Mythical Martial Arts (mod): Difference between revisions

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This mod, added in {{inlineVer|0.E}} contains additional [[martial arts]] styles from fictional sources such as movies or video games.
This [[Gameplay Mods|mod]], added in {{inlineVer|0.E}} contains additional [[martial arts]] styles from fictional sources such as movies or video games.
 
 


<includeonly>See [[Mythical Martial Arts (mod)|Mythical Martial Arts]] For more information on the various styles included in this mod</includeonly><noinclude>
== Five Deadly Venoms ==
== Five Deadly Venoms ==
These styles are based on the movie [http://en.wikipedia.org/wiki/Five_Deadly_Venoms|The Five Deadly Venoms].  
These styles are based on the movie [http://en.wikipedia.org/wiki/Five_Deadly_Venoms Five Deadly Venoms].  




Line 15: Line 14:
'''Starting Trait:''' [[Venom Mob Protege]]
'''Starting Trait:''' [[Venom Mob Protege]]


'''Style Weapons:''' Unarmed
'''Style Type:''' Unarmed


&nbsp;
&nbsp;
Line 43: Line 42:
  | OnCrit
  | OnCrit
  | 2 turns
  | 2 turns
  | +2 Bash damage
  | +15% damage
|-
|-
  | Centipede's Frenzy
  | Centipede's Frenzy
Line 57: Line 56:
! style="border: 1px solid #aaa; border-left-color: white; width: 15%" | Requirements
! style="border: 1px solid #aaa; border-left-color: white; width: 15%" | Requirements
! style="border: 1px solid #aaa; border-left-color: white; width: 18%" | Technique Type
! style="border: 1px solid #aaa; border-left-color: white; width: 18%" | Technique Type
! style="border: 1px solid #aaa; border-left-color: white; width: 18%" | Attack Vectors
! style="border: 1px solid #aaa; border-left-color: white; " | Effects
! style="border: 1px solid #aaa; border-left-color: white; " | Effects
|-
|-
Line 62: Line 62:
  | Unarmed 0
  | Unarmed 0
  | Offensive (Normal)
  | Offensive (Normal)
| Priority: HAND
  | Rapid
  | Rapid
|-
|-
Line 67: Line 68:
  | Unarmed 2
  | Unarmed 2
  | Offensive (Crit)
  | Offensive (Crit)
| Priority: PALM
  | 50% move cost, Knockown duration: 1
  | 50% move cost, Knockown duration: 1
|-
|-
Line 72: Line 74:
  | Unarmed 3
  | Unarmed 3
  | Grab Break
  | Grab Break
|
  |  
  |  
|-
|-
Line 77: Line 80:
  | Unarmed 4<br>Armed opponent
  | Unarmed 4<br>Armed opponent
  | Offensive (Normal)
  | Offensive (Normal)
| Priority: HAND
  | Disarms opponent
  | Disarms opponent
|}
|}
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'''Starting Trait:''' [[Venom Mob Protege]]
'''Starting Trait:''' [[Venom Mob Protege]]


'''Style Weapons:''' Unarmed
'''Style Type:''' Unarmed


&nbsp;
&nbsp;
Line 119: Line 123:
|-
|-
  | Lizard's Cunning
  | Lizard's Cunning
| Unarmed 0
| Static
| -
| +2 Accuracy, +2 Block effectiveness
|-
| Lizard's Haven
  | Unarmed 0<br>Adjacent to a wall
  | Unarmed 0<br>Adjacent to a wall
  | Static
  | Static
  | -
  | -
  | +3.0 Dodging skill
  | +2 Accuracy, +2 Block effectiveness, +2.0 Dodging skill
|-
|-
  | Lizard's Venom
  | Lizard's Perch
  | Unarmed 2
  | Unarmed 2<br>Adjacent to a wall
  | OnHit
  | OnPause
  | 4 turns
  | 4 turns
  | +2 Bash damage
  | +10% damage
|-
|-
  | Lizard's Leap
  | Lizard's Leap
  | Unarmed 0<br>Adjacent to a wall
  | Unarmed 3
  | OnMove
  | OnMove
  | 3 turns
  | 2 turns
  | +4 Accuracy
  | +2.0 Dodge skill, +10% critical hit chance
|-
| Lizard's Venom
| Unarmed 5
| OnPause
| 4 turns
| +15% damage
|}
|}
'''NOTE:''' A "wall" is any tile containing an impassible obstacle. Examples: Building wall, fully grown tree, the side of a car. Creatures and NPCs are NOT walls.
'''NOTE:''' A "wall" is any tile containing an impassible obstacle. Examples: Building wall, fully grown tree, the side of a car. Creatures and NPCs are NOT walls.
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! style="border: 1px solid #aaa; border-left-color: white; width: 15%" | Requirements
! style="border: 1px solid #aaa; border-left-color: white; width: 15%" | Requirements
! style="border: 1px solid #aaa; border-left-color: white; width: 18%" | Technique Type
! style="border: 1px solid #aaa; border-left-color: white; width: 18%" | Technique Type
! style="border: 1px solid #aaa; border-left-color: white; width: 18%" | Attack Vectors
! style="border: 1px solid #aaa; border-left-color: white; " | Effects
! style="border: 1px solid #aaa; border-left-color: white; " | Effects
|-
|-
  | Lizard Strike
  | Lizard Strike
| Unarmed 0
| Offensive (Normal)
| Priority: HAND
| Rapid
|-
| Lizard Tail
  | Unarmed 1
  | Unarmed 1
  | Offensive (Normal & Crit)
  | Offensive (Normal & Crit)
| Priority: FOOT
  | +20% damage
  | +20% damage
|-
|-
Line 153: Line 177:
  | Unarmed 3
  | Unarmed 3
  | Grab Break
  | Grab Break
|
  |  
  |  
|-
|-
  | Lizard Tail
  | Lizard Wall Dive
  | Unarmed 4<br>Adjacent to a wall
  | Unarmed 4<br>Adjacent to a wall
  | Offensive (Crit)
  | Offensive (Crit)
  | +50% damage, Stun duration: 1, Weighting: 2
  | Priority: TORSO
|-
  | +150% damage. Knockback distance: 1, Knockback spread: 1. Stun duration: 2
| Lizard Counter
| Unarmed 5
| Dodge Counter (Normal & Crit)
|
|-
| Lizard Wall Counter
| Unarmed 5<br>Adjacent to a wall
| Dodge Counter (Normal & Crit)
  | Knockback distance: 1, Knockback spread: 1
|}
|}


'''Advantages:'''
'''Advantages:'''
* Lizard Kung Fu has some of the strongest buffs in the game. The buffs' Dodge skill and Accuracy bonuses are very high and long lasting.
* Lizard Kung Fu has some of the strongest and longest lasting buffs in the game.


'''Disadvantages'''
'''Disadvantages'''
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'''Starting Trait:''' [[Venom Mob Protege]]
'''Starting Trait:''' [[Venom Mob Protege]]


'''Style Weapons:''' Unarmed
'''Style Type:''' Unarmed


&nbsp;
&nbsp;
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  | Static
  | Static
  | -
  | -
  | +2 Bash damage
  | +15% damage
|-
|-
  | Scorpion's Intimidation
  | Scorpion's Intimidation
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  | OnMove  
  | OnMove  
  | 2 turns<br>Stacks 2 times
  | 2 turns<br>Stacks 2 times
  | +10% damage, Enables Pincer Fist techniques
  | +10% damage, Enables Pincer Fist technique
|}
|}


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! style="border: 1px solid #aaa; border-left-color: white; width: 15%" | Requirements
! style="border: 1px solid #aaa; border-left-color: white; width: 15%" | Requirements
! style="border: 1px solid #aaa; border-left-color: white; width: 18%" | Technique Type
! style="border: 1px solid #aaa; border-left-color: white; width: 18%" | Technique Type
! style="border: 1px solid #aaa; border-left-color: white; width: 18%" | Attack Vectors
! style="border: 1px solid #aaa; border-left-color: white; " | Effects
! style="border: 1px solid #aaa; border-left-color: white; " | Effects
|-
|-
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  | Unarmed 0
  | Unarmed 0
  | Offensive (Normal)
  | Offensive (Normal)
  | +25% damage
| Priority: FOOT
  | +20% damage
|-
|-
  | Pincer Fist
  | Pincer Fist
  | Unarmed 4<br>Scorpion's Charge buff
  | Unarmed 4<br>Scorpion's Charge buff
  | Offensive (Normal)
  | Offensive (Normal)
| Priority: HAND
  | +25% Bash damage, Stun duration: 1
  | +25% Bash damage, Stun duration: 1
|-
|-
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  | Unarmed 5
  | Unarmed 5
  | Offensive (Crit)
  | Offensive (Crit)
| Priority: FOOT
  | +100% Bash damage, Knockback distance: 3, Stun duration: 2, Powerful Knockback
  | +100% Bash damage, Knockback distance: 3, Stun duration: 2, Powerful Knockback
|}
|}
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'''Starting Trait:''' [[Venom Mob Protege]]
'''Starting Trait:''' [[Venom Mob Protege]]


'''Style Weapons:''' Unarmed
'''Style Type:''' Unarmed


&nbsp;
&nbsp;
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  | Static
  | Static
  | -
  | -
  | +6 Bash, Cut, and Stab Armor
  | Gain Bash, Cut, and Stab Armor equal to 100% of Strength
|-
|-
  | Iron Skin Dissipation
  | Iron Skin Dissipation
  | Unarmed 0
  | Unarmed 0
  | OnMove
  | OnMove
  | 6 turns<br>Stacks 6 times
  | 5 turns<br>Stacks 5 times
  | -1 Bash, Cut, and Stab Armor
  | Lose Bash, Cut, and Stab Armor equal to 20% of Strength
|-
|-
  | Toad's Venom
  | Toad's Venom
  | Unarmed 2
  | Unarmed 2
  | OnGetHit
  | OnGetHit
  | 5 turns
  | 3 turns<br>Stacks 3 times
  | +2 Bash damage
  | +15% damage, Enables Toad's Tongue technique
|-
|-
  | Toad's Meditation
  | Toad's Meditation
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  | OnPause
  | OnPause
  | 2 turns
  | 2 turns
  | +3 Bash, Cut, and Stab Armor
  | Gain Bash, Cut, and Stab Armor equal to 50% of Strength
|}
|}


