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Aryse Andenter
06-25-2005, 01:51 AM
The old list could no longer be modified or updated as it was longer than the permitted post size. The content has been copied here, please refer to this post (http://www.necrotalk.com/index.php?showtopic=1677) for the original comments.

Please post here with suggestions, corrections, additions, etc. If you want, screenshot in game text for the AAs and email me at aryseandenter@hotmail.com



You must spend 6 AAs in the General category to receive the title 'Baron/Baroness'
You must spend 12 AAs in the Archetype category to receive the title 'Sage'
You must spend 24 AAs in the 'Class' category to receive the title 'Lich'

Please see http://samanna.net/general/titles.shtml for a full list of titles now available.

Many thanks to those who have contributed to this list: particular thanks to team sexy of Hate guild, Felicite, and Xelgadis

Aryse Andenter
06-25-2005, 01:52 AM
General

Innate Strength
# of levels: 5
Cost/level: 1/1/1/1/1
This is a passive ability; it does not need to be activated.
Requirements: Level: 51, No previous ability requirements.
This ability raises your base Strength by 2 points for each ability level.
Does not raise the cap on the stat, but raises the actual stat as though worn at all times.
Very little use.

Innate Stamina
# of levels: 5
Cost/level: 1/1/1/1/1
This is a passive ability; it does not need to be activated.
Requirements: Level: 51, No previous ability requirements.
This ability raises your base Stamina by 2 points for each ability level.
Does not raise the cap on the stat, but raises the actual stat as though worn at all times.
The additional hitpoints are useful, particularly when on a CR, but for the cost you receive relatively few hitpoints. Consider this if you have poor gear and really need the extra hitpoints.

Innate Agility
# of levels: 5
Cost/level: 1/1/1/1/1
This is a passive ability; it does not need to be activated.
Requirements: Level: 51, No previous ability requirements.
This ability raises your base Agility by 2 points for each ability level.
Does not raise the cap on the stat, but raises the actual stat as though worn at all times.
Very little use.

Innate Dexterity
# of levels: 5
Cost/level: 1/1/1/1/1
This is a passive ability; it does not need to be activated.
Requirements: Level: 51, No previous ability requirements.
This ability raises your base Dexterity by 2 points for each ability level.
Does not raise the cap on the stat, but raises the actual stat as though worn at all times.
Very little use.

Innate Intelligence
# of levels: 5
Cost/level: 1/1/1/1/1
This is a passive ability; it does not need to be activated.
Requirements: Level: 51, No previous ability requirements.
This ability raises your base Intelligence by 2 points for each ability level. Does not raise the cap on the stat, but raises the actual stat as though worn at all times.
Usefulness depends entirely on the gear you have.

Innate Wisdom
# of levels: 5
Cost/level: 1/1/1/1/1
This is a passive ability; it does not need to be activated.
Requirements: Level: 51, No previous ability requirements.
This ability raises your base Wisdom by 2 points for each ability level.
Does not raise the cap on the stat, but raises the actual stat as though worn at all times.
This has no application for a necromancer.

Innate Charisma
# of levels: 5
Cost/level: 1/1/1/1/1
This is a passive ability; it does not need to be activated.
Requirements: Level: 51, No previous ability requirements.
This ability raises your base Charisma by 2 points for each ability level.
Does not raise the cap on the stat, but raises the actual stat as though worn at all times.
Very little use.

Innate Fire Protection
# of levels: 5
Cost/level: 1/1/1/1/1
This is a passive ability; it does not need to be activated.
Requirements: Level: 51, No previous ability requirements.
This ability raises your base Save Vs Fire by 2 points for each ability level.
Does not raise the cap on the stat, but raises the actual stat as though worn at all times.
Usefulness is dependent on your gear and the type or and frequency with which you encounter caster mobs. More useful on a PvP server.

Innate Cold Protection
# of levels: 5
Cost/level: 1/1/1/1/1
This is a passive ability; it does not need to be activated.
Requirements: Level: 51, No previous ability requirements.
This ability raises your base Save Vs Cold by 2 points for each ability level.
Does not raise the cap on the stat, but raises the actual stat as though worn at all times.
Usefulness is dependent on your gear and the type or and frequency with which you encounter caster mobs. More useful on a PvP server.

Innate Magic Protection
# of levels: 5
Cost/level: 1/1/1/1/1
This is a passive ability; it does not need to be activated.
Requirements: Level: 51, No previous ability requirements.
This ability raises your base Save Vs Magic by 2 points for each ability level.
Does not raise the cap on the stat, but raises the actual stat as though worn at all times.
Usefulness is dependent on your gear and the type or and frequency with which you encounter caster mobs. More useful on a PvP server.

Innate Poison Protection
# of levels: 5
Cost/level: 1/1/1/1/1
This is a passive ability; it does not need to be activated.
Requirements: Level: 51, No previous ability requirements.
This ability raises your base Save Vs Poison by 2 points for each ability level.
Does not raise the cap on the stat, but raises the actual stat as though worn at all times.
Usefulness is dependent on your gear and the type or and frequency with which you encounter caster mobs. More useful on a PvP server.

Innate Disease Protection
# of levels: 5
Cost/level: 1/1/1/1/1
This is a passive ability; it does not need to be activated.
Requirements: Level: 51, No previous ability requirements.
This ability raises your base Disease Vs Fire by 2 points for each ability level.
Does not raise the cap on the stat, but raises the actual stat as though worn at all times.
Usefulness is dependent on your gear and the type or and frequency with which you encounter caster mobs. More useful on a PvP server.

Innate Run Speed
# of levels: 3
Cost/level: 1/1/1
This is a passive ability; it does not need to be activated.
Requirements: Level: 51, No previous ability requirements.
This ability will slightly modify your base run speed. This modification does NOT stack with movement rate spell effects.
Each level increases your run speed by 10%.
Do this at level 51.

Innate Metabolism
# of levels: 3
Cost/level: 1/1/1
This is a passive ability; it does not need to be activated.
Requirements: Level: 51, No previous ability requirements.
This ability decreases your food consumption by 10, 25, and 50 percent.
This does not affect your water consumption, only food. Not a priority, nice to have if you use a lot of stat food.

Innate Lung Capacity
# of levels: 3
Cost/level: 1/1/1
This is a passive ability; it does not need to be activated.
Requirements: Level: 51, No previous ability requirements.
This ability increases the amount of air you have by 10, 25, and 50 percent.
Little practical use.

First Aid
# of levels: 3
Cost/level: 1/1/1
This is a passive ability; it does not need to be activated.
Requirements: Level: 51, No previous ability requirements.
This ability increases the maximum that you can bind wound by 10 percent for each ability level.
Limited usefulness. There are better things to get.

New Tanaan Crafting Mastery
# of levels: 6
Cost/level: 3/3/3/3/3/3
This is a passive ability; it does not need to be activated.
Requirements: Level: 51, No previous ability requirements.
Training with sages and merchants of New Tanaan gives adventurers the chance to hone their crafting skills. For each rank of this ability that you purchase, you are able to raise an additional trade skill past its Specialization level (200). (This ability applies to Baking, Blacksmithing, Brewing, Fletching, Jewelcraft, Pottery, and Tailoring.)
Tradeskills that are race/class based can be raised over the 200 skill level without purchasing this ability.
Do this as needed if you tradeskill.

Innate Regeneration
# of levels: 3
Cost/level: 1/1/1
This is a passive ability; it does not need to be activated.
Requirements: Level: 51, No previous ability requirements.
This ability raises your regeneration ability by 1 point per ability level.
/alt activate #: 14
Do this at level 51.

DoN AAs, found under the general tab

Gift of the Dark Reign
# of levels: 1
Cost/level: n/a
This is a passive ability; it does not need to be activated.
Requirements: Level: 65, No previous ability requirements.
Your devotion to Dark Reign grants you increased statistics.
This AA is the first AA received in 'evil' DoN progression. It increases your base stats (STR, STA, AGI, DEX, WIS, INT, CHA) by 10 points each. Also increases those stat caps by 10 points.

Gift of the Keepers
# of levels: 1
Cost/level: n/a
This is a passive ability; it does not need to be activated.
Requirements: Level: 65, No previous ability requirements.
Your devotion to Keepers of Norrath grants you increased statistics.
This AA is the first AA received in 'good' DoN progression. It increases your base stats (STR, STA, AGI, DEX, WIS, INT, CHA) by 10 points each. Also increases those stat caps by 10 points.

Tenacity of the Dark Reign
# of levels: 1
Cost/level: n/a
This is a passive ability; it does not need to be activated.
Requirements: Level: 65, No previous ability requirements.
Your devotion to Dark Reign grants you increased hit points, mana, and endurance.
This AA is the second AA received in 'evil' DoN progression. It increases your hp, mana and endurance by roughly 200-300.

Valor of the Keepers
# of levels: 1
Cost/level: n/a
This is a passive ability; it does not need to be activated.
Requirements: Level: 65, No previous ability requirements.
Your devotion to Keepers of Norrath grants you increased hit points, mana, and endurance.
This AA is the second AA received in 'good' DoN progression. It increases your hp, mana and endurance by roughly 200-300.

Embrace of the Dark Reign
# of levels: 1
Cost/level: n/a
This is a passive ability; it does not need to be activated.
Requirements: Level: 68, No previous ability requirements.
Your devotion to Dark Reign increases the number of mystical effects that can affect you at once.
This AA is the third AA received in 'evil' DoN progression. It adds one buff slot to your current total.

Embrace of the Keepers
# of levels: 1
Cost/level: n/a
This is a passive ability; it does not need to be activated.
Requirements: Level: 68, No previous ability requirements.
Your devotion to Keepers of Norrath increases the number of mystical effects that can affect you at once.
This AA is the third AA received in 'good' DoN progression. It adds one buff slot to your current total.

