Hamidon Slayer
By: Procat
By: Procat
Overview
Respec guide
Shopping list
Primary powerset
Broad Sword
Hack
Hack
Melee, High Dam(Lethal), Foe -DEF
You Hack your opponent for a high amount of damage. This attack can reduce a target's Defense, making him easier to hit. Damage: High, Recharge: Moderate
Slash
Slash
Melee, Moderate Dam(Lethal), Foe -DEF
You perform a quick Slash that can reduce a target's Defense, making him easier to hit. This attack causes moderate damage, but has a quick recharge time. Damage: Moderate, Recharge: Fast
Slice
Slice
Melee (Cone), Moderate Dam(Lethal), Foe -DEF
You Slice your sword in a wide arc, attacking all enemies in front of you. Slice does less damage than Hack but can hit multiple foes and reduce their defense. Damage: Moderate, Recharge: Moderate
Assassin's Slash
Assassin's Slash
Melee, Special DMG(Lethal)
A signature Stalker attack. This attack does superior lethal damage on its own as a frontal attack and cannot be interrupted. However, if it is executed while you are Hidden, this attack will do tremendous damage, as you impale your unsuspecting foe. This attack may be interrupted if you move or are attacked while executing this power and are hidden. Using this power while not hidden has a chance to critically hit equal to 33.3% times the number of stacks of Assassin's Focus. Using Assassin's Strike when not hidden will remove all stacks of Assassin's Focus regardless if you critically hit or not. Damage: Special, Recharge: Slow
Build Up
Build Up
Self +DMG, +To Hit
Greatly increases the amount of damage you deal for a few seconds, as well as slightly increasing your chance to hit. Recharge: Long
Placate
Placate
Ranged, Foe Placate, Self Stealth/Hide
Allows you to trick a foe to no longer attack you. A successful Placate will also Hide you. This Hide is very brief, and offers no Defense bonus, but it will allow you to deliver a Critical Hit or an Assassin's Slash However, if you attack a Placated Foe, he will be able to attack you back. Recharge: Long
Parry
Parry
Melee, Minor DMG(Lethal), Self +DEF(Melee,Lethal)
You can use this power to Parry incoming melee attacks. The Parry itself does minor damage, but every successful hit will increase your Defense against melee and lethal attacks for a short while. Damage: Minor, Recharge: Fast
Disembowel
Disembowel
Melee, Superior DMG(Lethal), Knockup, Foe -DEF
You perform a powerful Disemboweling maneuver that deals a great amount of damage, and can knock a target up into the air. This attack can reduce a target's Defense, making him easier to hit. Damage: Superior, Recharge: Slow
Head Splitter
Head Splitter
Melee, Extreme DMG(Lethal), Foe Knockback, -DEF
You perform a devastating Head Splitter attack that deals a massive amount of damage and can even knock a foe down to the ground and reduce it's Defense. This attack has an exceptionally good critical hit capability, better than other Broadsword attacks, that can sometimes deal double damage. The power of this attack can actually extend a short distance through multiple foes. Damage: Extreme, Recharge: Slow
Secondary powerset
Shield Defense
Hide
Hide
Toggle: Self Stealth, +DEF(Melee, Ranged, AoE)
Hide makes you almost impossible to detect. When properly 'Hidden', a Stalker can pull off Critical hits with his attacks, and even land a massive 'Assassins Strike' with an Assassins power. 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. Unlike most stealth powers, Hide can be used at the same time as other Concealment powers, giving you even greater stealth capability. No Endurance cost.
Deflection
Deflection
Toggle: Self +DEF(Melee), +Res(Lethal, Smashing)
Your mastery of the shield allows you to easily deflect melee attacks, and attacks that do get through your ironclad defenses tend to do less damage. While Deflection is active the user will gain defense to melee attacks and some minor resistance to lethal and smashing damage. Recharge: Fast
Battle Agility
Battle Agility
Toggle: Self +DEF(Ranged, AoE), +Res(Defense Debuff)
Your incredible agility allows you to position your shield to protect yourself from incoming ranged damage. While Battle Agility is active you will benefit from increased Ranged and AoE defense as well as some moderate protection from Defense Debuffs. Recharge: Fast
True Grit
True Grit
Auto: Self +Res (Cold, Energy, Fire, Negative Energy, Toxic), +MaxHealth
Your intense training has left you tougher than even the hardiest of heroes. You gain additional hit points and resistance to fire, cold, energy, negative energy and toxic damage sources. This power is always on and costs no Endurance.
