Unarmed

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The 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. [edit] Primary Punch Attacks

Strong Punch

   Requirements: Unarmed 55%, Agility 6 
   Damage: +3 
   AP: 3 

Hammer Punch

   Requirements: Unarmed 75%, Agility 6, Strength 5, level 6 
   Damage: +5 
   AP: 3 
   Critical Chance: +5% 

Haymaker

   Requirements: Unarmed 100%, Agility 7, Strength 5, level 9 
   Damage: +7 
   AP: 3 
   Critical Chance: +15% 

[edit] Secondary Punch Attacks

Jab

   Requirements: Unarmed 75%, Agility 7, Strength 5, level 5 
   Damage: +5 
   AP: 6 
   Critical: +5% 

Palm Strike

   Requirements: Unarmed 115%, Agility 7, Strength 5, level 12 
   Damage: +7, armor piercing 
   AP: 6 
   Critical: +15% 

Piercing Strike

   Requirements: Unarmed 130%, Agility 7, Strength 5, Level 16 
   Damage: +10, armor piercing 
   AP: 8 
   Critical: +40% 

[edit] Primary Kick Attacks

Strong Kick

   Requirements: Unarmed 40%, Agility 6 
   Damage: +5 
   AP: 4 

Snap Kick

   Requirements: Unarmed 60%, Agility 6, Level 6 
   Damage: +7 
   AP: 4 

Power Kick

   Requirements: Unarmed 80%, Agility 6, Strength 6, Level 9 
   Damage: +9 
   AP: 4 
   Critical Chance: +5% 

[edit] Secondary Kick Attacks

Hip Kick

   Requirements: Unarmed 60%, Agility 7, Strength 6, Level 6 
   Damage: +7 
   AP: 7 

Hook Kick

   Requirements: Unarmed 100%, Agility 7, Strength 6, Level 12 
   Damage: +9, armor piercing 
   AP: 7 
   Critical Chance: +10% 

Piercing Kick

   Requirements: Unarmed 125%, Agility 8, Strength 6, Level 15 
   Damage: +12, armor piercing 
   AP: 9 
   Critical Chance: +50%
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