Sentinel's Gift | Starter, Defensive, Utility | Tier 1 | 550 | | +10 Physical Protection +10 Magical Protection +75 Health +7 MP5 | Getting the assist for an enemy minion or jungle monster dying will provide 8 Bonus gold and restore 12 Health and 8 Mana. If you are not within 30 units of an allied god for 20 seconds this passive is disabled until you are near an allied god again. Can be upgraded at level 15. |
Benevolence | Starter, Defensive, Utility | Tier 1 | 600 | | +75 Health +10 MP5 +10 HP5 | While not near an ally god you gain 1 stack of Benevolence every second, up to a maximum of 50. Assists provide 4 stacks. While within 70 units of a hurt ally god you use up to 5 stacks a second to heal them and yourself for 0.6% of your Maximum Health. Each stack consumed provides you with 1 gold. … |
Bumba's Dagger | Starter, Defensive, Utility | Tier 1 | 600 | | +13 Physical Power +25 Magical Power +50 Health +50 Mana | Your Basic Attacks deal +25 True Damage and your Abilities deal +35% Damage versus Jungle Monsters. When a Jungle Monster is killed you are restored for 10% of the Monster's Health and 25 Mana. Can be upgraded at level 20. |
Tainted Steel | Starter, Offensive, Defensive | Tier 1 | 600 | | +15 Physical Power +25 Magical Power +15 Physical Protection +15 Magical Protection | Enemy Gods that you hit have their healing taken reduced by 20% for 5s. You are healed for 120% of the healing reduced. Can be upgraded at level 20. |
War Flag | Starter, Offensive, Defensive, Utility | Tier 1 | 600 | | +10 Physical Protection +10 Magical Protection +100 Health +10 MP5 | Getting the assist for an enemy minion or jungle monster dying will provide 8 Bonus gold and restore 8 Health and 5 Mana. You and nearby allied gods also receive a stack that gives 1% Movement Speed and 2% Attack Speed for 10s to nearby allies up to 10 stacks. Can be upgraded at level 15. |
Bluestone Pendant | Starter, Offensive, Defensive, Utility | Tier 1 | 650 | | +15 Physical Power +15 HP5 +10 MP5 | Enemies hit by your damaging Abilities take an additional 40 Physical Damage over 2s. Subsequent hits on the same target do half the bonus damage for the next 3s. Can be upgraded at level 20. |
Death's Toll | Starter, Offensive, Defensive | Tier 1 | 650 | | +18 Physical Power +35 Magical Power +75 Health | Hitting an enemy with a Basic Attack restores 2 Health (+0.3% of your Maximum Health) and 1 Mana (+1% of your Maximum Mana). Basic Attacks that deal damage in an AoE restore less health (75% for Melee Attacks, 50% for Ranged Attacks) for each enemy hit after the first. Can be upgraded at level 20. |
Eye of the Jungle | Starter, Offensive, Defensive | Tier 1 | 650 | | +15 Physical Power +30 Magical Power +7 Physical Protection +10 HP5 | You deal 30% increased damage to Jungle Monsters. Upon defeating a Large Jungle Monster you place a ward at its location that lasts for 30 seconds. While in the jungle you gain +20 HP5 and +15 MP5 Can be upgraded at level 20. |
Fighter's Mask | Starter, Offensive, Defensive, Utility | Tier 1 | 650 | | +10 Physical Power +15 Magical Power +10 HP5 +10 MP5 | Increase Damage Dealt by 5% + 0.25% per your god’s level. Increase Damage Taken by 6% + 0.1% per your god’s level. This item grants 2 MP5 per 10% of your missing Mana. Your abilities deal +10 Bonus Ability True Damage to minions. Can be upgraded at level 20. |
Gilded Arrow | Starter, Offensive, Defensive, Utility | Tier 1 | 650 | | +20 Basic Attack Damage +50 Health +7 MP5 | Every 10s the highest health enemy minion or jungle monster within 80 units of you is marked. If you secure the killing blow on that target you gain 4 bonus gold and 25% attack speed for 8s, and restore 30 Mana. Can be upgraded at level 20. |