Unarmed/Treasure Effects

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See also: Unarmed/Treasure Effects:By Slot

Unarmed

Prefix Suffix Best Tier Slot All Tiers
of Crippling Slams Tier 6 - Bodyslam deals +100% damage and slows target's movement speed by 45% MainHand, Ring

  • Tier 1
  • Bodyslam deals +10% damage and slows target's movement speed by 45%
    Tier 2
  • Bodyslam deals +25% damage and slows target's movement speed by 45%
    Tier 3
  • Bodyslam deals +40% damage and slows target's movement speed by 45%
    Tier 4
  • Bodyslam deals +65% damage and slows target's movement speed by 45%
    Tier 5
  • Bodyslam deals +80% damage and slows target's movement speed by 45%
    Tier 6
  • Bodyslam deals +100% damage and slows target's movement speed by 45%

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of Refreshing Punches Tier 6 - You regain 8 health whenever you use Punch or Jab Chest, OffHand, Ring

  • Tier 1
  • You regain 2 health whenever you use Punch or Jab
    Tier 2
  • You regain 3 health whenever you use Punch or Jab
    Tier 3
  • You regain 4 health whenever you use Punch or Jab
    Tier 4
  • You regain 5 health whenever you use Punch or Jab
    Tier 5
  • You regain 7 health whenever you use Punch or Jab
    Tier 6
  • You regain 8 health whenever you use Punch or Jab

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Bodyslamming of Bodyslamming Tier 12 - Bodyslam deals +190% damage MainHand, Ring

  • Tier 1
  • Bodyslam deals +25% damage
    Tier 2
  • Bodyslam deals +40% damage
    Tier 3
  • Bodyslam deals +55% damage
    Tier 4
  • Bodyslam deals +70% damage
    Tier 5
  • Bodyslam deals +85% damage
    Tier 6
  • Bodyslam deals +100% damage
    Tier 7
  • Bodyslam deals +115% damage
    Tier 8
  • Bodyslam deals +130% damage
    Tier 9
  • Bodyslam deals +145% damage
    Tier 10
  • Bodyslam deals +160% damage
    Tier 11
  • Bodyslam deals +175% damage
    Tier 12
  • Bodyslam deals +190% damage

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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.

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of Fiery Barrages Tier 6 - Barrage and Headbutt ignite the target, causing them to take 70 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 70 damage over 20 seconds

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Slashing of Slashing Strikes Tier 6 - Slashing Strike has a 70% chance to deal double slashing damage OffHand, Head

  • Tier 1
  • Slashing Strike has a 20% chance to deal double slashing damage
    Tier 2
  • Slashing Strike has a 30% chance to deal double slashing damage
    Tier 3
  • Slashing Strike has a 40% chance to deal double slashing damage
    Tier 4
  • Slashing Strike has a 50% chance to deal double slashing damage
    Tier 5
  • Slashing Strike has a 60% chance to deal double slashing damage
    Tier 6
  • Slashing Strike has a 70% chance to deal double slashing damage

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of Deadly Barrages Tier 12 - Barrage and Headbutt deal +36% damage Legs, Ring

  • Tier 1
  • Barrage and Headbutt deal +3% damage
    Tier 2
  • Barrage and Headbutt deal +6% damage
    Tier 3
  • Barrage and Headbutt deal +9% damage
    Tier 4
  • Barrage and Headbutt deal +12% damage
    Tier 5
  • Barrage and Headbutt deal +15% damage
    Tier 6
  • Barrage and Headbutt deal +18% damage
    Tier 7
  • Barrage and Headbutt deal +21% damage
    Tier 8
  • Barrage and Headbutt deal +24% damage
    Tier 9
  • Barrage and Headbutt deal +27% damage
    Tier 10
  • Barrage and Headbutt deal +30% damage
    Tier 11
  • Barrage and Headbutt deal +33% damage
    Tier 12
  • Barrage and Headbutt deal +36% damage

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Serpentine of Cobra Striking Tier 12 - Cobra Strike and Mamba Strike have a 54% chance to deal double damage Chest, Hands

  • Tier 1
  • Cobra Strike and Mamba Strike have a 10% chance to deal double damage
    Tier 2
  • Cobra Strike and Mamba Strike have a 14% chance to deal double damage
    Tier 3
  • Cobra Strike and Mamba Strike have a 18% chance to deal double damage
    Tier 4
  • Cobra Strike and Mamba Strike have a 22% chance to deal double damage
    Tier 5
  • Cobra Strike and Mamba Strike have a 26% chance to deal double damage
    Tier 6
  • Cobra Strike and Mamba Strike have a 30% chance to deal double damage
    Tier 7
  • Cobra Strike and Mamba Strike have a 34% chance to deal double damage
    Tier 8
  • Cobra Strike and Mamba Strike have a 38% chance to deal double damage
    Tier 9
  • Cobra Strike and Mamba Strike have a 42% chance to deal double damage
    Tier 10
  • Cobra Strike and Mamba Strike have a 46% chance to deal double damage
    Tier 11
  • Cobra Strike and Mamba Strike have a 50% chance to deal double damage
    Tier 12
  • Cobra Strike and Mamba Strike have a 54% chance to deal double damage

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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

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Martial Artist's Tier 6 - Unarmed Damage +6% OffHand, Necklace

