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Unarmed/Treasure Effects

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==[[{{msg:BASEPAGENAME}}/Treasure Effects|Treasure Effects]]==
</includeonly>
See also: [[Unarmed/Treasure Effects:By Slot]]<!-- This table is from patch v259v266, June 19August 18, 2016 -->
{| class="table mw-collapsible<includeonly> mw-collapsed</includeonly>" style="width:100%;"
|+<div align="left"><h3>Unarmed</h3></div>
! Prefix !! Suffix !! Best Tier !! Slot !! All Tiers
|-
| || of Slamming and Jogging Crippling Slams || <b>Tier 6</b> - Bodyslam deals +50 100% damage and slows target's movement speed by 45% || MainHand, Ring || {{Spoiler|*; Tier 1*Bodyslam deals +10% damage and slows target's movement speed by 45%*; Tier 2*Bodyslam deals +25% damage and boosts your sprint 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 for 20 seconds *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%|Expand}}| Feet-| || of Refreshing Punches || <b>Tier 6</b> - You regain 8 health whenever you use Punch or Jab || Chest, OffHand, Necklace Ring || {{Spoiler|
*; Tier 1
*Bodyslam deals +6 damage and boosts your sprint speed by 1 for 20 secondsYou regain 2 health whenever you use Punch or Jab
*; Tier 2
*Bodyslam deals +12 damage and boosts your sprint speed by 2 for 20 secondsYou regain 3 health whenever you use Punch or Jab
*; Tier 3
*Bodyslam deals +18 damage and boosts your sprint speed by 3 for 20 secondsYou regain 4 health whenever you use Punch or Jab
*; Tier 4
*Bodyslam deals +24 damage and boosts your sprint speed by 4 for 20 secondsYou regain 5 health whenever you use Punch or Jab
*; Tier 5
*Bodyslam deals +30 damage and boosts your sprint speed by 5 for 20 secondsYou regain 7 health whenever you use Punch or Jab
*; Tier 6
*Bodyslam deals +50 damage and boosts your sprint speed by 5 for 20 secondsYou regain 8 health whenever you use Punch or Jab
|Expand}}
|-
| Bodyslamming || of Healthy Bruises Bodyslamming || <b>Tier 12</b> - Bruising Blow restores 25 health Bodyslam deals +190% damage || LegsMainHand, Necklace Ring || {{Spoiler|
*; Tier 1
*Bruising Blow restores 2 healthBodyslam deals +25% damage
*; Tier 2
*Bruising Blow restores 3 healthBodyslam deals +40% damage
*; Tier 3
*Bruising Blow restores 5 healthBodyslam deals +55% damage
*; Tier 4
*Bruising Blow restores 7 healthBodyslam deals +70% damage
*; Tier 5
*Bruising Blow restores 9 healthBodyslam deals +85% damage
*; Tier 6
*Bruising Blow restores 11 healthBodyslam deals +100% damage
*; Tier 7
*Bruising Blow restores 13 healthBodyslam deals +115% damage
*; Tier 8
*Bruising Blow restores 14 healthBodyslam deals +130% damage
*; Tier 9
*Bruising Blow restores 16 healthBodyslam deals +145% damage
*; Tier 10
*Bruising Blow restores 18 healthBodyslam deals +160% damage
*; Tier 11
*Bruising Blow restores 22 healthBodyslam deals +175% damage
*; Tier 12
*Bruising Blow restores 25 healthBodyslam deals +190% damage
|Expand}}
|-
| || of Calloused Barrages Pain-Reflection || <b>Tier 12</b> - Barrage restores 55 Armor 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, OffHand MainHand || {{Spoiler|
*; Tier 1
*Barrage restores 4 Armor Unarmed attacks have a 1% chance to conjure a magical field that mitigates 10% of all physical damage youtake 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
*Barrage restores 8 Armor Unarmed attacks have a 2% chance to conjure a magical field that mitigates 10% of all physical damage youtake 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
*Barrage restores 12 Armor Unarmed attacks have a 3% chance to conjure a magical field that mitigates 10% of all physical damage youtake 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
*Barrage restores 16 Armor Unarmed attacks have a 4% chance to conjure a magical field that mitigates 10% of all physical damage youtake 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
*Barrage restores 20 Armor Unarmed attacks have a 5% chance to conjure a magical field that mitigates 10% of all physical damage youtake 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
*Barrage restores 25 Armor Unarmed attacks have a 6% chance to conjure a magical field that mitigates 10% of all physical damage youtake 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
*Barrage restores 30 Armor Unarmed attacks have a 7% chance to conjure a magical field that mitigates 10% of all physical damage youtake 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
*Barrage restores 35 Armor Unarmed attacks have a 8% chance to conjure a magical field that mitigates 10% of all physical damage youtake 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
*Barrage restores 40 Armor Unarmed attacks have a 9% chance to conjure a magical field that mitigates 10% of all physical damage youtake 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
*Barrage restores 45 Armor Unarmed attacks have a 10% chance to conjure a magical field that mitigates 10% of all physical damage youtake 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
*Barrage restores 50 Armor Unarmed attacks have a 11% chance to conjure a magical field that mitigates 10% of all physical damage youtake 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 Fiery Barrages || <b>Tier 6</b> - Barrage and Headbutt ignite the target, causing them to take 70 damage over 20 seconds || Legs, Ring || {{Spoiler|*; 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 restores 55 Armor and Headbutt ignite the target, causing them to take 70 damage over 20 seconds|Expand}}|-| Slashing || of Slashing Strikes || <b>Tier 6</b> - Slashing Strike has a 70% chance to deal double slashing damage || OffHand, Head || {{Spoiler|*; 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 youdeal double slashing damage*; Tier 6*Slashing Strike has a 70% chance to deal double slashing damage
|Expand}}
|-
| || of Kicking While Nude Deadly Barrages || <b>Tier 12</b> - Any kick attack (including animal kicks!) deals Barrage and Headbutt deal +11036% damage when you have 33% or less of your Armor left || Legs, Necklace Ring || {{Spoiler|
*; Tier 1
*Any kick attack (including animal kicks!) deals Barrage and Headbutt deal +223% damage when you have 33% or less of your Armor left
*; Tier 2
*Any kick attack (including animal kicks!) deals Barrage and Headbutt deal +306% damage when you have 33% or less of your Armor left
*; Tier 3
*Any kick attack (including animal kicks!) deals Barrage and Headbutt deal +389% damage when you have 33% or less of your Armor left
*; Tier 4
*Any kick attack (including animal kicks!) deals Barrage and Headbutt deal +4612% damage when you have 33% or less of your Armor left
*; Tier 5
*Any kick attack (including animal kicks!) deals Barrage and Headbutt deal +5415% damage when you have 33% or less of your Armor left
*; Tier 6
*Any kick attack (including animal kicks!) deals Barrage and Headbutt deal +6218% damage when you have 33% or less of your Armor left
*; Tier 7
*Any kick attack (including animal kicks!) deals Barrage and Headbutt deal +7021% damage when you have 33% or less of your Armor left
