Combat System

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List of Combat buffs/debuffs

Attack Advantage

This buff gives the attacker a better chance to hit the opponent; it's harder for him to DODGE.

Attack Disadvantage

This debuff makes it harder for the opponent to DODGE incoming attacks.

Defence Advantage

This buff boost the attacker's defence by making it easier for him to DODGE.

Defence Disadvantage

This debuff lower the target's defence by making it harder for him to DODGE.

Block Advantage

This buff boost the attacker's parrying capability by making it easier for him to BLOCK.

Block Disadvantage

This debuff lower the target's parrying capability by making it harder for him to BLOCK.

Block Hampering

Next attempt to BLOCK will automatically fail.

Automatic Block

Next attempt to BLOCK will automatically succeed.

Extra Damage

Extra damage is applied directly after the target has been hit, there can be several type of damage. The most common are: piercing, bludgeoning, slashing.

Stun

The attacker is unable to move for a few second.

Bleeding

The target is wounded and the wound causes a bleeding. The target lose health over time.

Fatigue

The attack fatigue the target, he lose physical stamina over time.

Maim

The attacker is severely wounded his endurance is penalized for some time.

Ensnare

The attacker movement is hampered, his agility is penalized.

Interrupt Spellcasting

This attack is specially aimed at interrupting a spellcaster from casting their spells.


Main Combat Styles

Single Handed Sword

Stat Requirements: none

Skill Requirements: Knives & Daggers level 10 or Sword level 10

Weapons: all swords, all knives and daggers

Access: Arena School

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Manoeuvres Description:

  • Side Thrust: A sword attack hitting with the blade edge.
  • Lunge: An attack made by extending the front leg, using a slight kicking motion and propelling the body forward with the back leg.
  • Beat Attack: The attacker beats the opponent's blade to gain priority and continues the assault against the target area.
  • Disengage: Attacker begin his attack in one direction, moving quickly, then point down in a semi-circle to attack a different location. A feint used to trick the opponent into blocking in the wrong direction.
  • Circular Parry : The attacker sword is twisted in a circle to catch the opponent's weapon tip and deflect it away. It is commonly used to counter a disengage. An advanced defensive technique.

Archery

The hunters, the rangers or even the stealthy characters might choose the bows for its high accuracy, keeping ennemy at far range. The archer has a poor defense but he can take on a lot of ennemies in few seconds with deadly shots. Archery is hard to master but a well rewarding style. Strenght is vital for the archer, allowing him to draw longer bows.

Stat Requirements: none.

Skill Requirements: Ranged level 10.

Weapons: all bows.

Access: Arena School

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Manoeuvres Description:

  • Precise Shot: Slower but more precise shot, takes longer and inflitcs higher damage.
  • Rapid Shot: Attacker aim the opponent, draw the string with the thumb, which allow him to walk left and right while shooting arrows very quickly. Attacker can shoot many arrows in few seconds.
  • Snap-Shot: Archer release a first arrow onto target, immediatly followed by a second arrow, slightly delayed, inflicting a powerful double attack with increased damage.
  • Kneeled Aim: Attacker kneel onto the ground then sit on his heels. Attacker raise the bow, draw the string until the back of the arrow reach the corner of his mouth with three finger and aim right into the opponent chest, almost at close range. No defensive stance possible.
  • Ulber Shot: Archer pull the string, which require a good endurance and release an arrow that stagger opponent for few second. Stun effect.
  • Hail of Arrows: Attacker hold several arrows in between the fingers of the draw hand, allowing fast repeat shots. A quick hail of arrows, you're luck if you've not been shot.
  • Pierce the Fortress: Attacker aim and release a powerful arrow penetrating mail and plate mail and possibly affecting several aligned targets.
  • Incendiary Arrows: By alchemical means, attacker set his arrow on fire, aim and release a "rain" of arrows. Damage over time. Require the possession of a specific potion and the spell Flaming Weapon to be Off.

War Hammering

The War Hammering fighting style is particulary efficient against an armored opponent or group of opponent, especially against plate mail in close combat action. Hammers and maces allow one to maintain typical long reach of swords while still inflicting damage to armored opponent. This fighting style is slow and can be dodged.

Stat Requirements: Strength (STR) 50.

Skill Requirements: Mace & Hammer level 10.

