| toxic_gas |
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|
| Destruction |
Use this ability to destroy obstacles and ignite explosive containers.
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|
| Saber Strike |
Deals <<1>> weapon damage spread across a flurry of 3 melee attacks.
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1 |
| Battle Readiness |
Readies yourself with the Force, increasing the damage dealt by Force and Shadow Technique by 100% and reducing the rate limit of Combat Technique to 3 seconds. Lasts <<1>> seconds.
|
Shadow |
50 |
| Benevolence |
Heals a friendly target for <<1>> health.
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Sage |
10 |
| Blackout |
Increases your stealth level by 15 for 8 seconds. Only usable in stealth mode.
|
Shadow |
22 |
| Heroic Moment: Channel the Force |
Summons the Force to aid you and your companion, immediately finishing the cooldown on Force Stun and restoring 2% of maximum health every 3 seconds. Requires an active companion. Lasts 1 minute.
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|
15 |
| Combat Technique |
Assumes a combat technique, giving your attacks a 50% chance to deal <<1>> internal damage and heal you for <<2>>. This effect cannot occur more than once every 4.5 seconds. Increases your armor rating by 150%, shield chance by 15% and threat generation by 50%. While active, melee bonus damage is reduced by 5%. Requires a d
|
Shadow |
14 |
| Deflection |
Increases your ranged and melee defenses by 50% for <<1>> seconds. Requires a melee weapon.
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Shadow |
24 |
| Deliverance |
Heals a friendly target for <<1>> health.
|
Sage |
12 |
| Force Cloak |
Uses the Force to make you vanish from sight, immediately exiting combat and entering stealth mode. For <<1>> seconds, you become virtually undetectable, but all healing done and received is decreased by 100%.
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22 |
| Disturbance |
Fires a blast of telekinetic energy at the target, dealing <<1>> kinetic damage.
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Sage |
10 |
| Double Strike |
Strikes the target twice. Each hit deals <<1>> weapon damage.
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1 |
| Forcequake |
Channels the Force into the ground at the target location, causing it to quake and tremble. Up to 5 enemies within 8 meters of the target location are struck for <<1>> kinetic damage over 6 seconds and knocked off balance, reducing movement speed by 30%. In addition, standard and weak targets have a 33% chance to be knocked
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Sage |
34 |
| Force Armor |
Surrounds the target in a Force shield that absorbs a high amount of damage and lasts <<1>> seconds. Protected targets become Force-imbalanced and cannot benefit from Force Armor again for <<2>> seconds.
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Sage |
14 |
| Force Breach |
Locates and breaches the target's shatterpoint, causing an effect based on your current technique. Only usable while a technique is active. Requires a double-bladed lightsaber.
|
Shadow |
12 |
| Force of Will |
Demonstrates your force of will, immediately freeing you of all incapacitating and movement-impairing effects.
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9 |
| Force Potency |
Grants 2 charges of Force Potency, which increases the Force critical chance of your direct attacks and heals by 60% and increases the range of Telekinetic Throw to 30 meters. Each time a direct Force ability critically hits or you activate Telekinetic Throw, you lose 1 charge. Lasts 20 seconds.
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|
8 |
| Force Pull |
Uses the Force to draw the target in, instantly pulling it to your location and generating a high amount of threat. Does not work against targets in cover.
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42 |
| Force Reach |
Increases the range of Project, Telekinetic Throw, Mind Snap, Mind Crush and Force Slow by 20 meters. Also increases the duration of Force Lift to 60 seconds.
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Sage |
10 |
| Force Slow |
Deals <<1>> kinetic damage and slows the target's movement speed by 50% for <<2>> seconds.
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22 |
| Force Speed |
Increases your movement speed by 150% for <<1>> seconds. Does not break Stealth.
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16 |
| Force Studies |
Versed in the Force, your maximum Force is increased by 400.
|
Sage |
10 |
| Force Stun |
Deals <<1>> kinetic damage and stuns the target for <<2>> seconds.
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6 |
| Jedi Healer |
Reduces the cooldown of Revive by 100%.
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10 |
| Force Technique |
Assumes a Force technique, giving your attacks a 50% chance to deal <<1>> kinetic damage. This effect cannot occur more than once every 1.5 seconds. Requires a double-bladed lightsaber. Does not break Stealth.
