New Spells & Abilities

Many new spells and active abilities are available - each capable of adding something unique to your character build. These abilities can be bound to your 'Player Tool' feats using any resting campfire or checkpoint. Characters starts with 5 of these feats to set these abilities and a 6th slot can be obtained via in-game event.

These 'Player Tool' feats are available with your class abilities, located under the 'Special Attacks' section of your radial menu. They can also be used setting in-game macros using the commands /a1 to /a6, allowing to have custom name on them in the hotkey bar.

Custom class abilities can have their effectiveness increased with specified item property enhancements.

Lost Technique - Powerful abilities, lost to the annals of time. These abilities can only be discovered in the most dangerous of high level environments. Each Technique can be trained individually - their effects improved with subsequent use.
Lost Techniques have no level or class requirements, ideal for new characters. These skills still use their corresponding class bonus damage.

*Specializations* are available to enhance these abilities or to modify their output. These have no class or requirement aside the specialization point cost, they can be taken even if the specialization is on the menu for a class your character does not have.

### General Combat Abilities

#### Offensive Abilities

##### Physical Abilities

**Shield Bash** - Bash the enemy with your shield dealing damage and potentially dazing them.

* *Damage increased by:* Strength, Dexterity, Shield Size, Discipline
* *Requirements:* **Shield** equipped
* *Specializations:*
	+ *Damage Increase:*  Increase Shield Bash damage by 1%.
		- *Cost Per Rank:*  1
		- *Total Ranks:*  50

**Double Swing** - Sweep in a medium radius using a two weapons.

* *Damage increased by:* Dexterity, Discipline, Fighter Class Damage
* *Requirements:* **Two Weapons** or **Shield equipped**
* *Specializations:*
	+ *Wild Swings:*  Increase Double Swing Damage, and decreases Cooldown by 50%.
		- *Cost Per Rank:*  6
		- *Total Ranks:*  1

**Thresh** - Sweep in a large radius using a two handed weapon, dealing damage to nearby enemies.

* *Damage increased by:* Parry, Fighter Class Damage
* *Requirements:*  Two Handed or Enlarged Weapon.
* *Specializations:*
	+ *Damage Increase:*  Increase Thresh damage by 1%.
		- *Cost Per Rank:*  1
		- *Total Ranks:*  50
	+ *Wide Arc Thresh:*  Double Thresh's range.
		- *Cost Per Rank:*  6
		- *Total Ranks:*  1

**Lash** - Lash the enemy with a quick attack, dealing damage and lowering AB.

* *Damage increased by:* Discipline, Strength, Fighter Class Damage
* *Requirements:* **Whip** or **Darts** equipped
* *Specializations:*
	+ *Damage Increase:*  Increase Lash damage by 1%.
		- *Cost Per Rank:*  1
		- *Total Ranks:*  50

**Drawing Slash** - Draw your blade with heightened reflexes - slashing deep into the enemy.

* *Damage increased by:* Strength, Parry
* *Requirements:* **Sword** equipped and **Special Training** from the Kenku region.
* *Specializations:*
	+ *Damage Increase:*  Increase Drawing Slash damage by 1%.
		- *Cost Per Rank:*  1
		- *Total Ranks:*  50
	+ *Steady: Drawing Slash:*  Drawing Slash's additional damage scales entirely with your weapon's impact damage. Available for Enlarged Weapons only. Removes all other sources of damage scaling.
		- *Cost Per Rank:*  20
		- *Total Ranks:*  1

**Draw: Still Meadow** - A deep slash that causes the enemy to be encased in stone.

* *Damage increased by:* Strength, Parry
* *Requirements:* **Sword** equipped and **Special Training** from the Kenku region.
* *Specializations:*
	+ *Damage Increase:*  Increase Still Meadow damage by 1%.
		- *Cost Per Rank:*  1
		- *Total Ranks:*  50
	+ *Steady: Still Meadow:*  Still Meadow's additional damage scales entirely with your weapon's impact damage. Available for Enlarged Weapons only. Removes all other sources of damage scaling.
		- *Cost Per Rank:*  20
		- *Total Ranks:*  1

**Frigid Rails** - Lash the enemy with a series of frozen metal rails.

* *Damage increased by:* Strength, Spellcraft, Spell Damage
* *Requirements:* 12 **Character** levels and **Special Training** from the Deep Forest Transit region.

**Ethereal Strike** - Strike the enemy with vorpal energy while phasing into the ethereal.

* *Damage increased by:* Strength, Dexterity, Skill Mastery
* *Requirements:* **Special Training** from the Witched Woods region.
* *Specializations:*
	+ *Vorpal Blades:*  Increase the base damage of Ethereal Strike.
		- *Cost Per Rank:*  2
		- *Total Ranks:*  5

**Chopping Block** - A heavy two-handed strike which executes enemies below 25% hp(Near Death).

* *Damage increased by:* Strength, Dexterity, Skill Mastery
* *Requirements:* **Special Training** from the Blackwinch region.
* *Specializations:*
	+ *Executioner's Edge:*  Increase the base damage of Chopping Block.
		- *Cost Per Rank:*  2
		- *Total Ranks:*  5

**Draw: Frostfire** - A deep slash that causes the enemy to become frozen solid

* *Damage increased by:* Strength, Parry
* *Requirements:* **Sword** equipped and **Special Training** from the Blackwinch West region.
* *Specializations:*
	+ *Damage Increase:*  Increase Frostfire damage by 1%.
		- *Cost Per Rank:*  1
		- *Total Ranks:*  50
	+ *Freezing Sheen:*  Draw: Frostfire freezes the target for an additional 2s per point.
		- *Cost Per Rank:*  1
		- *Total Ranks:*  5
	+ *Steady: Frostfire:*  Frostfire's additional damage scales entirely with your weapon's impact damage. Available for Enlarged Weapons only. Removes all other sources of damage scaling.
		- *Cost Per Rank:*  20
		- *Total Ranks:*  1

##### Feat Abilities

**Dirty Fighting** - Throw sand into your opponent's eyes while you strike them from the side. Causes temporary blindness.

* *Damage increased by:* Rogue Class Damage
* *Requirements:* Dirty Fighting feat

**Devastating Critical** - Inflict a devastating blow upon the enemy, potentially striking for critical damage.

* *Damage increased by:* Strength, Discipline, 2% target's current HP
* *Requirements:* Power Attack, Cleave, Great Cleave, and a base Strength score of 25+

#### Defensive Abilities

**Riposte** - Repels the next physical attack received within 6s, returning the damage back to the attacker.

* *Effect increased by:*  Parry
* *Requirements:* Improved Parry Feat.
* *Specializations:*
	+ *Steady Guard:*  Keen battle senses allow you to extend the duration of your Riposting state to 12 seconds.
		- *Cost Per Rank:*  6
		- *Total Ranks:*  1
	+ *Guard Strike:*  Your riposte strikes swiftly, attempting to target the enemy's weak point. Riposte has a 25% chance of landing a critical attack, dealing double damage.
		- *Cost Per Rank:*  6
		- *Total Ranks:*  1
	+ *Buckler Parry:*  Deflecting an attack with a Small Shield results in extra Riposte Damage, based on the user AC.
		- *Cost Per Rank:*  6
		- *Total Ranks:*  1
	+ *Thief's Candour:*  The way of the Thief; repelling attackers with dirty tricks. Your riposte scales with bluff instead of Parry, and deals extra damage based on your AC if you have the Dirty Fighting feat.
		- *Cost Per Rank:*  12
		- *Total Ranks:*  1

**Stance: Parry** - Provides a boost to AB and Dodge AC, based on 20% of your Parry skill (max 20).

* *Effect increased by:* The Improved Parry feat increases this effect by 2.
* *Requirements:* 5 Parry Ranks.
* *Specializations:*
	+ *Master of Deflection:*  Parry Stance provides an additional layer of Shield AC.
		- *Cost Per Rank:*  6
		- *Total Ranks:*  1
	+ *Zephyr Deflection:*  Your deflective attacks becomes quickened with the wind. Your parry stance benefits from effects of Zephyr Stance.
		- *Cost Per Rank:*  12
		- *Total Ranks:*  1

**Stance: Zephyr** - Swift Movements, one with the breeze. Adds one extra attack per round.

* *Requirements:* **Special Training** from the Ruins of Rain region.
* **Note: This ability cannot be used by monks.**
* *Specializations:*
	+ *Wind Runner:*  Zephyr Stance provides two bonus attacks per round.
		- *Cost Per Rank:*  6
		- *Total Ranks:*  1
	+ *One with the wind:*  Passively gain the benefits of Wind Runner after consuming a meal, or resting at a campfire.
		- *Cost Per Rank:*  50
		- *Total Ranks:*  1

#### Utility Abilities

**Second Wind** - Surge with energy ready for battle. Refreshes all combat feat abilities.

* *Requirements:* 18 **Character** levels.

