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Aeonelyon
2007-03-14, 01:33:00 PM
Class Enhancements

Barbarian

Level 1
Barbarian Damage Boost I: Activate this ability to receive a +2 bonus to weapon damage for 20 seconds. Action Points: 1
Barbarian Damage Reduction Boost I: Activate this ability to receive DR 6/- for 20 seconds. This effect does not stack with any inherent Barbarian DR. Action Points: 1
Barbarian Intimidate I: Grants a +1 bonus to Intimidate skill. Action Points: 1
Barbarian Jump I: Grants a +1 bonus to Jump skill. Action Points: 1
Barbarian Listen I: Grants a +1 bonus to Listen skill. Action Points: 1
Barbarian Power Attack I: Power Attack does additional 1 bonus damage and -1 to hit. Action Points: 1. Prerequisites: Power Attack.
Barbarian Resist Disease I: Grants a +1 bonus on saving throws against disease. Action Points: 1. Prerequisites: Warforged restricted.
Barbarian Resist Poison I: Grants a +1 bonus on saving throws against poison. Action Points: 1. Prerequisites: Warforged restricted.
Barbarian Sprint Boost I: Activate this ability to receive a running speed bonus for 20 seconds. Action Points: 1
Barbarian Swim I: Grants a +1 bonus to Swim skill. Action Points: 1
Barbarian Toughness I: Increases the total benefit you receive from the Toughness feat by 5. Action Points: 1. Prerequisites: Toughness.
Barbarian Willpower I: You gain an additional +1 bonus to Will saves when raging. Action Points: 1
Level 2
Barbarian Constitution I: Grants a +1 increase to Constitution score. Action Points: 2 (must have spent 2 action points).
Barbarian Desert Lore I: You gain energy resistance of 2 versus fire, or improve your existing resistance by 2. Action Points: 1 (must have spent 3 action points).
Barbarian Extend Rage I: Your rage lasts 25% longer. Action Points: 1 (must have spent 3 action points).
Barbarian Extra Rage I: You can rage one additional time between resting. Action Points: 1 (must have spent 3 action points).
Barbarian Swamp Lore I: You gain energy resistance of 2 versus acid, or improve your existing resistance by 2. Action Points: 1 (must have spent 3 action points).
Barbarian Tundra Lore I: You gain energy resistance of 2 versus cold, or improve your existing resistance by 2. Action Points: 1 (must have spent 3 action points).
Improved Trap Sense I: Grants an extra +1 bonus on saving throws against traps. Action Points: 1 (must have spent 3 action points).
Level 3
Barbarian Hardy Rage I: You gain an additional +1 Constitution when raging. Action Points: 1 (must have spent 7 action points).
Barbarian Improved Damage Reduction I: You gain damage reduction 1/-, or improve your existing damage reduction by 1/-. Action Points: 2 (must have spent 6 action points).
Barbarian Power Rage I: You gain an additional +1 Strength when raging. Action Points: 1 (must have spent 7 action points).
Level 4
Barbarian Damage Boost II: Activate this ability to receive a +3 bonus to weapon damage for 20 seconds. Action Points: 2 (must have spent 10 action points). Prerequisites: Barbarian Damage Boost I.
Barbarian Damage Reduction Boost II: Activate this ability to receive DR 9/- for 20 seconds. This effect does not stack with any inherent Barbarian DR. Action Points: 2 (must have spent 10 action points). Prerequisites: Barbarian Damage Reduction Boost I.
Barbarian Intimidate II: Grants a +2 bonus to Intimidate skill. Action Points: 2 (must have spent 10 action points). Prerequisites: Barbarian Intimidate I.
Barbarian Jump II: Grants a +2 bonus to Jump skill. Action Points: 2 (must have spent 10 action points). Prerequisites: Barbarian Jump I.
Barbarian Listen II: Grants a +2 bonus to Listen skill. Action Points: 2 (must have spent 10 action points). Prerequisites: Barbarian Listen I.
Barbarian Sprint Boost II: Activate this ability to receive a running speed bonus for 20 seconds. Action Points: 2 (must have spent 10 action points). Prerequisites: Barbarian Sprint Boost I.
Barbarian Swim II: Grants a +2 bonus to Swim skill. Action Points: 2 (must have spent 10 action points). Prerequisites: Barbarian Swim I.
Barbarian Toughness II: Increases the total benefit you receive from the Toughness feat by 10. Action Points: 2 (must have spent 10 action points). Prerequisites: Barbarian Toughness I.
Barbarian Willpower II: You gain an additional +2 bonus to Will saves when raging. Action Points: 2 (must have spent 10 action points). Prerequisites: Barbarian Willpower I.
Level 5
Barbarian Extend Rage II: Your rage lasts 50% longer. Action Points: 2 (must have spent 14 action points). Prerequisites: Barbarian Extend Rage I.
Barbarian Power Attack II: Power Attack does additional 2 bonus damage and -2 to hit. Action Points: 2 (must have spent 14 action points). Prerequisites: Barbarian Power Attack I.
Barbarian Resist Disease II: Grants a +2 bonus on saving throws against disease. Action Points: 2 (must have spent 14 action points). Prerequisites: Barbarian Resist Disease I AND Warforged restricted .
Barbarian Resist Poison II: Grants a +2 bonus on saving throws against poison. Action Points: 2 (must have spent 14action points). Prerequisites: Barbarian Resist Poison I AND Warforged restricted.
Improved Trap Sense II: Grants an extra +2 bonus on saving throws against traps. Action Points: 2 (must have spent 14 action points). Prerequisites: Improved Trap Sense I.
Level 6
Barbarian Constitution II: Grants a +2 increase to Constitution score. Action Points: 4 (must have spent 16 action points). Prerequisites: Barbarian Constitution I.
Barbarian Desert Lore II: You gain energy resistance of 4 versus fire, or improve your existing resistance by 4. Action Points: 2 (must have spent 18 action points). Prerequisites: Barbarian Desert Lore I.
Barbarian Extra Rage II: You can rage two additional times between resting. Action Points: 2 (must have spent 18 action points). Prerequisites: Barbarian Extra Rage I.
Barbarian Hardy Rage II: You gain an additional +2 Constitution when raging. Action Points: 2 (must have spent 18 action points). Prerequisites: Barbarian Hardy Rage I.
Barbarian Power Rage II: You gain an additional +2 Strength when raging. Action Points: 2 (must have spent 18 action points). Prerequisites: Barbarian Power Rage I.
Barbarian Swamp Lore II: You gain energy resistance of 4 versus acid, or improve your existing resistance by 4. Action Points: 2 (must have spent 18 action points). Prerequisites: Barbarian Swamp Lore I.
Barbarian Tundra Lore II: You gain energy resistance of 4 versus cold, or improve your existing resistance by 4. Action Points: 2 (must have spent 18 action points). Prerequisites: Barbarian Tundra Lore I.
Level 7
Barbarian Damage Boost III: Activate this ability to receive a +4 bonus to weapon damage for 20 seconds. Action Points: 3 (must have spent 21 action points). Prerequisites: Barbarian Damage Boost II.
Barbarian Damage Reduction Boost III: Activate this ability to receive DR 12/- for 20 seconds. This effect does not stack with any inherent Barbarian DR. Action Points: 3 (must have spent 21 action points). Prerequisites: Barbarian Damage Reduction Boost II.
Barbarian Improved Damage Reduction II: You gain damage reduction 2/-, or improve your existing damage reduction by 2/-. Action Points: 4 (must have spent 20 action points). Prerequisites: Barbarian Improved Damage Reduction I.
Barbarian Sprint Boost III: Activate this ability to receive a running speed bonus for 20 seconds. Action Points: 3 (must have spent 21 action points). Prerequisites: Barbarian Sprint Boost II.
Barbarian Toughness III: Increases the total benefit you receive from the Toughness feat by 15. Action Points: 3 (must have spent 21 action points). Prerequisites: Barbarian Toughness II.
Barbarian Willpower III: You gain an additional +3 bonus to Will saves when raging. Action Points: 3 (must have spent 21 action points). Prerequisites: Barbarian Willpower II.
Level 8
Barbarian Extend Rage III: Your rage lasts 75% longer. Action Points: 3 (must have spent 25 action points). Prerequisites: Barbarian Extend Rage II.
Barbarian Intimidate III: Grants a +3 bonus to Intimidate skill. Action Points: 3 (must have spent 25 action points). Prerequisites: Barbarian Intimidate II.
Barbarian Jump III: Grants a +3 bonus to Jump skill. Action Points: 3 (must have spent 25 action points). Prerequisites: Barbarian Jump II.
Barbarian Listen III: Grants a +3 bonus to Listen skill. Action Points: 3 (must have spent 25 action points). Prerequisites: Barbarian Listen II.
Barbarian Swim III: Grants a +3 bonus to Swim skill. Action Points: 3 (must have spent 25 action points). Prerequisites: Barbarian Swim II.
Improved Trap Sense III: Grants an extra +3 bonus on saving throws against traps. Action Points: 3 (must have spent 25 action points). Prerequisites: Improved Trap Sense II.
Level 9
Barbarian Hardy Rage III: You gain an additional +3 Constitution when raging. Action Points: 3 (must have spent 29 action points). Prerequisites: Barbarian Hardy Rage II.
Barbarian Power Attack III: Power Attack does additional 3 bonus damage and -3 to hit. Action Points: 3 (must have spent 29 action points). Prerequisites: Barbarian Power Attack II.
Barbarian Power Rage III: You gain an additional +3 Strength when raging. Action Points: 3 (must have spent 29 action points). Prerequisites: Barbarian Power Rage II.
Barbarian Resist Disease III: Grants a +3 bonus on saving throws against disease. Action Points: 3 (must have spent 29 action points). Prerequisites: Barbarian Resist Disease II AND Warforged restricted.
Barbarian Resist Poison III: Grants a +3 bonus on saving throws against poison. Action Points: 3 (must have spent 29 action points). Prerequisites: Barbarian Resist Poison II AND Warforged restricted.
Level 10
Barbarian Constitution III: Grants a +3 increase to Constitution score. Action Points: 6 (must have spent 30 action points). Prerequisites: Barbarian Constitution II.
Barbarian Damage Boost IV: Activate this ability to receive a +5 bonus to weapon damage for 20 seconds. Action Points: 4 (must have spent 32 action points). Prerequisites: Barbarian Damage Boost III.
Barbarian Damage Reduction Boost IV: Activate this ability to receive DR 15/- for 20 seconds. This effect does not stack with any inherent Barbarian DR. Action Points: 4 (must have spent 32 action points). Prerequisites: Barbarian Damage Reduction Boost III.
Barbarian Desert Lore III: You gain energy resistance of 6 versus fire, or improve your existing resistance by 6. Action Points: 3 (must have spent 33 action points). Prerequisites: Barbarian Desert Lore II.
Barbarian Extra Rage III: You can rage three additional times between resting. Action Points: 3 (must have spent 33 action points). Prerequisites: Barbarian Extra Rage II.
Barbarian Sprint Boost IV: Activate this ability to receive a running speed bonus for 20 seconds. Action Points: 4 (must have spent 32 action points). Prerequisites: Barbarian Sprint Boost III.
Barbarian Swamp Lore III: You gain energy resistance of 6 versus acid, or improve your existing resistance by 6. Action Points: 3 (must have spent 33action points). Prerequisites: Barbarian Swamp Lore II.
Barbarian Toughness IV: Increases the total benefit you receive from the Toughness feat by 20. Action Points: 4 (must have spent 32 action points). Prerequisites: Barbarian Toughness III.
Barbarian Tundra Lore III: You gain energy resistance of 6 versus cold, or improve your existing resistance by 6. Action Points: 3 (must have spent 33 action points). Prerequisites: Barbarian Tundra Lore II.
Level 11
Barbarian Critical Rage I: Increases your threat range by 1 when raging, regardless of your weapon. Action Points: 2 (must have spent 38 action points).
Barbarian Extend Rage IV: Your rage lasts twice as long. Action Points: 4 (must have spent 36 action points). Prerequisites: Barbarian Extend Rage III.
Barbarian Extra Action Boost I: You can use each of your barbarian action boosts an additional time between resting. Action Points: 2 (must have spent 38 action points). Prerequisites: Barbarian Damage Boost IV OR Barbarian Damage Reduction Boost IV OR Barbarian Sprint Boost IV.
Improved Trap Sense IV: Grants an extra +4 bonus on saving throws against traps. Action Points: 4 (must have spent 36 action points). Prerequisites: Improved Trap Sense III.
Level 12
Barbarian Intimidate IV: Grants a +4 bonus to Intimidate skill. Action Points: 4 (must have spent 40 action points). Prerequisites: Barbarian Intimidate III.
Barbarian Jump IV: Grants a +4 bonus to Jump skill. Action Points: 4 (must have spent 40 action points). Prerequisites: Barbarian Jump III.
Barbarian Listen IV: Grants a +4 bonus to Listen skill. Action Points: 4 (must have spent 40 action points). Prerequisites: Barbarian Listen III.
Barbarian Power Rage IV: You gain an additional +4 Strength when raging. Action Points: 4 (must have spent 40 action points). Prerequisites: Barbarian Power Rage III.
Barbarian Swim IV: Grants a +4 bonus to Swim skill. Action Points: 4 (must have spent 40 action points). Prerequisites: Barbarian Swim III.

