Combat

*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
* 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 animals, Weapons (including Projectiles) deal the following types of damage:

 Siege | Inflicted by some siege weaponry, siege hammers and Fire arrows | Ineffective against players and Wild animals. 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
* Right Back Slot
* Left 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 weapons or 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 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 fracture. Each body part is covered with a corresponding armor piece that is worn on that body type.

 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.

* 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.
* 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 Accelerated effect. You will gain Disabled, losing the ability to fight back or interact with anything, but might be able to outrun those who are chasing you.