tal.agent.skill.concealment.scouting
Scouting
Increases your stealth detection level by 5 and chance to dodge by 2%.
{ Increased Stealth Detection Level, 5, AddToCurrent, True, ; Melee Defense, 0.02, AddToCurrent, True, ; Ranged Defense, 0.02, AddToCurrent, True, ; }
tal.agent.skill.lethality.lethal_proliferation
Lethal Proliferation
Noxious Knives spreads your Corrosive Dart to the targets it damages, as long as it damages at least one target already affected by your Corrosive Dart.
op_pass_prey_on_the_weak
tal.agent.skill.medic.tactical_medicine
Tactical Medicine
Executing a Tactical Advantage with a healing ability increases all healing done by 3% for 6 seconds. In addition, the range of Toxic Haze is increased by 30 meters.
tal.agent.skill.utility.calculated_pursuit
Calculated Pursuit
You gain 4 charges of Calculated Pursuit upon exiting cover, which allow Snipe and Lethal Shot to be activated while moving. Each use of Snipe or Lethal Shot consumes 1 charge, and consumption of the first charge triggers a 20 second rate-limit on this skill. This effect lasts up to 15 seconds, but reentering cover removes the effect prematurely.
tal.agent.skill.utility.circumvention
Circumvention
Reduces the cooldown of Holotraverse by 10 seconds and allows it to be used while immobilized. When activated it purges movement-impairing effects and grants a Tactical Advantage.
{ Cooldown Time, -10, AddToCurrent, True, abl.agent.holotraverse; }
tal.agent.skill.utility.evacuate
Evacuate
Reduces the cooldown of Maim and Flash Bang by 15 seconds.
{ Cooldown Time, -15, AddToCurrent, True, abl.agent.maim; Cooldown Time, -15, AddToCurrent, True, abl.agent.flash_bang; }
tal.agent.skill.utility.hold_your_ground
Hold Your Ground
Reduces the cooldowns of Shield Probe and Cover Pulse by 5 seconds, and Escape by 30 seconds. In addition, when you exit cover you gain a Cover Screen that increases your ranged defense by 20% for 6 seconds.
tal.agent.skill.utility.imperial_weaponry
Imperial Weaponry
Noxious Knives deals 25% more damage.
imperialfilebox
{ Damage Done Modifier (Percentage), 0.25, AddToCurrent, True, abl.agent.noxious_knives; }
tal.agent.skill.utility.jarring_strike
Jarring Strike
When used from stealth, Backstab and Lethal Strike interrupt and knock down the target for 3 seconds. Player targets are immobilized for 3 seconds, rather than being knocked down.
tal.agent.skill.utility.lumbering_impact
Lumbering Impact
Shatter Shot reduces the movement speed of the target by 50% for 10 seconds. In addition, when Flash Bang ends it leaves behind Flash Powder that reduces the target's accuracy by 20% for 8 seconds.
tal.agent.skill.utility.over_prepared
Over-prepared
Reduces the cooldown of Imperial Preparation by 45 seconds and increases your damage reduction by 15% for 15 seconds after activating Imperial Preparation.
{ Cooldown Time, -45, AddToCurrent, True, abl.agent.imperial_preparation; }
tal.bounty_hunter.skill.advanced_prototype.blood_tracker
Blood Tracker
Increases the damage you deal to bleeding targets by 3% and further increases all energy and kinetic damage dealt by 2%.
tal.bounty_hunter.skill.advanced_prototype.critical_ventilation
Critical Ventilation
Increases ranged and tech critical chance by 2% and reduces the cooldowns of Vent Heat and Thermal Sensor Override by 30 seconds. In addition, Recharge and Reload builds Energy Lodes.
tal.bounty_hunter.skill.advanced_prototype.prototype_missile_silos
Prototype Missile Silos
Reduces the cooldown of Deadly Onslaught by 15 seconds and increases the damage it deals by 10%. In addition, Shatter Slug deals 50% more damage, its cooldown is reduced by 6 seconds, and damage dealt by it will refresh the duration of your Retractable Blade's bleed on the affected target, if present.
{ Cooldown Time, -15, AddToCurrent, True, abl.bounty_hunter.ordnance_onslaught; Cooldown Time, -6, AddToCurrent, True, abl.bounty_hunter.shatter_slug; Damage Done Modifier (Percentage), 0.1, AddToCurrent, True, abl.bounty_hunter.ordnance_onslaught; Damage Done Modifier (Percentage), 0.5, AddToCurrent, True, abl.bounty_hunter.shatter_slug; }
tal.bounty_hunter.skill.arsenal.burst_mode
Burst Mode
Armor penetration granted by Supercharged Gas is increased by 5%, and Supercharged Velocity stacks build twice as fast and can build 3 additional stacks.
tal.bounty_hunter.skill.arsenal.pinning_fire
Pinning Fire
Unload and Blazing Bolts slow the target's movement speed by 70% for 3 seconds with each hit. In addition, the effects of your Supercharged Gas ability are modified.
tal.bounty_hunter.skill.bodyguard.empowered_scans
Empowered Scans
Increases the healing done by Emergency Scan and Rapid Scan by 10%. In addition, Progressive Scan channels 20% faster.
tal.bounty_hunter.skill.bodyguard.powered_insulators
Powered Insulators
Increases damage reduction by 5% and tech critical chance by 3%.
{ Damage Reduction: Elemental, 0.05, AddToCurrent, True, ; Damage Reduction: Energy, 0.05, AddToCurrent, True, ; Damage Reduction: Internal, 0.05, AddToCurrent, True, ; Damage Reduction: Kinetic, 0.05, AddToCurrent, True, ; Tech Critical Chance, 0.03, AddToCurrent, True, ; }
tal.bounty_hunter.skill.bodyguard.warden
Warden
Rapid Scan generates an extra stack of Supercharge when activated and also increases the critical healing bonus of all heals by 15%. In addition, the effects of your Supercharged Gas ability are modified.
tal.bounty_hunter.skill.firebug.firebug
Firebug
Increases the critical bonus damage of Searing Wave, Flaming Fist, Scorch, and Immolate by 10%.
{ Tech Critical Damage Bonus, 0.1, AddToCurrent, True, abl.bounty_hunter.skill.firebug.immolate; Tech Critical Damage Bonus, 0.1, AddToCurrent, True, abl.bounty_hunter.skill.firebug.flaming_fist; Tech Critical Damage Bonus, 0.1, AddToCurrent, True, abl.bounty_hunter.skill.firebug.scorch; Tech Critical Damage Bonus, 0.1, AddToCurrent, True, abl.bounty_hunter.searing_wave; }
tal.bounty_hunter.skill.firebug.heated_tools
Heated Tools
Reduces the cooldown of Searing Wave by 3 seconds and causes Flaming Fist to root its target for 2 seconds.
{ Cooldown Time, -3, AddToCurrent, True, abl.bounty_hunter.searing_wave; }
tal.bounty_hunter.skill.firebug.rain_of_fire
Rain of Fire
Searing Wave spreads your periodic Incendiary Missile effect to the targets it damages, as long as it damages targets already affected by your Incendiary Missile.
tal.bounty_hunter.skill.firebug.volatile_igniter
Volatile Igniter
Flaming Fist, Flame Burst, and Flame Sweep trigger Combustible Gas Cylinder on all affected targets.
tal.bounty_hunter.skill.innovative_ordnance.power_barrels
Power Barrels
Reduces the cooldown of Fusion Missile by 6.5 seconds and lowers the heat it generates by 5. In addition, increases ranged critical chance by 5%.
{ Ranged Critical Chance, 0.05, AddToCurrent, True, ; }
tal.bounty_hunter.skill.propulsion_systems
Propulsion Systems
Increases the range of Rail Shot by 20 meters.
{ Ability Max Range, 2, AddToCurrent, True, abl.bounty_hunter.rail_shot; }
tal.bounty_hunter.skill.shield_tech.ion_screen
Ion Screen
Increases damage reduction by 2%. Additionally, Heat Blast damages up to 3 additional enemy targets within 5 meters of the primary target. Does not damage sleeping, lifted, or incapacitated enemies.
tal.bounty_hunter.skill.shield_tech.power_armor
Power Armor
Increases damage reduction by 2%, armor rating by 15% and the damage dealt by Ion Cylinder by 10%.
{ Damage Reduction: Elemental, 0.02, AddToCurrent, True, ; Damage Reduction: Energy, 0.02, AddToCurrent, True, ; Damage Reduction: Internal, 0.02, AddToCurrent, True, ; Damage Reduction: Kinetic, 0.02, AddToCurrent, True, ; Armor Rating, 0.15, PercentOfCurrent, True, ; Damage Done Modifier (Percentage), 0.1, AddToCurrent, True, ; }
tal.bounty_hunter.skill.upgraded_arsenal
Upgraded Arsenal
Reduces the pushback suffered while activating Power Shot, Tracer Missile, Concussion Missile, Fusion Missile, and Serrated Shot by 75%.
tal.bounty_hunter.skill.utility.accelerated_reel
Accelerated Reel
Reduces the cooldown of Grapple by 10 seconds.
{ Cooldown Time, -10, AddToCurrent, True, abl.bounty_hunter.grapple; }
tal.bounty_hunter.skill.utility.efficient_suit
Efficient Suit
Allows Kolto Overload to be activated while stunned and causes Kolto Overload to purge stun effects when activated. This will not work against other types of incapacitating effects or scripted stuns, which are often used by Flashpoint and Operation bosses or other special non-player characters. In addition, increases the range of Grapple and Shoulder Cannon by 10 meters and eliminates the heat generated by Electro Dart and Carbonize.
tal.bounty_hunter.skill.utility.enhanced_paralytics
Enhanced Paralytics
Increases the stun durations of Electro Dart by 1 second and Carbonize by .5 seconds.
{ Effect Duration, 1, AddToCurrent, True, 8745642204891768051; Effect Duration, 0.5, AddToCurrent, True, 731132709412381368; }
tal.bounty_hunter.skill.utility.fuel_additives
Fuel Additives
Explosive Fuel increases damage done by 5% while Ion Gas Cylinder is being utilized and increases damage reduction by 5% while Ion Gas Cylinder is not being utilized.
tal.bounty_hunter.skill.utility.jet_escape
Jet Escape
Reduces the cooldown of Jet Boost by 5 seconds, Rocket Out by 3 seconds and Determination by 30 seconds.
{ Cooldown Time, -5, AddToCurrent, True, abl.bounty_hunter.jet_boost; Cooldown Time, -30, AddToCurrent, True, abl.bounty_hunter.determination; Cooldown Time, -3, AddToCurrent, True, abl.bounty_hunter.rocket_out; }
tal.bounty_hunter.skill.utility.power_shield
Power Shield
Energy Shield now further decreases ability activation pushback by 30%, increases all healing received by 20% and makes you immune to interrupts.
tal.bounty_hunter.skill.utility.prototype_electro_surge
Prototype Electro Surge
Reduces the cooldown of Electro Dart by 15 seconds.