Bard

Level 1
Bard Balance I: Grants a +1 bonus to the Balance skill. Action Points: 1
Bard Bluff I: Grants a +1 bonus to Bluff skill. Action Points: 1
Bard Concentration I: Grants a +1 bonus to Concentration skill. Action Points: 1
Bard Diplomacy I: Grants a +1 bonus to Diplomacy skill. Action Points: 1
Bard Energy of Music I: Grants a 20 point increase to spell points. Action Points: 1
Bard Extra Song I: You gain the ability to perform 1 additional bard song before resting. Action Points: 1
Bard Haggle I: Grants a +1 bonus to Haggle skill. Action Points: 1
Bard Inspired Bravery I: The use of your inspire courage ability grants an additional +1 bonus to fear saves. Action Points: 1
Bard Perform I: Grants a +1 bonus to Perform skill. Action Points: 1
Bard Song Magic I: Grants a 10% increase to the effectiveness of your healing and sonic spells. Action Points: 1
Bard Tumble I: Grants a +1 bonus to Tumble skill. Action Points: 1
Level 2
Bard Charisma I: Grants a +1 increase to Charisma score. Action Points: 2 (must have spent 2 action points)
Bard Inspired Damage I: The use of your inspire courage ability grants an additional +1 damage bonus. Action Points: 1 (must have spent 3 action points)
Bard Lingering Song I: Your beneficial songs last 20% longer than normal. Action Points: 1 (must have spent 3 action points)
Bard Wand Mastery I: Grants a 10% increase to the effectiveness of your wands. Action Points: 1 (must have spent 3 action points)
Level 3
Bard Inspired Attack I: The use of your inspire courage ability grants an additional +1 attack bonus. Action Points: 2 (must have spent 6 action points)
Bard Lyric of Song I: Grants a 3% chance for healing and sonic spells to generate a critical result. Action Points: 1 (must have spent 7 action points)
Bard Wand Heightening I: You add +1 to the DC of your offensive wands. Action Points: 1 (must have spent 7 action points)
Level 4
Bard Balance II: Grants a +2 bonus to the Balance skill. Action Points: 2 (must have spent 10 action points). Prerequisites: Bard Balance I
Bard Bluff II: Grants a +2 bonus to Bluff skill. Action Points: 2 (must have spent 10 action points). Prerequisites: Bard Bluff I
Bard Concentration II: Grants a +2 bonus to Concentration skill. Action Points: 2 (must have spent 10 action points). Prerequisites: Bard Concentration I
Bard Diplomacy II: Grants a +2 bonus to Diplomacy skill. Action Points: 2 (must have spent 10 action points). Prerequisites: Bard Diplomacy I
Bard Extra Song II: You gain the ability to perform 2 additional bard songs before resting. Action Points: 2 (must have spent 10 action points). Prerequisites: Bard Extra Song I
Bard Haggle II: Grants a +2 bonus to Haggle skill. Action Points: 2 (must have spent 10 action points). Prerequisites: Bard Haggle I
Bard Perform II: Grants a +2 bonus to Perform skill. Action Points: 2 (must have spent 10 action points). Prerequisites: Bard Perform I
Bard Song Magic II: Grants a 20% increase to the effectiveness of your healing and sonic spells. Action Points: 2 (must have spent 10 action points). Prerequisites: Bard Song Magic I
Bard Tumble II: Grants a +2 bonus to Tumble skill. Action Points: 2 (must have spent 10 action points). Prerequisites: Bard Tumble I
Level 5
Bard Energy of Music II: Grants a 40 point increase to spell points. Action Points: 2 (must have spent 14 action points). Prerequisites: Bard Energy of Music I
Bard Improved Spell Penetration I: You add +1 to your level to overcome an enemy's SR. Action Points: 2 (must have spent 14 action points)
Bard Inspired Bravery II: The use of your inspire courage ability grants an additional +2 bonus to fear saves. Action Points: 2 (must have spent 14 action points). Prerequisites: Bard Inspired Bravery I
Bard Lyric of Incredible Song I: When your healing and sonic spells generate a critical result, they heal for 1.25 times more than the normal amount. Action Points: 1 (must have spent 15 action points). Prerequisites: Bard Lyric of Song I
Bard Wand Mastery II: Grants a 20% increase to the effectiveness of your wands. Action Points: 2 (must have spent 14 action points). Prerequisites: Bard Wand Mastery I
Level 6
Bard Charisma II: Grants a +2 increase to Charisma score. Action Points: 4 (must have spent 16 action points). Prerequisites: Bard Charisma I
Bard Lingering Song II: Your beneficial songs last 40% longer than normal.. Action Points: 2 (must have spent 18 action points). Prerequisites: Bard Lingering Song I
Level 7
Bard Extra Song III: You gain the ability to perform 3 additional bard songs before resting. Action Points: 3 (must have spent 21 action points). Prerequisites: Bard Extra Song II
Bard Inspired Damage II: The use of your inspire courage ability grants an additional +2 damage bonus. Action Points: 2 (must have spent 22 action points). Prerequisites: Bard Inspired Damage I
Bard Lyric of Song II: Grants a 6% chance for healing and sonic spells to generate a critical result. Action Points: 2 (must have spent 22 action points). Prerequisites: Bard Lyric of Song I
Bard Song Magic III: Grants a 30% increase to the effectiveness of your healing and sonic spells. Action Points: 3 (must have spent 21 action points). Prerequisites: Bard Song Magic II
Bard Wand Heightening II: You add +2 to the DC of your offensive wands. Action Points: 2 (must have spent 22 action points). Prerequisites: Bard Wand Heightening I
Level 8
Bard Balance III: Grants a +3 bonus to the Balance skill. Action Points: 3 (must have spent 25 action points). Prerequisites: Bard Balance II
Bard Bluff III: Grants a +3 bonus to Bluff skill. Action Points: 3 (must have spent 25 action points). Prerequisites: Bard Bluff II
Bard Concentration III: Grants a +3 bonus to Concentration skill. Action Points: 3 (must have spent 25 action points). Prerequisites: Bard Concentration II
Bard Diplomacy III: Grants a +3 bonus to Diplomacy skill. Action Points: 3 (must have spent 25 action points). Prerequisites: Bard Diplomacy II
Bard Haggle III: Grants a +3 bonus to Haggle skill. Action Points: 3 (must have spent 25 action points). Prerequisites: Bard Haggle II
Bard Inspired Attack II: The use of your inspire courage ability grants an additional +2 attack bonus. Action Points: 4 (must have spent 24 action points). Prerequisites: Bard Inspired Attack I
Bard Perform III: Grants a +3 bonus to Perform skill. Action Points: 3 (must have spent 25 action points). Prerequisites: Bard Perform II
Bard Tumble III: Grants a +3 bonus to Tumble skill. Action Points: 3 (must have spent 25 action points). Prerequisites: Bard Tumble II
Bard Wand Mastery III: Grants a 30% increase to the effectiveness of your wands. Action Points: 3 (must have spent 25 action points). Prerequisites: Bard Wand Mastery II
Level 9
Bard Energy of Music III: Grants a 60 point increase to spell points. Action Points: 3 (must have spent 29 action points). Prerequisites: Bard Energy of Music II
Bard Improved Spell Penetration II: You add +2 to your level to overcome an enemy's SR. Action Points: 4 (must have spent 28 action points). Prerequisites: Bard Improved Spell Penetration I
Bard Inspired Bravery III: The use of your inspire courage ability grants an additional +3 bonus to fear saves. Action Points: 3 (must have spent 29 action points). Prerequisites: Bard Inspired Bravery II
Bard Lyric of Incredible Song II: When your healing and sonic spells generate a critical result, they heal for 1.5 times more than the normal amount. Action Points: 2 (must have spent 30 action points). Prerequisites: Bard Lyric of Incredible Song I
Level 10
Bard Charisma III: Grants a +3 increase to Charisma score. Action Points: 6 (must have spent 30 action points). Prerequisites: Bard Charisma II
Bard Extra Song IV: You gain the ability to perform 4 additional bard songs before resting. Action Points: 4 (must have spent 32 action points). Prerequisites: Bard Extra Song III
Bard Lingering Song III: Your beneficial songs last 60% longer than normal. Action Points: 3 (must have spent 33 action points). Prerequisites: Bard Lingering Song II
Bard Song Magic IV: Grants a 40% increase to the effectiveness of your healing and sonic spells. Action Points: 4 (must have spent 32 action points). Prerequisites: Bard Song Magic III
Level 11
Bard Lyric of Song III: Grants a 9% chance for healing and sonic spells to generate a critical result. Action Points: 3 (must have spent 37 action points). Prerequisites: Bard Lyric of Song II
Bard Music of Makers: You can use this ability to fascinate constructs. Action Points: 2 (must have spent 38 action points). Prerequisites: Bard Extra Song IV
Bard Music of the Dead: You can use this ability to fascinate undead. Action Points: 2 (must have spent 38 action points). Prerequisites: Bard Extra Song IV
Bard Wand Heightening III: You add +3 to the DC of your offensive wands. Action Points: 3 (must have spent 37 action points). Prerequisites: Bard Wand Heightening II
Bard Wand Mastery IV: Grants a 40% increase to the effectiveness of your wands. Action Points: 4 (must have spent 36 action points). Prerequisites: Bard Wand Mastery III
Level 12
Bard Balance IV: Grants a +4 bonus to the Balance skill. Action Points: 4 (must have spent 40 action points). Prerequisites: Bard Balance III
Bard Bluff IV: Grants a +4 bonus to Bluff skill. Action Points: 4 (must have spent 40 action points). Prerequisites: Bard Bluff III
Bard Concentration IV: Grants a +4 bonus to Concentration skill. Action Points: 4 (must have spent 40 action points). Prerequisites: Bard Concentration III
Bard Diplomacy IV: Grants a +4 bonus to Diplomacy skill. Action Points: 4 (must have spent 40 action points). Prerequisites: Bard Diplomacy III
Bard Haggle IV: Grants a +4 bonus to Haggle skill. Action Points: 4 (must have spent 40 action points). Prerequisites: Bard Haggle III
Bard Inspired Damage III The use of your inspire courage ability grants an additional +3 damage bonus. Action Points: 3 (must have spent 41 action points). Prerequisites: Bard Inspired Damage II
Bard Perform IV: Grants a +4 bonus to Perform skill. Action Points: 4 (must have spent 40 action points). Prerequisites: Bard Perform III
Bard Tumble IV: Grants a +4 bonus to Tumble skill. Action Points: 4 (must have spent 40 action points). Prerequisites: Bard Tumble III

