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<section begin=introduction />
[[Combat Maneuvers]] is a skill with multiple facets and applications, include attack, defense and utility. Training grants access to the list of combat maneuver skills (also known as CMAN or CMLIST skills), boosts melee [[attack strength]] and provides defense versus most [[maneuver]]-type attacks.
[[Combat Maneuvers]] are skills with multiple facets and applications, including attack, defense and utility. Training grants access to the list of combat maneuver skills (also known as CMAN or CMLIST skills), boosts melee [[attack strength]] and provides defense versus most [[maneuver]]-type attacks.


{{skill|
{{skill|
| Bardranks = 2 || Bardcost = 8/4
| Bardranks = 2 || Bardcost = 8/4
| Clericranks = 1 || Clericcost = 10/6
| Clericranks = 1 || Clericcost = 10/8
| Empathranks = 1 || Empathcost = 12/8
| Empathranks = 1 || Empathcost = 12/8
| Monkranks = 2 || Monkcost = 5/3
| Monkranks = 2 || Monkcost = 5/3
Line 16: Line 17:
Combat Maneuvers boosts physical [[attack strength]] (AS) by +1 for every 2 ranks of training. This bonus does not apply to attack spells which generate AS through the [[Spell Aiming]] skill.
Combat Maneuvers boosts physical [[attack strength]] (AS) by +1 for every 2 ranks of training. This bonus does not apply to attack spells which generate AS through the [[Spell Aiming]] skill.


Combat Maneuvers is the primary skill for [[SMR|SMRv2]] offense with physical maneuvers, including [[Weapon Technique]]s, [[Shield Specializations]], [[guild skill]]s and the maneuvers below. 1x is the baseline expected training for effective maneuver use. Further training provides diminishing returns, with 2x providing a 15% increase in effectiveness.
Training in this skill also boosts effectiveness of various [[guild skill]]s and combat maneuvers from the list below. Training in the skill also helps defend from the skill, which is why many [[pure]]s will pick up Disarm Weapon to prevent them from losing their [[Runestaff|runestaves]] or other defensive weapon. One rank in a skill trained in via the CM list below counts as 10 ranks in the skill, for the purposes of guild skill training. Therefore, a character that masters a skill via the CML is treated as if they've 50 ranks, while a character that mastered the skill via their guild will be treated as if they've 63 ranks in the skill. There are many more skills available on the list below than those that are available as guild skills, and many skills do not even follow a progression like that listed above (IE, [[Precision]] or Specialization).


Combat Maneuvers also provides SMRv2 defense against all maneuvers. Training in a particular maneuver also helps defend against that maneuver, which is why many [[pure]]s will pick up Disarm Weapon to prevent them from losing their [[Runestaff|runestaves]] or other defensive weapon.
The skills below can be trained in using CMAN points. A character earns 1 CMAN point for every rank he trains in Combat Maneuvers, so a character with 150 ranks of Combat Maneuvers will have 150 CMAN points. Typically, it takes 20 or 30 CMAN points to master a skill. There are exceptions. For example, [[Shadow Mastery]] requires 35 points to master, while Precision requires only 10 points to master.


The skills below can be trained in using CMAN points. A character earns 1 CMAN point for every rank they train in Combat Maneuvers, so a character with 150 ranks of Combat Maneuvers will have 150 CMAN points. Typically, it takes 20 or 30 CMAN points for a [[square]] to master a skill, but there are some exceptions. [[Enhancives]] do not provide CMAN points. As of August 2020, character level no longer limits how many points may be spent on a single skill. As of the 2021 [[PSM3]] update, skills costs are the same regardless of [[profession]] choice and no longer increase for [[semi]]s and [[pure]]s.<section end=introduction />
A character may not devote more than 1 CMAN point per level to a single skill.

For [[semi]]s, CMAN skills require 150% more points to train in, while [[pure]]s have to spend 200% more than a [[square]].


