Player System Manager - Phase 3: Difference between revisions

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Stamina Cost: 7<br/>
Stamina Cost: 7<br/>
Description: Lace your hands together and attempt to smash a target to the ground.<br/>
Description: Lace your hands together and attempt to smash a target to the ground.<br/>
Mechanics: Maneuver a target and attempt to knockdown and potentially stun them. Applies [Player System Manager - Phase 3#Vulnerable|Vulnerable]] to the target for {{mono|(15 + (Rank * 5))}} seconds.
Mechanics: Maneuver a target and attempt to knockdown and potentially stun them. Applies [[Player System Manager - Phase 3#Vulnerable|Vulnerable]] to the target for {{mono|(15 + (Rank * 5))}} seconds.


======Rank 25: Ground and Pound======
======Rank 25: Ground and Pound======
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Mechanics: Attack multiple targets and apply [[Player System Manager - Phase 3#Feeble|Feeble]] to any target hit for {{mono|(15 + (Rank * 5))}} seconds.
Mechanics: Attack multiple targets and apply [[Player System Manager - Phase 3#Feeble|Feeble]] to any target hit for {{mono|(15 + (Rank * 5))}} seconds.
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===Feats [FEAT]===
===Feats [FEAT]===
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Revision as of 16:46, 11 June 2021

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Player System Manager - Phase 3 is an Official GemStone IV Document, and it is protected from editing.

Player System Manager (PSM): Phase 3 Update

Maneuver Review, Feats, and More - Oh My!

The Combat Maneuver list is bloated with passives, many of which are considered core and required for squares. This leads to the majority of CMPs being spent on passives that are required to effectively play the profession and reduces the amount of flavor each square has access to.

Additionally, the spell updates to clerics, rangers, and paladins gave them a more dynamic feel in combat, which has highlighted a lack of that dynamism and diversity for melee combat of all professions. The most efficient way to hunt using weapons is to AMBUSH a vital location, or MSTRIKE as much as possible. While this is effective, it can lead to stagnation for those who desire more options. There needs to be more attack options available in the CMAN list to diversity combat, and to encourage spending stamina to reduce kill time and increase power.

Please refer to the official post on the play.net forums for comments and suggestions.

Note: This is a live document and will be updated as progress is made. Any changes from the original version will be listed in the changelog at the bottom.

General Updates

  • Training in Stalking and Hiding reduces SNEAK and HIDE roundtime. This bonus has been removed from Shadow Mastery. Roundtime reductions are based on the following enhancive ranks:
    • 30 ranks: -1 sneak RT
    • 60 ranks: -1 hide RT
    • 90 ranks: -1 sneak RT
    • 120 ranks: -1 hide RT
  • Camouflage (608) has been updated to use the same Stalking and Hiding rank shift.

UCS effects for Slow, Silence, Dazed, Crippled, and Unconscious have been converted to use the new effect manager.

Bandits now properly have their size set when spawning, and will have size modifiers with maneuvers.

Rogues

Warriors

Batter
  • Batter works with the locksmith pool, and players will be given plated boxes if they are able to bash them. All other normal requirements must be met before being eligible for the locksmith pool.
War Cries
  • War Cries have been converted to use stamina instead of vocal stress. Vocal Stress is a difficult mechanic for players to track because there’s no real-time feedback. Vocal Stress is no longer factored into the success chance of war cries, so players should see higher success rates in general.
  • War Cries have been converted to use the Standard Success Resolution system.
    • Attacker power is (50 + War Cry Ranks). For comparison, Society attack power is (40 + (Society Ranks * 2)).
  • Bertrandt’s Bellow applies the Staggered effect.
    • Stamina cost is 5 when single target, and 10 when used as AoE.
  • Yertie's Yowlp can now be self-cast.
    • Stamina cost is 15.
  • Gerrelle’s Growl applies the Player System Manager - Phase 3#Demoralized effect in addition to stancing the target.
    • Stamina cost is 7 when single target, and 14 when used as AoE.
  • Seanette’s Shout can be self-cast and applies Empowered (+20 AS) to the player and player’s party.
    • Stamina cost is 20.
  • Carn’s Cry applies Terrified to targets affected.
    • Stamina cost is 10 when single target, and 20 when used as AoE.
  • Horland’s Holler has been changed to be a room taunt that lasts based on Influence bonus. Any attacks made in the room have a chance to be redirected back to the warrior. Success of a redirect is based on Multi Opponent Combat training and the Influence bonus of the warrior. In addition, Holler provides the Warrior and Warrior’s party with a short term Boost Health (20). The success of the taunt is based on the Standard Success Resolution system, and attackers gain a bonus for every attempt made.
    • Stamina cost is 30.
  • Griffin’s Voice reduces stamina cost of War Cries at the same rate it previously reduced Vocal Stress.
  • Throat Balm reduces the stamina cost of War Cries by 25% and lasts for 30 minutes. Does not stack with Griffin’s Voice.
Return to the top of this page.

Maneuver Updates

  • Martial Prowess (1705), commonly found in Moonstone Cubes, has been updated to provide +10 to offensive rolls, and +30 CMAN ranks for the purposes of defense calculations for maneuvers only. This does not apply to other SMR attacks like roa'ter burrows or Earthen Fury (917).
  • Monks no longer have access to Armor Specializations.
  • Cooldowns are now displayed on the HELP output for skills that have them. This only applies to maneuvers with a “hard” cooldown like Shadow Dance. Skills that have escalating costs will not be shown.
  • PSM now interacts with the “Active Spells” dialog in StormFront automatically and shows Cooldowns, Buffs, and Debuffs for every applicable skill.
  • Creatures are able to have custom messaging for every maneuver in the PSM.
  • All ATTACK maneuvers have been updated to allow for the attack type. If no attack type is specified, one is chosen automatically based on equipped gear. Please note that many maneuvers have weapon or other condition restrictions that will still prevent the maneuver from working.
  • Semis and pures no longer have increased Combat Maneuver Point (CMP) costs in the Combat Maneuver system.
  • Maneuver immunities have been reviewed.
    • Body part requirements have been removed unless the maneuver specifically targets a location, e.g., Headbutt still requires a target head and Dirtkick still requires target eyes.
    • Maneuvers share the same rules as weapons for hitting magical and undead.
    • The equipment that is considered for the maneuver is as follows:
      • Player’s weapon for ATTACK maneuvers.
      • Player’s shield for SHIELD maneuvers.
      • Player’s outermost gear for SETUP maneuvers.
        • Accessories have priority over torso armor.
        • For hands, UCS gloves have priority over arm accessories, and UCS boots over leg accessories.
    • Non-corporeal targets are no longer immune.
    • Players should expect maneuvers to hit as long as the target body part exists, and activation requirements for the maneuver are met.
  • Martial Stances last until switched or the player dies.