*; Tier 8
*Any kick attack (including animal kicks!) deals Barrage and Headbutt deal +7824% damage when you have 33% or less of your Armor left
*; Tier 9
*Any kick attack (including animal kicks!) deals Barrage and Headbutt deal +8627% damage when you have 33% or less of your Armor left
*; Tier 10
*Any kick attack (including animal kicks!) deals Barrage and Headbutt deal +9430% damage when you have 33% or less of your Armor left
*; Tier 11
*Any kick attack (including animal kicks!) deals Barrage and Headbutt deal +10233% damage when you have 33% or less of your Armor left
*; Tier 12
*Any kick attack (including animal kicks!) deals Barrage and Headbutt deal +11036% damage when you have 33% or less of your Armor left
|Expand}}
|-
| Bruising Serpentine || of Bruises Cobra Striking || <b>Tier 12</b> - Bruising Blow deals +85Cobra Strike and Mamba Strike have a 54% chance to deal double damage || MainHandChest, Ring Hands || {{Spoiler|
*; Tier 1
*Bruising Blow deals +8Cobra Strike and Mamba Strike have a 10% chance to deal double damage
*; Tier 2
*Bruising Blow deals +15Cobra Strike and Mamba Strike have a 14% chance to deal double damage
*; Tier 3
*Bruising Blow deals +22Cobra Strike and Mamba Strike have a 18% chance to deal double damage
*; Tier 4
*Bruising Blow deals +29Cobra Strike and Mamba Strike have a 22% chance to deal double damage
*; Tier 5
*Bruising Blow deals +36Cobra Strike and Mamba Strike have a 26% chance to deal double damage
*; Tier 6
*Bruising Blow deals +43Cobra Strike and Mamba Strike have a 30% chance to deal double damage
*; Tier 7
*Bruising Blow deals +50Cobra Strike and Mamba Strike have a 34% chance to deal double damage
*; Tier 8
*Bruising Blow deals +57Cobra Strike and Mamba Strike have a 38% chance to deal double damage
*; Tier 9
*Bruising Blow deals +64Cobra Strike and Mamba Strike have a 42% chance to deal double damage
*; Tier 10
*Bruising Blow deals +71Cobra Strike and Mamba Strike have a 46% chance to deal double damage
*; Tier 11
*Bruising Blow deals +78Cobra Strike and Mamba Strike have a 50% chance to deal double damage
*; Tier 12
*Bruising Blow deals Cobra Strike and Mamba Strike have a 54% chance to deal double damage|Expand}}|-| || || <b>Tier 2</b> - Chance to Ignore Knockbacks +30% when Unarmed is active || Feet, OffHand || {{Spoiler|*; Tier 1*Chance to Ignore Knockbacks +8525% damagewhen Unarmed is active*; Tier 2*Chance to Ignore Knockbacks +30% when Unarmed is active
|Expand}}
|-
| Knee-Shattering Martial Artist's || of Knee-Shattering || <b>Tier 56</b> - Any kick attack (including animal kicks!) has a 36% chance to slow target's movement by 45Unarmed Damage +6% || Feet OffHand, Necklace || {{Spoiler|
*; Tier 1
*Any kick attack (including animal kicks!) has a 8% chance to slow target's movement by 45Unarmed Damage +1%
*; Tier 2
*Any kick attack (including animal kicks!) has a 15% chance to slow target's movement by 45Unarmed Damage +2%
*; Tier 3
*Any kick attack (including animal kicks!) has a 22% chance to slow target's movement by 45Unarmed Damage +3%
*; Tier 4
*Any kick attack (including animal kicks!) has a 29% chance to slow target's movement by 45Unarmed Damage +4%
*; Tier 5
*Any kick attack (including animal kicks!) has a 36Unarmed Damage +5% chance to slow target's movement by 45*; Tier 6*Unarmed Damage +6%
|Expand}}
|-
| Unflappable || of Angst Fists Mind-Defense || <b>Tier 126</b> - Whenever you take physical damage (Slashing/Crushing/Piercing) 24% of that damage Damage Reduction +6 when Unarmed is active, Psychic Damage Reduction +6 when Unarmed is reflected back in your next Punch or Jab. active || LegsHead, Feet Ring || {{Spoiler|
*; Tier 1
*Whenever you take physical damage (Slashing/Crushing/Piercing) 2% of that damage Damage Reduction +1 when Unarmed is reflected back in your next Punch or Jab.active, Psychic Damage Reduction +1 when Unarmed is active
*; Tier 2
*Whenever you take physical damage (Slashing/Crushing/Piercing) 4% of that damage Damage Reduction +2 when Unarmed is reflected back in your next Punch or Jab.active, Psychic Damage Reduction +2 when Unarmed is active
*; Tier 3
*Whenever you take physical damage (Slashing/Crushing/Piercing) 6% of that damage Damage Reduction +3 when Unarmed is reflected back in your next Punch or Jab.active, Psychic Damage Reduction +3 when Unarmed is active
*; Tier 4
*Whenever you take physical damage (Slashing/Crushing/Piercing) 8% of that damage Damage Reduction +4 when Unarmed is reflected back in your next Punch or Jab.active, Psychic Damage Reduction +4 when Unarmed is active
*; Tier 5
*Whenever you take physical damage (Slashing/Crushing/Piercing) 10% of that damage Damage Reduction +5 when Unarmed is reflected back in your next Punch or Jab.active, Psychic Damage Reduction +5 when Unarmed is active
*; Tier 6
*Whenever you take physical damage (Slashing/Crushing/Piercing) 12% of that damage Damage Reduction +6 when Unarmed 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 active, Psychic Damage Reduction +6 when Unarmed is reflected back in your next Punch or Jab.active
|Expand}}
|-
| || of Impossible Hip Throws Bleeding Strikes || <b>Tier 6</b> - Hip Throw and Bodyslam Slashing Strike has a 100% chance to deal +an additional 60 Trauma damage over 15% damage and hit all enemies within 5 meters seconds || Hands OffHand, Necklace || {{Spoiler|
*; Tier 1
*Hip Throw and Bodyslam hit all enemies within 5 metersSlashing Strike has a 40% chance to deal an additional 60 Trauma damage over 15 seconds
*; Tier 2
*Hip Throw and Bodyslam Slashing Strike has a 50% chance to deal +3% an additional 60 Trauma damage and hit all enemies within 5 metersover 15 seconds
*; Tier 3
*Hip Throw and Bodyslam Slashing Strike has a 60% chance to deal +6% an additional 60 Trauma damage and hit all enemies within 5 metersover 15 seconds
*; Tier 4
*Hip Throw and Bodyslam Slashing Strike has a 70% chance to deal +9% an additional 60 Trauma damage and hit all enemies within 5 metersover 15 seconds
*; Tier 5
*Hip Throw and Bodyslam Slashing Strike has a 80% chance to deal +12% an additional 60 Trauma damage and hit all enemies within 5 metersover 15 seconds
*; Tier 6
*Hip Throw and Bodyslam Slashing Strike has a 100% chance to deal +an additional 60 Trauma damage over 15% damage and hit all enemies within 5 metersseconds
|Expand}}
|-
| Punching Platefooted || of Punches || <b>Tier 612</b> - Punch and Jab attacks deal +18 damage You regain 35 Armor whenever you use a kick (from any skill!) || Chest, Feet Ring || {{Spoiler|
*; Tier 1
*Punch and Jab attacks deal +3 damageYou regain 5 Armor whenever you use a kick (from any skill!)
*; Tier 2
*Punch and Jab attacks deal +6 damageYou regain 7 Armor whenever you use a kick (from any skill!)
*; Tier 3
*Punch and Jab attacks deal +8 damageYou regain 9 Armor whenever you use a kick (from any skill!)
*; Tier 4
*Punch and Jab attacks deal +You regain 11 damageArmor whenever you use a kick (from any skill!)
*; Tier 5
*Punch and Jab attacks deal +14 damageYou regain 13 Armor whenever you use a kick (from any skill!)
