Fallen Earth Skills and Abilities List
Fallen Earth Skills and Abilities List by ViciousSid
Almost all abilities have been changed, with the goal of increasing the number and viability of different player
roles and play-styles. Some abilities have been removed, and some new abilities have been added. The current list of abilities is:
Armor Use provides access to two skills in addition to its large passive bonus to resistances:
o Dreadnaught – This is a stance ability that increases Primary armor and decreases speed.
Dreadnaught 1 – Primary Armor +75, Speed -10%, 54 Armor Use Requirement
Dreadnaught 2 – Primary Armor +115, Speed -10%, 69 Armor Use Requirement
Dreadnaught 3 – Primary Armor +168, Speed -10%, 84 Armor Use Requirement
Dreadnaught 4 – Primary Armor +200, Speed -10%, 99 Armor Use Requirement
Dreadnaught 5 – Primary Armor +242, Speed -10%, 114 Armor Use Requirement
Dreadnaught 6 – Primary Armor +283, Speed -10%, 129 Armor Use Requirement
Dreadnaught 7 – Primary Armor +325, Speed -10%, 144 Armor Use Requirement
Dreadnaught 8 – Primary Armor +366, Speed -10%, 159 Armor Use Requirement
Dreadnaught 9 – Primary Armor +408, Speed -10%, 174 Armor Use Requirement
Dreadnaught 10 – Primary Armor +450, Speed -10%, 189 Armor Use Requirement
o Soak Elements – This is a stance ability that increases Secondary/Tertiary armor and decreases Primary armor.
Soak Elements 1 – Secondary & Tertiary Armor +186 & +266, Primary Armor -125, 75 Armor Use Requirement
Soak Elements 2 – Secondary & Tertiary Armor +245 & +350, Primary Armor -166, 90 Armor Use Requirement
Soak Elements 3 – Secondary & Tertiary Armor +303 & +433, Primary Armor -208, 105 Armor Use Requirement
Soak Elements 4 – Secondary & Tertiary Armor +361 & +516, Primary Armor -250, 120 Armor Use Requirement
Soak Elements 5 – Secondary & Tertiary Armor +420 & +600, Primary Armor -291, 135 Armor Use Requirement
Soak Elements 6 – Secondary & Tertiary Armor +478 & +683, Primary Armor -333, 150 Armor Use Requirement
Soak Elements 7 – Secondary & Tertiary Armor +536 & +766, Primary Armor -375, 165 Armor Use Requirement
Soak Elements 8 – Secondary & Tertiary Armor +595 & +850, Primary Armor -416, 180 Armor Use Requirement
Soak Elements 9 – Sedondary & Tertiary Armor +653 & +933, Primary Armor -457, 195 Armor Use Requirement
Dirty Tricks offers:
o Dirty Steel – This is a prepared attack that does poison damage over time. It will also stun NPCs.
Dirty Steel 1 – Next attack inflicts 4 poison damage per second for 10 seconds. Costs 18 Stamina, 30 second cooldown, 33 Dirty Tricks Requirement
Dirty Steel 2 – Next attack inflicts 8 poison damage per second for 10 seconds. Costs 35 Stamina, 30 second cooldown, 63 Dirty Tricks Requirement
Dirty Steel 3 – Next attack inflicts 12 poison damage per second for 10 seconds. Costs 52 Stamina, 30 second cooldown, 93 Dirty Tricks Requirement
Dirty Steel 4 – Next attack inflicts 16 poison damage per second for 10 seconds. Costs 68 Stamina, 30 second cooldown, 123 Dirty Tricks Requirement
Dirty Steel 5 – Next attack inflicts 20 poison damage per second for 10 seconds. Costs 85 Stamina, 30 second cooldown, 153 Dirty Tricks Requirement
Dirty Steel 6 – Next attack inflicts 24 poison damage per second for 10 seconds. Costs 100 Stamina, 30 second cooldown, 183 Dirty Tricks Requirement
o Kneecap – This is a prepared attack that reduces the target’s speed.
