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Cellsperks

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: Fortitude Cell Fortitude, Alacrity Cell Alacrity, Brutality Cell Brutality, Finesse Cell Finesse, and Insight Cell Insight

Fortitude Cell Icon Fortitude[ | ]

Name Effect
Aegis Increases amount of shields received. At later ranks, after gaining 1000 shields, ignore the next incoming hit within 15 seconds.
Assassin's Vigour Grants Health after breaking a Behemoth part.
Bloodless Protects against Wounded and Crippling Wounds statuses.
Conservation Gain shields whenever your max movement speed is reduced for any reason.
Fireproof Protects against being set on fire.
Fortress Grants a small shield after avoiding hostile damage for a short time.
Guardian Grants a portion of any shield applied to your nearest ally.
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 Dodging through Behemoth attacks grants health shields to all slayers
Stunning Vigour Restores some health whenever a Behemoth is staggered.
Sturdy Prevents being staggered on a cooldown.
Tough Increases Max Health.
Vampiric Restores some health whenever a Behemoth part is Wounded.
Warmth Protects against Chilled status effects.
Water Move like Water. Dodging through a Behemoth's attacks grants resolve and damage reduction against the next one.

Alacrity Cell Icon Alacrity[ | ]

Name Effect
Adrenaline Increases damage dealt based on stamina spent.
Agility Reduces the stamina cost of dodging.
Assassin's Frenzy Increases attack speed when a part is broken.
Conditioning Increases Stamina Regen.
Endurance Increases Max Stamina.
Evasion Increases the time you are invincible when dodging.
Evasive Fury Temporarily increases attack speed when dodging through a Behemoth's attack.
Fleet Footed Temporarily increases Movement Speed after a dodge.
Grace Sprinting increases movespeed. At higher levels, converts increased movespeed to attack speed.
Inertia Increase critical chance steadily while sprinting.
Invigorated Increases movement speed while stamina is low
Nimble Restores Stamina when dodging through Behemoth attacks. Excess becomes a stamina shield
Pack Walker Gain movement speed and attack speed while near fauna.
Roll Staggering a Behemoth grants free evades.
Sprinter Increases movespeed and reduces sprint cost.
Swift Increases Movement Speed for all nearby slayers when your weapon is sheathed. At higher levels, temporarily retains some of that increase after unsheating.

Brutality Cell Icon Brutality[ | ]

Name Effect
Aetherhunter Increases damage against aether charged Behemoths.
Berserker Reduces max health. Dealing damage stacks increased damage dealt for a short period.
Bladestorm Adds a flat amount of Part damage on hit.
Deconstruction Bonus damage against objects created by Behemoths.
Earth Weaponize your shields, detonating them with attacks to deal damage to behemoths.
Knockout King Percent increase to Stagger damage.
Overpower Increases damage against staggered Behemoths.
Pacifier Increases stagger damage against enraged Behemoths.
Pack Hunter Deal additional damage for a short time after killing fauna.
Rage Deal increased damage after taking damage.
Ragehunter Increases damage against enraged Behemoths.
Reduce Lowers attack speed but increases damage dealt.
Sharpened Percent increase to Part damage.
Stop Dodging through a Behemoth's physical attack deals stagger damage to its head.
Tenacious Gain bonus damage based on current HP.
Weighted Strikes Adds a flat amount of Stagger damage on hit. At later ranks, allows more weapon attacks to interrupt unstable Behemoth attacks.

Finesse Cell Icon Finesse[ | ]

Name Effect
Acidic Increases Wound damage at the cost of core damage.
Barbed Adds a flat amount of Wound damage on hit.
Cunning Grants a chance to critically strike, increasing damage dealt.
Fire Fight like Fire. Gain increased movement speed and attack speed at all times, but lose health as you damage behemoths.
Galvanized Gain bonus critical strike chance based on current shield.
Impulse Critical Damage is increased based on Movement Speed.
Merciless Increases Wound damage against staggered Behemoths. At later ranks, increases wound duration.
Predator Increases damage after avoiding hostile damage for a short time.
Pulse Guarantees a critical strike after a number of hits.
At higher ranks, also increases critical damage.
Recycle Dealing repeated damage to the same part grants a stacking damage buff.
Relentless Increases the duration of your aether rush.
At higher ranks, also increases the effects of aether rush.
Rushdown Interrupting a Behemoth restores Stamina and grants Movespeed.
At +6 also temporarily removes stamina costs.
Savagery Increases damage against Wounded parts.
Tactician After dodging through 3 attacks, grant all nearby slayers bonus wound damage.

