Aeonelyon
2007-03-08, 10:20:21 AM
美服3月12日就更新了,如果不出意外,以下的信息基本就固定了。
DROW的SR依然是雷打不动的18,彻底让偶绝望了。
矮子的豁免依然素强悍的全+3。
请注意一个比从前的天赋信息特别的地方:高等级天赋有一个需求前提:在选择它时,总投入必须达到一定AP点数,也就是说有可能被迫选一些过路的杂天赋。
Racial Enhancements
Drow
Level 1
Elven Enchantment Resistance I: Grants a +1 bonus on saving throws against spells from the Enchantment school. Action Points: 1
Elven Keen Eyes I: Grants a +1 bonus to the Spot skill. Action Points: 1
Elven Keen Hearing I: Grants a +1 bonus to the Listen skill. Action Points: 1
Elven Perception I: Grants a +1 bonus to the Search skill. Action Points: 1
Drow Melee Damage I: You gain an additional +1 bonus to damage rolls when using a shortsword or rapier. Action Points: 2
Drow Ranged Damage I: You gain an additional +1 bonus to damage rolls when using a shuriken. Action Points: 2
Level 2
Elven Arcane Fluidity I: Your arcane spell failure chance while wearing light armor is decreased by 5%. Action Points: 2 (must have spent 6 action points)
Improved Spell Resistance I: Increases your spell resistance to nondamaging spells and effects, granting you SR 14. Action Points: 1 (must have spent 3 action points). Prerequisites: Drow Spell Resistance.
Level 3
Elven Dexterity I: Grants a +1 increase to Dexterity score. Action Points: 2 (must have spent 6 action points)
Level 4
Drow Melee Attack I: You gain an additional +1 bonus to attack rolls when using a shortsword or rapier. Action Points: 2 (must have spent 10 action points)
Drow Ranged Attack I: You gain an additional +1 bonus to attack rolls when using a shuriken. Action Points: 2 (must have spent 10 action points)
Elven Keen Eyes II: Grants a +2 bonus to the Spot skill. Action Points: 2 (must have spent 10 action points). Prerequisites: Elven Keen Eyes 1.
Elven Keen Hearing II: Grants a +2 bonus to the Listen skill. Action Points: 2 (must have spent 10 action points). Prerequisites: Elven Keen Hearing 1.
Elven Perception II: Grants a +2 bonus to the Search skill. Action Points: 2 (must have spent 10 action points). Prerequisites: Elven Perception 1.
Level 5
Elven Enchantment Resistance II: Grants a +2 bonus on saving throws against enchantments. Action Points: 2 (must have spent 14 action points). Prerequisites: Elven Enchantment Resistance I.
Level 6
Elven Arcane Fluidity II: Your arcane spell failure chance while wearing light or medium armor is decreased by 5%. Action Points: 4 (must have spent 16 action points). Prerequisites: Elven Arcane Fluidity I.
Improved Spell Resistance II: Increases your spell resistance to nondamaging spells and effects, granting you SR 16. Action Points: 2 (must have spent 18 action points). Prerequisites: Improved Spell Resistance I and Drow Spell Resistance.
Level 7
Drow Melee Damage II: You gain an additional +2 bonus to damage rolls when using a shortsword or rapier. Action Points: 4 (must have spent 20 action points). Prerequisites: Drow Melee Damage I.
Drow Ranged Damage II: You gain an additional +2 bonus to damage rolls when using a shuriken. Action Points: 4 (must have spent 20 action points). Prerequisites: Drow Ranged Damage I.
Level 8
Elven Dexterity II: Grants a +2 increase to Dexterity score. Action Points: 4 (must have spent 24 action points). Prerequisites: Elven Dexterity I.
Elven Keen Eyes III: Grants a +3 bonus to the Spot skill. Action Points: 3 (must have spent 25 action points). Prerequisites: Elven Keen Eyes II.
Elven Keen Hearing III: Grants a +3 bonus to the Listen skill. Action Points: 3 (must have spent 25 action points). Prerequisites: Elven Keen Hearing II.
Elven Perception III: Grants a +3 bonus to the Search skill. Action Points: 3 (must have spent 25 action points). Prerequisites: Elven Perception II.
Level 9
Elven Enchantment Resistance III: Grants a +3 bonus on saving throws against enchantments. Action Points: 3 (must have spent 29 action points). Prerequisites: Elven Enchantment Resistance II.
Level 10
Drow Melee Attack II: You gain an additional +2 bonus to attack rolls when using a shortsword or rapier. Action Points: 4 (must have spent 32 action points). Prerequisites: Drow Melee Attack I.
Drow Ranged Attack II: You gain an additional +1 bonus to attack rolls when using a shuriken. Action Points: 4 (must have spent 32 action points). Prerequisites: Drow Ranged Attack I.
Elven Arcane Fluidity III: Your arcane spell failure chance while wearing light or medium armor is decreased by 10%. Action Points: 6 (must have spent 30 action points). Prerequisites: Elven Arcane Fluidity II.
Improved Spell Resistance III: Increases your spell resistance to nondamaging spells and effects, granting you SR 18. Action Points: 3 (must have spent 33 action points). Prerequisites: Improved Spell Resistance II andDrow Spell Resistance.
Level 12
Elven Keen Eyes IV: Grants a +4 bonus to the Spot skill. Action Points: 4(must have spent 40 action points). Prerequisites: Elven Keen Eyes III.
Elven Keen Hearing IV: Grants a +4 bonus to the Listen skill. Action Points: 4 (must have spent 40 action points). Prerequisites: Elven Keen Hearing III.
Elven Perception IV: Grants a +4 bonus to the Search skill. Action Points: 4 (must have spent 40 action points). Prerequisites: Elven Perception III.
Dwarf
Level 1
Dwarven Armor Mastery I: Grants +1 to the max Dex bonus on your armor. Action Points: 2
Dwarven Armored Agility I: Reduces the armor check penalty that applies to many of your skills by 1, regardless of armor worn. Action Points: 1
Dwarven Axe Damage I: You gain an additional +1 bonus to damage rolls when using a battleaxe, throwing axe, greataxe, handaxe, or dwarven axe. Action Points: 2
Dwarven Faith I: Grants dwarven divine casters a 15 point increase to spell points. Action Points: 1. Prerequisites: Paladin or Cleric only.
Dwarven Goblinoid Hatred I: Grants an additional +1 bonus to attack goblinoids. Action Points: 1
Dwarven Poison Resistance I: Grants a +1 bonus on saving throws against poison. Action Points: 1
Dwarven Shield Mastery I: You reduce the damage you suffer when blocking by 1/- beyond the normal blocking DR of the shield. Action Points: 1
Dwarven Spell Defense I: Grants a +1 bonus on saving throws against spells and effects. Action Points: 1
Level 2
Dwarven Tactics I: Grants a +1 bonus on the DC of combat feats, making it harder for your enemies to resist your combat maneuvers such as trip, hamstring, and stunning blow. Action Points: 2 (must have spent 2 action points)
Level 3
Dwarven Constitution I: Grants a +1 increase to Constitution score. Action Points: 2 (must have spent 6 action points)
Dwarven Toughness I: Increases the total benefit you receive from the Toughness feat by 5. Action Points: 1 (must have spent 7 action points). Prerequisites: Toughness.
Level 4
Dwarven Axe Attack I: You gain an additional +1 bonus to attack rolls when using a battleaxe, throwing axe, greataxe, handaxe, or dwarven axe. Action Points: 2 (must have spent 10 action points).
Dwarven Giant Dodger I: You gain an additional +1 dodge bonus against giants. Action Points: 1 (must have spent 11 action points).
