|
|
(58 intermediate revisions by 3 users not shown) |
Line 1: |
Line 1: |
| __NOTOC__ | | __NOTOC__ |
− | <!-- | + | {{Skill infobox |
| + | |title = Sword |
| + | |image = [[File:Sword_skill.png|300px]] |
| + | |caption = A description of the skill. |
| + | |skilltype = Combat Skill <!-- Pick the first correct one: Beast Form, Combat Skill, Beast Skill (EX: Beast Speech, but NOT Lycanthropy), Anatomy Skill, Phrenology Skill, Trade Skill, Other Skill (Used for skills that don't fit the other categories) --> |
| + | |maxlevel = 70 <!-- List without bonus levels --> |
| + | |req = <!-- Any other skills needed to gain this skill --> |
| + | |skilltrainers = [[Nelson Ballard]], [[Janet Lews]], [[Malvol]] <!-- List skill trainers, 3 max --> |
| + | }} |
| + | |
| + | {{Quote| |
| + | Leave a quote about the skill here. This can be the in-game description, but that info must be placed below as well. Adds a bit of flavor to the article as well. |
| + | }} |
| + | |
| + | == {{msg:BASEPAGENAME}} Overview== |
| + | '''Skill''' introductory paragraph or two summarizing the main aspects of the skill or combat style. Is it a main damage skill or more of a support skill, or both? Feel free to elaborate on useful information. See [[Lycanthropy]] or [[Hammer]] for examples. |
| + | |
| + | === In-Game Description === |
| + | The in-game description of the skill goes here. |
| + | |
| + | === Training {{msg:BASEPAGENAME}} === |
| + | <!-- A list of methods to learn and level the skill --> |
| + | * [[Jara]] teaches Carpentry after you finish '''[[Kill Bear in There]]''' for her. |
| + | |
| + | * [[The Wombat]] in Sun Vale also has several recipes. These recipes teach how to make some staffs and animal shoes (Cow and Deer). (Useful if only for the bonus XP for creating an item for the first time) |
| + | |
| + | * [[Lamashu]] in Kur Mountains has some recipes to create Storage Crates. |
| + | |
| + | * [[Amutasa]] unlocks levels 51-70 and teaches some higher-level staff recipes. |
| + | |
| + | == Connected Skills == |
| + | '''List skills that connect with the skill the page is for. Sub-Skills often exist for Trade Skills and Combat Skills. For example, a Sub-Skill for Leatherworking may be Haberdashery. A Sub-Skill for Sword will eventually be Greatsword. An existing Sub-Skill is [[Corpse Talking]] for [[Necromancy]].''' |
| + | |
| + | '''Secondary Skills are skills that either modify the page's skill, or have connected mechanics. Calligraphy is an example of a Secondary skill for Sword, as well as Meditation for Unarmed. Secondary skills can also be Skills that require a level in the current page's skill to unlock. Toolcrafting would be an example of a Secondary skill for Carpentry, even though it isn't a Sub-Skill. In this example, list the level.''' |
| + | |
| + | '''Related Skills are suggested by the wiki editors, and Cooking could be listed for Gardening.''' |
| + | |
| + | ===== Sub-Skills: ===== |
| + | * [[Charged Pig]] - (As a Sub-Skill for Pig) |
| + | ===== Secondary Skills: ===== |
| + | * [[Calligraphy]] - Explanation of how Calligraphy works with Sword. |
| + | * [[Toolcrafting]] - Toolcrafting requires Level 20 Carpentry. |
| + | ===== Related Skills: ===== |
| + | * [[Cooking]] - Explanation of why Cooking is related to Gardening. |
| + | ===== Synergy Levels: ===== |
| + | Bonus [[Synergy Levels]] for [[Archery]]<!-- Skill Name --> can be obtained from the following skills and levels: |
| + | :; [[Fletching]] <!-- List skills alphabetically, gather information from Synergy Levels page linked above. --> |
| + | :: Level 15, Level 29, Level 43 |
| | | |
| + | == Harvestables == |
| + | '''If the skill includes a gathering component (Foraging, Fishing, Gardening), add this heading.''' |
| + | ''' See [[Fishing]] or [[Mycology]] for examples. |
| | | |
− | IMPORTANT !!
| + | ''' Reference a transcluded ability table for the skill. This will be populated with all possible abilities. Save the page for the skill, than follow the red link. On the new page, type <code>{{((}}subst:Preload/Ability pages{{))}}</code> Save that page to generate the table (Just the table, there will be no content until the Wiki's ExtraBot is turned on, which generally happens after every otherpatch). |
| + | {{:{{msg:BASEPAGENAME}}/Abilities}} |
| | | |
− | Please note that Eric has planned to "embed external data elegantly into the wiki" particularly "skills, abilities,
| + | == Recipe Lists == |
− | and advancement" (all data that already exists on the developer's end obviously). As it makes no sense for the
| + | Lists of Recipes pertaining to the skill goes here. See [[Cooking]] for one example of where recipes are broken up. For Transcluded tables (What all skills should use), see [[Carpentry]]. |
− | players to transcribe ability stats and XP amounts by hand, such information will be automated at some point
| |
− | (especially makes sense as this gets tweaked in patches for balance reasons).
| |
| | | |
− | TLDR Feel free to document things if you are motivated to do so, just keep in mind this may be replaced
| + | '''After adding recipe breakdowns if needed, add a transcluded table of all recipes. In a similar method to adding the Complete Ability list, save this page and follow the red link that will be created for Recipes. Type on that page: <code>{{((}}subst:Preload/Recipe pages{{))}}</code> and save.''' |
− | eventually so don't spend too much time with the layout or formatting of tables. A simple basic
| + | {{:{{msg:BASEPAGENAME}}/Recipes}} |
− | reference list of existing abilities/recipes at this point is probably more suitable.
| |
| | | |
| + | == {{msg:BASEPAGENAME}} Mechanics == |
| + | ''' Add mechanics specific to the skill in this question, like [[Unarmed]] and [[Lycanthropy]]'s Combos, Skill-specific activities (Altar of Norala for Lycanthropes), and Equipment that is specialized for the skill.''' |
| + | === Mechanic 1=== |
| + | Doing la-di-dah allows for this and that. |
| | | |
| + | ===Equipment=== |
| + | <!-- Special equipment that is intended to be used by the skill goes here, including belts. --> |
| + | {{belt|Lucky Belt of the Hammerer}} increases Base Damage dealt with Hammer by 8%. Can be created with [[Toolcrafting]] 40. |
| | | |
− | -->
| + | {{belt|Lucky Belt of the Woodland Warrior}} increases Base Damage dealt with Hammer and Druid combat skills by 6%. Can be bought from [[Agrashab]]. |
− | [[File:Skill main illustration.jpg|thumb|right|300px|A main picture to liven up the article page]]
| |
− | {{Quote| | |
− | The ingame description goes in here. Adds a bit of flavour to the article as well.
| |
− | }} | |
− | '''Foobar Skill''' introductory paragraph (short) summarizing the main aspects of the skill or combat style. Is it a main damage skill or more of a support skill, or both?
| |
| | | |
− | ==Learn from==
| + | {{belt|Lucky Belt of the Barbarian}} increases Base Damage dealt with Hammer and [[Shield]] combat skills by 6%. Can be bought from [[Agrashab]]. |
− | <!-- A list of means to learn the skill, likely to go in the "Skill infobox" at some point. -->
| |
− | ; [[John Doe]]
| |
− | : Sells the book ''Psychology for dummies''.
