| The alternative advancement system is that “Additional non-level-based
advancement options for those above level 50” that was one of the features
of Everquest: Shadows of Luclin. It allows anyone who has purchased and
installed Shadows of Luclin to further customize their high level (51+)
characters.
Putting special points into different new Abilities does this.
In order to attain these points, you can toggle your experience into the
alternative advancement pool. (This can be done by clicking on the Adv.
button on the full screen inventory window on the higher resolutions.)
When you do this, your experience will be allocated to this pool in lieu
of your "leveling" experience bar. It takes about the same amount of experience
to get one point as it does to level from 51 to 52. Switching between the
two pools will not cause you to lose experience and experience loss due
to death suffered by the character will be taken from the "Leveling" experience
pool, but it will not impact your alternative advancement pool.
Everyone has the same general abilities that they can put points into
starting at level 51. At level 55 there are 7 different Archetype
Abilities groups that can be used depending on what class you are. Then
at level 59 each class has its own set of abilities that can be used.
Max - # is the number of levels you can go up in this;
Cost - # is the number of points it takes to go up a level
General Abilities: Max Increase – 5 or 3; Cost – 1
These can be done by all classes. You need to spend a minimum
of 6 points here before you can train any Archetype abilities.
-
Innate Strength
-
Innate Agility
-
Innate Dexterity
-
Innate Intelligence
-
Innate Wisdom
-
Innate Charisma
-
Innate Fire Protection
-
Innate Cold Protection
-
Innate Magic Protection
-
Innate Poison Protection
-
Innate Disease Protection
-
Innate Run Speed
-
Innate Regeneration
-
Innate Metabolism
-
Innate Lung Capacity
-
First Aid
Archetype Abilities: Max Increase – 3; Cost – 2
These are only for certain classes. See the class description
below to see which set of Archetype abilities apply. You need to
spend a minimum of 12 points here before you can train any class-specific
abilities.
Archetype Abilities #1
-
Mental Clarity
-
Spell Casting Fury
-
Channeling Focus
-
Spell Casting Subtlety
-
Spell Casting Expertise
-
Natural Durability
-
Natural Healing
-
Combat Fury
-
Fear Resistance
-
Finishing Blow
-
Combat Stability
-
Combat Ability
Archetype Abilities #2
-
Healing Adept
-
Healing Gift
-
Spell Casting Reinforcement
-
Mental Clarity
-
Spell Casting Fury
-
Channeling Focus
-
Natural Durability
-
Natural Healing
-
Combat Fury
-
Fear Resistance
-
Finishing Blow
-
Combat Stability
-
Combat Agility
Archetype Abilities #3
-
Healing Adept
-
Healing Gift
-
Spell Casting Mastery
-
Spell Casting Reinforcement
-
Mental Clarity
-
Spell Casting Fury
-
Channeling Focus
Archetype Abilities #4
-
Spell Casting Mastery
-
Spell Casting Reinforcement
-
Mental Clarity
-
Spell Casting Fury
-
Channeling Focus
-
Spell Casting Subtlety
-
Spell Casting Expertise
-
Spell Casting Deftness
Archetype Abilities #5
-
Natural Durability
-
Natural Healing
-
Combat Fury
-
Fear Resistance
-
Finishing Blow
-
Combat Stability
-
Combat Agility
Archetype Abilities #6
-
Spell Casting Mastery
-
Mental Clarity
-
Spell Casting Fury
-
Channeling Focus
-
Spell Casting Subtlety
-
Spell Casting Expertise
-
Spell Casting Deftness
Archetype Abilities #7
-
Mental Clarity
-
Spell Casting Fury
-
Channeling Focus
-
Spell Casting Subtlety
-
Spell Casting Expertise
-
Spell Casting Deftness
-
Natural Durability
-
Natural Healing
-
Combat Fury
-
Fear Resistance
-
Finishing Blow
-
Combat Stability
