Artifacts/Rising
From Destinypedia, the Destiny wiki
| This article contains information from the Destiny: Rising universe, and is not a part of the established Destiny canon. |
Artifacts are equipable items that can be freely swapped out when desired, however, certain upgrades will not be passed to the newly equipped one. They are mainly obtained within Realm of the IX activities. Opportunities to acquire them as event rewards are available occasionally. They provide a character power and special perks. Depending on their rarity, each artifact is granted 1-4 random attributes from their slot's pool.
Artifacts can be raised to a permanent level of 80, then to the temporary seasonal level of 85, with a max enhancement level of 10. An artifact's individual attribute level can be brought up to 60. For an attribute's tier level to pass beyond 5, both of the slots it's available in must have that attribute.
Artifacts[edit]
Slot I[edit]
- Abilities
Abundant Planetesimal
- Lv. 1: Casting Signature Abilities[1] restores 0.87% Total Health every second for 5s. Stacks 3x.
- Lv. 2: Casting Signature Abilities restores 1.13% Total Health every second for 5s. Stacks 3x.
- Lv. 3: Casting Signature Abilities restores 1.5% Total Health every second for 5s. Stacks 3x.
- Lv. 4: Casting Signature Abilities restores 2% Total Health every second for 5s. Stacks 3x.
- Lv. 5: Casting Signature Abilities restores 2.5% Total Health every second for 5s. Stacks 3x.
Healing Planetesimal
- Lv. 1: Recover 10.5% Total Health[2] after casting any Abilities.[3] Cooldown: 10s.
- Lv. 2: Recover 13.5% Total Health after casting any Abilites. Cooldown: 10s.
- Lv. 3: Recover 18% Total Health after casting any Abilites. Cooldown: 10s.
- Lv. 4: Recover 24% Total Health after casting any Abilites. Cooldown: 10s.
- Lv. 5: Recover 30% Total Health after casting any Abilites. Cooldown: 10s.
Undaunted Blazar
- Lv. 1: Gaining an Overshield[4] also grants +8.75% damage resistance for 2s. Repeatedly gaining this effect extends the buff's duration to a max of 10s.
- Lv. 2: Gaining an Overshield also grants +11.25% damage resistance for 2s. Repeatedly gaining this effect extends the buff's duration to a max of 10s.
- Lv. 3: Gaining an Overshield also grants +15% damage resistance for 2s. Repeatedly gaining this effect extends the buff's duration to a max of 10s.
- Lv. 4: Gaining an Overshield also grants +20% damage resistance for 2s. Repeatedly gaining this effect extends the buff's duration to a max of 10s.
- Lv. 5: Gaining an Overshield also grants +25% damage resistance for 2s. Repeatedly gaining this effect extends the buff's duration to a max of 10s.
- Healing
Inspiring Axion
- Lv. 1: The wielder takes 11.2%less damage from sources more than 15m away while affected by both healing over time and Ally Damage Bonus[5] effects.
- Lv. 2: The wielder takes 14.4%less damage from sources more than 15m away while affected by both healing over time and Ally Damage Bonus effects.
- Lv. 3: The wielder takes 19.2%less damage from sources more than 15m away while affected by both healing over time and Ally Damage Bonus effects.
- Lv. 4: The wielder takes 25.6%less damage from sources more than 15m away while affected by both healing over time and Ally Damage Bonus effects.
- Lv. 5: The wielder takes 32%less damage from sources more than 15m away while affected by both healing over time and Ally Damage Bonus effects.
Talisman of Revival
- Lv. 1: Fully healing a target also restores 3.29% Total Health[2] every 2s for 8s afterwards.
- Lv. 2: Fully healing a target also restores 4.23% Total Health every 2s for 8s afterwards.
- Lv. 3: Fully healing a target also restores 5.64% Total Health every 2s for 8s afterwards.
- Lv. 4: Fully healing a target also restores 7.52% Total Health every 2s for 8s afterwards.
- Lv. 5: Fully healing a target also restores 9.4% Total Health every 2s for 8s afterwards.
- Impact
Resolute Conjunction
- Lv. 1: Take -12.25% damage from sources within 15m (includes sources 15m away).
- Lv. 2: Take -15.75% damage from sources within 15m (includes sources 15m away).
- Lv. 3: Take -21% damage from sources within 15m (includes sources 15m away).
- Lv. 4: Take -28% damage from sources within 15m (includes sources 15m away).
- Lv. 5: Take -35% damage from sources within 15m (includes sources 15m away).
- Movement
Nimble Ground
- Lv. 1: Take -7% damage while Moving.[6]
- Lv. 2: Take -9% damage while Moving.
- Lv. 3: Take -12% damage while Moving.
- Lv. 4: Take -16% damage while Moving.
- Lv. 5: Take -20% damage while Moving.
Nimble Veil
- Lv. 1: Casting Movement[7] abilities reduces damage taken by 14.7% for 3s.
- Lv. 2: Casting Movement abilities reduces damage taken by 18.9% for 3s.
- Lv. 3: Casting Movement abilities reduces damage taken by 25.2% for 3s.
- Lv. 4: Casting Movement abilities reduces damage taken by 33.6% for 3s.
- Lv. 5: Casting Movement abilities reduces damage taken by 42% for 3s.
Unrelenting Ground
- Lv. 1: Take -11.2% damage while Stationary.[8]
- Lv. 2: Take -14.4% damage while Stationary.
- Lv. 3: Take -19.2% damage while Stationary.
- Lv. 4: Take -25.6% damage while Stationary.
- Lv. 5: Take -32% damage while Stationary.
Unrelenting Subgravity
- Lv. 1: Take -10.5% damage while Airborne.[9]
- Lv. 2: Take -13.5% damage while Airborne.
- Lv. 3: Take -18% damage while Airborne.
- Lv. 4: Take -24% damage while Airborne.
- Lv. 5: Take -30% damage while Airborne.
- Overshield
Ring of Abundance
- Lv. 1: Grants +16.8% potency to healing and Overshield[4] received.
- Lv. 2: Grants +21.6% potency to healing and Overshield received.
- Lv. 3: Grants +28.8% potency to healing and Overshield received.
- Lv. 4: Grants +38.4% potency to healing and Overshield received.
- Lv. 5: Grants +48% potency to healing and Overshield received.
Ring of Healing
- Lv. 1: Recover 1.54% Total Health[2] per second while protected by an Overshield.[4]
- Lv. 2: Recover 1.98% Total Health per second while protected by an Overshield.
- Lv. 3: Recover 2.64% Total Health per second while protected by an Overshield.
- Lv. 4: Recover 3.52% Total Health per second while protected by an Overshield.
- Lv. 5: Recover 4.4% Total Health per second while protected by an Overshield.
- Piercing
Bulwark Token
- Lv. 1: Precision final blows made with weapons grant 238 Overshield[4] for 8s.
- Lv. 2: Precision final blows made with weapons grant 306 Overshield for 8s.
- Lv. 3: Precision final blows made with weapons grant 408 Overshield for 8s.
- Lv. 4: Precision final blows made with weapons grant 544 Overshield for 8s.
- Lv. 5: Precision final blows made with weapons grant 680 Overshield for 8s.
