V7 rule dump
Moderator: Game Masters
-
- Administrator
- Posts: 9147
- Joined: Fri Aug 18, 2006 9:55 am
- Location: PHP world of Warlords :)
- Contact:
V7 rule dump
Will put as much detail as I can here in case someone can help write rules, will be adding / editing as it comes to me.
-
- Administrator
- Posts: 9147
- Joined: Fri Aug 18, 2006 9:55 am
- Location: PHP world of Warlords :)
- Contact:
Duels
Duels
Duels have been completely revamped.
Each duelist will have to choose a style that is available. There are 3 skills that complement each style by providing extra tactics for each level of the skill. Ambidextrous allow the use of dual-wield style which is basically fighting with two weapons. Strong allows the use of two-handed fighting, meaning halberds and two-handed heavy weapons. Precise allows single-handed fighting with spears and swords and other single handed weapons.
If they do not have any of the skills, there will be 3 normal tactics available to all duelist.
Note: There are 10 traits that affect duels.
Duel stats
HP: Hit points, when this reaches 0, duelist is defeated. Certain tactics can actually bring this down to 0 in one swoop. MIG x 10
Hit: Mesures the duelists ability to hit his opponent. It is compared against the opponent's hit score. Base is 50 (basically if both combattants have same hit score). It is based off MIG primarily with a lesser extent CHA. Under 5% is ALWAYS a hit, over 95% always a miss. Some tactics allow auto hits for yourself or sometimes for your opponent.
Damage: At its base, damage is set as MIG. Some randomness is added based on MIG as well as tactics that can sometimes add to it for that round OR the whole duel.
Tactic: Basically chance of tactics succeeding. Any tactic that cancels another always works (no roll). Tactics used stamina, if you do not have enough, tactic is canceled and replaced with a 'rest' option. Each style tactic has its own Tactic % chance based on specific stats while normal tactics available to all are based off MIG and JUD of the one trying to execute VS MIG of opponent.
Stamina: Allows use of tactics. Based off MIG and JUD. If reaches 0, cancels tactic and replenishes 25 stamina
Speed: Determines who hits first, if same speed, it's coin toss.
Recuperation: Determines how much stamina you get back end of round. Also based off MIG and JUD.
Escape, capture and death: When an officer is defeated, he first gets a death roll. 3% chance plus any tactic effects. If he survives, there is a capture check. This is based off MIG, COM and ING plus whatever capture effects from tactics. It is then compared to the fallen duelist's escape score based off MIG, JUD and CHA. Like with the hit mechanic, base chance is 50 + the difference.
There are basically 10 rounds, if none of the participant fall below 0, it' a draw with no capture / escape / chance of death effects.
Challenge
The persuasive skill will ad a unique tactic to battles called Challenge. Basically, the challenger will target an officer from the opposing side and try to get them to fight them. Formula to accomplish this favors high MIG characters, lower might characters would fail. Formula is
Challenger's MIG, CHA vs opponent's ING, JUD and MIG
((Challenger's Cha *2 ) - (Defender's Judgement + Defenders Intelligence)) + ((Defender's Might /2 ) - (Attacker's Might /2 )) + 10% per level of Persuasive.
You can avoid this by having one of your own officers challenge someone
Failed challenge still makes opponent lose 10 morale. Losing a duel gives -10 and +10 swing.
Duels have been completely revamped.
Each duelist will have to choose a style that is available. There are 3 skills that complement each style by providing extra tactics for each level of the skill. Ambidextrous allow the use of dual-wield style which is basically fighting with two weapons. Strong allows the use of two-handed fighting, meaning halberds and two-handed heavy weapons. Precise allows single-handed fighting with spears and swords and other single handed weapons.
If they do not have any of the skills, there will be 3 normal tactics available to all duelist.
Note: There are 10 traits that affect duels.