Clerics

Level 1
Cleric Concentration I: Grants a +1 bonus to Concentration skill. Action Points: 1
Cleric Diplomacy I: Grants a +1 bonus to Diplomacy skill. Action Points: 1
Cleric Divine Vitality I: Activate this ability to restore 3d4+10 spellpoints to another character. Consumes a use of turn undead for the day. Action Points: 1
Cleric Energy of the Zealot I: Grants a 20 point increase to spell points. Action Points: 1
Cleric Extra Turning I: You gain the ability to perform 1 additional turn undead attempts before resting. Action Points: 1
Cleric Heal I: Grants a +1 bonus to Heal skill. Action Points: 1
Cleric Life Magic I: Grants a 10% increase to the effectiveness of your healing and negative energy spells. Action Points: 1
Cleric Smiting I: Grants a 10% increase to the effectiveness of your light and good spells. Action Points: 1
Level 2
Cleric Divine Cleansing I: Activate this ability to grant another character a +4 morale bonus on Fortitude saves for a short time and remove any poison or disease effects. Consumes a use of turn undead for the day. Action Points: 1 (must have spent 3 action points)
Cleric Improved Empower Healing I: Using Empower Heal feat costs you 10% fewer spell points for each spell cast while in that mode. Action Points: 2 (must have spent 2 action points). Prerequisites: Empower Healing Spell
Cleric Wand Mastery I: Grants a 10% increase to the effectiveness of your wands. Action Points: 1 (must have spent 3 action points)
Cleric Wisdom I: Grants a +1 increase to Wisdom score. Action Points: 2 (must have spent 2 action points)
Level 3
Cleric Divine Healing I: Activate this ability to give another character 1d3 healing every 2 seconds for 30 seconds. Consumes a use of turn undead for the day. Action Points: 1 (must have spent 7 action points)
Cleric Prayer of Life I: Grants a 3% chance for healing and negative energy spells to generate a critical result. Action Points: 1 (must have spent 7 action points)
Cleric Prayer of Smiting I: Grants a 3% chance for light and good spells to generate a critical result. Action Points: 1 (must have spent 7 action points)
Level 4
Cleric Charisma I: Grants a +1 increase to Charisma score. Action Points: 2 (must have spent 10 action points)
Cleric Concentration II: Grants a +2 bonus to Concentration skill. Action Points: 2 (must have spent 10 action points). Prerequisites: Cleric Concentration I
Cleric Diplomacy II: Grants a +2 bonus to Diplomacy skill. Action Points: 2 (must have spent 10 action points). Prerequisites: Cleric Diplomacy I
Cleric Divine Light I: Activate this ability to deal 4d6 points of light damage to all nearby undead creatures instead of attempting to turn them. Consumes a use of turn undead for the day. (A successful DC 10 + Cleric Level + Charisma Mod Will save reduces the damage by half.). Action Points: 1 (must have spent 11 action points)
Cleric Extra Turning II: You gain the ability to perform 2 additional turn undead attempts before resting. Action Points: 2 (must have spent 10 action points). Prerequisites: Cleric Extra Turning I
Cleric Heal II: Grants a +2 bonus to Heal skill. Action Points: 2 (must have spent 10 action points). Prerequisites: Cleric Heal I
Cleric Life Magic II: Grants a 20% increase to the effectiveness of your healing and negative energy spells. Action Points: 2 (must have spent 10 action points). Prerequisites: Cleric Life Magic I
Cleric Smiting II: Grants a 20% increase to the effectiveness of your light and good spells. Action Points: 2 (must have spent 10 action points). Prerequisites: Cleric Smiting I
Level 5
Cleric Divine Vitality II: Activate this ability to restore 5d4+10 spellpoints to another character. Consumes a use of turn undead for the day. Action Points: 2 (must have spent 14 action points). Prerequisites: Cleric Divine Vitality I
Cleric Energy of the Zealot II: Grants a 50 point increase to spell points. Action Points: 2 (must have spent 14 action points). Prerequisites: Cleric Energy of the Zealot I
Cleric Improved Spell Penetration I: You add +1 to your level to overcome an enemy's SR. Action Points: 2 (must have spent 14 action points)
Cleric Improved Turning I: You increase your cleric level for the purposes of turning undead by 1. Action Points: 2 (must have spent 14 action points)
Cleric Prayer of Incredible Life I: When your healing and negative energy spells generate a critical result, they heal for 1.25 times more than the normal amount. Action Points: 1 (must have spent 15 action points). Prerequisites: Cleric Prayer of Life I
Cleric Prayer of Incredible Smiting I: When your light and good spells generate a critical result, they do 1.25 times more than the normal amount. Action Points: 1 (must have spent 15 action points). Prerequisites: Cleric Prayer of Smiting I
Cleric Wand Mastery II: Grants a 20% increase to the effectiveness of your wands. Action Points: 2 (must have spent 14 action points)
Prerequisites: Cleric Wand Mastery I
Level 6
Cleric Divine Cleansing II: Activate this ability to grant another character a +6 morale bonus on Fortitude saves for a short time and remove any poison, disease, curse, or blindness effects. Consumes a use of turn undead for the day. Action Points: 2 (must have spent 18 action points). Prerequisites: Cleric Divine Cleansing I
Cleric Improved Empower Healing II : Using Empower Heal feat costs you 15% fewer spell points for each spell cast while in that mode. Action Points: 4 (must have spent 16 action points). Prerequisites: Cleric Improved Empower Healing I
Cleric Wisdom II: Grants a +2 increase to Wisdom score. Action Points: 4 (must have spent 16 action points). Prerequisites: Cleric Wisdom I
Level 7
Cleric Divine Healing II: Activate this ability to give another character 2d3 healing every 2 seconds for 30 seconds. Consumes a use of turn undead for the day. Action Points: 2 (must have spent 22 action points). Prerequisites: Cleric Divine Healing I
Cleric Extra Turning III: You gain the ability to perform 3 additional turn undead attempts before resting. Action Points: 3 (must have spent 21 action points). Prerequisites: Cleric Extra Turning II
Cleric Life Magic III: Grants a 30% increase to the effectiveness of your healing and negative energy spells. Action Points: 3 (must have spent 21 action points). Prerequisites: Cleric Life Magic II
Cleric Prayer of Life II: Grants a 6% chance for healing and negative energy spells to generate a critical result. Action Points: 2 (must have spent 22 action points). Prerequisites: Cleric Prayer of Life I
Cleric Prayer of Smiting II: Grants a 6% chance for light and good spells to generate a critical result. Action Points: 2 (must have spent 22 action points). Prerequisites: Cleric Prayer of Smiting I
Cleric Smiting III: Grants a 30% increase to the effectiveness of your light and good spells. Action Points: 3 (must have spent 21 action points). Prerequisites: Cleric Smiting II
Level 8
Cleric Charisma II: Grants a +2 increase to Charisma score. Action Points: 4 (must have spent 24 action points). Prerequisites: Cleric Charisma I
Cleric Concentration III: Grants a +3 bonus to Concentration skill. Action Points: 3 (must have spent 25 action points). Prerequisites: Cleric Concentration II
Cleric Diplomacy III: Grants a +3 bonus to Diplomacy skill. Action Points: 3 (must have spent 25 action points). Prerequisites: Cleric Diplomacy II
Cleric Divine Light II: Activate this ability to deal 8d6 points of light damage to all nearby undead creatures instead of attempting to turn them. Consumes a use of turn undead for the day. (A successful DC 10 + Cleric Level + Charisma Mod Will save reduces the damage by half.). Action Points: 2 (must have spent 26 action points). Prerequisites: Cleric Divine Light I
Cleric Heal III: Grants a +3 bonus to Heal skill. Action Points: 3 (must have spent 25 action points). Prerequisites: Cleric Heal II
Cleric Wand Mastery III: Grants a 30% increase to the effectiveness of your wands. Action Points: 3 (must have spent 25 action points). Prerequisites: Cleric Wand Mastery II
Level 9
Cleric Divine Vitality III: Activate this ability to restore 7d4+10 spellpoints to another character. Consumes a use of turn undead for the day. Action Points: 3 (must have spent 29 action points). Prerequisites: Cleric Divine Vitality II
Cleric Energy of the Zealot III: Grants a 80 point increase to spell points. Action Points: 3 (must have spent 29 action points). Prerequisites: Cleric Energy of the Zealot II
Cleric Improved Spell Penetration II: You add +2 to your level to overcome an enemy's SR. Action Points: 4 (must have spent 28 action points). Prerequisites: Cleric Improved Spell Penetration I
Cleric Improved Turning II: You increase your cleric level for the purposes of turning undead by 2. Action Points: 4 (must have spent 28 action points). Prerequisites: Cleric Improved Turning I
Cleric Prayer of Incredible Life II: When your healing and negative energy spells generate a critical result, they heal for 1.5 times more than the normal amount. Action Points: 2 (must have spent 30 action points). Prerequisites: Cleric Prayer of Incredible Life I
Cleric Prayer of Incredible Smiting II: When your light and good spells generate a critical result, they do 1.5 times more than the normal amount. Action Points: 2 (must have spent 30 action points). Prerequisites: Cleric Prayer of Incredible Smiting I
Level 10
Cleric Divine Cleansing III: Activate this ability to grant another character a +8 morale bonus on Fortitude saves for a short time and remove any poison, disease, curse, blindness, paralysis, or petrification effects. Consumes a use of turn undead for the day. Action Points: 3 (must have spent 33 action points). Prerequisites: Cleric Divine Cleansing II
Cleric Extra Turning IV: You gain the ability to perform 4 additional turn undead attempts before resting. Action Points: 4 (must have spent 32 action points). Prerequisites: Cleric Extra Turning III
Cleric Improved Empower Healing III: Using Empower Heal feat costs you 20% fewer spell points for each spell cast while in that mode. Action Points: 6 (must have spent 30 action points). Prerequisites: Cleric Improved Empower Healing II
Cleric Life Magic IV: Grants a 40% increase to the effectiveness of your healing and negative energy spells. Action Points: 4 (must have spent 32 action points). Prerequisites: Cleric Life Magic III
Cleric Smiting IV: Grants a 40% increase to the effectiveness of your light and good spells. Action Points: 4 (must have spent 32 action points). Prerequisites: Cleric Smiting III
Cleric Wisdom III: Grants a +3 increase to Wisdom score. Action Points: 6 (must have spent 30 action points). Prerequisites: Cleric Wisdom II
Level 11
Cleric Divine Healing III: Activate this ability to give another character 3d3 healing every 2 seconds for 30 seconds. Consumes a use of turn undead for the day. Action Points: 3 (must have spent 37 action points). Prerequisites: Cleric Divine Healing II
Cleric Prayer of Life III: Grants a 9% chance for healing and negative energy spells to generate a critical result. Action Points: 3 (must have spent 37 action points). Prerequisites: Cleric Prayer of Life II
Cleric Prayer of Smiting III: Grants a 9% chance for light and good spells to generate a critical result. Action Points: 3 (must have spent 37 action points). Prerequisites: Cleric Prayer of Smiting II
Cleric Wand Mastery IV: Grants a 40% increase to the effectiveness of your wands. Action Points: 4 (must have spent 36 action points). Prerequisites: Cleric Wand Mastery III
Level 12
Cleric Concentration IV: Grants a +4 bonus to Concentration skill. Action Points: 4 (must have spent 40 action points). Prerequisites: Cleric Concentration III
Cleric Diplomacy IV: Grants a +4 bonus to Diplomacy skill. Action Points: 4 (must have spent 40 action points). Prerequisites: Cleric Diplomacy III
Cleric Divine Light III: Activate this ability to deal 14d6 points of light damage to all nearby undead creatures instead of attempting to turn them. Consumes a use of turn undead for the day. (A successful DC 10 + Cleric Level + Charisma Mod Will save reduces the damage by half.) Action Points: 3 (must have spent 41 action points). Prerequisites: Cleric Divine Light II
Cleric Heal IV: Grants a +4 bonus to Heal skill. Action Points: 4 (must have spent 40 action points). Prerequisites: Cleric Heal III

