The Hall Stands
Let the roof burn and the doors fall in: the hall stands.
- Mode
- Channel
- Used with
- Shield
- Stamina
- 160
- Fury
- 100
- Cooldown
- 180s
- Range
- 5 tiles
- Price
- not for sale
- Needs first
- Shield-Fort, Ironbark
- Deed
- A task from the teacher. A hall is people under one roof. Bjarni teaches this only to one who has held a town through a siege until the raiders broke.
What it does
Plant the shield and hold the key, up to 8 s (160 stamina to raise, no upkeep). You can't move (you turn freely); your guard is total (360 degrees, 100 % of every blow and shot, no stamina, can't break, no knockback). Every friend within 5 tiles takes 50 % less damage (sheltered 0.5), can't be knocked back, and can't fall: a blow that would kill or knock them out leaves them at 1 health (once per friend per Hall). The hall counts every point of damage it keeps off you and them. Release, or at 8 s: the Hall's Answer, a ring from the boss to 5 tiles. Every foe in it takes area power 2.0 plus an even share of half the count (each foe's share capped at 4 x your weapon's average roll), 60 poise, knock 300 outward, heavy, a fresh hit each. Afterwards you are winded for 3 s (no sprint).