View Full Forums : AA Skill: General Info on Alternate Advancement


Scirocco
12-04-2001, 06:23 PM
APPENDIX D - Alternate Advancement for Shadows of Luclin

Alternate Advancement

The alternative advancement system allows anyone who has purchased and installed EverQuest(r): Shadows of Luclin to further customize their high level (51+) characters. Customized features include things such as minor permanent statistic and resistance boosts, unique skills based on your class (warrior, magician, etc.) or archetype (fighter, magic user, and priest), and general skills available to everyone. These skills include anything from enhanced metabolism to improvements in skills already available to your class. You can also gain a title for your character based on the choices you make when enhancing your character. These titles will be visible to other players.

Gaining these alternate skills and powers will require the expenditure of experience points. You will be able to funnel incoming experience either into your alternative advancement pool or into your standard experience pool. You can even choose to have a percentage of your incoming experience go into each pool. Once enough experience has entered the alternative advancement pool, you will receive skill points that may be used to acquiring your enhancements. When you acquire the proper amount of training points, you will have the option of choosing which enhancement you wish to gain. Some enhancements may have prerequisites. A prerequisite is a skill or skills that you will need to obtain before you can get the enhancement.

Experience loss due to death suffered by the character will be taken from the "Leveling" experience pool, it will not impact your alternative advancement pool.

You can access the Alternate Advancement menu by clicking on the ADV button in the inventory screen.

Note: All characters will be able to open the interface screen for Alternate Advancement. But only those that actually purchase the Shadows of Luclin expansion will be able to earn any of these abilities.

Also Note: EverQuest is an evolving game. We may add new abilities or change existing ones at a future date. We will, of course, attempt to keep changes to a minimum and will update this document to reflect such changes.

Unlocking Archetypes and Class Abilities:

There are three types of Alternate Abilities: General, Archetype and Class Abilities. Each is a stepping stone for the next. Attaining a certain number of General abilities is required before you can learn any abilities from your Archetype. Similarly, you will have to attain a prerequisite number of abilities from your Archetype to start gaining abilities from your Class group. There are also level requirements for each of these levels. Keep in mind that you can't gain any of these abilities unless you own Shadows of Luclin.

These requirements are in addition to any prerequisites needed for some abilities.

General abilities: A character must be level 51 or higher to open up the General abilities.
Archetype abilities: A character must have spent six skill points on General abilities and be 55th level or higher to open up the Archetype abilities.
Class abilities: A character must have spent twelve skill points on Archetype abilities and be 59th level or higher to open up the Class abilities.

Skill Levels and skill points:

Once you have gained enough experience points toward alternate advancement (enough to fill the experience bar) you will earn one skill point. It is these skill points that allow you to purchase alternate advancement abilities. Each ability will require a certain number of skill points to purchase one skill level with that ability.

Every ability available through the Alternate Advancement system has a skill level associated with it. For many of these abilities there is only one skill level, meaning that once you purchase the ability you have attained all the skill available for that ability. But several abilities have more than one skill level. Gaining a second or third (or more) skill level in an ability will improve that ability. However, it is important to note that a second skill level is usually more costly than the first, and the third more costly than the second. That expense is rewarded, however. If additional skill levels cost more, the skill level also means a greater increase in the power of that ability.

Let's look at two examples:

Improved Natural Strength has five skill levels. However, each skill level for this ability costs one skill point. Each time you raise your skill level with this ability you gain two points of strength.

Healing Adept (from the Priest Archetype) has three skill levels. Each skill level costs progressively more skill points. The first skill level costs two skill points for a 2% improvement in healing spells. The second skill level costs four points, but improves that percentage to 5%. The third skill level costs six skill points, but raises the percentage to 10%.

Titles:

Upon attaining enough skill ranks with the Abilities of each type (General, Archetype and Class), characters will be granted a title to show their efforts. The title for anyone meeting the requirements for General Abilities will be given the title Baron or Baroness. Other titles will be given as the character progresses through their alternate advancement, but we don't want to spoil the fun by giving them all away here.

Ability Types:

There are two types of abilities, passive and active.

Passive abilities are always on and always have effect. Most abilities are passive. In fact, all General and all Archetype Abilities are passive.

Active abilities need to be triggered by the player. Every active ability has a Refresh Timer associated with it. This indicates how long it will be after using the ability before it can be used again. Refresh Timers are given with two times, in game time and real life time. For every minute that passes in the real world, 20 minutes passes in the game world.


General Abilities

The General abilities are available to any character level 51 and above that has the Shadows of Luclin expansion. All General Abilities are Passive.

Every skill level for every General ability costs one skill point.

Improved Natural Strength: (5 skill levels) - Each skill level with this ability increases the character's base Strength by two points.

Improved Natural Stamina: (5 skill levels) - Each skill level with this ability increases the character's base Stamina by two points.

Improved Natural Agility: (5 skill levels) - Each skill level with this ability increases the character's base Agility by two points.

Improved Natural Dexterity: (5 skill levels) - Each skill level with this ability increases the character's base Dexterity by two points.

Improved Natural Intelligence: (5 skill levels) - Each skill level with this ability increases the character's base Intelligence by two points.

Improved Natural Wisdom: (5 skill levels) - Each skill level with this ability increases the character's base Wisdom by two points.

Improved Natural Charisma: (5 skill levels) - Each skill level with this ability increases the character's base Charisma by two points.

Improved Natural Fire Resistance: (5 skill levels) - Each skill level with this ability increases the character's base resistance to fire by two points.

Improved Natural Cold Resistance: (5 skill levels) - Each skill level with this ability increases the character's base resistance to cold by two points.

Improved Natural Magic Resistance: (5 skill levels) - Each skill level with this ability increases the character's base resistance to magic by two points.

Improved Natural Poison Resistance: (5 skill levels) - Each skill level with this ability increases the character's base resistance to poison by two points.

