Unarmed Combat
Damage formula
Damage can be calculated by the following formula:
(Shouldn't the Unarmed Combat ability be a factor?)
where:
- MoveDmg is the listed damage of the martial art used
- str is the strength of the hearthling
The base damage of a basic Punch is 10. For a hearthling with a Strength of 80, their damage would be calculated by:
Types
There are currently four types of moves in Haven & Hearth;
Striking, Backhanded, Sweeping, and Oppressive.
Each attack raises your opponent's opening of it's corresponding color.
Example: Using the green attack Punch (A Striking move) will raise your opponent's green opening (Off-Balance)
Maneuvers
Maneuvers are defenses against the attacks of your foe. The higher your corresponding stat, the more defense a maneuver will provide.
The following is an incomplete list of all maneuvers currently in the game.
Name | Weight | Cool Down | Effect | Learned From |
---|---|---|---|---|
Bloodlust | Unarmed Combat * 50% | 10 | When attacked: Bloodlust is charged by 25% * ∆. When you attack an opponent, your attack weight will be increased by four times the amount that Bloodlust is charged. | Rage |
Chin Up | Unarmed Combat | 10 | ||
Combat Meditation | Unarmed Combat | 10 | When attacked: Combat Meditation is charged by 25% * ∆. When you attack an opponent, your cooldown will be decreased by the amount that Combat Meditation is charged. | Gardening [Verify] |
Death or Glory | Unarmed Combat * 50% | 10 | When attacked: You gain 0.75 * ∆ Points of Initiative against the opponent. | Siegecraft |
Oak Stance | Unarmed Combat * 150% | 10 | When attacked: Your greatest opening is reduced by 5% * ∆. While Oak Stance is active, all your attacks will have 50% of their normal attack weight. | Forestry |
Attacks
Attacks are moves that inflict damage and/or increase openings on your opponent. Using an attack will cause a cooldown based off the listed cooldown of an ability. The attacker must increase the openings of a matching attack type before actual damage is inflicted on their HP. Having a higher agility than your opponent will make your cooldowns shorter, and your foes' longer. Grievous damage is damage done to your foes HHP. New moves are discovered via green highlighted combat discoveries while fighting certain foes, there also seems to be a level requirement to unlock some abilities.
Name | Weight | Attack Type | Openings | Damage | Grievous Damage | Cooldown | Effect | Cost | Learned From |
---|---|---|---|---|---|---|---|---|---|
Punch | Unarmed Combat * 0.8 * μ | Striking | +15% Off-Balance | 10 | 5% Grievous Damage | 30 | |||
Left Hook | Unarmed Combat * μ | Backhanded | +15% Dizzy | 15 | 10% Grievous Damage | 40 | |||
Low Blow | Unarmed Combat * μ | Backhanded | +10% Off-Balance | 10 | 30% Grievous Damage | 50 | Gain 1 IP against your opponent. | Fox, Boar | |
Kick | Unarmed Combat * μ | Sweeping | +17.5% Reeling | 15 | 15% Grievous Damage | 45 | Ants | ||
Haymaker | Unarmed Combat * μ | Sweeping | +15% Reeling | 20 | 15% Grievous Damage | 50 | Ants, Bat | ||
Knock Its Teeth Out | Unarmed Combat * μ | Oppressive | +20% Cornered | 30 | 25% Grievous Damage | 35 | 1 IP | Badger | |
Go for the Jugular | Unarmed Combat * μ | Striking, Oppresive | +15% Off-Balance, +10% Cornered | 40 | 30% Grievous Damage | 45 | 3+3 IP | ||
Punch 'em Both | Unarmed Combat * μ | Striking, Sweeping | +15% Reeling | 10 | 7.5% Grievous Damage | 40 | Punch 'em Both attacks both your primary target and also one other opponent in range. | ||
Rip Apart | Unarmed Combat * μ | Striking, Backhanded, Sweeping, Oppressive | +5% Off-Balance, +5% Dizzy, +5% Reeling, +5% Cornered | 50 | 30% Grievous Damage | 80 | 6 IP | ||
Steal Thunder | Unarmed Combat * μ | Backhanded, Sweeping | +10% Dizzy | None | None | 40 | To the extent that it is unblocked, Steal Thunder will take 3 IP from its target and gain you 2 of them. | ||
Uppercut | Unarmed Combat * μ | Striking, Backhanded | +15% Reeling | 30 | 5% Grievous Damage | 30 | |||
Opportunity Knocks | Unarmed Combat | 45 | Opportunity Knocks increases your opponent's greatest opening by 40% * μ | 4 IP | |||||
Flex | Unarmed Combat | +15% Dizzy | 30 | Reduces 10% * μ Backhanded, 10% * μ Oppressive |