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{{SkillHeader}} | {{SkillHeader}} | ||
====General==== | |||
{{SkillTableRow | | {{SkillTableRow |Combo |White Belt |0 |Perform a swift combination of attacks. }} | ||
{{SkillTableRow |Bodyblock |Yellow Belt |0 |Using your body to block blows. }} | |||
{{SkillTableRow |Evadeblock |Green Belt |66 |A block that attempts to completely avoid attacks. }} | |||
{{SkillTableRow |Slam |Blue Belt |66 |The first of the throws. }} | |||
{{SkillTableRow |Dash |Orange Belt |0 |Sprint in a particular direction. }} | |||
{{SkillTableRow |Wrench |Red Belt |66 |A nasty throw that breaks the target's limbs. }} | |||
{{SkillTableRow | | {{SkillTableRow |Guarding |Purple Belt |0 |Guarding a body part and counterattacking. }} | ||
{{SkillTableRow | | {{SkillTableRow |Kipup |Purple Belt |33 |Quickly return to your previous stance. }} | ||
{{SkillTableRow |Legblock |Purple Belt |66 |A block that attacks the legs. }} | |||
{{SkillTableRow |Armblock |Purple Belt |66 |A block that attacks the arms. }} | |||
{{SkillTableRow |Tripblock |Bronze Belt |33 |A block that tries to trip outside attackers. }} | |||
{{SkillTableRow |Feint |Silver Belt |50 |Feint an attack to put your opponent off guard. }} | |||
{{SkillTableRow |Pinchblock |Silver Belt |66 |A special and powerful block. }} | |||
{{SkillTableRow |Backbreaker |Gold Belt |33 |The ultimate throw. }} | |||
{{SkillTableRow |Slam | | |||
{{SkillTableRow | | |||
{{SkillTableRow |Wrench | | |||
{{SkillTableRow | | |||
{{SkillTableRow |Kipup | | |||
{{SkillTableRow | | |||
{{SkillTableRow |Armblock | | |||
{{SkillTableRow | | |||
{{SkillTableRow | | |||
{{SkillTableRow | | |||
{{SkillTableRow |Backbreaker | | |||
|} | |} | ||
{{SkillHeader}} | |||
== | ====Stances==== | ||
{| | {{SkillTableRow |Horse |White Belt |0 |The most basic stance. }} | ||
| | {{SkillTableRow |Eagle |Grey Belt |0 |Stance of the soaring eagle. }} | ||
|- | {{SkillTableRow |Cat |Green Belt |0 |An agile, defensive stance. }} | ||
| | {{SkillTableRow |Bear |Blue Belt |33 |A highly specialized stance, designed for punching. }} | ||
{{SkillTableRow |Panda |Orange Belt |33 |A stance for the inebriated. }} | |||
{{SkillTableRow |Rat |Red Belt |0 |A well-balanced stance. }} | |||
{{SkillTableRow |Scorpion |Purple Belt |0 |A devastatingly powerful attack stance. }} | |||
{{SkillTableRow |Cobra |Purple Belt |50 |A ranged stance for easier reactions. }} | |||
{{SkillTableRow |Phoenix |Bronze Belt |50 |Improved clarity of mind. }} | |||
{{SkillTableRow |Tiger |Bronze Belt |66 |Increase the chances of breaking limbs. }} | |||
{{SkillTableRow |Wolf |Gold Belt |0 |A highly accurate stance. }} | |||
{{SkillTableRow |Dragon |Black Belt |0 |The superior state of mind. }} | |||
|} | |} | ||
{{SkillHeader}} | |||
====Punches==== | |||
== | {{SkillTableRow |Jab |White Belt |0 |A straight-forward punch. }} | ||
{| | {{SkillTableRow |Hook |White Belt |65 |A curving punch. }} | ||
| | {{SkillTableRow |Uppercut |Grey Belt |66 |An upwards hooking punch. }} | ||
| | {{SkillTableRow |Palmstrike |Yellow Belt |33 |Strike your opponent on the solar plexus. }} | ||
| | {{SkillTableRow |Hammerfist |Yellow Belt |66 |A strike with your fists to the legs. }} | ||
{{SkillTableRow |Spear |Orange Belt |66 |A jabbing punch with an outstretched hand. }} | |||
{{SkillTableRow |Throatstrike |Purple Belt |0 |Disable the vocal cords of your opponent. }} | |||
{{SkillTableRow |Backfist |Bronze Belt |66 |A backhanded blow to the head. }} | |||
{{SkillTableRow |Bladehand |Silver Belt |33 |Attempt to disarm your opponent. }} | |||
|} | |} | ||
A | {{SkillHeader}} | ||
====Kicks==== | |||