Dwarven Poison Resistance II: Grants a +2 bonus on saving throws against poison. Action Points: 2 (must have spent 10 action points). Prerequisites: Dwarven Poison Resistance I
Dwarven Shield Mastery II: You reduce the damage you suffer when blocking by 2/- beyond the normal blocking DR of the shield. Action Points: 2 (must have spent 10 action points). Prerequisites: Dwarven Shield Mastery I.
Dwarven Spell Defense II: Grants a +2 bonus on saving throws against spells and effects. Action Points: 2 (must have spent 10 action points). Prerequisites: Dwarven Spell Defense I.
Level 5
Dwarven Armor Mastery II: Grants +2 to the max Dex bonus on your armor. Action Points: 4 (must have spent 12 action points). Prerequisites: Dwarven Armor Mastery I.
Dwarven Armored Agility II: Reduces the armor check penalty that applies to many of your skills by 2, regardless of armor worn. Action Points: 2 (must have spent 14 action points). Prerequisites: Dwarven Armored Agility I.
Dwarven Faith II: Grants dwarven divine casters a 30 point increase to spell points. Action Points: 2 (must have spent 14 action points). Prerequisites: Dwarven Faith I, Paladin or Cleric only.
Dwarven Goblinoid Hatred II: Grants an additional +2 bonus to attack goblinoids. Action Points: 2 (must have spent 14 action points). Prerequisites: Dwarven Goblinoid Hatred I.
Level 6
Dwarven Toughness II: Increases the total benefit you receive from the Toughness feat by 10. Action Points: 2 (must have spent 18 action points). Prerequisites: Dwarven Toughness I.
Dwarven Tactics II: Grants a +2 bonus on the DC of combat feats, making it harder for your enemies to resist your combat maneuvers such as trip, hamstring, and stunning blow. Action Points: 4 (must have spent 16 action points). Prerequisites: Dwarven Tactics I.
Level 7
Dwarven Axe Damage II: You gain an additional +2 bonus to damage rolls when using a battleaxe, throwing axe, greataxe, handaxe, or dwarven axe. Action Points: 4 (must have spent 20 action points). Prerequisites: Dwarven Axe Damage I.
Dwarven Shield Mastery III: You reduce the damage you suffer when blocking by 3/- beyond the normal blocking DR of the shield. Action Points: 3 (must have spent 21 action points). Prerequisites: Dwarven Shield Mastery II.
Level 8
Dwarven Constitution II: Grants a +2 increase to Constitution score. Action Points: 4 (must have spent 24 action points). Prerequisites: Dwarven Constitution I.
Dwarven Giant Dodger II: You gain an additional +2 dodge bonus against giants. Action Points: 2 (must have spent 26 action points). Prerequisites: Dwarven Giant Dodger I.
Dwarven Poison Resistance III: Grants a +3 bonus on saving throws against poison. Action Points: 3 (must have spent 25 action points). Prerequisites: Dwarven Poison Resistance II.
Dwarven Spell Defense III: Grants a +3 bonus on saving throws against spells and effects. Action Points: 3 (must have spent 25 action points). Prerequisites: Dwarven Spell Defense II.
Level 9
Dwarven Toughness III: Increases the total benefit you receive from the Toughness feat by 15. Action Points: 3 (must have spent 29 action points). Prerequisites: Dwarven Toughness II.
Dwarven Faith III: Grants dwarven divine casters a 45 point increase to spell points. Action Points: 3 (must have spent 29 action points). Prerequisites: Dwarven Faith II, Paladin or Cleric only.
Level 10
Dwarven Armor Mastery III: Grants +3 to the max Dex bonus on your armor. Action Points: 6 (must have spent 30 action points). Prerequisites: Dwarven Armor Mastery II.
Dwarven Armored Agility III: Reduces the armor check penalty that applies to many of your skills by 3, regardless of armor worn. Action Points: 3 (must have spent 33 action points). Prerequisites: Dwarven Armored Agility II.
Dwarven Axe Attack II: You gain an additional +2 bonus to attack rolls when using a battleaxe, throwing axe, greataxe, handaxe, or dwarven axe. Action Points: 4 (must have spent 32 action points). Prerequisites: Dwarven Axe Attack I.
Dwarven Goblinoid Hatred III: Grants an additional +3 bonus to attack goblinoids. Action Points: 3 (must have spent 33 action points). Prerequisites: Dwarven Goblinoid Hatred II.
Dwarven Tactics III: Grants a +3 bonus on the DC of combat feats, making it harder for your enemies to resist your combat maneuvers such as trip, hamstring, and stunning blow. Action Points: 6 (must have spent 30 action points). Prerequisites: Dwarven Tactics II.
Level 12
Dwarven Toughness IV: Increases the total benefit you receive from the Toughness feat by 20. Action Points: 4 (must have spent 40 action points). Prerequisites: Dwarven Toughness III.
Dwarven Giant Dodger III: You gain an additional +3 dodge bonus against giants. Action Points: 3 (must have spent 41 action points). Prerequisites: Dwarven Giant Dodger II.
Elf
Level 1
Elven Arcanum I: Grants elven wizards a 15 point increase to spell points. Action Points: 1. Prerequisites: Wizard only.
Elven Enchantment Resistance I: Grants a +1 bonus on saving throws against enchantments. Action Points: 1
Elven Keen Eyes I: Grants a +1 bonus to the Spot skill. Action Points: 1
Elven Keen Hearing I: Grants a +1 bonus to the Listen skill. Action Points: 1
Elven Melee Damage I: You gain an additional +1 bonus to damage rolls when using a longsword or rapier. Action Points: 2
Elven Perception I: Grants a +1 bonus to the Search skill. Action Points: 1
Elven Ranged Damage I: You gain an additional +1 bonus to damage rolls when using a longbow or shortbow. Action Points: 2
Level 2
Elven Arcane Fluidity I: Your arcane spell failure chance while wearing light armor is decreased by 5%. Action Points: 2 (must have spent 6 action points).
Level 3
Elven Dexterity I: Grants a +1 increase to Dexterity score. Action Points: 2 (must have spent 6 action points).
Level 4
Elven Keen Eyes II: Grants a +2 bonus to the Spot skill. Action Points: 2 (must have spent 10 action points). Prerequisites: Elven Keen Eyes I.
Elven Keen Hearing II: Grants a +2 bonus to the Listen skill. Action Points: 2 (must have spent 10 action points). Prerequisites: Elven Keen Hearing I.
Elven Melee Attack I: You gain an additional +1 bonus to attack rolls when using a longsword or rapier. Action Points: 2 (must have spent 10 action points).
Elven Perception II: Grants a +2 bonus to the Search skill. Action Points: 2 (must have spent 10 action points). Prerequisites: Elven Perception I.
Elven Ranged Attack I: You gain an additional +1 bonus to attack rolls when using a longbow or shortbow. Action Points: 2 (must have spent 10 action points).
Level 5
Elven Arcanum II: Grants elven wizards a 30 point increase to spell points. Action Points: 2 (must have spent 14 action points). Prerequisites: Elven Arcanum I – Wizard only.
Elven Enchantment Resistance II: Grants a +2 bonus on saving throws against enchantments. Action Points: 2 (must have spent 14 action points). Prerequisites: Elven Enchantment Resistance I.
Level 6
Elven Arcane Fluidity II: Your arcane spell failure chance while wearing light or medium armor is decreased by 5%. Action Points: 4 (must have spent 16 action points). Prerequisites: Elven Arcane Fluidity I.
Level 7
Elven Melee Damage II: You gain an additional +2 bonus to damage rolls when using a longsword or rapier. Action Points: 4 (must have spent 20 action points). Prerequisites: Elven Melee Damage I.