Fighter

Level 1
Fighter Armor Class Boost I: Activate this ability to receive a +2 bonus to Armor Class for 20 seconds. Action Points: 1
Fighter Armored Agility I: Reduces the armor check penalty that applies to many of your skills by 1, regardless of armor worn. Action Points: 1
Fighter Attack Boost I: Activate this ability to receive a +2 bonus to attack for 20 seconds. Action Points: 1
Fighter Critical Accuracy I: Grants +2 bonus to confirm critical hits. Action Points: 1
Fighter Haste Boost I: Activate this ability to receive a 15% attack speed bonus for 20 seconds. Action Points: 1
Fighter Intimidate I: Grants a +1 bonus to Intimidate skill. Action Points: 1
Fighter Item Defense I: You are skilled at protecting your gear against damage, granting you a 25% chance to negate potential item wear before it occurs. Action Points: 1
Fighter Jump I: Grants a +1 bonus to Jump skill. Action Points: 1
Fighter Repair I: Grants a +1 bonus to Repair skill. Action Points: 1
Fighter Strategy (Stunning Blow) I: Grants +1 to the DC of your Stunning Blow. Action Points: 1 Prerequisites: Stunning Blow Feat
Fighter Strategy (Sunder) I: Grants +1 to the DC of your Sunder and Improved Sunder abilities. Action Points: 1
Fighter Strategy (Trip) I: Grants +1 to the DC of your Trip and Improved Trip abilities. Action Points: 1
Fighter Swim I: Grants a +1 bonus to Swim skill. Action Points: 1
Fighter Toughness I: Increases the total benefit you receive from the Toughness feat by 5. Action Points: 1. Prerequisites: Toughness
Level 2
Fighter Strength I: Grants a +1 increase to Strength score. Action Points: 2 (must have spent 2 action points)
Level 3
Fighter Armor Mastery I: Grants +1 to the max Dex bonus on your armor. Action Points: 2 (must have spent 6 action points)
Fighter Flanking Mastery I: You gain an additional +1 bonus to attack rolls when flanking an enemy. Action Points: 2 (must have spent 6 action points)
Fighter Mobility I: Mobility grants you an additional +2 Armor Class bonus while tumbling. Action Points: 1 (must have spent 7 action points). Prerequisites: Mobility
Fighter Tower Shield Mastery I: Grants +1 to the max Dex bonus on your tower shield. Action Points: 2 (must have spent 6 action points)
Level 4
Fighter Armor Class Boost II: Activate this ability to receive a +3 bonus to Armor Class for 20 seconds. Action Points: 2 (must have spent 10 action points). Prerequisites: Fighter Armor Class Boost I
Fighter Attack Boost II: Activate this ability to receive a +3 bonus to attack for 20 seconds. Action Points: 2 (must have spent 10 action points). Prerequisites: Fighter Attack Boost I
Fighter Critical Accuracy II: Grants +4 bonus to confirm critical hits. Action Points: 2 (must have spent 10 action points). Prerequisites: Fighter Critical Accuracy I
Fighter Haste Boost II: Activate this ability to receive a 20% attack speed bonus for 20 seconds. Action Points: 2 (must have spent 10 action points) Prerequisites: Fighter Haste Boost I
Fighter Intimidate II: Grants a +2 bonus to Intimidate skill. Action Points: 2 (must have spent 10 action points). Prerequisites: Fighter Intimidate I
Fighter Jump II: Grants a +2 bonus to Jump skill. Action Points: 2 (must have spent 10 action points). Prerequisites: Fighter Jump I
Fighter Repair II: Grants a +2 bonus to Repair skill. Action Points: 2 (must have spent 10 action points). Prerequisites: Fighter Repair I
Fighter Strategy (Stunning Blow) II: Grants +2 to the DC of your Stunning Blow. Action Points: 2 (must have spent 10 action points). Prerequisites: Fighter Strategy (Stunning Blow) I
Fighter Strategy (Sunder) II: Grants +2 to the DC of your Sunder and Improved Sunder abilities. Action Points: 2 (must have spent 10 action points). Prerequisites: Fighter Strategy (Sunder) I
Fighter Strategy (Trip) II: Grants +2 to the DC of your Trip and Improved Trip abilities. Action Points: 2 (must have spent 10 action points). Prerequisites: Fighter Strategy (Trip) I
Fighter Swim II: Grants a +2 bonus to Swim skill. Action Points: 2 (must have spent 10 action points). Prerequisites: Fighter Swim I
Fighter Toughness II: Increases the total benefit you receive from the Toughness feat by 10. Action Points: 2 (must have spent 10 action points). Prerequisites: Fighter Toughness I
Level 5
Fighter 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: Fighter Armored Agility I
Fighter Item Defense II: You are skilled at protecting your gear against damage, granting you a 33% chance to negate potential item wear before it occurs. Action Points: 2 (must have spent 14 action points). Prerequisites: Fighter Item Defense I
Level 6
Fighter Strength II: Grants a +2 increase to Strength score. Action Points: 4 (must have spent 16 action points). Prerequisites: Fighter Strength I
Level 7
Fighter Armor Class Boost III: Activate this ability to receive a +4 bonus to Armor Class for 20 seconds. Action Points: 3 (must have spent 21 action points) Prerequisites: Fighter Armor Class Boost II
Fighter Armor Mastery II: Grants +2 to the max Dex bonus on your armor. Action Points: 4 (must have spent 20 action points). Prerequisites: Fighter Armor Mastery I
Fighter Attack Boost III: Activate this ability to receive a +4 bonus to attack for 20 seconds. Action Points: 3 (must have spent 21 action points). Prerequisites: Fighter Attack Boost II
Fighter Critical Accuracy III: Grants +6 bonus to confirm critical hits. Action Points: 3 (must have spent 21 action points). Prerequisites: Fighter Critical Accuracy II
Fighter Haste Boost III: Activate this ability to receive a 25% attack speed bonus for 20 seconds. Action Points: 3 (must have spent 21 action points). Prerequisites: Fighter Haste Boost II
Fighter Mobility II: Mobility grants you an additional +4 Armor Class bonus while tumbling. Action Points: 3 (must have spent 21 action points). Prerequisites: Fighter Mobility I
Fighter Strategy (Stunning Blow) III: Grants +3 to the DC of your Stunning Blow. Action Points: 3 (must have spent 21 action points). Prerequisites: Fighter Strategy (Stunning Blow) II
Fighter Strategy (Sunder) III: Grants +3 to the DC of your Sunder and Improved Sunder abilities. Action Points: 3 (must have spent 21 action points). Prerequisites: Fighter Strategy (Sunder) II
Fighter Strategy (Trip) III: Grants +3 to the DC of your Trip and Improved Trip abilities. Action Points: 3 (must have spent 21 action points). Prerequisites: Fighter Strategy (Trip) II
Fighter Toughness III: Increases the total benefit you receive from the Toughness feat by 15. Action Points: 3 (must have spent 21 action points), Prerequisites: Fighter Toughness II
Fighter Tower Shield Mastery II: Grants +2 to the max Dex bonus on your tower shield. Action Points: 4 (must have spent 20 action points). Prerequisites: Fighter Tower Shield Mastery I
Level 8
Fighter Flanking Mastery II: You gain an additional +2 bonus to attack rolls when flanking an enemy. Action Points: 4 (must have spent 24 action points). Prerequisites: Fighter Flanking Mastery I
Fighter Intimidate III: Grants a +3 bonus to Intimidate skill. Action Points: 3 (must have spent 25 action points). Prerequisites: Fighter Intimidate II
Fighter Jump III: Grants a +3 bonus to Jump skill. Action Points: 3 (must have spent 25 action points). Prerequisites: Fighter Jump II
Fighter Repair III: Grants a +3 bonus to Repair skill. Action Points: 3 (must have spent 25 action points). Prerequisites: Fighter Repair II
Fighter Swim III: Grants a +3 bonus to Swim skill. Action Points: 3 (must have spent 25 action points). Prerequisites: Fighter Swim II
Level 9
Fighter 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 29 action points). Prerequisites: Fighter Armored Agility II
Fighter Item Defense III: You are skilled at protecting your gear against damage, granting you a 50% chance to negate potential item wear before it occurs. Action Points: 3 (must have spent 29 action points). Prerequisites: Fighter Item Defense II
Level 10
Fighter Armor Class Boost IV: Activate this ability to receive a +5 bonus to Armor Class for 20 seconds. Action Points: 4 (must have spent 32 action points). Prerequisites: Fighter Armor Class Boost III
Fighter Attack Boost IV: Activate this ability to receive a +5 bonus to attack for 20 seconds. Action Points: 4 (must have spent 32 action points). Prerequisites: Fighter Attack Boost III
Fighter Critical Accuracy IV: Grants +8 bonus to confirm critical hits. Action Points: 4 (must have spent 32 action points). Prerequisites: Fighter Critical Accuracy III
Fighter Haste Boost IV: Activate this ability to receive a 30% attack speed bonus for 20 seconds. Action Points: 4 (must have spent 32 action points). Prerequisites: Fighter Haste Boost III
Fighter Strategy (Stunning Blow) IV: Grants +4 to the DC of your Stunning Blow. Action Points: 4 (must have spent 32 action points). Prerequisites: Fighter Strategy (Stunning Blow) III
Fighter Strategy (Sunder) IV: Grants +4 to the DC of your Sunder and Improved Sunder abilities. Action Points: 4 (must have spent 32 action points). Prerequisites: Fighter Strategy (Sunder) III
Fighter Strategy (Trip) IV: Grants +4 to the DC of your Trip and Improved Trip abilities. Action Points: 4 (must have spent 32 action points) Prerequisites: Fighter Strategy (Trip) III
Fighter Strength III: Grants a +3 increase to Strength score. Action Points: 6 (must have spent 30 action points). Prerequisites: Fighter Strength II
Fighter Toughness IV: Increases the total benefit you receive from the Toughness feat by 20. Action Points: 4 (must have spent 32 action points) Prerequisites: Fighter Toughness III
Level 11
Fighter Armor Mastery III: Grants +3 to the max Dex bonus on your armor. Action Points: 6 (must have spent 34 action points). Prerequisites: Fighter Armor Mastery II
Fighter Extra Action Boost I: You can use each of your Fighter action boosts an additional time between resting. Action Points: 2 (must have spent 38 action points). Prerequisites: Fighter Attack Boost IV OR Fighter Armor Class Boost IV OR Fighter Haste Boost IV
Fighter Mobility III: Mobility grants you an additional +6 Armor Class bonus while tumbling. Action Points: 6 (must have spent 34 action points). Prerequisites: Fighter Mobility II
Fighter Tower Shield Mastery III: Grants +3 to the max Dex bonus on your tower shield. Action Points: 6 (must have spent 34 action points). Prerequisites: Fighter Tower Shield Mastery II
Level 12
Fighter Intimidate IV: Grants a +4 bonus to Intimidate skill. Action Points: 4 (must have spent 40 action points). Prerequisites: Fighter Intimidate III
Fighter Jump IV: Grants a +4 bonus to Jump skill. Action Points: 4 (must have spent 40 action points). Prerequisites: Fighter Jump III
Fighter Repair IV: Grants a +4 bonus to Repair skill. Action Points: 4 (must have spent 40 action points). Prerequisites: Fighter Repair III
Fighter Swim IV: Grants a +4 bonus to Swim skill. Action Points: 4 (must have spent 40 action points). Prerequisites: Fighter Swim III

Aeonelyon
2007-03-14, 01:34:25 PM
The trainers of Stormreach have joined together to give you a guide to the many new enhancements that they can teach you. This article will highlight the upcoming Class Enhancements.

Paladin

Level 1
Paladin Armor Class Boost I: Activate this ability to receive a +2 bonus to Armor Class for 20 seconds. Action Points: 1
Paladin Attack Boost I: Activate this ability to receive a +2 bonus to attack for 20 seconds. Action Points: 1
Paladin Concentration I: Grants a +1 bonus to Concentration skill. Action Points: 1
Paladin Devotion I: Grants a 10% increase to the effectiveness of your healing spells. Action Points: 1
Paladin Diplomacy I: Grants a +1 bonus to Diplomacy skill. Action Points: 1
Paladin Extra Smite Evil I: You gain the ability to Smite Evil 1 additional times between each rest. Action Points: 1
Paladin Focus of Good I: Your aura of good provides a +1 bonus to Concentration skill checks, allowing spellcaster to continue their magic when damaged in combat. Action Points: 1
Paladin Heal I: Grants a +1 bonus to Heal skill. Action Points: 1
Paladin Saves Boost I: Activate this ability to receive a +2 bonus to saves for 20 seconds. Action Points: 1
Paladin Toughness I: Increases the total benefit you receive from the Toughness feat by 5. Action Points: 1 Prerequisites: Toughness
Level 2
Paladin Charisma I: Grants a +1 increase to Charisma score. Action Points: 2 (must have spent 2 action points)
Level 3
Paladin Bulwark of Good I: Your aura of good provides an additional +1 Armor Class bonus. Action Points: 2 (must have spent 6 action points)
Paladin Courage of Good I: Your aura of courage provides an additional +1 bonus to saving throws against fear. Action Points: 1 (must have spent 7 action points)
Paladin Extra Lay on Hands I: You can call on your lay on hands ability an additional time between each rest. Action Points: 2 (must have spent 6 action points)
Paladin Resistance of Good I: Your aura of good provides a +1 bonus to all saving throws. Action Points: 2 (must have spent 6 action points)
Level 4
Paladin Armor Class Boost II: Activate this ability to receive a +3 bonus to Armor Class for 20 seconds Action Points: 2 (must have spent 10 action points). Prerequisites: Paladin Armor Class Boost I
Paladin Attack Boost II: Activate this ability to receive a +3 bonus to attack for 20 seconds. Action Points: 2 (must have spent 10 action points). Prerequisites: Paladin Attack Boost I
Paladin Concentration II: Grants a +2 bonus to Concentration skill. Action Points: 2 (must have spent 10 action points). Prerequisites: Paladin Concentration I
Paladin Devotion II: Grants a 20% increase to the effectiveness of your healing spells. Action Points: 2 (must have spent 10 action points). Prerequisites: Paladin Devotion I
Paladin Diplomacy II: Grants a +2 bonus to Diplomacy skill. Action Points: 2 (must have spent 10 action points). Prerequisites: Paladin Diplomacy I
Paladin Energy of the Templar I: Grants a 20 point increase to spell points. Action Points: 1 (must have spent 11 action points).

Paladin Extra Smite Evil II: You gain the ability to Smite Evil 2 additional times between each rest. Action Points: 2 (must have spent 10 action points). Prerequisites: Paladin Extra Smite Evil I
Paladin Extra Turning I: You gain the ability to perform 1 additional turn undead attempts before resting. Action Points: 1 (must have spent 11 action points)
Paladin Heal II: Grants a +2 bonus to Heal skill. Action Points: 2 (must have spent 10 action points). Prerequisites: Paladin Heal I
Paladin Saves Boost II: Activate this ability to receive a +3 bonus to saves for 20 seconds. Action Points: 2 (must have spent 10 action points). Prerequisites: Paladin Saves Boost I
Paladin Toughness II: Increases the total benefit you receive from the Toughness feat by 10. Action Points: 2 (must have spent 10 action points). Prerequisites: Paladin Toughness I
Level 5
Paladin Focus of Good II: Your aura of good provides a +2 bonus to Concentration skill checks, allowing spellcaster to continue their magic when damaged in combat. Action Points: 2 (must have spent 14 action points). Prerequisites: Paladin Focus of Good I
Paladin Improved Turning I: You increase your paladin level for the purposes of turning undead by 1. Action Points: 2 (must have spent 14 action points)
Level 6
Paladin Charisma II: Grants a +2 increase to Charisma score. Action Points: 4 (must have spent 16 action points). Prerequisites: Paladin Charisma I
Paladin Divine Light I: Activate this ability to deal 4d6 points of light damage to all nearby undead creatures instead of attempting to turn them. Consumes a use of turn undead for the day. (A successful DC 10 + Cleric Level + Charisma Mod Will save reduces the damage by half.) Action Points: 1 (must have spent 19 action points)
Paladin Extra Remove Disease I: You can use your remove disease ability one extra time per rest. Action Points: 1 (must have spent 19 action points)
Level 7
Paladin Armor Class Boost III: Activate this ability to receive a +4 bonus to Armor Class for 20 seconds. Action Points: 3 (must have spent 21 action points). Prerequisites: Paladin Armor Class Boost II
Paladin Attack Boost III: Activate this ability to receive a +4 bonus to attack for 20 seconds. Action Points: 3 (must have spent 21 action points). Prerequisites: Paladin Attack Boost II
Paladin Bulwark of Good II: Your aura of good provides an additional +2 Armor Class bonus. Action Points: 4 (must have spent 20 action points). Prerequisites: Paladin Bulwark of Good I
Paladin Courage of Good II: Your aura of courage provides an additional +2 bonus to saving throws against fear. Action Points: 2 (must have spent 22 action points). Prerequisites: Paladin Courage of Good I
Paladin Devotion III: Grants a 30% increase to the effectiveness of your healing spells. Action Points: 3 (must have spent 21 action points). Prerequisites: Paladin Devotion II
Paladin Extra Smite Evil III: You gain the ability to Smite Evil 3 additional times between each rest. Action Points: 3 (must have spent 21 action points). Prerequisites: Paladin Extra Smite Evil II
Paladin Resistance of Good II: Your aura of good provides a +2 bonus to all saving throws. Action Points: 4 (must have spent 20 action points). Prerequisites: Paladin Resistance of Good I
Paladin Saves Boost III : Activate this ability to receive a +4 bonus to saves for 20 seconds. Action Points: 3 (must have spent 21 action points). Prerequisites: Paladin Saves Boost II
Paladin Toughness III: Increases the total benefit you receive from the Toughness feat by 15. Action Points: 3 (must have spent 21 action points). Prerequisites: Paladin Toughness II
Level 8
Paladin Concentration III: Grants a +3 bonus to Concentration skill. Action Points: 3 (must have spent 25 action points). Prerequisites: Paladin Concentration II
Paladin Diplomacy III : Grants a +3 bonus to Diplomacy skill. Action Points: 3 (must have spent 25 action points). Prerequisites: Paladin Diplomacy II
Paladin Energy of the Templar II: Grants a 40 point increase to spell points. Action Points: 2 (must have spent 26 action points). Prerequisites: Paladin Energy of the Templar I
Paladin Extra Lay on Hands II: You can call on your lay on hands ability two additional times between each rest. Action Points: 4 (must have spent 24 action points). Prerequisites: Paladin Extra Lay on Hands I
Paladin Extra Turning II: You gain the ability to perform 2 additional turn undead attempts before resting. Action Points: 2 (must have spent 26 action points). Prerequisites: Paladin Extra Turning I
Paladin Heal III: Grants a +3 bonus to Heal skill. Action Points: 3 (must have spent 25 action points). Prerequisites: Paladin Heal II
Level 9
Paladin Focus of Good III: Your aura of good provides a +3 bonus to Concentration skill checks, allowing spellcaster to continue their magic when damaged in combat. Action Points: 3 (must have spent 29 action points). Prerequisites: Paladin Focus of Good II
Paladin Improved Turning II: You increase your paladin level for the purposes of turning undead by 2. Action Points: 4 (must have spent 28 action points). Prerequisites: Paladin Improved Turning I
Level 10
Paladin Armor Class Boost IV: Activate this ability to receive a +5 bonus to Armor Class for 20 seconds. Action Points: 4 (must have spent 32 action points). Prerequisites: Paladin Armor Class Boost III
Paladin Attack Boost IV: Activate this ability to receive a +5 bonus to attack for 20 seconds. Action Points: 4 (must have spent 32 action points). Prerequisites: Paladin Attack Boost III
Paladin Charisma III: Grants a +3 increase to Charisma score Action Points: 6 (must have spent 30 action points). Prerequisites: Paladin Charisma II
Paladin Devotion IV: Grants a 40% increase to the effectiveness of your healing spells. Action Points: 4 (must have spent 32 action points). Prerequisites: Paladin Devotion III
Paladin Divine Light II: Activate this ability to deal 8d6 points of light damage to all nearby undead creatures instead of attempting to turn them. Consumes a use of turn undead for the day. (A successful DC 10 + Cleric Level + Charisma Mod Will save reduces the damage by half.) Action Points: 2 (must have spent 34 action points). Prerequisites: Paladin Divine Light I
Paladin Extra Remove Disease II: You can use your remove disease ability two extra times per rest. Action Points: 2 (must have spent 34 action points). Prerequisites: Paladin Extra Remove Disease I
Paladin Extra Smite Evil IV: You gain the ability to Smite Evil 4 additional times between each rest. Action Points: 4 (must have spent 32 action points). Prerequisites: Paladin Extra Smite Evil III
Paladin Rally: Grants you the ability to remove fear from the target ally. Action Points: 2 (must have spent 34 action points)
Paladin Saves Boost IV: Activate this ability to receive a +5 bonus to saves for 20 seconds. Action Points: 4 (must have spent 32 action points). Prerequisites: Paladin Saves Boost III
Paladin Toughness IV: Increases the total benefit you receive from the Toughness feat by 20. Action Points: 4 (must have spent 32 action points). Prerequisites: Paladin Toughness III
Level 11
Paladin Bulwark of Good III: Your aura of good provides an additional +3 Armor Class bonus. Action Points: 6 (must have spent 34 action points). Prerequisites: Paladin Bulwark of Good II
Paladin Extra Action Boost I: You can use each of your Paladin action boosts an additional time between resting. Action Points: 2 (must have spent 38 action points) Prerequisites: Paladin Attack Boost IV OR Paladin Armor Class Boost IV OR Paladin Saves Boost IV
Paladin Resistance of Good III: Your aura of good provides a +3 bonus to all saving throws. Action Points: 6 (must have spent 34 action points). Prerequisites: Paladin Resistance of Good II
Level 12
Paladin Concentration IV: Grants a +4 bonus to Concentration skill. Action Points: 4 (must have spent 40 action points). Prerequisites: Paladin Concentration III
Paladin Diplomacy IV: Grants a +4 bonus to Diplomacy skill. Action Points: 4 (must have spent 40 action points). Prerequisites: Paladin Diplomacy III
Paladin Energy of the Templar III: Grants a 60 point increase to spell points. Action Points: 3 (must have spent 41 action points). Prerequisites: Paladin Energy of the Templar II
Paladin Extra Turning III: You gain the ability to perform 3 additional turn undead attempts before resting. Action Points: 3 (must have spent 41 action points) Prerequisites: Paladin Extra Turning II
Paladin Heal IV: Grants a +4 bonus to Heal skill. Action Points: 4 (must have spent 40 action points). Prerequisites: Paladin Heal III

