Show/Hide Filters
| Name | Profession | Category | Type | Tier | Description |
|---|---|---|---|---|---|
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| Engineer | Explosives | Major | 2 | Turrets explode when killed. When your turrets explode, they push back foes. |
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| Engineer | Alchemy | Major | 1 | 20% chance to cause poison for 5 seconds when struck with a melee attack. This effect cannot trigger more than once every 10 seconds. |
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| Engineer | Explosives | Major | 1 | Thrown elixirs cause damage when they land. |
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| Engineer | Tools | Major | 3 | 50% faster endurance regeneration. |
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| Engineer | Tools | Minor (Adept) | 0 | Using toolbelt skills restores 10% of your endurance. |
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| Engineer | Tools | Major | 1 | Drop bandages and a Flamethrower or an Elixir Gun when downed. Downed damage is increased by 25%. |
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| Engineer | Tools | Major | 3 | Gain 5 seconds of retaliation when critically hit. 25 second recharge. |
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| Engineer | Explosives | Major | 3 | Drop a smoke bomb whenever you are disabled (stun, daze, knockdown, knockback, launch, float, sink, fear). This effect can trigger only once every 60 seconds. |
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| Engineer | Inventions | Minor (Master) | 0 | All heal skills recharge when health reaches 25% (90-second cooldown). |
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| Engineer | Alchemy | Major | 3 | Become immune to conditions when health is below 25%. |
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| Engineer | Inventions | Major | 2 | Turrets are self-repairing. |
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| Engineer | Alchemy | Major | 2 | Gain regeneration when using a kit. |
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| Engineer | Alchemy | Major | 1 | 5% of vitality is converted into condition damage. |
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| Engineer | Alchemy | Major | 2 | Throwing or consuming elixirs removes conditions from those affected. |
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| Engineer | Inventions | Major | 1 | You become invisible for 5 seconds when immobilized. This effect can trigger only once every 25 seconds. |
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| Engineer | Firearms | Major | 3 | Pistol shots pierce. |
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| Engineer | Alchemy | Major | 2 | Deal 15% extra damage with a Flamethrower or Elixir Gun. |
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| Engineer | Tools | Major | 1 | Turret skills use ground targeting. |
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| Engineer | Inventions | Major | 2 | The Supply Crate has extra supplies, Elixir X lasts longer, and Mortar has increased range. |
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| Engineer | Inventions | Major | 3 | Bomb explosions heal allies. |
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| Engineer | Explosives | Major | 1 | Get a 5% damage bonus when endurance is not full. |
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| Engineer | Tools | Minor (Grandmaster) | 0 | Increases damage by 10% when endurance is full. |
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| Engineer | Inventions | Major | 1 | 5% of your toughness is converted to power. |
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| Engineer | Alchemy | Minor (Grandmaster) | 0 | Deal 1% extra damage for each boon on you. |
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| Engineer | Explosives | Major | 2 | Gain 3 stacks of might for 15 seconds when you use a heal skill. This effect cannot trigger more than once every 10 seconds. |
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| Engineer | Explosives | Minor (Adept) | 0 | Creates a bomb when you dodge. |
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| Engineer | Explosives | Major | 1 | Apply a 5 second cripple to foes you hit when they are below 25% health (15-second cooldown). |
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| Engineer | Inventions | Major | 1 | Release a barrage of grenades when you take falling damage. Take 50% less damage from falling. |
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| Engineer | Explosives | Major | 2 | Improves damage from explosions by 10%. |
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| Engineer | Alchemy | Major | 1 | Elixir skills recharge 20% faster. |
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| Engineer | Firearms | Major | 2 | Flamethrower and elixir gun skills recharge 20% faster. |
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| Engineer | Explosives | Major | 1 | Bombs and mines have a larger explosion radius. |
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| Engineer | Firearms | Major | 2 | Critical hits with the rifle have a 50% chance to inflict blindness for 5 seconds. This effect cannot trigger more than once every 10 seconds. |
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| Engineer | Explosives | Major | 3 | You throw grenades 25% farther, and you throw an extra grenade with each grenade kit skill. |
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| Engineer | Firearms | Major | 1 | Rifle, pistol, and harpoon gun skills recharge 20% faster. |
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| Engineer | Alchemy | Major | 3 | All elixirs give 20 seconds of might. |
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| Engineer | Alchemy | Minor (Adept) | 0 | Drink an Elixir B at 75% health. |