Kneecap 1 – Next attack slow target by 21% for 7 seconds. Costs 25 Stamina, 45 second cooldown, 45 Dirty Tricks Requirement
Kneecap 2 – Next attack slow target by 24% for 7 seconds. Costs 42 Stamina, 45 second cooldown, 75 Dirty Tricks Requirement
Kneecap 3 – Next attack slow target by 27% for 7 seconds. Costs 58 Stamina, 45 second cooldown, 105 Dirty Tricks Requirement
Kneecap 4 – Next attack slow target by 30% for 7 seconds. Costs 75 Stamina, 45 second cooldown, 135 Dirty Tricks Requirement
Kneecap 5 – Next attack slow target by 33% for 7 seconds. Costs 92 Stamina, 45 second cooldown, 165 Dirty Tricks Requirement
Kneecap 6 – Next attack slow target by 36% for 7 seconds. Costs 109 Stamina, 45 second cooldown, 195 Dirty Tricks Requirement
o Sabotage – This is a prepared attack that reduces the targets Melee & Ranged defense.
Sabotage 1 – Next attack lower targets Melee & Ranged defense by 23 for 15 seconds. Costs 38 Stamina, 1 minute cooldown, 70 Dirty Tricks Requirement
Sabotage 2 – Next attack lower targets Melee & Ranged defense by 33 for 15 seconds. Costs 55 Stamina, 1 minute cooldown, 90 Dirty Tricks Requirement
Sabotage 3 – Next attack lower targets Melee & Ranged defense by 43 for 15 seconds. Costs 72 Stamina, 1 minute cooldown, 130 Dirty Tricks Requirement
Sabotage 4 – Next attack lower targets Melee & Ranged defense by 53 for 15 seconds. Costs 88 Stamina, 1 minute cooldown, 160 Dirty Tricks Requirement
Sabotage 5 – Next attack lower targets Melee & Ranged defense by 63 for 15 seconds. Costs 105 Stamina, 1 minute cooldown, 190 Dirty Tricks Requirement
Dodge gives a medium passive bonus by opposing the extra damage provided by the Precision, Power, and Weapon skill lines. In addition to that bonus, it offers:
o Duck And Weave – This is a stance ability that converts a portion of damage taken into stamina damage.
Duck And Weave 1 – Reduces 10% incoming damage, and costs 4 stamina for each point of damage reduced this way. 57 Dodge Requirement
Duck And Weave 2 – Reduces 10% incoming damage, and costs 3.8 stamina for each point of damage reduced this way. 87 Dodge Requirement
Duck And Weave 3 – Reduces 10% incoming damage, and costs 3.6 stamina for each point of damage reduced this way. 117 Dodge Requirement
Duck And Weave 4 – Reduces 10% incoming damage, and costs 3.4 stamina for each point of damage reduced this way. 147 Dodge Requirement
Duck And Weave 5 – Reduces 10% incoming damage, and costs 3.2 stamina for each point of damage reduced this way. 177 Dodge Requirement
Escape Artist is a defensive skill line that contains:
o Dash – A short speed increase.
Dash 1 – Increases your speed by 25% for 6 seconds, but reduces your combat abilities. Costs 25% stamina, 2 minute cooldown. 57 Escape Artist Requirement
Dash 2 – Increases your speed by 35% for 6 seconds, but reduces your combat abilities. Costs 25% stamina, 2 minute cooldown. 132 Escape Artist Requirement
o Shake It Off – This ability removes negative status effects and snares.