{ Cooldown Time, -15, AddToCurrent, True, abl.bounty_hunter.electro_dart; }
tal.jedi_consular.skill.combat.bombardment
Bombardment
Project deals 25% more damage and consumes 15 less Force, and Double Strike and Whirling Blow inflict their targets with Trauma, which reduces the healing received from all sources by 20% for 6 seconds.
tal.jedi_consular.skill.combat.psychokinesis
Psychokinesis
The effects of your Force Breach ability are modified, and Force Breach causes its targets to become unsteady for 45 seconds. Unsteady targets have their melee and ranged accuracy reduced by 5%. In addition, Whirling Blow deals 15% more damage to Unsteady targets.
tal.jedi_consular.skill.force_reach
Force Reach
Increases the range of Project, Mind Snap, Force in Balance, and Force Slow by 20 meters. Also increases the duration of Force Lift to 60 seconds.
{ Ability Max Range, 2, AddToCurrent, True, abl.jedi_consular.project; Ability Max Range, 2, AddToCurrent, True, abl.jedi_consular.mind_snap; Ability Max Range, 2, AddToCurrent, True, abl.jedi_consular.force_slow; Effect Duration, 52, AddToCurrent, True, 6670477146019869060; Ability Max Range, 2, AddToCurrent, True, abl.jedi_consular.skill.balance.force_in_balance; }
tal.jedi_consular.skill.infiltration.fracturing_force
Fracturing Force
Increases the damage dealt by Shadow Technique's Force Breach by 5%. Additionally, activating Shadow Stride builds 3 Breaching Shadows.
tal.jedi_consular.skill.infiltration.shadows_respite
Shadow's Respite
While in stealth mode and for 15 seconds after leaving stealth mode, Force regeneration is increased by 25%.
tal.jedi_consular.skill.seer.preservation
Preservation
Reduces the Force consumed by Force Armor by 15 and reduces the duration of Force-imbalance by 5 seconds. Additionally, increases the amount of damage absorbed by your Force Armor by 10%.
{ Ability Force Cost, -15, AddToCurrent, True, abl.jedi_consular.force_armor; Effect Duration, -5, AddToCurrent, True, 18074636346667480142; Effect Action: Absorbed Damage Max (Percentage Modifier), 0.1, AddToCurrent, True, 8369058291528871223; }
tal.jedi_consular.skill.serenity.aching_mind
Aching Mind
Force in Balance, Squelch, and your periodic damage abilities deal 15% more damage on targets under 30% health.
tal.jedi_consular.skill.serenity.adjudication
Adjudication
Increases the critical strike damage dealt by Double Strike, Spinning Strike, and Serenity Strike by 10% and reduces the Force Cost of Spinning Strike by 3.
zabrakswordsman
tal.jedi_consular.skill.serenity.mind_and_body
Mind and Body
Reduces the damage taken from all periodic effects by 15%. In addition, Mass Mind Control increases your damage reduction by 30% for 6 seconds.
abl_jc_sh_MindandBody
tal.jedi_consular.skill.serenity.mind_quell
Mind Quell
Increases the damage dealt by Squelch by 20%.
{ Damage Done Modifier (Percentage), 0.2, AddToCurrent, True, abl.jedi_consular.skill.serenity.squelch; }
tal.jedi_consular.skill.utility.dizzying_force
Dizzying Force
Reduces target's accuracy by 20% for 8 seconds after Force Lift ends. Additionally, your Force Lift affects up to 2 additional standard or weak enemies within 8 meters of the target.
tal.jedi_consular.skill.utility.ethereal_entity
Ethereal Entity
Using Phase Walk to return to its marked location grants Ethereal Entity, keeping you from being leapt to or pulled and making you immune to interrupts and ability activation pushback for the next 10 seconds. Additionally, the cooldown of Phase Walk is reduced by 15 seconds and all defenses are increased by 30% for the duration of Ethereal Entity.
{ }
tal.jedi_consular.skill.utility.fade
Fade
Reduces the cooldown of Force Cloak by 45 seconds and extends its duration by 5 seconds.
{ Cooldown Time, -45, AddToCurrent, True, abl.jedi_consular.force_cloak; Effect Duration, 5, AddToCurrent, True, 7713831543055347320; }
tal.jedi_consular.skill.utility.life_ward
Life Ward
Your Force Armor, Force Barrier, and Enduring Bastion heal you for 1% of your total health every second for as long as they last. This healing scales up to 4% with the charges for Enduring Bastion.
tal.jedi_consular.skill.utility.martial_prowess
Martial Prowess
Force Pull immobilizes its target for 3 seconds, Serenity Strike immobilizes its target for 2 seconds, and Low Slash immobilizes its target for 1 second after the incapacitating effect wears off. In addition, successful use of Mind Maze grants Martial Prowess, increasing the critical chance of your next direct attack by 100%. This effect lasts for 20 seconds.
tal.jedi_consular.skill.utility.mental_defense
Mental Defense
Reduces all damage taken while stunned by 30%. Additionally, reduces damage taken from area effects by 30%
{ Damage Received Modifier (Percentage), -0.3, AddToCurrent, True, 5803751632816645720; }
tal.jedi_consular.skill.utility.mind_over_matter
Mind Over Matter
Increases the durations of Resilence by 2 seconds and Force Speed by 0.5 seconds. Additionally, Force Speed slows all enemies within 5 meters by 75% for 2.5 seconds when activated.
tal.jedi_consular.skill.utility.motion_control
Motion Control
When a target recovers from being stunned by your Spinning Kick or Force Stun, its movement speed is slowed by 90% for the following 3 seconds. Additionally, Force Cloak increases your movement speed by 50% while it is active, and Force Slow reduces the movement speed of its target by an additional 20%.
tal.jedi_consular.skill.utility.one_with_the_shadows
One with the Shadows
Shadow Stride can be used while immobilized and purges movement-impairing effects when used. Additionally, Force Speed grants One with the Shadows, causing you to absorb 60% of all incoming damage for the duration of Force Speed.
tal.jedi_consular.skill.utility.pain_bearer
Pain Bearer
Increases all healing received by 5%. Does not affect redistributed life.
{ Healing Received Modifier (Percentage), 0.05, AddToCurrent, True, ; }
tal.jedi_consular.skill.utility.pinning_resolve
Pinning Resolve
Reduces the cooldown of Force Stun by 15 seconds and increases the duration of Force Slow and reduces its cooldown by 6 seconds. In addition, your Force Lift affects up to 2 additional standard or weak enemies within 8 meters of the target.
{ Cooldown Time, -15, AddToCurrent, True, abl.jedi_consular.force_stun; Cooldown Time, -6, AddToCurrent, True, abl.jedi_consular.force_slow; Effect Duration, 6, AddToCurrent, True, abl.jedi_consular.force_slow; }
tal.jedi_consular.skill.utility.shadowy_veil
Shadowy Veil
Increases your armor rating by 30% with Force Technique or Shadow Technique, and Cascading Debris increases movement speed by 35% for 6 seconds with Combat Technique. Additionally, when damage breaks your Mind Maze prematurely, the target will suffer from Sapped Mind, reducing the damage they deal by 25% for 10 seconds.
tal.jedi_knight.skill.combat.ataru_mastery
Ataru Mastery
Increases the damage dealt by your triggered Ataru Form attacks by 5%. In addition, the effects of your Zen ability are modified.
tal.jedi_knight.skill.combat.ataru_savvy
Ataru Savvy
Cyclone Slash triggers an Ataru Form strike on each enemy target it damages.
tal.jedi_knight.skill.combat.combat_trance
Combat Trance
When Opportunity is consumed by Blade Storm or Clashing Blast, you build 1 focus.
abl_jk_se_CombatTrance
tal.jedi_knight.skill.combat.efficient_strikes
Efficient Strikes
While Zen is active, Blade Rush and Cyclone Slash consume 1 less focus.
tal.jedi_knight.skill.concentration.decisive_slashes
Decisive Slashes
Increases the critical strike chance of Slash, Cyclone Slash, Dispatch, and Concentrated Slice by 5%. In addition, Blade Barrage builds 1 Centering each time it deals damage to a target, even during Zen.
tal.jedi_knight.skill.defense.beacon_of_might
Beacon of Might
Reduces the cooldown of Warding Call by 30 seconds and increases the damage dealt by Hilt Bash, Blade Barrage, and Guardian Slash by 30%.
{ Cooldown Time, -30, AddToCurrent, True, abl.jedi_knight.skill.defense.warding_call; Damage Done Modifier (Percentage), 0.3, AddToCurrent, True, abl.jedi_knight.skill.defense.guardian_slash; Damage Done Modifier (Percentage), 0.3, AddToCurrent, True, abl.jedi_knight.skill.defense.hilt_bash; Damage Done Modifier (Percentage), 0.3, AddToCurrent, True, abl.jedi_knight.blade_barrage; }
tal.jedi_knight.skill.defense.cyclonic_sweeps
Cyclonic Sweeps
Reduces the rate limit by which Visionary can generate focus by 3 seconds, and reduces the focus consumed by Blade Storm, Slash, Cyclone Slash, and Guardian Slash by 1. In addition, Slash and Cyclone Slash inflict their targets with Trauma, which reduces the healing received from all sources by 20% for 6 seconds.
tal.jedi_knight.skill.defense.lunge
Lunge
Riposte consumes 1 less focus and no longer causes a global cooldown. In addition, melee and ranged defense is increased by 3%.
{ Melee Defense, 0.03, AddToCurrent, True, ; Ranged Defense, 0.03, AddToCurrent, True, ; }
{ Ability Action Point Cost, -1, AddToCurrent, True, abl.jedi_knight.riposte; Global Cooldown Time, -1.5, AddToCurrent, True, abl.jedi_knight.riposte; }
tal.jedi_knight.skill.defense.pacification
Pacification
Force Sweep deals 75% more damage and consumes 2 less focus. Additionally, the critical chance of Cyclone Slash and Blade Barrage is increased by 30%.
