May 02, 2016 For Fallout: New Vegas on the Xbox 360, a GameFAQs message board topic titled 'What is best unarmed weapon?' Related Articles: The best Unarmed Build in Fallout 4 The Low Weight Effect. This is a legendary effect that is exclusive to power armor and makes power armor pieces weigh much less. My rough estimate is that it will make any power armor piece weigh like 70 to 80 percent less. With an unarmed build, it's actually easy as hell to get your. One of the best pieces of melee weapon armor that I've found in the game is.
| For a list of unique weapon locations in Fallout 4, see Fallout 4 unique weapons. |
| This page lists all weapons in Fallout 4. |
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Weapon damage for close combat weapons is determined by Strength. Damage is increased by 10% per point of Strength.
| Name | Damage | Fire rate | AP cost | Weight | Value | Base ID |
|---|---|---|---|---|---|---|
| Assaultron bladeAutomatron | 25 | Medium | 35 | 3 | 50 | 00000000 |
| Baseball bat | 16 | Slow | 35 | 3 | 25 | 0008e736 |
| Board | 14 | Slow | 33 | 3 | 20 | 0005c250 |
| Chinese officer sword | 16 | Medium | 35 | 3 | 50 | 00147be4 |
| Combat knife | 9 | Fast | 20 | 1 | 25 | 000913ca |
| Commie WhackerNuka-World | 21 | Medium | 25 | 2 | 25 | 000000 |
| Disciples bladeNuka-World | 46 | Fast | 20 | 1.5 | 80 | 000000 |
| Grognak's axe | 25 | 1.75/s | 20 | 10 | 100 | 00183fcd |
| Lead pipe | 11 | Medium | 30 | 3 | 15 | 000fc9c3 |
| Machete | 14 | Medium | 30 | 2 | 25 | 00033fe0 |
| Meat hookFar Harbor | 20 | Medium | 30 | 2 | 32 | 04b5f4 |
| Mr. Handy buzz bladeAutomatron | 14 | Medium | 40 | 10 | 50 | 00000000 |
| Pipe wrench | 13 | Medium | 35 | 2 | 30 | 000d83bf |
| Pole hookFar Harbor | 30 | Slow | 40 | 7 | 52 | 009582 |
| Pool cue | 13 | Slow | 30 | 1 | 10 | 000fa3e8 |
| Revolutionary sword | 16 | Medium | 35 | 3 | 50 | 00143ab5 |
| Ripper | 4 | Very fast | 40 | 6 | 50 | 000fa2f6 |
| Rolling pin | 11 | Medium | 25 | 1 | 10 | 00142fab |
| Security baton | 11 | Medium | 30 | 2 | 15 | 0008c14d |
| Shishkebab | 13 Ballistic 13 Energy | Medium | 35 | 3 | 200 | 000fa2fb |
| Sledgehammer | 23 | Slow | 40 | 12 | 40 | 000e7ab9 |
| Super sledge | 40 | Slow | 45 | 20 | 180 | 000ff964 |
| Switchblade | 8 | Fast | 20 | 1 | 20 | 000fdc81 |
| Tire iron | 12 | Medium | 25 | 2 | 25 | 00185d25 |
| Walking cane | 10 | Medium | 20 | 2 | 10 | 000fdc7d |
| Name | Damage | Fire rate | AP cost | Weight | Value | Base ID |
|---|---|---|---|---|---|---|
| Boxing glove | 9 | Medium | 25 | 1 | 10 | 0016498f |
| Deathclaw gauntlet | 25 | Medium | 40 | 10 | 75 | 000d8576 |
| Knuckles | 8 | Medium | 25 | 0.5 | 10 | 0005524b |
| Power fist | 20 | Medium | 35 | 4 | 100 | 0011b336 |
| Name | Ammunition | Damage | Fire rate | AP cost | Range | Weight | Value | Base ID |
|---|---|---|---|---|---|---|---|---|
| .44 pistol | .44 round | 48 | 0.625 rps | 35 | Snubnose: 21.93 m (71.96 ft) Standard/Bull: 32.9 m (107.94 ft) | 4 | 85 | 000ce97d |
