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Showing 1352 AA(s) for All Classes (All Types)
Ability Name Description
Alchemy Mastery General This ability reduces your chances of failing alchemy combinations by 10, 25, and 50 percent.
Baking Mastery General This ability reduces the chance of failing baking combinations by 10, 25, and 50 percent.
Bandage Wounds General Each rank in this ability increases the amount of healing provided by a single bandage.
Battle Ready General Battle Ready expands the bandolier by one additional save slot per rank.
Blacksmithing Mastery General This ability reduces the chance of failing blacksmith combinations by 10, 25, and 50 percent.
Brewing Mastery General This ability reduces the chance of failing brewing combinations by 10, 25, and 50 percent.
Combat Agility General The first three ranks of this ability increase your melee damage avoidance by 2, 5 and 10 percent. Additional ranks further increase this effect.
Combat Medic General Increases the amount of healing provided by a single bandage.
Combat Stability General The first three ranks of this ability increase melee damage mitigation by 2, 5, and 10 percent. Additional ranks further increase this effect.
Delay Death General This ability increases how far below zero your hit points can fall before you die by 50 hit points per rank up to rank 30, and 100 hit points for ranks 31 and up. You will still fall unconscious when you reach zero hit points.
Discordant Defiance General This ability raises the maximum that your resistances can be increased to with items and spells by 5 points per rank.
Earthen Alacrity General Raises the maximum that your agility can be increased to with items and spells by 5 points per rank.
Earthen Allure General Raises the maximum that your charisma can be increased to with items and spells by 5 points per rank.
Earthen Artistry General Raises the maximum that your dexterity can be increased to with items and spells by 5 points per rank.
Earthen Brawn General Raises the maximum that your strength can be increased to with items and spells by 5 points per rank.
Earthen Brilliance General Raises the maximum that your intelligence can be increased to with items and spells by 5 points per rank.
Earthen Sagacity General Raises the maximum that your wisdom can be increased to with items and spells by 5 points per rank.
Earthen Stability General Raises the maximum that your stamina can be increased to with items and spells by 5 points per rank.
Energetic Attunement General Energetic Attunement enhances your receptivity to the potential healing power of your magical gear. Each rank of this ability increases the maximum by which your hit point regeneration can be raised with items by 1 point.
Eyes Wide Open General This passive ability increases the capacity of your extended target window by one slot per rank.
Fear Resistance General This ability grants you a resistance bonus to fear type spells of 5, 10, and 25 percent. It also increases the chance of breaking fear earlier.
Fearless General This ability will make you permanently immune to fear spells.
First Aid General This ability increases the maximum that you can bind wound by 10 percent for each ability level.
Fletching Mastery General This ability reduces the chance of failing fletching combinations by 10, 25, and 50 percent.
Foraging General Grants an increase of 50 points to the Forage skill of anyone who purchases it. Will increase the skill cap for those that have the Forage skill and grant the skill and raise the cap to those that do not.
General Sturdiness General Each rank of this ability increases your maximum hit points by 100 up to rank 20, and 200 hit points from rank 21 to 30.
Innate Agility General This ability raises your base Agility by 2 points for each ability level.
Innate Charisma General This ability raises your base Charisma by 2 points for each ability level.
Innate Cold Protection General This ability raises your base Save Vs Cold by 2 points for each ability level.
Innate Corruption Protection General This ability raises your base resistance to corruption-based spells by 2 point per rank.
Innate Dexterity General This ability raises your base Dexterity by 2 points for each ability level.
Innate Disease Protection General This ability raises your base Save Vs Disease by 2 points for each ability level.
Innate Fire Protection General This ability raises your base Save Vs Fire by 2 points for each ability level.
Innate Intelligence General This ability raises your base Intelligence by 2 points for each ability level.
Innate Lung Capacity General This ability increases the amount of air you can hold in your lungs 10, 25, 50, 75, and 100% percent. Rank 6 grants you the permanent ability to breathe underwater and in airless environment.
Innate Magic Protection General This ability raises your base Save Vs Magic by 2 points for each ability level.
Innate Metabolism General This ability decreases your food consumption by 10, 25 and 50 percent.
Innate Poison Protection General This ability raises your base Save Vs Poison by 2 points for each ability level.
Innate Regeneration General This ability raises your regeneration ability by 1 point per ability level up to rank 30, and 5 points per level for ranks 31 and up.
Innate Run Speed General This ability will slightly modify your base run speed. This modification does NOT stack with movement rate spell effects.
Innate See Invis General This ability permanently enhances your vision allowing you to see the invisible.
Innate Stamina General This ability raises your base Stamina by 2 points for each ability level.
Innate Strength General This ability raises your base Strength by 2 points for each ability level.
Innate Wisdom General This ability raises your base Wisdom by 2 points for each ability level.
Jewel Craft Mastery General This ability reduces your chance of failing jewelcraft combinations by 10, 25, and 50 percent.
Jewel Craft Mastery General Decreases failure chance of jewel crafting combines by 10, 25 and 50%
Knowledge of Alaran Culture General Having spent some time with the Alarans, you begin to learn about their ways and customs. You will need to further your education, including learning their language to moderate fluency in order to further take advantage of the skills and abilities locked away in their lands.
Knowledge of Alaran Culture - Advanced General By opening your mind to the Alaran way of life, you have gained access to the wealth of knowledge they have amassed over the aeons. New power and abilities beyond those learned in Norrathian lands are now yours for the taking. This ability is required to purchase Veil of Alaris AA.
Mental Fortitude General This passive ability grants you an innate resistance to charm spells. Additional ranks increase your resistance further.
Mystical Attuning General This ability increases the number of mystical effects that can affect you at once by 1 per rank.
Natural Durability General This ability increases your maximum hitpoints by 2, 5, and 10 percent for the first three ranks, and one additional percent for each rank after that. (The percentages are based off of your base hitpoints, which include stamina and stamina effects.)
New Tanaan Crafting Mastery General Training with the sages and merchants of New Tanaan gives adventurers the chance to hone their crafting skills. For each rank of this ability that you purchase, you are able to raise an additional trade skill past its Specialization level (200). (This ability applies to Baking, Blacksmithing, Brewing, Fletching, Jewelcraft, Pottery, and Tailoring.)
Origin General Upon using this ability, you will be transported back to your starting city. This ability is usable every 18 minutes.
Packrat General Each rank in this ability improves the efficiency with which you store your gear, effectively reducing your overall weight.
Planar Power General This ability raises the maximum that your statistics can be raised to, with items or spells, by 5 points per rank.
Poison Mastery General This ability reduces your chance of failing on a poison combination by 10, 25, and 50 percent. It also reduces the time to apply poison by 2.5 seconds per ability level. Once one point is applied to this ability, you will never again fail in poison application.
Pottery Mastery General This ability reduces the chance of failing pottery combinations by 10, 25, and 50 percent.
Quick Draw General Quick Draw expands the potion belt by one additional available item slot per rank.
Salvage General This ability gives you the chance to automatically recover an item that would otherwise be lost on a failed tradeskill combine.
Tailoring Mastery General This ability reduces the chance of failing tailoring combinations by 10, 25, and 50 percent.
Tinkering Mastery General Decreases failure chance of tinkering combines by 10, 25 and 50%
Veteran's Enhancement General This ability decreases the cast time of your healing spells by 50 percent for 24 seconds. Spells which have already been reduced by other effects may not receive the same level of benefit. Additional ranks extend the duration by 1 tick per rank.
Abundant Healing Archetype Whenever you cast a level direct healing spell, there is a chance that your target will continue to be healed over the next 30 seconds. Additional ranks increase the effectiveness of the ability and the chance for it to occur.
Ageless Enmity Archetype This ability focuses your hatred to a single enemy with unresistable effect. Each rank increases the hate generated.
Ageless Enmity Archetype This ability focuses your hatred to a single enemy with unresistable effect. Each rank increases the hate generated.
Arcane Tongues Archetype This ability reduces the chance of failing research combinations by 10, 25, and 50 percent.
Armor of Wisdom Archetype This passive ability reflects your vast experience and grants you an additional amount of innate protection in the form of boosted armor class. Additional ranks further boost your armor class.
Armor of Wisdom Archetype This passive ability reflects your vast experience and grants you an additional amount of innate protection in the form of boosted armor class. Additional ranks further boost your armor class.
Armor of Wisdom Archetype This passive ability reflects your vast experience and grants you an additional amount of innate protection in the form of boosted armor class. Additional ranks further boost your armor class.
Armor of Wisdom Archetype This passive ability reflects your vast experience and grants you an additional amount of innate protection in the form of boosted armor class. Additional ranks further boost your armor class.
Armor of Wisdom Archetype This passive ability reflects your vast experience and grants you an additional amount of innate protection in the form of boosted armor class. Additional ranks further boost your armor class.
Bind Affinity Archetype This ability, when activated, sets your target's first bind point to their current location.<br>You can check your bind points using the command <c "#66CCFF">/charinfo</c>.
Cascade of Life Archetype Whenever you cast a level direct healing spell, there is a chance that your target will be blessed with an additional amount of healing. Additional ranks increase the amount of healing done.
Combat Fury Archetype This ability increases your chance to land a critical hit. Non-Warriors will nearly match the original critical hit abilities of Warriors, while Warriors will remain significantly ahead of other classes.
Combat Fury Archetype This ability increases your chance to land a critical hit. Non-Warriors will nearly match the original critical hit abilities of Warriors, while Warriors will remain significantly ahead of other classes. further increases your chance to score a critical blow against your opponent.
Companion's Alacrity Archetype This passive ability will increase the chance that your companion has to execute a flurry of attacks when in combat. Additional ranks increase the chance that your companion will flurry.
Companion's Durability Archetype Increases the hitpoints of your companion by 1, 3 and 5 percent for the first three ranks. Each additional rank increases your pet's health by 2 percent.
Companion's Fury Archetype This passive ability will grant a chance for your companion to score a critical hit when attacking via melee. Additional ranks increase the chance of a critical hit.
Critical Affliction Archetype This ability grants damage-over-time spells the chance to have a critical effect each tick they are active. Additional ranks improve this chance.
Destructive Fury Archetype Each rank of this ability increases the strength of your critical spell hits, causing them to do more damage.
Destructive Fury Archetype Each rank of this ability increases the strength of your critical spell hits, causing them to do more damage.
Destructive Fury Archetype This ability increases the strength of your critical spell hits, causing them to do more damage.
Double Riposte Archetype The first three ranks of this ability will give you an increased chance to execute a double riposte 15, 35, and 50 percent of the time. Additional ranks further increase this effect.
Empowered Ingenuity Archetype This passive ability will allow the critical strikes that you do with weapons to deal additional damage in the form of stronger critical hits. Additional ranks increase the power of your critical hits with items.
Enhanced Aggression Archetype Each rank of this ability increases the maximum amount of attack you can gain from items.
Expansive Mind Archetype This ability raises the maximum that your mana regeneration can be increased with items by 1 point per rank.
Extended Ingenuity Archetype This passive ability will allow item effects to last longer for you when you use them. Additional ranks further increase the duration increase.
Extended Ingenuity Archetype This passive ability will allow item effects to last longer for you when you use them. Additional ranks further increase the duration increase.
Ferocity Archetype Each rank of this ability grants you an increased chance of performing a double attack in any given combat round.
Finishing Blow Archetype This ability gives you a chance to finish off an NPC that is below 10 percent health with a single blow. Additional ranks increase the maximum level of affected NPC. Rank 1: level 10 and the final rank working on NPCs up to level 47. (Non-Warriors must first train one level of Combat Fury to use this ability.)
Forceful Rejuvenation Archetype By activating this ability you will feel refreshed and many of your spell casting timers will be reset, allowing you to instantly use the refreshed abilities.
Fury of Magic Archetype This ability further increases your chance to score a critical hit with your direct damage spells.
Fury of Magic Archetype Each rank in this ability increases your chance to score a critical hit with your direct damage spells.
Gate Archetype This ability grants you an additional version of your Gate spell.
Gift of Mana Archetype Whenever you cast a level 40 or higher spell, depending on the rank of the AA, that heals or harms someone, this ability grants you an innate chance for the next level 70 or lower spell you cast after that to only cost a single point of mana. Additional ranks increase the chance of this occurring. Note that you only have a brief time to make use of the benefits of this ability before it fades away.
Group Perfected Invisibility to Undead Archetype This ability grants your group a perfected ability to be invisible to the undead.
Group Perfected Levitation Archetype This ability grants your group a perfected ability to Levitate on demand.
Hardy Endurance Archetype This passive ability will add fifty endurance per rank to your endurance total.
Hastened Companion's Blessing Archetype This ability decreases the amount of time required between uses of Companion's Blessing by 60 seconds per rank.
Hastened Curing Archetype This ability decreases the reuse time of Radiant Cure by 10 percent per rank.
Hastened Fortify Companion Archetype This passive ability will decrease the amount of time you must wait between uses of your Fortify Companion. Ranks 1, 2, and 3 reduce the reuse time by two minutes per rank. Ranks 4, 5, and 6 further reduce this time by 3 minutes per rank.
Hastened Silent Casting Archetype This ability will reduce the reuse of your Silent Casting ability by 3 minutes per rank.
Hastened Silent Casting Archetype This ability will reduce the reuse of your Silent Casting ability by 3 minutes per rank.
Healing Adept Archetype The first three ranks of this ability increase the maximum effectiveness of your healing spells by 2, 5, and 10 percent. Additional ranks increase the maximum effectiveness of your healing by an additional 3 percent per rank.
Healing Boon Archetype This ability grants heal-over-time spells the chance to have a critical effect each tick they are active. An exceptional heal doubles the healing value of the spell for that tick.
Healing Gift Archetype The first three ranks of this ability grant you a chance to score an exceptional heal at 3, 6, and 10 percent. Additional ranks up to rank 15 further increase the chance by 2 percent per rank. Rank 16+ increase this chance by 1 percent per rank. An exceptional heal doubles the healing value of the spell.
Heightened Endurance Archetype This ability raises your natural endurance regeneration by 1 point per ability level.
Improved Intimidation Archetype Test
Ingenuity Archetype Years of experimentation have led to the discovery of how to gain additional performance (in the form of critical spell hits) from weapons and other items. Each rank in this ability will increase your critical hit chance with such items.
Innate Enlightenment Archetype Those who have meditated on the Plane of Tranquility find themselves able to expand their capacity of both Insight and Intellect. Each rank of this ability raises the maximum that you may raise your Intelligence and Wisdom by ten points.
Innate Enlightenment Archetype Those who have meditated on the Plane of Tranquility find themselves able to expand their capacity of both Insight and Intellect. Each rank of this ability raises the maximum that you may raise your Intelligence and Wisdom by ten points.
Intrinsic Efficiency Archetype This passive ability gives you a chance to not consume a reagent when casting spells which require them. Each rank increases the chance to not consume a reagent.
Killing Spree Archetype After slaying a non-trivial con enemy, you have a 10% chance per rank to enter a battle frenzy that instantly boosts your endurance slightly as well as increases your offensive damage for the next 30 seconds.
Mastery of the Past Archetype This ability makes it impossible for you to fizzle spells up to a certain level. Rank 1 - level 54. Rank 2 - level 56. Rank 3 - level 58. Rank 4 - level 62. Rank 5 - level 64. Rank 6 - level 66. Rank 7 - level 67. Rank 8 - level 69. Rank 9 - level 71. Rank 10 - level 72. Rank 11 - level 74. Rank 12 - level 76. Rank 13 - 79. Rank 14 - 80. Rank 15 - 81. Rank 16 - 82. Rank 17 - 83. Rank 18 - 84. Rank 19 - 85. Rank 20 - 86. Rank 21 - 87. Rank 22 - 88. Rank 23 - 89. Rank 24 - 90. Rank 25 - 91. Rank 26 - 92. Rank 27 - 93. Rank 28 - 94. Rank 29 - 95. Rank 30 - 96.
Mastery of the Past Archetype This ability makes it impossible for you to fizzle spells up to a certain level. Rank 1 - level 54. Rank 2 - level 56. Rank 3 - level 58. Rank 4 - level 62. Rank 5 - level 64. Rank 6 - level 66. Rank 7 - level 67. Rank 8 - level 69. Rank 9 - level 71. Rank 10 - level 72. Rank 11 - level 74. Rank 12 - level 76. Rank 13 - 79. Rank 14 - 80. Rank 15 - 81. Rank 16 - 82. Rank 17 - 83. Rank 18 - 84. Rank 19 - 85. Rank 20 - 86. Rank 21 - 87. Rank 22 - 88. Rank 23 - 89. Rank 24 - 90. Rank 25 - 91. Rank 26 - 92. Rank 27 - 93. Rank 28 - 94. Rank 29 - 95. Rank 30 - 96.
Mental Clarity Archetype This ability increases your natural mana regeneration by 1 point per ability level.
Mental Stamina Archetype This passive ability will add fifty mana per rank to your mana total. Beginning with rank 16, this ability adds 100 mana.
Mnemonic Retention Archetype This ability gives you an additional spell slot so you can memorize an additional spell.
Natural Healing Archetype This ability raises your natural regeneration by one point per ability level.
Perfected Levitation Archetype This ability grants you a perfected ability to Levitate on demand.
Persistent Casting Archetype Your highly developed concentration creates the possibility of continuing to cast spells while stunned. Increased ranks in this ability increase the chance that your spells will not be interrupted by stuns.
Persistent Minion Archetype This ability upgrades your Suspended Minion ability to allow pets to remain suspended across zone lines. Also, if you camp with a suspended pet and have this ability, the pet will be available to you when you return.
Pet Affinity Archetype This ability makes your summoned pets a valid target for beneficial group spells.
Punishing Blade Archetype This ability increases the chance of scoring an extra hit with all two-handed weapons. Each rank in this ability increases the chance of scoring an extra hit with all two-handed weapons that you wield.
Quick Buff Archetype This ability reduces the casting time of many beneficial spells that have a duration by 10, 25, and 50 percent.
Quickened Radiant Cure Archetype This passive ability will decrease the cast time of your Radiant Cure ability by ten percent per rank.
Quickened Radiant Cure Archetype This passive ability will decrease the cast time of your Radiant Cure ability by ten percent per rank.
Quickened Silent Casting Archetype This passive ability reduces the cast time of Silent Casting. Each rank improves the cast time by .3 seconds.
Quickened Silent Casting Archetype This passive ability reduces the cast time of Silent Casting. Each rank improves the cast time by .3 seconds.
Radiant Cure Archetype This ability grants its wielder the ability to cure their party of many afflictions, poisons, curses, and harmful magics. Additional ranks increase the curing properties of this ability.
Radiant Cure Archetype This ability grants its wielder the ability to cure their party of many afflictions, poisons, curses, and harmful magics. Additional ranks increase the curing properties of this ability.
Secondary Forte Archetype This ability allows you to advance a second arcane specialization by 50 points. After acquiring this ability, the next specialization to go over your current cap becomes your secondary forte.
Shield Block Archetype This ability grants you the chance to fully block an attack when using a shield. Increased ranks improve the chance to block attacks.
Shielding of Spirits Archetype This passive ability grants you a small chance to resist attacks which would otherwise stun you. Each rank increases the chance to avoid being stunned.
Shielding Resistance Archetype This ability decreases the amount of damage you take when your offhand attacks encounter a damage shield.
Silent Casting Archetype While active, this ability will reduce the amount of hate you generate when casting spells by up to 20%. Each additional rank increases the maximum that this ability can reduce your hate by an additional 20%.
Silent Casting Archetype While active, this ability will reduce the amount of hate you generate when casting spells by up to 20%. Each additional rank increases the maximum that this ability can reduce your hate by an additional 20%.
Slippery Attacks Archetype This ability makes it more difficult for opponents to riposte your offhand attacks. Each rank increases the chance that your opponent will fail to riposte by 20%.
Spell Casting Deftness Archetype This ability reduces the casting time of beneficial spells that have a duration longer than instant and a cast time greater than three seconds. The ability levels reduce these casting times by 10, 25, and 50 percent.
Spell Casting Expertise Archetype This ability makes it impossible for you to fizzle a spell. The first level affects all spells below level 20. The second, on all spells below level 35. The third, on all spells below level 52.
Spell Casting Fury Archetype The three ranks of this ability give you a 2, 4, and 7 percent chance to land critical hits with your direct damage spells.
Spell Casting Mastery Archetype This ability lowers the mana cost of spells by 2, 5, 10, and 15 percent.
Spell Casting Reinforcement Archetype This ability increases the duration of beneficial spells that you cast. Ranks 1, 2, and 3 increase the duration by 5, 15, and 30 percent respectively. Each additional rank increases this duration by 20 percent.
Spell Casting Reinforcement Archetype This ability increases the duration of damage shields. Additional ranks increase the focus. Rank 1 works on spells up to level 75. Rank 2 works on spells up to level 80 and further increases the duration of the damage shields. Rank 3 works on spells up to level 80 and further increases the duration of the damage shields.
Spell Casting Subtlety Archetype The first three ranks of this ability make NPCs notice your magical activities 5, 10, and 20 percent less. Additional ranks further enhance this effect.
Spell Casting Subtlety Archetype After training in this ability, NPCs will notice your magical activities 5, 10, and 20 percent less. Additional ranks will further reduce the attention given to you.
Spell Casting Subtlety Archetype The first three ranks of this ability make NPCs notice your magical activities 5, 10, and 20 percent less. Additional ranks further enhance this effect.
Staff Block Archetype This passive ability gives you a chance to block incoming melee attacks when wielding a 2hb weapon. Each rank increases the block chance by a small amount.
Staff Block Archetype This passive ability grants you a 3% chance to block incoming melee attacks with a 2-hand blunt weapon.
Summon Companion Archetype This ability grants you a faster casting version of your Summon Companion spell.
Suspended Minion Archetype This ability grants the summoner the ability to suspend and recall their existing pet at will, provided they remain in their current zone. The first rank suspends the pet at its current health only, while the second rank suspends the pet with all of its beneficial effects as well as its weapons and armor. You may cast a second pet while your first pet is Suspended.
Twinheal Archetype This passive ability will give you a small innate chance to perform a twincast each time you cast a healing spell. Each rank gives you a 1 percent chance to twincast. This will not affect healing over time spells.
Veteran's Wrath Archetype Each rank in this ability increases the damage you cause when you land a critical hit on a melee attack. This ability does not affect special attacks.
Weapon Affinity Archetype Through years of practice, you develop a close bond with your weapons. This affinity enhances the performance of your weapons by increasing the rate that they trigger effects.
2 Hand Bash Class This ability will allow you to use your Bash skill while wielding any 2-handed weapon.
A Hole In Space Class This ability, when activated, opens a hole in space allowing you to slip away from your enemy's attention.
A Tune Stuck In Your Head Class When activated, this ability extends your songs by one tick.
Abscond Class This ability provides an alternate version of your Abscond spell with reduced cast time and zero mana cost.
Absorbing Agent Class This ability sprays your target with an absorbing agent, increasing incoming damage slightly for a short period of time.
Abyssal Steed Class This ability provides you with the power to call a savage nightmare to your side.
Acrobatics Class This ability will reduce the damage that you take from falling.
Act of Valor Class This noble ability will allow you to transfer all of your hit points to a target player, killing you in the process.
Adv. Trap Negotiation Class This ability will reduce the reuse time on your sense and disarm trap skills.
Advanced Pet Discipline Class The first rank of this ability allows you to give your pet a "focus" command. While focused, your pet will ignore all other opponents until its current opponent is defeated. The second rank allows you to tell your pet to not cast any spells. Usage: /pet focus, /pet spellhold, or hotkeys can be created using the pet control window.
Advanced Tracking Class Each rank in this ability increases your tracking skill cap by 10.
Aegis of Kildrukaun Class This ability provides an alternate version of Aegis of Kildrukaun.
Affliction Mastery Class This ability improves the chance that damage-over-time spells will have a critical effect each tick they are active. Additional ranks increase the chance that your damage over time spells will land for critical effect.
Agile Feet Class This passive ability grants you an improved innate chance to resist attacks that would slow your feet and impeed your movement rate. Additional ranks increase your chance to resist.
Agony of Absolution Class This ability, when activated, purges the body through intense pain.
Allegretto of Battle Class This passive ability increases your maximum amount of double attack by 25 points per rank.
Ambidexterity Class This ability increases your chance to use dual wield successfully.
Ancestral Aid Class Through use of this ability, the shaman can call upon their ancestors to fill their group with strength and healing. Additional ranks increase the strength and healing granted to the group members.
Ancestral Guard Class Through the use of this ability, you can call upon ancestral spirits to protect you from harm for a brief period. The spirits will absorb a portion of the damage you would normally take. Additional ranks increase the percent of damage that the spirits take instead of you.
Animation Empathy Class Progressive ranks of this ability grant you finer control over your animations. At its initial level, you are allowed to give your animations "Guard" and "Follow" commands. At the second rank, "Attack" and "Queue Attack" commands. At the final rank, "Report Health", "Who Leader", "Back off", "Stop", "Target Pet", "Taunt", and "Sit" commands. You gain the ability to train an additional rank at levels 61, 63, and 65.
