Fortunata
By: Jeff
By: Jeff
Overview
Respec guide
Shopping list
Primary powerset
Fortunata Training
Mental Blast
Mental Blast
Ranged, Moderate DMG(Psionic), Target -Recharge
This basic attack does moderate Psionic damage, and can slightly reduce a target's attack speed. Damage: Moderate, Recharge: Fast
Telekinetic Blast
Telekinetic Blast
Ranged, Moderate DMG(Smash/Psionic), Foe Knockback
You can use Telekinesis to Blast a targeted foe with the power of your mind. This attack deals Smashing and Psionic damage, and can knock your opponent back. Damage: Moderate, Recharge: Moderate
Subdue
Subdue
Ranged, Moderate DMG(Psionic), Foe Immobilize
Subdue deals moderate Psionic damage and may leave the targeted foe Immobilized for a brief time. Immobilized foes cannot move but can still attack. Damage: Moderate, Recharge: Moderate
Aim
Aim
Self +To Hit, +DMG
Greatly increases your chance to hit with attacks for a few seconds. Slightly increases damage. Recharge: Long
Psychic Scream
Psychic Scream
Ranged (Cone), Moderate DMG(Psionic), Foe -Recharge
This howl of Psionic energy resonates in the minds of all foes within its conical area of effect, inflicting moderate damage. Damage: Moderate, Recharge: Slow
Dominate
Dominate
Ranged, Moderate DMG(Psionic), Foe Hold
Painfully tears at the mind of a single foe. Dominate deals Psionic damage and renders a foe helpless, lost in his own mind and unable to defend himself. Damage: Moderate, Recharge: Moderate
Psionic Tornado
Psionic Tornado
Ranged (Targeted AoE), Moderate DoT(Psionic), Foe Knockback
Unleashes a whirlwind of Psionic energy on a target, tossing nearby foes into the air. The Psionic Tornado damages foes and Slows their attack speed. Damage: Moderate(DoT), Recharge: Slow
Scramble Thoughts
Scramble Thoughts
Ranged, Minor DMG(Psionic), Foe Disorient
Painfully scrambles the synapses of a targeted foe, leaving him dramatically Disoriented for a short duration. Deals a little Psionic Damage. Damage: Minor, Recharge: Slow
Total Domination
Total Domination
Ranged (Targeted AoE), Foe Hold
Tears at the mind of a target foe and those near him. Total Domination renders all affected foes helpless, lost in their own minds and unable to defend themselves. Recharge: Very Long
Psychic Wail
Psychic Wail
PBAoE , Extreme DMG(Psionic), Foe Disorient -Recharge
Psychic Wail is a devastating Psionic attack that wracks the minds of all nearby foes. Those that survive will have a severely reduced attack rate and may be left Disoriented. Damage: Extreme, Recharge: Very Long
Secondary powerset
Fortunata Teamwork
Mask Presence
Mask Presence
Toggle: Self Stealth, +DEF(Melee, Ranged, AoE)
Mask Presence makes you almost impossible to detect. When you attack or are damaged while using this power, you will be discovered. Even if discovered, you are hard to see and retain some bonus to Defense. Like most stealth powers, Mask Presence cannot be used at the same time as other Concealment powers.
Mind Link
Mind Link
PBAoE Team +To Hit, +DEF (All), +RES (Psionic)
Your Mind Link Power will enable you to link the minds of all your teammates who are near you for the next 90 seconds. This shared link improves your team's chance to hit foes, your defensive abilities and dramatically reduces psionic damage. Recharge: Long
Confuse
Confuse
Ranged, Target Confuse
You can Confuse an enemy, forcing him to believe his friends are not who they appear to be. If successful, the enemy will ignore you and attack his own allies. If you Confuse someone before he has noticed you, your presence will continue to be masked. You will not receive any Experience Points for foes defeated entirely by a Confused enemy. Recharge: Moderate
Tactical Training: Vengeance
Tactical Training: 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. This power does not stack with multiple castings.
Aura of Confusion
Aura of Confusion
PBAoE, Foe Confuse
Aura of Confusion can cause chaos within a group of foes. All affected foes within the area will turn and attack each other, ignoring the user and their allies. If you confuse a foe before they noticed you, your presence will continue to go unnoticed. You will not receive any Experience Points for foes defeated entirely by confused enemies. Recharge: Very 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
Concealment
Stealth
Stealth
Toggle: Self Stealth, +DEF(All)
You can bend light around yourself to become Invisible. While this power is active, you are almost impossible to detect. If, however, you attack while using this power, you will be discovered and will lose your Stealth and some of your Defense bonus. Sending commands to pets, buffing or healing allies will also lower the defense and stealth granted by this power. This power will not work with other self affecting Concealment related powers such as Infiltration or Shadow Fall.