| 10mm pistol | 10mm round | 18 | 4.66 rps | 28 | Short barrel: 21.93 m (71.96 ft) Long: 32.9 m (107.94 ft) | 3 | 45 | 00004822 |
| Acid soakerNuka-World | Acid concentrate | 11 | 6.65 rps | 26 | 10.97 m (35.98 ft) | 3 | 125 | 000000 |
| Deliverer | 10mm round | 25 | 6.65 rps | 26 | Standard: 21.93 m (71.96 ft) Extended: 32.9 m (107.94 ft) | 3 | 125 | 000dc8e7 |
| Paddle ballNuka-World | Paddle ball string | 1 | 2.5 rps | 10 | 3.66 m (11.99 ft) | 2 | 10 | 000000 |
| Pipe pistol | .38 round | 13 | 5.55 rps | 30 | Stub: 21.93 m (71.96 ft)Short barrel: 32.9 m (107.94 ft) Long barrel: 58.49 m (191.9 ft) | 2 | 20 | 00024f55 |
| Pipe bolt-action pistol | .308 round | 34 | 3.33 rps | 29 | 3 | 30 | 0014831a | |
| Pipe revolver pistol | .45 round | 24 | 3.33 rps | 35 | 4 | 25 | 0014831b | |
| Western revolverNuka-World | .44 round | 78 | 0.625 rps | 35 | Snubnose: 21.93 m (71.96 ft) Standard/Bull: 32.9 m (107.94 ft) | 4 | 85 | 000000 |
| Name | Ammunition | Damage | Fire rate | AP cost | Range | Weight | Value | Base ID |
|---|---|---|---|---|---|---|---|---|
| Double-barreled shotgun | Shotgun shell | 8x45 | 3.63 rps 3 sec reload | 30 | Sawed-off: 21.93 m (71.96 ft) Short: 25.59 m (83.96 ft) Long: 32.9 m (107.94 ft) -90% damage out of range | 6 | 30 | 00092217 |
| Combat shotgun | Shotgun shell | 50 | 120 rpm 3.2 sec reload | Short barrel: 25.59 m (83.96 ft) Long barrel: 32.9 m (107.94 ft) -90% damage out of range | 7 | 65 | 0014831c |
| Name | Ammunition | Damage | Fire rate | AP cost | Range | Weight | Value | Base ID |
|---|---|---|---|---|---|---|---|---|
| Submachine gun | .45 round | 13 | 12.7 rps | 35 | 32.9 m (107.94 ft) | 7 | 60 | 0015b043 |
| Name | Ammunition | Damage | Fire rate | AP cost | Range | Weight | Value | Base ID |
|---|---|---|---|---|---|---|---|---|
| Assault rifle | 5.56mm round | 30 | 4 rps | 32 | Short barrel: 32.9 m (107.94 ft) Long barrel: 58.49 m (191.9 ft) | 8 | 100 | 0000463f |
| Combat rifle | .45 round | 33 | 3.33 rps | 25 | Short barrel: 32.9 m (107.94 ft) Long barrel: 58.49 m (191.9 ft) | 7 | 75 | 000df42e |
| Handmade rifleNuka-World | 7.62 round | 32 | 20 | 32 | Short barrel: 32.9 m (107.94 ft) Long barrel: 58.49 m (191.9 ft) | 8 | 100 | 0496ea |
| Hunting rifle | .308 round | 37 | 0.35 rps | 28 | Short barrel: 32.9 m (107.94 ft) Long barrel: 58.49 m (191.9 ft) | 6 | 40 | 0004f46a |
| Lever action rifleFar Harbor | .45-70 caliber | 35 | 0.5 rps | 26 | Short barrel: 32.9 m (107.94 ft) Long barrel: 58.49 m (191.9 ft) | 6 | 150 | 02c8b0 |
| Pipe rifle | .38 round | 13 | 5.55 rps | 30 | Stub: 21.93 m (71.96 ft)Short barrel: 32.9 m (107.94 ft) Long barrel: 58.49 m (191.9 ft) | 2 | 20 | 00024f55 |
| Pipe bolt-action rifle | .308 round | 34 | 3.33 rps | 29 | 3 | 30 | 0014831a | |
| Pipe revolver rifle | .45 round | 24 | 3.33 rps | 35 | 4 | 25 | 0014831b | |
| Radium rifleFar Harbor | .45 round | 27 ballistic 50 radiation | 40 | 20 | Short barrel: 32.9 m (107.94 ft) Long barrel: 58.49 m (191.9 ft) | 11.1 | 110 | 025fc4 |
