Prefix |
Suffix |
Best Tier |
Slot |
All Tiers
|
---|
Martial |
of Deadly Fists |
Tier 7 - Unarmed Base Damage +23% |
Head, MainHand |
- Unarmed Damage +3
- Unarmed Base Damage +8%
- Unarmed Base Damage +11%
- Unarmed Base Damage +14%
- Unarmed Base Damage +17%
- Unarmed Base Damage +20%
- Unarmed Base Damage +23%
Expand
|
Punching |
of Punches |
Tier 7 - Jab and Infuriating Fist Damage +56 |
Chest, Feet |
- Jab and Infuriating Fist Damage +8
- Jab and Infuriating Fist Damage +16
- Jab and Infuriating Fist Damage +24
- Jab and Infuriating Fist Damage +32
- Jab and Infuriating Fist Damage +40
- Jab and Infuriating Fist Damage +48
- Jab and Infuriating Fist Damage +56
Expand
|
|
of Refreshing Punches |
Tier 7 - Punch, Jab, and Infuriating Fist restore 16 Health to you |
OffHand, Ring |
- Punch, Jab, and Infuriating Fist restore 3 Health to you
- Punch, Jab, and Infuriating Fist restore 5 Health to you
- Punch, Jab, and Infuriating Fist restore 7 Health to you
- Punch, Jab, and Infuriating Fist restore 9 Health to you
- Punch, Jab, and Infuriating Fist restore 12 Health to you
- Punch, Jab, and Infuriating Fist restore 14 Health to you
- Punch, Jab, and Infuriating Fist restore 16 Health to you
Expand
|
|
of Knee-Kicking |
Tier 14 - Knee Kick Damage +52% |
Chest, Feet |
- Knee Kick Damage +7%
- Knee Kick Damage +10%
- Knee Kick Damage +13%
- Knee Kick Damage +16%
- Knee Kick Damage +19%
- Knee Kick Damage +22%
- Knee Kick Damage +25%
- Knee Kick Damage +28%
- Knee Kick Damage +31%
- Knee Kick Damage +34%
- Knee Kick Damage +37%
- Knee Kick Damage +40%
- Knee Kick Damage +46%
- Knee Kick Damage +52%
Expand
|
|
of Naked Fury |
Tier 14 - Unarmed attacks deal +29% damage when you have 33% or less of your Armor left |
Legs, Necklace |
- Unarmed attacks deal +2 damage when you have 33% or less of your Armor left
- Unarmed attacks deal +4 damage when you have 33% or less of your Armor left
- Unarmed attacks deal +6% damage when you have 33% or less of your Armor left
- Unarmed attacks deal +8% damage when you have 33% or less of your Armor left
- Unarmed attacks deal +10% damage when you have 33% or less of your Armor left
- Unarmed attacks deal +12% damage when you have 33% or less of your Armor left
- Unarmed attacks deal +14% damage when you have 33% or less of your Armor left
- Unarmed attacks deal +16% damage when you have 33% or less of your Armor left
- Unarmed attacks deal +17% damage when you have 33% or less of your Armor left
- Unarmed attacks deal +18% damage when you have 33% or less of your Armor left
- Unarmed attacks deal +20% damage when you have 33% or less of your Armor left
- Unarmed attacks deal +22% damage when you have 33% or less of your Armor left
- Unarmed attacks deal +25% damage when you have 33% or less of your Armor left
- Unarmed attacks deal +29% damage when you have 33% or less of your Armor left
Expand
|
|
of Armor Hatred |
Tier 7 - Unarmed attacks deal +18 Armor damage |
Head, MainHand |
- Unarmed attacks deal +4 Armor damage
- Unarmed attacks deal +6 Armor damage
- Unarmed attacks deal +8 Armor damage
- Unarmed attacks deal +10 Armor damage
- Unarmed attacks deal +12 Armor damage
- Unarmed attacks deal +14 Armor damage
- Unarmed attacks deal +18 Armor damage
Expand
|
|
of Accurate Martial Arts |
Tier 14 - Unarmed attacks deal +9 damage and have +18 Accuracy (which cancels out the Evasion that certain monsters have) |
MainHand, Necklace |
- Unarmed attacks deal +1 damage and have +1 Accuracy (which cancels out the Evasion that certain monsters have)
- Unarmed attacks deal +1 damage and have +2 Accuracy (which cancels out the Evasion that certain monsters have)
- Unarmed attacks deal +2 damage and have +3 Accuracy (which cancels out the Evasion that certain monsters have)
- Unarmed attacks deal +2 damage and have +4 Accuracy (which cancels out the Evasion that certain monsters have)
- Unarmed attacks deal +3 damage and have +5 Accuracy (which cancels out the Evasion that certain monsters have)
- Unarmed attacks deal +3 damage and have +6 Accuracy (which cancels out the Evasion that certain monsters have)
- Unarmed attacks deal +4 damage and have +7 Accuracy (which cancels out the Evasion that certain monsters have)
- Unarmed attacks deal +4 damage and have +8 Accuracy (which cancels out the Evasion that certain monsters have)
- Unarmed attacks deal +5 damage and have +9 Accuracy (which cancels out the Evasion that certain monsters have)
- Unarmed attacks deal +5 damage and have +10 Accuracy (which cancels out the Evasion that certain monsters have)
- Unarmed attacks deal +6 damage and have +11 Accuracy (which cancels out the Evasion that certain monsters have)
- Unarmed attacks deal +7 damage and have +12 Accuracy (which cancels out the Evasion that certain monsters have)
- Unarmed attacks deal +8 damage and have +15 Accuracy (which cancels out the Evasion that certain monsters have)
- Unarmed attacks deal +9 damage and have +18 Accuracy (which cancels out the Evasion that certain monsters have)
Expand
|
|
of Punch-Shielding |
Tier 14 - Unarmed attacks have a 21% 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 |
- 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).
- 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).
- 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).
- 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).
- 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).
- 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).
- 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).
- 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).
- 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).
