GameplayMechanicsCombatWeapon TechniquesMartial ArtsAuxiliary Arts

Unarmed or body enhancing weapons which possess the widest array of Martial Types. A specific trait of Auxiliary Arts is their compatibility with other Art groups.

Taking levels in Auxiliary Arts allows you choose 1 Sect per Rank. However, Auxiliary Arts don't have a cap on Proficiency Rank.

Minor Combat Proficiency Upgrades allows you to pick up to Y sects in a Fighting Style. e.g. A MCPU 1 would allow you to choose 1 Sect in a Fighting Style you haven't levelled.

Fighting Styles

A wide array of of unarmed techniques. Fighting Styles have a unique Limb system which dictates the criteria under which attack can be used. Sects are packages of unarmed moves, choosing one will grant all skills within.

Damage

Unarmed dmg = Skills#Strength/5 Unarmed Pen = Skills#Dexterity/5 Crit DS = 90

Limb System

[1H] - One handed attack, requires at least one free hand to use [2H] - Two handed attack, requires both hands to be used. [0H] - Neither hands are used, usually kicks and other non-arm attacks.

Rajas Boxing

A fist focused fighting style based on disproportionate arms of the Raja. Focused on building up to strong Mainhand attacks with offhand strikes.

  • Slugger ^6407f2
    • X Slugger Y
    • Mental Token
    • Y is equal to 1 + #Rajas Boxing Sects
      • X cannot exceed Y

Youngling Fists

  • Double Flicker
    • Assault , with two offhand jabs.
      • 1: 60% Unarmed Blunt dmg, Body Hit
      • [When Poised] 2: 80% Unarmed Blunt dmg, Body Hit
    • [1H]
    • [Poise Condition] 5 Turn CD 
  • Heavy Feint
    • Feint, a Mainhand straight into an Offhand cross.
      • 1: 120% Unarmed Blunt dmg, Head Hit
    • [2H]
    • [When Poised] +0.25 Crit Damage Modifier per X Slugger
    • [Poise Condition] 5 Turn CD 
  • Counter Knuckle
    • Deflect, with your Offhand and attack with a Mainhand gut punch.
      • 1: 130% Unarmed Blunt dmg, Body Hit.
    • [2H]
    • [When Poised] +2 Penetration
    • [Poise Condition] 4 Turn CD
  • Quick Jab
    • Punish, with a quick jab at center mass.
      • 1: 120% Unarmed Blunt dmg, Body Hit
    • [1H]

Full Force

  • Rajas Right
    • Assault , with a Mainhand straight punch to the chest.
      • 1: 120% Unarmed Blunt dmg, Body Hit
    • [2H]
    • Set to 0 Slugger
    • [Poise Only]
    • [Poise Condition] 5 Turn CD 
  • Building Momentum ^9e5d14

Iron Will

  • Primal Aegis
    • Block, against the current attack and store its power.
    • [2H]
    • [Poise Only]
    • [Poise Condition] 4 Turn CD 
  • Stalwart Feet ^cbd9de
    • Enter a defensive stance for 1 Maneuver.
    • Deflects gain +1 Clash Power.
    • Assaults deal -50% less damage.

Rajas Blitz

  • Falling Hammer
    • Assault, with an overhead fist smash.
      • 1: 140% Unarmed Blunt dmg, Head Hit.
      • [Conditional] If 4 Slugger 4,
    • [2H]
    • [Poise Only]
    • [Poise Condition] 6 Turn CD
  • Cross Counter
    • Bind, via precisely attacking while closely avoid the enemy's attack.
      • 1: 140% Unarmed Blunt dmg, Head Hit.
      • [Conditional] If 4 Slugger 4,
        • This attack will be a Critical.
        • Set to 0 Slugger
    • [1H]
    • [Poise Only]
    • [Poise Condition] 6 Turn CD

Faltes Slashes

A hand focused fighting style with Slashing and Pierce damage. Focused on gaining Status Tokens#Prowess and Penetration.

Innate Razors

  • Open Chop
    • Assault , with a horizontal cut using the hand.
    • [1H]
    • [Poise Condition] 4 Turn CD 
  • Pivot Piercer
    • Feint, with a Mainhand slash then pivot into a hand thrust elsewhere.
      • 1: 110% Unarmed Pierce dmg, Precision Hit
        • +10 Crit Modifier
        • [When Poised] +3 Penetration
    • [Poise Condition] 4 Turn CD
  • Handblade Parry
    • Deflect, with a Rai enhanced chop and return with a face stab.
    • [2H]
    • [Poise Condition] 5 Turn CD 
  • Sneaky Thrust
    • Punish, with a thrust targeting the back.
      • 1: 130% Unarmed Pierce dmg, Body Hit
        • +2 Penetration
    • [1H]

Acupuncture

  • Finer Points ^39384b
    • Enter an exploitative stance for 1 Maneuver.
    • All unarmed Pierce dmg is set to 0
    • All moves that apply Pierce dmg instead apply +1 Pressure Points Y
      • Y is equal to that Art's bonus dmg (Negative bonuses are not added).
      • Pressure Points ^9216fb
        • X Pressure Points Y
        • X stores extra Pen
        • Y stores extra base dmg
        • Pressure Points 0 on Duel Loss
  • Breaking Point

Scissor Hands

  • Upper Cut
    • Feint, a horizontal Mainhand slash into an Offhand vertical cut.
    • [2H]
    • [Poise Condition] 5 Turn CD
  • Faltes' Lunge
    • Assault, with an advancing hand thrust or Deflect into a hand thrust out of a dash.
      • 1: 140% Unarmed Pierce dmg, Body Hit
    • [2H]
    • 2 Range, Advances 1 tile.
    • [Poise Only]
    • [Poise Condition] 4 Turn CD

Faltes' Glory

Sua-resu

A evasive, mixed limb fighting style focused on turning Dodges and Ripostes into damage.