Ranger

Level 1
Ranger Devotion I: Grants a 10% increase to the effectiveness of your healing spells. Action Points: 1
Ranger Energy Resistance Boost I: Activate this ability to receive energy resistance 8 for 20 seconds. Action Points: 1
Ranger Extra Empathy I: You gain the ability to use Wild Empathy 1 additional time between each rest. Action Points: 1
Ranger Favored Damage I: When attacking a favored enemy, you receive an additional +1 bonus on damage rolls. Action Points: 1
Ranger Favored Defense I: When attacked by a favored enemy, you receive a +1 bonus on Armor Class. Action Points: 1
Ranger Heal I: Grants a +1 bonus to Heal skill. Action Points: 1
Ranger Hide I: Grants a +1 bonus to Hide skill. Action Points: 1
Ranger Jump I: Grants a +1 bonus to Jump skill. Action Points: 1
Ranger Move Silently I: Grants a +1 bonus to Move Silently skill. Action Points: 1
Ranger Search I: Grants a +1 bonus to Search skill. Action Points: 1
Ranger Skill Boost I: Activate this ability to receive a +2 bonus to skills for 20 seconds. Action Points: 1
Ranger Spot I: Grants a +1 bonus to Spot skill. Action Points: 1
Ranger Sprint Boost I: Activate this ability to receive a running speed bonus for 20 seconds. Action Points: 1
Ranger Swim I: Grants a +1 bonus to Swim skill. Action Points: 1
Level 2
Ranger Desert Lore I: You gain energy resistance of 2 versus fire, or improve your existing resistance by 2. Action Points: 1 (must have spent 3 action points)
Ranger Dexterity I: Grants a +1 increase to Dexterity score. Action Points: 2 (must have spent 2 action points)
Ranger Favored Resistance I: When making a saving throw against a spell or effect from a favored enemy, you receive a +1 bonus on saving throws. Action Points: 1 (must have spent 3 action points)
Ranger Swamp Lore I: You gain energy resistance of 2 versus acid, or improve your existing resistance by 2. Action Points: 1 (must have spent 3 action points)
Ranger Tundra Lore I: You gain energy resistance of 2 versus cold or improve your existing resistance by 2. Action Points: 1 (must have spent 3 action points)
Level 4
Ranger Devotion II: Grants a 20% increase to the effectiveness of your healing spells. Action Points: 2 (must have spent 10 action points). Prerequisites: Ranger Devotion I
Ranger Energy of the Wild I: Grants a 20 point increase to spell points. Action Points: 1 (must have spent 11 action points)
Ranger Energy Resistance Boost II: Activate this ability to receive energy resistance 10 for 20 seconds. Action Points: 2 (must have spent 10 action points). Prerequisites: Ranger Energy Resistance Boost I
Ranger Extra Empathy II: You gain the ability to use Wild Empathy 2 additional times between each rest. Action Points: 2 (must have spent 10 action points). Prerequisites: Ranger Extra Empathy I
Ranger Heal II: Grants a +2 bonus to Heal skill. Action Points: 2 (must have spent 10 action points). Prerequisites: Ranger Heal I
Ranger Hide II: Grants a +2 bonus to Hide skill. Action Points: 2 (must have spent 10 action points). Prerequisites: Ranger Hide I
Ranger Jump II: Grants a +2 bonus to Jump skill. Action Points: 2 (must have spent 10 action points). Prerequisites: Ranger Jump I
Ranger Move Silently II: Grants a +2 bonus to Move Silently skill. Action Points: 2 (must have spent 10 action points). Prerequisites: Ranger Move Silently I
Ranger Search II: Grants a +2 bonus to Search skill. Action Points: 2 (must have spent 10 action points). Prerequisites: Ranger Search I
Ranger Skill Boost II: Activate this ability to receive a +3 bonus to skills for 20 seconds. Action Points: 2 (must have spent 10 action points). Prerequisites: Ranger Skill Boost I
Ranger Spot II: Grants a +2 bonus to Spot skill. Action Points: 2 (must have spent 10 action points). Prerequisites: Ranger Spot I
Ranger Sprint Boost II: Activate this ability to receive a running speed bonus for 20 seconds. Action Points: 2 (must have spent 10 action points). Prerequisites: Ranger Sprint Boost I
Ranger Swim II: Grants a +2 bonus to Swim skill. Action Points: 2 (must have spent 10 action points). Prerequisites: Ranger Swim I
Level 5
Ranger Favored Damage II: When attacking a favored enemy, you receive an additional +2 bonus on damage rolls. Action Points: 2 (must have spent 14 action points). Prerequisites: Ranger Favored Damage I
Level 6
Ranger Desert Lore II: You gain energy resistance of 4 versus fire, or improve your existing resistance by 4. Action Points: 2 (must have spent 18 action points). Prerequisites: Ranger Desert Lore I
Ranger Dexterity II: Grants a +2 increase to Dexterity score. Action Points: 4 (must have spent 16 action points). Prerequisites: Ranger Dexterity I
Ranger Favored Attack I: When attacking a favored enemy, you receive a +1 bonus to attack. Action Points: 2 (must have spent 18 action points)
Ranger Swamp Lore II: You gain energy resistance of 4 versus acid, or improve your existing resistance by 4. Action Points: 2 (must have spent 18 action points). Prerequisites: Ranger Swamp Lore I
Ranger Tundra Lore II: You gain energy resistance of 4 versus cold, or improve your existing resistance by 4. Action Points: 2 (must have spent 18 action points). Prerequisites: Ranger Tundra Lore I
Level 7
Ranger Devotion III: Grants a 30% increase to the effectiveness of your healing spells. Action Points: 3 (must have spent 21 action points). Prerequisites: Ranger Devotion II
Ranger Energy Resistance Boost III: Activate this ability to receive energy resistance 12 for 20 seconds. Action Points: 3 (must have spent 21 action points). Prerequisites: Ranger Energy Resistance Boost II
Ranger Extra Empathy III: You gain the ability to use Wild Empathy 3 additional times between each rest. Action Points: 3 (must have spent 21 action points). Prerequisites: Ranger Extra Empathy II
Ranger Favored Defense II: When attacked by a favored enemy, you receive a +2 bonus on Armor Class. Action Points: 2 (must have spent 22 action points). Prerequisites: Ranger Favored Defense I
Ranger Skill Boost III: Activate this ability to receive a +4 bonus to skills for 20 seconds. Action Points: 3 (must have spent 21 action points). Prerequisites: Ranger Skill Boost II
Ranger Sprint Boost III: Activate this ability to receive a running speed bonus for 20 seconds. Action Points: 3 (must have spent 21 action points). Prerequisites: Ranger Sprint Boost II
Level 8
Ranger Energy of the Wild II: Grants a 40 point increase to spell points. Action Points: 2 (must have spent 26 action points). Prerequisites: Ranger Energy of the Wild I
Ranger Favored Resistance II: When making a saving throw against a spell or effect from a favored enemy, you receive a +2 bonus on saving throws. Action Points: 2 (must have spent 26 action points). Prerequisites: Ranger Favored Resistance I
Ranger Heal III: Grants a +3 bonus to Heal skill. Action Points: 3 (must have spent 25 action points). Prerequisites: Ranger Heal II
Ranger Hide III: Grants a +3 bonus to Hide skill. Action Points: 3 (must have spent 25 action points). Prerequisites: Ranger Hide II
Ranger Jump III: Grants a +3 bonus to Jump skill. Action Points: 3 (must have spent 25 action points). Prerequisites: Ranger Jump II
Ranger Move Silently III: Grants a +3 bonus to Move Silently skill. Action Points: 3 (must have spent 25 action points). Prerequisites: Ranger Move Silently II
Ranger Search III: Grants a +3 bonus to Search skill. Action Points: 3 (must have spent 25 action points). Prerequisites: Ranger Search II
Ranger Spot III: Grants a +3 bonus to Spot skill. Action Points: 3 (must have spent 25 action points). Prerequisites: Ranger Spot II
Ranger Swim III: Grants a +3 bonus to Swim skill. Action Points: 3 (must have spent 25 action points). Prerequisites: Ranger Swim II
Level 9
Ranger Favored Damage III: When attacking a favored enemy, you receive an additional +3 bonus on damage rolls. Action Points: 3 (must have spent 29 action points). Prerequisites: Ranger Favored Damage II
Level 10
Ranger Desert Lore III: You gain energy resistance of 6 versus fire, or improve your existing resistance by 6. Action Points: 3 (must have spent 33 action points). Prerequisites: Ranger Desert Lore II
Ranger Devotion IV: Grants a 40% increase to the effectiveness of your healing spells. Action Points: 4 (must have spent 32 action points). Prerequisites: Ranger Devotion III
Ranger Dexterity III: Grants a +3 increase to Dexterity score. Action Points: 6 (must have spent 30 action points). Prerequisites: Ranger Dexterity II
Ranger Energy Resistance Boost IV: Activate this ability to receive energy resistance 15 for 20 seconds. Action Points: 4 (must have spent 32 action points). Prerequisites: Ranger Energy Resistance Boost III
Ranger Extra Empathy IV: You gain the ability to use Wild Empathy 4 additional times between each rest. Action Points: 4 (must have spent 32 action points). Prerequisites: Ranger Extra Empathy III
Ranger Skill Boost IV: Activate this ability to receive a +5 bonus to skills for 20 seconds. Action Points: 4 (must have spent 32 action points). Prerequisites: Ranger Skill Boost III
Ranger Sprint Boost IV: Activate this ability to receive a running speed bonus for 20 seconds. Action Points: 4 (must have spent 32 action points). Prerequisites: Ranger Sprint Boost III
Ranger Swamp Lore III: You gain energy resistance of 6 versus acid, or improve your existing resistance by 6. Action Points: 3 (must have spent 33 action points). Prerequisites: Ranger Swamp Lore II
Ranger Tundra Lore III: You gain energy resistance of 6 versus cold, or improve your existing resistance by 6. Action Points: 3 (must have spent 33 action points). Prerequisites: Ranger Tundra Lore II
Level 11
Ranger Extra Action Boost I: You can use each of your Ranger action boosts an additional time between resting. Action Points: 2 (must have spent 38 action points). Prerequisites: Ranger Skill Boost IV OR
Ranger Energy Resistance Boost IV OR Ranger Sprint Boost IV
Ranger Vermin Empathy: You can use this ability to pacify Vermin much like you can pacify animals with Wild Empathy. Action Points: 2 (must have spent 38 action points). Prerequisites: Ranger Extra Empathy IV
Level 12
Ranger Elemental Empathy: You can use this ability to pacify Elementals much like you can pacify animals with Wild Empathy. Action Points: 2 (must have spent 42 action points). Prerequisites: Ranger Extra Empathy IV
Ranger Energy of the Wild III: Grants a 60 point increase to spell points. Action Points: 3 (must have spent 41 action points). Prerequisites: Ranger Energy of the Wild II
Ranger Favored Attack II: When attacking a favored enemy, you receive a +2 bonus to attack. Action Points: 4 (must have spent 40 action points). Prerequisites: Ranger Favored Attack I
Ranger Heal IV: Grants a +4 bonus to Heal skill. Action Points: 4 (must have spent 40 action points). Prerequisites: Ranger Heal III
Ranger Hide IV: Grants a +4 bonus to Hide skill. Action Points: 4 (must have spent 40 action points). Prerequisites: Ranger Hide III
Ranger Jump IV: Grants a +4 bonus to Jump skill. Action Points: 4 (must have spent 40 action points). Prerequisites: Ranger Jump III
Ranger Move Silently IV: Grants a +4 bonus to Move Silently skill. Action Points: 4 (must have spent 40 action points). Prerequisites: Ranger Move Silently III
Ranger Search IV: Grants a +4 bonus to Search skill. Action Points: 4 (must have spent 40 action points). Prerequisites: Ranger Search III
Ranger Spot IV: Grants a +4 bonus to Spot skill. Action Points: 4 (must have spent 40 action points). Prerequisites: Ranger Spot III
Ranger Swim IV: Grants a +4 bonus to Swim skill. Action Points: 4 (must have spent 40 action points). Prerequisites: Ranger Swim III

