Whips¶
Skill Overview¶
The short whip used by gladiators (and originally for punishment and the control of animals) is made from braided leather strips. They are tightly coiled around a short length of wood, or a thicker piece of leather at the handle end, often with a wrist-loop for convenience. At the opposite end, they are either wrapped into a slightly stiff, very durable, narrow end with a bronze bit; or split for the last foot or so, with or without several smaller bits. The overall length of the whip is about six feet, and an average fighter can strike at someone who is standing seven to nine feet away with it.
Basic familiarity with the short whip means that the wielder won't take out her own eye or flay her own cheek, and can make it crack every time without having to think too hard about it. It also means that she can strike in a general area, such as "over that horse's head", with reasonable confidence. As a weapon, the short whip is a very difficult and complex style to learn and use well. In the hands of a master, however, the whip is capable of disarming and mutilating opponents with blinding finesse.
For guidance on using the skill set, see the Whips Guide.
| Skill Info | Ranks Taught by Trainer | |||||||
|---|---|---|---|---|---|---|---|---|
| Skills/Actions | Difficulty | Hands | Range | Wound | Prerequisites | Ariston | Vashren | **Prestis |
| Short Whip | Easy | - | - | - | - | 300 | 500 | 154 |
| Whip Fast Coil Stance | Easy | 1 | - | - | - | 100 | 100 | 154 |
| Whip Sky Circle Stance | Easy | 1 | - | - | - | 100 | 100 | 154 |
| Whip Triple Crack | Average | 1 | Long | - | - | 100 | 175 | 154 |
| Whip Precise Snap | Difficult | 1 | Either | Cut | 20 Ranks in Simple Strike | 300 | 500 | 154 |
| Whip Simple Strike | Easy | 1 | Either | Cut | - | 300 | 500 | 154 |
| Whip Forward Snap | Average | 1 | Either | Cut | - | 300 | 500 | - |
| Whip Ankle Trap | Average | 1 | Short | - | - | 300 | 500 | 154 |
| Whip Neck Trap | Difficult | 1 | Short | - | - | 300 | 500 | 154 |
| Whip Slow Entangle | Average | 1 | Short | - | - | 300 | 500 | 154 |
| Whip Short Entangle | Difficult | 1 | Long | - | 20 Ranks in Slow Entangle | 300 | 500 | 154 |
| Whip Face Strike | Average | 1 | Long | Cut | 20 Ranks in Simple Strike | 300 | 500 | 154 |
| Whip Waist Trap | Average | 1 | Short | - | - | 300 | 500 | 154 |
| Whip Lykatos' Scourge | Average | 1 | Either | Cut Cut Cut |
20 Ranks in Simple Strike 20 Ranks in Triple Crack |
300 | 500 | 154 |
| Whip Flick Strike | Average | 1 | Either | Cut | 20 Ranks in Simple Strike | 300 | 500 | 154 |
| Whip Sky Circle Slash | Average | 1 | Either | Cut | Sky Circle Stance | 300 | 500 | 154 |
| Whip Sky Circle Rake | Difficult | 1 | Short | Cut Cut |
Sky Circle Stance 20 Ranks in Sky Circle Slash |
300 | 500 | 154 |
| Whip Sky Circle Scourge | Difficult | 1 | Either | Cut Cut Cut |
Sky Circle Stance 40 Ranks in Sky Circle Slash 40 Ranks in Sky Circle Rake |
300 | 500 | 154 |
| Whip Coil Block | Average | - | - | - | Whip Fast Coil Stance | 300 | 500 | 154 |
| Whip Flogging the Bull | Average | 1 | Either | - | 40 Ranks in Simple Strike 40 Ranks in Precise Snap |
300 | 500 | 154 |
| Whip Accuracy | Difficult | - | - | - | - | 100 | 100 | 154 |
| Whip Grip | Impossible | - | - | - | - | 100 | 100 | 154 |
Directions to Ariston (Iridine): Walk to Bronze, Ex2, NEx2, N, Ex4, N, W
Directions to Vashren (Seld): Walk to Seld (Town Square), Nx2, W
Directions to Prestis (Colosseum): Walk to Colosseum, Nx2, Wx2, N.
Notes on Learning¶
Prestis will only teach you once you have enough reputation#Aralex.
Skill Details¶
Whip Fast Coil Stance fastcoil¶
The wielder jerks the whip from full extension to a coil gripped in her hand in a split-second. While also visually impressive, it serves to provide a small bonus to the next snaring strike. At slightly above the grand mastered level, this move reaches it's full potential; the wielder will be able to coil her whip instantaneously almost without thinking about it, giving her a better chance at landing any whip trap or entangling maneuver.
