Skill used in melee fighting animals and other players.


Fighting in Wurm uses a target-to-attack system.

To enter combat, simply right-click the entity, and select target. Then, move within fighting range. There are 3 distances:

Multiple targetsEdit

If something is targeted that is too far away, and another player runs in to attack, the first player will not fight against that player but will instead parry and dodge the other player's attacks. If that happens, the player will not be able to change aim or shield bash.

Be aware of what is targeted

You show off some moves means you have no target or the target is out of melee range.


The height of the main fighting skill determines your chances to hit and chance to successfully focus.

The best way to train fight skill is by fighting opponents that are near your skill range; that way the skill you gain will be far superior than training against a creature that is either too strong for you or simply a very easy match. Greenish, raging, angry, and CHAMPION creatures are a very effective way to train fighting.

Fight skill gain against creatures is slowed down at 70 skill.

Fighting sub-skillsEdit

  • Weaponless fighting - Fighting without weapons equipped (depends on weight of items being carried and type of armor); skill is gained when a kick or hit message is received.
  • Aggressive fighting - Reduced defences, but higher damage. Damage scales with strength. Attack speed is the same as Normal stance.
  • Defensive fighting - Reduced damage, slower attack/aim speeds, but higher defences.
  • Normal Fighting - Defences are weapons' defaults. Damage dealt is weapon's default, scaled with strength.
  • Taunting - Attempting to taunt your opponent to attack you instead of your allies.
  • Shield-Bashing - Knocking over your opponent with your shield. Higher skill in shield bash results in a longer time the opponent is disabled on ground. A combination of shield skill and shield bash skill calculate hit chance. Shield-bashing does some damage to the opponent. This results in a stun.

Weapon skillsEdit

It is best to use dual-wield if you want to use both hands. If you use more than one type of weapon your skill gain is spread over two categories and will take longer to raise.

Weapon skill over 50 does very little. At 60 you get a new special move. higher weapon skill will increase your chance to change aim. Grinding past 50 skill, however, does not seem to increase one's chance to parry or hit.

An easy way to gain weapon skill with axes and swords (longsword and huge sword, respectively) is to cut trees down with woodcutting until 20 skill. This renders even the lowest skill fighter a fairly potent adversary to most common creatures in the Wurm universe, and offers some good body and woodcutting skill gain to boot.


Raising your focus give you advantages and also means taking less damage. How high you can focus is dependent on your fight skill. Overall fightskill/15 determines the level of focus that is easiest for you to reach.

You can focus by turning off auto fight and clicking on the eye icon in the fight window. [1][2]The fight Options GUIIt goes in the order as follows:

  1. You balance your feet and your soul.
  2. You are now focused on the enemy and its every move.
  3. You feel lightning inside, quickening your reflexes.
  4. Your consciousness is lifted to a higher level, making you very attentive.
  5. You feel supernatural. Invincible! (max focus level)


  • You can check your current focus level by typing the /fl command in the chat window.
  • It is believed that focus raises your combat rating by a little bit.
  • Focus helps you parry more with your weapon.
  • Focus helps you hit more.
  • Focus helps you get a better footing.
  • In PvE, focus can turn a fight around completely.
  • Whilst the focus action timer is in progress, you are a lot more open to attack and you do not swing your own weapon(s).
  • There are various ways to lose focus, including switching targets.


While in autofight (button in the event window), the game will choose stances for you. At low skills, no stance options will be available to you. More stances will appear with a higher primary weapon skill.

At primary weapon skill level 50 you receive defensive stances.

You can bind stances to keys, see Client Key Bindings.

Special movesEdit

As your skill increases with your primary weapon, you will get the option to perform special moves in certain stances. One weapon type usually can perform about 6 special moves.

Special moves are kingdom dependent, so other kingdoms have other moves.

Autofighting will try special moves when you have a high enough chance to use them. They use your normal to hit chance, so if you hit little it may not be worth trying a special move. You lose 1/10th of the stamina cost of the move if you fail.

You can bind special moves to keys, see Client Key Bindings.

Also see: Special moves



The height of your weapon skill determines which stances you may take.

  • Primary weapon should be wielded in the right hand, as the left hand will attack less often. Left hand also does not parry at all.
  • Swords deal cutting and piercing damage. Swords have a high parry rate and do medium damage.
  • Axes deal cutting damage. Axes do not parry so should be considered strongly for use with left hand combo's. Axes deal the highest amount of damage.
  • Mauls deal maul damage. They parry well.