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! style="border: 1px solid #aaa; border-left-color: white; width: 15%" | Requirements
! style="border: 1px solid #aaa; border-left-color: white; width: 15%" | Requirements
! style="border: 1px solid #aaa; border-left-color: white; width: 18%" | Technique Type
! style="border: 1px solid #aaa; border-left-color: white; width: 18%" | Technique Type
! style="border: 1px solid #aaa; border-left-color: white; width: 18%" | Attack Vectors
! style="border: 1px solid #aaa; border-left-color: white; " | Effects
! style="border: 1px solid #aaa; border-left-color: white; " | Effects
|-
| Toad Smack
| Unarmed 1
| Offensive (Normal)
| Priority: HAND
| +25% Bash damage
|-
|-
  | Toad's Tongue
  | Toad's Tongue
  | Unarmed 1
  | Unarmed 3<br>Toad's Venom buff
  | Offensive (Normal & Crit)
  | Offensive (Normal & Crit)
  | 50% move cost, Knockdown duration: 1
  | Priority: HAND
|-
  | 50% move cost, Knockdown duration: 2
  | Toad Smack
| Unarmed 4
| Block Counter (Normal)
| +25% Bash damage, Knockdown duration: 1
|-
|-
  | Toad Slam
  | Toad Slam
  | Unarmed 4
  | Unarmed 4
  | Block Counter (Crit)
  | Offensive (Crit)
  | +100% Bash damage, Knockdown duration: 1
| Priority: ARM
  | +40% Bash damage, Stun duration: 1
|}
|}


Line 352: Line 376:


=== Viper Kung Fu ===
=== Viper Kung Fu ===
{{quote|A legacy of the Five Deadly Venoms, use by Qi Dong.  Viper Style (originally called Snake Style) has a unique three-part combo, which initiates on a dodge, then follows up with a stunning Viper Bite and then finishes with the legendary Viper Strike.}}
{{quote|A legacy of the Five Deadly Venoms, use by Qi Dong.  Viper Style (originally called Snake Style) is punishing to stunned opponents.  Stunning a foe with a Viper Bite will allow you to finish them off with the legendary Viper Strike.}}


'''Martial Arts Manual:''' [[The Viper Wei Pai]]
'''Martial Arts Manual:''' [[The Viper Wei Pai]]
Line 358: Line 382:
'''Starting Trait:''' [[Venom Mob Protege]]
'''Starting Trait:''' [[Venom Mob Protege]]


'''Style Weapons:''' Unarmed
'''Style Type:''' Unarmed


&nbsp;
&nbsp;
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  | Static  
  | Static  
  | -
  | -
  | +1.0 Dodge skill
  | +1 Accuracy, +5% critical hit chance, +1 Dodge attempt
|-
|-
  | Viper's Venom
  | Viper's Venom
  | Unarmed 1
  | Unarmed 1
  | OnDodge
  | OnDodge
  | 3 turn
  | 4 turn
  | +2 bash damage
  | +15% damage
|-
|-
  | Viper's Ambush
  | Viper's Rattle
  | Unarmed 2
  | Unarmed 5
  | OnDodge 
  | OnHit
  | 1 turn
  | 3 turn<br>Stacks 2 times
  | Enables Viper Bite technique
  | +1 Accuracy, +1.0 Dodging skill
|}
|}


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! style="border: 1px solid #aaa; border-left-color: white; width: 15%" | Requirements
! style="border: 1px solid #aaa; border-left-color: white; width: 15%" | Requirements
! style="border: 1px solid #aaa; border-left-color: white; width: 18%" | Technique Type
! style="border: 1px solid #aaa; border-left-color: white; width: 18%" | Technique Type
! style="border: 1px solid #aaa; border-left-color: white; width: 18%" | Attack Vectors
! style="border: 1px solid #aaa; border-left-color: white; " | Effects
! style="border: 1px solid #aaa; border-left-color: white; " | Effects
|-
|-
  | Viper First
  | Viper Fist
  | Unarmed 0
  | Unarmed 0
  | Dodge Counter (Normal)
  | Offensive  (Normal)
| Priority: HAND
  | Rapid
  | Rapid
|-
| Viper Bite
| Unarmed 2<br>Viper's Ambush buff
| Offensive (Normal)
| Knockdown distance: 1
|-
|-
  | Viper Hiss
  | Viper Hiss
  | Unarmed 3
  | Unarmed 1
  | Miss Recovery
  | Miss Recovery
|
  |  
  |  
|-
|-
  | Viper Writhe
  | Viper Bite
  | Unarmed 4
  | Unarmed 2
  | Grab Break
  | Offensive (Crit)
  |  
  | Priority: HAND
| +25% bash damage, Stun duration: 2
|-
| Viper Tail
| Unarmed 3<br>Stunned target
| Offensive (Normal)
| Priority: HAND
| +50% bash damage, Weighting: 2
|-
|-
  | Viper Strike
  | Viper Strike
  | Unarmed 5<br>Stunned opponent
  | Unarmed 4<br>Stunned opponent
| Offensive (Crit)
| Priority: HAND
| +100% Bash damage, Weighting: 2
|}
 
'''Advantages:'''
* Has a longer than normal stun technique.
* Attacking a stunned target does a lot of damage.
 
 
'''Disadvantages'''
* Lacks defense unless you are attacking.
* You need a crit to stun an enemy to start doing high damage.
 
'''Strategies'''
 
The new Viper Kung Fu is the "bully" of the unarmed combat styles. It attacks repeatedly, looking for a critical hit to stun the target and then unleashing really strong techniques once they are helpless. Just make sure not to fight too many enemies at once or you could end up being the one beaten up.
 
 
 
== The Legend of Zelda ==
This style is based off the fighting style of [https://zelda.gamepedia.com/Link Link] from the [https://zelda.gamepedia.com/The_Legend_of_Zelda_(Series) The Legend of Zelda]
 
=== Hylian Swordsmanship ===
{{quote|This rare form of combat has been practiced by many legendary heroes throughout the ages. Hylian Swordsmanship favors mobility for offense and defense by using spins, jumps, and flips to confuse enemies and strike from unexpected angles.}}
 
'''Martial Arts Manual:''' [[Book of Mudora]]
 
'''Starting Trait:''' [[Hero's Spirit]]
 
'''Style Type:''' Weapon
 
'''Style Weapon Categories:''' Swords, Great Swords, Hylian Improvised Weapons, Hylian Master Sword
 
&nbsp;
 
'''Hylian Swordsmanship Buffs'''
{| class="wikitable sortable" style="width:100%; margin: 1em auto 1em auto;"
! style="border: 1px solid #aaa; border-left-color: white; width: 15%" | Buff Name
! style="border: 1px solid #aaa; border-left-color: white; width: 15%" | Requirements
! style="border: 1px solid #aaa; border-left-color: white; width: 8%" | Buff Type
! style="border: 1px solid #aaa; border-left-color: white; width: 10%" | Duration
! style="border: 1px solid #aaa; border-left-color: white; " | Effects
|-
| Combat Acrobat
| Melee 0
| Static
| -
| +1.0 Dodging skill
|-
| Dash Attack
| Melee 1
| OnMove
| 1 turn<br>Stacks 3 times
| +10% damage
|-
| Flurry Rush
| Melee 2
| OnDodge
| 1 turn
| -25% move cost
|-
| Intermediate Combat Acrobat
| Melee 3
| Static
| -
| +1.0 Dodging skill
|-
| Charge Up
| Melee 4
| OnPause
| 1 turn
| +25% damage
|-
| Master Combat Acrobat
| Melee 5
| Static
| -
| +1.0 Dodging skill
|}
 
'''Hylian Swordsmanship Techniques'''
{| class="wikitable sortable" style="width:100%; margin: 1em auto 1em auto;"
! style="border: 1px solid #aaa; border-left-color: white; width: 15%" | Technique Name
! style="border: 1px solid #aaa; border-left-color: white; width: 15%" | Requirements
! style="border: 1px solid #aaa; border-left-color: white; width: 18%" | Technique Type
! style="border: 1px solid #aaa; border-left-color: white; width: 18%" | Attack Vectors
! style="border: 1px solid #aaa; border-left-color: white; " | Effects
|-
| Spin Attack (Spin)
| Melee 4<br>Charge Up buff
| Offensive (Normal & Crit)
| Priority: WEAPON
| Spin
|-
| Spin Attack (Wide)
| Melee 4<br>Charge Up buff
  | Offensive (Normal & Crit)
  | Offensive (Normal & Crit)
  | +200% Bash damage, Weighting: 2
  | Priority: WEAPON
| Wide
|}
|}


'''Advantages:'''
'''Advantages:'''
* Viper Kung's three-part combo is very damaging.
* Spin Attack is a powerful AOE technique.
* Similar to Snake Kung Fu, Viper Kung Fu has a Grab Break, a Miss Recovery, a rapid, and a stun techniques.
* Has the highest passive Dodging skill bonus of any style.
* Flurry Rush can let you attack with Spin Attack twice in certain situations.


'''Disadvantages'''
'''Disadvantages'''
* You need to dodge to start the signature combo.
* Spin Attack is the only technique in the style.
* Outside of the combo, the style isn't very damaging.
* Using Spin Attack is slow due to needing Charge Up.
* It isn't possible to use Dash Attack and Charge Up / Spin Attack at the same time.


'''Strategies'''
'''Strategies'''


Take every opportunity to land Viper Kung Fu's three part combo. The damage is worth the effort. This style lacks group defense and it might be wise to back off after landing a combo if you are in over your head.
The core of Hylian Swordsmanship is its Dodging related buffs and the Spin Attack. Combat Acrobat sets up Flurry Rush easily, allowing rapid fire attacks for a short time. Properly timing a pause to gain Charge Up leads to heavy damage to a group of enemies with Spin Attack. If you can combine Flurry Rush with Charge Up, you can potential Spin Attack more than once for even more damage.