  • Tier 1
  • Unarmed Damage +1%
    Tier 2
  • Unarmed Damage +2%
    Tier 3
  • Unarmed Damage +3%
    Tier 4
  • Unarmed Damage +4%
    Tier 5
  • Unarmed Damage +5%
    Tier 6
  • Unarmed Damage +6%

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Unflappable of Mind-Defense Tier 6 - Slashing Damage Reduction +6 when Unarmed is active, Psychic Damage Reduction +6 when Unarmed is active Head, Ring

  • Tier 1
  • Slashing Damage Reduction +1 when Unarmed is active, Psychic Damage Reduction +1 when Unarmed is active
    Tier 2
  • Slashing Damage Reduction +2 when Unarmed is active, Psychic Damage Reduction +2 when Unarmed is active
    Tier 3
  • Slashing Damage Reduction +3 when Unarmed is active, Psychic Damage Reduction +3 when Unarmed is active
    Tier 4
  • Slashing Damage Reduction +4 when Unarmed is active, Psychic Damage Reduction +4 when Unarmed is active
    Tier 5
  • Slashing Damage Reduction +5 when Unarmed is active, Psychic Damage Reduction +5 when Unarmed is active
    Tier 6
  • Slashing Damage Reduction +6 when Unarmed is active, Psychic Damage Reduction +6 when Unarmed is active

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of Bleeding Strikes Tier 6 - Slashing Strike has a 100% chance to deal an additional 60 Trauma damage over 15 seconds OffHand, Necklace

  • Tier 1
  • Slashing Strike has a 40% chance to deal an additional 60 Trauma damage over 15 seconds
    Tier 2
  • Slashing Strike has a 50% chance to deal an additional 60 Trauma damage over 15 seconds
    Tier 3
  • Slashing Strike has a 60% chance to deal an additional 60 Trauma damage over 15 seconds
    Tier 4
  • Slashing Strike has a 70% chance to deal an additional 60 Trauma damage over 15 seconds
    Tier 5
  • Slashing Strike has a 80% chance to deal an additional 60 Trauma damage over 15 seconds
    Tier 6
  • Slashing Strike has a 100% chance to deal an additional 60 Trauma damage over 15 seconds

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Platefooted Tier 12 - You regain 35 Armor whenever you use a kick (from any skill!) Chest, Ring

  • Tier 1
  • You regain 5 Armor whenever you use a kick (from any skill!)
    Tier 2
  • You regain 7 Armor whenever you use a kick (from any skill!)
    Tier 3
  • You regain 9 Armor whenever you use a kick (from any skill!)
    Tier 4
  • You regain 11 Armor whenever you use a kick (from any skill!)
    Tier 5
  • You regain 13 Armor whenever you use a kick (from any skill!)
    Tier 6
  • You regain 15 Armor whenever you use a kick (from any skill!)
    Tier 7
  • You regain 17 Armor whenever you use a kick (from any skill!)
    Tier 8
  • You regain 19 Armor whenever you use a kick (from any skill!)
    Tier 9
  • You regain 23 Armor whenever you use a kick (from any skill!)
    Tier 10
  • You regain 27 Armor whenever you use a kick (from any skill!)
    Tier 11
  • You regain 31 Armor whenever you use a kick (from any skill!)
    Tier 12
  • You regain 35 Armor whenever you use a kick (from any skill!)

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Ankle-Kicking of Ankle-Kicking Tier 5 - Any kick attack (including animal kicks!) has a 70% chance to slow target's movement by 25% Hands

  • Tier 1
  • Any kick attack (including animal kicks!) has a 30% chance to slow target's movement by 25%
    Tier 2
  • Any kick attack (including animal kicks!) has a 40% chance to slow target's movement by 25%
    Tier 3
  • Any kick attack (including animal kicks!) has a 50% chance to slow target's movement by 25%
    Tier 4
  • Any kick attack (including animal kicks!) has a 60% chance to slow target's movement by 25%
    Tier 5
  • Any kick attack (including animal kicks!) has a 70% chance to slow target's movement by 25%

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of Naked Fury Tier 12 - Unarmed attacks deal +40% damage when you have 33% or less of your Armor left Legs, Necklace

  • Tier 1
  • Unarmed attacks deal +1 damage when you have 33% or less of your Armor left
    Tier 2
  • Unarmed attacks deal +2 damage when you have 33% or less of your Armor left
    Tier 3
  • Unarmed attacks deal +5% damage when you have 33% or less of your Armor left
    Tier 4
  • Unarmed attacks deal +10% damage when you have 33% or less of your Armor left
    Tier 5
  • Unarmed attacks deal +30% damage when you have 33% or less of your Armor left
    Tier 6
  • Unarmed attacks deal +16% damage when you have 33% or less of your Armor left
    Tier 7
  • Unarmed attacks deal +20% damage when you have 33% or less of your Armor left
    Tier 8
  • Unarmed attacks deal +25% damage when you have 33% or less of your Armor left
    Tier 9
  • Unarmed attacks deal +27% damage when you have 33% or less of your Armor left
    Tier 10
  • Unarmed attacks deal +30% damage when you have 33% or less of your Armor left
    Tier 11
  • Unarmed attacks deal +35% damage when you have 33% or less of your Armor left
    Tier 12
  • Unarmed attacks deal +40% damage when you have 33% or less of your Armor left