-
Combat Agility
Class Abilities
Bard: (Archetype Abilities #1)
-
Ambidexterity
-
Instrument Mastery
-
Jam Fest
-
Extended Notes
-
Singing Mastery
-
Body and Mind Rejuvenation
-
Physical Enhancement
-
Adv. Trap Negotiation
-
Acrobatics
-
Scribble Notes
Beast Lord: (Archetype Abilities #2)
-
Ambidexterity
-
Double Riposte
-
Body and Mind Rejuvenation
-
Physical Enhancement
-
Pet Discipline
Cleric: (Archetype Abilities #3)
-
Mass Group Buff
-
Divine Resurrection
-
Innate Invis to Undead
-
Celestial Regeneration
-
Bestow Divine Aura
-
Turn Undead
-
Purify Soul
-
Spell Casting Reinforcement Mastery
Druid: (Archetype Abilities #3)
-
Mass Group Buff
-
Quick Evacuation
-
Exodus
-
Quick Damage
-
Enhanced Root
-
Dire Charm
-
Innate Camouflage
-
Spell Casting Reinforcement Mastery
Enchanter: (Archetype Abilities #4)
-
Mass Group Buff
-
Dire Charm
-
Quick Buff
-
Permanent Illusion
-
Jewel Craft Mastery
-
Gather Mana
-
Spell Casting Reinforcement Mastery
Magician: (Archetype Abilities #4)
-
Mass Group Buff
-
Mend Companion
-
Quick Summoning
-
Frenzied Burnout
-
Elemental Form: Fire
-
Elemental Form: Water
-
Elemental Form: Earth
-
Elemental Form: Air
-
Improved Reclaim Energy
-
Turn Summoned
-
Elemental Pact
-
Pet Discipline
Monk: (Archetype Abilities #5)
-
Ambidexterity
-
Critical Mend
-
Purify Body
-
Rapid Feign
-
Return Kick
-
Double Riposte
-
Dragon Punch
-
Acrobatics
Necromancer: (Archetype Abilities #6)
-
Mass Group Buff
-
Innate Invis to Undead
-
Dire Charm
-
Mend Companion
-
Life Burn
-
Dead Mesmerization
-
Fearstorm
-
Flesh to Bone
-
Call to Corpse
-
Pet Discipline
Paladin: (Archetype Abilities #7)
-
Mass Group Buff
-
Divine Stun
-
Improved Lay of Hands
-
Slay Undead
-
Act of Valor
-
Holy Steed
-
Fearless
-
2 Hand Bash
-
Double Riposte
-
Body and Mind Rejuvenation
-
Physical Enhancement
Ranger: (Archetype Abilities #2)
-
Mass Group Buff
-
Innate Camouflage
-
Ambidexterity
-
Archery Mastery
-
Endless Quiver
-
Double Riposte
-
Body and Mind Rejuvenation
-
Physical Enhancement
Rogue: (Archetype Abilities #5)
-
Ambidexterity
-
Escape
-
Poison Mastery
-
Double Riposte
-
Purge Poison
-
Adv. Trap Negotiation
-
Acrobatics
-
Chaotic Stab
Shadow Knight: (Archetype Abilities #7)
-
2 Hand Bash
-
Unholy Steed
-
Improved Harm Touch
-
Leech Touch
-
Soul Abrasion
-
Double Riposte
-
Body and Mind Rejuvenation
-
Physical Enhancement
-
Pet Discipline
Shaman: (Archetype Abilities #3)
-
Mass Group Buff
-
Cannibalization
-
Quick Buff
-
Alchemy Mastery
-
Rabid Bear
-
Spell Casting Reinforcement Mastery
-
Pet Discipline
Warrior: (Archetype Abilities #5)
-
Ambidexterity
-
Double Riposte
-
Flurry
-
Rampage
-
Area Taunt
-
Warcry
-
Bandage Wound
Wizard: (Archetype Abilities #6)
-
Quick Evacuation
-
Exodus
-
Quick Damage
-
Mana Burn
-
Improved Familiar
-
Nexus Gate
-
Spell Casting Fury Mastery
-
Strong Root
Ability Descriptions
-
2 Hand Bash - Type: Passive; Max - 1; Cost - 6; Requirements: Level
- 59, Must spend 12 ability points in the Archetype Abilities; This ability
will allow you to use your Bash skill while wielding any 2-handed weapon.
-
Acrobatics - Type: Passive; Max - 3; Cost - 3; Requirements: Level
- 59, Must spend 12 ability points in the Archetype Abilities; This ability
will reduce the damage that you take from falling.
-
Act of Valor - Type: Activated, Refresh Time: 72 mins; Max - 1;
Cost - 3; Requirements: Level - 59, Must spend 12 ability points in the
Archetype Abilities; 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 - Type: Passive; Max - 3; Cost - 3; Requirements:
Level - 59, Must spend 12 ability points in the Archetype Abilities; This
ability will reduce the reuse time on your sense and disarm trap skills.