Rogue

Level 1
Rogue Balance I: Grants a +1 bonus to the Balance skill. Action Points: 1.
Rogue Bluff I: Grants a +1 bonus to Bluff skill. Action Points: 1.
Rogue Damage Boost I: Activate this ability to receive a +2 bonus to weapon damage for 20 seconds. Action Points: 1.
Rogue Disable Device I: Grants a +1 bonus to Disable Device skill. Action Points: 1.
Rogue Faster Sneaking I: Grants a 10% increase in movement rate while sneaking. Action Points: 1.
Rogue Haste Boost I: Activate this ability to receive a 15% boost to attack speed for 20 seconds. Action Points: 1.
Rogue Hide I: Grants a +1 bonus to Hide skill. Action Points: 1.
Rogue Improved Trap Sense I: Grants an extra +1 bonus on saving throws against traps. Action Points: 1.
Rogue Move Silently I: Grants a +1 bonus to Move Silently skill. Action Points: 1.
Rogue Open Lock I: Grants a +1 bonus to Open Lock skill. Action Points: 1.
Rogue Search I: Grants a +1 bonus to Search skill. Action Points: 1.
Rogue Skill Boost I: Activate this ability to receive a +2 bonus to skills for 20 seconds. Action Points: 1.
Rogue Sneak Attack Training I: You gain +2 to your sneak attack damage. Action Points: 1.
Rogue Spot I: Grants a +1 bonus to Spot skill. Action Points: 1.
Rogue Tumble I: Grants a +1 bonus to Tumble skill. Action Points: 1.
Level 2
Rogue Acid Trap Lore I: You gain energy resistance of 2 versus acid, or improve your existing resistance by 2. Action Points: 1 (must have spent 3 action points).
Rogue Cold Trap Lore I: You gain energy resistance of 2 versus cold, or improve your existing resistance by 2. Action Points: 1 (must have spent 3 action points).
Rogue Dexterity I: Grants a +1 increase to Dexterity score. Action Points: 2 (must have spent 2 action points).
Rogue Electric Trap Lore I: You gain energy resistance of 2 versus electric, or improve your existing resistance by 2. Action Points: 1 (must have spent 3 action points).
Rogue Fire Trap Lore I: You gain energy resistance of 2 versus fire, or improve your existing resistance by 2. Action Points: 1 (must have spent 3 action points).
Rogue Sneak Attack Accuracy I: You gain +1 to hit with your sneak attacks. Action Points: 2 (must have spent 2 action points).
Rogue Sonic Trap Lore I: You gain energy resistance of 2 versus sonic, or improve your existing resistance by 2. Action Points: 1 (must have spent 3 action points).
Level 4
Rogue Balance II: Grants a +2 bonus to the Balance skill. Action Points: 2 (must have spent 10 action points). Prerequisites: Rogue Balance I
Rogue Bluff II : Grants a +2 bonus to Bluff skill. Action Points: 2 (must have spent 10 action points). Prerequisites: Rogue Bluff I
Rogue Damage Boost II: Activate this ability to receive a +3 bonus to weapon damage for 20 seconds. Action Points: 2 (must have spent 10 action points). Prerequisites: Rogue Damage Boost I
Rogue Disable Device II: Grants a +2 bonus to Disable Device skill. Action Points: 2 (must have spent 10 action points). Prerequisites: Rogue Disable Device I
Rogue Haste Boost II: Activate this ability to receive a 20% boost to attack speed for 20 seconds. Action Points: 2 (must have spent 10 action points). Prerequisites: Rogue Haste Boost I
Rogue Hide II: Grants a +2 bonus to Hide skill. Action Points: 2 (must have spent 10 action points). Prerequisites: Rogue Hide I
Rogue Improved Trap Sense II Grants an extra +2 bonus on saving throws against traps. Action Points: 2 (must have spent 10 action points). Prerequisites: Rogue Improved Trap Sense I
Rogue Move Silently II: Grants a +2 bonus to Move Silently skill. Action Points: 2 (must have spent 10 action points). Prerequisites: Rogue Move Silently I
Rogue Open Lock II: Grants a +2 bonus to Open Lock skill. Action Points: 2 (must have spent 10 action points). Prerequisites: Rogue Open Lock I
Rogue Search II: Grants a +2 bonus to Search skill. Action Points: 2 (must have spent 10 action points). Prerequisites: Rogue Search I
Rogue Skill Boost II: Activate this ability to receive a +3 bonus to skills for 20 seconds. Action Points: 2 (must have spent 10 action points). Prerequisites: Rogue Skill Boost I
Rogue Sneak Attack Training II: You gain +4 to your sneak attack damage. Action Points: 2 (must have spent 10 action points). Prerequisites: Rogue Sneak Attack Training I
Rogue Spot II: Grants a +2 bonus to Spot skill. Action Points: 2 (must have spent 10 action points). Prerequisites: Rogue Spot I
Rogue Subtle Backstabber I: Reduces the threat from your melee attacks by 10%. Action Points: 1 (must have spent 11 action points)
Rogue Tumble II: Grants a +2 bonus to Tumble skill. Action Points: 2 (must have spent 10 action points). Prerequisites: Rogue Tumble I
Level 5
Rogue Faster Sneaking II: Grants a 20% increase in movement rate while sneaking. Action Points: 2 (must have spent 14 action points). Prerequisites: Rogue Faster Sneaking I
Level 6
Rogue Acid Trap Lore II: You gain energy resistance of 4 versus acid, or improve your existing resistance by 4. Action Points: 2 (must have spent 18 action points). Prerequisites: Rogue Acid Trap Lore I
Rogue Cold Trap Lore II: You gain energy resistance of 4 versus cold, or improve your existing resistance by 4. Action Points: 2 (must have spent 18 action points). Prerequisites: Rogue Cold Trap Lore I
Rogue Dexterity II: Grants a +2 increase to Dexterity score. Action Points: 4 (must have spent 16 action points). Prerequisites: Rogue Dexterity I
Rogue Electric Trap Lore II: You gain energy resistance of 4 versus electric, or improve your existing resistance by 4. Action Points: 2 (must have spent 18 action points). Prerequisites: Rogue Electric Trap Lore I
Rogue Fire Trap Lore II: You gain energy resistance of 4 versus fire, or improve your existing resistance by 4. Action Points: 2 (must have spent 18 action points). Prerequisites: Rogue Fire Trap Lore I
Rogue Sneak Attack Accuracy II: You gain +2 to hit with your sneak attacks. Action Points: 4 (must have spent 16 action points). Prerequisites: Rogue Sneak Attack Accuracy I
Rogue Sonic Trap Lore II: You gain energy resistance of 4 versus sonic, or improve your existing resistance by 4. Action Points: 2 (must have spent 18 action points). Prerequisites: Rogue Sonic Trap Lore I
Level 7
Rogue Damage Boost III: Activate this ability to receive a +4 bonus to weapon damage for 20 seconds. Action Points: 3 (must have spent 21 action points). Prerequisites: Rogue Damage Boost II
Rogue Haste Boost III: Activate this ability to receive a 25% boost to attack speed for 20 seconds. Action Points: 3 (must have spent 21 action points). Prerequisites: Rogue Haste Boost II
Rogue Improved Trap Sense III: Grants an extra +3 bonus on saving throws against traps. Action Points: 3 (must have spent 21 action points). Prerequisites: Rogue Improved Trap Sense II
Rogue Skill Boost III: Activate this ability to receive a +4 bonus to skills for 20 seconds. Action Points: 3 (must have spent 21 action points). Prerequisites: Rogue Skill Boost II
Rogue Sneak Attack Training III: You gain +6 to your sneak attack damage. Action Points: 3 (must have spent 21 action points). Prerequisites: Rogue Sneak Attack Training II
Rogue Subtle Backstabber II: Reduces the threat from your melee attacks by 20%. Action Points: 2 (must have spent 22 action points). Prerequisites: Rogue Subtle Backstabber I
Level 8
Rogue Balance III: Grants a +3 bonus to the Balance skill. Action Points: 3 (must have spent 25 action points). Prerequisites: Rogue Balance II
Rogue Bluff III: Grants a +3 bonus to Bluff skill. Action Points: 3 (must have spent 25 action points). Prerequisites: Rogue Bluff II
Rogue Disable Device III: Grants a +3 bonus to Disable Device skill. Action Points: 3 (must have spent 25 action points). Prerequisites: Rogue Disable Device II
Rogue Hide III: Grants a +3 bonus to Hide skill. Action Points: 3 (must have spent 25 action points). Prerequisites: Rogue Hide II
Rogue Move Silently III: Grants a +3 bonus to Move Silently skill. Action Points: 3 (must have spent 25 action points). Prerequisites: Rogue Move Silently II
Rogue Open Lock III: Grants a +3 bonus to Open Lock skill. Action Points: 3 (must have spent 25 action points). Prerequisites: Rogue Open Lock II
Rogue Search III: Grants a +3 bonus to Search skill. Action Points: 3 (must have spent 25 action points). Prerequisites: Rogue Search II
Rogue Spot III: Grants a +3 bonus to Spot skill. Action Points: 3 (must have spent 25 action points). Prerequisites: Rogue Spot II
Rogue Tumble III: Grants a +3 bonus to Tumble skill. Action Points: 3 (must have spent 25 action points). Prerequisites: Rogue Tumble II
Level 9
Rogue Faster Sneaking III: Grants a 35% increase in movement rate while sneaking. Action Points: 3 (must have spent 29 action points). Prerequisites: Rogue Faster Sneaking II
Level 10
Rogue Acid Trap Lore III: You gain energy resistance of 6 versus acid, or improve your existing resistance by 6. Action Points: 3 (must have spent 33 action points). Prerequisites: Rogue Acid Trap Lore II
Rogue Cold Trap Lore III: You gain energy resistance of 6 versus cold, or improve your existing resistance by 6. Action Points: 3 (must have spent 33 action points). Prerequisites: Rogue Cold Trap Lore II
Rogue Damage Boost IV Activate this ability to receive a +5 bonus to weapon damage for 20 seconds. Action Points: 4 (must have spent 32 action points). Prerequisites: Rogue Damage Boost III
Rogue Dexterity III: Grants a +3 increase to Dexterity score. Action Points: 6 (must have spent 30 action points). Prerequisites: Rogue Dexterity II
Rogue Electric Trap Lore III: You gain energy resistance of 6 versus electric, or improve your existing resistance by 6. Action Points: 3 (must have spent 33 action points). Prerequisites: Rogue Electric Trap Lore II
Rogue Fire Trap Lore III: You gain energy resistance of 6 versus fire, or improve your existing resistance by 6. Action Points: 3 (must have spent 33 action points). Prerequisites: Rogue Fire Trap Lore II
Rogue Haste Boost IV: Activate this ability to receive a 30% boost to attack speed for 20 seconds. Action Points: 4 (must have spent 32 action points). Prerequisites: Rogue Haste Boost III
Rogue Improved Trap Sense IV: Grants an extra +4 bonus on saving throws against traps. Action Points: 4 (must have spent 32 action points). Prerequisites: Rogue Improved Trap Sense III
Rogue Skill Boost IV: Activate this ability to receive a +5 bonus to skills for 20 seconds. Action Points: 4 (must have spent 32 action points). Prerequisites: Rogue Skill Boost III
Rogue Sneak Attack Accuracy III: You gain +3 to hit with your sneak attacks. Action Points: 6 (must have spent 30 action points). Prerequisites: Rogue Sneak Attack Accuracy II
Rogue Sneak Attack Training IV: You gain +8 to your sneak attack damage. Action Points: 4 (must have spent 32 action points). Prerequisites: Rogue Sneak Attack Training III
Rogue Sonic Trap Lore III: You gain energy resistance of 6 versus sonic, or improve your existing resistance by 6. Action Points: 3 (must have spent 33 action points). Prerequisites: Rogue Sonic Trap Lore II
Rogue Subtle Backstabber III: Reduces the threat from your melee attacks by 30%. Action Points: 3 (must have spent 33 action points). Prerequisites: Rogue Subtle Backstabber II
Level 11
Rogue Extra Action Boost I: You can use each of your Rogue action boosts an additional time between resting. [i]Action Points: 2 (must have spent 38 action points). Prerequisites: Rogue Skill Boost IV OR Rogue Damage Boost IV OR Rogue Haste Boost IV
Level 12
Rogue Balance IV: Grants a +4 bonus to the Balance skill. Action Points: 4 (must have spent 40 action points). Prerequisites: Rogue Balance III
Rogue Bluff IV: Grants a +4 bonus to Bluff skill. Action Points: 4 (must have spent 40 action points). Prerequisites: Rogue Bluff III
Rogue Disable Device IV: Grants a +4 bonus to Disable Device skill. Action Points: 4 (must have spent 40 action points). Prerequisites: Rogue Disable Device III
Rogue Hide IV: Grants a +4 bonus to Hide skill. Action Points: 4 (must have spent 40 action points). Prerequisites: Rogue Hide III
Rogue Move Silently IV: Grants a +4 bonus to Move Silently skill. Action Points: 4 (must have spent 40 action points). Prerequisites: Rogue Move Silently III
Rogue Open Lock IV: Grants a +4 bonus to Open Lock skill. Action Points: 4 (must have spent 40 action points). Prerequisites: Rogue Open Lock III
Rogue Search IV: Grants a +4 bonus to Search skill. Action Points: 4 (must have spent 40 action points). Prerequisites: Rogue Search III
Rogue Spot IV: Grants a +4 bonus to Spot skill. Action Points: 4 (must have spent 40 action points). Prerequisites: Rogue Spot III
Rogue Tumble IV: Grants a +4 bonus to Tumble skill. Action Points: 4 (must have spent 40 action points). Prerequisites: Rogue Tumble
III