Grant Invisibility
Grant Invisibility
Ranged, Teammate Stealth, +DEF(All)
Grants a targeted teammate or leaguemate Invisibility. The Invisibility lasts about 2 minutes. While your ally is Invisible, he probably will not be detected unless he attacks a target. If he attacks, he is still hard to see and maintains some bonus to Defense to all attacks. This power works with other Concealment related powers.
Infiltration
Infiltration
Toggle: Self, +Jump, +Run Speed, Self Stealth, +DEF(All)
You blend into your environment and swiftly make your way while attempting to stay undetected. Infiltration grants you a considerable boost to both your jump height and run speed. Even if discovered, you are hard to see and have a bonus to Defense from all attacks. If, however, you attack while using this power, you will be discovered and will lose your Stealth and Defense bonus provided by this power. Infiltration will not work with any other form of Concealment power such as Shadow Fall or Steamy Mist.
Misdirection
Misdirection
PBAoE, Foe Placate, -Res(All)
You redirect the anger of enemies around you, placating them. This causes them to break off their attacks. The momentary lack of awareness this causes also leads to reduced resistance to damage for a short time. You must be at least level 14 and have trained any two other Concealment powers before you can train this power. Recharge: Very Long
Phase Shift
Phase Shift
Toggle: Self Intangible
You can Phase Shift to become out of sync with normal space. Although you do not become completely Invisible, you are translucent and hard to see. You are intangible, and cannot affect or be affected by those in normal space. Although this power is a toggle, you cannot remain Phase Shifted for more than 30 seconds, even if you still have Endurance. Cannot be used with Rest. You must be at least level 14 and have two other Concealment Powers before selecting Phase Shift.
Power Pool 4
Medicine
Aid Other
Aid Other
Close, Heal(Ally)
You heal a single targeted ally. This power is interruptible unless you have also trained Field Medic, in which case it is not interruptible.
Injection
Injection
Ranged, +Status Protection(Ally, PvE), +Status Resistance(Ally, PvP) OR -DMG(Foe, All), -Rech(Foe), -ToHit(Foe)
You fire a small dart at a target. The dart is set up to release a beneficial serum or deleterious toxin, depending on whether it strikes friend or foe. If striking a friend, the ally is freed from any Immobilization, Sleep, Disorient, Hold, Fear or Confuse effects and is resistant to such effects for a brief time. If striking a foe, the enemy suffers reduced damage potential, attack speed and chance to hit. The serum's effects will improve with multiple applications from you, but the toxin's do not. The toxin's effect is also shorter in duration than the serum's effect. Both serum and toxin improve as you advance in level.
Aid Self
Aid Self
Self, Heal, +Res(Stun), +EndGain(Synergy)
You are able to heal yourself. This hypo also leaves you wide awake and resistant to stun effects. If you have also trained Field Medic, this power will also grant you an unenhanceable, long duration endurance over time effect. Purchasing Aid Self requires the user to be level 14 and possess either Aid Other or Injection.
Field Medic
Field Medic
Self, +Heal, -Res(Heal), Special
Your skill as a Field Medic is unparalleled. In addition to permanently removing the interrupt time Aid Other and adding Endurance recovery to Aid Self, using this power will grant a powerful boost in the effectiveness of your healing powers and reduce your resistance to healing debuffs. This effect increases with level. You must be at least level 14 and have trained any two other Medicine powers before you can train as a Field Medic. Recharge: Very Long
Resuscitate
Resuscitate
Close, Resurrect(Ally)
You revive a fallen ally, restoring health, but not endurance, completely. The target will also be protected from incurring any XP Debt for 15 seconds. This power is interruptible. You must be at least level 14 and have two other Medicine Powers before selecting Resuscitate.