| |
| | | |
− | ==Equipment==
| + | {{belt|Lucky Belt of the Mindfist}} increases Base Damage dealt with Hammer and [[Mentalism]] combat skills by 6%. Can be bought from [[Agrashab]]. |
− | <!-- A list of belts, likely to go in the "Skill infobox" at some point. -->
| |
− | * {{belt|Lucky Belt of the Hunter}} (Archery, '''Sword''')
| |
− | * {{belt|Lucky Belt of the Soldier}} ('''Sword''', Shield)
| |
| | | |
− | ==Advanced Abilities==
| + | {{belt|Lucky Belt of the Wraith}} increase Base Damage dealt with Unarmed and [[Necromancy]] combat skills by 6%. Can be found through rare drops and chests. |
− | <!-- This table lists additional abilities that have to be earned through favor/loot/etc -->
| |
− | {| {{AATST}} | |
− | |- style="background: #ec81bf;"
| |
− | ! align="left" style="width:120px;"|<span style="cursor:pointer;">'''Ability'''</span> || style="width:120px"|<span style="cursor: pointer;">'''Learn From'''</span> || style="width:100px"|<span style="cursor: pointer;">'''Req.'''</span> || align="left"|Misc. Notes
| |
− | |-
| |
− | | '''Ability Name''' || [[NPC Name]] || Min.Favor || Notes (eg. where it drops if it is a scroll, etc. Consider using a {{Hint|Tooltip text.}})
| |
− | |}
| |
| | | |
− | ==Level Up Rewards== <!-- or: "Abilities" -->
| + | '''If this is a Combat Skill, add Treasure Effects. In a similar method to adding the Complete Ability list, save this page and follow the red link that will be created for Treasure Effects. Type on that page: <code>{{((}}subst:Preload/Treasure Effect pages{{))}}</code> and save.''' |
− | <div style="color:#A00">
| + | {{:{{msg:BASEPAGENAME}}/Treasure Effects}} |
− | '''IMPORTANT''' Please note that Eric has planned to "embed external data elegantly into the wiki" particularly "skills, abilities, | |
− | and advancement". Whether it will happen, or when it will happen... is unclear to say the least. | |
| | | |
− | '''You are welcome to document abilities and recipes and such.''' Just please keep in mind, that such tables may be replaced in the future with advanced templating. All individual abilities/recipes are likely to go in separate pages, that will be pulled together by advanced use of DPL Extension. Because this requires some good planning, it is '''not advised''' to create any such individual pages atm. On the other hand it is very useful right now to plan the most useful way to present the information in the tables. These designs will become templates. | + | '''Now, Add Stat Bonuses. There is no preload for Stat Bonuses, so just add the following and wait for the bot to add the page. |
| + | {{:{{msg:BASEPAGENAME}}/Stat Bonuses}} |
| | | |
− | How it will work:
| + | '''Now, Add Level Up Rewards. In a similar method to adding the Complete Ability list, save this page and follow the red link that will be created for Level Up Rewards. Type on that page: <code>{{((}}subst:Preload/Level Up Reward pages{{))}}</code> and save.''' |
| + | {{:{{msg:BASEPAGENAME}}/Level Up Rewards}} |
| | | |
− | * Every column is a "fact" that will be in a ability/recipe "infobox", present on the individual recipe/ability pages. These "facts" will be pulled much like a row in a database, and will be formatted into a table.
| + | == {{msg:BASEPAGENAME}} Experience Table == |
| + | {{Spoiler|Click Expand to view the Experience Table for {{msg:BASEPAGENAME}}| |
| + | {{:Xptables/TypicalCombatSkill}} <!-- Xptables will list all tables. Select the right one by looking at "XpTable" in the skills json. --> |
| + | }} |
| | | |
− | </div>
| + | == Trivia == |
− | {| {{STDT|sortable}}
| + | '''Write a little about this history of the skill, or things that don't belong in above areas''' |
− | ! Ability !! Level !! Favor !! Damage !! Special !! style="width:50%;"|Description
| + | |
− | |- | + | == Gallery== |
− | | But I Love You 3 | + | ''' Include a small gallery of players using the skill, or abilities of the skill. Try to keep it under six images. This example Gallery is from the Serbule Page.''' |
− | | 75 | + | <gallery mode="nolines" widths=200px> |
− | | Best Friends
| + | File:Serbule docks area.jpg|The docks area. |
− | | 140 Trauma
| + | File:Serbule Gallery (abandoned cart).jpg|An abandoned cart. |
− | | -
| + | File:Serbule Gallery 2.jpg|A very dangerous place... |
− | | Attempt to make the target feel so guilty that they don‘t use their full strength. (Chances of success are based on your Psychology skill and the enemy's mental proficiency.)
| + | </gallery> |
− | |}
| |
| | | |
| <!-- | | <!-- |
− | Suggested Categories: | + | Add the correct Categories to the skill page. Make sure to remove Category:Template guides. |
| + | |
| + | Mandatory Categories: |
| * Category:Skills | | * Category:Skills |
| + | |
| + | These Categories will be automatically added if the infobox is filled in correctly: |
| + | * Category:Beast Forms |
| * Category:Combat Skills | | * Category:Combat Skills |
| + | * Category:Beast Skills |
| + | * Category:Anatomy Skills |
| + | * Category:Phrenology Skills |
| * Category:Trade Skills | | * Category:Trade Skills |
− | * Category:Beast Forms | + | * Category:Other Skills |
| --> | | --> |
| [[Category:Template guides]][[Category:Skills]] | | [[Category:Template guides]][[Category:Skills]] |
The in-game description of the skill goes here.
Click "Expand" on the box below to view a complete list of Abilities for the Skill Template skill.
Click "Expand" to view a complete list of Recipes for the Skill Template Skill.
Doing la-di-dah allows for this and that.
Prefix |
Suffix |
Best Tier |
Slot |
All Tiers
|
Martial |
of Deadly Fists |
Tier 6 - Unarmed Damage +20% |
Head, MainHand |
- Tier 1
- Unarmed Damage +3
- Tier 2
- Unarmed Damage +8%
- Tier 3
- Unarmed Damage +11%
- Tier 4
- Unarmed Damage +14%
- Tier 5
- Unarmed Damage +17%
- Tier 6
- Unarmed Damage +20%
Expand
|
Punching |
of Punches |
Tier 6 - Jab and Infuriating Fist Damage +48 |
Chest, Feet |
- Tier 1
- Jab and Infuriating Fist Damage +8
- Tier 2
- Jab and Infuriating Fist Damage +16
- Tier 3
- Jab and Infuriating Fist Damage +24
- Tier 4
- Jab and Infuriating Fist Damage +32
- Tier 5
- Jab and Infuriating Fist Damage +40
- Tier 6
- Jab and Infuriating Fist Damage +48
Expand
|
|
of Refreshing Punches |
Tier 6 - Punch, Jab, and Infuriating Fist restore 14 Health to you |
OffHand, Ring |
- Tier 1
- Punch, Jab, and Infuriating Fist restore 3 Health to you
- Tier 2
- Punch, Jab, and Infuriating Fist restore 5 Health to you
- Tier 3
- Punch, Jab, and Infuriating Fist restore 7 Health to you
- Tier 4
- Punch, Jab, and Infuriating Fist restore 9 Health to you
- Tier 5
- Punch, Jab, and Infuriating Fist restore 12 Health to you
- Tier 6
- Punch, Jab, and Infuriating Fist restore 14 Health to you
Expand
|
|
of Knee-Kicking |
Tier 12 - Knee Kick Damage +40% |
Chest, Feet |
- Tier 1
- Knee Kick Damage +7%
- Tier 2
- Knee Kick Damage +10%
- Tier 3
- Knee Kick Damage +13%
- Tier 4
- Knee Kick Damage +16%
- Tier 5
- Knee Kick Damage +19%
- Tier 6
- Knee Kick Damage +22%
- Tier 7
- Knee Kick Damage +25%
- Tier 8
- Knee Kick Damage +28%
- Tier 9
- Knee Kick Damage +31%
- Tier 10
- Knee Kick Damage +34%
- Tier 11
- Knee Kick Damage +37%
- Tier 12
- Knee Kick Damage +40%
Expand
|
|
of Naked Fury |
Tier 12 - Unarmed attacks deal +22% damage when you have 33% or less of your Armor left |
Legs, Necklace |
- Tier 1
- Unarmed attacks deal +2 damage when you have 33% or less of your Armor left
- Tier 2
- Unarmed attacks deal +4 damage when you have 33% or less of your Armor left
- Tier 3
- Unarmed attacks deal +6% damage when you have 33% or less of your Armor left
- Tier 4
- Unarmed attacks deal +8% damage when you have 33% or less of your Armor left
- Tier 5
- Unarmed attacks deal +10% damage when you have 33% or less of your Armor left
- Tier 6
- Unarmed attacks deal +12% damage when you have 33% or less of your Armor left
- Tier 7
- Unarmed attacks deal +14% damage when you have 33% or less of your Armor left
- Tier 8
- Unarmed attacks deal +16% damage when you have 33% or less of your Armor left
- Tier 9
- Unarmed attacks deal +17% damage when you have 33% or less of your Armor left
- Tier 10
