Enchanter Alternate Advancement Abilities

First Aid - 3 ranks at 1 per
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 Stability - 3 ranks at 2/4/6
This ability increases melee damage mitigation by 2, 5, and 10 percent.
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.)
Spell Casting Deftness - 3 ranks at 2/4/6
This ability reduces the casting time of beneficial spells with a cast time greater than four seconds. The ability levels reduce these casting times by 5, 15, and 25 percent.
Spell Casting Expertise - 3 ranks at 2/4/6
This ability makes it impossible for you to fizzle a spell. The first level affects all spells below level 20. The second, on all spells below level 35. The third, on all spells below level 52.
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 Mastery - 3 ranks at 2/4/6
This ability gives you an increased chance of making your specialization checks. It also reduces your chance to fizzle and increases the chance to lower the mana cost for the spell by 5, 15, and 30 percent.
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.
Spell Casting Subtlety - 3 ranks at 2/4/6
After training in this ability, NPCs will notice your magical activities 5, 10, and 20 percent less.
Dire Charm - 1 rank at 9
This ability gives you the chance to permanently charm an NPC. (Enchanters: All. Druids: Animals only. Necromancers: Undead only.)
Gather Mana - 1 rank at 5
This ability allows you to recover all of your mana.
Jewelcraft Mastery - 3 ranks at 3/6/9
This ability reduces your chance of failing jewelcraft combinations by 10, 25, and 50 percent.
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.
Permanent Illusion - 1 rank at 3
This ability allows you to zone without losing your current illusion.
Quick Buff - 3 ranks at 3/6/9
This ability reduces the casting time of many beneficial spells that have a duration by 10, 25, and 50 percent.
Spell Casting Reinforcement Mastery - 1 rank at 8
This ability increases the duration of beneficial buffs that you cast by an additional 20 percent.
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.
Innate Enlightenment - 5 ranks at 3 per
Those who have meditated on the plains of Tranquility find themselves able to expand their capacity of both Insight and Intellect. Each rank of this ability raises the maximum that you may raise your Intelligence and Wisdom by ten points. You may train in this ability once each level, beginning at level 61.
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.
Animation Empathy - 3 ranks at 4/3/2
Progressive ranks of this ability grant you finer control over your animations. At its initial level, you are allowed to give your animations "guard" and "follow" commands. At the second rank, "attack" commands. At the final rank, "back off" commands. You gain the ability to train an additional rank at levels 61, 63, and 65.
Eldritch Rune - 3 ranks at 3 per
This ability provides Enchanters with an additional line of defense in the form of an added self-only rune. Each rank of this ability provides a stronger rune than the previous. You may train the ranks of this ability at or after levels 61, 63, and 65.
Fury of Magic - 3 ranks at 3/6/9
This ability further increases your chance to score a critical hit with your direct damage spells.
Hastened Gathering - 3 ranks at 2 per
This ability decreases the amount of time required between uses of Gather Mana by ten percent per rank. You may train in this ability once each level, upon reaching level 63.
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.
Mastery of the Past - 3 ranks at 3 per
This ability makes it impossible for you to fizzle a spell. The first level affects all spells below level 54. The second, on all spells below level 56. The third, on all spells below level 58. You may train in this ability once each level, upon reaching levels 62, 63, and 64.
Project Illusion - 1 rank at 4
This ability allows you to project your innate talent with illusions upon others. (Activating this ability on a targeted group member causes your next illusion spell to affect that target.)
Suspended Minion - 2 ranks at 5/3
This ability grants the summoner the ability to suspend and recall their existing pet at will, provided they remain in their current zone. The first rank suspends the pet at its current health only, while the second rank suspends the pet with all of its beneficial effects as well as its weapons and armor. You may cast a second pet while your first pet is Suspended. You may train the first rank upon reaching level 62 and the second rank upon reaching level 64.
Total Domination - 3 ranks at 2/4/6
This ability adds strength to your charm spells. Victims of your charm spells are less likely to break out of their charms early.