Shake It Off 1 – Removes negative status effect counters and lower level snares from your target. Multiple applications may be needed for serious conditions. Costs 10 stamina, 1 minute cooldown. 30 Escape Artist Requirement
Shake It Off 2 – Removes negative status effect counters and lower level snares from your target. Multiple applications may be needed for serious conditions. Costs 23 stamina, 1 minute cooldown. 60 Escape Artist Requirement
Shake It Off 3 – Removes negative status effect counters and lower level snares from your target. Multiple applications may be needed for serious conditions. Costs 35 stamina, 1 minute cooldown. 90 Escape Artist Requirement
Shake It Off 4 – Removes negative status effect counters and lower level snares from your target. Multiple applications may be needed for serious conditions. Costs 47 stamina, 1 minute cooldown. 120 Escape Artist Requirement
Shake It Off 5 – Removes negative status effect counters and lower level snares from your target. Multiple applications may be needed for serious conditions. Costs 59 stamina, 1 minute cooldown. 150 Escape Artist Requirement
Shake It Off 6 – Removes negative status effect counters and lower level snares from your target. Multiple applications may be needed for serious conditions. Costs 71 stamina, 1 minute cooldown. 180 Escape Artist Requirement
o Lucky Break – This ability raises your saves.
Lucky Break 1 – Raises your saves by 11 for 7 seconds. Costs 29 stamina, 30 second cooldown. 69 Escape Artist Requirement
Lucky Break 2 – Raises your saves by 16 for 7 seconds. Costs 41 stamina, 30 second cooldown. 99 Escape Artist Requirement
Lucky Break 3 – Raises your saves by 21 for 7 seconds. Costs 54 stamina, 30 second cooldown. 129 Escape Artist Requirement
Lucky Break 4 – Raises your saves by 26 for 7 seconds. Costs 66 stamina, 30 second cooldown. 159 Escape Artist Requirement
Lucky Break 5 – Raises your saves by 31 for 7 seconds. Costs 78 stamina, 30 second cooldown. 189 Escape Artist Requirement
o Misdirection – This ability increases Primary/Secondary/Tertiary armor.
Misdirection 1 – Primary Armor +281, Secondary & Tertiary Armor +339 for 10 seconds. Costs 34 stamina, 45 second cooldown. 81 Escape Artist Requirement
Misdirection 2 – Primary Armor +449, Secondary & Tertiary Armor +539 for 10 seconds. Costs 46 stamina, 45 second cooldown. 111 Escape Artist Requirement
Misdirection 3 – Primary Armor +616, Secondary & Tertiary Armor +739 for 10 seconds. Costs 59 stamina, 45 second cooldown. 141 Escape Artist Requirement
Misdirection 4 – Primary Armor +783, Secondary & Tertiary Armor +939 for 10 seconds. Costs 71 stamina, 45 second cooldown. 171 Escape Artist Requirement
First Aid is a support set, with:
o Resuscitation – Resurrects your target.
Resuscitation 1 – Revives a very close target with 52 health then increases their health regeneration by 14 for 1 minute. Costs 16 stamina, 15 second cooldown. 39 First Aid Requirement
Resuscitation 2 – Revives a very close target with 97 health then increases their health regeneration by 26 for 1 minute. Costs 40 stamina, 15 second cooldown. 99 First Aid Requirement
Resuscitation 3 – Revives a very close target with 142 health then increases their health regeneration by 38 for 1 minute. Costs 64 stamina, 15 second cooldown. 159 First Aid Requirement
o Stanch Wound – This heals your target and increases their health regeneration for an hour.
Stanch Wound 1 – Heals your target for 16 and increases their health regeneration by 1 for the next hour. Costs 8 stamina, 6 second cooldown. Requires Ragged Bandage. 1 First Aid Requirement
Stanch Wound 2 – Heals your target for 31 and increases their health regeneration by 2 for the next hour. Costs 15 stamina, 6 second cooldown. Requires Ragged Bandage. 36 First Aid Requirement
Stanch Wound 3 – Heals your target for 76 and increases their health regeneration by 4 for the next hour. Costs 27 stamina, 6 second cooldown. Requires Tattered Bandage. 66 First Aid Requirement
Stanch Wound 4 – Heals your target for 121 and increases their health regeneration by 6 for the next hour. Costs 40 stamina, 6 second cooldown. Requires Tattered Bandage. 96 First Aid Requirement
Stanch Wound 5 – Heals your target for 166 and increases their health regeneration by 8 for the next hour. Costs 52 stamina, 6 second cooldown. Requires Average Bandage. 126 First Aid Requirement
Stanch Wound 6 – Heals your target for 211 and increases their health regeneration by 10 for the next hour. Costs 65 stamina, 6 second cooldown. Requires Average Bandage. 156 First Aid Requirement
Stanch Wound 7 – Heals your target for 256 and increases their health regeneration by 12 for the first hour. Costs 78 stamina, 6 second cooldown. Requires Superior Bandage. 186 First Aid Requirement
o Suck It Up – This ability will counter weak status effects and has a short cooldown. Multiple applications will remove stronger status effects.
