Meranthe's Expansion
#A quick summary, what's new?
*New Spells
-Throw
-Grapple
-
*Old spells
-Flying kick is back, now GCDE
-Titan fist became GCDE
-All stances died, means you finnaly can use properly Conjurer or caster with unarmed. yay.
- Gentle fist returned
-Speedboost on dash now is activated by {Flying kick, Tackle, Weighted pucnh, Axe kick, and any spell that look like a regular dash}
*Gear
![[Image: image.png]](https://cdn.discordapp.com/attachments/718273653846048778/1041764164663775353/image.png)
![[Image: image.png]](https://cdn.discordapp.com/attachments/340612146717130753/1043265675944284180/image.png)
Examples: Throw, flying kick, fury fist, lariat,
Non examples: Axe kick, Weighted punch, assault, jab, Titan fist.
Despite this concept being impotant to unarmed just gonna point other spells.
Examples of non unarmed spells that are area based and instant: Powersmash,Cleave,Shadow claw, most of aoes etc...
#Spells.
Flying kick (10 rpp) 18 s cd
*New Spells
-Throw
-Grapple
-
*Old spells
-Flying kick is back, now GCDE
-Titan fist became GCDE
-All stances died, means you finnaly can use properly Conjurer or caster with unarmed. yay.
- Gentle fist returned
-Speedboost on dash now is activated by {Flying kick, Tackle, Weighted pucnh, Axe kick, and any spell that look like a regular dash}
*Gear
![[Image: image.png]](https://cdn.discordapp.com/attachments/718273653846048778/1041764164663775353/image.png)
All info related to how spells work can still be used to learn, since little was changed, despite damages values and GCD to GCDE.
But before that a term i invented.
Dynamic meaning: A spell that his cast, be or not based on a area, and as long this cast is of a instant nature share common hitbox spaces of throw, and even if locks you in animation, does not hold you to use simultaneosly another spell in right circumstances, that spell is a dynamic one.
But before that a term i invented.
Dynamic meaning: A spell that his cast, be or not based on a area, and as long this cast is of a instant nature share common hitbox spaces of throw, and even if locks you in animation, does not hold you to use simultaneosly another spell in right circumstances, that spell is a dynamic one.
Red: fk range common twith throw, Blue: Lariat range common, Yellow: Fury fist.
Being instant mean you damage is not mainly over time, assault and titan need a few seconds to casue fully damage, and throw is instant, so he is quicker than most spells, only instant ones are of a compatible dynamic nature, multi tik are welcomed as long they are tracked, like assult, and quick.
![[Image: image.png]](https://cdn.discordapp.com/attachments/340612146717130753/1043265675944284180/image.png)
Examples: Throw, flying kick, fury fist, lariat,
Non examples: Axe kick, Weighted punch, assault, jab, Titan fist.
Despite this concept being impotant to unarmed just gonna point other spells.
Examples of non unarmed spells that are area based and instant: Powersmash,Cleave,Shadow claw, most of aoes etc...
#Spells.
Flying kick (10 rpp) 18 s cd
By the previous guide, i did choosed not describe flyingkick, since on that time, it was removed from unarmed tree, in addction of fist barrage and titan fist, but now, not only it is back, how also is hard to land, and will be important know how it works in order to do combos related to throw and grapple.
![[Image: giphy.gif]](https://media.giphy.com/media/lrDqLWrjZ4mg57LAtB/giphy.gif)
[b]Grapple (10 rpp) 19s cd[/b]
Another of the new spells, grapple is a snare that holds for 3 seconds, that allow only the use of a unarmed spell, while snares both of you and the enemy, it does not silence it so you still vunerable to beams defensive spells and whatever he had.
Grapple is a instant spell, area based, a retangle of 5x2, in front of user used to be 5x3 but was nerfed, and i hated that due how hard is too land and how ofter punishes more his user than the enemy, if you not fast enough.
