- Raking Fire
+{damage:%s} Damage when shooting Enemies in the back.
- Raking Fire
+{damage:%s} Damage when shooting Enemies in the back.
- Raking Fire
+{damage:%s} Damage when shooting Enemies in the back.
- Run 'n' Gun
You can Hipfire with this weapon while Sprinting.
- Run 'n' Gun
You can Hipfire with this weapon while Sprinting.
- Run 'n' Gun
You can Hipfire with this weapon while Sprinting.
- Run 'n' Gun
You can Hipfire with this weapon while Sprinting.
- Run 'n' Gun
You can Hipfire with this weapon while Sprinting.
- Run 'n' Gun
You can Hipfire with this weapon while Sprinting.
- Run 'n' Gun
You can Hipfire with this weapon while Sprinting.
- Run 'n' Gun
You can Hipfire with this weapon while Sprinting.
- Charmed Reload
+{bullet_amount:%s} bullets loaded from Reserve on Critical Hit.
- Supercharge
+{rend:%s} Rending on Energised Hit.
- Supercharge
+{rend:%s} Rending on Energised Hit.
- Shattering Detonation
+{rend:%s} Rending on Critical Hit (explosion only)
- Perforate
+{rend:%s} Rending (Armoured Enemies) on Repeated Hit.
- Shattering Impact
Target receives {stacks:%s} Stacks of {rending:%s} Brittleness on direct projectile hit. Lasts {time:%s}s
- Shattering Impact
Target receives {stacks:%s} Stacks of {rending:%s} Brittleness on direct projectile hit. Lasts {time:%s}s
- Shattering Impact
Target receives {stacks:%s} Stacks of {rending:%s} Brittleness on direct projectile hit. Lasts {time:%s}s
- Shattering Impact
Target receives {stacks:%s} Stacks of {rending:%s} Brittleness on direct projectile hit. Lasts {time:%s}s
- Can Opener
Target receives {stacks:%s} stacks of {rending:%s} Brittleness on weapon special hit. Lasts {time:%s}s
- Bloodletter
+{stacks:%s} Bleed Stacks from Special Attacks.
- Bloodletter
+{stacks:%s} Bleed Stacks from Special Attacks.
- Bloodletter
+{stacks:%s} Bleed Stacks from Special Attacks.
- Flechette
+{stacks:%s} Bleed Stacks on Critical Hit.
- Flesh Tearer
+{stacks:%s} Bleed Stacks on Critical Hit.
- Flechette
+{stacks:%s} Bleed Stacks on Critical Hit.
- Lacerate
+{stacks:%s} Bleed Stacks on non-Weak Spot Hits.
- Ignite
+{proc_chance:%s} chance of +Burn {stacks:%s} on Special Attack (Mainstay Enemies).
- Ignite
+{proc_chance:%s} chance of +Burn {stacks:%s} on Special Attack (Mainstay Enemies).
- Infernus
+{stacks:%s} Burn Stack(s) on Critical Hit to a maximum of {max_stacks:%s} Stack(s).
- Infernus
+{stacks:%s} Burn Stack(s) on Critical Hit to a maximum of {max_stacks:%s} Stack(s).
- Infernus
+{stacks:%s} Burn Stack(s) on Critical Hit to a maximum of {max_stacks:%s} Stack(s).
- Infernus
+{stacks:%s} Burn Stack(s) on Critical Hit to a maximum of {max_stacks:%s} Stack(s).
- Deflector
This weapon Blocks both Melee and Ranged attacks. Additionally, Block Cost is reduced by {block_cost:%s}.
- Wrath
+{cleave:%s} Cleave on Hit. Stacks {stacks:%s} times.
- Wrath
+{cleave:%s} Cleave on Hit. Stacks {stacks:%s} times.
- Wrath
+{cleave:%s} Cleave on Hit. Stacks {stacks:%s} times.
- Wrath
+{cleave:%s} Cleave on Hit. Stacks {stacks:%s} times.
- Wrath
+{cleave:%s} Cleave on Hit. Stacks {stacks:%s} times.
- Shred
+{crit_chance:%s} Bonus Critical Chance on Chained Hit. Stacks {stacks:%s} times.
- Shred
+{crit_chance:%s} Bonus Critical Chance on Chained Hit. Stacks {stacks:%s} times.
- Shred
+{crit_chance:%s} Bonus Critical Chance on Chained Hit. Stacks {stacks:%s} times.
- Shred
+{crit_chance:%s} Bonus Critical Chance on Chained Hit. Stacks {stacks:%s} times.
- Shred
+{crit_chance:%s} Bonus Critical Chance on Chained Hit. Stacks {stacks:%s} times.
- Shred
+{crit_chance:%s} Bonus Critical Chance on Chained Hit. Stacks {stacks:%s} times.
- Shred
+{crit_chance:%s} Bonus Critical Chance on Chained Hit. Stacks {stacks:%s} times.
- Decimator
Continuously chaining more than 2 attacks gives +{power_level:%s} Power. Stacks {stacks:%s} times.
- Decimator
Continuously chaining more than 2 attacks gives +{power_level:%s} Power. Stacks {stacks:%s} times.
