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👉Don't Forget - New World Optimized Drivers: NVIDIA or AMD ✌️

Datamined weapon abilities for New World



Evade Shot
Leap back 5m and shoot an arrow dealing {[DamageTable.BowAttackJumpBack.DmgCoef * 100]}% weapon damage.
Penetrating Shot
Shoot an arrow dealing {[DamageTable.Bow_Penetrating_Attack.DmgCoef * 100]}% weapon damage that passes through targets and continues for 100 meters.
Poison Shot
Shoot a poison arrow that on hit or land creates a cloud of poison 3m wide that lasts 6s. Foes entering the cloud are poisoned dealing {[StatusEffects.Status_Bow_Poison.HealthModifierDamageBased * -100]}% weapon damage per second for {[StatusEffects.Status_Bow_Poison.BaseDuration]}s.
Rain of Arrows
Shoot a barrage of arrows 7 meters wide that deals {[DamageTable.Bow_RainOfArrows_Attack.DmgCoef * 100]}% weapon damage.
Rapid Shot
Shoot 3 consecutive arrows. The first two dealing {[DamageTable.Bow_RapidAttack_Standard.DmgCoef * 100]}% weapon damage each. The last shot causes a knockback and deal {[DamageTable.Bow_RapidAttack_KnockBack.DmgCoef * 100]}% weapon damage.
Splinter Shot
Shoot an arrow out 10 meters it then splits into 3 arrows dealing {[DamageTable.Bow_Spread_Shot.DmgCoef * 100]}% weapon damage.
Burn Out
Dash through targets dealing {[DamageTable.FireStaff_FireDash.DmgCoef * 100]}% weapon damage on hit. Passing through a target will catch the target on fire applying a Burn that deals {[StatusEffects.FireStaff_Burnout_DOT.HealthModifierDamageBased * -100]}% weapon damage each second for {[StatusEffects.FireStaff_Burnout_DOT.BaseDuration]}s.

Costs {[ManaCosts_Player.56.ManaCost]} Mana.
Fireball
Fire off a heavy fireball that deals {[DamageTable.Firestaff_Siege_AOE.DmgCoef * 100]}% weapon damage on impact and leave a 3m burning field that lasts 6s. The burning field dealing {[StatusEffects.Status_FireStaff_ScorchedEarth_DOT.HealthModifierDamageBased * -100]}% weapon damage each second.

Costs {[ManaCosts_Player.48.ManaCost]} Mana.
FlameThrower
Create a jet of flame from the tip of staff dealing {[DamageTable.FireStaff_FlameThrower.DmgCoef * 100]}% weapon damage each second. Each hit catches enemies on fire dealing {[StatusEffects.FireStaff_Pyro_DOT.HealthModifierDamageBased * -100]}% weapon damage each second for {[StatusEffects.FireStaff_Pyro_DOT.BaseDuration]}s.

Costs {[ManaCosts_Player.43.ManaCost * 2]} Mana per second.
Incinerate
Cause a fiery explosion dealing {[DamageTable.Firestaff_Incinerate.DmgCoef * 100]}% weapon damage and pushes back all enemies {[DamageTable.Firestaff_Incinerate.ImpactDistanceY]}m. Catches enemies on fire dealing {[StatusEffects.FireStaff_Pyro_DOT.HealthModifierDamageBased * -100]}% weapon damage each second for {[StatusEffects.FireStaff_Pyro_DOT.BaseDuration]}s.

Costs {[ManaCosts_Player.42.ManaCost]} Mana.
Meteor Shower
Channel a spell that rains down meteors, dealing {[DamageTable.FireStaff_Storm.DmgCoef * 100]}% weapon damage on initial impact and an additional {[StatusEffects.Status_FireStaff_MeteorShower_Damage.HealthModifierDamageBased * -100]}% weapon damage per second while targets remain in the AOE.

Costs {[ManaCosts_Player.45.ManaCost / 6]} Mana Per Second ({[ManaCosts_Player.45.ManaCost]} total mana at full cast).
Pillar of Fire
A targeted spell that deals {[DamageTable.Firestaff_Pillar.DmgCoef * 100]}% weapon damage.

Costs {[ManaCosts_Player.44.ManaCost]} Mana.
Charge
Charge 10m dealing {[DamageTable.GreatAxe_Engage1.DmgCoef * 100]}% weapon damage when you reach a target or Press LMB.

This ability has Unstoppable (you cannot be interrupted while preforming this ability.)
Execute
A powerful overhead attack dealing {[DamageTable.GreatAxe_Executioner.DmgCoef * 100]}% weapon damage. Deals 300% weapon damage vs foes under {[GreatAxeAbilityTable.Ability_Greataxe_Executioner.TargetHealthPercent]}% health.
Gravity Well
Throw an axe to create a vortex that pulls foes to its center for 3s. Ends with a damaging Burst dealing {[DamageTable.GreatAxe_GravityWell_Burst.DmgCoef * 100]}% weapon damage. Range 10m.
Maelstrom
Fast-spinning attack that pulls targets closer to you and deals {[DamageTable.GreatAxe_Maelstrom.DmgCoef * 100]}% weapon damage.
Reap
Extend your axe 5m pulling foes to you and dealing {[DamageTable.GreatAxe_JudgementsReach.DmgCoef * 100]}% weapon damage.

Taunt Gem Compatible: If you have a Carnelian gem equiped in your great axe, This ability cause a {[DamageTable.GreatAxe_JudgementsReach.TauntDuration]}s taunts when it hits. (Taunt causes monsters to focus only on you.)
Whirlwind
Spin attack dealing {[DamageTable.GreatAxe_Whirlwind.DmgCoef * 100]}% weapon damage to all nearby foes. If you hit a foe spin again (Max 4 spins.) You can move while spinning. This attack cannot backstab.
Beacon
Shoot out a light projectile that deals {[DamageTable.LifeStaff_Beacon.DmgCoef * 100]}% weapon damage to enemies, attaches to it's target and heals all nearby allies for {[StatusEffects.Status_Ability_Lifestaff_Beacon.HealthModifierDamageBased * 100]}% weapon damage each second for 10s.

Costs {[ManaCosts_Player.70.ManaCost]} Mana.
Divine Embrace
Heal target for {[StatusEffects.Status_Ability_Lifestaff_DivineEmbrace.HealthModifierDamageBased * 100]}% weapon damage.

Costs {[ManaCosts_Player.31.ManaCost]} Mana.
Light's Embrace
Targeted heal for {[StatusEffects.Status_Ability_Lifestaff_LightsEmbrace.HealthModifierDamageBased * 100]}% weapon damage +{[LifeMagicAbilityTable.Ability_Lifestaff_LightsEmbrace.HealScalingValueMultiplier * 100]}% more for each buff on that target.

Costs {[ManaCosts_Player.68.ManaCost]} Mana.
Orb of Protection
Shoot out a light projectile that grants {[StatusEffects.Status_Ability_Lifestaff_OrbofProtection.ABSStandard * 100]}% Fortify for {[StatusEffects.Status_Ability_Lifestaff_OrbofProtection.BaseDuration]}s, heals an ally for 10% of weapon damage, and deals {[DamageTable.LifeStaff_OrbofProtection.DmgCoef * 100]}% weapon damage when it hits an enemy. (Fortify reduces incoming damage.)

Costs {[ManaCosts_Player.69.ManaCost]} Mana.
Sacred Ground
Create an area on the ground that lasts for 15s and heals {[StatusEffects.Status_Ability_Lifestaff_SacredGround.HealthModifierDamageBased * 100]}% weapon damage every second.

Costs {[ManaCosts_Player.34.ManaCost]} Mana.
Splash of Light
You and all group members within 100m are healed for {[StatusEffects.Status_LifeStaff_SplashofLight.HealthModifierDamageBased * 100]}% weapon damage.

Costs {[ManaCosts_Player.33.ManaCost]} Mana.
Shield Bash
Deals {[DamageTable.OH_Shield_Attack_Bash.DmgCoef * 100]}% weapon damage and stuns foes in front of you for {[StatusEffects.Sword_ShieldBash_Stun2.BaseDuration]}s.

Taunt Gem Compatible: If you have a Carnelian gem equiped in your sword, This ability cause a 6s taunt to all enemies hit. (Taunt causes monsters to focus only on you.)
Defiant Stance
For 8s, reduce the incoming base damage from attackers by {[SwordAbilityTable.Ability_Sword_FinalStand.BaseDamageReduction * 100]}%.

Taunt Gem Compatible: If you have a Carnelian gem equiped in your sword, This ability cause an 6s taunt to all enemies within 8m. (Taunt causes monsters to focus only on you.)
Leaping Strike
Leap 4 meters and deal {[DamageTable.1H_Sword_Attack_Charge.DmgCoef * 100]}% weapon damage.
Reverse Stab
A stab attack that deal {[DamageTable.1H_Sword_Attack_Stab.DmgCoef * 100]}% weapon damage.
Shield Rush
Rush forward 5 meters knocking back foes and dealing {[DamageTable.OH_Shield_Attack_Rush.DmgCoef * 100]}% weapon damage.
Whirling Blade
Deal {[DamageTable.1H_Sword_Attack_Spin.DmgCoef * 100]}% weapon damage to all foes within 2 meters.
Aimed Throw
Replaces block with an Aimed Throw that deals {[DamageTable.Hatchet_Damage_AimedThrow.DmgCoef * 100]}% weapon damage. Hold RMB to enter aimed stance. Each throw consumes {[StaminaCosts_Player.ThrowingAxe_AimedThrow.StaminaCost]} Stamina.
Armor Breaker
A Powerful swing that penetrates {[WarHammerAbilityTable.Ability_WarHammer_ArmorBreaker.ArmorPenetration * 100]}% of the Target's armor and deals {[DamageTable.Warhammer_Damage_ArmorBreaker.DmgCoef * 100]}% Weapon damage.
Indomitable
Adds Grit to the attack, making the attack unstoppable.
Lasting Trauma
Armor Breaker grants the targets Rend, reducing damage absorption by {[StatusEffects.WarHammer_ArmorBreaker_Rend.ABSStrike * -100]}% for {[StatusEffects.WarHammer_ArmorBreaker_Rend.BaseDuration]} seconds.
Opening Act
Increase Armor Breaker damage by {[WarHammerAbilityTable.Upgrade_WarHammer_ArmBreak_DmgFullHealth.BaseDamage * 100]}% against targets with full health.
Berserk
Enraged Strikes
If target is below {[HatchetAbilityTable.Passive_Hatchet_Berserk_LightHeavyVsLowHP.TargetHealthPercent]}% health. Light and Heavy attacks deal {[HatchetAbilityTable.Passive_Hatchet_Berserk_LightHeavyVsLowHP.BaseDamage * 100]}% more damage.
Accumulated Power
After 3 successful light attacks against the same target: gain Empower, granting a {[StatusEffects.Hatchet_Pass_3AtkEmpower.DMGSlash * 100]}% damage increase for {[StatusEffects.Hatchet_Pass_3AtkEmpower.DurationMax]} seconds or until the next attack.
Relentless Fury
After a successful Heavy attack: gain Empower granting a {[StatusEffects.Hatchet_Pass_HeavyEmpower.DMGSlash * 100]}% damage increase for {[StatusEffects.Hatchet_Pass_HeavyEmpower.DurationMax]} seconds or after 4 attacks.
Desperate Refresh
All cooldowns are reduced by {[HatchetAbilityTable.Passive_Hatchet_Berserk_CDRAtLowHP.CooldownTimer * -100]}% when hitting an enemy with an attack while your HP is below {[HatchetAbilityTable.Passive_Hatchet_Berserk_CDRAtLowHP.MyHealthPercent]}%
Against All Odds
Increase base damage by {[HatchetAbilityTable.Passive_Hatchet_Berserk_DMGPerNearbyEnemy.BaseDamage * 100]}% for every enemy within {[SpellDataTable_Hatchet.Hatchet_DmgPerNearbyEnemy_Detection.Radius]} meters of player.
Fortifying Strikes
Hitting the same target with {[HatchetAbilityTable.Passive_Hatchet_Berserk_FortifyAfter3Attacks.NumConsecutiveHits]} light attacks grants Fortify, increasing damage absorption by {[StatusEffects.Hatchet_Pass_Fortify3Atk.ABSStandard * 100]}% for {[StatusEffects.Hatchet_Pass_Fortify3Atk.BaseDuration]} seconds.
Frenzied Purge
When hitting an enemy while your health is below {[HatchetAbilityTable.Passive_Hatchet_Berserk_PurgeDoTLowHP.MyHealthPercent]}%: Removes all Bleed, Burn, and Poison DoT effects from the player. ({[StatusEffects.Hatchet_Pass_DoTPurgeTimer.BaseDuration]} second cooldown)
Defy Death
When you receive lethal damage: Avoid death, reduce to {[HatchetAbilityTable.Ult_Passive_Hatchet_ImmortalWhen0HP.SetHealthOnFatalDamageTaken]} HP and gain immortality for {[StatusEffects.Hatchet_Berserk_Immortal.BaseDuration]} seconds. ({[StatusEffects.Hatchet_Ult_ImmortalTimer.BaseDuration]}s cooldown)
Triggers a Berserk Mode that increases all attack damage by {[StatusEffects.Hatchet_Berserk.DMGStandard * 100]}% while active. Berserk Mode will be active for {[StatusEffects.Hatchet_Berserk.BaseDuration]} seconds. Cooldown will trigger once Berserk ends.

