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{{Weapons}}
{{Weapons}}
Martial arts allow you to push your [[skills#Unarmed combat|Unarmed Combat]] and [[skills#Melee|Melee Combat]] skills even further. Martial arts are divided in several styles, each one with its own advantages and peculiarities. Martial arts can grant you some very most powerful combat abilities.
Martial arts allow you to push your [[skills#Unarmed combat|Unarmed Combat]] and [[skills#Melee|Melee Combat]] skills even further. Martial arts are divided into several styles, each one with its own advantages and peculiarities. Martial arts can grant you some very powerful combat techniques and useful abilities that cannot be found anywhere else.


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== Learning Styles ==
== Learning Styles ==
There a few different ways to learn martial art styles:
There are a few different ways to learn martial arts styles:


*Selecting a martial art [[traits|trait]] at character creation.
*Selecting a martial art [[traits|trait]] at character creation.
** [[Martial Arts Training]] - Aikido, Judo, Karate, Pankration, Taekwondo, Tai Chi
** [[Martial Arts Training]] - Aikido, Judo, Karate, Pankration, Taekwondo, and Tai Chi
** [[Self-Defense Classes]] - Capoeira, Krav Maga, Muay Thai, Ninjutsu, Wing Chun, Zui Quan
** [[Self-Defense Classes]] - Capoeira, Krav Maga, Muay Thai, Ninjutsu, Wing Chun, and Zui Quan
** [[Shaolin Adept]] - Crane Kung Fu, Dragon Kung Fu, Leopard Kung Fu, Snake Kung Fu, Tiger Kung Fu
** [[Shaolin Adept]] - Crane Kung Fu, Dragon Kung Fu, Leopard Kung Fu, Snake Kung Fu, and Tiger Kung Fu
** [[Melee Weapon Training]] - Eskrima, Fencing, Medieval Swordsmanship, Niten Ichi-Ryu Silat, Sōjutsu  
** [[Melee Weapon Training]] - Barbaran Montante, Bōjutsu, Eskrima, Fencing, Fior Di Battaglia, Medieval Swordsmanship, Niten Ichi-Ryu, Pencak Silat, or Sōjutsu.
* Certain [[professions]] start with a martial art or a single style from a list:
* Certain [[professions]] start with a martial art or a single style from a list:
** '''Pugilist''' - Boxing
** '''Pugilist''' - Boxing
** '''Competetive Fencer''' - Fencing
** '''Competitive Fencer''' - Fencing
** '''Martial Artist''' - Aikido, Capoeira, Crane Kung Fu, Dragon Kung Fu, Judo, Karate, Krav Maga, Leopard Kung Fu, Muay Thai, Ninjutsu, Pankration, Snake Kung Fu, Taekwondo, Tai Chi, Tiger Kung Fu, Wing Chun, Zui Quan
** '''Martial Artist''' - Aikido, Capoeira, Crane Kung Fu, Dragon Kung Fu, Judo, Karate, Krav Maga, Leopard Kung Fu, Muay Thai, Ninjutsu, Pankration, Snake Kung Fu, Taekwondo, Tai Chi, Tiger Kung Fu, Wing Chun, Zui Quan
** '''Blackbelt''' - Aikido, Capoeira, Crane Kung Fu, Dragon Kung Fu, Judo, Karate, Krav Maga, Leopard Kung Fu, Muay Thai, Ninjutsu, Pankration, Snake Kung Fu, Taekwondo, Tai Chi, Tiger Kung Fu, Wing Chun, Zui Quan
** '''Blackbelt''' - Aikido, Capoeira, Crane Kung Fu, Dragon Kung Fu, Judo, Karate, Krav Maga, Leopard Kung Fu, Muay Thai, Ninjutsu, Pankration, Snake Kung Fu, Taekwondo, Tai Chi, Tiger Kung Fu, Wing Chun, Zui Quan
*Reading a [[martial arts manuals|martial arts manual]]. Not all styles can be learned through a manual.
*Reading a [[martial arts manuals|martial arts manual]]. Not all styles can be learned through a manual.
* Using the [[Close Quarters Battle]] [[Bionics|CBM]] will temporarly override the player's known martial arts while active.  
* Using the [[Close Quarters Battle]] [[Bionics|CBM]] will temporarily override the player's known martial arts while active.  
** Available martial art styles from the [[Close Quarters Battle]] [[Bionics|CBM]] are: Aikido, Bionic Combatives, Boxing, Capoeira, Crane Kung Fu, Dragon Kung Fu, Judo, Karate, Krav Maga, Leopard Kung Fu, Muay Thai, Ninjutsu, Pankration, Snake Kung Fu, Taekwondo, Tai Chi, Tiger Kung Fu, Wing Chun, Zui Quan
** Available martial art styles from the [[Close Quarters Battle]] [[Bionics|CBM]] are Aikido, Bionic Combatives, Boxing, Capoeira, Crane Kung Fu, Dragon Kung Fu, Judo, Karate, Krav Maga, Leopard Kung Fu, Muay Thai, Ninjutsu, Pankration, Snake Kung Fu, Taekwondo, Tai Chi, Tiger Kung Fu, Wing Chun, and Zui Quan.
* While the [[Close Quarters Battle]] [[Bionics|CBM]] is active, the player has a very small chance to permanently learn their active martial art style each time they hit an enemy.  
* While the [[Close Quarters Battle]] [[Bionics|CBM]] is active, the player has a very small chance to permanently learn their active martial art style each time they hit an enemy.  
** The chance is: 1 / (1400 - (50 * Intelligence stat)). For example, a character with the 8 Intelligence has a 0.1% chance to learn a martial art each time they hit an enemy. This chance is double if an [[Enhanced Memory Banks ]] CBM is active.
** The chance is 1 / (1400 - (50 * Intelligence stat)). For example, a character with the 8 Intelligence has a 0.1% chance to learn a martial art each time they hit an enemy. This chance is doubled if an [[Enhanced Memory Banks]] CBM is active.
* If a friendly [[NPC]] knows a martial art, it's possible to have them teach you the style.
* If a friendly [[NPC]] knows a martial art, it's possible to have them teach you the style.
* The Brawling style is automatically learned when the player reaches Melee skill 1.
* The Brawling style is automatically learned when the player reaches Melee skill 1.
* If you don't mind cheating, you can use the Debug Menu to "Learn All Melee Styles". This gives you access to '''every''' martial art in the game.
* If you don't mind cheating, you can use the Debug Menu to "Learn All Melee Styles." This gives you access to '''every''' martial art in the game.
 


== Keys ==
== Keys ==
To use martial arts in combat make sure to first activate one of the styles you know, by pressing {{k|_}}, 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 {{k|F1}}.
To use martial arts in combat, make sure first to activate one of the styles you know by pressing {{k|_}}, 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 {{k|F1}}.


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




== General Tips ==
== General Tips ==
* The best way to get a martial art style is to select the appropriate trait during character generation. Trying to find the correct manual during gameplay can be very difficult and unreliable.
* The best way to get a martial art style is to select the appropriate trait during character generation. Trying to find the correct manual during gameplay can be very difficult and unreliable.
* It is almost always better to use a martial art instead of nothing unless the style has a noticable drawback.
* It is almost always better to use a martial art instead of nothing unless the style has a noticeable drawback.
** When in doubt, use Brawling.
** When in doubt, use Brawling.
* If you cannot use a weapon / style combination, the game will display a warning in the message log. Pay attention when equipping weapons or switching martial arts.
* If you cannot use a weapon/style combination, the game will display a warning in the message log. Pay attention when equipping weapons or switching martial arts.
* Changing styles takes no time. However, you will not begin receiving the benefits of a martial art until the beginning of your next turn.
* Changing styles takes no time. However, you will not begin receiving the benefits of martial arts until the beginning of your next turn.
* For unarmed styles, using an unarmed weapon such as a pair of Brass Knuckles helps '''a lot''' to improve damage.
* For unarmed styles, using an unarmed weapon such as a pair of Brass Knuckles helps ''a lot''' to improve damage.
* Unarmed styles vs Weapon styles:
* Unarmed styles vs Weapon styles:
** Unarmed styles have more variety in techniques and buffs.  
** Unarmed styles have more variety in techniques and buffs.  
** Weapon styles do more damage than Unarmed styles.
** Weapon styles do more damage than Unarmed styles.
** Weapon styles cannot be used without an appropriate weapon. If the weapon: breaks, is disarmed, is lost, or cannot be equipped, the player may become helpless.
** Weapon styles cannot be used without an appropriate weapon. If the weapon breaks, is disarmed, is lost, or cannot be equipped, the player may become helpless.
** Some style such as Bionic Combatives, Krav Maga, and Ninjutsu are unarmed / weapon hybrid styles. These styles usually have restrictions on which buffs and techniques can be used while armed or unarmed.
** Some styles, such as Bionic Combatives, Krav Maga, and Ninjutsu, are unarmed / weapon hybrid styles. These styles usually have restrictions on which buffs and techniques can be used while armed or unarmed.
* There is no limit to the number of martial arts you can learn.
* There is no limit to the number of martial arts you can learn.
* For the most part, all techniques and buffs can be used at Unarmed Combat 5 and Melee 5. However, there are some exceptions such as Brawling.
* For the most part, all techniques and buffs can be used at Unarmed Combat 5 and Melee 5. However, there are some exceptions, such as Brawling.




== Mechanics and Terminology ==
== Mechanics and Terminology ==
'''Techniques''' - Techniques are the attacks performed by a martial arts style. The first and most important about techniques:  
'''Techniques''' - Techniques are the attacks performed by a martial arts style. The first and most important thing about techniques:  


'''YOU DO NOT HAVE DIRECT CONTROL OVER WHEN MARTIAL ARTS TECHNIQUES ACTIVATE!''' Martial art techniques are picked randomly. They will be automatically activate when you attack if their required conditions and prerequisites are met.
'''YOU DO NOT HAVE DIRECT CONTROL OVER WHEN MARTIAL ARTS TECHNIQUES ACTIVATE!''' Martial art techniques are picked randomly. They will be automatically activated when you attack if their required conditions and prerequisites are met; the reason for this is to prevent massive combat slowdown while fighting. Selecting a technique each time you attack an enemy doesn't sound bad against one or two zombies, but against a horde of strong zombies, picking a technique on every attack will slow the game to a crawl. That said, techniques can provide a wide array of effects and have several different conditions on when they trigger. Aside from modifying damage and movement cost, there are a few other attributes to be aware of:


The reason for this is to prevent massive combat slowdown while fighting. Selecting an technique each time you attack an enemy doesn't sound bad against a one or two zombies but against a horde of strong zombies, picking a technique on every attack will slow the game to a crawl. That said, techniques can provide a wide array of effects and have a number of difference conditions on when they trigger. Aside from modifying damage and movement cost, there are a few other attributes to be aware of:
* '''Normal and Crit Techniques''' - By default, a technique can only be triggered on a normal hit. If set as a crit technique, the technique can only trigger on a critical hit. It is possible for a technique to be set to trigger on both standard and critical hits.


* '''Normal and Crit Techniques''' - By default, a technique can only be triggered on a normal hit. If set as a crit technique, the technique can only trigger on a critical hit. It is possible for a technique to be set to trigger on both normal and critical hits.
* ''' Style Techniques vs Weapon Techniques''' - Some weapons have techniques that will trigger when you attack. If a weapon is compatible with your current martial arts style and both the weapon and style have techniques of the same type (normal, crit), the style's techniques will always used, and the weapon's techniques will never trigger. On the other hand, if the style doesn't have the same type of techniques as the weapon, the weapon's techniques will be used instead.
** For example, the weapon style, Sōjutsu, has normal techniques, a counter technique, but no crit techniques. If a Halberd is used with the style (which has a standard technique and a crit technique), the standard technique would never trigger, but the weapon's crit technique would always be used on a critical hit.


* '''Style Techniques vs Weapon Techniques''' - Some weapons have techniques that will trigger when you attack. If a weapon is compatible with your current martial arts style and both the weapon and style has techniques of the same type (normal, crit, counter), the style's techniques will always used and the weapon's techniques will never trigger. On the other hand, if the style doesn't have the same type of techniques as the weapon, the weapon's techniques will be used instead.
* '''Rapid''' - Shorthand for a technique with the following attributes: 50% move cost, 66% bash damage, 66% cutting damage, and 66% stab damage. Rapid techniques are standard in many styles and represent a quick but slightly less damaging attack.  
** For example, the weapon style, Sōjutsu, has normal techniques, a counter technique, but no crit techniques. If a Halberd is used with the style (which has a normal technique and a crit technique), the normal technique would never trigger but the weapon's crit technique would always be used on a critical hit.


* '''Rapid''' - Shorthand for a technique that has the follow attributes: 50% move cost, 66% bash damage, 66% cutting damage, 66% stab damage. Rapid techniques are common in a lot of styles and represent a quick but slightly less damaging attack.  
* '''Disarm''' - The technique will force the target to drop their held item. A method that has a disarming effect will never be used against a target that doesn't have a held item.


* '''Counter''' - These are divided into two types: Block Counters and Dodge Counters. Block Counters trigger when the player blocks and Dodge Counters trigger when the player dodges. The player cannot counterattack if they have less than 33% of their maximum stamina.
* ''' Grab Break''' - Defensive technique that triggers when you are attacked with the Grab special attack used by zombies. Having a grab-break technique does not automatically break a grab attack; it merely gives you a better chance to do so.  


* '''Disarm''' - The technique will force the target to drop their held item. A technique that has a disarm effect will never be used against a target that doesn't have a held item.
* '''Miss Recovery''' - Also called a feint, a miss recovery technique triggers when you attack and miss an enemy. Almost all miss recovery techniques have a 0 move cost, which gives you more chances to make a successful attack. However, this doesn't mean you have unlimited attacks until you hit. The game's code is very complicated in how it determines move cost when you fail to hit (it costs more when you fail by a lot), and while feints help, you WILL eventually have your turn end if you keep missing.


* '''Grab Break''' - Defensive technique that triggers when you are attacked with the Grab special attack used by zombies. Have a grab break technique does not automatically break a grab attack, it merely gives you a better chance to do so.
* ''' Down Duration''' - If the technique hits, it will knock down the target for the indicated number of turns. A creature that is "Downed" has its dodge chance reduced to 0. A technique with a Downed effect cannot be used against a target that is already knocked down. Regardless of the duration, a Downed creature can attempt a check (easier for stronger creatures) to get back up and end the effect. Getting up has a movement cost, but faster creatures can get up and act before you can move again.  
 
* '''Miss Recovery''' - Also called a feint, a miss recovery technique triggers when you attack and miss an enemy. Almost all miss recovery techniques have a 0 move cost which gives you more chances to make a successful attack. However, this doesn't mean you have unlimited attacks until you hit. The game's code is very complicated on how it determines move cost when you fail to hit (it cost more when you fail by a lot) and while feints help, you WILL eventually have your turn end if you keep missing.
 
* '''Down Duration''' - If the technique hits, it will knock down the target for the indicated number of turns. A creature that is "Downed" has its dodge chance reduced to 0. A technique with a Downed effect cannot be used against a target that is already knocked down. Regardless of the duration, a Downed creature can attempt a check (easier for stronger creatures) to get back up and end the effect. Getting up has a movement cost but it's possible for faster creatures to get up and act before you can move again.  


* '''Stun Duration''' - If the technique hits, it will stun the target for the indicated number of turns. A creature that is "Stunned" cannot act during its turn.  
* '''Stun Duration''' - If the technique hits, it will stun the target for the indicated number of turns. A creature that is "Stunned" cannot act during its turn.  


* '''Knockback Distance''' - If the technique hits, the foe will be pushed back the given number of spaces if their is room.
* '''Knockback Distance''' - If the technique hits, the foe will be pushed back the given number of spaces if there is room.
** '''Powerful Knockback''' - Knockback caused by the technique causes damage when colliding with an object or another target. It will also knock back other targets hit by the knock backed enemy.
** '''Powerful Knockback''' - Knockback caused by the technique causes damage when colliding with an object or another target. It will also knock back other targets hit by the knock-backed enemy.
** '''Knockback Spread''' - This causes knockback techniques to move the target away in random directions instead of a straight line.
** '''Knockback Spread''' - This causes knockback techniques to move the target away in random directions instead of a straight line.


* '''AoE''' - This means the technique can strike multiple enemies. AoE techniques cannot trigger unless there are extra enemies to hit. There are three types: Wide, Impale, and Spin.
* '''AoE''' - This means the technique can strike multiple enemies. AoE techniques cannot trigger unless there are extra enemies to hit. There are three types: Wide, Impale, and Spin.
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** '''Spin''' - Hits every enemy adjacent to the user.  
** '''Spin''' - Hits every enemy adjacent to the user.  


* '''Weighting''' - This increases the likelihood the technique will be randomly selected when attacking. When set above 1, "extra copies" of the technique will be added to the technique pool to pick from. Negatives reduce the chance of the technique being added to the list at all. Weighting only works if the technique wasn't disqualified for another reason such as a Disarm technique against an unarmed opponent.
* '''Weighting''' - This increases the likelihood the technique will be randomly selected when attacking. When set above 1, "extra copies" of the technique will be added to the technique pool to pick from. Negatives reduce the chance of the technique being added to the list at all. Weighting only works if the method wasn't disqualified for another reason, such as a Disarm technique against an unarmed opponent.




'''Buffs''' - Buffs are passive effects that provide bonuses or penalties while active. Buff effects can vary greatly from increased damage, to reduced move cost, to bonus armor. Static buffs do not have a duration but all other buffs will last a certain number of turns.  If a buff is triggered while that buff is already active, its duration is refreshed and will "stack" if allowed.
'''Buffs''' - Buffs are passive effects that provide bonuses or penalties while active. Buff effects can vary significantly from increased damage to reduced move cost to bonus armor. Static buffs do not have a duration, but all other buffs will last a certain number of turns.  If a buff is triggered while that buff is already active, its duration is refreshed and will "stack" if allowed.
   
   
Buffs that "stack" means multiple versions of that buff can be applied to the player. For example, a buff with "+2 bash damage" that can be stacked three times can potentially give the player "+6 bash damage" if triggered three times. Regardless of a stacking buff's duration, the "intensity" (stack size) will go down by one per turn unless the buff was triggered again on that turn and when a buff's duration expires, the buff will fade regardless of stack size.
Buffs that "stack" means multiple versions of that buff can be applied to the player. For example, a buff with "+2 bash damage" that can be stacked three times can potentially give the player "+6 bash damage" if triggered three times. Regardless of a stacking buff's duration, the "intensity" (stack size) will go down by one per turn unless the buff is triggered again on that turn, and when a buff's duration expires, the buff will fade regardless of stack size.
Below is list of the different buffs used in the martial art styles.


* '''Static''' - Static buffs are always active while you are in a style. They do not have duration.
When you switch from one martial arts style to another, you will lose all active buffs of the previous style. However, if a buff is marked as "persists," the buff will remain active after changing styles.
 
Below is a list of the different buffs used in the martial art styles.
 
* '''Static''' - Static buffs are always active while you are in style. They do not have a duration.
* '''OnAttack''' - Triggers when the player performs an unarmed or melee attack. The attack does not need to hit an opponent.
* '''OnAttack''' - Triggers when the player performs an unarmed or melee attack. The attack does not need to hit an opponent.
* '''OnBlock''' - Triggers when the player successfully blocks an attack. The amount of damage blocked does not matter.
* '''OnBlock''' - Triggers when the player successfully blocks an attack. The amount of damage blocked does not matter.
* '''OnCrit''' - Triggers when the player scores a critical hit with an unarmed or melee attack.
* '''OnCrit''' - Triggers when the player scores a critical hit with an unarmed or melee attack.
* '''OnDodge''' - Triggers when the player successfully dodges an attack.
* '''OnDodge''' - Triggers when the player successfully dodges an attack.
* '''OnGetHit''' - Triggers when the player successfully blocks an attack or is hit by an enemy. The attack does not need to deal damage to the palyer.
* '''OnGetHit''' - Triggers when the player successfully blocks an attack or is hit by an enemy. The attack does not need to deal damage to the player.
* '''OnHit''' - Triggers when the player successfully hits an opponent with an unarmed or melee attack.
* '''OnHit''' - Triggers when the player successfully hits an opponent with an unarmed or melee attack.
* '''OnKill''' - Triggers when the player kills an opponent with an unarmed or melee attack.
* '''OnKill''' - Triggers when the player kills an opponent with an unarmed or melee attack.
* '''OnMiss''' - Triggers when the player misses with an unarmed or melee attack.
* '''OnMiss''' - Triggers when the player misses with an unarmed or melee attack.
* '''OnMove''' - Triggers when the player moves.
* '''OnMove''' - Triggers when the player moves.
* '''OnPause''' - Triggers when the player passes their turn. i.e presses {{k|numpad 5}}
* '''OnPause'''- Triggers when the player passes their turn. i.e presses {{k|numpad 5}}




'''Arm Block and Leg Block''' - Some styles will allows the user to block with their arms or legs. In order to arm/leg block, at least one of the user's arms/legs must not be broken.
'''Arm Block and Leg Block''' - Some styles will allow the user to block with their arms or legs. In order to arm/leg block, at least one of the user's arms/legs must not be broken.


'''Bonus Block and Dodge Attempts''' - Some styles have buffs that can increase the number of times a player can attempt to block or dodge attacks made against them.  
'''Bonus Block and Dodge Attempts''' - Some styles have buffs that can increase the number of times a player can attempt to block or dodge attacks made against them.  
* A brief note about blocked and dodging.
* A brief note about blocking and dodging.
When a player is attacked they will attempt to defend themselves by blocking or dodging the attack. By default, a player can ''attempt'' to block one attack and dodge one attack each turn. Bonus Block Attempts and Dodge Attempts give the player the ability to block or dodge additional attacks. For example, a player with +2 Block Attempts could attempt to dodge a single attack each turn and block three separate attacks each turn.  
When a player is attacked, they will attempt to defend themselves by blocking or dodging the attack. By default, a player can ''attempt'' to block one attack and dodge one attack each turn. Bonus Block Attempts and Dodge Attempts allow the player to block or avoid additional attacks. For example, a player with +2 Block Attempts could attempt to dodge a single attack each turn and block three separate attacks each turn.  


For each individual attack, the player only has one chance to dodge it and one chance to block it. A player will first attempt to dodge an attack from an enemy. If the dodge attempt fails, the player will attempt to block the attack if they are wielding an item that can block or can block with their martial art (arm block, etc). If the block attempt fails, the player will be hit. A failed block or dodge still counts as an attempt for that turn. Having additional sources of blocking (wielding a weapon, arm block, leg block, etc) do **not** provide additional block chances.
For each individual attack, the player only has one chance to dodge it and one opportunity to block it. A player will first attempt to dodge an attack from an enemy. If the dodge attempt fails, the player will try to block the attack if they are wielding an item that can block or can block with their martial art (arm block, etc). If the block attempt fails, the player will be hit. A failed block or dodge still counts as an attempt for that turn. Having additional sources of blocking (wielding a weapon, arm block, leg block, etc) do **not** provide additional block chances.
 
'''Attack Vectors''' - Each technique has one or more attack vectors. An attack vector is the way in which your character delivers an attack against an opponent. This is important for unarmed attacks because it indicates the clothing used to increase the attack's damage. Below is a list of attack vectors:
 
* '''HAND'''- Any technique that hits with any part of the hand (backhand, jab, hammer fist). It can be used as long as at least one hand/arm limb is not broken.
* '''FINGERS'''- Any technique that hits with the fingers (eye gouge, spear hand). It can be used as long as at least one hand/arm limb is not broken. 
* '''PALM'''- Any technique that hits with the palm of the hand(palm strike). It can be used as long as at least one hand/arm limb is not broken.
* '''HAND_BACK'''- Any technique that hits with the back of the hand(backfist, backhand slap). It can be used as long as at least one hand/arm limb is not broken.
* '''WRIST'''- Any technique that hits with the wrist (crane strike). It can be used as long as at least one hand/arm limb is not broken.
* '''ARM'''- Any technique that hits with the arm itself (clothesline). It can be used as long as at least one hand/arm limb is not broken.
* '''ELBOW'''- Any technique that hits with an elbow (elbow strike). It can be used as long as at least one hand/arm limb is not broken.
* '''SHOULDER'''- Any technique that hits with the upper part of the arm (shoulder check). It can be used as long as at least one hand/arm limb is not broken.
* '''FOOT'''- Any technique that hits with any part of the foot (roundhouse kick, foot stomp, heel drop). It can be used only if both legs are not broken. You need one functional leg to perform the attack and another functional leg to balance on.
* '''LOWER_LEG'''- Any technique that hits with shin (Muay Thai kicks). It can be used only if both legs are not broken. You need one functional leg to perform the attack and another functional leg to balance on.
* '''KNEE'''- Any technique that hits with the knee (knee bash). It can be used only if both legs are not broken. You need one functional leg to perform the attack and another functional leg to balance on.
* '''HIP'''- Any technique that hits with the hips or buttocks (Peach Bomber, R. Mika's Flying Peach). It can be used only if both legs are not broken. You need one functional leg to perform the attack and another functional leg to balance on.
* '''TORSO'''- Any technique that hits with the center mass of the user's body (flying body splash, throwing yourself at an enemy). It can always be used because if your Torso is broken, you are dead.
* '''HEAD'''- Any technique that hits with the user's head, such as a headbutt. It can always be used because if your Head is broken, you are dead.
* '''WEAPON'''- Any technique that requires a held item to perform (see any weapon style). It can be used if the user is carrying a valid-style weapon for their martial art and at least one hand/arm is not broken.
* '''THROW'''- Any technique that forcefully moves an opponent (judo throws, suplex). It can be used only if both hands/arms are not broken.
* '''GRAPPLE'''- Any technique that maintains contact with an opponent and squeezes (chock, headlock), bends (Krav Maga's Arm Breaker), or twists (arm twist) some part of the opponent. It can be used only if both hands/arms are not broken.  




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Below is a list of martial arts styles with buff and technique information.
Below is a list of martial arts styles with buff and technique information.


'''Name''' - Name of the technique or buff.
'''STYLE INFO'''
 
* ''' Martial Arts Manual:''' - The item (if any) that teaches the martial art. Not all martial arts can be learned this way.


'''Requirements''' - List of requirements that need to be achieved before the technique/buff can trigger. Skills requirements usually indicate if the technique/buff can be used unarmed (Unarmed skill) or armed (Melee skill) but some techniques will indicate that they can be triggered either way. Other conditions such as a active buffs or stunned / downed / armed opponent may also be required.
* '''Starting Trait:''' - The trait (if any) that can be selected at character generation to start with the martial art.  


'''Type''' - For buffs this is the action that triggers the buff. For techniques this what kind of technique it is. Offensive techniques trigger when attacking and the type of hit (normal, crit) that can trigger the technique is listed in parenthesis. Grab Break and Miss Recovery are self-explanatory.
* ''' Style Type:''' - Which specific weapons can be used with the martial art? This usually groups styles into one of three types:
** '''Unarmed''' - Your hands must be free (not holding anything) to use the style.
** '''Weapon''' - You must use one of the listed weapons to benefit from the style. The style cannot be used Unarmed.
** '''Hybrid''' - Combination of the above, the style can be used Unarmed or with the listed weapons. Hybrid styles may have certain buffs or techniques that are only usable while armed/unarmed.


'''Duration''' - The number of turns a buff will remain active. If the buff can stack, the maximum stack number will also be included.
* '''Style Weapon Categories''' - Some styles allow you to use all weapons that belong to a specific grouping of items such as "Quarterstaves."


'''Effects''' - Any special effects the buff or technique possesses.
 
'''BUFF AND TECHNIQUES INFO'''
 
* '''Name''' - Name of the technique or buff.
 
* '''Requirements''' - List requirements that need to be achieved before the technique/buff can trigger. Skills requirements usually indicate if the technique/buff can be used unarmed (Unarmed skill) or armed (Melee skill), but some techniques will indicate that they can be triggered either way. Other conditions, such as active buffs or stunned/downed / armed opponents may also be required.
 
* '''Type''' - For buffs, this is the action that triggers the buff. For techniques, this is what kind of technique it is. Offensive techniques trigger when attacking, and the type of hit (normal, crit) that can trigger the technique is listed in parentheses. Grab Break and Miss Recovery are self-explanatory.
 
* '''Duration''' - The number of turns a buff will remain active. If the buff can stack, the maximum stack number will also be included.
 
* '''Effects''' - Any special effects the buff or technique possesses.
 
* '''Attack Vectors''' - List of possible attack vectors for the technique to use.
** '''Priority''' - Technique will search for a valid attack vector in the listed order until a valid attack vector is found. If no priority attack vectors are listed, or none are valid, the technique will attempt to use a random attack vector (see below) if possible. Otherwise, the technique cannot be used.
** '''Random''' - Technique will pick a random attack vector from the given list. If the attack vector is invalid, a new random choice will be made from the remaining list. If no attack vectors are valid, the technique cannot be used.






=== Aikido ===
=== Aikido ===
{{quote|Aikido is a Japanese martial art focused on self-defense, while minimizing injury to the attacker.}}
{{quote|Aikido is a Japanese martial art focused on self-defense while minimizing injury to the attacker.}}


'''Martial Arts Manual:''' [[The Spirit of Aikido]]
'''Martial Arts Manual:''' [[The Spirit of Aikido]]
Line 137: Line 175:
'''Starting Trait:''' [[Martial Arts Training]]
'''Starting Trait:''' [[Martial Arts Training]]


'''Style Weapons:''' Unarmed, no unarmed weapons except: Bionic Claws, Cestus, Nail Knuckles, Pair of Brass Knuckles, Pair of Steel Knuckles, Tiger Claws
'''Style Type:''' Hybrid
 
'''Style Weapon Categories:''' Claws


 
 
Line 159: Line 199:
  | Static
  | Static
  | -
  | -
  | Blocked damage reduced by 100% of Dexterity
  | Blocked damage reduced by 100% of Dexterity, +1.0 Dodging skill, +2 Block effectiveness
|-
| Fluid Blocking
| Unarmed 0
| OnBlock
| 1 turn
| -10% move cost, Enables Counter Throw (block) and Disarming Throw (block) techniques
|-
| Fluid Dodging
| Unarmed 1
| OnDodge
| 1 turn
| -10% move cost, Enables Counter Throw (dodge) and Disarming Throw (dodge) techniques
|-
|-
  | Intermediate Aikido
  | Intermediate Aikido
Line 165: Line 217:
  | Static
  | Static
  | -
  | -
  | +1 Block attempts, +1 Dodge attempts
  | Blocked damage reduced by 100% of Dexterirty, +1 Block attempts, +1 Dodge attempts, +1 Block effectiveness
|-
|-
  | Advanced Aikido
  | Advanced Aikido
Line 171: Line 223:
  | Static
  | Static
  | -
  | -
  | +1 Block attempts, +1 Dodge attempts
  | +1 Block attempts, +1 Dodge attempts, +1 Block effectiveness
|}
|}


Line 179: Line 231:
! 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
|-
|-
  | Block Counter Throw
  | Counter Throw (block)
  | Unarmed 0
  | Unarmed 0<br>Fluid Blocking buff
  | Block Counter (Normal & Crit)
  | Offensive (Normal & Crit)
  | Knockback distance: 1, Knockdown duration: 1
  | Priority: THROW
| -30% move cost, Knockback distance: 1, Knockdown duration: 1
|-
|-
  | Dodge Counter Throw
  | Counter Throw (dodge)
  | Unarmed 2
  | Unarmed 2<br>Fluid Dodging buff
  | Dodge Counter (Normal & Crit)
  | Offensive (Normal & Crit)
  | Knockback distance:1, Knockdown duration: 1
  | Priority: THROW
| -30% move cost, Knockback distance:1, Knockdown duration: 1
|-
|-
  | Grab Break
  | Grab Break
  | Unarmed 3
  | Unarmed 3
  | Grab Break
  | Grab Break
|
  |  
  |  
|-
|-
  | Block Counter Disarm
  | Disarming Throw (block)
  | Unarmed 4<br>Armed opponent
  | Unarmed 4<br>Fluid Blocking buff<br>Armed opponent
  | Block Counter (Normal & Crit)
  | Offensive (Normal & Crit)
  | Disarms opponent, Knockback distance: 1, Knockdown duration: 1
  | Priority: THROW
| -30% move cost, Disarms opponent, Knockback distance: 1, Knockdown duration: 1
|-
|-
  | Dodge Counter Disarm
  | Disarming Throw (dodge)
  | Unarmed 4<br>Armed opponent
  | Unarmed 4<br>Fluid Dodginging buff<br>Armed opponent
  | Dodge Counter (Normal & Crit)
  | Offensive (Normal & Crit)
  | Disarms opponent, Knockback distance: 1, Knockdown duration: 1
  | Priority: THROW
| -30% move cost, Disarms opponent, Knockback distance: 1, Knockdown duration: 1
|}
|}


'''Advantages:'''
'''Advantages:'''
* Aikido is the most defensive style in the game. It has the best group defense by granting +3 block attempts and +3 dodge attempts.
* Has the best group defense by granting +2 block attempts and +2 dodge attempts.
* Aikido's counters make group combat easier by forcing opponents away from you while knocking them down.
* Has an improved chance to block and very high damage reduction when blocking attacks.
* Techniques are much quicker than normal, which allows multiple attacks per turn.


