Bolster War Engine
Buff
Core Ability
Level 1
No AP Cost
100ft range
Instant cast
30s cooldown
Not usable on Siege Rams or Oil
Siege Targetted buff. Increases damage done by that siege engine by 2% for 10 seconds.
Hamper War Engine
Debuff
Core Ability
Level 1
No AP Cost
100ft range
Instant cast
30s cooldown
Not usable on Siege Rams or Oil
Siege Targetted debuff. Increases the cooldown times of that siege engine by 50% for 10 seconds
Diminish War Engine
Debuff
Core Ability
Level 1
No AP Cost
100ft range
Instant cast
30s cooldown
Not usable on Siege Rams or Oil
Siege Targetted debuff. Decreases damage done by that siege engine to 98% for 10 seconds.
Flee
Buff
Core Ability
Level 1
No AP Cost
Self
Instant cast
40s cooldown
You run away from the battle in a mad panic, increasing your run speed by 30% for 10 seconds. You immediately lose all of your action points, any career mechanic points, and your Morale will begin to drop, and you will not begin to regain action points until 10 seconds have passed.
Spanner Swipe
Hex
Core Ability
Level 1
35 Action Points
5ft range
Instant cast
No cooldown
You clobber your enemy with your spanner, dealing 253 damage and reducing their run speed by 40% for 10 seconds.
The attack uses the Ranged statistic.
Gun Turret
Buff
Core Ability
Level 3
55 Action Points
Self
1.0s cast
5s cooldown
You construct a turret with a self-aiming gun which will fire at distant enemies. The turret gains 75% of your Ballistic Skill and Weapon Skill from item bonuses and 50% of your Wounds from item bonuses. While you are within 30 feet of the turret you will scavenge extra parts from the turret to create improvised upgrades for your weapons, increasing your damage by 4% every 2 seconds to a maximum of 20%.
Redeploy
Buff
Core Ability
Level 3
60 Action Points
Self
Instant cast
20s cooldown
Requires a Turret
You activate your Turret's automatic redeployment mechanism, instantly moving it to your current location.
Flame Turret
Buff
Core Ability
Level 6
55 Action Points
Self
1.0s cast
5s cooldown
You construct a turret with a self-firing flamethrower which will attack enemies at close range. The turret gains 100% of your Ballistic Skill, 10% of your Weapon Skill, and 90% of your Wounds from item bonuses. While you are within 30 feet of the turret you will scavenge extra parts from the turret to create improvised upgrades for your weapons, increasing your damage by 4% every 2 seconds to a maximum of 20%.
Addling Shot
Debuff
Core Ability
Level 6
20 Action Points
100ft range
Instant cast
15s cooldown
You Detaunt your target, making them hate you less and causing them to deal 50% damage to you for 15 seconds. You will also deal 50% damage to them until the effect is broken. If you attack anyone that you have Detaunted, the effect will immediately end.
Bombardment Turret
Buff
Core Ability
Level 8
55 Action Points
Self
1.0s cast
5s cooldown
You construct a turret with an auto-firing grenade launcher which will attack enemies at a moderate range. The turret gains 100% of your Ballistic Skill, 30% of your Weapon Skill, and 70% of your Wounds from item bonuses. While you are within 30 feet of the turret you will scavenge extra parts from the turret to create improvised upgrades for your weapons, increasing your damage by 4% every 2 seconds to a maximum of 20%.
Barbed Wire
Debuff
Core Ability
Level 9
25 Action Points
Self
Instant cast
30s cooldown
You fling coils of barbed wire all around you, rooting all enemies within 25 feet in place for 5 seconds. There is a 50% chance of the root breaking with every hit.
Flak Jacket
Enchantment
Core Ability
Level 11
35 Action Points
Self
Instant cast
10s cooldown
You don an experimental suit of protective gear, increasing your Armor by 560 for up to 1 hours.
Shock Grenade
Healing
Core Ability
Level 22
No AP Cost
65ft range
Instant cast
20s cooldown
You toss a grenade at an ally which removes stagger effects from them and five others within 25 feet.
Self-Destruct
Damaging
Core Ability
Level 25
No AP Cost
100ft range
Instant cast
60s cooldown
Requires a Turret
You activate the self-destruct mechanism built into your turret, destroying the turret and dealing 370 Corporeal damage to all enemies within 25 feet of it, knocking them down for 3 seconds.
