Skill Overview
Knowledge of Combat Maneuvers is essential, for everyone from the most passive resident to the most seasoned warrior. Understanding how to fall back could well save your life as you escape an attack, and the ability to leap to your feet is critical for a thief wanting to make a quick getaway.
Covering the most areas in combative situations, CMs are an integral part of your defense.
| Skill Info | Ranks Taught by Trainer | ||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Skills/Actions | Difficulty | Prerequisites | Leda | Rontubius | Hroth | Uiseann | Cralus | Pelias | Clobris | Mervia | Regul | **Prestis | Karkara |
| Combat Maneuvers | Easy | - | 300 | 200 | 500 | 125 | 100 | 110 | 300 | 300 | 300 | 154 | 300 |
| Duck | Easy | - | 300 | 150 | 500 | - | 90 | 100 | 300 | 175 | 300 | 154 | 175 |
| Basic Dodge | Easy | - | 300 | 150 | 500 | 100 | 90 | 100 | 300 | 175 | 300 | 154 | 175 |
| Sidestep | Easy | - | 300 | 150 | 500 | - | 90 | 100 | 300 | 175 | 300 | 154 | 175 |
| Jump | Average | - | 300 | 150 | 500 | - | 90 | 100 | 300 | 175 | 300 | 154 | 175 |
| Leg Dodge | Average | - | 300 | 150 | 500 | 100 | 90 | 100 | 300 | 175 | 300 | 154 | 175 |
| Swaying Dodge | Average | - | 300 | 150 | 500 | - | 90 | 100 | 300 | 175 | 300 | 154 | 175 |
| Combat Guarding | Difficult | - | 100 | 150 | 175 | - | 90 | 100 | 100 | 175 | 100 | 154 | 175 |
| Battle Cry | Easy | - | 100 | 150 | 175 | 100 | 90 | - | 100 | 175 | 100 | 154 | 175 |
| Killing Blow | Average | - | 100 | 150 | 175 | 100 | 90 | - | 100 | 175 | 100 | 154 | 175 |
| Simple Rolling Rise | Difficult | - | 100 | 150 | 175 | - | 90 | 50 | 100 | 175 | 100 | 154 | 175 |
| Backwards Rolling Rise | Impossible | - | 100 | 150 | 175 | 100 | - | - | - | 175 | 100 | 154 | 175 |
| Rolling Dodge | Difficult | - | 300 | 150 | 500 | 100 | 90 | - | 300 | 175 | 300 | 154 | 175 |
| Fall Back | Average | - | 100 | 150 | 175 | 100 | 90 | 100 | 100 | 175 | 100 | 154 | 175 |
| Recovery | Average | - | 100 | 150 | 175 | - | 90 | 100 | 100 | 175 | 100 | 154 | 175 |
| Missile Awareness | Difficult | - | 100 | 100 | 175 | 85 | 90 | - | 100 | 100 | 100 | 154 | 175 |
| Feint Awareness | Difficult | - | 100 | - | 100 | 100 | - | - | - | 175 | 100 | 154 | 175 |
| Melee Advance | Difficult | 30 Ranks in Fall Back | 100 | 100 | - | - | - | - | - | 175 | - | - | 175 |
| Footwork | Impossible | - | 100 | 100 | 100 | 100 | - | - | 100 | 100 | 100 | 154 | 175 |
| Reflexes | Impossible | - | 100 | 100 | 100 | 100 | - | - | 100 | 100 | 100 | 154 | 175 |
| Unavailable Skills | |||||||||||||
| Offensive Guarding | Difficult | - | - | - | - | - | - | - | - | - | - | - | - |
Directions to Leda (Iridine): Walk to Toga, W, SW, S, E
Directions to Rontubius (Monlon): Walk to Vetallun Road, Walk to Vetallun Crossroads, Ex2, NE, Ex2, SE, S, E, buy ticket, W, S, wait for and take ferry to monlon, Nx3, W, N, NW, W, Nx3, NEx2, S
Directions to Hroth (Stromheim): Travel to Stromheim through the Rock Valley wilderness.
