Charge (combat maneuver)

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"Charge" redirects here. For other uses, see Charge (disambiguation).
Charge (combat maneuver)
Available To Warriors, Bards, Monks, Paladins
Mnemonic [CHARGE]
Cost Base 14, can POP muscles (-5 rank 1, -3 rank 2)
Roundtime 4 sec
Requirements a puncturing polearm
Prerequisites None
Rank Square Semi
1 2
2 4
3 6
4 8 12 
5 10 15

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

Charge requires a polearm (and left hand for two-handed poles) that is a puncturing weapon.

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.