Difference between revisions of "Alternate Advancement"

From The Al`Kabor Project Wiki
Jump to navigation Jump to search
Line 5: Line 5:




*== A word of warning on AA's == - TAKP is a snapshot in time.  Some AA's may not act the way you expect or do anything at all for your class, so tread carefully.  More details here:  '''[[AA's that will remain broken/useless or act differently than you expect]]'''.  Those specific AA's are marked in red below.
== A word of warning on AA's == - TAKP is a snapshot in time.  Some AA's may not act the way you expect or do anything at all for your class, so tread carefully.  More details here:  '''[[AA's that will remain broken/useless or act differently than you expect]]'''.  Those specific AA's are marked in red below.


= General AA's =
= General AA's =

Revision as of 19:26, 18 October 2020

About Alternate Advancement

The alternative advancement system is a non-level-based advancement options for those level 51 and above. It was originally one of the features of EverQuest: Shadows of Luclin.
There are a very large number of alternate advancement abilities, which you can buy with AA points. In order to attain these points, you can toggle your experience into the alternative advancement pool. (This can be done by hitting the default of V, or by going into the inventory window and using the 'Alt. Adv' button.) When you do this, your experience will be allocated to this pool in lieu of your "leveling" experience bar. Switching between the two pools will not cause you to lose experience and experience loss due to death suffered by the character will always be taken from the "Leveling" experience pool, and will never impact your alternative advancement pool.
The AA window is reached through the inventory window. Every class has their AA's separated in to three tabs, the general tab that all classes share, the archetype tab which each archetype (fighter, caster, priest, hybrid) shares, and the class AA tab, which is specific to each class and described on their respective pages.


== A word of warning on AA's == - TAKP is a snapshot in time. Some AA's may not act the way you expect or do anything at all for your class, so tread carefully. More details here: AA's that will remain broken/useless or act differently than you expect. Those specific AA's are marked in red below.

General AA's

General AA's
Name Classes Ranks Cost Description /Alt Activation Code
First Aid All 3 1 Each This ability increases the maximum that you can bind wound by 10 percent for each ability level. N/A
Innate Agility ALL 5 1 Each This ability raises your base Agility by 2 points for each ability level. N/A
Innate Charisma ALL 5 1 Each This ability raises your base Charisma by 2 points for each ability level. N/A
Innate Cold Protection ALL 5 1 Each This ability raises your base Save Vs Cold by 2 points for each ability level. N/A
Innate Dexterity ALL 5 1 Each This ability raises your base Dexterity by 2 points for each ability level. N/A
Innate Disease Protection ALL 5 1 Each This ability raises your base Save Vs Disease by 2 points for each ability level. N/A
Innate Fire Protection ALL 5 1 Each This ability raises your base Save Vs Fire by 2 points for each ability level. N/A
Innate Intelligence ALL 5 1 Each This ability raises your base Intelligence by 2 points for each ability level. N/A
Innate Lung Capacity ALL 5 1 Each This ability increases the amount of air you have by 10, 25, and 50 percent. N/A
Innate Magic Protection ALL 5 1 Each This ability raises your base Save Vs Magic by 2 points for each ability level. N/A
Innate Metabolism ALL 5 1 Each This ability decreases your food consumption by 10, 25 and 50 percent. N/A
Innate Poison Protection ALL 5 1 Each This ability raises your base Save Vs Poison by 2 points for each ability level. N/A
Innate Regeneration ALL 5 1 Each This ability raises your regeneration ability by 1 point per ability level. N/A
Innate Run Speed ALL 5 1 Each This ability will slightly modify your base run speed. This modification does NOT stack with movement rate spell effects. N/A
Innate Stamina ALL 5 1 Each This ability raises your base Stamina by 2 points for each ability level. N/A
Innate Strength ALL 5 1 Each This ability raises your base Strength by 2 points for each ability level. N/A
Innate Wisdom ALL 5 1 Each This ability raises your base Wisdom by 2 points for each ability level. N/A
New Tanaan Crafting Mastery ALL 5 1 Each Training with the sages and merchants of New Tanaan gives adventurers the chance to hone their crafting skills. For each rank of this ability that you purchase, you are able to raise an additional trade skill past its Specialization level (200). (This ability applies to Baking, Blacksmithing, Brewing, Fletching, Jewelcraft, Pottery, and Tailoring.) N/A