Directions to Uiseann (Town of Rock Valley): Walk to Hospice, wait for drover to appear, follow drover, Ex12, Sx5, Ex3, Sx2, W, Sx3, Ex12, S, E, N
Directions to Cralus (Blackvine): Walk to Vetallun Road, walk to Vetallun Crossroads, walk to Blackvine, Ex4, Sx5, Wx2, S
Directions to Pelias (Town of Rock Valley): Walk to Hospice, wait for drover to appear, follow drover, Ex12, Nx2, Ex20, Nx2, Ex2, Nx2, W
Directions to Clobris New Location (Iridine): Walk to Bronze Lane, Ex2, NEx2, N, Ex6, S
Directions to Mervia (Seld): Walk to Seld (Town Square), Nx2, W, S
Directions to Regul (Vetallun): Walk to Vetallun Road, Walk to Vetallun Crossroads, W, Nx3, Wx5, S, W
Directions to Prestis (Colosseum): Walk to Colosseum, Nx2, Wx2, N.
Directions to Karkara (Kelestian Outpost): Find Karkara in the Kelestian outputs in the Monlon ravines.
Notes on Learning
**Prestis will only teach you once you have earned enough reputation with him.
Skill Details
#Duck n/a
This dodge defends against high slashing attacks, jabs, and stabs.
When you see this in use you see:
Clobris ducks, allowing a thug's attack to pass over his head.
#Basic Dodge n/a
A simple dodge, this maneuver defends against slashing and simple attacks aimed at the midsection, as well as on swats aimed at the midsection and aimed low.
When you see this in use you see:
Rontubius dodges a thug's attack.
#Sidestep n/a
This dodge defends against simple attacks aimed toward the midsection.
When you see this in use you see:
Cralus steps to the side, avoiding a thug's attack.
#Jump n/a
This maneuver jumps over low slashing attacks, including sweeps.
When you see this in use you see:
Leda jumps upward, his legs avoiding a thug's attack!
#Leg Dodge n/a
This maneuver dodges your leg away from a low simple attack.
When you see this in use you see:
Pelias moves his leg out of the way of a thug's attack!
#Swaying Dodge n/a
This is the most important CM maneuver. It dodges overhead attacks, but more than that is one of the few defenses against moves such as Spears Overhead Thrust, and Trident Pierce, accompanied only by Shields Overhead Block, Tridents Tine Block, and Staves Whirling Block.
When you see this in use you see:
Clobris sways to one side to avoid a thug's attack!
#Combat Guarding guard <target>
This maneuver simple prevents someone from touching or engaging whatever you are guarding. It does not prevent long ranged attacks.
When you see this in use you see:
Success: 8, Roll: 75 You assume a guard position next to a short bronze ladder.
Success: 95, Roll: 77 You stand guard next to a short bronze ladder as a fluvitur approaches.
You prevent a fluvitur from getting to a short bronze ladder.
#Battle Cry battlecry <words>
This shout adds a slight bonus to your next attack, but is really annoying when overused. Can give a bonus every 20 seconds. Parcine Battlecry trait + Rank 1 = 30 Bonus regardless of stance. Has a 2+MoS roundtime. Parcine Battlecry trait also doubles the regular range of battlecry. More ranks in battlecry will only lower success and does not impact bonus/range.
When you see this in use you see:
Rontubius shouts out a battlecry of "Time to die!"
#Killing Blow kill <target>
This maneuver quickly kills an already unconscious opponent. It is affected by lighting and carrying a significant amount of weight, just as attacks are. Different weapons also affect it. A gladius is far easier to kill with than a stave. When you attempt to use killing blow and fail, that doesn't mean you miss. It then acts like your normal attack. Some times it acts up a bit, but generally, it is a good way to finish off an unconscious opponent.
When you see this in use you see:
Uiseann thrusts his spear through a thug's heart.
#Simple Rolling Rise n/a
This brings you to your feet, only slightly dazed after being swept, or doing a maneuver that causes you to fall. Every rank in Rolling Rise gives you a 1% chance at succeeding, plus a bonus for your agility, making it easier to succeed for those with high natural agility. There is also, of course, a penalty if you are carrying a heavy load. It is not affected by basic CM's.
Rising cannot be perfected when being attacked by other characters (PCs). There will always be a chance to fail at rising or even succeed at rising while leaving openings.
You can toggle your preferred rise, between Simple & Backwards with the toggle-rise command.
When you see this in use you see:
Leda deftly rolls onto her back and leaps forward onto her feet!
Leda rolls forward as she lands, springing back up to her feet!
#Backwards Rolling Rise brise*
This maneuver brings you to your feet, retreated and with a bonus to the next attack when you are swept. Every rank in Backwards Rolling Rise gives you a 1% chance at succeeding, plus a bonus for your agility, making it easier to succeed for those with high natural agility. There is also, of course, a penalty if you are carrying a heavy load. It is not affected by basic CMs.