Appraisal Class This ability allows you to estimate the selling price of an item you are holding on your cursor.
Arcane Destruction Class This ability, when activated, allows a limited number of your direct damage spells a greater chance to strike for critical effect, while arcane runes protect you from incoming spell and melee damage for a short while.
Arcane Fury Class Arcane Fury I, when activated, increases the base damage of direct damage spells that have a mana cost by 10% for 60 seconds.
Arcane Fusion Class This passive ability will sometimes allow your direct damage spells to create an unplanned burst of arcane energy striking your target for incredible damage. Note: Spells below level 30 or with a casting time shorter than 3 seconds cannot generate enough energy to trigger the fusion reaction. Rank 2 of this ability only works on spells level 40 and higher, and does significantly more damage.
Arcane Overkill Class Arcane Overkill adds a chance for you to gain mana back when you score a killing strike with a spell. Ranks one through six increase your chance by 10% each rank while additional ranks increase the amount of mana returned by an Arcane Overkill. Ranks 16, 17, and 18 add a small increase to critical spell damage for 2 minutes. Ranks 19, 20, and 21 increase the chance to proc, mana returned, and damage inflicted slightly.
Arcane Whisper Class Arcane Whisper reduces hate on a single target slightly over time. Additional ranks further reduce hate on your target.
Archery Mastery Class This ability increases your archery damage 30, 60, 100, 120, and 140 percent. Additionally, the last rank of this ability will increase your archery accuracy by 40 points.
Arcomancy Class While active, the wizard focuses his mastery over arcanum to cause any magic-based direct damage spell they cast to have a chance to proc a spell that will allow their target to take additional damage from spells that are cast on them, regardless of who cast the spell on the wizard's target. Ranks1 works on spells between level 20 and 75. Ranks 2-12 works on spells level 30 and higher.
Area Taunt Class This ability will allow you to taunt everything in a small radius.
Armor of Ancestral Spirits Class This ability, when activated, grants you a blessing from the ancients, increasing your armor for a short period of time. Each rank increases the armor granted to you.
Armor of the Inquisitor Class Armor of the Inquisitor grants the paladin an improvement to his armor class and increases the benefit he gains from healing spells that land on him. Additional ranks of the ability increase the effects and the duration of the ethereal armor.
Army of the Dead Class This ability calls up to five shades of nearby corpses back to life to serve the necromancer. The soulless abominations will mindlessly fight the target until called back to the afterlife some time later. The first rank summons up to three shades that serve for 60 seconds. The second rank summons up to four shades that serve for 75 seconds. The third and onward rank summons up to five shades that serve for up to 90 seconds. Additional ranks increase the power of the shades.
Assassin's Wrath Class This passive ability increases the critical damage from your backstab attacks. Each rank increases the critical damage slightly.
Atol's Shackles Class This ability grants you a form of your Atol's Shackles spell.
Atol's Unresistable Shackles Class This ability grants you an unresistable form of your Atol's Shackles spell. Enemies immune to run speed changes will not be affected.
Attack of the Warders Class This ability summons a set of rabid defenders to maul your target. Additional ranks increase the power of your summoned warders.
Auroria Mastery Class This ability provides you with the ability to have 1 additional Aura active at a time, per rank.
Auspice of the Hunter Class This ability allows you to share your natural affinity for the hunt with your party in the form of greater accuracy, more critical hits, and increased offensive power. Additional ranks further improve this effect.
Azure Mind Crystal Class Through this ability, an enchanter learns to channel and congeal his mana into sapphire crystals. These crystals can later be harvested to recover lost mana.
Balefire Burst Class With a burst of righteous fire from above, the holy paladin is able to slip into the shadows and escape enemy attention.
Bandage Wound Class This ability will give you increased healing ability per bandage by 10, 25, and 50 percent.
Battle Frenzy Class This ability will cause you to score a critical damage nuke for each nuke you cast for a short time at the cost of additional mana. As you gain ranks, your mana penalty is reduced.
Battle Leap Class Battle Leap enables you to spring forward into combat. Your momentum will confer a boost to your attacks for a short period of time.
Battle Stomp Class Increases skill damage done with all skills
Battle Stomp Class Battle Stomp enables you to enter the battle with increased combat prowess for a short period of time.
Beacon of Life Class This ability blasts your nearby allies with the light of Rodcet Nife, instantly healing their wounds.
Beacon of the Righteous Class This ability bathes you in beacon of pure light, causing hatred and jealousy in all enemies around you. Additional ranks improve the amount of hate generated.
Beam of Displacement Class This ability allows you to knock up to eight enemies away from you. This ability calls on a spell that directs a force of energy, in a beam, directly away from you. There is a small percentage chance the beam may reflect back upon you causing short term blindness and damage.
Beam of Slumber Class This ability flings a beam of slumber out from you and will mezmerise up to eight enemies. Rank 2 will mezmerise targets up to level 93. Rank 3 will mezmerise targets up to level 98.
Beastlords Feral Kick Class This ability grants you a chance to kick your opponent upon a successful riposte of a melee attack. Additional ranks increase the chance of a riposte with a kick.
Beguiler's Banishment Class Has a chance to forcibly move all enemies around you away from you and cause them to forget that you exist.
Belltone Mind Class This passive ability gives you a 15 percent chance to resist mesmerizing spell effects. Further ranks increase this resistance by 5 percent per rank.
Bestial Alignment Class Transforms beastlords into the likeness of their warders, greatly increasing their destructive power.
Bestial Bloodrage Class This ability, when activated, sends your warder into a blood-fueled rage greatly increasing damage at the cost of health. As the rage fades, there is a chance the warder could become severely fatigued from exhaustion. Each rank increases damage delivered by your warder.
Bestial Frenzy Class Each rank in this ability improves your chance of performing a double attack in any given combat round.
Bestow Divine Aura Class This ability gives you the ability to cast a Divine Aura spell on a Player target, temporarily rendering the target invulnerable.
Bestow Divine Aura Class This ability allows you to surround your target in a Divine Aura.
Bind Sight Class This ability, when activated, allows you to see through the eyes of your target for up to 14 minutes.
Binding Axe Class This ability, when activated, strikes your target for moderate damage, but more importantly rooting them to their current location for a short time.
Bite of Tashani Class This ability, when activated, has a chance to make any enemy hit by this ability less resistant to magical attacks until the effect fades.
Bite of the Asp Class This ability allows you to imitate the bite of an asp and poison your target with a short but powerful venom.
Blade Guardian Class This ability, when activated places a buff upon yourself for 3 minutes. When your health drops below 40 percent, this buff increases your ability to parry incoming attacks for up to 18 seconds. Each rank increases the parry chance. This is a guardian spirit. Only 1 guardian spirit may be active on you at any time.
Bladed Song Class Bladed Song causes your opponent to take damage every time they attack. This ability will cause 100, 200, 300, 400, 500 damage to the target whenever they attack, based on AA rank.
Blades of the Beast Class This ability will summon two Blades of the Beast for your pet.
Bladeshield Class This passive ability increases the chance that your parry skill will succeed by 5%.
Blanket of Forgetfulness Class This ability grants you an additional version of your Blanket of Forgetfulness spell.
Blessed Chains Class This ability fixes your enemies feet to the ground with bands of divine energy.
Blessing of Life Class Grants a Paladin an innate chance to heal himself with each swing. Additional ranks increase the strength of the heal.
Blessing of Light Class This ability gives you increased damage off of the imbued weapon procs that result from your self buffs. Additional ranks increase the damage inflicted by your procs.
Blessing of Purification Class A paladin is pure not just in mind, but in body as well. This ability allows paladins to remove harmful maladies from their targets.
Blessing of Resurrection Class Provides a version of Resurrection.
Blessing of Ro Class This ability combines the effects of Hand of Ro and Fixation of Ro into a single new ability.
Blessing of Sanctuary Class While your target is under the effects of this ability, creatures will choose to attack someone else before your target. Your target may cast spells upon themselves, but the sanctuary effect immediately ends if your target takes any hostile action or casts upon another player.
Blessing of the Faithful Class When landing a killing blow upon your enemy, your faith grants a chance to increase AC and skill damage for a short time. Additional ranks further increase AC and skill damage. Ranks beyond 3 increase the chance for Blessing of the Faithful to proc on a kill.
Blinding Fury Class Blinding Fury sends you into a battle rage that increases your melee ability. This rage is so intense that you have a chance of temporarily losing your sight. While blinded by fury, you will attack even faster and unleash a series of double attacks.
Blood Magic Class This ability allows you to fuel your spells directly from your health instead of from your mana. Blood magic is dangerous, though. Spells will drain more health than they would use mana and the longer Blood Magic is in effect, the penalty will grow. Once you have started using Blood Magic, you cannot stop until it wears off by itself or you die. Additional ranks increase the duration of each stage of the effect.
Blood Pact Class While this ability is active, the berserker will push themselves beyond their limits. The berserker's damage output will increase, but they will take a portion of the damage they dole out themselves. Each additional rank increases the damage inflicted upon your enemy.
Blood Tithe Class Each rank in this ability further increases your chance to get a critical hit with your damage over time spells.
Bloodfury Class This ability, when activated, instantly fuels your descent into rage at a cost of health. Additional ranks increase the health lost.
Bloodlust Class This ability, when activated, allows your weapons to proc with every swing for up to 24 seconds depending on rank.
Bloodthirsty Blade Class This passive ability increases the damage inflicted by 2-handed weapons. Each rank increases the damage over the previous rank.
Blur of Axes Class Each rank of this ability increases the damage that is done by Frenzy.
Boastful Bellow Class This ability allows you to bellow with a force that causes physical harm to your enemies as well as potentially interfering with their spell casting. Additional ranks increase the highest level of NPC that you can stun with your Boastful Bellows, and starting at rank five of this line your bellow will have the additional effect of reducing your target's resistance to fire, cold and magic. Subsequent ranks will increase this debuff at five rank intervals. At rank 21 the damage of this ability is greatly increased and the cooldown is slightly increased as well. Beginning with rank 33, each rank will increase the spell resistances applied. Rank 35 has significantly increased damage over the previous levels of this ability.
Bobbing Corpse Class This ability gives you an alternate version of your Bobbing Corpse spell.
Body and Mind Rejuvenation Class This ability will give you one additional point of mana and hit point regeneration.
Bony Grasp of Death Class Your command of things dead and dying allows you to restrict movement of any undead creature not flagged as run speed immune.
Bow Mastery Class This ability adds twenty points of damage to any sucessful attack you perform with a bow. Starting at rank 6, this ability adds thirty five points of damage per attack.
Brace For Impact Class This ability places a defensive buff on yourself which can proc a short duration bonus to incoming damage mitigation. Each rank increases the mitigation, total damage absorbed, and limit use count of the proc.
Bulwark of the Brownies Class This ability, when activated, places you under the protection of <c "#66CCFF">Bulwark of the Brownies I</c> for 3 minutes.<br><c "#66CCFF">Bulwark of the Brownies I</c> triggers <c "#66CCFF">Brownie's Blessing I</c> if your health drops below 50% which grants you a 100% chance to parry incoming melee attacks and grants you a chance (with a 600% bonus) to trigger <c "#66CCFF">Bulwark of the Brownies Jolt I</c> when struck in melee combat for 12 seconds.<br><c "#66CCFF">Bulwark of the Brownies Jolt I</c> reduces the attacker's hatred for you by 5000 points.
Burst of Life Class This abilty blasts your target with the light of Rodcet Nife, instantly healing their wounds.
Cacophony Class This ability engulfs your target in a barrage of discordant noise, causing it to take damage for the duration of the effect. Every time this effect causes damage, it also has a chance to interrupt any spells being cast. Additional ranks improve the damage done by this ability. Ranks two and three also increase the chance for spells to be disrupted. This ability does 100 damage per tick and has a 10% chance to interrupt spell casting at Rank 1. This increases to 3,250 damage and a 50% chance to interrupt spell casting at Rank 19.
Calculated Insanity Class This ability, when activated, increases the chance your detrimental spells will strike for critical damage, at cost of greatly increased mana usage.
Call Hither Class Calls someone from your group to your side by flinging them into the air and propelling them towards you. Additional ranks increase the range that you summon your party member.
Call of Challenge Class This ability gives you a chance to provoke your opponent to the point where they will not flee from you or, if they are already fleeing, will instead turn back to you and continue fighting. Rank 3 additionally snares your enemy reducing their movements.
Call of the Ancients Class Use of this ability creates a stationary ward that continually heals everyone around it. Increased ranks improve the healing capabilities of the ward.
Call of the Herald Class This ability allows you to call a fallen comrade's spirit back to their corpse. This does not restore any lost experience, but the player can still get an experience resurrection after being affected by this ability.
Call of the Hero Class This ability provides an alternate form of your Call of the Hero spell. Rank 2 reduces the cast time of Call of the Hero by 2 seconds.
Call of the Wild Class This ability allows you to call a fallen comrade's spirit back to their corpse. This does not restore any lost experience, but the player can still get an experience resurrection after being affected by this ability.
Call of Xuzl Class This ability calls a number of swords of Xuzl into existence directed at a target. The swords attack the target until they dissipate 45 seconds later. The initial rank of this ability calls two swords. Additional ranks increase the overall power of the ability.
Call to Corpse Class This ability allows you to cast a no component summon corpse spell.
Cannibalization Class This ability will give the caster a new, massive Cannibalize spell. Further ranks increase both the mana that can be harvested by using the ability as well as the amount of hit points consumed by the cannibalization.
Cascade of Decay Class This ability, when activated, grants you a chance to have your damage over time spells hit for additional damage for a short period of time. Each level increases both the chance and amount of damage.
Cascading Divine Aura Class This ability allows you to cast a Divine Aura spell on a player target, temporarily rendering the target invulnerable and granting a short duration heal on your target.
Cascading Rage Class This ability infuses you with a primal rage, increasing your melee abilities but you will also take damage as you push yourself beyond your means. The rage starts slow, but each additional rank you have in the ability increases its maximum potential. Be warned, once the rage has taken hold of you, the only way to stop it is to let it run its course.
Cascading Theft of Defense Class This passive ability will grant you a chance that each Terror spell that is level 70 or higher you cast will provide you with a form of melee protection. Additional ranks increase the amount of damage your protection will absorb.
Cascading Theft of Life Class This passive ability will grant you a chance that each Life Tap spell that is level 40 or higher you cast will provide you with a heal that will be shared with your entire group. Additional ranks increase the amount of healing that you generate from your Life Tap spells.
Cat-like Reflexes Class This passive ability improves your ability to land safely from higher than normal falls.
Celestial Hammer Class Use of this ability calls forth a celestial hammer to attack your opponent. Additional ranks increase the strength of the hammer.
Celestial Rapidity Class Your party falls into a rhythm and each member feels their melee strikes speed up and become more accurate.
Celestial Regeneration Class When activated, Celestial Regeneration heals all group members within range. Additional ranks in this ability further increase the amount healed by Celestial Regrowth.
Chains of Purity Class Provides a reduced chance for your root spells to break when an NPC is struck by an attack.
Chameleon Strike Class This ability strikes your opponent and then allows you to blend into the surroundings, reducing the anger generated by your attacks slightly.
Chameleon's Gift Class This ability, when activated, places a buff on your target that grants them a single-use defensive proc ability. This proc ability causes the targeted ally to generate significantly less hate for a short period of time when the target's health drops below 50 percent.
Channeling the Divine Class *@%N, when activated, allows you to twincast healing spells and the healing components of your <c "#66CCFF">Awecrash, Sound of Fury, and Celestial Contravention</c> spell lines but increases the mana cost of these spells by *@#8% up to 10 twinheals for *@%Z.
Chaotic Stab Class This ability will allow you to do minimal backstab damage on your backstab attempt, even if you are not positioned behind the monster.
Chattering Bones Class Summons several skeletons to fight beside the Shadow Knight for a short time. Additional ranks increase the time the skeletons remain before returning to the grave.
Cheetah's Pounce Class A short distance leap that will propel you forward.
Chromatic Haze Class When activated, this ability will cloak your group in chromatic magic, allowing their next instant detrimental spell to crit for greater damage. Additional ranks increase the critical damage.
Clenched Jaw Class This ability grants a chance to endure what would otherwise be a stunning blow, from any angle, without being stunned.
Cloak of Light Class This ability allows you to become invisible to undead, nearly at will, without the need to memorize a spell.
Cloak of Shadows Class The ability allows you a chance to fade from the enemy's sight.
Cloak of Shadows Class This ability allows you to become invisible nearly at will, without the need to memorize a spell.
Close Combat Mastery Class This passive ability adds a small amount of damage to all melee weapons. Each rank increases the amount of damage added.
Coat of Thistles Class This ability intensifies the overall effect of damage shields that are cast on you. Additional ranks increase the effectiveness of this ability.
Color Shock Class While this ability is active, any creature that tries to attack the enchanter has a chance to be stunned in retribution. This ability does not affect creatures that are immune to stunning. Rank 1 will affect creatures level 73 and below and rank 2 will affect creatures level 83 and below. Rank 3 will affect creatures level 88 and below. Rank 4 will affect up to level 93. Rank 5 affects enemies up to level 98. Rank 6 affects enemies up to level 103.
Combat Fury Class This ability increases your chance to land a critical hit. Non-Warriors will nearly match the original critical hit abilities of Warriors, while Warriors will remain significantly ahead of other classes. further increases your chance to score a critical blow against your opponent.
Combat Fury Class This ability increases your chance to land a critical hit. Non-Warriors will nearly match the original critical hit abilities of Warriors, while Warriors will remain significantly ahead of other classes. further increases your chance to score a critical blow against your opponent.
Combatant's Pact Class This passive ability grants you the capacity to receive exceptional promised heals. Each rank increases the chance of an exceptional heal by 5 percent.
Communion of Blood Class This ability, when activated, replenishes some of your endurance at the cost of health. Be warned, this ability can kill you if not used carefully.
Communion of the Cheetah Class This ability provides a group version of Spirit of Cheetah.
Companion of Necessity Class Summons a short duration pet that will briefly gain the attention of one creature and then cause that creature to forget all anger when the pet dies.
Companion's Agility Class The first three ranks of this ability increases your companion's ability to avoid melee damage by 5, 7 and 10%. Each additional rank increases this chance by 2%.
Companion's Gift Class This ability grants you a chance to score an exceptional heal when healing your pet. An exceptional heal doubles the healing value of the spell. Additional ranks increase the chance to score an exceptional heal.
Companion's Relocation Class This ability moves your companion forward in the direction you are facing.
Companion's Sacrifice Class This ability, when activated, commands your companion to shield you from incoming damage for up to 12 seconds.
Concussive Intuition Class This ability, when activated, blasts your enemy with mental energy causing it to lose concentration slightly and reducing its anger towards you.
Conservation Class Each rank of this ability grants you an increasing chance to not use a component when summoning axes.
Consumption of Spirit Class This ability will give the caster the ability to consume their own health in trade for replenishing their mana.
Consumption of the Soul Class The most advanced Shadow Knights can further enhance their Leech Touch ability. Each rank of this ability increases the damage and healing done by Leech Touch.
Convergence Class This ability calls a fallen ally back to their body. Requires an Essence Emerald as an element of energy focus.
Convergence of Spirits Class This ability gives you an alternate form of Spirit of the Wood that channels the energy of the woodland spirits on to a single target. The concentrated energy provides an exceptionally fast heal and leaves the target with a brief period of regeneration and protective thorns. Additional ranks increase the damage reflected, as well as the level of healing granted.
Convergence of Spirits Class This ability channels the energy of the woodland spirits on to a single target. The concentrated energy provides an exceptionally fast heal and leaves the target with a brief period of regeneration and protective thorns. Additional ranks increase the damage reflected, as well as the level of healing granted.
Covenant of Spirit Class This ability grants an innate chance to return to life from an attack which would otherwise kill you.
Cover Tracks Class This ability uses your power over magic and nature to cover your tracks and conceal you from pursuit. Each rank decreases the chance you will be seen by 5%.
Crippling Apparition Class This ability, when activated, showers the area around you with bursts of crippling sparkling lights, causing any affected enemies to become less dangerous for a short time.
Crippling Aurora Class This ability, when activated, showers the area around you with bursts of crippling sparkling lights, causing any affected enemies to become less dangerous for a short time. Addtional ranks increase the power of the debuff effects by a small amount.
Crippling Fury Class This passive ability increases the chance that your critical melee attacks will land as a crippling blow by #1%.
Crippling Spirit Class This ability, when activated, cripples the fighting spirit of your enemy, causing it to become less dangerous for a short time.
Crippling Strike Class This ability grants you an Eagle Strike attack with a chance to reduce the movement speed of the target. Ranks in this ability can increase the potency of the snare effect, or the damage, or both. This ability can not be used at the same time as Stunning Kick or Eye Gouge.
Critical Mend Class Each rank of this ability increases the chance to perform a superior mend.
Cry of Battle Class This ability causes your next War Cry to hit everyone within its radius at the cost of doubling the endurance used.
Cryomancy Class While active, the wizard focuses his mastery over ice to cause any ice-based direct damage spell they cast to have a chance to cause the targeted creature to enter a cryogenic stasis, slowing their movement rate and becoming more susceptible to ice-based attacks. Additionally a small amount of damage is done to the creature and additional ranks increase this damage. Ranks1 works on spells between level 20 and 75. Ranks 2-12 works on spells level 30 and higher.
Cunning Disguise: Barbarian Class This ability grants you the option of assuming a disguise.
Cunning Disguise: Erudite Class This ability grants you the option of assuming a disguise.
Cunning Disguise: Goblin Class This ability grants you the option of assuming a disguise.
Cunning Disguise: Half-Elf Class This ability grants you the option of assuming a disguise.
Cunning Disguise: Human Class This ability grants you the option of assuming a disguise.
Cunning Disguise: Shissar Class This ability grants you the option of assuming a disguise.
Cunning Disguise: Troll Class This ability grants you the option of assuming a disguise.
Dampen Resistance Class This ability, when active, will reduce the chance that your spells will be resisted when you cast them. Each rank will work on spells that are equal to or lower than the level that you purchase each rank at.
Dance of Blades Class When activated, you begin a dance of whirling blades that greatly increases your chance to make the maximum number of attacks per round. Additionally you will have a chance to perform a bladewhirl attack on your opponent, reducing your opponents combat effectiveness and doing damage to your opponent. This bladewhirl is modified by percussion.
Dead Aim Class This ability increases the accuracy of your thrown weapons.
Dead Man Floating Class This ability gives you an alternate version of your Dead Man Floating spell.
Dead Mesmerization Class This ability allows you to cast an AE low resist mesmerization spell effective against the undead.
Death Bloom Class You embrace the spectre of death, trading your life for mana.
Death Blossom Class Sacrifices your HP at a rate of 3700 per tick for mana at a rate of 2300 per tick for 48 seconds.
Death Peace Class This ability gives you an additional way to feign death.
Death's Effigy Class Your intimate knowledge of death and the dead allows you to immitate the appearance of a corpse at will.
Death's Fury Class This ability imbues your pet with the ability to land critical hits.
Death's Malaise Class This ability, when activated, reduces the melee speed of your undead enemies. Additional ranks further decrease the melee speed of your enemies slightly.
Death's Revenge Class Increases the critical hit chance of your pet's melee attacks by 1% per rank.
Death's Wrath Class Increases the critical hit chance of your pet's melee attacks by 1% per rank.
Deathly Pact Class This ability will prevent components used in the summoning of pets from being expended.
Decapitation Class When wielding a 2-handed or thrown weapon, this ability allows your skill attacks to strike low level enemies with incredible destructive power. At rank 1, this will affect npcs level 84 and below with each rank increasing the maximum level by 2.
Deep Sleep Class This ability gives you an innate chance to put an NPC into a deep sleep when you mesmerize it. An NPC under the effects of a deep sleep will suffer offensive penalties for 2 minutes after the spell was initially cast. Additional ranks increase the effectiveness of the ability and the chance for it to occur.
Defensive Proficiency Class Increases your defensive proficiency greatly lowering your damage with two-handed weapons and dual-wielding but increasing your defense and increases your chance to block with a shield.
Desperation Class Use of this ability causes the berserker's attacks to take on a desperate edge. As the berserker gets closer to death, they will attack faster.
Destructive Adept Class This passive ability increases the damage of your direct damage spells. Each rank increases the damage slightly.
Destructive Cascade Class This ability increases the power of any critical hits your damage over time spells will do to your enemy. Each rank increases the power of your critical damage.
Destructive Force Class When activated, your attacks will strike every enemy around you. Additional ranks increase the duration of the effect.
Dimensional Instability Class By creating a localized field of unstable reality, this ability periodically teleports you in random directions while keeping you slightly phased out of physical existence. While Dimensional Instability is active, enemies will notice your actions significantly less and you will be less susceptible to melee damage. Be careful! The locational shifts caused by Dimensional Instability beginning and ending will interrupt your spell casting.
Dimensional Shield Class When struck in combat, the Dimensional Shield creates a localized field of unstable reality, teleporting you away in random directions.
