This ability increases the maximum that you can bind wound by 10 percent for each ability level.
Innate Agility -
5 ranks at 1 per
This ability raises your base Agility by 2 points for each ability level.
Innate Charisma -
5 ranks at 1 per
This ability raises your base Charisma by 2 points for each ability level.
Innate Cold Protection -
5 ranks at 1 per
This ability raises your base Save Vs Cold by 2 points for each ability level.
Innate Dexterity -
5 ranks at 1 per
This ability raises your base Dexterity by 2 points for each ability level.
Innate Disease Protection -
5 ranks at 1 per
This ability raises your base Save Vs Disease by 2 points for each ability level.
Innate Fire Protection -
5 ranks at 1 per
This ability raises your base Save Vs Fire by 2 points for each ability level.
Innate Intelligence -
5 ranks at 1 per
This ability raises your base Intelligence by 2 points for each ability level.
Innate Lung Capacity -
3 ranks at 1 per
This ability increases the amount of air you have by 10, 25, and 50 percent.
Innate Magic Protection -
5 ranks at 1 per
This ability raises your base Save Vs Magic by 2 points for each ability level.
Innate Metabolism -
3 ranks at 1 per
This ability decreases your food consumption by 10, 25 and 50 percent.
Innate Poison Protection -
5 ranks at 1 per
This ability raises your base Save Vs Poison by 2 points for each ability level.
Innate Regeneration -
3 ranks at 1 per
This ability raises your regeneration ability by 1 point per ability level.
Innate Run Speed -
3 ranks at 1 per
This ability will slightly modify your base run speed. This modification does NOT stack with movement rate spell effects.
Innate Stamina -
5 ranks at 1 per
This ability raises your base Stamina by 2 points for each ability level.
Innate Strength -
5 ranks at 1 per
This ability raises your base Strength by 2 points for each ability level.
Innate Wisdom -
5 ranks at 1 per
This ability raises your base Wisdom by 2 points for each ability level.
New Tanaan Crafting Mastery -
6 ranks at 3 per
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.)
Channeling Focus -
3 ranks at 2/4/6
This ability reduces the chance of your spell casts being interrupted. The ability levels reduce your interrupts by 5, 10, and 15 percent.
Combat Agility -
3 ranks at 2/4/6
This ability increases your melee damage avoidance by 2, 5 and 10 percent.
Combat Fury -
3 ranks at 2/4/6
This ability increases your chance to land a critical hit. Non-Warriors will nearly match the original critical hit abilites of Warriors, while Warriors will remain significantly ahead of other classes.
Combat Stability -
3 ranks at 2/4/6
This ability increases melee damage mitigation by 2, 5, and 10 percent.
Fear Resistance -
3 ranks at 2/4/6
This ability grants you a resistance bonus to fear type spells of 5, 10, and 25 percent. It also increases the chance of breaking fear earlier.
Finishing Blow -
3 ranks at 2/4/6
This ability gives you a chance to finish off an NPC that is below 10 percent health and fleeing with a single blow. The first level works on NPC's below 50, the second on NPC's below 52, and the third on NPC's below 54. (Non-Warriors must first train one level of Combat Fury to use this ability.)
Healing Adept -
3 ranks at 2/4/6
This ability increases the maximum effectiveness of your healing spells by 2, 5, and 10 percent.
Healing Gift -
3 ranks at 2/4/6
This ability grants you a chance to score an exceptional heal at 3, 6, and 10 percent. An exceptional heal doubles the healing value of the spell.
Mental Clarity -
3 ranks at 2/4/6
This ability increases your natural mana regeneration by 1 point per ability level.
Natural Durability -
3 ranks at 2/4/6
This ability increases your maximum hitpoints by 2, 5, and 10 percent. (The percentages are based off of your base hitpoints, which include stamina and stamina effects.)
Natural Healing -
3 ranks at 2/4/6
This ability raises your natural regeneration by one point per ability level.
Spell Casting Fury -
3 ranks at 2/4/6
This ability gives you a chance to land critical hits with your direct damage spells. The ability levels increase your chance to score a critical by 2, 4, and 7 percent.
Spell Casting Reinforcement -
3 ranks at 2/4/6
This ability increases the duration of beneficial spells that you cast by 5, 15, and 30 percent.
Ambidexterity -
1 rank at 9
This ability increases your chance to use dual wield successfully.
Archery Mastery -
3 ranks at 3/6/9
This ability increases your archery damage 30, 60, and 100 percent.
Body and Mind Rejuvenation -
1 rank at 5
This ability will give you one additional point of mana and hit point regeneration.
Double Riposte -
3 ranks at 3/6/9
This ability will give you an increased chance to execute a double riposte 15, 35, and 50 percent of the time.
Endless Quiver -
1 rank at 9
This ability provides you a never-ending supply of arrows.