- Unarmed attacks deal +18% damage when you have 33% or less of your Armor left
- Tier 11
- Unarmed attacks deal +20% damage when you have 33% or less of your Armor left
- Tier 12
- Unarmed attacks deal +22% damage when you have 33% or less of your Armor left
Expand
|
|
of Armor Hatred |
Tier 6 - Unarmed attacks deal +14 Armor damage |
Head, MainHand |
- Tier 1
- Unarmed attacks deal +4 Armor damage
- Tier 2
- Unarmed attacks deal +6 Armor damage
- Tier 3
- Unarmed attacks deal +8 Armor damage
- Tier 4
- Unarmed attacks deal +10 Armor damage
- Tier 5
- Unarmed attacks deal +12 Armor damage
- Tier 6
- Unarmed attacks deal +14 Armor damage
Expand
|
|
of Accurate Martial Arts |
Tier 12 - Unarmed attacks deal +6 damage and have +12 Accuracy (which cancels out the Evasion that certain monsters have) |
MainHand, Necklace |
- Tier 1
- Unarmed attacks deal +1 damage and have +1 Accuracy (which cancels out the Evasion that certain monsters have)
- Tier 2
- Unarmed attacks deal +1 damage and have +2 Accuracy (which cancels out the Evasion that certain monsters have)
- Tier 3
- Unarmed attacks deal +2 damage and have +3 Accuracy (which cancels out the Evasion that certain monsters have)
- Tier 4
- Unarmed attacks deal +2 damage and have +4 Accuracy (which cancels out the Evasion that certain monsters have)
- Tier 5
- Unarmed attacks deal +3 damage and have +5 Accuracy (which cancels out the Evasion that certain monsters have)
- Tier 6
- Unarmed attacks deal +3 damage and have +6 Accuracy (which cancels out the Evasion that certain monsters have)
- Tier 7
- Unarmed attacks deal +4 damage and have +7 Accuracy (which cancels out the Evasion that certain monsters have)
- Tier 8
- Unarmed attacks deal +4 damage and have +8 Accuracy (which cancels out the Evasion that certain monsters have)
- Tier 9
- Unarmed attacks deal +5 damage and have +9 Accuracy (which cancels out the Evasion that certain monsters have)
- Tier 10
- Unarmed attacks deal +5 damage and have +10 Accuracy (which cancels out the Evasion that certain monsters have)
- Tier 11
- Unarmed attacks deal +6 damage and have +11 Accuracy (which cancels out the Evasion that certain monsters have)
- Tier 12
- Unarmed attacks deal +6 damage and have +12 Accuracy (which cancels out the Evasion that certain monsters have)
Expand
|
|
of Punch-Shielding |
Tier 12 - Unarmed attacks have a 19% chance to conjure a magical field that mitigates 10% of all physical damage you take for 1 minute (or until 100 damage is mitigated). |
Head, MainHand |
- Tier 1
- Unarmed attacks have a 2% chance to conjure a magical field that mitigates 10% of all physical damage you take for 1 minute (or until 100 damage is mitigated).
- Tier 2
- Unarmed attacks have a 3% chance to conjure a magical field that mitigates 10% of all physical damage you take for 1 minute (or until 100 damage is mitigated).
- Tier 3
- Unarmed attacks have a 5% chance to conjure a magical field that mitigates 10% of all physical damage you take for 1 minute (or until 100 damage is mitigated).
- Tier 4
- Unarmed attacks have a 6% chance to conjure a magical field that mitigates 10% of all physical damage you take for 1 minute (or until 100 damage is mitigated).
- Tier 5
- Unarmed attacks have a 8% chance to conjure a magical field that mitigates 10% of all physical damage you take for 1 minute (or until 100 damage is mitigated).
- Tier 6
- Unarmed attacks have a 9% chance to conjure a magical field that mitigates 10% of all physical damage you take for 1 minute (or until 100 damage is mitigated).
- Tier 7
- Unarmed attacks have a 11% chance to conjure a magical field that mitigates 10% of all physical damage you take for 1 minute (or until 100 damage is mitigated).
- Tier 8
- Unarmed attacks have a 12% chance to conjure a magical field that mitigates 10% of all physical damage you take for 1 minute (or until 100 damage is mitigated).
- Tier 9
- Unarmed attacks have a 14% chance to conjure a magical field that mitigates 10% of all physical damage you take for 1 minute (or until 100 damage is mitigated).
- Tier 10
- Unarmed attacks have a 15% chance to conjure a magical field that mitigates 10% of all physical damage you take for 1 minute (or until 100 damage is mitigated).
- Tier 11
- Unarmed attacks have a 17% chance to conjure a magical field that mitigates 10% of all physical damage you take for 1 minute (or until 100 damage is mitigated).
- Tier 12
- Unarmed attacks have a 19% chance to conjure a magical field that mitigates 10% of all physical damage you take for 1 minute (or until 100 damage is mitigated).
Expand
|
|
of Pain-Reflection |
Tier 12 - Unarmed attacks have a 12% chance to conjure a magical field that mitigates 10% of all physical damage you take for 1 minute (or until 100 damage is mitigated). Damage mitigated in this way is automatically added to the damage you do with your next Kick attack. |
Head, MainHand |
- Tier 1
- Unarmed attacks have a 1% chance to conjure a magical field that mitigates 10% of all physical damage you take for 1 minute (or until 100 damage is mitigated). Damage mitigated in this way is automatically added to the damage you do with your next Kick attack.
- Tier 2
- Unarmed attacks have a 2% chance to conjure a magical field that mitigates 10% of all physical damage you take for 1 minute (or until 100 damage is mitigated). Damage mitigated in this way is automatically added to the damage you do with your next Kick attack.
- Tier 3
- Unarmed attacks have a 3% chance to conjure a magical field that mitigates 10% of all physical damage you take for 1 minute (or until 100 damage is mitigated). Damage mitigated in this way is automatically added to the damage you do with your next Kick attack.
- Tier 4
- Unarmed attacks have a 4% chance to conjure a magical field that mitigates 10% of all physical damage you take for 1 minute (or until 100 damage is mitigated). Damage mitigated in this way is automatically added to the damage you do with your next Kick attack.
- Tier 5
- Unarmed attacks have a 5% chance to conjure a magical field that mitigates 10% of all physical damage you take for 1 minute (or until 100 damage is mitigated). Damage mitigated in this way is automatically added to the damage you do with your next Kick attack.
- Tier 6
- Unarmed attacks have a 6% chance to conjure a magical field that mitigates 10% of all physical damage you take for 1 minute (or until 100 damage is mitigated). Damage mitigated in this way is automatically added to the damage you do with your next Kick attack.
- Tier 7
- Unarmed attacks have a 7% chance to conjure a magical field that mitigates 10% of all physical damage you take for 1 minute (or until 100 damage is mitigated). Damage mitigated in this way is automatically added to the damage you do with your next Kick attack.
- Tier 8
- Unarmed attacks have a 8% chance to conjure a magical field that mitigates 10% of all physical damage you take for 1 minute (or until 100 damage is mitigated). Damage mitigated in this way is automatically added to the damage you do with your next Kick attack.
- Tier 9
- Unarmed attacks have a 9% chance to conjure a magical field that mitigates 10% of all physical damage you take for 1 minute (or until 100 damage is mitigated). Damage mitigated in this way is automatically added to the damage you do with your next Kick attack.
- Tier 10
- Unarmed attacks have a 10% chance to conjure a magical field that mitigates 10% of all physical damage you take for 1 minute (or until 100 damage is mitigated). Damage mitigated in this way is automatically added to the damage you do with your next Kick attack.
- Tier 11
- Unarmed attacks have a 11% chance to conjure a magical field that mitigates 10% of all physical damage you take for 1 minute (or until 100 damage is mitigated). Damage mitigated in this way is automatically added to the damage you do with your next Kick attack.
- Tier 12
- Unarmed attacks have a 12% chance to conjure a magical field that mitigates 10% of all physical damage you take for 1 minute (or until 100 damage is mitigated). Damage mitigated in this way is automatically added to the damage you do with your next Kick attack.