== Combat Maneuver Factors ==
== Combat Maneuver Factors ==

* The biggest factor is the attacker's and defender's bonus in Combat Maneuvers.
* The biggest factor is the attacker's and defender's bonus in Combat Maneuvers.
* Level difference plays a factor, and a difference of more than 10 levels has a major effect on the outcome.
* Many injuries or even scars penalize a maneuver attempt. Limb wounds and scars are especially penalizing.
* Many injuries or even scars penalize a maneuver attempt. Limb wounds and scars are especially penalizing.
* Encumbrance provides a penalty to any combat maneuver attempt.
* Encumbrance provides a penalty to any combat maneuver attempt.
* Almost every maneuver takes the attacker's stance into account, and most also take the defender's stance into account.
* Almost every maneuver takes the attacker's stance into account, and most also take the defender's stance into account.
* Many maneuvers take the relative height and/or size of the attacker and defender into account. Some, like Bull Rush, are easier if the attacker is larger than the defender; others, like Hamstring, are easier for smaller characters to use against larger opponents.
* Many maneuvers take the relative height and/or size of the attacker and defender into account. Some, like Bull Rush, are easier if the attacker is larger than the defender; others, like Hamstring, are easier for smaller characters to use against larger opponents.
* Each rank of a given maneuver gives a character +15 to defend against that maneuver.
* Each rank of a given maneuver gives a character up to +15 to defend against that maneuver.
* A stunned target has -10 to defend against any maneuver, which appears as a bonus for the attacker.
* A stunned target has -10 to defend against any maneuver, which appears as a bonus for the attacker.


<section begin=penalty />
== List of available Combat Maneuvers ==
===[[Encumbrance]] Penalty Formula===
There is a one point penalty per one percent encumbered body weight.


<div {{prettydiv|margin-right=400px}}><center><tt>'''Penalty = round up(encumbrance weight &divide; Body weight) &times; 100</tt></center></div>
<small>Legend: '''B'''=[[Bard]], '''M'''=[[Monk]], '''P'''=[[Paladin]], '''Ra'''=[[Ranger]], '''Ro'''=[[Rogue]], '''W'''=[[Warrior]], '''All'''=Available to all [[profession]]s.</small>


