Mythical Martial Arts (mod): Difference between revisions
(→Tiger Claw: No longer in Mods directly (category is); "furry", other things needing correcting (unless already have been)) |
(Updated for Martial Arts Balance Update) |
||
Line 42: | Line 42: | ||
| OnCrit | | OnCrit | ||
| 2 turns | | 2 turns | ||
| + | | +15% damage | ||
|- | |- | ||
| Centipede's Frenzy | | Centipede's Frenzy | ||
Line 118: | Line 118: | ||
|- | |- | ||
| Lizard's Cunning | | Lizard's Cunning | ||
| Unarmed 0 | |||
| Static | |||
| - | |||
| +2 Accuracy, +2 Block effectiveness | |||
|- | |||
| Lizard's Haven | |||
| Unarmed 0<br>Adjacent to a wall | | Unarmed 0<br>Adjacent to a wall | ||
| Static | | Static | ||
| - | | - | ||
| + | | +2 Accuracy, +2 Block effectiveness, +2.0 Dodging skill | ||
|- | |- | ||
| Lizard's | | Lizard's Perch | ||
| Unarmed 2 | | Unarmed 2<br>Adjacent to a wall | ||
| | | OnPause | ||
| 4 turns | | 4 turns | ||
| + | | +10% damage | ||
|- | |- | ||
| Lizard's Leap | | Lizard's Leap | ||
| Unarmed | | Unarmed 3 | ||
| OnMove | | OnMove | ||
| | | 2 turns | ||
| +4 | | +2.0 Dodge skill, +10% critical hit chance | ||
|- | |||
| Lizard's Venom | |||
| Unarmed 5 | |||
| OnPause | |||
| 4 turns | |||
| +15% damage | |||
|} | |} | ||
'''NOTE:''' A "wall" is any tile containing an impassible obstacle. Examples: Building wall, fully grown tree, the side of a car. Creatures and NPCs are NOT walls. | '''NOTE:''' A "wall" is any tile containing an impassible obstacle. Examples: Building wall, fully grown tree, the side of a car. Creatures and NPCs are NOT walls. | ||
Line 145: | Line 157: | ||
|- | |- | ||
| Lizard Strike | | Lizard Strike | ||
| Unarmed 0 | |||
| Offensive (Normal) | |||
| Rapid | |||
|- | |||
| Lizard Tail | |||
| Unarmed 1 | | Unarmed 1 | ||
| Offensive (Normal & Crit) | | Offensive (Normal & Crit) | ||
Line 154: | Line 171: | ||
| | | | ||
|- | |- | ||
| Lizard | | Lizard Wall Dive | ||
| Unarmed 4<br>Adjacent to a wall | | Unarmed 4<br>Adjacent to a wall | ||
| Offensive (Crit) | | Offensive (Crit) | ||
| + | | +150% damage. Knockback distance: 1, Knockback spread: 1. Stun duration: 2 | ||
|} | |} | ||
'''Advantages:''' | '''Advantages:''' | ||
* Lizard Kung Fu has some of the strongest buffs in the game | * Lizard Kung Fu has some of the strongest and longest lasting buffs in the game. | ||
'''Disadvantages''' | '''Disadvantages''' | ||
Line 211: | Line 218: | ||
| Static | | Static | ||
| - | | - | ||
| + | | +15% damage | ||
|- | |- | ||
| Scorpion's Intimidation | | Scorpion's Intimidation | ||
Line 292: | Line 299: | ||
| Static | | Static | ||
| - | | - | ||
| | | Gain Bash, Cut, and Stab Armor equal to 100% of Strength | ||
|- | |- | ||
| Iron Skin Dissipation | | Iron Skin Dissipation | ||
| Unarmed 0 | | Unarmed 0 | ||
| OnMove | | OnMove | ||
| | | 5 turns<br>Stacks 5 times | ||
| | | Lose Bash, Cut, and Stab Armor equal to 20% of Strength | ||
|- | |- | ||
| Toad's Venom | | Toad's Venom | ||
| Unarmed 2 | | Unarmed 2 | ||
| OnGetHit | | OnGetHit | ||
| | | 3 turns<br>Stacks 3 times | ||
| + | | +15% damage, Enables Toad's Tongue technique | ||
|- | |- | ||
| Toad's Meditation | | Toad's Meditation | ||
Line 310: | Line 317: | ||
| OnPause | | OnPause | ||
| 2 turns | | 2 turns | ||
| | | Gain Bash, Cut, and Stab Armor equal to 50% of Strength | ||
|} | |} | ||
Line 319: | Line 326: | ||
! 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; " | Effects | ! style="border: 1px solid #aaa; border-left-color: white; " | Effects | ||
|- | |||
| Toad Smack | |||
| Unarmed 1 | |||
| Offensive (Normal) | |||
| +25% Bash damage | |||
|- | |- | ||
| Toad's Tongue | | Toad's Tongue | ||
| Unarmed | | Unarmed 3<br>Toad's Venom buff | ||
| Offensive (Normal & Crit) | | Offensive (Normal & Crit) | ||
| 50% move cost, Knockdown duration: 1 | | 50% move cost, Knockdown duration: 1 | ||
|- | |- | ||
| Toad Slam | | Toad Slam | ||
| Unarmed 4 | | Unarmed 4 | ||
| | | Offensive (Crit) | ||
| + | | +40% Bash damage, Stun duration: 1 | ||
|} | |} | ||
Line 379: | Line 386: | ||
| Static | | Static | ||
| - | | - | ||
| +1 | | +1 Accuracy, +5% critical hit chance, +1 Dodge attempt | ||
|- | |- | ||
| Viper's Venom | | Viper's Venom | ||
| Unarmed 1 | | Unarmed 1 | ||
