Difference between revisions of "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.
 
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%.
+
Current rage can be displayed in the stats box by pressing #, or by pressing alt-f3 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]]).
 
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]]).
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* requires 90% in axes.
 
* requires 90% in axes.
 
* the default axe special rage attack.
 
* 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)
+
* temporarily reduces the target's AS, DEF and MR, and also causes the target to bleed at a rate of 5% HP for up; to 5 seconds, depending on rage used (for a cumulative total of 25% HP for 100% rage). (Note that the target will not be able to heal while bleeding, though the bleeding itself will not kill the target)
  
 
===Flurry===
 
===Flurry===
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* the target and targets in adjacent squares all suffer a shockwave at 75% dmg per hit.
 
* the target and targets in adjacent squares all suffer a shockwave at 75% dmg per hit.
 
* the main target gets confused for 3 secs.
 
* the main target gets confused for 3 secs.
* surrounding targets might get stunned for 3 secs.
+
* surrounding targets might get stunned for 4 secs.
  
 
===Shieldbash===
 
===Shieldbash===
 
* requires 50 rage.
 
* requires 50 rage.
 
* requires 50% in block.
 
* requires 50% in block.
* stuns a mob for 4 secs.
+
* stuns a mob for 3 secs.
 
* stuns a player for 2 sec.
 
* stuns a player for 2 sec.
  
 
===Tanking Stance===
 
===Tanking Stance===
* requires a fighter weapon to be equipped.
+
* requires a fighter weapon or blessed mace to be equipped.
* reduces damage taken by 25%.
+
* reduces damage taken by 50%.
* reduces damage dealt by 25%.
+
* reduces damage dealt by 50%.
  
 
===Berserker Stance===
 
===Berserker Stance===
* requires a two-handed fighter weapon to be equipped.
+
* requires a two-handed fighter weapon or two-handed blessed mace to be equipped.
 
* increases weapon speed by 25%.
 
* increases weapon speed by 25%.
 
* increases damage taken by 25%.
 
* increases damage taken by 25%.
 +
 +
===Agile Stance===
 +
* optimizes damage when your str/dex ratio is 3/1.
  
 
===Reset Stance===
 
===Reset Stance===
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<br>
 
<br>
 +
 
==Monks==
 
==Monks==
  
 
===Sleeping Fist===
 
===Sleeping Fist===
* requires 15 rage.
+
* requires 25 rage.
 
* requires 30% unarmed.
 
* requires 30% unarmed.
 
* causes the target to fall asleep temporarily.
 
* causes the target to fall asleep temporarily.
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* requires 100 rage.
 
* requires 100 rage.
 
* requires 90% shortswords.
 
* requires 90% shortswords.
* requires a shortsword-class weapon to be equipped.
+
* requires a shortsword-class or foil-class weapon to be equipped.
 
* the default short swords special rage attack.
 
* the default short swords special rage attack.
 
* an instantaneous burst of 3 hits divided on up to 3 adjacents targets.
 
* an instantaneous burst of 3 hits divided on up to 3 adjacents targets.
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===Disarm===
 
===Disarm===
* requires 100 rage.
+
* requires 50 rage (100 if against another player)
 
* requires 90% foils.
 
* requires 90% foils.
* requires a foil-class weapon to be equipped.
+
* requires a foil-class or shortsword-class weapon to be equipped.
 
* the default foils special rage attack.
 
* the default foils special rage attack.
 
* a disarmed mob can no longer perform a special move on you.
 
* a disarmed mob can no longer perform a special move on you.
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* requires a foil-class or shortsword-class weapon to be equipped.
 
* requires a foil-class or shortsword-class weapon to be equipped.
 
* blinds the target temporarily.
 
* blinds the target temporarily.
 +
 +
===Execute===
 +
* requires 75 rage.
 +
* requires 90% foils.
 +
* requires a foil-class weapon to be equipped.
 +
* if target's health is at 25% or less, or if it's running away, execute kills the mob, otherwise it causes 1 damage at the cost of 5 rage.
 +
* if target is killed, player gains 30 rage back.
  
 
===Point Blank Headshot===
 
===Point Blank Headshot===
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* requires 90% in ranged.
 
* requires 90% in ranged.
 
* the default ranged special rage attack.
 
* 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.)
+
* 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).
 +
* additionally, target will be knocked back.
  
 
===Spray n Pray===
 
===Spray n Pray===
* requires 100 rage.
+
* requires 75 rage.
* requires 90% in ranged.
+
* requires 90% ranged.
 
* the (non-default) ranged special rage attack.
 
* the (non-default) ranged special rage attack.
 
* shoots 3 arrows at once at multiple targets.
 
* shoots 3 arrows at once at multiple targets.
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===Aimed Shot===
 
===Aimed Shot===
 
* requires 50 rage.
 
