- Fractures are specific to the Two-Handed specialisation (accumulate -> break; uses battlefury), not a general knight mechanic. Other specs and most limb attacks use the direct limb-damage -> break model. - Remove "Bonecrusher" everywhere it was asserted -- it is not an Achaea class/style (a sister-game leak, like Pyromancer/Infiltrator). - Sweep two residual errors in docs/06 surfaced while editing: Blademaster is single-blade (not "two-blade"), and Shrivel->Vivisect is Apostate-only (not Infernal). - Log both corrections in docs/domain-accuracy-notes.md. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com> |
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| docs | ||
| src/Legacy | ||
| .gitignore | ||
| README.md | ||
| SOURCES.md | ||
Achaea Combat System — Developer Documentation
A reference for how combat works in Achaea, Dreams of Divine Lands (Iron Realms Entertainment), written so it can be reused to build combat modules — curing systems, offence assistants, affliction/limb trackers, and the like.
The emphasis is systems and mechanics first: the goal is to capture the
model a combat module has to implement, not to be an exhaustive in-game
encyclopedia. Where exhaustive data is useful (the affliction→cure table, the GMCP
message catalog), it lives in the docs/reference/ tables listed below.
Implementation guidance targets the Mudlet client (Lua), since that is where the mature open-source systems live, but the mechanics and the GMCP data model are client-agnostic.
Who this is for
Developers who already understand the basics of MUDs and want to build software that plays, assists, or analyses Achaean combat. Familiarity with the game as a player helps but is not assumed; each document defines its terms.
How the documentation is organized
| # | Document | What it covers |
|---|---|---|
| 00 | Combat overview | The big picture: what combat is, how you win, why automation exists |
| 01 | Vitals & resources | Health, mana, endurance, willpower, essence, reserves |
| 02 | Balance & equilibrium | The timing core: action balances and the curing balances |
| 03 | Afflictions | The affliction model: categories, stacking, locks |
| 04 | Curing system | Cure types, per-balance queues, priorities, automation |
| 05 | Defences | Defensive states, raising/maintaining, stripping |
| 06 | Limbs & kill mechanics | Limb damage/breaks, prone, locks, instakills |
| 07 | Class archetypes | Systems-level survey of the classes and their win conditions |
| 08 | GMCP combat protocol | The data feed: Char.Vitals, Char.Afflictions, etc. |
| 09 | Mudlet implementation | Consuming GMCP, triggers/aliases, module architecture |
| 10 | Curing-engine design | Building a curing engine (patterns from Svof/ACP) |
Reference tables
Reference implementation: src/Legacy/ bundles Legacy V2.1, a
real Mudlet server-side-curing orchestrator. It's mined throughout these docs —
especially the native server-side reference —
and used to validate the curing, defence, and lock material.
SOURCES.md lists every external source used, with URLs.
A note on accuracy
Achaea is a live, continuously balanced game. Specific numbers (cooldowns,
break thresholds, venom timings), individual abilities, and even cure mappings
change over time. This documentation is grounded in current authoritative sources
(the AchaeaWiki, official game help, the Iron Realms GMCP specification, and
open-source systems), but a combat module should treat in-game HELP files and
the live GMCP stream as the ultimate source of truth and avoid hard-coding values
that the game now reports directly (e.g. the server-recommended cure attached to
each affliction in Char.Afflictions).
Every document cites the sources behind it. Anything that could not be fully verified against a primary source is flagged inline as [verify].
See docs/domain-accuracy-notes.md before editing
any combat fact — it holds the running correction log, the verified-vs-[verify]
ledger, and the recurring domain traps (notably the three different things
called "rage": battlerage, battlefury, and the knight rage cure).
Status
Complete (v1). All the documents and reference tables above are drafted from
live research (May 2026) and cross-checked against a real Mudlet system
(Legacy V2.1, bundled in src/Legacy/). Detail-sensitive values that could not be
confirmed against a primary source are flagged inline as [verify]; the natural
next step before building on them is to spot-check those against in-game HELP /
AB files on a live character. Suggested deepenings: reading the Svof/ACP source
directly for line-level engine details, and capturing a real GMCP stream to
confirm exact Char.Vitals fields for your character's class.