- 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).
- 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).
- 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).
- Unarmed attacks have a 20% chance to conjure a magical field that mitigates 10% of all physical damage you take for 1 minute (or until 100 damage is mitigated).
- Unarmed attacks have a 21% chance to conjure a magical field that mitigates 10% of all physical damage you take for 1 minute (or until 100 damage is mitigated).
Expand
|
|
of Pain-Reflection |
Tier 14 - 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). Damage mitigated in this way is automatically added to the damage you do with your next Kick attack. |
Head, MainHand |
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- Unarmed attacks have a 13% 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.
- 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). Damage mitigated in this way is automatically added to the damage you do with your next Kick attack.
Expand
|
|
of Angst Fists |
Tier 14 - While using Unarmed skill, 18% of all Slashing, Piercing, and Crushing damage you take is mitigated and added to the damage done by your next Punch or Jab |
Chest, Feet |
- While using Unarmed skill, 3% of all Slashing, Piercing, and Crushing damage you take is mitigated and added to the damage done by your next Punch or Jab
- While using Unarmed skill, 4% of all Slashing, Piercing, and Crushing damage you take is mitigated and added to the damage done by your next Punch or Jab
- While using Unarmed skill, 5% of all Slashing, Piercing, and Crushing damage you take is mitigated and added to the damage done by your next Punch or Jab
- While using Unarmed skill, 6% of all Slashing, Piercing, and Crushing damage you take is mitigated and added to the damage done by your next Punch or Jab
- While using Unarmed skill, 7% of all Slashing, Piercing, and Crushing damage you take is mitigated and added to the damage done by your next Punch or Jab
- While using Unarmed skill, 8% of all Slashing, Piercing, and Crushing damage you take is mitigated and added to the damage done by your next Punch or Jab
- While using Unarmed skill, 9% of all Slashing, Piercing, and Crushing damage you take is mitigated and added to the damage done by your next Punch or Jab
- While using Unarmed skill, 10% of all Slashing, Piercing, and Crushing damage you take is mitigated and added to the damage done by your next Punch or Jab
- While using Unarmed skill, 11% of all Slashing, Piercing, and Crushing damage you take is mitigated and added to the damage done by your next Punch or Jab
- While using Unarmed skill, 12% of all Slashing, Piercing, and Crushing damage you take is mitigated and added to the damage done by your next Punch or Jab
- While using Unarmed skill, 13% of all Slashing, Piercing, and Crushing damage you take is mitigated and added to the damage done by your next Punch or Jab
- While using Unarmed skill, 14% of all Slashing, Piercing, and Crushing damage you take is mitigated and added to the damage done by your next Punch or Jab
- While using Unarmed skill, 16% of all Slashing, Piercing, and Crushing damage you take is mitigated and added to the damage done by your next Punch or Jab
- While using Unarmed skill, 18% of all Slashing, Piercing, and Crushing damage you take is mitigated and added to the damage done by your next Punch or Jab
Expand
|
Anti-Darkness |
of Dark and Angry Fists |
Tier 14 - While using Unarmed skill, 30% of all Darkness and Psychic damage you take is mitigated and added to the damage done by your next Punch or Jab |
Legs, Feet |
- While using Unarmed skill, 8% of all Darkness and Psychic damage you take is mitigated and added to the damage done by your next Punch or Jab
- While using Unarmed skill, 9% of all Darkness and Psychic damage you take is mitigated and added to the damage done by your next Punch or Jab
- While using Unarmed skill, 10% of all Darkness and Psychic damage you take is mitigated and added to the damage done by your next Punch or Jab
- While using Unarmed skill, 11% of all Darkness and Psychic damage you take is mitigated and added to the damage done by your next Punch or Jab
- While using Unarmed skill, 13% of all Darkness and Psychic damage you take is mitigated and added to the damage done by your next Punch or Jab
- While using Unarmed skill, 14% of all Darkness and Psychic damage you take is mitigated and added to the damage done by your next Punch or Jab
- While using Unarmed skill, 15% of all Darkness and Psychic damage you take is mitigated and added to the damage done by your next Punch or Jab
- While using Unarmed skill, 17% of all Darkness and Psychic damage you take is mitigated and added to the damage done by your next Punch or Jab
- While using Unarmed skill, 18% of all Darkness and Psychic damage you take is mitigated and added to the damage done by your next Punch or Jab
- While using Unarmed skill, 19% of all Darkness and Psychic damage you take is mitigated and added to the damage done by your next Punch or Jab
- While using Unarmed skill, 21% of all Darkness and Psychic damage you take is mitigated and added to the damage done by your next Punch or Jab
- While using Unarmed skill, 24% of all Darkness and Psychic damage you take is mitigated and added to the damage done by your next Punch or Jab
- While using Unarmed skill, 27% of all Darkness and Psychic damage you take is mitigated and added to the damage done by your next Punch or Jab
- While using Unarmed skill, 30% of all Darkness and Psychic damage you take is mitigated and added to the damage done by your next Punch or Jab
Expand
|
Infuriating |
|
Tier 14 - Taunt From Attack Damage +70% when Unarmed is active |