Calming Perturbation
- Lv. 1: Dealing precision damage grants +13.3% damage resistance against sources within a 15-meter radius for 8s.
- Lv. 2: Dealing precision damage grants +17.1% damage resistance against sources within a 15-meter radius for 8s.
- Lv. 3: Dealing precision damage grants +22.8% damage resistance against sources within a 15-meter radius for 8s.
- Lv. 4: Dealing precision damage grants +30.4% damage resistance against sources within a 15-meter radius for 8s.
- Lv. 5: Dealing precision damage grants +38% damage resistance against sources within a 15-meter radius for 8s.
- Rapid-Fire
Resolute Nutation
- Lv. 1: Hits from weapons or Abilities[3] grant 1 stack of 0.87% damage resistance per hit for 3s. Stacks 10x.
- Lv. 2: Hits from weapons or Abilities grant 1 stack of 1.13% damage resistance per hit for 3s. Stacks 10x.
- Lv. 3: Hits from weapons or Abilities grant 1 stack of 1.5% damage resistance per hit for 3s. Stacks 10x.
- Lv. 4: Hits from weapons or Abilities grant 1 stack of 2% damage resistance per hit for 3s. Stacks 10x.
- Lv. 5: Hits from weapons or Abilities grant 1 stack of 2.5% damage resistance per hit for 3s. Stacks 10x.
- Spread
Unrelenting Shell
- Lv. 1: Reloading weapons grants +8.75% damage resistance for 3s.
- Lv. 2: Reloading weapons grants +11.25% damage resistance for 3s.
- Lv. 3: Reloading weapons grants +15% damage resistance for 3s.
- Lv. 4: Reloading weapons grants +20% damage resistance for 3s.
- Lv. 5: Reloading weapons grants +25% damage resistance for 3s.
- Status
Healing Radiation
- Lv. 1: Recover 1.05% Total Health[2] per second while within 20m of a target affected by Status Effects[10] (including the wielder).
- Lv. 2: Recover 1.35% Total Health per second while within 20m of a target affected by Status Effects (including the wielder).
- Lv. 3: Recover 1.8% Total Health per second while within 20m of a target affected by Status Effects (including the wielder).
- Lv. 4: Recover 2.4% Total Health per second while within 20m of a target affected by Status Effects (including the wielder).
- Lv. 5: Recover 3% Total Health per second while within 20m of a target affected by Status Effects (including the wielder).
- Summon
Nourishing Pact
- Lv. 1: Summons[11] restore 7% Total Health[2] when they take the field.
- Lv. 2: Summons restore 9% Total Health when they take the field.
- Lv. 3: Summons restore 12% Total Health when they take the field.
- Lv. 4: Summons restore 16% Total Health when they take the field.
- Lv. 5: Summons restore 20% Total Health when they take the field.
Warding Pact
- Lv. 1: Summons[11] on the field grant 1 stack of Ward each: Take -3.85% damage. Stacks 3x.
- Lv. 2: Summons on the field grant 1 stack of Ward each: Take -4.95% damage. Stacks 3x.
- Lv. 3: Summons on the field grant 1 stack of Ward each: Take -6.6% damage. Stacks 3x.
- Lv. 4: Summons on the field grant 1 stack of Ward each: Take -8.8% damage. Stacks 3x.
- Lv. 5: Summons on the field grant 1 stack of Ward each: Take -11% damage. Stacks 3x.
- Survival
Chiaroscuro
- Lv. 1: Take -8.75% damage, but receive -17.5% healing when Total Health[2] is greater than 50%.
- Lv. 2: Take -11.25% damage, but receive -22.5% healing when Total Health is greater than 50%.
- Lv. 3: Take -15% damage, but receive -30% healing when Total Health is greater than 50%.
- Lv. 4: Take -20% damage, but receive -40% healing when Total Health is greater than 50%.
- Lv. 5: Take -25% damage, but receive -50% healing when Total Health is greater than 50%.
Bulwark Evolution
- Lv. 1: Taking damage grants 1 stack of Armored: Take -0.63% damage. Stacks 20x. Lose 1 stack once every 1s once Armored takes effect.
- Lv. 2: Taking damage grants 1 stack of Armored: Take -0.81% damage. Stacks 20x. Lose 1 stack once every 1s once Armored takes effect.
- Lv. 3: Taking damage grants 1 stack of Armored: Take -1.08% damage. Stacks 20x. Lose 1 stack once every 1s once Armored takes effect.
- Lv. 4: Taking damage grants 1 stack of Armored: Take -1.44% damage. Stacks 20x. Lose 1 stack once every 1s once Armored takes effect.
- Lv. 5: Taking damage grants 1 stack of Armored: Take -1.8% damage. Stacks 20x. Lose 1 stack once every 1s once Armored takes effect.
Inverted Guard
- Lv. 1: Gain +31.5% Shield[12] when Health[13] falls below 17.5%.
- Lv. 2: Gain +40.5% Shield when Health falls below 22.5%.
- Lv. 3: Gain +54% Shield when Health falls below 30%.
- Lv. 4: Gain +72% Shield when Health falls below 40%.
- Lv. 5: Gain +90% Shield when Health falls below 50%.
Upright Guard
- Lv. 1: Gain +32.2% Health[13] when Shield[12] falls below 17.5%.
- Lv. 2: Gain +41.4% Health when Shield falls below 22.5%.
- Lv. 3: Gain +55.2% Health when Shield falls below 30%.
- Lv. 4: Gain +73.6% Health when Shield falls below 40%.
- Lv. 2: Gain +92% Health when Shield falls below 50%.
Slot II[edit]
- Abilities
Binging Planetesimal
- Lv. 1: Dealing damage with Signature Abilities[1] restores Total Health[2] equal to 7.7% of the base damage dealt.
- Lv. 2: Dealing damage with Signature Abilities restores Total Health equal to 9.9% of the base damage dealt.
- Lv. 3: Dealing damage with Signature Abilities restores Total Health equal to 13.2% of the base damage dealt.
- Lv. 4: Dealing damage with Signature Abilities restores Total Health equal to 17.6% of the base damage dealt.
- Lv. 5: Dealing damage with Signature Abilities restores Total Health equal to 22% of the base damage dealt.
Retributive Planetesimal
- Lv. 1: Defeating combatants with Abilities[3] restores 4.55% Total Health.[2] Defeating Elite or stronger combatants restores 12.25% Total Health.
- Lv. 2: Defeating combatants with Abilities restores 5.85% Total Health. Defeating Elite or stronger combatants restores 15.75% Total Health.
- Lv. 3: Defeating combatants with Abilities restores 7.8% Total Health. Defeating Elite or stronger combatants restores 21% Total Health.
- Lv. 4: Defeating combatants with Abilities restores 10.4% Total Health. Defeating Elite or stronger combatants restores 28% Total Health.
- Lv. 5: Defeating combatants with Abilities restores 13% Total Health. Defeating Elite or stronger combatants restores 35% Total Health.
- Healing
Talisman of Luxuriance
- Lv. 1: Casting a healing ability on a target also grants them 4.2% Overshield[4] lasting 6s for every 20% Total Health[2] they have lost.
- Lv. 2: Casting a healing ability on a target also grants them 5.4% Overshield lasting 6s for every 20% Total Health they have lost.
