Corsair
job · COR
The Corsair rolls dice for the party, and each lucky roll gives everyone near you a strong bonus, from more experience to more damage, while a gun in the ranged slot handles elemental magic shots and gun weapon skills.
COR · two-hour Wild Card · 49 job abilities · 18 trait ranks · 122 spells · 23 weapon skills
What the job does:
A Corsair is a gambler and a gunner. Your main tool is Phantom Roll: you pick a roll, the dice give a number from 1 to 6, and every party member within 8 yalms of you, trusts included, gets that roll's bonus for 5 minutes. You can then Double-Up to add another 1 to 6 to the number, hoping to land on the roll's lucky number, or on 11 for the best result. Go to 12 or more and you bust: the roll is lost and you take a penalty.
You also shoot. Quick Draw fires a bullet charged with an elemental card for magic damage or a status effect, and your gun and sword weapon skills (Savage Blade, Last Stand, Leaden Salute) do the heavy damage.
What it is good at:
- Buffing a whole party at once, in whatever way the fight needs: experience, attack, accuracy, haste-like speed, Regain, magic damage, defence, Cure potency.
- Levelling help. Corsair's Roll raises experience and capacity points for everyone near you.
- Keeping gear fresh. Wild Card resets the party's basic ability recasts, and sometimes gives TP, MP or one-hour abilities.
- Ranged damage from a safe distance.
What it is bad at: raw damage compared with a Ranger, and anything that needs you to stand in front of a monster.
From your seat a fight is a rhythm of two rolls: you roll, you decide whether to Double-Up, then you roll again as soon as the 60 second recast is up.
Role in a party:
Support first, damage second. The party expects you to roll two rolls the moment the group forms, to re-roll when they run out, and to avoid busting. You bring the most flexible buff set in the game:
- A different roll for each type of party: melee, mage, healer, ranged, pet.
- A roll that raises experience and capacity points, which no other job has.
- Wild Card and Cutting Cards, which refresh the whole party's abilities.
You are not a healer, a tank or a nuker. A Corsair out of rolls is a gun-and-sword fighter who needs support.
Subjobs:
Subjob levels are half your main level (49 at level 99), and every subjob is open from the start. A weapon skill your job can use also works when the job is your subjob.
Subjob | When to use it | What it gives you |
RNG | Gun damage | Sharpshot, Scavenge, Camouflage, Barrage (30), Shadowbind (40), Velocity Shot (45), Recycle, Rapid Shot. |
NIN | Melee, soloing, tanking-adjacent play | Utsusemi, Dual Wield for a sword and dagger, Subtle Blow. |
SAM | Weapon skill play | Store TP (10, 30, 50), Third Eye, Meditate (30). |
DNC | Support Corsair | Haste Samba (45), Curing Waltz, Healing Waltz, Skillchain Bonus (45). |
WHM | Duos and trust parties | Cure, Haste (40), Regen, Erase, Auto Regen. |
THF | Treasure and hate control | Treasure Hunter (15, II at 45), Sneak Attack, Trick Attack, Flee, Mug. |
WAR | Simple damage | Double Attack, Berserk, Warcry, Aggressor. |
Start with /RNG if you shoot, or /NIN if you melee. A main-job Corsair rolls two rolls at a time. A Corsair subjob only rolls one, and a Corsair's roll is scaled down when your Corsair level is below the target's level, so a /COR roll at half your main level is a small bonus.
How the abilities work together:
How a roll works.
- Use a Phantom Roll such as Chaos Roll. The dice give 1 to 6.
- You have 45 seconds to use Double-Up, which adds 1 to 6 more.
- Reach the lucky number and the roll is big. Reach 11 (XI) and it is the strongest possible: getting there with Double-Up resets the Phantom Roll recast at once. Reach 12 or more and you bust.
- The roll lasts 5 minutes. The Winning Streak trait and merit, Job Points and gear lengthen it.
- The Phantom Roll recast is 60 seconds. While you hold an XI and no bust, it is halved. It never goes below 15 seconds, and merits and gear can reduce it too.
When to Double-Up. From a number of 5 or less you cannot bust, because the biggest Double-Up is 6. From 6 you have a 1 in 6 chance to bust, from 7 a 2 in 6, from 8 a 3 in 6, and so on. A sensible rule:
- Always Double-Up from 1, 2, 3, 4 or 5, unless you are on the lucky number and are happy.
- On the unlucky number, always Double-Up. It is a weak roll.