Head, Ring |
- Taunt From Attack Damage +5% when Unarmed is active
- Taunt From Attack Damage +10% when Unarmed is active
- Taunt From Attack Damage +15% when Unarmed is active
- Taunt From Attack Damage +20% when Unarmed is active
- Taunt From Attack Damage +25% when Unarmed is active
- Taunt From Attack Damage +30% when Unarmed is active
- Taunt From Attack Damage +35% when Unarmed is active
- Taunt From Attack Damage +40% when Unarmed is active
- Taunt From Attack Damage +45% when Unarmed is active
- Taunt From Attack Damage +50% when Unarmed is active
- Taunt From Attack Damage +55% when Unarmed is active
- Taunt From Attack Damage +60% when Unarmed is active
- Taunt From Attack Damage +65% when Unarmed is active
- Taunt From Attack Damage +70% when Unarmed is active
Expand
|
|
of Slow Mambas |
Tier 7 - Mamba Strike deals +225% Crushing damage and +350 Trauma damage (if target's armor is below 33%), but reuse timer is +8 seconds |
Head, OffHand |
- Mamba Strike deals +50% Crushing damage and +50 Trauma damage (if target's armor is below 33%), but reuse timer is +8 seconds
- Mamba Strike deals +100% Crushing damage and +100 Trauma damage (if target's armor is below 33%), but reuse timer is +8 seconds
- Mamba Strike deals +125% Crushing damage and +150 Trauma damage (if target's armor is below 33%), but reuse timer is +8 seconds
- Mamba Strike deals +150% Crushing damage and +200 Trauma damage (if target's armor is below 33%), but reuse timer is +8 seconds
- Mamba Strike deals +175% Crushing damage and +250 Trauma damage (if target's armor is below 33%), but reuse timer is +8 seconds
- Mamba Strike deals +200% Crushing damage and +300 Trauma damage (if target's armor is below 33%), but reuse timer is +8 seconds
- Mamba Strike deals +225% Crushing damage and +350 Trauma damage (if target's armor is below 33%), but reuse timer is +8 seconds
Expand
|
|
of Internal Injuries |
Tier 7 - Mamba Strike and Front Kick deal 90 Trauma damage over 15 seconds |
OffHand, Necklace |
- Mamba Strike and Front Kick deal 15 Trauma damage over 15 seconds
- Mamba Strike and Front Kick deal 25 Trauma damage over 15 seconds
- Mamba Strike and Front Kick deal 35 Trauma damage over 15 seconds
- Mamba Strike and Front Kick deal 45 Trauma damage over 15 seconds
- Mamba Strike and Front Kick deal 55 Trauma damage over 15 seconds
- Mamba Strike and Front Kick deal 65 Trauma damage over 15 seconds
- Mamba Strike and Front Kick deal 90 Trauma damage over 15 seconds
Expand
|
Kicking |
of Kicking |
Tier 14 - Kick Damage +62 |
Legs, MainHand, Ring |
- Kick Damage +4
- Kick Damage +7
- Kick Damage +10
- Kick Damage +14
- Kick Damage +18
- Kick Damage +22
- Kick Damage +26
- Kick Damage +30
- Kick Damage +34
- Kick Damage +38
- Kick Damage +42
- Kick Damage +46
- Kick Damage +54
- Kick Damage +62
Expand
|
Platefooted |
|
Tier 14 - Kick attacks restore 38 Armor |
Chest, Ring |
- Kick attacks restore 12 Armor
- Kick attacks restore 14 Armor
- Kick attacks restore 16 Armor
- Kick attacks restore 18 Armor
- Kick attacks restore 20 Armor
- Kick attacks restore 22 Armor
- Kick attacks restore 24 Armor
- Kick attacks restore 26 Armor
- Kick attacks restore 28 Armor
- Kick attacks restore 30 Armor
- Kick attacks restore 32 Armor
- Kick attacks restore 34 Armor
- Kick attacks restore 36 Armor
- Kick attacks restore 38 Armor
Expand
|
|
of Reflective Kicks |
Tier 7 - Kick attacks deal +11% damage and grant you 9% Physical Damage Reflection for 15 seconds |
Hands |
- Kick attacks deal +4% damage and grant you 1% Physical Damage Reflection for 15 seconds
- Kick attacks deal +5% damage and grant you 2% Physical Damage Reflection for 15 seconds
- Kick attacks deal +6% damage and grant you 3% Physical Damage Reflection for 15 seconds
- Kick attacks deal +7% damage and grant you 4% Physical Damage Reflection for 15 seconds
- Kick attacks deal +8% damage and grant you 5% Physical Damage Reflection for 15 seconds
- Kick attacks deal +9% damage and grant you 6% Physical Damage Reflection for 15 seconds
- Kick attacks deal +11% damage and grant you 9% Physical Damage Reflection for 15 seconds
Expand
|
Front-Kicker's |
of Front-Kicking |
Tier 7 - Front Kick Damage +42% |
Feet |
- Front Kick Damage +8%
- Front Kick Damage +13%
- Front Kick Damage +18%
- Front Kick Damage +23%
- Front Kick Damage +28%
- Front Kick Damage +34%
- Front Kick Damage +42%
Expand
|
Hip-Shattering |
of Hip-Shattering |
Tier 7 - Kick attacks deal +17% damage and slow target's movement speed by 45% |
OffHand |
- Kick attacks deal +5% damage and slow target's movement speed by 45%
- Kick attacks deal +7% damage and slow target's movement speed by 45%
- Kick attacks deal +9% damage and slow target's movement speed by 45%
- Kick attacks deal +11% damage and slow target's movement speed by 45%
- Kick attacks deal +13% damage and slow target's movement speed by 45%
- Kick attacks deal +14% damage and slow target's movement speed by 45%
- Kick attacks deal +17% damage and slow target's movement speed by 45%
Expand
|
|
of Kicking While Nude |
Tier 14 - Kick attacks deal +43% damage when you have 33% or less of your Armor left |
Legs, Necklace |
- Kick attacks deal +12% damage when you have 33% or less of your Armor left
- Kick attacks deal +14% damage when you have 33% or less of your Armor left
- Kick attacks deal +16% damage when you have 33% or less of your Armor left
- Kick attacks deal +18% damage when you have 33% or less of your Armor left
- Kick attacks deal +20% damage when you have 33% or less of your Armor left
- Kick attacks deal +22% damage when you have 33% or less of your Armor left
- Kick attacks deal +24% damage when you have 33% or less of your Armor left