*; Tier 6
*Punch and Jab attacks deal +18 damageYou 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!)
|Expand}}
|-
| Slashing Ankle-Kicking || of Slashing Strikes Ankle-Kicking || <b>Tier 65</b> - Slashing Strike Any kick attack (including animal kicks!) has a 70% chance to deal double slashing damage slow target's movement by 25% || OffHand, Head Hands || {{Spoiler|
*; Tier 1
*Slashing Strike Any kick attack (including animal kicks!) has a 2030% chance to deal double slashing damageslow target's movement by 25%
*; Tier 2
*Slashing Strike Any kick attack (including animal kicks!) has a 3040% chance to deal double slashing damageslow target's movement by 25%
*; Tier 3
*Slashing Strike Any kick attack (including animal kicks!) has a 4050% chance to deal double slashing damageslow target's movement by 25%
*; Tier 4
*Slashing Strike Any kick attack (including animal kicks!) has a 5060% chance to deal double slashing damageslow target's movement by 25%
*; Tier 5
*Slashing Strike Any kick attack (including animal kicks!) has a 6070% chance to deal double slashing damage*; Tier 6*Slashing Strike has a 70slow target's movement by 25% chance to deal double slashing damage
|Expand}}
|-
| || of Reckless Barrages Naked Fury || <b>Tier 12</b> - Barrage and Headbutt hit all enemies within 5 meters and Unarmed attacks deal +2440% damage when you have 33% or less of your Armor left || Hands Legs, Necklace || {{Spoiler|
*; Tier 1
*Barrage and Headbutt hit all enemies within 5 meters and Unarmed attacks deal +21 damage when you have 33% damageor less of your Armor left
*; Tier 2
*Barrage and Headbutt hit all enemies within 5 meters and Unarmed attacks deal +42 damage when you have 33% damageor less of your Armor left
*; Tier 3
*Barrage and Headbutt hit all enemies within 5 meters and Unarmed attacks deal +65% damagewhen you have 33% or less of your Armor left
*; Tier 4
*Barrage and Headbutt hit all enemies within 5 meters and Unarmed attacks deal +810% damagewhen you have 33% or less of your Armor left
*; Tier 5
*Barrage and Headbutt hit all enemies within 5 meters and Unarmed attacks deal +1030% damagewhen you have 33% or less of your Armor left
*; Tier 6
*Barrage and Headbutt hit all enemies within 5 meters and Unarmed attacks deal +1216% damagewhen you have 33% or less of your Armor left
*; Tier 7
*Barrage and Headbutt hit all enemies within 5 meters and Unarmed attacks deal +1420% damagewhen you have 33% or less of your Armor left
*; Tier 8
*Barrage and Headbutt hit all enemies within 5 meters and Unarmed attacks deal +1625% damagewhen you have 33% or less of your Armor left
*; Tier 9
*Barrage and Headbutt hit all enemies within 5 meters and Unarmed attacks deal +1827% damagewhen you have 33% or less of your Armor left
*; Tier 10
*Barrage and Headbutt hit all enemies within 5 meters and Unarmed attacks deal +2030% damagewhen you have 33% or less of your Armor left
*; Tier 11
*Barrage and Headbutt hit all enemies within 5 meters and Unarmed attacks deal +2235% damagewhen you have 33% or less of your Armor left
*; Tier 12
*Barrage and Headbutt hit all enemies within 5 meters and Unarmed attacks deal +2440% damagewhen you have 33% or less of your Armor left
|Expand}}
|-
|Expand}}
|-
| Uncrushable || of Crush-Defense Barrage Bubbles || <b>Tier 12</b> - Crushing Damage Reduction +12 when Unarmed is active, Trauma Damage Reduction +6 when Unarmed 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 active mitigated) || HeadHands, Ring Feet || {{Spoiler|
*; Tier 1
*Crushing Damage Reduction +1 when Unarmed 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 active, Trauma Damage Reduction +1 when Unarmed is activemitigated)
*; Tier 2
*Crushing Damage Reduction +2 when Unarmed 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 active, Trauma Damage Reduction +1 when Unarmed is activemitigated)
*; Tier 3
*Crushing Damage Reduction +3 when Unarmed 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 active, Trauma Damage Reduction +2 when Unarmed is activemitigated)
*; Tier 4
*Crushing Damage Reduction +4 when Unarmed 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 active, Trauma Damage Reduction +2 when Unarmed is activemitigated)
*; Tier 5
*Crushing Damage Reduction +5 when Unarmed 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 active, Trauma Damage Reduction +3 when Unarmed is activemitigated)
*; Tier 6
*Crushing Damage Reduction +6 when Unarmed 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 active, Trauma Damage Reduction +3 when Unarmed is activemitigated)
*; Tier 7
*Crushing Damage Reduction +7 when Unarmed 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 active, Trauma Damage Reduction +4 when Unarmed is activemitigated)
*; Tier 8
*Crushing Damage Reduction +8 when Unarmed 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 active, Trauma Damage Reduction +4 when Unarmed is activemitigated)
*; Tier 9
*Crushing Damage Reduction +9 when Unarmed 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 active, Trauma Damage Reduction +5 when Unarmed is activemitigated)
*; Tier 10
*Crushing Damage Reduction +Headbutt attacks have a 58% chance to conjure a magical field that mitigates 100% of all physical damage you take for 10 when Unarmed seconds (or until 100 damage is active, Trauma Damage Reduction +5 when Unarmed is activemitigated)
*; Tier 11
*Crushing Damage Reduction +11 when Unarmed 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 active, Trauma Damage Reduction +6 when Unarmed is activemitigated)
*; Tier 12
*Crushing Damage Reduction +12 when Unarmed 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 active, Trauma Damage Reduction +6 when Unarmed is activemitigated)
|Expand}}
|-
| || of Armor Barrages Kicking Away Toxins || <b>Tier 12</b> - Headbutt deals +76 armor 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. || LegsHands, Ring Feet || {{Spoiler|
*; Tier 1
*Headbutt deals +10 armor Kick attacks have a 5% chance to conjure a magical field that mitigates 30% of all Poison, Acid, or Nature damageyou 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
*Headbutt deals +16 armor Kick attacks have a 10% chance to conjure a magical field that mitigates 30% of all Poison, Acid, or Nature damageyou 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
*Headbutt deals +22 armor Kick attacks have a 15% chance to conjure a magical field that mitigates 30% of all Poison, Acid, or Nature damageyou 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
*Headbutt deals +28 armor Kick attacks have a 20% chance to conjure a magical field that mitigates 30% of all Poison, Acid, or Nature damageyou 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
*Headbutt deals +34 armor Kick attacks have a 24% chance to conjure a magical field that mitigates 30% of all Poison, Acid, or Nature damageyou 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
*Headbutt deals +40 armor Kick attacks have a 28% chance to conjure a magical field that mitigates 30% of all Poison, Acid, or Nature damageyou 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
*Headbutt deals +46 armor Kick attacks have a 32% chance to conjure a magical field that mitigates 30% of all Poison, Acid, or Nature damageyou 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
*Headbutt deals +52 armor Kick attacks have a 36% chance to conjure a magical field that mitigates 30% of all Poison, Acid, or Nature damageyou 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
*Headbutt deals +58 armor Kick attacks have a 40% chance to conjure a magical field that mitigates 30% of all Poison, Acid, or Nature damageyou 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
*Headbutt deals +64 armor Kick attacks have a 45% chance to conjure a magical field that mitigates 30% of all Poison, Acid, or Nature damageyou 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
*Headbutt deals +70 armor Kick attacks have a 50% chance to conjure a magical field that mitigates 30% of all Poison, Acid, or Nature damageyou 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
*Headbutt deals +76 armor Kick attacks have a 55% chance to conjure a magical field that mitigates 30% of all Poison, Acid, or Nature damageyou 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}}
|-
| Platefooted Kicking || of Kicking || <b>Tier 12</b> - You regain 35 Armor whenever you use a All kick attacks (from any skilleven animal kicks!) deal +33 damage || ChestLegs, MainHand, Ring || {{Spoiler|
*; Tier 1
*You regain 5 Armor whenever you use a All kick attacks (from any skilleven animal kicks!)deal +2 damage
*; Tier 2
*You regain 7 Armor whenever you use a All kick attacks (from any skilleven animal kicks!)deal +5 damage
*; Tier 3
*You regain 9 Armor whenever you use a All kick attacks (from any skilleven animal kicks!)deal +8 damage
*; Tier 4
*You regain 11 Armor whenever you use a All kick attacks (from any skilleven animal kicks!)deal +11 damage
*; Tier 5
*You regain 13 Armor whenever you use a All kick attacks (from any skilleven animal kicks!)deal +14 damage
*; Tier 6
*You regain 15 Armor whenever you use a All kick attacks (from any skilleven animal kicks!)deal +17 damage
*; Tier 7
*You regain 17 Armor whenever you use a All kick attacks (from any skilleven animal kicks!)deal +20 damage
*; Tier 8
*You regain 19 Armor whenever you use a All kick attacks (from any skilleven animal kicks!)deal +22 damage
*; Tier 9
*You regain 23 Armor whenever you use a All kick attacks (from any skilleven animal kicks!)deal +24 damage
*; Tier 10
*You regain 27 Armor whenever you use a All kick attacks (from any skilleven animal kicks!)deal +26 damage
*; Tier 11
*You regain 31 Armor whenever you use a All kick attacks (from any skilleven animal kicks!)deal +29 damage
*; Tier 12
*You regain 35 Armor whenever you use a All kick attacks (from any skilleven animal kicks!)deal +33 damage
|Expand}}
|-
| || of Hip Throwing Punch-Shielding || <b>Tier 12</b> - Hip Throw and Bodyslam deal +111Unarmed 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). || LegsHead, Feet MainHand || {{Spoiler|
*; Tier 1
*Hip Throw and Bodyslam deal +12Unarmed 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 damageis mitigated).
