Arena:Combat

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This article provides suggestions on combat techniques.

Contents

[edit] Controls

Toggle Weapon icon
Toggle Weapon icon

The specific controls on how to attack are different for different weapons, but they are all controlled using the right mouse button. First, you must draw your weapon (you cannot attack without it out) by clicking on the Toggle Weapon ("Crossed Swords") icon or pressing the A key. To attack with non-ranged weapons (e.g., swords, staves, maces), click and hold the right mouse button and move the mouse. Moving the cursor up or down is a thrust or a chop; moving from side to side is a slash. For ranged attacks, such as with bows or spells, targeting the foe with the cursor will send the arrow/spell that way. At close ranges though, the arrow/spell tend to angle more towards the center of the screen, so some adjusting might be necessary. To sheathe your weapon, click the Toggle Weapon icon again.

[edit] Techniques

There are different tactics on taking down baddies, all depending on the type of foe you are fighting. This article lists all of the monster and gives several tips on how to fight each.

[edit] Melee

There is more to this kind of fighting than just randomly swinging the cursor. Here are some things to consider:

  • When you and your opponent attack at the same time, you will parry the attack (or the foe will parry yours, depending on your point of view). That is why it is important to always watch the enemy's attack.
  • When you make a successful hit, more often than not, the foe will make some sort of sound as well as a bleeding animation on the opponent.
  • Stabs are less likely to be deflected, but they leave you open to counterattack.
  • The better quality metal your weapon is made out of, the more damage it does. From worst to best: Iron, Steel, Silver, Elven, Dwarven, Mithril, Adamantium, and Ebony.
  • Different types of swords also do different amounts of damage. Generally, the longer the weapon, the more damage it does.

[edit] Bows

Bows are good for ranged attacks, especially if you prefer to be out of range of your enemy. Some things to consider when using bows:

  • Bows do not need arrows. They wear out eventually, though, which is in its way like running out of arrows.
  • The quality of the bow determines the damage done and the rate of attack by the arrows. The best bow in the game, the Artifact Auriel's Bow is almost like a machine gun, shooting off several arrows per second.
  • The arrows are aimed by the cursor; however, they tend to angle more towards the center of the screen. Most of the times it isn't an issue, but you might have to adjust your aim.
  • Bows are great for those enemies you can't easily reach, like when a few square tiles of water divide you (since most opponents you'll meet can't cross water).

[edit] Magic

Magic can be used by casting a spell or by using a magic item. It can be either offensive (e.g., Force Bolt) or defensive (e.g., Resist Cold).

Cast Spell icon
Cast Spell icon
  • Choose a spell by clicking the Cast Spell ("Sunburst") icon or pressing the C key. A list will pop up in the lower right of the screen listing all the spells you know. Select one you would like to use, aim at the target if necessary, and let it fly. To cast the same spell again, you can right-click the Cast Spell icon or press the Shift-C key to save time.
Use Magic Item icon
Use Magic Item icon
  • To use a magic item's dweomer, click on the Use Magic Item icon or press the U key. You'll see a list in the lower right of the screen showing all the magic items you can use. Select the one you want, aim at the target if necessary, and release.
  • Be careful when using target-explosion spells, because if you get too close, you will be affected by it as well. Spells designed for explosions centered around yourself (e.g., Firestorm) are O.K., though.
  • When casting from behind a corner, be sure to walk out into the open before firing the spell; otherwise, the spell will rebound against the wall, even if it seems you have just enough room to let it slip through. Although going out into the open may not be in your best interests....
  • Always keep a lookout at your spell points. Once they reach zero, you are powerless until the next time you rest or quaff a Potion of Restore Power.

[edit] Notes

  • Always listen to the game. The sounds will let you know whether or not you have been spotted and even who is chasing you. You will definately hear if a door is opened. Each creature also has its own distinct sound. Rats generally have higher pitched squeakings and goblins make distinctive growls.
  • During combat, keep an eye on your enemy. In melee, it will let you know when to attack and when to deflect. In ranged, you will know when to dodge attacks and when to attack to get the maxium effect out of your spells or arrows.
  • Use the terrain to your advantage. If you are being chaced by a melee foe, put a body of water between it and you. If you are a mage, you can magically lock doors behind you.

[edit] Environmental Features

Apart from the fighting itself, there are a lot of strategies to tactically use the environment to your advantage. If not aware of these things however, you might find yourself quickly dying.

[edit] Water

Water is probably one of the greatest environmental effects on general combat. In dungeons, they commonly separate hallways or flood across rooms. The greatest risk of being in water is being unable to attack. Which means that the enemies on dry land can still hack away at you, yet you will be helpless. This is made even worse by the fact that you have to climb out of the water to be able to attack, which by itself takes a few precious seconds. If you are hit while you are climbing, or you accidentally attack too soon, you will be thrown off back into the water. For places that are transversed by water in only 1 tile, it is a good idea to jump to the other side (Shift-J). For 2 or more tiles, you will not make it that way unless you are a Khajiit and/or Acrobat, and it might be best to consider a ranged weapon. If you fall into the water while jumping, it is best to swim back to the side you jumped from and try again. You will sustain less damage that way than if you try to climb up onto the opposing bank.

Swimming in water is also very tiresome. Your fatigue will drop dramatically during shorter periods of time, so be sure to plan for any excessively long swims in the water. If you run out of fatigue, you will drown.

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