- Kick attacks deal +26% damage when you have 33% or less of your Armor left
- Kick attacks deal +28% damage when you have 33% or less of your Armor left
- Kick attacks deal +30% damage when you have 33% or less of your Armor left
- Kick attacks deal +32% damage when you have 33% or less of your Armor left
- Kick attacks deal +34% damage when you have 33% or less of your Armor left
- Kick attacks deal +38% damage when you have 33% or less of your Armor left
- Kick attacks deal +43% damage when you have 33% or less of your Armor left
Expand
|
|
of Kicking Away Toxins |
Tier 14 - While using Unarmed skill, 20% of all Acid, Poison, and Nature damage you take is mitigated and added to the damage done by your next Kick |
Hands, Feet |
- While using Unarmed skill, 7% of all Acid, Poison, and Nature damage you take is mitigated and added to the damage done by your next Kick
- While using Unarmed skill, 8% of all Acid, Poison, and Nature damage you take is mitigated and added to the damage done by your next Kick
- While using Unarmed skill, 9% of all Acid, Poison, and Nature damage you take is mitigated and added to the damage done by your next Kick
- While using Unarmed skill, 10% of all Acid, Poison, and Nature damage you take is mitigated and added to the damage done by your next Kick
- While using Unarmed skill, 11% of all Acid, Poison, and Nature damage you take is mitigated and added to the damage done by your next Kick
- While using Unarmed skill, 12% of all Acid, Poison, and Nature damage you take is mitigated and added to the damage done by your next Kick
- While using Unarmed skill, 13% of all Acid, Poison, and Nature damage you take is mitigated and added to the damage done by your next Kick
- While using Unarmed skill, 14% of all Acid, Poison, and Nature damage you take is mitigated and added to the damage done by your next Kick
- While using Unarmed skill, 15% of all Acid, Poison, and Nature damage you take is mitigated and added to the damage done by your next Kick
- While using Unarmed skill, 16% of all Acid, Poison, and Nature damage you take is mitigated and added to the damage done by your next Kick
- While using Unarmed skill, 17% of all Acid, Poison, and Nature damage you take is mitigated and added to the damage done by your next Kick
- While using Unarmed skill, 18% of all Acid, Poison, and Nature damage you take is mitigated and added to the damage done by your next Kick
- While using Unarmed skill, 19% of all Acid, Poison, and Nature damage you take is mitigated and added to the damage done by your next Kick
- While using Unarmed skill, 20% of all Acid, Poison, and Nature damage you take is mitigated and added to the damage done by your next Kick
Expand
|
|
of Reckless Barrages |
Tier 14 - Barrage hits all enemies within 5 meters and deals +28% damage, but reuse timer is +3 seconds |
Hands |
- Barrage hits all enemies within 5 meters and deals +2% damage, but reuse timer is +3 seconds
- Barrage hits all enemies within 5 meters and deals +4% damage, but reuse timer is +3 seconds
- Barrage hits all enemies within 5 meters and deals +6% damage, but reuse timer is +3 seconds
- Barrage hits all enemies within 5 meters and deals +8% damage, but reuse timer is +3 seconds
- Barrage hits all enemies within 5 meters and deals +10% damage, but reuse timer is +3 seconds
- Barrage hits all enemies within 5 meters and deals +12% damage, but reuse timer is +3 seconds
- Barrage hits all enemies within 5 meters and deals +14% damage, but reuse timer is +3 seconds
- Barrage hits all enemies within 5 meters and deals +16% damage, but reuse timer is +3 seconds
- Barrage hits all enemies within 5 meters and deals +18% damage, but reuse timer is +3 seconds
- Barrage hits all enemies within 5 meters and deals +20% damage, but reuse timer is +3 seconds
- Barrage hits all enemies within 5 meters and deals +22% damage, but reuse timer is +3 seconds
- Barrage hits all enemies within 5 meters and deals +24% damage, but reuse timer is +3 seconds
- Barrage hits all enemies within 5 meters and deals +26% damage, but reuse timer is +3 seconds
- Barrage hits all enemies within 5 meters and deals +28% damage, but reuse timer is +3 seconds
Expand
|
Mindfist |
|
Tier 7 - Barrage and Headbutt make the target 21% more vulnerable to Psychic damage for 20 seconds (this effect does not stack with itself) |
Necklace |
- Barrage and Headbutt make the target 3% more vulnerable to Psychic damage for 20 seconds (this effect does not stack with itself)
- Barrage and Headbutt make the target 6% more vulnerable to Psychic damage for 20 seconds (this effect does not stack with itself)
- Barrage and Headbutt make the target 9% more vulnerable to Psychic damage for 20 seconds (this effect does not stack with itself)
- Barrage and Headbutt make the target 12% more vulnerable to Psychic damage for 20 seconds (this effect does not stack with itself)
- Barrage and Headbutt make the target 15% more vulnerable to Psychic damage for 20 seconds (this effect does not stack with itself)
- Barrage and Headbutt make the target 18% more vulnerable to Psychic damage for 20 seconds (this effect does not stack with itself)
- Barrage and Headbutt make the target 21% more vulnerable to Psychic damage for 20 seconds (this effect does not stack with itself)
Expand
|
|
of Headbutt Bubbles |
Tier 14 - Headbutt deals +24% damage and conjures a magical field that mitigates 20% of all physical damage you take for 10 seconds (or until 200 damage is mitigated) |
Hands |
- Headbutt deals +1% damage and conjures a magical field that mitigates 20% of all physical damage you take for 10 seconds (or until 200 damage is mitigated)
