Notice something wrong, missing, or inadequate? Feel free to edit pages yourself and make use of discussion pages.
Wiki content is created, maintained, and administrated by players. Learn how you can help!

Enchanter/Alternate Advancement

From SoDWiki
Jump to navigationJump to search

Enchanters can spend a grand total of 539 AA points between General, Archetype, and Class abilities.

General

Purchasing all Enchanter General AAs requires 238 alternate advancement points.

Name Cost (total) Type Requirements Description
Advanced Innate Agility 1 (10) Passive Level: 61, 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 Charisma 1 (10) Passive Level: 61, 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.
Advanced Innate Dexterity 1 (10) Passive Level: 61, 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 1 (10) Passive Level: 61, 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 Stamina 1 (10) Passive Level: 61, 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 Strength 1 (10) Passive Level: 61, 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 Wisdom 1 (10) Passive Level: 61, 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.
Blessing of Shojar 1 (10) Passive Level: 61, 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.
First Aid 1 (3) Passive Level: 51 This ability increases the amount you heal with bandages by 5, 15 and 25 percent.
Gradalsh's Gift 1 (10) Passive Level: 61, 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 2 (10) Passive Level: 61 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 3 (18) Passive Level: 51 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 Agility 1 (5) Passive Level: 51 This ability raises your base Agility by 2 points for each ability level.
Innate Charisma 1 (5) Passive Level: 51 This ability raises your base Charisma by 2 points for each ability level.
Innate Cold Protection 1 (5) Passive Level: 51 This ability raises your base Save Vs Cold by 2 points for each ability level.
Innate Dexterity 1 (5) Passive Level: 51 This ability raises your base Dexterity by 2 points for each ability level.
Innate Disease Protection 1 (5) Passive Level: 51 This ability raises your base Save Vs Disease by 2 points for each ability level.
Innate Enlightenment 3 (15) Passive Level: 61 This ability raises the maximum you may raise your Intelligence and Wisdom by ten points. You may train this ability once each level, beginning at level 61.
Innate Fire Protection 1 (5) Passive Level: 51 This ability raises your base Save Vs Fire by 2 points for each ability level.
Innate Intelligence 1 (5) Passive Level: 51 This ability raises your base Intelligence by 2 points for each ability level.
Innate Lung Capacity 1 (3) Passive Level: 51 This ability decreases your food consumption by 10, 25 and 50 percent.
Innate Magic Protection 1 (5) Passive Level: 51 This ability raises your base Save Vs Magic by 2 points for each ability level.
Innate Metabolism 1 (3) Passive Level: 51 This ability decreases your food consumption by 10, 25 and 50 percent.
Innate Poison Protection 1 (5) Passive Level: 51 This ability raises your base Save Vs Poison by 2 points for each ability level.
Innate Regeneration 1 (3) Passive Level: 51 This ability raises your regeneration ability by 1 point per ability level.
Innate Run Speed 1 (3) Passive Level: 51 This ability will slightly modify your base run speed. This modification does NOT stack with movement rate spell effects.
Innate Stamina 1 (5) Passive Level: 51 This ability raises your base Stamina by 2 points for each ability level.
Innate Strength 1 (5) Passive Level: 51 This ability raises your base Strength by 2 points for each ability level.
Innate Wisdom 1 (5) Passive Level: 51 This ability raises your base Wisdom by 2 points for each ability level.
Shiriti's Protection 1 (10) Passive Level: 61, 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 1 (10) Passive Level: 61, 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.
Warding of Tarhyl 1 (10) Passive Level: 61, 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.

Archetype

To purchase Archetype AAs, you must first spend 6 AA points in General AAs. Purchasing all Enchanter Archetype AAs requires 188 alternate advancement points.