*; Tier 2
*Hip Throw and Bodyslam deal +21Unarmed 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 damageis mitigated).
*; Tier 3
*Hip Throw and Bodyslam deal +30Unarmed 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 damageis mitigated).
*; Tier 4
*Hip Throw and Bodyslam deal +39Unarmed 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 damageis mitigated).
*; Tier 5
*Hip Throw and Bodyslam deal +48Unarmed 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 damageis mitigated).
*; Tier 6
*Hip Throw and Bodyslam deal +57Unarmed 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 damageis mitigated).
*; Tier 7
*Hip Throw and Bodyslam deal +66Unarmed 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 damageis mitigated).
*; Tier 8
*Hip Throw and Bodyslam deal +75Unarmed 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 damageis mitigated).
*; Tier 9
*Hip Throw and Bodyslam deal +84Unarmed 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 damageis mitigated).
*; Tier 10
*Hip Throw and Bodyslam deal +93Unarmed 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 damageis mitigated).
*; Tier 11
*Hip Throw and Bodyslam deal +102Unarmed 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 damageis mitigated).
*; Tier 12
*Hip Throw and Bodyslam deal +111Unarmed 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 damageis mitigated).
|Expand}}
|-
| || of Naked Fury Armor Barrages || <b>Tier 12</b> - Unarmed attacks deal Headbutt deals +40% 76 armor damage when you have 33% or less of your Armor left || Legs, Necklace Ring || {{Spoiler|
*; Tier 1
*Unarmed attacks deal Headbutt deals +1 10 armor damage when you have 33% or less of your Armor left
*; Tier 2
*Unarmed attacks deal Headbutt deals +2 16 armor damage when you have 33% or less of your Armor left
*; Tier 3
*Unarmed attacks deal Headbutt deals +5% 22 armor damage when you have 33% or less of your Armor left
*; Tier 4
*Unarmed attacks deal Headbutt deals +10% 28 armor damage when you have 33% or less of your Armor left
*; Tier 5
*Unarmed attacks deal Headbutt deals +30% 34 armor damage when you have 33% or less of your Armor left
*; Tier 6
*Unarmed attacks deal Headbutt deals +16% 40 armor damage when you have 33% or less of your Armor left
*; Tier 7
*Unarmed attacks deal Headbutt deals +20% 46 armor damage when you have 33% or less of your Armor left
*; Tier 8
*Unarmed attacks deal Headbutt deals +25% 52 armor damage when you have 33% or less of your Armor left
*; Tier 9
*Unarmed attacks deal Headbutt deals +27% 58 armor damage when you have 33% or less of your Armor left
*; Tier 10
*Unarmed attacks deal Headbutt deals +30% 64 armor damage when you have 33% or less of your Armor left
*; Tier 11
*Unarmed attacks deal Headbutt deals +35% 70 armor damage when you have 33% or less of your Armor left
*; Tier 12
*Unarmed attacks deal Headbutt deals +40% 76 armor damage when you have 33% or less of your Armor left
|Expand}}
|-
| || of Refreshing Punches Armor Punching || <b>Tier 612</b> - You regain 8 health whenever you use Punch or and Jab attacks deal +24 armor damage || Chest, OffHand, Ring Feet || {{Spoiler|
*; Tier 1
*You regain 2 health whenever you use Punch or and Jabattacks deal +2 armor damage
*; Tier 2
*You regain 3 health whenever you use Punch or and Jabattacks deal +4 armor damage
*; Tier 3
*You regain 4 health whenever you use Punch or and Jabattacks deal +6 armor damage
*; Tier 4
*You regain 5 health whenever you use Punch or and Jabattacks deal +8 armor damage
*; Tier 5
*You regain 7 health whenever you use Punch or and Jabattacks deal +10 armor damage
*; Tier 6
*You regain Punch and Jab attacks deal +12 armor damage*; Tier 7*Punch and Jab attacks deal +14 armor damage*; Tier 8 health whenever you use *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 or and Jabattacks deal +24 armor damage
|Expand}}
|-
| Hip-Shattering Slashing || of Hip-Shattering Slashing Strikes || <b>Tier 56</b> - Any kick attack (including animal kicks!) has a 24% chance to slow target's movement by 75% Slashing Strike generates -200 Rage || OffHand , Head || {{Spoiler|
*; Tier 1
*Any kick attack (including animal kicks!) has a 8% chance to slow target's movement by 75%Slashing Strike generates -60 Rage
*; Tier 2
*Any kick attack (including animal kicks!) has a 12% chance to slow target's movement by 75%Slashing Strike generates -90 Rage
*; Tier 3
*Any kick attack (including animal kicks!) has a 16% chance to slow target's movement by 75%Slashing Strike generates -120 Rage
*; Tier 4
*Any kick attack (including animal kicks!) has a 20% chance to slow target's movement by 75%Slashing Strike generates -150 Rage
*; Tier 5
*Any kick attack (including animal kicks!) has a 24% chance to slow target's movement by 75%Slashing Strike generates -170 Rage*; Tier 6*Slashing Strike generates -200 Rage
|Expand}}
|-
| || of Deadly Barrages Healthy Bruises || <b>Tier 12</b> - Barrage and Headbutt deal +36% damage Bruising Blow restores 25 health || Legs, Ring Necklace || {{Spoiler|
*; Tier 1
*Barrage and Headbutt deal +3% damageBruising Blow restores 2 health
*; Tier 2
*Barrage and Headbutt deal +6% damageBruising Blow restores 3 health
*; Tier 3
*Barrage and Headbutt deal +9% damageBruising Blow restores 5 health
*; Tier 4
*Barrage and Headbutt deal +12% damageBruising Blow restores 7 health
*; Tier 5
*Barrage and Headbutt deal +15% damageBruising Blow restores 9 health
*; Tier 6
*Barrage and Headbutt deal +18% damageBruising Blow restores 11 health
*; Tier 7
*Barrage and Headbutt deal +21% damageBruising Blow restores 13 health
*; Tier 8
*Barrage and Headbutt deal +24% damageBruising Blow restores 14 health
*; Tier 9
*Barrage and Headbutt deal +27% damageBruising Blow restores 16 health
*; Tier 10
*Barrage and Headbutt deal +30% damageBruising Blow restores 18 health
*; Tier 11
*Barrage and Headbutt deal +33% damageBruising Blow restores 22 health
*; Tier 12
*Barrage and Headbutt deal +36% damageBruising Blow restores 25 health
|Expand}}
|-
| Uncrushable || of Crush-Defense || <b>Tier 212</b> - Chance to Ignore Knockbacks Crushing Damage Reduction +12 when Unarmed is active, Trauma Damage Reduction +30% 6 when Unarmed is active || FeetHead, OffHand Ring || {{Spoiler|
*; Tier 1
*Chance to Ignore Knockbacks Crushing Damage Reduction +25% 1 when Unarmed is active, Trauma Damage Reduction +1 when Unarmed is active
*; Tier 2
*Chance to Ignore Knockbacks Crushing Damage Reduction +30% 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
|Expand}}
|-
| || of Anger Tossing Reckless Barrages || <b>Tier 12</b> - Hip Throw Barrage and Headbutt hit all enemies within 5 meters and Bodyslam deal +5224% damage and deplete target's Rage by 300 || Head, Legs Hands || {{Spoiler|
*; Tier 1
*Hip Throw Barrage and Headbutt hit all enemies within 5 meters and Bodyslam deal +82% damage and deplete target's Rage by 25
*; Tier 2
*Hip Throw Barrage and Headbutt hit all enemies within 5 meters and Bodyslam deal +124% damage and deplete target's Rage by 50
*; Tier 3
*Hip Throw Barrage and Headbutt hit all enemies within 5 meters and Bodyslam deal +166% damage and deplete target's Rage by 75
*; Tier 4
*Hip Throw Barrage and Headbutt hit all enemies within 5 meters and Bodyslam deal +208% damage and deplete target's Rage by 100
*; Tier 5
