Combat Maneuvers
Training
Overview • Training
• Stamina • List
The
CML system is based off of your training in the Combat Maneuvers
(CM) skill in the Character Manager/Skill Migrator. When a
player trains in the Combat Maneuvers skill, they earn Combat
Maneuver Points (CMP) that can be applied towards learning
the individual CML skills (1 rank of CM = 1 CMP). The CMAN
command handles training in CML skills.
Once a player has some CMP to spend, he or she can use the
CMAN LEARN option to begin learning a rank in an
available CML skill (for a list of available CML skills, use
the CMAN LIST option, for more information on an
individual skill, use the CMAN HELP option or read
below). Players can also choose to begin unlearning a CML
skill by using the CMAN UNLEARN option. Unlearning
a skill places points in the player's unlearned CMP pool that
become available for reuse in your main CMP pool once the
unlearning is complete.
CML Migration System
When a player decides to unlearn a rank in a CML skill, the
rank is immediately removed and the related CMP is then placed
in his or her unlearning points pool. The CML Migration System
then periodically transfers CMP from the unlearning points
pool to the learned points pool, where they can then be spent
on other CML skills.
The rate at which these points transfer is based on the total
number of CMP the player has converted within his or her current
30-day CMP migration cycle. If the player has converted less
than 30 points, migration will proceed at a base rate of .375
CMP per hour (or 80 hours total to migrate a full 30 points).
If the player has converted between 30 and 45 CMP in their
current cycle, this conversion rate is halved. The conversion
rate is reduced to 1/10 of its base when the player has converted
more than 45 CMP.
Any new newly released CML skills will possess a 30-day testing
period from their release date, where any CMP unlearned from
them will be directly placed in the learned points pool (i.e.
instantaneous point migration). Use of a FIXSKILLS
will also automatically convert any unlearning points into
learned points. Please note that players will not receive
an additional FIXSKILLS for these releases.
CMP costs for the CML skills vary based on profession. Squares
(Warriors, Monks, and Rogues) pay the base cost for any maneuver,
Semis (Bards, Rangers, and Paladins) pay 1.5x the base
cost (rounded down), while Pures (Wizards, Sorcerers, Clerics,
Empaths) pay 2x the base cost. While some CML
skills are open to all professions, many are restricted to
certain professions in order to maintain a degree of class
definition. Information on CMP costs and profession restrictions
on specific maneuvers is available through the CMAN HELP
option and are also provided below.
Certain skills may have other skills as a prerequisite (i.e.
Shield Charge requires 2 ranks of Shield Bash). You cannot
unlearn a skill that is being used as a prerequisite for another
skill, until unlearning the other skill first. Skill prerequisites
are available through CMAN HELP and below.
There is a cap on the cumulative amount of CMP you may spend
on any one maneuver at your level plus one. For example, if
you wish to train to rank 3 in Combat Movement and you are
a warrior (for which the skill costs for ranks 1/2/3 are 2/3/4),
you must be at least level 8 (2+3+4-1=8).
To view your CML training, use the CMAN INFO option.
To view a list of all released maneuvers; use the CMAN
LIST ALL option. To view released maneuvers by profession,
use the CMAN LIST PROF <profession name> option.
To use a specific maneuver, use CMAN <maneuver mnemonic>.
All combat maneuvers are activated through the CMAN
verb (guild skills will continue to be activated through their
respective verbs).
Most CML skills are based on a five rank system (though some
may have fewer ranks). With each rank, the player gains a
further degree of effectiveness in a skill. The exact benefits
for each rank are determined on a maneuver by maneuver basis.
In general, however, the benefits of the ranks for the direct
attack maneuvers conform to the following design principle:
Rank 1 - This level of skill implies a
beginner. This rank exists primarily for players testing
out new maneuvers. Using it against like-level opponents
will be very difficult.
Rank 2 - This level of skill implies a
dabbler. Succeeding against a like-level opponent still
is fairly difficult, but somewhat more possible than Rank
1. This skill level is more suited to succeeding against
opponents somewhat lower in level than the attacker.
Rank 3 - This level of skill implies an
average degree of skill. Succeeding against like-level opponents
will be likely, though still subject to some difficulty.
Rank 4 - This level of skill implies an
above average degree of skill. Succeeding against like-level
opponents is likely unless the player the injured or otherwise
hindered. This level of skill will be able to penetrate
a defender's stance more readily and will start be useable
in some up-hunting situations.
Rank 5 - This level of skill implies mastery
of the skill. Succeeding against like-level opponents is
likely, unless the player is severely hindered. Defender
stance at like-level is more easily penetrated and there
exists an up-hunting ability. Mastered guild skills are
considered to be placed at the top of this level.
It is not 100% necessary that players train to the maximum
level in each skill for them to be useful. Many players may
be content with Ranks 3-4, especially if they train heavily
in the maneuver's skill requirements.
Most offensive maneuvers that bypass the AS/DS system use
a standard maneuver roll. While the exact factors that play
a part in equation are determined by the individual maneuver,
the maneuver roll has a few general properties. First, training
in the Combat Maneuvers skill plays a part in success rates.
Players that train between 1x to 1.5x will generally experience
the level of difficulty described above. Players that train
significantly under 1x in CM will generally experience much
greater difficulty invoking their maneuvers than described
above. Players that train closer to 2x will experience a somewhat
lesser level of difficulty than described above.
The importance that CM training plays in each offensive maneuver
that uses the standard roll varies somewhat. Some maneuvers,
like Shield Bash, also take into account Shield Use training
in the place of some CM ranks. Others rely more heavily on
CM training.
Other factors that are considered by the standard roll include:
the relevant CML skill rank of both the attacker and the defender
(usually the largest factor in the maneuver success rate),
the degree of undertraining for the armor worn, injury level
(specific injuries determined on a maneuver by maneuver basis),
stance level of attacker and defender (also dependant on a
specific maneuver), attacker and defender size/race (dependant
on maneuver), CM training of defender (for players), physical
nature of defender (for critters), and other modifiers specified
by the individual maneuver.
|