Striking: Difference between revisions

56 bytes removed ,  14 November 2025
Updated STERNUM as per classleads 162
(moved airfist)
(Updated STERNUM as per classleads 162)
 
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  |syntax=STRIKE <target> STERNUM
  |syntax=STRIKE <target> STERNUM
  |required=
  |required=
  |target=Adventurers
  |target=Adventurers and denizens
  |cooldown=2.50 seconds of balance
  |cooldown=2.50 seconds of balance
  |detail=Inflict significant pain with a splintering strike to your target's breastbone, located at the centre of their ribcage.
  |detail=Inflict significant pain with a splintering strike to your target's breastbone, located at the centre of their ribcage.
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  |target=Adventurers
  |target=Adventurers
  |cooldown=3.25 seconds of balance
  |cooldown=3.25 seconds of balance
  |detail=Manipulating your opponent's knee joint with a well-placed blade hand will reliably send them falling to the ground.
  |detail=Manipulating your opponent's knee joint with a well-placed blade hand will reliably send them falling to the ground. If they are elevated by sitting upon a steed or similar, you'll instead be able to get a grip upon them and yank them from their mount.
}}
}}


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  |cooldown=2.50 seconds of balance
  |cooldown=2.50 seconds of balance
  |detail=The head has many exploitable weak points. A strike to either temple, above and behind the eye, will rock the brain and dull your victim's mind, leaving them in a stupor.
  |detail=The head has many exploitable weak points. A strike to either temple, above and behind the eye, will rock the brain and dull your victim's mind, leaving them in a stupor.
}}
{{Skill_detail
|skill=Feet
|description=Send your mounted target sprawling to the ground.
|lessons=
|syntax=STRIKE <target> FEET
|required=
|target=Adventurers
|cooldown=2.50 seconds of balance
|detail=Grab the ankle of your mounted opponent, and with a precise twist, send them tumbling from their mount.
}}
}}


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  |target=Adventurers
  |target=Adventurers
  |cooldown=3.00 seconds of balance
  |cooldown=3.00 seconds of balance
  |detail=Through Shin mastery, channel the very emptiness of the void upon a target, potentially blocking digestion of curative herbs they may consume. Impaling a voidfisted target will disrupt the energy, causing it to fail.<br>** Shin energy is necessary to perform elemental strikes. Only one element may be channelled upon a foe at a time.  
  |detail=Through Shin mastery, channel the very emptiness of the void upon a target, enabling each of your future strikes to be enhanced with the draining power of the void. When striking a voidfisted opponent, their very mind shall be sapped, and they shall lose mana.<br>** Shin energy is necessary to perform elemental strikes. Only one element may be channelled upon a foe at a time.<br>Note: Shin generation is halved when striking a voidfisted opponent.
}}
}}


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