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- [Blue] Armor Bonus
- [Blue] Armor Bonus & [Blue] Damage Reduction = Tank
- [Blue] Base Armor
- [Blue] Base Armor & [Blue] Shield Amount = Protected
- [Blue] Base Stamina
- [Blue] Base Stamina & [Red] Melee Speed = Pugilist
- [Blue] Damage Reduction
- [Blue] Damage Reduction & [Blue] Armor Bonus = Tank
- [Blue] Damage Reduction & [Red] Explosive Damage = Sapper
- [Blue] Evade Speed
- [Blue] Evade Speed & [Red] Melee Critical Chance = Rogue
- [Blue] Evade Speed & [Yellow] Movement Speed = Athletic
- [Blue] Grey Health Conversion
- [Blue] Grey Health Conversion Rate & [Blue] Health Bonus = Threshold
- [Blue] Healing Effectiveness
- [Blue] Healing Effectiveness & [Blue] Revive Speed = Selfless
- [Blue] Healing Effectiveness & [Yellow] Use Speed = Cleric
- [Blue] Health Bonus
- [Blue] Health Bonus & [Blue] Grey Health Conversion Rate = Threshold
- [Blue] Health Bonus & [Blue] Stamina Bonus = Hulk
- [Blue] Health Regeneration
- [Blue] Health Regeneration & [Yellow] Skill Cooldown = Revitalize
- [Blue] Revive Speed
- [Blue] Revive Speed & [Blue] Healing Effectiveness = Selfless
- [Blue] Shield Amount
- [Blue] Shield Amount & [Blue] Base Armor = Protected
- [Blue] Stamina Bonus
- [Blue] Stamina Bonus & [Blue] Health Bonus = Hulk
- [Blue] Base Health ***
- [Blue] Evade Distance ***
- [Blue] Shield Duration ***
- [Red] Critical Damage
- [Red] Critical Damage & [Red] Weakspot Damage = Meta
- [Red] Explosive Damage
- [Red] Explosive Damage & [Blue] Damage Reduction = Sapper
- [Red] Firearm Charge Time
- [Red] Firearm Charge Time & [Yellow] Heat Generation = Capacitor
- [Red] Melee Critical Chance
- [Red] Melee Critical Chance & [Blue] Evade Speed = Rogue
- [Red] Melee Damage
- [Red] Melee Damage & [Red] Melee Speed = Warrior
- [Red] Melee Damage & [Red] Ranged Damage = Pirate
- [Red] Melee Speed
- [Red] Melee Speed & [Blue] Base Stamina = Pugilist
- [Red] Melee Speed & [Red] Melee Damage = Warrior
- [Red] Mod Critical Chance
- [Red] Mod Critical Chance & [Red] Skill Critical Chance = Wizard
- [Red] Mod Damage
- [Red] Mod Damage & [Yellow] Mod Generation = Mage
- [Red] Ranged Critical Chance
- [Red] Ranged Critical Chance & [Yellow] Ammo Reserves = Munitions
- [Red] Ranged Damage
- [Red] Ranged Damage & [Yellow] Weapon Ideal Range = Sniper
- [Red] Ranged Damage & [Red] Melee Damage = Pirate
- [Red] Ranged Fire Rate
- [Red] Ranged Fire Rate & [Yellow] Reload Speed = Gunfighter
- [Red] Skill Critical Chance
- [Red] Skill Critical Chance & [Red] Mod Critical Chance = Wizard
- [Red] Weakspot Damage
- [Red] Weakspot Damage & [Red] Critical Damage = Meta
- [Red] Skill Damage ***
- [Red] Status Damage ***
- [Yellow] Ammo Reserves
- [Yellow] Ammo Reserves & [Red] Ranged Critical Chance = Munitions
- [Yellow] Cast Speed
- [Yellow] Cast Speed & [Yellow] Use Speed = Flash
- [Yellow] Firearm Swap Speed
- [Yellow] Firearm Swap Speed & [Yellow] Weapon Spread = Grip
- [Yellow] Heat Generation
- [Yellow] Heat Generation & [Red] Firearm Charge Time = Capacitor
- [Yellow] Mod Duration
- [Yellow] Mod Duration & [Yellow] Skill Duration = Longevity
- [Yellow] Mod Generation
- [Yellow] Mod Generation & [Red] Mod Damage = Mage
- [Yellow] Movement Speed
- [Yellow] Movement Speed & [Blue] Evade Speed = Athletic
- [Yellow] Reload Speed
- [Yellow] Reload Speed & [Red] Ranged Fire Rate = Gunfighter
- [Yellow] Skill Cooldown
- [Yellow] Skill Cooldown & [Blue] Health Regeneration = Revitalize
- [Yellow] Skill Duration
- [Yellow] Skill Duration & [Yellow] Mod Duration = Longevity
- [Yellow] Use Speed
- [Yellow] Use Speed & [Blue] Healing Effectiveness = Cleric
- [Yellow] Use Speed & [Yellow] Cast Speed = Flash
- [Yellow] Weapon Ideal Range
- [Yellow] Weapon Ideal Range & [Red] Ranged Damage = Sniper
- [Yellow] Weapon Spread
- [Yellow] Weapon Spread & [Yellow] Firearm Swap Speed = Grip
- [Yellow] Consumable Duration ***
- [Yellow] Projectile Speed ***
- LEGENDARY
- Allegiance - Cannot Kill or Be Killed by Friendly Fire Damage. -
- Altruistic - Lifesteal applies 30% of Stolen Health to Allies. -
- Artful Dodger - All Dodges trigger Perfect Dodge Mechanics. Cooldown of 3 seconds. -
- Bodyguard - Cannot be One-Shot while at Max Health Capacity. -
- Boundless Energy - Grants Infinite N'Erudian Energy. -
- Brutality - All Damage Dealt and Received is increased by 100%. -
- Critical Situation - Grants 25% All Critical Chance within the LIGHT Weight Class. -
