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Perks are augments in the world of Dauntless that provide bonuses to Slayers. For a perk to become active you need to hit its threshold. The threshold cost varies between perks, but ranges from 2-8 points invested. Perks can be found on armour and cells.

Perks are divided into 5 different families: Defense, Mobility, Power, Technique, and Utility.

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.


Detailed List of All Perks[]

Name Points Effect
Acidic 4 You deal 30% increased Wound Damage as long as you have at least 1 MIGHT.
Adrenaline 7 You gain 1 held stack of MIGHT for every 30 stamina missing.
Aegis 5 Increases all shields received by +20%.
Aether Syphon 6 Destroying a Behemoth created object grants 1 stack of MIGHT, SPEED, and ENDURANCE.
Aetherborne 2 When using an aether vent, gain +200 healing and have a 25% chance to not consume a vent charge.
Aetherhunter 6 Gain 3 stacks of MIGHT when a Behemoth becomes Aether-Charged.
Aetheric Armour 3 Give 2 stacks of DEFENSE to all nearby Slayers after drinking from an aether vent.
Agility 2 -50% dodge stamina cost.
Armoured 4 You gain 3 held stacks of DEFENSE.
Assassin's Bulwark 3 Each time you break or assist breaking a Behemoth part, gain 3 temporary stacks of DEFENSE.
Assassin's Edge 6 Each time you break or assist breaking a Behemoth part, gain 3 temporary stacks of CRITICAL.
Assassin's Frenzy 6 Each time you break or assist breaking a Behemoth part, gain 3 temporary stacks of SPEED.
Assassin's Momentum 3 Each time you break or assist breaking a Behemoth part, gain 3 temporary stacks of ENDURANCE.
Assassin's Vigour 4 Each time you break or assist breaking a Behemoth part, gain 3 temporary stacks of VITALITY.
Barbed 5 After dodging through an attack, your next attack deals 400 wound damage
Berserker 8 Gain 4 permanent negative VITALITY. When you deal damage, gain one temporary stack of MIGHT. This can only happen once every 30 seconds.
Bladestorm 3 Deal 30 additional part damage on each hit.
Carve 7 When a behemoth is staggered, gain 3 temporary CRITICAL.
Cascade 6 On Lantern Core activation, randomly generate 4 of the following Boosts: Healing, Stamina, Power.
Catalyst 5 Tonics grant +2 Stacks of the same type to other Slayers, either when consumed or when its bonus conditions are met.
Conduit 6 Using your Weapon Active Ability also grants 2 temporary SPEED to all Slayers.
Conservation 3 When a stack of SPEED is lost, gain 200 Shields.
Cunning 5 You gain 3 held stacks of CRITICAL.
Deconstruction 2 Deal +50% damage to objects created by Behemoths.
Defiance 3 Gain 3 stacks of DEFENSE when a Behemoth enters Rage.
Drop 4 Gain 4 negative held stacks of ENDURANCE. While stamina is full, you gain 4 held stacks of SPEED.
Earth 6 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.
Endurance 4 You gain 3 held stacks of ENDURANCE.
Energized 4 +30% weapon charge rate.
Engineer 2 +100% increase Pylon range.
Evasion 4 Increases dodge invulnerability window by 40%.
Evasive Fury 8 After dodging through an attack, gain 1 stack of SPEED.
Fire 6 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.
Fireproof 4 Immune to being set on fire.
Focus 4 Reduce the cooldown of your Lantern Core ability by 20%.
Fortress 4 After not taking hostile damage for 10 seconds, gain a 150 health shield. Stacks 3 times.
Galvanized 6 For every 150 shield, you have 1 stack of held CRITICAL.
Generator 5 When you gain any source of Shields, gain 1 stack of ENDURANCE.
Grace 4 After sprinting for 4 seconds, gain 4 held stacks of SPEED. This SPEED is lost after 4 seconds.
Guardian 4 +20% of health shields applied to you are also applied to your nearest ally for 15 seconds (max 600 shields).
Inertia 7 After sprinting for 4 seconds, your next attack within 2 seconds will be a Critical hit.
Insulated 4 Immune to Shocked status. Prevents knockback and damage when hitting electrified shields.
Iron Stomach 3 Gain 2 stacks of DEFENSE after drinking a Healing Flask.
Knockout King 4 +30% stagger damage.
Lucent 2 Your Flask heals you over 20 seconds, but for 20% more healing - your allies also gain this heal over time effect.
Medic 2 When reviving an ally, they are healed an additional 40%. Increases revive speed by 66%.
Merciless 4 +100 wound damage vs staggered Behemoths. Increases the duration a part stays wounded by 40%.
Molten 4 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.
Nimble 2 After dodging through an attack, gain 30 stamina.
Nine Lives 6 +10% chance to halve incoming damage.
Overpower 6 When a Behemoth is staggered, gain 3 temporary stacks of MIGHT.
Pacifier 4 +60% stagger damage vs enraged Behemoths.
Pack Caller 6 Spawn 1 Chaox when a Behemoth part is broken. Up to 2 friendly Chaox can be spawned at a time.
Pack Hunter 6 Gain 1 stack of temp MIGHT and 1 stack of temp DEFENSE when killing a creature.
Pack Walker 4 Gain 3 stacks of held SPEED while near a creature. These are lost when too far away from a creature.
Parasitic 6 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.
Predator 5 After not taking hostile damage for 15 seconds, gain 3 held stacks of MIGHT. These are lost when you take damage.
Pulse 6 Every 6th hit with your weapon is a critical strike.
Ragehunter 7 Gain 3 stacks of MIGHT when a Behemoth enters Rage.
Recycle 7 Dealing damage to the same part 5 times in a row grants 1 temp stack of MIGHT.
Reduce 4 You gain 4 held stacks of MIGHT and 4 negative held stacks of SPEED.
Relentless 4 Increase the duration of your Aether Rush by 50%. Increase the effects of Aether Rush by 100%.
Reuse 5 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.
Roll 4 When a Behemoth is staggered, gain 5 temporary stacks of ENDURANCE.
Rushdown 7 Interrupting a Behemoth restores 100% of maximum stamina and grants 3 stacks of SPEED.
Savagery 4 +50% damage vs Wounded parts.
Sharpened 6 +30% Part damage.
Sprinter 4 Gain 1 held stack of SPEED and reduce the cost of sprinting by -35%.
Stop 4 Dodging through a Behemoth's physical attack deals 250 stagger damage to its head.
Strategist 4 After dodging through an attack, grants a 100 health shield to all Slayers. Stacks up to 500 shields.
Stunning Vigour 2 After a Behemoth is staggered, heal for 200.
Sturdy 3 Prevents you from being staggered on a 10 second cooldown.
Swift 4 When sheathed, you have 6 held stacks of SPEED. These stacks are lost when unsheathed.
Tactician 4 After dodging through an attack, grant all nearby Slayers +100% wound damage based on their core damage for their next hit.
Tenacious 4 You have 1 held stack of MIGHT for every 400 HP you currently have.
Tough 3 You gain 4 held stacks of VITALITY.
Vampiric 2 After a Behemoth is wounded, heal for 300.
Warmth 4 Immune to being Chilled.
Water 7 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.
Weighted Strikes 5 After dodging through an attack, your next attack deals +200 stagger damage.
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