Archetype AA's

Archetype AA's
Name Classes Ranks Cost Description /Alt Activation Code
Channeling Focus [1] Mana Classes 3 2/4/6 This ability reduces the chance of your spell casts being interrupted. The ability levels reduce your interrupts by 5, 10, and 15 percent. N/A
Combat Agility ALL 3 2/4/6 This ability increases your melee damage avoidance by 2, 5 and 10 percent. N/A
Combat Fury Hybrids + Melees 3 2/4/6 This ability increases your chance to land a critical hit. Non-Warriors will nearly match the original critical hit abilities of Warriors, while Warriors will remain significantly ahead of other classes. N/A
Combat Stability All 3 2/4/6 This ability increases melee damage mitigation by 2, 5, and 10 percent. N/A
Fear Resistance Hybrids + Melees 3 2/4/6 This ability grants you a resistance bonus to fear type spells of 5, 10, and 25 percent. It also increases the chance of breaking fear earlier. N/A
Finishing Blow Hybrids + Melees 3 2/4/6 This ability gives you a chance to finish off an NPC that is below 10 percent health and fleeing with a single blow. The first level works on NPCs below 50, the second on NPCs below 52, and the third on NPCs below 54. (Non-Warriors must first train one level of Combat Fury to use this ability.) N/A
Healing Adept BST CLR DRU PAL RNG SHM 3 2/4/6 This ability increases the maximum effectiveness of your healing spells by 2, 5, and 10 percent. N/A
Healing Gift BST CLR DRU PAL RNG SHM 3 2/4/6 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. N/A
Mental Clarity Mana Classes 3 2/4/6 This ability increases your natural mana regeneration by 1 point per ability level. N/A
Natural Durability All 3 2/4/6 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.) N/A
Natural Healing Hybrids + Melees 3 2/4/6 This ability raises your natural regeneration by one point per ability level. N/A
Spell Casting Deftness [2] ENC MAG NEC SHD WIZ 3 2/4/6 This ability reduces the casting time of beneficial spells that have a duration longer than instant and a cast time greater than four seconds. The ability levels reduce these casting times by 5, 15, and 25 percent. N/A
Spell Casting Expertise ENC MAG NEC SHD WIZ 3 2/4/6 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. N/A
Spell Casting Fury Mana Classes 3 2/4/6 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. N/A
Spell Casting Mastery Casters + Priests 3 2/4/6 This ability gives you an increased chance of making your specialization checks. It also reduces your chance to fizzle and increases the chance to lower the mana cost for the spell by 5, 15, and 30 percent. N/A
Spell Casting Reinforcement BST CLR DRU ENC PAL RNG SHM 3 2/4/6 This ability increases the duration of beneficial spells that you cast by 5, 15, and 30 percent. N/A
Spell Casting Subtlety BRD ENC MAG NEC SHD WIZ 3 2/4/6 After training in this ability, NPCs will notice your magical activities 5, 10, and 20 percent less. N/A

