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  1. page Disciplines of Spirit Powers edited ... Critical Misses: power fails, turn immediately ends, caster is Vulnerable until start of next …
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    Critical Misses: power fails, turn immediately ends, caster is Vulnerable until start of next turn
    Conjuration
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    always involve physicalphysically conjuring some
    Only one of each conjuration power, from each School of Powers, can be active at any given time (i.e. if a caster has used Tier 3 Conjure Shadow Beast to conjure 3 shadow beasts onto the battlefield, then the caster CANNOT cast Conjure Shadow Beast again until the last of the 3 shadow beasts has been removed, however a Conjure Fire Elemental could theoretically still be cast)
    Conjuration powers do not typically inflict direct damage but can still benefit from a critical hit and or suffer a critical miss, therefore ALWAYS roll a d100 as if rolling to hit, even if a hit roll is not required
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    3:59 pm
  2. page Disciplines of Spirit Powers edited ... Critical Misses: power fails, turn immediately ends, caster is Vulnerable until start of next …
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    Critical Misses: power fails, turn immediately ends, caster is Vulnerable until start of next turn
    Devastation
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    multiple targets. Typically there is a separate hit roll made for each target, subject to Hit and Crit modifiers as normal, howeverRegardless of the number of hit-rolls made, any damage
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    distributed evenly amongstamong all targets,
    Critical Hits: causes double damage to all targets that the hit roll applies to
    Critical Misses: power fails, turn immediately ends, caster is Vulnerable until start of next turn
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    3:50 pm
  3. page Disciplines of Spirit Powers edited ... When conjured entities attack or inflict damage/effects it is not affected by any of the caste…
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    When conjured entities attack or inflict damage/effects it is not affected by any of the casters modifiers
    if the conjured entity does not possess modifiers of its own it can only crit on a natural 100
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    conjurations) if at the start of their turn the sum
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    casters Intellect
    Active conjurations that the caster has lost control of can be brought under control against by recasting the power that originally conjured them AND passing an Intellect vs. Initiative stat roll-off against the target

    Critical Hits: doubles the effectiveness of a conjuration, typically meaning twice as many entities or twice as many targets
    Critical Misses: power fails, turn immediately ends, caster is Vulnerable until start of next turn; Active conjurations only: conjuration still occurs however the casters turn immediately ends and they are Vulnerable until start of their next turn. Additionally, the conjured entity and all others like it on the battlefield will either attack the caster, attack the nearest target, or leave the battlefield
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    3:45 pm
  4. page Combat edited ... In some cases it may be possible to attack more than once as a single action. The most common …
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    In some cases it may be possible to attack more than once as a single action. The most common occurrence of this would be if equipped with a both a main-hand and off-hand weapon (referred to as Dual Wielding). In which case the action is considered to be complete once both weapons are used. Unless otherwise specified special abilities can only be applied to the main-hand attack. (i.e. A soldier armed with a long sword (main-hand) and Dirk (off-hand) that elects to use Hawk Strike as his action, applies Hawkstrike only to the long sword, however may still use the Dirk as a regular attack in the same action). Unless otherwise specified, an action based power/spell takes the entire action and cannot be paired with an off-hand attack.
    There is a wide variety of methods to increase the number of attacks that PC might have as a single action (i.e. secondary skills, certain abilities, enchants, etc) however there is a global restriction:
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    be any action with a to-hit roll or auto-hit withthat has the potential
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    attacks per turnaction
    maximum 3
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    target, per turnaction
    maximum 2
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    target, per turnaction
    This is sometimes referred to as the 4-3-2 rule.
    These restrictions do not necessarily apply to NPCs or Enemies.
    Direct damage instant skills do not count towards the 4-3-2 rule.
    Combat and Class Mechanic Summaries
    Under normal circumstances the follow rules apply:
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    3:37 pm
  5. page Glossary edited ... associated Combat Penalties. It is not sufficient to simply be trained in the one-handed versi…
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    associated Combat Penalties. It is not sufficient to simply be trained in the one-handed version, unless ONLY wielding the weapon in one hand (i.e. to wield a Longsword in one hand without penalties you need 1H Sword Proficiency, while to wield it in two hands also requires 2H Sword Proficiency).
    When coupled with the (Lv3) Strongman secondary skin, you can wield a '1 or 2 handed' type weapon in one hand and still do 2-Handed damage. This means it is effectively a 2-Handed weapon and therefore you cannot Dual Wield two of those weapons and do 2-Handed damage with each. The best you can achieve in this scenario is to equip two of the same weapon, with (Lv3) Strongman, and deal 2-Handed damage with your main hand and 1-Handed damage with the off hand. If choosing to go this route, it is also important to remember the weapon size limitations of dual wielding (i.e. to dual wield Bearded Axes either as both 1H handed damage, or using (lv3) Strongman to do 2-Handed damage in the main hand and 1-Handed with the off hand, you would need (Lv4) Dual Wield to avoid the combat penalties).
    4-3-2 Rule
    The basic rule of thumb for dealing with multiple attack combat actions (not including direct damage instants). The rule states that no combination of skills and/or weapons and/or craftings/enchants can ever allow a PC to exceed the following restrictions (where an 'attack' is considered to be any to-hit roll or auto-hit with the potential to cause damage):
    maximum 4 attacks per action
    maximum 3 attacks total on the same target, per action
    maximum 2 attacks (with the same weapon) on the same target, per action