Swift Gale

  • Shin Check
    • Assault, with a kick to the shins.
    • [0H]
    • [Poise Condition] 3 Turn CD 
  • Elusive Palm
    • Feint, a leg kick into a palm strike.
    • [1H]
    • [Poise Condition] 5 Turn CD
  • Spinning Roundhouse
    • Deflect, by dodging the enemy's strike with a spin into a roundhouse.
    • [0H]
    • [Poise Condition] 4 Turn CD
  • Gliding Elbow

Calm Breeze

Violent Hurricane

  • Soaring Kick
  • Twin Torrents
    • Assault, with two upkicks.
      • Fatal Hit 2
      • 1: 90% Unarmed Blunt dmg, Body Hit
      • 2: 90% Unarmed Blunt dmg, Body Hit
    • [0H]
    • [Poise Only]
    • [Poise Condition] 5 Turn CD

Rising Tornado

Kuroam

A grappling hand focused fighting style focused on debuffs and displacement.

  • Iron Claw ^10fea6
    • X Iron Claw Y
    • Mental Token
    • +(10 * Y) DS to [TC]s inflicted by Grapples or [Snatches].
    • -1X on use
  • [Snatch] - This Art imposes an [TC] as a result of you grabbing the enemy.

Novice Wrestling

  • Northern Cross
    • Assault, with an Offhand cross to the head.
    • [1H]
    • [Poise Condition] 5 Turn CD 
  • Maul
    • Grapple, the enemy's Mainhand and perform an elbow strike to the chest.
      • 1: 90% Unarmed Blunt dmg, Body Hit.
    • [2H]
    • [Poise Condition] 4 Turn CD 
  • Constrict
  • Beast Clutch
    • Punish, with an aggressive claw thrust.
      • 1: 110% Unarmed Pierce dmg, Body Hit.

Eternal Claw

  • Claw Slash
    • Assault, with an Offhand claw attack.
      • 1: 140% Unarmed Slash dmg, Body Hit.
    • [1H]
    • [Poise Only]
    • [Poise Condition] 5 Turn CD 
  • Arm Clutch
    • Bind, by controlling the enemy's arm and dig your fingers into their shoulder.
    • [2H]
    • [Poise Only]
    • [Poise Condition] 5 Turn CD 

Bound Joints

  • Reversal Flip
  • Feigned Knee
    • Blowthrough, after faking a grab with a rising knee.
      • 1: 160% Unarmed Blunt dmg, Head Hit
    • Set to 0 Iron Claw
    • [1H]
    • [Poise Only]
    • [Poise Condition] 7 Turn CD 

Steel Grip

  • Kuroam Buster
    • Grapple, into a destructive powerbomb.
      • 1: (100 +(20 * Iron Claw Y))% + (1 Height Fall dmg, based off user) Unarmed Blunt dmg, Body Hit.
        • [Conditional] If Iron Claw Y < 3,
          • -40 Hit Modifier
    • 0 Iron Claw
    • [2H]
    • [Poise Only]
    • [Poise Condition] 7 Turn CD 

Offhand Weapons

Shields

A category of Martial Sidearms, focused on defensive utility. [Shield Guard] - This Block gains Clash Power based off Weapon Weight.

The Best Defense

  • Reflex Guard
    • Block, the enemy's attack with your shield.
      • [Shield Guard]
    • [Poise Only]
    • [Poise Condition] 3 Turn CD
  • Hoplite Stance
    • Enter a defensive stance for 1 AP.
    • Auto trigger a Block against frontal melee attacks.
      • +(20 * Weapon Weight) Hit DS for incoming Ranged Attacks.
      • Getting hit by Melee Attacks guarantees a crit.
    • Orienting yourself costs 1 Maneuver.
    • +1 Clash Power while active

More Than Walls

  • Round Weapon
    • Assault, with a shield bash to the head.
    • [Poise Condition] 5 Turn CD
  • Revenge Counter
    • Block, with your shield and counter with your main hand.
      • [Shield Guard]
      • [Conditional] If Clash Win,
        • 1: 140% Main Weapon dmg, Body Hit
    • [Poise Only]
    • [Poise Condition] 5 Turn CD

Side Weapons

A category of Martial Arts specific to dual-wielding.

Two Halves

  • Twin Culling
    • Assault, with both weapons.
      • 1: (50% Main Hand Weapon dmg + 100% Offhand Weapon dmg), Body Hit.
        • Main Hand + Offhand Weapon Pen
    • [Use Condition] Weapon: Dual Wielding
    • [Poise Only]
    • [Poise Condition] 5 Turn CD
  • Hidden Gambit
    • Feint, by faking a Mainhand Strike into a Offhand Strike
      • 1: 110% Offhand Weapon dmg, Body Hit.
        • +2 Pen
    • [Use Condition] Weapon: Dual Wielding
    • [Poise Only]
    • [Poise Condition] 4 Turn CD

Fluidity

  • Recursive Parry
    • Enter a defensive stance for 1 Maneuver.
    • On Duel Win, Deflects can swap the weapon used for the Art's Hit.
  • Pincer Trap
    • Blowthrough, by attacking with your Mainhand and following up with your Offhand while they block the first strike.
      • 1: 120% Offhand Weapon dmg, Body Hit.
        • +2 Pen
        • +15 Crit Modifier
    • [Use Condition] Weapon: Dual Wielding
    • [Poise Only]
    • [Poise Condition] 5 Turn CD
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