Difference between revisions of "Unarmed/Treasure Effects"

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</includeonly>
 
</includeonly>
 
See also: [[Unarmed/Treasure Effects:By Slot]]
 
See also: [[Unarmed/Treasure Effects:By Slot]]
<!-- This table is from patch v266, August 18, 2016 -->
+
See also: [[Unarmed/Treasure Effects:By Ability]]
 +
<!-- This table is from patch v272, December 17, 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>
 
 
! Prefix !! Suffix !! Best Tier !! Slot !! All Tiers
 
! Prefix !! Suffix !! Best Tier !! Slot !! All Tiers
 
|-
 
|-
| || of Crippling Slams || <b>Tier 6</b> - Bodyslam deals +100% damage and slows target's movement speed by 45% || MainHand, Ring || {{Spoiler|
+
| Martial || of Deadly Fists || <b>Tier 6</b> - Unarmed Damage +20% || Head, MainHand || {{Spoiler|
 
*; Tier 1
 
*; Tier 1
*Bodyslam deals +10% damage and slows target's movement speed by 45%
+
*Unarmed Damage +3
 +
*; Tier 2
 +
*Unarmed Damage +8%
 +
*; Tier 3
 +
*Unarmed Damage +11%
 +
*; Tier 4
 +
*Unarmed Damage +14%
 +
*; Tier 5
 +
*Unarmed Damage +17%
 +
*; Tier 6
 +
*Unarmed Damage +20%
 +
|Expand}}
 +
|-
 +
| Punching || of Punches || <b>Tier 6</b> - Jab and Infuriating Fist Damage +48 || Chest, Feet || {{Spoiler|
 +
*; Tier 1
 +
*Jab and Infuriating Fist Damage +8
 
*; Tier 2
 
*; Tier 2
*Bodyslam deals +25% damage and slows target's movement speed by 45%
+
*Jab and Infuriating Fist Damage +16
 
*; Tier 3
 
*; Tier 3
*Bodyslam deals +40% damage and slows target's movement speed by 45%
+
*Jab and Infuriating Fist Damage +24
 
*; Tier 4
 
*; Tier 4
*Bodyslam deals +65% damage and slows target's movement speed by 45%
+
*Jab and Infuriating Fist Damage +32
 
*; Tier 5
 
*; Tier 5
*Bodyslam deals +80% damage and slows target's movement speed by 45%
+
*Jab and Infuriating Fist Damage +40
 
*; Tier 6
 
*; Tier 6
*Bodyslam deals +100% damage and slows target's movement speed by 45%
+
*Jab and Infuriating Fist Damage +48
 
|Expand}}
 
|Expand}}
 
|-
 
|-
| || of Refreshing Punches || <b>Tier 6</b> - You regain 8 health whenever you use Punch or Jab || Chest, OffHand, Ring || {{Spoiler|
+
| || of Refreshing Punches || <b>Tier 6</b> - Punch, Jab, and Infuriating Fist restore 14 Health to you || OffHand, Ring || {{Spoiler|
 
*; Tier 1
 
*; Tier 1
*You regain 2 health whenever you use Punch or Jab
+
*Punch, Jab, and Infuriating Fist restore 3 Health to you
 
*; Tier 2
 
*; Tier 2
*You regain 3 health whenever you use Punch or Jab
+
*Punch, Jab, and Infuriating Fist restore 5 Health to you
 
*; Tier 3
 
*; Tier 3
*You regain 4 health whenever you use Punch or Jab
+
*Punch, Jab, and Infuriating Fist restore 7 Health to you
 
*; Tier 4
 
*; Tier 4
*You regain 5 health whenever you use Punch or Jab
+
*Punch, Jab, and Infuriating Fist restore 9 Health to you
 
*; Tier 5
 
*; Tier 5
*You regain 7 health whenever you use Punch or Jab
+
*Punch, Jab, and Infuriating Fist restore 12 Health to you
 
*; Tier 6
 
*; Tier 6
*You regain 8 health whenever you use Punch or Jab
+
*Punch, Jab, and Infuriating Fist restore 14 Health to you
 
|Expand}}
 
|Expand}}
 
|-
 
|-
| Bodyslamming || of Bodyslamming || <b>Tier 12</b> - Bodyslam deals +190% damage || MainHand, Ring || {{Spoiler|
+
| || of Knee-Kicking || <b>Tier 12</b> - Knee Kick Damage +40% || Chest, Feet || {{Spoiler|
 
*; Tier 1
 
*; Tier 1
*Bodyslam deals +25% damage
+
*Knee Kick Damage +7%
 
*; Tier 2
 
*; Tier 2
*Bodyslam deals +40% damage
+
*Knee Kick Damage +10%
 
*; Tier 3
 
*; Tier 3
*Bodyslam deals +55% damage
+
*Knee Kick Damage +13%
 
*; Tier 4
 
*; Tier 4
*Bodyslam deals +70% damage
+
*Knee Kick Damage +16%
 
*; Tier 5
 
*; Tier 5
*Bodyslam deals +85% damage
+
*Knee Kick Damage +19%
 
*; Tier 6
 
*; Tier 6
*Bodyslam deals +100% damage
+
*Knee Kick Damage +22%
 
*; Tier 7
 
*; Tier 7
*Bodyslam deals +115% damage
+
*Knee Kick Damage +25%
 
*; Tier 8
 
*; Tier 8
*Bodyslam deals +130% damage
+
*Knee Kick Damage +28%
 
*; Tier 9
 
*; Tier 9
*Bodyslam deals +145% damage
+
*Knee Kick Damage +31%
 
*; Tier 10
 
*; Tier 10
*Bodyslam deals +160% damage
+
*Knee Kick Damage +34%
 
*; Tier 11
 
*; Tier 11
*Bodyslam deals +175% damage
+
*Knee Kick Damage +37%
 
*; Tier 12
 
*; Tier 12
*Bodyslam deals +190% damage
+
*Knee Kick Damage +40%
 
|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 Naked Fury || <b>Tier 12</b> - Unarmed attacks deal +22% damage when you have 33% or less of your Armor left || Legs, Necklace || {{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.
+
*Unarmed attacks deal +2 damage when you have 33% or less of your Armor left
 
*; 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.
+
*Unarmed attacks deal +4 damage when you have 33% or less of your Armor left
 
*; 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.
+
*Unarmed attacks deal +6% damage when you have 33% or less of your Armor left
 
*; 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.
+
*Unarmed attacks deal +8% damage when you have 33% or less of your Armor left
 
*; 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.
+
*Unarmed attacks deal +10% damage when you have 33% or less of your Armor left
 
*; 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.
+
*Unarmed attacks deal +12% damage when you have 33% or less of your Armor left
 
*; 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.
+
*Unarmed attacks deal +14% damage when you have 33% or less of your Armor left
 
*; 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.
+
*Unarmed attacks deal +16% damage when you have 33% or less of your Armor left
 
*; 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.
+
*Unarmed attacks deal +17% damage when you have 33% or less of your Armor left
 
*; 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.
+
*Unarmed attacks deal +18% damage when you have 33% or less of your Armor left
 
*; Tier 11
 
*; 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.
+
*Unarmed attacks deal +20% damage when you have 33% or less of your Armor left
 
*; Tier 12
 
*; 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.
+
*Unarmed attacks deal +22% damage when you have 33% or less of your Armor left
 
|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 Armor Hatred || <b>Tier 6</b> - Unarmed attacks deal +14 Armor damage || Head, MainHand || {{Spoiler|
 
*; Tier 1
 
*; Tier 1
*Barrage and Headbutt ignite the target, causing them to take 25 damage over 20 seconds
+
*Unarmed attacks deal +4 Armor damage
 
*; Tier 2
 
*; Tier 2
*Barrage and Headbutt ignite the target, causing them to take 35 damage over 20 seconds
+
*Unarmed attacks deal +6 Armor damage
 
*; Tier 3
 
*; Tier 3
*Barrage and Headbutt ignite the target, causing them to take 40 damage over 20 seconds
+
*Unarmed attacks deal +8 Armor damage
 
*; Tier 4
 
*; Tier 4
*Barrage and Headbutt ignite the target, causing them to take 50 damage over 20 seconds
+
*Unarmed attacks deal +10 Armor damage
 
*; Tier 5
 
*; Tier 5
*Barrage and Headbutt ignite the target, causing them to take 60 damage over 20 seconds
+
*Unarmed attacks deal +12 Armor damage
 
*; Tier 6
 
*; Tier 6
*Barrage and Headbutt ignite the target, causing them to take 70 damage over 20 seconds
+
*Unarmed attacks deal +14 Armor damage
 
|Expand}}
 
|Expand}}
 
|-
 
|-
| Slashing || of Slashing Strikes || <b>Tier 6</b> - Slashing Strike has a 70% chance to deal double slashing damage || OffHand, Head || {{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
*Slashing Strike has a 20% chance to deal double slashing damage
+
*Unarmed attacks deal +1 damage and have +1 Accuracy (which cancels out the Evasion that certain monsters have)
 
*; Tier 2
 
*; Tier 2
*Slashing Strike has a 30% chance to deal double slashing damage
+
*Unarmed attacks deal +1 damage and have +2 Accuracy (which cancels out the Evasion that certain monsters have)
 
*; Tier 3
 
*; Tier 3
*Slashing Strike has a 40% chance to deal double slashing damage
+
*Unarmed attacks deal +2 damage and have +3 Accuracy (which cancels out the Evasion that certain monsters have)
 
*; Tier 4
 
*; Tier 4
*Slashing Strike has a 50% chance to deal double slashing damage
+
*Unarmed attacks deal +2 damage and have +4 Accuracy (which cancels out the Evasion that certain monsters have)
 
*; Tier 5
 
*; Tier 5
*Slashing Strike has a 60% chance to deal double slashing damage
+
*Unarmed attacks deal +3 damage and have +5 Accuracy (which cancels out the Evasion that certain monsters have)
 
*; Tier 6
 
*; Tier 6
*Slashing Strike has a 70% chance to deal double slashing damage
+
*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 Deadly Barrages || <b>Tier 12</b> - Barrage and Headbutt deal +36% damage || Legs, Ring || {{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
*Barrage and Headbutt deal +3% 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
*Barrage and Headbutt deal +6% 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
*Barrage and Headbutt deal +9% 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
*Barrage and Headbutt deal +12% 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
*Barrage and Headbutt deal +15% 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
*Barrage and Headbutt deal +18% 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
*Barrage and Headbutt deal +21% 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
*Barrage and Headbutt deal +24% 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
*Barrage and Headbutt deal +27% 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
*Barrage and Headbutt deal +30% 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
*Barrage and Headbutt deal +33% 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
*Barrage and Headbutt deal +36% 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}}
 
|-
 
|-
| Serpentine || of Cobra Striking || <b>Tier 12</b> - Cobra Strike and Mamba Strike have a 54% chance to deal double damage || Chest, Hands || {{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
*Cobra Strike and Mamba Strike have a 10% chance to deal double damage
+
*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
*Cobra Strike and Mamba Strike have a 14% chance to deal double 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). Damage mitigated in this way is automatically added to the damage you do with your next Kick attack.
 
