Difference between revisions of "Unarmed/Treasure Effects"

From Project: Gorgon Wiki
Jump to: navigation, search
(Automatically updated. If something is messed up, please message Extractum11 on the forums or in-game)
 
m (Automatically updated. If something is messed up, please message Extractum11 on the forums or in-game)
Line 2: Line 2:
 
==[[{{msg:BASEPAGENAME}}/Treasure Effects|Treasure Effects]]==
 
==[[{{msg:BASEPAGENAME}}/Treasure Effects|Treasure Effects]]==
 
</includeonly>
 
</includeonly>
<!-- This table is from patch v259, June 19, 2016 -->
+
See also: [[Unarmed/Treasure Effects:By Slot]]
 +
<!-- This table is from patch v266, August 18, 2016 -->
 
{| class="table mw-collapsible<includeonly> mw-collapsed</includeonly>" style="width:100%;"
 
{| class="table mw-collapsible<includeonly> mw-collapsed</includeonly>" style="width:100%;"
 
|+<div align="left"><h3>Unarmed</h3></div>
 
|+<div align="left"><h3>Unarmed</h3></div>
 
! Prefix !! Suffix !! Best Tier !! Slot !! All Tiers
 
! Prefix !! Suffix !! Best Tier !! Slot !! All Tiers
 
|-
 
|-
| || of Slamming and Jogging || <b>Tier 6</b> - Bodyslam deals +50 damage and boosts your sprint speed by 5 for 20 seconds || Feet, Necklace || {{Spoiler|
+
| || of Crippling Slams || <b>Tier 6</b> - Bodyslam deals +100% damage and slows target's movement speed by 45% || MainHand, Ring || {{Spoiler|
 +
*; Tier 1
 +
*Bodyslam deals +10% damage and slows target's movement speed by 45%
 +
*; Tier 2
 +
*Bodyslam deals +25% damage and slows target's movement speed by 45%
 +
*; Tier 3
 +
*Bodyslam deals +40% damage and slows target's movement speed by 45%
 +
*; Tier 4
 +
*Bodyslam deals +65% damage and slows target's movement speed by 45%
 +
*; Tier 5
 +
*Bodyslam deals +80% damage and slows target's movement speed by 45%
 +
*; Tier 6
 +
*Bodyslam deals +100% damage and slows target's movement speed by 45%
 +
|Expand}}
 +
|-
 +
| || of Refreshing Punches || <b>Tier 6</b> - You regain 8 health whenever you use Punch or Jab || Chest, OffHand, Ring || {{Spoiler|
 
*; Tier 1
 
*; Tier 1
*Bodyslam deals +6 damage and boosts your sprint speed by 1 for 20 seconds
+
*You regain 2 health whenever you use Punch or Jab
 
*; Tier 2
 
*; Tier 2
*Bodyslam deals +12 damage and boosts your sprint speed by 2 for 20 seconds
+
*You regain 3 health whenever you use Punch or Jab
 
*; Tier 3
 
*; Tier 3
*Bodyslam deals +18 damage and boosts your sprint speed by 3 for 20 seconds
+
*You regain 4 health whenever you use Punch or Jab
 
*; Tier 4
 
*; Tier 4
*Bodyslam deals +24 damage and boosts your sprint speed by 4 for 20 seconds
+
*You regain 5 health whenever you use Punch or Jab
 
*; Tier 5
 
*; Tier 5
*Bodyslam deals +30 damage and boosts your sprint speed by 5 for 20 seconds
+
*You regain 7 health whenever you use Punch or Jab
 
*; Tier 6
 
*; Tier 6
*Bodyslam deals +50 damage and boosts your sprint speed by 5 for 20 seconds
+
*You regain 8 health whenever you use Punch or Jab
 
|Expand}}
 
|Expand}}
 
|-
 
|-
| || of Healthy Bruises || <b>Tier 12</b> - Bruising Blow restores 25 health || Legs, Necklace || {{Spoiler|
+
| Bodyslamming || of Bodyslamming || <b>Tier 12</b> - Bodyslam deals +190% damage || MainHand, Ring || {{Spoiler|
 
*; Tier 1
 
*; Tier 1
*Bruising Blow restores 2 health
+
*Bodyslam deals +25% damage
 
*; Tier 2
 
*; Tier 2
*Bruising Blow restores 3 health
+
*Bodyslam deals +40% damage
 
*; Tier 3
 
*; Tier 3
*Bruising Blow restores 5 health
+
*Bodyslam deals +55% damage
 
*; Tier 4
 
*; Tier 4
*Bruising Blow restores 7 health
+
*Bodyslam deals +70% damage
 
*; Tier 5
 
*; Tier 5
*Bruising Blow restores 9 health
+
*Bodyslam deals +85% damage
 
*; Tier 6
 
*; Tier 6
*Bruising Blow restores 11 health
+
*Bodyslam deals +100% damage
 
*; Tier 7
 
*; Tier 7
*Bruising Blow restores 13 health
+
*Bodyslam deals +115% damage
 
*; Tier 8
 
*; Tier 8
*Bruising Blow restores 14 health
+
*Bodyslam deals +130% damage
 
*; Tier 9
 
*; Tier 9
*Bruising Blow restores 16 health
+
*Bodyslam deals +145% damage
 
*; Tier 10
 
*; Tier 10
*Bruising Blow restores 18 health
+
*Bodyslam deals +160% damage
 
*; Tier 11
 
*; Tier 11
*Bruising Blow restores 22 health
+
*Bodyslam deals +175% damage
 
*; Tier 12
 
*; Tier 12
*Bruising Blow restores 25 health
+
*Bodyslam deals +190% damage
 
|Expand}}
 
|Expand}}
 
|-
 
|-
| || of Calloused Barrages || <b>Tier 12</b> - Barrage restores 55 Armor to you || Head, OffHand || {{Spoiler|
+
| || of Pain-Reflection || <b>Tier 12</b> - 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 || {{Spoiler|
 
*; Tier 1
 
*; Tier 1
*Barrage restores 4 Armor to you
+
*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
 
*; Tier 2
*Barrage restores 8 Armor to you
+
*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
 
*; Tier 3
*Barrage restores 12 Armor to you
+
*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
 
*; Tier 4
*Barrage restores 16 Armor to you
+
*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
 
*; Tier 5
*Barrage restores 20 Armor to you
+
*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
 
*; Tier 6
*Barrage restores 25 Armor to you
+
*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
 
*; Tier 7
*Barrage restores 30 Armor to you
+
*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
 
*; Tier 8
*Barrage restores 35 Armor to you
+
*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
 
*; Tier 9
*Barrage restores 40 Armor to you
+
*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
 
*; Tier 10
*Barrage restores 45 Armor to you
+
*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
 
*; Tier 11
*Barrage restores 50 Armor to you
+
*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
 
*; Tier 12
*Barrage restores 55 Armor to you
+
*Unarmed attacks have a 12% chance to conjure a magical field that mitigates 10% of all physical damage you take for 1 minute (or until 100 damage is mitigated). Damage mitigated in this way is automatically added to the damage you do with your next Kick attack.
 +
|Expand}}
 +
|-
 +
| || of Fiery Barrages || <b>Tier 6</b> - Barrage and Headbutt ignite the target, causing them to take 70 damage over 20 seconds || Legs, Ring || {{Spoiler|
 +
*; Tier 1
 +
*Barrage and Headbutt ignite the target, causing them to take 25 damage over 20 seconds
 +
*; Tier 2
 +
*Barrage and Headbutt ignite the target, causing them to take 35 damage over 20 seconds
 +
*; Tier 3
 +
*Barrage and Headbutt ignite the target, causing them to take 40 damage over 20 seconds
 +
*; Tier 4
 +
*Barrage and Headbutt ignite the target, causing them to take 50 damage over 20 seconds
 +
*; Tier 5
 +
*Barrage and Headbutt ignite the target, causing them to take 60 damage over 20 seconds
 +
*; Tier 6
 +
*Barrage and Headbutt ignite the target, causing them to take 70 damage over 20 seconds
 +
|Expand}}
 +
|-
 +
| Slashing || of Slashing Strikes || <b>Tier 6</b> - Slashing Strike has a 70% chance to deal double slashing damage || OffHand, Head || {{Spoiler|
 +
*; Tier 1
 +
*Slashing Strike has a 20% chance to deal double slashing damage
 +
*; Tier 2
 +
*Slashing Strike has a 30% chance to deal double slashing damage
 +
*; Tier 3
 +
*Slashing Strike has a 40% chance to deal double slashing damage
 +
*; Tier 4
 +
*Slashing Strike has a 50% chance to deal double slashing damage
 +
*; Tier 5
 +
*Slashing Strike has a 60% chance to deal double slashing damage
 +
*; Tier 6
 +
*Slashing Strike has a 70% chance to deal double slashing damage
 
|Expand}}
 
|Expand}}
 
|-
 
|-
| || of Kicking While Nude || <b>Tier 12</b> - Any kick attack (including animal kicks!) deals +110% damage when you have 33% or less of your Armor left || Legs, Necklace || {{Spoiler|
+
| || of Deadly Barrages || <b>Tier 12</b> - Barrage and Headbutt deal +36% damage || Legs, Ring || {{Spoiler|
 
*; Tier 1
 
*; Tier 1
*Any kick attack (including animal kicks!) deals +22% damage when you have 33% or less of your Armor left
+
*Barrage and Headbutt deal +3% damage
 
*; Tier 2
 
*; Tier 2
*Any kick attack (including animal kicks!) deals +30% damage when you have 33% or less of your Armor left
+
*Barrage and Headbutt deal +6% damage
 
*; Tier 3
 
*; Tier 3
*Any kick attack (including animal kicks!) deals +38% damage when you have 33% or less of your Armor left
+
*Barrage and Headbutt deal +9% damage
 
*; Tier 4
 
*; Tier 4
*Any kick attack (including animal kicks!) deals +46% damage when you have 33% or less of your Armor left
+
*Barrage and Headbutt deal +12% damage
 
*; Tier 5
 
*; Tier 5
*Any kick attack (including animal kicks!) deals +54% damage when you have 33% or less of your Armor left
+
*Barrage and Headbutt deal +15% damage
 
*; Tier 6
 
*; Tier 6
*Any kick attack (including animal kicks!) deals +62% damage when you have 33% or less of your Armor left
+
*Barrage and Headbutt deal +18% damage
 
*; Tier 7
 
*; Tier 7
*Any kick attack (including animal kicks!) deals +70% damage when you have 33% or less of your Armor left
+
*Barrage and Headbutt deal +21% damage
 
*; Tier 8
 
*; Tier 8
*Any kick attack (including animal kicks!) deals +78% damage when you have 33% or less of your Armor left
+
*Barrage and Headbutt deal +24% damage
 
*; Tier 9
 
*; Tier 9
*Any kick attack (including animal kicks!) deals +86% damage when you have 33% or less of your Armor left
+
*Barrage and Headbutt deal +27% damage
 
*; Tier 10
 
*; Tier 10
*Any kick attack (including animal kicks!) deals +94% damage when you have 33% or less of your Armor left
+
*Barrage and Headbutt deal +30% damage
 
*; Tier 11
 
*; Tier 11
*Any kick attack (including animal kicks!) deals +102% damage when you have 33% or less of your Armor left
+
*Barrage and Headbutt deal +33% damage
 
*; Tier 12
 
*; Tier 12
*Any kick attack (including animal kicks!) deals +110% damage when you have 33% or less of your Armor left
+
*Barrage and Headbutt deal +36% damage
 
|Expand}}
 
|Expand}}
 
|-
 
|-
| Bruising || of Bruises || <b>Tier 12</b> - Bruising Blow deals +85% damage || MainHand, Ring || {{Spoiler|
+
| Serpentine || of Cobra Striking || <b>Tier 12</b> - Cobra Strike and Mamba Strike have a 54% chance to deal double damage || Chest, Hands || {{Spoiler|
 
*; Tier 1
 
*; Tier 1
*Bruising Blow deals +8% damage
+
*Cobra Strike and Mamba Strike have a 10% chance to deal double damage
 
*; Tier 2
 
*; Tier 2
*Bruising Blow deals +15% damage
+
*Cobra Strike and Mamba Strike have a 14% chance to deal double damage
 
*; Tier 3
 
*; Tier 3
*Bruising Blow deals +22% damage
+
*Cobra Strike and Mamba Strike have a 18% chance to deal double damage
 
*; Tier 4
 
*; Tier 4
*Bruising Blow deals +29% damage
+
*Cobra Strike and Mamba Strike have a 22% chance to deal double damage
 
*; Tier 5
 
*; Tier 5
*Bruising Blow deals +36% damage
+
*Cobra Strike and Mamba Strike have a 26% chance to deal double damage
 
*; Tier 6
 
*; Tier 6
*Bruising Blow deals +43% damage
+
*Cobra Strike and Mamba Strike have a 30% chance to deal double damage
 
*; Tier 7
 
*; Tier 7
*Bruising Blow deals +50% damage
+
*Cobra Strike and Mamba Strike have a 34% chance to deal double damage
 
*; Tier 8
 
*; Tier 8
*Bruising Blow deals +57% damage
+
*Cobra Strike and Mamba Strike have a 38% chance to deal double damage
 
*; Tier 9
 
*; Tier 9
*Bruising Blow deals +64% damage
+
*Cobra Strike and Mamba Strike have a 42% chance to deal double damage
 
