Roundtime: Difference between revisions
MAGNANIMUS (talk | contribs) (Cast roundtime is no longer always 3 seconds.) |
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== Hard vs. Soft RT == |
== Hard vs. Soft RT == |
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Normal roundtime is also known as "hard" RT, in contrast with [[cast roundtime]] which is known as "soft" roundtime. In most standard game clients, hard RT is shown with a red bar and soft RT with a blue bar. Cast roundtime is incurred after casting a spell, and permits some combat actions such as moving and changing stance. By default, cast roundtime is 3 seconds long and was originally that long for every spell. It is now 2 seconds with many setup spells, 1 second with [[Rapid Fire]] on (except with [[Bard Base|bard spellsongs]]), and 0 seconds for spell-enhancing buffs like |
Normal roundtime is also known as "hard" RT, in contrast with [[cast roundtime]] which is known as "soft" roundtime. In most standard game clients, hard RT is shown with a red bar and soft RT with a blue bar. Cast roundtime is incurred after casting a spell, and permits some combat actions such as moving and changing stance. By default, cast roundtime is 3 seconds long and was originally that long for every spell. It is now 2 seconds with many setup spells, 1 second with [[Rapid Fire (515)]] on (except with [[Bard Base|bard spellsongs]]), and 0 seconds for spell-enhancing buffs like Rapid Fire and [[Spirit Slayer (240)]]. |
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{| {{ |
{| {{prettytable}} |
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! scope="col| Action |
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| ⚫ | |||
! scope="col| Hard RT |
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| ⚫ | |||
|- |
|- |
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| Speak || Yes || Yes |
| scope="row" | Speak || Yes || Yes |
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|- |
|- |
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| Move/Stand || No || Yes |
| scope="row" | Move/Stand || No || Yes |
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|- |
|- |
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| Change Stance || No || Yes |
| scope="row" | Change Stance || No || Yes |
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|- |
|- |
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| Attack || No || No |
| scope="row" | Attack || No || No |
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|- |
|- |
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| Prepare/Cast Spell || No<sup>†</sup> || No |
| scope="row" | Prepare/Cast Spell || No<sup>†</sup> || No |
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|- |
|- |
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| Use Society Power || No<sup>†</sup> || No |
| scope="row" | Use Society Power || No<sup>†</sup> || No |
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|} |
|} |
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{| {{prettytable|text-align:center}} |
{| {{prettytable|text-align:center}} |
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! scope="col" | Race |
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! Race || Max<br>DEX || Max<br>AGI || Max<br>sum || Max RT<br>reduction |
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! scope="col" | Max<br>DEX |
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! scope="col" | Max<br>AGI |
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! scope="col" | Max<br>sum |
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! scope="col" | Max RT<br>reduction |
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|align=left| [[Halfling]] || 25+15 || 25+10 || 75 || 5 |
| scope="row" align="left" | [[Halfling]] || 25+15 || 25+10 || 75 || 5 |
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|- |
|- |
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|align=left| [[Burghal gnome]] ||25+10 || 25+10 || 70 || 5 |
| scope="row" align="left" | [[Burghal gnome]] ||25+10 || 25+10 || 70 || 5 |
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|- |
|- |
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|align=left| [[Elf]] || 25+5 || 25+15 || 70 || 5 |
| scope="row" align="left" | [[Elf]] || 25+5 || 25+15 || 70 || 5 |
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|- |
|- |
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|align=left| [[Aelotoi]] || 25+5 || 25+10 ||65 || 4 |
| scope="row" align="left" | [[Aelotoi]] || 25+5 || 25+10 ||65 || 4 |