{{SkillTableRow |Sidekick |White Belt |0 |A powerful thrusting kick. }} | |||
{| | {{SkillTableRow |Snapkick |Grey Belt |33 |A straight-forward kick. }} | ||
| | {{SkillTableRow |Roundhouse |Green Belt |33 |A twisting kick. }} | ||
| | {{SkillTableRow |Sweep |Blue Belt |0 |Attempting to sweep your opponent off his feet. }} | ||
| | {{SkillTableRow |Moonkick |Orange Belt |33 |A powerful, curving kick. }} | ||
{{SkillTableRow |Thunderkick |Red Belt |0 |A rolling kick that utilises momentum. }} | |||
{{SkillTableRow |Thrustkick |Red Belt |33 |A kick designed to push your target away. }} | |||
{{SkillTableRow |Scythekick |Red Belt |50 |A scything kick to destroy magical protection. }} | |||
{{SkillTableRow |Axe |Bronze Belt |0 |A kick with a chance of breaking your target's neck. }} | |||
{{SkillTableRow |Whirlwind |Silver Belt |0 |A whirling kick that strikes the face. }} | |||
{{SkillTableRow |Spinkick |Gold Belt |0 |Spin in place and deliver a powerful kick. }} | |||
{{SkillTableRow |Jumpkick |Gold Belt |66 |Attack someone in an adjacent room with a flying kick. }} | |||
|} | |} | ||
This | {{Anchor|Combo}} | ||
{{Skill_detail | |||
|skill = Combo | |||
|description = Perform a swift combination of attacks | |||
|syntax = COMBO <target> <[ab] [param]> <[ab] [param]> <[ab] [param]> | |||
|detail = 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 DRAIMAN MNK LEFT SPP RIGHT SPP RIGHT | ||
{| | |cooldown = | ||
| | |target = | ||
| | |required = | ||
| | }} | ||
{{Anchor|Bodyblock}} | |||
{{Skill_detail | |||
|skill = Bodyblock | |||
|description = Using your body to block blows | |||
|syntax = BDB and UNBLOCK BODY | |||
|detail = 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 adventurers and | ||
| | denizens. | ||
| | |cooldown = | ||
| | |target = Both players and NPCs | ||
| | |required = | ||
}} | |||
{{Anchor|Evadeblock}} | |||
{{Skill_detail | |||
|skill = Evadeblock | |||
|description = A block that attempts to completely avoid attacks | |||
|syntax = EVB and UNBLOCK EVADE | |||
|detail = Your training in physical combat allows you a 3% chance to evade those that would try to | |||
attack you, providing you are not prone. The focus this block requires is a constant drain on both | |||
your mental reserves and willpower. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Slam}} | |||
{{Skill_detail | |||
|skill = Slam | |||
|description = The first of the throws | |||
|syntax = SLT <target> | |||
|detail = 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. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Dash}} | |||
{{Skill_detail | |||
|skill = Dash | |||
|description = Sprint in a particular direction | |||
|syntax = DASH <direction> | |||
|detail = Your trained physique allows you to quickly dash in a particular direction, until there | |||
is nowhere left to go. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Wrench}} | |||
{{Skill_detail | |||
|skill = Wrench | |||
|description = A nasty throw that breaks the target's limbs | |||
|syntax = WRT <target> [<LEFT/RIGHT> <ARM/LEG>] | |||
|detail = 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 and crippling it in | |||
the process. If the limb is already broken, 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. | ||
| | |cooldown = | ||
| | |target = | ||
| | |required = | ||
}} | |||
{{Anchor|Guarding}} | |||
{{Skill_detail | |||
|skill = Guarding | |||
|description = Guarding a body part and counterattacking | |||
|syntax = GUARD <limb> or GUARD NOTHING | |||
|detail = 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 become prone (see HELP PRONE). Being fallen is excluded | ||
{| | from this list. | ||
| | |cooldown = | ||
| | |target = | ||