Power of the Dark Reign
# of levels: 1
Cost/level: n/a
This is a passive ability; it does not need to be activated.
Requirements: Level: 68, No previous ability requirements.
Your devotion to Dark Reign increases the chance that your direct damage spells, damage over time spells, healing spells, and melee attacks will have critical effect.
This AA is the fourth AA received in 'evil' DoN progression. It increases the chance of crits by 3%

Power of the Keepers
# of levels: 1
Cost/level: n/a
This is a passive ability; it does not need to be activated.
Requirements: Level: 68, No previous ability requirements.
Your devotion to Keepers of Norrath increases the chance that your direct damage spells, damage over time spells, healing spells, and melee attacks will have critical effect.
This AA is the fourth AA received in 'good' DoN progression. It increases the chance of crits by 3%.

Fervor of the Dark Reign
# of levels: 1
Cost/level: n/a
This is a passive ability; it does not need to be activated.
Requirements: Level: 68, No previous ability requirements.
Your devotion to Dark Reign provides you with an innate chance to completely resist the effects of most detrimental spells.
This AA is the fifth AA received in the 'evil' DoN progression.

Sanctity of the Keepers
# of levels: 1
Cost/level: n/a
This is a passive ability; it does not need to be activated.
Requirements: Level: 68, No previous ability requirements.
Your devotion to Norrath's Keepers provides you with an innate chance to completely resist the effects of most detrimental spells.
This is the fifth AA received in the 'good' DoN progression.


Archetype

Spell Casting Mastery
# of levels: 3
Cost/level: 2/4/6
This is a passive ability; it does not need to be activated.
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 and increases the chance to lower the mana cost for the spell by 5, 15, and 30 percent.
/alt activate #: 20
Very very useful, the natural choice after Run 3 and Regen 3.

Spell Casting Fury
# of levels: 3
Cost/level: 2/4/6
This is a passive ability; it does not need to be activated.
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. The ability levels increase your chance to score a critical by 2, 4, and 7 percent.
/alt activate #: 23
This also gives you the chance to crit on the damage portion of your lifetap. If you crit on the damage portion you will be healed for the full amount of the crit damage you did. At the first level your crits will be 133% of the total damage, at the second level 166%, and 200% of the damage at the third level.
Very useful, particularly in groups/raids. An early purchase.

Channeling Focus
# of levels: 3
Cost/level: 2/4/6
This is a passive ability; it does not need to be activated.
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.
/alt activate #: 24
Basically a good skill to have, but usually purchased after the combat innates - it’s better to just avoid being hit than to channel better when you are.

Spell Casting Subtlety
# of levels: 3
Cost/level: 2/4/6
This is a passive ability; it does not need to be activated.
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.
/alt activate #: 25
This will not affect your soloing, but will affect your ability to hold agro in some groups.
Important in raids and some groups. Consider it after 200 AA spent.

Spell Casting Expertise
# of levels: 3
Cost/level: 2/4/6
This is a passive ability; it does not need to be activated.
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.
/alt activate #: 26
Very limited use, most people so rarely use spells that are affected by this, and when they do use them it is almost never in a clutch situation where fizzling is a big problem. Buying the first level to use with your gate spell is the only practical use, and is not an urgent purchase by any means.

Spell Casting Deftness
# of levels: 3
Cost/level: 2/4/6
This is a passive ability; it does not need to be activated.
Requirements: Level: 55, Must spend 6 ability points in the General Abilities.
This ability reduces the casting time of beneficial spells that have a duration longer than instant and a cast time greater than four seconds. The ability levels reduce these casting times by 5, 15, and 25 percent.
/alt activate #: 27
Reduces the cast time on your buffs. This effect stacks with other focus items.
Not much value, consider after 300-400 AA spent.

Natural Durability
# of levels: 3
Cost/level: 2/4/6
This is a passive ability; it does not need to be activated.
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.)
Very very useful, should be in your first few purchases. The extra hitpoints are not for tanking - they are to help you lich longer and make you more likely survive a hit in solo/group or an AE on a raid. Useful in all situations. Plus, it's the gift that keeps on giving - as you get more hitpoints, it gives you more.

Combat Stability
# of levels: 3
Cost/level: 2/4/6
This is a passive ability; it does not need to be activated.
Requirements: Level: 55, Must spend 6 ability points in the General Abilities.
This ability increases melee damage mitigation by 2, 5, and 10 percent.
Do this early, in your first 100 AA after Combat Agility.

Combat Agility
# of levels: 3
Cost/level: 2/4/6
This is a passive ability; it does not need to be activated.
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.
Do this early, in your first 100 AA.

Mental Clarity
# of levels: 3
Cost/level: 2/4/6
This is a passive ability; it does not need to be activated.
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.
Get this when you need it - however, probably after 200AA spent.

Class

Mass Group Buff
# of levels: 1
Cost/level: 9
Type: Activated, Refresh Time: 1:12:00
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.
/alt activate #: 35
The only necromancer spell that can be MGBed is Dead Men Floating.
No practical application.

Innate Invis to Undead
# of levels: 1
Cost/level: 3
Type: Activated, Refresh Time: 0:00:07
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.
/alt activate #: 37
Functions as an insta-click mana-free Invis to Undead spell.
Situational application. Cheap and useful if you spend time in undead areas.

Dire Charm
# of levels: 1
Cost/level: 9
Type: Activated, Refresh Time: 1:12:00
Requirements: Level: 59, Must spend 12 ability points in the Archetype Abilities.
This ability gives you the chance to permanently charm an NPC. (Enchanters: All. Druids: Animals only. Necromancers: Undead only.)
/alt activate #: 46
These pets cannot be suspended, and you cannot have a DC pet and a regular pet at the same time. Mobs must level 46 or lower to be dire charmed. Dire charm breaks upon feigning death.
It has a lot of drawbacks which make it not practical use.

Mend Companion
# of levels: 1
Cost/level: 5
Type: Activated, Refresh Time: 0:36:00
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.
/alt activate #: 58
Heals your pet instantly for approximately 2500hp.
Limited use, only good for situations where your pet is tanking and must hold off the mob for an extra 30 seconds or so.

Life Burn
# of levels: 1
Cost/level: 9
Type: Activated, Refresh Time: 2:24:00
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.
/alt activate #: 68
After using Life Burn you will be left with 25% of your total buffed hitpoints. It taps back 1500hp over 30 seconds in addition to the initial burst damage, however if your target is killed by the initial blast of the life burn you do not receive this recourse. The recourse effects do stack with the Bond of Death line of spells.
Quite useful in PvP, and can an extra little punch in a raid or single group named mob, but refresh is too long for day-to-day use.

Dead Mesmerization
# of levels: 1
Cost/level: 3
Type: Activated, Refresh Time: 1:12:00
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.
/alt activate #: 69
Extremely limited usefulness.

Fearstorm
# of levels: 1
Cost/level: 5
Type: Activated, Refresh Time: 1:12:00
Requirements: Level: 59, Must spend 12 ability points in the Archetype Abilities.
Allows you to cast an AE low resist fear spell.
/alt activate #: 70
Mobs level 55+ and any mobs that are immune to fear will not be affected.
No practical application.

Flesh to Bone
# of levels: 1
Cost/level: 3
Type: Activated, Refresh Time: 0:00:07
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 effect will use magical or no drop items if they are held on the cursor.
/alt activate #: 71
Cheap way to avoid having to farm bone chips, not a priority.

Call to Corpse
# of levels: 1
Cost/level: 6
Type: Activated, Refresh Time: 1:12:00
Requirements: Level: 59, Must spend 12 ability points in the Archetype Abilities.
This ability allows you to cast a no component summon corpse spell.
/alt activate #: 72
A timesaver/money saver on a CR. Still not a priority though.

Pet Discipline
# of levels: 1
Cost/level: 6
This is a passive ability; it does not need to be activated.
Requirements: Level: 59, Must spend 12 ability points in the Archetype Abilities.
This ability will allow you to give your pet a 'hold' command until explicitly told to attack. Usage: /pet hold.
/alt activate #: 125
If something hits you or hits the pet, the pet will still not engage until specifically told to do so when this is turned on.
A must if you want to use your pet on a raid, but still a later purchase. This is a must for grouping necros on a PvP server as well.

Aryse Andenter
06-25-2005, 01:54 AM
PoP Advanced

Advanced Innate Strength
# of levels: 10
Cost/level: 1/1/1/1/1/1/1/1/1/1
This is a passive ability; it does not need to be activated.
Requirements: Level: 61, Innate Strength at Level 5.
This ability raises your innate Strength by two points per rank. You may train in this ability twice each level, beginning at level 61.
/alt activate #: 129
Does not raise the cap on the stat, but raises the actual stat as though worn at all times.
Very little use.

Advanced Innate Stamina
# of levels: 10
Cost/level: 1/1/1/1/1/1/1/1/1/1
This is a passive ability; it does not need to be activated.
Requirements: Level: 61, Innate Stamina at Level 5.
This ability raises your innate Stamina by two points per rank. You may train in this ability twice each level, beginning at level 61.
/alt activate #: 130
Does not raise the cap on the stat, but raises the actual stat as though worn at all times.
The additional hitpoints are useful, particularly when on a CR, but for the cost you receive relatively few hitpoints. Consider this if you have poor gear and really need the extra hitpoints.

Advanced Innate Agility
# of levels: 10
Cost/level: 1/1/1/1/1/1/1/1/1/1
This is a passive ability; it does not need to be activated.
Requirements: Level: 61, Innate Agility at Level 5.
This ability raises your innate Agility by two points per rank. You may train in this ability twice each level, beginning at level 61.
/alt activate #: 131
Does not raise the cap on the stat, but raises the actual stat as though worn at all times.
Very little use.