{ Damage Done Modifier (Percentage), 0.75, AddToCurrent, True, abl.jedi_knight.sweep; Ability Action Point Cost, -2, AddToCurrent, True, abl.jedi_knight.sweep; Melee Critical Chance, 0.3, AddToCurrent, True, abl.jedi_knight.cyclone_slash; Melee Critical Chance, 0.3, AddToCurrent, True, abl.jedi_knight.blade_barrage; }
tal.jedi_knight.skill.focus.concentrated_power
Concentrated Power
Concentrated Slice enables Riposte and beats down its target for 45 seconds. Beat Down targets take 5% more damage from melee attacks.
tal.jedi_knight.skill.focus.shiicho_mastery
Shii-Cho Mastery
Increases armor penetration by 15% and Force attack damage by 3%.
abl_jk_gu_ShiiChoMastery
{ Armor Penetration, 0.15, AddToCurrent, True, ; Modifies Damage Dealt by Force Attacks (Percentage), 0.03, AddToCurrent, True, ; }
tal.jedi_knight.skill.single_saber_mastery
Single Saber Mastery
Increases the damage dealt by your weapon by 20%.
juyo
tal.jedi_knight.skill.utility.cut_loose
Cut Loose
Blade Blitz can be used while immobilized, purges movement-impairing effects when activated, and deals 50% more damage. Additionally, the cooldown of Blade Blitz is reduced by 10 seconds.
{ Cooldown Time, -10, AddToCurrent, True, abl.jedi_knight.blade_blitz; Damage Done Modifier (Percentage), 0.5, AddToCurrent, True, abl.jedi_knight.blade_blitz; }
tal.jedi_knight.skill.utility.debilitation
Debilitation
Blade Barrage immobilizes the target for 3 seconds.
immobilized
tal.jedi_knight.skill.utility.defensive_roll
Defensive Roll
Reduces damage taken from area effects by 30% and increases internal and elemental damage reduction by 3%.
{ Damage Reduction: Internal, 0.03, AddToCurrent, True, ; Damage Reduction: Elemental, 0.03, AddToCurrent, True, ; }
tal.jedi_knight.skill.utility.intercessor
Intercessor
Force Leap grants Intercessor, allowing you to activate Force Leap a second time. Intercessor lasts up to 7.5 seconds and is removed if Force Leap is reused. If Intercessor is not utilized by the end of its duration, Force Leap is placed on a 7.5 second cooldown. Additionally, Force Leap now builds 2 Centering.
abl_jk_se_intercessor
{ }
tal.jedi_knight.skill.utility.jedi_warden
Jedi Warden
Reduces the cooldowns of Force Push and Awe by 15 seconds. Additionally, reduces the cooldown of Guardian Leap by 5 seconds and reduces the threat and damage taken by an additional 10% each for the friendly target of Guardian Leap.
{ Cooldown Time, -15, AddToCurrent, True, abl.jedi_knight.force_push; Cooldown Time, -15, AddToCurrent, True, abl.jedi_knight.awe; Cooldown Time, -5, AddToCurrent, True, abl.jedi_knight.guardian_leap; }
tal.jedi_knight.skill.utility.peaceful_focus
Peaceful Focus
Enure removes all cleansable effects when activated.
tal.jedi_knight.skill.utility.reining_reach
Reining Reach
Increases the range of Leg Slash to 10 meters. Additionally, Leg Slash now consumes 2 less focus and immobilizes the target for 3 seconds. This immobilizing effect cannot be applied to the same target more than once every 10 seconds.
abl_jk_se_just_persuit
tal.jedi_knight.skill.utility.true_harmony
True Harmony
Focused Defense increases your movement speed by 50% and grants immunity to movement-impairing effects while active.
tal.jedi_knight.skill.utility.watchguard
Watchguard
Reduces the cooldown of Pacify by 15 seconds and increases its range by 6 meters. In addition, the cooldown of Force Kick is reduced by 2 seconds, and Rebuke can be used while stunned.
{ Cooldown Time, -15, AddToCurrent, True, abl.jedi_knight.pacify; Cooldown Time, -2, AddToCurrent, True, abl.jedi_knight.force_kick; Ability Max Range, 0.6, AddToCurrent, True, abl.jedi_knight.pacify; }
tal.jedi_knight.skill.utility.zealous_ward
Zealous Ward
Activating Saber Ward grants immunity to stun, sleep, lift, and incapacitating effects for 6 seconds, and getting attacked while Saber Ward is active heals you for 3% of your maximum health. This healing effect cannot occur more than once every second.
sent_uti_unwavering_resolve
tal.jedi_knight.skill.vigilance.master_focus
Master Focus
Melee attacks deal 3% more damage and the damage dealt by Blade Barrage is increased by an additional 5%.
{ Modifies Damage Dealt by Melee Attacks (Percentage), 0.03, AddToCurrent, True, ; }
{ Damage Done Modifier (Percentage), 0.05, AddToCurrent, True, abl.jedi_knight.blade_barrage; }
tal.jedi_knight.skill.watchman.juyo_mastery
Juyo Mastery
Your burn effects are 2% more likely to critically hit per stack of Juyo Form. In addition, the effects of your Zen ability are modified.
shrapround
tal.sith_inquisitor.skill.corruption.efficacious_currents
Efficacious Currents
Reduces the Force consumed by Static Barrier by 15 and reduces the duration of Deionized by 5 seconds. Additionally, increases the amount of damage absorbed by your Static Barrier by 10%.
{ Ability Force Cost, -15, AddToCurrent, True, abl.sith_inquisitor.static_barrier; Effect Duration, -5, AddToCurrent, True, 14277179469681574385; Effect Action: Absorbed Damage Max (Percentage Modifier), 0.1, AddToCurrent, True, 10611193040991209534; }
tal.sith_inquisitor.skill.darkness.electrify
Electrify
Shock deals 25% more damage and consumes 15 less Force, and Thrash and Lacerate inflict their targets with Trauma, which reduces the healing received from all sources by 20% for 6 seconds.
tal.sith_inquisitor.skill.darkness.torment
Torment
The effects of your Discharge ability are modified, and Discharge causes its targets to become unsteady for 45 seconds. Unsteady targets have their melee and ranged accuracy reduced by 5%. In addition, Lacerate deals 15% more damage to Unsteady targets.
tal.sith_inquisitor.skill.deception.amped_voltage
Amped Voltage
Increases the damage dealt by Surging Charge's Discharge by 5%. Additionally, activating Phantom Stride builds 3 Static Charges.
tal.sith_inquisitor.skill.deception.crackling_blasts
Crackling Blasts
Increases the critical strike damage dealt by Surging Charge's Discharge effect and Ball Lightning by 10%.
abl_si_sa_CracklingBlasts
tal.sith_inquisitor.skill.deception.dark_embrace
Dark Embrace
While in stealth mode and for 15 seconds after leaving stealth mode, Force regeneration is increased by 25%.
tal.sith_inquisitor.skill.hatred.dreadful_nightmares
Dreadful Nightmares
Increases the damage dealt by Eradicate by 20%.
{ Damage Done Modifier (Percentage), 0.2, AddToCurrent, True, abl.sith_inquisitor.skill.hatred.eradicate; }
tal.sith_inquisitor.skill.hatred.inevitable_demise
Inevitable Demise
Death Field, Eradicate, and your periodic damage abilities deal 15% more damage on targets under 30% health.
tal.sith_inquisitor.skill.transmission
Transmission
Increases the range of Shock, Jolt, Death Field, and Force Slow by 20 meters. Also increases the duration of Whirlwind to 60 seconds.
{ Ability Max Range, 2, AddToCurrent, True, abl.sith_inquisitor.shock; Ability Max Range, 2, AddToCurrent, True, abl.sith_inquisitor.jolt; Ability Max Range, 2, AddToCurrent, True, abl.sith_inquisitor.force_slow; Effect Duration, 52, AddToCurrent, True, 5469522251745580309; Ability Max Range, 2, AddToCurrent, True, abl.sith_inquisitor.skill.madness.death_field; }
tal.sith_inquisitor.skill.utility.corrupted_barrier
Corrupted Barrier
Your Static Barrier, Force Barrier, and Enduring Bastion heal you for 1% of your total health every second for as long as they last. This healing scales up to 4% with the charges for Enduring Bastion.
tal.sith_inquisitor.skill.utility.disjunction
Disjunction
Increases the durations of Force Shroud by 2 seconds and Force Speed by 0.5 seconds. Additionally, Force Speed slows all enemies within 5 meters by 75% for 2.5 seconds when activated.
tal.sith_inquisitor.skill.utility.dizzying_force
Dizzying Force
Reduces target's accuracy by 20% for 8 seconds after Whirlwind ends. Additionally, your Whirlwind affects up to 2 additional standard or weak enemies within 8 meters of the target.
tal.sith_inquisitor.skill.utility.empty_body
Empty Body
Increases all healing received by 5%. Does not affect stolen life.
{ Healing Received Modifier (Percentage), 0.05, AddToCurrent, True, ; }
tal.sith_inquisitor.skill.utility.fade
Fade
Reduces the cooldown of Force Cloak by 45 seconds and extends its duration by 5 seconds.
{ Cooldown Time, -45, AddToCurrent, True, abl.sith_inquisitor.force_cloak; Effect Duration, 5, AddToCurrent, True, 11772689983450829696; }
tal.sith_inquisitor.skill.utility.hand_of_darkness
Hand of Darkness
Force Pull immobilizes its target for 3 seconds, Leeching Strike immobilizes its target for 2 seconds, and Low Slash immobilizes its target for 1 second after the incapacitating effect wears off. In addition, successful use of Mind Trap grants Hand of Darkness, increasing the critical chance of your next direct attack by 100%. This effect lasts for 20 seconds.
tal.sith_inquisitor.skill.utility.insulation
Insulation
Increases your armor rating by 30% with Lightning Charge or Surging Charge, and Depredating Volts increases movement speed by 35% for 6 seconds with Dark Charge. Additionally, when damage breaks your Mind Trap prematurely, the target will suffer from Sapped Mind, reducing the damage they deal by 25% for 10 seconds.
tal.sith_inquisitor.skill.utility.magnetism
Magnetism
When a target recovers from being stunned by your Spike or Electrocute, its movement speed is slowed by 90% for the following 3 seconds. Additionally, Force Cloak increases your movement speed by 50% while it is active, and Force Slow reduces the movement speed of its target by an additional 20%.
tal.sith_inquisitor.skill.utility.oppressing_force
Oppressing Force
Lowers the cooldown of Electrocute by 15 seconds and increases the duration of Force Slow and reduces its cooldown by 6 seconds.. In addition, your Whirlwind affects up to 2 additional standard or weak enemies within 8 meters of the target.