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Shadow |
10 |
| Force Valor |
Increases the target's Strength, Aim, Willpower and Cunning by 5% and internal and elemental damage reduction by 10% for 60 minutes. If the target is a party member, all other party members are also affected.
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1 |
| Guard |
While active, the guarded player takes 5% less damage and generates 25% less threat. In addition, so long as you remain within 15 meters of the guarded player, 50% of all incoming damage from enemy players is transferred back to you. Requires Combat Technique.
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Shadow |
14 |
| Martial Studies |
Increases the rate at which your Force regenerates by 3 per second.
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| Meditation |
Allows you to pause and meditate to restore your health and Force. Damage causes this effect to end prematurely. Cannot be used during combat.
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|
1 |
| Mind Crush |
Crushes the target's mind with the Force, instantly dealing <<1>> kinetic damage and an additional <<2>> kinetic damage over <<3>> seconds.
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14 |
| Mind Control |
Controls the mind of the target, forcing it to attack you for <<1>> seconds. Player targets deal 30% less damage when attacking anyone other than you. Lasts <<1>> seconds.
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Shadow |
16 |
| Mind Maze |
Confuses the target, leaving it bewildered and unable to act for <<1>> seconds. Damage will break the effect prematurely. This ability is only usable in stealth mode and cannot be used against a target in combat. Only one target can be incapacitated at any given time. Cannot be used on droids.
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Shadow |
20 |
| Mind Snap |
Interrupts the target's current action and prevents that ability from being used for 4 seconds.
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18 |
| Noble Sacrifice |
Sacrifices 15% of your maximum health to restore 8% of your maximum Force. Each time this ability is used, your Force regeneration rate is reduced by 25% for the next 10 seconds. Stacks up to 4 times.
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Sage |
20 |
| Project |
Throws debris at the target, dealing <<1>> kinetic damage. Standard and weak targets are additionally stunned for <<2>>.
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1 |
| Rescue |
Lowers the target's threat by a moderate amount and, if the target is a party member, pulls the target to your location.
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Sage |
42 |
| Resilience |
Removes all hostile removable effects and increases your chance to resist Force and tech attacks by 100% for <<1>> seconds. Does not break Stealth.
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Shadow |
36 |
| Restoration |
Cleanses a friendly target of up to 2 negative mental or Force effects.
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Sage |
24 |
| Revival |
Revives an incapacitated ally. This ability is usable while in combat. When used, all party members can neither use nor be the target of an in-combat revival for the next 5 minutes.
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50 |
| Shadow's Training |
Increases your total Endurance by 5 per rank, and increases the base damage dealt by Project by 25%.
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Shadow |
10 |
| Shadow Strike |
Deals <<1>> weapon damage to a single target. Only usable from behind the target. Requires a double-bladed lightsaber.
|
Shadow |
10 |
| Force Wave |
Deals <<1>> kinetic damage and knocks back all enemies within 8 meters. Standard and weak enemies are additionally knocked down for 3 seconds.
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3 |
| Cloud Mind |
Clouds the minds of your enemies, instantly lowering your threat by a moderate amount.
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Sage |
30 |
| Force Lift |
Lifts the target helplessly into the air, preventing all action for up to <<1>> seconds. Non-player, non-standard and non-weak targets heal rapidly while lifted out of harm's way. Damage will break the effect prematurely.
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4 |
| Stealth |
Enters stealth mode, making your movements difficult to detect but slowing movement speed to 85% of normal. Your companion will not react to enemy attacks while in stealth. Most hostile actions will end the effect prematurely. Cannot be used in combat.
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Shadow |
10 |
| Telekinetic Throw |
Hurls a volley of debris at the target, dealing <<1>> kinetic damage and slowing movement speed by 50%. Standard and weak targets are immobilized for the duration.
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2 |
| Unity |
Unifies you and your companion through the Force, reducing the damage you both take by 50% for <<1>> seconds.
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46 |
| Weaken Mind |
Weakens the target's mind, dealing <<1>> internal damage over <<2>> seconds.
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Sage |
16 |
| Whirling Blow |
Deals <<1>> weapon damage to up to 5 nearby targets.
