Combat maneuvers: Difference between revisions
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{{RTOC}} |
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=Syntax= |
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==Introduction== |
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{{tt|attack help}}: lists uses of verb, including alternate or RP syntax if any (like with slap and swing)<br /> |
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Attack launches an attack against an enemy. |
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Combat maneuvers are commands for attacking an enemy or putting yourself into a better defensive position. Each manuever favors certain kinds of weapons and damage types, defensive stances like parry, shield, or evasion, and vary in the amount of roundtime and fatigue required to perform successfully. |
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ATTACK Attack enemy already engaged, or default to new.<br /> |
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ATTACK <enemy> Attack indicated enemy.<br /> |
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==Attack== |
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ATTACK HELP Basic HELP<br /> |
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ATTACK HELP FULL Expanded HELP<br /> |
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ATTACK HELP LIST This will list other valid combat options<br /> |
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<br /> |
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{{tt|attack help full}}: gives information about the attack, such as speed, fatigue use, and accuracy<br /><br /> |
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<nowiki>***</nowiki> Detailed Information *** |
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Attack is a damage dealing maneuver.<br /> |
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Attack tends to be a moderately fatiguing maneuver. Attacking again too soon can make this worse.<br /> |
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Attack tends to be balance building.<br /> |
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Attack is a reasonably paced maneuver, but heavy or unbalanced weapons can slow the attack further.<br /> |
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Attack is as accurate as most maneuvers, and is equally suited to puncture, slice, and impact weapons.<br /> |
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Attack temporarily penalizes all defenses, but is equally suited to evasion, parry, and shield defenses.<br /> |
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The {{com|attack}} command is one of many commands associated with combat. It's designed to be a perfectly average attack, with no particular strengths or weaknesses. The {{tt|attack}} command issues potentially any of the [[#Melee_Maneuvers|melee maneuvers]] that is relevant to the non-ranged weapon held including brawling. |
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NOTE: The Attack command has changed so that it actually issues potentially any combat maneuver below that is relevant to the non-ranged weapon held. It also chooses an attack type that is neutral in nature meaning it does not potentially choose the "best" attack but one that brings you back into a normalized state of combat related to your fatigue, balance, and position. |
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It chooses a maneuver that is neutral in nature, meaning it does not potentially choose the "best" attack but one that brings you back into a normalized state of combat related to your fatigue, balance, and position. |
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See [[Roundtime#Weapon_minimum_roundtimes|Roundtime]] for specific weapon minimum attainable roundtimes per attack type. |
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While it is good for almost any situation, there is almost always a better option for a specific weapon or specific situation, so once you become more accustomed to combat you may want to investigate using other combat maneuvers. |
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=Maneuver Table= |
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==Offhand Attacks== |
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Your right hand is your main hand and your left hand is your offhand. Use {{tt|ATTACK LEFT}} to attack with a non-ranged/non-brawling weapon in your left hand. This will train both the weapon skill and [[Offhand Weapon skill]]. |
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Adding the word {{tt|left}} also works with all the other attack maneuvers, for example {{tt|feint left}} or {{tt|lob left}}. |
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==Targeting Attacks== |
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You can optionally choose who or what you attack by specifying their name after the maneuver command. For example, {{tt|attack rat}}, {{tt|slice second bear}}, or {{tt|hurl left Frodo}}. |
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If you don't specify a target then the game will automatically choose the next eligible living creature. In general, letting the game auto target is preferred. When you specify the target, the game doesn't exclude dead creatures. For example, {{tt|attack rat}} would try to attack the first rat listed in the room rather than the one you're currently facing (unless they're the same) and you may end up trying to attack a dead rat. |
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==Melee Maneuvers== |
