Combat
For combat moves to be effective, a player must raise either Unarmed Combat or Melee Combat, preferably both.
Heavy changes to the combat system were made in the update "Bumfights".
In order to learn a combat move, an animal must be defeated in melee combat. The move learned is based on the animal defeated, but otherwise appears to be random. (Minor note: During the first iteration of combat discoveries, prerequisites to use the move had to be met. As of world 10, this is not the case and you can pick up moves at random. Some players have had issues with getting a move like chop without getting a way to gain initiative points.)
A note on "μ":
Quote from jorb:
"Spending more points on a combat effect increases the efficiency of said combat effect in that school. The meaning of increasing the weight of some particular combat effect is indicated in the descriptive text for that combat effect by a μ-symbol (Mu). The actual value of μ ranges from 1 to 1.5, depending on your weighting. Usually, a higher weight for some particular combat effect will serve to reduce its cooldown, increase its damage, or the like."
Moves in italics are available for free to hearthling when acquiring 'The Will to Power' skill.
Moves
Move
|
Initiative cost
|
Cooldown
|
Notes
|
Learned from
|
Dash
|
Opponents' initiative points: +2
|
80/μ
|
Completely removes your slightest opening
|
|
Opportunity Knocks
|
4
|
45
|
Opportunity Knocks increases your opponent's greatest opening by 40%·μ.
|
|
Take Aim
|
0
|
(30 + IP·2)/μ
|
Gives +1 initiative and can be carried out at a distance. The cooldown of Take Aim increases by 20% for each initiative point you have.
|
|
Think
|
0+4
|
40/μ
|
Gives +2 initiative and can be carried out at a distance. The cooldown of Think increases by 20% for each initiative point you have.
|
|
Restorations
Move
|
Learned from
|
Initiative cost
|
Attack Weight
|
Openings
|
Reduces
|
Cooldown
|
Special
|
Artful Evasion
|
|
Opponents' initiative points: +1
|
|
|
- 20%·μ Striking
- 20%·μ Backhanded
- 20%·μ Sweeping
- 20%·μ Oppressive
|
40
|
|
Feigned Dodge
|
|
0
|
|
|
|
35
|
For every unit of opening reduced by Feigned Dodge, twice that amount is given to the opponent.
|
Flex
|
|
0
|
Unarmed
|
On opponent:
|
- 10%·μ Backhanded
- 10%·μ Oppressive
|
30
|
|
Jump
|
|
0
|
|
|
|
25
|
|
Quick Dodge
|
|
0
|
|
|
|
25
|
|
Regain Composure
|
|
0
|
|
|
- 20%·μ Striking
- 20%·μ Sweeping
|
35
|
|
Sidestep
|
|
0
|
|
|
|
25
|
|
Watch Its Moves
|
|
Opponents' initiative points: +1
|
|
|
|
45
|
Gains you 1 point of initiative against your opponent.
|
Yield Ground
|
- Ants
- Bats
- Badger
- Foxes
- Boar
- Moose
|
1
|
|
On you:
|
- 30%·μ Striking
- 30%·μ Oppressive
|
30
|
|
Zig-Zag Ruse
|
|
Opponents' initiative points: +2
|
|
|
- 50%·μ Sweeping
- 50%·μ Oppressive
|
50
|
|
Maneuvers
Attacks