- Decimator
Continuously chaining more than 2 attacks gives +{power_level:%s} Power. Stacks {stacks:%s} times.
- Executor
+{power_level:%s} Power Level on Repeated Weak Spot Hit. Stacks {stacks:%s} times.
- Executor
+{power_level:%s} Power Level on Repeated Weak Spot Hit. Stacks {stacks:%s} times.
- Exorcist
Quell {warp_charge:%s} of Peril on Repeated Weak Spot Hit.
- Showstopper
{proc_chance:%s}% chance Elite and Special enemies Explode on kill.
- Rupture
+{proc_chance:%s}% chance enemy Explodes if killed by Special Attack.
- Rupture
+{proc_chance:%s}% chance enemy Explodes if killed by Special Attack.
- Ripper Rounds
Shots Cleave and never Explode vs Unarmoured targets.
- Man-Stopper
Increased Cleave on Critical Hit.
- Dumdum
+{damage:%s} Close Range damage on Repeated Hit. Stacks {stacks:%s} times.
- Dumdum
+{damage:%s} Close Range damage on Repeated Hit. Stacks {stacks:%s} times.
- Dumdum
+{damage:%s} Close Range damage on Repeated Hit. Stacks {stacks:%s} times.
- Trauma
+{impact:%s} Impact for {time:%s} seconds on Repeated Hit. Stacks {stacks:%s} times.
- Trauma
+{impact:%s} Impact for {time:%s} seconds on Repeated Hit. Stacks {stacks:%s} times.
- Trauma
+{impact:%s} Impact for {time:%s} seconds on Repeated Hit. Stacks {stacks:%s} times.
- Trauma
+{impact:%s} Impact for {time:%s} seconds on Repeated Hit. Stacks {stacks:%s} times.
- Trauma
+{impact:%s} Impact for {time:%s} seconds on Repeated Hit. Stacks {stacks:%s} times.
- Hit & Run
Immune to Ranged Attacks for {time:%s}s on Close Range Kill.
- Hit & Run
Immune to Ranged Attacks for {time:%s}s on Close Range Kill.
- Hit & Run
Immune to Ranged Attacks for {time:%s}s on Close Range Kill.
- Hit & Run
Immune to Ranged Attacks for {time:%s}s on Close Range Kill.
- Ghost
Immune to Ranged Attacks for {time:%s}s on Weak Spot Hit.
- Ghost
Immune to Ranged Attacks for {time:%s}s on Weak Spot Hit.
- Ghost
Immune to Ranged Attacks for {time:%s}s on Weak Spot Hit.
- Surgical
+{crit_chance:%s} Critical Chance for every {time:%s} second while aiming. Stacks {stacks:%s} times. Discharges all stacks upon firing.
- Surgical
+{crit_chance:%s} Critical Chance for every {time:%s} second while aiming. Stacks {stacks:%s} times. Discharges all stacks upon firing.
- Surgical
+{crit_chance:%s} Critical Chance for every {time:%s} second while aiming. Stacks {stacks:%s} times. Discharges all stacks upon firing.
- Surgical
+{crit_chance:%s} Critical Chance for every {time:%s} second while aiming. Stacks {stacks:%s} times. Discharges all stacks upon firing.
- Surgical
+{crit_chance:%s} Critical Chance for every {time:%s} second while aiming. Stacks {stacks:%s} times. Discharges all stacks upon firing.
- Crucian Roulette
+{crit_chance:%s} Critical Chance for each expended round in your weapon (resets on reload).
- Crucian Roulette
+{crit_chance:%s} Critical Chance for each expended round in your weapon (resets on reload).
- Point Blank
+{crit_chance:%s} Ranged Critical Chance after Melee Kill for {time:%s} seconds.
- Shrapnel
+{crit_chance:%s} Critical Chance for each Enemy Hit by the Blast.
- Scattering Strike
Cleaving trough several enemies with gauntlet melee attack increases crit chance by {crit_chance:%s} for {time:%s} seconds.
- Alpha Strike
+{crit_chance:%s} Critical Chance on first Hit from a Salvo.
- Purge
Hitting multiple enemies increases critical hit chance by {crit_chance:%s} for {time:%s} seconds.
- Scattershot
+{crit_chance:%s} Critical Chance for each Enemy Hit by your previous attack. Stacks {stacks:%s} times.
- Quake Shot
+{crit_chance:%s} for {time:%s}s on hitting Armour.
- Bash
+{crit_chance:%s} Critical Chance for {time:%s}s on Pushing Enemies.
- Gets Hot!
Up to +{crit_chance:%s} Critical Chance (scales on Heat Level).
- Deadly Accurate
+{crit_weakspot_damage:%s} Critical Weak Spot Damage.
- Deadly Accurate
+{crit_weakspot_damage:%s} Critical Weak Spot Damage.
- No Respite
Up to +{damage:%s} Damage on Hit (Staggered Enemy), scaling with Stagger.
- No Respite
Up to +{damage:%s} Damage on Hit (Staggered Enemy), scaling with Stagger.
- Agile
Refreshed Dodge Efficiency on Weak Spot Hit.