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The following table lists details about each attack maneuver. The data comes from the {{tt|(maneuver) HELP FULL}} command. |
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See [[Roundtime#Weapon_minimum_roundtimes|Roundtime]] for specific weapon minimum attainable roundtimes per maneuver. |
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{| class="wikitable sortable" border="1" |
{| class="wikitable sortable" border="1" |
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! |
! Maneuver !! Type !! Fatigue || Balance || Speed || Accuracy || Most Suited || Least Suited || Least Penalizes || Most Penalizes |
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| Thrust || damage || 2 - somewhat fatiguing || 4 - balance building || 3 - reasonably paced || 2 - accurate as most || puncture || slice || parry || evasion |
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|- |
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| Lunge || damage || 5 - extremely fatiguing || 2 - unbalancing || 4 - slow || 3 - more accurate than most || puncture || slice || parry || evasion/shield |
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|- |
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| Slice || damage || 2 - somewhat fatiguing || 4 - balance building || 3 - reasonably paced || 2 - accurate as most || slice || puncture || evasion/parry || shield |
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| Chop || damage || 5 - extremely fatiguing || 2 - unbalancing || 4 - slow || 3 - more accurate than most || slice || puncture || evasion/parry || shield |
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| Sweep || damage || 4 - fatiguing || 1 - very unbalancing || 4 - slow || 3 - more accurate than most || slice/impact || puncture || equal || equal |
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| Feint || debuff || 1 - barely fatiguing || 5 - very balance building || 1 - very quick || 1 - less accurate than most || slice/impact || puncture || equal || equal |
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| Jab || damage || 3 - moderately fatiguing || 5 - very balance building || 1 - very quick || 1 - less accurate than most || puncture || slice/impact || parry || evasion/shield |
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| Draw || debuff || 5 - extremely fatiguing || 5 - very balance building || 2 - quick || 3 - more accurate than most || equal || equal || equal || equal |
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| Draw || debuff || 5 - extremely fatiguing || 5 - very balance building || 2 - quick || 3 - more accurate than most || equal || equal || evasion || parry |
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|- |
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| Slam || damage || 4 - very fatiguing || 2 - unbalancing || 3 - reasonably paced || 2 - accurate as most || impact || slice || equal || equal |
| Slam || damage || 4 - very fatiguing || 2 - unbalancing || 3 - reasonably paced || 2 - accurate as most || impact || slice || equal || equal |
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| Pummel || damage || 2 - somewhat fatiguing || 3 - balance neutral || 2 - quick || 1 - less accurate than most || impact || slice || evasion/parry || shield |
| Pummel || damage || 2 - somewhat fatiguing || 3 - balance neutral || 2 - quick || 1 - less accurate than most || impact || slice || evasion/parry || shield |
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| Bash || damage || 5 - extremely fatiguing || 2 - unbalancing || 4 - slow || 3 - more accurate than most || impact || puncture || shield || parry |
| Bash || damage || 5 - extremely fatiguing || 2 - unbalancing || 4 - slow || 3 - more accurate than most || impact || puncture || evasion/shield || parry |
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| Parry || defensive || 1 - barely fatiguing || 3 - balance neutral || 2 - quick || || || || parry || evasion/shield |
| Parry || defensive || 1 - barely fatiguing || 3 - balance neutral || 2 - quick || - || - || - || parry || evasion/shield |
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| Dodge || defensive || 1 - barely fatiguing || 3 - balance neutral || 2 - quick || || || || evasion || parry/shield |
| Dodge || defensive || 1 - barely fatiguing || 3 - balance neutral || 2 - quick || - || - || - || evasion || parry/shield |
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| Block || defensive || 1 - barely fatiguing || 3 - balance neutral || 2 - quick || || || || shield || |
| Block || defensive || 1 - barely fatiguing || 3 - balance neutral || 2 - quick || - || - || - || shield || evasion/parry |
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| Weave || tactical || 5 - extremely fatiguing || 2 - unbalancing || 3 - reasonably paced || 2 - accurate as most || equal || equal || evasion || shield |
| Weave || tactical || 5 - extremely fatiguing || 2 - unbalancing || 3 - reasonably paced || 2 - accurate as most || equal || equal || evasion || parry/shield |
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| Circle || tactical || 3 - moderately fatiguing || 4 - balance building || 3 - reasonably paced || 2 - accurate as most || equal || equal || |
| Circle || tactical || 3 - moderately fatiguing || 4 - balance building || 3 - reasonably paced || 2 - accurate as most || equal || equal || evasion/parry || shield |
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| Bob || tactical || 1 - barely fatiguing || 5 - very balance building || 3 - reasonably paced || 2 - accurate as most || equal|| equal|| evasion|| |
