General
Skill | Rank | Percent | Description |
---|---|---|---|
Combo | White Belt | 0 % | Perform a swift combination of attacks. |
Bodyblock | Yellow Belt | 0 % | Using your body to block blows. |
Evadeblock | 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 that breaks the target's limbs. |
Guarding | Purple Belt | 0 % | Guarding a body part and counterattacking. |
Kipup | Purple Belt | 33 % | Quickly return to your previous stance. |
Legblock | Purple Belt | 66 % | A block that attacks the legs. |
Armblock | Purple Belt | 66 % | A block that attacks the arms. |
Tripblock | Bronze Belt | 33 % | A block that tries to trip outside attackers. |
Feint | Silver Belt | 50 % | Feint an attack to put your opponent off guard. |
Pinchblock | Silver Belt | 66 % | A special and powerful block. |
Backbreaker | Gold Belt | 33 % | The ultimate throw. |
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 chances of breaking limbs. |
Wolf | Gold Belt | 0 % | A highly accurate stance. |
Dragon | Black Belt | 0 % | The superior state of mind. |
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 % | Strike your opponent on the solar plexus. |
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. |
Backfist | Bronze Belt | 66 % | A backhanded blow to the head. |
Bladehand | Silver Belt | 33 % | Attempt to disarm your opponent. |
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. |
Thunderkick | Red Belt | 0 % | A rolling kick that utilises momentum. |
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. |
Spinkick | Gold Belt | 0 % | Spin in place and deliver a powerful kick. |
Jumpkick | Gold Belt | 66 % | Attack someone in an adjacent room with a flying kick. |
Combo | Perform a swift combination of attacks | |
Syntax: | COMBO <target> <[ab] [param]> <[ab] [param]> <[ab] [param]> | |
Details: | 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 |
Bodyblock | Using your body to block blows | |
Syntax: | BDB and UNBLOCK BODY | |
Works against: | Both players and NPCs | |
Details: | 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. |
Evadeblock | A block that attempts to completely avoid attacks | |
Syntax: | EVB and UNBLOCK EVADE | |
Details: | 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. |
Slam | The first of the throws | |
Syntax: | SLT <target> | |
Details: | 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 | Sprint in a particular direction | |
Syntax: | DASH <direction> | |
Details: | Your trained physique allows you to quickly dash in a particular direction, until there
is nowhere left to go. |
Wrench | A nasty throw that breaks the target's limbs | |
Syntax: | WRT <target> [<LEFT/RIGHT> <ARM/LEG>] | |
Details: | 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. |
Guarding | Guarding a body part and counterattacking | |
Syntax: | GUARD <limb> or GUARD NOTHING | |
Details: | 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. |
Kipup | Quickly return to your previous stance | |
Syntax: | KIPUP | |
Details: | You can kip up immediately into your last stance if someone trips you to the floor, even
if you are off balance. |
Legblock | A block that attacks the legs | |
Syntax: | LSB and UNBLOCK LEGS | |
Details: | 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. |
Armblock | A block that attacks the arms | |
Syntax: | ASB and UNBLOCK ARMS | |
Details: | 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. |
Tripblock | A block that tries to trip outside attackers | |
Syntax: | TRB and UNBLOCK TRIP | |
Details: | 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. |
Feint | Feint an attack to put your opponent off guard | |
Syntax: | FEINT <target> <limb> | |
Cooldown: | 5 seconds | |
Details: | By feinting an attack towards a particular limb, you can cause your opponent to shift
their parry and upset their balance in fear. |
Pinchblock | A special and powerful block | |
Syntax: | PNB and UNBLOCK PINCH | |
Details: | 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 | The ultimate throw | |
Syntax: | BBT <target> | |
Details: | 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. |
Horse | The most basic stance | |
Syntax: | HRS | |
Details: | The most basic fighting stance, the Horse stance is taught for its balanced strength and
ease of use. 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% |
Eagle | Stance of the soaring eagle | |
Syntax: | EGS | |
Details: | 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 Cons -------------------- -------------------- Stancing has no balance cost. Kick damage: -30% Kick speed: -1.3s Punch damage: -30% Punch speed: -1.3s Block chance: +5% |
Cat | An agile, defensive stance | |
Syntax: | CTS | |
Details: | At the cost of power and speed, the defensive ability of the Cat stance is unmatched,
allowing for catlike reflexes. Tekura Modifiers: Pros Cons -------------------- -------------------- Guarding will stun. Kick damage: -20% Throw speed: -0.75s Punch damage: -20% Block chance: +50% |
Bear | A highly specialized stance, designed for punching | |
Syntax: | BRS | |
Details: | 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 Cons -------------------- -------------------- Can punch with crippled arms. None. Punch damage: +20% Speed: -0.5s Block chance: +10% |
Panda | A stance for the inebriated | |
Syntax: | PDS | |
Details: | 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 Cons -------------------- -------------------- Kick damage: Scales Chance to trip and miss while drunk. Punch damage: Scales Speed: -1s to +1s Block chance: +15% |
Rat | A well-balanced stance | |
Syntax: | RTS | |
Details: | 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 Cons -------------------- -------------------- Kick damage: +10% None. Kick speed: -1s Punch damage: +10% Punch speed: -1s Block chance: +10% |
