Subdual Strike

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This combat maneuver is deprecated and is no longer implemented. Information in this article is presented for historical reference only.

Subdual Strike
Mnemonic [sstrike]
Type Setup
Roundtime 2s
Stamina Cost 7
Targets Head
Offensive Gear Right hand
Defensive Gear Helmet, or armor covering the head
Requirements A suitable weapon to beat someone over the head with.
Attributes Flares/Spikes Enabled
Height Check
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 3 4
3 4 6
4 5 7 10 
5 6 9 12


Attempt to knock a critter in the head with your weapon in order to stun it, reduce its perception, slow it down, and do some damage.

Additional Information

Characters that are trained to be unarmed specialists do not require a weapon.

There is a +10 bonus when using the maneuver while in hiding. The hiding bonus is stackable with the weapon bonuses listed below.

Weapon modifiers
Runestaff -10
Mace 10
Dagger 10
Cestus 20
Blackjack 30

This maneuver is similar but much more effective than the Rogue Guild skill Subdue. It is frequently used by bandits, which makes 1 or 2 ranks a useful investment to bandit hunters for defensive purposes.


A giantman bandit springs from the shadows and strikes at you!
[Roll result: 139 (open d100: 78)]
A giantman bandit delivers a blow to your head with his composite bow!
  ...6 damage!
You are stunned!
You are dazed!
Roundtime: 5 sec.