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of Bruising Slams Tier 12 - Bruising Blow has a 30% chance to deal double damage and reset the timer on Bodyslam (so it can be used again immediately) Legs, Feet

  • Tier 1
  • Bruising Blow has a 10% chance to deal double damage and reset the timer on Bodyslam (so it can be used again immediately)
    Tier 2
  • Bruising Blow has a 11% chance to deal double damage and reset the timer on Bodyslam (so it can be used again immediately)
    Tier 3
  • Bruising Blow has a 12% chance to deal double damage and reset the timer on Bodyslam (so it can be used again immediately)
    Tier 4
  • Bruising Blow has a 13% chance to deal double damage and reset the timer on Bodyslam (so it can be used again immediately)
    Tier 5
  • Bruising Blow has a 14% chance to deal double damage and reset the timer on Bodyslam (so it can be used again immediately)
    Tier 6
  • Bruising Blow has a 15% chance to deal double damage and reset the timer on Bodyslam (so it can be used again immediately)
    Tier 7
  • Bruising Blow has a 16% chance to deal double damage and reset the timer on Bodyslam (so it can be used again immediately)
    Tier 8
  • Bruising Blow has a 17% chance to deal double damage and reset the timer on Bodyslam (so it can be used again immediately)
    Tier 9
  • Bruising Blow has a 19% chance to deal double damage and reset the timer on Bodyslam (so it can be used again immediately)
    Tier 10
  • Bruising Blow has a 22% chance to deal double damage and reset the timer on Bodyslam (so it can be used again immediately)
    Tier 11
  • Bruising Blow has a 26% chance to deal double damage and reset the timer on Bodyslam (so it can be used again immediately)
    Tier 12
  • Bruising Blow has a 30% chance to deal double damage and reset the timer on Bodyslam (so it can be used again immediately)

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of Barrage Bubbles Tier 12 - Headbutt attacks have a 68% chance to conjure a magical field that mitigates 100% of all physical damage you take for 10 seconds (or until 100 damage is mitigated) Hands, Feet

  • Tier 1
  • Headbutt attacks have a 13% chance to conjure a magical field that mitigates 100% of all physical damage you take for 10 seconds (or until 100 damage is mitigated)
    Tier 2
  • Headbutt attacks have a 18% chance to conjure a magical field that mitigates 100% of all physical damage you take for 10 seconds (or until 100 damage is mitigated)
    Tier 3
  • Headbutt attacks have a 23% chance to conjure a magical field that mitigates 100% of all physical damage you take for 10 seconds (or until 100 damage is mitigated)
    Tier 4
  • Headbutt attacks have a 28% chance to conjure a magical field that mitigates 100% of all physical damage you take for 10 seconds (or until 100 damage is mitigated)
    Tier 5
  • Headbutt attacks have a 33% chance to conjure a magical field that mitigates 100% of all physical damage you take for 10 seconds (or until 100 damage is mitigated)
    Tier 6
  • Headbutt attacks have a 38% chance to conjure a magical field that mitigates 100% of all physical damage you take for 10 seconds (or until 100 damage is mitigated)
    Tier 7
  • Headbutt attacks have a 43% chance to conjure a magical field that mitigates 100% of all physical damage you take for 10 seconds (or until 100 damage is mitigated)
    Tier 8
  • Headbutt attacks have a 48% chance to conjure a magical field that mitigates 100% of all physical damage you take for 10 seconds (or until 100 damage is mitigated)
    Tier 9
  • Headbutt attacks have a 53% chance to conjure a magical field that mitigates 100% of all physical damage you take for 10 seconds (or until 100 damage is mitigated)
    Tier 10
  • Headbutt attacks have a 58% chance to conjure a magical field that mitigates 100% of all physical damage you take for 10 seconds (or until 100 damage is mitigated)
    Tier 11
  • Headbutt attacks have a 63% chance to conjure a magical field that mitigates 100% of all physical damage you take for 10 seconds (or until 100 damage is mitigated)
    Tier 12
  • Headbutt attacks have a 68% chance to conjure a magical field that mitigates 100% of all physical damage you take for 10 seconds (or until 100 damage is mitigated)

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of Kicking Away Toxins Tier 12 - Kick attacks have a 55% chance to conjure a magical field that mitigates 30% of all Poison, Acid, or Nature 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. Hands, Feet

  • Tier 1
  • Kick attacks have a 5% chance to conjure a magical field that mitigates 30% of all Poison, Acid, or Nature 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
  • Kick attacks have a 10% chance to conjure a magical field that mitigates 30% of all Poison, Acid, or Nature 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
  • Kick attacks have a 15% chance to conjure a magical field that mitigates 30% of all Poison, Acid, or Nature 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
  • Kick attacks have a 20% chance to conjure a magical field that mitigates 30% of all Poison, Acid, or Nature 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
  • Kick attacks have a 24% chance to conjure a magical field that mitigates 30% of all Poison, Acid, or Nature 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
  • Kick attacks have a 28% chance to conjure a magical field that mitigates 30% of all Poison, Acid, or Nature 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
  • Kick attacks have a 32% chance to conjure a magical field that mitigates 30% of all Poison, Acid, or Nature 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
  • Kick attacks have a 36% chance to conjure a magical field that mitigates 30% of all Poison, Acid, or Nature 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
  • Kick attacks have a 40% chance to conjure a magical field that mitigates 30% of all Poison, Acid, or Nature 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
  • Kick attacks have a 45% chance to conjure a magical field that mitigates 30% of all Poison, Acid, or Nature 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
  • Kick attacks have a 50% chance to conjure a magical field that mitigates 30% of all Poison, Acid, or Nature 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
  • Kick attacks have a 55% chance to conjure a magical field that mitigates 30% of all Poison, Acid, or Nature 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.