Point-Blank
Debuff
Core Ability
Level 8
Rank 1 morale
100ft range
Instant cast
60s cooldown
A mid-range attack that deals 600 damage and knocks the targeted player away. Monsters will be knocked down.
Concealment
Buff
Core Ability
Level 16
Rank 1 morale
Self
Instant cast
60s cooldown
With luck and experience you are able to Dodge all ranged attacks and Disrupt all magic attacks against you for 7 seconds.
Autoloader
Buff
Core Ability
Level 28
Rank 1 morale
Self
Instant cast
60s cooldown
You regain action points 30% faster for 10 seconds.
Focused Mind
Buff
Core Ability
Level 20
Rank 2 morale
Self
Instant cast
60s cooldown
For the next 10 seconds, you will remove and ignore any silencing, disarming, rooting, snaring effects and your abilities will build 50% faster and you cannot be set back.
Armored Plating
Buff
Core Ability
Level 32
Rank 2 morale
Self
Instant cast
60s cooldown
Everyone in your group within 100 feet takes only 80% damage for 20 seconds.
Mortar Round
Damaging
Core Ability
Level 32
Rank 2 morale
100ft range
Instant cast
60s cooldown
You fire a mortar at your target, dealing 300 damage to them and everyone within 20 feet every second for 4 seconds.
Explosive Shots
Buff
Core Ability
Level 24
Rank 3 morale
Self
Instant cast
60s cooldown
All of your ranged attacks will explode for the next 10 seconds, dealing 300 damage to all enemies within 20 feet of your target.
This effect will not trigger more than once every second.
Cannon Smash
Damaging
Core Ability
Level 36
Rank 3 morale
100ft range
Instant cast
60s cooldown
A massive cannonball smashes into your target, dealing 1800 damage and reducing their armor by 1400 for 15 seconds.
Hail of Doom
Buff
Core Ability
Level 40
Rank 4 morale
100ft range
5.0s cast
60s cooldown
You focus on a spot on the ground, shooting arrows at that spot every 0.5 seconds for 5 seconds, hitting all enemies within 20 feet of that area for 300 damage as long as you maintain your concentration.
Stoutness of Stone
Buff
Core Ability
Level 8
Tactic
Self
Passive
No cooldown
Increases Toughness by 80. You also recover from Stuns, Staggers and Knockdowns 1 seconds quicker. You will still gain immunity based on the original duration.
Expert Skirmisher
Buff
Core Ability
Level 13
Tactic
Self
Passive
No cooldown
Your cast times are reduced to 50% when you are within 20 feet of your target.
Reinforced Casing
Buff
Core Ability
Level 15
Tactic
Self
Passive
No cooldown
Adds 160 Wounds to your turrets.
Masterful Aim
Buff
Core Ability
Level 16
Tactic
Self
Passive
No cooldown
Increases your Ballistic Skill by 160
Stopping Power
Buff
Core Ability
Level 17
Tactic
Self
Passive
No cooldown
Hip Shot now will knock the victim back a short distance.
Stubbornness
Buff
Core Ability
Level 17
Tactic
Self
Passive
No cooldown
Increases your Corporeal resistance by 252.
Hand-Crafted Scope
Buff
Core Ability
Level 21
Tactic
Self
Passive
No cooldown
Increases your autoattack speed by 50% when using a gun.
Ancestral Inheritance
Buff
Core Ability
Level 23
Tactic
Self
Passive
No cooldown
Increases your Armor by 660.
Clever Recovery
Buff
Core Ability
Level 25
Tactic
Self
Passive
No cooldown
If an enemy dodges any of your attacks, you will regain 75 Action Points.
This effect will not trigger more than once every 3 seconds.
Pierce Defenses
Buff
Core Ability
Level 29
Tactic
Self
Passive
No cooldown
If an enemy blocks, dodges, or parries any of your attacks, their chances to dodge and parry will be reduced by 10% and their ability to block reduced by 5% for 10 seconds.
Well-Oiled Machine
Buff
Core Ability
Level 31
Tactic
Self
Passive
No cooldown
You can now construct your turrets instantly and the cost of Redeploy is reduced to 0 Action Points.
Fightin' Chance
Buff
Core Ability
Level 33
Tactic
Self
Passive
No cooldown
Increases your Strength, Ballistic Skill, and Weapon Skill by 120, but reduces your Toughness by 120.
