Abilities in Tekura:
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Horse The most basic stance.
Combo Combo attacks together.
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*** Next ability available in 1 lessons ***
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Jab A straight-forward punch.
Snapkick A straight-forward kick.
Hook A curving punch.
Eagle Stance of the soaring eagle.
Sidekick A powerful thrusting kick.
Uppercut An upwards hooking punch.
Bodyblock Using your body to block blows.
Palmstrike A strike with your palm to the face.
Hammerfist A strike with your fists to the legs.
Cat An agile, defensive stance.
Roundhouse A twisting kick.
Evade A block that attempts to completely avoid attacks.
Sweep Attempting to sweep your opponent off his feet.
Bear A highly specialised stance.
Slam A throw to target the head.
Moonkick A powerful, curving kick.
Spear A jabbing punch with an outstretched hand.
Rat A well-balanced stance.
Thrustkick A kick designed to push your target away.
Wrench A throw that targets already damaged limbs.
Axe A slow but powerful kick.
Guarding Guarding a body part and counterattacking.
Scorpion A devastatingly powerful attack stance.
Whirlwind The most powerful kick.
Bladehand A swift strike to the side of the neck.
Pinch A special and powerful block.
Backbreaker The ultimate throw.
Jumpkick Attack someone in an adjacent room with a flying kick.
Path Switch to a new school of study.
Dragon The superior state of mind.
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To gain further information on an ability, AB <ability>.

I know of no skill called 'abilities'.
Horse (Tekura) Known: Yes
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Syntax: HRS
LEAP <direction>
Works on/against: Self
Cooldown: 2.00 seconds of balance
Details:
The first stance any practitioner of tekura becomes proficient in, the
horse stance is ideal for striking. This is demonstrated in the fact
that in this stance alone, you are able to perform standard strikes in
conjunction with the slam and wrench throws.

Additionally, due to the firm grounding of your feet in this stance, you
are able to leap over obstructions in a given direction, although this
will naturally break your stance.

Note that usually entering a tekura stance consumes and requires
balance. However, those skilled in tekura are able to transition into a
new stance immediately following a tekura kick or punch, although this
will make your recovery period slightly slower.
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Combo (Tekura) Known: Yes
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Syntax: COMBO <target> <kick|stance> [limb] <punch1> [limb] <punch2> [limb]
Works on/against: Adventurers and denizens
Cooldown: Balance
Details:
By combining attacks together you can perform devastating combinations
against your foes. Shikudo combinations may consist of no more than
three attacks, only one of which may be a kick. For instance, you could
COMBO GATTAN'BAHAR DART HEAD LIVESTRIKE FLASHHEEL LEFT (we do not
recommend doing this to Gattan'bahar).
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Jab (Tekura) Known: No (1 lessons required)
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Syntax: JBP <target> <HEAD|ARMS>
Works on/against: Adventurers
Cooldown: 3.00 seconds of arm balance
Details:
A quick strike with the fingers. When targeting the head, this will
restore someone's hearing. When targeting the arms, it will disable the
target's ability to parry for a very short time.
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Snapkick (Tekura) Known: No (7 lessons required)
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Syntax: SNK <target> left/right
Works on/against: Adventurers and denizens
Cooldown: 4.00 seconds of leg balance
Details:
This low, and easy-to-perform kick attacks the legs of an opponent.
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Hook (Tekura) Known: No (16 lessons required)
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Syntax: HKP <target>
Works on/against: Adventurers and denizens
Cooldown: 4.00 seconds of arm balance
Details:
The hook punch is a punch aimed at the opponent's torso.
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Eagle (Tekura) Known: No (34 lessons required)
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Syntax: EGS
HGK <target>
Works on/against: Adventurers and self
Cooldown: 2.00 seconds of balance
Details:
The stance of the eagle is geared towards flexibility and speed. Your
kicks and punches will be faster when performed from this stance.
Furthermore, you are able to perform the highkick ability from this
stance, bringing down someone who may be above you in the trees or the
skies. This ability will prone the unfortunate individual.
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Sidekick (Tekura) Known: No (56 lessons required)
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Syntax: SDK <target>
Works on/against: Adventurers and denizens
Cooldown: 4.00 seconds of leg balance
Details:
This kick drives your leg straight into an opponent's torso.
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Uppercut (Tekura) Known: No (89 lessons required)
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Syntax: UCP <target>
Works on/against: Adventurers and denizens
Cooldown: 4.00 seconds of arm balance
Details:
With the uppercut punch, you will attack your opponent's head.
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Bodyblock (Tekura) Known: No (112 lessons required)
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Syntax: BDB
UNBLOCK BDB
UNBLOCK ALL
Works on/against: Self
Cooldown: 1.00 seconds of balance
Resource: 50 mana
Drains: Mana
Details:
At the cost of a constant mana drain, this block attempts to stop or reduce physical damage aimed at your body
.