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Kicking of Kicking Tier 12 - All kick attacks (even animal kicks!) deal +33 damage Legs, MainHand, Ring

  • Tier 1
  • All kick attacks (even animal kicks!) deal +2 damage
    Tier 2
  • All kick attacks (even animal kicks!) deal +5 damage
    Tier 3
  • All kick attacks (even animal kicks!) deal +8 damage
    Tier 4
  • All kick attacks (even animal kicks!) deal +11 damage
    Tier 5
  • All kick attacks (even animal kicks!) deal +14 damage
    Tier 6
  • All kick attacks (even animal kicks!) deal +17 damage
    Tier 7
  • All kick attacks (even animal kicks!) deal +20 damage
    Tier 8
  • All kick attacks (even animal kicks!) deal +22 damage
    Tier 9
  • All kick attacks (even animal kicks!) deal +24 damage
    Tier 10
  • All kick attacks (even animal kicks!) deal +26 damage
    Tier 11
  • All kick attacks (even animal kicks!) deal +29 damage
    Tier 12
  • All kick attacks (even animal kicks!) deal +33 damage

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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).

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of Armor Barrages Tier 12 - Headbutt deals +76 armor damage Legs, Ring

  • Tier 1
  • Headbutt deals +10 armor damage
    Tier 2
  • Headbutt deals +16 armor damage
    Tier 3
  • Headbutt deals +22 armor damage
    Tier 4
  • Headbutt deals +28 armor damage
    Tier 5
  • Headbutt deals +34 armor damage
    Tier 6
  • Headbutt deals +40 armor damage
    Tier 7
  • Headbutt deals +46 armor damage
    Tier 8
  • Headbutt deals +52 armor damage
    Tier 9
  • Headbutt deals +58 armor damage
    Tier 10
  • Headbutt deals +64 armor damage
    Tier 11
  • Headbutt deals +70 armor damage
    Tier 12
  • Headbutt deals +76 armor damage

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of Armor Punching Tier 12 - Punch and Jab attacks deal +24 armor damage Chest, Feet

  • Tier 1
  • Punch and Jab attacks deal +2 armor damage
    Tier 2
  • Punch and Jab attacks deal +4 armor damage
    Tier 3
  • Punch and Jab attacks deal +6 armor damage
    Tier 4
  • Punch and Jab attacks deal +8 armor damage
    Tier 5
  • Punch and Jab attacks deal +10 armor damage
    Tier 6
  • Punch and Jab attacks deal +12 armor damage
    Tier 7
  • Punch and Jab attacks deal +14 armor damage
    Tier 8
  • Punch and Jab attacks deal +16 armor damage
    Tier 9
  • Punch and Jab attacks deal +18 armor damage
    Tier 10
  • Punch and Jab attacks deal +20 armor damage
    Tier 11
  • Punch and Jab attacks deal +22 armor damage
    Tier 12
  • Punch and Jab attacks deal +24 armor damage

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Slashing of Slashing Strikes Tier 6 - Slashing Strike generates -200 Rage OffHand, Head

  • Tier 1
  • Slashing Strike generates -60 Rage
    Tier 2
  • Slashing Strike generates -90 Rage
    Tier 3
  • Slashing Strike generates -120 Rage
    Tier 4
  • Slashing Strike generates -150 Rage
    Tier 5
  • Slashing Strike generates -170 Rage
    Tier 6
  • Slashing Strike generates -200 Rage

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of Healthy Bruises Tier 12 - Bruising Blow restores 25 health Legs, Necklace

  • Tier 1
  • Bruising Blow restores 2 health
    Tier 2
  • Bruising Blow restores 3 health
    Tier 3
  • Bruising Blow restores 5 health
    Tier 4
  • Bruising Blow restores 7 health
    Tier 5
  • Bruising Blow restores 9 health
    Tier 6
  • Bruising Blow restores 11 health
    Tier 7
  • Bruising Blow restores 13 health
    Tier 8
  • Bruising Blow restores 14 health
    Tier 9
  • Bruising Blow restores 16 health
    Tier 10
  • Bruising Blow restores 18 health
    Tier 11
  • Bruising Blow restores 22 health
    Tier 12
  • Bruising Blow restores 25 health

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Uncrushable of Crush-Defense Tier 12 - Crushing Damage Reduction +12 when Unarmed is active, Trauma Damage Reduction +6 when Unarmed is active Head, Ring