====Example====
*'''P/Ro/W''' [[Armor Spike Focus]]
*'''M/W''' [[Bearhug]] - Hold an opponent for a long period of time, squeezing the life out of them. Upon completion, the defender will be prone and in an offensive stance.
*'''W''' [[Berserk]] - Go into a blind berserker rage. Can break immobilizations, such as web, bind, or stuns, and provides a boost to AS.
*'''W''' [[Block Mastery]] - Increase the chance of blocking with a shield by 5% per rank (15% at mastery).
*'''P/W''' [[Bull Rush]] - Charge an opponent in an attempt to knock them to the ground.
*'''M''' [[Burst of Swiftness]] - Increases [[Agility]] and [[Dexterity]] bonuses.
*'''B/M/P/W''' [[Cman charge|Charge]] - Setting a polearm and charge with it at an opponent.
*'''B/M/Ro''' [[Cheapshots]] - Employs various "cheap" tactics, such as a nosetweak, eyepoke, etc.
*'''B/M/P/Ra/Ro/W''' [[Combat Focus]] - Add +2 generic TD (+10 at mastery).
*'''All''' [[Combat Mastery]] - Normally, you're limited to 20% stance changes. This allows 10% (1 rank) or 5% (2 ranks) stance changes.
*'''M/Ro/W''' [[Combat Mobility]] - If prone, instantly stand when attacked, unless you're immobilized.
*'''All''' [[Combat Movement]] - Increase DS by +2 per rank (+10 at mastery).
*'''M/P/Ro/W''' [[Combat Toughness]] - Increase your HP by 5 + 10 per rank (+35 total, at mastery).
*'''Ro/W''' [[Coup de Grace]] - Instantly kills a disabled and weakened victim and gives a slight AS bonus.
*'''M/P/Ro/W''' [[Crowd Press]] - Increases the effectiveness of short weapons, decreases the effectiveness of long weapons.
*'''All''' [[Cunning Defense]] - Imposes a +3 penalty on an opponent using a CML maneuver; acts as a full rank at mastery.
*'''Ro''' [[Cutthroat]] - Silences the victim until the throat wound is cured. Does not cause instant death.
*'''All''' [[Dirtkick]] - Kick a clump of dirt in an opponent's face. Reduces their perception.
*'''All''' [[Disarm Weapon]] - Remove a weapon from an opponent's grasp.
*'''Ro''' [[Divert]] - From hiding, you attempt to divert your foe's attention, luring them to an adjacent room.
*'''M/Ro''' [[Duck and Weave]] - A 30 second boost to evade chance
*'''Ro''' [[Dust Shroud]] - Kick up a cloud of dust to aid in hiding.
*'''M/Ro/W''' [[Evade Mastery]] - Passive skill that adds a percentage to evasion.
*'''W''' [[Executioner's Stance]]
*'''All''' [[Feint]] - Reduces an opponent's stance with a faked attack.
*'''M''' [[Flurry of Blows]] - [[Martial Stance]]. JAB multiple foes in area with no additional [[RT]].
*'''B/M/Ra/Ro''' [[Garrote]] - Choke a victim with a wire, will cause death after a period of time.
*'''M/R/W''' [[Grapple Mastery]] - Increases proficiency with unarmed combat grapple attacks.
*'''W''' [[Griffin's Voice]]
*'''Ro''' [[Groin Kick]] - Causes a caster to forget a readied spell. Causes a good deal of pain in men.
*'''B/Ra/Ro/W''' [[Hamstring]] - Cut the back of the leg, knocking a victim prone.
*'''W''' [[Haymaker]] - Daze an opponent with a punch to the head.
*'''M/W''' [[Headbutt]] - Stun an opponent by putting your head into theirs.
*'''M''' [[Inner Harmony]] - This is a martial stance that provides the ability to shake off negative spell effects.
*'''M''' [[Internal Power]] - Each use of this maneuver will heal up to (15 + (5 * Rank)) [[Hitpoint|Health Points]] (HP).
*'''M''' [[Ki Focus]] - Increases the AS bonus of the next melee: rank 1(+15), rank 2(+25, rank 3 (+35).
*'''M/R/W''' [[Kick Mastery]] - Increases proficiency with unarmed combat kick attacks.
*'''W''' [[Mighty Blow]] - Reduces the opponent's stance with this single attack. Extra [[roundtime]] for the attacker.
*'''All''' [[Multi-Fire]] - String multiple arrows on a single pull and fire.
*'''M''' [[Mystic Strike]] - ?
*'''W''' [[Parry Mastery]] - Parry an attack more often. An extra 5% chance per rank (15% at mastery).
