Difference between revisions of "Skill Template"

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'''Related Skills are suggested by the wiki editors, and Cooking could be listed for Gardening.'''
 
'''Related Skills are suggested by the wiki editors, and Cooking could be listed for Gardening.'''
  
=====Sub-Skills:=====
+
===== Sub-Skills: =====
 
* [[Charged Pig]] - (As a Sub-Skill for Pig)
 
* [[Charged Pig]] - (As a Sub-Skill for Pig)
=====Secondary Skills:=====
+
===== Secondary Skills: =====
 
* [[Calligraphy]] - Explanation of how Calligraphy works with Sword.
 
* [[Calligraphy]] - Explanation of how Calligraphy works with Sword.
 
* [[Toolcrafting]] - Toolcrafting requires Level 20 Carpentry.
 
* [[Toolcrafting]] - Toolcrafting requires Level 20 Carpentry.
=====Related Skills:=====
+
===== Related Skills: =====
 
* [[Cooking]] - Explanation of why Cooking is related to Gardening.
 
* [[Cooking]] - Explanation of why Cooking is related to Gardening.
 +
===== Synergy Levels: =====
 +
Bonus [[Synergy Levels]] for [[Archery]]<!-- Skill Name --> can be obtained from the following skills and levels:
 +
:; [[Fletching]] <!-- List skills alphabetically, gather information from Synergy Levels page linked above. -->
 +
:: Level 15, Level 29, Level 43
  
 
== Harvestables ==  
 
== Harvestables ==  

Revision as of 14:14, 15 August 2017

Button Cyan.png
Sword
Sword skill.png
A description of the skill.
Skill Type:
Combat Skill
Max Level:
70
Skill Trainers:



Leave a quote about the skill here. This can be the in-game description, but that info must be placed below as well. Adds a bit of flavor to the article as well.

Skill Template Overview

Skill introductory paragraph or two summarizing the main aspects of the skill or combat style. Is it a main damage skill or more of a support skill, or both? Feel free to elaborate on useful information. See Lycanthropy or Hammer for examples.

In-Game Description

The in-game description of the skill goes here.

Training Skill Template

  • The Wombat in Sun Vale also has several recipes. These recipes teach how to make some staffs and animal shoes (Cow and Deer). (Useful if only for the bonus XP for creating an item for the first time)
  • Lamashu in Kur Mountains has some recipes to create Storage Crates.
  • Amutasa unlocks levels 51-70 and teaches some higher-level staff recipes.

Connected Skills

List skills that connect with the skill the page is for. Sub-Skills often exist for Trade Skills and Combat Skills. For example, a Sub-Skill for Leatherworking may be Haberdashery. A Sub-Skill for Sword will eventually be Greatsword. An existing Sub-Skill is Corpse Talking for Necromancy.

Secondary Skills are skills that either modify the page's skill, or have connected mechanics. Calligraphy is an example of a Secondary skill for Sword, as well as Meditation for Unarmed. Secondary skills can also be Skills that require a level in the current page's skill to unlock. Toolcrafting would be an example of a Secondary skill for Carpentry, even though it isn't a Sub-Skill. In this example, list the level.

Related Skills are suggested by the wiki editors, and Cooking could be listed for Gardening.

Sub-Skills:
Secondary Skills:
  • Calligraphy - Explanation of how Calligraphy works with Sword.
  • Toolcrafting - Toolcrafting requires Level 20 Carpentry.
Related Skills:
  • Cooking - Explanation of why Cooking is related to Gardening.
Synergy Levels:

Bonus Synergy Levels for Archery can be obtained from the following skills and levels:

Fletching
Level 15, Level 29, Level 43

Harvestables

If the skill includes a gathering component (Foraging, Fishing, Gardening), add this heading. See Fishing or Mycology for examples.

Skill Template Basic Abilities

First, add a table of abilities learned up to level 50, or the first skill cap. See the example from Lycanthropy below. This title must exist for all types of Skills. Some Trade Skills have sidebar abilities. (Fishing has Fish Gut). "Learn From" can either be "Leveling Up" or the name of a skill trainer. If the skill has no Abilities, comment out the section.

As you level Skill Template, you will learn the following abilities:

Ability Req. Level Learn From Description Damage Type Ability Type
36px Claw (1-4) 0/15/30/48 Level Up Claw your enemy. (+ damage vs vulnerable targets) Slashing Basic Attack
36px Bite (1-4) 2/10/28/46 Level Up Bite your enemy. Crushing Core Attack
36px Pack Attack (1-3) 5/20/40 Level Up Bite your enemy. Future Pack Attacks (by you or by other werewolves) will deal extra damage to this target. Crushing Signature Debuff
36px Pouncing Rake (1-3) 5/25/45 Level Up Claw your enemy. If their armor is weak, also stuns them for 3 seconds. (Stuns targets under 33% armor) Slashing
36px Howl Mode 7 Level Up Begin howling to raise your spirits. Remain stationary to continue howling and slowly build up morale benefits. Other werewolves who howl near you will greatly boost the beneficial effects of howling. N/A
36px Shadow Feint (1-3) 12/35/50 Level Up Take careful heed of your current position so you can leap back to it when injured. (Relocates to casting position if you take 3 hits in 30 seconds, 40m range) N/A
36px Pouncing Rend (1-3+) 6/26/46/50 Scrolls Leap at your enemy, focusing solely on destroying their armor. (This is a variant of Pouncing Rake. Equipment that boosts Pouncing Rake also boosts Pouncing Rend.) Slashing
36px See Red (1-3) 9/29/49 Sanja Go into a berserk rage, dealing extra damage but weakening your defences. Slashing
36px Double Claw (1-3) 13/22/42 Sanja Attack with repeated mauling claws in a way that's sure to get attention. Damage reduced based on the foe's remaining armor. Slashing
36px Sanguine Fangs (1-4) 8/18/29/44 Sanja Bite through veins to cause blood loss. (Extra damage vs vulnerable targets, deals X health damage over 15 seconds) Slashing Nice Attack
36px Smell Fear (1-3) 14/27/41 Sanja Launch into a vicious attack that sows seeds of doubt in the target's mind. Crushing
36px Become Winter Wolf 0 Jace Soral Become a wolf with a thick winter coat of fur. (Use again to attempt to stop being a wolf). (+5 indirect cold damage mitigation, -2 indirect fire damage mitigation) N/A

Skill Template Advanced Abilities

At this point, list abilities beyond the first level cap. These can be taught by Skill Trainers, Scrolls, or through other methods (such as the Lycanthropy Altar).

Upon reaching higher levels, experts of the Skill Template Skill may learn the following abilities:

Ability Req. Level Learn From Description Damage Type Ability Type
36px Pack Attack 4 55 Altar of Norala Bite your enemy. Future Pack Attacks (by you or by other werewolves) will deal extra damage to this target. Crushing Signature Debuff
36px Bite 5 56 Altar of Norala Bite your enemy. Crushing Core Attack
36px Claw 5 58 Altar of Norala Claw your enemy. (+ damage vs vulnerable targets) Slashing Basic Attack
36px Pouncing Rake 4 60 Altar of Norala Claw your enemy. If their armor is weak, also stuns them for 3 seconds. (Stuns targets under 33% armor) Slashing
36px Pouncing Rend 4 56 Scrolls Leap at your enemy, focusing solely on destroying their armor. (This is a variant of Pouncing Rake. Equipment that boosts Pouncing Rake also boosts Pouncing Rend.) Slashing
36px Double Claws 4 52 Sanja Attack with repeated mauling claws to the target's exposed flesh. Damage is reduced by 1 for every 5 points of armor the foe has left. Slashing
36px Sanguine Fangs 5 54 Sanja Bite through veins to cause blood loss. Piercing Nice Attack
36px Smell Fear 4 51 Sanja Launch into a vicious attack that sows seeds of doubt in the target's mind. Crushing

Finally, reference a transcluded ability table for the skill. This will be populated with all possible abilities. Save the page for the skill, than follow the red link. On the new page, type {{subst:Preload/Ability pages}} Save that page to generate the table (Just the table, there will be no content until the Wiki's ExtraBot is turned on, which generally happens after each patch).

