Also known as: HUNDRED-FISTS · HUNDREDFIST · HUNDRED-FIST
Help: Hundred FistsType
Sustained Monk fist stance using the existing Pugilism engine.
Unlock
10 Monk remorts.
UsagehundredfistsDescription
Hundred Fists is the Mountain Order's answer to Pugilism. It does not create a
second clock-driven combat subsystem; it uses the existing Pugilism runtime
and turns it into a much heavier Monk barrage.
Empty hands or WEAPON_UNARMED fist weapons are required. Hundred Fists stops
if the Monk dies, changes away from the fist form, enters a protected/peaceful
room, runs out of movement, or has no valid enemy.
Starting and Ongoing Movement
Entry cost begins near 180 movement and falls with Monk remorts toward a
60-move floor. Each combat pulse also spends movement, eventually dropping
toward single digits. Empty Hand Doctrine lowers the late pulse cost further.
Hits Per Pulse
Base: 4-7 hands.
Additional hands arrive at 200, 500, 900, 1500, 1750 and 2000 remorts. At the
end of the road a normal pulse is roughly 12-15 hands.
Every hand is a real SKILL_HUNDRED_FISTS damage packet. Each can also apply one
of the game's existing stun, deafen, slow, or bleed debuffs.
Hundredth Hand
If at least eight hands land in a pulse, the barrage collapses into
[HUNDREDTH HAND]: a very large finishing palm. Master of Chains and Body as
Weapon increase the finisher, and Rune of the Last Mountain can increase it
again.
Before 1500 remorts, Hundredth Hand ends the stance. Last Order Master lets the
Monk land the finisher and immediately continue the rhythm.
Hundred Fists Combat Buff
While active, a four-second affect is refreshed every pulse. It begins around:
+200 DR, +200 dodge, +5 one-hit, +150 damroll, -15 speed,
+175 Melee Power, +225 Major Wound, +20 Critical,
then scales substantially with Monk remorts.
The moving wall of forearms, elbows and palms also supplies a smaller physical
damage-control lane against ordinary guardable attacks: 10 percent at
first, 13 percent with Last Order Master, and 15 percent once Body as Weapon
is also known. This can coexist with Mountain Stance or Redirect and is applied
as its own reduction rather than replacing the permanent stance.
Because Hundred Fists throws many packets, conventional Monk critical chance
is capped at 35 percent per hand. Mountain Break can still occur on any
eligible Hundred Fists packet.
See Also: mountain-break, monk-criticals,
empty-hand-doctrine, master-of-chains, last-order-master,
monk