Combat moves: Difference between revisions

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Revision as of 08:37, 20 January 2017

Combat

For combat moves to be effective, a player must raise either Unarmed Combat or Melee Combat, preferably both.

Heavy changes to the combat system were made in the update "Bumfights".

In order to learn a combat move, an animal must be defeated in melee combat. The move learned is based on the animal defeated, but otherwise appears to be random. (Minor note: During the first iteration of combat discoveries, prerequisites to use the move had to be met. As of world 10, this is not the case and you can pick up moves at random. Some players have had issues with getting a move like chop without getting a way to gain initiative points.)

A note on "μ":

Quote from jorb:

"Spending more points on a combat effect increases the efficiency of said combat effect in that school. The meaning of increasing the weight of some particular combat effect is indicated in the descriptive text for that combat effect by a μ-symbol (Mu). The actual value of μ ranges from 1 to 1.5, depending on your weighting. Usually, a higher weight for some particular combat effect will serve to reduce its cooldown, increase its damage, or the like."


Moves in italics are available for free to hearthling when acquiring 'The Will to Power' skill.

Moves

Move Learned from Initiative cost Cooldown Special
Dash
  • Boar
2 70/μ Completely removes your slightest opening
Opportunity Knocks
  • Boar
4 45 Opportunity Knocks increases your opponent's greatest opening by 50%·μ.
Take Aim
  • Ants
  • Badger
  • Boar
  • Fox
0 30/μ Gives +1 initiative
Think
  • Bat
  • Boar
  • Fox
  • Horse
0+4 40/μ Gives +2 initiative

Restorations

Move Learned from Initiative cost Attack Weight Openings Reduces Cooldown Special
Artful Evasion
  • Bats
  • Boar
  • Deer
3
  • 35%·μ Striking
  • 35%·μ Backhanded
  • 35%·μ Sweeping
  • 35%·μ Oppressive
30
Feigned Dodge
  • Bats
0
  • 15%·μ Striking
35 For every unit of opening reduced by Feigned Dodge, twice that amount is given to the opponent.
Flex
  • Bats
  • Boar
  • Deer
0 Unarmed On opponent:
  • +15% Dizzy
  • 10%·μ Backhanded, 10%·μ Opressive
30
Jump
  • Bear
  • Boar
  • Foxes
0
  • 20%·μ Sweeping
30
Quick Dodge
  • Bats
  • Boar
0
  • 20%·μ Striking
30
Sidestep
  • Bats
  • Foxes
0
  • 20%·μ Backhanded
35
Watch Its Moves
  • Ants
  • Badgers
  • Bats
  • Foxes
0
  • 15%·μ Backhanded
45 Gains you 1 point of initiative against your opponent.
Yield Ground
  • Ants
  • Bats
  • Badger
  • Foxes
  • Boar
  • Moose
1 On you:
  • +10% Dizzy
  • +10% Reeling
  • 25%·μ Striking
  • 25%·μ Oppressive
30
Zig-Zag Ruse
  • Boar
  • Mouflon
2
  • 50%·μ Sweeping
  • 50%·μ Oppressive
50

Maneuvers

Move Learned from Block weight Cooldown Special
Bloodlust
  • Rage
Unarmed·50%·μ 25 When attacked:
  • Bloodlust is charged by 25%·Δ. When you attack an opponent, your attack weight will be increased by quintuple the amount that Bloodlust is charged.
Chin Up Unarmed·μ 25
Combat Meditation
  • Woodmanship
Unarmed·μ 25 When attacked:
  • Combat Meditation is charged by 25%·Δ. When you attack an opponent, your cooldown will be decreased by the amount that Combat Meditation is charged.
  • While Combat Meditation is active, all your attacks will have 50% of their normal attack weight.
Oak Stance
  • Forestry
Unarmed·150%·μ 25 When attacked:
  • Your greatest opening is reduced by %5·Δ.
  • While Oak Stance is active, all your attacks will have 50% of their normal attack weight.
Parry
  • Bats
  • Moose
  • Boar
Melee·80%·μ 25 When Attacked:
  • Openings: +10% Cornered
Shield Up
  • Yeomanry
Melee·250%·μ 25 If Shield Up is used without a shield equipped, its block weight will be 50% instead of 150%.
To Arms Melee·μ 25

Attacks

Move Learned from Initiative cost Attack weight Attack type Openings Damage Grievous damage Cooldown Special
Chop
  • Ants
  • Boar
  • Deer
  • Foxes
  • Badgers
  • Moose
1 Melee·μ
  • Striking
  • +15% Off Balance
According to weapon 10% 50
Cleave
  • Auroch
  • Badger
  • Bear
  • Lynx
  • Moose
4+2 Melee·μ
  • Backhanded
  • Oppressive
  • +25% Cornered
According to Weapon·150% 80
Full Circle
  • Bats
  • Mouflon
0 Melee·90%·μ
  • Sweeping
  • Oppressive
  • +15% Off Balance
  • +5% Cornered
According to weapon 40
Go for the Jugular
  • Moose
3+3 Unarmed·μ
  • Striking
  • Oppressive
  • +15% Off Balance
  • +10% Cornered
40 30% 45
Haymaker
  • Ants
  • Moose
0 Unarmed·μ
  • Sweeping
  • +15% Reeling
20 15% 50
Kick
  • Ants
  • Auroch
  • Bats
  • Foxes
0 Unarmed·μ
  • Sweeping
  • +17.5 Reeling
15 15% 45
Knock Its Teeth Out
  • Bats
  • Badger
  • Boar
  • Horse
1 Unarmed·μ
  • Oppressive
  • +20% Cornered
30 25% 35
Left Hook
  • Ants
  • Bats
0 Unarmed·μ
  • Backhanded
  • +15% Dizzy
15 10% 40
Low Blow
  • Foxes
  • Boar
  • Bats
0 Unarmed·μ
  • Backhanded
  • +10% Off Balance
10 30% 50 Gains you 1 point of initiative against your opponent.
Punch
  • Ants
  • Bats
  • Badgers
  • Moose
0 Unarmed·80%·μ
  • Striking
  • +15% Off Balance
10 30
Punch 'em Both
  • Deer
  • Foxes
0 Unarmed·μ
  • Striking
  • Sweeping
  • +15% Reeling
10 7.5% 40 Attacks both your primary target and also one other opponent in range.
Raven's Bite
  • Bats
  • Boar
4 Melee·μ
  • Striking
  • Sweeping
  • +15% Off Balance
  • +15% Reeling
According to weapon·110% 55
Sideswipe
  • Auroch
  • Bats
  • Foxes
0 Melee·μ
  • Sweeping
  • +7.5% Reeling
According to weapon·75% 25
Steal Thunder
  • Badgers
  • Boar
  • Moose
0 Unarmed·μ
  • Backhanded
  • Sweeping
  • +10% Dizzy
None 40 To the extent that it is unblocked, Steal Thunder will take 3 points of initiative from its target and you will gain 2 of them.
Sting
  • Boar
  • Badgers
  • Foxes
2 Melee·μ
  • Striking
  • Backhanded
  • +25% Dizzy
According to weapon·125% 50 Any pointed weapon.
Storm of Swords
  • Bats
2 Melee·μ
  • Backhanded
  • Sweeping
  • +20% Reeling
According to weapon 70 Storm of Swords will attack up to five opponents in range, starting with your main target. The targets will receive 100%, 125%, 150%, 175%, and 200%, respectively, of the weapon's damage.