UA = Unarmed Combat
MC = Melee Combat
B12 = Battleaxe of the Twelfth Bay
COMBAT STATS (strictly pvp implications)
Strength
Influences how much damage you deal with attacks.
Allows you to deal more damage when destroying objects.
Agility
Shortens your ability cooldowns and lengthens your opponents'.
Decreases damage from arrows.
Decreases travel weariness inflicted by teleportation.
Intelligence
Makes your scents more difficult to see, in combination with Stealth.
Constitution
Provides health points.
Allows you to swim across rivers safely at 100+.
Perception
Increases ability to see scents produced by stealthy characters.
Increases minimum damage with ranged weaponry.
Charisma
Increases the effectiveness of abilities that affect your party.
Martial/Peaceful
Switching to full martial from full peaceful yields a 40% boost to all damage dealt.
Death/Life
Full death grants 20% extra grevious damage and 20% less max hit points, while full Life does the opposite. Grevious damage is HHP damage, and is generally not important for the vast majority of combat situations.
Barbarism/Civilization
Full Barbarism increases constitution and strength by 30%, but decreases intelligence and charisma by the same amount. It's usually better to go full Barbarism but full Civilization has its merits in the PvP world.
COMBAT FACTORS
Attack Bar
When attacking, your attack bar is fully consumed. The higher your attack bar was when you attacked, the harder your attack will hit. Dealing damage also reduces the combat intensity slightly.
If your attack goes through the enemy defense bar, your damage is reduced by the percentage of your attack bar that was consumed by the defense bar before the attack was able to connect. Here's an example: The attacker has 50 attack bar, and the defender has 10 defense bar. The attacker hits the defender with a valorous strike. 10 of the attacker's attack bar was consumed by the defender's defense bar before the attack connected (20% of his attack bar), so the attacker, who can deal a maximum of 1000 damage, will deal 20% less damage (800 damage).
Defense Bar
This is a buffer that reduces the impact of enemy attacks to nothing, until depleted. Once depleted, you may take damage to your armor and HP from enemy attacks. It is important that you keep as much defense bar as you can so that you do not start taking damage from attacks.
Weight
This is how much your Unarmed or Melee Combat stat will affect your attack. Against an opponent with equal stats, a full attack bar will make a 100% weight attack hit for 50% of the opponent's defense bar. Sting and Chop are examples of abilities which use 100% weight. Some abilities hit for less or more weight than normal, like Punch and Valorous Strike respectively.
Delta
This is used in the calculation of the effectiveness of Maneuvers. Basically, if your opponent has more Unarmed than you, your maneuvers will have a weaker positive effect and theirs will have a greater positive effect.
Combat Initiative
This is used to power some moves and attacks. Build this up when you can, you'll need it.
Combat Intensity
The longer a fight goes on, the shorter all cooldowns get. This caps at 10, and will essentially speed up the fight. This is also a resource/requirement for a few abilities.
Combat Advantage
The default advantage is 0. If you have more advantage than your opponent, the number will be positive. If your opponent has more advantage than you, it will be negative. This is a resource that increases or decreases your stats for the calculation of weight AND delta. You gain advantage for hitting your opponent for health or through the use of certain abilities. In fights where you have inferior stats, it is important to try to build this up to even the playing field.
Armor Class
When your attack goes through your opponent's defense bar and hits them directly, you must first penetrate through their armor. If you deal 1000 damage and they have 1000 or more total armor class, you will *ping* them and only potentially damage their armor (unless you are punching, chopping or cleaving, in which case a small portion of your total damage will ignore armor and hit for health damage). Armor class has two values: Reflection and Absorption. If someone has 100/250 armor class, and they take 100 damage or less, their armor will not be hurt. If they take more than 100 damage, their armor will be damaged slightly, and if they take more than 350, they will lose health. Armor breaks when it runs out of hitpoints from absorbing too much damage.
ATTACKS
Punch
The most basic attack, this hits with slightly less than your whole unarmed weight and deals damage based on strength. This move will be essential to most combat styles, as it is a cheap and immediate way of removing defense with its lack of cost.
Knock His Teeth Out
For 6 initiative, you can hit an opponent for double damage with your punch. Effective as a finisher or general hard-hitter if you are a completely unarmed fighter.
Strangle
Pretty useless. If combat intensity is low and you have nothing equipped in your hands, you can hit an opponent for low unarmed weight and higher unarmed damage. Nobody will never use this due to the hands-free requirement.
