Creature maneuver: Difference between revisions

The official GemStone IV encyclopedia.
Jump to navigation Jump to search
(Reformatted and added sidebar to help make the mechanics more transparent.)
(moved to main SMR page)
 
(3 intermediate revisions by 3 users not shown)
Line 1: Line 1:
#REDIRECT [[Standard maneuver roll]]
'''Creature maneuvers''' are offensive maneuvers that are only available to [[creature]]s, not available to player characters. These attacks do not show an open roll.

Such maneuvers include:

*the [[tail sweep]] of the [[cave lizard]], [[three-toed tegu]], and the [[snow madrinol]]
*a [[soul golem]]'s steam push
*an [[Illoke]]'s ground stomp
*an [[Ithzir adept]]'s lightning mote
*a [[war griffin]]'s ride of doom
__NOTOC__
== Protection ==
There are several attributes which can mitigate damage from creature maneuvers:

=== Race modifier ===

Certain races receive a bonus to dodging maneuver attacks, with smaller racers generally having the larger bonus. Races not listed on the following table are considered to have an average ability to dodge maneuvers.

{| style="margin-left: 2em;"
|-
| '''Best:''' || Burghal Gnomes
|-
| '''Excellent:''' || Halflings, Forest Gnomes, and Elves
|-
| '''Good:''' || Half-Elves, Dark Elves, Sylvankind, Erithians, and Aelotoi
|}

=== Training ===

<div style="float: right; width: 300px; border: 1px solid black; background: white; margin: 0.5em">
<div style="background: #f9f9f9; padding: 0.5em 1em; border: 1px; text-align: left; font-size: 95%;">
'''Sidebox: Armor Penalty'''

"The armor penalty is a relatively significant factor. For a character exactly trained for full plate at cap, it contributes a penalty a little bit above the difference between 1x and 2x PF. Overtraining in armor to reduce the action penalty and/or using [[Armored Evasion]] can reduce the maneuver penalty by a fairly significant amount, however."

- GM Coase
</div>
</div>

*[[Physical Fitness]] - Physical Fitness is the primary skill for defense against standard creature maneuvers.
*[[Combat Maneuvers]] - Combat Maneuvers is twice as effective as perception in defensive and operates on a sliding scale until they are equal in offensive.
*[[Perception]]
*[[Shield Use]] - Shield Use factors into creature maneuvers that can be blocked by a shield.

Additionally, [[Armor Use]] can provide a bonus by reducing the [[action penalty]].

=== Statistics ===
*[[Dexterity]]
*[[Agility]]

=== Spells ===

The following spells provide bonuses to ''evading'' maneuvers:
*[[Heroism (215)]]
*[[Prayer (313)]]
*[[Temporal Reversion (540)]] (randomly triggered)
*[[Mobility (618)]]
*[[Empathic Focus (1109)]]
*[[Premonition (1220)]]
*[[Dauntless (1606)]]

The following spells provide bonuses to ''blocking'' maneuvers:

*[[Spirit Barrier (102)]]
*[[Wall of Force (140)]]
*[[Elemental Barrier (430)]]
*[[Elemental Deflection (507)]]

=== Stance ===

Defensive stance is best.

==References==
*[[Stronghold Bowels information (saved post)]]
*[[Creature maneuver (saved post)]]

[[Category:Creature Maneuvers| ]]
[[category:Advanced Mechanics]]

Latest revision as of 13:40, 28 December 2016