Weapons: all mace & hammer weapons.

Access: Arena School

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Manoeuvres Description:

  • Arm Smash: Attacker use the head of his mace or hammer to attack his opponent's armed hand. Slow but gives the opponent an attack malus for few seconds.
  • Break the Guard: Attacker swing his weapon across from side to side, fencing the opponent's weapon or shield off. Gives the opponent a defense malus for few seconds.
  • Battering Ram: Main hand at the base of the weapon, other hand just under weapon head, attacker lean slightly then gives a battering ram like hit onto opponents legs, backs off quickly then slash down a tremendous blow with all the weight of his weapon onto the unbalanced opponent. Can stun for a few seconds. Cannot be performed with any defensive stance.
  • Shield Pinning: Attacker smash down firmly his weapon on the opponent shield, grappling it, making it fall to the ground or pinning it down. Gives an attack advantage for a few seconds. If the opponent do not use shield but is armored, this power attack will lower his defense capability.
  • Swirling Hammer: Attacker swirl his mace or hammer above his head then smash it down in a powerful move, hitting several targets. Stuns opponents for a few seconds.

Secondary Combat Styles

Shield Mastery

This style hightly favor the defense. The attacker can favor heavy shields to create a true wall around him or favor light ones and use them as weapons delivring blunt damage. Good defensive ability.

Stat Requirements: none.

Skill Requirements: Shield Handling level 10.

Weapons: all shields.

Access: Arena Schools

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Manoeuvres Description:

  • Fast Block: By feinting an attack, you are able to put up a defence able to block quickly several of his opponent hits.
  • Shield Slam: Deliver a powerful blow with your shield stunning the opponent for some time.
  • Thwarting Attack: Setup a powerful defensive attack. Next time you're under attack, use the opponent's force to hit back with the shield several times, knocking the opponent off for a few seconds.
  • Wall of Shields: By raising your shield against the enemies you are able to protect yourself and your friends from the enemies.
  • Shield Push: Attacker tighten his shields close by and charge the opponent, pushing him backward. Annihilate opponent's attack power for few seconds.

Two-Handed

This style is designed to all the mighty warriors that likes to smash and bash in the fire of battles. Charge in and hit with the power of your strength and the force of your weapon(s). This style doesn't require as much strengh as we think, the mass of the weapon contribute alone.

Stat Requirements: No Requirement.

Skill Requirements: Mace & Hammer level 10 or Sword level 10 or Axe level 10.

Weapons: all two handed maces and hammers, all two-handed swords, all two-handed axes.

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Manoeuvres Description:

  • Power Attack: Attacker swing his weapon onto opponent body sides. A powerful attack able to cause more damage but at the expenses of accuracy..
  • Mighty Swing: Attacker quickly gets down and swings his weapon toward the opponent's legs, then stands up and lands a second strike on any part of opponent's body, if the attack hits the head the damage is doubled. Powerful but less accurate. Cannot be used with defensive stances.
  • Guard Wreck: Using the weight of your weapon, smash right in the opponent guard rending him unavailable to attack properly for few second. This inflict opponent of an attack penalty.
  • Feint & Smash: The attacker feints a low hit toward the opponent's feet to attract his attention on blocking low, then makes a turn around and strike the opponent's other side. Give a few second attack advantage as opponent is knocked backward and stunned.
  • Whirlwind Strike: By using the full strength of the body the attacker swings his weapon making a circular attack. If not blocked from the start (by the target), the attacker will be able to deal damage to anyone around him. Not particulary accurate but do high damage.

Quest Chain Combat Styles

Infantry

As opposed to the Barbaric style, the Infantry style relies more on training and discipline than sheer strength. Soldiers are usually trained to fight with this style. The Infantry style is ideal when coupled with Shield Mastery for one-handed weapon users. This style can be used with any weapon. Equally good at attack and defense, this style is at a disadvantage against two handed weapon or polearms.

Skill Requirements: any weapons skills.

Weapons: all weapons.