Scorpion | A devastatingly powerful attack stance | |
Syntax: | SCS | |
Details: | 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 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 |
Cobra | A ranged stance for easier reactions | |
Syntax: | CBS | |
Details: | 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 Cons -------------------- -------------------- Can kick twice. Cannot punch. Kick damage: +10% Kick speed: -1s Throw speed: -1s Block chance: +10% Limb damage: +20% |
Phoenix | Improved clarity of mind | |
Syntax: | PHS | |
Details: | 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 Cons -------------------- -------------------- Kick speed: -0.5s None. Punch speed: -0.5s Telepathy speed: -0.25s Max kai energy: +20 kai Block chance: +20% |
Tiger | Increase the chances of breaking limbs | |
Syntax: | TGS | |
Details: | 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. 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% |
Wolf | A highly accurate stance | |
Syntax: | WFS | |
Details: | 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 Cons -------------------- -------------------- Kick damage: +20% None. Kick speed: -1s Punch speed: -1s Throw speed: -0.3s Accuracy: +20% |
Dragon | The superior state of mind | |
Syntax: | DRS | |
Details: | 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 Cons -------------------- -------------------- Damage resist: +10% None. Kick damage: +15% Kick speed: -1s Punch damage: +10% Punch speed: -1s Throw speed: -0.1s Block chance: +15% |
Jab | A straight-forward punch | |
Syntax: | JBP <target> | |
Works against: | Both players and NPCs | |
Details: | 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 | A curving punch | |
Syntax: | HKP <target> | |
Works against: | Both players and NPCs | |
Details: | The hooked motion of this punch plants your fist firmly into your opponent's torso. |
Uppercut | An upwards hooking punch | |
Syntax: | UCP <target> | |
Works against: | Both players and NPCs | |
Details: | In an upward punch, deal a mighty blow to your opponent's head. |
Palmstrike | Strike your opponent on the solar plexus | |
Syntax: | PMP <target> | |
Works against: | Both players and NPCs | |
Details: | Using your palm, you can strike your opponent directly on their solar plexus. This will
cause them to lose the benefits of levitation. |
Hammerfist | A strike with your fists to the legs | |
Syntax: | HFP <target> [LEFT/RIGHT] | |
Works against: | Both players and NPCs | |
Details: | With great hammering strength, you will bring your fist down directly on your opponent's
leg. |
Spear | A jabbing punch with an outstretched hand | |
Syntax: | SPP <target> [LEFT/RIGHT] | |
Works against: | Both players and NPCs | |
Details: | 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 | Disable the vocal cords of your opponent | |
Syntax: | TSP <target> | |
Works against: | Both players and NPCs | |
Details: | 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. |
Backfist | A backhanded blow to the head | |
Syntax: | BFP <target> | |
Works against: | Both players and NPCs | |
Details: | 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. |
Bladehand | Attempt to disarm your opponent | |
Syntax: | BLP <target> [LEFT/RIGHT] | |
Works against: | Both players and NPCs | |
Details: | Hand flat like a blade, you can strike out at the arms of your opponent to try and disarm
them of their wielded items. |
Sidekick | A powerful thrusting kick | |
Syntax: | SDK <target> | |
Works against: | Both players and NPCs | |
Details: | 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. |
Snapkick | A straight-forward kick | |
Syntax: | SNK <target> [LEFT/RIGHT] | |
Works against: | Both players and NPCs | |
Details: | 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. |
Roundhouse | A twisting kick | |
Syntax: | RHK | |
Details: | This sweeping kick will strike everyone in present in your location, assuming they are
within reach. |
Sweep | Attempting to sweep your opponent off his feet | |
Syntax: | SWK <target> | |
Details: | 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. |
Moonkick | A powerful, curving kick | |
Syntax: | MNK <target> [LEFT/RIGHT] | |
Works against: | Both players and NPCs | |
Details: | 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. |
Thunderkick | A rolling kick that utilises momentum | |
Syntax: | TNK <target> | |
Works against: | Both players and NPCs | |
Details: | 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. |
Thrustkick | A kick designed to push your target away | |
Syntax: | THK <target> <direction> | |
Details: | Using your great leg power, you will thrust your leg out to kick your opponent away in
the specified direction. |
Scythekick | A scything kick to destroy magical protection | |
Syntax: | SCK <target> | |
Works against: | Both players and NPCs | |
Details: | With an incredibly fast kick, you can shred away an opponent's magical shield with this
scything attack. |
Axe | A kick with a chance of breaking your target's neck | |
Syntax: | AXK <target> | |
Works against: | Both players and NPCs | |
Details: | 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 | A whirling kick that strikes the face | |
Syntax: | WWK <target> | |
Works against: | Both players and NPCs | |
Details: | 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. |
Spinkick | Spin in place and deliver a powerful kick | |
Syntax: | SPK <target> | |
Works against: | Both players and NPCs | |
Details: | Spin to generate momentum to release a powerful kick towards your opponent's torso,
dealing more health damage then Sidekick, but less trauma. |
Jumpkick | Attack someone in an adjacent room with a flying kick | |
Syntax: | JPK <target> [stance] | |
Details: | 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. |