When you take damage, 20% of it is delayed and instead dealt over 10 seconds. While you take delayed damage, gain 5% lifesteal. Does not apply to damage under 10% of your max HP
Tier 6 Effect
When you take damage, 35% of it is delayed and instead dealt over 10 seconds. While you take delayed damage, gain 5% lifesteal. Does not apply to damage under 10% of your max HP
Mitigate a small portion of damage taken and is instead dealt over 10 seconds. Gain lifesteal while taking delayed damage.
Tier
Effect Details
1
When you take damage, 10% of it is delayed and instead dealt over 10 seconds. While you take delayed damage, gain 5% lifesteal. Does not apply to damage under 10% of your max HP
2
When you take damage, 15% of it is delayed and instead dealt over 10 seconds. While you take delayed damage, gain 5% lifesteal. Does not apply to damage under 10% of your max HP
3
When you take damage, 20% of it is delayed and instead dealt over 10 seconds. While you take delayed damage, gain 5% lifesteal. Does not apply to damage under 10% of your max HP
4
When you take damage, 25% of it is delayed and instead dealt over 10 seconds. While you take delayed damage, gain 5% lifesteal. Does not apply to damage under 10% of your max HP
5
When you take damage, 30% of it is delayed and instead dealt over 10 seconds. While you take delayed damage, gain 5% lifesteal. Does not apply to damage under 10% of your max HP
6
When you take damage, 35% of it is delayed and instead dealt over 10 seconds. While you take delayed damage, gain 5% lifesteal. Does not apply to damage under 10% of your max HP
On jumping create a platform of stone in the air ahead of you that lasts up to three seconds. Up to two jumps in a row can be performed before ability must be recharged. Activating Lantern refreshes the two jumps. Shortly after forming, the platform falls, dealing 250 terra damage, and interrupting behemoths.
On jumping create a platform of stone in the air ahead of you that lasts up to three seconds. Up to two jumps in a row can be performed before ability must be recharged. Activating Lantern refreshes the two jumps. Shortly after forming, the platform falls, dealing 250 terra damage, and interrupting behemoths.
On jumping create a platform of stone in the air ahead of you that lasts up to three seconds. Up to two jumps in a row can be performed before ability must be recharged. Activating Lantern refreshes the two jumps. Shortly after forming, the platform falls, dealing 250 terra damage, and interrupting behemoths.
On jumping create a platform of stone in the air ahead of you that lasts up to three seconds. Up to two jumps in a row can be performed before ability must be recharged. Activating Lantern refreshes the two jumps. Shortly after forming, the platform falls, dealing 250 terra damage, and interrupting behemoths.
On jumping create a platform of stone in the air ahead of you that lasts up to three seconds. Up to two jumps in a row can be performed before ability must be recharged. Activating Lantern refreshes the two jumps. Shortly after forming, the platform falls, dealing 250 terra damage, and interrupting behemoths.
On jumping create a platform of stone in the air ahead of you that lasts up to three seconds. Up to two jumps in a row can be performed before ability must be recharged. Activating Lantern refreshes the two jumps. Shortly after forming, the platform falls, dealing 250 terra damage, and interrupting behemoths.
On jumping create a platform of stone in the air ahead of you that lasts up to three seconds. Up to two jumps in a row can be performed before ability must be recharged. Activating Lantern refreshes the two jumps. Shortly after forming, the platform falls, dealing 250 terra damage, and interrupting behemoths.
+1 Parasitic cells are obtained from opening Cores or purchased from The Middleman when available; higher levels of cell can be made though fusing at The Middleman.