| Name | Ammunition | Damage | Fire rate | AP cost | Range | Weight | Value | Base ID |
|---|---|---|---|---|---|---|---|---|
| Minigun | 5mm round | 8 | 27.2 rps | 30 | Accelerated: 25.59 m (83.96 ft) Standard: 36.56 m (119.94 ft) Tri: 51.18 m (167.91 ft) Best tb 303 emulation vst. Just about any soft-synth is capable of mimicking the TB-303. So unless it's a specific attempt at a 303 emulation, it won't sound quite right. TB 303 vs VST Instruments plugin - Witch is the best soft synth emulator? Dolphin Bassline - Signaldust. ACID BOX - audio blast. FreeBee 303 - Audiorealism bassline ancestor! Muon Tau Bassline MkII. Alien303 - G-Sonique. Tekky Synths TyByX - Virtual Instrument. TB Strip - Synth School. Jun 25, 2014 - The Roland TB-303! The legendary Transistor Bass synthesizer by Roland. Created to emulate bass sound and used by nearly nobody until. | 18 | 300 | 0001f669 |
| Missile launcher | Missile | 150 | 0.23 rps | 45 | Not applicable | 20 | 300 | 0003f6f8 |
| Fat Man | Mini nuke | 400 | 0.1 rps | 60 | 30 | 500 | 000bd56f |
| Name | Ammunition | Damage | Fire rate | AP cost | Range | Weight | Value | Base ID |
|---|---|---|---|---|---|---|---|---|
| Harpoon gunFar Harbor | Harpoon | 150 | 0.2 rps | 40 | Flechette: 25.59 m (83.96 ft)Barbed: 32.9 m (107.94 ft) Regular: 40.21 m (131.93 ft) | 16 | 200 | 010b81 |
| Syringer | Syringes | Special | 3.33 rps | 35 | Stub barrel: 21.93 m (71.96 ft)Short barrel: 32.9 m (107.94 ft) Long barrel: 58.49 m (191.9 ft) | 4 | 100 | 0014d09e |
| Railway rifle | Railway spike | 100 | 1 rps | 20 | Short barrel: 32.9 m (107.94 ft) Long barrel: 58.49 m (191.9 ft) | 9 | 200 | 000fe268 |
| Junk Jet | Junk | 40 | 2 rps | 30 | Short barrel: 32.9 m (107.94 ft) Long barrel: 58.49 m (191.9 ft) | 29.9 | 285 | 000e942b |
| Broadsider | Cannonball | 108 | 0.2 rps | 40 | 203 | 18 | 200 | 000fd11b |
| Name | Ammunition | Damage | Fire rate | AP cost | Range | Weight | Value |
|---|---|---|---|---|---|---|---|
| Laser musket | Fusion cell | 30 | 0.65 rps | 30 | Short: 18.28 m (59.97 ft) Long: 58.49 m (191.9 ft) (extended and bracketed barrels slightly increase range) | 8 | 40 |
| Laser pistol | Fusion cell | 24 | 5 rps | 25 | Short: 32.9 m (107.94 ft) Long: 58.49 m (191.9 ft) Sniper: 65.8 m (215.89 ft) | 3 | 60 |
| Laser rifle | Fusion cell | 24 | 5 rps | 25 | Short: 32.9 m (107.94 ft) Long: 58.49 m (191.9 ft) Sniper: 65.8 m (215.89 ft) | 3 | 60 |
| Name | Ammunition | Damage | Fire rate | AP cost | Range | Weight | Value |
|---|---|---|---|---|---|---|---|
| Institute pistol | Fusion cell | 21 | 6.66 rps | 25 | Short barrel: 32.9 m (107.94 ft)Long barrel: 58.49 m (191.9 ft) | 3 | 60 |
| Institute rifle | Fusion cell |
| Name | Ammunition | Damage | Fire rate | AP cost | Range | Weight | Value |
|---|---|---|---|---|---|---|---|
| Plasma pistol | Plasma cartridge | 24+24 | 3.33 rps | 30 | Flamer: 10.85 m (35.61 ft)Splitter: 32.9 m (107.94 ft) Automatic: 58.49 m (191.9 ft) Sniper: 65.8 m (215.89 ft) | 3 | 112 |
| Plasma rifle | 24+24 | 3.33 rps | 30 | ||||