| OnDodge | | OnDodge | ||
| | | 4 turn | ||
| + | | +15% damage | ||
|- | |- | ||
| Viper's | | Viper's Rattle | ||
| Unarmed | | Unarmed 5 | ||
| | | OnHit | ||
| | | 3 turn<br>Stacks 2 times | ||
| | | +1 Accuracy, +1.0 Dodging skill | ||
|} | |} | ||
Line 401: | Line 408: | ||
! style="border: 1px solid #aaa; border-left-color: white; " | Effects | ! style="border: 1px solid #aaa; border-left-color: white; " | Effects | ||
|- | |- | ||
| Viper | | Viper Fist | ||
| Unarmed 0 | | Unarmed 0 | ||
| Dodge Counter (Normal) | | Dodge Counter (Normal) | ||
| Rapid | | Rapid | ||
|- | |- | ||
| Viper Hiss | | Viper Hiss | ||
| Unarmed | | Unarmed 1 | ||
| Miss Recovery | | Miss Recovery | ||
| | | | ||
|- | |- | ||
| Viper | | Viper Bite | ||
| Unarmed | | Unarmed 2 | ||
| | | Offensive (Crit) | ||
| | | +25% bash damage, Stun duration: 2 | ||
|- | |||
| Viper Tail | |||
| Unarmed 3<br>Stunned target | |||
| Offensive (Normal) | |||
| +50% bash damage, Weighting: 2 | |||
|- | |- | ||
| Viper Strike | | Viper Strike | ||
| Unarmed | | Unarmed 4<br>Stunned opponent | ||
| Offensive ( | | Offensive (Crit) | ||
| +200% Bash damage, Weighting: 2 | | +200% Bash damage, Weighting: 2 | ||
|} | |} | ||
'''Advantages:''' | '''Advantages:''' | ||
* | * Has a longer than normal stun technique. | ||
* | * Attacking a stunned target does a lot of damage. | ||
'''Disadvantages''' | '''Disadvantages''' | ||
* You need to | * Lacks defense unless you are attacking. | ||
* You need a crit to stun an enemy to start doing high damage. | |||
'''Strategies''' | '''Strategies''' | ||
The new Viper Kung Fu is the "bully" of the unarmed combat styles. It attacks repeatedly, looking for a critical hit to stun the target and then unleashing really strong techniques once they are helpless. Just make sure not to fight too many enemies at once or you could end up being the one beaten up. | |||
Line 572: | Line 580: | ||
| Static | | Static | ||
| - | | - | ||
| +1 Dodge attempts, Dodging skill increase by | | +1 Dodge attempts, Dodging skill increase by 15% of Perception | ||
|- | |- | ||
| Einzug Rüstunge | | Einzug Rüstunge | ||
| Unarmed | | Unarmed 3 | ||
| OnDodge | | OnDodge | ||
| | | 3 turns | ||
| +1 Accuracy, gain Armor Penetration equal to 50% of Perception | | +1 Accuracy, gain Armor Penetration equal to 50% of Perception | ||
|- | |||
| Seinerweisen | |||
| Unarmed 3 | |||
| Static | |||
| - | |||
| Gain Electric damage equal to 50% of Perception | |||
|} | |} | ||
Line 602: | Line 616: | ||
| Grab Break | | Grab Break | ||
| | | | ||
|- | |- | ||
| Herzschlag | | Herzschlag | ||
| Unarmed 5<br>Unarmed or Melee | | Unarmed 5<br>Unarmed or Melee | ||
| Offensive (Crit) | | Offensive (Crit) | ||
| 120% move cost, +50% Bash damage, | | 120% move cost, +50% Bash damage, Gain Armor Penetration equal to 100% of Perception, Stun duration: 1 | ||
|} | |} | ||
'''Advantages:''' | '''Advantages:''' | ||
* Armor penetration | * The Electric damage and Armor penetration are really useful against late game enemies. | ||
* Perception boosts both your defense and offense. | * Perception boosts both your defense and offense. | ||
Line 624: | Line 633: | ||
'''Strategies''' | '''Strategies''' | ||
Panzer Kunst is well rounded style that favors Perception builds. Aside from searching for CBMs to get the most out of the style, Panzer Kunst should work well enough in most situation without any extra requirements. | Panzer Kunst is well rounded style that favors Perception builds. The biggest draw is the Electric damage is added to all your attacks with Seinerweisen. No enemy in the game resists Electric damage so you will 'always' be doing some damage to armored foes, even if it is small. Aside from searching for CBMs to get the most out of the style, Panzer Kunst should work well enough in most situation without any extra requirements. | ||
Line 666: | Line 675: | ||
| OnKill | | OnKill | ||
| 3 turns | | 3 turns | ||
| +50% damage | | +50% damage, Persists when switching styles | ||
|} | |} | ||
Line 694: | Line 703: | ||
| Unarmed 4 | | Unarmed 4 | ||
| Offensive (Normal & Crit) | | Offensive (Normal & Crit) | ||
| +100% bash damage | | +100% bash damage | ||
|} | |} | ||
Line 750: | Line 759: | ||
| - | | - | ||
