Overview
Updated to Version 1.6
Masks 256
Total Attributes
Possible Rolls
1 Primary Attribute
(1,114 – 1,272) Firearms
(1,114 – 1,272) Stamina
(1,114 – 1,272) Electronics
(1,114 – 1,272) Stamina
(1,114 – 1,272) Electronics
1 Major Attribute
4% All Resistance
(3.0% – 4.0%) Critical Hit Chance
(6.50% – 8.0%) Enemy Armor Damage
(9.0% – 11.0%) Exotic Damage Resilience
(4% – 5%) Health on Kill
(8,532 – 10,030) Skill Power
(3.0% – 4.0%) Critical Hit Chance
(6.50% – 8.0%) Enemy Armor Damage
(9.0% – 11.0%) Exotic Damage Resilience
(4% – 5%) Health on Kill
(8,532 – 10,030) Skill Power
1 Minor Attribute
(14% – 17%) Blind/Deaf Resistance
(14% – 17%) Burn Resistance
(14% – 17%) Disorient Resistance
(9% – 11%) Damage to Elites
(12% – 14%) Increased Kill XP
(14% – 17%) Burn Resistance
(14% – 17%) Disorient Resistance
(9% – 11%) Damage to Elites
(12% – 14%) Increased Kill XP
Body Armor 256
Total Attributes
Possible Rolls
1 Primary Attribute
(1,114 – 1,272) Firearms
(1,114 – 1,272) Stamina
(1,114 – 1,272) Electronics
(1,114 – 1,272) Stamina
(1,114 – 1,272) Electronics
1 Major Attribute
1 Major Attribute
1 Major Attribute
4% All Resistance
(5.0% – 6.0%) Enemy Armor Damage
(9.0% – 11.0%) Exotic Damage Resilience
(14,184 – 16,674) Health
(4% – 5%) Health on Kill
(3% – 4%) Protection from Elites
(5.0% – 6.0%) Enemy Armor Damage
(9.0% – 11.0%) Exotic Damage Resilience
(14,184 – 16,674) Health
(4% – 5%) Health on Kill
(3% – 4%) Protection from Elites
1 Minor Attribute
(46% – 56%) Ammo Capacity
(23% – 28%) Increased Kill XP
(23% – 28%) Increased Kill XP
Backpacks 256
Total Attributes
Possible Rolls
1 Primary Attribute
(1,114 – 1,272) Firearms
(1,114 – 1,272) Stamina
(1,114 – 1,272) Electronics
(1,114 – 1,272) Stamina
(1,114 – 1,272) Electronics
1 Major Attribute
(7% – 9%) Critical Hit Damage
(11,347 – 13,339) Health
(11,347 – 13,339) Skill Power
(14.50% – 17.50%) Stability
(3% – 4%) Signature Ability Resource Gain
(11,347 – 13,339) Health
(11,347 – 13,339) Skill Power
(14.50% – 17.50%) Stability
(3% – 4%) Signature Ability Resource Gain
1 Minor Attribute
(46% – 56%) Ammo Capacity
(14% – 17%) Bleed Resistance
(14% – 17%) Burn Resistance
(14% – 17%) Disrupt Resistance
(14% – 17%) Bleed Resistance
(14% – 17%) Burn Resistance
(14% – 17%) Disrupt Resistance
Gloves 256
Total Attributes
Possible Rolls
1 Primary Attribute
(1,114 – 1,272) Firearms
(1,114 – 1,272) Stamina
(1,114 – 1,272) Electronics
(1,114 – 1,272) Stamina
(1,114 – 1,272) Electronics
1 Major Attribute
1 Major Attribute
1 Major Attribute
1 Major Attribute
1 Major Attribute
(5.0% – 6.0%) Critical Hit Chance
(14% – 17%) Critical Hit Damage
(6.50% – 8.0%) Enemy Armor Damage
(4% – 5%) Health on Kill
(1,135 – 1,334) Assault Rifle Damage
(1,135 – 1,334) LMG Damage
(3,982 – 4,681) Marksman Rifle Damage
(2,270 – 2,668) Pistol Damage
(1,135 – 1,334) Shotgun Damage
(852 – 1,001) SMG Damage
(14% – 17%) Critical Hit Damage
(6.50% – 8.0%) Enemy Armor Damage
(4% – 5%) Health on Kill
(1,135 – 1,334) Assault Rifle Damage
(1,135 – 1,334) LMG Damage