- Dark Omen - Dodges become Mist Step, costing Health instead of Stamina. -
- Defense Measures - Increases SHIELD Maximum by 100%. -
- Exhausted - Increases Heat Decay Rate by 250%. -
- Fleet Footed - Increases Dodge Weight Threshold by 100. -
- Full Hearted - Increases Relic Charges by 100%. -
- Gigantic - Grants 50 Health and Stamina. -
- God Tear - Reduces Cheat Death Cooldowns by 50%. -
- Heavy Drinker - Increases Concoction Limit by 5. -
- Hyperactive - Increases HASTE Effectiveness by 100%. -
- Immovable - Cannot be Staggered while BULWARK is active. -
- Impervious - Reduces All Incoming Damage by 20%. -
- Insult to Injury - Applying any Negative Status Effect applies EXPOSED. -
- Jack of all Trades - Increases All Damage by 45%. -
- Luck of the Devil - Grants EXTREME Luck. -
- Master Killer - Multiplies Weakspot Damage by 1.25x. -
- Outlaw - Reloading Reloads both Weapons. -
- Overpowered - Increases Mod Generation by 50%. -
- Peak Conditioning - Grants Infinite Stamina. -
- Physician - Increases Healing Effectiveness by 100%. -
- Power Fantasy - Increases Explosive Critical Chance and Critical Damage by 30%. -
- Power Trip - Doubles Mod Charges. -
- Prime Time - Enables Prime Perk for Secondary Archetype. -
- Reverberation - Increases Stamina Recovery by 200 per second. -
- Sadistic - Status Effect Damage has a 25% chance to deal 1.5x more damage per tick. -
- Sharpshooter - Increases Ranged Damage by 75%. -
- Size Matters - Doubles Magazine Size for non Single Shot Weapons. -
- Soulmate - Increases Summon Limit by 1. -
- Spectrum - Gain Bonuses Based on Color of Fragments within the Prism.
- Speed Demon - Grants Maximum Movement Speed Bonuses.
- Steel Plating - Increases Armor by 100.
- Traitor - Maxes out Core Traits.
- Unbreakable - Grey Health cannot be removed.
- Unbridled - Reduces all Skill Cooldowns by Half.
- Vaccinated - Immune to Negative Status Effects.
- Wrecking Ball - Increases Explosive Critical Chance by 100%.
- ___________________________
- PRIME TIME
- Alchemist - Alchemist can have 3 additional Concoction buffs active.
- Archon - Automatically generate 15 Mod Power per second. Casting a Mod doubles this value for 10s.
- Challenger - When receiving fatal damage, the Challenge becomes invulnerable for 3s and regenerates 100% of Max Health. Can only happen once every 10 minutes. Resets at Worldstone or on death.
- Engineer - Holding the SKILL button will Overclock a Carried or Deployed Heavy Weapon. Overclocking grants Infinite Ammo, Increased Fire Rate, and a 25% Damage increase for 25s.
- Explorer - Grants a 35% chance to spawn additional items and rarer drops when defeating stronger enemies.
- Gunslinger - When activating any Gunslinger Skill, both weapons are instantly reloaded, and gain infinite reserve ammo on all weapons for 8s.
- Handler - When Handler is downed, Companion will attempt to revive them at 50% Max Health. Can be used to revive allies with Command. Downed ally must have a Relic charge. Cooldown: 90s.
- Hunter - Dealing 55 Base Ranged or Melee [Red] Weakspot Damage extends the duration of active Hunter Skills by 3.5s. Can extend timer beyond its initial duration.
- Invader - Casting an Invader Skill leaves a Decoy for 3s which draws enemy fire. Deal 15% additional damage to enemies not targeting Invader.
- Invoker - Doubles Base Skill Charges for all Archetypes. Skill activation reduces all [Yellow] Skill Cooldowns by 10%. For Heavy Weapons, doubles Heavy Base Ammo instead.
- Medic - After restoring 250 Total Health to allies, regain a spent Relic charge. Resting or Respawning at a Worldstone resets healing accumulation. Each additional player increases the healing requirement by 50%.
- Ritualist - Negative Status Effects applied by the Ritualist inflict INFECTED. INFECTED: Victim receives 15% more Status Effect damage. On death, spreads all statuses to nearby enemies within 5m.
- Summoner - When the Summoner deals damage to their Minion, it causes them to ENRAGE. While ENRAGED, Minions gain 20% Attack Speed along with 50% increased Damage and [Yellow] Movement Speed. Lasts 40s.
- Warden - After 10s of not being damaged, the Warden generates a SHIELD for 20% of their Max Health over 2s. Increases base N'Erudian Energy Reserves for Turret and Drone by 100%.
- ___________________________
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