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Alternate Advancement

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Once a character reaches level 51, they will be able to put experience that they gain towards Alternate Advancement points (AA). These points can then be used to train various AA skills. All classes have unique AA skills as well as a set of common skills that they share with every other class. In-game, these skills can be viewed via the Alternate Advancement Window (the default keyboard shortcut is V).

Within this window, you can adjust what percentage of your gained experience will go towards normal experience (level advancement) vs AA experience (AAXP). If you turn this percentage to 100%, then you will stop advancing in level completely, but will gain AAXP at the fastest possible rate.

There are bonuses under certain circumstances when it comes to gaining AAXP. Your first 250 AA points will be gained 50% faster than normal. Also, you gain a 10% AAXP bonus at level 63, 20% at level 64, and 30% at level 65. It is widely accepted that the base rate at which you gain AAXP matches the amount of normal experience required to go from level 50 to level 51 (more exp parses are needed).

Per December 8, 2021, patch notes:

  • A player's first 250 AA points will be gained faster than normal (previously 50).
  • Max AA experience limit has been increased to 150% of an AA. (previously 25% of an AA) This limit scales with mob difficulty.
  • The level 63 to 65 bonus AAXP experience is now properly included in a player's experience message.

It is believed that racial experience modifiers do not affect the experience points gained for AAs but rather affect the number of experience points needed for an AA point. For neutral races, this number is believed to be approximately 346,500 (between 346,428 and 346,556).

Human -- 329,900 EXP (more parses needed)
Barbarian, Erudite, Half Elf -- 337,800 EXP (more parses needed)
Dark Elf, Dwarf, Froglok, Gnome, Halfling, High Elf, Ogre, Troll, Vah, Wood Elf -- 346,500 EXP
Iksar -- 355,200 EXP (more parses needed)

Please Refer to: Tome of Knowledge Unlabeled Tome and AA values for more detailed information on AA and Tome mechanics.

