MomentumDefaultStarterFastMeleeStabCrush
Unarmed
The Brawler - raw strength, no tools needed
Bare-fisted brawling. Punches (LMB) deal stab damage; kicks (RMB) deal crush. Fast attacks, short range. Available to all players as the default combat style.
Resource: Momentum
Maximum
100
Regen / s
0
Out-of-combat decay / s
15
While you hold Momentum
- +30% increased dodge iframe duration
- +10% movement speed
The held passive scales with how full the bar is.
Defence
- Guard
- Yes (partial)
- Parry
- Yes
Dodge
- Distance
- 6 m
- Duration
- 500 ms
- Invulnerable
- 0 ms – 250 ms
- Stamina cost
- 800
Combo graph
- Unarmed Combos21 steps
Abilities
21Executions
Press E on a hostile player-shaped target below 20% health. This loadout draws one of these takes:
Animation set25 clip mappings · from unarmed
- Animation Library
- Combat
- Animation Source
- unarmed
- Block Animations
- Hit
- Hit_Block__Block_Hit
- Hit Break
- Hit_Block__Block_Hit_Break
- Idle
- Hit_Block__Block_Idle
- Block Locomotion
- Run
- —
- Run Fast
- —
- Run Fast Start
- —
- Run Fast Stop
- —
- Run Start
- —
- Run Stop
- —
- Walk
- Bwd
- Walk_Walk_Block__Walk_Block_Loop_B_180
- Bwd Left
- Walk_Walk_Block__Walk_Block_Loop_B_L_45
- Bwd Right
- Walk_Walk_Block__Walk_Block_Loop_B_R_45
- Fwd
- Walk_Walk_Block__Walk_Block_Loop_F_0
- Fwd Left
- Walk_Walk_Block__Walk_Block_Loop_F_L_45
- Fwd Right
- Walk_Walk_Block__Walk_Block_Loop_F_R_45
- Idle
- Hit_Block__Block_Idle
- Left
- Walk_Walk_Block__Walk_Block_Loop_F_L_90
- Right
- Walk_Walk_Block__Walk_Block_Loop_F_R_90
- Walk Start
- Bwd
- Walk_Walk_Block__Walk_Block_Start_B_180
- Bwd Left
- Walk_Walk_Block__Walk_Block_Start_B_L_45
- Bwd Right
- Walk_Walk_Block__Walk_Block_Start_B_R_45
- Fwd
- Walk_Walk_Block__Walk_Block_Start_F_0
- Fwd Left
- Walk_Walk_Block__Walk_Block_Start_F_L_45
- Fwd Right
- Walk_Walk_Block__Walk_Block_Start_F_R_45
- Left
- Walk_Walk_Block__Walk_Block_Start_F_L_90
- Right
- Walk_Walk_Block__Walk_Block_Start_F_R_90
- Walk Stop
- Bwd
- Walk_Walk_Block__Walk_Block_Stop_B_180
- Bwd Left
- Walk_Walk_Block__Walk_Block_Stop_B_L_45
- Bwd Right
- Walk_Walk_Block__Walk_Block_Stop_B_R_45
- Fwd
- Walk_Walk_Block__Walk_Block_Stop_F_0
- Fwd Left
- Walk_Walk_Block__Walk_Block_Stop_F_L_45
- Fwd Right
- Walk_Walk_Block__Walk_Block_Stop_F_R_45
- Left
- Walk_Walk_Block__Walk_Block_Stop_F_L_90
- Right
- Walk_Walk_Block__Walk_Block_Stop_F_R_90
- Block Turns
- Turn 180 Left
- Turn_Turn_Block__Turn_Block_180_L
- Turn 180 Right
- Turn_Turn_Block__Turn_Block_180_R
- Turn 90 Left
- Turn_Turn_Block__Turn_Block_90_L
- Turn 90 Right
- Turn_Turn_Block__Turn_Block_90_R
- Civilian Dodge Animations
- Back
- Dodge_Dodge__Dodge_B_180
- Back Left
- Dodge_Dodge__Dodge_B_L_45
- Back Right
- Dodge_Dodge__Dodge_B_R_45
- Forward
- Dodge_Dodge__Dodge_F_0
- Forward Left
- Dodge_Dodge__Dodge_F_L_45
- Forward Right
- Dodge_Dodge__Dodge_F_R_45
- Left
- Dodge_Dodge__Dodge_L_90
- Right
- Dodge_Dodge__Dodge_R_90
- Civilian Dodge To Run Animations
- Back
- Dodge_Dodge_to_Run__Dodge_to_Run_B_180
- Back Left
- Dodge_Dodge_to_Run__Dodge_to_Run_B_L_45
- Back Right
- Dodge_Dodge_to_Run__Dodge_to_Run_B_R_45
- Forward
- Dodge_Dodge_to_Run__Dodge_to_Run_F_0
- Forward Left
- Dodge_Dodge_to_Run__Dodge_to_Run_F_L_45
- Forward Right
- Dodge_Dodge_to_Run__Dodge_to_Run_F_R_45
- Left
- Dodge_Dodge_to_Run__Dodge_to_Run_L_90
- Right
- Dodge_Dodge_to_Run__Dodge_to_Run_R_90
- Civilian Hit Reactions
- Air Front
- Hit_Hit_Air__Hit_Air_1
- Air Large End
- Hit_Hit_Air_To_Floor__Hit_Heavy_End
- Air Large Loop
- Hit_Hit_Air_To_Floor__Hit_Heavy_Loop
- Air Large Start
- Hit_Hit_Air_To_Floor__Hit_Heavy
- Back
- Hit_Hit__Hit_B
- Death
- Hit_Hit__Hit_Death
- Front
- Hit_Hit__Hit_F
- Getup
- Hit_Knock_Down__Knock_Down_Get_Up
- Knockdown Death
- Hit_Knock_Down__Knock_Down_Death
- Knockdown Loop
- Hit_Knock_Down__Knock_Down_Loop
- Knockdown Start
