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===Maneuvers=== ====Charge Attacks==== When a player executes a melee attack, they first move towards their target until they are within range to attack. This movement is a charge – it is much faster than the character's normal movement rate, but because of that speed it can only be sustained for a very short distance. If, at the end of the charge, the player is still too far away from their target to attack, they will stop the attack and see the message, "You have charged too far!" ====Power Bar Maneuvers==== Many weapons can alternate between stabbing and slash motions depending on the power setting. Some one-handed weapons can also deal more than one blow per attack when they have the [[Multi-Strike]] property. {|class="wikitable" !Maneuver !Stance !Power Bar (PB) !PB Damage Modifier |- |Slash |One-Handed<br>One-Handed (Dual Wield)<br>One-Handed (Shield) |Full<br>Medium to Full<br>Medium to Full |150%<br>100% to 150%<br>100% to 150% |- |Backhand |One-Handed |Medium |100% |- |Stab |One-Handed<br>One-Handed (Dual Wield)<br>One-Handed (Shield) |Low<br>Low to Medium<br>Low to Medium |50%<br>50% to 100%<br>50% to 100% |- |Double Slash |One-Handed<br>One-Handed (Dual Wield)<br>Two-Handed |Medium to Full<br>Medium to Full<br>Low to Full |100% to 150%<br>100% to 150%<br>50% to 150% |- |Double Stab |One-Handed<br>One-Handed (Dual Wield)<br>One-Handed (Shield)<br>Two-Handed |Low to Medium<br>Low<br>Low to Full<br>Low to Full |50% to 100%<br>50%<br>50% to 150%<br>50% to 150% |- |Kick |Unarmed |Full |150% |- |Punch |Unarmed |Medium |100% |- |Jab |Unarmed |Low |50% |} =====Recklessness===== Recklessness allows a player to increase their melee or missile damage at the cost of increase the incoming damage they take. Recklessness does not apply to critical damage numbers. When trained, the combat bar will highlight the area where recklessness is active, which is between 10-90% power. Below or above this range allows the player to attack normally without the recklessness effect. The skill provides a maximum +20 Damage Rating increase if specialized and +10 Damage Rating if trained. This effect decreases proportionally if the Recklessness skill is less than the combat skill. <div style="display:inline-block"> [[File:Combat Panel with Recklessness Live.jpg|frame|How the combat panel appears when [[Recklessness]] is trained or specialized.|359x33px]] </div> ====Body Zones==== Player characters and creatures are divided into various zones, which correspond to specific body parts. For example, the head, chest and upper arms are considered to be in the high zone whilst the lower legs and feet are in the low zone. The medium zone is slightly more complex and can include the chest, abomen, upper arms, lower arms, hands and upper legs. Left and right body parts can be hit individually but is not important as armor levels for the left and right sides are always equal. Once an attack height is chosen, the actual zone that is attacked is a matter of chance with equal probability. Front and back attacks are also distinct. For example, a creature wielding a shield would be weaker when attacked from behind as shields only protect the front. Rear attacks are very useful if a target is not directly engaged in combat with you. The Sneak Attack skill provides bonuses to rear attacks. =====Attack Height and Dirty Fighting===== Changing the attack height via the combat panel allows you to direct your attack to a specific part of the target's body. This is can be used to exploit a weakness in the opponent's armor or for attacking a creature that is too high or too low for any other attack height to reach. The attack height is also used by the [[Dirty Fighting]] skill to weaken the target. The [[Dirty Fighting]] skill works with missile and melee combat skills by weakening your opponent based on your attack height. The chance for you to land the Dirty Fighting attack is maximized at 25% if your Dirty Fighting skill is equal to or greater than your combat skill. If your Dirty Fighting skill is below your combat skill the chance is decreased proportionally. * High Attack Height: Target’s Attack skills reduced by 20 if specialized, 10 if trained. Also, the target’s [[Healing Reduction Rating]] is increased by 30 if specialized, 15 if trained. * Medium Attack Height: The target bleeds by 20 damage per tick if specialized, 10 damage per tick if trained. * Low Attack Height: Target’s Defensive Skills reduced by 20 if specialized, 10 if trained. All of the Dirty Fighting effects last for 20 seconds once activated. =====Sneak Attacks===== The Sneak Attack skill gives a bonus to attacks landing from behind the target. This skill works with Melee, Missile and Magic attacks. Specialized Sneak Attack provides a maximum of +20 Damage Rating to attacks from behind and Trained Sneak Attack provides a maximum of +10 Damage Rating. If your Sneak Attack skill is equal to or higher than your attacking skill (War Magic, Missile Weapon, Heavy Weapons, etc.), then you receive the maximum damage. If your Sneak Attack skill is lower than your attacking skill, the effect you gain is reduced proportionally compared to the difference of the skills.<br><br>Another benefit of the Sneak Attack skill is that it allows a chance to do an increased attack from the front of the target if the player also has the Deception skill. Trained Deception will allow for a maximum 10% chance to land a Sneak Attack from the front of the target, Specialized has a maximum of 15%. If the Deception skill is 306 or higher, the player receives the maximum benefit. Anything below 306 reduces the chance proportionally.<br><br>A player or creature can reduce the damage of a frontal Sneak Attack by having the Assess Person skill. An Assess Person skill of 306 will prevent all frontal Sneak Attack damage. An Assess Person skill below 306 will reduce the damage of a frontal Sneak Attack proportionally.
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