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Warrior Verbs |
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BASH -or- BATTER |
Guild verb. | ||||||||||||||||||||||||||||
| BERSERK |
Guild verb. To go berserk, you must pass a skill roll of +4 per rank of berserk, + your Discipline stat bonus (only half is applied if your stat bonus is negative) and a d100. |
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| CHANT | Warrior begins a steady and decisive chant, as if rallying the troops. | ||||||||||||||||||||||||||||
| CMAN | BEARHUG {target} |
Monks,
Warriors: Bearhug -- Immobilizes target and does minor damage each round that the bearhug is successfully maintained. |
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| berserk |
Warriors: Berserk -- Attempt to go into a blind berserker rage. Upon a successful berserk, you will temporarily lose control of your combat actions and attack any target within range every five seconds. A bonus to your Attack Strength (AS) will be applied based on the number berserk ranks you have. If you are stunned, webbed, or bound during the course of your berserk, you will attempt to break these hindrances. You may also attempt to start a berserk while in one of those states. |
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| bmastery |
Warriors: |
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| bonding |
Warriors: Weapon Bonding -- Adds +2 to Attack Strength (AS) and bonuses to CML attack/defensive strength when using the bonded weapon. To bond with a weapon, you must first venture to a holy shrine to establish a spiritual connection between yourself and your weapon. Once connected, your weapon will become increasingly able to be bonded with as you use it in combat. You can learn Weapon Bonding at anytime once you have the necessary prerequisite in Weapon Specialization. However, you will not begin to derive benefit from your ranks until you and your weapon have sufficiently bonded in combat. At each rank, your weapon gains a special ability that will randomly activate in combat:
Ranged weapons cannot be bonded to. Requires Weapon Specialization (at rank 3) in the weapon type being bonded to. |
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| bullrush {target} |
Paladins,
Warriors: |
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| charge {target} |
Bards, Monks,
Paladins,
Warriors: |
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| cmastery |
ALL PROFESSIONS: Combat Mastery -- Allows for further refinement of stance in intervals of 10 (rank 1) or 5 (rank 2). |
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| cmovement |
ALL PROFESSIONS: Combat Movement -- +2 per rank to physical DS for 3 minutes (refreshable). |
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| coupdegrace |
Rogues,
Warriors: Coup de Grace -- A successful Coup de Grace will result in the immediate death of your target, along with a temporary boost to your morale and the morale of everyone in your group (in the form of a bonus to Attack Strength) and a reduction in the morale of any creatures that are around to observe the killing of their companion (in the form of a reduction to their Attack Strength). In order for you to be successful, your target must be incapacitated in some way, and must have significantly reduced health (a maximum 10% of hit points remaining at Rank 1, 20% at Rank 2, 30% at Rank 3, 40% at Rank 4, and 50% at Rank 5). Training in the weapon type used is recommended. |
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| CPRESS {target} |
Paladins,
Rogues,
Warriors: Crowd Press -- Attempts to maneuver in close to a target, preventing both you and the target from moving away and performing some actions, increasing attack strength and aiming chance for small, maneuverable weapons, and lowering it for large weapons, ranged weapons, and bolt spells. |
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| dirtkick {target} |
Bards,
Clerics,
Empaths,
Monks, Rangers,
Rogues, Savants,
Sorcerers,
Warriors,
Wizards: Dirtkick -- Blinds a target for a temporary reduction in their Attack Strength and perception. |
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| disarm {target} |
ALL PROFESSIONS: Disarm Weapon -- Attempt to knock a target's weapon to the ground. Requires a weapon to disarm with (rank 5 masters may disarm bare-handed.) |
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| feint {target} |
ALL PROFESSIONS: Feint -- Attempt to distract an opponent into dropping their stance. Requires a weapon to feint with (rank 5 masters may feint bare-handed). |
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| focus |
Bards, Monks,
Paladins,
Rangers,
Rogues,
Warriors: Combat Focus -- +2 per rank to generic TD for 3 minutes (refreshable). |