Elven Ranged Damage II: You gain an additional +2 bonus to damage rolls when using a longbow or shortbow. Action Points: 4 (must have spent 20 action points). Prerequisites: Elven Ranged Damage I.
Level 8
Elven Dexterity II: Grants a +2 increase to Dexterity score. Action Points: 4 (must have spent 24 action points). Prerequisites: Elven Dexterity I.
Elven Keen Eyes III: Grants a +3 bonus to the Spot skill. Action Points: 3 (must have spent 25 action points). Prerequisites: Elven Keen Eyes II.
Elven Keen Hearing III: Grants a +3 bonus to the Listen skill. Action Points: 3 (must have spent 25 action points). Prerequisites: Elven Keen Hearing II.
Elven Perception III: Grants a +3 bonus to the Search skill. Action Points: 3 (must have spent 25 action points). Prerequisites: Elven Perception II.
Level 9
Elven Arcanum III: Grants elven wizards a 45 point increase to spell points. Action Points: 3 (must have spent 29 action points). Prerequisites: Elven Arcanum II – Wizard only.
Elven Enchantment Resistance III: Grants a +3 bonus on saving throws against enchantments. Action Points: 3 (must have spent 29 action points). Prerequisites: Elven Enchantment Resistance II.
Level 10
Elven Arcane Fluidity III: Your arcane spell failure chance while wearing light or medium armor is decreased by 10%. Action Points: 6 (must have spent 30 action points). Prerequisites: Elven Arcane Fluidity II.
Elven Melee Attack II: You gain an additional +2 bonus to attack rolls when using a longsword or rapier. Action Points: 4 (must have spent 32 action points). Prerequisites: Elven Melee Attack I.
Elven Ranged Attack II: You gain an additional +2 bonus to attack rolls when using a longbow or shortbow. Action Points: 4 (must have spent 32 action points). Prerequisites: Elven Ranged Attack I.
Level 12
Elven Keen Eyes IV: Grants a +4 bonus to the Spot skill. Action Points: 4 (must have spent 40 action points). Prerequisites: Elven Keen Eyes III.
Elven Keen Hearing IV: Grants a +4 bonus to the Listen skill. Action Points: 4 (must have spent 40 action points). Prerequisites: Elven Keen Hearing III.
Elven Perception IV: Grants a +4 bonus to the Search skill. Action Points: 4 (must have spent 40 action points). Prerequisites: Elven Perception III.
Halfling
Level 1
Halfling Athletics I: Grants a +1 bonus to the Jump skill. Action Points: 1
Halfling Fear Resistance I: Grants a +1 bonus on saving throws against fear. Action Points: 1
Halfling Hiding I: Grants a +1 bonus to the Hide skill. Action Points: 1
Halfling Keen Ears I: Grants a +1 bonus to the Listen skill. Action Points: 1
Halfling Luck I: Grants a +1 bonus on Reflex saving throws. Action Points: 1
Halfling Silent Moves I: Grants a +1 bonus to the Move Silently skill. Action Points: 1
Halfling Thrown Weapon Damage I: You gain an additional +1 bonus to damage rolls when using a thrown weapon. Action Points: 2
Level 2
Halfling Cunning I: You gain an additional +1 bonus to attack rolls when flanking an enemy. Action Points: 2 (must have spent 2 action points).
Halfling Hero's Companion I: Grants one of your companions a short-term +2 to damage and saves while he is by your side. Action Points: 1 (must have spent 3 action points).
Level 3
Halfling Dexterity I: Grants a +1 increase to Dexterity score. Action Points: 2 (must have spent 6 action points).
Level 4
Halfling Athletics II: Grants a +2 bonus to the Jump skill. Action Points: 2 (must have spent 10 action points). Prerequisites: Halfling Athletics I.
Halfling Hiding II: Grants a +2 bonus to the Hide skill. Action Points: 2 (must have spent 10 action points). Prerequisites: Halfling Hiding I.
Halfling Keen Ears II: Grants a +2 bonus to the Listen skill. Action Points: 2 (must have spent 10 action points). Prerequisites: Halfling Keen Ears I.
Halfling Silent Moves II: Grants a +2 bonus to the Move Silently skill. Action Points: 2 (must have spent 10 action points). Prerequisites: Halfling Silent Moves I.
Halfling Thrown Weapon Attack I: You gain an additional +1 bonus to attack rolls when using a thrown weapon. Action Points: 2 (must have spent 10 action points).
Level 5
Halfling Fear Resistance II: Grants a +2 bonus on saving throws against fear. Action Points: 2 (must have spent 14 action points). Prerequisites: Halfling Fear Resistance I.
Halfling Hero's Companion II: Grants one of your companions a short-term +3 damage and saves and +2 to attacks while he is by your side. Action Points: 2 (must have spent 14 action points). Prerequisites: Halfling Hero's Companion I.
Halfling Luck II: Grants a +2 bonus on Reflex saving throws. Action Points: 2 (must have spent 14 action points). Prerequisites: Halfling Luck I.
Level 6
Halfling Cunning II: You gain an additional +2 bonus to attack rolls when flanking an enemy. Action Points: 4 (must have spent 16 action points). Prerequisites: Halfling Cunning I.
Level 7
Halfling Thrown Weapon Damage II: You gain an additional +2 bonus to damage rolls when using a thrown weapon. Action Points: 4 (must have spent 20 action points). Prerequisites: Halfling Thrown Weapon Damage I.
Level 8
Halfling Athletics III: Grants a +3 bonus to the Jump skill. Action Points: 3 (must have spent 25 action points). Prerequisites: Halfling Athletics II.
Halfling Dexterity II: Grants a +2 increase to Dexterity score. Action Points: 4 (must have spent 24 action points). Prerequisites: Halfling Dexterity I.
Halfling Hero's Companion III: Grants one of your companions a short-term +4 to damage and saves, +3 to attacks, and +2 to AC while he is by your side. Action Points: 3 (must have spent 25 action points). Prerequisites: Halfling Hero's Companion II.
Halfling Hiding III: Grants a +3 bonus to the Hide skill. Action Points: 3 (must have spent 25 action points). Prerequisites: Halfling Hiding II.
Halfling Keen Ears III: Grants a +3 bonus to the Listen skill. Action Points: 3 (must have spent 25 action points). Prerequisites: Halfling Keen Ears II.
Halfling Silent Moves III: Grants a +3 bonus to the Move Silently skill. Action Points: 3 (must have spent 25 action points). Prerequisites: Halfling Silent Moves II.
Level 9
Halfling Fear Resistance III: Grants a +3 bonus on saving throws against fear. Action Points: 3 (must have spent 29 action points). Prerequisites: Halfling Fear Resistance II.
Halfling Luck III: Grants a +3 bonus on Reflex saving throws. Action Points: 3 (must have spent 29 action points). Prerequisites: Halfling Luck II.
Level 10
Halfling Cunning III: You gain an additional +3 bonus to attack rolls when flanking an enemy. Action Points: 6 (must have spent 30 action points). Prerequisites: Halfling Cunning II.
Halfling Thrown Weapon Attack II: You gain an additional +2 bonus to attack rolls when using a thrown weapon. Action Points: 4 (must have spent 32 action points). Prerequisites: Halfling Thrown Weapon Attack I.
Level 11
Halfling Hero's Companion IV: Grants one of your companions a short-term +5 to damage and saves, +4 to attacks, and +3 to AC while he is by your side. Action Points: 4 (must have spent 36 action points). Prerequisites: Halfling Hero's Companion III.
Level 12
Halfling Athletics IV: Grants a +4 bonus to the Jump skill. Action Points: 4 (must have spent 40 action points). Prerequisites: Halfling Athletics III.
