Property | Value |
rdf:type | |
rdfs:label | |
rdfs:comment | - Armor Check Penalty Acrobatics is a skill linked to Dexterity. You can perform an acrobatic stunt, keep your balance while walking on narrow or unstable surfaces, slip free of a grab or restraints, or take less damage from a fall.
- While Acrobatics is active, if you take damage you will receive a stack of Versatility, up to 5 stacks. Versatility increases your movement speed for a short time. +x% Run Speed for 10 sec (15% @ level 8) x Flight Speed for 10 sec (2 @ level 8) x Jump Height for 10 sec (2 @ level 8)
- Acrobatics is a skill available in SF2000
- Power doubles if user is not holding items.
- Reduces damage taken from falling.
- Sceptile leaps forwards at great speeds in the desired direction. If he comes into contact with a wall, he'll wall jump immediately and be able to use the move again. It deals less damage if it hits an opponent that is holding an item.
- __NOWYSIWYG__ Acrobatics (アクロバット Acrobat) Battle Data Affected by Contest Data Contest Spectaculars (ORAS) Acrobatics is a Flying-type move introduced in Generation V. It has been TM62 since Generation V.
- "Acrobats are able to fall from great heights and roll so that they take less damage" Maximum skill level: 1 Effect: You suffer only half the damage from falling File:Risen logo 104.png
- Use Acrobatics to balance, escape grapples or bindings, or tumble.
- Acrobatics is a skill described in Basic Set, p. 174. Two special versions of Acrobatics are also available, Aerobatics and Aquabatics. It is referenced in Basic Set, p. 375, on its use for Acrobatic Dodge; in Dungeon Fantasy 3, pp. 7-8, on "Dungeon Parkour," p. 12, on its use in combat, and p. 19, on circumventing traps; Martial Arts,p. 54, on its use in various techniques, maneuvers, and so on, pp. 105-106, on Acrobatic Movement, pp. 107 and 131, on Acrobatic Attack, p. 51, on Acrobatic Feints Skill Adaptation perk and Acrobatic Kicks Skill Adaptation perk, p. 65, on Acrobatic Stand technique, and p. 98, on Acrobatic Stand as a Change Posture maneuver; and Space, p. 224, on an optional new specialty for zero-gravity use.
- This skill allows characters to be highly-trained athletes, capable of amazing feats of tumbling, leaping, jumping, etc. Characters with this skill should add 2 yards to the distance of any Leap, and a +2 modifier to the die roll for damage from Jumps and Falls. In addition, they can Climb all but sheer surfaces without needing to take Risk tests. Although characters with Acrobatics can perform back-flips, hand-stands, somersaults, and cartwheels without risk, they may not perform acrobatics and, simultaneously, combat or attempt any manipulative actions, such as opening doors.
- Characters with acrobatics can double jump, run at a fast pace (though not as fast as Super Speed), climb buildings with their hands, grapple hook up and to the sides of buildings, and glide from great heights. At level 9, Acrobatics have the ability to use "Rocket-assisted Glide", where they are able to use Rocket Boosters to glide around the cities without stopping, but they are unable to attack while in this mode. Rocket Boosters can be enabled by pressing "NumLock" on the keyboard (L3 on the PS3 controller) while the character is gliding.
- As a concept, Acrobatics is first introduced in Quest for Glory II with the introduction of tightrope walking and is expanded on in Quest for Glory III when the Hero meets Rashid in the bazaar of Tarna. Rashid offers to teach the Thief acrobatics for 50 Royals. While this will do little but increase the Thief's agility by 30, he can demonstrate his new skills through jumping while walking tightropes.
|
owl:sameAs | |
Generation | |
appeal | |
dcterms:subject | |
kingsrock | |
magiccoat | |
brightpowder | |
snatch | |
Cooldown | |
detect | |
dbkwik:championsonline/property/wikiPageUsesTemplate | |
dbkwik:dnd4/property/wikiPageUsesTemplate | |
dbkwik:elder-scrolls/property/wikiPageUsesTemplate | |
dbkwik:elderscrolls/property/wikiPageUsesTemplate | |
dbkwik:legaciesofcormanthyr/property/wikiPageUsesTemplate | |
dbkwik:pokemon/property/wikiPageUsesTemplate | |
dbkwik:pokemontowerdefensethree/property/wikiPageUsesTemplate | |
dbkwik:risen/property/wikiPageUsesTemplate | |
Category | |
pp | |
Row | - The user nimbly strikes the target. If the user is not holding an item, this attack inflicts massive damage.
|
Power | |
Game | |
Name | |
Type | |
dbkwik:quest-for-glory/property/wikiPageUsesTemplate | |
dbkwik:questforglory/property/wikiPageUsesTemplate | |
dbkwik:super-smash-bros-fanon/property/wikiPageUsesTemplate | |
dbkwik:supersmashbrosfanon/property/wikiPageUsesTemplate | |
Ability | |
Classes | |
Armour | |
Condition | |
Input | |
retry | |
untrained | |
Japanese | |
Image | |
User | |
Accuracy | |
Effect | |
Contact | |
wikipage disambiguates | |
Chance | |
jam | |
contestdesc | - Works well if the user is pumped up.
|
abstract | - Armor Check Penalty Acrobatics is a skill linked to Dexterity. You can perform an acrobatic stunt, keep your balance while walking on narrow or unstable surfaces, slip free of a grab or restraints, or take less damage from a fall.