*; Tier 3
 
*; Tier 3
*Cobra Strike and Mamba Strike have a 18% chance to deal double 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). Damage mitigated in this way is automatically added to the damage you do with your next Kick attack.
 
*; Tier 4
 
*; Tier 4
*Cobra Strike and Mamba Strike have a 22% chance to deal double damage
+
*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
*Cobra Strike and Mamba Strike have a 26% chance to deal double 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). Damage mitigated in this way is automatically added to the damage you do with your next Kick attack.
 
*; Tier 6
 
*; Tier 6
*Cobra Strike and Mamba Strike have a 30% chance to deal double 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). Damage mitigated in this way is automatically added to the damage you do with your next Kick attack.
 
*; Tier 7
 
*; Tier 7
*Cobra Strike and Mamba Strike have a 34% chance to deal double damage
+
*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
*Cobra Strike and Mamba Strike have a 38% chance to deal double 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). Damage mitigated in this way is automatically added to the damage you do with your next Kick attack.
 
*; Tier 9
 
*; Tier 9
*Cobra Strike and Mamba Strike have a 42% chance to deal double 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). Damage mitigated in this way is automatically added to the damage you do with your next Kick attack.
 
*; Tier 10
 
*; Tier 10
*Cobra Strike and Mamba Strike have a 46% chance to deal double damage
+
*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
*Cobra Strike and Mamba Strike have a 50% chance to deal double 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). Damage mitigated in this way is automatically added to the damage you do with your next Kick attack.
 
*; Tier 12
 
*; Tier 12
*Cobra Strike and Mamba Strike have a 54% chance to deal double 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). Damage mitigated in this way is automatically added to the damage you do with your next Kick attack.
|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}}
 
|-
 
|-
| Martial Artist's || || <b>Tier 6</b> - Unarmed Damage +6% || OffHand, Necklace || {{Spoiler|
+
| || of Angst Fists || <b>Tier 12</b> - 14% of all Slashing, Piercing, and Crushing damage you take is mitigated and added to the damage done by your next Punch or Jab || Chest, Feet || {{Spoiler|
 
*; Tier 1
 
*; Tier 1
*Unarmed Damage +1%
+
*3% of all Slashing, Piercing, and Crushing damage you take is mitigated and added to the damage done by your next Punch or Jab
 
*; Tier 2
 
*; Tier 2
*Unarmed Damage +2%
+
*4% of all Slashing, Piercing, and Crushing damage you take is mitigated and added to the damage done by your next Punch or Jab
 
*; Tier 3
 
*; Tier 3
*Unarmed Damage +3%
+
*5% of all Slashing, Piercing, and Crushing damage you take is mitigated and added to the damage done by your next Punch or Jab
 
*; Tier 4
 
*; Tier 4
*Unarmed Damage +4%
+
*6% of all Slashing, Piercing, and Crushing damage you take is mitigated and added to the damage done by your next Punch or Jab
 
*; Tier 5
 
*; Tier 5
*Unarmed Damage +5%
+
*7% of all Slashing, Piercing, and Crushing damage you take is mitigated and added to the damage done by your next Punch or Jab
 
*; Tier 6
 
*; Tier 6
*Unarmed Damage +6%
+
*8% of all Slashing, Piercing, and Crushing damage you take is mitigated and added to the damage done by your next Punch or Jab
 +
*; Tier 7
 +
*9% of all Slashing, Piercing, and Crushing damage you take is mitigated and added to the damage done by your next Punch or Jab
 +
*; Tier 8
 +
*10% of all Slashing, Piercing, and Crushing damage you take is mitigated and added to the damage done by your next Punch or Jab
 +
*; Tier 9
 +
*11% of all Slashing, Piercing, and Crushing damage you take is mitigated and added to the damage done by your next Punch or Jab
 +
*; Tier 10
 +
*12% of all Slashing, Piercing, and Crushing damage you take is mitigated and added to the damage done by your next Punch or Jab
 +
*; Tier 11
 +
*13% of all Slashing, Piercing, and Crushing damage you take is mitigated and added to the damage done by your next Punch or Jab
 +
*; Tier 12
 +
*14% of all Slashing, Piercing, and Crushing damage you take is mitigated and added to the damage done by your next Punch or Jab
 
|Expand}}
 
|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|
+
| Anti-Darkness || of Dark and Angry Fists || <b>Tier 12</b> - 22% of all Darkness and Psychic damage you take is mitigated and added to the damage done by your next Punch or Jab || Legs, Feet || {{Spoiler|
 
*; Tier 1
 
*; Tier 1
*Slashing Damage Reduction +1 when Unarmed is active, Psychic Damage Reduction +1 when Unarmed is active
+
*8% of all Darkness and Psychic damage you take is mitigated and added to the damage done by your next Punch or Jab
 
*; Tier 2
 
*; Tier 2
*Slashing Damage Reduction +2 when Unarmed is active, Psychic Damage Reduction +2 when Unarmed is active
+
*9% of all Darkness and Psychic damage you take is mitigated and added to the damage done by your next Punch or Jab
 
*; Tier 3
 
*; Tier 3
*Slashing Damage Reduction +3 when Unarmed is active, Psychic Damage Reduction +3 when Unarmed is active
+
*10% of all Darkness and Psychic damage you take is mitigated and added to the damage done by your next Punch or Jab
 
*; Tier 4
 
*; Tier 4
*Slashing Damage Reduction +4 when Unarmed is active, Psychic Damage Reduction +4 when Unarmed is active
+
*11% of all Darkness and Psychic damage you take is mitigated and added to the damage done by your next Punch or Jab
 
*; Tier 5
 
*; Tier 5
*Slashing Damage Reduction +5 when Unarmed is active, Psychic Damage Reduction +5 when Unarmed is active
+
*13% of all Darkness and Psychic damage you take is mitigated and added to the damage done by your next Punch or Jab
 
*; Tier 6
 
*; Tier 6
*Slashing Damage Reduction +6 when Unarmed is active, Psychic Damage Reduction +6 when Unarmed is active
+
*14% of all Darkness and Psychic damage you take is mitigated and added to the damage done by your next Punch or Jab
 +
*; Tier 7
 +
*15% of all Darkness and Psychic damage you take is mitigated and added to the damage done by your next Punch or Jab
 +
*; Tier 8
 +
*17% of all Darkness and Psychic damage you take is mitigated and added to the damage done by your next Punch or Jab
 +
*; Tier 9
 +
*18% of all Darkness and Psychic damage you take is mitigated and added to the damage done by your next Punch or Jab
 +
*; Tier 10
 +
*19% of all Darkness and Psychic damage you take is mitigated and added to the damage done by your next Punch or Jab
 +
*; Tier 11
 +
*21% of all Darkness and Psychic damage you take is mitigated and added to the damage done by your next Punch or Jab
 +
*; Tier 12
 +
*22% of all Darkness and Psychic damage you take is mitigated and added to the damage done by your next Punch or Jab
 
|Expand}}
 
|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|
+
| Infuriating || || <b>Tier 12</b> - Taunt From Attack Damage +60% when Unarmed is active || Head, Ring || {{Spoiler|
 
*; Tier 1
 
*; Tier 1
*Slashing Strike has a 40% chance to deal an additional 60 Trauma damage over 15 seconds
+
*Taunt From Attack Damage +5% when Unarmed is active
 
*; Tier 2
 
*; Tier 2
*Slashing Strike has a 50% chance to deal an additional 60 Trauma damage over 15 seconds
+
*Taunt From Attack Damage +10% when Unarmed is active
 
*; Tier 3
 
*; Tier 3
*Slashing Strike has a 60% chance to deal an additional 60 Trauma damage over 15 seconds
+
*Taunt From Attack Damage +15% when Unarmed is active
 
*; Tier 4
 
*; Tier 4
*Slashing Strike has a 70% chance to deal an additional 60 Trauma damage over 15 seconds
+
*Taunt From Attack Damage +20% when Unarmed is active
 
*; Tier 5
 
*; Tier 5
*Slashing Strike has a 80% chance to deal an additional 60 Trauma damage over 15 seconds
+
*Taunt From Attack Damage +25% when Unarmed is active
 
*; Tier 6
 
*; Tier 6
*Slashing Strike has a 100% chance to deal an additional 60 Trauma damage over 15 seconds
+
*Taunt From Attack Damage +30% when Unarmed is active
 +
*; Tier 7
 +
*Taunt From Attack Damage +35% when Unarmed is active
 +
*; Tier 8
 +
*Taunt From Attack Damage +40% when Unarmed is active
 +
*; Tier 9
 +
*Taunt From Attack Damage +45% when Unarmed is active
 +
*; Tier 10
 +
*Taunt From Attack Damage +50% when Unarmed is active
 +
*; Tier 11
 +
*Taunt From Attack Damage +55% when Unarmed is active
 +
*; Tier 12
 +
*Taunt From Attack Damage +60% when Unarmed is active
 
|Expand}}
 
|Expand}}
 
|-
 
|-
| Platefooted || || <b>Tier 12</b> - You regain 35 Armor whenever you use a kick (from any skill!) || Chest, Ring || {{Spoiler|
+
| || of Slow Mambas || <b>Tier 6</b> - Mamba Strike deals +200% Crushing damage and +300 Trauma damage (if target's armor is below 33%), but reuse timer is +8 seconds || Head, OffHand || {{Spoiler|
 
*; Tier 1
 
*; Tier 1
*You regain 5 Armor whenever you use a kick (from any skill!)
+
*Mamba Strike deals +50% Crushing damage and +50 Trauma damage (if target's armor is below 33%), but reuse timer is +8 seconds
 
*; Tier 2
 
*; Tier 2
*You regain 7 Armor whenever you use a kick (from any skill!)
+
*Mamba Strike deals +100% Crushing damage and +100 Trauma damage (if target's armor is below 33%), but reuse timer is +8 seconds
 
*; Tier 3
 
*; Tier 3
*You regain 9 Armor whenever you use a kick (from any skill!)
+
*Mamba Strike deals +125% Crushing damage and +150 Trauma damage (if target's armor is below 33%), but reuse timer is +8 seconds
 
*; Tier 4
 
*; Tier 4
*You regain 11 Armor whenever you use a kick (from any skill!)
+
*Mamba Strike deals +150% Crushing damage and +200 Trauma damage (if target's armor is below 33%), but reuse timer is +8 seconds
 
*; Tier 5
 
*; Tier 5
*You regain 13 Armor whenever you use a kick (from any skill!)
+
*Mamba Strike deals +175% Crushing damage and +250 Trauma damage (if target's armor is below 33%), but reuse timer is +8 seconds
 
*; Tier 6
 
*; Tier 6
*You regain 15 Armor whenever you use a kick (from any skill!)
+
*Mamba Strike deals +200% Crushing damage and +300 Trauma damage (if target's armor is below 33%), but reuse timer is +8 seconds
*; 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}}
 
|-
 
|-
| 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 Internal Injuries || <b>Tier 6</b> - Mamba Strike and Front Kick deal 65 Trauma damage over 15 seconds || OffHand, Necklace || {{Spoiler|
 