- Riposte
+{crit_chance:%s} Critical Chance for {time:%s}s on successful Dodge.
- Riposte
+{crit_chance:%s} Critical Chance for {time:%s}s on successful Dodge.
- Riposte
+{crit_chance:%s} Critical Chance for {time:%s}s on successful Dodge.
- Riposte
+{crit_chance:%s} Critical Chance for {time:%s}s on successful Dodge.
- Precognition
+{damage:%s} Finesse Damage for {time:%s}s on successful Dodge.
- Precognition
+{damage:%s} Finesse Damage for {time:%s}s on successful Dodge.
- Precognition
+{damage:%s} Finesse Damage for {time:%s}s on successful Dodge.
- Surge
{value:%s} Shots on Critical Hit.
- Surge
{value:%s} Shots on Critical Hit.
- Superiority
+{power_level:%s} Power for {time:%s} s on Elite Kill. Stacks {stacks:%s} times, deteriorating one at a time.
- Power Surge
+1 Explosion on Energised Hit (Armoured Enemies).
- Power Cycler
+{extra_hits:%s} Extra Chained Energised Hits.
- Onslaught
Chaining Charged Attacks reduces their Charge Time by {charge_time:%s}. Stacks {stacks:%s} times.
- Warp Flurry
{charge_time:%s} Charge Time on Chained Secondary Attack. Stacks {stacks:%s} times.
- Warp Flurry
{charge_time:%s} Charge Time on Chained Secondary Attack. Stacks {stacks:%s} times.
- Warp Flurry
{charge_time:%s} Charge Time on Chained Secondary Attack. Stacks {stacks:%s} times.
- Warp Flurry
{charge_time:%s} Charge Time on Chained Secondary Attack. Stacks {stacks:%s} times.
- Quickflame
+{reload_speed:%s} Reload Speed if empty.
- Efficiency
+{ammo:%s} Reduced Ammo use after not shooting for {time:%s}s.
- Sustained Fire
+{damage:%s} Damage on Third and Fourth shots in a Salvo.
- Sustained Fire
+{damage:%s} Damage on Third and Fourth shots in a Salvo.
- Sustained Fire
+{damage:%s} Damage on Third and Fourth shots in a Salvo.
- Sustained Fire
+{damage:%s} Damage on Third and Fourth shots in a Salvo.
- Sustained Fire
+{damage:%s} Damage on Third and Fourth shots in a Salvo.
- Sustained Fire
+{damage:%s} Damage on Third and Fourth shots in a Salvo.
- Sustained Fire
+{damage:%s} Damage on Third and Fourth shots in a Salvo.
- Punishing Salvo
+{damage:%s} Damage on Third and Fourth shots in a Salvo.
- Punishing Salvo
+{damage:%s} Damage on Third and Fourth shots in a Salvo.
- Adhesive Charge
Your Grenades stick to Ogryns and Monstrosities
- Bloodthirsty
+{crit_chance:%s} Critical Chance on Special Attack Kill.
- Bloodthirsty
+{crit_chance:%s} Critical Chance on Special Attack Kill.
- Bloodthirsty
+{crit_chance:%s} Critical Chance on Special Attack Kill.
- Bloodthirsty
+{crit_chance:%s} Critical Chance on Special Attack Kill.
- Mighty Blow
Guaranteed Stagger (Next Attack) on Critical Hit.
- Mighty Blow
Guaranteed Stagger (Next Attack) on Critical Hit.
- Haymaker
+{proc_chance:%s} to Instakill human-sized enemies on Chained Heavy Hit. Stacks {stacks:%s} times.
- Haymaker
+{proc_chance:%s} to Instakill human-sized enemies on Chained Heavy Hit. Stacks {stacks:%s} times.
- Shock & Awe
-{hit_mass:%s} Enemy Hit Mass for {time:%s}s on Kill.
- Heavy Handed
-{stagger_reduction:%s} Target Stagger Resistance for {time:%s}s on Special Action Hit.
- Batter
-{stagger_reduction:%s} Target Stagger Resistance for {time:%s}s on Weak Spot Special Action Hit.
- Crump!
-Target {stagger_reduction:%s} Stagger Resistance on Weak Spot Hit.
- Crump!
-Target {stagger_reduction:%s} Stagger Resistance on Weak Spot Hit.
- Fan the Flames
Primary Attack ignores {stagger_reduction:%s} Stagger Resistance on Burning Enemies, as well as dealing +{impact_modifier:%s} Impact.
- Bug Out
+{movement_speed:%s} Sprint speed for {time:%s}s after Dodging a Ranged Attack.
- Fire Frenzy
Gain +{attack_speed:%s} Attack Speed for {time:%s} seconds after Killing an Enemy at close range. Stacks {stacks:%s} times.
- Fire Frenzy
Gain +{attack_speed:%s} Attack Speed for {time:%s} seconds after Killing an Enemy at close range. Stacks {stacks:%s} times.
- Fire Frenzy
Gain +{attack_speed:%s} Attack Speed for {time:%s} seconds after Killing an Enemy at close range. Stacks {stacks:%s} times.