Suck It Up 1 – Removes negative status effect counters from your target. Multiple applications may be needed for serious conditions. Costs 2 stamina, 1.5 second cooldown. 12 First Aid Requirement
Suck It Up 2 – Removes negative status effect counters from your target. Multiple applications may be needed for serious conditions. Costs 12 stamina, 1.5 second cooldown. 42 First Aid Requirement
Suck It Up 3 – Removes negative status effect counters from your target. Multiple applications may be needed for serious conditions. Costs 17 stamina, 1.5 second cooldown. 72 First Aid Requirement
Suck It Up 4 – Removes negative status effect counters from your target. Multiple applications may be needed for serious conditions. Costs 22 stamina, 1.5 second cooldown. 102 First Aid Requirement
Suck It Up 5 – Removes negative status effect counters from your target. Multiple applications may be needed for serious conditions. Costs 27 stamina, 1.5 second cooldown. 132 First Aid Requirement
Suck It Up 6 – Removes negative status effect counters from your target. Multiple applications may be needed for serious conditions. Costs 32 stamina, 1.5 second cooldown. 162 First Aid Requirement
Suck It Up 7 – Removes negative status effect counters from your target. Multiple applications may be needed for serious conditions. Costs 37 stamina, 1.5 second cooldown. 192 First Aid Requirement
o Renew – This ability will remove strong status effects and snares.
Renew 1 – Removes negative status effect counters and lower level snares from your target. Multiple applications may be needed for serious conditions. Costs 35 stamina, 20 second cooldown. 84 First Aid Requirement
Renew 2 – Removes negative status effect counters and lower level snares from your target. Multiple applications may be needed for serious conditions. Costs 47 stamina, 20 second cooldown. 114 First Aid Requirement
Renew 3 – Removes negative status effect counters and lower level snares from your target. Multiple applications may be needed for serious conditions. Costs 60 stamina, 20 second cooldown. 144 First Aid Requirement
Renew 4 – Removes negative status effect counters and lower level snares from your target. Multiple applications may be needed for serious conditions. Costs 72 stamina, 20 second cooldown. 174 First Aid Requirement
Group Tactics is also a support set, focused on auras:
o Give ’em Hell – This aura increases your team’s Power.
Give ’em Hell 1 – Increases power of all teammates within 30 meters by 20. 60 Group Tactics Requirement
Give ’em Hell 2 – Increases power of all teammates within 30 meters by 30. 90 Group Tactics Requirement
Give ’em Hell 3 – Increases power of all teammates within 30 meters by 40. 120 Group Tactics Requirement
Give ’em Hell 4 – Increases power of all teammates within 30 meters by 50. 150 Group Tactics Requirement
Give ’em Hell 5 – Increases power of all teammates within 30 meters by 60. 180 Group Tactics Requirement
o Offensive Coordination – This aura increases your team’s critical chance and stamina regeneration, but reduces their ranged and melee defense.