Class AA's

Class AA's
Name Classes Ranks Cost Description /Alt Activation Code
Acrobatics BRD MNK ROG 3 3/6/9 This ability will reduce the damage that you take from falling. N/A
Act of Valor PAL 1 3 This noble ability will allow you to transfer all of your hit points to a target player, killing you in the process.
Advanced Trap Negotiation BRD ROG 3 3/6/9 This ability will reduce the reuse time on your sense and disarm trap skills.
Alchemy Mastery SHM 3 3/6/9 This ability reduces your chances of failing alchemy combinations by 10, 25, and 50 percent.
Ambidexterity BRD BST MNK RNG ROG WAR 1 9 This ability increases your chance to use dual wield successfully.
Archery Mastery RNG 3 3/6/9 This ability increases your archery damage 30, 60, and 100 percent.
Area Taunt WAR 1 5 This ability will allow you to taunt everything in a small radius.
Bandage Wound WAR 3 3/6/9 This ability will give you increased healing ability per bandage by 10, 25, and 50 percent.
Bestow Divine Aura CLR 1 6 This ability gives you the ability to cast a Divine Aura spell on a Player target, temporarily rendering the target invulnerable. 39
Body and Mind Rejuvenation Hybrids 1 5 This ability will give you one additional point of mana and hit point regeneration.
Call to Corpse NEC 1 6 This ability allows you to cast a no component summon corpse spell.
Cannibalization SHM 1 5 This ability will give the caster a new, massive Cannibalize spell.
Celestial Regeneration [3] CLR 1 5 This ability gives you the ability to cast a large heal over time spell at no mana cost. 38
Chaotic Stab ROG 1 6 This ability will allow you to do minimal backstab damage on your backstab attempt, even if you are not positioned behind the monster.
Critical Mend MNK 3 3/6/9 This ability gives you a chance to perform a superior mend 5, 10, and 25 percent of the time.
Dead Mesmerization NEC 1 3 This ability allows you to cast an AE low resist mesmerization spell effective against the undead.
Dire Charm DRU ENC NEC 1 9 This ability gives you the chance to permanently charm an NPC. (Enchanters: All. Druids: Animals only. Necromancers: Undead only.)
Divine Resurrection CLR 1 5 This ability allows you to provide a resurrection that restores 100 percent experience, all hit points and mana, and causes no adverse resurrection effects. 36
Divine Stun PAL 1 9 Training in this ability gives you a new, fast-casting spell that has the chance to interrupt Level 68 or lower NPCs. Normal resist rules apply.
Double Riposte BER BST MNK PAL RNG ROG SHD WAR 3 3/6/9 This ability will give you an increased chance to execute a double riposte 15, 35, and 50 percent of the time.
Dragon Punch MNK 1 5 This ability augments Dragon Punch for human monks and Tail Rake for iksars with the chance to automatically perform a Knockback.
Elemental Form: Air MAG 3 3/6/9 This ability will allow you to turn into an air elemental, gaining many of the innate benefits of the form, as well as some of the penalties.
Elemental Form: Earth MAG 3 3/6/9 This ability will allow you to turn into an earth elemental, gaining many of the innate benefits of the form, as well as some of the penalties.
Elemental Form: Fire MAG 3 3/6/9 This ability will allow you to turn into a fire elemental, gaining many of the innate benefits of the form, as well as some of the penalties.
Elemental Form: Water MAG 3 3/6/9 This ability will allow you to turn into a water elemental, gaining many of the innate benefits of the form, as well as some of the penalties.
Elemental Pact MAG 1 5 This ability will prevent components used in the summoning of pets from being expended.
Endless Quiver RNG 1 9 This ability provides you a never-ending supply of arrows.
Enhanced Root DRU 1 5 This ability reduces the chance that a rooted NPC will be freed by your damage spells by 50 percent.
Escape ROG 1 9 This ability will cause all NPCs to forget about you. If you are out of immediate combat, this ability will also make you invisible similar to your hiding ability.
Exodus DRU WIZ 1 6 This ability gives you the ability to cast an extremely fast-casting, no mana cost evacuation or succor spell.
Extended Notes [4] BRD 3 3/6/9 This ability will increased your song ranges by 10, 15, and 25 percent.
Fearless PAL SHD 1 6 This ability will make you permanently immune to fear spells.
Fearstorm NEC 1 5 Allows you to cast an AE low resist fear spell.
Flesh to Bone NEC 1 3 This ability allows you to turn any meat or body part item into bone chips. You must hold the item or stack on your cursor. *Warning* This ability will use magical or no trade items if they are held on the cursor.
Flurry WAR 3 3/6/9 This ability will allow you to perform up to 2 additional attacks from your primary hand.
Frenzied Burnout MAG 1 6 This ability allows you to cast a buff on your pet that will cause it to go berserk, doing increased damage.
Frenzy of Spirit BST 1 4 This ability gives Beastlords the power to send themselves into an animalistic frenzy, bent only on slaughter, for a brief period of time.
Gather Mana ENC 1 5 This ability allows you to recover up to 10,000 points of mana nearly instantly.
Hobble of Spirits [5] BST 1 5 Once you train this ability, you may imbue your pet with an attack that is reputed to slow an enemys walking.
Holy Steed PAL 1 5 This ability provides you with the power to call the ultimate holy steed to your side.
Improved Familiar WIZ 1 9 This ability will summon an improved familiar that is an upgrade from the greater familiar. This improved familiar is higher in level, has more hitpoints, and is very resistant to all spells.
Improved Harm Touch SHD 1 6 This ability gives you a low-resist Harm Touch. Using this ability also uses your existing Harm Touch timer.