Epic Power Pool
Soul Mastery
Gloom
Gloom
Ranged, High DoT(Negative), Foe -ACC
Gloom slowly drains a target of life, while reducing his Accuracy. Slower than Dark Blast, but deals more damage over time. Damage: High(DoT), Recharge: Moderate
Soul Tentacles
Soul Tentacles
Ranged (Cone), Moderate DMG(Negative), Foe Immobilize
You can create a cone shaped rift to the Netherworld that allows the souls of the damned to slip into our reality. These Soul Tentacles will snare all foes within range, Immobilizing them while they drain their life. Damage: Moderate(DoT), Recharge: Slow
Darkest Night
Darkest Night
Toggle: Ranged (Targeted AoE), Foe -DMG -To Hit
While active, you channel Negative Energy onto a targeted foe. Darkest Night decreases the damage potential and chance to hit of the target, and all foes nearby, as long as you keep the power active. You must be level 41 and have Gloom or Soul Tentacles before selecting this power. Recharge: Moderate
Dark Obliteration
Dark Obliteration
Ranged (Targeted AoE), Moderate DMG(Negative), Foe -ACC
You hurl a large blast of negative energy that violently explodes on impact, exposing the dark power of the Netherworld to all foes near the target. Dark Obliteration can reduce the Accuracy of all affected targets. You must be level 41 and have Gloom or Soul Tentacles before selecting this power. Damage: Moderate, Recharge: Slow
Summon Widow
Summon Widow
Summon Blood Widow: Melee Moderate DMG(Lethal)
Ghost Widow has assigned a beautiful but deadly Blood Widow assassins for you to command. Their weapons of choice include wrist retractable mounted razors and darts, all tipped in deadly poison. Your access to this Blood Widow is very limited, and you can only summon her once every 15 minutes and she will leave after 4 minutes, until defeated, or until you leave a zone or mission. You must be level 44 and have two other Soul Mastery Powers before selecting this power. Recharge: Extremely Long
Description:
Fortunata, soloable
Powers
Level 1: Telekinetic Blast
Level 1: Combat Training: Defensive
Level 2: Subdue
Level 4: Super Speed
Level 6: Tactical Training: Maneuvers
Level 8: Psychic Scream
Level 10: Indomitable Will
Level 12: Dominate
Level 14: Psionic Tornado
Level 16: Hasten
Level 18: Tactical Training: Assault
Level 20: Tactical Training: Leadership
Level 22: Aim
Level 24: Foresight
Level 26: Mind Link
Level 28: Mask Presence
Level 30: Total Domination
Level 32: Psychic Wail
Level 35: Confuse
Level 38: Tactical Training: Vengeance
Level 41: Aura of Confusion
Level 44: Boxing
Level 47: Tough
Level 49: Weave
Enhancements
Level 1: Telekinetic Blast
- Superior Spider's Bite: Accuracy/Damage/RechargeTime
Level 1: Combat Training: Defensive
- Luck of the Gambler: Defense/Increased Global Recharge Speed
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Level 2: Subdue
- Apocalypse: Damage
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Level 3: Telekinetic Blast
- Superior Spider's Bite: RechargeTime/Global Toxic
Level 3: Telekinetic Blast
- Superior Spider's Bite: Accuracy/Damage/Endurance/RechargeTime
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Level 4: Super Speed
- Invention: Run Speed
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Level 5: Telekinetic Blast
- Superior Spider's Bite: Accuracy/Damage
Level 5: Telekinetic Blast
- Superior Spider's Bite: Damage/RechargeTime
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Level 6: Tactical Training: Maneuvers
- Luck of the Gambler: Defense/Increased Global Recharge Speed
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Level 7: Combat Training: Defensive
- Shield Wall: +Res (Teleportation), +5% Res (All)
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Level 8: Psychic Scream
- Superior Dominion of Arachnos: Recharge/Chance for -Dmg and Terrorize
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Level 9: Subdue
- Apocalypse: Damage/Recharge
Level 9: Subdue
- Apocalypse: Accuracy/Damage/Recharge
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Level 10: Indomitable Will
- Gladiator's Armor: TP Protection +3% Def (All)
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Level 11: Subdue
- Apocalypse: Accuracy/Recharge
Level 11: Subdue
- Apocalypse: Damage/Endurance
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Level 12: Dominate
- Unbreakable Constraint: Chance for Smashing Damage
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Level 13: Tactical Training: Maneuvers
- Luck of the Gambler: Defense/Endurance
Level 13: Tactical Training: Maneuvers
- Luck of the Gambler: Defense