- Lv. 3: Casting a healing ability on a target also grants them 7.2% Overshield lasting 6s for every 20% Total Health they have lost.
- Lv. 4: Casting a healing ability on a target also grants them 9.6% Overshield lasting 6s for every 20% Total Health they have lost.
- Lv. 5: Casting a healing ability on a target also grants them 12% Overshield lasting 6s for every 20% Total Health they have lost.
- Impact
Healing Conjunction
- Lv. 1: After taking damage within 15m of the source, recover 1.82% Total Health[2] per second for 6s. Cooldown: 15s.
- Lv. 2: After taking damage within 15m of the source, recover 2.34% Total Health per second for 6s. Cooldown: 15s.
- Lv. 3: After taking damage within 15m of the source, recover 3.12% Total Health per second for 6s. Cooldown: 15s.
- Lv. 4: After taking damage within 15m of the source, recover 4.16% Total Health per second for 6s. Cooldown: 15s.
- Lv. 5: After taking damage within 15m of the source, recover 5.2% Total Health per second for 6s. Cooldown: 15s.
- Movement
Fertile Ground
- Lv. 1: Recover 1.4% Total Health[2] per second while Stationary[8] (effective only when health is below 100%).
- Lv. 2: Recover 1.8% Total Health per second while Stationary (effective only when health is below 100%).
- Lv. 3: Recover 2.4% Total Health per second while Stationary (effective only when health is below 100%).
- Lv. 4: Recover 3.2% Total Health per second while Stationary (effective only when health is below 100%).
- Lv. 5: Recover 4% Total Health per second while Stationary (effective only when health is below 100%).
Healing Ground
- Lv. 1: Final blows landed while Moving Across Ground[14] restores 5.6% health.
- Lv. 2: Final blows landed while Moving Across Ground restores 7.2% health.
- Lv. 3: Final blows landed while Moving Across Ground restores 9.6% health.
- Lv. 4: Final blows landed while Moving Across Ground restores 12.8% health.
- Lv. 5: Final blows landed while Moving Across Ground restores 16% health.
Healing Perturbation
- Lv. 1: Dealing precision damage to targets within a 20-meter radius restores Total Health[2] equal to 7.7% of the base damage dealt.
- Lv. 2: Dealing precision damage to targets within a 20-meter radius restores Total Health equal to 9.9% of the base damage dealt.
- Lv. 3: Dealing precision damage to targets within a 20-meter radius restores Total Health equal to 13.2% of the base damage dealt.
- Lv. 4: Dealing precision damage to targets within a 20-meter radius restores Total Health equal to 17.6% of the base damage dealt.
- Lv. 5: Dealing precision damage to targets within a 20-meter radius restores Total Health equal to 22% of the base damage dealt.
Healing Subgravity
- Lv. 1: Airborne[9] final blows restore 6.65% Total Health.[2]
- Lv. 2: Airborne final blows restore 8.55% Total Health.
- Lv. 3: Airborne final blows restore 11.4% Total Health.
- Lv. 4: Airborne final blows restore 15.2% Total Health.
- Lv. 5: Airborne final blows restore 19% Total Health.
Healing Veil
- Lv. 1: Casting Movement[7] abilities instantly restores 5.6% health.
- Lv. 2: Casting Movement abilities instantly restores 7.2% health.
- Lv. 3: Casting Movement abilities instantly restores 9.6% health.
- Lv. 4: Casting Movement abilities instantly restores 12.8% health.
- Lv. 5: Casting Movement abilities instantly restores 16% health.
- Overshield
Resonating Axion
- Lv. 1: When the wielder is healed over time by their own Abilities,[3] healing received is increased by 4.2% for 6s. Stacks 5x. A max of 1 stack can be gained every 2s.
- Lv. 2: When the wielder is healed over time by their own Abilities, healing received is increased by 5.4% for 6s. Stacks 5x. A max of 1 stack can be gained every 2s.
- Lv. 3: When the wielder is healed over time by their own Abilities, healing received is increased by 7.2% for 6s. Stacks 5x. A max of 1 stack can be gained every 2s.
- Lv. 4: When the wielder is healed over time by their own Abilities, healing received is increased by 9.6% for 6s. Stacks 5x. A max of 1 stack can be gained every 2s.
- Lv. 5: When the wielder is healed over time by their own Abilities, healing received is increased by 12% for 6s. Stacks 5x. A max of 1 stack can be gained every 2s.
Ring of Conversion
- Lv. 1: 28% of overflow healing from the wielder's own abilities is converted into an Overshield[4] for the wielder that lasts 6s.
- Lv. 2: 36% of overflow healing from the wielder's own abilities is converted into an Overshield for the wielder that lasts 6s.
- Lv. 3: 48% of overflow healing from the wielder's own abilities is converted into an Overshield for the wielder that lasts 6s.
- Lv. 4: 64% of overflow healing from the wielder's own abilities is converted into an Overshield for the wielder that lasts 6s.
- Lv. 5: 80% of overflow healing from the wielder's own abilities is converted into an Overshield for the wielder that lasts 6s.
Ring of Safeguarding
- Lv. 1: Gian 15.75% Overshield[4] when Shield[12] is broken, lasting 6s. Cooldown: 16s.
- Lv. 2: Gian 20.25% Overshield when Shield is broken, lasting 6s. Cooldown: 16s.
- Lv. 3: Gian 27% Overshield when Shield is broken, lasting 6s. Cooldown: 16s.
- Lv. 4: Gian 36% Overshield when Shield is broken, lasting 6s. Cooldown: 16s.
- Lv. 5: Gian 45% Overshield when Shield is broken, lasting 6s. Cooldown: 16s.
Siphoning Blazar
- Lv. 1: When the wielder has an Overshield,[4] dealing AoE Damage[15] to combatants grants Overshield equal to 9.1% of the initial damage dealt for 10s.
- Lv. 2: When the wielder has an Overshield, dealing AoE Damage to combatants grants Overshield equal to 11.7% of the initial damage dealt for 10s.
- Lv. 3: When the wielder has an Overshield, dealing AoE Damage to combatants grants Overshield equal to 15.6% of the initial damage dealt for 10s.
- Lv. 4: When the wielder has an Overshield, dealing AoE Damage to combatants grants Overshield equal to 20.8% of the initial damage dealt for 10s.
- Lv. 5: When the wielder has an Overshield, dealing AoE Damage to combatants grants Overshield equal to 26% of the initial damage dealt for 10s.
- Piercing
Unrelenting Token
- Lv. 1: Take -12.95% damage while aiming down sights with Piercing Power weapons.
- Lv. 2: Take -16.65% damage while aiming down sights with Piercing Power weapons.
- Lv. 3: Take -22.2% damage while aiming down sights with Piercing Power weapons.
- Lv. 4: Take -29.6% damage while aiming down sights with Piercing Power weapons.
- Lv. 5: Take -37% damage while aiming down sights with Piercing Power weapons.
- Rapid-Fire
Healing Nutation
- Lv. 1: After consecutively hitting the same target with more than 5 rounds, recover Total Health[2] on every subsequent hit equal to 9.45% of the base weapon damage dealt.
- Lv. 2: After consecutively hitting the same target with more than 5 rounds, recover Total Health on every subsequent hit equal to 12.15% of the base weapon damage dealt.