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|- |
|- |
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|align=left| [[Dark elf]] || 25+10 || 25+5 || 65 || 4 |
| scope="row" align="left" | [[Dark elf]] || 25+10 || 25+5 || 65 || 4 |
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|- |
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|align=left| [[Forest gnome]] || 25+5 || 25+10 || 65 || 4 |
| scope="row" align="left" | [[Forest gnome]] || 25+5 || 25+10 || 65 || 4 |
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|- |
|- |
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|align=left| [[Half-elf]] || 25+5 || 25+10 || 65 || 4 |
| scope="row" align="left" | [[Half-elf]] || 25+5 || 25+10 || 65 || 4 |
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|- |
|- |
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|align=left| [[Sylvankind]] || 25+10 || 25+5 || 65 || 4 |
| scope="row" align="left" | [[Sylvankind]] || 25+10 || 25+5 || 65 || 4 |
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|- |
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|align=left| [[Half-krolvin]] || 25+0 || 25+5 || 55 || 4 |
| scope="row" align="left" | [[Half-krolvin]] || 25+0 || 25+5 || 55 || 4 |
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|- |
|- |
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|align=left| [[Erithian]] || 25+0 || 25+0 || 50 || 3 |
| scope="row" align="left" | [[Erithian]] || 25+0 || 25+0 || 50 || 3 |
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|- |
|- |
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|align=left| [[Human]] || 25+0 || 25+0 || 50 || 3 |
| scope="row" align="left" | [[Human]] || 25+0 || 25+0 || 50 || 3 |
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|- |
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|align=left| [[Dwarf]] || 25+0 || 25−5 || 45 || 3 |
| scope="row" align="left" | [[Dwarf]] || 25+0 || 25−5 || 45 || 3 |
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|- |
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|align=left| [[Giantman]] || 25−5 || 25−5 || 40 || 3 |
| scope="row" align="left" | [[Giantman]] || 25−5 || 25−5 || 40 || 3 |
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One of the most common sources of roundtime is engaging in physical combat. When a character [[ATTACK]]s or uses an offensive [[Combat Maneuver]], they incur some amount of roundtime based on the type of [[weapon]] or maneuver. |
One of the most common sources of roundtime is engaging in physical combat. When a character {{boldmono|[[ATTACK]]s}} or uses an offensive [[Combat Maneuver]], they incur some amount of roundtime based on the type of [[weapon]] or maneuver. |
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Each weapon has a '''[[base weapon speed]]''' and '''[[minimum weapon speed]]'''. Base weapon speed is the standard duration before accounting any factors that may increase or decrease that amount. Minimum weapon speed is the shortest duration to which the attack's roundtime may be reduced by statistic bonuses. (In cases where base weapon speed is less than minimum weapon speed, the minimum speed still takes precedence.) |
Each weapon has a '''[[base weapon speed]]''' and '''[[minimum weapon speed]]'''. Base weapon speed is the standard duration before accounting any factors that may increase or decrease that amount. Minimum weapon speed is the shortest duration to which the attack's roundtime may be reduced by statistic bonuses. (In cases where base weapon speed is less than minimum weapon speed, the minimum speed still takes precedence.) |
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It is possible to further reduce attack roundtime using the [[QUICKSTRIKE]] command at the cost of [[stamina]]. |
It is possible to further reduce attack roundtime using the {{boldmono|[[QUICKSTRIKE]]}} command at the cost of [[stamina]]. |
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=== Melee RT === |
=== Melee RT === |
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Characters will see an increase to [[melee]] roundtime if they are under [[encumbrance]] from carrying too many items, or if they are insufficiently trained for their [[armor]]. The [[AMBUSH]] verb adds 3 seconds to Base RT and 1 second to Minimum RT. |
Characters will see an increase to [[melee]] roundtime if they are under [[encumbrance]] from carrying too many items, or if they are insufficiently trained for their [[armor]]. The {{boldmono|[[AMBUSH]]}} verb adds 3 seconds to Base RT and 1 second to Minimum RT. |
