Special Moves: Difference between revisions

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Create Classic Special Moves guide with Stun Punch and Disarm formulas
 
Create Classic Special Moves guide with Stun Punch and Disarm formulas (Fixed HTML and nav)
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<div style="font-family: 'Cinzel Decorative', serif; font-size: 1.85rem; color: #ffd700; text-shadow: 0 2px 8px rgba(0,0,0,0.8); margin-bottom: 6px;">Classic Special Moves</div>
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<div style="font-family: 'Cardo', serif; font-size: 1.1rem; color: #e6dfd1; font-style: italic; line-height: 1.5;">Mastering Disarm, Stun Punch, Concussion Blow, Paralyzing Blow, and Crushing Blow on UO:Renaissance.</div>
<div style="font-family: 'Cardo', serif; font-size: 1.1rem; color: #e6dfd1; font-style: italic; line-height: 1.5;">Mastering Disarm, Stun Punch, Concussion Blow, Paralyzing Blow, and Crushing Blow on UO:Renaissance.</div>
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      <option value="wrestling">Wrestling Moves: Stun & Disarm</option>
<option value="wrestling">Wrestling Moves: Stun & Disarm</option>
      <option value="weapon_specials">Weapon Special Moves</option>
<option value="weapon_specials">Weapon Special Moves</option>
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Revision as of 01:14, 9 September 2026

Classic Special Moves
Mastering Disarm, Stun Punch, Concussion Blow, Paralyzing Blow, and Crushing Blow on UO:Renaissance.

Special Moves

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Wrestling Moves: Stun & Disarm

In the Renaissance era, unarmed combatants (particularly PvP Mages) possess two game-changing special moves:

Stun Punch

  • Requirements: 80.0 Wrestling and 80.0 Anatomy.
  • Condition: Both hands must be empty (no weapons, wands, or shields).
  • Cost: 15 Stamina upon successful execution.
  • Effect: Paralyzes the target completely for 4 seconds. The victim cannot move, cast spells, drink potions, or use items. Taking damage does NOT break a stun punch (unlike the Paralyze spell)!
  • Immunity Period: Target gains 10 seconds of stun immunity following the effect.

Disarm

  • Requirements: 80.0 Wrestling and 80.0 Arms Lore.
  • Condition: Both hands must be empty.
  • Cost: 15 Stamina upon successful execution.
  • Effect: Strips the equipped weapon or spellbook from the opponent's hands and forces it directly into their backpack.
  • Tactical Use: Disarming an opponent forces them to pause spellcasting or spend time re-arming, interrupting deadly combo swings.

Weapon Special Moves

Certain classic weapons trigger devastating secondary effects on hit:

Special Move Associated Weapons Effect & Mechanics
Concussion Blow Katana, Halberd, Longsword, Quarter Staff Halves the target's current mana pool immediately! If an opponent has 80 mana, a concussion blow strips 40 mana in a single strike, shutting down offensive spell combos.
Paralyzing Blow Short Spear, Spear, Bardiche, Gnarled Staff Paralyzes the opponent for 3–4 seconds. Unlike Stun Punch, physical damage can break this paralysis early.
Crushing Blow War Hammer, War Mace, Club, Broadsword Deals an extra +10 to +15 direct physical damage while dealing double durability damage to enemy armor.

Activation & Stamina Costs

  • Special moves are queued before your swing.
  • When queued, your next landed blow executes the special effect.
  • If your attack misses, your stamina is NOT consumed, and the move remains queued until you land a hit or cancel the action.

Hotkeys & Razor Setup

To bind special moves in Razor or ClassicUO:

  1. Open the Hotkeys tab in Razor.
  2. Navigate to CombatSpecial Moves.
  3. Bind keys for Set Primary Ability (Stun) and Set Secondary Ability (Disarm).
  4. Use Razor macros to automatically un-equip wands or weapons before executing wrestling moves!

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