Combat Mobility: Difference between revisions

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This maneuver only guarantees an attempt to stand up, not the actual standing result. Failure to stand could be due to injuries, encumbrance, armor (under)training, etc.
This maneuver only guarantees an attempt to stand up, not the actual standing result. Failure to stand could be due to injuries, encumbrance, armor (under)training, etc.


Combat Mobility can be toggled off and on by using CMAN MOBILITY OFF/ON.
Combat Mobility can be toggled off and on by using {{boldmono|CMAN MOBILITY OFF/ON}}.


===Messaging===
===Messaging===

Revision as of 10:49, 7 February 2021

Combat Mobility
Mnemonic [mobility]
Type Passive Buff
Stamina Cost Base 5. If currently in roundtime (RT), an additional penalty of 1 stamina point per second of RT remaining is applied. The stamina cost for this skill is capped at 25.
Requirements Being attacked while in a non-standing position.
Available To Warriors, Rogues, Monks
Rank Square
1 5  
2 10 
3
4
5 -

Mechanics

The Combat Mobility maneuver works automatically when you are attacked. If you are not in a standing position, you will automatically attempt to stand up before your opponent can attack you. Combat Mobility will not activate if you are stunned, webbed, bound, or otherwise immobilized. However, it will activate if you are free of these hinderances, even if you are in roundtime. Once activated, you will be charged the stamina cost and you will attempt to stand up. At Rank 1, Combat Mobility has a 50% chance of activating. At Rank 2, it has a 100% chance.

Additional Information

The stamina cost is charged once activated, resulting in an attempt to stand up. If the character is currently in roundtime, an additional penalty of 1 stamina point per second of RT remaining is applied in addition to the base 5 stamina. The stamina cost for this skill is capped at 25.

At Rank 1, Combat Mobility has a 50% chance of activating. At Rank 2, it has a 100% chance.

This maneuver only guarantees an attempt to stand up, not the actual standing result. Failure to stand could be due to injuries, encumbrance, armor (under)training, etc.

Combat Mobility can be toggled off and on by using CMAN MOBILITY OFF/ON.

Messaging

Successful stand:

PR>
A Grimswarm troll marauder's flesh wounds regenerate slowly.
Sensing an impending attack, you manage to roll hard to the side, and then leap to your feet!
A Grimswarm troll marauder swings a backsword at you!
  AS: +161 vs DS: +198 with AvD: +32 + d100 roll: +50 = +45
  A clean miss.

Activation, but failure to stand:

>Sensing an impending attack, you try to leap to your feet but can't quite build up the necessary momentum!

Resources