Perks

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Crafted equipment in the world of Dauntless provide bonuses in the form of Perks.

When you craft a piece of equipment, it may be imbued with a Perk.
Perks are tiered bonuses that empower the wearer with the power of a behemoth, all Perks consist of 6 tiers.
A piece of armour imbued with the Perks provides the Slayer with 1 point. Equipping multiple armour pieces will then increase the points they have for that Perks and thus increasing the tier of that effect and unlocking the passive effect it provides.
You can view all your current infused effects (Perks and Cells) by going to the "Infuse" option when selecting a piece of equipment in the Loadout menu.

Acidic[edit | edit source]

Increases Wound damage at the cost of Part damage.

Type: Technique

Points Effect Details
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[edit | edit source]

Increases damage dealt based on stamina spent.

Type: Technique

Points Effect Details
1 Grants 0.3% increased damage for every 10 stamina missing.
2 Grants 0.6% increased damage for every 10 stamina missing.
3 Grants 0.9% increased damage for every 10 stamina missing.
4 Grants 1.2% increased damage for every 10 stamina missing.
5 Grants 1.5% increased damage for every 10 stamina missing.
6 Grants 1.8% increased damage for every 10 stamina missing.

Aetherborne[edit | edit source]

Increases the benefits of using aether vents.

Type: Utility

Points Effect Details
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[edit | edit source]

Increases damage against aether charged Behemoths.

Type: Power

Points Effect Details
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[edit | edit source]

Percent increase to Lantern Charge gained from attacks.

Type: Utility

Points Effect Details
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[edit | edit source]

Gains a flat amount of Lantern Charge on each weapon hit.

Type: Utility

Points Effect Details
1 +3 Lantern Charge on Hit
2 +4 Lantern Charge on Hit
3 +5 Lantern Charge on Hit
4 +7.5 Lantern Charge on Hit
5 +10 Lantern Charge on Hit
6 +12.5 Lantern Charge on Hit

Agility[edit | edit source]

Reduces the stamina cost of dodging.

Type: Mobility

Points Effect Details
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[edit | edit source]

Grants Health after breaking a Behemoth part.

Type: Defence

Points Effect Details
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[edit | edit source]

Adds a flat amount of Wound damage on hit.

Type: Technique

Points Effect Details
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[edit | edit source]

Reduces max health. Dealing damage stacks increased damage dealt for a short period.

Type: Technique

Points Effect Details
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[edit | edit source]

Adds a flat amount of Part damage on hit.

Type: Technique

Points Effect Details
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[edit | edit source]

Protects against Wounded and Crippling Wounds statuses.

Type: Defence

Points Effect Details
1 Reduces duration of Wounded status by 50%
2 Reduces duration of Wounded status by 80%
3 Immune to Wounded status
4 Reduces effectiveness of Crippling Wounded status by 50%
Immune to Wounded status
5 Reduces effectiveness of Crippling Wounded status by 80%
Immune to Wounded status
6 Immune to Wounded status
Immune to Crippling Wound status

Conditioning[edit | edit source]

Increases Stamina Regen.

Type: Mobility

Points Effect Details
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[edit | edit source]

Lantern hold ability grants all Slayers' attack speed temporarily

Type: Utility

Points Effect Details
1 Using your lantern hold ability grants 4% attack speed to all Slayers for 8 seconds.
2 Using your lantern hold ability grants 6% attack speed to all Slayers for 8 seconds.
3 Using your lantern hold ability grants 8% attack speed to all Slayers for 8 seconds.
4 Using your lantern hold ability grants 10 attack speed to all Slayers for 8 seconds.
5 Using your lantern hold ability grants 12.5% attack speed to all Slayers for 8 seconds.
6 Using your lantern hold ability grants 15% attack speed to all Slayers for 8 seconds.

Cunning[edit | edit source]

Grants a chance to deal double damage.

Type: Technique

Points Effect Details
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[edit | edit source]

Bonus damage against objects created by Behemoths.

Type: Power

Points Effect Details
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[edit | edit source]

Prevents you from having over half health. Increases critical strike chance.

Type: Power

Points Effect Details
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[edit | edit source]

Increases Max Stamina.

