Note: This guide is rather old so some information may be out of date. It was very well done though so I believe it remains useful still.

 

A Guide to Ambushing

By Lebannen Obehol and Lady Elfarran Havnor

version 1.1

 

 

Introduction   *


What is ambushing ?
  
*

From the open (mêlée)   *

From hiding, targeting a body part   *

From hiding, without aiming   *


Where we speak of body parts
   *

Formulas   *

How to be a good surgeon   *

Common Strategies   *


Criticals
   *

Regular Combat System   *

Ambushing Criticals   *


Round Time
   *

Encumbrance   *

Weapons   *

Armor RT adder   *

Dexterity and Reflex   *

Ambushing   *

RT Calculation   *


Conclusion
   *


Glossary
   *


FAQ
   *


Tables
   *

Damage Factor (DF)   *

Attack versus Defense (AvD)   *

 

 

 

Introduction

This is not an official Simutronics file. I am not related to this firm in any way. I don’t get paid for this guide (sadly). While I believe any information provided here to be harmless and reliable, I can not be held responsible for any catastrophic events (nuclear war, death, Martian invasion) which could result on any mistakes on my part.

While reading the boards, I have noticed that ambushing still raises a lots of questions, most of them being answered several times a week... This guide is an attempt to limit the cluttering of those boards by presenting an hopefully up to date state of knowledge. Most of the information bellow comes from various post from both knowledgeable players and GM, such as GM Cyper, Lord Sophokles or Lord Vincit.

If you have additional information, or wish to thank or correct me, you can write at Elfarran.Havnor@france-connexion.fr.

Please, send hate letters or flames to dev/null, I don’t have much time to read my mail ;-)

I apologise in advance for any spelling or grammar mistake. English is not my first language, and I’m still having trouble making simple and clear sentences ;-)

I’m currently in the process of updating this guide. I plan to expend a bit the FAQ question, so send me some so I can add them to the list ;-) I also plan to add data on the weapons (DF, AvD, Critical Tables…). This way take a while though, especially for the critical tables… Moreover, the Gods are in the process of making some changes to the weapon system (read the log of the weapon forum, in GemStone official Web Site, user files section), including making true longswords and downgrading falchions and lances. Ranged weapons will be added pretty soon, and I will try to put my thoughts on them as soon I can put my hands on one and find some time to try it (I’m not trained in ranged though). If you have suggestions as to what I should add, remove or expend, feel free to mail me.

What is ambushing ?

Ambushing is the art of killing a foe with minimum efforts ;-)

One common strategy is to hurl a big chunk of metal around, hoping to hit the creature in a sensitive part. This can take a while... This is also not very stylish.

On the other hand, an ambusher will take the time to study the creature. And then will attack with precise moves, taking down the foe with skill rather than brute force.

In fact, there are several ways to use ambushing. Whatever way your are using, be warned that ambushing incurs an additional RT to your regular attack. Ambushing RT is very sensitive to weight. Huge weapons incur longer RT too.

From the open (mêlée)

This form of attack is preferred when it’s difficult to hide from the critter, either because it’s very perceptive or because your hiding skill is too low. This allows the smart fighter to target a specific part on his foe’s body. A good ambusher will not only be able to hit what he has been aiming for reliably, but will also know what effect is associated with the part he’s hitting.

AMBUSH <CREATURE> <BODY PART>

 

From hiding, targeting a body part

This is the preferred form of attacks of rogues or rangers. As in ambushing from mêlée, the attacker is trying to hit a precise body part. But he is doing so from hiding. This will increase the critical damage associated with the attack. For instance, a minor wound would get promoted to a major bleeding wound. With sufficient ambushing skill, this allows to kill with one single blow to the head, with only rolling a little bit over +100.

AMBUSH <CREATURE> <BODY PART> (from hiding)

 

From hiding, without aiming

This attack is also done from hiding. But here, the ambusher is only concentrating on producing the highest critical possible. So, the area hit will be random. But the increase in the critical hit level can be dramatic. However, it should be noted that once you have a high ambushing skill (above 160), you won’t notice any difference between this form of attack and the previous one.

AMBUSH <CREATURE> (from hiding)

 

Where we speak of body parts

Formulas

Two of the three forms of ambushing allow to target a specific body area. The success is determined by two formulas, whether it is done from the open or from hiding.