*; Tier 10
 
*; Tier 10
*Bruising Blow deals +71% damage
+
*Cobra Strike and Mamba Strike have a 46% chance to deal double damage
 
*; Tier 11
 
*; Tier 11
*Bruising Blow deals +78% damage
+
*Cobra Strike and Mamba Strike have a 50% chance to deal double damage
 
*; Tier 12
 
*; Tier 12
*Bruising Blow deals +85% damage
+
*Cobra Strike and Mamba Strike have a 54% chance to deal double damage
 +
|Expand}}
 +
|-
 +
| || || <b>Tier 2</b> - Chance to Ignore Knockbacks +30% when Unarmed is active || Feet, OffHand || {{Spoiler|
 +
*; Tier 1
 +
*Chance to Ignore Knockbacks +25% when Unarmed is active
 +
*; Tier 2
 +
*Chance to Ignore Knockbacks +30% when Unarmed is active
 
|Expand}}
 
|Expand}}
 
|-
 
|-
| Knee-Shattering || of Knee-Shattering || <b>Tier 5</b> - Any kick attack (including animal kicks!) has a 36% chance to slow target's movement by 45% || Feet || {{Spoiler|
+
| Martial Artist's || || <b>Tier 6</b> - Unarmed Damage +6% || OffHand, Necklace || {{Spoiler|
 
*; Tier 1
 
*; Tier 1
*Any kick attack (including animal kicks!) has a 8% chance to slow target's movement by 45%
+
*Unarmed Damage +1%
 
*; Tier 2
 
*; Tier 2
*Any kick attack (including animal kicks!) has a 15% chance to slow target's movement by 45%
+
*Unarmed Damage +2%
 
*; Tier 3
 
*; Tier 3
*Any kick attack (including animal kicks!) has a 22% chance to slow target's movement by 45%
+
*Unarmed Damage +3%
 
*; Tier 4
 
*; Tier 4
*Any kick attack (including animal kicks!) has a 29% chance to slow target's movement by 45%
+
*Unarmed Damage +4%
 
*; Tier 5
 
*; Tier 5
*Any kick attack (including animal kicks!) has a 36% chance to slow target's movement by 45%
+
*Unarmed Damage +5%
 +
*; Tier 6
 +
*Unarmed Damage +6%
 
|Expand}}
 
|Expand}}
 
|-
 
|-
| || of Angst Fists || <b>Tier 12</b> - Whenever you take physical damage (Slashing/Crushing/Piercing) 24% of that damage is reflected back in your next Punch or Jab. || Legs, Feet || {{Spoiler|
+
| Unflappable || of Mind-Defense || <b>Tier 6</b> - Slashing Damage Reduction +6 when Unarmed is active, Psychic Damage Reduction +6 when Unarmed is active || Head, Ring || {{Spoiler|
 
*; Tier 1
 
*; Tier 1
*Whenever you take physical damage (Slashing/Crushing/Piercing) 2% of that damage is reflected back in your next Punch or Jab.
+
*Slashing Damage Reduction +1 when Unarmed is active, Psychic Damage Reduction +1 when Unarmed is active
 
*; Tier 2
 
*; Tier 2
*Whenever you take physical damage (Slashing/Crushing/Piercing) 4% of that damage is reflected back in your next Punch or Jab.
+
*Slashing Damage Reduction +2 when Unarmed is active, Psychic Damage Reduction +2 when Unarmed is active
 
*; Tier 3
 
*; Tier 3
*Whenever you take physical damage (Slashing/Crushing/Piercing) 6% of that damage is reflected back in your next Punch or Jab.
+
*Slashing Damage Reduction +3 when Unarmed is active, Psychic Damage Reduction +3 when Unarmed is active
 
*; Tier 4
 
*; Tier 4
*Whenever you take physical damage (Slashing/Crushing/Piercing) 8% of that damage is reflected back in your next Punch or Jab.
+
*Slashing Damage Reduction +4 when Unarmed is active, Psychic Damage Reduction +4 when Unarmed is active
 
*; Tier 5
 
*; Tier 5
*Whenever you take physical damage (Slashing/Crushing/Piercing) 10% of that damage is reflected back in your next Punch or Jab.
+
*Slashing Damage Reduction +5 when Unarmed is active, Psychic Damage Reduction +5 when Unarmed is active
 
*; Tier 6
 
*; Tier 6
*Whenever you take physical damage (Slashing/Crushing/Piercing) 12% of that damage is reflected back in your next Punch or Jab.
+
*Slashing Damage Reduction +6 when Unarmed is active, Psychic Damage Reduction +6 when Unarmed is active
*; Tier 7
 
*Whenever you take physical damage (Slashing/Crushing/Piercing) 14% of that damage is reflected back in your next Punch or Jab.
 
*; Tier 8
 
*Whenever you take physical damage (Slashing/Crushing/Piercing) 16% of that damage is reflected back in your next Punch or Jab.
 
*; Tier 9
 
*Whenever you take physical damage (Slashing/Crushing/Piercing) 18% of that damage is reflected back in your next Punch or Jab.
 
*; Tier 10
 
*Whenever you take physical damage (Slashing/Crushing/Piercing) 20% of that damage is reflected back in your next Punch or Jab.
 
*; Tier 11
 
*Whenever you take physical damage (Slashing/Crushing/Piercing) 22% of that damage is reflected back in your next Punch or Jab.
 
*; Tier 12
 
*Whenever you take physical damage (Slashing/Crushing/Piercing) 24% of that damage is reflected back in your next Punch or Jab.
 
 
|Expand}}
 
|Expand}}
 
|-
 
|-
| || of Impossible Hip Throws || <b>Tier 6</b> - Hip Throw and Bodyslam deal +15% damage and hit all enemies within 5 meters || Hands || {{Spoiler|
+
| || of Bleeding Strikes || <b>Tier 6</b> - Slashing Strike has a 100% chance to deal an additional 60 Trauma damage over 15 seconds || OffHand, Necklace || {{Spoiler|
 
*; Tier 1
 
*; Tier 1
*Hip Throw and Bodyslam hit all enemies within 5 meters
+
*Slashing Strike has a 40% chance to deal an additional 60 Trauma damage over 15 seconds
 
*; Tier 2
 
*; Tier 2
*Hip Throw and Bodyslam deal +3% damage and hit all enemies within 5 meters
+
*Slashing Strike has a 50% chance to deal an additional 60 Trauma damage over 15 seconds
 
*; Tier 3
 
*; Tier 3
*Hip Throw and Bodyslam deal +6% damage and hit all enemies within 5 meters
+
*Slashing Strike has a 60% chance to deal an additional 60 Trauma damage over 15 seconds
 
*; Tier 4
 
*; Tier 4
*Hip Throw and Bodyslam deal +9% damage and hit all enemies within 5 meters
+
*Slashing Strike has a 70% chance to deal an additional 60 Trauma damage over 15 seconds
 
*; Tier 5
 
*; Tier 5
*Hip Throw and Bodyslam deal +12% damage and hit all enemies within 5 meters
+
*Slashing Strike has a 80% chance to deal an additional 60 Trauma damage over 15 seconds
 
*; Tier 6
 
*; Tier 6
*Hip Throw and Bodyslam deal +15% damage and hit all enemies within 5 meters
+
*Slashing Strike has a 100% chance to deal an additional 60 Trauma damage over 15 seconds
 
|Expand}}
 
|Expand}}
 
|-
 
|-
| Punching || of Punches || <b>Tier 6</b> - Punch and Jab attacks deal +18 damage || Chest, Feet || {{Spoiler|
+
| Platefooted || || <b>Tier 12</b> - You regain 35 Armor whenever you use a kick (from any skill!) || Chest, Ring || {{Spoiler|
 
*; Tier 1
 
*; Tier 1
*Punch and Jab attacks deal +3 damage
+
*You regain 5 Armor whenever you use a kick (from any skill!)
 
*; Tier 2
 
*; Tier 2
*Punch and Jab attacks deal +6 damage
+
*You regain 7 Armor whenever you use a kick (from any skill!)
 
*; Tier 3
 
*; Tier 3
*Punch and Jab attacks deal +8 damage
+
*You regain 9 Armor whenever you use a kick (from any skill!)
 
*; Tier 4
 
*; Tier 4
*Punch and Jab attacks deal +11 damage
+
*You regain 11 Armor whenever you use a kick (from any skill!)
 
*; Tier 5
 
*; Tier 5
*Punch and Jab attacks deal +14 damage
+
*You regain 13 Armor whenever you use a kick (from any skill!)
 
*; Tier 6
 
*; Tier 6
*Punch and Jab attacks deal +18 damage
+
*You regain 15 Armor whenever you use a kick (from any skill!)
 +
*; Tier 7
 +
*You regain 17 Armor whenever you use a kick (from any skill!)
 +
*; Tier 8
 +
*You regain 19 Armor whenever you use a kick (from any skill!)
 +
*; Tier 9
 +
*You regain 23 Armor whenever you use a kick (from any skill!)
 +
*; Tier 10
 +
*You regain 27 Armor whenever you use a kick (from any skill!)
 +
*; Tier 11
 +
*You regain 31 Armor whenever you use a kick (from any skill!)
 +
*; Tier 12
 +
*You regain 35 Armor whenever you use a kick (from any skill!)
 
|Expand}}
 
|Expand}}
 
|-
 
|-
| Slashing || of Slashing Strikes || <b>Tier 6</b> - Slashing Strike has a 70% chance to deal double slashing damage || OffHand, Head || {{Spoiler|
+
| Ankle-Kicking || of Ankle-Kicking || <b>Tier 5</b> - Any kick attack (including animal kicks!) has a 70% chance to slow target's movement by 25% || Hands || {{Spoiler|
 
*; Tier 1
 
*; Tier 1
*Slashing Strike has a 20% chance to deal double slashing damage
+
*Any kick attack (including animal kicks!) has a 30% chance to slow target's movement by 25%
 
*; Tier 2
 
*; Tier 2
*Slashing Strike has a 30% chance to deal double slashing damage
+
*Any kick attack (including animal kicks!) has a 40% chance to slow target's movement by 25%
 
*; Tier 3
 
*; Tier 3
*Slashing Strike has a 40% chance to deal double slashing damage
+
*Any kick attack (including animal kicks!) has a 50% chance to slow target's movement by 25%
 
*; Tier 4
 
*; Tier 4
*Slashing Strike has a 50% chance to deal double slashing damage
+
*Any kick attack (including animal kicks!) has a 60% chance to slow target's movement by 25%
 
*; Tier 5
 
*; Tier 5
*Slashing Strike has a 60% chance to deal double slashing damage
+
*Any kick attack (including animal kicks!) has a 70% chance to slow target's movement by 25%
*; Tier 6
 
*Slashing Strike has a 70% chance to deal double slashing damage
 
 
|Expand}}
 
|Expand}}
 
|-
 
|-
| || of Reckless Barrages || <b>Tier 12</b> - Barrage and Headbutt hit all enemies within 5 meters and deal +24% damage || Hands || {{Spoiler|
+
| || of Naked Fury || <b>Tier 12</b> - Unarmed attacks deal +40% damage when you have 33% or less of your Armor left || Legs, Necklace || {{Spoiler|
 
*; Tier 1
 
*; Tier 1
*Barrage and Headbutt hit all enemies within 5 meters and deal +2% damage
+
*Unarmed attacks deal +1 damage when you have 33% or less of your Armor left
 
*; Tier 2
 
*; Tier 2
*Barrage and Headbutt hit all enemies within 5 meters and deal +4% damage
+
*Unarmed attacks deal +2 damage when you have 33% or less of your Armor left
 
*; Tier 3
 
*; Tier 3
*Barrage and Headbutt hit all enemies within 5 meters and deal +6% damage
+
*Unarmed attacks deal +5% damage when you have 33% or less of your Armor left
 
*; Tier 4
 
*; Tier 4
*Barrage and Headbutt hit all enemies within 5 meters and deal +8% damage
+
*Unarmed attacks deal +10% damage when you have 33% or less of your Armor left
 
*; Tier 5
 
*; Tier 5
*Barrage and Headbutt hit all enemies within 5 meters and deal +10% damage
+
*Unarmed attacks deal +30% damage when you have 33% or less of your Armor left
 
*; Tier 6
 
*; Tier 6
*Barrage and Headbutt hit all enemies within 5 meters and deal +12% damage
+
*Unarmed attacks deal +16% damage when you have 33% or less of your Armor left
 
*; Tier 7
 
*; Tier 7
*Barrage and Headbutt hit all enemies within 5 meters and deal +14% damage
+
*Unarmed attacks deal +20% damage when you have 33% or less of your Armor left
 
*; Tier 8
 
*; Tier 8
*Barrage and Headbutt hit all enemies within 5 meters and deal +16% damage
+
*Unarmed attacks deal +25% damage when you have 33% or less of your Armor left
 
*; Tier 9
 
*; Tier 9
*Barrage and Headbutt hit all enemies within 5 meters and deal +18% damage
+
*Unarmed attacks deal +27% damage when you have 33% or less of your Armor left
 
*; Tier 10
 
*; Tier 10
*Barrage and Headbutt hit all enemies within 5 meters and deal +20% damage
+
*Unarmed attacks deal +30% damage when you have 33% or less of your Armor left
 
*; Tier 11
 
*; Tier 11
*Barrage and Headbutt hit all enemies within 5 meters and deal +22% damage
+
*Unarmed attacks deal +35% damage when you have 33% or less of your Armor left
 
