Martial arts2

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WIP placeholder.

Will be replaced with a proper placeholder.

When this page is complete with the martial arts of 0.C (Cooper) it will be merged/replace the original martial arts page.


Martial arts allow you to push your unarmed combat skill even further. Some Martial arts also permit melee weapons, and use melee combat. They are divided in several styles, each one with its own advantages and peculiarities. Martial arts can grant you some of the most powerful combat abilities.

If after reading this page you still can't decide which style to pick this guide might help you.

Starting styles

To be able to use martial arts pick one of the 4 traits available at character creation, or play as a Martial Artist or Blackbelt profession. You'll be asked to pick your martial arts style(s) after character creation, just before the game starts. (In case it matters, your profession arts are chosen after your trait arts.) Available arts, by trait/profession, include:

Martial Arts Training can teach:

  • Karate
  • Judo
  • Aikido
  • Tai Chi
  • Taekwondo

Self-Defense Classes can teach:

  • Capoeira
  • Krav Maga
  • Muay Thai
  • Ninjutsu
  • Zui Quan

Shaolin Adept can teach:

  • Tiger
  • Crane
  • Leopard
  • Snake
  • Dragon

Venom Mob Protege can teach:

  • Centipede
  • Viper
  • Scorpion
  • Lizard
  • Toad

Melee Weapon Training can teach:

  • Eskrima
  • Fencing
  • Pentjak Silat

In addition to any styles obtained from specific traits, Martial Artists can start with:

  • Karate
  • Judo
  • Muay Thai
  • Tai Chi
  • Taekwondo

In addition to any styles obtained from specific traits, Blackbelts can start with:

  • Karate
  • Judo
  • Aikido
  • Tai Chi
  • Taekwondo
  • Muay Thai
  • Zui Quan

Having 2 unarmed combat skill will teach you Brawling for free. The Boxer profession unlocks Boxer.

Picking the Drunken Master trait won't allow you to learn the Zui Quan style at character creation, whatever its description may imply. You'll still benefit from the bonuses associated to that trait when drunk, but note that it applies to all MA styles, common unarmed combat and melee skill. It actually doesn't have anything to do with Zui Quan, apart from the name and a misleading description.

To learn other martial arts styles you'll have to look for NPCs willing to teach you, or you will have to find books that teach you different styles, try looking for a dojo.

Keys

To use martial arts in combat make sure to first activate one of the styles you know, by pressing _, then selecting the style you want to use. You can learn more about a style you've chosen (including a list of compatible weapons) by highlighting the target style and pressing ?.

If you're wielding something that isn't compatible with your selected style, pressing w and then the letter of your wielded item will unequip it, freeing you for empty-hand styles. In the martial-arts menu (default: _, you can opt to not wield items for carrying purposes by activating the "keep hands free" option, avoiding this problem.

All techniques are activated automatically during combat, and require no special keys to use as long as the above requirements are met.

List of styles

The available martial art styles in 0.C (Cooper). All of them create 8 points of noise every time you attack (except Ninjutsu, which creates 2).

Name Dmg Techniques Special Description

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Melee Weapon Styles

Accessible using the Melee Weapon Training perk, these styles are usable with weapons held instead of your bare hands. However, only certain weapons can benefit from the style. There does not appear to be a skill level requirement.

Eskrima

Techniques: Increases bashing damage. Combination Strike, Fan Strike, knee strike, puno strike, Round strike, Snap strike

Valid Weapons: two by four, Two by four, Expandable baton (extended), bee sting, Monomolecular blade weapon, bowling pin, walking cane, copper tubing, cudgel, dive knife, fungal fighter sting, No. 9 (on or off), glass shiv, hammer, combat knife, survival knife, RM42 fighting knife, kukri, machete, makeshift knife, makeshift machete, pipe, pocket knife, pool cue, stone hammer, stone knife, punch dagger, scissors, screwdriver, sharpened toothbrush, shishkebab (on or off), heavy stick, switchblade, tanto, umbrella, wasp sting, wrench


