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Special Moves
Warriors have the ability to tap their magical Mana to perform devastating maneuvers with their weapons that can have a variety of unusual side-effects. Each weapon type in the game has a primary and a secondary special move. Warriors who have reached Expert skill level may execute a weapon's primary special move. Once he or she has reached Master status in a weapon skill, the fighter may execute the secondary special move while wielding appropriate weapons. Weapon special moves usually require a certain minimum Tactics skill as well.
An icon on your paperdoll will open a book that details each special move available based on your skill level and equipped weapon. Much like the icons in a spellbook, these can be dragged from the book into the game window and double-clicked to activate the special move. The special moves can also be configured in macros for one-key activation. When activated, the special move icon highlights red, indicating the character is ready to perform the move. At the next opportunity, the special move is performed, and the icon returns to its un-highlighted state.
Once you've reached Expert skill level (70 or higher) in the appropriate weapon skill and in Tactics, you can use that weapon's primary special move. Once you become a Master (90+ skill) in that weapon's skill and in Tactics, you will be able to use its secondary special move.
Each different type of weapon in the game has a different combination of primary and secondary special moves, making each weapon truly unique! Here is a rundown of the combat special moves:
- works
- doesn't work
 Armor Ignore
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Mana Cost: 30
Primary on: Hatchet, Longsword, Bladed Staff, Hammer Pick, War Axe, Kryss, Spear, Composite Bow
Secondary on: Broadsword, Katana, Leafblade, |
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| Effect:This special move allows the skilled warrior to bypass his target's physical resistance, for one shot only. The Armor Ignore shot does slightly less damage than normal. Against a heavily armored opponent, this ability is a big win, but when used against a very lightly armored foe, it might be better to use a standard strike. For this attack, the defender has 0 Physical Resistance, but the attack only does 90% normal damage. |

Bleed Attack
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Mana Cost: 30
Primary on: Cutlass, Cleaver, Battle Axe, Executioner's Axe, War Fork, Pitchfork, Scythe,
Secondary on: Elven Spellblade, Cold Forged Blade, War Mace, Large Battle Axe, War Axe, |
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| Effect: Make your opponent bleed profusely with this wicked use of your weapon. When successful, the target will bleed for several seconds, taking damage as time passes for up to ten seconds. The rate of damage slows down as time passes, and the blood loss can be completely staunched with the use of bandages. Applies a total of 15-31 physical damage to the target over the next 10 seconds. This damage is not reduced by armor and can only be avoided through healing with bandages. |

Concussion Blow
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Mana Cost: 25
Primary on: Mace, Crossbow, Gnarled Staff, Diamond Mace,
Secondary on: Longsword, Maul, Battle Axe, Lance, Halberd, Quarter Staff, |
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| Effect: This devastating strike is most effective against those who are in good health and whose reserves of mana are low, or vice versa. Applies 10-40 additional physical damage that cannot be reduced by physical resistance or other defenses. |

Crushing Blow
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Mana Cost: 25
Primary on: Broadsword, No-Dachi, Viking Sword, Maul, War Mace, Scepter, Axe, Shepherd's Crook, Smith's Hammer, Sledge Hammer,
Secondary on: War Hammer, Diamond Mace, Ornate Axe, Tetsubo |
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| Effect: Also known as the Haymaker, this attack increases the damage done by a weapon reaching its mark by 50%. Additional damage is applied as physical damage. |

Disarm
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Mana Cost: 20
Primary on: Rune Blade, Luminous Rune Blade, War Cleaver, Ornate Axe, Bare Hands,
Secondary on: Mace, Hatchet, Shepherd's Crook, War Fork, Pickaxe, Butcher Knife, Skinning Knife, Wand |
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| Effect: This attack allows you to disarm your foe. A successful Disarm leaves the victim unable to re-arm another weapon for 5 seconds. |

Dismount
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Mana Cost: 20
Primary on: Short Spear, Lance, Wand,
Secondary on: Axe, Pitchfork, Bladed Staff, Bardiche, Heavy Crossbow, Club |
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| Effect: Perfect for the foot-soldier, the Dismount special attack can unseat a mounted opponent. The fighter using this ability must be on his own two feet and not in the saddle of a steed (with one exception: players may use a lance to dismount other players while mounted). If it works, the target will be knocked off his own mount and will take some extra damage from the fall. Dismounts the target. Inflicts 15-25 additional physical damage. Cannot use this while mounted, unless using a lance. |

