The benefits to making a character who can hold their own in combat are many. Not only does being a capable fighter help you hold onto the things you have, it can, if you so choose, help you acquire things that other people have, potentially for a whole lot less work than alternative methods. Combat can be a secondary consideration you build for, or it can be the entire focus of your character. Combat-focused characters can be bodyguards, soldiers, brigands, good samaritans, bandits, honorable warriors, and more... but since you're here, you probably already know what kind of character you're making, so let's help you make it. This guide assumes that you have read the guides on controls and user interface, so read the relevant portions of those guides if you have not already.
As a reminder, there are no NPCs in Farwoods. That means there are no mobs — there is no grinding for experience, no loot, no raids, no quests except for what evolves naturally from the stories that the community has put into motion. If you make a combat character, the only thing you will be fighting is other players. Please be aware that there are restrictions on how you are permitted to engage other characters in combat and familiarize yourself with the Combat Guidelines. Characters built for combat are still primarily going to be roleplaying.
The first thing to do when building your character for combat is selecting the type of weapon you want to wield. This choice may already be more or less made for you by the race you have chosen; each race usually has a bonus to either Strength or Prowess, which are the primary stats for weapon skills. The weapon skills below are listed in order of the base power of the weapons, from most powerful to least powerful.
Once you have selected your weapon skill, you will need to choose a defense skill. The slower your weapon, the more important your defense will be, though it will always be important for the first attack made against you. You can theoretically learn multiple defensive skills, providing layers of protection, but as always specialization is the most effective, so it's better to design your character for only one.
Finally, there are a number of useful skills that you may want to keep in mind when creating a combat-focused character. These are optional, but if they synergize well with your build, you can consider picking them up.
There are several stats you may want to prioritize depending on the skills you have chosen above. The first is your weapon stat; most likely, you will want this to be your highest stat on a combat-focused character, or at least 10 otherwise, to ensure that you are capable of actually hitting with your weapon. Characters with poor weapon stats will be largely useless in a direct fight, and only marginally better if they invest skill points into those skills, so if you plan on defending yourself you will need to make sure this stat is as high as you can afford.
Second is your defense stat. Unless you've chosen armor as your means of defense, you will want to ensure your defense stat is at least 10. If you are making a tanky character, or you don't plan on fighting back, you may want to make this your highest stat instead, as it will help keep you upright for longer and is more cost-efficient than relying on health. And last, if you want to take any defense skills, try and make sure those stats are at least 10 as well, but don't spread yourself too thin, and don't take any points away from your weapon and defense stats to do so.
You may think that boosting your combat stats as high as possible is always the best choice, but this isn't the case! There is a soft cap on how much your stat score affects the benefit you receive for each level in a skill. This cap starts at 10, and increases past 20 levels in a skill. You'll still receive a flat benefit for your high stat score in all skills which use the stat, but you will not receive the full benefit of the score until you've invested enough in the skill, whereupon each level will retroactively provide the full benefit. This primarily affects min-maxers, ensuring they can't invest in more skills than anyone else and will not be significantly more competent right off the bat, while characters with average scores are unaffected.
Another important consideration for fighters is their Stamina pool, since all attacks and most combat skills consume it. You won't have time to rest in the thick of a fight, so you want your Stamina pool to be as large as possible. Your starting Stamina is determined by Strength and Fortitude, and your starting Health is determined by Strength, Prowess, and Fortitude combined. Thus, Strength-based characters will have naturally larger Stamina pools, giving them a natural combat advantage, compensated for by the fact that Prowess-based weapons generally require less stamina to attack with.
You can increase your Health and Stamina pools by learning the Iron Will and Perseverance skills, respectively. These skills are governed by Strength, Prowess and Fortitude, but do not think this means you need a high score in all of those stats! Each level in the skill gives 1 point to the respective pool regardless of your stat scores. Having higher scores in all the relevant stats will allow you to learn the skills more quickly and with fewer books, but this is not necessary and you will still be limited by your available skill points. You will likely aim to learn both skills to 50 in the long run anyway. This means that characters using Prowess weapons do not need any points in Strength to improve their stamina, even though the skill is partially based on Strength, and vice versa. Diverting points from other stats to gain Strength or Prowess for Perseverance or Fortitude for Iron Will will cripple your build's potential!
Depending on your stat scores, it can take you up to your fifteenth interval (your first being when you created the character) to reach 200 skill points. This represents two and a half days of active playtime, or just over two weeks of daily 4-hour sessions. This is how long you can expect it to take you to become competent at both your weapon and defense skill with a stat score of 10 in each, without spending any points on anything else. Obviously, you can see accordingly that combat characters take quite a bit of time to get off the ground, though you will likely spend the first week meeting people, roleplaying, and gathering equipment to use for combat anyway. Do not expect to create a new character and begin fighting immediately; you will not be able to pick on anyone but the weakest critters.
You can also probably guess accordingly that combat-focused characters are among the most social you can make. Without any crafting ability or skill in scrounging, you will rely on other characters for everything, from the equipment you use to fight to the food you will need to stay functional for two weeks. You might choose to acquire most of these goods by force, once you're capable of doing so, but even then a lone bandit will likely have difficulty winning fights against more experienced characters, so you'll do much better by joining or forming outlaw gangs or player factions. In short, combat-focused characters are only recommended for highly roleplay-motivated players!
Combat is not particularly difficult to learn; all defense is automatic, and to attack, you will use either your mouse's double-click or the directional interact keys. The most important thing is managing your Stamina; become familiar with how much Stamina each swing of your weapon takes, and try not to waste it on running if you don't have to, or you will become too exhausted to fight. Moderate use of skills carefully, and be ready to flee if you run out of Stamina to attack with. You can always find your quarry again later.
Finding a sparring partner is both possible and totally reasonable. If it's your first time getting in a fight, don't wait until the stakes are high to practice. The only cost to training is to the durability of your equipment. Your friends and allies will probably be happy to let you beat on them if it makes you a better fighter, particularly if you have a safe burrow to do it in. Health and Stamina are easily regenerated, after all.
Well-established combat characters will typically have one or more defensive strategies that will give them an edge over newer fighters. Whether it's dodging or blocking or parrying, it can be tough to even land a blow. Consider investing in a utility skill to even the odds! Bash and Kicking can be taken by any combat character and will make it a lot easier for you to deal damage to characters that would otherwise trounce you in a fair fight.
That's the end of this guide. Feel free to return to the index and check out the others available to help you plan your characters!