Mêlée Ambush Success <=> (CM Skill + Ambushing Skill)/4 + Area Modifier + d100 > 100

Hiding Ambush Success <=> Ambushing Skill/2 + Area Modifier + d100 > 100

Rogues, who typically have more in ambush than in CM skill will thus be better at ambushing from hiding than from melee. The contrary stands for Warriors and Clerics. Bards and Rangers are somewhat in the middle, depending on their training regiment.

When you fail your aimed attacks, two things can happen :

The Area modifier is either a bonus or a malus, depending on the difficulty of hitting the targeted body part. I don’t know the precise modifiers. Use common sense : a chest or a leg is obviously easier to hit than an eye!

You must also take into account your height relative to your target’s height. A halfling will have trouble hitting a standing troll’s head. On the other hand, giant folks will have no trouble doing so.

How to be a good surgeon

The eyes are the windows of the soul.

(Popular saying)

The eyes are the backroom entrance to the brain.

(Rogue saying)

If you want to be a good ambusher, you need to know why you target a body area. Each one has it’s advantage. So, study this list till you know it by heart. Note than some critter are lacking some body parts. For instance, worms have no legs. Also note that some critter, mainly undead, are non-corporeal. Not having a body, they won’t suffer any reverse effect from being hit in the neck or the leg or whatever. However, the extra damage from the critical hit are still computed in the Health Point loss. So hitting their abdomen is still better than hitting their hand. Other critters are also very resistant to critical hits. No matter how hard your claidhmore lands on a Troll King head, it’s not going to kill it. It might even make it really angry at you!

Any hit in any area has a chance to stun (provided the critter is not immune to stuns). So I only listed those which will leads to an above average chance of stun. The effect will also need a minimum level of critical rank to happen. You’re not going to kill anything on a level 1 head critical!

Body Part Effect HP Loss
{Left | Right} Arm Loss of what the arm was holding, resulting in loss of AS or DS. Low
{Left | Right} Hand Same effect as arm, but more stylish. Lowest
{Left | Right} Leg Makes standing really hard. Prone foes loose 50 DS and AS. Negates effects of height : a halfling can hit a prone troll’s neck without trouble. Makes targeting easier. Preferred attack in groups. Average
Head Stun/Death. Prevents player characters from casting. Best used when solo-hunting. Medium
Neck Stun/Death. Harder to hit than head, but more effective and stylish. Makes you impopular when done in group hunting. Low
{Left | Right} Eye Death. Hard to target but deadly, the brain is right behind. Very stylish too! Low
Chest Stun/Death. Easy to target. High
Abdomen Stun/Death. Nervous Damage. Easy to target. High
Back Stun. Target may fall to the ground. Best against uncrittable or hard to crit foes. Useful in group hunting. High

 

Common Strategies

 

Criticals

When dealing with ambushing, it’s really important to understand how the combat system works. In fact, when hitting a creature, you are doing two things. One is dealing raw Health Point (HP) damage. The other is dealing a critical hit, which add extra HP damage and can lead to very interesting and fun effect (stuns, death, loss of various body parts...).

Most of the material exposed here comes from posts from Lord Sophokles. Many thanks to him !

Regular Combat System

Let’s look at a typical hit from a non ambusher :

You swing a jet black falchion at a rolton!

AS: +143 vs DS: +0 with AvD: +35 + d100 roll: +22 = +200

... and hit for 85 points of damage!

Lucky shot rips through bone and muscle sending right leg flying.

A rolton screams and falls to the ground grasping its mangled right leg!

The rolton hisses one last time and dies.

Round time: 6 sec.

The final roll is above 100, meaning the target is hit. In the following discussion, I will call Success Margin (SM) the amount by which the roll does exceed 100. In this example :

SM=100

First, the combat system will look at the armor covering the body area which was hit. In this case, since rolton have no sense of decency and walk around naked, the armor coverage is " skin ".

If then looks in a table and determine the Damage Factor (DF) for the weapon you’re using versus the armor category. In this case, Falchion vs Skin leads to a DF of 0.450. I then makes the product of the DF with the SM. This leads to the Raw HP loss (RHP) :

RHP = DF * SM

RHP = 0.450 * 100 = 45

Then, the RHP is divided by 5 to figure out the Critical hit Rank (CR). If the body area was not covered with armor, the rank is increased by 1. The maximum rank allowed is 9.