- At 6 or 7, stop if you are already on the lucky number. Take the risk if the roll is weak.
- At 10, stop. At 11, you are finished.
Snake Eye (level 75, 5 minute recast): your next Double-Up adds exactly 1. From a roll of 5 or higher, each Snake Eye merit also gives a chance to jump straight to 11. Fold (level 75): erases one roll or one bust (a bust first); with Fold merits there is a chance to reset the Phantom Roll recast. Crooked Cards (level 95): boosts the effect of your next roll.
Bust. A bust loses the roll for everyone, and gives you a penalty for 5 minutes in place of the bonus: for example Corsair's Roll -6% experience, Chaos Roll -10% attack, Hunter's Roll -15 accuracy. Everyone else who had the roll just loses it. Use Fold to clear the bust, or wait it out. If you hold as many busts as you can hold rolls, you cannot start a new roll.
What you can carry. You cannot start a roll you already carry, whoever gave it to you. A main Corsair keeps two of their own rolls on each person, and a third replaces the oldest. A second Corsair keeps their own set.
Bonus job. Most rolls get a job bonus (shown in the table) when the party has that job in it: a Hunter's Roll with a Ranger, a Chaos Roll with a Dark Knight, a Choral Roll with a Bard. The bonus adds to the lucky or XI number as well.
Phantom Roll+. Gear that says "Phantom Roll" effect adds to every roll. Each roll has its own size for this.
The rolls. Level, what it does, lucky and unlucky numbers, its value on the lucky number and on XI, the job whose pres [cut off]
Working with other jobs:
Which two rolls for which party (put the first one down first):
Party | Roll 1 | Roll 2 | Why |
Levelling, anything | Corsair's Roll | Chaos Roll | Corsair's Roll raises experience and capacity points for the whole party; Chaos adds damage. |
Melee and trusts | Chaos Roll | Samurai Roll or Fighter's Roll | Attack, then TP or Double Attack for more weapon skills. |
Skillchain parties | Allies' Roll | Tactician's Roll | More skillchain damage, and Regain for TP to chain with. |
Mages and nukers | Wizard's Roll | Evoker's Roll or Caster's Roll | Magic damage plus MP or faster casting. |
Healers | Healer's Roll | Choral Roll | More from Cure, fewer interrupts. |
Rangers | Hunter's Roll | Courser's Roll or Chaos Roll | A Ranger in the party makes Hunter's Roll bigger. |
Pets (Beastmaster, Puppetmaster, Dragoon, Summoner) | The matching pet roll | Companion's Roll | Pet bonuses. |
Tank | Gallant's Roll | Magus's Roll or Runeist's Roll | Defence and magic defence. |
Trust Corsairs. Qultada always keeps Chaos Roll up, and picks a second roll by the situation: Corsair's Roll when you have an experience or capacity bonus up, Evoker's Roll when someone is low on MP, Hunter's Roll if you struggle to hit, otherwise Fighter's Roll. Luzaf closes skillchains, uses Quick Draw on the weakness, and uses Triple Shot. If you bring a Corsair trust and are a Corsair yourself, remember you cannot roll what you already carry from her.
Stacking with other support.
- Bard songs. Valor Minuet and Chaos Roll both raise attack; Madrigal and Hunter's Roll both raise accuracy; Choral Roll is bigger with a Bard in the party. Songs and rolls stack because they are different effects.
- Geomancer. Indi-Fury or Geo-Fury plus Chaos Roll; Indi-Precision plus Hunter's Roll. Haste from Geo-Haste, Marches and Haste spells shares the 43.75% magic haste cap, while Blitzer's Roll is a separate delay reduction.
- Rangers. A Ranger and a Corsair together get a larger Hunter's Roll, and Courser's Roll improves Snapshot.
- Capacity points. Corsair's Roll adds to capacity point chains, Capacity rings and every other bonus, on top of the 10x rate.
Skillchains. Your weapon skills and attributes:
Weapon skill | Weapon | Attributes |
Hot Shot | Gun | Liquefaction, Transfixion |
Split Shot | Gun | Reverberation, Transfixion |
Sniper Shot | Gun | Liquefaction, Transfixion |
Slug Shot | Gun | Reverberation, Transfixion, Detonation |
Detonator | Gun | Fusion, Transfixion |
Numbing Shot | Gun | Induration, D [cut off]
Levelling it:
- 1-19: Corsair's Roll (5), Ninja Roll (8), Hunter's Roll (11), Chaos Roll (14), Magus's Roll (17), Rapid Shot (15). The first rolls are useful immediately. Fight with a gun and trusts, and keep Corsair's Roll and Chaos Roll up for the party.