- Lv. 3: After consecutively hitting the same target with more than 5 rounds, recover Total Health on every subsequent hit equal to 16.2% of the base weapon damage dealt.
- Lv. 4: After consecutively hitting the same target with more than 5 rounds, recover Total Health on every subsequent hit equal to 21.6% of the base weapon damage dealt.
- Lv. 5: After consecutively hitting the same target with more than 5 rounds, recover Total Health on every subsequent hit equal to 27% of the base weapon damage dealt.
- Spread
Bloodthirsty Shell
- Lv. 1: Recover 14% Total Health[2] whenever Spread Weapons'[16] shots defeat multiple combatants at once.
- Lv. 2: Recover 18% Total Health whenever Spread Weapons' shots defeat multiple combatants at once.
- Lv. 3: Recover 24% Total Health whenever Spread Weapons' shots defeat multiple combatants at once.
- Lv. 4: Recover 32% Total Health whenever Spread Weapons' shots defeat multiple combatants at once.
- Lv. 5: Recover 40% Total Health whenever Spread Weapons' shots defeat multiple combatants at once.
- Status
Resolute Radiation
- Lv. 1: Gain +8.75% damage resistance while affected by Status Effects.[10]
- Lv. 2: Gain +11.25% damage resistance while affected by Status Effects.
- Lv. 3: Gain +15% damage resistance while affected by Status Effects.
- Lv. 4: Gain +20% damage resistance while affected by Status Effects.
- Lv. 5: Gain +25% damage resistance while affected by Status Effects.
- Summon
Bulwark Pact
- Lv. 1: The wielder's Summons[11] gain +17.5% total health.
- Lv. 2: The wielder's Summons gain +22.5% total health.
- Lv. 3: The wielder's Summons gain +30% total health.
- Lv. 4: The wielder's Summons gain +40% total health.
- Lv. 5: The wielder's Summons gain +50% total health.
Siphoning Pact
- Lv. 1: Summons's[11] attacks restore 5.95% Total Health[2] when assisting in final blows.
- Lv. 2: Summons's attacks restore 7.65% Total Health when assisting in final blows.
- Lv. 3: Summons's attacks restore 10.2% Total Health when assisting in final blows.
- Lv. 4: Summons's attacks restore 13.6% Total Health when assisting in final blows.
- Lv. 5: Summons's attacks restore 17% Total Health when assisting in final blows.
- Survival
Inverted Tenacity
- Lv. 1: Take -14% damage when Total Health[2] is below 13.3%.
- Lv. 2: Take -18% damage when Total Health is below 17.1%.
- Lv. 3: Take -24% damage when Total Health is below 22.8%.
- Lv. 4: Take -32% damage when Total Health is below 30.4%.
- Lv. 5: Take -40% damage when Total Health is below 38%.
Pranayama
- Lv. 1: Natural health recovery interval is shortened by 24.5% while Shield[12] is present.
- Lv. 2: Natural health recovery interval is shortened by 31.5% while Shield is present.
- Lv. 3: Natural health recovery interval is shortened by 42% while Shield is present.
- Lv. 4: Natural health recovery interval is shortened by 56% while Shield is present.
- Lv. 5: Natural health recovery interval is shortened by 70% while Shield is present.
Unrelenting Evolution
- Lv. 1: Gaining damage resistance effects other than Armored grants an additional +15 stacks of Armored: Take -0.63% damage. Stacks 20x. Lose 1 stack once every 1s once Armored takes effect.
- Lv. 2: Gaining damage resistance effects other than Armored grants an additional +15 stacks of Armored: Take -0.81% damage. Stacks 20x. Lose 1 stack once every 1s once Armored takes effect.
- Lv. 3: Gaining damage resistance effects other than Armored grants an additional +15 stacks of Armored: Take -1.08% damage. Stacks 20x. Lose 1 stack once every 1s once Armored takes effect.
- Lv. 4: Gaining damage resistance effects other than Armored grants an additional +15 stacks of Armored: Take -1.44% damage. Stacks 20x. Lose 1 stack once every 1s once Armored takes effect.
- Lv. 5: Gaining damage resistance effects other than Armored grants an additional +15 stacks of Armored: Take -1.8% damage. Stacks 20x. Lose 1 stack once every 1s once Armored takes effect.
Upright Tenacity
- Lv. 1: Gain +10.5% damage resistance while Shield[12] is broken.
- Lv. 2: Gain +13.5% damage resistance while Shield is broken.
- Lv. 3: Gain +18% damage resistance while Shield is broken.
- Lv. 4: Gain +24% damage resistance while Shield is broken.
- Lv. 5: Gain +30% damage resistance while Shield is broken.
Slot III[edit]
- Abilities
Courageous Planetesimal
- Lv. 1: Casting Abilities[3] grants +6.3% damage bonus for 10s.
- Lv. 2: Casting Abilities grants +8.1% damage bonus for 10s.
- Lv. 3: Casting Abilities grants +10.8% damage bonus for 10s.
- Lv. 4: Casting Abilities grants +14.4% damage bonus for 10s.
- Lv. 5: Casting Abilities grants +18% damage bonus for 10s.
Vigilant Planetesimal
- Lv. 1: Casting Signature Abilities[1] increases the damage of the next Signature Ability cast within 6s by 17.5%. (Signature Abilities that have received this buff cannot trigger the buff for the next Signature Ability.)
- Lv. 2: Casting Signature Abilities increases the damage of the next Signature Ability cast within 6s by 22.5%. (Signature Abilities that have received this buff cannot trigger the buff for the next Signature Ability.)
- Lv. 3: Casting Signature Abilities increases the damage of the next Signature Ability cast within 6s by 30%. (Signature Abilities that have received this buff cannot trigger the buff for the next Signature Ability.)
- Lv. 4: Casting Signature Abilities increases the damage of the next Signature Ability cast within 6s by 40%. (Signature Abilities that have received this buff cannot trigger the buff for the next Signature Ability.)
- Lv. 5: Casting Signature Abilities increases the damage of the next Signature Ability cast within 6s by 50%. (Signature Abilities that have received this buff cannot trigger the buff for the next Signature Ability.)
- Healing
Talisman of Unity
- Lv. 1: Healing a target to 100% Total Health[2] also grants them +3.5% Ally Damage Bonus[5] for 6s.
- Lv. 2: Healing a target to 100% Total Health also grants them +4.5% Ally Damage Bonus for 6s.
- Lv. 3: Healing a target to 100% Total Health also grants them +6% Ally Damage Bonus for 6s.
- Lv. 4: Healing a target to 100% Total Health also grants them +8% Ally Damage Bonus for 6s.
- Lv. 5: Healing a target to 100% Total Health also grants them +10% Ally Damage Bonus for 6s.
- Impact
Jolted Transit
- Lv. 1: This weapon deals -7% precision damage and +12.95% body shot damage.
- Lv. 2: This weapon deals -9% precision damage and +16.65% body shot damage.
- Lv. 3: This weapon deals -12% precision damage and +22.2% body shot damage.
- Lv. 4: This weapon deals -16% precision damage and +29.6% body shot damage.
- Lv. 5: This weapon deals -20% precision damage and +37% body shot damage.