- Hit_Knock_Down__Knock_Down_Strat
- Left
- Hit_Hit__Hit_L
- Right
- Hit_Hit__Hit_R
- Rise
- Hit_Get_Up__Get_Up
- Civilian Roll Animations
- Back
- Roll_Roll__Roll_B_180
- Back Left
- Roll_Roll__Roll_B_L_45
- Back Right
- Roll_Roll__Roll_B_R_45
- Forward
- Roll_Roll__Roll_F_0
- Forward Left
- Roll_Roll__Roll_F_L_45
- Forward Right
- Roll_Roll__Roll_F_R_45
- Left
- Roll_Roll__Roll_L_90
- Right
- Roll_Roll__Roll_R_90
- Civilian Roll To Run Animations
- Back
- Roll_Roll_to_Run__Roll_to_Run_B_180
- Back Left
- Roll_Roll_to_Run__Roll_to_Run_B_L_45
- Back Right
- Roll_Roll_to_Run__Roll_to_Run_B_R_45
- Forward
- Roll_Roll_to_Run__Roll_to_Run_F_0
- Forward Left
- Roll_Roll_to_Run__Roll_to_Run_F_L_45
- Forward Right
- Roll_Roll_to_Run__Roll_to_Run_F_R_45
- Left
- Roll_Roll_to_Run__Roll_to_Run_L_90
- Right
- Roll_Roll_to_Run__Roll_to_Run_R_90
- Combat Idle
- Idle__Idle_Combat
- Combat Locomotion
- Run
- Bwd
- Run_Run_Combat__Run_Combat_Loop_B_180
- Bwd Left
- Run_Run_Combat__Run_Combat_Loop_B_L_45
- Bwd Right
- Run_Run_Combat__Run_Combat_Loop_B_R_45
- Fwd
- Run_Run_Combat__Run_Combat_Loop_F_0
- Idle
- Idle__Idle_Combat
- Left
- Run_Run_Combat__Run_Combat_Loop_F_L_90
- Right
- Run_Run_Combat__Run_Combat_Loop_F_R_90
- Run Fast
- Fwd
- Run_Run_Combat__Run_Fast_Combat_Loop
- Run Fast Start
- Bwd Left
- Run_Run_Combat__Run_Start_Fast_Combat_B_L
- Bwd Right
- Run_Run_Combat__Run_Start_Fast_Combat_B_R
- Fwd
- Run_Run_Combat__Run_Fast_Combat_Start
- Left
- Run_Run_Combat__Run_Start_Fast_Combat_L
- Right
- Run_Run_Combat__Run_Start_Fast_Combat_R
- Run Fast Stop
- Fwd
- Run_Run_Combat__Run_Fast_Combat_Stop
- Run Start
- Bwd
- Run_Run_Combat__Run_Combat_Start_B_180
- Bwd Left
- Run_Run_Combat__Run_Combat_Start_B_L_45
- Bwd Right
- Run_Run_Combat__Run_Combat_Start_B_R_45
- Fwd
- Run_Run_Combat__Run_Combat_Start_F_0
- Fwd Left
- Run_Run_Combat__Run_Combat_Start_F_L_45
- Fwd Right
- Run_Run_Combat__Run_Combat_Start_F_R_45
- Left
- Run_Run_Combat__Run_Combat_Start_F_L_90
- Right
- Run_Run_Combat__Run_Combat_Start_F_R_90
- Run Stop
- Bwd
- Run_Run_Combat__Run_Combat_Stop_B_180
- Bwd Left
- Run_Run_Combat__Run_Combat_Stop_B_L_45
- Bwd Right
- Run_Run_Combat__Run_Combat_Stop_B_R_45
- Fwd
- Run_Run_Combat__Run_Combat_Stop_F_0
- Fwd Left
- Run_Run_Combat__Run_Combat_Stop_F_L_45
- Fwd Right
- Run_Run_Combat__Run_Combat_Stop_F_R_45
- Left
- Run_Run_Combat__Run_Combat_Stop_F_L_90
- Right
- Run_Run_Combat__Run_Combat_Stop_F_R_90
- Walk
- Bwd
- Walk_Walk_Combat__Walk_Combat_Loop_B_180
- Bwd Left
- Walk_Walk_Combat__Walk_Combat_Loop_B_L_45
- Bwd Right
- Walk_Walk_Combat__Walk_Combat_Loop_B_R_45
- Fwd
- Walk_Walk_Combat__Walk_Combat_Loop_F_0
- Fwd Left
- Walk_Walk_Combat__Walk_Combat_Loop_F_L_45
- Fwd Right
- Walk_Walk_Combat__Walk_Combat_Loop_F_R_45
- Idle
- Idle__Idle_Combat
- Left
- Walk_Walk_Combat__Walk_Combat_Loop_F_L_90
- Right
- Walk_Walk_Combat__Walk_Combat_Loop_F_R_90
- Walk Start
- Bwd
- Walk_Walk_Combat__Walk_Combat_Start_B_180
- Bwd Left
- Walk_Walk_Combat__Walk_Combat_Start_B_L_45
- Bwd Right
- Walk_Walk_Combat__Walk_Combat_Start_B_R_45
- Fwd
- Walk_Walk_Combat__Walk_Combat_Start_F_0
- Fwd Left
- Walk_Walk_Combat__Walk_Combat_Start_F_L_45
- Fwd Right
- Walk_Walk_Combat__Walk_Combat_Start_F_R_45
- Left
- Walk_Walk_Combat__Walk_Combat_Start_F_L_90
- Right
- Walk_Walk_Combat__Walk_Combat_Start_F_R_90
- Walk Stop
- Bwd
- Walk_Walk_Combat__Walk_Combat_Stop_B_180
- Bwd Left
- Walk_Walk_Combat__Walk_Combat_Stop_B_L_45
- Bwd Right
- Walk_Walk_Combat__Walk_Combat_Stop_B_R_45
- Fwd
- Walk_Walk_Combat__Walk_Combat_Stop_F_0
- Fwd Left
- Walk_Walk_Combat__Walk_Combat_Stop_F_L_45
- Fwd Right
- Walk_Walk_Combat__Walk_Combat_Stop_F_R_45
- Left
- Walk_Walk_Combat__Walk_Combat_Stop_F_L_90
- Right
- Walk_Walk_Combat__Walk_Combat_Stop_F_R_90
- Combat Turns
- Idle Turn 180 Left
- Turn_Turn__Turn_180_L
- Idle Turn 180 Right
- Turn_Turn__Turn_180_R
- Idle Turn 90 Left