{ Cooldown Time, -15, AddToCurrent, True, abl.sith_inquisitor.electrocution; Cooldown Time, -6, AddToCurrent, True, abl.sith_inquisitor.force_slow; Effect Duration, 6, AddToCurrent, True, abl.sith_inquisitor.force_slow; }
tal.sith_inquisitor.skill.utility.phasing_phantasm
Phasing Phantasm
Phantom Stride can be used while immobilized and purges movement-impairing effects when used. Additionally, Force Speed grants Phasing Phantasm, causing you to absorb 60% of all incoming damage for the duration of Force Speed.
tal.sith_inquisitor.skill.utility.shapeless_spirit
Shapeless Spirit
Reduces all damage taken while stunned by 30%. Additionally, reduces damage taken from area effects by 30%
{ Damage Received Modifier (Percentage), -0.3, AddToCurrent, True, 5803751632816645720; }
tal.sith_inquisitor.skill.utility.shifting_silhouette
Shifting Silhouette
Using Phase Walk to return to its marked location grants Shifting Silhouette, keeping you from being leapt to or pulled and making you immune to interrupts and ability activation pushback for the next 10 seconds. Additionally, the cooldown of Phase Walk is reduced by 15 seconds and all defenses are increased by 30% for the duration of Shifting Silhouette.
{ }
tal.sith_warrior.skill.annihilation.juyo_mastery
Juyo Mastery
Your bleed effects are 2% more likely to critically hit per stack of Juyo Form. In addition, the effects of your Berserk ability are modified.
abl_tr_co_forced_march
tal.sith_warrior.skill.carnage.ataru_mastery
Ataru Mastery
Increases the damage dealt by your triggered Ataru Form attacks by 5%. In addition, the effects of your Berserk ability are modified.
tal.sith_warrior.skill.carnage.ataru_savvy
Ataru Savvy
Sweeping Slash triggers an Ataru Form strike on each enemy target it damages.
tal.sith_warrior.skill.carnage.efficient_strikes
Efficient Strikes
While Berserk is active, Massacre and Sweeping Slash consume 1 less rage.
tal.sith_warrior.skill.immortal.lash_out
Lash Out
Retaliation consumes 1 less rage and no longer causes a global cooldown. In addition, melee and ranged defense is increased by 3%.
{ Melee Defense, 0.03, AddToCurrent, True, ; Ranged Defense, 0.03, AddToCurrent, True, ; }
{ Ability Action Point Cost, -1, AddToCurrent, True, abl.sith_warrior.retaliation; Global Cooldown Time, -1.5, AddToCurrent, True, abl.sith_warrior.retaliation; }
tal.sith_warrior.skill.immortal.sweeping_fury
Sweeping Fury
Reduces the rate limit by which Endless Rage can generate rage by 3 seconds, and reduces the rage consumed by Force Scream, Vicious Slash, Sweeping Slash, and Crushing Blow by 1. In addition, Vicious Slash and Sweeping Slash inflict their targets with Trauma, which reduces the healing received from all sources by 20% for 6 seconds.
tal.sith_warrior.skill.rage.furious_power
Furious Power
Furious Strike enables Retaliation and beats down its target for 45 seconds. Beat Down targets take 5% more damage from melee attacks.
tal.sith_warrior.skill.rage.shiicho_mastery
Shii-Cho Mastery
Increases armor penetration by 15% and Force attack damage by 3%.
{ Armor Penetration, 0.15, AddToCurrent, True, ; Modifies Damage Dealt by Force Attacks (Percentage), 0.03, AddToCurrent, True, ; }
tal.sith_warrior.skill.short_fuse
Short Fuse
Increases the amount of Fury built by 2 when activating abilities that consume rage, and reduces the cooldown of Frenzy by 30 seconds.
abl_sw_ju_enkindling_agony
tal.sith_warrior.skill.single_saber_mastery
Single Saber Mastery
Increases the damage dealt by your weapon by 20%.
juyo
tal.sith_warrior.skill.utility.blood_ward
Blood Ward
Activating Saber Ward grants immunity to stun, sleep, lift, and incapacitating effects for 6 seconds, and getting attacked while Saber Ward is active heals you for 3% of your maximum health. This healing effect cannot occur more than once every second.
mara_uti_unflinching_determination
tal.sith_warrior.skill.utility.consuming_rage
Consuming Rage
Endure Pain removes all cleansable effects when activated.
tal.sith_warrior.skill.utility.defensive_roll
Defensive Roll
Reduces damage taken from area effects by 30% and increases internal and elemental damage reduction by 3%.
{ Damage Reduction: Internal, 0.03, AddToCurrent, True, ; Damage Reduction: Elemental, 0.03, AddToCurrent, True, ; }
tal.sith_warrior.skill.utility.maiming_reach
Maiming Reach
Increases the range of Crippling Slash to 10 meters. Additionally, Crippling Slash now consumes 2 less rage and immobilizes the target for 3 seconds. This immobilizing effect cannot be applied to the same target more than once every 10 seconds.
abl_sw_ma_inescapable
tal.sith_warrior.skill.utility.overwhelm
Overwhelm
Ravage immobilizes the target for 3 seconds.
tal.sith_warrior.skill.utility.subjugation
Subjugation
Reduces the cooldown of Obfuscate by 15 seconds and increases its range by 6 meters. In addition, the cooldown of Disruption is reduced by 2 seconds, and Cloak of Pain can be used while stunned.
{ Cooldown Time, -15, AddToCurrent, True, abl.sith_warrior.obfuscate; Cooldown Time, -2, AddToCurrent, True, abl.sith_warrior.disruption; Ability Max Range, 0.6, AddToCurrent, True, abl.sith_warrior.obfuscate; }
tal.sith_warrior.skill.utility.through_power
Through Power
Enraged Defense increases your movement speed by 50% and grants immunity to movement-impairing effects while active.
tal.sith_warrior.skill.utility.through_victory
Through Victory
Mad Dash can be used while immobilized, purges movement-impairing effects when activated, and deals 50% more damage. Additionally, the cooldown of Mad Dash is reduced by 10 seconds.
{ Cooldown Time, -10, AddToCurrent, True, abl.sith_warrior.mad_dash; Damage Done Modifier (Percentage), 0.5, AddToCurrent, True, abl.sith_warrior.mad_dash; }
tal.sith_warrior.skill.utility.thrown_gauntlet
Thrown Gauntlet
Reduces the cooldowns of Force Push and Intimidating Roar by 15 seconds. Additionally, reduces the cooldown of Intercede by 5 seconds and reduces the threat and damage taken by an additional 10% each for the friendly target of Intercede.
{ Cooldown Time, -15, AddToCurrent, True, abl.sith_warrior.force_push; Cooldown Time, -15, AddToCurrent, True, abl.sith_warrior.intimidating_roar; Cooldown Time, -5, AddToCurrent, True, abl.sith_warrior.intercede; }
tal.sith_warrior.skill.vengeance.ravager
Ravager
Melee attacks deal 3% more damage and the damage dealt by Ravage is increased by an additional 5%.
{ Modifies Damage Dealt by Melee Attacks (Percentage), 0.03, AddToCurrent, True, ; }
tal.smuggler.skill.ruffian.black_market_mods
Black Market Mods
Lacerating Blast spreads your Vital Shot to the targets it damages, as long as it damages at least one target already affected by your Vital Shot.
tal.smuggler.skill.ruffian.cheap_shots
Cheap Shots
Increases the damage dealt by Quick Shot, Lacerating Blast, and Point Blank Shot by 5%.
{ Damage Done Modifier (Percentage), 0.05, AddToCurrent, True, abl.smuggler.quick_shot; Damage Done Modifier (Percentage), 0.05, AddToCurrent, True, abl.smuggler.skill.ruffian.point_blank_shot; Damage Done Modifier (Percentage), 0.05, AddToCurrent, True, abl.smuggler.lacerating_blast; }
tal.smuggler.skill.saboteur.arsonist
Arsonist
Increases the critical damage dealt by Explosive Charge, Shock Charge, Sabotage, and all area effects by 10%.
{ Tech Critical Damage Bonus, 0.1, AddToCurrent, True, 8615249274505614924; Ranged Critical Damage, 0.1, AddToCurrent, True, 8615249274505614924; Tech Critical Damage Bonus, 0.1, AddToCurrent, True, abl.smuggler.skill.saboteur.sabotage; Tech Critical Damage Bonus, 0.1, AddToCurrent, True, abl.smuggler.skill.saboteur.explosive_charge; Tech Critical Damage Bonus, 0.1, AddToCurrent, True, abl.smuggler.skill.saboteur.shock_charge; }
tal.smuggler.skill.saboteur.dealers_discount
Dealer's Discount
Reduces the energy cost of Explosive Charge, Shock Charge and Incendiary Grenade by 5.
{ Ability Energy Cost, -5, AddToCurrent, True, abl.smuggler.skill.saboteur.explosive_charge; Ability Energy Cost, -5, AddToCurrent, True, abl.smuggler.skill.saboteur.shock_charge; Ability Energy Cost, -5, AddToCurrent, True, abl.smuggler.skill.saboteur.incendiary_grenade; }
tal.smuggler.skill.saboteur.independent_anarchy
Independent Anarchy
Increases the damage dealt by Explosive Charge, Contingency Charges, Thermal Grenade, Incendiary Grenade, and XS Freighter Flyby by 10%.
tal.smuggler.skill.sawbones.bedside_manner
Bedside Manner
Exploiting an Upper Hand with a healing ability increases all healing done by 3% for 6 seconds. In addition, the range of Bushwhack is increased by 30 meters.
tal.smuggler.skill.scrapper.let_em_have_it
Let 'Em Have It
Increases the critical chance of Lacerating Blast by 15% and its critical damage bonus by 30%.
abl_agsm_sngs_crippling_diversion
{ Ranged Critical Chance, 0.15, AddToCurrent, True, abl.smuggler.lacerating_blast; Ranged Critical Damage, 0.3, AddToCurrent, True, abl.smuggler.lacerating_blast; }
tal.smuggler.skill.scrapper.shifty_eyed
Shifty-eyed
Increases stealth detection level by 5 and chance to dodge by 2%.
{ Increased Stealth Detection Level, 5, AddToCurrent, True, ; Melee Defense, 0.02, AddToCurrent, True, ; Ranged Defense, 0.02, AddToCurrent, True, ; }
tal.smuggler.skill.utility.hold_your_ground
Hold Your Ground
Reduces the cooldowns of Defense Screen and Pulse Detonator by 5 seconds, and Escape by 30 seconds. In addition, when you exit cover you gain a Cover Screen that increases your ranged defense by 20% for 6 seconds.
tal.smuggler.skill.utility.hot_pursuit
Hot Pursuit
You gain 4 charges of Hot Pursuit upon exiting cover, which allow Charged Burst and Dirty Blast to be activated while moving. Each use of Charged Burst or Dirty Blast consumes 1 charge, and consumption of the first charge triggers a 20 second rate-limit on this skill. This effect lasts up to 15 seconds, but reentering cover removes the effect prematurely.
tal.smuggler.skill.utility.knockout
K.O.
