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Minecraft 1.21.1 · NeoForge · Epic Fight

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BoardMartial ArtsPurple Heaven Thunder Saber
The Purple Heaven Zhanmadao in the art's guard

The Purple Heaven Zhanmadao in the art's guard

Purple Heaven Thunder Saber

Martial art

A greatsword art of the middle game: heavy blows beat thunder drums, and every technique spends a full drum to call the purple lightning.

A free art fought with a greatsword in both hands: the art's own Purple Heaven Zhanmadao, or any weapon Epic Fight holds as a greatsword. Its strength is weight: you cannot be moved while you swing, and the drums you beat become lightning.

  • Learned from the Purple Heaven Thunder Saber Manual, which teaches the art and Thunder Descends. The sky gives it, once per player: in a thunderstorm, stand beside a lightning rod under the open sky, a greatsword in hand, from the Qi Crystallization realm. The manual only teaches from the Qi Condensation realm.
  • Without a greatsword in hand, a technique says it "needs a greatsword in both hands".

Techniques

M1 and passive: Rolling Drums

Your M1s are Epic Fight's greatsword strikes: its two-strike chain, its dash attack and its air slash.

  • Every strike that lands beats a thunder drum: three beats fill a drum, three drums at most. A perfect parry beats twice.
  • Each technique spends one full drum if you have one and becomes its thunder version. Without a full drum it is cast plain.
  • Unshaken: while a strike swings and while a technique plays, you cannot be staggered or pushed. You still take the damage.
  • The chain's last strike, with a drum full, lets go a small discharge: the enemies within 2 blocks of the target are struck (×0.3), and all are electrified. It does not spend the drum.
  • Electrified: a body the thunder struck is slowed for 3 seconds, and the art's blows do 30 % more to it.
  • Under a real thunderstorm, out in the open, every beat counts double.
  • After 8 seconds without a blow, the beats fade, one every 2 seconds.

Quests

  • The First Drum: all three drums filled 0/20 → Rolling Thunder
  • Unmoved: blows taken without being staggered 0/50 → Heaven's Drum
  • The Drum Answers: blows stopped by Heaven's Drum 0/30 → Severing Flash
  • Call Down the Sky: Severing Flashes cutting three electrified enemies 0/10 → Nine Heavens' Wrath
  • The Sovereign's Path: enemies struck by the bolts of the storm 0/100 → Thunder Sovereign's Descent

Evolutions

  • 30 · Second Thunder: Thunder Descends can be cast again once, free, within 2 s, if it struck.
  • 60 · Third Turn: Rolling Thunder turns three times.
  • 90 · Lingering Storm: Nine Heavens' Wrath leaves its storm 4 s over the circle, a bolt a second on the electrified.

Techniques8

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