  • Tier 1
  • Crushing Damage Reduction +1 when Unarmed is active, Trauma Damage Reduction +1 when Unarmed is active
    Tier 2
  • Crushing Damage Reduction +2 when Unarmed is active, Trauma Damage Reduction +1 when Unarmed is active
    Tier 3
  • Crushing Damage Reduction +3 when Unarmed is active, Trauma Damage Reduction +2 when Unarmed is active
    Tier 4
  • Crushing Damage Reduction +4 when Unarmed is active, Trauma Damage Reduction +2 when Unarmed is active
    Tier 5
  • Crushing Damage Reduction +5 when Unarmed is active, Trauma Damage Reduction +3 when Unarmed is active
    Tier 6
  • Crushing Damage Reduction +6 when Unarmed is active, Trauma Damage Reduction +3 when Unarmed is active
    Tier 7
  • Crushing Damage Reduction +7 when Unarmed is active, Trauma Damage Reduction +4 when Unarmed is active
    Tier 8
  • Crushing Damage Reduction +8 when Unarmed is active, Trauma Damage Reduction +4 when Unarmed is active
    Tier 9
  • Crushing Damage Reduction +9 when Unarmed is active, Trauma Damage Reduction +5 when Unarmed is active
    Tier 10
  • Crushing Damage Reduction +10 when Unarmed is active, Trauma Damage Reduction +5 when Unarmed is active
    Tier 11
  • Crushing Damage Reduction +11 when Unarmed is active, Trauma Damage Reduction +6 when Unarmed is active
    Tier 12
  • Crushing Damage Reduction +12 when Unarmed is active, Trauma Damage Reduction +6 when Unarmed is active

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of Reckless Barrages Tier 12 - Barrage and Headbutt hit all enemies within 5 meters and deal +24% damage Hands

  • Tier 1
  • Barrage and Headbutt hit all enemies within 5 meters and deal +2% damage
    Tier 2
  • Barrage and Headbutt hit all enemies within 5 meters and deal +4% damage
    Tier 3
  • Barrage and Headbutt hit all enemies within 5 meters and deal +6% damage
    Tier 4
  • Barrage and Headbutt hit all enemies within 5 meters and deal +8% damage
    Tier 5
  • Barrage and Headbutt hit all enemies within 5 meters and deal +10% damage
    Tier 6
  • Barrage and Headbutt hit all enemies within 5 meters and deal +12% damage
    Tier 7
  • Barrage and Headbutt hit all enemies within 5 meters and deal +14% damage
    Tier 8
  • Barrage and Headbutt hit all enemies within 5 meters and deal +16% damage
    Tier 9
  • Barrage and Headbutt hit all enemies within 5 meters and deal +18% damage
    Tier 10
  • Barrage and Headbutt hit all enemies within 5 meters and deal +20% damage
    Tier 11
  • Barrage and Headbutt hit all enemies within 5 meters and deal +22% damage
    Tier 12
  • Barrage and Headbutt hit all enemies within 5 meters and deal +24% damage

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of Armor Tossing Tier 12 - Hip Throw and Bodyslam deal +132 armor damage Hands, Feet

  • Tier 1
  • Hip Throw and Bodyslam deal +11 armor damage
    Tier 2
  • Hip Throw and Bodyslam deal +22 armor damage
    Tier 3
  • Hip Throw and Bodyslam deal +33 armor damage
    Tier 4
  • Hip Throw and Bodyslam deal +44 armor damage
    Tier 5
  • Hip Throw and Bodyslam deal +55 armor damage
    Tier 6
  • Hip Throw and Bodyslam deal +66 armor damage
    Tier 7
  • Hip Throw and Bodyslam deal +77 armor damage
    Tier 8
  • Hip Throw and Bodyslam deal +88 armor damage
    Tier 9
  • Hip Throw and Bodyslam deal +99 armor damage
    Tier 10
  • Hip Throw and Bodyslam deal +110 armor damage
    Tier 11
  • Hip Throw and Bodyslam deal +121 armor damage
    Tier 12
  • Hip Throw and Bodyslam deal +132 armor damage

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of Impossible Hip Throws Tier 6 - Hip Throw and Bodyslam deal +15% damage and hit all enemies within 5 meters Hands

  • Tier 1
  • Hip Throw and Bodyslam hit all enemies within 5 meters
    Tier 2
  • Hip Throw and Bodyslam deal +3% damage and hit all enemies within 5 meters
    Tier 3
  • Hip Throw and Bodyslam deal +6% damage and hit all enemies within 5 meters
    Tier 4
  • Hip Throw and Bodyslam deal +9% damage and hit all enemies within 5 meters
    Tier 5
  • Hip Throw and Bodyslam deal +12% damage and hit all enemies within 5 meters
    Tier 6
  • Hip Throw and Bodyslam deal +15% damage and hit all enemies within 5 meters

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Bruising of Bruises Tier 12 - Bruising Blow deals +85% damage MainHand, Ring

  • Tier 1
  • Bruising Blow deals +8% damage
    Tier 2
  • Bruising Blow deals +15% damage
    Tier 3
  • Bruising Blow deals +22% damage
    Tier 4
  • Bruising Blow deals +29% damage
    Tier 5
  • Bruising Blow deals +36% damage
    Tier 6
  • Bruising Blow deals +43% damage
    Tier 7
  • Bruising Blow deals +50% damage
    Tier 8
  • Bruising Blow deals +57% damage
    Tier 9
  • Bruising Blow deals +64% damage
    Tier 10
  • Bruising Blow deals +71% damage
    Tier 11
  • Bruising Blow deals +78% damage
    Tier 12
  • Bruising Blow deals +85% damage

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Mindfist Tier 6 - Barrage and Headbutt attacks make the target 30% more vulnerable to Psychic damage for 20 seconds - THIS MOD IS RETIRED. IF YOUR GEAR HAS IT, IT'LL BREAK SOON UNLESS YOU TRANSMUTE IT AWAY Necklace

