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Combat Maneuvers
List

OverviewTrainingStamina • List

Please note that the below CMP costs are step costs. For example, to train to the first rank of Combat Movement you will need to spend 2 CMP (assuming that you are a square). To train to the second rank, you will need to spend 3 more CMP. To train to the third rank, you will need to spend an additional 4 CMP (and so on). If you train all the way to mastery (rank 5), you will have spent a grand total of 20 CMP (2+3+4+5+6).

Bearhug Feint Specialization II
Berserk Garrote Specialization III
Block Mastery Groin Kick Spin Attack
Bull Rush Hamstring Staggering Blow
Charge Haymaker Stun Maneuvers
Cheapshot Headbutt Subdual Strike
Combat Focus Mighty Blow Subdue
Combat Mastery Multi-fire Sucker Punch
Combat Mobility Parry Mastery Sunder Shield
Combat Movement Precision Surge of Strength
Combat Toughness Quickstrike Sweep
Coup de Grace Shadow Mastery Tackle
Crowd Press Shield Bash Trip
Cutthroat Shield Charge Truehand
Dirtkick Side by Side Twin Hammerfists
Disarm Weapon Silent Strike Weapon Bonding
Dust Shroud Specialization I  

Bolded maneuvers are implemented.

Bearhug
Mnemonic: bearhug
Hostile: yes
Stamina Cost: base 25 (-5 rank 1, -3 rank 2)
Other Requirements: none
Available to: Warriors, Monks
Prerequisites: none
CMP cost:
 
Rogues, Warriors
Bards, Monks, Paladins, Rangers
Rank 1
2
3
Rank 2
4
6
Rank 3
6
9
Rank 4
8
12
Rank 5
10
15
Description: Immobilizes target and does minor damage each round that the bearhug is successfully maintained.

 

Berserk
Mnemonic: berserk
Hostile: yes
Stamina Cost: 20 to attempt activation, 20 upon successful termination (-8 rank 1, -6 rank 2, -4 rank 3, -2 rank 4)
Other Requirements: none
Available to: Warriors
Prerequisites: none
CMP cost:
Rank 1
2
Rank 2
3
Rank 3
4
Rank 4
5
Rank 5
6
Description: Attempt to go into a blind berserker rage. Upon a successful berserk, you will temporarily lose control of your combat actions and attack any target within range every five seconds. A bonus to your Attack Strength (AS) will be applied based on the number berserk ranks you have. If you are stunned, webbed, or bound during the course of your berserk, you will attempt to break these hindrances. You may also attempt to start a berserk while in one of those states.

 

Block Mastery
Mnemonic: bmastery
Hostile: no
Stamina Cost: none
Other Requirements: none
Available to: Warriors
Prerequisites: none
CMP cost:
 
Warriors
Rank 1
4
Rank 2
8
Rank 3
12
Description: Increases your chances of successfully blocking an attack with your shield by 5% per rank.

 

Bull Rush
Mnemonic: bullrush
Hostile: yes
Stamina Cost: Base 15 (-5 Rank 1, -5 Rank 2, -3 Rank 3).
Other Requirements: none
Available to: Warriors, Paladins
Prerequisites: none
CMP cost:
 
Warriors
Paladins
Rank 1
2
3
Rank 2
4
6
Rank 3
6
9
Rank 4
8
12
Rank 5
10
15
Description: Attempt to rush your opponent and knock them to the ground. On slight successes, your opponent will be knocked off balance (a Roundtime penalty). On more substantial successes, your opponent will be knocked down with Roundtime and may suffer HP damage.

 

Charge
Mnemonic: charge
Hostile: yes
Stamina Cost: base 20 (-5 rank 1, -3 rank 2)
Other Requirements: Charge requires a polearm (and left hand for two-handed poles) that is a puncturing weapon.
Available to: Warriors, Bards, Monks, Paladins
Prerequisites: none
CMP cost:
 
Rogues, Warriors
Bards, Monks, Paladins, Rangers
Rank 1
2
3
Rank 2
4
6
Rank 3
6
9
Rank 4
8
12
Rank 5
10
15
Description: Charge can be used with most polearms to damage and knock down an opponent. In some cases, it can stun your opponent and/or force them to lower stance. Poor attempts may have adverse effects on the attacker.

