In the meantime, become used to Avalon macros. Understandably, this is the most basic and 'boring' area to train yourself, because it is hardly adventurous or diverse. Don't underestimate it. Move on to the next step only when you're healing by reflex. It shouldn't be conscious. Note: this may be easier for you if you use FULLPROMPT INFO.


The second step is to learn all other means of survival while standing still -- all of the ways of curing the hundreds of afflictions which come your way. This is a long process of training yourself to no longer consciously think what cures what; many people foolishly resort to triggers at this point because they think they can't remember it all. The human mind is powerful. It doesn't matter who you are. In the end, you'll instinctively know the herbs, potions and abilities which cure you and the order they follow. Do not move on to the next step until you can take afflictions and cure them at full speed. Note: a good way of practising is to ask a friendly Thief, Knight, Bard or Seer to heap on the afflictions, gradually introducing damage over time.


The third step is to become comfortable with moving instinctively. Getting out of harm's way so that you can recover will prove very useful to you, because it does not take balance or equilibrium to get out of your enemy's path. Part of this step is learning the Land like the back of your hand so you don't get lost while trying to move around tactically. The use of mappers should be in an advisory capacity for the most part, since any hindrance will confuse your speedwalking.


The fourth step is to focus on making your attacks instinctive and creative according to the situation. Throw everything you've got at your opponent with total abandon at first. The best way to practice is to just launch everything and see how things work out. After a while, you'll notice what each ability does and will use them more appropriately. Over time you should develop combinations and begin to ferret out the nuances of abilities, how they relate to enemy defences and complement other attacks. Note: practising on a friend can help you a lot here.


To continue, read HELP PRIORITIES.

HelpSection 26
Becomegreat

26 - Articles on Avalon Game Theory and Combat Fundamentals.

  • Back to Index
  • 26.1 - Theory
  • 26.2 - Client
  • 26.3 - Fireflies
  • 26.4 - Automation
  • 26.5 - Usingmacros
  • 26.6 - Basics
  • 26.7 - Levellers
  • 26.8 - Becomegreat
  • 26.9 - Priorities
  • 26.10 - Articles
  • 26.11 - Faq
  • 26.12 - Whoagainst
  • 26.13 - Aims
  • 26.14 - Meta
  • 26.15 - Trigger
Help - Section 26
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Avalon, Est 1989

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    • Politics and Government
    • Farming and Labours
    • Trade and Crafting
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    • Self Defence and PVP Basics
    • Picking Fights
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  • News
    • Avalon Online RPG - Latest Updates
    • Bulletin Board in Avalon
      • Public BB
      • News BB
      • Pacifists BB
      • Merchants BB
      • Fighters BB
      • Treaties BB
      • Duellists BB
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  • Manual
    • Getting Started
      • Introduction to Avalon
      • Novicehood - The First Steps
      • The Avalon Game World
      • The Basic Command Set
      • Communication
    • Building Your Character
      • Overview
      • Combat
      • State of Health
    • Rich Environs
      • Specifics of the Avalon Worldsystem
      • Items, Creatures and CCCs
      • Geography - Overview, Cities and Curiosities
      • Avalon game world: Towns and Villages
    • Guilds and Professional Classes
      • The Guild and The Guildmaster
      • Character Classes - the Avalon Professions
      • The Avalon Guilds
    • Skills and Subtle Abilities
      • Skills: by Professional Class and by Important Commands
      • The Avalon Skills System
    • City Socio-Politics
      • The City-State
      • Government and Governmental Commands
    • Strategic Warfare
      • War, Conquest, Tribute and Geopolitics
      • The Battlefield Guide: Legion Command and War
    • Gods and Goddesses
      • Patronage and the Gods of Avalon
      • The Pantheon: about individual Gods and Goddesses
    • Histories since 1989
      • History and Legend
      • Avalon Player Memoirs
      • Cellar Door
      • Avalon Archive
    • Combat and Competition
      • Events, Quests, Contest and Organised Competition
      • Articles on Avalon Game Theory and Combat Fundamentals
    • Reference
      • Miscellaneous Avalon Game Documentation
      • Information: Tables and Lists
      • The Avalon Game Environment (Non-Role)
      • Appendices and Extras: in Avalon
      • Miscellaneous Help and Info: Out-of-Avalon
  • History
    • 15th Century ADW
    • 14th Century ADW
    • 13th Century ADW
    • 12th Century ADW
    • 11th Century ADW
    • 10th Century ADW
    • 9th Century ADW
    • Great Past Events
    • Player Memoirs
    • Tales From Old Avalon
  • World
    • Cities
      • Mercinae
      • Thakria
      • Parrius
      • Silverfalls
    • Guilds / Classes
      • The Knight Class
      • Knights Guild
      • Warriors Guild
      • Cavaliers Guild
      • The Mage Class
      • Mages Guild
      • Enchanters Guild
      • Warlocks Guild
      • The Sorcerer Class
      • Sorcerers Guild
      • The Thief Class
      • Thieves Guild
      • Assassins Guild
      • The Ranger Class
      • Rangers Guild
      • Brigands Guild
      • The Seer Class
      • Seers Guild
      • Mystics Guild
      • Astrologers Guild
      • The Loremaster Class
      • Loremasters Guild
      • Alchemists Guild
      • Artisans Guild
      • The Druid Class
      • Animists Guild
      • Druids Guild
      • The Bard Class
      • Bards Guild
      • Sirens Guild
    • Maps
    • Rollcall
  • Info
    • About Avalon: the first online MMORPG?
    • MUD Clients
    • Blind Player Support
    • PVP Combat in Avalon
    • Theory of Combat Balance
    • Name Lists and Generators
      • Famous Wizard Names
      • Famous Witch Names
      • Mythical Creatures
    • Press and Articles
      • Raw Factsheet: the first online RPG?
      • Roleplay chat games meet Roleplaying for Real, by Cornelius
      • Roleplaying, but how far? by Cornelius
      • Why aren't you an MMORPG? by Cornelius
    • Misc Materials
      • Fantasy Life Simulation
      • Fantasy World
      • Text Based Adventure Games
      • Modern History
    • Ancient History
    • Ordinations
  • Crowns
  • Vale Blog
  • Play for Free!