Duel stats
HP: Hit points, when this reaches 0, duelist is defeated. Certain tactics can actually bring this down to 0 in one swoop. MIG x 10
Hit: Mesures the duelists ability to hit his opponent. It is compared against the opponent's hit score. Base is 50 (basically if both combattants have same hit score). It is based off MIG primarily with a lesser extent CHA. Under 5% is ALWAYS a hit, over 95% always a miss. Some tactics allow auto hits for yourself or sometimes for your opponent.
Damage: At its base, damage is set as MIG. Some randomness is added based on MIG as well as tactics that can sometimes add to it for that round OR the whole duel.
Tactic: Basically chance of tactics succeeding. Any tactic that cancels another always works (no roll). Tactics used stamina, if you do not have enough, tactic is canceled and replaced with a 'rest' option. Each style tactic has its own Tactic % chance based on specific stats while normal tactics available to all are based off MIG and JUD of the one trying to execute VS MIG of opponent.
Stamina: Allows use of tactics. Based off MIG and JUD. If reaches 0, cancels tactic and replenishes 25 stamina
Speed: Determines who hits first, if same speed, it's coin toss.
Recuperation: Determines how much stamina you get back end of round. Also based off MIG and JUD.
Escape, capture and death: When an officer is defeated, he first gets a death roll. 3% chance plus any tactic effects. If he survives, there is a capture check. This is based off MIG, COM and ING plus whatever capture effects from tactics. It is then compared to the fallen duelist's escape score based off MIG, JUD and CHA. Like with the hit mechanic, base chance is 50 + the difference.
There are basically 10 rounds, if none of the participant fall below 0, it' a draw with no capture / escape / chance of death effects.
Challenge
The persuasive skill will ad a unique tactic to battles called Challenge. Basically, the challenger will target an officer from the opposing side and try to get them to fight them. Formula to accomplish this favors high MIG characters, lower might characters would fail. Formula is
Challenger's MIG, CHA vs opponent's ING, JUD and MIG
((Challenger's Cha *2 ) - (Defender's Judgement + Defenders Intelligence)) + ((Defender's Might /2 ) - (Attacker's Might /2 )) + 10% per level of Persuasive.
You can avoid this by having one of your own officers challenge someone
Failed challenge still makes opponent lose 10 morale. Losing a duel gives -10 and +10 swing.
-
- Administrator
- Posts: 9147
- Joined: Fri Aug 18, 2006 9:55 am
- Location: PHP world of Warlords :)
- Contact:
Civil
Haven't determined yet what this will be, but the output for locations will change. Also a possibility of classes that will change the fact that officers all have camps, might have various places that can be owned for a location non-holder.
Will remove the gains vs improve mechanic. Skills will now grant both, gains will be a scavenge type action that can be performed by any officer including NPCs that will grant direct gains to the resource the skill targets and will be based off the relevant stat. Improve will basically improve the yields from the location the officer is assigned to (as opposed to every location which was yielding too much).
Garrisons.
Very important addition and this might need to be adjusted. Basically each location (villages, towns and cities) will need to be garrisoned. Failure to do so will result in lower yields. Base is 25% for a location that has no garrison and up to 100% for a full garrison. Garrison sizes are:
Village => 500
Towns => 1000
Cities = > 2000
Garrisons can only defend the location they are assigned to (cannot attack or reinforce). Once assigned, you cannot take those soldiers back into your main army. They do not withdraw, they always fight. If a location is abandoned, the garrison soldiers go to the invader.
Garrisoned soldiers gain 10 training per turn automatically.
Will remove the gains vs improve mechanic. Skills will now grant both, gains will be a scavenge type action that can be performed by any officer including NPCs that will grant direct gains to the resource the skill targets and will be based off the relevant stat. Improve will basically improve the yields from the location the officer is assigned to (as opposed to every location which was yielding too much).
Garrisons.
Very important addition and this might need to be adjusted. Basically each location (villages, towns and cities) will need to be garrisoned. Failure to do so will result in lower yields. Base is 25% for a location that has no garrison and up to 100% for a full garrison. Garrison sizes are:
Village => 500
Towns => 1000
Cities = > 2000
Garrisons can only defend the location they are assigned to (cannot attack or reinforce). Once assigned, you cannot take those soldiers back into your main army. They do not withdraw, they always fight. If a location is abandoned, the garrison soldiers go to the invader.