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Level 14: Psionic Tornado
- Ragnarok: Damage
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Level 15: Tactical Training: Maneuvers
- Luck of the Gambler: Defense/Recharge
Level 15: Tactical Training: Maneuvers
- Luck of the Gambler: Endurance/Recharge
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Level 16: Hasten
- Invention: Recharge Reduction
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Level 17: Psionic Tornado
- Ragnarok: Damage/Recharge
Level 17: Psionic Tornado
- Ragnarok: Accuracy/Damage/Recharge
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Level 18: Tactical Training: Assault
- Invention: Endurance Reduction
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Level 19: Psionic Tornado
- Ragnarok: Accuracy/Recharge
Level 19: Hasten
- Invention: Recharge Reduction
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Level 20: Tactical Training: Leadership
- Gaussian's Synchronized Fire-Control: Chance for Build Up
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Level 21: Tactical Training: Leadership
- Gaussian's Synchronized Fire-Control: To Hit Buff
Level 21: Tactical Training: Leadership
- Gaussian's Synchronized Fire-Control: To Hit Buff/Recharge
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Level 22: Aim
- Invention: Recharge Reduction
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Level 23: Tactical Training: Leadership
- Gaussian's Synchronized Fire-Control: To Hit Buff/Recharge/Endurance
Level 23: Tactical Training: Leadership
- Gaussian's Synchronized Fire-Control: Recharge/Endurance
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Level 24: Foresight
- Reactive Defenses: Defense
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Level 25: Tactical Training: Leadership
- Gaussian's Synchronized Fire-Control: To Hit Buff/Endurance
Level 25: Mind Link
- Luck of the Gambler: Defense/Recharge
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Level 26: Mind Link
- Luck of the Gambler: Defense/Endurance
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Level 27: Mind Link
- Luck of the Gambler: Defense
Level 27: Mind Link
- Luck of the Gambler: Defense/Endurance/Recharge
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Level 28: Mask Presence
- Luck of the Gambler: Defense/Increased Global Recharge Speed
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Level 29: Foresight
- Reactive Defenses: Endurance/RechargeTime
Level 29: Mind Link
- Luck of the Gambler: Defense/Increased Global Recharge Speed
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Level 30: Total Domination
- Basilisk's Gaze: Accuracy/Hold
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Level 31: Total Domination
- Basilisk's Gaze: Accuracy/Recharge
Level 31: Total Domination
- Basilisk's Gaze: Recharge/Hold
Level 31: Total Domination
- Basilisk's Gaze: Endurance/Recharge/Hold
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Level 32: Psychic Wail
- Armageddon: Damage
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Level 33: Psychic Wail
- Armageddon: Damage/Recharge
Level 33: Psychic Wail
- Armageddon: Accuracy/Damage/Recharge
Level 33: Psychic Wail
- Armageddon: Accuracy/Recharge
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Level 34: Foresight
- Reactive Defenses: Defense/Endurance
Level 34: Foresight
- Reactive Defenses: Defense/RechargeTime
Level 34: Psychic Wail
- Armageddon: Damage/Endurance
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Level 35: Confuse
- Coercive Persuasion : Confused
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Level 36: Confuse
- Coercive Persuasion : Confused/Recharge
Level 36: Confuse
- Coercive Persuasion : Contagious Confusion
Level 36: Confuse
- Coercive Persuasion : Accuracy/Confused/Recharge
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Level 37: Foresight
- Reactive Defenses: Defense/Endurance/RechargeTime
Level 37: Confuse
- Coercive Persuasion : Accuracy/Recharge
Level 37: Confuse
- Coercive Persuasion : Confused/Endurance
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Level 38: Tactical Training: Vengeance
- Luck of the Gambler: Defense/Increased Global Recharge Speed
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Level 39: Psychic Scream
- Superior Dominion of Arachnos: Accuracy/Damage
Level 39: Psychic Scream
- Superior Dominion of Arachnos: Damage/Recharge
Level 39: Foresight
- Reactive Defenses: Scaling Resist Damage
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Level 40: Psychic Scream
- Superior Dominion of Arachnos: Accuracy/Damage/Recharge
