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'''Starting Trait:''' [[Self-Defense Classes]] | '''Starting Trait:''' [[Self-Defense Classes]] | ||
'''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, | '''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 | ||
*Includes all variations | *Includes all variations | ||
Revision as of 08:11, 7 May 2020
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Ranged Weapons Throwing weapons Melee Weapons Martial arts Explosives |
Martial arts allow you to push your Unarmed Combat and 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.
Learning Styles
There a few different ways to learn martial art styles:
- Selecting a martial art trait at character creation.
- Martial Arts Training - Aikido, Judo, Karate, Pankration, Taekwondo, Tai Chi
- Self-Defense Classes - Capoeira, Krav Maga, Muay Thai, Ninjutsu, Wing Chun, Zui Quan
- Shaolin Adept - Crane Kung Fu, Dragon Kung Fu, Leopard Kung Fu, Snake Kung Fu, Tiger Kung Fu
- Melee Weapon Training - Eskrima, Fencing, Medieval Swordsmanship, Niten Ichi-Ryu Silat, Sōjutsu
- Certain professions start with a martial art or a single style from a list:
- Pugilist - Boxing
- Competetive 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 temporarly 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, 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 double 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 to first activate one of the styles you know, by pressing _, then selecting the style you want to use. You can learn more about a style you've chosen (including a list of compatible weapons) by highlighting the target style and pressing F1.
If you're wielding something that isn't compatible with your selected style, pressing w and then the letter of your wielded item will unequip it, freeing you for empty-hand styles. In the martial-arts menu (default: _, you can opt to not wield items for carrying purposes by activating the "keep hands free" option, avoiding this problem.
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 noticable 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 a martial art 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 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.
- 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 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.
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 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 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- Knockback Distance - If the technique hits, the foe will be pushed back the given number of spaces if their 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 technique 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 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. 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.
- 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 palyer.
- 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 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.
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.
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.
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.
List of Styles
Below is a list of martial arts styles with buff and technique information.
Name - Name of the technique or buff.
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.
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.
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.
Aikido
Martial Arts Manual: The Spirit of Aikido
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
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 |
Intermediate Aikido | Unarmed 3 | Static | - | +1 Block attempts, +1 Dodge attempts |
Advanced Aikido | Unarmed 5 | Static | - | +1 Block attempts, +1 Dodge attempts |
Aikido Techniques
Technique Name | Requirements | Technique Type | Effects |
---|---|---|---|
Block Counter Throw | Unarmed 0 | Block Counter (Normal & Crit) | Knockback distance: 1, Knockdown duration: 1 |
Dodge Counter Throw | Unarmed 2 | Dodge Counter (Normal & Crit) | Knockback distance:1, Knockdown duration: 1 |
Grab Break | Unarmed 3 | Grab Break | |
Block Counter Disarm | Unarmed 4 Armed opponent |
Block Counter (Normal & Crit) | Disarms opponent, Knockback distance: 1, Knockdown duration: 1 |
Dodge Counter Disarm | Unarmed 4 Armed opponent |
Dodge Counter (Normal & Crit) | Disarms opponent, Knockback distance: 1, Knockdown duration: 1 |
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.
- Aikido's counters make group combat easier by forcing opponents away from you while knocking them down.
Disadvantages
- Aikido has no offensive techniques. Combined with the knockback from the counters, it can take a long time to kill enemies.
- Groups can still be dangerous if you get surrounded or do not have any space to move enemies away from you.
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.
Bionic Combatives
Martial Arts Manual: N/A
Starting Trait: N/A
Style Weapons: Unarmed, Bionic Claws, Monomolecular Blade
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 |
Optimization | Melee 4 Unarmed or Melee |
OnKill | 3 turns Stacks 3 times |
+1 Accuracy, +2 Bash, Cut and Stab damage |
Bionic Combatives Techniques
Technique Name | Requirements | Technique Type | Effects |
---|---|---|---|
Measured Strike (melee) | Melee 0 | Offensive (Normal) | 80% move cost |
Measured Strike (unarmed) | Unarmed 0 | Offensive (Normal & Crit) | 80% move cost |
Disarm | Unarmed 1 Armed opponent |
Offensive (Normal) | 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 Unarmed or Melee |
Block Counter (Normal & Crit) | |
Biojutsu Cleave | Melee 5 Opponents nearby |
Offensive (Crit) | AoE: Wide, Weighting: 2 |
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.