Halfling Hiding IV: Grants a +4 bonus to the Hide skill. Action Points: 4 (must have spent 40 action points). Prerequisites: Halfling Hiding III.
Halfling Keen Ears IV: Grants a +4 bonus to the Listen skill. Action Points: 4 (must have spent 40 action points). Prerequisites: Halfling Keen Ears III.
Halfling Silent Moves IV: Grants a +4 bonus to the Move Silently skill. Action Points: 4 (must have spent 40 action points). Prerequisites: Halfling Silent Moves III.
Human
Level 1
Human Versatility I: Activate this ability to receive a +2 bonus to skills for 20 seconds. Action Points: 1
Level 2
Human Improved Recovery I: The benefit you receive from healing spells, potions, etc. is increased by 10%. Action Points: 2 (must have spent 2 action points).
Level 4
Human Versatility II: Activate this ability to receive a +3 bonus to skills for 20 seconds. Action Points: 2 (must have spent 10 action points). Prerequisites: Human Versatility I.
Level 5
You can only take one "adaptability" enhancement at a time.
Human Adaptability Charisma I: Grants a +1 increase to Charisma score. Action Points: 2 (must have spent 18 action points).
Human Adaptability Constitution I: Grants a +1 increase to Constitution score. Action Points: 2 (must have spent 18 action points).
Human Adaptability Dexterity I: Grants a +1 increase to Dexterity score. Action Points: 2 (must have spent 18 action points).
Human Adaptability Intelligence I: Grants a +1 increase to Intelligence score. Action Points: 2 (must have spent 18 action points).
Human Adaptability Strength I: Grants a +1 increase to Strength score. Action Points: 2 (must have spent 18 action points).
Human Adaptability Wisdom I: Grants a +1 increase to Wisdom score. Action Points: 2 (must have spent 18 action points).
Level 6
Human Improved Recovery II: The benefit you receive from healing spells, potions, etc. is increased by 15%. Action Points: 4 (must have spent 16 action points). Prerequisites: Human Improved Recovery I.
Level 7
Human Versatility III: Activate this ability to receive a +4 bonus to skills for 20 seconds. Action Points: 3 (must have spent 21 action points). Prerequisites: Human Versatility II.
Level 10
Human Improved Recovery III: The benefit you receive from healing spells, potions, etc. is increased by 20%. Action Points: 6 (must have spent 30 action points). Prerequisites: Human Improved Recovery II.
Human Versatility IV: Activate this ability to receive a +5 bonus to skills for 20 seconds. Action Points: 4 (must have spent 32 action points). Prerequisites: Human Versatility III.
Warforged
Level 1
Warforged Combat Training I: Grants +1 passive bonus to the Balance skill. Action Points: 1
Warforged Construct Thinking I: Grants +1 saving throw against Will-based Enchantments. Action Points: 1
Warforged Damage Reduction I: You gain damage reduction 1/adamantine, or improve your existing damage reduction by 1/adamantine. Action Points: 2
Warforged Hardiness I: Grants +1 bonus on Fortitude saving throws. Action Points: 1
Warforged Healer's Friend I: Benefit from healing spells is increased by 15%. Action Points: 2
Warforged Mechanics I: Grants +1 passive bonus to the Repair skill. Action Points: 1
Level 2
Warforged Inscribed Armor I: Removes Arcane spell failure from base Warforged Composite Plating. Reduces arcane spell failure chance of the warforged's Mithral Body Feat to 10% and the Adamantine Body Feat to 30%. Action Points: 1 (must have spent 3 action points).
Warforged Tactics I: Grants a +1 bonus on the DC of combat feats, making it harder for your enemies to resist your combat maneuvers such as trip, hamstring, and stunning blow. Action Points: 2 (must have spent 2 action points).
Level 3
Warforged Constitution I: Grants a +1 to Constitution score. Action Points: 2 (must have spent 6 action points).
Level 4
Warforged Combat Training II: Grants +2 passive bonus to the Balance skill. Action Points: 2 (must have spent 10 action points). Prerequisites: Warforged Combat Training I.
Warforged Mechanics II: Grants +2 passive bonus to the Repair skill. Action Points: 2 (must have spent 10 action points). Prerequisites: Warforged Mechanics I.
Level 5
Warforged Healer's Friend II: Benefit from healing spells is increased by 20%. Action Points: 4 (must have spent 12 action points). Prerequisites: Warforged Healer's Friend I.
Level 6
Warforged Construct Thinking II: Grants +2 saving throw against Will-based Enchantments. Action Points: 2 (must have spent 18 action points). Prerequisites: Warforged Construct Thinking I.
Warforged Damage Reduction II: You gain damage reduction 2/adamantine, or improve your existing damage reduction by 2/adamantine. Action Points: 4 (must have spent 16 action points). Prerequisites: Warforged Damage Reduction I.
Warforged Hardiness II: Grants +2 bonus on Fortitude saving throws. Action Points: 2 (must have spent 18 action points). Prerequisites: Warforged Hardiness I.
Warforged Inscribed Armor II: Removes Arcane spell failure from base Warforged Composite Plating. Reduces arcane spell failure chance of the warforged's Mithral Body Feat to 5% and the Adamantine Body Feat to 25%. Action Points: 2 (must have spent 18 action points). Prerequisites: Warforged Inscribed Armor I.
Warforged Tactics II: Grants a +2 bonus on the DC of combat feats, making it harder for your enemies to resist your combat maneuvers such as trip, hamstring, and stunning blow. Action Points: 4 (must have spent 16 action points). Prerequisites: Warforged Tactics I.
Level 8
Warforged Combat Training III: Grants +3 passive bonus to the Balance skill. Action Points: 3 (must have spent 25 action points). Prerequisites: Warforged Combat Training II.
Warforged Constitution II: Grants a +2 to Constitution score. Action Points: 4 (must have spent 24 action points). Prerequisites: Warforged Constitution I.
Warforged Mechanics III: Grants +3 passive bonus to the Repair skill. Action Points: 3 (must have spent 25 action points). Prerequisites: Warforged Mechanics II.
Level 9
Warforged Healer's Friend III: Benefit from healing spells is increased by 25%. Action Points: 6 (must have spent 26 action points). Prerequisites: Warforged Healer's Friend II.
Level 10
Warforged Inscribed Armor III: Removes Arcane spell failure from base Warforged Composite Plating and Mithral Body. Reduces arcane spell failure chance of the warforged's Adamantine Body Feat to 20%. Action Points: 3 (must have spent 33 action points). Prerequisites: Warforged Inscribed Armor II.
Warforged Tactics III: Grants a +3 bonus on the DC of combat feats, making it harder for your enemies to resist your combat maneuvers such as trip, hamstring, and stunning blow. Action Points: 6 (must have spent 30 action points). Prerequisites: Warforged Tactics II.
Level 11
Warforged Damage Reduction III: You gain damage reduction 3/adamantine, or improve your existing damage reduction by 3/adamantine. Action Points: 6 (must have spent 34 action points). Prerequisites: Warforged Damage Reduction II.
Level 12
Warforged Combat Training IV: Grants +4 passive bonus to the Balance skill. Action Points: 4 (must have spent 40 action points). Prerequisites: Warforged Combat Training III.
Warforged Construct Thinking III: Grants +3 saving throw against Will-based Enchantments. Action Points: 3 (must have spent 41 action points). Prerequisites: Warforged Construct Thinking II.
Warforged Hardiness III: Grants +3 bonus on Fortitude saving throws. Action Points: 3 (must have spent 41 action points). Prerequisites: Warforged Hardiness II.
Warforged Mechanics IV: Grants +4 passive bonus to the Repair skill. Action Points: 4 (must have spent 40 action points). Prerequisites: Warforged Mechanics III.