#### Item Abilities

**Throwing Grenades** - Grenadelike items can be found/crafted to be used in combat to deal damage.

* *Effect increased by:* Strength, Dexterity, Set Trap, Discipline.
* *Craft amount increased by:* Craft Trap.
* *Specializations:*
	+ *Demolitionist:*  Your love for explosives allows you to tweak your throwables, maximizing their base damage output to 200, regardless of their type.
		- *Cost Per Rank:*  20
		- *Total Ranks:*  1

**Poisons** - Poison items can be found and applied to weapons to increase their damage.

* *Effect increased by:* Intelligence
* *Duration increased by:* Craft Trap, 1 minute per rank.

**Automated Traps** - Automated shooting machines can be found/crafted and used in combat as an extra damage source. When crafted, they will increase the charges of the same base trap, up to 50.

* *Effect increased by:* Dexterity, Set Trap
* *Requirements:* 20 Set Trap.
* *Craft amount increased by:* Craft Trap
* *Specializations:*
	+ *Master Trapper:*  Setup time for Automated Traps is significantly reduced in exchange for one in a round cooldown. (Found in Rogue Specializations)
		- *Cost Per Rank:*  6
		- *Total Ranks:*  1

#top

#### Adventurer Skills

**Passive Specializations** - Passive effects unlocked with Specialization Points.

* *Specializations:*
	+ *Essence of Life:* Increase Essence of Life uses without the need of Essence Shard Discovery (Total max from all sources: 25)
		- *Cost Per Rank:* 1
		- *Total Ranks:* 15
	+ *Philosopher's Pact:* Increase Spell Power by 5. Does not apply to on-hit spells.
		- *Cost Per Rank:* 2
		- *Total Ranks:* 50
	+ *Pack of Hunters:* Summoned creatures have their Health increased by 1%. This does not apply to Henchmen.
		- *Cost Per Rank:* 1
		- *Total Ranks:* 100
	+ *Roughneck Miner:* Mining returns are increased by 2%
		- *Cost Per Rank:* 1
		- *Total Ranks:* 50
	+ *Master Herbalist:* Foraging and Harvesting returns are increased by 2%
		- *Cost Per Rank:* 1
		- *Total Ranks:* 50
	+ *Torch Bearer:* Using a Delver's Flame will uncover area fog of war for nearby allies.
		- *Cost Per Rank:* 3
		- *Total Ranks:* 1
	+ *Treasure Hunter:* Increases Item Power of Found Weapons & Armors by +5.
		- *Cost Per Rank:* 5
		- *Total Ranks:* 1
	+ *Predatory Adrenaline:* Increase the frequency of Regenerative healing by 0.5s
		- *Cost Per Rank:* 1
		- *Total Ranks:* 12
	+ *Keen Sight:* Your perceptions and deductions allows you to locate even the most hidden of clues. Discovery points will highlight in gold, regardless of your search skill.
		- *Cost Per Rank:* 10
		- *Total Ranks:* 1
	+ *Emergency Aid Training:* When on death's door, your Henchmen will attempt to resurrect you. Use of this Resurrection is restored in Checkpoints and Totems.
		- *Cost Per Rank:* 5
		- *Total Ranks:* 1

#top

### Base Class

#### Barbarian Abilities

* *Class Mastery:*  Increases Barbarian Class damage by 5.
	+ *Cost Per Rank:*  1
	+ *Total Ranks:*  50

#top

#### Bard Abilities

Bard's Song and Curse song are modified based on Perform Skill.

A few spells of the Bard spell book are also modified and have specializations, Amplify can be specialized to provide Sonic Damage and Warcry can be turned into a damage spell.

**Healing Song** - These tunes just sound so... good! Heals you and nearby party members

* *Healing increased by:* Perform, Charisma
* *Requirements:* 1 Bard Level
* *Specializations:*
	+ *Mending Melody:*  Your Mending melodies increase the frequency of Regenerative heals granted by your Bard Song.
		- *Cost Per Rank:*  4
		- *Total Ranks:*  12

**Morose Lullaby** - Sharp sounds damage and slow nearby enemies based on your perform skill

* *Damage increased by:* Perform
* *Requirements:* 1 Bard Level, 15 Perform, Character Level 12.
* *Specializations:*
	+ *Damage Increase:*  Increase Morose Lullaby damage by 1%
		- *Cost Per Rank:*  1
		- *Total Ranks:*  50

**Upbeat Melody** - Is this jazz? Hot damn! Boosts party regeneration. The Lingering Song feat increases the duration of this song by 50%.

* *Regeneration increased by:* Perform
* *Duration increased by:* Lingering Song
* *Requirements:* 1 Bard, 20 Perform, Character Level 18.
* *Specializations:*
	+ *Smooth Jive:*  Increases the duration of Upbeat Melody's regen by 50%
		- *Cost Per Rank:*  18
		- *Total Ranks:*  1

**Screeching Song** - A screeching melody that invades the skull of those who hear it. Those struck face dizziness and lethargy.

* *Damage increased by:* Charisma, Perform
* *Requirements:* 18 Bard
* *Specializations:*
	+ *Damage Increase:*  Increase Screeching Song damage by 1%
		- *Cost Per Rank:*  1
		- *Total Ranks:*  50

**Dark Note** - Forbidden music which shakes the foundation of enemies. Causes damage and knockdown. The Curse Song feat allows this song to receive bonus damage based on your Spellcraft skill.

* *Damage increased by:* Spellcraft if character has Curse Song Feat.
* *Requirements:* 1 Bard, 40 Perform, Character Level 24.

**Serene Serenation** - A serene melody which heals nearby allies and raises those on death's door.

* *Requirements:* 24 Bard, 50 Perform
* *Effect increased by:* None.
* *Specializations:*
	+ *Preparation: Serene Serenation:*  Reduces the Bard level requirement of Serene Serenation.
		- *Cost Per Rank:*  2
		- *Total Ranks:*  10

**Song of the Mad** - Release a maddening note which scrambles the minds of nearby foes.

* *Damage increased by:* Charisma, Perform, Technique Mastery
* *Requirements:* Special Training

**Other Specializations**

* *Class Mastery:*  Increases Bard Class damage by 5.
	+ *Cost Per Rank:*  1
	+ *Total Ranks:*  50

#top

#### Fighter Abilities

* *Class Mastery:*  Increases Fighter Class damage by 5.
	+ *Cost Per Rank:*  1
	+ *Total Ranks:*  50

#top

#### Monk Abilities

**Flying Kick** - Performs a flying kick towards enemy target, dealing damage and engaging in combat.

* *Damage increased by:* Concentration
* *Requirements:* 1 Monk
* *Specializations:*
	+ *Damage Increase:*  Increase Monk Kick damage by 1%
		- *Cost Per Rank:*  1
		- *Total Ranks:*  50
	+ *Impact Shock:*  Flying Monk Kick has a 50% chance to Knockdown enemies.
		- *Cost Per Rank:*  6
		- *Total Ranks:*  1

**Low Sweep** - Performs a 360 foot swipe, potentially knocking down surrounding opponents.

* *Damage increased by:* Tumble
* *Requirements:* 1 Monk, 12 Character Level.

**Flowing Fists** - A rushing single target attack that deals crushing cold damage to the enemy.

* *Damage increased by:* Strength, Dexterity, Concentration.
* *Requirements:* 1 Monk, 24 Character Level and training from the Ruins of Rain.
* *Specializations:*
	+ *Damage Increase:*  Increase Flowing Fist damage by 1%
		- *Cost Per Rank:*  1
		- *Total Ranks:*  50

**Rending Fists** - Pummel your enemy, destroying their Armor, Attack Bonus and making them vulnerable to Bludgeoning damage. Last 30 seconds.

* *Damage increased by:* None.
* *Requirements:* 1 Monk, 30 Character Level.

**[Martial Style]Still Fist** - A fast strike at the target's core. Begins a combination attack.

* *Damage increased by:* Concentration
* *Requirements:* 6 Monk
* *Specializations:*
	+ *Martial Style, Still Footing:*  Still Fist is guaranted to start a combo.
		- *Cost Per Rank:*  6
		- *Total Ranks:*  1

**[Martial Style]Trailing Fist** - A follow-up strike along the target's side. Carries a combination attack.

* *Damage increased by:* Concentration
* *Requirements:* 6 Monk

**[Martial Style]Uppercut** - A follow-up strike from below, aimed at the target's jaw. Carries a combination attack knocking the target if following the correct technique.

* *Damage increased by:* Discipline
* *Requirements:* 6 Monk

**[Martial Style]Striking Palm** - A brutal follow-up strike centered on the target's stomach. Carries a combination attack, stunning the target if following the correct technique.