Offensive Coordination 1 – Increases the precision of all teammates within 30 meters by 5 and their stamina regeneration by 1, but decreases their ranged and melee defenses by 2. 30 Group Tactics Requirement
Offensive Coordination 2 – Increases the precision of all teammates within 30 meters by 10 and their stamina regeneration by 2, but decreases their ranged and melee defenses by 5. 60 Group Tactics Requirement
Offensive Coordination 3 – Increases the precision of all teammates within 30 meters by 15 and their stamina regeneration by 3, but decreases their ranged and melee defenses by 7. 90 Group Tactics Requirement
Offensive Coordination 4 – Increases the precision of all teammates within 30 meters by 20 and their stamina regeneration by 4, but decreases their ranged and melee defenses by 10. 120 Group Tactics Requirement
Offensive Coordination 5 – Increases the precision of all teammates within 30 meters by 25 and their stamina regeneration by 5, but decreases their ranged and melee defenses by 12. 150 Group Tactics Requirement
Offensive Coordination 6 – Increases the precision of all teammates within 30 meters by 30 and their stamina regeneration by 6, but decreases their ranged and melee defenses by 14. 180 Group Tactics Requirement
o Combat Endurance – This aura increases your team’s maximum stamina and gamma, as well as their stamina and gamma regeneration.
Combat Endurance 1 – Increases the maximum stamina and gamma of all teammates within 30 meters by 5 and their stamina and gamma regeneration by 1. 42 Group Tactics Requirement
Combat Endurance 2 – Increases the maximum stamina and gamma of all teammates within 30 meters by 9 and their stamina and gamma regeneration by 2. 72 Group Tactics Requirement
Combat Endurance 3 – Increases the maximum stamina and gamma of all teammates within 30 meters by 12 and their stamina and gamma regeneration by 3. 102 Group Tactics Requirement
Combat Endurance 4 – Increases the maximum stamina and gamma of all teammates within 30 meters by 16 and their stamina and gamma regeneration by 4. 132 Group Tactics Requirement
Combat Endurance 5 – Increases the maximum stamina and gamma of all teammates within 30 meters by 20 and their stamina and gamma regeneration by 5. 162 Group Tactics Requirement
Combat Endurance 6 – Increases the maximum stamina and gamma of all teammates within 30 meters by 24 and their stamina and gamma regeneration by 6. 192 Group Tactics Requirement
o Overwhelm – This ability calls a target, making them more visible and also reducing their armor, ranged and melee defense.
Overwhelm 1 – Marks your target, as well as reducing their ranged and melee defense by 10 and their primary armor by 54 for 15 seconds. Costs 17 stamina, 45 second cooldown. 69 Group Tactics Requirement
Overwhelm 2 – Marks your target, as well as reducing their ranged and melee defense by 16 and their primary armor by 95 for 15 seconds. Costs 25 stamina, 45 second cooldown. 99 Group Tactics Requirement
Overwhelm 3 – Marks your target, as well as reducing their ranged and melee defense by 20 and their primary armor by 137 for 15 seconds. Costs 32 stamina, 45 second cooldown. 129 Group Tactics Requirement
Overwhelm 4 – Marks your target, as well as reducing their ranged and melee defense by 26 and their primary armor by 179 for 15 seconds. Costs 40 stamina, 45 second cooldown. 159 Group Tactics Requirement
Overwhelm 5 – Marks your target, as well as reducing their ranged and melee defense by 32 and their primary armor by 221 for 15 seconds. Costs 48 stamina, 45 second cooldown. 189 Group Tactics Requirement
Melee, together with Precision and Power, determines your bonus critical chance and damage percentage when using Melee weapons. It also offers:
o Charge – A short duration ability that gives a bonus to movement speed and damage.
Charge 1 – Increases your speed by 30% and your power by 10. It will last 6 seconds or until your next attack. Costs 17 stamina, 20 second cooldown. 60 Melee Requirement
Charge 2 – Increases your speed by 30% and your power by 15. It will last 6 seconds or until your next attack. Costs 17 stamina, 20 second cooldown. 90 Melee Requirement
Charge 3 – Increases your speed by 30% and your power by 20. It will last 6 seconds or until your next attack. Costs 17 stamina, 20 second cooldown. 120 Melee Requirement
Charge 4 – Increases your speed by 30% and your power by 25. It will last 6 seconds or until your next attack. Costs 17 stamina, 20 second cooldown. 150 Melee Requirement
Charge 5 – Increases your speed by 30% and your power by 30. It will last 6 seconds or until your next attack. Costs 17 stamina, 20 second cooldown. 180 Melee Requirement
o Provoke – This ability will increase your threat and reduce your opponent’s ranged/melee defense.
