Combat moves

== Combat ==
For combat moves to be effective, a player must raise either Unarmed Combat or Melee Combat, preferably both. 
Heavy changes to the combat system were made in the update "Bumfights".
In order to learn a combat move, an animal must be defeated in melee combat. The move learned is based on the animal defeated, but otherwise appears to be random. (Minor note: During the first iteration of combat discoveries, prerequisites to use the move had to be met. As of world 10, this is not the case and you can pick up moves at random. Some players have had issues with getting a move like chop without getting a way to gain initiative points.)
A note on "μ":
Quote from jorb:
"Spending more points on a combat effect increases the efficiency of said combat effect in that school. The meaning of increasing the weight of some particular combat effect is indicated in the descriptive text for that combat effect by a μ-symbol (Mu). The actual value of μ ranges from 1 to 1.5, depending on your weighting. Usually, a higher weight for some particular combat effect will serve to reduce its cooldown, increase its damage, or the like."
Moves in italics are available for free to hearthling when acquiring 'The Will to Power' skill.
== Moves ==
Move 	Learned from	Initiative cost 	Cooldown 	Special
Dash 	
*Boar
*Wolverine	Opponents' initiative points: +2	80/μ 	Completely removes your slightest opening
Opportunity Knocks	
*Boar
*Wolverine
*Bear	4 	45 	Opportunity Knocks increases your opponent's greatest opening by 40%·μ.
Take Aim 	
*Ants
*Badger
*Boar
*Fox	0 	(30 + IP·2)/μ	Gives +1 initiative
Think 	
*Bat
*Boar
*Fox
*Horse	0+4 	40/μ 	Gives +2 initiative
== Restorations ==
Move 	Learned from	Initiative cost 	Attack Weight	Openings	Reduces	Cooldown	Special
Artful Evasion 	
*Bats
*Boar
*Deer	Opponents' initiative points: +1	 	 	
*20%·μ Striking
*20%·μ Backhanded
*20%·μ Sweeping
*20%·μ Oppressive	40 	
Feigned Dodge 	
*Bats 	0 	 	 	
*15%·μ Striking	35 	For every unit of opening reduced by Feigned Dodge, twice that amount is given to the opponent.
Flex 	
*Bats
*Boar
*Deer	0 	Unarmed 	On opponent:
*+15% Dizzy	
*10%·μ Backhanded
*10%·μ Opressive	30 	
Jump 	
*Auroch
*Bear
*Boar
*Foxes	0 	 	 	
*20%·μ Sweeping	25 	
Quick Dodge 	
*Ants
*Bats
*Boar	0 	 	 	
*20%·μ Striking	25 	
Regain Composure	
*Boar 	0 	 	 	
*20%·μ Striking
*20%·μ Sweeping	35 	
Sidestep 	
*Ants
*Bats
*Foxes	0 	 	 	
*20%·μ Backhanded	25 	
Watch Its Moves 	
*Ants
*Badgers
*Bats
*Foxes	Opponents' initiative points: +1	 	 	
*30%·μ Backhanded	45 	Gains you 1 point of initiative against your opponent.
Yield Ground 	
*Ants
*Bats
*Badger
*Foxes
*Boar
*Moose	1 	 	On you:
*+10% Dizzy
*+10% Reeling	
*30%·μ Striking
*30%·μ Oppressive	30 	
Zig-Zag Ruse 	
*Auroch
*Boar
*Mouflon	Opponents' initiative points: +2	 	 	
*50%·μ Sweeping
*50%·μ Oppressive	50 	
== Maneuvers ==
Move 	Learned from	Block weight 	Cooldown	Special
Bloodlust 	
*Rage 	Unarmed·75%·μ 	10 	When attacked: 
*Bloodlust is charged by 25%·Δ. When you attack an opponent, your attack weight will be increased by four times the amount that Bloodlust is charged.
Chin Up 	
*The Will to Power	Unarmed·μ 	10 	
Combat Meditation	
*Woodsmanship	Unarmed·μ 	10 	When attacked:
*Combat Meditation is charged by 25%·Δ. When you attack an opponent, your cooldown will be decreased by the amount that Combat Meditation is charged.
*While Combat Meditation is active, all your attacks will have 25% of their normal attack weight.
Death or Glory 	
*Siegecraft	Unarmed·75%·μ 	10 	When attacked:
*You gain 0.75·Δ points of Initiative against the opponent.
Oak Stance 	
*Forestry 	Unarmed·150%·μ	10 	When attacked:
*Your greatest opening is reduced by 5%·Δ.
*While Oak Stance is active, all your attacks will have 50% of their normal attack weight.
Parry 	
*Steelmaking	Melee·80%·μ 	10 	When Attacked:
*Openings: +10% Dizzy
You need a sword equipped for Parry to inflict its effect upon your opponents.