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Shadow |
26 |
| Feedback |
While protected by your own Force Armor, whenever the ability absorbs damage, it smashes the attacker for moderate kinetic damage. This effect cannot occur more than once every 3 seconds.
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| Forcequake |
Channel the force into the ground at the target location, causing it to quake and tremble. All enemies within 8 meters of the target location are struck for <1> kinetic damage every second for 6. Each second, the forcequake has a 33% chance to knock affected targets down. Each target can only be knocked down once by the sam
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34 |
| Force Strike |
Deals <1[%d/%d/%d]> weapon damage and makes your next Mind Crush activate instantly and cost 100% less force. Can only be used on a target affected by one or more of your periodic effects. Requires a melee weapon.
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| Salvation |
Heals the target for <1[%d/%d/%d]> every second for 3 seconds. All allies within 8 meters of the target will be healed for <2[%d/%d/%d]> per second for the same duration.
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1 |
| Sever Force |
Sever the target's link with the force, dealing <1[%d/%d/%d]> internal damage and reducing the effect of all incoming heals by 20% for <2[%d/%d/%d]> seconds.
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1 |
| Unity |
Unifies you and your companion through the force, allowing your companion to bear 50% of the damage you would suffer for the next <1[%d/%d/%d]> seconds.
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46 |
| Adjudication |
Increases the critical strike damage dealt by Double Strike by <<1>>%.
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| Assertion |
Increases the duration of Mind Crush by <<1>> seconds.
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| Containment |
Lowers the activation time of Force Lift by <<1>>%. In addition, when your Force Lift breaks early from damage, the target is stunned for <<2>>.
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| Critical Kinesis |
Increases the critical chance of Telekinetic Throw and Disturbance by <<1>>%.
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| Focused Insight |
Causes your periodic damaging abilities that critically hit to restore <<1>>% of your total health.
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| Force in Balance |
Deals <<1>> internal damage to up to 3 targets within 8 meters of the targeted area and heals you for 1% of maximum health for each target struck.
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1 |
| Force Strike |
Melee attacks that strike a target affected by your Force Technique's Breach effect have a <<1>>% chance to finish the cooldown on Mind Crush and make your next Mind Crush activate instantly and cost 100% less Force. This effect cannot occur more than once every 7.5 seconds.
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| Force Synergy |
Force critical hits increase your melee critical chance by <<1>>% for <<2>> seconds.
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| Mental Potency |
Reduces the Force cost of Force in Balance by <<1>>%.
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| Mental Scarring |
Increases the critical damage bonus of Force in Balance and your periodic damage abilities by <<1>>%.
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| Presence of Mind |
When your Telekinetic Throw deals damage, you have a <<1>>% chance to gain Presence of Mind, causing your next Disturbance or Mind Crush to activate instantly and deal 20% more damage.
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| Psychic Absorption |
Increases the amount of healing generated by Force in Balance and Focused Insight by <<1>>%.
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| Psychic Barrier |
Reduces the pushback suffered while activating Mind Crush and Telekinetic Throw by <<1>>%. In addition, each time your Telekinetic Throw deals damage, you have a <<2>>% chance to recover 1% of your total Force.
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| Psychokinesis |
Reduces the Force cost of Double Strike by <<1>> and Project by <<2>>.
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| Pinning Resolve |
Reduces the cooldown of Force Stun by <<1>> seconds. In addition, your Force Lift affects up to <<2[%d additional standard or weak enemies/%d additional standard or weak enemy/%d additional standard or weak enemies]>> within 8 meters of the target.
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| Sever Force |
Weakens the target, freezing it in place for <<2>> seconds and dealing <<1>> internal damage over <<3>> seconds.
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1 |
| Sharpened Mind |
Consuming a Force Suppression charge restores <<1>> Force.
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| Force Suppression |
Force in Balance now suppresses resistance to the Force, increasing the amount of damage the targets suffer from your next 10 periodic damaging abilities by <<1>>%. Lasts <<2>> seconds.
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| Telekinetic Balance |
Telekinetic Throw no longer has a cooldown.
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| Twin Disciplines |
Project has a <<1>>% chance to increase your melee bonus damage by 10% for <<2>> seconds.
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| Upheaval |
When you activate Project, you have a <<1>>% chance to project an additional chunk of debris at the target, dealing 50% of normal damage.