Taunt Gem Compatible: If you have a Carnelian gem equiped in your hatchet, This ability cause a {[DamageTable.Hatchet_Berserk_Taunt.TauntDuration]}s taunts to all enemies within 8m. (Taunt causes monsters to focus only on you.)
On The Hunt
Increases movement speed by {[StatusEffects.Hatchet_Berserk_SpeedUp.MoveSpeedMod * 100]}% while in Berserk Mode.
Berserking Refresh
While Berserk is active, gain a portion of your health back every {[StatusEffects.Hatchet_Berserk_Escalading_Health.TickRate]} seconds. Amount of health gained increases the by how long Berserk is active.
Berserking Purge
Triggering Berserk removes all Crowd Control effects (Stuns, Slows, Roots) from the player.
Uninterruptible Berserk
While in Berserk, your attacks are uninterruptible during Berserk and you can't be staggered.
Outnumbered
Increase damage absorption by {[StatusEffects.WarHammer_CrowdCrusher_ArmorNearbyEnemy.ABSStandard * 100]}% if surrounded by 2 or more enemies within {[SpellDataTable_WarHammer.WarHammer_ArmorPerNearbyEnemy_Detection.Radius]} meters of player.
I Can Do This All Day
Reduce Stamina consumption by {[WarHammerAbilityTable.Passive_WarHammer_CrowdCrusher_LessStaminaOnBlock.BlockDamageReduction * -100]}% when Blocking Melee Attacks.
Guarded Sprint
Reduce damage taken by {[StatusEffects.WarHammer_Pass_SprintDmgReduction.ABSThrust * 100]}% while sprinting.
Acceleration
Reduce War Hammer Cooldowns by {[WarHammerAbilityTable.Passive_WarHammer_CrowdCrusher_CDROnDebuffHit.CooldownTimer * -100]}% when using light attacks against targets with an active Debuff.
Facilitated Expedition
After hitting a target with an active Debuff; Obtain Haste, increasing movement speed by {[StatusEffects.WarHammer_Pass_Haste.MoveSpeedMod * 100]}% for {[StatusEffects.WarHammer_Pass_Haste.BaseDuration]} seconds.
Concussive Impact
+{[WarHammerAbilityTable.Passive_WarHammer_CrowdCrusher_DmgToWHDebuff.BaseDamage * 100]}% damage against targets affected by Warhammer Debuffs.
Prevailing Spirit
Regain {[WarHammerAbilityTable.Passive_WarHammer_CrowdCrusher_HPOnCCHit.DmgPctToHealth * 100]}% of damage dealt as Health when using a Crowd Crusher ability.
Resurgence
After 2 Light attacks with the Warhammer, debuff durations on player are reduced by 25%. Can only trigger once every 5 seconds.
Aftershock
Whenever a target is affected by a Crowd Control effect, they are slowed by {[StatusEffects.WarHammer_Ult_SlowOnCC.MoveSpeedMod * -100]}% for {[StatusEffects.WarHammer_Ult_SlowOnCC.BaseDuration]} Seconds.
Cleansing Tomb
Cleanse all debuffs when being Entombed.
Clear Out
A wide swing that knocks enemies back 4 meters to create distance, deals {[DamageTable.Warhammer_Damage_ClearOut.DmgCoef * 100]}% weapon damage.
Power Cleaner
Hitting a target with Clear Out grants Fortify, providing a {[StatusEffects.WarHammer_ClearOut_FortifyBuff.ABSStandard * 100]}% defense bonus for {[StatusEffects.WarHammer_ClearOut_FortifyBuff.BaseDuration]} seconds to all friendlies within {[SpellDataTable_WarHammer.WarHammer_Spell_ClearOut_Fortify.Radius]} meters.
Clean and Refreshed
Clear Out's cooldown is reduced by {[WarHammerAbilityTable.Upgrade_WarHammer_ClearOut_CDRonHit.CooldownTimer * -100]}% per enemy hit with the ability.
Swing Away
Using Clear Out on a target grants Haste, increasing movement speed by {[StatusEffects.WarHammer_ClearOut_Haste.MoveSpeedMod * 100]}% for {[StatusEffects.WarHammer_ClearOut_Haste.BaseDuration]} Seconds.
Deadly Path
Increases damage by 10% and adds stagger to the path of spikes. Does not increase Mighty Spike damage.
Empowered Spikes
Mighty Spike Damage increased by 20% when hitting an enemy below 30% health.
Enduring Chill
Increase duration of Wind Chill by 1 second.
Enduring Shower
Increase Ice Shower duration to 7 seconds.
Entombed
Player can entomb themselves in ice to become invulnerable and greatly increase mana regen. The Ice Tomb has a lifetime of 10 seconds and can be destroyed. Players have two options to cancel Entomb, exit by pressing RMB or break out of the Ice Tomb by pressing LMB causing a damaging knockback for 20 mana.

Cost 10 Mana.
Unstoppable
you cannot be interrupted while preforming this ability
Haste
you move and sprint faster
Greater Pylon
Increases damage of Ice Pylon by 10% for slowed targets.
Blocking Stamina
Blocking with Ice Gauntlet will convert mana to stamina on hit. 3 mana to 15 stamina.
Quick Frost
Increase speed by 10% in a frosted area.
Empowered Frost
Regain 3 mana for each spell cast while in a frosted area.
Frozen Touch
Slow enemies by 25% for 2 seconds when they hit you with a melee attack while you have 100% health.
Refreshing Frost
Reduce all active cooldowns for ice abilities by 20% when casting an ability in a frosted area.
Defiant Freeze
Casting an Ice ability creates an ice hardened layer granting 20% fortify for 2 seconds.
Ultimate Frost
Doubles Ice Pylon's health and extends Ice Pylon frost radius to 5 meters. Standing in this area doubles Quick Frost and Empowered Frost bonuses.
Ice Pylon
A placed Ice Pylon that fires ice projectiles dealing {[DamageTable.IceMagic_Pylon.DmgCoef * 100]}% weapon damage at enemies within a 20 meter range for 15 seconds or until killed. Ice Pylon creates a 1 meter radius frost area that enables frost powers.

Cost 15 Mana.
Ice Shower
Summon a shower of ice that creates a frosted area approximately 1 meter by 5 meters. Enemies that enter the Ice Shower will be stricken with a powerful Frostbite. Frostbite roots for 1 second, blocks sprinting and dodging, slows speed by 50%, and will remain on target for 3 second after exiting the Ice Shower. Ice Shower has a lifetime of 4 seconds.

Cost 25 Mana.
Ice Spikes
Creates a trail of spikes that start from the player and go out in a straight line for 8 meters dealing {[DamageTable.IceMagic_Spikes.DmgCoef * 100]}% weapon damage. The path ends with a Mighty Spike that will deal {[DamageTable.IceMagic_Spikes_End.DmgCoef * 100]}% weapon damage and apply pushback. Pressing LMB before reaching the end of the path will spawn the Mighty Spike early.

Cost 15 Mana.
Ice Storm
A ranged attack that deals {[DamageTable.IceMagic_IceStorm.DmgCoef * 100]}% weapon damage every 0.25 seconds and slows enemies within a 5 meter radius frosted area. 25% slow, 20 meter range, and 5 second duration.

Cost 25 Mana.
Cold Reach
Increase damage of light and heavy attacks by 15% for targets farther than 15 meters.
Critical Rejuvenation
Recover 15 mana after triggering a critical hit on a target.
Energized Critical
Increase critical damage of Ice Spells by 15% when at full stamina.
Gathering Storm
Hit with three consecutive light attacks to grant player 15 mana.
Critical Frost
Increase critical chance if hitting an enemy in a frosted area or with Frostbite by 20%.
Heavy Freeze
Heavy attack will freeze a target if hit in Ice Storm or with frostbite for 1 second.
Ultimate Chill
Ice abilities chill targets increasing ice damage by 35% for 3 seconds.
Infected Throw
Throw an axe that deals {[DamageTable.Hatchet_Damage_InfectedThrow.DmgCoef * 100]}% weapon damage and triggers Disease and weakens target for {[StatusEffects.Hatchet_Infected_DiseaseWeak.BaseDuration]}s.

(Disease reduces targets healing efficiency by {[StatusEffects.Hatchet_Infected_DiseaseWeak.HealMod * -100]}%)
(Weaken reduces target's damage by {[StatusEffects.Hatchet_Infected_DiseaseWeak.DMGStandard * -100]}%).
Mortal Power
Increased duration of disease and weaken to {[StatusEffects.Hatchet_Infected_DiseaseWeakBuff.BaseDuration]} seconds on targets below 30% Health.
Aerial Transmission
Creates a {[SpellDataTable_Hatchet.Hatchet_Spell_InfectedThrowAOE.Radius]} meter disease AOE on Impact that lingers in place for 3 seconds.
Epitome Of Bonk!
Increase Armor Penetration by {[WarHammerAbilityTable.Passive_WarHammer_Juggernaut_LightHeavyPenetrate.ArmorPenetration * 100]}% for all War Hammer Standard attacks.
Hammer Time
Gain Empower on a Heavy Attack, increasing attack damage by {[StatusEffects.Warhammer_Pass_HeavyEmpower.DMGStandard * 100]}% for {[StatusEffects.Warhammer_Pass_HeavyEmpower.BaseDuration]} seconds.
Exhaustive Attacks
All Warhammer abilities apply Exhaust, slowing target's stamina regeneration by {[StatusEffects.Warhammer_Pass_ExhaustOnHit.StaminaRate * -100]}% for {[StatusEffects.Warhammer_Pass_ExhaustOnHit.BaseDuration]} seconds. (Does not stack)
Hardened Steel
Adds Grit to Hammer Heavy Attacks, and grants a {[WarHammerAbilityTable.Passive_WarHammer_Juggernaut_HeavyGrit.BaseDamageReduction * 100]}% damage reduction while the Heavy attack Grit is active.

