Wyvern Combat System

Wyvern is a combat-oriented game. You don't have to kill monsters to play the game, but fighting is the primary way to advance levels and move up the high-score list. Many quests require at least some monster-killing as well. You should read up on how to fight in Wyvern.


Player Killing

Players are only allowed to attack each other in certain designated areas. Outside those areas, players cannot normally harm each other.

The rules state that you're not allowed to try to kill other players, except in 2 situations:

  • Both players are in the PlayerKillers (PK) Guild.
  • Or, both players are in a PK zone such as Klikli's Slash 'n' Bash.

Normally you can't hurt other players in non-PK zones. If you find a way, don't abuse it, or you'll be punished.

If you have a complaint about another player, contact your server's administrator.

Monster Killing

Nearly all monsters and non-player characters (NPCs) can be killed. Some of them are quite dangerous, and you can't always tell by looking at them. Most areas are marked with signs specifying what level you should be to enter the area.

There are various ways to attack a monster:

  • if it's hostile, just standing next to it will initiate combat.

  • you can attack a monster by moving into it (move in the direction of the monster, and if you "bump" it, you'll attack).

  • if it's peaceful, you have to type kill <monstername>, e.g. kill unicorn. Use caution when attacking peaceful creatures because sometimes jail guards may soon be after you for harming something peaceful!

  • you can fire a range weapon at it

  • you can cast a spell at it

  • you can summon a pet monster to attack it

You will almost certainly encounter other ways to attack monsters (and other ways to anger them into combat) during your travels in Wyvern.

Once combat has started, you and the monster will continue to attack each other as long as you're next to each other. Smarter monsters may run away if they're badly wounded, so you might have to chase after them!

Monster Attacks

Monsters have a variety of attacks at their disposal. Most monsters have some sort of physical attack (claw, bite, sting, punch, stab, or whatever) that they will use if they're next to you and hostile. Additionally:

  • some monsters can cast spells
  • some monsters can wield weapons
  • some monsters can use range weapons
  • some monsters can throw things at you
  • some monsters have special attacks, such as breath weapons

Other monsters may have still other kinds of attacks, such as petrification gazes, teleport attacks, experience drain, and many others.

Some monsters have multiple attacks per round. For example, the Marilith (demon queen) has 6 arms, and she can wield 6 weapons and attack you with all of them in a single turn.

Wearing Armor

There are 10 types of armor in Wyvern:

Amulet usually magical, worn around the neck
Body Armor protects the torso
Boots worn on the feet
Bracers usually magical, worn on the wrists
Cloak covers the torso, can be worn over body armor
Girdle usually magical, worn around the waist
Gloves worn on the hands, covers rings
Helmet protects the head
Ring usually magical, worn on a ring finger
Shield worn on the hand and arm

Humans and humanoids (giants, elves, etc.) can typically wear one amulet, one body armor, a pair of boots, a pair of bracers, one cloak, a girdle, a pair of gloves, a helmet, 2 rings and a shield.

Because Wyvern has a body-parts system, you need to cover your entire body to be optimally protected from attack. If you're just wearing boots, even if they're really good boots, only your feet will be protected. In general, you should wear as much armor as possible, unless you're a spellcaster, monk, or other race/guild that is penalized for wearing armor.

Different kinds of armor have different weights and amounts of protection. A pair of cheap goblin shoes is not (usually) as good as a pair of dragon-hide boots. Over time, you'll replace poorer armor with better armor as you find it.

To wear a piece of armor, do either of the following:

  • type wear <armor-name>, e.g. wear cloak
  • right-click on the item in your inventory and select "wear" from the menu.

When you wear your armor, it will show up in your inventory list as "(worn)".

Wielding Weapons

In order to wield a weapon, you have to have a hand free. Some weapons require 2 hands free, such as large battle axes, 2-handed swords, and bows. A shield uses a holding slot (i.e. a hand), so you can't wield a 2-handed sword and wear a shield. (Giants are exceptions to this rule.)

To wield a weapon, do either of the following:

  • type wield <weapon-name>, e.g. wield sword

  • middle-click on the item in your inventory. middle-clicking again will unwield it. If your mouse is not a 3-button mouse, you may be able to enable middle-button emulation in your operating system's mouse control panel.

When you wield your weapon, it will show up in your inventory list as "(wielded)".

Range Weapons

A range weapon is a weapon that fires missiles, such as a bow, crossbow, blowgun, or sling. Each range weapon has its own missile type. A crossbow, for example, requires crossbow bolts, and you can't fire arrows or darts or sling stones from it.

Although most range weapons would take two hands to wield, you don't need to wield them to use them, you ready them instead. You can therefore ready a range weapon and wield a melee weapon as well as wear a shield all at the same time.

To fire a range weapon:

  • make sure the weapon is readied

  • make sure you have at least one missile of the required type in your inventory (not in a bag, unless the missiles are in a quiver, which is OK)

  • fire the weapon by shift + direction (e.g. shift+Y to fire to the northwest)

You can also fire ranged weapons in arbitrary directions. Hold the Shift key down while left clicking your mouse on the target. This helps because you don't have to be in a direct line with the target, so you can partially shield yourself behind obstacles in the map.

