Legacy:Combat Actions
Legacy Haven & Hearth page.
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- Just in case. There is a Legacy specific discussion page.
Damage formula
Damage can be calculated by the following formula:
where:
- ql is the quality of the weapon
- str is the strength of the hearthling
- basedamage is the base damage of the weapon
The base damage of a Soldier's Sword is 400. For a 65 QL Soldier's Sword wielded by someone with 319 Strength, their damage would be calculated by:
You can adjust for Personal Beliefs (Peaceful vs. Martial) by multiplying the result by 0.8 or 1.2 (or anywhere in between, depending on the Peaceful/Martial slider).
The defense consumed by an attack is , where AW is your attack's weight, and BW is the enemy's maneuver's weight. Your attack weight is multiplied by from 0.5 to 2.0, depending on the combat advantage.
Attacks
Attacks are moves that inflict damage on your opponent. Using an attack will fully deplete the attack bar. The attacker must deplete the defense bar of the target before actual damage is inflicted on their HP. The amount of defense depleted is , where is the amount of offense you have (the red attack bar), is the weight of your attack, and is the weight of your opponent's maneuver.
After attacking, you will return to using the move you were using before attacking.
Punch | |
---|---|
![]() | |
Hotkey |
P |
Cooldown |
9.6 seconds |
Weight |
UnarmedCombat |
Damage formula |
0.75 * 50 * sqrt(Strength / 10) |
Required skill |
|
Notes |
The most basic attack, as it doesn't require any IP. |
Knock His Teeth Out! | |
---|---|
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Hotkey |
K |
Cooldown |
7.2 seconds |
Cost |
6 IP |
Weight |
UnarmedCombat |
Damage formula |
100 * sqrt(Strength / 10) |
Required skill |
|
Notes |
Twice the damage of Punch. |
Strangle | |
---|---|
![]() | |
Hotkey |
G |
Cooldown |
14.4 seconds |
Weight |
UnarmedCombat * 0.8 |
Damage formula |
0.75 * 50 * sqrt(Strength*1.5 / 10) |
Required skill |
|
Notes |
Stronger than Punch, but has almost twice the cooldown time. |
Sting | |
---|---|
![]() Basic sword attack. | |
Hotkey |
S |
Cooldown |
12.0 seconds |
Cost |
2 IP |
Weight |
MeleeCombat |
Damage formula |
See #Damage formula |
Required skill |
Valorous Strike | |
---|---|
![]() | |
Hotkey |
V |
Cooldown |
24.0 seconds |
Cost |
6 IP |
Effects |
Resets Advantage to 0. Gives +2 IP to opponent. |
Weight |
MeleeCombat * 1.75 |
Damage formula |
See #Damage formula |
Required skill |
|
Notes |
Useful when your enemy has a lot of Advantage on you. Has almost twice your MC as attack weight. Note the long cooldown, and +2 to enemy's IP. |
Chop | |
---|---|
![]() Basic axe attack. | |
Hotkey |
C |
Cooldown |
18.0 seconds |
Cost |
4 IP |
Weight |
MeleeCombat |
Damage formula |
See #Damage formula |
Required skill |
|
Notes |
No information |
Cleave | |
---|---|
![]() | |
Hotkey |
L |
Cooldown |
24.0 seconds |
Requirements |
>= 3 Advantage |
Cost |
8 IP |
Weight |
MeleeCombat * 1.5 |
Damage formula |
See #Damage formula |
Required skill |
Maneuvers
Maneuvers are patterns for responding to an attack. Your selected manuver determines how effective the attacks are on you, and have an effect every time the enemy uses a move.
Most maneuvers use a variable Delta for their effects and weight. This variable is based on the difference between your Unarmed Combat skill and your opponent's Unarmed Combat skill. delta = sqrt(Your UA/Their UA)
The weight of a maneuver is how much defensive weight you have when attacked while using that maneuver.
Bloodlust
Hotkey: B
Weight: 0.5 * Unarmed Combat
Effect: +10% attack * Delta
Required Skill: Warrior Spirit
Combat Meditation
Hotkey: M
Weight: Unarmed Combat
Effect: -0.2 Combat Advantage. Gives you a temporary status effect that reduces the cooldown of your moves by 25% * Delta.
Required Skill: Fire & Ice
Death or Glory
Hotkey: G
Weight: Unarmed Combat
Effect: -10% defense, +Delta Initiative.
Required Skill: Valor
Dodge
Hotkey: D
Weight: Unarmed Combat
Effect: None.
Required Skill: Unarmed Combat
Oak Stance
Hotkey: O
Weight: Unarmed Combat
Effect: -10% attack, +5% * Delta Defense. This maneuver will stop giving you defense if have no more attack.
Required Skill: Tales by the Hearth
Shield
Hotkey: S
Required Equipment: Shield.
Weight: 1.25 * Melee Combat
Effect: None
Required Skill: Militia Training
Moves
Moves are actions in combat that have some effect on the battle, generally raising or lowering your attack or defense. Once a move has been performed on an opponent, you will continue using that move as long as the conditions are met.