New

Three new maneuver types have been added to the PSM.

Area of Effect (AoE)

These skills are intended to disable or damage multiple targets. The number of targets you can hit is increased by training in Multi-Opponent Combat (MoC). The rank requirements are identical to MSTRIKE.

Concentration

These skills are channeled over a duration and require you to maintain your concentration. Success results in negative effects on the target, and a buff for you and your party. Channel time can be reduced by meeting certain criteria prior to use. These skills are not usable during roundtime. Concentration skills may be stopped early by using STOP CONCENTRATION.

Reactions

These skills require a trigger to be available. These attacks are faster than standard attacks, require no stamina, and can be used while in self-inflicted RT for free.

Effects

Only one effect of each type may be active on a given target at a time. Each effect may be refreshed or overwritten by a similar buff of equal or greater power.

Blinded

You have a 10% chance to outright miss attacks and spells, a 50% reduced chance to spot hiding attempts, 25% reduced evasion, block, and parry chance, and cannot make SEARCH attempts.

Boost <stat or skill>

You gain an enhancive boost of +10 to <stat> stat or <skill>.

Concussive Blows

Your melee attacks with Blunt Weapons have a standard flare rate chance to inflict additional concussion damage. The damage of the flare is ((2dStr Bonus)/2).

Confused

You have a 33% chance to attack a friendly target, a 33% chance to attack another target, and a 34% chance to stumble around doing nothing.

Counter

Your next attack has its roundtime reduced by 1, stamina cost reduced by 25%, and may be done without reducing your RT counter.

Crippled

You have reduced EBP (legs/arms/hands) and reduced AS (arms/hands). This effect can apply to legs, arms, or hands.

Critical Hit

Your next attack against a target has a chance to critically hit.

  • Using an attack has a 10% chance to critically hit, rolling again for additional damage. This second hit is post-attack resolution.
  • Using any other maneuver increases the open roll potential to 10%, and removes the negative roll chance.
  • Any maneuver used this way costs 25% less stamina.
Dazed

Preparing a spell takes longer.

Defensive Posture

You gain improved damage mitigation through redux.

  • Applies to all sources of damage.
  • Does not require Kroderine Soul.
  • This bonus stacks with and is additive to redux.
  • The player does not need redux to benefit.
  • +5% for physical damage sources.
  • +10% for magical damage sources.
Demoralized

You have reduced Attack Strength (AS).

Disengaged

You disengage from combat against a single target.

  • Attacks have a ((attacker level - target level) * 10)% chance to bypass
  • Only ranged attacks, spells, or select maneuvers may be used against the target.
  • Disengaged is removed if you attack the target you disengaged from.
Evasiveness

You have a 100% chance to evade the next attack, spell, or maneuver.

Empowered

You have increased Attack Strength (AS).

Feeble

Your chance to EBP is reduced by 50%.

Forceful Blows

Your melee attacks with Two-Handed weapons have a standard flare rate chance to apply Feeble to the target for 10 seconds.

Inner Mind

Increases your Bolt AS by (level * 4) and mental CS by (level / 2), reduces mana cost by 100%, and reduces cast time to 1s. Spell hindrance still applies.

Major Bleed

You periodically take concussion damage.

  • Damage over Time (DoT) effect.
  • Deals damage every 2 seconds.
  • Damage dealt is based on the raw HP damage inflicted.
  • Damage is applied to a body part, and can be reapplied to the same location to increase the bleed damage.
  • Damage can be tended to stop or reduce the bleeding. Removes 1 bleed damage per first aid rank.
  • Sign of Clotting and Sign of Staunching will reduce the bleed damage by 25%. This applies to every application of Major Bleed, including potency increases.
  • Can stack up to a maximum of 100 damage per tick (50 damage per second).
Pressed

You are engaged in close quarter combat and cannot perform certain actions or maneuvers.

Shrouded

You have an improved chance to hide and avoid detection from searching.

Silenced

You lose any prepared spell, and are unable to prepare any new spells.

Slashing Strikes

Your slash attacks have a standard flare rate chance to continue and slash a nearby body part.

Slowed

Increases roundtime of actions.

Staggered

You are staggered, and unable to act. Roundtime added through Stagger does not stack, but can refresh. Any maneuver that can apply roundtime has been converted to apply Staggered instead.

Terrified

You are terrified, unable to move, and may flee the room.

Unconscious

You are asleep and unable to react.

Vulnerable

The next unaimed attack against you has an increased chance to hit lethal locations instead of limbs.

Weakened Armament

The effectiveness of your armament is reduced.

  • This effect applies to a piece of gear rather than a character or creature.
    • Armor is reduced by 1 Armor Group (4 armor sub-groups).
    • Shields have -5% chance to block and a -20 penalty to maneuver rolls.
    • Weapons have 25% less Damage Factor.

Armor Specializations [ARMOR]

New
Armor Spike Mastery

Name: Armor Spike Mastery [smastery]
Type: Passive Buff
Available to: Warrior, Rogue, Paladin.
Armor Specialization Points:
Rank 1: 10
Rank 2: 20
Description: You have mastered the art of attacking with spikes and can now wield them as a defensive weapon too.
Mechanics: When hit with an attack you have a chance to reactively spike your foe. At Rank 1, this applies when hit with brawling or natural weapon attacks. At rank 2, this applies when hit with any melee attack.

