Slayer Baron Apothecary Satchel
Artifact
Slayer Baron Apothecary Satchel is an Artifact, first released in Season 25 (Episode: Revenant). The game files hold 2 more copies of it.
Works best with: Elements: [Stasis] [Void] [Arc] Weapons: [Grenade Launcher] [Special Grenade Launcher] [Shotgun]
Artifact mods (group 1, 2 slots)
- Wind Chill: Rapid [Stasis] Stasis weapon hits grant you a stack of Frost Armor; hits against slowed or frozen targets also create a Stasis Shard.
- Crystalline Converter: After activating your class ability, your next [Stasis] Stasis weapon final blow creates a Stasis Shard. Gather Stasis Shards to gain stacks of Crystalline Converter, which cause your next powered Stasis melee hit to create Stasis crystals equal to the number of stacks you have.
- Total Carnage: After finishing a powerful combatant, gain temporary damage resistance and replenish health.
- Power from Pain: Rapid final blows against weakened combatants grants you Devour and creates a Void Breach.
- Trace Evidence: Rapid precision hits or rapid final blows on targets affected by Jolt or Blind will generate Ionic Traces. Picking up an Ionic Trace grants an Armor Charge.
- The Thick of It: Rapid final blows while surrounded grant you Armor Charge. While you are surrounded, your weapons have increased handling; Swords gain increased charge rate.
- Killing Breeze: Rapid weapon final blows grant you a bonus to mobility.
Artifact mods (group 2, 3 slots)
- Frost Renewal: While you have Frost Armor, taking critical damage releases a burst that freezes nearby combatants and grants Frost Armor to you and nearby allies.
- Hail The Storm: Shattering frozen targets and Stasis crystals deals increased damage. Shattering Stasis crystals releases shards of ice that damage and slow targets.
- Debilitating Wave: Finishers emit a damaging wave that matches the element of your currently equipped Super. Arc, Void, and Stasis waves apply Blind, Weaken, and Slow respectively.
- Weakened Clear: When using a Grenade Launcher, damaging a boss, damaging a Champion, or breaking a combatant's shield reloads your stowed weapons and weakens the combatant.
- Retinal Burn: Rapid [Arc] Arc weapon precision hits consume an Armor Charge to trigger a blinding burst at the target's location.
- Curative Orbs: The first time you break a target's shield or break the shield of a Guardian using their Super, you create an Orb of Power. Collecting an Elemental pickup, collecting an Orb of Power, or destroying a Tangle grants you a small amount of health.
- Void Renewal: While Devour is active, [Void] Void weapon final blows have a chance to generate a Void Breach. Picking up a Void Breach increases weapon reload and handling; Shotguns and Grenade Launchers are also reloaded from reserves.
- Wind Chill: Rapid [Stasis] Stasis weapon hits grant you a stack of Frost Armor; hits against slowed or frozen targets also create a Stasis Shard.
- Crystalline Converter: After activating your class ability, your next [Stasis] Stasis weapon final blow creates a Stasis Shard. Gather Stasis Shards to gain stacks of Crystalline Converter, which cause your next powered Stasis melee hit to create Stasis crystals equal to the number of stacks you have.
- Total Carnage: After finishing a powerful combatant, gain temporary damage resistance and replenish health.
- Power from Pain: Rapid final blows against weakened combatants grants you Devour and creates a Void Breach.
- Trace Evidence: Rapid precision hits or rapid final blows on targets affected by Jolt or Blind will generate Ionic Traces. Picking up an Ionic Trace grants an Armor Charge.
- The Thick of It: Rapid final blows while surrounded grant you Armor Charge. While you are surrounded, your weapons have increased handling; Swords gain increased charge rate.
- Killing Breeze: Rapid weapon final blows grant you a bonus to mobility.
Artifact mods (group 3, 2 slots)
- Brain Freeze: Frozen combatants become surrounded by chilling fog, which slows combatants that aren't already.
- Supernova: Picking up a Void Breach causes your next source of Void damage to create a large weakening pulse.
- Conductive Cosmic Crystal: Your [Arc] Arc and [Void] Void abilities deal bonus damage to targets that are affected by a [Stasis] Stasis debuff.
- Served Cold: Picking up a [Stasis] Stasis Shard grants you class ability energy. Picking up a [Void] Void Breach grants you melee energy.
