Electric/Kin Corruptor
By: Jeff
By: Jeff
Overview
Respec guide
Shopping list
Primary powerset
Electrical Blast
Charged Bolts
Charged Bolts
Ranged, Moderate DMG(Energy), Foe -End
You can quickly hurl small bolts of electricity at foes, dealing some damage and draining some Endurance. Some of this Endurance may transfer back to you. Charged Bolts deals light damage but recharges quickly. Damage: Moderate, Recharge: Fast
Lightning Bolt
Lightning Bolt
Ranged, High DMG(Energy), Foe -End
You can send a large blast of electrical energy at a foe, dealing heavy damage and draining some Endurance. Some of this Endurance may transfer back to you. Lightning Bolt deals more damage than Charged Bolts, but recharges more slowly. Damage: High, Recharge: Moderate
Ball Lightning
Ball Lightning
Ranged (Targeted AoE), Moderate DoT(Energy), Foe -End
Hurls a highly charged ball of lightning that explodes on contact. Ball Lightning deals good damage in an area of effect, and drains some Endurance from each target it hits. Damage: Moderate(DoT), Recharge: Slow
Short Circuit
Short Circuit
PBAoE, Moderate DoT(Energy), Foe -End, -Recovery
Releases a burst of electrical energy around you, shocking all nearby foes. This highly accurate discharge deals Moderate damage over time, drains a lot of Endurance from the targets and renders them unable to recover Endurance for quite a while. Additionally, Short Circuit deals extra damage to most robots and mechanical foes. Short Circuit is very effective when used with your other Endurance draining powers. Damage: Moderate, Recharge: Slow
Charge Up
Charge Up
Self +To Hit, +DMG, +End Mod
Greatly increases the chance to hit of your attacks for a few seconds. Slightly increases damage and endurance modification. Recharge: Long.
Zapp
Zapp
Sniper, Extreme DMG(Energy), Foe -End
A focused electrical blast that can travel great distances with high Accuracy. Zapp drains Endurance, and is best fired from a distance, as it can be interrupted. Some of the Endurance you drain may transfer back to you. If you are engaged in battle this attack becomes instant-cast. If you are not engaged, it will do bonus damage. Damage: Extreme, Recharge: Slow
Tesla Cage
Tesla Cage
Ranged, Minor DMG(Energy), Foe Hold, -End
Tesla Cage confines the target in an electrical prison. The target is overwhelmed by the electrical charge and is left helpless and can be attacked. The target is drained of some Endurance and some of that Endurance may be transferred back to you.
Taking this power allows you to build Static with each activation of other electrical blast attacks. As Static builds, you can unleash it with Tesla Cage as electricity will jump off your main target and shock others nearby! Damage: Minor. Recharge: Moderate.
Voltaic Sentinel
Voltaic Sentinel
Summon Sentinel: Ranged, Moderate DMG(Energy), Foe -End
You can manifest a polarized electricity field that hovers above the ground and hurls bolts of electricity at nearby foes. Any enemy that passes near this Sentinel risks serious injury. The Sentinel is not alive and cannot be targeted or attacked by enemies. The Sentinel can fly and will follow you. Damage: Moderate, Recharge: Very Long
Thunderous Blast
Thunderous Blast
Ranged (Targeted AoE), Extreme DMG(Energy), Foe -End, -Recovery
You hurl a tremendously powerful bolt of lightning at a target, devastating all nearby foes. Thunderous Blast deals extreme Energy and Smashing damage and drains a lot of Endurance from nearby foes. Damage: Extreme, Recharge: Very Long
Secondary powerset
Kinetics
Transfusion
Transfusion
Ranged, Foe -End, -Regen, Team Heal
Transfusion drains an enemy of some Endurance and reduces the target's Regeneration rate, and transfers that energy, in the form of Hit Points, to all allies near the affected foe. You can use Transfusion to heal yourself as well as your allies. Recharge: Moderate
Siphon Power
Siphon Power
Ranged, Foe -DMG, Team +DMG