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| Will of the Jedi |
Increases total Willpower by <<1>>%.
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| Applied Force |
Increases the damage dealt by Double Strike, Whirling Blow and Clairvoyant Strike by <<1>>%.
|
Combat |
|
| Bombardment |
Increases the threat and damage dealt by Project by <<1>>%.
|
Combat |
|
| Double-bladed Saber Defense |
When you successfully shield, parry or deflect an attack, you recover <<1>>% of your total Force. This effect cannot occur more than once a second. In addition, your melee and ranged defenses are increased by <<2>>%.
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Combat |
|
| Elusiveness |
Reduces the cooldown of Force Speed by <<1>> seconds and Resilience by <<2>> seconds.
|
Combat |
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| Expertise |
Increases the damage dealt by your techniques by <<1>>%.
|
Combat |
|
| Force Break |
Increases the damage dealt by Combat Technique's Force Breach by <<1>>% and Slow Time by <<2>>%.
|
Combat |
|
| Guarded by the Force |
Spends 50% of current health to grant 99% damage reduction for 5 seconds.
|
Combat |
38 |
| Impact Control |
Increases your shield absorption by <<1>>%. In addition, when you activate Battle Readiness while Combat Technique is active, you instantly heal for <<2>>% of your total health.
|
Combat |
|
| Kinetic Ward |
Erects a kinetic ward with 8 charges that increases your shield chance by 15% for <<1>> seconds. Each time you successfully shield, Kinetic Ward loses 1 charge. Does not break Stealth.
|
Combat |
1 |
| Mental Fortitude |
Increases total Endurance by <<1>>%.
|
Combat |
|
| Mind Over Matter |
Activating Force Speed now removes all movement-impairing effects, and your Resilience now lasts <<1>> seconds longer.
|
Combat |
|
| Nerve Wracking |
Targets controlled by your Spinning Kick or Force Stun take <<1>>% more damage from all sources.
|
Combat |
|
| One with the Force |
Increases the rate at which your Force regenerates by <<1>>%.
|
Combat |
|
| Particle Acceleration |
While Combat Technique is active, damage dealt by Double Strike, Whirling Blow, and Spinning Strike has a <<1>>% chance to finish the cooldown on Project and make your next Project a critical hit. Accelerated Projects that consume a charge of Force Potency deal an additional <<2>>% critical damage.
|
Combat |
|
| Rapid Recovery |
Increases the chance your Combat Technique applies its effects by <<1>>%.
|
Combat |
|
| Shadowsight |
Increases your stealth detection level by <<1>> and defense by <<2>>%.
|
Combat |
|
| Slow Time |
Slows the passage of time for up to 5 targets, dealing <<1>> kinetic damage, decreasing the damage all targets deal by 5%, and slowing the movement speed of all targets by 30%. This ability generates a high amount of threat. Lasts <<2>> seconds.
|
Combat |
1 |
| Spinning Kick |
Performs a spin kick that deals <<1>> kinetic damage and knocks the target down for <<2>> seconds. Only usable in stealth mode.
|
Shadow |
42 |
| Stasis |
Increases armor by <<1>>% and allows Spinning Kick to be used while out of stealth mode.
|
Combat |
1 |
| Technique Mastery |
Improves the effect of your techniques while they're active:
|
Combat |
|
| Celerity |
Lowers the cooldown of Mind Snap by <<1>> and Force of Will by <<2>> seconds.
|
Shadow |
|
| Circling Shadows |
Increases the critical strike damage dealt by Shadow Strike by <<2>>%. In addition, Double Strike, Spinning Strike and Clairvoyant Strike have a <<1>>% chance to grant Circling Shadows while Shadow Technique is active, reducing the Force cost of your next Project by 25%. Stacks up to 2 times.
|
Shadow |
|
| Clairvoyant Strike |
Strikes the target twice, dealing <<1[$d point/$d point/$d points]>> weapon damage for each hit. Each use of this ability increases the damage dealt by your next Project by 15%. Stacks up to 2 times.
|
Shadow |
1 |
| Deep Impact |
Increases the critical strike damage dealt by your Force Breach effects and Project by <<1>>%.