Shield Up 	
*Yeomanry 	Melee·250%·μ 	10 	If Shield Up is used without a shield equipped, its block weight will be 50% instead of 250%.
To Arms 	 	Melee·μ 	10 	
== Attacks ==
Move 	Learned from	Initiative cost	Attack weight	Attack type	Openings	Damage 	Grievous damage	Cooldown	Special
Chop 	
*Ants
*Bats
*Boar
*Deer
*Foxes
*Badgers
*Moose	1 	Melee·μ 	
*Striking 	
*+15% Off Balance	According to weapon 	 	40 	Weapon:
*Any edged weapon
Cleave 	
*Auroch
*Badger
*Bear
*Lynx
*Moose	4+2 	Melee·μ 	
*Backhanded
*Oppressive	
*+25% Cornered	According to Weapon·150%	 	80 	
Full Circle 	
*Bats
*Mouflon	0 	Melee·90%·μ 	
*Sweeping
*Oppressive	
*+15% Off Balance
*+5% Cornered	According to weapon 	 	40 	Weapon:
*Any melee weapon
Full Circle attacks your main target and al other opponents in range.
Go for the Jugular 	
*Moose
*Wolverine
*Badger	2+2 	Unarmed·μ 	
*Striking
*Oppressive	
*+15% Off Balance
*+10% Cornered	40 	30% 	45 	
Haymaker 	
*Ants
*Bats
*Moose	0 	Unarmed·μ 	
*Sweeping 	
*+15% Reeling	20 	15% 	50 	
Kick 	
*Ants
*Auroch
*Bats
*Foxes	1 	Unarmed·μ 	
*Sweeping 	
*+20 Reeling	25 	15% 	45 	
Knock Its Teeth Out	
*Badger
*Boar
*Horse	1 	Unarmed·μ 	
*Oppressive	
*+20% Cornered	30 	25% 	35 	
Left Hook 	
*Ants
*Bats	0 	Unarmed·μ 	
*Backhanded	
*+15% Dizzy	15 	10% 	40 	
Low Blow 	
*Foxes
*Boar
*Bats	0 	Unarmed·μ 	
*Backhanded	
*+10% Off Balance	20 	30% 	50 	Gains you 1 Point of Initiative against your opponent.
Punch 	
*Ants
*Bats
*Badgers
*Moose	0 	Unarmed·80%·μ	
*Striking 	
*+15% Off Balance	10 	5% 	30 	
Punch 'em Both 	
*Ants
*Bats
*Deer
*Foxes	0 	Unarmed·μ 	
*Striking
*Sweeping	
*+15% Reeling	10 	7.5% 	40 	Attacks both your primary target and also one other opponent in range.
Quick Barrage 	
*Foxes
*Badgers	0 	Melee·μ 	
*Oppressive	
*+10% Cornered	According to Weapon·25% 	 	20 	Weapon:
*Any melee weapon
If your opponent has more than 25% of Oppressive openings, Quick Barrage also gains you 1 Point of Initiative against that opponent.
Raven's Bite 	
*Bats
*Boar	4 	Melee·μ 	
*Striking
*Sweeping	
*+15% Off Balance
*+15% Reeling	According to weapon·110%	 	40 	Weapon:
*Any axe
Sideswipe 	
*Auroch
*Badgers
*Bats
*Foxes	0 	Melee·μ 	
*Sweeping 	
*+7.5% Reeling	According to weapon·75% 	 	25 	Weapon:
*Any edged weapon
Steal Thunder 	
*Badgers
*Boar
*Moose	0 	Unarmed·μ 	
*Backhanded
*Sweeping	
*+10% Dizzy	None 	 	40 	To the extent that it is unblocked, Steal Thunder will take 3 points of initiative from its target and you will gain 2 of them.
Sting 	
*Boar
*Badgers
*Foxes	2 	Melee·μ 	
*Striking
*Backhanded	
*+20% Dizzy
*+10% Reeling	According to weapon·125%	 	50 	Weapon:
*Any pointed weapon
Storm of Swords 	
*Bats 	2 	Melee·μ 	
*Backhanded
*Sweeping	
*+30% Reeling	According to weapon 	 	50 	Weapon:
*Any sword
Storm of Swords will attack up to five opponents in range, starting with your main target. The targets will receive 100%, 125%, 150%, 175%, and 200%, respectively, of the weapon's damage.
Takedown 	
*Auroch
*Bear
*Boar	3 	Unarmed·μ 	
*Sweeping
*Oppressive	
*+30% Reeling	40 	30% 	50 	
Uppercut 	
*Badgers 	0 	Unarmed·0.8·μ	
*Striking
*Backhanded	
*15% Reeling	30 	5% 	30