Unless you choose to role-play a pacifist healer or monk... the majority of your life in Eaxia will be rife with combat. Here you can hone your skills with a blade or your bare hands and help rid the world of vile creatures that walk the lands. New adventurers usually find themselves armed and protected, helping keep various breeds of goblins and large rats and beetles at bay outside the eastern gate of Semanri, in the Plains of the Martyr. Other creatures are located throughout the lands and Astrid has compiled (with the help of numerous others) a compendium detailing these creatures.
You come to the lands with little more than the clothes on your back, some armor that perhaps has seen better days, a shoulder pack for storing items, and a leather sheath holding a small dagger. If you do not find a kind benefactor upon arriving who might help you equip yourself in better gear, you might have to earn a bit of coin in order to upgrade your equipment.
For starters, let's discuss armor. Armor is used to protect you from blows during combat. There are several types of armor, ranging from leathers (light), chainmail (medium), and heavy plate (heavy). Different classes bestow upon their members proficiencies (or feats) in each armor type. The feats learned varies among the classes. Some races are also restricted in their usage of armor, and some just don't have the strength to wear the heavier stuff. Of course, the heavier the armor, the more protection it gives. However, it is also more hindering and can cause problems for spellcasters. Please see the Magic section for information on overcoming this hinderance. Astrid has an excellent resource for old (current combat system) and new (upcoming combat system) armors.
You also need to decide what type of weapon you wish to wield. There are several types with many weapons in each category: simple, martial, exotic, and ranged. You can find weapons of various kinds from hunting (some creatures drop them), or you can purchase them in a shop. Please visit Astrid's list of weapons for examples and my weapon shop list. Again, different classes have varying weapon proficiences. You may choose to use a weapon out of your range of proficiency, but you will not be able to use it to as full a capacity as those you are proficient at wielding.
Now, to battle! Upon entering an area with creatures, you must first ADVANCE or ENGAGE the creature to start the fight. For example: ADVANCE goblin. You may also abbreviate these commands. Once you reach melee range (close proximity to the creatures), you can ATTACK, or use a variety of fighting techniques (JAB, SLICE, SLASH, and others) as well as PARRY, DODGE, and BLOCK (for shield users) to help maintain balance. To disengage from combat, simply RETREAT.
You have several options on weapon usage. You may choose to fight unarmed, in which both hands are empty or holding a shield in your left hand. Only monks are proficient at fighting unarmed with both hands. You may choose to use two weapons at once, thus learning the Dual-wield skill. Or you may fight with a shield in your left hand and a weapon in your right, it is up to you.
Your protection (armor class or armor rating) is based upon several skills: Dodging, Parry, Block, armor, and weapon (including dual-wield). By the same token, your To-hit rating (used to factor in your damage to your opponent) is based on your weapon (including dual-wield) skills as well as your level. Each of these can be affected by magically enchanted items (link to a list compiled by Astrid).
A useful tool before jumping into the combative fray is the ability to GAUGE your potential opponent. This will give you valuable information as to whether you are below, even, or above the combative level of your target. Use this wisely, GAUGE is your friend.