Difference between revisions of "Weaponmastery"
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Masters of melee weapons, knights with the weaponmastery skill are a force to | Masters of [[Forged weapons|melee weapons]], knights with the weaponmastery skill are a force to be reckoned with against their fellow [[adventurers]] and [[:Category:Denizens|denizens]] alike. | ||
be reckoned with. | |||
Weaponmasters can select a specialisation based on the weapons they wish to | Weaponmasters can select a specialisation based on the weapons they wish to use, either dual cutting, dual blunt, two-handed, or sword and shield. | ||
use, either dual cutting, dual blunt, two-handed, or sword and shield. | |||
== Abilities in Weaponmastery == | == Abilities in Weaponmastery == | ||
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: '''Details:''' | : '''Details:''' | ||
Passive Ability This ability works to automatically increase your damage and accuracy with a | Passive Ability This ability works to automatically increase your damage and accuracy with a shortsword. Be warned that it will only work when you're wielding a shortsword. | ||
shortsword. Be warned that it will only work when you're wielding a shortsword. | |||
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| bgcolor=#3366CC | '''Specialise''' | | bgcolor=#3366CC | '''Specialise''' |
Revision as of 02:09, 30 January 2016
Masters of melee weapons, knights with the weaponmastery skill are a force to be reckoned with against their fellow adventurers and denizens alike.
Weaponmasters can select a specialisation based on the weapons they wish to use, either dual cutting, dual blunt, two-handed, or sword and shield.
Abilities in Weaponmastery
The following skills are available to all who practice weaponmastery, regardless of specialisation.
Abilities in Weaponmastery
Ability | Description |
Swordplay | Increased mastery of the shortsword. |
Passive Ability This ability works to automatically increase your damage and accuracy with a shortsword. Be warned that it will only work when you're wielding a shortsword. | |
Specialise | Gain proficiency in one of the schools of weaponry. |
The decision to specialise in a specific school of weaponry shall dictate the rest of your growth as a knight. You shall learn abilities specific to your chosen school as you progress further in weaponmastery. The different schools are:
| |
Arc | Swing your blade in a controlled arc. |
By swinging your sword in a controlled arc, you will be able to damage everyone in the room with your sword. If you optionally specify a target, the arc shall only strike that person, but the blow is far swifter to recover from. |
Dual cutting
Proficient in the use of two cutting weapons, knights with this specialisation use scimitars or battle axes to decimate their foes with damage and venoms.
Abilities in the Dual Cutting Specialisation
Ability | Description |
Predict | Predict when your blows will damage their limbs. |
The trained weapons master is able to determine approximately when their blows will cause their target's limbs to break. | |
Raze | Attack the defences that would keep your weapons out. |
With raze, your sword will become a weapon of destruction, attacking the defences of your enemies that serve to keep your weapons out. | |
Duality | The ability to wield and use two weapons simultaneously. |
The sword is the weapon of the true warrior, and you are skilled enough with this noble weapon to wield two and use two of them at once. You may optionally specify a limb and venoms to use. | |
Lunge | A deep, piercing blow from an adjacent location. |
When starting from an adjacent location, you may lunge at a target, causing quite a bit of damage. You must be wielding a sword to use this ability. | |
Impale | Sink your blade into an opponent. |
This wicked ability may be used when your hapless victim has fallen to the ground and lies there, helpless. With it, you will drive your sword into his body, causing regular damage as long as he is on the sword. Further, while impaled, he will find himself unable to move, though you too will be unable to move. Each broken leg your victim suffers from will extend the length of time it will take him to escape your blade. | |
Razeslash | First penetrate his defences, then give him the sharp end. |
You have now gained the ability to simultaneously raze and slash an opponent. Many knights have found it to be a very effective tactic in taking down another adventurer's magical shield and attacking at the same time. | |
Cleave | Rend your opponent's body in two. |
If you are wielding a sword in your hand, you may try to cleave someone's body asunder. Your opponent does not have to be in the room with you when you begin a cleave, but by the time you get the second cleave-related message, he must be in the room, or the cleave will be stopped. If you do successfully cleave your opponent, you will so destroy his body that there will be nothing left for anyone to immolate. | |
Mastery | Through intense concentration, increase your blade mastery. |
Mastery is the ability to pour such concentration into your bladework that your ability to penetrate cutting defenses increases. It does cost a regular drain in mana, however, so watch yourself. | |
Disembowel | Tear the entrails from a target. |
Once you have impaled someone, you may disembowel them, ripping open their bloated bellies, and causing immense damage. Those suffering from internal bleeding will take more damage from this attack. |
Dual blunt
Master of destruction, these specialists obliterate an opponents limbs with flails and morningstars.