Skill Template Complete Ability List

Click "Expand" on the box below to view a complete list of Abilities for the Skill Template skill.

Level Name Description Special Damage Stats Gear Required

Recipe Lists

Lists of Recipes pertaining to the skill goes here. See Cooking for one example of where recipes are broken up. For Transcluded tables (What all skills should use), see Carpentry.

After adding recipe breakdowns if needed, add a transcluded table of all recipes. In a similar method to adding the Complete Ability list, save this page and follow the red link that will be created for Recipes. Type on that page: {{subst:Preload/Recipe pages}} and save.

Skill Template Complete Recipe List

Click "Expand" to view a complete list of Recipes for the Skill Template Skill.

Lvl Name XP Bonus XP Ingredients Results Description

Skill Template Mechanics

Add mechanics specific to the skill in this question, like Unarmed and Lycanthropy's Combos, Skill-specific activities (Altar of Norala for Lycanthropes), and Equipment that is specialized for the skill.

Mechanic 1

Doing la-di-dah allows for this and that.

Equipment

Item-icon-belt.png Lucky Belt of the Hammerer increases Base Damage dealt with Hammer by 8%. Can be created with Toolcrafting 40.

Item-icon-belt.png Lucky Belt of the Woodland Warrior increases Base Damage dealt with Hammer and Druid combat skills by 6%. Can be bought from Agrashab.

Item-icon-belt.png Lucky Belt of the Barbarian increases Base Damage dealt with Hammer and Shield combat skills by 6%. Can be bought from Agrashab.

Item-icon-belt.png Lucky Belt of the Mindfist increases Base Damage dealt with Hammer and Mentalism combat skills by 6%. Can be bought from Agrashab.

Item-icon-belt.png Lucky Belt of the Wraith increase Base Damage dealt with Unarmed and Necromancy combat skills by 6%. Can be found through rare drops and chests.

If this is a Combat Skill, add Treasure Effects. In a similar method to adding the Complete Ability list, save this page and follow the red link that will be created for Treasure Effects. Type on that page: {{subst:Preload/Treasure Effect pages}} and save.

Skill Template Treasure Effects

See also: Skill Template/Treasure Effects:By Slot
See also: Skill Template/Treasure Effects:By Ability

Prefix Suffix Best Tier Slot All Tiers
Martial of Deadly Fists Tier 6 - Unarmed Damage +20% Head, MainHand

  • Tier 1
  • Unarmed Damage +3
    Tier 2
  • Unarmed Damage +8%
    Tier 3
  • Unarmed Damage +11%
    Tier 4
  • Unarmed Damage +14%
    Tier 5
  • Unarmed Damage +17%
    Tier 6
  • Unarmed Damage +20%

Expand
Punching of Punches Tier 6 - Jab and Infuriating Fist Damage +48 Chest, Feet

  • Tier 1
  • Jab and Infuriating Fist Damage +8
    Tier 2
  • Jab and Infuriating Fist Damage +16
    Tier 3
  • Jab and Infuriating Fist Damage +24
    Tier 4
  • Jab and Infuriating Fist Damage +32
    Tier 5
  • Jab and Infuriating Fist Damage +40
    Tier 6
  • Jab and Infuriating Fist Damage +48

Expand
of Refreshing Punches Tier 6 - Punch, Jab, and Infuriating Fist restore 14 Health to you OffHand, Ring

  • Tier 1
  • Punch, Jab, and Infuriating Fist restore 3 Health to you
    Tier 2
  • Punch, Jab, and Infuriating Fist restore 5 Health to you
    Tier 3
  • Punch, Jab, and Infuriating Fist restore 7 Health to you
    Tier 4
  • Punch, Jab, and Infuriating Fist restore 9 Health to you
    Tier 5
  • Punch, Jab, and Infuriating Fist restore 12 Health to you
    Tier 6
  • Punch, Jab, and Infuriating Fist restore 14 Health to you

Expand
of Knee-Kicking Tier 12 - Knee Kick Damage +40% Chest, Feet

  • Tier 1
  • Knee Kick Damage +7%
    Tier 2
  • Knee Kick Damage +10%
    Tier 3
  • Knee Kick Damage +13%
    Tier 4
  • Knee Kick Damage +16%
    Tier 5
  • Knee Kick Damage +19%
    Tier 6
  • Knee Kick Damage +22%
    Tier 7
  • Knee Kick Damage +25%
    Tier 8
  • Knee Kick Damage +28%
    Tier 9
  • Knee Kick Damage +31%
    Tier 10
  • Knee Kick Damage +34%
    Tier 11
  • Knee Kick Damage +37%
    Tier 12
  • Knee Kick Damage +40%

Expand
of Naked Fury Tier 12 - Unarmed attacks deal +22% damage when you have 33% or less of your Armor left Legs, Necklace

  • Tier 1
  • Unarmed attacks deal +2 damage when you have 33% or less of your Armor left
    Tier 2
  • Unarmed attacks deal +4 damage when you have 33% or less of your Armor left
    Tier 3
  • Unarmed attacks deal +6% damage when you have 33% or less of your Armor left
    Tier 4
  • Unarmed attacks deal +8% damage when you have 33% or less of your Armor left
    Tier 5
  • Unarmed attacks deal +10% damage when you have 33% or less of your Armor left
    Tier 6
  • Unarmed attacks deal +12% damage when you have 33% or less of your Armor left
    Tier 7
  • Unarmed attacks deal +14% damage when you have 33% or less of your Armor left
    Tier 8
  • Unarmed attacks deal +16% damage when you have 33% or less of your Armor left
    Tier 9
  • Unarmed attacks deal +17% damage when you have 33% or less of your Armor left
    Tier 10
  • Unarmed attacks deal +18% damage when you have 33% or less of your Armor left
    Tier 11
  • Unarmed attacks deal +20% damage when you have 33% or less of your Armor left
    Tier 12
  • Unarmed attacks deal +22% damage when you have 33% or less of your Armor left

Expand
of Armor Hatred Tier 6 - Unarmed attacks deal +14 Armor damage Head, MainHand

  • Tier 1
  • Unarmed attacks deal +4 Armor damage
    Tier 2
  • Unarmed attacks deal +6 Armor damage
    Tier 3
  • Unarmed attacks deal +8 Armor damage
    Tier 4
  • Unarmed attacks deal +10 Armor damage
    Tier 5
  • Unarmed attacks deal +12 Armor damage
    Tier 6
  • Unarmed attacks deal +14 Armor damage

Expand
of Accurate Martial Arts Tier 12 - Unarmed attacks deal +6 damage and have +12 Accuracy (which cancels out the Evasion that certain monsters have) MainHand, Necklace

  • Tier 1
  • Unarmed attacks deal +1 damage and have +1 Accuracy (which cancels out the Evasion that certain monsters have)
    Tier 2
  • Unarmed attacks deal +1 damage and have +2 Accuracy (which cancels out the Evasion that certain monsters have)
    Tier 3
  • Unarmed attacks deal +2 damage and have +3 Accuracy (which cancels out the Evasion that certain monsters have)
    Tier 4
  • Unarmed attacks deal +2 damage and have +4 Accuracy (which cancels out the Evasion that certain monsters have)
    Tier 5
  • Unarmed attacks deal +3 damage and have +5 Accuracy (which cancels out the Evasion that certain monsters have)
    Tier 6
  • Unarmed attacks deal +3 damage and have +6 Accuracy (which cancels out the Evasion that certain monsters have)
    Tier 7
  • Unarmed attacks deal +4 damage and have +7 Accuracy (which cancels out the Evasion that certain monsters have)
    Tier 8
  • Unarmed attacks deal +4 damage and have +8 Accuracy (which cancels out the Evasion that certain monsters have)
    Tier 9
  • Unarmed attacks deal +5 damage and have +9 Accuracy (which cancels out the Evasion that certain monsters have)
    Tier 10
  • Unarmed attacks deal +5 damage and have +10 Accuracy (which cancels out the Evasion that certain monsters have)
    Tier 11
  • Unarmed attacks deal +6 damage and have +11 Accuracy (which cancels out the Evasion that certain monsters have)
    Tier 12
  • Unarmed attacks deal +6 damage and have +12 Accuracy (which cancels out the Evasion that certain monsters have)

