VESTRA CODAThe Codex
vestracoda.com ↗
MomentumMeleeFastStabOff Hand BucklerParry Focus

Buckler

The Pugilist — read the blow, answer with the fist

Bare fists and a buckler. Quick punches, a shield that turns a blow aside when you meet it in time, and cover when you don't.

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
Right mouse
Guard Only

Dodge

Distance
6 m
Duration
500 ms
Invulnerable
0 ms – 250 ms
Stamina cost
800

Combo graph

Abilities

6

Executions

Press E on a hostile player-shaped target below 20% health. This loadout draws one of these takes:

Animation set20 clip mappings · from swordshield
Animation Library
Combat
Animation Source
swordshield
Block Animations
Enter
Hit_Block__Block_Start
Exit
Hit_Block__Block_End
Hit
Hit_Block__Block_Hit
Hit Break
Hit_Block__Block_Hit_Break
Idle
Hit_Block__Block_Loop
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_Loop
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 Hit Reactions
Air Back
Hit_Hit_Air__Hit_Air_B
Air Front
Hit_Hit_Air__Hit_Air_F
Air Large End
Hit_Hit_Air_Large_To_Floor__Hit_Air_Large_To_Floor_End
Air Large Loop
Hit_Hit_Air_Large_To_Floor__Hit_Air_Large_To_Floor_Loop
Air Large Start
Hit_Hit_Air_Large_To_Floor__Hit_Air_Large_To_Floor_Start
Air Left
Hit_Hit_Air__Hit_Air_L
Air Right
Hit_Hit_Air__Hit_Air_R
Back
Hit_Hit__Hit_B
Death
Hit_Hit__Hit_Death
Front
Hit_Hit__Hit_F
Getup
Hit_Knock_Down__Knock_Down_End
Knockdown Death
Hit_Knock_Down__Knock_Down_Death
Knockdown Loop
Hit_Knock_Down__Knock_Down_Loop
Knockdown Start
Hit_Knock_Down__Knock_Down_Start
Large Back
Hit_Hit_Large__Hit_Large_B
Large Death
Hit_Hit_Large__Hit_Large_Death
Large Front
Hit_Hit_Large__Hit_Large_F
Large Left
Hit_Hit_Large__Hit_Large_L
Large Right
Hit_Hit_Large__Hit_Large_R
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
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
Hit Reactions
Air Back
Hit_Hit_Combat_Air__Hit_Combat_Air_B
Air Front
Hit_Hit_Combat_Air__Hit_Combat_Air_F
Air Large End
Hit_Hit_Combat_Air_Large_To_Floor__Hit_Combat_Air_Large_To_Floor_End
Air Large Loop
Hit_Hit_Combat_Air_Large_To_Floor__Hit_Combat_Air_Large_To_Floor_Loop
Air Large Start
Hit_Hit_Combat_Air_Large_To_Floor__Hit_Combat_Air_Large_To_Floor_Start
Air Left
Hit_Hit_Combat_Air__Hit_Combat_Air_L
Air Right
Hit_Hit_Combat_Air__Hit_Combat_Air_R
Back
Hit_Hit_Combat__Hit_Combat_B
Death
Hit_Hit_Combat__Hit_Combat_Death
Front
Hit_Hit_Combat__Hit_Combat_F
Getup
Hit_Knock_Down_Combat__Knock_Down_Combat_End
Knockdown Death
Hit_Knock_Down_Combat__Knock_Down_Combat_Death
Knockdown Loop
Hit_Knock_Down_Combat__Knock_Down_Combat_Loop
Knockdown Start
Hit_Knock_Down_Combat__Knock_Down_Combat_Start
Large Back
Hit_Hit_Large_Combat__Hit_Combat_Large_B
Large Death
Hit_Hit_Large_Combat__Hit_Combat_Large_Death
Large Front
Hit_Hit_Large_Combat__Hit_Combat_Large_F
Large Left
Hit_Hit_Large_Combat__Hit_Combat_Large_L
Large Right
Hit_Hit_Large_Combat__Hit_Combat_Large_R
Left
Hit_Hit_Combat__Hit_Combat_L
Right
Hit_Hit_Combat__Hit_Combat_R
Rise
Hit_Get_Up__Get_Up_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
Run From Combat
Run_Run_Combat_to_Run__Run_Combat_to_Run
Run To Combat
Run_Run_to_Run_Combat__Run_to_Run_Combat
To Combat
Idle__Idle_to_Idle_Combat
Walk From Combat
Walk_Walk_Combat_to_Walk__Walk_Combat_to_Walk
Walk To Combat
Walk_Walk_to_Walk_Combat__Walk_to_Walk_Combat
Jump Animations
Back
Jump_Jump_Combat__Jump_Combat_Start_B_180
Double Back
Jump_Jump_Combat__Jump_Combat_Start_B_180
Double Forward
Jump_Jump_Combat__Jump_Combat_Start_F_0
Double Left
Jump_Jump_Combat__Jump_Combat_Start_L_90
Double Neutral
Jump_Jump_Combat__Jump_Combat_Start_0
Double Right
Jump_Jump_Combat__Jump_Combat_Start_R_90
End
Jump_Jump_Combat__Jump_Combat_End_0
Forward
Jump_Jump_Combat__Jump_Combat_Start_F_0
Left
Jump_Jump_Combat__Jump_Combat_Start_L_90
Loop
Jump_Jump_Combat__Jump_Combat_Loop_0
Right
Jump_Jump_Combat__Jump_Combat_Start_R_90
Start
Jump_Jump_Combat__Jump_Combat_Start_0
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__Run_Fast_Loop
Run Fast Start
Bwd Left
Run_Run__Run_Start_Fast_B_L
Bwd Right
Run_Run__Run_Start_Fast_B_R
Fwd
Run_Run__Run_Fast_Start
Left
Run_Run__Run_Start_Fast_L
Right
Run_Run__Run_Start_Fast_R
Run Fast Stop
Fwd
Run_Run__Run_Fast_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_Combat__Roll_Combat_B_180
Back Left
Roll_Roll_Combat__Roll_Combat_B_L_45
Back Right
Roll_Roll_Combat__Roll_Combat_B_R_45
Forward
Roll_Roll_Combat__Roll_Combat_F_0
Forward Left
Roll_Roll_Combat__Roll_Combat_F_L_45
Forward Right
Roll_Roll_Combat__Roll_Combat_F_R_45
Left
Roll_Roll_Combat__Roll_Combat_L_90
Right
Roll_Roll_Combat__Roll_Combat_R_90