* *Damage increased by:* Dexterity, Wisdom, Concentration
* *Requirements:* 6 Monk

**[Martial Style]One-Inch Punch** - A skillful follow-up technique which sends intense sonic waves through the target's core. Carries a combination attack.

* *Damage increased by:* Strength, Discipline, Wisdom, Concentration.
* *Requirements:* 6 Monk

**[Martial Style]Heavy Fist** - A heavy strike to the target's core. Begins a combination attack.

* *Damage increased by:* Strength, Dexterity, Wisdom, Concentration
* *Requirements:* 24 Monk

**[Pheonix Style]Arctic Talons** - A frost bearing strike. Begins a combination attack.

* *Damage increased by:* Concentration, Spell Damage
* *Requirements:* 12 Monk< and **Special Training** from the Azure Peaks

**[Pheonix Style]Thunder Fist** - A follow-up strike channeling electrical energy. Carries a combination attack.

* *Damage increased by:* Concentration, Spell Damage
* *Requirements:* 12 Monk and **Special Training** from the Azure Peaks

**[Pheonix Style]Molten Pincers** - Molten Fists scorch the enemy. Carries a combination attack.

* *Damage increased by:* Concentration, Spell Damage
* *Requirements:* 12 Monk and **Special Training** from the Azure Peaks

**[Pheonix Style]Pheonix Strike** - A quick flurry, delivering a combination of elemental blows. Carries a combination attack.

* *Damage increased by:* Concentration, Spell Damage
* *Requirements:* 12 Monk and **Special Training** from the Azure Peaks.
* *Specializations:*
	+ *Pheonix Style, Winged Strike:*  Pheonix strike hits nearby targets.
		- *Cost Per Rank:*  12
		- *Total Ranks:*  1

**[Pheonix Style]Corrosive Palm** - A palm strike which releases toxins into the target's skin. Carries a combination attack.

* *Damage increased by:* Concentration, Spell Damage
* *Requirements:* 12 Monk and **Special Training** from the Azure Peaks

**Other Specializations**

* *Martial Mastery:*  Increases the damage of all Martial/Pheonix abilities by 1%.
	+ *Cost Per Rank:*  1
	+ *Total Ranks:*  50

#top

#### Sorcerer and Wizard Abilities

Many spells have being modified and some also have specializations, they can be found here.

**Mana Ray** - Channel a ray of pure magic energy to scorch your enemies.

* *Damage increased by:* Intelligence, Charisma, Lore
* *Requirements:* 1 Caster Level

**Thorn Whip** - Lash a foe with sharp, piercing vines.

* *Damage increased by:* Intelligence, Charisma, Lore, Wisdom
* *Requirements:* 1 Caster Level
* *Specializations (Found under Druid specializations):*
	+ *Damage Increase:*  Increase Thorn Whip damage by 1%.
		- *Cost Per Rank:*  1
		- *Total Ranks:*  50
	+ *Cripping Vines:*  Thorn Whip applies a one round entangle.
		- *Cost Per Rank:*  6
		- *Total Ranks:*  1

**Channel Magic** - Channel energies from the Ether, instantly replenishing Cantrip Spells. The channeling leaves you momentarily weak, reducing your AC by 10 for 20 seconds.

* *Effect increased by:* None.
* *Requirements:* 6 Caster Level
* *Specializations:*
	+ *Ether Tap:*  Stengthen your connection to the Ether, allowing Channel Magic to restore 1st Degree spells in addition to Cantrips. Increases the cooldown of Channel Magic.
		- *Cost Per Rank:*  6
		- *Total Ranks:*  1

**Blood Bolts** - Blood Magic: Force your life-force into another, causing them great damage. Inflicts self-harm on use.

* *Damage increased by:* Intelligence, Charisma, Lore, Greater Spell Focus, Epic Spell Focus
* *Requirements:* 1 Caster Level, 12 Character Level, Spell Focus:Necromancy feat.

**Glacial Burst** - Channel a frost blast, sheering nearby enemies with ice.

* *Damage increased by:* Intelligence, Charisma, Lore
* *Requirements:* 12 Caster Level
* *Specializations:*
	+ *Damage Increase:*  Increase Ice Burst damage by 1%
		- *Cost Per Rank:*  1
		- *Total Ranks:*  50

**Curse: Apathy** - Curse a group of enemies lowering their elemental resistances by 15%

* *Effect increased by:* None.
* *Requirements:* **Special Training** from the Heiss Region.
* **Note: This ability does not require any caster levels.**
* *Specializations:*
	+ *Harvest Life:*  Your ability to commune with the Realm of Dead allows you to more easily cull the life of others, increasing your AoE death magic DC by 10.
		- *Cost Per Rank:*  5
		- *Total Ranks:*  10
	+ *Cold Apathy:*  Increases the effect of Curse: Apathy to 50%
		- *Cost Per Rank:*  18
		- *Total Ranks:*  1

**Weaver's Web** - Expel viscous silver webs which damage, root and slow target enemies.

* *Damage increased by:* Intelligence, Charisma, Lore
* *Requirements:* **Special Training** from Silverweave Forest.

**Auric Circle** - Summon a field of power increasing the damage of spells cast from within.

* *Damage increased by:* Spellpower
* *Requirements:* **Special Training** from the Heiss Castle.

**Putrid Acid Rain** - Rain down vile putrid acid searing the flesh of nearby enemies.

* *Damage increased by:* Intelligence, Charisma, Lore
* *Requirements:* **Special Training** from North Heiss.
* *Specializations:*
	+ *Damage Increase:*  Increase Putrid Acid Rain damage by 1%.
		- *Cost Per Rank:*  1
		- *Total Ranks:*  50

**Leeching Thorns** - Vicious vampire thorns erupt around the caster slowing and siphoning life from nearby enemies.

* *Damage increased by:* Intelligence, Charisma, Lore
* *Requirements:* **Special Training** from the Andolv Jungle.
* *Specializations:*
	+ *Damage Increase:*  Increase Leeching Thorns damage by 1%.
		- *Cost Per Rank:*  1
		- *Total Ranks:*  50

**Flash Freeze** - Envelop the targets in a cone of explosive frost. Slows enemies with a small chance of freezing their internals.

* *Damage increased by:* Lore, Spell Damage, Technique Mastery
* *Requirements:* Special Training

**Other Specializations**

* *Philosopher's Pact:*  Increases Spell Power by 5. Does not apply to on-hit spells.
	+ *Cost Per Rank:*  2
	+ *Total Ranks:*  50
* *Magic Barrier:*  Epic Mage Armor provides 1 AC per Sorcerer/Wizard level.
	+ *Cost Per Rank:*  20
	+ *Total Ranks:*  1
* *Seer's Warding:*  Epic Warding provides 2 Damage soak per Sorcerer/Wizard level.
	+ *Cost Per Rank:*  20
	+ *Total Ranks:*  1

#top

#### Rogue Abilities

**Shiv** - Quickly shiv the enemy's exposed areas, dealing damage and stunning them briefly. Improves with repeated use.

* *Damage increased by:* Skill Mastery
* *Requirements:* 1 Rogue.
* *Specializations:*
	+ *Glass Knife:*  Increase the base damage of Shiv.
		- *Cost Per Rank:*  1
		- *Total Ranks:*  5
	+ *Deep Knife:*  Shiv's stun duration is extended to 6 seconds. Slightly increases Shiv's cooldown.
		- *Cost Per Rank:*  6
		- *Total Ranks:*  1

**Evasive Stance** - Nimble and quick on your feet - you feel as though attacks just roll off of you. Temporarily increases AC and Tumble, scaling with your Bluff skill. Lasts for one turn.

* *Effect increased by:* Bluff
* *Requirements:* 1 Rogue, 12 Character Level.

**Backhand Blade** - A quick-handed shiv attack with enhanced precision.

* *Damage increased by:* Dexterity, Bluff
* *Requirements:* 1 Rogue, 18 Character Level.
* *Specializations:*
	+ *Damage Increase:*  Increase Backhand Blade damage by 1%.
		- *Cost Per Rank:*  1
		- *Total Ranks:*  50

**Backstab** - Jam your weapon into the back of the enemy. Deals 50% increased damage from behind the target. Damage increases with training.

* *Damage increased by:* Strength, Dexterity, Skill Mastery
* *Requirements:* 18 Rogue.
* *Specializations:*
	+ *Pigstick:*  Increse the base damage of Backstab.
		- *Cost Per Rank:*  1
		- *Total Ranks:*  5

**Gut** - A vicious attack which causes the targets to bleed out.

* *Damage increased by:* Bluff, Strength
* *Requirements:* 1 Rogue, 24 Character Level.