Expand
of Punch-Shielding Tier 12 - Unarmed attacks have a 19% chance to conjure a magical field that mitigates 10% of all physical damage you take for 1 minute (or until 100 damage is mitigated). Head, MainHand

  • Tier 1
  • Unarmed attacks have a 2% chance to conjure a magical field that mitigates 10% of all physical damage you take for 1 minute (or until 100 damage is mitigated).
    Tier 2
  • Unarmed attacks have a 3% chance to conjure a magical field that mitigates 10% of all physical damage you take for 1 minute (or until 100 damage is mitigated).
    Tier 3
  • Unarmed attacks have a 5% chance to conjure a magical field that mitigates 10% of all physical damage you take for 1 minute (or until 100 damage is mitigated).
    Tier 4
  • Unarmed attacks have a 6% chance to conjure a magical field that mitigates 10% of all physical damage you take for 1 minute (or until 100 damage is mitigated).
    Tier 5
  • Unarmed attacks have a 8% chance to conjure a magical field that mitigates 10% of all physical damage you take for 1 minute (or until 100 damage is mitigated).
    Tier 6
  • Unarmed attacks have a 9% chance to conjure a magical field that mitigates 10% of all physical damage you take for 1 minute (or until 100 damage is mitigated).
    Tier 7
  • Unarmed attacks have a 11% chance to conjure a magical field that mitigates 10% of all physical damage you take for 1 minute (or until 100 damage is mitigated).
    Tier 8
  • Unarmed attacks have a 12% chance to conjure a magical field that mitigates 10% of all physical damage you take for 1 minute (or until 100 damage is mitigated).
    Tier 9
  • Unarmed attacks have a 14% chance to conjure a magical field that mitigates 10% of all physical damage you take for 1 minute (or until 100 damage is mitigated).
    Tier 10
  • Unarmed attacks have a 15% chance to conjure a magical field that mitigates 10% of all physical damage you take for 1 minute (or until 100 damage is mitigated).
    Tier 11
  • Unarmed attacks have a 17% chance to conjure a magical field that mitigates 10% of all physical damage you take for 1 minute (or until 100 damage is mitigated).
    Tier 12
  • Unarmed attacks have a 19% chance to conjure a magical field that mitigates 10% of all physical damage you take for 1 minute (or until 100 damage is mitigated).

Expand
of Pain-Reflection Tier 12 - Unarmed attacks have a 12% chance to conjure a magical field that mitigates 10% of all physical damage you take for 1 minute (or until 100 damage is mitigated). Damage mitigated in this way is automatically added to the damage you do with your next Kick attack. Head, MainHand

  • Tier 1
  • Unarmed attacks have a 1% chance to conjure a magical field that mitigates 10% of all physical damage you take for 1 minute (or until 100 damage is mitigated). Damage mitigated in this way is automatically added to the damage you do with your next Kick attack.
    Tier 2
  • Unarmed attacks have a 2% chance to conjure a magical field that mitigates 10% of all physical damage you take for 1 minute (or until 100 damage is mitigated). Damage mitigated in this way is automatically added to the damage you do with your next Kick attack.
    Tier 3
  • Unarmed attacks have a 3% chance to conjure a magical field that mitigates 10% of all physical damage you take for 1 minute (or until 100 damage is mitigated). Damage mitigated in this way is automatically added to the damage you do with your next Kick attack.
    Tier 4
  • Unarmed attacks have a 4% chance to conjure a magical field that mitigates 10% of all physical damage you take for 1 minute (or until 100 damage is mitigated). Damage mitigated in this way is automatically added to the damage you do with your next Kick attack.
    Tier 5
  • Unarmed attacks have a 5% chance to conjure a magical field that mitigates 10% of all physical damage you take for 1 minute (or until 100 damage is mitigated). Damage mitigated in this way is automatically added to the damage you do with your next Kick attack.
    Tier 6
  • Unarmed attacks have a 6% chance to conjure a magical field that mitigates 10% of all physical damage you take for 1 minute (or until 100 damage is mitigated). Damage mitigated in this way is automatically added to the damage you do with your next Kick attack.
    Tier 7
  • Unarmed attacks have a 7% chance to conjure a magical field that mitigates 10% of all physical damage you take for 1 minute (or until 100 damage is mitigated). Damage mitigated in this way is automatically added to the damage you do with your next Kick attack.
    Tier 8
  • Unarmed attacks have a 8% chance to conjure a magical field that mitigates 10% of all physical damage you take for 1 minute (or until 100 damage is mitigated). Damage mitigated in this way is automatically added to the damage you do with your next Kick attack.
    Tier 9
  • Unarmed attacks have a 9% chance to conjure a magical field that mitigates 10% of all physical damage you take for 1 minute (or until 100 damage is mitigated). Damage mitigated in this way is automatically added to the damage you do with your next Kick attack.
    Tier 10
  • Unarmed attacks have a 10% chance to conjure a magical field that mitigates 10% of all physical damage you take for 1 minute (or until 100 damage is mitigated). Damage mitigated in this way is automatically added to the damage you do with your next Kick attack.
    Tier 11
  • Unarmed attacks have a 11% chance to conjure a magical field that mitigates 10% of all physical damage you take for 1 minute (or until 100 damage is mitigated). Damage mitigated in this way is automatically added to the damage you do with your next Kick attack.
    Tier 12
  • Unarmed attacks have a 12% chance to conjure a magical field that mitigates 10% of all physical damage you take for 1 minute (or until 100 damage is mitigated). Damage mitigated in this way is automatically added to the damage you do with your next Kick attack.

Expand
of Angst Fists Tier 12 - 14% of all Slashing, Piercing, and Crushing damage you take is mitigated and added to the damage done by your next Punch or Jab Chest, Feet

  • Tier 1
  • 3% of all Slashing, Piercing, and Crushing damage you take is mitigated and added to the damage done by your next Punch or Jab
    Tier 2
  • 4% of all Slashing, Piercing, and Crushing damage you take is mitigated and added to the damage done by your next Punch or Jab
    Tier 3
  • 5% of all Slashing, Piercing, and Crushing damage you take is mitigated and added to the damage done by your next Punch or Jab
    Tier 4
  • 6% of all Slashing, Piercing, and Crushing damage you take is mitigated and added to the damage done by your next Punch or Jab
    Tier 5
  • 7% of all Slashing, Piercing, and Crushing damage you take is mitigated and added to the damage done by your next Punch or Jab
    Tier 6
  • 8% of all Slashing, Piercing, and Crushing damage you take is mitigated and added to the damage done by your next Punch or Jab
    Tier 7
  • 9% of all Slashing, Piercing, and Crushing damage you take is mitigated and added to the damage done by your next Punch or Jab
    Tier 8
  • 10% of all Slashing, Piercing, and Crushing damage you take is mitigated and added to the damage done by your next Punch or Jab
    Tier 9
  • 11% of all Slashing, Piercing, and Crushing damage you take is mitigated and added to the damage done by your next Punch or Jab
    Tier 10
  • 12% of all Slashing, Piercing, and Crushing damage you take is mitigated and added to the damage done by your next Punch or Jab
    Tier 11
  • 13% of all Slashing, Piercing, and Crushing damage you take is mitigated and added to the damage done by your next Punch or Jab
    Tier 12
  • 14% of all Slashing, Piercing, and Crushing damage you take is mitigated and added to the damage done by your next Punch or Jab

Expand
Anti-Darkness of Dark and Angry Fists Tier 12 - 22% of all Darkness and Psychic damage you take is mitigated and added to the damage done by your next Punch or Jab Legs, Feet