Advanced Innate Dexterity
# of levels: 10
Cost/level: 1/1/1/1/1/1/1/1/1/1
This is a passive ability; it does not need to be activated.
Requirements: Level: 61, Innate Dexterity at Level 5.
This ability raises your innate Dexterity by two points per rank. You may train in this ability twice each level, beginning at level 61.
/alt activate #: 132
Does not raise the cap on the stat, but raises the actual stat as though worn at all times.
Very little use.

Advanced Innate Intelligence
# of levels: 10
Cost/level: 1/1/1/1/1/1/1/1/1/1
This is a passive ability; it does not need to be activated.
Requirements: Level: 61, Innate Intelligence at Level 5.
This ability raises your innate Intelligence by two points per rank. You may train in this ability twice each level, beginning at level 61.
/alt activate #: 133
Does not raise the cap on the stat, but raises the actual stat as though worn at all times.
Usefulness depends entirely on the gear you have.

Advanced Innate Wisdom
# of levels: 10
Cost/level: 1/1/1/1/1/1/1/1/1/1
This is a passive ability; it does not need to be activated.
Requirements: Level: 61, Innate Wisdom at Level 5.
This ability raises your innate Wisdom by two points per rank. You may train in this ability twice each level, beginning at level 61.
/alt activate #: 134
Does not raise the cap on the stat, but raises the actual stat as though worn at all times.
This has no application for a necromancer.

Advanced Innate Charisma
# of levels: 10
Cost/level: 1/1/1/1/1/1/1/1/1/1
This is a passive ability; it does not need to be activated.
Requirements: Level: 61, Innate Charisma at Level 5.
This ability raises your innate Charisma by two points per rank. You may train in this ability twice each level, beginning at level 61.
/alt activate #: 135
Does not raise the cap on the stat, but raises the actual stat as though worn at all times.
Very little use.

Warding of Solusek
# of levels: 10
Cost/level: 1/1/1/1/1/1/1/1/1/1
This is a passive ability; it does not need to be activated.
Requirements: Level: 61, Innate Fire Protection at Level 5.
This ability raises your base resistance to fire-based spells by two points per rank. You may train in this ability twice each level, beginning at level 61.
/alt activate #: 136
Does not raise the cap on the stat, but raises the actual stat as though worn at all times.
Usefulness is dependent on your gear and the type or and frequency with which you encounter caster mobs. More useful on a PvP server.

Blessing of E’ci
# of levels: 10
Cost/level: 1/1/1/1/1/1/1/1/1/1
This is a passive ability; it does not need to be activated.
Requirements: Level: 61, Innate Cold Protection at Level 5.
This ability raises your base resistance to cold-based spells by two points per rank. You may train in this ability twice each level, beginning at level 61.
/alt activate #: 137
Does not raise the cap on the stat, but raises the actual stat as though worn at all times.
Usefulness is dependent on your gear and the type or and frequency with which you encounter caster mobs. More useful on a PvP server.

Marr’s Protection
# of levels: 10
Cost/level: 1/1/1/1/1/1/1/1/1/1
This is a passive ability; it does not need to be activated.
Requirements: Level: 61, Innate Magic Protection at Level 5.
This ability raises your base resistance to magic-based spells by two points per rank. You may train in this ability twice each level, beginning at level 61.
/alt activate #: 138
Does not raise the cap on the stat, but raises the actual stat as though worn at all times.
Usefulness is dependent on your gear and the type or and frequency with which you encounter caster mobs. More useful on a PvP server.

Shroud of the Faceless
# of levels: 10
Cost/level: 1/1/1/1/1/1/1/1/1/1
This is a passive ability; it does not need to be activated.
Requirements: Level: 61, Innate Poison Protection at Level 5.
This ability raises your base resistance to poison-based spells by two points per rank. You may train in this ability twice each level, beginning at level 61.
/alt activate #: 139
Does not raise the cap on the stat, but raises the actual stat as though worn at all times.
Usefulness is dependent on your gear and the type or and frequency with which you encounter caster mobs. More useful on a PvP server.

Bertoxxulous’ Gift
# of levels: 10
Cost/level: 1/1/1/1/1/1/1/1/1/1
This is a passive ability; it does not need to be activated.
Requirements: Level: 61, Innate Disease Protection at Level 5.
This ability raises your base resistance to disease-based spells by two points per rank. You may train in this ability twice each level, beginning at level 61.
/alt activate #: 140
Does not raise the cap on the stat, but raises the actual stat as though worn at all times.
Usefulness is dependent on your gear and the type or and frequency with which you encounter caster mobs. More useful on a PvP server.

Planar Power
# of levels: 5
Cost/level: 2/2/2/2/2
This is a passive ability; it does not need to be activated.
Requirements: Level: 61, No previous ability requirements.
This ability raises the maximum that your statistics can be raised to, with items or spells, by 5 points per rank. You may train in this ability once each level, beginning at level 61.
/alt activate #: 142
Raises the cap on all of your statistics, but does not raise the stat itself. This affects all stats including Intelligence.
Useful only once you have hit the cap on your stats.

Innate Enlightenment
# of levels: 5
Cost/level: 3/3/3/3/3
This is a passive ability; it does not need to be activated.
Requirements: Level: 61, No previous ability requirements.
Those who have meditated on the Plane of Tranquility find themselves able to expand their capacity of both Insight and Intellect. Each rank of this ability raises the maximum that you may raise your Intelligence and Wisdom by ten points. You may train in this ability once each level, beginning at level 61.
/alt activate #: 144
Raises the cap on your Intelligence, but does not raise the actual Intelligence stat.
Useful only once you have hit the cap on your Intelligence.

PoP Ability

Mastery of the Past
# of levels: 3
Cost/level: 3/6/9
This is a passive ability; it does not need to be activated.
Requirements: Level: 62, Spell Casting Expertise at Level 3.
This ability makes it impossible for you to fizzle a spell. The first level affects all spells below level 54. The second, on all spells below level 56. The third, on all spells below level 58. You may train in this ability once each level, upon reaching levels 62, 63, and 64.
/alt activate #: 150
Very limited use, most people so rarely use spells that are affected by this, and when they do use them it is almost never in a clutch situation where fizzling is a big problem. Not worth the AA cost.

Lightening Reflexes
# of levels: 5
Cost/level: 3/3/3/3/3
This is a passive ability; it does not need to be activated.
Requirements: Level: 61, Combat Agility at Level 3.
This ability further increases your chance of completely avoiding incoming melee damage. You may train in this ability once each level after reaching level 61.
/alt activate #: 151
Quite useful. This should be a fairly early purchase.

Innate Defense
# of levels: 5
Cost/level: 3/3/3/3/3
This is a passive ability; it does not need to be activated.
Requirements: Level: 61, Combat Stability at Level 3.
This ability further increases your mitigation of incoming melee damage. You may train in this ability once each level after reaching level 61.
/alt activate #: 152
It reduces the average amount of damage taken when hit by a mob.
Quite useful. This should be a fairly early purchase, after Lightning Reflexes.

Hastened Mending
# of levels: 3
Cost/level: 2/2/2
This is a passive ability; it does not need to be activated.
Requirements: Level: 63, Mend Companion at Level 1.
This ability decreases the amount of time required between uses of Mend Companion by ten percent per rank. You may train in this ability once each level, upon reaching level 63.
/alt activate #: 161
Incredibly limited use. Only get this if you are frustrated with the recast time on Mend Companion.

Wake the Dead
# of levels: 3
Cost/level: 5/4/3
Type: Activated, Refresh Time: 0:09:00
Requirements: Level: 61, No previous ability requirements.
This ability calls the shade of a nearby corpse back to life to serve the Necromancer. The soulless abomination will fight the target, until called back to the afterlife some time later. The slave summoned by the first rank of this ability server for 60 seconds, and each increasing rank adds 15 additional seconds. You may train the ranks of this ability at or after levels 61, 63, and 65.
/alt activate #: 175
You do not have control over your wake the dead pet. It is possible for a wake the dead pet to cast its own pet, and cast any number of spells on your target. A wake the dead pet does melee damage approximately equivalent to that of your pet. You cannot suspend a wake the dead pet, but you can have it at the same time as your pet or dire charmed pet. It remains if you feign death but disappears if you die. The cast time is 8 seconds for rank one and decreases by one second per rank.
This a more fun AA, rather than a more practical one. It provides a nice extra boost of damage, and can be frequently used. Also has the downside that the mob you wake could negatively affect your battle. Still, one of the better fun AAs to get.

Suspended Minion
# of levels: 2
Cost/level: 5/3
Type: Activated, Refresh Time: 0:00:01
Requirements: Level: 64, No previous ability requirements.
This ability grants the summoner the ability to suspend and recall their existing pet at will, providing they remain in their current zone. The first rank suspends the pet at its current health only, while the second rank suspends the pet with all of its beneficial effects as well as its weapons and armor. You may cast a second pet while your first pet is Suspended. You may train the first rank upon reaching level 62 and the second rank upon reaching level 64.
/alt activate #: 176
You can only suspend one pet at a time. You cannot suspend a charmed or dire charmed pet or a wake the dead pet. You cannot suspend your pet if he is attacking. If you gate, cross a zone line or levant/succor you will lose your suspended pet. (Exception: if you gate to a bind point in the same zone you do not lose it. Also, if you suspend a pet and then are rezzed in the same zone you do not lose your suspended pet.) The cast time is approximately 4 seconds.
Very useful when pet pulling. Can be useful when soloing for a back-up pet. The usefulness of this AA is highly dependent on your play style.