CR = RHP/5

CR = 45/5 + 1 (Skin) = 9, because it is the maximum ;-)

Finally, the combat system looks at the weapon data to determine the kind of criticals it makes. Falchions produce two kind of criticals among the three possible : crush and slash, the third one being puncture. In this case, let’s assume the system took slash (at random). It then looks on the slash critical table for a rank 9 leg critical.

It comes with " Lucky shot rips through bone and muscle sending right leg flying. ", +40 extra damage and fall. Thus the final result.

Well, another quick example before we move to ambushing again...

You swing a jet black falchion at a frost giant!

AS: +143 vs DS: +58 with AvD: +32 + d100 roll: +81 = +198

... and hit for 50 points of damage!

Crossing slash to chest catches the frost giant's attention!

Round time: 9 sec.

SM = 98

DF : Falchion vs Brigandine armor (AsG 12) = 0.250 (Scale)

RHP = 98 * 0.250 = 25

CR = RHP/5 = 5

Thus leading to a rank 5 slash critical to the chest : +25 HP

Now, the weapon you are using can have some special effects :

 

Ambushing Criticals

Ambushing only adds to the CR when done from hiding. Mêlée ambushing works exactly like regular combat, only that it allows to aim a specific body area.

When hiding, ambushing does add a part of the ambushing skill to the CR :

Hiding and Aiming : CR = CR + (Ambushing Skill)/20

Hiding w/o Aiming : CR = CR + (Ambushing Skill)/10

So, from the point of view of critical adders, the Ambushing skills tops out at 80 (unaimed) or 160 (aimed). As long as you hit with enough force to benefit from your skill, you’re doing a rank 1 critical. And the maximum CR possible is +9. This is the reason why most highly trained rogues prefer damage weighted weapons to crit weighted ones.

However, I would still recommend that people serious about ambushing keep at least single training above +160 since you don’t know how the ambushing system will get tweaked in the future.

You leap from hiding to attack!

You swing a jet black broadsword at a hill troll!

AS: +151 vs DS: +62 with AvD: +32 + d100 roll: +37 = +158

... and hit for 35 points of damage!

You hear several snaps as the hill troll's neck is broken in several places.

The hill troll falls to the ground and dies.

Round time: 8 sec.

SM = 58

DF : Broad vs AsG 11 equ. = 0.300 (Neck is naked, but I believe hill trolls get Soft equivalent)

RHP = 17.4

CR = 17.4/5 = 3.48

Ambush Skill = 24 ranks = 102

CR = 3.48 + 102/20 = 8.58 rounded to 8 (or 9, not sure)

So, instead of a rank 3 neck critical, ambushing allows me to do at least a rank 8...

Instant death results...

Notice how the troll only lost minimal HP but was still killed on first hit.

Another quick example :

You leap from hiding to attack!

You swing a jet black broadsword at a dark orc!

AS: +151 vs DS: +64 with AvD: +30 + d100 roll: +5 = +122

... and hit for 16 points of damage!

Downward slash across the dark orc's left thigh!

Gouges bone!

A dark orc screams and falls to the ground grasping its mangled left leg!

The dark orc is stunned!

Round time: 6 sec.

SM = 22

DF : Broadsword vs Scale (Brig equ.) = 0.250

RHP = 22 * 0.250 = 5.5

CR = 5.5/5 = 1.1, a lowly rank 1 critical !

CR = 1.1 + 102/20 = 6.2, much better now!

I made 10-11 extra HP thanks to ambushing, and severely broke my foe’s leg.

A rank 1 critical would have added no extra damage or result...

 

Round Time

Of course, ambushing does take some time... Finesse comes with a price ! A post from GM Cyper a long while ago did clear more than a few things about how RT is calculated. Most of the following stuff is a copy from said post. This is valid from both regular RT and ambushing RT.

The RT with a weapon can be at least of 5 seconds, and at most of 60 seconds. This is of course without using a Haste spell! The rounding only happens at the end of the calculation.

Encumbrance

One major factor in determining your RT is encumbrance. You first have to know your total load :

LOAD = Things Worn * Racial Modifier + Things Carried - Armor Normal Weight

The things you wear are anything that can be put on with the WEAR verb. This doesn’t include the following things :

The Racial Modifier takes into account the fact that a halfling’s pant is much lighter than a giant’s one. Believing the opposite is another widely spread misconception.

The encumbrance is then the ratio between your load and you weight. The heavier you are, the less encumbered you will be (but the harder to drag too... Nothing comes for free!). Your weight is calculated using your race, your strength and your constitution.