- 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 setup.
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 use and learn.
- You need to level both Melee and Unarmed skill to use the entire style.
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
Martial Arts Manual: Practical Pugilism
Starting Trait: N/A
Style Weapons: 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 | - | +2 Bash damage, 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 |
Boxing Techniques
Technique Name | Requirements | Technique Type | Effects |
---|---|---|---|
Cross | Unarmed 0 | Offensive (Normal) | +20% Bash damage |
Jab | Unarmed 2 | Offensive (Normal) | Rapid |
Uppercut | Unarmed 4 | Offensive (Crit) | +40% Bash damage, Stun duration: 1 |
Cross Counter | Unarmed 5 | Dodge Counter (Normal & Crit) | +25% Bash damage, Knockback distance: 1, Knockdown duration: 1, Stun duration: 1 |
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
Martial Arts Manual: N/A
Starting Trait: N/A
Style Weapons: Everything
Brawling Buffs
Buff Name | Requirements | Buff Type | Duration | Effects |
---|---|---|---|---|
Arm Block | Unarmed 1 | - | Able to block melee attacks with arms | |
Leg Block | Unarmed 7 | - | Able to block melee attacks with legs | |
Autolearn | Melee 1 | - | Characters automatically learn this style |
Brawling Techniques
Technique Name | Requirements | Technique Type | Effects |
---|---|---|---|
Feint (unarmed) | Unarmed 3 | Miss Recovery | |
Power Hit | Unarmed 4 | Offensive (Crit) | Knockback duration: 1, Knockback spread: 1, Stun duration: 1 |
Hit Them Back (unarmed) | Unarmed 5 | Block Counter (Normal & Crit) | |
Trip | Unarmed 5 | Offensive (Crit) | Knockdown duration: 1 |
Grab Break (unarmed) | Unarmed 6 | Grab Break | |
Disarm (unarmed) | Unarmed 8 Armed opponent |
Offensive (Normal) | Disarms opponent |
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 Armed opponent |
Offensive (Normal) | Disarms opponent |
Advantages:
- Automatically learned at Melee 1. As long as you have even a small bit of combat still, 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.
- You will need to train both Unarmed and Melee to get the entire set of techniques.
- The lacks of buffs and other bonuses leaves it behind in terms power compared to the rest of the styles.
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
Martial Arts Manual: Capoeira 100
Starting Trait: Self-Defense Classes
Style Weapons: 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 | OnMiss | 2 turns Stacks 3 times |
+15% 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 | Effects |
---|---|---|---|
Push Kick | Unarmed 0 | Offensive (Normal) | +20% Bash damage |
Sweep Kick | Unarmed 2 Capoeira Momentum buff |
Offensive (Normal) | 75% move cost, Knockdown duration: 1, Weighting: 2 |
Feint | Unarmed 3 | Miss Recovery | |
Circle Kick | Unarmed 4 | Offensive (Crit) | +40% Bash damage |
Spin Kick | Unarmed 5 Capoeira Momentum buff |
Offensive (Crit) | 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
Martial Arts Manual: The Red Crane
Starting Trait: Shaolin Adept
Style Weapons: 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's Flight | Unarmed 1 | OnMove | 2 turns | +1.0 Dodging skill |
Crane's Grace | Unarmed 5 | OnDodge | 2 turns | +1 Dodge attempt, +1.0 Dodging skill |
Crane Kung Fu Techniques
Technique Name | Requirements | Technique Type | Effects |
---|---|---|---|
Crane Wing | Unarmed 0 | Miss Recovery | |
Crane Strike | Unarmed 2 | Dodge Counter (Normal & Crit) | Knockback distance: 1 |
Crane Flap | Unarmed 3 | Grab Break | |
Crane Kick | Unarmed 4 | Offensive (Crit) | +25% bash damage, Knockback duration: 1, Knockback Spread: 1, 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.
Disadvantages
- This style only has one offensive attack and no other damage bonuses.
- Not very good unless you completely focus on Dexterity.
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.