(Grit is an added stagger resistance that stops attacks from being interrupted by reactions)
Contemption
On targets under {[WarHammerAbilityTable.Passive_WarHammer_Juggernaut_HeavyvsLowHP.TargetHealthPercent]}% HP: Increase damage done by Heavy Attacks by {[WarHammerAbilityTable.Passive_WarHammer_Juggernaut_HeavyvsLowHP.BaseDamage * 100]}%%.
Quick Recovery
Cooldowns are reduced by 7% with Heavy attacks.
Power Through Pain
For {[StatusEffects.WarHammer_Pass_EmpowerOnDmgTaken.BaseDuration]} second after taking damage, deal {[StatusEffects.WarHammer_Pass_EmpowerOnDmgTaken.DMGStandard * 100]}% extra damage.
Justice For All
Press Basic attack during Mighty Gavel to add a second attack that deals {[DamageTable.Warhammer_Damage_MightyGavel_upg.DmgCoef * 100]}% weapon damage.
Mighty Gavel
An overhead leaping attack that crushes down on enemies dealing {[DamageTable.Warhammer_Damage_MightyGavel.DmgCoef * 100]}% weapon damage.
Summary Judgment
On targets under {[WarHammerAbilityTable.Upgrade_WarHammer_Gavel_DmgUnder30pctHP.TargetHealthPercent]}% HP: Increase damage done by Mighty Gavel attack by {[WarHammerAbilityTable.Upgrade_WarHammer_Gavel_DmgUnder30pctHP.BaseDamage * 100]}%.
Impact Fracture
Increase Stamina damage done by Mighty Gavel attack by {[WarHammerAbilityTable.Upgrade_WarHammer_Gavel_StaminaDmg.BlockDamage * 100]}%.
Expedite
After a successful Mighty Gavel attack, gain Haste, increasing player's movement speed by {[StatusEffects.WarHammer_Gavel_Haste.MoveSpeedMod * 100]}% for {[StatusEffects.WarHammer_Gavel_Haste.BaseDuration]} seconds.
Arrow Range
Increased arrow distance before start of gravity by 100%.
Unbreakable Focus
Receive {[StatusEffects.Status_Passive_Bow_Hunter_ArmorAimHeavy.ABSStandard * 100]}% less damage while aiming.
Bullseye
Bow shots critical chance increase by {[BowAbilityTable.Passive_Bow_Hunter_Crit.CritChance * 100]}%.
Surprise Attack
If you haven't damaged a foe in the last {[StatusEffects.Status_Passive_Bow_Hunter_DmgOnFirst_Tracker.BaseDuration]}s: Deal {[BowAbilityTable.Passive_Bow_Hunter_DmgOnFirst.BaseDamage * 100]}% extra damage.
Long Range
Deal {[BowAbilityTable.Passive_Bow_Hunter_DmgVsDist.BaseDamage * 100]}% more damage to foes at least {[BowAbilityTable.Passive_Bow_Hunter_DmgVsDist.DistFromDefender]}m away.
Finishing Shot
If your target is below 50% health: Deal {[BowAbilityTable.Passive_Bow_Hunter_DmgVsLow.BaseDamage * 100]}% more damage.
Hawkeye
When you land a headshot heal yourself for {[BowAbilityTable.Passive_Bow_Hunter_HealOnFive.DmgPctToHealth * 100]}% of damage done.
Aim True
Opening Strike
Heavy attacks deal +{[BowAbilityTable.Passive_Bow_Hunter_DmgOnFirst.BaseDamage * 100]}% damage to foes with 100% health.
Heavy attacks arrows fly faster and deal {[BowAbilityTable.Passive_Bow_Hunter_HeavyDmg.BaseDamage * 100]}% more damage.
Closing In
Hitting a foe below 50% health: reduces bow ability recharge by {[BowAbilityTable.Passive_Bow_Skirmish_CDRVsLow.CooldownTimer * -100]}%.
Battle Precision
Debuff and damage over time durations last {[BowAbilityTable.Passive_Bow_Skirmish_DebuffDur.TargetStatusEffectDurationMult * 100]}% longer.
Mark
Deal {[BowAbilityTable.Passive_Bow_Skirmish_DmgVsDebuff.BaseDamage * 100]}% more damage to foes suffering from a debuff.
Evasive Tactics
After you dodge: Deal {[StatusEffects.Status_Passive_Bow_Skirmish_DodgeDmg.DMGStandard * 100]}% more damage for {[StatusEffects.Status_Passive_Bow_Skirmish_DodgeDmg.BaseDuration]}s.
Dodge and Weave
After you dodge: Gain {[StatusEffects.Status_Passive_Bow_Skirmish_DodgeHaste.MoveSpeedMod * 100]}% haste for {[StatusEffects.Status_Passive_Bow_Skirmish_DodgeHaste.BaseDuration]}s. (you move faster.)
Archer's Speed
Gain {[StatusEffects.Status_Passive_Bow_Skirmish_HasteOnSwap.MoveSpeedMod * 100]}% haste for {[StatusEffects.Status_Passive_Bow_Skirmish_HasteOnSwap.BaseDuration]}s when you swap to your bow. ({[StatusEffects.Status_Passive_Bow_Skirmish_HasteOnSwap_Timer.BaseDuration]}s cooldown)
Catch Me If You Can
If surrounded by 3 or more foes within 3m of you gain {[StatusEffects.Status_Passive_Bow_Skirmish_HasteWhenFoesNear.MoveSpeedMod * 100]}% Haste (you move faster.)
Impale
If you hit a foe with 100% health cause {[StatusEffects.Status_Passive_Bow_Skirmish_SlowFull.MoveSpeedMod * -100]}% slow for {[StatusEffects.Status_Passive_Bow_Skirmish_SlowFull.BaseDuration]}s.
Hunter's Insight
Hitting a foe with a debuff grants {[StatusEffects.Status_Passive_Bow_Skirmish_StaminaVsDebuff.Stamina]} stamina.
Fiery Restoration
Heavy Attacks reduce Fire Staff cooldowns by {[FireMagicAbilityTable.Passive_Firestaff_FireMage_CDRHeavy.CooldownTimer * 100]}% on hit.
Spellslinger
Singe
When you get a Critical Hit with the Fire Staff, cause burning, dealing {[StatusEffects.FireStaff_Pyro_DOT.HealthModifierDamageBased * -100]}% weapon damage each second for {[StatusEffects.FireStaff_Pyro_DOT.BaseDuration]}s.
Prophet of a Fire God
While holding a Fire Staff, your critical strike damage is increasd by {[FireMagicAbilityTable.Passive_Firestaff_FireMage_CritDmg.CritDamage * 100]}%.
Your abilities gain an extra {[FireMagicAbilityTable.Passive_Firestaff_FireMage_Crit.CritChance * 100]}% chance to critical strike.
Clear Mind
While above 50% mana: you gain {[StatusEffects.Status_Passive_Firestaff_FireMage_DmgFullMana.DMGStandard * 100]}% Empower. (Empower increases damage.)
Clear Casting
If you haven't taken damage in the last {[StatusEffects.Status_Passive_Firestaff_FireMage_DmgNoDmg_Timer.BaseDuration]}s, deal {[StatusEffects.Status_Passive_Firestaff_FireMage_DmgNoDmg.DMGStandard * 100]}% more damage.
Flare
Heavy Attacks no longer consume mana.
Spell Focus
Heavy Attacks restore {[FireMagicAbilityTable.Passive_Firestaff_FireMage_ManaOnHit.Mana * 100]}% of your max mana on hit.
Runes of Helios
Casting a fire spell places a 2m rune on the ground increasing your spell damage by {[StatusEffects.Status_Ultimate_Firemage_DMG.DMGStandard * 100]}% while standing in the rune. The rune lasts for {[StatusEffects.Status_Ultimate_Firemage.BaseDuration]}s. (Cooldown {[StatusEffects.Status_Ultimate_Firemage_Timer.BaseDuration]}s).
Trial by Fire
When you are struck, create a field of fire around you dealing {[StatusEffects.Status_Passive_Firestaff_Pyro_BurnNearby.HealthModifierDamageBased * -100]}% weapon damage to all to nearby enemies in a 4m radius. Activates when struck in battle and lasts for 10 seconds. (Cooldown {[StatusEffects.TrialByFireTimer.BaseDuration]}s.)
Watch it Burn
Light attacks cause the enemy to catch fire dealing {[StatusEffects.FireStaff_Pyro_DOT.HealthModifierDamageBased * -100]}% weapon damage each second for {[StatusEffects.FireStaff_Pyro_DOT.BaseDuration]}s.
Pyromania
While holding a Fire Staff and below 50% max health: damage is increased by {[FireMagicAbilityTable.Passive_Firestaff_Pyro_DmgOnLow.BaseDamage * 100]}%.
Let it Burn
Whenever burn deals damage, gain {[StatusEffects.Status_Passive_Firestaff_Pyro_FortOnBurn.ABSStandard * 100]}% Fortify for {[StatusEffects.Status_Passive_Firestaff_Pyro_FortOnBurn.BaseDuration]}s. (Fortify reduces damage taken.)
Combat Speed
When you activate a Fire Staff ability gain {[StatusEffects.Status_Passive_Firestaff_Pyro_Haste.MoveSpeedMod * 100]}% Haste for {[StatusEffects.Status_Passive_Firestaff_Pyro_Haste.BaseDuration]}s. (cooldown {[StatusEffects.Status_Passive_Firestaff_Pyro_Haste_Timer.BaseDuration]}s)
Heat Up
When you block a Melee attack, restore {[FireMagicAbilityTable.Passive_Firestaff_Pyro_ManaOnblock.Mana * 100]}% of your max mana.
Kindle
Burning lasts {[FireMagicAbilityTable.Passive_Firestaff_Pyro_ManaOnBurn.TargetStatusEffectDurationMod * 100]}% longer.
Reheat
After {[StatusEffects.Status_Passive_Firestaff_Pyro_Ultimate_Timer.BaseDuration]}s without activating a Fire Staff ability, your mana regen is increasd by {[StatusEffects.Status_Passive_Firestaff_Pyro_Ultimate.ManaRate * 100]}%.
Crowded Protection
While holding a Great Axe gain {[StatusEffects.Status_Passive_Greataxe_Mauler_ArmorWhenFoesNear.ABSStandard * 100]}% damage absorption when 3 or more foes are within {[SpellDataTable_GreatAxe.Spell_Passive_Greataxe_Mauler_ArmorWhenFoesNear.Radius]}m.
Revenge
When you block an attack with a Great Axe gain {[StatusEffects.Status_Passive_Greataxe_Mauler_DmgOnBlock.DMGStandard * 100]}% damage for {[StatusEffects.Status_Passive_Greataxe_Mauler_DmgOnBlock.BaseDuration]}s. (max {[StatusEffects.Status_Passive_Greataxe_Mauler_DmgOnBlock.StackMax]} stacks.)
Center of Attention
While holding a Great Axe gain {[StatusEffects.Status_Passive_Greataxe_Mauler_DmgWhenFoesNear.DMGStandard * 100]}% damage when 3 or more foes are within {[SpellDataTable_GreatAxe.Spell_Passive_Greataxe_Mauler_DmgWhenFoesNear.Radius]}m.
Enduring Strike
Adds Grit to Great Axe Heavy Attacks, and grants a {[GreatAxeAbilityTable.Passive_Greataxe_Mauler_HeavyAddGrit.BaseDamageReduction * 100]}% damage reduction while the Heavy attack Grit is active.