Diminutive Companion Class This ability, when activated, shrinks your companion to a more manageable size.
Dire Charm Class This ability gives you the chance to permanently charm an NPC. (Enchanters: All. Druids: Animals only. Necromancers: Undead only.). This ability allows you to charm NPCs up to level 10 at rank 1, 20 at rank 2, 34 at rank 3, and level 50 at rank 4. Enchanters get a 2 level bonus to the max charm level.
Dire Charm Class This ability gives you the chance to permanently charm an NPC. (Enchanters: All. Druids: Animals only. Necromancers: Undead only.). This ability allows you to charm NPCs up to level 10 at rank 1, 20 at rank 2, 34 at rank 3, and level 50 at rank 4. Enchanters get a 2 level bonus to the max charm level.
Dire Charm Class This ability gives you the chance to permanently charm an NPC. (Enchanters: All. Druids: Animals only. Necromancers: Undead only.). This ability allows you to charm NPCs up to level 10 at rank 1, 20 at rank 2, 34 at rank 3, and level 50 at rank 4. Enchanters get a 2 level bonus to the max charm level.
Dirty Fighting Class While this ability is active, you periodically attempt to throw dirt into your opponent's eyes. If successful, your opponent will be temporarily blinded and will be less able to make accurate attacks. Each rank in this ability increases the chance that you will be able to find an opening to throw dirt in your opponent's eyes.
Disruptive Persecution Class Disruptive Persecution strikes with a damaging blast of holy magic and has a chance to interrupt your target's spells as they are being cast.
Dissonant Chord Class Dissonant Chord I, when activated, causes a level 100 or lower target to attack you exclusively and causes allies to generate 90% of their normal hatred with this creature for 12 seconds.
Distraction Attack Class This ability provides you with a chance to do an attack to your opponent that will leave them confused and less angry with you. Additional ranks increase the power of the effect.
Divine Arbitration Class Using this ability balances the health of your group such that all group members end up with the same amount of damage taken. The first rank does so at a 20 percent penalty to the average, the second rank does so at a 10 percent penalty, and the final rank does so at no penalty.
Divine Aura Class This ability gives you the ability to cast a Divine Aura spell on yourself, temporarily rendering you invulnerable.
Divine Avatar Class This ability infuses you with a divine spirit, greatly increasing your physical prowess for a short period of time. Additional ranks increase this effect.
Divine Call Class This ability, when activated, lures your target closer with the voice of the divine.
Divine Curse Class When activated, infuses your undead target with holy energy which deals damage, which deals a large amount of damage to an undead target
Divine Guardian Class This ability places a buff on your target. When the target's life reaches a specific level, this buff triggers a large heal on the target. This is a Guardian Spirit. Only one guardian may be active at any time on each player.
Divine Peace Class This ability causes your enemies to lose their hatred of you.
Divine Protection Class This passive ability reduces the reuse time of your <c "#66CCFF">Divine Intervention</c> spells by #1 seconds, increases the base range of these spells by #9%, and grants them a #13% chance to heal their target for a lesser amount if the first chance failed.<br>This hastening applies to the following spells:<br>*#2+G<br>*#3+G<br>*#4+G<br>*#5+G<br>*#6+G<br>*#7+G<br>*#8+G
Divine Resurrection Class This ability allows you to provide a resurrection that restores 100 percent experience, all hit points and mana, and causes no adverse resurrection effects.
Divine Retribution Class While this ability is active, any creature attacking the cleric has a chance to be stunned in retribution. The nine ranks affect creatures up to level 70, 75, 83, 88, 88, 93, 99, 101, and 103, respectively. From rank 3, has a chance to bestow a Divine Blessing and Favor on the cleric when a Divine Retribution occurs. Higher ranks decrease the likelihood of the creature resisting the effect, increase hate reduced, and improve the healing and protective yield of the Divine Blessing and Favor.
Divine Steed Class This ability provides you with the power to call a levitating unicorn to your side. Requires Valiant Steed.
Divine Stun Class Training in this ability gives you a new, fast-casting spell that has the chance to interrupt NPCs up to level 68 for rank 1, level 73 for rank 2, level 78 for rank 3, level 83 for rank 4, level 88 for rank 5, level 93 for rank 6, level 95 for rank 7, level 98 for rank 8, level 101 for rank 9, and level 103 for rank 10.
Divine Surge of Battle Class This passive ability grants your Eagle Strike skill a chance (with a 3% bonus) to trigger Divine Surge of Battle I which instantly restores 125 endurance and increases endurance regeneration by 125 points for 12 seconds.
Domination Mastery Class This ability extends the duration of your charm spells by one tick per rank.
Doppelganger Class Through mastery of illusions, enchanters are able to create a mirror of themselves to draw the attacks of enemies. Each rank slightly increases the power of the summoned minion.
Doppelganger's Beckon Class Each rank of this ability shortens the reuse timer of your Doppelganger ability by 5 minutes.
Dragon Punch Class This ability augments Dragon Punch for human and drakkin monks and Tail Rake for iksars with the chance to automatically perform a Knockback.
Drape of Shadows Class This ability allows your pet a chance to fade from the enemy's sight.
Dread Incarnate Class As you are the embodiement of fear itself, you are unaffected by fear spells.
Dreary Deeds Class This ability provides an alternate version of Dreary Deeds.
Druzzil's Mystical Blessing Class This passive ability bestow's Druzzil Ro's blessing upon you, opening the path to Kerafyrm's Prismatic Familiar.
Druzzil's Mystical Familiar Class This ability provides you with a familiar that strengthens the effects of your magic-based spells. Additional ranks allows the familiar to strengthen higher level spells.
Dual-Wielding Proficiency Class Increases your proficiency with dual-wilding, granting you increased damage. This ability slightly increases your defense through increased parry chance but negates the ability to damage with a shield and lowers your chance to block and dodge.
Dying Blow Class This passive ability grants you a chance to do a final attack when you die. Additional ranks increase the chance and power of the attack.
Dying Grasp Class This ability, when activated, casts a last ditch lifetap in hopes of averting certain death. Additional ranks increase the amount of damage inflicted and healing applied.
E'ci's Icy Blessing Class This passive ability bestow's E'ci's blessing upon you, opening the path to Kerafyrm's Prismatic Familiar.
E'ci's Icy Familiar Class This ability provides you with a familiar that strengthens the effects of your ice-based spells. Additional ranks allows the familiar to strengthen higher level spells.
Echoing Cries Class This ability increases the duration of war cry effects by 25, 50, and 100 percent.
Edict of Command Class This ability will bind an NPC to your will, charming them until the spell wears off. This ability works on NPCs up to the level you must be before you can purchase each rank. Rank 1 will keep the NPC charmed for 2 minutes, rank 2 for 4 minutes and rank 3 and beyond for 6 minutes.
Egress Class This ability gives you an activated version of your Egress spell.
Eldritch Rune Class This ability provides Enchanters with an additional line of defense in the form of an added self-only rune. Each rank of this ability provides a stronger rune than the previous.
Elemental Agility Class This ability increases your elemental's ability to avoid melee damage.
Elemental Alacrity Class This ability imbues summoned elementals with the ability to flurry attacks. Additional ranks in this ability increase your elemental's chance to flurry.
Elemental Arrow Class Shoot both an Ice and a Fire arrow at your target causing them to become more susceptible to ice and fire damage.
Elemental Durability Class This ability increases the maximum hit points of your elementals by 2, 5, and 10 percent. The percentage is based on the elemental's base hit points.
Elemental Form: Air Class This ability will allow you to turn into a air elemental, granting innate benefits of the form. Ranks 4 and above will give your detrimental spells a chance to stun their target, each rank increasing the chance the stun will proc.
Elemental Form: Earth Class This ability will allow you to turn into an earth elemental, granting innate benefits of the form. Ranks 4 and above will give your detrimental spells a chance to proc an absorb damage buff on your group, each rank will increase the chance that the buff will proc.
Elemental Form: Fire Class This ability will allow you to turn into a fire elemental, granting innate benefits of the form. Ranks 4 and above will give your fire spells a chance to proc a damage increasing buff on your group, each rank will increase the chance that the buff will proc.
Elemental Form: Water Class This ability will allow you to turn into a water elemental, granting increased mana regeneration with each additional rank.
Elemental Fury Class Each rank of this ability increases the critical hit chance of your pet's melee attacks.
Elemental Pact Class This ability will prevent components used in the summoning of pets from being expended.
Elemental Union Class This ability allows you to assume the form of mystical force. While in this form, your detrimental spells will benefit from enhanced damage. Additional ranks increase damage while also increasing the level of spells that can benefit from this ability.
Elemental Ward Class When activated, this ability will summon protective elements to surround the magician which will absorb damage and heal. Additional ranks increase the amount of damage the ward will absorb.
Embalmer's Carapace Class This ability causes your skin to stiffen making you impervious to damage but unable to move. As your mind is not affected, your spellcasting is unaffected. The after effects of this state will inflict lasting pain. If not cured, these after effects CAN kill you.
Embrace The Decay Class This ability, when activated, attempts to purge your body of detrimental disease or poison effects.
Empowered Blades Class This ability greatly increases your melee prowess for 18 seconds.
Empowered Focus of Arcanum Class This activated ability will allow you to focus on your mystical arts for a short time, granting you a greater chance that your detrimental spells will strike your target.
Enchant Alaran Metal Class This ability allows you to enchant a bar of Alaran metal using some of your mana.
Enchant Cosgrite Class This ability allows you to enchant a bar of Cosgrite using some of your mana.
Enchant Dwerium Class This ability allows you to enchant a bar of dwerium using some of your mana.
Enchant Feymetal Class This ability allows you to enchant a bar of Feymetal using some of your mana.
Enchant Palladium Class This ability allows you to enchant a bar of palladium using some of your mana.
Enchant Palladium Trio Class This ability allows you to enchant three bars of palladium using some of your mana.
Enchant Planar Alloy Class This ability allows you to enchant a bar of Planar Alloy using some of your mana.
Enchant Temporite Class This ability allows you to enchant a bar of Temporite using some of your mana.
Encroaching Darkness Class This ability provides a darkness snare ability that does not do damage to your target.
Endless Quiver Class This ability provides you a never-ending supply of arrows.
Enduring Vision Class This passive ability will extend the duration of your Thief's Eyes effect by two ticks per rank.
Enhanced Area Taunt Class This ability enhances the original Area Taunt with additional hate generation for up to 30 seconds.
Enhanced Forgetfulness Class This ability increases the chance that you'll be successful with blurring the memories of your enemies.
Enhanced Root Class This ability reduces the chance that a rooted NPC will be freed by your damage spells by 50 percent.
Enhanced Thief's Eyes Class This passive ability increases the effectiveness of your Thief's Eyes ability by 10 percent.
Enlightened Focus of Arcanum Class This activated ability will allow you to focus on your mystical arts for a short time, granting you a greater chance that your detrimental spells will strike your target.
Entrap Class This ability provides you an additional means of entrapping, or more specifically, ensnaring an opponent. Additional ranks reduce the ability of your enemy to resist the effects.
Entropy of Nature Class Purges magical effects from your target
Envenomed Blades Class Imbues your blades with a powerful poison. Additional ranks increase the damage inflicted.
Eradicate Magic Class This ability, when activated, has a 95% chance to remove up to 4 beneficial effects from your NPC target.
Escape Class This ability will cause all NPCs to forget about you. If you are out of immediate combat, this ability will also make you invisible similar to your hiding ability.
Ethereal Manipulation Class This ability increases a target's vulnerability to Wizard's Ethereal direct damage spells with a casting level of 90 or greater. Additional ranks increase that vulnerability.
Etherium Blades Class This passive ability increases the damage done with piercing weapons and has a small chance to proc Blade Fury. Each rank increases the damage added.
Everburn Class This passive ability enhances your Frenzy based attacks, increasing their damage. Each rank increases the damage slightly.
Exodus Class This ability gives you the ability to cast an extremely fast-casting, no mana cost evacuation or succor spell.
Expanding Darkness Class This passive ability extends the casting range of Encroaching Darkness by ten percent per rank.
Expertise of Blades Class This passive ability will extend the duration of your Ligament Slice effect by two ticks per rank.
Explosion of Hatred Class This ability will fill creatures around you with hatred towards you.
Explosion of Spite Class This ability will fill creatures closely around you with hatred towards you.
Exquisite Benediction Class Use of this ability creates a stationary ward that continually heals everyone around it. Increased ranks improve the healing capabilities of the ward.
Extended Blessing of the Faithful Class This passive ability extends the duration of Blessing of the Faithful by 1 tick per rank
Extended Bloodlust Class This passive ability extends the duration of Bloodlust by 1 tick per rank.
Extended Burnout Class This ability increases the duration of your Frenzied Burnouts by 12 seconds per rank.
Extended Commanding Voice Class This passive ability extends the duration of your Commanding Voice ability by one tick per rank.
Extended Convergence of Spirit Class This passive ability extends the duration of Convergence of Spirit by 1 tick.
Extended Crystalpalm Class This passive ability will extend the duration of your Crystalpalm discipline by 1 tick.
Extended Dance of Blades Class This passive ability extends of the duration of Dance of Blades by 1 tick per rank.
Extended Deftdance Class This passive ability extends the duration of the Deftdance Discipline by 1 tick per rank.
Extended Divine Call Class This passive ability extends the duration of Divine Call by 1 tick per rank.
Extended Dreary Deeds Class This passive ability extends the duration of Dreary Deeds by 1 tick per rank.
Extended Encroaching Darkness Class This passive ability extends the duration of Encroaching Darkness by 2 ticks per rank.
Extended Envenomed Blades Class This passive ability extends the duration of Envenomed Blades by 1 tick per rank.
Extended Feralgia Class This passive ability extends the duration of Haergen and Tuzil's Feralgia by 1 tick per rank.
Extended Fierce Eye Class Each rank of this passive ability extends the duration of Fierce Eye by 1 tick.
Extended Fire Core Class This passive ability increases the duration of your Fire Core spells by 1 tick per rank.
Extended Frenzied Stabbing Discipline Class Each rank of this ability extends the use of your Frenzied Stabbing Discipline ability by 1 tick.
Extended Group Bestial Alignment Class This ability extends the duration of your Group Bestial Alignment ability by 1 tick per rank.
Extended Havoc Class This ability will add one tick per rank to the Cry Havoc ability.
Extended Healing Frenzy Class This passive ability will extend the duration of Healing Frenzy by 1 tick per rank.
Extended Heel of Kanji Class This passive ability extends the duration of your Heel of Kanji Discipline by 1 tick per rank.
Extended Ice Core Class This passive ability increases the duration of your Ice Core spells by 1 tick per rank.
Extended Impenetrable Discipline Class Each rank of this passive ability increases the duration of your Impenetrable Discipline by one tick.
Extended Languid Bite Class This passive ability extends the duration of your Languid Bite ability by 1 tick per rank.
Extended Malosinete Class This passive ability increases the duration of Malosinete by 2 ticks per rank.
Extended Notes Class Each rank of this ability increases the range of your songs. Rank 1 increases it by 10%, rank 2 by 15%, rank 3 by 25%, rank 4 by 30%, rank 5 by 35%, and rank 6 by 40%.
Extended Outrider's Attack Class This passive ability increases the duration of your Outrider's Attack by 1 tick per rank.
Extended Pestilence Class This ability, when activated, will add one tick to all the damage over time spells you cast for each rank of this ability that you purchase.
Extended Preservation of Marr Class This passive ability extends the duration of Preservation of Marr by 1 tick per rank.
Extended Provocation for Power Class This passive ability extends the duration of Provocation for Power line of abilities by 1 tick per rank. NOTE: This will NOT affect the recourse abilities.
Extended Quick Time Class Each rank of this passive ability extends the duration of Quick Time by 10 percent.
Extended Resplendant Glory Class This passive ability entends the duration of Resplendant Glory by 3 ticks per rank.
Extended Rumbling Servant Class This ability extends the life of your Rumbling Servant by a short time. Each rank increases the duration.
Extended Sanctification Class This passive ability extends the duration of Sanctification by 1 tick per rank.
Extended Scaledfist Class This passive ability extends the duration of your Scaledfist Discipline by 1 tick per rank.
Extended Shared Health Class This passive ability increases the range of your Shared Health ability by 25% per rank.
Extended Shield of Brilliance Class This passive ability extends the duration of Shield of Brilliance by 1 tick per rank.
Extended Shield Reflect Class This passive ability extends the duration of your Shield Reflect ability by one tick per rank.
Extended Shielding Class Each rank in this ability increases the range of your shielding ability.
Extended Silent Casting Class This passive ability increases the duration of Silent Casting by one tick per rank.
Extended Sloth Class This passive ability adds one tick per rank to your slow spells.
Extended Speed Focus Class This passive ability will extend the duration of your Speed Focus discipline by 1 tick.
Extended Speed of the Savior Class This passive ability extends the duration of Speed of the Savior by 1 tick per rank.
Extended Spirit of the Bear Class This passive ability extends the duration of Spirit of the Bear by 1 tick per rank.
Extended Spirit of the Wood Class This passive ability extends the duration of Spirit of the Wood by 1 tick.
Extended Spiritual Blessing Class This passive ability extends the duration of Spiritual Blessing by 1 tick per rank.
Extended Stone Core Class This passive ability increases the duration of your Stone Core spells by 1 tick per rank.
Extended Swarm Class This passive ability will extend the duration of your swarm pets by 1 second per rank.
Extended Thousand Blades Class This passive ability extends of the duration of Thousand Blades by 1 tick per rank.
Extended Trickery Class Each rank of this ability extends the use of your Sleight of Hand ability by 30 seconds.
Extended Vapor Core Class This passive ability increases the duration of your Vapor Core spells by 1 tick per rank.
Extended Vinelash Cascade Class This passive ability extends the duration of Vinelash Cascade by 1 tick per rank.
Extended Wild Growth Class This passive ability extends the duration of Wild Growth by 1 tick per rank.
Extended Zan Fi's Whistle Class This passive ability increases the duration of Zan Fi's Whistle by 1 tick per rank.
Eye Gouge Class This ability grants you a Tiger Claw attack with a chance to gouge the eyes of the target, reducing its ability to attack. Ranks in this ability increase the potency of the blinding. This ability cannot be used at the same time as Crippling Strike or Stunning Kick.
Fading Memories Class This ability will cause all NPCs to forget about you. If you are out of immediate combat, this ability will also make you invisible. This ability is usable any time that you have 900 mana.
Fear Storm Class Allows you to cast an AE low resist fear spell.
Feigned Minion Class This ability allows you to instruct your pet to feign death via the '/pet feign' command. Three ranks of this skill are available, causing your pet to succeed 25%, 50%, and 75% of the time, respectively.
Feigned Minion Class This ability allows you to instruct your pet to feign death via the '/pet feign' command. Three ranks of this skill are available, causing your pet to succeed 25%, 50%, and 75% of the time, respectively. You gain the ability to train an additional rank at levels 61, 63, and 65.
Feral Swipe Class This ability allows the beastlord to make an additional vicious attack against their foe. Additional ranks increase the damage done by this ability.
Ferocious Kick Class This passive ability causes your Kick skill to trigger Ferocious Kick, which deals 850 damage at rank 1, 1231 damage at rank 2, 3824 damage at rank 3 and has a chance to bless you with Fury of the Forest which increases your base melee weapon skill damage by 20 percent for 18 seconds.
Fervent Blessing Class This ability decreases the amount of time required between uses of Lay Hands. Each rank of this ability reduces the time between uses of Lay on Hands by 12 minutes. You gain the ability to train an additional rank at levels 61, 63, 65, and 76.
Fierce Eye Class When active this ability will increase the power of those around you by increasing the chance they have to do a critical strike with a spell or melee.
Fire Core Class This ability allows you to absorb the pure essence of elemental fire into your soul. While this ability is active, your fire-based spells will benefit from enhanced damage. The effects of this ability last slightly longer than Heart of Flames. Each rank raises both the minimum and maximum damage bonus granted.
Fists of Steel Class This passive ability increases the damage done by hand to hand attacks and has a small chance to proc Fists of Fury. Each rank increases the damage amount as well as the chance to proc.
Five Point Palm Class The Five Point Palm Exploding Heart Technique will convert your life force into a destructive blow that will take effect a moment after you strike. Additional ranks increase the potency of this effect.
Fixation of Ro Class This ability provides an alternate version of your Fixation of Ro spell.
Flames of Power Class This passive ability increases the chance that your Fickle Magma or Lava Bolt spell will trigger Flames of Power. Additional ranks increase the chance the spell will proc.
Flaming Arrows Class While activated, this ability consumes your mana to imbue your arrows with flames that set your opponent alight for a short period. You can deactivate this ability at any time.
Fleet of Foot Class This ability allows Bards to run at previously unheard of speeds.
Flesh to Bone Class This ability allows you to turn most meat or body part items into bone chips. You must hold the item or stack on your cursor. *Warning* This ability will use magical or "no trade" items if they are held on the cursor.
Flight of Eagles Class This ability gives you an activated version of your Flight of Eagles spell.
Fluid March Class This passive ability grants you an improved innate chance to resist attacks that would slow your feet and impeed your movement rate. Additional ranks increase your chance to resist.
Flurry Class This ability will allow you to perform up to 2 additional attacks from your primary hand. Each rank increases the chance to flurry.
Flurry of Life Class This ability increases the power of all healing abilities by 20 percent for up to sixty seconds. Each additional rank increases the healing bonus slightly.
Focus of Animus Class This ability increases the chance that your poison and disease spells will land on your target. Additional ranks increase your chance of success with these spells.
Focus of Arcanum Class This activated ability will allow you to focus on your mystical arts for a short time, granting you a greater chance that your detrimental spells will strike your target.
Focused Celestial Regeneration Class This ability gives you the ability to cast a large heal over time spell at no mana cost on a single target.
Focused Paragon of Spirits Class This ability allows the Beastlord to share some of his natural attunement with his target in the form of health and mana. Each new rank increases the amount of health and mana bestowed upon your target.
Fog of Memories Class This Ability, when activated, has a chance to make your target forget everything and everyone for a short time.
Foraging Class This passive ability increases your Forage skill cap by 55 points.
Force of Disruption Class Force of Disruption has a chance to interrupt your target's spells as they are being cast. It also increases the likelihood that the target will attack you. Additional ranks increase the amount of hate generated.
Force of Elements Class This ability grants you a direct damage capability using the power of the elements as a weapon. Additional ranks increase the power of your strike.
Force of Flame Class This ability grants you a direct damage capability using the power of flame as a weapon. Additional ranks increase the power of your strike.
Force of Ice Class This ability grants you a direct damage capability using the power of ice as a weapon. Additional ranks increase the power of your strike.
Force of Will Class This ability grants you a direct damage capability using the power of your will as a weapon. Additional ranks increase the power of your strike.
Forceful Banishment Class This passive ability improves your chance of banishing your enemies when you use your Beguiler's Banishment abilities. Additional ranks further improve your success rates.
Fortified Entanglement Class This passive ability will reduce the chance that your root spells will break when a direct damage spell strikes your target. Additional ranks further reduce the chance that your root will break.
Fortified Intervention Class This ability will reduce the cast time of your Ancestral Intervention spells by 15%, 30% and 50% in three ranks. It will also reduce the reuse time of these spells by 30 seconds per rank.
Fortified Survival Class This ability will reduce the cast time of your Survival of the Fittest spells by 15%, 30% and 50% in three ranks. It will also reduce the reuse time of these spells by 30 seconds per rank.
Frenzied Axe of Rallos Class This ability gives you a small chance to launch an additional throwing attack when using your Axe of Rallos attacks. Additional ranks increase the likelihood of launching the attack.
Frenzied Burnout Class This ability allows you to cast a buff on your pet that will cause it to go berserk, doing increased damage. Additional ranks improve your pet's ability to take and dispense damage.
Frenzied Devastation Class When activated, every direct damage spell the wizard casts will have an increased chance to have a critical effect, but will cost more mana.
Frenzied Swipes Class This ability reduces the reuse timer on Feral Swipe to 3 seconds for a short period of time.
Frenzied Volley Class This ability gives you a chance to throw an additional axe when using your volley attacks. Each additional rank increases the damage inflicted by a successful attack.
Frenzy of Spirit Class This ability gives Beastlords the power to send themselves into an animalistic frenzy, bent only on slaughter, for a brief period of time.
Frenzy of the Dead Class This ability allows you to cast a buff on your pet that will cause it to go berserk, doing increased damage.
Frost Arrows Class While active, this ability channels the ranger's mana to imbue arrows with an icy impact that freezes the target for a short period. Additional ranks increase the damage inflicted with each attack.
Frost Shackles Class This ability, when activated, roots your target in place for up to 3 minutes with a 60 point resist modifier and a 0.5 second cast time.