 

Cheapshots
Mnemonic: cheapshots
Hostile: yes
Stamina Cost:

Variable based on sub-maneuver:

Footstomp Base 4 (-2 Rank 1, -1 Rank 2)
Nosetweak Base 4 (-1 Rank 2)
Templeshot Base 4 (-1 Rank 2)
Kneebash Base 6 (-2 Rank 3)
Eyepoke Base 8
Throatchop Base 10
Swiftkick Base 10
Other Requirements: Templeshot, Kneebash, and Throatchop require a weapon in the right hand.  Training in Ambush is recommended.
Available to: Rogues, Bards, Monks
Prerequisites: none
CMP cost:
 
Rogues, Warriors
Bards, Monks, Paladins, Rangers
Rank 1 2 3
Rank 2 3 4
Rank 3 4 6
Rank 4 5 7
Rank 5 6 9
Description: Various cheap and dirty maneuvers:
Footstomp (Rank 1) Stomp on an opponent's feet to delay their attacks.
Nosetweak (Rank 2) Tweak an opponent's nose to distract them from defending.
Templeshot (Rank 2) Smack an opponent in the head to reduce the accuracy of their attacks.
Kneebash (Rank 3) Thwap an opponent's kneecap to knock them to their knees.
Eyepoke (Rank 4) Attempt to temporarily reduce your opponent's perception.
Throatchop (Rank 4) Attempt to temporarily mute your opponent.
Swiftkick (Rank 5) Embarrass your opponent into a blind rage.

 

Combat Focus
Mnemonic: focus
Hostile: no
Stamina Cost: 5
Other Requirements: none
Available to: Warriors, Rogues, Rangers, Bards, Monks, Paladins
Prerequisites: none
CMP cost:
 
Rogues, Warriors
Bards, Monks, Paladins, Rangers
Rank 1
2
3
Rank 2
4
6
Rank 3
6
9
Rank 4
8
12
Rank 5
10
15
Description: +2 per rank to generic TD for 3 minutes (refreshable).

 

Combat Mastery
Mnemonic: cmastery
Hostile: no
Stamina Cost: none
Other Requirements: none
Available to: all
Prerequisites: none
CMP cost:
 
Rogues, Warriors
Bards, Monks, Paladins, Rangers
Clerics, Empaths, Savants, Sorcerers,Wizards
Rank 1
2
3
4
Rank 2
4
6
8
Description: Allows for further refinement of stance in intervals of 10 (rank 1) or 5 (rank 2).

 

Combat Mobility
Mnemonic: mobility
Hostile: no
Stamina Cost: Base 5. If currently in Roundtime (RT), an additional penalty of 1 stamina point per second of RT remaining is applied. The stamina cost for this skill is capped at 25.
Other Requirements: Being attacked while in a non-standing position.
Available to: Warriors, Rogues
Prerequisites: none
CMP cost:
 
Rogues, Warriors
Rank 1
5
Rank 2
10
Description: The Combat Mobility maneuver works automatically when you are attacked. If you are not in a standing position, you will automatically attempt to stand up before your opponent can attack you. Combat Mobility will not activate if you are stunned, webbed, bound, or otherwise immobilized. However, it will activate if you are free of these hindrances, even if you are in Roundtime. Once activated, you will be charged the stamina cost and you will attempt to stand up. At Rank 1, Combat Mobility has a 50% chance of activating. At Rank 2, it has a 100% chance.

 

Combat Movement
Mnemonic: cmovement
Hostile: no
Stamina Cost: 5
Other Requirements: none
Available to: all
Prerequisites: none
CMP cost:
 
Rogues, Warriors
Bards, Monks, Paladins, Rangers
Clerics, Empaths, Savants, Sorcerers,Wizards
Rank 1
2
3
4
Rank 2
3
4
6
Rank 3
4
6
8
Rank 4
5
7
10
Rank 5
6
9
12
Description: +2 per rank to physical DS for 3 minutes (refreshable).

 

Combat Toughness
Mnemonic: toughness
Other Requirements: none
Available to: Warriors, Rogues, Monks, Paladins
Prerequisites: none
CMP cost:
 
Rogues, Warriors
Monks, Paladins
Rank 1
6
9
Rank 2
8
12
Rank 3
10
15
Description: Permanently enhances your maximum number of Health Points (HP) by 5 plus 10 points per rank.

 

Coup de Grace
Mnemonic: coupdegrace
Hostile: yes
Stamina Cost: Base 30 (-15 Rank 1, -10 Rank 2, -5 Rank 3)
Other Requirements: Training in the weapon type used is recommended.
Available to: Warriors, Rogues
Prerequisites: none
CMP cost:
 
Rogues, Warriors
Rank 1
2
Rank 2
4
Rank 3
6
Rank 4
8
Rank 5
10
Description: A successful Coup de Grace will result in the immediate death of your target, along with a temporary boost to your morale and the morale of everyone in your group (in the form of a bonus to Attack Strength) and a reduction in the morale of any creatures that are around to observe the killing of their companion (in the form of a reduction to their Attack Strength). In order for you to be successful, your target must be incapacitated in some way, and must have significantly reduced health (a maximum 10% of hit points remaining at Rank 1, 20% at Rank 2, 30% at Rank 3, 40% at Rank 4, and 50% at Rank 5).

