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This article is about the combat maneuver. For the verb, see TRIP (verb).
Available To All
Mnemonic [TRIP]
Cost Base 7, can POP muscles
-2 Rank 1
-2 Rank 2
-2 Rank 3
Roundtime 2s
Requirements A two-handed polearm
or staff with at least 15
ranks in the relevant skill.
Prerequisites None
Rank Square Semi Pure
1 2 3
2 4 6
3 6 9 12 
4 8 12 16 
5 10 15 20

Trip is a combat maneuver that allows an attacker to trip an opponent using a quarterstaff, runestaff, or two-handed polearm. On slight successes, the target will be knocked off balance (a roundtime penalty). On more substantial successes, the target will be knocked down with roundtime. All successful results can inflict minor critical damage to the legs and/or trigger weapon flares.

Characters need at least 15 ranks of Two-Handed Weapons or Polearm Weapons beyond the CMAN Trip itself to use it effectively.

Creatures that use this maneuver


[Roll result: 166 (open d100: 128)]
With a fluid whirl, a deranged sentry plants a pearlescent abalone-hafted halberd firmly into the ground near you and jerks the weapon sharply sideways.
Your feet are suddenly swept from under you!
Roundtime: 9 sec.
... 7 points of damage!
Torn muscle in your left leg!