-
Alchemy Mastery - Type: Passive; Max - 3; Cost - 3; Requirements:
Level - 59, Must spend 12 ability points in the Archetype Abilities; This
ability reduces your chances of failing alchemy combinations by 10, 25,
and 50 percent.
-
Ambidexterity - Type: Passive; Max - 1; Cost - 9; Requirements:
Level - 59, Must spend 12 ability points in the Archetype Abilities; This
ability increases your chance to use dual wield successfully.
-
Archery Mastery - Type: Passive; Max - 3; Cost - 3; Requirements:
Level - 59, Must spend 12 ability points in the Archetype Abilities; This
ability increases your archer damage 30, 60, and 100 percent.
-
Area Taunt - Type: Activated, Refresh Time: 15 mins; Max - 1; Cost
- 5; Requirements: Level - 59, Must spend 12 ability points in the Archetype
Abilities; This ability will allow you to taunt everything in a small radius.
-
Bandage Wound - Type: Passive; Max - 3; Cost - 3; Requirements:
Level - 59, Must spend 12 ability points in the Archetype Abilities. First
Aid at Level 3; This ability will give you increased healing ability per
bandage by 10, 25, and 50 percent.
-
Bestow Divine Aura - Type: Activated, Refresh Time: 144 mins.; Max
- 1; Cost - 6; Requirements: Level - 59, Must spend 12 ability points in
the Archetype Abilities; This ability gives you the ability to cast a Divine
Aura spell on a Player target, temporarily rendering the target invulnerable.
-
Body and Mind Rejuvenation - Type: Passive; Max - 1; Cost - 5; Requirements:
Level - 59, Must have improved Natural Healing and Mental Clarity at level
3; This ability will give you one additional point of mana and hit point
regeneration
-
Call to Corpse - Type: Activated, Refresh Time: 72 mins.; Max -
1; Cost - 6; Requirements: Level - 59, Must spend 12 ability points in
the Archetype Abilities; This ability allows you to cast a no component
summon corpse spell.
-
Cannibalization - Type: Activated, Refresh Time: 3 mins.; Max -
1; Cost - 5; Requirements: Level - 59, Mental Clarity at Level 3; This
ability will give the caster a new, massive Cannibalize spell.
-
Celestial Regeneration - Type: Activated, Refresh Time: 72 mins.;
Max - 1; Cost - 5; Requirements: Level - 59, Healing Gift at Level 3.;
This ability gives you the ability to cast a large heal over time spell
at no mana cost.
-
Channeling Focus - Type: Passive; Max - 3; Cost - 2; Requirements:
Level - 55, Must spend 6 ability points in the General Abilities; This
ability reduces the chance of your spell casts being interrupted.
The ability levels reduce your interrupts by 5, 10, and 15 percent.
-
Chaotic Stab - Type: Passive; Max - 1; Cost - 6; Requirements: Level
- 59, Must spend 12 ability points in the Archetype Abilities; This ability
will allow you to do minimal backstab damage on your backstab attempt,
even if you are not positioned behind the monster.
-
Combat Agility - Type: Passive; Max - 3; Cost - 2; Requirements:
Level - 55, Must spend 6 ability points in the General Abilities; This
ability increases your melee damage avoidance by 2, 5, and 10 percent.
-
Combat Fur - Type: Passive; Max - 3; Cost - 2; Requirements: Level
- 55, Must spend 6 ability points in the General Abilities; 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 Stability - Type: Passive; Max - 3; Cost - 2; Requirements:
Level - 55, Must spend 6 ability points in the General Abilities; This
ability increases melee damage mitigation by 2, 5, and 10 percent.
-
Critical Mend - Type: Passive; Max - 3; Cost - 3; Requirements:
Level - 59, Must spend 12 ability points in the Archetype Abilities First
Aid at Level 3; This ability gives you a chance to perform a superior mend
5, 10, and 25 percent of the time.
-
Dead Mesmerization - Type: Activated, Refresh Time: 72 mins.; Max
- 1; Cost - 3; Requirements: Level - 59, Must spend 12 ability points in
the Archetype Abilities; This ability allows you to cast an AE low resist
mesmerization spell effective against the undead.
