Creature maneuver: Difference between revisions

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(Added more complete list of maneuver protection spells.)
(Reformatted and added sidebar to help make the mechanics more transparent.)
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*an [[Ithzir adept]]'s lightning mote
*an [[Ithzir adept]]'s lightning mote
*a [[war griffin]]'s ride of doom
*a [[war griffin]]'s ride of doom
__NOTOC__

==Protection==
== Protection ==
There are several attributes which can mitigate damage from creature maneuvers:
There are several attributes which can mitigate damage from creature maneuvers:


=== Race modifier ===
;Training

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.
*[[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.
*[[Combat Maneuvers]] - Combat Maneuvers is twice as effective as perception in defensive and operates on a sliding scale until they are equal in offensive.
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*[[Shield Use]] - Shield Use factors into creature maneuvers that can be blocked by a shield.
*[[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

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


=== Spells ===


The following spells provide bonuses to ''evading'' maneuvers:
;Spells
{| style="margin-left: 2em;"
|-
| style = "vertical-align:top; width: 15em;" |
'''Block Bonus'''

*[[Spirit Barrier (102)]]
*[[Wall of Force (140)]]
*[[Elemental Barrier (430)]]
*[[Elemental Deflection (507)]]
| style = "vertical-align:top; width: 15em;" |
'''Evade Bonus'''

*[[Heroism (215)]]
*[[Heroism (215)]]
*[[Prayer (313)]]
*[[Prayer (313)]]
*[[Temporal Reversion (540)]]
*[[Temporal Reversion (540)]] (randomly triggered)
*[[Mobility (618)]]
*[[Mobility (618)]]
*[[Empathic Focus (1109)]]
*[[Empathic Focus (1109)]]
*[[Premonition (1220)]]
*[[Premonition (1220)]]
*[[Dauntless (1606)]]
*[[Dauntless (1606)]]
|}


The following spells provide bonuses to ''blocking'' maneuvers:
;Stance
*Defensive stance is best


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


=== Stance ===
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.


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


==References==
==References==

Revision as of 17:09, 20 August 2015

Creature maneuvers are offensive maneuvers that are only available to creatures, not available to player characters. These attacks do not show an open roll.

Such maneuvers include:

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.

Best: Burghal Gnomes
Excellent: Halflings, Forest Gnomes, and Elves
Good: Half-Elves, Dark Elves, Sylvankind, Erithians, and Aelotoi

Training

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

  • 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

Spells

The following spells provide bonuses to evading maneuvers:

The following spells provide bonuses to blocking maneuvers:

Stance

Defensive stance is best.

References