Proximity Alarm
Buff
Core Ability
Level 35
Tactic
Self
Passive
No cooldown
Increases the chance for you and your groupmates to detect hidden enemies by 50% while you or your group are within 20 feet feet of your turret.
Tangling Wire
Buff
Core Ability
Level 37
Tactic
Self
Passive
No cooldown
After ending or being removed, Barbed Wire will now Snare targets by 30% and deal 264 damage over 5 seconds.
Coordinated Fire
Buff
Core Ability
Level 39
Tactic
Self
Passive
No cooldown
Signal Flare will now also cause the victim to suffer 15% more damage from all sources.
Does not affect damage procs.
Scattershot
Damaging
Path of The Rifleman
Level 31
Rank 4 morale
Self
4.0s cast
60s cooldown
You release a string of several gun blasts in a row for up to 4 seconds, dealing 600 damage each second to all enemies in front of you, up to 40 feet away.
Armor-piercing Rounds
Buff
Path of The Rifleman
Level 29
No AP Cost
Self
Instant cast
60s cooldown
You load your rifle with the finest of rounds, your attacks will ignore 25% the victim's armor for the next 12 seconds.
Thunderer
Buff
Path of The Rifleman
Level 27
Tactic
Self
Passive
No cooldown
Grants 10% armor penetration to all rifle attacks and allows auto attacks to fire on the move.
Snipe
Damaging
Path of The Rifleman
Level 25
35 Action Points
150ft range
3.0s cast
10s cooldown
A slow but powerful gun shot which deals 762 damage to your enemy and cannot be defended against.
Quick Reloader
Buff
Path of The Rifleman
Level 23
Tactic
Self
Passive
No cooldown
The cast times of all your abilities in the Path of the Rifleman are reduced by 25%.
Crack Shot
Damaging
Path of The Rifleman
Level 21
35 Action Points
100ft range
1.0s cast
30s cooldown
A well-aimed shot which deals 314 damage and disarms your target for 4 seconds, making them unable to use their weapons.
Hollow-Points
Buff
Path of The Rifleman
Level 17
Tactic
Self
Passive
No cooldown
Snipe and Gun Blast will now deal an additional 560 damage over 5 seconds.
Gun Blast
Damaging
Path of The Rifleman
Level 1
40 Action Points
100ft range
2.0s cast
No cooldown
A gun attack which deals 536 damage to your enemy.
Penetrating Round
Damaging
Path of The Rifleman
Level 1
No AP Cost
Self
Passive
No cooldown
You build an upgrade into your Gun Turret. The Turret will now be able to blast the target with an armor-destroying round, dealing 214 damage and reducing their Armor by 990 for 20 seconds.
Machine Gun
Damaging
Path of The Rifleman
Level 1
No AP Cost
Self
Passive
No cooldown
You build an upgrade into your Gun Turret. The Turret will now be able to fire a rapid series of shots at the target for up to 3 seconds, repeatedly dealing 103 damage twice per second.
Incendiary Rounds
Hex
Path of The Rifleman
Level 9
45 Action Points
100ft range
Instant cast
10s cooldown
You fire bullets that burst into flame when they strike the enemy, dealing 1190 Corporeal damage over 15 seconds.
Hip Shot
Damaging
Path of The Rifleman
Level 10
35 Action Points
100ft range
Instant cast
10s cooldown
A quick shot from the hip which deals 291 damage. This attack may be used at close range.
Signal Flare
Hex
Path of The Rifleman
Level 30
40 Action Points
100ft range
Instant cast
20s cooldown
You mark the enemy with a bright signal flare, dealing 1708 damage over 21 seconds and reducing their chances to dodge or block attacks by 5%.
Focused Fire
Damaging
Path of The Rifleman
Level 40
25 Action Points / Sec
100ft range
3.0s cast
8s cooldown
You focus all of your shots on your enemy for up to 3 seconds, dealing 306 damage to them every second. This effect will end if you lose your concentration or run out of action points.
Artillery Barrage
Damaging
Path of The Grenadier
Level 31
Rank 4 morale
100ft range
4.0s cast
60s cooldown
You select a spot on the ground and call in an artillery strike for up to 4 seconds, dealing 600 damage per second to all enemies within 30 feet of that spot.