*'''All''' [[Precision]] - Allows you to chose if your weapon does piercing, slashing, or bludgeoning damage. 75% effective at 1 rank, 100% effective at 2 ranks.
*'''M''' [[Perfect Self]] - Permanently enhances all ten [[statistic|stats]] by 2 per rank. Requires [[Surge of Strength]] (Rank 3) and [[Burst of Swiftness]] (Rank 3).
*'''Ro''' [[Predator's Eye]] - [[Martial Stance]], increase aim success chance
*'''M/R/W''' [[Punch Mastery]] - Increases proficiency with unarmed combat punch attacks.
*'''M/Ro/W''' [[Quickstrike]] - Make a single attack at a significantly reduced amount of roundtime, at the cost of a reduced AS.
*'''M''' [[Rolling Krynch Stance]] - [[Martial Stance]]. Momentum from an unarmed strike against one foe to your next.
*'''Ra/Ro''' [[Shadow Mastery]] - Temporarily increases effective training in [[Stalking and Hiding]] and reduces the roundtime associated with this skill.
*'''B/Ra/Ro/P/W''' [[Shield Bash]] - Using your shield, bash an opponent. Does little damage, but can reduce the stance of, stun, and knock down an opponent
*'''P/W''' [[Shield Charge]] - Similar to above, but can be much more devastating -- for the attacker and the defender.
*'''All''' [[Side by Side]] - A passive skill that increases AS and DS when grouped with others that have the same skill.
*'''Ro''' [[Silent Strike]] - Attack an opponent from hiding without revealing your position -- or identity.
*'''M/Ro''' [[Slippery Mind]] - [[Martial Stance]]. Chance to outright avoid mind and soul warding spells.
*'''P/Ro/W''' [[Specialization]] I - Increases the effective use of a specific weapon type. +10 to AS at mastery, and works with skills that use your weapon.
*'''P/Ro/W''' [[Specialization]] II - See above, but for a different weapon type.
*'''P/Ro/W''' [[Specialization]] III - See above, but for yet another weapon type.
*'''W''' [[Spell Cleaving]]
*'''Ro/W''' [[Spell Parry]]
*'''Ro''' [[Spell Thieve]]
*'''B/M/Ro/W''' [[Spin Attack]] - Increases [[attack strength]] and [[dodge]] skill for a single attack.
*'''W''' [[Staggering Blow]] - Attack an opponent, and place them in [[roundtime]]. May knock opponents into an adjacent room.
*'''M''' [[Stance of the Mongoose]] - Instead of a parry, automatically counter with a jab.
*'''M/Ro/W''' [[Stun Maneuvers]] - Perform certain actions while stunned.
*'''All''' [[Subdual Strike]] - Similar to Subdue, except you don't hide first.
*'''Ro''' [[Subdue]] - Attack a foe from hiding, with the intention of knocking them out.
*'''Ro''' [[Sucker Punch]] - Disables, reduces stance, and does a small amount of damage to a target.
*'''W''' [[Sunder Shield]] - Attempt to break or disarm an opponent's shield.
*'''P/Ro/W''' [[Surge of Strength]] - Temporarily increases one's [[strength]] bonus. Adds +8 at rank 1, +16 at rank 5.
*'''B/M/Ra/Ro''' [[Sweep]] - Using your legs, drop to the ground and knock the feet out from under an opponent.
*'''W''' [[Tackle]] - Similar to sweep, except one uses his entire body, and with less finesse. Although, potentially more devastating.
*'''W''' [[Tainted Bond]]
*'''All''' [[Trip]] - Using a long pole (polearm, quarterstaff, or runestaff), knock the feet out from under an opponent.
*'''P/Ro/W''' [[Truehand]] - Increases the effective die roll of an attack. IE, a master will always roll 61-100 on a d100 attack with this maneuver. Also reduces [[Evade|E]]/[[Block|B]]/[[Parry|P]] by the opponent,
*'''W''' [[Twin Hammerfists]] - Using both fists, smash an opponent. May knockdown and/or stun an opponent.
*'''W''' [[Weapon Bonding]] - Similar to weapon specialization, except for a single weapon, and there are much more benefits. A must for any [[warrior]].
*'''Ro/W''' [[Whirling Dervish]]
*'''Ro''' [[Vanish]] - Allows a rogue to slip into the shadows without roundtime, and at higher ranks while in roundtime.