The maximum bonus for a weapon stance is generally achieved at 100 ranks.
When you see this in use you see:
Whip Triple Crack triplecrack¶
The wielder cracks the whip swiftly forwards, backwards, and then forwards again. If it hits something, the timing is completely lost. This is a means of showing off, and it is especially useful at intimidating gladiatorial opponents. It can distract an opponent momentarily, providing a bonus to the whip wielder's next attack. Naturally, it can't be done with anyone close by.
- This maneuver provides a bonus to the wielder's next attack. The bonus does not appear to increase with higher ranks in this skill, so it is not necessary to train beyond what is required to obtain a 5 success.
When you see this in use you see:
Whip Precise Snap psnap ¶
The wielder cracks the whip somewhere specific- like an eye, or mouth, or ear, or lips. With a single-bit whip, this will result in minimal damage three times in four, but the fourth will usually be so surprising as to stun the opponent for a few moments.
When you see this in use you see:
Whip Simple Strike strike ¶
The most basic lashing strike using the bit of the short whip, simple strike is often used for purposes of flogging and punishment, as well as in combat.
When you see this in use you see:
Whip Forward Snap fsnap ¶
A sudden forward-snapping motion of the whip that is capable of bypassing a portion of the opponent's defense, similar to the "upswing" type attacks of other weapons. As a result of its defense penetration, this attack is highly accurate.
When you see this in use you see:
Whip Ankle Trap ankle , yank ¶
A specialized short entangle, this is harder to do because of the angle involved, but it is also much harder to defend against than most other entangling maneuvers. If successful, the wielder has a few seconds to yank the whip and try to topple her opponent, a contest of balance and strength more than skill. The victim can free himself, if strong enough (free me). The snare can be avoided completely by a well-timed jump or leg dodge, but it is nearly impossible to block. The attacker can also release the snare if they so choose (free whip).
When you see this in use you see:
Whip Neck Trap neck , yank ¶
The wielder lashes her whip forward, attempting to wrap it around the opponent's neck. The attacker can then yank the whip to hurt the victim while the whip remains snared. If the entangle is successful, any kind of neck protection is extremely valuable for the victim unfortunate enough to be on the receiving end of the entangle. The victim can free himself, if strong enough (free me), or he can choose to continue attacking while snared. However, the latter option may not be wise. A strong whip wielder may throttle her opponent into unconsciousness, or even crush his windpipe. The attacker can also release the snare if they so choose (free whip).
When you see this in use you see:
Whip Slow Entangle entangle , yank ¶
The wielder tries to entangle a weapon with about half the whip's length. Only usable in close quarters -- close enough for the opponent to stick a sword in you -- and not very fast, this is unlikely to work unless the opponent is not skilled enough to dodge the snare. If successful, a sharp yank of the whip may pull the victim off balance, disarm him, or even fling the weapon completely out of his hands. The wielder of the entangled weapon has a chance to free it as well, but must be quite a bit stronger than the whip wielder (free
When you see this in use you see:
Whip Short Entangle short , yank ¶
This more difficult version of the weapon entangle takes a steady, precise hand to accomplish. The wielder strikes from farther away, attempting to use that distance to surprise her opponent, who probably does not expect to be snared from so far way. This technique uses only the last foot or so of the whip to entangle a spear-shaft, sword blade, or similar exposed part of the opponent's weapon. If it succeeds, it's very hard for the opponent to avoid, very fast, and results in an very tight snare. At this point, a sharp yank of the whip can often fling the opponent's weapon completely out of his hands. The wielder of the entangled weapon has a chance to free it, but must be quite a bit stronger than the whip wielder (free
When you see this in use you see:
Whip Waist Trap waist , yank ¶
Usable at sword-reach, this maneuver tries to wrap the whip all the way around the opponent's waist. The victim can free himself, if strong enough (free me). It is very unlikely to pin or trap an arm, and as a result the opponent can often continue attacking. However, if the wielder gives her whip a sharp yank it may pull her opponent off balance or even onto his knees, while still maintaining the snare around the waist. The attacker can also release the snare if they so choose (free whip).
When you see this in use you see:
Whip Face Strike facestrike ¶
The wielder uses the last foot of the whip to snap a vicious lashing arc across the target's face. Usable only at a distance, it is very useful for distracting and causing extreme pain to an opponent. Obviously, it can only be used against targets with some kind of face and head.