| +1 Block attempt, +1 block effectiveness | | +1 Block attempt, +1 block effectiveness | ||
|- | |||
| Flowing Water | |||
| Melee 4 | |||
| OnBlock | |||
| 1 turn | |||
| -25% move cost | |||
|- | |- | ||
| Master Training | | Master Training | ||
Line 769: | Line 784: | ||
| Offensive (Normal & Crit) | | Offensive (Normal & Crit) | ||
| Disarms | | Disarms | ||
|- | |- | ||
| Sarlacc Sweep | | Sarlacc Sweep | ||
Line 1,128: | Line 1,138: | ||
| Static | | Static | ||
| - | | - | ||
| +2 | | +2 Bash, Cut and Stab Armor, +10% bonus damage | ||
|- | |- | ||
| Cracked Stone | | Cracked Stone | ||
Line 1,139: | Line 1,149: | ||
| Melee 0<br>Melee or Unarmed<br>Cracked Stone buff | | Melee 0<br>Melee or Unarmed<br>Cracked Stone buff | ||
| OnMove | | OnMove | ||
| | | 1 turn | ||
| -2 | | -2 Bash, Cut and Stab Armor, -10% bonus damage | ||
|- | |- | ||
| Stone Bones | | Stone Bones | ||
| Melee 2<br>Melee or Unarmed | | Melee 2<br>Melee or Unarmed | ||
| OnHit | | OnHit | ||
| | | 3 turns<br>Stacks 5 times | ||
| +1 | | +1 Bash, Cut and Stab Armor | ||
|- | |- | ||
| Iron Bones | | Iron Bones | ||
| Melee 4<br>Melee or Unarmed | | Melee 4<br>Melee or Unarmed | ||
| | | OnCrit | ||
| 1 turn | | 1 turn | ||
| +5 | | +5 Bash, Cut and Stab Armor | ||
|} | |} | ||
Line 1,175: | Line 1,185: | ||
| Melee 5<br>Melee or Unarmed | | Melee 5<br>Melee or Unarmed | ||
| Offensive (Crit) | | Offensive (Crit) | ||
| + | | +30% damage, knockback distance: 2, knockdown duration: 1 | ||
|} | |} | ||
Revision as of 01:03, 3 November 2021
This mod, added in 0.E (Ellison) contains additional martial arts styles from fictional sources such as movies or video games.
Five Deadly Venoms
These styles are based on the movie Five Deadly Venoms.
Centipede Kung Fu
Martial Arts Manual: The Centipede Lu Feng
Starting Trait: Venom Mob Protege
Style Weapons: Unarmed
Centipede Kung Fu Buffs
Buff Name | Requirements | Buff Type | Duration | Effects |
---|---|---|---|---|
Arm Block | Unarmed 3 | - | Able to block melee attacks with arms | |
Leg Block | Unarmed 4 | - | Able to block melee attacks with legs | |
Centipede's Venom | Unarmed 1 | OnCrit | 2 turns | +15% damage |
Centipede's Frenzy | Unarmed 5 | OnHit | 3 turns Stacks 4 times |
-4 move cost |
Centipede Kung Fu Techniques
Technique Name | Requirements | Technique Type | Effects |
---|---|---|---|
Centipede Strike | Unarmed 0 | Offensive (Normal) | Rapid |
Centipede Bite | Unarmed 2 | Offensive (Crit) | 50% move cost, Knockown duration: 1 |
Grab Break | Unarmed 3 | Grab Break | |
Disarm | Unarmed 4 Armed opponent |
Offensive (Normal) | Disarms opponent |
Advantages:
- Centipede Kung Fu is the fastest style hands down.
- This style works really well with attack mutations.
Disadvantages
- Centipede lacks damage and with a Rapid technique as a main attack, you will find that armored opponents cannot be harmed at all by your attacks. This is true even with Centipede's Venom and Centipede Bite.
Strategies
Attack repeated to overwhelm enemies with your speed. With a full stack of Centipede's Frenzy, your Rapid technique will only cost about 45 movement. You will be able to attack about 3 times per your opponent's single attack. However, armored enemies with give you trouble. Equipping the best unarmed weapon available and picking up some attack mutations can help but you might have to change styles against heavily armored enemies.
Lizard Kung Fu
Martial Arts Manual: The Lizard Kuo Chui
Starting Trait: Venom Mob Protege
Style Weapons: Unarmed
Lizard Kung Fu Buffs
Buff Name | Requirements | Buff Type | Duration | Effects |
---|---|---|---|---|
Arm Block | Unarmed 1 | - | Able to block melee attacks with arms | |
Lizard's Cunning | Unarmed 0 | Static | - | +2 Accuracy, +2 Block effectiveness |
Lizard's Haven | Unarmed 0 Adjacent to a wall |
Static | - | +2 Accuracy, +2 Block effectiveness, +2.0 Dodging skill |
Lizard's Perch | Unarmed 2 Adjacent to a wall |
OnPause | 4 turns | +10% damage |
Lizard's Leap | Unarmed 3 | OnMove | 2 turns | +2.0 Dodge skill, +10% critical hit chance |
Lizard's Venom | Unarmed 5 | OnPause | 4 turns | +15% damage |
NOTE: A "wall" is any tile containing an impassible obstacle. Examples: Building wall, fully grown tree, the side of a car. Creatures and NPCs are NOT walls.