Rising cannot be perfected when being attacked by other characters (PCs). There will always be a chance to fail at rising or even succeed at rising while leaving openings.
You can toggle your preferred rise, between Simple & Backwards with the toggle-rise command.
*Usually this maneuver activates automatically when you are hit. However, you can also activate it manually after being knocked prone in battle by using the brise command.
When you see this in use you see:
Gracefully controlling his movements, Hroth turns the momentum of his fall into a backwards somersault, landing a safe distance away!
#Rolling Dodge n/a
This dodge will allow you to roll away from any attack while prone.
When you see this in use you see:
Rontubius rolls on the ground, avoiding a thug's attack.
#Fall Back fall back
This is a quick defended retreat. But if you fail, you have openings as in a normal retreat, sometimes for an even longer time period.
When you see this in use you see:
Pelias retreats.
Pelias attempts to disengage, but fails.
Pelias has left high, middle, and low openings.
#Recovery n/a
This maneuver will assist with the rather annoying fumble. Eventually, you can not only stop a complete fumble, but still attempt an attack, gaining a bonus to the next. Every rank in Recovery gives you a roughly 2% chance at succeeding in not fumbling your weapon, so around rank 50, you fumble no more (base Dexterity stat can decrease/increase the rank requirement range for 100% successful recovery to be between 40 and 60). This of course is based upon the wielder's natural dexterity and it is not affected by basic CM's.
Recovery cannot be perfected when attacking other player characters (PCs). You will always have a slight chance to fumble when fighting against other PCs, no change has been made to fighting NPC's however. Also the bonus gained from your next attack after a fumble is increased depending on your rank with recovery up to more or less 100 ranks depending on your dexterity. Additionally, each rank of Recovery provides a small chance of successfully following through on a recovered attack.
When you see this in use you see:
Leda bobbles her grip on an oak quarterstave, but manages to hold on.
Leda bobbles his grip on n oak quarterstave, but manages to hold on and execute his attack.
With quarterstave held at the horizontal, Leda lets loose a quick sidestrike at a thug, but misses.
#Missile Awareness n/a
With enough training in Missile Awareness, you are able to better anticipate arrows and other projectiles and attempt to move yourself out of the way in time. Just like Shields Missile Defense, it uses current blocks (dodges in this case) to defend against the oncoming projectile. You must achieve Grand Master, or 90 ranks, to get the maximum benefit from this skill.
When you see this in use you see:
Hroth sways to one side to avoid an archer's attack!
#Feint Awareness n/a
Ranking this skill will raise your ability to naturally defend against Feint type attacks. This skills functionality caps at 75.
#Melee Advance advance <Target>
This skill allows the user to approach a target without needing to manually retreat from other combatants first.
Melee Advance gets a bonus to speed from its ranks and the Speed attribute of the user, with the maximum speed bonus being achieved at rank 150. Characters with a high Speed attribute may reach the maneuver's maximum speed at lower ranks. Additionally, the user can leave defensive openings while attempting the maneuver. The chance for these openings to occur is nullified by achieving rank 90 in Combat Maneuvers or Melee Advance, whichever occurs first.
This skill has a chance of naturally increasing a character's Judgement, Willpower & Reasoning.
When you see this in use you see:
[Success: 50, Roll: 60] You advance toward a pale white rat.
[Success: 50, Roll: 40] You move toward a pale white rat with crimson splotches, but can't get close.
[Success: 10, Roll: 90] You carefully maneuver away from a brash Kelestian warrior and advance toward a tall Kelestian menace.
#Footwork n/a
With enough training in Footwork, you are able to raise your agility in combat situations. A grandmaster in this skill will be equivalent to low-end great agility. (90 ranks required)
(This is a passive skill that improves your agility, improving your ability to defend.)
#Reflexes n/a
With enough training in Reflexes, you are able to raise your speed in combat situations. A grandmaster in this skill will be equivalent to low-end great speed. (90 ranks required)
(This is a passive skill that improves your speed, reducing your round times and improving your ability to defend.)
#Offensive Guarding detain <target>
This skill has been disabled.
This skill allows a character to move into a position to detain a subject from leaving the area. Multiple people can attempt to detain one subject. When a subject that is being detained tries to leave the area, they are required to make a roll against EACH person that is detaining them. This can be countered with knowledge of guard evasion.