Referenced by

1
Combo Graphs · 1
Full catalogue record56 fields · straight from the content catalogue
Ability Speed Modifier
1
Ability Unlocks
—
Aim Animations
—
Aim Locomotion
—
Animation Library
Combat
Animation Source
swordshield
Animations
—
Block Animations
Enter
Hit_Block__Block_Start
Exit
Hit_Block__Block_End
Hit
Hit_Block__Block_Hit
Hit Break
Hit_Block__Block_Hit_Break
Idle
Hit_Block__Block_Loop
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_Loop
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
—
Civilian Hit Reactions
Air Back
Hit_Hit_Air__Hit_Air_B
Air Front
Hit_Hit_Air__Hit_Air_F
Air Large End
Hit_Hit_Air_Large_To_Floor__Hit_Air_Large_To_Floor_End
Air Large Loop
Hit_Hit_Air_Large_To_Floor__Hit_Air_Large_To_Floor_Loop
Air Large Start
Hit_Hit_Air_Large_To_Floor__Hit_Air_Large_To_Floor_Start
Air Left
Hit_Hit_Air__Hit_Air_L
Air Right
Hit_Hit_Air__Hit_Air_R
Back
Hit_Hit__Hit_B
Death
Hit_Hit__Hit_Death
Front
Hit_Hit__Hit_F
Getup
Hit_Knock_Down__Knock_Down_End
Knockdown Death
Hit_Knock_Down__Knock_Down_Death
Knockdown Loop
Hit_Knock_Down__Knock_Down_Loop
Knockdown Start
Hit_Knock_Down__Knock_Down_Start
Large Back
Hit_Hit_Large__Hit_Large_B
Large Death
Hit_Hit_Large__Hit_Large_Death
Large Front
Hit_Hit_Large__Hit_Large_F
Large Left
Hit_Hit_Large__Hit_Large_L
Large Right
Hit_Hit_Large__Hit_Large_R
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
—
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 fists and a buckler. Quick punches, a shield that turns a blow aside when you meet it in time, and cover when you don't.
Dodge
Distance
6
Duration Ms
500
Enabled
—
I Frame End Ms
250
I Frame Start Ms
0
Stamina Cost
800
Dodge Animations
—
Dodge To Run Animations
—
Equipment
Main Hand
Animation Source
unarmed
Required
no
Type
—
Weapon Class
unarmed
Off Hand
Animation Source
—
Required
yes
Type
—
Weapon Class
buckler
Face Crosshair On Attack
no
Guard Raise Speed
—
Hit Reactions
Air Back
Hit_Hit_Combat_Air__Hit_Combat_Air_B
Air Front
Hit_Hit_Combat_Air__Hit_Combat_Air_F
Air Large End
Hit_Hit_Combat_Air_Large_To_Floor__Hit_Combat_Air_Large_To_Floor_End
Air Large Loop
Hit_Hit_Combat_Air_Large_To_Floor__Hit_Combat_Air_Large_To_Floor_Loop
Air Large Start
Hit_Hit_Combat_Air_Large_To_Floor__Hit_Combat_Air_Large_To_Floor_Start
Air Left
Hit_Hit_Combat_Air__Hit_Combat_Air_L
Air Right
Hit_Hit_Combat_Air__Hit_Combat_Air_R
Back
Hit_Hit_Combat__Hit_Combat_B
Death
Hit_Hit_Combat__Hit_Combat_Death
Front
Hit_Hit_Combat__Hit_Combat_F
Getup
Hit_Knock_Down_Combat__Knock_Down_Combat_End
Knockdown Death
Hit_Knock_Down_Combat__Knock_Down_Combat_Death
Knockdown Loop
Hit_Knock_Down_Combat__Knock_Down_Combat_Loop
Knockdown Start
Hit_Knock_Down_Combat__Knock_Down_Combat_Start
Large Back
Hit_Hit_Large_Combat__Hit_Combat_Large_B
Large Death
Hit_Hit_Large_Combat__Hit_Combat_Large_Death