You can Siphon the Power from a targeted foe, reducing his damage potential. The power is transferred back to you, increasing your own damage potential and that of all nearby allies. Recharge: Slow
Repel
Repel
Toggle: Self AoE Knockback
Repel creates a zone of kinetic energy that violently repels nearby foes. Each foe that is repelled costs additional Endurance. Recharge: Slow
Siphon Speed
Siphon Speed
Ranged, Foe -Speed, -Rech, Self +Speed, +Rech
You can Siphon the speed from a targeted foe, Slowing his movement and attack rate while boosting your own. Recharge: Long
Increase Density
Increase Density
Ranged, Ally Special
Increases an ally's mass, freeing him from any Disorient, Immobilization, or Hold effects and leaving him resistant to such effects for a while. Increase Density also protects the target from Knockback, Repel and enemy Teleportation, as well as Smashing and Energy damage. Because the target grows more dense, their movement speed is Slowed. Although the Damage Resistance and slowing effect will not stack with multiple applications, the rest of the effects of Increase Density will. You cannot use this power on yourself. Recharge: Fast
Speed Boost
Speed Boost
Ranged, Ally +SPD, +Recharge, +Recovery, Res Slow
You can hasten a single targeted ally. The target's movement speed, attack rate, and Endurance recovery are all greatly increased and the target gains resistance to Slow effects. You cannot use this power on yourself. Recharge: Very Fast
Inertial Reduction
Inertial Reduction
PBAoE, Allies +Jump
You can reduce your Inertia, along with that of all nearby allies. The affected allies can then jump incredible distances for a while. Recharge: Long
Transference
Transference
Ranged (Targeted AoE), Target -End, Team +Recovery, Special
Transference drains an enemy of some of their Endurance and transfers that Endurance to all allies near the affected foe. You can use Transference to recover Endurance for yourself as well as your allies. Recharge: Slow
Fulcrum Shift
Fulcrum Shift
Ranged (Foe AoE), Foe -DMG, Team +DMG
Fulcrum Shift drains the power of a targeted foe and all foes nearby, transferring it to all adjacent allies, you, and those near you. Affected foes will deal less damage, while your affected allies will deal more. The more foes that are affected, the more power you and your allies receive. Fulcrum Shift can dramatically turn the tide of a battle. Recharge: Long
Power Pool 1
Speed
Flurry
Flurry
Melee, Moderate DMG(Smash), Foe Disorient
Unleashes a super fast Flurry of punches to pummel your foe. Flurry is so dizzying that it has a chance to Disorient the target.
Hasten
Hasten
Self +Recharge
You can reduce the recharge time of all powers for 2 minutes. Although Hasten does not cost any Endurance to activate, you can tire easily since your Endurance does not recover more rapidly. After Hasten wears off, you become tired and will lose some Endurance.
Super Speed
Super Speed
Toggle: Self +Speed
You can run at super-human speeds! While running at such speeds, you are a blur, and many foes will not even notice you as you speed past them. As you run, you build momentum, allowing you to jump great distances, but only for a limited time. If you attack a target while this power is on, you will temporarily be slowed to normal speed. Super Speed also increases your maximum run speed by 30% and gives you access to the Speed Phase power whilst it is active.
Burnout
Burnout
Self +Recharge
Burnout allows you to instantly recharge all of your Primary and Secondary powers. Burnout is very expensive in terms of endurance, and reduces your maximum endurance slightly for 60 seconds after use. You must be at least level 14 and have two other Speed Powers before selecting Burnout. Recharge: Extremely Long
Whirlwind
Whirlwind
Toggle: PBAoE, Foe Knockback
You spin around at an amazing speed to create a Whirlwind around yourself. Any foes that enter this Whirlwind will be tossed into the air. You must be at least level 14 and have two other Speed Powers before selecting Whirlwind.