- Fire Frenzy
Gain +{attack_speed:%s} Attack Speed for {time:%s} seconds after Killing an Enemy at close range. Stacks {stacks:%s} times.
- Punisher
+{damage:%s} Damage for {time:%s} seconds on Kill.
- Deathspitter
+{power_level:%s} Power for {time:%s}s on Close Range Kill.
- Deathspitter
+{power_level:%s} Power for {time:%s}s on Close Range Kill.
- Deathspitter
+{power_level:%s} Power for {time:%s}s on Close Range Kill.
- Deathspitter
+{power_level:%s} Power for {time:%s}s on Close Range Kill.
- Deathspitter
+{power_level:%s} Power for {time:%s}s on Close Range Kill.
- Headtaker
+{power_level:%s} Power for {time:%s}s on Hit. Stacks {stacks:%s} times.
- Headtaker
+{power_level:%s} Power for {time:%s}s on Hit. Stacks {stacks:%s} times.
- Headtaker
+{power_level:%s} Power for {time:%s}s on Hit. Stacks {stacks:%s} times.
- Headtaker
+{power_level:%s} Power for {time:%s}s on Hit. Stacks {stacks:%s} times.
- Headtaker
+{power_level:%s} Power for {time:%s}s on Hit. Stacks {stacks:%s} times.
- Slaughterer
+{power_level:%s} Power for {time:%s}s on Kill. Stacks {stacks:%s} times.
- Slaughterer
+{power_level:%s} Power for {time:%s}s on Kill. Stacks {stacks:%s} times.
- Slaughterer
+{power_level:%s} Power for {time:%s}s on Kill. Stacks {stacks:%s} times.
- Slaughterer
+{power_level:%s} Power for {time:%s}s on Kill. Stacks {stacks:%s} times.
- Slaughterer
+{power_level:%s} Power for {time:%s}s on Kill. Stacks {stacks:%s} times.
- Vicious Slice
Each target in a sweep receives {impact:%s} more impact damage, times the number of previous hits in the sweep.
- Savage Sweep
Hitting at least {multiple_hit:%s} enemies with an attack, increases your cleave by {cleave:%s} for {time:%s} seconds.
- Savage Sweep
Hitting at least {multiple_hit:%s} enemies with an attack, increases your cleave by {cleave:%s} for {time:%s} seconds.
- Savage Sweep
Hitting at least {multiple_hit:%s} enemies with an attack, increases your cleave by {cleave:%s} for {time:%s} seconds.
- Savage Sweep
Hitting at least {multiple_hit:%s} enemies with an attack, increases your cleave by {cleave:%s} for {time:%s} seconds.
- Savage Sweep
Hitting at least {multiple_hit:%s} enemies with an attack, increases your cleave by {cleave:%s} for {time:%s} seconds.
- Smackdown
+{crit_chance:%s} Critical Chance for {time:%s}s on Special Action Hit (Staggered Enemy).
- Smackdown
+{crit_chance:%s} Critical Chance for {time:%s}s on Special Action Hit (Staggered Enemy).
- Chained Deathblow
+{crit_chance:%s} Critical Chance for {time:%s}s on Weak Spot Kill.
- Warp Nexus
Gain between {crit_chance:%s} and {crit_chance_max:%s} Critical Chance based on current level of peril.
- Warp Nexus
Gain between {crit_chance:%s} and {crit_chance_max:%s} Critical Chance based on current level of peril.
- Warp Nexus
Gain between {crit_chance:%s} and {crit_chance_max:%s} Critical Chance based on current level of peril.
- Warp Nexus
Gain between {crit_chance:%s} and {crit_chance_max:%s} Critical Chance based on current level of peril.
- Finisher
+{damage:%s} Damage (Staggered Enemies).
- Finisher
+{damage:%s} Damage (Staggered Enemies).
- Rampage
Hitting at least {multiple_hit:%s} enemies with an attack, increases your damage by {damage:%s} for {time:%s} seconds.
- Rampage
Hitting at least {multiple_hit:%s} enemies with an attack, increases your damage by {damage:%s} for {time:%s} seconds.
- Rampage
Hitting at least {multiple_hit:%s} enemies with an attack, increases your damage by {damage:%s} for {time:%s} seconds.
- Rampage
Hitting at least {multiple_hit:%s} enemies with an attack, increases your damage by {damage:%s} for {time:%s} seconds.
- Rampage
Hitting at least {multiple_hit:%s} enemies with an attack, increases your damage by {damage:%s} for {time:%s} seconds.
- Rampage
Hitting at least {multiple_hit:%s} enemies with an attack, increases your damage by {damage:%s} for {time:%s} seconds.
- Tenderiser
+{power:%s} Power (next attack) on Weapon Special attack Hit.
- Stripped Down
Gain Ranged Attack Immunity and +{sprint_speed:%s} Sprint Speed while sprinting with over {stamina:%s} Stamina.
- Stripped Down
Gain Ranged Attack Immunity and +{sprint_speed:%s} Sprint Speed while sprinting with over {stamina:%s} Stamina.