Fencing

Techniques: Feint, Fencing lunge, Fencing stop thrust, Fencing thrust

Valid Weapons: Cudgel, Umbrella, Walking cane, rapier, Firebrand (on or off), broadsword, fencing epee, fencing foil, fencing sabre

Pentjak Silat

Techniques: Silat stance trait, granting +1 dodge. Silat Brutality, Dirty Hit, hamstring, Vicious Precision

Valid Weapons: PR-24 baton (extended), Expandable baton (extended), Monomolecular blade weapon, bowling pin, cudgel, dive knife, fungal fighter sting, No. 9 (on or off), golf club, hockey stick, ironshod quarterstaff, wooden javelin, iron javelin, combat knife, survival knife, RM42 fighting knife, kris, kukri, machete, makeshift glaive, makeshift knife, makeshift machete, pipe, pointy stick, pool cue, stone knife, quarterstaff, rebar, scythe, war scythe, shishkebab (on or off), powered quarterstaff, tactical tonfa (on or off), sickle, knife spear, sharpened rebar, steel spear, wooden spear, heavy stick, tanto, tonfa, wooden tonfa


Niten-Ichi Ryu

Niten Ichi-Ryu is an ancient school of combat, transmitting a style of classical Japanese swordsmanship conceived by the warrior Miyamoto Musashi. It primarily focuses on the proper use of the katana and wakizashi, but includes staff techniques as well.

Perception improves damage and dodge, movements\attacks exchange 1 dodge for two extra blocks.

Techniques:

  • Feint
  • Flowing Water Cut (doubles damage, but attack is slowed)
  • Red Leaf's Cut (downs the target for 2 turns)
  • Fire and Stone's Cut (1.5x damage + 2-turn stun)
  • In-One Timing (1.1x damage + 2-turn stun, attack time is halved, requires "niten_set-up" on-dodge buff)

NOTE: this style isn't available on start, it can be gained only from reading the book.

This style make the already-strong katana or nodachi INSANELY STRONG. You can two-shot hulks with that and one-shot pretty much everything else.

Valid Weapons: katana, Rising Sun, bokken, wakizashi, quarterstaff, cudgel, nodachi


Techniques

Actions and attacks that can be performed when using a given martial arts style.

You don't have direct control over when and how to use them. They'll be automatically activated whenever their required conditions and prerequisites are met.

This page is not complete enough; please help if you can.


Techniques may be used by tools, armors, weapons and anything else that can be wielded.

Offensive Techniques

All of the available crit-only techniques are checked first, if you have any that are available, the other techniques are skipped. After all (or just the crit-only) techniques are checked, a blank entry is added, and one of them is randomly chosen. For example, if you crit and can do Precise and Brutal attacks, you have a 1/3 chance of Precise, 1/3 chance of Brutal, and 1/3 chance of none.

Crit-only Offensive Techniques

These techniques can only be activated if that attacker scores a critical hit. If the attacker has a chance of doing any of them, they will not do a normal offensive technique.

Sweep Attack
  • Can only be attempted against opponents that do not fly and are not curently downed.
  • Makes the opponent "downed" for 1-2 turns, and adds falling damage to monsters, or 3 bash damage to characters. It has no effect against characters using Judo.
Precise Strike
  • Can be attempted against any opponent.
  • It stuns monsters for 1-4 turns, or stuns players for 1-2 turns and adds 5-8 pain.
Brutal Strike
  • Can be attempted against opponents that are not downed, and if the attacker passes a check measuring their melee skill + STR against 4 + monster's size, or against 5.5 + 1/4 character's STR.
  • Knocks the enemy back (one tile?), and stuns for one turn.

Other Offensive Techniques

These techniques may be activated if no crit-only techniques are available.

