Cells are items placed in the slots of weapons, armour, and lanterns to provide additional perks. Cells can provide a +1 perk, +2 perk, or +3 perk based on their rarity. Cells are usually acquired by opening cores, but they can also be obtained as rewards from mastery milestones, rare drops from behemoths, and The Lucky Break. The Middleman can fuse cells into higher power cells or even new cells, and he offers a selection of cells that can be purchased using Aetherdust or .
Grants Health after breaking a Behemoth part.
Protects against Wounded and Crippling Wounds statuses.
Protects against being set on fire.
Grants a small shield after avoiding damage for a short time.
Grants a portion of any shield applied to your nearest ally.
Increases Defence when at low health, and at later ranks, grants life steal
Protects against Shocked status effect and allows you to attack electric shields.
Grants a chance to reduce damage, and later the ability to cheat death.
Mitigate a small portion of damage taken and is instead dealth over 10 seconds. Gain lifesteal while taking delayed damage.
Protects against the explosion damage and status effect of Shellshock.
Reduces max health. Dodging through Behemoth attacks grants health shields to all Slayers
Prevents being staggered on a cooldown.
Increases Max Health.
Protects against Chilled and Frozen status effects.
Reduces the stamina cost of dodging.
Increases Stamina Regen.
Increases Max Stamina.
Increases the time you are invincible when dodging.
Temporarily increases Movement Speed after a dodge.
Sprinting increases movespeed. At higher levels, converts increased movespeed to attack speed.
Restores Stamina when dodging through Behemoth attacks.
Reduces max stamina. Increases movespeed and reduces sprint cost.
Increases Movement Speed when your weapon is sheathed.
Increases damage against aether charged Behemoths.
Bonus damage against objects created by Behemoths.
Prevents you from having over half health. Increases critical strike chance.
Percent increase to Stagger damage.
Increases damage against staggered Behemoths.
Increases stagger damage against enraged Behemoths.
Increases your damage when your health is low.
Increases damage against enraged Behemoths.
Percent increase to Part damage.
Gain bonus damage based on current HP. At higher levels, gain bonus critical strike chance based on current shield.
Increases Wound damage at the cost of Part damage.
Increases damage dealt based on stamina spent.
Adds a flat amount of Wound damage on hit.
Reduces max health. Dealing damage stacks increased damage dealt for a short period.
Adds a flat amount of Part damage on hit.
Grants a chance to deal double damage.
Temporarily increases attack speed when dodging through a Behemoth's attack.
Increases Wound damage against staggered Behemoths.
Increases damage after avoiding damage for a short time.
Increases damage against Wounded parts.
Adds a flat amount of Stagger damage on hit. At later ranks, allows more weapon attacks to interrupt unstable Behemoth attacks.
Increases Attack Speed when at low health.
Increases the benefits of using aether vents.
Percent increase to Lantern Charge gained from attacks.
Gains a flat amount of Lantern Charge on each weapon hit.
Increases effectiveness of Tonics. At later ranks, increases duration as well.
Lantern hold ability grants all Slayers' attack speed temporarily
Increase weapon meter gain rate
Reduces healing from Slayer flask. Increases range of pylons.
Flask heals over time and generates lantern charge
Improves your ability to revive allies.
Reduces healing from Slayer Flask. Using your flask restores other Slayers' health.
Restores some health whenever a Behemoth is staggered.
Restores some health whenever a Behemoth part is Wounded.
Increases the effectiveness of Lantern tap abilities