- Movement
Bellicose Veil
- Lv. 1: Casting Movement[7] abilities grants the next one of your Signature Abilities[1] +26.95% damage bonus. Lasts 3s.
- Lv. 2: Casting Movement abilities grants the next one of your Signature Abilities +34.65% damage bonus. Lasts 3s.
- Lv. 3: Casting Movement abilities grants the next one of your Signature Abilities +46.2% damage bonus. Lasts 3s.
- Lv. 4: Casting Movement abilities grants the next one of your Signature Abilities +61.6% damage bonus. Lasts 3s.
- Lv. 5: Casting Movement abilities grants the next one of your Signature Abilities +77% damage bonus. Lasts 3s.
Mysterious Submagnetism
- Lv. 1: Deal +8.75% damage while Stationary,[8] but deal -1.75% damage while moving.
- Lv. 2: Deal +11.25% damage while Stationary, but deal -2.25% damage while moving.
- Lv. 3: Deal +15% damage while Stationary, but deal -3% damage while moving.
- Lv. 4: Deal +20% damage while Stationary, but deal -4% damage while moving.
- Lv. 5: Deal +25% damage while Stationary, but deal -5% damage while moving.
Valiant Ground
- Lv. 1: Deal +7.7% damage while Moving Across Ground.[14]
- Lv. 2: Deal +9.9% damage while Moving Across Ground.
- Lv. 3: Deal +13.2% damage while Moving Across Ground.
- Lv. 4: Deal +17.6% damage while Moving Across Ground.
- Lv. 5: Deal +22% damage while Moving Across Ground.
Valiant Perturbation
- Lv. 1: Simultaneously having Damage Resistance and movement speed bonus applied by the wielder's own abilities grants +8.75% damage bonus.
- Lv. 2: Simultaneously having Damage Resistance and movement speed bonus applied by the wielder's own abilities grants +11.25% damage bonus.
- Lv. 3: Simultaneously having Damage Resistance and movement speed bonus applied by the wielder's own abilities grants +15% damage bonus.
- Lv. 4: Simultaneously having Damage Resistance and movement speed bonus applied by the wielder's own abilities grants +20% damage bonus.
- Lv. 5: Simultaneously having Damage Resistance and movement speed bonus applied by the wielder's own abilities grants +25% damage bonus.
Valiant Subgravity
- Lv. 1: Deal +7.7% damage while Airborne.[9]
- Lv. 2: Deal +9.9% damage while Airborne.
- Lv. 3: Deal +13.2% damage while Airborne.
- Lv. 4: Deal +17.6% damage while Airborne.
- Lv. 5: Deal +22% damage while Airborne.
- Overshield
Ring of Courage
- Lv. 1: Take -3.5% damage and deal +7% damage while protected by an Overshield.[4]
- Lv. 2: Take -4.5% damage and deal +9% damage while protected by an Overshield.
- Lv. 3: Take -6% damage and deal +12% damage while protected by an Overshield.
- Lv. 4: Take -8% damage and deal +16% damage while protected by an Overshield.
- Lv. 5: Take -10% damage and deal +20% damage while protected by an Overshield.
Ring of Morale
- Lv. 1: Gaining and Overshield[4] grants +7% damage bonus for 6s.
- Lv. 2: Gaining and Overshield grants +9% damage bonus for 6s.
- Lv. 3: Gaining and Overshield grants +12% damage bonus for 6s.
- Lv. 4: Gaining and Overshield grants +16% damage bonus for 6s.
- Lv. 5: Gaining and Overshield grants +20% damage bonus for 6s.
Safeguarding Blazar
- Lv. 1: Increases the base max Overshield[4] by 10.5%. Additionally, abilities deal +14% damage while protected by an Overshield.
- Lv. 2: Increases the base max Overshield by 13.5%. Additionally, abilities deal +18% damage while protected by an Overshield.
- Lv. 3: Increases the base max Overshield by 18%. Additionally, abilities deal +24% damage while protected by an Overshield.
- Lv. 4: Increases the base max Overshield by 24%. Additionally, abilities deal +32% damage while protected by an Overshield.
- Lv. 5: Increases the base max Overshield by 30%. Additionally, abilities deal +40% damage while protected by an Overshield.
- Piercing
Calming Token
- Lv. 1: Shots fired while Stationary[8] gain +3.5 accuracy and +16.1% precision damage.
- Lv. 2: Shots fired while Stationary gain +4.5 accuracy and +20.7% precision damage.
- Lv. 3: Shots fired while Stationary gain +6 accuracy and +27.6% precision damage.
- Lv. 4: Shots fired while Stationary gain +8 accuracy and +36.8% precision damage.
- Lv. 5: Shots fired while Stationary gain +10 accuracy and +46% precision damage.
- Rapid-Fire
Bellicose Precession
- Lv. 1: Hitting the same target 5 times grants this weapon +12.95% rate of fire until the magazine is emptied or the weapon is reloaded.
- Lv. 2: Hitting the same target 5 times grants this weapon +16.65% rate of fire until the magazine is emptied or the weapon is reloaded.
- Lv. 3: Hitting the same target 5 times grants this weapon +22.2% rate of fire until the magazine is emptied or the weapon is reloaded.
- Lv. 4: Hitting the same target 5 times grants this weapon +29.6% rate of fire until the magazine is emptied or the weapon is reloaded.
- Lv. 5: Hitting the same target 5 times grants this weapon +37% rate of fire until the magazine is emptied or the weapon is reloaded.
- Spread
Scattering Shell
- Lv. 1: Hitting multiple targets at once grants drawn Spread Weapons'[16] next projectile +21% blast damage and blast radius.
- Lv. 2: Hitting multiple targets at once grants drawn Spread Weapons' next projectile +27% blast damage and blast radius.
- Lv. 3: Hitting multiple targets at once grants drawn Spread Weapons' next projectile +36% blast damage and blast radius.
- Lv. 4: Hitting multiple targets at once grants drawn Spread Weapons' next projectile +48% blast damage and blast radius.
- Lv. 5: Hitting multiple targets at once grants drawn Spread Weapons' next projectile +60% blast damage and blast radius.
- Status
Bellicose Radiation
- Lv. 1: While affected by a damage over time effect, take -17.5% damage from damage over time effects, and deal +5.25% damage.
- Lv. 2: While affected by a damage over time effect, take -22.5% damage from damage over time effects, and deal +6.75% damage.
- Lv. 3: While affected by a damage over time effect, take -30% damage from damage over time effects, and deal +9% damage.
- Lv. 4: While affected by a damage over time effect, take -40% damage from damage over time effects, and deal +12% damage.
- Lv. 5: While affected by a damage over time effect, take -50% damage from damage over time effects, and deal +15% damage.
United Axion
- Lv. 1: When your own Ally Damage Bonus[5] effect is applied, its weapon damage bonus is increased by an additional 49%.
- Lv. 2: When your own Ally Damage Bonus effect is applied, its weapon damage bonus is increased by an additional 63%.
- Lv. 3: When your own Ally Damage Bonus effect is applied, its weapon damage bonus is increased by an additional 84%.
- Lv. 4: When your own Ally Damage Bonus effect is applied, its weapon damage bonus is increased by an additional 112%.
- Lv. 5: When your own Ally Damage Bonus effect is applied, its weapon damage bonus is increased by an additional 140%.
