Trip: Difference between revisions

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You need at least 20 ranks of [[Two-Handed Weapons]] or [[Polearm Weapons]] beyond the CMAN Trip itself to use it effectively.
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==
*[[Deranged sentry]]

==Messaging==
<div {{log}}>
[Roll result: 166 (open d100: 128)]<br>
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.<br>
Your feet are suddenly swept from under you!<br>
Roundtime: 9 sec.<br>
... 7 points of damage!<br>
Torn muscle in your left leg!</div>



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Revision as of 13:38, 8 June 2009

This article is about the combat maneuver. For the verb, see TRIP (verb).

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!


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