DROW的SR依然是雷打不动的18,彻底让偶绝望了。
矮子的豁免依然素强悍的全+3。
请注意一个比从前的天赋信息特别的地方:高等级天赋有一个需求前提:在选择它时,总投入必须达到一定AP点数,也就是说有可能被迫选一些过路的杂天赋。
Racial Enhancements
Drow
Level 1
Elven Enchantment Resistance I: Grants a +1 bonus on saving throws against spells from the Enchantment school. Action Points: 1
Elven Keen Eyes I: Grants a +1 bonus to the Spot skill. Action Points: 1
Elven Keen Hearing I: Grants a +1 bonus to the Listen skill. Action Points: 1
Elven Perception I: Grants a +1 bonus to the Search skill. Action Points: 1
Drow Melee Damage I: You gain an additional +1 bonus to damage rolls when using a shortsword or rapier. Action Points: 2
Drow Ranged Damage I: You gain an additional +1 bonus to damage rolls when using a shuriken. Action Points: 2
Level 2
Elven Arcane Fluidity I: Your arcane spell failure chance while wearing light armor is decreased by 5%. Action Points: 2 (must have spent 6 action points)
Improved Spell Resistance I: Increases your spell resistance to nondamaging spells and effects, granting you SR 14. Action Points: 1 (must have spent 3 action points). Prerequisites: Drow Spell Resistance.
Level 3
Elven Dexterity I: Grants a +1 increase to Dexterity score. Action Points: 2 (must have spent 6 action points)
Level 4
Drow Melee Attack I: You gain an additional +1 bonus to attack rolls when using a shortsword or rapier. Action Points: 2 (must have spent 10 action points)
Drow Ranged Attack I: You gain an additional +1 bonus to attack rolls when using a shuriken. Action Points: 2 (must have spent 10 action points)
Elven Keen Eyes II: Grants a +2 bonus to the Spot skill. Action Points: 2 (must have spent 10 action points). Prerequisites: Elven Keen Eyes 1.
Elven Keen Hearing II: Grants a +2 bonus to the Listen skill. Action Points: 2 (must have spent 10 action points). Prerequisites: Elven Keen Hearing 1.
Elven Perception II: Grants a +2 bonus to the Search skill. Action Points: 2 (must have spent 10 action points). Prerequisites: Elven Perception 1.
Level 5
Elven Enchantment Resistance II: Grants a +2 bonus on saving throws against enchantments. Action Points: 2 (must have spent 14 action points). Prerequisites: Elven Enchantment Resistance I.
Level 6
Elven Arcane Fluidity II: Your arcane spell failure chance while wearing light or medium armor is decreased by 5%. Action Points: 4 (must have spent 16 action points). Prerequisites: Elven Arcane Fluidity I.
Improved Spell Resistance II: Increases your spell resistance to nondamaging spells and effects, granting you SR 16. Action Points: 2 (must have spent 18 action points). Prerequisites: Improved Spell Resistance I and Drow Spell Resistance.
Level 7
Drow Melee Damage II: You gain an additional +2 bonus to damage rolls when using a shortsword or rapier. Action Points: 4 (must have spent 20 action points). Prerequisites: Drow Melee Damage I.
Drow Ranged Damage II: You gain an additional +2 bonus to damage rolls when using a shuriken. Action Points: 4 (must have spent 20 action points). Prerequisites: Drow Ranged Damage I.
Level 8
Elven Dexterity II: Grants a +2 increase to Dexterity score. Action Points: 4 (must have spent 24 action points). Prerequisites: Elven Dexterity I.
Elven Keen Eyes III: Grants a +3 bonus to the Spot skill. Action Points: 3 (must have spent 25 action points). Prerequisites: Elven Keen Eyes II.
Elven Keen Hearing III: Grants a +3 bonus to the Listen skill. Action Points: 3 (must have spent 25 action points). Prerequisites: Elven Keen Hearing II.
Elven Perception III: Grants a +3 bonus to the Search skill. Action Points: 3 (must have spent 25 action points). Prerequisites: Elven Perception II.
Level 9
Elven Enchantment Resistance III: Grants a +3 bonus on saving throws against enchantments. Action Points: 3 (must have spent 29 action points). Prerequisites: Elven Enchantment Resistance II.
Level 10
Drow Melee Attack II: You gain an additional +2 bonus to attack rolls when using a shortsword or rapier. Action Points: 4 (must have spent 32 action points). Prerequisites: Drow Melee Attack I.
Drow Ranged Attack II: You gain an additional +1 bonus to attack rolls when using a shuriken. Action Points: 4 (must have spent 32 action points). Prerequisites: Drow Ranged Attack I.
Elven Arcane Fluidity III: Your arcane spell failure chance while wearing light or medium armor is decreased by 10%. Action Points: 6 (must have spent 30 action points). Prerequisites: Elven Arcane Fluidity II.
Improved Spell Resistance III: Increases your spell resistance to nondamaging spells and effects, granting you SR 18. Action Points: 3 (must have spent 33 action points). Prerequisites: Improved Spell Resistance II andDrow Spell Resistance.
Level 12
Elven Keen Eyes IV: Grants a +4 bonus to the Spot skill. Action Points: 4(must have spent 40 action points). Prerequisites: Elven Keen Eyes III.
Elven Keen Hearing IV: Grants a +4 bonus to the Listen skill. Action Points: 4 (must have spent 40 action points). Prerequisites: Elven Keen Hearing III.
Elven Perception IV: Grants a +4 bonus to the Search skill. Action Points: 4 (must have spent 40 action points). Prerequisites: Elven Perception III.
Dwarf
Level 1
Dwarven Armor Mastery I: Grants +1 to the max Dex bonus on your armor. Action Points: 2
Dwarven Armored Agility I: Reduces the armor check penalty that applies to many of your skills by 1, regardless of armor worn. Action Points: 1
Dwarven Axe Damage I: You gain an additional +1 bonus to damage rolls when using a battleaxe, throwing axe, greataxe, handaxe, or dwarven axe. Action Points: 2
Dwarven Faith I: Grants dwarven divine casters a 15 point increase to spell points. Action Points: 1. Prerequisites: Paladin or Cleric only.
Dwarven Goblinoid Hatred I: Grants an additional +1 bonus to attack goblinoids. Action Points: 1
Dwarven Poison Resistance I: Grants a +1 bonus on saving throws against poison. Action Points: 1
Dwarven Shield Mastery I: You reduce the damage you suffer when blocking by 1/- beyond the normal blocking DR of the shield. Action Points: 1
Dwarven Spell Defense I: Grants a +1 bonus on saving throws against spells and effects. Action Points: 1
Level 2
Dwarven Tactics I: Grants a +1 bonus on the DC of combat feats, making it harder for your enemies to resist your combat maneuvers such as trip, hamstring, and stunning blow. Action Points: 2 (must have spent 2 action points)
Level 3
Dwarven Constitution I: Grants a +1 increase to Constitution score. Action Points: 2 (must have spent 6 action points)
Dwarven Toughness I: Increases the total benefit you receive from the Toughness feat by 5. Action Points: 1 (must have spent 7 action points). Prerequisites: Toughness.
Level 4
Dwarven Axe Attack I: You gain an additional +1 bonus to attack rolls when using a battleaxe, throwing axe, greataxe, handaxe, or dwarven axe. Action Points: 2 (must have spent 10 action points).
Dwarven Giant Dodger I: You gain an additional +1 dodge bonus against giants. Action Points: 1 (must have spent 11 action points).