Garrisoned soldiers gain 10 training per turn automatically.
-
- Administrator
- Posts: 9147
- Joined: Fri Aug 18, 2006 9:55 am
- Location: PHP world of Warlords :)
- Contact:
Crafting
Whole new crafting system will be put in place. Now your characters will be able to equip 10 pieces of equipment. This includes mounts and such, list is:
Head
Body
Weapon
Mount
Book
Banner
Projectile
Jewel
Transport
Essay
Each has a possibility of two types of items, boosting two stats (weapons is exception, both are MIG)
Helmet - Head (COM)
Armor - Body (MIG)
One-Handed - Weapon (MIG)
Warhorse - Mount (COM)
Historical - Book (JUD)
Family - Banner (CHA)
Bow - Projectile (JUD)
Ring - Jewel (COM)
Carriage - Transport (ING)
Philosophical - Essay (ING)
Hat - Head (CHA)
Robes - Body (CHA)
Two-Handed - Weapon (MIG)
Stallion - Mount (MIG)
Educational - Book (ING)
Military - Banner (COM)
Crossbow - Projectile (ING)
Necklace - Jewel (CHA)
Chariot - Transport (JUD)
Theoretical - Essay (JUD)
Crafting is still done through the Resource Tool. Basically costs 100 gold to craft any item and 100 CP for +1, an extra 100 CP per +1 after cumulative (formula is N(N+1) / 2 *100) so that a +1 is 100 CP but a +5 is 1500.
Each item has a 5% chance to get a trait, this % can be raised by 1% for every extra 10 gold AND 10 CP invested. If you manage to get a trait, you have a 1% chance to get a unique item (unless all have been found). If you do get a unique item, CP and gold are not used.
You can have several pieces of equipment for each slot and inter change them through the OI interface.
Head
Body
Weapon
Mount
Book
Banner
Projectile
Jewel
Transport
Essay
Each has a possibility of two types of items, boosting two stats (weapons is exception, both are MIG)
Helmet - Head (COM)
Armor - Body (MIG)
One-Handed - Weapon (MIG)
Warhorse - Mount (COM)
Historical - Book (JUD)
Family - Banner (CHA)
Bow - Projectile (JUD)
Ring - Jewel (COM)
Carriage - Transport (ING)
Philosophical - Essay (ING)
Hat - Head (CHA)
Robes - Body (CHA)
Two-Handed - Weapon (MIG)
Stallion - Mount (MIG)
Educational - Book (ING)
Military - Banner (COM)
Crossbow - Projectile (ING)
Necklace - Jewel (CHA)
Chariot - Transport (JUD)
Theoretical - Essay (JUD)
Crafting is still done through the Resource Tool. Basically costs 100 gold to craft any item and 100 CP for +1, an extra 100 CP per +1 after cumulative (formula is N(N+1) / 2 *100) so that a +1 is 100 CP but a +5 is 1500.
Each item has a 5% chance to get a trait, this % can be raised by 1% for every extra 10 gold AND 10 CP invested. If you manage to get a trait, you have a 1% chance to get a unique item (unless all have been found). If you do get a unique item, CP and gold are not used.
You can have several pieces of equipment for each slot and inter change them through the OI interface.
-
- Administrator
- Posts: 9147
- Joined: Fri Aug 18, 2006 9:55 am
- Location: PHP world of Warlords :)
- Contact:
Roads reinforcements and field battles
The new map will have roads. I think AaronH did a wonderful job and we tried to make it so each location had at least 2 roads leading to it, 5 or 6 max. You can attack any location your army can access from the roads (camps will be explained after). So basically, you can attack any neighbor of one of your locations. If your locations get separated by someone else taking one between them, you can still attack any of their neighbors but with a -25% supply hit. Same applies for defending. This may need to be revisited, only thing I can think of without adding the complication of army tracking (multiple armies and where they are).