- Headbutt deals +2% damage and conjures a magical field that mitigates 20% of all physical damage you take for 10 seconds (or until 200 damage is mitigated)
- Headbutt deals +3% damage and conjures a magical field that mitigates 20% of all physical damage you take for 10 seconds (or until 200 damage is mitigated)
- Headbutt deals +4% damage and conjures a magical field that mitigates 20% of all physical damage you take for 10 seconds (or until 200 damage is mitigated)
- Headbutt deals +5% damage and conjures a magical field that mitigates 20% of all physical damage you take for 10 seconds (or until 200 damage is mitigated)
- Headbutt deals +6% damage and conjures a magical field that mitigates 20% of all physical damage you take for 10 seconds (or until 200 damage is mitigated)
- Headbutt deals +7% damage and conjures a magical field that mitigates 20% of all physical damage you take for 10 seconds (or until 200 damage is mitigated)
- Headbutt deals +8% damage and conjures a magical field that mitigates 20% of all physical damage you take for 10 seconds (or until 200 damage is mitigated)
- Headbutt deals +9% damage and conjures a magical field that mitigates 20% of all physical damage you take for 10 seconds (or until 200 damage is mitigated)
- Headbutt deals +10% damage and conjures a magical field that mitigates 20% of all physical damage you take for 10 seconds (or until 200 damage is mitigated)
- Headbutt deals +12% damage and conjures a magical field that mitigates 20% of all physical damage you take for 10 seconds (or until 200 damage is mitigated)
- Headbutt deals +14% damage and conjures a magical field that mitigates 20% of all physical damage you take for 10 seconds (or until 200 damage is mitigated)
- Headbutt deals +19% damage and conjures a magical field that mitigates 20% of all physical damage you take for 10 seconds (or until 200 damage is mitigated)
- Headbutt deals +24% damage and conjures a magical field that mitigates 20% of all physical damage you take for 10 seconds (or until 200 damage is mitigated)
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of Deadly Barrages |
Tier 14 - Barrage Damage +61% |
Legs, Ring |
- Barrage Damage +5%
- Barrage Damage +9%
- Barrage Damage +13%
- Barrage Damage +17%
- Barrage Damage +21%
- Barrage Damage +25%
- Barrage Damage +29%
- Barrage Damage +33%
- Barrage Damage +37%
- Barrage Damage +41%
- Barrage Damage +45%
- Barrage Damage +49%
- Barrage Damage +55%
- Barrage Damage +61%
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of Fiery Barrages |
Tier 7 - Barrage and Headbutt ignite the target, causing them to take 125 damage over 20 seconds |
Legs, Ring |
- Barrage and Headbutt ignite the target, causing them to take 25 damage over 20 seconds
- Barrage and Headbutt ignite the target, causing them to take 35 damage over 20 seconds
- Barrage and Headbutt ignite the target, causing them to take 40 damage over 20 seconds
- Barrage and Headbutt ignite the target, causing them to take 50 damage over 20 seconds
- Barrage and Headbutt ignite the target, causing them to take 60 damage over 20 seconds
- Barrage and Headbutt ignite the target, causing them to take 95 damage over 20 seconds
- Barrage and Headbutt ignite the target, causing them to take 125 damage over 20 seconds
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of Headbutting Armor |
Tier 14 - Headbutt and Knee Kick deal +128 armor damage |
Legs, Ring |
- Headbutt and Knee Kick deal +18 armor damage
- Headbutt and Knee Kick deal +25 armor damage
- Headbutt and Knee Kick deal +32 armor damage
- Headbutt and Knee Kick deal +39 armor damage
- Headbutt and Knee Kick deal +46 armor damage
- Headbutt and Knee Kick deal +53 armor damage
- Headbutt and Knee Kick deal +60 armor damage
- Headbutt and Knee Kick deal +67 armor damage
- Headbutt and Knee Kick deal +74 armor damage
- Headbutt and Knee Kick deal +81 armor damage
- Headbutt and Knee Kick deal +88 armor damage
- Headbutt and Knee Kick deal +96 armor damage
- Headbutt and Knee Kick deal +112 armor damage
- Headbutt and Knee Kick deal +128 armor damage
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of Calloused Barrages |
Tier 14 - Barrage costs -13 Power and restores 19 Armor to you |
Head, OffHand |
- Barrage costs -1 Power and restores 3 Armor to you
- Barrage costs -2 Power and restores 4 Armor to you
- Barrage costs -3 Power and restores 6 Armor to you
- Barrage costs -4 Power and restores 7 Armor to you
- Barrage costs -5 Power and restores 8 Armor to you
- Barrage costs -6 Power and restores 9 Armor to you
- Barrage costs -7 Power and restores 10 Armor to you
- Barrage costs -8 Power and restores 11 Armor to you
- Barrage costs -9 Power and restores 12 Armor to you
- Barrage costs -10 Power and restores 13 Armor to you
- Barrage costs -11 Power and restores 14 Armor to you
- Barrage costs -12 Power and restores 15 Armor to you
- Barrage costs -12 Power and restores 17 Armor to you
- Barrage costs -13 Power and restores 19 Armor to you
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of Hip Throwing |
Tier 14 - Hip Throw Damage +53% |
Chest, MainHand |
- Hip Throw Damage +10%
- Hip Throw Damage +13%
- Hip Throw Damage +16%
- Hip Throw Damage +19%
- Hip Throw Damage +22%
- Hip Throw Damage +25%
- Hip Throw Damage +28%
- Hip Throw Damage +31%
- Hip Throw Damage +34%
- Hip Throw Damage +37%
- Hip Throw Damage +40%
- Hip Throw Damage +43%
- Hip Throw Damage +48%
- Hip Throw Damage +53%
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of Armor Tossing |
Tier 14 - Hip Throw and Bodyslam deal +136 armor damage |
Necklace, Hands |
- Hip Throw and Bodyslam deal +12 armor damage
- Hip Throw and Bodyslam deal +20 armor damage
- Hip Throw and Bodyslam deal +28 armor damage