- While Acrobatics is active, if you take damage you will receive a stack of Versatility, up to 5 stacks. Versatility increases your movement speed for a short time. +x% Run Speed for 10 sec (15% @ level 8) x Flight Speed for 10 sec (2 @ level 8) x Jump Height for 10 sec (2 @ level 8)
- Acrobatics is a skill available in SF2000
- Power doubles if user is not holding items.
- Reduces damage taken from falling.
- Sceptile leaps forwards at great speeds in the desired direction. If he comes into contact with a wall, he'll wall jump immediately and be able to use the move again. It deals less damage if it hits an opponent that is holding an item.
- __NOWYSIWYG__ Acrobatics (アクロバット Acrobat) Battle Data Affected by Contest Data Contest Spectaculars (ORAS) Acrobatics is a Flying-type move introduced in Generation V. It has been TM62 since Generation V.
- Characters with acrobatics can double jump, run at a fast pace (though not as fast as Super Speed), climb buildings with their hands, grapple hook up and to the sides of buildings, and glide from great heights. At level 9, Acrobatics have the ability to use "Rocket-assisted Glide", where they are able to use Rocket Boosters to glide around the cities without stopping, but they are unable to attack while in this mode. Rocket Boosters can be enabled by pressing "NumLock" on the keyboard (L3 on the PS3 controller) while the character is gliding. Using Gorilla Form from the Nature power set will change your movement mode to acrobatics for up to 1 minute.
- As a concept, Acrobatics is first introduced in Quest for Glory II with the introduction of tightrope walking and is expanded on in Quest for Glory III when the Hero meets Rashid in the bazaar of Tarna. Rashid offers to teach the Thief acrobatics for 50 Royals. While this will do little but increase the Thief's agility by 30, he can demonstrate his new skills through jumping while walking tightropes. In Quest for Glory IV, Acrobatics is a proper skill, and is tied to a flip jump maneuver. The jump is accessed from the Special Menu. With a higher skill, the Hero can jump farther. Jumping is useful in two locations: the Swamp, and the Dark One's Cave. In Quest for Glory V, Acrobatics is scaled back, but can apply to a small amount of tightrope walking. Also, pressing the G key while unarmed will cause the Hero to kick. With an Acrobatics skill, the Hero has a chance to perform a spin kick.
- "Acrobats are able to fall from great heights and roll so that they take less damage" Maximum skill level: 1 Effect: You suffer only half the damage from falling File:Risen logo 104.png
- This skill allows characters to be highly-trained athletes, capable of amazing feats of tumbling, leaping, jumping, etc. Characters with this skill should add 2 yards to the distance of any Leap, and a +2 modifier to the die roll for damage from Jumps and Falls. In addition, they can Climb all but sheer surfaces without needing to take Risk tests. Although characters with Acrobatics can perform back-flips, hand-stands, somersaults, and cartwheels without risk, they may not perform acrobatics and, simultaneously, combat or attempt any manipulative actions, such as opening doors. Characters with this skill may seek work as entertainers with a +10% modifier to Employment tests or may Busk with a +10% modifier for the test.
- Use Acrobatics to balance, escape grapples or bindings, or tumble.
- Acrobatics is a skill described in Basic Set, p. 174. Two special versions of Acrobatics are also available, Aerobatics and Aquabatics. It is referenced in Basic Set, p. 375, on its use for Acrobatic Dodge; in Dungeon Fantasy 3, pp. 7-8, on "Dungeon Parkour," p. 12, on its use in combat, and p. 19, on circumventing traps; Martial Arts,p. 54, on its use in various techniques, maneuvers, and so on, pp. 105-106, on Acrobatic Movement, pp. 107 and 131, on Acrobatic Attack, p. 51, on Acrobatic Feints Skill Adaptation perk and Acrobatic Kicks Skill Adaptation perk, p. 65, on Acrobatic Stand technique, and p. 98, on Acrobatic Stand as a Change Posture maneuver; and Space, p. 224, on an optional new specialty for zero-gravity use.
|
is Movement of | |
is M4P of | |
is M1P of | |
is Skills of | |
is Type of | |
is Abilities of | |
is M3P of | |
is Powers of | |
is M2P of | |