![[Image: image.png]](https://cdn.discordapp.com/attachments/340612146717130753/1041752438069268543/image.png)
When you cast, the spell and enemy is inside you lock yourself and the enemy in a snare, while on that you cant cast spells that are not from unarmed tree, and a unarmed spell on hit, will break the grapple for both of you.
If they consider bring first barrage back maybe things change. ot at least change something, because the trade is not worth it, you get more in harm than helped.
Throw (10 rpp) 22 s cd
One of the new spells added, after a while i got a feeling throw was supposed to be like a weaker version of migthy blow, but in reality not even that i can say, simply due track, probaly is supposed to be used with grapple so his use alone is bad, low range makes not even a good counter spell, but some changes turned from a shit spell to a neutral one no that you cant miss and that i liked.
Throw hitbox consist into a 5x5 square with the user on center(Aka a 2 tile range hitbox)
![[Image: image.png]](https://cdn.discordapp.com/attachments/340612146717130753/1041735495044042783/image.png)
When the enemy is inside that range and you cast, you realize a attack that send him flying in the direction you are currently looking, 7 tiles, but he is not stunned, causing 11 damage. before was a 3x3 square... and you could miss, but now? you cant miss, if you spam will only cast when enemy is inside, and that remember me of the aspect of mighty blow being unable to miss wonce is casted and i liked.
![[Image: giphy.gif]](https://media.giphy.com/media/L9yl9mnZ7g1BntAAyR/giphy.gif)
#My settings:
Block: e
Gem slot:2
Stance active: Q
![[Image: image.png]](https://cdn.discordapp.com/attachments/340612146717130753/1041790336021823518/image.png)
I used fist barrage on 7
Used mightyblow on 4
0 mixes with ib, axe etc.
Last tip: Press 2 times the spell you want use after a jab to make sure will land in the right time.
![[Image: image.png]](https://cdn.discordapp.com/attachments/340612146717130753/1041791735921127585/image.png)
And this the way i used my fingers, no finger would steal other finger slot or that would result in delay so i had 3 patterns of stay waiting
red: the three fingers make a arrow, 4 ,8, 6 index, middle, marry ring finger, they was also fitted in the ways the combos would work
Green: Horizontal stand, each finger in their position on a respective line.
Orange: Cast from spells separeted, this is not a standle position at numb but a way of also organize.
Blue states for big thumb that is freely used.
Flying kick is a dynamic hitbox spell a 3x2 square with the user in center,but taking his back and sides. by the way the hitbox are, is evident why is so hard hit it, due is not a fast spell. and if you notice is the opposite of lariat, a 3x2 with the sides and front instead, is not fully a bad thing.
![[Image: image.png]](https://cdn.discordapp.com/attachments/340612146717130753/1041716455089111140/image.png)
On cast:begins a linear movement of 6 tiles forward, can be used in diagonal, while the movement is not over, if enemy enters in that area, or if was already on that area on cast he takes 14 damage and a 6 s heavy slow. and a 3 tile knockback quick to the oppostite direction.
![[Image: image.png]](https://cdn.discordapp.com/attachments/340612146717130753/1041716560055775242/image.png)
![[Image: image.png]](https://cdn.discordapp.com/attachments/340612146717130753/1041716455089111140/image.png)
On cast:begins a linear movement of 6 tiles forward, can be used in diagonal, while the movement is not over, if enemy enters in that area, or if was already on that area on cast he takes 14 damage and a 6 s heavy slow. and a 3 tile knockback quick to the oppostite direction.
![[Image: image.png]](https://cdn.discordapp.com/attachments/340612146717130753/1041716560055775242/image.png)
Depending when the enemy was hit, that knockback is almost not seen, but the longer the end of movement the most visible he is, he is slow so is not that much.
![[Image: giphy.gif]](https://media.giphy.com/media/lrDqLWrjZ4mg57LAtB/giphy.gif)
Spell damage type: Single tick, it needs a target to cause damage, cant cause damage to other enemies unlike lariat, can be used in diagonal.