- Stripped Down
Gain Ranged Attack Immunity and +{sprint_speed:%s} Sprint Speed while sprinting with over {stamina:%s} Stamina.
- Mercy Killer
+{damage:%s} Weak Spot Damage (Enemies with Bleed Stacks).
- Take a Swing
+{damage:%s} Weak Spot Damage for {time:%s} seconds on Pushing Enemies.
- Telescopic Sight
Increased Scope Zoom
- Sunder
Your Energised Attacks have increased Cleave
- Devastating Strike
+{hit_mass:%s} Cleave for {time:%s} seconds on Critical Hit.
- Devastating Strike
+{hit_mass:%s} Cleave for {time:%s} seconds on Critical Hit.
- Devastating Strike
+{hit_mass:%s} Cleave for {time:%s} seconds on Critical Hit.
- Brutal Momentum
+{weakspot_damage:%s} Weak Spot Damage. Weakspot Kills also ignore Enemy Hit Mass.
- Brutal Momentum
+{weakspot_damage:%s} Weak Spot Damage. Weakspot Kills also ignore Enemy Hit Mass.
- Deathblow
+{weakspot_damage:%s} Weak Spot Damage. Weakspot Kills also ignore Enemy Hit Mass.
- Brutal Momentum
+{weakspot_damage:%s} Weak Spot Damage. Weakspot Kills also ignore Enemy Hit Mass.
- Brutal Momentum
+{weakspot_damage:%s} Weak Spot Damage. Weakspot Kills also ignore Enemy Hit Mass.
- Brutal Momentum
+{weakspot_damage:%s} Weak Spot Damage. Weakspot Kills also ignore Enemy Hit Mass.
- Brutal Momentum
+{weakspot_damage:%s} Weak Spot Damage. Weakspot Kills also ignore Enemy Hit Mass.
- Volatile
+{charge_speed:%s}Charge Speed on low Overheat. Stacks up to {stacks:%s} times.
- Mighty Smite
Up to +{damage:%s} Damage on Next Attack scaling with Charge Time (Heavy Attack).
- Hit & Run
+{movement_speed:%s} Movement Speed for {time:%s}s on Special Action Hit.
- Rev it Up
+{movement_speed:%s} Movement Speed for {time:%s}s on Weapon Special Activation.
- Rev it Up
+{movement_speed:%s} Movement Speed for {time:%s}s on Weapon Special Activation.
- Rev it Up
+{movement_speed:%s} Movement Speed for {time:%s}s on Weapon Special Activation.
- Roaring Advance
-{movement_speed:%s} Movement Speed Reduction for every {ammo:%s} of magazine spent during continuous fire. Stacks {stacks:%s} times.
- Falter
+{stagger:%s} Target Stagger on Weak Spot Hit.
- Falter
+{stagger:%s} Target Stagger on Weak Spot Hit.
- Falter
+{stagger:%s} Target Stagger on Weak Spot Hit.
- Stable Cooling
Active Ventilation is slower but you don't take damage.
- Perfect Strike
Critical Hits ignore Hit Mass Bonus from Armour.
- Perfect Strike
Critical Hits ignore Hit Mass Bonus from Armour.
- Perfect Strike
Critical Hits ignore Hit Mass Bonus from Armour.
- Perfect Strike
Critical Hits ignore Hit Mass Bonus from Armour.
- Perfect Strike
Critical Hits ignore Hit Mass Bonus from Armour.
- Unstoppable Force
Fully Charged Heavy Attacks ignore Enemy Hit Mass.
- Pierce
Special Attacks ignore Hit Mass Bonus from Armour.
- Pierce
Special Attacks ignore Hit Mass Bonus from Armour.
- Transfer Peril
Quell {warp_charge:%s} of your Peril on Weak Spot Hit.
- Transfer Peril
Quell {warp_charge:%s} of your Peril on Weak Spot Hit.
- Thrust
Up to +{power_level:%s} Power based on the charge time of your heavy attacks. Stacks {stacks:%s} times.
- Thrust
Up to +{power_level:%s} Power based on the charge time of your heavy attacks. Stacks {stacks:%s} times.
- Thrust
Up to +{power_level:%s} Power based on the charge time of your heavy attacks. Stacks {stacks:%s} times.
- Thrust
Up to +{power_level:%s} Power based on the charge time of your heavy attacks. Stacks {stacks:%s} times.
- Thrust
Up to +{power_level:%s} Power based on the charge time of your heavy attacks. Stacks {stacks:%s} times.
- Thrust
Up to +{power_level:%s} Power based on the charge time of your heavy attacks. Stacks {stacks:%s} times.
- Thrust
Up to +{power_level:%s} Power based on the charge time of your heavy attacks. Stacks {stacks:%s} times.
- Pinpointing target
+{power_level:%s} Power every {time:%s} seconds while aiming, stacking {stacks:%s} times. Discharges all stacks upon firing.
- Overwhelming Fire
+{power:%s} Power for every {hit:%s} Single Target Hits. Lasts {time:%s}s and Stacks {stacks:%s} times.
- Overwhelming Fire
+{power:%s} Power for every {hit:%s} Single Target Hits. Lasts {time:%s}s and Stacks {stacks:%s} times.