When used from stealth, Back Blast and Point Blank Shot interrupt and knock down the target for 3 seconds. Player targets are immobilized for 3 seconds, rather than being knocked down.
tal.smuggler.skill.utility.let_loose
Let Loose
Lacerating Blast deals 25% more damage.
abl_sm_gs_compounding_impact
{ Damage Done Modifier (Percentage), 0.25, AddToCurrent, True, abl.smuggler.lacerating_blast; }
tal.smuggler.skill.utility.lumbering_impact
Lumbering Impact
Flourish Shot reduces the movement speed of the target by 50% for 10 seconds. In addition, when Flash Grenade ends it leaves behind Flash Powder that reduces the target's accuracy by 20% for 8 seconds.
tal.smuggler.skill.utility.perfect_scheme
Perfect Scheme
Reduces the cooldown of Bag of Tricks by 45 seconds and increases your damage reduction by 15% for 15 seconds after activating Bag of Tricks.
{ Cooldown Time, -45, AddToCurrent, True, abl.smuggler.bag_of_tricks; }
tal.smuggler.skill.utility.plan_b_and_c
Plan B & C
Reduces the cooldown of Below the Belt and Flash Grenade by 15 seconds.
dataredlettering
{ Cooldown Time, -15, AddToCurrent, True, abl.smuggler.below_the_belt; Cooldown Time, -15, AddToCurrent, True, abl.smuggler.flash_grenade; }
tal.smuggler.skill.utility.sleight_of_foot
Sleight of Foot
Reduces the cooldown of Trick Move by 10 seconds and allows it to be used while immobilized. When activated it purges movement-impairing effects and grants an Upper Hand.
{ Cooldown Time, -10, AddToCurrent, True, abl.smuggler.trick_move; }
tal.trooper.skill.assault_specialist.hyper_barrels
Hyper Barrel
Reduces the cooldown of Plasma Grenade by 6.5 seconds and lowers the number of energy cells it depletes by 5. In addition, increases ranged critical chance by 5%.
{ Ranged Critical Chance, 0.05, AddToCurrent, True, ; }
tal.trooper.skill.combat_medic.field_medicine
Field Medicine
Increases the healing done by Bacta Infusion and Medical Probe by 10%. In addition, Successive Treatment channels 20% faster.
tal.trooper.skill.combat_medic.potent_medicine
Potent Medicine
Medical Probe generates an extra stack of Supercharge when activated and increases the critical healing bonus of all heals by 15%. In addition, the effects of your Supercharged Cell ability are modified.
tal.trooper.skill.combat_medic.treated_wound_dressings
Treated Wound Dressings
Increases damage reduction by 5% and tech critical chance by 3%.
{ Damage Reduction: Elemental, 0.05, AddToCurrent, True, ; Damage Reduction: Energy, 0.05, AddToCurrent, True, ; Damage Reduction: Internal, 0.05, AddToCurrent, True, ; Damage Reduction: Kinetic, 0.05, AddToCurrent, True, ; Tech Critical Chance, 0.03, AddToCurrent, True, ; }
tal.trooper.skill.gunnery.burst_mode
Burst Mode
Armor penetration granted by Supercharged Cell is increased by 5%, and Supercharged Celerity stacks build twice as fast and can build 3 additional stacks.
tal.trooper.skill.gunnery.cover_fire
Cover Fire
Full Auto and Boltstorm slow the target's movement speed by 70% for 3 seconds with each hit. In addition, the effects of your Supercharged Cell ability are modified.
tal.trooper.skill.mass_accelerator
Mass Accelerator
Increases the range of High Impact Bolt by 20 meters.
{ Ability Max Range, 2, AddToCurrent, True, abl.trooper.high_impact_round; }
tal.trooper.skill.plasmatech.hazardous_heat
Hazardous Heat
Increases the critical chance of Plasma Flare by 10%.
{ Tech Critical Chance, 0.1, AddToCurrent, True, abl.trooper.skill.plasmatech.plasma_flare; }
tal.trooper.skill.plasmatech.heated_tools
Heated Tools
Reduces the cooldown of Ion Wave by 3 seconds and causes Shockstrike to root its target for 2 seconds.
{ Cooldown Time, -3, AddToCurrent, True, abl.trooper.ion_squall; }
tal.trooper.skill.plasmatech.ionized_ignition
Ionized Ignition
Shockstrike, Ion Pulse, and Explosive Surge trigger Plasma Cell on all affected targets.
tal.trooper.skill.plasmatech.plasmatic_assault
Plasmatic Assault
Increases the critical bonus damage of Ion Wave, Shockstrike, Plasmatize, and Plasma Flare by 10%.
{ Tech Critical Damage Bonus, 0.1, AddToCurrent, True, abl.trooper.skill.plasmatech.shockstrike; Tech Critical Damage Bonus, 0.1, AddToCurrent, True, abl.trooper.skill.plasmatech.plasma_flare; Tech Critical Damage Bonus, 0.1, AddToCurrent, True, abl.trooper.skill.plasmatech.plasmatize; Tech Critical Damage Bonus, 0.1, AddToCurrent, True, abl.trooper.ion_squall; }
tal.trooper.skill.plasmatech.rain_of_fire
Rain of Fire
Ion Wavel spreads your periodic Incendiary Round effect to the targets it damages, as long as it damages targets already affected by your Incendiary Round.
tal.trooper.skill.shield_specialist.ion_shield
Ion Shield
Further increases damage reduction by 2%. Additionally, Energy Blast damages up to 3 additional enemy targets within 5 meters of the primary target. Does not damage sleeping, lifted, or incapacitated enemies.
tal.trooper.skill.shield_specialist.power_armor
Power Armor
Increases damage reduction by 2%, armor rating by 15% and the damage dealt by Ion Cell by 10%.
{ Damage Reduction: Elemental, 0.02, AddToCurrent, True, ; Damage Reduction: Energy, 0.02, AddToCurrent, True, ; Damage Reduction: Internal, 0.02, AddToCurrent, True, ; Damage Reduction: Kinetic, 0.02, AddToCurrent, True, ; Armor Rating, 0.15, PercentOfCurrent, True, ; Damage Done Modifier (Percentage), 0.1, AddToCurrent, True, ; }
tal.trooper.skill.special_munitions
Special Munitions
Reduces the pushback suffered while activating Charged Bolts, Grav Round, Concussive Round, Plasma Grenade, and Serrated Bolt by 75%.
tal.trooper.skill.tactics.critical_recharge
Critical Recharge
Increases ranged and tech critical chance by 2% and reduces the cooldowns of Recharge Cells and Reserve Powercell by 30 seconds. In addition, Recharge and Reload builds Energy Lodes.
tal.trooper.skill.tactics.grenadiership
Grenadiership
Reduces the cooldown of Artillery Blitz by 15 seconds and increases the damage it deals by 10%. In addition, Flak Shell deals 50% more damage, its cooldown is reduced by 6 seconds, and damage dealt by it will refresh the duration of your Gut's bleed on the affected target, if present.
{ Cooldown Time, -15, AddToCurrent, True, abl.trooper.artillery_blitz; Cooldown Time, -6, AddToCurrent, True, abl.trooper.flak_shell; Damage Done Modifier (Percentage), 0.1, AddToCurrent, True, abl.trooper.artillery_blitz; Damage Done Modifier (Percentage), 0.5, AddToCurrent, True, abl.trooper.flak_shell; }
tal.trooper.skill.tactics.triumph
Triumph
Increases the damage you deal to bleeding targets by 3% and further increases all energy and kinetic damage dealt by 2%.
tal.trooper.skill.utility.accelerated_reel
Accelerated Reel
Reduces the cooldown of Harpoon by 10 seconds.
{ Cooldown Time, -10, AddToCurrent, True, abl.trooper.harpoon; }
tal.trooper.skill.utility.combat_shield
Combat Shield
Reactive Shield now further decreases ability activation pushback by 30%, increases all healing received by 20% and makes you immune to interrupts.
tal.trooper.skill.utility.containment_tactics
Containment Tactics
Reduces the cooldown of Cryo Grenade by 15 seconds.
{ Cooldown Time, -15, AddToCurrent, True, abl.trooper.cryo_grenade; }
tal.trooper.skill.utility.efficient_tools
Efficient Tools
Allows Adrenaline Rush to be activated while stunned and causes Adrenaline Rush to purge stun effects when activated. This will not work against other types of incapacitating effects or scripted stuns, which are often used by Flashpoint and Operation bosses or other special non-player characters. In addition, Efficient Tools increases the range of Harpoon and Shoulder Cannon by 10 meters and eliminates the energy cell cost of Cryo Grenade and Neural Surge.
tal.trooper.skill.utility.focus_stims
Focus Stims
Battle Focus increases damage done by 5% while utilizing Ion Cell and increases damage reduction by 5% while Ion Cell is not being utilized.
tal.trooper.skill.utility.paralytic_augs
Paralytic Augs
Increases the stun durations of Neural Surge by 1 second and Cryo Grenade by 0.5 seconds.
{ Effect Duration, 0.5, AddToCurrent, True, 5034300599147748610; Effect Duration, 1, AddToCurrent, True, 16793076049945111712; }
tal.trooper.skill.utility.tenacious_defense
Tenacious Defense
Reduces the cooldown of Concussion Charge by 5 seconds, Propulsion Round by 3 seconds and Tenacity by 30 seconds.