Synergy: It turned GCDE and slows, so as long you hit you can combo with anything you like, it have a special synergy with titan fist allowing a funny combo i used to do, titan fist + flying kick, and to me jab fk is more advanced than jab lariat as basic unarmed combos, remember is always better when used as counter measure as long is not a knockback.
Conflicts:Is a spell lock animation based, you cant cast until the movement is over, so keep that in mind when you aim for a quick follow up combos, does not give you imunity or anything so be careful with too much linear move patterts to not end up with a beam on face.
Special Features:
Synergy: It turned GCDE and slows, so as long you hit you can combo with anything you like, it have a special synergy with titan fist allowing a funny combo i used to do, titan fist + flying kick, and to me jab fk is more advanced than jab lariat as basic unarmed combos, remember is always better when used as counter measure as long is not a knockback.
Conflicts:Is a spell lock animation based, you cant cast until the movement is over, so keep that in mind when you aim for a quick follow up combos, does not give you imunity or anything so be careful with too much linear move patterts to not end up with a beam on face.
Special Features:
*Counters, if used right, you can use right as someone use a teleport spell, that goes to behind and try use is as counter it moving foward, is hard but his backward nature allow that. specially against jab, be careful with faster jab since you need extra kinetic skill.
*Dynamic cast, it allows certain interactions with throw and grapple.
Final nones: Best spell in my opnion, as you can use to counter teleports and other stuff, just because of that, remember you can also use lariat to deny a attempt of a enemy that is rushing towards you wanting to stun.
[b]Grapple (10 rpp) 19s cd[/b]
Another of the new spells, grapple is a snare that holds for 3 seconds, that allow only the use of a unarmed spell, while snares both of you and the enemy, it does not silence it so you still vunerable to beams defensive spells and whatever he had.
Grapple is a instant spell, area based, a retangle of 5x2, in front of user used to be 5x3 but was nerfed, and i hated that due how hard is too land and how ofter punishes more his user than the enemy, if you not fast enough.
![[Image: image.png]](https://cdn.discordapp.com/attachments/340612146717130753/1041752438069268543/image.png)
When you cast, the spell and enemy is inside you lock yourself and the enemy in a snare, while on that you cant cast spells that are not from unarmed tree, and a unarmed spell on hit, will break the grapple for both of you.
![[Image: giphy.gif]](https://media.giphy.com/media/piwVDlmu1Jyon2QeMn/giphy.gif)
Spell damage type: none. dont do damage.
Synergy:
-{Jab,axe kick, weighted punch, Flying kick,Lariat, Assault,Fury fist} this list of spells, when cause damage to a grappled enemy will break the grapple.
-{Titan fist, Throw} This list will not break the grapple.
-Grapple can stop movement based spells since is a snare,like fatal strike if you are badass and have nice reflexes, but now his range was nerfed i doubt.
-As for against unarmed grapple counter {Axe kick, Weighted punch, Flying lick, Lariat, Jab,} all bases spells so is good against unarmed.
-It dont counter {Throw, Assault,fury fist, Iron body}
Conflicts:
-First of all, if enemy made him damage imun, you cant free yourself from grapple, ex: poison fog so you just force yourself into pain
-First of all, if enemy made him damage imun, you cant free yourself from grapple, ex: poison fog so you just force yourself into pain
-Second, any enemy can counter you while on grapple you need be much faster if you want land a grapple combo or else is a beam is a stun is a lots of thing at your face.
-If you're repeled you still snared with enemy.
-Enemy can block so if you want use titan + anything that is not lariat he have time to react.
-Is hard to land after 1 tile nerft and is not even that good when lands, you almost wont use it on battle.
Special Features:
-Cast throw on a enemy grappled, will turn throw gcde, but only for unarmed spells, you cant:
grapple -> throw -> mana ripple for example that is a non unarmed spell, but you can grapple throw any other unarmed spell
-When you use iron body on a grappled enemy you can use spells while on iron body, but just one, on that same trick you can still use Titan or throw + a unarmed spell, since the logic of that mechanic is based in spells that break grapple but watchout for synergy, titan is a tiks spell while throw is a instant knockback, one need drag while the other repels so be cafeful.
