Difference between revisions of "Weaponmastery"

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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.
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. Weaponmasters can select a specialisation based on the weapons they wish to use, either dual cutting, dual blunt, two-handed, or sword and shield.


Weaponmasters can select a specialisation based on the weapons they wish to use, either dual cutting, dual blunt, two-handed, or sword and shield.
The skill of '''Weaponmastery''' is available to to members of the four knight classes: [[Infernal]], [[Paladin]], [[Runewarden]], and [[Unnamable]].
<span id="contents"></span>
 
Knights share many chivalry-derived abilities through [[Discipline]], [[Dominion]], [[Malignity]] and [[Valour]] though each also have their own unique skill; Infernals command the dark art of [[Oppression]], Paladins wield the holy power of [[Excision]], Runewardens possess the mystical talent of [[Runelore]], and Unamables employ the otherworldly forces of [[Anathema (skill)|Anathema]].


==Abilities in Weaponmastery==
==Abilities in Weaponmastery==
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  |target=Adventurers and denizens
  |target=Adventurers and denizens
  |cooldown=Balance cost varies based on weapon speed
  |cooldown=Balance cost varies based on weapon speed
  |detail=This ability delivers a single, powerful blow with your chosen weapon.
  |detail=This ability delivers a single, powerful blow with your chosen weapon. When striking a limb that is already damaged to the point of needing a restoration salve, it will deliver a fracture to that limb(*).
<p>Excluding the legs.
}}
}}


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  |description=Fracture the defences that would protect your opponent.
  |description=Fracture the defences that would protect your opponent.
  |lessons=100
  |lessons=100
  |syntax=FRACTURE <target> [REBOUNDING|SHIELD]
  |syntax=FRACTURE <target> [REBOUNDING{{!}}SHIELD]
  |required=
  |required=
  |target=Adventurers
  |target=Adventurers
  |cooldown=Balance cost varies based on weapon speed
  |cooldown=Balance cost varies based on weapon speed
  |detail=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.
  |detail=This attack will allow you to shatter the aura of rebounding or magical
shield that may protect an opponent.
 
Due to the nature of this attack, a failed fracture attempt against an
unprotected target shall result in a loss of momentum.
}}
}}


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  |target=Adventurers and denizens
  |target=Adventurers and denizens
  |cooldown=Balance cost varies based on weapon speed
  |cooldown=Balance cost varies based on weapon speed
  |detail=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.<p>The damage inflicted by doublewhirl is increased when targeting the already damaged limb of a prone opponent.</p>
  |detail=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. When you strike an already damaged limb of an opponent with this attack, that limb will gain a fracture(*).<p>* Excluding the legs.
}}
 
{{Skill_detail
|skill=Sizeup
|description=With the trained eye of a warrior.
|lessons=312
|syntax=SIZEUP <target>
|required=Two flails or morningstars
|target=Adventurers
|cooldown=Balance cost varies based on weapon speed
|detail=With the gifted eye of a warrior, observe your adversary and determine the number of fractures their limbs suffer from.</p>
}}
}}


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  |target=Adventurers
  |target=Adventurers
  |cooldown=Balance cost varies based on weapon speed
  |cooldown=Balance cost varies based on weapon speed
  |detail=You may now expend your momentum upon a limb while striking at the limbs of your target to produce various effects. This will require momentum and reset the momentum decay timer.<p>When expending in a strike to the head, your opponent will be stunned and become confused.</p><p>When expending in a strike to the 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, and numbing them into paralysis.</p><p>When expending in a strike to the left arm, you will make them unable to parry effectively for a short time and afflict your opponent with clumsiness.</p><p>When expending in a strike to the right arm, they will find themselves unable to utilise tattoos effectively for a time and will be afflicted with clumsiness.</p><p>Finally, when expending in a strike to either leg, your target will be knocked to the ground and become lethargic.</p>
  |detail=You may now expend your momentum upon a limb while striking at the limbs
of your target to produce various effects. This will require momentum
and reset the momentum decay timer. The results are different depending
on if you are using a flail or a morningstar.
 
Morningstars:
 
When expending in a strike to the head, your opponent will be stunned
and have their vision restored. If they are already unblind and are also
prone, they will receive a skull fracture.
 
When expending in a strike to the 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, and numbing them into
paralysis. If they are already paralysed, you will crack their ribs.
 
When expending in a strike to the left arm, you will make them unable to
parry effectively for a short time and afflict your opponent with
clumsiness. If they are already clumsy, you will fracture their wrist.
 
When expending in a strike to the right arm, they will find themselves
unable to utilise tattoos effectively for a time and will be afflicted
with weariness. If they were already weary, you will crack their wrist.
 
Finally, when expending in a strike to either leg, your target will be
knocked to the ground and become lethargic.
 
Flails:
 
When expending in a strike to the head, your target will be afflicted
with healthleech. If they already have healthleech and are prone, you
will fracture their skull.
 
When expending to the torso, you will drive the breath from their lungs
and afflict them with asthma. If they are already asthmatic, you will
crack their ribs.
 
When expending to either arm, you will cause their skin to become bloody
and raw, afflicting them with darkshade. If they are already suffering
from this affliction, you will fracture their wrist.
 
When expending to either leg, you will cause them to become clumsy. If
they are already clumsy, they will be knocked off balance for a short
while.
 
* All expends cost 1 momentum, except expend legs with a morningstar
which costs 3.
** All non-fracture based afflictions from flail expends relapse a short
while after they are first given, striking for a second time.
}}
}}


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  |target=Adventurers
  |target=Adventurers
  |cooldown=2.60 seconds of balance
  |cooldown=2.60 seconds of balance
  |detail=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. When targeted against the head it consumes 5 momentum; when targeted against the torso only 3.
  |detail=This brutal attack can only be performed against a prone opponent. It
deals significant damage, and has different results based on the limb
targeted.
 
Head: raises the damaged state of the limb by a full level if possible.
Torso: fractures three of your target's ribs in one strike.
 
When targeted against the head it consumes 7 momentum; when targeted
against the torso only 3. This ability also has a longer balance cost
when used against the head.
}}
 
{{Skill_detail
|skill=Furor
|description=You have the high ground.
|lessons=1233
|syntax=
|required=Flails
|target=Adventurers
|cooldown=2.60 seconds of balance
|detail=When wielding flails, your furor is so great that your blows which would otherwise expend momentum against a prone target no longer do. <p>* You will not gain momentum on attacks in this case, but you will not lose it either.
}}
}}


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  |target=Adventurers
  |target=Adventurers
  |cooldown=3.10 seconds of balance
  |cooldown=3.10 seconds of balance
  |detail=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.
  |detail=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 either a mangled head -or- five or more skull fractures.
}}
}}


===Two-handed Specialisation===
===Two-handed Specialisation===
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  |target=Self
  |target=Self
  |cooldown=
  |cooldown=
  |detail=Your dedication to victory is so great that at the cost of your own health, you may fight through the effects of paralysis.
  |detail=Your dedication to victory is so great that at the cost of your own health, you may fight through the effects of paralysis.<br>This requires max ferocity and halves your ferocity upon use.
}}
}}


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