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| hamstring {target} |
Bards,
Rangers,
Rogues,
Warriors: Hamstring -- Attempt to slice a target's hamstring muscle and knock them to the ground. Requires a slashing weapon (that is not two-handed). |
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| Haymaker {target} |
Warriors: Haymaker -- Attempt to daze your opponent with a roundhouse punch to the head. Requires an empty right hand (or holding a brawling weapon in it). Training in Brawling is recommended. |
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| headbutt {target} |
Monks,
Warriors: Headbutt -- Attempt to slam your head into your opponent's head to damage/stun them. Requires a solid head (wearing some head protection is a good idea.) |
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| mblow {target} |
Warriors: Mighty Blow -- A powerful swing that cuts through target's stance with an additional round time penalty for the attacker. |
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| mFIRE {target} |
ALL PROFESSIONS: Multi-fire -- Fire multiple arrows in a single volley. Requires a bow and a suitable bundle of arrows |
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| mobility |
Rogues,
Warriors: Combat Mobility -- The Combat Mobility maneuver works automatically when you are attacked. If you are not in a standing position, you will automatically attempt to stand up before your opponent can attack you. Combat Mobility will not activate if you are stunned, webbed, bound, or otherwise immobilized. However, it will activate if you are free of these hindrances, even if you are in Roundtime. Once activated, you will be charged the stamina cost and you will attempt to stand up. At Rank 1, Combat Mobility has a 50% chance of activating. At Rank 2, it has a 100% chance. |
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| pmastery |
Warriors: Parry Mastery -- Increases your chances of successfully parrying an attack with your weapon by 5% per rank. |
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| Precision |
ALL PROFESSIONS: Precision -- Allows you to specify the damage type of a weapon (crushing, slashing, or puncture) when used in combat. Up to 30 weapon types can be specified, and your preference will be stored and automatic, can also be cleared or reset. At one rank, your preference will be used 75% of the time, else the weapon has its normal damage chances. At two ranks, the weapon will always delivered your preferred type of damage. Requires a weapon in right hand. |
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| qstrike {target} |
Monks,
Rogues,
Warriors: Quickstrike -- Reduces round time for one swing with a penalty to Attack Strength. |
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| sATTACK {target} |
Monks,
Rangers,
Rogues,
Warriors: Spin Attack -- Spinning towards their target, the user of this combat maneuver will see an increase to their attack strength and their dodge skill for that attack. |
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| sbash {target} |
Bards,
Paladins,
Rangers,
Rogues,
Warriors: Shield Bash -- With the Shield Bash maneuver, you attempt to wallop your target with your shield. The damage it causes tends to be very minor--but you can knock your target down, stun it and/or force it to a higher stance. Requires a shield and a standing target. |
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| CMAN | sblow {target} |
Warriors: Staggering Blow -- Swing at your opponent and attempt to knock them off balance. Your opponent suffers Roundtime based on the degree of damage done by your blow. Your opponent may be knocked into adjacent room if you are strong enough (Strength Bonus of 15 or greater). Cannot be used with small weapons or closed fist attacks. Cannot be used with two weapon combat. |
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| scharge {target} |
Paladins,
Warriors: Shield Charge -- With the Shield Charge maneuver, you attempt to run your target down and deliver a solid blow with your shield. The damage it causes tends to be minor--but you can knock your target down, stun it and/or force it to a higher stance. It's a somewhat wild charge, and significant round times can result. If you're unlucky, you can end up sprawled on the ground yourself. Requires a shield and a standing target, and prerequisite shield bash skill. Prerequisites: Shield Bash (at rank 2) |
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| SIDEBYSIDE |
Paladins,
Rangers,
Rogues,
Warriors: Side by Side -- Gives a boost to Attack Strength and Defensive Strength when grouped with others. Prerequisites: Combat Movement (at rank 2) |
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| SSTRIKE {target} |