Lizard Kung Fu Techniques
Technique Name | Requirements | Technique Type | Effects |
---|---|---|---|
Lizard Strike | Unarmed 0 | Offensive (Normal) | Rapid |
Lizard Tail | Unarmed 1 | Offensive (Normal & Crit) | +20% damage |
Grab Break | Unarmed 3 | Grab Break | |
Lizard Wall Dive | Unarmed 4 Adjacent to a wall |
Offensive (Crit) | +150% damage. Knockback distance: 1, Knockback spread: 1. Stun duration: 2 |
Advantages:
- Lizard Kung Fu has some of the strongest and longest lasting buffs in the game.
Disadvantages
- Obviously, you need a wall to enable the strongest parts of Lizard Kung Fu.
- You can easily be trapped by a group of enemies while using this style. Be careful and know when to move to avoid danger.
Strategies
Walls are a key part of Lizard Kung Fu. You can fight without them, but you will be at a disadvantage. Remember that anything impassible counts as a wall, including trees. Knowing when to move and give up your wall when you are in danger is important too.
Scorpion Kung Fu
Martial Arts Manual: The Scorpion Sun Chien
Starting Trait: Venom Mob Protege
Style Weapons: Unarmed
Scorpion Kung Fu Buffs
Buff Name | Requirements | Buff Type | Duration | Effects |
---|---|---|---|---|
Arm Block | Unarmed 3 | - | Able to block melee attacks with arms | |
Scorpion's Venom | Unarmed 0 | Static | - | +15% damage |
Scorpion's Intimidation | Unarmed 1 | OnAttack | 1 turn | +1 Dodge attempt |
Scorpion's Charge | Unarmed 2 | OnMove | 2 turns Stacks 2 times |
+10% damage, Enables Pincer Fist techniques |
Scorpion Kung Fu Techniques
Technique Name | Requirements | Technique Type | Effects |
---|---|---|---|
Roundhouse Kick | Unarmed 0 | Offensive (Normal) | +25% damage |
Pincer Fist | Unarmed 4 Scorpion's Charge buff |
Offensive (Normal) | +25% Bash damage, Stun duration: 1 |
Stinger Kick | Unarmed 5 | Offensive (Crit) | +100% Bash damage, Knockback distance: 3, Stun duration: 2, Powerful Knockback |
Advantages:
- Stinger Kick is extremely strong and in open areas, it can provide a way to fight again groups.
- Scorpion's Charge and Scorpion's Venom can provide a powerful boost to damage.
Disadvantages
- Scorpion Kung Fu is heavy on knockback which isn't always the best tactical option.
- The style is weak until Stinger Kick is learned at Unarmed 5.
Strategies
Stinger Kick's Powerful Knockback and large knockback distance are a great way to handle groups if there is enough room. The time spent chasing down foes that have been knocked back isn't wasted because the movement will allow Scorpion's Charge to fully stack. Also, if you can knock one enemy into another, that enemy will also be stunned.
Toad Kung Fu
Martial Arts Manual: The Toad Lo Mang
Starting Trait: Venom Mob Protege
Style Weapons: Unarmed
Toad Kung Fu Buffs
Buff Name | Requirements | Buff Type | Duration | Effects |
---|---|---|---|---|
Arm Block | Unarmed 3 | - | Able to block melee attacks with arms | |
Toad's Iron Skin | Unarmed 0 | Static | - | Gain Bash, Cut, and Stab Armor equal to 100% of Strength |
Iron Skin Dissipation | Unarmed 0 | OnMove | 5 turns Stacks 5 times |
Lose Bash, Cut, and Stab Armor equal to 20% of Strength |
Toad's Venom | Unarmed 2 | OnGetHit | 3 turns Stacks 3 times |
+15% damage, Enables Toad's Tongue technique |
Toad's Meditation | Unarmed 5 | OnPause | 2 turns | Gain Bash, Cut, and Stab Armor equal to 50% of Strength |
Toad Kung Fu Techniques
Technique Name | Requirements | Technique Type | Effects |
---|---|---|---|
Toad Smack | Unarmed 1 | Offensive (Normal) | +25% Bash damage |
Toad's Tongue | Unarmed 3 Toad's Venom buff |
Offensive (Normal & Crit) | 50% move cost, Knockdown duration: 1 |
Toad Slam | Unarmed 4 | Offensive (Crit) | +40% Bash damage, Stun duration: 1 |
Advantages:
- Toad Kung Fu's armor will always protect you even if you fail to block an attack.
- Toad Smack and Toad Slam are very strong block counters.
Disadvantages
- If you are extremely good at dodging, this style is made obsolete.
- Even with Toad's Mediation, moving around too much will make you weaker.
Strategies
Toad Kung Fu works best if you do not move. Every turn you remain still or attack will let a stack of Iron Skin Dissipation wear off. If you get surprised and do not have time prepare your armor, pause to enable Toad's Meditation to compensate. Toad Kung Fu can even handle small groups but only if movement isn't involved. Lastly, while Toad Kung Fu has a lot of armor, don't neglect your actual armor. End game enemies can hit very hard.