Armour typesEdit

Each armor type has a distinct a advantage and disadvantage.

  • Plate armour - Plate armor provides the largest defense bonus of any armor crafted from non-unique components, at the largest expense of mobility. Plate armor has a high damage reduction factor, which is more pronounced at higher quality.
  • Chain armour - Chain armor provides superior defense at the expense of mobility. Attack speed and evasion are moderately affected by chain armor. Chain armor is commonly used. Chain reduces a fair bit of damage particularly from swords.
  • Leather armour - Generally provides the least amount of base defense. However it also has the smallest penalties to attack speed and walking speed. Leather armor has a slight evasion penalty. Basic leather armor is rarely used by people who have an alternative, but is certainly better than nothing and is great starting armor for a new player.
  • Studded leather armour - Generally provides a moderate amount of base defense with similar penalties as leather Armor. Studded leather armour represents a good common ground between speed and moderate defense. Studded leather armor has a mild evasion penalty. Studded leather is very popular, as it's mix of moderate mitigation and high mobility make it perfect for archers and light fighters in PvP.
  • Cloth armour - Offers tiny protection from most attacks. To mitigate for this, cloth armour has the highest evasion rate of any armor type and can be used as an emergency bandage to great effect in dire situations. Cloth armor effectively never saw use previously, but is becoming more common as it's new properties become more well known.

Special armour typesEdit

  • Dragon hide armour - The best leatherworking based armour existing in Wurm. Its protection rating is between chain and plate, yet more vulnerable to cutting and piercing than chain armor. Drake hide armor has the lowest penalty to attack speed and walking speed (16.97km/h on cobble) and is very lightweight.
  • Dragon scale armour - Dragon scales are the best Plate armour smithing armour available. Made out of the scales of a red dragon, this kind of armour is superior to plate armour, while having movement penalty that is similar to that of studded leather armour.


Shields have a percentage chance to block any melee attack, based on skill-level and class of shield. Additionally shields are effective against arrows when you are facing the archer. Wielding a shield and weapon on the left arm causes the weapon not to be used. Certain weapons are two-handed and will require that any shield be unequipped. There is no difference between wielding a wooden or metal shield.
  • Large shields - Have the greatest base percentage to block with the highest penalty against weapon speed.
  • Small shields - Have the lowest penalty to weapon speed with the lowest base percentage to block.
  • Medium shields - A balance between speed and block percentage.

Shields should be wielded on your arm, not your hand.

Fighting characteristicsEdit

Miscellaneous fighting rules/tipsEdit

  • If you get hit, you can start "hurting". That means you move slower (30s duration).
  • Bigger numbers matter. Gang up on people. Also, if multiple people start to attack you, its best to try to get some of them off you unless you severely outclass them.
  • There is a flanking bonus to hit from the side or back. If your out numbered, face your strongest opponent. If you outnumber them, surround them. Especially animals, as they turn constantly when surrounded.
  • Moving while fighting gives a penalty to the hit odds of the moving person, and a big penalty to the parry odds.
  • Use 'Spam Mode' to show missed blows or blows for zero damage.
  • Standing above a critter improves hit chance and reduces the capacity of that critter to target your upper components. Standing beneath one reverses this effect.
  • Running out of stamina during a fight reduces your capacity to defend incoming damage.
  • Take a look at the combat rating page for some tips on fighting.

Ranged attacksEdit

For details on ranged attacks, see archery and catapults.

Damage messages and Strength of attacksEdit

When you encounter an opponent, be it a Venerable Greenish Scorpion or just a young starving dog, a successful strike will give you the following message:

You <Type of Damage> adolescent starving wolf <Strength of your Blow> and <Result> it.

The Type of Damage is the kind of damage dealt by the currently equipped weapon, For example: piercing or mauling.

The Strength of your Blow is how hard the hit itself is. The scale is:

1. Very Lightly

2. Lightly

3. Pretty Hard

4. Hard

5. Very Hard

6. Extremely Hard

7. Deadly Hard

The Result is the severity of the resulting wound. This includes all existing damage so that if you hit an existing wound even with a 1 damage hit you can give damages if it hits an already severe wound. The scale is: slaps, irritates, hurts, harms, damages. Basically the Result is there to tell you what the attack you just made really did to the enemy.



  • Soldier at 50 skill
  • Mercenary at 70 skill
  • Knight at 90 skill
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