Dragon Kung Fu
Martial Arts Manual: The Jade Dragon
Starting Trait: Shaolin Adept
Style Weapons: Unarmed
Dragon Kung Fu Buffs
Buff Name | Requirements | Buff Type | Duration | Effects |
---|---|---|---|---|
Arm Block | Unarmed 2 | - | Able to block melee attacks with arms | |
Dragon's Knowledge | Unarmed 0 | Static | - | Intelligence determines bonus Accuracy instead of Dexterity |
Dragon's Flight | Unarmed 1 | OnHit | 1 turn | +1 Accuracy, +2 bash Damage. Enables Dragon Vortex Block and Dragon Wing Dodge techniques |
Dragon Kung Fu Techniques
Technique Name | Requirements | Technique Type | Effects |
---|---|---|---|
Dragon Claw | Unarmed 0 | Offensive (Normal) | +20% bash damage |
Dragon Vortex Block | Unarmed 2 Dragon's Flight buff |
Block Counter (Normal & Crit) | -50% damage, Knockback distance: 1 |
Dragon Wing Dodge | Unarmed 3 Dragon's Flight buff |
Dodge Counter (Normal & Crit) | -50% damage, Stun distance: 1 |
Dragon Tail | Unarmed 4 Stunned opponent |
Offensive (Crit) | +50% Bash damage, Knockdown duration: 2 |
Dragon Strike | Unarmed 5 Downed opponent |
Offensive (Crit) | +50% Bash damage, Stun duration: 1 |
Advantages:
- Having two counter that cause status effects is handy in a group fight.
- Dragon Claw is a decent normal attack and Dragon Tail and Dragon Strike do very high damage.
Disadvantages
- Using Dragon Kung Fu can be difficult because of its reliance on setups.
- Unless you can stun or down an opponent and follow up with a crit, you will never see Dragon Tail and Dragon Strike.
- You need a high level of Unarmed skill to fully utilize the style.
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.
Eskrima
Martial Arts Manual: Practical Eskrima
Starting Trait: Melee Weapon Training
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
- Includes all variations.
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 | Effects |
---|---|---|---|
Snap Strike | Melee 0 | Offensive (Normal) | 80% move cost |
Fan Strike | Melee 2 | Offensive (Normal) | 75% move cost |
Combination Strike | Melee 2 Eskrima Combination buff |
Offensive (Normal) | 80% move cost, +50% damage |
Puño Strike | Melee 3 | Offensive (Normal) | 60% move cost. 70% Bash damage. Cut and Stab damage reduced to 0%, Stun duration: 1 |
Round Strike | Melee 4 | Offensive (Normal) | 60% move cost |
Low Strike | Melee 4 | Offensive (Crit) | 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 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.
Fencing
Martial Arts Manual: The Modern Swordsman
Starting Trait: Melee Weapon Training
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
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 |
Remise | Melee 3 | OnMiss | 1 turn | +1 Accuracy, Enables Compound Attack technique |
Fencing Techniques
Technique Name | Technique Type | Requirements | Effects |
---|---|---|---|
Fencing Lunge | Melee 2 | Offensive (Normal & Crit) | 80% move cost |
Compound Attack | Melee 3 Compound Attack buff |
Offensive (Normal & Crit) | +25% damage, Weighting: 4 |
Feint | Melee 4 | Miss Recovery | |
Fencing Reposte | Melee 5 | Block Counter (Normal & Crit) | +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".
