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Alternate Advancement: Magician

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General Abilities

Name Cost to Max Cost Level Req. Type Pre-Req's Description
Innate Stats
Innate Strength 5 1 51 Passive No previous ability requirements. This ability raises your base Strength by 2 points for each ability level.
Innate Stamina 5 1 51 Passive No previous ability requirements. This ability raises your base Stamina by 2 points for each ability level.
Innate Agility 5 1 51 Passive No previous ability requirements. This ability raises your base Agility by 2 points for each ability level.
Innate Dexterity 5 1 51 Passive No previous ability requirements. This ability raises your base Dexterity by 2 points for each ability level.
Innate Wisdom 5 1 51 Passive No previous ability requirements. This ability raises your base Wisdom by 2 points for each ability level.
Innate Intelligence 5 1 51 Passive No previous ability requirements. This ability raises your base Intelligence by 2 points for each ability level.
Innate Charisma 5 1 51 Passive No previous ability requirements. This ability raises your base Charisma by 2 points for each ability level.
Advanced Stats
Advanced Innate Strength 10 1 61 Passive Innate Strength at Level 5. This ability raises your innate Strength by two points per rank. You may train this ability twice each level, beginning at level 61.
Advanced Innate Stamina 10 1 61 Passive Innate Stamina at Level 5. This ability raises your innate Stamina by two points per rank. You may train this ability twice each level, beginning at level 61.
Advanced Innate Agility 10 1 61 Passive Innate Agility at Level 5. This ability raises your innate Agility by two points per rank. You may train this ability twice each level, beginning at level 61.
Advanced Innate Dexterity 10 1 61 Passive Innate Dexterity at Level 5. This ability raises your innate Dexterity by two points per rank. You may train this ability twice each level, beginning at level 61.
Advanced Innate Wisdom 10 1 61 Passive Innate Wisdom at Level 5. This ability raises your innate Wisdom by two points per rank. You may train this ability twice each level, beginning at level 61.
Advanced Innate Intelligence 10 1 61 Passive Innate Intelligence at Level 5. This ability raises your innate Intelligence by two points per rank. You may train this ability twice each level, beginning at level 61.
Advanced Innate Charisma 10 1 61 Passive Innate Charisma at Level 5. This ability raises your innate Charisma by two points per rank. You may train this ability twice each level, beginning at level 61.
Innate Resistance
Innate Magic Protection 5 1 51 Passive No previous ability requirements. This ability raises your base Save Vs Magic by 2 points for each ability level.
Innate Fire Protection 5 1 51 Passive No previous ability requirements. This ability raises your base Save Vs Fire by 2 points for each ability level.
Innate Cold Protection 5 1 51 Passive No previous ability requirements. This ability raises your base Save Vs Cold by 2 points for each ability level.
Innate Poison Protection 5 1 51 Passive No previous ability requirements. This ability raises your base Save Vs Poison by 2 points for each ability level.
Innate Disease Protection 5 1 51 Passive No previous ability requirements. This ability raises your base Save Vs Disease by 2 points for each ability level.
Advanced Resistance
Shiritri's Protection 10 1 61 Passive Innate Magic Protection at Level 5 This ability raises your base resistance to magic-based spells by two points per rank. You may train this ability twice each level, beginning at level 61.
Warding of Tarhyl 10 1 61 Passive Innate Fire Protection at Level 5 This ability raises your base resistance to fire-based spells by two points per rank. You may train this ability twice each level, beginning at level 61.
Blessing of Shojar 10 1 61 Passive Innate Cold Protection at Level 5. This ability raises your base resistance to cold-based spells by two points per rank. You may train this ability twice each level, beginning at level 61.
Shroud of Kaezul 10 1 61 Passive Innate Poison Protection at Level 5 This ability raises your base resistance to poison-based spells by two points per rank. You may train this ability twice each level, beginning at level 61.
Gradelsh's Gift 10 1 61 Passive Innate Disease Protection at Level 5. This ability raises your base resistance to disease-based spells by two points per rank. You may train this ability twice each level, beginning at level 61.
Utility
First Aid 3 1 51 Passive No previous ability requirements. This ability increases the amount you heal with bandages by 5, 15, and 25 percent.
Innate Lung Capacity 3 1 51 Passive No previous ability requirements. This ability increases the amount of air you have by 10, 25, and 50 percent.
Innate Metabolism 3 1 51 Passive No previous ability requirements. This ability decreases your food consumption by 10, 25, and 50 percent.
Innate Regeneration 3 1 51 Passive No previous ability requirements. This ability raises your regeneration ability by 1 point per ability level.
Innate Run Speed 3 1 51 Passive No previous ability requirements. This ability will slightly modify your base run speed. This modification does NOT stack with movement rate spell effects.
Increase to Stats Caps / HP
Heroic Power 10 2 61 Passive No previous ability requirements. This ability raises the maximum that your statistics can be raised to, with items or spells, by 5 points per rank. You may train this ability once each level, beginning at level 61.
Hidden Strength 18 3 51 Passive No previous ability requirements. This ability allows you to gain additional (hidden) benefits from your STR, STA, AGI, DEX, and CHA stats even beyond your stat cap. You gain less benefits per stat point above your cap than you do for stat points under it. Each rank of this ability increases your hidden cap by 30.
Innate Enlightenment 15 3 61 Passive No previous ability requirements. This ability raises the maximum that you may raise your Intelligence and Wisdom by ten points. You may train in this ability once each level, beginning at level 61. (May only be trained by Priests and Casters.)
Heroic Durability 9 3 61 Passive No previous ability requirements. This ability adds an additional 1.5% to your maximum HP per rank. You may train in this ability once every other level, beginning at level 61. (May only be trained by Tanks.)
Priests and Casters Total: 238
Tanks Total: 232
Other Total: 223