 

Crowd Press
Mnemonic: cpress
Hostile: yes
Stamina Cost: base 25 (-5 rank 1, -3 rank 2)
Other Requirements: None.
Available to: Warriors, Rogues, Paladins
Prerequisites: none
CMP cost:
 
Rogues, Warriors
Bards, Monks, Paladins, Rangers
Rank 1 2 3
Rank 2 4 6
Rank 3 6 9
Rank 4 8 12
Rank 5 10 15
Description: Attempts to maneuver in close to a target, preventing both you and the target from moving away and performing some actions, increasing attack strength and aiming chance for small, maneuverable weapons, and lowering it for large weapons, ranged weapons, and bolt spells.

 

Cutthroat
Mnemonic: cutthroat
Hostile: yes
Stamina Cost: base 20 (-5 rank 1, -2 rank 2)
Other Requirements: A suitable weapon to cut someone's throat with. Training in Ambush is recommended.
Available to: Rogues
Prerequisites: none
CMP cost:
 
Rogues
Rank 1 2
Rank 2 4
Rank 3 6
Rank 4 8
Rank 5 10
Description: Spring from hiding and attempt to slit your target's throat. If fully successful, the target takes significant neck damage and is silenced until they die or the associated neck wound is healed.

 

Dirtkick
Mnemonic: dirtkick
Hostile: yes
Stamina Cost: base 7 (-4 rank 1, -2 rank 2)
Other Requirements: none
Available to: Rogues, Warriors, Bards, Monks, Rangers, Clerics, Empaths, Savants, Sorcerers, Wizards
Prerequisites: none
CMP cost:
 
Rogues, Warriors
Bards, Monks, Rangers
Clerics, Empaths, Savants, Sorcerers,Wizards
Rank 1
2
3
4
Rank 2
3
4
6
Rank 3
4
6
8
Rank 4
5
7
10
Rank 5
6
9
12
Description: Attempt to kick dirt into the face of an opponent in order to temporarily reduce their Attack Strength, Perception Bonus, and chance at Evading, Blocking, or Parrying attacks.
Rank 1 -10 AS / -20 Perception / -15% EBP
Rank 2 -15 AS / -30 Perception / -20% EBP
Rank 3 -20 AS / -40 Perception / -25% EBP
Rank 4 -25 AS / -50 Perception / -30% EBP
Rank 5 -30 AS / -60 Perception / -35% EBP

 

Disarm Weapon
Mnemonic: disarm
Hostile: yes
Stamina Cost: base 12 (-2 rank 3, -4 rank 2, -6 rank 1)
Other Requirements: A weapon to disarm with (rank 5 masters may disarm bare-handed.)
Available to: all
Prerequisites: none
CMP cost:
 
Rogues, Warriors
Bards, Monks, Paladins, Rangers
Clerics, Empaths, Savants, Sorcerers,Wizards
Rank 1 2 3 4
Rank 2 4 6 8
Rank 3 6 9 12
Rank 4 8 12 16
Rank 5 10 15 20
Description: Attempt to knock a target's weapon to the ground.

 

Dust Shroud
Mnemonic: shroud
Hostile: no
Stamina Cost: 20
Other Requirements: none
Available to: Rogues
Prerequisites: Dirtkick (at rank 3)
CMP cost:
 
Rogues
Rank 1 2
Rank 2 3
Rank 3 4
Rank 4 5
Rank 5 6
Description: Kick up some dust to distract your opponents while you attempt to slip into hiding. You will have greater chances of successfully hiding undetected when using this maneuver.

 

Feint
Mnemonic: feint
Hostile: yes
Stamina Cost: base 7 (-2 rank 2, -4 rank 1)
Other Requirements: A weapon to feint with (rank 5 masters may feint bare-handed).
Available to: all
Prerequisites: none
CMP cost:
 
Rogues, Warriors
Bards, Monks, Paladins, Rangers
Clerics, Empaths, Savants, Sorcerers,Wizards
Rank 1
2
3
4
Rank 2
3
4
6
Rank 3
5
7
10
Rank 4
7
10
14
Rank 5
10
15
20
Description: Attempt to distract an opponent into dropping their stance.