Insight Cell Icon Insight[ | ]

Name Effect
Aetherborne Increases the benefits of using aether vents.
Aetheric Attunement Increases the recharge rate of your Lantern ability.
Aetheric Evasion Reduces Lantern ability cooldown when dodging through Behemoth attacks.
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
Drop Stamina regenerates more quickly, and no longer regenerates to its full amount.
Energized Increase weapon meter gain rate
Engineer Increases range of pylons.
Lucent Flask heals over time and increases the recharge rate of your Lantern ability.
Medic Improves your ability to revive allies.
Mender Using your flask restores other Slayers' health.
Molten Grants Molten Heart drops on cooldown.
Omnisurge Reduce the cooldown of your Omnicell ability. At later ranks, activating your omnicell ability reduces Lantern ability cooldown.
Pack Caller Summon Bomber fauna when behemoth parts are broken.
Reuse Breaking a Behemoth part grants a small attack speed bonus, with a chance to get a much larger one that applies to your whole party.
Zeal Increases the effectiveness of Lantern abilities

Detailed List of All Perks[ | ]

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.
Aegis 1 Increases all shields received by 5%.
2 Increases all shields received by 8%.
3 Increases all shields received by 11%.
4 Increases all shields received by 14%.
After gaining 1000 shield from any source, ignore the next incoming hit within the next 15 seconds.
5 Increases all shields received by 17%.
After gaining 1000 shield from any source, ignore the next incoming hit within the next 15 seconds.
6 Increases all shields received by 20%.
After gaining 1000 shield from any source, ignore the next incoming hit within the next 15 seconds.
Aetherborne 1 When using an aether vent, gain +25 healing and have a 25% chance to not consume a vent charge
2 When using an aether vent, gain +50 healing and have a 25% chance to not consume a vent charge
3 When using an aether vent, gain +75 healing and have a 25% chance to not consume a vent charge
4 When using an aether vent, gain +100 healing and have a 25% chance to not consume a vent charge
Enter aether rush when using an aether vent.
5 When using an aether vent, gain +150 healing and have a 25% chance to not consume a vent charge
Enter aether rush when using an aether vent.
6 When using an aether vent, gain +200 healing and have a 25% chance to not consume a vent charge
Enter aether rush when using an aether vent.
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 Increases the recharge rate of your lantern ability by 10%.
2 Increases the recharge rate of your lantern ability by 15%.
3 Increases the recharge rate of your lantern ability by 20%.
4 Increases the recharge rate of your lantern ability by 30%.
5 Increases the recharge rate of your lantern ability by 40%.
6 Increases the recharge rate of your lantern ability by 50%.
Aetheric Evasion 1 On dodging through an attack, reduce the cooldown of your Lantern ability by 5%
2 On dodging through an attack, reduce the cooldown of your Lantern ability by 10%
3 On dodging through an attack, reduce the cooldown of your Lantern ability by 15%
4 On dodging through an attack, reduce the cooldown of your Lantern ability by 25%
5 On dodging through an attack, reduce the cooldown of your Lantern ability by 30%
6 On dodging through an attack, reduce the cooldown of your Lantern ability by 35%
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 Frenzy 1 Each time you break or assist breaking a Behemoth part, gain 15% attack speed for 10 seconds.
2 Each time you break or assist breaking a Behemoth part, gain 15% attack speed for 15 seconds.
3 Each time you break or assist breaking a Behemoth part, gain 15% attack speed for 20 seconds.
4 Each time you break or assist breaking a Behemoth part, gain 15% attack speed for 30 seconds.
5 Each time you break or assist breaking a Behemoth part, gain 15% attack speed for 35 seconds.
6 Each time you break or assist breaking a Behemoth part, gain 15% attack speed for 40 seconds.
Assassin's Vigour 1 After you break a Behemoth part, heal for 50
2 After you break a Behemoth part, heal for 100
3 After you break a Behemoth part, heal for 150
4 After you break a Behemoth part, heal for 200
5 After you break a Behemoth part, heal for 250
6 After you break a Behemoth part, heal for 300
Barbed 1 +10 wound damage on hit.
2 +20 wound damage on hit.
3 +30 wound damage on hit.
4 +40 wound damage on hit.
After dodging through an attack, your next attack deals +250 wound damage.