Pure Caster Class Archetypes

This chart is transcluded from Alternate Advancement.
Name Max AA Trains Cost Level Req. Type Pre-Req's Description
Spell Casting Mastery 3 2/4/6 55 Passive 6 General Abilities This ability increases the effect of your Focus/Mind specialization skill.
Spell Casting Fury 3 2/4/6 55 Passive 6 General Abilities This ability gives you a chance to land critical hits with your direct damage spells. The ability levels increase your chance to score a critical by 2, 4, and 7 percent.
Channeling Focus 3 2/4/6 55 Passive 6 General Abilities This ability reduces the chance of your spell casts being interrupted. The ability levels reduce your interrupts by 5, 10, and 15 percent.
Spell Casting Subtlety 3 2/4/6 55 Passive 6 General Abilities After training in this ability, NPCs will notice your magical activities 5, 10, and 20 percent less.
Spell Casting Expertise 3 2/4/6 55 Passive 6 General Abilities This ability makes it impossible for you to fizzle a spell. The first level affects all spells below level 20. The second, on all spells below level 35. The third, on all spells below level 52.
Spell Casting Deftness 3 2/4/6 55 Passive 6 General Abilities This ability reduces the casting time of beneficial spells with a cast time greater than four seconds. The ability levels reduce these casting times by 5, 15, and 25 percent.
Natural Durability 3 2/4/6 55 Passive 6 General Abilities This ability increases your maximum hitpoints by 2,5, and 10 percent. (The percentages are based off of your base hitpoints, which include stamina and stamina effects.)
Combat Ferocity 3 2/4/6 55 Passive 6 General Abilities This ability increases your melee precision by 2, 5, and 10 percent.
Combat Agility 3 2/4/6 55 Passive 6 General Abilities This ability increases your melee damage avoidance by 2, 5, and 10 percent.
Mental Clarity 3 2/4/6 55 Passive 6 General Abilities This ability increases your natural mana regeneration by 1 point per ability level.
Total: 120


Magician Class Abilities

Name Cost Level Req. Type Pre-Req's Description
Soulbond 9 59 Active, 1:12:00 12 Points in Archetype Abilities Allows next beneficial duration spell you cast to become Soulbonded, which cannot be dispelled and even stays after you die. Will fade away once duration is met.
Mend Companion 5 59 Active, 0:36:00 12 Points in Archetype Abilities Allows you to cast an instantaneous healing spell on your pet.
Frenzied Burnout 6 59 Active, 1:12:00 12 Points in Archetype Abilities Allows you to cast a spell upon your pet that will cause it to go berserk, doing increased damage.
Elemental Form: Fire 3/6/9 59 Active, 0:15:00 12 Points in Archetype Abilities Will allow you to turn into a fire elemental, gaining a damage shield, increased intelligence and increased attack power. All elemental forms also confer additional mana regen.
Elemental Form: Water 3/6/9 59 Active, 0:15:00 12 Points in Archetype Abilities Will allow you to turn into a water elemental, gaining increased health regeneration and water breathing. All elemental forms also confer additional mana regen.
Elemental Form: Earth 3/6/9 59 Active, 0:15:00 12 Points in Archetype Abilities Will allow you to turn into a earth elemental, gaining increased stamina and health. All elemental forms also confer additional mana regen.
Elemental Form: Air 3/6/9 59 Active, 0:15:00 12 Points in Archetype Abilities Will allow you to turn into an air elemental, providing see invisibility, increased resistances, and a minor spell damage increase proc. All elemental forms also confer additional mana regen.
Barrier Ward 5 59 Active, 1:12:00 Spell Casting Fury at Level 3 This ability allows you to conjure a protective ward around your pet, that negates 75% of all spell damage it suffers. This protective ward lasts for five minutes.
Elemental Mastery 5 59 Passive 12 Points in Archetype Abilities Will allow your pet to gain the full advantage from AA abilities that affect your ability to hit and be hit in combat, as well as score critical blasts with spells.
Pet Discipline 6 59 Passive 12 Points in Archetype Abilities Will allow you to give your pet a 'hold' command until explicitly told to attack. Usage: /pet hold
Quick Summoning 3/6/9 59 Passive 12 Points in Archetype Abilities Reduces the casting time of your summoning spells by 10, 25, and 50 percent.
Elemental Enhancement 3 59 Passive 12 Points in Archetype Abilities Increases the attack power and health of your pet slightly. Also stacks cumulatively with any additional pet enhancements gained from item focuses.
Total: 129


