Difference between revisions of "Tekura (skill)"

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Tekura Modifiers:
Tekura Modifiers:


Pros                     
Pros:                    
--------------------     
--------------------     
Kick damage: +10%      
Kick damage: +10%
     
Kick speed: -0.5s
Kick speed: -0.5s
Punch damage: +10%
Punch damage: +10%
Punch speed: -0.5s
Punch speed: -0.5s
Block chance: +5%
Block chance: +5%


Cons
Cons:
--------------------
--------------------
Throw speed: +0.25s
Throw speed: +0.25s
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Tekura Modifiers:
Tekura Modifiers:


Pros                           
Pros:                          
--------------------           
--------------------           
Stancing has no balance cost.  
Stancing has no balance cost.  
Kick speed: -1.3s            
 
Kick speed: -1.3s
         
Punch speed: -1.3s
Punch speed: -1.3s
Block chance: +5%
Block chance: +5%


Cons
Cons:
--------------------
--------------------
Kick damage: -30%
Kick damage: -30%
Punch damage: -30%
Punch damage: -30%
}}
}}
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Tekura Modifiers:
Tekura Modifiers:


Pros                   
Pros:                    
--------------------   
--------------------   
Guarding will stun.     
Guarding will stun.     
Throw speed: -0.75s    
 
Throw speed: -0.75s
 
Block chance: +50%
Block chance: +50%


Cons
Cons:
--------------------
--------------------
Kick damage: -20%
Kick damage: -20%
Punch damage: -20%
Punch damage: -20%
}}
}}
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Tekura Modifiers:
Tekura Modifiers:


Pros                           
Pros:                            
--------------------           
--------------------           
Can punch with broken arms.     
Can punch with broken arms.  
    
Punch damage: +20%
Punch damage: +20%
Speed: -0.5s
Speed: -0.5s
Block chance: +10%
Block chance: +10%


Cons
Cons:
--------------------
--------------------
None.
None.
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Tekura Modifiers:
Tekura Modifiers:


Pros                       
Pros:                      
--------------------       
--------------------       
Kick damage: Scales      
Kick damage: Scales
   
Punch damage: Scales
Punch damage: Scales
Speed: -1s to +1s
Speed: -1s to +1s
Block chance: +15%
Block chance: +15%


Cons
Cons:
--------------------
--------------------
Chance to trip and miss while drunk.
Chance to trip and miss while drunk.
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Tekura Modifiers:
Tekura Modifiers:


Pros                     
Pros:                    
--------------------     
--------------------     
Kick damage: +10%       
Kick damage: +10%       
Kick speed: -1s
Kick speed: -1s
Punch damage: +10%
Punch damage: +10%
Kick speed: -1s
Kick speed: -1s
Block chance: +10%
Block chance: +10%


Cons
Cons:
--------------------
--------------------
None.
None.
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Tekura Modifiers:
Tekura Modifiers:


Pros                     
Pros:                    
--------------------     
--------------------     
Kick damage: +30%       
Kick damage: +30%       
Kick speed: -1s        
 
Punch damage: +20%    
Kick speed: -1s  
   
Punch damage: +20%    
Punch speed: -1s
Punch speed: -1s


Cons
Cons:
--------------------
--------------------
Throw speed: +0.3s
Throw speed: +0.3s
Block chance: -15%
Block chance: -15%
Max kai energy: -25 kai
Max kai energy: -25 kai
}}
}}
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Tekura Modifiers:
Tekura Modifiers:


Pros                     
Pros:                    
--------------------     
--------------------     
Can kick twice.        
Can kick twice.  
   
Kick damage: +10%
Kick damage: +10%
Kick speed: -1s
Kick speed: -1s
Throw speed: -1s
Throw speed: -1s
Block chance: +10%
Block chance: +10%
Limb damage: +20%
Limb damage: +20%


Cons
Cons:
--------------------
--------------------
Cannot punch.
Cannot punch.
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Tekura Modifiers:
Tekura Modifiers:


Pros                       
Pros:                        
--------------------       
--------------------       
Kick speed: -0.5s         
Kick speed: -0.5s  
          
Punch speed: -0.5s
Punch speed: -0.5s
Telepathy speed: -0.25s
Telepathy speed: -0.25s
Max kai energy: +20 kai
Max kai energy: +20 kai
Block chance: +20%
Block chance: +20%