Removed
Updated
  • Armor Blessing
    • Cost reduced to 10/15/20/25/30 from 20/25/30/35/40.
    • +10% per rank to reduce wound stacking caused my magical sources. This is similar to armor reinforcement, but applies to CS/TD, weapon flares, etc. instead of the AS/DS system.
  • Armor Support
    • Cost reduced to 10/15/20/25/30 from 20/25/30/35/40.
    • Available to warriors, rogues, and paladins.
  • Armored Casting
    • Cost reduced to 10/15/20/25/30 from 20/30/40/50/60.
    • Fumbling or spell hindrance causes hard RT rather than failing the cast.
    • Spell failures require (AG * (6 - rank)) seconds of hard roundtime. Cannot be reduced with haste effects.
      • Plate: 5 seconds.
      • Chain: 4 seconds.
      • Scale: 3 seconds.
      • Leather: 3 seconds.
      • Cloth: 3 seconds.
    • Minimum 3 seconds, cannot benefit from haste effects.
    • If a character is under trained in their armor (for base RT), then their spell casts will include that undertrained RT. For example, using this with platemail and zero armor training would have 18 seconds of roundtime for casting spells.
  • Armored Evasion
    • Cost reduced to 10/15/20/25/30 from 20/25/30/35/40.
    • Action Penalty reduction can now go negative, providing a bonus to checks involved.
      • SMRv2 offensive and defensive rolls
      • Evasion DS and evade chance.
      • Various creature and room maneuvers.
  • Armored Fluidity
    • Cost reduced to 10/15/20/25/30 from 20/30/40/50/60.
  • Armored Stealth
    • Cost reduced to 10/15/20/25/30 from 20/25/30/35/40.
  • Crush Protection
    • Cost reduced to 10/15/20/25/30 from 20/30/40/50/60.
  • Puncture Protection
    • Cost reduced to 10/15/20/25/30 from 20/30/40/50/60.
  • Slash Protection
    • Cost reduced to 10/15/20/25/30 from 20/30/40/50/60.

Combat Maneuvers [CMAN]

Removed
New
Exsanguinate

Name: Exsanguinate [exsanguinate]
Type: Reaction, requires target Major Bleed
Roundtime: ATTACK-2
Stamina Cost: None
Description: [Pending]
Mechanics: Instantly causes all remaining ticks of Major Bleed to trigger.

Eviscerate

Name: Eviscerate [eviscerate]
Type: Area of Effect
Roundtime: 4s
Cooldown: 15s
Stamina Cost: 14
Available to: Rogues
Description: Spring from hiding to surprise and terrify enemies.
Mechanics: Spring from hiding and deal moderate slashing damage to a target. On success, Major Bleed is applied to the target. Other targets in the room are Demoralized or Terrified for 6 seconds per rank.

Leap Attack

Name: Leap Attack [leapattack]
Type: Attack
Roundtime: ATTACK-2
Stamina Cost: 15
Available to: Warriors, Rogues, Monks, Rangers
Prerequisites:Acrobat’s Leap (at rank 1)
Description: Leap into the air to strike a flying target.
Mechanics: You are able to leap into the air to attack flying targets provided you are able to move. This is an unaimed attack.

Mug

Name: Mug [mug]
Type: ATTACK
Roundtime: ATTACK-2s
Stamina Cost: 15
Available to: Rogue
Description: TBD.
Mechanics: Unaimed ATTACK a target and simultaneously attempt to steal from them. Stealing from creatures can produce treasure as if you LOOTed their corpse. Stealing from a creature can only be done once per creature. Success based on Pickpocketing skill, higher success if done from hiding.

Retreat

Name: Retreat [retreat]
Type: Active Buff
Roundtime: 3s
Stamina Cost: 30
Available to: All
Description: Tactically retreat from an opponent.
Mechanics: You retreat from close quarter combat and gain Disengaged against the target for (5 + (Rank * 2)) seconds.