- Turn_Turn__Turn_90_L
- Idle Turn 90 Right
- Turn_Turn__Turn_90_R
- Turn 180 Left
- Turn_Turn_Combat__Turn_Combat_180_L
- Turn 180 Right
- Turn_Turn_Combat__Turn_Combat_180_R
- Turn 90 Left
- Turn_Turn_Combat__Turn_Combat_90_L
- Turn 90 Right
- Turn_Turn_Combat__Turn_Combat_90_R
- Crouch Animations
- Enter
- Idle_Idle__Idle_to_Idle_Crouch
- Crouch Locomotion
- Run
- —
- Run Fast
- —
- Run Fast Start
- —
- Run Fast Stop
- —
- Run Start
- —
- Run Stop
- —
- Walk
- Bwd
- Walk_Walk_Crouch__Walk_Crouch_Loop_B_180
- Bwd Left
- Walk_Walk_Crouch__Walk_Crouch_Loop_B_L_45
- Bwd Right
- Walk_Walk_Crouch__Walk_Crouch_Loop_B_R_45
- Fwd
- Walk_Walk_Crouch__Walk_Crouch_Loop_F_0
- Fwd Left
- Walk_Walk_Crouch__Walk_Crouch_Loop_F_L_45
- Fwd Right
- Walk_Walk_Crouch__Walk_Crouch_Loop_F_R_45
- Idle
- Idle_Idle_Crouch__Idle_Crouch
- Left
- Walk_Walk_Crouch__Walk_Crouch_Loop_F_L_90
- Right
- Walk_Walk_Crouch__Walk_Crouch_Loop_F_R_90
- Walk Start
- Bwd
- Walk_Walk_Crouch__Walk_Crouch_Start_B_180
- Bwd Left
- Walk_Walk_Crouch__Walk_Crouch_Start_B_L_45
- Bwd Right
- Walk_Walk_Crouch__Walk_Crouch_Start_B_R_45
- Fwd
- Walk_Walk_Crouch__Walk_Crouch_Start_F_0
- Fwd Left
- Walk_Walk_Crouch__Walk_Crouch_Start_F_L_45
- Fwd Right
- Walk_Walk_Crouch__Walk_Crouch_Start_F_R_45
- Left
- Walk_Walk_Crouch__Walk_Crouch_Start_F_L_90
- Right
- Walk_Walk_Crouch__Walk_Crouch_Start_F_R_90
- Walk Stop
- Bwd
- Walk_Walk_Crouch__Walk_Crouch_Stop_B_180
- Bwd Left
- Walk_Walk_Crouch__Walk_Crouch_Stop_B_L_45
- Bwd Right
- Walk_Walk_Crouch__Walk_Crouch_Stop_B_R_45
- Fwd
- Walk_Walk_Crouch__Walk_Crouch_Stop_F_0
- Fwd Left
- Walk_Walk_Crouch__Walk_Crouch_Stop_F_L_45
- Fwd Right
- Walk_Walk_Crouch__Walk_Crouch_Stop_F_R_45
- Left
- Walk_Walk_Crouch__Walk_Crouch_Stop_F_L_90
- Right
- Walk_Walk_Crouch__Walk_Crouch_Stop_F_R_90
- Crouch Turns
- Turn 180 Left
- Turn_Turn_Crouch__Turn_Crouch_180_L
- Turn 180 Right
- Turn_Turn_Crouch__Turn_Crouch_180_R
- Turn 90 Left
- Turn_Turn_Crouch__Turn_Crouch_90_L
- Turn 90 Right
- Turn_Turn_Crouch__Turn_Crouch_90_R
- Dodge Animations
- Back
- Dodge_Dodge__Dodge_B_180
- Back Left
- Dodge_Dodge__Dodge_B_L_45
- Back Right
- Dodge_Dodge__Dodge_B_R_45
- Forward
- Dodge_Dodge__Dodge_F_0
- Forward Left
- Dodge_Dodge__Dodge_F_L_45
- Forward Right
- Dodge_Dodge__Dodge_F_R_45
- Left
- Dodge_Dodge__Dodge_L_90
- Right
- Dodge_Dodge__Dodge_R_90
- Dodge To Run Animations
- Back
- Dodge_Dodge_to_Run__Dodge_to_Run_B_180
- Back Left
- Dodge_Dodge_to_Run__Dodge_to_Run_B_L_45
- Back Right
- Dodge_Dodge_to_Run__Dodge_to_Run_B_R_45
- Forward
- Dodge_Dodge_to_Run__Dodge_to_Run_F_0
- Forward Left
- Dodge_Dodge_to_Run__Dodge_to_Run_F_L_45
- Forward Right
- Dodge_Dodge_to_Run__Dodge_to_Run_F_R_45
- Left
- Dodge_Dodge_to_Run__Dodge_to_Run_L_90
- Right
- Dodge_Dodge_to_Run__Dodge_to_Run_R_90
- Hit Reactions
- Back
- Hit_Hit__Hit_B
- Death
- Hit_Hit__Hit_Death
- Front
- Hit_Hit__Hit_F
- Getup
- Hit_Knock_Down__Knock_Down_Get_Up
- Knockdown Death
- Hit_Knock_Down__Knock_Down_Death
- Knockdown Loop
- Hit_Knock_Down__Knock_Down_Loop
- Knockdown Start
- Hit_Knock_Down__Knock_Down_Strat
- Left
- Hit_Hit__Hit_L
- Right
- Hit_Hit__Hit_R
- Idle Look Crouch
- Offset Down Centre
- Idle_Offset_Idle_Crouch__Idle_Crouch_Down_0
- Offset Down Left
- Idle_Offset_Idle_Crouch__Idle_Crouch_Down_L
- Offset Down Right
- Idle_Offset_Idle_Crouch__Idle_Crouch_Down_R
- Offset Mid Centre
- Idle_Offset_Idle_Crouch__Idle_Crouch_0
- Offset Mid Left
- Idle_Offset_Idle_Crouch__Idle_Crouch_L
- Offset Mid Right
- Idle_Offset_Idle_Crouch__Idle_Crouch_R
- Offset Up Centre
- Idle_Offset_Idle_Crouch__Idle_Crouch_Up_0
- Offset Up Left
- Idle_Offset_Idle_Crouch__Idle_Crouch_Up_L
- Offset Up Right
- Idle_Offset_Idle_Crouch__Idle_Crouch_Up_R
- Idle Transitions
- From Combat
- Idle__Idle_Combat_to_Idle
- To Combat
- Idle__Idle_to_Idle_Combat
- Jump Animations
- Double Back