Power Pool 2
Fighting
Boxing
Boxing
Melee, Light DMG(Smashing), Fighting Synergy, Foe Stun
You strike your opponent with a strong punch that causes light smashing damage and has a small chance to stun foes. If you have also trained Kick, this power's damage is increased by 15% and your chance to stun increases. If you have also trained Cross Punch, this power's damage is increased by 15% and will fatigue the target, draining some endurance and lowering recovery slightly. The synergy with Kick and Cross Punch stacks. Damage: Light, Recharge: Very Fast
Kick
Kick
Melee, Moderate DMG(Smashing), Synergy, Foe Knockdown
You strike your opponent with a forceful kick that causes moderate smashing damage and has a small chance to knock opponents down. If you have also trained Boxing, this power's damage is increased by 15% and your chance to knockdown increases. If you have also trained Cross Punch, this power's damage is increased by 15% and will fatigue the target, draining some endurance and lowering recovery slightly. The synergy with Boxing and Cross Punch stacks. Damage: Moderate, Recharge: Very Fast
Tough
Tough
Toggle: Self +Res(Smash/Lethal)
While active, you are tough and slightly resistant to Smashing and Lethal damage. Purchasing Tough requires the user to be level 14 and possess Boxing or Kick.
Weave
Weave
Toggle: Self +DEF(All), Res(Immobilize)
While active, you bob and weave, increasing your Defense to all attacks, as well as your resistance to Immobilize. You must be at least level 14 and have two other Fighting Powers before selecting Weave.
Cross Punch
Cross Punch
Melee (Cone), Moderate DMG (Smashing), Fighting Synergy, Foe Knockdown, Stun
You execute a sweeping right hook that can strike multiple targets in your frontal arc. This attack causes moderate smashing damage and has a chance to both knock down and stun foes. If you have also trained Boxing, this power's damage is increased by 15% and will improve your recharge and accuracy briefly. If you have also trained Kick, this power's damage is increased by 15% and will improve your recharge and accuracy briefly. The synergy with Boxing and Kick stacks. Damage: Moderate, Recharge: Moderate
Power Pool 3
Leaping
Jump Kick
Jump Kick
Melee, Moderate DMG(Smash), Foe Knockdown
A good jumping kick attack that may knock foes down. Good if you are looking for another attack power.
Combat Jumping
Combat Jumping
Toggle: Self +Jump, +DEF(All), Res(Immobilization)
While active, Combat Jumping increases your Defense to all attacks, and adds resistance to Immobilization. Moderately increases your jump height and distance while providing good air control.
Super Jump
Super Jump
Toggle: Self Long Jump
While this power is active, you can leap great distances and heights, easily jumping over buildings and from rooftop to rooftop! If you attack a target while this power is on, you will temporarily be reduced to a normal jump height. Super Jump also increases your maximum jumping speed by 35% and gives you access to the High Jump power whilst it is active.
Acrobatics
Acrobatics
Toggle: Self +Res(Knockback, Hold)
While this power is active, you are very nimble and Acrobatic. You can avoid most Knockback effects and are resistant to Hold effects. You must be at least level 14 and have two other Leaping Powers before selecting Acrobatics.
Spring Attack
Spring Attack
PBAoE Superior DMG(Smashing), Foe Knockdown; Self Teleport
You leap into the air and smash down among ranks of foes in the blink of an eye. Using this power allows you to jump to a selected area to deal significant smashing damage to all foes near the location you teleport to, most foes that are struck by your Spring Attack will be knocked down. You must be at least level 14 and have two other Leaping Powers before selecting Spring Attack. Damage: High, Recharge: Very Long.
Power Pool 4
Leadership
Maneuvers
Maneuvers
Toggle: PBAoE, Team +DEF(All)
A good leader knows how to protect his team. While active, this power increases the Defense of yourself and all nearby teammates to all attacks.
Assault
Assault
Toggle: PBAoE, Team +DMG, Res(Taunt, Placate)
While this power is active, you and your nearby teammates deal more damage and are resistant to Taunt and Placate.
Tactics
Tactics
Toggle: PBAoE, Team +To Hit, Res(Confuse, Fear), +Perception
While this power is active, your chance to hit and that of all your nearby teammates is increased. Your advanced Tactics also protect you and your team from Confuse and Fear effects, as well as your Perception so you can detect Stealthy foes. Purchasing Tactics requires the user to be level 14 and possess Maneuvers or Assault.