Sting:
Requires a sword. For 2 initiative, you hit your opponent for your melee combat in weight and damage him based on your strength and the quality of your sword. This is the Punch of full melee combat fighters. Although it has a small initiative cost, it is more effective than a Punch in both weight and damage.
Valorous Strike:
Requires a sword or axe. For 6 initiative, you will reset the combat advantage to zero and hit your opponent for almost twice the weight of Sting and the same amount of damage. This move is used to reset advantage when your opponent has gained an insurmountable lead, and to just hit your opponent really hard.
Chop:
Requires an axe. For 4 initiative, you hit your opponent for your melee combat in weight and damage them based on your strength and the quality of your axe. This is the Battle Axe wielder's equivalent to Sting. It costs more initiative, but the B12 has a higher base damage than the Soldier's Sword. Axes also pierce a percentage of armor, making this attack quite devastating.
Cleave:
Requires an axe and 3 combat advantage. For a whopping 8 initiative, uses 150% weight and does normal damage. Has the longest cooldown of all attacks. This skill is generally useless unless you are sure it will be the last hit you deal. It is generally inferior to Chop if you want to keep advantage and inferior to Valorous Strike if advantage doesn't matter (in which case you won't be able to use Cleave anyway). The only reason you would use this is if you are coming out of a long buildup of initiative and advantage from movement combat.
STANCES
(formally called Maneuvers)
-Note that Maneuvers will only trigger if you A: are standing right next to your opponent or B: have a move in queue on your opponent-
Dodge
This stance has no special effect, but will respond to enemy attacks with your full unarmed weight. Generally you will not be using this stance often, unless you are anticipating an attack.
Shield
The MC version of Dodge. This uses more of your weight than Dodge does, making full melee tankier than full unarmed. However, this is the only stance you can use effectively as full MC.
Bloodlust
Your opponent's moves will grant you attack bar, however, you will respond to attacks with only half of your unarmed weight. It is dangerous to remain in this stance when your opponent is able to strike, but very favorable when they are low on attack bar or are on the defensive. You will be in this stance when you are pressuring your opponent. Use it wisely, and never be caught with it during a meaningful strike.
Oak Stance
Your opponent's moves will restore some of your defense bar, at the cost of your attack bar. This move is not efficient like Slide, as it only restores half of what it costs in attack bar (on equal footing). Try to avoid using this too often. You will be in this stance when you are being pressured hard by your opponent.
Death or Glory
Your opponent's moves will drain your defense bar and grant you Initiative. Useful for quickly building up Initiative, but dangerous. Make sure you don't deplete your defense bar too much.
Combat Meditation
Your opponent's moves will grant him combat advantage. In return, your next ability's cooldown will be reduced depending on how many charges you stack (up to 100% reduction). If you stack this ability to max and use an ability, you will be able to use another ability instantly.
MOVES
(no cost unless specifically mentioned)
Basic Moves
Jump
Grants attack bar. Very short cooldown.
Flex
Unlocked at 6 initiative. Grants attack bar faster than Jump, but gives opponent .5 advantage. Only use when you don't need advantage, like for finishing off dying enemies.
Dash
Grants initiative and defense bar. Moderate cooldown, very safe way to gain initiative.
Charge
Grants initiative and negligible amounts of attack bar at the cost of defense bar. This is on a much shorter cooldown than Dash, but will drain defense bar. Useful for quickly gaining initiative, but keep it in moderation.
Slide
Converts attack bar into defense bar. Very reliable and efficient way to restore defense bar. Coupled with Bloodlust, you can quickly top it off in static combat.
Push the Advantage
Useless.
Feign Flight
Useless.
Advanced Moves
Invocation of Skuld
Unlocked at 10 initiative, costs 3 initiative. Restores a good portion of attack bar and grants combat advantage. This is the best way to gain advantage when you cannot get through their defense bar. If you have the initiative built up, it is pretty cheap for the amazing effect. Useful for preparing a Sting.
Sting like a Bee
At the cost of 6 initiative, consumes combat intensity to replenish attack bar. This ability grants full attack bar when combat intensity is at 10 (as it usually will be), as well as resetting the intensity to 1. Useful for two attacks in quick succession. Example: Sting - Sting like a Bee - Sting
Throw Sand
Unlocked at 1 initiative. At the cost of attack bar, reduces your opponent's initiative slightly. Pretty useless.
Float like a Butterfly
Restores some attack bar, defense bar, and grants advantage on the same cooldown as Dash. Good for emergency situations where you need an immediate boost in defense.