- 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
Martial Arts Manual: Fior Di Battaglia
Starting Trait: Melee Weapon Training
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
Fior Di Battaglia Buffs
Buff Name | Requirements | Buff Type | Duration | Effects |
---|---|---|---|---|
Stand Your Ground | Melee 0 | Static | - | +2 Block attempts, -1.0 Dodging skill, Blocked damage reduced by 50% of Strength |
Tactical Retreat | Melee 0 | OnMove | 1 turn | -2 Block attempts, +1.0 Dodging skill, Blocked damage increased by 50% of Strength |
Defense Break | Melee 1 | OnBlock | 1 turn Stacks 3 times |
+1 Accuracy |
Tactical Feinting | Melee 3 | OnMiss | 1 turn | Enables Hook and Drag technique |
Fior Di Battaglia Techniques
Technique Name | Requirements | Technique Type | Effects |
---|---|---|---|
High Round Strike | Melee 2 | Offensive (Normal) | +20% damage |
High Round Feint | Melee 2 | Miss Recovery | |
Displace and Hook | Melee 4 | Block Counter (Normal & Crit) | -50% damage, Knockdown duration: 2, Weighting: 2 |
Grab Break | Melee 4 | Grab Break | |
Hook and Drag | Melee 3 Tactical Feinting buff |
Offensive (Normal) | -50% damage, Knockdown duration: 2 |
Colpo di Grazia | Melee 5 Downed Opponent |
Offensive (Crit) | +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 your 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
Martial Arts Manual: Kodokan Judo
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
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 |
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 | Effects |
---|---|---|---|
Throw | Unarmed 0 | Offensive (Normal) | +25% Bash damage, Knockdown duration: 1 |
Disarming Throw | Unarmed 1 Armed opponent |
Offensive (Normal) | Disarms opponent |
Back Throw | Unarmed 2 | Offensive (Crit) | +50% Bash damage, Knockdown duration: 1, Opponent is moved to the opposite side of the user |
Grab Break | Unarmed 3 | Grab Break | |
Counter Throw | Unarmed 4 | Dodge Counter (Normal) | Knockdown duration: 1 |
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
Martial Arts Manual: The Shotokan Karate Handbook
Starting Trait: Martial Arts Training
Style Weapons: Unarmed
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 Strike | Unarmed 3 | OnHit | 2 turns | +1 Dodge attempts, +2 Block attempts, Blocked damage reduced by 50% of Strength |
Karate Techniques
Technique Name | Requirements | Technique Type | Effects |
---|---|---|---|
Roundhouse Kick | Unarmed 0 | Offensive (Normal) | +20% Bash damage |
Backfist Strike | Unarmed 1 | Offensive (Normal) | Rapid |
Knifehand Strike | Unarmed 4 | Offensive (Crit) | +33% Bash damage, Stun duration: 1 |
Karate Counter | Unarmed 5 | Block Counter (Normal & Crit) |
Advantages:
- All of Karate's gameplay is straightforward.
- Karate Strike is a powerful buff that makes group combat easier.
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.
- 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.
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.
Krav Maga
Martial Arts Manual: Complete Krav Maga
Starting Trait: Self-Defense Classes
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
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 |
Krav Maga Techniques
Technique Name | Requirements | Technique Type | Effects |
---|---|---|---|
Jab | Unarmed 1 Melee or Unarmed |
Offensive (Normal) | Rapid |
Cheapshot | Unarmed 2 Melee or Unarmed |
Offensive (Crit) | Stun duration: 1 |
Grab Break | Unarmed 3 Melee or Unarmed |
Grab Break | |
Takedown | Unarmed 3 Melee or Unarmed |
Offensive (Normal & Crit) | Knockdown duration: 1 |
Counter | Unarmed 4 Melee or Unarmed |
Block Counter (Normal & Crit) | |
Bone Breaker | Unarmed 4 Humanoid opponent Downed opponent Stunned opponent |
Offensive (Crit) | +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, a counter and can be used unarmed and armed.
- Bone Breaker is a very strong unarmed technique that will ruin your opponent's day.
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
Martial Arts Manual: The Deaf Leopard
Starting Trait: Shaolin Adept
Style Weapons: 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 Agility | Unarmed 1 | Static | - | +1.0 Dodging skill |
Leopard's Stalk | Unarmed 1 | OnMove | 1 turn | +2 Accuracy, Enables Leopard's Pounce buff |
Leopard's Pounce | Unarmed 3 Leopard's Stalk buff |
OnMove | 1 turn | +25% damage |
Leopard Kung Fu Techniques
Technique Name | Requirements | Technique Type | Effects |
---|---|---|---|
Leopard Swipe | Unarmed 0 | Offensive (Normal) | Rapid |
Leopard Paw | Unarmed 2 | Miss Recovery | |
Leopard Fist | Unarmed 3 | Offensive (Crit) | 50% move cost, Stun duration: 1 |
Leopard Foresight | Unarmed 5 | Dodge Counter (Normal & Crit) | Knockback distance: 1, Knockback spread: 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 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.
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.