Character body weight = 200 lbs<br>
<small>Legend: '''B'''=Bard, '''M'''=Monk, '''P'''=Paladin, '''Ra'''=Ranger, '''Ro'''=Rogue, '''W'''=Warrior, '''All'''=Available to all [[profession]]s.</small>
Encumbrance weight = 23 lbs<br>
{{top}}


Penalty: round up (23 &divide; 200) &times; 100 = 12
== Additional Info ==
*[[List of combat maneuvers by profession]]
*[[List of combat maneuvers available to bards]]
*[[List of combat maneuvers available to clerics]]
*[[List of combat maneuvers available to empaths]]
*[[List of combat maneuvers available to monks]]
*[[List of combat maneuvers available to paladins]]
*[[List of combat maneuvers available to rangers]]
*[[List of combat maneuvers available to rogues]]
*[[List of combat maneuvers available to sorcerers]]
*[[List of combat maneuvers available to warriors]]
*[[List of combat maneuvers available to wizards]]


===[[Armor]] Penalty===
;Saved posts:
Heavier armor will negatively impact your ability to perform and dodge CMANs. The effects are highlighted in the following table based on Armor Sub Group (ASG)
*[[Combat maneuver list review saved post|Combat Maneuver List Review]]: As of April 6, 2007
{|{{prettytable}}
*[[Combat maneuvers (saved post)]]: Factors, 4/3/07
!ASG!!1!!2!!5!!6!!7!!8!!9!!10!!11!!12!!13!!14!!15!!16!!17!!18!!19!!20
*[[Cman charge testing (saved post)]]: Player testing circa 2008
|-
*[[New CMAN: Cunning Defense (saved post)]]: 4/6/10
|CMAN Penalty||0||0||0||0||2||2||3||3||3||4||4||4||5||5||6||7||8||10
*[[Combat Movement and Combat Focus (saved post)‎]]: 4/6/10
|}
*[[Divert (saved post)]]: 2/29/10

*[[New Combat Maneuvers Released! (saved post)]]: 4/2/13
Additionally, There is also an additional penalty of 20 for each second of untrained RT Adder which stacks with the AP penalty. With 0 armor ranks the full plate RT Adder penalty is 240 (12 sec untrained RT) plus the action penalty of 10 for a total penalty of 250.<section end=penalty />