Dwarven Poison Resistance II: Grants a +2 bonus on saving throws against poison. Action Points: 2 (must have spent 10 action points). Prerequisites: Dwarven Poison Resistance I
Dwarven Shield Mastery II: You reduce the damage you suffer when blocking by 2/- beyond the normal blocking DR of the shield. Action Points: 2 (must have spent 10 action points). Prerequisites: Dwarven Shield Mastery I.
Dwarven Spell Defense II: Grants a +2 bonus on saving throws against spells and effects. Action Points: 2 (must have spent 10 action points). Prerequisites: Dwarven Spell Defense I.
Level 5
Dwarven Armor Mastery II: Grants +2 to the max Dex bonus on your armor. Action Points: 4 (must have spent 12 action points). Prerequisites: Dwarven Armor Mastery I.
Dwarven Armored Agility II: Reduces the armor check penalty that applies to many of your skills by 2, regardless of armor worn. Action Points: 2 (must have spent 14 action points). Prerequisites: Dwarven Armored Agility I.
Dwarven Faith II: Grants dwarven divine casters a 30 point increase to spell points. Action Points: 2 (must have spent 14 action points). Prerequisites: Dwarven Faith I, Paladin or Cleric only.
Dwarven Goblinoid Hatred II: Grants an additional +2 bonus to attack goblinoids. Action Points: 2 (must have spent 14 action points). Prerequisites: Dwarven Goblinoid Hatred I.
Level 6
Dwarven Toughness II: Increases the total benefit you receive from the Toughness feat by 10. Action Points: 2 (must have spent 18 action points). Prerequisites: Dwarven Toughness I.
Dwarven Tactics II: Grants a +2 bonus on the DC of combat feats, making it harder for your enemies to resist your combat maneuvers such as trip, hamstring, and stunning blow. Action Points: 4 (must have spent 16 action points). Prerequisites: Dwarven Tactics I.
Level 7
Dwarven Axe Damage II: You gain an additional +2 bonus to damage rolls when using a battleaxe, throwing axe, greataxe, handaxe, or dwarven axe. Action Points: 4 (must have spent 20 action points). Prerequisites: Dwarven Axe Damage I.
Dwarven Shield Mastery III: You reduce the damage you suffer when blocking by 3/- beyond the normal blocking DR of the shield. Action Points: 3 (must have spent 21 action points). Prerequisites: Dwarven Shield Mastery II.
Level 8
Dwarven Constitution II: Grants a +2 increase to Constitution score. Action Points: 4 (must have spent 24 action points). Prerequisites: Dwarven Constitution I.
Dwarven Giant Dodger II: You gain an additional +2 dodge bonus against giants. Action Points: 2 (must have spent 26 action points). Prerequisites: Dwarven Giant Dodger I.
Dwarven Poison Resistance III: Grants a +3 bonus on saving throws against poison. Action Points: 3 (must have spent 25 action points). Prerequisites: Dwarven Poison Resistance II.
Dwarven Spell Defense III: Grants a +3 bonus on saving throws against spells and effects. Action Points: 3 (must have spent 25 action points). Prerequisites: Dwarven Spell Defense II.
Level 9
Dwarven Toughness III: Increases the total benefit you receive from the Toughness feat by 15. Action Points: 3 (must have spent 29 action points). Prerequisites: Dwarven Toughness II.
Dwarven Faith III: Grants dwarven divine casters a 45 point increase to spell points. Action Points: 3 (must have spent 29 action points). Prerequisites: Dwarven Faith II, Paladin or Cleric only.
Level 10
Dwarven Armor Mastery III: Grants +3 to the max Dex bonus on your armor. Action Points: 6 (must have spent 30 action points). Prerequisites: Dwarven Armor Mastery II.
Dwarven Armored Agility III: Reduces the armor check penalty that applies to many of your skills by 3, regardless of armor worn. Action Points: 3 (must have spent 33 action points). Prerequisites: Dwarven Armored Agility II.
Dwarven Axe Attack II: You gain an additional +2 bonus to attack rolls when using a battleaxe, throwing axe, greataxe, handaxe, or dwarven axe. Action Points: 4 (must have spent 32 action points). Prerequisites: Dwarven Axe Attack I.
Dwarven Goblinoid Hatred III: Grants an additional +3 bonus to attack goblinoids. Action Points: 3 (must have spent 33 action points). Prerequisites: Dwarven Goblinoid Hatred II.
Dwarven Tactics III: Grants a +3 bonus on the DC of combat feats, making it harder for your enemies to resist your combat maneuvers such as trip, hamstring, and stunning blow. Action Points: 6 (must have spent 30 action points). Prerequisites: Dwarven Tactics II.
Level 12
Dwarven Toughness IV: Increases the total benefit you receive from the Toughness feat by 20. Action Points: 4 (must have spent 40 action points). Prerequisites: Dwarven Toughness III.
Dwarven Giant Dodger III: You gain an additional +3 dodge bonus against giants. Action Points: 3 (must have spent 41 action points). Prerequisites: Dwarven Giant Dodger II.
Elf
Level 1
Elven Arcanum I: Grants elven wizards a 15 point increase to spell points. Action Points: 1. Prerequisites: Wizard only.
Elven Enchantment Resistance I: Grants a +1 bonus on saving throws against enchantments. Action Points: 1
Elven Keen Eyes I: Grants a +1 bonus to the Spot skill. Action Points: 1
Elven Keen Hearing I: Grants a +1 bonus to the Listen skill. Action Points: 1
Elven Melee Damage I: You gain an additional +1 bonus to damage rolls when using a longsword or rapier. Action Points: 2
Elven Perception I: Grants a +1 bonus to the Search skill. Action Points: 1
Elven Ranged Damage I: You gain an additional +1 bonus to damage rolls when using a longbow or shortbow. Action Points: 2
Level 2
Elven Arcane Fluidity I: Your arcane spell failure chance while wearing light armor is decreased by 5%. Action Points: 2 (must have spent 6 action points).
Level 3
Elven Dexterity I: Grants a +1 increase to Dexterity score. Action Points: 2 (must have spent 6 action points).
Level 4
Elven Keen Eyes II: Grants a +2 bonus to the Spot skill. Action Points: 2 (must have spent 10 action points). Prerequisites: Elven Keen Eyes I.
Elven Keen Hearing II: Grants a +2 bonus to the Listen skill. Action Points: 2 (must have spent 10 action points). Prerequisites: Elven Keen Hearing I.
Elven Melee Attack I: You gain an additional +1 bonus to attack rolls when using a longsword or rapier. Action Points: 2 (must have spent 10 action points).
Elven Perception II: Grants a +2 bonus to the Search skill. Action Points: 2 (must have spent 10 action points). Prerequisites: Elven Perception I.
Elven Ranged Attack I: You gain an additional +1 bonus to attack rolls when using a longbow or shortbow. Action Points: 2 (must have spent 10 action points).
Level 5
Elven Arcanum II: Grants elven wizards a 30 point increase to spell points. Action Points: 2 (must have spent 14 action points). Prerequisites: Elven Arcanum I – Wizard only.
Elven Enchantment Resistance II: Grants a +2 bonus on saving throws against enchantments. Action Points: 2 (must have spent 14 action points). Prerequisites: Elven Enchantment Resistance I.
Level 6
Elven Arcane Fluidity II: Your arcane spell failure chance while wearing light or medium armor is decreased by 5%. Action Points: 4 (must have spent 16 action points). Prerequisites: Elven Arcane Fluidity I.
Level 7
Elven Melee Damage II: You gain an additional +2 bonus to damage rolls when using a longsword or rapier. Action Points: 4 (must have spent 20 action points). Prerequisites: Elven Melee Damage I.
