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Fires a dart that will detonate after several seconds. Standard and weak enemies enter a state of panic while the dart is active. The explosion deals <<1>> kinetic damage to up to 3 nearby enemies when it detonates. Standard and weak targets are knocked back from the blast. |
Bounty Hunter
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5 |
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Unloads your blaster into the target, dealing <<1>> weapon damage every second. Weak and standard enemies caught in the blaster fire are stunned for the duration. Fires both blasters if dual wielding. |
Bounty Hunter
|
3 |
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Fires a continuous stream of bolts that deals <<1>> weapon damage every second. Weak and standard enemies caught in the blaster fire are stunned for the duration. |
Trooper
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3 |
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Throws a sticky grenade that will detonate after several seconds. Standard and weak enemies enter a state of panic when the grenade is active. The explosion deals <<1>> kinetic damage when it detonates. Standard and weak targets are knocked back from the blast. |
Trooper
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5 |
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1 |
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Rifle critical hits have a % chance to reset the cooldown of Takedown and restore <2> energy. |
Imperial Agent
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Increases the critical hit chance of Snipe, Series of Shots and Followthrough by <<1>>%. |
Imperial Agent
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Increases total Cunning by <<1>>%. |
Imperial Agent
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Blaster critical hits have a % chance to reset the cooldown of Takedown and restore <2> energy. |
Smuggler
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Increases critical hit chance of Charged Burst and Speed Shot by <1[%d/%d/%d]>%. |
Smuggler
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Increases Cunning by <<1>>%. |
Smuggler
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1 |
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Increases effective stealth detection level by <1[%d/%d/%d]> and increases defense by <2[%d/%d/%d]>%. |
Smuggler
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After Sabotage Charge is detonated, it drops an additional <1[%d/%d/%d]> charges on the target. When the target takes ranged damage, one additional charge explodes. |
Smuggler
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Detonates an active Shock Charge on the target, immediately dealing <<1>> kinetic damage to the affected target. Also immediately finishes the cooldown on Cool Head and Defense Screen. This ability does not respect the global cooldown and does not require line of sight with the target. |
Smuggler
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1 |
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When you hit a target affected by Shock Charge with Quickdraw there is a <1[%d/%d/%d]>% chance to cause a power spike, doing damage to enemies within 8m of the target. |
Smuggler
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Reduces cooldown of Pulse Detonator by <1[%d/%d/%d]> seconds. |
Smuggler
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Immediately finishes the cooldown on Speed Shot and makes the next Speed Shot trigger no cooldown. |
Smuggler
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1 |
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Detonates an active Shock Charge on the target, immediately dealing (Dmg * 0.07 + Pwr) - (Dmg * 0.13 + Pwr) kinetic damage to the affected target. Also immediately finishes the cooldown on Cool Head and Defense Screen. |
Smuggler
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1 |
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Hurls an electric shock device that latches on to the target, dealing <<1>> energy damage over <<2>> seconds. |
Smuggler
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1 |
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Reduces cooldown of Sabotage Charge by <1[%d/%d/%d]> seconds and Thermal Grenade by <2[%d/%d/%d]> seconds. |
Smuggler
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Targets affected by Flash Grenade have a <1[%d/%d/%d]>% chance to be stunned for 2 seconds on taking damage. |
Smuggler
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Increases the critical healing bonus of Underworld Medicine, Kolto Pack and Kolto Cloud by <<1>>%. |
Smuggler
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Heals a friendly target for <1> damage. |
Smuggler
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Dodge has a <1[%d/%d/%d]>% chance to heal you and increase your armor by 10% for 10 seconds. |
Smuggler
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Increases total Cunning by <<1>>%. |
Smuggler
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Reduces the pushback suffered while activating healing abilities by (35/70)%, and reduces the threat generated by heals by (5/10)%. |
Smuggler
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Reduces cooldown of Heartrigger Patch by <1[%d/%d/%d]> seconds. |
Smuggler
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Exploits Upper Hand to instantly heal the target for <<1>>. Requires and consumes Upper Hand. |
Smuggler
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1 |
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Increases the healing dealt by Emergency Medpac by <<1>>% and increases the max stack limit of Upper Hand by <<2>>. In addition, Emergency Medpac immediately regrants Upper Hand when used on targets below 30% max health. |