Will re-instate reinforcements for both joint attacks and defense. Same rules would apply for roads. To avoid defense traps (a force sending a maxed out force to defend an allied village with 100 soldiers or an ally joint attacking and sending max force with 100 soldiers just so they grant him a location), reinforcements can be any number but only 100% of reinforcements can be used in battle (so if ally has 100 troops, you can field 100)
No more random leader stuff. Caused a great deal of frustration last game. If two players attack same place and neither withdraws or supports the other, they will fight it off. If it's an uneven number, two will fight while the other fights the location owner and winners face off. Will add significant delays to certain turns I suppose, but turns are pretty quick anyway so we should be ok.
Will re-instate reinforcements for both joint attacks and defense. Same rules would apply for roads. To avoid defense traps (a force sending a maxed out force to defend an allied village with 100 soldiers or an ally joint attacking and sending max force with 100 soldiers just so they grant him a location), reinforcements can be any number but only 100% of reinforcements can be used in battle (so if ally has 100 troops, you can field 100)
No more random leader stuff. Caused a great deal of frustration last game. If two players attack same place and neither withdraws or supports the other, they will fight it off. If it's an uneven number, two will fight while the other fights the location owner and winners face off. Will add significant delays to certain turns I suppose, but turns are pretty quick anyway so we should be ok.
-
- Administrator
- Posts: 9147
- Joined: Fri Aug 18, 2006 9:55 am
- Location: PHP world of Warlords :)
- Contact:
Skills V7
Aid | CHA | COM | MIG | Raise Own Officer Effectivness from Melee using CHA and COM |
Acumen | ING | MIG | JUD | Increase overall stats of NPCs |
Administrator | CHA | ING | MIG | Increase output from locations for all resources |
Ambidextrous | ING | MIG | COM | Use two weapons efficiently in duels adding tactics |
Assassin | JUD | MIG | ING | Can use the kill spy operations to kill soldiers during civil phase and lower morale during battle |
Attentive | JUD | ING | COM | Increase Statistic experience output |
Author | ING | JUD | CHA | Can create special books and essays |
Authorative | COM | MIG | ING | Increase results for all training actions |
Barrage | JUD | COM | ING | Lower Opp Support Attack from Support using JUD and COM |
Barricade | ING | JUD | MIG | Raise Own Support Defense from Support using ING and JUD |
Breeder | JUD | COM | ING | Can breed warhorses or duel mounts |
Charge | MIG | JUD | CHA | Raise Own Melee Attack from Melee using MIG and JUD |
Commander | COM | CHA | MIG | Increase output from locations for soldiers |
Confuse | ING | CHA | JUD | Lower Opp Officer Effectivness from Support using ING and CHA |
Cover | JUD | ING | MIG | Raise Own Melee Defense from Support using JUD and ING |
Craftsman | CHA | MIG | COM | Can create special jewels, banners and robes |
Crafty | MIG | CHA | ING | Increase crafting points output in PP |
Decoy | COM | CHA | MIG | Lower Opp Melee Attack from Melee using COM and CHA |
Delay | ING | JUD | CHA | Lower Opp Both Layers Speed from Support using ING and JUD |
Deride | ING | JUD | CHA | Lower Opp Support Morale from Support using ING and JUD |
Discipline | COM | CHA | CHA | Raise Own Soldiers Morale from Melee using COM and CHA |