*; Tier 1
 
*; Tier 1
*Any kick attack (including animal kicks!) has a 30% chance to slow target's movement by 25%
+
*Mamba Strike and Front Kick deal 15 Trauma damage over 15 seconds
 
*; Tier 2
 
*; Tier 2
*Any kick attack (including animal kicks!) has a 40% chance to slow target's movement by 25%
+
*Mamba Strike and Front Kick deal 25 Trauma damage over 15 seconds
 
*; Tier 3
 
*; Tier 3
*Any kick attack (including animal kicks!) has a 50% chance to slow target's movement by 25%
+
*Mamba Strike and Front Kick deal 35 Trauma damage over 15 seconds
 
*; Tier 4
 
*; Tier 4
*Any kick attack (including animal kicks!) has a 60% chance to slow target's movement by 25%
+
*Mamba Strike and Front Kick deal 45 Trauma damage over 15 seconds
 
*; Tier 5
 
*; Tier 5
*Any kick attack (including animal kicks!) has a 70% chance to slow target's movement by 25%
+
*Mamba Strike and Front Kick deal 55 Trauma damage over 15 seconds
 +
*; Tier 6
 +
*Mamba Strike and Front Kick deal 65 Trauma damage over 15 seconds
 
|Expand}}
 
|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|
+
| Kicking || of Kicking || <b>Tier 12</b> - Kick Damage +46 || Legs, MainHand, Ring || {{Spoiler|
 
*; Tier 1
 
*; Tier 1
*Unarmed attacks deal +1 damage when you have 33% or less of your Armor left
+
*Kick Damage +4
 
*; Tier 2
 
*; Tier 2
*Unarmed attacks deal +2 damage when you have 33% or less of your Armor left
+
*Kick Damage +7
 
*; Tier 3
 
*; Tier 3
*Unarmed attacks deal +5% damage when you have 33% or less of your Armor left
+
*Kick Damage +10
 
*; Tier 4
 
*; Tier 4
*Unarmed attacks deal +10% damage when you have 33% or less of your Armor left
+
*Kick Damage +14
 
*; Tier 5
 
*; Tier 5
*Unarmed attacks deal +30% damage when you have 33% or less of your Armor left
+
*Kick Damage +18
 
*; Tier 6
 
*; Tier 6
*Unarmed attacks deal +16% damage when you have 33% or less of your Armor left
+
*Kick Damage +22
 
*; Tier 7
 
*; Tier 7
*Unarmed attacks deal +20% damage when you have 33% or less of your Armor left
+
*Kick Damage +26
 
*; Tier 8
 
*; Tier 8
*Unarmed attacks deal +25% damage when you have 33% or less of your Armor left
+
*Kick Damage +30
 
*; Tier 9
 
*; Tier 9
*Unarmed attacks deal +27% damage when you have 33% or less of your Armor left
+
*Kick Damage +34
 
*; Tier 10
 
*; Tier 10
*Unarmed attacks deal +30% damage when you have 33% or less of your Armor left
+
*Kick Damage +38
 
*; Tier 11
 
*; Tier 11
*Unarmed attacks deal +35% damage when you have 33% or less of your Armor left
+
*Kick Damage +42
 
*; Tier 12
 
*; Tier 12
*Unarmed attacks deal +40% damage when you have 33% or less of your Armor left
+
*Kick Damage +46
 
|Expand}}
 
|Expand}}
 
|-
 
|-
| || of Bruising Slams || <b>Tier 12</b> - 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 || {{Spoiler|
+
| Platefooted || || <b>Tier 12</b> - Kick attacks restore 43 Armor || Chest, Ring || {{Spoiler|
 
*; Tier 1
 
*; 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)
+
*Kick attacks restore 10 Armor
 
*; Tier 2
 
*; 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)
+
*Kick attacks restore 13 Armor
 
*; Tier 3
 
*; 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)
+
*Kick attacks restore 16 Armor
 
*; Tier 4
 
*; 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)
+
*Kick attacks restore 19 Armor
 
*; Tier 5
 
*; 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)
+
*Kick attacks restore 22 Armor
 
*; Tier 6
 
*; 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)
+
*Kick attacks restore 25 Armor
 
*; Tier 7
 
*; 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)
+
*Kick attacks restore 28 Armor
 
*; Tier 8
 
*; 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)
+
*Kick attacks restore 31 Armor
 
*; Tier 9
 
*; 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)
+
*Kick attacks restore 34 Armor
 
*; Tier 10
 
*; 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)
+
*Kick attacks restore 37 Armor
 
*; Tier 11
 
*; 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)
+
*Kick attacks restore 40 Armor
 
*; Tier 12
 
*; 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)
+
*Kick attacks restore 43 Armor
 
|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 Reflective Kicks || <b>Tier 6</b> - Kick attacks deal +9% damage and grant you 6% Physical Damage Reflection for 15 seconds || Hands || {{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)
+
*Kick attacks deal +4% damage and grant you 1% Physical Damage Reflection for 15 seconds
 
*; 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)
+
*Kick attacks deal +5% damage and grant you 2% Physical Damage Reflection for 15 seconds
 
*; 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)
+
*Kick attacks deal +6% damage and grant you 3% Physical Damage Reflection for 15 seconds
 
*; 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)
+
*Kick attacks deal +7% damage and grant you 4% Physical Damage Reflection for 15 seconds
 
*; 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)
+
*Kick attacks deal +8% damage and grant you 5% Physical Damage Reflection for 15 seconds
 
*; 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)
+
*Kick attacks deal +9% damage and grant you 6% Physical Damage Reflection for 15 seconds
*; 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}}
 
|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|
+
| Front-Kicker's || of Front-Kicking || <b>Tier 6</b> - Front Kick Damage +33% || Feet || {{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.
+
*Front Kick Damage +8%
 
*; 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.
+
*Front Kick Damage +13%
 
*; 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.
+
*Front Kick Damage +18%
 
*; 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.
+
*Front Kick Damage +23%
 
*; 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.
+
*Front Kick Damage +28%
 
*; 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.
+
*Front Kick Damage +33%
*; 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}}
 
|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 6</b> - Kick attacks deal +14% damage and slow target's movement speed by 45% || OffHand || {{Spoiler|
 
*; Tier 1
 
*; Tier 1
*All kick attacks (even animal kicks!) deal +2 damage
+
*Kick attacks deal +5% damage and slow target's movement speed by 45%
 
*; Tier 2
 
*; Tier 2
*All kick attacks (even animal kicks!) deal +5 damage
+
*Kick attacks deal +7% damage and slow target's movement speed by 45%
 
*; Tier 3
 
*; Tier 3
*All kick attacks (even animal kicks!) deal +8 damage
+
*Kick attacks deal +9% damage and slow target's movement speed by 45%
 
*; Tier 4
 
*; Tier 4
*All kick attacks (even animal kicks!) deal +11 damage
+
*Kick attacks deal +11% damage and slow target's movement speed by 45%
 
*; Tier 5
 
*; Tier 5
*All kick attacks (even animal kicks!) deal +14 damage
+
*Kick attacks deal +13% damage and slow target's movement speed by 45%
 
*; Tier 6
 
*; Tier 6
*All kick attacks (even animal kicks!) deal +17 damage
+
*Kick attacks deal +14% damage and slow target's movement speed by 45%
*; 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 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 Kicking While Nude || <b>Tier 12</b> - Kick attacks deal +34% damage when you have 33% or less of your Armor left || Legs, 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).
+
*Kick attacks deal +12% damage when you have 33% or less of your Armor left
 
*; 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).
+
*Kick attacks deal +14% damage when you have 33% or less of your Armor left
 
*; 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).
+
*Kick attacks deal +16% damage when you have 33% or less of your Armor left
 
*; 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).
+
*Kick attacks deal +18% damage when you have 33% or less of your Armor left
 
*; 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).
+
*Kick attacks deal +20% damage when you have 33% or less of your Armor left
 
*; 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).
+
*Kick attacks deal +22% damage when you have 33% or less of your Armor left
 
*; Tier 7
 
*; 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).
+
*Kick attacks deal +24% damage when you have 33% or less of your Armor left
 
*; Tier 8
 
*; 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).
+
*Kick attacks deal +26% damage when you have 33% or less of your Armor left
 
*; Tier 9
 
*; 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).
+
*Kick attacks deal +28% damage when you have 33% or less of your Armor left
 
*; Tier 10
 
*; 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).
+
*Kick attacks deal +30% damage when you have 33% or less of your Armor left
 
*; Tier 11
 
*; 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).
+
*Kick attacks deal +32% damage when you have 33% or less of your Armor left
 
*; Tier 12
 
*; 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).
+
*Kick attacks deal +34% damage when you have 33% or less of your Armor left
 
|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> - 18% of all Acid, Poison, and Nature damage you take is mitigated and added to the damage done by your next Kick || Hands, Feet || {{Spoiler|
 
*; Tier 1
 
*; Tier 1
*Headbutt deals +10 armor damage
+
*7% of all Acid, Poison, and Nature damage you take is mitigated and added to the damage done by your next Kick
 
*; Tier 2
 
*; Tier 2
*Headbutt deals +16 armor damage
+
*8% of all Acid, Poison, and Nature damage you take is mitigated and added to the damage done by your next Kick
 
*; Tier 3
 
*; Tier 3
*Headbutt deals +22 armor damage
+
*9% of all Acid, Poison, and Nature damage you take is mitigated and added to the damage done by your next Kick
 
*; Tier 4
 
*; Tier 4
*Headbutt deals +28 armor damage
+
*10% of all Acid, Poison, and Nature damage you take is mitigated and added to the damage done by your next Kick
 
*; Tier 5
 
*; Tier 5
*Headbutt deals +34 armor damage
+
*11% of all Acid, Poison, and Nature damage you take is mitigated and added to the damage done by your next Kick
 
*; Tier 6
 
*; Tier 6
*Headbutt deals +40 armor damage
+
*12% of all Acid, Poison, and Nature damage you take is mitigated and added to the damage done by your next Kick
 
*; Tier 7
 
*; Tier 7
*Headbutt deals +46 armor damage
+
*13% of all Acid, Poison, and Nature damage you take is mitigated and added to the damage done by your next Kick
 
*; Tier 8
 
*; Tier 8
*Headbutt deals +52 armor damage
+
*14% of all Acid, Poison, and Nature damage you take is mitigated and added to the damage done by your next Kick
 
*; Tier 9
 
*; Tier 9
*Headbutt deals +58 armor damage
+
*15% of all Acid, Poison, and Nature damage you take is mitigated and added to the damage done by your next Kick
 
*; Tier 10
 
*; Tier 10
*Headbutt deals +64 armor damage
+
*16% of all Acid, Poison, and Nature damage you take is mitigated and added to the damage done by your next Kick
 
*; Tier 11
 
*; Tier 11
*Headbutt deals +70 armor damage
+
*17% of all Acid, Poison, and Nature damage you take is mitigated and added to the damage done by your next Kick
 