| Plasma scattergun | 24+24 | 3.33 rps | 30 | ||||
| Plasma thrower | 12+12 | 9 rps | 30 | ||||
| Plasma sniper rifle | 38+38 | 3.33 rps | 30 |
| Name | Ammunition | Damage | Fire rate | AP cost | Range | Weight | Value |
|---|---|---|---|---|---|---|---|
| Gauss rifle | 2mm EC | 110 | 6.66 rps | 30 | Standard: 54.84 m (179.91 ft) Shielded: 62.15 m (203.89 ft) | 8 | 150 |
| Name | Ammunition | Damage | Fire rate | AP cost | Range | Weight | Value |
|---|---|---|---|---|---|---|---|
| Flamer | Flamer fuel | 9 | 90 | 30 | 47 | 15 | 125 |
| Napalmer | Flamer fuel | 14 | Variable | ||||
| Name | Ammunition | Damage | Fire rate | AP cost | Range | Weight | Value |
|---|---|---|---|---|---|---|---|
| Alien blaster | Alien blaster round | 50 | 100 | 20 | 119 | 2 | 300 |
| Cryolator | Cryo round | 10+20 | 90 | 20 | Standard: 18.28 m (59.97 ft)Crystallizing: 58.49 m (191.9 ft) | 10 | 225 |
| Gamma gun | Gamma round | 10 (rads) | 66 | 30 | Small dish: 32.9 m (107.94 ft) Large dish: 58.49 m (191.9 ft) | 3 | 150 |
| Gatling Laser | Fusion core | 14 | 27.2 rps | Standard: 58.49 m (191.9 ft)Charging: 65.8 m (215.89 ft) | 18 | 750 | |
| Salvaged Assaultron headAutomatron | Fusion cell | 38 | 11 | 93 | 8 | 40 | |
| Tesla rifleAutomatron | Fusion cell | 38 | 40 | 83 | 8.1 | 90 |
| Name | Damage | AP cost | Range | Weight | Value |
|---|---|---|---|---|---|
| Baseball grenade | 101 | 20 | 28.56 m (93.7 ft) | 1 | 40 |
| Cryogenic grenade | 101 | 20 | 0.5 | 125 | |
| Fragmentation grenade | 151 | 20 | 0.5 | 50 | |
| Fragmentation grenade MIRVNuka-World | 1 | 20 | 1 | 75 | |
| Fury grenadeNuka-World | 1 | 20 | 1 | 35 | |
| Institute EM pulse grenade | 150 | 20 | 0.5 | 100 | |
| Lucky rabbit's footNuka-World | 1 | 20 | 0.1 | 50 | |
| Molotov cocktail | 51 | 50 | 0.5 | 20 | |
| Nuka Cherry grenadeNuka-World | 20 | 0.5 | 50 | ||
| Nuka grenade | 301 + 100 | 20 | 0.5 | 100 | |
| Nuka Quantum grenadeNuka-World | 300 | 20 | 0.5 | 50 | |
| Persuasion grenadeNuka-World | 1 | 20 | 1 | 35 | |
| Plasma grenade | 150 + 150 | 20 | 0.5 | 135 | |
| Predator grenadeNuka-World | 1 | 20 | 1 | 35 | |
| Pulse grenade | 150 | 20 | 0.5 | 100 | |
| Smart fragmentation grenadeNuka-World | 216 | 20 | 0.6 |
| Name | Damage | AP cost | Range | Weight | Value |
|---|---|---|---|---|---|
| Fragmentation mine | 101 | 93 | 0.5 | 50 | |
| Plasma mine | 150 + 150 | 93 | 0.5 | 100 | |
| Pulse mine | 150 | 93 | 0.5 | 100 | |
| Cryo mine | 101 | 93 | 0.5 | 50 | |
| Bottlecap mine | 301 | 20 | 93 | 0.5 | 75 |
| Nuke mine | 301 + 100 | 93 | 0.5 | 100 |
| Name | Damage | AP cost | Range | Weight | Value |
|---|---|---|---|---|---|
| Bear trapFar Harbor | 33 | 93 | 8 | 75 | |
| Bleeding bear trapFar Harbor | 30 + bleeding | 93 | 8 | 100 | |
| CaltropsFar Harbor | 3 | 0.5 | 25 | ||
| Poisoned caltropsFar Harbor | 5 | 0.5 | 40 |
Unarmed is a skill in Fallout, Fallout 2, Fallout 3, Fallout: New Vegas, Fallout Tactics, Van Buren, J.E. Sawyer's Fallout Role-Playing Game and Lionheart.