Smuggler
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Reduces the activation time of Underworld Medicine by <<1>> seconds and gives Underworld Medicine a <<2>>% chance to grant Upper Hand. |
Smuggler
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Reduces pushback from damage on healing abilities by <1[%d/%d/%d]>%. Lowers threat of healing abilities by <2[%d/%d/%d]>%. |
Smuggler
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Reduces cooldown of Emergency Medpac by <1[%d/%d/%d]> seconds. |
Smuggler
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Heals up to 4 allies within 10 meters for <<1>> over <<2>> seconds. |
Smuggler
|
1 |
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Increases the critical heal chance of Underworld Medicine and Advanced Kolto Pack by <1[%d/%d/%d]>%. |
Smuggler
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Each tick of Slow-release Medpac has a <<1>>% chance to grant Upper Hand. This effect cannot occur more than once every 9 seconds. Each rank beyond the first reduces this rate limit by 1.5 seconds. |
Smuggler
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Triage now removes negative mental effects and heals the target for <<1[$d point/$d point/$d points]>>. |
Smuggler
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Your critical direct heals return <1[%d/%d/%d]> energy to you. |
Smuggler
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Healing taken is increased by <1[%d/%d/%d]>% for 6 seconds any time you take damage while under 30% health. |
Smuggler
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Injects the target with slow-release medicine that heals for <<1>> over <<2>> seconds. Stacks up to 2 times. |
Smuggler
|
1 |
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Increases your effective stealth level by <1[%d/%d/%d]> and movement speed by <2[%d/%d/%d]>% while stealthed. |
Smuggler
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Critical scattergun attacks have a <1[%d/%d/%d]>% chance to reset the cooldown on Shoot First and make it usable out of stealth. This effect can only happen once every 3 seconds. Enemies of weak or standard toughness are now knocked down by Shoot First. |
Smuggler
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Back Blast no longer has an energy cost. |
Smuggler
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Reduces cooldown of Defense Screen by <1[%d/%d/%d]> seconds. |
Smuggler
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Increases damage of Blooming Shot and Blaster Volley by <1[%d/%d/%d]>%. |
Smuggler
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Increases critical hit chance of all abilities by <1[%d/%d/%d]>%. |
Smuggler
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Reduces the cooldown of Cool Head by <1[%d/%d/%d]> seconds. |
Smuggler
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Blaster Whip has a <1[%d/%d/%d]>% chance to inflict the Dazed debuff on the target, which decreases the accuracy of the target by 10% and allows Sucker Punch to be used on the target, even if they are not stunned. |
Smuggler
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Exiting stealth has a <1[%d/%d/%d]>% chance to grant a 10% bonus to melee and ranged defense. |
Smuggler
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Increases the damage of Quick Shot and Shoot First by <1[%d/%d/%d]>%. |
Smuggler
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Increases the critical hit chance of Back Blast and Shoot First by <<1>>%. |
Smuggler
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Increases critical damage of Sucker Punch, Quick Shot and Shoot First by <1[%d/%d/%d]>%. |
Smuggler
|
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Dodging or resisting an attack restores 1 energy. In addition, Disappearing Act no longer reduces healing dealt and received. |
Smuggler
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Sucker Punch has a <<1>>% chance to trigger Flying Fists, dealing <<2>> additional kinetic damage. This effect cannot occur more than once every 10 seconds. Standard and weak targets are additionally stunned by Flying Fists. |
Smuggler
|
1 |
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Quick Shot has a <1[%d/%d/%d]>% chance to degrade the target's armor by 4%. Stacks up to 3 times. |
Smuggler
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Blooming Shot reduces the cooldown of all scattergun attacks by an additional <1[%d/%d/%d]> seconds. |
Smuggler
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Shoot First has a <<1>>% chance to knock the target flat on its face for 1.5 seconds. |
Smuggler
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Lowers the cooldown of Blaster Volley by <1[%d/%d/%d]> seconds. |
Smuggler
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Blasts the target with a pyrotechnic round causing them to burn for <1[%d/%d/%d]> elemental damage over <2[%d/%d/%d]> seconds. Requires the Upper Hand buff. |
Smuggler
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Vital Shot deals direct damage when applied. |
Smuggler
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Slip out of stealth to blast the target with your scattergun for <1[%d/%d/%d]> damage. |
Smuggler
|
36 |
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Each time Surprise Comeback ticks, you have a 25% chance to make Shoot First usable outside of stealth. This can only occur once every 12 seconds. |
Smuggler
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Tendon Blast has a <<1>>% chance to immobilize the target for 2 seconds. |
Smuggler
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Exploits Upper Hand to sucker punch the target for <<1>> kinetic damage. Requires and consumes Upper Hand. |
Smuggler
|
1 |
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Pugnacity now additionally grants Surprise Comeback, restoring 2% of total health every 3 seconds. |