-
Dire Charm - Type: Activated, Refresh Time: 72 mins.; Max
- 1; Cost - 9; Requirements: Level - 59, Must spend 12 ability points in
the Archetype Abilities; This ability gives you the chance to permanently
charm an NPC.
-
Divine Resurrection - Type: Activated, Refresh Time: 4320 mins.;
Max - 1; Cost - 5; Requirements: Level - 59, Healing Gift at Level 3; This
ability allows you to provide a resurrection that restores 100percent Experience,
all hit points and mana, and causes no adverse resurrection effects.
-
Divine Stun - Type: Passive; Max - 1; Cost - 9; Requirements: Level
- 59, Must spend 12 ability points in the Archetype Abilities; Training
in this ability grants your stun spells the chance to stun Level 60 or
lower NPCs. Normal Resist rules apply.
-
Double Riposte - Type: Passive; Max - 3; Cost - 3; Requirements:
Level - 59, Must spend 12 ability points in the Archetype Abilities; This
ability will give you an increased chance to execute a double riposte 15,
35, and 50 percent of the time.
-
Dragon Punch - Type: Passive; Max - 1; Cost - 5; Requirements: Level
- 59, Must spend 12 ability points in the Archetype Abilities; This ability
augments your dragon punch with the chance to automatically perform a knockback.
-
Elemental Form: Air - Type: Activated, Refresh Time: 72 mins.; Max
- 3; Cost - 3; Requirements: Level - 59, Must spend 12 ability points in
the Archetype Abilities; This ability will allow you to turn into a air
elemental, gaining many of the innate benefits of the for, as well as some
of the penalties.
-
Elemental Form: Earth - Type: Activated, Refresh Time: 72 mins.;
Max - 3; Cost - 3; Requirements: Level - 59, Must spend 12 ability points
in the Archetype Abilities; This ability will allow you to turn into a
earth elemental, gaining many of the innate benefits of the for, as well
as some of the penalties.
-
Elemental Form: Fire - Type: Activated, Refresh Time: 72 mins.;
Max - 3; Cost - 3; Requirements: Level - 59, Must spend 12 ability points
in the Archetype Abilities; This ability will allow you to turn into a
fire elemental, gaining many of the innate benefits of the for, as well
as some of the penalties.
-
Elemental Form: Water - Type: Activated, Refresh Time: 72 mins.;
Max - 3; Cost - 3; Requirements: Level - 59, Must spend 12 ability points
in the Archetype Abilities; This ability will allow you to turn into a
water elemental, gaining many of the innate benefits of the for, as well
as some of the penalties.
-
Elemental Pact - Type: Passive.; Max - 1; Cost - 5; Requirements:
Level - 59, Must spend 12 ability points in the Archetype Abilities; This
ability removes the component cost of summoning pets.
-
Endless Quiver - Type: Passive; Max - 1; Cost - 9; Requirements:
Level - 59, Must spend 12 ability points in the Archetype Abilities; This
ability provides you a never-ending supply of arrows.
-
Enhanced Root - Type: Passive; Max - 1; Cost - 5; Requirements:
Level - 59, Must spend 12 ability points in the Archetype Abilities; This
ability reduces the chance that a rooted NPC will be freed by your damage
spells by 50 percent.
-
Escape - Type: Activated, Refresh Time: 72 mins.; Max - 1; Cost
- 9; Requirements: Level - 59, Must spend 12 ability points in the Archetype
Abilities; 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.
-
Exodus - Type: Activated, Refresh Time: 72 mins.; Max - 1;
Cost - 6; Requirements: Level - 59, Must spend 12 ability points in the
Archetype Abilities; This ability gives you the ability to cast an instant
casting, no mana cost evacuation or succor spell.
-
Extended Notes - Type: Passive; Max - 3; Cost - 3; Requirements:
Level - 59, Must spend 12 ability points in the Archetype Abilities; This
ability will increase your song ranges by 10, 15, and 25 percent.
-
Fear Resistance - Type: Passive; Max - 3; Cost - 2; Requirements:
Level - 55, Must spend 6 ability points in the General Abilities; 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 - Type: Passive; Max - 1; Cost - 6; Requirements: Level
- 59, Fear Resistance at Level 3; This ability will make you permanently
immune to fear spells.
-
Fearstorm - Type: Activated, Refresh Time: 72 mins.; Max - 1; Cost
- 5; Requirements: Level - 59, Must spend 12 ability points in the Archetype
Abilities; Allows you to cast an AE low resist fear spell.