Fundament of Combat Class After endless experiences and training, some individuals are able to forge their experiences into new understandings of the world around them. Lessons layered on top of other lessons form a tapestry of knowledge. As you master the Fundament of Combat you will unlock other new abilities and secrets. After training the first three ranks of Fundament of Combat you will be able to train in the First Spire of the Warlord. After you master the First Spire and the next three ranks of Fundament of Combat you can then train the Second Spire of the Warlord. After completing your training with the Second Spire and completing the final three ranks of Fundament of Combat you will be able to train the Third Spire of the Warlord and complete your mastery.<br><br>Fundament of Combat itself will grant you 10 hit points per rank and increase the cap on your Strength by 1 point per rank.
Fundament of Combat Class After endless experiences and training, some individuals are able to forge their experiences into new understandings of the world around them. Lessons layered on top of other lessons form a tapestry of knowledge. As you master the Fundament of Combat you will unlock other new abilities and secrets. After training the first three ranks of Fundament of Combat you will be able to train in the First Spire of the Sensei. After you master the First Spire and the next three ranks of Fundament of Combat you can then train the Second Spire of the Sensei. After completing your training with the Second Spire and completing the final three ranks of Fundament of Combat you will be able to train the Third Spire of the Sensei and complete your mastery.<br><br>Fundament of Combat itself will grant you 10 endurance per rank and increase the cap on your Strength by 1 point per rank.
Fundament of Combat Class After endless experiences and training, some individuals are able to forge their experiences into new understandings of the world around them. Lessons layered on top of other lessons form a tapestry of knowledge. As you master the Fundament of Combat you will unlock other new abilities and secrets. After training the first three ranks of Fundament of Combat you will be able to train in the First Spire of the Savage Lord. After you master the First Spire and the next three ranks of Fundament of Combat you can then train the Second Spire of the Savage Lord. After completing your training with the Second Spire and completing the final three ranks of Fundament of Combat you will be able to train the Third Spire of the Savage Lord and complete your mastery.<br><br>Fundament of Combat itself will grant you 10 hit points per rank and increase the cap on your Strength by 1 point per rank.
Fundament of Combat Class After endless experiences and training, some individuals are able to forge their experiences into new understandings of the world around them. Lessons layered on top of other lessons form a tapestry of knowledge. As you master the Fundament of Combat you will unlock other new abilities and secrets. After training the first three ranks of Fundament of Combat you will be able to train in the First Spire of the Rake. After you master the First Spire and the next three ranks of Fundament of Combat you can then train the Second Spire of the Rake. After completing your training with the Second Spire and completing the final three ranks of Fundament of Combat you will be able to train the Third Spire of the Rake and complete your mastery.<br><br>Fundament of Combat itself will grant you 10 endurance per rank and increase the cap on your Strength by 1 point per rank.
Fundament of Intellect Class After endless experiences and training, some individuals are able to forge their experiences into new understandings of the world around them. Lessons layered on top of other lessons form a tapestry of knowledge. As you master the Fundament of Intellect you will unlock other new abilities and secrets. After training the first three ranks of Fundament of Intellect you will be able to train in the First Spire of Arcanum. After you master the First Spire and the next three ranks of Fundament of Intellect you can then train the Second Spire of Arcanum. After completing your training with the Second Spire and completing the final three ranks of Fundament of Intellect you will be able to train the Third Spire of Arcanum and complete your mastery.<br><br>Fundament of Intellect itself will grant you 10 mana per rank and increase the cap on your Intelligence skill by 1 point per rank.
Fundament of Intellect Class After endless experiences and training, some individuals are able to forge their experiences into new understandings of the world around them. Lessons layered on top of other lessons form a tapestry of knowledge. As you master the Fundament of Intellect you will unlock other new abilities and secrets. After training the first three ranks of Fundament of Intellect you will be able to train in the First Spire of Necromancy. After you master the First Spire and the next three ranks of Fundament of Intellect you can then train the Second Spire of Necromancy. After completing your training with the Second Spire and completing the final three ranks of Fundament of Intellect you will be able to train the Third Spire of Necromancy and complete your mastery.<br><br>Fundament of Intellect itself will grant you 10 hit points per rank and increase the cap on your Stamina by 1 point per rank.
Fundament of Intellect Class After endless experiences and training, some individuals are able to forge their experiences into new understandings of the world around them. Lessons layered on top of other lessons form a tapestry of knowledge. As you master the Fundament of Intellect you will unlock other new abilities and secrets. After training the first three ranks of Fundament of Intellect you will be able to train in the First Spire of Elements. After you master the First Spire and the next three ranks of Fundament of Intellect you can then train the Second Spire of Elements. After completing your training with the Second Spire and completing the final three ranks of Fundament of Intellect you will be able to train the Third Spire of Elements and complete your mastery.<br><br>Fundament of Intellect itself will grant you 10 mana per rank and increase the cap on your Intelligence skill by 1 point per rank.
Fundament of Intellect Class After endless experiences and training, some individuals are able to forge their experiences into new understandings of the world around them. Lessons layered on top of other lessons form a tapestry of knowledge. As you master the Fundament of Intellect you will unlock other new abilities and secrets. After training the first three ranks of Fundament of Intellect you will be able to train in the First Spire of Enchantment. After you master the First Spire and the next three ranks of Fundament of Intellect you can then train the Second Spire of Enchantment. After completing your training with the Second Spire and completing the final three ranks of Fundament of Intellect you will be able to train the Third Spire of Enchantment and complete your mastery.<br><br>Fundament of Intellect itself will grant you 10 hit points per rank and increase the cap on your Intelligence skill by 1 point per rank.
Fundament of Power Class After endless experiences and training, some individuals are able to forge their experiences into new understandings of the world around them. Lessons layered on top of other lessons form a tapestry of knowledge. As you master the Fundament of Power you will unlock other new abilities and secrets. After training the first three ranks of Fundament of Power you will be able to train in the First Spire of the Pathfinders. After you master the First Spire and the next three ranks of Fundament of Power you can then train the Second Spire of the Pathfinders. After completing your training with the Second Spire and completing the final three ranks of Fundament of Power you will be able to train the Third Spire of the Pathfinders and complete your mastery.<br><br>Fundament of Power itself will grant you 10 hit points per rank and increase the cap on your Dexterity by 1 point per rank.
Fundament of Power Class After endless experiences and training, some individuals are able to forge their experiences into new understandings of the world around them. Lessons layered on top of other lessons form a tapestry of knowledge. As you master the Fundament of Power you will unlock other new abilities and secrets. After training the first three ranks of Fundament of Power you will be able to train in the First Spire of the Reavers. After you master the First Spire and the next three ranks of Fundament of Power you can then train the Second Spire of the Reavers. After completing your training with the Second Spire and completing the final three ranks of Fundament of Power you will be able to train the Third Spire of the Reavers and complete your mastery.<br><br>Fundament of Power itself will grant you 10 hit points per rank and increase the cap on your Strength by 1 point per rank.
Fundament of Power Class After endless experiences and training, some individuals are able to forge their experiences into new understandings of the world around them. Lessons layered on top of other lessons form a tapestry of knowledge. As you master the Fundament of Power you will unlock other new abilities and secrets. After training the first three ranks of Fundament of Power you will be able to train in the First Spire of Holiness. After you master the First Spire and the next three ranks of Fundament of Power you can then train the Second Spire of Holiness. After completing your training with the Second Spire and completing the final three ranks of Fundament of Power you will be able to train the Third Spire of Holiness and complete your mastery.<br><br>Fundament of Power itself will grant you 10 hit points per rank and increase the cap on your Strength by 1 point per rank.
Fundament of Power Class After endless experiences and training, some individuals are able to forge their experiences into new understandings of the world around them. Lessons layered on top of other lessons form a tapestry of knowledge. As you master the Fundament of Power you will unlock other new abilities and secrets. After training the first three ranks of Fundament of Power you will be able to train in the First Spire of the Minstrels. After you master the First Spire and the next three ranks of Fundament of Power you can then train the Second Spire of the Minstrels. After completing your training with the Second Spire and completing the final three ranks of Fundament of Power you will be able to train the Third Spire of the Minstrels and complete your mastery.<br><br>Fundament of Power itself will grant you 10 hit points per rank and increase the cap on your Strength by 1 point per rank.
Fundament of Power Class After endless experiences and training, some individuals are able to forge their experiences into new understandings of the world around them. Lessons layered on top of other lessons form a tapestry of knowledge. As you master the Fundament of Power you will unlock other new abilities and secrets. After training the first three ranks of Fundament of Power you will be able to train in the First Spire of Savagery. After you master the First Spire and the next three ranks of Fundament of Power you can then train the Second Spire of Savagery. After completing your training with the Second Spire and completing the final three ranks of Fundament of Power you will be able to train the Third Spire of Savagery and complete your mastery.<br><br>Fundament of Power itself will grant you 10 mana per rank and increase the cap on your Strength by 1 point per rank.
Fundament of Wisdom Class After endless experiences and training, some individuals are able to forge their experiences into new understandings of the world around them. Lessons layered on top of other lessons form a tapestry of knowledge. As you master the Fundament of Wisdom you will unlock other new abilities and secrets. After training the first three ranks of Fundament of Wisdom you will be able to train in the First Spire of Divinity. After you master the First Spire and the next three ranks of Fundament of Wisdom you can then train the Second Spire of Divinity. After completing your training with the Second Spire and completing the final three ranks of Fundament of Wisdom you will be able to train the Third Spire of Divinity and complete your mastery.<br><br>Fundament of Wisdom itself will grant you 10 mana per rank and increase the cap on your Wisdom skill by 1 point per rank.
Fundament of Wisdom Class After endless experiences and training, some individuals are able to forge their experiences into new understandings of the world around them. Lessons layered on top of other lessons form a tapestry of knowledge. As you master the Fundament of Wisdom you will unlock other new abilities and secrets. After training the first three ranks of Fundament of Wisdom you will be able to train in the First Spire of Nature. After you master the First Spire and the next three ranks of Fundament of Wisdom you can then train the Second Spire of Nature. After completing your training with the Second Spire and completing the final three ranks of Fundament of Wisdom you will be able to train the Third Spire of Nature and complete your mastery.<br><br>Fundament of Wisdom itself will grant you 10 mana per rank and increase the cap on your Wisdom skill by 1 point per rank.
Fundament of Wisdom Class After endless experiences and training, some individuals are able to forge their experiences into new understandings of the world around them. Lessons layered on top of other lessons form a tapestry of knowledge. As you master the Fundament of Wisdom you will unlock other new abilities and secrets. After training the first three ranks of Fundament of Wisdom you will be able to train in the First Spire of Ancestors. After you master the First Spire and the next three ranks of Fundament of Wisdom you can then train the Second Spire of Ancestors. After completing your training with the Second Spire and completing the final three ranks of Fundament of Wisdom you will be able to train the Third Spire of Ancestors and complete your mastery.<br><br>Fundament of Wisdom itself will grant you 10 hit points per rank and increase the cap on your Stamina by 1 point per rank.
Fundament: First Spire of Ancestors Class This ability, when active, will increase your chance to peform a critical strike with your damage over time spells. Additional ranks increase your chance.
Fundament: First Spire of Arcanum Class This ability, when activated, will increase the chance that you will perform a critical strike with your spells. Additional ranks increase the chance that you will perform a critical strike.
Fundament: First Spire of Divinity Class This ability, when active, will increase your personal survivability as well as increase various forms of damage dealing that you may do. Additional ranks increase the mitigation and damage dealing increases.
Fundament: First Spire of Enchantment Class This ability, when activated, will give you a defensive proc that will call your Doppelganger into existance. For a short time your Doppelganger will attempt to protect you from your attacker. Additional ranks make it more likely that you will be protected.
Fundament: First Spire of Holiness Class This ability, when activated, will cause all heal spells that land on you and your group to increase the amount of healing they do with the exception of Complete Heal. Additional ranks will further boost the healing improvement.
Fundament: First Spire of Nature Class This ability, when activated, will increase the chance that you will perform a critical strike with your spells. Additional ranks increase the chance that you will perform a critical strike.
Fundament: First Spire of Necromancy Class This ability, when active, will increase your chance to peform a critical strike with your damage over time spells. Additional ranks increase your chance.
Fundament: First Spire of Savagery Class You gather your strength and focus your mind which grants you a chance to temporarily reduce your opponent's ability to perform melee attacks. Additional ranks increase the effectiveness of your debuff.
Fundament: First Spire of the Elements Class This ability, when activated, will increase the chance that you will perform a critical strike with your spells. Additional ranks increase the chance that you will perform a critical strike.
Fundament: First Spire of the Minstrels Class This ability, when active, will provide everyone in your group with a reduction in the amount of damage that they take from melee damage. Additional ranks further improve this protection.
Fundament: First Spire of the Pathfinders Class This ability, when active, will boost the damage of your direct-damage procs. It will also make you more likely to proc while lowering the amount of hate that all of your actions generate.
Fundament: First Spire of the Rake Class You gather your strength and focus your mind which grants you a chance to temporarily reduce your opponent's ability to perform melee attacks. Additional ranks increase the effectiveness of your debuff.
Fundament: First Spire of the Reavers Class This ability, when active, provides you with additional chances to perform a critical strike with your spells. Additionally your critical strikes with spells will be increased in damage when this ability is active. Additional ranks further increase this effect.
Fundament: First Spire of the Savage Lord Class You gather your strength and focus your mind which grants you additional damage with all of your attacks. Additional ranks increase your damage bonus.
Fundament: First Spire of the Sensei Class You gather your strength and focus your mind which grants you the dexterity you need to use your weapon's magical effects with greater skill. Your focus also provides you with a chance for a small amount of protection from harm. Additional ranks increase the rate that your weapon procs will fire as well as the strength of the guard placed on you.
Fundament: First Spire of the Warlord Class You gather your strength and focus your mind which grants you a chance to temporarily reduce your opponent's ability to perform melee attacks. Additional ranks increase the effectiveness of your debuff.
Fundament: Second Spire of Ancestors Class This ability, when active, will add additional power to all heal spells that you cast that are at least level 75. Additional ranks further improve the power of your heals.
Fundament: Second Spire of Arcanum Class This ability, when activated, will increase the damage done by your critical spell strikes. Additional ranks will increase the damage done by your critical strikes.
Fundament: Second Spire of Divinity Class This ability, when active, will add additional power to all heal spells that you cast that are at least level 75. Additional ranks further improve the power of your heals.
Fundament: Second Spire of Enchantment Class This ability, when activated, will provide a boost to your group's overall mana pool as well as provide additional mana regeneration. Additional ranks increase the amount of mana added to your group's pool.
Fundament: Second Spire of Holiness Class You gather your strength and focus your mind which grants you additional damage with all of your melee attacks. Additional ranks increase your damage bonus.
Fundament: Second Spire of Nature Class This ability, when active, will add additional power to all heal spells that you cast that are at least level 75. Additional ranks further improve the power of your heals.
Fundament: Second Spire of Necromancy Class This ability, when activated, will provide your pet with a proc that has an excellent chance of damaging your pet's foe.
Fundament: Second Spire of Savagery Class You gather your strength and focus your mind which grants additional accuracy and damage with thrown axes. Additional ranks increase the effectiveness with these weapons.
Fundament: Second Spire of the Elements Class This ability, when activated, will provide your pet with a proc that has an excellent chance of damaging your pet's foe.
Fundament: Second Spire of the Minstrels Class This ability, when active, will grant additional damage done by everyone in your group when they cast damaging spells. Additional ranks will increase the damage added to each cast.
Fundament: Second Spire of the Pathfinders Class You gather your strength and focus your mind which grants you additional damage with all of your attacks. Additional ranks increase your damage bonus.
Fundament: Second Spire of the Rake Class You gather your strength and focus your mind which grants you additional damage with all of your attacks. Additional ranks increase your damage bonus.
Fundament: Second Spire of the Reavers Class You gather your strength and focus your mind which grants you additional damage with all of your attacks. Additional ranks increase your damage bonus.
Fundament: Second Spire of the Savage Lord Class This ability, when activated, will provide your pet with a proc that has an excellent chance of damaging your pet's foe.
Fundament: Second Spire of the Sensei Class You gather your strength and focus your mind which grants you additional damage with all of your attacks. Additional ranks increase your damage bonus.
Fundament: Second Spire of the Warlord Class You gather your strength and focus your mind which grants you additional damage with all of your attacks. Additional ranks increase your damage bonus.
Fundament: Third Spire of Ancestors Class This ability, when active, will increase your weapon's chance to proc as well as raise your accuracy and other statistics. Additional ranks increase these bonuses.
Fundament: Third Spire of Arcanum Class This ability, when activated, will decrease the mana cost of your detrimental spell casting. Additional ranks further reduce the mana cost of your detrimental spells.
Fundament: Third Spire of Divinity Class This ability, when active, will increase the survivability of everyone in your group. Additional ranks increase the durability of your group even more.
Fundament: Third Spire of Enchantment Class This ability, when activated, will increase the chance that you will perform a critical strike with your spells. Additional ranks increase the chance that you will perform a critical strike.
Fundament: Third Spire of Holiness Class You gather your strength and focus your mind which grants you heightened levels of defense, allowing you to better survive in melee combat. Additional ranks increase the effectiveness of your mitigation and avoidance.
Fundament: Third Spire of Nature Class This ability, when active, will provide your group with a boost to their hitpoint pool. Additional ranks improve the hitpoint gains.
Fundament: Third Spire of Necromancy Class This ability, when active, will increase the power of your critical damage over time spell's strikes. Additional ranks increase the power of this effect.
Fundament: Third Spire of Savagery Class You gather your strength and focus your mind which grants you additional damage with all of your attacks. Additional ranks increase your damage bonus.
Fundament: Third Spire of the Elements Class This ability, when active, will place a powerful damage shield on your entire group and increase your group's resistance to fire. Additional ranks increase the power of the damage shield and resistance.
Fundament: Third Spire of the Minstrels Class This ability, when active, will grant additional damage done by everyone in your group when they attack with melee combat. Additional ranks will increase the damage added to each hit.
Fundament: Third Spire of the Pathfinders Class This ability, when active, will slightly increase your groups durability as well as increase the amount of damage done by any critical melee or spell strikes.
Fundament: Third Spire of the Rake Class You gather your strength and focus your mind which grants you a bonus to your chance to score a critical strike and the damage you deal with a critical strike.
Fundament: Third Spire of the Reavers Class You gather your strength and focus your mind which grants you heightened levels of defense, allowing you to better survive in melee combat. Additional ranks increase the effectiveness of your mitigation and avoidance.
Fundament: Third Spire of the Savage Lord Class This ability, when activated, will enhance the melee combat capabilities of you and your group. Additional ranks increase the power of this effect.
Fundament: Third Spire of the Sensei Class You summon an innate chance to respond to violence against you by increasing your evasion and powers of attack. As you continue to be attacked you will attain higher levels of evasion and attack until you reach an apex of power and then slowly return to normal.
Fundament: Third Spire of the Warlord Class You gather your strength and focus your mind which grants you heightened levels of defense, allowing you to better survive in melee combat. Additional ranks increase the effectiveness of your mitigation and avoidance.
Funeral Dirge Class By focusing your songs on an enemy, you can weaken their ability to defend themselves, increasing the damage they take from attacks. After 30 seconds, the song builds to a crescendo causing massive damage to the target. Additional ranks inflict more damage upon the target at the end of the effect. This ability will cause the enemy to take 1% additional damage from all physical attacks and then deal 1,000 damage after 30 seconds. This ability increases incrementally and at rank 16, the enemy will take 16% more damage from all physical attacks and then deal 9,100 damage after 30 seconds.
Funeral Pyre Class This ability, when activated, shortens the duration of all damage over time spells by 50 percent, while increasing their damage and mana cost by 35 percent for up to 2 minutes. NOTE: Once activated, this burn cannot be quenched until it has run its full duration.
Furious Leap Class Furious Leap allows you to jump forward a short distance.
Furious Rampage Class This ability, when activated, causes all your melee attacks to strike enemies around you for a short period of time. Each rank increases the duration for this effect.
Furious Refrain Class This ability gives you the chance to automatically perform a bonus attack when you riposte.
Fury of Druzzil Class This ability, when active, will add additional damage to all Magic based spells that you cast. Additional ranks increase the amount of damage added to each cast.
Fury of Eci Class This ability, when active, will add additional damage to all Ice based spells that you cast. Additional ranks increase the amount of damage added to each cast.
Fury of Kerafyrm Class This ability, when active, will add additional damage to all types of spells you cast. Each rank increases the amount of damage added.
Fury of Ro Class This ability, when active, will add additional damage to all Fire based spells that you cast. Additional ranks increase the amount of damage added to each cast.
Gather Mana Class This ability allows you to recover up to 10,000 points of mana nearly instantly.
Gathering Dusk Class This ability summons a shadow of gathering dusk that falls across your opponent. This shadow increases the likelihood that your opponent will attack you as it continues to gather over time. When the shadow has fully gathered, it will unleash a curse of duskfall to damage your opponent. Additional ranks increase the power of this effect.
Gelid Rending Class This passive ability imbues your hand to hand and 1h blunt attacks with the chance to trigger Gelid Claw on your enemy. Each rank increases the chance slightly with the 4th rank increasing damage done.
Gift of Deathly Resolve Class This ability, when activated, allows any direct damage spell over level 46 to allow your next damage over time spell greater than level 46 to be twincast.
Gift of Life Class Grants the Paladin a Divine heal upon whatever target your current enemy is fighting. Additional ranks increase the amount of healing delivered.
Gift of Sylvan Spirits Class This passive ability slightly increases the healing bestowed by all beneficial spells. Each rank increases the benefit.
Gift of the Grave Class This ability allows you to turn into a Zombie at will and also grants a small boost to survivability.
Gift of the Quick Spear Class This ability, when activated, allows any direct damage spell to allow your next Spear line spell level 34 or greater to be twincast, while reducing the reuse timer for your spears by 16 seconds. NOTE: The Spear line will not cause this ability to proc.
Glacial Arrow Class This ability fires an arrow tipped with a vial of liquid frost causing the enemy to take increased damage from cold for up to 18 seconds. Multiple applications will not increase the damage or extend the time.
Glyph Spray Class This ability, when activated, places a barrier around everyone within range protecting against spell damage.
Gorilla Smash Class This ability will pummel your opponent with a blow so powerful that it will leave your opponent stunned for a short period of time.
Gracious Gift of Mana Class When casting a level 20 or higher hostile spell, this passive ability provides a chance to clear your group's mind, making their next spell cost zero mana.
Grappling Strike Class This ability deals little damage but enables you to pull your enemies towards you in battle.
Grasp of Sylvan Spirits Class This ability grants you a strong root that is difficult for enemies to resist.
Graverobbing Class This ability decreases the amount of time required between uses of Wake the Dead or Army of the Dead by one minute per rank.
Greater Blood Tithe Class Each rank in this ability further increases your chance to get a critical hit with your damage-over-time spells.
Greater Improved Shield of Reverence Class This passive ability grants a 1% chance to reflect any reflectible spell back to its caster and improves the resist modifier of that spell by 30 points.
Greater Mass Enchant Palladium Class This ability allows you to enchant twenty bars of palladium using some of your mana.
Group Armor of the Inquisitor Class Armor of the Inquisitor grants the paladin's group an improvement to their armor class and increases the benefit they gain from healing spells that land on them. Additional ranks of the ability increase the effects and the duration of the ethereal armor.
Group Bestial Alignment Class This ability gives you a group version of your Bestial Alignment ability.
Group Guardian of the Forest Class This ability provides a group version of your Guardian of the Forest ability. Additional ranks increase the power of the effect on your group members.
Group Pact of the Wolf Class Through this ability you and your group members are able to assume the form of a black werewolf. While in this form, you will benefit from improved vision and quicker reflexes. Additional ranks of this ability will add more health and mana to you.
Group Perfected Invisibility Class An invisibility that will not fade over time than you can share with your group.
Group Perfected Invisibility to Undead Class An invisibility to undead creatures that will not fade over time than you can share with your group.
Group Purify Soul Class This ability allows you to cast a spell that cures most ailments that may be afflicting your group.
Group Reactive Rune Trigger Class When activated, blesses all group members with runes that will protect them from melee damage if more than 35,000 damage and magical damage more than 40,000 damage is taken in a single hit.
Group Shrink Class This ability will cause nearby members of your group to shrink in stature.
Group Shrink Class This ability will cause everyone in your group to become smaller for a time.
Group Silent Presence Class This ability will allow you and your group members to become invisible for a period of time.
Group Spirit of the Black Wolf Class Through this ability your group is able to assume the form of a black spirit wolf. While in this form, your direct damage spells will have a higher chance to score a critical hit and you will be resistant to fire based attacks. Additionally your detrimental spell casting will consume less mana for the duration of this effect. Additional ranks increases your resistance to fire, reduces the amount of mana for this effect, and increases the critical chance for direct damage attacks.
Group Spirit of the White Wolf Class Through this ability your group is able to assume the form of a white spirit wolf. While in this form, beneficial spells will require less mana and you will be resistant to cold based attacks. Additionally you will have an increased chance to perform critical heals while this effect is active. Additional ranks further reduce the mana used for beneficial spells, increases the resistance to cold based attacks, as well as the critical chance for beneficial spells.
Group Spirit Walk Class This ability provides you with the ability to attune you and your group members with the spirits and move silently and quickly.