Vengeance
Vengeance
Ranged (Targeted AoE), Teammates +DMG, +To Hit, +DEF(All), Res(Effects)
The loss of a comrade enrages the team. When a teammate is defeated in combat, activate this power to grant you and your teammates a bonus to chance to hit, Damage and Defense to all attacks. A Vengeful team has no fear, and Vengeance protects you and your Teammates from Fear effects. It also gives you and your team great resistance to Sleep, Hold, Disorient, Immobilize, Confuse, Taunt, Placate and Knockback. You must be at least level 14 and have two other Leadership Powers before selecting Vengeance. This power does not stack with multiple castings. Recharge: Very Long
Victory Rush
Victory Rush
Ranged (Targeted AoE), Team +Recovery, -End Cost
The defeat of an opponent gives your team a rush of adrenaline. The excitement of your victory increases the recovery and reduces the endurance cost of your powers. This effect extends to your teammates as well. The total strength of this bonus is dependent upon the rank of the enemy on which this is cast, with Archvillains and Giant Monsters providing the greatest benefit. This power does not stack with multiple castings. You must be level 14 and have trained at least two other Leadership powers before you can train Victory Rush. This power's Recharge Time cannot be reduced. Recharge: Very Long (To Select Rank, Sub-Minion = 0, Minion = 1, LT = 2, Boss = 3, Elite Boss = 4, and AV/GM = 5,
Epic Power Pool
Flame Mastery
Consume
Consume
PBAoE, Minor DMG(Fire), Self +End
You can drain body heat from all nearby foes in order to replenish your own Endurance. The more foes affected, the more Endurance is gained. Foes suffer minimal Fire damage. You must be level 47 and have two other Fire Mastery Powers before selecting this power. Damage: Minor, Recharge: Very Long
Char
Char
Ranged, Moderate DoT(Fire), Foe Hold
Incapacitates a distant foe by Charring him with smoldering soot and cinders. The target is left helpless, choking on the soot.
Fire Shield
Fire Shield
Toggle: Self +Res(Fire, Lethal, Smash, Cold)
While this power is active, you get a good resistance to Lethal, Smashing and Fire damage. Fire Shield also provides minimal resistance to Cold damage. You must be level 41 and have Consume or Char before selecting this power. Recharge: Very Fast
Rise of the Phoenix
Rise of the Phoenix
Self Rez, Special
If you are defeated, you can rise from the ashes. The fiery resurrection blasts nearby foes with an explosion and knocks them down. You will revive with about half of your Hit Points and Endurance. Rise of the Phoenix will actually leave you invulnerable for a brief time and protected from XP Debt for 20 seconds. You must be level 41 and have Consume or Char before selecting this power. Recharge: Very Long
Greater Fire Sword
Greater Fire Sword
Melee, Superior DMG(Fire/Lethal)
Your mastery of fire allows you to create an enhanced Sword of Fire that can set foes ablaze. Successful attacks from the Greater Fire Sword will ignite your target, dealing damage over time. You must be level 44 and have two other Flame Mastery Powers before selecting this power. Damage: Superior, Recharge: Slow
Description:
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Powers
Level 1: Lightning Bolt
Level 1: Transfusion
Level 2: Ball Lightning
Level 4: Super Speed
Level 6: Short Circuit
Level 8: Boxing
Level 10: Siphon Speed
Level 12: Zapp
Level 14: Tough
Level 16: Weave
Level 18: Combat Jumping
Level 20: Maneuvers
Level 22: Tactics
Level 24: Increase Density
Level 26: Speed Boost
Level 28: Voltaic Sentinel
Level 30: Hasten
Level 32: Thunderous Blast
Level 35: Transference
Level 38: Fulcrum Shift
Level 41: Char
Level 44: Fire Shield
Level 47: Tesla Cage
Level 49: Rise of the Phoenix
Enhancements
Level 1: Lightning Bolt
- Superior Winter's Bite: Damage/Endurance/Accuracy/RechargeTime
Level 1: Transfusion
- Numina's Convalesence: +Regeneration/+Recovery