Viper Kung Fu
Martial Arts Manual: The Viper Wei Pai
Starting Trait: Venom Mob Protege
Style Weapons: Unarmed
Viper Kung Fu Buffs
Buff Name | Requirements | Buff Type | Duration | Effects |
---|---|---|---|---|
Arm Block | Unarmed 1 | - | Able to block melee attacks with arms | |
Viper Patience | Unarmed 0 | Static | - | +1 Accuracy, +5% critical hit chance, +1 Dodge attempt |
Viper's Venom | Unarmed 1 | OnDodge | 4 turn | +15% damage |
Viper's Rattle | Unarmed 5 | OnHit | 3 turn Stacks 2 times |
+1 Accuracy, +1.0 Dodging skill |
Viper Kung Fu Techniques
Technique Name | Requirements | Technique Type | Effects |
---|---|---|---|
Viper Fist | Unarmed 0 | Dodge Counter (Normal) | Rapid |
Viper Hiss | Unarmed 1 | Miss Recovery | |
Viper Bite | Unarmed 2 | Offensive (Crit) | +25% bash damage, Stun duration: 2 |
Viper Tail | Unarmed 3 Stunned target |
Offensive (Normal) | +50% bash damage, Weighting: 2 |
Viper Strike | Unarmed 4 Stunned opponent |
Offensive (Crit) | +200% Bash damage, Weighting: 2 |
Advantages:
- Has a longer than normal stun technique.
- Attacking a stunned target does a lot of damage.
Disadvantages
- Lacks defense unless you are attacking.
- You need a crit to stun an enemy to start doing high damage.
Strategies
The new Viper Kung Fu is the "bully" of the unarmed combat styles. It attacks repeatedly, looking for a critical hit to stun the target and then unleashing really strong techniques once they are helpless. Just make sure not to fight too many enemies at once or you could end up being the one beaten up.
Hylian Swordsmanship
This style is based off the fighting style of Link from the Legend of Zelda
Hylian Swordsmanship
Martial Arts Manual: Book of Mudora
Starting Trait: Hero's Spirit
Style Weapons: 2-by-sword, broadsword, cudgel, heavy stick, katana, ladle, longsword, sickle, torch, zweihander
Hylian Swordsmanship Buffs
Buff Name | Requirements | Buff Type | Duration | Effects |
---|---|---|---|---|
Combat Acrobat | Melee 0 | Static | - | +1.0 Dodging skill |
Dash Attack | Melee 1 | OnMove | 1 turn Stacks 3 times |
+10% damage |
Flurry Rush | Melee 2 | OnDodge | 1 turn | -25% move cost |
Intermediate Combat Acrobat | Melee 3 | Static | - | +1.0 Dodging skill |
Charge Up | Melee 4 | OnPause | 1 turn | +25% damage |
Master Combat Acrobat | Melee 5 | Static | - | +1.0 Dodging skill |
Hylian Swordsmanship Techniques
Technique Name | Requirements | Technique Type | Effects |
---|---|---|---|
Spin Attack (Spin) | Melee 4 Charge Up buff |
Offensive (Normal & Crit) | Spin |
Spin Attack (Wide) | Melee 4 Charge Up buff |
Offensive (Normal & Crit) | Wide |
Advantages:
- Spin Attack is a powerful AOE technique.
- Has the highest passive Dodging skill bonus of any style.
- Flurry Rush can let you attack with Spin Attack twice in certain situations.
Disadvantages
- Spin Attack is the only technique in the style.
- Using Spin Attack is slow due to needing Charge Up.
- It isn't possible to use Dash Attack and Charge Up / Spin Attack at the same time.
Strategies
The core of Hylian Swordsmanship is its Dodging related buffs and the Spin Attack. Combat Acrobat sets up Flurry Rush easily, allowing rapid fire attacks for a short time. Properly timing a pause to gain Charge Up leads to heavy damage to a group of enemies with Spin Attack. If you can combine Flurry Rush with Charge Up, you can potential Spin Attack more than once for even more damage.
Panzer Kunst
This style is from the movie and manga series Battle Angel
Panzer Kunst
Martial Arts Manual: The Life and Work of Tiger Sauer
Starting Trait: Künstler
Style Weapons: Unarmed, Bionic Claws, Monomolecular Blade
Panzer Kunst Buffs
Buff Name | Requirements | Buff Type | Duration | Effects |
---|---|---|---|---|
Arm Block | Arms Alloy Plating CBM | - | Able to block melee attacks with arms | |
Leg Block | Legs Alloy Plating CBM | - | Able to block melee attacks with legs | |
Schatten Folgen | Unarmed 0 | Static | - | +1 Dodge attempts, Dodging skill increase by 15% of Perception |
Einzug Rüstunge | Unarmed 3 | OnDodge | 3 turns | +1 Accuracy, gain Armor Penetration equal to 50% of Perception |
Seinerweisen | Unarmed 3 | Static | - | Gain Electric damage equal to 50% of Perception |
Panzer Kunst Techniques
Technique Name | Requirements | Technique Type | Effects |
---|---|---|---|
Kumai Sharinraku | Unarmed 0 | Offensive (Normal) | +20% Bash damage |
Geschoss Schlag | Unarmed 2 | Offensive (Normal) | Rapid |
Grab Break | Unarmed 3 | Grab Break | |
Herzschlag | Unarmed 5 Unarmed or Melee |
Offensive (Crit) | 120% move cost, +50% Bash damage, Gain Armor Penetration equal to 100% of Perception, Stun duration: 1 |
Advantages:
- The Electric damage and Armor penetration are really useful against late game enemies.