Double Strike
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Mana Cost: 30
Primary on: Scimitar, Katana, Crescent Blade, Double Axe, Two Handed Axe, Pickaxe, Double Bladed Staff, Quarter Staff, Repeating Crossbow
Secondary on: Wakizashi, Daisho, |
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| Effect: The highly skilled warrior can use this special attack to strike their opponent twice in the next single round of combat. The next hit will automatically cause another swing attempt (which can either hit or miss according to the normal hit chance rules). In addition, there is a -10% damage penalty during this attempt. |

Infecting
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Mana Cost: 15
Primary on: Assassin Spike, Rune Carving Knife, Butcher Knife, Dagger
Secondary on: Kryss, Cleaver, Pike, Double Bladed Staff, |
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Effect: This special move represents a significant change to the use of poisons in Age of Shadows. Now, only certain weapon types those that have Infectious Strike as an available special move will be able to be poisoned. Targets will no longer be poisoned at random when hit by poisoned weapons. Instead, the wielder must use this ability to deliver the venom. While no skill in Poisoning is absolutely required to use this ability, being knowledgeable in the application and use of toxins will allow a character to use Infectious Strike at reduced mana cost and to inflict more deadly poison on his victim. With this change, weapons will no longer be corroded by poison. Level 5 poison will be possible when using this special move. Poisoning skill is not required, but without it you will only be able to inflict level 1 poisons on your victim.
The Poisoning skill will give a (Poisoning Skill)% chance to increase the level of poison delivered by 1. The blade must have poison applied to it. The power of the poison depends on the type of poison used and your poisoning skill.
With Poisoning skill 0.0 - 19.9 you can inflict Level 1 (with a chance of level 0)
With Poisoning skill 20.0 - 39.9 you can inflict level 2 (with a chance of level 3)
With Poisoning skill 40.0 - 59.9 you can inflict level 3 (with a chance of level 4)
With Poisoning skill 60.0 - 100.0 you can inflict level 4 (with a chance of level 5) |

Mortal Strike
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Mana Cost: 30
Primary on: - none -
Secondary on: Crescent Blade, Bone Harvester, Hammer Pick, Scepter, Executioner's Axe, Short Spear, Bow, Crossbow, |
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| Effect: The assassin's friend. A successful Mortal Strike will render its victim unable to heal any damage for several seconds. Use a gruesome follow-up to finish off your foe. Lasts for 6 seconds (player) or 12 seconds (NPC). Does not prevent curing poison or stopping bleeding. |

Moving Shot
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Mana Cost: 15
Primary on: Heavy Crossbow,
Secondary on: Composite Bow, Repeating Crossbow |
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| Effect: Available on some crossbows, this special move allows archers to fire while on the move. This shot is somewhat less accurate than normal, but the ability to fire while running is a clear advantage. |

Paralyzing Blow
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Mana Cost: 30
Primary on: Bone Harvester, Pike, Bardiche, Bow,
Secondary on: Scimitar, Viking Sword, Spear, Scythe, Gnarled Staff, Bare Hands, Black Staff |
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| Effect: A successful Paralyzing Blow will leave the target stunned, unable to move, attack, or cast spells, for a few seconds. Duration is 3 seconds (player), 6 seconds (NPC). The duration is not broken by combat damage the way the paralyze spell is. |

Shadow Strike
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Mana Cost: 20
Primary on: Short Spear, Club, Skinning Knife
Secondary on: Cutlass, Assassin Spike, Rune Carving Knife, Two Handed Axe, Smith's Hammer, Sledge Hammer, Dagger |
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| Effect: This powerful ability requires secondary skills to activate. Successful use of Shadowstrike deals extra damage to the target and renders the attacker invisible. Only those who are Adept (80) at the art of stealth will be able to use this ability. Weapon hit does an extra 25% damage, and hides the attacker. |

Whirlwind Attack
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Mana Cost: 15
Primary on: Kama, Overseer Sundered Blade, Radiant Scimitar, War Hammer, Large Battle Axe, Halberd, Black Staff
Secondary on: Double Axe, |
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| Effect: A godsend to a warrior surrounded, the Whirlwind Attack allows the fighter to strike at all nearby targets in one mighty spinning swing. Will not accidentally strike innocents, allies, or party members. |