(Grit is an added stagger resistance that stops attacks from being interrupted by reactions)
Heavy Pull
Heavy attacks with a Great Axe pull foes closer to you.
Gravity
After you cause a pull your foe is held still 30% longer.
Mauler's Resolve
If you get hit while holding a Great Axe and below 50% health: Gain {[StatusEffects.Status_Passive_Greataxe_Mauler_StamVsLowHp.Stamina]} stamina. ({[StatusEffects.Status_Passive_Greataxe_Mauler_StamVsLowHp_Timer.BaseDuration]}s Cooldown.)
Death's Embrace
Great Axe attacks against foes below {[GreatAxeAbilityTable.Passive_Greataxe_Reaper_ArmorPenVsLowHP.TargetHealthPercent]}% health: penetrate armor by {[GreatAxeAbilityTable.Passive_Greataxe_Reaper_ArmorPenVsLowHP.ArmorPenetration * 100]}%
Keen Edge
Critical Condition
Great Axe attacks against foes below {[GreatAxeAbilityTable.Passive_Greataxe_Reaper_CritVsLowHP.TargetHealthPercent]}% health: critical {[GreatAxeAbilityTable.Passive_Greataxe_Reaper_CritVsLowHP.CritChance * 100]}% more often.
Critical damage increased by {[GreatAxeAbilityTable.Passive_Greataxe_Reaper_Crit.CritDamage * 100]}%.
Greed
Light attacks with your Great Axe give you {[StatusEffects.Status_Passive_Greataxe_Reaper_DmgOnLight.DMGStandard * 100]}% damage for {[StatusEffects.Status_Passive_Greataxe_Reaper_DmgOnLight.BaseDuration]}s (max {[StatusEffects.Status_Passive_Greataxe_Reaper_DmgOnLight.StackMax]} stacks.)
Frustration
After one of your attacks is blocked gain {[StatusEffects.Status_Passive_Greataxe_Reaper_DmgWhenBlocked.DMGStandard * 100]}% damage for {[StatusEffects.Status_Passive_Greataxe_Reaper_DmgWhenBlocked.BaseDuration]}s. (max {[StatusEffects.Status_Passive_Greataxe_Reaper_DmgWhenBlocked.StackMax]} stack.)
Executioner's Speed
Hitting {[GreatAxeAbilityTable.Passive_Greataxe_Reaper_HasteOnLight.NumSuccessfulHits]}+ targets with a single Great Axe light attack swing grants {[StatusEffects.Status_Passive_Greataxe_Reaper_HasteOnLight.BaseDuration]}s of {[StatusEffects.Status_Passive_Greataxe_Reaper_HasteOnLight.MoveSpeedMod * 100]}% Haste (You move faster.)
Feed
Great Axe attacks against foes below {[GreatAxeAbilityTable.Passive_Greataxe_Reaper_HealVsLowHP.TargetHealthPercent]}% health: heal you for {[GreatAxeAbilityTable.Passive_Greataxe_Reaper_HealVsLowHP.DmgPctToHealth * 100]}% of damage done.
Critical Gains
When you make a critical hit with a Great Axe: Heal yourself for {[GreatAxeAbilityTable.Passive_Greataxe_Reaper_OnCritHeal.DmgPctToHealth * 100]}% of the damage done.
Enchanted Justice
When hit in battle activate a healing aura for you and nearby friends in a 4m radius healing for {[StatusEffects.Status_Passive_Lifestaff_Healing_AoeHealWhenHit.HealthModifierDamageBased * 100]}% weapon damage each second for {[StatusEffects.Status_Passive_Lifestaff_Healing_AoeHealWhenHit.BaseDuration]}s. (cooldown {[StatusEffects.Status_Passive_Lifestaff_Healing_AoeHealWhenHit_Timer.BaseDuration]}s).
Revitalize
When you hit with a light attack reduce all your cooldowns by {[LifeMagicAbilityTable.Passive_Lifestaff_Healing_CDROnLight.CooldownTimer * 100]}%
Desperate Speed
When you heal an ally with less than 50% health, Life Staff ability's cooldowns are reduced by {[LifeMagicAbilityTable.Passive_Lifestaff_Healing_CDROnLow.CooldownTimer * 100]}%. (Can only be triggered once every {[StatusEffects.Status_Passive_Lifestaff_Healing_CDROnLow_Timer.BaseDuration]} seconds)
Sacred Protection
While holding a lifestaff: increase the base health of all friendlies in your group by 10%
Intensify
Heavy Attacks give you increase healing by {[StatusEffects.Status_Passive_Lifestaff_Healing_HealingBuffonBasic.HealScalingValueMultiplier * 100]}% for {[StatusEffects.Status_Passive_Lifestaff_Healing_HealingBuffonBasic.BaseDuration]}s (max {[StatusEffects.Status_Passive_Lifestaff_Healing_HealingBuffonBasic.StackMax]} stacks.)
Blissful Touch
Light attacks now heal target for {[StatusEffects.Status_Passive_Lifestaff_Healing_HealOnLight.HealthModifierDamageBased * 100]}% weapon damage when passing through an ally.
Absolved
Lifestaffs Light and Heavy attack no longer take mana.
Mending Touch
Lifestaffs Heavy Attack now removes 1 debuff when passing through an ally.
Glowing Focus
Buffs you grant last {[LifeMagicAbilityTable.Passive_Lifestaff_Protection_BuffDur.TargetStatusEffectDurationMult * 100]}% longer
Protector's Touch
Lifestaffs Light and Heavy grant 15% Fortify for 3s when hitting an enemy. (Fortify reduces incoming damage.)
Spirits United
Increases mana regeneration for you and group members by 3%.
Balance
When you get hit while below 50% health, gain {[StatusEffects.Status_Passive_Lifestaff_Protection_HasteWhenLow.MoveSpeedMod * 100]}% Haste for {[StatusEffects.Status_Passive_Lifestaff_Protection_HasteWhenLow.BaseDuration]}s. (cooldown {[StatusEffects.Status_Passive_Lifestaff_Protection_HasteWhenLow_Timer.BaseDuration]}s)
Bend Light
After a dodge, your heals are {[StatusEffects.Status_Passive_Lifestaff_Protection_HealingOnDodge.HealScalingValueMultiplier * 100]}% more effective for {[StatusEffects.Status_Passive_Lifestaff_Protection_HealingOnDodge.BaseDuration]}s.
Protector's Strength
If you have a buff heal for 10% more.
Defensive Light
When you block a Melee attack: gain {[LifeMagicAbilityTable.Passive_Lifestaff_Protection_ManaOnBlock.Mana * 100]}% max mana.
Sturdy Shield
Grants an additional {[SwordAbilityTable.Passive_Sword_Defender_Armor.PhysicalArmor * 100]}% physical armor.
One with the Shield
When you block with a shield all shield skills recharge {[SwordAbilityTable.Passive_Sword_Defender_CDRWhileBlock.CooldownTimer * -100]}%.
Final Blow
The 3rd attack in your light attack deals {[SwordAbilityTable.Passive_Sword_Defender_DmgOnFinal.BaseDamage * 100]}% more damage and cause more threat.
Elemental Resistance
Reduce damage from all magical types by {[SwordAbilityTable.Passive_Sword_Defender_EleArmor.BaseDamageReduction * 100]}%.
Defensive Training
When you block an attack gain {[StatusEffects.Status_Passive_Sword_Defender_FortWhileBlock.ABSStandard * 100]}% Fortify for {[StatusEffects.Status_Passive_Sword_Defender_FortWhileBlock.BaseDuration]}s.
Recuperation
All incoming healing and regeneration increased by {[StatusEffects.Sword_10pcntHealing.HealMod * 100]}%.
Fortitude
While holding a Sword current and max health are increased by {[SwordAbilityTable.Passive_Sword_Defender_MaxHp.MaxHealth * 100]}%.
Sturdy Grip
Stamina damage is reduced by {[SwordAbilityTable.Passive_Sword_Defender_MeleeBlock.BlockDamageReduction * 100]}% when blocking a melee attack with a shield.
High Grip
Stamina damage is reduced by {[SwordAbilityTable.Passive_Sword_Defender_RngBlock.BlockDamageReduction * 100]}% when blocking a ranged attack with a shield.
Precision
Swords critical strike chance increased by {[SwordAbilityTable.Passive_Sword_Swordmaster_Crit.CritChance * 100]}%.
Empowered Stab
Succesfull Heavy attack grants you {[StatusEffects.Status_Passive_Sword_Swordmaster_DmgOnHeavy.DMGStandard * 100]}% Empower for {[StatusEffects.Status_Passive_Sword_Swordmaster_DmgOnHeavy.BaseDuration]}s. (Empower increases damage.)
Opportunist
Deal {[SwordAbilityTable.Passive_Sword_Swordmaster_DmgVsStunned.BaseDamage * 100]}% more damage to slowed foes.
Counter Attack
When you block an attack gain {[StatusEffects.Status_Sword_CounterAttack.DMGStandard * 100]}% increased damage for {[StatusEffects.Status_Sword_CounterAttack.BaseDuration]}s.
Confidence
While health is full deal {[SwordAbilityTable.Passive_Sword_Swordmaster_DmgWhileFull.BaseDamage * 100]}% more damage.
Critical Precision
On critical gain {[StatusEffects.Status_Passive_Sword_Swordmaster_HasteOnCrit.MoveSpeedMod * 100]}% haste for {[StatusEffects.Status_Passive_Sword_Swordmaster_HasteOnCrit.BaseDuration]}s. (Haste increases movement speed)
Mobility
Move {[StatusEffects.Status_Passive_Sword_Swordmaster_HasteWhileBlock.MoveSpeedMod * 100]}% faster while blocking.
Freeing Justice
Successfully hitting with a Heavy attack cause you to lose all debuffs.
Achilles Heel
The final attack in your light attack chain causes a {[StatusEffects.Status_Passive_Sword_Swordmaster_SlowOnFinal.MoveSpeedMod * -100]}% Slow for {[StatusEffects.Status_Passive_Sword_Swordmaster_SlowOnFinal.BaseDuration]}s. (Slow reduces movement speed.)
Path Of Destiny
A powerful ground strike that erupts a linear wave of energy in front of the player, dealing {[DamageTable.Warhammer_Damage_PathOfDestiny.DmgCoef * 100]}% weapon damage to all targets in its path.
Seismic Waves
Path of Destiny now staggers all targets in its path.
Stimulated Reduction
Ability cooldown reduced by {[WarHammerAbilityTable.Upgrade_WarHammer_PathOfDestiny_CDRPerHit.CooldownTimer * -100]}% for each enemy hit with Path of Destiny.
Powder Burn
Overload musket with gun powder, causing the next shot to deal {[DamageTable.Musket_Damage_PowderBurn.DmgCoef * 100]}% Weapon Damage and cause a Burn status effect that deals {[StatusEffects.Musket_PowderBurn_Burn.HealthModifierDamageBased * -100]}% Weapon Damage per second for {[StatusEffects.Musket_PowderBurn_Burn.BaseDuration]} seconds. Does not stack or combine with other overload shots.
Backdraft
Standard Musket shots deal {[MusketAbilityTable.Upgrade_Musket_Burn_DmgWhileOnFire.BaseDamage * 100]}% additional damage while target is on fire.
Chronic Trauma
If Powder Burn is a Headshot, extend Burn duration to {[StatusEffects.Musket_PowderBurn_BurnExtend.BaseDuration]} seconds.
Power Shot
Overload musket with gun powder, causing the next shot to deal {[DamageTable.MusketAttack_ChargedShot.DmgCoef * 100]}% Weapon Damage. Does not stack or combine with other overload shots.
Initial Engagement
When you hit with power shot gain Empower, causing attacks to deal an additional {[StatusEffects.Musket_PowerShot_Empower.DMGStandard * 100]}% damage for {[StatusEffects.Musket_PowerShot_Empower.BaseDuration]} seconds.
First Blood
+{[MusketAbilityTable.Upgrade_Musket_Power_DmgAtFullHealth.BaseDamage * 100]}% additional damage to targets with full health.
Bullseye
Power Shot Headshots reduce Power Shot's cooldown by {[MusketAbilityTable.Upgrade_Musket_Power_CDRonHeadshot.CooldownTimer * -100]}%
Punishing Storm
Increases damage by 10% for each enemy in Ice Storm.
Pylon Dodge
Dodging with full stamina increases Ice Pylon rate of fire for 3 seconds.
Pylon Refresh
A successful hit extends Ice Pylon's lifetime by 1 second.
Pylon Regen
Ice Pylon regenerates to full health 5 seconds after last damage taken.
Quick Shower
Any ally, including self, will get a 25% speed boost for 2 seconds when entering Ice Shower.
Raging Torrent
Perform four fast attacks each dealing {[DamageTable.Hatchet_Damage_RapidStrikes.DmgCoef * 100]}% weapon damage.
Aggressive Approach
Hitting a target with Raging Torrent grants Haste, increasing movement speed by {[StatusEffects.Hatchet_Raging_Haste.MoveSpeedMod * 100]}% for {[StatusEffects.Hatchet_Raging_Haste.BaseDuration]} seconds.
Final Blow
Press Light Attack at the end of raging torrent to deal a final attack dealing {[DamageTable.Hatchet_Damage_RapidStrikes_FinalBlow.DmgCoef * 100]}% weapon damage.
Light Edge
Increase damage from both middle swipe attacks in the light attack chain by {[RapierAbilityTable.PassiveRapier01.BaseDamage * 100]}%.
Refreshing Strikes
Reduce all cooldowns by {[RapierAbilityTable.PassiveRapier02.cooldownTimer * -100]}% on any hit.
Heavy Puncture
Any heavy attack on a bleeding enemy will extend their Rapier bleeds by {[RapierAbilityTable.PassiveRapier03.TargetStatusEffectDurationMod]} seconds. This will also apply to future stacked applications of the same bleed extending the entire stack.
Unerring
Deal {[RapierAbilityTable.PassiveRapier04.BaseDamage * 100]}% more damage to targets with a Rapier bleed.
Engarde
Deal {[RapierAbilityTable.PassiveRapier05.BaseDamage * 100]}% more damage when your target has greater than {[RapierAbilityTable.PassiveRapier05.TargetHealthPercent]}% health.
Tondo
Slash so quickly that it extends the reach of your blade. This strike deals direct damage but also applies a bleed that will deal 100% weapon damage over {[StatusEffects.Rapier_Bleed_DOT.BaseDuration]} seconds. This can stack up to 3 times refreshing previous applications.
Thirst For Blood
When applying the first bleed stack to an opponent this cooldown is reduced by {[RapierAbilityTable.Rapier_Slash_Mod1.cooldownTimer * -100]}%.
And Again
If you hit only one target, even on a blocked hit, this cooldown is reduced by {[RapierAbilityTable.Rapier_Slash_Mod2.cooldownTimer * -100]}%.
Proper Spacing
Improve your direct damage from Tondo by {[RapierAbilityTable.Rapier_Slash_Mod3.BaseDamage * 100]}% if you are {[RapierAbilityTable.Rapier_Slash_Mod3.DistFromDefender]}m away from your target or more.
Flurry
Enter a posed stance and unleash a series of five quick thrust attacks with each strike dealing more damage. Flurry can be dodge canceled at any time.
Fleeting Strikes
Each hit of Flurry reduces the cooldown of this ability by 7%.
Overwhelm
Each hit of Flurry does {[RapierAbilityTable.Rapier_Flurry_All_In.BlockDamage * 100]}% more block damage.
To the Bone
Each hit of Flurry extends the Rapier's bleed by {[RapierAbilityTable.Rapier_Flurry_Weakness.TargetStatusEffectDurationMod]} seconds. This will also apply to future stacked applications of the same bleed extending the entire stack.
Finalize
The last hit of Flurry will cause the enemy to stagger.
Flourish and Finish
Flourish performs an attack knocking back enemies. Pressing 'Light Attack' at the end of Flourish will continue this ability by automatically performing 'Finish'. Finish lunges forward, consuming all Rapier bleeds on any target hit dealing {[RapierAbilityTable.Ability_Rapier_Flourish.ConsumeTargetStatusEffectMult * 100]}% of their damage immediately.
With Flair
Gain Grit on both Flourish and Finish.
Swagger
+{[StatusEffects.Rapier_Finish_Stam_Mod2.Stamina]} stamina when successfully hitting a target with Finish.
Fuel
Each tick of damage from Tondo's bleed reduces the cooldown of this ability by {[RapierAbilityTable.Rapier_Flourish_Mod3.cooldownTimer * -100]}%.
Bloody End
Finish deals {[RapierAbilityTable.Rapier_Flourish_Mod4.ConsumeTargetStatusEffectMult * 100]}% of the Rapier's bleed damage instead of only {[RapierAbilityTable.Ability_Rapier_Flourish.ConsumeTargetStatusEffectMult * 100]}%.
Riposte
Enter into a defensive stance for 1 second. If struck during this ability, counter the attacker stunning them briefly for {[StatusEffects.Rapier_Riposte_Stun.BaseDuration]} seconds. You are briefly invulnerable upon a successful Riposte.