- Jump_Double_Jump__Double_Jump_B_180
- Double Forward
- Jump_Double_Jump__Double_Jump_F_0
- Double Left
- Jump_Double_Jump__Double_Jump_L_90
- Double Neutral
- Jump_Double_Jump__Double_Jump_0
- Double Right
- Jump_Double_Jump__Double_Jump_R_90
- End
- Jump_Jump__Jump_0_End
- Loop
- Jump_Jump__Jump_0_Loop
- Start
- Jump_Jump__Jump_0_Start
- Loadout Locomotion
- Run
- Bwd
- Run_Run__Run_Loop_B_180
- Bwd Left
- Run_Run__Run_Loop_B_L_45
- Bwd Right
- Run_Run__Run_Loop_B_R_45
- Fwd
- Run_Run__Run_Loop_F_0
- Idle
- Idle__Idle
- Left
- Run_Run__Run_Loop_F_L_90
- Right
- Run_Run__Run_Loop_F_R_90
- Run Fast
- Fwd
- Run_Run_Combat__Run_Fast_Combat_Loop
- Run Fast Start
- Bwd Left
- Run_Run_Combat__Run_Start_Fast_Combat_B_L
- Bwd Right
- Run_Run_Combat__Run_Start_Fast_Combat_B_R
- Fwd
- Run_Run_Combat__Run_Fast_Combat_Start
- Left
- Run_Run_Combat__Run_Start_Fast_Combat_L
- Right
- Run_Run_Combat__Run_Start_Fast_Combat_R
- Run Fast Stop
- Fwd
- Run_Run_Combat__Run_Fast_Combat_Stop
- Run Start
- Bwd
- Run_Run__Run_Start_B_180
- Bwd Left
- Run_Run__Run_Start_B_L_45
- Bwd Right
- Run_Run__Run_Start_B_R_45
- Fwd
- Run_Run__Run_Start_F_0
- Fwd Left
- Run_Run__Run_Start_F_L_45
- Fwd Right
- Run_Run__Run_Start_F_R_45
- Left
- Run_Run__Run_Start_F_L_90
- Right
- Run_Run__Run_Start_F_R_90
- Run Stop
- Bwd
- Run_Run__Run_Stop_B_180
- Bwd Left
- Run_Run__Run_Stop_B_L_45
- Bwd Right
- Run_Run__Run_Stop_B_R_45
- Fwd
- Run_Run__Run_Stop_F_0
- Fwd Left
- Run_Run__Run_Stop_F_L_45
- Fwd Right
- Run_Run__Run_Stop_F_R_45
- Left
- Run_Run__Run_Stop_F_L_90
- Right
- Run_Run__Run_Stop_F_R_90
- Walk
- Bwd
- Walk_Walk__Walk_Loop_B_180
- Bwd Left
- Walk_Walk__Walk_Loop_B_L_45
- Bwd Right
- Walk_Walk__Walk_Loop_B_R_45
- Fwd
- Walk_Walk__Walk_Loop_F_0
- Fwd Left
- Walk_Walk__Walk_Loop_F_L_45
- Fwd Right
- Walk_Walk__Walk_Loop_F_R_45
- Idle
- Idle__Idle
- Left
- Walk_Walk__Walk_Loop_F_L_90
- Right
- Walk_Walk__Walk_Loop_F_R_90
- Walk Start
- Bwd
- Walk_Walk__Walk_Start_B_180
- Bwd Left
- Walk_Walk__Walk_Start_B_L_45
- Bwd Right
- Walk_Walk__Walk_Start_B_R_45
- Fwd
- Walk_Walk__Walk_Start_F_0
- Fwd Left
- Walk_Walk__Walk_Start_F_L_45
- Fwd Right
- Walk_Walk__Walk_Start_F_R_45
- Left
- Walk_Walk__Walk_Start_F_L_90
- Right
- Walk_Walk__Walk_Start_F_R_90
- Walk Stop
- Bwd
- Walk_Walk__Walk_Stop_B_180
- Bwd Left
- Walk_Walk__Walk_Stop_B_L_45
- Bwd Right
- Walk_Walk__Walk_Stop_B_R_45
- Fwd
- Walk_Walk__Walk_Stop_F_0
- Fwd Left
- Walk_Walk__Walk_Stop_F_L_45
- Fwd Right
- Walk_Walk__Walk_Stop_F_R_45
- Left
- Walk_Walk__Walk_Stop_F_L_90
- Right
- Walk_Walk__Walk_Stop_F_R_90
- Roll Animations
- Back
- Roll_Roll__Roll_B_180
- Back Left
- Roll_Roll__Roll_B_L_45
- Back Right
- Roll_Roll__Roll_B_R_45
- Forward
- Roll_Roll__Roll_F_0
- Forward Left
- Roll_Roll__Roll_F_L_45
- Forward Right
- Roll_Roll__Roll_F_R_45
- Left
- Roll_Roll__Roll_L_90
- Right
- Roll_Roll__Roll_R_90
- Roll To Run Animations
- Back
- Roll_Roll_to_Run__Roll_to_Run_B_180
- Back Left
- Roll_Roll_to_Run__Roll_to_Run_B_L_45
- Back Right
- Roll_Roll_to_Run__Roll_to_Run_B_R_45
- Forward
- Roll_Roll_to_Run__Roll_to_Run_F_0
- Forward Left
- Roll_Roll_to_Run__Roll_to_Run_F_L_45
- Forward Right
- Roll_Roll_to_Run__Roll_to_Run_F_R_45
- Left
- Roll_Roll_to_Run__Roll_to_Run_L_90
- Right
- Roll_Roll_to_Run__Roll_to_Run_R_90
Referenced by
1Combo Graphs · 1
Full catalogue record56 fields · straight from the content catalogue
- Ability Speed Modifier
- —
- Ability Unlocks
- —
- Aim Animations
- —
- Aim Locomotion
- —
- Animation Library
- Combat
- Animation Source
- unarmed
- Animations
- —
- Block Animations
- Hit
- Hit_Block__Block_Hit
- Hit Break
- Hit_Block__Block_Hit_Break
- Idle
- Hit_Block__Block_Idle
- Block Locomotion
- Run
- —
- Run Fast
- —
- Run Fast Start
- —
- Run Fast Stop
- —
- Run Start
- —
- Run Stop
- —
- Walk
- Bwd
- Walk_Walk_Block__Walk_Block_Loop_B_180
- Bwd Left
