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
( Template:Patch: Patch-title "title" Not Found! ).
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.
Damage formula may be (confirm?)
General formula for determining amount of opening seems to be:
Where is attack weight, is defense weight, is base opening % from the move, and is the current opening of that type in the target.
Example:
A player who has 50 uac, 25% green opening and is in lvl 4 Chin Up defense mode is attacked by a player with 100 uac by level 5 punch.
Defense weight will be and attack weight will be .
The opening that will be added to the defending player will thus be and the total opening will be 38%
Some moves can be "used at a distance", meaning you can use them at any time, even when far from your foe, IE fleeing. Moves which cannot be "used at a distance" require you to advance up to your opponent as if you were attacking and touch them before they can be used.
Moves
Moves are unique abilites used to give you a special advantage.
Move
|
Initiative cost
|
Cooldown
|
Notes
|
Useable at distance
|
Learned from
|
Dash
|
Opponents' initiative points: +2
|
80/μ
|
Completely removes your slightest opening
|
Yes
|
- Badger
- Boar
- Wildhorse
- Wolverine
|
Opportunity Knocks
|
4
|
45
|
Opportunity Knocks increases your opponent's greatest opening by 40%·μ.
|
No
|
- Aurochs
- Bear
- Boar
- Boreworm
- Wolverine
|
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.
|
Yes
|
- Ant
- Badger
- Beaver
- Boar
- Fox
- Wolverine
|
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.
|
Yes
|
- Aurochs
- Bat
- Boar
- Fox
- Wildhorse
|
Restorations
Restorations will lower your openings, reducing your vulnerabilities and the damage you take. Some will perform other actions as well.
Move
|
Learned from
|
Initiative cost
|
Attack Weight
|
Openings
|
Reduces
|
Cooldown
|
Useable at distance
|
Special
|
Artful Evasion
|
- Bat
- Boar
- Green Ooze
- Red Deer
|
Opponents' initiative points: +1
|
|
|
- 20%·μ Striking
- 20%·μ Backhanded
- 20%·μ Sweeping
- 20%·μ Oppressive
|
40
|
No
|
|
Feigned Dodge
|
|
0
|
|
|
|
35
|
No
|
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
|
No
|
|
Jump
|
- Aurochs
- Badger
- Bat
- Bear
- Boar
- Fox
|
0
|
|
|
|
25
|
Yes
|
|
Quick Dodge
|
- Ant
- Badger
- Bat
- Boar
- Otter
|
0
|
|
|
|
25
|
Yes
|
|
Regain Composure
|
|
0
|
|
|
- 20%·μ Striking
- 20%·μ Sweeping
|
35
|
Yes
|
|
Sidestep
|
|
0
|
|
|
|
25
|
Yes
|
|
Watch Its Moves
|
|
Initiative points: +1
|
|
|
|
45
|
No
|
Gains you 1 point of initiative against your opponent.
|
Yield Ground
|
- Ant
- Badger
- Bat
- Fox
- Boar
- Moose
|
0
|
|
On you:
|
- 30%·μ Striking
- 30%·μ Oppressive
|
30
|
Yes
|
|
Zig-Zag Ruse
|
|
Opponents' initiative points: +2
|
|
|
- 50%·μ Sweeping
- 50%·μ Oppressive
|
50
|
Yes
|
|
Maneuvers
Maneuvers affect your attack weight and which skills are used to calculate it, as well as often giving special buffs for hitting and being hit.
Attacks
Attacks increase your opponent's openings and deal damage.