Disrupt | COM | CHA | MIG | Lower Opp Support Defense from Support using COM and CHA |
Encourage | COM | CHA | JUD | Raise Own Both Layers Speed from Support using COM and CHA |
Engineer | MIG | ING | COM | Increase output from locations for armaments |
Entangle | MIG | COM | JUD | Lower Opp Both Layers Speed from Melee using MIG and COM |
Escort | MIG | ING | JUD | Raise Own Army Supplies from Melee using MIG and ING |
Faze | CHA | MIG | ING | Lower Opp Officer Effectivness from Melee using CHA and MIG |
Guard | ING | MIG | JUD | Raise Own Army Supplies from Support using ING and MIG |
Haste | MIG | CHA | COM | Raise Own Both Layers Speed from Melee using MIG and CHA |
Infiltrator | ING | JUD | CHA | Increase output from locations for spy points |
Investor | JUD | CHA | ING | Increase output from locations for gold |
Jeer | CHA | ING | MIG | Lower Opp Melee Morale from Melee using CHA and ING |
Perception | JUD | ING | CHA | Improve chances of gaining a trait on crafted equipment and mounts |
Perfectionist | COM | MIG | CHA | Increase personal output for crafting points, statistic experience and skill experience |
Persuasive | CHA | ING | JUD | Use of challenge tactic in battle to force a duel |
Poison | JUD | ING | COM | Lower Opp Support Supplies from Support using JUD and ING |
Politician | CHA | COM | JUD | Increase output from locations for NPC points |
Polymath | COM | CHA | MIG | Reduce cost of upgrades to stats and skills |
Precise | JUD | COM | MIG | Use of single-handed weapon in duels adding tactics |
Propaganda | CHA | COM | JUD | Can use the destroy NPC points and spy points during civil phase and kill soldiers and destroy armaments during battle |
Raid | MIG | COM | ING | Lower Opp Support Supplies from Melee using MIG and COM |
Rally | CHA | MIG | COM | Raise Own Army Morale from Support using CHA and MIG |
Rupture | COM | MIG | JUD | Lower Opp Melee Defense from Melee using COM and MIG |
Sabotage | COM | ING | MIG | Can use the destroy armaments and gold during civil phase and destroy supplies during batle |
Scout | CHA | ING | COM | Lower Opp Melee Defense from Support using CHA and ING |
Smith | MIG | CHA | JUD | Can create special weapons and armor |
Sortie | MIG | JUD | COM | Lower Opp Melee Attack from Support using MIG and JUD |
Strong | MIG | JUD | CHA | Use two -handed weapons in duels adding tactics |
Studious | ING | JUD | MIG | Increase Skill experience output |
Succor | JUD | ING | CHA | Raise Own Officer Effectivness from Support using JUD and ING |
Support | JUD | COM | ING | Raise Own Melee Attack from Support using JUD and COM |
Swift | MIG | JUD | COM | Better chance to escape precarious situation (duels, battle, plots) |
Trader | CHA | JUD | COM | Gain % off trades with other playes at no extra cost to the other player involved |
Versatile | ING | COM | CHA | Increase a random output significantly |
Volley | ING | JUD | COM | Raise Own Support Attack from Support using ING and JUD |
Wall | COM | MIG | ING | Raise Own Melee Defense from Melee using COM and MIG |
-
- Administrator
- Posts: 9147
- Joined: Fri Aug 18, 2006 9:55 am
- Location: PHP world of Warlords :)
- Contact:
Traits
Toughness | Add 50% of MIG in HP in duels |
Accurate | Add 10% of JUD to Hit in duels |
Brawn | +5% damage in duels |
Fast | Add 20% ING speed in duels |
Endurance | Add 50% MIG stamina in duels |
Regenration | Add 10% MIG stamina recuperation in duels |
Shrewd | Add 10% ING to tactic success in duels |
Deceptive | Add 10% tactic failure in duels |