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Level 2: Ball Lightning
- Superior Scourging Blast: RechargeTime/PBAoE +End
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Level 3: Lightning Bolt
- Superior Winter's Bite: Recharge/Chance for -Speed & -Recharge
Level 3: Lightning Bolt
- Superior Winter's Bite: Accuracy/Damage
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Level 5: Lightning Bolt
- Superior Winter's Bite: Accuracy/Damage/Endurance
Level 5: Lightning Bolt
- Superior Winter's Bite: Damage/RechargeTime
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Level 6: Short Circuit
- Superior Avalanche: Recharge/Chance for Knockdown
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Level 7: Lightning Bolt
- Superior Winter's Bite: Accuracy/Damage/Recharge
Level 7: Transfusion
- Numina's Convalesence: Endurance/Recharge
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Level 8: Boxing
- Absolute Amazement: Endurance/Stun
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Level 9: Transfusion
- Numina's Convalesence: Heal
Level 9: Transfusion
- Numina's Convalesence: Heal/Endurance
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Level 10: Siphon Speed
- Invention: Recharge Reduction
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Level 11: Transfusion
- Numina's Convalesence: Heal/Recharge
Level 11: Ball Lightning
- Superior Scourging Blast: Accuracy/Damage/Endurance/RechargeTime
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Level 12: Zapp
- Executioner's Contract: Disorient Bonus
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Level 13: Ball Lightning
- Superior Scourging Blast: Accuracy/Damage/RechargeTime
Level 13: Ball Lightning
- Superior Scourging Blast: Damage/Endurance/RechargeTime
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Level 14: Tough
- Gladiator's Armor: TP Protection +3% Def (All)
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Level 15: Ball Lightning
- Superior Scourging Blast: Damage/RechargeTime
Level 15: Zapp
- Executioner's Contract: Damage/Recharge
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Level 16: Weave
- Reactive Defenses: Scaling Resist Damage
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Level 17: Weave
- Reactive Defenses: Defense/Endurance/RechargeTime
Level 17: Weave
- Reactive Defenses: Defense/Endurance
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Level 18: Combat Jumping
- Luck of the Gambler: Defense/Increased Global Recharge Speed
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Level 19: Weave
- Reactive Defenses: Defense/RechargeTime
Level 19: Weave
- Reactive Defenses: Endurance/RechargeTime
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Level 20: Maneuvers
- Luck of the Gambler: Defense/Increased Global Recharge Speed
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Level 21: Weave
- Reactive Defenses: Defense
Level 21: Combat Jumping
- Luck of the Gambler: Defense/Endurance
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Level 22: Tactics
- Cytoskeleton Exposure
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Level 23: Tough
- Aegis: Psionic/Status Resistance
Level 23: Tough
- Aegis: Resistance
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Level 24: Increase Density
- Impervious Skin: Status Resistance/Regeneration
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Level 25: Tough
- Aegis: Resistance/Endurance
Level 25: Tough
- Aegis: Resistance/Recharge
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Level 26: Speed Boost
- Winter's Gift: Slow Resistance (20%)
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Level 27: Tough
- Aegis: Resistance/Endurance/Recharge
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Level 28: Voltaic Sentinel
- Superior Malice of the Corruptor: Recharge/Chance for Negative Energy Damage
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Level 29: Short Circuit