- Walk_Walk_Block__Walk_Block_Loop_B_L_45
- Bwd Right
- Walk_Walk_Block__Walk_Block_Loop_B_R_45
- Fwd
- Walk_Walk_Block__Walk_Block_Loop_F_0
- Fwd Left
- Walk_Walk_Block__Walk_Block_Loop_F_L_45
- Fwd Right
- Walk_Walk_Block__Walk_Block_Loop_F_R_45
- Idle
- Hit_Block__Block_Idle
- Left
- Walk_Walk_Block__Walk_Block_Loop_F_L_90
- Right
- Walk_Walk_Block__Walk_Block_Loop_F_R_90
- Walk Start
- Bwd
- Walk_Walk_Block__Walk_Block_Start_B_180
- Bwd Left
- Walk_Walk_Block__Walk_Block_Start_B_L_45
- Bwd Right
- Walk_Walk_Block__Walk_Block_Start_B_R_45
- Fwd
- Walk_Walk_Block__Walk_Block_Start_F_0
- Fwd Left
- Walk_Walk_Block__Walk_Block_Start_F_L_45
- Fwd Right
- Walk_Walk_Block__Walk_Block_Start_F_R_45
- Left
- Walk_Walk_Block__Walk_Block_Start_F_L_90
- Right
- Walk_Walk_Block__Walk_Block_Start_F_R_90
- Walk Stop
- Bwd
- Walk_Walk_Block__Walk_Block_Stop_B_180
- Bwd Left
- Walk_Walk_Block__Walk_Block_Stop_B_L_45
- Bwd Right
- Walk_Walk_Block__Walk_Block_Stop_B_R_45
- Fwd
- Walk_Walk_Block__Walk_Block_Stop_F_0
- Fwd Left
- Walk_Walk_Block__Walk_Block_Stop_F_L_45
- Fwd Right
- Walk_Walk_Block__Walk_Block_Stop_F_R_45
- Left
- Walk_Walk_Block__Walk_Block_Stop_F_L_90
- Right
- Walk_Walk_Block__Walk_Block_Stop_F_R_90
- Block Turns
- Turn 180 Left
- Turn_Turn_Block__Turn_Block_180_L
- Turn 180 Right
- Turn_Turn_Block__Turn_Block_180_R
- Turn 90 Left
- Turn_Turn_Block__Turn_Block_90_L
- Turn 90 Right
- Turn_Turn_Block__Turn_Block_90_R
- Civilian Dodge Animations
- Back
- Dodge_Dodge__Dodge_B_180
- Back Left
- Dodge_Dodge__Dodge_B_L_45
- Back Right
- Dodge_Dodge__Dodge_B_R_45
- Forward
- Dodge_Dodge__Dodge_F_0
- Forward Left
- Dodge_Dodge__Dodge_F_L_45
- Forward Right
- Dodge_Dodge__Dodge_F_R_45
- Left
- Dodge_Dodge__Dodge_L_90
- Right
- Dodge_Dodge__Dodge_R_90
- Civilian Dodge To Run Animations
- Back
- Dodge_Dodge_to_Run__Dodge_to_Run_B_180
- Back Left
- Dodge_Dodge_to_Run__Dodge_to_Run_B_L_45
- Back Right
- Dodge_Dodge_to_Run__Dodge_to_Run_B_R_45
- Forward
- Dodge_Dodge_to_Run__Dodge_to_Run_F_0
- Forward Left
- Dodge_Dodge_to_Run__Dodge_to_Run_F_L_45
- Forward Right
- Dodge_Dodge_to_Run__Dodge_to_Run_F_R_45
- Left
- Dodge_Dodge_to_Run__Dodge_to_Run_L_90
- Right
- Dodge_Dodge_to_Run__Dodge_to_Run_R_90
- Civilian Hit Reactions
- Air Front
- Hit_Hit_Air__Hit_Air_1
- Air Large End
- Hit_Hit_Air_To_Floor__Hit_Heavy_End
- Air Large Loop
- Hit_Hit_Air_To_Floor__Hit_Heavy_Loop
- Air Large Start
- Hit_Hit_Air_To_Floor__Hit_Heavy
- Back
- Hit_Hit__Hit_B
- Death
- Hit_Hit__Hit_Death
- Front
- Hit_Hit__Hit_F
- Getup
- Hit_Knock_Down__Knock_Down_Get_Up
- Knockdown Death
- Hit_Knock_Down__Knock_Down_Death
- Knockdown Loop
- Hit_Knock_Down__Knock_Down_Loop
- Knockdown Start
- Hit_Knock_Down__Knock_Down_Strat
- Left
- Hit_Hit__Hit_L
- Right
- Hit_Hit__Hit_R
- Rise
- Hit_Get_Up__Get_Up
- Civilian Jump Animations
- —
- Civilian Roll Animations
- Back
- Roll_Roll__Roll_B_180
- Back Left
- Roll_Roll__Roll_B_L_45
- Back Right
- Roll_Roll__Roll_B_R_45
- Forward
- Roll_Roll__Roll_F_0
- Forward Left
- Roll_Roll__Roll_F_L_45
- Forward Right
- Roll_Roll__Roll_F_R_45
- Left
- Roll_Roll__Roll_L_90
- Right
- Roll_Roll__Roll_R_90
- Civilian Roll To Run Animations
- Back
- Roll_Roll_to_Run__Roll_to_Run_B_180
- Back Left
- Roll_Roll_to_Run__Roll_to_Run_B_L_45
- Back Right
- Roll_Roll_to_Run__Roll_to_Run_B_R_45
- Forward
- Roll_Roll_to_Run__Roll_to_Run_F_0
- Forward Left
- Roll_Roll_to_Run__Roll_to_Run_F_L_45
- Forward Right
- Roll_Roll_to_Run__Roll_to_Run_F_R_45
- Left
- Roll_Roll_to_Run__Roll_to_Run_L_90
- Right
- Roll_Roll_to_Run__Roll_to_Run_R_90
- Combat Idle
- Idle__Idle_Combat
- Combat Locomotion
- Run
- Bwd
- Run_Run_Combat__Run_Combat_Loop_B_180
- Bwd Left
- Run_Run_Combat__Run_Combat_Loop_B_L_45
- Bwd Right
- Run_Run_Combat__Run_Combat_Loop_B_R_45
- Fwd
- Run_Run_Combat__Run_Combat_Loop_F_0
- Idle
- Idle__Idle_Combat
- Left
- Run_Run_Combat__Run_Combat_Loop_F_L_90