Feigned Minion
# of levels: 3
Cost/level: 3/3/3
This is a passive ability; it does not need to be activated.
Requirements: Level: 61, Pet Discipline at Level 1.
This ability allows you to instruct your pet to feign death via the '/pet feign' command. Three ranks of this skill are available, causing your pet to succeed 25%, 50%, and 75% of the time, respectively. You gain the ability to train an additional rank at levels 61, 63, and 65.
/alt activate #: 193
Instant cast, however if your pet fails it's attempt, the recast is approximately 10 seconds. It is subject to the same rules as your own feign death (i.e.. If the pet is being cast on while it feigns death, fd will be broken). While FDed, your pet regens health very quickly. You cannot activate this while you are casting a spell. (***Note: you must make your own hotkey for this ability***)
Useful if you have trouble pulling. This is one for when things go wrong in your farming and soloing. Unless you have specific problems with this you will probably not want to purchase it until you have 150+ AA spent.

Theft of Life
# of levels: 3
Cost/level: 1/2/3
This is a passive ability; it does not need to be activated.
Requirements: Level: 63, No previous ability requirements.
This ability grants a chance that the healing effect on your lifetaps will provide an exceptional amount of healing.
/alt activate #: 214
This affects the healing part of lifetaps and pet heals as well as your instant life flow but not heals over time.
Very useful in getting you out of clutch situations, and fantastic in PvP. At the cost, this is a huge benefit. Probably buy this in your first 50 AA.

Fury of Magic
# of levels: 3
Cost/level: 3/6/9
This is a passive ability; it does not need to be activated.
Requirements: Level: 61, Spell Casting Fury at Level 3.
This ability further increases your chance to score a critical hit with your direct damage spells.
/alt activate #: 215
This is a continuation of Spell Casting Fury. When maxed you will have the chance to crit approximately 14% of the time.
Useful in raids and groups primarily. If you find the crits from Spell Casting Fury helped out a lot, continue here. Probably begin to consider this purchase when you have 150 AA spent.

Gates

Swift Journey
# of levels: 2
Cost/level: 5/5
This is a passive ability; it does not need to be activated.
Requirements: Level: 61, Innate Run Speed at Level 3.
This ability will slightly modify your base run speed. This modification does NOT stack with movement rate spell effects.
Each level increases your run speed by 10%.
This is very useful, especially in kiting and PvP. While a bit expensive, you should purchase this in the first 100 AA you spend.

Convalescence
# of levels: 2
Cost/level: 3/3
This is a passive ability; it does not need to be activated.
Requirements: Level: 61, Innate Regeneration at Level 3.
This ability raises your regeneration ability by 1 point per ability level.
Useful if you feel that you are lacking in regeneration. Even then not in your first 50 AA spent.

Lasting Breath
# of levels: 2
Cost/level: 2/3
This is a passive ability; it does not need to be activated.
Requirements: Level: 61, Innate Lung Capacity at Level 3.
This ability increases the amount of air you can hold in your lungs.
No practical use as a necro.

Packrat
# of levels: 5
Cost/level: 3/3/3/3/3
This is a passive ability; it does not need to be activated.
Requirements: Level:61, No previous ability requirements.
Each rank in this ability improves the efficiency with which you store your gear, effectively reducing your overall weight.
No practical use.

Secondary Forte
# of levels: 1
Cost/level: 9
This is a passive ability; it does not need to be activated.
Requirements: Level: 55, Must spend 6 ability points in the General Abilities.
This ability allows you to advance a second arcane specialization past the limit of 50. After acquiring this ability, the next specialization to go over 50 becomes your secondary forte. The second specialization is limited to a maximum skill of 100.
This is a useful AA to get once you have BoT and Horror.

Persistent Casting
# of levels: 3
Cost/level: 3/6/9
This is a passive ability; it does not need to be activated.
Requirements: Level: 55, Must spend 6 ability points in the General Abilities.
Your highly developed concentration creates the possibility of continuing to cast spells while stunned. Increased ranks in this ability increase the chance that your spells will not be interrupted by stuns.
This allows for the rare chance of heroic channeling through even the worst stuns.
Not very useful.

Pet Affinity
# of levels: 1
Cost/level: 12
This is a passive ability; it does not need to be activated.
Requirements: Level: 65, No previous ability requirements.
This ability makes your summoned pets a valid target for beneficial group spells.
/alt activate #: 250
This does not affect charmed or dire charmed pets. This ability includes bard songs, MGBs and any group spells like group taps.
Nice if you are in groups often where you feel you would get some benefit. However, not an essential purchase by any means.

Critical Affliction
# of levels: 3
Cost/level: 3/6/9
This is a passive ability; it does not need to be activated.
Requirements: Level: 65, No previous ability requirements.
This ability grants damage-over-time spells the chance to have a critical effect each tick they are active.
The chances of a crit are assessed for each tick of a dot independently. At the first level, crits are approximately 3% of the time, the second level 6%, and at the third level expect crits 9% of the time. The crit includes the damage from focus effects.
Probably the best soloing AA, however it is very expensive. Because of this probably consider buying it at around 150 AA spent.

Fury of Magic Mastery
# of levels: 3
Cost/level: 3/6/9
This is a passive ability; it does not need to be activated.
Requirements: Level: 65, Fury of Magic at Level 3.
This ability further increases your chance to score a critical hit with direct damage spells.
/alt activate #: 216
At the final level you will crit approximately 21% of the time.
Useful, but a very late game purchase, especially as it has two sets or prerequisites.

Swarm of Decay
# of levels: 3
Cost/level: 3/6/9
Type: Activated, Refresh Time: 0:30:00
Requirements: Level: 65, No previous ability requirements.
This ability summons a swarm of skeletal archers to harry your foes.
/alt activate #: 277
Each level summons an additional archer. The archers are totally stationary and not under your control. They can hit for up to 301 points of damage but can also be affected by pet flurry and pet critical hits. This is an instant cast. The first level lasts for 30 seconds, the next 45 seconds, and the third for 60 seconds.
A fun AA, but has limited practical application - the long re-use time and inconsistent damage make this one to consider only after 400+ AA spent.

Death’s Fury
# of levels: 5
Cost/level: 3/3/3/3/3
This is a passive ability; it does not need to be activated.
Requirements: Level: 65, No previous ability requirements.
This ability imbues your pet with the ability to land critical hits.
Your pet will crit approximately 1% per level of this ability. This does affect any type of pet you have, including wake the dead, charmed, dire charmed, and swarm of decay pets. The total DPS increase from this for your pet is 5% - so for you, at a cost of 15 points you get 1% increase in DPS.
Not very useful.

Quickening of Death
# of levels: 5
Cost/level: 5/5/5/5/5
This is a passive ability; it does not need to be activated.
Requirements: Level: 65, No previous ability requirements.
This ability imbues your pet with the ability to flurry attacks.
/alt activate #: 279
A flurry adds the chance to have additional swings to the normal pet attack. The actual increase in damage is difficult to parse or assess, but seems to be about 9%.
Very expensive, get this late in the game.

Advanced Theft of Life
# of levels: 2
Cost/level: 5/5
This is a passive ability; it does not need to be activated.
Requirements: Level: 65, Theft of Life at Level 3.
This ability increases the chance that the healing effect of your lifetaps will provide an exceptional amount of healing.
/alt activate #: 280
Increases the frequency of crits on heals/the healing portion of lifetaps to approximately 14%.
Consider this after purchasing your other crits.

Aryse Andenter
06-25-2005, 01:54 AM
Omens

Eternal Breath
# of levels: 1
Cost/level: 5
This is a passive ability; it does not need to be activated.
Requirements: Level: 68, Lasting Breath at Level 2.
This ability grants you the permanent ability to breathe underwater and in airless environments.
No practical use.

Blacksmithing Mastery
# of levels: 3
Cost/level: 3/6/9
This is a passive ability; it does not need to be activated.
Requirements: Level: 59, No previous ability requirements.
This ability reduces the chance of failing blacksmith combinations by 10, 25, and 50 percent.
For serious tradeskillers only.

Baking Mastery
# of levels: 3
Cost/level: 3/6/9
This is a passive ability; it does not need to be activated.
Requirements: Level: 59, No previous ability requirements.
This ability reduces the chance of failing baking combinations by 10, 25, and 50 percent.
Very very limited value even to tradeskillers.

Brewing Mastery
# of levels: 3
Cost/level: 3/6/9
This is a passive ability; it does not need to be activated.
Requirements: Level: 59, No previous ability requirements.
This ability reduces the chance of failing brewing combinations by 10, 25, and 50 percent.
Very very limited value even to tradeskillers.

Fletching Mastery
# of levels: 3
Cost/level: 3/6/9
This is a passive ability; it does not need to be activated.
Requirements: Level: 59, No previous ability requirements.
This ability reduces the chance of failing fletching combinations by 10, 25, and 50 percent.
For serious tradeskillers only.

Pottery Mastery
# of levels: 3
Cost/level: 3/6/9
This is a passive ability; it does not need to be activated.
Requirements: Level: 59, No previous ability requirements.
This ability reduces the chance of failing pottery combinations by 10, 25, and 50 percent.
For serious tradeskillers only.

Tailoring Mastery
# of levels: 3
Cost/level: 3/6/9
This is a passive ability; it does not need to be activated.
Requirements: Level: 59, No previous ability requirements.
This ability reduces the chance of failing tailoring combinations by 10, 25, and 50 percent.
If you are using Solstice Robes to skill up purchase these AAs afterwards.
For serious tradeskillers only.

Salvage
# of levels: 3
Cost/level: 5/5/5
This is a passive ability; it does not need to be activated.
Requirements: Level: 65, No previous ability requirements.
This ability gives you the chance to automatically recover an item that would otherwise be lost on a failed tradeskill combine.
A useful ability for tradeskillers.

Origin
# of levels: 1
Cost/level: 7
Type: Activated, Refresh Time: 1:12:00
Requirements: Level: 67, No previous ability requirements.
Upon using this ability, you will be transported back to your starting city.
/alt activate #: 331
Handy as a second bind point.. if you are loved at home.
Less useful since there is also a 'return home' button at log in.