- Superior Avalanche: Accuracy/Damage/Endurance/Recharge
Level 29: Short Circuit
- Superior Avalanche: Accuracy/Damage
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Level 30: Hasten
- Invention: Recharge Reduction
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Level 31: Short Circuit
- Superior Avalanche: Damage/Endurance
Level 31: Short Circuit
- Superior Avalanche: Accuracy/Damage/Endurance
Level 31: Short Circuit
- Superior Avalanche: Accuracy/Damage/Recharge
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Level 32: Thunderous Blast
- Superior Frozen Blast: Recharge/Chance for Immobilize
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Level 33: Thunderous Blast
- Superior Frozen Blast: Damage/Endurance/Accuracy/RechargeTime
Level 33: Thunderous Blast
- Superior Frozen Blast: Damage/Endurance
Level 33: Thunderous Blast
- Superior Frozen Blast: Accuracy/Damage
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Level 34: Maneuvers
- Luck of the Gambler: Defense
Level 34: Thunderous Blast
- Superior Frozen Blast: Accuracy/Damage/Recharge
Level 34: Thunderous Blast
- Superior Frozen Blast: Accuracy/Damage/Endurance
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Level 35: Transference
- Invention: Endurance Modification
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Level 36: Maneuvers
- Luck of the Gambler: Defense/Endurance
Level 36: Maneuvers
- Luck of the Gambler: Defense/Endurance/Recharge
Level 36: Maneuvers
- Shield Wall: +Res (Teleportation), +5% Res (All)
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Level 37: Zapp
- Executioner's Contract: Accuracy/Damage
Level 37: Zapp
- Executioner's Contract: Damage/Interrupt
Level 37: Maneuvers
- Kismet: Accuracy +6%
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Level 38: Fulcrum Shift
- Invention: Recharge Reduction
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Level 39: Zapp
- Executioner's Contract: Damage/Endurance
Level 39: Zapp
- Executioner's Contract: Damage/Range
Level 39: Voltaic Sentinel
- Superior Malice of the Corruptor: Accuracy/Damage/Endurance/Recharge
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Level 40: Voltaic Sentinel
- Superior Malice of the Corruptor: Accuracy/Damage
Level 40: Voltaic Sentinel
- Superior Malice of the Corruptor: Damage/Recharge
Level 40: Voltaic Sentinel
- Superior Malice of the Corruptor: Accuracy/Damage/Recharge
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Level 41: Char
- Invention: Damage Increase
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Level 42: Speed Boost
- Winter's Gift: Run Speed, Jump, Flight Speed, Range/Endurance
Level 42: Speed Boost
- Blessing of the Zephyr: Knockback Reduction (4 points)
Level 42: Voltaic Sentinel
- Superior Malice of the Corruptor: Damage/Endurance/Recharge
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Level 43: Increase Density
- Impervious Skin: Resistance/Recharge
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Level 44: Fire Shield
- Steadfast Protection: Resistance/+Def 3%
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Level 45: Fire Shield
- Aegis: Resistance
Level 45: Fire Shield
- Aegis: Resistance/Endurance
Level 45: Fire Shield
- Aegis: Resistance/Recharge
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Level 46: Ball Lightning
- Annihilation: Chance for Res Debuff
Level 46: Fire Shield
- Aegis: Resistance/Endurance/Recharge
Level 46: Fire Shield
- Aegis: Endurance/Recharge
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Level 47: Tesla Cage
- Unbreakable Constraint: Chance for Smashing Damage
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Level 48: Boxing
- Absolute Amazement: Chance for ToHit Debuff
Level 48: Tesla Cage
- Unbreakable Constraint: Endurance/Hold
Level 48: Tesla Cage
- Unbreakable Constraint: Accuracy/Hold/Recharge
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Level 49: Rise of the Phoenix
