Game text
902,736 entries
- Grant swiftness to yourself and your ally when you revive them. Increased revive speed.
- Gain superspeed when you enter or exit stealth.
- Stealing gives you initiative.
- Stealing also dazes the target. Reduces the recharge of Steal.
- Grant barrier and dark aura to nearby allies when you use a healing skill.
- Stealth Attack skills inflict vulnerability and grant fury upon successfully hitting foes.
- Gain initiative on swapping weapons while in combat.
- Gain might when you gain fury.
- You have a chance to gain quickness on a critical hit.
- Gain fury when your target falls below the health threshold.
- Gain bonus critical-hit chance while stealthed. This bonus lingers for a short duration after you've been revealed.
- Short bow and harpoon gun damage is increased.
- Release a blinding powder when you take falling damage. You take less damage from falling.
- Reduces recharge on traps.
- Gain swiftness upon dodging.
- You deal bonus damage while downed.
- Applied venoms last an additional strike.
- Reduces recharge on venom skills.
- Dual skills deal more damage.
- Deal additional damage with pistols.
- Here we go.
- Gain initiative when activating a signet. Reduces recharge on signets.
- Deal increased strike damage when your target is below the health threshold.
- Stealing grants you and all nearby allies vigor. You rip boons from your target and grant them to nearby allies. Grant additional boons to allies if your target has no boons.
- Increases the range of stealing.
- We've armed the bombs. Now to activate them.
- Critical-hit chance is increased, and it is further increased while your health is above the threshold.
- Gain might when you gain stealth.
- Remove conditions when you enter or exit stealth. This effect also applies to stealth you grant to allies.
- For the Vigil!
- Gain swiftness when you kill a foe.
- I want you to learn what you can about the Pact's plans. Follow them to their staging area.
- Gain regeneration if you have two or more stacks of bleeding.
- If you take damage greater than the health threshold in a single strike, you release feathers to blind nearby enemies and gain stealth.
- Increased critical-hit chance against disabled or defiant foes.
Disables include stun, daze, knockback, pull, knockdown, sink, float, launch, taunt, and fear. - Gain quickness and recharge your Burst skills when you strike a foe that is below the health threshold. Gain increased outgoing healing when you strike with a Burst skill, based on adrenaline spent.
- Gain fury and adrenaline when you immobilize or disable a foe.
- Bleeds you apply last longer.
- Burst skills have an increased critical chance. Gain bonus critical-hit chance and ferocity for a duration when you hit with a burst skill. Duration is based on adrenaline spent.
- I need someone there I know can get the job done, and I believe you may be that someone.
- Cast Lesser Endure Pain when you use an elite skill.
- Health and endurance are increased when you rally.
- Reduce the duration of movement-impeding conditions and gain regeneration when you are affected by one of these conditions.
- Adrenal Mastery
- Gain bonus critical-hit chance for each stage of adrenaline you have.
- Burst skills recharge faster and cost less.
- Signets recharge faster.
- Gain adrenaline on weapon swap.
- Gain swiftness when swapping weapons in combat.
- Deal increased strike damage per boon on your target.