Chaotic Potential
# of levels: 5
Cost/level: 5/5/5/5/5
This is a passive ability; it does not need to be activated.
Requirements: Level 66, Planar Power at Level 5.
This ability raises the maximum that your statistics can be increased to with items and spells by 5 points per rank.
Further increases statistics above that offered by Planar Power by 5 points per rank. At level 5, INT can reach 405, and every other stat can reach 355.

Discordant Defiance
# of levels: 5
Cost/level: 5/5/5/5/5
This is a passive ability; it does not need to be activated.
Requirements: Level 66, No previous ability requirements.
This ability raises the maximum that your resistances can be increased to with items and spells by 5 points per rank.
Increases the maximum that your resistances can reach by 5. The maximum your resistances can reach with this ability is 525.

Trials of Mata Muram
# of levels: 6
Cost/level: n/a
This is a passive ability; it does not need to be activated.
Requirements: Level: 51, No previous ability requirements.
You have been strengthened by your ordeals during the Trials of Mata Muram, increasing your maximum resistance levels.
You receive one of these for completing each single group mpg trial. Each level increases your resist caps by 8.

Mystical Attuning
# of levels: 5
Cost/level: 5/5/5/5/5
This is a passive ability; it does not need to be activated.
Requirements: Level: 51, No previous ability requirements.
This ability increases the number of mystical effects that can affect you at once by 1 per rank.
Increases the maximum amount of buffs and effects that can affect you by 1 per rank. At level 5, you can have up to 20 buffs.
Only useful to a raiding necro.

Delay Death
# of levels: 5
Cost/level: 3/3/3/3/3
This is a passive ability; it does not need to be activated.
Requirements: Level: 66, No previous ability requirements.
This ability increases how far below zero your hit points can fall before you die by 50 hit points per rank. You will still fall unconscious when you reach zero hit points.
Increases the maximum amount of Hit Points you can fall below zero by 50 per rank. At level 5 you can go as low as -260 HP before dying. You still fall unconscious if you fall below zero.

Healthy Aura
# of levels: 5
Cost/level: 3/3/3/3/3
This is a passive ability; it does not need to be activated.
Requirements: Level: 66, Convalescence at Level 2.
This ability raises your natural regeneration by 1 point per rank.
Increases your natural regeneration by 1 point per rank.

Reflexive Mastery
# of levels: 5
Cost/level: 5/5/5/5/5
This is a passive ability; it does not need to be activated.
Requirements: Level: 69, Lightening Reflexes at Level 5.
This ability further increases your chance of completely avoiding incoming melee damage.
Further increases the chance to completely avoid melee damage. This enhances Lightning Reflexes.

Defensive Instincts
# of levels: 5
Cost/level: 5/5/5/5/5
This is a passive ability; it does not need to be activated.
Requirements: Level: 66, Innate Defense at Level 5.
This ability further increases your mitigation of incoming melee damage.
Further increases your mitigation to incoming melee damage. This enhances Innate Defense.

Mnemonic Retention
# of levels: 1
Cost/level: 3
This is a passive ability; it does not need to be activated.
Requirements: Level: 55, No previous ability requirements.
This ability gives you an additional spell slot so you can memorize an additional spell.
This grants you the ability to use an additional spell slot for memorizing spells. With this ability you can have up to 9 spells memorized.
Get this one as soon as possible.

Expansive Mind
# of levels: 5
Cost/level: 5/5/5/5/5
This is a passive ability; it does not need to be activated.
Requirements: Level: 66, No previous ability requirements.
This ability raises the maximum that your mana regeneration can be increased with items by 1 point per rank.
This ability expands the worn mana regeneration cap by 1 point per rank. With this ability you can reach as high as 20 mana regeneration with items.

Arcane Tongues
# of levels: 3
Cost/level: 3/6/9
This is a passive ability; it does not need to be activated.
Requirements: Level: 59, No previous ability requirements.
This ability reduces the chance of failing research combinations by 10, 25, and 50 percent.
Probably only useful if you regularly make spells for profit, however even then it has limited value for the cost.

Improved Critical Affliction
# of levels: 3
Cost/level: 3/6/9
This is a passive ability; it does not need to be activated.
Requirements: Level: 69, Critical Affliction at Level 2.
This ability grants damage-over-time spells an increased chance to have a critical effect each time they are active.
Further increases your chance for a "critical tick" on all running DoTs.

Persistent Minion
# of levels: 1
Cost/level: 7
This is a passive ability; it does not need to be activated.
Requirements: Level: 67, Suspended Minion at Level 2.
This ability upgrades your Suspended Minion ability to allow pets to remain suspended across zone lines. Also, if you camp with a suspended pet and have this ability, the pet will be available to you when you return.
This ability enhances Suspended Minion (you will not need a new hot button). It allows suspended pets to zone with you. This also allows pets to remain permanently if you camp while your pet is suspended.

Replenish Companion
# of levels: 3
Cost/level: 3/6/9
Type: Activated, Refresh Time: 0:36:00
Requirements: Level: 67, Mend Companion at Level 1.
This ability grants you an enhanced version of the Mend Companion ability. Each additional rank increase the healing power of the ability further.
/alt activate #: 418
Enhances Mend Companion. This upgrades your existing Mend Companion ability (you will need a new hot button), allowing you to mend up to 3000, 5000, and 7000 of your pet's hit points. This shares the same timer as Mend Companion, and is affected by Hasted Mend.

Advanced Pet Discipline
# of levels: 2
Cost/level: 5/3
This is a passive ability; it does not need to be activated.
Requirements: Level: 67, Pet Discipline at Level 1.
The first rank of this ability allows you to give your pet a "focus" command. While focused, your pet will ignore all other opponents until its current opponent is defeated. The second rank allows you to tell your pet to not cast any spells. Usage: /pet focus, /pet no cast.
Enhances Pet Discipline. The first rank grants you a /pet focus toggle ability, and the second provides a /pet no cast toggle ability. Pet Focus forces your pet to ignore all targets until the current target is vanquished. The second rank forces your pet to cease casting all spells.
The first rank is very beneficial to any raiding necro or to a grouping necro on a PvP server, however the second level has little use for a necro.

Destructive Fury
# of levels: 3
Cost/level: 3/6/9
This is a passive ability; it does not need to be activated.
Requirements: Level: 66, Fury of Magic Mastery at Level 3.
This ability increases the strength of your critical spell hits, causing them to do more damage.
This ability enhances your critical nukes. Each rank directly adds 5% damage to your crits, up to a maximum 15%. Focus effects still only work off the base damage of the nuke, however this will add significant damage to your nukes (up to 2.4% more overall damage). This ability does not increase the frequency of your critical nukes.

Death Peace
# of levels: 1
Cost/level: 5
Type: Activated, Refresh Time: 0:00:05
Requirements: Level: 66, No previous ability requirements.
This ability give you an additional way to feign death.
/alt activate #: 428
This rocks. Shares a recast timer with the spell of same name.. so don't even bother loading the spell. The subtle but important fact is you can cast this immediately after casting a spell... during the 2 seconds that all the spell gems are dark, you can still hit this.
Get this one as soon as you can.

Army of the Dead
# of levels: 3
Cost/level: 3/6/9
Type: Activated, Refresh Time: 0:09:00
Requirements: Level: 68, Wake the Dead at Level 3.
This ability calls up to five shades of nearby corpses back to life to server the necromancer. The soulless abominations will mindlessly fight the target until called back to the afterlife some time later. The first rank summons up to three shades that serve for 60 seconds, and each additional rank adds one more possible shade and increases their duration by 15 seconds.
/alt activate #: 430
Swarm of 3/4/5 corpse "pets".. whee.

Soul Thief
# of levels: 3
Cost/level: 5/5/5
This is a passive ability; it does not need to be activated.
Requirements: Level: 67, Advanced Theft of Life at Level 2.
This ability further increases the chance that the healing effect of your lifetaps will provide an exceptional amount of healing.
Even more crit heals on life taps.


Veteran

Lesson of the Devoted
# of levels: 1
Cost/level: n/a
Type: Activated, Refresh Time: 24:00:00
Requirements: Level: 1, No previous ability requirements.
This ability doubles the amount of experience you gain when killing NPCs for the next half an hour.
This AA is claimed by typing /veteranReward after one year subscribing to Everquest.

Infusion of the Faithful
# of levels: 1
Cost/level: n/a
Type: Activated, Refresh Time: 24:00:00
Requirements: Level: 1, No previous ability requirements.
This ability infuses you with raw power, maximizing all of your statistics, resists, and increasing your run speed.
This AA is claimed by typing /veteranReward after two years subscribing to Everquest.

Chaotic Jester
# of levels: 1
Cost/level: n/a
Type: Activated, Refresh Time: 24:00:00
Requirements: Level: 1, No previous ability requirements.
This ability summons forth a jester from Bristlebane's court. The jester sticks around for 15 minutes or until you zone.
This AA is claimed by typing /veteranReward after three years subscribing to Everquest. The jester tells jokes and will randomly cast various spells that provide benefits or minor penalties.

Expedient Recovery
# of levels: 1
Cost/level: n/a
Requirements: Level: 1, No previous ability requirements.
This AA is claimed by typing /veteranReward after four years subscribing to Everquest. Usable once per week, all the player’s corpses are summoned to their feet and given 100% experience resurrection.

Steadfast Servant
# of levels: 1
Cost/level: n/a
Type: Activated, Refresh Time: 24:00:00
Requirements: Level: 1, No previous ability requirements.
This AA is claimed by typing /veteranReward after five years subscribing to Everquest. Summons a creature that casts healing spells upon the player and others nearby. Lasts for half an hour and is usable once every 24 hours.

Staunch Recovery
# of levels: 1
Cost/level: n/a
Requirements: Level: 1, No previous ability requirements.
This AA is claimed by typing /veteranReward after six years subscribing to Everquest. Usable once every 3 days, the player is fully healed with health, mana, and endurance fully restored.

