ELPİDA
Combat Bonuses
Systems

Combat Bonuses

Special blows for a character past 98 in a weapon skill holding a magical weapon. Tactics sets how often they land.

2
Category
Savaş

Once your weapon skill passes 98 and you are holding a magical weapon, a special blow opens up according to the weapon's family. Which tier the weapon is does not matter: the lowest tier, +3, opens the bonus just as well, while plain steel opens nothing.

Blow Weapons Skill needed
Bleeding, the target loses health over time Broadsword, Cutlass, Katana, Long Sword, Scimitar, Viking Sword Swordsmanship 98
Parablow, pins the target briefly Spear, Short Spear Fencing 98
Armour break, aimed at the opponent's armour Club, Hammer Pick, Mace, Maul, War Hammer, War Mace Macefighting 98
Dismount, throws a rider from the saddle Heavy Crossbow, Bardiche, Halberd, Spear, Black Staff that weapon's own skill at 98

The heavy crossbow is the one exception: dismounting with it does not require a magical weapon. It is the cheapest answer to a mounted opponent.

Tactics sets the frequency

How often a bonus lands is read from your Tactics. Wielding the weapon asks for Tactics too: ruin 20, might 40, force 60, power 80, vanquishing 100. A character with twenty Tactics cannot even pick up a top-tier weapon; they swing the lowest tier, and land bonuses as often as their Tactics allows.

For a pure mage every one of these chances is a quarter lower.

Timers, not just dice

Dice alone were not enough here: a fist swings several times a second, so even a small chance meant being locked down back to back. Stun, disarm and dismount now answer to the clock as well as the dice.

Duration Repeat
Stun 2 seconds the same person is stunned once every 10 seconds
Disarm — the same person is disarmed once every 15 seconds
Dismount — 18-25 seconds, shorter as Tactics rises

Someone disarmed cannot equip another weapon for three seconds.

The dismount and parablow curve

Both read their chance from the attacker's Tactics and share one curve:

Tactics Chance
25 5%
50 10%
75 15%
90 20%
100 25%

The curve is flat to seventy-five and steepens after it. Mastery is rewarded in the last quarter.

Parablow follows its own rule: the spear's blow holds the target for five seconds, but damage breaks the hold — including the spearman's own next swing. Parablow is not a lock, it is a gap: a window, once every twenty seconds, to run, to heal, or to finish a spell.

Miss rules

A character with Wrestling below thirty misses a quarter more often when fighting bare-handed. Anyone striking a character with Wrestling and Magery above ninety and both hands empty misses a fifth more often. That second rule is what keeps an unarmed mage standing.

Bleeding is stopped with a bandage. Whoever applies it needs at least 70 Healing and 70 Anatomy.