**Choke Cord** - A clever slash with your weapon. Deals 50% increased damage and inflicts Blindness when execute from behind the target. Damage increases with training.

* *Damage increased by:* Strength, Dexterity, Skill Mastery
* *Requirements:* 24 Rogue.
* *Specializations:*
	+ *Preparation: Choke Cord:*  Reduces the Rogue level requirement of Choke Cord.
		- *Cost Per Rank:*  2
		- *Total Ranks:*  10

**Siege Guard** - Instantly deploy a Siege Guard automated turret which impales nearby enemies with iron rails.

* *Damage increased by:* Set Trap
* *Requirements:* 24 Rogue, Training from the Dark Forest Region.

**Mutilate** - Slice and Slash your target to bits. Causes a brief stun and has a rare chance to strike up to 3 times.

* *Damage increased by:* Dexterity, Bluff, Technique Mastery
* *Requirements:* Special Training

**Other Specializations**

* *Class Mastery:*  Increases Rogue Class damage by 5.
	+ *Cost Per Rank:*  1
	+ *Total Ranks:*  50
* *Master Trapper:*  Setup time for Automated Traps is significantly reduced in exchange for a one round cooldown.
	+ *Cost Per Rank:*  6
	+ *Total Ranks:*  1

#top

#### Druid and Shifter Abilities

* *Class Mastery:*  Increases Druid Class damage by 5.
	+ *Cost Per Rank:*  1
	+ *Total Ranks:*  50

#top

#### Ranger and Arcane Archer Abilities

**Wild Strike** - Strike your enemy with a high slash followed by a low slash. Improves with repeated use. Requires two weapons or an offhand shield.

* *Damage increased by:* Skill Mastery
* *Requirements:* 1 Ranger/Archer
* *Specializations:*
	+ *Wild Stance:*  Increase the base damage of Wild Strike.
		- *Cost Per Rank:*  2
		- *Total Ranks:*  5

**Snipe** - Shoot with exact precision - striking the enemy at their vulnerable points.

* *Damage increased by:* Dexterity
* *Requirements:* 1 Ranger/Archer

**Bola Toss** - Throw a twisted bola at your target's legs hampering their movement speed and making them vulnerable to slashing damage. Target must fail a Reflex saving throw to be affected.

* *Damage increased by:* Dexterity, +Spell DC
* *Requirements:* 12 Ranger/Archer
* *Specializations:*
	+ *Fast Bola:*  Reduce the cooldown of Bola Toss by 1s per rank.
		- *Cost Per Rank:*  1
		- *Total Ranks:*  30

**Strafe** - Fire a quick succession of arrows.

* *Damage increased by:* Dexterity, Concentration
* *Requirements:* 1 Ranger/Archer, 12 Character Level

**Arctic Shot** - A precise blast of piercing ice. Deals damage and has a high chance to hamper movement.

* *Damage increased by:* Wisdom, Dexterity
* *Requirements:* 18 Ranger/Archer
* *Specializations:*
	+ *Damage Increase:*  Increase Arctic Shot damage by 1%.
		- *Cost Per Rank:*  1
		- *Total Ranks:*  50
	+ *Frozen Splinters:*  Increase the slowing effect of Arctic Shot to 99%.
		- *Cost Per Rank:*  18
		- *Total Ranks:*  1

**Flourish** - A masterful flourish deflects damage onto attackers during a brief window of opportunity.

* *Damage increased by:* Total level, Ranger Damage, Dexterity
* *Requirements:* 18 Ranger/Archer

**Stalker's Aim** - A technique passed down to only the greatest of big game hunter. Deals damage with a high chance to stun the target.

* *Damage increased by:* Wisdom, Dexterity, Concentration
* *Requirements:* 1 Ranger/Archer
* *Specializations:*
	+ *Damage Increase:*  Increase Stalker's Aim damage by 1%.
		- *Cost Per Rank:*  1
		- *Total Ranks:*  50

**Septic Arrow** - Toxic arrow which deals a lingering acid damage over time

* *Damage increased by:* Wisdom, Concentration
* *Requirements:* 1 Ranger/Archer, 24 Character Level.
* *Specializations:*
	+ *Damage Increase:*  Increase Septic Arrow damage by 1%.
		- *Cost Per Rank:*  1
		- *Total Ranks:*  50
	+ *Poison Coating:*  Increase the duration of Septic Arrow by 50%
		- *Cost Per Rank:*  20
		- *Total Ranks:*  1

**Unleash** - Masterful reflexes allow you to rack multiple arrows firing on all nearby targets.

* *Damage increased by:* Wisdom, Dexterity, Concentration
* *Requirements:* 24 Ranger/Archer and **Special Training** from the Silverweave Forest.
* *Specializations:*
	+ *Preparation: Unleash:*  Reduces the Ranger/AA level requirement of Unleash.
		- *Cost Per Rank:*  2
		- *Total Ranks:*  10

**Raking Fangs** - A vicious animalistic flurry which attempts to sever the arteries of the target causing bleeding. Requires two weapons or an off-hand shield.

* *Damage increased by:* Dexterity, Wisdom, Parry, Animal Empathy
* *Requirements:* 24 Ranger/Archer
* *Specializations:*
	+ *Damage Increase:*  Increase Raking Fangs damage by 1%.
		- *Cost Per Rank:*  1
		- *Total Ranks:*  50
	+ *Preparation: Raking Fangs:*  Reduces the Ranger/AA level requirement of Raking Fangs.
		- *Cost Per Rank:*  2
		- *Total Ranks:*  10

**Frozen Flower** - Launch a whip of frozen vines at your opponent potentially gripping them. Capable of a critical strike dealing 50% increased damage. Requires a Ranged Weapon.

* *Damage increased by:* Spell Damage, Technique Mastery.
* *Requirements:* Special Training

**Other Specializations**

* *Class Mastery:*  Increases Ranger Class damage by 5.
	+ *Cost Per Rank:*  1
	+ *Total Ranks:*  50
* *Runic Infusion:*  Infuse your arrow abilities with Runic energy, applying 10% of your spell Damage to attacks. (Max 50%).
	+ - *Cost Per Rank:*  10
		- *Total Ranks:*  5

#top

#### Paladin Abilities

**Judgement Strike** - Slash the enemy with holy fury rendering their flesh cleansed of sin.

* *Damage increased by:* Heal
* *Requirements:* 1 Paladin
* *Specializations:*
	+ *Damage Increase:*  Increase Judgement Strike damage by 1%.
		- *Cost Per Rank:*  1
		- *Total Ranks:*  50

**Honed Weapon** - With practiced whit, smite the enemy with a series of divine strikes. Damage increases with each attack if the enemy is evil.

* *Damage increased by:* Skill Mastery
* *Requirements:* 6 Paladin
* *Specializations:*
	+ *Paired Weapon:*  Increase the base damage of Honed Weapon
		- *Cost Per Rank:*  1
		- *Total Ranks:*  5

**Striking Light** - Strike an enemy with divine justice, rending their soul. Deals bonus damage vs evil

* *Damage increased by:* Strength, Dexterity, Wisdom, Heal
* *Requirements:* 1 Paladin, 12 Character Level.
* *Specializations:*
	+ *Damage Increase:*  Increase Striking Light damage by 1%.
		- *Cost Per Rank:*  1
		- *Total Ranks:*  50
	+ *Blinding Judgement:*  Striking Light inflicts Blindness for 12s.
		- *Cost Per Rank:*  6
		- *Total Ranks:*  1

**Sanctify** - Mark your target with a divine strike, healing equal to your heal skill.

* *Damage increased by:* Concentration, Heal
* *Requirements:* 12 Paladin
* *Specializations:*
	+ *Damage Increase:*  Increase Sanctigy damage by 1%.
		- *Cost Per Rank:*  1
		- *Total Ranks:*  50

**Tempered Attack** - A quickened masterful strike delivering divine damage to a single target.

* *Damage increased by:* Strength, Charisma, Wisdom, Skill Mastery
* *Requirements:* 18 Paladin
* *Specializations:*
	+ *Tempered Stance:*  Increase the base damage of Tempered Attack
		- *Cost Per Rank:*  2
		- *Total Ranks:*  5

**Ascended Halo** - Holy light embues one's weapon with absolute enhancement and divine damage, lasting 30 seconds. At paladin level 30, the divine damage transforms into a permanent holy aura.