Improved Lay on Hands PAL 1 5 This ability will turn your Lay of Hands into a complete heal.
Improved Reclaim Energy MAG 1 3 This ability will increase the amount of mana returned to you when reclaiming your pet.
Innate Camouflage DRU RNG 1 5 This ability allows you to become invisible, nearly at will, without the need to memorize a spell.
Innate Invisibility vs Undead CLR NEC 1 3 This ability allows you to become invisible to the undead, nearly at will, without the need to memorize a spell.
Instrument Mastery BRD 3 3/6/9 This ability allows for improved use of all instrument types.
Jam Fest [6] BRD 3 3/6/9 This ability allows you to sing your songs at a higher apparent level. Note: This does not allow you to sing songs that are actually higher than your level.
Jewelcraft Mastery ENC 3 3/6/9 This ability reduces your chance of failing jewelcraft combinations by 10, 25, and 50 percent.
Leech Touch SHD 1 6 This ability gives you a life tap harm touch. Using this ability also uses your existing Harm Touch timer.
Lifeburn NEC 1 9 This ability allows you to cast a no-resist direct damage spell equal to that of your current hitpoints. The effect drains your life and provides a life bond effect that does 250 damage per tick, for 6 ticks.
Manaburn WIZ 1 5 This ability allows you to do non-resistable damage in an amount based off of your current mana.
Mass Group Buff BST CLR DRU ENC MAG NEC PAL RNG SHM 1 9 This ability turns the next group buff that you cast into a beneficial area effect spell, hitting everyone within its radius, at the cost of doubling the spells mana usage. 35
Mend Companion BST MAG NEC 1 5 This ability allows you to cast a Lay of Hands type spell on your pet.
Nexus Gate WIZ 1 6 This ability gives you an instant-cast self gate spell to the Nexus.
Paragon of Spirit BST 1 6 This ability allows the Beastlord to share some of his natural attunement with his party in the form of health and mana.
Permanent Illusion ENC 1 3 This ability allows you to zone without losing your current illusion.
Pet Discipline BST MAG NEC SHD SHM 1 6 This ability will allow you to give your pet a hold command until explicitly told to attack. Usage: /pet hold.
Physical Enhancement Hybrids + Melees 1 5 This ability will give you additional improvements in your Natural Durability, Avoidance Boost, and Mitigation Boost.
Poison Mastery ROG 3 3/6/9 This ability reduces your chance of failing on a poison combination by 10, 25, and 50 percent. It also reduces the time to apply poison by 2.5 seconds per ability level. Once one point is applied to this ability, you will never again fail in poison application.
Purge Poison ROG 1 5 This ability will remove all poisons from your body.
Purify Body MNK 1 9 This ability removes all negative effects from your body except for fear, charm, and resurrection effects.
Purify Soul CLR 1 5 This ability allows you to cast a spell that cures most ailments.
Quick Buff [7] ENC SHM 3 3/6/9 This ability reduces the casting time of many beneficial spells that have a duration by 10, 25, and 50 percent.
Quick Damage DRU MAG WIZ 3 3/6/9 This ability reduces the casting time on your damage spells that have a casting time greater than four seconds by 2, 5 and 10 percent.
Quick Evacuation DRU WIZ 3 3/6/9 This ability reduces the casting time on your evacuation and succor spells by 10, 25, and 50 percent.
Quick Summoning MAG 3 3/6/9 This ability reduces the casting time of your summoning spells by 10, 25, and 50 percent.
Rabid Bear SHM 1 5 This ability turns you into a Rabid Bear, boosting all of your offensive capabilities.
Rampage WAR 1 5 This ability will allow you to strike everything in a small radius.
Rapid Feign MNK 3 3/6/9 This ability reduces your reuse time on feign death by 10, 25, and 50 percent.
Return Kick MNK 3 3/6/9 This ability gives you the chance to automatically perform a bonus flying kick on ripostes 25, 35, and 50 percent of the time.
Scribble Notes BRD 1 3 This ability will reduce the amount of time that it takes you to memorize a song.
Singing Mastery BRD 3 3/6/9 This ability allows for specialization and improved use of your voice.
Slay Undead PAL 3 3/6/9 This ability will cause your criticals to inflict greatly improved damage versus the undead.
Soul Abrasion SHD 3 3/6/9 This ability gives you increased damage off of the lifetap procs that result from your self buffs.
Spell Casting Fury Mastery WIZ 3 3/6/9 This ability gives you an increased chance to score a critical hit with your direct damage spells.
Spell Casting Reinforcement Mastery CLR DRU ENC SHM 1 8 This ability increases the duration of beneficial buffs that you cast by an additional 20 percent.
Strong Root WIZ 1 5 This ability will grant you the ability to cast an extremely low resistance Root-type spell.
Turn Summoned *Not In Lucy* MAG 1 5 This ability infuses a summoned NPC with elemental energy, causing it to continually take damage for the next 30 seconds. Each additional level of this ability increases the damage done. Occasionally a summoned NPC will react violently to the infusion of energy, potentially destroying it outright.
Turn Undead CLR 3 3/6/9 This ability infuses an undead NPC with holy energy, causing it to continually take damage for the next 30 seconds. Each additional level of this ability increases the damage done. Occasionally an undead NPC will react violently to the infusion of holy energy, potentially destroying it outright.
Two Hand Bash PAL SHD 1 6 This ability will allow you to use your Bash skill while wielding any 2-handed weapon.
Unholy Steed SHD 1 5 This ability provides you with the power to call the ultimate unholy steed to your side.
Warcry WAR 3 3/6/9 This ability will allow you to make your entire group immune to fear for 10 seconds per level of the ability.