Updated
Acrobat's Leap
  • Available to warriors, rogues, monks, and rangers.
  • No longer consumes stamina.
  • 1 rank, cost is 10 points.
  • Changed to add (1 + (agility bonus / 10)) feet to player reach.
  • This bonus is reduced by 1 ft per AG over scale armor.
Bearhug
  • Changed to Concentration skill.
  • Crush a target for 2 rounds over 8 seconds dealing moderate concussion damage each round. If the target is Vulnerable, the duration is reduced to 2 rounds over 4 seconds.
  • 10 stamina
  • Upon success, the target is dropped to the ground, and you and your party gain Boost Strength for 2 minutes.
  • 30 second cooldown.
Block Specialization
Bull Rush
  • Changed to Area of Effect skill.
  • Add monks
  • 4 seconds
  • 14 stamina
  • First target hit suffers minor impact damage, and can proc armor effects. This target can be knocked into other targets, causing them to take moderate unbalance damage.
  • Vulnerable is applied to any target successfully hit for 4 seconds per rank.
  • Can be used while Disengaged.
  • Cannot be used while Pressed.
Burst of Swiftness
Cheapshots
  • No longer requires ambush training.
  • Footstomp
    • Applies the Staggered effect for (Success Margin / 4) seconds.
  • Nosetweak
    • Applies Demoralized with a power of 20 for (5 + (Success Margin / 4)) seconds.
  • Templeshot
    • Applies Slowed to the target with a power of (Rank - 2) (min: 1) for (5 + (Success Margin / 6)) seconds per rank.
  • Kneebash
    • Applies the Crippled effect with a power of (Success Margin / 4) for (5 + (Success Margin / 6)) seconds.
  • Eyepoke
    • Applies Blinded instead of the previous AS/DS reduction for (5 + (Success Margin / 6)) seconds.
  • Throatchop
    • Applies Silenced to the target for (5 + (Success Margin / 10)) seconds.
  • Swiftkick
    • Applies Staggered for (Success Margin / 10) seconds.
Combat Mobility
  • Reduced to 1 rank, costing 10 CMPs.
  • No longer consumes stamina on trigger.
Combat Toughness
  • Available to rangers.
Coup de Grace
  • Changed to Reaction skill.
  • Requires target immobilized, rooted, stunned, unconscious, or at half or lower HP (200 HP max) than the per rank requirement.
  • Upon success, the target is killed, and you and your party gain Empowered (Success Margin / 5) for 90 seconds, and any hostile target in the room is Demoralized (Success Margin / 5).
  • 20 second cooldown
Crowd Press
  • Paladins removed.
  • This skill only applies a bonus to weapons with a base RT of 3 or faster. Weapons with a base RT of 4 have no bonus or penalty, and weapons slower than that have a penalty.
  • Applies Pressed to the attacker.
Cutthroat
Dirtkick
  • Cost increased from 2/3/4/5/6 to 2/4/6/8/10.
  • Applies Blinded to the target for (5 + (Success Margin / 10)).
  • Can be used while Disengaged.
  • Cannot be used while Pressed.
Dislodge
Divert
  • Added to Rogue Gambits upon mastering
  • Omitting a direction will try to choose a room with no creatures present.
  • New option SNEAK to automatically sneak after the target you diverted for no additional roundtime. Can be used with AUTO.
Duck and Weave
  • Converted to Martial Stance.
  • Cost reduced to 3/6/9 from 4/8/12.
  • No longer improves evade chance.
  • Evading melee attacks while in an aggressive chance has a (15 + (20 * rank))% chance redirect the attack to another target in the room.
Dust Shroud
  • Applies Shrouded to the player for (rank * 2) seconds.
  • Cost is increased from 2/3/4/5/6 to 2/4/6/8/10.
Evade Specialization
  • Renamed to “Specialization” instead of “Mastery”
  • Available to all squares.
  • Can only train in one of Block Specialization, Evade Specialization, or Parry Specialization.
  • Adds +5% to evade chance per rank. This bonus is now flat, and does not depend on Armor Group. (Note additional evade chance has been added to Light and Scale Armor Proficiencies.)
  • While in an aggressive stance, you have a (10 + (5 * rank))% when evading an attack to gain Evasiveness for 20 seconds.
  • 10 second cooldown, which starts after the effect ends.
Executioner's Stance
  • Cost reduced to 3/6/9 from 4/8/12.
Feint
  • Cost increased from 2/3/5/7/10 to 2/4/6/8/10.
Garrote
  • Changed to Concentration skill.
  • 2 rounds over 8 seconds. If the player is hidden, the duration is reduced to 2 rounds over 4 seconds.
  • 10 stamina
  • Upon success, you and your party gain Boost Agility for 2 minutes.
  • 30 second cooldown.
Grapple Specialization
Groin Kick
  • Available to all professions.
  • Applies Dazed to the target for (5 + (Rank * 2)) seconds.
  • Applies Staggered for roundtime.
Hamstring
  • Applies Major Bleed to the target.
Haymaker
  • Available to monks.
  • Applies Confused to target for (5 + (Rank * 2)) seconds.
Headbutt
  • Available to warriors, monks, rogues, and paladins.
  • Has a chance to apply Unconscious.
Inner Harmony
  • Telepathy lore reduces the effect interval by 1 second for every 5 ranks of lore. This maximum reduction of this benefit is 20 seconds (100 ranks of lore).
Precision
  • Applies to any maneuver using a weapon to deal damage.
Punch Specialization
Kick Specialization
Parry Specialization
  • Renamed to “Specialization” instead of “Mastery”
  • Available to all squares.
  • Can only train in one of Block Specialization, Evade Specialization, or Parry Specialization.
  • While in an aggressive stance, you have a (10 + (5 * rank))% chance when parrying an attack to gain Counter for 20 seconds.
  • 10 second cooldown, which starts after the effect ends.
Rolling Krynch Stance
  • Cost reduced to 3/6/9 from 4/8/12.
Shadow Mastery
  • Roundtime reductions have been moved directly to the Stalking and Hiding skill.
  • The bonus to Camoflauge (608) has been moved to Stalking and Hiding skill. 1% of your AS is retained per 2 ranks of Stalking and Hiding skill. This benefit is still capped at 50%.
  • This skill has been removed.
Shield Bash
  • Available to bards and rangers
  • Same version available in the SHIELD list.
Slippery Mind
  • Cost reduced to 3/6/9 from 4/8/12.
  • 27/21/15/9/3% chance to outright avoid warding attacks based on Armor Groups 1/2/3/4/5.
  • If the avoidance fails, 27/21/15/9/3% chance to gain (level / 5) TD that lasts for 15 seconds.
  • Warding spells you avoid while in an aggressive stance have a chance (15 + (20 * rank))% chance to be redirected to another target in the room. If no other target is available, the spell will redirect back at the caster.
Spell Cleave
  • Available to warriors, monks, and paladins.
  • Removed penalty to success chance based on target spells.
  • No stamina cost or roundtime if the target has no spells.
  • Removes 1 spell at rank 1, and 2 spells at rank 5.
  • Cooldown is (90 - (15 * Rank)) seconds.
  • Can be used against magical objects like vines, clouds, and webs.
Spell Parry
  • Requires Parry Specialization at rank 2.
  • Reduced to 1 rank, full benefit (75% of your melee parry rate), costing 10 CMPs.
Spell Thieve
  • Available to rogues, rangers, and bards.
  • Removed penalty to success chance based on target spells.
  • No stamina cost or roundtime if the target has no spells.
  • Removes 1 spell at all ranks
  • Cooldown is (90 - (15 * Rank)) seconds.
  • Spells stolen have a duration of (15 * rank) seconds, and cannot be stripped by Spell Burst or Spell Sever.
  • Can be used against magical objects like vines, clouds, and webs.
Spike Focus
  • Available to squares and semis.
  • Cost reduced from 5/10 to 4/8.
  • Renamed from “Armor Spike Focus”.
  • Prerequisite for Armor Spike Mastery and Shield Spike Mastery.
  • Reduces the spike penalty by (5 * rank) for shields and armor.
Spin Attack
  • Available to squares and semis.
  • Previous Dodge benefit has been replaced with Boost Dodge at the same rate of (3 * rank).
Stance Perfection
  • Cost reduced to 4/8 from 5/10.
  • Renamed from “Combat Mastery”
  • Rank 1 allows for refined stance intervals of 5%, instead of the normal 20%.
  • Rank 2 allows the player to specify the order of their own EBP in combat.
  • Granted to Warriors automatically through Warrior Tricks.
Staggering Blow
  • Available to warriors and paladins.
  • Removed Mighty Blow prerequisite.
  • Requires two-handed weapons.
  • Removed adjacent room knockback. Can still knock through the current room causing unbalance damage and roundtime.
  • Applies Staggered
Stance of the Mongoose
  • Available to squares.
  • Cost reduced to 3/6/9 from 4/8/12.
Striking Asp Stance
  • Cost reduced to 3/6/9 from 4/8/12.
Stun Maneuvers
  • Reduced roundtime of actions to 3 seconds.
  • 10 stamina cost.
  • Added STUN HIDE which is granted at rank 63 of the guild or rank 5 of the CM.
  • Added STUN FLEE which is similar to MOVE, but attempts to find a room without any other creatures present.
  • STUN ATTACK has been updated to allow specifying the attack verb. Options are: JAB, PUNCH, GRAPPLE, KICK, SMITE, ATTACK, FIRE, and HURL.
Sucker Punch
  • Available to monks and rogues.
  • Increased cost from 2/3/4/5/6 to 2/4/6/8/10.
  • Applies Silenced to the target for 2 seconds per rank.
Sunder Shield
  • Cost increased to 2/4/6/8/10 from 2/3/4/5/6.
  • No longer requires Mighty Blow as a prerequisite.
Surge of Strength
Sweep
  • Applies Vulnerable to the target for (15 + (Rank * 5)) seconds per rank.
Tackle
  • Applies Vulnerable to the target for (15 + (Rank * 5)) seconds per rank.
Trip
  • Applies Vulnerable to the target for (15 + (Rank * 5)) seconds per rank.
Weapon Specialization
  • Renamed to “Weapon Specialization” from “Weapon Specialization I”.
  • Removed Weapon Specialization II and Weapon Specialization III.
  • Applies to the entire weapon skill rather than a single base.
  • No longer a prerequisite for Weapon Bonding or Holy Weapon (1625).
Whirling Dervish
  • Cost reduced to 3/6/9 from 4/8/12.