$ begin{matrix}text{Initial}text{level}%end{matrix}=65+(text{Agility}+text{Strength})/2 $
Example: A starting Agility of 5 and Strength of 5.
$ 65+(5+5)/2=70% $
$ begin{matrix}text{Initial}text{level}%end{matrix}=30+(text{Agility}+text{Strength})times2 $
Example: A starting Agility of 5 and Strength of 5.
$ 30+(5+5)times2=50% $
The attacks are divided into two groups: primary and secondary. At any one time there will be up to four attacks available: the strongest primary punch/kick the player character meets the requirements for (a plain punch/kick if none), and the strongest secondary punch/kick they qualify for, if any. The secondary attacks have a higher AP cost but cause more devastating effects.
Equipping an unarmed-type weapon (such as brass knuckles for example) will override these skill attacks. This means that with high enough Unarmed skill one will actually lose damage by equipping them.
For example, base melee damage ('Punch') is 1-3 damage. With Unarmed of 55%, that becomes 'Strong Punch' which adds 3 damage, for a total of 4-7. Meanwhile, brass knuckles have a damage range of only 2-5 - so one is better off without them.
To summarize, spiked knuckles become obsolete when the 'Hammer Punch' is obtained and brass knuckles are useless altogether, unless for some reason the player character has less than 6 Agility and doesn't meet the requirement and/or Lucas's training.
Finally, in 1.02d (which is the most up-to-date official patch) the jab secondary attack is strictly superior to strong punch, dealing the same damage at the same AP cost but having extra 10% crit chance.
Also, it is possible to enhance the damage dealt with unarmed attacks using several methods, for instance, by increasing Strength, or using the Bonus HtH Damage perk, the Heavy Handed trait, or, less obviously, the Living Anatomy perk (+5 damage against all organics, that is, against most opponents).
| Name | Requirements | Damage | AP | Critical Chance |
|---|---|---|---|---|
| Primary punch attacks | ||||
| Punch | None | Base damage | 3 | - |
| Strong Punch | Unarmed 55%, Agility 6 | +3 | 3 | - |
| Hammer Punch | Unarmed 75%, Agility 6, Strength 5, level 6 | +5 | 3 | +5% |
| Haymaker | Unarmed 100%, Agility 7, Strength 5, level 9 | +7 | 3 | +15% |
| Secondary punch attacks | ||||
| Jab | Unarmed 75%, Agility 7, Strength 5, level 5 | +5 (+3 in 1.02d) | 6 (3 in 1.02d) | +5% (+10% in 1.02d) |
| Palm Strike | Unarmed 115%, Agility 7, Strength 5, level 12 | +7, armor piercing | 6 | +15% |
| Piercing Strike | Unarmed 130%, Agility 7, Strength 5, Level 16 | +10, armor piercing | 8 | +40% |
| Primary kick attacks | ||||
| Kick | None | Base damage | 4 | - |
| Strong Kick | Unarmed 40%, Agility 6 | +5 | 4 | - |
| Snap Kick | Unarmed 60%, Agility 6, Level 6 | +7 | 4 | - |
| Power Kick | Unarmed 80%, Agility 6, Strength 6, Level 9 | +9 | 4 | +5% |
| Secondary kick attacks | ||||
| Hip Kick | Unarmed 60%, Agility 7, Strength 6, Level 6 | +7 | 7 | - |
| Hook Kick | Unarmed 100%, Agility 7, Strength 6, Level 12 | +9, armor piercing | 7 | +10% |
| Piercing Kick | Unarmed 125%, Agility 8, Strength 6, Level 15 | +12, armor piercing | 9 | +50% |
In total, Unarmed can be increased to over 100% without ever putting any skill points into it.
Lucas in Arroyo will increase Unarmed to 55% unless the player character tanked their Agility. After that one gets 10% from Sullivan, 5% from Prizefighter and two 5% punching bag bonuses (Sierra Army Depot) for a total of 80%. At this point take the four day training from either Dragon or Lo Pan to reach 100%.
On the other hand, if one did tag Unarmed, they will be able to get it from 100% to 130% (at which point one gets all the special attacks listed above) for free: Sullivan +10%, Punching Bags +10%, Prizefighter +5%.
