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For other uses, see Anointed.

Anointed Beastmaster gun in a vending machine.

Anointed items include special effect bonuses that can spawn on items in Borderlands 3.

Overview

Like class mods, some effects are only valid for a single class, while others are universal. Anointed item effects are usually activated for a short time at the end of the action skill duration. Items that can be anointed include weapons, shields, and grenade mods.

Anointed items can only spawn as world drops for a character that has completed the main story. Before that, they can be purchased from the vending machine outside Crazy Earl's door for a large amount of Eridium.

As new content updates are released, they can include new anointed bonuses. They are divided into generations and are the following:

  • First Generation
    • On November 21, 2019, the Takedown at the Maliwan Blacksite patch introduced new anointed effects.
    • For universal modifiers, they are marked with one asterisk.
  • Second Generation
    • On April 23, 2020, the Mayhem 2.0 patch introduced additional new anointed effects[1].
    • For universal modifiers, they are marked with two asterisks.
  • Third Generation
    • On June 24, 2021, the Crossplay patch adjusted most anointments across the board[2].

Effects

Anointed items add modifiers to existing weapons that may encourage the Vault Hunter to take a different approach against its enemies. These modifiers are secondary, which means that one should not expect massive changes, such as if it were to be a legendary quality item and have its own gameplay changing traits.

All anointed items are divided into three categories:

  • On Trigger
    • For these items, it includes any item that requires a condition to be triggered once. It does not matter what the cooldown for this trigger is, as the only point for this category is that it can be activated once a condition is met.
    • Items that start a timer are not considered 'While Active' because it relies on its own independent timer, not whether the ability is still active or not.
  • While Active
    • Similar to the 'On Trigger' category, except that instead of activating once, it will remain active for as long as its criteria is currently met.
  • Passive
    • Independent to conditions, this effect is always active and does not require a trigger, such as Action Skill, to be activated.
    • There may be a handful of condition exceptions that may temporarily nullify this effect.

The Siren

Amara 3.png

This is a listing of all items that have anointment bonuses that are exclusive to the abilities used by Amara, The Siren.

Firearm Anointments
Gen Condition Result
One-Time Condition Trigger
- After using Phasecast 250% increased weapon damage.
- After using Phasecast 50% increased status effect chance.
- After using Phaseslam 300% increased weapon damage.
- After using Phaseslam 200% increased melee damage.
- On action skill end 40% bonus radiation damage.
While Condition is Active
- While Phasegrasp is active 71% decreased weapon charge time and 12% increased fire rate.
Shield Anointments
Gen Condition Result
One-Time Condition Trigger
- After using Phaseslam 200% increased melee damage.
- After using Phaseslam 20% increased damage reduction and 12% increased movement speed.
While Condition is Active
- While Phasegrasp is active Amara constantly triggers novas.


The Beastmaster

Fl4k 2.png

This is a listing of all items that have anointment bonuses that are exclusive to the abilities used by FL4K, The Beastmaster.

Firearm Anointments
Gen Condition Result
One-Time Condition Trigger
- After using Attack Command Gain 30% life steal.
- After using Attack Command 8% increased movement speed.
- After using Rakk Attack 50% increased critical hit damage.
- On Fade Away end Trigger non-elemental nova.
While Condition is Active
- While Fade Away is active Greatly increased accuracy and handling.
- While Gamma Burst is active 115% increased radiation damage.
Passive
- - Enemies damaged by Rakk Attack take 100% increased damage.
- - Grants an extra charge of Rakk Attack.
Shield Anointments
Gen Condition Result
One-Time Condition Trigger
- When exiting Fade Away Create a nova that deals [value] damage.
Passive
- - Grants an extra charge of Rakk Attack.

The Gunner

Moze 1.png

This is a listing of all items that have anointment bonuses that are exclusive to the abilities used by Moze, The Gunner.

Firearm Anointments
Gen Condition Result
One-Time Condition Trigger
- After exiting Iron Bear The next three magazines have 33% increased reload speed and 67% increased handling.
- After exiting Iron Bear The next two magazines have 125% bonus incendiary damage.
- After exiting Iron Bear 160% increased splash damage for 18 seconds.
- After exiting Iron Bear Kills increase Iron Bear's cooldown rate by 30%.
While Condition is Active
- While Auto Bear is active 130% bonus incendiary damage.
Passive
2nd - Elemental critical hits can cause status effects of that element to explode, creating a nova that deals 500% of the status effect's damage
Shield Anointments
Gen Condition Result
One-Time Condition Trigger
- After exiting Iron Bear 75% increased shield and health for 25 seconds.
- After exiting Iron Bear Kills increase Iron Bear's cooldown by 30%.
- When entering and exiting Iron Bear Create a nova that deals damage.
Grenade Anointments
Gen Condition Result
While Condition is Active
- While Iron Bear is active Taking damage has a 20% chance to spawn a grenade.

The Operative

Zane 1.png

This is a listing of all items that have anointment bonuses that are exclusive to the abilities used by Zane, The Operative.