 

Garrote
Mnemonic: garrote
Hostile: yes
Stamina Cost: base 20 (-5 Rank 1, -3 Rank 2)
Other Requirements: A suitable garrote item. Training in Ambush is recommended.
Available to: Rogues, Rangers, Bards, Monks
Prerequisites: none
CMP cost:
 
Rogues, Warriors
Bards, Monks, Paladins, Rangers
Rank 1
2
3
Rank 2
4
6
Rank 3
6
9
Rank 4
8
12
Rank 5
10
15
Description:

Garrote is used to strangle an opponent. It can be problematic with heavily armored (neck) opponents, but rarely fails once the garrote is established. Can produce considerable round times, based on a function of your skill ranks and opponent's neck armor. Please note there are creatures (undead, made of stone, no neck, etc.) that garrote will be ineffective against. Also size does matter, smaller races may have difficulty with larger opponents.

Valid items are garrote, wire, rope, belt, beltstrap, cord, lanyard, scarf, strap, and tether. Garrote items are divided into 'true' garrotes (garrote & wire) and 'substitute' garrotes, known as strangles, which includes all other valid item names.

Using a strangle rather than a true garrote will increase the attacker's round times slightly. Strangles have a higher damage and repair rate, and a lower major success (death-strangle) rate. Exact stats for each strangle vary from type to type. Strangles will not do neck slash damage on minor successes, but may bruise the target.

Certain spells aid in protecting a victim against a garrote attack and can be damaging to the attacker.

 

Groin Kick
Mnemonic: gkick
Hostile: yes
Stamina Cost: base 15 (-5 Rank 1, -3 Rank 2)
Other Requirements: none
Available to: Rogues
Prerequisites: none
CMP cost:
 
Rogues
Rank 1
2
Rank 2
4
Rank 3
6
Rank 4
8
Rank 5
10
Description:

Attempts to land a kick to the opponent's groin, doing minor damage and possibly forcing the target to lose its concentration.

 

Hamstring
Mnemonic: hamstring
Hostile: yes
Stamina Cost: base 15 (-5 rank 1, -3 rank 2)
Other Requirements: A slashing weapon (that is not twohanded).
Available to: Warriors, Rogues, Rangers, Bards
Prerequisites: none
CMP cost:
 
Rogues, Warriors
Bards, Monks, Paladins, Rangers
Rank 1
2
3
Rank 2
4
6
Rank 3
6
9
Rank 4
8
12
Rank 5
10
15
Description: Attempt to slice a target's hamstring muscle and knock them to the ground.

 

Haymaker
Mnemonic: haymaker
Hostile: yes
Stamina Cost: base 12 (-6 rank 1, -4 rank 2, -2 rank 3)
Other Requirements: An empty right hand (or holding a brawling weapon in it). Training in Brawling is recommended.
Available to: Warriors
Prerequisites: None
CMP cost:
Rank 1
2
Rank 2
4
Rank 3
6
Rank 4
8
Rank 5
10
Description: Attempt to daze your opponent with a roundhouse punch to the head.

 

Headbutt
Mnemonic: headbutt
Hostile: yes
Stamina Cost: base 12 (-6 rank 1, -4 rank 2, -2 rank 3)
Other Requirements: A solid head (wearing some head protection is a good idea.)
Available to: Warriors, Monks
Prerequisites: none
CMP cost:
 
Rogues, Warriors
Bards, Monks, Paladins, Rangers
Rank 1
2
3
Rank 2
3
4
Rank 3
4
6
Rank 4
5
7
Rank 5
6
9
Description: Attempt to slam your head into your opponent's head to damage/stun them.

 

Mighty Blow
Mnemonic: mblow
Hostile: yes
Stamina Cost: 25 (+5 for two-handed or two-weapon attacks)
Other Requirements: Polearms cannot be used with this maneuver.
Available to: Warriors
Prerequisites: none
CMP cost:
 
Rogues, Warriors
Rank 1
2
Rank 2
4
Rank 3
6
Rank 4
8
Rank 5
10
Description: A powerful swing that reduces the target's stance and increases the amount of damage done by a successful hit.  This swing takes 1 second longer than normal.

 

Multi-fire
Mnemonic: mfire
Hostile: yes
Stamina Cost: Multiple targets: 18 for 2 shots, 25 for 3 shots.
Single target: 25 for 2 shots, 35 for 3 shots
Other Requirements: a bow and a suitable bundle of arrows
Available to: all
Prerequisites: none
CMP cost:
 
Rogues, Warriors
Bards, Monks, Paladins, Rangers
Clerics, Empaths, Savants, Sorcerers,Wizards
Rank 1
2
3
4
Rank 2
4
6
8
Rank 3
6
9
12
Rank 4
8
12
16
Rank 5
10
15
20
Description: Fire multiple arrows in a single volley.