- 20-39: Healer's Roll (20), Drachen Roll (23), Choral Roll (26), Monk's Roll (31), Beast Roll and Samurai Roll (34), Recycle (35).
- 40-59: Quick Draw and Evoker's Roll (40), Rogue's Roll (43), Warlock's Roll (46), Fighter's Roll (49), Random Deal (50), Puppet Roll (52), Gallant's Roll (55), Wizard's Roll (58).
- 60-79: Dancer's Roll (61), Scholar's Roll (64), Recycle II (65), Naturalist's Roll (67), Runeist's Roll (70), Fold and Snake Eye (75), Loaded Deck and Winning Streak (75), Bolter's Roll (76), Caster's Roll (79).
- 80-99: Courser's Roll (81), Blitzer's Roll (83), True Shot (85), Tactician's Roll (86), Triple Shot (87), Allies' Roll (89), Miser's Roll (92), Companion's Roll and Crooked Cards (95), Cutting Cards (96), Avenger's Roll (97).
The level cap starts at 70. The only way past it is a limit break fight, and for Corsair it is "Breaking the Bonds of Fate". The cap is per character, so if another job of yours has already opened 99, your Corsair has it too.
Trusts and Records of Eminence level a Corsair well: Corsair's Roll is a big gain on every kill. Fields of Valor tabs pay at 20x, and capacity points come at 10x once you reach level 99. In Classic mode your level is held at 75 until you finish the Classic lists, so a Corsair there has every roll up to Runeist's Roll, plus Fold and Snake Eye.
At 99 and endgame:
Merits. Phantom Roll recast, Quick Draw recast, Quick Draw accuracy, Random Deal recast, Bust duration, and the upper merits Snake Eye, Fold, Winning Streak and Loaded Deck. Put points in Phantom Roll recast and Snake Eye first.
Job Points. Per rank: Phantom Roll Duration +2 seconds, Wild Card Effect +1% chance for your own Wild Card to reset after a 5 or 6, Cut Card Effect +1% on Cutting Cards, Bust Evasion +1% chance to avoid a bust, Quick Draw Effect more Quick Draw damage, Ammo Consumption +1% to save a round, Triple Shot Effect +1% rate, Optimal Range Effect +1% damage inside the sweet spot, and Random Deal and Ranged Accuracy.
Gifts. Ranged Attack and Accuracy (+5 at 10 and 30 JP, up to +13 at 1,360 and 1,530), Snapshot Effect at 100 and 1,200 JP, Reduced Ammunition Consumption at 125, 450, 1,050 and 1,900 JP, True Shot Effect at 150, 500, 1,125 and 2,000 JP, Quick Draw Delay at 550 JP. At 2,100 JP the job is mastered, Wild Card and Cutting Cards recharge 15 minutes sooner, and Master Levels open.
Where it shines. Any long fight with a party: Omen, Odyssey, Ambuscade, Dynamis, Limbus and Voidwatch all allow trusts. Sortie, Einherjar and Nyzul Isle do not allow trusts; there a Corsair's two rolls and Wild Card carry the party.
Gear to aim for:
Weapons. Guns: Death Penalty (Leaden Salute, and it strengthens Quick Draw), Fomalhaut (Last Stand, Aeonic), Armageddon (Wildfire), Compensator (Phantom Roll duration +20, Triple Shot +10%), Annihilator, Exeter, Molybdosis. Sword: Naegling, Sequence (Requiescat, Aeonic). Dagger: Rostam and Lanun Knife (a roll lowers the damage you take), Tauret.
Ammunition. Chrono Bullet and Devastating Bullet for shooting, Living Bullet and Hauksbok Bullet (both carry Magic Atk. Bonus) for Quick Draw and Leaden Salute, and Eminent Bullet; and cards: Fire Card, Ice Card, Wind Card, Earth Card, Thunder Card, Water Card, Light Card, Dark Card, and a Trump Card that works for any element, in a Trump Card Case.
Level 99 sets.
- Rolls: Chasseur's Gants +3 (Phantom Roll duration +60, strengthens Allies' Roll), Chasseur's Frac +3 (Triple Shot, strengthens Tactician's Roll), Lanun Tricorne +3 (Phantom Roll effects), Camulus's Mantle (Phantom Roll duration +30, Triple Shot +5%).