    Absorption
    Absorption is a passive characteristic often given to inanimate objects or other such objects that would not normally have an Armor Class value or other forms of defense, such as wooden door, a ships hull, or a length of chain. Absorption value is given as a percentage, typically 50% unless otherwise specified, and works in conjunction with a HP value for that object. The absorption percentage is the percentage of current HP that can be absorbed without actually taking any damage. This ability to absorb damage applies to ANY damage type, unless that damage specifically says that it ignores or negates absorption.
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    An automatic miss with a physical melee or ranged attack that typically occurs when naturally rolling 5 or under on a d100 to-hit roll (in some cases the chances of a critical miss may be higher or lower, i.e. when using Primitive weapons). A Critical miss immediately ends your turn, regardless of which portion of the turn you are in (i.e. instant, mainhand-action, off-hand action). After a critical miss occurs you are Vulnerable until the start of your next turn, and if the critical miss was made with a weapon you will drop the weapon unless wearing armor in the Hand slot. If the critical miss occurs on an attack that has been chained and/or combined with a non-damage Fury, Vigor, Honor, Stealth, Focus, or Physical Passive/Secondary skill, the entire chained attack and included effects are negated without refund of any kind. However non-damage Fury, Vigor, Stealth, Focus or Physical Passive/Secondary skills that are NOT chained and/or combined with a physical attack cannot in and of themselves critically miss hit as there is no actual d100 roll.
    Critical Cast
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    chained skills.
    Critical Failure
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    chained skills.
    Crushing Blow (weapon attribute)
    If an attack is blocked or armor saved (i.e. hit roll higher than opponent's dodge, but ≤ to their AC), does x damage + strength bonus; typically DOES NOT trigger other on-wound type weapon effects (i.e. Stun)
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    3:37 pm
  6. page Combat edited ... In some cases it may be possible to attack more than once as a single action. The most common …
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    In some cases it may be possible to attack more than once as a single action. The most common occurrence of this would be if equipped with a both a main-hand and off-hand weapon (referred to as Dual Wielding). In which case the action is considered to be complete once both weapons are used. Unless otherwise specified special abilities can only be applied to the main-hand attack. (i.e. A soldier armed with a long sword (main-hand) and Dirk (off-hand) that elects to use Hawk Strike as his action, applies Hawkstrike only to the long sword, however may still use the Dirk as a regular attack in the same action). Unless otherwise specified, an action based power/spell takes the entire action and cannot be paired with an off-hand attack.
    There is a wide variety of methods to increase the number of attacks that PC might have as a single action (i.e. secondary skills, certain abilities, enchants, etc) however there is a global restriction:
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    roll or auto-hit):auto-hit with the potential to cause damage):
    maximum 4 attacks per actionturn
    maximum 3
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    target, per actionturn
    maximum 2
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    target, per actionturn
    This is sometimes referred to as the 4-3-2 rule.
    These restrictions do not necessarily apply to NPCs or Enemies.
    (view changes)
    3:32 pm
  7. page Combat edited ... Vigor is returned to max amount after each battle, provided there was a reasonable break betwe…
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    Vigor is returned to max amount after each battle, provided there was a reasonable break between battles (i.e. time to catch your breath)
    Honor oaths and virtues must be decided at the start of each new battle; code points are replenished after the battle ends, code stacks however are lost
    Fury resets to zero afterat the end of a battle, current Fury immediately decays to half, and unless another
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    immediately follows (withinwithin 2 minutes of in-game time)(in-game time), all Fury is lost.
    Spirit carries over from battle to battle and can only be regained by resting (regain equivalent amount compared to HP); however, HP can also be used to power abilities (with the exception of the Spirit Heal ability)
    Faith carries over from battle to battle and can be used outside of battle but each faith power can only be used once per day. Can use Prayer of Faith (or equivalent) while resting (but will only count as a half rest) to gain only one Faith per day.
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    3:28 pm
  8. page Fury edited ... after three rounds of no combat related instants/action, all Fury is lost This only applies t…
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    after three rounds of no combat related instants/action, all Fury is lost
    This only applies to rounds where the Fury Class is in control of their character, therefore things like critical misses, stuns, or other CC effects don't cause Fury Decay.
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    a battle, current Fury immediately decays fullyto half, and unless another
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    minutes (in-game time).time), all Fury is lost.
    Learning New Fury Abilities
    Fury classes gain two new abilities each level, up to level 10. After level 10 they gain only one new ability each level. When choosing new abilities, they must be equal to or less than current level of the character. As most new characters start at level one, any new Fury class character would select two level one abilities to start with. This is the only time under normal circumstances that learning new abilities does not require training.
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    3:28 pm
  9. page Fury edited ... after three rounds of no combat related instants/action, all Fury is lost This only applies t…
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    after three rounds of no combat related instants/action, all Fury is lost
    This only applies to rounds where the Fury Class is in control of their character, therefore things like critical misses, stuns, or other CC effects don't cause Fury Decay.
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    within 2 minutes.minutes (in-game time).
    Learning New Fury Abilities
    Fury classes gain two new abilities each level, up to level 10. After level 10 they gain only one new ability each level. When choosing new abilities, they must be equal to or less than current level of the character. As most new characters start at level one, any new Fury class character would select two level one abilities to start with. This is the only time under normal circumstances that learning new abilities does not require training.
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    3:27 pm
  10. page Combat edited ... Vigor is returned to max amount after each battle, provided there was a reasonable break betwe…
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    Vigor is returned to max amount after each battle, provided there was a reasonable break between battles (i.e. time to catch your breath)
    Honor oaths and virtues must be decided at the start of each new battle; code points are replenished after the battle ends, code stacks however are lost
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    follows (within a minute2 minutes of in-game
    Spirit carries over from battle to battle and can only be regained by resting (regain equivalent amount compared to HP); however, HP can also be used to power abilities (with the exception of the Spirit Heal ability)
    Faith carries over from battle to battle and can be used outside of battle but each faith power can only be used once per day. Can use Prayer of Faith (or equivalent) while resting (but will only count as a half rest) to gain only one Faith per day.
    (view changes)
    3:27 pm

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