Intensity of the Resolute
# of levels: 1
Cost/level: n/a
Type: Activated, Refresh Time: 24:00:00
Requirements: Level: 1, No previous ability requirements.
This AA is claimed by typing /veteranReward after seven years subscribing to Everquest. Increases the power of the player’s abilities and heals substantially for 5 minutes once every 24 hours while the player is surrounded by a glow of energy.

aeriform
06-25-2005, 04:09 AM
Max number of characters for veteran AA's is how many? I have the AA's on 3 characters so far...

Aryse Andenter
06-25-2005, 04:54 AM
Same as the number of veteran rewards you have. If you only have one veteran reward, you can only have it on one toon.

Felicite
06-28-2005, 05:59 PM
Thank you Ayrse for doing the work of correcting, updating and merging this guide. It sorely needed it, but I know it takes time and energy. You're teh bestest.

aeriform
06-30-2005, 11:06 PM
I was planning on posting a couple errors I found, but then I found some more, then I found some info that was outdated and said to myself "Self, just rewrite the silly thing and post it on EQ necro since they don't have a listing yet".

AA listing (http://www.eqnecro.net/board/viewtopic.php?t=838&start=0&postdays=0&postorder=asc&highlight=)

There's still things wrong/missing, but less so. Personally I like having the duplicity of the two sites for back up of info reasons anyways.

Sathras
08-29-2005, 06:01 PM
I have a small question to the lifeburn aa though. It isn't listed, but it is aggro free, right? If so it might be an addition to the aa explanation.

Xelgadis
08-29-2005, 06:20 PM
You can, and will, get aggro if the nuke from your lifeburn moves you to the top of the hatelist. You won't, however, get "low health" aggro as a direct result of casting Lifeburn, you're left at 25% as a result of the cast. If you're dotted or whatnot, that could play into getting low health aggro if you, or someone else, doesn't do anything toward getting your health back up (Lifeburn Recourse is pretty pathetic for healing these days).

Sathras
08-31-2005, 07:35 AM
Thanks for clarification. It seems my tanks did quite a good job of building aggro as I've yet to get aggro on a lifeburn.

UsulDaNeriak
08-31-2005, 08:51 AM
i cast fang of death before i lifeburn and go fd shortly to clear aggo, if possible.
usually i cry /g LIFEBURN, if i press my lifeburn button. by 2 reasons:

1. nobody is shocked then about my low hp and is thinking i am under attack
2. the healer knows, that its a good idea to heal me in 7 sec, e.g start a CH now, if possible.

after lifeburn i FD immediately. if no heal comes in the next tick, i stand up and lifetap. works best for me.

cant remember, that i ever got aggo, since the change that lifeburn drops just to 25%.

Usul

Sathras
08-31-2005, 10:39 AM
Complete Heal on a me would be a waste. But I get the picture. ;)

Funny thing is while I have a warning message too I often get spam heals or such the moment lifeburn goes off. I should put it in pink or such I guess. :P

The idea with fang of death is nice. I might combine it in a hotkey even.

TheUnnamedShadow
01-25-2006, 09:16 AM
correction for the pet-fd aa
each level costs 3 points, so 9 in total, at least it did for me just recently

Aryse Andenter
01-25-2006, 03:06 PM
Fixed that, thanks.

Newcromancer
05-08-2006, 06:29 PM
I think they now made the vet AA's refresh one hour less, making them 23 hrs for reuse now.

GnekroeGnomicon
05-08-2006, 06:36 PM
4 hours actually

*** AAs ***

- Refunded Spell Casting Deftness AA to Enchanters. SCD was being overwritten by Quick Buff (a similar AA with superior benefits).
- Reduced the reuse time on all the veteran rewards by 4 hours.
- The stacking issues related to Gift of Mana and Abundant Healing have been resolved. Abundant Healing is once again available to purchase for healing classes and should now work properly if you also have Gift of Mana. You cannot proc both of them with one spell, but should see both of them procing now.

Newcromancer
03-06-2007, 04:01 PM
Any way we could get the DoDH AA's added to this list?

Nekrax
04-10-2007, 02:24 PM
Please?

Xislaben
04-10-2007, 03:01 PM
Depths of Dark Hollows

Innate See Invis
# of levels: 1
Cost/level: 9
This is a passive ability; it does not need to be activated.
Requirements: Level: 70, No previous ability requirements.
This ability permanently enhances your vision allowing you to see the invisible.
-Blah, both Lich and DMF have see invis as a component.

Prolonged Mortality
# of levels: 5
Cost/level: 5/5/5/5/5
This is a passive ability; it does not need to be activated.
You may train this ability at Level 70
Requirements: Delay Death at Level 5.
This ability increases how far below zero your hit points can fall before you die by an additional 50 hit points per rank. You will still fall unconscious when you reach zero hit points.
-About 500 hp total below 0 before you die?

Precognition
# of levels: 5
Cost/level: 5/5/5/5/5
This is a passive ability; it does not need to be activated.
You may train this ability at Level 70
Requirements: Reflexive Mastery at Level 5.
Each rank in this ability further increases your chance of completely avoiding incoming melee damage.
-Not sure the %, maybe 1%/rank?

Thick Skin
# of levels: 5
Cost/level: 5/5/5/5/5
This is a passive ability; it does not need to be activated.
You may train this ability at Level 70
Requirements: Defensive Instincts at Level 5.
Each rank in this ability further increases your mitigation of incoming melee damage.
-Not sure the %, maybe 1%/rank?

Silent Casting
# of levels: 5
Cost/level: 5/5/5/5/5
Type: Activated, Refresh Time: 0:36:00
You may train 1 rank at each of the following levels: 66, 67, 68, 69, 70
Requirements: Spell Casting Subtlety at Level 3.
While active, this ability will reduce the amount of hate you generate when casting spells by up to 20%. Each additional rank increases the maximum that this ability can reduce your hate by an additional 20%.
-I fail to see the value outside maybe trying to solo named and helping keep your pet on agro.

Bandage Wounds
# of levels: 5
Cost/level: 3/3/3/3/3
This is a passive ability; it does not need to be activated.
You may train 1 rank at each of the following levels: 66, 67, 68, 69, 70
Requirements: First Aid at Level 3.
Each rank in this ability increases the amount of healing provided by a single bandage.
-Running out of things to buy are we?

Gift of Mana
# of levels: 3
Cost/level: 3/6/9
This is a passive ability; it does not need to be activated.
You may train 1 rank at each of the following levels: 66, 68, 70
Requirements: Spell Casting Mastery at Level 3.
Whenever you cast a level 65 or higher spell that heals or harms someone, this ability grants you an innate chance for the next level 70 or lower spell you cast after that to only cost a single point of mana. Additional ranks increase the chance of this occurring. Note that you only have a brief time to make use of the benefits of this ability before it fades away.
-Buy this in the first 100 AA's maybe. Though a spell may only cost 1 mana you still need to have the base casting cost in mana to cast it, the 1 mana is after reductions.

Blood Magic
# of levels: 1
Cost/level: 12
Type: Activated, Refresh Time: 0:36:00
You may train this ability at Level 70
Requirements: Must spend 12 ability points in Archetype Abilities.
This ability allows you to fuel your spells directly from your health instead of from your mana. Blood magic is dangerous, though. Spells will drain more health than they would use mana and every time you cast a spell while Blood Magic is in effect, theres a chance that the penalty will grow. Once you have started using Blood Magic, you cannot stop until it wears off by itself or you die.
-This is a fun AA. Nowhere near as useful as wiz/enc mana stuff, even moreso now that it's been nerfed. You might be able to recover 20% or so of your mana pool while BM lasts, just make sure you have a dedicated healer or a no-ae event.

Graverobbing
# of levels: 3
Cost/level: 5/5/5
This is a passive ability; it does not need to be activated.
You may train this ability at Level 70
Requirements: Army of the Dead at Level 1.
This ability decreases the amount of time required between uses of Wake the Dead or Army of the Dead by one minute per rank.
-From 9 to 6 minutes recast timer. Nothing to knock your socks off, but extra dps is extra dps.

Affliction Mastery
# of levels: 3
Cost/level: 7/7/7
This is a passive ability; it does not need to be activated.
You may train this ability at Level 70
Requirements: Improved Critical Affliction at Level 3.
This ability improves the chance that damage-over-time spells will have a critical effect each time they are active.
-More dot crits, buy this asap. +2% /tier.

Cloak of Shadows
# of levels: 1
Cost/level: 12
Type: Activated, Refresh Time: 0:00:7
You may train this ability at Level 70
Requirements: Must spend 12 ability points in Archetype Abilities.
This ability allows you to become invisible nearly at will, without the need to memorize a spell.
-This is the poor man's pre-nerf CoS. Some value for corpse runs, if anybody knows what those are anymore.

Willful Death
# of levels: 5
Cost/level: 5/5/5/5/5
This is a passive ability; it does not need to be activated.
You may train 1 rank at each of the following levels: 66, 67, 68, 69, 70
Requirements: Must spend 12 ability points in Archetype Abilities.
Each rank in this ability gives you an increasing chance for your feigned deaths to not be revealed by spells cast upon you. At the highest rank, you become immune to feign breaking on a resisted spell and have a good chance of feigning through a spell that successfully lands upon you.
-Basically 50% chance (I know it says 100%, but is that true?) to not have fd broken by a resisted spell, and maybe 25% chance on an unresisted spell? The way it works though you will get conflicting spam sometimes on resisted spells saying you both had fd break and then you resumed feigning. Definitely worth buying now.