*Hip Throw Barrage and Headbutt hit all enemies within 5 meters and Bodyslam deal +2410% damage and deplete target's Rage by 125
*; Tier 6
*Hip Throw Barrage and Headbutt hit all enemies within 5 meters and Bodyslam deal +2812% damage and deplete target's Rage by 150
*; Tier 7
*Hip Throw Barrage and Headbutt hit all enemies within 5 meters and Bodyslam deal +3214% damage and deplete target's Rage by 175
*; Tier 8
*Hip Throw Barrage and Headbutt hit all enemies within 5 meters and Bodyslam deal +3616% damage and deplete target's Rage by 200
*; Tier 9
*Hip Throw Barrage and Headbutt hit all enemies within 5 meters and Bodyslam deal +4018% damage and deplete target's Rage by 225
*; Tier 10
*Hip Throw Barrage and Headbutt hit all enemies within 5 meters and Bodyslam deal +4420% damage and deplete target's Rage by 250
*; Tier 11
*Hip Throw Barrage and Headbutt hit all enemies within 5 meters and Bodyslam deal +4822% damage and deplete target's Rage by 275
*; Tier 12
*Hip Throw Barrage and Headbutt hit all enemies within 5 meters and Bodyslam deal +5224% damage and deplete target's Rage by 300
|Expand}}
|-
| || of Barrage Bubbles Armor Tossing || <b>Tier 12</b> - Headbutt attacks have a 68% chance to conjure a magical field that mitigates 100% of all physical Hip Throw and Bodyslam deal +132 armor damage you take for 10 seconds (or until 100 damage is mitigated) || Hands, Feet || {{Spoiler|
*; Tier 1
*Headbutt attacks have a 13% chance to conjure a magical field that mitigates 100% of all physical Hip Throw and Bodyslam deal +11 armor 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 Hip Throw and Bodyslam deal +22 armor 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 Hip Throw and Bodyslam deal +33 armor 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 Hip Throw and Bodyslam deal +44 armor 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 Hip Throw and Bodyslam deal +55 armor 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 Hip Throw and Bodyslam deal +66 armor 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 Hip Throw and Bodyslam deal +77 armor 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 Hip Throw and Bodyslam deal +88 armor 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 Hip Throw and Bodyslam deal +99 armor 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 Hip Throw and Bodyslam deal +110 armor 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 Hip Throw and Bodyslam deal +121 armor 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 Hip Throw and Bodyslam deal +132 armor damage you take for 10 seconds (or until 100 damage is mitigated)
|Expand}}
|-
| Slashing || of Slashing Strikes Impossible Hip Throws || <b>Tier 6</b> - Slashing Strike generates -200 Rage Hip Throw and Bodyslam deal +15% damage and hit all enemies within 5 meters || OffHand, Head Hands || {{Spoiler|
*; Tier 1
*Slashing Strike generates -60 RageHip Throw and Bodyslam hit all enemies within 5 meters
*; Tier 2
*Slashing Strike generates -90 RageHip Throw and Bodyslam deal +3% damage and hit all enemies within 5 meters
*; Tier 3
*Slashing Strike generates -120 RageHip Throw and Bodyslam deal +6% damage and hit all enemies within 5 meters
*; Tier 4
*Slashing Strike generates -150 RageHip Throw and Bodyslam deal +9% damage and hit all enemies within 5 meters
*; Tier 5
*Slashing Strike generates -170 RageHip Throw and Bodyslam deal +12% damage and hit all enemies within 5 meters
*; Tier 6
*Slashing Strike generates -200 RageHip Throw and Bodyslam deal +15% damage and hit all enemies within 5 meters
|Expand}}
|-
| Bruising || of Accurate Martial Arts Bruises || <b>Tier 12</b> - Unarmed attacks deal Bruising Blow deals +6 85% damage and have +12 Accuracy (which cancels out the Evasion that certain monsters have) || MainHand, Necklace Ring || {{Spoiler|
*; Tier 1
*Unarmed attacks deal Bruising Blow deals +1 8% damage and have +1 Accuracy (which cancels out the Evasion that certain monsters have)
*; Tier 2
*Unarmed attacks deal Bruising Blow deals +1 15% damage and have +2 Accuracy (which cancels out the Evasion that certain monsters have)
*; Tier 3
*Unarmed attacks deal Bruising Blow deals +2 22% damage and have +3 Accuracy (which cancels out the Evasion that certain monsters have)
*; Tier 4
*Unarmed attacks deal Bruising Blow deals +2 29% damage and have +4 Accuracy (which cancels out the Evasion that certain monsters have)
*; Tier 5
*Unarmed attacks deal Bruising Blow deals +3 36% damage and have +5 Accuracy (which cancels out the Evasion that certain monsters have)
*; Tier 6
*Unarmed attacks deal Bruising Blow deals +3 43% damage and have +6 Accuracy (which cancels out the Evasion that certain monsters have)
*; Tier 7
*Unarmed attacks deal Bruising Blow deals +4 50% damage and have +7 Accuracy (which cancels out the Evasion that certain monsters have)
*; Tier 8
*Unarmed attacks deal Bruising Blow deals +4 57% damage and have +8 Accuracy (which cancels out the Evasion that certain monsters have)
*; Tier 9
*Unarmed attacks deal Bruising Blow deals +5 64% damage and have +9 Accuracy (which cancels out the Evasion that certain monsters have)
*; Tier 10
*Unarmed attacks deal Bruising Blow deals +5 71% damage and have +10 Accuracy (which cancels out the Evasion that certain monsters have)
*; Tier 11
*Unarmed attacks deal Bruising Blow deals +6 78% damage and have +11 Accuracy (which cancels out the Evasion that certain monsters have)
*; Tier 12
*Unarmed attacks deal Bruising Blow deals +85% damage|Expand}}|-| Mindfist || || <b>Tier 6 </b> - Barrage and Headbutt attacks make the target 30% more vulnerable to Psychic damage for 20 seconds - <span style="color:red"><b>THIS MOD IS RETIRED. IF YOUR GEAR HAS IT, IT'LL BREAK SOON UNLESS YOU TRANSMUTE IT AWAY</b></span> || Necklace || {{Spoiler|*; Tier 1*Barrage and have +12 Accuracy 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|Expand}}|-| Knee-Shattering || of Knee-Shattering || <b>Tier 5</b> - Any kick attack (including animal kicks!) has a 36% chance to slow target's movement by 45% || Feet || {{Spoiler|*; 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 (which cancels out the Evasion that certain monsters haveincluding animal kicks!)has a 36% chance to slow target's movement by 45%
|Expand}}
|-
|Expand}}
|-
| Kicking Hip-Shattering || of Kicking Hip-Shattering || <b>Tier 125</b> - All Any kick attacks attack (even including animal kicks!) deal +33 damage has a 24% chance to slow target's movement by 75% || Legs, MainHand, Ring OffHand || {{Spoiler|
*; Tier 1
*All Any kick attacks attack (even including animal kicks!) deal +2 damagehas a 8% chance to slow target's movement by 75%
*; Tier 2
*All Any kick attacks attack (even including animal kicks!) deal +5 damagehas a 12% chance to slow target's movement by 75%
*; Tier 3
*All Any kick attacks attack (even including animal kicks!) deal +8 damagehas a 16% chance to slow target's movement by 75%
*; Tier 4
*All Any kick attacks attack (even including animal kicks!) deal +11 damagehas a 20% chance to slow target's movement by 75%
*; Tier 5
*All Any kick attacks attack (even including 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 +has a 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% chance to slow target's movement by 75%
|Expand}}
|-