Improved Natural Disease Resistance: (5 skill levels) - Each skill level with this ability increases the character's base resistance to disease by two points.

First Aid: (3 skill levels) - Each skill level increases the maximum percentage of healing that the character can grant using the Bind Wound skill. The first skill level will increase the maximum by 10%, the second by 20% and the third by 30%.

Improved Natural Run Speed: (3 skill levels) - Each skill level will increase the character's base run speed. This increase only adds to the character's natural running speed, it will not function with any other speed increase such as Spirit of Wolf or riding a horse.

Improved Natural Lung Capacity: (3 skill levels) - Each skill level increases the time that the character can hold his breath. The first skill level improves lung capacity by 10%, the second by 25% and the third by 50%.

Improved Natural Metabolism: (3 skill levels) - Each skill level reduces the character's need for food and water. The first skill level reduces the consumption of food by 10%, the second by 25% and the third by 50%.

Improved Natural Regeneration: (3 skill levels) - Each skill level improves the character's ability to heal. Each skill level increases the character's base regeneration by one point every six seconds.

Archetype Abilities

The Archetype abilities are available only characters level 55 and above that have spent six skill points on General Abilities. There are three Archetypes - Caster, Melee and Priest.

Enchanters, Magicians, Necromancers and Wizards can choose abilities from the Caster Archetype.
Monks, Rogues and Warriors can choose abilities from the Melee Archetype.
Clerics, Druids and Shaman can choose abilities from the Priest Archetype.

Hybrids can choose their abilities from the Archetypes of both of their parent classes (with a few abilities excepted).

Paladins, Rangers and Beastlords receive both Priest and Melee Archetypes
Bards and Shadowknights receive both Melee and Caster Archetypes.


Important Note: Some Archetype abilities are restricted and can only be acquired by certain classes. For example, Spell Casting Mastery improves the use of specialization skills. Hybrids don't get specialization, therefore they can not gain the Archetype Ability to enhance specialization. Other restrictions will be listed in the skill description.


Caster Archetype Abilities

Abilities from this Archetype are available to Enchanters, Magicians, Necromancers and Wizards, as well as Bards and Shadowknights. The first skill level of each Archetype ability costs two skill points. The second skill level of each Archetype ability costs four skill points. The third skill level of each Archetype ability costs six skill points. All Archetype abilities are passive.


Channeling Focus: (3 skill levels) - Each skill level reduces the chances of spell interruption due to damage or movement. The first skill level reduces the chance of interruption but 5%, the second skill level increases the reduction to 10% and the third brings the reduction to 15%.

Mental Clarity: (3 skill levels) - Each skill level improves the character's ability to recover mana. Each skill level increases the character's base mana recovery by one point every six seconds.

Spell Casting Deftness: (3 skill levels) - Each skill level reduces the casting time for beneficial spells with a casting time greater than four seconds. The first skill level reduces the casting time of these beneficial spells by 5%, the second skill level increases the reduction to 15% and the third brings the decrease to 25%. Bards can not gain this Archetype Ability because they do not have 'casting times' over four seconds.

Spell Casting Expertise: (3 skill levels) - Each skill level negates any chance of spell failure (fizzle) for spells of a certain level. The first skill level prevents failure of spells under 20th level, the second skill level prevents failure of spells under 35th level and the third prevents failure of spells under 52nd level.

Spell Casting Fury: (3 skill levels) - Gives the caster the ability to do 'critical' damage with direct damage spells. Each skill level increases the chance to do critical damage with a direct damage spell. The first skill level gives a 2% chance for critical damage, the second increases the chance to 4% and the third increases the change to 7%.

Spell Casting Mastery: (3 skill levels) - Each skill increases the caster's chance of successfully using his specialization skill for the spell he is casting. This works for all spell types. The result is a reduced chance of spell failure (fizzle) and a greater chance of a reduction of the mana cost for the spell. The increase in the caster's chance to successfully use his specialization is 5% for the first skill level, 15% for the second skill level and 30% for the third skill level. Hybrids can not gain this ability because they do not have the specialization skill.

Spell Casting Reinforcement: (3 skill levels) - Each skill level increases the duration of caster's "buff" spells. The first skill level increases the duration of buffs by 5%, the second raises the increase to 15% and the third raises the increase to 30%. The only Caster that can gain this ability are Enchanters.

Spell Casting Subtlety: (3 skill levels) - Each skill level reduces the amount of attention casting spells generates for the caster. The first skill level reduces the amount of 'hate' generated by spell casting by 5%, the second skill level improves the 'hate' reduction to 10% and the third improves the 'hate' reduction to 20%.


Melee Archetype Abilities

Abilities from this Archetype are available to Monks, Rogues and Warriors, as well as Bards, Beastlords, Paladins, Rangers and Shadowknights. The first skill level of each Archetype ability costs two skill points. The second skill level of each Archetype ability costs four skill points. The third skill level of each Archetype ability costs six skill points. All Archetype abilities are passive.


Combat Agility: (3 skill levels) - Each skill level gives the character an increased chance to avoid being hit in combat (damage avoidance). The first skill level increases the character's ability to avoid being hit by 2%, the second skill level raises the damage avoidance increase to 5% and the third raises the increase to 10%.

Combat Fury: (3 skill levels) - Each skill level increases the character's chance for a critical hit (or grants a percentage where none exists). With all three skill levels, non-warriors will approach the basic ability to critical that warriors have. But a warrior with three levels of this skill will retain his a significantly greater chance to critical than any other class.

Combat Stability: (3 skill levels) - Each skill level gives the character an increased ability to reduce the damage he takes in combat (damage mitigation). The first skill level increases the character's damage mitigation by 2%, the second skill level raises the damage mitigation increase to 5% and the third raises the increase to 10%.

