Combat moves

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Combat

For combat moves to be effective, a player must raise either Unarmed Combat or Melee Combat, preferably both. In example, a player with 30 UAC sparring with an another 60 UAC fighter will need two corresponding attacks in order to destroy a block, however when their combat skills are equal they need only one attack to destroy the block [Needs confirmation].


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

Special moves

Move Learned from Initiative cost Cooldown Special
Take Aim
  • Ants
0 20 Gives +2 initiative
Think
  • Bat
  • Boar
0+4 30 Take 3 initiative from the opponent

Defensive moves

Move Learned from Initiative cost Block weight Block against Cooldown Duration Special
Artful Evasion
  • Bats
2 Unarmed
  • Striking
  • Sweeping
40 275 +4 initiative if destroyed by opponent
Jump
  • Foxes
0 Unarmed
  • Sweeping
20 350
Quick Dodge
  • Bats
  • Boar
0 Unarmed
  • Striking
20 300
Shield Up
  • Ants
  • Bats
0 3*Melee
  • Striking
  • Sweeping
  • Oppressive
40 300
Sidestep
  • Bats
  • Foxes
0 Unarmed
  • Backhanded
35 200
Watch Its Moves
  • Ants
  • Foxes
  • Badgers
0 Unarmed
  • Backhanded
30 200 Gives +4 initiative if allowed to expire
Yield Ground
  • Ants
  • Bats
  • Foxes
  • Boar
1 Unarmed
  • Oppressive
  • Backhanded
20 400 Gives 1 IP to the opponent
Zig-Zag Maneuver
  • Boar
2+3 2*Unarmed
  • Sweeping
40 450 -25% cooldown on attacks while active

Counter moves

Move Learned from Initiative cost Block weight Block against Cooldown Duration Trigger Attack weight Attack type Damage Grievous damage
Feigned Dodge
  • Ants
  • Bats
0 Unarmed
  • Striking
35 150 Expiration Unarmed
  • Striking
15 10%
Parry
  • Bats
  • Moose
0 Melee
  • Striking
  • Backhanded
25 125 Blocking unarmed attack Melee
  • Oppressive
10 10%

Offensive moves

Move Learned from Initiative cost Attack weight Attack type Damage Grievous damage Cooldown Special
Chop
  • Ants
  • Foxes
  • Badgers
  • Moose
1 Melee
  • Striking
  • Sweeping
According to weapon 10% 50
Cleave
  • Lynx
  • Moose
  • Bear
5+2 Melee
  • Oppressive
  • Backhanded
2*According to Weapon 80
Haymaker
  • Ants
  • Moose
0 Unarmed
  • Sweeping
20 60
Kick
  • Ants
  • Bats
1+1 Unarmed
  • Sweeping
25 15% 45
Knock Its Teeth Out
  • Bats
2 Unarmed
  • Oppressive
30 35
Left Hook
  • Ants
  • Bats
0 Unarmed
  • Backhanded
15 40
Low Blow
  • Foxes
  • Boar
2+6 Unarmed
  • Backhanded
40 30
Punch
  • Ants
  • Bats
  • Badgers
  • Moose
0 0.8*Unarmed
  • Striking
10 30
Steal Thunder
  • Badgers
0 Unarmed
  • Backhanded
  • Sweeping
None 25 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
2+1 Melee
  • Striking
  • Backhanded
According to weapon 35
Storm of Swords
  • Bats
4+4 Melee
  • Backhanded
  • Sweeping
According to weapon 70