Medieval Swordsmanship
Martial Arts Manual: Historic European Swordfighting
Starting Trait: Melee Weapon Training
Style Weapons: 2-by-Sword, Arming Sword*, Broadsword*, Crude Sword, Estoc*, Flammenschwert*, Longsword*, Nord, Zweihander*
- Includes all varations
Medieval Swordsmanship Buffs
Buff Name | Requirements | Buff Type | Duration | Effects |
---|---|---|---|---|
Swordsman's Stance | Melee 0 | Static | - | +1 Dodge attempts, Blocked damage reduced by 50% of Strength |
Deflection | Melee 1 | OnDodge | 1 turn | Enables Sweeping Strike and Deathblow techniques |
Manslayer | Melee 5 | OnCrit | 1 turn | Enables Vicious Strike technique |
Medieval Swordsmanship Techniques
Technique Name | Technique Type | Requirements | Effects |
---|---|---|---|
Sweeping Strike | Melee 1 Deflection buff |
Offensive (Crit) | Knockdown duration: 2 |
Grab Break | Melee 3 | Grab Break | |
Deathblow | Melee 4 Deflection buff |
Offensive (Crit) | 150% move cost, +200% Bash damage, 0% Cut and Stab damage, Stun duration: 2 |
Pommel Strike | Melee 4 | Dodge Counter (Normal & Crit) | 0% Cut and Stab damage, Knockown duration: 1 |
Vicious Strike | Melee 5 Manslayer buff |
Offensive (Crit) | +50% damage, Stun duration: 1 |
Advantages:
- Medieval Swordsmanship has some decent crowd control and can handle small groups.
- With the right weapon in hand, Vicious Strike can do 100+ damage.
Disadvantages
- Weapons make the style. If you can't find a good weapon, the style isn't going to help you very much.
- All the techniques need some sort of set up to trigger.
- Pommel Strike and Deathblow do a lot less damage than a normal attack would.
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.
Muay Thai
Martial Arts Manual: Ultimate Muay Thai
Starting Trait: Self-Defense Classes
Style Weapons: 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 | Effects |
---|---|---|---|
Power Kick | Unarmed 0 | Offensive (Normal & Crit) | +30% damage |
Elbow Strike | Unarmed 1 | Offensive (Crit) | 50% move cost |
Grab Break | Unarmed 3 | Grab Break | |
Flying Knee | Unarmed 5 | Offensive (Crit) | +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
Martial Arts Manual: Essence of Ninjutsu
Starting Trait: Self-Defense Classes
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
- Includes all variations
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 | Static | - | +50% damage |
Loss of Surprise | Unarmed 0 | OnAttack | 3 turns | -50% damage |
Momentum Shift | Unarmed 2 | OnMove | 2 turns | +1.0 Dodge skill, Accuracy increased by 20% of Dexterity |
Escape Plan | Melee 3 | OnKill | 3 turns | +2 Dodge attempts, +10 Speed |
Ninjutsu Techniques
Technique Name | Requirements | Technique Type | Effects |
---|---|---|---|
Swift Strike | Melee 2 Unarmed or Melee |
Offensive (Normal & Crit) | 80% move cost |
Assassinate | Melee 5 | Offensive (Crit) | +50% damage, Stun duration: 1 turn |
Ninjutsu Takedown | Unarmed 5 | Offensive (Crit) | +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. Just watch out for groups!