== Panzer Kunst ==
== Panzer Kunst ==
This style is from the movie and manga series [https://en.wikipedia.org/wiki/Alita:_Battle_Angel|Alita: Battle Angel]
This style is from the movie and manga series [https://en.wikipedia.org/wiki/Alita:_Battle_Angel Alita: Battle Angel]


=== Panzer Kunst ===
=== Panzer Kunst ===
Line 452: Line 581:
'''Starting Trait:''' [[Künstler]]
'''Starting Trait:''' [[Künstler]]


'''Style Weapons:''' Unarmed, Bionic Claws, Monomolecular Blade
'''Style Type:''' Hybrid
 
'''Style Weapon Categories:''' Bionic Weaponry


&nbsp;
&nbsp;
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  | Static
  | Static
  | -
  | -
  | +1 Dodge attempts, Dodging skill increase by 12% of Perception
  | +1 Dodge attempts, Dodging skill increase by 15% of Perception
|-
|-
  | Einzug Rüstunge
  | Einzug Rüstunge
  | Unarmed 2
  | Unarmed 3
  | OnDodge  
  | OnDodge  
  | 2 turns
  | 3 turns
  | +1 Accuracy, gain Armor Penetration equal to 50% of Perception
  | +1 Accuracy, gain Armor Penetration equal to 50% of Perception
|-
| Seinerweisen
| Unarmed 3
| Static
| -
| Gain Electric damage equal to 50% of Perception
|}
|}


Line 494: Line 631:
! style="border: 1px solid #aaa; border-left-color: white; width: 15%" | Requirements
! style="border: 1px solid #aaa; border-left-color: white; width: 15%" | Requirements
! style="border: 1px solid #aaa; border-left-color: white; width: 18%" | Technique Type
! style="border: 1px solid #aaa; border-left-color: white; width: 18%" | Technique Type
! style="border: 1px solid #aaa; border-left-color: white; width: 18%" | Attack Vectors
! style="border: 1px solid #aaa; border-left-color: white; " | Effects
! style="border: 1px solid #aaa; border-left-color: white; " | Effects
|-
|-
Line 499: Line 637:
  | Unarmed 0
  | Unarmed 0
  | Offensive (Normal)
  | Offensive (Normal)
| Priority: FOOT
  | +20% Bash damage
  | +20% Bash damage
|-
|-
Line 504: Line 643:
  | Unarmed 2
  | Unarmed 2
  | Offensive (Normal)
  | Offensive (Normal)
| Priority: HAND
  | Rapid
  | Rapid
|-
|-
Line 509: Line 649:
  | Unarmed 3
  | Unarmed 3
  | Grab Break
  | Grab Break
|
  |  
  |  
|-
| Ausstoß
| Unarmed 4
| Dodge Counter (Normal & Crit)
| +20% damage
|-
|-
  | Herzschlag
  | Herzschlag
  | Unarmed 5<br>Unarmed or Melee
  | Unarmed 5<br>Unarmed or Melee
  | Offensive (Crit)
  | Offensive (Crit)
  | 120% move cost, +50% Bash damage, +10 Bash Armor Penetration, Stun duration: 1
| Priority: HAND
  | 120% move cost, +50% Bash damage, Gain Armor Penetration equal to 100% of Perception, Stun duration: 1
|}
|}


'''Advantages:'''
'''Advantages:'''
* Armor penetration is really useful against late game enemies.
* The Electric damage and Armor penetration are really useful against late game enemies.
* Perception boosts both your defense and offense.
* Perception boosts both your defense and offense.


Line 532: Line 669:
'''Strategies'''
'''Strategies'''


Panzer Kunst is well rounded style that favors Perception builds. Aside from searching for CBMs to get the most out of the style, Panzer Kunst should work well enough in most situation without any extra requirements.
Panzer Kunst is well rounded style that favors Perception builds. The biggest draw is the Electric damage is added to all your attacks with Seinerweisen. No enemy in the game resists Electric damage so you will 'always' be doing some damage to armored foes, even if it is small. Aside from searching for CBMs to get the most out of the style, Panzer Kunst should work well enough in most situation without any extra requirements.
 
 
 
== Pokemon ==
This style was created from the moves and abilities from the anime and manga series [https://bulbapedia.bulbagarden.net/wiki/Pok%C3%A9mon Pokemon]
 
=== Pokken ===
{{quote|Pokken or "Pocket Fist" is a strange martial art developed from the famous Pokemon video game series. Somehow, a group of dedicated fans managed to combine the moves used by various pokemon with multiple existing martial arts such as boxing and karate. Amazingly, it actually works. Some might even say it's a super effective way to fight.}}
 
'''Martial Arts Manual:''' [[Pocket Monster Encyclopedia]]
 
'''Starting Trait:''' [[Pokken Master]]
 
'''Style Type:''' Unarmed
 
&nbsp;
 
'''Pokken Buffs'''
{| class="wikitable sortable" style="width:100%; margin: 1em auto 1em auto;"
! style="border: 1px solid #aaa; border-left-color: white; width: 15%" | Buff Name
! style="border: 1px solid #aaa; border-left-color: white; width: 15%" | Requirements
! style="border: 1px solid #aaa; border-left-color: white; width: 8%" | Buff Type
! style="border: 1px solid #aaa; border-left-color: white; width: 10%" | Duration
! style="border: 1px solid #aaa; border-left-color: white; " | Effects
|-
| Sniper
| Unarmed 0
| OnCrit
| 1 turn
| +50% damage
|-
| Stamina
| Unarmed 3
| OnGetHit
| 3 turns
| Gain bonus bash, cut, stab armor equal to 50% of Strength
|-
| Moxie
| Unarmed 5
| OnKill
| 3 turns
| +50% damage, Persists when switching styles
|}
 
'''Pokken Techniques'''
{| class="wikitable sortable" style="width:100%; margin: 1em auto 1em auto;"
! style="border: 1px solid #aaa; border-left-color: white; width: 15%" | Technique Name
! style="border: 1px solid #aaa; border-left-color: white; width: 15%" | Requirements
! style="border: 1px solid #aaa; border-left-color: white; width: 18%" | Technique Type
! style="border: 1px solid #aaa; border-left-color: white; width: 18%" | Attack Vectors
! style="border: 1px solid #aaa; border-left-color: white; " | Effects
|-
| Smart Strike
| Unarmed 0
| Offensive (Normal & Crit)
| Random: HAND, FOOT, HEAD, TORSO, HEAD
| +5 Accuracy
|-
| Low Sweep
| Unarmed 1
| Offensive (Normal & Crit)
| Random: FOOT, LOWER_LEG
| Knockdown duration: 1
|-
| Darkest Lariat
| Unarmed 2
| Offensive (Normal & Crit)
| Priority: ARM
| Gain bonus bash, cut, stab armor penetration equal to 150% of Strength
|-
| Mega Kick
| Unarmed 4
| Offensive (Normal & Crit)
| Priority: FOOT
| +100% bash damage
|}
 
'''Advantages:'''
* Moxie makes it very easy to repeatedly kill weaker enemies.
* Techniques are all crit ok and do not have any restrictions.
* Mega Kick is one of the strongest techniques in the game.
 
'''Disadvantages'''
* You need an unarmed weapon to block to get the most out of Stamina.
* Aside from Mega Kick, most of the damage comes from situational buffs.
* Lacks group defense.
 
'''Strategies'''
 
Kill weaker enemies first to gain Moxie then use the damage boost to deal high damage to stronger enemies. Don't ignore stronger enemies for too long though since Pokken doesn't have much in the way for protection.
 
== Jedi Combat Forms ==
[https://starwars.fandom.com/wiki/Lightsaber_combat/Legends Martial Arts] used by the Jedi of the Star Wars series.
 
=== Shii-Cho ===
{{quote|Shii-Cho, "The way of the Sarlacc" was the first form lightsaber combat developed by the Jedi during their transition from metal weaponry to lightsabers. Shii-Cho is regarded as a training form that all Jedi learn to understand the basics of armed combat. Shii-Cho excels at fighting against groups but lacks the offensive power of the other lightsaber forms..}}
 
'''Martial Arts Manual:''' [[Jedi Holocron: Form I]]
 
'''Starting Trait:''' [[Jedi Training]]
 
'''Style Type:''' Weapon
 
'''Style Weapon Categories:''' Short Swords, Swords, Long Swords
 
&nbsp;
 
'''Shii-Cho Buffs'''
{| class="wikitable sortable" style="width:100%; margin: 1em auto 1em auto;"
! style="border: 1px solid #aaa; border-left-color: white; width: 15%" | Buff Name
! style="border: 1px solid #aaa; border-left-color: white; width: 15%" | Requirements
! style="border: 1px solid #aaa; border-left-color: white; width: 8%" | Buff Type
! style="border: 1px solid #aaa; border-left-color: white; width: 10%" | Duration
! style="border: 1px solid #aaa; border-left-color: white; " | Effects
|-
| Determination
| Melee 0
| Static
| -
| +1 Accuracy, reduce block damage by 100% of Strength
|-
| Apprentice Training
| Melee 1
| Static
| -
| +1 Block attempt, +1 block effectiveness
|-
| Knight Training
| Melee 3
| Static
| -
| +1 Block attempt, +1 block effectiveness
|-
| Flowing Water
| Melee 4
| OnBlock
| 1 turn
| -25% move cost
|-
| Master Training
| Melee 5
| Static
| -
| +1 Block attempt, +1 block effectiveness
|}
 
'''Shii-Cho Techniques'''
{| class="wikitable sortable" style="width:100%; margin: 1em auto 1em auto;"
! style="border: 1px solid #aaa; border-left-color: white; width: 15%" | Technique Name
! style="border: 1px solid #aaa; border-left-color: white; width: 15%" | Requirements
! style="border: 1px solid #aaa; border-left-color: white; width: 18%" | Technique Type
! style="border: 1px solid #aaa; border-left-color: white; width: 18%" | Attack Vectors
! style="border: 1px solid #aaa; border-left-color: white; " | Effects
|-
| Disarming Slash
| Melee 2
| Offensive (Normal & Crit)
| Priority: WEAPON
| Disarms
|-
| Sarlacc Sweep
| Melee 5
| Offensive (Normal & Crit)
| Priority: WEAPON
| Wide
|}
 
'''Advantages:'''
* High bonus block attempts of any weapon style.
* Strong defense against groups.
* Flowing Water and Sarlacc Sweep are extremely useful at thinning out groups.
 