Taunt Gem Compatible: If you have a Carnelian gem equiped in your rapier, This ability cause a {[DamageTable.1H_Rapier_Riposte_Taunt.TauntDuration]}s taunts to all foes within 5m. (Taunt causes monsters to focus only on you.)
Insult to Injury
If the Riposte is triggered successfully, all your attacts become uninterruptable for {[StatusEffects.Rapier_Riposte_Uninterruptible.BaseDuration]} seconds.
Priority
Reduce the cooldown of other Rapier abilities by {[RapierAbilityTable.Rapier_Riposte_Mod2.cooldownTimer * -100]}% when landing a Riposte stun.
Lasting Consequence
Increase the stun from Riposte to {[StatusEffects.Rapier_Riposte_Stun_Enhanced.BaseDuration]} seconds.
Fleche
Leave the ground lunging forward for 10m in a stabbing motion piercing through enemies dealing {[DamageTable.1H_Rapier_Aerial_Lunge.DmgCoef * 100]}% damage.
Quick Lunge
Killing with this ability reduces its cooldown by {[RapierAbilityTable.Rapier_Aerial_Lunge_Mod1.cooldownTimer * -100]}%.
Backside
After performing Fleche, your next critical strike attack will have its damage increased by {[RapierAbilityTable.Rapier_Aerial_Lunge_Mod2.BaseDamage * 100]}%. Lasts for {[StatusEffects.Rapier_Fleche_Backstab.BaseDuration]} seconds.
Interruption
Pressing 'Light Attack' any time during Fleche will stop and perform a static, continuation attack dealing {[DamageTable.1H_Rapier_Wake.DmgCoef * 100]}% damage.
Evade
Perform a small, reliable sidestep in your current movement direction that cancels any current activity and provides momentary invulnerability. 'Light Attack's made during Evade are performed exceptionally fast.
Breathe In
Gain {[StatusEffects.Rapier_Evasion_Mod1.Stamina]} stamina immediately on use.
Allegro
Gain {[StatusEffects.Rapier_Evasion_Mod2.MoveSpeedMod* 100]}% movement speed for {[StatusEffects.Rapier_Evasion_Mod2.BaseDuration]} seconds on use.
Adagio
Evading forward gains {[RapierAbilityTable.Rapier_Evasion_Mod3.BaseDamage * 100]}% increased damage on your next light attack. Ends on hit or after {[StatusEffects.Rapier_Evade_Forward_Damage.BaseDuration]} second.
Crescendo
Individual successful light attacks reduce the cooldown of this ability by {[RapierAbilityTable.Rapier_Evasion_Mod4.cooldownTimer * -100]}% each.
Red Curtains
Critical strikes reduce all cooldowns by {[RapierAbilityTable.Rapier_BonusCDOnCrit.cooldownTimer * -100]}%.
Momentum
Gain {[RapierAbilityTable.Rapier_BonusDMGAfterAbility.BaseDamage * 100]}% increased damage on your next light or heavy attack after performing an ability. Ends on hit or after {[StatusEffects.Rapier_BonusDMGAfterAbility.BaseDuration]} seconds.
Desperation
Deal {[RapierAbilityTable.Rapier_BonusDmgLowStamina.BaseDamage * 100]}% more damage when your stamina is below {[RapierAbilityTable.Rapier_BonusDmgLowStamina.MyStaminaPercent]}%.
Perfectionist
Deal {[RapierAbilityTable.Rapier_BonusDMGMaxHP.BaseDamage * 100]}% more damage when your health is full.
Swiftness
+{[StatusEffects.Rapier_BonusSpeedOnKill.MoveSpeedMod * 100]}% Haste for {[StatusEffects.Rapier_BonusSpeedOnKill.BaseDuration]} seconds on any hit. Can stack up to {[StatusEffects.Rapier_BonusSpeedOnKill.StackMax]} times.
Controlled Breathing
+{[StatusEffects.Rapier_BonusStamOnHit.Stamina]} stamina on any hit.
Refreshing Spikes
Cooldown for this ability decreased by 10% if enemy is hit by Major Spike.
Rending Throw
Throw an axe dealing {[DamageTable.Hatchet_Damage_RendingThrow.DmgCoef * 100]}% weapon damage and applying Rend, reducing target's damage absorption by {[StatusEffects.Hatchet_RendingThrow_Rend.ABSStandard * -100]}% for {[StatusEffects.Hatchet_RendingThrow_Rend.BaseDuration]}s.
Targeted Impact
Rend increased to {[StatusEffects.Hatchet_RendingThrow_RendBuff.ABSStandard * -100]}% if further than {[HatchetAbilityTable.Upgrade_Hatchet_RendThrow_DistanceBuffRend.DistFromDefender]} meters from target.
Opportunistic
Rending Throw deals an additional {[HatchetAbilityTable.Upgrade_Hatchet_RendThrow_DmgOnDebuff.BaseDamage * 100]}% damage if target already has an active Debuff.
Second Wind
Using Rending Throw on a target with an active debuff reduces ability cooldown by {[HatchetAbilityTable.Upgrade_Hatchet_RendThrow_CDROnDebuff.CooldownTimer * -100]}%.
Critical Reload
Landing 3 Headshots with {[StatusEffects.Musket_Pass_HeadshotTracker.BaseDuration]} seconds of each other grants an instant reload.
Called Shot
Increase Musket damage by {[MusketAbilityTable.Passive_Musket_Sharpshooter_DMGIfAim2Sec.BaseDamage * 100]}% if aimed down sight for more than {[MusketAbilityTable.Passive_Musket_Sharpshooter_DMGIfAim2Sec.InActionTime]} seconds.
Greater Accuracy
Accuracy penalty while hipfiring removed.
Empowering Headshot
On successful headshot: Grant Empower, increasing all Musket shot's damage by {[StatusEffects.Musket_Pass_EmpowerOnHeadshot.DMGStandard * 100]}% for {[StatusEffects.Musket_Pass_EmpowerOnHeadshot.BaseDuration]} seconds.
Ballistic Advantage
Removes damage Fall off from standard musket shots on targets more than 50 meters away.
Called Shot Resupply
Standard attack headshots reduce all musket ability cooldowns by {[MusketAbilityTable.Passive_Musket_Sharpshooter_CDROnHeadshot.CooldownTimer * -100]}%.
Hit Your Mark
Increased Headshot and Critical hit damage to target the further the target is away from the player. For a max of {[MusketAbilityTable.Passive_Musket_Sharpshooter_CritChanceDistance.HeadshotDamage * 100]}% at up to {[MusketAbilityTable.Passive_Musket_Sharpshooter_CritChanceDistance.LinearlyScaleToDistance]} meters away.

Does not forgo damage fall off.
Heightened Precision
While aiming, successful hits with a musket grant a stackable 2.5% damage increase. This effect ends when player stops aiming down sight or more than {[StatusEffects.Musket_Pass_Damage_EveryADSShot.BaseDuration]} seconds passes between shots. (Max {[StatusEffects.Musket_Pass_Damage_EveryADSShot.StackMax]} stacks)
Sniper
Adds an optional 3x zoom view for all musket aim shots. Use Mouse Wheel up and down to zoom in and out while aiming.

Also grants a {[MusketAbilityTable.Ult_Passive_Musket_ZoomHeadshot.HeadshotDamage * 100]}% damage increase to all Headshots.
Chilling Blast
Increase the damage of the last 2 meters of the Wind Chill range by 25%.
Shockwave
Slam the Hammer into the ground causing a {[SpellDataTable_WarHammer.WarHammer_Spell_Shockwave.Radius]} meter radius AOE earthquake that deals {[DamageTable.Warhammer_Damage_Shockwave.DmgCoef * 100]}% weapon damage. Applies Stun to all impacted targets for {[StatusEffects.WarHammer_Shockwave_Stun.BaseDuration]} Seconds.

Taunt Gem Compatible: If you have a Carnelian gem equiped in your war hammer, This ability cause a {[DamageTable.Warhammer_Damage_Shockwave.TauntDuration]}s taunts when it hits. (Taunt causes monsters to focus only on you.)
Frailty
The trauma of the attack causes Weaken, decreasing the damage dealt from the target's attacks by {[StatusEffects.WarHammer_Shockwave_Weaken.DMGStandard * -100]}% for {[StatusEffects.WarHammer_Shockwave_Weaken.BaseDuration]} seconds.
Meteoric Crater
Expands the effective range of the Shockwave to a {[SpellDataTable_WarHammer.WarHammer_Spell_Shockwave_L2.Radius]} meter radius.
Shooter's Stance
Player enters a shooting aim stance to enhance shooting performance. Shots deal {[DamageTable.MusketAttack_ShootersStance.DmgCoef * 100]}% Weapon damage. While in stance mobility is reduced to zero and reload time is reduced by 75%. Mode will exit after three shots.
Shoot More
Shots fired before exiting stance increased to five.
Marksman
If 3 consecutive shots hit the same target, reduce all other Musket cooldowns by {[MusketAbilityTable.Upgrade_Musket_Shooters_CDROnSameTarget.CooldownTimer * -100]}%
Frigid Showers
Frostbite applies Rend to target reducing defense 10%.
Social Distancing
Throw an axe forward and dodge backwards, dealing {[DamageTable.Hatchet_Damage_SocialDistancing.DmgCoef * 100]}% weapon damage and slowing targets by {[StatusEffects.Hatchet_SocialDist_Slow.MoveSpeedMod * -100]}% for {[StatusEffects.Hatchet_SocialDist_Slow.BaseDuration]} seconds.
Quick Power
Player Movement speed increased to {[StatusEffects.Hatchet_SocialDist_Haste.MoveSpeedMod * 100]}% for {[StatusEffects.Hatchet_SocialDist_Haste.BaseDuration]} seconds if ability hits a target with an active debuff.
Stay Back
Slow Movement speed effects increased to {[StatusEffects.Hatchet_SocialDist_SlowBuff.MoveSpeedMod * -100]}% for {[StatusEffects.Hatchet_SocialDist_SlowBuff.BaseDuration]} seconds.
Deadly Reach
+{[SpearAbilityTable.Ability_Spear_BonusCritChanceAtRng.CritChance * 100]}% Critical Chance on attacks against targets that are 3+ meters away.
Precise Jabs
+{[SpearAbilityTable.Ability_Spear_BonusCritChanceOnLight.CritChance * 100]}% Critical Chance on light attacks.
Exposed Wounds
+{[SpearAbilityTable.Ability_Spear_BonusCritChanceVsBleed.CritChance * 100]}% Critical Chance against targets with Bleed.
Reserved Strength
+{[SpearAbilityTable.Ability_Spear_BonusDmgMaxStamina.BaseDamage * 100]}% damage while stamina is full.
Exploited Weakness
+{[SpearAbilityTable.Ability_Spear_BonusDmgVsDebuff.BaseDamage * 100]}% damage per debuff on target (30% Max).
Unerring Precision
+{[SpearAbilityTable.Ability_Spear_BonusDmgVsGrit.BaseDamage * 100]}% damage against targets with active GRIT.
Merciless Strength
+{[SpearAbilityTable.Ability_Spear_BonusDmgVsKnockedDown.BaseDamage * 100]}% damage against knocked down targets.
Finishing Blows
+{[SpearAbilityTable.Ability_Spear_BonusDmgVsLowHP.BaseDamage * 100]}% damage against targets with less than {[SpearAbilityTable.Ability_Spear_BonusDmgVsLowHP.TargetHealthPercent]}% health.
Deadly Consistency
+{[SpearAbilityTable.Ability_Spear_BonusHvyDmgConsec.BaseDamage * 100]}% damage on consecutive heavy attacks against a single target.
Invigorating Crits
Restore {[StatusEffects.Spear_BonusStaminaOnCrit.Stamina]} stamina on Critical Hits.
Strong Conditioning
+{[StatusEffects.Spear_BonusStamRegenOnLowStam.StaminaRate * 100]}% Stamina Regen when your stamina is below 50%.
Aggressive Maneuvers
The first successful hit with an ability within {[StatusEffects.Spear_CDROnHitAfterDodge.BaseDuration]} seconds of dodging reduces all Spear cooldowns by {[SpearAbilityTable.Ability_Spear_CDROnHitAfterDodge.CooldownTimer * -100]}%.
Refreshing Reach
Successful heavy attacks reduce all Spear cooldowns by {[SpearAbilityTable.Ability_Spear_CDROnHvyHit.CooldownTimer * -100]}%.
Refreshing Jabs
All spear cooldowns are reduced by {[SpearAbilityTable.Ability_Spear_CDROnLight.cooldownTimer * -100]}% on the second hit of the light attack chain.
Cyclone
Invigorating Combo
Restore {[StatusEffects.Spear_Cyclone_BonusStaminaOnMultiHit.Stamina]} stamina per hit.
Spin attack that deals {[DamageTable.2H_Spear_Cyclone.DmgCoef * 100]}% weapon damage, pushes targets back {[DamageTable.2H_Spear_Cyclone.ImpactDistanceY]}m and applies {[StatusEffects.Spear_Cyclone_Slow.MoveSpeedMod * -100]}% Slow for {[StatusEffects.Spear_Cyclone_Slow.BaseDuration]}s.
Strong Momentum
GRIT is now active during the attack making your attacks unstoppable.
Exacerbating Crits
Critical Hits extend the duration of your Spear debuffs and damage over time effects by {[SpearAbilityTable.Ability_Spear_ExtendDebuffOnCrit.TargetStatusEffectDurationMult * 100]}%.
Defensive Stance
Gain Fortify after successful heavy attacks, increasing damage absorption by {[StatusEffects.Spear_FortifyOnHvyHit.ABSThrust * 100]}% for {[StatusEffects.Spear_FortifyOnHvyHit.BaseDuration]} seconds.
Javelin
Deadly Distance
+2.5% damage per meter traveled (+100% max).
Refreshing Precision
Headshots reduce cooldown by {[SpearAbilityTable.Ability_Spear_Javelin_CDROnHeadshot.cooldownTimer * -100]}%.
Throw your spear, dealing {[DamageTable.2H_Spear_Javelin.DmgCoef * 100]}% weapon damage and staggering on hit.
Forceful Impact
Targets are knocked down on hit.
Perforate
Rupturing Strikes
Rend increased to {[StatusEffects.Spear_Perforate_Rend_Upgrade.ABSThrust * -100]}% per strike against targets above {[SpearAbilityTable.Ability_Spear_Perforate_BonusRend.TargetHealthPercent]}% health.
Three quick piercing strikes that each deal {[DamageTable.2H_Spear_Perforate.DmgCoef * 100]}% weapon damage and apply Rend, reducing the target's damage absorption by {[StatusEffects.Spear_Perforate_Rend.ABSThrust * -100]}% for {[StatusEffects.Spear_Perforate_Rend.BaseDuration]} seconds.
Impactful Strikes
Target is staggered if you successfully land all three hits.
Evasive Maneuvers
Dodging backwards consumes 20% less stamina for {[StatusEffects.Spear_ReducedDodgeStamCost.BaseDuration]} seconds after successful hits.
Skewer
Deep Wound
Bleed duration increased to {[StatusEffects.Spear_Skewer_Bleed_Upgrade.BaseDuration]} seconds.
Deadly Ambush
+{[SpearAbilityTable.Ability_Spear_Skewer_BonusDmgVsMaxHP.BaseDamage * 100]}% damage against targets that have full health.
Rush forward and skewer your target, dealing {[DamageTable.2H_Spear_Skewer_Stab.DmgCoef * 100]}% weapon damage. Applies Bleed ({[StatusEffects.Spear_Skewer_Bleed.HealthModifierDamageBased * -100]}% weapon damage) every {[StatusEffects.Spear_Skewer_Bleed.TickRate]} second for {[StatusEffects.Spear_Skewer_Bleed.BaseDuration]} seconds.
Follow Through
Gain Empower on Critical Hits, increasing damage by {[StatusEffects.Spear_Skewer_EmpowerOnCrit.DMGThrust * 100]}% for {[StatusEffects.Spear_Skewer_EmpowerOnCrit.BaseDuration]} seconds.
Crippling Jabs
The last hit of the light attack chain applies {[StatusEffects.Spear_SlowOnLightVsLowHP.MoveSpeedMod * -100]}% Slow for {[StatusEffects.Spear_SlowOnLightVsLowHP.BaseDuration]} seconds to targets below {[SpearAbilityTable.Ability_Spear_SlowOnLightVsLowHP.TargetHealthPercent]}% health.
Sweep
Sweep the target's legs, dealing {[DamageTable.2H_Spear_Sweep.DmgCoef * 100]}% weapon damage and knocking them down.
Coup de Grâce
Press Basic Attack during the Sweep to follow up with a powerful downward stab that deals {[DamageTable.2H_Spear_Sweep_Finish.DmgCoef * 100]}% weapon damage.
Tenacious Sweep
GRIT is now active during the attack.
Vault Kick
Continuous Motion
Cooldowns for other spear abilities are reduced by {[SpearAbilityTable.Ability_Spear_VaultKick_CDROnHit.cooldownTimer * -100]}% on successful hit.
Use your spear to vault forward and kick your target, dealing {[DamageTable.2H_Spear_VaultKick.DmgCoef * 100]}% weapon damage. Applies Stun for {[StatusEffects.Spear_VaultKick_Stun.BaseDuration]} seconds.