  • Tier 1
  • 8% of all Darkness and Psychic damage you take is mitigated and added to the damage done by your next Punch or Jab
    Tier 2
  • 9% of all Darkness and Psychic damage you take is mitigated and added to the damage done by your next Punch or Jab
    Tier 3
  • 10% of all Darkness and Psychic damage you take is mitigated and added to the damage done by your next Punch or Jab
    Tier 4
  • 11% of all Darkness and Psychic damage you take is mitigated and added to the damage done by your next Punch or Jab
    Tier 5
  • 13% of all Darkness and Psychic damage you take is mitigated and added to the damage done by your next Punch or Jab
    Tier 6
  • 14% of all Darkness and Psychic damage you take is mitigated and added to the damage done by your next Punch or Jab
    Tier 7
  • 15% of all Darkness and Psychic damage you take is mitigated and added to the damage done by your next Punch or Jab
    Tier 8
  • 17% of all Darkness and Psychic damage you take is mitigated and added to the damage done by your next Punch or Jab
    Tier 9
  • 18% of all Darkness and Psychic damage you take is mitigated and added to the damage done by your next Punch or Jab
    Tier 10
  • 19% of all Darkness and Psychic damage you take is mitigated and added to the damage done by your next Punch or Jab
    Tier 11
  • 21% of all Darkness and Psychic damage you take is mitigated and added to the damage done by your next Punch or Jab
    Tier 12
  • 22% of all Darkness and Psychic damage you take is mitigated and added to the damage done by your next Punch or Jab

Expand
Infuriating Tier 12 - Taunt From Attack Damage +60% when Unarmed is active Head, Ring

  • Tier 1
  • Taunt From Attack Damage +5% when Unarmed is active
    Tier 2
  • Taunt From Attack Damage +10% when Unarmed is active
    Tier 3
  • Taunt From Attack Damage +15% when Unarmed is active
    Tier 4
  • Taunt From Attack Damage +20% when Unarmed is active
    Tier 5
  • Taunt From Attack Damage +25% when Unarmed is active
    Tier 6
  • Taunt From Attack Damage +30% when Unarmed is active
    Tier 7
  • Taunt From Attack Damage +35% when Unarmed is active
    Tier 8
  • Taunt From Attack Damage +40% when Unarmed is active
    Tier 9
  • Taunt From Attack Damage +45% when Unarmed is active
    Tier 10
  • Taunt From Attack Damage +50% when Unarmed is active
    Tier 11
  • Taunt From Attack Damage +55% when Unarmed is active
    Tier 12
  • Taunt From Attack Damage +60% when Unarmed is active

Expand
of Slow Mambas Tier 6 - Mamba Strike deals +200% Crushing damage and +300 Trauma damage (if target's armor is below 33%), but reuse timer is +8 seconds Head, OffHand

  • Tier 1
  • Mamba Strike deals +50% Crushing damage and +50 Trauma damage (if target's armor is below 33%), but reuse timer is +8 seconds
    Tier 2
  • Mamba Strike deals +100% Crushing damage and +100 Trauma damage (if target's armor is below 33%), but reuse timer is +8 seconds
    Tier 3
  • Mamba Strike deals +125% Crushing damage and +150 Trauma damage (if target's armor is below 33%), but reuse timer is +8 seconds
    Tier 4
  • Mamba Strike deals +150% Crushing damage and +200 Trauma damage (if target's armor is below 33%), but reuse timer is +8 seconds
    Tier 5
  • Mamba Strike deals +175% Crushing damage and +250 Trauma damage (if target's armor is below 33%), but reuse timer is +8 seconds
    Tier 6
  • Mamba Strike deals +200% Crushing damage and +300 Trauma damage (if target's armor is below 33%), but reuse timer is +8 seconds

Expand
of Internal Injuries Tier 6 - Mamba Strike and Front Kick deal 65 Trauma damage over 15 seconds OffHand, Necklace

  • Tier 1
  • Mamba Strike and Front Kick deal 15 Trauma damage over 15 seconds
    Tier 2
  • Mamba Strike and Front Kick deal 25 Trauma damage over 15 seconds
    Tier 3
  • Mamba Strike and Front Kick deal 35 Trauma damage over 15 seconds
    Tier 4
  • Mamba Strike and Front Kick deal 45 Trauma damage over 15 seconds
    Tier 5
  • Mamba Strike and Front Kick deal 55 Trauma damage over 15 seconds
    Tier 6
  • Mamba Strike and Front Kick deal 65 Trauma damage over 15 seconds

Expand
Kicking of Kicking Tier 12 - Kick Damage +46 Legs, MainHand, Ring

  • Tier 1
  • Kick Damage +4
    Tier 2
  • Kick Damage +7
    Tier 3
  • Kick Damage +10
    Tier 4
  • Kick Damage +14
    Tier 5
  • Kick Damage +18
    Tier 6
  • Kick Damage +22
    Tier 7
  • Kick Damage +26
    Tier 8
  • Kick Damage +30
    Tier 9
  • Kick Damage +34
    Tier 10
  • Kick Damage +38
    Tier 11
  • Kick Damage +42
    Tier 12
  • Kick Damage +46

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Platefooted Tier 12 - Kick attacks restore 43 Armor Chest, Ring

  • Tier 1
  • Kick attacks restore 10 Armor
    Tier 2
  • Kick attacks restore 13 Armor
    Tier 3
  • Kick attacks restore 16 Armor
    Tier 4
  • Kick attacks restore 19 Armor
    Tier 5
  • Kick attacks restore 22 Armor
    Tier 6
  • Kick attacks restore 25 Armor
    Tier 7
  • Kick attacks restore 28 Armor
    Tier 8
  • Kick attacks restore 31 Armor
    Tier 9
  • Kick attacks restore 34 Armor
    Tier 10
  • Kick attacks restore 37 Armor
    Tier 11
  • Kick attacks restore 40 Armor
    Tier 12
  • Kick attacks restore 43 Armor

Expand
of Reflective Kicks Tier 6 - Kick attacks deal +9% damage and grant you 6% Physical Damage Reflection for 15 seconds Hands

  • Tier 1
  • Kick attacks deal +4% damage and grant you 1% Physical Damage Reflection for 15 seconds
    Tier 2
  • Kick attacks deal +5% damage and grant you 2% Physical Damage Reflection for 15 seconds
    Tier 3
  • Kick attacks deal +6% damage and grant you 3% Physical Damage Reflection for 15 seconds
    Tier 4
  • Kick attacks deal +7% damage and grant you 4% Physical Damage Reflection for 15 seconds
    Tier 5
  • Kick attacks deal +8% damage and grant you 5% Physical Damage Reflection for 15 seconds
    Tier 6
  • Kick attacks deal +9% damage and grant you 6% Physical Damage Reflection for 15 seconds

Expand
Front-Kicker's of Front-Kicking Tier 6 - Front Kick Damage +33% Feet

  • Tier 1
  • Front Kick Damage +8%
    Tier 2
  • Front Kick Damage +13%
    Tier 3
  • Front Kick Damage +18%
    Tier 4
  • Front Kick Damage +23%
    Tier 5
  • Front Kick Damage +28%
    Tier 6
  • Front Kick Damage +33%

Expand
Hip-Shattering of Hip-Shattering Tier 6 - Kick attacks deal +14% damage and slow target's movement speed by 45% OffHand

  • Tier 1
  • Kick attacks deal +5% damage and slow target's movement speed by 45%
    Tier 2
  • Kick attacks deal +7% damage and slow target's movement speed by 45%
    Tier 3
  • Kick attacks deal +9% damage and slow target's movement speed by 45%
    Tier 4
  • Kick attacks deal +11% damage and slow target's movement speed by 45%
    Tier 5
  • Kick attacks deal +13% damage and slow target's movement speed by 45%
    Tier 6
  • Kick attacks deal +14% damage and slow target's movement speed by 45%

Expand
of Kicking While Nude Tier 12 - Kick attacks deal +34% damage when you have 33% or less of your Armor left Legs, Necklace

