Perks
Perks are augments in the world of Dauntless that provide tiered bonuses to Slayers. All perks have 6 tiers of effects, with some perks gaining new effects in the later tiers. Perks can be found on weapons, armour, and cells. Equipping multiple items with a given perk will increase the tier of that perk.
Perks are divided into 5 different families: Defence,
Mobility,
Power,
Technique, and
Utility
Defence[edit | edit source]
Name | Effect |
---|---|
Assassin's Vigour | Grants Health after breaking a Behemoth part. |
Bloodless | Protects against Wounded and Crippling Wounds statuses. |
Fireproof | Protects against being set on fire. |
Fortress | Grants a small shield after avoiding damage for a short time. |
Guardian | Grants a portion of any shield applied to your nearest ally. |
Iceborne | Increases Defence when at low health, and at later ranks, grants life steal |
Insulated | Protects against Shocked status effect and allows you to attack electric shields. |
Nine Lives | Grants a chance to reduce damage, and later the ability to cheat death. |
Parasitic | Mitigate a small portion of damage taken and is instead dealt over 10 seconds. Gain lifesteal while taking delayed damage. |
Shellshock Resist | Protects against the explosion damage and status effect of Shellshock. |
Strategist | Reduces max health. Dodging through Behemoth attacks grants health shields to all Slayers |
Sturdy | Prevents being staggered on a cooldown. |
Tough | Increases Max Health. |
Warmth | Protects against Chilled and Frozen status effects. |
Mobility[edit | edit source]
Name | Effect |
---|---|
Agility | Reduces the stamina cost of dodging. |
Conditioning | Increases Stamina Regen. |
Endurance | Increases Max Stamina. |
Evasion | Increases the time you are invincible when dodging. |
Fleet Footed | Temporarily increases Movement Speed after a dodge. |
Grace | Sprinting increases movespeed. At higher levels, converts increased movespeed to attack speed. |
Nimble | Restores Stamina when dodging through Behemoth attacks. |
Sprinter | Reduces max stamina. Increases movespeed and reduces sprint cost. |
Swift | Increases Movement Speed when your weapon is sheathed. |
Power[edit | edit source]
Name | Effect |
---|---|
Aetherhunter | Increases damage against aether charged Behemoths. |
Deconstruction | Bonus damage against objects created by Behemoths. |
Discipline | Prevents you from having over half health. Increases critical strike chance. |
Knockout King | Percent increase to Stagger damage. |
Overpower | Increases damage against staggered Behemoths. |
Pacifier | Increases stagger damage against enraged Behemoths. |
Rage | Increases your damage when your health is low. |
Ragehunter | Increases damage against enraged Behemoths. |
Sharpened | Percent increase to Part damage. |
Tenacious | Gain bonus damage based on current HP. At higher levels, gain bonus critical strike chance based on current shield. |
Technique[edit | edit source]
Name | Effect |
---|---|
Acidic | Increases Wound damage at the cost of Part damage. |
Adrenaline | Increases damage dealt based on stamina spent. |
Barbed | Adds a flat amount of Wound damage on hit. |
Berserker | Reduces max health. Dealing damage stacks increased damage dealt for a short period. |
Bladestorm | Adds a flat amount of Part damage on hit. |
Cunning | Grants a chance to deal double damage. |
Evasive Fury | Temporarily increases attack speed when dodging through a Behemoth's attack. |
Merciless | Increases Wound damage against staggered Behemoths. |
Molten | Grants Molten Heart drops on cooldown. |
Predator | Increases damage after avoiding damage for a short time. |
Savagery | Increases damage against Wounded parts. |
Weighted Strikes | Adds a flat amount of Stagger damage on hit. At later ranks, allows more weapon attacks to interrupt unstable Behemoth attacks. |
Wild Frenzy | Increases Attack Speed when at low health. |
Utility[edit | edit source]
Name | Effect |
---|---|
Aetherborne | Increases the benefits of using aether vents. |