'''Disadvantages'''
'''Disadvantages'''
* Aikido has no offensive techniques. Combined with the knockback from the counters, it can take a long time to kill enemies.
* Slow killing speed due to no damage bonuses and repeated knockback.
* All techniques require you to either block or dodge before they can be used.
* Groups can still be dangerous if you get surrounded or do not have any space to move enemies away from you.
* Groups can still be dangerous if you get surrounded or do not have any space to move enemies away from you.


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


Aikido is good at protecting but bad at killing. You should be fine while moving around since your counters will keep enemies away. If you need to kill with Aikido, equip one of the few unarmed weapons and position the enemy so that they are between you and a wall. The wall will prevent the knockback from the counters while you slowly kill the creature.
Aikido is the most defensive style in the game, meaning it is good at protecting but bad at killing. You are very hard to hurt and can use your techniques to make space if you are attacked. If you need to kill with Aikido, equip one of the few unarmed weapons and position the enemy so that they are between you and a wall. The wall will prevent the knockback from the counters while you slowly kill the creature.
 




=== Bionic Combatives ===
=== Barbaran Montante ===
{{quote|A modern combat style for the post-modern human. Nicknamed "Biojutsu", Bionic Combatives combines integrated weaponry, armor and augments into an consolidated fighting discipline.}}
{{quote|"The Barbaran Montante originated in 16th century Spain and focused on overcoming thick armor with heavy weaponry and sweeping blows, transferring kinetic energy through armor and into vulnerable organs and bones.}}


'''Martial Arts Manual:''' N/A
'''Martial Arts Manual:''' [[Las Nueve Reglas de la Montante]]


'''Starting Trait:''' N/A
'''Starting Trait:''' N/A


'''Style Weapons:''' Unarmed, Bionic Claws, Monomolecular Blade
'''Style Type:''' Weapon
 
'''Style Weapon Categories:''' Swords, Flails, Maces, Great Swords, Great Hammers, Great Axes


&nbsp;
&nbsp;


'''Bionic Combatives Buffs'''
'''Barbaran Montante Buffs'''
{| class="wikitable sortable" style="width:100%; margin: 1em auto 1em auto;"
{| 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%" | Buff Name
Line 239: Line 302:
! style="border: 1px solid #aaa; border-left-color: white; " | Effects
! style="border: 1px solid #aaa; border-left-color: white; " | Effects
|-
|-
  | Arm Block
  | Barbaran Represa
| [[Arms Alloy Plating|Arms Alloy Plating CBM]]
  |  
  |  
| Static
  | -
  | -
  | Able to block melee attacks with arms
  | Armor penetration increased by 75% of Strength.
|-
| Reversing Destreza
| Melee 1
| OnBlock
| 3 turns
| Blocking reduces move cost by 5%, stacks three times.
|-
|-
  | Leg Block
  | Movimiento Natural
  | [[Legs Alloy Plating|Legs Alloy Plating CBM]]
  | Melee 5
  |  
  | OnKill
  | -
  | 5 turns
  | Able to block melee attacks with legs
  | +1 block attempts.
|-
|-
  | Biojutsu Stance
  | Ricasso Step
  | Melee 0<br>Unarmed or Melee
  | Melee 3
  | Static
  | OnMove
  | -
  | 3 turns
  | +2 Blocks attempts
  | Blocked damage reduced by 40% of Strength. Stacks 3 times.
|-
|-
  | Optimization
  | Vulgar Preparation
  | Melee 4<br>Unarmed or Melee
  | Melee 4
  | OnKill
  | OnPause
  | 3 turns<br>Stacks 3 times
  | 1 turn
  | +1 Accuracy, +2 Bash, Cut and Stab damage
  | Accuracy increased by 15% of Strength, armor penetration increased by 225% of Strength
|}
|}


'''Bionic Combatives Techniques'''
'''Barbaran Montante Techniques'''
{| class="wikitable sortable" style="width:100%; margin: 1em auto 1em auto;"
{| 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%" | Technique Name
! 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
|-
|-
  | Measured Strike (melee)
  | Impaling Estocada
  | Melee 0
  | Melee 2
| Offensive (Normal)
| 80% move cost
|-
| Measured Strike (unarmed)
| Unarmed 0
  | Offensive (Normal & Crit)
  | Offensive (Normal & Crit)
  | 80% move cost
  | Priority: WEAPON
| AoE Impale, damage +10%, move cost +20%
|-
|-
| Swift Atajo
| Melee 2
  | Disarm
  | Disarm
  | Unarmed 1<br>Armed opponent
  | Priority: WEAPON
| Offensive (Normal)
  | -50% move cost, damage -33%.
| Disarms opponent, Weighting: 2
|-
| Biojutsu Takedown
| Unarmed 2
| Offensive (Normal & Crit)
  | Knockdown duration: 2, Weighting: 2
|-
| Biojutsu Impale
| Melee 3
| Offensive (Crit)
| +50% damage, Stun duration: 1
|-
| Biojutsu Counter
| Melee 4<br>Unarmed or Melee
| Block Counter (Normal & Crit)
|
|-
| Biojutsu Cleave
| Melee 5<br>Opponents nearby
| Offensive (Crit)
| AoE: Wide, Weighting: 2
|}
|}


'''Advantages:'''
'''Advantages:'''
* This is the only style in the game to feature an AoE technique (Biojutsu Cleave) and when combined with the style's buffs, it becomes very strong against groups.
* Extremely useful against formidable enemies because of its high Armor Penetration.
* The style can be used armed (for damage and groups) and unarmed (for control).
* Impaling Estocada allows for AoE damage for weapons that do not normally have an AoE option.
* It's one of the most reliable styles due to the way the techniques are setup.
* Blocking lets you attack slightly faster.
* Because the [[Close Quarters Battle]] [[Bionics|CBM]] boosts all melee skills to 5 and is required to obtain the style, even an unskilled character will have access to all techniques.


'''Disadvantages'''
'''Disadvantages'''
* CBMs are necessary to get the most out of the style:
* Doesn't offer much in the way of defense.
** Without a bionic weapon, half the style is unusable.
* Techniques are situational and will not see much use.
** Arm and Leg Blocking require specific [[Bionics|CBM]]s to use.
* You will probably only use Vulgar Preparation before combat since a normal attack will do more damage in the long run.
** The [[Close Quarters Battle]] CBM is required for the style. This makes the style very difficult use and learn.
 
* The Close Quarters Battle CBM will lower your melee skills to 5 if they are above 5, and it will prevent you from gaining any melee skill experience while active. If you manage to learn the style permanently from it, this is no longer an issue.
'''Strategies'''
 
Your way of fighting doesn't change much from the normal "hit them hard" method when using this style, but it does allow you the ability to approach more freely due to Ricasso Step. Stop approaching the enemy one tile away and use Vulgar Preparation to begin the fight at full strength.


'''Strategies'''


Once you get passed the roadblocks, Bionic Combatives is an amazing style. It has defense, control when unarmed, and great damage when armed. Fight when unarmed if you need to apply control to an annoying creature and switch to unarmed to finish it off or deal with weak groups.


=== Boxing ===
=== Bionic Combatives ===
{{quote|Sport of the true gentleman, modern boxing has evolved from the prizefights of the Victorian era.}}
{{quote|A modern combat style for the post-modern human. Nicknamed "Biojutsu", Bionic Combatives combines integrated weaponry, armor, and augments into a consolidated fighting discipline.}}


'''Martial Arts Manual:''' [[Practical Pugilism]]
'''Martial Arts Manual:''' N/A


'''Starting Trait:''' N/A
'''Starting Trait:''' N/A


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


&nbsp;
&nbsp;


'''Boxing Buffs'''
'''Bionic Combatives Buffs'''
{| class="wikitable sortable" style="width:100%; margin: 1em auto 1em auto;"
{| 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%" | Buff Name
Line 344: Line 392:
|-
|-
  | Arm Block
  | Arm Block
  | Unarmed 0
  | [[Arms Alloy Plating|Arms Alloy Plating CBM]]
  |  
  |  
  | -
  | -
  | Able to block melee attacks with arms
  | Able to block melee attacks with arms
|-
|-
  | Boxing Stance
  | Leg Block
  | Unarmed 0
| [[Legs Alloy Plating|Legs Alloy Plating CBM]]
|
| -
| Able to block melee attacks with legs
|-
| Biojutsu Stance
  | Melee 0<br>Unarmed or Melee
  | Static
  | Static
  | -
  | -
  | +2 Bash damage, Blocked damage reduced by 50% of Strength
  | +2 Blocks attempts
|-
|-
  | Footwork
  | Binary Hardening
  | Unarmed 3
  | Melee 4<br>Unarmed or Melee
  | OnMove
  | OnBlock
  | 1 turn<br>Stacks 2 times
  | 4 turns<br>Stacks 3 times
  | +1.0 Dodging skill
  | +3 Bash, Cut and Stab armor
|-
|-
  | Counter Chance
  | Optimization
  | Unarmed 5
  | Melee 4<br>Unarmed or Melee
  | OnDodge
  | OnKill
  | 1 turn
  | 3 turns<br>Stacks 3 times<br>Persists when switching styles
  | +25% Bash damage
  | +1 Accuracy, +15% damage
|}
|}


'''Boxing Techniques'''
'''Bionic Combatives Techniques'''
{| class="wikitable sortable" style="width:100%; margin: 1em auto 1em auto;"
{| 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%" | Technique Name
! 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
|-
|-
  | Cross
  | Measured Strike (melee)
| Melee 0
| Offensive (Normal)
| Priority: WEAPON
| 80% move cost
|-
| Measured Strike (unarmed)
  | Unarmed 0
  | Unarmed 0
| Offensive (Normal & Crit)
| Priority: HAND
| 80% move cost
|-
| Disarm
| Unarmed 1<br>Armed opponent
  | Offensive (Normal)
  | Offensive (Normal)
  | +20% Bash damage
  | Priority: HAND
| Disarms opponent, Weighting: 2
|-
|-
  | Jab
  | Biojutsu Takedown
  | Unarmed 2
  | Unarmed 2
  | Offensive (Normal)
  | Offensive (Normal & Crit)
  | Rapid
  | Priority: FOOT
| Knockdown duration: 2, Weighting: 2
|-
|-
  | Uppercut
  | Biojutsu Impale
  | Unarmed 4
  | Melee 3
  | Offensive (Crit)
  | Offensive (Crit)
  | +40% Bash damage, Stun duration: 1
| Priority: WEAPON
  | +50% damage, Stun duration: 1
|-
|-
  | Cross Counter
  | Biojutsu Cleave
  | Unarmed 5
  | Melee 5<br>Opponents nearby
  | Dodge Counter (Normal & Crit)
  | Offensive (Crit)
  | +25% Bash damage, Knockback distance: 1, Knockdown duration: 1, Stun duration: 1
  | Priority: WEAPON
| AoE: Wide, Weighting: 2
|}
|}


'''Advantages:'''
'''Advantages:'''
* All of Boxing's techniques have a higher than normal damage compared to other styles. Counter Chance makes them even stronger!
* This is the only style in the game to feature an AoE technique (Biojutsu Cleave); when combined with the style's buffs, it becomes powerful against groups.
* Cross Counter is strong and the Footwork buff makes it easier to trigger.
* The style can be used armed (for damage and groups) and unarmed (for control).
* It's one of the most reliable styles due to the way the techniques are set up.
* Because the [[Close Quarters Battle]] [[Bionics|CBM]] boosts all melee skills to 5 and is required to obtain the style, even an unskilled character will have access to all techniques.


'''Disadvantages'''
'''Disadvantages'''
* Cross Counter's knockback can make it difficult to use with Counter Chance since you need to follow your opponent to continue fighting.
* CBMs are necessary to get the most out of the style:
* Counter Chance and Footwork have very short durations and it can be difficult to capitalize on them.
* Without a bionic weapon, half the style is unusable.
* Arm and Leg Blocking require specific [[Bionics|CBM]]s to use.
* The [[Close Quarters Battle]] CBM is required for the style. This makes the style very difficult to use and learn.
* The Close Quarters Battle CBM will lower your melee skills to 5 if they are above 5, and it will prevent you from gaining any melee skill experience while active.  If you manage to learn the style permanently from it, this is no longer an issue.


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


Boxing is a solid style with above average damage with a little defense thrown in. Its best to focus on fighting one enemy at a time and let Cross Counter to keep you safe. Cross Counter's knockback gives you a chance to gain Footwork when you follow an enemy, allow additional counters. If you trap an enemy against a wall, you can make use of Counter Chance instead to do more damage.
Once you get past the roadblocks, Bionic Combatives is a fantastic style. It has defense, control when unarmed, and significant damage when armed. Fight unarmed if you need to apply control to an annoying creature and switch to armed to finish it off or deal with weak groups.






=== Brawling ===
=== Bōjutsu ===
{{quote|You're used to hand-to-creature fighting. You know how to fight when unarmed or with any weapon to a certain extent. It's not stylish or sporting, but it gets the job done.}}
{{quote|"The Way of the Staff" is the Japanese martial art of fighting with a staff. Bōjutsu focuses on maintaining a good stance to block and counterattack effectively..}}


'''Martial Arts Manual:''' N/A
'''Martial Arts Manual:''' [[Bojutsu The Matsumoto System]]


'''Starting Trait:''' N/A
'''Starting Trait:''' N/A


'''Style Weapons:''' Everything
'''Style Type:''' Weapon
 
'''Style Weapon Categories:''' Quarterstaves


&nbsp;
&nbsp;


'''Brawling Buffs'''
'''Bōjutsu Buffs'''
{| class="wikitable sortable" style="width:100%; margin: 1em auto 1em auto;"
{| 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%" | Buff Name
Line 429: Line 507:
! style="border: 1px solid #aaa; border-left-color: white; " | Effects
! style="border: 1px solid #aaa; border-left-color: white; " | Effects
|-
|-
  | Arm Block
  | Bōjutsu Stance
| Unarmed 1
  |  
  |  
| Static
  | -
  | -
  | Able to block melee attacks with arms
  | Blocked damage reduced by 100% of Dexterity.
|-
|-
  | Leg Block
  | Skilled Striking
  | Unarmed 7
  | Melee 1
  |  
  | Static
  | -
  | -
  | Able to block melee attacks with legs
  | Melee skill increases bash damage cap.
|-
|-
  | Autolearn
  | Rolling Staff
  | Melee 1
  | Melee 3
  |  
  | OnMove
  | -
  | 1 turn
  | Characters automatically learn this style
  | +10% bash damage. Enables "Rolling Strike" technique.
|}
|}


'''Brawling Techniques'''
 
'''Bōjutsu Techniques'''
{| class="wikitable sortable" style="width:100%; margin: 1em auto 1em auto;"
{| 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%" | Technique Name
! 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
|-
|-
  | Feint (unarmed)
  | Front Thrust
  | Unarmed 3
| Melee 1
  | Miss Recovery
  | Offensive (Normal & Crit)
  | Priority: WEAPON
  |  
  |  
|-
|-
  | Power Hit
  | Knee Strike
  | Unarmed 4
  | Melee 2
  | Offensive (Crit)
  | Defensive (Block Counter)
  | Knockback duration: 1, Knockback spread: 1, Stun duration: 1
  | Priority: WEAPON
| -20% move cost, Knockdown duration: 1
|-
|-
  | Hit Them Back (unarmed)
  | Overhead Front Strike
  | Unarmed 5
  | Melee 3
  | Block Counter (Normal & Crit)
  | Defensive (Block Counter)
  |  
  | Priority: WEAPON
| +40% bash damage.
|-
|-
  | Trip
  | Rolling Strike
  | Unarmed 5
  | Melee 3<br>Rolling Staff
  | Offensive (Crit)
  | Offensive (Normal & Crit)
  | Knockdown duration: 1
  | Priority: WEAPON
| -25% move cost, +50% bash damage
|-
|-
  | Grab Break (unarmed)
  | Feint
  | Unarmed 6
  | Melee 4
  | Grab Break
  | Miss Recovery
  |  
  |
| -20% move cost.
|-
|-
  | Disarm (unarmed)
  | Hooking Disarm
  | Unarmed 8<br>Armed opponent
  | Melee 5<br>Armed opponent
  | Offensive (Normal)
  | Offensive (Normal & Crit)
| Disarms opponent
  | Priority: WEAPON
|-
  | -20% move cost.
| Feint (melee)
| Melee 3
| Miss Recovery
|
|-
| Hit Them Back (melee)
| Melee 5
| Block Counter (Normal & Crit)
  |  
|-
| Grab Break (melee)
| Melee 6
| Grab Break
  |
|-
| Disarm (melee)
| Melee 8<br>Armed opponent
| Offensive (Normal)
| Disarms opponent
|}
|}


'''Advantages:'''
'''Advantages:'''
* Automatically learned at Melee 1. As long as you have even a small bit of combat still, you can use Brawling.
* High damage
* Brawling can be used unarmed or with '''any''' weapon.
* Blocks with the weapon instead of limbs
* Gains a wide variety of techniques that can be used armed or unarmed.
* Quarterstaves also come with a sweep attack technique (down for two turns)
 
* Movement buffs and knockdowns help avoid getting surrounded
'''Disadvantages'''
'''Disadvantages:'''
* It takes longer to learn all of the techniques compared to the other styles.
* Acquiring [[quarterstaff]] may be difficult in some starting locations
* You will need to train both Unarmed and Melee to get the entire set of techniques.
* No grab breaks
* The lacks of buffs and other bonuses leaves it behind in terms power compared to the rest of the styles.
* No abilities that help fight multiple enemies at once
* [[Ironshod quarterstaff]] is rare and requires an anvil to craft
* Clunky inventory management


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


Brawling is the ultimate backup style. If you are not sure what style to use at any point, you can fall back to using Brawling. Brawling doesn't have much in strategy, just equip your best weapon and start swinging. If you need some sort of control, switch to unarmed Brawling to use Trip and Power Hit.
This martial art favors characters with high [[Dexterity]].


Reach melee three as soon as possible to unlock rolling staff. This buff will give a 165% damage modifier on the first strike, stacking with crit. To practice melee, use the craft menu -> practice -> melee (beginner).


Mops and pool sticks are bad improvised weapons, and crafting a proper quarterstaff requires a long stick. The most reliable way to get long sticks is by smashing [[Young tree|young trees]]; consider reaching the nearest forest after starting the game. This may not be an option in many starting locations, like in an apartment tower, mansion, prison or house in the middle of town. In this case you can craft [[pipe staff]] from 2 pipe fittings and 3 pipes; these can be acquired by smashing appliances like fridges and washing machines.


=== Capoeira ===
Rolling staff can be triggered repeatedly by moving away from enemies, or walking back and forth between two tiles. Movement buffs and downing help with that, but it takes player's skill to recognize when it is safe to walk away.
{{quote|A dance-like style with its roots in Brazilian slavery, Capoeira is focused on fluid movement and sweeping kicks.}}


'''Martial Arts Manual:''' [[Capoeira 100]]
All staves are long and don't fit in most containers. This means you will have to drop the staff whenever you climb on roof or have to wield something else. This can be prevented by either crafting spear strap (which requires [[tailoring]] 3) or by killing a [[cunning feral]]. Spear strap will increase encumbrance if worn another weapon strapped to torso, like rifle or shotgun.


'''Starting Trait:''' [[Self-Defense Classes]]
=== Boxing ===
{{quote|Sport of the true gentleman, modern boxing has evolved from the prizefights of the Victorian era.}}


'''Style Weapons:''' Unarmed
'''Martial Arts Manual:''' [[Practical Pugilism]]
 
'''Starting Trait:''' N/A
 
'''Style Type:''' Unarmed


&nbsp;
&nbsp;


'''Capoeira Buffs'''
'''Boxing Buffs'''
{| class="wikitable sortable" style="width:100%; margin: 1em auto 1em auto;"
{| 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%" | Buff Name
Line 541: Line 615:
! style="border: 1px solid #aaa; border-left-color: white; " | Effects
! style="border: 1px solid #aaa; border-left-color: white; " | Effects
|-
|-
  | Capoeira Stance
  | Arm Block
| Unarmed 0
|
| -
| Able to block melee attacks with arms
|-
| Boxing Stance
  | Unarmed 0
  | Unarmed 0
  | Static
  | Static
  | -
  | -
  | +1 Dodge attempts, +1.0 Dodging skill
  | +1 Accuracy, Blocked damage reduced by 50% of Strength
|-
|-
  | Capoeira Tempo
  | Footwork
  | Unarmed 1
  | Unarmed 3
  | OnMiss
  | OnMove
  | 2 turns<br>Stacks 3 times
  | 1 turn<br>Stacks 2 times
  | +15% Bash damage
  | +1.0 Dodging skill
|-
|-
  | Capoeira Momentum
  | Counter Chance
  | Unarmed 2
  | Unarmed 5
  | OnMove
  | OnDodge
  | 3 turns
  | 1 turn
  | +1.0 Dodging skill, Enables Spin Kick and Sweep Kick techniques
  | +25% Bash damage, Enables Cross Counter techniques
|}
|}


'''Capoeira Techniques'''
'''Boxing Techniques'''
{| class="wikitable sortable" style="width:100%; margin: 1em auto 1em auto;"
{| 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%" | Technique Name
! 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
|-
|-
  | Push Kick
  | Cross
  | Unarmed 0
  | Unarmed 0
  | Offensive (Normal)
  | Offensive (Normal)
| Priority: HAND
  | +20% Bash damage
  | +20% Bash damage
|-
|-
  | Sweep Kick
  | Jab
  | Unarmed 2<br>Capoeira Momentum buff
  | Unarmed 2
  | Offensive (Normal)
  | Offensive (Normal)
  | 75% move cost, Knockdown duration: 1, Weighting: 2
  | Priority: HAND
| Rapid
|-
|-
  | Feint
  | Uppercut
| Unarmed 3
| Miss Recovery
|
|-
| Circle Kick
  | Unarmed 4
  | Unarmed 4
  | Offensive (Crit)
  | Offensive (Crit)
  | +40% Bash damage
| Priority: HAND
  | +40% Bash damage, Stun duration: 1
|-
|-
  | Spin Kick
  | Cross Counter
  | Unarmed 5<br>Capoeira Momentum buff
  | Unarmed 5<br>Counter Chance buff
  | Offensive (Crit)
  | Offensive (Crit)
  | 75% move cost, +40% Bash damage, Stun duration: 1, Weighting: 2
  | Priority: HAND
| +50% Bash damage, Knockback distance: 1, Knockdown duration: 1, Stun duration: 1, Weighting: 2
|}
|}


'''Advantages:'''
'''Advantages:'''
* The kicks do good damage and are fast.
* All of Boxing's techniques have a higher than normal damage compared to other styles. Counter Chance makes them even stronger!
* Capoeira improves your Dodging skill by a decent amount as long as you remember to move.
* Cross Counter is strong and the Footwork buff makes it easier to trigger.
* Capoeira Tempo helps make the most of a missed attack.


'''Disadvantages'''
'''Disadvantages'''
* If you can't move, you can't gain access to the stronger kicks or dodging skill bonus.
* Cross Counter's knockback can make it difficult to use with Counter Chance since you need to follow your opponent to continue fighting.
* Getting hit by a Grab attack is '''very''' bad.
* Counter Chance and Footwork have very short durations and it can be difficult to capitalize on them.


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


To get the most out of Capoeira, you need occasionally move to keep Capoeira Momentum active. With this buff active, you are better at dodging and get access to the better techniques of the style. Knowning when and where to move and when to attack is the most important aspect of this style.
Boxing is a solid style with above average damage with a little defense thrown in. Its best to focus on fighting one enemy at a time and let Cross Counter to keep you safe. Cross Counter's knockback gives you a chance to gain Footwork when you follow an enemy, allow additional counters. If you trap an enemy against a wall, you can make use of Counter Chance instead to do more damage.






=== Crane Kung Fu ===
=== Brawling ===
{{quote|One of the five Shaolin animal styles. The Crane uses intricate hand techniques and jumping dodges.}}
{{quote|You're used to hand-to-creature fighting. You know how to fight when unarmed or with any weapon to a certain extent. It's not stylish or sporting, but it gets the job done.}}
 
'''Martial Arts Manual:''' N/A


'''Martial Arts Manual:''' [[The Red Crane]]
'''Starting Trait:''' N/A


'''Starting Trait:''' [[Shaolin Adept]]
'''Style Type:''' Hyrbid


'''Style Weapons:''' Unarmed
'''Style Weapon Categories:''' All items


&nbsp;
&nbsp;


'''Crane Kung Fu Buffs'''
'''Brawling Buffs'''
{| class="wikitable sortable" style="width:100%; margin: 1em auto 1em auto;"
{| 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%" | Buff Name
Line 628: Line 709:
|-
|-
  | Arm Block
  | Arm Block
  | Unarmed 3
  | Unarmed 1
  |  
  |  
  | -
  | -
  | Able to block melee attacks with arms
  | Able to block melee attacks with arms
|-
|-
  | Crane's Precision
  | Enhanced Blocking
  | Unarmed 0
  | Unarmed 5
  | Static  
  | Static
  | -
  | -
  | Dexterity determines bonus bash damage instead of Strength
  | +1 Block attempt
|-
|-
  | Crane's Flight
  | Autolearn
  | Unarmed 1
  | Melee 1
  | OnMove 
  |  
| 2 turns
  | -
  | +1.0 Dodging skill
  | Characters automatically learn this style
|-
  | Crane's Grace
| Unarmed 5
| OnDodge 
| 2 turns
| +1 Dodge attempt, +1.0 Dodging skill
|}
|}


'''Crane Kung Fu Techniques'''
'''Brawling Techniques'''
{| class="wikitable sortable" style="width:100%; margin: 1em auto 1em auto;"
{| 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%" | Technique Name
! 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
|-
|-
  | Crane Wing
  | Feint (unarmed)
  | Unarmed 0
  | Unarmed 3
  | Miss Recovery
  | Miss Recovery
|
  |  
  |  
|-
|-
  | Crane Strike
  | Power Hit
  | Unarmed 2
  | Unarmed 4
  | Dodge Counter (Normal & Crit)
  | Offensive (Crit)
  | Knockback distance: 1
| Priority: HAND
  | Knockback duration: 1, Knockback spread: 1, Stun duration: 1
|-
| Trip
| Unarmed 5
| Offensive (Crit)
| Priority: HAND
| Knockdown duration: 1
|-
|-
  | Crane Flap
  | Grab Break (unarmed)
  | Unarmed 3
  | Unarmed 6
  | Grab Break
  | Grab Break
|
  |  
  |  
|-
|-
  | Crane Kick
  | Disarm (unarmed)
  | Unarmed 4
  | Unarmed 6<br>Armed opponent
  | Offensive (Crit)
  | Offensive (Normal)
  | +25% bash damage, Knockback duration: 1, Knockback Spread: 1, Stun duration: 2
  | Priority: HAND
|}
| Disarms opponent
 
|-
'''Advantages:'''
| Feint (melee)
* High dexterity improves damage as well as defense.
| Melee 3
* Crane Kung Fu is good at "keep away" thanks to Crane Kick, Grab Break, and Dodging skill bonus buffs.
| Miss Recovery
|
|
|-
| Grab Break (melee)
| Melee 6
| Grab Break
|
|
|-
| Disarm (melee)
| Melee 6<br>Armed opponent
| Offensive (Normal)
| Priority: WEAPON
| Disarms opponent
|}
 
'''Advantages:'''
* Automatically learned at Melee 1. As long as you have even a small bit of combat skill, you can use Brawling.
* Brawling can be used unarmed or with '''any''' weapon.
* Gains a wide variety of techniques that can be used armed or unarmed.


'''Disadvantages'''
'''Disadvantages'''
* This style only has one offensive attack and no other damage bonuses.
* It takes longer to learn all of the techniques compared to the other styles.
* Not very good unless you completely focus on Dexterity.
* No improved damage and minor defense. Your power is based mostly on the weapon you use.
* You will need to train both Unarmed and Melee to get the entire set of techniques.
 


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


Crane Kung Fu is the most offensive, defensive style in the game. While most defensive styles disregard offensive techniques, Crane Kick not only protects you but has a decent damage bonus too. Combined with Crane's Precision and a decent weapon, you will be able to hold your own. Crane Kung Fu favors solo fights but can handle small groups with a little practice.
Brawling is the ultimate backup style. If you are not sure what style to use at any point, you can fall back to using Brawling. Brawling doesn't have much in strategy, just equip your best weapon and start swinging. If you need some sort of control, switch to unarmed Brawling to use Trip and Power Hit.






=== Dragon Kung Fu ===
=== Capoeira ===
{{quote|One of the five Shaolin animal styles. The Dragon uses fluid movements and hard strikes.}}
{{quote|A dance-like style with its roots in Brazilian slavery, Capoeira is focused on fluid movement and sweeping kicks.}}


'''Martial Arts Manual:''' [[The Jade Dragon]]
'''Martial Arts Manual:''' [[Capoeira 100]]


'''Starting Trait:''' [[Shaolin Adept]]
'''Starting Trait:''' [[Self-Defense Classes]]


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


&nbsp;
&nbsp;


'''Dragon Kung Fu Buffs'''
'''Capoeira Buffs'''
{| class="wikitable sortable" style="width:100%; margin: 1em auto 1em auto;"
{| 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%" | Buff Name
Line 713: Line 820:
! style="border: 1px solid #aaa; border-left-color: white; " | Effects
! style="border: 1px solid #aaa; border-left-color: white; " | Effects
|-
|-
  | Arm Block
  | Capoeira Stance
| Unarmed 2
|
| -
| Able to block melee attacks with arms
|-
| Dragon's Knowledge
  | Unarmed 0
  | Unarmed 0
  | Static  
  | Static
  | -
  | -
  | Intelligence determines bonus Accuracy instead of Dexterity
  | +1 Dodge attempts, +1.0 Dodging skill
|-
|-
  | Dragon's Flight
  | Capoeira Tempo
  | Unarmed 1
  | Unarmed 1
  | OnHit  
  | OnAttack
  | 1 turn
| 1 turns<br>Stacks 3 times
  | +1 Accuracy, +2 bash Damage. Enables Dragon Vortex Block and Dragon Wing Dodge techniques
| +5% Bash damage
|-
| Capoeira Momentum
| Unarmed 2
  | OnMove
  | 3 turns
  | +1.0 Dodging skill, Enables Spin Kick and Sweep Kick techniques
|}
|}


'''Dragon Kung Fu Techniques'''
'''Capoeira Techniques'''
{| class="wikitable sortable" style="width:100%; margin: 1em auto 1em auto;"
{| 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%" | Technique Name
! 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
|-
|-
  | Dragon Claw
  | Push Kick
  | Unarmed 0
  | Unarmed 0
  | Offensive (Normal)
  | Offensive (Normal)
  | +20% bash damage
| Priority: FOOT
  | +20% Bash damage
|-
|-
  | Dragon Vortex Block
  | Sweep Kick
  | Unarmed 2<br>Dragon's Flight buff
  | Unarmed 2<br>Capoeira Momentum buff  
  | Block Counter (Normal & Crit)
  | Offensive (Normal)
  | -50% damage, Knockback distance: 1
  | RANDOM: FOOT, LOWER_LEG
| 75% move cost, +20% Bash damage, Knockdown duration: 1, Weighting: 2
|-
|-
  | Dragon Wing Dodge
  | Feint
  | Unarmed 3<br>Dragon's Flight buff
  | Unarmed 3
  | Dodge Counter (Normal & Crit)
  | Miss Recovery
  | -50% damage, Stun distance: 1
|
|-
  |  
  | Dragon Tail
|-
  | Unarmed 4<br>Stunned opponent
  | Circle Kick
  | Unarmed 4
  | Offensive (Crit)
  | Offensive (Crit)
  | +50% Bash damage, Knockdown duration: 2
| Priority: FOOT
  | +40% Bash damage
|-
|-
  | Dragon Strike
  | Spin Kick
  | Unarmed 5<br>Downed opponent
  | Unarmed 5<br>Capoeira Momentum buff
  | Offensive (Crit)
  | Offensive (Crit)
  | +50% Bash damage, Stun duration: 1
  | Priority: FOOT
| 75% move cost, +40% Bash damage, Stun duration: 1, Weighting: 2
|}
|}


'''Advantages:'''
'''Advantages:'''
* Having two counter that cause status effects is handy in a group fight.
* The kicks do good damage and are fast.
* Dragon Claw is a decent normal attack and Dragon Tail and Dragon Strike do very high damage.
* Capoeira improves your Dodging skill by a decent amount as long as you remember to move.
* Capoeira Tempo helps make the most of a missed attack.


