Unarmed

From pragmatists to martial artists, whose very bodies are deadly weapons.

'''**Unarmed is passively weaker than other weapon skills. Due to the tight mechanical balance, this can result in significant differences in combat effectiveness.**'''

Unarmed combat covers the art of fighting with fists and feet, and while this mode of combat has the lowest starting damage potential, with enough time invested and the proper handwear, you can potentially deal significant damage in your own right.

Hitting enemies with unarmed attacks will increment this skill. Every 10 skill levels in Unarmed will increase your unarmed damage by +1, and at skill level 50 - Unarmed (50) - you will gain a third attack at -10 to-hit.

Finally, it should be noted that in order to be considered "unarmed", you must not have anything in your hands, not even a shield. There are some abilities that are counted as "unarmed" regardless if you have anything in your hands, but most abilities, and unarmed attacks in general, count on having nothing wielded.

Unarmed-damage1.pnged Damage
This passive ability tree not only increases the power of your unarmed attacks, but also negates attacks of opportunity enemies can make when you are fighting unarmed.

Unarmed Damage (I)

Prerequisites: Unarmed (20)

Required For: Unarmed Damage (II)

Your unarmed attacks deal +1 damage and you no longer suffer attacks of opportunity for being unarmed.

Unarmed Damage (II)

Prerequisites: Unarmed (40), Unarmed Damage (I)

Required For: Unarmed Damage (III)

Your unarmed attacks deal +2 damage and you no longer suffer attacks of opportunity for being unarmed.

Unarmed Damage (III)

Prerequisites: Unarmed (60), Unarmed Damage (II)

Required For: Unarmed Damage (IV)

Your unarmed attacks deal +3 damage and you no longer suffer attacks of opportunity for being unarmed.

Unarmed Damage (IV)

Prerequisites: Unarmed (80), Unarmed Damage (III)

Required For: Unarmed Damage (V)

Your unarmed attacks deal +4 damage and you no longer suffer attacks of opportunity for being unarmed.

Rapid Strikes (V)

Prerequisites: Unarmed (100), Unarmed Damage (IV)

Your unarmed attacks deal +5 damage and you no longer suffer attacks of opportunity for being unarmed.

Unarmed-defense1.pnged Defense
Improve your blocking ability while unarmed.

Unarmed Defense (I)

Prerequisites: Unarmed (10)

Required For: Unarmed Defense (II)

You gain +1 to Armor while unarmed and in block mode.

Unarmed Defense (II)

Prerequisites: Unarmed (30), Unarmed Defense (I)

Required For: Unarmed Defense (III)

You gain +2 to Armor while unarmed and in block mode.

Unarmed Defense (III)

Prerequisites: Unarmed (50), Unarmed Defense (II)

Required For: Unarmed Defense (IV)

You gain +3 to Armor while unarmed and in block mode.

Unarmed Defense (IV)

Prerequisites: Unarmed (70), Unarmed Defense (III)

Required For: Unarmed Defense (V)

You gain +4 to Armor while unarmed and in block mode.

Unarmed Defense (V)

Prerequisites: Unarmed (90), Unarmed Defense (IV)

You gain +5 to Armor while unarmed and in block mode.

Unarmed-flurry.pngy of Blows
Channel your inner Kenshiro and smack your opponent with a series of punches. The skill tree branches out for you to either straight-up make more attacks, or more accurate but potentially fewer attacks.

Flurry of Blows (I)

Prerequisites: Unarmed (5)

Stamina Cost: 10

Required For: Flurry of Blows (II)

As a full-round action you make two unarmed melee attacks each with full attack bonus and -2 to-hit.

Flurry of Blows (II)

Prerequisites: Unarmed (25), Flurry of Blows (I)

Stamina Cost: 15

Required For: Pummel (III), Assault (III)

As a full-round action you make three unarmed melee attacks at -2/-2/-7.

Pummel
Pummel (III)

Prerequisites: Unarmed (45), Flurry of Blows (II)

Stamina Cost: 20

Required For: Pummel (IV)

As a full-round action you make four unarmed melee attacks at -2/-2/-7/-7.

Pummel (IV)

Prerequisites: Unarmed (65), Pummel (III)

Stamina Cost: 25

Required For: Lightning Strikes (V), Knockout (V)

As a full-round action you make five unarmed melee attacks at -2/-2/-7/-7/-12.