  • Tier 1
  • Barrage and Headbutt attacks make the target 5% more vulnerable to Psychic damage for 20 seconds
    Tier 2
  • Barrage and Headbutt attacks make the target 10% more vulnerable to Psychic damage for 20 seconds
    Tier 3
  • Barrage and Headbutt attacks make the target 15% more vulnerable to Psychic damage for 20 seconds
    Tier 4
  • Barrage and Headbutt attacks make the target 20% more vulnerable to Psychic damage for 20 seconds
    Tier 5
  • Barrage and Headbutt attacks make the target 25% more vulnerable to Psychic damage for 20 seconds
    Tier 6
  • Barrage and Headbutt attacks make the target 30% more vulnerable to Psychic damage for 20 seconds

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Knee-Shattering of Knee-Shattering Tier 5 - Any kick attack (including animal kicks!) has a 36% chance to slow target's movement by 45% Feet

  • Tier 1
  • Any kick attack (including animal kicks!) has a 8% chance to slow target's movement by 45%
    Tier 2
  • Any kick attack (including animal kicks!) has a 15% chance to slow target's movement by 45%
    Tier 3
  • Any kick attack (including animal kicks!) has a 22% chance to slow target's movement by 45%
    Tier 4
  • Any kick attack (including animal kicks!) has a 29% chance to slow target's movement by 45%
    Tier 5
  • Any kick attack (including animal kicks!) has a 36% chance to slow target's movement by 45%

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Serpentine of Cobra Striking Tier 12 - Cobra Strike and Mamba Strike deal +48% damage Chest, Feet

  • Tier 1
  • Cobra Strike and Mamba Strike deal +4% damage
    Tier 2
  • Cobra Strike and Mamba Strike deal +8% damage
    Tier 3
  • Cobra Strike and Mamba Strike deal +12% damage
    Tier 4
  • Cobra Strike and Mamba Strike deal +16% damage
    Tier 5
  • Cobra Strike and Mamba Strike deal +20% damage
    Tier 6
  • Cobra Strike and Mamba Strike deal +24% damage
    Tier 7
  • Cobra Strike and Mamba Strike deal +28% damage
    Tier 8
  • Cobra Strike and Mamba Strike deal +32% damage
    Tier 9
  • Cobra Strike and Mamba Strike deal +36% damage
    Tier 10
  • Cobra Strike and Mamba Strike deal +40% damage
    Tier 11
  • Cobra Strike and Mamba Strike deal +44% damage
    Tier 12
  • Cobra Strike and Mamba Strike deal +48% damage

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Hip-Shattering of Hip-Shattering Tier 5 - Any kick attack (including animal kicks!) has a 24% chance to slow target's movement by 75% OffHand

  • Tier 1
  • Any kick attack (including animal kicks!) has a 8% chance to slow target's movement by 75%
    Tier 2
  • Any kick attack (including animal kicks!) has a 12% chance to slow target's movement by 75%
    Tier 3
  • Any kick attack (including animal kicks!) has a 16% chance to slow target's movement by 75%
    Tier 4
  • Any kick attack (including animal kicks!) has a 20% chance to slow target's movement by 75%
    Tier 5
  • Any kick attack (including animal kicks!) has a 24% chance to slow target's movement by 75%

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of Angst Fists Tier 12 - Whenever you take physical damage (Slashing/Crushing/Piercing) 24% of that damage is reflected back in your next Punch or Jab. Legs, Feet

  • Tier 1
  • Whenever you take physical damage (Slashing/Crushing/Piercing) 2% of that damage is reflected back in your next Punch or Jab.
    Tier 2
  • Whenever you take physical damage (Slashing/Crushing/Piercing) 4% of that damage is reflected back in your next Punch or Jab.
    Tier 3
  • Whenever you take physical damage (Slashing/Crushing/Piercing) 6% of that damage is reflected back in your next Punch or Jab.
    Tier 4
  • Whenever you take physical damage (Slashing/Crushing/Piercing) 8% of that damage is reflected back in your next Punch or Jab.
    Tier 5
  • Whenever you take physical damage (Slashing/Crushing/Piercing) 10% of that damage is reflected back in your next Punch or Jab.
    Tier 6
  • Whenever you take physical damage (Slashing/Crushing/Piercing) 12% of that damage is reflected back in your next Punch or Jab.
    Tier 7
  • Whenever you take physical damage (Slashing/Crushing/Piercing) 14% of that damage is reflected back in your next Punch or Jab.
    Tier 8
  • Whenever you take physical damage (Slashing/Crushing/Piercing) 16% of that damage is reflected back in your next Punch or Jab.
    Tier 9
  • Whenever you take physical damage (Slashing/Crushing/Piercing) 18% of that damage is reflected back in your next Punch or Jab.
    Tier 10
  • Whenever you take physical damage (Slashing/Crushing/Piercing) 20% of that damage is reflected back in your next Punch or Jab.
    Tier 11
  • Whenever you take physical damage (Slashing/Crushing/Piercing) 22% of that damage is reflected back in your next Punch or Jab.
    Tier 12
  • Whenever you take physical damage (Slashing/Crushing/Piercing) 24% of that damage is reflected back in your next Punch or Jab.