Charge! | |
---|---|
![]() | |
Hotkey |
H |
Cooldown |
5.4 seconds |
Effects |
+1 IP, +3% Attack, -8% Defense |
Required skill |
|
Notes |
The most basic action for gaining IP. It has a short cooldown time, but reduces your Defense bar by 8% with each use. Also increases your Attack by a tiny amount. |
Call Down The Thunder | |
---|---|
![]() Gain IP from a distance. | |
Hotkey |
T |
Cooldown |
10.8 seconds |
Effects |
+1 IP |
Required skill |
|
Notes |
This action can be used from a distance of up to ~25 tiles from the target. |
Dash | |
---|---|
![]() Slow, defensive IP gain. | |
Hotkey |
A |
Cooldown |
10.8 seconds |
Effects |
+1 IP, +6% Defense |
Required skill |
|
Notes |
Flex | |
---|---|
![]() | |
Hotkey |
X |
Cooldown |
4.32 seconds |
Requirements |
Must have 6 IP |
Effects |
+20% Attack, -0.5 Advantage |
Required skill |
|
Notes |
Acceptable move for increasing your Attack when you have the advantage and/or in preparation for a Valorous Strike. |
Jump! | |
---|---|
![]() | |
Hotkey |
J |
Cooldown |
4.32 seconds |
Effects |
+12% Attack |
Required skill |
|
Notes |
Increases your Attack by a small amount. |
Float Like A Butterfly | |
---|---|
![]() | |
Hotkey |
B |
Cooldown |
10.8 seconds |
Effects |
+7.5% Defense, +0.3 Advantage |
Required skill |
|
Notes |
This move is bad. It gives your opponent IP, and the good effects aren't worth the cooldown time. |
Special Moves
Special Moves are actions that are performed once upon activation in order to gain some specific advantage in a fight by manipulating one or more of the fight variables.
Consume the Flames | |
---|---|
![]() | |
Hotkey |
N |
Cooldown |
5.0 seconds, unaffected by Intensity (because it is reset) |
Effects |
-1% * Intensity SHP damage to yourself; +1% * Stamina restored to yourself; Resets Intensity to 0. |
Required skill |
|
Notes |
Can be used in taming, but Sting Like A Bee is probably a better choice of move to use. |
No Pain, No Gain | |
---|---|
![]() | |
Hotkey |
A |
Cooldown |
15.0 seconds |
Effects |
-50% SHP to yourself, +50% Attack |
Required skill |
|
Notes |
Sidestep | |
---|---|
![]() | |
Hotkey |
I |
Cooldown |
10.0 seconds |
Cost |
4 IP |
Effects |
+1 Advantage |
Required skill |
|
Notes |
Generally inferior to Invocation of Skuld. Does not increase Intensity. |
Sting Like A Bee | |
---|---|
![]() | |
Hotkey |
E |
Cooldown |
5.0 seconds, unaffected by Intensity |
Cost |
6 IP |
Effects |
+10% * Intensity Attack, -8% Defense to yourself, Resets Intensity to 0. |
Required skill |
|
Notes |
You gain Attack in proportion to how high the Combat Intensity is. Can be used in taming. |
Other Combat Actions
Quell the Beast
Hotkey: Q
Conditions: Combat Advantage 3 or greater, 0 Combat Intensity, Costs 2 Initiative. Only usable against domesticatable animals.
Required Equipment: Rope
Weight: Unarmed Combat
Effect: When successful, the target animal will become attached to the rope and will follow as long as you hold the rope, and will also gain tameness. When the animal is attached to the rope, this attack cannot be used unless the animal attacked you, which it will do periodically. When the animal reaches 100 tameness points, it will become domesticated.
Base Speed:
Required Skill: Animal Husbandry
Shoot
Hotkey: H
Conditions: None.
Required Equipment: Bow and Arrow, or Sling and Stones
Note: Firing with a bow will deplete your attack meter, but the chance of success only depends on the accuracy meter.
Required Skill: Hunting
Summary
Group | Name | Hotkey | Skill |
---|---|---|---|
Attacks M > K |
"Knock his teeth out!" | K | Brawling |
Chop | C | Militia Training | |
Cleave | L | Militia Training | |
Punch | P | Unarmed Combat | |
Sting | S | Swordsmanship | |
Strangle | G | Brawling | |
Valorous Strike | V | Swordsmanship | |
Maneuvers M > M |
Bloodlust | B | Warrior Spirit |
Combat Meditation | M | Fire & Ice | |
Death or Glory | G | Valor | |
Dodge | D | Unarmed Combat | |
Oak Stance | O | Tales by the Hearth | |
Shield | S | Militia Training | |
Moves M > O |
Call Down The Thunder | T | Leadership |
Charge! | H | Brawling | |
Dash! | H (?) | Valor | |
Feign Flight | F | Tricks & Ruses | |
Flex | X | Warrior Spirit | |
Float Like a Butterfly | B | Warrior Spirit | |
Jump! | J | Unarmed Combat | |
Push the Advantage | U | Soldier Training | |
Seize the Day! | Z | Valor | |
Slide! | D | Unarmed Combat | |
Throw Sand | R | Tricks & Ruses | |
Special Moves M > S |
Battle Cry | Y | Tales by the Hearth |
Consume the Flames | N | Fire & Ice | |
Evil Eye | V | Tricks & Ruses | |
Fan the Flames | F | Fire & Ice | |
Invocation of Skuld | K | Tales by the Hearth | |
No Pain, No Gain | A | Soldier Training | |
Opportunity Knocks | O | Soldier Training | |
Sidestep | I | Brawling | |
Stern Order | S | Leadership | |
Sting Like a Bee | E | Warrior Spirit | |
To Arms! | T | Leadership | |
Other M |
Quell the Beast | Q | Animal Husbandry |
Shoot | H | Hunting/Archery |
Notes
It has been found that many of the cooldowns listed with the actions are incorrect. A partial list has been provided on the Haven & Hearth forums by one of the community members in this thread: http://www.havenandhearth.com/forum/viewtopic.php?f=2&t=23357&start=10 (Thanks to Oddity from the HnH forums for providing the partial list.)
Help correcting and/or confirming the times on these would be most helpful. (Please delete these notes after all entries are updated.) Also, if anyone has the exact formula for the effect of combat intensity and/or Agility on the cooldowns, it would be greatly appreciated.