'''Disadvantages'''
'''Disadvantages'''
* Using Dragon Kung Fu can be difficult because of its reliance on setups.
* If you can't move, you can't gain access to the stronger kicks or dodging skill bonus.
* Unless you can stun or down an opponent and follow up with a crit, you will never see Dragon Tail and Dragon Strike.
* Getting hit by a Grab attack is '''very''' bad.
* You need a high level of Unarmed skill to fully utilize the style.


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


Dragon Kung Fu is strong but can be difficult to understand what to do. The style requires you to hit an opponent which will activate the style's counters for a turn. Then you must counter an enemy attack to inflict Knockdown or Stun on them. Finally, you must deliver a critical hit against that enemy. The result is a very strong attack that will inflict the OTHER status effect which means you can alternate between Dragon Tail and Dragon Strike as long as you keep scoring critical hits. The style is also pretty good at keeping you safe if you can keep Dragon's Flight active.
To get the most out of Capoeira, you need occasionally move to keep Capoeira Momentum active. With this buff active, you are better at dodging and get access to the better techniques of the style. Knowning when and where to move and when to attack is the most important aspect of this style.






=== Eskrima ===
=== Crane Kung Fu ===
{{quote|Eskrima, also known as Kali, is a Filipino martial art. It emphasizes rapid strikes with knife and baton weapons, along with a variety of improvised substitutes.}}
{{quote|One of the five Shaolin animal styles. The Crane uses intricate hand techniques and jumping dodges.}}


'''Martial Arts Manual:''' [[Practical Eskrima]]
'''Martial Arts Manual:''' [[The Red Crane]]


'''Starting Trait:''' [[Melee Weapon Training]]
'''Starting Trait:''' [[Shaolin Adept]]


'''Style Weapons:''' Bee Sting, Bowling Pin, Combat Knife, Copper Knife, Copper Tubing, Cudgel, Dive Knife, Fungal Fighter String, Heavy Stick, Expandable Baton (Extended), Glass Shiv, Hammer, Hunting Knife, Kukri, Loaded Stick, Machete, Makeshift Knife, Makeshift Machete, No. 9*, Pair Of Scissors, Pipe, Plank, Pocket Knife, Pr-24 Baton (Extended), Punch Dagger, Rm42 Fighting Knife, Screwdriver, Sharpened Toothbrush, Shillelagh*, Shishkebab*, Stone Hammer, Stone Knife, Suvival Knife, Survivor Machete, Switchblade, Tactical Tonfa*, Tanto*, Tonfa, Wooden Tonfa, Trench Knife, Umbrella, Walking Cane, Wasp Sting, Wrench
'''Style Type:''' Unarmed
*Includes all variations.


&nbsp;
&nbsp;


'''Eskrima Buffs'''
'''Crane Kung Fu Buffs'''
{| class="wikitable sortable" style="width:100%; margin: 1em auto 1em auto;"
{| 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%" | Buff Name
Line 800: Line 912:
! style="border: 1px solid #aaa; border-left-color: white; " | Effects
! style="border: 1px solid #aaa; border-left-color: white; " | Effects
|-
|-
  | Eskrima Stance
  | Arm Block
  | Melee 0
| Unarmed 3
|
| -
| Able to block melee attacks with arms
|-
| Crane's Precision
| Unarmed 0
| Static
| -
| Dexterity determines bonus bash damage instead of Strength
|-
| Crane Stance
  | Unarmed 0
  | Static  
  | Static  
  | -
  | -
  | +2 Accuracy
  | +2.0 Dodging skill
|-
| Crane's Flight
| Unarmed 1
| OnDodge 
| 3 turns
| +1 Accuracy, +1.0 Dodging skill, Enables Crane Kick and Crane Strike techniques
|-
|-
  | Eskrima Combination
  | Crane's Grace
  | Melee 2
  | Static 5
  | OnHit 
  | OnDodge 
  | 3 turns<br>Stacks 3 times
  |  
  | +15% damage, Enables Combination Strike technique
  | +2 Dodge attempt
|}
|}


'''Eskrima Techniques'''
'''Crane Kung Fu Techniques'''
{| class="wikitable sortable" style="width:100%; margin: 1em auto 1em auto;"
{| 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%" | Technique Name
! 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
|-
|-
  | Snap Strike
  | Crane Wing
  | Melee 0
  | Unarmed 0
  | Offensive (Normal)
  | Miss Recovery
  | 80% move cost
|
  |  
|-
|-
  | Fan Strike
  | Crane Kick
  | Melee 2
  | Unarmed 2
  | Offensive (Normal)
  | Offensive (Normal & Crit)<br>Crane's Flight buff
  | 75% move cost
  | Priority: FOOT
| +25% bash damage, Knockback duration: 1
|-
|-
  | Combination Strike
  | Crane Flap
  | Melee 2<br>Eskrima Combination buff
  | Unarmed 3
  | Offensive (Normal)
| Grab Break
  | 80% move cost, +50% damage
  |
  |  
|-
|-
  | Puño Strike
  | Crane Strike
  | Melee 3
  | Unarmed 2
  | Offensive (Normal)
  | Offensive (Normal & Crit)<br>Crane's Flight buff
  | 60% move cost. 70% Bash damage. Cut and Stab damage reduced to 0%, Stun duration: 1
  | Priority: WRIST
|-
  | +50% bash damage, Stun duration: 2
| Round Strike
| Melee 4
  | Offensive (Normal)
| 60% move cost
|-
| Low Strike
| Melee 4
| Offensive (Crit)
| Knockdown duration: 1
|}
|}


'''Advantages:'''
'''Advantages:'''
* Eskrima is the fastest of all weapon styles. You have a lot of chances to attack which allows you to fight against groups to an extent.
* High dexterity improves damage as well as defense.
* The large amount of improvised weapons makes it easier to use than most weapon styles.
* Crane Kung Fu is good at "keep away" thanks to Crane Kick, Grab Break, and Dodging skill bonus buffs.
* Eskrima crits can knockdown or stun an opponent while also activating Eskrima Combination.
* Provides powerful control effects with both of its techniques.


'''Disadvantages'''
'''Disadvantages'''
* Eskrima lacks in damage due to its weapon selection.  
* Both techniques require you to dodge an attempt before they can be used.
* Not very good unless you completely focus on Dexterity.
* Not as damaging as offensive styles.


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


Eskrima is the easiest weapon style to use. Its broad weapon selection means you will always have something you can use and its fast techniques let you deliver multiple strikes before your opponents can retaliate. However, late game enemies with armor like Zombie Hulks and Skeletal Juggarnauts are going to be a problem. If you can't damage something with Combination Strike, you are not going to be able to win the fight.
Crane Kung Fu is the most offensive, defensive style in the game. While most defensive styles disregard offensive techniques, Crane Kick and Crane Strike not only protects you with decent control effects but they provide decent damage bonuses too. Combined with Crane's Precision, you will be able to hold your own against most threats. However, you must first dodge an attack before you can use your techniques. Crane Kung Fu favors solo fights but can handle small groups with a little practice.






=== Fencing ===
=== Dragon Kung Fu ===
{{quote|The noble art of fencing is taught with flexible competition blades, but the techniques are derived from (and applicable to) more functional examples.}}
{{quote|One of the five Shaolin animal styles. The Dragon uses fluid movements and hard strikes.}}


'''Martial Arts Manual:''' [[The Modern Swordsman]]
'''Martial Arts Manual:''' [[The Jade Dragon]]


'''Starting Trait:''' [[Melee Weapon Training]]
'''Starting Trait:''' [[Shaolin Adept]]


'''Style Weapons:''' Broadsword*, Cavalry Saber*, Cudgel, Expandable Baton (extended), Fencing Epee, Fencing Foil, Fencing Saber, Firebrand*, Loaded Stick, Pipe, Pointy Stick, PR-24 Baton (extended), Rapier*, Shillelagh*, Umbrella, Walking Cane
'''Style Type:''' Unarmed


&nbsp;
&nbsp;


'''Fencing Buffs'''
'''Dragon Kung Fu Buffs'''
{| class="wikitable sortable" style="width:100%; margin: 1em auto 1em auto;"
{| 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%" | Buff Name
Line 884: Line 1,011:
! style="border: 1px solid #aaa; border-left-color: white; " | Effects
! style="border: 1px solid #aaa; border-left-color: white; " | Effects
|-
|-
  | Fencing Stance
  | Arm Block
  | Melee 0
  | Unarmed 2
  | Static
  |  
  | -
  | -
  | Blocked damage reduced by 50% of Dexterity
  | Able to block melee attacks with arms
|-
| Dragon Wing
| Unarmed 2
| OnDodge 
| 3 turns
| +10% bash damage
|-
|-
  | Parry
  | Dragon's Vortex
  | Melee 1
  | Unarmed 2
  | OnBlock   
  | OnBlock   
  | 1 turn
  | 3 turns
  | +1 Accuracy
  | +10% bash damage
|-
|-
  | Remise
  | Dragon Power
  | Melee 3
  | Unarmed 3
  | OnMiss 
  | OnPause
  | 1 turn
  | 2 turns
  | +1 Accuracy, Enables Compound Attack technique
  | +2 Block effectiveness, +1.0 Dodging Skill, Blocked damage reduced by 100% of Intelligence.
|}
|}


'''Fencing Techniques'''
'''Dragon Kung Fu Techniques'''
{| class="wikitable sortable" style="width:100%; margin: 1em auto 1em auto;"
{| 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%" | 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%" | Technique Type
! style="border: 1px solid #aaa; border-left-color: white; width: 15%" | Requirements
! 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
|-
|-
  | Fencing Lunge
  | Dragon Claw
  | Melee 2
  | Unarmed 0
  | Offensive (Normal & Crit)
  | Offensive (Normal & Crit)
  | 80% move cost
  | Priority: HAND
| +20% bash damage
|-
|-
  | Compound Attack
  | Dragon Tail
  | Melee 3<br>Compound Attack buff
  | Unarmed 4
  | Offensive (Normal & Crit)
  | Offensive (Crit)
  | +25% damage, Weighting: 4
| RANDOM: FOOT, LOWER_LEG
  | +40% Bash damage, Knockdown duration: 1
|-
|-
  | Feint
  | Dragon Strike
  | Melee 4
  | Unarmed 5<br>Downed opponent
| Miss Recovery
  | Offensive (Crit)
|
| Priority: HAND
|-
  | +50% Bash damage, Stun duration: 1
| Fencing Reposte
| Melee 5
  | Block Counter (Normal & Crit)
  | +20% damage, Stun duration: 1
|}
|}


'''Advantages:'''
'''Advantages:'''
* Fencing's biggest benefit is its Accuracy bonuses. Even missing will improve Accuracy. Combined with a good weapon, you should never have trouble hitting something.  
* All techniques do good damage and Dragon Tail and Dragon Strike have controlling effects.
* The style is quicker than normal thanks to Fencing Lunge.
* Dodging and Blocking make your attacks stronger and using Dragon Power makes it easier to do both.


'''Disadvantages'''
'''Disadvantages'''
* All the bonus damage comes from attacks that you need to "set up".
* All of Dragon Kung Fu's techniques compete with each other when you crit. It can be hard to get the technique you want at the right time.
* Compound Attack is something you will "grow out of" when you level up Melee since you need to miss to activate it.
* You need to invest in Intelligence to get the most out of the style.


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


Fencing works best in a one-on-one situation but Fencing Reposte might be able to protect you if another enemy or two joins the fight. Finding a good weapon to fence with is a high priority for user of this style. Without it, you are not going to be able to fight armored opponents.
Dragon Kung Fu rewards players for successfully defending by improving their offense for a short time. Likewise, a successful critical hit will help protect the player by inflicting a status condition on the enemy. Dragon Kung Fu works well as a patient style that defends first then attacks repeatedly to eliminate their would be assailant.


=== Eskrima ===
{{quote|Eskrima, also known as Kali, is a Filipino martial art. It emphasizes rapid strikes with knife and baton weapons, along with a variety of improvised substitutes.}}


'''Martial Arts Manual:''' [[Practical Eskrima]]


=== Fior Di Battaglia ===
'''Starting Trait:''' [[Melee Weapon Training]]
{{quote|Medieval Europe's martial techniques for fighting with polearms. The "Flower of Battle" places great focus on countering one's opponent and knocking them down before landing a killing blow.}}


'''Martial Arts Manual:''' [[Fior Di Battaglia]]
'''Style Type:''' Weapon


'''Starting Trait:''' [[Melee Weapon Training]]
'''Style Weapon Categories:''' Knives, Batons, Short Swords, Claws, Shivs
 
'''Style Weapons:''' Battle Axe*, Copper Axe, Fire Axe, Glaive*, Halberd*, Hockey Stick, Hoe, Ji, Lucern Hammer*, Makeshift Glaive, Pickaxe, Sledge Hammer, Wood Axe
*Includes all variations


&nbsp;
&nbsp;


'''Fior Di Battaglia Buffs'''
'''Eskrima Buffs'''
{| class="wikitable sortable" style="width:100%; margin: 1em auto 1em auto;"
{| 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%" | Buff Name
Line 965: Line 1,096:
! style="border: 1px solid #aaa; border-left-color: white; " | Effects
! style="border: 1px solid #aaa; border-left-color: white; " | Effects
|-
|-
  | Stand Your Ground
  | Eskrima Stance
  | Melee 0
  | Melee 0
  | Static  
  | Static  
  | -
  | -
  | +2 Block attempts, -1.0 Dodging skill, Blocked damage reduced by 50% of Strength
  | +2 Accuracy
|-
|-
  | Tactical Retreat
  | Eskrima Combination
  | Melee 0
  | Melee 2
| OnMove 
  | OnHit  
| 1 turn
  | 3 turns<br>Stacks 3 times
| -2 Block attempts, +1.0 Dodging skill, Blocked damage increased by 50% of Strength
  | +15% damage, Enables Combination Strike technique
|-
| Defense Break
| Melee 1
  | OnBlock  
  | 1 turn<br>Stacks 3 times
  | +1 Accuracy
|-
| Tactical Feinting
| Melee 3
| OnMiss 
| 1 turn
| Enables Hook and Drag technique
|}
|}


'''Fior Di Battaglia Techniques'''
'''Eskrima Techniques'''
{| class="wikitable sortable" style="width:100%; margin: 1em auto 1em auto;"
{| 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%" | Technique Name
! 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
|-
|-
  | High Round Strike
  | Snap Strike
  | Melee 2
  | Melee 0
  | Offensive (Normal)
  | Offensive (Normal)
  | +20% damage
  | Priority: WEAPON
| 80% move cost
|-
|-
  | High Round Feint
  | Fan Strike
  | Melee 2
  | Melee 2
  | Miss Recovery
  | Offensive (Normal)
  |  
  | Priority: WEAPON
| 75% move cost
|-
|-
  | Displace and Hook
  | Combination Strike
  | Melee 4
  | Melee 2<br>Eskrima Combination buff
  | Block Counter (Normal & Crit)
  | Offensive (Normal)
  | -50% damage, Knockdown duration: 2, Weighting: 2
  | Priority: WEAPON
| 80% move cost, +50% damage
|-
|-
  | Grab Break
  | Stunning Strike
| Melee 3
| Offensive (Crit)
| Priority: WEAPON
| 80% move cost. Stun duration: 1
|-
| Round Strike
  | Melee 4
  | Melee 4
| Grab Break
|
|-
| Hook and Drag
| Melee 3<br>Tactical Feinting buff
  | Offensive (Normal)
  | Offensive (Normal)
  | -50% damage, Knockdown duration: 2
  | Priority: WEAPON
| 60% move cost
|-
|-
  | Colpo di Grazia
  | Low Strike
  | Melee 5<br>Downed Opponent
  | Melee 4
  | Offensive (Crit)
  | Offensive (Crit)
  | +50% damage, Weighting: 2
  | Priority: WEAPON
| Knockdown duration: 1
|}
|}


'''Advantages:'''
'''Advantages:'''
* This style has a lot of focus on blocking, making it extremely good defensively.
* Eskrima is the fastest of all weapon styles. You have a lot of chances to attack which allows you to fight against groups to an extent.
* Colpo di Grazia can do a lot of damage with a strong weapon.
* The large amount of improvised weapons makes it easier to use than most weapon styles.
* Works well against groups as long as you do not move.
* Eskrima crits can knockdown or stun an opponent while also activating Eskrima Combination.


'''Disadvantages'''
'''Disadvantages'''
* Stand Your Ground is negated if you move. If you find your over your head against a group, it can be very hard to get away.
* Eskrima lacks in damage due to its weapon selection.  
* Most of the good parts of the style come from blocking. Successfully dodging an attack will not allow you to make use of most of what makes Fior Di Battaglia worthwhile.
* Colpo di Grazia requires some set up to trigger and you may not be able to use it when you need it the most.


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


Aside from finding a good weapon, proper positioning is the most important thing when using Fior Di Battaglia. You can handle groups easily if you find the right place to stand. If you need to move, do it sooner rather than later. Lastly, be on the lookout for when you knock an opponent down. If you can crit that opponent, you will deal heavy damage with Colpo di Grazia.
Eskrima is the easiest weapon style to use. Its broad weapon selection means you will always have something you can use and its fast techniques let you deliver multiple strikes before your opponents can retaliate. However, late game enemies with armor like Zombie Hulks and Skeletal Juggernauts are going to be a problem. If you can't damage something with Combination Strike, you are not going to be able to win the fight.


=== Fencing ===
{{quote|The noble art of fencing is taught with flexible competition blades, but the techniques are derived from (and applicable to) more functional examples.}}


'''Martial Arts Manual:''' [[The Modern Swordsman]]


=== Judo ===
'''Starting Trait:''' [[Melee Weapon Training]]
{{quote|Judo is a martial art that focuses on grabs and throws, both defensive and offensive.}}


'''Martial Arts Manual:''' [[Kodokan Judo]]
'''Style Type:''' Weapon


'''Starting Trait:''' [[Martial Arts Training]]
'''Style Weapon Categories:''' Fencing Weaponry
 
'''Style Weapons:''' Unarmed, no unarmed weapons except: Bionic Claws, Cestus, Nail Knuckles, Pair of Brass Knuckles, Pair of Steel Knuckles, Tiger Claws


&nbsp;
&nbsp;


'''Judo Buffs'''
'''Fencing Buffs'''
{| class="wikitable sortable" style="width:100%; margin: 1em auto 1em auto;"
{| 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%" | Buff Name
Line 1,063: Line 1,187:
! style="border: 1px solid #aaa; border-left-color: white; " | Effects
! style="border: 1px solid #aaa; border-left-color: white; " | Effects
|-
|-
  | Judo Stance
  | Fencing Stance
  | Unarmed 0
  | Melee 0
  | Static
  | Static  
  | -
  | -
  | Immune to most knockdown effects, Counter Grab attacks with a Judo Throw
  | Blocked damage reduced by 50% of Dexterity
|-
| Parry
| Melee 1
| OnBlock 
| 1 turn
| +1 Accuracy, Enables Fencing Reposte technique
|-
| Remise
| Melee 3
| OnMiss 
| 1 turn
| +1 Accuracy, Enables Compound Attack technique
|-
| Counter Time
| Melee 4
| OnPause 
| 1 turn
| +2 Block effectiveness, Enables Compound Attack technique
|}
|}
'''NOTE:''' "Judo Throw" is a hardcoded counter that works against the standard Grab attack of zombies and the Biojutsu Takedown of the [[Zombie bio-operator]]. If the player resists the grab and successes on an to-hit check, the player will deal 10-20 + bash damage equal to their Unarmed skill level and knock down the attacker for 5 turns.


 
'''Fencing Techniques'''
'''Judo Techniques'''
{| class="wikitable sortable" style="width:100%; margin: 1em auto 1em auto;"
{| 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%" | Technique Name
! 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
|-
|-
  | Throw
  | Fencing Lunge
  | Unarmed 0
  | Melee 2
  | Offensive (Normal)
  | Offensive (Normal & Crit)
  | +25% Bash damage, Knockdown duration: 1
  | Priority: WEAPON
| 80% move cost
|-
|-
  | Disarming Throw
  | Compound Attack (Remise)
  | Unarmed 1<br>Armed opponent
  | Melee 3<br>Compound Attack buff
  | Offensive (Normal)
  | Offensive (Normal & Crit)
  | Disarms opponent
  | Priority: WEAPON
| +25% damage, Weighting: 4
|-
|-
  | Back Throw
  | Compound Attack (Counter Time)
  | Unarmed 2
  | Melee 4<br>Counter Time buff
  | Offensive (Crit)
  | Offensive (Normal & Crit)
  | +50% Bash damage, Knockdown duration: 1, Opponent is moved to the opposite side of the user
| Priority: WEAPON
  | +25% damage, Weighting: 4
|-
|-
  | Grab Break
  | Feint
  | Unarmed 3
  | Melee 4
  | Grab Break
| Miss Recovery
  |
  |  
  |  
|-
|-
  | Counter Throw
  | Fencing Reposte
  | Unarmed 4
  | Melee 5<br>Parry buff
  | Dodge Counter (Normal)
  | Offensive (Normal & Crit)
  | Knockdown duration: 1
  | Priority: WEAPON
| +20% damage, Stun duration: 1
|}
|}


'''Advantages:'''
'''Advantages:'''
* Judo Stance makes you immune to most knock downs.
* Fencing's biggest benefit is its Accuracy bonuses. Even missing will improve Accuracy. Combined with a good weapon, you should never have trouble hitting something.  
* You can counter Grab attacks, takedowns, and also have a dodge counter.
* The style is quicker than normal thanks to Fencing Lunge.
* Back Throw lets you move opponents in a way that no other style can.


'''Disadvantages'''
'''Disadvantages'''
* Once your opponent is on the ground, all you can do is normal attacks until they stand up. It takes longer overall to kill with Judo.
* All the bonus damage comes from attacks that you need to "set up".
* Back Throw can potentially cause you to become surrounded if you are not careful in groups.
* The OnMiss version of Compound Attack is something you will "grow out of" when you level up Melee since you need to miss to activate it.
* Despite the crowd control options, groups can be very dangerous if you are not careful and plan ahead.


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


Judo is very good at disabling opponents because every attack will causes knockdown. Since knockdown techniques cannot effect Downed opponents, it might be wise to attack a different target while your first opponent tries to recover. Even though you can fight groups, make sure you don't trap yourself with Back Throw.
Fencing works best in a one-on-one situation but Fencing Reposte might be able to protect you if another enemy or two joins the fight. Finding a good weapon to fence with is a high priority for user of this style. Without it, you are not going to be able to fight armored opponents.
 
 
 
=== Fior Di Battaglia ===


'''Fior Di Battaglia''' is a Historical European martial art (HEMA).


{{quote|Medieval Europe's martial techniques for fighting with polearms. The "Flower of Battle" places great focus on countering one's opponent and knocking them down before landing a killing blow.}}


=== Karate ===
'''Martial Arts Manual:''' [[Fior Di Battaglia]]
{{quote|Karate is a popular martial art, originating from Japan. It focuses on rapid, precise attacks, blocks, and fluid movement.}}


'''Martial Arts Manual:''' [[The Shotokan Karate Handbook]]
'''Starting Trait:''' [[Melee Weapon Training]]


'''Starting Trait:''' [[Martial Arts Training]]
'''Style Type:''' Weapon


'''Style Weapons:''' Unarmed
'''Style Weapon Categories:''' Hooing Weaponry


&nbsp;
&nbsp;


'''Karate Buffs'''
'''Fior Di Battaglia Buffs'''
{| class="wikitable sortable" style="width:100%; margin: 1em auto 1em auto;"
{| 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%" | Buff Name
Line 1,140: Line 1,289:
! style="border: 1px solid #aaa; border-left-color: white; " | Effects
! style="border: 1px solid #aaa; border-left-color: white; " | Effects
|-
|-
  | Arm Block
  | Stand Your Ground
  | Unarmed 2
  | Melee 0
  |  
  | Static
  | -
  | -
  | Able to block melee attacks with arms
  | +1 Block attempts, +2 Block Effectiveness, -1.0 Dodging skill, Blocked damage reduced by 50% of Strength
|-
|-
  | Karate Stance
  | Tactical Retreat
  | Unarmed 0
  | Melee 0
  | Static
  | OnMove 
  | -
| 2 turns
  | +2 Accuracy
  | -1 Block attempts, -2 Block Effectiveness, +1.0 Dodging skill, Blocked damage increased by 50% of Strength, Forbids High Round Strike technique
|-
| Defense Break
| Melee 1
| OnBlock 
| 1 turn<br>Stacks 3 times
  | +1 Accuracy, Enables Displace and Hook technique
|-
|-
  | Karate Strike
  | Tactical Feinting
  | Unarmed 3
  | Melee 3
  | OnHit
  | OnMiss 
  | 2 turns
  | 2 turn,
  | +1 Dodge attempts, +2 Block attempts, Blocked damage reduced by 50% of Strength
  | Enables Hook and Drag technique
|}
|}


'''Karate Techniques'''
'''Fior Di Battaglia Techniques'''
{| class="wikitable sortable" style="width:100%; margin: 1em auto 1em auto;"
{| 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%" | Technique Name
! 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
|-
|-
  | Roundhouse Kick
  | High Round Strike
  | Unarmed 0
  | Melee 2<br>No Tactical Retreat buff
  | Offensive (Normal)
  | Offensive (Normal)
  | +20% Bash damage
| Priority: WEAPON
  | +10% damage
|-
|-
  | Backfist Strike
  | High Round Feint
  | Unarmed 1
  | Melee 2
  | Offensive (Normal)
| Miss Recovery
  | Rapid
  |
  |  
|-
|-
  | Knifehand Strike
  | Displace and Hook
  | Unarmed 4
  | Melee 4<br>Defense Break buff
  | Offensive (Crit)
  | Offensive (Normal & Crit)
  | +33% Bash damage, Stun duration: 1
  | Priority: WEAPON
| -50% damage, Knockdown duration: 2, Weighting: 2
|-
|-
  | Karate Counter
  | Grab Break
  | Unarmed 5
  | Melee 4
  | Block Counter (Normal & Crit)
| Grab Break
  |
  |  
  |  
|-
| Hook and Drag
| Melee 3<br>Tactical Feinting buff
| Offensive (Normal)
| Priority: WEAPON
| -50% damage, Knockdown duration: 2
|-
| Colpo di Grazia
| Melee 5<br>Downed Opponent
| Offensive (Crit)
| Priority: WEAPON
| +50% damage, Weighting: 2
|}
|}


'''Advantages:'''
'''Advantages:'''
* All of Karate's gameplay is straightforward.  
* This style has a lot of focus on blocking, making it extremely good defensively.
* Karate Strike is a powerful buff that makes group combat easier.
* Colpo di Grazia can do a lot of damage with a strong weapon.
* Works well against groups as long as you do not move.


'''Disadvantages'''
'''Disadvantages'''
* Karate lacks complexity and that means it doesn't get the tools that other styles have such as a Grab Break, Feint, damage buffs, etc.
* Stand Your Ground is negated if you move. If you find you're in over your head against a group, it can be very hard to get away.
* Karate Strike only lasts 2 turns and is your primary tool for group defense. If you need to fight a group, you MUST keep landing hits to stay alive. If you need to run, there is a good chance Karate Strike will wear off and you will be in trouble.
* Most of the good parts of the style come from blocking. Successfully dodging an attack will not allow you to make use of most of what makes Fior Di Battaglia worthwhile.
* Colpo di Grazia requires some set up to trigger and you may not be able to use it when you need it the most.


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


Karate is not a complicated style. Karate Stance makes you more likely to hit and activates Karate Strike. Karate Strike gives you more chances to dodge and block. Blocking lets you counterattack. Sometimes the simplest approach to combat is the best one.  
Aside from finding a good weapon, proper positioning is the most important thing when using Fior Di Battaglia. You can handle groups easily if you find the right place to stand. If you need to move, do it sooner rather than later. Lastly, be on the lookout for when you knock an opponent down. If you can crit that opponent, you will deal heavy damage with Colpo di Grazia.


=== Judo ===
{{quote|Judo is a martial art that focuses on grabs and throws, both defensive and offensive.}}


'''Martial Arts Manual:''' [[Kodokan Judo]]


=== Krav Maga ===
'''Starting Trait:''' [[Martial Arts Training]]
{{quote|Originating in Israel, Krav Maga is based on taking down an enemy quickly and effectively. It focuses on applicable attacks rather than showy or complex moves. Popular among police and armed forces everywhere.}}


'''Martial Arts Manual:''' [[Complete Krav Maga]]
'''Style Type:''' Hybrid


'''Starting Trait:''' [[Self-Defense Classes]]
'''Style Weapon Categories:''' Claws
 
'''Style Weapons:''' Unarmed, Combat Knife, Copper Knife, Cudgel, Dive Knife, Honey Scraper, Hunting Knife, Makeshift Knife, PR-24 Baton (extended), RM42 Fighting Knife, Switchblade, Survival Knife, Tactical Tonfa*, Trench Knife, Wooden Tonfa
*Includes all variations
 
 
:'''Pistols::''' FN Five-Seven, FN 1910 .380, Glock 17, Glock 18C, Glock 19, Glock 22, Glock 31, L2032 Lookout, L39B, L39, M17, M1911, M1911A1, RM232 IDW, S&W 22A, SIG P226, SIG P320, SIG Pro .40, SIG Sauer Mosquito, SIG Sauer P230, Tokarev TT-33, USP .45, USP 9mm, Walther PPK
 
:'''Rifles::''' AR-10, AR-15, AK-74M, AN-94, FN FAL, FN SCAR-L, H&K G3, H&K G36, L523-CAR carbine, L523-DSR rifle, L523-LMG, L523-MBR rifle, M14 EBR-RI, M24, M27 IAR, RM51 assault rifle, RM88 battle rifle, SIG 552, SKS, Steyr AUG


&nbsp;
&nbsp;


'''Krav Maga Buffs'''
'''Judo Buffs'''
{| class="wikitable sortable" style="width:100%; margin: 1em auto 1em auto;"
{| 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%" | Buff Name
Line 1,226: Line 1,394:
! style="border: 1px solid #aaa; border-left-color: white; " | Effects
! style="border: 1px solid #aaa; border-left-color: white; " | Effects
|-
|-
  | Arm Block
  | Judo Stance
  | Unarmed 2
  | Unarmed 0
  |  
  | Static
  | -
  | -
  | Able to block melee attacks with arms
  | Immune to most knockdown effects, Counter Grab attacks with a Judo Throw
|-
|-
  | Leg Block
  | Perfect Position
  | Unarmed 4
  | Unarmed 4
  |  
  | OnDodge
  | -
  | 1 turn
| Able to block melee attacks with legs
  | +30% bash damage
|-
| Krav Maga Stance
| Unarmed 0
| Static
| -
  | +1 Accuracy, +1 Block attempts
|}
|}
'''NOTE:''' "Judo Throw" is a hardcoded counter that works against the standard Grab attack of zombies and the Biojutsu Takedown of the [[Zombie bio-operator]]. If the player resists the grab and successes on an to-hit check, the player will deal 10-20 + bash damage equal to their Unarmed skill level and knock down the attacker for 5 turns.