Expand
|
|
of Angst Fists |
Tier 12 - 14% of all Slashing, Piercing, and Crushing damage you take is mitigated and added to the damage done by your next Punch or Jab |
Chest, Feet |
- Tier 1
- 3% of all Slashing, Piercing, and Crushing damage you take is mitigated and added to the damage done by your next Punch or Jab
- Tier 2
- 4% of all Slashing, Piercing, and Crushing damage you take is mitigated and added to the damage done by your next Punch or Jab
- Tier 3
- 5% of all Slashing, Piercing, and Crushing damage you take is mitigated and added to the damage done by your next Punch or Jab
- Tier 4
- 6% of all Slashing, Piercing, and Crushing damage you take is mitigated and added to the damage done by your next Punch or Jab
- Tier 5
- 7% of all Slashing, Piercing, and Crushing damage you take is mitigated and added to the damage done by your next Punch or Jab
- Tier 6
- 8% of all Slashing, Piercing, and Crushing damage you take is mitigated and added to the damage done by your next Punch or Jab
- Tier 7
- 9% of all Slashing, Piercing, and Crushing damage you take is mitigated and added to the damage done by your next Punch or Jab
- Tier 8
- 10% of all Slashing, Piercing, and Crushing damage you take is mitigated and added to the damage done by your next Punch or Jab
- Tier 9
- 11% of all Slashing, Piercing, and Crushing damage you take is mitigated and added to the damage done by your next Punch or Jab
- Tier 10
- 12% of all Slashing, Piercing, and Crushing damage you take is mitigated and added to the damage done by your next Punch or Jab
- Tier 11
- 13% of all Slashing, Piercing, and Crushing damage you take is mitigated and added to the damage done by your next Punch or Jab
- Tier 12
- 14% of all Slashing, Piercing, and Crushing damage you take is mitigated and added to the damage done by your next Punch or Jab
Expand
|
Anti-Darkness |
of Dark and Angry Fists |
Tier 12 - 22% of all Darkness and Psychic damage you take is mitigated and added to the damage done by your next Punch or Jab |
Legs, Feet |
- Tier 1
- 8% of all Darkness and Psychic damage you take is mitigated and added to the damage done by your next Punch or Jab
- Tier 2
- 9% of all Darkness and Psychic damage you take is mitigated and added to the damage done by your next Punch or Jab
- Tier 3
- 10% of all Darkness and Psychic damage you take is mitigated and added to the damage done by your next Punch or Jab
- Tier 4
- 11% of all Darkness and Psychic damage you take is mitigated and added to the damage done by your next Punch or Jab
- Tier 5
- 13% of all Darkness and Psychic damage you take is mitigated and added to the damage done by your next Punch or Jab
- Tier 6
- 14% of all Darkness and Psychic damage you take is mitigated and added to the damage done by your next Punch or Jab
- Tier 7
- 15% of all Darkness and Psychic damage you take is mitigated and added to the damage done by your next Punch or Jab
- Tier 8
- 17% of all Darkness and Psychic damage you take is mitigated and added to the damage done by your next Punch or Jab
- Tier 9
- 18% of all Darkness and Psychic damage you take is mitigated and added to the damage done by your next Punch or Jab
- Tier 10
- 19% of all Darkness and Psychic damage you take is mitigated and added to the damage done by your next Punch or Jab
- Tier 11
- 21% of all Darkness and Psychic damage you take is mitigated and added to the damage done by your next Punch or Jab
- Tier 12
- 22% of all Darkness and Psychic damage you take is mitigated and added to the damage done by your next Punch or Jab
Expand
|
Infuriating |
|
Tier 12 - Taunt From Attack Damage +60% when Unarmed is active |
Head, Ring |
- Tier 1
- Taunt From Attack Damage +5% when Unarmed is active
- Tier 2
- Taunt From Attack Damage +10% when Unarmed is active
- Tier 3
- Taunt From Attack Damage +15% when Unarmed is active
- Tier 4
- Taunt From Attack Damage +20% when Unarmed is active
- Tier 5
- Taunt From Attack Damage +25% when Unarmed is active
- Tier 6
- Taunt From Attack Damage +30% when Unarmed is active
- Tier 7
- Taunt From Attack Damage +35% when Unarmed is active
- Tier 8
- Taunt From Attack Damage +40% when Unarmed is active
- Tier 9
- Taunt From Attack Damage +45% when Unarmed is active
- Tier 10
- Taunt From Attack Damage +50% when Unarmed is active
- Tier 11
- Taunt From Attack Damage +55% when Unarmed is active
- Tier 12
- Taunt From Attack Damage +60% when Unarmed is active
Expand
|
|
of Slow Mambas |
Tier 6 - Mamba Strike deals +200% Crushing damage and +300 Trauma damage (if target's armor is below 33%), but reuse timer is +8 seconds |
Head, OffHand |
- Tier 1
- Mamba Strike deals +50% Crushing damage and +50 Trauma damage (if target's armor is below 33%), but reuse timer is +8 seconds
- Tier 2
- Mamba Strike deals +100% Crushing damage and +100 Trauma damage (if target's armor is below 33%), but reuse timer is +8 seconds
- Tier 3
- Mamba Strike deals +125% Crushing damage and +150 Trauma damage (if target's armor is below 33%), but reuse timer is +8 seconds
- Tier 4
- Mamba Strike deals +150% Crushing damage and +200 Trauma damage (if target's armor is below 33%), but reuse timer is +8 seconds
- Tier 5
- Mamba Strike deals +175% Crushing damage and +250 Trauma damage (if target's armor is below 33%), but reuse timer is +8 seconds
- Tier 6
- Mamba Strike deals +200% Crushing damage and +300 Trauma damage (if target's armor is below 33%), but reuse timer is +8 seconds
Expand
|
|
of Internal Injuries |
Tier 6 - Mamba Strike and Front Kick deal 65 Trauma damage over 15 seconds |
OffHand, Necklace |
- Tier 1
- Mamba Strike and Front Kick deal 15 Trauma damage over 15 seconds
- Tier 2
- Mamba Strike and Front Kick deal 25 Trauma damage over 15 seconds
- Tier 3
- Mamba Strike and Front Kick deal 35 Trauma damage over 15 seconds
- Tier 4
- Mamba Strike and Front Kick deal 45 Trauma damage over 15 seconds
- Tier 5
- Mamba Strike and Front Kick deal 55 Trauma damage over 15 seconds
- Tier 6
- Mamba Strike and Front Kick deal 65 Trauma damage over 15 seconds
Expand
|
Kicking |
of Kicking |
Tier 12 - Kick Damage +46 |
Legs, MainHand, Ring |
- Tier 1
- Kick Damage +4
- Tier 2
- Kick Damage +7
- Tier 3
- Kick Damage +10
- Tier 4
- Kick Damage +14
- Tier 5
- Kick Damage +18
- Tier 6
- Kick Damage +22
- Tier 7
- Kick Damage +26
- Tier 8
- Kick Damage +30
- Tier 9
- Kick Damage +34
- Tier 10
- Kick Damage +38
- Tier 11
- Kick Damage +42
- Tier 12
- Kick Damage +46
Expand
|
Platefooted |
|
Tier 12 - Kick attacks restore 43 Armor |
Chest, Ring |
- Tier 1
- Kick attacks restore 10 Armor
- Tier 2
- Kick attacks restore 13 Armor
- Tier 3
- Kick attacks restore 16 Armor
- Tier 4
- Kick attacks restore 19 Armor
- Tier 5
- Kick attacks restore 22 Armor
- Tier 6
- Kick attacks restore 25 Armor
- Tier 7
- Kick attacks restore 28 Armor
- Tier 8
- Kick attacks restore 31 Armor
- Tier 9
- Kick attacks restore 34 Armor
- Tier 10
- Kick attacks restore 37 Armor
- Tier 11
- Kick attacks restore 40 Armor
- Tier 12
- Kick attacks restore 43 Armor
Expand
|
|
of Reflective Kicks |
Tier 6 - Kick attacks deal +9% damage and grant you 6% Physical Damage Reflection for 15 seconds |