| Bob || tactical || 1 - barely fatiguing || 5 - very balance building || 3 - reasonably paced || 2 - accurate as most || equal || equal || evasion || shield |
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| Grapple || tactical || 2 - somewhat fatiguing || 0 - extremely unbalancing || 3 - reasonably paced || 3 - more accurate than most || equal|| equal|| |
| Grapple || tactical || 2 - somewhat fatiguing || 0 - extremely unbalancing || 3 - reasonably paced || 3 - more accurate than most || equal || equal || evasion || shield |
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| Tackle || tactical || 5 - extremely fatiguing || 3 - balance neutral || 1 - very quick || 1 - less accurate than most || equal || equal || equal || equal |
| Tackle || tactical || 5 - extremely fatiguing || 3 - balance neutral || 1 - very quick || 1 - less accurate than most || equal || equal || equal || equal |
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| Punch || brawling || 2 - somewhat fatiguing || 4 - balance building || 1 - very quick || 2 - accurate as most || impact || slice || equal || equal |
| Punch || brawling || 2 - somewhat fatiguing || 4 - balance building || 1 - very quick || 2 - accurate as most || impact || slice || equal || equal |
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| Claw || brawling || 2 - somewhat fatiguing || 4 - balance building || 2 - quick || 2 - accurate as most || slice || impact || |
| Claw || brawling || 2 - somewhat fatiguing || 4 - balance building || 2 - quick || 2 - accurate as most || slice || impact || parry/shield || evasion |
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| Gouge || brawling || 3 - moderately fatiguing || |
| Gouge || brawling || 3 - moderately fatiguing || 5 - very balance building || 1 - very quick || 1 - less accurate than most || puncture || slice/impact || parry/shield || evasion |
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| Kick || brawling || |
| Kick || brawling || 5 - extremely fatiguing || 2 - unbalancing || 2 - quick || 3 - more accurate than most || impact || slice || parry || evasion/shield |
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| Elbow || brawling || 3 - moderately fatiguing || 4 - balance building || 1 - very quick || 2 - accurate as most || impact || slice || evasion || parry |
| Elbow || brawling || 3 - moderately fatiguing || 4 - balance building || 1 - very quick || 2 - accurate as most || impact || slice || evasion || parry |
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| Slap || brawling || 3 - moderately fatiguing || 4 - balance building || 1 very quick || 1 - less accurate than most || impact || puncture/slice || evasion || parry/shield |
| Slap || brawling || 3 - moderately fatiguing || 4 - balance building || 1 - very quick || 1 - less accurate than most || impact || puncture/slice || evasion || parry/shield |
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| Bite || brawling || 3 - moderately fatiguing || 2 - unbalancing || 2 - quick || 2 - accurate as most || puncture || impact || |
| Bite || brawling || 3 - moderately fatiguing || 2 - unbalancing || 2 - quick || 2 - accurate as most || puncture || impact || equal || equal |
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| Butt || brawling || 2 - somewhat fatiguing || 2 - unbalancing || 1 - very quick || 3 - more accurate than most || impact || slice || |
| Butt || brawling || 2 - somewhat fatiguing || 2 - unbalancing || 1 - very quick || 3 - more accurate than most || impact || slice || equal || equal |
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| Swing || damage || 2 - somewhat fatiguing || 4 - balance building || 3 - reasonably paced || 2 - accurate as most || impact || puncture || evasion/shield|| parry |
| Swing || damage || 2 - somewhat fatiguing || 4 - balance building || 3 - reasonably paced || 2 - accurate as most || impact || puncture || evasion/shield || parry |
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| Knee || brawling || 2 - somewhat fatiguing || 2 - unbalancing || 2 - quick || 3 - more accurate than most || impact || slice || |
| Knee || brawling || 2 - somewhat fatiguing || 2 - unbalancing || 2 - quick || 3 - more accurate than most || impact || slice || equal || equal |
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==Throwing Maneuvers== |
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Table columns in order are:<br /> |
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Verb used to do the maneuver.<br /> |
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Type of maneuver it is.<br /> |
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How much fatigue it uses. Attacking again too soon can make this worse.<br /> |
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To what extent in gains/loses balance.<br /> |
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The length of the roundtime for the attack. <br /> |
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The accuracy of the maneuver.<br /> |
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The damage stat that this attack '''most''' favors.<br /> |
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The damage stat that this attack '''least''' favors.<br /> |
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Attacks temporarily penalize all defenses, but some less than others: the first collumn is the least penalized<br /> |
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And the second is the most penalized defense(s). |