Taunt Gem Compatible: If you have a Carnelian gem equiped in your spear, This ability cause a {[DamageTable.2H_Spear_VaultKick.TauntDuration]}s taunts when it hits. (Taunt causes monsters to focus only on you.)
Relentless Blows
Gain Empower after successful hits on targets below {[SpearAbilityTable.Ability_Spear_VaultKick_EmpowerVsLowHP.TargetHealthPercent]}% health, increasing damage by {[StatusEffects.Spear_VaultKick_EmpowerVsLowHP.DMGThrust * 100]}% for {[StatusEffects.Spear_VaultKick_EmpowerVsLowHP.BaseDuration]} seconds.
Spiky Reach
Ice Shards fire from the sides of the Mighty Spike to hit a wider area. Each Shard will have a 6 meter range and deal {[DamageTable.IceMagic_Spike_Reach.DmgCoef * 100]}% weapon damage.
Feral Rush
A sprinting melee attack that causes the player to leap forward, hitting twice. The first hit deals {[DamageTable.Hatchet_Damage_SprintAttack1.DmgCoef * 100]}% and the 2nd deals {[DamageTable.Hatchet_Damage_SprintAttack2.DmgCoef * 100]}% weapon damage.
Dispatch
If target is below {[HatchetAbilityTable.Upgrade_Hatchet_FeralRush_DMGVsLowHP.TargetHealthPercent]}% health, Feral Rush deals {[HatchetAbilityTable.Upgrade_Hatchet_FeralRush_DMGVsLowHP.BaseDamage * 100]}% more damage.
Crippling Strikes
If Feral Rush hits a target in the back, it causes Root, immobilizing target for {[StatusEffects.Hatchet_Rush_Root.BaseDuration]} seconds.
Sticky Bomb
A bomb that can be thrown a short range and sticks to anything it makes contact with. Detonation will occur 3 seconds after impact dealing {[DamageTable.Musket_StickyBomb_Explosion.DmgCoef * 100]}% weapon damage to all targets within {[SpellDataTable_Musket.Musket_StickyBomb_Explosion.Radius]} meters.
Unflinching Walk
Sticky bomb grants player {[StatusEffects.Musket_Sticky_StaminaRegen.Stamina]} stamina when it deals damage with an explosion.
Sticky Slow
Direct hits with the Sticky bomb cause the target to be Slowed by {[StatusEffects.Musket_Sticky_Slow.MoveSpeedMod * -100]}% for {[StatusEffects.Musket_Sticky_Slow.BaseDuration]} Seconds.
Stopping Power
Overload musket with gun powder, causing the next shot to deal {[DamageTable.Musket_Damage_StoppingPower.DmgCoef * 100]}% Weapon Damage, staggering target and knocking them back {[DamageTable.Musket_Damage_StoppingPower.ImpactDistanceY]} meters. Does not stack or combine with other Overloaded shots.
Lasting Impression
Targets hit with Stopping Power are Exhausted; reducing stamina regeneration speed by {[StatusEffects.Musket_StoppingPower_Exhaust.StaminaRate * -100]}% for {[StatusEffects.Musket_StoppingPower_Exhaust.BaseDuration]} seconds.
Supplementary Repulsion
Targets hit with Stopping Power are slowed by {[StatusEffects.Musket_StoppingPower_Slow.MoveSpeedMod * -100]}% for {[StatusEffects.Musket_StoppingPower_Slow.BaseDuration]} seconds.
Storm Summoner
Ice Storm mana cost is decreased by 80% at full mana.
Strengthened Tomb
Increases defense by 25% for 3 seconds after breaking out of Entombed.
Critical Throw
Thrown axes are now capable of triggering headshot or random critical hit.

Also increases critical hit chance of all attacks by 5%.
Exploitation
All attacks deal {[HatchetAbilityTable.Passive_Hatchet_ThrowingAxe_DmgVsDebuff.BaseDamage * 100]}% additional damage to targets with an active debuff.
On Fire
Every 3rd successfully thrown axe is a guaranteed Crit.
Refreshing Throws
Thrown Hatchets against targets with an active debuff reduces all cooldowns by {[HatchetAbilityTable.Passive_Hatchet_ThrowingAxe_CDROnDebuffThrow.CooldownTimer * -100]}%.
Rejuvinating Crits
Successful Critical Hits with Light Attacks or Aimed Throws regenerates {[StatusEffects.Hatchet_Pass_StaminaGainCrit.Stamina]} Stamina.
Boot and Rally
Light Attacks and Aimed Throws regenerate {[StatusEffects.Hatchet_Pass_StaminaGainDebuff.Stamina]} stamina when hitting targets with an active debuff.
Adrenaline Rush
Dodging within 2 seconds of triggering an ability consumes 25% less Stamina.
Persistent Hinderance
Successful throwing axe hits extends all hatchet debuff durations by {[HatchetAbilityTable.Ult_Passive_Hatchet_ExtendDebuffDuration.TargetStatusEffectDurationMult *100]}%.
Salt On The Wounds
+{[MusketAbilityTable.Passive_Musket_Trapper_DMGvsLowHP.BaseDamage *100]}% increased damage to targets below {[MusketAbilityTable.Passive_Musket_Trapper_DMGvsLowHP.TargetHealthPercent]}% health.
Back It Up
Walking/Strafing movement speed Increased by {[StatusEffects.Musket_Pass_WalkSpeedWhileNearEnemy.MoveSpeedMod * 100]}% when an enemy is within 8 meters of player.
Weakened Defense
Increases the stamina damage from standard shots dealt to enemies blocking with shields by {[MusketAbilityTable.Passive_Musket_Trapper_StamDMGPenetrate.BlockDamage * 100]} and deal {[MusketAbilityTable.Passive_Musket_Trapper_StamDMGPenetrate.ArmorPenetration * 100]}% of Armor Penetration to targets that aren't blocking with a shield.
Empowering Weakness
Hitting a target with an active debuff triggers Empower, increasing player's damage to be increased by {[StatusEffects.Musket_Pass_EmpowerOnDebuffHit.DMGStandard * 100]}% for {[StatusEffects.Musket_Pass_EmpowerOnDebuffHit.BaseDuration]} seconds.
Hustle
After a Dodge: Gain Haste, increasing movement speed by {[StatusEffects.Musket_Pass_HasteOnDodge.MovespeedMod * 100]}% for {[StatusEffects.Musket_Pass_HasteOnDodge.BaseDuration]} seconds.
Tactical Reload
Dodging Reloads the musket. (Can only trigger once every {[StatusEffects.Musket_Pass_DodgeReloadSpamPrevention.BaseDuration]} seconds)
Energy Burst
Atacking a target with an active debuff restores {[StatusEffects.Musket_Pass_StaminaOnDebuffHit.Stamina]} stamina.
Kick 'em When They're Down
Deal {[MusketAbilityTable.Passive_Musket_Trapper_DMGOnDebuffHit.BaseDamage *100]}% extra damage to targets with an active crowd control status effect. (Slow, Root, Stun)
Lethal Combo
Increase Musket damage by {[MusketAbilityTable.Ult_Passive_Musket_StackAbilities.BaseDamage * 100]}% against targets affected by Trapper Tree status effect.
Traps
Throw a trap that last for 20 seconds. When triggered it causes target to be Rooted, immobilizing target for {[StatusEffects.Musket_Trap_Root.BaseDuration]} seconds.
Trapped Damage
Traps apply Rend to target increasing damage to trapped targets by {[StatusEffects.Musket_Trap_Root_DMG.ABSStandard * -100]}% for {[StatusEffects.Musket_Trap_Root_DMG.BaseDuration]} seconds.
Scent of Blood
Regen {[MusketAbilityTable.Upgrade_Musket_TrapLifeSteal.DmgPctToHealth * 100]}% of weapon damage done as health when dealing damage to trapped targets.
Double Trap
Ability to have two active traps.
Concussion
When you land a headshot you deal {[BowAbilityTable.Ultimate_Bow_Hunter.BaseDamage * 100]}% more damage and a {[BowAbilityTable.Ultimate_Bow_Hunter.RefundAmmoPercentChance * 100]}% chance to get your arrow back.
Knee Shot
Leg shots cause {[StatusEffects.Status_Ultimate_Bow_Skirmish.MoveSpeedMod * -100]}% slow for {[StatusEffects.Status_Ultimate_Bow_Skirmish.BaseDuration]}s (slow causes target to move slower.).
Mauler's Fury
Great Axe attacks increase damage by {[StatusEffects.Status_Ultimate_Greataxe_Mauler.DMGStandard * 100]}% for {[StatusEffects.Status_Ultimate_Greataxe_Mauler.DurationMax]}s. (max {[StatusEffects.Status_Ultimate_Greataxe_Mauler.StackMax]} stacks.)
Blood Lust
You move {[StatusEffects.Status_Ultimate_Greataxe_Reaper.MoveSpeedMod * 100]}% faster and deal {[StatusEffects.Status_Ultimate_Greataxe_Reaper.DMGStandard * 100]}% more damage when looking at a foe within {[SpellDataTable_GreatAxe.Spell_Ultimate_Greataxe_Reaper.Radius]}m.
Divine Blessing
When you heal an ally if their health is below 50%: heal for {[LifeMagicAbilityTable.Ultimate_Lifestaff_Healing.HealScalingValueMultiplier * 100]}% more
Magnify
When you heal with Light's Embrace extend lifestaff buffs by {[LifeMagicAbilityTable.Ultimate_Lifestaff_Protection.TargetStatusEffectDurationMod]}s
Defensive Formation
While blocking reduce damage to all allies within 2 meters by {[StatusEffects.Status_Ultimate_Sword_Defender.ABSStandard * 100]}%. (1s cooldown)
Leadership
While holding a sword all group members damage is increased by {[StatusEffects.Sword_Leadership.DMGStandard * 100]}%.
Evasive Knockback
Evade Shot causes knockback of {[DamageTable.BowAttackKnockBack.ImpactDistanceY]}m.
Go the Distance
Evade Shot grants you {[StatusEffects.Status_Upgrade_Bow_EvasiveShot_Haste.BaseDuration]}s of {[StatusEffects.Status_Upgrade_Bow_EvasiveShot_Haste.MoveSpeedMod * 100]}% Haste (you move faster.)
Deep Strike
Penetrating Shot deals {[BowAbilityTable.Upgrade_Bow_PenetratingShot_DmgPerDist.BaseDamage * 100]}% more damage to targets {[BowAbilityTable.Upgrade_Bow_PenetratingShot_DmgPerDist.DistFromDefender]}m or more away.
Blood Soaked Arrow
Increased damage by {[DamageTable.Bow_Penetrating_AttackA1.HitRateDmgModifier * 100]}% after each hit. (max {[DamageTable.Bow_Penetrating_AttackA1.MaxHitRateDmgMod * 100]}% damage.)
Direct Hit
If you directly hit a target with Poison Shot it deals {[BowAbilityTable.Upgrade_Bow_PoisonShot_DirectDmg.BaseDamage * 100]}% more damage.
Infected Arrows
Poison Shot's poison now does {[StatusEffects.Status_Bow_Poison_Upgrade.HealthModifierDamageBased * -100]}% weapon damage per second for {[StatusEffects.Status_Bow_Poison.BaseDuration]}s
Barbed Arrows
Rain of Arrows causes bleed dealing 85% weapon damage over {[StatusEffects.Status_Passive_RainofArrows_Bleed.BaseDuration]}s. (max {[StatusEffects.Status_Passive_RainofArrows_Bleed.StackMax]} stacks.)
Hooked Arrows
Rain of arrows causes a {[StatusEffects.Status_Bow_RainOfArrows_Slow.MoveSpeedMod * -100]}% slow for {[StatusEffects.Status_Bow_RainOfArrows_Slow.BaseDuration]}s. (Slow reduces targets movement speed.)
Rapid Accuracy
If all 3 arrows consecutively hit the same target Rapid Shot’s cooldown is reduced by {[BowAbilityTable.Upgrade_Bow_RapidAccuracy_CDROnLast.CooldownTimer * -100]}%.
Final Blow
3rd Shot of Rapid Shot deal {[BowAbilityTable.Upgrade_Bow_RapidAccuracy_DmgOnLast.BaseDamage * 100]}% extra damage.
Calculated
Reduce cooldown shot per hit by {[BowAbilityTable.Upgrade_Bow_SplinterShot_CDRPerHIt.CooldownTimer * -100]}%.
Scatter Shot
Splinter Shot splits into 5 arrows.
Heat it Up!
Burn Out goes 50% further.
All In
Fire Staff cooldowns are reduced by {[FireMagicAbilityTable.Upgrade_Firestaff_BurnOut_CDR.CooldownTimer * -100]}% for each foe hit by Burn Out.
Scorched Earth
Fireball's burning field persists for 9s.
Catch
Direct hits with Fireball give you {[FireMagicAbilityTable.Upgrade_Firestaff_Fireball_Mana.Mana * 100]}% of your max mana and reduces your Fire Staff cooldowns by {[FireMagicAbilityTable.Upgrade_Firestaff_Fireball_Mana.CooldownTimer * -100]}%.
Infernal Flames
Increase the base damage of FlameThrower by {[FireMagicAbilityTable.Upgrade_Firestaff_FlameThrower_Dmg.BaseDamage * 100]}%.
Pyro Dancer
FlameThrower has no cooldown.
Fire's Reach
Increase the range of FlameThrower by 50%.
Scorched
Each hit of Incinerate causes an additional stack of burning.
Flame out!
Incinerate hits twice.
Cauterize Wounds
Restore {[FireMagicAbilityTable.Upgrade_Firestaff_Incinerate_Heal.DmgPctToHealth * 100]}% of Incinerate damage dealt as health.
Fiery Determination
Adds Grit while casting Meteor Shower.