5 +50 wound damage on hit.
After dodging through an attack, your next attack deals +350 wound damage.
6 +60 wound damage on hit.
After dodging through an attack, your next attack deals +500 wound damage.
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
2 +10 Part Damage
3 +15 Part Damage
4 +20 Part Damage
After dodging through an attack, your next attack within 5 seconds deals +200 part damage
5 +30 Part Damage
After dodging through an attack, your next attack within 5 seconds deals +200 part damage
6 +40 Part Damage
After dodging through an attack, your next attack within 5 seconds deals +400 part damage
Bloodless 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
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(max 600)
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.
Conservation 1 Losing Bonus Movement Speed grants 20 shields for every 5% Movement Speed lost. This effect cannot happen more than once every 2 seconds.
2 Losing Bonus Movement Speed grants 30 shields for every 5% Movement Speed lost. This effect cannot happen more than once every 2 seconds.
3 Losing Bonus Movement Speed grants 40 shields for every 5% Movement Speed lost. This effect cannot happen more than once every 2 seconds.
4 Losing Bonus Movement Speed grants 60 shields for every 5% Movement Speed lost. This effect cannot happen more than once every 2 seconds.
5 Losing Bonus Movement Speed grants 80 shields for every 5% Movement Speed lost. This effect cannot happen more than once every 2 seconds.
6 Losing Bonus Movement Speed grants 100 shields for every 5% Movement Speed lost. This effect cannot happen more than once every 2 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 +10% damage to objects created by Behemoths
2 Deal +20% damage to objects created by Behemoths
3 Deal +30% damage to objects created by Behemoths
4 Deal +50% damage to objects created by Behemoths
5 Deal +70% damage to objects created by Behemoths
6 Deal +100% damage to objects created by Behemoths
Drop 1 Stamina regenerates more quickly, but the amount regenerated is reduced by 15% of your maximum.
2 Stamina regenerates more quickly, but the amount regenerated is reduced by 25% of your maximum.
3 Stamina regenerates more quickly, but the amount regenerated is reduced by 35% of your maximum.
4 Stamina regenerates more quickly, but the amount regenerated is reduced by 50% of your maximum.
5 Stamina regenerates more quickly, but the amount regenerated is reduced by 60% of your maximum.
6 Stamina regenerates more quickly, but the amount regenerated is reduced by 75% of your maximum.
Earth 1 Hitting a Behemoth with a weapon attack while shields are over 200 will detonate all your shields, depleting them and dealing damage equals to 100% of the value of the removed shield.
2 Hitting a Behemoth with a weapon attack while shields are over 200 will detonate all your shields, depleting them and dealing damage equals to 150% of the value of the removed shield.
3 Hitting a Behemoth with a weapon attack while shields are over 200 will detonate all your shields, depleting them and dealing damage equals to 200% of the value of the removed shield.
4 Hitting a Behemoth with a weapon attack while shields are over 200 will detonate all your shields, depleting them and dealing damage equals to 300% of the value of the removed shield.
5 Hitting a Behemoth with a weapon attack while shields are over 200 will detonate all your shields, depleting them and dealing damage equals to 400% of the value of the removed shield.
6 Hitting a Behemoth with a weapon attack while shields are over 200 will detonate all your shields, depleting them and dealing damage equals to 400% of the value of the removed shield.

After Detonating your shield, gain a 100 health shield.

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 +4% Attack Speed for 25 seconds after dodging through an attack
2 +6% Attack Speed for 25 seconds after dodging through an attack
3 +8% Attack Speed for 25 seconds after dodging through an attack
4 +10% Attack Speed for 25 seconds after dodging through an attack
5 +12.5% Attack Speed for 25 seconds after dodging through an attack
6 +15% Attack Speed for 25 seconds after dodging through an attack
Fire 1 Gain 5% increased Attack Speed

Gain 5% increased Movement Speed On hitting a behemoth with a weapon attack, lose life equal to 1% of your max health.

2 Gain 7.5% increased Attack Speed

Gain 10% increased Movement Speed On hitting a behemoth with a weapon attack, lose life equal to 2% of your max health.