- Summon
Bellicose Pact
- Lv. 1: The wielder's Summons[11] deal +12.95% damage.
- Lv. 2: The wielder's Summons deal +16.65% damage.
- Lv. 3: The wielder's Summons deal +22.2% damage.
- Lv. 4: The wielder's Summons deal +29.6% damage.
- Lv. 5: The wielder's Summons deal +37% damage.
Rampaging Pact
- Lv. 1: Summons[11] grant the wielder +11.55% damage bonus for 6s upon taking the field.
- Lv. 2: Summons grant the wielder +14.85% damage bonus for 6s upon taking the field.
- Lv. 3: Summons grant the wielder +19.8% damage bonus for 6s upon taking the field.
- Lv. 4: Summons grant the wielder +26.4% damage bonus for 6s upon taking the field.
- Lv. 5: Summons grant the wielder +33% damage bonus for 6s upon taking the field.
- Survival
Inverted Fury
- Lv. 1: Gain +10.5% weapon damage bonus while Shield[12] is present.
- Lv. 2: Gain +13.5% weapon damage bonus while Shield is present.
- Lv. 3: Gain +18% weapon damage bonus while Shield is present.
- Lv. 4: Gain +24% weapon damage bonus while Shield is present.
- Lv. 5: Gain +30% weapon damage bonus while Shield is present.
Predator Evolution
- Lv. 1: Gaining damage resistance triggers Offense-Defense Integration: Deal +1.05% damage for 6s. Stacks 5x.
- Lv. 2: Gaining damage resistance triggers Offense-Defense Integration: Deal +1.35% damage for 6s. Stacks 5x.
- Lv. 3: Gaining damage resistance triggers Offense-Defense Integration: Deal +1.8% damage for 6s. Stacks 5x.
- Lv. 4: Gaining damage resistance triggers Offense-Defense Integration: Deal +2.4% damage for 6s. Stacks 5x.
- Lv. 5: Gaining damage resistance triggers Offense-Defense Integration: Deal +3% damage for 6s. Stacks 5x.
Upright Fury
- Lv. 1: When no longer critically wounded, deal +8.75% damage for 6s.
- Lv. 2: When no longer critically wounded, deal +11.25% damage for 6s.
- Lv. 3: When no longer critically wounded, deal +15% damage for 6s.
- Lv. 4: When no longer critically wounded, deal +20% damage for 6s.
- Lv. 5: When no longer critically wounded, deal +25% damage for 6s.
Upright Vengeance
- Lv. 1: Gain +1.75% damage bonus for every 10% Total Health lost.
- Lv. 2: Gain +2.25% damage bonus for every 10% Total Health lost.
- Lv. 3: Gain +3% damage bonus for every 10% Total Health lost.
- Lv. 4: Gain +4% damage bonus for every 10% Total Health lost.
- Lv. 5: Gain +5% damage bonus for every 10% Total Health lost.
Slot IV[edit]
- Abilities
Bellicose Planetesimal
- Lv. 1: Casting Signature Abilities[1] grants +10.5% weapon damage for 6s.
- Lv. 2: Casting Signature Abilities grants +13.5% weapon damage for 6s.
- Lv. 3: Casting Signature Abilities grants +18% weapon damage for 6s.
- Lv. 4: Casting Signature Abilities grants +24% weapon damage for 6s.
- Lv. 5: Casting Signature Abilities grants +30% weapon damage for 6s.
Rampaging Planetesimal
- Lv. 1: Dealing damage to targets within a 15-meter radius increases Signature Abilities'[1] damage dealt by 1.4% for 10s. Stacks 10x.
- Lv. 2: Dealing damage to targets within a 15-meter radius increases Signature Abilities' damage dealt by 1.8% for 10s. Stacks 10x.
- Lv. 3: Dealing damage to targets within a 15-meter radius increases Signature Abilities' damage dealt by 2.4% for 10s. Stacks 10x.
- Lv. 4: Dealing damage to targets within a 15-meter radius increases Signature Abilities' damage dealt by 3.2% for 10s. Stacks 10x.
- Lv. 5: Dealing damage to targets within a 15-meter radius increases Signature Abilities' damage dealt by 4% for 10s. Stacks 10x.
- Buff
Obstructing Perturbation
- Lv. 1: Attempting to inflict a combatant within a 20-meter radius with Blind[17] increases the wielder's damage by 8.75% for 8s.
- Lv. 2: Attempting to inflict a combatant within a 20-meter radius with Blind increases the wielder's damage by 11.25% for 8s.
- Lv. 3: Attempting to inflict a combatant within a 20-meter radius with Blind increases the wielder's damage by 15% for 8s.
- Lv. 4: Attempting to inflict a combatant within a 20-meter radius with Blind increases the wielder's damage by 20% for 8s.
- Lv. 5: Attempting to inflict a combatant within a 20-meter radius with Blind increases the wielder's damage by 25% for 8s.
- Healing
Talisman of Inspiration
- Lv. 1: Deal +6.3% damage while receiving continuous healing.
- Lv. 2: Deal +8.1% damage while receiving continuous healing.
- Lv. 3: Deal +10.8% damage while receiving continuous healing.
- Lv. 4: Deal +14.4% damage while receiving continuous healing.
- Lv. 5: Deal +18% damage while receiving continuous healing.
- Impact
Resonating Transit
- Lv. 1: When both equipped weapons are the same element, they deal +11.55% elemental damage to combatants and matching shields.
- Lv. 2: When both equipped weapons are the same element, they deal +14.85% elemental damage to combatants and matching shields.
- Lv. 3: When both equipped weapons are the same element, they deal +19.8% elemental damage to combatants and matching shields.
- Lv. 4: When both equipped weapons are the same element, they deal +26.4% elemental damage to combatants and matching shields.
- Lv. 5: When both equipped weapons are the same element, they deal +33% elemental damage to combatants and matching shields.
- Movement
Bellicose Subgravity
- Lv. 1: Gain +8.75% reload speed and +10.5% weapon damage while Airborne.[9]
- Lv. 2: Gain +11.25% reload speed and +13.5% weapon damage while Airborne.
- Lv. 3: Gain +15% reload speed and +18% weapon damage while Airborne.
- Lv. 4: Gain +20% reload speed and +24% weapon damage while Airborne.
- Lv. 5: Gain +25% reload speed and +30% weapon damage while Airborne.
Illuminated Ground
- Lv. 1: Casting Signature Abilities[1] while Stationary[8] grants +12.6% weapon damage bonus for 6s.
- Lv. 2: Casting Signature Abilities while Stationary grants +16.2% weapon damage bonus for 6s.
- Lv. 3: Casting Signature Abilities while Stationary grants +21.6% weapon damage bonus for 6s.
- Lv. 4: Casting Signature Abilities while Stationary grants +28.8% weapon damage bonus for 6s.
- Lv. 5: Casting Signature Abilities while Stationary grants +36% weapon damage bonus for 6s.
Light-Rich Ground
- Lv. 1: Abilities[3] cast while Moving Across Ground[14] deal +9.45% damage.
- Lv. 2: Abilities cast while Moving Across Ground deal +12.15% damage.
- Lv. 3: Abilities cast while Moving Across Ground deal +16.2% damage.