-
Finishing Blow - Type: Passive; Max - 3; Cost - 2; Requirements:
Level - 55, Must spend 6 ability points in the General Abilities; This
ability gives you a chance to finish off an NPC that is below 10 percent
health and fleeing with a single blow. (Non-Warriors must first train one
level of Combat Fury to use this ability.)
-
First Aid - Type: Passive; Max - 3; Cost - 1; Requirements:
Level - 51; This ability increases the maximum that you can bind wound
by 10 percent for each ability level.
-
Flesh to Bone - Type: Activated, Refresh Time: 07 secs.; Max - 1;
Cost - 3; Requirements: Level - 59, Must spend 12 ability points in the
Archetype Abilities; This ability allows you to turn any meat or body part
item into bone chips. You must hold the item or stack on your cursor. "Warning"
This ability will use magical or no drop items if they are held on the
cursor.
-
Flurry - Type: Passive; Max - 3; Cost - 3; Requirements: Level -
59, Combat Fury at Level 3; This ability will allow you to perform up to
2 additional attacks from your primary hand.
-
Frenzied Burnout - Type: Activated, Refresh Time: 72 mins.; Max
- 1; Cost - 6; Requirements: Level - 59, Must spend 12 ability points in
the Archetype Abilities; This ability allows you to cast a buff on your
pet that will cause it to go berserk, doing increased damage. When
the effect wears off the pet will explode, damaging everything around it.
-
Gather Mana - Type: Activated, Refresh Time: 72 mins.; Max - 1;
Cost - 5; Requirements: Level - 59, Mental Clarity at Level 3; This ability
allows you to recover all of your mana.
-
Healing Adept - Type: Passive; Max - 3; Cost - 2; Requirements:
Level - 55, Must spend 6 ability points in the General Abilities; This
ability increases the maximum effectiveness of your healing spells by 2,
5, and 10 percent.
-
Healing Gift - Type: Passive; Max - 3; Cost - 2; Requirements: Level
- 55, Must spend 6 ability points in the General Abilities; This ability
gives you a chance to cast a critical heal by 3, 6, and 10 percent.
A critical heal will double the healing value of the spell.
-
Holy Steed - Type: Activated, Refresh Time: 01 secs.; Max - 1; Cost
- 5; Requirements: Level - 59, Must spend 12 ability points in the Archetype
Abilities; This ability provides you with the power to call the ultimate
holy steed to your side.
-
Improved Familiar - Type: Passive; Max - 1; Cost - 9; Requirements:
Level - 59, Must spend 12 ability points in the Archetype Abilities; This
ability makes your Familiar immune to spells and more resistant to melee
damage.
-
Improved Harm Touch - Type: Activated, Refresh Time: 72 mins.;
Max - 1; Cost - 6; Requirements: Level - 59, Must spend 12 ability points
in the Archetype Abilities; This ability gives you a low-resist Harm Touch.
Using this ability also uses your existing Harm Touch timer.
-
Improved Lay of Hands - Type: Passive; Max - 1; Cost - 5; Requirements:
Level - 59, Must spend 12 ability points in the Archetype Abilities; This
ability will run your Lay of Hands into a complete heal.
-
Improved Reclaim Energy - Type: Passive.; Max - 1; Cost - 3; Requirements:
Level - 59, Must spend 12 ability points in the Archetype Abilities; This
ability will increase the amount of mana returned to you when reclaiming
your pet.
-
Innate Agility - Type: Passive; Max - 5; Cost - 1; Requirements:
Level - 51; This ability raises your base Agility by 2 points for each
ability level.
-
Innate Camouflage - Type: Activated, Refresh Time: 07 secs.; Max
- 1; Cost - 5; Requirements: Level - 59, Must spend 12 ability points in
the Archetype Abilities; This ability allows you to become invisible, nearly
at will, without the need to memorize a spell.
-
Innate Charisma - Type: Passive; Max - 5; Cost - 1; Requirements:
Level - 51; This ability raises your base Charisma by 2 points for each
ability level.
-
Innate Cold Protection - Type: Passive; Max - 5; Cost - 1; Requirements:
Level - 51; This ability raises your base Cold Protection by 2 points for
each ability level.
-
Innate Dexterity - Type: Passive; Max - 5; Cost - 1; Requirements:
Level - 51; This ability raises your base Dexterity by 2 points for each
ability level.