- Quick Draw: Laksa. Tricorne +3 and Laksa. Bottes +3 (Quick Draw +20 each), with Chasseur's Frac +3 and Chasseur's Gants +3 augmenting Quick Draw.
- Weapon skills and shooting: Laksa. Frac +3 (weapon skill damage, Rapid Shot, Recycle), Laksa. Trews +3 (Snapshot), Lanun Bottes +3 (weapon skill damage), Lanun Gants +3 (Triple Shot sometimes becomes Quad Shot).
Accessories. Commodore Charm +2, Fotia Gorget, Fotia Belt, Dingir Ring, Cacoethic Ring +1, Telos Earring, Hecate's Earring for Quick Draw and Leaden Salute.
Vanagear will swap between roll, shot, weapon skill and idle sets for you.
Common mistakes:
- Busting for no reason. Double-Up on 1 to 5 freely; stop on a good number above that.
- Rolling the same roll as a trust. If Qultada gave you Chaos Roll, you cannot roll Chaos Roll yourself. Choose another.
- Wrong roll for the party. A pet roll for a party with no pets, or Choral Roll for a party with no casters, is a wasted slot.
- Standing too far away. Only party members within 8 yalms of you get the roll.
- Forgetting the roll timer. A roll lasts 5 minutes; re-roll before it ends.
- Using Quick Draw with no cards. Every shot uses a card; keep a stack of your elements and a Trump Card.
- Rolling at half level. A /COR subjob (or a lower Corsair than the party) gives a weaker, scaled-down roll.
- Holding Wild Card. It comes back once an hour; use it when the party has abilities down, not at the start of a fight.
Job abilities: Wild Card (SP, recast 1h): Has a random effect on all party members within area of effect. | Corsair's Roll (Lv 5, recast 1 min): Increases the amount of experience points earned by party members within area of effect. Lucky Number: 5. Unlucky Number: 9. | Double-Up (Lv 5, recast 5s): Enhances an active Phantom Roll effect that is eligible for Double-Up. | Phantom Roll (Lv 5, recast 1 min): Grants a beneficial effect to party members within area of effect. | Ninja Roll (Lv 8, recast 1 min): Enhances evasion for party members within area of effect. Lucky Number: 4. Unlucky Number: 8. | Hunter's Roll (Lv 11, recast 1 min): Enhances accuracy and ranged accuracy for party members within area of effect. Lucky Number: 4. Unlucky Number: 8. | Chaos Roll (Lv 14, recast 1 min): Enhances attacks and ranged attacks for party members within area of effect. Lucky Number: 4. Unlucky Number: 8. | Magus's Roll (Lv 17, recast 1 min): Enhances magic defense for party members within area of effect. Lucky Number: 2. Unlucky Number: 6. | Healer's Roll (Lv 20, recast 1 min): Increases potency of "Cure" effect received for party members within area of effect. Lucky Number: 3. Unlucky Number: 7. | Drachen Roll (Lv 23, recast 1 min): Enhances pet accuracy and ranged accuracy for party members within area of effect. Lucky Number: 4. Unlucky Number: 8. | Choral Roll (Lv 26, recast 1 min): Decreases spell interruption rate for party members within area of effect. Lucky Number: 2. Unlucky Number: 6. | Monk's Roll (Lv 31, recast 1 min): Enhances "Subtle Blow" effect for party members within area of effect. Lucky Number: 3. Unlucky Number: 7. | Beast Roll (Lv 34, recast 1 min): Enhances pet attacks and ranged attacks for party members within area of effect. Lucky Number: 4. Unlucky Number: 8. | Samurai Roll (Lv 34, recast 1 min): Enhances "Store TP" effect for party members within area of effect. Lucky Number: 2. Unlucky Number: 6. | Dark Shot (Lv 40, recast 1s): Shoot a bullet charged with the magical energy of a dark card. Special items required. | Earth Shot (Lv 40, recast 1s): Shoot a bullet charged with the magical energy of an earth card. Special items required. | Evoker's Roll (Lv 40, recast 1 min): Gradually restores MP for party members within area of effect. Lucky Number: 5. Unlucky Number: 9. | Fire Shot (Lv 40, recast 1s): Shoot a bullet charged with the magical energy of a fire card. Special items required. | Ice Shot (Lv 40, recast 1s): Shoot a bullet charged with the magical energy of an ice card. Special items required. | Light Shot (Lv 40, recast 