Elven Ranged Damage II: You gain an additional +2 bonus to damage rolls when using a longbow or shortbow. Action Points: 4 (must have spent 20 action points). Prerequisites: Elven Ranged Damage I.
Level 8
Elven Dexterity II: Grants a +2 increase to Dexterity score. Action Points: 4 (must have spent 24 action points). Prerequisites: Elven Dexterity I.
Elven Keen Eyes III: Grants a +3 bonus to the Spot skill. Action Points: 3 (must have spent 25 action points). Prerequisites: Elven Keen Eyes II.
Elven Keen Hearing III: Grants a +3 bonus to the Listen skill. Action Points: 3 (must have spent 25 action points). Prerequisites: Elven Keen Hearing II.
Elven Perception III: Grants a +3 bonus to the Search skill. Action Points: 3 (must have spent 25 action points). Prerequisites: Elven Perception II.
Level 9
Elven Arcanum III: Grants elven wizards a 45 point increase to spell points. Action Points: 3 (must have spent 29 action points). Prerequisites: Elven Arcanum II – Wizard only.
Elven Enchantment Resistance III: Grants a +3 bonus on saving throws against enchantments. Action Points: 3 (must have spent 29 action points). Prerequisites: Elven Enchantment Resistance II.
Level 10
Elven Arcane Fluidity III: Your arcane spell failure chance while wearing light or medium armor is decreased by 10%. Action Points: 6 (must have spent 30 action points). Prerequisites: Elven Arcane Fluidity II.
Elven Melee Attack II: You gain an additional +2 bonus to attack rolls when using a longsword or rapier. Action Points: 4 (must have spent 32 action points). Prerequisites: Elven Melee Attack I.
Elven Ranged Attack II: You gain an additional +2 bonus to attack rolls when using a longbow or shortbow. Action Points: 4 (must have spent 32 action points). Prerequisites: Elven Ranged Attack I.
Level 12
Elven Keen Eyes IV: Grants a +4 bonus to the Spot skill. Action Points: 4 (must have spent 40 action points). Prerequisites: Elven Keen Eyes III.
Elven Keen Hearing IV: Grants a +4 bonus to the Listen skill. Action Points: 4 (must have spent 40 action points). Prerequisites: Elven Keen Hearing III.
Elven Perception IV: Grants a +4 bonus to the Search skill. Action Points: 4 (must have spent 40 action points). Prerequisites: Elven Perception III.
Halfling
Level 1
Halfling Athletics I: Grants a +1 bonus to the Jump skill. Action Points: 1
Halfling Fear Resistance I: Grants a +1 bonus on saving throws against fear. Action Points: 1
Halfling Hiding I: Grants a +1 bonus to the Hide skill. Action Points: 1
Halfling Keen Ears I: Grants a +1 bonus to the Listen skill. Action Points: 1
Halfling Luck I: Grants a +1 bonus on Reflex saving throws. Action Points: 1
Halfling Silent Moves I: Grants a +1 bonus to the Move Silently skill. Action Points: 1
Halfling Thrown Weapon Damage I: You gain an additional +1 bonus to damage rolls when using a thrown weapon. Action Points: 2
Level 2
Halfling Cunning I: You gain an additional +1 bonus to attack rolls when flanking an enemy. Action Points: 2 (must have spent 2 action points).
Halfling Hero's Companion I: Grants one of your companions a short-term +2 to damage and saves while he is by your side. Action Points: 1 (must have spent 3 action points).
Level 3
Halfling Dexterity I: Grants a +1 increase to Dexterity score. Action Points: 2 (must have spent 6 action points).
Level 4
Halfling Athletics II: Grants a +2 bonus to the Jump skill. Action Points: 2 (must have spent 10 action points). Prerequisites: Halfling Athletics I.
Halfling Hiding II: Grants a +2 bonus to the Hide skill. Action Points: 2 (must have spent 10 action points). Prerequisites: Halfling Hiding I.
Halfling Keen Ears II: Grants a +2 bonus to the Listen skill. Action Points: 2 (must have spent 10 action points). Prerequisites: Halfling Keen Ears I.
Halfling Silent Moves II: Grants a +2 bonus to the Move Silently skill. Action Points: 2 (must have spent 10 action points). Prerequisites: Halfling Silent Moves I.
Halfling Thrown Weapon Attack I: You gain an additional +1 bonus to attack rolls when using a thrown weapon. Action Points: 2 (must have spent 10 action points).
Level 5
Halfling Fear Resistance II: Grants a +2 bonus on saving throws against fear. Action Points: 2 (must have spent 14 action points). Prerequisites: Halfling Fear Resistance I.
Halfling Hero's Companion II: Grants one of your companions a short-term +3 damage and saves and +2 to attacks while he is by your side. Action Points: 2 (must have spent 14 action points). Prerequisites: Halfling Hero's Companion I.
Halfling Luck II: Grants a +2 bonus on Reflex saving throws. Action Points: 2 (must have spent 14 action points). Prerequisites: Halfling Luck I.
Level 6
Halfling Cunning II: You gain an additional +2 bonus to attack rolls when flanking an enemy. Action Points: 4 (must have spent 16 action points). Prerequisites: Halfling Cunning I.
Level 7
Halfling Thrown Weapon Damage II: You gain an additional +2 bonus to damage rolls when using a thrown weapon. Action Points: 4 (must have spent 20 action points). Prerequisites: Halfling Thrown Weapon Damage I.
Level 8
Halfling Athletics III: Grants a +3 bonus to the Jump skill. Action Points: 3 (must have spent 25 action points). Prerequisites: Halfling Athletics II.
Halfling Dexterity II: Grants a +2 increase to Dexterity score. Action Points: 4 (must have spent 24 action points). Prerequisites: Halfling Dexterity I.
Halfling Hero's Companion III: Grants one of your companions a short-term +4 to damage and saves, +3 to attacks, and +2 to AC while he is by your side. Action Points: 3 (must have spent 25 action points). Prerequisites: Halfling Hero's Companion II.
Halfling Hiding III: Grants a +3 bonus to the Hide skill. Action Points: 3 (must have spent 25 action points). Prerequisites: Halfling Hiding II.
Halfling Keen Ears III: Grants a +3 bonus to the Listen skill. Action Points: 3 (must have spent 25 action points). Prerequisites: Halfling Keen Ears II.
Halfling Silent Moves III: Grants a +3 bonus to the Move Silently skill. Action Points: 3 (must have spent 25 action points). Prerequisites: Halfling Silent Moves II.
Level 9
Halfling Fear Resistance III: Grants a +3 bonus on saving throws against fear. Action Points: 3 (must have spent 29 action points). Prerequisites: Halfling Fear Resistance II.
Halfling Luck III: Grants a +3 bonus on Reflex saving throws. Action Points: 3 (must have spent 29 action points). Prerequisites: Halfling Luck II.
Level 10
Halfling Cunning III: You gain an additional +3 bonus to attack rolls when flanking an enemy. Action Points: 6 (must have spent 30 action points). Prerequisites: Halfling Cunning II.
Halfling Thrown Weapon Attack II: You gain an additional +2 bonus to attack rolls when using a thrown weapon. Action Points: 4 (must have spent 32 action points). Prerequisites: Halfling Thrown Weapon Attack I.
Level 11
Halfling Hero's Companion IV: Grants one of your companions a short-term +5 to damage and saves, +4 to attacks, and +3 to AC while he is by your side. Action Points: 4 (must have spent 36 action points). Prerequisites: Halfling Hero's Companion III.
Level 12
Halfling Athletics IV: Grants a +4 bonus to the Jump skill. Action Points: 4 (must have spent 40 action points). Prerequisites: Halfling Athletics III.