== List of available Combat Maneuvers ==
{{Combat Maneuver list}}
{{top}}


==Resources==
== External Links ==
* [[Combat maneuvers (saved posts)]]
*http://www.play.net/gs4/info/maneuvers/
* [[Cman charge testing (saved post)]]: Player testing circa 2008
* [[Player System Manager/Saved posts|Player System Manager saved posts]]
* [[Player System Manager - Phase 3]]
* [http://forums.play.net/forums/19/327/3365/view Officials folder]


[[Category:Basic Mechanics]]
[[Category:Combat Mechanics]]
[[Category:Combat Maneuvers]]
[[Category:Combat Maneuvers| ]]
[[Category:Player System Manager]]

Latest revision as of 02:50, 20 June 2022

Combat Maneuvers are skills with multiple facets and applications, including attack, defense and utility. Training grants access to the list of combat maneuver skills (also known as CMAN or CMLIST skills), boosts melee attack strength and provides defense versus most maneuver-type attacks.

Type Square Semi Pure
Profession Rogue Warrior Monk Bard Paladin Ranger Cleric Empath Savant Sorcerer Wizard
Max Ranks Per Level 2 2 2 2 2 2 1 1 - 1 1
Training Point Cost 4/4 4/3 5/3 8/4 5/4 6/4 10/8 12/8 - 12/8 12/8

Combat Maneuvers boosts physical attack strength (AS) by +1 for every 2 ranks of training. This bonus does not apply to attack spells which generate AS through the Spell Aiming skill.

Combat Maneuvers is the primary skill for SMRv2 offense with physical maneuvers, including Weapon Techniques, Shield Specializations, guild skills and the maneuvers below. 1x is the baseline expected training for effective maneuver use. Further training provides diminishing returns, with 2x providing a 15% increase in effectiveness.

Combat Maneuvers also provides SMRv2 defense against all maneuvers. Training in a particular maneuver also helps defend against that maneuver, which is why many pures will pick up Disarm Weapon to prevent them from losing their runestaves or other defensive weapon.

The skills below can be trained in using CMAN points. A character earns 1 CMAN point for every rank they train in Combat Maneuvers, so a character with 150 ranks of Combat Maneuvers will have 150 CMAN points. Typically, it takes 20 or 30 CMAN points for a square to master a skill, but there are some exceptions. Enhancives do not provide CMAN points. As of August 2020, character level no longer limits how many points may be spent on a single skill. As of the 2021 PSM3 update, skills costs are the same regardless of profession choice and no longer increase for semis and pures.

Combat Maneuver Factors

  • The biggest factor is the attacker's and defender's bonus in Combat Maneuvers.
  • Level difference plays a factor, and a difference of more than 10 levels has a major effect on the outcome.
  • Many injuries or even scars penalize a maneuver attempt. Limb wounds and scars are especially penalizing.
  • Encumbrance provides a penalty to any combat maneuver attempt.
  • Almost every maneuver takes the attacker's stance into account, and most also take the defender's stance into account.
  • Many maneuvers take the relative height and/or size of the attacker and defender into account. Some, like Bull Rush, are easier if the attacker is larger than the defender; others, like Hamstring, are easier for smaller characters to use against larger opponents.
  • Each rank of a given maneuver gives a character up to +15 to defend against that maneuver.
  • A stunned target has -10 to defend against any maneuver, which appears as a bonus for the attacker.


Encumbrance Penalty Formula

There is a one point penalty per one percent encumbered body weight.

Penalty = round up(encumbrance weight ÷ Body weight) × 100

Example

Character body weight = 200 lbs
Encumbrance weight = 23 lbs

Penalty: round up (23 ÷ 200) × 100 = 12

Armor Penalty

Heavier armor will negatively impact your ability to perform and dodge CMANs. The effects are highlighted in the following table based on Armor Sub Group (ASG)

ASG 1 2 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
CMAN Penalty 0 0 0 0 2 2 3 3 3 4 4 4 5 5 6 7 8 10

Additionally, There is also an additional penalty of 20 for each second of untrained RT Adder which stacks with the AP penalty. With 0 armor ranks the full plate RT Adder penalty is 240 (12 sec untrained RT) plus the action penalty of 10 for a total penalty of 250.