*; Tier 12
 
*; Tier 12
*Barrage and Headbutt hit all enemies within 5 meters and deal +24% damage
+
*Unarmed attacks deal +40% damage when you have 33% or less of your Armor left
 
|Expand}}
 
|Expand}}
 
|-
 
|-
Line 269: Line 322:
 
|Expand}}
 
|Expand}}
 
|-
 
|-
| Uncrushable || of Crush-Defense || <b>Tier 12</b> - Crushing Damage Reduction +12 when Unarmed is active, Trauma Damage Reduction +6 when Unarmed is active || Head, Ring || {{Spoiler|
+
| || of Barrage Bubbles || <b>Tier 12</b> - Headbutt attacks have a 68% chance to conjure a magical field that mitigates 100% of all physical damage you take for 10 seconds (or until 100 damage is mitigated) || Hands, Feet || {{Spoiler|
 
*; Tier 1
 
*; Tier 1
*Crushing Damage Reduction +1 when Unarmed is active, Trauma Damage Reduction +1 when Unarmed is active
+
*Headbutt attacks have a 13% chance to conjure a magical field that mitigates 100% of all physical damage you take for 10 seconds (or until 100 damage is mitigated)
 
*; Tier 2
 
*; Tier 2
*Crushing Damage Reduction +2 when Unarmed is active, Trauma Damage Reduction +1 when Unarmed is active
+
*Headbutt attacks have a 18% chance to conjure a magical field that mitigates 100% of all physical damage you take for 10 seconds (or until 100 damage is mitigated)
 
*; Tier 3
 
*; Tier 3
*Crushing Damage Reduction +3 when Unarmed is active, Trauma Damage Reduction +2 when Unarmed is active
+
*Headbutt attacks have a 23% chance to conjure a magical field that mitigates 100% of all physical damage you take for 10 seconds (or until 100 damage is mitigated)
 
*; Tier 4
 
*; Tier 4
*Crushing Damage Reduction +4 when Unarmed is active, Trauma Damage Reduction +2 when Unarmed is active
+
*Headbutt attacks have a 28% chance to conjure a magical field that mitigates 100% of all physical damage you take for 10 seconds (or until 100 damage is mitigated)
 
*; Tier 5
 
*; Tier 5
*Crushing Damage Reduction +5 when Unarmed is active, Trauma Damage Reduction +3 when Unarmed is active
+
*Headbutt attacks have a 33% chance to conjure a magical field that mitigates 100% of all physical damage you take for 10 seconds (or until 100 damage is mitigated)
 
*; Tier 6
 
*; Tier 6
*Crushing Damage Reduction +6 when Unarmed is active, Trauma Damage Reduction +3 when Unarmed is active
+
*Headbutt attacks have a 38% chance to conjure a magical field that mitigates 100% of all physical damage you take for 10 seconds (or until 100 damage is mitigated)
 
*; Tier 7
 
*; Tier 7
*Crushing Damage Reduction +7 when Unarmed is active, Trauma Damage Reduction +4 when Unarmed is active
+
*Headbutt attacks have a 43% chance to conjure a magical field that mitigates 100% of all physical damage you take for 10 seconds (or until 100 damage is mitigated)
 
*; Tier 8
 
*; Tier 8
*Crushing Damage Reduction +8 when Unarmed is active, Trauma Damage Reduction +4 when Unarmed is active
+
*Headbutt attacks have a 48% chance to conjure a magical field that mitigates 100% of all physical damage you take for 10 seconds (or until 100 damage is mitigated)
 
*; Tier 9
 
*; Tier 9
*Crushing Damage Reduction +9 when Unarmed is active, Trauma Damage Reduction +5 when Unarmed is active
+
*Headbutt attacks have a 53% chance to conjure a magical field that mitigates 100% of all physical damage you take for 10 seconds (or until 100 damage is mitigated)
 
*; Tier 10
 
*; Tier 10
*Crushing Damage Reduction +10 when Unarmed is active, Trauma Damage Reduction +5 when Unarmed is active
+
*Headbutt attacks have a 58% chance to conjure a magical field that mitigates 100% of all physical damage you take for 10 seconds (or until 100 damage is mitigated)
 
*; Tier 11
 
*; Tier 11
*Crushing Damage Reduction +11 when Unarmed is active, Trauma Damage Reduction +6 when Unarmed is active
+
*Headbutt attacks have a 63% chance to conjure a magical field that mitigates 100% of all physical damage you take for 10 seconds (or until 100 damage is mitigated)
 
*; Tier 12
 
*; Tier 12
*Crushing Damage Reduction +12 when Unarmed is active, Trauma Damage Reduction +6 when Unarmed is active
+
*Headbutt attacks have a 68% chance to conjure a magical field that mitigates 100% of all physical damage you take for 10 seconds (or until 100 damage is mitigated)
 
|Expand}}
 
|Expand}}
 
|-
 
|-
| || of Armor Barrages || <b>Tier 12</b> - Headbutt deals +76 armor damage || Legs, Ring || {{Spoiler|
+
| || of Kicking Away Toxins || <b>Tier 12</b> - Kick attacks have a 55% chance to conjure a magical field that mitigates 30% of all Poison, Acid, or Nature damage you take for 1 minute (or until 100 damage is mitigated). Damage mitigated in this way is automatically added to the damage you do with your next Kick attack. || Hands, Feet || {{Spoiler|
 
*; Tier 1
 
*; Tier 1
*Headbutt deals +10 armor damage
+
*Kick attacks have a 5% chance to conjure a magical field that mitigates 30% of all Poison, Acid, or Nature damage you take for 1 minute (or until 100 damage is mitigated). Damage mitigated in this way is automatically added to the damage you do with your next Kick attack.
 
*; Tier 2
 
*; Tier 2
*Headbutt deals +16 armor damage
+
*Kick attacks have a 10% chance to conjure a magical field that mitigates 30% of all Poison, Acid, or Nature damage you take for 1 minute (or until 100 damage is mitigated). Damage mitigated in this way is automatically added to the damage you do with your next Kick attack.
 
*; Tier 3
 
*; Tier 3
*Headbutt deals +22 armor damage
+
*Kick attacks have a 15% chance to conjure a magical field that mitigates 30% of all Poison, Acid, or Nature damage you take for 1 minute (or until 100 damage is mitigated). Damage mitigated in this way is automatically added to the damage you do with your next Kick attack.
 
*; Tier 4
 
*; Tier 4
*Headbutt deals +28 armor damage
+
*Kick attacks have a 20% chance to conjure a magical field that mitigates 30% of all Poison, Acid, or Nature damage you take for 1 minute (or until 100 damage is mitigated). Damage mitigated in this way is automatically added to the damage you do with your next Kick attack.
 
*; Tier 5
 
*; Tier 5
*Headbutt deals +34 armor damage
+
*Kick attacks have a 24% chance to conjure a magical field that mitigates 30% of all Poison, Acid, or Nature damage you take for 1 minute (or until 100 damage is mitigated). Damage mitigated in this way is automatically added to the damage you do with your next Kick attack.
 
*; Tier 6
 
*; Tier 6
*Headbutt deals +40 armor damage
+
*Kick attacks have a 28% chance to conjure a magical field that mitigates 30% of all Poison, Acid, or Nature damage you take for 1 minute (or until 100 damage is mitigated). Damage mitigated in this way is automatically added to the damage you do with your next Kick attack.
 
*; Tier 7
 
*; Tier 7
*Headbutt deals +46 armor damage
+
*Kick attacks have a 32% chance to conjure a magical field that mitigates 30% of all Poison, Acid, or Nature damage you take for 1 minute (or until 100 damage is mitigated). Damage mitigated in this way is automatically added to the damage you do with your next Kick attack.
 
*; Tier 8
 
*; Tier 8
*Headbutt deals +52 armor damage
+
*Kick attacks have a 36% chance to conjure a magical field that mitigates 30% of all Poison, Acid, or Nature damage you take for 1 minute (or until 100 damage is mitigated). Damage mitigated in this way is automatically added to the damage you do with your next Kick attack.
 
*; Tier 9
 
*; Tier 9
*Headbutt deals +58 armor damage
+
*Kick attacks have a 40% chance to conjure a magical field that mitigates 30% of all Poison, Acid, or Nature damage you take for 1 minute (or until 100 damage is mitigated). Damage mitigated in this way is automatically added to the damage you do with your next Kick attack.
 
*; Tier 10
 
*; Tier 10
*Headbutt deals +64 armor damage
+
*Kick attacks have a 45% chance to conjure a magical field that mitigates 30% of all Poison, Acid, or Nature damage you take for 1 minute (or until 100 damage is mitigated). Damage mitigated in this way is automatically added to the damage you do with your next Kick attack.
 
*; Tier 11
 
*; Tier 11
*Headbutt deals +70 armor damage
+
*Kick attacks have a 50% chance to conjure a magical field that mitigates 30% of all Poison, Acid, or Nature damage you take for 1 minute (or until 100 damage is mitigated). Damage mitigated in this way is automatically added to the damage you do with your next Kick attack.
 
*; Tier 12
 
*; Tier 12
*Headbutt deals +76 armor damage
+
*Kick attacks have a 55% chance to conjure a magical field that mitigates 30% of all Poison, Acid, or Nature damage you take for 1 minute (or until 100 damage is mitigated). Damage mitigated in this way is automatically added to the damage you do with your next Kick attack.
 
|Expand}}
 
|Expand}}
 
|-
 
|-
| Platefooted || || <b>Tier 12</b> - You regain 35 Armor whenever you use a kick (from any skill!) || Chest, Ring || {{Spoiler|
+
| Kicking || of Kicking || <b>Tier 12</b> - All kick attacks (even animal kicks!) deal +33 damage || Legs, MainHand, Ring || {{Spoiler|
 
*; Tier 1
 
*; Tier 1
*You regain 5 Armor whenever you use a kick (from any skill!)
+
*All kick attacks (even animal kicks!) deal +2 damage
 
*; Tier 2
 
*; Tier 2
*You regain 7 Armor whenever you use a kick (from any skill!)
+
*All kick attacks (even animal kicks!) deal +5 damage
 
*; Tier 3
 
*; Tier 3
*You regain 9 Armor whenever you use a kick (from any skill!)
+
*All kick attacks (even animal kicks!) deal +8 damage
 
*; Tier 4
 
*; Tier 4
*You regain 11 Armor whenever you use a kick (from any skill!)
+
*All kick attacks (even animal kicks!) deal +11 damage
 
*; Tier 5
 
*; Tier 5
*You regain 13 Armor whenever you use a kick (from any skill!)
+
*All kick attacks (even animal kicks!) deal +14 damage
 
*; Tier 6
 
*; Tier 6
*You regain 15 Armor whenever you use a kick (from any skill!)
+
*All kick attacks (even animal kicks!) deal +17 damage
 
*; Tier 7
 
*; Tier 7
*You regain 17 Armor whenever you use a kick (from any skill!)
+
*All kick attacks (even animal kicks!) deal +20 damage
 
*; Tier 8
 
*; Tier 8
*You regain 19 Armor whenever you use a kick (from any skill!)
+
*All kick attacks (even animal kicks!) deal +22 damage
 
*; Tier 9
 
*; Tier 9
*You regain 23 Armor whenever you use a kick (from any skill!)
+
*All kick attacks (even animal kicks!) deal +24 damage
 
*; Tier 10
 
*; Tier 10
*You regain 27 Armor whenever you use a kick (from any skill!)
+
*All kick attacks (even animal kicks!) deal +26 damage
 
*; Tier 11
 
*; Tier 11
*You regain 31 Armor whenever you use a kick (from any skill!)
+
*All kick attacks (even animal kicks!) deal +29 damage
 
*; Tier 12
 
*; Tier 12
*You regain 35 Armor whenever you use a kick (from any skill!)
+
*All kick attacks (even animal kicks!) deal +33 damage
 
|Expand}}
 
|Expand}}
 
|-
 
|-
| || of Hip Throwing || <b>Tier 12</b> - Hip Throw and Bodyslam deal +111% damage || Legs, Feet || {{Spoiler|
+
| || of Punch-Shielding || <b>Tier 12</b> - 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 || {{Spoiler|
 
*; Tier 1
 
*; Tier 1
*Hip Throw and Bodyslam deal +12% damage
+
*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
 
*; Tier 2
*Hip Throw and Bodyslam deal +21% damage
+
*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
 
*; Tier 3
*Hip Throw and Bodyslam deal +30% damage
+
*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
 
*; Tier 4
*Hip Throw and Bodyslam deal +39% damage
+
*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
 
*; Tier 5
*Hip Throw and Bodyslam deal +48% damage
+
*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
 
*; Tier 6
*Hip Throw and Bodyslam deal +57% damage
+
*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
 
*; Tier 7
*Hip Throw and Bodyslam deal +66% damage
+
*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
 
*; Tier 8
*Hip Throw and Bodyslam deal +75% damage
+
*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
 
*; Tier 9
*Hip Throw and Bodyslam deal +84% damage
+
*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
 
*; Tier 10
*Hip Throw and Bodyslam deal +93% damage
+
*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
 
*; Tier 11
*Hip Throw and Bodyslam deal +102% damage
+
*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
 