Guardian of the Forest Class This ability transforms you into an exceptionally bloodthirsty wolf that attacks with lightning speed, for a brief time. Additional ranks increase your offensive capabilities and cause the transition into the wolf to heal many of your wounds.
Hallowed Steed Class This ability provides you with the power to call a valiant pegasus to your side.
Halt the Dead Class This ability will allow you to use a low resistance snare spell that will only take hold on the undead.
Hand of Death Class This ability places a ward upon yourself which triggers Death's Grip should your health drop below 80 percent. Each rank increases the minimum damage bonus applied to your damage over time spells.
Hand of Disruption Class Hand of Disruption has a chance to interrupt your target's spells as they are being cast.
Hand of Piety Class This ability invokes the direct blessing of your deity upon all of those nearby. All group members in range are healed 750 hit points. Additional ranks increase the healing power of this ability. Beginning with rank 22, the healing energy lingers healing your party members over time.
Hand of Ro Class This ability provides an alternate version of your Hand of Ro spell.
Harm Touch Class Grants the Shadow Knight a powerful destructive ability that inflicts terrible pain and damage on their target.
Harmonious Arrow Class This ability provides you with a magical arrow that will be able to draw a single target from a group of enemies. This ability works on targets that are level 85 or lower. Rank 2 increases the maximum level of effectiveness to 95. Each rank thereafter increases the effective level by 5.
Harmonious Attack Class This ability grants you a chance of performing a double attack in any given combat round. Additional ranks improve your chance of performing the double attack.
Harmony of Battle Class Your inner focus and peaceful meditation has granted you increased accuracy when forced to engage in combat. Each rank increases your accuracy slightly.
Harmshield Class Grants you an alternative version of your Harmshield ability.
Harvest of Druzzil Class This ability gathers streams of additional mana into your being. Each rank increases the amount of mana gained.
Hastened Absolution Class This passive ability reduces the time required between uses of Agony of Absolution by 2 minutes per rank.
Hastened Ancestral Aid Class This passive ability reduces the reuse time of your Ancestral Aid ability by one minute per rank.
Hastened Armor of the Inquisitor Class This passive ability reduces the time required between uses of Armor of the Inquisitor by 2 minutes per rank.
Hastened Assassination Disciplines Class This passive ability reduces the time required between uses of assassination disciplines by 10 percent per rank.
Hastened Atonement Class This passive ability reduces the recast timer on your Atone spell by 3, 6 and 10 seconds in three ranks.
Hastened Auspice of the Hunter Class This passive ability reduces the reuse timer of your Auspice of the Hunter ability by one minute per rank.
Hastened Barbed Tongue Class This passive ability reduces the time required between uses of Barbed Tongue by 2 minute per rank.
Hastened Battle Frenzy Class This ability will reduce the time required between uses of your Frenzy disciplines such as Battle Frenzy.
Hastened Bazu Roar Class This passive ability reduces the time required between uses of Bazu Roar by 10 percent per rank.
Hastened Beacon of the Righteous Class This passive ability reduces the time required between uses of Beacon of the Righteous by 42 seconds per rank.
Hastened Bellow Class This passive ability reduces the time required between uses of your Boastful Bellow ability by 2 seconds per rank.
Hastened Berserking Disciplines Class This passive ability will reduce the time required between uses of Berserking disciplines and upgrades by 10 percent per rank.
Hastened Bite of the Asp Class This passive ability reduces the time required between uses of your Bite of the Asp ability by 10 seconds.
Hastened Blades Class This ability decreases the amount of time required between uses of Dance of Blades by four minutes per rank.
Hastened Blast of Anger Class Each rank of this ability lowers the time between uses of Blast of Anger by 10 seconds.
Hastened Blessing of Resurrection Class Each rank of this passive ability reduces the time required between uses of Blessing of Resurrection by 1 second.
Hastened Blood Magic Class This passive ability reduces the time between uses of your ability Blood Magic by 3 minutes per rank.
Hastened Blood Pact Class This passive ability reduces the time required between uses of Blood Pact by 1 minute per rank.
Hastened Burnout Class This ability reduces the reuse timer of your Frenzied Burnout by 1 minute per rank
Hastened Cacophony Class This ability decreases the reuse time of Cacophony by 1 minute per rank.
Hastened Calculated Insanity Class This passive ability reduces the time required between uses of Calculated Insanity by 6 minutes per rank.
Hastened Call of Xuzl Class This passive ability will reduce the reuse timer on your Call of Xuzl ability by 1 minute per rank.
Hastened Cannibalization Class This passive ability reduces the time required between uses of Cannibalization by 10 seconds per rank.
Hastened Cascading Rage Class Each rank of this ability reduces the time required between uses of your Cascading Rage ability by 3 minutes.
Hastened Celestial Hammer Class This passive ability will reduce the reuse time of your Celestial Hammer ability by two minutes per rank.
Hastened Celestial Regeneration Class This passive ability reduces the time required between uses of your Celestial Regeneration ability by 10 percent per rank. Note: This will not affect Focused Celestial Regeneration.
Hastened Companion's Relocation Class This ability reduces the time required between uses of Companion's Relocation by 1 second per rank.
Hastened Companion's Sacrifice Class This passive ability reduces the time required between uses of Companion's Sacrifice by 2 minutes per rank.
Hastened Convergence of Spirits Class This passive ability reduces the reuse time on your Convergence of Spirit ability by one minute per rank.
Hastened Counterattack Discipline Class Each rank of this ability shortens the reuse time of your Counterattack Discipline ability by 4 minutes.
Hastened Cover Tracks Class This passive ability reduces the time required between uses of your Cover Tracks ability by 1 minute per rank.
Hastened Crane Stance Class This passive ability reduces the time required between uses of your Crane Stance by 60 seconds per rank.
Hastened Crippling Aurora Class This passive ability reduces the time required between uses of Crippling Aurora by 60 seconds per rank.
Hastened Cry of Battle Class This passive ability reduces the time required between uses of your Cry of Battle ability by 3 minutes per rank.
Hastened Dampen Resistance Class This passive ability will reduce the reuse timer of your Dampen Resistance ability by 30 seconds per rank.
Hastened Death Class This ability decreases the amount of time required between uses of Imitate Death by two minutes per rank.
Hastened Defensive Poses Class This passive ability reduces the reuse timer on your Whirlwind Discipline and Voiddance Discipline by two minute per rank.
Hastened Defiance Class This ability decreases the amount of time required between uses of Warlord's Tenacity and Resolute Defiance by 10 percent per rank.
Hastened Deflection Discipline Class This ability reduces the time between uses of your Deflection Discipline by 1 minute per rank.
Hastened Deftdance Class This passive ability reduces the time required between uses of Deftdance by 6 minutes per rank.
Hastened Destruction Class This passive ability reduces the reuse timer of your Prolonged Destruction and Sustained Destruction abilities by six minutes per rank.
Hastened Destructive Force Class This passive ability reduces the reuse timer on your Destructive Force ability. Each rank further reduces the reuse timer by 3 minutes.
Hastened Dirge of the Sleepwalker Class This passive ability reduces the time required between uses of your Dirge of the Sleepwalker ability. Each rank reduces this time by 1 minute.
Hastened Distraction Attack Class This ability provides you with a reduction in time between uses of your distraction attack ability by two minutes for each rank purchased.
Hastened Divine Avatar Class Decreases the wait time before you can next use your Avatar ability by 3 minutes per rank.
Hastened Divine Call Class This passive ability reduces the amount of time between uses of Divine Call by 10 seconds per rank.
Hastened Divine Companion Aura Class This passive ability reduces the time required between uses of Divine Companion Aura by 1 minute per rank.
Hastened Divine Intervention Class This ability reduces the time required between uses of your Divine Intervention and Divine Intercession spells. Each rank reduces the reuse time by 10 seconds.
Hastened Divine Resurrection Class Each rank of this passive ability reduces the time required between uses of Divine Resurrection by 10 percent.
Hastened Divine Retribution Class Each rank of this passive ability reduces the time required between uses of your Divine Retribution ability by 3 minutes.
Hastened Divinity Class This ability decreases the amount of time required between uses of Bestow Divine Aura by ten percent per rank.
Hastened Drape of Shadows Class This passive ability reduces the time required to use Drape of Shadows by 45 seconds per rank.
Hastened Dying Grasp Class This passive ability decreases the amount of time required between uses of Dying Grasp by 3 minutes per rank.
Hastened Edict of Command Class This passive ability will reduce the time between uses of your Edict of Command ability by three minutes per rank.
Hastened Eldritch Rune Class This passive ability reduces the time required between uses of Eldritch Rune by 90 seconds per rank.
Hastened Elemental Union Class This passive ability reduces the time requires between uses of Elemental Union by 1 minute per rank.
Hastened Empathic Fury Class This passive ability reduces the time required between uses of Empathic Fury by 10 percent per rank.
Hastened Encroaching Darkness Class This passive ability reduces the time required between uses of Encroaching Darkness by .5 second per rank.
Hastened Enraging Kicks Class This passive ability reduces the time required between uses of your Crescent and Heel kick lines by 1 second per rank.
Hastened Entrap Class This passive ability reduces the reuse time of Entrap by 1 second.
Hastened Entrap Class This passive ability reduces the time required between uses of Entrap by 1 second per rank.
Hastened Exodus Class This ability decreases the amount of time required between uses of Exodus by ten percent per rank.
Hastened Explosion of Hatred Class This passive ability reduces the time required to cast Explosion of Hatred or Explosion of Spite by 5 seconds per rank.
Hastened Eye Gouge Class This passive ability reduces the time required between uses of your Eye Gouge ability by 5 seconds per rank.
Hastened Feral Attacks Class This ability will reduce the reuse timer of your animalistic attacks.
Hastened Fierce Eye Class This passive ability reduces the time required between uses of Fierce Eye by 60 seconds per rank.
Hastened First Spire of Enchantment Class This passive ability decreases the time required between uses of the First Spire of Enchantment by 30 seconds per rank.
Hastened First Spire of the Warlord Class This passive ability reduces the time required between uses of your First Spire of the Warlord. Each rank reduces the time required by 30 seconds.
Hastened Five Point Palm Class This passive ability reduces the time required between uses of Five Point Palm by 1 minute per rank.
Hastened Flash of Anger Class This passive ability reduces the time required between uses of Flash of Anger by 10 percent per rank.
Hastened Flusterbolt Class This passive ability reduces the time required between uses of your Flusterbolt ability by 2 seconds per rank.
Hastened Focused Celestial Regeneration Class This passive ability decreases the time required between uses of Focused Celestial Regeneration by 2 minutes per rank.
Hastened Focused Paragon Class This ability will reduce the reuse timer of your Focused Paragon ability by six seconds per rank.
Hastened Force of Will Class This ability reduces the reuse timer on your Force of Will ability by 1 second per rank.
Hastened Fortitude Discipline Class This passive ability will reduce the reuse timer on your Fortitude Discipline by two minutes per rank.
Hastened Frenzied Stabbing Class Each rank of this ability reduces the time required between uses of your Frenzied Stabbing ability by 1 minute.
Hastened Funeral Dirge Class This ability decreases the reuse time of Funeral Dirge by 3 minutes per rank.
Hastened Furious Discipline Class This passive ability will reduce the reuse timer on your Furious Discipline by two minutes per rank.
Hastened Fury of the Gods Class This passive ability reduces the reuse time of your Fury abilities by 3 minutes per rank.
Hastened Gathering Class This ability decreases the amount of time required between uses of Gather Mana by ten percent per rank.
Hastened Getaway Class This ability decreases the amount of time required between uses of Stealthy Getaway by ten percent per rank.
Hastened Glyph Spray Class This passive ability will reduce the time between uses of your Glyph Spray ability by two minutes per rank.
Hastened Gorilla Smash Class This passive ability reduces the time required between uses of your Gorilla Smash ability by 10 seconds.
Hastened Grappling Strike Class This passive ability reduces the time required between uses of your Grappling Strike ability by 2 seconds per rank.
Hastened Group Guardian of the Forest Class This passive ability reduces the time required between uses of Group Guardian of the Forest by 10 percent per rank.
Hastened Guardian of the Forest Class This passive ability reduces the time required between uses of Guardian of the Forest by 10 percent per rank.
Hastened Gut Punch Class Each rank of this passive ability reduces the time required between uses of your Gut Punch ability by 2 seconds.
Hastened Harmonious Arrow Class This passive ability reduces the time required between uses of Harmonious Arrow by 10 seconds per rank.
Hastened Harmshield Class This passive ability reduces the time required between uses of Harmshield by 60 seconds per rank
Hastened Harvest of Druzzil Class This passive ability reduces the time required between uses of Harvest of Druzzil by 45 seconds per rank.
Hastened Hate Step Class Each rank of this passive abilty reduces the time required between uses of your Hate Step ability by 10 percent.
Hastened Hate's Attraction Class This passive ability reduces the time required between uses of Hate's Attraction by 10 seconds per rank.
Hastened Holyforge Class Each rank of this passive ability reduces the time required between uses of your Holyforge Discipline by 2 minutes at rank 1 and up to 7 minutes at max rank.
Hastened Host of the Elements Class This ability reduces the reuse timer of your Host of the Elements ability by 1 minute per rank.
Hastened Imbued Ferocity Class This passive ability reduces the time required between uses of Imbued Ferocity by 2 minutes per rank.
Hastened Improved Twincast Class This passive ability reduces the time required between uses of Improved Twincast by 2 minutes per rank.
Hastened Inconspicuous Totem Class This passive ability reduces the time required between uses of Inconspicuous Totem by one minute per rank.
Hastened Instigation Class This ability decreases the amount of time required between uses of Area Taunt by ten percent per rank.
Hastened Ironfist Class This passive ability reduces the time required between uses of your Ironfist discipline by 3 minutes per rank.
Hastened Jolting Kicks Class This passive ability reduces the time between uses of Jolting Kick. Each rank reduces the timer by 1 second.
Hastened Juggernaut Surge Class This passive ability reduces the time required between uses of Juggernaut Surge by 30 seconds per rank.
Hastened Leap of Faith Class This passive ability reduces the time required between uses of Leap of Faith by 2 seconds per rank.
Hastened Leech Touch Class This passive ability reduces the time required between uses of Leech Touch by 90 seconds per rank
Hastened Leechcurse Discipline Class This passive ability reduces the time required between uses of Leechcurse Discipline by 6 minutes per rank
Hastened Lunar Healing Class This passive ability reduces the time required between uses of your lunar-based heals by 1 second per rank.
Hastened Lure of the Siren's Song Class This passive ability reduces the reuse time of Lure of the Siren's Song by 15 seconds per rank.
Hastened Lycan Soul Class This passive ability will reduce the reuse timer of your Spirit of the White Wolf and Spirit of the Black Wolf abilities by thirty seconds per rank.
Hastened Lyre Leap Class This passive ability reduces the time required between uses of Lyre Leap by 2 seconds per rank.
Hastened Malosinete Class This passive ability reduces the time required between uses of Malosinete by three seconds per rank.
Hastened Mana Draw Class This passive ability reduces the time required between uses of your Mana Draw ability. Each rank reduces this time by 10 minutes.
Hastened Manaburn Class This passive ability will reduce the reuse timer on your Manaburn ability by 6 minutes per rank.
Hastened Mark of the Mage Hunter Class This passive ability reduces the time required between uses of Mark of the Mage Hunter by 2 minutes per rank.
Hastened Marr's Salvation Class This passive ability reduces the time required between uses of Marr's Salvation by 30 seconds per rank.
Hastened Mend Class This ability decreases the amount of time required between uses of Mend by 30 seconds per rank.
Hastened Mending Class This ability decreases the amount of time required between uses of Mend Companion by ten percent per rank.
Hastened Mental Contortion Class This passive ability reduces the time required between uses of Mental Contortion by 6 minutes per rank.
Hastened Mercurial Torment Class This passive ability reduces the time required between uses of Mercurial Torment by 6 minutes per rank.
Hastened Mezmerization Class This passive ability reduces the time required between uses of your mezmerization spells by 10 percent. This will only affect abilities with a level of 80 or greater.
Hastened Mind Crash Class This ability decreases the amount of time required between uses of Mind Crash by ten percent per rank.
Hastened Nature's Fury Class This passive ability reduces the time required between uses of Nature's Fury by 3 minutes per rank.
Hastened Nature's Guardian Class This passive ability will reduce the reuse timer of your Nature's Guardian ability by two minutes per rank.
Hastened Nightmare Stasis Class This passive ability reduces the time required between uses of Nightmare Stasis by 6 minutes per rank.
Hastened Onslaught Class Each rank of this passive ability reduces the reuse time on the Onslaught line of abilities by 10 percent.
Hastened Outrider's Accuracy Class This passive ability reduces the time required between uses of Outrider's Accuracy by 60 seconds per rank.
Hastened Outrider's Attack Class This passive ability reduces the time required between uses of Outrider's Attack by 10 percent per rank.
Hastened Outrider's Evasion Class This passive ability reduces the time required between uses of Outrider's Evasion by 60 seconds per rank.
Hastened Paragon Class This ability will reduce the reuse timer of your Paragon ability by forty five seconds per rank.
Hastened Pestilent Paralysis Class This passive ability reduces the time required between uses of Pestilent Paralysis by 20 seconds per rank.
Hastened Phantasmal Opponent Class This passive ability reduces the time required between uses of Phantasmal Opponent by 30 seconds per rank.
Hastened Piety Class This ability decreases the reuse time for Hand of Piety by 4 minutes per level.
Hastened Pinpoint Class Each rank of this ability shortens the reuse time of your Pinpoint abilities by 10 percent.
Hastened Possum Class This passive ability reduces the time required between uses of Playing Possum by 2 seconds per rank.
Hastened Press the Attack Class This passive ability reduces the time required between uses of Press the Attack by 2 seconds per rank.
Hastened Projection of Doom Class This passive ability reduces the time required between uses of Projection of Doom by 60 seconds per rank
Hastened Projection of Fury Class This passive ability reduces the time required between uses of your Projection of Fury ability. Each rank reduces the timer by 1 minute.
Hastened Projection of Piety Class This passive ability reduces the time required between uses of Projection of Piety by 60 seconds per rank.
Hastened Protection of the Spirit Wolf Class This passive ability reduces the time required between uses of Protection of the Spirit Wolf by 2 minutes per rank.
Hastened Protective Spirit Class This passive ability reduces the time required between uses of Protective Spirit Discipline by 10 percent per rank.
Hastened Purification Class This ability decreases the amount of time required between uses of Purge Poison by ten percent per rank.
Hastened Purification Class This ability decreases the amount of time required between uses of Purification by ten percent per rank.
Hastened Purification of the Body Class Ranks 1, 2, and 3 of this ability decreases the amount of time required between uses of Purify Body by 3 minutes per rank. Additional ranks decrease this time by 2 minutes per rank.
Hastened Purification of the Soul Class This ability decreases the amount of time required between uses of Purify Soul by ten percent per rank.
Hastened Purified Spirits Class This passive ability reduces the reuse time of your Purified Spirits ability by 20 seconds per rank.
Hastened Quick Time Class This passive ability reduces the time required between uses of Quick Time by 30 seconds per rank.
Hastened Rabidity Class This ability decreases the amount of time required between uses of Rabid Bear by four minutes per rank.
Hastened Rage of Rallos Zek Class This passive ability reduces the time required between uses of Rage of Rallos Zek by 2 minutes per rank.
Hastened Rampage Class This ability decreases the amount of time required between uses of Rampage by ten percent per rank.
Hastened Raven's Claw Class This passive ability reduces the time required between uses of your Raven's Claw ability by 10 seconds.
Hastened Reckless Abandon Class Reduces the reuse timer on your Reckless Abandon ability by 2 minutes per rank.
Hastened Recklessness Class Reduces the reuse timer on your Reckless Discipline by 2 minutes per rank.
Hastened Renewal Class This passive ability will reduce the reuse timer on your Frantic Renewal, Frenetic Renewal and Desperate Renewal spells by 2 seconds per rank.
Hastened Resilience Class This passive ability reduces the time required between uses of Uncanny Resilience by 1 minute per rank.
Hastened Root Class The first three ranks of this ability decrease the amount of time required between uses of Strong Root by ten percent per rank. Additional ranks further decrease the time required between uses of Strong Root and also increase the strength of your roots making them less likely to break during combat.
Hastened Rumbling Servant Class This ability reduces the reuse time of your Rumbling Servant by 2 seconds per rank.
Hastened Sanctification Discipline Class This passive ability reduces the time required between uses of Sanctification by 8 minutes per rank.
Hastened Savage Spirit Class Ranks 1, 2, and 3 will reduce the reuse time of your Savage Spirit ability by three minutes per rank. Each rank thereafter reduces this time by 5 minutes.
Hastened Scowl Class This passive ability reduces the time required between uses of Scowl by 3 seconds per rank.
Hastened Second Spire of Enchantment Class This passive ability decreases the time required between uses of the Second Spire of Enchantment by 30 seconds per rank.
Hastened Second Spire of the Warlord Class This passive ability reduces the time required between uses of your Second Spire of the Warlord. Each rank reduces the time required by 30 seconds.
Hastened Self Preservation Class This passive ability reduces the time required between uses of Self Preservation by 30 seconds per rank.
Hastened Self Stasis Class This passive ability reduces the reuse timer on your Self Stasis ability by one minute per rank.
Hastened Selo's Kick Class This passive ability reduces the time required between uses of your Selo's Kick ability by 1 second per rank.
Hastened Shield of Brilliance Class This passive ability reduces the amount of time between uses of Shield of Brilliance by 1 minute per rank.
Hastened Shield Topple Class This passive ability reduces the time required between uses of Shield Topple by 1 second per rank.
Hastened Song of Stone Class This passive ability will reduce the reuse time on your Song of Stone ability by three minutes per rank.
Hastened Speed Focus Class Each rank in this ability lower the reuse time on your Speed Focus Discipline by 90 seconds.
Hastened Speed of the Savior Class This passive ability reduces the amount of time between uses of Speed of the Savior by 2 minutes per rank.
Hastened Spirit Call Class This passive ability will reduce the reuse timer of your Spirit Call ability by 30 seconds per rank.
Hastened Spirit Channeling Class This passive ability reduces the time required between uses of Spiritual Channeling by two minutes per rank.
Hastened Spirit of the Wood Class This passive ability reduces the reuse time on your Spirit of the Wood ability by one minute per rank.
Hastened Stealth Class This ability reduces the time between which you may attempt to hide or evade by one second per rank.
Hastened Storm Strike Class This passive abilty reduces the time required between uses of Storm Strike by 2 seconds per rank.
Hastened Stunning Kick Class Ranks 1, 2, and 3 lower the reuse time by 5 seconds each. Ranks 4, 5, and 6 then lowers the reuse time on your Stunning Kick by 2 seconds each.
Hastened Summon Remains Class This passive ability reduces the reuse time of your Summon Remains ability by one minute per rank.
Hastened Swarm of Decay Class This passive ability reduces the time between uses of your ability Swarm of Decay by 3 minutes per rank.
Hastened Swiftblade Class Each rank of this ability shortens the reuse time of your Swiftblade abilities by 5 percent.
Hastened Synergy Class This passive ability reduces the time required between uses of your Synergy abilities by 3 seconds per rank.
Hastened Taunt Class This passive ability reduces the reuse timer of your taunt skill by one second per rank.
Hastened Third Spire of Enchantment Class This passive ability decreases the time required between uses of the Third Spire of Enchantment by 30 seconds per rank.
Hastened Third Spire of the Warlord Class This passive ability reduces the time required between uses of your Third Spire of the Warlord. Each rank reduces the time required by 30 seconds.
Hastened Thousand Blades Class This passive ability reduces the time required between uses of Thousand Blades by 10 percent for each rank.
Hastened Thunder Class This passive ability reduces the time required between uses of Infusion of Thunder by 1 minutes per rank.
Hastened Thunder Class This ability decreases the amount of time required between uses of Roar of Thunder by ten percent per rank.
Hastened Trueshot Class Decreases the wait time before you can next use your Trueshot or Aimshot ability. Each rank reduces the reuse time by 6 minutes.
Hastened Tune In Your Head Class This passive ability reduces the time required between uses of A Tune Stuck In Your Head by 3 minutes per rank.
Hastened Turgur's Swarm Class This passive ability reduces the time required between uses of the Turgur's Swarm AA by 1 second per rank.
Hastened Turn Undead Class This passive ability will reduce the reuse timer on your Turn Undead ability by 15 seconds per rank.
Hastened Twisted Chance Discipline Class Each rank of this ability shortens the reuse time of your Twisted Chance Discipline ability by 2 minutes.
Hastened Unbroken Attention Class This passive ability reduces the time required between uses of Unbroken Attention by 1 minute per rank.
Hastened Unholy Aura Discipline Class This passive ability reduces the time required between uses of Unholy Aura Discipline by 3 minutes per rank
Hastened Union of Spirits Class This passive ability reduces the reuse time of your Union of Spirits ability by one minute per rank.