- Perception boosts both your defense and offense.
Disadvantages
- The increased move cost of Herzschlag can be problematic against groups.
- You need CBMs to use Arm Block and Leg Block.
Strategies
Panzer Kunst is well rounded style that favors Perception builds. The biggest draw is the Electric damage is added to all your attacks with Seinerweisen. No enemy in the game resists Electric damage so you will 'always' be doing some damage to armored foes, even if it is small. Aside from searching for CBMs to get the most out of the style, Panzer Kunst should work well enough in most situation without any extra requirements.
Pokken
This style was created from the moves and abilities from the anime and manga series Pokemon
Pokken
Martial Arts Manual: Pocket Monster Encyclopedia
Starting Trait: Pokken Master
Style Weapons: Unarmed
Pokken Buffs
Buff Name | Requirements | Buff Type | Duration | Effects |
---|---|---|---|---|
Sniper | Unarmed 0 | OnCrit | 1 turn | +50% damage |
Stamina | Unarmed 3 | OnGetHit | 3 turns | Gain bonus bash, cut, stab armor equal to 50% of Strength |
Moxie | Unarmed 5 | OnKill | 3 turns | +50% damage, Persists when switching styles |
Pokken Techniques
Technique Name | Requirements | Technique Type | Effects |
---|---|---|---|
Smart Strike | Unarmed 0 | Offensive (Normal & Crit) | +5 Accuracy |
Low Sweep | Unarmed 1 | Offensive (Normal & Crit) | Knockdown duration: 1 |
Darkest Lariat | Unarmed 2 | Offensive (Normal & Crit) | Gain bonus bash, cut, stab armor penetration equal to 150% of Strength |
Mega Kick | Unarmed 4 | Offensive (Normal & Crit) | +100% bash damage |
Advantages:
- Moxie makes it very easy to repeatedly kill weaker enemies.
- Techniques are all crit ok and do not have any restrictions.
- Mega Kick is one of the strongest techniques in the game.
Disadvantages
- You need an unarmed weapon to block to get the most out of Stamina.
- Aside from Mega Kick, most of the damage comes from situational buffs.
- Lacks group defense.
Strategies
Kill weaker enemies first to gain Moxie then use the damage boost to deal high damage to stronger enemies. Don't ignore stronger enemies for too long though since Pokken doesn't have much in the way for protection.
Jedi Combat Forms
Martial Arts used by the Jedi of the Star Wars series.
Shii-Cho
Martial Arts Manual: Jedi Holocron: Form I
Starting Trait: Jedi Training
Style Weapons: 2-by-sword, bokken, katana, longsword, nodachi, tanto, wakazashi
Shii-Cho Buffs
Buff Name | Requirements | Buff Type | Duration | Effects |
---|---|---|---|---|
Determination | Melee 0 | Static | - | +1 Accuracy, reduce block damage by 100% of Strength |
Apprentice Training | Melee 1 | Static | - | +1 Block attempt, +1 block effectiveness |
Knight Training | Melee 3 | Static | - | +1 Block attempt, +1 block effectiveness |
Flowing Water | Melee 4 | OnBlock | 1 turn | -25% move cost |
Master Training | Melee 5 | Static | - | +1 Block attempt, +1 block effectiveness |
Shii-Cho Techniques
Technique Name | Requirements | Technique Type | Effects |
---|---|---|---|
Disarming Slash | Melee 2 | Offensive (Normal & Crit) | Disarms |
Sarlacc Sweep | Melee 5 | Offensive (Normal & Crit) | Wide |
Advantages:
- High bonus block attempts of any weapon style.
- Strong defense against groups.
- Flowing Water and Sarlacc Sweep are extremely useful at thinning out groups.
Disadvantages
- Lacks crowd control outside of the situational Disarming Slash.
- No damage boosting techniques or buff.
- Less effective against single targets than groups.
Strategies
Shii-Cho is a defensive style. It takes a longer time to kill enemies but it can handle group combat better than most styles. In group combat, you can let your Training buffs and Flowering Water handle weaker enemies while you focus on the most dangerous opponent.
Sublime Way
These styles are based on the martial arts from the Advanced Dungeons and Dragon supplement book: Tome of Battle: Book of Nine Swords.
Desert Wind
Martial Arts Manual: Scorching Sirocco
Starting Trait: Martial Adept
Style Weapons: 2-by-sword, copper spear, forked spear, homemade halfpike, knife spear, mace, pipe spear, scimitar, simple knife spear, spike on a stick, steel spear, wooden spear
Desert Wind Buffs
Buff Name | Requirements | Buff Type | Duration | Effects |
---|---|---|---|---|
Wind Stride | Melee 3 | OnMove | 1 turn | +1.0 Dodging skill |
Zephyr Dance | Melee 3 | OnDodge | 1 turn | +1.0 Dodging skill, +1 Dodge attempt |
Desert Wind Techniques
Technique Name | Requirements | Technique Type | Effects |
---|---|---|---|
Burning Blade | Melee 0 | Offensive (Normal) | +3 heat damage |
Inferno Blade | Melee 1 | Offensive (Crit) | +7 heat damage |
Flashing Sun | Melee 2 | Offensive (Normal) | Wide |
Firesnake | Melee 4 | Offensive (Normal or Crit) | Impale, +7 heat damage |
Ring of Fire | Melee 5 | Offensive (Crit) | Spin, +10 heat damage |
Advantages:
- Desert Wind has the most AOE technique of any style in the game.
