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Alternate Advancement: Bard

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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


Bard Specific Hybrid Class Archetypes

Name Max AA Trains Cost Level Req. Type Pre-Req's Description
Spell Casting Subtlety 3 2/4/6 55 Passive 6 General Abilities This ability decreases agro generated by casting spells. 5/10/20 % less aggro per cast.
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.
Total: 24


Bard Class Abilities

Name Cost Level Req. Type Pre-Req's Description
Ambidexterity 9 59 Passive 12 points in Archetype Abilities This ability enchances your dual wield skill to the point it will never fail.
Song Mastery 3/6/9 59 Passive 12 points in Archetype Abilities This ability improves your performance with songs by passively increasing your instrument modifiers.
Item Adept 3/6/9 59 Passive 12 points in Archetype Abilities This ability allows you to use weapons with combat effects more efficently, increasing the chance of the being triggered by 10, 20, and 35 percent.
Instrument Mastery 3/6/9 59 Passive 12 points in Archetype Abilities This ability improves your acuity with instruments, lowering the chance that foes will resist detrimental songs associated with your equipped instrument.
Body and Mind Rejuvenation 5 59 Passive 12 points in Archetype Abilities This ability will give you one additional point 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 Durabilty, Avoidence Boost, and Mitigation Boost.
Tumbler's Grace 3/6/9 59 Passive 12 points in Archetype Abilities This skill grants you an innate chance to dodge any offensive spell targeting you. The initial chance of this occuring is 2%. Further ranks in this skill increases the chance to 5% and 10% respectively. This effect stacks with any other abilities providing a chance to dodge offensive spells.
Acrobatics 3/6/9 59 Passive 12 points in Archetype Abilities This ability will reduce the damage that you take from falling and increase your chance of dodging blows via the dodge skill by 5, 15, and 30 percent.
Finger Tricks 3 59 Passive 12 points in Archetype Abilities This skill will give you chance to continue playing your non-melody songs when you are stunned. Additionally, increased dexterity in scribbling gives Bards shorter memorization times.
Extended Notes 3/6/9 59 Passive 12 points in Archetype Abilities This ability will increase your song ranges by 10, 15, and 25 percent.
Total: 130


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

Bard PoP Abilities

Name Cost Level Req. Type Pre-Req's Description
Coup de Grace 2/2/2 62/63/64 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.
Fury of the Ages 3/3/3 62/63/64 Passive Combat Fury at Level 3 This ability further increses your chance to score a critical blow against your opponent.
Mind of the Arcane 3/3/3 62/63/64 Passive 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.
Lightning Reflexes 3/3/3/3/3 61/62/63/64/65 Passive Combat Agility at Level 3 This ability 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 This ability further increases your chance of striking your foe in melee combat.
Harmonious Attack 2/2/2/2/2 61/62/63/64/65 Passive None This ability grants you a chance of performing a double attack in any given combat round.
Glamour of Shiritri 2/2/2 63/64/65 Passive None Encases you in a glamorous aura that makes other creatures view you in a better light. Increases the effect faction level and reaction of all creatures to you by one. At the first step, faction levels at indifferent or above will be increased. At second step, minimum faction that will be affected is dubious. At the third step, any faction level will be affected.
Jayla's Insight 6 63 Active Combat Fury at Level 1 This ability allows you to utilize your vast knowledge of Bardic Lore to consider your foe, and discover their strength and weakness. When used on an NPC, it will tell you a little of their estimated level, class, hit points, resistances and damage dealing abilities. (/alt activate 199)
Sonic Blades 2/4 62/64 Passive None This ability imbues your main hand with a permanent damage dealing combat ability. Each rank increases the damage of the ability.
Speed of the Wind 6 63 Active None This ability imbues the Bard's group with a short-duration spell that increases their move speed by exceptional amounts. Unlike nomal move speed altering effects, Speed of the Wind works indoors. Speed of the Wind cost 500 of mana to activate. (/alt activate 212)
Sionachie's Crescendo 2/2/2 63/64/65 Passive Extended Notes at Level 3 This ablility provides an even greater extension to the range of group songs.
Total: 94