Name Cost Type Requirements Description
Channelling Focus 2/4/6 Passive Level: 55 This ability reduces the chance of your spell casts being interrupted. The ability levels reduce your interrupts by 5, 10, and 15 percent.
Combat Agility 2/4/6 Passive Level: 55 This ability increases your melee damage avoidance by 2, 5, and 10 percent.
Combat Ferocity 2/4/6 Passive Level: 55 This ability increases your melee precision by 2, 5, and 10 percent.
Fury of Magic 3/3/3 Passive Level: 61, Spell Casting Fury at Level 3 This ability further increases your chance to score a critical hit with your direct damage spells.
Lightning Reflexes 3/3/3/3/3 Passive Level: 61, 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.
Mental Clarity 2/4/6 Passive Level: 55 This ability increases your natural mana regeneration by 1 point per ability level.
Mind of the Arcane 3/3/3 Passive Level: 62, Spell Casting Expertise at Level 3 This ability makes it impossible for you to fizzle a spell. the first level affects all spells below level 55. The second, on all spells below level 60. At the third rank, you will no longer fizzle any spells. You may train this ability once each level, upon reaching levels 62, 63, and 64.
Natural Durability 2/4/6 Passive Level: 55 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.)
Spell Casting Deftness 2/4/6 Passive Level: 55 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.
Spell Casting Expertise 2/4/6 Passive Level: 55 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 Fury 2/4/6 Passive Level: 55 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.
Spell Casting Mastery 2/4/6 Passive Level: 55 This ability increases the effect of your Focus/Mind specialization skill.
Spell Casting Reinforcement 2/4/6 Passive Level: 55 This ability increases the duration of beneficial spells that you cast by 5, 15, and 30 percent.
Spell Casting Reinforcement Mastery 8 Passive Level: 59, Spell Casting Reinforcement at Level 3 This ability increases the duration of beneficial spells that you cast by 5, 15, and 30 percent.
Spell Casting Subtlety 2/4/6 Passive Level: 55 After training in this ability, NPCs will notice your magical activities 5, 10, and 20 percent less. For Shadow Knights, this will instead increase your ability to manipulate your foes' aggressions with your magic by 2, 5, and 10 percent.
Unerring Precision 3/3/3/3/3 Passive Level: 61, 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.

Class

To purchase Class AAs, you must first spend 12 AA points in Archetype AAs. Purchasing all Enchanter Class AAs requires 104 alternate advancement points.

Name Cost Type Requirements Description
Enhanced Control 9 Activated Level: 59 This ability allows you to weaken the will of a target currently under the effect of charm type spells effectively extending the charm. 1:12:00 base cooldown.
Gather Mana 5 Activated Level: 59, Mental Clarity at Level 3 This ability allows you to recover all of your mana.
Guardian Animation 4/3/2 Passive Level: 61 This ability grants your animation a chance of protecting you with the shield it wields. As long as your animation is present and close to you, it will attempt to block blows directed at you. At the first rank, it will block 15% of the attacks. Further ranks increase the chance by 5% each. You gain the ability to train an additional rank at levels 61, 63, and 65.
Guarding Rune 3/3/3 Activated Level: 61 This ability provides Enchanters with the ability to call up a rune at will, without the usual cost of mana and components. Each rank of this ability provides a stronger rune than the previous. You may train the ranks of this ability at or after levels 61, 63, and 65.
Hastened Gathering 2/2/2 Passive Level: 63, Gather Mana at Level 1 This ability decreases the amount of time required between uses of Gather Mana by ten percent per rank.
Permanent Illusion 3 Passive Level: 59 This ability allows you to cast illusions that do not wear off by zoning or time.
Quick Buff 3/6/9 Passive Level: 59 This ability reduces the casting time of many beneficial spells that have a duration by 10, 25, and 50 percent.
Recall Minion 5/3 Activated Level: 62 This ability allows you to instantly call your minion to your side, making him forget all foes he was fighting. The second rank of the ability will additionally make all foes forget about him as well. You may train the first rank upon reaching level 62 and the second rank upon reaching level 64. 0:00:01 cooldown.
Shapeshift 4 Activated Level: 61, Permanent Illusion at Level 1 This ability allows you to change appearance at a whim. Grants you the ability to instantly change your race and gender to correspond to that of your target's.
Shared Mind 2/4/6 Passive Level: 61 The first two ranks of this ability make your group gain some of the benefit from the following AAs, if you have purchased them: Combat Ferocity, Combat Agility, Unerring Precision, Lightning Reflexes, Spell Casting Fury and Fury of Magic. The third rank of the ability confers the benefits of all purchased resists AA's to his or her entire raid. There is no stacking effect with multiple enchanters in the same group or raid - whoever has the highest rank in Shared Mind overrides the other.
Soulbond 9 Activated Level: 59 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. 1:12:00 cooldown.
Subtle Mesmerization 2/4/6 Passive Level: 59 This ability decreases aggression gained by your Mesmerization spells by 10, 25 and 40 percent.