Hastened Vehement Rage Class This passive ability reduces the time required between uses of Vehement Rage by 1 minute per rank.
Hastened Veil of Mindshadow Class This passive ability will reduce the time between uses of your Veil of Mindshadow ability by 30 seconds per rank.
Hastened Virulent Paralysis Class This passive ability will reduce the reuse timer of your Virulent Paralysis ability by 10 seconds per rank.
Hastened Virulent Talon Class This passive ability reduces the time requires between uses of Virulent Talon by 1 minute per rank.
Hastened Visage of Death Class This passive ability reduces the time required between uses of your Visage of Death ability by 2 minutes per rank.
Hastened Wall of Wind Class This passive ability reduces the time required between uses of Wall of Wind by 10 seconds per rank.
Hastened War Cry Class This ability reduces the timer on the various war cry disciplines by 3 minutes per rank.
Hastened War Cry Class This ability reduces the cooldown of "War Cry" by 3 minutes.
Hastened Warder's Gift Class This passive ability reduces the time required between uses of Warder's Gift by 90 seconds per rank.
Hastened Warlord's Bravery Class This passive ability reduces the time required between uses of your Warlord's Bravery. Each rank reduces the time required by 3 minutes.
Hastened Warlord's Tenacity Class This passive ability reduces the time required between uses of your Warlord's Tenacity. Each rank reduces the time required by 3 minutes.
Hastened Weapon Shield Class This passive ability provides a timer reduction to your Weapon Shield Discipline. Each rank will reduce the timer by four minutes.
Hastened Whisperwind Class This passive ability reduces the time required between uses of your Whisperwind ability by 2 seconds per rank.
Hastened Wrath of the Wild Class This ability decreases the amount of time required between uses of Wrath of the Wild by ten seconds per rank.
Hastened Zan Fi's Whistle Class This passive ability reduces the time required between uses of Zan Fi's Whistle by 1 minutes per rank.
Hasty Exit Class This ability decreases the amount of time required between uses of Escape by ten percent per rank.
Hate Step Class A short distance shadow step that will propel you forward.
Hate's Attraction Class This ability, when activated, will grip your target and hurl them towards you. Additional ranks increase the amount of hate that this ability generates.
Healing Frenzy Class This ability will cause you to score a critical heal for each heal you cast for a short time but at the cost of additional mana. As you gain ranks your mana penalty will shrink.
Healing Light Class When you cast a stun spell this passive ability gives you a chance to bless your group with healing. Additional ranks improve the amount of healing you do.
Heart of Flames Class This ability will allow you to absorb the pure essence of elemental fire into your soul, increasing the damage caused by your fire-based spells.
Heart of Ice Class This ability will allow you to absorb the pure essence of elemental ice into your soul, greatly reducing the damage you take from spells.
Heart of Stone Class This ability will allow you to absorb the pure essence of elemental earth into your soul, greatly reducing the damage you take from melee attacks.
Heart of Vapor Class This ability will allow you to absorb the pure essence of elemental air into your soul, greatly reducing how much creatures hate you for the detrimental spells you cast.
Heavy Arrow Class This passive ability grants your Archery skill and Archery skill attacks a 8% chance to trigger Heavy Arrow I, an additional Archery skill attack with a base damage of 750.
Heel of Brithrax Class Each rank in the passive ability increases the damage on your Flying Kick ability.
Heightened Awareness Class This ability gives you the chance to block attacks that originate behind you. Additional ranks increase the effectiveness.
Helix of the Undying Class This ability, when activated upon an undead enemy, causes the target to suffer greatly reduced combat ability from reduced strength, armor, dexterity, and agility, melee speed, and the ability to dual wield.
Heroic Leap Class This ability, when activated, causes you to leap to your targeted enemy if in range.
Hidden Communion of the Cheetah Class This ability provides a group based version of Spirit of the Cheetah as well as camoflaging you from your enemies.
Hobble of Spirits Class Once you train this ability, you may imbue your pet with an attack that is reputed to slow an enemy's walking. Additional ranks increase the effectiveness and duration of your pet's ability to slow an enemy's walking speed.
Hold the Line Class Hold the Line increases the amount of hit points healed by healing spells that land on you but reduces your offensive damage by as well. Rank 1 will increase the healing spells that land on you by 10% and Rank 2 will increase the heals by 15% while your damage done will go down by 25%.
Holy Protection Class This passive ability grants you an additional #1% chance to resist charm spells and an additional #2% chance to resist blind, mesmerization, and snare spells.
Holy Root Class Provides a reduced chance for your root spells to break when an NPC is struck by a non melee attack.
Holy Steed Class This ability provides you with the power to call the ultimate holy steed to your side.
Holy Warhorse Class This ability provides you with the power to call the ultimate holy steed to your side.
Host in the Shell Class This ability creates a shield of runes around your pet. Additional ranks increase the strength of the runes.
Host of the Elements Class This ability calls an assault of elemental minions into existence directed at a target. The minions attack the target without question until they are called back to their plane 30 seconds later. The initial rank of this ability calls five elementals. Ranks 2 and 3 add two elementals each. Ranks 4, 5, and 6 increases the time the elementals stay in this plane by 15 seconds each. Ranks 7 through 15 increase the damage dealt by the swarm. Ranks 16 through 18 increase both duration and damage.
Howl of the Warlord Class With a primal roar, all enemies shy away in terror, allowing the accomplished warrior to slip into the shadows and escape.
Hunter's Attack Power Class This ability increases your attack power by 4 each rank. You will gain this ability automatically once each level starting at level 55.
Hunter's Fury Class When you land a killing blow on a non-trivial opponent, you will occasionally draw enough strength from the act to get a instant boost to your endurance as well as increase the damage done by your attacks for the duration of the effect. Each additional rank increases the chance that this occurs.
Hymn of the Last Stand Class Hymn of the Last Stand increases your maximum hit points which then decay slowly over time. Addional ranks in this ability increase the hit points you gain and prolong the duration of time that it takes for the hit points to decay.
Ice Core Class This ability allows you to absorb the pure essence of elemental ice into your soul. While this ability is active, you will take less damage from spells. This ability lasts slightly longer than Heart of Ice (assuming it is not stripped by excess damage) and can absorb more total damage from incoming spells. Additional ranks increase the maximum amount of damage that can be absorbed before the effect fades.
Illusions of Grandeur Class When activated, this ability increases your group's chance to land critical hits with direct damage and DoT spells, while also increasing the damage they do.
Illusory Ally Class Allows the Enchanter to summon a mirror of themselves that will generate a large amount of hate for a short period of time. Additional ranks will increase the stats of the summoned ally.
Imbued Ferocity Class This ability when activated causes all melee swings to proc for 12 seconds while lowering the amount of hate generated for your actions.
Imitate Death Class This ability allows the monk to execute a perfect feign death that causes every creature to forget about them immediately. Upon feigning, the monk will automatically hide themselves as well.
Immobilizing Bash Class This ability increases the chance that your bashes will stun the enemy. Additional ranks increase the chance to stun your enemy.
Imperator's Charge Class This ability, when activated, causes your party to attack with increased fervor. Melee speed and spell casting time are accelerated.
Imperator's Command Class This ability, when activated, bolsters your party with increased maximum HP, Armor, and mana regeneration.
Imperator's Precision Class This ability, when activated, points out a serious vulnerability in your enemy's defenses, allowing you to strike with greater effect. Note: This ability will not affect raid level targets.
Improved Atone Class This ability improves the chance for your Atone spell to succeed. Each rank improves your chances by 5%.
Improved Bladed Song Class Reduces the reuse time of Bladed Song by 20 seconds.
Improved Burst of Life Class This passive ability increases the effectiveness of your Burst of Life ability by 1000hp per rank.
Improved Cleaving Acrimony Discipline Class This passive ability reduces the reuse time of your Cleaving Acrimony Discipline discipline by 60 seconds.
Improved Communion of the Cheetah Class This ability, when activated, increases the movement speed of your target's group by 115% for 54 seconds.
Improved Death Peace Class This ability gives you an instant cast version of Death Peace. Requires Death Peace 2 to purchase.
Improved Death's Effigy Class Reduces the reuse time of Death's Effigy by 10 seconds.
Improved Explosion of Hatred Class This ability will instantly fill creatures around your targeted enemy with hatred towards you.
Improved Explosion of Spite Class This ability will instantly fill creatures closely around you with hatred towards you.
Improved Familiar Class This ability will summon an improved familiar that is an upgrade from the greater familiar. This improved familiar is higher in level, has more hit points, and is very resistant to all spells. Additional ranks will call forth a familiar that provides even greater benefits to its owner than its predecessor.
Improved Ferocious Kick Class Improves Ferocious Kick in some way.
Improved Grasp of Sylvan Spirits Class This ability, when activated, roots your target in place for up to 48 seconds with a 700 point resist modifier.<br>Reduces the reuse time of this ability by 5 seconds.
Improved Hand of Death Class Reduces the reuse time of Hand of death by 30 seconds.
Improved Hand of Death : II Class Reduces the base cast time of this ability by 1%.
Improved Hate Generation Class This ability is <c "#00A000">ENABLED</c>. Expend the current rank to disable its effects.<br>This passive ability increases the amount of hate generated from your attacks and spells by 20%.
Improved Hymn of Last Stand Class Reduces the reuse time of Hymn of the Last Stand by 1 minute.
Improved Illusions of Grandeur Class Reduces the reuse time of Illusions of Grandeur by 1 minute 30 seconds.
Improved Natural Invisibility Class This ability allows your target to quickly disappear from sight for a short time.
Improved Reclaim Energy Class This ability will increase the amount of mana returned to you when reclaiming your pet.
Improved Requiem of Time Class This passive ability increases the chances that Requiem of Time will land on your enemy.
Improved Sanctuary Class This is a faster casting version of your Sanctuary ability.
Improved Shield of Reverence Class This passive ability grants a 1% chance to reflect any reflectible spell back to its caster and improves the resist modifier of that spell by 40 points.
Improved Shield Specialist Class As long as a shield is equipped, each rank of Improved Shield Specialist confers an agro bonus and increased proc rate for attacks made by a weapon held in the primary hand. Requires maximum rank in Shield Specialist.
Improved Sustained Destruction Class This ability grants you an improved version of Sustained Destruction that slightly increases critical damage while reducing manage usage. Requires Sustained Destruction 6.
Improved Taget of Target Healing Class Increases the healing values of your target of target healing by 10 percent.
Improved Twincast Class This ability, when activated, provides you with an improved version of your Twincast spell with greater duration, but limited uses. Each additional rank also increases the amount of times your spells can be twincast.
Inconspicuous Totem Class This ability, when activated, will turn you into a stationary totem and remove you from combat.
Infusion of Thunder Class This ability grants the monk a chance to inflict extra damage any time he makes a melee attack. Additional ranks increase the damage inflicted.
Innate Camouflage Class This ability allows you to become invisible, nearly at will, without the need to memorize a spell.
Innate Invis to Undead Class This ability allows you to become invisible to the undead, nearly at will, without the need to memorize a spell.
Inquisitor's Judgement Class This ability imbues your weapons with the power of holy judgement. Lasts for up to 5 minutes or 20 uses whichever comes first. Additional ranks increase the damage of holy judgement.
Instrument Mastery Class This ability allows for improved use of all instrument types.
Intense Hatred Class This ability intensifies the overall effect of damage shields that are cast on you. Additional ranks increase the effectiveness of this ability.
Jam Fest Class This ability allows you to sing your songs at a higher apparent level. Note: This does not allow you to sing songs that are actually higher than your level.
Juggernaut Surge Class This ability will transform you into a living golem and increase your melee damage. As a side effect of the change you will move more slowly. Each additional rank increases the damage inflicted.
Juggernaut's Mastery of Throwing Class This passive ability adds a small amount of damage to each throwing attack. Each additional rank increases this damage slightly.
Juggernaut's Resolve Class Juggernaut's Resolve I, when activated, consumes 5% of your maximum endurance and reduces incoming damage by 1000%, consuming 500% of that damage from your endurance rather than your health, for 60 seconds.
Keen Blade Class This ability gives you a chance to bypass your opponents special defenses such as dodge, block, parry, and riposte.
Kerafyrm's Favor Class This passive ability gains favor with Kerafyrm, opening the path to Kerafyrm's Prismatic Familiar. This ability will also increase your max channeling skill by 30 per rank.
Kerafyrm's Prismatic Familiar Class This ability provides you with a familiar that strengthens the effects of all instant-cast damage spells. Each additional rank increases the max level of focused spells, increases the damage bonus applied, and grants greater mana.
Kick Mastery Class Each rank in this ability increases the damage done by your Flying Kicks, Round Kicks and Kick attacks.
Knee Strike Class You can use this ability to strike your opponent for a small amount of damage.
Knight's Advantage Class This ability grants you an increased chance of performing a double attack in any given combat round. You gain the ability to train an additional rank at levels 61, 63, and 65 and an additional three ranks at level 70.
Languid Bite Class This activated ability grants you a chance, when active, for your slow spells to have a secondary damage over time effect accompany them. Additional ranks increase the power of this effect.
Large Modulation Shard Class This ability creates a large crystallized shard, converting your health into stored mana.
Lasting Bravery Class Each rank of this ability increases the number of attacks Warlord's Bravery can withstand by 5.
Lay on Hands Class Grants the Paladin a Divine heal. Additional ranks increase the power of this ability by increasing the amount healed.
Leap of Faith Class A short distance leap that will propel you forward. Additional ranks increase the distance that you will leap.
Leech Touch Class This ability gives you a life tap harm touch that can be used in addition to your existing harm touch ability.
Levant Class This ability provides an alternate version of your Levant spell.
Life Burn Class This ability allows you to cast a no-resist direct damage spell equal to that of your current hitpoints. The effect drains your life and provides a life bond effect that does 250 damage per tick, for 6 ticks.
Ligament Slice Class Ligament Slice cripples your opponent, decreasing their movement rate and ability to defend themselves. Additional ranks in this ability intensify the effect.
Lightning Strikes Class This ability gives you the chance to perform up to two additional attacks with your primary hand. Additional ranks increase the chance you'll perform these additional attacks.
Lingering Death Class This ability will add one tick to all the damage over time of spells you cast for each rank of this ability that you purchase. This only works on spells with durations of at least 3 ticks or greater.
Living Shield Class This extends your capacity to act as a living shield, This ability adds twelve seconds per rank to the duration of your /shield.
Lower Element Class This AA grants you an alternate version of the Lower Element II spell.
Lure of the Siren's Song Class This ability when activated causes all targets within a short range to be drawn to you.
Lyre Leap Class With a shout, you leap forward!
Lyrical Prankster Class When activated this ability will cause your consciousness to shatter and each shard will attack your foe. Additional ranks increase the power of the shards of your consciousness. Ranks 4 through 6 add an additional shard per rank.
Maestro's Concentration Class This ability grants a chance to endure what would otherwise be a stunning blow, from any angle, without being stunned. Each rank improves your chance to avoid being stunned by 5%.
Malosinete Class This ability gives you a version of your Malo line of spells that is slightly more reliable than other versions. Additional ranks strengthen the debuff.
Mana Blast Class This ability allows you to channel up to 6000 mana into a raw, unfocused blast of pure magical energy aimed at your target.
Mana Blaze Class This ability allows you to channel up to 9000 mana into a raw, unfocused blast of pure magical energy aimed at your target.
Mana Burn Class This ability allows you to channel up to 3000 mana into a raw, unfocused blast of pure magical energy aimed at your target.
Mana Draw Class Manadraw allows the enchanter to gather mana from his surroundings. Unlike the Gather Mana, Manadraw continues to pull additional mana from the environment for up to one minute after activation.
Mana Reserve Class A reserve of mana that can be released when the Magician drops below 20 percent mana.
Mark of the Mage Hunter Class When activated, Mark of the Mage Hunter reduces the damage of incoming spells. Each additional rank increases both the amount of damage absorbed per spell, as well as the total amount of damage that may be absorbed before fading.
Mark of Travel Class This ability, when activated, sets your second bind point to your current location.<br>You can check your bind points using the command <c "#66CCFF">/charinfo</c>.
Marr's Gift Class This ability channels a burst of health and mana to yourself without drawing attention.
Marr's Salvation Class Invokes the soothing voice of Mithaniel Marr to calm those around you.
Mass Enchant Alaran Metal Class This ability allows you to enchant 10 bars of Alaran metal using some of your mana.
Mass Enchant Cosgrite Class This ability allows you to enchant ten bars of Cosgrite using some of your mana.
Mass Enchant Dwerium Class This ability allows you to enchant ten bars of dwerium using some of your mana.
Mass Enchant Feymetal Class This ability allows you to enchant 10 bars of Feymetal using some of your mana.
Mass Enchant Palladium Class This ability allows you to enchant ten bars of palladium using some of your mana.
Mass Enchant Planar Alloy Class This ability allows you to enchant 10 bars of Planar Alloy using some of your mana.
Mass Enchant Temporite Class This ability allows you to enchant ten bars of Temporite using some of your mana.
Mass Group Buff Class This ability turns the next group buff that you cast into a beneficial area effect spell, hitting everyone within its radius, at the cost of doubling the spell's mana usage.
Massive Strike Class This passive ability grants you a small chance to score a massive second backstab after you backstab an opponent. Additional ranks increase the power of this strike.
Master of Disguise Class This ability lends persistence to your illusionary disguises, causing them to last until you die or the illusion is forcibly removed.
Master's Hastened Combination Class Each rank decreases the reuse time on your Eye Gouge, Stunning Kick and Crippling Strike abilities by 5 seconds.
Mastery of Nature Class This passive ability will make it less likely that your animal based charm spells will break before they have run their course completely.
Medium Modulation Shard Class This ability creates a crystallized shard, converting your health into stored mana.
Mend Companion Class This ability allows you to cast a quick healing spell on your pet.
Mental Contortion Class This ability, when activated, causes your target's mind to twist inflicting intense pain and damage, while reducing their ability to do damage to you.
Merciless Blade Class This passive ability grants you increased damage when wielding a 2-handed sword or blunt weapon. Each rank adds additional damage.
Mercurial Torment Class This ability grants you reduced time for casting any detrimental spell by fifteen percent, while rank 2 improves this reduction to 25 percent. Note that some spells may not be affected if they're already under other time reducing effects.
Mesmerization Mastery Class This ability increases the duration of all of your single-target mesmerization spells. Area of Effect spells will not be extended.
Mind Crash Class When used, this ability will cause the targeted creature to become considerably less angry with you.
Mind Over Matter Class While active, a portion of the damage you sustain is taken out of your mana rather than your hit points. Any damage that cannot be absorbed by your mana comes off your hit points instead. The first rank of this ability will absorb 10 hits from spell or melee attacks before fading, the second rank will absorb 20, and the third will absorb 30, the fourth rank will absorb 40 hits, the fifth by 50, the sixth rank 60 hits. Additional ranks beyond rank 6 further increase the amount of damage that is mitigated by converting your mana. Each rank starting from rank 10 also increases the number of hits the ability absorbs.
Mirror Mirror Class This passive ability grants a 1% chance to reflect any reflectible spell back to its caster and improves the resist modifier of that spell by 20 points.
Mirrored Pestilence Class This passive ability will give you the innate chance to perform a second cast each time you cast a damage over time spell. The first rank will give you a 2 percent chance, with each rank thereafter giving an additional 1% increase. Note, this will not work on short duration spells.
Mistwalk Class This ability, when activated, instantly teleports you up to 234 feet forward.
Mithaniel's Binding Class This ability further increases the amount of healing provided by a single bandage while binding wounds. The two ranks of this ability may be trained at or after levels 63 and 64.
Mortal Coil Class When the Shadow Knight gets credit for a successful kill, Mortal Coil grants a 25% chance to harvest the energy of his victim's departing essence. This energy improves the Shadow Knight's AC and grants him the ability to draw hit points from his enemies as he attacks them. Each rank in this ability increases the amount of energy harvested.
Moving Mountains Class Your ability to focus your chi into a single target allows you to draw them to you by mystical force.
Mrylokar's Rigor Class This passive ability adds a weapon proc on backstab which increases all weapon damage for a short time. Each rank increases the chance to proc and the damage added.
Natural Invisibility Class This ability allows you to quickly disappear from sight for a short time.
Nature's Blessing Class This ability, when activated, allows all of your healing spells to land for critical effect for the next 12 seconds at a cost of greatly increased mana usage. Each rank slightly reduces the amount of mana used.
Nature's Boon Class Use of this ability creates a stationary ward that continually heals everyone around it. Increased ranks improve the healing capabilities of the ward.
Nature's Bounty Class This ability gives you an innate chance to forage more than one item at a time. Additional ranks increase the chance to forage a second item.
Nature's Fury Class This ability, when activated, increases the damage done by your spells when they land for critical damage for a short period of time at the cost of greatly increased mana usage. Each rank reduces the mana penalty by 10 percent.
Nature's Grace Class This ability, when activated, grants your instant-duration healing spells a 100% chance to score an exceptional heal but increases the mana cost of all spells by 50% for 18 seconds.
Nature's Guardian Class Use of this ability calls forth the spirit of a wild bear to attack your opponent for a brief time. The second and third ranks increase the time before the bear returns to nature. Additional ranks increase the strength of the spirit.
Nature's Reprieve Class When below 20% life, you receive a 30% chance for nature to bestow its blessings upon you, healing you and boosting your avoidance slightly. Rank 2 increases this chance to 50%. Rank 3 increases the instant healing as well as healing over time.
Nature's Salve Class This ability, when active, cures detrimental effects from your body. Additional ranks increase the potency of the cure.
Nerves of Steel Class Each rank in this ability gives rogues an increasing chance to remain hidden when they are an indirect target of an Area-of-Effect spell. At the highest rank, a resisted AoE spell will never break Hide and there is a good chance that the rogue will remain hidden even when a spell successfully hits them. Nerves of Steel does not help when the rogue is the direct target of an AoE spell (if they are the direct target, then they've already been spotted). All ranks beyond rank 5 further increase the chance of remaining sneaking even if you do not resist the AoE spell.
Neshika's Blink Class This ability will allow you to teleport a short distance forward by sheer force of will. Additional ranks extend the distance you may travel.
Netherstep Class This ability grants you an alternate version of your Netherstep spell.
Nexus Gate Class This ability gives you an instant-cast self gate spell to the Nexus.
Nightmare Stasis Class Use of this ability causes your opponent to immediately fall into a deep sleep and suffer terrible nightmares. When they wake, their movements will be slowed while they recover from the effects. The base ability will affect NPCs up to level 74. Maximum rank will affect targets up to your current level required to purchase the ability plus three.
Nimble Evasion Class This ability grants you a chance to hide or evade while moving. Each rank provides an increasing chance.
Noteworthy Disguise: Drake Class This ability gives you the ability to transform yourself into the image of a fearsome drake. Rank 2 adds the ability to levitate while in drake form.
Outrider's Accuracy Class When active this ability increases your accuracy and the power of your melee attacks. Each rank further increases the power and accuracy of your attacks.
Outrider's Attack Class This activated ability provides you with a short duration boost to your ability to attack your foes. Each rank increases the damage and accuracy of your skill attacks.
Outrider's Evasion Class This activated ability provides you with a short term large boost to your defense.
Overpower Undead Class This ability grants you a low resistance mesmerization ability that only works on the undead. Each rank increases the maximum level of effectiveness, and slightly increases the change for the target's memory to be wiped.
Overpowering Strikes Class This passive ability increases your chances of landing a stun. Each rank adds one percent to your chance to land a stun.
Pack Hunt Class You summon a pack of wolves to hunt at your side for a short period of time! Additional ranks increase the power of the pack you summon.
Pact of the Wolf Class Through this ability you are able to channel a black werewolf. While in this form, you will benefit from improved vision and quicker reflexes. Additional ranks of this ability will add more health and mana to you.
Pact of the Wurine Class Allows you to transform yourself into a Werewolf and grants additional mana, hitpoints, runspeed and accuracy. Additional ranks increase the mana, hitpoints and mana regeneration from this effect.
Paragon of Spirit Class This ability allows the Beastlord to share some of his natural attunement with his party in the form of health and mana. Additional ranks increase the amount of health and mana that is shared with party.
Paralytic Spores Class This ability causes your target to succumb to a sudden, violent attack, after which they are frequently unable to move for a time. Additonal ranks increase the duration of the ability.
Paralytic Spray Class This ability, when activated, consumes up to 8 opponents within a 100 foot long cone in front of you with disease, which pushes them backwards then roots them in place for up to 2 minutes.
Pathfinder's Grace Class Years spent deep in the wilderness of Norrath allows Rangers to increase their running speed. This increase does not stack with movement rate increasing spell effects.
Pathosis Class This ability reduces your enemy's ability to withstand disease-based spells. Additional ranks further reduce your enemy's resistance.
Peaceful Convergence of Spirits Class This ability gives you an alternate, yet peaceful form of Convergence of Spirits. The concentrated energy provides an exceptionally fast heal and leaves the target with a brief period of regeneration.