*; Tier 12
 
*; Tier 12
*Headbutt deals +76 armor damage
+
*18% of all Acid, Poison, and Nature damage you take is mitigated and added to the damage done by your next Kick
 
|Expand}}
 
|Expand}}
 
|-
 
|-
| || of Armor Punching || <b>Tier 12</b> - Punch and Jab attacks deal +24 armor damage || Chest, Feet || {{Spoiler|
+
| || of Reckless Barrages || <b>Tier 12</b> - Barrage hits all enemies within 5 meters and deals +24% damage, but reuse timer is +3 seconds || Hands || {{Spoiler|
 
*; Tier 1
 
*; Tier 1
*Punch and Jab attacks deal +2 armor damage
+
*Barrage hits all enemies within 5 meters and deals +2% damage, but reuse timer is +3 seconds
 
*; Tier 2
 
*; Tier 2
*Punch and Jab attacks deal +4 armor damage
+
*Barrage hits all enemies within 5 meters and deals +4% damage, but reuse timer is +3 seconds
 
*; Tier 3
 
*; Tier 3
*Punch and Jab attacks deal +6 armor damage
+
*Barrage hits all enemies within 5 meters and deals +6% damage, but reuse timer is +3 seconds
 
*; Tier 4
 
*; Tier 4
*Punch and Jab attacks deal +8 armor damage
+
*Barrage hits all enemies within 5 meters and deals +8% damage, but reuse timer is +3 seconds
 
*; Tier 5
 
*; Tier 5
*Punch and Jab attacks deal +10 armor damage
+
*Barrage hits all enemies within 5 meters and deals +10% damage, but reuse timer is +3 seconds
 
*; Tier 6
 
*; Tier 6
*Punch and Jab attacks deal +12 armor damage
+
*Barrage hits all enemies within 5 meters and deals +12% damage, but reuse timer is +3 seconds
 
*; Tier 7
 
*; Tier 7
*Punch and Jab attacks deal +14 armor damage
+
*Barrage hits all enemies within 5 meters and deals +14% damage, but reuse timer is +3 seconds
 
*; Tier 8
 
*; Tier 8
*Punch and Jab attacks deal +16 armor damage
+
*Barrage hits all enemies within 5 meters and deals +16% damage, but reuse timer is +3 seconds
 
*; Tier 9
 
*; Tier 9
*Punch and Jab attacks deal +18 armor damage
+
*Barrage hits all enemies within 5 meters and deals +18% damage, but reuse timer is +3 seconds
 
*; Tier 10
 
*; Tier 10
*Punch and Jab attacks deal +20 armor damage
+
*Barrage hits all enemies within 5 meters and deals +20% damage, but reuse timer is +3 seconds
 
*; Tier 11
 
*; Tier 11
*Punch and Jab attacks deal +22 armor damage
+
*Barrage hits all enemies within 5 meters and deals +22% damage, but reuse timer is +3 seconds
 
*; Tier 12
 
*; Tier 12
*Punch and Jab attacks deal +24 armor damage
+
*Barrage hits all enemies within 5 meters and deals +24% damage, but reuse timer is +3 seconds
 
|Expand}}
 
|Expand}}
 
|-
 
|-
| Slashing || of Slashing Strikes || <b>Tier 6</b> - Slashing Strike generates -200 Rage || OffHand, Head || {{Spoiler|
+
| Mindfist || || <b>Tier 6</b> - Barrage and Headbutt make the target 18% more vulnerable to Psychic damage for 20 seconds (this effect does not stack with itself) || Necklace || {{Spoiler|
 
*; Tier 1
 
*; Tier 1
*Slashing Strike generates -60 Rage
+
*Barrage and Headbutt make the target 3% more vulnerable to Psychic damage for 20 seconds (this effect does not stack with itself)
 
*; Tier 2
 
*; Tier 2
*Slashing Strike generates -90 Rage
+
*Barrage and Headbutt make the target 6% more vulnerable to Psychic damage for 20 seconds (this effect does not stack with itself)
 
*; Tier 3
 
*; Tier 3
*Slashing Strike generates -120 Rage
+
*Barrage and Headbutt make the target 9% more vulnerable to Psychic damage for 20 seconds (this effect does not stack with itself)
 
*; Tier 4
 
*; Tier 4
*Slashing Strike generates -150 Rage
+
*Barrage and Headbutt make the target 12% more vulnerable to Psychic damage for 20 seconds (this effect does not stack with itself)
 
*; Tier 5
 
*; Tier 5
*Slashing Strike generates -170 Rage
+
*Barrage and Headbutt make the target 15% more vulnerable to Psychic damage for 20 seconds (this effect does not stack with itself)
 
*; Tier 6
 
*; Tier 6
*Slashing Strike generates -200 Rage
+
*Barrage and Headbutt make the target 18% more vulnerable to Psychic damage for 20 seconds (this effect does not stack with itself)
 
|Expand}}
 
|Expand}}
 
|-
 
|-
| || of Healthy Bruises || <b>Tier 12</b> - Bruising Blow restores 25 health || Legs, Necklace || {{Spoiler|
+
| || of Headbutt Bubbles || <b>Tier 12</b> - Headbutt deals +12% damage and conjures a magical field that mitigates 20% of all physical damage you take for 10 seconds (or until 200 damage is mitigated) || Hands || {{Spoiler|
 
*; Tier 1
 
*; Tier 1
*Bruising Blow restores 2 health
+
*Headbutt deals +1% damage and conjures a magical field that mitigates 20% of all physical damage you take for 10 seconds (or until 200 damage is mitigated)
 
*; Tier 2
 
*; Tier 2
*Bruising Blow restores 3 health
+
*Headbutt deals +2% damage and conjures a magical field that mitigates 20% of all physical damage you take for 10 seconds (or until 200 damage is mitigated)
 
*; Tier 3
 
*; Tier 3
*Bruising Blow restores 5 health
+
*Headbutt deals +3% damage and conjures a magical field that mitigates 20% of all physical damage you take for 10 seconds (or until 200 damage is mitigated)
 
*; Tier 4
 
*; Tier 4
*Bruising Blow restores 7 health
+
*Headbutt deals +4% damage and conjures a magical field that mitigates 20% of all physical damage you take for 10 seconds (or until 200 damage is mitigated)
 
*; Tier 5
 
*; Tier 5
*Bruising Blow restores 9 health
+
*Headbutt deals +5% damage and conjures a magical field that mitigates 20% of all physical damage you take for 10 seconds (or until 200 damage is mitigated)
 
*; Tier 6
 
*; Tier 6
*Bruising Blow restores 11 health
+
*Headbutt deals +6% damage and conjures a magical field that mitigates 20% of all physical damage you take for 10 seconds (or until 200 damage is mitigated)
 
*; Tier 7
 
*; Tier 7
*Bruising Blow restores 13 health
+
*Headbutt deals +7% damage and conjures a magical field that mitigates 20% of all physical damage you take for 10 seconds (or until 200 damage is mitigated)
 
*; Tier 8
 
*; Tier 8
*Bruising Blow restores 14 health
+
*Headbutt deals +8% damage and conjures a magical field that mitigates 20% of all physical damage you take for 10 seconds (or until 200 damage is mitigated)
 
*; Tier 9
 
*; Tier 9
*Bruising Blow restores 16 health
+
*Headbutt deals +9% damage and conjures a magical field that mitigates 20% of all physical damage you take for 10 seconds (or until 200 damage is mitigated)
 
*; Tier 10
 
*; Tier 10
*Bruising Blow restores 18 health
+
*Headbutt deals +10% damage and conjures a magical field that mitigates 20% of all physical damage you take for 10 seconds (or until 200 damage is mitigated)
 
*; Tier 11
 
*; Tier 11
*Bruising Blow restores 22 health
+
*Headbutt deals +11% damage and conjures a magical field that mitigates 20% of all physical damage you take for 10 seconds (or until 200 damage is mitigated)
 
*; Tier 12
 
*; Tier 12
*Bruising Blow restores 25 health
+
*Headbutt deals +12% damage and conjures a magical field that mitigates 20% of all physical damage you take for 10 seconds (or until 200 damage is mitigated)
 
|Expand}}
 
|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 Deadly Barrages || <b>Tier 12</b> - Barrage Damage +49% || Legs, Ring || {{Spoiler|
 
*; Tier 1
 
*; Tier 1
*Crushing Damage Reduction +1 when Unarmed is active, Trauma Damage Reduction +1 when Unarmed is active
+
*Barrage Damage +5%
 
*; Tier 2
 
*; Tier 2
*Crushing Damage Reduction +2 when Unarmed is active, Trauma Damage Reduction +1 when Unarmed is active
+
*Barrage Damage +9%
 
*; Tier 3
 
*; Tier 3
*Crushing Damage Reduction +3 when Unarmed is active, Trauma Damage Reduction +2 when Unarmed is active
+
*Barrage Damage +13%
 
*; Tier 4
 
*; Tier 4
*Crushing Damage Reduction +4 when Unarmed is active, Trauma Damage Reduction +2 when Unarmed is active
+
*Barrage Damage +17%
 
*; Tier 5
 
*; Tier 5
*Crushing Damage Reduction +5 when Unarmed is active, Trauma Damage Reduction +3 when Unarmed is active
+
*Barrage Damage +21%
 
*; Tier 6
 
*; Tier 6
*Crushing Damage Reduction +6 when Unarmed is active, Trauma Damage Reduction +3 when Unarmed is active
+
*Barrage Damage +25%
 
*; Tier 7
 
*; Tier 7
*Crushing Damage Reduction +7 when Unarmed is active, Trauma Damage Reduction +4 when Unarmed is active
+
*Barrage Damage +29%
 
*; Tier 8
 
*; Tier 8
*Crushing Damage Reduction +8 when Unarmed is active, Trauma Damage Reduction +4 when Unarmed is active
+
*Barrage Damage +33%
 
*; Tier 9
 
*; Tier 9
*Crushing Damage Reduction +9 when Unarmed is active, Trauma Damage Reduction +5 when Unarmed is active
+
*Barrage Damage +37%
 
*; Tier 10
 
*; Tier 10
*Crushing Damage Reduction +10 when Unarmed is active, Trauma Damage Reduction +5 when Unarmed is active
+
*Barrage Damage +41%
 
*; Tier 11
 
*; Tier 11
*Crushing Damage Reduction +11 when Unarmed is active, Trauma Damage Reduction +6 when Unarmed is active
+
*Barrage Damage +45%
 
*; Tier 12
 
*; Tier 12
*Crushing Damage Reduction +12 when Unarmed is active, Trauma Damage Reduction +6 when Unarmed is active
+
*Barrage Damage +49%
 
|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 Fiery Barrages || <b>Tier 6</b> - Barrage and Headbutt ignite the target, causing them to take 95 damage over 20 seconds || Legs, Ring || {{Spoiler|
 
*; Tier 1
 
*; Tier 1
*Barrage and Headbutt hit all enemies within 5 meters and deal +2% damage
+
*Barrage and Headbutt ignite the target, causing them to take 25 damage over 20 seconds
 