- Right
- Run_Run_Combat__Run_Combat_Loop_F_R_90
- Run Fast
- Fwd
- Run_Run_Combat__Run_Fast_Combat_Loop
- Run Fast Start
- Bwd Left
- Run_Run_Combat__Run_Start_Fast_Combat_B_L
- Bwd Right
- Run_Run_Combat__Run_Start_Fast_Combat_B_R
- Fwd
- Run_Run_Combat__Run_Fast_Combat_Start
- Left
- Run_Run_Combat__Run_Start_Fast_Combat_L
- Right
- Run_Run_Combat__Run_Start_Fast_Combat_R
- Run Fast Stop
- Fwd
- Run_Run_Combat__Run_Fast_Combat_Stop
- Run Start
- Bwd
- Run_Run_Combat__Run_Combat_Start_B_180
- Bwd Left
- Run_Run_Combat__Run_Combat_Start_B_L_45
- Bwd Right
- Run_Run_Combat__Run_Combat_Start_B_R_45
- Fwd
- Run_Run_Combat__Run_Combat_Start_F_0
- Fwd Left
- Run_Run_Combat__Run_Combat_Start_F_L_45
- Fwd Right
- Run_Run_Combat__Run_Combat_Start_F_R_45
- Left
- Run_Run_Combat__Run_Combat_Start_F_L_90
- Right
- Run_Run_Combat__Run_Combat_Start_F_R_90
- Run Stop
- Bwd
- Run_Run_Combat__Run_Combat_Stop_B_180
- Bwd Left
- Run_Run_Combat__Run_Combat_Stop_B_L_45
- Bwd Right
- Run_Run_Combat__Run_Combat_Stop_B_R_45
- Fwd
- Run_Run_Combat__Run_Combat_Stop_F_0
- Fwd Left
- Run_Run_Combat__Run_Combat_Stop_F_L_45
- Fwd Right
- Run_Run_Combat__Run_Combat_Stop_F_R_45
- Left
- Run_Run_Combat__Run_Combat_Stop_F_L_90
- Right
- Run_Run_Combat__Run_Combat_Stop_F_R_90
- Walk
- Bwd
- Walk_Walk_Combat__Walk_Combat_Loop_B_180
- Bwd Left
- Walk_Walk_Combat__Walk_Combat_Loop_B_L_45
- Bwd Right
- Walk_Walk_Combat__Walk_Combat_Loop_B_R_45
- Fwd
- Walk_Walk_Combat__Walk_Combat_Loop_F_0
- Fwd Left
- Walk_Walk_Combat__Walk_Combat_Loop_F_L_45
- Fwd Right
- Walk_Walk_Combat__Walk_Combat_Loop_F_R_45
- Idle
- Idle__Idle_Combat
- Left
- Walk_Walk_Combat__Walk_Combat_Loop_F_L_90
- Right
- Walk_Walk_Combat__Walk_Combat_Loop_F_R_90
- Walk Start
- Bwd
- Walk_Walk_Combat__Walk_Combat_Start_B_180
- Bwd Left
- Walk_Walk_Combat__Walk_Combat_Start_B_L_45
- Bwd Right
- Walk_Walk_Combat__Walk_Combat_Start_B_R_45
- Fwd
- Walk_Walk_Combat__Walk_Combat_Start_F_0
- Fwd Left
- Walk_Walk_Combat__Walk_Combat_Start_F_L_45
- Fwd Right
- Walk_Walk_Combat__Walk_Combat_Start_F_R_45
- Left
- Walk_Walk_Combat__Walk_Combat_Start_F_L_90
- Right
- Walk_Walk_Combat__Walk_Combat_Start_F_R_90
- Walk Stop
- Bwd
- Walk_Walk_Combat__Walk_Combat_Stop_B_180
- Bwd Left
- Walk_Walk_Combat__Walk_Combat_Stop_B_L_45
- Bwd Right
- Walk_Walk_Combat__Walk_Combat_Stop_B_R_45
- Fwd
- Walk_Walk_Combat__Walk_Combat_Stop_F_0
- Fwd Left
- Walk_Walk_Combat__Walk_Combat_Stop_F_L_45
- Fwd Right
- Walk_Walk_Combat__Walk_Combat_Stop_F_R_45
- Left
- Walk_Walk_Combat__Walk_Combat_Stop_F_L_90
- Right
- Walk_Walk_Combat__Walk_Combat_Stop_F_R_90
- Combat Turns
- Idle Turn 180 Left
- Turn_Turn__Turn_180_L
- Idle Turn 180 Right
- Turn_Turn__Turn_180_R
- Idle Turn 90 Left
- Turn_Turn__Turn_90_L
- Idle Turn 90 Right
- Turn_Turn__Turn_90_R
- Turn 180 Left
- Turn_Turn_Combat__Turn_Combat_180_L
- Turn 180 Right
- Turn_Turn_Combat__Turn_Combat_180_R
- Turn 90 Left
- Turn_Turn_Combat__Turn_Combat_90_L
- Turn 90 Right
- Turn_Turn_Combat__Turn_Combat_90_R
- Crouch Animations
- Enter
- Idle_Idle__Idle_to_Idle_Crouch
- Crouch Locomotion
- Run
- —
- Run Fast
- —
- Run Fast Start
- —
- Run Fast Stop
- —
- Run Start
- —
- Run Stop
- —
- Walk
- Bwd
- Walk_Walk_Crouch__Walk_Crouch_Loop_B_180
- Bwd Left
- Walk_Walk_Crouch__Walk_Crouch_Loop_B_L_45
- Bwd Right
- Walk_Walk_Crouch__Walk_Crouch_Loop_B_R_45
- Fwd
- Walk_Walk_Crouch__Walk_Crouch_Loop_F_0
- Fwd Left
- Walk_Walk_Crouch__Walk_Crouch_Loop_F_L_45
- Fwd Right
- Walk_Walk_Crouch__Walk_Crouch_Loop_F_R_45
- Idle
- Idle_Idle_Crouch__Idle_Crouch
- Left
- Walk_Walk_Crouch__Walk_Crouch_Loop_F_L_90
- Right
- Walk_Walk_Crouch__Walk_Crouch_Loop_F_R_90
- Walk Start
- Bwd
- Walk_Walk_Crouch__Walk_Crouch_Start_B_180
- Bwd Left
- Walk_Walk_Crouch__Walk_Crouch_Start_B_L_45
- Bwd Right
- Walk_Walk_Crouch__Walk_Crouch_Start_B_R_45
- Fwd
- Walk_Walk_Crouch__Walk_Crouch_Start_F_0