Peaceful Spirit of the Wood Class For a brief time, you are able to commune with the woodland spirits who provide your party with exceptional regenerative abilities and a protective shield of armor.
Perfected Dead Men FLoating Class Grants your target's group the power of the dead, including levitation, increased poison resistance, water breathing, and the ability to see invisible creatures.
Perfected Invisibility Class An invisibility that will not fade over time.
Perfected Invisibility to Undead Class An invisibility to undead creatures that will not fade over time.
Permanent Illusion Class This ability allows you to zone without losing your current illusion.
Pestilent Paralysis Class This ability causes your target to succumb to a sudden, violent attack, after which they are frequently unable to move for a time. Each rank of this ability increases the amount of time that the victim remains immobile.
Pet Discipline Class This ability will allow you to give your pet a 'hold' command until explicitly told to attack. Usage: /pet hold. Pet Hold is now a state that your pet is either in or not. When your pet is in the hold state, your pet will only attack something when you tell it to, and your pet will continue to attack anything on its hate list after that point. Once the encounter is finished, your pet will automatically go back to a held state. If your pet is never told to exclusively attack anything, your pet will never attack anything, even if something is attacking it. This ability also grants the "Greater Pet Hold" command which forces your pet to not add anything to its hatelist unless specifically added by you when greater hold is activated. You can add a target to your pet's hatelist with either attack or qattack.
Pet Discipline Class This ability allows you to enchant ten bars of palladium with magical energy. Consumes ten bars of palladium when cast.
Phalanx of Fury Class This passive ability grants you a chance (with a 100% bonus) to trigger Phalanx of Fury I on attackers when struck in melee combat, which increases their hatred for you by 4500 points.
Phantasmal Opponent Class This ability, when activated, calls forth a Doppelganger of your current target that will attack your target.
Phantasmic Reflex Class This passive ability grants you a chance to cover yourself with a protective rune when you cast a mesmerization spell on a target. Additional ranks increase the protective power of the rune.
Physical Enhancement Class This ability will give you additional improvements in your Natural Durability, Avoidance Boost, and Mitigation Boost.
Planar Durability Class The planes demand a certain hardiness of those who adventure within. Each rank of this ability adds an additional 1% to your maximum hit points. You gain the ability to train an additional rank at levels 61, 63, and 65.
Planar Durability Class The planes demand a certain hardiness of those who adventure within. Each rank of this ability adds an additional 1.25% to your maximum hit points. You gain the ability to train an additional rank at levels 61, 63, and 65.
Planar Durability Class The planes demand a certain hardiness of those who adventure within. Each rank of this ability adds an additional 1.5% to your maximum hit points. You gain the ability to train an additional rank at levels 61, 63, and 65.
Planar Durability Class The planes demand a certain hardiness of those who adventure within. Each rank of this ability adds an additional 1% to your maximum hit points. You gain the ability to train an additional rank at levels 61, 63, and 65.
Playing Possum Class Your attunement to the animal world allows you to play dead fooling many predators. Be warned, this will not always fool the most determined aggressor. Each new rank increases your chances of success.
Poison Arrows Class While activated, this ability consumes your mana to imbue your arrows with poison that cause debilitating pain upon your opponent for a short time.
Powerful Elixirs Class This passive ability extends the duration of your Elixir line of spells. Each rank increases the duration by 1 tick.
Precise Blow Class Each rank increases your critical hit rates with melee attacks.
Precise Strikes Class Each rank in this ability increases the minimum damage you will do on any backstab.
Precision Class Each rank in this ability increases the chance of successfully landing a backstab.
Precision of Axes Class This ability refines your accuracy when you enter a Frenzy. Each additional rank increases your accuracy further.
Precision of the Pathfinder Class Ranks in this ability increase the accuracy of your melee attacks.
Preincarnation Class This ability allows you the chance to be saved from an attack which would otherwise kill you. Rank 2 greatly increases your chances to be saved.
Press the Attack Class This ability allows you to pressure your opponent, causing him to stumble away from you. The second rank adds a small stun component to the ability which is also present in the third rank.
Pressure Points Class Each rank in the passive ability increases the accuracy of your flying kicks.
Primal Fury Class This passive ability grants you the ability to flurry when attacking. Each rank increases your flurry skill slightly.
Profound Visage Class This passive ability increases the effectiveness of Horrifying Visage and Glamorous Visage by ten percent per rank.
Project Illusion Class This ability allows you to project your innate talent with illusions upon others. (Activating this ability on a targeted group member causes your next illusion spell to affect that target.)
Prolonged Destruction Class This ability grants you an enhanced version of Frenzied Devastation that lasts for an additional 6 seconds per rank. Beginning with rank 10, each rank increases the crit chance for damaging spells.
Protection of Direwood Class Provides an upgraded version of Direwood Guard to Druids.
Protection of the Spirit Wolf Class When activated, Protection of the Spirit Wolf summons a spirit wolf which will protect you from danger. Each rank in this ability increases the amount of damage that can be averted by the spirit wolf.
Protection of the Warder Class This ability, when active, provides you with protection from melee attacks. Additional ranks increase the total amount of damage absorption per hit that you are afforded.
Punch Mastery Class Ranks in this ability increase the minimum damage of your Eagle Strike, Dragon Punch and Tiger Claw attacks.
Purge Poison Class This ability will remove all poisons from your body.
Purification Class A paladin is pure not just in mind, but in body as well. This ability allows paladins to remove harmful maladies from themselves.
Purified Spirits Class This ability may remove negative effects from your body.
Purify Body Class This ability removes all negative effects from your body except for fear, charm, and resurrection effects. This ability does not work when you are silenced.
Purify Soul Class This ability allows you to cast a spell that cures most ailments. Rank 2 doubles the range of the spell.
Purity of Death Class This ability, when activated, attempts to purge your body of detrimental disease or poison effects.
Pyromancy Class While active, the wizard focuses his mastery over fire to cause any fire-based direct damage spell they cast to have a chance to cause the targeted creature to burst into flames, taking continual damage and becomes more susceptible to further fire-based attacks. Additional ranks increase the effectiveness of the ability and the chance for it to occur. Ranks1 works on spells between level 20 and 75. Ranks 2-12 works on spells level 30 and higher.
Quick Damage Class This ability reduces the casting time on your damage spells that have a casting time greater than three seconds by 2, 5 and 10 percent.
Quick Damage Class This passive ability reduces the cast time of direct damage spells with an initial cast time of 3 seconds or more by 5%.
Quick Damage Class This ability reduces the casting time on your direct damage spells. Each rank reduces the cast time slightly. Damage Over Time spells will not be affected.
Quick Evacuation Class This ability reduces the casting time on your evacuation and succor spells by 10, 25, and 50 percent.
Quick Mass Group Buff Class This ability decreases the reuse time on Mass Group Buff by 10 percent per rank.
Quick Mezz Class This passive ability decreases the cast time of your mesmerize spells by 10 percent per rank.
Quick Summoning Class This ability reduces the casting time of your summoning spells by 10, 25, and 50 percent.
Quickened Army of the Dead Class This passive ability reduces the cast time of your Army of the Dead ability by .5 seconds per rank.
Quickened Auspice of the Hunter Class This passive ability reduces the time required to cast Auspice of the Hunter. Each rank reduces the cast time by 10 percent.
Quickened Blessing of Ressurection Class This passive ability reduces the cast time of your Blessing of Resurrection ability by .5 seconds per rank.
Quickened Blessing of Ro Class This passive ability reduces the casting time of Blessing of Ro by .25 seconds per ranks.
Quickened Blood of Avoling Class This ability will reduce the casting time of your Blood of Avoling spell by 5% per rank.
Quickened Blood of Nadox Class This ability will reduce the casting time of your Blood of Nadox spell by 5% per rank.
Quickened Call of the Wild Class Reduces the casting time of Call of the Wild. Rank 1 reduces the cast time by 15%, Rank 2 by 30% and Rank 3 by 50%.
Quickened Cover Tracks Class This passive ability reduces the casting time of Cover Tracks. Rank 1 gives a 10 percent reduction. Rank 2 gives a 25 percent reduction. Rank 3 gives a 50 percent reduction.
Quickened Death Bloom Class This passive ability reduces the casting time of Death Bloom by 10 percent per rank.
Quickened Demand For Honor Class This passive ability, reduces the cast time of Demand For Honor by 10 percent per rank.
Quickened Focused Paragon of Spirit Class This passive ability reduces the cast time of Focused Paragon of Spirit by 10 percent per rank.
Quickened Frenzied Burnout Class This passive ability reduces the cast time of your Frenzied Burnout abilities by 10 percent per rank.
Quickened Harvest of Druzzil Class Reduces the casting time of Harvest of Druzzil. Rank 1 reduces the cast time by 12%. Rank 2 reduces the cast time by 24%. Rank 3 reduces the cast time by 36% and Rank 4 reduces the cast time by 50%.
Quickened Host of the Elements Class This passive ability shortens the cast time of Host of the Elements by 10 percent per rank.
Quickened Levant Class This passive ability reduces the cast time of Levant by .5 seconds per rank. Note, this will only affect the AA version of Levant.
Quickened Malosinete Class This passive ability reduces the cast time of your AA version Malosinete spell by .2 seconds per rank.
Quickened Nature's Salve Class This passive ability reduces the time required to cast Nature's Salve by .5 second per rank.
Quickened Paragon of Spirit Class This passive ability reduces the time required to cast Paragon of Spirit by .5 seconds per rank.
Quickened Requiem of Time Class This passive ability reduces the cast time of Requiem of Time by .5 seconds per rank.
Quickened Scent of Terris Class This passive ability reduces the time required to cast Scent of Terris by 10 percent for each rank.
Quickened Scourge Skin Class This passive ability reduces the cast time of Scourge Skin. Rank 1 reduces the cast time by 10 percent, rank 2 by 25 percent, and rank 3 by 50 percent.
Quickened Spirit Calling Class This passive ability reduces the time required to cast Spirit Call by 1/2 second per rank.
Quickened Stasis Class Each rank of this passive ability shortens the cast time of Stasis and Nightmare Stasis by .25 seconds. This does not affect Friendly Stasis or Self Stasis.
Quickened Stuns Class This passive ability shortens the cast time of all stun spells by 50 percent. This will not affect any specific stun abilities which have already had their cast time decreased by other means.
Quickened Summon Axes Class This ability reduces the time between casts of your summon axe abilities by 1 second per rank.
Quickened Suspend Minion Class This ability reduces the cast time of your Suspended Minion ability by 15%, 30% and 50%.
Quickened Turn Undead Class This passive ability reduces the time required to cast Turn Undead by 10% per rank.
Quickening of Death Class This ability imbues your pet with the ability to flurry attacks.
Quiet Miracle Class This ability channels a burst of health and mana to your target without drawing attention to yourself.
Rabid Bear Class This ability turns you into a Rabid Bear, boosting all of your offensive capabilities. Additional ranks increase the effect.
Rage of Rallos Zek Class This ability allows you to proc every swing for up to 12 seconds.
Rage of the Forsaken Class Significantly increases the hate that you generate for 30 seconds
Ragged Bite of Agony Class This ability when activated strikes at your enemy with unholy magic and returns to you a portion of their magical essence.
Rake's Deadly Aim Class This ability increases the accuracy of your thrown weapons.
Rake's Powerful Aim Class This ability increases the damage of your thrown weapons.
Rake's Rampage Class This ability, when activated, causes your primary slot melee rounds to hit all targets within a 40 foot radius, including your current target, with an additional melee round for 30 seconds.<br>Opponents other than your primary target will be hit for 25% of your standard melee damage.
Rampage Class This ability will allow you to strike everything in a small radius. Each rank increases the number of strikes upon your enemies.
Ranged Finesse Class This passive ability will increase the amount of damage you do when you score a critical hit with your archery attacks. Additional ranks increase the critical damage further.
Rapid Defiance Class This ability reduces the reuse time of Warlord's Tenacity.
Rapid Feign Class This ability reduces your reuse time on feign death by 10, 25, and 50 percent.
Rapid Frenzy Class This passive ability reduces the reuse time of your Frenzy skill by 2 seconds.
Rapid Strikes Class Each rank in this ability increases your chance to perform up to two additional attacks with your primary hand.
Raven's Claw Class This ability allows you to swipe at the eyes of your opponent making it harder for your opponent to see and attack.
Reactive Rune Class Places protective runes around the Enchanter's group which will trigger a damage absorption rune when the target takes a significant amount of spell or melee damage.
Recourse of Life Class This ability grants you an innate chance to cast a group heal spell each time you stun an opponent. Additional ranks increase your chance to cast the heal through Rank 5. Additional ranks beyond Rank 5 increase the power of the heal only.
Reinforced Malaise Class This ability increases the duration of your Malaise Spell by 6 seconds per rank.
Rejuvenation of Spirit Class This ability when activated calls a fallen ally back to their body while restoring a significant portion of experience lost upon death. NOTE: You must be in a resting state to use this ability.
Reluctant Benevolence Class A Necromancer may, at times, find it necessary to share the life stolen from a victim with members of the Necromancer's party, but this act of benevolance is only ever done with reluctance. Additional ranks increase the power of the heal that might be triggered by your lifetap skills. This ability only works on spells level 48 and above for ranks 1-3, spells level 53 for ranks 4-6 and level spells level 58 for rank 7.
Repel the Wicked Class This ability channels a burst of divine power to knock your undead enemy senseless and throws them backwards.
Replenish Companion Class This ability grants you an enhanced version of the Mend Companion ability. Each additional rank increases the healing power of the ability further.
Resounding Dirge Class This passive ability increases the effective distance of Dirge of the Sleepwalker by 5 percent per rank.
Resplendent Glory Class This ability increases incoming healing by 3% per rank for 1 minute.
Rest the Dead Class Numbs the awareness of the undead, making them less likely to attack. Rank 1 works on enemies up to level 80. Each rank thereafter increases the effective level by 5.
Restoration of Life Class This ability when activated calls the life force of a fallen ally back to their body with minimal loss of essence. This ability may not be used in combat.
Return Kick Class This ability gives you the chance to automatically perform a bonus flying kick on ripostes 25, 35, and 50 percent of the time.
Rise of Bones Class This ability summons a small army of the dead that fiercely attack your foes and then fade away. Additional ranks increase the power of the dead you summon.
Ro's Fiery Blessing Class This passive ability bestow's Solusek Ro's blessing upon you, opening the path to Kerafyrm's Prismatic Familiar.
Ro's Flaming Familiar Class This ability provides you with a familiar that strengthens the effects of your fire-based spells. Additional ranks allows the familiar to strengthen higher level spells.
Roar of Thunder Class When this ability is activated, the beastlord will unleash a terrible roar that leaves the opponent damaged, shaken, and less willing to attack the beastlord. Additional ranks cause the ability to deal more damage and make the target even less likely to attack you.
Roaring Strike Class You quickly strike your target, using both hands, with pinpoint accuracy, causing 250 damage per strike.
Rogue Triple Attack Skillup Test Class Rogue Triple Attack Skillup Test
Rogue's Fury Class When activated this ability will increase all forms of melee damage and speed your attacks as well as increase your overall accuracy.
Rune of Banishment Class While this rune is active anything that attacks the enchanter will have a chance to be forced away and rooted. Additional ranks increase the chance that the effect will proc while also increasing the amount of damage the rune absorbs.
Rush to Judgment Class Training in this ability shortens the time between uses of Divine Stun by seven seconds per rank. The three ranks of this ability may be trained once each level for levels 63 and above.
Sanctified Blessing Class This passive ability grants you a chance to deliver a heal to your target each time you attempt to cure any friendly player. Additional ranks increase the power of your heal. This ability will work on heal spells starting at level 60 and up to an equal level to the level required to purchase each rank of the Ability.
Sanctuary Class While you are under the effects of this ability, creatures will always choose to attack someone else before they attack you. You may cast spells upon yourself, but the sanctuary effect immediately ends if you take any hostile action or cast spells on another player.
Sanguine Mind Crystal Class Through this ability, an enchanter learns to channel and congeal his mana into ruby crystals. These crystals can later be harvested to heal the enchanter's wounds.
Savage Spirit Class While this ability is active, the berserker is fueled by his rage causing his melee critical hits to land for massive damage. When the ability wears off, though, it drains a significant portion of the berserker's life force. Each additional rank increases the amount of damage inflicted.
Scent of Terris Class This ability provides an alternate version of Scent of Terris. Each rank increases the effectiveness of the debuffs.
Scintillating Beam Class This ability, when activated, fires a beam of scintillating colors enthralling up to 5 targets caught in the brilliant light. When they recover, it will take some time to recover their full run speed and fighting accuracy. Each rank increases the duration of all effects slightly.
Scourge Skin Class This ability covers your skin in a sickly ooze causing intense pain to those who strike you for up to 60 seconds.
Scout's Mastery of Blunt Weapons Class This ability provides you with increased power to blunt attacks with your weapons. Additional ranks increase the power gained per hit that lands on your target.
Scout's Mastery of Elements Class Greatly increases your spell damage for 2 minutes
Scout's Mastery of Fire Class This ability, when active, provides you with increased power to your fire and magic based spells. Additional ranks increase the power gained per spell that lands on your target.
Scout's Mastery of Ice Class This ability, when active, provides you with increased power to your ice and magic based spells. Additional ranks increase the power gained per spell that lands on your target.
Scout's Mastery of Piercing Class This ability provides you with increased power to piercing attacks with your weapons. Additional ranks increase the power gained per hit that lands on your target.
Scout's Mastery of Piercing Class This ability provides you with increased power to piercing attacks with your weapons. Additional ranks increase the power gained per hit that lands on your target.
Scout's Mastery of Slashing Class This ability provides you with increased power to slashing attacks with your weapons. Additional ranks increase the power gained per hit that lands on your target.
Scribble Notes Class This ability will reduce the amount of time that it takes you to memorize a song.
Season's Wrath Class Season's Wrath I, when activated, increases the damage your target takes from cold and fire spells and abilities by 1 to 20% for 60 seconds.
Second Wind Ward Class When your pet is low on health, this spell will invigorate your pet, providing a small heal while absorbing some damage for a short period of time. Additional ranks increase the effects of the spell.
Secondary Recall Class Use of this ability allows you to quickly gate yourself back to a secondary bind point that has been previously set by use of a Stone of Marking.
Seized Opportunity Class Through experience, skilled rogues can take advantage of openings in their opponents' defenses to land deadly strikes even from the front.
Self Preservation Class You can, through force of will, remove yourself from combat. The effort required to do so will stun you momentarily. Additional ranks decrease the duration of the stun.
Self Stasis Class This Ability, when activated, will temporarily remove you from all combat and leave you immobile for a short time.
Selo's Enduring Cadence Class Years of practice allows the bard to innately increase their base movement run. This increase does not stack with movement rate spell effects.
Selo's Kick Class This ability, when activated, will allow you to execute a very suprising attack with your foot. Additional ranks increase the power of your strike.
Sense the Dead Class This ability gives you an alternate version of your Sense the Dead spell.
Servant of Ro Class This ability calls a loyal servant into being who will repeatedly hurl fire at your target. The first three ranks of this ability increase the amount of time that the servant is able to remain by your side (45, 70, and 90 seconds). Additional ranks of this ability increases the damaging capabilities of the servant.
Sha's Reprisal Class This ability slows the combat speed of your targeted enemy for a short time.
Shackles of Tunare Class This ability gives you an alternate version of your Shackles of Tunare spell.
Shared Camouflage Class This ability allows you to cloak your entire group in a camouflage nearly at will, causing them to become invisible without the need to memorize a spell.
Shared Divine Guardian Class This ability, when activated, places your target under the protection of <c "#66CCFF">Divine Guardian Spirit V</c> for 6 minutes.<br><c "#66CCFF">Divine Guardian Spirit V</c> triggers <c "#66CCFF">Guardian's Grace V</c> if their health drops below 30% which instantly heals them for 57000 health then applies <c "#66CCFF">Guardian's Trace</c> which prevents another <c "#66CCFF">Guardian Spirit</c> from affecting your target for 1 minute.<br>Only <c "#FF1100">one</c> <c "#66CCFF">Guardian Spirit</c> may be active on a person at any time.<br>Reduces the reuse time of this ability by 1 minute.
Shared Health Class When activated, this ability causes half of the damage you take to be transferred to your summoned pet. Additional ranks increase how long your pet will shield you from damage. Ranks 6 and beyond have a heal component.
Shauri's Sonorious Clouding Class This ability grants you an alternate version of Shauri's Sonorious Clouding
Shield of Brilliance Class This ability, when activated grants a chance to reflect incoming spells for up to 12 seconds. Each rank increases the chance to reflect the incoming spell. Ranks 6 through 10 increase the amount of damage reflected back upon the caster.
Shield of Notes Class When this ability is activated, your music forms a physical barrier about you, decreasing the damage you take from spells and melee attacks. Increased ranks improve the maximum amount of damage it can absorb before it fails.
Shield of Reverence Class This ability, when activated grants a chance to reflect incoming spells for up to 12 seconds. Each rank increases the chance to reflect the incoming spell.
Shield of the Elements Class This ability, when activated, provides you with increased mitigation against both cold and fire based spells for up to thirty seconds. Each rank increases the amount of damage mitigated.
Shield Specialist Class As long as a shield is equipped, each rank in Shield Specialist confers a damage bonus to attacks made by a weapon held in the primary hand.
Shifting Elements Class Decreases the reuse timer of your Elemental Heart and Elemental Core abilities by 1 minute per rank.
Shrink Class This ability shrinks your target, allowing them greater mobility in tight quarters.
Shroud of Stealth Class This ability provides a previously unheard of level of stealth. The Rogue is able to draw shadows about himself so completely, even creatures that are normally not fooled by such trickery are frequently unable to see him.
Silent Displacement Class This ability when activated causes your target to be thrust away from you from a barrage of sound waves without inflicting any damage.
Singing Mastery Class This ability allows for specialization and improved use of your voice.
Sinister Strikes Class This ability increases the damage you cause when attacking with a weapon in your secondary hand.
Sionachie's Crescendo Class This ability allows the Bard to selectively boost the effective range of all beneficial songs that the Bard sings.
Slay Undead Class This ability will cause your critical hits to inflict greatly improved damage versus the undead. Additional ranks increase both the damage you cause and the chance for it to occur.
Sleight of Hand Class This ability allows the Rogue to periodically perform a dazzling display of weaponry and dexterity that will reduce the Rogue's opponent's hate towards the Rogue. Additional ranks increase the amount of hate removed.
Small Modulation Shard Class This ability creates a crystallized shard, converting your health into stored mana.
Sneering Grin Class This ability grants your taunt skill a chance to proc a significant increase in hate above and beyond the standard effects of the skill.
Song of Stone Class This ability calls a number of stone guardians into existence to attack your target. The first rank of the ability calls 3 guardians and each additional rank adds an additional guardian, through rank 6. Beyond rank six the duration that your pets last will extend by 5 seconds per rank.
Songwriting Class Protects you in an impenetrable unholy aura for a short period.
Sonic Displacement Class This ability when activated causes your target to be thrust away from you from a barrage of sound waves.
Soothing Words Class Through use of this ability, you can soothe an angry creature, greatly reducing how angry it is with its current target. This ability will only function if the person the creature is most angry with is in your group or raid.
Sorcerer's Vengeance Class This passive ability increases the damage done by your spells and abilities by #1 points.
Soul Abrasion Class Each rank in this ability gives you increased damage off of the lifetap procs that result from your self buffs.
Soul Flay Class This ability, when activated, allows your lifetap spells greater than level 91 to strip mana from your enemy and give it to other members of your group. Each rank increases the chance to proc and amount of mana returned.
Soul Seeker Class Soul Seeker lowers the reuse timer of your Life Burn by 10 minutes per rank.
Soul Touch Class Grants the Shadow Knight a powerful destructive ability that inflicts terrible pain and damage on their target while returning some endurance.
Speed of the Knight Class Each rank in this ability increases the chance of scoring an extra hit with all two-handed weapons that you wield.
Speed of the Savior Class This ability, when activated gives you a short duration increase to your run speed.
Speed of the Scoundrel Class Increases a Rogue's base run speed.
Spell Casting Fury Mastery Class Each rank of this ability gives you an increased chance to score a critical hit with your direct damage spells. Starting with rank 15, you will receive an increase in critical damage as well.
Spirit Call Class This ability calls a number of spirit companions into existence directed at a target. The companions attack the target without question until they are called back to their home plane 60 seconds later. Additional ranks increase the strength of these spirit companions.
Spirit Mastery Class This ability provides you with the ability to have 1 additional Aura active at a time, per rank.
Spirit of Eagle Class This ability gives you an activated version of your Spirit of Eagle spell.
Spirit of the Bear Class This ability, when activated, imbues your friendly target with the spirit of the bear, increasing their health, armor, and avoidance for a short time.
Spirit of the Black Wolf Class Through this ability you are able to assume the form of a black spirit wolf. While in this form, your direct damage spells will have a higher chance to score a critical hit and you will be resistant to fire based attacks. Additionally your detrimental spell casting will consume less mana for the duration of this effect. Additional ranks increases your resistance to fire, reduces the amount of mana for this effect, and increases the critical chance for direct damage attacks.