Fear Resistance: (3 skill levels) - Each skill level increases the character's resistance to fear affects. The first skill level increases the character's resistance to fear by 5%, the second skill level raises the character's added resistance to 10% and the third raises the increase to 25%. This ability also increases the character's chance to break out of fear once it has taken hold.

Finishing Blow: (3 skill levels) - Each skill level gives the character a chance to kill an opponent with a single blow. The opponent must be fleeing and must have less than 10% of their hit points remaining. The first skill level grants a 1% chance for a finishing blow, the second skill level raises the chance for a killing blow to 2% and the third raises the chance to 5%. Note: classes without a natural chance to critical - which is all classes but warriors - will need to gain at least one skill level of Combat Fury for this ability to work.

Improved Natural Durability: (3 skill levels) - Each skill level increases the character's natural hit points (hit point total without any buffs or magic items). The first skill level increases the character's hit points by 2%, the second skill level raises the hit point increase to 5% and the third raises the increase to 10%.

Natural Healing: (3 skill levels) - Each skill level improves the character's ability to heal. Each skill level increases the character's base regeneration by one point every six seconds. This healing is in addition to the increase gained from Improved Natural Regeneration and any natural bonuses to regeneration due to race.


Priest Archetype Abilities

Abilities from this Archetype are available to Clerics, Druids and Shaman, as well as Beastlords, Paladins and Rangers. The first skill level of each Archetype ability costs two skill points. The second skill level of each Archetype ability costs four skill points. The third skill level of each Archetype ability costs six skill points. All Archetype abilities are passive.


Channeling Focus: (3 skill levels) - Each skill level reduces the chances of spell interruption due to damage or movement. The first skill level reduces the chance of interruption but 5%, the second skill level increases the reduction to 10% and the third brings the reduction to 15%.

Healing Adept: (3 skill levels) - Each skill level improves the character's effectiveness with instant effect healing spells. The first skill level increases the effectiveness of the character's healing spells by 2%, the second skill level raises the healing increase to 5% and the third raises the increase to 10%.

Healing Gift: (3 skill levels) - Each skill level gives the character a chance for a 'critical' healing effect when casting instant effect healing spells. A critical effect will double the healing granted by the spell. The first skill level grants a 3% chance for a critical healing spell, the second skill level raises the critical healing chance to 6% and the third raises the chance to 10%.

Mental Clarity: (3 skill levels) - Each skill level improves the character's ability to recover mana. Each skill level increases the character's base mana recovery by one point every six seconds.

Spell Casting Fury: (3 skill levels) - Gives the caster the ability to do 'critical' damage with direct damage spells. Each skill level increases the chance to do critical damage with a direct damage spell. The first skill level gives a 2% chance for critical damage, the second increases the chance to 4% and the third increases the change to 7%.

Spell Casting Mastery: (3 skill levels) - Each skill increases the caster's chance of successfully using his specialization skill for the spell he is casting. This works for all spell types. The result is a reduced chance of spell failure (fizzle) and a greater chance of a reduction of the mana cost for the spell. The increase in the caster's chance to successfully use his specialization is 5% for the first skill level, 15% for the second skill level and 30% for the third skill level. Hybrids can not gain this ability because they do not have the specialization skill.

Spell Casting Reinforcement: (3 skill levels) - Each skill level increases the duration of caster's "buff" spells. The first skill level increases the duration of buffs by 5%, the second raises the increase to 15% and the third raises the increase to 30%.


Class Abilities

The Class abilities are only available to characters level 59 and above that have spent twelve skill points to purchase Archetype Abilities. Obviously a character can only choose Class Abilities belonging to their class.

There are two types of Class ability. The first type is similar to the Archetype abilities, with three skill levels. The cost for those types of skills are always the same. The first skill level of these Class abilities cost three skill points. The second skill level costs six skill points. The third skill level costs nine skill points.

The second type of Class ability only has one skill level. However, that one skill level costs a different number of skill points for each ability. The skill point cost for each of these abilities is shown in the ability description.

All Class Abilities are passive unless a refresh time is shown.


Bard Class Abilities

Acrobatics: (3 skill levels) - This ability reduces the amount of damage that the Bard takes from falling. Each skill level increases the damage reduction.

Adv. Trap Negotiation: (3 skill levels) - This ability reduces the Refresh Timer for the Bard's Sense Traps and Disarm Traps skills, making those skills available sooner after use. Each successive skill level further reduces the time needed between uses of these skills.

Ambidexterity: (1 skill level - cost 9 skill points) - This ability makes the Bard more skilled with the use of two weapons by increasing his chance to successfully dual wield.

Body and Mind Rejuvenation: (1 skill level - cost 5 skill points - Prerequisite: 3 skill levels of both Melee Archetype abilities Natural Healing and Mental Clarity) - This ability gives the Bard one additional skill level of both Mental Clarity and Improved Natural Healing.

Extended Notes: (3 skill levels) - Each skill level increases the range that the Bard's group songs can reach. The first skill level increases the range of the Bard's group songs by 10%, the second raises the range increase to 15% and the third makes the increase 25%.

Instrument Mastery: (3 skill levels) - Each skill level increases the Bards skill with all instruments, even beyond the normal limitations.

Jam Fest: (3 skill levels) - Each skill level of this ability increases the effective level of the Bard with songs that use level in their calculation (for example, some songs calculate their damage based on the bard's level). Note: this does not allow the Bard to sing songs above his level.

Physical Enhancement: (1 skill level - cost 5 skill points) - This ability gives the Bard one additional skill level in their Natural Durability, Combat Agility and Combat Stability abilities.

Scribble Notes: (1 skill level - cost 3 skill points) - This ability reduces the time required for the Bard to memorize songs by about 50%.

Singing Mastery: (3 skill levels) - Each skill level increases the Bards skill when singing, even beyond the normal limitations.

Beastlord Class Abilities

Ambidexterity: (1 skill level - cost 9 skill points) - This ability makes the Beastlord more skilled with the use of two weapons by increasing his chance to successfully dual wield.