Niten Ichi-Ryu
Martial Arts Manual: Essence of Ninjutsu
Starting Trait: Melee Weapon Training
Style Weapons: 2-by-Sword, Bokken*, Crude Sword, Katana*, Nodachi*, Nord*, Rising Sun*, Wakizashi
- Includes all variations
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, -1 Bash damage, -1 Cut 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 | Effects |
---|---|---|---|
Feint | Melee 2 | Miss Recovery | 80% move cost |
Red Leaf's Cut | Melee 3 | Offensive (Normal) | Knockdown duration: 1 |
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 | Melee 5 Moonlight buff |
Offensive (Normal & Crit) | 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
Martial Arts Manual: The Modern Pankratiast
Starting Trait: Martial Arts Training
Style Weapons: 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 | Effects |
---|---|---|---|
Cross | Unarmed 0 | Offensive (Normal) | +20% damage |
Kick | Unarmed 2 | Offensive (Crit) | Stun duration: 2 |
Grab Break | Unarmed 3 | Grab Break | |
Grab and Knee | Unarmed 3 Stunned opponent |
Offensive (Normal) | 50% move cost, Weighting: 3 |
Arm Lock | Unarmed 4 Stunned opponent |
Offensive (Normal & Crit) | +25% damage, Disarms opponent, Stun duration: 1, Weighting: 3 |
Grab and Toss | Unarmed 5 Stunned opponent |
Offensive (Crit) | +100% Bash damage, 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
Martial Arts Manual: The Indonesian Warrior
Starting Trait: Melee Weapon Training
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
- Includes all variations
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 Evasion | Melee 1 | OnMove | 2 turns | +1 Dodge attempts |
Silat Techniques
Technique Name | Requirements | Technique Type | Effects |
---|---|---|---|
Hamstring | Melee 2 | Offensive (Crit) | Knockdown duration: 2 |
Vicious Precision | Melee 3 Downed opponent |
Offensive (Normal & Crit) | +33% damage, Weighting: 2 |
Dirty Hit | Melee 4 | Offensive (Crit) | Stun duration: 2 |
Silat Brutality | Melee 5 Stunned opponent |
Offensive (Normal & Crit) | +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
Martial Arts Manual: The Black Snake
Starting Trait: Shaolin Adept
Style Weapons: 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 instead of Dexterity |
Snake's Coil | Unarmed 1 | OnPause | 1 turn Stacks 3 times |
+1 Accuracy, gain armor penetration equal to 50% of Perception |
Snake Kung Fu Techniques
Technique Name | Requirements | Technique Type | Effects |
---|---|---|---|
Snake Snap | Unarmed 0 | Dodge Counter (Normal) | Rapid |
Snake Slide | Unarmed 3 | Miss Recovery | |
Snake Slither | Unarmed 4 | Grab Break | |
Snake Strike | Unarmed 5 | Offensive (Crit) | +50% bash damage, 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.
- 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
Martial Arts Manual: The Way of the Spear
Starting Trait: Melee Weapon 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
- Includes all variations.
Sōjutsu Buffs
Buff Name | Requirements | Buff Type | Duration | Effects |
---|---|---|---|---|
Sōjutsu Stance | Melee 0 | Static | - | +1 Block atttemps |
Sōjutsu Positioning | Melee 0 | OnMove | 1 turn | -1 block attempts, +10% damage |
Sōjutsu Techniques
Technique Name | Requirements | Technique Type | Effects |
---|---|---|---|
Push | Melee 1 | Block Counter (Normal & Crit) | -50% damage, Knockback distance: 1 |
Shove | Melee 2 | Offensive (Normal) | -50% damage, Knockback distance: 1 |
Trip | Melee 3 | Offensive (Normal) | -50% damage, Knockdown distance: 1 |
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
Martial Arts Manual: Official Taekwondo Training Manual
Starting Trait: Martial Arts Training
Style Weapons: Everything*
- 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 | Effects |
---|---|---|---|
Roundhouse Kick | Unarmed 0 | Offensive (Normal) | +20% bash damage |
Side Kick | Unarmed 0 | Offensive (Normal) | Knockback distance: 1 |
Sweep Kick | Unarmed 2 | Offensive (Normal & Crit) | Knockdown duration: 1 |
Feint | Unarmed 3 | Miss Recovery | |
Snatch Weapon | Unarmed 4 Unarmed only Armed opponent |
Offensive (Normal) | Steals equipped weapon from opponent, Weighting: 2 |
Spinning Back Kick | Unarmed 5 | Offensive (Crit) | Stun duration: 2 |
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.
Disadvantages
- Firearms are the only reason to wield something in this style. You gain no benefit from using a melee weapon.