'''Disadvantages'''
* Lacks crowd control outside of the situational Disarming Slash.
* No damage boosting techniques or buff.
* Less effective against single targets than groups.
 
'''Strategies'''
 
Shii-Cho is a defensive style. It takes a longer time to kill enemies but it can handle group combat better than most styles. In group combat, you can let your Training buffs and Flowering Water handle weaker enemies while you focus on the most dangerous opponent.
 
 
 
== Sublime Way ==
These styles are based on the martial arts from the Advanced Dungeons and Dragon supplement book: [https://en.wikipedia.org/wiki/Tome_of_Battle:_The_Book_of_Nine_Swords Tome of Battle: Book of Nine Swords].
 
=== Desert Wind ===
{{quote|Desert Wind maneuvers focus on quick movement and swirling, flaming strikes. The complex spinning and slashing of the curved blade incorporated into many Desert Wind maneuvers are in fact carefully honed gestures that evoke the power of fire, if performed correctly and with the proper focus.}}
 
'''Martial Arts Manual:''' [[Scorching Sirocco]]
 
'''Starting Trait:''' [[Martial Adept]]
 
'''Style Type:''' Weapon
 
'''Style Weapon Categories:''' Maces, Spears
 
&nbsp;
 
'''Desert Wind Buffs'''
{| class="wikitable sortable" style="width:100%; margin: 1em auto 1em auto;"
! style="border: 1px solid #aaa; border-left-color: white; width: 15%" | Buff Name
! style="border: 1px solid #aaa; border-left-color: white; width: 15%" | Requirements
! style="border: 1px solid #aaa; border-left-color: white; width: 8%" | Buff Type
! style="border: 1px solid #aaa; border-left-color: white; width: 10%" | Duration
! style="border: 1px solid #aaa; border-left-color: white; " | Effects
|-
| Wind Stride
| Melee 3
| OnMove
| 1 turn
| +1.0 Dodging skill
|-
| Zephyr Dance
| Melee 3
| OnDodge
| 1 turn
| +1.0 Dodging skill, +1 Dodge attempt
|}
 
'''Desert Wind Techniques'''
{| class="wikitable sortable" style="width:100%; margin: 1em auto 1em auto;"
! style="border: 1px solid #aaa; border-left-color: white; width: 15%" | Technique Name
! style="border: 1px solid #aaa; border-left-color: white; width: 15%" | Requirements
! style="border: 1px solid #aaa; border-left-color: white; width: 18%" | Technique Type
! style="border: 1px solid #aaa; border-left-color: white; width: 18%" | Attack Vectors
! style="border: 1px solid #aaa; border-left-color: white; " | Effects
|-
| Burning Blade
| Melee 0
| Offensive (Normal)
| Priority: WEAPON
| +3 heat damage
|-
| Inferno Blade
| Melee 1
| Offensive (Crit)
| Priority: WEAPON
| +7 heat damage
|-
| Flashing Sun
| Melee 2
| Offensive (Normal)
| Priority: WEAPON
| Wide
|-
| Firesnake
| Melee 4
| Offensive (Normal or Crit)
| Priority: WEAPON
| Impale, +7 heat damage
|-
| Ring of Fire
| Melee 5
| Offensive (Crit)
| Priority: WEAPON
| Spin, +10 heat damage
|}
 
'''Advantages:'''
* Desert Wind has the most AOE technique of any style in the game.
* Heat damage can bypass enemy armor.
* Both Wind Stride and Zephyr Dance aid in positioning AOE techniques.
 
'''Disadvantages'''
* Lacks crowd control and a grab break. Group combat can turn sour really fast.
* Even though spears are style weapons, you cannot execute techniques with reach attacks. You must attack in melee.
 
'''Strategies'''
 
Make the most of the style's AOE techniques. The buffs exist to make it easier to maneuver around enemies to set up favorable attack positions and to escape before things get too dangerous. Because the style is focused on offense, it is better to target weaker targets first to thin the numbers if it looks like you are going to be overwhelmed. The addition of heat damage will ensure that you will always be doing some damage to whatever you attack.
 
 
 
=== Diamond Mind ===
{{quote|True quickness lies in the mind, not the body. A student of the Diamond Mind discipline seeks to hone his perceptions and discipline his thoughts so that he can act in slivers of time so narrow that others cannot even perceive them. A corollary of this speed of thought and action is the concept of the mind as the battleground. An enemy defeated in his mind must inevitably.}}
 
'''Martial Arts Manual:''' [[Perfect Clarity of Mind and Body]]
 
'''Starting Trait:''' [[Martial Adept]]
 
'''Style Type:''' Weapon
 
'''Style Weapon Categories:''' Fencing Weaponry, Spears, Japanese Swords
 
&nbsp;
 
'''Diamond Mind Buffs'''
{| class="wikitable sortable" style="width:100%; margin: 1em auto 1em auto;"
! style="border: 1px solid #aaa; border-left-color: white; width: 15%" | Buff Name
! style="border: 1px solid #aaa; border-left-color: white; width: 15%" | Requirements
! style="border: 1px solid #aaa; border-left-color: white; width: 8%" | Buff Type
! style="border: 1px solid #aaa; border-left-color: white; width: 10%" | Duration
! style="border: 1px solid #aaa; border-left-color: white; " | Effects
|-
| Pearl of Black Doubt
| Melee 0
| OnDodge
| 1 turn<br>Stacks 2 times
| +1 Dodge attempts
|-
| Mind over Body
| Melee 2
| OnGetHit
| 1 turn<br>Stacks 2 times
| +1 Accuracy
|-
| Stance of Alacrity
| Melee 3
| Static
| -
| -15% move cost
|-
| Quicksilver Motion
| Melee 5
| OnPause
| 1 turn
| +50 Speed
|}
 
'''Diamond Mind Techniques'''
{| class="wikitable sortable" style="width:100%; margin: 1em auto 1em auto;"
! style="border: 1px solid #aaa; border-left-color: white; width: 15%" | Technique Name
! style="border: 1px solid #aaa; border-left-color: white; width: 15%" | Requirements
! style="border: 1px solid #aaa; border-left-color: white; width: 18%" | Technique Type
! style="border: 1px solid #aaa; border-left-color: white; width: 18%" | Attack Vectors
! style="border: 1px solid #aaa; border-left-color: white; " | Effects
|-
| Insightful Strike
| Melee 1
| Offensive (Normal)
| Priority: WEAPON
| Bonus stab damage equal to 50% of Intelligence
|-
| Greater Insightful Strike
| Melee 4
| Offensive (Crit)
| Priority: WEAPON
| Bonus stab damage equal to 100% of Intelligence
|}
 
'''Advantages:'''
* Techniques do a lot of damage if you have high Intelligence.
* Can attack multiple times in a row with Quicksilver Motion.
* Mind over Body can offset the accuracy penalty from damage.
 
'''Disadvantages'''
* With Pearl of Black Doubt, your success at handling groups relies on how well you dodge. Not dodging often means you do not get bonus dodge attempts.
* It is faster to attack repeatedly than it is to use Quicksilver Motion in the middle of combat.
* Diamond Mind favors stab damage which can be a problem against some enemies.
 
'''Strategies'''
 
Diamond Mind's attacks are faster than normal and will do good damage if you have high Intelligence. By waiting with Quicksilver Motion, you can attack repeatedly for high damage once an enemy enters your range. Pearl of Black Doubt and Mind over Body can buy you time against small groups.
 
 
 
=== Iron Heart ===
{{quote|Absolute mastery of the sword is the goal of the Iron Heart discipline. Through unending practice and study, the Iron Heart adept achieves superhuman skill with her weapons. Iron Heart maneuvers are demonstrations of uncanny martial skill—weaving patterns of steel that dizzy, confuse, and ultimately kill with no recourse.}}
 
'''Martial Arts Manual:''' [[Stormguard Warrior]]
 
'''Starting Trait:''' [[Martial Adept]]
 
'''Style Type:''' Weapon
 
'''Style Weapon Categories:''' Swords, Great Axes
 
&nbsp;
 
'''Iron Heart Techniques'''
{| class="wikitable sortable" style="width:100%; margin: 1em auto 1em auto;"
! style="border: 1px solid #aaa; border-left-color: white; width: 15%" | Technique Name
! style="border: 1px solid #aaa; border-left-color: white; width: 15%" | Requirements
! style="border: 1px solid #aaa; border-left-color: white; width: 18%" | Technique Type
! style="border: 1px solid #aaa; border-left-color: white; width: 18%" | Attack Vectors
! style="border: 1px solid #aaa; border-left-color: white; " | Effects
|-
| Disarming Strike
| Melee 0<br>Armed opponent
| Offensive (Normal)
| Priority: WEAPON
| Disarm
|-
| Lightning Recovery
| Melee 1
| Offensive (Normal)
| Priority: WEAPON
| Feint
|-
| Dazing Strike
| Melee 2
| Offensive (Crit)
| Priority: WEAPON
| +40% damage, Stun duration 1
|-
| Steel Wind
| Melee 3
| Offensive (Normal)
| Priority: WEAPON
| Wide
|-
| Scything Blade
| Melee 4
| Offensive (Crit)
| Priority: WEAPON
| +25% damage, Wide
|-
| Finishing Move
| Melee 5<br>Stunned target
| Offensive (Crit)
| Priority: WEAPON
| +25% damage, Stun duration: 1
|}
 
'''Advantages:'''
* Has a good collection support techniques.
* Finishing Move does very high damage.
* Strong offense against groups.
 
'''Disadvantages'''
* Small choice of weapons.
* Relies on critical hits for extra damage.
* No buffs at all.
 
'''Strategies'''
 
Iron Heart is straight forward to play. Keep attacking to stun an enemy and then kill with Finishing Move while positioning yourself for AOEs if possible. Just because of your lack of buffs, you have no other support aside from your attacks.
 