Shield Specializations [SHIELD]

Removed
New
Shield Throw

Name: Shield Throw [throw]
Type: Area of Effect
Roundtime: 5s
Cooldown: 15s
Stamina Cost: 20
Other Requirements: Cannot be used while Pressed. Can be used while Disengaged.
Available to: Warrior, Rogues
Description: Hurl your shield causing impact damage to multiple targets. Mechanics: Hurls your shield causing impact damage based on the endroll of the attack. All properties of your shield can affect any targets hit.

Deflect Magic

Name: Deflect Magic
Type: Passive Buff
Cost: 6/12/18
Available to: Warrior, Rogues
Prerequisite: Spell Block (1 rank)
Description: Your sheer mastery of the art of deflection allows you to redirect magical bolts and balls back at your enemies with ease.
Mechanics: Upon successfully blocking a magical bolt or ball while in an aggressive stance, there is a chance that the attack can be redirected against another enemy creature in the same room (or even the original attacker). This chance is 35%/55%/75% at Ranks 1/2/3.

Updated
  • Deflect Missiles
    • Renamed from Deflection Training.
  • Disarming Presence
    • Cost reduced to 3/6/9 from 6/12/18.
  • Shield Bash
    • Deals minor impact damage and heavy unbalance damage. Damage was a bit high as a result of Phase 2, and it’s been readjusted back to primarily being a setup.
    • Applies Vulnerable to the target for (15 + (Rank * 5))}} seconds per rank.
  • Shield Charge
    • Removed from CMAN.
    • No longer requires Shield Bash as a prerequisite.
    • Deals moderate impact damage and devastating unbalance damage. Damage was a bit high as a result of Phase 2, and it’s been readjusted back to primarily being a setup.
    • Can be used while Disengaged.
    • Cannot be used while Pressed.
    • Applies Weakened Armament to the target for (15 + (Rank * 5)) seconds per rank.
    • Applies Vulnerable to the target for (15 + (Rank * 5)) seconds per rank.
  • Shield Mind
    • Removed defensive stance requirement.
    • Cost reduced to 4/8/12 from 6/12/18.
  • Shield Pin
    • Available to rogues
  • Shield Push
    • Applies Confused to the target for 4 seconds per rank.
    • Omitting a direction will automatically choose a room with no players/creatures present when possible.
    • No longer requires Shield Bash as a prerequisite.
  • Shield Spike Mastery
    • Available to warriors, rogues, and paladins.
    • Requires Spike Focus, rank 2.
  • Shield Trample
    • Changed to Area of Effect skill.
    • 4 seconds
    • 14 stamina
    • First target hit suffers minor impact damage, and can proc shield effects. This target can be knocked into other targets, causing them to take moderate unbalance damage.
    • Vulnerable is applied to any target successfully hit for 4 seconds per rank.
    • Removed Shield Charge prerequisite.
    • Can be used while Disengaged.
    • Cannot be used while Pressed.
  • Spell Block
    • Reduced to 1 rank, full benefit (75% of your melee block rate), costing 10 SSPs.
  • Steely Resolve
    • Cost reduced to 4/8/12 from 6/12/18.
    • Duration increased from 30 seconds to 60 seconds.
  • Tortoise Stance
    • Cost reduced to 3/6/9 from 6//12/18.

Weapon Skills [WEAPON]

Weapon skills are a new player system whose skills are automatically available once a player reaches the required weapon ranks. Weapon skills are available to squares and semis. Weapon skills are unlocked at 10, 25, 50, and 75 weapon ranks, and gain 1 rank every 25 weapon ranks thereafter. The skills listed below are in order of their unlock level.

Brawling
Rank 10: Twin Hammerfists

Name: Twin Hammerfists [twinhammer]
Type: Setup
Roundtime: 2s
Stamina Cost: 7
Description: Lace your hands together and attempt to smash a target to the ground.
Mechanics: Maneuver a target and attempt to knockdown and potentially stun them. Applies Vulnerable to the target for (15 + (Rank * 5)) seconds.

Rank 25: Ground and Pound

Name: Ground and Pound [groundpound]
Type: Concentration
Stamina Cost: 10
Cooldown: 20s
Description: Take your target to the ground and pound them repeatedly with your fists.
Mechanics: Maneuver a target with three rounds of minor concussion and heavy crush damage. If the target is Vulnerable, this skill becomes empowered and is quicker to execute. Upon success, you and your party gain Boost Constitution for 2 minutes. Punch Specialization adds +2 per rank to the roll, and +1 per rank to the Boost.