'''Krav Maga Techniques'''
'''Judo Techniques'''
{| class="wikitable sortable" style="width:100%; margin: 1em auto 1em auto;"
{| 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%" | Technique Name
! 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
|-
|-
  | Jab
  | Throw
  | Unarmed 1<br>Melee or Unarmed
| Unarmed 0
| Offensive (Normal & Crit)
| Priority: THROW
| +25% Bash damage, Knockdown duration: 1
|-
| Disarming Throw
  | Unarmed 1<br>Armed opponent
  | Offensive (Normal)
  | Offensive (Normal)
  | Rapid
  | Priority: THROW
| Disarms opponent
|-
|-
  | Cheapshot
  | Back Throw
  | Unarmed 2<br>Melee or Unarmed
  | Unarmed 2
  | Offensive (Crit)
  | Offensive (Crit)
  | Stun duration: 1
  | Priority: THROW
| +50% Bash damage, Knockdown duration: 1, Opponent is moved to the opposite side of the user
|-
|-
  | Grab Break
  | Grab Break
  | Unarmed 3<br>Melee or Unarmed
  | Unarmed 3
  | Grab Break
  | Grab Break
|
  |  
  |  
|-
| Takedown
| Unarmed 3<br>Melee or Unarmed
| Offensive (Normal & Crit)
| Knockdown duration: 1
|-
| Counter
| Unarmed 4<br>Melee or Unarmed
| Block Counter (Normal & Crit)
|
|-
| Bone Breaker
| Unarmed 4<br>Humanoid opponent<br>Downed opponent<br>Stunned opponent
| Offensive (Crit)
| +100% Bash damage, gains Bash armor penetration equal to 100% of Strength, Stun duration: 1, Weighting: 2
|}
|}


'''Advantages:'''
'''Advantages:'''
* Krav Maga is a "jack of trades" style. It gains access to stuns, a knockdown, a Grab Break, a disarm, a counter and can be used unarmed and armed.
* Judo Stance makes you immune to most knock downs.
* Bone Breaker is a very strong unarmed technique that will ruin your opponent's day.
* You can counter Grab attacks, takedowns, and also have a dodge counter.
* Back Throw lets you move opponents in a way that no other style can.


'''Disadvantages'''
'''Disadvantages'''
* Nearly all of Krav Maga's offensive techniques are restricted in some way.
* Once your opponent is on the ground, all you can do is normal attacks until they stand up. It takes longer overall to kill with Judo.
* Guns are not meant to do good close range damage. Krav Maga might be able to finish off a weaken opponent but using a gun in melee is usually worse than using a melee weapon.
* Back Throw can potentially cause you to become surrounded if you are not careful in groups.
* Despite the crowd control options, groups can be very dangerous if you are not careful and plan ahead.


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


Just like everything that is a "jack of all trades", it's important to make sure you don't spread yourself too thin. In Krav Maga's case, this means making sure you do not get caught in a bad position while trying to do something else. For example, getting attacked in close range while using a gun or trying to use Bone Breaker on a zombie as more enemies approach. Krav Maga can do a lot but it's up to the player to figure out which approach is best for a given situation.
Judo is very good at disabling opponents because every attack will causes knockdown. Since knockdown techniques cannot effect Downed opponents, it might be wise to attack a different target while your first opponent tries to recover. Even though you can fight groups, make sure you don't trap yourself with Back Throw.
 




=== Karate ===
{{quote|Karate is a popular martial art, originating from Japan. It focuses on rapid, precise attacks, blocks, and fluid movement.}}


=== Leopard Kung Fu ===
'''Martial Arts Manual:''' [[The Shotokan Karate Handbook]]
{{quote|One of the five Shaolin animal styles. The Leopard focuses on rapid, strategically planned strikes.}}


'''Martial Arts Manual:''' [[The Deaf Leopard]]
'''Starting Trait:''' [[Martial Arts Training]]


'''Starting Trait:''' [[Shaolin Adept]]
'''Style Type:''' Hyrbid


'''Style Weapons:''' Unarmed
'''Style Weapon Categories:''' Quarterstaves


&nbsp;
&nbsp;


'''Leopard Kung Fu Buffs'''
'''Karate Buffs'''
{| class="wikitable sortable" style="width:100%; margin: 1em auto 1em auto;"
{| 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%" | Buff Name
Line 1,316: Line 1,479:
! style="border: 1px solid #aaa; border-left-color: white; " | Effects
! style="border: 1px solid #aaa; border-left-color: white; " | Effects
|-
|-
  | Leopard's Strategy
  | Arm Block
| Unarmed 2
|
| -
| Able to block melee attacks with arms
|-
| Karate Stance
  | Unarmed 0
  | Unarmed 0
  | Static
  | Static
  | -
  | -
  | Dexterity determines bonus bash damage instead of Strength
  | +2 Accuracy
|-
|-
  | Leopard's Agility
  | Karate Kata
  | Unarmed 1
  | Unarmed 3
  | Static
  | OnHit
  | -
  | 2 turns
  | +1.0 Dodging skill
  | +1 Dodge attempts, +1 Block attempts, -10% move cost, blocked damage reduced by 50% of Strength
|-
| Leopard's Stalk
| Unarmed 1
| OnMove
| 1 turn
| +2 Accuracy, Enables Leopard's Pounce buff
|-
| Leopard's Pounce
| Unarmed 3<br>Leopard's Stalk buff
| OnMove
| 1 turn
| +25% damage
|}
|}


'''Leopard Kung Fu Techniques'''
'''Karate Techniques'''
{| class="wikitable sortable" style="width:100%; margin: 1em auto 1em auto;"
{| 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%" | Technique Name
! 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
|-
|-
  | Leopard Swipe
  | Roundhouse Kick
  | Unarmed 0
  | Unarmed 0
  | Offensive (Normal)
  | Offensive (Normal)
| Priority: FOOT
| +20% Bash damage
|-
| Backfist Strike
| Unarmed 1
| Offensive (Normal)
| Priority: HAND
  | Rapid
  | Rapid
|-
|-
  | Leopard Paw
  | Knifehand Strike
  | Unarmed 2
  | Unarmed 4
| Miss Recovery
|-
| Leopard Fist
| Unarmed 3
  | Offensive (Crit)
  | Offensive (Crit)
  | 50% move cost, Stun duration: 1
  | Priority: HAND
| +40% Bash damage, Stun duration: 1
|-
|-
  | Leopard Foresight
  | Staff Strike
  | Unarmed 5
  | Melee 3
  | Dodge Counter (Normal & Crit)
  | Offensive (Normal)
  | Knockback distance: 1, Knockback spread: 1
| Priority: WEAPON
| 90% move cost
|-
| Heavy Staff Strike
| Melee 4
| Offensive (Crit)
  | Priority: WEAPON
| +10% damage, Knockdown duration: 1
|}
|}


'''Advantages:'''
'''Advantages:'''
* Leopard Kung Fu is a fast style that gains a lot of benefit from a high Dexterity.
* All of Karate's gameplay is straightforward.  
* Leopard's Stalk and Leopard's Pounce are strong ways to begin combat.
* Karate Kata is a powerful buff that makes group combat easier.
* Dexterity improves your damage instead of Strength.
* Being able to use quarterstaves improves allows the style to be used at all stages of gameplay.


'''Disadvantages'''
'''Disadvantages'''
* Leopard Kung Fu doesn't have a way to block or break grabs. Dodging is your only defense.
* Karate lacks complexity and that means it doesn't get the tools that other styles have such as a Grab Break, Feint, damage buffs, etc.
* You have to move a lot to get the most out of the style and it's not practical to move during combat most of the time to keep Leopard's Stalk and Leopard's Pounce activate.
* You must have Unarmed 3 if you want to use Karate Kata with a weapon.
* Karate Kata only lasts 2 turns and is your primary tool for group defense. If you need to fight a group, you MUST keep landing hits to stay alive. If you need to run, there is a good chance Karate Kata will wear off and you will be in trouble.


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


Leopard Kung Fu can be seen as a more offensive version of Crane Kung Fu that trades defense and utility for speed and power. While it isn't practical to move around in combat enough to keep Leopard's Stalk and Leopard's Pounce active, if you can find an opporunity to activate them, do so. And obviously, you are going to want to have a high Dexterity when using this style.
Karate is not a complicated style. Karate Stance makes you more likely to hit and activates Karate Kata. Karate Kata gives you more chances to dodge and block. Blocking lets you counterattack. You can even use quarterstaves to boost your damage later on. Sometimes the simplest approach to combat is the best one.  






=== Medieval Swordsmanship ===
=== Kickboxing ===
{{quote|The art of the longsword and sword & shield, preceding the later development of fencing. Designed for combat both unarmored and in armor, it includes grappling as well as defensive and offensive sword techniques.}}
{{quote|A martial art that combines western boxing with elements of Karate, Taekwondo, Muay Thai, and Savate, particularly in the use of kicks.}}


'''Martial Arts Manual:''' [[Historic European Swordfighting]]
'''Martial Arts Manual:''' [[The Ultimate Guide to Kickboxing]]


'''Starting Trait:''' [[Melee Weapon Training]]
'''Starting Trait:''' [[Martial Arts Training]]


'''Style Weapons:''' 2-by-Sword, Arming Sword*, Broadsword*, Crude Sword, Estoc*, Flammenschwert*, Longsword*, Nord, Zweihander*
'''Style Type:''' Unarmed
*Includes all varations


&nbsp;
&nbsp;


'''Medieval Swordsmanship Buffs'''
'''Kickboxing Buffs'''
{| class="wikitable sortable" style="width:100%; margin: 1em auto 1em auto;"
{| 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%" | Buff Name
Line 1,403: Line 1,572:
! style="border: 1px solid #aaa; border-left-color: white; " | Effects
! style="border: 1px solid #aaa; border-left-color: white; " | Effects
|-
|-
  | Swordsman's Stance
  | Arm Block
  | Melee 0
  | Unarmed 2
  | Static
  |  
  | -
  | -
  | +1 Dodge attempts, Blocked damage reduced by 50% of Strength
  | Able to block melee attacks with arms
|-
|-
  | Deflection
  | Leg Block
  | Melee 1
  | Unarmed 4
  | OnDodge 
  |  
  | 1 turn
  | -
  | Enables Sweeping Strike and Deathblow techniques
  | Able to block melee attacks with legs
|-
|-
  | Manslayer
  | Kick Stance
  | Melee 5
  | Unarmed 0
  | OnCrit 
  | Static
  | 1 turn
  | -
  | Enables Vicious Strike technique
  | Blocked damage reduced by 50% of Strength, +1.0 Dodging skill
|}
|}


'''Medieval Swordsmanship Techniques'''
'''Kickboxing Techniques'''
{| class="wikitable sortable" style="width:100%; margin: 1em auto 1em auto;"
{| 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%" | 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%" | Technique Type
! style="border: 1px solid #aaa; border-left-color: white; width: 15%" | Requirements
! 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
|-
|-
  | Sweeping Strike
  | Jab
  | Melee 1<br>Deflection buff
  | Unarmed 0
  | Offensive (Crit)
  | Offensive (Normal)
  | Knockdown duration: 2
  | Priority: HAND
| Rapid
|-
| Roundhouse Kick
| Unarmed 0
| Offensive (Normal)
| Priority: FOOT
| +20% damage
|-
|-
  | Grab Break
  | Side Kick
  | Melee 3
  | Unarmed 2
  | Grab Break
  | Offensive (Normal)
  |  
  | Priority: FOOT
| +20% damage
|-
|-
  | Deathblow
  | Straight Knee
  | Melee 4<br>Deflection buff
  | Unarmed 3
  | Offensive (Crit)
  | Offensive (Crit)
  | 150% move cost, +200% Bash damage, 0% Cut and Stab damage, Stun duration: 2
  | Priority: KNEE
| +40% damage, Stun duration: 1
|-
|-
  | Pommel Strike
  | Uppercut
  | Melee 4
  | Unarmed 4
  | Dodge Counter (Normal & Crit)
  | Offensive (Crit)
  | 0% Cut and Stab damage, Knockown duration: 1
  | Priority: HAND
| +40% damage, Stun duration: 1
|-
|-
  | Vicious Strike
  | Flying Knee
  | Melee 5<br>Manslayer buff
  | Unarmed 5
  | Offensive (Crit)
  | Offensive (Crit)
  | +50% damage, Stun duration: 1
| Priority: KNEE
  | +40% damage, Stun duration: 1
|}
|}


'''Advantages:'''
'''Advantages:'''
* Medieval Swordsmanship has some decent crowd control and can handle small groups.
* Easy and straight forward style to use.
* With the right weapon in hand, Vicious Strike can do 100+ damage.


'''Disadvantages'''
'''Disadvantages'''
* Weapons make the style. If you can't find a good weapon, the style isn't going to help you very much.
* Lacks defense against groups.
* All the techniques need some sort of set up to trigger.
* Multiple technique do the same thing and are redundant.
* Pommel Strike and Deathblow do a lot less damage than a normal attack would.
 


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


If you can get a good weapon, Medieval Swordsmanship will take you very far. Most of the style is support based and gives you ways to control groups. As long as you don't let the groups get too big, you should be fine.
No really strategy is invoked in using Kickboxing. Just turn it on and start attacking.






=== Muay Thai ===
=== Krav Maga ===
{{quote|Also referred to as the "Art of 8 Limbs," Muay Thai is a popular fighting technique from Thailand that uses powerful strikes.}}
{{quote|Originating in Israel, Krav Maga is based on taking down an enemy quickly and effectively. It focuses on applicable attacks rather than showy or complex moves. Popular among police and armed forces everywhere.}}


'''Martial Arts Manual:''' [[Ultimate Muay Thai]]
'''Martial Arts Manual:''' [[Complete Krav Maga]]


'''Starting Trait:''' [[Self-Defense Classes]]
'''Starting Trait:''' [[Self-Defense Classes]]


'''Style Weapons:''' Unarmed
'''Style Type:''' Hyrbid
 
'''Style Weapon Categories:''' Automatic Rifles, AutomaticPistols, Knives, Batons, Shivs


&nbsp;
&nbsp;


'''Muay Thai Buffs'''
'''Krav Maga Buffs'''
{| class="wikitable sortable" style="width:100%; margin: 1em auto 1em auto;"
{| 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%" | Buff Name
Line 1,501: Line 1,683:
  | Able to block melee attacks with legs
  | Able to block melee attacks with legs
|-
|-
  | Muay Thai Stance
  | Krav Maga Stance
  | Unarmed 0
  | Unarmed 0
  | Static
  | Static
  | -
  | -
  | Blocked damage reduced by 50% of Strength
  | +1 Accuracy, +1 Block attempts
|-
|-
  | Determination
  | Strike Vitals
  | Unarmed 3
  | Unarmed 4
  | OnGetHit
  | OnBlock
  | 5 turns
  | 1 turn
  | Bash damage increased by 25% of Strength, Blocked damage reduced by 50% of Strength
  | +5% Critical Hit Chance
|}
|}


'''Muay Thai Techniques'''
'''Krav Maga Techniques'''
{| class="wikitable sortable" style="width:100%; margin: 1em auto 1em auto;"
{| 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%" | Technique Name
! 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
|-
|-
  | Power Kick
  | Jab
  | Unarmed 0
  | Unarmed 1<br>Melee or Unarmed
  | Offensive (Normal & Crit)
  | Offensive (Normal)
  | +30% damage
  | Priority: WEAPON, HAND
| Rapid
|-
|-
  | Elbow Strike
  | Cheapshot
  | Unarmed 1
  | Unarmed 2<br>Melee or Unarmed
  | Offensive (Crit)
  | Offensive (Crit)
  | 50% move cost
  | Priority: WEAPON<br>Random: HAND, FINGERS, ELBOW, LOWER_LEG, FOOT, HEAD
| Stun duration: 1
|-
|-
  | Grab Break
  | Grab Break
  | Unarmed 3
  | Unarmed 3<br>Melee or Unarmed
  | Grab Break
  | Grab Break
|
  |  
  |  
|-
|-
  | Flying Knee
  | Takedown
  | Unarmed 5
  | Unarmed 3<br>Melee or Unarmed
| Offensive (Normal & Crit)
| Priority: THROW
| Knockdown duration: 1
|-
| Bone Breaker
| Unarmed 4<br>Humanoid opponent<br>Downed opponent<br>Stunned opponent
  | Offensive (Crit)
  | Offensive (Crit)
  | +40% Bash damage, Stun duration: 1
| Priority: GRAPPLE
  | +100% Bash damage, gains Bash armor penetration equal to 100% of Strength, Stun duration: 1, Weighting: 2
|}
|}


'''Advantages:'''
'''Advantages:'''
* Muay Thai's techniques can do a large amount damage in a short amount of time.
* Krav Maga is a "jack of trades" style. It gains access to stuns, a knockdown, a Grab Break, a disarm, and can be used unarmed and armed.
* Having high Strength really shines when using Muay Thai.
* Bone Breaker is a very strong unarmed technique that will ruin your opponent's day.
* The stunning and knockdown capabilities of this style can lessen the risk of zombies being able to [[Infection|bite]] the player, vomit acid onto the player and overall prevents monsters from using their special attacks easily.


'''Disadvantages'''
'''Disadvantages'''
* While the style does have some blocked damage reduction, it doesn't have any way to handle groups of enemies other than trying to kill them as fast as possible.
* Nearly all of Krav Maga's offensive techniques are restricted in some way.
* Critical hits are where most of the damage comes from in Muay Thai. All three techniques will compete with each other to be the randomly choosen technique for a crit and you may not always get the one you want.
* Guns are not meant to do good close range damage. Krav Maga might be able to finish off a weaken opponent but using a gun in melee is usually worse than using a melee weapon.


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


Muay Thai favors high Strength and battles of attrition. It isn't very good against groups but can do pretty well against a single, strong opponent. If you do have to fight a group, focus on one weaker target at a time to thin out the numbers.
Just like everything that is a "jack of all trades", it's important to make sure you don't spread yourself too thin. In Krav Maga's case, this means making sure you do not get caught in a bad position while trying to do something else. For example, getting attacked in close range while using a gun or trying to use Bone Breaker on a zombie as more enemies approach. Krav Maga can do a lot but it's up to the player to figure out which approach is best for a given situation.






=== Ninjutsu ===
=== Leopard Kung Fu ===
{{quote|Ninjutsu is a martial art and set of tactics used by ninja in feudal Japan. It focuses on rapid, precise, silent strikes.}}
{{quote|One of the five Shaolin animal styles. The Leopard focuses on rapid, strategically planned strikes.}}


'''Martial Arts Manual:''' [[Essence of Ninjutsu]]
'''Martial Arts Manual:''' [[The Deaf Leopard]]


'''Starting Trait:''' [[Self-Defense Classes]]
'''Starting Trait:''' [[Shaolin Adept]]


'''Style Weapons:''' Unarmed and 2-by-Sword, Arming Sword*, Bionic Claws, Bokken*, Broadsword*, Calvery Saber*, Combat Knife, Copper Knife, Cutlass*, Crude Sword, Dao, Dive Knife, Firebrand*, Hunting Knife, Ironshard Quarterstaff, Jian*, Katana*, Kopesh, Kirpan*, Kris, Kukri, L-stick*, Loaded Stick, Longsword, Machete, Makeshift Knife, Makeshift Machete, Monomolecular Blade, Nodachi*, Nord*, Powered Quarterstaff, Quarterstaff, Rising Sun*, RM42 Fighting Knife, Scimitar*, Shillelagh*, Shishkebab*, Sickle, Survival Knife, Survivor Machete, Switchblade, Sword Bayonet, Tanto*, Trench Knife, Wakizashi, Xiphos
'''Style Type:''' Unarmed
*Includes all variations


&nbsp;
&nbsp;


'''Ninjutsu Buffs'''
'''Leopard Kung Fu Buffs'''
{| class="wikitable sortable" style="width:100%; margin: 1em auto 1em auto;"
{| 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%" | Buff Name
Line 1,576: Line 1,769:
! style="border: 1px solid #aaa; border-left-color: white; " | Effects
! style="border: 1px solid #aaa; border-left-color: white; " | Effects
|-
|-
  | Arm Block
  | Leopard's Strategy
| Unarmed 3
|
| -
| Able to block melee attacks with arms
|-
| Ninjutsu Stance
  | Unarmed 0
  | Unarmed 0
  | Static
  | Static
  | -
  | -
  | Attacks are Quiet (generates no noise), movement is stealthy (generates 50% base noise)
  | Dexterity determines bonus bash damage instead of Strength
|-
|-
  | Sneak Attack
  | Leopard's Ambush
  | Unarmed 0
  | Unarmed 0
  | Static
  | Static
  | -
  | -
  | +50% damage
  | Gain Critical Hit Chance equal to Dexterity
|-
|-
  | Loss of Surprise
  | Leopard's Agility
  | Unarmed 0
  | Unarmed 1
  | OnAttack
  | OnCrit
| 3 turns
| -50% damage
|-
| Momentum Shift
| Unarmed 2
| OnMove
  | 2 turns
  | 2 turns
  | +1.0 Dodge skill, Accuracy increased by 20% of Dexterity
  | +1.0 Dodging skill, Enables Leapoard Pounce technique
|-
| Escape Plan
| Melee 3
| OnKill
| 3 turns
| +2 Dodge attempts, +10 Speed
|}
|}


'''Ninjutsu Techniques'''
'''Leopard Kung Fu Techniques'''
{| class="wikitable sortable" style="width:100%; margin: 1em auto 1em auto;"
{| 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%" | Technique Name
! 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
|-
|-
  | Swift Strike
  | Leopard Swipe
  | Melee 2<br>Unarmed or Melee
  | Unarmed 0
  | Offensive (Normal & Crit)
  | Offensive (Normal)
  | 80% move cost
| Priority: HAND
| Rapid
|-
| Leopard Claw
| Unarmed 1
| Offensive (Crit)
  | Priority: HAND
| +30% Bash damage, 80% move cost
|-
|-
  | Assassinate
  | Leopard Fist
  | Melee 5
  | Unarmed 3
  | Offensive (Crit)
  | Offensive (Crit)
  | +50% damage, Stun duration: 1 turn
  | Priority: HAND
| 50% move cost, Stun duration: 1
|-
|-
  | Ninjutsu Takedown
  | Leopard Paw
  | Unarmed 5
| Unarmed 4
| Miss Recovery
|
|
|-
| Leopard Pounce
  | Unarmed 5<br>Leopard's Agility
  | Offensive (Crit)
  | Offensive (Crit)
  | +100% bash damage, Knockdown duration: 2 turns, Stun duration: 2 turns
| Priority: HAND
  | +100% Bash damage, 80% move cost, Knockdown distance: 1
|}
|}


'''Advantages:'''
'''Advantages:'''
* With the right weapon and a critical hit, you can do so much damage on your first attack that you might outright kill your opponent.
* Leopard Kung Fu is a fast style that gains a lot of benefit from a high Dexterity.
* Slient attacks and stealthy movement allow you to pick and choose your fights in areas with less light.
* Leopard's Stalk and Leopard's Pounce are strong ways to begin combat.
* Dexterity improves your damage instead of Strength.


'''Disadvantages'''
'''Disadvantages'''
* Your first attack can make or break how you perform in combat.
* Leopard Kung Fu doesn't have a way to block or break grabs. Dodging is your only defense.
* As a hit-and-run style, you are going to spend a lot of time moving around just to get in a few good hits.
* You are very reliant on scoring critical hits. Without a crit, your damage is very subpar.
* Being stealth doesn't really matter if your enemies can see you from 20 tiles away.
*  


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


It takes a bit of effort to use the stealth aspect of Ninjutsu. Explore at night and pick off lone enemies one by one. While you cannot benefit from Sneak Attack if you attack repeatedly, you do not suffer any other damage penalties for doing so. Just watch out for groups!
If you want to do lots of critical hits, Leopard Kung Fu is your style. Style offers a lot of fast ways to attack enemies with respectable damage. However, you do not have the defense of other styles so you need to make sure you can win fights you start. If you cannot damage an enemy with Lepoard Pounce, you are unlikely to win.






=== Niten Ichi-Ryu ===
=== Medieval Swordsmanship ===
{{quote|Niten Ichi-Ryu is an ancient school of combat, transmitting a style of classical Japanese swordsmanship conceived by the warrior Miyamoto Musashi.}}
{{quote|The art of the longsword and sword & shield, preceding the later development of fencing. Designed for combat both unarmored and in armor, it includes grappling as well as defensive and offensive sword techniques.}}


'''Martial Arts Manual:''' [[Essence of Ninjutsu]]
'''Martial Arts Manual:''' [[Historic European Swordfighting]]


'''Starting Trait:''' [[Melee Weapon Training]]
'''Starting Trait:''' [[Melee Weapon Training]]


'''Style Weapons:''' 2-by-Sword, Bokken*, Crude Sword, Katana*, Nodachi*, Nord*, Rising Sun*, Wakizashi
'''Style Type:''' Weapon
*Includes all variations
 
'''Style Weapon Categories:''' Swords, Medieval Swords


&nbsp;
&nbsp;


'''Niten Ichi-Ryu Buffs'''
'''Medieval Swordsmanship Buffs'''
{| class="wikitable sortable" style="width:100%; margin: 1em auto 1em auto;"
{| 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%" | Buff Name
Line 1,671: Line 1,864:
! style="border: 1px solid #aaa; border-left-color: white; " | Effects
! style="border: 1px solid #aaa; border-left-color: white; " | Effects
|-
|-
  | Niten Ichi-Ryu Stance
  | Swordsman's Stance
  | Melee 0
  | Melee 0
  | Static
  | Static  
  | -
  | -
  | Gain Bash and Cut Armor Penetration equal to 50% of Perception, Blocked damage reduced by 100% of Perception.
  | +1 Block attempt, Blocked damage reduced by 50% of Strength
|-
|-
  | Waning Moon
  | Conserve Momentum
  | Melee 0
  | Melee 2
  | OnMove
  | OnHit 
  | 1 turn
  | 2 turns
  | -5.0 Dodging skill
  | -20% move cost
|-
|-
  | Falling Leaf
  | Half Swording
  | Melee 0
  | Melee 3
  | OnAttack
  | OnPause
  | 1 turn<br>Stacks 5 times
  | 2 turns
  | -1.0 Dodging skill, -1 Bash damage, -1 Cut damage
  | -1 Accuracy, Blocked damage reduced by 50% of Strength
|-
|-
  | Stillness
  | Mastercut
  | Melee 0
  | Melee 5
  | OnPause
  | OnBlock
  | 1 turn
  | 1 turn
  | +2 Accuracy, Dodge skill increased by 50% of Perception
  | +10 damage, -10% move cost
|-
| Moonlight
| Melee 5
| OnDodge
| 1 turn
| Enables "In-One Timing"
|}
|}


'''Niten Ichi-Ryu Techniques'''
'''Medieval Swordsmanship Techniques'''
{| class="wikitable sortable" style="width:100%; margin: 1em auto 1em auto;"
{| 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%" | Technique Name
! style="border: 1px solid #aaa; border-left-color: white; width: 18%" | Technique Type
! 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%" | Attack Vectors
! style="border: 1px solid #aaa; border-left-color: white; " | Effects
! style="border: 1px solid #aaa; border-left-color: white; " | Effects
|-
|-
  | Feint
  | Flow Drills
  | Melee 2
  | Melee 1
  | Miss Recovery
  | Miss Recovery
  | 80% move cost
  |  
|
|-
|-
  | Red Leaf's Cut
  | Lethal Strike
  | Melee 3
  | Melee 3<br>Half Swording buff
  | Offensive (Normal)
  | Offensive (Normal & Crit)
  | Knockdown duration: 1
  | Priority: WEAPON
|-
  | Gain Cut and Stab Armor Penetration equal to 150% of Strength, 0% Bash damage
  | Flowing Water Cut
| Melee 4
| Offensive (Normal)
| 175% move cost, +100% Bash and Cut damage
|-
| Fire and Stone's Cut
| Melee 5
| Offensive (Crit)
| +50% Bash and Cut damage, Stun duration: 1
|-
|-
  | In-One Timing
  | Grab
  | Melee 5<br>Moonlight buff
  | Melee 4<br>Half Swording buff
  | Offensive (Normal & Crit)
  | Offensive (Normal & Crit)
  | 50% move cost, +50% Bash and Cut damage, Stun duration: 1
| Priority: WEAPON
  | 50% Cut damage, 33% Stab damage, Knockown duration: 2
|}
|}


'''Advantages:'''
'''Advantages:'''
* Niten Ichi-Ryu has the highest damage of any style, even with the worst weapons available.
* Conserve Momentum and Mastercut give a much needed speed boost to heavier weapons.
* A properly timed pause can grant an extremely high Dodging skill bonus.
* Half Swording allows gives you access to crowd control and armor penetration techniques.


'''Disadvantages'''
'''Disadvantages'''
* You '''MUST''' pause once in awhile to clear the negative buffs. Trying to attack recklessly will result in you taking a lot of damage.
* Weapons make the style. If you can't find a good weapon, the style isn't going to help you very much.
* A combination of increased technique move cost and losing Dodging skill makes this style the absolute WORST style to use against groups.  
* Because Half Swording is an OnPause buff, you might trigger it by accident when you don't want to.
* Getting Grabbed is really bad too.


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


Niten Ichi-Ryu is the most complicated style to play. Play right and you will do very high damage. Play wrong and you will die pretty quickly. The style is meant to be played with as little movement as possible to avoid the Waning Moon buff. Attack as needed with the ocassion pause to gain the Moonlight buff and clear the Falling Leaf buff. Avoid groups unless you are sure you can kill them very fast. Even if you are killing things in one hit, it still possible to be overwhelmed.  
If you can get a good weapon, Medieval Swordsmanship will take you very far. Most of the style is support based and gives you ways to control groups. Use Half Swording when you need are fighting a dangerous opponent to apply knockdown with Grab. As long as you don't let the groups get too big, you should be fine.






