Charge (combat maneuver)

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"Charge" redirects here. For other uses, see Charge (disambiguation).
Charge (combat maneuver)
Mnemonic [charge]
Type Setup
Roundtime 4s
Stamina Cost 14
Offensive Gear Right hand
Requirements Charge requires a polearm (and an empty left hand for two-handed poles) that is a puncturing weapon.
Attributes Flares/Spikes Enabled
Initiator Stance Penalty
Shield Defensive Bonus
Racial Size Modifiers
Target Stance Bonus
Available To Warriors, Bards, Monks, Paladins
Available In Combat Maneuvers
Rank Square Semi
1 2
2 4
3 6
4 8 12 
5 10 15


Charge at your opponent with your polearm.


Charge can be used with most polearms to damage and knock down an opponent. In some cases, it can stun your opponent and/or force them to lower stance. Poor attempts may have adverse effects on the attacker.

Additional Information

If the endroll is -50 or below, the attacker is considered to have fumbled the attempt and may fall prone.

Creatures that use this maneuver


A triton radical rushes forward at you with his silvery green trident and attempts a charge!
[Roll result: 102 (open d100: 53)]
A triton radical lunges at you with a sharp charge and you lose your footing.
... 5 points of damage!
Minor puncture to the chest.
Roundtime: 11 sec.
A triton combatant rushes forward at you with her silvery blue trident and attempts a charge!
[Roll result: 166 (open d100: 91)]
A triton combatant lunges at you with an expert charge and you flip through the air, landing on your head with a crash!
... 20 points of damage!
Strike to temple! Saved by a thick skull!
Roundtime: 21 sec.
You are still stunned.