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))
(updated templates, removed outdated play.net link)
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{{Player System Manager
|mnemonic = trip
|type = Setup
|roundtime = 2s
|stamina = 7
|targets = Right leg, and left leg
|offensivegear = Right hand
|requirements = A two-handed polearm or staff with at least 15 ranks in the relevant skill. Training in Polearms (for polearms) or Two-Handed Weapons (for staves) is recommended.
|attributes = Flares/Spikes Enabled<br>Hostile<br>Initiator Stance Penalty<br>Shield Defensive Bonus<br>Racial Size Modifiers<br>Target Stance Bonus
|availableto = All
|availablein = Combat Maneuvers
}}
{{PSMcosts
|sq1 = 2|se1 = 3|pu1 = 4
|sq2 = 4|se2 = 6|pu2 = 8
|sq3 = 6|se3 = 9|pu3 = 12
|sq4 = 8|se4 = 12|pu4 = 16
|sq5 = 10|se5 = 15|pu5 = 20
}}
{{TOC limit|2}}
{{Otheruses4|the combat maneuver|the verb|TRIP (verb)}}
{{Otheruses4|the combat maneuver|the verb|TRIP (verb)}}
{{PSMinfo

|description = Attempt to trip your opponent with a polearm or staff.
{{Cman
|mechanics = Successful trip attempts can result in your opponent suffering a roundtime penalty, minor leg damage, and possibly being knocked down.
| mnemonic = TRIP
|additionalinfo = 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 [[flare]]s.
| available = All
| cost = Base 7, can POP muscles<br>-2 Rank 1<br>-2 Rank 2<br>-2 Rank 3
| roundtime = 2s
| requirements = A two-handed polearm<br>or staff with at least 15<br>ranks in the relevant skill.
| prereqs = None
| sq1 = 2
| sq2 = 4
| sq3 = 6
| sq4 = 8
| sq5 = 10
| se1 = 3
| se2 = 6
| se3 = 9
| se4 = 12
| se5 = 15
| pu1 = 4
| pu2 = 8
| pu3 = 12
| pu4 = 16
| pu5 = 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 [[flare]]s.


Characters need at least 15 ranks of [[Two-Handed Weapons]] or [[Polearm Weapons]] beyond the CMAN Trip itself to use it effectively.
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==
===Creatures that use this maneuver===
*[[Deranged sentry]]
*[[Deranged sentry]]
*[[Skeletal lord]]
*[[Skeletal lord]]


==Messaging==
===Messaging===
<pre{{log2|margin-right=350px}}>
<pre{{log2|margin-right=350px}}>
[Roll result: 166 (open d100: 128)]
[Roll result: 166 (open d100: 128)]
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==Resources==
==Resources==
*[[List of combat maneuvers by profession]]
*[[List of combat maneuvers by profession]]
}}
*[http://www.play.net/gs4/info/maneuvers/list.asp#trip Combat Maneuvers List: Trip] on Play.net
[[Category:Combat Maneuvers]]

Revision as of 22:16, 26 January 2021

Trip
Mnemonic [trip]
Type Setup
Roundtime 2s
Stamina Cost 7
Targets Right leg, and left leg
Offensive Gear Right hand
Requirements A two-handed polearm or staff with at least 15 ranks in the relevant skill. Training in Polearms (for polearms) or Two-Handed Weapons (for staves) is recommended.
Attributes Flares/Spikes Enabled
Hostile
Initiator Stance Penalty
Shield Defensive Bonus
Racial Size Modifiers
Target Stance Bonus
Available To All
Available In Combat Maneuvers
Rank Square Semi Pure
1 2 3
2 4 6
3 6 9 12 
4 8 12 16 
5 10 15 20
This article is about the combat maneuver. For the verb, see TRIP (verb).

Description

Attempt to trip your opponent with a polearm or staff.

Mechanics

Successful trip attempts can result in your opponent suffering a roundtime penalty, minor leg damage, and possibly being knocked down.

Additional Information

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!

Resources