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Most weapons can be thrown in addition to their normal combat maneuvers. Weapons which appraise as either [[Light Thrown]] or [[Heavy Thrown]] are better suited for this purpose and will have higher accuracy. Items that don't appraise as either skill may still be thrown -- this is known as an improvised thrown weapon. If the improvised thrown weapon weighs less than 25 stones then it uses your [[Light Thrown]] skill, otherwise if it is 25 stones or greater it uses your [[Heavy Thrown]] skill. |
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==Throwing Weapons== |
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Most weapons can be thrown in addition to their normal combat moves. Weapons which appraise as either [[Light Thrown]] or [[Heavy Thrown]] are better suited for this purpose and will have higher accuracy. |
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* [[Throw command|THROW]]: Moderately damaging attack with normal chances for weapons to lodge. |
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* [[Hurl command|HURL]]: Incredibly damaging maneuver for thrown weapons with a guaranteed chance to lodge for all types of weapons (even blunts). |
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* [[Lob command|LOB]]: Lightly damaging, fast attack for thrown weapons that has 0% chance to lodge with all types of weapons. |
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* {{com|Throw}}: Moderately damaging attack with normal chances for weapons to lodge. |
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==Charged Maneuvers== |
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* {{com|Hurl}}: Incredibly damaging maneuver for thrown weapons with a guaranteed chance to lodge for all types of weapons (even blunts). More accurate than {{tt|throw}} command. |
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* {{com|Lob}}: Lightly damaging, fast attack for thrown weapons that has no chance to lodge with all types of weapons. Less accurate than {{tt|throw}} command. |
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==Advanced Combat Maneuvers== |
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Charged Maneuvers are several new commands that take a certain amount of time to "charge up" in between the command being typed and the action is executed. The maneuver will fail if you are in RT, disabled, or out of range when it triggers. |
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Formerly known as "Charged Maneuvers", these commands no longer take a certain amount of time to "charge up" in between the command being typed and when the action is executed. Like other combat maneuvers, the attack is instant.[[Pretty name is::Advanced Combat Maneuvers| ]] |
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These manuevers have greatly increased damage and are more difficult to defend against. |
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===Syntax=== |
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MANEUVER LIST - Display all known maneuvers. |
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MANEUVER (ability name) (target) To use a specific maneuver. |
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MANEUVER HELP (ability name) To learn more about that maneuver. |
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{| class="wikitable" |
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! Maneuver !! Weapon Type !! Description |
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| Powershot || Bows, Crossbows, Slings, Blowguns || This preparation includes the necessary aim time, and does greatly improved damage. |
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| Cleave || Small, Larged, Twohanded Edged || This attack is difficult to block with a shield and does a great amount of additional damage. |
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| Crash || Small, Large, Twohanded Blunts || The attack is difficult to block with a shield and does an exceptional amount of extra damage. |
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| Impale || Polearms || The attack penetrates armor with ease and does extraordinary damage. [[Ability type is::armor piercing| ]] |
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| Twirl || Staves || The attack is very difficult to evade and does extraordinary damage. |
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| Palmstrike || Brawling || The attack is extraordinarily accurate and ignores the enemy's armor. [[Ability type is::armor ignoring| ]] |
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| Suplex || Brawling (grappled) || This maneuver is very accurate, does exceptional damage and ignores the enemy's armor. [[Ability type is::armor ignoring| ]] |
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| Doublestrike || Dual wielding one-handed weapons || This attack is difficult to block with a shield and does a great amount of additional damage. |
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===Notes=== |
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There is a small chance that the melee maneuver may trigger for offhand as well, but it is low. |
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* Powershot includes the bonus of a fully aimed shot. Aiming will prevent the maneuver and show the message ''You are unable to focus on performing a maneuver while aiming at an enemy.'' |
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Activated via the MANEUVER [WEAPON SPECIFIC TYPE] command. |
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* Powershot only fires one arrow from a bow. If you've [[Dual Load|dual loaded]], the bow will still have one arrow loaded after the shot. |