Provoke 1 – Increases your targets aggression towards you and decreases their ranged and melee defense by 3 for 10 seconds. Costs 11 stamina, 20 second cooldown. 45 Melee Requirement
Provoke 2 – Increases your targets aggression towards you and decreases their ranged and melee defense by 5 for 10 seconds. Costs 15 stamina, 20 second cooldown. 60 Melee Requirement
Provoke 3 – Increases your targets aggression towards you and decreases their ranged and melee defense by 6 for 10 seconds. Costs 19 stamina, 20 second cooldown. 75 Melee Requirement
Provoke 4 – Increases your targets aggression towards you and decreases their ranged and melee defense by 7 for 10 seconds. Costs 22 stamina, 20 second cooldown. 90 Melee Requirement
Provoke 5 – Increases your targets aggression towards you and decreases their ranged and melee defense by 8 for 10 seconds. Costs 26 stamina, 20 second cooldown. 105 Melee Requirement
Provoke 6 – Increases your targets aggression towards you and decreases their ranged and melee defense by 10 for 10 seconds. Costs 30 stamina, 20 second cooldown. 120 Melee Requirement
Provoke 7 – Increases your targets aggression towards you and decreases their ranged and melee defense by 11 for 10 seconds. Costs 34 stamina, 20 second cooldown. 135 Melee Requirement
Provoke 8 – Increases your targets aggression towards you and decreases their ranged and melee defense by 12 for 10 seconds. Costs 37 stamina, 20 second cooldown. 150 Melee Requirement
Provoke 9 – Increases your targets aggression towards you and decreases their ranged and melee defense by 13 for 10 seconds. Costs 41 stamina, 20 second cooldown. 165 Melee Requirement
Provoke 10 – Increases your targets aggression towards you and decreases their ranged and melee defense by 14 for 10 seconds. Costs 44 stamina, 20 second cooldown. 180 Melee Requirement
Provoke 11 – Increases your targets aggression towards you and decreases their ranged and melee defense by 15 for 10 seconds. Costs 49 stamina, 20 second cooldown. 195 Melee Requirement
Pistol, together with Precision and Power, determines your bonus critical chance and damage percentage when using Pistol weapons. In addition, it contains:
o Incendiary Strike – This prepared attack adds a fire DoT onto your regular attack damage.
Incendiary Strike 1 – Causes your next attack to also inflict 5 fire damage per second for 15 seconds. Costs 33 stamina, 45 second cooldown. 60 Pistol Requirement
Incendiary Strike 2 – Causes your next attack to also inflict 9 fire damage per second for 15 seconds. Costs 50 stamina, 45 second cooldown. 90 Pistol Requirement
Incendiary Strike 3 – Causes your next attack to also inflict 12 fire damage per second for 15 seconds. Costs 67 stamina, 45 second cooldown. 120 Pistol Requirement
Incendiary Strike 4 – Causes your next attack to also inflict 15 fire damage per second for 15 seconds. Costs 83 stamina, 45 second cooldown. 150 Pistol Requirement
Incendiary Strike 5 – Causes your next attack to also inflict 18 fire damage per second for 15 seconds. Costs 99 stamina, 45 second cooldown. 180 Pistol Requirement
o Concentration – This toggled ability increases your Precision and Weapon skills, but decreases your melee and ranged defense.
Concentration 1 – Increases your weapon and precision skills by 15, but decreases your ranged and melee defense by 5. 60 Pistol Requirement
Concentration 2 – Increases your weapon and precision skills by 25, but decreases your ranged and melee defense by 9. 105 Pistol Requirement
Concentration 3 – Increases your weapon and precision skills by 37, but decreases your ranged and melee defense by 12. 150 Pistol Requirement
Concentration 4 – 195 Pistol Requirement
Rifle, together with Precision and Power, determines your bonus critical chance and damage percentage when using Rifle weapons, plus:
o Agonizing Wound – This prepared attack slows your target.