3 Gain 10% increased Attack Speed

Gain 15% increased Movement Speed On hitting a behemoth with a weapon attack, lose life equal to 3% of your max health.

4 Gain 12.5% increased Attack Speed

Gain 20% increased Movement Speed On hitting a behemoth with a weapon attack, lose life equal to 4% of your max health.

5 Gain 15% increased Attack Speed

Gain 25% increased Movement Speed On hitting a behemoth with a weapon attack, lose life equal to 5% of your max health.

6 Gain 20% increased Attack Speed

Gain 30% increased Movement Speed On hitting a behemoth with a weapon attack, lose life equal to 5% of your max health.

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 10 seconds
2 After dodging, gain 15% movement speed for 10 seconds
3 After dodging, gain 20% movement speed for 10 seconds
4 After dodging, gain 25% movement speed for 10 seconds
5 After dodging, gain 30% movement speed for 10 seconds
6 After dodging, gain 35% movement speed for 10 seconds
Fortress 1 After not taking hostile damage for 10 seconds, gain a 65 health shield. Stacks 3 times.
2 After not taking hostile damage for 10 seconds, gain a 75 health shield. Stacks 3 times.
3 After not taking hostile damage for 10 seconds, gain a 90 health shield. Stacks 3 times.
4 After not taking hostile damage for 10 seconds, gain a 105 health shield. Stacks 3 times.
5 After not taking hostile damage for 10 seconds, gain a 120 health shield. Stacks 3 times.
6 After not taking hostile damage for 10 seconds, gain a 135 health shield. Stacks 3 times.
Galvanized 1 For every 150 shield gain 1% bonus critical strike chance
2 For every 125 shield gain 1% bonus critical strike chance
3 For every 100 shield gain 1% bonus critical strike chance
4 For every 85 shield gain 1% bonus critical strike chance
+5% critical strike damage
5 For every 70 shield gain 1% bonus critical strike chance
+10% critical strike damage
6 For every 50 shield gain 1% bonus critical strike chance
+15% critical strike damage
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 half of Grace's bonus movespeed for 40 seconds
5 While sprinting, gain movespeed up to 17%
After sprinting, gain attack speed equal half of Grace's bonus movespeed for 40 seconds
6 While sprinting, gain movespeed up to 20%
After sprinting, gain attack speed equal half of Grace's bonus movespeed for 40 seconds
Guardian 1 +5% of health shields applied to you is also applied to your nearest ally for 15s (max 600 shields).
2 +10% of health shields applied to you is also applied to your nearest ally for 15s (max 600 shields).
3 +15% of health shields applied to you is also applied to your nearest ally for 15s (max 600 shields).
4 +20% of health shields applied to you is also applied to your nearest ally for 15s (max 600 shields).
5 +25% of health shields applied to you is also applied to your nearest ally for 15s (max 600 shields).
6 +30% of health shields applied to you is also applied to your nearest ally for 15s (max 600 shields).
Impulse 1 Gain 10% increased Movement Speed. Critical hit damage is increased by 1% for every 5% increased Movement Speed, benefitting from up to 50% increased Movement Speed.
2 Gain 10% increased Movement Speed. Critical hit damage is increased by 2.5% for every 5% increased Movement Speed, benefitting from up to 50% increased Movement Speed.
3 Gain 10% increased Movement Speed. Critical hit damage is increased by 4% for every 5% increased Movement Speed, benefitting from up to 50% increased Movement Speed.
4 Gain 10% increased Movement Speed. Critical hit damage is increased by 6% for every 5% increased Movement Speed, benefitting from up to 50% increased Movement Speed.
5 Gain 10% increased Movement Speed. Critical hit damage is increased by 8% for every 5% increased Movement Speed, benefitting from up to 50% increased Movement Speed.
6 Gain 10% increased Movement Speed. Critical hit damage is increased by 10% for every 5% increased Movement Speed, benefitting from up to 50% increased Movement Speed.
Inertia 1 While Sprinting, build up to 10% increased critical chance over 4 seconds. This critical chance lasts for 2 seconds or until critical damage is dealt.
2 While Sprinting, build up to 20% increased critical chance over 4 seconds. This critical chance lasts for 2 seconds or until critical damage is dealt.
3 While Sprinting, build up to 30% increased critical chance over 4 seconds. This critical chance lasts for 2 seconds or until critical damage is dealt.