 

Parry Mastery
Mnemonic: pmastery
Hostile: no
Stamina Cost: none
Other Requirements: none
Available to: Warriors
Prerequisites: none
CMP cost:
 
Warriors
Rank 1
4
Rank 2
8
Rank 3
12
Description: Increases your chances of successfully parrying an attack with your weapon by 5% per rank.

 

Precision
Mnemonic: precision
Hostile: no
Stamina Cost: none
Other Requirements: Requires a weapon in right hand
Available to: all
Prerequisites: none
CMP cost:
 
Rogues, Warriors
Bards, Monks, Paladins, Rangers
Clerics, Empaths, Savants, Sorcerers,Wizards
Rank 1
4
6
8
Rank 2
6
9
12
Description: Precision allows you to specify the damage type of a weapon (crushing, slashing, or puncture) when used in combat. Up to 30 weapon types can be specified, and your preference will be stored and automatic, can also be cleared or reset. At one rank, your preference will be used 75% of the time, else the weapon has its normal damage chances. At two ranks, the weapon will always deliver your preferred type of damage. Precision does not function with aimed (ambush) or ranged attacks.

 

Quickstrike
Mnemonic: qstrike
Hostile: yes
Stamina Cost:

Stamina Cost: Base 8.  Additional stamina costs are determined by the Base Weapon Speed of your attack. For weapons with a base speed of 5 or less, a stamina penalty of +2 per second of base speed is applied. For weapons with a base speed greater than 5, an escalating penalty of an additional +1 stamina per second over 5 seconds is applied. This additional +1 stamina penalty is applied on top of whatever the previous second's stamina penalty is.  For two weapon combat, an effective Base Weapon Speed is calculated by taking the primary weapon's base speed, adding half the secondary weapon's base speed (rounded up), and adding 1 to the result.  The minimum stamina cost is 8 and the maximum is 25.

See our Weapons Guide.

Other Requirements: none
Available to: Warriors, Rogues, Monks
Prerequisites: none
CMP cost:
 
Rogues, Warriors
Bards, Monks, Paladins, Rangers
Rank 1
2
3
Rank 2
4
6
Rank 3
6
9
Rank 4
8
12
Rank 5
10
15
Description:

Reduces roundtime for one swing with a penalty to Attack Strength.

Rank 1
-20 AS
-1 RT
Rank 2
-15 AS
-1 RT
Rank 3
-10 AS
-2 RT
Rank 4
-5 AS
-2 RT
Rank 5
No AS Penalty
-3 RT

 

Shadow Mastery
Mnemonic: smastery
Hostile: no
Stamina Cost: 20, with a 5 minute cooldown period during which the reactivation cost triples to 60.
Other Requirements: none
Available to: Rogues, Rangers, Monks
Prerequisites: none
CMP cost:
 
Rogues, Warriors
Bards, Monks, Paladins, Rangers
Rank 1
3
4
Rank 2
5
7
Rank 3
7
10
Rank 4
9
13
Rank 5
11
16
Description: Bonuses to hiding and sneaking for 3 minutes (refreshable).  All ranks provide incremental bonuses to Hide and Sneak success rates.  Roundtime bonuses are available at the following ranks:
Rank 3 -1 RT to Sneak
Rank 4 -1 RT to Hide
Rank 5 -1 RT to Sneak (Unlike the other bonuses, this benefit is always present, regardless of whether Shadow Mastery is activated or not)

 

Shield Bash
Mnemonic: sbash
Hostile: yes
Stamina Cost: base 15 (-5 rank 1, -3 rank 2)
Other Requirements: requires a shield and a standing target
Available to: Warriors, Rogues, Rangers, Bards, Paladins
Prerequisites: none
CMP cost:
 
Rogues, Warriors
Bards, Monks, Paladins, Rangers
Rank 1
2
3
Rank 2
4
6
Rank 3
6
9
Rank 4
8
12
Rank 5
10
15
Description: With the Shield Bash maneuver, you attempt to wallop your target with your shield. The damage it causes tends to be very minor--but you can knock your target down, stun it and/or force it to a higher stance.

 

Shield Charge
Mnemonic: scharge
Hostile: yes
Stamina Cost: base 20 (-5 rank 1, -3 rank 2)
Other Requirements: requires a shield and a standing target, and prerequisite shield bash skill.
Available to: Warriors, Paladins
Prerequisites: Shield Bash (at rank 2)
CMP cost:
 
Rogues, Warriors
Bards, Monks, Paladins, Rangers
Rank 1
2
3
Rank 2
4
6
Rank 3
6
9
Rank 4
8
12
Rank 5
10
15
Description: With the Shield Charge maneuver, you attempt to run your target down and deliver a solid blow with your shield. The damage it causes tends to be minor--but you can knock your target down, stun it and/or force it to a higher stance. It's a somewhat wild charge, and significant round times can result. If you're unlucky, you can end up sprawled on the ground yourself.