Aetheric Attunement | Percent increase to Lantern Charge gained from attacks. |
Aetheric Frenzy | Gains a flat amount of Lantern Charge on each weapon hit. |
Cascade | Spawn beneficial Boosts for your allies |
Catalyst | Increases effectiveness of Tonics. At later ranks, increases duration as well. |
Conduit | Lantern hold ability grants all Slayers' attack speed temporarily |
Energized | Increase weapon meter gain rate |
Engineer | Increases range of pylons. |
Lucent | Flask heals over time and generates lantern charge |
Medic | Improves your ability to revive allies. |
Mender | Using your flask restores other Slayers' health. |
Stunning Vigour | Restores some health whenever a Behemoth is staggered. |
Vampiric | Restores some health whenever a Behemoth part is Wounded. |
Zeal | Increases the effectiveness of Lantern tap abilities |
Detailed List of All Perks[edit | edit source]
Name | Tier | Effect |
---|---|---|
Acidic | 1 | Converts 30% of Part Damage to Wound Damage |
2 | Converts 40% of Part Damage to Wound Damage | |
3 | Converts 50% of Part Damage to Wound Damage | |
4 | Converts 50% of Part Damage to Wound Damage +10% Part damage | |
5 | Converts 50% of Part Damage to Wound Damage +15% Part damage | |
6 | Converts 50% of Part Damage to Wound Damage +20% Part damage | |
Adrenaline | 1 | Grants 0.5% increased damage for every 10 stamina missing. |
2 | Grants 1% increased damage for every 10 stamina missing. | |
3 | Grants 1.5% increased damage for every 10 stamina missing. | |
4 | Grants 2% increased damage for every 10 stamina missing. | |
5 | Grants 2.5% increased damage for every 10 stamina missing. | |
6 | Grants 3% increased damage for every 10 stamina missing. | |
Aetherborne | 1 | 25% chance not to consume an Aether Vent charge on use. 25 additional Aether Vent healing. |
2 | 25% chance not to consume an Aether Vent charge on use. 50 additional Aether Vent healing. | |
3 | 25% chance not to consume an Aether Vent charge on use. 75 additional Aether Vent healing. | |
4 | 25% chance not to consume an Aether Vent charge on use. 100 additional Aether Vent healing. | |
5 | 25% chance not to consume an Aether Vent charge on use. 150 additional Aether Vent healing. | |
6 | 25% chance not to consume an Aether Vent charge on use. 200 additional Aether Vent healing. | |
Aetherhunter | 1 | +5% Damage vs Aether-charged Behemoths |
2 | +10% Damage vs Aether-charged Behemoths | |
3 | +20% Damage vs Aether-charged Behemoths | |
4 | +30% Damage vs Aether-charged Behemoths | |
5 | +40% Damage vs Aether-charged Behemoths | |
6 | +50% Damage vs Aether-charged Behemoths | |
Aetheric Attunement | 1 | +10% Lantern Charge |
2 | +15% Lantern Charge | |
3 | +20% Lantern Charge | |
4 | +30% Lantern Charge | |
5 | +40% Lantern Charge | |
6 | +50% Lantern Charge | |
Aetheric Frenzy | 1 | +3.0 Lantern Charge on Hit |
2 | +4.0 Lantern Charge on Hit | |
3 | +5.0 Lantern Charge on Hit | |
4 | +7.5 Lantern Charge on Hit | |
5 | +10.0 Lantern Charge on Hit | |
6 | +12.5 Lantern Charge on Hit | |
Agility | 1 | -10% Dodge Roll Stamina Cost |
2 | -20% Dodge Roll Stamina Cost | |
3 | -30% Dodge Roll Stamina Cost | |
4 | -40% Dodge Roll Stamina Cost | |
5 | -55% Dodge Roll Stamina Cost | |
6 | -70% Dodge Roll Stamina Cost | |
Assassin's Vigour | 1 | Heal 50 when you break a part |
2 | Heal 100 when you break a part | |
3 | Heal 150 when you break a part | |
4 | Heal 200 when you break a part | |
5 | Heal 250 when you break a part | |
6 | Heal 300 when you break a part | |
Barbed | 1 | +5 wound damage on hit. |
2 | +10 wound damage on hit. | |
3 | +15 wound damage on hit. | |
4 | +20 wound damage on hit. After dodging through an attack, the next attack's expose damage is increased by 200. | |
5 | +30 wound damage on hit. After dodging through an attack, the next attack's expose damage is increased by 200. | |
6 | +40 wound damage on hit. After dodging through an attack, the next attack's expose damage is increased by 400. | |
Berserker | 1 | -50 max health After dealing damage, gain +1% damage for 3 seconds.Stacks 10 times. |