* requires 50 rage.
* requires 50% ranged skill.
+
* requires 50% ranged.
* does 1.5x damage and slows the target temporarily.
+
* does 1.2x damage and wounds (causing damage over time) the target for 3 sec.
 +
 
 +
===Freezing Shot===
 +
* requires 25 rage.
 +
* requires 50% ranged.
 +
* does 1.2x damage and slows the target for 3 sec.
  
 
<br>
 
<br>
 +
 
==Priests==
 
==Priests==
  
 
===Special (Thunderclap)===
 
===Special (Thunderclap)===
 
* requires 100 rage.
 
* requires 100 rage.
* requires 90% in maces.
+
* requires 90% maces.
 
* the blessed mace special rage attack.
 
* the blessed mace special rage attack.
 
* the target and targets in adjacent squares all suffer a shockwave at 75% dmg per hit.
 
* the target and targets in adjacent squares all suffer a shockwave at 75% dmg per hit.
 
* the main target gets confused for 3 secs.
 
* the main target gets confused for 3 secs.
 
* surrounding targets might get stunned for 3 secs.
 
* surrounding targets might get stunned for 3 secs.
 +
 +
<br>
 +
 +
==Necromancers==
 +
 +
===Healing Bolt===
 +
* requires 100 rage.
 +
* requires 90% hexblades.
 +
* sends a bolt of chain lightning through the target and on to other nearby targets. Deals less damage that Black Lightning, but leeches health.
 +
 +
===Black Lightning===
 +
* requires 100 rage.
 +
* requires 90% hexblades.
 +
* sends a bolt of chain lightning through the target and on to other nearby targets. Damages scales with int.
  
 
<br>
 
<br>
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===Charge===
 
===Charge===
* requires 30 rage.
+
* requires 25 rage.
 
* charge a few squares instantaneously at an enemy and attacking it.
 
* charge a few squares instantaneously at an enemy and attacking it.
 
* Axes, Longswords, Maces, Polearms, Staves, or Unarmed.
 
* Axes, Longswords, Maces, Polearms, Staves, or Unarmed.
 
* charge hamstrings an enemy so that it can't move for 4 sec (but can still attack).
 
* charge hamstrings an enemy so that it can't move for 4 sec (but can still attack).
 +
 +
===Wallop===
 +
* requires 10 rage.
 +
* A melee attack that does your weapon damage evenly divided among a group of enemies
 +
* Cannot cast if using Staves or Ranged
  
 
===Taunt===
 
===Taunt===
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* requires 0 rage.
 
* 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.
 
* 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 melee weapons (i.e., maces, hexblades, staves, polearms, etc.), 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.
 +
 +
 +
 +
{{Navigation Skills}}
 +
[[Category:Skills]]

Latest revision as of 21:11, 13 June 2021

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 alt-f3 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 up; to 5 seconds, depending on rage used (for a cumulative total of 25% HP for 100% rage). (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 or blessed mace to be equipped.
  • reduces damage taken by 50%.
  • reduces damage dealt by 50%.

Berserker Stance

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

Agile Stance

  • optimizes damage when your str/dex ratio is 3/1.

Reset Stance

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


Monks

Sleeping Fist

  • requires 25 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 50 rage (100 if against another player)
  • 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.

Execute

  • requires 75 rage.
  • requires 90% foils.
  • requires a foil-class weapon to be equipped.
  • if target's health is at 25% or less, or if it's running away, execute kills the mob, otherwise it causes 1 damage at the cost of 5 rage.
  • if target is killed, player gains 30 rage back.

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).
  • additionally, target will be knocked back.

Spray n Pray

  • requires 75 rage.
  • requires 90% ranged.
  • the (non-default) ranged special rage attack.
  • shoots 3 arrows at once at multiple targets.

Aimed Shot

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

Freezing Shot

  • requires 25 rage.
  • requires 50% ranged.
  • does 1.2x damage and slows the target for 3 sec.


Priests

Special (Thunderclap)

  • requires 100 rage.
  • requires 90% 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.


Necromancers

Healing Bolt

  • requires 100 rage.
  • requires 90% hexblades.
  • sends a bolt of chain lightning through the target and on to other nearby targets. Deals less damage that Black Lightning, but leeches health.

Black Lightning

  • requires 100 rage.
  • requires 90% hexblades.
  • sends a bolt of chain lightning through the target and on to other nearby targets. Damages scales with int.


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 25 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).

Wallop

  • requires 10 rage.
  • A melee attack that does your weapon damage evenly divided among a group of enemies
  • Cannot cast if using Staves or Ranged

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 melee weapons (i.e., maces, hexblades, staves, polearms, etc.), 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.



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