PoP Advance AA's

PoP Advance AA's
Name Classes Ranks Cost Description /Alt Activation Code
Advanced Innate Agility ALL 10 1 Each This ability raises your innate Agility by two points per rank. You may train in this ability twice each level, beginning at level 61. N/A
Advanced Innate Charisma All 10 1 each This ability raises your innate Charisma by two points per rank. You may train in this ability twice each level, beginning at level 61. N/A
Advanced Innate Dexterity All 10 1 each This ability raises your innate Dexterity by two points per rank. You may train in this ability twice each level, beginning at level 61. N/A
Advanced Innate Intelligence All 10 1 each This ability raises your innate Intelligence by two points per rank. You may train in this ability twice each level, beginning at level 61. N/A
Advanced Innate Stamina All 10 1 each This ability raises your innate Stamina by two points per rank. You may train in this ability twice each level, beginning at level 61. N/A
Advanced Innate Strength All 10 1 each This ability raises your innate Strength by two points per rank. You may train in this ability twice each level, beginning at level 61. N/A
Advanced Innate Wisdom All 10 1 each This ability raises your innate Wisdom by two points per rank. You may train in this ability twice each level, beginning at level 61. N/A
Bertoxxulous' Gift All 10 1 each This ability raises your base resistance to disease-based spells by two points per rank. You may train in this ability twice each level, beginning at level 61. N/A
Blessing of E'ci All 10 1 each This ability raises your base resistance to cold-based spells by two points per rank. You may train in this ability twice each level, beginning at level 61. N/A
Innate Enlightenment Casters + Priests 5 3 Each Those who have meditated on the Plane of Tranquility find themselves able to expand their capacity of both Insight and Intellect. Each rank of 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. N/A
Marr's Protection All 10 1 each This ability raises your base resistance to magic-based spells by two points per rank. You may train in this ability twice each level, beginning at level 61. N/A
Planar Durability PAL SHD WAR 3 3 Each The planes demand a certain hardiness of those who adventure within. Each rank of this ability adds an additional 1.5% to your maximum hit points. You gain the ability to train an additional rank at levels 61, 63, and 65. N/A
Planar Power All 5 2 Each This ability raises the maximum that your statistics can be raised to, with items or spells, by 5 points per rank. You may train in this ability once each level, beginning at level 61. N/A
Shroud of the Faceless All 10 1 each This ability raises your base resistance to poison-based spells by two points per rank. You may train in this ability twice each level, beginning at level 61. N/A
Warding of Solusek All 10 1 each This ability raises your base resistance to fire-based spells by two points per rank. You may train in this ability twice each level, beginning at level 61. N/A