{ Cooldown Time, -5, AddToCurrent, True, abl.trooper.concussion_charge; Cooldown Time, -30, AddToCurrent, True, abl.trooper.tenacity; Cooldown Time, -3, AddToCurrent, True, abl.trooper.propulsion_round; }
tal.agent.skill.concealment.deadly_toxins
Deadly Toxins
1
Increases the critical chance of Noxious Knives by 15% and its critical damage bonus by 30%.
virulentpoison
{ }
{ Ranged Critical Chance, 0.15, AddToCurrent, True, abl.agent.noxious_knives; Ranged Critical Damage, 0.3, AddToCurrent, True, abl.agent.noxious_knives; }
tal.agent.skill.concealment.mutilating_methods
Revealing Weakness
1
Damage dealt by Volatile Substance marks the target with Revealing Weakness, allowing your next Backstab against the target to be useable while face-to-face with the target and treated as though you attacked from stealth.
abl_ag_op_mutilating_methods
{ }
{ }
tal.agent.skill.lethality.cut_down
Cut Down
1
Increases the damage dealt by Lethal Strike, Overload Shot, and Noxious Knives by 5%.
linetheshot
{ }
{ Damage Done Modifier (Percentage), 0.05, AddToCurrent, True, abl.agent.overload_shot; Damage Done Modifier (Percentage), 0.05, AddToCurrent, True, abl.agent.noxious_knives; Damage Done Modifier (Percentage), 0.05, AddToCurrent, True, abl.agent.skill.lethality.lethal_strike; }
tal.agent.skill.lethality.erosive_efficacy
Augmented Toxins
1
Lethal Strike grants Augmented Toxins, increasing the critical chance and critical multiplier of your damaging and healing periodic effects by 30% for 6 seconds.
abl_ag_op_mordant_susceptibility
{ }
{ }
tal.agent.skill.utility.counteroffensive_safeguards
Defensive Safeguards
1
When Ballistic Shield is activated you gain a charge of Defensive Safeguards for each enemy inside your Ballistic Shield, up to 4. This effect lasts 20 seconds and each charge increases your damage reduction by 5%. In addition, while inside your Ballistic Shield, you heal for 3% of your maximum health every second and you are immune to being pulled or knocked back.
abl_ag_sn_counteroffensive_safeguards
{ }
{ }
tal.agent.skill.utility.eye_for_an_eye
Blow for Blow
1
Activating Evasion grants Blow for Blow, returning 150% of direct single target tech and Force damage taken back to the attacker while Evasion is active.
abl_ag_op_eye_for_an_eye
{ }
{ }
tal.agent.skill.utility.fortuitous_bedlam
Controlled Chaos
1
For every target initially affected beyond the first, Diversion grants a charge of Controlled Chaos, increasing armor penetration by 10% per charge. This effect lasts 8 seconds.
abl_ag_sn_fortuitous_bedlam
{ }
{ }
tal.agent.skill.utility.mobile_assailer
Mobile Strategies
1
Exfiltrate grants a charge of Mobile Strategies, reducing the energy cost of your next Overload Shot by 100%, increasing its maximum range by 20 meters, and making it knock the target back. Each use of Overload Shot consumes a charge of Mobile Strategies and grants 10 energy.
abl_ag_op_mobile_assailer
{ }
{ }
tal.agent.skill.utility.reinforcing_retreat
Tactical Retreat
1
Covered Escape heals you for 10% of your maximum health. Additionally, the duration of Evasion is increased by 2 seconds.
abl_ag_sn_smoke_and_siege
{ }
{ Effect Duration, 2, AddToCurrent, True, 9981965214241122558; Effect Tick Time, 0.1666667, AddToCurrent, True, 9981965214241122558; }
tal.agent.skill.virulence.decay
Decay
1
Increases the damage dealt by Snipe, Lethal Shot, and Cull by 5%. Additionally, when Corrosive Grenade and Corrosive Dart end they are replaced by a lingering version for 5 seconds that will only deal damage when Cull deals damage.
sacrifice
{ }
{ Damage Done Modifier (Percentage), 0.05, AddToCurrent, True, abl.agent.snipe; Damage Done Modifier (Percentage), 0.05, AddToCurrent, True, abl.agent.skill.virulence.cull; Damage Done Modifier (Percentage), 0.05, AddToCurrent, True, abl.agent.skill.virulence.lethal_shot; }
tal.bounty_hunter.skill.utility.adaptable_assailant
Adaptable Assailant
1
Grapple immobilizes the target for 3 seconds. In addition, the cooldown of Stealth Scan is reduced by 5 seconds, and any targets it reveals are immobilized for 3 seconds and increases the movement speed of all allies within the scan area, excluding yourself, by 50% for as long as they remain within it and for 6 seconds after it expires or they leave the area.
probedroid
{ }
{ Cooldown Time, -5, AddToCurrent, True, abl.bounty_hunter.stealth_scan; }
tal.bounty_hunter.skill.utility.battering_ram
Battering Ram
1
Using Jet Charge grants Battering Ram, resetting the cooldown of Jet Charge and increasing movement speed by 30% for 6 seconds. While Battering Ram is active, Jet Charge may be used once within 10 meters of the target and deals 50% additional damage but does not cause an additional interrupt, immobilize or charge. This effect cannot occur more than once every 15 seconds.
abl_bh_pt_battering_ram
{ }
{ }
tal.bounty_hunter.skill.utility.conflict_response_protocols
Battlefield Protocols
1
Stealth Scan grants Battlefield Protocols, increasing the damage or healing dealt by your next non-channeled direct damage or healing ability by 20%. For each target revealed from stealth, you generate an additional charge of Battlefield Protocols. This effect stacks up to 5 charges and lasts for 10 seconds.
abl_bh_me_conflict_response_protocols
{ }
{ }
tal.bounty_hunter.skill.utility.kolto_surge
Kolto Surge
1
Kolto Overload heals you twice as fast and heals you up to 70% of your maximum health. Additionally, the duration of Kolto Overload is increased by 2 seconds.
abl_bh_me_kolto_surge
{ }
{ }
tal.bounty_hunter.skill.utility.mutilating_shards
Mutilating Shards
1
Shatter Slug reduces the movement speed of all affected targets by 75% for 15 seconds. This effect can only occur once every 30 seconds.
abl_bh_pt_mutilating_shards
{ }
{ }
tal.bounty_hunter.skill.utility.override_pressure_limiters
Pressure Overrides
1
Explosive Fuel grants Pressure Overrides, allowing Flame Burst, Magnetic Blast, Searing Wave, Firestorm, Shatter Slug, Deadly Onslaught, Heat Blast, Energy Burst, Immolate, and Scorch to be used at 30m for 15 seconds.
abl_bh_pt_override_pressure_limiters
{ }
{ }
tal.bounty_hunter.skill.utility.tag_and_bag
Tag and Bag
1
Hindering a target with Electro Net grants Tag and Bag, increasing your alacrity by 15% for 9 seconds. Additionally, Supercharged Gas reduces the cooldown of Kolto Overload by 5 seconds.
abl_bh_me_tag_and_bag
{ }
{ }
tal.bounty_hunter.skill.utility.trauma_regulators
Trauma Regulators
1
While Energy Shield is active, you generate a stack of Trauma Regulators each time you receive direct damage. Stacks up to 15 times. When Energy Shield expires, each stack of Trauma Regulators instantly heals you for 5% of your maximum health.
abl_bh_me_trauma_regulators
{ }
{ }
tal.jedi_consular.skill.serenity.propitious_poise
Serene Poise
1
The damage dealt by Serenity Strike is increased by 5% for each of your active periodic damaging effects on the target. Stacks up to 3 times.
abl_jc_sh_propitious_poise
{ }
{ }
tal.jedi_consular.skill.telekinetics.magnifying_vibrations
Magnifying Vibrations
1
Project deals 20% more damage to targets affected by your Mind Crush.
abl_jc_sa_magnifying_vibrations
{ }
{ }
tal.jedi_consular.skill.utility.hastening_rejuvenation
Swift Rejuvenation
1
Restoration grants Swift Rejuvenation, making your next ability with an activation time activate instantly. The effect cannot occur more than once every 30 seconds and lasts for up to 15 seconds.
abl_jc_sa_hastening_rejuvenation
{ }
{ }
tal.jedi_consular.skill.utility.restorative_shade
Restorative Shade
1
When entering stealth with Force Cloak you generate a stack of Restorative Shade and heal 4% of your maximum health every 2 seconds for 10 seconds. Stacks last for 6 seconds. When stealth is broken, each stack of Restorative Shade heals you for 4% of your health.
abl_jc_sh_restorative_shade
{ }
{ }
tal.jedi_consular.skill.utility.staggering_stratagem
Staggering Stratagem
1
Reduces the cooldown of Force Stun by 10 seconds. In addition, targets stunned by your Force Stun deal 25% less damage for 10 seconds when Force Stun wears off.
groundswell
{ }
{ Cooldown Time, -10, AddToCurrent, True, abl.jedi_consular.force_stun; }
tal.jedi_knight.skill.combat.excise
Excise
1
Lance sunders the target for 45 seconds. Sundered targets have their armor rating reduced by 20%.
abl_jk_se_excise
{ }
{ }
tal.jedi_knight.skill.defense.abating_defense
Abating Defense
1
Increases shield chance by 4% and reduces the cooldown of Saber Ward by 30 seconds. In addition, targets affected by Awe deal 15% less melee and ranged damage for 10 seconds after the confounding effect ends. Targets immune to the confounding effect will immediately suffer from this damage reducing effect.
poweredforcebarrier
{ Shield Chance, 0.04, AddToCurrent, True, ; Shield Chance, 0.04, AddToCurrent, True, ; Shield Chance, 0.04, AddToCurrent, True, ; Shield Chance, 0.04, AddToCurrent, True, ; }
{ Cooldown Time, -30, AddToCurrent, True, abl.jedi_knight.saber_ward; }
tal.jedi_knight.skill.focus.auspicious_acumen
Focused Vision
1
Force Exhaustion grants Focused Vision, making your next Zealous Leap or Concentrated Slice consume no focus.
abl_jk_gu_auspicious_acumen
{ }
{ }
tal.jedi_knight.skill.utility.opportune_approach
Hidden Advance
1
While Force Camouflage is active, you gain a charge of Hidden Advance every 0.5 seconds. Each charge of Hidden Advance increases the damage dealt by your next melee attack by 4%. Stacks up to 12 charges and lasts for up to 6 seconds after exiting Force Camouflage.
abl_jk_se_opportune_approach
{ }
{ }
tal.sith_inquisitor.skill.hatred.sinister_succor
Leeching Hunger
1
The damage dealt by Leeching Strike is increased by 5% for each of your active periodic damaging effects on the target. Stacks up to 3 times.
abl_si_as_sinister_succor
{ }
{ }
tal.sith_inquisitor.skill.lightning.convulsing_currents
Convulsing Currents
1
Shock deals 20% more damage to targets affected by your Crushing Darkness.
abl_si_so_convulsing_currents
{ }
{ }
tal.sith_inquisitor.skill.utility.enlivening_entropy
Galvanizing Cleanse
1
Expunge grants Galvanizing Cleanse, making your next ability with an activation time activate instantly. The effect cannot occur more than once every 30 seconds and lasts for up to 15 seconds.
abl_si_so_enlivening_entropy
{ }
{ }
tal.sith_inquisitor.skill.utility.renewing_darkness
Renewing Darkness
1
When entering stealth with Force Cloak you generate a stack of Renewing Darkness and heal 4% of your maximum health every 2 seconds for 10 seconds. Stacks last for 6 seconds. When stealth is broken, each stack of Renewing Darkness heals you for 4% of your health.
abl_si_as_renewing_darkness
{ }
{ }
tal.sith_inquisitor.skill.utility.torturous_tactics
Torturous Tactics
1
Lowers the cooldown of Electrocute by 10 seconds. In addition, targets stunned by your Electrocute deal 25% less damage for 10 seconds when Electrocute wears off.