  • Can be attempted against enemies that do not have MF_PLASTIC (such as blobs?), and not from a grab attack.
  • Gives a free unarmed melee attack, with the opponent having a reduced dodge roll; down to 1/2 for characters and 1/3 for monsters. If targeting a character with Grab Break, checks the attacker's (DEX + melee skill) 10 sided dice vs. the defender's (DEX + melee skill) 12 sided dice for success.
Wide Strike
  • The attack will hit all enemies in adjacent tiles
Rapid Strike
  • Can be attempted against any opponent.
  • Reduces the attack time to 1/2 of normal.
  • Reduces cut and bash damage to 2/3 of normal.
THROW
  • Can be attempted against opponents that are not downed, and if the attacker passes a check measuring their melee skill + STR against monster's 4 * monster's size + (0 to 8), or against character's STR + (10 to 18).
  • Knocks the opponent back from a tile adjacent to the attacker (one tile?). If the opponent is not using Judo, it also makes them "downed" for 1-2 turns.
DISARM
  • Can be attempted against characters that are wielding a weapon that is not an unarmed weapon, and if the attacker passes a check of their (unarmed skill + DEX) 8 sided dice vs the defender's roll of (melee skill + DEX) 10 sided dice.
  • It drops the weapon on the ground under the target(?).

Defensive Techniques

These are checked when you are attacked in melee. The main change from the offensive techniques is that they are checked in order, and only the first available technique is used. Normally, only one can be used per turn, as they all count as a "block".

Shield
  • Available if the defender passes a check of (DEX + melee skill) 12 sided dice vs the attacker's (melee skill) 10 sided dice
  • Reduces damage to 0
Parry
  • Available if the defender passes a check of (DEX + melee skill) 6 sided dice vs the attacker's (melee skill) 10 sided dice
  • Reduces damage to 0
Block
  • Available if the defender passes a check of (DEX + melee skill) 3 sided dice vs the attacker's (melee skill) 10 sided dice
  • Reduces damage to 0
disarm
  • Available against characters that are wielding a weapon that is not an unarmed weapon, and if the defender passes a check of their (DEX + unarmed skill) 8 sided dice against the attacker's (DEX + melee skill) 10 sided dice.
  • Drops the attacker's weapon under their feet, and replaces their attack with an unarmed attack.
DEF_THROW
  • Available with a check of the defender's (STR + melee skill) against the monster's (size * 4 + (0 to 8)) or the character's ((5 to 13) if STR <= 5, or (8 to 16) if STR = 6 to 11, or (11 to 19) if STR >= 12), and a second check of the defender's hit roll against the attacker's dodge, with a bonus of (1 to 5), and a third check, of a 2/3 random chance.
  • Reduces damage to 0, knocks the opponent back from a tile adjacent to the attacker (one tile?), and also makes them "downed" for 1-2 turns. Is not countered by the attacker using Judo.
Counterattack
  • Available with a check of the defender's hit roll against the attacker's dodge roll, with a bonus of (1 to 10), and a second check of a 2/3 random chance.
  • Free attack by the defender against the attacker. The attacker still hits normally though.
leg_block
  • Available if the defender has an unbroken leg, and passes a check of their (DEX + melee skill + unarmed skill) 13 sided dice against the attacker's (8 + melee skill) 10 sided dice
  • Makes the attack hit your healthier leg, and reduces bash damage by 50%. Taekwondo can reduce the damage by an additional 70% (for a final damage of 15%).
arm_block
  • Available if the defender has an unbroken arm, and passes a check of their (DEX + melee skill + unarmed skill) 16 sided dice against the attacker's (6 + melee skill) 10 sided dice
  • Makes the attack hit your healthier arm, and reduces bash damage by 50%. Taekwondo and Tai Chi can reduce the damage by an additional 70% (for a final damage of 15%).


Other

These are different, and do not conflict with either offensive or defensive techniques.

Grab Break

breaks from grabs.

Feint
  • Reduces the attack time of misses to between 33% and 100% of normal.