Cons
Cons:
--------------------
--------------------
None.
None.
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Tekura Modifiers:
Tekura Modifiers:


Pros                     
Pros:                    
--------------------     
--------------------     
Kick speed: -0.5s      
Kick speed: -0.5s  
   
Punch speed: -0.5s       
Punch speed: -0.5s       
Block chance: +5%
Block chance: +5%
Limb damage: +20%
Limb damage: +20%


Cons
Cons:
--------------------
--------------------
Kick damage: -10%
Kick damage: -10%
Throw speed: +0.5s
Throw speed: +0.5s
}}
}}
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Tekura Modifiers:
Tekura Modifiers:


Pros                 
Pros:                  
--------------------
--------------------
Kick damage: +20%      
Kick damage: +20%  
   
Kick speed: -1s
Kick speed: -1s
Punch speed: -1s
Punch speed: -1s
Throw speed: -0.3s
Throw speed: -0.3s
Accuracy: +20%
Accuracy: +20%


Cons
Cons:
--------------------
--------------------
None.
None.
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Tekura Modifiers:
Tekura Modifiers:


Pros                 
Pros:                  
--------------------
--------------------
Damage resist: +10%  
Damage resist: +10%
Kick damage: +15%
Kick damage: +15%
Kick speed: -1s
Kick speed: -1s
Punch damage: +10%
Punch damage: +10%
Punch speed: -1s
Punch speed: -1s
Throw speed: -0.1s
Throw speed: -0.1s
Block chance: +15%
Block chance: +15%


Cons
Cons:
--------------------
--------------------
None.
None.

Revision as of 08:52, 12 May 2021

Skill Rank Percent Description
Combo White Belt 0% Perform a swift combination of attacks.
BodyBlock Yellow Belt 0% Using your body to block blows.
Evade Green Belt 66% A block that attempts to completely avoid attacks.
Slam Blue Belt 66% The first of the throws.
Dash Orange Belt 0% Sprint in a particular direction.
Wrench Red Belt 66% A nasty throw the breaks the target's limbs.
Dodging Purple Belt 33% Avoid losing your balance from aggressors.
Kipup Purple Belt 33% Quickly return to your previous stance.
Armblock Purple Belt 66% A block that attacks the arms.
Legblock Purple Belt 66% A block that attacks the legs.
Guarding Bronze Belt 33% Guarding a body part and counterattacking.
Feint Silver Belt 50% Feint an attack to put your opponent off guard.
Pinch Silver Belt 66% A special and powerful block.
Backbreaker Gold Belt 33% The ultimate throw.
You can utilize the following stances:
Skill Rank Percent Description
Horse White Belt 0% The most basic stance.
Eagle Grey Belt 0% Stance of the soaring eagle.
Cat Green Belt 0% An agile, defensive stance.
Bear Blue Belt 33% A highly specialized stance, designed for punching.
Panda Orange Belt 33% A stance for the inebriated.
Rat Red Belt 0% A well-balanced stance.
Scorpion Purple Belt 0% A devastatingly powerful attack stance.
Cobra Purple Belt 50% A ranged stance for easier reactions.
Phoenix Bronze Belt 50% Improved clarity of mind.
Tiger Bronze Belt 66% Increase the chance of breaking limbs.
Wolf Gold Belt 0% A highly accurate stance.
Dragon Black Belt 0% The superior state of mind.
You can perform the following punches:
Skill Rank Percent Description
Jab White Belt 0% A straight-forward punch.
Hook White Belt 65% A curving punch.
Uppercut Grey Belt 66% An upwards hooking punch.
Palmstrike Yellow Belt 33% Striking your opponent's nose, rendering him blind.
Hammerfist Yellow Belt 66% A strike with your fists to the legs.
Spear Orange Belt 66% A jabbing punch with an outstretched hand.
Throatstrike Purple Belt 0% Disable the vocal cords of your opponent.
Bladehand Silver Belt 33% A sudden strike to their shoulder.
You can perform the following kicks:
Skill Rank Percent Description
Sidekick White Belt 0% A powerful thrusting kick.
Snapkick Grey Belt 33% A straight-forward kick.
Roundhouse Green Belt 33% A twisting kick.
Sweep Blue Belt 0% Attempting to sweep your opponent off his feet.
Moonkick Orange Belt 33% A powerful, curving kick.
Cometkick Red Belt 0% A bone-rattling kick aimed at the chest.
Thrustkick Red Belt 33% A kick designed to push your target away.
Scythekick Red Belt 50% A scything kick to destroy magical protection.
Axe Bronze Belt 0% A kick with a chance of breaking your target's neck.
Whirlwind Silver Belt 0% A whirling kick that strikes the face.
Jumpkick Gold Belt 66% Attack someone in an adjacent room with a flying kick.