Class-Specific Abilities

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


Special AAs

Note: These AAs superseded the Tomes system in August 2020. Some of these AAs still require you to obtain the respective tome in order for the AA to be visible for purchase in-game.
Name Cost to Max Ranks Level Req. Pre-Req's Description
Innate Stats
Elemental Cold Resistance 75 5 65 Blessing of Shojar at Level 10 Increases cold resist by 3 points each per rank.
Elemental Fire Resistance 75 5 65 Warding of Tarhyl at Level 10 Increases fire resist by 3 points each per rank.
Elemental Magic Resistance 75 5 65 Shiritri's Protection at Level 10 Increases magic resist by 3 points each per rank.
Bodily Poison Resistance 75 5 65 Shroud of Kaezul at Level 10 Increases poison resist by 3 points each per rank.
Bodily Disease Resistance 75 5 65 Gradalsh's Gift at Level 10 Increases Disease resist by 3 points each per rank.
Mythic Agility 165 6 65 Heroic Power at Level 5 This ability raises the cap maximum that your Agility can be raised to, with items or spells, by 5 points per rank.
Mythic Stamina 165 6 65 Heroic Power at Level 5 This ability raises the cap maximum that your Stamina can be raised to, with items or spells, by 5 points per rank.
Mythic Dexterity 165 6 65 Heroic Power at Level 5 This ability raises the cap maximum that your Dexterity can be raised to, with items or spells, by 5 points per rank.
Mythic Charisma 165 6 65 Heroic Power at Level 5 This ability raises the cap maximum that your Charisma can be raised to, with items or spells, by 5 points per rank.
Mythic Strength 165 6 65 Heroic Power at Level 5 This ability raises the cap maximum that your Strength can be raised to, with items or spells, by 5 points per rank.
Emberflow Tome AAs
Advanced Foe Management 40 1 65 Obtain the tome Increases root, mesmerize, and charm durations by 10%.
Secrets of the Wee Folk 40 1 65 Obtain the tome Gain an innate death save chance 10% (dodges the incoming blow, does not heal).
Manual of Triggered Casting 40 1 65 Obtain the tome Increases item proc rates by 10%.
Understanding and Working With Runes 40 1 65 Obtain the tome Increase rune effects on your character by 15%.
Compendium of Aggressive Stances 40 1 65 Obtain the tome Increase aggro generation from all sources by 5%.
Compendium of Passive Stances 40 1 65 Obtain the tome Decrease aggro generation from all sources by 5%.
Dodging the Tears of Tarhyl 40 1 65 Obtain the tome Decrease incoming Spell damage by 5%.
Treatise on Armor Optimization 40 1 65 Obtain the tome Increase worn Damage Reduction stat by 40%.
Tales of Rapid Recovery 40 1 65 Obtain the tome Decreases exhaustion and Warrior ability cooldowns (20% and 5% respectively) and lowers Monk stamina usage.
Treatise on Armor Optimization 40 1 65 Obtain the tome Increase worn Damage Reduction stat by 40%.
Pet AAs
Companion Bound Magic 40 1 65 Obtain the tome Adds 25% of the player`s pre-buff Magic resist to their pet.
Companion Bound Fire 40 1 65 Obtain the tome Adds 25% of the player`s pre-buff Fire resist to their pet.
Companion Bound Cold 40 1 65 Obtain the tome Adds 25% of the player`s pre-buff Cold resist to their pet.
Companion Bound Disease 40 1 65 Obtain the tome Adds 25% of the player`s pre-buff Disease resist to their pet.
Companion Bound Poison 40 1 65 Obtain the tome Adds 25% of the player`s pre-buff Poison resist to their pet.
Companion Armor 40 1 65 Obtain the tome Adds 25% of the players AC to pet.
Companion Critical Strike 40 1 65 Obtain the tome Adds 1% critical strike to pet.
Main Quest - Ikisith AAs
Melee Discipline ? 1 65 Obtain the tome Grants Rogues a Resting Style (/s 12), giving accelerated stamina regeneration, but decreasing attack and defensive skills. Grants Warriors and Monks a 20% increase to out of combat stamina regeneration.
Aspect of the Predator ? 2 65 Obtain the tome Raises the cap of worn attack from items by 15 per rank.
Special - Bard
Blademaster`s Rhythm 320 4 65 No previous ability requirements Grants a 10%, plus 2.5% per rank, chance to flurry with your primary hand when Song of the Blademaster is part of your active melody. Each flurry has chance to trigger up to 6 times.
Crescendo 320 4 65 No previous ability requirements Increase Bard song damage to targets with low health.
Quiet Reflection 320 4 65 No previous ability requirements Allows a Bard to use the meditate skill.
Special - Beastlord
Frenzied Companion 320 4 65 No previous ability requirements Creates a mystical bond between you and your pet. As you expend Mana in the heat of combat, your pet will become enraged, enabling it to perform flurries, scoring two extra attacks. This chance increases as you expend greater amounts of Mana and decays over time. Upon completion of this skill line, the flurry chance will cap at 15% at any given time.
Empathic Warder 320 4 65 No previous ability requirements Strengthens the connection between you and your pet, increasing your pet`s ability to land critical hits as you take damage, and sharing a portion of any direct healing your pet receives with you.