- Lv. 4: Abilities cast while Moving Across Ground deal +21.6% damage.
- Lv. 5: Abilities cast while Moving Across Ground deal +27% damage.
Valiant Veil
- Lv. 1: Casting Movement[7] abilities grants +8.75% damage bonus for 5s.
- Lv. 2: Casting Movement abilities grants +11.25% damage bonus for 5s.
- Lv. 3: Casting Movement abilities grants +15% damage bonus for 5s.
- Lv. 4: Casting Movement abilities grants +20% damage bonus for 5s.
- Lv. 5: Casting Movement abilities grants +25% damage bonus for 5s.
- Overshield
Ring of Reflection
- Lv. 1: Gain damage bonus equal to [overshield value/Total Health][2] x 24.5% while protected by an Overshield,[4] for a max damage bonus of 8.75%.
- Lv. 2: Gain damage bonus equal to [overshield value/Total Health] x 31.5% while protected by an Overshield, for a max damage bonus of 11.25%.
- Lv. 3: Gain damage bonus equal to [overshield value/Total Health] x 42% while protected by an Overshield, for a max damage bonus of 15%.
- Lv. 4: Gain damage bonus equal to [overshield value/Total Health] x 56% while protected by an Overshield, for a max damage bonus of 20%.
- Lv. 5: Gain damage bonus equal to [overshield value/Total Health] x 70% while protected by an Overshield, for a max damage bonus of 25%.
Ring of Vengeance
- Lv. 1: Each hit taken while protected by an Overshield[4] grants +0.87% damage bonus for 6s. Stacks 10x.
- Lv. 2: Each hit taken while protected by an Overshield grants +1.13% damage bonus for 6s. Stacks 10x.
- Lv. 3: Each hit taken while protected by an Overshield grants +1.5% damage bonus for 6s. Stacks 10x.
- Lv. 4: Each hit taken while protected by an Overshield grants +2% damage bonus for 6s. Stacks 10x.
- Lv. 5: Each hit taken while protected by an Overshield grants +2.5% damage bonus for 6s. Stacks 10x.
- Piercing
Hawkeye Token
- Lv. 1: When hitting targets more than 20m away, weapons deal higher damage based on how far away they are, up to +16.8%.
- Lv. 2: When hitting targets more than 20m away, weapons deal higher damage based on how far away they are, up to +21.6%.
- Lv. 3: When hitting targets more than 20m away, weapons deal higher damage based on how far away they are, up to +28.8%.
- Lv. 4: When hitting targets more than 20m away, weapons deal higher damage based on how far away they are, up to +38.4%.
- Lv. 5: When hitting targets more than 20m away, weapons deal higher damage based on how far away they are, up to +48%.
- Rapid-Fire
Rampaging Precession
- Lv. 1: Reloading after the previous magazine lands at least 10 hits grants the weapon +14% damage bonus.
- Lv. 2: Reloading after the previous magazine lands at least 10 hits grants the weapon +18% damage bonus.
- Lv. 3: Reloading after the previous magazine lands at least 10 hits grants the weapon +24% damage bonus.
- Lv. 4: Reloading after the previous magazine lands at least 10 hits grants the weapon +32% damage bonus.
- Lv. 5: Reloading after the previous magazine lands at least 10 hits grants the weapon +40% damage bonus.
- Spread
Bellicose Blazar
- Lv. 1: AoE Damage[15] is increased by 8.75%. Additionally, dealing AoE Damage increases the wielder's movement speed by 15% for 3s.
- Lv. 2: AoE Damage is increased by 11.25%. Additionally, dealing AoE Damage increases the wielder's movement speed by 15% for 3s.
- Lv. 3: AoE Damage is increased by 15%. Additionally, dealing AoE Damage increases the wielder's movement speed by 15% for 3s.
- Lv. 4: AoE Damage is increased by 20%. Additionally, dealing AoE Damage increases the wielder's movement speed by 15% for 3s.
- Lv. 5: AoE Damage is increased by 25%. Additionally, dealing AoE Damage increases the wielder's movement speed by 15% for 3s.
Explosive Shell
- Lv. 1: Projectiles gain +16.8% blast damage and +16.8% blast radius on direct hits.
- Lv. 2: Projectiles gain +21.6% blast damage and +21.6% blast radius on direct hits.
- Lv. 3: Projectiles gain +28.8% blast damage and +28.8% blast radius on direct hits.
- Lv. 4: Projectiles gain +38.4% blast damage and +38.4% blast radius on direct hits.
- Lv. 5: Projectiles gain +48% blast damage and +48% blast radius on direct hits.
- Status
Confined Axion
- Lv. 1: Inflicting a combatant with Confined[18] increases the wielder's damage dealt to them with long-ranged weapons for the next 10s, dealing +12.6% damage at more than 20m and +20.3% damage at more than 30m.
- Lv. 2: Inflicting a combatant with Confined increases the wielder's damage dealt to them with long-ranged weapons for the next 10s, dealing +16.2% damage at more than 20m and +26.1% damage at more than 30m.
- Lv. 3: Inflicting a combatant with Confined increases the wielder's damage dealt to them with long-ranged weapons for the next 10s, dealing +26.1% damage at more than 20m and +34.8% damage at more than 30m.
- Lv. 4: Inflicting a combatant with Confined increases the wielder's damage dealt to them with long-ranged weapons for the next 10s, dealing +28.8% damage at more than 20m and +46.4% damage at more than 30m.
- Lv. 5: Inflicting a combatant with Confined increases the wielder's damage dealt to them with long-ranged weapons for the next 10s, dealing +36% damage at more than 20m and +58% damage at more than 30m.
Rampaging Radiation
- Lv. 1: Casting Abilities[3] grants the Rampage effect: Lose 4.2% Total Health[2] once every 2s and deal +2.8% damage for 10s. Stacks 3x. (Can only take effect when health is greater than 30%.)
- Lv. 2: Casting Abilities grants the Rampage effect: Lose 5.4% Total Health once every 2s and deal +3.6% damage for 10s. Stacks 3x. (Can only take effect when health is greater than 30%.)
- Lv. 3: Casting Abilities grants the Rampage effect: Lose 7.2% Total Health once every 2s and deal +4.8% damage for 10s. Stacks 3x. (Can only take effect when health is greater than 30%.)
- Lv. 4: Casting Abilities grants the Rampage effect: Lose 9.6% Total Health once every 2s and deal +6.4% damage for 10s. Stacks 3x. (Can only take effect when health is greater than 30%.)
- Lv. 5: Casting Abilities grants the Rampage effect: Lose 12% Total Health once every 2s and deal +8% damage for 10s. Stacks 3x. (Can only take effect when health is greater than 30%.)
- Summon
Resonating Pact
- Lv. 1: When Summons[11] attacks the same target as the wielder, they deal +16.45% damage.
- Lv. 2: When Summons attacks the same target as the wielder, they deal +21.15% damage.
- Lv. 3: When Summons attacks the same target as the wielder, they deal +28.2% damage.
- Lv. 4: When Summons attacks the same target as the wielder, they deal +37.6% damage.
- Lv. 5: When Summons attacks the same target as the wielder, they deal +47% damage.