Body and Mind Rejuvenation: (1 skill level - cost 5 skill points - Prerequisite: 3 skill levels of both Melee Archetype abilities Natural Healing and Mental Clarity) - This ability gives the Beastlord one additional skill level of both Mental Clarity and Improved Natural Healing.

Double Riposte: (3 skill levels) - This ability gives the Beastlord a chance for a double riposte any time he successfully ripostes. The first skill level gives the Beastlord a 15% chance for a Double Riposte, the second skill level raises that chance to 30% and the third skill level makes the chance 50%.

Pet Discipline: (1 skill level - cost 6 skill points) - This ability allows the Beastlord to better control his warder. The command "/pet hold" will prevent the warder from attacking any foe, even if that foe attacks the warder or its master. The warder will remain passive until given another command.

Physical Enhancement: (1 skill level - cost 5 skill points) - This ability gives the Beastlord one additional skill level in their Natural Durability, Combat Agility and Combat Stability abilities.

Cleric Class Abilities

Bestow Divine Aura: (1 skill level - cost 6 skill points) - This ability gives the Cleric the power to cast the spell Divine Aura on another character without the memorization of a spell or the expenditure of mana. The Refresh Timer for this ability is 144 minutes (two days of game time).

Celestial Regeneration: (1 skill level - cost 5 skill points - Prerequisite: 3 skill levels of the Priest Archetype ability Healing Gift) - This ability gives the Cleric the power to generate a large heal over time effect on a single target without the memorization of a spell or the expenditure of mana. The Refresh Timer for this ability is 72 minutes (one day of game time).

Divine Resurrection: (1 skill level - cost 5 skill points - Prerequisite: 3 skill levels of the Priest Archetype ability Healing Gift) - This ability gives the Cleric the power to raise the dead completely (restoring all experience) without the memorization of a spell or the expenditure of mana. The Refresh Timer on this ability is 4,320 minutes (60 days of game time).

Innate Invisibility to Undead: (1 skill level - cost 3 skill points) - This ability gives the Cleric the power become invisible to undead without the memorization of a spell or the expenditure of mana. The Refresh Timer on this ability is 7 seconds (less than one second of game time).

Mass Group Buff: (1 skill level - cost 9 skill points) - This ability gives the Cleric the power to make his next group buff spell into an area of affect spell. The spell would benefit everyone in the area, not just the caster's group. This Ability causes the spell to use up to as much as twice as much mana. It will require at least the normal casting cost, and will use up to as much as twice the mana if the caster has that much available. The Refresh Timer for this ability is 72 minutes (one day of game time).

Purify Soul: (1 skill level - cost 5 skill points - Prerequisite: - Prerequisite: 3 skill levels of the Priest Archetype ability Healing Gift) - This ability gives the Cleric the power to remove all negative affects such as poison, disease, damage over time spells (excluding charm, fear and resurrection effects) from the target without the memorization of a spell or the expenditure of mana. The Refresh Timer for this ability is 72 minutes (one day of game time).

Spell Casting Reinforcement Mastery: (1 skill level - cost 8 skill points - Prerequisite: 3 skill levels of the Priest Archetype ability Spell Casting Reinforcement) - This ability raises the increased duration granted by Spell Casting Reinforcement to 50%.

Turn Undead: (3 skill levels) - Each skill level gives the Cleric increasing power to destroy and frighten undead in an area without the memorization of a spell or the expenditure of mana. This ability produces and area of effect fear and damage over time spell that increases in damage with each skill level. The Refresh Timer for this ability is 72 minutes (one day of game time).

Druid Class Abilities

Dire Charm: (1 skill level - cost 9 skill points) - This ability allows the Druid to charm an NPC without fear that the NPC will break the charm (charm will end only when the Druid leaves the zone or logs out) without the memorization of a spell or the expenditure of mana. All of the usual restriction for charm spells along with a few others apply to this skill, except in regards to duration. The Refresh Timer for this ability is 72 minutes (one day of game time).

Enhanced Root: (1 skill level - cost 5 skill points) - This ability gives the Druid a 50% reduction to the chance that his direct damage spells will break the hold of root spells on his target.

Exodus: (1 skill level - cost 6 skill points) - This ability gives the Druid the power to cast the spell Succor instantly and without the memorization of a spell or the expenditure or mana. The Refresh Timer for this ability is 72 minutes (one day of game time).

Innate Camouflage: (1 skill level - cost 5 skill points) - This ability gives the Druid the power to hide when outdoors. This works much like the invisibility spell, but with an unlimited duration. The Refresh Timer for this ability is 1 second (1/20th of a second of game time).

Mass Group Buff: (1 skill level - cost 9 skill points) - This ability gives the Druid the power to make his next group buff spell into an area of affect spell. The spell would benefit everyone in the area, not just the caster's group. This Ability causes the spell to use up to as much as twice as much mana. It will require at least the normal casting cost, and will use up to as much as twice the mana if the caster has that much available. The Refresh Timer for this ability is 72 minutes (one day of game time).

Quick Direct Damage: (3 skill levels - Prerequisite: 3 skill levels of the Priest Archetype ability Spell Casting Fury) - Each skill level reduces the casting time of direct damage spells. The first skill level reduces the casting time of direct damage spells by 2%, the second skill level makes the reduction 5% and the third makes the reduction 10%.

Quick Evacuation: (3 skill levels) - Each skill level reduces the casting time for evacuation spells. The first skill level reduces the casting time of evacuation spells by 10%, the second skill level makes the reduction 25% and the third makes the reduction 50%.

Spell Casting Reinforcement Mastery: (1 skill level - cost 8 skill points - Prerequisite: 3 skill levels of the Priest Archetype ability Spell Casting Reinforcement) - This ability raises the increased duration granted by Spell Casting Reinforcement to 50%.