* *Damage increased by:* Discipline, Strength.
* *Effect increased by:* 30 Paladin
* *Requirements:* 18 Paladin

**Purifying Call** - Cast your holy judgements and scorch nearby enemies with a purifying light.

* *Damage increased by:* Strength, Heal
* *Requirements:* 1 Paladin, 24 Character Level
* *Specializations:*
	+ *Damage Increase:*  Increase Purifying Call damage by 1%.
		- *Cost Per Rank:*  1
		- *Total Ranks:*  50
	+ *Righteous Purification:*  Heal for the damage dealt by Purifying Call.
		- *Cost Per Rank:*  12
		- *Total Ranks:*  1
	+ *Zealous Smite:*  Purifying Call Increases your Divine fervor, refreshing the use of Smite Evil.
		- *Cost Per Rank:*  6
		- *Total Ranks:*  1

**Reckoning** - A sacred strike which severs the target with a flash of elemental and holy attacks.

* *Damage increased by:* Heal, Concentration, Strength, Wisdom
* *Requirements:* 24 Paladin
* *Specializations:*
	+ *Damage Increase:*  Increase Reckoning damage by 1%.
		- *Cost Per Rank:*  1
		- *Total Ranks:*  50
	+ *Preparation: Reckoning:*  Reduces the Paladin level requirement of Reckoning.
		- *Cost Per Rank:*  2
		- *Total Ranks:*  10

**Divine Shield** - Feat specializations

* *Holy Shield:*  Divine Shield provides Dodge AC to your full Charisma Modifier. Duration is downgraded from Hours to Turns.
	+ - *Cost Per Rank:*  6
		- *Total Ranks:*  1
	+ *Divine Plating:*  The armor provided by Divine Shield acts as Shield Enchantment AC.
		- *Cost Per Rank:*  6
		- *Total Ranks:*  1

**Other Specializations**

* *Class Mastery:*  Increases Paladin Class damage by 5.
	+ *Cost Per Rank:*  1
	+ *Total Ranks:*  50

#top

#### Cleric Abilities

**Divine Strike** - Smite an enemy with divine fury.

* *Damage increased by:* Spell Damage
* *Requirements:* 1 Cleric
* *Specializations:*
	+ *Damage Increase:*  Increase Divine Strike damage by 1%.
		- *Cost Per Rank:*  1
		- *Total Ranks:*  50

**Crucify Undead** - Impale Evil with a salt covered weapon. Damage doubles vs Undead foes.

* *Damage increased by:* Heal, Spell Damage
* *Requirements:* 12 Cleric
* *Specializations:*
	+ *Damage Increase:*  Increase Crucify damage by 1%.
		- *Cost Per Rank:*  1
		- *Total Ranks:*  50

**Zone of Purity** - Invoke a symbol of divine purity, which smites nearby foes each round. The location of the Symbol cannot be controlled. Last 6 rounds.

* *Effect increased by:* Wisdom, Heal, Spell Damage
* *Requirements:* 18 Cleric

**Righteous Scorch** - Release a series of scorching holy beams towards a target location. Deals increased damage to Undead..

* *Effect increased by:* Spell Damage, Heal
* *Requirements:* 18 Cleric
* *Specializations:*
	+ *Damage Increase:*  Increase Righteous Scorch damage by 1%.
		- *Cost Per Rank:*  1
		- *Total Ranks:*  50

**Divine Rend** - Absolve evil with a righteous holy weapon. Doubles damage vs Undead foes.

* *Damage increased by:* Wisdom, Heal, Spell Damage
* *Requirements:* 24 Cleric
* *Specializations:*
	+ *Damage Increase:*  Increase Divine Rend damage by 1%.
		- *Cost Per Rank:*  1
		- *Total Ranks:*  50
	+ *Righteous Weapon:*  Divine Rend heals the user. Ability cooldown is increased.
		- *Cost Per Rank:*  24
		- *Total Ranks:*  1
* *Specializations:*
	+ *Preparation: Divine Rend:*  Reduces the Cleric level requirement of Divine Rend.
		- *Cost Per Rank:*  2
		- *Total Ranks:*  10

**Cleansing Circle** - Summons a life-giving field healing you and nearby allies every round.

* *Effect increased by:* Spell Damage
* *Requirements:* Special Training from the Ruins of Rain.

**Zone of the Pale Moon** - Invoke the symbol of the Pale Moon. The Moon's violet light burns with magic for those caught whitin, sometimes turning their flesh to stone. The location of the Symbol cannot be controlled. Last 6 rounds.

* *Damage increased by:* Wisdom, Heal, Spell Damage
* *Requirements:* 24 Cleric

**Other Specializations**

* *Philosopher's Pact:*  Increases Spell Power by 5. Does not apply to on-hit spells.
	+ *Cost Per Rank:*  1
	+ *Total Ranks:*  50

#top

### Prestige Classes

#### Champion of Torm Abilities

**Rendition of Torm** - Strike the enemy with sacrificial blood. Applies a 25% physical damage vulnerability to the target for 6s. Requires a 25% HP self sacrifice.

* *Damage increased by:* Wisdom, Max HP,
* *Requirements:* 1 Champion of Torm

**Inspire Against Darkness** - Become a ward of light - immune to the dangers of darkness. Inspires additional regeneration and a damage shield based on half of your Champion level.

* *Damage increased by:* 25% of Champion Skill damage
* *Requirements:* 1 Champion of Torm, 12 Character Level

**Crashing Impact** - Your elite Champion training allows you to make a sonic strike which echoes through the target causing tremendous damage. Improves with repeated use.

* *Damage increased by:* Strength, Charisma, Skill Mastery
* *Requirements:* 12 Champion of Torm
* *Specializations:*
	+ *Echoing Impact:*  Increase the base damage of Crashing Impact.
		- *Cost Per Rank:*  2
		- *Total Ranks:*  5

**Sacred Riposte** - A deflective slam against all frontal targets. Deals damage while making the Champion physically resistant for a short time.

* *Damage increased by:* Strength, Parry
* *Requirements:* 18 Champion of Torm
* *Specializations:*
	+ *Damage Increase:*  Increase Sacred Riposte damage by 1%.
		- *Cost Per Rank:*  1
		- *Total Ranks:*  50
	+ *Preparation: Sacred Riposte:*  Reduces the Champion level requirement of Sacred Riposte.
		- *Cost Per Rank:*  2
		- *Total Ranks:*  10

**Rapid Strike** - A deflective slam against all frontal targets. Deals damage while making the Champion physically resistant for a short time.

* *Damage increased by:* Strength, Parry
* *Requirements:* 18 Champion of Torm
* *Specializations:*
	+ *Damage Increase:*  Increase Rapid Strike damage by 1%.
		- *Cost Per Rank:*  1
		- *Total Ranks:*  50
	+ *Preparation: Rapid Strike:*  Reduces the Champion level requirement of Rapid Strike.
		- *Cost Per Rank:*  2
		- *Total Ranks:*  10

**Relic Shine** - Invoke divine judgement upon the unworthy while providing healing and shielding to the righteous

* *Damage increased by:* Strength, Constitution, Heal, Parry
* *Requirements:* 24 Champion of Torm, Training from the Ruins of Rain.
* *Specializations:*
	+ *Damage Increase:*  Increase Relic: Shine's damage, healing and shielding by 1%.
		- *Cost Per Rank:*  2
		- *Total Ranks:*  50
	+ *Cooldown reduction:*  Reduce Relic: Shine's cooldown by 1 second.
		- *Cost Per Rank:*  2
		- *Total Ranks:*  60

**Other Specializations**

* *Class Mastery:*  Increases Champion Class damage by 5.
	+ *Cost Per Rank:*  1
	+ *Total Ranks:*  50

#top

#### Blackguard Abilities

**Night's Edge** - Slash through the target, dealing vampiric damage.

* *Damage increased by:* None.
* *Requirements:* 6 Blackguard
* *Specializations:*
	+ *Bleeding Sheen:*  Increase the vampirism provided by Night's Edge by 10%
		- *Cost Per Rank:*  6
		- *Total Ranks:*  5
	+ *Damage Increase:*  Increase Night's Edge damage by 1%.
		- *Cost Per Rank:*  1
		- *Total Ranks:*  50

**Dark Culling** - Reap nearby targets for negative energy damage - healing for damage done.

* *Damage increased by:* None.
* *Requirements:* 12 Blackguard
* *Specializations:*
	+ *Bloodtide Call:*  Increase the vampirism provided by Dark Culling by 10%
		- *Cost Per Rank:* 12
		- *Total Ranks:* 5

**Abyssal Grasp** - Send out a dark feeler, grasping the target and dragging them towards the Blackguard. Deals Negative damage

* *Damage increased by:* None.
* *Requirements:* 12 Blackguard
* *Specializations:*
	+ *Darkhand:*  Increases the damage of Abyssal Grasp by 10%
		- *Cost Per Rank:* 2
		- *Total Ranks:* 5