Your missile may or may not hit your target, depending on various factors such as your skill with range weapons, your level, the target's level, the to-hit bonus for the weapon and missile, and the target's dodge skill. If you want to become better with range weapons, seek out a trainer to train you in the Range skill.

Cursed Armor/Weapons

Armor and weapons can be "cursed". You can check to see if you're holding any cursed items by typing show cursed, but the items won't show up in your inventory as cursed until you identify the item. If you wear cursed armor, you will not be able to remove it until it's uncursed. Similarly, if you wield a cursed weapon, you won't be able to unwield it or wield a different weapon until you've lifted the curse.

Removing curses can be time-consuming and expensive, so your best bet is never to wield or wear unidentified armor or weapons. In order to remove a curse, you must use a spell, or use a special uncurse altar which can usually be found in chapels or hospitals. Stand on the altar and type:

  • uncurse all to uncurse everything you have including inside bags
  • uncurse inv to uncurse the items in your inventory
  • uncurse to uncurse a specific item

Be careful, though — each item you uncurse will cost you 50 gold pieces. If it's not a very valuable item, you'll lose money in the process.

Armor/Weapon Damage and Repairs

Armor and weapons can be damaged. If they are completely damaged, they break and disappear. As you fight monsters and take damage, your weapons and armor will gradually wear down. You should check them regularly to see if they need repair.

You can appraise <armor> or appraise <weapon> to see how damaged it is. You can usually also tell just by looking at it.

Characters with no appraisal skill will see a rough description of how damaged the item is. If you have an appraisal skill, you can see exactly what percent damage the item has sustained.

To repair an item, take it to a blacksmith and drop it on the anvil. There may be other ways to repair items in the game, such as using scrolls or spells, but the blacksmith is always available.

One fairly common magical enchantment is "of durability", where the item is able to sustain much more damage than normal items. Some very rare artifacts are unbreakable — these items are usually very expensive and highly sought-after.

Damage Types

Every attack in the game has a kind of damage associated with it. There are three "physical" damage types — cut, smash and stab. Your armor will give you different levels of protection against these damage types — for example, chainmail is good against cut, ok against smash, and not very good against stab attacks.

Other kinds of damage include fire, cold/frost, electricity, acid, magic, poison, and others. You can get special protection from different damage types from magic armor, rings/amulets, spells, or other sources.

Armor and Protection

There are two types of "protection" against attacks:

  • protection, which reduces the damage by a certain percentage
  • armor, which absorbs a certain amount of damage per attack

Protection and Armor can cover your whole body or be limited to a certain body part. A ring of fire resistance, for example, usually covers your whole body, whereas boots of fire walking usually only cover your feet. It varies from item to item or spell to spell.

Protections and armor are cumulative — if you're wearing a ring of fire resistance and have a resist fire spell cast, you'll be doubly-protected. But sometimes you won't ever be 100% protected against some types of attack.

Body Parts

Different body shapes have different body parts. Humans and humanoids have a head, neck, torso, waist, 2 arms, 2 wrists, 2 hands, 2 legs and 2 feet. Other monster shapes have different kinds of parts — a snake might only have a torso/tail and a head.

Your body parts determine what armor you can wear and what weapons you can wield. Every piece of armor requires one or more "slots" that can be provided by certain body parts. For instance, a helmet only requires a helmet-slot, which you get if you have a head. If you have 2 heads, you can wear 2 helmets. A shield, however, requires both a "holding slot" and a shield slot, usually provided by a hand and an arm, respectively. Weapons require one or two holding slots (two for 2-handed weapons like bows).

If you don't have the correct body parts, you can't wear the armor. Nagas can't wear boots because they don't have feet, for instance. The table to the right shows what slots are available on some body parts.

If you polymorph into a monster that has a different shape than your own, you may wind up dropping some armor and weapons that you can't wear/wield with your new shape.

Body Part Slots Available
Arm shield
Claw none
ClawedHand ring, holding
Foot boot
Hand ring, holding
Head helmet
Leg none
Neck amulet
Tail none
Torso body armor, cloak
Waist girdle
Wing none
Wrist bracers


If you die, your character is automatically teleported back to one of the "safe" areas in town. You lose 10% of your experience when you die. You don't lose any of your items (although this is subject to change — we may have you drop a random item when you die). You never lose levels or other abilities — you just need that much more experience to get to the next level.

Example: Say you're a tenth-level fighter with 24,000 experience points (XP). Level 10 is 23,000, and level 11 is 35,000 XP. So right now you need 11,000 XP to reach Level 11.

Then you die. You'd lose 10% of your experience, or 2,400 XP, leaving you with 21,600. However, you're still level 10 since you don't lose levels when you die (though you can lose your guild ranking). You still need to reach 35,000 XP to reach level 11, but now you need to gain 13,400 XP to get there.

If you've trained in spirit travelling, you'll lose less than 10% when you die. If your character dies a lot, you'll find training in spirit travelling a very useful skill to have.

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