Hands |
- Tier 1
- Kick attacks deal +4% damage and grant you 1% Physical Damage Reflection for 15 seconds
- Tier 2
- Kick attacks deal +5% damage and grant you 2% Physical Damage Reflection for 15 seconds
- Tier 3
- Kick attacks deal +6% damage and grant you 3% Physical Damage Reflection for 15 seconds
- Tier 4
- Kick attacks deal +7% damage and grant you 4% Physical Damage Reflection for 15 seconds
- Tier 5
- Kick attacks deal +8% damage and grant you 5% Physical Damage Reflection for 15 seconds
- Tier 6
- Kick attacks deal +9% damage and grant you 6% Physical Damage Reflection for 15 seconds
Expand
|
Front-Kicker's |
of Front-Kicking |
Tier 6 - Front Kick Damage +33% |
Feet |
- Tier 1
- Front Kick Damage +8%
- Tier 2
- Front Kick Damage +13%
- Tier 3
- Front Kick Damage +18%
- Tier 4
- Front Kick Damage +23%
- Tier 5
- Front Kick Damage +28%
- Tier 6
- Front Kick Damage +33%
Expand
|
Hip-Shattering |
of Hip-Shattering |
Tier 6 - Kick attacks deal +14% damage and slow target's movement speed by 45% |
OffHand |
- Tier 1
- Kick attacks deal +5% damage and slow target's movement speed by 45%
- Tier 2
- Kick attacks deal +7% damage and slow target's movement speed by 45%
- Tier 3
- Kick attacks deal +9% damage and slow target's movement speed by 45%
- Tier 4
- Kick attacks deal +11% damage and slow target's movement speed by 45%
- Tier 5
- Kick attacks deal +13% damage and slow target's movement speed by 45%
- Tier 6
- Kick attacks deal +14% damage and slow target's movement speed by 45%
Expand
|
|
of Kicking While Nude |
Tier 12 - Kick attacks deal +34% damage when you have 33% or less of your Armor left |
Legs, Necklace |
- Tier 1
- Kick attacks deal +12% damage when you have 33% or less of your Armor left
- Tier 2
- Kick attacks deal +14% damage when you have 33% or less of your Armor left
- Tier 3
- Kick attacks deal +16% damage when you have 33% or less of your Armor left
- Tier 4
- Kick attacks deal +18% damage when you have 33% or less of your Armor left
- Tier 5
- Kick attacks deal +20% damage when you have 33% or less of your Armor left
- Tier 6
- Kick attacks deal +22% damage when you have 33% or less of your Armor left
- Tier 7
- Kick attacks deal +24% damage when you have 33% or less of your Armor left
- Tier 8
- Kick attacks deal +26% damage when you have 33% or less of your Armor left
- Tier 9
- Kick attacks deal +28% damage when you have 33% or less of your Armor left
- Tier 10
- Kick attacks deal +30% damage when you have 33% or less of your Armor left
- Tier 11
- Kick attacks deal +32% damage when you have 33% or less of your Armor left
- Tier 12
- Kick attacks deal +34% damage when you have 33% or less of your Armor left
Expand
|
|
of Kicking Away Toxins |
Tier 12 - 18% of all Acid, Poison, and Nature damage you take is mitigated and added to the damage done by your next Kick |
Hands, Feet |
- Tier 1
- 7% of all Acid, Poison, and Nature damage you take is mitigated and added to the damage done by your next Kick
- Tier 2
- 8% of all Acid, Poison, and Nature damage you take is mitigated and added to the damage done by your next Kick
- Tier 3
- 9% of all Acid, Poison, and Nature damage you take is mitigated and added to the damage done by your next Kick
- Tier 4
- 10% of all Acid, Poison, and Nature damage you take is mitigated and added to the damage done by your next Kick
- Tier 5
- 11% of all Acid, Poison, and Nature damage you take is mitigated and added to the damage done by your next Kick
- Tier 6
- 12% of all Acid, Poison, and Nature damage you take is mitigated and added to the damage done by your next Kick
- Tier 7
- 13% of all Acid, Poison, and Nature damage you take is mitigated and added to the damage done by your next Kick
- Tier 8
- 14% of all Acid, Poison, and Nature damage you take is mitigated and added to the damage done by your next Kick
- Tier 9
- 15% of all Acid, Poison, and Nature damage you take is mitigated and added to the damage done by your next Kick
- Tier 10
- 16% of all Acid, Poison, and Nature damage you take is mitigated and added to the damage done by your next Kick
- Tier 11
- 17% of all Acid, Poison, and Nature damage you take is mitigated and added to the damage done by your next Kick
- Tier 12
- 18% of all Acid, Poison, and Nature damage you take is mitigated and added to the damage done by your next Kick
Expand
|
|
of Reckless Barrages |
Tier 12 - Barrage hits all enemies within 5 meters and deals +24% damage, but reuse timer is +3 seconds |
Hands |
- Tier 1
- Barrage hits all enemies within 5 meters and deals +2% damage, but reuse timer is +3 seconds
- Tier 2
- Barrage hits all enemies within 5 meters and deals +4% damage, but reuse timer is +3 seconds
- Tier 3
- Barrage hits all enemies within 5 meters and deals +6% damage, but reuse timer is +3 seconds
- Tier 4
- Barrage hits all enemies within 5 meters and deals +8% damage, but reuse timer is +3 seconds
- Tier 5
- Barrage hits all enemies within 5 meters and deals +10% damage, but reuse timer is +3 seconds
- Tier 6
- Barrage hits all enemies within 5 meters and deals +12% damage, but reuse timer is +3 seconds
- Tier 7
- Barrage hits all enemies within 5 meters and deals +14% damage, but reuse timer is +3 seconds
- Tier 8
- Barrage hits all enemies within 5 meters and deals +16% damage, but reuse timer is +3 seconds
- Tier 9
- Barrage hits all enemies within 5 meters and deals +18% damage, but reuse timer is +3 seconds
- Tier 10
- Barrage hits all enemies within 5 meters and deals +20% damage, but reuse timer is +3 seconds
- Tier 11
- Barrage hits all enemies within 5 meters and deals +22% damage, but reuse timer is +3 seconds
- Tier 12
- Barrage hits all enemies within 5 meters and deals +24% damage, but reuse timer is +3 seconds
Expand
|
Mindfist |
|
Tier 6 - Barrage and Headbutt make the target 18% more vulnerable to Psychic damage for 20 seconds (this effect does not stack with itself) |
Necklace |
- Tier 1
- Barrage and Headbutt make the target 3% more vulnerable to Psychic damage for 20 seconds (this effect does not stack with itself)
- Tier 2
- Barrage and Headbutt make the target 6% more vulnerable to Psychic damage for 20 seconds (this effect does not stack with itself)
- Tier 3
- Barrage and Headbutt make the target 9% more vulnerable to Psychic damage for 20 seconds (this effect does not stack with itself)
- Tier 4
- Barrage and Headbutt make the target 12% more vulnerable to Psychic damage for 20 seconds (this effect does not stack with itself)
- Tier 5
- Barrage and Headbutt make the target 15% more vulnerable to Psychic damage for 20 seconds (this effect does not stack with itself)
- Tier 6
- Barrage and Headbutt make the target 18% more vulnerable to Psychic damage for 20 seconds (this effect does not stack with itself)
Expand
|
|
of Headbutt Bubbles |
Tier 12 - Headbutt deals +12% damage and conjures a magical field that mitigates 20% of all physical damage you take for 10 seconds (or until 200 damage is mitigated) |
Hands |
- Tier 1
- Headbutt deals +1% damage and conjures a magical field that mitigates 20% of all physical damage you take for 10 seconds (or until 200 damage is mitigated)