carbonize
{ }
{ Cooldown Time, -10, AddToCurrent, True, abl.sith_inquisitor.electrocution; }
tal.sith_warrior.skill.carnage.disembowel
Disembowel
1
Gore sunders the target for 45 seconds. Sundered targets have their armor rating reduced by 20%.
abl_sw_ma_disembowel
{ }
{ }
tal.sith_warrior.skill.immortal.conquering_defense
Conquering Defense
1
Increases shield chance by 4% and reduces the cooldown of Saber Ward by 30 seconds. In addition, targets affected by Intimidating Roar deal 15% less melee and ranged damage for 10 seconds after the paralyzing effect ends. Targets immune to the paralyzing effect will immediately suffer from this damage reducing effect.
defensereduced
{ Shield Chance, 0.04, AddToCurrent, True, ; Shield Chance, 0.04, AddToCurrent, True, ; Shield Chance, 0.04, AddToCurrent, True, ; Shield Chance, 0.04, AddToCurrent, True, ; }
{ Cooldown Time, -30, AddToCurrent, True, abl.sith_warrior.saber_ward; }
tal.sith_warrior.skill.rage.enkindling_agony
Fuming Rage
1
Force Crush grants Fuming Rage, making your next Obliterate or Furious Strike consume no rage.
abl_sw_ju_enkindling_agony
{ }
{ }
tal.sith_warrior.skill.utility.interloper
Interloper
1
Force Charge grants Interloper, allowing you to activate Force Charge a second time. Interloper lasts up to 7.5 seconds and is removed if Force Charge is reused. If Interloper is not utilized by the end of its duration, Force Charge is placed on a 7.5 second cooldown. Additionally, Force Charge now builds 2 Fury.
abl_sw_ma_interloper
{ }
{ }
tal.sith_warrior.skill.utility.skulking_savagery
Hidden Savagery
1
While Force Camouflage is active, you gain a charge of Hidden Savagery every 0.5 seconds. Each charge of Hidden Savagery increases the damage dealt by your next melee attack by 4%. Stacks up to 12 charges and lasts for up to 6 seconds after exiting Force Camouflage.
abl_sw_ma_skulking_savagery
{ }
{ }
tal.smuggler.skill.dirty_fighting.nice_try
Nice Try
1
Increases the damage dealt by Charged Burst, Dirty Blast, and Wounding Shots by 5%. Additionally, when Shrap Bomb and Vital Shots end they are replaced by a lingering version for 5 seconds that will only deal damage when Wounding Shots deals damage.
hammershot
{ }
{ Damage Done Modifier (Percentage), 0.05, AddToCurrent, True, abl.smuggler.charged_burst; Damage Done Modifier (Percentage), 0.05, AddToCurrent, True, abl.smuggler.skill.dirty_fighting.wounding_shot; Damage Done Modifier (Percentage), 0.05, AddToCurrent, True, abl.smuggler.skill.dirty_fighting.dirty_blast; }
tal.smuggler.skill.ruffian.cut_to_the_quick
Cut to the Quick
1
Point Blank Shot grants Cut to the Quick, increasing the critical chance and critical multiplier of your damaging and healing periodic effects by 30% for 6 seconds.
abl_sm_sc_cut_to_the_quick
{ }
{ }
tal.smuggler.skill.scrapper.on_the_shoot
Hot and Ready
1
Damage dealt by Blood Boiler marks the target with Hot and Ready, allowing your next Back Blast against the target to be useable while face-to-face with the target and treated as though you attacked from stealth.
abl_sm_sc_on_the_shoot
{ }
{ }
tal.smuggler.skill.utility.back_at_ya
Back At Ya
1
Activating Dodge grants Back At Ya, returning 150% of direct single target tech and Force damage taken back to the attacker while Dodge is active.
abl_sm_sc_had_it_coming
{ }
{ }
tal.smuggler.skill.utility.fruitful_rumpus
Opportunity Knocks
1
For every target initially affected beyond the first, Diversion grants a charge of Opportunity Knocks, increasing armor penetration by 10% per charge. This effect lasts 8 seconds.
abl_sm_gu_fruitful_rumpus
{ }
{ }
tal.smuggler.skill.utility.healing_hustle
Bait and Switch
1
Hightail It heals you for 10% of your maximum health. Additionally, the duration of Dodge is increased by 2 seconds.
abl_sm_gu_tricksy_tactics
{ }
{ Effect Duration, 2, AddToCurrent, True, 9927206723997253315; Effect Tick Time, 0.1666667, AddToCurrent, True, 9927206723997253315; }
tal.smuggler.skill.utility.slippery_shooter
Slippery Shooter
1
Scamper grants a charge of Slippery Shooter, reducing the energy cost of your next Quick Shot by 100%, increasing its maximum range by 20 meters, and making it knock the target back. Each use of Quick Shot consumes a charge of Slippery Shooter and grants 10 energy.
abl_sm_sc_slippery_shooter
{ }
{ }
tal.smuggler.skill.utility.wily_resillience
Shield Reserve
1
When Scrambling Field is activated you gain a charge of Shield Reserve for each enemy inside your Scrambling Field, up to 4. This effect lasts 20 seconds and each charge increases your damage reduction by 5%. In addition, while inside your Scrambling Field, you heal for 3% of your maximum health every second and you are immune to being pulled or knocked back.
abl_sm_gu_wily_resilience
{ }
{ }
tal.trooper.skill.utility.adrenal_surge
Adrenal Surge
1
Adrenaline Rush heals you twice as fast and heals you up to 70% of your maximum health. Additionally, the duration of Adrenaline Rush is increased by 2 seconds.
abl_tr_co_adrenal_surge
{ }
{ }
tal.trooper.skill.utility.battering_blitz
Battering Blitz
1
Using Storm grants Battering Blitz, resetting the cooldown of Storm and increasing movement speed by 30% for 6 seconds. While Battering Blitz is active, Storm may be used once within 10 meters of the target and deals 50% additional damage but does not cause an additional interrupt, immobilize or charge. This effect cannot occur more than once every 15 seconds.
abl_tr_va_blitz
{ }
{ }
tal.trooper.skill.utility.one_man_army
One Man Army
1
Hindering a target with Electro Net grants One Man Army, increasing your alacrity by 15% for 9 seconds. Additionally, Supercharged Cell reduces the cooldown of Adrenaline Rush by 5 seconds.
abl_tr_co_one_man_army
{ }
{ }
tal.trooper.skill.utility.override_energy_constraints
Aim Extensions
1
Battle Focus grants Aim Extensions, allowing Ion Pulse, Tactical Surge, Ion Wave, Ion Storm, Flak Shell, Artillery Blitz, Energy Blast, Energy Burst, Plasma Flare, and Plasmatize to be used at 30 meters for 15 seconds.
abl_tr_va_override_energy_constraints
{ }
{ }
tal.trooper.skill.utility.smothering_slag
Smothering Slag
1
Flak Shell reduces the movement speed of all affected targets by 75% for 15 seconds. This effect can only occur once every 30 seconds.
abl_tr_va_smothering_slag
{ }
{ }
tal.trooper.skill.utility.strategic_supremacy
Strategic Supremacy
1
Harpoon immobilizes the target for 3 seconds. In addition, the cooldown of Stealth Scan is reduced by 5 seconds, and any targets it reveals are immobilized for 3 seconds and increases the movement speed of all allies within the scan area, excluding yourself, by 50% for as long as they remain within it and for 6 seconds after it expires or they leave the area.
tacticalmap
{ }
{ Cooldown Time, -5, AddToCurrent, True, abl.trooper.stealth_scan; }
tal.trooper.skill.utility.suppressing_hostiles
Suppression Protocols
1
Stealth Scan grants Suppression Protocols, increasing the damage or healing dealt by your next non-channeled direct damage or healing ability by 20%. For each target revealed from stealth, you generate an additional charge of Suppression Protocols. This effect stacks up to 5 charges and lasts for 10 seconds.
abl_tr_co_suppressing_hostiles
{ }
{ }
tal.trooper.skill.utility.trauma_stabilizers
Trauma Stabilizers
1
While Reactive Shield is active, you generate a stack of Trauma Stabilizers each time you receive direct damage. Stacks up to 15 times. When Reactive Shield expires, each stack of Trauma Stabilizers instantly heals you for 5% of your maximum health.
abl_tr_co_trauma_stabilizers
{ }
{ }
tal.agent.skill.lethality.cut_down_operative
Cut Down
1
Increases the damage dealt by Lethal Strike, Overload Shot, and Carbine Burst by 5%. Additionally, after using Lethal Strike you gain Cut Down for 6 seconds, which increases the damage done of Corrosive Grenade and Corrosive Dart by 10%.
linetheshot
3
{ }
{ Damage Done Modifier (Percentage), 0.05, AddToCurrent, True, abl.agent.overload_shot; Damage Done Modifier (Percentage), 0.05, AddToCurrent, True, abl.agent.carbine_burst; Damage Done Modifier (Percentage), 0.05, AddToCurrent, True, abl.agent.skill.lethality.lethal_strike; }
tal.agent.skill.utility.flash_powder
Flash Powder
1
Reduces target's accuracy by 20% for 8 seconds after Flash Bang ends.
drugmedicinecolorvariant1
{ }
{ }
tal.agent.skill.utility.precision_instruments
Precision Instruments
1
Reduces the energy cost of Debilitate and Sever Tendon by 5.
armament3
{ }
{ Ability Energy Cost, -5, AddToCurrent, True, abl.agent.debilitate; Ability Energy Cost, -5, AddToCurrent, True, abl.agent.sever_tendon; }
tal.agent.skill.utility.pulse_screen
Pulse Screen
1
Activating Cover Pulse increases your chance to resist Force and tech attacks by 20% for 6 seconds.
snipe_gun_uti_pulse_screen
{ }
{ }
tal.agent.skill.utility.sedatives
Sedatives
1
When Sleep Dart wears off, the target is struck by Sedatives, reducing all damage dealt by 50% for the next 10 seconds.
genericinjection1
{ }
{ }
tal.agent.skill.virulence.hew
Hew
1
Increases the damage dealt by Snipe, Lethal Shot, and Cull by 5%. Additionally, when Corrosive Grenade and Corrosive Dart end they are replaced by a lingering version for 5 seconds that will only deal damage when Cull deals damage.
linetheshot
{ }
{ Damage Done Modifier (Percentage), 0.05, AddToCurrent, True, abl.agent.snipe; Damage Done Modifier (Percentage), 0.05, AddToCurrent, True, abl.agent.skill.virulence.cull; Damage Done Modifier (Percentage), 0.05, AddToCurrent, True, abl.agent.skill.virulence.lethal_shot; }
tal.bounty_hunter.skill.arsenal.terminal_velocity
Terminal Velocity
1
While High Velocity Gas Cylinder is active, you vent 2 heat every 1.5 seconds.
armorPiercingClip
{ }
{ }
tal.bounty_hunter.skill.firebug.heat_flow_recycler
Heat Flow Recycler
1
While Combustible Gas Cylinder is active, you vent 2 heat every 1.5 seconds.
disabledpowercore
{ }
{ }
tal.bounty_hunter.skill.prototype_cylinders
Prototype Cylinders
1
Increases the effect of your gas cylinders while they are active:
Combustible Gas Cylinder: Increases critical hit chance of elemental attacks by 3%.