Enchanter Class Abilities

Dire Charm: (1 skill level - cost 9 skill points) - This ability allows the Druid to charm an NPC without fear that the NPC will break the charm (charm will end only when the Druid leaves the zone or logs out) without the memorization of a spell or the expenditure of mana. All of the usual restriction for charm spells apply to this ability as well, except in regards to duration. The Refresh Timer for this ability is 72 minutes (one day of game time).

Gather Mana: (1 skill level - cost 5 skill points - Prerequisite: 3 skill levels of the Caster Archetype ability Mental Clarity) - This ability allows the Enchanter to instantly regain all of his lost mana. The Refresh Timer for this ability is 144 minutes (two days of game time).

Jewel Craft Mastery: (3 skill levels) - Each skill level reduces the chance of failure when using the jewel craft skill. The first skill level reduces the failure chance by 10%, the second skill level raises the reduction to 25% and the third skill level raises the reduction to 50%.

Mass Group Buff: (1 skill level - cost 9 skill points) - This ability gives the Enchanter the power to make his next group buff spell into an area of affect spell. The spell would benefit everyone in the area, not just the caster's group. This Ability causes the spell to use up to as much as twice as much mana. It will require at least the normal casting cost, and will use up to as much as twice the mana if the caster has that much available. The Refresh Timer for this ability is 72 minutes (one day of game time).

Permanent Illusion: (1 skill level - cost 3 skill points) - This ability allows the Enchanter's illusions to stay up when zoning.

Quick Buff: (3 skill levels) - Each skill level reduces the casting time for beneficial buff spells with a duration. Some spells may be specifically excluded from benefiting by this ability. The first skill level reduces casting times on buff spells by 10%, the second skill level makes the reduction 25% and the third makes the reduction 50%.

Spell Casting Reinforcement Mastery: (1 skill level - cost 8 skill points - Prerequisite: 3 skill levels of the Caster Archetype ability Spell Casting Reinforcement) - This ability raises the increased duration granted by Spell Casting Reinforcement to 50%.

Magician Class Abilities

Elemental Form: (3 skill levels) - This ability allows the Magician to transform himself into an elemental form. The Magician will be required to attune himself to a single element, and will not be able to attune himself to the others once he has done so. This means that the Magician will only get to choose one of the four elemental forms (Air, Earth, Fire or Water). Each form has three skill levels, each level granting the Magician greater abilities when in that form. The Refresh Timer for this ability is 1 second (about 1/20th of a second game time).

Elemental Pact: (1 skill level - cost 5 skill points) - This ability gives the Magician the power to summon pets without the use of components.

Frenzied Burnout: (1 skill level - cost 6 skill points) - This ability give the Magician the power to drive their pet to extreme aggressiveness, so much so that the pet will literally explode after a short time at such a frenzied pace. The explosion will cause damage to anyone near. The forceful expulsion of the elemental pet will disrupt magic in the area as well. The Refresh Timer for this ability is 72 minutes (one day of game time).

Improved Reclaim Energy: (1 skill level - cost 3 skill points) - This ability improves the Magician's ability to regain energy from their pets when sending them away. Any time the Magician with this ability casts Reclaim Energy he will regain almost all of the mana expended during the summoning of that pet.

Mass Group Buff: (1 skill level - cost 9 skill points) - This ability gives the Magician the power to make his next group buff spell into an area of affect spell. The spell would benefit everyone in the area, not just the caster's group. This Ability causes the spell to use up to as much as twice as much mana. It will require at least the normal casting cost, and will use up to as much as twice the mana if the caster has that much available. The Refresh Timer for this ability is 72 minutes (one day of game time).

Mend Companion: (1 skill level - cost 5 skill points) - This ability gives the Magician the power to completely heal his own pet. The Refresh Timer for this ability is 144 minutes (two days of game time).

Pet Discipline: (1 skill level - cost 6 skill points) - This ability allows the Magician to better control his pet. The command "/pet hold" will prevent the pet from attacking any foe, even if that foe attacks the pet or its master. The pet will remain passive until given another command.

Quick Summoning: (3 skill levels) - Each skill level reduces the casting time of conjuration spells. The first skill level reduces the casting time of conjuration spells by 10%, the second skill level makes the reduction 25% and the third makes the reduction 50%.

Turn Summoned: (1 skill level - cost 5 skill points) - This ability gives the Magician the power to dismiss all summoned creatures within an area. . This ability produces and area of effect fear and damage over time spell that only affects summoned creatures. The Refresh Timer for this ability is 72 minutes (one day of game time).

Monk Class Abilities

Acrobatics: (3 skill levels) - This ability reduces the amount of damage that the Bard takes from falling. Each skill level increases the damage reduction.

Ambidexterity: (1 skill level - cost 9 skill points) - This ability makes the Monk more skilled with the use of two weapons by increasing his chance to successfully dual wield.

Critical Mend: (3 skill levels - Prerequisite: 3 skill levels of the General ability First Aid) - This ability gives the Monk a chance to perform a 'critical' Mend, generating twice the healing. The first skill level gives the Monk a 5% chance for a critical mend, the second skill level raises the chance to 10% and the third skill level raises the chance to 25%.

Double Riposte: (3 skill levels) - This ability gives the Monk a chance for a double riposte any time he successfully ripostes. The first skill level gives the Monk a 15% chance for a Double Riposte, the second skill level raises that chance to 30% and the third skill level makes the chance 50%.

Dragon Punch: (1 skill level - cost 5 skill points) - This ability gives the Monk a chance to produce a knockback effect when striking with a Dragon Punch. This ability works in the same way that an item 'proc' works.

Purify Body: (1 skill level - cost 9 skill points) - This ability gives the Monk the power to remove all negative affects (such as poison, disease, damage over time spells - but excluding charm, fear and resurrection effects) from himself. The Refresh Timer for this ability is 72 minutes (one day of game time).