*; Tier 12
*Hip Throw and Bodyslam deal +111% damage
+
*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}}
 
|Expand}}
 
|-
 
|-
| || of Naked Fury || <b>Tier 12</b> - Unarmed attacks deal +40% damage when you have 33% or less of your Armor left || Legs, Necklace || {{Spoiler|
+
| || of Armor Barrages || <b>Tier 12</b> - Headbutt deals +76 armor damage || Legs, Ring || {{Spoiler|
 
*; Tier 1
 
*; Tier 1
*Unarmed attacks deal +1 damage when you have 33% or less of your Armor left
+
*Headbutt deals +10 armor damage
 
*; Tier 2
 
*; Tier 2
*Unarmed attacks deal +2 damage when you have 33% or less of your Armor left
+
*Headbutt deals +16 armor damage
 
*; Tier 3
 
*; Tier 3
*Unarmed attacks deal +5% damage when you have 33% or less of your Armor left
+
*Headbutt deals +22 armor damage
 
*; Tier 4
 
*; Tier 4
*Unarmed attacks deal +10% damage when you have 33% or less of your Armor left
+
*Headbutt deals +28 armor damage
 
*; Tier 5
 
*; Tier 5
*Unarmed attacks deal +30% damage when you have 33% or less of your Armor left
+
*Headbutt deals +34 armor damage
 
*; Tier 6
 
*; Tier 6
*Unarmed attacks deal +16% damage when you have 33% or less of your Armor left
+
*Headbutt deals +40 armor damage
 
*; Tier 7
 
*; Tier 7
*Unarmed attacks deal +20% damage when you have 33% or less of your Armor left
+
*Headbutt deals +46 armor damage
 
*; Tier 8
 
*; Tier 8
*Unarmed attacks deal +25% damage when you have 33% or less of your Armor left
+
*Headbutt deals +52 armor damage
 
*; Tier 9
 
*; Tier 9
*Unarmed attacks deal +27% damage when you have 33% or less of your Armor left
+
*Headbutt deals +58 armor damage
 
*; Tier 10
 
*; Tier 10
*Unarmed attacks deal +30% damage when you have 33% or less of your Armor left
+
*Headbutt deals +64 armor damage
 
*; Tier 11
 
*; Tier 11
*Unarmed attacks deal +35% damage when you have 33% or less of your Armor left
+
*Headbutt deals +70 armor damage
 
*; Tier 12
 
*; Tier 12
*Unarmed attacks deal +40% damage when you have 33% or less of your Armor left
+
*Headbutt deals +76 armor damage
 
|Expand}}
 
|Expand}}
 
|-
 
|-
| || of Refreshing Punches || <b>Tier 6</b> - You regain 8 health whenever you use Punch or Jab || Chest, OffHand, Ring || {{Spoiler|
+
| || of Armor Punching || <b>Tier 12</b> - Punch and Jab attacks deal +24 armor damage || Chest, Feet || {{Spoiler|
 
*; Tier 1
 
*; Tier 1
*You regain 2 health whenever you use Punch or Jab
+
*Punch and Jab attacks deal +2 armor damage
 
*; Tier 2
 
*; Tier 2
*You regain 3 health whenever you use Punch or Jab
+
*Punch and Jab attacks deal +4 armor damage
 
*; Tier 3
 
*; Tier 3
*You regain 4 health whenever you use Punch or Jab
+
*Punch and Jab attacks deal +6 armor damage
 
*; Tier 4
 
*; Tier 4
*You regain 5 health whenever you use Punch or Jab
+
*Punch and Jab attacks deal +8 armor damage
 
*; Tier 5
 
*; Tier 5
*You regain 7 health whenever you use Punch or Jab
+
*Punch and Jab attacks deal +10 armor damage
 
*; Tier 6
 
*; Tier 6
*You regain 8 health whenever you use Punch or Jab
+
*Punch and Jab attacks deal +12 armor damage
 +
*; Tier 7
 +
*Punch and Jab attacks deal +14 armor damage
 +
*; Tier 8
 +
*Punch and Jab attacks deal +16 armor damage
 +
*; Tier 9
 +
*Punch and Jab attacks deal +18 armor damage
 +
*; Tier 10
 +
*Punch and Jab attacks deal +20 armor damage
 +
*; Tier 11
 +
*Punch and Jab attacks deal +22 armor damage
 +
*; Tier 12
 +
*Punch and Jab attacks deal +24 armor damage
 
|Expand}}
 
|Expand}}
 
|-
 
|-
| Hip-Shattering || of Hip-Shattering || <b>Tier 5</b> - Any kick attack (including animal kicks!) has a 24% chance to slow target's movement by 75% || OffHand || {{Spoiler|
+
| Slashing || of Slashing Strikes || <b>Tier 6</b> - Slashing Strike generates -200 Rage || OffHand, Head || {{Spoiler|
 
*; Tier 1
 
*; Tier 1
*Any kick attack (including animal kicks!) has a 8% chance to slow target's movement by 75%
+
*Slashing Strike generates -60 Rage
 
*; Tier 2
 
*; Tier 2
*Any kick attack (including animal kicks!) has a 12% chance to slow target's movement by 75%
+
*Slashing Strike generates -90 Rage
 
*; Tier 3
 
*; Tier 3
*Any kick attack (including animal kicks!) has a 16% chance to slow target's movement by 75%
+
*Slashing Strike generates -120 Rage
 
*; Tier 4
 
*; Tier 4
*Any kick attack (including animal kicks!) has a 20% chance to slow target's movement by 75%
+
*Slashing Strike generates -150 Rage
 
*; Tier 5
 
*; Tier 5
*Any kick attack (including animal kicks!) has a 24% chance to slow target's movement by 75%
+
*Slashing Strike generates -170 Rage
 +
*; Tier 6
 +
*Slashing Strike generates -200 Rage
 
|Expand}}
 
|Expand}}
 
|-
 
|-
| || of Deadly Barrages || <b>Tier 12</b> - Barrage and Headbutt deal +36% damage || Legs, Ring || {{Spoiler|
+
| || of Healthy Bruises || <b>Tier 12</b> - Bruising Blow restores 25 health || Legs, Necklace || {{Spoiler|
 
*; Tier 1
 
*; Tier 1
*Barrage and Headbutt deal +3% damage
+
*Bruising Blow restores 2 health
 
*; Tier 2
 
*; Tier 2
*Barrage and Headbutt deal +6% damage
+
*Bruising Blow restores 3 health
 
*; Tier 3
 
*; Tier 3
*Barrage and Headbutt deal +9% damage
+
*Bruising Blow restores 5 health
 
*; Tier 4
 
*; Tier 4
*Barrage and Headbutt deal +12% damage
+
*Bruising Blow restores 7 health
 
*; Tier 5
 
*; Tier 5
*Barrage and Headbutt deal +15% damage
+
*Bruising Blow restores 9 health
 
*; Tier 6
 
*; Tier 6
*Barrage and Headbutt deal +18% damage
+
*Bruising Blow restores 11 health
 
*; Tier 7
 
*; Tier 7
*Barrage and Headbutt deal +21% damage
+
*Bruising Blow restores 13 health
 
*; Tier 8
 
*; Tier 8
*Barrage and Headbutt deal +24% damage
+
*Bruising Blow restores 14 health
 
*; Tier 9
 
*; Tier 9
*Barrage and Headbutt deal +27% damage
+
*Bruising Blow restores 16 health
 
*; Tier 10
 
*; Tier 10
*Barrage and Headbutt deal +30% damage
+
*Bruising Blow restores 18 health
 
*; Tier 11
 
*; Tier 11
*Barrage and Headbutt deal +33% damage
+
*Bruising Blow restores 22 health
 
*; Tier 12
 
*; Tier 12
*Barrage and Headbutt deal +36% damage
+
*Bruising Blow restores 25 health
 
|Expand}}
 
|Expand}}
 
|-
 
|-
| || || <b>Tier 2</b> - Chance to Ignore Knockbacks +30% when Unarmed is active || Feet, OffHand || {{Spoiler|
+
| Uncrushable || of Crush-Defense || <b>Tier 12</b> - Crushing Damage Reduction +12 when Unarmed is active, Trauma Damage Reduction +6 when Unarmed is active || Head, Ring || {{Spoiler|
 
*; Tier 1
 
*; Tier 1
*Chance to Ignore Knockbacks +25% when Unarmed is active
+
*Crushing Damage Reduction +1 when Unarmed is active, Trauma Damage Reduction +1 when Unarmed is active
 
*; Tier 2
 
*; Tier 2
*Chance to Ignore Knockbacks +30% when Unarmed is active
+
*Crushing Damage Reduction +2 when Unarmed is active, Trauma Damage Reduction +1 when Unarmed is active
 +
*; Tier 3
 +
*Crushing Damage Reduction +3 when Unarmed is active, Trauma Damage Reduction +2 when Unarmed is active
 +
*; Tier 4
 +
*Crushing Damage Reduction +4 when Unarmed is active, Trauma Damage Reduction +2 when Unarmed is active
 +
*; Tier 5
 +
*Crushing Damage Reduction +5 when Unarmed is active, Trauma Damage Reduction +3 when Unarmed is active
 +
*; Tier 6
 +
*Crushing Damage Reduction +6 when Unarmed is active, Trauma Damage Reduction +3 when Unarmed is active
 +
*; Tier 7
 +
*Crushing Damage Reduction +7 when Unarmed is active, Trauma Damage Reduction +4 when Unarmed is active
 +
*; Tier 8
 +
*Crushing Damage Reduction +8 when Unarmed is active, Trauma Damage Reduction +4 when Unarmed is active
 +
*; Tier 9
 +
*Crushing Damage Reduction +9 when Unarmed is active, Trauma Damage Reduction +5 when Unarmed is active
 +
*; Tier 10
 +
*Crushing Damage Reduction +10 when Unarmed is active, Trauma Damage Reduction +5 when Unarmed is active
 +
*; Tier 11
 +
*Crushing Damage Reduction +11 when Unarmed is active, Trauma Damage Reduction +6 when Unarmed is active
 +
*; Tier 12
 +
*Crushing Damage Reduction +12 when Unarmed is active, Trauma Damage Reduction +6 when Unarmed is active
 
|Expand}}
 
|Expand}}
 
|-
 
|-
| || of Anger Tossing || <b>Tier 12</b> - Hip Throw and Bodyslam deal +52% damage and deplete target's Rage by 300 || Head, Legs || {{Spoiler|
+
| || of Reckless Barrages || <b>Tier 12</b> - Barrage and Headbutt hit all enemies within 5 meters and deal +24% damage || Hands || {{Spoiler|
 
*; Tier 1
 
*; Tier 1
*Hip Throw and Bodyslam deal +8% damage and deplete target's Rage by 25
+
*Barrage and Headbutt hit all enemies within 5 meters and deal +2% damage
 
*; Tier 2
 
*; Tier 2
*Hip Throw and Bodyslam deal +12% damage and deplete target's Rage by 50
+
*Barrage and Headbutt hit all enemies within 5 meters and deal +4% damage
 
*; Tier 3
 
*; Tier 3
*Hip Throw and Bodyslam deal +16% damage and deplete target's Rage by 75
+
*Barrage and Headbutt hit all enemies within 5 meters and deal +6% damage
 
*; Tier 4
 
*; Tier 4
*Hip Throw and Bodyslam deal +20% damage and deplete target's Rage by 100
+
*Barrage and Headbutt hit all enemies within 5 meters and deal +8% damage
 
*; Tier 5
 
*; Tier 5
*Hip Throw and Bodyslam deal +24% damage and deplete target's Rage by 125
+
*Barrage and Headbutt hit all enemies within 5 meters and deal +10% damage
 
*; Tier 6
 
*; Tier 6
*Hip Throw and Bodyslam deal +28% damage and deplete target's Rage by 150
+
*Barrage and Headbutt hit all enemies within 5 meters and deal +12% damage
 
*; Tier 7
 
*; Tier 7
*Hip Throw and Bodyslam deal +32% damage and deplete target's Rage by 175
+
*Barrage and Headbutt hit all enemies within 5 meters and deal +14% damage
 
*; Tier 8
 
*; Tier 8
*Hip Throw and Bodyslam deal +36% damage and deplete target's Rage by 200
+
*Barrage and Headbutt hit all enemies within 5 meters and deal +16% damage
 
*; Tier 9
 
*; Tier 9
*Hip Throw and Bodyslam deal +40% damage and deplete target's Rage by 225
+
*Barrage and Headbutt hit all enemies within 5 meters and deal +18% damage
 
*; Tier 10
 
*; Tier 10
*Hip Throw and Bodyslam deal +44% damage and deplete target's Rage by 250
+
*Barrage and Headbutt hit all enemies within 5 meters and deal +20% damage
 
*; Tier 11
 
*; Tier 11
*Hip Throw and Bodyslam deal +48% damage and deplete target's Rage by 275
+
*Barrage and Headbutt hit all enemies within 5 meters and deal +22% damage
 
*; Tier 12
 
*; Tier 12
*Hip Throw and Bodyslam deal +52% damage and deplete target's Rage by 300
+
*Barrage and Headbutt hit all enemies within 5 meters and deal +24% damage
 
|Expand}}
 
|Expand}}
 
|-
 
|-
| || of Barrage Bubbles || <b>Tier 12</b> - Headbutt attacks have a 68% chance to conjure a magical field that mitigates 100% of all physical damage you take for 10 seconds (or until 100 damage is mitigated) || Hands, Feet || {{Spoiler|
+
| || of Armor Tossing || <b>Tier 12</b> - Hip Throw and Bodyslam deal +132 armor damage || Hands, Feet || {{Spoiler|
 