Active Defense
Active Defense
Self Res (Disorient, Hold, Immobilize, Sleep, Fear, Confuse, Repel, Knockback, Defense Debuff)
When you activate this power, it grants protection from Sleep, Disorient, Fear, Immobilize, Confusion, Repel, Knockback, Hold and Defense Debuff effects for a short duration. Recharge: Very Long
Against All Odds
Against All Odds
Toggle: Self +DMG, Foe -DMG
The harder pressed you are in combat the greater your offensive abilities become. Each enemy that stands toe-to-toe with you in combat will grant you a damage bonus. The first foe you engage in melee grants the highest damage bonus, and up to 10 foes can contribute to this effect. Each foe in melee range also suffers from reduced damage as your shield deflects a portion of their damage. Recharge: Slow
Grant Cover
Grant Cover
PBAoE, Team (but not self) +DEF(All but Psionic), Team +RES(Defense Debuff, Recharge Debuff)
You are able to use your shield to defend nearby allies. Any teammates who remain nearby gain a bonus to their defense. As a stalker, you can also provide stealth to your teammates if you too are hidden. (NOTE: The defense bonus from this power is only applied to nearby team mates, but not yourself.) Additionally, while this power is active, the user and his team mates will gain some resistance to defense and recharge rate debuffs. Recharge: Slow
Shield Charge
Shield Charge
PBAoE Superior DMG(Smashing), Foe Knockdown; Self Teleport
You can throw all of your might behind your shield and charge through ranks of foes in the blink of an eye. Using this power allows you to teleport 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 Shield Charge will be knocked down. Damage: Superior, Recharge: Very Long.
One with the Shield
One with the Shield
Self, +Res(Disorient, Sleep, Hold, Immobilize, Repel, Knockback, All DMG but Psi), +Recovery, +Max HP
When you activate this power, you gain strong resistance against most types of damage and also to Disorient, Immobilization, Hold, Knockback, Repel and Sleep effects. One with the Shield costs little Endurance to activate and increases your recovery and maximum hit points for its duration, but when it wears off you are left exhausted, and substantially drained of Endurance. Note that One with the Shield is unaffected by Attack Rate changes. Recharge: Very Long
Power Pool 1
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 2
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 3
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 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
Soul Mastery
Dark Blast
Dark Blast
Ranged, Moderate DMG(Negative), Foe -ACC
A long range blast of dark energy. Deals moderate Negative Energy damage and reduces the target's Accuracy. Damage: Moderate, Recharge: Fast
Moonbeam
Moonbeam
Sniper, Superior DMG(Negative), Target -ACC
An extremely long range and accurate beam of Negative Energy that deals tremendous damage and reduces the target's Accuracy. This is a sniper attack, and like most sniper attacks, is best fired from a distance as it can be interrupted. 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
Shadow Meld
Shadow Meld
Self: +Def(All)
Your mastery over the shadows allows you to become a living shadow entity for a short time, increasing your defense to all attacks. You must be level 41 and have Dark Blast or Moonbeam before selecting this power.Recharge: Long
Soul Storm
Soul Storm
Ranged, Moderate DoT(Negative), Foe Hold
Like Ghost Widow, you can summon the souls of your victims to do your bidding. Soul Storm enraptures a single target Holding them while their life-force is drained from their body. You must be level 41 and have Dark Blast or Moonbeam before selecting this power. Note that you cannot get Critical strikes using this power, though it still enables your other attacks to Critical. Recharge: Slow
Summon Widow
Summon Widow
Summon Night 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:
This is one of my Hamidon raid stalkers, it's good for single target damage, not so much for AoE.
Originally built by @Croax.