Smuggler
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Reduces cooldown of Dirty Kick by <1[%d/%d/%d]> seconds. |
Smuggler
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Defeating an opponent or activating Blaster Whip or Shoot First grants the Upper Hand, increasing all damage dealt by 2% and enabling the use of exploits for 10 seconds. Up to 2 charges of Upper Hand can exist at once. |
Smuggler
|
10 |
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Increases the damage of all area effect attacks by <1[%d/%d/%d]>%. |
Smuggler
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Charged Burst and Speed Shot crits have a <1>% chance to reduces the activation time of your next Aimed Shot by 1 second. |
Smuggler
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While Hunkered Down, Back Off deals energy damage to melee attackers. This effect can only occur once every 1.5 seconds. |
Smuggler
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Entering cover grants 3 charges of Ballistic Dampers. Each charge absorbs <<1>>% of the damage dealt by incoming attacks. This effect cannot occur more than once every 1.5 seconds. Ballistic Dampers can only be gained once every 6 seconds. |
Smuggler
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Reduces cooldown of Cool Head by <1[%d/%d/%d]> seconds. |
Smuggler
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Increases damage of Quick Shot and Charged Burst by <1[%d/%d/%d]>%. |
Smuggler
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When exiting cover, you have a <<1>>% chance to gain Cover Screen, increasing ranged defense by 20% for 6 seconds. |
Smuggler
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Throws a smoking canister at the target, reducing its accuracy by 45% for <<1>> seconds and exposing the target from cover for <<2>> seconds. Cannot be used on Operation Bosses. |
Smuggler
|
1 |
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Threat generated while in cover is reduced by <1[%d/%d/%d]>%, all damage while in cover is increased by <2[%d/%d/%d]>%. |
Smuggler
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Quickdraw can be used on targets recently hit by a pistol ability critical hit. |
Smuggler
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After leaving cover, Charged Burst continues to be usable for 10 seconds. Using Charged Burst removes this effect. |
Smuggler
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Immunity to all effects that would normally break cover for <1> seconds. Increases melee defense. Must be in cover to use. Effect breaks if the player leaves cover. |
Smuggler
|
20 |
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Reduces the cooldown of Hunker Down and XS Freighter Flyby by <<1>> seconds. |
Smuggler
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<1[%d/%d/%d]>% additional critical damage to Charged Burst, Quickdraw and Speed Shot. |
Smuggler
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Reduces cooldown of Dodge by <1[%d/%d/%d]> seconds. |
Smuggler
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Aimed Shot ignores <1[%d/%d/%d]>% of the target's armor. |
Smuggler
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Reduces cooldown of Pulse Detonator by <1[%d/%d/%d]> seconds. Increases knockback momentum by 25%. |
Smuggler
|
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Increases Cunning by <1[%d/%d/%d]>%. |
Smuggler
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Unloads both blasters at a high rate of fire, dealing (?? * 4) weapon damage over the duration. Requires dual blasters. Must be in cover to use. |
Smuggler
|
36 |
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Reduces pushback caused by damage on Charged Burst and Aimed Shot by <1[%d/%d/%d]%>. |
Smuggler
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Targets hit by Sweeping Gunfire have a <1>% chance to have their movement slowed for 4 seconds. |
Smuggler
|
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Rolling into cover has a <1>% to make your next Charged Burst an instant ability. |
Smuggler
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Used by turrets |
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resaved |
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Used by turrets |
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Used by turrets |
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Used by turrets |
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Used by turrets |
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Environment collision damage. |
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Just a placeholder |
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Used by turrets |
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resaved |
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Used by turrets |
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Used by turrets |
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Used by turrets |
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Used by turrets |
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Environment collision damage. |
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Just a placeholder |
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GOLD STANDARD DOCUMENTATION: |
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GOLD STANDARD DOCUMENTATION: |
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Used by turrets |
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Used by turrets |
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Used by turrets |
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GOLD STANDARD DOCUMENTATION: |
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GOLD STANDARD DOCUMENTATION: |
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Used by turrets |