2 | -100 max health After dealing damage, gain +1.5% damage for 3 seconds.Stacks 10 times. | |
3 | -150 max health After dealing damage, gain +2% damage for 3 seconds.Stacks 10 times. | |
4 | -200 max health After dealing damage, gain +2.5% damage for 3 seconds.Stacks 10 times. | |
5 | -250 max health After dealing damage, gain +3% damage for 3 seconds.Stacks 10 times. | |
6 | -300 max health After dealing damage, gain +3.5% damage for 3 seconds.Stacks 10 times. | |
Bladestorm | 1 | +5 Part Damage on Hit |
2 | +10 Part Damage on Hit | |
3 | +15 Part Damage on Hit | |
4 | +20 Part Damage on Hit +200 Part Damage after dodging through an attack. | |
5 | +30 Part Damage on Hit +200 Part Damage after dodging through an attack. | |
6 | +40 Part Damage on Hit +400 Part Damage after dodging through an attack. | |
Bloodless | 1 | Reduces duration of Wounded status by 30% |
2 | Reduces duration of Wounded status by 80% | |
3 | Immune to Wounded status | |
4 | Reduces effectiveness of Crippling Wounded status by 30% Immune to Wounded status | |
5 | Reduces effectiveness of Crippling Wounded status by 60% Immune to Wounded status | |
6 | Immune to Wounded status Immune to Crippling Wound status | |
Cascade | 1 | On Lantern Hold, randomly generate 1 of the following Boosts: Healing, Stamina, Power. |
2 | On Lantern Hold, randomly generate 2 of the following Boosts: Healing, Stamina, Power. | |
3 | On Lantern Hold, randomly generate 3 of the following Boosts: Healing, Stamina, Power. | |
4 | On Lantern Hold, randomly generate 4 of the following Boosts: Healing, Stamina, Power. Stamina Boost duration increased | |
5 | On Lantern Hold, randomly generate 4 of the following Boosts: Healing, Stamina, Power. Healing Boost also grants shields | |
6 | On Lantern Hold, randomly generate 4 of the following Boosts: Healing, Stamina, Power. Power Boost duration increased Chance to generate Invincibility Boost | |
Catalyst | 1 | +10% Tonic Effectiveness |
2 | +20% Tonic Effectiveness | |
3 | +30% Tonic Effectiveness | |
4 | +40% Tonic Effectiveness. +20% Tonic Duration | |
5 | +50% Tonic Effectiveness. +40% Tonic Duration | |
6 | +60% Tonic Effectiveness. +60% Tonic Duration | |
Conditioning | 1 | +5 Stamina Regeneration |
2 | +10 Stamina Regeneration | |
3 | +15 Stamina Regeneration | |
4 | +20 Stamina Regeneration | |
5 | +25 Stamina Regeneration | |
6 | +30 Stamina Regeneration | |
Conduit | 1 | Using your lantern hold ability grants 4% attack speed to all Slayers for 10 seconds. |
2 | Using your lantern hold ability grants 6% attack speed to all Slayers for 10 seconds. | |
3 | Using your lantern hold ability grants 8% attack speed to all Slayers for 10 seconds. | |
4 | Using your lantern hold ability grants 10% attack speed to all Slayers for 10 seconds. | |
5 | Using your lantern hold ability grants 12.5% attack speed to all Slayers for 10 seconds. | |
6 | Using your lantern hold ability grants 15% attack speed to all Slayers for 10 seconds. | |
Cunning | 1 | 2% critical strike chance |
2 | 3% critical strike chance | |
3 | 4% critical strike chance | |
4 | 5% critical strike chance +10% critical strike damage | |
5 | 7.5% critical strike chance +20% critical strike damage | |
6 | 10% critical strike chance +30% critical strike damage | |
Deconstruction | 1 | Deal 110% damage to objects created by Behemoths |
2 | Deal 120% damage to objects created by Behemoths | |
3 | Deal 130% damage to objects created by Behemoths | |
4 | Deal 150% damage to objects created by Behemoths | |
5 | Deal 170% damage to objects created by Behemoths | |
6 | Deal 200% damage to objects created by Behemoths | |
Discipline | 1 | +2.5% critical strike chance Health is limited to 50% of max health |
2 | +5% critical strike chance Health is limited to 50% of max health | |
3 | +7.5% critical strike chance Health is limited to 50% of max health | |
4 | +10% critical strike chance Health is limited to 50% of max health | |
5 | +12.5% critical strike chance Health is limited to 50% of max health | |
6 | +15% critical strike chance Health is limited to 50% of max health | |