|
Shadow |
|
| Exit Strategy |
When your Shadow Technique deals damage, you have a <<1>>% chance to formulate an exit strategy, increasing the damage dealt by your next Shadow Technique's Force Breach by 6%. Stacks up to 5 times.
|
Shadow |
|
| Fade |
Lowers the cooldown of Blackout by <<1>> and Force Cloak by <<2>>.
|
Shadow |
|
| Infiltration Tactics |
Direct damage attacks have a <<1>>% chance to grant Find Weakness, causing your next Shadow Strike to ignore 50% of the target's armor and cost 50% less Force. Cannot occur more than once every 10 seconds.
|
Shadow |
|
| Kinetic Field |
Reduces damage taken from area effects by <<1>>%.
|
Shadow |
|
| Low Slash |
Slashes the target low, dealing <<1>> weapon damage and incapacitating the target for 4 seconds. Damage causes this effect to end prematurely. Requires a double-bladed lightsaber.
|
Shadow |
1 |
| Masked Assault |
Blackout can now be used out of stealth mode, granting 6 seconds of Shadow's Respite and restoring <<1>> Force. In addition, Force Cloak no longer reduces healing done and received.
|
Shadow |
|
| Misdirection |
Increases your effective stealth level by <<1>> and movement speed by <<2>>%.
|
Shadow |
|
| Profundity |
When your Shadow Technique deals damage, you have a <<1>>% chance to recover 10 Force. This effect cannot occur more than once every 10 seconds.
|
Shadow |
|
| Security Breach |
Reduces the cooldown of Force Breach by <<1>> seconds.
|
Shadow |
|
| Shadow's Respite |
While in stealth mode and for 6 seconds after leaving stealth mode, Force regeneration is increased by <<1>>%.
|
Shadow |
|
| Shadowy Veil |
Increases your armor rating by <<1>>% while Shadow Technique or Force Technique is active.
|
Shadow |
|
| Shadow Technique |
Assumes a shadow technique, giving your attacks a 25% chance to deal <<1>> internal damage. This effect cannot occur more than once every 1.5 seconds. Requires a double-bladed lightsaber. Does not break Stealth.
|
Shadow |
1 |
| Situational Awareness |
Reduces the Force cost of Whirling Blow by <<1>>, and reduces the cooldown of Battle Readiness by <<2>> seconds.
|
Shadow |
|
| Subduing Techniques |
Increases the duration of Force Slow and reduces the cooldown of Force Slow by <<1>> seconds.
|
Shadow |
|
| Vigor |
Increases your total Force by <<1>>.
|
Shadow |
|
| Clairvoyance |
Increases your bonus healing by <<1>>% and chance to hit with all abilities by <<2>>%
|
Sage |
|
| Confound |
Targets affected by your Weaken Mind are slowed by <<1>>% for its duration.
|
Sage |
|
| Conveyance |
Rejuvenate has a <<1>>% chance to grant Conveyance, which increases the effect of your next healing ability:
|
Sage |
|
| Egress |
Force Armor increases the target's movement speed by <<1>>% for <<2>> seconds.
|
Sage |
|
| Force Shelter |
Increases the duration of Rejuvenate by <<1>> seconds. In addition, Rejuvenate has a <<2>>% chance to apply the Force Shelter effect to its targets, increasing armor rating by 10% for the duration of Rejuvenate.
|
Sage |
|
| Foresight |
Reduces the pushback suffered while activating healing abilities by <<1>>% and lowers the threat generated by healing abilities by <<2>>%.
|
Sage |
|
| Pain Bearer |
Increases all healing received by <<1>>%.
|
Sage |
|
| Healing Trance |
Heals a target for <<1>> immediately and a further <<1>> per second for 3 seconds.
|
Sage |
1 |
| Immutable Force |
Reduces the activation time of Deliverance by <<1>> seconds.
|
Sage |
|
| Kinetic Collapse |
Your Force Armor has a (50/100)% chance to explode in a concussive wave when it ends, incapacitating all nearby enemies for 3 seconds. Damage causes this effect to end prematurely.
|
Sage |
|
| Mend Wounds |
Lowers the Force cost of Restoration by <<1>>. In addition, Restoration now removes negative physical effects and heals the target for <<2>>.
|
Sage |
|
| Penetrating Light |
Increases the Force critical chance by <<1>>%.
