Imbues ammunition with FIRE and increases Ranged damage by 15% for 20.3s. Shots also apply BURNING, dealing 300.8 FIRE Damage over 10s. Mod Power Req: 1,250
Launches a payload that explodes on cotact with allies, healing 35% of their max health. When no ally is struck, payload lays dormant until an ally gets close. Dorman payload lasts 30s slowly losing healing potency over time. Mod Power Req: 600
Fires a focused blast of air through all targets within 8m dealing 155 damage and 4x impact. Mod Power Req: 450
Fires a caltrops grenade that explodes to cover area of 6m. Caltrops deal 20 damage per second and apply SLOW to enemies that walk over them. Lasts 10s. Mod Power Req: 750
Launches a slow-moving orb that pulses every 0.5s, striking enemies within 3m for 20s SHOCK damage and applying OVERLOADED for 15s. The orb lasts 20s. The orb can be overcharged by striking it with additional damage. Mod Power Req: 850
Launch an alien egg that bursts on impact, releasing 5 Space Crabs. Crabs follow the caster, leaping towards the enemies within 4m, and exploding, dealing 60 Damage each. Mod Power Req: 450
Fires a superheated beam which deals 25 Mod Damage per second. Sustaining the beam on a target causes an explosion which deals 150 Mod damage in a 3m AOE. Mod Power Req: 50 Per Pulse
Fires a projectile that cracks the ground and spawns shockwaves that deal 75 damage within 9m for 6s. Shockwaves inflict 3x impact. Mod Power Req: 900
Calls froth an eye of Legion to gaze at player's AIM target. For every 0.25s Fargazer focuses on a traget within 25m, a stack of MADNESS Status is applied for 5s. Each stack deals 3 Damage per second. Max 10 stacks. Lasts 30s. Mod Power Req: 1,250
Fires a highly volatile projectile that explodes to leave a line of flaming terrain. Deals 55 FIRE damage per second, and applies BURNING, dealing 200 damage over 10s. Lasts 5s. Mod Power Req: 750
Fires a rotten arrow that deals 19.8 damage and detonates for another 60 damage within 4m. A deadly gas cloud is left behind that deals 200 damage over 5s. Mod Power Req: 400
Imbues ammunition with SHOCK and increases Fire Rate by 15% and Reload Speed by 15% for 20s. Shots also apply OVERLOADED, dealing 87.5 SHOCK Damage every 5s for 15s. Mod Power Req: 1,250
Fires a projectile that attaches to the enemy dealing 40 damage. Enemies within 7m become bound to the primary target after impact and share 60% of damage dealt to them. Lasts 15s. Mod Power Req: 650
Creates a 6m blast which freezes all standard enemies for 7s. Dealing damage to frozen enemies immediately breaks the Time Lapse effect, applying SLOW for the remaining duration. Mod Power Req: 1,000
Creates a whirling cyclone that sucks in nearby targets and applies BURNING for 10s. The center of the Cyclone deals 75 FIRE damage per second. Lasts 15s. Mod Power Req: 1,250
Shoots a helix of missiles, dealing 120 damage. On contact, divides into 6 smaller rockets which seek additional targets, dealing 30 damage on contact. Mod Power Req: 850
Fires a short range burst of 7 star fragments which deal 35 damage each. Fragments bounce off walls up to 3 times, dealing 35% additional damage per bounce. Weakspot hits deal reduced damage. Mod Power Req: 450
Shoots out razor-sharp Chain Shards which impale up to 5 targets within 15m, dealing 10 damage. On hit, chains are pulled towards the caster, dealing 250 damage split equally among enemies and applying 275 BLEEDING damage over 15s. Mod Power Req: 450
Fires a drill projectile, dealing 80 damage. After burrowing into an enemy, creates a Weakspot which grants 50% of normal Weakspot Damage on hit. If attached to an existing Weakspot Ranged Crit Chance is increased by 15% when attacking the drill. Last 6s. Mod Power Req: 500
Imbues ammunition with TOXIC and increases Range Crit Chance by 15% for 20s. Shots also apply CORRODED, dealing 150 damage over 10s. Mod Power Req: 1,250
Infects weapon with Malware for 30s, causing shots to apply FRAGMENTED for 5s. When a FRAGMENTED enemy dies, they create a Glitch that lasts 5s. Picking up a Glitch increases All damage by 20% for 5s. Destroying a Glitch causes it to destabilize, creating a 5m Virus Pool which deals 25 damage per second and applies the FRAGMENTED debuff to enemies inside. Virus Pools last 15s. Mod Power Req: 1,500
Deploys an energy barrier on impact with ground. Allies can shoot through Energy Wall but enemy projectiles are absorbed (up to 500 damage received). Max 1 Wall at a time. Lasts 30s. Mod Power Req: 500
Summons Faerie Familiar to aid in combat. The Familiar selects a random enemy within 10m and slashes through them for 25 damage each attack. Familiar will select a new target when the previous one dies. Lasts 25s. Mod Power Req: 500
Launches a projectile which summons a Root Tentacle. Tentacles deal 30 damage and steal 1.5% of the hero's Max Health per hit. Lasts 20s. (Max 2) Mod Power Req: 450
Fires a Wretched Spear which embeds itself on contact. Spears deal 150 damage on hit, rapidly dividing inside the target until bursting, dealing 350 damage to all targets within 3m. Spears embedded in the environment remain in place for 10s. Mod Power Req: 500
Fires a shot infused with the binding power of the Song of Eafir. Deals massive impact to all enemies in 10m and deals additional damage to Flying enemies. The song continues for 15s, afflicting targets within 15m with SLOW, and a 15% decrease to damage dealt. Mod Power Req: 1,000
Fires a beam which deals 15 damage per second, and applies SLOW Debuff. After 3s of application to a target, SLOW becomes STASIS, freezing the target in place for 10s. Mod Power Req: 50 per Pulse.