(Grit is an added stagger resistance that stops attacks from being interrupted by reactions)
Immolation
The initial hit of Meteor Shower gives you {[FireMagicAbilityTable.Upgrade_Firestaff_MeteorShower_Mana.Mana * 100]}% of your max mana for each target hit.
Judgment of Helios
All hits after the initial impact now deal {[StatusEffects.Status_FireStaff_MeteorShower_DamageUpgrade.HealthModifierDamageBased * -100]}% weapon damage.
First Strike
Pillar of Fire deals {[FireMagicAbilityTable.Upgrade_Firestaff_PillarofFire_Dmg.BaseDamage * 100]}% more damage to foes at full health.
Arson's Advantage
Gain {[FireMagicAbilityTable.Upgrade_Firestaff_PillarofFire_Mana.Mana * 100]}% of your max mana per enemy hit by Pillar of Fire.
Frenzied Momentum
Charge now deals {[DamageTable.GreatAxe_Engage1.DmgCoef * 100]} - {[DamageTable.GreatAxe_Engage3.DmgCoef * 100]}% weapon damage based on how far you traveled.
Unpredictable Strike
During Charge you may press RMB to execute a swing attack dealing {[DamageTable.GreatAxe_Engage_Swing1.DmgCoef * 100]} - {[DamageTable.GreatAxe_Engage_Swing3.DmgCoef * 100]}% weapon damage based on how far you traveled.
Unstoppable Greed
Execute gains Grit during the attack, making the attack unstoppable.
Executioner
Execute critical hits {[GreatAxeAbilityTable.Upgrade_Greataxe_Executioner_CritVsLowHP.CritChance * 100]}% of the time vs foes below {[GreatAxeAbilityTable.Upgrade_Greataxe_Executioner_CritVsLowHP.TargetHealthPercent]}% health.
Unyielding
Allies gain {[StatusEffects.Status_Upgrade_Greataxe_GravityWell_ArmorInWell.ABSStandard * 100]}% Fortify while standing in your well. (Fortify reduces damage.)
Crowded Well
Increase burst damage by {[GreatAxeAbilityTable.Upgrade_Greataxe_GravityWell_DmgPerFoe.BaseDamage * 100]}% for each foe caught in the vortex.
Absorb
Consumes all projectiles while Maelstrom is active.
Storm's Reach
Extends the reach of Maelstroms pull range by 50%.
No Reprieve
Maelstrom does an extra spin attack pulling in foes and dealing {[DamageTable.GreatAxe_Maelstrom_NoReprieve.DmgCoef * 100]}% weapon damage.
Hunger
Heal yourself for {[GreatAxeAbilityTable.Upgrade_Greataxe_Reap_Lifesteal.DmgPctToHealth * 100]}% of damage done by Reap.
The Collector
Reap range is now 8m.
Fatal Attraction
After you pull do a spin attack dealing {[DamageTable.GreatAxe_JudgementsReach_FA.DmgCoef * 100]}% weapon damage.
Surrounded
If you have 3 or more foes around you deal {[GreatAxeAbilityTable.Upgrade_Greataxe_Whirlwind_DmgWhenFoesNear.BaseDamage * 100]}% more damage.
Gusting Winds
Whirlwind's maximum number of rotations is increased to 7.
Unending Winds
Whirlwind's movement speed increased by 50%
Shared Struggle
Rebound
If 2nd target is below 50% health heal another ally within 8m of that ally.
If target is below 50% health heal one additional ally within 8m for the same amount
Privilege
Divine Embrace costs {[ManaCosts_Player.36.ManaCost]} Mana.
Aegis
When this projectile hits, it effects all allies within a 3m radius
Protector's Blessing
If Orb of Projection hit an ally they gain Recovery for {[StatusEffects.Status_Ability_Lifestaff_OrbofProtection_HealoverTime.BaseDuration]}s. (Recovery heals for {[StatusEffects.Status_Ability_Lifestaff_OrbofProtection_HealoverTime.HealthModifierDamageBased * 100]}% weapon damage every second.)
Shared Protection
If you successfully heal an ally with Orb of protection, you also gain Fortify, and Recovery.
Speed of Light
When Beacon heals a target it also applies {[StatusEffects.Status_Upgrade_Lifestaff_Protection_AddHaste.MoveSpeedMod * 100]}% Haste for {[StatusEffects.Status_Upgrade_Lifestaff_Protection_AddHaste.BaseDuration]}s. (Haste increases movement speed.)
Infused Light
Beacons area of effect is now 50% larger.
Radiance's Blessing
Beacon lasts 5s longer
Inspire
When you heal a target with Lights Embrace target receives {[StatusEffects.Status_Upgrade_Lifestaff_Protection_GiveStam.Stamina]} stamina
Connection
When you heal a target with Lights Embrace gain {[LifeMagicAbilityTable.Upgrade_Lifestaff_Protection_ManaPerBuff.Mana * 100]}% of your max mana for each buff your target has.
Holy Ground
Blessed
While allies are in Sacred Ground they are healed for {[StatusEffects.Status_Ability_Lifestaff_SacredGround_Upgrade2.HealMod * 100]}% more from all healing.
Regenerate Stamina and Mana {[StatusEffects.Status_Ability_Lifestaff_SacredGround_Upgrade.StaminaRate * 100]}% faster while in Sacred Ground.
Shared Recovery
If you heal a target below 50% health gain {[LifeMagicAbilityTable.Upgrade_Lifestaff_SplashofLight_ManaOnLow.Mana * 100]}% of your max mana.
Purify
Splash of Light also removes 1 debuff.
Intimidating Bash
Shield bash causes greatly increase threat and 100% more damage.
Concussive Bash
Shield Bash stun duration increased by 1s
Final Count Down
If your health is above 50%: damage reduction increased by {[SwordAbilityTable.Upgrade_Sword_FinalStand_ArmorAboveHalf.BaseDamageReduction * 100]}%
Restoration
Gain {[StatusEffects.Status_Ability_Sword_FinalStand_Heal_Heal.HealthModifierPercent * 100]}% of your max health when Defiant Stance ends.
Final Strike
If you hit a foe below 30% health deal {[SwordAbilityTable.Upgrade_Sword_LeapingStrike_Extra.BaseDamage * 100]}% more damage.
Cowardly Punishment
If Leaping Strike hits a target in the back: cause slow for {[StatusEffects.Status_Upgrade_Sword_LeapingStrike_Slow.BaseDuration]}s. (slow reduces targets movement speed.)
Tactician
On succesfull hit with Reverse Stab, all Sword cooldowns are reduced by {[SwordAbilityTable.Upgrade_Sword_ReverseStab_CDRonHit.CooldownTimer * -100]}%.
Unstoppable Stab
Reverse Stab now has Grit, making the attack unstoppable.
Intimidating Rush
On successful hit all enemies within 5m of you are {[StatusEffects.Status_Upgrade_Sword_Rush_Slow.MoveSpeedMod * -100]}% Slowed for {[StatusEffects.Status_Upgrade_Sword_Rush_Slow.BaseDuration]}s. (Slow reduces movement speed.)
Improved Rush
On successful hit all enemies within 5m gain {[StatusEffects.Status_Upgrade_Sword_Rush_Weak.DMGStandard * -100]}% Weaken for {[StatusEffects.Status_Upgrade_Sword_Rush_Weak.BaseDuration]}s. (Weaken reduces damage.)
Tactical Strike
Whirlilng Blade reduces cooldown on the ability by {[SwordAbilityTable.Upgrade_Sword_WhirlingBlade_CDR.CooldownTimer * -100]}% for each enemy hit.
Opportunity
Whirling Blade causes {[StatusEffects.Status_Upgrade_Sword_WhirlingBlade_Rend.ABSStandard * -100]}% Rend for {[StatusEffects.Status_Upgrade_Sword_WhirlingBlade_Rend.BaseDuration]}s (Rend reduces targets armor.)
Decaying Orb
Fire an unblockable orb that passes through enemies and inflicts Disintegrate, dealing {[StatusEffects.VoidGauntlet_Disintegrate.HealthModifierDamageBased * -100]}% weapon damage per second and reducing damage absorption by {[StatusEffects.VoidGauntlet_Disintegrate.ABSStandard * -100]}% for {[StatusEffects.VoidGauntlet_Disintegrate.BaseDuration]}s. At max range, it transforms into a healing orb and returns, healing friendlies for {[StatusEffects.VoidGauntlet_DecayingOrb_Heal.HealthModifierDamageBased * 100]}% weapon damage per second for {[StatusEffects.VoidGauntlet_DecayingOrb_Heal.BaseDuration]}s.
Draining Tether
Fire a projectile that tethers you to an enemy, Weakening it and Empowering you by {[StatusEffects.VoidGauntlet_DrainingTether_Weaken.DMGCorruption * -100]}% per second ({[StatusEffects.VoidGauntlet_DrainingTether_Weaken.DMGCorruption * -600]}% maximum). The tether ends if the target moves beyond 10m. {[StatusEffects.VoidGauntlet_DrainingTether_Weaken.BaseDuration]}s duration.
Essence Rupture
Fire a projectile that inflicts Essence Rupture for {[StatusEffects.VoidGauntlet_EssenceRupture.BaseDuration]} seconds, healing anyone that hits the target for {[StatusEffects.VoidGauntlet_EssenceRupture_Heal.HealthModifierDamageBased * 100]}% of the damage done.
Punishing Chamber
Summon a circle of Void energy at your feet that deals {[StatusEffects.VoidGauntlet_NullChamber_DoT.HealthModifierDamageBased * -100]}% weapon damage per second to enemies and grants Empower to friendlies, increasing their damage by {[StatusEffects.VoidGauntlet_NullChamber_Empower.DMGCorruption * 100]}%. {[SpellDataTable_VoidGauntlet.VoidGauntlet_NullChamber_AoE.Radius]}m radius. 8s duration.
Petrifying Scream
Unleash a Void-infused scream, dealing {[DamageTable.VoidGauntlet_Scream.DmgCoef * 100]}% weapon damage and inflicting Root to enemies 4m in front of you, disabling their movement for {[StatusEffects.VoidGauntlet_Scream.BaseDuration]}s .
Void Blade