Agonizing Wound 1 – Causes your next attack to slow your target by 17% for 10 seconds. Costs 30 stamina, 30 second cooldown. 54 Rifle Requirement
Agonizing Wound 2 – Causes your next attack to slow your target by 19% for 10 seconds. Costs 46 stamina, 30 second cooldown. 84 Rifle Requirement
Agonizing Wound 3 – Causes your next attack to slow your target by 21% for 10 seconds. Costs 63 stamina, 30 second cooldown. 114 Rifle Requirement
Agonizing Wound 4 – Causes your next attack to slow your target by 23% for 10 seconds. Costs 80 stamina, 30 second cooldown. 144 Rifle Requirement
Agonizing Wound 5 – Causes your next attack to slow your target by 25% for 10 seconds. Costs 96 stamina, 30 second cooldown. 174 Rifle Requirement
o Bullseye – This prepared attack does additional damage.
Bullseye 1 – Adds 49 piercing damage to your next attack. Costs 33 stamina, 7 second cooldown. 60 Rifle Requirement
Bullseye 2 – Adds 74 piercing damage to your next attack. Costs 50 stamina, 7 second cooldown. 90 Rifle Requirement
Bullseye 3 – Adds 99 piercing damage to your next attack. Costs 66 stamina, 7 second cooldown. 120 Rifle Requirement
Bullseye 4 – Adds 124 piercing damage to your next attack. Costs 83 stamina, 7 second cooldown. 150 Rifle Requirement
Bullseye 5 – Adds 149 piercing damage to your next attack. Costs 99 stamina, 7 second cooldown. 180 Rifle Requirement
Precision, together with the appropriate weapon skill, determines your chance for a critical hit, and provides:
o Precise Hit – This is a prepared attack that does additional damage. It also reduces the speed of NPC targets.
Precise Hit 1 – Adds 42 piercing damage to your next attack. This will also slow NPC targets by 15% for 7 seconds. Costs 29 stamina, 7 second cooldown. 51 Precision Requirement
Precise Hit 2 – Adds 67 piercing damage to your next attack. This will also slow NPC targets by 17% for 7 seconds. Costs 45 stamina, 7 second cooldown. 81 Precision Requirement
Precise Hit 3 – Adds 92 piercing damage to your next attack. This will also slow NPC targets by 19% for 7 seconds. Costs 62 stamina, 7 second cooldown. 111 Precision Requirement
Precise Hit 4 – Adds 117 piercing damage to your next attack. This will also slow NPC targets by 21% for 7 seconds. Costs 79 stamina, 7 second cooldown. 141 Precision Requirement
Precise Hit 5 – Adds 142 piercing damage to your next attack. This will also slow NPC targets by 23% for 7 seconds. Costs 96 stamina, 7 second cooldown. 171 Precision Requirement
o Perfect Timing – This is a short duration buff that increases your chance of a critical hit.
Perfect Timing 1 – Increases your precision by 52. It will last 6 seconds or until your next attack. Costs 35 stamina, 30 second cooldown. 63 Precision Requirement
Perfect Timing 2 – Increases your precision by 77. It will last 6 seconds or until your next attack. Costs 52 stamina, 30 second cooldown. 93 Precision Requirement
Perfect Timing 3 – Increases your precision by 102. It will last 6 seconds or until your next attack. Costs 69 stamina, 30 second cooldown. 123 Precision Requirement
Perfect Timing 4 – Increases your precision by 127. It will last 6 seconds or until your next attack. Costs 85 stamina, 30 second cooldown. 153 Precision Requirement
Perfect Timing 5 – Increases your precision by 152. It will last 6 seconds or until your next attack. Costs 100 stamina, 30 second cooldown.183 Precision Requirement
Power, together with the appropriate weapon skill, determines your bonus damage percentage, and has:
o Attack Posture – This stance increases your damage.