ENCUM = (LOAD/WEIGHT)*100

I am a half-elf weighting 210 pounds.

I have a heavy backpack (20 pounds), a double leather armor (not computed), a large sack with some stuff in it (total of 30 pounds). I’m wearing a 2 pounds bandanna, a 6 pounds pant and a 4 pounds non-pocketed vest.

LOAD = (20+30) + (2+6+4) * 0.92 (‘cause I’m a half-elf) = 61

ENCUM = 61/210*100 = 29%

 

Race Racial Modifier Weight (50 ST&CO)
Humans 1.00 180 pounds
Giantmen 1.33 240
Half-Elf 0.92 165
Sylvankind 0.81 145
Dark Elf 0.84 155
Elf 0.78 140
Dwarf 0.80 155
Halfling 0.50 90

 

Your encumbrance does give you a penalty, calculated this way:

Encum Penalty (EP) = MAX(0,ENCUM - 15 - ST_MOD - SPELL_MOD)

ST_MOD = (Strength Stat - 50)/2 + (5 if dwarf), this is the Strength Stat, no racial bonus !

SPELL_MOD is +15 for Strength Spell (509) and +10 for Phoen’s Strength (606)

I’m still the same half-elf as above... I have a 96 Strength. No spells.

ST_MOD = (96-50)/2 = 23

EP = MAX(0,29 - 15 - 23) = 0

I will be able to carry :

LOAD = (15 + 23 (ST_MOD) ) * WEIGHT/100 = 79.8 pounds before becoming encumbered

Every 5 points of EP will make me suffer 1 second of additional RT. This is the encumbrance penalty modifier (EPM).

EPM = EP/5

 

Weapons

Each weapon has a base speed (WBS) which determines your base RT. The WBS varies from 1 to 8 seconds. The weight of your weapon only adds to your encumbrance, it does not modify its WBS. As long as your not encumbered, an imflass falchion and a glaes one will have the RT.

 

Weapon Class WBS
Dagger 1
Rapier 3
Short Sword 3
Broadsword/Falchion/Handaxe 5
Claidhmore 8

 

If you want to determine the WBS for a given weapon, you can proceed as follow :

  1. Increase your load till your normal RT with a dagger is 6.
  2. Adds some weight to compensate the weapons difference of weight. Be sure to carry the other weapon while doing the test.
  3. Switch to your test weapon. Keep the dagger in a container.
  4. Swings your test weapon, notice the RT difference.
  5. Since the dagger WBS is 1, your test weapon WBS is 1 + (Difference in RT).

 

Armor RT adder

Each armor has a RT adder (RTA) associated with its AsG. You can get it from any good armor guide. For instance, the RT for double leather is +2. Every 20 points in armor skill will remove 1 from the RTA. According to Sophokles, this value is rounded to the nearest multiple of 20. You can’t reduce the RTA bellow 0 this way. So over-training in armor use past what is needed for the armor you plan to stick with is a waste of training points.

I wear a double leather armor (RTA=+2). I have 74 in armor skill.

I don’t have any additional RT for my armor : RTA - 74/20 = 0 (minimum being 0)

If I was wearing a brigandine armor (AsG 12, RTA = +6) :

RTA - 74/20 = RTA - 3.7 = RTA - 4 = +2.

I would need a 111 skill to wear this kind of armor without penalty.

 

Dexterity and Reflex

Both your Dexterity and Reflex bonus (DE/RE bonus) will reduce your RT. Every +15 bonus will reduce your RT by 1 second. This is rounded up.

I have a +29 reflex bonus, a +10 dexterity bonus.

My RT is reduced by (29+10)/15 = 2.6 = 3 seconds

This reduction can go either towards reducing the extra RT from your encumbrance, your lack of training in armor use or you additional ambush RT... It can’t do all of those at the same time!

I have a +2 RT from my encumbrance penalty.

I have a +4 RT from being undertrained for my armor.

Despite my 3 seconds bonus, I will still have a +3 RT.

 

Ambushing

Ambushing adds +3 seconds to your RT. This penalty can be absorbed by your DE/RE bonus.