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* There is a small chance that any melee advanced combat maneuver may trigger a simultaneous attack with your offhand weapon. Doublestrike guarantees it. |
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* If the first hit from doublestrike kills the enemy then the combat messaging won't include the second strike. |
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=== |
===Cooldown=== |
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* MANEUVER POWERSHOT: Any weapon that teaches Bows, Slings, Crossbows. Incredibly accurate, moderate damage bonus. Does not take AIM into account, and cannot be used with any special maneuvers (poach, snipe, etc). Enhanced damage. |
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After performing an advanced combat maneuver there is a cooldown before you can perform the same maneuver again. The cooldown is per maneuver, which means you can immediately perform a different maneuver that's not on cooldown back-to-back. |
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===Melee=== |
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For example, you can {{tt|cleave}} with your longsword, change to a mallet, then {{tt|crash}} while the first maneuver is on cooldown, then {{tt|doublestrike}} while dual wielding the longsword and mallet. That's three maneuvers performed back to back. Switch to another weapon type, like staves or polearms, to keep the momentum going. |
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* MANEUVER CLEAVE: Edged Weapons. Moderate damage bonus. About 3x the damage of DRAW, with an OF bonus. |
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* MANEUVER RUSH: Edged Weapons. Moderate damage bonus. About 3x the damage of DRAW, with an OF bonus. (Note this is the same as CLEAVE but on a different timer.) |
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* MANEUVER CRASH: Blunts. Great damage bonus. |
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* MANEUVER IMPALE: Polearms. Exceptional damage bonus, ?ignores armor?. |
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* MANEUVER TWIRL: Staves. Exceptional damage bonus. |
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* MANEUVER PALMSTRIKE: Brawling (Ungrappled). Incredible accurate, moderate damage bonus, shorter cooldown. |
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* MANEUVER SUPLEX: Brawling (Grappled). Incredibly accurate, great damage bonus, knocks enemy over. |
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* MANEUVER DOUBLESTRIKE: Dual Wielding one-handed weapons. Moderately accurate, great damage bonus, 2 attacks. |
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* Cooldown on charged maneuvers is 90 seconds for non-Barbarians. |
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* [[Barbarians]] who pass an [[Expertise]] check versus the enemy's defenses will have the cooldown reduced randomly to between 45 to 55 seconds (reduced by 35-45 seconds). If you pass the expertise check to get reduced cooldown then you'll see the message "With expert skill you end the attack and maneuver into a better position." |
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{{RefAl|a=y}} |
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* [[Attack command]] |
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* [[Maneuver command]] |
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{{Cat|Combat}} |
{{Cat|Combat}} |
Latest revision as of 08:26, 25 November 2023
Introduction
Combat maneuvers are commands for attacking an enemy or putting yourself into a better defensive position. Each manuever favors certain kinds of weapons and damage types, defensive stances like parry, shield, or evasion, and vary in the amount of roundtime and fatigue required to perform successfully.
Attack
The ATTACK command is one of many commands associated with combat. It's designed to be a perfectly average attack, with no particular strengths or weaknesses. The ATTACK command issues potentially any of the melee maneuvers that is relevant to the non-ranged weapon held including brawling.
It chooses a maneuver that is neutral in nature, meaning it does not potentially choose the "best" attack but one that brings you back into a normalized state of combat related to your fatigue, balance, and position.
While it is good for almost any situation, there is almost always a better option for a specific weapon or specific situation, so once you become more accustomed to combat you may want to investigate using other combat maneuvers.
Offhand Attacks
Your right hand is your main hand and your left hand is your offhand. Use ATTACK LEFT to attack with a non-ranged/non-brawling weapon in your left hand. This will train both the weapon skill and Offhand Weapon skill.
Adding the word LEFT also works with all the other attack maneuvers, for example FEINT LEFT or LOB LEFT.
Targeting Attacks
You can optionally choose who or what you attack by specifying their name after the maneuver command. For example, ATTACK RAT, SLICE SECOND BEAR, or HURL LEFT FRODO.
If you don't specify a target then the game will automatically choose the next eligible living creature. In general, letting the game auto target is preferred. When you specify the target, the game doesn't exclude dead creatures. For example, ATTACK RAT would try to attack the first rat listed in the room rather than the one you're currently facing (unless they're the same) and you may end up trying to attack a dead rat.
Melee Maneuvers
The following table lists details about each attack maneuver. The data comes from the (MANEUVER) HELP FULL command.
See Roundtime for specific weapon minimum attainable roundtimes per maneuver.