 

Side by Side
Mnemonic: sidebyside
Hostile: no
Stamina Cost: none
Other Requirements: none
Available to: Warriors, Rogues, Rangers, Paladins
Prerequisites: Combat Movement (at Rank 2)
CMP cost:
 
Rogues, Warriors
Paladins, Rangers
Rank 1
2
3
Rank 2
4
6
Rank 3
6
9
Rank 4
8
12
Rank 5
10
15
Description: Side by Side gives a boost to Attack Strength (AS) and Defensive Strength (DS) when grouped with others.

 

Silent Strike
Mnemonic: silentstrike
Hostile: yes
Stamina Cost: base 25 (-10 rank 1, -7 rank 2, -4 rank 3)
Other Requirements: None
Available to: Rogues
Prerequisites: Shadow Mastery (at rank 2)
CMP cost:
 
Rogues
Rank 1
2
Rank 2
4
Rank 3
6
Rank 4
8
Rank 5
10
Description: Attempt to attack from hiding without revealing one's location.

 

Specialization I
Mnemonic: wspec1
Hostile: No
Stamina Cost: none
Other Requirements: A weapon type to specialize in.
Available to: Warriors, Rogues, Paladins
Prerequisites: none
CMP cost:
 
Rogues, Warriors
Bards, Monks, Paladins, Rangers
Rank 1
2
3
Rank 2
4
6
Rank 3
6
9
Rank 4
8
12
Rank 5
10
15
Description: Adds +2 to Attack Strength (AS) and bonuses to CML attack/defensive strength when using a weapon of the type chosen to specialize in.

 

Specialization II
Mnemonic: wspec2
Hostile: No
Stamina Cost: none
Other Requirements: A weapon type to specialize in.
Available to: Warriors, Rogues, Paladins
Prerequisites: none
CMP cost:
 
Rogues, Warriors
Bards, Monks, Paladins, Rangers
Rank 1
2
3
Rank 2
4
6
Rank 3
6
9
Rank 4
8
12
Rank 5
10
15
Description: Adds +2 to Attack Strength (AS) and bonuses to CML attack/defensive strength when using a weapon of the type chosen to specialize in.

 

Specialization III
Mnemonic: wspec3
Hostile: No
Stamina Cost: none
Other Requirements: A weapon type to specialize in.
Available to: Warriors, Rogues, Paladins
Prerequisites: none
CMP cost:
 
Rogues, Warriors
Bards, Monks, Paladins, Rangers
Rank 1
2
3
Rank 2
4
6
Rank 3
6
9
Rank 4
8
12
Rank 5
10
15
Description: Adds +2 to Attack Strength (AS) and bonuses to CML attack/defensive strength when using a weapon of the type chosen to specialize in.

 

Spin Attack
Mnemonic: sattack
Hostile: yes
Stamina Cost: Base 8:  Additional stamina costs are determined by the Base Weapon Speed of your attack. For weapons with a base speed of 5 or less, a stamina penalty of +2 per second of base speed is applied. For weapons with a base speed greater than 5, an escalating penalty of an additional +1 stamina per second over 5 seconds is applied. This additional +1 stamina penalty is applied on top of whatever the previous second's stamina penalty is.  For two weapon combat, an effective Base Weapon Speed is calculated by taking the primary weapon's base speed, adding half the secondary weapon's base speed (rounded up), and adding 1 to the result.  The minimum stamina cost is 8 and the maximum is 20.
Other Requirements: none
Available to: Warriors, Rogues, Bards, Monks
Prerequisites: none
CMP cost:
 
Rogues, Warriors
Bards, Monks
Rank 1
2
3
Rank 2
4
6
Rank 3
6
9
Rank 4
8
12
Rank 5
10
15
Description: The user of this combat maneuver will see an increase to their Attack Strength (AS) and Dodge Skill of +3 per rank for the duration of one attack.

 

Staggering Blow
Mnemonic: sblow
Hostile: yes
Stamina Cost: 25
Other Requirements: Cannot be used with small weapons or closed fist attacks. Cannot be used with two weapon combat.
Available to: Warriors
Prerequisites: Mighty Blow (at rank 2)
CMP cost:
 
Warriors
Rank 1
2
Rank 2
4
Rank 3
6
Rank 4
8
Rank 5
10
Description:

Swing at your opponent and attempt to knock them off balance. Your opponent suffers Roundtime based on the degree of damage done by your blow. Your opponent may be knocked into adjacent room if you are strong enough (Strength Bonus of 15 or greater).