- Tier 2
- Headbutt deals +2% damage and conjures a magical field that mitigates 20% of all physical damage you take for 10 seconds (or until 200 damage is mitigated)
- Tier 3
- Headbutt deals +3% damage and conjures a magical field that mitigates 20% of all physical damage you take for 10 seconds (or until 200 damage is mitigated)
- Tier 4
- Headbutt deals +4% damage and conjures a magical field that mitigates 20% of all physical damage you take for 10 seconds (or until 200 damage is mitigated)
- Tier 5
- Headbutt deals +5% damage and conjures a magical field that mitigates 20% of all physical damage you take for 10 seconds (or until 200 damage is mitigated)
- Tier 6
- Headbutt deals +6% damage and conjures a magical field that mitigates 20% of all physical damage you take for 10 seconds (or until 200 damage is mitigated)
- Tier 7
- Headbutt deals +7% damage and conjures a magical field that mitigates 20% of all physical damage you take for 10 seconds (or until 200 damage is mitigated)
- Tier 8
- Headbutt deals +8% damage and conjures a magical field that mitigates 20% of all physical damage you take for 10 seconds (or until 200 damage is mitigated)
- Tier 9
- Headbutt deals +9% damage and conjures a magical field that mitigates 20% of all physical damage you take for 10 seconds (or until 200 damage is mitigated)
- Tier 10
- Headbutt deals +10% damage and conjures a magical field that mitigates 20% of all physical damage you take for 10 seconds (or until 200 damage is mitigated)
- Tier 11
- Headbutt deals +11% damage and conjures a magical field that mitigates 20% of all physical damage you take for 10 seconds (or until 200 damage is mitigated)
- Tier 12
- Headbutt deals +12% damage and conjures a magical field that mitigates 20% of all physical damage you take for 10 seconds (or until 200 damage is mitigated)
Expand
|
|
of Deadly Barrages |
Tier 12 - Barrage Damage +49% |
Legs, Ring |
- Tier 1
- Barrage Damage +5%
- Tier 2
- Barrage Damage +9%
- Tier 3
- Barrage Damage +13%
- Tier 4
- Barrage Damage +17%
- Tier 5
- Barrage Damage +21%
- Tier 6
- Barrage Damage +25%
- Tier 7
- Barrage Damage +29%
- Tier 8
- Barrage Damage +33%
- Tier 9
- Barrage Damage +37%
- Tier 10
- Barrage Damage +41%
- Tier 11
- Barrage Damage +45%
- Tier 12
- Barrage Damage +49%
Expand
|
|
of Fiery Barrages |
Tier 6 - Barrage and Headbutt ignite the target, causing them to take 95 damage over 20 seconds |
Legs, Ring |
- Tier 1
- Barrage and Headbutt ignite the target, causing them to take 25 damage over 20 seconds
- Tier 2
- Barrage and Headbutt ignite the target, causing them to take 35 damage over 20 seconds
- Tier 3
- Barrage and Headbutt ignite the target, causing them to take 40 damage over 20 seconds
- Tier 4
- Barrage and Headbutt ignite the target, causing them to take 50 damage over 20 seconds
- Tier 5
- Barrage and Headbutt ignite the target, causing them to take 60 damage over 20 seconds
- Tier 6
- Barrage and Headbutt ignite the target, causing them to take 95 damage over 20 seconds
Expand
|
|
of Headbutting Armor |
Tier 12 - Headbutt and Knee Kick deal +95 armor damage |
Legs, Ring |
- Tier 1
- Headbutt and Knee Kick deal +18 armor damage
- Tier 2
- Headbutt and Knee Kick deal +25 armor damage
- Tier 3
- Headbutt and Knee Kick deal +32 armor damage
- Tier 4
- Headbutt and Knee Kick deal +39 armor damage
- Tier 5
- Headbutt and Knee Kick deal +46 armor damage
- Tier 6
- Headbutt and Knee Kick deal +53 armor damage
- Tier 7
- Headbutt and Knee Kick deal +60 armor damage
- Tier 8
- Headbutt and Knee Kick deal +67 armor damage
- Tier 9
- Headbutt and Knee Kick deal +74 armor damage
- Tier 10
- Headbutt and Knee Kick deal +81 armor damage
- Tier 11
- Headbutt and Knee Kick deal +88 armor damage
- Tier 12
- Headbutt and Knee Kick deal +95 armor damage
Expand
|
|
of Calloused Barrages |
Tier 12 - Barrage costs -12 Power and restores 15 Armor to you |
Head, OffHand |
- Tier 1
- Barrage costs -1 Power and restores 3 Armor to you
- Tier 2
- Barrage costs -2 Power and restores 4 Armor to you
- Tier 3
- Barrage costs -3 Power and restores 6 Armor to you
- Tier 4
- Barrage costs -4 Power and restores 7 Armor to you
- Tier 5
- Barrage costs -5 Power and restores 8 Armor to you
- Tier 6
- Barrage costs -6 Power and restores 9 Armor to you
- Tier 7
- Barrage costs -7 Power and restores 10 Armor to you
- Tier 8
- Barrage costs -8 Power and restores 11 Armor to you
- Tier 9
- Barrage costs -9 Power and restores 12 Armor to you
- Tier 10
- Barrage costs -10 Power and restores 13 Armor to you
- Tier 11
- Barrage costs -11 Power and restores 14 Armor to you
- Tier 12
- Barrage costs -12 Power and restores 15 Armor to you
Expand
|
|
of Hip Throwing |
Tier 12 - Hip Throw Damage +43% |
Chest, MainHand |
- Tier 1
- Hip Throw Damage +10%
- Tier 2
- Hip Throw Damage +13%
- Tier 3
- Hip Throw Damage +16%
- Tier 4
- Hip Throw Damage +19%
- Tier 5
- Hip Throw Damage +22%
- Tier 6
- Hip Throw Damage +25%
- Tier 7
- Hip Throw Damage +28%
- Tier 8
- Hip Throw Damage +31%
- Tier 9
- Hip Throw Damage +34%
- Tier 10
- Hip Throw Damage +37%
- Tier 11
- Hip Throw Damage +40%
- Tier 12
- Hip Throw Damage +43%
Expand
|
|
of Armor Tossing |
Tier 12 - Hip Throw and Bodyslam deal +100 armor damage |
Necklace, Hands |
- Tier 1
- Hip Throw and Bodyslam deal +12 armor damage
- Tier 2
- Hip Throw and Bodyslam deal +20 armor damage
- Tier 3
- Hip Throw and Bodyslam deal +28 armor damage
- Tier 4
- Hip Throw and Bodyslam deal +36 armor damage
- Tier 5
- Hip Throw and Bodyslam deal +44 armor damage
- Tier 6
- Hip Throw and Bodyslam deal +52 armor damage
- Tier 7
- Hip Throw and Bodyslam deal +60 armor damage
- Tier 8
- Hip Throw and Bodyslam deal +68 armor damage
- Tier 9
- Hip Throw and Bodyslam deal +76 armor damage
- Tier 10
- Hip Throw and Bodyslam deal +84 armor damage
- Tier 11
- Hip Throw and Bodyslam deal +92 armor damage
- Tier 12
- Hip Throw and Bodyslam deal +100 armor damage
Expand
|
|
of Anger Tossing |
Tier 12 - Hip Throw and Bodyslam deal +18% damage and generate -250 Rage |
Head, Legs |
- Tier 1
- Hip Throw and Bodyslam deal +5% damage and generate -20 Rage
- Tier 2
- Hip Throw and Bodyslam deal +6% damage and generate -40 Rage
- Tier 3
- Hip Throw and Bodyslam deal +7% damage and generate -60 Rage
- Tier 4
- Hip Throw and Bodyslam deal +8% damage and generate -80 Rage
- Tier 5
- Hip Throw and Bodyslam deal +10% damage and generate -100 Rage
- Tier 6
- Hip Throw and Bodyslam deal +11% damage and generate -120 Rage
- Tier 7
- Hip Throw and Bodyslam deal +12% damage and generate -140 Rage
- Tier 8
- Hip Throw and Bodyslam deal +13% damage and generate -160 Rage
- Tier 9
- Hip Throw and Bodyslam deal +14% damage and generate -180 Rage
- Tier 10
- Hip Throw and Bodyslam deal +16% damage and generate -200 Rage
- Tier 11
- Hip Throw and Bodyslam deal +17% damage and generate -225 Rage
- Tier 12
- Hip Throw and Bodyslam deal +18% damage and generate -250 Rage
Expand
|
|
of Impossible Hip Throws |
Tier 6 - Hip Throw hits all enemies within 8 meters and deals +15% damage, but Power cost is +20 |