Powers
Level 1: Hack
Level 1: Hide
Level 2: Slice
Level 4: Deflection
Level 6: Assassin's Slash
Level 8: Build Up
Level 10: True Grit
Level 12: Combat Jumping
Level 14: Battle Agility
Level 16: Active Defense
Level 18: Parry
Level 20: Against All Odds
Level 22: Super Speed
Level 24: Hasten
Level 26: Disembowel
Level 28: Grant Cover
Level 30: Boxing
Level 32: Head Splitter
Level 35: Shield Charge
Level 38: Moonbeam
Level 41: Tough
Level 44: Soul Storm
Level 47: Weave
Level 49: Maneuvers
Enhancements
Level 1: Hack
- Crushing Impact: Damage/Recharge
Level 1: Hide
- Kismet: Accuracy +6%
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Level 2: Slice
- Superior Assassin's Mark: Damage/RechargeTime
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Level 3: Hack
- Crushing Impact: Damage/Endurance
Level 3: Hack
- Crushing Impact: Accuracy/Damage/Recharge
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Level 4: Deflection
- Red Fortune: Defense
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Level 5: Hack
- Crushing Impact: Accuracy/Damage
Level 5: Hack
- Crushing Impact: Accuracy/Damage/Endurance
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Level 6: Assassin's Slash
- Superior Stalker's Guile: Damage/Endurance/Recharge
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Level 7: Hide
- Shield Wall: +Res (Teleportation), +5% Res (All)
Level 7: Hide
- Reactive Defenses: Scaling Resist Damage
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Level 8: Build Up
- Gaussian's Synchronized Fire-Control: Chance for Build Up
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Level 9: Slice
- Superior Assassin's Mark: RechargeTime/Rchg Build Up
Level 9: Slice
- Superior Assassin's Mark: Accuracy/Damage
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Level 10: True Grit
- Gladiator's Armor: TP Protection +3% Def (All)
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Level 11: Slice
- Superior Assassin's Mark: Accuracy/Damage/RechargeTime
Level 11: Slice
- Superior Assassin's Mark: Damage/Endurance/RechargeTime
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Level 12: Combat Jumping
- Luck of the Gambler: Defense/Increased Global Recharge Speed
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Level 13: Slice
- Superior Assassin's Mark: Accuracy/Damage/Endurance/RechargeTime
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Level 14: Battle Agility
- Invention: Recharge Reduction
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Level 16: Active Defense
- Recharge Reduction
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Level 17: Deflection
- Red Fortune: Defense/Endurance
Level 17: Deflection
- Red Fortune: Defense/Recharge
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Level 18: Parry
- Luck of the Gambler: Defense/Increased Global Recharge Speed
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Level 19: Deflection
- Red Fortune: Endurance/Recharge
Level 19: Deflection
- Red Fortune: Endurance
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Level 20: Against All Odds
- Invention: Endurance Reduction
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Level 21: Deflection
- Red Fortune: Defense/Endurance/Recharge
Level 21: Assassin's Slash
- Superior Stalker's Guile: Accuracy/Damage
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Level 22: Super Speed
- Blessing of the Zephyr: Knockback Reduction (4 points)
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Level 23: Assassin's Slash
- Superior Stalker's Guile: Accuracy/Damage/Endurance/Recharge
Level 23: Assassin's Slash
- Superior Stalker's Guile: Accuracy/Damage/Recharge
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Level 24: Hasten
- Invention: Recharge Reduction
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Level 25: Assassin's Slash
- Superior Stalker's Guile: Damage/Recharge
Level 25: Assassin's Slash
- Superior Stalker's Guile: Recharge/Chance to Hide
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Level 26: Disembowel
- Hecatomb: Accuracy/Damage/Recharge
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Level 27: Build Up
- Gaussian's Synchronized Fire-Control: Recharge/Endurance
Level 27: Build Up
- Gaussian's Synchronized Fire-Control: To Hit Buff/Endurance
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Level 28: Grant Cover
- Luck of the Gambler: Defense/Increased Global Recharge Speed
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Level 29: Build Up
- Gaussian's Synchronized Fire-Control: To Hit Buff
Level 29: Build Up
- Gaussian's Synchronized Fire-Control: To Hit Buff/Recharge/Endurance
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Level 31: Build Up
- Gaussian's Synchronized Fire-Control: To Hit Buff/Recharge
Level 31: True Grit
- Steadfast Protection: Resistance/+Def 3%
Level 31: Combat Jumping
- Luck of the Gambler: Defense
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Level 32: Head Splitter
- Armageddon: Damage
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Level 34: Super Speed
- Blessing of the Zephyr: Run Speed, Jump, Flight Speed, Range
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Level 35: Shield Charge
- Avalanche: Accuracy/Damage
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Level 36: Super Speed
