Trip: Difference between revisions
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(Changed according to Maneuver Update - Phase 1 (http://forums.play.net/forums/GemStone%20IV/GemStone%20IV%20Announcements/Important%20Announcements/view/3703)) |
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| mnemonic = TRIP |
| mnemonic = TRIP |
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| available = All |
| available = All |
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| cost = Base |
| cost = Base 7, can POP muscles<br>-2 Rank 1<br>-2 Rank 2<br>-2 Rank 3 |
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| roundtime = |
| roundtime = 2s |
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| requirements = A two-handed polearm<br>or staff with at least 15<br>ranks in the relevant skill. |
| requirements = A two-handed polearm<br>or staff with at least 15<br>ranks in the relevant skill. |
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| prereqs = None |
| prereqs = None |
Revision as of 13:01, 15 October 2020
- This article is about the combat maneuver. For the verb, see TRIP (verb).
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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
Messaging
[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!