Elusive | Add 10% CHA in escape in duels |
Tenacious | Add 10% COM in capture in duels |
Wit | +10% Stat XP |
Scholar | +10% skill xp |
Artisan | +10% cp |
Alluring | +5% soldiers from locations |
Convincing | +10% soldiers from drafting |
Frugal | +5% gold from locations |
Calculating | +10% gold from getting gold like scavenge |
Worker | +5% armaments from locations |
Scrounger | +10% armaments from getting gold like scavenge |
Deceitful | +5% spy from locations |
Keen | +10% spy from getting gold like scavenge |
Amiable | +5% NPC from locations |
Engaging | +10% NPC from getting gold like scavenge |
Lucky | +5% chance of gaining traits on crafting items |
Bloodlust | +5% kills on assassin spy op |
Destructive | +5% more destroyed arms spy op |
Charlatan | +5% more on propaganda missions spy op |
Nimble | +5% escape |
Strategic | +5% tactics in battle |
Insightful | -5% for other tactics in battle |
Slayer | +5% more casualties in battle |
Medic | -5% less casualties in battle |
Warrior | +5% attack in melee |
Hunter | +5% attack in suport |
Defender | +5% defense in melee |
Archer | +5% defense in support |
Taskmaster | +10 supplies start of battle can go over 100 |
Motivator | +10 morale start of battle can go over 100 |
Protector | +5% escape for officers in battle |
Pursuer | +5% capture for officers in battle |
Scavenger | double spoils of war |
Judge | Better NPC stat rolls |
Fascinating | Gain 25 multiplied by turn soldiers each turn |
Wealthy | Gain 25 multiplied by turn gold each turn |
Fence | Gain 25 multiplied by turn armaments each turn |
Connected | Gain 25 multiplied by turn spy points each turn |
Famous | Gain 25 multiplied by turn NPC points each turn |
Smart | Gain 250 stat XP each turn |
Skillful | Gain 250 skill XP each turn |
Resourceful | Gain 250 CP each turn |
-
- Administrator
- Posts: 9147
- Joined: Fri Aug 18, 2006 9:55 am
- Location: PHP world of Warlords :)
- Contact:
Equipment
Type | Skill | Article | Stat |
Head | Smith | Helmet | COM |
Body | Smith | Armor | MIG |
Weapon | Smith | One-Handed | MIG |
Mount | Breeder | Warhorse | COM |
Book | Author | Historical | JUD |
Banner | Craftsman | Family | CHA |
Projectile | Smith | Bow | JUD |
Jewel | Craftsman | Ring | COM |
Transport | Breeder | Carriage | ING |
Essay | Author | Philosophical | ING |
Head | Craftsman | Hat | CHA |
Body | Craftsman | Robes | CHA |
Weapon | Smith | Two-Handed | MIG |
Mount | Breeder | Stallion | MIG |
Book | Author | Educational | ING |
Banner | Craftsman | Military | COM |
Projectile | Smith | Crossbow | ING |
Jewel | Craftsman | Necklace | CHA |
Transport | Breeder | Chariot | JUD |
Essay | Author | Theoretical | JUD |
-
- Administrator
- Posts: 9147
- Joined: Fri Aug 18, 2006 9:55 am
- Location: PHP world of Warlords :)
- Contact:
Roles
Type | Service to a Warlord | Base | Soldiers | Gold | Armaments | Spy | NPC | Special Action | Description |
Warlord | No | Camp | Yes | Yes | Yes | Yes | Yes | Gather more resources | Has a camp, can gain all resources but cannot serve for a Lord |
Minister | Yes | Office | No | Yes | No | Yes | Yes | Can manage a location but soldiers and armaments go to Lord | Has an estate, can gain gold and NPC points, can work for a Lord |
Duelist | Yes | Estate | No | No | No | No | Yes | Improve XP stats and skills | Has a home, cannot gain resources but can serve a Lord |
Merchant | No | Market | No | Yes | Yes | Yes | Yes | Gather more gold | Has a market, can gain everything but soldiers, cannot serve a Lord |