  • Tier 1
  • Kick attacks deal +12% damage when you have 33% or less of your Armor left
    Tier 2
  • Kick attacks deal +14% damage when you have 33% or less of your Armor left
    Tier 3
  • Kick attacks deal +16% damage when you have 33% or less of your Armor left
    Tier 4
  • Kick attacks deal +18% damage when you have 33% or less of your Armor left
    Tier 5
  • Kick attacks deal +20% damage when you have 33% or less of your Armor left
    Tier 6
  • Kick attacks deal +22% damage when you have 33% or less of your Armor left
    Tier 7
  • Kick attacks deal +24% damage when you have 33% or less of your Armor left
    Tier 8
  • Kick attacks deal +26% damage when you have 33% or less of your Armor left
    Tier 9
  • Kick attacks deal +28% damage when you have 33% or less of your Armor left
    Tier 10
  • Kick attacks deal +30% damage when you have 33% or less of your Armor left
    Tier 11
  • Kick attacks deal +32% damage when you have 33% or less of your Armor left
    Tier 12
  • Kick attacks deal +34% damage when you have 33% or less of your Armor left

Expand
of Kicking Away Toxins Tier 12 - 18% of all Acid, Poison, and Nature damage you take is mitigated and added to the damage done by your next Kick Hands, Feet

  • Tier 1
  • 7% of all Acid, Poison, and Nature damage you take is mitigated and added to the damage done by your next Kick
    Tier 2
  • 8% of all Acid, Poison, and Nature damage you take is mitigated and added to the damage done by your next Kick
    Tier 3
  • 9% of all Acid, Poison, and Nature damage you take is mitigated and added to the damage done by your next Kick
    Tier 4
  • 10% of all Acid, Poison, and Nature damage you take is mitigated and added to the damage done by your next Kick
    Tier 5
  • 11% of all Acid, Poison, and Nature damage you take is mitigated and added to the damage done by your next Kick
    Tier 6
  • 12% of all Acid, Poison, and Nature damage you take is mitigated and added to the damage done by your next Kick
    Tier 7
  • 13% of all Acid, Poison, and Nature damage you take is mitigated and added to the damage done by your next Kick
    Tier 8
  • 14% of all Acid, Poison, and Nature damage you take is mitigated and added to the damage done by your next Kick
    Tier 9
  • 15% of all Acid, Poison, and Nature damage you take is mitigated and added to the damage done by your next Kick
    Tier 10
  • 16% of all Acid, Poison, and Nature damage you take is mitigated and added to the damage done by your next Kick
    Tier 11
  • 17% of all Acid, Poison, and Nature damage you take is mitigated and added to the damage done by your next Kick
    Tier 12
  • 18% of all Acid, Poison, and Nature damage you take is mitigated and added to the damage done by your next Kick

Expand
of Reckless Barrages Tier 12 - Barrage hits all enemies within 5 meters and deals +24% damage, but reuse timer is +3 seconds Hands

  • Tier 1
  • Barrage hits all enemies within 5 meters and deals +2% damage, but reuse timer is +3 seconds
    Tier 2
  • Barrage hits all enemies within 5 meters and deals +4% damage, but reuse timer is +3 seconds
    Tier 3
  • Barrage hits all enemies within 5 meters and deals +6% damage, but reuse timer is +3 seconds
    Tier 4
  • Barrage hits all enemies within 5 meters and deals +8% damage, but reuse timer is +3 seconds
    Tier 5
  • Barrage hits all enemies within 5 meters and deals +10% damage, but reuse timer is +3 seconds
    Tier 6
  • Barrage hits all enemies within 5 meters and deals +12% damage, but reuse timer is +3 seconds
    Tier 7
  • Barrage hits all enemies within 5 meters and deals +14% damage, but reuse timer is +3 seconds
    Tier 8
  • Barrage hits all enemies within 5 meters and deals +16% damage, but reuse timer is +3 seconds
    Tier 9
  • Barrage hits all enemies within 5 meters and deals +18% damage, but reuse timer is +3 seconds
    Tier 10
  • Barrage hits all enemies within 5 meters and deals +20% damage, but reuse timer is +3 seconds
    Tier 11
  • Barrage hits all enemies within 5 meters and deals +22% damage, but reuse timer is +3 seconds
    Tier 12
  • Barrage hits all enemies within 5 meters and deals +24% damage, but reuse timer is +3 seconds

Expand
Mindfist Tier 6 - Barrage and Headbutt make the target 18% more vulnerable to Psychic damage for 20 seconds (this effect does not stack with itself) Necklace

  • Tier 1
  • Barrage and Headbutt make the target 3% more vulnerable to Psychic damage for 20 seconds (this effect does not stack with itself)
    Tier 2
  • Barrage and Headbutt make the target 6% more vulnerable to Psychic damage for 20 seconds (this effect does not stack with itself)
    Tier 3
  • Barrage and Headbutt make the target 9% more vulnerable to Psychic damage for 20 seconds (this effect does not stack with itself)
    Tier 4
  • Barrage and Headbutt make the target 12% more vulnerable to Psychic damage for 20 seconds (this effect does not stack with itself)
    Tier 5
  • Barrage and Headbutt make the target 15% more vulnerable to Psychic damage for 20 seconds (this effect does not stack with itself)
    Tier 6
  • Barrage and Headbutt make the target 18% more vulnerable to Psychic damage for 20 seconds (this effect does not stack with itself)

Expand
of Headbutt Bubbles Tier 12 - Headbutt deals +12% damage and conjures a magical field that mitigates 20% of all physical damage you take for 10 seconds (or until 200 damage is mitigated) Hands

  • Tier 1
  • Headbutt deals +1% damage and conjures a magical field that mitigates 20% of all physical damage you take for 10 seconds (or until 200 damage is mitigated)
    Tier 2
  • Headbutt deals +2% damage and conjures a magical field that mitigates 20% of all physical damage you take for 10 seconds (or until 200 damage is mitigated)
    Tier 3
  • Headbutt deals +3% damage and conjures a magical field that mitigates 20% of all physical damage you take for 10 seconds (or until 200 damage is mitigated)
    Tier 4
  • Headbutt deals +4% damage and conjures a magical field that mitigates 20% of all physical damage you take for 10 seconds (or until 200 damage is mitigated)
    Tier 5
  • Headbutt deals +5% damage and conjures a magical field that mitigates 20% of all physical damage you take for 10 seconds (or until 200 damage is mitigated)
    Tier 6
  • Headbutt deals +6% damage and conjures a magical field that mitigates 20% of all physical damage you take for 10 seconds (or until 200 damage is mitigated)
    Tier 7
  • Headbutt deals +7% damage and conjures a magical field that mitigates 20% of all physical damage you take for 10 seconds (or until 200 damage is mitigated)
    Tier 8
  • Headbutt deals +8% damage and conjures a magical field that mitigates 20% of all physical damage you take for 10 seconds (or until 200 damage is mitigated)
    Tier 9
  • Headbutt deals +9% damage and conjures a magical field that mitigates 20% of all physical damage you take for 10 seconds (or until 200 damage is mitigated)
    Tier 10
  • Headbutt deals +10% damage and conjures a magical field that mitigates 20% of all physical damage you take for 10 seconds (or until 200 damage is mitigated)
    Tier 11
  • Headbutt deals +11% damage and conjures a magical field that mitigates 20% of all physical damage you take for 10 seconds (or until 200 damage is mitigated)
    Tier 12
  • Headbutt deals +12% damage and conjures a magical field that mitigates 20% of all physical damage you take for 10 seconds (or until 200 damage is mitigated)

Expand
of Deadly Barrages Tier 12 - Barrage Damage +49% Legs, Ring

  • Tier 1
  • Barrage Damage +5%
    Tier 2
  • Barrage Damage +9%
    Tier 3
  • Barrage Damage +13%
    Tier 4
  • Barrage Damage +17%
    Tier 5
  • Barrage Damage +21%
    Tier 6
  • Barrage Damage +25%
    Tier 7
  • Barrage Damage +29%
    Tier 8
  • Barrage Damage +33%
    Tier 9
  • Barrage Damage +37%
    Tier 10
  • Barrage Damage +41%
    Tier 11
  • Barrage Damage +45%
    Tier 12
  • Barrage Damage +49%

Expand
of Fiery Barrages Tier 6 - Barrage and Headbutt ignite the target, causing them to take 95 damage over 20 seconds Legs, Ring

