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.
|