Final notes: I had to create the dynamic series, because his spell use was so shit, that was impossible get much value from it if you dont spam the same combo grapple titan + lariat, and i hate rely in a single combo always, that's his main value make sure the enemy will not escape the lariat, all the rest, the use is so unbenefical that is not worth take it, and when you take you need 2 others, titan and lariat.
-Cast throw on a enemy grappled, will turn throw gcde, but only for unarmed spells, you cant:
grapple -> throw -> mana ripple for example that is a non unarmed spell, but you can grapple throw any other unarmed spell
-When you use iron body on a grappled enemy you can use spells while on iron body, but just one, on that same trick you can still use Titan or throw + a unarmed spell, since the logic of that mechanic is based in spells that break grapple but watchout for synergy, titan is a tiks spell while throw is a instant knockback, one need drag while the other repels so be cafeful.
Final notes: I had to create the dynamic series, because his spell use was so shit, that was impossible get much value from it if you dont spam the same combo grapple titan + lariat, and i hate rely in a single combo always, that's his main value make sure the enemy will not escape the lariat, all the rest, the use is so unbenefical that is not worth take it, and when you take you need 2 others, titan and lariat.
![[Image: giphy.gif]](https://media.giphy.com/media/p0EfUoWF68DkrKjT6q/giphy.gif)
If they consider bring first barrage back maybe things change. ot at least change something, because the trade is not worth it, you get more in harm than helped.
Throw (10 rpp) 22 s cd
One of the new spells added, after a while i got a feeling throw was supposed to be like a weaker version of migthy blow, but in reality not even that i can say, simply due track, probaly is supposed to be used with grapple so his use alone is bad, low range makes not even a good counter spell, but some changes turned from a shit spell to a neutral one no that you cant miss and that i liked.
Throw hitbox consist into a 5x5 square with the user on center(Aka a 2 tile range hitbox)
![[Image: image.png]](https://cdn.discordapp.com/attachments/340612146717130753/1041735495044042783/image.png)
When the enemy is inside that range and you cast, you realize a attack that send him flying in the direction you are currently looking, 7 tiles, but he is not stunned, causing 11 damage. before was a 3x3 square... and you could miss, but now? you cant miss, if you spam will only cast when enemy is inside, and that remember me of the aspect of mighty blow being unable to miss wonce is casted and i liked.
![[Image: giphy.gif]](https://media.giphy.com/media/L9yl9mnZ7g1BntAAyR/giphy.gif)
Spell damage type: Single tik, need a target to do damage, cant cause damage in multiple targerts, can send people in diagonal.
Synergy: Mainly grapple, is a non gcde without grapple so his synergies are pretty limitated, but once with grapple you can do dynamic combos with any unarmed spell
Conflicts:
-Well it dont stun so enemy can resist the knockback, by walking.
-Remember is a square? if he is at your back he is not send foward because you block the movement.(which is not fully a bad thing)
-His range is too small to be able to realize counters, i only managed to counter grappling hook and other snares because they snare, dont stun is impossible react to a water whip for example with that since enemy always hit you far from the range.
-Well it dont stun so enemy can resist the knockback, by walking.
-Remember is a square? if he is at your back he is not send foward because you block the movement.(which is not fully a bad thing)
-His range is too small to be able to realize counters, i only managed to counter grappling hook and other snares because they snare, dont stun is impossible react to a water whip for example with that since enemy always hit you far from the range.
Special Features:
*Steer movement: You can control + arrow keys to send enemy flying at your right or left, remembeing is easier to that while on grapple , but not impossible on movement, using it with a dynamic combo can result in a retreat when used on your back.
*Grapple combo: When used with grapple and only while on grapple, Throw becomes gcde, allowing cast another spell.
*Dynamic nature: His nature of being a instant cast, A area spell, and a gdce spell on grapple allow the birth of the dynamic series, a set of spells you cast at same time mixed with throw , allowing some funny scenes.