Cube Shield Generates a Cube Shield which absorbs up to 500 damage from incoming enemy projectiles. Lasts 15s.Reactivating fires the Cube Shield which damages enemies as is travels. Damage is increased if the Cube Shield has absorbed enemy projectile damage before firing. Mod Power Requirement: 1,000
Drives electrified rods which tether to other rods within 10m. Tethers deal 20 SHOCK damage per second. Targets embedded with a rod take 20 SHOCK damage per second. They take 20% additionally damage per extra rod in the target. Damage is increased by 1.5% if linked to another rod. Rods in the same target will not link. Mod Power Requirement: 450
Fires an explosive round that deals up to 155 damage within 9m. Mod Power Requirement: 650
Fire a high-powered rocket that deals up to 200 damage within 2.5m. Mod Power Requirement: 400
Unleash a swarm of Nanomachines that seek after enemies within 20 meters and repeatedly attack dealing 6 ACID damage per hit. Lasts 15 seconds Mod Power Requirement: 750
Applies a Soul Brand to all enemies within 25m which lasts 25s. Enemies killed while bearing the Soul Brand leave behind an Echo which lasts 10s before returning to the Nightmare Realm. Echoes are drawn to any survivor who walks within 3m, granting 10% of Max Health on contact. Mod Power Requirement: 850
Recalls bots which deal 30 damage when pulled from a target and when striking targets on their return. Recalled bolts grant 2% of Max HP. Recalled bolts can also overfill Sorrow by up to +5. Any additional bolts will be returned to reserves. Mod Power Requirement: 600
Funnels all current Mod Charges into the next shot. Projectiles deal 65 direct damage and 65 Explosive damage in a 5m per Charge consumed. Explosion applies 75 BURNING damage over 10s per Charge consumed. Additional Charges consumed increase all damage by 5%. Max 5 Charges Mod Power Requirement: 630
Brands a target for 30s. Branded enemies that die leave a Brand at their location.Reloading or Swapping detonates Brands dealing 225 damage.Addiotional Brands (3 Max) on the same target deal 50% damage.Salin enemies return 5-15% of Ammo and Mod power to the weapon. Mod Power Requirement: 450
Fires the compressed remains of a dying star. On contact or hit wit the primary fire, causes Supernova to explode for 150 FIRE Damage, and 350 BURNING Damage over 10s to all targets within 4m.Striking the Supernova with Aphelion's primary fire increases its explosion radius by 25% and damage by 50%, and spawns a massive shockwave that deals 300 FIRE damage and also applies the initial BURNING amount. Mod Power Requirement: 400
Empowers the Bow for 15s. Arrows apply Moonlight to enemies for 3s. Enemies struck by Crescent Moon while Moonlit release a Moon Essence which returns 1 arrow, heals 5% of Max Health, and grants 15% Fire and Reload Speed for 5s. Basic Shots automatically become Charged Shots. Manually Charged Shots fire two arrows. Mod Power Requirement: 1,250
Conjures 3 sword fragments that encircle the wielder for 30s. Performing a Melee Attacks lets loose a Fragment which taints the blood of targets, causing all attacks from Deceit to register as Weaspot hits for a short period of time. Charge Melee attack fires all remaining Fragments at once. Mod Power Requirement: 1,440
Fires a devastating blast which penetrates through all enemies in its path. Deals 120 damage with a 25% Critical damage bonus, and 2x additional stagger. Bloodline daage increases by 50% for each enemy penetrated. Mod Power Requirement: N/A
Enter the Nightmare Realm. Nightfall gains infinite Ammo, a 35% Fire Rate increase, 10% Lifesteal, and becomes fully automatic. The wielder becomes significatly harder to hit while moving. Disables other weapons and Skills for the duration, or until Dreadwalker is deactivated. Lasts 10s. Mod Power Requirement: 1,250
Forces open Plasma Cutter's heat vents dispersing all heat. While active, Plasma Cutter generates 50% less heat, and ramping damage cap is increased to 3x Damage. Overheats automatically when deactivated. Lasts 20s. Mod Power Requirement: 850
Fires a powerful arrow which deals 30 damage and opens a 7m portal that rains down star fragments. Each fragment deals 50 damage within 4m. Lasts 6s. Mod Power Requirement: 750
