Combat Abilities

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All of the following abilities require rage. Rage increases when delivering damage and also a little when taking damage.

Current rage can be displayed in the stats box by pressing #, or by pressing shift-ctrl-b to show it above your avatar. The rage bar is white when it is at 100%.

Each ability is executed when it is bound to an F-key and the appropriate key combination is pressed (e.g., bind the special move ability to F2 to use it with the alt+dir keyboard command; see Keyboard Controls).

Apprentice and Novice Level Weapon Special Moves

It should be noted that while most combat special abilities require a fairly high amount of skill to execute, a default weapon special move skill can still be utilised at lower skill levels.

Apprentice Level Special Move

  • requires 25% in a weapon skill.
  • deals 1.5 times the damage of a regular attack.

Novice Special Move

  • requires 60% in a weapon skill.
  • deals 2.0 times the damage of a regular attack.

For example, a fighter with only 30% in longswords can still execute the default special move skill to execute an attack that does 1.5 times the damage of a regular attack.


Fighters

Each fighter weapon has a default special move which becomes available when you have 90% skill in that weapon. Executing the default special move of any fighter weapon type may be done by using the "special move" ability. However a fighter that has mastered two weapon skills may use the special moves from both weapons interchangeably (with some restrictions).

For example, a fighter that has mastered the longswords skill (ie obtained 90%) may use the flurry ability with an axe and a mace.

To execute other applicable rage attacks using any fighter weapon, you must first purchase the appropriate special attacks from the Fighter Specials Trainer at the University of Tanelorne - located at 135' 66". For example, you must purchase the CLEAVE special attack in order to use CLEAVE while wielding a longsword.

Note: To execute the special rage attack of a particular weapon skill, a minimum of 90% in that weapon skill and 100% rage is required. For example, when using an Axe type weapon, you may execute: (i) a CLEAVE if you possess at least 90% skill in Axes and have 100% rage, or (ii) a FLURRY if you possess at least 90% skill in Longswords and have 100% rage, or (iii) a THUNDERCLAP if you possess at least 90% skill in Maces and have 100% rage.

Bloodbolt

  • requires 100 rage.
  • requires 90% in polearms.
  • the default polearms special rage attack.
  • sends a non-magical bolt of chain lightning through the target and on to other nearby targets. (Note that this bolt with thus effect even magic-immune targets)

Cleave

  • requires 100 rage.
  • requires 90% in axes.
  • the default axe special rage attack.
  • temporarily reduces the target's AS, DEF and MR, and also causes the target to bleed at a rate of 5% HP for 5 seconds (for a cumulative total of 25% HP). (Note that the target will not be able to heal while bleeding, though the bleeding itself will not kill the target)

Flurry

  • requires 100 rage.
  • requires 90% in longswords.
  • the default longswords special rage attack.
  • an instantaneous burst of 3-5 hits that will randomly hit targets adjacent to you.

Thunderclap

  • requires 100 rage.
  • requires 90% in maces.
  • the default maces special rage attack.
  • the target and targets in adjacent squares all suffer a shockwave at 75% dmg per hit.
  • the main target gets confused for 3 secs.
  • surrounding targets might get stunned for 4 secs.

Shieldbash

  • requires 50 rage.
  • requires 50% in block.
  • stuns a mob for 3 secs.
  • stuns a player for 2 sec.

Tanking Stance

  • requires a fighter weapon to be equipped.
  • reduces damage taken by 50%.
  • reduces damage dealt by 50%.

Berserker Stance

  • requires a two-handed fighter weapon to be equipped.
  • increases weapon speed by 25%.
  • increases damage taken by 25%.

Reset Stance

  • allows a fighter to revert to the standard stance, which has no modifiers.


Monks

Sleeping Fist

  • requires 15 rage.
  • requires 30% unarmed.
  • causes the target to fall asleep temporarily.

Throat Strike

  • requires 50 rage.
  • requires 60% unarmed.
  • causes the target to become asphyxiated (and thus unable to cast spells) temporarily.

Quivering Palm

  • requires 100 rage.
  • requires 90% unarmed.
  • shocks the target so that for the next 5 seconds there is a 50% chance that each hit will be a critical (up to a maximum of 3 critical hits).


Rogues

Slice n Dice

  • requires 100 rage.
  • requires 90% shortswords.
  • requires a shortsword-class or foil-class weapon to be equipped.
  • the default short swords special rage attack.
  • an instantaneous burst of 3 hits divided on up to 3 adjacents targets.
  • 50% possibility to inflict bleeding damage for a short time (4 seconds).

Disarm

  • requires 100 rage.
  • requires 90% foils.
  • requires a foil-class or shortsword-class weapon to be equipped.
  • the default foils special rage attack.
  • a disarmed mob can no longer perform a special move on you.
  • a disarmed mob does 50% less damage, both magic and melee!
  • against monsters, this will cause melee monsters to have their Attack Strength halved and magic using monsters to be 50% less likely to cast for 5 seconds, while against other players this causes the target's weapon to become unequipped, with the target not being able to re-equip for 5 seconds.

Gouge

  • requires 50 rage.
  • requires 50% shortswords or 50% foils.
  • requires a foil-class or shortsword-class weapon to be equipped.
  • blinds the target temporarily.

Point Blank Headshot

  • requires 100 rage.
  • requires 90% in ranged.
  • the default ranged special rage attack.
  • inflicts extra damage and causes the target to bleed at a rate of 5% HP for 5 seconds (for a cumulative total of 25% HP). (Note that the target will not be able to heal while bleeding, though the bleeding itself will not kill the target.)

Spray n Pray

  • requires 100 rage.
  • requires 90% in ranged.
  • the (non-default) ranged special rage attack.
  • shoots 3 arrows at once at multiple targets.

Aimed Shot

  • requires 50 rage.
  • requires 50% ranged skill.
  • does 1.2x damage and wounds (causing damage over time) the target for 3 sec.


Priests

Special (Thunderclap)

  • requires 100 rage.
  • requires 90% in maces.
  • the blessed mace special rage attack.
  • the target and targets in adjacent squares all suffer a shockwave at 75% dmg per hit.
  • the main target gets confused for 3 secs.
  • surrounding targets might get stunned for 3 secs.


Others

MR Cleave

  • requires 100 rage.
  • requires 90% staves.
  • the target's Magic Resistance is temporarily reduced, thus making the target substantially weaker to magic.

Charge

  • requires 30 rage.
  • charge a few squares instantaneously at an enemy and attacking it.
  • Axes, Longswords, Maces, Polearms, Staves, or Unarmed.
  • charge hamstrings an enemy so that it can't move for 4 sec (but can still attack).

Taunt

  • requires 0 rage.
  • draws the attention of mob to yourself, causing it to attack you instead of anyone else.
  • target must be adjacent to use.

Battle Roar

  • requires 0 rage.
  • an AoE taunt ability which adds a lot of threat to all mobs within a 3 square radius, typically forcing mobs within range to attack you.

Pet Attack

  • requires 0 mana
  • instructs your pet to attack the target in your targeting reticule - works only with pet in guard mode, and only on evil aligned targets

Bash

  • This strength dependent ability allows a one to break down doors and smash open chests.
  • Note that only fighter class weapons (i.e., axes, swords, maces and polearms), or unarmed attacks can be used to bash open doors or chests.
  • While not actually a combat ability, it is the only non-combat non-magical ability, and there is no other page in the manual for it.