Type: Mobility

Points Effect Details
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[edit | edit source]

Increase weapon meter gain rate.

Type: Utility

Points Effect Details
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[edit | edit source]

Reduces healing from Slayer flask. Increases range of pylons

Type: Utility

Points Effect Details
1 Your flask heals for 30 less.
+35% increase Pylon range.
2 Your flask heals for 60 less.
+50% increase Pylon range.
3 Your flask heals for 90 less.
+65% increase Pylon range.
4 Your flask heals for 120 less.
+80% increase Pylon range.
5 Your flask heals for 150 less.
+115% increase Pylon range.
6 Your flask heals for 180 less.
+150% increase Pylon range.

Evasion[edit | edit source]

Increases the time you are invincible when dodging.

Type: Mobility

Points Effect Details
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[edit | edit source]

Temporarily increases attack speed when dodging through a Behemoth's attack.

Type: Technique

Points Effect Details
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[edit | edit source]

Protects against being set on fire.

Type: Defence

Points Effect Details
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[edit | edit source]

Temporarily increases Movement Speed after a dodge.

Type: Mobility

Points Effect Details
1 Following a Dodge, Movement Speed is increased by 10% for 3 seconds
2 Following a Dodge, Movement Speed is increased by 15% for 3 seconds
3 Following a Dodge, Movement Speed is increased by 20% for 3 seconds
4 Following a Dodge, Movement Speed is increased by 25% for 3 seconds
5 Following a Dodge, Movement Speed is increased by 30% for 3 seconds
6 Following a Dodge, Movement Speed is increased by 35% for 3 seconds

Fortress[edit | edit source]

Grants a small shield after avoiding damage for a short time.

Type: Defence

Points Effect Details
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

Guardian[edit | edit source]

Grants a portion of any shield applied to your nearest ally.

Type: Defence

Points Effect Details
1 +10% of any shield applied to you is also applied to your nearest ally for 15s
2 +20% of any shield applied to you is also applied to your nearest ally for 15s
3 +30% of any shield applied to you is also applied to your nearest ally for 15s
4 +40% of any shield applied to you is also applied to your nearest ally for 15s
5 +50% of any shield applied to you is also applied to your nearest ally for 15s
6 +60% of any shield applied to you is also applied to your nearest ally for 15s

Iceborne[edit | edit source]

Increases Defence when at low health, and at later ranks, grants life steal

Type: Defence

Points Effect Details
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[edit | edit source]

Protects against Shocked status effect and allows you to attack electric shields.

Type: Defence

Points Effect Details
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[edit | edit source]

Percent increase to Stagger damage.

Type: Power

Points Effect Details
1 5% Stagger Damage
2 10% Stagger Damage
3 15% Stagger Damage
4 20% Stagger Damage
After dodging through an attack, you next attack deals +50% stagger damage
5 25% Stagger Damage
After dodging through an attack, you next attack deals +50% stagger damage
6 30% Stagger Damage
After dodging through an attack, you next attack deals +100% stagger damage

Lucent[edit | edit source]

Flask heals over time and generates lantern charge

Type: Utility

Points Effect Details
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[edit | edit source]

Improves your ability to revive allies.

Type: Utility

Points Effect Details
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[edit | edit source]

Reduces healing from Slayer Flask. Using your flask restores other Slayers' health.

Type: Utility

Points Effect Details
1 Your Flask heals for 30 less
Using your Flask also heals all other Slayers for 270
2 Your Flask heals for 60 less
Using your Flask also heals all other Slayers for 270
3 Your Flask heals for 90 less
Using your Flask also heals all other Slayers for 270
4 Your Flask heals for 120 less
Using your Flask also heals all other Slayers for 270
5 Your Flask heals for 150 less
Using your Flask also heals all other Slayers for 270
6 Your Flask heals for 180 less
Using your Flask also heals all other Slayers for 270

Merciless[edit | edit source]

Increases Wound damage against staggered Behemoths.

Type: Technique

Points Effect Details
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[edit | edit source]

Grants Molten Heart drops on cooldown.

Type: Technique

Points Effect Details
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[edit | edit source]

Restores Stamina when dodging through Behemoth attacks.