Rank 50: Blitz Throw

Name: Blitz Throw [blitzthrow]
Type: Area of Effect
Roundtime: 4s
Stamina Cost: 14
Cooldown: 15s
Description: Quickly dash between multiple targets and throw them to the ground.
Mechanics: Maneuver multiple targets dealing minor concussion and heavy grapple damage. Applies Vulnerable to targets for (15 + (Rank * 5)) seconds. Grapple Specialization adds +2 per rank to the roll, +1 second per rank to the Vulnerable debuff, and 20% chance per rank to cause an additional cycle of moderate impact damage.

Rank 75: Spin Kick

Name: Spin Kick [spinkick]
Type: Area of Effect
Roundtime: 5s
Stamina Cost: 20
Cooldown: 15s
Description: Spin around kicking multiple targets.
Mechanics: Maneuver multiple targets dealing minor concussion and heavy impact damage to each target hit. Kick Specialization adds +2 per rank to the roll, and a 10% chance per rank to double kick the target.

Blunt Weapons
Rank 10: Dizzying Swing

Name: Dizzying Swing [dizzyingswing]
Type: Setup
Roundtime: 3s
Stamina Cost: 9
Description: Smash a target in the head, confusing them.
Mechanics: Maneuver a target dealing moderate concussion damage. Applies Confused to the target for (15 + (Rank * 5)) seconds

Rank 25: Clobber

Name: Clobber [clobber]
Type: Reaction, requires target Confused
Roundtime: ATTACK-2
Stamina Cost: None
Description: React a target's confused status with a devastating concussion attack.
Mechanics: Maneuver a target dealing devastating and heavy concussion damage. A bonus of ((Strength Bonus * Rank) / 5) is added to each damage cycle. Confused is removed from the target upon success.

Rank 50: Pummel

Name: Pummel [pummel]
Type: Concentration
Stamina Cost: 10 stamina
Cooldown: 20 seconds
Description: Pummel the target repeatedly with your weapon.
Mechanics: Maneuver a target with three rounds of minor concussion and heavy weapon damage. If the target is Confused, this skill becomes empowered and is quicker. Upon success, you gain Concussive Blows for 2 minutes.

Rank 75: Smash Armor

Name: Smash Armor [smasharmor]
Type: Area of Effect
Roundtime: 5s
Stamina Cost: 20
Cooldown: 15 seconds
Description: Target the armor of multiple targets, weakening it. Mechanics: Attack multiple targets and apply Weakened Armament to any target hit for (15 + (success margin / 4)) seconds.

Edged Weapons
Rank 10: Cripple

Name: Cripple [cripple]
Type: Setup
Roundtime: 3
Stamina Cost: 9
Description: Slash a target’s limb to cripple their combat effectiveness.
Mechanics: Maneuver a target to Crippled for (15 + (Rank * 5)) seconds. You may specify a limb to target provided the limb exists. Targeting a leg will apply Rooted for (10 + (Rank * 2)) seconds.

Rank 25: Riposte

Name: Riposte[riposte]
Type: Reaction, requires player Parry.
Roundtime: ATTACK-2
Stamina Cost: None
Description: React to a parry with a counter-attack.
Mechanics: Attack a target and apply Weakened Armor for (15 + (Rank * 5)) seconds. Weakened Armor is applied before the attack resolution and persists until the effect duration ends.

Rank 50: Flurry

Name: Flurry [flurry]
Type: Concentration
Stamina Cost: 10 stamina
Cooldown: 20 seconds
Description: Unleash a flurry of quick attacks against a target.
Mechanics: Maneuver a target with three rounds of minor concussion and heavy weapon damage. If the target is Crippled, this skill becomes empowered and is quicker. Upon success, you gain Slashing Strikes for 2 minutes.

Rank 75: Whirling Blade

Name: Whirling Blade [whirling]
Type: Area of Effect
Roundtime: 5s
Stamina Cost: 20
Cooldown: 15 seconds
Description: [pending]
Mechanics: Attack multiple targets and apply Crippled to any target hit for (15 + (Success Margin / 4)) seconds. You gain Evasiveness for (5 + Rank) seconds.

Polearm Weapons
Rank 10: Charge

Name: Charge [charge]
Type: Setup
Roundtime: 4s
Stamina Cost: 14
Other Requirements: Cannot be used while Pressed. Can be used while Disengaged.
Description: Charge at your opponent with your polearm.
Mechanics: Maneuver a target dealing moderate weapon damage and moderate unbalance damage. Applies Vulnerable to the target for (15 + (Rank * 5)) seconds.

Rank 25: Vault Kick

Name: Vault Kick [vault]
Type: Setup
Roundtime: 3s
Stamina Cost: 9
Other Requirements: Cannot be used while Pressed. Can be used while Disengaged.
Description: Use your polearm to vault forward and kick an opponent.
Mechanics: Maneuver a target dealing minor impact and moderate unbalance damage. Applies Dazed and Slowed to the target for (15 + (Rank * 5)) seconds.

Rank 50: Cyclone

Name: Cyclone [cyclone]
Type: Area of Effect
Roundtime: 5s
Stamina Cost: 20
Cooldown: 15 seconds
Description: Spin your polearm around you attacking and forcing enemies back.
Mechanics: Attack multiple targets and apply Disengage to targets hit for (5 + Rank) seconds. You gain Defensive Posture for (5 + Rank) seconds.

Rank 75: Radial Sweep

Name: Radial Sweep [radialsweep]
Type: Area of Effect
Roundtime: 4s
Stamina Cost: 14
Cooldown: 15 seconds
Description: Spin your polearm around you targeting the legs of enemies.
Mechanics: Maneuver multiple targets dealing heavy unbalance damage. This maneuver targets the legs and applies Vulnerable for (15 + (Rank * 5)) seconds.