PoP Ability AA's

PoP Ability AA's
Name Classes Ranks Cost Description /Alt Activation Code
Advanced Healing Adept BST CLR DRU PAL RNG SHM 3 2/4/6 This ability increases the maximum effectiveness of your healing spells by three percent per rank. You may train in this ability once each level, upon reaching levels 62, 63, and 64. N/A
Advanced Healing Gift BST CLR DRU PAL RNG SHM 3 2/3/4 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 each level, upon reaching levels 62, 63, and 64.
Allegiant Familiar WIZ 1 6 This ability will cause your existing Improved Familiar to summon an even more powerful companion. This familiar provides even greater benefits to its owner than its predecessor.
Animation Empathy ENC 3 4/3/2 Progressive ranks of this ability grant you finer control over your animations. At its initial level, you are allowed to give your animations Guard and Follow commands. At the second rank, Attack and Go Away commands. At the final rank,back off, Taunt, and Sit commands. You gain the ability to train an additional rank at levels 61, 63, and 65.
Ayonae's Tutelage BRD 3 2 Each This ability allows for further improvements in the use of all instrument and singing types. The three ranks of this ability may be trained once each level for levels 63 and above.
Bestial Frenzy BST 5 2 Each This ability grants you a chance of performing a double attack in any given combat round. You may train in this ability once each level after reaching level 61.
Boastful Bellow BRD 1 6 This ability allows you to bellow with a force that causes physical harm to your enemies as well as potentially interfering with their spell casting.
Call of Xuzl WIZ 3 3/2/1 This ability allows you to bellow with a force that causes physical harm to your enemies as well as potentially interfering with their spell casting.
Celestial Renewal CLR 2 3/6 This ability grants improvements to your existing Celestial Regeneration. You may train in the two ranks of this ability at or after levels 63 and 64.
Consumption of the Soul SHD 3 3 Each The most advanced Shadow Knights can further enhance their Leech Touch ability. This ability adds 500 additional damage and healing to Leech Touch, per rank. You gain the ability to train an additional rank at levels 61, 63, and 65.
Coup de Grace Hybrids + Melees 3 2 Each This ability gives you a chance to immediately slay an NPC that is below ten percent health and fleeing with a single, well placed strike. The first level works on NPCs below level 55, the second on NPCs below 57, and the third on NPCs below 59. You may train in this ability once each level, upon reaching levels 62, 63, and 64.
Divine Arbitration CLR 3 3 Each Using this ability balances the health of your group such that all group members end up with the same amount of damage taken. The first rank does so at a 20 percent penalty to the average, the second rank does so at a 10 percent penalty, and the final rank does so at no penalty. You may train the ranks of this ability at or after levels 61, 63, and 65. 169
Eldritch Rune ENC 3 3 Each This ability provides Enchanters with an additional line of defense in the form of an added self-only rune. 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.
Entrap RNG 1 4 This ability provides you an additional means of entrapping, or more specifically, ensnaring an opponent. 219
Fading Memories BRD 1 6 This ability will cause all NPCs to forget about you. If you are out of immediate combat, this ability will also make you invisible. This ability is usable any time that you have 900 mana.
Feigned Minion NEC 3 3 Each This ability allows you to instruct your pet to feign death via the /pet feign command. Three ranks of this skill are available, causing your pet to succeed 25%, 50%, and 75% of the time, respectively. You gain the ability to train an additional rank at levels 61, 63, and 65.
Ferocity MNK RNG ROG WAR 3 3 Each This ability grants you an increased chance of performing a double attack in any given combat round. You gain the ability to train an additional rank at levels 61, 63, and 65.
Feverent Blessing PAL 3 3 Each This ability decreases the amount of time required between uses of Lay Hands by twelve minutes per rank. You gain the ability to train an additional rank at levels 61, 63, and 65.
Flash of Steel BST MNK PAL RNG ROG SHD WAR 3 3 Each This ability further increases your chance of double riposting your opponent each time you score a successful riposte by ten percent per rank. You may train in this ability once each level, upon reaching levels 62, 63, and 64.
Fleet of Foot BRD 3 3 Each This ability allows Bards to run at previously unheard of speeds. You may train in this ability at or after levels 62 and 64.
Furious Rampage WAR 3 2 Each This ability decreases the amount of time required between uses of Rampage by ten percent per rank. You may train in this ability once each level, upon reaching level 63.
Fury of Magic CLR DRU ENC MAG NEC SHM 3 3/6/9 This ability further increases your chance to score a critical hit with your direct damage spells.
Fury of Magic Mastery WIZ 3 3/6/9 This ability further increases your chance to score a critical hit with your direct damage spells.
Fury of the Ages Hybrids + Melees 3 3 Each 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.
Guardian of the Forest RNG 3 3 Each 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.
Hand of Piety PAL 3 3 Each This ability invokes the direct blessing of your deity upon all of those nearby. All group members in range are healed 750 hit points in the first rank, and successive ranks each add 250. You may train in this ability at or after levels 61, 63, and 65.
Harmonious Attack BRD 5 2 Each This ability grants you a chance of performing a double attack in any given combat round. You may train in this ability once each level after reaching level 61.
Harvest of Druzzil WIZ 1 2 This ability gathers streams of additional mana into your being. You may train this ability at or after level 62.