4 While Sprinting, build up to 50% increased critical chance over 4 seconds. This critical chance lasts for 2 seconds or until critical damage is dealt.
5 While Sprinting, build up to 75% increased critical chance over 4 seconds. This critical chance lasts for 2 seconds or until critical damage is dealt.
6 While Sprinting, build up to 100% increased critical chance over 4 seconds. This critical chance lasts for 2 seconds or until critical damage is dealt.
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
Invigorated 1 While below 50% of your maximum Stamina, gain +10% bonus movement speed
2 While below 50% of your maximum Stamina, gain +15% bonus movement speed
3 While below 50% of your maximum Stamina, gain +20% bonus movement speed
4 While below 50% of your maximum Stamina, gain +30% bonus movement speed
5 While below 50% of your maximum Stamina, gain +40% bonus movement speed
6 While below 50% of your maximum Stamina, gain +50% bonus movement speed
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, increase the recharge rate of your Lantern ability by 15%.
2 Your Flask heals over 20 seconds, but for 20% increased healing - while this heal is active, increase the recharge rate of your Lantern ability by 25%.
3 Your Flask heals over 20 seconds, but for 20% increased healing - while this heal is active, increase the recharge rate of your Lantern ability by 35%.
4 Your Flask heals over 20 seconds, but for 20% increased healing - while this heal is active, increase the recharge rate of your Lantern ability by 40%.
5 Your Flask heals over 20 seconds, but for 20% increased healing - while this heal is active, increase the recharge rate of your Lantern ability by 45%.
6 Your Flask heals over 20 seconds, but for 20% increased healing - while this heal is active, increase the recharge rate of your Lantern ability by 50%.
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 +40 wound damage vs staggered Behemoths.
2 +60 wound damage vs staggered Behemoths.
3 +80 wound damage vs staggered Behemoths.
4 +100 wound damage vs staggered Behemoths.
Increases the duration a part stays wounded by 20%.
5 +115 wound damage vs staggered Behemoths.
Increases the duration a part stays wounded by 40%.
6 +130 wound damage vs staggered Behemoths.
Increases the duration a part stays wounded by 60%.
Molten 1 Dealing damage generates a Molten Heart on a 26 second cooldown, granting immunity to burning and increased attack and movement speed
2 Dealing damage generates a Molten Heart on a 23 second cooldown, granting immunity to burning and increased attack and movement speed
3 Dealing damage generates two Molten Hearts on a 23 second cooldown, granting immunity to burning and increased attack and movement speed
4 Dealing damage generates two Molten Hearts on a 20 second cooldown, granting immunity to burning and increased attack and movement speed
5 Dealing damage generates three Molten Hearts on a 20 second cooldown, granting immunity to burning and increased attack and movement speed
6 Dealing damage generates three Molten Hearts on a 16 second cooldown, granting immunity to burning and increased attack and movement speed
Nimble 1 After dodging through an attack gain 10 stamina. Stamina gained above Max Stamina becomes a stamina shield(max 50)
2 After dodging through an attack gain 15 stamina. Stamina gained above Max Stamina becomes a stamina shield(max 50)
3 After dodging through an attack gain 20 stamina. Stamina gained above Max Stamina becomes a stamina shield(max 50)
4 After dodging through an attack gain 25 stamina. Stamina gained above Max Stamina becomes a stamina shield(max 50)
5 After dodging through an attack gain 30 stamina. Stamina gained above Max Stamina becomes a stamina shield(max 50)
6 After dodging through an attack gain 45 stamina. Stamina gained above Max Stamina becomes a stamina shield(max 50)
Nine Lives 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
If you would be knocked out, stay up and heal for 400. 5 minute cooldown.
5 +16% chance to halve incoming damage
If you would be knocked out, stay up and heal for 400. 5 minute cooldown.
6 +20% chance to halve incoming damage
If you would be knocked out, stay up and heal for 400, and gain +33% attack speed and movement speed for 10 seconds. 5 minute cooldown.
Omnisurge 1 Reduce the cooldown of your Omnicell ability by 5%.