*; Tier 2
 
*; Tier 2
*Barrage and Headbutt hit all enemies within 5 meters and deal +4% damage
+
*Barrage and Headbutt ignite the target, causing them to take 35 damage over 20 seconds
 
*; Tier 3
 
*; Tier 3
*Barrage and Headbutt hit all enemies within 5 meters and deal +6% damage
+
*Barrage and Headbutt ignite the target, causing them to take 40 damage over 20 seconds
 
*; Tier 4
 
*; Tier 4
*Barrage and Headbutt hit all enemies within 5 meters and deal +8% damage
+
*Barrage and Headbutt ignite the target, causing them to take 50 damage over 20 seconds
 
*; Tier 5
 
*; Tier 5
*Barrage and Headbutt hit all enemies within 5 meters and deal +10% damage
+
*Barrage and Headbutt ignite the target, causing them to take 60 damage over 20 seconds
 
*; Tier 6
 
*; Tier 6
*Barrage and Headbutt hit all enemies within 5 meters and deal +12% damage
+
*Barrage and Headbutt ignite the target, causing them to take 95 damage over 20 seconds
*; 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}}
 
|Expand}}
 
|-
 
|-
| || of Armor Tossing || <b>Tier 12</b> - Hip Throw and Bodyslam deal +132 armor damage || Hands, Feet || {{Spoiler|
+
| || of Headbutting Armor || <b>Tier 12</b> - Headbutt and Knee Kick deal +95 armor damage || Legs, Ring || {{Spoiler|
 
*; Tier 1
 
*; Tier 1
*Hip Throw and Bodyslam deal +11 armor damage
+
*Headbutt and Knee Kick deal +18 armor damage
 
*; Tier 2
 
*; Tier 2
*Hip Throw and Bodyslam deal +22 armor damage
+
*Headbutt and Knee Kick deal +25 armor damage
 
*; Tier 3
 
*; Tier 3
*Hip Throw and Bodyslam deal +33 armor damage
+
*Headbutt and Knee Kick deal +32 armor damage
 
*; Tier 4
 
*; Tier 4
*Hip Throw and Bodyslam deal +44 armor damage
+
*Headbutt and Knee Kick deal +39 armor damage
 
*; Tier 5
 
*; Tier 5
*Hip Throw and Bodyslam deal +55 armor damage
+
*Headbutt and Knee Kick deal +46 armor damage
 
*; Tier 6
 
*; Tier 6
*Hip Throw and Bodyslam deal +66 armor damage
+
*Headbutt and Knee Kick deal +53 armor damage
 
*; Tier 7
 
*; Tier 7
*Hip Throw and Bodyslam deal +77 armor damage
+
*Headbutt and Knee Kick deal +60 armor damage
 
*; Tier 8
 
*; Tier 8
*Hip Throw and Bodyslam deal +88 armor damage
+
*Headbutt and Knee Kick deal +67 armor damage
 
*; Tier 9
 
*; Tier 9
*Hip Throw and Bodyslam deal +99 armor damage
+
*Headbutt and Knee Kick deal +74 armor damage
 
*; Tier 10
 
*; Tier 10
*Hip Throw and Bodyslam deal +110 armor damage
+
*Headbutt and Knee Kick deal +81 armor damage
 
*; Tier 11
 
*; Tier 11
*Hip Throw and Bodyslam deal +121 armor damage
+
*Headbutt and Knee Kick deal +88 armor damage
 
*; Tier 12
 
*; Tier 12
*Hip Throw and Bodyslam deal +132 armor damage
+
*Headbutt and Knee Kick deal +95 armor damage
 
|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 Calloused Barrages || <b>Tier 12</b> - Barrage costs -12 Power and restores 15 Armor to you || Head, OffHand || {{Spoiler|
 
*; Tier 1
 
*; Tier 1
*Hip Throw and Bodyslam hit all enemies within 5 meters
+
*Barrage costs -1 Power and restores 3 Armor to you
 
*; Tier 2
 
*; Tier 2
*Hip Throw and Bodyslam deal +3% damage and hit all enemies within 5 meters
+
*Barrage costs -2 Power and restores 4 Armor to you
 
*; Tier 3
 
*; Tier 3
*Hip Throw and Bodyslam deal +6% damage and hit all enemies within 5 meters
+
*Barrage costs -3 Power and restores 6 Armor to you
 
*; Tier 4
 
*; Tier 4
*Hip Throw and Bodyslam deal +9% damage and hit all enemies within 5 meters
+
*Barrage costs -4 Power and restores 7 Armor to you
 
*; Tier 5
 
*; Tier 5
*Hip Throw and Bodyslam deal +12% damage and hit all enemies within 5 meters
+
*Barrage costs -5 Power and restores 8 Armor to you
 
*; Tier 6
 
*; Tier 6
*Hip Throw and Bodyslam deal +15% damage and hit all enemies within 5 meters
+
*Barrage costs -6 Power and restores 9 Armor to you
 +
*; Tier 7
 +
*Barrage costs -7 Power and restores 10 Armor to you
 +
*; Tier 8
 +
*Barrage costs -8 Power and restores 11 Armor to you
 +
*; Tier 9
 +
*Barrage costs -9 Power and restores 12 Armor to you
 +
*; Tier 10
 +
*Barrage costs -10 Power and restores 13 Armor to you
 +
*; Tier 11
 +
*Barrage costs -11 Power and restores 14 Armor to you
 +
*; Tier 12
 +
*Barrage costs -12 Power and restores 15 Armor to you
 
|Expand}}
 
|Expand}}
 
|-
 
|-
| Bruising || of Bruises || <b>Tier 12</b> - Bruising Blow deals +85% damage || MainHand, Ring || {{Spoiler|
+
| || of Hip Throwing || <b>Tier 12</b> - Hip Throw Damage +43% || Chest, MainHand || {{Spoiler|
 
*; Tier 1
 
*; Tier 1
*Bruising Blow deals +8% damage
+
*Hip Throw Damage +10%
 
*; Tier 2
 
*; Tier 2
*Bruising Blow deals +15% damage
+
*Hip Throw Damage +13%
 
*; Tier 3
 
*; Tier 3
*Bruising Blow deals +22% damage
+
*Hip Throw Damage +16%
 
*; Tier 4
 
*; Tier 4
*Bruising Blow deals +29% damage
+
*Hip Throw Damage +19%
 
*; Tier 5
 
*; Tier 5
*Bruising Blow deals +36% damage
+
*Hip Throw Damage +22%
 
*; Tier 6
 
*; Tier 6
*Bruising Blow deals +43% damage
+
*Hip Throw Damage +25%
 
*; Tier 7
 
*; Tier 7
*Bruising Blow deals +50% damage
+
*Hip Throw Damage +28%
 
*; Tier 8
 
*; Tier 8
*Bruising Blow deals +57% damage
+
*Hip Throw Damage +31%
 
*; Tier 9
 
*; Tier 9
*Bruising Blow deals +64% damage
+
*Hip Throw Damage +34%
 
*; Tier 10
 
*; Tier 10
*Bruising Blow deals +71% damage
+
*Hip Throw Damage +37%
 
*; Tier 11
 
*; Tier 11
*Bruising Blow deals +78% damage
+
*Hip Throw Damage +40%
 
*; Tier 12
 
*; Tier 12
*Bruising Blow deals +85% damage
+
*Hip Throw Damage +43%
 
|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 Armor Tossing || <b>Tier 12</b> - Hip Throw and Bodyslam deal +100 armor damage || Necklace, Hands || {{Spoiler|
 
*; Tier 1
 
*; Tier 1
*Barrage and Headbutt attacks make the target 5% more vulnerable to Psychic damage for 20 seconds
+
*Hip Throw and Bodyslam deal +12 armor damage
 
*; Tier 2
 
*; Tier 2
*Barrage and Headbutt attacks make the target 10% more vulnerable to Psychic damage for 20 seconds
+
*Hip Throw and Bodyslam deal +20 armor damage
 
*; Tier 3
 
*; Tier 3
*Barrage and Headbutt attacks make the target 15% more vulnerable to Psychic damage for 20 seconds
+
*Hip Throw and Bodyslam deal +28 armor damage
 
*; Tier 4
 
*; Tier 4
*Barrage and Headbutt attacks make the target 20% more vulnerable to Psychic damage for 20 seconds
+
*Hip Throw and Bodyslam deal +36 armor damage
 
*; Tier 5
 
*; Tier 5
*Barrage and Headbutt attacks make the target 25% more vulnerable to Psychic damage for 20 seconds
+
*Hip Throw and Bodyslam deal +44 armor damage
 
*; Tier 6
 
*; Tier 6
*Barrage and Headbutt attacks make the target 30% more vulnerable to Psychic damage for 20 seconds
+
*Hip Throw and Bodyslam deal +52 armor damage
 +
*; Tier 7
 +
*Hip Throw and Bodyslam deal +60 armor damage
 +
*; Tier 8
 +
*Hip Throw and Bodyslam deal +68 armor damage
 +
*; Tier 9
 +
*Hip Throw and Bodyslam deal +76 armor damage
 +
*; Tier 10
 +
*Hip Throw and Bodyslam deal +84 armor damage
 +
*; Tier 11
 +
*Hip Throw and Bodyslam deal +92 armor damage
 +
*; Tier 12
 +
*Hip Throw and Bodyslam deal +100 armor damage
 
|Expand}}
 
|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|
+
| || of Anger Tossing || <b>Tier 12</b> - Hip Throw and Bodyslam deal +18% damage and generate -250 Rage || Head, Legs || {{Spoiler|
 
*; Tier 1
 
*; Tier 1
*Any kick attack (including animal kicks!) has a 8% chance to slow target's movement by 45%
+
*Hip Throw and Bodyslam deal +5% damage and generate -20 Rage
 
*; Tier 2
 
*; Tier 2
*Any kick attack (including animal kicks!) has a 15% chance to slow target's movement by 45%
+
*Hip Throw and Bodyslam deal +6% damage and generate -40 Rage
 
*; Tier 3
 
*; Tier 3
*Any kick attack (including animal kicks!) has a 22% chance to slow target's movement by 45%
+
*Hip Throw and Bodyslam deal +7% damage and generate -60 Rage
 
*; Tier 4
 
*; Tier 4
*Any kick attack (including animal kicks!) has a 29% chance to slow target's movement by 45%
+
*Hip Throw and Bodyslam deal +8% damage and generate -80 Rage
 
*; Tier 5
 
*; Tier 5
*Any kick attack (including animal kicks!) has a 36% chance to slow target's movement by 45%
+
*Hip Throw and Bodyslam deal +10% damage and generate -100 Rage
|Expand}}
 
|-
 
| Serpentine || of Cobra Striking || <b>Tier 12</b> - Cobra Strike and Mamba Strike deal +48% damage || Chest, Feet || {{Spoiler|
 
*; 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
 
*; Tier 6
*Cobra Strike and Mamba Strike deal +24% damage
+
*Hip Throw and Bodyslam deal +11% damage and generate -120 Rage
 