**Blood Moon Arc** - A wide arc strike which tears apart frontal enemies, healing for damage done.

* *Damage increased by:* Intimidate or Taunt, whichever is highest.
* *Requirements:* 12 Blackguard
* *Specializations:*
	+ *Damage Increase:*  Increase Blood Moon Arc's damage by 1%.
		- *Cost Per Rank:* 1
		- *Total Ranks:* 50

**Reave** - Crush the enemy with a gut-wrenching attack. Improves with repeated use.

* *Damage increased by:* Skill Mastery
* *Requirements:* 18 Blackguard
* *Specializations:*
	+ *Bloody Reaves:*  Increase the base damage of Reave.
		- *Cost Per Rank:* 2
		- *Total Ranks:* 5

**Guillotine** - Sever all frontal targets from their life force, using it to regenerate oneself.

* *Damage increased by:* Strength, Wisdom, Intimidate or Taunt, whichever is highest
* *Requirements:* 24 Blackguard
* *Specializations:*
	+ *Damage Increase:*  Increase Guillotine damage by 1%.
		- *Cost Per Rank:* 1
		- *Total Ranks:* 50
	+ *Preparation: Guillotine:*  Reduces the Blackguard level requirement of Guillotine.
		- *Cost Per Rank:* 2
		- *Total Ranks:* 10
	+ *Harvest Good:*  The splatter from your Guillotine forces you into a blood frenzy, refreshing your Smite Good feat.
		- *Cost Per Rank:* 12
		- *Total Ranks:* 1

**Black Harken Blade** - Sacrifice half of one's own life force and devastate your enemy with a cosmic blow.

* *Damage increased by:* Strength, Intimidate, Taunt
* *Requirements:* 24 Blackguard and **Special Training** from the Witched Woods.
* *Specializations:*
	+ *Preparation: Black Harken Blade:*  Reduces the Blackguard level requirement of Black Harken Blade.
		- *Cost Per Rank:* 2
		- *Total Ranks:* 10

**Vanquish** - Channel your inner darkness delivering unholy justice against a single target. Increased chances of a Critical Strike, dealing 50% increased damage.

* *Damage increased by:* Strength, Taunt, Skill Mastery.
* *Requirements:* Special Training

**Other Specializations**

* *Class Mastery:*  Increases Blackguard Class damage by 5.
	+ *Cost Per Rank:*  1
	+ *Total Ranks:*  50

#top

#### Shadowdancer Abilities

**Bluffing Shadows** - Meld with the shadows, concealing oneself for three rounds.

* *Effect increased by:* Bluff, Hide
* *Requirements:* 1 Shadowdancer
* *Specializations:*
	+ *Aimed Thrust:*  Shadowstep applies a 40 Negative Damage buff for 4s.
		- *Cost Per Rank:* 12
		- *Total Ranks:* 1
	+ *Lingering Shadow:*  Shadowstep leaves behind a Lingering Shadow which can attack nearby enemies, but cannot move. Last for 3 rounds.
		- *Cost Per Rank:* 12
		- *Total Ranks:* 1

**Shadowstep** - Dash through the shadows, appearing beside your target. Provides Improved Invisibility and a 1d8 Negative Damage bonus for half a round.

* *Requirements:* 1 Shadowdancer

**Shadow Stitch** - Slash through the shadows, piercing through target defenses and stunning for 12 seconds.

* *Damage increased by:* Strength, Dexterity, Bluff, Skill Mastery
* *Requirements:* 10 Shadowdancer, 18 Character Level
* *Specializations:*
	+ *Melding blades:*  Increase the base damage of Shadow Stitch.
		- *Cost Per Rank:* 2
		- *Total Ranks:* 5

**Phantom Knife** - Bounce a dagger between the eyes of nearby targets, potentially blinding them.

* *Damage increased by:* Dexterity, Hide
* *Requirements:* 18 Shadowdancer
* *Specializations:*
	+ *Damage Increase:*  Increase Phantom Knife damage by 1%.
		- *Cost Per Rank:* 1
		- *Total Ranks:* 50

**Shadow Flare** - Mark your target for combustion, engulfing them in Shadowfire.

* *Damage increased by:* Dexterity, Hide, Bluff
* *Requirements:* 18 Shadowdancer
* *Specializations:*
	+ *Damage Increase:*  Increase Shadow Flare damage by 1%.
		- *Cost Per Rank:* 1
		- *Total Ranks:* 50

**Mimicking Shadow** - Call forth a shadow which mimicks the user, acting as their double in combat.

* *Damage increased by:* None.
* *Requirements:* 24 Shadowdancer and **Special Training** from the Shakti Lair in the Dark Forest Transit region.

**Other Specializations**

* *Class Mastery:*  Increases Shadow Dancer Class damage by 5.
	+ *Cost Per Rank:* 1
	+ *Total Ranks:* 50

#top

#### Assassin Abilities

**Puncture** - Deals damage and applies a stack of Wounding.

* *Damage increased by:* Bluff
* *Requirements:* 1 Assassin

**Culling Strike** - A finishing strike, deals increased damage with each Wounding stack on the enemy. Consumes all Wounding stacks on target.

* *Damage increased by:* Wounding stacks, Bluff
* *Requirements:* 1 Assassin, 6 Character Level
* *Specializations:*
	+ *Butcher's Cleave:*  Culling Strike's reach extends to all nearby enemies withing a 5m radius.
		- *Cost Per Rank:* 6
		- *Total Ranks:* 1

**Fan of Knives** - Release a fan of blades in a frontal cone striking targets with piercing damage.

* *Damage increased by:* Strength, Dexterity, Tumble
* *Requirements:* 12 Assassin
* *Specializations:*
	+ *Damage Increase:*  Increase Fan of Knives damage by 1%.
		- *Cost Per Rank:* 1
		- *Total Ranks:* 50

**Gutting Strike** - A finishing strike which stuns the target and deals additional damage, consuming wounds.

* *Damage increased by:* Wounding stacks, Bluff, Tumble
* *Requirements:* 1 Assassin, 18 Character Level
* *Specializations:*
	+ *Damage Increase:*  Increase Gutting Strike damage by 1%.
		- *Cost Per Rank:* 1
		- *Total Ranks:* 50

**Deep Puncture** - Deals a medium amount of damage and applies two stacks of Wounding.

* *Damage increased by:* Dexterity, Bluff, Tumble
* *Requirements:* 18 Assassin

**Thirsty Fangs** - A trick attack that leeches life from the enemy. Applies a stack of Wounding.

* *Damage increased by:* Dexterity, Bluff, Tumble
* *Requirements:* 24 Assassin
* *Specializations:*
	+ *Preparation: Thirsty Fangs:*  Reduces the Assassin level requirement of Thirsty Fangs.
		- *Cost Per Rank:* 2
		- *Total Ranks:* 10

**Ravage** - A finishing strike which lacerates the target causing the to bleed heavily. Consumes all Wounding Stacks.

* *Damage increased by:* Wounding stacks, Bluff, Tumble
* *Requirements:* 18 Assassin

**Stance:Fade** - Your mastery of the shadows has allowed you to attain an incorporeal form. Applies 10%+ Concealment (Scaling Max 70%)

* *Effect increased by:* +2% concealment per Assassin level(max 70%)
* *Requirements:* 10 Assassin
* *Specializations (Under Shadowdancer Menu):*
	+ *Zephyr's Mist:*  You fade into mist, effortlessly moving with the breeze. Your Fade Stance benefits from effects of Zephyrs Stance.
		- *Cost Per Rank:* 12
		- *Total Ranks:* 1

**Bed of Spikes** - Surprise nearby foes with an eruption of spikes. Capable of slowing enemies.

* *Damage increased by:* Dexterity, Bluff, Technique Mastery

**Other Specializations**

* *Class Mastery:*  Increases Assassin Class damage by 5.
	+ *Cost Per Rank:* 1
	+ *Total Ranks:* 50

#top

#### Purple Dragon Knight Abilities

**Dragon Stance** - Enrage with Draconic fury, covering you in dark flame. Provides a damaging fire shield for 30s.

* *Damage increased by:* PDK level
* *Requirements:* 1 Purple Dragon Knight

**Dragon's Talon** - A technique handed down only to those most dedicated. Strikes forward enemies with draconic fury.

* *Damage increased by:* Discipline
* *Requirements:* 6 Purple Dragon Knight
* *Specializations:*
	+ *Damage Increase:*  Increase Dragon's Talon damage by 1%.
		- *Cost Per Rank:* 1
		- *Total Ranks:* 50

**Piercing Tail** - A magical strike which pierces through enemy defenses.

* *Damage increased by:* Strength, Intelligence, Skill Mastery
* *Requirements:* 12 Purple Dragon Knight
* *Specializations:*
	+ *Sharp Tail:*  Increase the base damage of Piercing Tail.
		- *Cost Per Rank:* 2
		- *Total Ranks:* 5

**Enscale** - Shed one's armor while growing a sheath of iron scales. These flourescent scales counteract physical damage.