=== Pankration ===
=== Muay Thai ===
{{quote|An ancient Greek martial art once used by the Spartans. It combines boxing and wrestling techniques to create a brutal sport, though modern revival of the art is less of no-holds-barred in nature.}}
{{quote|Also referred to as the "Art of 8 Limbs," Muay Thai is a popular fighting technique from Thailand that uses powerful strikes.}}


'''Martial Arts Manual:''' [[The Modern Pankratiast]]
'''Martial Arts Manual:''' [[Ultimate Muay Thai]]


'''Starting Trait:''' [[Martial Arts Training]]
'''Starting Trait:''' [[Self-Defense Classes]]


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


&nbsp;
&nbsp;


'''Pankration Buffs'''
'''Muay Thai Buffs'''
{| class="wikitable sortable" style="width:100%; margin: 1em auto 1em auto;"
{| 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%" | Buff Name
Line 1,770: Line 1,950:
|-
|-
  | Arm Block
  | Arm Block
  | Unarmed 3
  | Unarmed 2
  |  
  |  
  | -
  | -
Line 1,781: Line 1,961:
  | Able to block melee attacks with legs
  | Able to block melee attacks with legs
|-
|-
  | Counter Chance
  | Muay Thai Stance
  | Unarmed 1
  | Unarmed 0
  | OnDodge
  | Static
  | 1 turn
  | -
  | +10% Bash damage. Enables "Close Combat" buff
  | Blocked damage reduced by 50% of Strength
|-
|-
  | Close Combat
  | Determination
  | Unarmed 4<br>Close Combat buff
  | Unarmed 3
  | OnHit
  | OnGetHit
  | -
  | 5 turns
  | +20% Bash damage
  | Bash damage increased by 25% of Strength, Blocked damage reduced by 50% of Strength
|}
|}


'''Pankration Techniques'''
'''Muay Thai Techniques'''
{| class="wikitable sortable" style="width:100%; margin: 1em auto 1em auto;"
{| 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%" | Technique Name
! 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
|-
|-
  | Cross
  | Power Kick
  | Unarmed 0
  | Unarmed 0
  | Offensive (Normal)
  | Offensive (Normal & Crit)
  | +20% damage
| Random: FOOT, LOWER_LEG
  | +30% damage
|-
|-
  | Kick
  | Elbow Strike
  | Unarmed 2
  | Unarmed 1
  | Offensive (Crit)
  | Offensive (Crit)
  | Stun duration: 2
  | Priority: ELBOW
| 50% move cost
|-
|-
  | Grab Break
  | Grab Break
  | Unarmed 3
  | Unarmed 3
  | Grab Break
  | Grab Break
|
  |  
  |  
|-
|-
  | Grab and Knee
  | Flying Knee
  | Unarmed 3<br>Stunned opponent
  | Unarmed 5
  | Offensive (Normal)
  | Offensive (Crit)
  | 50% move cost, Weighting: 3
  | Priority: KNEE
|-
  | +40% Bash damage, Stun duration: 1
| Arm Lock
|}
| Unarmed 4<br>Stunned opponent
 
| Offensive (Normal & Crit)
  | +25% damage, Disarms opponent, Stun duration: 1, Weighting: 3
|-
| Grab and Toss
| Unarmed 5<br>Stunned opponent
| Offensive (Crit)
| +100% Bash damage, Knockback distance: 2, Knockback spread: 2, Knockdown duration: 2, Weighting: 3
|}
 
'''Advantages:'''
'''Advantages:'''
* Pankration is really good at locking down a single opponent.
* Muay Thai's techniques can do a large amount damage in a short amount of time.
* The stun from Kick lasts longer than most of the other crit techniques.
* Having high Strength really shines when using Muay Thai.


'''Disadvantages'''
'''Disadvantages'''
* The most damaging techniques in Pankration require you to stun an opponent before you can use them.
* While the style does have some blocked damage reduction, it doesn't have any way to handle groups of enemies other than trying to kill them as fast as possible.
* This style can be hard to use against groups.
* Critical hits are where most of the damage comes from in Muay Thai. All three techniques will compete with each other to be the randomly choosen technique for a crit and you may not always get the one you want.


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


Pankration's greatest strength is the ability to completely lock down an opponent while killing them. Granted, Grab and Toss can make that harder but you are very likely to get a bunch of hits in prior to that happening and you can always follow the enemy to continue the fight.
Muay Thai favors high Strength and battles of attrition. It isn't very good against groups but can do pretty well against a single, strong opponent. If you do have to fight a group, focus on one weaker target at a time to thin out the numbers.
 




=== Ninjutsu ===
{{quote|Ninjutsu is a martial art and set of tactics used by ninja in feudal Japan. It focuses on rapid, precise, silent strikes.}}


=== Silat ===
'''Martial Arts Manual:''' [[Essence of Ninjutsu]]
{{quote|Pentjak Silat, of Indonesian origin, is a fighting style that covers the use of short blades and bludgeons.}}


'''Martial Arts Manual:''' [[The Indonesian Warrior]]
'''Starting Trait:''' [[Self-Defense Classes]]


'''Starting Trait:''' [[Melee Weapon Training]]
'''Style Type:''' Hyrbid


'''Style Weapons:''' Bowling Pin, Combat Knife, Copper Knife, Copper Spear, Cudgel, Dive Knife, Forked Spear, Heavy Stick, Hockey Strick, Homemade Halfpike, Hunting Knife, Iron Javalin, Ironshod Quarterstaff, Glaive, Golf Club, Knife Spear, Kris*, L-strick*, Loaded Stick, Machete, Makeshift Glaive, Makeshift Knife, Makeshift Machete, Naginata*, No. 9*, Pipe, Pipe Spear, Pointy Stick, Pool Cue, Powered Quarterstaff, PR-24 Baton (extended), Quarterstaff, Rebar, RM42 Fighting Knife, Scimitar*, Scythe, Sharpened Rebar, Sickle, Simple Knife, Shillelagh*, Shishkebab*, Spike on a Stick, Steel Spear, Stone Knife, Survival Knife, Survivor Machete, Survivor Naginata, Switchblade, Tactical Tonfa*, Tanto*, Trench Knife, War Scythe, Wooden Javelin, Wooden Spear, Wooden Tonfa
'''Style Weapon Categories:''' Medium Swords, Long Swords, Short Swords, Knives, Quarterstaves, Claws
*Includes all variations


&nbsp;
&nbsp;


'''Silat Buffs'''
'''Ninjutsu Buffs'''
{| class="wikitable sortable" style="width:100%; margin: 1em auto 1em auto;"
{| 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%" | Buff Name
Line 1,866: Line 2,042:
! style="border: 1px solid #aaa; border-left-color: white; " | Effects
! style="border: 1px solid #aaa; border-left-color: white; " | Effects
|-
|-
  | Silat Stance
  | Arm Block
  | Melee 0
| Unarmed 3
|
| -
| Able to block melee attacks with arms
|-
| Ninjutsu Stance
  | Unarmed 0
| Static
| -
| Attacks are Quiet (generates no noise), movement is stealthy (generates 50% base noise)
|-
| Sneak Attack
| Unarmed 0<br>No Loss of Surprise buff
  | Static
  | Static
  | -
  | -
  | +1 Dodge atttemps
  | +25% Critical Hit Chance
|-
|-
  | Silat Appraisal
  | Loss of Surprise
  | Melee 1
  | Unarmed 0
  | OnDodge
  | OnAttack
  | 2 turns<br>Stacks 3 times
  | 3 turns<br>Persists when switching styles
  | Accuracy increased by 15% of Dexterity
  | -25% Critical Hit Chance
|-
|-
  | Silat Evasion
  | Momentum Shift
  | Melee 1
  | Unarmed 2
  | OnMove  
  | OnMove  
  | 2 turns
  | 2 turns
  | +1 Dodge attempts
  | +1.0 Dodge skill, Accuracy increased by 20% of Dexterity
|-
| Escape Plan
| Melee 3
| OnKill
| 3 turns<br>Persists when switching styles
| +2 Dodge attempts, +10 Speed
|}
|}


'''Silat Techniques'''
'''Ninjutsu Techniques'''
{| class="wikitable sortable" style="width:100%; margin: 1em auto 1em auto;"
{| 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%" | Technique Name
! 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
|-
|-
  | Hamstring
  | Swift Strike (normal)
  | Melee 2
  | Melee 2<br>Unarmed or Melee
| Offensive (Normal)
| Priority: WEAPON<br>Random: HAND, ELBOW, LOWER_LEG, FOOT
| 80% move cost
|-
| Swift Strike (crit)
| Melee 2<br>Unarmed or Melee<br>No Lose of Surprise buff
  | Offensive (Crit)
  | Offensive (Crit)
  | Knockdown duration: 2
  | Priority: WEAPON<br>Random: HAND, ELBOW, LOWER_LEG, FOOT
| 80% move cost
|-
|-
  | Vicious Precision
  | Assassinate
  | Melee 3<br>Downed opponent
  | Melee 5
  | Offensive (Normal & Crit)
  | Offensive (Crit)
  | +33% damage, Weighting: 2
| Priority: WEAPON
  | +30% damage, Stun duration: 1 turn
|-
|-
  | Dirty Hit
  | Ninjutsu Takedown
  | Melee 4
  | Unarmed 5
  | Offensive (Crit)
  | Offensive (Crit)
  | Stun duration: 2
  | Priority: THROW
|-
  | +100% bash damage, Knockdown duration: 2 turns, Stun duration: 2 turns
| Silat Brutality
| Melee 5<br>Stunned opponent
| Offensive (Normal & Crit)
  | +33% damage, Weighting: 2
|}
|}


'''Advantages:'''
'''Advantages:'''
* Silat can both stun and down opponents, allowing you to finish them off with high damaging techniques.
* With the right weapon and a critical hit, you can do so much damage on your first attack that you might outright kill your opponent.
* With enough Dexterity, Silat Appraisal can generate a lot of bonus Accuracy.
* Slient attacks and stealthy movement allow you to pick and choose your fights in areas with less light.


'''Disadvantages'''
'''Disadvantages'''
* Silat has a heavy reliance on critical hits. If you can't crit, Silat will not be very effective.
* Your first attack can make or break how you perform in combat.
* You can't stack Silat Appraisal unless you are fighting more than one opponent.
* As a hit-and-run style, you are going to spend a lot of time moving around just to get in a few good hits.
* Being stealth doesn't really matter if your enemies can see you from 20 tiles away.


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


Silat is mixed style that focuses on harassing one opponent while having defense against groups. Target the weakest enemies first for best results. If your skills are high enough to crit often, you can alternate your attacks to control multiple opponents at once.
It takes a bit of effort to use the stealth aspect of Ninjutsu. Explore at night and pick off lone enemies one by one. While you cannot benefit from Sneak Attack if you attack repeatedly, you do not suffer any other damage penalties for doing so or you can make your attacks count to make the best out of not so sneaky Sneak Attack damage buff. Just watch out for groups!






=== Snake Kung Fu ===
=== Niten Ichi-Ryu ===
{{quote|One of the five Shaolin animal styles. The Snake focuses on sinuous movement and precision strikes.}}
{{quote|Niten Ichi-Ryu is an ancient school of combat, transmitting a style of classical Japanese swordsmanship conceived by the warrior Miyamoto Musashi.}}
 
'''Martial Arts Manual:''' [[The Book Of Five Rings]]


'''Martial Arts Manual:''' [[The Black Snake]]
'''Starting Trait:''' [[Melee Weapon Training]]


'''Starting Trait:''' [[Shaolin Adept]]
'''Style Type:''' Weapon


'''Style Weapons:''' Unarmed
'''Style Weapon Categories:''' Swords, Bionic Swords, Japanese Swords


&nbsp;
&nbsp;


'''Snake Kung Fu Buffs'''
'''Niten Ichi-Ryu Buffs'''
{| class="wikitable sortable" style="width:100%; margin: 1em auto 1em auto;"
{| 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%" | Buff Name
Line 1,946: Line 2,148:
! style="border: 1px solid #aaa; border-left-color: white; " | Effects
! style="border: 1px solid #aaa; border-left-color: white; " | Effects
|-
|-
  | Arm Block
  | Niten Ichi-Ryu Stance
  | Unarmed 2
  | Melee 0
  |  
  | Static
  | -
  | -
  | Able to block melee attacks with arms
  | Gain Bash and Cut Armor Penetration equal to 50% of Perception, Blocked damage reduced by 100% of Perception.
|-
|-
  | Snake's Sight
  | Waning Moon
  | Unarmed 0
  | Melee 0
  | Static
  | OnMove
  | -
  | 1 turn
  | Perception determines bonus Accuracy instead of Dexterity
  | -5.0 Dodging skill
|-
|-
  | Snake's Coil
  | Falling Leaf
  | Unarmed 1
  | Melee  0
  | OnPause 
  | OnAttack
  | 1 turn<br>Stacks 3 times
  | 1 turn<br>Stacks 5 times
  | +1 Accuracy, gain armor penetration equal to 50% of Perception
| -1.0 Dodging skill, -5% damage
|-
| Stillness
| Melee 0
| OnPause
| 1 turn
  | +2 Accuracy, Dodge skill increased by 50% of Perception
|-
| Moonlight
| Melee 5
| OnDodge
| 1 turn
| Enables "In-One Timing"
|}
|}


{{quote|Aim as your opponents approve and attack their weakness without mercy!}}
'''Niten Ichi-Ryu Techniques'''
 
'''Snake Kung Fu Techniques'''
{| class="wikitable sortable" style="width:100%; margin: 1em auto 1em auto;"
{| 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%" | Technique Name
! 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
|-
|-
  | Snake Snap
  | Feint
  | Unarmed 0
  | Melee 2
| Dodge Counter (Normal)
| Rapid
|-
| Snake Slide
| Unarmed 3
  | Miss Recovery
  | Miss Recovery
  |  
  |
| 80% move cost
|-
|-
  | Snake Slither
  | Red Leaf's Cut
  | Unarmed 4
  | Melee 3
  | Grab Break
| Offensive (Normal)
  |  
| Priority: WEAPON
| Knockdown duration: 1
|-
| Flowing Water Cut
| Melee 4
  | Offensive (Normal)
| Priority: WEAPON
  | 175% move cost, +100% Bash and Cut damage
|-
|-
  | Snake Strike
  | Fire and Stone's Cut
  | Unarmed 5
  | Melee 5
  | Offensive (Crit)
  | Offensive (Crit)
  | +50% bash damage, Stun duration: 1
| Priority: WEAPON
  | +50% Bash and Cut damage, Stun duration: 1
|-
| In-One Timing
| Melee 5<br>Moonlight buff
| Offensive (Normal & Crit)
| Priority: WEAPON
| 50% move cost, +50% Bash and Cut damage, Stun duration: 1
|}
|}


'''Advantages:'''
'''Advantages:'''
* Snake Kung Fu has the largest amount of armor penetration in the game, but only for a brief time.
* Niten Ichi-Ryu has the highest damage of any style, even with the worst weapons available.
* This style has all the basic techniques that makes a style good: Rapid, Feint, Grab Break and even a stun.
* A properly timed pause can grant an extremely high Dodging skill bonus.


'''Disadvantages'''
'''Disadvantages'''
* You need time to "charge up" Snake's Coil and doing it in the middle of combat probably isn't a good idea.
* You '''MUST''' pause once in awhile to clear the negative buffs. Trying to attack recklessly will result in you taking a lot of damage.
* Armor penetration will let an attack ignore armor but it has no effect beyond negating the armor. If an opponent with little or no armor is attacked, their armor will be negated but any extra armor penetration will have no effect.
* A combination of increased technique move cost and losing Dodging skill makes this style the absolute WORST style to use against groups.  
* Getting Grabbed is really bad too.


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


Stacking Snake's Coil is the best course of action when using Snake Kung Fu. Let enemies come to you while you prepare Snake's Coil. Attack the first enemy that reaches you as much as possible until Snake's Coil wears off. At that point, you can finish the enemy off if they are weak enough or retreat and prepare again.
Niten Ichi-Ryu is the most complicated style to play. Play right and you will do very high damage. Play wrong and you will die pretty quickly. The style is meant to be played with as little movement as possible to avoid the Waning Moon buff. Attack as needed with the ocassion pause to gain the Moonlight buff and clear the Falling Leaf buff. Avoid groups unless you are sure you can kill them very fast. Even if you are killing things in one hit, it still possible to be overwhelmed.  






=== Sōjutsu ===
=== Pankration ===
{{quote|Sōjutsu, "The Way of the Spear", is the Japanese martial art of fighting with a spear. Sōjutsu focuses on keeping opponents at a distance in order to maintain advantage in combat.}}
{{quote|An ancient Greek martial art once used by the Spartans. It combines boxing and wrestling techniques to create a brutal sport, though modern revival of the art is less of no-holds-barred in nature.}}


'''Martial Arts Manual:''' [[The Way of the Spear]]
'''Martial Arts Manual:''' [[The Modern Pankratiast]]


'''Starting Trait:''' [[Melee Weapon Training]]
'''Starting Trait:''' [[Martial Arts Training]]


'''Style Weapons:''' Copper Spear, Dory, Forked Spear, Glaive, Halberd*, Homemade Halfpike, Ji, Knife Spear, Long Pole, Makeshift Glaive, Naginata*, Pike*, Pipe Spear, Pitchfork, Qiang, Simple Knife Spear, Sharpened Rebar, Spike on a Stick, Steel Spear, Survivor Naginata, Wooden Spear
'''Style Type:''' Unarmed
*Includes all variations.


&nbsp;
&nbsp;


'''Sōjutsu Buffs'''
'''Pankration Buffs'''
{| class="wikitable sortable" style="width:100%; margin: 1em auto 1em auto;"
{| 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%" | Buff Name
Line 2,029: Line 2,252:
! style="border: 1px solid #aaa; border-left-color: white; " | Effects
! style="border: 1px solid #aaa; border-left-color: white; " | Effects
|-
|-
  | Sōjutsu Stance
  | Arm Block
  | Melee 0
  | Unarmed 3
  | Static
|
| -
| Able to block melee attacks with arms
|-
| Leg Block
| Unarmed 4
  |  
  | -
  | -
  | +1 Block atttemps
  | Able to block melee attacks with legs
|-
|-
  | Sōjutsu Positioning
  | Counter Chance
  | Melee 0
  | Unarmed 1
  | OnMove
  | OnDodge
  | 1 turn
  | 1 turn
  | -1 block attempts, +10% damage
  | +10% Bash damage. Enables "Close Combat" buff
|}
|-
| Close Combat
| Unarmed 4<br>Close Combat buff
| OnHit
| -
| +20% Bash damage
|}


'''Sōjutsu Techniques'''
'''Pankration Techniques'''
{| class="wikitable sortable" style="width:100%; margin: 1em auto 1em auto;"
{| 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%" | Technique Name
! 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
|-
|-
  | Push
  | Cross
  | Melee 1
  | Unarmed 0
  | Block Counter (Normal & Crit)
  | Offensive (Normal)
  | -50% damage, Knockback distance: 1
  | Priority: HAND
| +20% damage
|-
| Kick
| Unarmed 2
| Offensive (Crit)
| Priority: FOOT
| Stun duration: 2
|-
| Grab Break
| Unarmed 3
| Grab Break
|
|
|-
|-
  | Shove
  | Grab and Knee
  | Melee 2
  | Unarmed 3<br>Stunned opponent
  | Offensive (Normal)
  | Offensive (Normal)
  | -50% damage, Knockback distance: 1
  | Priority: KNEE
| 50% move cost, Weighting: 3
|-
|-
  | Trip
  | Arm Lock
  | Melee 3
  | Unarmed 4<br>Stunned opponent
  | Offensive (Normal)
  | Offensive (Normal & Crit)
  | -50% damage, Knockdown duration: 1
  | Priority: GRAPPLE
| +25% damage, Disarms opponent, Stun duration: 1, Weighting: 3
|-
| Grab and Toss
| Unarmed 5<br>Stunned opponent
| Offensive (Crit)
| Priority: THROW
| +100% Bash damage, gains Bash armor penetration equal to 100% of Strength, Knockback distance: 2, Knockback spread: 2, Knockdown duration: 2, Weighting: 3
|}
|}


'''Advantages:'''
'''Advantages:'''
* Sōjutsu Positioning improves the damage of reach attacks.
* Pankration is really good at locking down a single opponent.
* This style is effective at keeping opponents away from you.
* The stun from Kick lasts longer than most of the other crit techniques.


'''Disadvantages'''
'''Disadvantages'''
* Reach attacks are the key to using Sōjutsu.
* The most damaging techniques in Pankration require you to stun an opponent before you can use them.
* Fast enemies might be able to move close to you after a Shove or recover from Trip quicker than normal.
* This style can be hard to use against groups.


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


Sōjutsu works best when used to "kite" opponents. That means attacking with reach attacks and then moving away from them when they move next to you. Other than that, the style lets you deal with small groups and create distance with knockback techniques.
Pankration's greatest strength is the ability to completely lock down an opponent while killing them. Granted, Grab and Toss can make that harder but you are very likely to get a bunch of hits in prior to that happening and you can always follow the enemy to continue the fight.
 




=== Silat ===
{{quote|Pentjak Silat, of Indonesian origin, is a fighting style that covers the use of short blades and bludgeons.}}


=== Taekwondo ===
'''Martial Arts Manual:''' [[The Indonesian Warrior]]
{{quote|Taekwondo is the national sport of Korea, and was used by the South Korean army in the 20th century.}}


'''Martial Arts Manual:''' [[Official Taekwondo Training Manual]]
'''Starting Trait:''' [[Melee Weapon Training]]


'''Starting Trait:''' [[Martial Arts Training]]
'''Style Type:''' Weapon


'''Style Weapons:''' Everything*
'''Style Weapon Categories:''' Knives, Batons, Quarterstaves, Short Swords, Polearms
* All buffs and techniques can be used while armed unless otherwise noted.


&nbsp;
&nbsp;


'''Taekwondo Buffs'''
'''Silat Buffs'''
{| class="wikitable sortable" style="width:100%; margin: 1em auto 1em auto;"
{| 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%" | Buff Name
Line 2,099: Line 2,357:
! style="border: 1px solid #aaa; border-left-color: white; " | Effects
! style="border: 1px solid #aaa; border-left-color: white; " | Effects
|-
|-
  | Arm Block
  | Silat Stance
  | Unarmed 1
  | Melee 0
  |  
  | Static
  | -
  | -
  | Able to block melee attacks with arms
  | +1 Dodge atttemps
|-
|-
  | Leg Block
  | Silat Appraisal
  | Unarmed 3
  | Melee 1
  |  
  | OnDodge
  | -
  | 2 turns<br>Stacks 3 times
  | Able to block melee attacks with legs
  | Accuracy increased by 15% of Dexterity
|-
|-
  | Taekwondo Stance
  | Silat Ambush
  | Unarmed 0<br>Unarmed only
  | Melee 1
  | Static
  | OnMove
  | -
  | 1 turn
| Blocked damage reduced by 50% of Strength
  | +5% Critical Hit Chance
|-
| Unhindered
| Unarmed 3<br>Unarmed only
| Static
| -
  | +33% bash damage
|}
|}


'''Taekwondo Techniques'''
'''Silat Techniques'''
{| class="wikitable sortable" style="width:100%; margin: 1em auto 1em auto;"
{| 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%" | Technique Name
! 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
|-
|-
  | Roundhouse Kick
  | Hamstring
  | Unarmed 0
  | Melee 2
  | Offensive (Normal)
  | Offensive (Crit)
  | +20% bash damage
  | Priority: WEAPON
| Knockdown duration: 2
|-
|-
  | Side Kick
  | Vicious Precision
  | Unarmed 0
  | Melee 3<br>Downed opponent
| Offensive (Normal)
| Knockback distance: 1
|-
| Sweep Kick
| Unarmed 2
  | Offensive (Normal & Crit)
  | Offensive (Normal & Crit)
  | Knockdown duration: 1
  | Priority: WEAPON
| +33% damage, Weighting: 2
|-
|-
  | Feint
  | Dirty Hit
  | Unarmed 3
  | Melee 4
| Miss Recovery
|
|-
| Snatch Weapon
| Unarmed 4<br>Unarmed only<br>Armed opponent
| Offensive (Normal)
| Steals equipped weapon from opponent, Weighting: 2
|-
| Spinning Back Kick
| Unarmed 5
  | Offensive (Crit)
  | Offensive (Crit)
| Priority: WEAPON
  | Stun duration: 2
  | Stun duration: 2
|}
|-
| Silat Brutality
| Melee 5<br>Stunned opponent
| Offensive (Normal & Crit)
| Priority: WEAPON
| +33% damage, Weighting: 2
|}


'''Advantages:'''
'''Advantages:'''
* Taekwondo is the go-to style when using any sort of firearm. Its techniques allow you to keep fighting in the event that something gets close while you are shooting.
* Silat can both stun and down opponents, allowing you to finish them off with high damaging techniques.
* With enough Dexterity, Silat Appraisal can generate a lot of bonus Accuracy.


'''Disadvantages'''
'''Disadvantages'''
* Firearms are the only reason to wield something in this style. You gain no benefit from using a melee weapon.
* Silat has a heavy reliance on critical hits. If you can't crit, Silat will not be very effective.
* Taekwondo has no defense against groups aside from a little knockback and a stun.
* You can't stack Silat Appraisal unless you are fighting more than one opponent.


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


While Taekwondo can work on its own but it's usually best to use the style as a fallback while using a gun. If something gets too close while shooting, you can use Taekwondo to finish it off. While you can steal (and equip) guns from NPCs, you have a very good chance of taking heavy damage or dying from the attempt. Steal responsibly.
Silat is mixed style that focuses on harassing one opponent while having defense against groups. Target the weakest enemies first for best results. If your skills are high enough to crit often, you can alternate your attacks to control multiple opponents at once.






=== Tai Chi ===
=== Snake Kung Fu ===
{{quote|Though Tai Chi is often seen as a form of mental and physical exercise, it is a legitimate martial art, focused on self-defense.}}
{{quote|One of the five Shaolin animal styles. The Snake focuses on sinuous movement and precision strikes.}}


'''Martial Arts Manual:''' [[Becoming One with the Tao]]
'''Martial Arts Manual:''' [[The Black Snake]]


'''Starting Trait:''' [[Martial Arts Training]]
'''Starting Trait:''' [[Shaolin Adept]]


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


&nbsp;
&nbsp;


'''Tai Chi Buffs'''
'''Snake Kung Fu Buffs'''
{| class="wikitable sortable" style="width:100%; margin: 1em auto 1em auto;"
{| 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%" | Buff Name
Line 2,195: Line 2,443:
|-
|-
  | Arm Block
  | Arm Block
  | Unarmed 0
  | Unarmed 2
  |  
  |  
  | -
  | -
  | Able to block melee attacks with arms
  | Able to block melee attacks with arms
|-
|-
  | Tai Chi Stance
  | Snake's Sight
  | Unarmed 0
  | Unarmed 0
  | Static  
  | Static  
  | -
  | -
  | +1 Block attempts, Block damage reduced by 50% of Perception
  | Perception determines bonus Accuracy and damage instead of Dexterity and Strength
|-
|-
  | Cross Hands
  | Snake's Coil
  | Unarmed 1
  | Unarmed 1
  | OnPause  
  | OnPause
  | 3 turn
  | 4 turns<br>Stacks 3 times
  | +1.0 Dodge skill, blocked damage reduced by 50% of Perception, Enables Palm Strike and Double Palm Strike techniques
  | +1 Accuracy, +5% Critical Hit Chance, Enables Snake Strike trechnique
|-
|-
  | Repulse the Monkey
  | Snake Bite
| Unarmed 2
| OnHit
| 3 turns<br>Stacks 4 times
| Gain Armor Penetration equal to 25% of Perception.
|-
| Snake Fang
  | Unarmed 3
  | Unarmed 3
  | OnDodge 
  | OnCrit
  | 2 turns
  | 1 turn
  | Accuracy increased by 20% of Perception, gain bash Armor Pentration equal to 50% of Perception
  | Gain Armor Penetration equal to 100% of Perception.
|}
|}


'''Tai Chi Techniques'''
{{quote|Aim as your opponents approve and attack their weakness without mercy!}}
 
'''Snake Kung Fu Techniques'''
{| class="wikitable sortable" style="width:100%; margin: 1em auto 1em auto;"
{| 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%" | Technique Name
! 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
|-
|-
  | Palm Strike
  | Snake Snap
  | Unarmed 1<br>Cross Hands
  | Unarmed 0
  | Offensive (Normal)
  | Dodge Counter (Normal)
  | +50% Bash damage, Knockback distance: 1
  | Priority: HAND
| Rapid
|-
|-
  | Grasp the Sparrow's Tail
  | Snake Slide
  | Unarmed 2
  | Unarmed 4
  | Block Counter (Normal & Crit)
| Miss Recovery
  | +20% Bash damage, Knockdown duration: 1
  |
  |  
|-
|-
  | Disarm
  | Snake Slither
  | Unarmed 3<br>Armed opponent
  | Unarmed 4
  | Offensive (Normal)
| Grab Break
  | Disarms opponent
  |
  |  
|-
|-
  | Double Palm Strike
  | Snake Strike
  | Unarmed 4<br>Cross Hands
  | Unarmed 5<br>Snake's Coil buff
  | Offensive (Crit)
  | Offensive (Crit)
  | +100% Bash damage, Knockback distance: 1, Stun duration: 1  
| Priority: HAND
  | +50% bash damage, gain Armor Penetration equal to 100% of Perception, Stun duration: 1
|}
|}


'''Advantages:'''
'''Advantages:'''
* With some planning, you can keep multiple opponents at bay.
* Snake Kung Fu has the largest amount of armor penetration in the game, but only for a brief time.
* This style has all the basic techniques that makes a style good: Rapid, Feint, Grab Break and even a stun.


'''Disadvantages'''
'''Disadvantages'''
* Tai Chi is a defensive style that takes longer to kill than other styles. It's not as bad as Aikido but it's still pretty slow.
* You need time to "charge up" Snake's Coil and doing it in the middle of combat probably isn't a good idea.
* You need to pause at least once in a while to get Snake's Coil because it is required to use Snake Strike.
* Armor penetration will let an attack ignore armor but it has no effect beyond negating the armor. If an opponent with little or no armor is attacked, their armor will be negated but any extra armor penetration will have no effect.


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


Make sure to take the time to keep Cross Hands active while fighting. Tai Chi does decent damage but its primary goal is to keep enemies away from while you slowly wear them down. Because of this, it has a limited way of dealing with groups.
Stacking Snake's Coil is the best course of action when using Snake Kung Fu. Let enemies come to you while you prepare Snake's Coil. Attack the first enemy that reaches you as much as possible until Snake's Coil wears off. At that point, you can finish the enemy off if they are weak enough or retreat and prepare again.
 




=== Sōjutsu ===
{{quote|Sōjutsu, "The Way of the Spear", is the Japanese martial art of fighting with a spear. Sōjutsu focuses on keeping opponents at a distance in order to maintain advantage in combat.}}


=== Tiger Kung Fu ===
'''Martial Arts Manual:''' [[The Way of the Spear]]
{{quote|One of the five Shaolin animal styles. The Tiger focuses on relentless attacks above all else.}}


'''Martial Arts Manual:''' [[The White Tiger]]
'''Starting Trait:''' [[Melee Weapon Training]]


'''Starting Trait:''' [[Shaolin Adept]]
'''Style Type:''' Weapon


'''Style Weapons:''' Unarmed
'''Style Weapon Categories:''' Polearms


&nbsp;
&nbsp;


'''Tiger Kung Fu Buffs'''
'''Sōjutsu Buffs'''
{| class="wikitable sortable" style="width:100%; margin: 1em auto 1em auto;"
{| 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%" | Buff Name
Line 2,278: Line 2,544:
! style="border: 1px solid #aaa; border-left-color: white; " | Effects
! style="border: 1px solid #aaa; border-left-color: white; " | Effects
|-
|-
  | Tiger's Strength
  | Sōjutsu Stance
  | Unarmed 0
  | Melee 0
  | Static  
  | Static
  | -
  | -
  | Strength determines bonus Accuracy instead of Dexterity
  | +1 Block atttemps, +2 Block Effectiveness
|-
|-
  | Tiger Fury
  | Sōjutsu Positioning
  | Unarmed 2
  | Melee 0
  | OnHit 
  | OnMove
  | 3 turns<br>Stacks 4 times
  | 1 turn
  | +10% damage
  | -1 block attempts, +10% damage
|-
| Tiger Rampage
| Unarmed 3
| OnCrit 
| 1 turn<br>Stacks 2 times
| Grants Armor Penetration equal to 50% of Strength.
|}
|}


'''Tiger Kung Fu Techniques'''
'''Sōjutsu Techniques'''
{| class="wikitable sortable" style="width:100%; margin: 1em auto 1em auto;"
{| 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%" | Technique Name
! 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
|-
|-
  | Tiger Takedown
  | Shove
  | Unarmed 1
  | Melee 2
| Offensive (Normal)
| Priority: WEAPON
| -50% damage, Knockback distance: 1
|-
| Trip
| Melee 3
  | Offensive (Normal)
  | Offensive (Normal)
  | Knockdown duration: 1
  | Priority: WEAPON
| -50% damage, Knockdown duration: 1
|-
|-
  | Tiger Palm
  | Feint
  | Unarmed 4
  | Melee 4
  | Offensive (Crit)
  | Miss Recovery
  | Stun duration: 1
|
  |
|}
|}


'''Advantages:'''
'''Advantages:'''
* After a few hits, you will be being doing a high amount of damage with every strike.
* Sōjutsu Positioning improves the damage of reach attacks.
* Techniques can stun and knockdown enemies, making it harder for them to fight back.
* This style is effective at keeping opponents away from you.
* Strength is the main focus of the style. More Strength means more Accuracy, damage, and armor penetration.
 