- Trickshooter
+{power_level:%s} Power on Chained Weak Spot Hit (Any Target). Stacks {stacks:%s} times.
- Blaze Away
+{power_level:%s} Power for every {ammo:%s} of magazine spent during continuous fire. Stacks {stacks:%s} times.
- Blaze Away
+{power_level:%s} Power for every {ammo:%s} of magazine spent during continuous fire. Stacks {stacks:%s} times.
- Blaze Away
+{power_level:%s} Power for every {ammo:%s} of magazine spent during continuous fire. Stacks {stacks:%s} times.
- Blaze Away
+{power_level:%s} Power for every shot fired during continuous fire. Stacks {stacks:%s} times.
- Blaze Away
+{power_level:%s} Power for every shot fired during continuous fire. Stacks {stacks:%s} times.
- Blaze Away
+{power_level:%s} Power for every shot fired during continuous fire. Stacks {stacks:%s} times.
- Blaze Away
+{power_level:%s} Power for every {ammo:%s} of magazine spent during continuous fire. Stacks {stacks:%s} times.
- Blaze Away
+{power_level:%s} Power for every {ammo:%s} of magazine spent during continuous fire. Stacks {stacks:%s} times.
- Blaze Away
+{power_level:%s} Power for every shot fired during continuous fire. Stacks {stacks:%s} times.
- Limbsplitter
+{power_level:%s} Power on your First Attack every {cooldown:%s} seconds.
- Limbsplitter
+{power_level:%s} Power on your First Attack every {cooldown:%s} seconds.
- Limbsplitter
+{power_level:%s} Power on your First Attack every {cooldown:%s} seconds.
- Opening Salvo
+{power_level:%s} Power on Salvo's First shot.
- Opening Salvo
+{power_level:%s} Power on Salvo's First shot.
- Full Bore
+{power_level:%s} Power for {time:%s}s when every bullet in a shot hits the same enemy.
- Full Bore
+{power_level:%s} Power for {time:%s}s when every bullet in a shot hits the same enemy.
- All or Nothing
Up to +{power_level:%s} Power, as Stamina depletes.
- All or Nothing
Up to +{power_level:%s} Power, as Stamina depletes.
- All or Nothing
Up to +{power_level:%s} Power, as Stamina depletes.
- Overpressure
Up to +{power_level:%s} Power, scaling with remaining Ammunition. Stacks {stacks:%s} times.
- Powderburn
+{damage:%s} Damage against Suppressed Enemies, +{suppression:%s} Suppression and -{recoil_reduction:%s} Recoil on Close Range Kill.
- Quickloader
+{reload_speed:%s} Reload Speed after Dodging for {time:%s}s.
- Speedload
+{reload_speed:%s} Reload Speed for {time:%s} seconds after Melee Kill.
- Speedload
+{reload_speed:%s} Reload Speed for {time:%s} seconds after Melee Kill.
- Speedload
+{reload_speed:%s} Reload Speed for {time:%s} seconds after Melee Kill.
- Speedload
+{reload_speed:%s} Reload Speed for {time:%s} seconds after Melee Kill.
- Speedload
+{reload_speed:%s} Reload Speed for {time:%s} seconds after Melee Kill.
- Speedload
+{reload_speed:%s} Reload Speed for {time:%s} seconds after Melee Kill.
- Rending Shockwave
Target receives up to {stacks:%s} Stacks of {rending:%s} Brittleness, scaling with charge time of Secondary Attack. Lasts {time:%s}s.
- Ruthless Backstab
+{rending:%s} Rending on Backstab Hit.
- Hand-Cannon
+{rend:%s} Rending on Critical Hit.
- Punishing Fire
{power_level:%s} Power bonus on your ranged attack for {time:%s} seconds after cleaving through several enemies with your weapon's special attack.
- Cavalcade
+{crit_chance:%s} Critical Chance for every {ammo:%s} of magazine spent during continuous fire. Stacks {stacks:%s} times.
- Cavalcade
+{crit_chance:%s} Critical Chance for every {ammo:%s} of magazine spent during continuous fire. Stacks {stacks:%s} times.
- Cavalcade
+{crit_chance:%s} Critical Chance for every {ammo:%s} of magazine spent during continuous fire. Stacks {stacks:%s} times.
- Headhunter
+{crit_chance:%s} Critical Chance on Weak Spot Hit until your next Critical Hit. Stacks {stacks:%s} times.
- Headhunter
+{crit_chance:%s} Critical Chance on Weak Spot Hit until your next Critical Hit. Stacks {stacks:%s} times.
- Headhunter
+{crit_chance:%s} Critical Chance on Weak Spot Hit until your next Critical Hit. Stacks {stacks:%s} times.
- Hammerblow
+{impact:%s} Impact for {time:%s}s on Hit. Stacks {stacks:%s} times.
- Hammerblow
+{impact:%s} Impact for {time:%s}s on Hit. Stacks {stacks:%s} times.
- Hammerblow
+{impact:%s} Impact for {time:%s}s on Hit. Stacks {stacks:%s} times.