 
 
=== Setting Sun ===
{{quote|The Setting Sun discipline teaches its initiates to turn their opponents' strength against them With a quick shift in stance and carefully aimed attack, a Setting Sun warrior sends a charging enemy tumbling in a new direction.}}
 
'''Martial Arts Manual:''' [[Distant Horizon]]
 
'''Starting Trait:''' [[Martial Adept]]
 
'''Style Type:''' Hybrid
 
'''Style Weapon Categories:''' Quarterstaves, Short Swords, Swords
 
&nbsp;
 
'''Setting Sun Buffs'''
{| class="wikitable sortable" style="width:100%; margin: 1em auto 1em auto;"
! style="border: 1px solid #aaa; border-left-color: white; width: 15%" | Buff Name
! style="border: 1px solid #aaa; border-left-color: white; width: 15%" | Requirements
! style="border: 1px solid #aaa; border-left-color: white; width: 8%" | Buff Type
! style="border: 1px solid #aaa; border-left-color: white; width: 10%" | Duration
! style="border: 1px solid #aaa; border-left-color: white; " | Effects
|-
| Arm Block
| Unarmed 0
|
| -
| Able to block melee attacks with arms
|-
| Feigned Opening
| Unarmed 1<br>Melee or Unarmed
| OnGetHit
| 1 turn
| +20 Speed
|-
| Baffling Defense
| Unarmed 2<br>Melee or Unarmed
| OnPause
| 1 turn
| Dodging skill increased by 20% of Intelligence
|}
 
'''Setting Sun Techniques'''
{| class="wikitable sortable" style="width:100%; margin: 1em auto 1em auto;"
! style="border: 1px solid #aaa; border-left-color: white; width: 15%" | Technique Name
! style="border: 1px solid #aaa; border-left-color: white; width: 15%" | Requirements
! style="border: 1px solid #aaa; border-left-color: white; width: 18%" | Technique Type
! style="border: 1px solid #aaa; border-left-color: white; width: 18%" | Attack Vectors
! style="border: 1px solid #aaa; border-left-color: white; " | Effects
|-
| Mighty Throw
| Unarmed 3<br>Melee or Unarmed<br>Baffling Defense buff
| Offensive (Normal)
| Priority: THROW
| +33% damage, Knockback distance: 2, Knockdown duration: 2
|-
| Hydra Slaying Strike
| Unarmed 4<br>Melee or Unarmed
| Offensive (Crit)
| Priority: WEAPON, HAND
| Stun duration: 1
|-
| Ballista Throw
| Unarmed 5<br>Melee or Unarmed<br>Baffling Defense buff
| Offensive (Crit)
| Priority: THROW
| +50% damage, Powerful Knockback, Knockback distance: 4, Knockdown duration: 2, weighting: 2
|}
 
'''Advantages:'''
* Mighty Throw and Ballista Throw are useful for breaking up groups.
* Blocking an attack gets you a counterattack and a speed boost.
* All attack do very good damage with a weapon.
 
'''Disadvantages'''
* Requires Unarmed skill to progress through the style.
* Throws require a turn to prepare before they can be used.
* Baffling Defense doesn't work well with Fool's Strike and Feigned Opening.
 
'''Strategies'''
 
The key to using Setting Sun is to know when to use the throws. The throws work best as a way to break up small groups of enemies to keep them from ganging up on you. Use the time an enemy is knockdown to kill a closer enemy before they are able to re-engage you in melee.
 
 
 
=== Stone Dragon ===
{{quote|The Stone Dragon discipline for focuses on strength, power, and toughness.  Its teachings grant a martial adept the ability to splinter steel with a single, focused blow.  Stone Dragon's defensive abilities focus on tapping into the enduring power of stone to turn aside attacks.}}
 
'''Martial Arts Manual:''' [[Shards of Granite]]
 
'''Starting Trait:''' [[Martial Adept]]
 
'''Style Type:''' Hybrid
 
'''Style Weapon Categories:''' Maces, Great Swords, Great Axes
 
&nbsp;
 
'''Stone Dragon Buffs'''
{| class="wikitable sortable" style="width:100%; margin: 1em auto 1em auto;"
! style="border: 1px solid #aaa; border-left-color: white; width: 15%" | Buff Name
! style="border: 1px solid #aaa; border-left-color: white; width: 15%" | Requirements
! style="border: 1px solid #aaa; border-left-color: white; width: 8%" | Buff Type
! style="border: 1px solid #aaa; border-left-color: white; width: 10%" | Duration
! style="border: 1px solid #aaa; border-left-color: white; " | Effects
|-
| Stonefoot Stance
| Melee 0<br>Melee or Unarmed
| Static
| -
| +2 Bash, Cut and Stab Armor, +10% bonus damage
|-
| Cracked Stone
| Melee 0<br>Melee or Unarmed
| OnMove
| 1 turn
| -
|-
| Shattered Stone
| Melee 0<br>Melee or Unarmed<br>Cracked Stone buff
| OnMove
| 1 turn
| -2 Bash, Cut and Stab Armor, -10% bonus damage
|-
| Stone Bones
| Melee 2<br>Melee or Unarmed
| OnHit
| 3 turns<br>Stacks 5 times
| +1 Bash, Cut and Stab Armor
|-
| Iron Bones
| Melee 4<br>Melee or Unarmed
| OnCrit
| 1 turn
| +5 Bash, Cut and Stab Armor
|}
 
'''Stone Dragon Techniques'''
{| class="wikitable sortable" style="width:100%; margin: 1em auto 1em auto;"
! style="border: 1px solid #aaa; border-left-color: white; width: 15%" | Technique Name
! style="border: 1px solid #aaa; border-left-color: white; width: 15%" | Requirements
! style="border: 1px solid #aaa; border-left-color: white; width: 18%" | Technique Type
! style="border: 1px solid #aaa; border-left-color: white; width: 18%" | Attack Vectors
! style="border: 1px solid #aaa; border-left-color: white; " | Effects
|-
| Mountain Hammer
| Melee 1<br>Melee or Unarmed
| Offensive (Normal & Crit)
| Priority: WEAPON, HAND
| Gain bash, cut, stab armor equal to 50% of Strength
|-
| Irresistible Mountain Strike
| Melee 3<br>Melee or Unarmed
| Offensive  (Crit)
| Priority: WEAPON, HAND
| Stun duration: 1
|-
| Colossus Strike
| Melee 5<br>Melee or Unarmed
| Offensive  (Crit)
| Priority: WEAPON, HAND
| +30% damage, Knockback distance: 2, Knockdown duration: 1
|}
 
'''Advantages:'''
* Gains armor by attacking.
* Can deal very high damage in the right situation.
 
'''Disadvantages'''
* Landing a Colossus Strike will lead to you losing your armor if you follow them.
* All armor buffs have a limitation you must work around.
* Limited style weapon list.
 
'''Strategies'''
 
Stone Dragon is aggressive. It uses its offense to generate armor allowing it to "tank" hits from enemies. It can dish out some high damage too with the right weapon. But it can also lose its advantage if it moves too much. Knowing when to move and when to stay still is an important part of playing Stone Dragon.
 
 
 
=== Tiger Claw ===
{{quote|The Tiger Claw discipline embraces a feral rage that lurks within the heart of its initiates. In battle, such warriors growl like wild animals, attack with a furry similar to that of a barbarian, and rely on overwhelming, vicious assaults to defeat their enemies.}}
 
'''Martial Arts Manual:''' [[Reaping Talons]]
 
'''Starting Trait:''' [[Martial Adept]]
 
'''Style Type:''' Hybrid
 
'''Style Weapon Categories:''' Claws, Hand Axes, Great Axes
 
&nbsp;
 
'''Tiger Claw Buffs'''
{| class="wikitable sortable" style="width:100%; margin: 1em auto 1em auto;"
! style="border: 1px solid #aaa; border-left-color: white; width: 15%" | Buff Name
! style="border: 1px solid #aaa; border-left-color: white; width: 15%" | Requirements
! style="border: 1px solid #aaa; border-left-color: white; width: 8%" | Buff Type
! style="border: 1px solid #aaa; border-left-color: white; width: 10%" | Duration
! style="border: 1px solid #aaa; border-left-color: white; " | Effects
|-
| Pounching Charge
| Melee 1<br>Melee or Unarmed
| OnMove
| 1 turn
| +2 Accuracy +10% damage
|-
| Cornered Predator
| Melee 2<br>Melee or Unarmed
| OnGetHit
| 1 turn
| -20% move cost
|-
| Prey on the Weak
| Melee 3<br>Melee or Unarmed
| OnKill
| 1 turn<br>Stacks 2 times
| +30 Speed
|-
| Blood in the Water
| Melee 4<br>Melee or Unarmed
| OnCrit
| 1 turn<br>Stacks 2 times
| +1 Accuracy, +15% bonus damage
|-
| Improved Critical
| Melee 5<br>Melee or Unarmed
| Static
| -
| +5% critical hit chance
|}
 
'''Tiger Claw Techniques'''
{| class="wikitable sortable" style="width:100%; margin: 1em auto 1em auto;"
! style="border: 1px solid #aaa; border-left-color: white; width: 15%" | Technique Name
! style="border: 1px solid #aaa; border-left-color: white; width: 15%" | Requirements
! style="border: 1px solid #aaa; border-left-color: white; width: 18%" | Technique Type
! style="border: 1px solid #aaa; border-left-color: white; width: 18%" | Attack Vectors
! style="border: 1px solid #aaa; border-left-color: white; " | Effects
|-
| Wolverine Stance
| Melee 0<br>Melee or Unarmed
| Grab Break
|
|
|}
 
'''Advantages:'''
* Can attack extremely quickly under the right circumstances.
* Blood In The Water and Prey of the Weak let you go on a killing spree if they stack.
* Weapon choices allow for really high damaging attacks.
 
'''Disadvantages'''
* No offensive techniques at all.
* Almost no defense aside from a Grab Break.
* Relies on situational buffs for power.
 
'''Strategies'''


"Prey on the Weak" pretty much describes Tiger Claw. You can dish out a lot of damage with the weapons but most of the good stuff comes from critting or killing enemies. If you can manage to stack Prey on the Weak or Blood in the Water, you can do crazy amounts of damage. Try to kill weaker enemies first and use Blood in the Water to hit tough enemies HARD!


{{Ver|0.E}}
{{mod|Mythical Martial Arts}}
[[Category:Game Mechanics]]
[[Category:Game Mechanics]]
[[Category:Mods]]
[[Category:CDDA Corrections Needed]]
[[Category:Weapons]]
[[Category:Weapons]]
</noinclude>

Latest revision as of 21:01, 7 July 2023

This mod, added in 0.E (Ellison) contains additional martial arts styles from fictional sources such as movies or video games.