(3,982 – 4,681) Marksman Rifle Damage
(2,270 – 2,668) Pistol Damage
(1,135 – 1,334) Shotgun Damage
(852 – 1,001) SMG Damage
Holsters 256
Total Attributes
Possible Rolls
1 Primary Attribute
1 Primary Attribute
1 Primary Attribute
1 Primary Attribute
1 Primary Attribute
(1,114 – 1,272) Firearms
(1,114 – 1,272) Stamina
(1,114 – 1,272) Electronics
(1,114 – 1,272) Stamina
(1,114 – 1,272) Electronics
1 Major Attribute
(7,092 – 8,337) Health
2% Protection from Elites
(18.50% – 22.0%) Reload Speed
(6% – 7%) Skill Haste
2% Protection from Elites
(18.50% – 22.0%) Reload Speed
(6% – 7%) Skill Haste
Knee Pads 256
Total Attributes
Possible Rolls
1 Primary Attribute
(1,114 – 1,272) Firearms
(1,114 – 1,272) Stamina
(1,114 – 1,272) Electronics
(1,114 – 1,272) Stamina
(1,114 – 1,272) Electronics
1 Major Attribute
3% All Resistance
(7% – 9%) Critical Hit Damage
(3.0% – 4.0%) Enemy Armor Damage
(6.50% – 8.0%) Exotic Damage Resilience
(14,184 – 16,674) Health
(11,347 – 13,339) Skill Power
(7% – 9%) Critical Hit Damage
(3.0% – 4.0%) Enemy Armor Damage
(6.50% – 8.0%) Exotic Damage Resilience
(14,184 – 16,674) Health
(11,347 – 13,339) Skill Power
1 Minor Attribute
1 Minor Attribute
1 Minor Attribute
1 Minor Attribute
1 Minor Attribute
(27% – 33%) Bleed Resistance
(27% – 33%) Blind/Deaf Resistance
(27% – 33%) Burn Resistance
(27% – 33%) Disorient Resistance
(27% – 33%) Disrupt Resistance
(27% – 33%) Shock Resistance
(12% – 15%) Damage to Elites
(46% – 56%) Increased Kill XP
(27% – 33%) Blind/Deaf Resistance
(27% – 33%) Burn Resistance
(27% – 33%) Disorient Resistance
(27% – 33%) Disrupt Resistance
(27% – 33%) Shock Resistance
(12% – 15%) Damage to Elites
(46% – 56%) Increased Kill XP
Striker’s Battlegear
Set Bonus (2):
+ 20.0% Stability
+ 20.0% Stability
Set Bonus (3):
+ 10.0% Enemy Armor Damage
+ 10.0% Enemy Armor Damage
Set Bonus (4):
Every consecutive hit deals 1% more
damage. Stacks up to 100%. Missing
shots drops bonus by 2%. Bonus is
reduced by 1% every second.
Every consecutive hit deals 1% more
damage. Stacks up to 100%. Missing
shots drops bonus by 2%. Bonus is
reduced by 1% every second.
Path of The Nomad
Set Bonus (2):
+ 15% Health on Kill
+ 15% Health on Kill
Set Bonus (3):
Grants a constant small amount of
healing, allowing the user to
regenerate all segments of the health
bar during combat.
Grants a constant small amount of
healing, allowing the user to
regenerate all segments of the health
bar during combat.
Set Bonus (4):
When receiving fatal damage, you are
instead healed to full health. Can
occur once every 4 minutes
When receiving fatal damage, you are
instead healed to full health. Can
occur once every 4 minutes
Tactician’s Authority
Set Bonus (2):
+ 15% Skill Haste
+ 15% Skill Haste
Set Bonus (3):
+ 10% Skill Power
+ 10% Skill Power
Set Bonus (4):
Every bullet your group hit enemies
with adds 0.2% skill power to you for
a max of 30% bonus. Bonus is
consumed on skill use.
Every bullet your group hit enemies
with adds 0.2% skill power to you for
a max of 30% bonus. Bonus is
consumed on skill use.
