Swords are flexible and lightweight weapons commonly found throughout the world
of Underlair. They tend to be a fine solution for character builds not favoring
strength. The following sword types are available:
- Axes
- Single hand axes.
- Two-handed axes.
- Maxes
- Single hand mace.
- Two-handed mace.
Damage profile of axes |
The damage profile modifies the weapons damage level output according to damage type and
stamina requirements
|
Slash |
Piercing |
Impact |
Stamina |
80% (-1) |
140% (+2) | 120% (+1) |
120% (+1) |
Damage profile of maces |
The damage profile modifies the weapons damage level output according to damage type and
stamina requirements
|
Slash |
Piercing |
Impact |
Stamina |
60% (-2) |
80% (-1) |
160% (+3) |
120% (+1) |
Damage type is handled automatically; the highest potential damage is always selected for the player. For example, if the target is vulnerable to impact damage but the weapon the player is using can still inflict more wounds through piercing (considering the weapon's profile), the latter will be used instead. In the case of a tie, the type of damage is randomly selected.
Below are the trainable
abilities that can be used with
axes & maces.
All abilities require
learning points to be unlocked and can only be taught by NPC trainers. You can find more information about this in the
leveling up entry.
Blue-colored abilities are unlocked by default. This means they can be accessed without any training at level 0 and both these abilities are elevated to novice at level 1. Red is special active abilities
requiring player interaction in order to be used, while green are passive abilities, ergo handled
automatically.
These are the abilities for axes 6 maces skill:
-
Standard Strike
-
Defensive Stance
-
Power Strike
-
Flurry of Blows
-
Precision Strike
-
Opportunity Strike
-
Counter-Strike
-
Mastery
Default abilities
Standard Strike
|
Action Points: 3 |
Psycrum: - |
Stamina: 3 |
Performs an average strike in both accuracy and damage output.
|
Modifiers |
Unskilled |
Novice |
Apprentice |
Master |
Attack level modifier |
-1 |
- |
+1 |
+2 |
Defense level modifier |
-1 |
- |
- |
+1 |
Defend
|
Action Points: 2 |
Psycrum: - |
Stamina: 2 |
Increases the scores of defense rolls. Triggered when dodging has
failed and damage is being computed over the designated type of
resistance.
|
Modifiers |
Unskilled |
Novice |
Apprentice |
Master |
Score modifier |
+1 |
+1 |
+2 |
+3 |
Active abilities
Power Strike
|
Action Points: 4 |
Psycrum: 2 |
Stamina: 4 |
Performs a powerful strike that deals more damage. It is based on
the Standard Strike.
|
Modifiers |
Novice |
Apprentice |
Master |
Attack level modifier |
+1 |
+2 |
+2 |
Damage level modifier |
+2 |
+3 |
+4 |
Cooldown |
6 |
5 |
4 |
Combo Strike |
Action Points: 4 |
Psycrum: 2 |
Stamina: 4 |
Attacks the opponent with a series of 'Standard Strikes'.
|
Modifiers |
Novice |
Apprentice |
Master |
Strikes |
2x |
3x |
4x |
Cooldown |
6 |
5 |
4 |
Precision Strike |
Action Points: 4 |
Psycrum: 2 |
Stamina: 4 |
Performs a standard strike with an increased chance of triggering a critical hit.
|
Modifiers |
Novice |
Apprentice |
Master |
Critical chance |
+20% |
+30% |
+40% |
Cooldown |
6 |
5 |
4 |
Passive abilities
Opportunity Strike |
| | |
Change to trigger a free 'Standard Strike' action at the beginning of the character's turn. This is cumulative with other free strikes. |
Modifiers |
Novice |
Apprentice |
Master |
Chance |
+5% |
+10% |
+20% |
Counter-Strike |
| | |
Chance to trigger a 'Standard Strike' action after successfully parrying an attack.
|
Modifiers |
Novice |
Apprentice |
Master |
Chance |
+20% |
+30% |
+40% |
Mastery |
| | |
Adds a chance to reset a spent ability. This is triggered at the beginning of the character's turn and rolled for each cooling down ability. |
Modifiers |
Novice |
Apprentice |
Master |
Chance |
+10% |
+15% |
+20% |
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