| | |required = | ||
|} | }} | ||
{{Anchor|Kipup}} | |||
{{Skill_detail | |||
|skill = Kipup | |||
|description = Quickly return to your previous stance | |||
|syntax = KIPUP | |||
|detail = You can kip up immediately into your last stance if someone trips you to the floor, even | |||
if you are off balance. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Legblock}} | |||
{{Skill_detail | |||
|skill = Legblock | |||
|description = A block that attacks the legs | |||
|syntax = LSB and UNBLOCK LEGS | |||
|detail = 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. | ||
{| | |cooldown = | ||
| | |target = | ||
| | |required = | ||
| | }} | ||
{{Anchor|Armblock}} | |||
{{Skill_detail | |||
|skill = Armblock | |||
|description = A block that attacks the arms | |||
|syntax = ASB and UNBLOCK ARMS | |||
|detail = 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. | |||
The | |||
== | You may not use the leg strike block simultaneously with this block. | ||
{| | |cooldown = | ||
| | |target = | ||
| | |required = | ||
| | }} | ||
{{Anchor|Tripblock}} | |||
{{Skill_detail | |||
|skill = Tripblock | |||
|description = A block that tries to trip outside attackers | |||
|syntax = TRB and UNBLOCK TRIP | |||
|detail = Base chance: 10% | |||
Assailants beware. With a bit of mental attention directed to your surroundings, should an opponent | |||
whom you haven't attacked tries to score a sly hit on you, you will try and counter by tripping | |||
them to the ground. It requires at least one free leg to act and will drain your mental reserves to | |||
upkeep. | |||
== | This block will not work if you have recently fled combat, you must stand your ground. | ||
{| | |cooldown = | ||
| | |target = | ||
| | |required = | ||
| | }} | ||
| | {{Anchor|Feint}} | ||
{{Skill_detail | |||
|skill = Feint | |||
|description = Feint an attack to put your opponent off guard | |||
|syntax = FEINT <target> <limb> | |||
|detail = By feinting an attack towards a particular limb, you can cause your opponent to shift | |||
their parry and upset their balance in fear. | |||
== | |cooldown = 5 seconds | ||
{| | |target = | ||
| | |required = | ||
| | }} | ||
| | {{Anchor|Pinchblock}} | ||
{{Skill_detail | |||
|skill = Pinchblock | |||
|description = A special and powerful block | |||
|syntax = PNB and UNBLOCK PINCH | |||
|detail = 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. | ||
| | |cooldown = | ||
|} | |target = | ||
|required = | |||
}} | |||
{{Anchor|Backbreaker}} | |||
{{Skill_detail | |||
|skill = Backbreaker | |||
|description = The ultimate throw | |||
|syntax = BBT <target> | |||
|detail = If your opponent is on the ground, you may lift them into the air and bring them back | |||
first down upon your knee, dealing powerful trauma to their torso. If they are suffering a crippled | |||
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. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Horse}} | |||
{{Skill_detail | |||
|skill = Horse | |||
|description = The most basic stance | |||
|syntax = HRS | |||
|detail = The most basic fighting stance, the Horse stance is taught for its balanced strength and | |||
ease of use. | |||
<pre> | |||
Tekura Modifiers | |||
Pros Cons | |||
-------------------- -------------------- | |||
Kick damage: +10% Throw speed: +0.25s | |||
Kick speed: -0.5s | |||
Punch damage: +10% | |||
| | Punch speed: -0.5s | ||
Block chance: +5% | |||
</pre> | |||
|cooldown = | |||
{| | |target = | ||
| | |required = | ||
| | }} | ||
| | {{Anchor|Eagle}} | ||
{{Skill_detail | |||
|skill = Eagle | |||
|description = Stance of the soaring eagle | |||
|syntax = EGS | |||
|detail = 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. | |||