No Pain No Gain
Depletes half of your current soft HP to restore a large amount of your attack bar and reduce the enemy's defense bar. This ability is very dangerous to use due to depleting your health, but it is very useful for preparing a damaging blow, usually in rapid succession of another. If your opponent is already at low defense, you can pummel them with massive damage to their HP by using this. Only use this ability if you are 100% confident in your ability to maintain your defense bar, or if you know you can end the fight quickly with it.
Movement Combat
Call Down the Thunder
Grants initiative. Can be used from far away, but has a relatively long cooldown. This is your main method of gaining initiative in movement combat.
Evil Eye
At the cost of 2 initiative, fully depletes your opponent's attack bar. This ability has an absurdly long cooldown. Pretty self-explanatory.
Stern Order
Grants combat advantage at the cost of initiative. This is coupled with Call Down the Thunder to gain advantage on your opponent before attacking. You get more advantage the higher your charisma is compared to your opponent's charisma.
Opportunity Knocks
Reduces an opponent's defense at the cost of initiative. Useful for preparing attacks in certain situations where it is preferable not to waste time lowering their defense bar by actually attacking. Also very useful for movement combat (where you have tons of initiative) and against high level enemies.
Battle Cry
Unlocked at 14 initiative, you gain a great deal of combat advantage and fully regenerate your attack bar at the cost of 7 initiative and 50% of your defense bar. This is used to quickly obliterate an opponent with two attacks in quick succession. You're left extremely vulnerable after battle crying, so it's best to temper it with a few stacks of combat meditation so you get a devastating blow off very quickly.
Seize the Day!
Requiring 75% or higher attack bar and high combat intensity, this ability grants combat advantage and reduces your opponent's attack bar at the cost of defense bar. You can use this as a moderately safe way of gaining advantage (difficult for opponent to capitalize). Combo'd very well with Float like a Butterfly.
Build Fire
I'm not joking. Let me explain: Let's say you are running from someone, and they have a move queued on you. If you put a sign between you, he will stop moving and his move will not go off, but you can then use a move on him through the sign before he can.
COMBAT BUILDS
There isn't much choice now, 50%~ UA and 50%~ MC with a B12 is pretty much what's optimal now (with only slight variation in stat allocation).
If you absolutely can't afford a B12 and must use a Soldier's Sword, go 30% UA (to avoid excessively powerful enemy maneuvers) and 70% MC and use a shield. You'll ramp up slower with call down the thunder and you have to use movement combat, AND swords deal much less damage thanks to a nerf in world 7, but it's recommended (seriously, get a B12).
STATIC COMBAT AND MOVEMENT COMBAT
In combat situations where you and your opponent are standing still, you are engaged in what is referred to as Static Combat. If you're high MC low UA, static combat is much harder because maneuvers will matter a lot.
When you and your opponent are moving around constantly, it is referred to as Movement Combat. You must keep drinking water to continue to maneuver around your opponent, or else you will run out of stamina and become a sitting duck. If you plan on fighting or leaving your village at all, you should carry at least 2 buckets of high quality water and a waterskin or waterflask with you, so you can maintain stamina levels when running around or running away.
Combat Technique
I can't tell you how to make every correct move in a game of speed chess. All I can do is tell you is good squares for your pieces, how to fork, etc, and then you have to figure it out on the fly yourself.
Know what all the abilities do, use all of them, spar a lot, and you'll get used to it.
Group Combat
In multi-fighter combat, everything changes. Your attack bar, defense bar, and maneuver are globally shared among every combatant, but your advantage, initiative, and intensity are different for individual enemies. For instance, if you are at 50% defense bar and you dash somebody, your defense bar goes up for every enemy, but your initiative only goes up for that one enemy. If you switch to another enemy, you will not have the initiative you just gained on the other.
If you are with friends, you need to know which one of your party has the highest Charisma. You will need to coordinate with them on when it is appropriate to Call to Arms! and Stern Order. This will give your party a much needed edge on the enemy when used at the right time. Try to surround the toughest target and zerg him down with heavy attacks and opp knocks. If you are the one being focused, don't worry about doing anything but keeping your defense bar up; your friends will do the killing.
Team Combat Advanced Tactics
Make sure you are in a spar with all of your team members. Lower level team members who don't offer much help can support you by spamming jump on you, intensifying your combat maneuvers.
Slide: You can slide your allies instead of your opponent, having the same effect on you while not allowing your opponent's maneuver to trigger.
Flex: Build attack bar really quickly without the drawbacks.
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Example of a high level fight https://www.youtube.com/watch?v=Jp1UWgUUFpc
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Special thanks to my main sparring partners, who are indirect contributors to this guide.