Improved Tactician's Authority Using a skill while at the max bonus will reset the skill buff but will raise the cap to 60%. Using a different skill at 60% has a 40% chance to set the buff power back to 30% while keeping the cap at 60%. This chance is increased by 20% for every 3000 Electronics.

Tactician's Authority Every bullet your group hit enimies with adds 0.2% skill power to you for a max of 30% bonus. Bonus is consumed on skill use.

Tactician's Authority Every bullet your group hit enimies with adds 0.2% skill power to you for a max of 30% bonus. Bonus is consumed on skill use.

Striker's Persistence Every hit adds a self-healing bonus for 0.10% of max health per second. This bonus is further increased by 0.01% for every 2000 Stamina. Stacks up to 100 hits. Bonus is reduced by 0.10% every second. Bonus can be removed by EMP.

Striker's Battlegear Every consecutive hit deals 1% more damage. Stacks up to 100%. Missing shots drop bonus by 2%. Bonus is reduced by 1% every second.

Striker's Battlegear Every consecutive hit deals 1% more damage. Stacks up to 100%. Missing shots drop bonus by 2%. Bonus is reduced by 1% every second.

Improved Sentry’s Call NPC targets can now receive up to six marks. After three marks, every headshot on the target has a 25% chance to spread a single mark to additional targets within 10 meters. At six marks, your headshot damage on the target is increased by 100%.

Sentry's Call Headshots using semi-automatic weapons mark the enemy, increasing the damage inflicted on the target by 5% for a duration of 30 seconds each. A target can receive up to three marks.

Sentry's Call Headshots using semi-automatic weapons mark the enemy, increasing the damage inflicted on the target by 5% for a duration of 30 seconds each. A target can receive up to three marks.

Improved Reclaimer Support station gains a 25% chance to have no cooldown triggered when it is destroyed by an enemy. This chance is increased by 2% for every 1000 Electronics. + 50.0% Support station revive time + 100.0% Support station healing speed + 100.0% Support station health

Improved Predator's Mark Hitting 10 shots without switching targets now applies The Predator's Mark which makes the target bleed for 50% of the damage already done by those bullets; The Predator's Mark ignores the targets Bleed Resistance. The Damage over time to the target is increased by 15% for every 3000 Stamina and can critically hit the target. When at 9000 Stamina the damage over time bonus is increased by and additional 120%.

Predator's Mark Hit 10 shots without switching target to make the target bleed for 50% of damage already done by those bullets.

Predator's Mark Hit 10 shots without switching target to make the target bleed for 50% of damage already done by those bullets.

Nomad's Luck 50% chance to have no cooldown for Path os the Nomad. Take 50% less damage for 10 seconds after Path of the Nomad is triggered.

Path of the Nomad When receiving fatal damage, you are instead healed to full health. Can occur once every 4 minutes.

Path of the Nomad When receiving fatal damage, you are instead healed to full health. Can occur once every 4 minutes.

Berserker When a weapon has 25% of its magazine remaining, there is a 50% chance to receive a bonus that activates when the final bullet is fired from the current magazine. Once activated, the magazine is instantly refilled, weapon damage is increased by 15%, fire rate is increased by 25% and stability and accuracy are decreased by 15%. The bonus is canceled by reloading or exiting combat.

Hunter's Faith Hitting an enemy with a bullet grants you and your group temporary protection. The further your shot, the more protection. Each group member’s protection disappears after getting hit by one hostile bullet.

Hunter's Faith Hitting an enemy with a bullet grants you and your group temporary protection. The further your shot, the more protection. Each group member’s protection disappears after getting hit by one hostile bullet.

Improved FireCrest Bullets have a 2% chance to cause an enemy to burn. Burning targets can cause a fiery explosion when killed by bullets once every 10 seconds, NPCs set on fire by your flame turret will burn 25% longer for every 2000 Electronics.

When a grenade is defused the player and all group members 30 meters gain a buff based on the grenade type that was defused.

Final Measure When in range of hostile grenades or mortars, defuses them and adds grenades to your inventory. Can only happen once every 8 seconds.

Final Measure When in range of hostile grenades or mortars, defuses them and adds grenades to your inventory. Can only happen once every 8 seconds.

Improved DeadEYE When zoomed, getting a headshot kill with Marksman rifles will increase critical hit damage by 20% every second to a maximum of 100% and will increase stability by 100%. Lasts for 10 seconds or until no longer zoomed.

When Ballistic Shield is deployed, melee damage is increased by 2000% and all over-healing the agent receives is applied to the Ballistic Shield as healing. After receiving a damage threshold from receiving Physical or Exotic damage, the Ballistic Shield grants a buff to the agent and all group members within 15 meters for 6 seconds. The duration of the buff is increased by 2 seconds for every 3000 Stamina the agent has.

FrontLine Allows using an SMG if one is equipped when Ballistic Shield is deployed. Only Master Rank shield mod is active.

FrontLine Allows using an SMG if one is equipped when Ballistic Shield is deployed. Only Master Rank shield mod is active.

Improved Banshee While Rogue, the time to clear Manhunt status is decreased to 5% for every group member within 15 meters. All Rogue status actions that result in a rank up are doubled. Rewards for clearing Manhunt status are improved. While not Rogue, damage to Manhunt status agents is increased by 2% for each Manhunt level the agent has. Rewards for killing a Manhunt status agent are improved.

Banshee While Rogue, all ammo is completely refilled every 30 seconds. Damage taken from non rogue players reduced by 10%. While not Rogue, Damage to Rogue players is increased by 10%. This bonus is increased to 20% for 10 minutes after being killed by a rogue.

Banshee While Rogue, all ammo is completely refilled every 30 seconds. Damage taken from non rogue players reduced by 10%. While not Rogue, Damage to Rogue players is increased by 10%. This bonus is increased to 20% for 10 minutes after being killed by a rogue.

Improved AlphaBridge Inactive personal versions of all Signature Skills are rotating every 6 seconds and can be activated by killing enemy agents of Veteran/Elite NPCs. The Signature Skill that is up on rotation when an enemy is killed is activated for 10 seconds when all Primary Stats are balanced between each other. These times are shortened depending on the difference in the ranges of your Primary attributes. You can no longer activate Signature Skills or be affected by Ally Signature Skills.

AlphaBridge If your Primary and Secondary Weapon is of the same category, they share the free talent. All talent requirements are ignored for all weapon talents.

AlphaBridge If your Primary and Secondary Weapon is of the same category, they share the free talent. All talent requirements are ignored for all weapon talents.

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