Endurance | 1 | Increases Max Stamina by 10 |
2 | Increases Max Stamina by 20 | |
3 | Increases Max Stamina by 40 | |
4 | Increases Max Stamina by 60 | |
5 | Increases Max Stamina by 80 | |
6 | Increases Max Stamina by 100 | |
Energized | 1 | +10% Weapon Charge rate |
2 | +15% Weapon Charge rate | |
3 | +20% Weapon Charge rate | |
4 | +25% Weapon Charge rate | |
5 | +30% Weapon Charge rate | |
6 | +40% Weapon Charge rate | |
Engineer | 1 | +35% increase Pylon range. |
2 | +50% increase Pylon range. | |
3 | +65% increase Pylon range. | |
4 | +80% increase Pylon range. | |
5 | +115% increase Pylon range. | |
6 | +150% increase Pylon range. | |
Evasion | 1 | Increases Dodge invulnerability windows by 7% |
2 | Increases Dodge invulnerability windows by 14% | |
3 | Increases Dodge invulnerability windows by 21% | |
4 | Increases Dodge invulnerability windows by 28% | |
5 | Increases Dodge invulnerability windows by 35% | |
6 | Increases Dodge invulnerability windows by 42% | |
Evasive Fury | 1 | +7.5% Attack Speed for 16 seconds after dodging through an attack |
2 | +10% Attack Speed for 16 seconds after dodging through an attack | |
3 | +12.5% Attack Speed for 16 seconds after dodging through an attack | |
4 | +15% Attack Speed for 16 seconds after dodging through an attack | |
5 | +17.5% Attack Speed for 16 seconds after dodging through an attack | |
6 | +20% Attack Speed for 16 seconds after dodging through an attack | |
Fireproof | 1 | Reduces duration of On Fire status by 10% |
2 | Reduces duration of On Fire status by 20% | |
3 | Reduces duration of On Fire status by 40% | |
4 | Reduces duration of On Fire status by 60% | |
5 | Reduces duration of On Fire status by 80% | |
6 | Immune to being set on fire. | |
Fleet Footed | 1 | After dodging, gain 10% movement speed for 3 seconds |
2 | After dodging, gain 15% movement speed for 3 seconds | |
3 | After dodging, gain 20% movement speed for 3 seconds | |
4 | After dodging, gain 25% movement speed for 3 seconds | |
5 | After dodging, gain 30% movement speed for 3 seconds | |
6 | After dodging, gain 35% movement speed for 3 seconds | |
Fortress | 1 | Grants a 10 health shield after not getting hit for 10s |
2 | Grants a 20 health shield after not getting hit for 10s | |
3 | Grants a 40 health shield after not getting hit for 10s | |
4 | Grants a 60 health shield after not getting hit for 10s | |
5 | Grants a 80 health shield after not getting hit for 10s | |
6 | Grants a 100 health shield after not getting hit for 10s | |
Grace | 1 | While sprinting, gain movespeed up to 5% |
2 | While sprinting, gain movespeed up to 8% | |
3 | While sprinting, gain movespeed up to 11% | |
4 | While sprinting, gain movespeed up to 14% After sprinting, gain attack speed equal to Grace's bonus movespeed for 10 seconds | |
5 | While sprinting, gain movespeed up to 17% After sprinting, gain attack speed equal to Grace's bonus movespeed for 10 seconds | |
6 | While sprinting, gain movespeed up to 20% After sprinting, gain attack speed equal to Grace's bonus movespeed for 10 seconds | |
Guardian | 1 | +10% of shield applied to you is also applied to your nearest ally for 15s |
2 | +20% of shield applied to you is also applied to your nearest ally for 15s | |
3 | +30% of shield applied to you is also applied to your nearest ally for 15s | |
4 | +40% of shield applied to you is also applied to your nearest ally for 15s | |
5 | +50% of shield applied to you is also applied to your nearest ally for 15s | |
6 | +60% of shield applied to you is also applied to your nearest ally for 15s | |
Iceborne | 1 | When under 50% health, grants +5% decreased damage taken |
2 | When under 50% health, grants +10% decreased damage taken | |
3 | When under 50% health, grants +15% decreased damage taken | |
4 | When under 50% health, grants +20% decreased damage taken While Iceborne is active, grants 4% lifesteal that cannot heal beyond 50% health | |
5 | When under 50% health, grants +25% decreased damage taken While Iceborne is active, grants 6% lifesteal that cannot heal beyond 50% health | |