Maneuver | Type | Fatigue | Balance | Speed | Accuracy | Most Suited | Least Suited | Least Penalizes | Most Penalizes |
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Thrust | damage | 2 - somewhat fatiguing | 4 - balance building | 3 - reasonably paced | 2 - accurate as most | puncture | slice | parry | evasion |
Lunge | damage | 5 - extremely fatiguing | 2 - unbalancing | 4 - slow | 3 - more accurate than most | puncture | slice | parry | evasion/shield |
Slice | damage | 2 - somewhat fatiguing | 4 - balance building | 3 - reasonably paced | 2 - accurate as most | slice | puncture | evasion/parry | shield |
Chop | damage | 5 - extremely fatiguing | 2 - unbalancing | 4 - slow | 3 - more accurate than most | slice | puncture | evasion/parry | shield |
Sweep | damage | 4 - fatiguing | 1 - very unbalancing | 4 - slow | 3 - more accurate than most | slice/impact | puncture | equal | equal |
Feint | debuff | 1 - barely fatiguing | 5 - very balance building | 1 - very quick | 1 - less accurate than most | slice/impact | puncture | equal | equal |
Jab | damage | 3 - moderately fatiguing | 5 - very balance building | 1 - very quick | 1 - less accurate than most | puncture | slice/impact | parry | evasion/shield |
Draw | debuff | 5 - extremely fatiguing | 5 - very balance building | 2 - quick | 3 - more accurate than most | equal | equal | equal | equal |
Slam | damage | 4 - very fatiguing | 2 - unbalancing | 3 - reasonably paced | 2 - accurate as most | impact | slice | equal | equal |
Pummel | damage | 2 - somewhat fatiguing | 3 - balance neutral | 2 - quick | 1 - less accurate than most | impact | slice | evasion/parry | shield |
Bash | damage | 5 - extremely fatiguing | 2 - unbalancing | 4 - slow | 3 - more accurate than most | impact | puncture | evasion/shield | parry |
Parry | defensive | 1 - barely fatiguing | 3 - balance neutral | 2 - quick | - | - | - | parry | evasion/shield |
Dodge | defensive | 1 - barely fatiguing | 3 - balance neutral | 2 - quick | - | - | - | evasion | parry/shield |
Block | defensive | 1 - barely fatiguing | 3 - balance neutral | 2 - quick | - | - | - | shield | evasion/parry |
Weave | tactical | 5 - extremely fatiguing | 2 - unbalancing | 3 - reasonably paced | 2 - accurate as most | equal | equal | evasion | parry/shield |
Circle | tactical | 3 - moderately fatiguing | 4 - balance building | 3 - reasonably paced | 2 - accurate as most | equal | equal | evasion/parry | shield |
Bob | tactical | 1 - barely fatiguing | 5 - very balance building | 3 - reasonably paced | 2 - accurate as most | equal | equal | evasion | shield |
Grapple | tactical | 2 - somewhat fatiguing | 0 - extremely unbalancing | 3 - reasonably paced | 3 - more accurate than most | equal | equal | evasion | shield |
Tackle | tactical | 5 - extremely fatiguing | 3 - balance neutral | 1 - very quick | 1 - less accurate than most | equal | equal | equal | equal |
Shove | tactical | 2 - somewhat fatiguing | 2 - unbalancing | 3 - reasonably paced | 3 - more accurate than most | equal | equal | evasion | parry/shield |
Punch | brawling | 2 - somewhat fatiguing | 4 - balance building | 1 - very quick | 2 - accurate as most | impact | slice | equal | equal |
Claw | brawling | 2 - somewhat fatiguing | 4 - balance building | 2 - quick | 2 - accurate as most | slice | impact | parry/shield | evasion |
Gouge | brawling | 3 - moderately fatiguing | 5 - very balance building | 1 - very quick | 1 - less accurate than most | puncture | slice/impact | parry/shield | evasion |
Kick | brawling | 5 - extremely fatiguing | 2 - unbalancing | 2 - quick | 3 - more accurate than most | impact | slice | parry | evasion/shield |
Elbow | brawling | 3 - moderately fatiguing | 4 - balance building | 1 - very quick | 2 - accurate as most | impact | slice | evasion | parry |
Slap | brawling | 3 - moderately fatiguing | 4 - balance building | 1 - very quick | 1 - less accurate than most | impact | puncture/slice | evasion | parry/shield |
Bite | brawling | 3 - moderately fatiguing | 2 - unbalancing | 2 - quick | 2 - accurate as most | puncture | impact | equal | equal |
Butt | brawling | 2 - somewhat fatiguing | 2 - unbalancing | 1 - very quick | 3 - more accurate than most | impact | slice | equal | equal |
Swing | damage | 2 - somewhat fatiguing | 4 - balance building | 3 - reasonably paced | 2 - accurate as most | impact | puncture | evasion/shield | parry |
Knee | brawling | 2 - somewhat fatiguing | 2 - unbalancing | 2 - quick | 3 - more accurate than most | impact | slice | equal | equal |
Throwing Maneuvers
Most weapons can be thrown in addition to their normal combat maneuvers. Weapons which appraise as either Light Thrown or Heavy Thrown are better suited for this purpose and will have higher accuracy. Items that don't appraise as either skill may still be thrown -- this is known as an improvised thrown weapon. If the improvised thrown weapon weighs less than 25 stones then it uses your Light Thrown skill, otherwise if it is 25 stones or greater it uses your Heavy Thrown skill.
