Royal Knights Standard Combat Skills Course Beginner
Pantorakon Royal Knights Standard Combat Skills Tutorial (Beginner Level) (Excerpt)
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warn:
1)- The combat skills in this book are only awarded to knights with the title of Silver Knight or above.
2)- Those who have not reached the rank of Silver Knight are not allowed to steal lessons. Anyone who steals lessons will be severely punished, ranging from being dismissed from the knighthood to having their arms cut off and being exiled abroad.
3)- In addition to stealing scholars, granting an unqualified knight the combat skills in this book without permission will also be punished according to the above plan.
4)- Being able to master at least thirty combat skills in this book is one of the necessary conditions for a Silver Knight to be promoted to a Gold Knight.
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[Introduction to Combat Skills]
There are fifty basic combat skills in total. Knights are asked to practice under the guidance of professionally qualified instructors (usually knights with a Golden Knight or above status). Anyone who steals the skills without permission will be punished according to the second penalty in the warning.
Knights can choose thirty of the fifty combat skills according to their ability according to the system, as one of the necessary conditions for promotion to the Golden Knight.
~About 20,000 words~
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[Combat Skill 0001] – Wind Kciker
With the help of the photon reflector attached to the bottom of the knight's leg armor, long-range projectiles can be stepped on to achieve the effect of leaping into the air. Excellent reaction speed and body balance support are required.
Criteria for passing promotion trial:
In a space with a density of 1:1 scf/hit, if you can continuously step on projectiles for 30 times without falling to the ground, you will be allowed to pass.
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[Combat Skill 0002] – Haste (21!)
Use magic to generate kinetic energy on your own body surface to improve mobility. A skilled knight can produce an acceleration effect anywhere on the body surface. This combat skill can be widely used in fine-tuning postures, dodging attacks, volleying, and whole-body acceleration, etc.
aspect.
Note: This combat skill counts as a kind of miniature magic. Excessive use will result in petrification penalty. It can only be used 21 times a day. (It is counted together with magic combat skills with the number ! 21 times. If multiple accelerations are accelerated at the same time
Points, times are superimposed.)
Criteria for passing the promotion test: being able to accelerate at twelve fixed acceleration points on the body, with an acceleration force of not less than 100N.
The fixed acceleration points are: head, chest, abdomen, left shoulder, right shoulder, left arm, right arm, pelvis, left calf, right calf, left thigh, right thigh.
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[Combat Skill 0022] – Adrenalin Booster (5#)
A combat skill produced by a high concentration of will. A skilled user can independently control the timing of launching the combat skill. When adrenaline breaks out, the user will have superhuman reaction speed. In the user's subjective consciousness, he/
She will see a world that is stagnant and slow. Allowing the user to have stronger reactions and greater tolerance for pain (the damage taken remains the same, but the stiffness caused by the pain of the injury is reduced).
Note: Excessive use of this combat skill will cause cardiovascular and cerebrovascular burden. It can only be used 5 times a day. (It will be counted as 5 times together with the power combat skill marked #)
Criteria for passing promotion trial:
Can activate this combat skill independently, and the duration can be as long as ten seconds.
During the continuous process: the nerve reaction speed can be maintained at 200 ft/s (twice the reaction speed of normal people);
The pain tolerance can be maintained above 7 dol (1.5 times the pain tolerance of normal people);
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[Combat Skill 0023] – Somatic-time Zipper (7!)
Very similar to Combat Technique 0022, it is a combat technique that speeds up reaction speed. Magic is used to stimulate the ventral posterior nucleus of the thalamus, thereby compressing the human concept of time to achieve the purpose of increasing reaction speed. In the user's subjective consciousness,
He/she will see a world that is stagnant and slow. This combat maneuver can be activated together with combat maneuver 0022.
Note: This combat skill counts as a kind of miniature magic. Excessive use will result in petrification penalty. It can only be used 7 times a day. (It counts as 7 times together with magic combat skills with the number !)