Rapid Feign: (3 skill levels) - Each skill level in this ability decreases the reuse timer for the Monk's Feign Death ability. The first skill level in this ability reduces the reuse timer by 10%, the second raises the reduction to 25% and the third makes the reduction 50%.

Return Kick: (3 skill levels) - Each skill level in this ability gives the Monk a chance to do a flying kick on ripostes in addition to the normal riposte. The first skill level with this ability gives the Monk a 25% chance of a Return Kick, the second skill level raises that chance to 35% and the third raises the chance to 50%.

Necromancer Class Abilities

Call to Corpse: (1 skill level - cost 6 skill points) - This ability gives the Necromancer the power to summon a corpse without the use of components or memorization of a spell. The Refresh Timer for this ability is 72 minutes (one day of game time).

Dead Mesmerization: (1 skill level - cost 3 skill points) - This ability gives the Necromancer the power to confuse undead in an area without the memorization of a spell or the expenditure of mana. The effect is a low resist mesmerization spell that only works against undead. The Refresh Timer for this ability is 72 minutes (one day of game time).

Dire Charm: (1 skill level - cost 9 skill points) - This ability allows the Necromancer to charm an NPC without fear that the NPC will break the charm (charm will end only when the Necromancer leaves the zone or logs out) without the memorization of a spell or the expenditure of mana. All of the usual restriction for charm spells apply to this ability as well, except in regards to duration. The Refresh Timer for this ability is 72 minutes (one day of game time).

Fearstorm: (1 skill level - cost 5 skill points) - This ability gives the Necromancer the power to cause fear to all within an area. This ability acts like a low resistance area of affect fear spell. The Refresh Timer for this ability is 72 minutes (one day of game time).

Flesh to Bone: (1 skill level - cost 3 skill points) - This ability gives the Necromancer the power to burn the flesh from chunks of meat in order to obtain bones from which to summon his undead allies. This ability will allow the Necromancer to turn meat items (chunk of meat, gator meat, etc) into bone chips without the memorization of a spell or the expenditure of mana. The meat item must be held on the cursor when this ability is used. The Refresh Timer for this ability is 7 seconds (less than one second of game time).

Innate Invisibility to Undead: (1 skill level - cost 3 skill points) - This ability gives the Cleric the power become invisible to undead without the memorization of a spell or the expenditure of mana. The Refresh Timer on this ability is 7 seconds (less than one second of game time).

Lifeburn: (1 skill level - cost 9 skill points) - This ability gives the Necromancer the power to convert his own life force into power and direct that power at his. The ability expends all of the Necromancer's hit points in order to cause the target to take the same amount of damage with no chance to resist. It also places a life bond effect on the Necromancer that does 250 points of damage for six 'ticks'. The Refresh Timer for this ability is 144 minutes (two days of game time).

Mass Group Buff: (1 skill level - cost 9 skill points) - This ability gives the Necromancer the power to make his next group buff spell into an area of affect spell. The spell would benefit everyone in the area, not just the caster's group. This Ability causes the spell to use up to as much as twice as much mana. It will require at least the normal casting cost, and will use up to as much as twice the mana if the caster has that much available. The Refresh Timer for this ability is 72 minutes (one day of game time).

Mend Companion: (1 skill level - cost 5 skill points) - This ability gives the Necromancer the power to completely heal his own pet. The Refresh Timer for this ability is 144 minutes (two days of game time).

Pet Discipline: (1 skill level - cost 6 skill points) - This ability allows the Necromancer to better control his pet. The command "/pet hold" will prevent the pet from attacking any foe, even if that foe attacks the pet or its master. The pet will remain passive until given another command.

Paladin Class Abilities

2 Hand Bash: (1 skill level - cost 6 skill points) - This ability allows the Paladin to use his Bash skill while wielding any two-handed weapon.

Act of Valor: (1 skill level - cost 3 skill points) - This ability allows the Paladin to sacrifice his life in order to heal another. The Paladin can use this ability to transfer all of his remaining hit points to a member of his group. This transfer causes the Paladin to die. The Refresh Timer for this ability is 72 minutes (one day of game time).

Body and Mind Rejuvenation: (1 skill level - cost 5 skill points - Prerequisite: 3 skill levels of both Melee Archetype abilities Natural Healing and Mental Clarity) - This ability gives the Paladin one additional skill level of both Mental Clarity and Improved Natural Healing.

Divine Stun: (1 skill level - cost 9 skill points) - This ability gives the Paladin the power to use spells with a stun component to affect NPCs of levels up to 60th. Those spells will still grant the NPC a saving throw and its normal resistances, it only raises the level limitation for stun spells to 60.

Double Riposte: (3 skill levels) - This ability gives the Paladin a chance for a double riposte any time he successfully ripostes. The first skill level gives the Paladin a 15% chance for a Double Riposte, the second skill level raises that chance to 30% and the third skill level makes the chance 50%.

Fearless: (1 skill level - cost 6 skill points - Prerequisite: 3 skill levels of the Melee Archetype ability Fear Resistance) - This ability makes the Paladin permanently immune to fear effects.

Holy Steed: (1 skill level - cost 5 skill points) - This ability allows the Paladin to summon the ultimate steed.

Improved Lay of Hands: (1 skill level - cost 5 skill points) - This ability gives the Paladin the power to heal completely with his Lay on Hands power.

Mass Group Buff: (1 skill level - cost 9 skill points) - This ability gives the Paladin the power to make his next group buff spell into an area of affect spell. The spell would benefit everyone in the area, not just the caster's group. This Ability causes the spell to use up to as much as twice as much mana. It will require at least the normal casting cost, and will use up to as much as twice the mana if the caster has that much available. The Refresh Timer for this ability is 72 minutes (one day of game time).

Physical Enhancement: (1 skill level - cost 5 skill points) - This ability gives the Paladin one additional skill level in their Natural Durability, Combat Agility and Combat Stability abilities.