Access: Existing Quest Chain

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Manoeuvres Description:

  • Set to Charge: Perform a frontal charge against the enemy. This attack requires preparation but gives a higher attack bonus for a period of time.
  • Charge Block: By setting up to receive a charge, the attacker is given a defensive bonus at the expense of attack power. If the attacker is performing a Charge, will deal extra damage.
  • Counter Strike: By preparing oneself to receive the attack, the defender can fire a counterstrike for greater effects.
  • Infantry Feint: Attacker bend his weapon to the opponent one then push him over before delineating a powerful blow on opponent back. Stun opponent for few second.
  • Infantry Wrath: Fence your opponent weapon off with your shield then jump hit him with the weapon. Stun for few second and high slash/blunt/pierce damage with jumped movement. Very fast move, unblockable.


Assassin

This style is mostly used by the stealthy characters and the warriors that favor knives, daggers or shortswords use. It requires agility, has a deadly attack power but is less good in defense. Disadvantage against "barbaric" opponent.

Skill Requirements: Assassin Weapon 10, Knife & Dagger or Sword.

Weapons: knives, daggers, shortswordsWeapons: all weapons.

Access: Existing Quest Chain

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Manoeuvre Description

  • Lethal Takedown: Attacker attacks from the opponent's back, and tries to take the opponent down by hitting him on heels or the legs. The wounds caused by this attack bleed over time and reduce the opponent's agility.
  • Furtive Strike: Attacker call on his anatomy knowledge to strike with a punch a vital spot making the target unnaturally fatigued for some time.
  • Slit the Throat: Attacker strikes the oppnent's back, grab the opponent's head and tries to slits the throat. It requires a good timing and concentration but is able to inflict a letal wound. The wounds caused by this attack cause an extra bleeding over time.
  • Backstabbing Blow: Attacker grabs opponent wrist, turns around on himself while pulling opponent forward and stab him in the back. The defender bleeds and is given a Defence Disadvantage.
  • Coup de grace: A fast-paced kill attack which must be performed when the attacker is nearly dead. Standing in front of the opponent, attacker bring his weapon up to the right and slash it down to the left across his body, repeat the moove from top left to bottom right then finish on a down to up moove. Gives bleeding debuff and can one shot kill the target.

Combat styles under development

Fencing

Fencing style is more refined and less brutal than other weapon styles, it relies more on agility and speed instead of sheer strength and muscle power.

Requirements: Sword skill level 10, Agility (AGI) 60

Weapons: Longsword, Shortsword, Sabre

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Left-hand

This fighting style is sophisticate. It require an high flexibility and agility, beeing able to feint with suppleness and surprise the opponent with fast body and weapon moove. This style focus on the speed and attack power. Poor defense, this style is at disadvantage against shielded opponent.

Requirements: Sword skill 0, Knife & Dagger skill 0, Agility 50

Weapons: Sword, Shortsword, Knife, Dagger

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Manoeuvre Description

  • Horizontal Thrust: Attacker raise sword horizontaly and parry opponent attack for few second. He, while then, lay down a bit and thrust forward at the opponent onto the chest with the dagger. Pierce damage.
  • Cross Parry: Attacker cross firmly his sword and dagger hilts and parry opponent attack. Attacker then push his opponent backward and quickly open his arms, giving fast slash of his weapons. Slight Defense advantage for a few second. Eventual slash damage.
  • The Sliding: Attacker quickly side face opponent, the tip of the sword up letting opponent weapon slide along his sword blade. Opponent is driven forward by his movement and attacker raise left hand above and stab his neck. Give time for attacker to step back.
  • Hilt Catch: Quickly dodge opponent attack with a side step and catch the hilt of his weapon with the dagger. Follow with a fast slash of the sword. High pierce damage. Give the attacker a defense disadvantage.
  • Feint of the Left-hand: Attacker engage the opponent with main weapon (sword) by doing big whirls. Attract your opponent attention on your main weapon then surprise him with a swift attack of the left-hand weapon (small weapon). Easily pierce opponent defense. Give the attacker a defense disadvantage.

Two-Axe

The axe is a perfect compromise between sword and hammer, give the speed and slash damage of the sword and permit attacker to crush on opponent like with an hammer. This style is highly balanced but hard to master. Primary mean of defense is dodging for axe weilders. Good for speedy, deadly attack and nasty tricks.