- Hammerblow
+{impact:%s} Impact for {time:%s}s on Hit. Stacks {stacks:%s} times.
- Hammerblow
+{impact:%s} Impact for {time:%s}s on Hit. Stacks {stacks:%s} times.
- Pinning Fire
+{power_level:%s} Power for every Enemy you Stagger. Stacks {stacks:%s} times.
- Pinning Fire
+{power_level:%s} Power for every Enemy you Stagger. Stacks {stacks:%s} times.
- Bladed Momentum
Hitting multiple enemies in one sweep gives {rending:%s} Rending for {time:%s} seconds. Stacks {stacks:%s} times.
- Decapitator
+{finesse:%s} Finesse for {time:%s}s on Enemy One-Shot. Stacks {stacks:%s} times.
- Uncanny Strike
+{rending:%s} Rending on Enemy Weak Spot Hit for {time:%s}s. Stacks {stacks:%s} times.
- Uncanny Strike
+{rending:%s} Rending on Enemy Weak Spot Hit for {time:%s}s. Stacks {stacks:%s} times.
- Uncanny Strike
+{rending:%s} Rending on Enemy Weak Spot Hit for {time:%s}s. Stacks {stacks:%s} times.
- Uncanny Strike
+{rending:%s} Rending on Enemy Weak Spot Hit for {time:%s}s. Stacks {stacks:%s} times.
- No Respite
Up to +{damage:%s} Damage on Hit (Staggered Enemy), scaling with Stagger.
- No Respite
Up to +{damage:%s} Damage on Hit (Staggered Enemy), scaling with Stagger.
- Skullcrusher
Target receives {stacks:%s} Stack(s) of +{damage:%s} Damage if already Staggered. Lasts {time:%s}s.
- Skullcrusher
Target receives {stacks:%s} Stack(s) of +{damage:%s} Damage if already Staggered. Lasts {time:%s}s.
- Skullcrusher
Target receives {stacks:%s} Stack(s) of +{damage:%s} Damage if already Staggered. Lasts {time:%s}s.
- Skullcrusher
Target receives {stacks:%s} Stack(s) of +{damage:%s} Damage if already Staggered. Lasts {time:%s}s.
- Skullcrusher
Target receives {stacks:%s} Stack(s) of +{damage:%s} Damage if already Staggered. Lasts {time:%s}s.
- Skullcrusher
Target receives {stacks:%s} Stack(s) of +{damage:%s} Damage if already Staggered. Lasts {time:%s}s.
- Skullcrusher
Target receives {stacks:%s} Stack(s) of +{damage:%s} Damage if already Staggered. Lasts {time:%s}s.
- Skullcrusher
Target receives {stacks:%s} Stack(s) of +{damage:%s} Damage if already Staggered. Lasts {time:%s}s.
- Skullcrusher
Target receives {stacks:%s} Stack(s) of +{damage:%s} Damage if already Staggered. Lasts {time:%s}s.
- Thunderstrike
Target receives {stacks:%s} Stack(s) of +{impact:%s} Impact if already Staggered. Lasts {time:%s}s.
- Thunderstrike
Target receives {stacks:%s} Stack(s) of +{impact:%s} Impact if already Staggered. Lasts {time:%s}s.
- Thunderstrike
Target receives {stacks:%s} Stack(s) of +{impact:%s} Impact if already Staggered. Lasts {time:%s}s.
- Thunderstrike
Target receives {stacks:%s} Stack(s) of +{impact:%s} Impact if already Staggered. Lasts {time:%s}s.
- Thunderstrike
Target receives {stacks:%s} Stack(s) of +{impact:%s} Impact if already Staggered. Lasts {time:%s}s.
- Thunderstrike
Target receives {stacks:%s} Stack(s) of +{impact:%s} Impact if already Staggered. Lasts {time:%s}s.
- Thunderstrike
Target receives {stacks:%s} Stack(s) of +{impact:%s} Impact if already Staggered. Lasts {time:%s}s.
- Between the Eyes
Gain Suppression Immunity for {time:%s}s on Weak Spot Hit.
- Between the Eyes
Gain Suppression Immunity for {time:%s}s on Weak Spot Hit.
- Between the Eyes
Gain Suppression Immunity for {time:%s}s on Weak Spot Hit.
- Terrifying Barrage
Suppress Enemies within {range:%s} Radius on Close Range Kill.
- Terrifying Barrage
Suppress Enemies within {range:%s} Radius on Close Range Kill.
- Terrifying Barrage
Suppress Enemies within {range:%s} Radius on Close Range Kill.
- Terrifying Barrage
Suppress Enemies within {range:%s} Radius on Close Range Kill.
- Terrifying Barrage
Suppress Enemies within {range:%s} Radius on Close Range Kill.
- Terrifying Barrage
Suppress Enemies within {range:%s} Radius on Close Range Kill.
- Terrifying Barrage
Suppress Enemies within {range:%s} Radius on Close Range Kill.
- Terrifying Barrage
Suppress Enemies within {range:%s} Radius on Close Range Kill.
- Terrifying Barrage
Suppress Enemies within {range:%s} Radius on Close Range Kill.