1s): Shoot a bullet charged with the magical energy of a light card. Special items required. | Quick Draw (Lv 40, recast 1s): Shoot a bullet charged with the magical energy of an elemental card. Special items required. | Thunder Shot (Lv 40, recast 1s): Shoot a bullet charged with the magical energy of a thunder card. Special items required. | Water Shot (Lv 40, recast 1s): Shoot a bullet charged with the magical energy of a water card. Special items required. | Wind Shot (Lv 40, recast 1s): Shoot a bullet charged with the magical energy of a wind card. Special items required. | Rogue's Roll (Lv 43, recast 1 min): Improves critical hit rate for party members within area of effect. Lucky Number: 5. Unlucky Number: 9. | Warlock's Roll (Lv 46, recast 1 min): Enhances magic accuracy for party members within area of effect. Lucky Number: 4. Unlucky Number: 8. | Fighter's Roll (Lv 49, recast 1 min): Improves "Double Attack" rate for party members within area of effect. Lucky Number: 5. Unlucky Number: 9. | Random Deal (Lv 50, recast 20 min): Has the possibility of resetting the recast time of a random ability for party members within area of effect. | Puppet Roll (Lv 52, recast 1 min): Enhances pet magic attack and magic accuracy for party members within area of effect. Lucky Number: 3. Unlucky Number: 7. | Gallant's Roll (Lv 55, recast 1 min): Enhances defense for party members within area of effect. Lucky Number: 3. Unlucky Number: 7. | Wizard's Roll (Lv 58, recast 1 min): Enhances magic attack for party members within area of effect. Lucky Number: 5. Unlucky Number: 9. | Dancer's Roll (Lv 61, recast 1 min): Grants a Regen effect to party members within area of effect. Lucky Number: 3. Unlucky Number: 7. | Scholar's Roll (Lv 64, recast 1 min): Enhances "Conserve MP" effect for party members within area of effect. Lucky Number: 2. Unlucky Number: 6. | Naturalist's Roll (Lv 67, recast 1 min): Increases the duration of enhancing magic effects received for party members within area of effect. Lucky Number: 3. Unlucky Number: 7. | Runeist's Roll (Lv 70, recast 1 min): Increases magic evasion of party members within area of effect. Lucky Number: 4. Unlucky Number: 8. | Fold (Lv 75, recast 5 min): Erases one roll or bust effect. Targets busts first, followed by the roll with the longest remaining duration. | Snake Eye (Lv 75, recast 5 min): Your next roll will automatically be a 1. | Bolter's Roll (Lv 76, recast 1 min): Increases movement speed for party members within area of effect. Lucky number: 3. Unlucky number: 9. | Caster's Roll (Lv 79, recast 1 min): Enhances "Fast Cast" effect for party members within area of effect. Lucky number: 2. Unlucky number: 7. | Courser's Roll (Lv 81, recast 1 min): Enhances "Snapshot" effect for party members within area of effect. Lucky number: 3. Unlucky number: 9. | Blitzer's Roll (Lv 83, recast 1 min): Reduces melee attack delay for party members within area of effect. Lucky number: 4. Unlucky number: 9. | Tactician's Roll (Lv 86, recast 1 min): Grants a Regain effect to party members within area of effect. Lucky Number: 5. Unlucky Number: 8. | Triple Shot (Lv 87, recast 5 min): Occasionally uses three units of ammunition to deal extra damage. | Allies' Roll (Lv 89, recast 1 min): Enhances skillchain damage and skillchain accuracy for party members within area of effect. Lucky Number: 3. Unlucky Number: 10. | Miser's Roll (Lv 92, recast 1 min): Grants "Save TP" effect to party members within area of effect. Lucky Number: 5. Unlucky Number: 7. | Companion's Roll (Lv 95, recast 1 min): Grants "Regen" and "Regain" effects to pets of party members within area of effect. Lucky Number: 2. Unlucky Number: 10. | Crooked Cards (Lv 95, recast 10 min): Increases the effects of the next phantom roll. | Cutting Cards (Lv 96, recast 1h): Reduces the recast times of party members' special abilities. | Avenger's Roll (Lv 97, recast 1 min): Increases chance of countering for party members within area of effect. Lucky Number: 4. Unlucky Number: 8.