Type: Mobility

Points Effect Details
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[edit | edit source]

Grants a chance to reduce damage, and later the ability to cheat death.

Type: Defence

Points Effect Details
1 +5% chance to halve incoming damage
2 +8% chance to halve incoming damage
3 +12% chance to halve incoming damage
4 +12% chance to halve incoming damage
The first time you would be knocked out, stay up and heal for 400
5 +16% chance to halve incoming damage
The first time you would be knocked out, stay up and heal for 400
6 +20% chance to halve incoming damage
The first time you would be knocked out, stay up and heal for 400, and become empowered for 10 seconds

Overpower[edit | edit source]

Increases damage against staggered Behemoths.

Type: Power

Points Effect Details
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[edit | edit source]

Increases stagger damage against enraged Behemoths.

Type: Power

Points Effect Details
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

Predator[edit | edit source]

Increases damage after avoiding damage for a short time.

Type: Technique

Points Effect Details
1 Deal +4% damage after not getting hit for 15 seconds. Bonus removed when hit.
2 Deal +8% damage after not getting hit for 15 seconds. Bonus removed when hit.
3 Deal +14% damage after not getting hit for 15 seconds. Bonus removed when hit.
4 Deal +20% damage after not getting hit for 15 seconds. Bonus removed when hit.
5 Deal +27% damage after not getting hit for 15 seconds. Bonus removed when hit.
6 Deal +35% damage after not getting hit for 15 seconds. Bonus removed when hit.

Rage[edit | edit source]

Increases your damage when your health is low.

Type: Power

Points Effect Details
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[edit | edit source]

Increases damage against enraged Behemoths.

Type: Power

Points Effect Details
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[edit | edit source]

Increases damage against Wounded parts.

Type: Technique

Points Effect Details
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[edit | edit source]

Percent increase to Part damage.

Type: Power

Points Effect Details
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[edit | edit source]

Protects against the explosion damage and status effect of Shellshock.

Type: Defence

Points Effect Details
1 Reduces Shell Shocked explosion damage and status effect duration by 10%
2 Reduces Shell Shocked explosion damage and status effect duration by 20%
3 Reduces Shell Shocked explosion damage and status effect duration by 40%
4 Reduces Shell Shocked explosion damage and status effect duration by 60%
5 Reduces Shell Shocked explosion damage and status effect duration by 80%
6 Immune to Shell Shocked explosion damage and status effect

Sprinter[edit | edit source]

Reduces max stamina. Increases movespeed and reduces sprint cost.

Type: Mobility

Points Effect Details
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[edit | edit source]

Reduces max health. Dodging through Behemoth attacks grants health shields to all Slayers

Type: Defence

Points Effect Details
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[edit | edit source]

Restores some health whenever a Behemoth is staggered.

Type: Utility

Points Effect Details
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[edit | edit source]

Prevents being staggered on a cooldown.

Type: Defence

Points Effect Details
1 Prevents you from being staggered (120 second cooldown)
2 Prevents you from being staggered (100 second cooldown)
3 Prevents you from being staggered (80 second cooldown)
4 Prevents you from being staggered (60 second cooldown)
5 Prevents you from being staggered (40 second cooldown)
6 Prevents you from being staggered (15 second cooldown)

Swift[edit | edit source]

Increases Movement Speed when your weapon is sheathed.

Type: Mobility

Points Effect Details
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.

Tough[edit | edit source]

Increases Max Health.

Type: Defence

Points Effect Details
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[edit | edit source]

Restores some health whenever a Behemoth part is Wounded.

Type: Utility

Points Effect Details
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[edit | edit source]

Protects against Chilled and Frozen status effects.

Type: Defence

Points Effect Details
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[edit | edit source]

Adds a flat amount of Stagger damage on hit. At later ranks, allows more weapon attacks to interrupt.

Type: Technique

Points Effect Details
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

Note: The 6th rank refers to the Chain Blades' Chain Fling, Sword's Elemental Blast attacks and Repeaters' Ballistic Chamber shot.

Wild Frenzy[edit | edit source]

Increases Attack Speed when at low health.

Type: Technique

Points Effect Details
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%