-
Innate Disease Protection - Type: Passive; Max - 5; Cost - 1; Requirements:
Level - 51; This ability raises your base Disease by 2 points for each
ability level.
-
Innate Fire Protection - Type: Passive; Max - 5; Cost - 1; Requirements:
Level - 51; This ability raises your base Fire Protection by 2 points for
each ability level.
-
Innate Intelligence - Type: Passive; Max - 5; Cost - 1; Requirements:
Level - 51; This ability raises your base Intelligence by 2 points for
each ability level.
-
Innate Invis to Undead - Type: Activated, Refresh Time: 07 secs.;
Max - 1; Cost - 3; Requirements: Level - 59, Must spend 12 ability points
in the Archetype Abilities; This ability allows you to become invisible
to the undead, nearly at will, without the need to memorize a spell.
-
Innate Lung Capacity - Type: Passive; Max - 3;
Cost - 1; Requirements: Level - 51; This ability increases the amount of
air you have by 10, 25, and 50 percent.
-
Innate Magic Protection - Type: Passive; Max - 5; Cost - 1; Requirements:
Level - 51; This ability raises your base Magic Protection by 2 points
for each ability level.
-
Innate Metabolism - Type: Passive; Max - 3; Cost - 1; Requirements:
Level - 51; This ability decreases your food consumption by 10, 25, and
50 percent.
-
Innate Poison Protection - Type: Passive; Max - 5; Cost - 1; Requirements:
Level - 51; This ability raises your base Poison Protection by 2 points
for each ability level.
-
Innate Regeneration - Type: Passive; Max - 3; Cost - 1; Requirements:
Level - 51; This ability raises your regeneration ability by 1 point per
ability level.
-
Innate Run Speed - Type: Passive; Max - 3; Cost - 1; Requirements:
Level - 51; This ability will slightly modify your base run speed.
This modification does NOT stack with movement rate spell effects.
-
Innate Strength - Type: Passive; Max - 5; Cost - 1; Requirements:
Level - 51; This ability raises your base Strength by 2 points for each
ability level.
-
Innate Wisdom - Type: Passive; Max - 5; Cost - 1; Requirements:
Level - 51; This ability raises your base Wisdom by 2 points for each ability
level.
-
Instrument Mastery - Type: Passive; Max - 3; Cost - 3; Requirements:
Level - 59, Must spend 12 ability points in the Archetype Abilities; This
Ability allows for improved use of all instrument types.
-
Jam Fest - Type: Passive; Max - 3; Cost - 3; Requirements: Level
- 59, Must spend 12 ability points in the Archetype Abilities; 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 then your
level.
-
Jewel Craft Mastery - Type: Passive; Max - 3; Cost - 3; Requirements:
Level - 59, Must spend 12 ability points in the Archetype Abilities; This
ability reduces your chance of failing jewelcraft combinations by 10, 25,
and 50 percent.
-
Leech Touch - Type: Activated, Refresh Time: 72 mins.; Max - 1;
Cost - 6; Requirements: Level - 59, Must spend 12 ability points in the
Archetype Abilities; This ability gives you a life tap harm touch. Using
this ability also uses your existing Harm Touch timer.
-
Life Burn - Type: Activated, Refresh Time: 144 mins.; Max - 1; Cost
- 9; Requirements: Level - 59, Must spend 12 ability points in the Archetype
Abilities; 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.
-
Mana Burn - Type: Activated, Refresh Time: 144 mins.; Max - 1; Cost
- 5; Requirements: Level - 59, Mental Clarity at Level 3; This ability
allows you to do non-resistible damage in an amount based off of your current
mana.
-
Mass Group Buff - Type: Activated, Refresh Time: 72 mins; Max -
1; Cost - 9; Requirements: Level - 59, Must spend 12 ability points in
the Archetype Abilities; 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.
-
Mend Companion - Type: Activated, Refresh Time: 144 mins.; Max -
1; Cost - 5; Requirements: Level - 59, Must spend 12 ability points in
the Archetype Abilities; This ability allows you to cast a Lay of Hands
type spell on your pet.
-
Mental Clarity - Type: Passive; Max - 3; Cost - 2; Requirements:
Level - 55, Must spend 6 ability points in the General Abilities; This
ability increases your natural mana regeneration by 1 point per ability
level.