  • Tier 1
  • Barrage and Headbutt ignite the target, causing them to take 25 damage over 20 seconds
    Tier 2
  • Barrage and Headbutt ignite the target, causing them to take 35 damage over 20 seconds
    Tier 3
  • Barrage and Headbutt ignite the target, causing them to take 40 damage over 20 seconds
    Tier 4
  • Barrage and Headbutt ignite the target, causing them to take 50 damage over 20 seconds
    Tier 5
  • Barrage and Headbutt ignite the target, causing them to take 60 damage over 20 seconds
    Tier 6
  • Barrage and Headbutt ignite the target, causing them to take 95 damage over 20 seconds

Expand
of Headbutting Armor Tier 12 - Headbutt and Knee Kick deal +95 armor damage Legs, Ring

  • Tier 1
  • Headbutt and Knee Kick deal +18 armor damage
    Tier 2
  • Headbutt and Knee Kick deal +25 armor damage
    Tier 3
  • Headbutt and Knee Kick deal +32 armor damage
    Tier 4
  • Headbutt and Knee Kick deal +39 armor damage
    Tier 5
  • Headbutt and Knee Kick deal +46 armor damage
    Tier 6
  • Headbutt and Knee Kick deal +53 armor damage
    Tier 7
  • Headbutt and Knee Kick deal +60 armor damage
    Tier 8
  • Headbutt and Knee Kick deal +67 armor damage
    Tier 9
  • Headbutt and Knee Kick deal +74 armor damage
    Tier 10
  • Headbutt and Knee Kick deal +81 armor damage
    Tier 11
  • Headbutt and Knee Kick deal +88 armor damage
    Tier 12
  • Headbutt and Knee Kick deal +95 armor damage

Expand
of Calloused Barrages Tier 12 - Barrage costs -12 Power and restores 15 Armor to you Head, OffHand

  • Tier 1
  • Barrage costs -1 Power and restores 3 Armor to you
    Tier 2
  • Barrage costs -2 Power and restores 4 Armor to you
    Tier 3
  • Barrage costs -3 Power and restores 6 Armor to you
    Tier 4
  • Barrage costs -4 Power and restores 7 Armor to you
    Tier 5
  • Barrage costs -5 Power and restores 8 Armor to you
    Tier 6
  • Barrage costs -6 Power and restores 9 Armor to you
    Tier 7
  • Barrage costs -7 Power and restores 10 Armor to you
    Tier 8
  • Barrage costs -8 Power and restores 11 Armor to you
    Tier 9
  • Barrage costs -9 Power and restores 12 Armor to you
    Tier 10
  • Barrage costs -10 Power and restores 13 Armor to you
    Tier 11
  • Barrage costs -11 Power and restores 14 Armor to you
    Tier 12
  • Barrage costs -12 Power and restores 15 Armor to you

Expand
of Hip Throwing Tier 12 - Hip Throw Damage +43% Chest, MainHand

  • Tier 1
  • Hip Throw Damage +10%
    Tier 2
  • Hip Throw Damage +13%
    Tier 3
  • Hip Throw Damage +16%
    Tier 4
  • Hip Throw Damage +19%
    Tier 5
  • Hip Throw Damage +22%
    Tier 6
  • Hip Throw Damage +25%
    Tier 7
  • Hip Throw Damage +28%
    Tier 8
  • Hip Throw Damage +31%
    Tier 9
  • Hip Throw Damage +34%
    Tier 10
  • Hip Throw Damage +37%
    Tier 11
  • Hip Throw Damage +40%
    Tier 12
  • Hip Throw Damage +43%

Expand
of Armor Tossing Tier 12 - Hip Throw and Bodyslam deal +100 armor damage Necklace, Hands

  • Tier 1
  • Hip Throw and Bodyslam deal +12 armor damage
    Tier 2
  • Hip Throw and Bodyslam deal +20 armor damage
    Tier 3
  • Hip Throw and Bodyslam deal +28 armor damage
    Tier 4
  • Hip Throw and Bodyslam deal +36 armor damage
    Tier 5
  • Hip Throw and Bodyslam deal +44 armor damage
    Tier 6
  • Hip Throw and Bodyslam deal +52 armor damage
    Tier 7
  • Hip Throw and Bodyslam deal +60 armor damage
    Tier 8
  • Hip Throw and Bodyslam deal +68 armor damage
    Tier 9
  • Hip Throw and Bodyslam deal +76 armor damage
    Tier 10
  • Hip Throw and Bodyslam deal +84 armor damage
    Tier 11
  • Hip Throw and Bodyslam deal +92 armor damage
    Tier 12
  • Hip Throw and Bodyslam deal +100 armor damage

Expand
of Anger Tossing Tier 12 - Hip Throw and Bodyslam deal +18% damage and generate -250 Rage Head, Legs

  • Tier 1
  • Hip Throw and Bodyslam deal +5% damage and generate -20 Rage
    Tier 2
  • Hip Throw and Bodyslam deal +6% damage and generate -40 Rage
    Tier 3
  • Hip Throw and Bodyslam deal +7% damage and generate -60 Rage
    Tier 4
  • Hip Throw and Bodyslam deal +8% damage and generate -80 Rage
    Tier 5
  • Hip Throw and Bodyslam deal +10% damage and generate -100 Rage
    Tier 6
  • Hip Throw and Bodyslam deal +11% damage and generate -120 Rage
    Tier 7
  • Hip Throw and Bodyslam deal +12% damage and generate -140 Rage
    Tier 8
  • Hip Throw and Bodyslam deal +13% damage and generate -160 Rage
    Tier 9
  • Hip Throw and Bodyslam deal +14% damage and generate -180 Rage
    Tier 10
  • Hip Throw and Bodyslam deal +16% damage and generate -200 Rage
    Tier 11
  • Hip Throw and Bodyslam deal +17% damage and generate -225 Rage
    Tier 12
  • Hip Throw and Bodyslam deal +18% damage and generate -250 Rage

Expand
of Impossible Hip Throws Tier 6 - Hip Throw hits all enemies within 8 meters and deals +15% damage, but Power cost is +20 Hands

  • Tier 1
  • Hip Throw hits all enemies within 8 meters, but Power cost is +20
    Tier 2
  • Hip Throw hits all enemies within 8 meters and deals +3% damage, but Power cost is +20
    Tier 3
  • Hip Throw hits all enemies within 8 meters and deals +6% damage, but Power cost is +20
    Tier 4
  • Hip Throw hits all enemies within 8 meters and deals +9% damage, but Power cost is +20
    Tier 5
  • Hip Throw hits all enemies within 8 meters and deals +12% damage, but Power cost is +20
    Tier 6
  • Hip Throw hits all enemies within 8 meters and deals +15% damage, but Power cost is +20

Expand
Bodyslamming of Bodyslamming Tier 12 - Bodyslam Damage +43% MainHand, Ring

  • Tier 1
  • Bodyslam Damage +10%
    Tier 2
  • Bodyslam Damage +13%
    Tier 3
  • Bodyslam Damage +16%
    Tier 4
  • Bodyslam Damage +19%
    Tier 5
  • Bodyslam Damage +22%
    Tier 6
  • Bodyslam Damage +25%
    Tier 7
  • Bodyslam Damage +28%
    Tier 8
  • Bodyslam Damage +31%
    Tier 9
  • Bodyslam Damage +34%
    Tier 10
  • Bodyslam Damage +37%
    Tier 11
  • Bodyslam Damage +40%
    Tier 12
  • Bodyslam Damage +43%

Expand
of Crippling Slams Tier 6 - Bodyslam deals +30% damage and slows target's movement speed by 45% Head, Hands

  • Tier 1
  • Bodyslam deals +5% damage and slows target's movement speed by 45%
    Tier 2
  • Bodyslam deals +10% damage and slows target's movement speed by 45%
    Tier 3
  • Bodyslam deals +15% damage and slows target's movement speed by 45%
    Tier 4
  • Bodyslam deals +20% damage and slows target's movement speed by 45%
    Tier 5
  • Bodyslam deals +25% damage and slows target's movement speed by 45%
    Tier 6
  • Bodyslam deals +30% damage and slows target's movement speed by 45%

