Unarmed

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(Moving == List of Unarmed-Class Weapons == to Category:Unarmed-Class Weapons)
(Although it's called unarmed, you can use Category:Unarmed-Class Weapons to increase damage of your punches.)
 
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'''Note:''' Attacks without any weapon are considered as "[[no-handed-weapon]]" attacks, so you can kick\punch even having all your legs and arms [[crippled]]. The trait [[One Hander]] does not work with these attacks.
 
'''Note:''' Attacks without any weapon are considered as "[[no-handed-weapon]]" attacks, so you can kick\punch even having all your legs and arms [[crippled]]. The trait [[One Hander]] does not work with these attacks.
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Although it's called unarmed, you can use [[:Category:Unarmed-Class Weapons]] to increase damage of your punches.
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== Primary Punch Attacks ==
 
== Primary Punch Attacks ==
  

Latest revision as of 13:07, 10 April 2013

Skill
Unarmed
Unarmed.gif
Modifies To-hit chance with unarmed attacks
Initial level 30% + 2 x (Agility + Strength)
Related perks HtH Evade, Bonus HtH Damage, Bonus HtH Attacks, Silent Death
Related traits Small Frame, Bruiser

"A combination of martial arts, boxing and other hand-to-hand martial arts. Combat with your hands and feet."

Unarmed attacks are divided into two groups: primary and secondary. At any one time you will have up to four attacks available: the strongest primary punch/kick you meet the requirements for (a plain punch/kick if none), and the strongest secondary punch/kick you qualify for, if any. The secondary attacks have a higher AP cost and cause more devastating effects.

Note: Attacks without any weapon are considered as "no-handed-weapon" attacks, so you can kick\punch even having all your legs and arms crippled. The trait One Hander does not work with these attacks.

Although it's called unarmed, you can use Category:Unarmed-Class Weapons to increase damage of your punches.

Contents

[edit] Primary Punch Attacks

Strong Punch
Requirements Unarmed 55%, Agility 6
Damage +3
Action Points 3
Critical chance "n/a"
Hammer Punch
Requirements Unarmed 75%, Agility 6, Strength 5, Level 6
Damage +5
Action Points 3
Critical chance +5%
Haymaker
Requirements Unarmed 100%, Agility 7, Strength 5, Level 9
Damage +7
Action Points 3
Critical chance +15%

[edit] Secondary Punch Attacks

Jab
Requirements Unarmed 75%, Agility 7, Strength 5, Level 5
Damage +5
Action Points 6
Critical chance +5%
Palm Strike
Requirements Unarmed 115%, Agility 7, Strength 5, Level 12
Damage +7, armor piercing
Action Points 6
Critical chance +15%
Piercing Strike
Requirements Unarmed 130%, Agility 7, Strength 5, Level 16
Damage +10, armor piercing
Action Points 8
Critical chance +40%

[edit] Primary Kick Attacks

Strong Kick
Requirements Unarmed 40%, Agility 6
Damage +5
Action Points 4
Critical chance n/a
Snap Kick
Requirements Unarmed 60%, Agility 6, Level 6
Damage +7
Action Points 4
Critical chance n/a
Power Kick
Requirements Unarmed 80%, Agility 6, Strength 6, Level 9
Damage +9
Action Points 4
Critical chance +5%

[edit] Secondary Kick Attacks

Hip Kick
Requirements Unarmed 60%, Agility 7, Strength 6, Level 6
Damage +7
Action Points 7
Critical chance n/a
Hook Kick
Requirements Unarmed 100%, Agility 7, Strength 6, Level 12
Damage +9, armor piercing
Action Points 7
Critical chance +10%
Piercing Kick
Requirements Unarmed 125%, Agility 8, Strength 6, Level 15
Damage +12, armor piercing
Action Points 9
Critical chance +50%
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