Super Sensory
2 Bonus to energy on kill
3 bonus to health on kill
4 Crit strike on kill
5 Crit severity on kill
6 10% damage resistance, health and energy in battle. ... wait what?
Gunslinger
2 bonus to energy on kill
3 bonus to health on kill
4 dodge on kill
5 avoidance on kill
6 crit chance and severity..... *looks at Supersensory* Ummm.. did someone mix these up? Anyway.
Sorcerors Might
2 bonus to energy on kill
3 bonus to health on kill
4 10% resistance on kill
5 10% damage on kill
6 20% damage and resistance. Makes sense here.
Aurum accelerator
2 bonus to energy on kill
3 bonus to health on kill
4 25% resistance to attacks. (nice)
5 bonus to offence when taking damage.
6 15% more money.
,,,,so where's the heals?
Name to be determined
2 bonus to energy on kill
3 bonus to health on kill
4 15% bonus to healing power
5 5s 10% bonus to resistance to those you've healed
6 Flat 20% increase to outgoing healing.
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