#Dynamic series: Some series just works in certain directions, and you must press both spells at same time. a dynamic serie will always result in a GCD up even using gcde spells.
*Dynamic dropkick:
Grapple -> Turn left , right or back -> Throw+ flying kick.
*Dynamic Spiral:
Grapple-> Turn left , right or keep front-> Throw + lariat
*Dynamic Punches rain
Grapple-> Turn left or right or keep front-> Throw+ fury fist
*Dynamic Pursue
Grapple-> Turn left or right -> Throw + Assault
*Steer movement: You can control + arrow keys to send enemy flying at your right or left, remembeing is easier to that while on grapple , but not impossible on movement, using it with a dynamic combo can result in a retreat when used on your back.
*Grapple combo: When used with grapple and only while on grapple, Throw becomes gcde, allowing cast another spell.
*Dynamic nature: His nature of being a instant cast, A area spell, and a gdce spell on grapple allow the birth of the dynamic series, a set of spells you cast at same time mixed with throw , allowing some funny scenes.
#Dynamic series: Some series just works in certain directions, and you must press both spells at same time. a dynamic serie will always result in a GCD up even using gcde spells.
*Dynamic dropkick:
Grapple -> Turn left , right or back -> Throw+ flying kick.
*Dynamic Spiral:
Grapple-> Turn left , right or keep front-> Throw + lariat
*Dynamic Punches rain
Grapple-> Turn left or right or keep front-> Throw+ fury fist
*Dynamic Pursue
Grapple-> Turn left or right -> Throw + Assault
*Dynamic Twins
Grapple-> Turn left or right -> Throw + Weighted punch or Axe kick.
*Dynamic lockdown.
Grapple-> Iron body -> Any single spell or any combo involving titan fist or any dynamic serie
Final notes:is a nice spell the problem is rely too much on others, most useful serie is dropkick since is a slow added throw, is 25 damage.
#My settings:
Block: e
Gem slot:2
Stance active: Q
![[Image: image.png]](https://cdn.discordapp.com/attachments/340612146717130753/1041790336021823518/image.png)
I used fist barrage on 7
Used mightyblow on 4
0 mixes with ib, axe etc.
Last tip: Press 2 times the spell you want use after a jab to make sure will land in the right time.
![[Image: image.png]](https://cdn.discordapp.com/attachments/340612146717130753/1041791735921127585/image.png)
And this the way i used my fingers, no finger would steal other finger slot or that would result in delay so i had 3 patterns of stay waiting
red: the three fingers make a arrow, 4 ,8, 6 index, middle, marry ring finger, they was also fitted in the ways the combos would work
Green: Horizontal stand, each finger in their position on a respective line.
Orange: Cast from spells separeted, this is not a standle position at numb but a way of also organize.
Blue states for big thumb that is freely used.
Final notes: Unarmed still a weak tree, i wish luck to everyone who will keep trying and challenging themselves but i'm done.
-Unarmed still dont have a thing that benefit use of unarmed spells that is not physical power unlike armed (physis) that plus:
-Most of new spells requires go deeper in tree to maker a better use, which is bad, taking the exeption of grapple + throw, but im saying of grapple titan lariat.
-Weapons were well balanced, using the old math a mytril glove gives up what old ap stances would give on rpl 200, but they still lack essence.
-Stances removed, tacitian removed, so yeah fun removed, we suffered for 2 months without a cleanse before 200 until gentle was re added.
-Unarmed hiddens turned, signatures, they cost tokens and requires a approval, i wish i could had tested mighyblow interation with dynamic series but i dont have energy left to dev anything.
We full of small tricks but if you gather all of them we still small fries, while we dont have something to encourage use of the spells on tree, they all faded to need eat more of you bar to work or be mediocre.
Jab, Assault, Titan
These 3 will fit at any build, master titan and jab timing and you will use with anything that teleports.
![[Image: RiCGkjL.png]](https://i.imgur.com/RiCGkjL.png)

