Also known as: MOUNTAIN-HAND · MOUNTAINHANDII · MOUNTAIN-HAND-II · MOUNTAINHANDIII · MOUNTAIN-HAND-III · MOUNTAINHANDIV · MOUNTAIN-HAND-IV · MOUNTAINHANDV · MOUNTAIN-HAND-V
Help: Mountain HandType
Permanent Monk class-remort melee progression.
Requirements
Player Monk using empty hands or WEAPON_UNARMED fist weapons.
Description
Mountain Hand is the reliable weight behind the Mountain Order's ordinary
melee. It does not replace Iron Hand, Adamant Hand, Hundred Fists, or the
Monk's named techniques. Instead, it makes the basic fist exchange itself
become progressively brutal as Monk class remorts accumulate.
Progression50 Monk remorts - Mountain Hand II: ordinary TYPE_HIT fist damage x2.
100 Monk remorts - Mountain Hand III: ordinary TYPE_HIT fist damage x3.
150 Monk remorts - Mountain Hand IV: ordinary TYPE_HIT fist damage x4.
200 Monk remorts - Mountain Hand V: ordinary TYPE_HIT fist damage x5.
WEAPON_UNARMED fist weapons map to TYPE_HIT, so they qualify exactly like
empty hands. A sword, gun, knife, or other normal weapon shuts the Monk fist
lane off.
Interaction With Mountain Break
Mountain Hand is guaranteed once its remort threshold is reached. Mountain
Break is separate: at 200+ Monk remorts, eligible Monk fist damage has its
existing 10-percent chance to receive an additional x10 breakthrough.
Therefore a normal TYPE_HIT fist blow at 200 remorts can begin with Mountain
Hand V's x5 force and then still erupt into Mountain Break. The two systems are
intentionally allowed to stack.
Named Monk techniques do not inherit Mountain Hand simply because they are
fist techniques; they retain their own Monk skill damage, Melee Power,
Critical, proficiency, cap, and Mountain Break paths.
See Also: mountain-break, monk-criticals,
iron-hand-proficiency, adamant-hand-proficiency, hundred-fists,
monk