offense offensive calm
Most fighters attack aggressively, moving quickly into better striking positions and following through with vigorous blows. While these efforts can mean the difference between victory and defeat, they are also tiring. While fighting offensively, each attack made, whether successful or not, consumes movement points. When a character runs out of movement, they automatically stop fighting offensively, dealing reduced damage. Characters in a berserker rage (as induced by frenzy, berserk, drunken fury, and shan-ya) fight even more aggressively than normal, dealing yet more damage but also tiring more quickly. The movement cost per attack depends on the weapon used. See the table below for a full breakdown. Type of | Move Cost | Move Cost Attack | Offensive | Berserking ------------------------------------------ Unarmed | 1 | 2 1-Handed | 1.5 | 3 2-Handed | 2 | 4 Bow | 2.5 | 5 Burst | 1 | 2 Semi-Auto | 1 | 2 Full Auto | 1 | 2 The damage bonus provided is 2*cost + 15% normally, and 2*cost + 25% while in a berserker rage (+35% with the 'fervent rage' skill). To preserve their energy, a character can decide to fight more calmly, using the 'calm' command. This works similar to the 'wimpy' command (see help wimpy), triggering a more energy-preserving combat style once moves drop below a given percentage. This works even while in berserker rage.

calm
Syntax: cast 'calm' One of the most useful and often overlooked abilities of the master cleric is the calm spell, which can put an end to all violence in a room. Calmed creatures will not attack of their own volition, and are at a disadvantage in combat as long as the spell soothes their minds. The more violence activity there is in a room, the harder the spell, and it is all or nothing -- either all combat in the room is ended (with the exception of those who are immune to magic) or none is. See showskill calm for more details.