ALL PROFESSIONS: Subdual Strike -- Attempt to knock a critter in the head with your weapon in order to stun or daze it. Requires a suitable weapon to beat someone over the head with. |
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| stunman {maneuver} |
Monks,
Rogues,
Warriors: Stun Maneuvers -- Attempt to perform various actions while stunned:
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| sunder {target} |
Warriors: Sunder Shield -- Attempt to break or disarm a target's shield. Magical shields resist sundering, but cause their holder to temporarily lose their ability to block. Requires a weapon capable of sundering a shield (not a rapier, whip, dagger, or brawling weapon). Prerequisites: Mighty Blow (at rank 2) |
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| surge |
Paladins,
Rogues,
Warriors: Surge of Strength -- Increases your Strength Bonus by a base amount of 5 points, plus an additional 3 points per rank, for 90 seconds (refreshable). |
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| tackle {target} |
Warriors: Tackle -- Hurl yourself at a target and attempt to knock them down. |
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| toughness |
Monks,
Paladins, Rogues,
Warriors: Combat Toughness -- Increases your maximum health level (with a corresponding increase in current health) by 5 HP plus 10 HP per rank for 3 minutes (refreshable). |
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| trip {target} |
ALL PROFESSIONS: Trip -- Attempt to trip your opponent with a polearm or staff. Successful trip attempts can result in your opponent suffering a Roundtime penalty, minor leg damage, and possibly being knocked down. Requires a two-handed polearm or staff with at least 15 ranks in the relevant skill. Training in Polearms (for polearms) or Two-Handed Weapons (for staves) is recommended. |
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| truehand {target} |
Paladins,
Rogues,
Warriors: Truehand -- Increases the chance to hit your target for one swing. At Rank 1, Truehand changes the standard attack d100 roll to 20 + d80 and reduces the target's chances of evading, parrying, and/or blocking your attack by 10%. Each additional rank adds 10 to your combat roll (d80, d70, d60, d50, d40) and reduces your opponent's evasion, parry, and blocking ability by a further 10%. Cannot be used from hiding. |
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| twinhamm {target} |
Warriors: Twin Hammerfists -- Attempt to knockdown and potentially stun your opponent by swinging your fists down on them. Requires two empty hands (or holding brawling weapons only). Training in Brawling is recommended. |
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wspec1 -or- wspec2 -or- wspec3 |
Paladins,
Rogues,
Warriors: Specialization I / Specialization II / Specialization III -- Adds +2 to Attack Strength (AS) and bonuses to CML attack/defensive strength when using a weapon of the type chosen to specialize in. Requires a weapon type to specialize in. |
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| CLEAN | Guild verb. | ||||||||||||||||||||||||||||
| DISARM |
{person} -or- {creature} |
Guild verb. DISARM the weapon from a creatures hands using MS/MD/MAvA system |
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| GREET | {person} (warrior to warrior ) | Warrior bashes forearms with you in greeting. | |||||||||||||||||||||||||||
| {person} (warrior to bard) | Warrior greets you with a grin. | ||||||||||||||||||||||||||||
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{person} (warrior to cleric) -or- (warrior to empath) |
Warrior smiles and nods in greeting to you. | ||||||||||||||||||||||||||||
| {person} (warrior to ranger) | Warrior clasps your forearm in greeting. | ||||||||||||||||||||||||||||
| {person} (warrior to rogue) | Warrior nods warily to you. | ||||||||||||||||||||||||||||
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{person} (warrior to sorcerer) -or- {person} (warrior to wizard) |
Warrior nods curtly to you. | ||||||||||||||||||||||||||||
| {person} |
Warrior
nods to you in
greeting. (Applies to warriors that have profession hidden) |
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| guard | {person} |
You move
over to Jadelene and prepare to guard her from attack. Warrior moves over to you and stands ready to guard you from attack. |
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| PROTECT | {person} |
You move
over to Jadelene and prepare to guard her from attack. Warrior moves over to you and stands ready to guard you from attack. |
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| stop | GUARDING | Stop guarding a player. | |||||||||||||||||||||||||||
| PROTECTING | Stop protecting a player. | ||||||||||||||||||||||||||||
| TACKLE | {person} | ||||||||||||||||||||||||||||