- Hip Throw and Bodyslam deal +36 armor damage
- Hip Throw and Bodyslam deal +44 armor damage
- Hip Throw and Bodyslam deal +52 armor damage
- Hip Throw and Bodyslam deal +60 armor damage
- Hip Throw and Bodyslam deal +68 armor damage
- Hip Throw and Bodyslam deal +78 armor damage
- Hip Throw and Bodyslam deal +88 armor damage
- Hip Throw and Bodyslam deal +98 armor damage
- Hip Throw and Bodyslam deal +108 armor damage
- Hip Throw and Bodyslam deal +122 armor damage
- Hip Throw and Bodyslam deal +136 armor damage
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of Anger Tossing |
Tier 14 - Hip Throw and Bodyslam deal +26% damage and generate -320 Rage |
Head, Legs |
- Hip Throw and Bodyslam deal +5% damage and generate -20 Rage
- Hip Throw and Bodyslam deal +6% damage and generate -40 Rage
- Hip Throw and Bodyslam deal +7% damage and generate -60 Rage
- Hip Throw and Bodyslam deal +8% damage and generate -80 Rage
- Hip Throw and Bodyslam deal +10% damage and generate -100 Rage
- Hip Throw and Bodyslam deal +11% damage and generate -120 Rage
- Hip Throw and Bodyslam deal +12% damage and generate -140 Rage
- Hip Throw and Bodyslam deal +13% damage and generate -160 Rage
- Hip Throw and Bodyslam deal +14% damage and generate -180 Rage
- Hip Throw and Bodyslam deal +16% damage and generate -200 Rage
- Hip Throw and Bodyslam deal +17% damage and generate -225 Rage
- Hip Throw and Bodyslam deal +18% damage and generate -250 Rage
- Hip Throw and Bodyslam deal +22% damage and generate -285 Rage
- Hip Throw and Bodyslam deal +26% damage and generate -320 Rage
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of Impossible Hip Throws |
Tier 7 - Hip Throw hits all enemies within 8 meters and deals +17% damage, but Power cost is +20 |
Hands |
- Hip Throw hits all enemies within 8 meters, but Power cost is +20
- Hip Throw hits all enemies within 8 meters and deals +3% damage, but Power cost is +20
- Hip Throw hits all enemies within 8 meters and deals +6% damage, but Power cost is +20
- Hip Throw hits all enemies within 8 meters and deals +9% damage, but Power cost is +20
- Hip Throw hits all enemies within 8 meters and deals +12% damage, but Power cost is +20
- Hip Throw hits all enemies within 8 meters and deals +15% damage, but Power cost is +20
- Hip Throw hits all enemies within 8 meters and deals +17% damage, but Power cost is +20
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Bodyslamming |
of Bodyslamming |
Tier 14 - Bodyslam Damage +55% |
MainHand, Ring |
- Bodyslam Damage +10%
- Bodyslam Damage +13%
- Bodyslam Damage +16%
- Bodyslam Damage +19%
- Bodyslam Damage +22%
- Bodyslam Damage +25%
- Bodyslam Damage +28%
- Bodyslam Damage +31%
- Bodyslam Damage +34%
- Bodyslam Damage +37%
- Bodyslam Damage +40%
- Bodyslam Damage +43%
- Bodyslam Damage +49%
- Bodyslam Damage +55%
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of Crippling Slams |
Tier 7 - Bodyslam deals +40% damage and slows target's movement speed by 45% |
Head, Hands |
- Bodyslam deals +5% damage and slows target's movement speed by 45%
- Bodyslam deals +10% damage and slows target's movement speed by 45%
- Bodyslam deals +15% damage and slows target's movement speed by 45%
- Bodyslam deals +20% damage and slows target's movement speed by 45%
- Bodyslam deals +25% damage and slows target's movement speed by 45%
- Bodyslam deals +30% damage and slows target's movement speed by 45%
- Bodyslam deals +40% damage and slows target's movement speed by 45%
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of Toxic Bruising |
Tier 7 - Bruising Blow causes the target to take +23% damage from Poison for 20 seconds (this effect does not stack with itself) |
Necklace |
- Bruising Blow causes the target to take +3% damage from Poison for 20 seconds (this effect does not stack with itself)
- Bruising Blow causes the target to take +6% damage from Poison for 20 seconds (this effect does not stack with itself)
- Bruising Blow causes the target to take +9% damage from Poison for 20 seconds (this effect does not stack with itself)
- Bruising Blow causes the target to take +12% damage from Poison for 20 seconds (this effect does not stack with itself)
- Bruising Blow causes the target to take +15% damage from Poison for 20 seconds (this effect does not stack with itself)
- Bruising Blow causes the target to take +18% damage from Poison for 20 seconds (this effect does not stack with itself)
- Bruising Blow causes the target to take +23% damage from Poison for 20 seconds (this effect does not stack with itself)
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of Slamming Weaklings |
Tier 14 - Bodyslam deals +450 damage to non-Elite enemies |
Necklace, MainHand |
- Bodyslam deals +60 damage to non-Elite enemies
- Bodyslam deals +90 damage to non-Elite enemies
- Bodyslam deals +120 damage to non-Elite enemies
- Bodyslam deals +150 damage to non-Elite enemies
- Bodyslam deals +180 damage to non-Elite enemies
- Bodyslam deals +210 damage to non-Elite enemies
- Bodyslam deals +240 damage to non-Elite enemies
- Bodyslam deals +270 damage to non-Elite enemies
- Bodyslam deals +300 damage to non-Elite enemies
- Bodyslam deals +330 damage to non-Elite enemies
- Bodyslam deals +360 damage to non-Elite enemies
- Bodyslam deals +390 damage to non-Elite enemies
- Bodyslam deals +420 damage to non-Elite enemies
- Bodyslam deals +450 damage to non-Elite enemies
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of Healslamming |
Tier 14 - Bodyslam heals you for 114 health |
Chest, OffHand |
- Bodyslam heals you for 10 health
- Bodyslam heals you for 18 health
- Bodyslam heals you for 26 health
- Bodyslam heals you for 34 health
- Bodyslam heals you for 42 health
- Bodyslam heals you for 50 health