<pre> | |||
Tekura Modifiers: | |||
Pros Cons | |||
-------------------- -------------------- | |||
Stancing has no balance cost. Kick damage: -30% | |||
Kick speed: -1.3s Punch damage: -30% | |||
Punch speed: -1.3s | |||
|} | Block chance: +5% | ||
</pre> | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Cat}} | |||
{{Skill_detail | |||
|skill = Cat | |||
|description = An agile, defensive stance | |||
|syntax = CTS | |||
|detail = At the cost of power and speed, the defensive ability of the Cat stance is unmatched, | |||
allowing for catlike reflexes. | |||
<pre> | |||
Tekura Modifiers: | |||
== | Pros Cons | ||
{| | -------------------- -------------------- | ||
| | Guarding will stun. Kick damage: -20% | ||
| | Throw speed: -0.75s Punch damage: -20% | ||
| | Block chance: +50% | ||
| | </pre> | ||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Bear}} | |||
{{Skill_detail | |||
|skill = Bear | |||
|description = A highly specialized stance, designed for punching | |||
|syntax = BRS | |||
|detail = The unrelenting might of the bear allows you to strike even if your arms are broken. It | |||
is the pugilist stance of choice. | |||
<pre> | |||
Tekura Modifiers: | |||
== | Pros Cons | ||
{| | -------------------- -------------------- | ||
| | Can punch with crippled arms. None. | ||
| | Punch damage: +20% | ||
| | Speed: -0.5s | ||
| | Block chance: +10% | ||
</pre> | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Panda}} | |||
{{Skill_detail | |||
|skill = Panda | |||
|description = A stance for the inebriated | |||
|syntax = PDS | |||
|detail = 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. | |||
<pre> | |||
Tekura Modifiers: | |||
Pros Cons | |||
-------------------- -------------------- | |||
Kick damage: Scales Chance to trip and miss while drunk. | |||
Punch damage: Scales | |||
Speed: -1s to +1s | |||
Block chance: +15% | |||
</pre> | |||
== | |cooldown = | ||
{| | |target = | ||
| | |required = | ||
|- | }} | ||
| | {{Anchor|Rat}} | ||
| | {{Skill_detail | ||
|skill = Rat | |||
|description = A well-balanced stance | |||
|syntax = RTS | |||
|detail = 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. | |||
<pre> | |||
Tekura Modifiers: | |||
Pros Cons | |||
-------------------- -------------------- | |||
Kick damage: +10% None. | |||
Kick speed: -1s | |||
Punch damage: +10% | |||
| | Punch speed: -1s | ||
Block chance: +10% | |||
= | </pre> | ||
{| | |cooldown = | ||
| | |target = | ||
| | |required = | ||
| | }} | ||
| | {{Anchor|Scorpion}} | ||
{{Skill_detail | |||
|skill = Scorpion | |||
|description = A devastatingly powerful attack stance | |||
|syntax = SCS | |||
|detail = 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. | |||
<pre> | |||
Tekura Modifiers: | |||
== | Pros Cons | ||
{| | -------------------- -------------------- | ||
| | Kick damage: +30% Throw speed: +0.3s | ||
| | Kick speed: -1s Block chance: -15% | ||
| | Punch damage: +20% Max kai energy: -25 kai | ||
| | Punch speed: -1s | ||
</pre> | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Cobra}} | |||
{{Skill_detail | |||
|skill = Cobra | |||
|description = A ranged stance for easier reactions | |||
|syntax = CBS | |||
|detail = 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. | |||
<pre> | |||
Tekura Modifiers: | |||
== | Pros Cons | ||
{| | -------------------- -------------------- | ||
| | Can kick twice. Cannot punch. | ||
| | Kick damage: +10% | ||
| | Kick speed: -1s | ||
| | Throw speed: -1s | ||
Block chance: +10% | |||
Limb damage: +20% | |||
</pre> | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Phoenix}} | |||
{{Skill_detail | |||
|skill = Phoenix | |||