 

Stun Maneuvers
Mnemonic: stunman
Hostile: no
Stamina Cost: Base 15 (-7 Rank 1, -5 Rank 2, -3 Rank 3)
Other Requirements: Being Stunned
Available to: Warriors, Rogues, Monks
Prerequisites: none
CMP cost:
 
Rogues, Warriors
Bards, Monks, Paladins, Rangers
Rank 1
2
3
Rank 2
4
6
Rank 3
6
9
Rank 4
8
12
Rank 5
10
15
Description:

Attempt to perform various actions while stunned:

Shield (Rank 1) Attempt to ready a shield in your left hand.
Weapon (Rank 1) Attempt to ready a suitable weapon in your right hand.
Get (Rank 2) Attempt to grab an item.
Stand (Rank 3) Attempt to stand back up.
Stance1 (Rank 3) Attempt to increase defensive stance by 20%.
Stance2 (Rank 4) Attempt to increase defensive stance by 40%.
Attack (Rank 4) Attempt to attack an opponent.
Move (Rank 5) Attempt to flee in a particular direction.

 

 

Subdual Strike
Mnemonic: sstrike
Hostile: yes
Stamina Cost: Base 12 (-6 Rank 1, -4 Rank 2, -2 Rank 3)
Other Requirements: A suitable weapon to beat someone over the head with.
Available to: all
Prerequisites: None
CMP cost:
 
Rogues, Warriors
Bards, Monks, Paladins, Rangers
Clerics, Empaths, Savants, Sorcerers,Wizards
Rank 1
2
3
4
Rank 2
3
4
6
Rank 3
4
6
8
Rank 4
5
7
10
Rank 5
6
9
12
Description: 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.

 

Subdue
Mnemonic: subdue
Hostile: yes
Stamina Cost: Base 20 (-6 Rank 1, -4 Rank 2, -2 Rank 3)
Other Requirements: A suitable weapon to beat someone over the head with. Training in Ambush is recommended.
Available to: Rogues
Prerequisites: None
CMP cost:
 
Rogues, Warriors
Rank 1
2
Rank 2
3
Rank 3
4
Rank 4
5
Rank 5
6
Description: Spring from hiding and attempt to knockdown, stun, and paralyze your foe.

 

Sucker Punch
Mnemonic: spunch
Hostile: yes
Stamina Cost: 7 (-4 Rank 1, -2 Rank 2).
Other Requirements: None
Available to: Rogues
Prerequisites: None
CMP cost:
 
Rogues
Rank 1
2
Rank 2
3
Rank 3
4
Rank 4
5
Rank 5
6
Description: A quick 3 second punch to the target's kidneys which will stun, do damage, and cause a drop in stance.

 

Sunder Shield
Mnemonic: sunder
Hostile: yes
Stamina Cost: base 12 (-2 rank 3, -4 rank 2, -6 rank 1)
Other Requirements: A weapon capable of sundering a shield (not a rapier, whip, dagger, or brawling weapon).
Available to: Warriors
Prerequisites: Mighty Blow ( rank 1)
CMP cost:
 
Rogues, Warriors
Rank 1
2
Rank 2
3
Rank 3
4
Rank 4
5
Rank 5
6
Description: Attempt to break or disarm a target's shield. Magical shields resist sundering, but cause their holder to temporarily lose their ability to block.

 

Surge of Strength
Mnemonic: surge
Hostile: no
Stamina Cost: 30, with a cooldown period during which the reactivation cost doubles to 60. 
Rank 1 5 minute cooldown period
Rank 2 4 minute cooldown period
Rank 3 3 minute cooldown period
Rank 4 2.5 minute cooldown period
Rank 5 2 minute cooldown period
Other Requirements: none
Available to: Warriors, Rogues, Paladins
Prerequisites: none
CMP cost:
 
Rogues, Warriors
Paladins
Rank 1
2
3
Rank 2
4
6
Rank 3
6
9
Rank 4
8
12
Rank 5
10
15
Description: Increases your Strength Bonus by a base amount of 6 points, plus an additional 2 points per rank, for 90 seconds (refreshable).

 

Sweep
Mnemonic: sweep
Hostile: yes
Stamina Cost: Base 12 (-6 Rank 1, -4 Rank 2, -2 Rank 3)
Other Requirements: none
Available to: Rogues, Rangers, Bards, Monks
Prerequisites: none
CMP cost:
 
Rogues, Warriors
Bards, Monks, Paladins, Rangers
Rank 1
2
3
Rank 2
4
6
Rank 3
6
9
Rank 4
8
12
Rank 5
10
15
Description: Attempt to knock a foe to the ground by sweeping their legs out from under them.