- Bodyslam heals you for 58 health
- Bodyslam heals you for 66 health
- Bodyslam heals you for 74 health
- Bodyslam heals you for 82 health
- Bodyslam heals you for 90 health
- Bodyslam heals you for 98 health
- Bodyslam heals you for 106 health
- Bodyslam heals you for 114 health
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Serpentine |
of Cobra Striking |
Tier 14 - Cobra Strike and Mamba Strike Damage +43% |
Legs, Feet |
- Cobra Strike and Mamba Strike Damage +10%
- Cobra Strike and Mamba Strike Damage +12%
- Cobra Strike and Mamba Strike Damage +14%
- Cobra Strike and Mamba Strike Damage +16%
- Cobra Strike and Mamba Strike Damage +18%
- Cobra Strike and Mamba Strike Damage +20%
- Cobra Strike and Mamba Strike Damage +22%
- Cobra Strike and Mamba Strike Damage +24%
- Cobra Strike and Mamba Strike Damage +26%
- Cobra Strike and Mamba Strike Damage +28%
- Cobra Strike and Mamba Strike Damage +31%
- Cobra Strike and Mamba Strike Damage +34%
- Cobra Strike and Mamba Strike Damage +38%
- Cobra Strike and Mamba Strike Damage +43%
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Tier 14 - Cobra Strike and Mamba Strike boost your Nice Attack and Signature Debuff ability damage +42 for 7 seconds |
Chest, Hands |
- Cobra Strike and Mamba Strike boost your Nice Attack and Signature Debuff ability damage +10 for 7 seconds
- Cobra Strike and Mamba Strike boost your Nice Attack and Signature Debuff ability damage +12 for 7 seconds
- Cobra Strike and Mamba Strike boost your Nice Attack and Signature Debuff ability damage +14 for 7 seconds
- Cobra Strike and Mamba Strike boost your Nice Attack and Signature Debuff ability damage +16 for 7 seconds
- Cobra Strike and Mamba Strike boost your Nice Attack and Signature Debuff ability damage +18 for 7 seconds
- Cobra Strike and Mamba Strike boost your Nice Attack and Signature Debuff ability damage +20 for 7 seconds
- Cobra Strike and Mamba Strike boost your Nice Attack and Signature Debuff ability damage +22 for 7 seconds
- Cobra Strike and Mamba Strike boost your Nice Attack and Signature Debuff ability damage +24 for 7 seconds
- Cobra Strike and Mamba Strike boost your Nice Attack and Signature Debuff ability damage +26 for 7 seconds
- Cobra Strike and Mamba Strike boost your Nice Attack and Signature Debuff ability damage +28 for 7 seconds
- Cobra Strike and Mamba Strike boost your Nice Attack and Signature Debuff ability damage +30 for 7 seconds
- Cobra Strike and Mamba Strike boost your Nice Attack and Signature Debuff ability damage +32 for 7 seconds
- Cobra Strike and Mamba Strike boost your Nice Attack and Signature Debuff ability damage +37 for 7 seconds
- Cobra Strike and Mamba Strike boost your Nice Attack and Signature Debuff ability damage +42 for 7 seconds
Expand
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of Cobra Scales |
Tier 14 - Cobra Strike and Mamba Strike restore 28 Armor to you |
Chest, Ring |
- Cobra Strike and Mamba Strike restore 2 Armor to you
- Cobra Strike and Mamba Strike restore 4 Armor to you
- Cobra Strike and Mamba Strike restore 6 Armor to you
- Cobra Strike and Mamba Strike restore 8 Armor to you
- Cobra Strike and Mamba Strike restore 10 Armor to you
- Cobra Strike and Mamba Strike restore 12 Armor to you
- Cobra Strike and Mamba Strike restore 14 Armor to you
- Cobra Strike and Mamba Strike restore 16 Armor to you
- Cobra Strike and Mamba Strike restore 18 Armor to you
- Cobra Strike and Mamba Strike restore 20 Armor to you
- Cobra Strike and Mamba Strike restore 22 Armor to you
- Cobra Strike and Mamba Strike restore 24 Armor to you
- Cobra Strike and Mamba Strike restore 26 Armor to you
- Cobra Strike and Mamba Strike restore 28 Armor to you
Expand
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Bruising |
of Bruises |
Tier 14 - Bruising Blow Damage +62% |
MainHand, Ring |
- Bruising Blow Damage +12%
- Bruising Blow Damage +15%
- Bruising Blow Damage +18%
- Bruising Blow Damage +21%
- Bruising Blow Damage +24%
- Bruising Blow Damage +27%
- Bruising Blow Damage +30%
- Bruising Blow Damage +33%
- Bruising Blow Damage +36%
- Bruising Blow Damage +39%
- Bruising Blow Damage +43%
- Bruising Blow Damage +48%
- Bruising Blow Damage +55%
- Bruising Blow Damage +62%
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of Bruising Slams |
Tier 14 - Bruisng Blow deals +27% damage and hastens the current reuse timer of Bodyslam by 10 seconds |
Legs, Feet |
- Bruisng Blow hastens the current reuse timer of Bodyslam by 1 second
- Bruisng Blow deals +2% damage and hastens the current reuse timer of Bodyslam by 2 seconds
- Bruisng Blow deals +3% damage and hastens the current reuse timer of Bodyslam by 3 seconds
- Bruisng Blow deals +4% damage and hastens the current reuse timer of Bodyslam by 4 seconds
- Bruisng Blow deals +5% damage and hastens the current reuse timer of Bodyslam by 5 seconds
- Bruisng Blow deals +6% damage and hastens the current reuse timer of Bodyslam by 6 seconds
- Bruisng Blow deals +7% damage and hastens the current reuse timer of Bodyslam by 7 seconds
- Bruisng Blow deals +8% damage and hastens the current reuse timer of Bodyslam by 8 seconds
- Bruisng Blow deals +9% damage and hastens the current reuse timer of Bodyslam by 9 seconds
- Bruisng Blow deals +10% damage and hastens the current reuse timer of Bodyslam by 10 seconds
- Bruisng Blow deals +13% damage and hastens the current reuse timer of Bodyslam by 10 seconds
- Bruisng Blow deals +16% damage and hastens the current reuse timer of Bodyslam by 10 seconds
- Bruisng Blow deals +21% damage and hastens the current reuse timer of Bodyslam by 10 seconds
- Bruisng Blow deals +27% damage and hastens the current reuse timer of Bodyslam by 10 seconds