RT Calculation

So, taking all those things into account, the RT calculation is as follow :

RT = MIN(60,MAX(5,WBS + EPM + Armor RT - DE/RE Bonus + 3 if ambushing))

There are several ways to reduce your RT when ambushing :

Keeping your RT as low as possible is really important. It allows you to safely stance dance despite the RT adder for ambushing. It also allows you to use a technic known as " shadow dancing " when facing critters which are very good at spotting you but are rather slow. It works this ways :

  1. Wait for the creature to attack.
  2. Hide immediately after (you will need a hiding RT of 3 seconds).
  3. Switch as fast as possible to offensive and attack.
  4. Switch back to defensive before (hopefully) the creature swings back.
  5. Repeat till creature is dead (shouldn’t take long)

Obviously, you need perfect weather to manage it ;-) But it works pretty well on creatures as steel golems or kappas.

The normal ambushing protocol when the critter is near blind would be as follow :

  1. Hide.
  2. Wait for creature to do an action (sniffing/searching, attacking someone else...).
  3. Stance up and attack.
  4. Stance down as fast as possible
  5. Repeat

When the weather is really bad, it is much better to stay in a less offensive stance where you can’t get seriously hit. With a good ambushing skill, even light (+120 or so) hits can be devastating.

Conclusion

I hope this guide will prove useful. I also hope it will bring more folks into using the marvelous ambushing skill.

Remember that the best ambusher is the one who knows his victims ;-) Learn to study you target before attacking it wildly. Many deaths occurs when the ambusher overestimate is attack power against an unknown foe.

 

Glossary

Term Stands for Notes
AG Armor Group Ranks from 0 (skin, no armor) to 4 (plate)
AsG Armor sub Group Describes armor coverage within a given AG (ie, full leather is AG 1, AsG 6)
CM Combat Maneuver Helps aiming blows, adds +1 to AS (parriable) per 2 ranks
RT Round Time The number of seconds you need to recover from an action
WBS Weapon Base Speed The raw unmodified time it takes to swing a weapon (in seconds)

 

 

FAQ

1. Is there a point when training in ambushing is no longer useful?

Yes and no ;-)

Once you go above 160 in ambushing, training further won’t add anything to your crit rank (9 being the maximum). And once you get above 200, additional training won’t help your aiming either. So, technically, training over 200 (and even above 160, since statistic bonus might improve your aiming) does nothing for you.

However, some Gms (including GM " Tweak " Cyper and GM " Tweak again " Banthis) think that ambushing in imbalancing at higher levels. So, they might decide to change the formulas... Better being safe than sorry. Moreover, I’m still not clear on how ambushing in handled vs creatures with crit-padded hides...

 

2. Due to my profession, I can only single train in ambushing. Is it still worth it?

IMHO, yes! I know my Bard is single training every year, and so far she is pretty happy with it. However, be warned that a single training will have to wait what may seem a long time before seeing any positive effect. I would say that you need around 20 ranks in ambushing before tasting its power. This means around Lord level for single trainer.

Don’t forget also that you will need to train in hiding as well if you want to fully use ambushing. I would say that Rangers should think twice before choosing not to go the ambushing route, they got so many spells which help ambushing (weeds, Phoen strength, colors, sneaking...) that it would be a waste not to have the means to use them...

Bards and Warriors should also consider this options, although it is quite expensive.

Ambushing for Empaths, Wizards and Sorcerers is really not an option due to the cost. However, some train in hiding only, as a mean to get " sneak " spell attacks. This allow them to sneak around with a prepared spell, and to jump out of hiding just at the last moment to kill the foe quickly. This may be a good tactic at higher levels, when critters start to have deadly one-shot-kills maneuver attacks.

Note that some Clerics are fairly adept at ambushing. I think Lord Cru is a great advocate of this kind of training. Clerics will only be able to train at most once every other year.

 

3. I use mainly " Voln Fu ", can I still benefit from ambushing?

No, at least not directly. The only way of benefiting from both would be to first use ambushing to disable the foe (stunning it, cutting its leg...), and then to follow with a couple of powerful kicks. Proned critters suffer quite a loss of MB. However, this is not a very efficient tactic, since if you can cut a foe’s leg in one blow, you might as well cut its head off.

I see more ambushing and Voln Fu as two separate tactics, with complementary fields of use. Ambushing is good against crittable critters. Voln Fu is very effective against non-crittable critters, or against those you can’t easily ambush (very fast ones for instance). Voln Fu is also good against foes with very high AS which don’t crit easily, since it works very well with AirWall (102).