Hands |
- Tier 1
- Hip Throw hits all enemies within 8 meters, but Power cost is +20
- Tier 2
- Hip Throw hits all enemies within 8 meters and deals +3% damage, but Power cost is +20
- Tier 3
- Hip Throw hits all enemies within 8 meters and deals +6% damage, but Power cost is +20
- Tier 4
- Hip Throw hits all enemies within 8 meters and deals +9% damage, but Power cost is +20
- Tier 5
- Hip Throw hits all enemies within 8 meters and deals +12% damage, but Power cost is +20
- Tier 6
- Hip Throw hits all enemies within 8 meters and deals +15% damage, but Power cost is +20
Expand
|
Bodyslamming |
of Bodyslamming |
Tier 12 - Bodyslam Damage +43% |
MainHand, Ring |
- Tier 1
- Bodyslam Damage +10%
- Tier 2
- Bodyslam Damage +13%
- Tier 3
- Bodyslam Damage +16%
- Tier 4
- Bodyslam Damage +19%
- Tier 5
- Bodyslam Damage +22%
- Tier 6
- Bodyslam Damage +25%
- Tier 7
- Bodyslam Damage +28%
- Tier 8
- Bodyslam Damage +31%
- Tier 9
- Bodyslam Damage +34%
- Tier 10
- Bodyslam Damage +37%
- Tier 11
- Bodyslam Damage +40%
- Tier 12
- Bodyslam Damage +43%
Expand
|
|
of Crippling Slams |
Tier 6 - Bodyslam deals +30% damage and slows target's movement speed by 45% |
Head, Hands |
- Tier 1
- Bodyslam deals +5% damage and slows target's movement speed by 45%
- Tier 2
- Bodyslam deals +10% damage and slows target's movement speed by 45%
- Tier 3
- Bodyslam deals +15% damage and slows target's movement speed by 45%
- Tier 4
- Bodyslam deals +20% damage and slows target's movement speed by 45%
- Tier 5
- Bodyslam deals +25% damage and slows target's movement speed by 45%
- Tier 6
- Bodyslam deals +30% damage and slows target's movement speed by 45%
Expand
|
|
of Toxic Bruising |
Tier 6 - Bruising Blow causes the target to take +18% damage from Poison for 20 seconds (this effect does not stack with itself) |
Necklace |
- Tier 1
- Bruising Blow causes the target to take +3% damage from Poison for 20 seconds (this effect does not stack with itself)
- Tier 2
- Bruising Blow causes the target to take +6% damage from Poison for 20 seconds (this effect does not stack with itself)
- Tier 3
- Bruising Blow causes the target to take +9% damage from Poison for 20 seconds (this effect does not stack with itself)
- Tier 4
- Bruising Blow causes the target to take +12% damage from Poison for 20 seconds (this effect does not stack with itself)
- Tier 5
- Bruising Blow causes the target to take +15% damage from Poison for 20 seconds (this effect does not stack with itself)
- Tier 6
- Bruising Blow causes the target to take +18% damage from Poison for 20 seconds (this effect does not stack with itself)
Expand
|
|
of Slamming Weaklings |
Tier 10 - Bodyslam deals +330 damage to non-Elite enemies |
Necklace, MainHand |
- Tier 1
- Bodyslam deals +60 damage to non-Elite enemies
- Tier 2
- Bodyslam deals +90 damage to non-Elite enemies
- Tier 3
- Bodyslam deals +120 damage to non-Elite enemies
- Tier 4
- Bodyslam deals +150 damage to non-Elite enemies
- Tier 5
- Bodyslam deals +180 damage to non-Elite enemies
- Tier 6
- Bodyslam deals +210 damage to non-Elite enemies
- Tier 7
- Bodyslam deals +240 damage to non-Elite enemies
- Tier 8
- Bodyslam deals +270 damage to non-Elite enemies
- Tier 9
- Bodyslam deals +300 damage to non-Elite enemies
- Tier 10
- Bodyslam deals +330 damage to non-Elite enemies
Expand
|
|
of Healslamming |
Tier 12 - Bodyslam heals you for 100 health |
Chest, OffHand |
- Tier 1
- Bodyslam heals you for 10 health
- Tier 2
- Bodyslam heals you for 18 health
- Tier 3
- Bodyslam heals you for 26 health
- Tier 4
- Bodyslam heals you for 34 health
- Tier 5
- Bodyslam heals you for 42 health
- Tier 6
- Bodyslam heals you for 50 health
- Tier 7
- Bodyslam heals you for 58 health
- Tier 8
- Bodyslam heals you for 66 health
- Tier 9
- Bodyslam heals you for 74 health
- Tier 10
- Bodyslam heals you for 82 health
- Tier 11
- Bodyslam heals you for 90 health
- Tier 12
- Bodyslam heals you for 100 health
Expand
|
Serpentine |
of Cobra Striking |
Tier 12 - Cobra Strike and Mamba Strike Damage +32% |
Legs, Feet |
- Tier 1
- Cobra Strike and Mamba Strike Damage +10%
- Tier 2
- Cobra Strike and Mamba Strike Damage +12%
- Tier 3
- Cobra Strike and Mamba Strike Damage +14%
- Tier 4
- Cobra Strike and Mamba Strike Damage +16%
- Tier 5
- Cobra Strike and Mamba Strike Damage +18%
- Tier 6
- Cobra Strike and Mamba Strike Damage +20%
- Tier 7
- Cobra Strike and Mamba Strike Damage +22%
- Tier 8
- Cobra Strike and Mamba Strike Damage +24%
- Tier 9
- Cobra Strike and Mamba Strike Damage +26%
- Tier 10
- Cobra Strike and Mamba Strike Damage +28%
- Tier 11
- Cobra Strike and Mamba Strike Damage +30%
- Tier 12
- Cobra Strike and Mamba Strike Damage +32%
Expand
|
|
|
Tier 12 - Cobra Strike and Mamba Strike boost your Nice Attack and Signature Debuff ability damage +32 for 7 seconds |
Chest, Hands |
- Tier 1
- Cobra Strike and Mamba Strike boost your Nice Attack and Signature Debuff ability damage +10 for 7 seconds
- Tier 2
- Cobra Strike and Mamba Strike boost your Nice Attack and Signature Debuff ability damage +12 for 7 seconds
- Tier 3
- Cobra Strike and Mamba Strike boost your Nice Attack and Signature Debuff ability damage +14 for 7 seconds
- Tier 4
- Cobra Strike and Mamba Strike boost your Nice Attack and Signature Debuff ability damage +16 for 7 seconds
- Tier 5
- Cobra Strike and Mamba Strike boost your Nice Attack and Signature Debuff ability damage +18 for 7 seconds
- Tier 6
- Cobra Strike and Mamba Strike boost your Nice Attack and Signature Debuff ability damage +20 for 7 seconds
- Tier 7
- Cobra Strike and Mamba Strike boost your Nice Attack and Signature Debuff ability damage +22 for 7 seconds
- Tier 8
- Cobra Strike and Mamba Strike boost your Nice Attack and Signature Debuff ability damage +24 for 7 seconds
- Tier 9
- Cobra Strike and Mamba Strike boost your Nice Attack and Signature Debuff ability damage +26 for 7 seconds
- Tier 10
- Cobra Strike and Mamba Strike boost your Nice Attack and Signature Debuff ability damage +28 for 7 seconds
- Tier 11
- Cobra Strike and Mamba Strike boost your Nice Attack and Signature Debuff ability damage +30 for 7 seconds
- Tier 12
- Cobra Strike and Mamba Strike boost your Nice Attack and Signature Debuff ability damage +32 for 7 seconds
Expand
|
|
of Cobra Scales |
Tier 12 - Cobra Strike and Mamba Strike restore 24 Armor to you |
Chest, Ring |
- Tier 1
- Cobra Strike and Mamba Strike restore 2 Armor to you
- Tier 2
- Cobra Strike and Mamba Strike restore 4 Armor to you
- Tier 3
- Cobra Strike and Mamba Strike restore 6 Armor to you
- Tier 4
- Cobra Strike and Mamba Strike restore 8 Armor to you
- Tier 5
- Cobra Strike and Mamba Strike restore 10 Armor to you
- Tier 6
- Cobra Strike and Mamba Strike restore 12 Armor to you
- Tier 7
- Cobra Strike and Mamba Strike restore 14 Armor to you
- Tier 8
- Cobra Strike and Mamba Strike restore 16 Armor to you
- Tier 9
- Cobra Strike and Mamba Strike restore 18 Armor to you
- Tier 10
- Cobra Strike and Mamba Strike restore 20 Armor to you
- Tier 11
- Cobra Strike and Mamba Strike restore 22 Armor to you
- Tier 12