-
Natural Durability - Type: Passive; Max - 3; Cost - 2; Requirements:
Level - 55, Must spend 6 ability points in the General Abilities; 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 - Type: Passive; Max - 3; Cost - 2; Requirements:
Level - 55, Must spend 6 ability points in the General Abilities; This
ability raises your natural regeneration by one point per ability level.
-
Nexus Gate - Type: Activated, Refresh Time: 72 mins.; Max - 1; Cost
- 6; Requirements: Level - 59, Must spend 12 ability points in the Archetype
Abilities; This ability gives you an instant-cast self gate spell to the
Nexus.
-
Permanent Illusion - Type: Passive; Max - 1; Cost - 3; Requirements:
Level - 59, Must spend 12 ability points in the Archetype Abilities; This
ability allows you to zone without losing your current Illusion.
-
Pet Discipline - Type: Passive; Max - 1; Cost - 6; Requirements:
Level - 59, Must spend 12 ability points in the Archetype Abilities; This
ability will allow you to give your pet a "hold all aggression" command.
The pet will not attack anything that attacks it or its master until explicitly
told to attack. Usage: /pet hold.
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Physical Enhancement - Type: Passive; Max - 1; Cost - 5; Requirements:
Level - 59, Must spend 12 ability points in the Archetype Abilities; This
ability will give you additional improvements in your natural Durability,
Avoidance Boost, and Mitigation Boost.
-
Poison Mastery - Type: Passive; Max - 3; Cost - 3; Requirements:
Level - 59, Must spend 12 ability points in the Archetype Abilities; 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.
-
Purge Poison - Type: Activated, Refresh Time: 72 mins.; Max - 1;
Cost - 5; Requirements: Level - 59, Must spend 12 ability points in the
Archetype Abilities; This ability will remove all poisons from your body.
-
Purify Body - Type: Activated, Refresh Time: 72 mins.; Max - 1;
Cost - 9; Requirements: Level - 59, Must spend 12 ability points in the
Archetype Abilities; This ability removes all negative affects from your
body except for fear, charm, and resurrection affects.
-
Purify Soul - Type: Activated, Refresh Time: 72 mins.; Max - 1;
Cost - 5; Requirements: Level - 59, Healing Gift at Level 3; This ability
allows you to cast a spell that cures all aliments except for charm, fear,
and resurrection effects.
-
Quick Buff - Type: Passive; Max - 3; Cost - 3; Requirements: Level
- 59, Must spend 12 ability points in the Archetype Abilities; This ability
reduces the casting time of many beneficial spells that have a duration
by 10, 25, and 50 percent.
-
Quick Damage - Type: Passive; Max - 3; Cost - 3; Requirements: Level
- 59, Spell Casting Fury at Level 3; This ability reduces the casting time
on your damage spells that have a casting time greater than four seconds
by 2, 5, and 10 percent.
-
Quick Evacuation - Type: Passive.; Max - 3; Cost - 3; Requirements:
Level - 59, Must spend 12 ability points in the Archetype Abilities; This
ability reduces the casting time on your evacuation and succor spells by
10, 25, and 50 percent.
-
Quick Summoning - Type: Passive; Max - 3; Cost - 3; Requirements:
Level - 59, Must spend 12 ability points in the Archetype Abilities; This
ability reduces the casting time of your summoning spells by 10, 25, and
50 percent.
-
Rabid Bear - Type: Activated, Refresh Time: 120 mins.; Max - 1;
Cost - 5; Requirements: Level - 59, Must spend 12 ability points in the
Archetype Abilities; This ability turns you into a Rabid Bear, boosting
all of your offensive capabilities.
-
Rampage - Type: Activated, Refresh Time: 15 mins.; Max - 1; Cost
- 5; Requirements: Level - 59, Must spend 12 ability points in the Archetype
Abilities; This ability will allow you to strike everything in a small
radius.
-
Rapid Feign - Type: Passive; Max - 3; Cost - 3; Requirements: Level
- 59, Must spend 12 ability points in the Archetype Abilities; This ability
reduces your reuse time on feign death by 10, 25, and 50 percent.
-
Return Kick - Type: Passive; Max - 3; Cost - 3; Requirements: Level
- 59, Must spend 12 ability points in the Archetype Abilities; This ability
gives you the chance to automatically perform a bonus flying kick on ripostes
25, 35, and 50 percent of the time.
-
Scribble Notes - Type: Passive; Max - 1; Cost - 3; Requirements:
Level - 59, Must spend 12 ability points in the Archetype Abilities; This
ability will reduce the amount of time that it takes you to memorize a
song.
