Perks

From Dauntless Wiki
Jump to: navigation, search

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 Cell Defence, Mobility Cell Mobility, Power Cell Power, Technique Cell Technique, and Utility Cell Utility

Defence Cell Icon 001.png 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 dealth 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 Cell Icon 001.png 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 Cell Icon 001.png 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 Cell Icon 001.png 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. Dealing damage generates 1 or more molten hearts that increases attack speed by 10%, movement speed by 20%, and grants the user immunity to burning. Each molten heart lasts for 8.5 seconds and picking up more molten hearts allows you to extend the duration inde
Molten Grants Molten Heart drops on cooldown. Dealing damage generates 1 or more molten hearts that increases attack speed by 10%, movement speed by 20%, and grants the user immunity to burning. Each molten heart lasts for 8.5 seconds and picking up more molten hearts allows you to extend the duration inde
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 Cell Icon 001.png 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.
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 Reduces healing from Slayer flask. Increases range of pylons.
Lucent Flask heals over time and generates lantern charge
Medic Improves your ability to revive allies.
Mender Reduces healing from Slayer Flask. 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 0.3% increased damage for every 10 stamina missing.
2 Grants 0.9% 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 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 a Perfect Dodge
5 +30 Part Damage on Hit
+200 Part Damage after a Perfect Dodge
6 +40 Part Damage on Hit
+400 Part Damage after a Perfect Dodge
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
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 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 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 Following a Dodge, Movement Speed is temporary increased by 10%
2 Following a Dodge, Movement Speed is temporary increased by 15%
3 Following a Dodge, Movement Speed is temporary increased by 20%
4 Following a Dodge, Movement Speed is temporary increased by 25%
5 Following a Dodge, Movement Speed is temporary increased by 30%
6 Following a Dodge, Movement Speed is temporary increased by 35%
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, 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 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 Your Flask heals for 30 less
Using your Flask also heals all other Slayers for 45
2 Your Flask heals for 60 less
Using your Flask also heals all other Slayers for 90
3 Your Flask heals for 90 less
Using your Flask also heals all other Slayers for 135
4 Your Flask heals for 120 less
Using your Flask also heals all other Slayers for 180
5 Your Flask heals for 150 less
Using your Flask also heals all other Slayers for 225
6 Your Flask heals for 180 less
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.
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% increase damage after not getting hit for 15 seconds. Bonus removed when hit.
2 Deal 8% increase damage after not getting hit for 15 seconds. Bonus removed when hit.
3 Deal 14% increase damage after not getting hit for 15 seconds. Bonus removed when hit.
4 Deal 20% increase damage after not getting hit for 15 seconds. Bonus removed when hit.
5 Deal 27% increase damage after not getting hit for 15 seconds. Bonus removed when hit.
6 Deal 35% increase 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
Following a Perfect Dodge, the next weapon attack's Part Break Damage is increased by 50%
5 +25% Part Damage
Following a Perfect Dodge, the next weapon attack's Part Break Damage is increased by 50%
6 +30% Part Damage
Following a Perfect Dodge, 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 (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 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 a Perfect Dodge
5 +30 Stagger Damage on Hit
+200 Stagger after a Perfect Dodge
6 +40 Stagger Damage on Hit
+400 Stagger after a Perfect Dodge
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