Move
|
Learned from
|
Initiative cost
|
Attack weight
|
Attack type
|
Openings
|
Damage
|
Grievous damage
|
Cooldown
|
Special
|
Notes
|
Chop
|
- Ant
- Bat
- Badger
- Boar
- Fox
- Moose
- Mouflon
- Red Deer
|
1
|
Melee·μ
|
|
|
According to weapon
|
|
40
|
Weapon:
|
Cleave
|
- Aurochs
- Badger
- Bear
- Lynx
- Moose
|
4+2
|
Melee·μ
|
|
|
According to Weapon·150%
|
|
80
|
|
Full Circle
|
- Bat
- Green Ooze
- Mouflon
- Otter
- Red Deer
|
0
|
Melee·90%·μ
|
|
- +15% Off Balance
- +5% Cornered
|
According to weapon
|
|
40
|
Weapon:
Full Circle attacks your main target and all other opponents in range.
|
Go for the Jugular
|
|
2+2
|
Unarmed·μ
|
|
- +15% Off Balance
- +10% Cornered
|
40
|
30%
|
45
|
|
Haymaker
|
- Ant
- Badger
- Bat
- Boar
- Fox
- Moose
|
0
|
Unarmed·μ
|
|
|
20
|
15%
|
50
|
|
Kick
|
|
1
|
Unarmed·μ
|
|
|
25
|
15%
|
45
|
|
Knock Its Teeth Out
|
- Beaver
- Boar
- Red Deer
- Wildhorse
- Wildgoat
|
1
|
Unarmed·μ
|
|
|
30
|
25%
|
35
|
|
Left Hook
|
|
0
|
Unarmed·μ
|
|
|
15
|
10%
|
40
|
|
Low Blow
|
- Fox
- Badger
- Bat
- Beaver
- Boar
|
0
|
Unarmed·μ
|
|
|
20
|
30%
|
50
|
Gains you 1 Point of Initiative against your opponent.
|
Punch
|
- Ant
- Badger
- Bat
- Moose
- Otter
|
0
|
Unarmed·80%·μ
|
|
|
10
|
5%
|
30
|
|
Punch 'em Both
|
|
0
|
Unarmed·μ
|
|
|
10
|
7.5%
|
40
|
Attacks both your primary target and also one other opponent in range.
|
Quick Barrage
|
- Badger
- Boar
- Fox
- Green Ooze
|
0
|
Melee·μ
|
|
|
According to Weapon·25%
|
|
20
|
Weapon:
If your opponent has more than 25% of Oppressive openings, Quick Barrage also gains you 1 Point of Initiative against that opponent.
|
Raven's Bite
|
- Bat
- Boar
- Red Deer
- Wildgoat
|
4
|
Melee·μ
|
|
- +15% Off Balance
- +15% Reeling
|
According to weapon·110%
|
|
40
|
Weapon:
|
Rip Apart
|
|
6
|
Unarmed·μ
|
- Striking
- Backhanded
- Sweeping
- Oppressive
|
- +7.5% Off Balance
- +7.5% Dizzy
- +7.5% Reeling
- +7.5% Cornered
|
50
|
30%
|
60
|
|
Sideswipe
|
- Aurochs
- Badger
- Bat
- Fox
- Wildgoat
|
0
|
Melee·μ
|
|
|
According to weapon·75%
|
|
25
|
Weapon:
|
Very effective when paired with Uppercut that creates opening for this move to deal damage effectively.
|
Steal Thunder
|
|
0
|
Unarmed·μ
|
|
|
None
|
|
40
|
To the extent that it is unblocked, Steal Thunder will take 3 points of initiative from its target and you will gain 2 of them.
|
Usable at a small distance, opponent must have 3 or more IP for you to be able to use this move.
|
Sting
|
- Badger
- Bear
- Boar
- Fox
- Red Deer
- Wildgoat
|
2
|
Melee·μ
|
|
|
According to weapon·125%
|
|
50
|
Weapon:
|
Storm of Swords
|
|
2
|
Melee·μ
|
|
|
According to weapon
|
|
50
|
Weapon:
Storm of Swords will attack up to five opponents in range, starting with your main target. The targets will receive 100%, 125%, 150%, 175%, and 200%, respectively, of the weapon's damage.
|
Takedown
|
|
3
|
Unarmed·μ
|
|
|
40
|
30%
|
50
|
|
Uppercut
|
- Aurochs
- Badger
- Boar
- Fox
- Mouflon
|
0
|
Unarmed·0.8·μ
|
|
|
30
|
5%
|
30
|
|
Useless as the only offensive move due to mismatching colors, but effective at creating Yellow opening for moves like Sideswipe.
|