Combat

This article describes the combat system of VISM. In VISM, villagers basically do not serve as combatants, so players themselves have to take the battlefield or build interception facilities.
== Basic combat ==
Players can attack at any time with the attack key against anything in front of them (see operating instructions for Controls.) Players need melee combat with mobs to secure food in the early stages and to explore caves. Players can attack mobs, such as wildlife, and their nests. Damage and risks differ depending on the method of attack. Specific values for each equipment are given in the Items:Equipment article.
=== Methods of Attack ===
==== Bare hands ====
With nothing equipped in the hands. Not suitable for combat. Attack speed is slow and inflicts less damage on the enemy. Two resources, 'Small Rock' and 'Fallen Tree', can be destroyed with bare hands as a remedy for a complete lack of equipment, e.g. upon death & resurrection.
==== Tool ====
Tool equipment such as axes, shovels and pickaxes can be used for attacks. The attack recovery is slow and the durability damage is very high, armour is recommended in combat if it is possible to prepare for battle in advance. In the game menu, [Options] -> [General] and then [Disabled tool attack] to allow barehanded attacks even when equipped with tools.
==== Knife ====
A hand-equipped item for combat, which, instead of dealing low damage, recovers quickly and makes it easier to dodge enemy attacks. Weapons generally become worn by the number of times they are used and, as a result, knife-type weapons wear out more quickly.
==== Sword ====
Swords have high damage with standard recovery speed among hand equipment for combat. 'Wooden Sword', which can be made from the beginning of the process, is fragile but useful.
==== Spear ====
Spears are characterised by their long reach, but recovery is slow and unwieldy. Another feature of spears are that the attack penetrates, so if there are several enemies at the spear point, they can be damaged together. Useful when defending colony and when clearing out mobs in the area around the nest.
==== Bow & arrows ====
Long-range weapons available from the beginning of the game. It can be used to kill small animals with a single blow, or to draw one mob out of a herd. Each shot wears out the equipment and there is a reload time, so care must be taken when dealing with enemies who cannot be killed with a single shot.
==== Shotgun ====
Ranged attack weapon to the area of the inverted triangle in front of the player. Weaknesses include recovery speed and long reload times. Collecting craft-required materials is also difficult in the early stages of the game.
==== Other throwing weapons ====
Hand-thrown axes and grenades are not suitable for use in direct combat, due to their recovery speed and reloading. This equipment is suitable when confronting enemies through walls, for example in raid fights.
==== Shield ====
A certain probability of nullifying attacks received from the enemy. Equipping a shield makes it impossible to attack, as there is only one equipment slot for the hand.
=== Friendly fire ===
In the game menu, [Options] -> [General] and [Enabled friendly fire] to enable attacks on villagers and tourists. Attacks to friendly NPCs can seriously damage the village reputation and should not be turned on unless you want to play in solitude.
== Damage calculation ==
=== Player to Mob damage ===
There is no subtraction process for damage from player to mob, the damage is the base attack points + equipment + status effect. The current attack strength can be checked from the player inventory UI.
In addition, the damage calculation for bows and arrows is specially processed, so that the arrows inflict instant death damage on small animals and some birds.
=== Mob to player damage ===
Damage from the mob to the player is the mob's attack damage minus the player's defence points.
 【例】
 Bear attacks: 42
 Player's base defence: 18, Body equipment 'Wooden Armor' Defence: 12 Accessory equipment 'Giant Turtle Shell' Defence:4 = 34
 Damage to player: 8
In this time, the durability of equipment with a set defence value, such as armour, is reduced by the amount of the reduced damage. As each piece of equipment has a different durability value, the durability value is not reduced by the same 16% as the reduced damage 16. For example,Wooden Armor has a durability value set at 250, so the reduced damage is 12/250, which reduces the durability value by 4.8%. The game's internal system processes durability penetration in the order of accessories, body equipment and hand equipment, with accessories taking priority for wear. Therefore, if the base defence + accessory equipment results in zero damage, the accessory equipment is worn out, but the body equipment is not.
== Mob attack patterns ==
As each Mob only uses one individual type of attack method, it is not very difficult to dodge the attacks. Fixing the player's orientation makes it possible to attack during the enemy's recovery time(See operating instructions for Controls).
=== Reaction and tracking ===
Aggressive mobs start attacking when the player gets close to a certain distance .When this happens, surrounding fellow members of the group may react at the same time (link). The mob will also track the player for a certain distance from the nest, and if the player moves out of the mob's tracking range, it will give up the chase and return to the area around the nest. Also, if the mob is far away from the player it is tracking, or if the mob reaches an unreachable location, such as a player entering a building, it will give up the chase. Mobs in caves without nests also have a defined tracking range starting from the point of origin. See Mobs for individual mob values. Note that mobs that spawn in the blood moon raid behave differently. More information can be found in the In-Game Event article.
== Defence Systems ==
Defence systems are installed items. When placed on the field, it automatically attacks mobs in the sensing range of its defence system. Mainly used for defending bases, e.g. in raid battle. The defence system and most of the charges can be crafted with Armillary Sphere.
=== Installation ===
Defence systems can be installed on natural tiles on the island without obstructions and cannot be installed underground. To remove it, use a hammer in the same way as for common furniture. The charge is lost at that time.
=== Types ===
The types of defence systems and specific values are described in the Defence System article.
=== Repair and chargeing ===
A charge is required to get the defence system up and running (except for spike tiles). Defence systems consume a charge for each operation and stop operating when the charge reaches zero. The defence system itself will also stop operating if it sustains damage and its durability reaches zero. You can check the current status of a defence system by putting charge or repair ingredients in your inventory and interacting with the defence system. For matching charge items, repair items and defence systems, see the Defence System article.
If players set up a village facility 'Guard Post' and assign workers, villagers can be entrusted with charging and repairing defence systems within the guard post area.*Assignment of villagers to guard posts currently not implemented
=== Damage detection ===
Whether the defence system damages players or buildings depends on the Game Difficulty Setting. On Normal difficulty, only mobs are judged to be attacked. On hard difficulty, in addition to mobs, the player is also subject to attack detection. So the player needs to devise a way to stay away from the impact point of the defence system's attacks. Furthermore, on Hopeless difficulty, attack judgments are added to walls and other structures.
Other methods of dealing with wildlife include the use of capture traps. See Hunting for more information.