Napalm Grenade
Damaging
Path of The Grenadier
Level 29
30 Action Points
65ft range
Instant cast
30s cooldown
You toss a grenade packed full of dangerous napalm gel on to the ground, where it will burst open and burn for 30 seconds, causing damage every 2 seconds to any enemies who come within 20 feet of that spot. The fires increase in intensity over time, causing 112 Corporeal damage during the first 10 seconds, 212 Corporeal damage for the next 10 seconds, and 312 Corporeal damage for the final 10 seconds.
If there are multiple Napalm Grenades in the same area only the highest level one will deal damage.
Dazzling Flash
Buff
Path of The Grenadier
Level 27
Tactic
Self
Passive
No cooldown
When your Flashbang Grenade detonates, any enemy hit by the blast will become disoriented for 5 seconds, increasing the build times of their abilities by 50%.
Phosphorous Shells
Damaging
Path of The Grenadier
Level 25
13 Action Points / Sec
80ft range
6.0s cast
16s cooldown
A barrage of mortar attacks which continuously fire at a spot on the ground that you select for up to 6 seconds, dealing 365 Corporeal damage every 2 seconds to all enemies within 10 feet of that spot, and snares them by 20%. This requires careful aim, and if hit you'll lose .5 seconds from the channel. If there are multiple Phosphorous Shells in the same area only the highest level one will deal damage.
Throwing Arm
Buff
Path of The Grenadier
Level 23
Tactic
Self
Passive
No cooldown
Increases the ranges of all Path of the Grenadier abilities by 25%.
Sticky Bomb
Hex
Path of The Grenadier
Level 21
40 Action Points
65ft range
Instant cast
10s cooldown
A packet of explosives which sticks to your target and slowly burns, dealing 594 Corporeal damage over 15 seconds. If the effect runs for its full course or the target is killed, then a concealed inner package of explosives will suddenly detonate, dealing 265 Corporeal damage to the victim and all enemies within 20 feet of them.
Extra Powder
Buff
Path of The Grenadier
Level 17
Tactic
Self
Passive
No cooldown
Acid Bomb and Fragmentation Grenade gain a 50% increase to the size of their areas of effect.
Shock Grenade
Damaging
Path of The Grenadier
Level 1
No AP Cost
Self
Passive
No cooldown
You build an upgrade into your Bombardment Turret. The Turret will now be able to fire a compact shot directly at the target which deals 265 Corporeal damage.
High-Explosive Grenade
Damaging
Path of The Grenadier
Level 1
No AP Cost
Self
Passive
No cooldown
You build an upgrade into your Bombardment Turret. The Turret will now be able to launch a grenade packed with explosives at the target, dealing 216 Corporeal damage to the victim and all enemies within 20 feet of them.
Firebomb
Damaging
Path of The Grenadier
Level 2
35 Action Points
65ft range
1.0s cast
No cooldown
You toss a grenade filled with flaming pitch which deals 366 Corporeal damage to your target. This ability will continue to build up even if you move.
Acid Bomb
Hex
Path of The Grenadier
Level 5
25 Action Points
65ft range
Instant cast
No cooldown
You toss a grenade which splatters a corrosive acid everywhere. Your target and all other enemies within 20 feet of them have Corporeal resistance reduced by 378 and suffer 581 Corporeal damage over 21 seconds.
Flashbang Grenade
Damaging
Path of The Grenadier
Level 14
35 Action Points
65ft range
1.0s cast
10s cooldown
You toss a grenade which explodes with a burst of force, dealing 403 Corporeal damage to the target. The blinding flash interrupts the victim and all enemies within 20 feet of them. This ability will continue to build up even if you move.
Fragmentation Grenade
Hex
Path of The Grenadier
Level 16
45 Action Points
65ft range
1.0s cast
5s cooldown
You lob a grenade which shatters when it hits your enemy, dealing 1035 Corporeal damage over 15 seconds to the target and all other enemies within 20 feet of them. This ability will continue to build up even if you move.
Concussion Grenade
Damaging
Path of The Grenadier
Level 20
30 Action Points
65ft range
1.0s cast
10s cooldown
You lob a grenade that releases a powerful shockwave on impact, dealing 403 Corporeal damage to your target and knocking them back a short distance. Monsters will be knocked down instead. This ability will continue to build up even if you move.
Fling Explosives
Damaging
Path of The Tinkerer
Level 31
Rank 4 morale
Self
4.0s cast
60s cooldown
You fling packets of explosives all around you for up to 4 seconds, dealing 600 damage each second to all enemies within 25 feet.