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Used by turrets |
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Used by turrets |
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The player's blaster bolt as a Republican. |
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The player's blaster bolt when playing a Sith. |
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Blast cannons deal more damage, but shield regeneration rate is cut in half. |
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Blast cannons deal more damage, but shield regeneration rate is cut in half. |
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Blast cannons deal more damage, but shield regeneration rate is cut in half. |
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Blast cannons deal more damage, but shield regeneration rate is cut in half. |
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Blast cannons deal more damage, but shield regeneration rate is cut in half. |
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Blast cannons deal more damage, but shield regeneration rate is cut in half. |
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Shield regeneration is boosted significantly, but blast cannons deal very little damage. |
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Equip and Use: Deliver a large amount of damage to nearby enemies and allies. |
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Equip and Use: Enemies cannot target you for 10 seconds. |
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GOLD STANDARD DOCUMENTATION: |
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Makes us explode! Boooom! |
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Makes the target explode! Boooom! |
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GOLD STANDARD DOCUMENTATION: |
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GOLD STANDARD DOCUMENTATION: |
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GOLD STANDARD DOCUMENTATION: |
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Used by turrets |
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Used by turrets |
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Used by turrets |
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GOLD STANDARD DOCUMENTATION: |
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GOLD STANDARD DOCUMENTATION: |
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Used by turrets |
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Activate your stealth generator and become invisible. |
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Start Fighting |
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1 |
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1 |
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Shows all nearby cover points. |
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Entity is immune to all effects and any damage while under this effect. |
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Activate your stealth generator and become invisible. All attacks made while stealthed do an additional 20% damage. |
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Roll into the selected cover point. Taking cover increases your ranged defense and, so long as you remain down, most ranged attackers strike your cover instead. |
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1 |
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Crouches in place, taking cover if used behind an object that provides cover. Crouching enables the use of cover-only abilities, and so long as you remain down behind a cover object, most ranged attackers strike your cover instead. |
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1 |
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1 |
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Summons a probe that heals for <<1>>. |
Trooper
|
16 |
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Bashes the target, dealing <<1>> kinetic damage to weak and standard targets or <<2>> kinetic damage to strong targets. Only usable on incapacitated targets. |
Trooper
|
34 |
|
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Loads your rifle with an armor-piercing powercell. While active, armor penetration is increased by <<1>>%. Only one cell can be active at a time. |
Trooper
|
12 |
|
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Increases ranged and tech critical hit chance by 25% for <<1>>. |
Trooper
|
50 |
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Spins up the assault cannon and fires off a quick burst of powerful, charged rounds at the target for <<1>> weapon damage. Requires Assault Cannon. |
Trooper
|
10 |
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Deals <<1>> elemental damage and pushes up to 5 nearby enemies back away from the Trooper. Targets have their movement speed reduced by 50% for <<2>> after being knocked back. |
Trooper
|
14 |
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Fires a round at the target that knocks it out for up to <<1>>. Non-player, non-standard and non-weak targets regenerate health rapidly while knocked out. Damage causes this effect to end prematurely. |
Trooper
|
22 |
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Hurls a cryo grenade that freezes the target, stunning it for <<1>>. |
Trooper
|
12 |
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Reduces the threat towards all current enemies. |
Trooper
|
30 |
|
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Fires a heavy round that deals <<1>> kinetic damage to the primary target and <<2>> kinetic damage to up to 3 targets within 5 meters. If the primary target is a weak or standard enemy, it is knocked to the ground. |
Trooper
|
1 |
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Reduces the cooldown of Revive by 100%. |
Trooper
|
10 |