Ki Channeling
You can channel your ki once during any battle, and go back to full powerlevel. It lasts for five turns, and after that five turns is up, you go to half of what your powerlevel was right before you channelled your ki.
Ki Attacks
All players start with a generic Ki Blast attack that does 6% damage and has no cost. Most ki attacks in the game have a damage and cost percentage, for example you might learn an attack that does 10% damage with a 2% cost. If your powerlevel is 100/100, you would do 10 damage to your enemy, and 2 damage to yourself, with a powerlevel of 98/100 after using the attack.
Ki attacks and abilities are taught by NPC masters in the game, but once learned you can teach these abilities to other players.
Physical attacks
All players start with the attacks kick (5% damage) and punch (3% damage).
These more advanced physical attacks are usually learned early on in the game:
- Knee: 4% damage; 12% chance to stun the target for two turns
- Shoulder Ram: 6% damage; 8% chance to stun the target for one turn
- Elbow: 4% damage; 20% chance to stun the target for one turn
- Shin Kick: 1% damage
- Uppercut: 6% damage (can be used with brass knuckles)
Signature Techniques
A short time after you start playing, you will learn how to create your own ki technique. After reaching certain powerlevels and training under a master, you will earn new levels. Each level has a variety of differences. Some may only increase the effectiveness of your new technique, while others will allow you to add special effects.
Ki Manipulation Signature Technique
- Level 1: 10% damage, 1% cost
- Level 2: 11% damage, 2% cost
- Level 3: 12% damage, 3% cost (+1 special ability)
- Level 4: 14% damage, 4% cost
- Level 5: 16% damage, 5% cost (+1 special ability)
- Level 6: 18% damage, 6% cost
- Level 7: 20% damage, 8% cost
- Level 8: 23% damage, 10% cost (+1 special ability)
- Level 9: 26% damage, 12% cost
- Level 10: 30% damage, 14% cost (+1 special ability)
Special Abilities and Costs
- 1 Turn Stun On Hit: -10% damage (if your custom technique does not do at least 10% damage, then you cannot choose this ability; can only be chosen once; cannot be stacked with two turn stun).
- 2 Turn Stun On Hit: -20% damage (if your custom technique does not do at least 30% damage, then you cannot choose this ability; can only be chosen once; cannot be stacked with one turn stun).
- Guaranteed Hit: -10% damage (if your custom technique does not do at least 15% damage then you cannot choose this ability; may not get Guard Crush).
- Guard Crush (unblockable): +4% to cost
- -1% Cost: -2% from damage
- Bleed: 3% of target’s base powerlevel in damage for the next 4 turns, +3% cost
- Multi-hit: Three targets, 1/3 damage per target, +5% cost
- Piercing: +4% cost
- Available at level 5 and higher
- +1% Damage (Up to +10%): +0.5% Energy Cost
- +1% Damage (Up to +10%): Opponent gets +1.5% dodge for every one point added to damage (cannot be stacked with Guaranteed Hit; if opponent has a 0% chance to dodge, this adds to it; can be stacked with opponent’s Aikido stance).
Ki Healing Signature Technique (not a self-heal, one use per day)
- Level 1: Heals 10%, 1% cost
- Level 2: Heals 15%, 2% cost
- Level 3: Heals 22%, 3% cost (+1 special ability)
- Level 4: Heals 30%, 4% cost
- Level 5: Heals 40%, 5% cost
- Level 6: Heals 50%, 6% cost
- Level 7: Heals 60%, 7% cost
- Level 8: Heals 70%, 8% cost (+1 special ability)
- Level 9: Heals 80%, 9% cost
- Level 10: Heals 90%, 10% cost (+1 special ability)
Special Ability and Costs
- +1 Additional use/day (Up to 4 additional/5 total): +5% cost
- +5% to recipient’s dodge/block (up to 25%): +2% cost for every 5% added (cannot be stacked with itself if heal is used multiple times; lasts the entire battle)
- -1% cost (up to -10%): -5% heal for every -1% added
- +10% heal (up to +100%): +1% cost for every +10% added (can be healed to over 100% health)
- Regenerate recipient’s limb: +5% cost
Fighting Styles
There are a wide variety and number of fighting styles/martial arts in Planet Mado. Each has it’s own advantages (and some have certain disadvantages). To earn higher belts in a fighting style, you must win a certain number of fights while using that style. You don’t have to train under a master to earn a higher belt, but it is faster to do so.