 
'''Disadvantages'''
'''Disadvantages'''
* Reach attacks are the key to using Sōjutsu.
* Tiger Kung Fu offers no defensive abilities at all. You can only dodge to protect yourself.
* Fast enemies might be able to move close to you after a Shove or recover from Trip quicker than normal.
* The style also offers no utility either.
 
 
'''Strategies'''
'''Strategies'''
 
 
Sōjutsu works best when used to "kite" opponents. That means attacking with reach attacks and then moving away from them when they move next to you. Other than that, the style lets you deal with small groups and create distance with knockback techniques.
Tiger Kung Fu isn't hard to play. Walk up to an enemy and keep attacking until it dies or you die. This style is very much a "glass cannon" that has no defense but does the most damage of all unarmed styles. Beware of groups unless you can kill enemies '''very''' quickly.
 
 
 
 
 
 
=== Taekwondo ===
=== Wing Chun ===
{{quote|Taekwondo is the national sport of Korea, and was used by the South Korean army in the 20th century.}}
{{quote|Wing Chun is a Chinese martial art that began by selecting the easiest-to-learn effective techniques from the various Shaolin animal forms.}}
 
 
'''Martial Arts Manual:''' [[Official Taekwondo Training Manual]]
'''Martial Arts Manual:''' [[Beautiful Springtime]]
 
 
'''Starting Trait:''' [[Martial Arts Training]]
'''Starting Trait:''' [[Self-Defense Classes]]
 
 
'''Style Type:''' Unarmed
'''Style Weapons:''' Unarmed
 
 
'''Style Weapon Categories:''' All Items*
&nbsp;
* All buffs and techniques can be used while armed unless otherwise noted.
 
 
'''Wing Chun Buffs'''
&nbsp;
{| class="wikitable sortable" style="width:100%; margin: 1em auto 1em auto;"
 
! style="border: 1px solid #aaa; border-left-color: white; width: 15%" | Buff Name
'''Taekwondo Buffs'''
! style="border: 1px solid #aaa; border-left-color: white; width: 15%" | Requirements
{| class="wikitable sortable" style="width:100%; margin: 1em auto 1em auto;"
! style="border: 1px solid #aaa; border-left-color: white; width: 8%" | Buff Type
! style="border: 1px solid #aaa; border-left-color: white; width: 15%" | Buff Name
! style="border: 1px solid #aaa; border-left-color: white; width: 10%" | Duration
! style="border: 1px solid #aaa; border-left-color: white; width: 15%" | Requirements
! style="border: 1px solid #aaa; border-left-color: white; " | Effects
! 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
  | Arm Block
! style="border: 1px solid #aaa; border-left-color: white; " | Effects
  | Unarmed 2
|-
  |  
| Arm Block
  | -
| Unarmed 1
  | Able to block melee attacks with arms
|
| -
| Able to block melee attacks with arms
|-
| Leg Block
| Unarmed 3
|
| -
| Able to block melee attacks with legs
|-
| Taekwondo Stance
| Unarmed 0<br>Unarmed only
| Static
| -
| Blocked damage reduced by 50% of Strength
|-
| Unhindered
| Unarmed 3<br>Unarmed only
| Static
| -
| +33% bash damage
|}
 
'''Taekwondo 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
|-
| Roundhouse Kick
| Unarmed 0
| Offensive (Normal)
| Priority: FOOT
| +20% bash damage
|-
| Side Kick
| Unarmed 0
| Offensive (Normal)
| Priority: FOOT
| Knockback distance: 1
|-
| Sweep Kick
| Unarmed 2
| Offensive (Normal & Crit)
| Random: FOOT, LOWER_LEG
| Knockdown duration: 1
|-
| Feint
| Unarmed 3
| Miss Recovery
|
|
|-
| Snatch Weapon
| Unarmed 4<br>Unarmed only<br>Armed opponent
| Offensive (Normal)
| Priority: HAND
| Steals equipped weapon from opponent, Weighting: 2
|-
| Spinning Back Kick
| Unarmed 5
| Offensive (Crit)
| Priority: FOOT
| Stun duration: 2
|}
 
'''Advantages:'''
* Taekwondo is the go-to style when using any sort of firearm. Its kick based techniques allow you to keep fighting in the event that something gets close while you are shooting.
 
'''Disadvantages'''
* Firearms are the only reason to wield something in this style. You gain no benefit from using a melee weapon, only your footwear matters.
* Taekwondo has no defense against groups aside from a little knockback and a stun.
 
'''Strategies'''
 
While Taekwondo can work on its own but it's usually best to use the style as a fallback while using a gun. If something gets too close while shooting, you can use Taekwondo to finish it off. While you can steal (and equip) guns from NPCs, you have a very good chance of taking heavy damage or dying from the attempt. Steal responsibly.
 
 
 
=== Tai Chi ===
{{quote|Though Tai Chi is often seen as a form of mental and physical exercise, it is a legitimate martial art, focused on self-defense.}}
 
'''Martial Arts Manual:''' [[Becoming One with the Tao]]
 
'''Starting Trait:''' [[Martial Arts Training]]
 
'''Style Type:''' Unarmed
 
&nbsp;
 
'''Tai Chi 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
|-
| Tai Chi Stance
| Unarmed 0
| Static
| -
| +1 Block attempts, Block damage reduced by 50% of Perception
|-
| Cross Hands
| Unarmed 1
| OnPause 
| 3 turn
| +2 Block Effectiveness, blocked damage reduced by 50% of Perception, Enables Palm Strike and Double Palm Strike techniques
|-
| Repulse the Monkey
| Unarmed 3
| OnBlock 
| 2 turns
| Accuracy increased by 20% of Perception, gain bash Armor Pentration equal to 50% of Perception, Enables Grasp the Sparrow's Tail technique
|}
 
'''Tai Chi 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
|-
| Palm Strike
| Unarmed 1<br>Cross Hands
| Offensive (Normal)
| Priority: PALM
| +50% Bash damage, Knockback distance: 1
|-
| Grasp the Sparrow's Tail
| Unarmed 2<br>Repulse the Monkey buff
| Offensive (Normal & Crit)
| Priority: HAND
| +20% Bash damage, -25% move cost, Knockdown duration: 1
|-
| Disarm
| Unarmed 3<br>Armed opponent
| Offensive (Normal)
| Priority: HAND
| Disarms opponent
|-
| Double Palm Strike
| Unarmed 4<br>Cross Hands
| Offensive (Crit)
| Priority: PALM
| +100% Bash damage, Knockback distance: 1, Stun duration: 1
|}
 
'''Advantages:'''
* With some planning, you can keep multiple opponents at bay.
 
'''Disadvantages'''
* Tai Chi is a defensive style that takes longer to kill than other styles. It's not as bad as Aikido but it's still pretty slow.
 
'''Strategies'''
 
Make sure to take the time to keep Cross Hands active while fighting. Tai Chi does decent damage but its primary goal is to keep enemies away from while you slowly wear them down. Because of this, it has a limited way of dealing with groups.
 
 
 
=== Tiger Kung Fu ===
{{quote|One of the five Shaolin animal styles. The Tiger focuses on relentless attacks above all else.}}
 
'''Martial Arts Manual:''' [[The White Tiger]]
 
'''Starting Trait:''' [[Shaolin Adept]]
 
'''Style Type:''' Unarmed
 
&nbsp;
 
'''Tiger Kung Fu 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
|-
| Tiger's Strength
| Unarmed 0
| Static
| -
| Strength determines bonus Accuracy instead of Dexterity
|-
| Tiger Fury
| Unarmed 2
| OnHit 
| 3 turns<br>Stacks 3 times
| +1 Accuracy, +5% damage
|}
 
'''Tiger Kung Fu 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
|-
| Grab Break
| Unarmed 0
| Grab Break
|
|
|-
| Tiger Takedown
| Unarmed 1
| Offensive (Normal)
| Priority: THROW
| +25% damage, Knockdown duration: 1
|-
| Tiger Palm
| Unarmed 3
| Offensive (Crit)
| Priority: HAND
| +25% damage, Gain Armor Penetration equal to 100% of Strength
|-
| Tiger Claw
| Unarmed 4
| Offensive (Normal & Crit)
| Priority: HAND
| +25% damage
|-
| Tiger Rampage
| Unarmed 4
| Offensive (Crit)
| Priority: HAND
| +25% damage, AoE: Wide
|}
 
'''Advantages:'''
* All your attacks are stronger than normal and after a few hits, you will be being doing a high amount of damage with every strike.
* Techniques can stun and knockdown enemies, making it harder for them to fight back.
* Tiger Rampage is very helpful against groups allowing you to dish out a lot of damage to multiple enemies at once.
 
'''Disadvantages'''
* Tiger Kung Fu offers no defensive abilities aside from a Grab Break. You can only dodge to protect yourself.
* Taking too much damage will cause your Accuracy to drop from the pain which can make winning much harder.
 
 
'''Strategies'''
 
Tiger Kung Fu isn't hard to play. Walk up to an enemy and keep attacking until it dies or you die. This style is very much a "glass cannon" that has no defense but does the most damage of all unarmed styles. Beware of groups unless you can kill enemies '''very''' quickly.
 
 
 
=== Wing Chun ===
{{quote|Wing Chun is a Chinese martial art that began by selecting the easiest-to-learn effective techniques from the various Shaolin animal forms.}}
 
'''Martial Arts Manual:''' [[Beautiful Springtime]]
 
'''Starting Trait:''' [[Self-Defense Classes]]
 
'''Style Type:''' Unarmed
 
&nbsp;
 
'''Wing Chun 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 2
  |  
  | -
  | Able to block melee attacks with arms
|-
|-
  | Leg Block
  | Leg Block
Line 2,365: Line 2,914:
  | Static
  | Static
  | -
  | -
  | Dodging Skill increased by 15% of Perception
  | Dodging Skill increased by 25% of Perception
|-
|-
  | Chain Punch
  | Chain Punch
  | Unarmed 1
  | Unarmed 1
  | OnHit
  | OnHit
  | 1 turn<br>Stacks 3 times
  | 2 turns<br>Stacks 3 times
  | -10% move cost
  | -10% move cost
|-
|-
Line 2,376: Line 2,925:
  | Unarmed 4
  | Unarmed 4
  | OnPause
  | OnPause
  | 2 turns
  | 3 turns
  | Accuracy increased by 20% of Perception, Enables Straight Punch (Knockback) and L-hook (Knockback) techniques
  | Accuracy increased by 20% of Perception, Enables Straight Punch (Knockback) and L-hook (Knockback) techniques
|}
|}
Line 2,385: Line 2,934:
! 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 2,390: Line 2,940:
  | Unarmed 0
  | Unarmed 0
  | Offensive (Normal)
  | Offensive (Normal)
| Priority: HAND
  | +10% bash damage
  | +10% bash damage
|-
|-
Line 2,395: Line 2,946:
  | Unarmed 2
  | Unarmed 2
  | Offensive (Crit)
  | Offensive (Crit)
| Priority: HAND
  | +20% bash damage, Knockdown duration: 1
  | +20% bash damage, Knockdown duration: 1
|-
|-
Line 2,400: Line 2,952:
  | Unarmed 3
  | Unarmed 3
  | Miss Recovery
  | Miss Recovery
|
  |  
  |  
|-
|-
Line 2,405: Line 2,958:
  | Unarmed 4<br>Biu Ji buff
  | Unarmed 4<br>Biu Ji buff
  | Offensive (Normal)
  | Offensive (Normal)
| Priority: HAND
  | +10% bash damage, Knockback distance: 1, Follow opponent, Weighting: 2
  | +10% bash damage, Knockback distance: 1, Follow opponent, Weighting: 2
|-
|-
Line 2,410: Line 2,964:
  | Unarmed 4<br>Biu Ji buff
  | Unarmed 4<br>Biu Ji buff
  | Offensive (Crit)
  | Offensive (Crit)
| Priority: HAND
  | +20% bash damage, Knockdown duration: 1, Knockback distance: 1, Follow opponent, Weighting: 2
  | +20% bash damage, Knockdown duration: 1, Knockback distance: 1, Follow opponent, Weighting: 2
|-
| Receive and Counter
| Unarmed 5
| Dodge Counter (Normal & Crit)
|
|}
|}


Line 2,439: Line 2,989:
'''Starting Trait:''' [[Self-Defense Classes]]
'''Starting Trait:''' [[Self-Defense Classes]]


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


&nbsp;
&nbsp;
Line 2,455: Line 3,005:
  | Static
  | Static
  | -
  | -
  | Dodging skill increased by 15% of Intelligence
  | +2 Dodge attemps, Dodging skill increased by 20% of Intelligence
|-
|-
  | Drunken Dodging
  | Drunken Dodging
  | Unarmed 1
  | Unarmed 1
  | OnDodge
  | OnDodge
  | 1 turn<br>Stacks 4 times
  | 1 turn<br>Stacks 3 times
  | Gain Armor Penetration equal to 25% of Intelligence
  | +10% damage, Accuracy increased by 20% of Intelligence.
|-
| Advanced Zui Quan
| Unarmed 3
| Static
| -
| +1 Dodge attemps, Accuracy increased by 15% of Intelligence
|-
|-
  | Drunken Stumble
  | Drunken Stumble
  | Unarmed 5
  | Unarmed 5
  | OnMove
  | OnMove
  | 3 turns
  | 2 turns<br>Stacks 2 times
  | +2 Dodge attempts
  | +1.0 Dodging skill
|}
|}


Line 2,481: Line 3,025:
! 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
|-
|-
  | Drunk Counter
  | Drunk Fist
  | Unarmed 0
  | Unarmed 0
  | Dodge Counter (Normal & Crit)
  | Offensive (Normal & Crit)
  | +25% Bash damage
| Priority: HAND
  | +20% Bash damage
|-
|-
  | Drunk Feint
  | Drunk Feint
  | Unarmed 2
  | Unarmed 2
  | Miss Recovery
  | Miss Recovery
|
  |  
  |  
|-
|-
Line 2,496: Line 3,043:
  | Unarmed 4
  | Unarmed 4
  | Grab Break
  | Grab Break
|
  |  
  |  
|-
| Whirling Strikes
| Unarmed 0
| Offensive (Crit)
| RANDOM: HAND, FOOT
| +30% Bash damage, 150% move cost, AoE: Spin
|}
|}


'''Advantages:'''
'''Advantages:'''
* You can attack multiple times per turn with Drunk Counter and each time you do, your attacks get stronger thanks to Drunken Dodging.
* This style is actually better against groups instead of single opponents.
* The style is actually better against groups instead of single opponents.
* Every successful dodge makes your attacks get stronger thanks to Drunken Dodging.
* Intelligence is extremely useful for every part of the style.
* Whirling Strikes allows you to hit every enemy around you.


'''Disadvantages'''
'''Disadvantages'''
* Zui Quan has no direct offensive techniques. You must rely on Drunk Counter and normal attacks for all your damage.  
* Not as strong as other styles against a single opponent.
* While the style is good against groups, things will go downhill very quickly if you get surrounded, grabbed, or lose too much stamina.
* While the style is good against groups, things will go downhill very quickly if you get surrounded, grabbed, or lose too much stamina.
* Intelligence is extremely useful for every part of the style.


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


Zui Quan is a rare style that is actually '''better''' against groups than single opponents. Drunk Counter can activate multiple times per round depending on how many times you successfuly dodge. However, you are not invincible. Very large groups will still kill you. You also need to remember to move once in awhile to keep Drunken Stumble active. Lasty, remember that you cannot counterattack if you have less than 33% of your maximum stamina.
Zui Quan is a rare style that is actually '''better''' against groups than single opponents. Drunk Dodging can activate multiple times per round depending on how many times you successfuly dodge. This makes your techniques much stronger when you attack back. However, you are not invincible. Whirling Strikes is strong but don't assume you can be surrounded by a horde and still win.


== Possible mods ==
== Possible mods ==

Latest revision as of 17:10, 26 January 2024

Martial arts allow you to push your Unarmed Combat and Melee Combat skills even further. Martial arts are divided into several styles, each one with its own advantages and peculiarities. Martial arts can grant you some very powerful combat techniques and useful abilities that cannot be found anywhere else.


Learning Styles

There are a few different ways to learn martial arts styles:

  • Selecting a martial art trait at character creation.
    • Martial Arts Training - Aikido, Judo, Karate, Pankration, Taekwondo, and Tai Chi
    • Self-Defense Classes - Capoeira, Krav Maga, Muay Thai, Ninjutsu, Wing Chun, and Zui Quan
    • Shaolin Adept - Crane Kung Fu, Dragon Kung Fu, Leopard Kung Fu, Snake Kung Fu, and Tiger Kung Fu
    • Melee Weapon Training - Barbaran Montante, Bōjutsu, Eskrima, Fencing, Fior Di Battaglia, Medieval Swordsmanship, Niten Ichi-Ryu, Pencak Silat, or Sōjutsu.
  • Certain professions start with a martial art or a single style from a list:
    • Pugilist - Boxing
    • Competitive Fencer - Fencing
    • Martial Artist - Aikido, Capoeira, Crane Kung Fu, Dragon Kung Fu, Judo, Karate, Krav Maga, Leopard Kung Fu, Muay Thai, Ninjutsu, Pankration, Snake Kung Fu, Taekwondo, Tai Chi, Tiger Kung Fu, Wing Chun, Zui Quan
    • Blackbelt - Aikido, Capoeira, Crane Kung Fu, Dragon Kung Fu, Judo, Karate, Krav Maga, Leopard Kung Fu, Muay Thai, Ninjutsu, Pankration, Snake Kung Fu, Taekwondo, Tai Chi, Tiger Kung Fu, Wing Chun, Zui Quan
  • Reading a martial arts manual. Not all styles can be learned through a manual.
  • Using the Close Quarters Battle CBM will temporarily override the player's known martial arts while active.
    • Available martial art styles from the Close Quarters Battle CBM are Aikido, Bionic Combatives, Boxing, Capoeira, Crane Kung Fu, Dragon Kung Fu, Judo, Karate, Krav Maga, Leopard Kung Fu, Muay Thai, Ninjutsu, Pankration, Snake Kung Fu, Taekwondo, Tai Chi, Tiger Kung Fu, Wing Chun, and Zui Quan.
  • While the Close Quarters Battle CBM is active, the player has a very small chance to permanently learn their active martial art style each time they hit an enemy.
    • The chance is 1 / (1400 - (50 * Intelligence stat)). For example, a character with the 8 Intelligence has a 0.1% chance to learn a martial art each time they hit an enemy. This chance is doubled if an Enhanced Memory Banks CBM is active.
  • If a friendly NPC knows a martial art, it's possible to have them teach you the style.
  • The Brawling style is automatically learned when the player reaches Melee skill 1.
  • If you don't mind cheating, you can use the Debug Menu to "Learn All Melee Styles." This gives you access to every martial art in the game.

Keys

To use martial arts in combat, make sure first to 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 F1.

If you're wielding something incompatible 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 not to wield items for carrying purposes by activating the "keep hands free" option, avoiding this problem.


General Tips

  • The best way to get a martial art style is to select the appropriate trait during character generation. Trying to find the correct manual during gameplay can be very difficult and unreliable.
  • It is almost always better to use a martial art instead of nothing unless the style has a noticeable drawback.
    • When in doubt, use Brawling.
  • If you cannot use a weapon/style combination, the game will display a warning in the message log. Pay attention when equipping weapons or switching martial arts.
  • Changing styles takes no time. However, you will not begin receiving the benefits of martial arts until the beginning of your next turn.
  • For unarmed styles, using an unarmed weapon such as a pair of Brass Knuckles helps a lot' to improve damage.
  • Unarmed styles vs Weapon styles:
    • Unarmed styles have more variety in techniques and buffs.
    • Weapon styles do more damage than Unarmed styles.
    • Weapon styles cannot be used without an appropriate weapon. If the weapon breaks, is disarmed, is lost, or cannot be equipped, the player may become helpless.
    • Some styles, such as Bionic Combatives, Krav Maga, and Ninjutsu, are unarmed / weapon hybrid styles. These styles usually have restrictions on which buffs and techniques can be used while armed or unarmed.
  • There is no limit to the number of martial arts you can learn.
  • For the most part, all techniques and buffs can be used at Unarmed Combat 5 and Melee 5. However, there are some exceptions, such as Brawling.


Mechanics and Terminology

Techniques - Techniques are the attacks performed by a martial arts style. The first and most important thing about techniques:

YOU DO NOT HAVE DIRECT CONTROL OVER WHEN MARTIAL ARTS TECHNIQUES ACTIVATE! Martial art techniques are picked randomly. They will be automatically activated when you attack if their required conditions and prerequisites are met; the reason for this is to prevent massive combat slowdown while fighting. Selecting a technique each time you attack an enemy doesn't sound bad against one or two zombies, but against a horde of strong zombies, picking a technique on every attack will slow the game to a crawl. That said, techniques can provide a wide array of effects and have several different conditions on when they trigger. Aside from modifying damage and movement cost, there are a few other attributes to be aware of:

  • Normal and Crit Techniques - By default, a technique can only be triggered on a normal hit. If set as a crit technique, the technique can only trigger on a critical hit. It is possible for a technique to be set to trigger on both standard and critical hits.
  • Style Techniques vs Weapon Techniques - Some weapons have techniques that will trigger when you attack. If a weapon is compatible with your current martial arts style and both the weapon and style have techniques of the same type (normal, crit), the style's techniques will always used, and the weapon's techniques will never trigger. On the other hand, if the style doesn't have the same type of techniques as the weapon, the weapon's techniques will be used instead.
    • For example, the weapon style, Sōjutsu, has normal techniques, a counter technique, but no crit techniques. If a Halberd is used with the style (which has a standard technique and a crit technique), the standard technique would never trigger, but the weapon's crit technique would always be used on a critical hit.
  • Rapid - Shorthand for a technique with the following attributes: 50% move cost, 66% bash damage, 66% cutting damage, and 66% stab damage. Rapid techniques are standard in many styles and represent a quick but slightly less damaging attack.
  • Disarm - The technique will force the target to drop their held item. A method that has a disarming effect will never be used against a target that doesn't have a held item.
  • Grab Break - Defensive technique that triggers when you are attacked with the Grab special attack used by zombies. Having a grab-break technique does not automatically break a grab attack; it merely gives you a better chance to do so.
  • Miss Recovery - Also called a feint, a miss recovery technique triggers when you attack and miss an enemy. Almost all miss recovery techniques have a 0 move cost, which gives you more chances to make a successful attack. However, this doesn't mean you have unlimited attacks until you hit. The game's code is very complicated in how it determines move cost when you fail to hit (it costs more when you fail by a lot), and while feints help, you WILL eventually have your turn end if you keep missing.
  • Down Duration - If the technique hits, it will knock down the target for the indicated number of turns. A creature that is "Downed" has its dodge chance reduced to 0. A technique with a Downed effect cannot be used against a target that is already knocked down. Regardless of the duration, a Downed creature can attempt a check (easier for stronger creatures) to get back up and end the effect. Getting up has a movement cost, but faster creatures can get up and act before you can move again.
  • Stun Duration - If the technique hits, it will stun the target for the indicated number of turns. A creature that is "Stunned" cannot act during its turn.
  • Knockback Distance - If the technique hits, the foe will be pushed back the given number of spaces if there is room.
    • Powerful Knockback - Knockback caused by the technique causes damage when colliding with an object or another target. It will also knock back other targets hit by the knock-backed enemy.
    • Knockback Spread - This causes knockback techniques to move the target away in random directions instead of a straight line.
  • AoE - This means the technique can strike multiple enemies. AoE techniques cannot trigger unless there are extra enemies to hit. There are three types: Wide, Impale, and Spin.
    • Wide - Strike enemies adjacent to the target.
    • Impale - Will also strike the enemy behind the target.
    • Spin - Hits every enemy adjacent to the user.
  • Weighting - This increases the likelihood the technique will be randomly selected when attacking. When set above 1, "extra copies" of the technique will be added to the technique pool to pick from. Negatives reduce the chance of the technique being added to the list at all. Weighting only works if the method wasn't disqualified for another reason, such as a Disarm technique against an unarmed opponent.


Buffs - Buffs are passive effects that provide bonuses or penalties while active. Buff effects can vary significantly from increased damage to reduced move cost to bonus armor. Static buffs do not have a duration, but all other buffs will last a certain number of turns. If a buff is triggered while that buff is already active, its duration is refreshed and will "stack" if allowed.

Buffs that "stack" means multiple versions of that buff can be applied to the player. For example, a buff with "+2 bash damage" that can be stacked three times can potentially give the player "+6 bash damage" if triggered three times. Regardless of a stacking buff's duration, the "intensity" (stack size) will go down by one per turn unless the buff is triggered again on that turn, and when a buff's duration expires, the buff will fade regardless of stack size.

When you switch from one martial arts style to another, you will lose all active buffs of the previous style. However, if a buff is marked as "persists," the buff will remain active after changing styles.

Below is a list of the different buffs used in the martial art styles.

  • Static - Static buffs are always active while you are in style. They do not have a duration.
  • OnAttack - Triggers when the player performs an unarmed or melee attack. The attack does not need to hit an opponent.
  • OnBlock - Triggers when the player successfully blocks an attack. The amount of damage blocked does not matter.
  • OnCrit - Triggers when the player scores a critical hit with an unarmed or melee attack.
  • OnDodge - Triggers when the player successfully dodges an attack.
  • OnGetHit - Triggers when the player successfully blocks an attack or is hit by an enemy. The attack does not need to deal damage to the player.
  • OnHit - Triggers when the player successfully hits an opponent with an unarmed or melee attack.
  • OnKill - Triggers when the player kills an opponent with an unarmed or melee attack.
  • OnMiss - Triggers when the player misses with an unarmed or melee attack.
  • OnMove - Triggers when the player moves.
  • OnPause- Triggers when the player passes their turn. i.e presses numpad 5


Arm Block and Leg Block - Some styles will allow the user to block with their arms or legs. In order to arm/leg block, at least one of the user's arms/legs must not be broken.

Bonus Block and Dodge Attempts - Some styles have buffs that can increase the number of times a player can attempt to block or dodge attacks made against them.

  • A brief note about blocking and dodging.

When a player is attacked, they will attempt to defend themselves by blocking or dodging the attack. By default, a player can attempt to block one attack and dodge one attack each turn. Bonus Block Attempts and Dodge Attempts allow the player to block or avoid additional attacks. For example, a player with +2 Block Attempts could attempt to dodge a single attack each turn and block three separate attacks each turn.

For each individual attack, the player only has one chance to dodge it and one opportunity to block it. A player will first attempt to dodge an attack from an enemy. If the dodge attempt fails, the player will try to block the attack if they are wielding an item that can block or can block with their martial art (arm block, etc). If the block attempt fails, the player will be hit. A failed block or dodge still counts as an attempt for that turn. Having additional sources of blocking (wielding a weapon, arm block, leg block, etc) do **not** provide additional block chances.

Attack Vectors - Each technique has one or more attack vectors. An attack vector is the way in which your character delivers an attack against an opponent. This is important for unarmed attacks because it indicates the clothing used to increase the attack's damage. Below is a list of attack vectors:

  • HAND- Any technique that hits with any part of the hand (backhand, jab, hammer fist). It can be used as long as at least one hand/arm limb is not broken.
  • FINGERS- Any technique that hits with the fingers (eye gouge, spear hand). It can be used as long as at least one hand/arm limb is not broken.
  • PALM- Any technique that hits with the palm of the hand(palm strike). It can be used as long as at least one hand/arm limb is not broken.
  • HAND_BACK- Any technique that hits with the back of the hand(backfist, backhand slap). It can be used as long as at least one hand/arm limb is not broken.
  • WRIST- Any technique that hits with the wrist (crane strike). It can be used as long as at least one hand/arm limb is not broken.
  • ARM- Any technique that hits with the arm itself (clothesline). It can be used as long as at least one hand/arm limb is not broken.
  • ELBOW- Any technique that hits with an elbow (elbow strike). It can be used as long as at least one hand/arm limb is not broken.
  • SHOULDER- Any technique that hits with the upper part of the arm (shoulder check). It can be used as long as at least one hand/arm limb is not broken.
  • FOOT- Any technique that hits with any part of the foot (roundhouse kick, foot stomp, heel drop). It can be used only if both legs are not broken. You need one functional leg to perform the attack and another functional leg to balance on.
  • LOWER_LEG- Any technique that hits with shin (Muay Thai kicks). It can be used only if both legs are not broken. You need one functional leg to perform the attack and another functional leg to balance on.
  • KNEE- Any technique that hits with the knee (knee bash). It can be used only if both legs are not broken. You need one functional leg to perform the attack and another functional leg to balance on.
  • HIP- Any technique that hits with the hips or buttocks (Peach Bomber, R. Mika's Flying Peach). It can be used only if both legs are not broken. You need one functional leg to perform the attack and another functional leg to balance on.
  • TORSO- Any technique that hits with the center mass of the user's body (flying body splash, throwing yourself at an enemy). It can always be used because if your Torso is broken, you are dead.
  • HEAD- Any technique that hits with the user's head, such as a headbutt. It can always be used because if your Head is broken, you are dead.
  • WEAPON- Any technique that requires a held item to perform (see any weapon style). It can be used if the user is carrying a valid-style weapon for their martial art and at least one hand/arm is not broken.
  • THROW- Any technique that forcefully moves an opponent (judo throws, suplex). It can be used only if both hands/arms are not broken.
  • GRAPPLE- Any technique that maintains contact with an opponent and squeezes (chock, headlock), bends (Krav Maga's Arm Breaker), or twists (arm twist) some part of the opponent. It can be used only if both hands/arms are not broken.


List of Styles

Below is a list of martial arts styles with buff and technique information.

STYLE INFO

  • Martial Arts Manual: - The item (if any) that teaches the martial art. Not all martial arts can be learned this way.
  • Starting Trait: - The trait (if any) that can be selected at character generation to start with the martial art.
  • Style Type: - Which specific weapons can be used with the martial art? This usually groups styles into one of three types:
    • Unarmed - Your hands must be free (not holding anything) to use the style.
    • Weapon - You must use one of the listed weapons to benefit from the style. The style cannot be used Unarmed.
    • Hybrid - Combination of the above, the style can be used Unarmed or with the listed weapons. Hybrid styles may have certain buffs or techniques that are only usable while armed/unarmed.
  • Style Weapon Categories - Some styles allow you to use all weapons that belong to a specific grouping of items such as "Quarterstaves."


BUFF AND TECHNIQUES INFO

  • Name - Name of the technique or buff.
  • Requirements - List requirements that need to be achieved before the technique/buff can trigger. Skills requirements usually indicate if the technique/buff can be used unarmed (Unarmed skill) or armed (Melee skill), but some techniques will indicate that they can be triggered either way. Other conditions, such as active buffs or stunned/downed / armed opponents may also be required.
  • Type - For buffs, this is the action that triggers the buff. For techniques, this is what kind of technique it is. Offensive techniques trigger when attacking, and the type of hit (normal, crit) that can trigger the technique is listed in parentheses. Grab Break and Miss Recovery are self-explanatory.
  • Duration - The number of turns a buff will remain active. If the buff can stack, the maximum stack number will also be included.
  • Effects - Any special effects the buff or technique possesses.
  • Attack Vectors - List of possible attack vectors for the technique to use.
    • Priority - Technique will search for a valid attack vector in the listed order until a valid attack vector is found. If no priority attack vectors are listed, or none are valid, the technique will attempt to use a random attack vector (see below) if possible. Otherwise, the technique cannot be used.
    • Random - Technique will pick a random attack vector from the given list. If the attack vector is invalid, a new random choice will be made from the remaining list. If no attack vectors are valid, the technique cannot be used.