*; Tier 1
 
*; Tier 1
*Headbutt attacks have a 13% chance to conjure a magical field that mitigates 100% of all physical damage you take for 10 seconds (or until 100 damage is mitigated)
+
*Hip Throw and Bodyslam deal +11 armor damage
 
*; Tier 2
 
*; Tier 2
*Headbutt attacks have a 18% chance to conjure a magical field that mitigates 100% of all physical damage you take for 10 seconds (or until 100 damage is mitigated)
+
*Hip Throw and Bodyslam deal +22 armor damage
 
*; Tier 3
 
*; Tier 3
*Headbutt attacks have a 23% chance to conjure a magical field that mitigates 100% of all physical damage you take for 10 seconds (or until 100 damage is mitigated)
+
*Hip Throw and Bodyslam deal +33 armor damage
 
*; Tier 4
 
*; Tier 4
*Headbutt attacks have a 28% chance to conjure a magical field that mitigates 100% of all physical damage you take for 10 seconds (or until 100 damage is mitigated)
+
*Hip Throw and Bodyslam deal +44 armor damage
 
*; Tier 5
 
*; Tier 5
*Headbutt attacks have a 33% chance to conjure a magical field that mitigates 100% of all physical damage you take for 10 seconds (or until 100 damage is mitigated)
+
*Hip Throw and Bodyslam deal +55 armor damage
 
*; Tier 6
 
*; Tier 6
*Headbutt attacks have a 38% chance to conjure a magical field that mitigates 100% of all physical damage you take for 10 seconds (or until 100 damage is mitigated)
+
*Hip Throw and Bodyslam deal +66 armor damage
 
*; Tier 7
 
*; Tier 7
*Headbutt attacks have a 43% chance to conjure a magical field that mitigates 100% of all physical damage you take for 10 seconds (or until 100 damage is mitigated)
+
*Hip Throw and Bodyslam deal +77 armor damage
 
*; Tier 8
 
*; Tier 8
*Headbutt attacks have a 48% chance to conjure a magical field that mitigates 100% of all physical damage you take for 10 seconds (or until 100 damage is mitigated)
+
*Hip Throw and Bodyslam deal +88 armor damage
 
*; Tier 9
 
*; Tier 9
*Headbutt attacks have a 53% chance to conjure a magical field that mitigates 100% of all physical damage you take for 10 seconds (or until 100 damage is mitigated)
+
*Hip Throw and Bodyslam deal +99 armor damage
 
*; Tier 10
 
*; Tier 10
*Headbutt attacks have a 58% chance to conjure a magical field that mitigates 100% of all physical damage you take for 10 seconds (or until 100 damage is mitigated)
+
*Hip Throw and Bodyslam deal +110 armor damage
 
*; Tier 11
 
*; Tier 11
*Headbutt attacks have a 63% chance to conjure a magical field that mitigates 100% of all physical damage you take for 10 seconds (or until 100 damage is mitigated)
+
*Hip Throw and Bodyslam deal +121 armor damage
 
*; Tier 12
 
*; Tier 12
*Headbutt attacks have a 68% chance to conjure a magical field that mitigates 100% of all physical damage you take for 10 seconds (or until 100 damage is mitigated)
+
*Hip Throw and Bodyslam deal +132 armor damage
 
|Expand}}
 
|Expand}}
 
|-
 
|-
| Slashing || of Slashing Strikes || <b>Tier 6</b> - Slashing Strike generates -200 Rage || OffHand, Head || {{Spoiler|
+
| || of Impossible Hip Throws || <b>Tier 6</b> - Hip Throw and Bodyslam deal +15% damage and hit all enemies within 5 meters || Hands || {{Spoiler|
 
*; Tier 1
 
*; Tier 1
*Slashing Strike generates -60 Rage
+
*Hip Throw and Bodyslam hit all enemies within 5 meters
 
*; Tier 2
 
*; Tier 2
*Slashing Strike generates -90 Rage
+
*Hip Throw and Bodyslam deal +3% damage and hit all enemies within 5 meters
 
*; Tier 3
 
*; Tier 3
*Slashing Strike generates -120 Rage
+
*Hip Throw and Bodyslam deal +6% damage and hit all enemies within 5 meters
 
*; Tier 4
 
*; Tier 4
*Slashing Strike generates -150 Rage
+
*Hip Throw and Bodyslam deal +9% damage and hit all enemies within 5 meters
 
*; Tier 5
 
*; Tier 5
*Slashing Strike generates -170 Rage
+
*Hip Throw and Bodyslam deal +12% damage and hit all enemies within 5 meters
 
*; Tier 6
 
*; Tier 6
*Slashing Strike generates -200 Rage
+
*Hip Throw and Bodyslam deal +15% damage and hit all enemies within 5 meters
 
|Expand}}
 
|Expand}}
 
|-
 
|-
| || of Accurate Martial Arts || <b>Tier 12</b> - Unarmed attacks deal +6 damage and have +12 Accuracy (which cancels out the Evasion that certain monsters have) || MainHand, Necklace || {{Spoiler|
+
| Bruising || of Bruises || <b>Tier 12</b> - Bruising Blow deals +85% damage || MainHand, Ring || {{Spoiler|
 
*; Tier 1
 
*; Tier 1
*Unarmed attacks deal +1 damage and have +1 Accuracy (which cancels out the Evasion that certain monsters have)
+
*Bruising Blow deals +8% damage
 
*; Tier 2
 
*; Tier 2
*Unarmed attacks deal +1 damage and have +2 Accuracy (which cancels out the Evasion that certain monsters have)
+
*Bruising Blow deals +15% damage
 
*; Tier 3
 
*; Tier 3
*Unarmed attacks deal +2 damage and have +3 Accuracy (which cancels out the Evasion that certain monsters have)
+
*Bruising Blow deals +22% damage
 
*; Tier 4
 
*; Tier 4
*Unarmed attacks deal +2 damage and have +4 Accuracy (which cancels out the Evasion that certain monsters have)
+
*Bruising Blow deals +29% damage
 
*; Tier 5
 
*; Tier 5
*Unarmed attacks deal +3 damage and have +5 Accuracy (which cancels out the Evasion that certain monsters have)
+
*Bruising Blow deals +36% damage
 
*; Tier 6
 
*; Tier 6
*Unarmed attacks deal +3 damage and have +6 Accuracy (which cancels out the Evasion that certain monsters have)
+
*Bruising Blow deals +43% damage
 
*; Tier 7
 
*; Tier 7
*Unarmed attacks deal +4 damage and have +7 Accuracy (which cancels out the Evasion that certain monsters have)
+
*Bruising Blow deals +50% damage
 
*; Tier 8
 
*; Tier 8
*Unarmed attacks deal +4 damage and have +8 Accuracy (which cancels out the Evasion that certain monsters have)
+
*Bruising Blow deals +57% damage
 
*; Tier 9
 
*; Tier 9
*Unarmed attacks deal +5 damage and have +9 Accuracy (which cancels out the Evasion that certain monsters have)
+
*Bruising Blow deals +64% damage
 
*; Tier 10
 
*; Tier 10
*Unarmed attacks deal +5 damage and have +10 Accuracy (which cancels out the Evasion that certain monsters have)
+
*Bruising Blow deals +71% damage
 
*; Tier 11
 
*; Tier 11
*Unarmed attacks deal +6 damage and have +11 Accuracy (which cancels out the Evasion that certain monsters have)
+
*Bruising Blow deals +78% damage
 
*; Tier 12
 
*; Tier 12
*Unarmed attacks deal +6 damage and have +12 Accuracy (which cancels out the Evasion that certain monsters have)
+
*Bruising Blow deals +85% damage
 +
|Expand}}
 +
|-
 +
| Mindfist || || <b>Tier 6</b> - Barrage and Headbutt attacks make the target 30% more vulnerable to Psychic damage for 20 seconds - <span style="color:red"><b>THIS MOD IS RETIRED. IF YOUR GEAR HAS IT, IT'LL BREAK SOON UNLESS YOU TRANSMUTE IT AWAY</b></span> || Necklace || {{Spoiler|
 +
*; Tier 1
 +
*Barrage and Headbutt attacks make the target 5% more vulnerable to Psychic damage for 20 seconds
 +
*; Tier 2
 +
*Barrage and Headbutt attacks make the target 10% more vulnerable to Psychic damage for 20 seconds
 +
*; Tier 3
 +
*Barrage and Headbutt attacks make the target 15% more vulnerable to Psychic damage for 20 seconds
 +
*; Tier 4
 +
*Barrage and Headbutt attacks make the target 20% more vulnerable to Psychic damage for 20 seconds
 +
*; Tier 5
 +
*Barrage and Headbutt attacks make the target 25% more vulnerable to Psychic damage for 20 seconds
 +
*; Tier 6
 +
*Barrage and Headbutt attacks make the target 30% more vulnerable to Psychic damage for 20 seconds
 +
|Expand}}
 +
|-
 +
| Knee-Shattering || of Knee-Shattering || <b>Tier 5</b> - Any kick attack (including animal kicks!) has a 36% chance to slow target's movement by 45% || Feet || {{Spoiler|
 +
*; Tier 1
 +
*Any kick attack (including animal kicks!) has a 8% chance to slow target's movement by 45%
 +
*; Tier 2
 +
*Any kick attack (including animal kicks!) has a 15% chance to slow target's movement by 45%
 +
*; Tier 3
 +
*Any kick attack (including animal kicks!) has a 22% chance to slow target's movement by 45%
 +
*; Tier 4
 +
*Any kick attack (including animal kicks!) has a 29% chance to slow target's movement by 45%
 +
*; Tier 5
 +
*Any kick attack (including animal kicks!) has a 36% chance to slow target's movement by 45%
 
|Expand}}
 
|Expand}}
 
|-
 
|-
Line 589: Line 704:
 
|Expand}}
 
|Expand}}
 
|-
 
|-
| Kicking || of Kicking || <b>Tier 12</b> - All kick attacks (even animal kicks!) deal +33 damage || Legs, MainHand, Ring || {{Spoiler|
+
| Hip-Shattering || of Hip-Shattering || <b>Tier 5</b> - Any kick attack (including animal kicks!) has a 24% chance to slow target's movement by 75% || OffHand || {{Spoiler|
 
*; Tier 1
 
*; Tier 1
*All kick attacks (even animal kicks!) deal +2 damage
+
*Any kick attack (including animal kicks!) has a 8% chance to slow target's movement by 75%
 
*; Tier 2
 
*; Tier 2
*All kick attacks (even animal kicks!) deal +5 damage
+
*Any kick attack (including animal kicks!) has a 12% chance to slow target's movement by 75%
 
*; Tier 3
 
*; Tier 3
*All kick attacks (even animal kicks!) deal +8 damage
+
*Any kick attack (including animal kicks!) has a 16% chance to slow target's movement by 75%
 
*; Tier 4
 
*; Tier 4
*All kick attacks (even animal kicks!) deal +11 damage
+
*Any kick attack (including animal kicks!) has a 20% chance to slow target's movement by 75%
 
*; Tier 5
 
*; Tier 5
*All kick attacks (even animal kicks!) deal +14 damage
+
*Any kick attack (including animal kicks!) has a 24% chance to slow target's movement by 75%
*; Tier 6
 
*All kick attacks (even animal kicks!) deal +17 damage
 
*; Tier 7
 
*All kick attacks (even animal kicks!) deal +20 damage
 
*; Tier 8
 
*All kick attacks (even animal kicks!) deal +22 damage
 
*; Tier 9
 
*All kick attacks (even animal kicks!) deal +24 damage
 
*; Tier 10
 
*All kick attacks (even animal kicks!) deal +26 damage
 
*; Tier 11
 
*All kick attacks (even animal kicks!) deal +29 damage
 
*; Tier 12
 
*All kick attacks (even animal kicks!) deal +33 damage
 
 
|Expand}}
 
|Expand}}
 
|-
 
|-
| || of Crippling Slams || <b>Tier 6</b> - Bodyslam deals +100% damage and slows target's movement speed by 45% || MainHand, Ring || {{Spoiler|
+
| || of Angst Fists || <b>Tier 12</b> - Whenever you take physical damage (Slashing/Crushing/Piercing) 24% of that damage is reflected back in your next Punch or Jab. || Legs, Feet || {{Spoiler|
 
*; Tier 1
 
*; Tier 1
*Bodyslam deals +10% damage and slows target's movement speed by 45%
+
*Whenever you take physical damage (Slashing/Crushing/Piercing) 2% of that damage is reflected back in your next Punch or Jab.
 
*; Tier 2
 
*; Tier 2
*Bodyslam deals +25% damage and slows target's movement speed by 45%
+
*Whenever you take physical damage (Slashing/Crushing/Piercing) 4% of that damage is reflected back in your next Punch or Jab.
 
*; Tier 3
 
*; Tier 3
*Bodyslam deals +40% damage and slows target's movement speed by 45%
+
*Whenever you take physical damage (Slashing/Crushing/Piercing) 6% of that damage is reflected back in your next Punch or Jab.
 
*; Tier 4
 
*; Tier 4
*Bodyslam deals +65% damage and slows target's movement speed by 45%
+
*Whenever you take physical damage (Slashing/Crushing/Piercing) 8% of that damage is reflected back in your next Punch or Jab.
 
