Hawkmen

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(Hawkmen Guild Information)
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Although they get no special guild commands, Hawkmen do benefit both from the speed boost given by their helms and from the three combat maneuvers that Katar teaches. Although they get no special guild commands, Hawkmen do benefit both from the speed boost given by their helms and from the three combat maneuvers that Katar teaches.
-The helm provides both enhanced vision (night vision and negative light sensitivity) and a speed boost that increases as the Hawkman's skill at flying increases. In time, this speed boost becomes the Hawkman's most powerful weapon.+The helm provides both enhanced vision (night vision and negative light sensitivity) and a speed boost that increases as the Hawkman's flight skill increases. In time, this speed boost becomes the Hawkman's most powerful weapon.
Katar teaches three different combat maneuvers with varying attack and damage bonuses from flight skill. They are: Katar teaches three different combat maneuvers with varying attack and damage bonuses from flight skill. They are:

Revision as of 20:55, 8 March 2010

Guild Information

The Hawkmen are the elite of the guard forces of Teryx. At Hawkmen Hall in Teryx you will find training resources for you to take advantage of, and some more esoteric points of interest as well. Being a Hawkman is a relatively simple matter with only one true requirement: defend the people of Teryx with your life. Good hunting!

Katar will provide you with the hawk helm that is your symbol of office. It is enchanted to provide several benefits, including boosting speed and enhancing vision. A less-obvious benefit is that, while one is worn, you will benefit from a homing sense that will enable you to find your way to the entryway of Hawkmen Hall from nearly anyplace whence the journey is physically possible. You will need to memorize the entryway of Hawkmen Hall as a location in order to do this, then use the syntax 'go to the entryway of Hawkmen Hall'.

The guild communication channel is accessed using the commands 'hawkman' or 'guild'.

To join the hawkmen, either have your hometown as Teryx or lens the inhabitants to learn the culture. Find Katar at the entryway of Hawkmen Hall and say "I wish to join the Hawkmen".

As a hawkman, one can request to learn special brawling maneuvers from Katar by asking 'what combat maneuvers can you teach me?'

Guild Bonuses

Although they get no special guild commands, Hawkmen do benefit both from the speed boost given by their helms and from the three combat maneuvers that Katar teaches.

The helm provides both enhanced vision (night vision and negative light sensitivity) and a speed boost that increases as the Hawkman's flight skill increases. In time, this speed boost becomes the Hawkman's most powerful weapon.

Katar teaches three different combat maneuvers with varying attack and damage bonuses from flight skill. They are:

Piercing Talon - 10 base activity cost. Large bonus to attack rating from flight.
Small bonus to damage rating from flight. 2x attack mod and 1x damage mod from dex.
Stuns easily.
Soaring Uppercut - 18 base activity cost. Large bonus to attack rating from flight.
Medium bonus to damage rating from flight. 2x attack mod and 2x damage mod from dex.
Falcon Punch - 25 base activity cost - Small bonus to attack rating from flight.
Large bonus to damage rating from flight. 0.7x attack mod and 3x damage mod from dex.

These maneuvers also get both attack and damage bonuses from massive blow, killer instinct, and dirty fighting.

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