Firearm Anointments
Gen Condition Result
One-Time Condition Trigger
- After swapping places with Digi-Clone 130% increased weapon damage.
- After swapping places with Digi-Clone. Your weapon is reloaded.
While Condition is Active
- While Digi-Clone is active Regenerate 12% of magazine ammo per second.
- While Barrier is active 60% increased accuracy and 70% increased critical hit damage.
- While Barrier is active Status effect chance is increased by 50%.
- While SNTNL is active 9% increased fire rate and 23% increased reload speed.
- While SNTNL is active 100% of dealt damage is added as cryo damage.
Shield Anointments
Gen Condition Result
One-Time Condition Trigger
- When Barrier is activated Instantly start recharging your shields.
While Condition is Active
- While Digi-Clone is active Regenerate 3% max health per second.
- While SNTNL is active 15% increased movement speed.

Universal

Weapon

  • On action skill end - 100% increased weapon damage.
  • On action skill end - Next two magazines have 100% bonus elemental damage.
  • On action skill end - Gain 15% life steal.
  • On action skill end - 75% increased weapon status effect chance and damage.
  • On action skill end - 100% increased melee damage.
  • On action skill end - 20% increased action skill cooldown rate.
  • On action skill end - 125% increased damage against Badass, Named, and Boss enemies.
  • On action skill end - Splash Damage is increased by 200%.
    • This also includes grenades and action skills such as Rakk Attack!
  • Consecutive Hits increase weapon damage by 1% per hit, misses remove all bonuses. *
    • The description for this anointment is wrong, missing does not remove all bonuses. The maximum weapon damage increase is a ~200% increase to weapon damage. Not doing damage for one second removes this bonus. Grenades, Pets, Damage over time, and Action Skills will increase damage, so firing is not needed if some form of damage over time maintains the bonus during reloads.
  • Killing an enemy grants 5% Weapon Damage and Reload Speed for 25 seconds, this effect stacks. *
  • While enemies are below 25% health, gain 50% increased Weapon Damage. *
  • While an Action Skill is Active, Weapon Damage is increased by 200%.**
  • While an Action Skill is Active, constantly trigger novas that deals X damage **
  • While an Action Skill is Active, Deal 75% more Weapon Damage to Badass, Named, and Boss enemies.**
  • Gain 300% increased Weapon Damage against enemies above 90% health.**
    • The way this bonus is applied is confusing. For example, imagine a character shoots an enemy with a shotgun that has 10 pellets. One of those pellets will first get the bonus, dealing 300% bonus damage. If that pellet doesn't reduce the enemy's health to below 90%, the next pellet gets the damage bonus. This keeps repeating for each pellet. However, as it is unlikely that one pellet with 300% bonus damage will not reduce the target's health to below 90%, weapons that shoot multiple bullets/projectiles effectively have this bonus only applied to a single bullet.
    • This also includes grenades, melee damage and action skills.
  • While under 50% health, deal 150% bonus radiation damage.**
    • This also includes grenades, melee damage and action skills.
  • Element critical hits can cause status effects of that element to explode, creating a nova that deals 500% of the Status effect’s damage.

Shield

  • On action skill end - Regenerate 5% maximum health per second.
  • On action skill end - 20% increased action skill cooldown rate.
  • On action skill end - Damage taken is reduced by 13%.
  • On action skill end - 50% bonus elemental damage (specific element) with weapons for 10 seconds. *
    • If used in combination with a grenade mod with the same anointment, the effect does not stack if they're the same element. Thus, the vault hunter should use items with different bonus elements.
    • This bonus also applies to melee attacks, action skills and grenades; however it is mostly treated like gun damage for calculation, so it will be affected by most gun damage bonuses but not by most melee, action skill or grenade damage bonuses.
  • On Action Skill Start - Activate any effects that trigger on shield break or fill.**
  • On Shield break, the next shot deals 100% shield capacity as bonus Amp Damage.**

Grenade Mod

  • On action skill start - Regenerate one grenade.
  • While an Action Skill is Active, Grenade Damage is increased by 150%.**
  • On action skill end - 50% bonus elemental damage (specific element) with weapons for 10 seconds. (see Shield section above)
  • On Grenade Thrown - Weapon, Grenade, and Action Skill Damage are increased by 25% for 6 seconds.

Sources

  • After completing the main story, anointed items will appear in all random loot, including lootables, chests, shops, and enemies. Quest rewards can be obtained with anointments as well.
  • Anointed items drop randomly with increased chances in Mayhem Mode, further increased with each successive tier. At Mayhem level 8 and above, all items that can be anointed are guaranteed to drop with an anointment.
  • Anointed items can be purchased with Eridium from Crazy Earl aboard Sanctuary III. This allows anointments to be obtained much earlier and at lower levels than normal.
  • Can be created by the Eridian Fabricator.
  • There are multiple anointments exclusive to the Bloody Harvest event that almost all only have an effect when the character has Terror.

References

  1. Gearbox Software (April 23, 2020) "Borderlands 3 Patch and Hotfixes: April 23, 2020" Borderlands Official Website. Retrieved April 23, 2020.
  2. Gearbox Software (June 24, 2021) "Borderlands 3 Update and Hotfixes: June 24, 2021" Borderlands Official Website. Retrieved August 9, 2021.
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