Polearms are weapons based on long wooden shafts coming in different sizes.
They are primarily piercing weapons that, depending on their size, can hit and
keep foes at bay up to two tiles away. One of their main advantages of using polearms is allowing allies positioned in the back rows in the formation grid to reach the front lines of battle.
- Spears.
- Lances.
- Pikes.
- Halberds.
- Glaives.
Damage profile for Spears, Pikes, and Lances.
|
The damage profile modifies the weapons damage level output and
stamina requirements
|
Slash |
Piercing |
Impact |
Stamina |
60% (-2) |
160% (+3) |
60% (-2) |
140% (+2) |
Damage profile for Halberds and Glaives.
|
The damage profile modifies the weapons damage level output and
stamina requirements
|
Slash |
Piercing |
Impact |
Stamina |
80% (-1) |
140% (+2) |
100% |
140% (+2) |
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
polearms. 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 the polearms 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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