Difference between revisions of "Combat Abilities"

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(- removed the mixed specials section (since requirements for each skill are now listed))
(Apprentice and Novice weapon skills - fix me: - fixed it)
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==Apprentice and Novice weapon skills - fix me==
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==Apprentice and Novice Level Weapon Special Moves==
* 25% weapon skill: deals 1.5 times the damage of a regular attack.
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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.
* 60% weapon skill: deals 2.0 times the damage of a regular attack.
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===Apprentice Level Special Move===
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* requires 25% in a weapon skill.
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* deals 1.5 times the damage of a regular attack.
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===Novice Special Move===
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* requires 60% in a weapon skill.
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* deals 2.0 times the damage of a regular attack.
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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.

Revision as of 19:58, 2 May 2012

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).

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 3 secs.

Shieldbash

  • requires 50 rage.
  • requires 50% in block.
  • stuns a mob for 4 secs.
  • stuns a player for 2 sec.

Tanking Stance

  • requires a fighter weapon to be equipped.
  • reduces damage taken by 25%.
  • reduces damage dealt by 25%.

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

Throat Strike

  • requires some 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). (Note that you must be wearing 'unarmoured' gear and be using an 'unarmed' weapon, or your bare hands, to cause critical hits while the target is under the influence of a quivering palm hit.)


Rogues

Slice n Dice

  • requires 100 rage.
  • requires 90% shortswords.
  • requires a shortsword-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 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 1.5x damage and slows the target temporarily.


Priests

Special (Thunderclap)

  • requires 100 rage.
  • requires 90% in maces.
  • the mace or blessed mave special rage attack.
  • the target and targets in adjacent squares all suffer a shockwave that confuses them.


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.


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.