- Blessing of the Zephyr: Run Speed, Jump, Flight Speed, Range/Endurance
Level 36: Hasten
- Invention: Recharge Reduction
Level 36: Disembowel
- Hecatomb: Damage/Recharge
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Level 37: Disembowel
- Hecatomb: Damage
Level 37: Disembowel
- Hecatomb: Chance of Damage(Negative)
Level 37: Disembowel
- Hecatomb: Damage/Endurance
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Level 38: Moonbeam
- Apocalypse: Chance of Damage(Negative)
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Level 39: Disembowel
- Achilles' Heel: Chance for Res Debuff
Level 39: Head Splitter
- Armageddon: Damage/Endurance
Level 39: Head Splitter
- Armageddon: Damage/Recharge
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Level 40: Head Splitter
- Armageddon: Accuracy/Damage/Recharge
Level 40: Head Splitter
- Armageddon: Chance for Fire Damage
Level 40: Head Splitter
- Force Feedback: Chance for +Recharge
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Level 41: Tough
- Unbreakable Guard: +Max HP
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Level 42: Shield Charge
- Avalanche: Accuracy/Damage/Endurance
Level 42: Shield Charge
- Avalanche: Damage/Endurance
Level 42: Shield Charge
- Avalanche: Accuracy/Damage/Recharge
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Level 43: Shield Charge
- Avalanche: Accuracy/Damage/Endurance
Level 43: Moonbeam
- Apocalypse: Damage
Level 43: Moonbeam
- Apocalypse: Damage/Recharge
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Level 44: Soul Storm
- Basilisk's Gaze: Accuracy/Recharge
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Level 45: Moonbeam
- Apocalypse: Accuracy/Damage/Recharge
Level 45: Moonbeam
- Apocalypse: Damage/Endurance
Level 45: Tough
- Unbreakable Guard: Resistance
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Level 46: Tough
- Unbreakable Guard: Resistance/Endurance
Level 46: Tough
- Unbreakable Guard: Resistance/Endurance/RechargeTime
Level 46: Soul Storm
- Basilisk's Gaze: Recharge/Hold
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Level 47: Weave
- Luck of the Gambler: Defense/Endurance
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Level 48: Soul Storm
- Basilisk's Gaze: Accuracy/Hold
Level 48: Soul Storm
- Basilisk's Gaze: Endurance/Recharge/Hold
Level 48: Weave
- Luck of the Gambler: Defense
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Level 49: Maneuvers
- Luck of the Gambler: Defense/Increased Global Recharge Speed
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Level 50: Weave
- Luck of the Gambler: Defense/Increased Global Recharge Speed
Level 50: Maneuvers
- Luck of the Gambler: Defense
Level 50: Maneuvers
- Luck of the Gambler: Defense/Endurance
- 1 Achilles' Heel: Chance for Res Debuff
- 1 Apocalypse: Accuracy/Damage/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: Chance for Fire Damage
- 1 Armageddon: Damage
- 1 Armageddon: Damage/Endurance
- 1 Armageddon: Damage/Recharge
- 1 Avalanche: Accuracy/Damage
- 2 Avalanche: Accuracy/Damage/Endurance
- 1 Avalanche: Accuracy/Damage/Recharge
- 1 Avalanche: Damage/Endurance
- 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 Blessing of the Zephyr: Knockback Reduction (4 points)
- 1 Blessing of the Zephyr: Run Speed, Jump, Flight Speed, Range
- 1 Blessing of the Zephyr: Run Speed, Jump, Flight Speed, Range/Endurance
- 1 Crushing Impact: Accuracy/Damage
- 1 Crushing Impact: Accuracy/Damage/Endurance
- 1 Crushing Impact: Accuracy/Damage/Recharge
- 1 Crushing Impact: Damage/Endurance
- 1 Crushing Impact: Damage/Recharge
- 1 Force Feedback: Chance for +Recharge
- 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 Hecatomb: Accuracy/Damage/Recharge
- 1 Hecatomb: Chance of Damage(Negative)
- 1 Hecatomb: Damage
- 1 Hecatomb: Damage/Endurance
- 1 Hecatomb: Damage/Recharge
- 1 Invention: Endurance Reduction
- 3 Invention: Recharge Reduction
- 1 Kismet: Accuracy +6%
- 3 Luck of the Gambler: Defense
- 2 Luck of the Gambler: Defense/Endurance
- 5 Luck of the Gambler: Defense/Increased Global Recharge Speed
- 1 Reactive Defenses: Scaling Resist Damage
- 1 Recharge Reduction
- 1 Red Fortune: Defense
- 1 Red Fortune: Defense/Endurance
- 1 Red Fortune: Defense/Endurance/Recharge
- 1 Red Fortune: Defense/Recharge
- 1 Red Fortune: Endurance
- 1 Red Fortune: Endurance/Recharge
- 1 Shield Wall: +Res (Teleportation), +5% Res (All)
- 1 Steadfast Protection: Resistance/+Def 3%
- 1 Superior Assassin's Mark: Accuracy/Damage
- 1 Superior Assassin's Mark: Accuracy/Damage/Endurance/RechargeTime
- 1 Superior Assassin's Mark: Accuracy/Damage/RechargeTime
- 1 Superior Assassin's Mark: Damage/Endurance/RechargeTime
- 1 Superior Assassin's Mark: Damage/RechargeTime
- 1 Superior Assassin's Mark: RechargeTime/Rchg Build Up
- 1 Superior Stalker's Guile: Accuracy/Damage
- 1 Superior Stalker's Guile: Accuracy/Damage/Endurance/Recharge
- 1 Superior Stalker's Guile: Accuracy/Damage/Recharge
- 1 Superior Stalker's Guile: Damage/Endurance/Recharge
- 1 Superior Stalker's Guile: Damage/Recharge
- 1 Superior Stalker's Guile: Recharge/Chance to Hide
- 1 Unbreakable Guard: +Max HP
- 1 Unbreakable Guard: Resistance
- 1 Unbreakable Guard: Resistance/Endurance
- 1 Unbreakable Guard: Resistance/Endurance/RechargeTime