Syntax: charge <target>
Timer: 7 pulses (+fleelag)
Land rate[edit | edit source]
The success rate of charge depends only on a character's Charge skill and the Terrain. Plains and Forests have currently been tested, with Forests seeming to inflict a ~15% penalty to landing rate. Other terrain types have yet to be tested.
Damage[edit | edit source]
The base damage is equal to xd(10*y). Honed status adds ~2d45 to this, and Master status adds ~3d45.
If the above sum is less than 40, Damage = 59. If the above sum is instead between 41 and 59, there is a high chanceHow high? that Damage = 59.
Damage is then multiplied by (Charge_skill / 99) to give the final damage.
-Note that a scratched weapon does not lower damage, nor will a successful charge cause wear on a weapon.Verify?
Charge lag[edit | edit source]
Failing a charge will cause lag, leaving the charger unable to execute commands for <how much time?>
In Game Description[edit | edit source]
Syntax: charge <target> Warrior skill: Charging is an attempt to ram an opponent with a lance or spear from horseback, inflicting massive amounts of damage. Failing a charge will leave you unable to attack for several rounds.
References[edit | edit source]
- Chaaaaarrrge! - WoTMUD Archives forum posting by Hress on Charge testing
[edit | edit source]
- Anydice.com - Useful tool to examine damage distribution