Attack Posture 1 – Increases your power by 26. 63 Power Requirement
Attack Posture 2 – Increases your power by 38. 93 Power Requirement
Attack Posture 3 – Increases your power by 50. 123 Power Requirement
Attack Posture 4 – Increases your power by 63. 153 Power Requirement
Attack Posture 5 – Increases your power by 76. 183 Power Requirement
o Dent Armor – This prepared attack temporarily reduces your target’s armor. It will also stun NPCs.
Dent Armor 1 – Causes your next attack to reduce your targets armor by 58 for 7 seconds. This will also stun NPC targets for 2 seconds. Costs 29 stamina, 30 second cooldown. 51 Power Requirement
Dent Armor 2 – Causes your next attack to reduce your targets armor by 141 for 7 seconds. This will also stun NPC targets for 2 seconds. Costs 45 stamina, 30 second cooldown. 81 Power Requirement
Dent Armor 3 – Causes your next attack to reduce your targets armor by 225 for 7 seconds. This will also stun NPC targets for 2 seconds. Costs 62 stamina, 30 second cooldown. 111 Power Requirement
Dent Armor 4 – Causes your next attack to reduce your targets armor by 308 for 7 seconds. This will also stun NPC targets for 2 seconds. Costs 79 stamina, 30 second cooldown. 141 Power Requirement
Dent Armor 5 – Causes your next attack to reduce your targets armor by 391 for 7 seconds. This will also stun NPC targets for 2 seconds. Costs 96 stamina, 30 second cooldown. 171 Power Requirement
Social, in addition to its financial benefits, is a personal aggression control set. It has:
o Flag Of Truce – This stance prevents faction NPCs from seeing you as an enemy. NPCs who have already begun to attack you will not be fooled.
o Inconspicuous – This ability greatly lowers your threat from a targeted enemy.
Inconspicuous 1 – Reduces the aggression the target has towards you. Costs 11 stamina, 3 second cooldown. 45 Social Requirement
Inconspicuous 2 – Reduces the aggression the target has towards you. Costs 19 stamina, 3 second cooldown. 75 Social Requirement
Inconspicuous 3 – Reduces the aggression the target has towards you. Costs 26 stamina, 3 second cooldown. 105 Social Requirement
Inconspicuous 4 – Reduces the aggression the target has towards you. Costs 34 stamina, 3 second cooldown. 135 Social Requirement
Inconspicuous 5 – Reduces the aggression the target has towards you. Costs 41 stamina, 3 second cooldown. 165 Social Requirement
Inconspicuous 6 – Reduces the aggression the target has towards you. Costs 49 stamina, 3 second cooldown. 195 Social Requirement
o Diplomatic Immunity – While this short-duration ability is active, you are unable to take offensive action, but you have increased armor, melee defense, and ranged defense.
Diplomatic Immunity 1 – Increases your Primary, Secondary and Tertiary armor by 166, 200, 250 and your ranged and melee defense by 6 for 7 seconds. You may not use offensive abilities while this is active. Costs 13 stamina, 1 minute cooldown. 60 Social Requirement
Diplomatic Immunity 2 – Increases your Primary, Secondary and Tertiary armor by 333, 400, 500 and your ranged and melee defense by 6 for 7 seconds. You may not use offensive abilities while this is active. Costs 13 stamina, 1 minute cooldown. 90 Social Requirement
Diplomatic Immunity 3 – Increases your Primary, Secondary and Tertiary armor by 500, 600, 750 and your ranged and melee defense by 6 for 7 seconds. You may not use offensive abilities while this is active. Costs 13 stamina, 1 minute cooldown. 120 Social Requirement
Diplomatic Immunity 4 – Increases your Primary, Secondary and Tertiary armor by 666, 800, 1000 and your ranged and melee defense by 6 for 7 seconds. You may not use offensive abilities while this is active. Costs 13 stamina, 1 minute cooldown. 150 Social Requirement
Dilplomatic Immunity 5 – Increases your Primary, Secondary and Tertiary armor by 800, 1000, 1250 and your ranged and melee defense by 6 for 7 seconds. You may not use offensive abilities while this is active. Costs 13 stamina, 1 minute cooldown.180 Social Requirement
Recent Comments