Five Deadly Venoms

These styles are based on the movie Five Deadly Venoms.


Centipede Kung Fu

 One of the Five Deadly Venoms, used by Zhang Yiaotian. Centipede Style uses an onslaught of rapid strikes. 

Martial Arts Manual: The Centipede Lu Feng

Starting Trait: Venom Mob Protege

Style Type: Unarmed

 

Centipede Kung Fu Buffs

Buff Name Requirements Buff Type Duration Effects
Arm Block Unarmed 3 - Able to block melee attacks with arms
Leg Block Unarmed 4 - Able to block melee attacks with legs
Centipede's Venom Unarmed 1 OnCrit 2 turns +15% damage
Centipede's Frenzy Unarmed 5 OnHit 3 turns
Stacks 4 times
-4 move cost

Centipede Kung Fu Techniques

Technique Name Requirements Technique Type Attack Vectors Effects
Centipede Strike Unarmed 0 Offensive (Normal) Priority: HAND Rapid
Centipede Bite Unarmed 2 Offensive (Crit) Priority: PALM 50% move cost, Knockown duration: 1
Grab Break Unarmed 3 Grab Break
Disarm Unarmed 4
Armed opponent
Offensive (Normal) Priority: HAND Disarms opponent

Advantages:

  • Centipede Kung Fu is the fastest style hands down.
  • This style works really well with attack mutations.

Disadvantages

  • Centipede lacks damage and with a Rapid technique as a main attack, you will find that armored opponents cannot be harmed at all by your attacks. This is true even with Centipede's Venom and Centipede Bite.

Strategies

Attack repeated to overwhelm enemies with your speed. With a full stack of Centipede's Frenzy, your Rapid technique will only cost about 45 movement. You will be able to attack about 3 times per your opponent's single attack. However, armored enemies with give you trouble. Equipping the best unarmed weapon available and picking up some attack mutations can help but you might have to change styles against heavily armored enemies.


Lizard Kung Fu

 One of the Five Deadly Venoms, used by Meng Tianxia. Lizard Style focuses on using walls to your advantage. 

Martial Arts Manual: The Lizard Kuo Chui

Starting Trait: Venom Mob Protege

Style Type: Unarmed

 

Lizard Kung Fu Buffs

Buff Name Requirements Buff Type Duration Effects
Arm Block Unarmed 1 - Able to block melee attacks with arms
Lizard's Cunning Unarmed 0 Static - +2 Accuracy, +2 Block effectiveness
Lizard's Haven Unarmed 0
Adjacent to a wall
Static - +2 Accuracy, +2 Block effectiveness, +2.0 Dodging skill
Lizard's Perch Unarmed 2
Adjacent to a wall
OnPause 4 turns +10% damage
Lizard's Leap Unarmed 3 OnMove 2 turns +2.0 Dodge skill, +10% critical hit chance
Lizard's Venom Unarmed 5 OnPause 4 turns +15% damage

NOTE: A "wall" is any tile containing an impassible obstacle. Examples: Building wall, fully grown tree, the side of a car. Creatures and NPCs are NOT walls.

Lizard Kung Fu Techniques

Technique Name Requirements Technique Type Attack Vectors Effects
Lizard Strike Unarmed 0 Offensive (Normal) Priority: HAND Rapid
Lizard Tail Unarmed 1 Offensive (Normal & Crit) Priority: FOOT +20% damage
Grab Break Unarmed 3 Grab Break
Lizard Wall Dive Unarmed 4
Adjacent to a wall
Offensive (Crit) Priority: TORSO +150% damage. Knockback distance: 1, Knockback spread: 1. Stun duration: 2

Advantages:

  • Lizard Kung Fu has some of the strongest and longest lasting buffs in the game.

Disadvantages

  • Obviously, you need a wall to enable the strongest parts of Lizard Kung Fu.
  • You can easily be trapped by a group of enemies while using this style. Be careful and know when to move to avoid danger.

Strategies

Walls are a key part of Lizard Kung Fu. You can fight without them, but you will be at a disadvantage. Remember that anything impassible counts as a wall, including trees. Knowing when to move and give up your wall when you are in danger is important too.


Scorpion Kung Fu

 One of the Five Deadly Venoms, used by Gao Ji. Scorpion Style is a mysterious art which uses pincer-like hands and a stinger kick. 

Martial Arts Manual: The Scorpion Sun Chien

Starting Trait: Venom Mob Protege

Style Type: Unarmed

 

Scorpion Kung Fu Buffs

Buff Name Requirements Buff Type Duration Effects
Arm Block Unarmed 3 - Able to block melee attacks with arms
Scorpion's Venom Unarmed 0 Static - +15% damage
Scorpion's Intimidation Unarmed 1 OnAttack 1 turn +1 Dodge attempt
Scorpion's Charge Unarmed 2 OnMove 2 turns
Stacks 2 times
+10% damage, Enables Pincer Fist technique

Scorpion Kung Fu Techniques

Technique Name Requirements Technique Type Attack Vectors Effects
Roundhouse Kick Unarmed 0 Offensive (Normal) Priority: FOOT +20% damage
Pincer Fist Unarmed 4
Scorpion's Charge buff
Offensive (Normal) Priority: HAND +25% Bash damage, Stun duration: 1
Stinger Kick Unarmed 5 Offensive (Crit) Priority: FOOT +100% Bash damage, Knockback distance: 3, Stun duration: 2, Powerful Knockback

Advantages:

  • Stinger Kick is extremely strong and in open areas, it can provide a way to fight again groups.
  • Scorpion's Charge and Scorpion's Venom can provide a powerful boost to damage.

Disadvantages

  • Scorpion Kung Fu is heavy on knockback which isn't always the best tactical option.
  • The style is weak until Stinger Kick is learned at Unarmed 5.

Strategies

Stinger Kick's Powerful Knockback and large knockback distance are a great way to handle groups if there is enough room. The time spent chasing down foes that have been knocked back isn't wasted because the movement will allow Scorpion's Charge to fully stack. Also, if you can knock one enemy into another, that enemy will also be stunned.


Toad Kung Fu

 One of the Five Deadly Venoms, used by Liang Shen. Masters of Toad Style can focus themselves to protect against all attacks. 

Martial Arts Manual: The Toad Lo Mang

Starting Trait: Venom Mob Protege

Style Type: Unarmed

 

Toad Kung Fu Buffs

Buff Name Requirements Buff Type Duration Effects
Arm Block Unarmed 3 - Able to block melee attacks with arms
Toad's Iron Skin Unarmed 0 Static - Gain Bash, Cut, and Stab Armor equal to 100% of Strength
Iron Skin Dissipation Unarmed 0 OnMove 5 turns
Stacks 5 times
Lose Bash, Cut, and Stab Armor equal to 20% of Strength
Toad's Venom Unarmed 2 OnGetHit 3 turns
Stacks 3 times
+15% damage, Enables Toad's Tongue technique
Toad's Meditation Unarmed 5 OnPause 2 turns Gain Bash, Cut, and Stab Armor equal to 50% of Strength

Toad Kung Fu Techniques

Technique Name Requirements Technique Type Attack Vectors Effects
Toad Smack Unarmed 1 Offensive (Normal) Priority: HAND +25% Bash damage
Toad's Tongue Unarmed 3
Toad's Venom buff
Offensive (Normal & Crit) Priority: HAND 50% move cost, Knockdown duration: 2
Toad Slam Unarmed 4 Offensive (Crit) Priority: ARM +40% Bash damage, Stun duration: 1

Advantages:

  • Toad Kung Fu's armor will always protect you even if you fail to block an attack.
  • Toad Smack and Toad Slam are very strong block counters.

Disadvantages

  • If you are extremely good at dodging, this style is made obsolete.
  • Even with Toad's Mediation, moving around too much will make you weaker.

Strategies

Toad Kung Fu works best if you do not move. Every turn you remain still or attack will let a stack of Iron Skin Dissipation wear off. If you get surprised and do not have time prepare your armor, pause to enable Toad's Meditation to compensate. Toad Kung Fu can even handle small groups but only if movement isn't involved. Lastly, while Toad Kung Fu has a lot of armor, don't neglect your actual armor. End game enemies can hit very hard.


Viper Kung Fu

 A legacy of the Five Deadly Venoms, use by Qi Dong. Viper Style (originally called Snake Style) is punishing to stunned opponents. Stunning a foe with a Viper Bite will allow you to finish them off with the legendary Viper Strike. 

Martial Arts Manual: The Viper Wei Pai

Starting Trait: Venom Mob Protege

Style Type: Unarmed

 

Viper Kung Fu Buffs

Buff Name Requirements Buff Type Duration Effects
Arm Block Unarmed 1 - Able to block melee attacks with arms
Viper Patience Unarmed 0 Static - +1 Accuracy, +5% critical hit chance, +1 Dodge attempt
Viper's Venom Unarmed 1 OnDodge 4 turn +15% damage
Viper's Rattle Unarmed 5 OnHit 3 turn
Stacks 2 times
+1 Accuracy, +1.0 Dodging skill

Viper Kung Fu Techniques

Technique Name Requirements Technique Type Attack Vectors Effects
Viper Fist Unarmed 0 Offensive (Normal) Priority: HAND Rapid
Viper Hiss Unarmed 1 Miss Recovery
Viper Bite Unarmed 2 Offensive (Crit) Priority: HAND +25% bash damage, Stun duration: 2
Viper Tail Unarmed 3
Stunned target
Offensive (Normal) Priority: HAND +50% bash damage, Weighting: 2
Viper Strike Unarmed 4
Stunned opponent
Offensive (Crit) Priority: HAND +100% Bash damage, Weighting: 2

Advantages:

  • Has a longer than normal stun technique.
  • Attacking a stunned target does a lot of damage.


Disadvantages

  • Lacks defense unless you are attacking.
  • You need a crit to stun an enemy to start doing high damage.

Strategies

The new Viper Kung Fu is the "bully" of the unarmed combat styles. It attacks repeatedly, looking for a critical hit to stun the target and then unleashing really strong techniques once they are helpless. Just make sure not to fight too many enemies at once or you could end up being the one beaten up.