|description = Improved clarity of mind | |||
|syntax = PHS | |||
|detail = 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. | |||
<pre> | |||
Tekura Modifiers: | |||
== | Pros Cons | ||
{| | -------------------- -------------------- | ||
| | Kick speed: -0.5s None. | ||
| | Punch speed: -0.5s | ||
| | Telepathy speed: -0.25s | ||
| | Max kai energy: +20 kai | ||
Block chance: +20% | |||
</pre> | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Tiger}} | |||
{{Skill_detail | |||
|skill = Tiger | |||
|description = Increase the chances of breaking limbs | |||
|syntax = TGS | |||
|detail = 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 then other stances, and your throws will | |||
slightly suffer. | |||
<pre> | |||
Tekura Modifiers: | |||
== | Pros Cons | ||
{| | -------------------- -------------------- | ||
| | Kick speed: -0.5s Kick damage: -10% | ||
| | Punch speed: -0.5s Throw speed: +0.5s | ||
| | Block chance: +5% | ||
| | Limb damage: +20% | ||
</pre> | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Wolf}} | |||
{{Skill_detail | |||
|skill = Wolf | |||
|description = A highly accurate stance | |||
|syntax = WFS | |||
|detail = 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. | |||
<pre> | |||
Tekura Modifiers: | |||
== | Pros Cons | ||
{| | -------------------- -------------------- | ||
| | Kick damage: +20% None. | ||
| | Kick speed: -1s | ||
| | Punch speed: -1s | ||
| | Throw speed: -0.3s | ||
Accuracy: +20% | |||
</pre> | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Dragon}} | |||
{{Skill_detail | |||
|skill = Dragon | |||
|description = The superior state of mind | |||
|syntax = DRS | |||
|detail = 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. | |||
<pre> | |||
Tekura Modifiers: | |||
== | Pros Cons | ||
{| | -------------------- -------------------- | ||
| | Damage resist: +10% None. | ||
|- | Kick damage: +15% | ||
| | Kick speed: -1s | ||
| | Punch damage: +10% | ||
Punch speed: -1s | |||
Throw speed: -0.1s | |||
Block chance: +15% | |||
</pre> | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Jab}} | |||
{{Skill_detail | |||
|skill = Jab | |||
|description = A straight-forward punch | |||
|syntax = JBP <target> | |||
|detail = 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. | ||
| | |cooldown = | ||
| | |target = Both players and NPCs | ||
| | |required = | ||
|} | }} | ||
This | {{Anchor|Hook}} | ||
{{Skill_detail | |||
|skill = Hook | |||
|description = A curving punch | |||
|syntax = HKP <target> | |||
|detail = The hooked motion of this punch plants your fist firmly into your opponent's torso. | |||
|cooldown = | |||
|target = Both players and NPCs | |||
|required = | |||
}} | |||
{{Anchor|Uppercut}} | |||
{{Skill_detail | |||
|skill = Uppercut | |||
|description = An upwards hooking punch | |||
|syntax = UCP <target> | |||
|detail = In an upward punch, deal a mighty blow to your opponent's head. | |||
|cooldown = | |||
|target = Both players and NPCs | |||
|required = | |||
}} | |||
{{Anchor|Palmstrike}} | |||
{{Skill_detail | |||
|skill = Palmstrike | |||
|description = Strike your opponent on the solar plexus | |||
|syntax = PMP <target> | |||
|detail = Using your palm, you can strike your opponent directly on their solar plexus. This will | |||
cause them to lose the benefits of levitation. | |||
|cooldown = | |||
|target = Both players and NPCs | |||
|required = | |||
}} | |||
{{Anchor|Hammerfist}} | |||
{{Skill_detail | |||
|skill = Hammerfist | |||
|description = A strike with your fists to the legs | |||
|syntax = HFP <target> [LEFT/RIGHT] | |||
|detail = With great hammering strength, you will bring your fist down directly on your opponent's | |||