2 Reduce the cooldown of your Omnicell ability by 8%.
3 Reduce the cooldown of your Omnicell ability by 11%.
4 Reduce the cooldown of your Omnicell ability by 14%. On Omnicell ability activation, reduce the cooldown of your Lantern ability by 20%.
5 Reduce the cooldown of your Omnicell ability by 17%. On Omnicell ability activation, reduce the cooldown of your Lantern ability by 30%.
6 Reduce the cooldown of your Omnicell ability by 20%. On Omnicell ability activation, reduce the cooldown of your Lantern ability by 40%.
Overpower 1 +10% damage vs staggered Behemoths
2 +15% damage vs staggered Behemoths
3 +20% damage vs staggered Behemoths
4 +30% damage vs staggered Behemoths
5 +35% damage vs staggered Behemoths
6 +40% 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
Pack Caller 1 Spawn 1 Bombers when a Behemoth part is broken. Up to 1 Bombers can be spawned at a time.
2 Spawn 1 Bombers when a Behemoth part is broken. Up to 2 Bombers can be spawned at a time.
3 Spawn 1 Bombers when a Behemoth part is broken. Up to 3 Bombers can be spawned at a time.
4 Spawn 2 Bombers when a Behemoth part is broken. Up to 3 Bombers can be spawned at a time.
5 Spawn 2 Bombers when a Behemoth part is broken. Up to 6 Bombers can be spawned at a time.
6 Spawn 3 Bombers when a Behemoth part is broken. Up to 6 Bombers can be spawned at a time.
Pack Hunter 1 Gain 1% bonus damage for 20 seconds after killing Fauna. Stacks up to 5 times.
2 Gain 2% bonus damage for 20 seconds after killing Fauna. Stacks up to 5 times.
3 Gain 4% bonus damage for 20 seconds after killing Fauna. Stacks up to 5 times.
4 Gain 6% bonus damage for 20 seconds after killing Fauna. Stacks up to 5 times.
5 Gain 8% bonus damage for 20 seconds after killing Fauna. Stacks up to 5 times.
6 Gain 10% bonus damage for 20 seconds after killing Fauna. Stacks up to 5 times.
Pack Walker 1 While near fauna, gain 5% movement speed and attack speed.
2 While near fauna, gain 10% movement speed and attack speed.
3 While near fauna, gain 15% movement speed and attack speed.
4 While near fauna, gain 20% movement speed and attack speed.
5 While near fauna, gain 25% movement speed and attack speed.
6 While near fauna, gain 30% movement speed and attack speed.
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 After not taking hostile damage for 15 seconds, deal +4% damage - bonus lost when hit.
2 After not taking hostile damage for 15 seconds, deal +8% damage - bonus lost when hit.
3 After not taking hostile damage for 15 seconds, deal +14% damage - bonus lost when hit.
4 After not taking hostile damage for 15 seconds, deal +20% damage - bonus lost when hit.
5 After not taking hostile damage for 15 seconds, deal +27% damage - bonus lost when hit.
6 After not taking hostile damage for 15 seconds, deal +35% damage - bonus lost when hit.
Pulse 1 Every 10th hit with your weapon is a critical strike.
2 Every 9th hit with your weapon is a critical strike.
3 Every 8th hit with your weapon is a critical strike.
4 Every 7th hit with your weapon is a critical strike.
+5% critical strike damage
5 Every 6th hit with your weapon is a critical strike.
+10% critical strike damage
6 Every 5th hit with your weapon is a critical strike.
+15% critical strike damage
Rage 1 Once every 50 seconds, when you take damage, deal 20% damage for 15 seconds.
2 Once every 40 seconds, when you take damage, deal 20% damage for 15 seconds.
3 Once every 30 seconds, when you take damage, deal 20% damage for 15 seconds.
4 Once every 20 seconds, when you take damage, deal 20% damage for 15 seconds.
5 Once every 15 seconds, when you take damage, deal 20% damage for 15 seconds.
6 Once every 15 seconds, when you take damage, deal 20% damage for 15 seconds.
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
Recycle 1 Dealing damage to the same part consecutively grants 10% increased damage. Stacks up to 1 times.
2 Dealing damage to the same part consecutively grants 10% increased damage. Stacks up to 2 times.
3 Dealing damage to the same part consecutively grants 10% increased damage. Stacks up to 3 times.
4 Dealing damage to the same part consecutively grants 10% increased damage. Stacks up to 4 times.
5 Dealing damage to the same part consecutively grants 10% increased damage. Stacks up to 5 times.
6 Dealing damage to the same part consecutively grants 10% increased damage. Stacks up to 6 times.
Reduce 1 Damage is increased by 10%.