Xislaben
04-10-2007, 03:30 PM
The Serpent's Spine

Energetic Attunement
# of levels: 5
Cost/level: 5/5/5/5/5
This is a passive ability; it does not need to be activated.
You may train 1 rank at each of the following levels: 71, 72, 73, 74, 75
Requirements: Must spend 12 ability points in Archetype Abilities.
Energetic Attunement enhances your receptivity to the potential healing power of your magical gear. Each rank of this ability increases the maximum by which your hit point regeneration can be raised with items by 1 point.
-hp regen cap from gear increased by 5

Potential of Serpent Spine
# of levels: 5
Cost/level: 5/5/5/5/5
This is a passive ability; it does not need to be activated.
You may train 1 rank at each of the following levels: 71, 72, 73, 74, 75
Requirements: Chaotic Potential at Level 5.
Raises the maximum that your statistics can be increased to with items and spells by 5 points per rank.
-Yay stat caps

Deaths Door
# of levels: 5
Cost/level: 5/5/5/5/5
This is a passive ability; it does not need to be activated.
You may train 1 rank at each of the following levels: 71, 72, 73, 74, 75
Requirements: Prolonged Mortality at Level 5.
Increases how far below zero your hit points can fall before you die by an additional 50 hit points per rank. You will still fall unconscious when you reach zero hit points.
-Now 750 below 0?

Combat Medic
# of levels: 5
Cost/level: 3/3/3/3/3
This is a passive ability; it does not need to be activated.
You may train 1 rank at each of the following levels: 71, 72, 73, 74, 75
Requirements: Bandage Wounds at Level 5.
Increases the amount of healing provided by a single bandage
-Running out of aa's to buy eh?

Fast Healing
# of levels: 5
Cost/level: 3/3/3/3/3
This is a passive ability; it does not need to be activated.
You may train 1 rank at each of the following levels: 71, 72, 73, 74, 75
Requirements: Convalescence at Level 2.
Raises your innate natural regeneration by 1 hit point point per rank.
-Yay more innate regen cheaper than EA and don't need overcap regen

Quick Draw
# of levels: 1
Cost/level: 5
This is a passive ability; it does not need to be activated.
You may train this ability at Level 51
Requirements: No previous ability requirements
Quick Draw expands the potion belt by one additional available item slot.
-Blah, maybe put lifeshards there, does anybody ever make those?

Battle Ready
# of levels: 1
Cost/level: 5
This is a passive ability; it does not need to be activated.
You may train this ability at Level 51
Requirements: No previous ability requirements
Battle Ready expands the bandolier by one additional save slot
-Blah

Glyph of Dragon Scales
# of levels: 1
Cost/level: 3
Type: Activated, Refresh Time: 0:10:00
You may train this ability at Level 70
Requirements: No previous ability requirements
Once activated, Glyph of Dragon Scales will absorb a percentage of incoming damage from spells and melee attacks. It will last for 10 minutes or until it has absorbed a total of 10,000 damage.
-Expendable, kinda stupid

Glyph of Arcane Secrets
# of levels: 1
Cost/level: 3
Type: Activated, Refresh Time: 0:10:00
You may train this ability at Level 70
Requirements: No previous ability requirements
Once activated, Glyph of Arcane Secrets decreases the mana usage of your spells up to level 75 for 10 minutes. Glyph of Arcane Secrets has no effect on complete healing or percentage-based healing spells.
-Expendable, kinda stupid

Glyph of Draconic Potential
# of levels: 1
Cost/level: 3
Type: Activated, Refresh Time: 0:10:00
You may train this ability at Level 70
Requirements: No previous ability requirements
Once activated, Glyph of Draconic Potential increases your maximum hit points and mana by 750 for 10 minutes. This glyph does not increase your current hit points or mana.
-Expendable, kinda stupid

Glyph of Destruction
# of levels: 1
Cost/level: 3
Type: Activated, Refresh Time: 0:10:00
You may train this ability at Level 70
Requirements: No previous ability requirements
Once activated, Glyph of Destruction increases the damage done by your critical melee hits by 10% for 2 minutes.
-Expendable, kinda stupid does not work on DoTs

Labyrinthine Mind
# of levels: 5
Cost/level: 5/5/5/5/5
This is a passive ability; it does not need to be activated.
You may train 1 rank at each of the following levels: 71, 72, 73, 74, 75
Requirements: Expansive Mind at Level 5.
This ability raises the maximum that your mana regeneration can be increased with items by 1 point per rank.
-More ft, buy it when you can

Volatile Mana
# of levels: 3
Cost/level: 6/6/6
This is a passive ability; it does not need to be activated.
You may train 1 rank at each of the following levels: 71, 73, 75
Requirements: Fury of Magic Mastery at Level 3.
This ability further increases your chance to score a critical hit with your direct damage spells.
-More DD crits yay

Mana Fury
# of levels: 3
Cost/level: 6/6/6
This is a passive ability; it does not need to be activated.
You may train 1 rank at each of the following levels: 71, 73, 75
Requirements: Destructive Fury at Level 3.
This ability increases the strength of your critical spell hits, causing them to do more damage.
-More dmg on DD crits, yay

Blood Tithe
# of levels: 3
Cost/level: 7/7/7
This is a passive ability; it does not need to be activated.
You may train 1 rank at each of the following levels: 71, 73, 75
Requirements: Affliction Mastery at Level 3.
Each rank in this ability further increases your chance to get a critical hit with your damage over time spells by 2% per rank.
-More dot crits, 2%/tier, buy this asap

Sleight of Hand
# of levels: 3
Cost/level: 4/4/4
This is a passive ability; it does not need to be activated.
You may train 1 rank at each of the following levels: 71, 73, 75
Requirements: Spell Casting Subtlety at Level 3.
After training in this ability, NPCs will notice your magical activities less. Each rank further enhances this effect.
-Another useless AA imho

Gift of Radiant Mana
# of levels: 1
Cost/level: 9
This is a passive ability; it does not need to be activated.
You may train this ability at Level 71
Requirements: Gift of Mana at Level 3.
Whenever you cast a level 71 or higher spell that heals or harms someone, this ability grants you an innate chance for the next level 75 or lower spell you cast to only cost a single point of mana. Note that you only have a brief time to make use of the benefits of this ability before it fades away.
-Like GoM you have to have the mana to cast the spell before mana pres, it just ends up only costing 1 mana. Only level 71+ spells can trigger a GoRM proc, but any spell can be cast for 1 mana afterwards.

Death Mask
# of levels: 5
Cost/level: 5/5/5/5/5
This is a passive ability; it does not need to be activated.
You may train 1 rank at each of the following levels: 71, 72, 73, 74, 75
Requirements: Willful Death at Level 5.
Each rank in this ability increases the chance that your feigned deaths will not be revealed by spells that successfully land on you.
-Basically 100% chance to not have fd broken by a resisted spell, and maybe 50% chance on an unresisted spell? The way it works though you will get conflicting spam sometimes on resisted spells saying you both had fd break and then you resumed feigning. Definitely worth buying now.

Soul Seeker
# of levels: 3
Cost/level: 6/6/6
This is a passive ability; it does not need to be activated.
You may train 1 rank at each of the following levels: 71, 73, 75
Requirements: Life Burn at Level 1.
Soul Seeker lowers the reuse timer of your Lifeburn by 10 minutes per rank.
-What a poor AA, buy this when you're running out of them.

Zombie Outbreak
# of levels: 3
Cost/level: 6/6/6
Type: Activated, Refresh Time: 0:9:00
You may train 1 rank at each of the following levels: 73, 74, 75
Requirements: Army of the Dead at Level 3.
This ability calls up to five shades of nearby corpses back to life to serve the necromancer. The soulless abominations will mindlessly fight the target until called back to the afterlife 90 seconds later. Each additional rank increases the power of the shades.
-Decent dps increase over army, still crappy though but it has its uses

Greater Blood Tithe
# of levels: 3
Cost/level: 5/5/5
This is a passive ability; it does not need to be activated.
You may train 1 rank at each of the following levels: 71, 73, 75
Requirements: Blood Tithe at Level 3.
Each rank in this ability further increases your chance to get a critical hit with your damage-over-time spells.
-Another 1%/tier of dot crits, buy this asap

Gathering Dusk
# of levels: 1
Cost/level: 9
Type: Activated, Refresh Time: 0:10:00
You may train this ability at Level 71
Requirements: Must spend 12 ability points in Archetype Abilities.
This ability summons a shadow of gathering dusk that falls across your opponent. This shadow increases the likelihood that your opponent will attack you as it continues to gather over time. When the shadow has fully gathered, it will unleash a curse of duskfall to damage your opponent.
-You can't see any damage, and it blocks other classes hate spells. If it kills the mob the corpse poofs. The only good use is spamming fellow players with it (on a blue server) as it produces much spam and annoys them.

Siphon Soul
# of levels: 3
Cost/level: 5/5/5
This is a passive ability; it does not need to be activated.
You may train 1 rank at each of the following levels: 72, 73, 74
Requirements: Soul Thief at Level 3.
This ability further increases the likelihood that your lifetaps will deliver critical heals.
-Yay more crit heals

Deaths Wrath
# of levels: 5
Cost/level: 3/3/3/3/3
This is a passive ability; it does not need to be activated.
You may train 1 rank at each of the following levels: 71, 72, 73, 74, 75
Requirements: Deaths Fury at Level 5.
Increases the critical hit chance of your pets melee attacks by 1% per rank.
-Yay more pet crits, this works on normal and army/zombie

Mental Serenity
# of levels: 5
Cost/level: 3/3/3/3/3
This is a passive ability; it does not need to be activated.
You may train 1 rank at each of the following levels: 71, 72, 73, 74, 75
Requirements: Mental Clarity at Level 3.
This ability increases your natural mana regeneration by 1 point per rank.
-More ft, buy this when you can

Newcromancer
04-10-2007, 04:21 PM
Thanks Xis!

Daqlidor
08-26-2007, 09:43 PM
Does anyone have a summary of what the crit % chance is on the various levels of the crit lifetap line?