With any block, you may UNBLOCK <block> to lower it. Alternatively, you may UNBLOCK ALL to lower all of your
blocks.
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Palmstrike (Tekura) Known: No (134 lessons required)
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Syntax: PMP <target>
Works on/against: Adventurers
Cooldown: 3.00 seconds of arm balance
Details:
This blow will attack the sensitive areas of your opponent's face. It
will deliver impatience if they do not have it, or stupidity if they do.
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Hammerfist (Tekura) Known: No (156 lessons required)
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Syntax: HFP <target> left/right
Works on/against: Adventurers and denizens
Cooldown: 4.00 seconds of arm balance
Details:
The hammerfist attack brings your fist down on an opponents leg.
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Cat (Tekura) Known: No (178 lessons required)
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Syntax: CTS
Works on/against: Self
Cooldown: 2.00 seconds of balance
Details:
The primary purpose of the cat stance is for facing those with
formidable offensive capabilities. It grants superior defence, allowing
one to block far more often than in other stances. However, you will
find that it is more difficult to attack, and your attacks will be
slower.
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Roundhouse (Tekura) Known: No (200 lessons required)
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Syntax: RHK <target>
Works on/against: Adventurers and denizens
Cooldown: 4.00 seconds of leg balance
Details:
This powerful kick shall shatter any magical shield surrounding your
target.
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Evade (Tekura) Known: No (267 lessons required)
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Syntax: EVB
UNBLOCK EVB
Works on/against: Self
Cooldown: 1.00 seconds of balance
Resource: 50 mana
Drains: Mana
Details:
At the cost of a regular mana and willpower drain, this will increase
your effective avoidance skill.

This block will convey a greater benefit when in the eagle stance.
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Sweep (Tekura) Known: No (289 lessons required)
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Syntax: SWK <target>
Works on/against: Adventurers
Cooldown: 4.50 seconds of leg balance
Details:
A specialized kick that attempts to sweep the legs out from under your opponent.
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Bear (Tekura) Known: No (312 lessons required)
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Syntax: BRS
Works on/against: Self
Cooldown: 2.00 seconds of balance
Details:
One of the most dangerous offensively orientated stances, those in the
bear stance perform both more damaging throws as well as finding
themselves able to intercept their enemies from fleeing on occasion.
However, both kicks and punches will be somewhat slowed.
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Slam (Tekura) Known: No (356 lessons required)
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Syntax: SLT <target>
Works on/against: Adventurers
Cooldown: 3.00 seconds of balance
Details:
This throw targets the head of the subject. When executed, it shall
cause their brains to be scrambled for a time, removing their ability to
naturally reject your mental locks.

It can only be used against a prone opponent, and the effect will last
longer if the target's head is already damaged when the slam is
performed.

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Moonkick (Tekura) Known: No (423 lessons required)
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Syntax: MNK <target> left/right
Works on/against: Adventurers and denizens
Cooldown: 4.00 seconds of leg balance
Details:
This kick, so-called because the foot travels in the arc of a crescent moon, attacks the arms of your opponent
.
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Spear (Tekura) Known: No (489 lessons required)
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Syntax: SPP <target> left/right
Works on/against: Adventurers and denizens
Cooldown: 4.00 seconds of arm balance
Details:
This punch is used with a rigid hand. With your knowledge of musculature, you're able to hit just the right
spot in the target's arms to damage his arms.
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Rat (Tekura) Known: No (534 lessons required)
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Syntax: RTS
Works on/against: Self
Cooldown: 2.00 seconds of balance
Details:
This stance is geared toward superior accuracy, and is favoured by many
for the purposes of facing those with superior avoidance. It also allows
the tekura practitioner to block more often, granting superior defence.