Expand
of Toxic Bruising Tier 6 - Bruising Blow causes the target to take +18% damage from Poison for 20 seconds (this effect does not stack with itself) Necklace

  • Tier 1
  • Bruising Blow causes the target to take +3% damage from Poison for 20 seconds (this effect does not stack with itself)
    Tier 2
  • Bruising Blow causes the target to take +6% damage from Poison for 20 seconds (this effect does not stack with itself)
    Tier 3
  • Bruising Blow causes the target to take +9% damage from Poison for 20 seconds (this effect does not stack with itself)
    Tier 4
  • Bruising Blow causes the target to take +12% damage from Poison for 20 seconds (this effect does not stack with itself)
    Tier 5
  • Bruising Blow causes the target to take +15% damage from Poison for 20 seconds (this effect does not stack with itself)
    Tier 6
  • Bruising Blow causes the target to take +18% damage from Poison for 20 seconds (this effect does not stack with itself)

Expand
of Slamming Weaklings Tier 10 - Bodyslam deals +330 damage to non-Elite enemies Necklace, MainHand

  • Tier 1
  • Bodyslam deals +60 damage to non-Elite enemies
    Tier 2
  • Bodyslam deals +90 damage to non-Elite enemies
    Tier 3
  • Bodyslam deals +120 damage to non-Elite enemies
    Tier 4
  • Bodyslam deals +150 damage to non-Elite enemies
    Tier 5
  • Bodyslam deals +180 damage to non-Elite enemies
    Tier 6
  • Bodyslam deals +210 damage to non-Elite enemies
    Tier 7
  • Bodyslam deals +240 damage to non-Elite enemies
    Tier 8
  • Bodyslam deals +270 damage to non-Elite enemies
    Tier 9
  • Bodyslam deals +300 damage to non-Elite enemies
    Tier 10
  • Bodyslam deals +330 damage to non-Elite enemies

Expand
of Healslamming Tier 12 - Bodyslam heals you for 100 health Chest, OffHand

  • Tier 1
  • Bodyslam heals you for 10 health
    Tier 2
  • Bodyslam heals you for 18 health
    Tier 3
  • Bodyslam heals you for 26 health
    Tier 4
  • Bodyslam heals you for 34 health
    Tier 5
  • Bodyslam heals you for 42 health
    Tier 6
  • Bodyslam heals you for 50 health
    Tier 7
  • Bodyslam heals you for 58 health
    Tier 8
  • Bodyslam heals you for 66 health
    Tier 9
  • Bodyslam heals you for 74 health
    Tier 10
  • Bodyslam heals you for 82 health
    Tier 11
  • Bodyslam heals you for 90 health
    Tier 12
  • Bodyslam heals you for 100 health

Expand
Serpentine of Cobra Striking Tier 12 - Cobra Strike and Mamba Strike Damage +32% Legs, Feet

  • Tier 1
  • Cobra Strike and Mamba Strike Damage +10%
    Tier 2
  • Cobra Strike and Mamba Strike Damage +12%
    Tier 3
  • Cobra Strike and Mamba Strike Damage +14%
    Tier 4
  • Cobra Strike and Mamba Strike Damage +16%
    Tier 5
  • Cobra Strike and Mamba Strike Damage +18%
    Tier 6
  • Cobra Strike and Mamba Strike Damage +20%
    Tier 7
  • Cobra Strike and Mamba Strike Damage +22%
    Tier 8
  • Cobra Strike and Mamba Strike Damage +24%
    Tier 9
  • Cobra Strike and Mamba Strike Damage +26%
    Tier 10
  • Cobra Strike and Mamba Strike Damage +28%
    Tier 11
  • Cobra Strike and Mamba Strike Damage +30%
    Tier 12
  • Cobra Strike and Mamba Strike Damage +32%

Expand
Tier 12 - Cobra Strike and Mamba Strike boost your Nice Attack and Signature Debuff ability damage +32 for 7 seconds Chest, Hands

  • Tier 1
  • Cobra Strike and Mamba Strike boost your Nice Attack and Signature Debuff ability damage +10 for 7 seconds
    Tier 2
  • Cobra Strike and Mamba Strike boost your Nice Attack and Signature Debuff ability damage +12 for 7 seconds
    Tier 3
  • Cobra Strike and Mamba Strike boost your Nice Attack and Signature Debuff ability damage +14 for 7 seconds
    Tier 4
  • Cobra Strike and Mamba Strike boost your Nice Attack and Signature Debuff ability damage +16 for 7 seconds
    Tier 5
  • Cobra Strike and Mamba Strike boost your Nice Attack and Signature Debuff ability damage +18 for 7 seconds
    Tier 6
  • Cobra Strike and Mamba Strike boost your Nice Attack and Signature Debuff ability damage +20 for 7 seconds
    Tier 7
  • Cobra Strike and Mamba Strike boost your Nice Attack and Signature Debuff ability damage +22 for 7 seconds
    Tier 8
  • Cobra Strike and Mamba Strike boost your Nice Attack and Signature Debuff ability damage +24 for 7 seconds
    Tier 9
  • Cobra Strike and Mamba Strike boost your Nice Attack and Signature Debuff ability damage +26 for 7 seconds
    Tier 10
  • Cobra Strike and Mamba Strike boost your Nice Attack and Signature Debuff ability damage +28 for 7 seconds
    Tier 11
  • Cobra Strike and Mamba Strike boost your Nice Attack and Signature Debuff ability damage +30 for 7 seconds
    Tier 12
  • Cobra Strike and Mamba Strike boost your Nice Attack and Signature Debuff ability damage +32 for 7 seconds

Expand
of Cobra Scales Tier 12 - Cobra Strike and Mamba Strike restore 24 Armor to you Chest, Ring

  • Tier 1
  • Cobra Strike and Mamba Strike restore 2 Armor to you
    Tier 2
  • Cobra Strike and Mamba Strike restore 4 Armor to you
    Tier 3
  • Cobra Strike and Mamba Strike restore 6 Armor to you
    Tier 4
  • Cobra Strike and Mamba Strike restore 8 Armor to you
    Tier 5
  • Cobra Strike and Mamba Strike restore 10 Armor to you
    Tier 6
  • Cobra Strike and Mamba Strike restore 12 Armor to you
    Tier 7
  • Cobra Strike and Mamba Strike restore 14 Armor to you
    Tier 8
  • Cobra Strike and Mamba Strike restore 16 Armor to you
    Tier 9
  • Cobra Strike and Mamba Strike restore 18 Armor to you
    Tier 10
  • Cobra Strike and Mamba Strike restore 20 Armor to you
    Tier 11
  • Cobra Strike and Mamba Strike restore 22 Armor to you
    Tier 12
  • Cobra Strike and Mamba Strike restore 24 Armor to you

Expand
Bruising of Bruises Tier 12 - Bruising Blow Damage +45% MainHand, Ring

  • Tier 1
  • Bruising Blow Damage +12%
    Tier 2
  • Bruising Blow Damage +15%
    Tier 3
  • Bruising Blow Damage +18%
    Tier 4
  • Bruising Blow Damage +21%
    Tier 5
  • Bruising Blow Damage +24%
    Tier 6
  • Bruising Blow Damage +27%
    Tier 7
  • Bruising Blow Damage +30%
    Tier 8
  • Bruising Blow Damage +33%
    Tier 9
  • Bruising Blow Damage +36%
    Tier 10
  • Bruising Blow Damage +39%
    Tier 11
  • Bruising Blow Damage +42%
    Tier 12
  • Bruising Blow Damage +45%

Expand
of Bruising Slams Tier 12 - Bruisng Blow deals +16% damage and hastens the current reuse timer of Bodyslam by 10 seconds Legs, Feet