|
Sage |
|
| Preservation |
Reduces the Force cost of Force Armor by <<1>> and reduces the cooldown of Force Armor by <<2>> seconds.
|
Sage |
|
| Psychic Suffusion |
Increases the damage and healing of area effect abilities by <<1>>%.
|
Sage |
|
| Rejuvenate |
Immediately heals a target for a <<1[$d point/$d point/$d points]>>, plus an additional <<2>> over <<3>> seconds.
|
Sage |
1 |
| Kinetic Collapse |
Your Force Armor has a <<1>>% chance to explode in a concussive wave when it ends, incapacitating all nearby enemies for 3 seconds. Damage causes this effect to end prematurely.
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|
| Resplendence |
Healing Trance critical hits have a <<2>>% chance to make the next Noble Sacrifice activate without degenerating Force.
|
Sage |
|
| Salvation |
Heals up to 8 allies that remain within 8 meters of the targeted area for <<2>> over <<3>> seconds.
|
Sage |
1 |
| Serenity |
Increases your Force critical hit chance by <<1>>% and reduces all damage taken by <<2>>%.
|
Sage |
|
| Valiance |
Reduces the health spent by Noble Sacrifice by <<1>>%.
|
Sage |
|
| Wisdom |
Increases total Presence by <<1>>% and all healing done by <<2>>%.
|
Sage |
|
| Blockout |
Lowers the cooldown of Force Lift by <<1>> seconds and increases the lockout duration of Mind Snap by <<2>> seconds.
|
Sage |
|
| Clamoring Force |
Increases the damage dealt by Disturbance, Mind Crush, Telekinetic Wave and Turbulence by <<1>>%.
|
Sage |
|
| Concentration |
Reduces the pushback suffered while activating Disturbance, Telekinetic Wave and Turbulence by <<1>>%. In addition, Disturbance has a <<2>>% chance to increase your Force regeneration rate by 10% for 10 seconds. Stacks up to 3 times.
|
Sage |
|
| Disturb Mind |
Increases the duration of Weaken Mind by <<2>> seconds.
|
Sage |
|
| Telekinetic Defense |
Increases the amount absorbed by your Force Armor by <<1>>%.
|
Sage |
|
| Force Wake |
Force Wave has a <<1>>% chance to unbalance its targets, immobilizing them for 5 seconds. Damage dealt after 2 seconds ends the effect prematurely.
|
Sage |
|
| Inner Strength |
Reduces the Force cost of Force attacks and healing abilities by <<1>>%.
|
Sage |
|
| Mental Alacrity |
Grants <<1>>% alacrity for <<2>> seconds.
|
Sage |
1 |
| Mental Longevity |
Increases your total Force by <<1>>.
|
Sage |
|
| Mind's Eye |
Increases the maximum range of Disturbance, Telekinetic Wave and Turbulence by <<1>> meters.
|
Sage |
|
| Psychic Projection |
Weaken Mind critical hits have a <<1>>% chance to grant Psychic Projection, causing your next Telekinetic Throw to channel and tick twice as fast. This effect cannot occur more than once every 10 seconds.
|
Sage |
|
| Psychic Propulsion |
Force Speed has a <1[%d/%d/%d]>% chance to remove all movement impairing effects when used and grant immunity to those effects for its duration.
|
Sage |
|
| Reverberation |
Increases the critical damage bonus of your Weaken Mind, Telekinetic Wave and Turbulence by <<1>>%.
|
Sage |
|
| Telekinetic Wave |
Sends a wave of telekinetic energy that deals <<1[$d point/$d point/$d points]>> kinetic damage to up to 5 targets within 8 meters of the primary target.
|
Sage |
1 |
| Telekinetic Effusion |
Force attacks that critically hit have a <<1>>% chance to grant Telekinetic Effusion, lowering the Force cost of your next two Force abilities by 50%. Additionally reduces the cooldown of Force Speed by <<2>> seconds.
|
Sage |
|
| Telekinetic Momentum |
When you activate Disturbance or Telekinetic Wave, there is a <<1>>% chance the ability will produce a second attack that strikes the same targets for 30% damage.