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All characters experience a natural reduction in melee roundtime based on the sum of their [[agility]] and [[dexterity]] bonuses, as indicated to the right. This bonus is sometimes referred to as ''AGIDEX''. |
All characters experience a natural reduction in melee roundtime based on the sum of their [[agility]] and [[dexterity]] bonuses, as indicated to the right. This bonus is sometimes referred to as ''AGIDEX''. |
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=== Ranged RT === |
=== Ranged RT === |
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When using [[ranged]] or thrown weapons, every +10 [[strength]] bonus reduces roundtime by 1 second. Crossbows are a special case as they have a fixed roundtime for [[FIRE]], with strength instead being a factor in [[COCK]]. The [[AIM]] verb for ranged attacks adds 1 second to Base RT. |
When using [[ranged]] or thrown weapons, every +10 [[strength]] bonus reduces roundtime by 1 second. Crossbows are a special case as they have a fixed roundtime for {{boldmono|[[FIRE]]}}, with strength instead being a factor in {{boldmono|[[COCK]]}}. The {{boldmono|[[AIM]]}} verb for ranged attacks adds 1 second to Base RT. |
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== Creatures == |
== Creatures == |
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Latest revision as of 08:07, 8 September 2026
Roundtime (RT), measured in seconds, refers to a lockout period when a character cannot perform most combat-related abilities, including movement, attacking, and casting spells.
Almost all offensive combat abilities impose some associated roundtime, as does failing defensive combat maneuver rolls against most maneuvers. Roundtime is also a factor in many other actions such as traversing difficult terrain, using powerful magic, or crafting items.
Hard vs. Soft RT
Normal roundtime is also known as "hard" RT, in contrast with cast roundtime which is known as "soft" roundtime. In most standard game clients, hard RT is shown with a red bar and soft RT with a blue bar. Cast roundtime is incurred after casting a spell, and permits some combat actions such as moving and changing stance. By default, cast roundtime is 3 seconds long and was originally that long for every spell. It is now 2 seconds with many setup spells, 1 second with Rapid Fire (515) on (except with bard spellsongs), and 0 seconds for spell-enhancing buffs like Rapid Fire and Spirit Slayer (240).
| Action | Hard RT | Soft RT |
|---|---|---|
| Speak | Yes | Yes |
| Move/Stand | No | Yes |
| Change Stance | No | Yes |
| Attack | No | No |
| Prepare/Cast Spell | No† | No |
| Use Society Power | No† | No |
† A few specific spells and society powers are usable during roundtime with an associated penalty. For example, Sigil of Escape may be activated, but will drain all stamina and mana and may only be used in such a fashion once per day. It is not possible to activate these powers during cast roundtime.
Factors
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One of the most common sources of roundtime is engaging in physical combat. When a character ATTACKs or uses an offensive Combat Maneuver, they incur some amount of roundtime based on the type of weapon or maneuver.
Each weapon has a base weapon speed and minimum weapon speed. Base weapon speed is the standard duration before accounting any factors that may increase or decrease that amount. Minimum weapon speed is the shortest duration to which the attack's roundtime may be reduced by statistic bonuses. (In cases where base weapon speed is less than minimum weapon speed, the minimum speed still takes precedence.)
It is possible to further reduce attack roundtime using the QUICKSTRIKE command at the cost of stamina.
Melee RT
Characters will see an increase to melee roundtime if they are under encumbrance from carrying too many items, or if they are insufficiently trained for their armor. The AMBUSH verb adds 3 seconds to Base RT and 1 second to Minimum RT.
All characters experience a natural reduction in melee roundtime based on the sum of their agility and dexterity bonuses, as indicated to the right. This bonus is sometimes referred to as AGIDEX.
Ranged RT
When using ranged or thrown weapons, every +10 strength bonus reduces roundtime by 1 second. Crossbows are a special case as they have a fixed roundtime for FIRE, with strength instead being a factor in COCK. The AIM verb for ranged attacks adds 1 second to Base RT.
Creatures
Creatures are assigned a creature action timer value, instead of being subject to the normal rules of roundtime for the actions they take.