Sentry’s Call
Set Bonus (2):
+ 30.0% Accuracy
+ 30.0% Accuracy
Set Bonus (3):
+ 10.0% Headshot Damage
+ 10.0% Headshot Damage
Set Bonus (4):
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.
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.
Hunter’s Faith
Set Bonus (2):
+ 20.0% Optimal Range
+ 20.0% Optimal Range
Set Bonus (3):
+ 10.0% Headshot Damage
+ 10.0% Headshot Damage
Set Bonus (4):
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.
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.
Lone Star
Set Bonus (2):
+ 100% Ammo Capacity
+ 100% Ammo Capacity
Set Bonus (3):
+ 8% LMG Damage
+ 8% Shotgun Damage
+ 8% LMG Damage
+ 8% Shotgun Damage
Set Bonus (4):
When the weapon is holstered, it is
instantly reloaded.
When the weapon is holstered, it is
instantly reloaded.
Final Measure
Set Bonus (2):
+ 25.0% Exotic Damage Resilience
+ 25.0% Exotic Damage Resilience
Set Bonus (3):
+ 15% Protection from Elites
+ 15% Protection from Elites
Set Bonus (4):
When in range of hostile grenades or
mortars, defuses them and adds
grenades to your inventory. Can only
happen once every 8 seconds.
When in range of hostile grenades or
mortars, defuses them and adds
grenades to your inventory. Can only
happen once every 8 seconds.
Predator’s Mark
Set Bonus (2):
+ 10.0% Reload Speed
+ 10.0% Reload Speed
Set Bonus (3):
+ 8% Assault Rifle Damage
+ 8% SMG Damage
+ 8% Assault Rifle Damage
+ 8% SMG Damage
Set Bonus (4):
Hit 10 shots without switching target
to make the target bleed for 50% of
damage already done by those bullets.
Hit 10 shots without switching target
to make the target bleed for 50% of
damage already done by those bullets.
AlphaBridge
Set Bonus (2):
+ 100% Health Regen
+ 100% Health Regen
Set Bonus (3):
+ 5.0% Weapon Damage
+ 5.0% Weapon Damage
Set Bonus (4):
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.
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.
Reclaimer
Set Bonus (2):
+ 30.0% Support Station range
+ 30.0% Support Station range
Set Bonus (3):
+ 50.0% Support Station duration
+ 50.0% Support Station duration
Set Bonus (4):
Support station gains the benefit of the
Life Support, Immunizer and Ammo
Cache mods at the same time
Support station gains the benefit of the
Life Support, Immunizer and Ammo
Cache mods at the same time
DeadEYE
Set Bonus (2):
+ 40.0% Initial Bullet Stability
+ 40.0% Initial Bullet Stability
Set Bonus (3):
+ 20% Marksman Rifle Critical Hit
Damage
+ 20% Marksman Rifle Critical Hit
Damage
Set Bonus (4):
When zoomed, Marksman rifles lose
headshot bonus but gain 100% critical
strike chance
When zoomed, Marksman rifles lose
headshot bonus but gain 100% critical
strike chance
FireCrest
Set Bonus (2):
+ 3 Incendiary Grenade Capacity
+ 3 Incendiary Grenade Capacity
Set Bonus (3):
+ 50.0% Flame Turret Range
+ 30.0% Flame Turret damage
+ 50.0% Flame Turret Range
+ 30.0% Flame Turret damage
Set Bonus (4):
Your weapon damage is increased by
15% against burning targets.
Your weapon damage is increased by
15% against burning targets.
Banshee’s Shadow
Set Bonus (2):
+ 20% Looted DZ Funds
+ 20% Looted DZ Funds
Set Bonus (3):
+ 10% DMG to target out of cover
+ 10% DMG to target out of cover
Set Bonus (4):
While Rogue, all ammo is completely
refilled every 30 seconds. Damage
taken from non rogue players reduced
by 10%.
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.
D3-FNC
Set Bonus (2):
+ 15% Protection from Elites
+ 15% Protection from Elites
Set Bonus (3):
+ 30.0% Ballistic Shield health
+ 30.0% Ballistic Shield health
Set Bonus (4):
Allows using an SMG if one is
equipped when Ballistic Shield is
deployed. Only Master Rank shield
mod is active
Allows using an SMG if one is
equipped when Ballistic Shield is
deployed. Only Master Rank shield
mod is active