Combo
Syntax: COMBO <target> <[ab] [param]> <[ab] [param]> <[ab] [param]>
Description: This ability allows you to hone your Tekura abilities and unleash a full three-attack combo at once. You can combine stances, throws, kicks, and punches as one, including what limb they should strike.

Example: COMBO <target> MNK LEFT SPP RIGHT SPP RIGHT


BodyBlock
Syntax: BDB and UNBLOCK BODY
Description: Base chance: 25%

Although bracing your muscles in the body block will be a constant drain on your mental reserves, you will attempt to reduce all cutting and blunt damage you receive by half from other players.


Evade
Syntax: EVB and UNBLOCK EVADE
Description: Your training in physical combat allows you to dodge attacks with greater efficiency. However, the focus this block requires is a constant drain on both your mental reserves and willpower.


Slam
Syntax: SLT <target>
Description: Should your opponent be upon the ground, you can pick them up and slam them painfully back into the ground. This throw will also counter and end any momentum a tumbling opponent may have.


Dash
Syntax: DASH <direction>
Description: Your trained physique allows you to quickly dash in a particular direction until there is nowhere left to go.


Wrench
Syntax: WRT <target> [<LEFT
Description: Your strong hands can now easily grip and wrench your opponent's limbs free of their sockets, causing tremendous trauma to that limb providing they are not standing. If it is already broken and damaged, then the trauma dealt is halved.

If all your opponent's arms and legs are crippled, they will be defenseless enough for you to forcefully wrench their neck and deliver a blow that will smash it completely. This will give them the crippled throat, smashed throat, and whiplash afflictions.


Dodging
Syntax: DODGING <ON
Description: Your focus allows you to identify sudden attempts to upset your balance and dodge quickly out of the way. There is a steady drain on your mental reserves in order to use this.


Kipup
Syntax: KIPUP
Description: You can kip up immediately into your last stance if someone trips you to the floor, even if you are off-balance.


Armblock
Syntax: ASB and UNBLOCK ARMS
Description: Base chance: 10%

This block will allow you to look for openings and counter with a blow to your opponent's arms when they deal direct damage to you. It requires at least one free arm to act and will drain your mental reserves to upkeep. The strike cannot be parried and will not break limbs on its own.

You may not use the leg strike block simultaneously with this block.


Legblock
Syntax: LSB and UNBLOCK LEGS
Description: Base chance: 10%

By focusing upon your footwork, you can look for openings to counter with a blow to your opponent's legs when they deal damage to you. It requires at least one free leg to act and will drain your mental reserves to upkeep. The strike cannot be parried and will not break limbs on its own.

You may not use the arm strike block simultaneously with this block.


Guarding
Syntax: GUARD <limb> or GUARD NOTHING
Description: Similar to the weapon-user's parry ability, you will guard a specific limb and effectively nullify all damage to it if you are unhindered. However, If you are standing when you guard the limb, you will also snatch your opponent's arm and twist it, disrupting their own parry.

You can guard either the head, torso, left arm, right arm, left leg, or right leg.

You will be unable to guard a limb if you have paresis or become prone. Being fallen is excluded from this list.


Feint
Syntax: FEINT <target> <limb>
Description: By feinting an attack towards a particular limb, you can cause your opponent to shift their parry in fear.


Pinch
Syntax: PNB and UNBLOCK PINCH
Description: Base chance: 15%

This powerful block searches for an opening in your opponent and strikes with a pinching blow to the neck that knocks them unconscious, but only when they deal damage to you first. You will only be successful if they are under two fifth's of their maximum health and you have at least one healthy arm. This requires a lot of focus and will have a constant tax on your mental reserves.