6 | When under 50% health, grants +30% decreased damage taken While Iceborne is active, grants 8% lifesteal that cannot heal beyond 50% health | |
Insulated | 1 | Reduces duration of Shocked status by 25% |
2 | Reduces duration of Shocked status by 50% | |
3 | Reduces duration of Shocked status by 75% | |
4 | Reduces duration of Shocked status by 75% Reduces knockback and damage of hitting electrified shields | |
5 | Reduces duration of Shocked status by 75% Prevents knockback and damage when hitting electrified shields | |
6 | Immune to Shocked status Prevents knockback and damage when hitting electrified shields | |
Knockout King | 1 | +5% Stagger Damage |
2 | +10% Stagger Damage | |
3 | +15% Stagger Damage | |
4 | +20% Stagger Damage After dodging through an attack, your next attack deals +50% stagger damage | |
5 | +25% Stagger Damage After dodging through an attack, your next attack deals +50% stagger damage | |
6 | +30% Stagger Damage After dodging through an attack, your next attack deals +100% stagger damage | |
Lucent | 1 | Your Flask heals over 20 seconds, but for 20% increased healing. While this heal is active, generate 8 Lantern Charge each second. |
2 | Your Flask heals over 20 seconds, but for 20% increased healing. While this heal is active, generate 16 Lantern Charge each second. | |
3 | Your Flask heals over 20 seconds, but for 20% increased healing. While this heal is active, generate 25 Lantern Charge each second. | |
4 | Your Flask heals over 20 seconds, but for 20% increased healing. While this heal is active, generate 37.5 Lantern Charge each second. | |
5 | Your Flask heals over 20 seconds, but for 20% increased healing. While this heal is active, generate 50 Lantern Charge each second. | |
6 | Your Flask heals over 20 seconds, but for 20% increased healing. While this heal is active, generate 75 Lantern Charge each second. | |
Medic | 1 | When reviving an ally, they are healed an additional 5% |
2 | When reviving an ally, they are healed an additional 10% | |
3 | When reviving an ally, they are healed an additional 20% | |
4 | When reviving an ally, they are healed an additional 20% Increases Revive Speed by 66% | |
5 | When reviving an ally, they are healed an additional 30% Increases Revive Speed by 66% | |
6 | When reviving an ally, they are healed an additional 40% Increases Revive Speed by 66% After reviving an ally, gain a 300 health shield for 20 seconds | |
Mender | 1 | Using your Flask also heals all other Slayers for 45 |
2 | Using your Flask also heals all other Slayers for 90 | |
3 | Using your Flask also heals all other Slayers for 135 | |
4 | Using your Flask also heals all other Slayers for 180 | |
5 | Using your Flask also heals all other Slayers for 225 | |
6 | Using your Flask also heals all other Slayers for 270 | |
Merciless | 1 | +25 Wound Damage vs Staggered Behemoths. |
2 | +40 Wound Damage vs Staggered Behemoths. | |
3 | +55 Wound Damage vs Staggered Behemoths. | |
4 | +70 Wound Damage vs Staggered Behemoths. | |
5 | +85 Wound Damage vs Staggered Behemoths. | |
6 | +100 Wound Damage vs Staggered Behemoths. | |
Molten | 1 | Dealing damage generates a Molten Heart on a 26 second cooldown. |
2 | Dealing damage generates a Molten Heart on a 23 second cooldown. | |
3 | Dealing damage generates two Molten Hearts on a 23 second cooldown. | |
4 | Dealing damage generates two Molten Hearts on a 20 second cooldown. | |
5 | Dealing damage generates three Molten Hearts on a 20 second cooldown. | |
6 | Dealing damage generates three Molten Hearts on a 16 second cooldown. | |
Nimble | 1 | Gain 10 stamina after dodging through an attack. |
2 | Gain 15 stamina after dodging through an attack. | |
3 | Gain 20 stamina after dodging through an attack. | |
4 | Gain 25 stamina after dodging through an attack. | |
5 | Gain 30 stamina after dodging through an attack. | |
6 | Gain 35 stamina after dodging through an attack. | |
Nine Lives | 1 | +5% chance to greatly reduce incoming damage |