Criteria for passing promotion trial:
Can activate this combat skill independently, and the duration can be as long as ten seconds.
During the ongoing process: the neural reaction speed can be maintained at 200 ft/s (about twice the reaction speed of normal people).
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[Combat Skill 0024] – Pain Killer (5#)
A combat skill produced by a high concentration of will. Skilled users can independently control the timing of launching the combat skill. When launching the combat skill, it will promote the secretion of amine polyphenols in the brain. The secretion of amine polyphenols in the brain will be stimulated.
It has an analgesic effect to resist the stiffness caused by combat injuries. It allows the user to fight tirelessly and painlessly like a berserker.
Note: Excessive use of this combat skill will cause cardiovascular and cerebrovascular burden. It can only be used 5 times a day. (It will be counted as 5 times together with the power combat skill marked #)
Criteria for passing promotion trial:
Can activate this combat skill independently, and the duration can be as long as ten seconds.
During the ongoing process: the nerve reaction speed can be maintained at 200 ft/s (twice the reaction speed of normal people);
The pain tolerance can be maintained above 7 dol (1.5 times the pain tolerance of normal people);
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[Combat Skill 0025] – DVA Booster (5#)
A combat technique produced by high concentration of will. It enhances the user's dynamic vision, allowing the retina to better sense the opponent's attack trajectory, thereby improving the dodge effect.
Note: Excessive use of this combat skill will put a burden on the retina and may cause temporary blindness. It can only be used 5 times a day. (It will be counted as 5 times together with the power combat skill marked with #)
Criteria for passing promotion trial:
Can activate this combat skill independently, and the duration can be as long as ten seconds.
While continuing:
In a space with a density of 1:5 scf/hit, if you can avoid lateral attacks 50 times in a row, you will be passed.
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[Combat Skill 0031] – Muscle Booster (7!)
Use magic to stimulate the muscles of the body, allowing the muscles to overtake in a short period of time and explode with greater strength than usual. Muscle explosion can be used in many ways, usually to increase arm strength, and some knights will use this technique to increase leg strength.
to improve mobility.
Note: This combat skill counts as a kind of miniature magic. Excessive use will result in petrification penalty. It can only be used 7 times a day. (It counts as 7 times together with magic combat skills with the number !)
Criteria for passing promotion trial:
Can activate this combat skill independently, and the duration can be as long as five seconds.
During the continuous process, the arm strength can be maintained at 450KG (about three times the arm strength of a normal adult man).
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[Combat Skill 0050] – Death Blow (10!)
A combat skill passed down from ancient times. It uses magic to generate kinetic energy on the blade of the weapon, and explodes with powerful lethality the moment it attacks the enemy. Since modern melee weapons use light blades, it is extremely difficult to combine them with photons.
If kinetic energy is added to the blade, this combat skill will be activated in the hand holding the sword. This combat skill is the same as [Combat Skill 0002] - Acceleration. For the convenience of control, it is limited to the weapon or the hand holding the weapon.
Launched from the hand. This combat skill can be combined with [Combat Skill 0031] - Muscle Explosion to produce greater lethality.
Note: This combat skill counts as a kind of miniature magic. Excessive use will result in petrification penalty. It can only be used 10 times a day. (It is counted together with magic combat skills with the number ! 10 times. If multiple accelerations are accelerated at the same time
Points, times are superimposed.)
Note: There may be flaws in this combat skill during use. Since the use of kinetic energy to accelerate is a momentary matter, the timing of activation needs to be mastered well. If you use it in the air during the battle, it may cause the posture to collapse, lose balance and fall to the ground, etc.
.Please think twice before using.
Criteria for passing promotion trial:
Able to use this combat technique five times in a row on the wooden sword used for practice, and the average hitting force generated is not less than 400N. This calculation standard must first deduct the test subject's original arm strength value.