Lightning Strikes (V)

Prerequisites: Unarmed (85), Pummel (IV)

Stamina Cost: 30

As a full-round action you make six unarmed melee attacks at -2/-2/-7/-7/-12/-12.

Knockout (V)

Prerequisites: Unarmed (85), Pummel (IV)

Stamina Cost: 45

As a full-round action you make five unarmed melee attacks at -2/-2/-7/-7/-12. For each of the first four attacks that hit, the final attack gets +1 to-hit and deals an additional 50% damage.

Assault
Assault (III)

Prerequisites: Unarmed (45), Flurry of Blows (II)

Stamina Cost: 25

Required For: Assault (IV)

As a full-round action you make a single unarmed attack at your full attack bonus. If it hits you make an additional attack at -2, and this continues until you either hit four attacks or miss one.

Assault (IV)

Prerequisites: Unarmed (65), Assault (III)

Stamina Cost: 35

Required For: Twin Fists of Fury (V), Assault and Battery (V)

As a full-round action you make a single unarmed attack at your full attack bonus. If it hits you make an additional attack at -2, and this continues until you either hit six attacks or miss one.

Twin Fists of Fury (V)

Prerequisites: Unarmed (85), Assault (IV)

Stamina Cost: 45

As a full-round action you make a single unarmed attack at your full attack bonus. If it hits you make an additional attack at -2, and this continues until you either hit six attacks or miss one. With each hit further attacks gain 20% cumulative damage, up to a maximum of 100% on your final attack.

Assault and Battery (V)

Prerequisites: Unarmed (85), Assault (IV)

Stamina Cost: 40

As a full-round action you make a single unarmed attack at your full attack bonus. If it hits you make an additional attack at -2, and this continues until you either hit eight attacks or miss one.

Unarmed-stunning1.pnging Fist
Deliver a punch that sends enemies reeling. Branch out to replace the disorientation with a knockdown effect, or increase the potency of your disorientation effect.

Stunning Fist (I)

Prerequisites: Unarmed (1)

Stamina Cost: 20

Cooldown: 30 seconds

Required For: Stunning Fist (II)

As a full-round action you make a single unarmed melee attack that disorients the target for 3 seconds on a successful hit.

Stunning Fist (II)

Prerequisites: Unarmed (20), Stunning Fist (I)

Stamina Cost: 30

Cooldown: 30 seconds

Required For: Stone Fist (III), Iron Fist (III)

As a full-round action you make a single unarmed melee attack that disorients the target for 6 seconds on a successful hit.

Stone Fist
Stone Fist (III)

Prerequisites: Unarmed (40), Stunning Fist (II)

Stamina Cost: 30

Cooldown: 30 seconds

Required For: Stone Fist (IV)

As a full-round action you make a single unarmed melee attack that deals an additional 100% damage and produces a knockdown attempt.

Stone Fist (IV)

Prerequisites: Unarmed (60), Stone Fist (III)

Stamina Cost: 35

Cooldown: 30 seconds

Required For: Slam Dunk (V), Shattering Fist (V)

As a full-round action you make a single unarmed melee attack that deals an additional 200% damage and produces a knockdown attempt.

Slam Dunk (V)

Prerequisites: Unarmed (80), Stone Fist (IV)

Stamina Cost: 40

Cooldown: 30 seconds

As a full-round action you make a single unarmed melee attack that deals an additional 150% damage and produces a knockdown attempt. If the target is knocked down you make an additional unarmed attack at full attack bonus and an additional 150% damage.

Shattering Fist (V)

Prerequisites: Unarmed (80), Stone Fist (IV)

Stamina Cost: 45

Cooldown: 30 seconds

As a full-round action you make a single unarmed melee attack that deals an additional 300% damage and produces a knockdown attempt at +2.

Iron Fist
Iron Fist (III)

Prerequisites: Unarmed (40), Stunning Fist (II)

Stamina Cost: 35

Cooldown: 30 seconds

Required For: Iron Fist (IV)

As a full-round action you make a single unarmed melee attack that deals an additional 50% damage and disorients the target for 7 seconds on a successful hit.

Iron Fist (IV)

Prerequisites: Unarmed (60), Iron Fist (III)

Stamina Cost: 40

Cooldown: 30 seconds

Required For: Smiteful Fist (V), Wounding Fist (V)

As a full-round action you make a single unarmed melee attack that deals an additional 100% damage and disorients the target for 8 seconds on a successful hit.