*; Tier 5
 
*; Tier 5
*Bodyslam deals +80% damage and slows target's movement speed by 45%
+
*Whenever you take physical damage (Slashing/Crushing/Piercing) 10% of that damage is reflected back in your next Punch or Jab.
 
*; Tier 6
 
*; Tier 6
*Bodyslam deals +100% damage and slows target's movement speed by 45%
+
*Whenever you take physical damage (Slashing/Crushing/Piercing) 12% of that damage is reflected back in your next Punch or Jab.
 +
*; Tier 7
 +
*Whenever you take physical damage (Slashing/Crushing/Piercing) 14% of that damage is reflected back in your next Punch or Jab.
 +
*; Tier 8
 +
*Whenever you take physical damage (Slashing/Crushing/Piercing) 16% of that damage is reflected back in your next Punch or Jab.
 +
*; Tier 9
 +
*Whenever you take physical damage (Slashing/Crushing/Piercing) 18% of that damage is reflected back in your next Punch or Jab.
 +
*; Tier 10
 +
*Whenever you take physical damage (Slashing/Crushing/Piercing) 20% of that damage is reflected back in your next Punch or Jab.
 +
*; Tier 11
 +
*Whenever you take physical damage (Slashing/Crushing/Piercing) 22% of that damage is reflected back in your next Punch or Jab.
 +
*; Tier 12
 +
*Whenever you take physical damage (Slashing/Crushing/Piercing) 24% of that damage is reflected back in your next Punch or Jab.
 
|Expand}}
 
|Expand}}
 
|-
 
|-
| || of Pain-Reflection || <b>Tier 12</b> - 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 || {{Spoiler|
+
| || of Slamming Snails || <b>Tier 10</b> - Bodyslam deals +350 damage to Snails || Necklace, MainHand || {{Spoiler|
 
*; Tier 1
 
*; 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.
+
*Bodyslam deals +35 damage to Snails
 
*; Tier 2
 
*; 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.
+
*Bodyslam deals +70 damage to Snails
 
*; Tier 3
 
*; 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.
+
*Bodyslam deals +105 damage to Snails
 
*; Tier 4
 
*; 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.
+
*Bodyslam deals +140 damage to Snails
 
*; Tier 5
 
*; 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.
+
*Bodyslam deals +175 damage to Snails
 
*; Tier 6
 
*; 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.
+
*Bodyslam deals +210 damage to Snails
 
*; Tier 7
 
*; 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.
+
*Bodyslam deals +245 damage to Snails
 
*; Tier 8
 
*; 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.
+
*Bodyslam deals +280 damage to Snails
 
*; Tier 9
 
*; 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.
+
*Bodyslam deals +315 damage to Snails
 
*; Tier 10
 
*; 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.
+
*Bodyslam deals +350 damage to Snails
*; 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}}
 
|Expand}}
 
|-
 
|-
| Serpentine || of Cobra Striking || <b>Tier 12</b> - Cobra Strike and Mamba Strike have a 54% chance to deal double damage || Chest, Hands || {{Spoiler|
+
| Martial || of Deadly Fists || <b>Tier 6</b> - Unarmed Damage +35% || Head, MainHand || {{Spoiler|
 
*; Tier 1
 
*; Tier 1
*Cobra Strike and Mamba Strike have a 10% chance to deal double damage
+
*Unarmed Damage +10%
 
*; Tier 2
 
*; Tier 2
*Cobra Strike and Mamba Strike have a 14% chance to deal double damage
+
*Unarmed Damage +15%
 
*; Tier 3
 
*; Tier 3
*Cobra Strike and Mamba Strike have a 18% chance to deal double damage
+
*Unarmed Damage +20%
 
*; Tier 4
 
*; Tier 4
*Cobra Strike and Mamba Strike have a 22% chance to deal double damage
+
*Unarmed Damage +25%
 
*; Tier 5
 
*; Tier 5
*Cobra Strike and Mamba Strike have a 26% chance to deal double damage
+
*Unarmed Damage +30%
 
*; Tier 6
 
*; Tier 6
*Cobra Strike and Mamba Strike have a 30% chance to deal double damage
+
*Unarmed Damage +35%
*; Tier 7
 
*Cobra Strike and Mamba Strike have a 34% chance to deal double damage
 
*; Tier 8
 
*Cobra Strike and Mamba Strike have a 38% chance to deal double damage
 
*; Tier 9
 
*Cobra Strike and Mamba Strike have a 42% chance to deal double damage
 
*; Tier 10
 
*Cobra Strike and Mamba Strike have a 46% chance to deal double damage
 
*; Tier 11
 
*Cobra Strike and Mamba Strike have a 50% chance to deal double damage
 
*; Tier 12
 
*Cobra Strike and Mamba Strike have a 54% chance to deal double damage
 
 
|Expand}}
 
|Expand}}
 
|-
 
|-
| Anti-Darkness || || <b>Tier 12</b> - 60% of any Darkness damage you take is reflected back in your next Punch or Jab. || Legs, Feet || {{Spoiler|
+
| || of Kicking While Nude || <b>Tier 12</b> - Any kick attack (including animal kicks!) deals +110% damage when you have 33% or less of your Armor left || Legs, Necklace || {{Spoiler|
 
*; Tier 1
 
*; Tier 1
*5% of any Darkness damage you take is reflected back in your next Punch or Jab.
+
*Any kick attack (including animal kicks!) deals +22% damage when you have 33% or less of your Armor left
 
*; Tier 2
 
*; Tier 2
*10% of any Darkness damage you take is reflected back in your next Punch or Jab.
+
*Any kick attack (including animal kicks!) deals +30% damage when you have 33% or less of your Armor left
 
*; Tier 3
 
*; Tier 3
*15% of any Darkness damage you take is reflected back in your next Punch or Jab.
+
*Any kick attack (including animal kicks!) deals +38% damage when you have 33% or less of your Armor left
 
*; Tier 4
 
*; Tier 4
*20% of any Darkness damage you take is reflected back in your next Punch or Jab.
+
*Any kick attack (including animal kicks!) deals +46% damage when you have 33% or less of your Armor left
 
*; Tier 5
 
*; Tier 5
*25% of any Darkness damage you take is reflected back in your next Punch or Jab.
+
*Any kick attack (including animal kicks!) deals +54% damage when you have 33% or less of your Armor left
 
*; Tier 6
 
*; Tier 6
*30% of any Darkness damage you take is reflected back in your next Punch or Jab.
+
*Any kick attack (including animal kicks!) deals +62% damage when you have 33% or less of your Armor left
 
*; Tier 7
 
*; Tier 7
*35% of any Darkness damage you take is reflected back in your next Punch or Jab.
+
*Any kick attack (including animal kicks!) deals +70% damage when you have 33% or less of your Armor left
 
*; Tier 8
 
*; Tier 8
*40% of any Darkness damage you take is reflected back in your next Punch or Jab.
+
*Any kick attack (including animal kicks!) deals +78% damage when you have 33% or less of your Armor left
 
*; Tier 9
 
*; Tier 9
*45% of any Darkness damage you take is reflected back in your next Punch or Jab.
+
*Any kick attack (including animal kicks!) deals +86% damage when you have 33% or less of your Armor left
 
*; Tier 10
 
*; Tier 10
*50% of any Darkness damage you take is reflected back in your next Punch or Jab.
+
*Any kick attack (including animal kicks!) deals +94% damage when you have 33% or less of your Armor left
 
*; Tier 11
 
*; Tier 11
*55% of any Darkness damage you take is reflected back in your next Punch or Jab.
+
*Any kick attack (including animal kicks!) deals +102% damage when you have 33% or less of your Armor left
 
*; Tier 12
 
*; Tier 12
*60% of any Darkness damage you take is reflected back in your next Punch or Jab.
+
*Any kick attack (including animal kicks!) deals +110% damage when you have 33% or less of your Armor left
 
|Expand}}
 
|Expand}}
 
|-
 
|-
Line 739: Line 836:
 
|Expand}}
 
|Expand}}
 
|-
 
|-
| Ankle-Kicking || of Ankle-Kicking || <b>Tier 5</b> - Any kick attack (including animal kicks!) has a 70% chance to slow target's movement by 25% || Hands || {{Spoiler|
+
| || of Armor Hatred || <b>Tier 6</b> - Unarmed attacks deal +13 Armor damage || Head, MainHand || {{Spoiler|
 
*; Tier 1
 
*; Tier 1
*Any kick attack (including animal kicks!) has a 30% chance to slow target's movement by 25%
+
*Unarmed attacks deal +2 Armor damage
 
*; Tier 2
 
*; Tier 2
*Any kick attack (including animal kicks!) has a 40% chance to slow target's movement by 25%
+
*Unarmed attacks deal +4 Armor damage
 
*; Tier 3
 
*; Tier 3
*Any kick attack (including animal kicks!) has a 50% chance to slow target's movement by 25%
+
*Unarmed attacks deal +6 Armor damage
 
*; Tier 4
 
*; Tier 4
*Any kick attack (including animal kicks!) has a 60% chance to slow target's movement by 25%
+
*Unarmed attacks deal +8 Armor damage
 
*; Tier 5
 
*; Tier 5
*Any kick attack (including animal kicks!) has a 70% chance to slow target's movement by 25%
+
*Unarmed attacks deal +10 Armor damage
|Expand}}
 
|-
 
| || of Cobra Scales || <b>Tier 12</b> - Cobra Strike and Mamba Strike restore 17 Armor to you || Chest, Ring || {{Spoiler|
 
*; Tier 1
 
*Cobra Strike and Mamba Strike restore 2 Armor to you
 
*; Tier 2
 
*Cobra Strike and Mamba Strike restore 3 Armor to you
 
*; Tier 3
 
*Cobra Strike and Mamba Strike restore 5 Armor to you
 
*; Tier 4
 
*Cobra Strike and Mamba Strike restore 7 Armor to you
 
*; Tier 5
 
*Cobra Strike and Mamba Strike restore 8 Armor to you
 
 
*; Tier 6
 
*; Tier 6
*Cobra Strike and Mamba Strike restore 9 Armor to you
+
*Unarmed attacks deal +13 Armor damage
*; Tier 7
 
*Cobra Strike and Mamba Strike restore 10 Armor to you
 
*; Tier 8
 
*Cobra Strike and Mamba Strike restore 11 Armor to you
 
*; Tier 9
 
*Cobra Strike and Mamba Strike restore 12 Armor to you
 
*; Tier 10
 
*Cobra Strike and Mamba Strike restore 13 Armor to you
 
*; Tier 11
 
*Cobra Strike and Mamba Strike restore 15 Armor to you
 
*; Tier 12
 
*Cobra Strike and Mamba Strike restore 17 Armor to you
 
 
|Expand}}
 
|Expand}}
 
|-
 
|-
| || of Punch-Shielding || <b>Tier 12</b> - 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 || {{Spoiler|
+
| || of Slamming and Jogging || <b>Tier 6</b> - Bodyslam deals +50 damage and boosts your sprint speed by 5 for 20 seconds || Feet, Necklace || {{Spoiler|
 
*; Tier 1
 
*; 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).
+
*Bodyslam deals +6 damage and boosts your sprint speed by 1 for 20 seconds
 
*; Tier 2
 
*; 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).
+
*Bodyslam deals +12 damage and boosts your sprint speed by 2 for 20 seconds
 
*; Tier 3
 
*; 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).
+
*Bodyslam deals +18 damage and boosts your sprint speed by 3 for 20 seconds
 
*; Tier 4
 
*; 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).
+
*Bodyslam deals +24 damage and boosts your sprint speed by 4 for 20 seconds
 
*; Tier 5
 
*; 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).
+
*Bodyslam deals +30 damage and boosts your sprint speed by 5 for 20 seconds
 
*; Tier 6
 
*; 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).
+
*Bodyslam deals +50 damage and boosts your sprint speed by 5 for 20 seconds
*; Tier 7
 
*Unarmed attacks have a 11% chance to conjure a magical field that mitigates 10% of all physical damage you take for 1 minute (or until 100 damage is mitigated).
 
*; Tier 8
 
*Unarmed attacks have a 12% chance to conjure a magical field that mitigates 10% of all physical damage you take for 1 minute (or until 100 damage is mitigated).
 
*; Tier 9
 
*Unarmed attacks have a 14% chance to conjure a magical field that mitigates 10% of all physical damage you take for 1 minute (or until 100 damage is mitigated).
 
*; Tier 10
 
*Unarmed attacks have a 15% chance to conjure a magical field that mitigates 10% of all physical damage you take for 1 minute (or until 100 damage is mitigated).
 
*; Tier 11
 
*Unarmed attacks have a 17% chance to conjure a magical field that mitigates 10% of all physical damage you take for 1 minute (or until 100 damage is mitigated).
 