Level 40: Psychic Scream
- Superior Dominion of Arachnos: Damage/Endurance/Recharge
Level 40: Indomitable Will
- Unbreakable Guard: +Max HP
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Level 41: Aura of Confusion
- Endoplasm Exposure
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Level 42: Indomitable Will
- Steadfast Protection: Resistance/+Def 3%
Level 42: Dominate
- Neuronic Shutdown: Chance of Damage(Psionic)
Level 42: Psionic Tornado
- Ragnarok: Damage/Endurance
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Level 43: Dominate
- Gladiator's Javelin: Chance of Damage(Toxic)
Level 43: Dominate
- Apocalypse: Chance of Damage(Negative)
Level 43: Dominate
- Gladiator's Net: Chance of Damage(Lethal)
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Level 44: Boxing
- Disorient Duration
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Level 45: Dominate
- Invention: Damage Increase
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Level 46: Mask Presence
- Luck of the Gambler: Defense
Level 46: Mask Presence
- Luck of the Gambler: Defense/Endurance
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Level 47: Tough
- Aegis: Resistance/Endurance
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Level 48: Tough
- Aegis: Resistance
Level 48: Tough
- Aegis: Endurance/Recharge
Level 48: Tough
- Aegis: Resistance/Endurance/Recharge
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Level 49: Weave
- Invention: Endurance Reduction
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Level 50: Telekinetic Blast
- Superior Spider's Bite: Damage/Endurance/RechargeTime
Level 50: Mask Presence
- Luck of the Gambler: Defense/Endurance/Recharge
Level 50: Mask Presence
- Luck of the Gambler: Defense/Recharge
- 1 Aegis: Endurance/Recharge
- 1 Aegis: Resistance
- 1 Aegis: Resistance/Endurance
- 1 Aegis: Resistance/Endurance/Recharge
- 1 Apocalypse: Accuracy/Damage/Recharge
- 1 Apocalypse: Accuracy/Recharge
- 1 Apocalypse: Chance of Damage(Negative)
- 1 Apocalypse: Damage
- 1 Apocalypse: Damage/Endurance
- 1 Apocalypse: Damage/Recharge
- 1 Armageddon: Accuracy/Damage/Recharge
- 1 Armageddon: Accuracy/Recharge
- 1 Armageddon: Damage
- 1 Armageddon: Damage/Endurance
- 1 Armageddon: Damage/Recharge
- 1 Basilisk's Gaze: Accuracy/Hold
- 1 Basilisk's Gaze: Accuracy/Recharge
- 1 Basilisk's Gaze: Endurance/Recharge/Hold
- 1 Basilisk's Gaze: Recharge/Hold
- 1 Coercive Persuasion : Accuracy/Confused/Recharge
- 1 Coercive Persuasion : Accuracy/Recharge
- 1 Coercive Persuasion : Confused
- 1 Coercive Persuasion : Confused/Endurance
- 1 Coercive Persuasion : Confused/Recharge
- 1 Coercive Persuasion : Contagious Confusion
- 1 Disorient Duration
- 1 Endoplasm Exposure
- 1 Gaussian's Synchronized Fire-Control: Chance for Build Up
- 1 Gaussian's Synchronized Fire-Control: Recharge/Endurance
- 1 Gaussian's Synchronized Fire-Control: To Hit Buff
- 1 Gaussian's Synchronized Fire-Control: To Hit Buff/Endurance
- 1 Gaussian's Synchronized Fire-Control: To Hit Buff/Recharge
- 1 Gaussian's Synchronized Fire-Control: To Hit Buff/Recharge/Endurance
- 1 Gladiator's Armor: TP Protection +3% Def (All)
- 1 Gladiator's Javelin: Chance of Damage(Toxic)
- 1 Gladiator's Net: Chance of Damage(Lethal)
- 1 Invention: Damage Increase
- 2 Invention: Endurance Reduction
- 3 Invention: Recharge Reduction
- 1 Invention: Run Speed
- 3 Luck of the Gambler: Defense
- 3 Luck of the Gambler: Defense/Endurance
- 2 Luck of the Gambler: Defense/Endurance/Recharge
- 5 Luck of the Gambler: Defense/Increased Global Recharge Speed
- 3 Luck of the Gambler: Defense/Recharge
- 1 Luck of the Gambler: Endurance/Recharge
- 1 Neuronic Shutdown: Chance of Damage(Psionic)
- 1 Ragnarok: Accuracy/Damage/Recharge
- 1 Ragnarok: Accuracy/Recharge
- 1 Ragnarok: Damage
- 1 Ragnarok: Damage/Endurance
- 1 Ragnarok: Damage/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 Dominion of Arachnos: Accuracy/Damage
- 1 Superior Dominion of Arachnos: Accuracy/Damage/Recharge
- 1 Superior Dominion of Arachnos: Damage/Endurance/Recharge
- 1 Superior Dominion of Arachnos: Damage/Recharge
- 1 Superior Dominion of Arachnos: Recharge/Chance for -Dmg and Terrorize
- 1 Superior Spider's Bite: Accuracy/Damage
- 1 Superior Spider's Bite: Accuracy/Damage/Endurance/RechargeTime
- 1 Superior Spider's Bite: Accuracy/Damage/RechargeTime
- 1 Superior Spider's Bite: Damage/Endurance/RechargeTime
- 1 Superior Spider's Bite: Damage/RechargeTime
- 1 Superior Spider's Bite: RechargeTime/Global Toxic
- 1 Unbreakable Constraint: Chance for Smashing Damage
- 1 Unbreakable Guard: +Max HP