Requirements: Axe skill 0, Agility 50

Weapons: all axes

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Manoeuvre Description

  • Close Whack: Power moove for close combat. Attacker whack opponent on the head with the end of his axe's haft. Blunt damage.
  • Block and Poke: With right-hand axe haft, attacker block opponent move and poke in the pit of his stomach by a blunt thrust of his left-hand axe-head. Blunt damage.
  • Strike and Pull: Swing axe aiming at the ennemy and when the haft strikes the ennemy's body, the attacker fix the axe in that position and then shift the whole body back by sliding the rear foot backward. Attack bonus. Pierce damage.
  • Tricked Hook: Attacker hook over the neck of opponent with axe head to compel him to move in another direction. Attacker can then smash his other axe onto the back of the opponent. Blunt damage.
  • Master Blow: The wielder swirl his axes around, confusing his opponent before delivring a double straight blow. The attacker use the balance of his axes to concentrate all the force of the blow into a small section of the edge so the axes has enough power to punch throught helmet or mail. High pierce damage. Bloody stance needed, bad defense for attacker.

Claymore Fighting

This style is very popular among the warriors, especially the tall races. A claymore permit to attack with an extra range and use the weapon length to do more damage. Those weapon are designed for close combat and duels. They make up for the weapon's slowness on the defence and can allow another blade to be momentarily trapped or bound up. Style Equally good in attack and defence, it require strength, endurance and a good technique. Very effective against armoured opponent. Disadvantage against small weapon users.

Requirements: Sword skill 0, Strength 50, Endurance 50

Weapons: claymore

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Manoeuvre Description

  • Edge Cut: Attacker whirls around his claymore horizontal from up right to down on his opponent shoulders or arms with the sharp edge of the blade. This large move describe almost a complete circle which increase the impact force. High slash damage.
  • Angry Charge: Attacker start with a high stance, with claymore above his head, the tip of the sword menacing the opponent face, both hands on the pommel. Attacker extend his arms in front of him then move forward in a charge, straight to the target. Fast Attack with high pierce damage if not blocked.
  • Metal Barrier: Attacker present his claymore horizontal, left hand on the pommel, right hand garbing the blade firmly, presenting the open space to the opponent weapon for an effective block. Efficient on defensive modes. Require to wear armoured gauntlets.
  • The Bound: Attacker firmly stop opponent attack move by putting his weapon blade against his opponent one. He then exert a pression to drive the opponent weapon away without cutting the blades bound. Attacker get close by opponent, his blade slipping straight to the opponent body. Defence bonus + Pierce damage.
  • Blade Swirl: Close combat move. Right hand on the pommel, left hand in the middle of the blade, the tip of the claymore pointed toward the enemy’s head, Attacker gives a powerful hit on the opponent helmet with the tip of the blade, Attacker then swirl his blade around, pommel forward he executes a low sweep toward opponent legs. This combo is unstoppable, give high pierce then blunt damage. Require to wear armoured gauntlets.

Staff and Spear

Combat with a stick or a quaterstaff has a long and varied history mostly due to the fact that it is very easy to manufacture. The quaterstaff is a long, slender club like structure that is used to deliver blunt, crushing blows. It is traditionaly made of oak or ash. The lenght can vary from 1,8 to 5,4 meters. This weapons is mostly used by martial art practitioners to keep ennemy at range. All the fighting maneuvers are fast-paced. Require an high agility and accuracy. This weapon can hurt even armored opponents.

Requirements: Polearm & Spear skill 0, Agility 50, Endurance 50

Weapons: all polearm & spear weapons

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Manoeuvre Description

  • Downward Strike: Staff hold by the non-dominant hand at the base of the weapon, other hand placed a quarter of the way up the staff. Attacker then drop the top hand to deliver a blow with the quarterstaff on opponent mid-section. Then, the warrior deliver an overhead blow to the back of the ennemy as he crouche over in pain. Double blunt damage.
  • Defense Manoeuver: Attacker block any blow by mooving his dominant hand which should be placed a quarter of the way up the staff. Bottom hand remain stationary while the dominant hand move in the direction that the blow is coming from. This moove is very precise and permit attacker to block most of the attack.
  • Upward Strike: Attacker left shoulder face opponent left shoulder. Long range. Attacker step forward opponent, knees sightly bent, attacker give a quick blow at the left side of opponent head with the left tip of the quaterstaff. Attacker then quickly change side and bring the right end of the staff up in a blow at the opposite side of opponent head. Double Blunt damage.
  • Horizontal Stun: Body well cocked for maximum striking force, holding the staff straight behind him, attacker deliver a powerful horizontal strike at any part of opponent body. Bloody Stance. An hit delivred with this moove stun the opponent for few second. Too much use of this maneuver tire the weilder.
  • Thrust Fury: A multiple smash and hit maneuver. Attacker Start by holding the staff with one hand while resting the butt firmly on the ground. Attacker give a slight hit of the staff onto opponent weapon fencing it off. He then grab staff with both hand and thrust onto opponent chest (blunt damage with staf, pierce with polearm). Then, quickly give a large hit of the staff bottom onto opponent back, turns on himself and thrust once more with the tip of the staff. 3 hits in a row into a fast-paced moove.

