The "Fight" option engages your characters in the fine art of physical contact. Their skills, weapons, statistics and muscle are called into play (not to mention a bit of sheer luck).

Depending on your characters' skills and weapons, you may be able to choose from one of several methods of fighting. The method you choose is called a fighting mode. (To see which modes your weapons use, Assay them while reviewing your characters.) Each mode has its own strengths and weaknesses, and relies heavily on the skill of the character wielding it. (See weaponry skills in the Creating a Character section of this manual).

The basic attack is a "swing", a side-to-side slicing blow. The chart on the next page compares the other available fighting modes to the swing in three areas:

To Hit: As compared to swing, the likelihood your character will hit a monster with his or her weapon. For example, if your character selected "Melee", he or she would essentially swing wildly in hopes of hitting something. Obviously the odds to hit are down when you're not really looking where your weapon is going. However, a "Swing", covering a wide arc with direction, has a good chance of hitting a monster.

To Penetrate: As compared to swing, the likelihood your character will penetrate the monster's armor after a successful hit has been made. For example, a direct "Thrust" into a monster's leather armor has a better chance of penetrating it than a glancing "Swing" has.

Damage: Once a blow has successfully hit the monster and penetrated its armor, the damage column compares the actual amount of physical damage inflicted upon the monster. For example, while the odds to hit a monster are down with a "Melee" type of attack . . . watch out if you connect! Melee does double damage.











+ 1

+ 1







-4 .




+ 1



+ 1

. -1



. -2




. +2







* Damage inflicted is also directly affected by the strength of the character.

For characters with the Kirijutsu skill, any fighting mode may deliver a critical kill. For Monks and Ninja fighting with their hands or feet, the Punch and Kick modes also have a chance of delivering a critical kill.

Once you have selected your character's fighting mode, you will need to choose a target. If there is only one group of monsters, the selection is automatically made for you. For multiple groups of monsters, however, you have a choice and must pick the target.

Certain weapons permit a character to hit monsters far away (long range) while other weapons require close contact (short range). Bane of the Cosmic Forge will only allow you to select a monster group within the range of your character's weapon.

Short range weapons (S) permit party members 1-3 to attack monster groups 1-2.

Extended range weapons (E) permit all members of the party to attack monster groups 1-2.

Thrown weapons (T) permit all party members to attack monster groups 1-3.

Long range weapons (L) permit all party members to attack all monster groups.

Remember, monsters have their own ranges as well. Typically, the first three characters in your group are hit most often. Keep the strong and fighting-type characters up front in the first three slots.

With all said and done, the character is ready for action. Bane of the Cosmic Forge, acting as a game master, calculates the character's performance (over one hundred calculations are completed), and reports damage your character has caused.

While in the fight mode, your character may attack the monster more than once, and may hit the monster several times within a single attack.

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