List of available Combat Maneuvers

Professions in this table are abbreviated to conserve space. Wa = Warrior, Ra = Ranger, etc.
Maneuvers marked 'Available to All Professions' are available to all Pure professions as well: Wizard, Sorcerer, Cleric, and Empath
Name Type Category Wa Ro Mo Pa Ra Ba Description
Acrobat's Leap [acrobatsleap] Passive X X X X Your acrobatics training taught you to make minor leaps in combat to increase your reach.
Bearhug [bearhug] Concentration X X Attempt to grab your foe and squeeze them to death.
Berserk [berserk] Attack Warrior Guild X Attempt to go into a blind berserker rage.
Block Specialization [blockspec] Passive X X X You specialize in blocking attacks with a shield.
Bull Rush [bullrush] Area of Effect X X X Attempt to rush your opponent and send them careening into one another, knocking them down and sowing havoc on the battlefield.
Burst of Swiftness [burst] Buff X Dig deep for a Burst of Swiftness.
Cheapshots [cheapshots] Setup Rogue Guild X X X Various quick and dirty maneuvers.
Combat Focus [focus] Passive X X X X X X Your training has improved your ability to defend against spells.
Combat Mobility [mobility] Passive X X X Your quick reflexes allow you to quickly stand up when attacked.
Combat Movement [cmovement] Passive Available to All Professions Your training has improved your ability to defend against attacks.
Combat Toughness [toughness] Passive X X X X X Combat has made you more resilient.
Coup de Grace [coupdegrace] Attack X X X Attempt to finish off a weakened enemy.
Crowd Press [cpress] Setup X X X Maneuver in close to an enemy to gain an advantage with small weapons.
Cunning Defense [cdefense] Passive Available to All Professions Your training has improved your ability to defend against maneuvers.
Cutthroat [cutthroat] Setup X Spring from hiding and attempt to slit your target's throat.
Dirtkick [dirtkick] Setup Available to All Professions Attempt to kick dirt into the face of an opponent.
Disarm Weapon [disarm] Setup Warrior Guild Available to All Professions Knock a target's weapon from their grasp.
Dislodge [dislodge] Setup X X X X X X Attempt to violently retrieve ranged ammo or a hurled weapon that has been lodged in your target.
Divert [divert] Setup Rogue Guild X From hiding, you attempt to divert your foe's attention, luring them to an adjacent room.
Duck and Weave [duckandweave] Martial Stance X X Redirect your enemies' attacks to each other as you weave between them.
Dust Shroud [shroud] Buff X Kick up some dust to distract your opponents while you attempt to slip into hiding.
Evade Specialization [evadespec] Passive X X X You specialize in evading attacks before they can land.
Eviscerate [eviscerate] Area of Effect X Spring from hiding to surprise and terrify enemies.
Executioner's Stance [executioner] Martial Stance X Carry through the momentum of your killing blow to strike another target.
Exsanguinate [exsanguinate] Attack X X X X X X Exploit your foe's existing wounds to bleed them dry.
Eyepoke [eyepoke] Setup Rogue Guild X X X Attempt to temporarily blind an opponent.
Feint [feint] Setup Warrior Guild Available to All Professions Attempt to distract an opponent into dropping their stance.
Flurry of Blows [flurry] Martial Stance X Find opportunities to follow up your jab attacks with additional jabs at other adjacent foes.
Footstomp [footstomp] Setup Rogue Guild X X X Stomp on an opponent's foot to delay their attacks.
Garrote [garrote] Concentration X X X X Garrote is used to strangle an opponent.
Grapple Specialization [grapplespec] Passive X X X You specialize in grappling during unarmed combat.
Griffin's Voice [griffin] Martial Stance X Gain greater control over your warcries, reducing vocal stress and affecting the undead.
Groin Kick [gkick] Setup Available to All Professions Attempts to land a kick to the opponent's groin, doing minor damage and possibly forcing the target to lose its concentration.
Hamstring [hamstring] Setup X X X X X Attempt to slice a target's hamstring muscle and knock them to the ground.
Haymaker [haymaker] Setup X X Attempt to daze your opponent with a roundhouse punch to the head.
Headbutt [headbutt] Setup X X X X Slam your head into your opponent's head.
Inner Harmony [iharmony] Martial Stance X
Internal Power [ipower] Buff X Restore your inner well-being and heal yourself.
Ki Focus [kifocus] Buff X Center yourself and focus on your inner ki to enhance your next unarmed strike.
Kick Specialization [kickspec] Passive X X X You specialize in kicking during unarmed combat.
Kneebash [kneebash] Setup Rogue Guild X X X Thwap an opponent's kneecap to knock them to their knees.
Leap Attack [leapattack] Attack X X X X Leap into the air to attack a flying target.
Mighty Blow [mblow] Attack X Attempt to smash your opponent with a powerful swing.
Mug [mug] Attack X Plunder your target's pockets as you distract them with an attack.
Nosetweak [nosetweak] Setup Rogue Guild X X X Tweak an opponent's nose to distract them from attacking.
Parry Specialization [parryspec] Passive X X X You specialize in parrying attacks with a weapon.
Precision [precision] Passive Available to All Professions Wield your weapons with precision, applying only the type of damage you choose.
Predator's Eye [predator] Martial Stance X You have deadly aim when ambushing with light weapons.
Punch Specialization [punchspec] Passive X X X You specialize in punching during unarmed combat.
Retreat [retreat] Buff Available to All Professions Tactically retreat from close quarter combat.
Rolling Krynch Stance [krynch] Martial Stance X Use your positioning and momentum to turn your advantage against one foe to another.
Shield Bash [sbash] Setup X X Attempt to wallop your foe with your shield.
Side by Side [sidebyside] Passive Available to All Professions You and your allies are stronger together.
Slippery Mind [slipperymind] Martial Stance X X Blank your mind to avoid warding spells.
Spell Cleave [scleave] Setup X X X Attempt to use the unnatural energy of your weapon to cleave away a spell from your target.
Spell Parry [sparry] Passive X X X Your training allows you to parry magical bolts.
Spell Thieve [sthieve] Setup X X X Attempt to use the unnatural energy of your weapon to sever a spell away from your target.
Spike Focus [spikefocus] Passive X X X X X X Spiked armor no longer hinders you.
Spin Attack [sattack] Attack Warrior Guild X X X X X X Make a flashy, spinning attack against your target.
Staggering Blow [sblow] Attack X X Swing at your opponent and attempt to knock them off balance.
Stance Perfection [stance] Passive Warrior Guild Available to All Professions Your training has improved your ability to refine your stance.
Stance of the Mongoose [mongoose] Martial Stance X X X
Striking Asp Stance [asp] Martial Stance X X X Strike quickly and with less effort.
Stun Maneuvers [stunman] Buff Rogue Guild X X X Attempt to perform various actions while stunned.
Subdue [subdue] Setup Rogue Guild X Spring from hiding and attempt to disable your foe.
Sucker Punch [spunch] Setup X X A quick punch to the target's kidneys.
Sunder Shield [sunder] Setup X Attempt to break or disarm a target's shield.
Surge of Strength [surge] Buff X X X X Dig deep for a Burst of Strength.
Sweep [sweep] Setup Rogue Guild X X X X Attempt to knock a foe to the ground by sweeping their legs out from under them.
Swiftkick [swiftkick] Setup Rogue Guild X X X Embarrass your opponent into a blind rage.
Tackle [tackle] Setup Warrior Guild X Hurl yourself at a target and attempt to knock them down.
Tainted Bond [tainted] Passive X X The energizing effect of the necrotic energy suffusing your bonded weapon lingers for a second attack.
Templeshot [templeshot] Setup Rogue Guild X X X Smack an opponent in the head to increase their reaction time.
Throatchop [throatchop] Setup Rogue Guild X X X Attempt to temporarily silence your opponent.
Trip [trip] Setup Available to All Professions Attempt to trip your opponent with a polearm or staff.
True Strike [truestrike] Attack X X X X X X Attack a target with a true strike.
Unarmed Specialist [unarmedspec] Passive Available to All Professions** Your hands are your weapons; you can perform certain maneuvers bare-handed.
Vault Kick [vaultkick] Setup X X X X X X Use your polearm or quarterstaff to vault forward and kick an opponent.
Weapon Specialization [wspec] Passive X X X You have specialized in a weapon type through extensive training.
Whirling Dervish [dervish] Martial Stance X X Switch between targets with relative ease when making multiple melee attacks.
** Unarmed Specialist is innately known by Monks without training.
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