Special - Cleric
Tools of the Divine 320 4 65 No previous ability requirements Causes a portion of any overhealing from your single target heals to spread to your group.
Manual of Condemnation 320 4 65 No previous ability requirements Enhances the cleric`s strengths in shield combat. For each rank, the Cleric gains a small chance to be granted extra damage following each Bash. In addition to this, gain the same chance to bash open any treasure chest.
Special - Druid
Euphorbium Mastery 320 4 65 No previous ability requirements Enhances the Damage Shields of you and your group by 10% per rank.
Advanced Apiculture 320 4 65 No previous ability requirements Enhances your beekeeping skills. Upon completion, your Crawling Swarms and Doomswarms have a 3% chance per rank of summoning an addition Queen Bee.
Special - Enchanter
Overpowering Calm 320 4 65 No previous ability requirements Improves your mesmerization spells, making them harder for enemies to break and resist.
Cascading Bond 320 4 65 No previous ability requirements Increases your melee damage and accuracy while Somatic Bond is active.
Special - Magician
Elemental Embodiment 320 4 65 No previous ability requirements Gives you access to the Elemental Embodiment style. While in this style the mage absorbs a percentage of spell damage of that element and converts it to mana.
Empowered Storm 320 4 65 No previous ability requirements This tome increases your ability to critically hit with area of effect and rain spells.
Word of Power 320 4 65 No previous ability requirements Gives the pet the ability to Flurry / Rampage / Whirlwind / Devastating Blow for a short time using pet stances with /style commands.
Special - Monk
Force of Body 320 4 65 No previous ability requirements Increases the strength of your Empowered moves either by adding damage or lowering Discipline costs. Also bestows a 1.25% chance to Flurry per rank.
Elemental Fists 320 4 65 No previous ability requirements Infuses the Monk`s fists with the powers of elemental fire and ice bestowing a small chance to deal additional fire and ice damage with each swing! Further ranks increase this damage.
Special - Necromancer
Insidious Elements 320 4 65 No previous ability requirements Variety is the spice of unlife. Train in this skill and your power will grow with the variety of your afflictions: the greater the variety of elemental afflictions you cause your target to suffer from, the weaker their ability to resist becomes, allowing each and every one of your damage over time effects to pierce their resistances to an increasing degree.
Leeching Servant 320 4 65 No previous ability requirements Grants your servant the ability to mimic your lifetaps, increasing in power per rank.
Strands of Life 320 4 65 No previous ability requirements This tome gives you access to the Sap Death style. Mobs killed in this style give mana and health back your group.
Special - Paladin
Holy Constitution 320 4 65 No previous ability requirements Improves direct heals done to you by 2% per rank.
Tears of the Crusader 320 4 65 No previous ability requirements Gives you melee attacks an innate group heal proc.
Divine Radiance 320 4 65 No previous ability requirements Focuses the Paladin`s fighting spirit when in combat with the undead. Upon completion, the Paladin will refuse to die to a blow from an Undead enemy once every 12 hours! Futhermore, the Paladin has an increased chance to Flurry against Undead foes.
Special - Ranger
Crippling Shot 320 4 65 No previous ability requirements Causes your pinning shots to increase in damage by 25% per rank. Pinning shots to the flank increase the stun duration by 25% per rank and damage by an additional 2% per rank.
Splitting Arrow 320 4 65 No previous ability requirements Gives your arrows a 2% chance per rank of splitting and striking your target an additional time. This effect can occur multiple times from a single shot.
Special - Rogue
Insidious Stab 320 4 65 No previous ability requirements Allows your Backstabs to strike with greater precision, giving you a chance to perform Insidious Stabs when you score critical Backstabs, dealing four times base damage instead of double.
Periphery Dodging 320 4 65 No previous ability requirements Grants you the ability to dodge special melee attacks.
Sinister Revenge 320 4 65 No previous ability requirements This passive skill will shroud the rogue in shadow on death, momentarily preventing it for 15 seconds as well as increasing their damage by 50%.
Ambuscade Expertise 320 4 65 No previous ability requirements Increases the damage done by your traps.
Special - Shadowknight
Focused Hate 320 4 65 No previous ability requirements Adds a mana drain and stun to your Leech and Improved Harm Touches as well as increasing their damage.