Backbreaker
Syntax: BBT <target>
Description: If your opponent is on the ground, you may lift them into the air and bring them back first down upon your knee, dealing sufficient damage to their torso. If they are suffering a broken limb, then the force will weaken their back momentarily. If you manage to weaken their back three times in a row, then you will snap their spine and instantly kill them.


Horse
Syntax: HRS
Description: The most basic fighting stance, the Horse stance is taught for its balanced strength and ease of use.

Tekura Modifiers:

Pros:


Kick damage: +10%

Kick speed: -0.5s

Punch damage: +10%

Punch speed: -0.5s

Block chance: +5%

Cons:


Throw speed: +0.25s


Eagle
Syntax: EGS
Description: This stance is named for its incredible speed, not unlike the strike of the soaring eagle. It is however weak in damage and doesn't provide much defense.

Tekura Modifiers:

Pros:


Stancing has no balance cost.

Kick speed: -1.3s

Punch speed: -1.3s

Block chance: +5%

Cons:


Kick damage: -30%

Punch damage: -30%


Cat
Syntax: CTS
Description: At the cost of power and speed, the defensive ability of the Cat stance is unmatched, allowing for catlike

reflexes.

Tekura Modifiers:

Pros:


Guarding will stun.

Throw speed: -0.75s

Block chance: +50%

Cons:


Kick damage: -20%

Punch damage: -20%


Bear
Syntax: BRS
Description: The unrelenting might of the bear allows you to strike even if your arms are broken. It is the pugilist stance of choice.

Tekura Modifiers:

Pros:


Can punch with broken arms.

Punch damage: +20%

Speed: -0.5s

Block chance: +10%

Cons:


None.


Panda
Syntax: PDS
Description: The Panda stance is a fighting style that dramatically increases your striking power while drunk. Due to the nature of needing to be inebriated though, its usefulness is entirely dependant on just how well the user can stay cognizant for.

Tekura Modifiers:

Pros:


Kick damage: Scales

Punch damage: Scales

Speed: -1s to +1s

Block chance: +15%

Cons:


Chance to trip and miss while drunk.


Rat
Syntax: RTS
Description: A more complex stance for the intermediate, the Rat stance is balanced and swift, often being taught as a replacement to the beginners' Horse stance. It offers a sturdy fighting style.

Tekura Modifiers:

Pros:


Kick damage: +10%

Kick speed: -1s

Punch damage: +10%

Kick speed: -1s

Block chance: +10%

Cons:


None.


Scorpion
Syntax: SCS
Description: By trading off nearly all defensive abilities, you can attack with incredible power and speed. Your kicks and punches will sting like the tail of the scorpion.

Tekura Modifiers:

Pros:


Kick damage: +30%

Kick speed: -1s

Punch damage: +20%

Punch speed: -1s

Cons:


Throw speed: +0.3s

Block chance: -15%

Max kai energy: -25 kai


Cobra
Syntax: CBS
Description: By keeping a safe distance, you can weave to and fro and strike with two consecutive kicks alike the cobra. While you'll be unable to punch in this stance, it does free your hands for tools such as a shield.

Tekura Modifiers:

Pros:


Can kick twice.

Kick damage: +10%

Kick speed: -1s

Throw speed: -1s

Block chance: +10%

Limb damage: +20%

Cons:


Cannot punch.


Phoenix
Syntax: PHS
Description: With the clarity of the Phoenix, you can focus your mind and fluidly incorporate the Telepathic and Kaido arts into your fighting style. There is some trade-off, however.

Tekura Modifiers:

Pros:


Kick speed: -0.5s

Punch speed: -0.5s

Telepathy speed: -0.25s

Max kai energy: +20 kai

Block chance: +20%

Cons:


None.


Tiger
Syntax: TGS
Description: The tiger bites hard and deep. With this stance you can inflict greater damage to their limbs and muscles, however, your kicks will be weaker than other stances and your throws will slightly suffer.

Tekura Modifiers:

Pros:


Kick speed: -0.5s

Punch speed: -0.5s

Block chance: +5%

Limb damage: +20%

Cons:


Kick damage: -10%

Throw speed: +0.5s


Wolf
Syntax: WFS
Description: When you are in the Wolf stance, canine precision and execution allow you to greatly increase your accuracy against effects that might normally make you miss.