*; Tier 12
 
*Unarmed attacks have a 19% chance to conjure a magical field that mitigates 10% of all physical damage you take for 1 minute (or until 100 damage is mitigated).
 
|Expand}}
 
|-
 
| || of Bleeding Strikes || <b>Tier 6</b> - Slashing Strike has a 100% chance to deal an additional 60 Trauma damage over 15 seconds || OffHand, Necklace || {{Spoiler|
 
*; Tier 1
 
*Slashing Strike has a 40% chance to deal an additional 60 Trauma damage over 15 seconds
 
*; Tier 2
 
*Slashing Strike has a 50% chance to deal an additional 60 Trauma damage over 15 seconds
 
*; Tier 3
 
*Slashing Strike has a 60% chance to deal an additional 60 Trauma damage over 15 seconds
 
*; Tier 4
 
*Slashing Strike has a 70% chance to deal an additional 60 Trauma damage over 15 seconds
 
*; Tier 5
 
*Slashing Strike has a 80% chance to deal an additional 60 Trauma damage over 15 seconds
 
*; Tier 6
 
*Slashing Strike has a 100% chance to deal an additional 60 Trauma damage over 15 seconds
 
 
|Expand}}
 
|Expand}}
 
|-
 
|-
Line 836: Line 881:
 
|Expand}}
 
|Expand}}
 
|-
 
|-
| || of Armor Tossing || <b>Tier 12</b> - Hip Throw and Bodyslam deal +132 armor damage || Hands, Feet || {{Spoiler|
+
| || of Hip Throwing || <b>Tier 12</b> - Hip Throw and Bodyslam deal +111% damage || Legs, Feet || {{Spoiler|
 
*; Tier 1
 
*; Tier 1
*Hip Throw and Bodyslam deal +11 armor damage
+
*Hip Throw and Bodyslam deal +12% damage
 
*; Tier 2
 
*; Tier 2
*Hip Throw and Bodyslam deal +22 armor damage
+
*Hip Throw and Bodyslam deal +21% damage
 
*; Tier 3
 
*; Tier 3
*Hip Throw and Bodyslam deal +33 armor damage
+
*Hip Throw and Bodyslam deal +30% damage
 
*; Tier 4
 
*; Tier 4
*Hip Throw and Bodyslam deal +44 armor damage
+
*Hip Throw and Bodyslam deal +39% damage
 
*; Tier 5
 
*; Tier 5
*Hip Throw and Bodyslam deal +55 armor damage
+
*Hip Throw and Bodyslam deal +48% damage
 
*; Tier 6
 
*; Tier 6
*Hip Throw and Bodyslam deal +66 armor damage
+
*Hip Throw and Bodyslam deal +57% damage
 
*; Tier 7
 
*; Tier 7
*Hip Throw and Bodyslam deal +77 armor damage
+
*Hip Throw and Bodyslam deal +66% damage
 
*; Tier 8
 
*; Tier 8
*Hip Throw and Bodyslam deal +88 armor damage
+
*Hip Throw and Bodyslam deal +75% damage
 
*; Tier 9
 
*; Tier 9
*Hip Throw and Bodyslam deal +99 armor damage
+
*Hip Throw and Bodyslam deal +84% damage
 
*; Tier 10
 
*; Tier 10
*Hip Throw and Bodyslam deal +110 armor damage
+
*Hip Throw and Bodyslam deal +93% damage
 
*; Tier 11
 
*; Tier 11
*Hip Throw and Bodyslam deal +121 armor damage
+
*Hip Throw and Bodyslam deal +102% damage
 
*; Tier 12
 
*; Tier 12
*Hip Throw and Bodyslam deal +132 armor damage
+
*Hip Throw and Bodyslam deal +111% damage
 
|Expand}}
 
|Expand}}
 
|-
 
|-
| Mindfist || || <b>Tier 6</b> - Barrage and Headbutt attacks make the target 30% more vulnerable to Psychic damage for 20 seconds - <span style="color:red"><b>THIS MOD IS RETIRED. IF YOUR GEAR HAS IT, IT'LL BREAK SOON UNLESS YOU TRANSMUTE IT AWAY</b></span> || Necklace || {{Spoiler|
+
| || of Calloused Barrages || <b>Tier 12</b> - Barrage restores 55 Armor to you || Head, OffHand || {{Spoiler|
 
*; Tier 1
 
*; Tier 1
*Barrage and Headbutt attacks make the target 5% more vulnerable to Psychic damage for 20 seconds
+
*Barrage restores 4 Armor to you
 
*; Tier 2
 
*; Tier 2
*Barrage and Headbutt attacks make the target 10% more vulnerable to Psychic damage for 20 seconds
+
*Barrage restores 8 Armor to you
 
*; Tier 3
 
*; Tier 3
*Barrage and Headbutt attacks make the target 15% more vulnerable to Psychic damage for 20 seconds
+
*Barrage restores 12 Armor to you
 
*; Tier 4
 
*; Tier 4
*Barrage and Headbutt attacks make the target 20% more vulnerable to Psychic damage for 20 seconds
+
*Barrage restores 16 Armor to you
 
*; Tier 5
 
*; Tier 5
*Barrage and Headbutt attacks make the target 25% more vulnerable to Psychic damage for 20 seconds
+
*Barrage restores 20 Armor to you
 
*; Tier 6
 
*; Tier 6
*Barrage and Headbutt attacks make the target 30% more vulnerable to Psychic damage for 20 seconds
+
*Barrage restores 25 Armor to you
|Expand}}
 
|-
 
| || of Armor Hatred || <b>Tier 6</b> - Unarmed attacks deal +13 Armor damage || Head, MainHand || {{Spoiler|
 
*; Tier 1
 
*Unarmed attacks deal +2 Armor damage
 
*; Tier 2
 
*Unarmed attacks deal +4 Armor damage
 
*; Tier 3
 
*Unarmed attacks deal +6 Armor damage
 
*; Tier 4
 
*Unarmed attacks deal +8 Armor damage
 
*; Tier 5
 
*Unarmed attacks deal +10 Armor damage
 
*; Tier 6
 
*Unarmed attacks deal +13 Armor damage
 
|Expand}}
 
|-
 
| Martial Artist's || || <b>Tier 6</b> - Unarmed Damage +6% || OffHand, Necklace || {{Spoiler|
 
*; Tier 1
 
*Unarmed Damage +1%
 
*; Tier 2
 
*Unarmed Damage +2%
 
*; Tier 3
 
*Unarmed Damage +3%
 
*; Tier 4
 
*Unarmed Damage +4%
 
*; Tier 5
 
*Unarmed Damage +5%
 
*; Tier 6
 
*Unarmed Damage +6%
 
|Expand}}
 
|-
 
| Bodyslamming || of Bodyslamming || <b>Tier 12</b> - Bodyslam deals +190% damage || MainHand, Ring || {{Spoiler|
 
*; Tier 1
 
*Bodyslam deals +25% damage
 
*; Tier 2
 
*Bodyslam deals +40% damage
 
*; Tier 3
 
*Bodyslam deals +55% damage
 
*; Tier 4
 
*Bodyslam deals +70% damage
 
*; Tier 5
 
*Bodyslam deals +85% damage
 
*; Tier 6
 
*Bodyslam deals +100% damage
 
 
*; Tier 7
 
*; Tier 7
*Bodyslam deals +115% damage
+
*Barrage restores 30 Armor to you
 
*; Tier 8
 
*; Tier 8
*Bodyslam deals +130% damage
+
*Barrage restores 35 Armor to you
 
*; Tier 9
 
*; Tier 9
*Bodyslam deals +145% damage
+
*Barrage restores 40 Armor to you
 
*; Tier 10
 
*; Tier 10
*Bodyslam deals +160% damage
+
*Barrage restores 45 Armor to you
 
*; Tier 11
 
*; Tier 11
*Bodyslam deals +175% damage
+
*Barrage restores 50 Armor to you
 
*; Tier 12
 
*; Tier 12
*Bodyslam deals +190% damage
+
*Barrage restores 55 Armor to you
 
|Expand}}
 
|Expand}}
 
|-
 
|-
| || of Kicking Away Toxins || <b>Tier 12</b> - Kick attacks have a 55% chance to conjure a magical field that mitigates 30% of all Poison, Acid, or Nature damage you take for 1 minute (or until 100 damage is mitigated). Damage mitigated in this way is automatically added to the damage you do with your next Kick attack. || Hands, Feet || {{Spoiler|
+
| || of Cobra Scales || <b>Tier 12</b> - Cobra Strike and Mamba Strike restore 17 Armor to you || Chest, Ring || {{Spoiler|
 
*; Tier 1
 
*; Tier 1
*Kick attacks have a 5% chance to conjure a magical field that mitigates 30% of all Poison, Acid, or Nature damage you take for 1 minute (or until 100 damage is mitigated). Damage mitigated in this way is automatically added to the damage you do with your next Kick attack.
+
*Cobra Strike and Mamba Strike restore 2 Armor to you
 
*; Tier 2
 
*; Tier 2
*Kick attacks have a 10% chance to conjure a magical field that mitigates 30% of all Poison, Acid, or Nature damage you take for 1 minute (or until 100 damage is mitigated). Damage mitigated in this way is automatically added to the damage you do with your next Kick attack.
+
*Cobra Strike and Mamba Strike restore 3 Armor to you
 
*; Tier 3
 
*; Tier 3
*Kick attacks have a 15% chance to conjure a magical field that mitigates 30% of all Poison, Acid, or Nature damage you take for 1 minute (or until 100 damage is mitigated). Damage mitigated in this way is automatically added to the damage you do with your next Kick attack.
+
*Cobra Strike and Mamba Strike restore 5 Armor to you
 
*; Tier 4
 
*; Tier 4
*Kick attacks have a 20% chance to conjure a magical field that mitigates 30% of all Poison, Acid, or Nature damage you take for 1 minute (or until 100 damage is mitigated). Damage mitigated in this way is automatically added to the damage you do with your next Kick attack.
+
*Cobra Strike and Mamba Strike restore 7 Armor to you
 
*; Tier 5
 
*; Tier 5
*Kick attacks have a 24% chance to conjure a magical field that mitigates 30% of all Poison, Acid, or Nature damage you take for 1 minute (or until 100 damage is mitigated). Damage mitigated in this way is automatically added to the damage you do with your next Kick attack.
+
*Cobra Strike and Mamba Strike restore 8 Armor to you
 
*; Tier 6
 
*; Tier 6
*Kick attacks have a 28% chance to conjure a magical field that mitigates 30% of all Poison, Acid, or Nature damage you take for 1 minute (or until 100 damage is mitigated). Damage mitigated in this way is automatically added to the damage you do with your next Kick attack.
+
*Cobra Strike and Mamba Strike restore 9 Armor to you
 
*; Tier 7
 
*; Tier 7
*Kick attacks have a 32% chance to conjure a magical field that mitigates 30% of all Poison, Acid, or Nature damage you take for 1 minute (or until 100 damage is mitigated). Damage mitigated in this way is automatically added to the damage you do with your next Kick attack.
+
*Cobra Strike and Mamba Strike restore 10 Armor to you
 
*; Tier 8
 
*; Tier 8
*Kick attacks have a 36% chance to conjure a magical field that mitigates 30% of all Poison, Acid, or Nature damage you take for 1 minute (or until 100 damage is mitigated). Damage mitigated in this way is automatically added to the damage you do with your next Kick attack.
+
*Cobra Strike and Mamba Strike restore 11 Armor to you
 
*; Tier 9
 
*; Tier 9
*Kick attacks have a 40% chance to conjure a magical field that mitigates 30% of all Poison, Acid, or Nature damage you take for 1 minute (or until 100 damage is mitigated). Damage mitigated in this way is automatically added to the damage you do with your next Kick attack.
+
*Cobra Strike and Mamba Strike restore 12 Armor to you
 
*; Tier 10
 
*; Tier 10
*Kick attacks have a 45% chance to conjure a magical field that mitigates 30% of all Poison, Acid, or Nature damage you take for 1 minute (or until 100 damage is mitigated). Damage mitigated in this way is automatically added to the damage you do with your next Kick attack.
+
*Cobra Strike and Mamba Strike restore 13 Armor to you
 
*; Tier 11
 
*; Tier 11
*Kick attacks have a 50% chance to conjure a magical field that mitigates 30% of all Poison, Acid, or Nature damage you take for 1 minute (or until 100 damage is mitigated). Damage mitigated in this way is automatically added to the damage you do with your next Kick attack.
+
*Cobra Strike and Mamba Strike restore 15 Armor to you
 
*; Tier 12
 
*; Tier 12
*Kick attacks have a 55% chance to conjure a magical field that mitigates 30% of all Poison, Acid, or Nature damage you take for 1 minute (or until 100 damage is mitigated). Damage mitigated in this way is automatically added to the damage you do with your next Kick attack.
+
*Cobra Strike and Mamba Strike restore 17 Armor to you
 
|Expand}}
 
|Expand}}
 
|-
 
|-
| Unflappable || of Mind-Defense || <b>Tier 6</b> - Slashing Damage Reduction +6 when Unarmed is active, Psychic Damage Reduction +6 when Unarmed is active || Head, Ring || {{Spoiler|
+
| Punching || of Punches || <b>Tier 6</b> - Punch and Jab attacks deal +18 damage || Chest, Feet || {{Spoiler|
 
*; Tier 1
 
*; Tier 1
*Slashing Damage Reduction +1 when Unarmed is active, Psychic Damage Reduction +1 when Unarmed is active
+
*Punch and Jab attacks deal +3 damage
 
*; Tier 2
 
*; Tier 2
*Slashing Damage Reduction +2 when Unarmed is active, Psychic Damage Reduction +2 when Unarmed is active
+
*Punch and Jab attacks deal +6 damage
 
*; Tier 3
 
*; Tier 3
*Slashing Damage Reduction +3 when Unarmed is active, Psychic Damage Reduction +3 when Unarmed is active
+
*Punch and Jab attacks deal +8 damage
 
*; Tier 4
 
*; Tier 4
*Slashing Damage Reduction +4 when Unarmed is active, Psychic Damage Reduction +4 when Unarmed is active
+
*Punch and Jab attacks deal +11 damage
 