Attack Speed is adjusted by -5%.

2 Damage is increased by 15%.

Attack Speed is adjusted by -10%.

3 Damage is increased by 20%.

Attack Speed is adjusted by -15%.

4 Damage is increased by 30%.

Attack Speed is adjusted by -20%.

5 Damage is increased by 40%.

Attack Speed is adjusted by -25%.

6 Damage is increased by 50%.

Attack Speed is adjusted by -30%.

Relentless 1 Increase the duration of your aether rush by +20%.
2 Increase the duration of your aether rush by +30%.
3 Increase the duration of your aether rush by +50%.
4 Increase the duration of your aether rush by +50%.
Increase the effects of your aether rush by +40%.
5 Increase the duration of your aether rush by +50%.
Increase the effects of your aether rush by +70%.
6 Increase the duration of your aether rush by +50%.
Increase the effects of your aether rush by +100%.
Reuse 1 Breaking or assisting in breaking a Behemoth Part has a 5% chance to grant allies nearby 20% increased attack speed for 30 seconds. Else gain only 10% attack speed for self.
2 Breaking or assisting in breaking a Behemoth Part has a 15% chance to grant allies nearby 20% increased attack speed for 30 seconds. Else gain only 10% attack speed for self.
3 Breaking or assisting in breaking a Behemoth Part has a 30% chance to grant allies nearby 20% increased attack speed for 30 seconds. Else gain only 10% attack speed for self.
4 Breaking or assisting in breaking a Behemoth Part has a 50% chance to grant allies nearby 20% increased attack speed for 30 seconds. Else gain only 10% attack speed for self.
5 Breaking or assisting in breaking a Behemoth Part has a 75% chance to grant allies nearby 20% increased attack speed for 30 seconds. Else gain only 10% attack speed for self.
6 Breaking or assisting in breaking a Behemoth Part has a 90% chance to grant allies nearby 20% increased attack speed for 30 seconds. Else gain only 10% attack speed for self.
Roll 1 Staggering a Behemoth makes your next 2 dodges cost no stamina.
2 Staggering a Behemoth makes your next 3 dodges cost no stamina.
3 Staggering a Behemoth makes your next 4 dodges cost no stamina.
4 Staggering a Behemoth makes your next 6 dodges cost no stamina.
5 Staggering a Behemoth makes your next 8 dodges cost no stamina.
6 Staggering a Behemoth makes your next 10 dodges cost no stamina.
Rushdown 1 Interrupting a Behemoth restores 30% of maximum stamina.
Interrupting a Behemoth grants 10% movement speed for 10s.
2 Interrupting a Behemoth restores 40% of maximum stamina.
Interrupting a Behemoth grants 20% movement speed for 10s.
3 Interrupting a Behemoth restores 50% of maximum stamina.
Interrupting a Behemoth grants 20% movement speed for 10s.
4 Interrupting a Behemoth restores 75% of maximum stamina.
Interrupting a Behemoth grants 40% movement speed for 10s.
5 Interrupting a Behemoth restores 100% of maximum stamina.
Interrupting a Behemoth grants 40% movement speed for 10s.
6 Interrupting a Behemoth restores 100% of maximum stamina.
Interrupting a Behemoth grants 40% movement speed for 10s.
Interrupting a Behemoth removes all stamina costs for 10s.
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 your next attack within 5 seconds deals +50% part damage
5 +25% part damage
After dodging through an attack your next attack within 5 seconds deals +50% part damage
6 +30% part damage
After dodging through an attack your next attack within 5 seconds deals +100% part damage
Shellshock Resist 1 Reduces shellshocked explosion damage and status effect duration by 10%
2 Reduces shellshocked explosion damage and status effect duration by 20%
3 Reduces shellshocked explosion damage and status effect duration by 40%
4 Reduces shellshocked explosion damage and status effect duration by 60%
5 Reduces shellshocked explosion damage and status effect duration by 80%
6 Immune to shellshocked explosion damage and status effect
Sprinter 1 +5% movement speed
-10% reduced sprint cost
2 +7.5% movement speed
-15% reduced sprint cost
3 +10% movement speed
-20% reduced sprint cost
4 +12.5% movement speed
-25% reduced sprint cost
5 +15% movement speed
-30% reduced sprint cost
6 +17.5% movement speed
-35% reduced sprint cost
Stop 1 Dodging through a Behemoth's physical attack deals 50 stagger damage to its head.