Ion Gas Cylinder: Increases the damage dealt by Ion Gas Cylinder by 10%.
High Energy Gas Cylinder: Further increases all energy and kinetic damage dealt by 2%.
blasterpowerpackc
{ }
{ Damage Done Modifier (Percentage), 0.1, AddToCurrent, True, abl.bounty_hunter.ion_gas_cylinder; }
tal.bounty_hunter.skill.utility.automated_suit
Automated Suit
1
Allows Kolto Overload to be activated while stunned and causes Kolto Overload to purge stun effects when activated. This will not work against other types of incapacitating effects or scripted stuns, which are often used by Flashpoint and Operation bosses or other special non-player characters.
abl_bh_pt_automated_suit
{ }
{ }
tal.bounty_hunter.skill.utility.custom_enviro_suit
Custom Enviro Suit
1
Increases Endurance by 3% and all healing received by 3%.
armortech
{ Endurance, 0.03, PercentOfCurrent, True, ; Healing Received Modifier (Percentage), 0.03, AddToCurrent, True, ; }
{ }
tal.bounty_hunter.skill.utility.explored_area
Explored Area
1
Stealth Scan increases the movement speed of all allies within the scan area, excluding yourself, by 50% for as long as they remain within it and for 6 seconds after it expires or they leave the area.
pt_uti_explored_area
{ }
{ }
tal.bounty_hunter.skill.utility.infrared_sensors
Infrared Sensors
1
Increases stealth detection level by 2, melee and ranged defense by 2%, and reduces the cooldown of Stealth Scan by 5 seconds.
bloodthirst
{ Increased Stealth Detection Level, 2, AddToCurrent, True, ; Melee Defense, 0.02, AddToCurrent, True, ; Ranged Defense, 0.02, AddToCurrent, True, ; }
{ Cooldown Time, -5, AddToCurrent, True, abl.bounty_hunter.stealth_scan; }
tal.bounty_hunter.skill.utility.no_escape
No Escape
1
Grapple immobilizes the target for 3 seconds. In addition, the cooldown of Stealth Scan is reduced by 5 seconds, and any targets it reveals are immobilized for 3 seconds.
probedroid
{ }
{ Cooldown Time, -5, AddToCurrent, True, abl.bounty_hunter.stealth_scan; }
tal.bounty_hunter.skill.utility.protective_field
Protective Field
1
Increases all healing received by 20% while Energy Shield is active.
medshield
{ }
{ }
tal.bounty_hunter.skill.utility.smoke_screen
Smoke Screen
1
Rocket Out generates a Smoke Screen when used, keeping you from being leapt to or pulled and making you immune to interrupts and ability activation pushback for the next 4 seconds.
merc_comm_uti_smoke_screen
{ }
{ }
tal.jedi_consular.skill.utility.telekinetic_defense
Telekinetic Defense
1
Increases the amount absorbed by your Force Armor by 10%.
chargedplating
{ }
{ Effect Action: Absorbed Damage Max (Percentage Modifier), 0.1, AddToCurrent, True, 8369058291528871223; }
tal.jedi_knight.skill.defense.shield_specialization
Shield Specialization
1
Increases shield chance by 4% and reduces the cooldown of Saber Ward by 30 seconds.
shieldgeneratorproficiency
{ Shield Chance, 0.04, AddToCurrent, True, ; Shield Chance, 0.04, AddToCurrent, True, ; Shield Chance, 0.04, AddToCurrent, True, ; Shield Chance, 0.04, AddToCurrent, True, ; }
{ Cooldown Time, -30, AddToCurrent, True, abl.jedi_knight.saber_ward; }
tal.jedi_knight.skill.utility.displacement
Displacement
1
Increases the range of Pacify by 6 meters and allows Rebuke to be used while stunned.
empathy
{ }
{ Ability Max Range, 0.6, AddToCurrent, True, abl.jedi_knight.pacify; }
tal.jedi_knight.skill.utility.inspired_focus
Inspired Focus
1
Inspiration generates 12 focus when activated.
sent_uti_inspired_focus
{ }
{ }
tal.jedi_knight.skill.utility.just_pursuit
Just Pursuit
1
Leg Slash immobilizes the target for 3 seconds. This immobilizing effect cannot be applied to the same target more than once every 10 seconds.
abl_jk_se_just_persuit
{ }
{ }
tal.jedi_knight.skill.utility.unwavering_resolve
Unwavering Resolve
1
Activating Saber Ward grants immunity to stun, sleep, lift, and incapacitating effects for 6 seconds.
sent_uti_unwavering_resolve
{ }
{ }
tal.sith_inquisitor.skill.darkness.mounting_darkness
Mounting Darkness
1
Increases the damage dealt by Dark Charge's Discharge and Wither by 30%.
disturbance
{ }
{ Damage Done Modifier (Percentage), 0.3, AddToCurrent, True, 1760951659901316261; Damage Done Modifier (Percentage), 0.3, AddToCurrent, True, abl.sith_inquisitor.skill.darkness.wither; }
tal.sith_warrior.skill.immortal.shield_specialization
Shield Specialization
1
Increases shield chance by 4% and reduces the cooldown of Saber Ward by 30 seconds.
shieldgeneratorproficiency
{ Shield Chance, 0.04, AddToCurrent, True, ; Shield Chance, 0.04, AddToCurrent, True, ; Shield Chance, 0.04, AddToCurrent, True, ; Shield Chance, 0.04, AddToCurrent, True, ; }
{ Cooldown Time, -30, AddToCurrent, True, abl.sith_warrior.saber_ward; }
tal.sith_warrior.skill.utility.displacement
Displacement
1
Increases the range of Obfuscate by 6 meters and allows Cloak of Pain to be used while stunned.
obfuscate
{ }
{ Ability Max Range, 0.6, AddToCurrent, True, abl.sith_warrior.obfuscate; }
tal.sith_warrior.skill.utility.inescapable
Inescapable
1
Crippling Slash immobilizes the target for 3 seconds. This immobilizing effect cannot be applied to the same target more than once every 10 seconds.
abl_sw_ma_inescapable
{ }
{ }
tal.sith_warrior.skill.utility.thirst_for_rage
Thirst for Rage
1
Bloodthirst generates 12 rage when activated.
mara_uti_thirst_for_rage
{ }
{ }
tal.sith_warrior.skill.utility.unflinching_determination
Unflinching Determination
1
Activating Saber Ward grants immunity to stun, sleep, lift, and incapacitating effects for 6 seconds.
mara_uti_unflinching_determination
{ }
{ }
tal.smuggler.skill.dirty_fighting.cheap_shots
Cheap Shots
1
Increases the damage dealt by Charged Burst, Dirty Blast, and Wounding Shots by 5%. Additionally, when Shrap Bomb and Vital Shots end they are replaced by a lingering version for 5 seconds that will only deal damage when Wounding Shots deals damage.
hammershot
{ }
{ Damage Done Modifier (Percentage), 0.05, AddToCurrent, True, abl.smuggler.charged_burst; Damage Done Modifier (Percentage), 0.05, AddToCurrent, True, abl.smuggler.skill.dirty_fighting.wounding_shot; Damage Done Modifier (Percentage), 0.05, AddToCurrent, True, abl.smuggler.skill.dirty_fighting.dirty_blast; }
tal.smuggler.skill.utility.anatomy_lessons
Anatomy Lessons
1
Reduces the energy cost of Dirty Kick and Tendon Blast by 5.
outerrimveteran
{ }
{ Ability Energy Cost, -5, AddToCurrent, True, abl.smuggler.dirty_kick; Ability Energy Cost, -5, AddToCurrent, True, abl.smuggler.tendon_blast; }
tal.smuggler.skill.utility.flash_powder
Flash Powder
1
Reduces target's accuracy by 20% for 8 seconds after Flash Grenade ends.
drugmedicinecolorvariant1
{ }
{ }
tal.smuggler.skill.utility.pulse_screen
Pulse Screen
1
Activating Pulse Detonator increases your chance to resist Force and tech attacks by 20% for 6 seconds.
snipe_gun_uti_pulse_screen
{ }
{ }
tal.trooper.skill.blaster_augs
Blaster Augs
1
Increases the effect of your cells while they are active:
Plasma Cell: Increases the critical hit chance of elemental attacks by 3%.
Ion Cell: Increases the damage dealt by Ion Cell by 10%.
High Energy Cell: Further increases all energy and kinetic damage dealt by 2%.
armament2
{ }
{ Damage Done Modifier (Percentage), 0.1, AddToCurrent, True, abl.trooper.ion_cell; }
tal.trooper.skill.gunnery.cell_charger
Cell Charger
1
While Armor Piercing Cell is active, you regenerate 2 energy cells every 1.5 seconds.
powercell1
{ }
{ }
tal.trooper.skill.plasmatech.cell_generator
Cell Generator
1
While Plasma Cell is active, you regenerate 2 energy cells every 1.5 seconds.
blasterpowerpackb
{ }
{ }
tal.trooper.skill.utility.emergency_stims
Emergency Stims
1
Allows Adrenaline Rush to be activated while stunned and causes Adrenaline Rush to purge stun effects when activated. This will not work against other types of incapacitating effects or scripted stuns, which are often used by Flashpoint and Operation bosses or other special non-player characters.
abl_tr_vg_emergency_stims
{ }
{ }
tal.trooper.skill.utility.heavy_trooper
Heavy Trooper
1
Increases Endurance by 3% and all healing received by 3%.
trooper
{ Endurance, 0.03, PercentOfCurrent, True, ; Healing Received Modifier (Percentage), 0.03, AddToCurrent, True, ; }
{ }
tal.trooper.skill.utility.med_zone
Med Zone
1
Increases all healing received by 20% while Reactive Shield is active.
medshield
{ }
{ }
tal.trooper.skill.utility.neural_delay
Neural Delay
1
Neural Jolt slows the target by 50% for 6 seconds.
pt_van_uti_neural_delay
{ }
{ }
tal.trooper.skill.utility.smoke_screen
Smoke Screen
1
Propulsion Round generates a Smoke Screen when used, keeping you from being leapt to or pulled and making you immune to interrupts and ability activation pushback for the next 4 seconds.
merc_comm_uti_smoke_screen
{ }
{ }