Servant Training 320 4 65 No previous ability requirements Grants you the ability to sacrifice your pet for various effects. Teaches your Agent of Kaezul to explode violently at rank 1; dazzle all nearby creatures at rank 2; drain the lifeforce of a single creature to heal your group at rank 3; and infect a creature with a hideous affliction at rank 4.
Special - Shaman
Tastes Like Chicken 320 4 65 No previous ability requirements Increases the mana gained from Cannibalize-type spells by 10 percent per rank
Blood Feast 320 4 65 No previous ability requirements Makes a Shaman more deadly in bear-form! Enemies torn by Maul have a chance to bleed, doing extra damage and healing the Shaman! With each completed rank, Maul carries a greater chance of triggering bleeding in the enemy, and the strength of the accompanying heal increases as well.
Blood Ritual 320 4 65 No previous ability requirements Unlocks the secrets of the Blood Ritual. In Blood Ritual stance, all Damage Over Time spells cast by the Shaman have their per-tick effect amplified by 15-23-32-40 percent and the Shaman`s Direct Healing Spells are amplified by 10-15-25-33 percent. Each amplified spell costs 20% of the Shaman`s maximum health.
Special - Warrior
Berserk 320 4 65 No previous ability requirements Teaches you to focus the pain of your wounds into a powerful rage, increasing your Critical Hit rate as your HP falls.
Crippler 320 4 65 No previous ability requirements Increases the accuracy and level cap of Crippling Strike.
Reckless Fury 320 4 65 No previous ability requirements Unlocks Reckless Fury Stance. Reckless strike 17/20/25/34% of max hp, 14/13/12/12s reuse. Adds Juggernaut's Mark to driving strike with rank 1, Juggernaut's Kick to massive kick with rank 2, a small reduction in reuse time for Driving Strike and Whirlwind as well as increased flurry chance with rank 3, and changes AA: Warcry to Juggernaut's Warcry with rank 4.
Special - Wizard
Forbidden Harvest 320 4 65 No previous ability requirements Gives you mana when a mob dies via a nuke.
Elementary Evocation 320 4 65 No previous ability requirements Increases damage on non-critical spells by 2% per rank.
Ley Line Mastery 320 4 65 No previous ability requirements Amplifies your connection to the wild sources of magic lacing the terrain of Dalaya. The result is that your Harvest spells have a 20% chance per rank to return extra mana.
Spell Damage
Disease Mastery 200 4 65 No previous ability requirements Increases the damage of your disease spells by 2% per rank.
Poison Mastery 200 4 65 No previous ability requirements Increases the damage of your Poison spells by 2% per rank.
Fire Mastery 200 4 65 No previous ability requirements Increases the damage of your Fire spells by 2% per rank.
Cold Mastery 200 4 65 No previous ability requirements Increases the damage of your Cold spells by 2% per rank.
Magic Mastery 200 4 65 No previous ability requirements Increases the damage of your Magic spells by 2% per rank.
Lifetap Mastery 200 4 65 No previous ability requirements Increases the damage of your Lifetap spells by 2% per rank.
Other
Unyielding Durability ? 4 65 No previous ability requirements Increases max hit points by 0.5% per rank.
Bodily Avoidance ? 4 65 No previous ability requirements Increases physical avoidance by 1% per rank.
Bodily Resilience ? 4 65 No previous ability requirements Increases physical mitigation by 1% per rank.
Swift Footed 140 4 65 No previous ability requirements Increases your base movement speed slightly.
Focused Strikes ? 4 65 No previous ability requirements Increases your chance to land a melee critical hit by 1 percent per rank.
Racing Thoughts ? 4 65 No previous ability requirements Raises your worn Flowing Thought cap by 1 per rank.
Exceptional Healing ? 4 65 No previous ability requirements Increases your chance to score an exceptional heal spell by 1 percent per rank.
Critical Evocation ? 4 65 No previous ability requirements Increases your chance to score a critical damage or damage over time spell by 1 percent per rank.

Archetype Abilities

Hybrid Class Archetypes

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

Pure Caster Class Archetypes

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

Priest Class Archetypes

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 by 2, 5, and 10 percent.
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 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 and damage over time 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 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.
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: 144

Melee Class Archetypes

Name Max AA Trains Cost Level Req. Type Pre-Req's Description
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.
Fear Resistance 3 2/4/6 55 Passive 6 General Abilities This ability grants you a resistance 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 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.
Total: 84