Hastened Divinity CLR 3 2 Each This ability decreases the amount of time required between uses of Bestow Divine Aura by ten percent per rank. You may train in this ability once each level, upon reaching level 63.
Hastened Exodus DRU WIZ 3 2 Each 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 Gathering ENC 3 2 Each This ability decreases the amount of time required between uses of Gather Mana by ten percent per rank. You may train in this ability once each level, upon reaching level 63.
Hastened Instigation WAR 3 2 Each This ability decreases the amount of time required between uses of Area Taunt by ten percent per rank. You may train in this ability once each level, upon reaching level 63.
Hastened Mending BST MAG NEC 3 2 Each This ability decreases the amount of time required between uses of Mend Companion by ten percent per rank. You may train in this ability once each level, upon reaching level 63.
Hastened Purification ROG 3 2 Each This ability decreases the amount of time required between uses of Purge Poison by ten percent per rank. You may train in this ability once each level, upon reaching level 63.
Hastened Purification of Body MNK 3 2 Each This ability decreases the amount of time required between uses of Purify Body by ten percent per rank. You may train in this ability once each level, upon reaching level 63.
Hastened Purification of Soul CLR 3 2 Each This ability decreases the amount of time required between uses of Purify Soul by ten percent per rank. You may train in this ability once each level, upon reaching level 63.
Hastened Rabidity SHM 3 2 Each This ability decreases the amount of time required between uses of Rabid Bear by four minutes per rank. You may train in this ability once each level, upon reaching level 63.
Hastened Root WIZ 3 2 Each This ability decreases the amount of time required between uses of Strong Root by ten percent per rank. You may train in this ability once each level, upon reaching level 6
Hastened Stealth ROG 3 3 Each This ability reduces the time between which you may attempt to hide or evade by one second per rank. You may train the ranks of this ability at or after levels 61, 62, and 63.
Hasty Exit ROG 3 2 Each This ability decreases the amount of time required between uses of Escape by ten percent per rank. You may train in this ability once each level, upon reaching level 63.
Headshot RNG 1 4 This ability provides you the chance of instantly killing an opponent(humanoid only) who is too far below you in level to provide a challenge, when using a bow.
Host of the Elements MAG 3 5/4/3 This ability calls an assault of elemental minions into existence directed at a target. The minions attack the target without question until they are called back to their plane 30 seconds later. The initial rank of this ability calls five elementals. Additional ranks add two elementals each. You may train the ranks of this ability at or after levels 63, 64, and 65.
Ingenuity Melee Classes 3 1/2/3 Years of experimentation have led to the discovery of how to gain additional performance (in the form of critical spell hits) from weapons and other items. You may train in this ability at or after levels 61, 63, and 65.
Innate Defense All 5 3 Each This ability further increases your mitigation of incoming melee damage. You may train in this ability once each level after reaching level 61.
Knight's Advantage PAL SHD 3 2/4/6 This ability grants you an increased chance of performing a double attack in any given combat round. You gain the ability to train an additional rank at levels 61, 63, and 65.
Lightning Reflexes All 5 3 Each 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.
Living Shield WAR 3 2/4/6 This extends your capacity to act as a living shield, This ability adds twelve seconds per rank to the duration of your /shield. You may train the ranks of this ability at or after levels 61, 63, and 65
Mastery of the Past BRD ENC MAG NEC SHD WIZ 3 3 Each This ability makes it impossible for you to fizzle a spell. The first level affects all spells below level 54. The second, on all spells below level 56. The third, on all spells below level 58. You may train in this ability once each level, upon reaching levels 62, 63, and 64.
Mending of the Tranquil MNK 3 2 Each This ability further increases the chance of performing a superior mend. The three ranks of this ability may be trained once each level for levels 63 and above.
Mithaniel's Binding WAR 3 2 Each This ability further increases the amount of healing provided by a single bandage while binding wounds. The two ranks of this ability may be trained at or after levels 63 and 64.
Nimble Evasion ROG 5 1 Each This ability grants you a chance to hide or evade while moving. Each rank provides an increasing chance. You may train in this ability once each level after reaching level 61.
Project Illusion ENC 1 4 This ability allows you to project your innate talent with illusions upon others. (Activating this ability on a targeted group member causes your next illusion spell to affect that target.)
Punishing Blade BER MNK RNG WAR 3 2/4/6 This ability increases the chance of scoring an extra hit with all two-handed weapons that you wield. You gain the ability to train an additional rank at levels 61, 63, and 65.
Radiant Cure Priests 3 2/4/6 This ability grants its wielder the ability to cure their party of many afflictions, poisons, curses, and harmful magics. You may train in the ranks of this ability at or after levels 61, 63, and 65. 153
Raging Flurry WAR 3 2/4/6 This ability further increases the chance of performing a flurry attack upon successfully scoring a triple attack. The three ranks of this ability may be trained once each level for levels 63 and above.
Rush to Judgment PAL 3 2 Each Training in this ability shortens the time between uses of Divine Stun by seven seconds per rank. The three ranks of this ability may be trained once each level for levels 63 and above.