Calls down a Guardian Sword on enemies struck by an Energy Disc. Swords deal 100 damage and 3x stagger within 5m. Mod Power Requirement: 750
Damage increases by +25% against BLEEDING enemies, and +25% when attacking from behind. Charge Attacks deal 100 BLEEDING damage over 10s Mod Power Requirement: N/A
On Neutral Evade Attacks Atom Splitter achieves Nuclear Fission, releasing a wave of charged particles which deals 151.5 Damage to targets within 10m. Charged Neutral Evade Attacks increase range by 3x and Damage by 25% Mod Power Requirement: N/A
After dealing 250 damage, Charge Attack will release a Dreamwave, flowing outwards 20m and returning to caster. Dreamwave applies SLOW to all enemies for 10s and grants a Stack of REVERIE for each enemy affected. Each Stack grants +2% to All Damage and +2% Movement Speed, which lasts 15s. Mod Power Requirement: N/A
Dealing Melee Damage 6 times over 10s empowers Feral Judgement. When empowered, Neutral Backdash Charge Attacks apply Death Sentence. After 1.5s of being sentenced, the enemy will suffer 10 Phantom Strikes, dealing X25 Damage each. Deals 25% additional damage to BLEEDING enemies. Mod Power Requirement: N/A
Charge Attacks taint the blood of targets, causing all attacks from Godsplitter to register as Weakspot hits for 3s seconds. Duration increases with additional fragments. Max 35s. Mod Power Requirement: N/A
Charge attacks use 35 stamina to release an energy wave projectile allowing the wielder to strike enemies from much farther away. Mod Power Requirement: N/A
Charge attacks use 25 stamina to throw the spear, which returns to the wielder's hand. Mod Power Requirement: N/A
Charge to throw the Krell Axe which applies OVERLOAD on hit, dealing 50 SHOCK Damage every 5s for 10s. Shortly after throwing, another will appear in the wielders hand. Costs 25 Stamina Mod Power Requirement: N/A
Neutral Evade turns to mist, granting Nightshade 5% base damage as Lifesteal for 5s. Perfect Dodge doubles duration. Mod Power Requirement: N/A
After dealing 250 damage, the next charge attack causes the spirit of the RED DOE to stampede forward, dealing 160 damage to enemies and regenerating 10% Health to allies in its path. Mod Power Requirement: N/A
Neutral Backdash Charge creates a Whirlwind of slashes which strike all enemies within 8m for 75 damage. Mod Power Requirement: N/A
Charge to fire off ground-based shockwaves which deal 115 damage. Costs 35 Stamina Mod Power Requirement: N/A
Fires a volley of Root Blades in an arc which each deal 25 Damage and apply 200 BLEEDING damage over 10s Mod Power Requirement: 750
Charge Melee Attacks increase the speed of all Melee Attacks by 10% for 5s. Mod Power Requirement: N/A
Imbues shots with White hot FIRE. Hits apply BURNING, dealing 100 FIRE damage over 10 seconds. Lasts 20s. Weakspot Hits and Kills cause shots to fragment, automatically targeting nearby enemies. Fragments strike for 50% of the initial damage dealt and apply BURNING. Mod Power Requirement:1.250
Fires a rotten spore that explodes dealing 125 damage within 6m and leaves a deadly gas cloud that applies SLOW while dealing 15 damage per second for 7s. Mod Power Requirement: 350
Banishes enemies or allies into another dimension for 4s. When Banish ends, enemies take 1.5x the damage from the Repulsor's primary fire for 8s Powerful enemies won't be banished, but will take increased damage from any Repulsor while debuffed. Mod Power Requirement: 500
Fires a highly compressed sphere which draws in objects and deals 50 damage on impact. When colliding with a target, a large Gravity Well opens and draws in objects for 5s. When the Gravity Well expires, it deals 250 damage within 10m. Adds 200 damage per enemy and divides total damage among all enemies. Mod Power Requirement:1,500
Neutral Evade turns to mist, granting Nightshade 5% base damage as Lifesteal for 5s. Perfect Dodge doubles duration.
Charge Melee Attacks apply BURNING which deals 150 FIRE damage over 5s
Charge Attacks release a wide horizontal projectile that penetrates through multiple enemies dealing 116 damage.
Builds up charge with damage dealt. When full, basic attacks apply CORRODED, for 5s. Neutral Evade attacks explode in a 3m AOE and leave a TOXIC cloud.