Combat System¶
Master combat mechanics in New Dawn and become a formidable warrior.
New Dawn Combat Changes
New Dawn features several significant combat modifications from classic UO. See the What's Different guide for a complete overview, or read the sections below for detailed mechanics.
New Dawn Combat Modifications¶
Stamina Loss System (Replaces Dex Penalty)¶
New Dawn removes the classic dexterity penalty from armor and replaces it with a stamina loss system:
How It Works:
- When you take damage, you lose stamina based on your armor
- Armor type (plate, chain, leather) affects stamina drain
- Hit location matters (chest takes more hits = more stamina loss)
- Armor material (iron, valorite, etc.) affects the penalty
Hit Location Probabilities:
- Chest: 40%
- Arms: 20%
- Legs: 15%
- Hands/Head: 10% each
- Neck: 5%
Benefits:
- Wear heavy armor without movement penalty
- Stamina management becomes tactical
- Different armor types remain meaningful
- Running doesn't drain stamina (Patch 0.29)
Archery Modifications¶
Standing Still Delay:
- 500ms delay when standing still before shooting
- Encourages movement in archer PvP
- Prevents insta-hit archery
Snare Ability:
- Requires 80+ Anatomy and 80+ Archery
- 25% chance at GM to immobilize target for 3 seconds
- Disrupts spell casting
- 20-second cooldown
- 15 stamina cost
- Makes archery more tactical
Parrying Enhancements¶
Shield Bash:
- Custom ability added to Parrying skill
- Provides offensive option for shield users
Fire Breath Protection:
- Parrying skill and shield quality absorb fire breath damage
- Makes shields valuable against dragons and other fire-breathers
- Scales with parrying skill
Explosion Potion Changes¶
Delay Mechanics:
- 1.5-second base delay before explosion
- Small random variation in explosion time
- No potion cooldown (heal potions have 10s cooldown)
- 2-second cooldown on other potions
Damage Formula:
- Alchemy bonus applies to minimum damage (not total)
- Base damage vs players: min 5, max 15
- GM Alchemy adds +10 to min, +5 to max
- GM Alchemy result: 15-20 damage vs players
Poison System Enhancements¶
Poisoning vs Immune Mobs:
- GM Poisoning: 50% chance to poison normally immune creatures
- Scales from 0% at low skill to 50% at GM
- Makes Poisoning viable against more content
GM Magery + GM Poison Combination:
- 1% chance for Lethal poison within 2 tiles
- 10% chance for Deadly poison within 3 tiles
- Rewards dual-skill investment
Weapon & Armor Values¶
- Converted to UOR (Ultima Online: Renaissance) era values
- Initially changed to T2A but reverted for better balance (Patch 0.16)
- Damage formulas adjusted to match weapon changes
PvP Spell Damage¶
- Custom min/max damage ranges for player vs player
- Adjustable in-game for balance
- Magic Resist cuts damage by ⅓ (not ½ like classic)
- Spell range: 10 tiles for most spells (Teleport remains 12)
Combat Basics¶
Engaging in Combat¶
To attack a target:
- War Mode: Press Tab or click the peace/war icon
- Target: Click on your target
- Auto-Attack: Your character will attack automatically
Combat Calculations¶
Hit Chance Formula:
Damage Formula:
Weapon Types¶
Melee Weapons¶
- Swords: Balanced damage and speed
- Fencing: Fast attacks, lower damage
- Maces: Slower, higher damage, good vs. armor
Ranged Weapons¶
- Archery: Bows and crossbows
- Thrown: Throwing weapons (if available)
Damage Types¶
- Physical: Standard damage
- Fire: Effective vs. certain creatures
- Cold: Ice-based damage
- Poison: Damage over time
- Energy: Magic-based physical damage
Combat Skills¶
Essential:
- Weapon Skill (your choice)
- Tactics
- Anatomy
- Healing
Supportive:
- Parrying
- Resisting Spells
- Magery (utility)
Special Moves¶
Many weapons have special abilities:
- Armor Ignore: Bypass armor completely
- Concussion Blow: Drain target's mana
- Disarm: Remove opponent's weapon
- Double Strike: Attack twice
- Paralyzing Blow: Temporarily freeze target
Activation: Usually via hotkey or special book
Defense Mechanics¶
Armor¶
Armor Rating (AR):
- Reduces incoming physical damage
- Different materials offer different AR
- Can be magical with extra properties
Armor Types:
- Plate: Highest protection, heaviest
- Chain: Medium protection and weight
- Leather: Light protection, allows meditation
Parrying¶
- Requires shield equipped
- Blocks incoming attacks
- Higher skill = more blocks
Evasion¶
- Based on Dexterity
- Chance to avoid attacks
- Wrestling provides defensive benefit
Healing in Combat¶
Bandages¶
- Primary healing method
- Takes time to apply (several seconds)
- Can be interrupted by damage
- Scales with Healing and Anatomy skill
Healing Spells¶
- Heal: Moderate restoration
- Greater Heal: Strong restoration
- Instant but costs mana
Potions¶
- Heal Potions: Instant HP restoration
- Cure Potions: Remove poison
- Refresh Potions: Restore stamina
Combat Strategies¶
Melee Combat¶
- Engage: Move to target
- Attack: Auto-attack begins
- Special Move: Use when appropriate
- Heal: Bandage when low HP
- Manage Stamina: Don't run out
Ranged Combat¶
- Distance: Stay at range
- Kite: Move while shooting
- Heal: Bandage between shots
- Ammo: Watch ammunition count
Magic Combat¶
- Pre-buff: Apply Protection, Magic Reflection
- Damage: Cast offensive spells
- Control: Summons or fields
- Heal: Greater Heal as needed
PvP Combat¶
Basic PvP¶
- Notoriety System: Blue, gray, red players
- Criminal Actions: Attacking innocents
- Murder Counts: Killing blues
- Stat Loss: Penalty for reds
PvP Tips¶
PvP Success
- Keep moving (harder to hit)
- Manage resources (bandages, potions, regs)
- Use Line of Sight (LOS)
- Practice combos and timing
- Join practice PvP sessions
Monster Combat (PvM)¶
Monster Difficulty¶
- Weak: Orcs, ettins (for beginners)
- Medium: Ogres, lizardmen
- Strong: Dragons, demons, balrons
- Boss: Special named creatures
Tactics¶
Solo:
- Assess monster before engaging
- Keep escape route clear
- Bandage timing is critical
Group:
- Tank draws aggro
- Damage dealers attack
- Healer supports
- Focus fire priority targets
Status Effects¶
Poison¶
- Levels: Lesser, Normal, Greater, Deadly, Lethal
- Cure: Cure potions or spells
- Prevention: Poison resistance
Paralysis¶
- Frozen in place
- Can't move or cast
- Wears off after time
- Can be dispelled
Bleeding¶
- Damage over time
- Requires bandaging
- Stops naturally
Combat Macros¶
Essential Macros¶
[Bandage Self] - Quick self-heal
[Use Last] - Reuse last item (potions)
[Target Last] - Attack same target
[War/Peace Toggle] - Quick mode switch
Train hard, fight smart, conquer all!