Electromagnet
Debuff
Path of The Tinkerer
Level 29
20 Action Points
65ft range
2.0s cast
30s cooldown
You set up a device which unleashes a powerful wave of force, pulling up to six enemy players within 65 feet inwards towards it and knocking down monsters. 1 second later, the device blasts outwards and snares all enemies within 25 feet, reducing their movement speed by 30% for 5 seconds.
The attack uses the Ranged statistic. Monsters will be knocked down by the initial pull.
Tracer Rounds
Buff
Path of The Tinkerer
Level 27
Tactic
Self
Passive
No cooldown
Increases your chance to critically hit by 15% as long as you are within 100 feet of your turret.
Bugman's Best
Healing
Path of The Tinkerer
Level 25
35 Action Points
Self
2.0s cast
15s cooldown
You carefully unpack a mini-keg of rare and precious Bugman's Finest Stout with reverential awe. For the next 15 seconds, the faint vapors escaping from the keg will rejuvenate any of your groupmates within 25 feet of it, restoring 324 health every 3 seconds. You dream of the day that the brew will be aged enough to actually tap and drink.
Trench Fighting
Buff
Path of The Tinkerer
Level 23
Tactic
Self
Passive
No cooldown
Your damage is increased by 15% when under 45 feet away from your target.
Does not affect damage procs.
Lightning Rod
Damaging
Path of The Tinkerer
Level 21
45 Action Points
Self
1.0s cast
20s cooldown
You deploy a shock rod at your feet which will remain for up to 9 seconds and periodically blast out with waves of power, dealing 329 Corporeal damage every 3 seconds to all enemies within 25 feet of it.
Extra Ammo
Buff
Path of The Tinkerer
Level 17
Tactic
Self
Passive
No cooldown
When you construct a turret, it will restore 20 Action Points to everyone within 25 feet every 2 seconds.
Flamethrower
Damaging
Path of The Tinkerer
Level 1
No AP Cost
Self
Passive
No cooldown
You build an upgrade into your Flame Turret. The Turret will now be able to release a searing gout of flame, dealing 214 damage to all targets in front of the turret up to 40 feet away.
Steam Vent
Damaging
Path of The Tinkerer
Level 1
No AP Cost
Self
Passive
No cooldown
You build an upgrade into your Flame Turret. The Turret will now be able to open its safety-release valves for up to 3 seconds, repeatedly dealing 97 Corporeal damage every 1 seconds to all targets within 25 feet.
Friction Burn
Hex
Path of The Tinkerer
Level 4
40 Action Points
Self
Instant cast
10s cooldown
A powerful swipe with your spanner which smacks all enemies in front of you up to 40 feet away, dealing 699 Corporeal damage over 9 seconds.
The attack uses the Ranged statistic.
Blunderbuss Blast
Damaging
Path of The Tinkerer
Level 6
35 Action Points
Self
Instant cast
No cooldown
You fire a blast of short-range pellets which deal 203 damage to all enemies in front of you, up to 40 feet away.
Land Mine
Damaging
Path of The Tinkerer
Level 18
50 Action Points
65ft range
Instant cast
15s cooldown
You fling out a land mine which arms itself immediately and persists for up to 1 minutes. The mine will detonate when an enemy gets too close, dealing 343 damage to all enemies within 30 feet and staggering them for up to 3 seconds, preventing all actions unless they are damaged.
Burn Salve
Enchantment
Path of The Tinkerer
Level 28
55 Action Points
Self
Instant cast
No cooldown
You distribute burn salve to groupmember's within 100 feet, increasing everyone's Elemental resistance by 252 for 60 minutes.
Static Discharge
Damaging
Path of The Tinkerer
Level 35
35 Action Points
Self
Instant cast
5s cooldown
You quickly trigger one of your many gadgets and release a sudden shockwave, dealing 220 Corporeal damage to all enemies within 25 feet.
Strafing Run
Damaging
Path of The Tinkerer
Level 40
55 Action Points
Self
Instant cast
30s cooldown
You call for air support, signaling for a strafing run which deals 578 damage to all enemies in a line in front of you, up to 65 feet away. Any enemy players hit by the powerful shells will be sent flying away from you, while monsters will be knocked down.
Updated to patch 2024-08-21