*; Tier 7
 
*; Tier 7
*Cobra Strike and Mamba Strike deal +28% damage
+
*Hip Throw and Bodyslam deal +12% damage and generate -140 Rage
 
*; Tier 8
 
*; Tier 8
*Cobra Strike and Mamba Strike deal +32% damage
+
*Hip Throw and Bodyslam deal +13% damage and generate -160 Rage
 
*; Tier 9
 
*; Tier 9
*Cobra Strike and Mamba Strike deal +36% damage
+
*Hip Throw and Bodyslam deal +14% damage and generate -180 Rage
 
*; Tier 10
 
*; Tier 10
*Cobra Strike and Mamba Strike deal +40% damage
+
*Hip Throw and Bodyslam deal +16% damage and generate -200 Rage
 
*; Tier 11
 
*; Tier 11
*Cobra Strike and Mamba Strike deal +44% damage
+
*Hip Throw and Bodyslam deal +17% damage and generate -225 Rage
 
*; Tier 12
 
*; Tier 12
*Cobra Strike and Mamba Strike deal +48% damage
+
*Hip Throw and Bodyslam deal +18% damage and generate -250 Rage
 
|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|
+
| || of Impossible Hip Throws || <b>Tier 6</b> - Hip Throw hits all enemies within 8 meters and deals +15% damage, but Power cost is +20 || Hands || {{Spoiler|
 
*; Tier 1
 
*; Tier 1
*Any kick attack (including animal kicks!) has a 8% chance to slow target's movement by 75%
+
*Hip Throw hits all enemies within 8 meters, but Power cost is +20
 
*; Tier 2
 
*; Tier 2
*Any kick attack (including animal kicks!) has a 12% chance to slow target's movement by 75%
+
*Hip Throw hits all enemies within 8 meters and deals +3% damage, but Power cost is +20
 
*; Tier 3
 
*; Tier 3
*Any kick attack (including animal kicks!) has a 16% chance to slow target's movement by 75%
+
*Hip Throw hits all enemies within 8 meters and deals +6% damage, but Power cost is +20
 
*; Tier 4
 
*; Tier 4
*Any kick attack (including animal kicks!) has a 20% chance to slow target's movement by 75%
+
*Hip Throw hits all enemies within 8 meters and deals +9% damage, but Power cost is +20
 
*; Tier 5
 
*; Tier 5
*Any kick attack (including animal kicks!) has a 24% chance to slow target's movement by 75%
+
*Hip Throw hits all enemies within 8 meters and deals +12% damage, but Power cost is +20
 +
*; Tier 6
 +
*Hip Throw hits all enemies within 8 meters and deals +15% damage, but Power cost is +20
 
|Expand}}
 
|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|
+
| Bodyslamming || of Bodyslamming || <b>Tier 12</b> - Bodyslam Damage +43% || MainHand, 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.
+
*Bodyslam Damage +10%
 
*; 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.
+
*Bodyslam Damage +13%
 
*; 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.
+
*Bodyslam Damage +16%
 
*; 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.
+
*Bodyslam Damage +19%
 
*; 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.
+
*Bodyslam Damage +22%
 
*; 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.
+
*Bodyslam Damage +25%
 
*; Tier 7
 
*; Tier 7
*Whenever you take physical damage (Slashing/Crushing/Piercing) 14% of that damage is reflected back in your next Punch or Jab.
+
*Bodyslam Damage +28%
 
*; Tier 8
 
*; Tier 8
*Whenever you take physical damage (Slashing/Crushing/Piercing) 16% of that damage is reflected back in your next Punch or Jab.
+
*Bodyslam Damage +31%
 
*; Tier 9
 
*; Tier 9
*Whenever you take physical damage (Slashing/Crushing/Piercing) 18% of that damage is reflected back in your next Punch or Jab.
+
*Bodyslam Damage +34%
 
*; Tier 10
 
*; Tier 10
*Whenever you take physical damage (Slashing/Crushing/Piercing) 20% of that damage is reflected back in your next Punch or Jab.
+
*Bodyslam Damage +37%
 
*; Tier 11
 
*; Tier 11
*Whenever you take physical damage (Slashing/Crushing/Piercing) 22% of that damage is reflected back in your next Punch or Jab.
+
*Bodyslam Damage +40%
 
*; Tier 12
 
*; Tier 12
*Whenever you take physical damage (Slashing/Crushing/Piercing) 24% of that damage is reflected back in your next Punch or Jab.
+
*Bodyslam Damage +43%
 
|Expand}}
 
|Expand}}
 
|-
 
|-
| || of Slamming Snails || <b>Tier 10</b> - Bodyslam deals +350 damage to Snails || Necklace, MainHand || {{Spoiler|
+
| || of Crippling Slams || <b>Tier 6</b> - Bodyslam deals +30% damage and slows target's movement speed by 45% || Head, Hands || {{Spoiler|
 
*; Tier 1
 
*; Tier 1
*Bodyslam deals +35 damage to Snails
+
*Bodyslam deals +5% damage and slows target's movement speed by 45%
 
*; Tier 2
 
*; Tier 2
*Bodyslam deals +70 damage to Snails
+
*Bodyslam deals +10% damage and slows target's movement speed by 45%
 
*; Tier 3
 
*; Tier 3
*Bodyslam deals +105 damage to Snails
+
*Bodyslam deals +15% damage and slows target's movement speed by 45%
 
*; Tier 4
 
*; Tier 4
*Bodyslam deals +140 damage to Snails
+
*Bodyslam deals +20% damage and slows target's movement speed by 45%
 
*; Tier 5
 
*; Tier 5
*Bodyslam deals +175 damage to Snails
+
*Bodyslam deals +25% damage and slows target's movement speed by 45%
 
*; Tier 6
 
*; Tier 6
*Bodyslam deals +210 damage to Snails
+
*Bodyslam deals +30% damage and slows target's movement speed by 45%
*; 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}}
 
|Expand}}
 
|-
 
|-
| Martial || of Deadly Fists || <b>Tier 6</b> - Unarmed Damage +35% || Head, MainHand || {{Spoiler|
+
| || of Toxic Bruising || <b>Tier 6</b> - Bruising Blow causes the target to take +18% damage from Poison for 20 seconds (this effect does not stack with itself) || Necklace || {{Spoiler|
 
*; Tier 1
 
*; Tier 1
*Unarmed Damage +10%
+
*Bruising Blow causes the target to take +3% damage from Poison for 20 seconds (this effect does not stack with itself)
 
*; Tier 2
 
*; Tier 2
*Unarmed Damage +15%
+
*Bruising Blow causes the target to take +6% damage from Poison for 20 seconds (this effect does not stack with itself)
 
*; Tier 3
 
*; Tier 3
*Unarmed Damage +20%
+
*Bruising Blow causes the target to take +9% damage from Poison for 20 seconds (this effect does not stack with itself)
 
*; Tier 4
 
*; Tier 4
*Unarmed Damage +25%
+
*Bruising Blow causes the target to take +12% damage from Poison for 20 seconds (this effect does not stack with itself)
 
*; Tier 5
 
*; Tier 5
*Unarmed Damage +30%
+
*Bruising Blow causes the target to take +15% damage from Poison for 20 seconds (this effect does not stack with itself)
 
*; Tier 6
 
*; Tier 6
*Unarmed Damage +35%
+
*Bruising Blow causes the target to take +18% damage from Poison for 20 seconds (this effect does not stack with itself)
 
|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 Slamming Weaklings || <b>Tier 10</b> - Bodyslam deals +330 damage to non-Elite enemies || Necklace, MainHand || {{Spoiler|
 
*; Tier 1
 
*; Tier 1
*Any kick attack (including animal kicks!) deals +22% damage when you have 33% or less of your Armor left
+
*Bodyslam deals +60 damage to non-Elite enemies
 
*; Tier 2
 
*; Tier 2
*Any kick attack (including animal kicks!) deals +30% damage when you have 33% or less of your Armor left
+
*Bodyslam deals +90 damage to non-Elite enemies
 
*; Tier 3
 
*; Tier 3
*Any kick attack (including animal kicks!) deals +38% damage when you have 33% or less of your Armor left
+
*Bodyslam deals +120 damage to non-Elite enemies
 
*; Tier 4
 
*; Tier 4
*Any kick attack (including animal kicks!) deals +46% damage when you have 33% or less of your Armor left
+
*Bodyslam deals +150 damage to non-Elite enemies
 
*; Tier 5
 
*; Tier 5
*Any kick attack (including animal kicks!) deals +54% damage when you have 33% or less of your Armor left
+
*Bodyslam deals +180 damage to non-Elite enemies
 
*; Tier 6
 
*; Tier 6
*Any kick attack (including animal kicks!) deals +62% damage when you have 33% or less of your Armor left
+
*Bodyslam deals +210 damage to non-Elite enemies
 
*; Tier 7
 
*; Tier 7
*Any kick attack (including animal kicks!) deals +70% damage when you have 33% or less of your Armor left
+
*Bodyslam deals +240 damage to non-Elite enemies
 
*; Tier 8
 
*; Tier 8
*Any kick attack (including animal kicks!) deals +78% damage when you have 33% or less of your Armor left
+
*Bodyslam deals +270 damage to non-Elite enemies
 
*; Tier 9
 
*; Tier 9
*Any kick attack (including animal kicks!) deals +86% damage when you have 33% or less of your Armor left
+
*Bodyslam deals +300 damage to non-Elite enemies
 
*; Tier 10
 
*; Tier 10
*Any kick attack (including animal kicks!) deals +94% damage when you have 33% or less of your Armor left
+
*Bodyslam deals +330 damage to non-Elite enemies
*; 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}}
 
|Expand}}
 
|-
 
|-
| || of Healslamming || <b>Tier 12</b> - Bodyslam heals you for 100 health || Ring, OffHand || {{Spoiler|
+
| || of Healslamming || <b>Tier 12</b> - Bodyslam heals you for 100 health || Chest, OffHand || {{Spoiler|
 
*; Tier 1
 
*; Tier 1
 
*Bodyslam heals you for 10 health
 
*Bodyslam heals you for 10 health
Line 836: Line 835:
 
|Expand}}
 
|Expand}}
 
|-
 
|-
| || of Armor Hatred || <b>Tier 6</b> - Unarmed attacks deal +13 Armor damage || Head, MainHand || {{Spoiler|
+
| Serpentine || of Cobra Striking || <b>Tier 12</b> - Cobra Strike and Mamba Strike Damage +32% || Legs, Feet || {{Spoiler|
 
*; Tier 1
 
*; Tier 1
*Unarmed attacks deal +2 Armor damage
+
*Cobra Strike and Mamba Strike Damage +10%
 
*; Tier 2
 
*; Tier 2
*Unarmed attacks deal +4 Armor damage
+
*Cobra Strike and Mamba Strike Damage +12%
 
*; Tier 3
 
*; Tier 3
*Unarmed attacks deal +6 Armor damage
+
*Cobra Strike and Mamba Strike Damage +14%
 
*; Tier 4
 
*; Tier 4
*Unarmed attacks deal +8 Armor damage
+
*Cobra Strike and Mamba Strike Damage +16%
 