However, that accuracy comes with a cost. Kicks and punches performed
from this stance will be slower than many other stances.
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Thrustkick (Tekura) Known: No (600 lessons required)
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Syntax: THK <target> <direction>
Works on/against: Adventurers
Cooldown: 4.00 seconds of leg balance
Details:
Using your great leg power, you will attempt to kick your opponent away in the specified direction.
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Wrench (Tekura) Known: No (703 lessons required)
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Syntax: WRT <target> <HEAD|TORSO|LEFT ARM|RIGHT ARM>
Works on/against: Adventurers
Cooldown: 4.00 seconds of balance
Details:
This specialised throw can only be targeted against a limb that is
already damaged. Unlike the other throws in tekura, this does not
require the target to be prone. Depending on the limb targeted, various
different effects will occur:

Head: after wrenching someone's head, they will periodically suffer from
epilepsy for a time after the injury.
Torso: the target's ribs shall become bruised.
Either arm: you shall yank the target off balance and throw them to the
ground.
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Axe (Tekura) Known: No (841 lessons required)
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Syntax: AXK <target>
Works on/against: Adventurers and denizens
Cooldown: 6.50 seconds of balance
Details:
This powerful kick is highly inaccurate and can only be landed against a
prone opponent. However, it does extremely high damage to the target's
head.

If used against a target who suffers from a concussion, it shall deliver
a severe blackout.
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Guarding (Tekura) Known: No (910 lessons required)
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Syntax: GUARD <head/torso/left arm/right arm/left leg/right leg>
Works on/against: Adventurers
Details:
This ability is similar to, but an improvement on, the parrying ability
that those with sufficient skill in weaponry can use. It allows you to
not only guard a single location on your body against attack, but
counter any attacks made to there by automatically throwing your
opponent from his mount and stunning him.

When in the cat stance, you may switch which limb you are guarding while
off balance.
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Scorpion (Tekura) Known: No (1117 lessons required)
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Syntax: SCS
Works on/against: Self
Cooldown: 2.00 seconds of balance
Details:
A truly lethal stance, the scorpion sacrifices defence for offense.
Punches and kicks will both deliver enhanced damage(*), and your kicks
and punches will be executed at the fastest possible speed. You will
however find that you are able to block far less often in this stance.

(*) Note that this does not change how quickly you may break a target's
limbs, only how much health damage they take from your attacks.

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Whirlwind (Tekura) Known: No (1220 lessons required)
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Syntax: WWK <target>
Works on/against: Adventurers and denizens
Cooldown: 4.50 seconds of leg balance
Details:
The most impressive of all kicks, this one is essentially two spinning crescent kicks aimed at the head of an
unlucky opponent.
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Bladehand (Tekura) Known: No (1289 lessons required)
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Syntax: BLP <target>
Works on/against: Adventurers
Cooldown: 3.00 seconds of arm balance
Details:
A quick strike to the side of the neck, this punch inflicts dizziness.
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Pinch (Tekura) Known: No (1427 lessons required)
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Syntax: PNB
UNBLOCK PNB
Works on/against: Adventurers
Cooldown: 1.00 seconds of balance
Resource: 50 mana
Drains: Mana
Details:
A very special block which is capable of stunning your opponent if he or she is already weakened sufficiently.
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Backbreaker (Tekura) Known: No (1531 lessons required)
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Syntax: BBT <target>
Works on/against: Adventurers
Cooldown: 4.00 seconds of balance
Details:
The ultimate throw, this attack will deliver significant damage. The
damage is increased the more that an opponent's torso is damaged. This
attack only works against prone opponents.

If you are able to perform four(*) backbreakers in quick succession, a
subject shall find that their spine shall give way, and they shall
perish instantly.

(*) If the target suffers from the bruised ribs affliction, this number
is reduced to three.
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Jumpkick (Tekura) Known: No (1634 lessons required)
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Syntax: JPK <target>
Works on/against: Adventurers
Cooldown: 4.00 seconds of leg balance
Details:
With this ability, you are able to demonstrate your ability to combine style and power in a single move, the
jump kick. Starting in an adjacent location, you will fly in, slam your outstretched foot into your unlucky
victim's body, knocking him to the floor, stunning him, and doing a fair amount of damage.
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Path (Tekura) Known: No (1737 lessons required)
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Syntax: SCHOOL SWITCH SHIKUDO
Works on/against: Self
Details:
You have reached such mastery of Tekura that you are now ready to
advance to a new school of martial study if you so desire. Be warned.
Doing so will put you back to inept in your primary skill and you will
need to learn the new skill again. Additionally, Shikudo is a far more
complex school, and should only be considered by the advanced.

You will be able to return to Tekura and retain your skill investment,
but there is a cooldown on switching of 24 hours and a cost of 100
lessons.
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Dragon (Tekura) Known: No (1737 lessons required)
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Syntax: DRS
Works on/against: Self
Cooldown: 2.00 seconds of balance
Details:
More of a state of mind than a stance, this is the ultimate expression
of tekura. While in this stance, the true master shall recover from
utilising mental equilibrium far more swiftly, as well as being able to
turn aside many blows with their blocks.