Halfling Hiding IV: Grants a +4 bonus to the Hide skill. Action Points: 4 (must have spent 40 action points). Prerequisites: Halfling Hiding III.
Halfling Keen Ears IV: Grants a +4 bonus to the Listen skill. Action Points: 4 (must have spent 40 action points). Prerequisites: Halfling Keen Ears III.
Halfling Silent Moves IV: Grants a +4 bonus to the Move Silently skill. Action Points: 4 (must have spent 40 action points). Prerequisites: Halfling Silent Moves III.
Human
Level 1
Human Versatility I: Activate this ability to receive a +2 bonus to skills for 20 seconds. Action Points: 1
Level 2
Human Improved Recovery I: The benefit you receive from healing spells, potions, etc. is increased by 10%. Action Points: 2 (must have spent 2 action points).
Level 4
Human Versatility II: Activate this ability to receive a +3 bonus to skills for 20 seconds. Action Points: 2 (must have spent 10 action points). Prerequisites: Human Versatility I.
Level 5
You can only take one "adaptability" enhancement at a time.
Human Adaptability Charisma I: Grants a +1 increase to Charisma score. Action Points: 2 (must have spent 18 action points).
Human Adaptability Constitution I: Grants a +1 increase to Constitution score. Action Points: 2 (must have spent 18 action points).
Human Adaptability Dexterity I: Grants a +1 increase to Dexterity score. Action Points: 2 (must have spent 18 action points).
Human Adaptability Intelligence I: Grants a +1 increase to Intelligence score. Action Points: 2 (must have spent 18 action points).
Human Adaptability Strength I: Grants a +1 increase to Strength score. Action Points: 2 (must have spent 18 action points).
Human Adaptability Wisdom I: Grants a +1 increase to Wisdom score. Action Points: 2 (must have spent 18 action points).
Level 6
Human Improved Recovery II: The benefit you receive from healing spells, potions, etc. is increased by 15%. Action Points: 4 (must have spent 16 action points). Prerequisites: Human Improved Recovery I.
Level 7
Human Versatility III: Activate this ability to receive a +4 bonus to skills for 20 seconds. Action Points: 3 (must have spent 21 action points). Prerequisites: Human Versatility II.
Level 10
Human Improved Recovery III: The benefit you receive from healing spells, potions, etc. is increased by 20%. Action Points: 6 (must have spent 30 action points). Prerequisites: Human Improved Recovery II.
Human Versatility IV: Activate this ability to receive a +5 bonus to skills for 20 seconds. Action Points: 4 (must have spent 32 action points). Prerequisites: Human Versatility III.
Warforged
Level 1
Warforged Combat Training I: Grants +1 passive bonus to the Balance skill. Action Points: 1
Warforged Construct Thinking I: Grants +1 saving throw against Will-based Enchantments. Action Points: 1
Warforged Damage Reduction I: You gain damage reduction 1/adamantine, or improve your existing damage reduction by 1/adamantine. Action Points: 2
Warforged Hardiness I: Grants +1 bonus on Fortitude saving throws. Action Points: 1
Warforged Healer's Friend I: Benefit from healing spells is increased by 15%. Action Points: 2
Warforged Mechanics I: Grants +1 passive bonus to the Repair skill. Action Points: 1
Level 2
Warforged Inscribed Armor I: Removes Arcane spell failure from base Warforged Composite Plating. Reduces arcane spell failure chance of the warforged's Mithral Body Feat to 10% and the Adamantine Body Feat to 30%. Action Points: 1 (must have spent 3 action points).
Warforged Tactics I: Grants a +1 bonus on the DC of combat feats, making it harder for your enemies to resist your combat maneuvers such as trip, hamstring, and stunning blow. Action Points: 2 (must have spent 2 action points).
Level 3
Warforged Constitution I: Grants a +1 to Constitution score. Action Points: 2 (must have spent 6 action points).
Level 4
Warforged Combat Training II: Grants +2 passive bonus to the Balance skill. Action Points: 2 (must have spent 10 action points). Prerequisites: Warforged Combat Training I.
Warforged Mechanics II: Grants +2 passive bonus to the Repair skill. Action Points: 2 (must have spent 10 action points). Prerequisites: Warforged Mechanics I.
Level 5
Warforged Healer's Friend II: Benefit from healing spells is increased by 20%. Action Points: 4 (must have spent 12 action points). Prerequisites: Warforged Healer's Friend I.
Level 6
Warforged Construct Thinking II: Grants +2 saving throw against Will-based Enchantments. Action Points: 2 (must have spent 18 action points). Prerequisites: Warforged Construct Thinking I.
Warforged Damage Reduction II: You gain damage reduction 2/adamantine, or improve your existing damage reduction by 2/adamantine. Action Points: 4 (must have spent 16 action points). Prerequisites: Warforged Damage Reduction I.
Warforged Hardiness II: Grants +2 bonus on Fortitude saving throws. Action Points: 2 (must have spent 18 action points). Prerequisites: Warforged Hardiness I.
Warforged Inscribed Armor II: Removes Arcane spell failure from base Warforged Composite Plating. Reduces arcane spell failure chance of the warforged's Mithral Body Feat to 5% and the Adamantine Body Feat to 25%. Action Points: 2 (must have spent 18 action points). Prerequisites: Warforged Inscribed Armor I.
Warforged Tactics II: Grants a +2 bonus on the DC of combat feats, making it harder for your enemies to resist your combat maneuvers such as trip, hamstring, and stunning blow. Action Points: 4 (must have spent 16 action points). Prerequisites: Warforged Tactics I.
Level 8
Warforged Combat Training III: Grants +3 passive bonus to the Balance skill. Action Points: 3 (must have spent 25 action points). Prerequisites: Warforged Combat Training II.
Warforged Constitution II: Grants a +2 to Constitution score. Action Points: 4 (must have spent 24 action points). Prerequisites: Warforged Constitution I.
Warforged Mechanics III: Grants +3 passive bonus to the Repair skill. Action Points: 3 (must have spent 25 action points). Prerequisites: Warforged Mechanics II.
Level 9
Warforged Healer's Friend III: Benefit from healing spells is increased by 25%. Action Points: 6 (must have spent 26 action points). Prerequisites: Warforged Healer's Friend II.
Level 10
Warforged Inscribed Armor III: Removes Arcane spell failure from base Warforged Composite Plating and Mithral Body. Reduces arcane spell failure chance of the warforged's Adamantine Body Feat to 20%. Action Points: 3 (must have spent 33 action points). Prerequisites: Warforged Inscribed Armor II.
Warforged Tactics III: Grants a +3 bonus on the DC of combat feats, making it harder for your enemies to resist your combat maneuvers such as trip, hamstring, and stunning blow. Action Points: 6 (must have spent 30 action points). Prerequisites: Warforged Tactics II.
Level 11
Warforged Damage Reduction III: You gain damage reduction 3/adamantine, or improve your existing damage reduction by 3/adamantine. Action Points: 6 (must have spent 34 action points). Prerequisites: Warforged Damage Reduction II.
Level 12
Warforged Combat Training IV: Grants +4 passive bonus to the Balance skill. Action Points: 4 (must have spent 40 action points). Prerequisites: Warforged Combat Training III.
Warforged Construct Thinking III: Grants +3 saving throw against Will-based Enchantments. Action Points: 3 (must have spent 41 action points). Prerequisites: Warforged Construct Thinking II.
Warforged Hardiness III: Grants +3 bonus on Fortitude saving throws. Action Points: 3 (must have spent 41 action points). Prerequisites: Warforged Hardiness II.
Warforged Mechanics IV: Grants +4 passive bonus to the Repair skill. Action Points: 4 (must have spent 40 action points). Prerequisites: Warforged Mechanics III.