The weapons are boffer weapons (with less emphasis on realism and more emphasis on safety) but a player's physical ability, rather than game-based attributes as with other LARPs, determines the outcome allowing for a more realistic experience. Injuries are quite rare due to the stringent attention paid to safety. Contact is limited between fighters and non-weapon tactics like grappling or shield bashing are strictly prohibited. The basic combat rules are nearly identical to Dagorhir with a "limb loss" system based on hit location, in contrast to games such as NERO that are hit-point based. A hit from a weapon does not decrease a "hit point" total, but instead disables the location struck. A blow to the arm or leg disables the limb and a blow to the torso kills the player's character. Any combination of 2 limb shots also kills the player's character. Two limb shots to the same arm is also considered a death, while multiple shots to the same leg have no effect after the first shot. An exception to this rule occurs when a player chooses to "post" instead of kneeling, which is the normal requirement upon being struck in the leg. A player who chooses to post may remain standing, but is not allowed to move the wounded leg, save to pivot. Players may choose to post due to bad knees, rocky or wet terrain, or simply because they do not wish to kneel. Upon the "wounded" player declaring "posting" the leg is once again a valid target. If a player struck in the leg is kneeling and then raises the wounded knee off the ground, it is a valid target. Amtgard fighting tends to be fast and precise, focusing more on accuracy than on power. Magic Like many boffer LARPs, and unlike Dagorhir, Amtgard uses magic spells. Magic, another important aspect of Amtgard, is handled primarily either by audible incantations or by thrown "spell balls", small, safely-padded, brightly colored projectiles. Of the 12 Amtgard classes, 4 are considered to be "Magic Casters". In contrast to the 8 "Melee" classes, Magic Casters receive spell points at each level. Spell points are used to purchase various "Magics" which vary from a healing spell to the ability to turn an ally into an Undead Minion. If a Magic Caster wishes to use weapons (save daggers) or armor, he must purchase them using spell points. Armor Amtgard also utilizes