- THROW: Moderately damaging attack with normal chances for weapons to lodge.
- HURL: Incredibly damaging maneuver for thrown weapons with a guaranteed chance to lodge for all types of weapons (even blunts). More accurate than THROW command.
- LOB: Lightly damaging, fast attack for thrown weapons that has no chance to lodge with all types of weapons. Less accurate than THROW command.
Advanced Combat Maneuvers
Formerly known as "Charged Maneuvers", these commands no longer take a certain amount of time to "charge up" in between the command being typed and when the action is executed. Like other combat maneuvers, the attack is instant.
These manuevers have greatly increased damage and are more difficult to defend against.
Syntax
MANEUVER LIST - Display all known maneuvers. MANEUVER (ability name) (target) To use a specific maneuver. MANEUVER HELP (ability name) To learn more about that maneuver.
Maneuver | Weapon Type | Description |
---|---|---|
Powershot | Bows, Crossbows, Slings, Blowguns | This preparation includes the necessary aim time, and does greatly improved damage. |
Cleave | Small, Larged, Twohanded Edged | This attack is difficult to block with a shield and does a great amount of additional damage. |
Crash | Small, Large, Twohanded Blunts | The attack is difficult to block with a shield and does an exceptional amount of extra damage. |
Impale | Polearms | The attack penetrates armor with ease and does extraordinary damage. |
Twirl | Staves | The attack is very difficult to evade and does extraordinary damage. |
Palmstrike | Brawling | The attack is extraordinarily accurate and ignores the enemy's armor. |
Suplex | Brawling (grappled) | This maneuver is very accurate, does exceptional damage and ignores the enemy's armor. |
Doublestrike | Dual wielding one-handed weapons | This attack is difficult to block with a shield and does a great amount of additional damage. |
Notes
- Powershot includes the bonus of a fully aimed shot. Aiming will prevent the maneuver and show the message You are unable to focus on performing a maneuver while aiming at an enemy.
- Powershot only fires one arrow from a bow. If you've dual loaded, the bow will still have one arrow loaded after the shot.
- There is a small chance that any melee advanced combat maneuver may trigger a simultaneous attack with your offhand weapon. Doublestrike guarantees it.
- If the first hit from doublestrike kills the enemy then the combat messaging won't include the second strike.
Cooldown
After performing an advanced combat maneuver there is a cooldown before you can perform the same maneuver again. The cooldown is per maneuver, which means you can immediately perform a different maneuver that's not on cooldown back-to-back. For example, you can CLEAVE with your longsword, change to a mallet, then CRASH while the first maneuver is on cooldown, then DOUBLESTRIKE while dual wielding the longsword and mallet. That's three maneuvers performed back to back. Switch to another weapon type, like staves or polearms, to keep the momentum going.
- Cooldown on charged maneuvers is 90 seconds for non-Barbarians.
- Barbarians who pass an Expertise check versus the enemy's defenses will have the cooldown reduced randomly to between 45 to 55 seconds (reduced by 35-45 seconds). If you pass the expertise check to get reduced cooldown then you'll see the message "With expert skill you end the attack and maneuver into a better position."
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