Ranged Weapons
Rank 10: Reactive Shot

Name: Reactive Shot [reactiveshot]
Type: Reaction, requires player evasion
Roundtime: ATTACK-2
Stamina Cost: None
Description: React to an evasion by firing a quick shot.
Mechanics: Fire at a target and Disengage from combat for (5 + Rank) seconds.

Rank 25: Pin Down

Name: Pin Down [pindown]
Type: Area of Effect
Roundtime: 4s
Stamina Cost: 14
Cooldown: 15 seconds
Description: Spray multiple targets with arrows, preventing them from advancing.
Mechanics: Maneuver multiple targets dealing no damage and applying Rooted for ((15 + (Rank * 5) seconds.

Rank 50: Barrage

Name: Barrage [barrage]
Type: Concentration
Stamina Cost: 10 stamina
Cooldown: 20 seconds
Description: Rapidly fire at a target.
Mechanics: Maneuver a target with three rounds of minor concussion and heavy weapon damage. If the target is Rooted, this skill becomes empowered and is quicker. Upon success, you and your party gain Boost Dexterity for 2 minutes. An ammo bundle may be specified causing any properties of that ammo to affect the target.

Rank 75: Volley

Name: Volley [volley]
Type: Area of Effect
Roundtime: 5s
Stamina Cost: 20
Cooldown: 15 seconds
Description: Fire multiple times into the sky to rain down on enemies.
Mechanics: Deals piercing Damage over Time to targets that remain in the room. An ammo bundle may be specified, causing any properties of that ammo to apply to targets hit.

Two-Handed Weapons
Rank 10: Overpower

Name: Overpower [overpower]
Type: Reaction, requires target EBP
Roundtime: ATTACK-2
Stamina Cost: None
Description: [Pending]
Mechanics: Attack a target with an additional (Rank * 2) critical weighting.. This attack cannot be evaded, blocked, or parried.

Rank 25: Overwhelm

Name: Overwhelm [overwhelm]
Type: Concentration
Stamina Cost: 10 stamina
Cooldown: 20 seconds
Description: Attack a target with resounding speed.
Mechanics: Maneuver a target with three rounds of minor concussion and heavy weapon damage. If the target is Feeble, this skill becomes empowered and is quicker. Upon success, you gain Forceful Blows for 2 minutes.

Rank 50: Reverse Strike

Name: Reverse Strike [reversestrike]
Type: Reaction, requires player parry, or target Feeble
Roundtime: ATTACK-2
Stamina Cost: None
Description: React to an attack with a reverse strike that catches a target off guard.
Mechanics: Attack a target with an attack that is faster than normal. Removes Feeble from the target.

Rank 75: Whirlwind

Name: Whirlwind [whirlwind]
Type: Area of Effect
Roundtime: 5s
Stamina Cost: 20
Cooldown: 15 seconds
Description: Spin around hitting multiple targets.
Mechanics: Attack multiple targets and apply Feeble to any target hit for (15 + (Rank * 5)) seconds.

Feats [FEAT]

Feats are a new player system. Feats have no point cost and are available as soon as the player meets the prerequisite requirements. Choosing a feat is considered to be a character defining choice, and not to be taken lightly.

  • Feats may not be unlearned without a Fixskill.
  • Confirmation is required prior to learning a Feat.
  • Squares will have a feat unlocked at level 25, 30, 40 and 50.
  • Kroderine Soul is now available as a feat, and has been removed from Combat Maneuvers.
    • Absorb and Dispel have been moved to their own feats with their own HELP output. They are still granted automatically when you learn Kroderine Soul.
    • Absorb now applies Boost Strength, Boost Health, and Boost Stamina.

Warrior

Level 20 - WPS Service
  • Warriors will earn “grit” using the newly standardized profession point system (i.e. experience points absorbed contribute to a point pool of up to 50k per week) and use it to apply weighting/padding/sighting to items at a maximum rate of 2 WPS services per week. This will be a separate update completed at a later date once all the details are worked out.
Level 25 Feat: Weapon Bonding
  • 1 rank per level, maxing out at level 29
  • Ranged weapons are able to be bonded to.
Level 30 Feat: Armor Proficiency
  • All armor proficiencies are granted automatically.
  • Light Armor Proficiency (requires cloth or leather, AsG 2, 5-8)
    • +20% evasion DS
    • 10% evade chance
    • Perk: The base CvA of your armor is reduced to 0.
  • Scale Armor Proficiency (requires scale, AsG 9-12)
    • +15% evasion DS
    • +5% evade chance
    • Perk: Activating a martial stance no longer costs stamina.
  • Chain Armor Proficiency (requires chain, AsG 13-16)
    • +10% evasion DS
    • Perk: 20% slash resistance, 10% puncture resistance. These bonuses stack with armor fittings, but no other source of resistance.
  • Plate Armor Proficiency (require plate, AsG 17-20)
    • Perk: Any physical attack that would reduce you to zero HP is ignored, and restores you to 25% HP instead. This effect can occur 1x per day.
Level 40 Feat: Combat Mastery
  • You gain +10% to evade, block, and parry chance.
Level 50 Feat: Critical Counter
  • Evading, blocking, or parrying an attack in an aggressive stance applies Critical Hit against that target for 30 seconds.
  • 10 second cooldown.

Rogue

Level 20 - Future Service
Level 25 Feat: Silent Strike
  • 1 rank per level, maxing out at level 29.
Level 30 Feat: Armor Proficiency
Level 40 Feat: Vanish
  • One rank, all benefits.
  • Costs 1 stamina / second of RT
  • Upon success, the player gains Shrouded for 10 seconds.
Level 50 Feat: Shadow Dance
  • One rank, all benefits.
  • Also applies Shrouded to the player for the duration of Shadow Dance. +30 Stalking and Hiding bonus for 30 seconds.