Riding Swipe
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Mana Cost: 30
Primary on: - none -
Secondary on: No-Dachi |
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Effect: If you are on foot, dismounts your opponent and damage the ethereal's rider or the living mount(which must be healed before ridden again). If you are mounted, damages and stuns the mounted opponent.
Requires Bushido skill. |

Frenzied Whirlwind
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Mana Cost: 35
Primary on: Wakizashi, Tetsubo
Secondary on: Lajatang |
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| Effect: A quick attack to all enemies in range of your weapon that causes damage over time.
Requires Bushido or Ninjitsu skill. |

Block
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Mana Cost: 30
Primary on: Sai, Nunchaku, Wild Staff
Secondary on: Tessen, |
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| Effect: Raises your defenses for a short time.
Requires Bushido or Ninjitsu skill. |

Defense Mastery
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Mana Cost: 25
Primary on: Lajatang, Elven Machete,
Secondary on: Kama |
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Effect: Raises your physical resistance for a short time while lowering your ability to inflict damage.
Requires Bushido or Ninjitsu skill. |

Nerve Strike
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Mana Cost: 30
Primary on: - none -
Secondary on: Bokuto |
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| Effect: Does damage and paralyses your opponent for a short time. Requires Bushido skill. |

Talon strike
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Mana Cost: 30
Primary on: - none -
Secondary on: Tekagi |
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| Effect: Attack with increased damage with additional damage over time.
Requires Ninjitsu skill. |

Feint
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Mana Cost: 30
Primary on: Daisho, Leafblade, Tessen, Bokuto
Secondary on: Nunchaku |
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| Effect: Attack with increased damage with additional damage over time.
Requires Ninjitsu skill. |

Dual Wield
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Mana Cost: 30
Primary on: Tekagi
Secondary on: - none - |
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| Effect: Attack faster as you swing with both weapons.
Requires Ninjitsu skill. |

Double Shot
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Mana Cost: 30
Primary on: - none -
Secondary on: Yumi |
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| Effect: Send two arrows flying at your opponent if your are mounted.
Requires Bushido or Ninjitsu skill. |

Armor Pierce
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Mana Cost: 30
Primary on: Yumi
Secondary on: Sai, |
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| Effect: Send an arrow flying with the chance to pierce your opponents armor for additional damage.
Requires either Bushido or Ninjitsu skill, depending on the weapon |

Bladeweave
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Mana Cost: 25
Primary on: - none -
Secondary on: Elven Machete, Rune Blade, Overseer Sundered Blade, Luminous Rune Blade, War Cleaver, Radiant Scimitar, |
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| Effect: The Warrior becomes one with their weapon, allowing it to guide their hand. The effects of this attack are unpredictable, but effective. |

Force Arrow
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Mana Cost: 15
Primary on: Elven Composite Longbow
Secondary on: - none - |
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| Effect: The archer focuses their will into an arrow of pure force, dazing their enemy.Dazed enemies are temporarily easier to hit, and sometimes forget who they are attacking. |

Lightning Arrow
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Mana Cost: 15
Primary on: Magical Shortbow
Secondary on: - none - |
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| Effect: A charged arrow that arcs lightning into its target's allies. |

Psychic Attack
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Mana Cost: 25
Primary on: Elven Spellblade, Cold Forged Blade,
Secondary on: Magical Shortbow |
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| Effect: Temporarily enchanmts the attacker's weapon with deadly psychic energy, allowing it to damage the defenders mind and their ability to inflict damage with magic. Psychic Attack lowers your opponent's Spell Damage Increase stat. The base effect is a 4% SDI decrease, and it can go up to 16%, depending how much smarter you are than your foe. And yes, SDI can actually become negative. |

Serpent Arrow
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Mana Cost: 30
Primary on: - none -
Secondary on: Elven Composite Longbow |
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| Effect: Fires a snake at the target, poisoning them in addition to normal damage with a successful hit. The archer must be skilled in poisoning and nimble of hand to achieve success. |

Force of Nature
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Mana Cost: 35
Primary on: - none -
Secondary on: Wild Staff |
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| Effect: Enfuses the attacker with nature's fury, granting them unparalleled strength. This dangerous channeling causes leafy vines to violently erupt from beneath the attackers skin, dealing substantial physical and poison damage to them. |
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