Sorcerer

Level 1
Sorcerer Bluff I: Grants a +1 bonus to Bluff skill. Action Points: 1
Sorcerer Concentration I: Grants a +1 bonus to Concentration skill. Action Points: 1
Sorcerer Elemental Manipulation I: Grants a 10% increase to the damage of your fire and cold spells. Action Points: 1
Sorcerer Energy Manipulation I: Grants a 10% increase to the damage of your acid and electrical spells. Action Points: 1
Sorcerer Energy of the Dragonblooded I: Grants a 30 point increase to spell points. Action Points: 1
Sorcerer Force Manipulation I: Grants a 10% increase to the damage of your force and repair spells. Action Points: 1
Level 2
Sorcerer Charisma I: Grants a +1 increase to Charisma score. Action Points: 2 (must have spent 2 action points)
Sorcerer Improved Empowering I: Using the Empower Spell feat costs you 10% fewer spell points for each spell cast while in that mode. Action Points: 2 (must have spent 2 action points) Prerequisites: Empower Spell.
Sorcerer Improved Enlarge I: Using the Enlarge Spell feat costs you 10% fewer spell points for each spell cast while in that mode. Action Points: 2 (must have spent 2 action points). Prerequisites: Enlarge Spell.
Sorcerer Improved Heightening I: Using the Heighten Spell feat costs you 10% fewer spell points for each spell cast while in that mode. Action Points: 2 (must have spent 2 action points). Prerequisites: Heighten Spell.
Sorcerer Improved Maximizing I: Using the Maximize Spell feat costs you 10% fewer spell points for each spell cast while in that mode. Action Points: 2 (must have spent 2 action points). Prerequisites: Maximize Spell.
Sorcerer Improved Quickening I: Using the Quicken Spell feat costs you 10% fewer spell points for each spell cast while in that mode. Action Points: 2 (must have spent 2 action points). Prerequisites: Quicken Spell.
Sorcerer Wand Mastery I: Grants a 10% increase to the effectiveness of your wands. Action Points: 1 (must have spent 3 action points).
Level 3
Sorcerer Lineage of Elements I: Grants a 3% chance for fire and cold spells to generate a critical hit. Action Points: 1 (must have spent 7 action points).
Sorcerer Lineage of Energy I: Grants a 3% chance for acid and electrical spells to generate a critical hit. Action Points: 1 (must have spent 7 action points).
Sorcerer Lineage of Force I: Grants a 3% chance for force and repair spells to generate a critical hit. Action Points: 1 (must have spent 7 action points).
Sorcerer Wand Heightening I: You add +1 to the DC of your offensive wands. Action Points: 1 (must have spent 7 action points).
Level 4
Sorcerer Bluff II: Grants a +2 bonus to Bluff skill. Action Points: 2 (must have spent 10 action points). Prerequisites: Sorcerer Bluff I
Sorcerer Concentration II: Grants a +2 bonus to Concentration skill. Action Points: 2 (must have spent 10 action points). Prerequisites: Sorcerer Concentration I
Sorcerer Elemental Manipulation II: Grants a 20% increase to the damage of your fire and cold spells. Action Points: 2 (must have spent 10 action points). Prerequisites: Sorcerer Elemental Manipulation I
Sorcerer Energy Manipulation II: Grants a 20% increase to the damage of your acid and electrical spells. Action Points: 2 (must have spent 10 action points). Prerequisites: Sorcerer Energy Manipulation I
Sorcerer Force Manipulation II: Grants a 20% increase to the damage of your force and repair spells. Action Points: 2 (must have spent 10 action points). Prerequisites: Sorcerer Force Manipulation I
Sorcerer Subtle Spellcasting I: Reduces the threat from your damaging spells by 10%. Action Points: 1 (must have spent 11 action points)
Level 5
Sorcerer Energy of the Dragonblooded II: Grants a 70 point increase to spell points. Action Points: 2 (must have spent 14 action points). Prerequisites: Sorcerer Energy of the Dragonblooded I.
Sorcerer Improved Spell Penetration I: You add +1 to your level to overcome an enemy's SR. Action Points: 2 (must have spent 14 action points).
Sorcerer Lineage of Deadly Elements I: When your fire and cold spells generate a critical hit, they do 1.25 times more than normal damage. Action Points: 1 (must have spent 15 action points). Prerequisites: Sorcerer Lineage of Elements I.
Sorcerer Lineage of Deadly Energy I: When your acid and electricity spells generate a critical hit, they do 1.25 times more than normal damage. Action Points: 1 (must have spent 15 action points). Prerequisites: Sorcerer Lineage of Energy I.
Sorcerer Lineage of Deadly Force I: When your force and repair spells generate a critical hit, they do 1.25 times more than normal damage. Action Points: 1 (must have spent 15 action points). Prerequisites: Sorcerer Lineage of Force I.
Sorcerer Wand Mastery II: Grants a 20% increase to the effectiveness of your wands. Action Points: 2 (must have spent 14 action points). Prerequisites: Sorcerer Wand Mastery I.
Level 6
Sorcerer Charisma II: Grants a +2 increase to Charisma score. Action Points: 4 (must have spent 16 action points). Prerequisites: Sorcerer Charisma I.
Sorcerer Improved Empowering II: Using the Empower Spell feat costs you 15% fewer spell points for each spell cast while in that mode. Action Points: 4 (must have spent 16 action points). Prerequisites: Sorcerer Improved Empowering I.
Sorcerer Improved Enlarge II: Using the Enlarge Spell feat costs you 15% fewer spell points for each spell cast while in that mode. Action Points: 4 (must have spent 16 action points). Prerequisites: Sorcerer Improved Enlarge I.
Sorcerer Improved Heightening II: Using the Heighten Spell feat costs you 15% fewer spell points for each spell cast while in that mode. Action Points: 4 (must have spent 16 action points). Prerequisites: Sorcerer Improved Heightening I.
Sorcerer Improved Maximizing II: Using the Maximize Spell feat costs you 15% fewer spell points for each spell cast while in that mode. Action Points: 4 (must have spent 16 action points) Prerequisites: Sorcerer Improved Maximizing I.
Sorcerer Improved Quickening II: Using the Quicken Spell feat costs you 15% fewer spell points for each spell cast while in that mode. Action Points: 4 (must have spent 16 action points). Prerequisites: Sorcerer Improved Quickening I.
Level 7
Sorcerer Elemental Manipulation III: Grants a 30% increase to the damage of your fire and cold spells. Action Points: 3 (must have spent 21 action points). Prerequisites: Sorcerer Elemental Manipulation II.
Sorcerer Energy Manipulation III: Grants a 30% increase to the damage of your acid and electrical spells. Action Points: 3 (must have spent 21 action points). Prerequisites: Sorcerer Energy Manipulation II.
Sorcerer Force Manipulation III: Grants a 30% increase to the damage of your force and repair spells. Action Points: 3 (must have spent 21 action points). Prerequisites: Sorcerer Force Manipulation II.
Sorcerer Lineage of Elements II: Grants a 6% chance for fire and cold spells to generate a critical hit. Action Points: 2 (must have spent 22 action points). Prerequisites: Sorcerer Lineage of Elements I.
Sorcerer Lineage of Energy II: Grants a 6% chance for acid and electrical spells to generate a critical hit. Action Points: 2 (must have spent 22 action points). Prerequisites: Sorcerer Lineage of Energy I.
Sorcerer Lineage of Force II: Grants a 6% chance for force and repair spells to generate a critical hit. Action Points: 2 (must have spent 22 action points). Prerequisites: Sorcerer Lineage of Force I.
Sorcerer Subtle Spellcasting II: Reduces the threat from your damaging spells by 20%. Action Points: 2 (must have spent 22 action points). Prerequisites: Sorcerer Subtle Spellcasting I.
Sorcerer Wand Heightening II: You add +2 to the DC of your offensive wands. Action Points: 2 (must have spent 22 action points). Prerequisites: Sorcerer Wand Heightening I.
Level 8
Sorcerer Bluff III: Grants a +3 bonus to Bluff skill. Action Points: 3 (must have spent 25 action points). Prerequisites: Sorcerer Bluff II.
Sorcerer Concentration III: Grants a +3 bonus to Concentration skill. Action Points: 3 (must have spent 25 action points). Prerequisites: Sorcerer Concentration II.
Sorcerer Wand Mastery III: Grants a 30% increase to the effectiveness of your wands. Action Points: 3 (must have spent 25 action points). Prerequisites: Sorcerer Wand Mastery II.
Level 9
Sorcerer Energy of the Dragonblooded III: Grants a 110 point increase to spell points. Action Points: 3 (must have spent 29 action points). Prerequisites: Sorcerer Energy of the Dragonblooded II.
Sorcerer Improved Spell Penetration II: You add +2 to your level to overcome an enemy's SR. Action Points: 4 (must have spent 28 action points). Prerequisites: Sorcerer Improved Spell Penetration I
Sorcerer Lineage of Deadly Elements II: When your fire and cold spells generate a critical hit, they do 1.5 times more than normal damage. Action Points: 2 (must have spent 30 action points). Prerequisites: Sorcerer Lineage of Deadly Elements I.
Sorcerer Lineage of Deadly Energy II: When your acid and electricity spells generate a critical hit, they do 1.5 times more than normal damage. Action Points: 2 (must have spent 30 action points). Prerequisites: Sorcerer Lineage of Deadly Energy I.
Sorcerer Lineage of Deadly Force II: When your force and repair spells generate a critical hit, they do 1.5 times more than normal damage. Action Points: 2 (must have spent 30 action points). Prerequisites: Sorcerer Lineage of Deadly Force I.
Level 10
Sorcerer Charisma III: Grants a +3 increase to Charisma score. Action Points: 6 (must have spent 30 action points). Prerequisites: Sorcerer Charisma II.
Sorcerer Elemental Manipulation IV: Grants a 40% increase to the damage of your fire and cold spells. Action Points: 4 (must have spent 32 action points). Prerequisites: Sorcerer Elemental Manipulation III.
Sorcerer Energy Manipulation IV: Grants a 40% increase to the damage of your acid and electrical spells. Action Points: 4 (must have spent 32 action points). Prerequisites: Sorcerer Energy Manipulation III.
Sorcerer Force Manipulation IV: Grants a 40% increase to the damage of your force and repair spells. Action Points: 4 (must have spent 32 action points). Prerequisites: Sorcerer Force Manipulation III.
Sorcerer Improved Empowering III: Using the Empower Spell feat costs you 15% fewer spell points for each spell cast while in that mode. Action Points: 6 (must have spent 30 action points). Prerequisites: Sorcerer Improved Empowering II.
Sorcerer Improved Enlarge III: Using the Enlarge Spell feat costs you 20% fewer spell points for each spell cast while in that mode. Action Points: 6 (must have spent 30 action points). Prerequisites: Sorcerer Improved Enlarge II.
Sorcerer Improved Heightening III: Using the Heighten Spell feat costs you 20% fewer spell points for each spell cast while in that mode. Action Points: 6 (must have spent 30 action points). Prerequisites: Sorcerer Improved Heightening II.
Sorcerer Improved Maximizing III: Using the Maximize Spell feat costs you 20% fewer spell points for each spell cast while in that mode. Action Points: 6 (must have spent 30 action points). Prerequisites: Sorcerer Improved Maximizing II.
Sorcerer Improved Quickening III : Using the Quicken Spell feat costs you 20% fewer spell points for each spell cast while in that mode. Action Points: 6 (must have spent 30 action points). Prerequisites: Sorcerer Improved Quickening II.
Sorcerer Subtle Spellcasting III: Reduces the threat from your damaging spells by 30%. Action Points: 3 (must have spent 33 action points). Prerequisites: Sorcerer Subtle Spellcasting II.
Level 11
Sorcerer Lineage of Elements III: Grants a 9% chance for fire and cold spells to generate a critical hit. Action Points: 3 (must have spent 37 action points). Prerequisites: Sorcerer Lineage of Elements II.
Sorcerer Lineage of Energy III: Grants a 9% chance for acid and electrical spells to generate a critical hit. Action Points: 3 (must have spent 37 action points). Prerequisites: Sorcerer Lineage of Energy II.
Sorcerer Lineage of Force III: Grants a 9% chance for force and repair spells to generate a critical hit. Action Points: 3 (must have spent 37 action points). Prerequisites: Sorcerer Lineage of Force II.
Sorcerer Wand Heightening III: You add +3 to the DC of your offensive wands. Action Points: 3 (must have spent 37 action points). Prerequisites: Sorcerer Wand Heightening II.
Sorcerer Wand Mastery IV: Grants a 40% increase to the effectiveness of your wands. Action Points: 4 (must have spent 36 action points). Prerequisites: Sorcerer Wand Mastery III.
Level 12
Sorcerer Bluff IV: Grants a +4 bonus to Bluff skill. Action Points: 4 (must have spent 40 action points). Prerequisites: Sorcerer Bluff III.
Sorcerer Concentration IV: Grants a +4 bonus to Concentration skill. Action Points: 4 (must have spent 40 action points). Prerequisites: Sorcerer Concentration III.