- Fwd Left
- Walk_Walk_Crouch__Walk_Crouch_Start_F_L_45
- Fwd Right
- Walk_Walk_Crouch__Walk_Crouch_Start_F_R_45
- Left
- Walk_Walk_Crouch__Walk_Crouch_Start_F_L_90
- Right
- Walk_Walk_Crouch__Walk_Crouch_Start_F_R_90
- Walk Stop
- Bwd
- Walk_Walk_Crouch__Walk_Crouch_Stop_B_180
- Bwd Left
- Walk_Walk_Crouch__Walk_Crouch_Stop_B_L_45
- Bwd Right
- Walk_Walk_Crouch__Walk_Crouch_Stop_B_R_45
- Fwd
- Walk_Walk_Crouch__Walk_Crouch_Stop_F_0
- Fwd Left
- Walk_Walk_Crouch__Walk_Crouch_Stop_F_L_45
- Fwd Right
- Walk_Walk_Crouch__Walk_Crouch_Stop_F_R_45
- Left
- Walk_Walk_Crouch__Walk_Crouch_Stop_F_L_90
- Right
- Walk_Walk_Crouch__Walk_Crouch_Stop_F_R_90
- Crouch Turns
- Turn 180 Left
- Turn_Turn_Crouch__Turn_Crouch_180_L
- Turn 180 Right
- Turn_Turn_Crouch__Turn_Crouch_180_R
- Turn 90 Left
- Turn_Turn_Crouch__Turn_Crouch_90_L
- Turn 90 Right
- Turn_Turn_Crouch__Turn_Crouch_90_R
- Dash
- —
- Defense
- Can Guard
- yes
- Can Parry
- yes
- Guard Speed Multiplier
- —
- Guard Type
- partial
- Description
- Bare-fisted brawling. Punches (LMB) deal stab damage; kicks (RMB) deal crush. Fast attacks, short range. Available to all players as the default combat style.
- Dodge
- Distance
- 6
- Duration Ms
- 500
- Enabled
- —
- I Frame End Ms
- 250
- I Frame Start Ms
- 0
- Stamina Cost
- 800
- Dodge Animations
- Back
- Dodge_Dodge__Dodge_B_180
- Back Left
- Dodge_Dodge__Dodge_B_L_45
- Back Right
- Dodge_Dodge__Dodge_B_R_45
- Forward
- Dodge_Dodge__Dodge_F_0
- Forward Left
- Dodge_Dodge__Dodge_F_L_45
- Forward Right
- Dodge_Dodge__Dodge_F_R_45
- Left
- Dodge_Dodge__Dodge_L_90
- Right
- Dodge_Dodge__Dodge_R_90
- Dodge To Run Animations
- Back
- Dodge_Dodge_to_Run__Dodge_to_Run_B_180
- Back Left
- Dodge_Dodge_to_Run__Dodge_to_Run_B_L_45
- Back Right
- Dodge_Dodge_to_Run__Dodge_to_Run_B_R_45
- Forward
- Dodge_Dodge_to_Run__Dodge_to_Run_F_0
- Forward Left
- Dodge_Dodge_to_Run__Dodge_to_Run_F_L_45
- Forward Right
- Dodge_Dodge_to_Run__Dodge_to_Run_F_R_45
- Left
- Dodge_Dodge_to_Run__Dodge_to_Run_L_90
- Right
- Dodge_Dodge_to_Run__Dodge_to_Run_R_90
- Equipment
- Main Hand
- Animation Source
- —
- Required
- no
- Type
- —
- Weapon Class
- unarmed
- Off Hand
- Animation Source
- —
- Required
- no
- Type
- —
- Weapon Class
- —
- Face Crosshair On Attack
- —
- Guard Raise Speed
- —
- Hit Reactions
- Back
- Hit_Hit__Hit_B
- Death
- Hit_Hit__Hit_Death
- Front
- Hit_Hit__Hit_F
- Getup
- Hit_Knock_Down__Knock_Down_Get_Up
- Knockdown Death
- Hit_Knock_Down__Knock_Down_Death
- Knockdown Loop
- Hit_Knock_Down__Knock_Down_Loop
- Knockdown Start
- Hit_Knock_Down__Knock_Down_Strat
- Left
- Hit_Hit__Hit_L
- Right
- Hit_Hit__Hit_R
- Hitstop Crawl
- 0.35
- Id
- unarmed
- Idle Look
- —
- Idle Look Combat
- —
- Idle Look Crouch
- Offset Down Centre
- Idle_Offset_Idle_Crouch__Idle_Crouch_Down_0
- Offset Down Left
- Idle_Offset_Idle_Crouch__Idle_Crouch_Down_L
- Offset Down Right
- Idle_Offset_Idle_Crouch__Idle_Crouch_Down_R
- Offset Mid Centre
- Idle_Offset_Idle_Crouch__Idle_Crouch_0
- Offset Mid Left
- Idle_Offset_Idle_Crouch__Idle_Crouch_L
- Offset Mid Right
- Idle_Offset_Idle_Crouch__Idle_Crouch_R
- Offset Up Centre
- Idle_Offset_Idle_Crouch__Idle_Crouch_Up_0
- Offset Up Left
- Idle_Offset_Idle_Crouch__Idle_Crouch_Up_L
- Offset Up Right
- Idle_Offset_Idle_Crouch__Idle_Crouch_Up_R
- Idle Transitions
- From Combat
- Idle__Idle_Combat_to_Idle
- To Combat
- Idle__Idle_to_Idle_Combat
- Impact Trauma
- 0.1
- Inherits From
- —
- Input
- —
- Jump Animations
- Double Back
- Jump_Double_Jump__Double_Jump_B_180
- Double Forward
- Jump_Double_Jump__Double_Jump_F_0
- Double Left
- Jump_Double_Jump__Double_Jump_L_90
- Double Neutral
- Jump_Double_Jump__Double_Jump_0
- Double Right
- Jump_Double_Jump__Double_Jump_R_90
- End
- Jump_Jump__Jump_0_End
- Loop
- Jump_Jump__Jump_0_Loop
- Start
- Jump_Jump__Jump_0_Start
- Loadout Locomotion
- Run
- Bwd