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of Slamming Snails Tier 10 - Bodyslam deals +350 damage to Snails Necklace, MainHand

  • Tier 1
  • Bodyslam deals +35 damage to Snails
    Tier 2
  • Bodyslam deals +70 damage to Snails
    Tier 3
  • Bodyslam deals +105 damage to Snails
    Tier 4
  • Bodyslam deals +140 damage to Snails
    Tier 5
  • Bodyslam deals +175 damage to Snails
    Tier 6
  • Bodyslam deals +210 damage to Snails
    Tier 7
  • Bodyslam deals +245 damage to Snails
    Tier 8
  • Bodyslam deals +280 damage to Snails
    Tier 9
  • Bodyslam deals +315 damage to Snails
    Tier 10
  • Bodyslam deals +350 damage to Snails

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Martial of Deadly Fists Tier 6 - Unarmed Damage +35% Head, MainHand

  • Tier 1
  • Unarmed Damage +10%
    Tier 2
  • Unarmed Damage +15%
    Tier 3
  • Unarmed Damage +20%
    Tier 4
  • Unarmed Damage +25%
    Tier 5
  • Unarmed Damage +30%
    Tier 6
  • Unarmed Damage +35%

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of Kicking While Nude Tier 12 - Any kick attack (including animal kicks!) deals +110% damage when you have 33% or less of your Armor left Legs, Necklace

  • Tier 1
  • Any kick attack (including animal kicks!) deals +22% damage when you have 33% or less of your Armor left
    Tier 2
  • Any kick attack (including animal kicks!) deals +30% damage when you have 33% or less of your Armor left
    Tier 3
  • Any kick attack (including animal kicks!) deals +38% damage when you have 33% or less of your Armor left
    Tier 4
  • Any kick attack (including animal kicks!) deals +46% damage when you have 33% or less of your Armor left
    Tier 5
  • Any kick attack (including animal kicks!) deals +54% damage when you have 33% or less of your Armor left
    Tier 6
  • Any kick attack (including animal kicks!) deals +62% damage when you have 33% or less of your Armor left
    Tier 7
  • Any kick attack (including animal kicks!) deals +70% damage when you have 33% or less of your Armor left
    Tier 8
  • Any kick attack (including animal kicks!) deals +78% damage when you have 33% or less of your Armor left
    Tier 9
  • Any kick attack (including animal kicks!) deals +86% damage when you have 33% or less of your Armor left
    Tier 10
  • Any kick attack (including animal kicks!) deals +94% damage when you have 33% or less of your Armor left
    Tier 11
  • Any kick attack (including animal kicks!) deals +102% damage when you have 33% or less of your Armor left
    Tier 12
  • Any kick attack (including animal kicks!) deals +110% damage when you have 33% or less of your Armor left

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of Healslamming Tier 12 - Bodyslam heals you for 100 health Ring, 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

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of Armor Hatred Tier 6 - Unarmed attacks deal +13 Armor damage Head, MainHand

  • Tier 1
  • Unarmed attacks deal +2 Armor damage
    Tier 2
  • Unarmed attacks deal +4 Armor damage
    Tier 3
  • Unarmed attacks deal +6 Armor damage
    Tier 4
  • Unarmed attacks deal +8 Armor damage
    Tier 5
  • Unarmed attacks deal +10 Armor damage
    Tier 6
  • Unarmed attacks deal +13 Armor damage

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of Slamming and Jogging Tier 6 - Bodyslam deals +50 damage and boosts your sprint speed by 5 for 20 seconds Feet, Necklace

  • Tier 1
  • Bodyslam deals +6 damage and boosts your sprint speed by 1 for 20 seconds
    Tier 2
  • Bodyslam deals +12 damage and boosts your sprint speed by 2 for 20 seconds
    Tier 3
  • Bodyslam deals +18 damage and boosts your sprint speed by 3 for 20 seconds
    Tier 4
  • Bodyslam deals +24 damage and boosts your sprint speed by 4 for 20 seconds
    Tier 5
  • Bodyslam deals +30 damage and boosts your sprint speed by 5 for 20 seconds
    Tier 6
  • Bodyslam deals +50 damage and boosts your sprint speed by 5 for 20 seconds

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Slashing of Slashing Strikes Tier 6 - Slashing Strike deals +70% damage OffHand, Necklace

  • Tier 1
  • Slashing Strike deals +20% damage
    Tier 2
  • Slashing Strike deals +30% damage
    Tier 3
  • Slashing Strike deals +40% damage
    Tier 4
  • Slashing Strike deals +50% damage
    Tier 5
  • Slashing Strike deals +60% damage
    Tier 6
  • Slashing Strike deals +70% damage

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of Hip Throwing Tier 12 - Hip Throw and Bodyslam deal +111% damage Legs, Feet

  • Tier 1
  • Hip Throw and Bodyslam deal +12% damage
    Tier 2
  • Hip Throw and Bodyslam deal +21% damage
    Tier 3
  • Hip Throw and Bodyslam deal +30% damage
    Tier 4
  • Hip Throw and Bodyslam deal +39% damage
    Tier 5
  • Hip Throw and Bodyslam deal +48% damage
    Tier 6
  • Hip Throw and Bodyslam deal +57% damage
    Tier 7
  • Hip Throw and Bodyslam deal +66% damage
    Tier 8
  • Hip Throw and Bodyslam deal +75% damage
    Tier 9
  • Hip Throw and Bodyslam deal +84% damage
    Tier 10
  • Hip Throw and Bodyslam deal +93% damage
    Tier 11
  • Hip Throw and Bodyslam deal +102% damage
    Tier 12
  • Hip Throw and Bodyslam deal +111% damage