Innate Camouflage -
1 rank at 5
This ability allows you to become invisible, nearly at will, without the need to memorize a spell.
Mass Group Buff -
1 rank at 9
This ability turns the next group buff that you cast into a beneficial area effect spell, hitting everyone within its radius, at the cost of doubling the spell's mana usage.
Physical Enhancement -
1 rank at 5
This ability will give you additional improvements in your Natural Durability, Avoidance Boost, and Mitigation Boost.
Advanced Innate Agility -
10 ranks at 1 per
This ability raises your innate Agility by two points per rank. You may train in this ability twice each level, beginning at level 61.
Advanced Innate Charisma -
10 ranks at 1 per
This ability raises your innate Charisma by two points per rank. You may train in this ability twice each level, beginning at level 61.
Advanced Innate Dexterity -
10 ranks at 1 per
This ability raises your innate Dexterity by two points per rank. You may train in this ability twice each level, beginning at level 61.
Advanced Innate Intelligence -
10 ranks at 1 per
This ability raises your innate Intelligence by two points per rank. You may train in this ability twice each level, beginning at level 61.
Advanced Innate Stamina -
10 ranks at 1 per
This ability raises your innate Stamina by two points per rank. You may train in this ability twice each level, beginning at level 61.
Advanced Innate Strength -
10 ranks at 1 per
This ability raises your innate Strength by two points per rank. You may train in this ability twice each level, beginning at level 61.
Advanced Innate Wisdom -
10 ranks at 1 per
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.
Bertoxxulous' Gift -
10 ranks at 1 per
This ability raises your base resistance to disease-based spells by two points per rank. You may train in this ability twice each level, beginning at level 61.
Blessing of E'ci -
10 ranks at 1 per
This ability raises your base resistance to cold-based spells by two points per rank. You may train in this ability twice each level, beginning at level 61.
Marr's Protection -
10 ranks at 1 per
This ability raises your base resistance to magic-based spells by two points per rank. You may train in this ability twice each level, beginning at level 61.
Planar Power -
5 ranks at 2 per
This ability raises the maximum that your statistics can be raised to, with items or spells, by 5 points per rank. You may train in this ability once each level, beginning at level 61.
Shroud of The Faceless -
10 ranks at 1 per
This ability raises your base resistance to poison-based spells by two points per rank. You may train in this ability twice each level, beginning at level 61.
Warding of Solusek -
10 ranks at 1 per
This ability raises your base resistance to fire-based spells by two points per rank. You may train in this ability twice each level, beginning at level 61.
Advanced Healing Adept -
3 ranks at 2/4/6
This ability increases the maximum effectiveness of your healing spells by three percent per rank. You may train in this ability once each level, upon reaching levels 62, 63, and 64.
Advanced Healing Gift -
3 ranks at 2/3/4
This ability increases your chance to score an exceptional heal by two percent per rank. An exceptional heal doubles the healing value of the spell. You may train in this ability once each level, upon reaching levels 62, 63, and 64.
Coup de Grace -
3 ranks at 2 per
This ability gives you a chance to immediately slay an NPC that is below ten percent health and fleeing with a single, well placed strike. The first level works on NPC's below level 55, the second on NPC's below 57, and the third on NPC's below 59. You may train in this ability once each level, upon reaching levels 62, 63, and 64.
Entrap -
1 rank at 4
This ability provides you an additional means of entrapping, or more specifically, ensnaring an opponent.
Ferocity -
3 ranks at 3 per
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.
Flash of Steel -
3 ranks at 3 per
This ability further increases your chance of doubly riposting your opponent each time you score a successful riposte by ten percent per rank. You may train in this ability once each level, upon reaching levels 62, 63, and 64.
Fury of the Ages -
3 ranks at 3 per
This ability further increases your chance to score a critical blow against your opponent. You may train in this ability once each level, upon reaching levels 62, 63, and 64.
Guardian of the Forest -
3 ranks at 3 per
This ability transforms you into an exceptionally bloodthirsty wolf that attacks with lightning speed, for a brief time. You may train the three ranks of this ability at or after levels 61, 63, and 65.
Headshot -
1 rank at 4
This ability provides you the chance of instantly killing an opponent who is too far below you in level to provide a challenge, when using a bow.
Innate Defense -
5 ranks at 3 per
This ability further increases your mitigation of incoming melee damage. You may train in this ability once each level after reaching level 61.
Lightning Reflexes -
5 ranks at 3 per
This ability further increases your chance of completely avoiding incoming melee damage. You may train in this ability once each level after reaching level 61.
Punishing Blade -
3 ranks at 2/4/6
This ability increases the chance of scoring an extra hit with all two-handed weapons that you wield. You gain the ability to train an additional rank at levels 61, 63, and 65.