Wizards

Level 1
Wizard Concentration I: Grants a +1 bonus to Concentration skill. Action Points: 1
Wizard Elemental Manipulation I: Grants a 10% increase to the damage of your fire and cold spells. Action Points: 1
Wizard Energy Manipulation I: Grants a 10% increase to the damage of your acid and electrical spells. Action Points: 1
Wizard Energy of the Scholar I: Grants a 20 point increase to spell points. Action
Points:1
Wizard Force Manipulation I: Grants a 10% increase to the damage of your force and repair spells. Action Points: 1
Wizard Repair I: Grants a +1 bonus to Repair skill. Action Points: 1
Level 2
Wizard Improved Empowering I: Using the Empower Spell feat costs you 10% fewer spell points for each spell cast while in that mode. Action Points: 2 (must have spent 2 action points) Prerequisites: Empower Spell
Wizard Improved Enlarge I: Using the Enlarge Spell feat costs you 10% fewer spell points for each spell cast while in that mode. Action Points: 2 (must have spent 2 action points) Prerequisites: Enlarge Spell
Wizard Improved Heightening I: Using the Heighten Spell feat costs you 10% fewer spell points for each spell cast while in that mode. Action Points: 2 (must have spent 2 action points) Prerequisites: Heighten Spell
Wizard Improved Maximizing I: Using the Maximize Spell feat costs you 10% fewer spell points for each spell cast while in that mode. Action Points: 2 (must have spent 2 action points) Prerequisites: Maximize Spell
Wizard Improved Quickening I: Using the Quicken Spell feat costs you 10% fewer spell points for each spell cast while in that mode. Action Points: 2 (must have spent 2 action points) Prerequisites: Quicken Spell
Wizard Intelligence I: Grants a +1 increase to Intelligence score. Action Points: 2 (must have spent 2 action points)
Wizard Wand Mastery I: Grants a 10% increase to the effectiveness of your wands. Action Points: 1 (must have spent 3 action points)
Level 3
Wizard Lineage of Elements I: Grants a 3% chance for fire and cold spells to generate a critical hit. Action Points: 1 (must have spent 7 action points)
Wizard Lineage of Energy I: Grants a 3% chance for acid and electrical spells to generate a critical hit. Action Points: 1 (must have spent 7 action points)
Wizard Lineage of Force I: Grants a 3% chance for force and repair spells to generate a critical hit. Action Points: 1 (must have spent 7 action points)
Wizard Wand Heightening I: You add +1 to the DC of your offensive wands. Action Points: 1 (must have spent 7 action points)
Level 4
Wizard Concentration II: Grants a +2 bonus to Concentration skill. Action Points: 2 (must have spent 10 action points). Prerequisites: Wizard Concentration I
Wizard Elemental Manipulation II: Grants a 20% increase to the damage of your fire and cold spells. Action Points: 2 (must have spent 10 action points). Prerequisites: Wizard Elemental Manipulation I
Wizard Energy Manipulation II: Grants a 20% increase to the damage of your acid and electrical spells. Action Points: 2 (must have spent 10 action points). Prerequisites: Wizard Energy Manipulation I
Wizard Force Manipulation II: Grants a 20% increase to the damage of your force and repair spells. Action Points: 2 (must have spent 10 action points). Prerequisites: Wizard Force Manipulation I
Wizard Repair II: Grants a +2 bonus to Repair skill. Action Points: 2 (must have spent 10 action points). Prerequisites: Wizard Repair I
Wizard Subtle Spellcasting I: Reduces the threat from your damaging spells by 10%. Action Points: 1 (must have spent 11 action points).
Level 5
Wizard Energy of the Scholar II: Grants a 50 point increase to spell points. Action Points: 2 (must have spent 14 action points). Prerequisites: Wizard Energy of the Scholar I
Wizard Improved Spell Penetration I: You add +1 to your level to overcome an enemy's SR. Action Points: 2 (must have spent 14 action points).
Wizard Lineage of Deadly Elements I: When your fire and cold spells generate a critical hit, they do 1.25 times more than normal damage. Action Points: 1 (must have spent 15 action points). Prerequisites: Wizard Lineage of Elements I
Wizard Lineage of Deadly Energy I: When your acid and electricity spells generate a critical hit, they do 1.25 times more than normal damage. Action Points: 1 (must have spent 15 action points). Prerequisites: Wizard Lineage of Energy I
Wizard Lineage of Deadly Force I: When your force and repair spells generate a critical hit, they do 1.25 times more than normal damage. Action Points: 1 (must have spent 15 action points). Prerequisites: Wizard Lineage of Force I
Wizard Wand Mastery II: Grants a 20% increase to the effectiveness of your wands. Action Points: 2 (must have spent 14 action points). Prerequisites: Wizard Wand Mastery I
Level 6
Wizard Improved Empowering II: Using the Empower Spell feat costs you 15% fewer spell points for each spell cast while in that mode. Action Points: 4 (must have spent 16 action points). Prerequisites: Wizard Improved Empowering I
Wizard Improved Enlarge II: Using the Enlarge Spell feat costs you 15% fewer spell points for each spell cast while in that mode. Action Points: 4 (must have spent 16 action points). Prerequisites: Wizard Improved Enlarge I
Wizard Improved Heightening II: Using the Heighten Spell feat costs you 15% fewer spell points for each spell cast while in that mode. Action Points: 4 (must have spent 16 action points). Prerequisites: Wizard Improved Heightening I
Wizard Improved Maximizing II: Using the Maximize Spell feat costs you 15% fewer spell points for each spell cast while in that mode. Action Points: 4 (must have spent 16 action points). Prerequisites: Wizard Improved Maximizing I
Wizard Improved Quickening II: Using the Quicken Spell feat costs you 15% fewer spell points for each spell cast while in that mode. Action Points: 4 (must have spent 16 action points). Prerequisites: Wizard Improved Quickening I
Wizard Intelligence II: Grants a +2 increase to Intelligence score. Action Points: 4 (must have spent 16 action points). Prerequisites: Wizard Intelligence I
Level 7
Wizard Elemental Manipulation III: Grants a 30% increase to the damage of your fire and cold spells. Action Points: 3 (must have spent 21 action points). Prerequisites: Wizard Elemental Manipulation II
Wizard Energy Manipulation III: Grants a 30% increase to the damage of your acid and electrical spells. Action Points: 3 (must have spent 21 action points). Prerequisites: Wizard Energy Manipulation II
Wizard Force Manipulation III: Grants a 30% increase to the damage of your force and repair spells. Action Points: 3 (must have spent 21 action points). Prerequisites: Wizard Force Manipulation II
Wizard Lineage of Elements II: Grants a 6% chance for fire and cold spells to generate a critical
hit. Action Points: 2 (must have spent 22 action points). Prerequisites: Wizard Lineage of Elements
I
Wizard Lineage of Energy II: Grants a 6% chance for acid and electrical spells to generate a
critical hit. Action Points: 2 (must have spent 22 action points). Prerequisites: Wizard Lineage of
Energy I
Wizard Lineage of Force II: Grants a 6% chance for force and repair spells to generate a critical
hit. Action Points: 2 (must have spent 22 action points). Prerequisites: Wizard Lineage of Force
I
Wizard Subtle Spellcasting II: Reduces the threat from your damaging spells by 20%. Action
Points: 2 (must have spent 22 action points). Prerequisites: Wizard Subtle Spellcasting I
Wizard Wand Heightening II: You add +2 to the DC of your offensive wands. Action Points: 2
(must have spent 22 action points). Prerequisites: Wizard Wand Heightening I
Level 8
Wizard Concentration III: Grants a +3 bonus to Concentration skill. Action Points: 3 (must
have spent 25 action points). Prerequisites: Wizard Concentration II
Wizard Repair III: Grants a +3 bonus to Repair skill. Action Points: 3 (must have spent 25
action points). Prerequisites: Wizard Repair II
Wizard Wand Mastery III: Grants a 30% increase to the effectiveness of your wands. Action
Points: 3 (must have spent 25 action points). Prerequisites: Wizard Wand Mastery
II
Level 9
Wizard Energy of the Scholar III: Grants an 80 point increase to spell points. Action Points: 3 (must have spent 29 action points). Prerequisites: Wizard Energy of the Scholar II
Wizard Improved Spell Penetration II: You add +2 to your level to overcome an enemy's SR. Action Points: 4 (must have spent 28 action points). Prerequisites: Wizard Improved Spell Penetration I
Wizard Lineage of Deadly Elements II: When your fire and cold spells generate a critical hit, they do 1.5 times more than normal damage. Action Points: 2 (must have spent 30 action points). Prerequisites: Wizard Lineage of Deadly Elements I
Wizard Lineage of Deadly Energy II: When your acid and electricity spells generate a critical hit, they do 1.5 times more than normal damage. Action Points: 2 (must have spent 30 action points). Prerequisites: Wizard Lineage of Deadly Energy I
Wizard Lineage of Deadly Force II: When your force and repair spells generate a critical hit, they do 1.5 times more than normal damage. Action Points: 2 (must have spent 30 action points). Prerequisites: Wizard Lineage of Deadly Force I
Level 10
Wizard Elemental Manipulation IV: Grants a 40% increase to the damage of your fire and cold spells. Action Points: 4 (must have spent 32 action points). Prerequisites: Wizard Elemental Manipulation III
Wizard Energy Manipulation IV: Grants a 40% increase to the damage of your acid and electrical spells. Action Points: 4 (must have spent 32 action points). Prerequisites: Wizard Energy Manipulation III
Wizard Force Manipulation IV: Grants a 40% increase to the damage of your force and repair spells. Action Points: 4 (must have spent 32 action points). Prerequisites: Wizard Force Manipulation III
Wizard Improved Empowering III: Using the Empower Spell feat costs you 20% fewer spell points for each spell cast while in that mode. Action Points: 6 (must have spent 30 action points). Prerequisites: Wizard Improved Empowering II
Wizard Improved Enlarge III: Using the Enlarge Spell feat costs you 20% fewer spell points for each spell cast while in that mode. Action Points: 6 (must have spent 30 action points). Prerequisites: Wizard Improved Enlarge II
Wizard Improved Heightening III: Using the Heighten Spell feat costs you 20% fewer spell points for each spell cast while in that mode. Action Points: 6 (must have spent 30 action points). Prerequisites: Wizard Improved Heightening II
Wizard Improved Maximizing III: Using the Maximize Spell feat costs you 20% fewer spell points for each spell cast while in that mode. Action Points: 6 (must have spent 30 action points). Prerequisites: Wizard Improved Maximizing II
Wizard Improved Quickening III: Using the Quicken Spell feat costs you 20% fewer spell points for each spell cast while in that mode. Action Points: 6 (must have spent 30 action points). Prerequisites: Wizard Improved Quickening II
Wizard Intelligence III: Grants a +3 increase to Intelligence score. Action Points: 6
(must have spent 30 action points). Prerequisites: Wizard Intelligence II
Wizard Subtle Spellcasting III: Reduces the threat from your damaging spells by 30%. Action Points: 3 (must have spent 33 action points). Prerequisites: Wizard Subtle Spellcasting II
Level 11
Wizard Lineage of Elements III: Grants a 9% chance for fire and cold spells to generate a critical hit. Action Points: 3 (must have spent 37 action points). Prerequisites: Wizard Lineage of Elements II
Wizard Lineage of Energy III: Grants a 9% chance for acid and electrical spells to generate a critical hit. Action Points: 3 (must have spent 37 action points). Prerequisites: Wizard Lineage of Energy II
Wizard Lineage of Force III: Grants a 9% chance for force and repair spells to generate a critical hit. Action Points: 3 (must have spent 37 action points). Prerequisites: Wizard Lineage of Force II
Wizard Wand Heightening III: You add +3 to the DC of your offensive wands. Action Points: 3 (must have spent 37 action points). Prerequisites: Wizard Wand Heightening II
Wizard Wand Mastery IV: Grants a 40% increase to the effectiveness of your wands. Action Points: 4 (must have spent 36 action points). Prerequisites: Wizard Wand Mastery III
Level 12
Wizard Concentration IV: Grants a +4 bonus to Concentration skill. Action Points: 4 (must have spent 40 action points). Prerequisites: Wizard Concentration III
Wizard Repair IV: Grants a +4 bonus to Repair skill. Action Points: 4 (must have spent 40 action points). Prerequisites: Wizard Repair III