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Life is Feudal Wiki
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{{tocright}} ''[[Life is Feudal]]'' is a harsh realistic medieval world. A medieval world ''without'' magic. Thus, combat is limited to real types of medieval combat: * [[Melee]] combat * [[Melee#Mounted Combat|Mounted]] combat * [[Ranged]] combat * [[Siege]] combat ==Combat Pace== The goal is to provide at least 2 blows minimum to kill/KO a player. But not more than 10-15 or so blows maximum to kill a fully armored person. There will be no absolute protection, so even if you have a rusty knife, you should be able to disassemble a fully armored knight in a few minutes of constant hitting. This includes archery as there will not be one-shot kills but they decided to add an ability called [[Arrow to the knee]] nonetheless. Reference: http://lifeisfeudal.com/forum/time-to-kill-goal-t991/#p10772 ==Damage Types== Players, [[Wild animal]]s, [[Weapons]] (including Projectiles) deal the following types of damage: {| class="wikitable" |- ! Type of damage !! Inflicted by !! Comments |- | Slashing || Inflicted by most bladed weapons, [[Bear]]s/[[Wolf|Wolves]], [[Arrow|Simple arrows]] and [[Broadhead arrow]]s || Most general type of damage, effective against unarmored/lightly armored characters and [[Wild animal]]s. Not very effective against heavily armored characters. |- | Piercing || Inflicted by spears, pikes, some specialized piercing weaponry, [[Bolt]]s, [[Heavy bolt]]s and [[Bodkin arrow]]s || Effective against heavily armored characters. Not as effective against unarmored/lightly armored characters. |- | Chopping || Inflicted by some bladed weapons, especially axes. || Effective against different armors except Chainmail. |- | Blunt || Inflicted by practice weaponry, hammers/mauls, non-predator [[Wild animal]]s, [[Dull arrow]]s and [[Dull bolt]]s || Non-lethal type of damage (depletes [[Soft HP]] instead of [[Hard HP]]). Quite effective against armored characters, not quite as effective against unarmored/lightly armored characters. |- | Siege || Inflicted by some siege weaponry, siege hammers and [[Fire arrow]]s || Ineffective against players and [[Wild animal]]s. Only type of damage that buildings are vulnerable to. |} ==Equipment management== To read more about equipment in general: [[Equipment]]. All characters have 4 weapon slots: *[[Left back slot|Left Back Slot]] *[[Right back slot|Right Back Slot]] *[[Left waist slot|Left Waist Slot]] *[[Right waist slot|Right Waist Slot]] '''Waist slots''' can only be occupied by small one-handed weapons and a [[Buckler shield]]. '''Back slots''' can be occupied by any type of [[:Category:Weapons|weapons]] or [[:Category:Shields|shields]]. The total [[weight]] of ''all equipped'' items affects character [[movement]]. Critical weight is calculated based on the [[Strength]] attribute. Different weapons deal different types of damage which must be taken into account when engaging in combat. ''Some tips regarding combat equipment:'' * Because of the '''full loot''' feature, only equip weapons and armor that '''you can afford''' to lose! * Equipping a weapon into a weapon slot or donning an armor requires some time and the process will be interrupted if/when the character is damaged, so it is a good advice to prepare your set of weapons and armor before engaging in combat. * Keep an eye on the [[durability]] of your [[weapons]] and [[armor]]. It is a good habit to ensure they are [[Repair kit|repaired]] before engaging in combat. Carrying a second main weapon or shield is a good habit and might save your life in an intense battle. * Shields are heavily damaged by axe-type weapons. * Have at least one blunt damage weapon equipped. This might be useful in certain situations to avoid killing someone and losing a lot of [[alignment]] - just knock him out instead! ==Body parts== There are 6 body parts in game. Each body part can receive only one [[wound]] and only one [[wound|fracture]]. Each body part is covered with a corresponding armor piece that is worn on that body type. {| class="wikitable sortable" |- ! Body Part !! Received damage multiplier |- | Head || x 1.5 |- | Torso || x 1.2 |- | Arms || x 1.05 |- | Hands || x 1 |- | Legs || x 1.15 |- | Feet || x 1.1 |} ==General combat abilities== Whenever you find yourself on the losing side of a battle, you may consider the following 2 (very useful) combat [[abilities]] to avoid [[death]] and all its consequences. * [[File:I_Yield.png|32px]] [[I Yield]]. Your character enters yielding state. Any amount of blunt damage will instantly result in a [[knockout]]. Killing a character in a yielding state will incur even more alignment loss to a murderer. Good ability to keep your skills intact and avoid [[death]]. * [[File:Flee.png|32px]] [[Flee]]. All your equipped weapons will be unequipped and placed in your inventory, this will decrease equipped weight and increases the character's movement speed by a short-duration [[effect|Accelerated effect]]. You will gain [[Effect|Disabled]], losing the ability to fight back or interact with anything, but might be able to outrun those who are chasing you. [[Category:Game mechanics]] [[Category:Combat| ]] [[de:Kampfsystem]] [[fr:Combats]] [[ru:Сражение]] [[zh-cn:战斗系统]]
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