2 | +8% chance to greatly reduce incoming damage | |
3 | +12% chance to greatly reduce incoming damage | |
4 | +12% chance to greatly reduce incoming damage The first time you would be knocked out, stay up and heal for 400 | |
5 | +16% chance to greatly reduce incoming damage The first time you would be knocked out, stay up and heal for 400 | |
6 | +20% chance to greatly reduce incoming damage The first time you would be knocked out, stay up and heal for 400, and become empowered for 10 seconds | |
Overpower | 1 | +10% damage vs staggered Behemoths |
2 | +20% damage vs staggered Behemoths | |
3 | +30% damage vs staggered Behemoths | |
4 | +40% damage vs staggered Behemoths | |
5 | +50% damage vs staggered Behemoths | |
6 | +60% damage vs staggered Behemoths | |
Pacifier | 1 | +10% stagger vs enraged Behemoths |
2 | +20% stagger vs enraged Behemoths | |
3 | +30% stagger vs enraged Behemoths | |
4 | +40% stagger vs enraged Behemoths | |
5 | +50% stagger vs enraged Behemoths | |
6 | +60% stagger vs enraged Behemoths | |
Parasitic | 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 | |
Predator | 1 | Deal 4% increased damage after not getting hit for 15 seconds. Bonus removed when hit. |
2 | Deal 8% increased damage after not getting hit for 15 seconds. Bonus removed when hit. | |
3 | Deal 14% increased damage after not getting hit for 15 seconds. Bonus removed when hit. | |
4 | Deal 20% increased damage after not getting hit for 15 seconds. Bonus removed when hit. | |
5 | Deal 27% increased damage after not getting hit for 15 seconds. Bonus removed when hit. | |
6 | Deal 35% increased damage after not getting hit for 15 seconds. Bonus removed when hit. | |
Rage | 1 | When under 50% health, deal +5% damage |
2 | When under 50% health, deal +8% damage | |
3 | When under 50% health, deal +12% damage | |
4 | When under 50% health, deal +16% damage | |
5 | When under 50% health, deal +20% damage | |
6 | When under 50% health, deal +25% damage | |
Ragehunter | 1 | +5% Damage vs Enraged Behemoths |
2 | +10% Damage vs Enraged Behemoths | |
3 | +15% Damage vs Enraged Behemoths | |
4 | +20% Damage vs Enraged Behemoths | |
5 | +30% Damage vs Enraged Behemoths | |
6 | +40% Damage vs Enraged Behemoths | |
Savagery | 1 | +20% Damage vs Wounded Parts |
2 | +30% Damage vs Wounded Parts | |
3 | +40% Damage vs Wounded Parts | |
4 | +60% Damage vs Wounded Parts | |
5 | +80% Damage vs Wounded Parts | |
6 | +100% Damage vs Wounded Parts | |
Sharpened | 1 | +5% Part Damage |
2 | +10% Part Damage | |
3 | +15% Part Damage | |
4 | +20% Part Damage After dodging through an attack the next weapon attack's Part Break Damage is increased by 50% | |
5 | +25% Part Damage After dodging through an attack the next weapon attack's Part Break Damage is increased by 50% | |
6 | +30% Part Damage After dodging through an attack the next weapon attack's Part Break Damage is increased by 100% | |
Shellshock Resist | 1 | Reduces duration of Shell Shocked status by 10% |
2 | Reduces duration of Shell Shocked status by 20% | |
3 | Reduces duration of Shell Shocked status by 40% | |
4 | Reduces duration of Shell Shocked status by 60% | |
5 | Reduces duration of Shell Shocked status by 80% | |
6 | Immune to Shell Shocked status | |
Sprinter | 1 | -5 max stamina +5% movement speed and -5% reduced sprint cost |
2 | -10 max stamina +7.5% movement speed and -7.5% reduced sprint cost | |
3 | -15 max stamina +10% movement speed and -10% reduced sprint cost | |
4 | -20 max stamina +12.5% movement speed and -12.5% reduced sprint cost | |
5 | -25 max stamina +15% movement speed and -15% reduced sprint cost | |
6 | -30 max stamina +17.5% movement speed and -17.5% reduced sprint cost | |
Strategist | 1 | -50 max health, After dodging through an attack, grant 25 health shield to all slayers |
2 | -100 max health, After dodging through an attack, grant 50 health shield to all slayers | |
3 | -150 max health, After dodging through an attack, grant 75 health shield to all slayers | |
4 | -200 max health, After dodging through an attack, grant 100 health shield to all slayers | |