The Legend of Zelda

This style is based off the fighting style of Link from the The Legend of Zelda

Hylian Swordsmanship

 This rare form of combat has been practiced by many legendary heroes throughout the ages. Hylian Swordsmanship favors mobility for offense and defense by using spins, jumps, and flips to confuse enemies and strike from unexpected angles. 

Martial Arts Manual: Book of Mudora

Starting Trait: Hero's Spirit

Style Type: Weapon

Style Weapon Categories: Swords, Great Swords, Hylian Improvised Weapons, Hylian Master Sword

 

Hylian Swordsmanship Buffs

Buff Name Requirements Buff Type Duration Effects
Combat Acrobat Melee 0 Static - +1.0 Dodging skill
Dash Attack Melee 1 OnMove 1 turn
Stacks 3 times
+10% damage
Flurry Rush Melee 2 OnDodge 1 turn -25% move cost
Intermediate Combat Acrobat Melee 3 Static - +1.0 Dodging skill
Charge Up Melee 4 OnPause 1 turn +25% damage
Master Combat Acrobat Melee 5 Static - +1.0 Dodging skill

Hylian Swordsmanship Techniques

Technique Name Requirements Technique Type Attack Vectors Effects
Spin Attack (Spin) Melee 4
Charge Up buff
Offensive (Normal & Crit) Priority: WEAPON Spin
Spin Attack (Wide) Melee 4
Charge Up buff
Offensive (Normal & Crit) Priority: WEAPON Wide

Advantages:

  • Spin Attack is a powerful AOE technique.
  • Has the highest passive Dodging skill bonus of any style.
  • Flurry Rush can let you attack with Spin Attack twice in certain situations.

Disadvantages

  • Spin Attack is the only technique in the style.
  • Using Spin Attack is slow due to needing Charge Up.
  • It isn't possible to use Dash Attack and Charge Up / Spin Attack at the same time.

Strategies

The core of Hylian Swordsmanship is its Dodging related buffs and the Spin Attack. Combat Acrobat sets up Flurry Rush easily, allowing rapid fire attacks for a short time. Properly timing a pause to gain Charge Up leads to heavy damage to a group of enemies with Spin Attack. If you can combine Flurry Rush with Charge Up, you can potential Spin Attack more than once for even more damage.


Panzer Kunst

This style is from the movie and manga series Alita: Battle Angel

Panzer Kunst

 Panzer Kunst or "Armor Art" is a futuristic martial art devised for cyborgs fighting in zero-gravity environments. 

Martial Arts Manual: The Life and Work of Tiger Sauer

Starting Trait: Künstler

Style Type: Hybrid

Style Weapon Categories: Bionic Weaponry

 

Panzer Kunst Buffs

Buff Name Requirements Buff Type Duration Effects
Arm Block Arms Alloy Plating CBM - Able to block melee attacks with arms
Leg Block Legs Alloy Plating CBM - Able to block melee attacks with legs
Schatten Folgen Unarmed 0 Static - +1 Dodge attempts, Dodging skill increase by 15% of Perception
Einzug Rüstunge Unarmed 3 OnDodge 3 turns +1 Accuracy, gain Armor Penetration equal to 50% of Perception
Seinerweisen Unarmed 3 Static - Gain Electric damage equal to 50% of Perception

Panzer Kunst Techniques

Technique Name Requirements Technique Type Attack Vectors Effects
Kumai Sharinraku Unarmed 0 Offensive (Normal) Priority: FOOT +20% Bash damage
Geschoss Schlag Unarmed 2 Offensive (Normal) Priority: HAND Rapid
Grab Break Unarmed 3 Grab Break
Herzschlag Unarmed 5
Unarmed or Melee
Offensive (Crit) Priority: HAND 120% move cost, +50% Bash damage, Gain Armor Penetration equal to 100% of Perception, Stun duration: 1

Advantages:

  • The Electric damage and Armor penetration are really useful against late game enemies.
  • Perception boosts both your defense and offense.

Disadvantages

  • The increased move cost of Herzschlag can be problematic against groups.
  • You need CBMs to use Arm Block and Leg Block.

Strategies

Panzer Kunst is well rounded style that favors Perception builds. The biggest draw is the Electric damage is added to all your attacks with Seinerweisen. No enemy in the game resists Electric damage so you will 'always' be doing some damage to armored foes, even if it is small. Aside from searching for CBMs to get the most out of the style, Panzer Kunst should work well enough in most situation without any extra requirements.


Pokemon

This style was created from the moves and abilities from the anime and manga series Pokemon

Pokken

 Pokken or "Pocket Fist" is a strange martial art developed from the famous Pokemon video game series. Somehow, a group of dedicated fans managed to combine the moves used by various pokemon with multiple existing martial arts such as boxing and karate. Amazingly, it actually works. Some might even say it's a super effective way to fight. 

Martial Arts Manual: Pocket Monster Encyclopedia

Starting Trait: Pokken Master

Style Type: Unarmed

 

Pokken Buffs

Buff Name Requirements Buff Type Duration Effects
Sniper Unarmed 0 OnCrit 1 turn +50% damage
Stamina Unarmed 3 OnGetHit 3 turns Gain bonus bash, cut, stab armor equal to 50% of Strength
Moxie Unarmed 5 OnKill 3 turns +50% damage, Persists when switching styles

Pokken Techniques

Technique Name Requirements Technique Type Attack Vectors Effects
Smart Strike Unarmed 0 Offensive (Normal & Crit) Random: HAND, FOOT, HEAD, TORSO, HEAD +5 Accuracy
Low Sweep Unarmed 1 Offensive (Normal & Crit) Random: FOOT, LOWER_LEG Knockdown duration: 1
Darkest Lariat Unarmed 2 Offensive (Normal & Crit) Priority: ARM Gain bonus bash, cut, stab armor penetration equal to 150% of Strength
Mega Kick Unarmed 4 Offensive (Normal & Crit) Priority: FOOT +100% bash damage

Advantages:

  • Moxie makes it very easy to repeatedly kill weaker enemies.
  • Techniques are all crit ok and do not have any restrictions.
  • Mega Kick is one of the strongest techniques in the game.

Disadvantages

  • You need an unarmed weapon to block to get the most out of Stamina.
  • Aside from Mega Kick, most of the damage comes from situational buffs.
  • Lacks group defense.

Strategies

Kill weaker enemies first to gain Moxie then use the damage boost to deal high damage to stronger enemies. Don't ignore stronger enemies for too long though since Pokken doesn't have much in the way for protection.

Jedi Combat Forms

Martial Arts used by the Jedi of the Star Wars series.

Shii-Cho

 Shii-Cho, "The way of the Sarlacc" was the first form lightsaber combat developed by the Jedi during their transition from metal weaponry to lightsabers. Shii-Cho is regarded as a training form that all Jedi learn to understand the basics of armed combat. Shii-Cho excels at fighting against groups but lacks the offensive power of the other lightsaber forms.. 

Martial Arts Manual: Jedi Holocron: Form I

Starting Trait: Jedi Training

Style Type: Weapon

Style Weapon Categories: Short Swords, Swords, Long Swords

 

Shii-Cho Buffs

Buff Name Requirements Buff Type Duration Effects
Determination Melee 0 Static - +1 Accuracy, reduce block damage by 100% of Strength
Apprentice Training Melee 1 Static - +1 Block attempt, +1 block effectiveness
Knight Training Melee 3 Static - +1 Block attempt, +1 block effectiveness
Flowing Water Melee 4 OnBlock 1 turn -25% move cost
Master Training Melee 5 Static - +1 Block attempt, +1 block effectiveness

Shii-Cho Techniques

Technique Name Requirements Technique Type Attack Vectors Effects
Disarming Slash Melee 2 Offensive (Normal & Crit) Priority: WEAPON Disarms
Sarlacc Sweep Melee 5 Offensive (Normal & Crit) Priority: WEAPON Wide

Advantages:

  • High bonus block attempts of any weapon style.
  • Strong defense against groups.
  • Flowing Water and Sarlacc Sweep are extremely useful at thinning out groups.

Disadvantages

  • Lacks crowd control outside of the situational Disarming Slash.
  • No damage boosting techniques or buff.
  • Less effective against single targets than groups.

Strategies

Shii-Cho is a defensive style. It takes a longer time to kill enemies but it can handle group combat better than most styles. In group combat, you can let your Training buffs and Flowering Water handle weaker enemies while you focus on the most dangerous opponent.


Sublime Way

These styles are based on the martial arts from the Advanced Dungeons and Dragon supplement book: Tome of Battle: Book of Nine Swords.

Desert Wind

 Desert Wind maneuvers focus on quick movement and swirling, flaming strikes. The complex spinning and slashing of the curved blade incorporated into many Desert Wind maneuvers are in fact carefully honed gestures that evoke the power of fire, if performed correctly and with the proper focus. 

Martial Arts Manual: Scorching Sirocco

Starting Trait: Martial Adept

Style Type: Weapon

Style Weapon Categories: Maces, Spears

 

Desert Wind Buffs

Buff Name Requirements Buff Type Duration Effects
Wind Stride Melee 3 OnMove 1 turn +1.0 Dodging skill
Zephyr Dance Melee 3 OnDodge 1 turn +1.0 Dodging skill, +1 Dodge attempt

Desert Wind Techniques

Technique Name Requirements Technique Type Attack Vectors Effects
Burning Blade Melee 0 Offensive (Normal) Priority: WEAPON +3 heat damage
Inferno Blade Melee 1 Offensive (Crit) Priority: WEAPON +7 heat damage
Flashing Sun Melee 2 Offensive (Normal) Priority: WEAPON Wide
Firesnake Melee 4 Offensive (Normal or Crit) Priority: WEAPON Impale, +7 heat damage
Ring of Fire Melee 5 Offensive (Crit) Priority: WEAPON Spin, +10 heat damage

Advantages:

  • Desert Wind has the most AOE technique of any style in the game.
  • Heat damage can bypass enemy armor.
  • Both Wind Stride and Zephyr Dance aid in positioning AOE techniques.

Disadvantages

  • Lacks crowd control and a grab break. Group combat can turn sour really fast.
  • Even though spears are style weapons, you cannot execute techniques with reach attacks. You must attack in melee.

