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Wizard/Alternate Advancement

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Wizards can spend a grand total of 523 AA points between General, Archetype, and Class abilities.

General

Purchasing all Wizard 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 Wizard Archetype AAs requires 168 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.
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 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 Wizard Class AAs requires 117 alternate advancement points.

Name Cost Type Requirements Description
Arcane Grip 5 Activated Level: 59 This ability will grant you the ability to cast an extremely low resistance Root-type spell. 1:12:00 base cooldown.
Call of Xuxl 3/2/1 Activated Level: 61 This ability calls a number of swords into existence directed at a target. The swords attack the target until the dissipate 45 seconds later. The initial rank of this ability calls two swords. Additional ranks add one sword each. You may train the ranks of this ability at or after levels 61, 63, and 65. 0:15:00 cooldown.
Deflect 2 Passive Level: 59 This ability calls forth a massive shockwave of energy, flinging your enemies in all directions. Allows the wizard to cast an unrsistable mana-less spell that throws back all creatures in his vicinity, also reducing their aggro towards him. 0:08:00 cooldown.
Exodus 6 Activated Level: 59 This ability gives you the ability to cast an extremely fast-casting, no mana cost evacuation or succor spell.
Fury of the Arcane 2/4/6 Passive Level: 61, Ultimate Blast at Level 1 This ability increases both your chances of performing a critical blast when casting a spell, and performing an ultimate blast when landing a critical blast. Additionally, at the third rank of this skill, you will be able to perform Primal Blasts - a rare and highly improved Ultimate Blast.
Fury of the Ashes 6 Passive Level: 64, Life Fire at Level 1 This ability improves your Life Fire ability, increasing its damage and making it unresistable.
Hastened Exodus 2/2/2 Passive Level: 63, Exodus at Level 1 This ability decreases the amount of time required between uses of Exodus by ten percent per rank. You may train in this ability once each level, upon reaching level 63.
Hastened Grip 2/2/2 Passive Level: 63, Mend Companion at Level 1 This ability further decreases the amount of time required between uses of Arcane Grip by ten percent per rank. You may train in this ability once each level after reaching level 63.
Life Fire 9 Activated Level: 59 This ability will detonate you in a huge gout of flame, killing you and casting a high-damage Area of Effect spell centered on the spot of your death. 0:07:00
Mana Burn 5 Activated Level: 59, Mental Clarity at Level 3 This ability allows you to do non-resistable damage in an amount equal to three times your current mana. 1:12:00 cooldown.
Quick Damage 3/6/9 Passive Level: 61, Spell Casting Fury at Level 3 This ability reduces the casting time on your damage spells that have a casting time greater than three seconds by 2, 5 and 10 percent.
Quick Evacuation 3/6/9 Passive Level: 59 This ability reduces the casting time on your evacuation and succor spells by 10,25, and 50 percent.
Quick Gate 6 Activated Level: 59 This ability gives you an instant-cast self gate spell to your bindpoint. 1:12:00 cooldown.
Ultimate Blast 3/6/9 Passive Level: 59, Spell Casting Fury at Level 3 This ability gives you a small chance to deliver an Ultimate Blast whenever you deliver a critical blast. An Ultimate Blast does four times the normal spell damage. The chance increases with each step of this ability purchased.
Bug Bug!
2.5 bug: Life Fire (has an extra rank) and Fury of the Ashes (is activated instead of passive)