* *Effect increased by:* None.
* *Requirements:* 18 Purple Dragon Knight

**Frozen Scales** - Shroud oneself with blistering frozen scales. Provides a damaging cold shield for 30s.

* *Damage increased by:* Intelligence, PDK level
* *Requirements:* 18 Purple Dragon Knight

**Sundering Rage** - Scream out with the fury of the Sleeping King, putting nearby enemies into a slumber and then erupting them shortly after.

* *Damage increased by:* Discipline, Parry, Intelligence
* *Requirements:* 24 Purple Dragon Knight and Training from the Ruins of Rain
* *Specializations:*
	+ *Preparation: Sundering Rage:*  Reduces the PDK level requirement of Sundering Rage.
		- *Cost Per Rank:* 2
		- *Total Ranks:* 10

**Draconic Coil** - Impale your enemy, releasing an explosion of glowing scales.

* *Damage increased by:* Strength, Intimidate, Discipline, Thorns
* *Requirements:* 24 Purple Dragon Knight and **Special Training** in the Underdark.
* *Specializations:*
	+ *Preparation: Draconic Coil:*  Reduces the PDK level requirement of Draconic Coil.
		- *Cost Per Rank:* 2
		- *Total Ranks:* 10

**Triturate** - Take flight and impale your foe from a great height. During the maneuver you become flat-footed, losing all AC bonuses.

* *Damage increased by:* Strength, Discipline, Skill Mastery
* *Requirements:* Special Training
* *Specializations:*
	+ *Soaring Talons:* Triturate's impact is increased by violent speed, causing damage to nearby enemies and bonus damage to the main target.
		- *Cost Per Rank:* 6
		- *Total Ranks:* 1

**Other Specializations**

* *Class Mastery:*  Increases Purple Dragon Knight Class damage by 5.
	+ *Cost Per Rank:* 1
	+ *Total Ranks:* 50

#top

#### Palemaster Abilities

**Carve** - Using a two-handed weapon, enter a fury, carving nearby enemies. Deal half Piercing and half negative energy damage.

* *Damage increased by:* Discipline
* *Requirements:* 1 Palemaster
* *Specializations:*
	+ *Damage Increase:*  Increase Carve damage by 1%.
		- *Cost Per Rank:* 1
		- *Total Ranks:* 50

**Consuming Shadows** - Rally the darkness within - increasing damage dealt by 1d8 Negative. Lasts for 30 seconds.

* *Damage increased by:* Character Level
* *Requirements:* 1 Palemaster, 6 Character Level

**Abhorrent Nightmare** - Summon an Abhorrent Nightmare from the Abyss to spread disease and death. At Pale Master level 30, an Abhorrent Incubus will be summoned - a demon of incredible power which utilizes your spell Damage.

* *Damage increased by:*  Spell Damage
* *Effect increased by:*  30 Pale Master Levels
* *Requirements:* 1 Palemaster, 12 Character Levels

**Marrow Lance** - Impale frontal targets with a conjured mass of blood and bone.

* *Damage increased by:* Intelligence, Spell Damage, Greater Spell Focus, Epic Spell Focus
* *Requirements:* 12 Palemaster and **Spell Focus: Necromancy**
* *Specializations:*
	+ *Damage Increase:*  Increase Marrow Lance damage by 1%.
		- *Cost Per Rank:* 1
		- *Total Ranks:* 50

**Haunt** - Torment the mind of your target, causing them to run in terror while taking negative damage over time. At the end of the 3 round duration, the target takes additional damage based on how far they ran from their initial point.

* *Damage increased by:* Spell Damage
* *Requirements:* 18 Palemaster and **Spell Focus: Necromancy**

**Spite** - Spites a group of targets, lowering their resistance to negative energy by 25% and slowing them. Lasts for 30 seconds.

* *Damage increased by:* None.
* *Requirements:* 1 Palemaster and 18 Character Levels

**Eldritch Plague** - A consuming sickness which spreads to others if the target dies before the plague has run it's course.

* *Damage increased by:* Spellcraft, Intelligence, Concentration, Spell Damage
* *Requirements:* 24 Palemaster and 24 Character Levels
* *Specializations:*
	+ *Damage Increase:*  Increase Eldritch Plague damage by 1%.
		- *Cost Per Rank:* 1
		- *Total Ranks:* 50
	+ *Dance of the Yellow King:* Eldritch Plague's duration is doubled.
		- *Cost Per Rank:* 24
		- *Total Ranks:* 1

**Aura: Eldritch Miasma** - Surround oneself with life consuming miasma

* *Damage increased by:* Spell Damage
* *Requirements:* 18 Palemaster and **Special Training** from the Underdark.

**Other Specializations**

* *Class Mastery:*  Increases Palemaster Class damage by 5.
	+ *Cost Per Rank:* 1
	+ *Total Ranks:* 50

#top

#### Dwarven Defender Abilities

**Defensive Stance** - Mobile defensive stance that increases Dodge AC, Strength, Constitution, and Saving Throws.

* *Effect increased by:* Dwarven Defender level
* *Requirements:* 1 Dwarven Defender
* *Specializations:*
	+ *Zephyr Bulkwark:* Your steel plates channel airflow during combat. Your Defensive Stance benefits from effects of Zephyr Stance.
		- *Cost Per Rank:* 12
		- *Total Ranks:* 1

**Smiting Hammer** - Slam the enemy with a magical hammer, dealing crippling damage.

* *Damage increased by:* Strength, Concentration, Thorns
* *Requirements:* 1 Dwarven Defender
* *Specializations:*
	+ *Damage Increase:*  Increase Smiting Hammer damage by 1%.
		- *Cost Per Rank:* 1
		- *Total Ranks:* 50

**Shield Rush** - Slam frontal enemies with your shield, delivering a concussive blow.

* *Damage increased by:* Shield Size, Constitution, Concentration, Thorns
* *Requirements:* 6 Dwarven Defender

**Witch Hunter** - A technique handed down from an ancient order of Dwarven mage hunters - allowing oneself to become immune to darkness and the elements.

* *Duration increased by:* 1 Round per Dwarven Defender level (Max 15)
* *Requirements:* 12 Dwarven Defender
* *Specializations:*
	+ *Anti-Magic Runic Barrier:* Converts Witch Hunter into a Anti-Magic stance, absorbing 15% of incoming Fire, Cold, Electrical Acid and Negative damage.
		- *Cost Per Rank:* 12
		- *Total Ranks:* 1
* *Specializations:*
	+ *Lei-Line Bulwark:* Anti-Magic Runic Barrier provides a flat reduction of Fire, Cold, Electrical, Acid and Negative Damage, based on your Concentration and Discipline skill levels. Requires the Anti-Magic Runic Barrier Specialization
		- *Cost Per Rank:* 12
		- *Total Ranks:* 1

**Mountain Grog** - Take a swig of the ol' good stuff. The potency of the alcohol numbs your senses adding temporary HP for a short time.

* *Effect increased by:* Constitution, Concentration
* *Requirements:* 12 Dwarven Defender

**Brambles Stand** - Attack opponents using your savage thorns. Applies a piercing damage bonus equal to the amount of thorns on your shield(max 20)

* *Effect increased by:* Thorns
* *Requirements:* 10 Dwarven Defender

**Head Smash** - Smash your skull into the enemy potentially destroying their stance causing them to become stunned or knocked down. Capable of striking critically.

* *Damage increased by:* Constitution, Discipline, Thorns
* *Requirements:* 18 Dwarven Defender

**Exsolving Strike** - The rage and torment of battle forces you to exert a deep strike dealing damage based on half your current hit points.

* *Damage increased by:*  Half of HP
* *Requirements:* 24 Dwarven Defender and Training from the Azure Peaks Region
* *Specializations:*
	+ *Preparation: Exsolving Strike:*  Reduces the Dwarven Defender level requirement of Exsolving Strike.
		- *Cost Per Rank:* 2
		- *Total Ranks:* 10

**Eruption** - Slam the ground with your stout fury, erupting the ground below - crushing frontal enemies.

* *Damage increased by:* Strength, Constitution, Discipline, Thorns
* *Requirements:* 24 Dwarven Defender
* *Specializations:*
	+ *Preparation:Eruption:*  Reduces the Dwarven Defender level requirement of Eruption.
		- *Cost Per Rank:* 2
		- *Total Ranks:* 10

**Shield Wall** - Smash your opponents with your shield, while reducing physical damage for one round.

* *Damage increased by:* Strength, Thorns, Skill Mastery
* *Requirements:* Special Training

**Other Specializations**

* *Class Mastery:*  Increases Dwarven Defender Class damage by 5.
	+ *Cost Per Rank:* 1
	+ *Total Ranks:* 50

#top

#### Red Dragon Disciple Abilities

**Drakefire** - Ignites a target scorched by Dragon Breath, consuming them with Drakefire - burning them and nearby targets over time.

