Divert: Difference between revisions
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Divert is a combat maneuver available to rogues that allows the user to cause a diversion while hiding or invisible, tricking a creature opponent into leaving the room. The user can either divert the opponent in a specific direction, or lure the opponent to a random adjacent room.
An Influence bonus is directly added to the attack roll and gnomes get a bonus for being good ventriloquists. For example, if your INF bonus is 10 and your endroll was 135, then 10 of that was from INF. If your INF bonus was 15, all-else-equal, that endroll would be 140.
A 101 endroll will send the target away. Higher endrolls result in longer roundtime.
If the rogue fails the maneuver badly, they may fall out of hiding. Failing by a typical margin will not drop you out of hiding, but it will make successive attempts to Divert the same target harder for a period of time since it's just not buying the ruse.
Divert will not work against other players. Gnomes also receive a bonus for being talented ventriloquists. Divert is not stance dependent.
Messaging
H>cman divert magus
[Roll result: 167 (open d100: 39) Bonus: 21]
You throw your voice behind a triton magus and the magus's attention is diverted by the noise!
A triton magus strides southeast, a wary look on its face.
Roundtime: 2 sec.
H>cman div diss st
[Roll result: 171 (open d100: 70) Penalties: 2]
You throw your voice behind a triton dissembler and the dissembler's attention is diverted by the noise!
A triton dissembler just went down a carved marble staircase leading to the submerged dais.
Roundtime: 2 sec.
When attempting to Divert a player character (this is a creature-only maneuver):
Maybe you should try to divert SomeRanger in a different fashion.
References
External Sources
- Combat Maneuvers List: Divert, on play.net