- Terrifying Barrage
Suppress Enemies within {range:%s} Radius on Close Range Kill.
- Terrifying Barrage
Suppress Enemies within {range:%s} Radius on Close Range Kill.
- Ceaseless Barrage
+{suppression:%s} Suppression for every {ammo:%s} of magazine spent during continuous fire. Stacks {stacks:%s} times.
- Ceaseless Barrage
+{suppression:%s} Suppression for every {ammo:%s} of magazine spent during continuous fire. Stacks {stacks:%s} times.
- Thunderous
Target receives {stacks:%s} Stacks of {rending:%s} Brittleness on Hit. Lasts {time:%s}s.
- Thunderous
Target receives {stacks:%s} Stacks of {rending:%s} Brittleness on Hit. Lasts {time:%s}s.
- Thunderous
Target receives {stacks:%s} Stacks of {rending:%s} Brittleness on Hit. Lasts {time:%s}s.
- Thunderous
Target receives {stacks:%s} Stacks of {rending:%s} Brittleness on Hit. Lasts {time:%s}s.
- Thunderous
Target receives {stacks:%s} Stacks of {rending:%s} Brittleness on Hit. Lasts {time:%s}s.
- Taunt on stagger
Staggering enemies will make them prioritise you as a target over other players.
- Taunt on stagger
Staggering enemies will make them prioritise you as a target over other players.
- Taunt on stagger
Staggering enemies will make them prioritise you as a target over other players.
- Taunt on stagger
Staggering enemies will make them prioritise you as a target over other players.
- Taunt on stagger
Staggering enemies will make them prioritise you as a target over other players.
- Taunt on stagger
Staggering enemies will make them prioritise you as a target over other players.
- ++REDACTED++
++DILIGENCE IS DUTY++
- Born in Blood
+{toughness:%s} Toughness on Close Range Kill.
- Inspiring Barrage
+{toughness:%s} Toughness for every {ammo:%s} of magazine spent during continuous fire. Stacks {stacks:%s} times.
- Inspiring Barrage
+{toughness:%s} Toughness for every shot fired during continuous fire. Stacks {stacks:%s} times.
- Inspiring Barrage
+{toughness:%s} Toughness for every {ammo:%s} of magazine spent during continuous fire. Stacks {stacks:%s} times.
- Inspiring Barrage
+{toughness:%s} Toughness for every {ammo:%s} of magazine spent during continuous fire. Stacks {stacks:%s} times.
- Inspiring Barrage
+{toughness:%s} Toughness for every {ammo:%s} of magazine spent during continuous fire. Stacks {stacks:%s} times.
- Inspiring Barrage
+{toughness:%s} Toughness for every {ammo:%s} of magazine spent during continuous fire. Stacks {stacks:%s} times.
- Reassuringly Accurate
+{toughness:%s} Toughness on Critical Hit Kill.
- Reassuringly Accurate
+{toughness:%s} Toughness on Critical Hit Kill.
- Gloryhunter
+{toughness:%s} Toughness on Elite Kill.
- Gloryhunter
+{toughness:%s} Toughness on Elite Kill.
- Gloryhunter
+{toughness:%s} Toughness on Elite Kill.
- Gloryhunter
+{toughness:%s} Toughness on Elite Kill.
- Gloryhunter
+{toughness:%s} Toughness on Elite Kill.
- Confident Strike
+{toughness:%s} toughness on Chained Hit.
- Confident Strike
+{toughness:%s} toughness on Chained Hit.
- Confident Strike
+{toughness:%s} toughness on Chained Hit.
- Confident Strike
+{toughness:%s} toughness on Chained Hit.
- Confident Strike
+{toughness:%s} toughness on Chained Hit.
- Momentum
Hitting at least {multiple_hit:%s} enemies with an attack, restores {toughness:%s} toughness.
- Momentum
Hitting at least {multiple_hit:%s} enemies with an attack, restores {toughness:%s} toughness.
- Momentum
Hitting at least {multiple_hit:%s} enemies with an attack, restores {toughness:%s} toughness.
- Momentum
Hitting at least {multiple_hit:%s} enemies with an attack, restores {toughness:%s} toughness.
- Focused Channelling
Your Secondary Attack cannot be interrupted.
- Focused Channelling
Your Secondary Attack cannot be interrupted.
- Focused Channelling
Your Secondary Attack cannot be interrupted.
- Focused Channelling
Your Secondary Attack cannot be interrupted.
- Blazing Spirit
Enemy gains +{stacks:%s} Stack(s) of Soulblaze on Critical Hit, to a maximum of {max_stacks:%s} Stack(s).
- Unstable Power
Up to +{power_level:%s} Power, scaling with Peril.
- Blazing Spirit
Enemy gains +{stacks:%s} Stacks of Soulblaze on Critical Hit.
- Blazing Spirit
Enemy gains +{stacks:%s} Stacks of Soulblaze on Critical Hit.
- Exploit Weakness
+{damage:%s} Damage on Weak Spot Special Action Hit.
- Expansive
+{power_level:%s}Melee Power for {time:%s}s on Hitting 3+ Enemies with a Ranged Attack.