Slay Undead: (3 skill levels - Prerequisite: 3 skill levels of the Melee Archetype ability Combat Fury) - This ability turns the Paladin's critical hits into massive damage to undead.

Ranger Class Abilities

Ambidexterity: (1 skill level - cost 9 skill points) - This ability makes the Ranger more skilled with the use of two weapons by increasing his chance to successfully dual wield.

Archery Mastery: (3 skill levels) - This ability makes the Ranger a better archer. Each skill level can increase the damage done by the archer. The first skill level can increase damage by as much as 30%, the second skill level makes the potential increase 60% and the third makes the potential damage increase 100%.

Body and Mind Rejuvenation: (1 skill level - cost 5 skill points - Prerequisite: 3 skill levels of both Melee Archetype abilities Natural Healing and Mental Clarity) - This ability gives the Ranger one additional skill level of both Mental Clarity and Improved Natural Healing.

Double Riposte: (3 skill levels) - This ability gives the Ranger a chance for a double riposte any time he successfully ripostes. The first skill level gives the Ranger a 15% chance for a Double Riposte, the second skill level raises that chance to 30% and the third skill level makes the chance 50%.

Endless Quiver: (1 skill level - cost 9 skill points) - This ability makes it so that the Ranger will never run out of arrows.

Innate Camouflage: (1 skill level - cost 5 skill points) - This ability gives the Ranger the power to hide when outdoors. This works much like the invisibility spell, but with an unlimited duration. The Refresh Timer for this ability is 1 second (1/20th of a second of game time).

Mass Group Buff: (1 skill level - cost 9 skill points) - This ability gives the Ranger the power to make his next group buff spell into an area of affect spell. The spell would benefit everyone in the area, not just the caster's group. This Ability causes the spell to use up to as much as twice as much mana. It will require at least the normal casting cost, and will use up to as much as twice the mana if the caster has that much available. The Refresh Timer for this ability is 72 minutes (one day of game time).

Physical Enhancement: (1 skill level - cost 5 skill points) - This ability gives the Ranger one additional skill level in their Natural Durability, Combat Agility and Combat Stability abilities.

Rogue Class Abilities

Acrobatics: (3 skill levels) - This ability reduces the amount of damage that the Bard takes from falling. Each skill level increases the damage reduction.

Adv. Trap Negotiation: (3 skill levels) - This ability reduces the Refresh Timer for the Bard's Sense Traps and Disarm Traps skills, making those skills available sooner after use. Each successive skill level further reduces the time needed between uses of these skills.

Ambidexterity: (1 skill level - cost 9 skill points) - This ability makes the Rogue more skilled with the use of two weapons by increasing his chance to successfully dual wield.

Chaotic Stab: (1 skill level - cost 6 skill points) - This ability allows the Rogue to do his minimum backstab damage on any backstab attempt, even if that attempt is not made while behind the opponent.

Double Riposte: (3 skill levels) - This ability gives the Rogue a chance for a double riposte any time he successfully ripostes. The first skill level gives the Rogue a 15% chance for a Double Riposte, the second skill level raises that chance to 30% and the third skill level makes the chance 50%.

Escape: (1 skill level - cost 9 skill points) - This ability allows the Rogue to completely hide from an opponent, even one that is actively seeking him. When using Escape, the Rogue will be removed from all 'hate lists'. If the Rogue is also out of immediate combat he will become invisible in a way similar to his Hide skill. The Refresh Timer for this ability is 72 minutes (one day of game time).

Poison Mastery: (3 skill levels) - Each skill level reduces the chance of failure when using the apply and make skills. The first skill level removes all chances of failure when applying poison and reduces the failure chance for making poison by 10%, the second skill level raises the reduction to 25% and the third skill level raises the reduction to 50%. This ability also reduces the time needed to apply poisons by 50%.

Purge Poison: (1 skill level - cost 5 skill points) - This ability gives the Rogue the power to remove all poison affects from himself. The Refresh Timer for this ability is 72 minutes (one day of game time).

Shadowknight Class Abilities

2 Hand Bash: (1 skill level - cost 6 skill points) - This ability allows the Shadowknight to use his Bash skill while wielding any two-handed weapon.

Body and Mind Rejuvenation: (1 skill level - cost 5 skill points - Prerequisite: 3 skill levels of both Melee Archetype abilities Natural Healing and Mental Clarity) - This ability gives the Shadowknight one additional skill level of both Mental Clarity and Improved Natural Healing.

Double Riposte: (3 skill levels) - This ability gives the Shadowknight a chance for a double riposte any time he successfully ripostes. The first skill level gives the Shadowknight a 15% chance for a Double Riposte, the second skill level raises that chance to 30% and the third skill level makes the chance 50%.

Fearless: (1 skill level - cost 6 skill points - Prerequisite: 3 skill levels of the Melee Archetype ability Fear Resistance) - This ability makes the Shadowknight permanently immune to fear effects
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Leech Touch: (1 skill level - cost 6 skill points) - This ability gives the Shadowknight the power to use a lifetap Harm Touch that does not require the memorization of a spell or the expenditure of mana. This ability uses the existing Harm Touch Refresh Timer.

Pet Discipline: (1 skill level - cost 6 skill points) - This ability allows the Shadowknight to better control his pet. The command "/pet hold" will prevent the pet from attacking any foe, even if that foe attacks the pet or its master. The pet will remain passive until given another command.

Physical Enhancement: (1 skill level - cost 5 skill points) - This ability gives the Shadowknight one additional skill level in their Natural Durability, Combat Agility and Combat Stability abilities.

Soul Abrasion: (3 skill levels) - Each skill level increases the chance damage done by their self-only Lifetap procs spells.

Super Harm Touch: (1 skill level - cost 6 skill points) - This ability gives the Shadowknight a Harm Touch ability so that it is hard to resist and does not require the memorization of a spell or the expenditure of mana. This ability uses the existing Harm Touch Refresh Timer.