Aikido

 Aikido is a Japanese martial art focused on self-defense while minimizing injury to the attacker. 

Martial Arts Manual: The Spirit of Aikido

Starting Trait: Martial Arts Training

Style Type: Hybrid

Style Weapon Categories: Claws

 

Aikido Buffs

Buff Name Requirements Buff Type Duration Effects
Arm Block Unarmed 0 - Able to block melee attacks with arms
Aikido Stance Unarmed 0 Static - Blocked damage reduced by 100% of Dexterity, +1.0 Dodging skill, +2 Block effectiveness
Fluid Blocking Unarmed 0 OnBlock 1 turn -10% move cost, Enables Counter Throw (block) and Disarming Throw (block) techniques
Fluid Dodging Unarmed 1 OnDodge 1 turn -10% move cost, Enables Counter Throw (dodge) and Disarming Throw (dodge) techniques
Intermediate Aikido Unarmed 3 Static - Blocked damage reduced by 100% of Dexterirty, +1 Block attempts, +1 Dodge attempts, +1 Block effectiveness
Advanced Aikido Unarmed 5 Static - +1 Block attempts, +1 Dodge attempts, +1 Block effectiveness

Aikido Techniques

Technique Name Requirements Technique Type Attack Vectors Effects
Counter Throw (block) Unarmed 0
Fluid Blocking buff
Offensive (Normal & Crit) Priority: THROW -30% move cost, Knockback distance: 1, Knockdown duration: 1
Counter Throw (dodge) Unarmed 2
Fluid Dodging buff
Offensive (Normal & Crit) Priority: THROW -30% move cost, Knockback distance:1, Knockdown duration: 1
Grab Break Unarmed 3 Grab Break
Disarming Throw (block) Unarmed 4
Fluid Blocking buff
Armed opponent
Offensive (Normal & Crit) Priority: THROW -30% move cost, Disarms opponent, Knockback distance: 1, Knockdown duration: 1
Disarming Throw (dodge) Unarmed 4
Fluid Dodginging buff
Armed opponent
Offensive (Normal & Crit) Priority: THROW -30% move cost, Disarms opponent, Knockback distance: 1, Knockdown duration: 1

Advantages:

  • Has the best group defense by granting +2 block attempts and +2 dodge attempts.
  • Has an improved chance to block and very high damage reduction when blocking attacks.
  • Techniques are much quicker than normal, which allows multiple attacks per turn.

Disadvantages

  • Slow killing speed due to no damage bonuses and repeated knockback.
  • All techniques require you to either block or dodge before they can be used.
  • Groups can still be dangerous if you get surrounded or do not have any space to move enemies away from you.

Strategies

Aikido is the most defensive style in the game, meaning it is good at protecting but bad at killing. You are very hard to hurt and can use your techniques to make space if you are attacked. If you need to kill with Aikido, equip one of the few unarmed weapons and position the enemy so that they are between you and a wall. The wall will prevent the knockback from the counters while you slowly kill the creature.


Barbaran Montante

 "The Barbaran Montante originated in 16th century Spain and focused on overcoming thick armor with heavy weaponry and sweeping blows, transferring kinetic energy through armor and into vulnerable organs and bones. 

Martial Arts Manual: Las Nueve Reglas de la Montante

Starting Trait: N/A

Style Type: Weapon

Style Weapon Categories: Swords, Flails, Maces, Great Swords, Great Hammers, Great Axes

 

Barbaran Montante Buffs

Buff Name Requirements Buff Type Duration Effects
Barbaran Represa Static - Armor penetration increased by 75% of Strength.
Reversing Destreza Melee 1 OnBlock 3 turns Blocking reduces move cost by 5%, stacks three times.
Movimiento Natural Melee 5 OnKill 5 turns +1 block attempts.
Ricasso Step Melee 3 OnMove 3 turns Blocked damage reduced by 40% of Strength. Stacks 3 times.
Vulgar Preparation Melee 4 OnPause 1 turn Accuracy increased by 15% of Strength, armor penetration increased by 225% of Strength

Barbaran Montante Techniques

Technique Name Requirements Technique Type Attack Vectors Effects
Impaling Estocada Melee 2 Offensive (Normal & Crit) Priority: WEAPON AoE Impale, damage +10%, move cost +20%
Swift Atajo Melee 2 Disarm Priority: WEAPON -50% move cost, damage -33%.

Advantages:

  • Extremely useful against formidable enemies because of its high Armor Penetration.
  • Impaling Estocada allows for AoE damage for weapons that do not normally have an AoE option.
  • Blocking lets you attack slightly faster.

Disadvantages

  • Doesn't offer much in the way of defense.
  • Techniques are situational and will not see much use.
  • You will probably only use Vulgar Preparation before combat since a normal attack will do more damage in the long run.

Strategies

Your way of fighting doesn't change much from the normal "hit them hard" method when using this style, but it does allow you the ability to approach more freely due to Ricasso Step. Stop approaching the enemy one tile away and use Vulgar Preparation to begin the fight at full strength.


Bionic Combatives

 A modern combat style for the post-modern human. Nicknamed "Biojutsu", Bionic Combatives combines integrated weaponry, armor, and augments into a consolidated fighting discipline. 

Martial Arts Manual: N/A

Starting Trait: N/A

Style Type: Hybrid

Style Weapon Categories: Bionic Weaponry, Claws

 

Bionic Combatives 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
Biojutsu Stance Melee 0
Unarmed or Melee
Static - +2 Blocks attempts
Binary Hardening Melee 4
Unarmed or Melee
OnBlock 4 turns
Stacks 3 times
+3 Bash, Cut and Stab armor
Optimization Melee 4
Unarmed or Melee
OnKill 3 turns
Stacks 3 times
Persists when switching styles
+1 Accuracy, +15% damage

Bionic Combatives Techniques

Technique Name Requirements Technique Type Attack Vectors Effects
Measured Strike (melee) Melee 0 Offensive (Normal) Priority: WEAPON 80% move cost
Measured Strike (unarmed) Unarmed 0 Offensive (Normal & Crit) Priority: HAND 80% move cost
Disarm Unarmed 1
Armed opponent
Offensive (Normal) Priority: HAND Disarms opponent, Weighting: 2
Biojutsu Takedown Unarmed 2 Offensive (Normal & Crit) Priority: FOOT Knockdown duration: 2, Weighting: 2
Biojutsu Impale Melee 3 Offensive (Crit) Priority: WEAPON +50% damage, Stun duration: 1
Biojutsu Cleave Melee 5
Opponents nearby
Offensive (Crit) Priority: WEAPON AoE: Wide, Weighting: 2

Advantages:

  • This is the only style in the game to feature an AoE technique (Biojutsu Cleave); when combined with the style's buffs, it becomes powerful against groups.
  • The style can be used armed (for damage and groups) and unarmed (for control).
  • It's one of the most reliable styles due to the way the techniques are set up.
  • Because the Close Quarters Battle CBM boosts all melee skills to 5 and is required to obtain the style, even an unskilled character will have access to all techniques.

Disadvantages

  • CBMs are necessary to get the most out of the style:
  • Without a bionic weapon, half the style is unusable.
  • Arm and Leg Blocking require specific CBMs to use.
  • The Close Quarters Battle CBM is required for the style. This makes the style very difficult to use and learn.
  • The Close Quarters Battle CBM will lower your melee skills to 5 if they are above 5, and it will prevent you from gaining any melee skill experience while active. If you manage to learn the style permanently from it, this is no longer an issue.

Strategies

Once you get past the roadblocks, Bionic Combatives is a fantastic style. It has defense, control when unarmed, and significant damage when armed. Fight unarmed if you need to apply control to an annoying creature and switch to armed to finish it off or deal with weak groups.


Bōjutsu

 "The Way of the Staff" is the Japanese martial art of fighting with a staff. Bōjutsu focuses on maintaining a good stance to block and counterattack effectively.. 

Martial Arts Manual: Bojutsu The Matsumoto System

Starting Trait: N/A

Style Type: Weapon

Style Weapon Categories: Quarterstaves

 

Bōjutsu Buffs

Buff Name Requirements Buff Type Duration Effects
Bōjutsu Stance Static - Blocked damage reduced by 100% of Dexterity.
Skilled Striking Melee 1 Static - Melee skill increases bash damage cap.
Rolling Staff Melee 3 OnMove 1 turn +10% bash damage. Enables "Rolling Strike" technique.


Bōjutsu Techniques

Technique Name Requirements Technique Type Attack Vectors Effects
Front Thrust Melee 1 Offensive (Normal & Crit) Priority: WEAPON
Knee Strike Melee 2 Defensive (Block Counter) Priority: WEAPON -20% move cost, Knockdown duration: 1
Overhead Front Strike Melee 3 Defensive (Block Counter) Priority: WEAPON +40% bash damage.
Rolling Strike Melee 3
Rolling Staff
Offensive (Normal & Crit) Priority: WEAPON -25% move cost, +50% bash damage
Feint Melee 4 Miss Recovery -20% move cost.
Hooking Disarm Melee 5
Armed opponent
Offensive (Normal & Crit) Priority: WEAPON -20% move cost.

Advantages:

  • High damage
  • Blocks with the weapon instead of limbs
  • Quarterstaves also come with a sweep attack technique (down for two turns)
  • Movement buffs and knockdowns help avoid getting surrounded

Disadvantages:

  • Acquiring quarterstaff may be difficult in some starting locations
  • No grab breaks
  • No abilities that help fight multiple enemies at once
  • Ironshod quarterstaff is rare and requires an anvil to craft
  • Clunky inventory management

Strategies

This martial art favors characters with high Dexterity.

Reach melee three as soon as possible to unlock rolling staff. This buff will give a 165% damage modifier on the first strike, stacking with crit. To practice melee, use the craft menu -> practice -> melee (beginner).

Mops and pool sticks are bad improvised weapons, and crafting a proper quarterstaff requires a long stick. The most reliable way to get long sticks is by smashing young trees; consider reaching the nearest forest after starting the game. This may not be an option in many starting locations, like in an apartment tower, mansion, prison or house in the middle of town. In this case you can craft pipe staff from 2 pipe fittings and 3 pipes; these can be acquired by smashing appliances like fridges and washing machines.

Rolling staff can be triggered repeatedly by moving away from enemies, or walking back and forth between two tiles. Movement buffs and downing help with that, but it takes player's skill to recognize when it is safe to walk away.

All staves are long and don't fit in most containers. This means you will have to drop the staff whenever you climb on roof or have to wield something else. This can be prevented by either crafting spear strap (which requires tailoring 3) or by killing a cunning feral. Spear strap will increase encumbrance if worn another weapon strapped to torso, like rifle or shotgun.

Boxing

 Sport of the true gentleman, modern boxing has evolved from the prizefights of the Victorian era. 

Martial Arts Manual: Practical Pugilism

Starting Trait: N/A

Style Type: Unarmed

 

Boxing Buffs

Buff Name Requirements Buff Type Duration Effects
Arm Block Unarmed 0 - Able to block melee attacks with arms
Boxing Stance Unarmed 0 Static - +1 Accuracy, Blocked damage reduced by 50% of Strength
Footwork Unarmed 3 OnMove 1 turn
Stacks 2 times
+1.0 Dodging skill
Counter Chance Unarmed 5 OnDodge 1 turn +25% Bash damage, Enables Cross Counter techniques

Boxing Techniques

Technique Name Requirements Technique Type Attack Vectors Effects
Cross Unarmed 0 Offensive (Normal) Priority: HAND +20% Bash damage
Jab Unarmed 2 Offensive (Normal) Priority: HAND Rapid
Uppercut Unarmed 4 Offensive (Crit) Priority: HAND +40% Bash damage, Stun duration: 1
Cross Counter Unarmed 5
Counter Chance buff
Offensive (Crit) Priority: HAND +50% Bash damage, Knockback distance: 1, Knockdown duration: 1, Stun duration: 1, Weighting: 2

Advantages:

  • All of Boxing's techniques have a higher than normal damage compared to other styles. Counter Chance makes them even stronger!
  • Cross Counter is strong and the Footwork buff makes it easier to trigger.

Disadvantages

  • Cross Counter's knockback can make it difficult to use with Counter Chance since you need to follow your opponent to continue fighting.
  • Counter Chance and Footwork have very short durations and it can be difficult to capitalize on them.

Strategies

Boxing is a solid style with above average damage with a little defense thrown in. Its best to focus on fighting one enemy at a time and let Cross Counter to keep you safe. Cross Counter's knockback gives you a chance to gain Footwork when you follow an enemy, allow additional counters. If you trap an enemy against a wall, you can make use of Counter Chance instead to do more damage.


Brawling

 You're used to hand-to-creature fighting. You know how to fight when unarmed or with any weapon to a certain extent. It's not stylish or sporting, but it gets the job done. 

Martial Arts Manual: N/A

Starting Trait: N/A

Style Type: Hyrbid

Style Weapon Categories: All items

 

Brawling Buffs

Buff Name Requirements Buff Type Duration Effects
Arm Block Unarmed 1 - Able to block melee attacks with arms
Enhanced Blocking Unarmed 5 Static - +1 Block attempt
Autolearn Melee 1 - Characters automatically learn this style

Brawling Techniques

Technique Name Requirements Technique Type Attack Vectors Effects
Feint (unarmed) Unarmed 3 Miss Recovery
Power Hit Unarmed 4 Offensive (Crit) Priority: HAND Knockback duration: 1, Knockback spread: 1, Stun duration: 1
Trip Unarmed 5 Offensive (Crit) Priority: HAND Knockdown duration: 1
Grab Break (unarmed) Unarmed 6 Grab Break
Disarm (unarmed) Unarmed 6
Armed opponent
Offensive (Normal) Priority: HAND Disarms opponent
Feint (melee) Melee 3 Miss Recovery
Grab Break (melee) Melee 6 Grab Break
Disarm (melee) Melee 6
Armed opponent
Offensive (Normal) Priority: WEAPON Disarms opponent

Advantages:

  • Automatically learned at Melee 1. As long as you have even a small bit of combat skill, you can use Brawling.
  • Brawling can be used unarmed or with any weapon.
  • Gains a wide variety of techniques that can be used armed or unarmed.

Disadvantages

  • It takes longer to learn all of the techniques compared to the other styles.
  • No improved damage and minor defense. Your power is based mostly on the weapon you use.
  • You will need to train both Unarmed and Melee to get the entire set of techniques.


Strategies

Brawling is the ultimate backup style. If you are not sure what style to use at any point, you can fall back to using Brawling. Brawling doesn't have much in strategy, just equip your best weapon and start swinging. If you need some sort of control, switch to unarmed Brawling to use Trip and Power Hit.


Capoeira

 A dance-like style with its roots in Brazilian slavery, Capoeira is focused on fluid movement and sweeping kicks. 

Martial Arts Manual: Capoeira 100

Starting Trait: Self-Defense Classes

Style Type: Unarmed

 

Capoeira Buffs

Buff Name Requirements Buff Type Duration Effects
Capoeira Stance Unarmed 0 Static - +1 Dodge attempts, +1.0 Dodging skill
Capoeira Tempo Unarmed 1 OnAttack 1 turns
Stacks 3 times
+5% Bash damage
Capoeira Momentum Unarmed 2 OnMove 3 turns +1.0 Dodging skill, Enables Spin Kick and Sweep Kick techniques

Capoeira Techniques

Technique Name Requirements Technique Type Attack Vectors Effects
Push Kick Unarmed 0 Offensive (Normal) Priority: FOOT +20% Bash damage
Sweep Kick Unarmed 2
Capoeira Momentum buff
Offensive (Normal) RANDOM: FOOT, LOWER_LEG 75% move cost, +20% Bash damage, Knockdown duration: 1, Weighting: 2
Feint Unarmed 3 Miss Recovery
Circle Kick Unarmed 4 Offensive (Crit) Priority: FOOT +40% Bash damage
Spin Kick Unarmed 5
Capoeira Momentum buff
Offensive (Crit) Priority: FOOT 75% move cost, +40% Bash damage, Stun duration: 1, Weighting: 2

Advantages:

  • The kicks do good damage and are fast.
  • Capoeira improves your Dodging skill by a decent amount as long as you remember to move.
  • Capoeira Tempo helps make the most of a missed attack.

Disadvantages

  • If you can't move, you can't gain access to the stronger kicks or dodging skill bonus.
  • Getting hit by a Grab attack is very bad.

Strategies

To get the most out of Capoeira, you need occasionally move to keep Capoeira Momentum active. With this buff active, you are better at dodging and get access to the better techniques of the style. Knowning when and where to move and when to attack is the most important aspect of this style.


Crane Kung Fu

 One of the five Shaolin animal styles. The Crane uses intricate hand techniques and jumping dodges. 

Martial Arts Manual: The Red Crane

Starting Trait: Shaolin Adept

Style Type: Unarmed

 

Crane Kung Fu Buffs

Buff Name Requirements Buff Type Duration Effects
Arm Block Unarmed 3 - Able to block melee attacks with arms
Crane's Precision Unarmed 0 Static - Dexterity determines bonus bash damage instead of Strength
Crane Stance Unarmed 0 Static - +2.0 Dodging skill
Crane's Flight Unarmed 1 OnDodge 3 turns +1 Accuracy, +1.0 Dodging skill, Enables Crane Kick and Crane Strike techniques
Crane's Grace Static 5 OnDodge +2 Dodge attempt

Crane Kung Fu Techniques

Technique Name Requirements Technique Type Attack Vectors Effects
Crane Wing Unarmed 0 Miss Recovery
Crane Kick Unarmed 2 Offensive (Normal & Crit)
Crane's Flight buff
Priority: FOOT +25% bash damage, Knockback duration: 1
Crane Flap Unarmed 3 Grab Break
Crane Strike Unarmed 2 Offensive (Normal & Crit)
Crane's Flight buff
Priority: WRIST +50% bash damage, Stun duration: 2

Advantages:

  • High dexterity improves damage as well as defense.
  • Crane Kung Fu is good at "keep away" thanks to Crane Kick, Grab Break, and Dodging skill bonus buffs.
  • Provides powerful control effects with both of its techniques.

Disadvantages

  • Both techniques require you to dodge an attempt before they can be used.
  • Not very good unless you completely focus on Dexterity.
  • Not as damaging as offensive styles.

Strategies

Crane Kung Fu is the most offensive, defensive style in the game. While most defensive styles disregard offensive techniques, Crane Kick and Crane Strike not only protects you with decent control effects but they provide decent damage bonuses too. Combined with Crane's Precision, you will be able to hold your own against most threats. However, you must first dodge an attack before you can use your techniques. Crane Kung Fu favors solo fights but can handle small groups with a little practice.


Dragon Kung Fu

 One of the five Shaolin animal styles. The Dragon uses fluid movements and hard strikes. 

Martial Arts Manual: The Jade Dragon

Starting Trait: Shaolin Adept

Style Type: Unarmed

 

Dragon Kung Fu Buffs

Buff Name Requirements Buff Type Duration Effects
Arm Block Unarmed 2 - Able to block melee attacks with arms
Dragon Wing Unarmed 2 OnDodge 3 turns +10% bash damage
Dragon's Vortex Unarmed 2 OnBlock 3 turns +10% bash damage
Dragon Power Unarmed 3 OnPause 2 turns +2 Block effectiveness, +1.0 Dodging Skill, Blocked damage reduced by 100% of Intelligence.

Dragon Kung Fu Techniques

Technique Name Requirements Technique Type Attack Vectors Effects
Dragon Claw Unarmed 0 Offensive (Normal & Crit) Priority: HAND +20% bash damage
Dragon Tail Unarmed 4 Offensive (Crit) RANDOM: FOOT, LOWER_LEG +40% Bash damage, Knockdown duration: 1
Dragon Strike Unarmed 5
Downed opponent
Offensive (Crit) Priority: HAND +50% Bash damage, Stun duration: 1

Advantages:

  • All techniques do good damage and Dragon Tail and Dragon Strike have controlling effects.
  • Dodging and Blocking make your attacks stronger and using Dragon Power makes it easier to do both.

Disadvantages

  • All of Dragon Kung Fu's techniques compete with each other when you crit. It can be hard to get the technique you want at the right time.
  • You need to invest in Intelligence to get the most out of the style.

Strategies

Dragon Kung Fu rewards players for successfully defending by improving their offense for a short time. Likewise, a successful critical hit will help protect the player by inflicting a status condition on the enemy. Dragon Kung Fu works well as a patient style that defends first then attacks repeatedly to eliminate their would be assailant.

Eskrima

 Eskrima, also known as Kali, is a Filipino martial art. It emphasizes rapid strikes with knife and baton weapons, along with a variety of improvised substitutes. 

Martial Arts Manual: Practical Eskrima

Starting Trait: Melee Weapon Training

Style Type: Weapon

Style Weapon Categories: Knives, Batons, Short Swords, Claws, Shivs

 

Eskrima Buffs

Buff Name Requirements Buff Type Duration Effects
Eskrima Stance Melee 0 Static - +2 Accuracy
Eskrima Combination Melee 2 OnHit 3 turns
Stacks 3 times
+15% damage, Enables Combination Strike technique

Eskrima Techniques

Technique Name Requirements Technique Type Attack Vectors Effects
Snap Strike Melee 0 Offensive (Normal) Priority: WEAPON 80% move cost
Fan Strike Melee 2 Offensive (Normal) Priority: WEAPON 75% move cost
Combination Strike Melee 2
Eskrima Combination buff
Offensive (Normal) Priority: WEAPON 80% move cost, +50% damage
Stunning Strike Melee 3 Offensive (Crit) Priority: WEAPON 80% move cost. Stun duration: 1
Round Strike Melee 4 Offensive (Normal) Priority: WEAPON 60% move cost
Low Strike Melee 4 Offensive (Crit) Priority: WEAPON Knockdown duration: 1

Advantages:

  • Eskrima is the fastest of all weapon styles. You have a lot of chances to attack which allows you to fight against groups to an extent.
  • The large amount of improvised weapons makes it easier to use than most weapon styles.
  • Eskrima crits can knockdown or stun an opponent while also activating Eskrima Combination.

Disadvantages

  • Eskrima lacks in damage due to its weapon selection.

Strategies

Eskrima is the easiest weapon style to use. Its broad weapon selection means you will always have something you can use and its fast techniques let you deliver multiple strikes before your opponents can retaliate. However, late game enemies with armor like Zombie Hulks and Skeletal Juggernauts are going to be a problem. If you can't damage something with Combination Strike, you are not going to be able to win the fight.

Fencing

 The noble art of fencing is taught with flexible competition blades, but the techniques are derived from (and applicable to) more functional examples. 

Martial Arts Manual: The Modern Swordsman

Starting Trait: Melee Weapon Training

Style Type: Weapon

Style Weapon Categories: Fencing Weaponry

 

Fencing Buffs

Buff Name Requirements Buff Type Duration Effects
Fencing Stance Melee 0 Static - Blocked damage reduced by 50% of Dexterity
Parry Melee 1 OnBlock 1 turn +1 Accuracy, Enables Fencing Reposte technique
Remise Melee 3 OnMiss 1 turn +1 Accuracy, Enables Compound Attack technique
Counter Time Melee 4 OnPause 1 turn +2 Block effectiveness, Enables Compound Attack technique

Fencing Techniques

Technique Name Requirements Technique Type Attack Vectors Effects
Fencing Lunge Melee 2 Offensive (Normal & Crit) Priority: WEAPON 80% move cost
Compound Attack (Remise) Melee 3
Compound Attack buff
Offensive (Normal & Crit) Priority: WEAPON +25% damage, Weighting: 4
Compound Attack (Counter Time) Melee 4
Counter Time buff
Offensive (Normal & Crit) Priority: WEAPON +25% damage, Weighting: 4
Feint Melee 4 Miss Recovery
Fencing Reposte Melee 5
Parry buff
Offensive (Normal & Crit) Priority: WEAPON +20% damage, Stun duration: 1

Advantages:

  • Fencing's biggest benefit is its Accuracy bonuses. Even missing will improve Accuracy. Combined with a good weapon, you should never have trouble hitting something.
  • The style is quicker than normal thanks to Fencing Lunge.

Disadvantages

  • All the bonus damage comes from attacks that you need to "set up".
  • The OnMiss version of Compound Attack is something you will "grow out of" when you level up Melee since you need to miss to activate it.

Strategies

Fencing works best in a one-on-one situation but Fencing Reposte might be able to protect you if another enemy or two joins the fight. Finding a good weapon to fence with is a high priority for user of this style. Without it, you are not going to be able to fight armored opponents.


Fior Di Battaglia

Fior Di Battaglia is a Historical European martial art (HEMA).

 Medieval Europe's martial techniques for fighting with polearms. The "Flower of Battle" places great focus on countering one's opponent and knocking them down before landing a killing blow. 

Martial Arts Manual: Fior Di Battaglia

Starting Trait: Melee Weapon Training

Style Type: Weapon

Style Weapon Categories: Hooing Weaponry

 

Fior Di Battaglia Buffs

Buff Name Requirements Buff Type Duration Effects
Stand Your Ground Melee 0 Static - +1 Block attempts, +2 Block Effectiveness, -1.0 Dodging skill, Blocked damage reduced by 50% of Strength
Tactical Retreat Melee 0 OnMove 2 turns -1 Block attempts, -2 Block Effectiveness, +1.0 Dodging skill, Blocked damage increased by 50% of Strength, Forbids High Round Strike technique
Defense Break Melee 1 OnBlock 1 turn
Stacks 3 times
+1 Accuracy, Enables Displace and Hook technique
Tactical Feinting Melee 3 OnMiss 2 turn, Enables Hook and Drag technique

Fior Di Battaglia Techniques

Technique Name Requirements Technique Type Attack Vectors Effects
High Round Strike Melee 2
No Tactical Retreat buff
Offensive (Normal) Priority: WEAPON +10% damage
High Round Feint Melee 2 Miss Recovery
Displace and Hook Melee 4
Defense Break buff
Offensive (Normal & Crit) Priority: WEAPON -50% damage, Knockdown duration: 2, Weighting: 2
Grab Break Melee 4 Grab Break
Hook and Drag Melee 3
Tactical Feinting buff
Offensive (Normal) Priority: WEAPON -50% damage, Knockdown duration: 2
Colpo di Grazia Melee 5
Downed Opponent
Offensive (Crit) Priority: WEAPON +50% damage, Weighting: 2

Advantages:

  • This style has a lot of focus on blocking, making it extremely good defensively.
  • Colpo di Grazia can do a lot of damage with a strong weapon.
  • Works well against groups as long as you do not move.

Disadvantages

  • Stand Your Ground is negated if you move. If you find you're in over your head against a group, it can be very hard to get away.
  • Most of the good parts of the style come from blocking. Successfully dodging an attack will not allow you to make use of most of what makes Fior Di Battaglia worthwhile.
  • Colpo di Grazia requires some set up to trigger and you may not be able to use it when you need it the most.

Strategies

Aside from finding a good weapon, proper positioning is the most important thing when using Fior Di Battaglia. You can handle groups easily if you find the right place to stand. If you need to move, do it sooner rather than later. Lastly, be on the lookout for when you knock an opponent down. If you can crit that opponent, you will deal heavy damage with Colpo di Grazia.

Judo

 Judo is a martial art that focuses on grabs and throws, both defensive and offensive. 

Martial Arts Manual: Kodokan Judo

Starting Trait: Martial Arts Training

Style Type: Hybrid

Style Weapon Categories: Claws

 

Judo Buffs

Buff Name Requirements Buff Type Duration Effects
Judo Stance Unarmed 0 Static - Immune to most knockdown effects, Counter Grab attacks with a Judo Throw
Perfect Position Unarmed 4 OnDodge 1 turn +30% bash damage

NOTE: "Judo Throw" is a hardcoded counter that works against the standard Grab attack of zombies and the Biojutsu Takedown of the Zombie bio-operator. If the player resists the grab and successes on an to-hit check, the player will deal 10-20 + bash damage equal to their Unarmed skill level and knock down the attacker for 5 turns.


Judo Techniques

Technique Name Requirements Technique Type Attack Vectors Effects
Throw Unarmed 0 Offensive (Normal & Crit) Priority: THROW +25% Bash damage, Knockdown duration: 1
Disarming Throw Unarmed 1
Armed opponent
Offensive (Normal) Priority: THROW Disarms opponent
Back Throw Unarmed 2 Offensive (Crit) Priority: THROW +50% Bash damage, Knockdown duration: 1, Opponent is moved to the opposite side of the user
Grab Break Unarmed 3 Grab Break

Advantages:

  • Judo Stance makes you immune to most knock downs.
  • You can counter Grab attacks, takedowns, and also have a dodge counter.
  • Back Throw lets you move opponents in a way that no other style can.

Disadvantages

  • Once your opponent is on the ground, all you can do is normal attacks until they stand up. It takes longer overall to kill with Judo.
  • Back Throw can potentially cause you to become surrounded if you are not careful in groups.
  • Despite the crowd control options, groups can be very dangerous if you are not careful and plan ahead.

Strategies

Judo is very good at disabling opponents because every attack will causes knockdown. Since knockdown techniques cannot effect Downed opponents, it might be wise to attack a different target while your first opponent tries to recover. Even though you can fight groups, make sure you don't trap yourself with Back Throw.


Karate

 Karate is a popular martial art, originating from Japan. It focuses on rapid, precise attacks, blocks, and fluid movement. 

Martial Arts Manual: The Shotokan Karate Handbook

Starting Trait: Martial Arts Training

Style Type: Hyrbid

Style Weapon Categories: Quarterstaves

 

Karate Buffs

Buff Name Requirements Buff Type Duration Effects
Arm Block Unarmed 2 - Able to block melee attacks with arms
Karate Stance Unarmed 0 Static - +2 Accuracy
Karate Kata Unarmed 3 OnHit 2 turns +1 Dodge attempts, +1 Block attempts, -10% move cost, blocked damage reduced by 50% of Strength

Karate Techniques

Technique Name Requirements Technique Type Attack Vectors Effects
Roundhouse Kick Unarmed 0 Offensive (Normal) Priority: FOOT +20% Bash damage
Backfist Strike Unarmed 1 Offensive (Normal) Priority: HAND Rapid
Knifehand Strike Unarmed 4 Offensive (Crit) Priority: HAND +40% Bash damage, Stun duration: 1
Staff Strike Melee 3 Offensive (Normal) Priority: WEAPON 90% move cost
Heavy Staff Strike Melee 4 Offensive (Crit) Priority: WEAPON +10% damage, Knockdown duration: 1

Advantages:

  • All of Karate's gameplay is straightforward.
  • Karate Kata is a powerful buff that makes group combat easier.
  • Being able to use quarterstaves improves allows the style to be used at all stages of gameplay.

Disadvantages

  • Karate lacks complexity and that means it doesn't get the tools that other styles have such as a Grab Break, Feint, damage buffs, etc.
  • You must have Unarmed 3 if you want to use Karate Kata with a weapon.
  • Karate Kata only lasts 2 turns and is your primary tool for group defense. If you need to fight a group, you MUST keep landing hits to stay alive. If you need to run, there is a good chance Karate Kata will wear off and you will be in trouble.

Strategies

Karate is not a complicated style. Karate Stance makes you more likely to hit and activates Karate Kata. Karate Kata gives you more chances to dodge and block. Blocking lets you counterattack. You can even use quarterstaves to boost your damage later on. Sometimes the simplest approach to combat is the best one.


Kickboxing

 A martial art that combines western boxing with elements of Karate, Taekwondo, Muay Thai, and Savate, particularly in the use of kicks. 