5 | -250 max health, After dodging through an attack, grant 125 health shield to all slayers | |
6 | -300 max health, After dodging through an attack, grant 150 health shield to all slayers | |
Stunning Vigour | 1 | Heal for 50 whenever a Behemoth is Staggered |
2 | Heal for 75 whenever a Behemoth is Staggered | |
3 | Heal for 100 whenever a Behemoth is Staggered | |
4 | Heal for 125 whenever a Behemoth is Staggered | |
5 | Heal for 150 whenever a Behemoth is Staggered | |
6 | Heal for 200 whenever a Behemoth is Staggered | |
Sturdy | 1 | Prevents you from being staggered (30 second cooldown) |
2 | Prevents you from being staggered (25 second cooldown) | |
3 | Prevents you from being staggered (20 second cooldown) | |
4 | Prevents you from being staggered (15 second cooldown) | |
5 | Prevents you from being staggered (10 second cooldown) | |
6 | Prevents you from being staggered (5 second cooldown) | |
Swift | 1 | While sheathed, increases Movement Speed by 5% |
2 | While sheathed, increases Movement Speed by 10% | |
3 | While sheathed, increases Movement Speed by 15% | |
4 | While sheathed, increases Movement Speed by 20% | |
5 | While sheathed, increases Movement Speed by 25% | |
6 | While sheathed, increases Movement Speed by 30% Also affects other nearby Slayers. | |
Tenacious | 1 | For every 100 current HP gain 0.33% bonus damage. |
2 | For every 100 current HP gain 0.66% bonus damage. | |
3 | For every 100 current HP gain 1% bonus damage. | |
4 | For every 100 current HP gain 1.33% bonus damage. For every 100 Shield gain 1% bonus critical strike chance | |
5 | For every 100 current HP gain 1.66% bonus damage. For every 75 Shield gain 1% bonus critical strike chance | |
6 | For every 100 current HP gain 2% bonus damage. For every 50 Shield gain 1% bonus critical strike chance | |
Tough | 1 | Increases Max Health by 50 Increased healing from all sources by 5% |
2 | Increases Max Health by 100 Increased healing from all sources by 10% | |
3 | Increases Max Health by 150 Increased healing from all sources by 15% | |
4 | Increases Max Health by 250 Increased healing from all sources by 25% | |
5 | Increases Max Health by 350 Increased healing from all sources by 35% | |
6 | Increases Max Health by 500 Increased healing from all sources by 50% | |
Vampiric | 1 | Heal for 50 whenever a Behemoth is Wounded |
2 | Heal for 75 whenever a Behemoth is Wounded | |
3 | Heal for 100 whenever a Behemoth is Wounded | |
4 | Heal for 125 whenever a Behemoth is Wounded | |
5 | Heal for 150 whenever a Behemoth is Wounded | |
6 | Heal for 200 whenever a Behemoth is Wounded | |
Warmth | 1 | Reduces duration of Frozen status by 30% |
2 | Reduces duration of Frozen status by 60% | |
3 | Immune to being Frozen | |
4 | Reduces duration of Chilled status by 30% Immune to being Frozen | |
5 | Reduces duration of Chilled status by 60% Immune to being Frozen | |
6 | Immune to being Frozen Immune to being Chilled | |
Weighted Strikes | 1 | +5 Stagger Damage on Hit |
2 | +10 Stagger Damage on Hit | |
3 | +15 Stagger Damage on Hit | |
4 | +20 Stagger Damage on Hit +200 Stagger after dodging through an attack. | |
5 | +30 Stagger Damage on Hit +200 Stagger after dodging through an attack. | |
6 | +40 Stagger Damage on Hit +400 Stagger after dodging through an attack. Ranged swings and missiles interrupt unstable Behemoth attacks | |
Wild Frenzy | 1 | When under 50% health, increase attack speed by 7.5% |
2 | When under 50% health, increase attack speed by 10% | |
3 | When under 50% health, increase attack speed by 12.5% | |
4 | When under 50% health, increase attack speed by 15% | |
5 | When under 50% health, increase attack speed by 17.5% | |
6 | When under 50% health, increase attack speed by 20% | |
Zeal | 1 | +15% Lantern Tap ability effectiveness |
2 | +25% Lantern Tap ability effectiveness | |
3 | +35% Lantern Tap ability effectiveness | |
4 | +45% Lantern Tap ability effectiveness | |
5 | +55% Lantern Tap ability effectiveness | |
6 | +65% Lantern Tap ability effectiveness |