Combat Overview

Combat on Echoes of the Isles is roleplay first. There is no autoattack, no spam of damage lines scrolling past faster than anyone can read. A fight is a scene: it unfolds in rounds, every action is described by the fighter in their own words, and the game resolves what actually happens underneath the prose.

The Shape of a Fight

A fight advances in rounds. Every fighter gets one combat action per round - an attack, a declared defense, a repositioning move, or an attempt to quit the field. The round closes the moment everyone has acted, so a fight between two quick typists flows as fast as they do.

Nobody is rushed off their feet, either. A round stays open for five minutes after the last combat action, and ordinary emotes among the fighters keep it open - mid-fight dialogue is part of the scene, and the game will not cut it short. There is a hard cap of fifteen minutes per round; a fighter who lets a round pass simply forfeits that action, and a fight nobody presses at all quietly dissolves.

The Actions

During a fight, combat shows the state of the round at a glance: who has acted, how long remains, your guard, and your endurance.

Your Emote Is the Heart of It

Every action carries a freeform emote, and the emote is pure roleplay - it goes through the same engine as emote and rpecho, with slash-targeting, spoken languages, and all. No word you type carries hidden mechanical weight; the mechanics come from the command's arguments, your training, and your equipment. Write the strike as you see it, and write it well - the people fighting you are reading it.

Wounds That Mean Something

Blows land on bodyparts - head, neck, chest, stomach, arms, legs - and serious hits leave wounds: cuts that bleed, bruises that slow you, breaks that ruin your guard. Wounds persist after the fight, worsen if ignored, and want treating - by a skilled friend, or by the physician at the Escard clinic. Armor protects exactly the parts it covers and nothing else; an unhelmeted head is an unhelmeted head.

A fighter pushed past their limit falls. Whether they are finished, subdued, or shown mercy is the victor's choice - and a story in itself.

Before You Fight

Real combat is open to established characters: you need 3000 RPXP, a full description, and a custom short description. Sparring needs only the descriptions - it is how new characters practice, train their weapon skills, and learn the system without risking anything worse than bruises.

Ready for the finer points - defenses, armor, reach, dual wielding, and how to fight well? Read on.

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