 

4. What is a good weapon for ambushing?

Short answer : any weapon you will comfortable with ;-)

More seriously, you need a weapon which is fast enough and still deals enough damage to inflict rank 9 injuries. How fast it needs to be really depends on what you are hunting. You can afford a 7 seconds RT while fighting Cave Trolls. You can’t when fighting Steel Golems... A falchion or an handaxe is a good all around ambushing weapon. A short sword can be used when RT is really critical. Anyway, expect to have at least a couple of weapons to choose from depending on your target.

As long as you are still undertrained in ambushing (skill level under 160), a crit weighted weapon is a good choice, since it helps you reach rank 9 injuries more often. Once you reach a sufficient training to achieve the maximum critical rank every time (still above 160), a damage weighted weapon is a good choice, since it garantees additionnal damage in case you can kill with a single blow.

Weapons with flares are also a valuable choice, especially those with high ranked ones. Ebladed weapons are a must in this category, especially those with lightining flares, since they can sometimes kill your foe with the elemental critical alone. If you have the spell (411), the ideal (but expensive) weapon would have a natural bonus. Such weapons can still be ebladed despite their innate bonus. For instance, a natural +20 weapon can be ebladed to +40. Moreover, they can be blessed with the Cleric spell (304). Polearm users can try the naginata (in the weapon shop backroom) which is +20 natural (but unfortunately is two-handed and quite slow). Expect to pay quite a lot for any other weapon with an innate bonus.

 

5. What is a good armor for ambushing?

Any armor you are fully trained for and which provide full body protection. Such armors are double leather, brigandine armor (the most widely used by Rogues), chain auberk and full plate (the one most Warriors are aiming for). They respectively need an armor training of 40, 120, 180 and 240. Never use an armor if you don’t have enough armor skill for it, it would add to your RT.

 

6. Would getting a lighter metal (ie, Imflass instead of Mein) reduce my ambushing RT?

Yes and no ;-)

It wouldn’t affect the WBS (Weapon Base Speed). A broadsword made of thin air would have a WBS of 5, one made of lead would still have a WBS of 5... However, getting a lighter one would make you less encumbered. So this really depends on your race and your strength. An halfling would better stay off mein, while a giantman wouldn’t have too much trouble with it. Remember two facts though : Imflass is not much lighter than Vultite (or even Ora), and Imflass breaks easily (in case weapon breakage comes back).

Anyway, your weapon and shield should be the last things you try to lighten. They aren’t so heavy (except for the Wall shields), and it’s much more efficient to get lighter containers and to avoid walking around with 100 pounds of junks ;-)

 

7. My ambushing RT is really too slow, how can I improve it?

You only have a limited set of options to reduce your RT : get a faster weapon or reduce your encumberance.

You need to look at your Dexterity and Reflex first. Use the formulas, assuming you have no encumberance penalties. This should give you your minimal RT.

If it’s still too high, the only mean is to get a faster weapon (which sadly will be less damaging too).

If you have not yet reached your minimal RT, then it’s time to do the strip tease ;-) Make a list of all the stuff you are carrying, weight it, and decide what is non-essential. Do you really need to carry your yellow and pink toy warrior around all the time? Do you really need a backpack and a cloak? Most backpacks are heavy. Some cloaks are heavy too. The best combination I have found is one of those marvelous jackets (those which weight less than 3 pounds) and a Disk from a friendly wizard. This is especially good if you can pick/pop/bash your own boxes...

 

8. What spells are a good help for ambushing?

From the Major Elemental list :

From the Wizard list :

From the Ranger list :

From the Minor Elemental list :

From the Minor Spiritual list :

 

9. I’m a halfling/dwarf/gnome and I can’t aim for the neck. What can I do?

If the creature you hunt has legs, bring its neck to your level by removing the legs ;-)

Otherwise, the belly is a soft spot which can give almost as good results as the head (although messier). The back is also a good target, since it can make the creature fall.

 

10. I have already 5 ranks in ambushing, and it doesn’t seem to do anything for me. Is it normal?

Yes, it is. Expect ten ranks before you notice anything. Twenty before your foes don’t have the time to notice anything ;-)

 

11. I only ambush from hiding. Should I still train in CM?

Yes. CM gives a boost to AS, which converts to critical ranks. While small, this bonus adds up with the years. There will be a point when double training in your weapon will only provide 2 extra points to your AS. Single training in CM will still provide ½ point...

 

Tables

These tables are extracted from "The Mechanics of Arms in Elanthia" by Lord Guillaume. All credits should go to him. The document in question was kindly sent to me by Lady Amerlise (http://members.aol.com/Amerlie/).