- 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
Martial Arts Manual: Becoming One with the Tao
Starting Trait: Martial Arts Training
Style Weapons: 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 | +1.0 Dodge skill, blocked damage reduced by 50% of Perception, Enables Palm Strike and Double Palm Strike techniques |
Repulse the Monkey | Unarmed 3 | OnDodge | 2 turns | Accuracy increased by 20% of Perception, gain bash Armor Pentration equal to 50% of Perception |
Tai Chi Techniques
Technique Name | Requirements | Technique Type | Effects |
---|---|---|---|
Palm Strike | Unarmed 1 Cross Hands |
Offensive (Normal) | +50% Bash damage, Knockback distance: 1 |
Grasp the Sparrow's Tail | Unarmed 2 | Block Counter (Normal & Crit) | +20% Bash damage, Knockdown duration: 1 |
Disarm | Unarmed 3 Armed opponent |
Offensive (Normal) | Disarms opponent |
Double Palm Strike | Unarmed 4 Cross Hands |
Offensive (Crit) | +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
Martial Arts Manual: The White Tiger
Starting Trait: Shaolin Adept
Style Weapons: 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 4 times |
+10% damage |
Tiger Rampage | Unarmed 3 | OnCrit | 1 turn Stacks 2 times |
Grants Armor Penetration equal to 50% of Strength. |
Tiger Kung Fu Techniques
Technique Name | Requirements | Technique Type | Effects |
---|---|---|---|
Tiger Takedown | Unarmed 1 | Offensive (Normal) | Knockdown duration: 1 |
Tiger Palm | Unarmed 4 | Offensive (Crit) | Stun duration: 1 |
Advantages:
- 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.
- Strength is the main focus of the style. More Strength means more Accuracy, damage, and armor penetration.
Disadvantages
- Tiger Kung Fu offers no defensive abilities at all. You can only dodge to protect yourself.
- The style also offers no utility either.
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
Martial Arts Manual: Beautiful Springtime
Starting Trait: Self-Defense Classes
Style Weapons: 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 15% of Perception |
Chain Punch | Unarmed 1 | OnHit | 1 turn Stacks 3 times |
-10% move cost |
Biu Ji | Unarmed 4 | OnPause | 2 turns | Accuracy increased by 20% of Perception, Enables Straight Punch (Knockback) and L-hook (Knockback) techniques |
Wing Chun Techniques
Technique Name | Requirements | Technique Type | Effects |
---|---|---|---|
Straight Punch | Unarmed 0 | Offensive (Normal) | +10% bash damage |
L-hook | Unarmed 2 | Offensive (Crit) | +20% bash damage, Knockdown duration: 1 |
Feint | Unarmed 3 | Miss Recovery | |
Straight Punch (Knockback) | Unarmed 4 Biu Ji buff |
Offensive (Normal) | +10% bash damage, Knockback distance: 1, Follow opponent, Weighting: 2 |
L-hook (Knockback) | Unarmed 4 Biu Ji buff |
Offensive (Crit) | +20% bash damage, Knockdown duration: 1, Knockback distance: 1, Follow opponent, Weighting: 2 |
Receive and Counter | Unarmed 5 | Dodge Counter (Normal & Crit) |
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
Martial Arts Manual: Zui Quan and You
Starting Trait: Self-Defense Classes
Style Weapons: Unarmed
Zui Quan Buffs
Buff Name | Requirements | Buff Type | Duration | Effects |
---|---|---|---|---|
Zui Quan Stance | Unarmed 0 | Static | - | Dodging skill increased by 15% of Intelligence |
Drunken Dodging | Unarmed 1 | OnDodge | 1 turn Stacks 4 times |
Gain Armor Penetration equal to 25% of Intelligence |
Advanced Zui Quan | Unarmed 3 | Static | - | +1 Dodge attemps, Accuracy increased by 15% of Intelligence |
Drunken Stumble | Unarmed 5 | OnMove | 3 turns | +2 Dodge attempts |
Zui Quan Techniques
Technique Name | Requirements | Technique Type | Effects |
---|---|---|---|
Drunk Counter | Unarmed 0 | Dodge Counter (Normal & Crit) | +25% Bash damage |
Drunk Feint | Unarmed 2 | Miss Recovery | |
Grab Break | Unarmed 4 | Grab Break |
Advantages:
- You can attack multiple times per turn with Drunk Counter and each time you do, your attacks get stronger thanks to Drunken Dodging.
- The style is actually better against groups instead of single opponents.
- Intelligence is extremely useful for every part of the style.
Disadvantages
- Zui Quan has no direct offensive techniques. You must rely on Drunk Counter and normal attacks for all your damage.
- While the style is good against groups, things will go downhill very quickly if you get surrounded, grabbed, or lose too much stamina.
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.
Possible mods
- The Mythical Martial Arts adds several new styles and a trait and books to learn them with.