 

Tackle
Mnemonic: tackle
Hostile: yes
Stamina Cost: Base 15 (-5 Rank 1, -5 Rank 2, -3 Rank 3)
Other Requirements: none
Available to: Warriors
Prerequisites: none
CMP cost:
 
Rogues, Warriors
Rank 1
2
Rank 2
4
Rank 3
6
Rank 4
8
Rank 5
10
Description: Hurl yourself at a target and attempt to knock them down.

 

Trip
Mnemonic: trip
Hostile: yes
Stamina Cost: Base 12 (-2 Rank 1, -2 Rank 2, -2 Rank 3).
Other Requirements: A two-handed polearm or staff with at least 15 ranks in the relevant skill. Training in Polearms (for polearms) or Two-Handed Weapons (for staves) is recommended.
Available to: all
Prerequisites: None
CMP cost:
 
Rogues, Warriors
Bards, Monks, Paladins, Rangers
Clerics, Empaths, Savants, Sorcerers,Wizards
Rank 1
2
3
4
Rank 2
4
6
8
Rank 3
6
9
12
Rank 4
8
12
16
Rank 5
10
15
20
Description: Attempt to trip your opponent with a polearm or staff. Successful trip attempts can result in your opponent suffering a Roundtime penalty, minor leg damage, and possibly being knocked down.

 

Truehand
Mnemonic: truehand
Hostile: yes
Stamina Cost: Base 10.  Additional stamina costs are determined by the Base Weapon Speed of your attack.  A stamina penalty of +1 per second of base speed is applied for each second under 5 and +2 for each second over 5.  For two weapon combat, an effective Base Weapon Speed is calculated by taking the primary weapon's base speed, adding half the secondary weapon's base speed (rounded up), and adding 1 to the result.  The minimum stamina cost is 10.
Other Requirements: Cannot be used from hiding.
Available to: Warriors, Rogues, Paladins
Prerequisites: none
CMP cost:
 
Rogues, Warriors
Paladins
Rank 1
2
3
Rank 2
4
6
Rank 3
6
9
Rank 4
8
12
Rank 5
10
15
Description: Increases the chance to hit your target for one swing. At Rank 1, Truehand changes the standard attack d100 roll to 20 + d80 and reduces the target's chances of evading, parrying, and/or blocking your attack by 10%. Each additional rank adds 10 to your combat roll (d80, d70, d60, d50, d40) and reduces your opponent's evasion, parry, and blocking ability by a further 10%.

 

Twin Hammerfists
Mnemonic: twinhamm
Hostile: yes
Stamina Cost: base 15 (-5 rank 1, -3 rank 2)
Other Requirements: two empty hands (or holding brawling weapons only). Training in Brawling is recommended.
Available to: Warriors
Prerequisites: none
CMP cost:
 
Rogues, Warriors
Rank 1
2
Rank 2
4
Rank 3
6
Rank 4
8
Rank 5
10
Description: An attempt to stun and possibly knock your opponent down by swinging both fists down on them.

 

Weapon Bonding
Mnemonic: bonding
Hostile: no
Stamina Cost: Base 12 (-5 Rank 1, -5 Rank 2, -3 Rank 3)
Other Requirements: Ranged weapons cannot be bonded to.
Available to: Warriors
Prerequisites: Weapon Specialization (at rank 3) in the weapon type being bonded to.
CMP cost:
 
Warriors
Rank 1
2
Rank 2
4
Rank 3
6
Rank 4
8
Rank 5
10
Description:

Adds +2 to Attack Strength (AS) and bonuses to CML
attack/defensive strength when using the bonded weapon. To bond with a weapon, you must first venture to a holy shrine to establish a spiritual connection between yourself and your weapon. Once connected, your weapon will become increasingly able to be bonded with as you use it in combat. You can learn Weapon Bonding at anytime once you have the necessary prerequisite in Weapon Specialization. However, you will not begin to derive benefit from your ranks until you and your weapon have sufficiently bonded in combat.

At each rank, your weapon gains a special ability that will randomly activate in combat:

Rank 1 An attack that cannot be outright blocked or parried.
Rank 2 An attack that does extra damage upon a successful hit.
Rank 3 An attack that is harder to defend against.
Rank 4 An attack that is quicker than normal.
Rank 5 An attack that strikes your opponent twice.

Upon mastery, your weapon will also gain the ability to attempt to return to your hand if it disarmed or hurled.

 



Rated E: Everyone Interactive -- The content of this site may change due to interactive exchanges.  Mild Violence.
Simutronics Corporation

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