Dauntless Wiki

Cells are items placed in the slots of armour to provide additional perks. Cells provide a +1 perk and a total of 6 cells can be infused in a loadout. Cells are usually acquired by opening cores, but they can also be obtained in The Lucky Break and Research Lab.

Before Dauntless Awakening it was possible to upgrade cells to +2 and +3 tier through The Middleman. This has since been removed alongside The Middleman NPC.

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Defense

Name Effect
Fortress After not taking hostile damage for 10 seconds, gain a 150 health shield. Stacks 3 times.
Guardian +20% of health shields applied to you are also applied to your nearest ally for 15 seconds (max 600 shields).
Iron Stomach Gain 2 stacks of DEFENSE after drinking a Healing Flask.
Nine Lives +10% chance to halve incoming damage.
Parasitic When you take damage, 35% of it is delayed and instead dealt over 10 seconds. While you take delayed damaged, gain 5% lifesteal. Does not apply to damage under 10% of your max HP.
Strategist After dodging through an attack, grants a 100 health shield to all Slayers. Stacks up to 500 shields.
Stunning Vigour After a Behemoth is staggered, heal for 200.
Tough You gain 4 held stacks of VITALITY.
Vampiric After a Behemoth is wounded, heal for 300.

Mobility

Name Effect
Endurance You gain 3 held stacks of ENDURANCE.
Evasion Increases dodge invulnerability window by 40%.
Evasive Fury After dodging through an attack, gain 1 stack of SPEED.
Generator When you gain any source of Shields, gain 1 stack of ENDURANCE.
Grace After sprinting for 4 seconds, gain 4 held stacks of SPEED. This SPEED is lost after 4 seconds.
Inertia After sprinting for 4 seconds, your next attack within 2 seconds will be a Critical hit.
Nimble After dodging through an attack, gain 30 stamina.
Pack Walker Gain 3 stacks of held SPEED while near a creature. These are lost when too far away from a creature.
Roll When a Behemoth is staggered, gain 5 temporary stacks of ENDURANCE.
Rushdown Interrupting a Behemoth restores 100% of maximum stamina and grants 3 stacks of SPEED.
Sprinter Gain 1 held stack of SPEED and reduce the cost of sprinting by -35%.
Swift When sheathed, you have 6 held stacks of SPEED. These stacks are lost when unsheathed.

Power

Name Effect
Earth Hitting a Behemoth with a weapon attack while shields are over 200 will detonate all of your shields, depleting them and dealing damage equal to 400% of the value of the removed shields.
Knockout King +30% stagger damage.
Overpower When a Behemoth is staggered, gain 3 temporary stacks of MIGHT.
Pacifier +60% stagger damage vs enraged Behemoths.
Pack Hunter Gain 1 stack of temp MIGHT and 1 stack of temp DEFENSE when killing a creature.
Ragehunter Gain 3 stacks of MIGHT when a Behemoth enters Rage.
Recycle Dealing damage to the same part 5 times in a row grants 1 temp stack of MIGHT.
Reduce You gain 4 held stacks of MIGHT and 4 negative held stacks of SPEED.
Stop Dodging through a Behemoth's physical attack deals 250 stagger damage to its head.
Tenacious You have 1 held stack of MIGHT for every 400 HP you currently have.
Weighted Strikes After dodging through an attack, your next attack deals +200 stagger damage.

Technique

Name Effect
Drop Gain 4 negative held stacks of ENDURANCE. While stamina is full, you gain 4 held stacks of SPEED.
Fire You gain held 5 held stacks of SPEED. On hitting a Behemoth with a weapon attack, lose life equal to 5% of your max health.
Galvanized For every 150 shield, you have 1 stack of held CRITICAL.
Merciless +100 wound damage vs staggered Behemoths. Increases the duration a part stays wounded by 40%.
Predator After not taking hostile damage for 15 seconds, gain 3 held stacks of MIGHT. These are lost when you take damage.
Pulse Every 6th hit with your weapon is a critical strike.
Relentless Increase the duration of your Aether Rush by 50%. Increase the effects of Aether Rush by 100%.
Reuse 30% chance on breaking a Behemoth part to grant 2 stacks of SPEED to all allies and self. Else gain 2 stacks of SPEED yourself only.
Savagery +50% damage vs Wounded parts.
Sharpened +30% Part damage.
Tactician After dodging through an attack, grant all nearby Slayers +100% wound damage based on their core damage for their next hit.

Utility

Name Effect
Energized +30% weapon charge rate.
Engineer +100% increase Pylon range.
Fireproof Immune to being set on fire.
Focus Reduce the cooldown of your Lantern Core ability by 20%.
Insulated Immune to Shocked status. Prevents knockback and damage when hitting electrified shields.
Lucent Your Flask heals you over 20 seconds, but for 20% more healing - your allies also gain this heal over time effect.
Medic When reviving an ally, they are healed an additional 40%. Increases revive speed by 66%.
Molten Dealing damage generates a Molten Heart on a 35 second cooldown, granting immunity to burning and 1 stack of SPEED. Cannot be collected while at max SPEED.
Pack Caller Spawn 1 Chaox when a Behemoth part is broken. Up to 2 friendly Chaox can be spawned at a time.
Sturdy Prevents you from being staggered on a 10 second cooldown.
Warmth Immune to being Chilled.
Water After dodging through a Behemoth's attack, you will be immune to stagger and take 100% less damage from the next Behemoth attack within 45 seconds.