-
Singing Mastery - Type: Passive; Max - 3; Cost - 3; Requirements:
Level - 59, Must spend 12 ability points in the Archetype Abilities; This
ability allows for specialization and improved use of your voice.
-
Slay Undead - Type: Passive; Max - 3; Cost - 3; Requirements: Level
- 59, Combat Fury at Level 3; This ability will cause your criticals to
inflict greatly improved damage versus the undead.
-
Soul Abrasion - Type: Passive; Max - 3; Cost - 3; Requirements:
Level - 59, Must spend 12 ability points in the Archetype Abilities; This
ability gives you increased damage off of the lifetap procs that result
from your self buffs.
-
Spell Casting Deftness - Type: Passive; Max - 3; Cost - 2; Requirements:
Level - 55, Must spend 6 ability points in the General Abilities; This
ability reduces the casting time of beneficial spells with a cast time
greater then four seconds. The ability levels reduce these casting
times by 5, 15, and 25 percent.
-
Spell Casting Expertise - Type: Passive; Max - 3; Cost - 2; Requirements:
Level - 55, Must spend 6 ability points in the General Abilities; 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 Expertise - Type: Passive; Max - 3; Cost - 2; Requirements:
Level - 55, Must spend 6 ability points in the General Abilities; 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 - Type: Passive; Max - 3; Cost - 2; Requirements:
Level - 55, Must spend 6 ability points in the General Abilities; This
ability gives you a chance to land critical hits with your direct damage
spells. This ability increases your chance to score a critical by
2, 4, and 7 percent.
-
Spell Casting Fury Mastery - Type: Passive; Max - 3; Cost - 3; Requirements:
Level - 59, Spell Casting Fury; This ability gives you an increased chance
to score a critical hit with your direct damage spells.
-
Spell Casting Mastery - Type: Passive; Max - 3; Cost - 2; Requirements:
Level - 55, Must spend 6 ability points in the General Abilities; This
ability gives you an increased chance of making your specialization checks.
It also reduces your chance to fizzle (or miss song notes) and increases
the chance to lower the mana cost for the spell by 5, 15, and 30 percent.
-
Spell Casting Reinforcement - Type: Passive; Max - 3; Cost - 2;
Requirements: Level - 55, Must spend 6 ability points in the General Abilities;
This ability increases the duration of beneficial spells that you cast
by 5, 15, and 30 percent.
-
Spell Casting Reinforcement Mastery - Type: Passive; Max - 1; Cost
- 8; Requirements: Level - 59, Spell Casting Reinforcement at Level 3;
This ability increases the duration of beneficial buffs that you cast by
an additional 20 percent.
-
Spell Casting Subtlety - Type: Passive; Max - 3; Cost - 2; Requirements:
Level - 55, Must spend 6 ability points in the General Abilities; After
training in this ability, NPCs will notice your magical activities 5, 10,
and 20 percent less.
-
Strong Root - Type: Activated, Refresh Time: 72 mins.; Max - 1;
Cost - 5; Requirements: Level - 59, Must spend 12 ability points in the
Archetype Abilities; This ability will grant you the ability to cast an
extremely low resistance Root-type spell.
-
Turn Summoned - Type: Activated, Refresh Time: 72 mins.; Max - 1;
Cost - 5; Requirements: Level - 59, Spell Casting Fury at Level 3; This
ability grants you an AE Fear DoT spell useful against summoned creatures.
Each ability level amplifies the damage.
-
Turn Undead - Type: Activated, Refresh Time: 72 mins.; Max - 3;
Cost - 3; Requirements: Level - 59, Must spend 12 ability points in the
Archetype Abilities; This ability grants you an AE Fear DoT spell useful
against undead. Each ability level amplifies the damage.
-
Unholy Steed - Type: Activated, Refresh Time: 01 secs.; Max - 1;
Cost - 5; Requirements: Level - 59, Must spend 12 ability points in the
Archetype Abilities; This ability provides you with the power to call the
ultimate unholy steed to your side.
-
Warcry - Type: Activated, Refresh Time: 72 mins.; Max - 3; Cost
- 3; Requirements: Level - 59, Fear Resistance at Level 3; This ability
will allow you to make your entire group immune to fear for a period of
time based on ability level.
Thanks to Danell for compiling the information |