Increases all shields received by +20%.
Give 2 stacks of temporary DEFENSE to all nearby Slayers after drinking from an Aether Vent
You have 3 Permanent stacks of DEFENSE
Each time you break or assist breaking a Behemoth part, gain 3 temporary stacks of DEFENSE
Each time you break or assist breaking a Behemoth part, gain 3 temporary stacks of VITALITY
When a stack of SPEED is lost, gain 200 Shields.
Immune to On Fire status.
After not taking hostile damage for 10 seconds, gain a 120 health shield. Stacks 3 times.
20% of Shields applied to you is also applied to your nearest ally for 15 seconds
Immune to Shocked status.
Gain 2 temp DEFENSE after drinking a healing Flask.
10% chance to half incoming damage. If you would be knocked out, stay up and heal for 400, 5 min cooldown.
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.
After dodging through an attack, grant a 100 health shield to all Slayers. This cannot stack with itself.
Heal for 200 whenever a Behemoth is Staggered.
Prevents you from being staggered on a 10 second cooldown.
You have 4 Permanent stacks of VITALITY
Heal for 300 whenever a Behemoth is wounded
Immune to Chilled status.
After dodging through a Behemoth attack, you will be immune to stagger and take 100% less damage from the next Behemoth attack within the next 45 seconds.
You gain 1 held stack of MIGHT for every 30 stamina missing.
Reduce stamina cost of Dodge Roll by 50%
Each time you break or assist breaking a Behemoth part, gain 3 temporary stacks of ENDURANCE
Gain 3 temp DEFENSE when a Behemoth enters Rage.
Gain 3 permanent ENDURANCE
Increase Dodge invulnerability windows by 40%
After dodging through an attack, gain 1 temporary stack of SPEED
When you gain any source of Shields, gain 1 temporary stack of ENDURANCE
After sprinting for 4 seconds, gain 4 permanent SPEED. This speed is lost after 4 seconds.
After sprinting for 4 seconds, your next attack within 2 seconds be a Critical Hit
After dodging through an attack, gain 30 stamina.
Gain 3 stacks of permanent SPEED while near a Creature. This is lost when too far away from a Creature.
Staggering a Behemoth grants you 5 temporary ENDURANCE stacks.
Gain 1 permanent stack of SPEED. Cost of sprinting is reduced by 35%.
While sheathed, you have 6 permanent SPEED. These stacks are lost when unsheathed.
Gain 3 temporary MIGHT when a Behemoth enters Aether-Charge
Gain 4 permanent negative VITALITY. When you deal damage, gain one temporary stack of MIGHT. This can only happen once every 30 seconds
+30 part damage.
Deal 50% more damage to objects created by Behemoths.
Hitting a Behemoth with a weapon attack while shields are over 200 will detonate all your shields, depleating them and dealing damage equal to 400% of the value of the removed shield.
Deal 30% increased Stagger Damage
When a behemoth is staggered, gain 3 temporary MIGHT.
Deal 60% increased stagger damage vs. Enraged Behemoths
Gain 1 stack of temp MIGHT and one stack of temp DEFENSE after killing a Creature.
Gain 3 temp MIGHT when a Behemoth enters Rage.
Gain 4 permanent MIGHT. Gain 4 permanent negative SPEED.
Deal 30% increased damage to unbroken parts.
Dodging through a Behemoth's physical attack deals 250 stagger damage to its head.
For every 400 HP you currently have, you have 1 Permanent MIGHT.
After dodging through an attack, your next attack deals +200 stagger damage. Ranged swings and missiles can interrupt behemoth attacks.
You deal 30% increased Wound Damage as long as you have at least 1 MIGHT.
Each time you break or assist breaking a Behemoth part, gain 3 temporary stacks of CRITICAL
Each time you break or assist breaking a Behemoth part, gain 3 temporary stacks of SPEED
After dodging through an attack, your next attack deals 400 wound damage
When a behemoth is staggered, gain 3 temporary CRITICAL
Gain 3 held stacks of CRITICAL.
Gain 5 permanent stacks of SPEED, but take damage equal to 5% of your max health on hitting a Behemoth
For every 150 shield, gain one permanent CRITICAL stack.
Add 100 wound damage to attacks against staggered behemoths. Increases the duration of wounds by 40%
After not taking damage for 15 seconds, gain 3 permanent MIGHT. This is lost when you take damage.
Every 6th hit with your weapon is a Critical Strike
Dealing damage to the same part 5 times in a row grants you a stack of MIGHT.
Increase the duration of your Aether Rush by 50%. Increases the effects of your Aether Rush by 100%
Interrupting a Behemoth restores 100% of maximum stamina and grants 3 temporary stacks of SPEED.
Deal 50% increased damage to Wounded parts.
After dodging through an attack, all nearby slayers gain +100% wound damage based on their core damage for their next hit.
Destroying a Behemoth created object grants 1 stack of MIGHT, SPEED, and ENDURANCE.
When using an Aether Vent, gain an additional +200 healing and have a 25% chance to not consume a vent charge.
On Omnicell activation, randomly generate 4 of the following Boosts: Healing, Stamina, Power
Tonics grant +2 Stacks of the same type to other Slayers, either when consumed or when its bonus conditions are met.
Using your Weapon Active Ability also grants 2 temporary SPEED to all Slayers.
Gain 4 permanent negative ENDURANCE, while stamina is full, you have 4 permanent SPEED.
Increase weapon charge rate for weapons with meter by 30%
Increase Pylon range by 100%
Reduce the cooldown of your Lantern Core ability by 20%.
Your flask heals over 20 seconds but for 20% increased healing. It also gives this healing to nearby slayers each tick.
When reviving an ally, they are healed an additional 40%. Increases Revive speed by 66%
Dealing damage generates a Molten Heart on a 35 second cooldown. They grant immunity to burning and give 1 stack of SPEED. Cannot be collected while at max SPEED.
Spawn 1 Chaox when a Behemoth part is broken.
30% chance on breaking a Behemoth part to grant 2 stacks of SPEED to all allies and self. Else gain 2 stacks of SPEED yourself only.