  • Tier 1
  • Bruisng Blow hastens the current reuse timer of Bodyslam by 1 second
    Tier 2
  • Bruisng Blow deals +2% damage and hastens the current reuse timer of Bodyslam by 2 seconds
    Tier 3
  • Bruisng Blow deals +3% damage and hastens the current reuse timer of Bodyslam by 3 seconds
    Tier 4
  • Bruisng Blow deals +4% damage and hastens the current reuse timer of Bodyslam by 4 seconds
    Tier 5
  • Bruisng Blow deals +5% damage and hastens the current reuse timer of Bodyslam by 5 seconds
    Tier 6
  • Bruisng Blow deals +6% damage and hastens the current reuse timer of Bodyslam by 6 seconds
    Tier 7
  • Bruisng Blow deals +7% damage and hastens the current reuse timer of Bodyslam by 7 seconds
    Tier 8
  • Bruisng Blow deals +8% damage and hastens the current reuse timer of Bodyslam by 8 seconds
    Tier 9
  • Bruisng Blow deals +9% damage and hastens the current reuse timer of Bodyslam by 9 seconds
    Tier 10
  • Bruisng Blow deals +10% damage and hastens the current reuse timer of Bodyslam by 10 seconds
    Tier 11
  • Bruisng Blow deals +13% damage and hastens the current reuse timer of Bodyslam by 10 seconds
    Tier 12
  • Bruisng Blow deals +16% damage and hastens the current reuse timer of Bodyslam by 10 seconds

Expand
of Healthy Bruises Tier 12 - Bruising Blow and Headbutt restore 20 Health Legs, Necklace

  • Tier 1
  • Bruising Blow and Headbutt restore 2 Health
    Tier 2
  • Bruising Blow and Headbutt restore 3 Health
    Tier 3
  • Bruising Blow and Headbutt restore 5 Health
    Tier 4
  • Bruising Blow and Headbutt restore 6 Health
    Tier 5
  • Bruising Blow and Headbutt restore 8 Health
    Tier 6
  • Bruising Blow and Headbutt restore 9 Health
    Tier 7
  • Bruising Blow and Headbutt restore 11 Health
    Tier 8
  • Bruising Blow and Headbutt restore 13 Health
    Tier 9
  • Bruising Blow and Headbutt restore 15 Health
    Tier 10
  • Bruising Blow and Headbutt restore 17 Health
    Tier 11
  • Bruising Blow and Headbutt restore 18 Health
    Tier 12
  • Bruising Blow and Headbutt restore 20 Health

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Slashing of Slashing Strikes Tier 6 - Slashing Strike Damage +35% OffHand, Necklace

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

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of Bleeding Strikes Tier 6 - Slashing Strike deals +20% damage plus 30 Trauma damage over 15 seconds MainHand, Necklace

  • Tier 1
  • Slashing Strike deals +5% damage plus 15 Trauma damage over 15 seconds
    Tier 2
  • Slashing Strike deals +8% damage plus 15 Trauma damage over 15 seconds
    Tier 3
  • Slashing Strike deals +11% damage plus 15 Trauma damage over 15 seconds
    Tier 4
  • Slashing Strike deals +14% damage plus 30 Trauma damage over 15 seconds
    Tier 5
  • Slashing Strike deals +17% damage plus 30 Trauma damage over 15 seconds
    Tier 6
  • Slashing Strike deals +20% damage plus 30 Trauma damage over 15 seconds

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Slashing of Slashing Strikes Tier 6 - Slashing Strike and Claw Barrage boost damage from Epic attacks +42 for 10 seconds OffHand, Head

  • Tier 1
  • Slashing Strike and Claw Barrage boost damage from Epic attacks +12 for 10 seconds
    Tier 2
  • Slashing Strike and Claw Barrage boost damage from Epic attacks +18 for 10 seconds
    Tier 3
  • Slashing Strike and Claw Barrage boost damage from Epic attacks +24 for 10 seconds
    Tier 4
  • Slashing Strike and Claw Barrage boost damage from Epic attacks +30 for 10 seconds
    Tier 5
  • Slashing Strike and Claw Barrage boost damage from Epic attacks +36 for 10 seconds
    Tier 6
  • Slashing Strike and Claw Barrage boost damage from Epic attacks +42 for 10 seconds

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Tier 6 - Slashing Strike deals +15% damage and hastens the current reuse timer of Hip Throw by 2 seconds Chest, Hands

  • Tier 1
  • Slashing Strike deals +5% damage and hastens the current reuse timer of Hip Throw by 2 seconds
    Tier 2
  • Slashing Strike deals +7% damage and hastens the current reuse timer of Hip Throw by 2 seconds
    Tier 3
  • Slashing Strike deals +9% damage and hastens the current reuse timer of Hip Throw by 2 seconds
    Tier 4
  • Slashing Strike deals +11% damage and hastens the current reuse timer of Hip Throw by 2 seconds
    Tier 5
  • Slashing Strike deals +13% damage and hastens the current reuse timer of Hip Throw by 2 seconds
    Tier 6
  • Slashing Strike deals +15% damage and hastens the current reuse timer of Hip Throw by 2 seconds

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Tier 2 - Chance to Ignore Knockbacks +30% when Unarmed is active Feet, OffHand

  • Tier 1
  • Chance to Ignore Knockbacks +25% when Unarmed is active
    Tier 2
  • Chance to Ignore Knockbacks +30% when Unarmed is active

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Tier 6 - Infuriating Fist deals +35% damage and taunts +300 OffHand, Ring

  • Tier 1
  • Infuriating Fist deals +10% damage and taunts +50
    Tier 2
  • Infuriating Fist deals +15% damage and taunts +100
    Tier 3
  • Infuriating Fist deals +20% damage and taunts +150
    Tier 4
  • Infuriating Fist deals +25% damage and taunts +200
    Tier 5
  • Infuriating Fist deals +30% damage and taunts +250
    Tier 6
  • Infuriating Fist deals +35% damage and taunts +300

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of Traumatic Furious Punches Tier 6 - Infuriating Fist taunts +240 and deals 90 Trauma damage over 15 seconds Hands, Feet

  • Tier 1
  • Infuriating Fist taunts +40 and deals 15 Trauma damage over 15 seconds
    Tier 2
  • Infuriating Fist taunts +80 and deals 30 Trauma damage over 15 seconds
    Tier 3
  • Infuriating Fist taunts +120 and deals 45 Trauma damage over 15 seconds
    Tier 4
  • Infuriating Fist taunts +160 and deals 60 Trauma damage over 15 seconds
    Tier 5
  • Infuriating Fist taunts +200 and deals 75 Trauma damage over 15 seconds
    Tier 6
  • Infuriating Fist taunts +240 and deals 90 Trauma damage over 15 seconds

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of Paradoxical Rage Fists Tier 6 - Infuriating Fist generates no Rage and instead reduces Rage by 450 Head, Chest

  • Tier 1
  • Infuriating Fist generates no Rage and instead reduces Rage by 75
    Tier 2
  • Infuriating Fist generates no Rage and instead reduces Rage by 150
    Tier 3
  • Infuriating Fist generates no Rage and instead reduces Rage by 225
    Tier 4
  • Infuriating Fist generates no Rage and instead reduces Rage by 300
    Tier 5
  • Infuriating Fist generates no Rage and instead reduces Rage by 375
    Tier 6
  • Infuriating Fist generates no Rage and instead reduces Rage by 450

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Now, Add Stat Bonuses. There is no preload for Stat Bonuses, so just add the following and wait for the bot to add the page.

Skill Template Stat Bonuses

Level Total Bonuses
10 Max Power +1
20 Max Power +2
30 Max Power +3
40 Max Power +4
50 Max Power +5

Now, Add Level Up Rewards. In a similar method to adding the Complete Ability list, save this page and follow the red link that will be created for Level Up Rewards. Type on that page: {{subst:Preload/Level Up Reward pages}} and save.

Skill Template Level Up Rewards

Level Reward
10 Gain Ability: Poison Blade
15 +1 to Mycology
20 Gain Ability: Poison Blade 2
25 +1 to Battle Chemistry
30 Gain Ability: Poison Blade 3
40 Gain Ability: Poison Blade 4
45 +1 to Battle Chemistry
50 Gain Ability: Poison Blade 5

Trivia

Write a little about this history of the skill, or things that don't belong in above areas

Gallery

Include a small gallery of players using the skill, or abilities of the skill. Try to keep it under six images. This example Gallery is from the Serbule Page.