All manner of fantastical beings can be found in Castle Marrach. Some rule the Realm, some grant extraordinary powers, some seek solitude.. and some wish you harm...
On this page, you'll learn the basics about the different types of CNPC enemies you may encounter in the game, and how 'boss' encounters are fought.
The MCombat system includes support for CNPC (computer controlled) opponents throughout the Castle Marrach world.
Such enemies can commonly be found in dangerous regions outside the Castle walls, or even sometimes inside the Castle proper during special plots and events.
CNPCs will always automatically join any live (non practice / non duel) MCombat matches that commence within the room they are in, and will attack characters not on their team. When entering a room where MCombat CNPCs are present, you will not be able to @rest and recover in their presence, and they will effectively block you from leaving the room through any exits other than the one you entered from.
MCombat CNPCs are broken into classes, with different classes behaving differently.
Nimble, unarmed creatures such as rats and wolves. These enemies are weak against 'quick' type attacks and will receive extra damage from them, but have a chance to evade strong attacks and take no damage. These enemies rely on quick attacks themselves and will often critically hit.
Lumbering, brutish, unarmed enemies such as zombies. These enemies tend to have high health, but are weak against 'strong' type attacks and will receive extra damage from them. Often they use strong attacks themselves, and only use one attack per sequence, though that attack hits extra hard.
Weapons bearing enemies often carrying single handed weapons, such as skeletons. These enemies are weak against 'precise' type attacks and will receive extra damage from them. Fighter type enemies often have @abilities of their own that they will use to try to turn the tide of battle.
Defensive enemies often though not always equipped with a shield and/or armour. These enemies are strong against all melee attacks and will take reduced damage from them, but are weak against magic attacks. Defenders can and will attempt to 'tank' via use of @abilities with taunt effects and defensive abilities of their own.
Recklessly offensive enemies, often though not always equipped with large, heavy weapons. These enemies are weak against all attacks and will always take increased damage, but also deal inflict extra damage with all of their attacks and tend to favour strong attack cards.
Typically bow and crossbow wielding enemies who start battle in combat areas other than the middle and attack from range. Archer are weak against shield bearing characters and will always deal reduced damage to characters with shields, but are strong against characters without them and will deal extra damage to such characters.
Magic wielding monsters who often start battle in combat areas other than the middle and attack from range. Mage type enemies often have @abilities of their own that they will try use to try to turn the tide of battle.
Most CNPCs are compliant with a 'threat' system; they prefer to attack whatever character is attacking them, and it multiple characters are doing so, they will attack the most aggressive opponent (the one who has dealt the most damage). Exceptions to this exist; they prefer targets close to them over ranged targets, and they will always focus their attention on a character who has used a 'taunt' ability on them.
MCombat features 'boss like' enemies; extremely powerful opponents not intended to be fought in one-on-one combat. Such enemies possess special abilities which must be dealt with often in unique ways, and failing to do so can prove devastating. When such an ability is going to be used, a 'cue' for the ability is often displayed at the start of the combat round, with the ability executing at the round's conclusion. The cue is always at the start and the execution always at the end regardless of MCombat turn order. Example ability types include:
An attack which targets a specific fighting area at the start of the turn, and dealing significant damage to all characters still in that area at the end of the turn.
An attack which targets a specific character at the start of the turn for severe damage, and strikes that character at the end of the turn. Damage dealt to that character is reduced and spread amongst all friendly characters in the same fighting area.
An attack which can be dodged by quickly entering the @avoid command at the appropriate time. Focus points are required to do this.
An attack which can be interrupted by quickly entering the @interrupt command at the appropriate time. Focus points are required to do this, and additionally an interrupt-capable weapon must be equipped and the interrupter must be within melee range of the target. Some abilities require multiple characters performing an interrupt ability in order to successfully stop it.
An unavoidable attack dealing severely high damage to whomever the boss' target is at the end of the combat round. A defensive character should ensure they have the attention of the boss at the end of the turn, and use a defensive ability to minimize damage taken.
An unavoidable attack dealing moderate-to-high damage to all players, for which defensive abilities should be used to minimize damage taken.
Other abilities exist, and many abilities use some combinations of the above attacks to create potent attacks which must be handled in specific ways.
Boss characters do not generate focus points normally via precise attacks, but instead generate focus points at the start of each turn, with an emit displaying their current focus. Their focus cannot be affected by buffs or debuffs, and always execute at the end of the combat round in which the boss obtained full focus points. Boss focus attacks are extremely deadly attacks that are often fatal if not handled correctly, and deal significant damage even when they are.
Certain plots and/or game areas involve what is known as Danger Areas or Survival Areas. When entering such regions of the game, the odds of encountering hostile MCombat CNPCs is high. The @rest ability does not function in Danger Areas, running the risk of wearing your character down from fight to fight, but sheltered 'safe zones' can be used to @rest within instead.