Abilities in the Dual Blunt Specialisation
Ability | Description |
Momentum | Strike them with ever greater power. |
The skilled wielder of the flail or morningstar is capable of using the momentum of previous attacks to perform greater feats. Each whirl based attack performed with one of these weapons that lands shall raise the momentum of the knights following attacks, to potentially devastating affect. | |
Whirl | The most basic of blunt attacks. |
This ability delivers a single, powerful blow with your chosen weapon. | |
Fracture | Fracture the defences that would protect your opponent. |
This attack will allow you to shatter the aura of rebounding or magical shield that may protect an opponent. The more momentum you have built up, the faster you shall recover from this attack. Be warned however. Due to the nature of this attack, a failed fracture attempt shall result in a loss of momentum. | |
Doublewhirl | Strike twice as fast. |
You have reached a point in your training where you may now utilise two weapons at once to attack. Your skill is such that you may target each separate attack to a different limb of your target. The damage inflicted by doublewhirl is increased when targeting a prone opponent, and when attacking an already damaged limb. | |
Predict | Predict when your blows will damage their limbs. |
The trained weapons master is able to determine approximately when their blows will cause their target's limbs to break. | |
Skullcrush | Crush their skulls. |
If you are wielding a blunt weapon in your hand, you may try to crush someone's skull. Your opponent does not have to be in the room with you when you begin your attempt, but by the time you get the second attack-related message, he must be in the room, or the skullcrush will be stopped. | |
Expend | Expend your momentum for crippling effects. |
You may now expend your momentum when striking at the limbs of your target to produce various effects. This will both require and expend momentum. When striking head, your opponent will be stunned. When striking torso, you will drive the air from your target's lungs, cancelling any aura of rebounding that they may have begun establishing about their person. When striking the left arm, you will make them unable to parry affectively for a short time. When striking the right arm, they will find themselves unable to utilise tattoos affectively for a time. Finally, when striking either leg, your target will be knocked to the ground. | |
Assault | Unleash a terrible assault against a helpless opponent. |
This brutal attack can only be performed against a prone opponent. It deals significant damage, as well as raising the targeted limbs damage by a complete level, regardless of how damaged that limb may currently be. It consumes 5 momentum. | |
Pulp | End their life in a single strike. |
You may pulp the brains of a suitably vulnerable victim, ending their life in a single terrible strike. For the purposes of this ability, suitably vulnerable requires they be prone with a mangled head. |
Two-handed
Wielding the largest weapons available, these warriors conquer their enemies with bastard swords and warhammers.
Abilities in the Two-handed Specialisation
Ability | Description |
Continuation | Shrug off afflictions like the trivialities they are. |
You may use this ability to shrug off the affects of paralysis. There is a fairly substantial delay before you may utilise this ability for a second time. Your body takes time to recover from this ability, removing your capability to utilise fitness for a short time following it. | |
Slaughter | Dispense with your opposition. |
Deliver a single, powerful blow to shatter bone and rend flesh. | |
Overhand | Split their skulls with a mighty blow. |
This powerful blow aimed at the head shall deliver skull fractures. The more skull fractures your victim suffers from, the longer it shall take them to recover from sipping a healing elixir or tonic. | |
Carve | Carve through your victim's defences. |
This ability allows the user to carve through defences that would keep them from their opponent. If both the rebounding aura and shield defence are present, both are stripped if only one is, a followup damaging slash will be dealt. This can only be done using a bladed weapon. | |
Splinter | Splinter the defences protecting your opponent. |
This ability allows the user to smash through defences that would keep them from their opponent. If both the rebounding aura and shield defence are present, both are stripped if only one is, a followup damaging slash blow be dealt. This can only be done using a warhammer of some description. | |
Perceive | Perceive the state of your opponent. |
The trained warrior is able to pick out the slightest details of an opponent, even through the haze of battle. This ability will allow you to determine the exact state of the injuries you have inflicted against a target. | |
Underhand | Deliver a devastating rising stroke. |
This raising strike aimed at the torso aims to crack the ribs of your opponent. The more cracked ribs they suffer from, the less healing elixirs or tonics shall restore them for. | |
Upset | Bring them down in a tangle of limbs. |
Against an opponent who has suffered at least one badly damaged leg, you may exploit their motions to gain an opening with which to tangle your weapon with their legs. This will bring them crashing to the ground. | |
Hew | Deliver precision strikes against your opponent's limbs. |
This ability can target either the arms or legs of your opponent. When striking the arms they will suffer from wrist fractures, and when hitting the legs you will deliver torn tendons. | |
Pulverise | Pulp your opponent's limbs with crushing blows. |
This ability can target either the arms or legs of your opponent. When striking the arms they will suffer from wrist fractures, and when hitting the legs you will deliver torn tendons. | |
Distract | Distract them with a deafening shout. |
With this ability, you are able to distract your enemy from acts that take intense focus. For instance, the behead or shatter abilities from weaponry. | |
Focus | Alter your technique. |
This ability will allow the trained knight to alter his stance to produce various results. By focusing on speed, the next attack will be sped up. By focusing on precision, the damage dealt by the next attack will be reduced, but the number of limb-based afflictions dealt will be doubled. | |