- Invention: Recharge Reduction
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Level 50: Boxing
- Absolute Amazement: Stun
Level 50: Boxing
- Absolute Amazement: Stun/Recharge
Level 50: Boxing
- Absolute Amazement: Accuracy/Recharge
- 1 Absolute Amazement: Accuracy/Recharge
- 1 Absolute Amazement: Chance for ToHit Debuff
- 1 Absolute Amazement: Endurance/Stun
- 1 Absolute Amazement: Stun
- 1 Absolute Amazement: Stun/Recharge
- 1 Aegis: Endurance/Recharge
- 1 Aegis: Psionic/Status Resistance
- 2 Aegis: Resistance
- 2 Aegis: Resistance/Endurance
- 2 Aegis: Resistance/Endurance/Recharge
- 2 Aegis: Resistance/Recharge
- 1 Annihilation: Chance for Res Debuff
- 1 Blessing of the Zephyr: Knockback Reduction (4 points)
- 1 Cytoskeleton Exposure
- 1 Executioner's Contract: Accuracy/Damage
- 1 Executioner's Contract: Damage/Endurance
- 1 Executioner's Contract: Damage/Interrupt
- 1 Executioner's Contract: Damage/Range
- 1 Executioner's Contract: Damage/Recharge
- 1 Executioner's Contract: Disorient Bonus
- 1 Gladiator's Armor: TP Protection +3% Def (All)
- 1 Impervious Skin: Resistance/Recharge
- 1 Impervious Skin: Status Resistance/Regeneration
- 1 Invention: Damage Increase
- 1 Invention: Endurance Modification
- 4 Invention: Recharge Reduction
- 1 Kismet: Accuracy +6%
- 1 Luck of the Gambler: Defense
- 2 Luck of the Gambler: Defense/Endurance
- 1 Luck of the Gambler: Defense/Endurance/Recharge
- 2 Luck of the Gambler: Defense/Increased Global Recharge Speed
- 1 Numina's Convalesence: +Regeneration/+Recovery
- 1 Numina's Convalesence: Endurance/Recharge
- 1 Numina's Convalesence: Heal
- 1 Numina's Convalesence: Heal/Endurance
- 1 Numina's Convalesence: Heal/Recharge
- 1 Reactive Defenses: Defense
- 1 Reactive Defenses: Defense/Endurance
- 1 Reactive Defenses: Defense/Endurance/RechargeTime
- 1 Reactive Defenses: Defense/RechargeTime
- 1 Reactive Defenses: Endurance/RechargeTime
- 1 Reactive Defenses: Scaling Resist Damage
- 1 Shield Wall: +Res (Teleportation), +5% Res (All)
- 1 Steadfast Protection: Resistance/+Def 3%
- 1 Superior Avalanche: Accuracy/Damage
- 1 Superior Avalanche: Accuracy/Damage/Endurance
- 1 Superior Avalanche: Accuracy/Damage/Endurance/Recharge
- 1 Superior Avalanche: Accuracy/Damage/Recharge
- 1 Superior Avalanche: Damage/Endurance
- 1 Superior Avalanche: Recharge/Chance for Knockdown
- 1 Superior Frozen Blast: Accuracy/Damage
- 1 Superior Frozen Blast: Accuracy/Damage/Endurance
- 1 Superior Frozen Blast: Accuracy/Damage/Recharge
- 1 Superior Frozen Blast: Damage/Endurance
- 1 Superior Frozen Blast: Damage/Endurance/Accuracy/RechargeTime
- 1 Superior Frozen Blast: Recharge/Chance for Immobilize
- 1 Superior Malice of the Corruptor: Accuracy/Damage
- 1 Superior Malice of the Corruptor: Accuracy/Damage/Endurance/Recharge
- 1 Superior Malice of the Corruptor: Accuracy/Damage/Recharge
- 1 Superior Malice of the Corruptor: Damage/Endurance/Recharge
- 1 Superior Malice of the Corruptor: Damage/Recharge
- 1 Superior Malice of the Corruptor: Recharge/Chance for Negative Energy Damage
- 1 Superior Scourging Blast: Accuracy/Damage/Endurance/RechargeTime
- 1 Superior Scourging Blast: Accuracy/Damage/RechargeTime
- 1 Superior Scourging Blast: Damage/Endurance/RechargeTime
- 1 Superior Scourging Blast: Damage/RechargeTime
- 1 Superior Scourging Blast: RechargeTime/PBAoE +End
- 1 Superior Winter's Bite: Accuracy/Damage
- 1 Superior Winter's Bite: Accuracy/Damage/Endurance
- 1 Superior Winter's Bite: Accuracy/Damage/Recharge
- 1 Superior Winter's Bite: Damage/Endurance/Accuracy/RechargeTime
- 1 Superior Winter's Bite: Damage/RechargeTime
- 1 Superior Winter's Bite: Recharge/Chance for -Speed & -Recharge
- 1 Unbreakable Constraint: Accuracy/Hold/Recharge
- 1 Unbreakable Constraint: Chance for Smashing Damage
- 1 Unbreakable Constraint: Endurance/Hold
- 1 Winter's Gift: Run Speed, Jump, Flight Speed, Range/Endurance
- 1 Winter's Gift: Slow Resistance (20%)