Smiteful Fist (V)

Prerequisites: Unarmed (80), Iron Fist (IV)

Stamina Cost: 45

Cooldown: 30 seconds

As a full-round action you make a single unarmed melee attack that deals an additional 150% damage and disorients the target for 9 seconds on a successful hit.

Wounding Fist (V)

Prerequisites: Unarmed (80), Iron Fist (IV)

Stamina Cost: 55

Cooldown: 30 seconds

As a full-round action you make a single unarmed melee attack that deals 15 points of bleeding damage and dazes the target for 6 seconds on a successful hit.

Unarmed-circlekick.pnge Kick
A crowd-control ability that can be used even when you are wielding weapons. You can branch to either specialize towards hindering a single opponent that is blocking, or to improve your area-of-effect damage.

Circle Kick (I)

Prerequisites: Unarmed (15)

Stamina Cost: 15

Cooldown: 30 seconds

Required For: Circle Kick (II)

As a full-round action you can make a single unarmed melee attack with an additional 50% damage against each target in your 120 degree front arc. This ability can be used even if you have items equipped in your hands.

Circle Kick (II)

Prerequisites: Unarmed (35), Circle Kick (I)

Stamina Cost: 20

Cooldown: 30 seconds

Required For: Snap Kick (III), Sweep Kick (III)

As a full-round action you can make a single unarmed melee attack with an additional 100% damage against each target in your 120 degree front arc. This ability can be used even if you have items equipped in your hands.

Snap Kick
Snap Kick (III)

Prerequisites: Unarmed (55), Circle Kick (II)

Stamina Cost: 25

Cooldown: 30 seconds

Required For: Snap Kick (IV)

As a full-round action you can make a single unarmed melee attack against your current target with an additional 100% damage. If your target is in block mode this ability gets +2 to-hit and makes a knockdown attempt. This ability can be used even if you have items equipped in your hands.

Snap Kick (IV)

Prerequisites: Unarmed (75), Snap Kick (III)

Stamina Cost: 30

Cooldown: 30 seconds

Required For: Flying Kick (V), Roundhouse Kick (V)

As a full-round action you can make a single unarmed melee attack against your current target with an additional 150% damage. If your target is in block mode this ability gets +2 to-hit and makes a knockdown attempt. This ability can be used even if you have items equipped in your hands.

Flying Kick (V)

Prerequisites: Unarmed (95), Snap Kick (IV)

Stamina Cost: 35

Cooldown: 30 seconds

As a full-round action you can make a single unarmed melee attack against your current target. If your target is in block mode this ability gets +4 to-hit, 200% additional damage, and makes a knockdown attempt at +2. This ability can be used even if you have items equipped in your hands.

Roundhouse Kick (V)

Prerequisites: Unarmed (95), Snap Kick (IV)

Stamina Cost: 50

Cooldown: 30 seconds

As a full-round action you can make a single unarmed melee attack against your current target with an additional 300% damage. If your target is in block mode they become disoriented for 6 seconds.

Sweep Kick
Sweep Kick (III)

Prerequisites: Unarmed (55), Circle Kick (II)

Stamina Cost: 25

Cooldown: 30 seconds

Required For: Sweep Kick (IV)

As a full-round action you can make a single unarmed melee attack with an additional 150% damage against each target in your 180 degree front arc. This ability can be used even if you have items equipped in your hands.

Sweep Kick (IV)

Prerequisites: Unarmed (75), Sweep Kick (III)

Stamina Cost: 30

Cooldown: 30 seconds

Required For: Whirlwind Kick (V), Crowd Control (V)

As a full-round action you can make a single unarmed melee attack with an additional 200% damage against each target in your 180 degree front arc. This ability can be used even if you have items equipped in your hands.

Whirlwind Kick (V)

Prerequisites: Unarmed (95), Sweep Kick (IV)

Stamina Cost: 40

Cooldown: 30 seconds

As a full-round action you can make a single unarmed melee attack with an additional 200% damage against each target within melee range. This ability can be used even if you have items equipped in your hands.

Crowd Control (V)

Prerequisites: Unarmed (95), Sweep Kick (IV)

Stamina Cost: 45

Cooldown: 30 seconds

As a full-round action you can make a single unarmed melee attack with an additional 200% damage against each target in your 180 degree front arc. Each target you strike adds +2 attack and damage to further targets.

Return to Offence.