2 Dodging through a Behemoth's physical attack deals 75 stagger damage to its head.
3 Dodging through a Behemoth's physical attack deals 100 stagger damage to its head.
4 Dodging through a Behemoth's physical attack deals 150 stagger damage to its head.
5 Dodging through a Behemoth's physical attack deals 200 stagger damage to its head.
6 Dodging through a Behemoth's physical attack deals 250 stagger damage to its head.
Strategist 1 After dodging through an attack, grant a 50 health shield to all Slayers
2 After dodging through an attack, grant a 75 health shield to all Slayers
3 After dodging through an attack, grant a 100 health shield to all Slayers
4 After dodging through an attack, grant a 125 health shield to all Slayers
5 After dodging through an attack, grant a 150 health shield to all slayers
6 After dodging through an attack, grant a 175 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, grants 5% movement speed to all nearby slayers.
2 While sheathed, grants 10% movement speed to all nearby slayers.
3 While sheathed, grants 15% movement speed to all nearby slayers.
4 While sheathed, grants 20% movement speed to all nearby slayers. Half of this effect persists on you for 15 seconds after unsheathing.
5 While sheathed, grants 25% movement speed to all nearby slayers. Half of this effect persists on you for 15 seconds after unsheathing.
6 While sheathed, grants 30% movement speed to all nearby slayers. Half of this effect persists on you for 15 seconds after unsheathing.
Tactician 1 After dodging through an attack 3 times, grant all nearby slayers +15% wound damage based on their core damage for 15 seconds.
2 After dodging through an attack 3 times, grant all nearby slayers +20% wound damage based on their core damage for 15 seconds.
3 After dodging through an attack 3 times, grant all nearby slayers +25% wound damage based on their core damage for 15 seconds.
4 After dodging through an attack 3 times, grant all nearby slayers +30% wound damage based on their core damage for 15 seconds.
5 After dodging through an attack 3 times, grant all nearby slayers +35% wound damage based on their core damage for 15 seconds.
6 After dodging through an attack 3 times, grant all nearby slayers +40% wound damage based on their core damage for 15 seconds.
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.
5 For every 100 current HP gain 1.66% bonus damage.
6 For every 100 current HP gain 2% bonus damage.
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 Chilled status by 10%
2 Reduces duration of Chilled status by 20%
3 Reduces duration of Chilled status by 40%
4 Reduces duration of Chilled status by 60%
5 Reduces duration of Chilled status by 80%
6 Immune to being Chilled
Water 1 After dodging through a Behemoth's Attack, you will be immune to stagger and take 10% less damage from the next Behemoth attack within 45 seconds.
2 After dodging through a Behemoth's Attack, you will be immune to stagger and take 20% less damage from the next Behemoth attack within 45 seconds.
3 After dodging through a Behemoth's Attack, you will be immune to stagger and take 30% less damage from the next Behemoth attack within 45 seconds.
4 After dodging through a Behemoth's Attack, you will be immune to stagger and take 60% less damage from the next Behemoth attack within 45 seconds.
5 After dodging through a Behemoth's Attack, you will be immune to stagger and take 80% less damage from the next Behemoth attack within 45 seconds.
6 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 1 +5 Stagger Damage on Hit
2 +10 Stagger Damage on Hit
3 +15 Stagger Damage on Hit
4 +20 Stagger Damage on Hit
After dodging through an attack, your next attack within 5 seconds deals +200 stagger damage
5 +30 Stagger Damage on Hit
After dodging through an attack, your next attack within 5 seconds deals +200 stagger damage
6 +40 Stagger Damage on Hit
+After dodging through an attack, your next attack within 5 seconds deals +400 stagger damage
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 ability effectiveness
2 +25% Lantern ability effectiveness
3 +35% Lantern ability effectiveness
4 +45% Lantern ability effectiveness
5 +55% Lantern ability effectiveness
6 +65% Lantern ability effectiveness
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