*; Tier 5
 
*; Tier 5
*Unarmed attacks deal +10 Armor damage
+
*Cobra Strike and Mamba Strike Damage +18%
 
*; Tier 6
 
*; Tier 6
*Unarmed attacks deal +13 Armor damage
+
*Cobra Strike and Mamba Strike Damage +20%
 +
*; Tier 7
 +
*Cobra Strike and Mamba Strike Damage +22%
 +
*; Tier 8
 +
*Cobra Strike and Mamba Strike Damage +24%
 +
*; Tier 9
 +
*Cobra Strike and Mamba Strike Damage +26%
 +
*; Tier 10
 +
*Cobra Strike and Mamba Strike Damage +28%
 +
*; Tier 11
 +
*Cobra Strike and Mamba Strike Damage +30%
 +
*; Tier 12
 +
*Cobra Strike and Mamba Strike Damage +32%
 
|Expand}}
 
|Expand}}
 
|-
 
|-
| || 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|
+
| || || <b>Tier 12</b> - Cobra Strike and Mamba Strike boost your Nice Attack and Signature Debuff ability damage +32 for 7 seconds || Chest, Hands || {{Spoiler|
 
*; Tier 1
 
*; Tier 1
*Bodyslam deals +6 damage and boosts your sprint speed by 1 for 20 seconds
+
*Cobra Strike and Mamba Strike boost your Nice Attack and Signature Debuff ability damage +10 for 7 seconds
 
*; Tier 2
 
*; Tier 2
*Bodyslam deals +12 damage and boosts your sprint speed by 2 for 20 seconds
+
*Cobra Strike and Mamba Strike boost your Nice Attack and Signature Debuff ability damage +12 for 7 seconds
 
*; Tier 3
 
*; Tier 3
*Bodyslam deals +18 damage and boosts your sprint speed by 3 for 20 seconds
+
*Cobra Strike and Mamba Strike boost your Nice Attack and Signature Debuff ability damage +14 for 7 seconds
 
*; Tier 4
 
*; Tier 4
*Bodyslam deals +24 damage and boosts your sprint speed by 4 for 20 seconds
+
*Cobra Strike and Mamba Strike boost your Nice Attack and Signature Debuff ability damage +16 for 7 seconds
 
*; Tier 5
 
*; Tier 5
*Bodyslam deals +30 damage and boosts your sprint speed by 5 for 20 seconds
+
*Cobra Strike and Mamba Strike boost your Nice Attack and Signature Debuff ability damage +18 for 7 seconds
 
*; Tier 6
 
*; Tier 6
*Bodyslam deals +50 damage and boosts your sprint speed by 5 for 20 seconds
+
*Cobra Strike and Mamba Strike boost your Nice Attack and Signature Debuff ability damage +20 for 7 seconds
 +
*; Tier 7
 +
*Cobra Strike and Mamba Strike boost your Nice Attack and Signature Debuff ability damage +22 for 7 seconds
 +
*; Tier 8
 +
*Cobra Strike and Mamba Strike boost your Nice Attack and Signature Debuff ability damage +24 for 7 seconds
 +
*; Tier 9
 +
*Cobra Strike and Mamba Strike boost your Nice Attack and Signature Debuff ability damage +26 for 7 seconds
 +
*; Tier 10
 +
*Cobra Strike and Mamba Strike boost your Nice Attack and Signature Debuff ability damage +28 for 7 seconds
 +
*; Tier 11
 +
*Cobra Strike and Mamba Strike boost your Nice Attack and Signature Debuff ability damage +30 for 7 seconds
 +
*; Tier 12
 +
*Cobra Strike and Mamba Strike boost your Nice Attack and Signature Debuff ability damage +32 for 7 seconds
 
|Expand}}
 
|Expand}}
 
|-
 
|-
| Slashing || of Slashing Strikes || <b>Tier 6</b> - Slashing Strike deals +70% damage || OffHand, Necklace || {{Spoiler|
+
| || of Cobra Scales || <b>Tier 12</b> - Cobra Strike and Mamba Strike restore 24 Armor to you || Chest, Ring || {{Spoiler|
 
*; Tier 1
 
*; Tier 1
*Slashing Strike deals +20% damage
+
*Cobra Strike and Mamba Strike restore 2 Armor to you
 
*; Tier 2
 
*; Tier 2
*Slashing Strike deals +30% damage
+
*Cobra Strike and Mamba Strike restore 4 Armor to you
 
*; Tier 3
 
*; Tier 3
*Slashing Strike deals +40% damage
+
*Cobra Strike and Mamba Strike restore 6 Armor to you
 
*; Tier 4
 
*; Tier 4
*Slashing Strike deals +50% damage
+
*Cobra Strike and Mamba Strike restore 8 Armor to you
 
*; Tier 5
 
*; Tier 5
*Slashing Strike deals +60% damage
+
*Cobra Strike and Mamba Strike restore 10 Armor to you
 
*; Tier 6
 
*; Tier 6
*Slashing Strike deals +70% damage
+
*Cobra Strike and Mamba Strike restore 12 Armor to you
 +
*; Tier 7
 +
*Cobra Strike and Mamba Strike restore 14 Armor to you
 +
*; Tier 8
 +
*Cobra Strike and Mamba Strike restore 16 Armor to you
 +
*; Tier 9
 +
*Cobra Strike and Mamba Strike restore 18 Armor to you
 +
*; Tier 10
 +
*Cobra Strike and Mamba Strike restore 20 Armor to you
 +
*; Tier 11
 +
*Cobra Strike and Mamba Strike restore 22 Armor to you
 +
*; Tier 12
 +
*Cobra Strike and Mamba Strike restore 24 Armor to you
 
|Expand}}
 
|Expand}}
 
|-
 
|-
| || of Hip Throwing || <b>Tier 12</b> - Hip Throw and Bodyslam deal +111% damage || Legs, Feet || {{Spoiler|
+
| Bruising || of Bruises || <b>Tier 12</b> - Bruising Blow Damage +45% || MainHand, Ring || {{Spoiler|
 
*; Tier 1
 
*; Tier 1
*Hip Throw and Bodyslam deal +12% damage
+
*Bruising Blow Damage +12%
 
*; Tier 2
 
*; Tier 2
*Hip Throw and Bodyslam deal +21% damage
+
*Bruising Blow Damage +15%
 
*; Tier 3
 
*; Tier 3
*Hip Throw and Bodyslam deal +30% damage
+
*Bruising Blow Damage +18%
 
*; Tier 4
 
*; Tier 4
*Hip Throw and Bodyslam deal +39% damage
+
*Bruising Blow Damage +21%
 
*; Tier 5
 
*; Tier 5
*Hip Throw and Bodyslam deal +48% damage
+
*Bruising Blow Damage +24%
 
*; Tier 6
 
*; Tier 6
*Hip Throw and Bodyslam deal +57% damage
+
*Bruising Blow Damage +27%
 
*; Tier 7
 
*; Tier 7
*Hip Throw and Bodyslam deal +66% damage
+
*Bruising Blow Damage +30%
 
*; Tier 8
 
*; Tier 8
*Hip Throw and Bodyslam deal +75% damage
+
*Bruising Blow Damage +33%
 
*; Tier 9
 
*; Tier 9
*Hip Throw and Bodyslam deal +84% damage
+
*Bruising Blow Damage +36%
 
*; Tier 10
 
*; Tier 10
*Hip Throw and Bodyslam deal +93% damage
+
*Bruising Blow Damage +39%
 
*; Tier 11
 
*; Tier 11
*Hip Throw and Bodyslam deal +102% damage
+
*Bruising Blow Damage +42%
 
*; Tier 12
 
*; Tier 12
*Hip Throw and Bodyslam deal +111% damage
+
*Bruising Blow Damage +45%
 
|Expand}}
 
|Expand}}
 
|-
 
|-
| || of Calloused Barrages || <b>Tier 12</b> - Barrage restores 55 Armor to you || Head, OffHand || {{Spoiler|
+
| || of Bruising Slams || <b>Tier 12</b> - Bruisng Blow deals +16% damage and hastens the current reuse timer of Bodyslam by 10 seconds || Legs, Feet || {{Spoiler|
 
*; Tier 1
 
*; Tier 1
*Barrage restores 4 Armor to you
+
*Bruisng Blow hastens the current reuse timer of Bodyslam by 1 second
 
*; Tier 2
 
*; Tier 2
*Barrage restores 8 Armor to you
+
*Bruisng Blow deals +2% damage and hastens the current reuse timer of Bodyslam by 2 seconds
 
*; Tier 3
 
*; Tier 3
*Barrage restores 12 Armor to you
+
*Bruisng Blow deals +3% damage and hastens the current reuse timer of Bodyslam by 3 seconds
 
*; Tier 4
 
*; Tier 4
*Barrage restores 16 Armor to you
+
*Bruisng Blow deals +4% damage and hastens the current reuse timer of Bodyslam by 4 seconds
 
*; Tier 5
 
*; Tier 5
*Barrage restores 20 Armor to you
+
*Bruisng Blow deals +5% damage and hastens the current reuse timer of Bodyslam by 5 seconds
 
*; Tier 6
 
*; Tier 6
*Barrage restores 25 Armor to you
+
*Bruisng Blow deals +6% damage and hastens the current reuse timer of Bodyslam by 6 seconds
 
*; Tier 7
 
*; Tier 7
*Barrage restores 30 Armor to you
+
*Bruisng Blow deals +7% damage and hastens the current reuse timer of Bodyslam by 7 seconds
 
*; Tier 8
 
*; Tier 8
*Barrage restores 35 Armor to you
+
*Bruisng Blow deals +8% damage and hastens the current reuse timer of Bodyslam by 8 seconds
 
*; Tier 9
 
*; Tier 9
*Barrage restores 40 Armor to you
+
*Bruisng Blow deals +9% damage and hastens the current reuse timer of Bodyslam by 9 seconds
 
*; Tier 10
 
*; Tier 10
*Barrage restores 45 Armor to you
+
*Bruisng Blow deals +10% damage and hastens the current reuse timer of Bodyslam by 10 seconds
 
*; Tier 11
 
*; Tier 11
*Barrage restores 50 Armor to you
+
*Bruisng Blow deals +13% damage and hastens the current reuse timer of Bodyslam by 10 seconds
 
*; Tier 12
 
*; Tier 12
*Barrage restores 55 Armor to you
+
*Bruisng Blow deals +16% damage and hastens the current reuse timer of Bodyslam by 10 seconds
 
|Expand}}
 
|Expand}}
 
|-
 
|-
| || of Cobra Scales || <b>Tier 12</b> - Cobra Strike and Mamba Strike restore 17 Armor to you || Chest, Ring || {{Spoiler|
+
| || of Healthy Bruises || <b>Tier 12</b> - Bruising Blow and Headbutt restore 20 Health || Legs, Necklace || {{Spoiler|
 
*; Tier 1
 
*; Tier 1
*Cobra Strike and Mamba Strike restore 2 Armor to you
+
*Bruising Blow and Headbutt restore 2 Health
 