Responsive Pact
- Lv. 1: Summons[11] deal +14% damage for 6s after the wielder casts Signature Abilities.[1]
- Lv. 2: Summons deal +18% damage for 6s after the wielder casts Signature Abilities.
- Lv. 3: Summons deal +24% damage for 6s after the wielder casts Signature Abilities.
- Lv. 4: Summons deal +32% damage for 6s after the wielder casts Signature Abilities.
- Lv. 5: Summons deal +40% damage for 6s after the wielder casts Signature Abilities.
- Survival
Inverted Survival
- Lv. 1: Gain +8.4% reload speed and +1.75% movement speed for every 25% Total Health[2] missing.
- Lv. 2: Gain +10.8% reload speed and +2.25% movement speed for every 25% Total Health missing.
- Lv. 3: Gain +14.4% reload speed and +3% movement speed for every 25% Total Health missing.
- Lv. 4: Gain +19.2% reload speed and +4% movement speed for every 25% Total Health missing.
- Lv. 5: Gain +24% reload speed and +5% movement speed for every 25% Total Health missing.
Inverted Vengeance
- Lv. 1: Gain +[current shield value/initial shield value] x 5.25% damage bonus while Shield[12] is present, up to 7%.
- Lv. 2: Gain +[current shield value/initial shield value] x 6.75% damage bonus while Shield is present, up to 9%.
- Lv. 3: Gain +[current shield value/initial shield value] x 9% damage bonus while Shield is present, up to 12%.
- Lv. 4: Gain +[current shield value/initial shield value] x 12% damage bonus while Shield is present, up to 16%.
- Lv. 5: Gain +[current shield value/initial shield value] x 15% damage bonus while Shield is present, up to 20%.
Sympathetic Evolution
- Lv. 1: Deal +2.45% damage for every damage resistance buff currently applied.
- Lv. 2: Deal +3.15% damage for every damage resistance buff currently applied.
- Lv. 3: Deal +4.2% damage for every damage resistance buff currently applied.
- Lv. 4: Deal +5.6% damage for every damage resistance buff currently applied.
- Lv. 5: Deal +7% damage for every damage resistance buff currently applied.
Upright Survival
- Lv. 1: Gain +7% movement speed and +8.75% damage while Shield[12] is broken.
- Lv. 2: Gain +9% movement speed and +11.25% damage while Shield is broken.
- Lv. 3: Gain +12% movement speed and +15% damage while Shield is broken.
- Lv. 4: Gain +16% movement speed and +20% damage while Shield is broken.
- Lv. 5: Gain +20% movement speed and +25% damage while Shield is broken.
Attributes[edit]
Slots I and II[edit]
Barrier Bonus
- Increases the durability of barriers created by abilities.
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Defense Boost
- Reduces damage taken.
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Elemental Resistance
- Reduces elemental damage taken.
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Healing Bonus
- Increases healing effectiveness.
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Health Boost
- Increases max health.
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Melee Damage Resistance
- Reduces damage taken from close sources.
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Overshield Bonus
- Increases the amount of health overshields have.
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Ranged Damage Resistance
- Reduces damage taken from distant sources.
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Recovery Boost
- Increases the speed at which health recovers.
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Shield Boost
- Increases max shield capacity.
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Slots III and IV[edit]
Ability Strength
- Increases Relic Abilities' damage dealt, as well as the amount of overshield, healing, and barrier durability from Relic Abilities.
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Arc Boost
- Increases Arc damage.
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Damage Bonus Boost
- Increases Ally Damage Bonus effectiveness.
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Signature Boost
- Increases Signature Abilities' damage dealt, as well as the amount of overshield, healing, and barrier durability from Signature Abilities.
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Solar Boost
- Increases Solar damage.
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Super Boost
- Increases Super damage, as well as the amount of overshield, healing, and barrier durability from Supers.
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Void Boost
- Increases Void damage.
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Vulnerability Bonus
- Increases Ally Vulnerability effectiveness.
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Weapon Enhancement
- Increases weapon damage.
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Key Words[edit]
- ^ a b c d e f g h i j [Signature Abilities]: Signature Abilities refers to the two basic abilities a Lightbearer can cast and does not include Supers.
- ^ a b c d e f g h i j k l m n o p q r s t u v w x y z aa ab ac ad ae af ag [Total Health]: Total health includes health and shield, but does not include overshields.
- ^ a b c d e f g h i [Abilities]: Abilities includes both Signature Abilities and Supers.
- ^ a b c d e f g h i j k l m n o [Overshield]: Overshields and temporary shields that are gained from abilities or artifacts. Incoming attacks will deal damage to any existing overshield first.
- ^ a b c d e [Ally Damage Bonus]: Ally Damage Bonus refers to damage-boosting effects that can be provided to both self and allies.
- ^ [Moving]: Moving includes both moving across ground and being airborne.
- ^ a b c d [Movement]: Movement refers to abilities that move the Lightbearer a significant distance in a short period of time. Movement abilities can be identified by the ability tags on the Character screen.
- ^ a b c d e [Stationary]: Stationary refers to standing in place and not moving. This includes both shooting in place and casting abilities in place.
- ^ a b c d [Airborne]: Airborne refers to any point when a Lightbearer is alive and in mid-air.
- ^ a b [Status Effects]: Status effects are all negative effects, including damage over time effects, control effects, and debuff effects (such as effects that reduce damage dealt, increase damage taken, lower health, etc.).
- ^ a b c d e f g h [Summons]: Summoned entities (including barriers) generated by the Lightbearer's own abilities. Does not include additional summons generated by allies or stage mechanics.
- ^ a b c d e f g h i j k l [Shield]: Shield is a part of total health, with total health including both health and shield. Incoming attacks will reduce shield first, then reduce health.
- ^ a b [Health]: Health is a part of total health, with total health including both health and shield. Incoming attacks will reduce shield first, then reduce health.
- ^ a b c [Moving Across Ground]: Moving Across Ground refers to sprinting or jogging on the ground.
- ^ a b [AoE Damage]: AoE damage refers to damage that can hit multiple targets at the same time from sources including Spread weapons and AoE abilities. This does not include direct damage (such as contact damage (such as contact damage from melee weapons/abilities).
- ^ a b [Spread Weapons]: Spread weapons are weapons that deal AoE damage, including Light Grenade Launchers, Grenade Launchers, and Rocket Launchers.
- ^ [Blind]: Makes combatants disoriented and struggle to aim their weapons. Combatants immune to Blind lose their ability to attack.
- ^ [Confined]: Renders combatants immobile.
- ^ a b [Elemental Damage]: Elemental damage includes Solar, Arc, and Void damage.
- ^ a b [Recovery]: Going a certain period of time without being attacked triggers health and shield recovery. The delay for triggering health recovery is slightly shorter than that of shield recovery.
- ^ a b [Arc Damage]: Arc damage includes damage dealt by Arc abilities and Arc weapons.
- ^ a b [Solar Damage]: Solar damage includes damage dealt by Solar abilities and Solar weapons.
- ^ a b [Super]: Super refers to the Super ability specifically and does not include a Lightbearer's two Signature Abilities.
- ^ a b [Void Damage]: Void damage includes damage dealt by Void abilities and Void weapons.
- ^ a b [Ally Vulnerability]: Vulnerability effects applied to the target that increase their damage taken from both the applier and their allies.