After that one can push it even further by increasing their stats: +5 for Strength (Brotherhood of Steel surgery +1 and advanced power armor +4) and +1 Agility (Gain perk).
The punching bags in the basement of the shark club and lo pan's dojo do not give unarmed bonuses as they do not have the punching bag script attached. Only the two on the first level of the Sierra Army Depot give unarmed bonuses.
Example: A starting Endurance of 5 and Luck of 5.
In Fallout 3, the Unarmed skill is tied to the EnduranceSPECIAL stat. The player character will receive a boost of +2 points in Unarmed per level of Endurance, for a maximum boost of +20 points at 10 Endurance. Luck further raises Unarmed effectiveness by +1 point per every 2 levels (+5 Unarmed at 9-10 Luck).
The AP cost (Action Points, used in V.A.T.S.) when completely unarmed is 22.
In Fallout 3, it is not possible to target individual body parts in V.A.T.S. while using unarmed or melee weapons. Targeting with the crosshair outside of V.A.T.S enables one to select body locations in an attempt to cripple and/or disarm. It is possible to knock-out an opponent even with non-critical head strikes; this should not be confused with the effects of the Paralyzing Palm perk, as it can be done without the perk, it can be done outside of V.A.T.S. and with any unarmed weapon, though the chances are greatly improved with bare hand attacks.
| Perk | Requirement | Level | Additional Requirements |
|---|---|---|---|
| Paralyzing Palm | Unarmed 70 | 18 | - |
Example: A starting Endurance of 5 and Luck of 5.
As in Fallout 3, the Unarmed skill is tied to the EnduranceSPECIAL stat. The player character will receive a boost of +2 points in Unarmed per level of Endurance, for a maximum boost of +20 points at 10 Endurance. Luck further raises Unarmed effectiveness by +1 points per every 2 levels (+5 Unarmed at 9 Luck). Just as in Fallout 3, unarmed damage is unaffected by Strength; the only change is that unarmed weapons now have a Strength requirement in order to use them at maximum efficiency. However, aside from the ballistic fist, the Strength requirements are generally very low.
The AP cost (Action Points, used in V.A.T.S.) when completely unarmed is 22.
Fallout: New Vegas possesses a multitude of new, more powerful unarmed and melee-specific perks, game mechanic bonuses (i.e. special attacks in V.A.T.S. at higher levels of skills; specifically, an Uppercut at 50 and a cross attack at 75).
There are four different special moves that can be learned from different non-player characters in the game. One can learn the Ranger Takedown attack from Ranger Andy in Novac, the Legion Assault from Lucius at Fortification Hill, the Scribe Counter from Veronica and the Khan Trick from Diane. Each requires completing a task to be taught the move, and may require the player character having certain ratings (such as high or moderate fame) in factions to be learned.
Unarmed weapons in Fallout: New Vegas can utilize up to three special attacks in V.A.T.S., each at the cost of 20 Action Points, depending on the character's Unarmedskill. At an unarmed skill of at least 50 Stomp and Uppercut special attacks become available. Stomp, an attack dealing double damage, where the target receives a swift downward kick, that can only be used on enemies after they have been knocked down. Uppercut is an upward punch that deals an additional 15% damage. At an unarmed skill of at least 75, Cross is a punch thrown across the body that deals 10% greater damage, with an additional 250% damage to limbs.
Unlike other special unarmed moves that must be learned before use, these special attacks require only an investment in skill points to unlock. Since the special attacks require the same AP regardless of the weapon used, higher damage but slower weapons benefit more from V.A.T.S. than faster weapons.
| Name | Requirement | AP | Damage Bonus | Notes |
|---|---|---|---|---|
| Uppercut | Unarmed 50 | 20 | 15% | |
| Cross | Unarmed 75 | 20 | 10% | 2.5x Increased Limb Damage |
| Stomp | None | 20 | 100% | Only on knocked down opponents |
In addition, all unarmed attacks in V.A.T.S. do twice as much base damage (just like power attacks in real-time).
| Perk | Requirement | Level | Additional Requirements |
|---|---|---|---|
| Piercing Strike | 70 | 12 | — |
| Paralyzing Palm | 70 | 18 | — |
| Slayer | 90 | 24 | Agility 7 |
Determines your character's ability to fight without a weapon. A skilled unarmed combatant is a deadly foe.

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