| || of Crippling Slams Angst Fists || <b>Tier 612</b> - Bodyslam deals +100Whenever you take physical damage (Slashing/Crushing/Piercing) 24% of that damage and slows target's movement speed by 45% is reflected back in your next Punch or Jab. || MainHandLegs, Ring Feet || {{Spoiler|
*; Tier 1
*Bodyslam deals +10Whenever you take physical damage (Slashing/Crushing/Piercing) 2% of that damage and slows target's movement speed by 45%is reflected back in your next Punch or Jab.
*; Tier 2
*Bodyslam deals +25Whenever you take physical damage (Slashing/Crushing/Piercing) 4% of that damage and slows target's movement speed by 45%is reflected back in your next Punch or Jab.
*; Tier 3
*Bodyslam deals +40Whenever you take physical damage (Slashing/Crushing/Piercing) 6% of that damage and slows target's movement speed by 45%is reflected back in your next Punch or Jab.
*; Tier 4
*Bodyslam deals +65Whenever you take physical damage (Slashing/Crushing/Piercing) 8% of that damage and slows target's movement speed by 45%is reflected back in your next Punch or Jab.
*; Tier 5
*Bodyslam deals +80Whenever you take physical damage (Slashing/Crushing/Piercing) 10% of that damage and slows target's movement speed by 45%is reflected back in your next Punch or Jab.
*; Tier 6
*Bodyslam deals +100Whenever 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 and slows target's movement speed by 45is 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.
|Expand}}
|-
| || of Pain-Reflection Slamming Snails || <b>Tier 1210</b> - Unarmed attacks have a 12% chance to conjure a magical field that mitigates 10% of all physical Bodyslam deals +350 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. Snails || HeadNecklace, MainHand || {{Spoiler|
*; Tier 1
*Unarmed attacks have a 1% chance to conjure a magical field that mitigates 10% of all physical Bodyslam deals +35 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.Snails
*; Tier 2
*Unarmed attacks have a 2% chance to conjure a magical field that mitigates 10% of all physical Bodyslam deals +70 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.Snails
*; Tier 3
*Unarmed attacks have a 3% chance to conjure a magical field that mitigates 10% of all physical Bodyslam deals +105 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.Snails
*; Tier 4
*Unarmed attacks have a 4% chance to conjure a magical field that mitigates 10% of all physical Bodyslam deals +140 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.Snails
*; Tier 5
*Unarmed attacks have a 5% chance to conjure a magical field that mitigates 10% of all physical Bodyslam deals +175 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.Snails
*; Tier 6
*Unarmed attacks have a 6% chance to conjure a magical field that mitigates 10% of all physical Bodyslam deals +210 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.Snails
*; Tier 7
*Unarmed attacks have a 7% chance to conjure a magical field that mitigates 10% of all physical Bodyslam deals +245 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.Snails
*; Tier 8
*Unarmed attacks have a 8% chance to conjure a magical field that mitigates 10% of all physical Bodyslam deals +280 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.Snails
*; Tier 9
*Unarmed attacks have a 9% chance to conjure a magical field that mitigates 10% of all physical Bodyslam deals +315 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.Snails
*; 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 Bodyslam deals +350 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.Snails
|Expand}}
|-
| Serpentine Martial || of Cobra Striking Deadly Fists || <b>Tier 126</b> - Cobra Strike and Mamba Strike have a 54Unarmed Damage +35% chance to deal double damage || ChestHead, Hands MainHand || {{Spoiler|
*; Tier 1
*Cobra Strike and Mamba Strike have a Unarmed Damage +10% chance to deal double damage
*; Tier 2
*Cobra Strike and Mamba Strike have a 14Unarmed Damage +15% chance to deal double damage
*; Tier 3
*Cobra Strike and Mamba Strike have a 18Unarmed Damage +20% chance to deal double damage
*; Tier 4
*Cobra Strike and Mamba Strike have a 22Unarmed Damage +25% chance to deal double damage
*; Tier 5
*Cobra Strike and Mamba Strike have a 26Unarmed Damage +30% chance to deal double damage
*; Tier 6
*Cobra Strike and Mamba Strike have a 30Unarmed Damage +35% 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
|Expand}}
|-
| Anti-Darkness || of Kicking While Nude || <b>Tier 12</b> - 60Any kick attack (including animal kicks!) deals +110% of any Darkness damage when you take is reflected back in have 33% or less of your next Punch or Jab. Armor left || Legs, Feet Necklace || {{Spoiler|
*; Tier 1
*5Any kick attack (including animal kicks!) deals +22% of any Darkness damage when you take is reflected back in have 33% or less of your next Punch or Jab.Armor left
*; Tier 2
*10Any kick attack (including animal kicks!) deals +30% of any Darkness damage when you take is reflected back in have 33% or less of your next Punch or Jab.Armor left
*; Tier 3
*15Any kick attack (including animal kicks!) deals +38% of any Darkness damage when you take is reflected back in have 33% or less of your next Punch or Jab.Armor left
*; Tier 4
*20Any kick attack (including animal kicks!) deals +46% of any Darkness damage when you take is reflected back in have 33% or less of your next Punch or Jab.Armor left
*; Tier 5
*25Any kick attack (including animal kicks!) deals +54% of any Darkness damage when you take is reflected back in have 33% or less of your next Punch or Jab.Armor left
*; Tier 6
*30Any kick attack (including animal kicks!) deals +62% of any Darkness damage when you take is reflected back in have 33% or less of your next Punch or Jab.Armor left
*; Tier 7
*35Any kick attack (including animal kicks!) deals +70% of any Darkness damage when you take is reflected back in have 33% or less of your next Punch or Jab.Armor left
*; Tier 8
*40Any kick attack (including animal kicks!) deals +78% of any Darkness damage when you take is reflected back in have 33% or less of your next Punch or Jab.Armor left
*; Tier 9
*45Any kick attack (including animal kicks!) deals +86% of any Darkness damage when you take is reflected back in have 33% or less of your next Punch or Jab.Armor left
*; Tier 10
*50Any kick attack (including animal kicks!) deals +94% of any Darkness damage when you take is reflected back in have 33% or less of your next Punch or Jab.Armor left
*; Tier 11
*55Any kick attack (including animal kicks!) deals +102% of any Darkness damage when you take is reflected back in have 33% or less of your next Punch or Jab.Armor left
*; Tier 12
*60Any kick attack (including animal kicks!) deals +110% of any Darkness damage when you take is reflected back in have 33% or less of your next Punch or Jab.Armor left
|Expand}}
|-
|Expand}}
|-
| Ankle-Kicking || of Ankle-Kicking Armor Hatred || <b>Tier 56</b> - Any kick attack (including animal kicks!) has a 70% chance to slow target's movement by 25% Unarmed attacks deal +13 Armor damage || Hands Head, MainHand || {{Spoiler|
*; Tier 1
*Any kick attack (including animal kicks!) has a 30% chance to slow target's movement by 25%Unarmed attacks deal +2 Armor damage
*; Tier 2
*Any kick attack (including animal kicks!) has a 40% chance to slow target's movement by 25%Unarmed attacks deal +4 Armor damage