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of Calloused Barrages Tier 12 - Barrage restores 55 Armor to you Head, OffHand

  • Tier 1
  • Barrage restores 4 Armor to you
    Tier 2
  • Barrage restores 8 Armor to you
    Tier 3
  • Barrage restores 12 Armor to you
    Tier 4
  • Barrage restores 16 Armor to you
    Tier 5
  • Barrage restores 20 Armor to you
    Tier 6
  • Barrage restores 25 Armor to you
    Tier 7
  • Barrage restores 30 Armor to you
    Tier 8
  • Barrage restores 35 Armor to you
    Tier 9
  • Barrage restores 40 Armor to you
    Tier 10
  • Barrage restores 45 Armor to you
    Tier 11
  • Barrage restores 50 Armor to you
    Tier 12
  • Barrage restores 55 Armor to you

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of Cobra Scales Tier 12 - Cobra Strike and Mamba Strike restore 17 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 3 Armor to you
    Tier 3
  • Cobra Strike and Mamba Strike restore 5 Armor to you
    Tier 4
  • Cobra Strike and Mamba Strike restore 7 Armor to you
    Tier 5
  • Cobra Strike and Mamba Strike restore 8 Armor to you
    Tier 6
  • Cobra Strike and Mamba Strike restore 9 Armor to you
    Tier 7
  • Cobra Strike and Mamba Strike restore 10 Armor to you
    Tier 8
  • Cobra Strike and Mamba Strike restore 11 Armor to you
    Tier 9
  • Cobra Strike and Mamba Strike restore 12 Armor to you
    Tier 10
  • Cobra Strike and Mamba Strike restore 13 Armor to you
    Tier 11
  • Cobra Strike and Mamba Strike restore 15 Armor to you
    Tier 12
  • Cobra Strike and Mamba Strike restore 17 Armor to you

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Punching of Punches Tier 6 - Punch and Jab attacks deal +18 damage Chest, Feet

  • Tier 1
  • Punch and Jab attacks deal +3 damage
    Tier 2
  • Punch and Jab attacks deal +6 damage
    Tier 3
  • Punch and Jab attacks deal +8 damage
    Tier 4
  • Punch and Jab attacks deal +11 damage
    Tier 5
  • Punch and Jab attacks deal +14 damage
    Tier 6
  • Punch and Jab attacks deal +18 damage

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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)

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of Anger Tossing Tier 12 - Hip Throw and Bodyslam deal +52% damage and deplete target's Rage by 300 Head, Legs

  • Tier 1
  • Hip Throw and Bodyslam deal +8% damage and deplete target's Rage by 25
    Tier 2
  • Hip Throw and Bodyslam deal +12% damage and deplete target's Rage by 50
    Tier 3
  • Hip Throw and Bodyslam deal +16% damage and deplete target's Rage by 75
    Tier 4
  • Hip Throw and Bodyslam deal +20% damage and deplete target's Rage by 100
    Tier 5
  • Hip Throw and Bodyslam deal +24% damage and deplete target's Rage by 125
    Tier 6
  • Hip Throw and Bodyslam deal +28% damage and deplete target's Rage by 150
    Tier 7
  • Hip Throw and Bodyslam deal +32% damage and deplete target's Rage by 175
    Tier 8
  • Hip Throw and Bodyslam deal +36% damage and deplete target's Rage by 200
    Tier 9
  • Hip Throw and Bodyslam deal +40% damage and deplete target's Rage by 225
    Tier 10
  • Hip Throw and Bodyslam deal +44% damage and deplete target's Rage by 250
    Tier 11
  • Hip Throw and Bodyslam deal +48% damage and deplete target's Rage by 275
    Tier 12
  • Hip Throw and Bodyslam deal +52% damage and deplete target's Rage by 300

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Anti-Darkness Tier 12 - 60% of any Darkness damage you take is reflected back in your next Punch or Jab. Legs, Feet

  • Tier 1
  • 5% of any Darkness damage you take is reflected back in your next Punch or Jab.
    Tier 2
  • 10% of any Darkness damage you take is reflected back in your next Punch or Jab.
    Tier 3
  • 15% of any Darkness damage you take is reflected back in your next Punch or Jab.
    Tier 4
  • 20% of any Darkness damage you take is reflected back in your next Punch or Jab.
    Tier 5
  • 25% of any Darkness damage you take is reflected back in your next Punch or Jab.
    Tier 6
  • 30% of any Darkness damage you take is reflected back in your next Punch or Jab.
    Tier 7
  • 35% of any Darkness damage you take is reflected back in your next Punch or Jab.
    Tier 8
  • 40% of any Darkness damage you take is reflected back in your next Punch or Jab.
    Tier 9
  • 45% of any Darkness damage you take is reflected back in your next Punch or Jab.
    Tier 10
  • 50% of any Darkness damage you take is reflected back in your next Punch or Jab.
    Tier 11
  • 55% of any Darkness damage you take is reflected back in your next Punch or Jab.
    Tier 12
  • 60% of any Darkness damage you take is reflected back in your next Punch or Jab.

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