Expand
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of Healthy Bruises |
Tier 14 - Bruising Blow and Headbutt restore 24 Health |
Legs, Necklace |
- Bruising Blow and Headbutt restore 2 Health
- Bruising Blow and Headbutt restore 3 Health
- Bruising Blow and Headbutt restore 5 Health
- Bruising Blow and Headbutt restore 6 Health
- Bruising Blow and Headbutt restore 8 Health
- Bruising Blow and Headbutt restore 9 Health
- Bruising Blow and Headbutt restore 11 Health
- Bruising Blow and Headbutt restore 13 Health
- Bruising Blow and Headbutt restore 15 Health
- Bruising Blow and Headbutt restore 17 Health
- Bruising Blow and Headbutt restore 18 Health
- Bruising Blow and Headbutt restore 20 Health
- Bruising Blow and Headbutt restore 22 Health
- Bruising Blow and Headbutt restore 24 Health
Expand
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Slashing |
of Slashing Strikes |
Tier 7 - Slashing Strike Damage +47% |
OffHand, Necklace |
- Slashing Strike Damage +10%
- Slashing Strike Damage +15%
- Slashing Strike Damage +20%
- Slashing Strike Damage +25%
- Slashing Strike Damage +30%
- Slashing Strike Damage +37%
- Slashing Strike Damage +47%
Expand
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of Bleeding Strikes |
Tier 7 - Slashing Strike deals +25% damage plus 45 Trauma damage over 15 seconds |
MainHand, Necklace |
- Slashing Strike deals +5% damage plus 15 Trauma damage over 15 seconds
- Slashing Strike deals +8% damage plus 15 Trauma damage over 15 seconds
- Slashing Strike deals +11% damage plus 15 Trauma damage over 15 seconds
- Slashing Strike deals +14% damage plus 30 Trauma damage over 15 seconds
- Slashing Strike deals +17% damage plus 30 Trauma damage over 15 seconds
- Slashing Strike deals +20% damage plus 30 Trauma damage over 15 seconds
- Slashing Strike deals +25% damage plus 45 Trauma damage over 15 seconds
Expand
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Slashing |
of Slashing Strikes |
Tier 7 - Slashing Strike and Claw Barrage boost damage from Epic attacks +49 for 10 seconds |
OffHand, Head |
- Slashing Strike and Claw Barrage boost damage from Epic attacks +12 for 10 seconds
- Slashing Strike and Claw Barrage boost damage from Epic attacks +18 for 10 seconds
- Slashing Strike and Claw Barrage boost damage from Epic attacks +24 for 10 seconds
- Slashing Strike and Claw Barrage boost damage from Epic attacks +30 for 10 seconds
- Slashing Strike and Claw Barrage boost damage from Epic attacks +36 for 10 seconds
- Slashing Strike and Claw Barrage boost damage from Epic attacks +42 for 10 seconds
- Slashing Strike and Claw Barrage boost damage from Epic attacks +49 for 10 seconds
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Tier 7 - Slashing Strike deals +19% damage and hastens the current reuse timer of Hip Throw by 2.5 seconds |
Chest, Hands |
- Slashing Strike deals +5% damage and hastens the current reuse timer of Hip Throw by 2 seconds
- Slashing Strike deals +7% damage and hastens the current reuse timer of Hip Throw by 2 seconds
- Slashing Strike deals +9% damage and hastens the current reuse timer of Hip Throw by 2 seconds
- Slashing Strike deals +11% damage and hastens the current reuse timer of Hip Throw by 2 seconds
- Slashing Strike deals +13% damage and hastens the current reuse timer of Hip Throw by 2 seconds
- Slashing Strike deals +15% damage and hastens the current reuse timer of Hip Throw by 2 seconds
- Slashing Strike deals +19% damage and hastens the current reuse timer of Hip Throw by 2.5 seconds
Expand
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Tier 2 - Chance to Ignore Knockbacks +30% when Unarmed is active |
Feet, OffHand |
- Chance to Ignore Knockbacks +25% when Unarmed is active
- Chance to Ignore Knockbacks +30% when Unarmed is active
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Tier 7 - Infuriating Fist deals +40% damage and taunts +400 |
OffHand, Ring |
- Infuriating Fist deals +10% damage and taunts +50
- Infuriating Fist deals +15% damage and taunts +100
- Infuriating Fist deals +20% damage and taunts +150
- Infuriating Fist deals +25% damage and taunts +200
- Infuriating Fist deals +30% damage and taunts +250
- Infuriating Fist deals +35% damage and taunts +300
- Infuriating Fist deals +40% damage and taunts +400
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of Traumatic Furious Punches |
Tier 7 - Infuriating Fist taunts +280 and deals 105 Trauma damage over 15 seconds |
Hands, Feet |
- Infuriating Fist taunts +40 and deals 15 Trauma damage over 15 seconds
- Infuriating Fist taunts +80 and deals 30 Trauma damage over 15 seconds
- Infuriating Fist taunts +120 and deals 45 Trauma damage over 15 seconds
- Infuriating Fist taunts +160 and deals 60 Trauma damage over 15 seconds
- Infuriating Fist taunts +200 and deals 75 Trauma damage over 15 seconds
- Infuriating Fist taunts +240 and deals 90 Trauma damage over 15 seconds
- Infuriating Fist taunts +280 and deals 105 Trauma damage over 15 seconds
Expand
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of Paradoxical Rage Fists |
Tier 7 - Infuriating Fist generates no Rage and instead reduces Rage by 550 |
Head, Chest |
- Infuriating Fist generates no Rage and instead reduces Rage by 75
- Infuriating Fist generates no Rage and instead reduces Rage by 150
- Infuriating Fist generates no Rage and instead reduces Rage by 225
- Infuriating Fist generates no Rage and instead reduces Rage by 300
- Infuriating Fist generates no Rage and instead reduces Rage by 375
- Infuriating Fist generates no Rage and instead reduces Rage by 450
- Infuriating Fist generates no Rage and instead reduces Rage by 550
Expand
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