Wasp

The use of two daggers permit the wielder a very fast-paced combat. The warrior can moove around easily, dodges blows and afflict multiple slash in a row. Strategicaly this style consist in a constant harassment of the opponent. The upmost point of this style is to always keep the dagger forward, in an intimidation moove, highly offensive. This fighting style has a poor defense power, the attack delivred aren't very powerfull but constant.

Requirements: Knife & Dagger skill 0, Agility 50

Weapons: knife, dagger

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Manoeuvre Description

  • Scratch: Attacker in an agressive stance, moove from left to right in a confusing motion, then jump on the opponent left side and gives two quick stabs. 2 pierce damage in a row.
  • Blackmail: Attacker hold both dagger vertically, the tip pointing to the ground. Attacker quickly grasp opponent weapon hilt with a dagger while afflicting quick cuts with the other dagger on opponent hands and forearms. Can give up to 4 little slash hits in a row.
  • Mooving Target: Attacker has strong foot forward, rear heel up, weapon in front of solar plexus, the other protect the throat. This stance permit attacker to moove left and right around the opponent, excecuting quick slashes of his blade on any part of the opponent body (up to 10 little slashes in a row depending on opponent defensive power). Defensive stance. Slight slash damage.
  • Assault: Attacker sprint charge a short distance straight onto opponent and suddently step to the left, thrust onto opponent body while passing by with right dagger and turn around on himself giving a large slash across body of his left dagger onto opponent back. 2 hits in a row with good pierce and slash damage.
  • Blade Storm: Attacker moove forward, forming a up to down slash across body whirl with his arms in a very fast-paced moove, tips of the daggers pointing to the ground. When close enough of the opponent, attacker jump and plant his dagger onto opponent shoulder or neck until the hilt. Multiple slash damages and a last high pierce damage hit. Very difficult to parry.

Fists and Feet

This style is the art of using the body as a weapon. It require from the warrior an high concentration and accuracy, not only for the fighting technique but also because a strong mental is needed. The Fists and Feet user must constantly advance quickly and stay in a very close range to be more efficient. Size or force of the warrior doesn't matter as long as they master their technique and strategy. Can be very efficient against long range weapon if able to get closer to target.

Requirements: Melee skill 0, Agility 50, Strength 50

Weapons: none

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Manoeuvre Description

  • One-inch Punch: Attacker stand with his fists very close to the target. He then make a quick movement of the wrist which is held with the knuckles facing out on a horizontal axis, the wrist is then moved up and a strike is produced with the botton two knuckles. Generate a tremendous amount of impact force at very close distance. High blunt damage. Damage increased if a Kran or if armored gauntlets.
  • Vertical Rebound Punch: The limb directly in front of the chest, elbow down, Attacker sprint jump over opponent and deliver a first vertical punch down on opponent body. The vertical nature of the punch allows attacker to absord the rebound of the punch which increase the power of the second blow given afterward while landing. Double blunt damage, the second beeing bigger. Damage increased if a Kran or if wearing armored gauntlets.
  • Roundhouse Kick: Can be done targeting the low, middle or high opponent body part. Side facing opponent, Attacker throw his leg, hips rotating into the kick in order to convey more power in it, using abdominal muscles in the act of rotation for more effect. Attacker raise up on the ball of his foot while kicking to allow greater pivoting speed and increase the power. Attacker hits with the shin which reduce the kick's reach but does more damage. Up to 2 hits in a row. High blunt damage.
  • Defensive Stance: Attacker jump up avoiding sweep attack, or switch left to right to avoid straight attack, using arms as barriers to block opponent attack. If two hits blocked in a row, a charge counter-attack is enabled. Average Blunt damage. High defensive rate. Defensive stances needed.
  • The Great Chain: Fast-paced chain. Attacker step quickly to the left, block opponent attack with right arm and deliver a quick and powerfull punch with the joined fingers of the left hand onto ennemy's face. Attacker then excecute a low sweep kick in opponent legs which makes him fall backward, enough for attacker to throw a second and powerfull jumping punch on the stomach. Triple Blunt damage. Impossible to parry. A few second Stagger debuff to opponent.

Long Knife

The "long knifes" are sturdy weapons with thick and curved blades able to undergoes harsh blows. Sabre users can afflict powerfull hits, and pierce even the toughest armor for the best practitioners. The very structure of those weapons permit a fencing style of cut aswell as thrust. The Long Knife Style is very particular and can surprise the unaware opponents. Low defensive capacity, this style is all in the parry and counter-strike strategy. A close combat style.

Requirements: Sword skill 0

Weapons: Sabre, Broadsword, Falchion

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Manoeuvre Description

  • Moulane Cut: En garde in front of opponent, attacker flips the sword from left to right with a slight moove of his wrist. Very fast attack which deliver an high cut damage to unaware ennemy.
  • Slipping Thrust: Standing in front of opponent, attacker with strong leg forward will block an attack buy giving a slight hit on ennemy's weapon. His sword will stay bound to the ennemy's blade, slips against it then bounce up to give an hit on the head. Thrust damage.
  • Sword Fury: Attacker block an attack with right sabre, driving opponent weapon down then deliver a quick and powerfull slash across body from left to right, turn around on himself and reiterate. Double high slash damage. Hard to parry.
  • T Cross: Attacker crosses his blades perpenducularly, orientating the crossing point for it to face opponent at any moment. If a hit is taken in the defensive block, attacker counter strike with right sword, inflicting a powerfull straight cut onto opponent body. Defensive stance needed. Good cut damage.
  • Whirl Confusion: Attacker makes a quick vertical whirl with his right hand weapon while mooving toward opponent, unable to parry the charge without some slight slash damage. Attacker finish on a quick low slash onto opponent legs. Multiple slight slash damage if oponent on defensive stance. High slash damage onto the legs. Stun for few seconds.

Swordmaster

The swordmaster dual-weilding is able to moove around his target and realise beautifull technical swing of his swords, mostly with the same type of weapon in each hands. This style is generaly not used in a battle field due to it beeing hard to learn and difficult to master (hard to learn to use the left hand as good as the right). This Style is good in a one on one situation but very less good against a group of target or against archers. It's mostly a parry and riposte style. Wielder of two swords must be able to quickly switch stances and sword position to keep the inbalance.

Requirements: Sword skill 0

Weapons: Shortsword, Longsword, Broadsword

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Manoeuvre Description

  • Offensive Defense: Attacker use the defensive blade to find and bind opponent's blade(s) and shift them out of line as the offensive blade moves in with a cut or thrust as the opponent's exposed body. Defensive Stance required.
  • The Scissor: Attacker trap opponent weapon(s) in the distal space between his crossed blades and then close the space with a scissoring motion to keep the opposing weapon(s) trapped as attacker thrust both blades simultaneously into ennemy's face, throat or body. Both defense and attack point. Defensive Stance needed.
  • The Embrace: Attacker face opponent legs spreads and arms opponent, tip of his sword pointing up, he hit opponent weapon(s) with left hand then excecute a large slash across body from left to right on opponent chest. High slash damage. Normal Stance required.
  • Counter Swing: Attacker block an incoming hit with his left hand sword then immediatly swing with main sword (right hand) toward the forearm of the opponent's main arm. Attacker then follow-up with a attack to opponent legs. Double slash damage. Agressive stance neeeded.
  • Blade Stream: Attacker slashes an X at opponent, first from top to bottom and then bottom to top. Attacker then makes a diagonal slash with the right sword, top-right to bottom-left, spin left and uses this momentum to deal a horizontal right to left slash with left sword. Fast-paced moove with 4 slash damage in a row. Bloody stance needed.