Cleave | Rend your opponent's body in two. |
If you are wielding a sword in your hand, you may try to cleave someone's body asunder. Your opponent does not have to be in the room with you when you begin a cleave, but by the time you get the second cleave-related message, he must be in the room, or the cleave will be stopped. If you do successfully cleave your opponent, you will so destroy his body that there will be nothing left for anyone to immolate. | |
Skullcrush | Crush their skulls. |
If you are wielding a blunt weapon in your hand, you may try to crush someone's skull. Your opponent does not have to be in the room with you when you begin your attempt, but by the time you get the second attack-related message, he must be in the room, or the skullcrush will be stopped. | |
Recover | A true knight will die on his feet. |
Having learned to roll with the momentum of your blows, you will be able to come back to your feet if knocked down. This ability does not require balance, if following a weaponmastery attack. | |
Devastate | Destroy their limbs utterly. |
This ability delivers a single, powerful strike across your opponent's body, targeting either their arms or their legs. The more wrist fractures or torn tendons they suffer from respectively, the greater the damage to their limbs. | |
Impale | Sink your blade into an opponent. |
This wicked ability may be used when your hapless victim has fallen to the ground and lies there, helpless. With it, you will drive your sword into his body, causing regular damage as long as he is on the sword. Further, while impaled, he will find himself unable to move, though you too will be unable to move. Each broken leg your victim suffers from will extend the length of time it will take him to escape your blade. | |
Disembowel | Tear the entrails from a target. |
Once you have impaled someone, you may disembowel them, ripping open their bloated bellies, and causing immense damage. Those suffering from internal bleeding will take more damage from this attack. |
Sword and shield
Using their shields for both offence and defence, masters of the sword and shield specialisation are a foe to fear. They are also armed with longswords and broadswords.
Abilities in the Sword and Shield Specialisation
Ability | Description |
Rend | Rend the flesh of your foes. |
Deliver a slow, yet powerful blow with your sword. | |
Raze | Remove the defences that would keep your weapons from your foe. |
This ability will allow you to raze the defences that would protect your opponent from your attacks, such as the aura of rebounding or magical shields. | |
Smash | Deliver a crushing blow with your shield. |
This powerful strike with your shield will have various affects depending on where you strike your victim. Targeting high shall deliver a mental affliction, as well as upset their mental focus. Targeting mid shall cause their muscles to lock in paralysis. Targeting low shall cause them to stumble and become hopelessly clumsy. If no target is specified for this attack, the damage dealt is more significant. | |
Combination | Link your blade and shield attacks into devastating |
By performing both sword and shield attacks in synch, you are able to unleash vicious combinations against your opponents. | |
Drive | Deny them of breath with a precise strike to the throat. |
By driving the edge of your shield into your opponent's throat, you may cut off their air supply, inflicting them with a case of asthma. | |
Slice | Speed is the mark of a true master. |
Deliver a swift strike with your blade, sacrificing damage for speed. | |
Impale | Pin them to the ground with your blade. |
This wicked ability may be used when your hapless victim has fallen to the ground and lies there, helpless. With it, you will drive your sword into his body, causing regular damage as long as he is on the sword. Further, while impaled, he will find himself unable to move, though you too will be unable to move. Each broken leg your victim suffers from will extend the length of time it will take him to escape your blade. | |
Concuss | Rattle their brain with a mighty blow. |
When your victim lies helpless at your feet, you may deliver a mighty blow to their head with your shield, making them see stars and afflicting them with the blackout affliction. | |
Trip | Send them sprawling. |
With this ability, you may knock the legs out from under a happless victim. | |
Club | A brutal display of power. |
Once you have suitably prepared your opponent by breaking one of his limbs and impaling him upon your blade, you may bring your shield crashing down upon his skull, stunning him momentarily. | |
Cleave | Rend your opponent's body in two. |
If you are wielding a sword in your hand, you may try to cleave someone's body asunder. Your opponent does not have to be in the room with you when you begin a cleave, but by the time you get the second cleave-related message, he must be in the room, or the cleave will be stopped. If you do successfully cleave your opponent, you will so destroy his body that there will be nothing left for anyone to immolate. | |
Dedication | Your dedication to victory can overcome all barriers. |
Your dedication to victory is so great that at the cost of your own health, you may fight through the affects of paralysis. | |
Ferocity | Channel the ferocity of battle. |
You have reached a point in your training where you are able to channel the ferocity of battle which each successful combination attack that you may land. | |
Strike | Unleash your ferocity against your foe. |
Once you have generated sufficient ferocity, you may unleash a devastating blow with your shield. This attack does not consume balance and may be followed with a standard combination attack. When targeted high, the strike will stun your opponent. When targeted to the midsection, the strike will deliver sensitivity. When striking low, you will knock your opponent to the ground. | |
Guardbreak | Exploit holes in their guard. |
This attack is not as fast or powerful as other sword based slashes, but it generates twice as much ferocity when successful. | |
Disembowel | Tear the entrails from a target. |
Once you have impaled someone, you may disembowel them, ripping open their bloated bellies, and causing immense damage. Those suffering from internal bleeding will take more damage from this attack. |