Delusions of Grandeur

Help Topics :: taunt

.: Help for taunt

The taunt command launches a verbal assault against your
opponent, dealing conviction damage instead of physical
damage. It attacks their will to fight rather than their body.

Requirements:

  - Must be in active combat
  - Cannot be used if special move cooldown is active

Usage:

  taunt
  Hurl a scathing verbal attack at your current combat target

Mechanics:

  Hit Check: Opposed roll
    - Attacker: Charisma + Rhetoric skill
    - Defender: Willpower + Rhetoric skill
  Damage: Based on Charisma, Rhetoric skill, and target's
    conviction mitigation
  Damage Type: Conviction (mental/social)
  Cooldown: Shared with bash, trip, and kick
  Skill: Progresses Rhetoric

Taunting spends Conviction and requires full payment before the contest or
engagement begins. Rhetoric lowers the price; carried
load does not affect this act of will. If you cannot muster the resolve, no
cooldown, combat round, or effect is consumed.

Aggro Pull:

  When a taunt lands against a creature that is fighting someone
  else, the creature is forced to turn its attention to you. This
  makes taunt a powerful tool for drawing enemies away from weaker
  allies and controlling the flow of battle.

  Aggro pull triggers on both normal hits and critical hits. It
  only applies to hostile creatures; taunting another player will
  not redirect their attacks.

As a target's conviction drains, their fighting spirit fades with it;
their attacks and defenses weaken steadily, the same way exhaustion
saps a fighter. Conviction recovers over time like health and stamina.

Armor with conviction mitigation reduces taunt damage.
Items like willpower amulets or enchanted robes may provide
this protection.

See Also:

  help rhetoric, help conviction,
  help defy, help combat, help skills