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Combat Styles

Combat Styles are used by Characters who plan on engaging in Combat Roleplay, or CRP. This section is optional to Characters who don't want to fight, but mandatory for characters who do. A Character's Combat Style should be listed on their Character Sheet; a Character may have multiple Combat Styles, but it is recommended to choose one and find friends who complement their Combat Style.

A Character's Combat Style dictates not only the Stats which a Character uses to Attack and Defend, but also the way that they deal damage. For example, Melee users must always use Melee Weapons, Ranged users must always use Ranged Weapons, and Support users can never make Attack rolls. Although these Weapon requirements are mandatory, the styling of the Weapon is not. For example, Melee Styles can range from a classic Warrior using a sword and shield, to a Spellblade whose axe is made of pure magic, to an Engineer who makes their Attacks with robotic limbs, and anything in between. Ranged Styles are just as diverse; bow-wielding Rangers, Firearms Hunter riflemen, spell-slinging Mages, and more are all available. Support Characters cannot attack at all but bolster their allies from the rear, with military commander Tacticians and battle medic Healers providing buffs and protection from their enemies.

Some Combat Styles may have special rules regarding their usage, such as requiring that a Character has bought Packs from a particular Point Buy. Some Styles allow a Character the choice to use a Shield, although being able to doesn't mean they must. Others may demand that a character invests more than usual into a particular Proficiency, such as True Mage. Rules for True Mage can be found on the Magic Point Buy page.

Melee Combat Styles
Combat Style Attack Stat Defense Stat Shield User Required Proficiency
Warrior Strength Constitution Sometimes N/A
Holy Warrior Strength Faith Sometimes N/A
Hunter Strength Wisdom Sometimes N/A
Rogue Dexterity Constitution Never N/A
Duellist Strength Intelligence Sometimes N/A
Spy Dexterity Wisdom Never N/A
Cultist Dexterity Faith Never N/A
Chembrawler Intelligence Constitution Sometimes N/A
Engineer Intelligence Wisdom Never N/A
Wizard Magic Intelligence Never N/A
Spellblade Magic Constitution Sometimes N/A
Magic Warrior Magic Wisdom Sometimes N/A
Holy Spellblade Magic Faith Sometimes N/A
Holy Warden Faith Constitution Sometimes N/A
True Mage Magic Magic Never Magic
Ranged Combat Styles
Combat Style Attack Stat Defense Stat Shield User Required Proficiency
Ranger Dexterity Constitution Never Ranger or Deadeye
Scout Dexterity Wisdom Never Ranger or Deadeye
Holy Shooter Dexterity Faith Never Ranger or Deadeye
Magic Archer Dexterity Magic Never Ranger or Deadeye
Firearms Hunter Dexterity Intelligence Never Ranger or Deadeye
Chembomber Dexterity Wisdom Never Chem, Ranger or Deadeye
Mage Magic Wisdom Never Magic, Ranger or Deadeye
Holy Mage Magic Faith Never Magic, Ranger or Deadeye
True Mage Magic Magic Never Magic
Support Combat Styles
Combat Style Attack Stat Defense Stat Shield User Required Proficiency
Tactician N/A Wisdom Never Command
Healer N/A Wisdom Never Medical


The Ability and Proficiency System
This page involves the Abilities and Proficiency system, which is a core part of how Combat Roleplay and "Competitive" Roleplay works on Massivecraft. To see an explanation of general Rules, Terminology, and Mechanics used on this page, read the Abilities page. To see a broader explanation of the Abilities and Rules used on this page, read the Proficiency Page. To see an indexed list of all Abilities, read the Ability List Page.

The Raider’s Handbook is a resource for Players engaging with MassiveCraft’s structured Raiding system, whether new to the game or experienced with raids previously

Character Preparation

One of the most important aspects of MassiveCraft’s structured Raiding system happens entirely outside of the raids, before you even sign up; the Character Sheet. Character Sheets are vital for recording your Character’s Abilities and Proficiencies so that staff moderators and other players are aware of what your Character is capable of, and ensure that all Characters are engaging with each other on fair footing. Characters who enter Raids without a Character Sheet, or with an outdated Sheet are considered to have immediately forfeited.

Your Character Sheet should:

  • Have an up-to-date recording of your Character’s Heritage, Proficiency investments, and any applicable Disguises.
  • Be easy to read and interpret at a glance to a Player or moderator who needs to access the information quickly.
  • Be easy to find on the Forums; your Character Sheet’s title should be the same as the name your Character uses in-game, or should have your character’s Disguise name listed.

Your Character should also have items or skins that reflect their role on the battlefield. For example, Characters benefiting from an Armor Block Token should wear a skin with Armor; these can easily be found on PlanetMinecraft under the MassiveLooks tag. In the same vein, Tanks should have shield items, and Rangers should have bows or rifles unless they are Mages. Additionally, most Raids will assign an emote color to the Attackers and Defenders in a Raid. Your emote color can easily be changed by entering the command “/charcard edit emotecolour [color]”, with the colors most often being simply “red” or “blue”.

Know Your Rules

Knowing your rules is one of the best ways to ensure an easy, clean, and comfortable experience for fellow Players. When entering a Raid, you should make sure that you’ve brushed up on the Abilities page, which lists important core rules for all characters, as well as the meanings of the various Status Effects in our system, and other important terms.

Some important rules include:

  • A Character may not have more than 1 Stance, and may not take Abilities from any other Stanced Point Buys once one is chosen.
  • A Character’s whole Action is taken up by making a Basic Attack or by using an Ability, although some Abilities are noted as not taking up an entire Action and may be used in conjunction with others.
  • Abilities that increase a Character’s Stats do not break caps (7 for Attack and 5 for Defense) unless specifically stated to do so.
  • A Character may move up to 10 Blocks in a single Movement, and can Split this Movement to make an Action in the process.

Many other rules exist, and these are only some of the most important ones.

You should also know what your Abilities do, so that you can communicate efficiently to other Players what they do and how they’re affected. Questions or queries about how your Abilities function can always be directed to the Ticket Bot in the MassiveCraft Community Discord, where rules can be clarified and provided with examples. Alternatively, if a rules dispute arises in action, you use the /ticket command in-game to get the assistance of a member of Lore Staff.

Emote Etiquette & Turn Timing

When emoting during a Raid, it’s important to consider other Players and how your emotes might be read by them, and how you can communicate information effectively in what can prove to be a fast-paced and tense environment with multiple other Players. This can include anything from how long you make your emotes to the kinds of words you use when writing them, but it should always be easily legible to another player who needs to respond in a timely fashion during an important conflict.

A good Raid emote:

  • Is short and to the point, with clear and direct wording.
  • Uses the Ability linking chat plugin; for example, this would be written as (a:Technique Parry) instead of Technique Parry in-game.
  • Always capitalizes the target of the emote; for example, “attacks John.+” would become “attacks JOHN.+”
  • Is limited to a single emote when possible, so that emotes from other players won’t break up the flow and information of the emote.
  • Is written quickly, to ensure that other players don’t lose track of their opponents’ actions while a Raid is ongoing.

Turn timing is also important to respect; although Raiding on MassiveCraft doesn’t have a typical “turn” system like other roleplay combat systems, you should always wait for your target to respond to your last emote before emoting again to prevent situations where a Player might suffer multiple rounds of Actions taken against them while they have yet to take an Action themselves. It’s always helpful to politely DM the target of your last emote to ask if they saw it if you haven’t seen them respond to it after a few minutes, but never immediately.