Martial Arts Manual: The Ultimate Guide to Kickboxing

Starting Trait: Martial Arts Training

Style Type: Unarmed

 

Kickboxing Buffs

Buff Name Requirements Buff Type Duration Effects
Arm Block Unarmed 2 - Able to block melee attacks with arms
Leg Block Unarmed 4 - Able to block melee attacks with legs
Kick Stance Unarmed 0 Static - Blocked damage reduced by 50% of Strength, +1.0 Dodging skill

Kickboxing Techniques

Technique Name Requirements Technique Type Attack Vectors Effects
Jab Unarmed 0 Offensive (Normal) Priority: HAND Rapid
Roundhouse Kick Unarmed 0 Offensive (Normal) Priority: FOOT +20% damage
Side Kick Unarmed 2 Offensive (Normal) Priority: FOOT +20% damage
Straight Knee Unarmed 3 Offensive (Crit) Priority: KNEE +40% damage, Stun duration: 1
Uppercut Unarmed 4 Offensive (Crit) Priority: HAND +40% damage, Stun duration: 1
Flying Knee Unarmed 5 Offensive (Crit) Priority: KNEE +40% damage, Stun duration: 1

Advantages:

  • Easy and straight forward style to use.

Disadvantages

  • Lacks defense against groups.
  • Multiple technique do the same thing and are redundant.


Strategies

No really strategy is invoked in using Kickboxing. Just turn it on and start attacking.


Krav Maga

 Originating in Israel, Krav Maga is based on taking down an enemy quickly and effectively. It focuses on applicable attacks rather than showy or complex moves. Popular among police and armed forces everywhere. 

Martial Arts Manual: Complete Krav Maga

Starting Trait: Self-Defense Classes

Style Type: Hyrbid

Style Weapon Categories: Automatic Rifles, AutomaticPistols, Knives, Batons, Shivs

 

Krav Maga Buffs

Buff Name Requirements Buff Type Duration Effects
Arm Block Unarmed 2 - Able to block melee attacks with arms
Leg Block Unarmed 4 - Able to block melee attacks with legs
Krav Maga Stance Unarmed 0 Static - +1 Accuracy, +1 Block attempts
Strike Vitals Unarmed 4 OnBlock 1 turn +5% Critical Hit Chance

Krav Maga Techniques

Technique Name Requirements Technique Type Attack Vectors Effects
Jab Unarmed 1
Melee or Unarmed
Offensive (Normal) Priority: WEAPON, HAND Rapid
Cheapshot Unarmed 2
Melee or Unarmed
Offensive (Crit) Priority: WEAPON
Random: HAND, FINGERS, ELBOW, LOWER_LEG, FOOT, HEAD
Stun duration: 1
Grab Break Unarmed 3
Melee or Unarmed
Grab Break
Takedown Unarmed 3
Melee or Unarmed
Offensive (Normal & Crit) Priority: THROW Knockdown duration: 1
Bone Breaker Unarmed 4
Humanoid opponent
Downed opponent
Stunned opponent
Offensive (Crit) Priority: GRAPPLE +100% Bash damage, gains Bash armor penetration equal to 100% of Strength, Stun duration: 1, Weighting: 2

Advantages:

  • Krav Maga is a "jack of trades" style. It gains access to stuns, a knockdown, a Grab Break, a disarm, and can be used unarmed and armed.
  • Bone Breaker is a very strong unarmed technique that will ruin your opponent's day.
  • The stunning and knockdown capabilities of this style can lessen the risk of zombies being able to bite the player, vomit acid onto the player and overall prevents monsters from using their special attacks easily.

Disadvantages

  • Nearly all of Krav Maga's offensive techniques are restricted in some way.
  • Guns are not meant to do good close range damage. Krav Maga might be able to finish off a weaken opponent but using a gun in melee is usually worse than using a melee weapon.

Strategies

Just like everything that is a "jack of all trades", it's important to make sure you don't spread yourself too thin. In Krav Maga's case, this means making sure you do not get caught in a bad position while trying to do something else. For example, getting attacked in close range while using a gun or trying to use Bone Breaker on a zombie as more enemies approach. Krav Maga can do a lot but it's up to the player to figure out which approach is best for a given situation.


Leopard Kung Fu

 One of the five Shaolin animal styles. The Leopard focuses on rapid, strategically planned strikes. 

Martial Arts Manual: The Deaf Leopard

Starting Trait: Shaolin Adept

Style Type: Unarmed

 

Leopard Kung Fu Buffs

Buff Name Requirements Buff Type Duration Effects
Leopard's Strategy Unarmed 0 Static - Dexterity determines bonus bash damage instead of Strength
Leopard's Ambush Unarmed 0 Static - Gain Critical Hit Chance equal to Dexterity
Leopard's Agility Unarmed 1 OnCrit 2 turns +1.0 Dodging skill, Enables Leapoard Pounce technique

Leopard Kung Fu Techniques

Technique Name Requirements Technique Type Attack Vectors Effects
Leopard Swipe Unarmed 0 Offensive (Normal) Priority: HAND Rapid
Leopard Claw Unarmed 1 Offensive (Crit) Priority: HAND +30% Bash damage, 80% move cost
Leopard Fist Unarmed 3 Offensive (Crit) Priority: HAND 50% move cost, Stun duration: 1
Leopard Paw Unarmed 4 Miss Recovery
Leopard Pounce Unarmed 5
Leopard's Agility
Offensive (Crit) Priority: HAND +100% Bash damage, 80% move cost, Knockdown distance: 1

Advantages:

  • Leopard Kung Fu is a fast style that gains a lot of benefit from a high Dexterity.
  • Leopard's Stalk and Leopard's Pounce are strong ways to begin combat.
  • Dexterity improves your damage instead of Strength.

Disadvantages

  • Leopard Kung Fu doesn't have a way to block or break grabs. Dodging is your only defense.
  • You are very reliant on scoring critical hits. Without a crit, your damage is very subpar.

Strategies

If you want to do lots of critical hits, Leopard Kung Fu is your style. Style offers a lot of fast ways to attack enemies with respectable damage. However, you do not have the defense of other styles so you need to make sure you can win fights you start. If you cannot damage an enemy with Lepoard Pounce, you are unlikely to win.


Medieval Swordsmanship

 The art of the longsword and sword & shield, preceding the later development of fencing. Designed for combat both unarmored and in armor, it includes grappling as well as defensive and offensive sword techniques. 

Martial Arts Manual: Historic European Swordfighting

Starting Trait: Melee Weapon Training

Style Type: Weapon

Style Weapon Categories: Swords, Medieval Swords

 

Medieval Swordsmanship Buffs

Buff Name Requirements Buff Type Duration Effects
Swordsman's Stance Melee 0 Static - +1 Block attempt, Blocked damage reduced by 50% of Strength
Conserve Momentum Melee 2 OnHit 2 turns -20% move cost
Half Swording Melee 3 OnPause 2 turns -1 Accuracy, Blocked damage reduced by 50% of Strength
Mastercut Melee 5 OnBlock 1 turn +10 damage, -10% move cost

Medieval Swordsmanship Techniques

Technique Name Technique Type Requirements Attack Vectors Effects
Flow Drills Melee 1 Miss Recovery
Lethal Strike Melee 3
Half Swording buff
Offensive (Normal & Crit) Priority: WEAPON Gain Cut and Stab Armor Penetration equal to 150% of Strength, 0% Bash damage
Grab Melee 4
Half Swording buff
Offensive (Normal & Crit) Priority: WEAPON 50% Cut damage, 33% Stab damage, Knockown duration: 2

Advantages:

  • Conserve Momentum and Mastercut give a much needed speed boost to heavier weapons.
  • Half Swording allows gives you access to crowd control and armor penetration techniques.

Disadvantages

  • Weapons make the style. If you can't find a good weapon, the style isn't going to help you very much.
  • Because Half Swording is an OnPause buff, you might trigger it by accident when you don't want to.

Strategies

If you can get a good weapon, Medieval Swordsmanship will take you very far. Most of the style is support based and gives you ways to control groups. Use Half Swording when you need are fighting a dangerous opponent to apply knockdown with Grab. As long as you don't let the groups get too big, you should be fine.


Muay Thai

 Also referred to as the "Art of 8 Limbs," Muay Thai is a popular fighting technique from Thailand that uses powerful strikes. 

Martial Arts Manual: Ultimate Muay Thai

Starting Trait: Self-Defense Classes

Style Type: Unarmed

 

Muay Thai Buffs

Buff Name Requirements Buff Type Duration Effects
Arm Block Unarmed 2 - Able to block melee attacks with arms
Leg Block Unarmed 4 - Able to block melee attacks with legs
Muay Thai Stance Unarmed 0 Static - Blocked damage reduced by 50% of Strength
Determination Unarmed 3 OnGetHit 5 turns Bash damage increased by 25% of Strength, Blocked damage reduced by 50% of Strength

Muay Thai Techniques

Technique Name Requirements Technique Type Attack Vectors Effects
Power Kick Unarmed 0 Offensive (Normal & Crit) Random: FOOT, LOWER_LEG +30% damage
Elbow Strike Unarmed 1 Offensive (Crit) Priority: ELBOW 50% move cost
Grab Break Unarmed 3 Grab Break
Flying Knee Unarmed 5 Offensive (Crit) Priority: KNEE +40% Bash damage, Stun duration: 1

Advantages:

  • Muay Thai's techniques can do a large amount damage in a short amount of time.
  • Having high Strength really shines when using Muay Thai.

Disadvantages

  • While the style does have some blocked damage reduction, it doesn't have any way to handle groups of enemies other than trying to kill them as fast as possible.
  • Critical hits are where most of the damage comes from in Muay Thai. All three techniques will compete with each other to be the randomly choosen technique for a crit and you may not always get the one you want.

Strategies

Muay Thai favors high Strength and battles of attrition. It isn't very good against groups but can do pretty well against a single, strong opponent. If you do have to fight a group, focus on one weaker target at a time to thin out the numbers.


Ninjutsu

 Ninjutsu is a martial art and set of tactics used by ninja in feudal Japan. It focuses on rapid, precise, silent strikes. 

Martial Arts Manual: Essence of Ninjutsu

Starting Trait: Self-Defense Classes

Style Type: Hyrbid

Style Weapon Categories: Medium Swords, Long Swords, Short Swords, Knives, Quarterstaves, Claws

 

Ninjutsu Buffs

Buff Name Requirements Buff Type Duration Effects
Arm Block Unarmed 3 - Able to block melee attacks with arms
Ninjutsu Stance Unarmed 0 Static - Attacks are Quiet (generates no noise), movement is stealthy (generates 50% base noise)
Sneak Attack Unarmed 0
No Loss of Surprise buff
Static - +25% Critical Hit Chance
Loss of Surprise Unarmed 0 OnAttack 3 turns
Persists when switching styles
-25% Critical Hit Chance
Momentum Shift Unarmed 2 OnMove 2 turns +1.0 Dodge skill, Accuracy increased by 20% of Dexterity
Escape Plan Melee 3 OnKill 3 turns
Persists when switching styles
+2 Dodge attempts, +10 Speed

Ninjutsu Techniques

Technique Name Requirements Technique Type Attack Vectors Effects
Swift Strike (normal) Melee 2
Unarmed or Melee
Offensive (Normal) Priority: WEAPON
Random: HAND, ELBOW, LOWER_LEG, FOOT
80% move cost
Swift Strike (crit) Melee 2
Unarmed or Melee
No Lose of Surprise buff
Offensive (Crit) Priority: WEAPON
Random: HAND, ELBOW, LOWER_LEG, FOOT
80% move cost
Assassinate Melee 5 Offensive (Crit) Priority: WEAPON +30% damage, Stun duration: 1 turn
Ninjutsu Takedown Unarmed 5 Offensive (Crit) Priority: THROW +100% bash damage, Knockdown duration: 2 turns, Stun duration: 2 turns

Advantages:

  • With the right weapon and a critical hit, you can do so much damage on your first attack that you might outright kill your opponent.
  • Slient attacks and stealthy movement allow you to pick and choose your fights in areas with less light.

Disadvantages

  • Your first attack can make or break how you perform in combat.
  • As a hit-and-run style, you are going to spend a lot of time moving around just to get in a few good hits.
  • Being stealth doesn't really matter if your enemies can see you from 20 tiles away.

Strategies

It takes a bit of effort to use the stealth aspect of Ninjutsu. Explore at night and pick off lone enemies one by one. While you cannot benefit from Sneak Attack if you attack repeatedly, you do not suffer any other damage penalties for doing so or you can make your attacks count to make the best out of not so sneaky Sneak Attack damage buff. Just watch out for groups!


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. 

Martial Arts Manual: The Book Of Five Rings

Starting Trait: Melee Weapon Training

Style Type: Weapon

Style Weapon Categories: Swords, Bionic Swords, Japanese Swords

 

Niten Ichi-Ryu Buffs

Buff Name Requirements Buff Type Duration Effects
Niten Ichi-Ryu Stance Melee 0 Static - Gain Bash and Cut Armor Penetration equal to 50% of Perception, Blocked damage reduced by 100% of Perception.
Waning Moon Melee 0 OnMove 1 turn -5.0 Dodging skill
Falling Leaf Melee 0 OnAttack 1 turn
Stacks 5 times
-1.0 Dodging skill, -5% damage
Stillness Melee 0 OnPause 1 turn +2 Accuracy, Dodge skill increased by 50% of Perception
Moonlight Melee 5 OnDodge 1 turn Enables "In-One Timing"

Niten Ichi-Ryu Techniques

Technique Name Requirements Technique Type Attack Vectors Effects
Feint Melee 2 Miss Recovery 80% move cost
Red Leaf's Cut Melee 3 Offensive (Normal) Priority: WEAPON Knockdown duration: 1
Flowing Water Cut Melee 4 Offensive (Normal) Priority: WEAPON 175% move cost, +100% Bash and Cut damage
Fire and Stone's Cut Melee 5 Offensive (Crit) Priority: WEAPON +50% Bash and Cut damage, Stun duration: 1
In-One Timing Melee 5
Moonlight buff
Offensive (Normal & Crit) Priority: WEAPON 50% move cost, +50% Bash and Cut damage, Stun duration: 1

Advantages:

  • Niten Ichi-Ryu has the highest damage of any style, even with the worst weapons available.
  • A properly timed pause can grant an extremely high Dodging skill bonus.

Disadvantages

  • You MUST pause once in awhile to clear the negative buffs. Trying to attack recklessly will result in you taking a lot of damage.
  • A combination of increased technique move cost and losing Dodging skill makes this style the absolute WORST style to use against groups.
  • Getting Grabbed is really bad too.

Strategies

Niten Ichi-Ryu is the most complicated style to play. Play right and you will do very high damage. Play wrong and you will die pretty quickly. The style is meant to be played with as little movement as possible to avoid the Waning Moon buff. Attack as needed with the ocassion pause to gain the Moonlight buff and clear the Falling Leaf buff. Avoid groups unless you are sure you can kill them very fast. Even if you are killing things in one hit, it still possible to be overwhelmed.


Pankration

 An ancient Greek martial art once used by the Spartans. It combines boxing and wrestling techniques to create a brutal sport, though modern revival of the art is less of no-holds-barred in nature. 

Martial Arts Manual: The Modern Pankratiast

Starting Trait: Martial Arts Training

Style Type: Unarmed

 

Pankration 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
Counter Chance Unarmed 1 OnDodge 1 turn +10% Bash damage. Enables "Close Combat" buff
Close Combat Unarmed 4
Close Combat buff
OnHit - +20% Bash damage

Pankration Techniques

Technique Name Requirements Technique Type Attack Vectors Effects
Cross Unarmed 0 Offensive (Normal) Priority: HAND +20% damage
Kick Unarmed 2 Offensive (Crit) Priority: FOOT Stun duration: 2
Grab Break Unarmed 3 Grab Break
Grab and Knee Unarmed 3
Stunned opponent
Offensive (Normal) Priority: KNEE 50% move cost, Weighting: 3
Arm Lock Unarmed 4
Stunned opponent
Offensive (Normal & Crit) Priority: GRAPPLE +25% damage, Disarms opponent, Stun duration: 1, Weighting: 3
Grab and Toss Unarmed 5
Stunned opponent
Offensive (Crit) Priority: THROW +100% Bash damage, gains Bash armor penetration equal to 100% of Strength, Knockback distance: 2, Knockback spread: 2, Knockdown duration: 2, Weighting: 3

Advantages:

  • Pankration is really good at locking down a single opponent.
  • The stun from Kick lasts longer than most of the other crit techniques.

Disadvantages

  • The most damaging techniques in Pankration require you to stun an opponent before you can use them.
  • This style can be hard to use against groups.

Strategies

Pankration's greatest strength is the ability to completely lock down an opponent while killing them. Granted, Grab and Toss can make that harder but you are very likely to get a bunch of hits in prior to that happening and you can always follow the enemy to continue the fight.


Silat

 Pentjak Silat, of Indonesian origin, is a fighting style that covers the use of short blades and bludgeons. 

Martial Arts Manual: The Indonesian Warrior

Starting Trait: Melee Weapon Training

Style Type: Weapon

Style Weapon Categories: Knives, Batons, Quarterstaves, Short Swords, Polearms

 

Silat Buffs

Buff Name Requirements Buff Type Duration Effects
Silat Stance Melee 0 Static - +1 Dodge atttemps
Silat Appraisal Melee 1 OnDodge 2 turns
Stacks 3 times
Accuracy increased by 15% of Dexterity
Silat Ambush Melee 1 OnMove 1 turn +5% Critical Hit Chance

Silat Techniques

Technique Name Requirements Technique Type Attack Vectors Effects
Hamstring Melee 2 Offensive (Crit) Priority: WEAPON Knockdown duration: 2
Vicious Precision Melee 3
Downed opponent
Offensive (Normal & Crit) Priority: WEAPON +33% damage, Weighting: 2
Dirty Hit Melee 4 Offensive (Crit) Priority: WEAPON Stun duration: 2
Silat Brutality Melee 5
Stunned opponent
Offensive (Normal & Crit) Priority: WEAPON +33% damage, Weighting: 2

Advantages:

  • Silat can both stun and down opponents, allowing you to finish them off with high damaging techniques.
  • With enough Dexterity, Silat Appraisal can generate a lot of bonus Accuracy.

Disadvantages

  • Silat has a heavy reliance on critical hits. If you can't crit, Silat will not be very effective.
  • You can't stack Silat Appraisal unless you are fighting more than one opponent.

Strategies

Silat is mixed style that focuses on harassing one opponent while having defense against groups. Target the weakest enemies first for best results. If your skills are high enough to crit often, you can alternate your attacks to control multiple opponents at once.


Snake Kung Fu

 One of the five Shaolin animal styles. The Snake focuses on sinuous movement and precision strikes. 

Martial Arts Manual: The Black Snake

Starting Trait: Shaolin Adept

Style Type: Unarmed

 

Snake Kung Fu Buffs

Buff Name Requirements Buff Type Duration Effects
Arm Block Unarmed 2 - Able to block melee attacks with arms
Snake's Sight Unarmed 0 Static - Perception determines bonus Accuracy and damage instead of Dexterity and Strength
Snake's Coil Unarmed 1 OnPause 4 turns
Stacks 3 times
+1 Accuracy, +5% Critical Hit Chance, Enables Snake Strike trechnique
Snake Bite Unarmed 2 OnHit 3 turns
Stacks 4 times
Gain Armor Penetration equal to 25% of Perception.
Snake Fang Unarmed 3 OnCrit 1 turn Gain Armor Penetration equal to 100% of Perception.
 Aim as your opponents approve and attack their weakness without mercy! 

Snake Kung Fu Techniques

Technique Name Requirements Technique Type Attack Vectors Effects
Snake Snap Unarmed 0 Dodge Counter (Normal) Priority: HAND Rapid
Snake Slide Unarmed 4 Miss Recovery
Snake Slither Unarmed 4 Grab Break
Snake Strike Unarmed 5
Snake's Coil buff
Offensive (Crit) Priority: HAND +50% bash damage, gain Armor Penetration equal to 100% of Perception, Stun duration: 1

Advantages:

  • Snake Kung Fu has the largest amount of armor penetration in the game, but only for a brief time.
  • This style has all the basic techniques that makes a style good: Rapid, Feint, Grab Break and even a stun.

Disadvantages

  • You need time to "charge up" Snake's Coil and doing it in the middle of combat probably isn't a good idea.
  • You need to pause at least once in a while to get Snake's Coil because it is required to use Snake Strike.
  • Armor penetration will let an attack ignore armor but it has no effect beyond negating the armor. If an opponent with little or no armor is attacked, their armor will be negated but any extra armor penetration will have no effect.

Strategies

Stacking Snake's Coil is the best course of action when using Snake Kung Fu. Let enemies come to you while you prepare Snake's Coil. Attack the first enemy that reaches you as much as possible until Snake's Coil wears off. At that point, you can finish the enemy off if they are weak enough or retreat and prepare again.


Sōjutsu

 Sōjutsu, "The Way of the Spear", is the Japanese martial art of fighting with a spear. Sōjutsu focuses on keeping opponents at a distance in order to maintain advantage in combat. 

Martial Arts Manual: The Way of the Spear

Starting Trait: Melee Weapon Training

Style Type: Weapon

Style Weapon Categories: Polearms

 

Sōjutsu Buffs

Buff Name Requirements Buff Type Duration Effects
Sōjutsu Stance Melee 0 Static - +1 Block atttemps, +2 Block Effectiveness
Sōjutsu Positioning Melee 0 OnMove 1 turn -1 block attempts, +10% damage

Sōjutsu Techniques

Technique Name Requirements Technique Type Attack Vectors Effects
Shove Melee 2 Offensive (Normal) Priority: WEAPON -50% damage, Knockback distance: 1
Trip Melee 3 Offensive (Normal) Priority: WEAPON -50% damage, Knockdown duration: 1
Feint Melee 4 Miss Recovery

Advantages:

  • Sōjutsu Positioning improves the damage of reach attacks.
  • This style is effective at keeping opponents away from you.

Disadvantages

  • Reach attacks are the key to using Sōjutsu.
  • Fast enemies might be able to move close to you after a Shove or recover from Trip quicker than normal.

Strategies

Sōjutsu works best when used to "kite" opponents. That means attacking with reach attacks and then moving away from them when they move next to you. Other than that, the style lets you deal with small groups and create distance with knockback techniques.


Taekwondo

 Taekwondo is the national sport of Korea, and was used by the South Korean army in the 20th century. 

Martial Arts Manual: Official Taekwondo Training Manual

Starting Trait: Martial Arts Training

Style Type: Unarmed

Style Weapon Categories: All Items*

  • All buffs and techniques can be used while armed unless otherwise noted.

 

Taekwondo Buffs

Buff Name Requirements Buff Type Duration Effects
Arm Block Unarmed 1 - Able to block melee attacks with arms
Leg Block Unarmed 3 - Able to block melee attacks with legs
Taekwondo Stance Unarmed 0
Unarmed only
Static - Blocked damage reduced by 50% of Strength
Unhindered Unarmed 3
Unarmed only
Static - +33% bash damage

Taekwondo Techniques

Technique Name Requirements Technique Type Attack Vectors Effects
Roundhouse Kick Unarmed 0 Offensive (Normal) Priority: FOOT +20% bash damage
Side Kick Unarmed 0 Offensive (Normal) Priority: FOOT Knockback distance: 1
Sweep Kick Unarmed 2 Offensive (Normal & Crit) Random: FOOT, LOWER_LEG Knockdown duration: 1
Feint Unarmed 3 Miss Recovery
Snatch Weapon Unarmed 4
Unarmed only
Armed opponent
Offensive (Normal) Priority: HAND Steals equipped weapon from opponent, Weighting: 2
Spinning Back Kick Unarmed 5 Offensive (Crit) Priority: FOOT Stun duration: 2

Advantages:

  • Taekwondo is the go-to style when using any sort of firearm. Its kick based techniques allow you to keep fighting in the event that something gets close while you are shooting.

Disadvantages

  • Firearms are the only reason to wield something in this style. You gain no benefit from using a melee weapon, only your footwear matters.
  • Taekwondo has no defense against groups aside from a little knockback and a stun.

Strategies

While Taekwondo can work on its own but it's usually best to use the style as a fallback while using a gun. If something gets too close while shooting, you can use Taekwondo to finish it off. While you can steal (and equip) guns from NPCs, you have a very good chance of taking heavy damage or dying from the attempt. Steal responsibly.


Tai Chi

 Though Tai Chi is often seen as a form of mental and physical exercise, it is a legitimate martial art, focused on self-defense. 

Martial Arts Manual: Becoming One with the Tao

Starting Trait: Martial Arts Training

Style Type: Unarmed

 

Tai Chi Buffs

Buff Name Requirements Buff Type Duration Effects
Arm Block Unarmed 0 - Able to block melee attacks with arms
Tai Chi Stance Unarmed 0 Static - +1 Block attempts, Block damage reduced by 50% of Perception
Cross Hands Unarmed 1 OnPause 3 turn +2 Block Effectiveness, blocked damage reduced by 50% of Perception, Enables Palm Strike and Double Palm Strike techniques
Repulse the Monkey Unarmed 3 OnBlock 2 turns Accuracy increased by 20% of Perception, gain bash Armor Pentration equal to 50% of Perception, Enables Grasp the Sparrow's Tail technique

Tai Chi Techniques

Technique Name Requirements Technique Type Attack Vectors Effects
Palm Strike Unarmed 1
Cross Hands
Offensive (Normal) Priority: PALM +50% Bash damage, Knockback distance: 1
Grasp the Sparrow's Tail Unarmed 2
Repulse the Monkey buff
Offensive (Normal & Crit) Priority: HAND +20% Bash damage, -25% move cost, Knockdown duration: 1
Disarm Unarmed 3
Armed opponent
Offensive (Normal) Priority: HAND Disarms opponent
Double Palm Strike Unarmed 4
Cross Hands
Offensive (Crit) Priority: PALM +100% Bash damage, Knockback distance: 1, Stun duration: 1

Advantages:

  • With some planning, you can keep multiple opponents at bay.

Disadvantages

  • Tai Chi is a defensive style that takes longer to kill than other styles. It's not as bad as Aikido but it's still pretty slow.

Strategies

Make sure to take the time to keep Cross Hands active while fighting. Tai Chi does decent damage but its primary goal is to keep enemies away from while you slowly wear them down. Because of this, it has a limited way of dealing with groups.


Tiger Kung Fu

 One of the five Shaolin animal styles. The Tiger focuses on relentless attacks above all else. 

Martial Arts Manual: The White Tiger

Starting Trait: Shaolin Adept

Style Type: Unarmed

 

Tiger Kung Fu Buffs

Buff Name Requirements Buff Type Duration Effects
Tiger's Strength Unarmed 0 Static - Strength determines bonus Accuracy instead of Dexterity
Tiger Fury Unarmed 2 OnHit 3 turns
Stacks 3 times
+1 Accuracy, +5% damage

Tiger Kung Fu Techniques

Technique Name Requirements Technique Type Attack Vectors Effects
Grab Break Unarmed 0 Grab Break
Tiger Takedown Unarmed 1 Offensive (Normal) Priority: THROW +25% damage, Knockdown duration: 1
Tiger Palm Unarmed 3 Offensive (Crit) Priority: HAND +25% damage, Gain Armor Penetration equal to 100% of Strength
Tiger Claw Unarmed 4 Offensive (Normal & Crit) Priority: HAND +25% damage
Tiger Rampage Unarmed 4 Offensive (Crit) Priority: HAND +25% damage, AoE: Wide

Advantages:

  • All your attacks are stronger than normal and after a few hits, you will be being doing a high amount of damage with every strike.
  • Techniques can stun and knockdown enemies, making it harder for them to fight back.
  • Tiger Rampage is very helpful against groups allowing you to dish out a lot of damage to multiple enemies at once.

Disadvantages

  • Tiger Kung Fu offers no defensive abilities aside from a Grab Break. You can only dodge to protect yourself.
  • Taking too much damage will cause your Accuracy to drop from the pain which can make winning much harder.


Strategies

Tiger Kung Fu isn't hard to play. Walk up to an enemy and keep attacking until it dies or you die. This style is very much a "glass cannon" that has no defense but does the most damage of all unarmed styles. Beware of groups unless you can kill enemies very quickly.


Wing Chun

 Wing Chun is a Chinese martial art that began by selecting the easiest-to-learn effective techniques from the various Shaolin animal forms. 

Martial Arts Manual: Beautiful Springtime

Starting Trait: Self-Defense Classes

Style Type: Unarmed

 

Wing Chun Buffs

Buff Name Requirements Buff Type Duration Effects
Arm Block Unarmed 2 - Able to block melee attacks with arms
Leg Block Unarmed 3 - Able to block melee attacks with legs
Chi-Sao Sensitivity Unarmed 0 Static - Dodging Skill increased by 25% of Perception
Chain Punch Unarmed 1 OnHit 2 turns
Stacks 3 times
-10% move cost
Biu Ji Unarmed 4 OnPause 3 turns Accuracy increased by 20% of Perception, Enables Straight Punch (Knockback) and L-hook (Knockback) techniques

Wing Chun Techniques

Technique Name Requirements Technique Type Attack Vectors Effects
Straight Punch Unarmed 0 Offensive (Normal) Priority: HAND +10% bash damage
L-hook Unarmed 2 Offensive (Crit) Priority: HAND +20% bash damage, Knockdown duration: 1
Feint Unarmed 3 Miss Recovery
Straight Punch (Knockback) Unarmed 4
Biu Ji buff
Offensive (Normal) Priority: HAND +10% bash damage, Knockback distance: 1, Follow opponent, Weighting: 2
L-hook (Knockback) Unarmed 4
Biu Ji buff
Offensive (Crit) Priority: HAND +20% bash damage, Knockdown duration: 1, Knockback distance: 1, Follow opponent, Weighting: 2

Advantages:

  • Wing Chun is a fast style that gets even faster the more you attack.
  • Knockback Follow let you attack and move at the same time at a lower move cost.
  • Perception improves both Accuracy and Dodging skill.

Disadvantages

  • Knockback Follow can easily move you into dangerous situations.

Strategies

Wing Chun is similar to Centipede Kung Fu. The more you attack, the faster you get. The difference comes from Wing Chun doing more damage but losing its speed if it misses too much. Knockback Follow can be "turned on" by pausing to enable the Biu Ji buff. Knockback Follow works well at separating an enemy from a group while the group attempts to chase after you.


Zui Quan

 AKA "drunken boxing", Zui Quan imitates the movement of a drunk to confuse the enemy. 

Martial Arts Manual: Zui Quan and You

Starting Trait: Self-Defense Classes

Style Type: Unarmed

 

Zui Quan Buffs

Buff Name Requirements Buff Type Duration Effects
Zui Quan Stance Unarmed 0 Static - +2 Dodge attemps, Dodging skill increased by 20% of Intelligence
Drunken Dodging Unarmed 1 OnDodge 1 turn
Stacks 3 times
+10% damage, Accuracy increased by 20% of Intelligence.
Drunken Stumble Unarmed 5 OnMove 2 turns
Stacks 2 times
+1.0 Dodging skill

Zui Quan Techniques

Technique Name Requirements Technique Type Attack Vectors Effects
Drunk Fist Unarmed 0 Offensive (Normal & Crit) Priority: HAND +20% Bash damage
Drunk Feint Unarmed 2 Miss Recovery
Grab Break Unarmed 4 Grab Break
Whirling Strikes Unarmed 0 Offensive (Crit) RANDOM: HAND, FOOT +30% Bash damage, 150% move cost, AoE: Spin

Advantages:

  • This style is actually better against groups instead of single opponents.
  • Every successful dodge makes your attacks get stronger thanks to Drunken Dodging.
  • Whirling Strikes allows you to hit every enemy around you.

Disadvantages

  • Not as strong as other styles against a single opponent.
  • While the style is good against groups, things will go downhill very quickly if you get surrounded, grabbed, or lose too much stamina.
  • Intelligence is extremely useful for every part of the style.

Strategies

Zui Quan is a rare style that is actually better against groups than single opponents. Drunk Dodging can activate multiple times per round depending on how many times you successfuly dodge. This makes your techniques much stronger when you attack back. However, you are not invincible. Whirling Strikes is strong but don't assume you can be surrounded by a horde and still win.

Possible mods