Trip: Difference between revisions

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Revision as of 15:01, 31 December 2014

This article is about the combat maneuver. For the verb, see TRIP (verb).
Trip
Available To All
Mnemonic [TRIP]
Cost Base 12
-2 Rank 1
-2 Rank 2
-2 Rank 3
Roundtime {{{roundtime}}}
Requirements A two-handed polearm
or staff with at least 15
ranks in the relevant skill.
Prerequisites None
Rank Square Semi Pure
1 2 3
2 4 6
3 6 9 12 
4 8 12 16 
5 10 15 20

Trip is a combat maneuver that allows an attacker to trip an opponent using a quarterstaff, runestaff, or two-handed polearm. Training in Two-handed Weapons or Polearm Weapons is recommended to use this maneuver.

You need at least 20 ranks of Two-Handed Weapons or Polearm Weapons beyond the CMAN Trip itself to use it effectively.

Creatures that use this maneuver

Messaging

[Roll result: 166 (open d100: 128)]
With a fluid whirl, a deranged sentry plants a pearlescent abalone-hafted halberd firmly into the ground near you and jerks the weapon sharply sideways.
Your feet are suddenly swept from under you!
Roundtime: 9 sec.
... 7 points of damage!

Torn muscle in your left leg!