Crafter | No | Workshop | No | Yes | No | No | Yes | Gather more CP | Has a center, cannot gain resources, more CP |
-
- Administrator
- Posts: 9147
- Joined: Fri Aug 18, 2006 9:55 am
- Location: PHP world of Warlords :)
- Contact:
Duel Tactics
Projectile | Normal | Cancel Taunt, cause 50-100 damage |
Taunt | Normal | Cancel Alert, Opponent Damage X1.25, Opponent -10 Hit |
Alert | Normal | Cancel Projectile, Opponent -5 Tactics |
Intimidate | Two-Handed 1 | Opponent -15 Hit |
Stall | One-Handed 1 | Opponent -15 Stamina |
Baffle | Dual-Wield 1 | Opponent -15 Speed |
Shout | Two-Handed 2 | Cancel Pre-Duel tactic |
Meditate | One-Handed 2 | Own +5 Tactics |
Concentrate | Dual-Wield 2 | Own +5 Recuperation |
Frenzy | Two-Handed 3 | Own Damage X1.25, Opponent -10 MIG |
Prepare | One-Handed 3 | Own +100 HP |
Ritual | Dual-Wield 3 | Own +25 Stamina |
Charge | Normal | Own Damage X2 |
Dismount | Normal | Opponent disable mount (-10 Hit, -25 Escape) |
Avoid | Normal | Cancel Opponent Round 1 tactic |
One-blow | Two-Handed 1 | Own MIG – Opponent MIG -20 chance of ending the duel in one blow. Own MIG – Opponent MIG -20 / 2 chance of death. |
First Strike | One-Handed 1 | Cancel Attack |
High-low | Dual-Wield 1 | Own +1 Attack, Opponent disable mount (-10 Hit, -25 Escape) |
Plow | Two-Handed 2 | Own Damage X2.5, Opponent -15 Stamina |
Stab | One-Handed 2 | Own Damage X1.5, Opponent -5 Tactic |
Double slice | Dual-Wield 2 | Own +1 Attack, Opponent -10 Speed |
Maim | Two-Handed 3 | Opponent -5 all stats, Opponent -10 escape |
Pinpoint | One-Handed 3 | Opponent -5 HP per round, Opponent -5 Stamina per round |
Disarm | Dual-Wield 3 | Cancel Style tactics, Opponent -5 Hit |
Swing | Normal | Cancel Defend, Own Damage X1.5 |
Defend | Normal | Cancel Quick Strike, Opponent -10 Hit |
Quick Strike | Normal | Cancel Swing, Own +10 Speed |
Maul | Two-Handed 1 | Opponent -15 Speed, Opponent -5 Tactic |
Parry | One-Handed 1 | Opponent -15 Hit, Opp Damage X0.75 |
Cross strike | Dual-Wield 1 | Own Auto Hit, Own Damage X0.75 |
Smash | Two-Handed 2 | Cancel Style tactics, Own Stamina +15 |
Disable | One-Handed 2 | Own Damage X1.25, Opponent -10 MIG |
Feint | Dual-Wield 2 | Own Hit +15, Own Speed +15 |
Crush | Two-Handed 3 | Opponent -15 MIG, Cause 75-125 damage |
Counter | One-Handed 3 | Cancel Attack, +15 Hit |
Flurry | Dual-Wield 3 | Own +2 Attack, Own Damage X0.75 |
Breathe | Normal | Own Full Stamina |
Heal | Normal | Own +500 HP |
Reset | Normal | Cancel Disarm effects, Cancel Dismount effects |
Suicide | Normal | Own Damage X2, Own Kill 10 |
Cautious | Normal | Cancel Final Round tactic, Own -1 Attack |
Patience | Normal | Own Escape +25, Opponent -10 Hit |
Reach | Two-Handed 1 | Opponent -15 Hit, Opponent -25 Capture |
Block | One-Handed 1 | Opponent -15 Hit, Opponent Damage X0.5 |
Deflect | Dual-Wield 1 | Own +15 Hit, Opponent Damage X0.5 |
Cleave | Two-Handed 2 | Opponent Auto Hit, Own Damage X3 |
Throw | One-Handed 2 | Own Capture +25, cause 50-100 damage |
Flourish | Dual-Wield 2 | Own +1 Attack, Own Damage X1.25 |
Wild | Two-Handed 3 | Own Hit -25, Opponent HP = 0 |
Sidestep | One-Handed 3 | Opponent Damage X0, Own Damage X1.25 |
Press | Dual-Wield 3 | Own +4 attacks, Own Hit -25 |
Pursue | Normal | Own +25 Capture, Opponent -25 Escape |
Ignore | Normal | Cancel Feign Retreat |
Shoot | Normal | Opponent Kill 5 |
Retreat | Normal | Own +25 Escape |
Feign Retreat | Normal | Own +1 Attack, Opponent +25 Capture |
Withdraw | Normal | Cancel Shoot tactic |