Servant of Ro MAG 3 3 Each This ability calls a loyal servant into being who will repeatedly hurl fire at your target. Each rank of this ability increases the amount of time that the servant is able to remain by your side (45, 70, and 90 seconds). You may train the ranks of this ability at or after levels 61, 63, and 65.
Shroud of Stealth ROG 1 6 This ability provides a previously unheard of level of stealth. The Rogue is able to draw shadows about himself so completely, even creatures that are normally not fooled by such trickery are frequently unable to see him. You may train in this ability upon reaching level 63.
Sionachie's Crescendo BRD 3 2 Each This ability provides an even greater extension to the range of group songs. The three ranks of this ability may be trained once each level for levels 63 and above.
Speed of the Knight PAL SHD 3 3 Each This ability grants you the chance to score an additional attack with two-handed weapons. You gain the ability to train an additional rank at levels 61, 63, and 65.
Spirit Call SHM 3 4/3/2 This ability calls a number of spirit companions into existence directed at a target. The companions attack the target without question until they are called back to their home plane 60 seconds later. The initial rank of this ability calls three companions. Additional ranks add one companion each. You may train the ranks of this ability at or after levels 61, 63, and 65.
Spirit of the Wood DRU 3 4/3/2 For a brief time, you are able to commune with the woodland spirits who provide your party with exceptional regenerative abilities and a protective shield of armor and thorns. You may train in the three ranks of this ability at or after levels 61, 63, and 65.
Stalwart Endurance WAR 3 2/4/6 This ability grants a chance to endure what would otherwise be a stunning blow, from any angle, without being stunned. You may train in the ranks of this ability at or after levels 61, 63, and 65.
Suspended Minion BST ENC MAG NEC SHM 2 5/3 This ability grants the summoner the ability to suspend and recall their existing pet at will, provided they remain in their current zone. The first rank suspends the pet at its current health only, while the second rank suspends the pet with all of its beneficial effects as well as its weapons and armor. You may cast a second pet while your first pet is Suspended. You may train the first rank upon reaching level 62 and the second rank upon reaching level 64.
Tactical Mastery WAR 3 2/3/4 Studying ones opponent for weaknesses provides the knowledge and ability to pierce through advanced defenses. Each rank of this ability grants an increasing chance of bypassing an opponents special defenses, such as dodge, block, parry, and riposte. You may train in this ability at or after levels 61, 63, and 65.
Technique of Master Wu MNK 5 2 Each Under the tutelage of Wu, Monks are able to hone their skills to the point of being able to execute a second and sometimes even third strike when scoring a hit with their special attacks. This ability grants a 20 percent increase in the chance of scoring multiple special attacks, per rank.
Theft of Life NEC SHD 3 1/2/3 This ability grants a chance that the healing effect on your lifetaps will provide an exceptional amount of healing.
Total Domination ENC 3 2/4/6 This ability adds strength to your charm spells. Victims of your charm spells are less likely to break out of their charms early.
Touch of the Wicked SHD 3 2/4/6 This ability decreases the amount of time required between uses of Harm Touch and its upgrades by twelve minutes per rank. You gain the ability to train an additional rank at levels 61, 63, and 65.
Unfailing Divinity CLR 3 2/4/6 The most devout find that their calls are answered with much greater frequency. This ability grants your Death Pact-type spells a second chance to successfully heal their target. Additional ranks of this ability cause said spells to do a portion of their healing value even on a complete failure. You gain the ability to train an additional rank at levels 61, 63, and 65.
Unholy Touch SHD 3 2 Each A further enhancement to Improved Harm Touch, this ability grants a considerable bonus to the amount of damage done by that ability. You gain the ability to train an additional rank at levels 61, 63, and 65.
Virulent Paralysis SHM 3 3 Each This ability causes your target to succumb to a sudden, violent attack, after which they are frequently unable to move for a time. Each rank of this ability increases the amount of time that the victim remains immobile. You may train the ranks of this ability at or after levels 61, 63, and 65.
Viscid Roots DRU 1 5 Root spells applied by the owner of this ability are significantly less likely to break when the victim takes damage initiated by anyone, unlike previous abilities which only affect damage caused by the caster.
Wake the Dead NEC 3 5/4/3 This ability calls the shade of a nearby corpse back to life to serve the Necromancer. The soulless abomination will fight the target, until called back to the afterlife some time later. The slave summoned by the first rank of this ability serves for 60 seconds, and each increasing rank adds 15 additional seconds. You may train the ranks of this ability at or after levels 61, 63, and 65.
Wrack Summoned MAG 1 9 This ability further improves the damage caused by your Turn Summoned ability.
Wrack Undead CLR 1 9 This ability grants you a more damaging version of your Turn Undead ability.
Wrath of the Wild DRU 3 3 Each Developed by the denizens of Tranquility as a deterrent to potential attackers, this ability will shield you with a single-hit, large damage barrier of thorns. Additional ranks of this ability increase the amount of damage that is inflicted. You may train the ranks of this ability at or after levels 61, 63, and 65.


Alternate Advancement Template