Summon a blade of Void energy that converts your basic attacks to melee. Tap Basic Attack to perform a quick slash that deals {[DamageTable.VoidGauntlet_Blade_Light.DmgCoef * 100]}% weapon damage or hold to perform a thrust attack that deals {[DamageTable.VoidGauntlet_Blade_Heavy.DmgCoef * 100]}% weapon damage. Both attacks inflict Disintegrate on successful hits, dealing {[StatusEffects.VoidGauntlet_Disintegrate.HealthModifierDamageBased * -100]}% weapon damage per second and reducing damage absorption by {[StatusEffects.VoidGauntlet_Disintegrate.ABSStandard * -100]}% for {[StatusEffects.VoidGauntlet_Disintegrate.BaseDuration]}s. {[StatusEffects.VoidGauntlet_VoidBlade.BaseDuration]}s duration.
Healthy Luck
+{[VoidGauntletAbilityTable.Passive_VoidGauntlet_BonusCritChanceHighHP.CritChance * 100]}% Critical Chance while above {[VoidGauntletAbilityTable.Passive_VoidGauntlet_BonusCritChanceHighHP.MyHealthPercent]}% health.
Recovering Focus
+{[VoidGauntletAbilityTable.Passive_VoidGauntlet_BonusCritChanceOnCooldown.CritChance * 100]}% Critical Chance while all abilities are on cooldown.
Topped Off
Successful heavy attacks increase the duration of your applied, non-crowd control debuffs by {[VoidGauntletAbilityTable.Passive_VoidGauntlet_BonusDebuffDurOnHvy.TargetStatusEffectDurationMult * 100]}%.
Drained Strength
+{[VoidGauntletAbilityTable.Passive_VoidGauntlet_BonusDmgLowMana.BaseDamage * 100]}% damage while below {[VoidGauntletAbilityTable.Passive_VoidGauntlet_BonusDmgLowMana.MyManaPercent]}% mana.
Every Last Drop
Successful heavy attacks against enemies below {[VoidGauntletAbilityTable.Passive_VoidGauntlet_BonusHvyHealVsLowHP.TargetHealthPercent]}% health restore an additional {[VoidGauntletAbilityTable.Passive_VoidGauntlet_BonusHvyHealVsLowHP.DmgPctToHealth * 100]}% of the damage done as health.
Refreshing Range
+{[VoidGauntletAbilityTable.Passive_VoidGauntlet_CDRAtRange.CooldownTimer * -100]}% Cooldown Reduction on successful light attacks against targets more than {[VoidGauntletAbilityTable.Passive_VoidGauntlet_CDRAtRange.DistFromDefender]}m away.
Refreshing Luck
+{[VoidGauntletAbilityTable.Passive_VoidGauntlet_CDROnCrit.CooldownTimer * -100]}% Cooldown Reduction on all abilities on Critical Hit.
Refreshing Weaknesss
+{[VoidGauntletAbilityTable.Passive_VoidGauntlet_CDRVsDebuff.CooldownTimer * -100]}% Cooldown Reduction on all abilities when successfully hitting enemies afflicted by {[VoidGauntletAbilityTable.Passive_VoidGauntlet_CDRVsDebuff.TargetStatusEffectStackSize]} or more debuff stacks (can be from different debuffs).
Refreshing Harvest
Cooldowns are reduced by {[VoidGauntletAbilityTable.Passive_VoidGauntlet_CDRWhileHarvest.CooldownTimer * -200]}% per second while performing Harvest.
Deadly Proximity
Gain Empower when casting abilities within {[SpellDataTable_VoidGauntlet.VoidGauntlet_EmpowerCloseRange_Detection.Radius]}m of an enemy, increasing damage by {[StatusEffects.VoidGauntlet_EmpowerCloseRange.DMGStandard * 100]}% for {[StatusEffects.VoidGauntlet_EmpowerCloseRange.BaseDuration]}s.
Invigorating Harvest
Harvest additionally restores {[StatusEffects.VoidGauntlet_Harvest_Stamina.Stamina * 2]} stamina per second.
Revitalizing Luck
On Critical Hit, gain health equal to {[VoidGauntletAbilityTable.Passive_VoidGauntlet_HealOnCrit.DmgPctToHealth * 100]}% of damage done.
Extra Thirsty
+{[VoidGauntletAbilityTable.Passive_VoidGauntlet_ManaPerLightDuringCooldown.Mana * 100]}% Mana when successfully hitting targets with light attacks while all abilities are on cooldown.
Efficient Consumption
Mana costs are reduced by {[VoidGauntletAbilityTable.Passive_VoidGauntlet_ReducedManaCostHighMana.ManaCostMult * -100]}% while above {[VoidGauntletAbilityTable.Passive_VoidGauntlet_ReducedManaCostHighMana.MyManaPercent]}% Mana.
Evasive Refresh
Dodging with full mana resets the lowest active cooldown. {[StatusEffects.VoidGauntlet_ResetCooldownOnDodgeMaxMana_Timer.BaseDuration]}s cooldown.
Delay before Evasive Refresh can be triggered again.
Void Conversion
Gain a stack of Void Essence per successful ability hit. At {[VoidGauntletAbilityTable.Ultimate_VoidGauntlet_CDROnStackConsume.StatusEffectStackSize]} or more stacks, your next successful heavy attack will instantly reset all Void Gauntlet cooldowns and remove all stacks.
Void Aura
On successful ability hit, gain a stack of Void Essence. At 6 stacks, consume all stacks and gain a {[SpellDataTable_VoidGauntlet.VoidGauntlet_SiphonAura_AoE.Radius]}m aura on self that heals friendlies for {[StatusEffects.VoidGauntlet_SiphonAura_Heal.HealthModifierDamageBased * 100]}% weapon damage and deals {[StatusEffects.VoidGauntlet_SiphonAura_DoT.HealthModifierDamageBased * -100]}% weapon damage per second to enemies within. {[SpellDataTable_VoidGauntlet.VoidGauntlet_SiphonAura_AoE.Duration * .001]}s duration. {[StatusEffects.VoidGauntlet_SiphonAura_Timer.BaseDuration]}s cooldown.
Draining Orb
+{[VoidGauntletAbilityTable.Upgrade_VoidGauntlet_DecayingOrb_ManaPerHit.Mana * 100]}% mana per enemy hit.
Detonating Orb
Press the ability input again to detonate the orb with a {[SpellDataTable_VoidGauntlet.VoidGauntlet_DecayingOrb_Detonate_Heal_AoE.Radius]}m explosion radius. Depending on the orb's phase, the explosion will either damage enemies for {[DamageTable.VoidGauntlet_DecayingOrb_Detonate_Damage.DmgCoef * 100]}% weapon damage and apply a stack of Disintegrate or heal friendlies for {[StatusEffects.VoidGauntlet_DecayingOrb_Detonate_Heal.HealthModifierDamageBased * 100]}% weapon damage.
Slowing Orb
Slows enemies already afflicted by any debuff, reducing their movement speed by {[StatusEffects.VoidGauntlet_DecayingOrb_SlowVsDebuff.MoveSpeedMod * -100]}% for {[StatusEffects.VoidGauntlet_DecayingOrb_SlowVsDebuff.BaseDuration]}s.
Refreshing Tether
Successful hits against the tethered target reduce other Void Gauntlet cooldowns by {[VoidGauntletAbilityTable.Upgrade_VoidGauntlet_DrainingTether_CDROnHit.CooldownTimer * -100]}%.
Reaping Tether
Regain {[StatusEffects.VoidGauntlet_DrainingTether_Heal.HealthModifierDamageBased * 100]}% weapon damage as health if the tethered target dies.
Invigorating Tether
+{[StatusEffects.VoidGauntlet_DrainingTether_Empower_ManaRegen.ManaRate * 100]}% mana regeneration while the tether is active.
Revitalizing Rupture
Friendlies within {[SpellDataTable_VoidGauntlet.VoidGauntlet_EssenceRupture_Heal_AoE.Radius]}m of the afflicted target are healed for {[StatusEffects.VoidGauntlet_EssenceRupture_AoE_Heal.HealthModifierDamageBased * 100]}% of your weapon damage when Essence Rupture ends.
Invigorating Rupture
Players additionally receive {[StatusEffects.VoidGauntlet_EssenceRupture_Heal_Stamina.Stamina]} stamina when hitting the afflicted target.
Invigorating Chamber
+{[StatusEffects.VoidGauntlet_NullChamber_Empower_BonusStamina.Stamina]} Stamina per second for self and friendlies while inside the chamber.
Efficient Chamber
Your Void Gauntlet mana costs are reduced by {[VoidGauntletAbilityTable.Upgrade_VoidGauntlet_NullChamber_ReducedManaCosts.ManaCostMult * -100]}% while inside the chamber.
Extended Scream
Root duration increased by {[VoidGauntletAbilityTable.Upgrade_VoidGauntlet_Scream_BonusDurVsLowHP.TargetStatusEffectDurationMod]}s on targets below {[VoidGauntletAbilityTable.Upgrade_VoidGauntlet_Scream_BonusDurVsLowHP.TargetHealthPercent]}% health.
Bolstering Scream
Gain Fortify for each enemy hit, increasing damage absorption by {[StatusEffects.VoidGauntlet_Scream_Fortify.ABSStandard * 100]}% for {[StatusEffects.VoidGauntlet_Scream_Fortify.BaseDuration]}s per hit.
Penetrating Blade
+{[VoidGauntletAbilityTable.Upgrade_VoidGauntlet_VoidBlade_CritDmg.CritDamage * 100]}% Critical Damage on Void Blade attacks.
Bolstering Blade
Gain Fortify on start, increasing damage absorption by {[StatusEffects.VoidGauntlet_VoidBlade_Fortify.ABSStandard * 100]}% for {[StatusEffects.VoidGauntlet_VoidBlade_Fortify.BaseDuration]}s.
Draining Blade
Successful heavy attacks heal self for {[StatusEffects.VoidGauntlet_VoidBlade_HealOnHvy.HealthModifierDamageBased * 100]}% weapon damage per Disintegrate stack on target.
Weakening Gust
Incoming damage is increased by 10% for 3 seconds to enemies in Ice Storm if below 50% health.
Wind Chill
A player aimable attack that blasts a column of freezing winds that push back enemies 5 meters while dealing {[DamageTable.IceMagic_WindChill.DmgCoef * 100]}% weapon damage each hit. Wind Chill has a total range of 7 meters with the farthest 2 meters increasing damage 20% without pushing enemies.
Player is able to move during the attack.

Cost 20 Mana.
Wrecking Ball
Strike the ground around a target with Hammer dealing {[DamageTable.Warhammer_Damage_WreckingBall.DmgCoef * 100]}% weapon damage and flattening enemy.
Safety Measures
On a successful hit, player obtains Fortify, granting {[StatusEffects.WarHammer_WreckingBall_Fortify.ABSStandard * 100]}% damage resistance for {[StatusEffects.WarHammer_WreckingBall_Fortify.BaseDuration]} seconds.
Breathing Room
All targets within 1.5 meters of target hit are also Flattened.




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