Martial Artist

Though everyone can fight barehanded and with hand-to-hand combat weapons (such as brassknuckles, gauntlets, etc), Martial Artists are always better at it than anyone else, even looking more elaborate and efficient with their hand-to-hand combat moves. On top of that, they master KI, the energy of life inside their own bodies. They can still utilize all sorts of weapons, but their abilities only benefit hand-to-hand combat. The official color is tiger orange.

## Tier-0

Martial Artists get the stat boosts from their strongest/best owned weapon even if they are not using it, provided they are fighting in hand-to-hand combat. Their movements are also more elaborate, giving them the evasive, blocking and strategical edge in hand-to-hand combat against those that do it without being Martial Artists.

## Tier I

* Focused Strike - The user focuses their internal energy into their fists/kicks at the time of attacking, allowing them to deal x1.3ATK. It costs 5 Stamina per turn to use.
* Dissipation - The user disperses the force of impact throughout their body, taking 25% less damage from attacks they receive. This costs 3 Stamina per turn to use.

## Tier II

* Critical Hit - The user utilizes precision targeting and attentive aiming, punching, kicking and striking at critical locations in the opponent's body to maximize damage. Every attack has a 25% chance of dealing double the damage.
* Read Block - The user pays close attention to the way their opponent's movements and tries to predict them based on that, in order to dodge or block. Every attack the user receives has a 25% chance of not dealing any damage.
* Force Palm - Utilizing direct contact hits from powerful palm strikes, the user can inflict normal damage but also might paralyze the opponent(50/50) for a single turn. If the target blocks with a shield, weapon, or is wearing very heavy, thick protective armour, this ability does not affect them.

## Tier III

* Max Power - The user charges their inner energy into them, causing every muscle in their body to rapidly expand, becoming much bigger in size as the user becomes top bodybuilder level of muscular. In this state, they receive a 10% speed penalty, but every attack does x1.5ATK, which can stack with Focused Strike, and also receive 10% less damage, which can stack with Dissipation. Costs 10 Stamina per turn to use.
* Meditation - The user stops, sits down, eyes closed and crossed legs in traditional meditation stance, and so they meditate. This takes up the entire turn. Restores 10% HP and 10 Stamina. The user can still be attacked in this state, and if attacked it breaks the meditation, not giving the rewards if the attack came before meditation had finished.

## Tier IV

* Will Power - If the user attacks the air, the force of their attacks will carry through the air to reach and attack others at a distance, giving range/reach to their punches and kicks, though dealing only half the damage.
* Sane Mind - The user becomes immune to all status ailments (but not stat reductions).

## Tier V

* Power of Destruction - The user creates a wrecking ball sized sphere of energy, then fires it in a direction of their choosing. This sphere moves very slowly, making it relatively easy to just dodge, but there is nothing in the world that can stop this attack, it will destroy everything it touches, including obstacles, cover and even most living beings. If this move collides with Fire Flash, they will cancel each other out. If this move clashes with Hell Freezer, it will erase the blizzard itself and keep going. The sphere's direction cannot be altered once fired. If a player gets hit with this, they will instead lose 75% of their total HP, but Floor and World Bosses will instead take damage equal to x5.5ATK of the user's attack stat. Villains lose half of their HP. Though it doesn't have a long charge up time, it does consume the entire turn to release this attack, regardless of how fast the user is. Costs 60 Stamina.
* Divine Movement - The user enters a state where every muscle in their body moves on instinct, independent from each other, allowing the user to perfectly evade all attacks/damage (excluding pre-existing status conditions) no matter the situation, even when the damage is coming from the ground itself. The dodges are done via elegant. coordinated, highly acrobatic movements. This effect lasts 3 turns once activated and can't be consciously activated more than once per battle. Costs 25 Stamina to use. Each turn the user has less than 5% HP, there's a 25% chance this ability will trigger automatically even bypassing the once per battle limit, but only lasts that one turn.