Damage Factor (DF)

 

Weapon Class vs Skin Leather Scale Chain Plate
Dagger

0.200

0.125

0.100

0.080

0.040

Rapier

0.220

0.120

0.095

0.070

0.035

Scimitar

0.300

0.225

0.175

0.150

0.125

Short Sword

0.300

0.225

0.200

0.150

0.125

Handaxe

0.420

0.300

0.270

0.240

0.210

Broadsword

0.450

0.300

0.250

0.225

0.200

Falchion

0.450

0.325

0.250

0.250

0.175

Morning Star

0.425

0.325

0.275

0.300

0.225

Mace

0.400

0.300

0.225

0.250

0.175

War Hammer

0.410

0.290

0.250

0.275

0.200

Cudgel

0.300

0.250

0.200

0.225

0.150

Quarterstaff

0.350

0.275

0.225

0.175

0.100

Battle Axe

0.700

0.450

0.500

0.375

0.225

Flail

0.550

0.425

0.375

0.300

0.225

War Mattock

0.600

0.450

0.450

0.375

0.275

Greatsword

0.625

0.475

0.500

0.350

0.225

Javelin

0.350

0.250

0.275

0.225

0.100

Lance

0.725

0.526

0.550

0.475

0.350

Polearm

0.550

0.400

0.400

0.300

0.200

Spear

0.350

0.250

0.275

0.225

0.100

  1. Those are the only weapon classes (spells not included) known to me. Many fancy looking weapon are only altered versions of one of the above. For instance, katanas are either altered broadswords of falchions.
  2. The GMs are currently tweaking the whole weapons data. They are including new ones (such as the tiger-claw, a brawling weapon, and real longswords) and modifying existing ones (falchions and lances will be the most down tweaked). Refer to the various logs of the Weapon Forum.
  3. At the time of this writing, ranged weapons are introduced. I will try to find some data on them if I find the time…

 

Attack versus Defense (AvD)

Weapon

AsG

  1 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20

Edge Weapons

Dagger 25 23 22 21 20 15 13 11 9 10 6 2 -2 0 -6 -12 -18
Falchion 35 37 36 35 34 38 36 34 32 39 35 31 27 39 33 27 21
Handaxe 30 32 31 30 29 38 36 34 32 41 37 33 29 41 35 29 23
Main Gauche 27 25 24 23 22 20 18 16 14 20 16 12 8 20 14 8 2
Scimitar 30 31 30 29 28 30 28 26 24 30 26 22 18 30 24 18 12
Rapier 45 40 39 38 37 30 28 26 24 35 31 27 23 15 9 3 -3
Broadsword 36 36 35 34 33 36 34 32 30 37 33 29 25 36 30 24 18
Short Sword 40 36 35 34 33 30 28 26 24 25 21 17 13 25 19 13 7

Brawling

First 25 20 19 18 17 10 8 6 4 5 1 -3 -7 -5 -11 -17 -23

Blunt

Cudgel 20 20 19 18 17 25 23 21 19 25 21 17 13 30 24 18 12
War Hammer 25 30 29 28 27 32 30 28 26 41 37 33 29 37 31 25 19
Mace 31 32 31 30 29 35 33 31 29 42 38 34 30 36 30 24 18
Morning Star 33 35 34 33 32 34 32 30 28 42 38 34 30 37 31 25 19
Whip 35 25 24 23 22 20 28 26 24 25 21 17 13 15 9 3 -3

Two-handed

Flail 40 45 44 43 42 46 44 42 40 51 47 43 39 52 46 40 34
War Mattock 32 37 36 35 34 44 42 40 38 48 44 40 36 53 47 41 35
Staff 25 26 25 24 23 25 23 21 19 26 22 18 14 24 18 12 6
2-handed Sword 41 45 44 43 42 44 42 40 38 48 44 40 36 47 41 35 29
Battle Axe 35 39 38 37 36 43 41 39 37 50 46 42 38 50 44 38 32

Polearms

Polearm 30 30 29 28 27 31 29 27 25 32 28 24 20 32 26 20 14
Spear 28 29 28 27 26 27 25 23 21 30 26 22 18 25 19 13 7
Lance 35 38 37 36 35 39 37 35 33 53 49 45 41 50 44 38 22
Javelin 28 29 28 27 26 27 25 23 21 30 26 22 18 25 19 13 7

 

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