leg. | |||
|cooldown = | |||
|target = Both players and NPCs | |||
|required = | |||
}} | |||
{{Anchor|Spear}} | |||
{{Skill_detail | |||
|skill = Spear | |||
|description = A jabbing punch with an outstretched hand | |||
|syntax = SPP <target> [LEFT/RIGHT] | |||
|detail = 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. | |||
|cooldown = | |||
|target = Both players and NPCs | |||
|required = | |||
}} | |||
{{Anchor|Throatstrike}} | |||
{{Skill_detail | |||
|skill = Throatstrike | |||
|description = Disable the vocal cords of your opponent | |||
|syntax = TSP <target> | |||
|detail = By forming a clawed fist, you can attack the throat of your opponent and dislodge their | |||
larynx. This will cripple their throat and cause blurry vision. | |||
|cooldown = | |||
|target = Both players and NPCs | |||
|required = | |||
}} | |||
{{Anchor|Backfist}} | |||
{{Skill_detail | |||
|skill = Backfist | |||
|description = A backhanded blow to the head | |||
|syntax = BFP <target> | |||
|detail = This backhanded blow aimed at their head will rattle your opponent and send their mind | |||
into a short-lived state of turmoil, as well as dealing damage and a small amount of trauma. | |||
== | During this time, any strike with Tekura will have a chance to become obscured as to which limb | ||
{| | side was struck. | ||
| | |cooldown = | ||
| | |target = Both players and NPCs | ||
| | |required = | ||
| | }} | ||
{{Anchor|Bladehand}} | |||
{{Skill_detail | |||
|skill = Bladehand | |||
|description = Attempt to disarm your opponent | |||
|syntax = BLP <target> [LEFT/RIGHT] | |||
|detail = Hand flat like a blade, you can strike out at the arms of your opponent to try and disarm | |||
them of their wielded items. | |||
|cooldown = | |||
|target = Both players and NPCs | |||
|required = | |||
}} | |||
{{Anchor|Sidekick}} | |||
{{Skill_detail | |||
|skill = Sidekick | |||
|description = A powerful thrusting kick | |||
|syntax = SDK <target> | |||
|detail = Twist your body and kick sideways to deliver a solid blow high on your opponent's torso, | |||
dealing damage and trauma. | |||
== | If their torso is broken, then the attack will upset their balance and equilibrium. | ||
{| | |cooldown = | ||
| | |target = Both players and NPCs | ||
|- | |required = | ||
| | }} | ||
| | {{Anchor|Snapkick}} | ||
{{Skill_detail | |||
|skill = Snapkick | |||
|description = A straight-forward kick | |||
|syntax = SNK <target> [LEFT/RIGHT] | |||
|detail = Snap your feet in a kick aimed directly at your opponent's legs, dealing some damage and | |||
trauma. | |||
== | If the struck leg is broken, then it will cause them to hobble when attempting to move. | ||
|cooldown = | |||
| | |target = Both players and NPCs | ||
| | |required = | ||
| | }} | ||
| | {{Anchor|Roundhouse}} | ||
{{Skill_detail | |||
|skill = Roundhouse | |||
|description = A twisting kick | |||
|syntax = RHK | |||
|detail = This sweeping kick will strike everyone in present in your location, assuming they are | |||
within reach. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Sweep}} | |||
{{Skill_detail | |||
|skill = Sweep | |||
|description = Attempting to sweep your opponent off his feet | |||
|syntax = SWK <target> | |||
|detail = Quickly drop onto one palm and sweep the legs of your opponent out from under them, | |||
knocking them to the ground, and injuring their ankle in the process. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Moonkick}} | |||
{{Skill_detail | |||
|skill = Moonkick | |||
|description = A powerful, curving kick | |||
|syntax = MNK <target> [LEFT/RIGHT] | |||
|detail = This kick, so called because the foot travels in the arc of a crescent moon, attacks the | |||