Spirit of the White Wolf Class Through this ability you are able to assume the form of a white spirit wolf. While in this form, your beneficial spells will require less mana and you will be resistant to cold based attacks. Additionally you will have an increased chance to perform critical heals while this effect is active. Additional ranks further reduce the mana used for beneficial spells, increases the resistance to cold based attacks, as well as the critical chance for beneficial spells.
Spirit of the Wood Class For a brief time, you are able to commune with the woodland spirits who provide your party with exceptional regenerative abilities and a protective shield of armor and thorns. Additional ranks increase the power of this effect
Spirit Walk Class This ability provides you with the ability to attune yourself with the spirits and move silently and quickly.
Spirits of Nature Class This ability, when activated, summons the spirits of nature to your side to aid in your battle. Additional ranks increase the power of the spirits you call.
Spiritual Blessing Class This ability, when activated, allows all of your healing spells to land as critical heals for the next 12 seconds at a cost of greatly increased mana usage. Each rank slightly reduces the amount of mana used.
Spiritual Channeling Class While this ability is active, all of your spells will be fueled directly by the energy of your body, consuming hit points rather than mana. The conversion is not efficient, though, and will consume more hit points than the mana requirements of the spell.
Spiritual Rebuke Class This ability calls powerful spirits to shove your enemy backwards with great force. This wild magic has a chance to feedback upon the caster.
Staff Block Class This ability will grant you an innate bonus to your defenses when using a Two Hand Blunt weapon. Each rank will improve the protection afforded by your weapon.
Stalwart Endurance Class This ability grants a chance to endure what would otherwise be a stunning blow, from any angle, without being stunned.
Stasis Class Use of this ability causes your opponent to immediately fall into a deep sleep. The effect last for up to one minute per rank.
Steadfast Resolve Class Each rank in this ability gives beastlords an increasing chance for their playing possum to not be revealed by spells cast upon them.
Steadfast Will Class This ability grants a chance to endure what would otherwise be a stunning blow, from any angle, without being stunned.
Stealthy Getaway Class This ability allows you to quickly retreat from the current situation and arrive at a relatively safe location elsewhere in the zone. You must be hidden to use this ability.
Steed of Souls Class This ability provides you with the power to call a levitating nightmare to your side. Requires Unholy Steed to purchase.
Steel Vengeance Class This passive ability gives you a chance to proc extra damage when using your direct damage line of magic Steel spells. Additional ranks improve the strength of the spell and the chance that it will proc. This effect will only trigger on spells 72 and above.
Stomping Leap Class This ability is similar to your Battle Leap ability but will stun your target as you make contact.
Stone Core Class This ability allows you to absorb the pure essence of elemental earth into your soul. While this ability is active, you will take less damage from melee attacks. This ability lasts slightly longer than Heart of Stone (assuming it is not stripped by excess damage) and can absorb more total damage from incoming melee attacks. Additional ranks increase the amount of damage you can take before the effect fades.
Stonefoot Class Your feet are hardened from years of combat and intense training. Each rank of this ability increases the amount of damage done by your flying kicks.
Stonewall Class Each rank in this ability gives monks an increasing chance for their feigned deaths to not be revealed by spells cast upon them. At higher ranks, monks become immune to feign breaking on a resisted spell and have a good chance of feigning through a spell that successfully hits them.
Stream of Hatred Class Greatly Increases the hatred of those in a 200 foot long area in front of you.
Strengthened Strike Class Each rank in this ability increases the damage you do when you kick or slam.
Strikethrough Class This ability gives you a chance to bypass your opponents special defenses such as dodge, block, parry, and riposte.
Strikethrough Class This ability gives you a chance to bypass your opponents special defenses such as dodge, block, parry, and riposte.
Strong Root Class This ability will grant you the ability to cast an extremely low resistance Root-type spell.
Stunning Kick Class This ability grants you a Round Kick attack with a chance to stun a target up to level 70. Ranks 2 and 3 increase the duration of the stun while further ranks increase the maximum level of NPC that can be stunned with this effect. This ability cannot be used at the same time as Crippling Strike or Eye Gouge.
Stunning Kick Class This passive ability grants your Kick skill and Kick skill attacks a #1% chance to trigger *$1%N which stuns a level *$1@1 or lower target for *$1#1 second.
Sturdiness Class Each rank of this ability increases your maximum hit points by 100.
Sturdy Companion Class This passive ability will make all of your pets more resistant to attack. Each rank will add additional mitigation to your pets.
Subtle Blows Class This passive ability reduces the amount of hate generated from your attacks. Each rank reduces the amount of hate generated by 3 percent.
Summon Remains Class This ability will summon all of the corpses of the player you target. To summon a player's corpses you must be grouped with that player.
Summon Remains Class This ability will summon all of the corpses of the player you target. To summon a player's corpses you must be grouped with that player.
Summoner's Beckon Class This ability provides a 50% chance to not consume a reagent when casting Call of the Hero or similar spells.
Surreality Class Surreality decreases the reuse timer of Mind Over Matter by 2 minutes per rank.
Sustained Destruction Class This ability grants you an alternate version of Prolonged Destruction that requires less mana, but at a reduced chance for critical damage.
Swarm of Decay Class This ability summons a swarm of skeletal archers to harry your foes.
Swarm of Fireflies Class This ability summons a swarm of fireflies around your target. When your target's health drops below 40 percent, the fireflies bathe your target in a burst of healing light that fades to a healing glow for up to 18 seconds.
Tactical Mastery Class Studying one's opponent for weaknesses provides the knowledge and ability to pierce through advanced defenses. Each rank of this ability grants an increasing chance of bypassing an opponent's special defenses, such as dodge, block, parry, and riposte.
Tactical Mastery Class Studying one's opponent for weaknesses provides the knowledge and ability to pierce through advanced defenses. Each rank of this ability grants an increasing chance of bypassing an opponent's special defenses, such as dodge, block, parry, and riposte.
Talisman of Celerity Class This ability gives you an alternate version of your Talisman of Celerity.
Taste of Blood Class Taste of Blood gives your pet a chance to enter a blood frenzy when it gets credit for a successful kill. Blood frenzy increases your pet's damage and chance to frenzy upon a successful triple attack.
Technique of Master Wu Class Under the tutelage of Wu, Monks are able to hone their skills to the point of being able to execute a second and sometimes even third strike when scoring a hit with their special attacks. This ability grants a 20 percent increase in the chance of scoring multiple special attacks, per rank, up to rank 5. Ranks beyond rank 5 increase the chance to perform the third attack in the chain by 5% per rank.
Teleport Class This ability sends all players in close proximity to the caster to their respective bind points.
Teleport Bind Class When activated, this ability will teleport the druid's entire group to the druid's bind point.
Teleport Bind Class When activated, this ability will teleport the wizard's entire group to the wizard's bind point.
Tertiary Recall Class This ability, when activated, transports you back to your third bind point with a 5 second cast time.<br>You can check your bind points using the command <c "#66CCFF">/charinfo</c>.<br>Your third bind point can be set using a <c "#66CCFF">Guidestone</c> item.
The Show Must Go On Class This passive ability increases your ability to resist silencing effects by 25%. Each additional rank increases your ability to resist silencing effects by 5%.
Theft of Essence Class This ability gives you a chance to steal power from a summoned creature and give it to your pet whenever you use a bane spell on a summoned creature. Additional ranks increase the power given to your pet.
Theft of Life Class This ability grants a chance that the healing effect on your lifetaps will provide an exceptional amount of healing. Additional ranks further increase this effect.
Thief's Intuition Class This ability grants you an innate chance to detect traps. Any time you are near a trap, you will have a chance to detect it. This chance is considerably lower than if you were actively searching for it.
Thief's Intuition Class This ability grants you an innate chance to detect traps. Any time you are near a trap, you will have a chance to detect it. This chance is considerably lower than if you were actively searching for it.
Thought Leech Class Grants the Shadow Knight a powerful ability which returns mana to the caster while inflicting terrible pain and damage on their target. Each rank increases the amount of mana returned to the caster.
Throwing Mastery Class Each rank of this ability increases the damage you do with throwing weapons.
Thunder of Karana Class Thunder of Karana I, when activated, increases the base damage of your spells by 50%, the chance that your direct damage spells will land critically by 10%, and the damage dealt by your critical direct damage spells by 40% for 60 seconds.
Thunderfoot Class This passive ability grants you a small chance to score a massive second flying kick after you use flying kick upon an opponent. Additional ranks increase the power and proc chance of this strike. This ability will trigger at half the rate, when utilizing normal kicks.
Tigir's Insect Swarm Class This ability provides a fast reuse version of Tigir's Insects.
Tireless Sprint Class This ability gives you an enhanced form of your Sprint discipline that refresh much more quickly.
Total Domination Class This ability adds strength to your charm spells. Victims of your charm spells are less likely to break out of their charms early.
Touch of the Cursed Class This ability grants the Shadow Knight a chance to drain the life of his opponent any time he makes a melee attack.
Touch of the Divine Class Sometimes when the masters of the divine pass on, they are returned to Norrath to continue their holy work. This ability provides clerics with a chance to return to life when they meet death. Each rank further improves the chance to return to life.
Touch of the Wicked Class This ability decreases the amount of time required between uses of Harm Touch and its upgrades. Each rank reduces the reuse time by 12 minutes. You gain the ability to train an additional rank at levels 61, 63, 65 and 76.
Tracking Mastery Class Each rank in this ability increases the maximum you can increase your tracking skill by 20 points.
Tranquil Blessings Class This ability turns the next group buff you cast into a beneficial area effects spell, hitting everyone within its radius, at the cost of doubling the spell's mana usage. May only be used while fast regeneration is active.
Translocate Class This ability allows you to teleport your target to their bind point
Trap Circumvention Class Each rank of this ability decreases the chance that you will set off a trap when opening a chest or other similar container.
Trick Shot Class Each rank of this ability grants you an increasing chance to make an additional attack upon a successful ranged attack. This extra attack will consume an additional arrow or fail if one is not available.
Triple Backstab Class Each rank in this ability grants the rogue an increasing chance to attempt an additional backstab after a successful double backstab.
Troubadour's Blunt Mastery Class This passive ability increases your damage with blunt weapons. Each rank slightly increases the amount of damage from blunt weapons.
Troubadour's Piercing Mastery Class This passive ability increases your damage with piercing weapons. Each rank slightly increases the amount of damage from piercing weapons.
Troubadour's Slashing Mastery Class This passive ability increases your damage with slashing weapons. Each rank slightly increases the amount of damage from slashing weapons.
Tumble Class Tumbling increases your chance to avoid incoming damage and increases your movement speed. While tumbling, your ability to deal damage will be lessened as you devote more energy to acrobatic movements.
Tunare's Grace Class This passive ability grants your level 55 and higher instant duration healing spells that cost at least 10 mana a 2% chance to bless all group members within a 0 foot radius with Tunare's Grace I which heals 14210 health.
Tune of Pursuance Class Each rank in this ability increases your tracking skill maximum by 10.
Turn Summoned Class This ability infuses a summoned NPC with elemental energy, causing it to continually take damage for the next 30 seconds. Each additional level of this ability increases the damage done. Occasionally a summoned NPC will react violently to the infusion of energy, potentially destroying it outright.
Turn Undead Class This ability infuses an undead NPC with holy energy, causing it to continually take damage for the next 30 seconds. Each additional level of this ability increases the damage done. Occasionally an undead NPC will react violently to the infusion of holy energy, potentially destroying it outright.
Twincast Class This passive ability will give you the innate chance to perform a twincast each time you cast a direct damage spell. Each rank will give you a 1% chance to perform a twincast.
Twinproc Class This passive ability will give you the innate chance to perform a twinproc each time you proc a detrimental weapon based spell. Each rank will add a 3% increased chance to perform a twinproc.
Twisted Shank Class This ability allows you to twist your blades within an opponent's wound, causing them to lose hit point over time. Wounds inflicted in this manner are difficult to heal, reducing your opponent's ability to be healed until the effects of Twisted Shank have worn off. Additional ranks increase the damage inflicted.
Two Hands, No Mercy! Class This passive ability grants you a slight increase in capability when using a 2-handed weapon. Additional ranks increase this benefit.
Two-Finger Wasp Touch Class This ability strikes your enemy in a vulnerable spot crippling their defense against your Tiger Claw attacks for a short period of time. Each rank allows your Tiger Claw attacks to hit for greater damage.
Two-Handed Bash Class This passive ability allows you to use your bash skill while wielding a two-handed weapon.
Two-Handed Proficiency Class Increases your proficiency with two-handed weapons, granting you increased damage, but lowering your damage with one-handed weapons as well as lowering your defenses.
Tyranont Transmogrification Class This ability will decrease healing amount, and hit damage by 75 percent. This ability will also damage the targets over time.
T`Vyl's Resolve Class T`Vyl's Resolve I, when activated, strikes your target with three 280 point base damage 2H Slash skill attacks and applies T`Vyl's Resolve Weakness I which increases the damage the target takes from melee attacks by 30% for 60 seconds.
Unbridled Strike of Fear Class This ability allows you to pressure your opponent, causing him to stumble away from you.
Uncanny Resilience Class Uncanny Resilience reduces the amount of damage sustained by incoming melee attacks. All ranks of this ability will slightly increase the total amount of damage that can be absorbed and the first three ranks will increase the duration.
Unfailing Divinity Class The most devout find that their calls are answered with much greater frequency. This ability grants your Death Pact-type spells a second chance to successfully heal their target. Additional ranks of this ability cause said spells to do a portion of their healing value even on a complete failure. You gain the ability to train an additional rank at levels 61, 63, and 65.
Unflinching Resolve Class This ability grants a chance to endure what would otherwise be a stunning blow, from any angle, without being stunned.
Unholy Steed Class This ability provides you with the power to call the ultimate unholy steed to your side.
Unholy Warhorse Class This ability provides you with the power to call the ultimate unholy steed to your side.
Union of Spirits Class This ability channels the energy of the woodland spirits on to a single target. The concentrated energy provides an exceptionally fast heal and leaves the target with a brief period of regeneration. Additional ranks increase the stat bonus granted, as well as the healing amount.
Untamed Rage Class Using this ability causes the berserker to fall into a rage, attacking their opponent with no thought of their own safety. With each rank, the damage is increased, but the berserker's defenses suffer. This ability functions as a discipline and does not stack with other disciplines.
Vainglorious Shout Class With pride in your voice you shout, stunning several of your foes at once, while inflicting slight damage, and reducing their ability to resist spells. Additional ranks increase the damage inflicted and the debuffs applied to the target.
Valiant Steed Class This ability provides you with the power to call a valiant unicorn to your side.
Valorous Rage Class When activated, this ability grants you increased critical damage at the expense of severely crippling your ability to heal. Each rank increases the critical damage.
Vapor Core Class This ability allows you to absorb the pure essence of elemental air into your soul. While this ability is active, enemies will notice your actions less. This ability lasts slightly longer than Heart of Vapor. Additional ranks decrease the amount of hate generated by your spells. Ranks above 6 also increase crit damage.
Vehement Rage Class This ability, when active, will increase the damage you do at the cost of having heals that hit you be less effective. Additional ranks increase your damage dealing capabilities.
Veil of Mindshadow Class Veil of Mindshadow enables an enchanter to phase themselves partly out of existence. This ability shields them from melee damage. Additional ranks in this ability increase how much damage you can absorb before Veil of Mindshadow fades.
Veil of the Underbrush Class This ability, when activated, causes you to fade from sight of your enemies.
Velocity Class This ability, when activated, increases your pet's movement speed by 80% for 36 minutes with a 5 second cast time.
Vengeful Spirits Class This ability increases the power of any critical hits your damage over time spells will do to your enemy. Each rank increases the power of your critical damage. Requires Destructive Cascade rank 10.
Veteran's Wrath Class Each rank in this ability increases the damage you cause when you land a critical hit on a melee attack. This ability does not affect special attacks.
Veteran's Wrath Class Each rank in this ability increases the damage you cause when you land a critical hit on a melee attack. This ability does not affect special attacks.
Veteran's Wrath Class Each rank in this ability increases the damage you cause when you land a critical hit on a melee attack. This ability does not affect special attacks.
Veturika's Perseverance Class This ability draws a burst of health and mana to yourself without drawing attention.
Vicious Bite of Chaos Class This ability provides a version of the Bite of Chaos spell. Each additional rank increases the damage inflicted slightly.
Vicious Smash Class This ability increases the damage you do with your bashes. Each additional rank increases the damage inflicted.
Virulent Paralysis Class This ability causes your target to succumb to a sudden, violent attack, after which they are frequently unable to move for a time. Each rank of this ability increases the amount of time that the victim remains immobile.
Virulent Talon Class This ability, when activated, applies a buff to your pet which procs a poison-based attack upon successful melee attacks. This effect is limited to 30 attacks. Additional ranks strengthen the poison attack.
Virulent Venom Class Each rank in this ability increases the chance that your weapon poisons will activate.
Visage of Death Class This activated ability will cause you to assume the form of an undead creature. Your melee attacks will be augmented for a short time. Additional ranks boost the power of your attacks further.
Visage of Decay Class Visage of Decay I, when activated, increases the base damage of your spells by 12% and triggers Visage of Decay Form, transforming you into a spectre for 60 seconds.
Viscid Roots Class Each rank of this ability reduces the chance that a rooted NPC will be freed by your damaging spells. The first rank provides a 12% increases of the protection provided by Enhanced Root, the second increases the protection by 13% and the third rank by 15%.
Vivace of Conflict Class This passive ability increases your maximum amount of triple attack by 25 points per rank.
Voice of Thule Class Grants you an alternative version of your Voice of Thule ability. Additional ranks increase the level of hate given.
Volatile Arrow Class This ability fires an arrow tipped with a vial of oil causing the enemy to take increased damage from fire for up to 18 seconds. Multiple applications will not increase the damage or extend the time.
Volatile Mana Blaze Class This ability converts mana directly into a volatile blast of damaging energy. Additional ranks increase both the damage output and mana cost of the Volatile Mana Blaze.
Wake the Dead Class This ability calls the shade of a nearby corpse back to life to serve the Necromancer. The soulless abomination will fight the target, until called back to the afterlife some time later. The slave summoned by the first rank of this ability serves for 60 seconds, and each increasing rank adds 15 additional seconds.
Wall of Wind Class This ability will summon a wall of wind that hurtles outward from your location. Any enemies struck by this wall of wind will be knocked backwards and hobbled for a time. Additional ranks increase the power of your wall of wind.
War Cry Class This ability will allow you to make your entire group immune to fear for 10 seconds per level of the ability.
War Cry of the Braxi Class This ability when activated causes up to 8 enemies around you to take more damage in battle for a short period of time. Some enemies may become so stricken with fear they will flee in terror.
Ward of Destruction Class Use of this ability creates a stationary ward that damages every enemy within its range. Increased ranks improve the damage of the ward.
Ward of Purity Class Use of this ability creates a stationary ward that cleanses poison and disease from every player within its range. Increased ranks improve the effectiveness of the ward. The last two ranks will also cure curse.
Warder's Alacrity Class Each rank in this ability increases your warder's chance to flurry attacks.
Warder's Fury Class Each rank of this ability increases the critical hit chance of your pet's melee attacks.
Warder's Gift Class This ability, when activated, allows your warder to transfer some of its life to you, healing your wounds. Each rank increases the healing you receive, while reducing the pain inflicted upon your warder.
Warlord's Bravery Class This ability, when active, will reduce the amount of damage you take from melee sources for up to 15 attacks. Each additional rank further reduces the incoming damage.
Warlord's Deadly Aim Class This ability increases the accuracy of your archery.
Warlord's Fury Class This ability greatly increases the hate generation in your attacks for up to 2 minutes.
Warlord's Grasp Class This ability, when activated, draws your enemy closer to you and instills within it an intense hatred of you for a short period of time.
Warlord's Resolve Class This passive ability grants you immunity from most fear-based spells.
Warlord's Resurgence Class This ability summons regenerative energies to flow through your body increasing healing by 300 hp per tick for up to 3 minutes.
Warlord's Tenacity Class This ability allows warriors to temporarily boost hit points to get through tough situations. The exertion takes its toll, though. These hit points dissipate over the course of a minute and leave the warrior weaker than when Warlord's Tenacity started. Additional ranks increase the amount of hit points that are gained temporarily.
Wars Sheol's Heroic Blade Class This ability, when activated, strikes your enemy with a brutal attack, and leaves you in a frenzied state increasing your chance to hit for critical damage, as well as increases the damage done by critical attacks for up to 1 minute.
Way of the Katori Class By following the teachings of Tenshin Katori, this passive ability allows the focused monk to increase damage inflicted by 2-handed blunt weapons. Each rank increases the damage slightly.
Weightless Steps Class Years of training allows the monk to increase their base movement run. This increase does not stack with movement rate spell effects.
Whisperwind Class This ability gives you the ability to randomly teleport a short distance forward.
Wicked Steed Class This ability provides you with the power to call a nightmare pegasus to your side.
Willful Death Class Each rank in this ability gives you an increasing chance for your feigned deaths to not be revealed by spells cast upon you. At the highest rank, you become immune to feign breaking on a resisted spell and have a good chance of feigning through a spell that successfully lands upon you.
Wind of Malosinete Class This ability gives you an AOE version of your Malo line of spells that will affect up to 5 targets within a small radius. Additional ranks strengthen the debuff while increase the chance that it will land.
Wrath of the Forest Walker Class This passive ability slightly increases the damage inflicted by all detrimental direct damage spells. Addition ranks will increase the damage.
Wrath of the Wild Class Developed by the denizens of Tranquility as a deterrent to potential attackers, this ability will shield you with a large damage barrier of thorns. Additional ranks of this ability increase the amount of damage that is inflicted as well as how many times it will strike your attacker.
Yaulp Class This ability provides you with an alternate version of your Yaulp spell.
Zan Fi's Whistle Class This ability will provide you with a boost to various forms of melee damage. Additional ranks increase the potency of this effect.
Banestrike Special This ability when activated allows you to channel the spirits of your slain foes and strike out against beasts that you have mastered slaying.
Breath of Atathus Special Grants you the ability to call upon your dragon bloodline to unleash a breath attack upon your foes, damaging them and reducing their resistance to fire.
Breath of Draton'ra Special Grants you the ability to call upon your dragon bloodline to unleash a breath attack upon your foes, damaging them and reducing their resistance to disease.
Breath of Keikolin Special Grants you the ability to call upon your dragon bloodline to unleash a breath attack upon your foes, damaging them and slightly reducing their resistance to all magic.
Breath of Mysaphar Special Grants you the ability to call upon your dragon bloodline to unleash a breath attack upon your foes, damaging them and reducing their resistance to cold.
Breath of Osh'vir Special Grants you the ability to call upon your dragon bloodline to unleash a breath attack upon your foes, damaging them and reducing their resistance to magic.
Breath of Venesh Special Grants you the ability to call upon your dragon bloodline to unleash a breath attack upon your foes, damaging them and reducing their resistance to poison.
Curse of Blood Special A strange power courses through your blood. You sense a purpose, a desire, a secret waiting to be told.
Embrace of the Dark Reign Special Your devotion to Dark Reign increases the number of mystical effects that can affect you at once.
Embrace of the Keepers Special Your devotion to Norrath's Keepers increases the number of mystical effects that can affect you at once.
Fervor of the Dark Reign Special Your devotion to Dark Reign provides you with an innate chance to completely resist the effects of most detrimental spells.
Gift of the Dark Reign Special Your devotion to Dark Reign grants you increased statistics.
Gift of the Keepers Special Your devotion to Norrath's Keepers grants you increased statistics.
Harmonic Dissonance Special Your knowledge of the innate frequency of the Theater of Blood allows you to transport yourself directly to that altered plane.
Hastened Banestrike Special This passive ability decreases the time required between uses of Banestrike by 5 seconds per rank.
Hero's Barracks Special This passive ability grants you the ability to conscript one additional mercenary per rank.
Power of the Dark Reign Special Your devotion to Dark Reign increases the chance that your direct damage spells, damage over time spells, healing spells, and melee attacks will have a critical effect.
Power of the Keepers Special Your devotion to Norrath's Keepers increases the chance that your direct damage spells, damage over time spells, healing spells, and melee attacks will have a critical effect.
Rebirth Blur of Axes Special Draws your target near while increasing their hate toward you.
Rebirth Throwing Mastery Special This ability deals great damage to Marnek while in skeletal form.
Sanctity of the Keepers Special Your devotion to Norrath's Keepers provides you with an innate chance to completely resist the effects of most detrimental spells.
Summon Tome of the Hero's Journey Special Summons a magical tome that will guide you on your quests.
Tenacity of the Dark Reign Special Your devotion to Dark Reign grants you increased hit points, mana, and endurance.
Trials of Mata Muram Special You have been strengthened by your ordeals during the Trials of Mata Muram, increasing your maximum resistance levels.
Valor of the Keepers Special Your devotion to Norrath's Keepers grants you increased hit points, mana, and endurance.