- Heat damage can bypass enemy armor.
- Both Wind Stride and Zephyr Dance aid in positioning AOE techniques.
Disadvantages
- Lacks crowd control and a grab break. Group combat can turn sour really fast.
- Even though spears are style weapons, you cannot execute techniques with reach attacks. You must attack in melee.
Strategies
Make the most of the style's AOE techniques. The buffs exist to make it easier to maneuver around enemies to set up favorable attack positions and to escape before things get too dangerous. Because the style is focused on offense, it is better to target weaker targets first to thin the numbers if it looks like you are going to be overwhelmed. The addition of heat damage will ensure that you will always be doing some damage to whatever you attack.
Diamond Mind
Martial Arts Manual: Perfect Clarity of Mind and Body
Starting Trait: Martial Adept
Style Weapons: electrified epee, electrified foil, fencing epee, fencing foil, katana, pointy stick, raiper, sharpened epee, sharpened foil
Diamond Mind Buffs
Buff Name | Requirements | Buff Type | Duration | Effects |
---|---|---|---|---|
Pearl of Black Doubt | Melee 0 | OnDodge | 1 turn Stacks 2 times |
+1 Dodge attempts |
Mind over Body | Melee 2 | OnGetHit | 1 turn Stacks 2 times |
+1 Accuracy |
Stance of Alacrity | Melee 3 | Static | - | -15% move cost |
Quicksilver Motion | Melee 5 | OnPause | 1 turn | +50 Speed |
Diamond Mind Techniques
Technique Name | Requirements | Technique Type | Effects |
---|---|---|---|
Insightful Strike | Melee 1 | Offensive (Normal) | Bonus stab damage equal to 50% of Intelligence |
Greater Insightful Strike | Melee 4 | Offensive (Crit) | Bonus stab damage equal to 100% of Intelligence |
Advantages:
- Techniques do a lot of damage if you have high Intelligence.
- Can attack multiple times in a row with Quicksilver Motion.
- Mind over Body can offset the accuracy penalty from damage.
Disadvantages
- With Pearl of Black Doubt, your success at handling groups relies on how well you dodge. Not dodging often means you do not get bonus dodge attempts.
- It is faster to attack repeatedly than it is to use Quicksilver Motion in the middle of combat.
- Diamond Mind favors stab damage which can be a problem against some enemies.
Strategies
Diamond Mind's attacks are faster than normal and will do good damage if you have high Intelligence. By waiting with Quicksilver Motion, you can attack repeatedly for high damage once an enemy enters your range. Pearl of Black Doubt and Mind over Body can buy you time against small groups.
Iron Heart
Martial Arts Manual: Stormguard Warrior
Starting Trait: Martial Adept
Style Weapons: 2-by-sword, arming sword, broadsword, hatchet, longsword, katana, metal hand axe, stone hand axe
Iron Heart Techniques
Technique Name | Requirements | Technique Type | Effects |
---|---|---|---|
Disarming Strike | Melee 0 Armed opponent |
Offensive (Normal) | Disarm |
Lightning Recovery | Melee 1 | Offensive (Normal) | Feint |
Dazing Strike | Melee 2 | Offensive (Crit) | Stun duration 1 |
Steel Wind | Melee 3 | Offensive (Normal) | Wide |
Scything Blade | Melee 4 | Offensive (Crit) | +25% damage, Wide |
Finishing Move | Melee 5 Stunned target |
Offensive (Crit) | +40% damage, Stun duration: 1 |
Advantages:
- Has a good collection support techniques.
- Finishing Move does very high damage.
- Strong offense against groups.
Disadvantages
- Small choice of weapons.
- Relies on critical hits for extra damage.
- No buffs at all.
Strategies
Iron Heart is straight forward to play. Keep attacking to stun an enemy and then kill with Finishing Move while positioning yourself for AOEs if possible. Just because of your lack of buffs, you have no other support aside from your attacks.