*; Tier 2
 
*; Tier 2
*Cobra Strike and Mamba Strike restore 3 Armor to you
+
*Bruising Blow and Headbutt restore 3 Health
 
*; Tier 3
 
*; Tier 3
*Cobra Strike and Mamba Strike restore 5 Armor to you
+
*Bruising Blow and Headbutt restore 5 Health
 
*; Tier 4
 
*; Tier 4
*Cobra Strike and Mamba Strike restore 7 Armor to you
+
*Bruising Blow and Headbutt restore 6 Health
 
*; Tier 5
 
*; Tier 5
*Cobra Strike and Mamba Strike restore 8 Armor to you
+
*Bruising Blow and Headbutt restore 8 Health
 
*; Tier 6
 
*; Tier 6
*Cobra Strike and Mamba Strike restore 9 Armor to you
+
*Bruising Blow and Headbutt restore 9 Health
 
*; Tier 7
 
*; Tier 7
*Cobra Strike and Mamba Strike restore 10 Armor to you
+
*Bruising Blow and Headbutt restore 11 Health
 
*; Tier 8
 
*; Tier 8
*Cobra Strike and Mamba Strike restore 11 Armor to you
+
*Bruising Blow and Headbutt restore 13 Health
 
*; Tier 9
 
*; Tier 9
*Cobra Strike and Mamba Strike restore 12 Armor to you
+
*Bruising Blow and Headbutt restore 15 Health
 
*; Tier 10
 
*; Tier 10
*Cobra Strike and Mamba Strike restore 13 Armor to you
+
*Bruising Blow and Headbutt restore 17 Health
 
*; Tier 11
 
*; Tier 11
*Cobra Strike and Mamba Strike restore 15 Armor to you
+
*Bruising Blow and Headbutt restore 18 Health
 
*; Tier 12
 
*; Tier 12
*Cobra Strike and Mamba Strike restore 17 Armor to you
+
*Bruising Blow and Headbutt restore 20 Health
 +
|Expand}}
 +
|-
 +
| Slashing || of Slashing Strikes || <b>Tier 6</b> - Slashing Strike Damage +35% || OffHand, Necklace || {{Spoiler|
 +
*; Tier 1
 +
*Slashing Strike Damage +10%
 +
*; Tier 2
 +
*Slashing Strike Damage +15%
 +
*; Tier 3
 +
*Slashing Strike Damage +20%
 +
*; Tier 4
 +
*Slashing Strike Damage +25%
 +
*; Tier 5
 +
*Slashing Strike Damage +30%
 +
*; Tier 6
 +
*Slashing Strike Damage +35%
 
|Expand}}
 
|Expand}}
 
|-
 
|-
| Punching || of Punches || <b>Tier 6</b> - Punch and Jab attacks deal +18 damage || Chest, Feet || {{Spoiler|
+
| || of Bleeding Strikes || <b>Tier 6</b> - Slashing Strike deals +20% damage plus 30 Trauma damage over 15 seconds || MainHand, Necklace || {{Spoiler|
 
*; Tier 1
 
*; Tier 1
*Punch and Jab attacks deal +3 damage
+
*Slashing Strike deals +5% damage plus 15 Trauma damage over 15 seconds
 
*; Tier 2
 
*; Tier 2
*Punch and Jab attacks deal +6 damage
+
*Slashing Strike deals +8% damage plus 15 Trauma damage over 15 seconds
 
*; Tier 3
 
*; Tier 3
*Punch and Jab attacks deal +8 damage
+
*Slashing Strike deals +11% damage plus 15 Trauma damage over 15 seconds
 
*; Tier 4
 
*; Tier 4
*Punch and Jab attacks deal +11 damage
+
*Slashing Strike deals +14% damage plus 30 Trauma damage over 15 seconds
 
*; Tier 5
 
*; Tier 5
*Punch and Jab attacks deal +14 damage
+
*Slashing Strike deals +17% damage plus 30 Trauma damage over 15 seconds
 
*; Tier 6
 
*; Tier 6
*Punch and Jab attacks deal +18 damage
+
*Slashing Strike deals +20% damage plus 30 Trauma damage over 15 seconds
 +
|Expand}}
 +
|-
 +
| Slashing || of Slashing Strikes || <b>Tier 6</b> - Slashing Strike and Claw Barrage boost damage from Epic attacks +42 for 10 seconds || OffHand, Head || {{Spoiler|
 +
*; Tier 1
 +
*Slashing Strike and Claw Barrage boost damage from Epic attacks +12 for 10 seconds
 +
*; Tier 2
 +
*Slashing Strike and Claw Barrage boost damage from Epic attacks +18 for 10 seconds
 +
*; Tier 3
 +
*Slashing Strike and Claw Barrage boost damage from Epic attacks +24 for 10 seconds
 +
*; Tier 4
 +
*Slashing Strike and Claw Barrage boost damage from Epic attacks +30 for 10 seconds
 +
*; Tier 5
 +
*Slashing Strike and Claw Barrage boost damage from Epic attacks +36 for 10 seconds
 +
*; Tier 6
 +
*Slashing Strike and Claw Barrage boost damage from Epic attacks +42 for 10 seconds
 +
|Expand}}
 +
|-
 +
| || || <b>Tier 6</b> - Slashing Strike deals +15% damage and hastens the current reuse timer of Hip Throw by 2 seconds || Chest, Hands || {{Spoiler|
 +
*; Tier 1
 +
*Slashing Strike deals +5% damage and hastens the current reuse timer of Hip Throw by 2 seconds
 +
*; Tier 2
 +
*Slashing Strike deals +7% damage and hastens the current reuse timer of Hip Throw by 2 seconds
 +
*; Tier 3
 +
*Slashing Strike deals +9% damage and hastens the current reuse timer of Hip Throw by 2 seconds
 +
*; Tier 4
 +
*Slashing Strike deals +11% damage and hastens the current reuse timer of Hip Throw by 2 seconds
 +
*; Tier 5
 +
*Slashing Strike deals +13% damage and hastens the current reuse timer of Hip Throw by 2 seconds
 +
*; Tier 6
 +
*Slashing Strike deals +15% damage and hastens the current reuse timer of Hip Throw by 2 seconds
 +
|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}}
 
|-
 
|-
| || 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|
+
| || || <b>Tier 6</b> - Infuriating Fist deals +35% damage and taunts +300 || OffHand, Ring || {{Spoiler|
 
*; Tier 1
 
*; Tier 1
*Unarmed attacks deal +1 damage and have +1 Accuracy (which cancels out the Evasion that certain monsters have)
+
*Infuriating Fist deals +10% damage and taunts +50
 
*; Tier 2
 
*; Tier 2
*Unarmed attacks deal +1 damage and have +2 Accuracy (which cancels out the Evasion that certain monsters have)
+
*Infuriating Fist deals +15% damage and taunts +100
 
*; Tier 3
 
*; Tier 3
*Unarmed attacks deal +2 damage and have +3 Accuracy (which cancels out the Evasion that certain monsters have)
+
*Infuriating Fist deals +20% damage and taunts +150
 
*; Tier 4
 
*; Tier 4
*Unarmed attacks deal +2 damage and have +4 Accuracy (which cancels out the Evasion that certain monsters have)
+
*Infuriating Fist deals +25% damage and taunts +200
 
*; Tier 5
 
*; Tier 5
*Unarmed attacks deal +3 damage and have +5 Accuracy (which cancels out the Evasion that certain monsters have)
+
*Infuriating Fist deals +30% damage and taunts +250
 
*; Tier 6
 
*; Tier 6
*Unarmed attacks deal +3 damage and have +6 Accuracy (which cancels out the Evasion that certain monsters have)
+
*Infuriating Fist deals +35% damage and taunts +300
*; 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 Anger Tossing || <b>Tier 12</b> - Hip Throw and Bodyslam deal +52% damage and deplete target's Rage by 300 || Head, Legs || {{Spoiler|
+
| || of Traumatic Furious Punches || <b>Tier 6</b> - Infuriating Fist taunts +240 and deals 90 Trauma damage over 15 seconds || Hands, Feet || {{Spoiler|
 
*; Tier 1
 
*; Tier 1
*Hip Throw and Bodyslam deal +8% damage and deplete target's Rage by 25
+
*Infuriating Fist taunts +40 and deals 15 Trauma damage over 15 seconds
 
*; Tier 2
 
*; Tier 2
*Hip Throw and Bodyslam deal +12% damage and deplete target's Rage by 50
+
*Infuriating Fist taunts +80 and deals 30 Trauma damage over 15 seconds
 
*; Tier 3
 
*; Tier 3
*Hip Throw and Bodyslam deal +16% damage and deplete target's Rage by 75
+
*Infuriating Fist taunts +120 and deals 45 Trauma damage over 15 seconds
 
*; Tier 4
 
*; Tier 4
*Hip Throw and Bodyslam deal +20% damage and deplete target's Rage by 100
+
*Infuriating Fist taunts +160 and deals 60 Trauma damage over 15 seconds
 
*; Tier 5
 
*; Tier 5
*Hip Throw and Bodyslam deal +24% damage and deplete target's Rage by 125
+
*Infuriating Fist taunts +200 and deals 75 Trauma damage over 15 seconds
 
*; Tier 6
 
*; Tier 6
*Hip Throw and Bodyslam deal +28% damage and deplete target's Rage by 150
+
*Infuriating Fist taunts +240 and deals 90 Trauma damage over 15 seconds
*; 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}}
 
|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 Paradoxical Rage Fists || <b>Tier 6</b> - Infuriating Fist generates no Rage and instead reduces Rage by 450 || Head, Chest || {{Spoiler|
 
*; Tier 1
 
*; Tier 1
*5% of any Darkness damage you take is reflected back in your next Punch or Jab.
+
*Infuriating Fist generates no Rage and instead reduces Rage by 75
 
*; Tier 2
 
*; Tier 2
*10% of any Darkness damage you take is reflected back in your next Punch or Jab.
+
*Infuriating Fist generates no Rage and instead reduces Rage by 150
 
*; Tier 3
 
*; Tier 3
*15% of any Darkness damage you take is reflected back in your next Punch or Jab.
+
*Infuriating Fist generates no Rage and instead reduces Rage by 225
 
*; Tier 4
 
*; Tier 4
*20% of any Darkness damage you take is reflected back in your next Punch or Jab.
+
*Infuriating Fist generates no Rage and instead reduces Rage by 300
 
*; Tier 5
 
*; Tier 5
*25% of any Darkness damage you take is reflected back in your next Punch or Jab.
+
*Infuriating Fist generates no Rage and instead reduces Rage by 375
 
*; Tier 6
 
*; Tier 6
*30% of any Darkness damage you take is reflected back in your next Punch or Jab.
+
*Infuriating Fist generates no Rage and instead reduces Rage by 450
*; 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}}
 
|Expand}}
 
|}
 
|}

Revision as of 20:27, 19 December 2016

See also: Unarmed/Treasure Effects:By Slot See also: Unarmed/Treasure Effects:By Ability

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Expand