|
Sage |
|
| Tidal Force |
Your Disturbance has a <<1>>% chance and your Forcequake has a <<2>>% chance when dealing damage to grant Tidal Force, immediately finishing the cooldown on Telekinetic Wave and reducing the activation time of your next Telekinetic Wave by 100%. This effect cannot occur more than once every 10 seconds.
|
Sage |
1 |
| Tremors |
Your Telekinetic Momentum causes tremors that increase your Force bonus damage by <<1>>% for 30 seconds. Stacks up to 3 times.
|
Sage |
|
| Turbulence |
Deals <<1[$d point/$d point/$d points]>> internal damage to a single target. Turbulence automatically critically hits targets affected by your Weaken Mind.
|
Sage |
1 |
| Destroying... |
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|
|
| Resetting Guardian Hold Start Up Commands |
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| Channeling the Force |
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|
|
| Use Forklift |
Instantly uses the placeable and triggers the On Use hook.
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|
| Purging Gas |
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|
| Activate Droid |
Instantly uses the placeable and triggers the On Use hook.
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|
| Killik Pheromone Grenade |
This ability is used by the Ulgo Killik Controllers. Places a buff on the target that does an aggro pulse on nearby killiks.
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|
1 |
| Injured on Spawn |
UTILITY: NPC spawns in at 50% health.
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| Disease |
You feel quite ill.
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|
| Engineer Aggro |
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| Dispel Is Uncon |
not used
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| Dispel Uncon |
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| Is Uncon |
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| Shielded Master Yuon Par |
The act of shielding Master Yuon Par from the effects of the plague has left you in a weakened state. Strength decreased by 10%.
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| Weakened Soul |
The Noetikon of Questions has affected your mind, leaving you drained and weary. Willpower decreased by 5%.
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| Buff Correct Scannable Smuggler |
This ability marks the Black Sun Smuggler as scannable for the quest, and he's the correct one that is transporting the Noetikon of Light inside himself.
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| Buff Is Scannable Npc |
Marks the NPC as being a scannable NPC for the purposes of error message returns when using the Scanner item.
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| Buff Wrong Scannable Smuggler |
This ability marks the Black Sun Smuggler as scannable for the quest, but he's not the correct one that is transporting the Noetikon of Light inside himself.
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| Scanning for Contraband |
Scans Black Sun Smugglers for Jedi contraband.
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| Dispel Healcheck |
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| health_check_25 |
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| health_check_50 |
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| heal_target |
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| debuff_shielded_duras_fain |
The act of shielding Master Duras Fain from the effects of the plague has left you in a weakened state. Willpower and Presence are reduced by 15%.
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| force_wave |
Up to 20 enemies within 15m of the Knight will take high Force damage and have their movement speed reduced to 50% for 15s.
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| Dispel Revivalist Buff |
This ability is used by any player that chooses to exit the attis station instance. It removes the powerful buff which needs to only be present when inside the instance.
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| onspawn_tasandra_death |
This ability activates Tasandra's dying breath, which happens when she reaches 5% or less HP. This causes the 5 NPCs that are helping the player to instantly die. This helps the fiction of the instance so that these NPCs are not left behind.
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| Revivalist Buff |
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| Droid Detonation Device |
Use to detonate sabotaged probe and maintanance droids.
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| Force Lift |
You are focusing all of your enegy on lifting the binary load lifter.
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| Lift |
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| Channeling the Force |
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| Throw |
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| Buff Worker Sick |
This is a hidden buff that says that the workers are sick.
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| Debuff Worker Sick |
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| Hidden Debuff |
This allows the Apply Damage debuff to deal damage. Hidden Buff.
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| Gas Exposure |
Exposure to concentrated amounts of Taris's toxic airborn polutants burn your lungs and cause painful welts. Maximum health is lowered by 25%.
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| Gas Dispel |
You are no longer breathing in the gas.
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| Buff Cave Collapse |
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| Dispel Cave Buff |
This ability simply removes the cave in buff from the player.
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| Cleansing Flame |
The Guardian has punished you for your weakness with a cleansing fire.
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| Crippling Pain |
The Wounded Twi'lek passed his suffering on to you. You can move, but only with extreme pain.
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| Cyanogen Gas Poisoning |
You have been poisoned by the Cyanogen Gas trap. Maximum health reduced by 25%.
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