- Run_Run__Run_Loop_B_180
- Bwd Left
- Run_Run__Run_Loop_B_L_45
- Bwd Right
- Run_Run__Run_Loop_B_R_45
- Fwd
- Run_Run__Run_Loop_F_0
- Idle
- Idle__Idle
- Left
- Run_Run__Run_Loop_F_L_90
- Right
- Run_Run__Run_Loop_F_R_90
- Run Fast
- Fwd
- Run_Run_Combat__Run_Fast_Combat_Loop
- Run Fast Start
- Bwd Left
- Run_Run_Combat__Run_Start_Fast_Combat_B_L
- Bwd Right
- Run_Run_Combat__Run_Start_Fast_Combat_B_R
- Fwd
- Run_Run_Combat__Run_Fast_Combat_Start
- Left
- Run_Run_Combat__Run_Start_Fast_Combat_L
- Right
- Run_Run_Combat__Run_Start_Fast_Combat_R
- Run Fast Stop
- Fwd
- Run_Run_Combat__Run_Fast_Combat_Stop
- Run Start
- Bwd
- Run_Run__Run_Start_B_180
- Bwd Left
- Run_Run__Run_Start_B_L_45
- Bwd Right
- Run_Run__Run_Start_B_R_45
- Fwd
- Run_Run__Run_Start_F_0
- Fwd Left
- Run_Run__Run_Start_F_L_45
- Fwd Right
- Run_Run__Run_Start_F_R_45
- Left
- Run_Run__Run_Start_F_L_90
- Right
- Run_Run__Run_Start_F_R_90
- Run Stop
- Bwd
- Run_Run__Run_Stop_B_180
- Bwd Left
- Run_Run__Run_Stop_B_L_45
- Bwd Right
- Run_Run__Run_Stop_B_R_45
- Fwd
- Run_Run__Run_Stop_F_0
- Fwd Left
- Run_Run__Run_Stop_F_L_45
- Fwd Right
- Run_Run__Run_Stop_F_R_45
- Left
- Run_Run__Run_Stop_F_L_90
- Right
- Run_Run__Run_Stop_F_R_90
- Walk
- Bwd
- Walk_Walk__Walk_Loop_B_180
- Bwd Left
- Walk_Walk__Walk_Loop_B_L_45
- Bwd Right
- Walk_Walk__Walk_Loop_B_R_45
- Fwd
- Walk_Walk__Walk_Loop_F_0
- Fwd Left
- Walk_Walk__Walk_Loop_F_L_45
- Fwd Right
- Walk_Walk__Walk_Loop_F_R_45
- Idle
- Idle__Idle
- Left
- Walk_Walk__Walk_Loop_F_L_90
- Right
- Walk_Walk__Walk_Loop_F_R_90
- Walk Start
- Bwd
- Walk_Walk__Walk_Start_B_180
- Bwd Left
- Walk_Walk__Walk_Start_B_L_45
- Bwd Right
- Walk_Walk__Walk_Start_B_R_45
- Fwd
- Walk_Walk__Walk_Start_F_0
- Fwd Left
- Walk_Walk__Walk_Start_F_L_45
- Fwd Right
- Walk_Walk__Walk_Start_F_R_45
- Left
- Walk_Walk__Walk_Start_F_L_90
- Right
- Walk_Walk__Walk_Start_F_R_90
- Walk Stop
- Bwd
- Walk_Walk__Walk_Stop_B_180
- Bwd Left
- Walk_Walk__Walk_Stop_B_L_45
- Bwd Right
- Walk_Walk__Walk_Stop_B_R_45
- Fwd
- Walk_Walk__Walk_Stop_F_0
- Fwd Left
- Walk_Walk__Walk_Stop_F_L_45
- Fwd Right
- Walk_Walk__Walk_Stop_F_R_45
- Left
- Walk_Walk__Walk_Stop_F_L_90
- Right
- Walk_Walk__Walk_Stop_F_R_90
- Mechanics
- —
- Metadata
- —
- Moveset
- Abilities
- Basic
- combat/abilities/melee/unarmed/basic.yaml
- Attack Pattern
- alternating
- Base Combo File
- combat/combos/unarmed.combo.yaml
- Chain Delay Ms
- —
- Name
- Unarmed
- Requirements
- —
- Resource
- Build
- —
- Decay Out Of Combat Per Sec
- 15
- Held Passive
- Ability Filter
- none
- Amount
- 0
- Condition
- —
- Damage Type
- —
- On Attacks
- —
- Pause Duration
- —
- Percent
- 30
- Range
- —
- Stack Threshold
- —
- Tag
- —
- Threshold
- —
- Type
- increased_dodge_iframe_duration
- Ability Filter
- none
- Amount
- 0
- Condition
- —
- Damage Type
- —
- On Attacks
- —
- Pause Duration
- —
- Percent
- 10
- Range
- —
- Stack Threshold
- —
- Tag
- —
- Threshold
- —
- Type
- movement_speed
- Max
- 100
- Regen Per Sec
- 0
- Type
- momentum
- Rmb Behavior
- —
- Roll Animations
- Back
- Roll_Roll__Roll_B_180
- Back Left
- Roll_Roll__Roll_B_L_45
- Back Right
- Roll_Roll__Roll_B_R_45
- Forward
- Roll_Roll__Roll_F_0
- Forward Left
- Roll_Roll__Roll_F_L_45
- Forward Right
- Roll_Roll__Roll_F_R_45
- Left
- Roll_Roll__Roll_L_90
- Right
- Roll_Roll__Roll_R_90
- Roll To Run Animations
- Back
- Roll_Roll_to_Run__Roll_to_Run_B_180
- Back Left
- Roll_Roll_to_Run__Roll_to_Run_B_L_45
- Back Right
- Roll_Roll_to_Run__Roll_to_Run_B_R_45
- Forward
- Roll_Roll_to_Run__Roll_to_Run_F_0
- Forward Left
- Roll_Roll_to_Run__Roll_to_Run_F_L_45
- Forward Right
- Roll_Roll_to_Run__Roll_to_Run_F_R_45
- Left
- Roll_Roll_to_Run__Roll_to_Run_L_90
- Right
- Roll_Roll_to_Run__Roll_to_Run_R_90
- Schema
- Loadout
- Tags
- default, starter, fast, melee, stab, crush
- Theme
- The Brawler - raw strength, no tools needed
- Version
- 1