Tekura Modifiers:

Pros:


Kick damage: +20%

Kick speed: -1s

Punch speed: -1s

Throw speed: -0.3s

Accuracy: +20%

Cons:


None.


Dragon
Syntax: DRS
Description: The superior stance in all-around power, speed, and reflexes. More of a state of mind than physical prowess, the Dragon is the culmination of the Tekura fighting art to provide the most balanced fighting style to the master. It replaces the intermediate Rat stance in all-around usefulness.

Tekura Modifiers:

Pros:


Damage resist: +10%

Kick damage: +15%

Kick speed: -1s

Punch damage: +10%

Punch speed: -1s

Throw speed: -0.1s

Block chance: +15%

Cons:


None.


Jab
Syntax: JBP <target>
Description: Throw your arm forward in a quick jab at your opponent.

This punch may be used with the TARGET ability in Weaponry to attack any part of the opponent's body.


Hook
Syntax: TKP <target>
Description: The hooked motion of this punch plants your fist firmly into your opponent's torso.


Uppercut
Syntax: UCP <target>
Description: In an upward punch, deal a mighty blow to your opponent's head.


Palmstrike
Syntax: PMP <target>
Description: Using your palm, you can smash your opponent on the bridge of their nose, blurring their vision.


Hammerfist
Syntax: HFP <target> [LEFT
Description: With great hammering strength, you will bring your fist down directly on your opponent's leg.


Spear
Syntax: SPP <target> [LEFT
Description: This punch is used with a rigid 'spear' hand. With your knowledge of musculature, you're able to hit just the right spot on your opponent's arms to damage them.


Throatstrike
Syntax: TSP <target>
Description: By forming a clawed fist, you can attack the throat of your opponent and dislodge their larynx. They will be unable to speak or use their throat for certain abilities until it is cured.


Bladehand
Syntax: BLP <target>
Description: Hand flat like a blade, you strike out at the vulnerable artery near the neck and shoulder. This attack does not damage them, but the brief loss in blood flow will cause short-lived turmoil within their mind.

During this time, any strike with Tekura will have a chance to become obscured as to which limb side was struck.


Sidekick
Syntax: SDK <target>
Description: Twist your body and kick sideways to deliver a solid blow high on your opponent's torso.


Snapkick
Syntax: SNK <target> [LEFT
Description: Snap your feet in a kick aimed directly at your opponent's legs.


Roundhouse
Syntax: RHK
Description: This sweeping kick will strike everyone in present in your location, assuming they are within reach.


Sweep
Syntax: SWK <target>
Description: Quickly drop onto one palm and sweep the legs of your opponent out from under them, knocking them to the ground.


Moonkick
Syntax: MNK <target> [LEFT
Description: This kick, so called because the foot travels in the arc of a crescent moon, attacks the arms of your opponent.


Cometkick
Syntax: CMK <target>
Description: By launching a powerful kick at the ribcage, you can rattle your opponent's chest. The resulting shock will cause your opponent's lung to collapse, providing both their arms are crippled.


Thrustkick
Syntax: THK <target> <direction>
Description: Using your great leg power, you will thrust your leg out to kick your opponent away in the specified direction.


Scythekick
Syntax: SCK <target>
Description: With an incredibly fast kick, you can shred away an opponent's magical shield with this scything attack.


Axe
Syntax: AXK <target>
Description: Like the swing of an axe, this head-aimed kick is somewhat slow but with an emphasis on power. Your opponent must be upon the ground, else you will miss your attack. If the opponent is suffering from a mangled head, then the blow will snap the neck and instantly kill them.


Whirlwind
Syntax: WWK <target>
Description: The most impressive of all kicks, this one is essentially a spinning crescent kick aimed at the head of an unlucky opponent. If they are fallen, then it will deal a slightly extra amount of damage to the head.


Jumpkick
Syntax: JPK <target> [<stance>]
Description: By starting from an adjacent location, you can launch yourself into a flying kick that will slam into your opponent, knocking them to the floor and stunning them briefly. If you specify a stance, then you will flow into it after your jump kick at no cost.