arms of your opponent, dealing damage and trauma. | |||
== | If the struck arm is broken, then it will weaken their grip on their wielded items, making them | ||
{| | more vulnerable to disarming attempts. | ||
| | |cooldown = | ||
| | |target = Both players and NPCs | ||
| | |required = | ||
| | }} | ||
{{Anchor|Thunderkick}} | |||
{{Skill_detail | |||
|skill = Thunderkick | |||
|description = A rolling kick that utilises momentum | |||
|syntax = TNK <target> | |||
|detail = By performing a flip into a roll, you can bring your leg over your head in quick motion | |||
and deliver a deadly blow aimed at your opponent's head. | |||
== | The attack will only land if both arms of your opponent are broken, but when it does, it will be | ||
{| | incredibly decisive and knock them unconscious. | ||
| | |cooldown = | ||
| | |target = Both players and NPCs | ||
| | |required = | ||
|} | }} | ||
A | {{Anchor|Thrustkick}} | ||
{{Skill_detail | |||
|skill = Thrustkick | |||
|description = A kick designed to push your target away | |||
|syntax = THK <target> <direction> | |||
|detail = Using your great leg power, you will thrust your leg out to kick your opponent away in | |||
the specified direction. | |||
|cooldown = | |||
|target = | |||
|required = | |||
}} | |||
{{Anchor|Scythekick}} | |||
{{Skill_detail | |||
|skill = Scythekick | |||
|description = A scything kick to destroy magical protection | |||
|syntax = SCK <target> | |||
|detail = With an incredibly fast kick, you can shred away an opponent's magical shield with this | |||
scything attack. | |||
|cooldown = | |||
|target = Both players and NPCs | |||
|required = | |||
}} | |||
{{Anchor|Axe}} | |||
{{Skill_detail | |||
|skill = Axe | |||
|description = A kick with a chance of breaking your target's neck | |||
|syntax = AXK <target> | |||
|detail = 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. | ||
| | |cooldown = | ||
| | |target = Both players and NPCs | ||
| | |required = | ||
| | }} | ||
{{Anchor|Whirlwind}} | |||
{{Skill_detail | |||
|skill = Whirlwind | |||
|description = A whirling kick that strikes the face | |||
|syntax = WWK <target> | |||
|detail = The most impressive of all kicks, this one is essentially a spinning crescent kick aimed | |||
at the head of an unlucky opponent, dealing damage and trauma. | |||
If they are fallen, then it will deal a slightly extra amount of damage to the head. | |||
== | If the head is broken, then it will also stun them. | ||
{| | |cooldown = | ||
| | |target = Both players and NPCs | ||
| | |required = | ||
| | }} | ||
| | {{Anchor|Spinkick}} | ||
{{Skill_detail | |||
|skill = Spinkick | |||
|description = Spin in place and deliver a powerful kick | |||
|syntax = SPK <target> | |||
|detail = Spin to generate momentum to release a powerful kick towards your opponent's torso, | |||
dealing more health damage then Sidekick, but less trauma. | |||
|cooldown = | |||
|target = Both players and NPCs | |||
|required = | |||
}} | |||
{{Anchor|Jumpkick}} | |||
{{Skill_detail | |||
|skill = Jumpkick | |||
|description = Attack someone in an adjacent room with a flying kick | |||
|syntax = JPK <target> [stance] | |||
|detail = By starting from an adjacent location, you can launch yourself into a flying kick that | |||
will slam into your opponent's torso, knocking them to the floor, stunning them, and causing some | |||
trauma and bruising. | |||
If they have recently fled from combat, then the stun will persist for longer. | |||
If you specify a stance, then you will flow into it after your jump kick at no cost. | |||
|cooldown = | |||
| | |target = | ||
|required = | |||
| | }} | ||
edits