Traits: Resist Paralyze (Lv 5), Rapid Shot (Lv 15), Resist Paralyze II (Lv 25), Resist Amnesia (Lv 30), Recycle (Lv 35), Resist Paralyze III (Lv 45), Resist Amnesia II (Lv 50), Recycle II (Lv 65), Resist Paralyze IV (Lv 65), Resist Amnesia III (Lv 70), Loaded Deck (Lv 75), Winning Streak (Lv 75), Resist Paralyze V (Lv 81), True Shot (Lv 85), Resist Amnesia IV (Lv 90), Rapid Shot II (Lv 91), Recycle III (Lv 95), True Shot II (Lv 95)
Spells by level: Shantotto 1, Naji 1, Kupipi 1, Excenmille 1, Ayame 1, Nanaa Mihgo 1, Curilla 1, Volker 1, Ajido-Marujido 1, Trion 1, Zeid 1, Lion 1, Tenzen 1, Mihli Aliapoh 1, Valaineral 1, Joachim 1, Naja Salaheem 1, Prishe 1, Ulmia 1, Shikaree Z 1, Cherukiki 1, Iron Eater 1, Gessho 1, Gadalar 1, Rainemard 1, Ingrid 1, Lehko Habhoka 1, Nashmeira 1, Zazarg 1, Ovjang 1, Mnejing 1, Sakura 1, Luzaf 1, Najelith 1, Aldo 1, Moogle 1, Fablinix 1, Maat 1, D. Shantotto 1, Star Sibyl 1, Karaha-Baruha 1, Cid 1, Gilgamesh 1, Areuhat 1, Semih Lafihna 1, Elivira 1, Noillurie 1, Lhu Mhakaracca 1, Ferreous Coffin 1, Lilisette 1, Mumor 1, Uka Totlihn 1, Klara 1, Romaa Mihgo 1, Kuyin Hathdenna 1, Rahal 1, Koru-Moru 1, Pieuje (UC) 1, I. Shield (UC) 1, Apururu (UC) 1, Jakoh (UC) 1, Flaviria (UC) 1, Babban 1, Abenzio 1, Rughadjeen 1, Kukki-Chebukki 1, Margret 1, Chacharoon 1, Lhe Lhangavo 1, Arciela 1, Mayakov 1, Qultada 1, Adelheid 1, Amchuchu 1, Brygid 1, Mildaurion 1, Halver 1, Rongelouts 1, Leonoyne 1, Maximilian 1, Kayeel-Payeel 1, Robel-Akbel 1, Kupofried 1, Selh'teus 1, Yoran-Oran (UC) 1, Sylvie (UC) 1, Abquhbah 1, Balamor 1, August 1, Rosulatia 1, Teodor 1, Ullegore 1, Makki-Chebukki 1, King of Hearts 1, Morimar 1, Darrcuiln 1, AAHM 1, AAEV 1, AAMR 1, AATT 1, AAGK 1, Iroha 1, Ygnas 1, Monberaux 1, Cornelia 1, Matsui-P 1, Excenmille [S] 1, Ayame (UC) 1, Maat (UC) 1, Aldo (UC) 1, Naja (UC) 1, Lion II 1, Zeid II 1, Prishe II 1, Nashmeira II 1, Lilisette II 1, Tenzen II 1, Mumor II 1, Ingrid II 1, Arciela II 1, Iroha II 1, Shantotto II 1
Weapon skills: Wasp Sting (Dagger 5; Scission), Shadowstitch (Dagger 70; Reverberation), Gust Slash (Dagger 40; Detonation), Energy Steal (Dagger 150; ), Evisceration (Dagger 230; Gravitation/Transfixion), Fast Blade (Sword 5; Scission), Burning Blade (Sword 30; Liquefaction), Flat Blade (Sword 75; Impaction), Shining Blade (Sword 100; Scission), Circle Blade (Sword 150; Reverberation/Impaction), Spirits Within (Sword 175; ), Savage Blade (Sword 240; Fragmentation/Scission), Hot Shot (Marksmanship 5; Liquefaction/Transfixion), Split Shot (Marksmanship 40; Reverberation/Transfixion), Sniper Shot (Marksmanship 80; Liquefaction/Transfixion), Slug Shot (Marksmanship 175; Reverberation/Transfixion/Detonation), Detonator (Marksmanship 250; Fusion/Transfixion), Leaden Salute (Marksmanship; Gravitation/Transfixion), Numbing Shot (Marksmanship 290; Induration/Detonation/Impaction), Wildfire (Marksmanship; Darkness/Gravitation), Last Stand (Marksmanship 357; Fusion/Reverberation), Exenterator (Dagger 357; Fragmentation/Scission), Requiescat (Sword 357; Gravitation/Scission)