When you see this in use you see:
Whip Lykatos' Scourge scourge ¶
This ancient technique is a variation of Triple Crack and similar lashing attacks, causing multiple cuts on an opponent's upper body almost instantaneously. Stunning in the arena and frightening elsewhere, it is an extremely difficult series of attacks to block or dodge, and has often signaled the end of an intense battle in the arena for the unfortunate foe that is on the receiving end of the scourge.
When you see this in use you see:
Whip Flick Strike flick ¶
After learning the basic method of using one's whole arm to cause the whip to crack, the wielder learns how to shorten the necessary movement until all that is needed is her forearm and wrist. The result is a quick, snap-like attack which is extremely fast, but at the same time extremely hard to control. Failure can result in self-inflicted wounds as the poorly-controlled whip cuts its wielder. Flick Strike cannot be aimed. The location it strikes is entirely random. It is weaker than Simple Strike, but much faster. Because of this speed, Flick Strike is harder to block than Simple Strike.
When you see this in use you see:
Whip Sky Circle Stance scircle ¶
This iconic motion is easy to learn, and most experienced whip users can pull it off with little effort. Twirling the arm from the elbow, the wielder creates a spinning circle above her head. Though it can be used to impress small children, this technique's usefulness lies in the attacks that can be spun off of it. A whip wielder who has mastered this stance can assume it instantaneously as part of the motion of any other Sky Circle attack. This can be a deal breaker in a fight, when those few seconds saved could mean the difference between victory or defeat. Grand masters of this stance often maintain it even while using other maneuvers, always ready to rain down a terrifying Sky Circle slash, scourge, or rake on their foes.
The maximum bonus for a weapon stance is generally achieved at 100 ranks.
When you see this in use you see:
Whip Sky Circle Slash cslash ¶
With the whip's lashing end twirling in a circle above the head, the wielder gradually expands the size of the arc while increasing the speed, and therefore the cutting power, of the whip's length. The wielder directs the arc towards her target, resulting in a painful slashing strike that is extremely hard to defend against. This maneuver can only be performed after the wielder has assumed the Sky Circle Stance. It is aimed high by default but can also be aimed at the mid. It cannot be aimed low, nor is it accurate enough to be aimed at specific body parts.
When you see this in use you see:
Whip Sky Circle Rake crake ¶
This is an advanced variation of other more common Sky Circle maneuvers. With the whip twirling above him, the wielder, instead of expanding the arc, kneels down and draws the spinning circle tighter. At a precise moment, she lets it spin out of control, raking the target's lower body with up to two damaging strokes. This maneuver can only be performed after the wielder has assumed the Sky Circle Stance. This attack can only be aimed low and it is not accurate enough to be aimed at specific body parts.
When you see this in use you see:
Whip Sky Circle Scourge scscourge ¶
One of the most advanced variations of the sky circle techniques, Sky Circle Scourge requires extensive knowledge of both Sky Circle Slash and Sky Circle Rake. Once the whip user has established a good twirling motion with her whip, she moves aggressively towards her opponent, stepping forward towards them and twirling in place with each diagonal slash, while continuing the rapid twirling motion of the whip. The result is a very fast and powerful series of up to three slashes that rake the opponent. This attack is traditionally and most easily aimed high, but may be aimed toward the middle or lower areas of the opponent if enough extra effort is put forth. It is not accurate enough to aim at specific body parts.
When you see this in use you see:
Whip Coil Block¶
Whips' only blocking maneuver. Protects against certain maneuvers that are not otherwise easily dodged or blocked, such as weapon hooks and catches.
When you see this in use you see:
Whip Flogging the Bull feint¶
After the wielder is capable in both basic striking techniques and using pin-point strokes, she is now fast and accurate enough to cause several rapid cracks at the same spot in succession. In combat, one use of this skill is disorienting and confusing an opponent by delivering a barrage of whip cracks around his face. The sight of a heavily armed warrior reeling from this technique is similar to that of an angry bull confounded by an animal trainer with a whip. This maneuver works much like other feinting techniques. It is automatically aimed high, and cannot be aimed elsewhere. Due to the various whip attacks that automatically aim high, Flogging the Bull is one of the most effective feinting techniques available, and can devastate opponents if used correctly.
When you see this in use you see:
Whip Accuracy¶
With enough training in Accuracy, you are able to raise your perception in combat situations. A grandmaster in this skill will be equivalent to low-end great perception.
When you see this in use you see:
Whip Grip¶
With enough training in Grip, you are able to raise your dexterity in combat situations. A grandmaster in this skill will be equivalent to low-end great dexterity.
When you see this in use you see: