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Add tutorial for Kisat Dur (adv. mode combat)
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tutorials/dwarven-martial-arts.rst
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tutorials/dwarven-martial-arts.rst
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###################################
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Kisat Dur: the Dwarven Martial Art
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###################################
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This book is a translation of a manuscript believed to have been
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written by Thiktog Idashtathur in Kogsakozon. For an authoritative
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retranscription of the original runes, visit :forums:`our office in
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Telingvath <148015>`.
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.. note::
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While written in the somewhat eccentric style of an in-game
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martial scholar, the combat advice in this tutorial really
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does work and can make your adventurer unstoppable.
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Become Strong by Fighting Alligators
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====================================
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Before you become a master of dwarven combat techniques, you
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must become a master of your body.
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This usually works. It probably works even if you're an elf. (I don't
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know.) You should fight according to this technique:
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:Attack: Close Combat
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:Charge-Defense: Stand Ground
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:Dodge: Stand Ground
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If you are more interested in dodging than using shields, use this
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technique instead. I don't care:
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:Attack: Close Combat
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:Charge-Defense: Dodge Away or Move Around
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:Dodge: Stand Ground
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Get a shield and a weapon, and a full suit of armor. Then find a river
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and some alligators (this is easy) and slap them with your weapon. You
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want to inflict as little damage as possible while still raising the
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conflict level to Lethal.
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I know everything about alligators. For instance, I know you are now
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surrounded by them.
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Enter a Creeping Swim. Lie down in the water (:kbd:`s`). Now move in circles
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slowly around the alligators. They won't be able to kill you, because
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they're really stupid. In about five minutes you will be really good at
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dodging, observing, using shields, using armor and fighting.
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The next thing you should do: wrestle them until you're tired. (maybe
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using the techniques described later in this manual) You will probably
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be an expert wrestler at that point.
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After that, just punch them to death.
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Getting Started
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===============
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Prepare mentally to start a fight.
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During your fight, just flip to the page that starts with whatever
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situation you're in right then and see what the book says you should do.
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If you follow all the steps you will probably win the fight.
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These techniques are not especially good for fighting more than three
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people at once and that's a situation you should try to avoid.
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Initiation
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==========
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Against One Enemy
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-----------------
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Do anything you want if your enemy doesn't realize you're going to fight
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them.
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If your enemy can close the distance between yourself and them, you
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should probably skip to the next section.
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Nish Vafig
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''''''''''
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Before initiating, try offering your enemy something expensive in
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exchange for their weapon. This only works if you have something
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expensive.
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Against Two or Three Enemies
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----------------------------
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You should try to disable at least one of your enemies instantly, if you
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can. The tricks to do this usually involve exploiting distance, which
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means you won't be able to execute them more than once in the same fight
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unless one of your enemies is very insistent about using ranged weapons
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only.
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These techniques are still worth a shot if you don't have distance! But
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I'm not going to guarantee they will work. As a general rule, remember
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that your efforts to wrestle don't commit until you move, attack, jump,
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or let time advance – this enables you to do a whole lot of things at
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once that you might not have realized you could.
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Korumid Strike
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''''''''''''''
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The korumid strike will disarm, stagger, and often cripple one enemy
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while leaving you with his weapons and prepared to face another. You'll
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need to be about five steps away to employ it.
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Sprint as fast as you can towads the enemy you'd most like to disarm.
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When in melee range, grab their weapon and shield with your weapon and
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shield hands respectively. (you can grab their arms if they're missing
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one of those – or grab only their weapon for more reliability and speed)
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Then jump over them as best you can do, and body-slam them. This will
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probably snap their arm or leg and leave them on the ground.
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If you're a novice this will be easier than disarming using wrestling
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alone (see the Nabasuthar technique below) but you will probably have to
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catch an incoming strike, which won't work for you.
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If you're a vampire you can drink people's blood while midair, which
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will increase the power of your tackle and cause it to hit everybody in
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the way instead of just one. Drinking blood will not affect the efficacy
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of any other grabs you queue up while in the air.
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Momguzumid Strike
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'''''''''''''''''
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Start a korumid strike with a longer-than-usual running start. You must
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run at least three dwarfmiles per hour, and you've got to jump about
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four steps. Instead of grabbing both weapon and shield, grab only one
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thing belonging to a nearby enemy before jumping. Start the jump before
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your first grab has actually connected and then make a second grab while
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in midair. It will be impossible for most enemies to evade your first
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grab. (the second grab won't usually connect, but will prevent the enemy
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from evading)
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Whatever you're grabbing doesn't necessarily have to belong to the enemy
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you're jumping over, which makes this technique potentially useful
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against groups as large as three. But fights like that are always
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dangerous.
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Sometimes you can even use this to knock your enemies into your other
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enemies, but I don't think this is very reliable.
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Against Four or More Enemies
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----------------------------
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I don't know. Throw rocks at them? That sounds like a good idea.
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You can also try standing somewhere important and waiting for someone to
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try to crawl under you. Then you can stomp on their throat. That also
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sounds like a good idea.
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If you're very fast, try charging into the center of groups, then
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charging isolates at the edges. Attack ranged weapon users first and
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exploit full-body strikes (like the previous two) as much as possible.
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Obviously, melee weapon users can't attack you unless you enter melee
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range.
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Against Enemies Who Don't Realize You're Trying To Fight Them
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-------------------------------------------------------------
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There's a technique for fighting while maintaining the appearance of not
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fighting:
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Ar Ëtul
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'''''''
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Stand pretty close to them and jump on them a bunch of times until they
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die. (or fall unconscious) This takes much less preparation than the
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other whole-body techniques, and most enemies will assume you didn't
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mean to lethally hurt them. (provided you don't take a significant
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running start)
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You shouldn't rely on enemies asuming this isn't a combat action,
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though.
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Standing Combat Against an Enemy
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================================
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Your goals are to get the enemy into any of these conditions:
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- off-balance (by using wrestling tricks to stop their strike)
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- unarmed (by taking their weapon)
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- incapacitated by pain/nerve damage (by attacking any of the four
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preferred zones, tearing muscle tissue, or locking a joint if you're
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strong)
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To do this you need either to strike opportunistically at one of the
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four weak zones, or to defend by grappling until you can set them
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off-balance and lock a joint. (or quickly strike a weak zone then) The
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point is to inflict suffering, so they can't fight you toe-to-toe.
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Often your enemy is armed. Weapons are very dangerous to you but they
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also open up some initial techniques to disable your enemy. It's almost
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always better to use grappling if they have a weapon, because they will
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use it very predictably.
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Determining What Your Enemy Wants To Do
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---------------------------------------
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This is the standard observational trick everyone uses:
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Rashgur Nitem Technique
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'''''''''''''''''''''''
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If an enemy is apparently attacking you, figure out what the easiest
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place to strike would be. If one of their limbs looks easier to hit,
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that probably means that's the limb they're attacking with.
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Disarming
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---------
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You've got no good reason not to do this first. These are techniques
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(predominantly grappling) that will remove your enemy's weapon. You may
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also be able to take the enemy's armor, which will make them more
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vulnerable to unarmed attacks.
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Nabasuthar Technique
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''''''''''''''''''''
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If an enemy is attacking with a weapon you can probably grab the weapon
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and that will confuse them. This almost always works. You might even be
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able to get their weapon.
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If they attack you with a shield (they usually do that next, if they
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have one) you can use wrestling tricks (the sodel ar technique) to block
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the attack. It's easier to employ wrestling tricks against someone's
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shield than against their bare hands.
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Gakit Sodel
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'''''''''''
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If you grab your enemy's shield, even when they're still holding onto
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it, you might automatically be able to block your enemy's attacks. This
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means you don't need to maintain possession of it to use it.
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This isn't that reliable.
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Gakit Kun
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'''''''''
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Grab your enemy by the weapon as above, but instead of using wrestling
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to disarm them, scratch their hand until you sever a nerve and then take
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the weapon after they drop it. Even if you don't hit a nerve, you'll
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probably loosen their grip. This works well on enemies that are stronger
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than you.
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Tosidcabnul
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'''''''''''
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If the enemy is wearing armor (particularly plate armor) you can grab
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it, but dodge out of melee range before the grab connects. This will
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protect you from an imminent melee attack, and remove the armor from the
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enemy's body. (I don't know how, but it's true.)
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Other Grappling
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---------------
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Offensive wrestling works best on large enemies, but defensive wrestling
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works even if your enemy is really big. (particularly if they're trying
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to punch you instead of using weapons) Against a large enemy you should
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use wrestling to set them off balance before taking an opportunistic
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strike
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When fighting reactively, you should use wrestling tricks to interrupt
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the enemy.
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Your most common trick will be to block an attack midswing with a
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grapple:
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Sodel Ar Technique (Wrestling Tricks)
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'''''''''''''''''''''''''''''''''''''
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If they attack you with their left hand, you can use your right hand to
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catch it. If they use their right hand you can do the same with your
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left. (Remember – the limb easiest-to-hit is probably the limb they're
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attacking with!) This will probably leave them off-balance.
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As a novice you will not reliably be able to do this: dodge frequently
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and use the Zimesh strike instead.
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There's also a defensive striking technique to accomplish this, but it
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won't leave your enemy off-balance. (it may inflict pain, since it can
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damage nerves and muscle tissue) Here it is:
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Rashgur Break
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'''''''''''''
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If you scratch up the enemy's hand or do another really quick strike
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while they're about to strike, they might get confused or miss. If you
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get lucky it won't hurt very much. This works really well when they're
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punching you. Since this won't affect enemy balance or put them in
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preparation for a joint-lock, you will probably need to do this a lot of
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times before you inflict enough pain to disable the enemy.
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Another disabling technique is to stand on top of them, but you need to
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be strong enough to throw them to the ground first. This is a lot like
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taking them off-balance by grappling but it lasts longer and will allow
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you to make a lot of quick strikes before they can do anything about it:
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Nidostegul
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''''''''''
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Throw your enemy to the ground (preferably a weak throw, if possible)
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and stand on top of them before they land. Don't let your enemy strike
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you first or else they'll stand on top of you. (They might also knock
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themselves down, mind.)
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Striking
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--------
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The four zones likely to disadvantage an enemy are:
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The Gut
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'''''''
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If you hit your enemies here they will be sick. They might even vomit.
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The Lungs
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'''''''''
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There are ribs in the way, but if you bruise your enemies in the lung
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they will probably have trouble breathing. If you bruise both lungs they
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will probably drop dead.
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The Neck (Throat and Spine)
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'''''''''''''''''''''''''''
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If you break their spine it will paralyze your enemy. If you crush their
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throat your enemy will probably suffocate. If you tear their throat your
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enemy will probably bleed to death. If you strangle their throat for a
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little while you can choke your enemy unconscious. (This is a good
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idea!)
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The Joints
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''''''''''
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If you break joints your enemy will be in a lot of pain and probably
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pass out. (This isn't very hard to do if you're strong.)
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Of these, the guts and throat are least likely to be protected by bone,
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but they might be protected by armor.
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Remember these guidelines when about to deliver a strike:
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- When you decide to hit something, you should hit it a lot of times,
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so long as you're at least bruising the muscle or the bone. It will
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eventually break. (this principle is called zilirakith)
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- Punching is almost as good as kicking, and much faster. (this
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principle is called nonub) Scratching is also fast, and scratching
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muscles can inflict a lot of pain.
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- Most enemies can be incapacitated by pain and sickness.
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It isn't strictly necessary to grapple before striking. Your key
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technique to get good blows against the enemy without having to wrestle
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defensively or significantly disadvantage the enemy is the opportunistic
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dodge-and-strike:
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Zimesh Strike
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'''''''''''''
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If you dodge to your enemy's side (by moving diagonally), you can punch
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or scratch your enemy a lot more easily. You should probably try to use
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fast (not wild) attacks so that you hit them before they turn and so you
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aren't left off guard.
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Using biting against the throat, hands, or feet is called idrazoluth and
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requires too much committal to be safe against an enemy on equal
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footing. But scratching those areas is generally safe and can inflict
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pain against enemies not vulnerable to defensive wrestling.
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Standing Combat Against a Disadvantaged Enemy
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=============================================
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If your enemy is off-balance or stunned, you should take advantage of
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high-risk striking techniques that will more permanently disable them.
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If your enemy is unconscious from pain or extremely nauseated, instead
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flip down to the next section.
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The combat advice from the previous section applies, but a few more
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striking attacks are viable now that weren't before. Your goal is still
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to permanently incapacitate the enemy, and many techniques from the
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previous section can still accomplish that. A brief list of those you
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should still consider:
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- gakit kun (tearing the muscles and motor nerves)
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- nidostegul (standing on the enemy)
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- zinesh strike (dodging diagonally and striking: doing so will still
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reduce the enemy's ability to counter)
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Wrestling
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---------
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Asas Break (Rapid Break)
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''''''''''''''''''''''''
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If you grabbed the enemy's hand, lock the wrist. You can usually break
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the joint if you're strong enough. Most of the time your enemy will
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double over in pain. This is one of the most reliable techniques you can
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employ, even against armored enemies.
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Enkos Nitem
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'''''''''''
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This only works on enemies weaker than you. Grab your enemy by the head
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and gouge out their eyes. It's often easier to grab their neck but pinch
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their throat. (Grabbing their throat itself is more difficult)
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Striking
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--------
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Stod-Suton Strike
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'''''''''''''''''
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If you can use wrestling tricks (the sodel ar technique) to interrupt
|
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your enemy, you will probably leave them off-balance. While they're
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off-balance you can easily quick-attack the guts or the throat. Being
|
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very fast usually works since there aren't any bones protecting those
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places.
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Mezakod Break
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'''''''''''''
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If you've already incapacitated your enemy by stabbing the guts, (the
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stod-suton strike) you will probably be able to attack the lungs. Your
|
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goal is to bruise at least one of them. Breaking the ribs helps but
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isn't necessary: throwing a wild punch will probably work because your
|
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enemy won't be able to counterattack.
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You can also punch the head, which might kill them. You probably
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shouldn't rely on being able to do that, because you have to get lucky.
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Using the zinesh strike against the spine has a special name. While the
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initial dodge is a mildly defensive move, you've got to have an opening
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to punch again and again, because single spine strikes aren't very
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reliable.
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Ostlurit Strike
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'''''''''''''''
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You have to be really strong to do this, but if you punch your enemy
|
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in the back of the neck they'll probably break their spine and die. You
|
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might need to catch them offguard but if you're actually doing this you
|
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probably don't care, because you're very strong.
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|
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This last technique involves a wrestling technique but unlike most
|
||||
wrestling techniques, it doesn't work as a defensive option and it
|
||||
requires too much committal to be safe against an enemy on equal
|
||||
footing. Unlike most wrestling techniques, this will work offensively on
|
||||
larger enemies too:
|
||||
|
||||
Idrazoluth (“Dog Combat”: Tearing Technique)
|
||||
''''''''''''''''''''''''''''''''''''''''''''
|
||||
|
||||
If you bite people you will be able to tear them up (skin and muscle)
|
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and cause blood loss without using a weapon.
|
||||
|
||||
The other way to do this is scratching, but biting lets you hold on
|
||||
afterwards. You can shake the body part to injure it more and you can
|
||||
often completely sever the body part if it's small, like an ear or a
|
||||
finger. This leads to even more blood loss and pain.
|
||||
|
||||
Good places to do a lot of damage with this technique are the throat,
|
||||
hands, and feet, because disabling the throat will kill your enemy and
|
||||
disabling the hands and feet will keep them from using a weapon or
|
||||
walking respectively. (provided you disable *both* feet)
|
||||
|
||||
This is effective against animals because animals are typically
|
||||
susceptible to muscle pain, but latching onto an animal might hurt your
|
||||
mobility. If that worries you, use scratching instead.
|
||||
|
||||
When You Have Permanently Incapacitated Your Enemy
|
||||
==================================================
|
||||
|
||||
If You Only Have One Enemy
|
||||
--------------------------
|
||||
|
||||
If You Have a Weapon
|
||||
''''''''''''''''''''
|
||||
|
||||
Follow the advice under Striking and use wild strikes to the four
|
||||
preferred zones to defeat your enemy.
|
||||
|
||||
If Not
|
||||
''''''
|
||||
|
||||
Stomp on their neck (to suffocate them) or on their throat. (to bleed
|
||||
them to death) Punching or wildly kicking the head several times will
|
||||
often kill them more quickly but is less reliable. (this is often the
|
||||
most effective way to finish off very large enemies)
|
||||
|
||||
If they're wearing lots of armor, choke them instead, or take the armor
|
||||
off first. But armor doesn't usually protect the neck very well, so try
|
||||
stomping on that first.
|
||||
|
||||
If You Have More
|
||||
----------------
|
||||
|
||||
Ignore the one you just knocked down and subdue the others.
|
||||
|
||||
If Your Enemy Can't Walk (or Doesn't Want To)
|
||||
=============================================
|
||||
|
||||
Many of the techniques described in 'Initiation' will now be possible
|
||||
again, because you can get back the distance you had at the beginning of
|
||||
the fight. Don't give too much time to ranged enemies, but if they're
|
||||
already at a distance you may be able to exploit that distance. (e.g. by
|
||||
disarming them via the korumid strike)
|
||||
|
||||
There's at least one technique where you'll have to have disabled the
|
||||
enemy to succeed.
|
||||
|
||||
Aknunakith Strike
|
||||
-----------------
|
||||
|
||||
Walk a little ways away from your enemy (who is lying on the ground) and
|
||||
then sprint as fast as you can in their direction. Then, when you're in
|
||||
melee range, attempt to jump over your enemy. You'll fail but you'll
|
||||
clobber them with both feet and generally you'll disembowel them too. (I
|
||||
don't understand how it works, but it does.) Unfortunately this
|
||||
technique isn't very practical.
|
||||
|
||||
When You Are On The Ground
|
||||
==========================
|
||||
|
||||
If the enemy isn't standing over you, you should stand up. If the enemy
|
||||
is standing over you, you have probably lost the fight and will die. But
|
||||
you still have one chance to dramatically turn the fight around.
|
||||
|
||||
Egnul Spurn
|
||||
-----------
|
||||
|
||||
Interrupt your enemy's attack with a body part other than your hand.
|
||||
Then use a throw to put them on the ground and stand on top of them.
|
||||
This works well when you're already on the ground. You can usually use
|
||||
your hold to break their joint after you're done.
|
||||
|
Loading…
Add table
Add a link
Reference in a new issue