Classes

Empire

Operative

Fighting Style:  Stealth, Improved Vibroknife, Improved Darts

Tactical Role(s): Medicine/Healing, Close-Quarters Damage

Whether ambushing enemies from stealth or using advanced medical technology to keep colleagues in the fight, the operative will do whatever it takes to advance the agenda of the Empire.

  • Concealment

    Upgrades stealth and close-range attacks, allowing the Agent to strike without detection.

    • Waylay

      Waylay

      Passive

      Backstab no longer has an energy cost.
    • Collateral Strike

      Collateral Strike

      Passive

      Laceration has a 25% chance to trigger a Collateral Strike, dealing 248 additional kinetic damage. This effect cannot occur more than once every 10 seconds. Standard and weak targets are additionally stunned by Collateral Strike.
    • Pin Down

      Pin Down

      Passive

      Sever Tendon has a 50% chance to immobilize the target for 2 seconds.
  • Medic

    Advances the Agent's healing technologies, keeping his allies both alive and effective.

    • Incisive Action

      Incisive Action

      Passive

      Reduces the activation time of Kolto Injection by 0.25 seconds and gives Kolto Injection a 50% chance to grant Tactical Advantage.
    • Sedatives

      Sedatives

      Passive

      When Sleep Dart wears off, the target is struck by Sedatives, reducing all damage dealt by 25% for the next 10 seconds.
    • Surgical Probe

      Surgical Probe

      Range: 30m
      Executes your Tactical Advantage to summon a probe that instantly heals the target 412 – 632. Requires and consumes Tactical Advantage.
    • Surgical Precision

      Surgical Precision

      Passive

      Executes your Tactical Advantage to summon a probe that instantly heals the target 412 – 632. Requires and consumes Tactical Advantage.
  • Lethality (shared)

    Leverages the toxic power of poisons to debilitate enemies over the course of a long fight.

    • Corrosive Microbes

      Corrosive Microbes

      Passive

      Corrosive Dart has a 12.5% chance to tick twice when it inflicts damage.
    • Corrosive Grenade

      Corrosive Grenade

      Cooldown: 12sec
      Energy: 20
      Range: 30m
      Hurls a corrosive grenade that spews acid in a 5-meter radius on impact, dealing 907 internal damage over 21 seconds to up to 3 targets.
    • Cull

      Cull

      Energy: 25
      Range: 10m
      Executes your Tactical Advantage to fire a volley of corrosive shots, dealing 454-465 weapon damage. For each of your poison effects present on the target, the target is culled for an additional 256 internal damage. Requires and consumes Tactical Advantage.
    • Combat Stims

      Combat Stims

      Passive

      Stim Boost immediately restores 5 energy when activated. Additionally reduces the cooldown of Stim Boost by 7.5 seconds.