*; Tier 3
*Any kick attack (including animal kicks!) has a 50% chance to slow target's movement by 25%Unarmed attacks deal +6 Armor damage
*; Tier 4
*Any kick attack (including animal kicks!) has a 60% chance to slow target's movement by 25%Unarmed attacks deal +8 Armor damage
*; Tier 5
*Any kick attack (including animal kicks!) has a 70% chance to slow target's movement by 25%|Expand}}|-| || of Cobra Scales || <b>Tier 12</b> - Cobra Strike and Mamba Strike restore 17 Unarmed attacks deal +10 Armor to you || Chest, Ring || {{Spoiler|*; 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 youdamage
*; 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 Unarmed attacks deal +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 youdamage
|Expand}}
|-
| || of Punch-Shielding Slamming and Jogging || <b>Tier 126</b> - Unarmed attacks have a 19% chance to conjure a magical field that mitigates 10% of all physical Bodyslam deals +50 damage you take and boosts your sprint speed by 5 for 1 minute (or until 100 damage is mitigated). 20 seconds || HeadFeet, MainHand Necklace || {{Spoiler|
*; Tier 1
*Unarmed attacks have a 2% chance to conjure a magical field that mitigates 10% of all physical Bodyslam deals +6 damage you take and boosts your sprint speed by 1 for 1 minute (or until 100 damage is mitigated).20 seconds
*; Tier 2
*Unarmed attacks have a 3% chance to conjure a magical field that mitigates 10% of all physical Bodyslam deals +12 damage you take and boosts your sprint speed by 2 for 1 minute (or until 100 damage is mitigated).20 seconds
*; Tier 3
*Unarmed attacks have a 5% chance to conjure a magical field that mitigates 10% of all physical Bodyslam deals +18 damage you take and boosts your sprint speed by 3 for 1 minute (or until 100 damage is mitigated).20 seconds
*; Tier 4
*Unarmed attacks have a 6% chance to conjure a magical field that mitigates 10% of all physical Bodyslam deals +24 damage you take and boosts your sprint speed by 4 for 1 minute (or until 100 damage is mitigated).20 seconds
*; Tier 5
*Unarmed attacks have a 8% chance to conjure a magical field that mitigates 10% of all physical Bodyslam deals +30 damage you take and boosts your sprint speed by 5 for 1 minute (or until 100 damage is mitigated).20 seconds
*; 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 Bleeding Strikes || <b>Tier 6</b> - Slashing Strike has a 100% chance to deal an additional 60 Trauma damage over 15 seconds || OffHand, Necklace || {{Spoiler|*; Tier 1*Slashing Strike has a 40% chance to deal an additional 60 Trauma damage over 15 seconds*; Tier 2*Slashing Strike has a Bodyslam deals +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 and boosts your sprint speed by 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 for 20 seconds
|Expand}}
|-
|Expand}}
|-
| || of Armor Tossing Hip Throwing || <b>Tier 12</b> - Hip Throw and Bodyslam deal +132 armor 111% damage || HandsLegs, Feet || {{Spoiler|
*; Tier 1
*Hip Throw and Bodyslam deal +11 armor 12% damage
*; Tier 2
*Hip Throw and Bodyslam deal +22 armor 21% damage
*; Tier 3
*Hip Throw and Bodyslam deal +33 armor 30% damage
*; Tier 4
*Hip Throw and Bodyslam deal +44 armor 39% damage
*; Tier 5
*Hip Throw and Bodyslam deal +55 armor 48% damage
*; Tier 6
*Hip Throw and Bodyslam deal +66 armor 57% damage
*; Tier 7
*Hip Throw and Bodyslam deal +77 armor 66% damage
*; Tier 8
*Hip Throw and Bodyslam deal +88 armor 75% damage
*; Tier 9
*Hip Throw and Bodyslam deal +99 armor 84% damage
*; Tier 10
*Hip Throw and Bodyslam deal +110 armor 93% damage
*; Tier 11
*Hip Throw and Bodyslam deal +121 armor 102% damage
*; Tier 12
*Hip Throw and Bodyslam deal +132 armor 111% damage
|Expand}}
|-
| Mindfist || of Calloused Barrages || <b>Tier 612</b> - Barrage and Headbutt attacks make the target 30% more vulnerable restores 55 Armor to Psychic damage for 20 seconds - <span style="color:red"><b>THIS MOD IS RETIRED. IF YOUR GEAR HAS IT, IT'LL BREAK SOON UNLESS YOU TRANSMUTE IT AWAY</b></span> you || Necklace Head, OffHand || {{Spoiler|
*; Tier 1
*Barrage and Headbutt attacks make the target 5% more vulnerable restores 4 Armor to Psychic damage for 20 secondsyou
*; Tier 2
*Barrage and Headbutt attacks make the target 10% more vulnerable restores 8 Armor to Psychic damage for 20 secondsyou
*; Tier 3
*Barrage and Headbutt attacks make the target 15% more vulnerable restores 12 Armor to Psychic damage for 20 secondsyou
*; Tier 4
*Barrage and Headbutt attacks make the target 20% more vulnerable restores 16 Armor to Psychic damage for 20 secondsyou
*; Tier 5
*Barrage and Headbutt attacks make the target 25% more vulnerable restores 20 Armor to Psychic damage for 20 secondsyou
*; Tier 6
*Barrage and Headbutt attacks make the target 30% more vulnerable restores 25 Armor to Psychic damage for 20 seconds|Expand}}|-| || of Armor Hatred || <b>Tier 6</b> - Unarmed attacks deal +13 Armor damage || Head, MainHand || {{Spoiler|*; 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|Expand}}|-| Martial Artist's || || <b>Tier 6</b> - Unarmed Damage +6% || OffHand, Necklace || {{Spoiler|*; 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%|Expand}}|-| Bodyslamming || of Bodyslamming || <b>Tier 12</b> - Bodyslam deals +190% damage || MainHand, Ring || {{Spoiler|*; 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% damageyou
*; Tier 7
*Bodyslam deals +115% damageBarrage restores 30 Armor to you
*; Tier 8
*Bodyslam deals +130% damageBarrage restores 35 Armor to you
*; Tier 9
*Bodyslam deals +145% damageBarrage restores 40 Armor to you
*; Tier 10
*Bodyslam deals +160% damageBarrage restores 45 Armor to you
*; Tier 11
*Bodyslam deals +175% damageBarrage restores 50 Armor to you
*; Tier 12
*Bodyslam deals +190% damageBarrage restores 55 Armor to you
|Expand}}
|-
| || of Kicking Away Toxins Cobra Scales || <b>Tier 12</b> - Kick attacks have a 55% chance Cobra Strike and Mamba Strike restore 17 Armor 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. || HandsChest, Feet Ring || {{Spoiler|
*; Tier 1
*Kick attacks have a 5% chance Cobra Strike and Mamba Strike restore 2 Armor 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 Cobra Strike and Mamba Strike restore 3 Armor 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 Cobra Strike and Mamba Strike restore 5 Armor 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 Cobra Strike and Mamba Strike restore 7 Armor 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 Cobra Strike and Mamba Strike restore 8 Armor 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 Cobra Strike and Mamba Strike restore 9 Armor 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 Cobra Strike and Mamba Strike restore 10 Armor 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 Cobra Strike and Mamba Strike restore 11 Armor 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 Cobra Strike and Mamba Strike restore 12 Armor 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 Cobra Strike and Mamba Strike restore 13 Armor 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 Cobra Strike and Mamba Strike restore 15 Armor 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 Cobra Strike and Mamba Strike restore 17 Armor 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.
