Unarmed
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Revision as of 23:54, 27 December 2009 by 99.254.53.67 (Talk)
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%