Large Front
Hit_Hit_Large_Combat__Hit_Combat_Large_F
Large Left
Hit_Hit_Large_Combat__Hit_Combat_Large_L
Large Right
Hit_Hit_Large_Combat__Hit_Combat_Large_R
Left
Hit_Hit_Combat__Hit_Combat_L
Right
Hit_Hit_Combat__Hit_Combat_R
Rise
Hit_Get_Up__Get_Up_Combat
Hitstop Crawl
0.35
Id
Buckler
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
Run From Combat
Run_Run_Combat_to_Run__Run_Combat_to_Run
Run To Combat
Run_Run_to_Run_Combat__Run_to_Run_Combat
To Combat
Idle__Idle_to_Idle_Combat
Walk From Combat
Walk_Walk_Combat_to_Walk__Walk_Combat_to_Walk
Walk To Combat
Walk_Walk_to_Walk_Combat__Walk_to_Walk_Combat
Impact Trauma
0.12
Inherits From
—
Input
—
Jump Animations
Back
Jump_Jump_Combat__Jump_Combat_Start_B_180
Double Back
Jump_Jump_Combat__Jump_Combat_Start_B_180
Double Forward
Jump_Jump_Combat__Jump_Combat_Start_F_0
Double Left
Jump_Jump_Combat__Jump_Combat_Start_L_90
Double Neutral
Jump_Jump_Combat__Jump_Combat_Start_0
Double Right
Jump_Jump_Combat__Jump_Combat_Start_R_90
End
Jump_Jump_Combat__Jump_Combat_End_0
Forward
Jump_Jump_Combat__Jump_Combat_Start_F_0
Left
Jump_Jump_Combat__Jump_Combat_Start_L_90
Loop
Jump_Jump_Combat__Jump_Combat_Loop_0
Right
Jump_Jump_Combat__Jump_Combat_Start_R_90
Start
Jump_Jump_Combat__Jump_Combat_Start_0
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__Run_Fast_Loop
Run Fast Start
Bwd Left
Run_Run__Run_Start_Fast_B_L
Bwd Right
Run_Run__Run_Start_Fast_B_R
Fwd
Run_Run__Run_Fast_Start
Left
Run_Run__Run_Start_Fast_L
Right
Run_Run__Run_Start_Fast_R
Run Fast Stop
Fwd
Run_Run__Run_Fast_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/buckler_chain.yaml
Guard
combat/abilities/offhand/buckler/guard.yaml
Sprint Heavy
combat/abilities/offhand/buckler/sprint_heavy.yaml
Attack Pattern
sequential
Base Combo File
combat/combos/unarmed_buckler.combo.yaml
Chain Delay Ms
0
Name
Buckler
Requirements
—
Resource
Build
—
Decay Out Of Combat Per Sec
15
Held Passive
  1. Ability Filter
    none
    Amount
    0
    Condition
    —
    Damage Type
    —
    On Attacks
    —
    Pause Duration
    —
    Percent
    30
    Range
    —
    Stack Threshold
    —
    Tag
    —
    Threshold
    —
    Type
    increased_dodge_iframe_duration
  2. 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
guard_only
Roll Animations
Back
Roll_Roll_Combat__Roll_Combat_B_180
Back Left
Roll_Roll_Combat__Roll_Combat_B_L_45
Back Right
Roll_Roll_Combat__Roll_Combat_B_R_45
Forward
Roll_Roll_Combat__Roll_Combat_F_0
Forward Left
Roll_Roll_Combat__Roll_Combat_F_L_45
Forward Right
Roll_Roll_Combat__Roll_Combat_F_R_45
Left
Roll_Roll_Combat__Roll_Combat_L_90
Right
Roll_Roll_Combat__Roll_Combat_R_90
Roll To Run Animations
—
Schema
Loadout
Tags
melee, fast, stab, off_hand_buckler, parry_focus
Theme
The Pugilist — read the blow, answer with the fist
Version
1