|Expand}}
|-
| Unflappable Punching || of Mind-Defense Punches || <b>Tier 6</b> - Slashing Damage Reduction Punch and Jab attacks deal +6 when Unarmed is active, Psychic Damage Reduction +6 when Unarmed is active 18 damage || HeadChest, Ring Feet || {{Spoiler|
*; Tier 1
*Slashing Damage Reduction Punch and Jab attacks deal +1 when Unarmed is active, Psychic Damage Reduction +1 when Unarmed is active3 damage
*; Tier 2
*Slashing Damage Reduction Punch and Jab attacks deal +2 when Unarmed is active, Psychic Damage Reduction +2 when Unarmed is active6 damage
*; Tier 3
*Slashing Damage Reduction Punch and Jab attacks deal +3 when Unarmed is active, Psychic Damage Reduction +3 when Unarmed is active8 damage
*; Tier 4
*Slashing Damage Reduction Punch and Jab attacks deal +4 when Unarmed is active, Psychic Damage Reduction +4 when Unarmed is active11 damage
*; Tier 5
*Slashing Damage Reduction Punch and Jab attacks deal +5 when Unarmed is active, Psychic Damage Reduction +5 when Unarmed is active14 damage
*; Tier 6
*Slashing Damage Reduction Punch and Jab attacks deal +6 when Unarmed is active, Psychic Damage Reduction +6 when Unarmed is active18 damage
|Expand}}
|-
| || of Fiery Barrages Accurate Martial Arts || <b>Tier 612</b> - Barrage Unarmed attacks deal +6 damage and Headbutt ignite have +12 Accuracy (which cancels out the target, causing them to take 70 damage over 20 seconds Evasion that certain monsters have) || LegsMainHand, Ring Necklace || {{Spoiler|
*; Tier 1
*Barrage Unarmed attacks deal +1 damage and Headbutt ignite have +1 Accuracy (which cancels out the target, causing them to take 25 damage over 20 secondsEvasion that certain monsters have)
*; Tier 2
*Barrage Unarmed attacks deal +1 damage and Headbutt ignite have +2 Accuracy (which cancels out the target, causing them to take 35 damage over 20 secondsEvasion that certain monsters have)
*; Tier 3
*Barrage Unarmed attacks deal +2 damage and Headbutt ignite have +3 Accuracy (which cancels out the target, causing them to take 40 damage over 20 secondsEvasion that certain monsters have)
*; Tier 4
*Barrage Unarmed attacks deal +2 damage and Headbutt ignite have +4 Accuracy (which cancels out the target, causing them to take 50 damage over 20 secondsEvasion that certain monsters have)
*; Tier 5
*Barrage Unarmed attacks deal +3 damage and Headbutt ignite have +5 Accuracy (which cancels out the target, causing them to take 60 damage over 20 secondsEvasion that certain monsters have)
*; Tier 6
*Barrage 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 Headbutt ignite have +9 Accuracy (which cancels out the target, causing them to take 70 Evasion that certain monsters have)*; Tier 10*Unarmed attacks deal +5 damage over 20 secondsand 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 Armor Punching Anger Tossing || <b>Tier 12</b> - Punch Hip Throw and Jab attacks Bodyslam deal +24 armor 52% damage and deplete target's Rage by 300 || ChestHead, Feet Legs || {{Spoiler|
*; Tier 1
*Punch Hip Throw and Jab attacks Bodyslam deal +2 armor 8% damageand deplete target's Rage by 25
*; Tier 2
*Punch Hip Throw and Jab attacks Bodyslam deal +4 armor 12% damageand deplete target's Rage by 50
*; Tier 3
*Punch Hip Throw and Jab attacks Bodyslam deal +6 armor 16% damageand deplete target's Rage by 75
*; Tier 4
*Punch Hip Throw and Jab attacks Bodyslam deal +8 armor 20% damageand deplete target's Rage by 100
*; Tier 5
*Punch Hip Throw and Jab attacks Bodyslam deal +10 armor 24% damageand deplete target's Rage by 125
*; Tier 6
*Punch Hip Throw and Jab attacks Bodyslam deal +12 armor 28% damageand deplete target's Rage by 150
*; Tier 7
*Punch Hip Throw and Jab attacks Bodyslam deal +14 armor 32% damageand deplete target's Rage by 175
*; Tier 8
*Punch Hip Throw and Jab attacks Bodyslam deal +16 armor 36% damageand deplete target's Rage by 200
*; Tier 9
*Punch Hip Throw and Jab attacks Bodyslam deal +18 armor 40% damageand deplete target's Rage by 225
*; Tier 10
*Punch Hip Throw and Jab attacks Bodyslam deal +20 armor 44% damageand deplete target's Rage by 250
*; Tier 11
*Punch Hip Throw and Jab attacks Bodyslam deal +22 armor 48% damageand deplete target's Rage by 275
*; Tier 12
*Punch Hip Throw and Jab attacks Bodyslam deal +24 armor 52% damageand deplete target's Rage by 300
|Expand}}
|-
| Martial Anti-Darkness || of Deadly Fists || <b>Tier 612</b> - Unarmed Damage +3560% of any Darkness damage you take is reflected back in your next Punch or Jab. || HeadLegs, MainHand Feet || {{Spoiler|
*; Tier 1
*Unarmed Damage +105%of any Darkness damage you take is reflected back in your next Punch or Jab.
*; Tier 2
*Unarmed Damage +1510%of any Darkness damage you take is reflected back in your next Punch or Jab.
*; Tier 3
*Unarmed Damage +2015%of any Darkness damage you take is reflected back in your next Punch or Jab.
*; Tier 4
*Unarmed Damage +2520%of any Darkness damage you take is reflected back in your next Punch or Jab.
*; Tier 5
*Unarmed Damage +3025%of any Darkness damage you take is reflected back in your next Punch or Jab.
*; Tier 6
*Unarmed Damage +3530%|Expand}}|-| || of Slamming Snails || <b>Tier 10</b> - Bodyslam deals +350 any Darkness damage to Snails || Necklace, MainHand || {{Spoiler|*; 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 Snailsyou take is reflected back in your next Punch or Jab.
*; Tier 7
*Bodyslam deals +245 35% of any Darkness damage to Snailsyou take is reflected back in your next Punch or Jab.
*; Tier 8
*Bodyslam deals +280 40% of any Darkness damage to Snailsyou take is reflected back in your next Punch or Jab.
*; Tier 9
*Bodyslam deals +315 45% of any Darkness damage to Snailsyou take is reflected back in your next Punch or Jab.
*; Tier 10
*Bodyslam deals +350 50% of any Darkness damage to Snailsyou 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.
|Expand}}
|}
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