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| Engineer | Explosives | Major | 1 | 100% chance to inflict burning for 4 seconds on critical hits. This effect can only trigger once every 10 seconds. |
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| Engineer | Tools | Minor (Master) | 0 | When your health reaches 25%, your toolbelt skills recharge. |
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| Engineer | Firearms | Major | 1 | 50% chance to gain swiftness for 5 seconds on critical hits. This effect cannot trigger more than once every 5 seconds. |
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| Engineer | Alchemy | Major | 1 | When you gain swiftness, you also gain 5 seconds of vigor. (Cooldown: 5 seconds) |
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| Engineer | Firearms | Major | 3 | You gain 200 Toughness while wielding a Flamethrower. In addition, gain might for 15 seconds every 3 seconds, as long as you remain in this weapon kit. |
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| Engineer | Tools | Major | 1 | Equipping a kit creates an attack or a spell. |
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| Engineer | Firearms | Major | 1 | Cripple targets for 5 seconds whenever you immobilize them. (Cooldown: 5 Seconds) |
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| Engineer | Tools | Major | 2 | Move 10% faster while using an unarmed kit. |
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| Engineer | Inventions | Minor (Adept) | 0 | Gain regeneration for 10 seconds when you are attacked while under 25% health. |
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| Engineer | Inventions | Major | 1 | Reduces damage dealt to turrets by 30%. |
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| Engineer | Firearms | Major | 2 | Burns you apply last 20% longer. |
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| Engineer | Tools | Major | 2 | Med Kit skills can be thrown. |
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| Engineer | Inventions | Minor (Grandmaster) | 0 | 10% of healing is given as a bonus to power. |
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| Engineer | Alchemy | Major | 2 | Increases elixir durations by 20%. |
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| Engineer | Inventions | Major | 2 | 25% faster movement speed in combat. |
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| Engineer | Tools | Major | 2 | The Throw Wrench and Smack skills heal turrets twice as fast, and cripple foes for 5 seconds. Tool kit skills recharge 20% faster. |
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| Engineer | Firearms | Major | 1 | 50% chance to cause vulnerability on critical hits. |
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| Engineer | Alchemy | Major | 1 | Gain protection for 3 seconds whenever you are disabled. (stun, daze, knockdown, knockback, launch, float, sink, fear). This effect can trigger once every 5 seconds. |
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| Engineer | Inventions | Major | 1 | Gain protection for 3 seconds when you are hit with a critical attack 20 second cooldown. |
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| Engineer | Inventions | Major | 2 | Gain 90 toughness while holding a shield and shield skills recharge 20% faster. |
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| Engineer | Explosives | Minor (Master) | 0 | Release a number of mines when your health is below 25%. |
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| Engineer | Firearms | Major | 2 | Improves damage for the rifle and harpoon gun by 10%. |
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| Engineer | Firearms | Major | 1 | Improves rifle, pistol, harpoon gun, and elixir gun range. |
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| Engineer | Inventions | Major | 3 | Turrets deal 15% more damage and have a longer attack range. |
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| Engineer | Tools | Major | 2 | Gain 10% critical hit chance while standing still. |
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| Engineer | Alchemy | Major | 1 | Drink an Elixir S at 25% health. This effect cannot trigger more than once every 90 seconds. |
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| Engineer | Firearms | Minor (Adept) | 0 | 30% chance to cause bleeding for 3 seconds on critical hits. |
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| Engineer | Explosives | Major | 2 | Reduces recharge for bombs and grenades by 20%. |
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| Engineer | Explosives | Major | 1 | Explosions have a 15% chance to cause bleeding. |
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| Engineer | Firearms | Major | 1 | Immobilizing a foe also applies 5 stacks of vulnerability (8 seconds) to them. |
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| Engineer | Tools | Major | 1 | Gadgets recharge 20% faster. |
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| Engineer | Tools | Major | 1 | Gain swiftness (5 seconds) whenever you equip a kit. This effect can trigger only once every 5 seconds. |
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| Engineer | Inventions | Major | 1 | You take 5% less damage when your endurance is full. |
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| Engineer | Tools | Major | 1 | Discharge a bolt of lightning whenever you use a tool belt skill. |
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| Engineer | Explosives | Minor (Grandmaster) | 0 | Explosions cause vulnerability for 5 seconds. |
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| Engineer | Firearms | Minor (Grandmaster) | 0 | 5% increased damage against bleeding foes. |
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| Engineer | Firearms | Minor (Master) | 0 | 10% increased critical-hit chance against foes with less than 50% health. |
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| Engineer | Alchemy | Minor (Master) | 0 | 8% chance to convert incoming conditions into boons. |