*; Tier 5
 
*; Tier 5
*Slashing Damage Reduction +5 when Unarmed is active, Psychic Damage Reduction +5 when Unarmed is active
+
*Punch and Jab attacks deal +14 damage
 
*; Tier 6
 
*; Tier 6
*Slashing Damage Reduction +6 when Unarmed is active, Psychic Damage Reduction +6 when Unarmed is active
+
*Punch and Jab attacks deal +18 damage
 
|Expand}}
 
|Expand}}
 
|-
 
|-
| || of Fiery Barrages || <b>Tier 6</b> - Barrage and Headbutt ignite the target, causing them to take 70 damage over 20 seconds || Legs, Ring || {{Spoiler|
+
| || of Accurate Martial Arts || <b>Tier 12</b> - Unarmed attacks deal +6 damage and have +12 Accuracy (which cancels out the Evasion that certain monsters have) || MainHand, Necklace || {{Spoiler|
 
*; Tier 1
 
*; Tier 1
*Barrage and Headbutt ignite the target, causing them to take 25 damage over 20 seconds
+
*Unarmed attacks deal +1 damage and have +1 Accuracy (which cancels out the Evasion that certain monsters have)
 
*; Tier 2
 
*; Tier 2
*Barrage and Headbutt ignite the target, causing them to take 35 damage over 20 seconds
+
*Unarmed attacks deal +1 damage and have +2 Accuracy (which cancels out the Evasion that certain monsters have)
 
*; Tier 3
 
*; Tier 3
*Barrage and Headbutt ignite the target, causing them to take 40 damage over 20 seconds
+
*Unarmed attacks deal +2 damage and have +3 Accuracy (which cancels out the Evasion that certain monsters have)
 
*; Tier 4
 
*; Tier 4
*Barrage and Headbutt ignite the target, causing them to take 50 damage over 20 seconds
+
*Unarmed attacks deal +2 damage and have +4 Accuracy (which cancels out the Evasion that certain monsters have)
 
*; Tier 5
 
*; Tier 5
*Barrage and Headbutt ignite the target, causing them to take 60 damage over 20 seconds
+
*Unarmed attacks deal +3 damage and have +5 Accuracy (which cancels out the Evasion that certain monsters have)
 
*; Tier 6
 
*; Tier 6
*Barrage and Headbutt ignite the target, causing them to take 70 damage over 20 seconds
+
*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}}
 
|Expand}}
 
|-
 
|-
| || of Armor Punching || <b>Tier 12</b> - Punch and Jab attacks deal +24 armor damage || Chest, Feet || {{Spoiler|
+
| || of Anger Tossing || <b>Tier 12</b> - Hip Throw and Bodyslam deal +52% damage and deplete target's Rage by 300 || Head, Legs || {{Spoiler|
 
*; Tier 1
 
*; Tier 1
*Punch and Jab attacks deal +2 armor damage
+
*Hip Throw and Bodyslam deal +8% damage and deplete target's Rage by 25
 
*; Tier 2
 
*; Tier 2
*Punch and Jab attacks deal +4 armor damage
+
*Hip Throw and Bodyslam deal +12% damage and deplete target's Rage by 50
 
*; Tier 3
 
*; Tier 3
*Punch and Jab attacks deal +6 armor damage
+
*Hip Throw and Bodyslam deal +16% damage and deplete target's Rage by 75
 
*; Tier 4
 
*; Tier 4
*Punch and Jab attacks deal +8 armor damage
+
*Hip Throw and Bodyslam deal +20% damage and deplete target's Rage by 100
 
*; Tier 5
 
*; Tier 5
*Punch and Jab attacks deal +10 armor damage
+
*Hip Throw and Bodyslam deal +24% damage and deplete target's Rage by 125
 
*; Tier 6
 
*; Tier 6
*Punch and Jab attacks deal +12 armor damage
+
*Hip Throw and Bodyslam deal +28% damage and deplete target's Rage by 150
 
*; Tier 7
 
*; Tier 7
*Punch and Jab attacks deal +14 armor damage
+
*Hip Throw and Bodyslam deal +32% damage and deplete target's Rage by 175
 
*; Tier 8
 
*; Tier 8
*Punch and Jab attacks deal +16 armor damage
+
*Hip Throw and Bodyslam deal +36% damage and deplete target's Rage by 200
 
*; Tier 9
 
*; Tier 9
*Punch and Jab attacks deal +18 armor damage
+
*Hip Throw and Bodyslam deal +40% damage and deplete target's Rage by 225
 
*; Tier 10
 
*; Tier 10
*Punch and Jab attacks deal +20 armor damage
+
*Hip Throw and Bodyslam deal +44% damage and deplete target's Rage by 250
 
*; Tier 11
 
*; Tier 11
*Punch and Jab attacks deal +22 armor damage
+
*Hip Throw and Bodyslam deal +48% damage and deplete target's Rage by 275
 
*; Tier 12
 
*; Tier 12
*Punch and Jab attacks deal +24 armor damage
+
*Hip Throw and Bodyslam deal +52% damage and deplete target's Rage by 300
 
|Expand}}
 
|Expand}}
 
|-
 
|-
| Martial || of Deadly Fists || <b>Tier 6</b> - Unarmed Damage +35% || Head, MainHand || {{Spoiler|
+
| Anti-Darkness || || <b>Tier 12</b> - 60% of any Darkness damage you take is reflected back in your next Punch or Jab. || Legs, Feet || {{Spoiler|
 
*; Tier 1
 
*; Tier 1
*Unarmed Damage +10%
+
*5% of any Darkness damage you take is reflected back in your next Punch or Jab.
 
*; Tier 2
 
*; Tier 2
*Unarmed Damage +15%
+
*10% of any Darkness damage you take is reflected back in your next Punch or Jab.
 
*; Tier 3
 
*; Tier 3
*Unarmed Damage +20%
+
*15% of any Darkness damage you take is reflected back in your next Punch or Jab.
 
*; Tier 4
 
*; Tier 4
*Unarmed Damage +25%
+
*20% of any Darkness damage you take is reflected back in your next Punch or Jab.
 
*; Tier 5
 
*; Tier 5
*Unarmed Damage +30%
+
*25% of any Darkness damage you take is reflected back in your next Punch or Jab.
 
*; Tier 6
 
*; Tier 6
*Unarmed Damage +35%
+
*30% of any Darkness damage you take is reflected back in your next Punch or Jab.
|Expand}}
 
|-
 
| || of Slamming Snails || <b>Tier 10</b> - Bodyslam deals +350 damage to Snails || Necklace, MainHand || {{Spoiler|
 
*; Tier 1
 
*Bodyslam deals +35 damage to Snails
 
*; Tier 2
 
*Bodyslam deals +70 damage to Snails
 
*; Tier 3
 
*Bodyslam deals +105 damage to Snails
 
*; Tier 4
 
*Bodyslam deals +140 damage to Snails
 
*; Tier 5
 
*Bodyslam deals +175 damage to Snails
 
*; Tier 6
 
*Bodyslam deals +210 damage to Snails
 
 
*; Tier 7
 
*; Tier 7
*Bodyslam deals +245 damage to Snails
+
*35% of any Darkness damage you take is reflected back in your next Punch or Jab.
 
*; Tier 8
 
*; Tier 8
*Bodyslam deals +280 damage to Snails
+
*40% of any Darkness damage you take is reflected back in your next Punch or Jab.
 
*; Tier 9
 
*; Tier 9
*Bodyslam deals +315 damage to Snails
+
*45% of any Darkness damage you take is reflected back in your next Punch or Jab.
 
*; Tier 10
 
*; Tier 10
*Bodyslam deals +350 damage to Snails
+
*50% of any Darkness damage you take is reflected back in your next Punch or Jab.
 +
*; Tier 11
 +
*55% of any Darkness damage you take is reflected back in your next Punch or Jab.
 +
*; Tier 12
 +
*60% of any Darkness damage you take is reflected back in your next Punch or Jab.
 
|Expand}}
 
|Expand}}
 
|}
 
|}

Revision as of 16:29, 18 August 2016

See also: Unarmed/Treasure Effects:By Slot

Unarmed

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

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

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

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

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

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

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

  • Tier 1
  • Barrage and Headbutt ignite the target, causing them to take 25 damage over 20 seconds
    Tier 2
  • Barrage and Headbutt ignite the target, causing them to take 35 damage over 20 seconds
    Tier 3
  • Barrage and Headbutt ignite the target, causing them to take 40 damage over 20 seconds
    Tier 4
  • Barrage and Headbutt ignite the target, causing them to take 50 damage over 20 seconds
    Tier 5
  • Barrage and Headbutt ignite the target, causing them to take 60 damage over 20 seconds
    Tier 6
  • Barrage and Headbutt ignite the target, causing them to take 70 damage over 20 seconds

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Expand
of Kicking Away Toxins Tier 12 - Kick attacks have a 55% chance to conjure a magical field that mitigates 30% of all Poison, Acid, or Nature damage you take for 1 minute (or until 100 damage is mitigated). Damage mitigated in this way is automatically added to the damage you do with your next Kick attack. Hands, Feet

  • Tier 1
  • Kick attacks have a 5% chance to conjure a magical field that mitigates 30% of all Poison, Acid, or Nature damage you take for 1 minute (or until 100 damage is mitigated). Damage mitigated in this way is automatically added to the damage you do with your next Kick attack.
    Tier 2
  • Kick attacks have a 10% chance to conjure a magical field that mitigates 30% of all Poison, Acid, or Nature damage you take for 1 minute (or until 100 damage is mitigated). Damage mitigated in this way is automatically added to the damage you do with your next Kick attack.
    Tier 3
  • Kick attacks have a 15% chance to conjure a magical field that mitigates 30% of all Poison, Acid, or Nature damage you take for 1 minute (or until 100 damage is mitigated). Damage mitigated in this way is automatically added to the damage you do with your next Kick attack.
    Tier 4
  • Kick attacks have a 20% chance to conjure a magical field that mitigates 30% of all Poison, Acid, or Nature damage you take for 1 minute (or until 100 damage is mitigated). Damage mitigated in this way is automatically added to the damage you do with your next Kick attack.
    Tier 5
  • Kick attacks have a 24% chance to conjure a magical field that mitigates 30% of all Poison, Acid, or Nature damage you take for 1 minute (or until 100 damage is mitigated). Damage mitigated in this way is automatically added to the damage you do with your next Kick attack.
    Tier 6
  • Kick attacks have a 28% chance to conjure a magical field that mitigates 30% of all Poison, Acid, or Nature damage you take for 1 minute (or until 100 damage is mitigated). Damage mitigated in this way is automatically added to the damage you do with your next Kick attack.
    Tier 7
  • Kick attacks have a 32% chance to conjure a magical field that mitigates 30% of all Poison, Acid, or Nature damage you take for 1 minute (or until 100 damage is mitigated). Damage mitigated in this way is automatically added to the damage you do with your next Kick attack.
    Tier 8
  • Kick attacks have a 36% chance to conjure a magical field that mitigates 30% of all Poison, Acid, or Nature damage you take for 1 minute (or until 100 damage is mitigated). Damage mitigated in this way is automatically added to the damage you do with your next Kick attack.
    Tier 9
  • Kick attacks have a 40% chance to conjure a magical field that mitigates 30% of all Poison, Acid, or Nature damage you take for 1 minute (or until 100 damage is mitigated). Damage mitigated in this way is automatically added to the damage you do with your next Kick attack.
    Tier 10
  • Kick attacks have a 45% chance to conjure a magical field that mitigates 30% of all Poison, Acid, or Nature damage you take for 1 minute (or until 100 damage is mitigated). Damage mitigated in this way is automatically added to the damage you do with your next Kick attack.
    Tier 11
  • Kick attacks have a 50% chance to conjure a magical field that mitigates 30% of all Poison, Acid, or Nature damage you take for 1 minute (or until 100 damage is mitigated). Damage mitigated in this way is automatically added to the damage you do with your next Kick attack.
    Tier 12
  • Kick attacks have a 55% chance to conjure a magical field that mitigates 30% of all Poison, Acid, or Nature damage you take for 1 minute (or until 100 damage is mitigated). Damage mitigated in this way is automatically added to the damage you do with your next Kick attack.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Expand
of Cobra Scales Tier 12 - Cobra Strike and Mamba Strike restore 17 Armor to you Chest, Ring

  • Tier 1
  • Cobra Strike and Mamba Strike restore 2 Armor to you
    Tier 2
  • Cobra Strike and Mamba Strike restore 3 Armor to you
    Tier 3
  • Cobra Strike and Mamba Strike restore 5 Armor to you
    Tier 4
  • Cobra Strike and Mamba Strike restore 7 Armor to you
    Tier 5
  • Cobra Strike and Mamba Strike restore 8 Armor to you
    Tier 6
  • Cobra Strike and Mamba Strike restore 9 Armor to you
    Tier 7
  • Cobra Strike and Mamba Strike restore 10 Armor to you
    Tier 8
  • Cobra Strike and Mamba Strike restore 11 Armor to you
    Tier 9
  • Cobra Strike and Mamba Strike restore 12 Armor to you
    Tier 10
  • Cobra Strike and Mamba Strike restore 13 Armor to you
    Tier 11
  • Cobra Strike and Mamba Strike restore 15 Armor to you
    Tier 12
  • Cobra Strike and Mamba Strike restore 17 Armor to you

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

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

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

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

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

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

Expand