Unholy Steed: (1 skill level - cost 5 skill points) - This ability allows the Shadowknight to summon the ultimate steed.

Shaman Class Abilities

Alchemy Mastery: (3 skill levels) - Each skill level reduces the chance of failure when using the alchemy skill. The first skill level reduces the failure chance by 10%, the second skill level raises the reduction to 25% and the third skill level raises the reduction to 50%.

Cannibalization: (1 skill level - cost 5 skill points - Prerequisite: 3 skill levels of the Priest Archetype ability Mental Clarity) - Gives the Shaman the power to cast a much improved version of the Cannibalize spell line. The Refresh Timer for this ability is 69 seconds (about three seconds of game time).

Mass Group Buff: (1 skill level - cost 9 skill points) - This ability gives the Shaman the power to make his next group buff spell into an area of affect spell. The spell would benefit everyone in the area, not just the caster's group. This Ability causes the spell to use up to as much as twice as much mana. It will require at least the normal casting cost, and will use up to as much as twice the mana if the caster has that much available. The Refresh Timer for this ability is 72 minutes (one day of game time).

Pet Discipline: (1 skill level - cost 6 skill points) - This ability allows the Shaman to better control his pet. The command "/pet hold" will prevent the pet from attacking any foe, even if that foe attacks the pet or its master. The pet will remain passive until given another command.

Quick Buff: (3 skill levels) - Each skill level reduces the casting time for beneficial buff spells with a duration. Some spells may be specifically excluded from benefiting by this ability. The first skill level reduces casting times on buff spells by 10%, the second skill level makes the reduction 25% and the third makes the reduction 50%.

Rabid Bear: (1 skill level - cost 5 skill points) - This ability gives the Shaman the power to transform into a bear. The Rabid Bear form boosts all of the Shaman's combat abilities. The Refresh Timer for this ability is 120 minutes (forty hours of game time).

Spell Casting Reinforcement Mastery: (1 skill level - cost 8 skill points - Prerequisite: 3 skill levels of the Priest Archetype ability Spell Casting Reinforcement) - This ability raises the increased duration granted by Spell Casting Reinforcement to 50%.

Warrior Class Abilities

Ambidexterity: (1 skill level - cost 9 skill points) - This ability makes the Warrior more skilled with the use of two weapons by increasing his chance to successfully dual wield.

Area Taunt: (1 skill level - cost 5 skill points) - This ability allows the Warrior to taunt every opponent in close range. The Refresh Timer for this ability is 36 minutes (twelve hours of game time).

Bandage Wound: (3 skill levels - Prerequisite: 3 skill levels of the General ability First Aid) - This ability allows the Warrior to use the Bind Wounds skill to greater effect. The first skill level makes his Bind Wound skill 10% more effective, the second skill level raises the increase to 25% and the third makes the increase 50%.

Double Riposte: (3 skill levels) - This ability gives the Warrior a chance for a double riposte any time he successfully ripostes. The first skill level gives the Warrior a 15% chance for a Double Riposte, the second skill level raises that chance to 30% and the third skill level makes the chance 50%.

Flurry: (3 skill levels - - Prerequisite: 3 skill levels of the Melee Archetype ability Combat Fury) - This ability gives the Warrior a chance of taking two extra attacks with his primary hand whenever he successfully hits an opponent.

Rampage: (1 skill level - cost 5 skill points) - This ability allows the Warrior to make a single attack against every opponent in close range. The Refresh Timer for this ability is 36 minutes (twelve hours of game time).

Warcry: (3 skill levels - Prerequisite: 3 skill levels of the Melee Archetype ability Fear Resistance) - This ability allows the Warrior to make everyone in his group immune to fear for a limited time. Each skill level with this ability increases the duration of the immunity. The Refresh Timer for this ability is 72 minutes (one day of game time).

Wizard Class Abilities

Exodus: (1 skill level - cost 6 skill points) - This ability gives the Druid the power to cast the spell Succor instantly and without the memorization of a spell or the expenditure or mana. The Refresh Timer for this ability is 72 minutes (one day of game time).

Improved Familiar: (1 skill level - cost 9 skill points) - This ability improves the Wizard's familiar, making it immune to spells and resistant to melee damage.

Mana Burn: (1 skill level - cost 5 skill points - Prerequisite: 3 skill levels of the Caster Archetype ability Mental Clarity) - This ability gives the Wizard the power to expend all of his remaining mana and do damage directly to the target. The damage done is greater than the value of the mana expended and can not be resisted by the target. The Refresh Timer for this ability is 144 minutes (two days of game time).

Nexus Gate: (1 skill level - cost 6 skill points) - This ability allows the Wizard to instantly gate to The Nexus without the memorization of a spell or the expenditure of mana. The Refresh Timer for this ability is 72 minutes (one day of game time).

Quick Direct Damage: (3 skill levels - Prerequisite: 3 skill levels of the Priest Archetype ability Spell Casting Fury) - Each skill level reduces the casting time of direct damage spells. The first skill level reduces the casting time of direct damage spells by 2%, the second skill level makes the reduction 5% and the third makes the reduction 10%.

Quick Evacuation: (3 skill levels) - Each skill level reduces the casting time for evacuation spells. The first skill level reduces the casting time of evacuation spells by 10%, the second skill level makes the reduction 25% and the third makes the reduction 50%.

Spell Casting Fury Mastery: (3 skill levels - Prerequisite: - 3 skill levels of the Caster Archetype ability Spell Casting Fury) - Improves the Wizard's ability to do 'critical' damage with direct damage spells. Each skill level increases the chance to do critical damage with a direct damage spell.

Strong Root: (1 skill level - cost 5 skill points) - This ability gives the Wizard the power to cast a powerful root spell that is nearly irresistible without the memorization of a spell or the expenditure of mana. The Refresh Timer for this ability is 72 minutes (one day of game time).