- Cobra Strike and Mamba Strike restore 24 Armor to you
Expand
|
Bruising |
of Bruises |
Tier 12 - Bruising Blow Damage +45% |
MainHand, Ring |
- Tier 1
- Bruising Blow Damage +12%
- Tier 2
- Bruising Blow Damage +15%
- Tier 3
- Bruising Blow Damage +18%
- Tier 4
- Bruising Blow Damage +21%
- Tier 5
- Bruising Blow Damage +24%
- Tier 6
- Bruising Blow Damage +27%
- Tier 7
- Bruising Blow Damage +30%
- Tier 8
- Bruising Blow Damage +33%
- Tier 9
- Bruising Blow Damage +36%
- Tier 10
- Bruising Blow Damage +39%
- Tier 11
- Bruising Blow Damage +42%
- Tier 12
- Bruising Blow Damage +45%
Expand
|
|
of Bruising Slams |
Tier 12 - Bruisng Blow deals +16% damage and hastens the current reuse timer of Bodyslam by 10 seconds |
Legs, Feet |
- Tier 1
- Bruisng Blow hastens the current reuse timer of Bodyslam by 1 second
- Tier 2
- Bruisng Blow deals +2% damage and hastens the current reuse timer of Bodyslam by 2 seconds
- Tier 3
- Bruisng Blow deals +3% damage and hastens the current reuse timer of Bodyslam by 3 seconds
- Tier 4
- Bruisng Blow deals +4% damage and hastens the current reuse timer of Bodyslam by 4 seconds
- Tier 5
- Bruisng Blow deals +5% damage and hastens the current reuse timer of Bodyslam by 5 seconds
- Tier 6
- Bruisng Blow deals +6% damage and hastens the current reuse timer of Bodyslam by 6 seconds
- Tier 7
- Bruisng Blow deals +7% damage and hastens the current reuse timer of Bodyslam by 7 seconds
- Tier 8
- Bruisng Blow deals +8% damage and hastens the current reuse timer of Bodyslam by 8 seconds
- Tier 9
- Bruisng Blow deals +9% damage and hastens the current reuse timer of Bodyslam by 9 seconds
- Tier 10
- Bruisng Blow deals +10% damage and hastens the current reuse timer of Bodyslam by 10 seconds
- Tier 11
- Bruisng Blow deals +13% damage and hastens the current reuse timer of Bodyslam by 10 seconds
- Tier 12
- Bruisng Blow deals +16% damage and hastens the current reuse timer of Bodyslam by 10 seconds
Expand
|
|
of Healthy Bruises |
Tier 12 - Bruising Blow and Headbutt restore 20 Health |
Legs, Necklace |
- Tier 1
- Bruising Blow and Headbutt restore 2 Health
- Tier 2
- Bruising Blow and Headbutt restore 3 Health
- Tier 3
- Bruising Blow and Headbutt restore 5 Health
- Tier 4
- Bruising Blow and Headbutt restore 6 Health
- Tier 5
- Bruising Blow and Headbutt restore 8 Health
- Tier 6
- Bruising Blow and Headbutt restore 9 Health
- Tier 7
- Bruising Blow and Headbutt restore 11 Health
- Tier 8
- Bruising Blow and Headbutt restore 13 Health
- Tier 9
- Bruising Blow and Headbutt restore 15 Health
- Tier 10
- Bruising Blow and Headbutt restore 17 Health
- Tier 11
- Bruising Blow and Headbutt restore 18 Health
- Tier 12
- Bruising Blow and Headbutt restore 20 Health
Expand
|
Slashing |
of Slashing Strikes |
Tier 6 - Slashing Strike Damage +35% |
OffHand, Necklace |
- Tier 1
- Slashing Strike Damage +10%
- Tier 2
- Slashing Strike Damage +15%
- Tier 3
- Slashing Strike Damage +20%
- Tier 4
- Slashing Strike Damage +25%
- Tier 5
- Slashing Strike Damage +30%
- Tier 6
- Slashing Strike Damage +35%
Expand
|
|
of Bleeding Strikes |
Tier 6 - Slashing Strike deals +20% damage plus 30 Trauma damage over 15 seconds |
MainHand, Necklace |
- Tier 1
- Slashing Strike deals +5% damage plus 15 Trauma damage over 15 seconds
- Tier 2
- Slashing Strike deals +8% damage plus 15 Trauma damage over 15 seconds
- Tier 3
- Slashing Strike deals +11% damage plus 15 Trauma damage over 15 seconds
- Tier 4
- Slashing Strike deals +14% damage plus 30 Trauma damage over 15 seconds
- Tier 5
- Slashing Strike deals +17% damage plus 30 Trauma damage over 15 seconds
- Tier 6
- Slashing Strike deals +20% damage plus 30 Trauma damage over 15 seconds
Expand
|
Slashing |
of Slashing Strikes |
Tier 6 - Slashing Strike and Claw Barrage boost damage from Epic attacks +42 for 10 seconds |
OffHand, Head |
- Tier 1
- Slashing Strike and Claw Barrage boost damage from Epic attacks +12 for 10 seconds
- Tier 2
- Slashing Strike and Claw Barrage boost damage from Epic attacks +18 for 10 seconds
- Tier 3
- Slashing Strike and Claw Barrage boost damage from Epic attacks +24 for 10 seconds
- Tier 4
- Slashing Strike and Claw Barrage boost damage from Epic attacks +30 for 10 seconds
- Tier 5
- Slashing Strike and Claw Barrage boost damage from Epic attacks +36 for 10 seconds
- Tier 6
- Slashing Strike and Claw Barrage boost damage from Epic attacks +42 for 10 seconds
Expand
|
|
|
Tier 6 - Slashing Strike deals +15% damage and hastens the current reuse timer of Hip Throw by 2 seconds |
Chest, Hands |
- Tier 1
- Slashing Strike deals +5% damage and hastens the current reuse timer of Hip Throw by 2 seconds
- Tier 2
- Slashing Strike deals +7% damage and hastens the current reuse timer of Hip Throw by 2 seconds
- Tier 3
- Slashing Strike deals +9% damage and hastens the current reuse timer of Hip Throw by 2 seconds
- Tier 4
- Slashing Strike deals +11% damage and hastens the current reuse timer of Hip Throw by 2 seconds
- Tier 5
- Slashing Strike deals +13% damage and hastens the current reuse timer of Hip Throw by 2 seconds
- Tier 6
- Slashing Strike deals +15% damage and hastens the current reuse timer of Hip Throw by 2 seconds
Expand
|
|
|
Tier 2 - Chance to Ignore Knockbacks +30% when Unarmed is active |
Feet, OffHand |
- Tier 1
- Chance to Ignore Knockbacks +25% when Unarmed is active
- Tier 2
- Chance to Ignore Knockbacks +30% when Unarmed is active
Expand
|
|
|
Tier 6 - Infuriating Fist deals +35% damage and taunts +300 |
OffHand, Ring |
- Tier 1
- Infuriating Fist deals +10% damage and taunts +50
- Tier 2
- Infuriating Fist deals +15% damage and taunts +100
- Tier 3
- Infuriating Fist deals +20% damage and taunts +150
- Tier 4
- Infuriating Fist deals +25% damage and taunts +200
- Tier 5
- Infuriating Fist deals +30% damage and taunts +250
- Tier 6
- Infuriating Fist deals +35% damage and taunts +300
Expand
|
|
of Traumatic Furious Punches |
Tier 6 - Infuriating Fist taunts +240 and deals 90 Trauma damage over 15 seconds |
Hands, Feet |
- Tier 1
- Infuriating Fist taunts +40 and deals 15 Trauma damage over 15 seconds
- Tier 2
- Infuriating Fist taunts +80 and deals 30 Trauma damage over 15 seconds
- Tier 3
- Infuriating Fist taunts +120 and deals 45 Trauma damage over 15 seconds
- Tier 4
- Infuriating Fist taunts +160 and deals 60 Trauma damage over 15 seconds
- Tier 5
- Infuriating Fist taunts +200 and deals 75 Trauma damage over 15 seconds
- Tier 6
- Infuriating Fist taunts +240 and deals 90 Trauma damage over 15 seconds
Expand
|
|
of Paradoxical Rage Fists |
Tier 6 - Infuriating Fist generates no Rage and instead reduces Rage by 450 |
Head, Chest |
- Tier 1
- Infuriating Fist generates no Rage and instead reduces Rage by 75
- Tier 2
- Infuriating Fist generates no Rage and instead reduces Rage by 150
- Tier 3
- Infuriating Fist generates no Rage and instead reduces Rage by 225
- Tier 4
- Infuriating Fist generates no Rage and instead reduces Rage by 300
- Tier 5
- Infuriating Fist generates no Rage and instead reduces Rage by 375
- Tier 6
- Infuriating Fist generates no Rage and instead reduces Rage by 450
Expand
|