* *Damage increased by:* Spell Damage
* *Requirements:* 10 Red Dragon Disciple

**Silver Breath** - A furious dragon breath that tears enemies apart with magical bolts.

* *Damage increased by:* Spell Damage
* *Requirements:* **Special Training** from the Andolv Jungle.
* *Specializations:*
	+ *Damage Increase:*  Increase Silver Breath damage by 1%.
		- *Cost Per Rank:* 1
		- *Total Ranks:* 50

**Peak's Breath** - A chilling Dragon breath which shears enemies with ice shards

* *Damage increased by:* Spell Damage
* *Requirements:* **Special Training** from the Azure Peaks.
* *Specializations:*
	+ *Damage Increase:*  Increase Peak's Breath damage by 1%.
		- *Cost Per Rank:* 1
		- *Total Ranks:* 50

**Prismatic Breath** - A dazzling dragon breath which blinds enemies with strobing lights.

* *Damage increased by:* Spell Damage
* *Requirements:* **Special Training** from the Azure Peaks.

**Gold Breath** - Breathe glimmering sunlight upon one's foes, overwhelming them with positive energy for a short time.

* *Damage increased by:* Spell Damage
* *Requirements:* **Special Training** from the Severed Isle.
* *Specializations:*
	+ *Damage Increase:*  Increase Gold Breath's damage by 1%.
		- *Cost Per Rank:* 1
		- *Total Ranks:* 50

**Aura: Sky Frost** - Freezing mist surrounds your body numbing those who dare trek near.

* *Damage increased by:* Spell Damage
* *Requirements:* 24 and **Special Training** from the Azure Peaks.
* *Specializations:*
	+ *Preparation Sky Frost:*  Reduces the RDD level requirement of Sky Frost.
		- *Cost Per Rank:* 2
		- *Total Ranks:* 10

**Dragon Breath** - Feat Specializations

* *Specializations:*
	+ *Scorch Mark:* Dragon Breath will always Scorch targets.
		- *Cost Per Rank:* 10
		- *Total Ranks:* 1
	+ *Fundamentum:* The Draconic glands in your neck expand in capacity, allowing you to breath fire naturally. Dragon Breath recharges after use.
		- *Cost Per Rank:* 10
		- *Total Ranks:* 1
	+ *Brimstone Breath:* Your Dragon Breath releases sharp fragments of brimstone which pierce enemies. Converts half damage to physical
		- *Cost Per Rank:* 10
		- *Total Ranks:* 1

**Other Specializations**

* *Class Mastery:*  Increases Red Dragon Disciple Class damage by 5.
	+ *Cost Per Rank:* 1
	+ *Total Ranks:* 50

#top

#### Weaponmaster Abilities

**Ki Release** - Release all accumulated Ki, restoring one's wounds.

* If more than 1000 Ki is released the user will be cleaned of all negative effects.
* If more than 2000 Ki is released the user will experience a Second Wind, restoring all of their Active Feats.
* *Requirements:* 1 Weapon Master

**Flustered Strike** - A masterful strike to the opponent's arms, dealing damage and causing them to fumble their attacks. Builds Ki.

* *Damage increased by:* Parry
* *Requirements:* 1 Weapon Master

**Hemmorrhage** - A forceful attack that causes internal bleeding trauma. Builds Ki.

* *Damage increased by:* Discipline, Strength, Dexterity
* *Requirements:* 10 Weapon Master and Special training from Heiss

**Heavy Handed** - A heavy attack which drives through the target. Builds Ki.

* *Damage increased by:* Strength, Skill Mastery
* *Requirements:* 12 Weapon Master and special training from the Blackwinch Region

**Enveloping Force** - Focus Ki into your weapon, striking down a ingle foe with intense pressure

* *Damage increased by:* Ki Energy
* *Requirements:* 18 Weapon Master

**Overpower** - Knowledge passed down to only the most devoted of Masters. Performs and overwhelming Ki attack which leaves your opponent devastated. Has a 25% chance to strike for critical damage. Builds Ki.

* *Damage increased by:* Discipline, Strength, Parry, Intimidate
* *Requirements:* 30 Weapon Master

### Specialized Abilities

Abilities that has no class requirement or associated class power(Until it stated bellow).

They can be unlocked with Specialization Points.

**Glacial Field** - Flash freeze a location, causing damage overtime to those who remain in the frozen field.

* *Damage increased by:* Spell Damage
* *Unlock Cost:* 6
* *Specializations:*
	+ *Damage Increase:*  Increase Glacial Field damage by 1%.
		- *Cost Per Rank:* 1
		- *Total Ranks:* 50

**Chiropterate** - Unleash a Frenzied swarm of bloodthirsty bats, tearing apart frontal targets.

* *Damage increased by:* Spell Damage, Shadowdancer Damage
* *Unlock Cost:* 12
* *Specializations:*
	+ *Damage Increase:*  Increase Chiropterate damage by 1%.
		- *Cost Per Rank:* 1
		- *Total Ranks:* 50

**Barbed Weapon** - Imbibe one's weapon in piercing thorns, forcing the target to bleed over 6 rounds.

* *Damage increased by:* Thorns
* *Unlock Cost:* 6

**Crimson Gale** - Crimson clouds strike all nearby enemies in a large area.

* *Damage increased by:* Spell Damage
* *Unlock Cost:* 12
* *Specializations:*
	+ *Damage Increase:*  Increase Crimson Gale damage by 1%.
		- *Cost Per Rank:* 1
		- *Total Ranks:* 50

**Trashing Roots** - An eruption of roots spring forward, lashing nearby targets.

* *Damage increased by:* Thorns, Spell Damage
* *Unlock Cost:* 12
* *Specializations:*
	+ *Damage Increase:*  Increase Trashing Roots damage by 1%.
		- *Cost Per Rank:* 1
		- *Total Ranks:* 50

**Satchel Charge** - Toss out an explosive satchel which takes four rounds to arm. After arming, the satchel can be detonated by activating the ability a second time.

* *Damage increased by:* Set Trap, Bluff, Use Magic Device
* *Unlock Cost:* 18
* *Specializations:*
	+ *Black Gunpowder:*  Your Satchels are packed with Black Gunpowder, creating large shockwaves upon explosion. This shockwave is enough to knock down enemies - causing tremors in their bones, forcing them into slowed movement.
		- *Cost Per Rank:* 18
		- *Total Ranks:* 1

**Deteriorate** - Use your weapon to shake your enemy poise - dealing bludgeoning damage and applying a stack of Crumble. If a Crit-Immune target reaches 3 stacks of Crumble, their defenses will shatter - dealing bonus damage while removing their Crit-immunity

* *Damage increased by:* None.
* *Unlock Cost:* 18

**Walk of Pedition** - Set oneself ablaze, providing a temporary movement speed increase. The blaze consumes nearby enemies, damaging them every round for 3 rounds.

* *Damage increased by:* Spell Damage
* *Unlock Cost:* 6
* *Specializations:*
	+ *Damage Increase:*  Increase Walk of Pedition damage by 1%.
		- *Cost Per Rank:* 1
		- *Total Ranks:* 50

**Caustic Rain** - A dark cloud of corrosive acid pours down on you, scolding nearby enemies every round for 3 rounds.

* *Damage increased by:* Spell Damage
* *Unlock Cost:* 6
* *Specializations:*
	+ *Damage Increase:*  Increase Caustic Rain damage by 1%.
		- *Cost Per Rank:* 1
		- *Total Ranks:* 50

**Purifying Well** - An eruption of mending water erupt from bellow, healing nearby allies every round for 3 rounds.

* *Damage increased by:* Spell Damage
* *Unlock Cost:* 6

**Collapsing Star** - The light of a dying star amasses above your head, exploding into violent light after 3 rounds; damaging all nearby enemies.

* *Damage increased by:* Spell Damage
* *Unlock Cost:* 6
* *Specializations:*
	+ *Damage Increase:*  Increase Collapsing Star damage by 1%.
		- *Cost Per Rank:* 1
		- *Total Ranks:* 50

**Break Rift** - Temporarely sever the rift between worlds, causing Abyssal tendrils to leak through, damaging nearby enemies. Tendrils have a chance to root targets for a short period.

* *Damage increased by:* Thorns, Spell Damage
* *Unlock Cost:* 12
* *Specializations:*
	+ *Damage Increase:*  Increase Break Rift damage by 1%.
		- *Cost Per Rank:* 1
		- *Total Ranks:* 50