PoP Advanced Abilities (Shared among all Classes)

Name Max AA Trains Cost Level Req. Type Pre-Req's Description
Advanced Innate Strength 10 1 61 Passive Innate Strength at Level 5 This ability raises your innate Strength by two points per rank. You may train this ability twice each level, beginning at level 61.
Advanced Innate Stamina 10 1 61 Passive Innate Stamina at Level 5 This ability raises your innate Stamina by two points per rank. You may train this ability twice each level, beginning at level 61.
Advanced Innate Agility 10 1 61 Passive Innate Agility at Level 5 This ability raises your innate Agility by two points per rank. You may train this ability twice each level, beginning at level 61.
Advanced Innate Dexterity 10 1 61 Passive Innate Dexterity at Level 5 This ability raises your innate Dexterity by two points per rank. You may train this ability twice each level, beginning at level 61.
Advanced Innate Intelligence 10 1 61 Passive Innate Intelligence at Level 5 This ability raises your innate Intelligence by two points per rank. You may train this ability twice each level, beginning at level 61.
Advanced Innate Wisdom 10 1 61 Passive Innate Wisdom at Level 5 This ability raises your innate Wisdom by two points per rank. You may train this ability twice each level, beginning at level 61.
Advanced Innate Charisma 10 1 61 Passive Innate Charisma at Level 5 This ability raises your innate Charisma by two points per rank. You may train this ability twice each level, beginning at level 61.
Warding of Tarhyl 10 1 61 Passive Innate Fire Protection at Level 5 This ability raises your base resistance to fire-based spells by two points per rank. You may train this ability twice each level, beginning at level 61.
Blessing of Shojar 10 1 61 Passive Innate Cold Protection at Level 5 This ability raises your base resistance to cold-based spells by two points per rank. You may train this ability twice each level, beginning at level 61.
Shiritri's Protection 10 1 61 Passive Innate Magic Protection at Level 5 This ability raises your base resistance to magic-based spells by two points per rank. You may train this ability twice each level, beginning at level 61.
Shroud of Kaezul 10 1 61 Passive Innate Poison Protection at Level 5 This ability raises your base resistance to poison-based spells by two points per rank. You may train this ability twice each level, beginning at level 61.
Gradelsh's Gift 10 1 61 Passive Innate Disease Protection at Level 5 This ability raises your base resistance to disease-based spells by two points per rank. You may train this ability twice each level, beginning at level 61.
Heroic Power 5 2 61 Passive None This ability raises the maximum that your statistics can be raised to, with items or spells, by 5 points per rank. You may train this ability once each level, beginning at level 61.
Innate Enlightenment 5 3 61 Passive None This ability raises the maximum that you may raise your Intelligence and Wisdom by ten points. You may train in this ability once each level, beginning at level 61. (May only be trained by Priests and Casters.)
Heroic Durability 3 3 61 Passive None This ability adds an additional 1.5% to your maximum HP per rank. You may train in this ability once every other level, beginning at level 61. (May only be trained by Tanks.)
Total: 145

Magician PoP Abilities

Name Cost Level Req. Type Pre-Req's Description
Mind of the Arcane 3/3/3 62/63/64 Passive Spell Casting Expertise at Level 3 Makes it impossible for you to fizzle a spell. First level affects all spells below 55, second affects all spells below 60, and third level you will no longer fizzle any spells.
Lightning Reflexes 3/3/3/3/3 61/62/63/64/65 Passive Combat Agility at Level 3 Further increases your chance of completely avoiding incoming melee damage.
Unerring Precision 3/3/3/3/3 61/62/63/64/65 Passive Combat Ferocity at Level 3 Increases your chance of striking your foe in melee combat.
Hastened Mending 2/2/2 63/64/65 Passive Mend Companion at Level 1 Decreases the amount of time required between uses of Mend Companion by 25 percent per rank.
Hastened Barrier 2/2/2 63/64/65 Passive Barrier Ward at Level 1 Decreases the amount of time required between uses of Barrier Ward by 10 percent per rank.
Elemental Barrier 3/3/3 61/63/65 Active, 0:09:00 None Calls forth a protective barrier around you and your group, giving them considerable protection against fire and cold for a short amount of time. Each rank in this ability increases the strength of the barrier.
Recall Minion 5/3 62/64 Active, 0:00:01 None Allows you to instantly call your minion to your side, making him forget all foes he was fighting. Second rank of the ability will additionally make all foes forget about him as well.
Host of the Elements 5/4/3 63/64/65 Active, 0:22:00 None Calls an assault of elemental minions into existence directed at a target. The minions attack the target without question until they are called back to their plane 30 seconds later. Initial rank of this ability calls five elementals. Additional ranks add two elementals each.
Fury of Magic 3/6/9 61 Passive Spell Casting Fury at Level 3 Ability further increases your chance to score a critical hit with your direct damage and damage over time spells.
Total: 98