Monk

Level 20 - Tattoo Service
Level 25 Feat: Mystic Strike
  • 1 rank per level, maxing out at level 29.
  • Mystic Strike also works with AoE attacks and maneuvers to apply the debuff to multiple targets at a time.
Level 30 Feat: Body Focus

Pick one from:

  • Dragonscale Skin
    • While Iron Skin (1202) is active, your CvA is that of your effective AsG. Wearing any armor heavier than robes (AsG 2) will completely nullify this effect.
  • Mental Acuity
    • You are fully in tune with your mind and mentalist nature.
    • Minor Mental spells up to level 20 no longer cause spell based penalties to redux, Kroderine Soul, or Martial Mastery.
    • Spells cost stamina instead of Mana to cast at double the original cost.
Level 40 - Martial Arts Mastery
  • You gain +10 MM to all UCS attacks (including jab).
  • You gain +10% tier chance to all UCS attacks (including jab).
  • You gain +10% evade chance.
Level 50 Feat: Perfect Self

No prerequisites. All ranks acquired instantly.

Changelog

2021-02-07

  • Clarified text on 311 that Blind will be added to the existing effect.
  • Clarified Boost <stat> is an enhancive boost.
  • Clarified text on Mystic Strike for the AoE portion.
  • AsG change is available per character instead of account.
  • Added perfect calipers to Lock Mastery.
  • Updated wording on all armor feats to read “Proficiency” instead of “Specialization” to avoid confusion.
  • Added Arcane Trickster Rogue Archetype.
  • Added “Marked for Death” to the Assassin Rogue Archetype.
  • Added Deadeye Rogue Archetype.
  • Added locksmith pool benefit to the Locksmith] Rogue Archetype.
  • Renamed Swashbuckler Rogue Archetype to Duelist and clarified “main gauche” benefits.
  • Added Ruffian Rogue Archetype.
  • Clarified cooldown text on Spell Thieve and Spell Cleave.
  • Updated duration text on Spell Thieve.
  • Added Weakened Armor to the armor debuff effect of 705.

2021-02-08

  • Changed Thug to Ruffian.
  • Changed Harmony to Serenity. Added clarification on Serenity expectations.
  • Corrected link to announcement post.
  • Added Confused to Confusion (1211).

2021-02-09

  • Reverted fittings changes to armor services.
  • Headbutt is now available to rogues.

2021-02-11

  • Clarified text on Major Bleed.
  • Added Silenced to Silence (210).
  • Shield Bash is available in the CMAN list to Bards and Rangers. Warriors, Rogues, and Paladins have access via SHIELD.

2021-02-20

2021-03-26

  • Updated Seanette’s Shout.
  • Added taunt details to Horland’s Holler.
  • Added note about maneuver conversions to apply Staggered
  • Added undertraining note to Armored Casting.
  • Updated Coup de Grace
  • Updated Precision.
  • Updated Shield Charge mechanics text.
  • Updated Blitz Throw mechanics text.
  • Updated Spin Kick mechanics text.
  • Updated Dizzying Swing description and mechanics text.
  • Updated Pummel to indicate weapon damage.
  • Updated Slice and Dice to indicate weapon damage.
  • Updated Charge mechanics text.
  • Updated Radial Sweep mechanics text.
  • Moved Hamstring back to Combat Maneuvers.
  • Added Rupture Tendon.
  • Clarified the boosts Kroderine Soul grants.
  • Armor Proficiencies are now granted automatically.
  • Updated Armor Proficiency values.
  • Moved Roguish Archetypes, Fighting Styles, and Martial Arts Styles to Ascension paths for rogues, warriors, and monks, respectively. Also moved Serenity from monk Body Focus to an Ascension Path.
    • We know this is disappointing news, but Ascension is a better fit for archetypes (subclasses). It allows us more freedom in design, balance, and allows for better equity across all professions. We will provide more information on these paths at a later date.
    • Moved level 35 feats to level 30.
    • Level 35 is currently empty, and may or may not be filled in the future.
  • Updated Mental Acuity stamina cost.
  • Updated monk level 40 feat to Martial Arts Mastery instead of Meditative Resistance.
  • Added Ranged Weapons to Warrior Bonding as a baseline.
  • Removed Block Specialization prerequisite from Spell Block.

2021-04-08

2021-04-14

2021-04-23

2021-04-30

  • Moved Exsanguinate to a generic Combat Maneuver.
  • Added Riposte to Edged Weapons at Rank 25 to replace Exsanguinate.
  • Changed Rupture Tendon to Cripple.
  • Added Major Bleed to Hamstring.
  • Renamed Slice and Dice to Flurry. This skill no longer applies Rending Strikes, and instead applies Slashing Strikes.
  • Updated Rending Cleave to Whirling Blade.
  • Replaced Mighty Thrust with Vault Kick.
  • Updated Weapon Skill scaling for all effects.
  • Added STOP CONCENTRATION to abort concentration skills early.
  • Clarified descriptions on skills. Any skill that uses normal attack resolution will say Attack <rest of description>. Any skill that uses SMR resolution and is a maneuver will say Maneuver <rest of description>.
  • Removed the HP bonus from Plate Armor Proficiency.
  • Removed the DS loss from using Crowd Press. Updated the base RT to indicate that only speed 3 weapons or faster have a benefit. Speed 4 weapons have no bonus or penalty, and everything higher has a penalty.
  • Fixed a bug where bandits were not properly considering their size when using and being targeted by maneuvers.
  • Feeble is now a 50% EBP reduction rather than 100%.

2021-05-04

2021-06-07

2021-06-10

  • Silent Strike has been removed from functioning with Cheapshots. Cheapshots are geared more towards open combat fights have already received substantial improvements in Phase 3.

The changes below are due to the first round of bug fixes during testing:

  • Empowered/Demoralized now properly applies AS buff.
  • <SYSTEM> LIST output now shows skills properly.
  • Swiftkick now applies a proper duration.
  • Standard Success Rolls for creatures are no longer out of bounds.
  • Ranged weapon skills now work while kneeling.
  • Parrying works again.
  • Multiple typo, messaging, and description fixes.
  • Reactions and other skills can be used in RT again.
  • Hiding and Silent Strike interactions should work properly.
  • Taunts with Holler should no longer force party members to attack you.
  • Trip works with the proper weapons again.
  • You can no longer try to unlearn skills granted through the guild.
  • Numerous weapon skill targeting improvements.
  • Warcries no longer mention vocal stress.
  • Disengaged works properly.
  • Barrage dexterity boost no longer removes Assume Aspect dexterity boost from Panther.
  • Numerous Spell Active improvements.
  • Unarmed feints work again.
  • Subdue works with the proper weapons again.