Unarmed
Prefix |
Suffix |
Best Tier |
Slot |
All Tiers
|
|
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
Expand
|
|
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
Expand
|
|
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
Expand
|
|
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
Expand
|
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
Expand
|
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%
Expand
|
|
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.
Expand
|
|
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
Expand
|
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
Expand
|
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
Expand
|
|
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
Expand
|
|
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)
Expand
|
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
Expand
|
|
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
Expand
|
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!)
Expand
|
|
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
Expand
|
|
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
Expand
|
|
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
Expand
|
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%
Expand
|
|
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
Expand
|
|
|
Tier 2 - Chance to Ignore Knockbacks +30% when Unarmed is active |
Feet, OffHand |
- Tier 1
- Chance to Ignore Knockbacks +25% when Unarmed is active
- Tier 2
- Chance to Ignore Knockbacks +30% when Unarmed is active
Expand
|
|
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
Expand
|
|
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)
Expand
|
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
Expand
|
|
of Accurate Martial Arts |
Tier 12 - Unarmed attacks deal +6 damage and have +12 Accuracy (which cancels out the Evasion that certain monsters have) |
MainHand, Necklace |
- Tier 1
- Unarmed attacks deal +1 damage and have +1 Accuracy (which cancels out the Evasion that certain monsters have)
- Tier 2
- Unarmed attacks deal +1 damage and have +2 Accuracy (which cancels out the Evasion that certain monsters have)
- Tier 3
- Unarmed attacks deal +2 damage and have +3 Accuracy (which cancels out the Evasion that certain monsters have)
- Tier 4
- Unarmed attacks deal +2 damage and have +4 Accuracy (which cancels out the Evasion that certain monsters have)
- Tier 5
- Unarmed attacks deal +3 damage and have +5 Accuracy (which cancels out the Evasion that certain monsters have)
- Tier 6
- Unarmed attacks deal +3 damage and have +6 Accuracy (which cancels out the Evasion that certain monsters have)
- Tier 7
- Unarmed attacks deal +4 damage and have +7 Accuracy (which cancels out the Evasion that certain monsters have)
- Tier 8
- Unarmed attacks deal +4 damage and have +8 Accuracy (which cancels out the Evasion that certain monsters have)
- Tier 9
- Unarmed attacks deal +5 damage and have +9 Accuracy (which cancels out the Evasion that certain monsters have)
- Tier 10
- Unarmed attacks deal +5 damage and have +10 Accuracy (which cancels out the Evasion that certain monsters have)
- Tier 11
- Unarmed attacks deal +6 damage and have +11 Accuracy (which cancels out the Evasion that certain monsters have)
- Tier 12
- Unarmed attacks deal +6 damage and have +12 Accuracy (which cancels out the Evasion that certain monsters have)
Expand
|
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
Expand
|
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
Expand
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|
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 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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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
Expand
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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.
Expand
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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
Expand
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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%
Expand
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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
Expand
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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).
Expand
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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
Expand
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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
Expand
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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
Expand
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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
Expand
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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
Expand
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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%
Expand
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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
Expand
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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.
Expand
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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
Expand
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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
Expand
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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
Expand
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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%
Expand
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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
Expand
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