- Kinetic Impacts: Sustained damage with a Grenade Launcher increases the reload speed of Grenade Launchers and triggers a damaging Kinetic shockwave. This shockwave can stun [Stagger] Unstoppable Champions.
- Arc Compounding: [Arc] Arc sources deal increased damage to Blind targets.
- Old God's Rite: After picking up a [Void] Void Breach, dealing damage with a Void weapon creates a rain of seeking projectiles.
- Frost Renewal: While you have Frost Armor, taking critical damage releases a burst that freezes nearby combatants and grants Frost Armor to you and nearby allies.
- Hail The Storm: Shattering frozen targets and Stasis crystals deals increased damage. Shattering Stasis crystals releases shards of ice that damage and slow targets.
- Debilitating Wave: Finishers emit a damaging wave that matches the element of your currently equipped Super. Arc, Void, and Stasis waves apply Blind, Weaken, and Slow respectively.
- Weakened Clear: When using a Grenade Launcher, damaging a boss, damaging a Champion, or breaking a combatant's shield reloads your stowed weapons and weakens the combatant.
- Retinal Burn: Rapid [Arc] Arc weapon precision hits consume an Armor Charge to trigger a blinding burst at the target's location.
- Curative Orbs: The first time you break a target's shield or break the shield of a Guardian using their Super, you create an Orb of Power. Collecting an Elemental pickup, collecting an Orb of Power, or destroying a Tangle grants you a small amount of health.
- Void Renewal: While Devour is active, [Void] Void weapon final blows have a chance to generate a Void Breach. Picking up a Void Breach increases weapon reload and handling; Shotguns and Grenade Launchers are also reloaded from reserves.
- Wind Chill: Rapid [Stasis] Stasis weapon hits grant you a stack of Frost Armor; hits against slowed or frozen targets also create a Stasis Shard.
- Crystalline Converter: After activating your class ability, your next [Stasis] Stasis weapon final blow creates a Stasis Shard. Gather Stasis Shards to gain stacks of Crystalline Converter, which cause your next powered Stasis melee hit to create Stasis crystals equal to the number of stacks you have.
- Total Carnage: After finishing a powerful combatant, gain temporary damage resistance and replenish health.
- Power from Pain: Rapid final blows against weakened combatants grants you Devour and creates a Void Breach.
- Trace Evidence: Rapid precision hits or rapid final blows on targets affected by Jolt or Blind will generate Ionic Traces. Picking up an Ionic Trace grants an Armor Charge.
- The Thick of It: Rapid final blows while surrounded grant you Armor Charge. While you are surrounded, your weapons have increased handling; Swords gain increased charge rate.
- Killing Breeze: Rapid weapon final blows grant you a bonus to mobility.
A relic from a past journey to serve the Eliksni people as Slayer Baron.
Source: Episode Revenant Seasonal Activities
A custom pouch with attached Tonic Capsule for mixing various resources found in the field.
A note is attached:
A gift for the Slayer Baron, in thanks for the burden you carry on behalf of all Eliksni.
May it grant you many-armed protection as you face Fikrul.
There are two great challenges we face: one kinetic, against the Revenant Scorn; one corporeal—my father's curse.
But Slayer Baron tonics may save us from both, as they did the ancient Eliksni during the beast hunts on Riis of old.
According to Crow's report, Fikrul's new breed of Scorn is made from our living flesh. He doesn't even need to kill us to turn us anymore. The transmutation sounds ontological in nature—just like my father's condition.
The original Barons used apothecary mixers such as this one to brew eclectic medicines. We'll leverage similar tonics as combat and utility enhancements in the field.
Before the Whirlwind, there were seven Eliksni scholia that informed tonic creation: Innervation, Conduction, Effervescence, Tenacity, Vigor, Euthermia, and Cognition.
All of which will be useful to us as battlefield treatments, provided I can get your help with fieldwork and experimentation.
Don't worry! I'm certain we can modernize these tonics to affect just your Guardian abilities and not your physiology. Mostly certain. We'll need every advantage we can find.
Fikrul's actions on Europa have made clear that he sees our people as transgressions. No matter the House, whether we are friends of humanity or not. Distress calls from Eliksni enclaves across the system are flooding public frequencies.
I implore you to win this war. Not to fulfill a prophecy, or secure a title for my father. To prevent our extinction.