Strategies

Make the most of the style's AOE techniques. The buffs exist to make it easier to maneuver around enemies to set up favorable attack positions and to escape before things get too dangerous. Because the style is focused on offense, it is better to target weaker targets first to thin the numbers if it looks like you are going to be overwhelmed. The addition of heat damage will ensure that you will always be doing some damage to whatever you attack.


Diamond Mind

 True quickness lies in the mind, not the body. A student of the Diamond Mind discipline seeks to hone his perceptions and discipline his thoughts so that he can act in slivers of time so narrow that others cannot even perceive them. A corollary of this speed of thought and action is the concept of the mind as the battleground. An enemy defeated in his mind must inevitably. 

Martial Arts Manual: Perfect Clarity of Mind and Body

Starting Trait: Martial Adept

Style Type: Weapon

Style Weapon Categories: Fencing Weaponry, Spears, Japanese Swords

 

Diamond Mind Buffs

Buff Name Requirements Buff Type Duration Effects
Pearl of Black Doubt Melee 0 OnDodge 1 turn
Stacks 2 times
+1 Dodge attempts
Mind over Body Melee 2 OnGetHit 1 turn
Stacks 2 times
+1 Accuracy
Stance of Alacrity Melee 3 Static - -15% move cost
Quicksilver Motion Melee 5 OnPause 1 turn +50 Speed

Diamond Mind Techniques

Technique Name Requirements Technique Type Attack Vectors Effects
Insightful Strike Melee 1 Offensive (Normal) Priority: WEAPON Bonus stab damage equal to 50% of Intelligence
Greater Insightful Strike Melee 4 Offensive (Crit) Priority: WEAPON Bonus stab damage equal to 100% of Intelligence

Advantages:

  • Techniques do a lot of damage if you have high Intelligence.
  • Can attack multiple times in a row with Quicksilver Motion.
  • Mind over Body can offset the accuracy penalty from damage.

Disadvantages

  • With Pearl of Black Doubt, your success at handling groups relies on how well you dodge. Not dodging often means you do not get bonus dodge attempts.
  • It is faster to attack repeatedly than it is to use Quicksilver Motion in the middle of combat.
  • Diamond Mind favors stab damage which can be a problem against some enemies.

Strategies

Diamond Mind's attacks are faster than normal and will do good damage if you have high Intelligence. By waiting with Quicksilver Motion, you can attack repeatedly for high damage once an enemy enters your range. Pearl of Black Doubt and Mind over Body can buy you time against small groups.


Iron Heart

 Absolute mastery of the sword is the goal of the Iron Heart discipline. Through unending practice and study, the Iron Heart adept achieves superhuman skill with her weapons. Iron Heart maneuvers are demonstrations of uncanny martial skill—weaving patterns of steel that dizzy, confuse, and ultimately kill with no recourse. 

Martial Arts Manual: Stormguard Warrior

Starting Trait: Martial Adept

Style Type: Weapon

Style Weapon Categories: Swords, Great Axes

 

Iron Heart Techniques

Technique Name Requirements Technique Type Attack Vectors Effects
Disarming Strike Melee 0
Armed opponent
Offensive (Normal) Priority: WEAPON Disarm
Lightning Recovery Melee 1 Offensive (Normal) Priority: WEAPON Feint
Dazing Strike Melee 2 Offensive (Crit) Priority: WEAPON +40% damage, Stun duration 1
Steel Wind Melee 3 Offensive (Normal) Priority: WEAPON Wide
Scything Blade Melee 4 Offensive (Crit) Priority: WEAPON +25% damage, Wide
Finishing Move Melee 5
Stunned target
Offensive (Crit) Priority: WEAPON +25% damage, Stun duration: 1

Advantages:

  • Has a good collection support techniques.
  • Finishing Move does very high damage.
  • Strong offense against groups.

Disadvantages

  • Small choice of weapons.
  • Relies on critical hits for extra damage.
  • No buffs at all.

Strategies

Iron Heart is straight forward to play. Keep attacking to stun an enemy and then kill with Finishing Move while positioning yourself for AOEs if possible. Just because of your lack of buffs, you have no other support aside from your attacks.


Setting Sun

 The Setting Sun discipline teaches its initiates to turn their opponents' strength against them With a quick shift in stance and carefully aimed attack, a Setting Sun warrior sends a charging enemy tumbling in a new direction. 

Martial Arts Manual: Distant Horizon

Starting Trait: Martial Adept

Style Type: Hybrid

Style Weapon Categories: Quarterstaves, Short Swords, Swords

 

Setting Sun Buffs

Buff Name Requirements Buff Type Duration Effects
Arm Block Unarmed 0 - Able to block melee attacks with arms
Feigned Opening Unarmed 1
Melee or Unarmed
OnGetHit 1 turn +20 Speed
Baffling Defense Unarmed 2
Melee or Unarmed
OnPause 1 turn Dodging skill increased by 20% of Intelligence

Setting Sun Techniques

Technique Name Requirements Technique Type Attack Vectors Effects
Mighty Throw Unarmed 3
Melee or Unarmed
Baffling Defense buff
Offensive (Normal) Priority: THROW +33% damage, Knockback distance: 2, Knockdown duration: 2
Hydra Slaying Strike Unarmed 4
Melee or Unarmed
Offensive (Crit) Priority: WEAPON, HAND Stun duration: 1
Ballista Throw Unarmed 5
Melee or Unarmed
Baffling Defense buff
Offensive (Crit) Priority: THROW +50% damage, Powerful Knockback, Knockback distance: 4, Knockdown duration: 2, weighting: 2

Advantages:

  • Mighty Throw and Ballista Throw are useful for breaking up groups.
  • Blocking an attack gets you a counterattack and a speed boost.
  • All attack do very good damage with a weapon.

Disadvantages

  • Requires Unarmed skill to progress through the style.
  • Throws require a turn to prepare before they can be used.
  • Baffling Defense doesn't work well with Fool's Strike and Feigned Opening.

Strategies

The key to using Setting Sun is to know when to use the throws. The throws work best as a way to break up small groups of enemies to keep them from ganging up on you. Use the time an enemy is knockdown to kill a closer enemy before they are able to re-engage you in melee.


Stone Dragon

 The Stone Dragon discipline for focuses on strength, power, and toughness. Its teachings grant a martial adept the ability to splinter steel with a single, focused blow. Stone Dragon's defensive abilities focus on tapping into the enduring power of stone to turn aside attacks. 

Martial Arts Manual: Shards of Granite

Starting Trait: Martial Adept

Style Type: Hybrid

Style Weapon Categories: Maces, Great Swords, Great Axes

 

Stone Dragon Buffs

Buff Name Requirements Buff Type Duration Effects
Stonefoot Stance Melee 0
Melee or Unarmed
Static - +2 Bash, Cut and Stab Armor, +10% bonus damage
Cracked Stone Melee 0
Melee or Unarmed
OnMove 1 turn -
Shattered Stone Melee 0
Melee or Unarmed
Cracked Stone buff
OnMove 1 turn -2 Bash, Cut and Stab Armor, -10% bonus damage
Stone Bones Melee 2
Melee or Unarmed
OnHit 3 turns
Stacks 5 times
+1 Bash, Cut and Stab Armor
Iron Bones Melee 4
Melee or Unarmed
OnCrit 1 turn +5 Bash, Cut and Stab Armor

Stone Dragon Techniques

Technique Name Requirements Technique Type Attack Vectors Effects
Mountain Hammer Melee 1
Melee or Unarmed
Offensive (Normal & Crit) Priority: WEAPON, HAND Gain bash, cut, stab armor equal to 50% of Strength
Irresistible Mountain Strike Melee 3
Melee or Unarmed
Offensive (Crit) Priority: WEAPON, HAND Stun duration: 1
Colossus Strike Melee 5
Melee or Unarmed
Offensive (Crit) Priority: WEAPON, HAND +30% damage, Knockback distance: 2, Knockdown duration: 1

Advantages:

  • Gains armor by attacking.
  • Can deal very high damage in the right situation.

Disadvantages

  • Landing a Colossus Strike will lead to you losing your armor if you follow them.
  • All armor buffs have a limitation you must work around.
  • Limited style weapon list.

Strategies

Stone Dragon is aggressive. It uses its offense to generate armor allowing it to "tank" hits from enemies. It can dish out some high damage too with the right weapon. But it can also lose its advantage if it moves too much. Knowing when to move and when to stay still is an important part of playing Stone Dragon.


Tiger Claw

 The Tiger Claw discipline embraces a feral rage that lurks within the heart of its initiates. In battle, such warriors growl like wild animals, attack with a furry similar to that of a barbarian, and rely on overwhelming, vicious assaults to defeat their enemies. 

Martial Arts Manual: Reaping Talons

Starting Trait: Martial Adept

Style Type: Hybrid

Style Weapon Categories: Claws, Hand Axes, Great Axes

 

Tiger Claw Buffs

Buff Name Requirements Buff Type Duration Effects
Pounching Charge Melee 1
Melee or Unarmed
OnMove 1 turn +2 Accuracy +10% damage
Cornered Predator Melee 2
Melee or Unarmed
OnGetHit 1 turn -20% move cost
Prey on the Weak Melee 3
Melee or Unarmed
OnKill 1 turn
Stacks 2 times
+30 Speed
Blood in the Water Melee 4
Melee or Unarmed
OnCrit 1 turn
Stacks 2 times
+1 Accuracy, +15% bonus damage
Improved Critical Melee 5
Melee or Unarmed
Static - +5% critical hit chance

Tiger Claw Techniques

Technique Name Requirements Technique Type Attack Vectors Effects
Wolverine Stance Melee 0
Melee or Unarmed
Grab Break

Advantages:

  • Can attack extremely quickly under the right circumstances.
  • Blood In The Water and Prey of the Weak let you go on a killing spree if they stack.
  • Weapon choices allow for really high damaging attacks.

Disadvantages

  • No offensive techniques at all.
  • Almost no defense aside from a Grab Break.
  • Relies on situational buffs for power.

Strategies

"Prey on the Weak" pretty much describes Tiger Claw. You can dish out a lot of damage with the weapons but most of the good stuff comes from critting or killing enemies. If you can manage to stack Prey on the Weak or Blood in the Water, you can do crazy amounts of damage. Try to kill weaker enemies first and use Blood in the Water to hit tough enemies HARD!