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Alternate Advancement: Ranger

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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


Hybrid Class Archetypes

This chart is transcluded from Alternate Advancement.
Name Max AA Trains Cost Level Req. Type Pre-Req's Description
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. 5/10/15 % increase to your channeling skill.
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.)
Natural Healing 3 2/4/6 55 Passive 6 General Abilities This ability raises your natural regeneration by one point per ability level.
Combat Fury 3 2/4/6 55 Passive 6 General Abilities This ability increases your chance to land a critical hit. 2/4/6 additional % to your crit chance.
Fear Resistance 3 2/4/6 55 Passive 6 General Abilities This ability grants you a resitance bonus to fear type spells of 10, 20, and 30 percent.
Finishing Blow 3 2/4/6 55 Passive 6 General Abilities This ability gives you a chance to finish off an NPC that is below 10 percent health and facing away from you. At the first step you can finish off NPCs of level 49 or below. Successive steps increase the level limit to 51 and 53 respectively.
Combat Ferocity 3 2/4/6 55 Passive 6 General Abilities This ability increases your melee precision. 1/2.5/5 additional % to hit.
Combat Agility 3 2/4/6 55 Passive 6 General Abilities This ability increases your melee damage avoidance. 1/2.5/5 additional % to your dodge chance.
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


Ranger, Beastlord, and Paladin Specific Archetype Abilites

Name Max AA Trains Cost Level Req. Type Pre-Req's Description
Healing Adept 3 2/4/6 55 Passive 6 General Abilities This ability increases the maximum effectiveness of your healing spells. 3/6/10 additional % to your crit chance.
Healing Gift 3 2/4/6 55 Passive 6 General Abilities This ability grants you a chance to score an exceptional heal at 3, 6, and 10 percent. An exceptional heal doubles the healing value of the spell.
Spell Casting Reinforcement 3 2/4/6 55 Passive 6 General Abilities This ability increases the duration of beneficial spells that you cast by 5, 15, and 30 percent.
Total: 36


Ranger Class Abilities

Name Cost Level Req. Type Pre-Req's Description
Soulbond 9 59 Active, 1:12:00 12 points in Archetype Abilities This ability makes the next beneficial duration spell you cast Soulbonded. A Soulbonded spell cannot be dispelled, and will remain even if the target dies. It will wear off normally when its duration runs out. You can have no more than 5 soulbonded buffs and debuffs on you at any one time.
Innate Camouflage 5 59 Active, 0:00:07 12 points in Archetype Abilities This ability allows you to become invisible, nearly at will, without the need to memorize a spell.
Ambidexterity 9 59 Passive 12 points in Archetype Abilities This ability enchances your dual wield skill to the point it will never fail.
Archery Mastery 3/6/9 59 Passive 12 points in Archetype Abilities This ability increases your archery damage 15, 25, and 50 percent.
Returning Shot 9 59 Passive 12 points in Archetype Abilities This ability will make all arrows you fire have a 85% chance of returning to your quiver, thus not being consumed when used.
Melee Mastery 3/6/9 59 Passive 12 points in Archetype Abilities This ability gives you an increased chance to perform a double attack with your primary hand, and at the third rank, your double attacks with the primary hand will no longer fail. This additional attack stacks with double attack.
Body and Mind Rejuvenation 5 59 Passive Improved Natural Healing and Mental Clarity at Level 3 This ability will give you two additional points of mana and hit point regeneration.
Physical Enhancement 5 59 Passive 12 points in Archetype Abilities This ability will give you additional improvements in your Natural Durability, Avoidance Boost, and Mitigation Boost.
Total: 78


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

Ranger PoP Abilities

Name Cost Level Req. Type Pre-Req's Description
Advanced Healing Adept 2/4/6 62 Passive Healing Adept at Level 3 This ability increases the maximum effectiveness of your healing and healing over time spells by three percent per rank. You may train in this ability once each level, upon reaching levels 62, 63, and 64.
Advanced Healing Gift 2/3/4 62 Passive Healing Gift at Level 3 This ability increases your chance to score an exceptional heal by two percent per rank. An exceptional heal doubles the healing value of the spell. You may train in this ability once per level, upon reaching the levels 62, 63, and 64.
Coup de Grace 2/2/2 62 Passive Finishing Blow at Level 3 This ability increases the cap of the monsters which you can finish off with a Finishing Blow to level 55, level 57 and level 59 respectively. You may train in this ability once each level, upon reaching levels 62, 63, and 64.
Fury of the Ages 3/3/3 62 Passive Combat Fury at Level 3 This ability further increases your chance to score a critical blow against your opponent. You may train in this ability once each level, upon reaching levels 62, 63, and 64.
Lightning Reflexes 3/3/3/3/3 61 Passive Combat Agility at Level 3 This ability further increases your chance of completely avoiding incoming melee damage. You may train in this ability once each level after reaching level 61.
Unerring Precision 3/3/3/3/3 61 Passive Combat Ferocity at Level 3 This ability further increases your chance of striking your foe in melee combat. You may train in this ability once each level after reaching level 61.
Weapon Shield 3/3/3 62 Passive Melee Mastery at Level 3 This ability increases your basic ability to parry, block and riposte blows. It does not add to block gained from shields. Each rank in this ability further improves the chance of either skill taking effect. You may train in this ability once each level, upon reaching levels 62, 63, and 64.
Guardian of the Forest 3/3/3 61 Active, 0:15:00 None This ability transforms you into an exceptionally bloodthirsty wolf that attacks with lightning speed, for a brief time. You may train the three ranks of this ability at or after levels 61, 63, and 65.
Deadeye 3/3/3 61 Passive None This ability grants you an increased performance with ranged attacks from throwing and archery, increasing your chance to both hit the foe and score critical hits on them. You gain the ability to train an additional rank at levels 61, 63, and 65.
Crippling Strike 2/4/6 61 Passive None This ability grants you the chance to score a crippling strike whenever you strike a critical hit in melee combat. A crippling strike deals additional damage to the foe and interrupts any spells they are casting. The initial rank of this ability functions on foes up to level 57. Further ranks increases it to level 59 and level 61 respectively. You gain the ability to train an additional rank at levels 61, 63, and 65.
Pinning Shot 4 62 Passive Archery Mastery at Level 3 This ability provides you the chance of firing a pinning shot with your bow. A pinning shot will stun your opponent for a short amount of time.
Foresight 4 64 Active, 0:00:05 None This ability allows the Ranger to pick out a single foe, studying their movements, learning their bodytype and avoiding their attacks. This ability increases the Ranger's chance to dodge attacks from the selected foe. Foresight will only work on a single creature at a time, so using it again while it is still active will select a different target for the ability.
Total: 113