Setting Sun
Martial Arts Manual: Distant Horizon
Starting Trait: Martial Adept
Style Weapons: Unarmed, 2-by-sword, crude sword, ironshod quarterstaff, kris, nord, powered quarterstaff, quarterstaff, xiphos, wakizashi
Setting Sun Buffs
Buff Name | Requirements | Buff Type | Duration | Effects |
---|---|---|---|---|
Arm Block | Unarmed 0 | - | Able to block melee attacks with arms | |
Feigned Opening | Unarmed 1 Melee or Unarmed |
OnGetHit | 1 turn | +20 Speed |
Baffling Defense | Unarmed 2 Melee or Unarmed |
OnPause | 1 turn | Dodging skill increased by 20% of Intelligence |
Setting Sun Techniques
Technique Name | Requirements | Technique Type | Effects |
---|---|---|---|
Fool's Strike | Unarmed 0 Melee or Unarmed |
Block Counter (Normal & Crit) | +20% damage |
Mighty Throw | Unarmed 3 Melee or Unarmed Baffling Defense buff |
Offensive (Normal) | +33% bash damage, knockback distance: 2, knockdown duration: 2 |
Hydra Slaying Strike | Unarmed 4 Melee or Unarmed |
Offensive (Crit) | Stun duration: 1 |
Ballista Throw | Unarmed 5 Melee or Unarmed Baffling Defense buff |
Offensive (Crit) | +50% bash damage, powerful knockback, knockback distance: 3, knockdown duration: 2, stun duration: 1 |
Advantages:
- Mighty Throw and Ballista Throw are useful for breaking up groups.
- Blocking an attack gets you a counterattack and a speed boost.
- All attack do very good damage with a weapon.
Disadvantages
- Requires Unarmed skill to progress through the style.
- Throws require a turn to prepare before they can be used.
- Baffling Defense doesn't work well with Fool's Strike and Feigned Opening.
Strategies
The key to using Setting Sun is to know when to use the throws. The throws work best as a way to break up small groups of enemies to keep them from ganging up on you. Use the time an enemy is knockdown to kill a closer enemy before they are able to re-engage you in melee.
Stone Dragon
Martial Arts Manual: Shards of Granite
Starting Trait: Martial Adept
Style Weapons: Unarmed, battle axe, mace, zweihander
Stone Dragon Buffs
Buff Name | Requirements | Buff Type | Duration | Effects |
---|---|---|---|---|
Stonefoot Stance | Melee 0 Melee or Unarmed |
Static | - | +2 Bash, Cut and Stab Armor, +10% bonus damage |
Cracked Stone | Melee 0 Melee or Unarmed |
OnMove | 1 turn | - |
Shattered Stone | Melee 0 Melee or Unarmed Cracked Stone buff |
OnMove | 1 turn | -2 Bash, Cut and Stab Armor, -10% bonus damage |
Stone Bones | Melee 2 Melee or Unarmed |
OnHit | 3 turns Stacks 5 times |
+1 Bash, Cut and Stab Armor |
Iron Bones | Melee 4 Melee or Unarmed |
OnCrit | 1 turn | +5 Bash, Cut and Stab Armor |
Stone Dragon Techniques
Technique Name | Requirements | Technique Type | Effects |
---|---|---|---|
Mountain Hammer | Melee 1 Melee or Unarmed |
Offensive (Normal & Crit) | Gain bash, cut, stab armor equal to 50% of Strength |
Irrestistible Mountain Strike | Melee 3 Melee or Unarmed |
Offensive (Crit) | Stun duration: 1 |
Colossus Strike | Melee 5 Melee or Unarmed |
Offensive (Crit) | +30% damage, knockback distance: 2, knockdown duration: 1 |
Advantages:
- Gains armor by attacking.
- Can deal very high damage in the right situation.
Disadvantages
- Landing a Colossus Strike will lead to you losing your armor if you follow them.
- All armor buffs have a limitation you must work around.
- Limited style weapon list.
Strategies
Stone Dragon is aggressive. It uses its offense to generate armor allowing it to "tank" hits from enemies. It can dish out some high damage too with the right weapon. But it can also lose its advantage if it moves too much. Knowing when to move and when to stay still is an important part of playing Stone Dragon.
Tiger Claw
Martial Arts Manual: Reaping Talons
Starting Trait: Martial Adept
Style Weapons: Unarmed, battle axe, bionic claws, hatchet, kukri, metal hand axe, stone hand axe, tiger claws
Tiger Claw Buffs
Buff Name | Requirements | Buff Type | Duration | Effects |
---|---|---|---|---|
Pounching Charge | Melee 1 Melee or Unarmed |
OnMove | 1 turn | +2 Accuracy +10% damage |
Cornered Predator | Melee 2 Melee or Unarmed |
OnGetHit | 1 turn | -20% move cost |
Prey on the Weak | Melee 3 Melee or Unarmed |
OnKill | 1 turn Stacks 2 times |
+30 Speed |
Blood in the Water | Melee 4 Melee or Unarmed |
OnCrit | 1 turn Stacks 2 times |
+1 Accuracy, +15% bonus damage |
Improved Critical | Melee 5 Melee or Unarmed |
Static | - | +5% critical hit chance |
Tiger Claw Techniques
Technique Name | Requirements | Technique Type | Effects |
---|---|---|---|
Wolverine Stance | Melee 0 Melee or Unarmed |
Grab Break | - |
Advantages:
- Can attack extremely quickly under the right circumstances.
- Blood In The Water and Prey of the Weak let you go on a killing spree if they stack.
- Weapon choices allow for really high damaging attacks.
Disadvantages
- No offensive techniques at all.
- Almost no defense aside from a Grab Break.
- Relies on situational buffs for power.
Strategies
"Prey on the Weak" pretty much describes Tiger Claw. You can dish out a lot of damage with the weapons but most of the good stuff comes from critting or killing enemies. If you can manage to stack Prey on the Weak or Blood in the Water, you can do crazy amounts of damage. Try to kill weaker enemies first and use Blood in the Water to hit tough enemies HARD!