Newcromancer
08-27-2007, 03:45 PM
Here is info on that:

http://www.necrotalk.com/showthread.php?t=4006&highlight=dd+crit+percent

There is more detailed information regarding dd crits on the mage boards.

Fazzeel
08-27-2007, 04:44 PM
Gathering Dusk
# of levels: 1
Cost/level: 9
Type: Activated, Refresh Time: 0:10:00
You may train this ability at Level 71
Requirements: Must spend 12 ability points in Archetype Abilities.
This ability summons a shadow of gathering dusk that falls across your opponent. This shadow increases the likelihood that your opponent will attack you as it continues to gather over time. When the shadow has fully gathered, it will unleash a curse of duskfall to damage your opponent.
-You can't see any damage, and it blocks other classes hate spells. If it kills the mob the corpse poofs. The only good use is spamming fellow players with it (on a blue server) as it produces much spam and annoys them.


Anyone found a use for this AA?

scrat
08-27-2007, 07:51 PM
Being instant-cast, I use it when soloing for adds. I find that severans rot + darkness isn't enough to keep aggro on an add (it will aggro the pet) so I toss in kedgefish before loading up my primary target. When this is usable, I toss this only + darkness and it holds aggro fine while I concentrate on my primary.

Being only 2k damage, it's really lame - doesn't save a single point of mana, and about as effective as a snow bunny fart. The only saving grace is being instant, else I would not use it at all. That it does any damage, has very isolated usefulness for the aggro & is something to fill a hotkey box - makes it an eventual buy due to our owning of xp.

I think my 1120th aa bought it.

Winmancer
08-27-2007, 08:08 PM
1250 AAs and still don't have it lol. Although Scrat, your use for it puts it on my radar.

Zandramadass
08-28-2007, 05:10 PM
1400-1450 range is when I picked it up and i've used it all of maybe twice... my only excuse is that I am running out of things to buy.

Xislaben
08-28-2007, 07:44 PM
Being instant-cast, I use it when soloing for adds. I find that severans rot + darkness isn't enough to keep aggro on an add (it will aggro the pet) so I toss in kedgefish before loading up my primary target. When this is usable, I toss this only + darkness and it holds aggro fine while I concentrate on my primary.

Try Grip of Mori (http://lucy.allakhazam.com/spell.html?id=5424&source=Live) instead of Severan's Rot. The STR and AC debuff components are nice agro. With just GoM and Darkness you should be able to hold agro off your pet for a bit.

Nasel Necro
02-28-2008, 05:07 PM
I was only able to find a one level purchase for Death Peace. Is there a second step for Death Peace? If so, what is it called and how much does it cost?

Xislaben
02-28-2008, 05:16 PM
I was only able to find a one level purchase for Death Peace. Is there a second step for Death Peace? If so, what is it called and how much does it cost?

Willful Death
# of levels: 5
Cost/level: 5/5/5/5/5
This is a passive ability; it does not need to be activated.
You may train 1 rank at each of the following levels: 66, 67, 68, 69, 70
Requirements: Must spend 12 ability points in Archetype Abilities.
Each rank in this ability gives you an increasing chance for your feigned deaths to not be revealed by spells cast upon you. At the highest rank, you become immune to feign breaking on a resisted spell and have a good chance of feigning through a spell that successfully lands upon you.
-Basically 50% chance (I know it says 100%, but is that true?) to not have fd broken by a resisted spell, and maybe 25% chance on an unresisted spell? The way it works though you will get conflicting spam sometimes on resisted spells saying you both had fd break and then you resumed feigning. Definitely worth buying now.

Death Mask
# of levels: 5
Cost/level: 5/5/5/5/5
This is a passive ability; it does not need to be activated.
You may train 1 rank at each of the following levels: 71, 72, 73, 74, 75
Requirements: Willful Death at Level 5.
Each rank in this ability increases the chance that your feigned deaths will not be revealed by spells that successfully land on you.
-Basically 100% chance to not have fd broken by a resisted spell, and maybe 50% chance on an unresisted spell? The way it works though you will get conflicting spam sometimes on resisted spells saying you both had fd break and then you resumed feigning. Definitely worth buying now.

Nasel Necro
02-28-2008, 05:23 PM
Thanks Xislaben. I did see those. I just thought there was a second Death Peace that either enhanced the main FD aa or decreased the re-cast time on the FD aa.

Nasel Necro
02-28-2008, 05:27 PM
Nevermind. I found it. It's one of the SoF AA's.

Thanks.

:rolleyes:

Osgoode
02-28-2008, 05:54 PM
Just Death Peace lvl 2 for six AAs? Maybe you're missing an expansion with that upgrade?

Xislaben
02-28-2008, 06:33 PM
They changed the AA structure with SoF, and idk if I wanna go back and try to reconstruct things. I may, but when I have some time in the future perhaps.

Warrath
03-03-2008, 10:31 PM
I see on these they have the activation #'s on some of them. Does anyone have a complete list of the AA activation #'s?

vanlor
03-04-2008, 05:58 AM
I see on these they have the activation #'s on some of them. Does anyone have a complete list of the AA activation #'s?

Scroll to the top of the page, click on AA Discussion, click on the thread under this one entitled /alt activate codes...

Warrath
03-06-2008, 02:49 PM
Thanks for some reason I totally missed it! :D

Xislaben
03-28-2008, 07:39 PM
SoF General:

Name: Battle Ready
# of levels: 1 (2 total)
Cost per Rank: 5
Requirements per Rank: Level 56
Effects: +1 bandolier slot

Name: Combat Agility
# of levels: 5 (19-23)
Cost per Rank: 6/7/8/9/10
Requirements per Rank: Level 76/77/78/79/80
Effects: Increases melee avoidance

Name: Combat Medic
# of levels: 5 (1-5)
Cost per Rank: 3/?/?/?/?
Requirements per Rank: Level 71/73/75/77/79?'
Effects: Increases amount healed per bandage with Bind Wound

Name: Combat Stability
# of levels: 5 (19-23)
Cost per Rank: 6/7/8/9/10
Requirements per Rank: Level 76/77/78/79/80
Effects: Increases melee mitigation

Name: Delay Death
# of levels: 5 (16-20)
Cost per Rank: 5 per rank
Requirements per Rank: Level 76/77/78/79/80
Effects: Increases the number of hit points you can go below 0 by 50 per rank

Name: Energetic Attunement
# of levels: 5 (6-10)
Cost per Rank: 5 per rank
Requirements per Rank: Level 76/77/78/79/80
Effects: +1 to worn regeneration cap per rank

Name: Foraging
# of levels: 1 (1 total)
Cost per Rank: 3
Requirements per Rank: Level 51
Effects: Provides everybody with Forage at 50 skill

Name: General Sturdiness
# of levels: 5 (1-5)
Cost per Rank: 6/7/8/9/10?
Requirements per Rank: Level 76/77/78/79/80
Effects: +100 HP per rank

Name: Hastened Origin
# of levels: 3 (1-3)
Cost per Rank: 3 per rank
Requirements per Rank: Level 68/89/70, Origin
Effects: Decreases recast time of Origin by 6 minutes per rank

Name: Innate Regeneration
# of levels: 5 (16-20)
Cost per Rank: 3 per rank
Requirements per Rank: (?)
Effects: +1 HP regeneration per rank

Name: Mystical Attuning
# of levels: 2 (6-7)
Cost per Rank: 5 per rank
Requirements per Rank: Level 75/80
Effects: +1 buff slot per rank

Name: Packrat
# of levels: 3 (6-8)
Cost per Rank: 3 per rank
Requirements per Rank: (?)
Effects: Decreases effective weight of inventory

Name: Quick Draw
# of levels: 1 (2 total)
Cost per Rank: 5 per rank
Requirements per Rank: Level 56
Effects: +1 potion belt slot

Xislaben
03-28-2008, 07:44 PM
SoF Archetype:


Name: Mastery of the Past
# of levels: 3 (10-12)
Cost per Rank: 8 per rank
Requirements per Rank: Level 76/77/78
Effects: Makes it impossible to fizzle a spell at or below levels 70, 73, and 75 (respectively)

Name: Companion's Blessing
# of levels: 3 (1-3)
Cost per Rank: 7/8/9
Requirements per Rank: Level 76/77/78
Effects: Pet HoT whose healing increases every tick; the heals are 1200/1500/1800 at the first tick, and 2000/2200/2400 at the final tick, respectively

Name: Companion's Durability
# of levels: 3 (1-3)
Cost per Rank: 3 per rank
Requirements per Rank: Level 76/78/80
Effects: Increases pet's base HP by 1% at rank 1, 3% at rank 2, and 5% at rank 3

Name: Fortify Companion
# of levels: 3 (1-3)
Cost per Rank: 6 per rank
Requirements per Rank: Level 71/74/77
Effects: Powerful rune effect on pet; 10 minute max duration, 30 minute cooldown. spell links needed

Name: Gift of Exquisite Radiant Mana
# of levels: 1 (1 total)
Cost per Rank: 9
Requirements per Rank: Level 76, Gift of Radiant Mana
Effects: Another upgrade to the Gift of Mana line

Name: Hastened Silent Casting
# of levels: 3 (1-3)
Cost per Rank: 6 per rank
Requirements per Rank: Level 74/76/78, Silent Casting rank 3
Effects: Lowers the cooldown for Silent Casting by 3 minutes per rank

Name: Mnemonic Retention
# of levels: 1 (2 total)
Cost per Rank: 6
Requirements per Rank: Level 75
Effects: Adds an additional spell gem

Name: Spell Casting Subtlety
# of levels: 3 (7-9)
Cost per Rank: 7/9/12
Requirements per Rank: Level 76/78/80
Effects: Lowers hate generated by spells

Name: Mental Clarity
# of levels: 5 (9-13)
Cost per Rank: 5 per rank
Requirements per Rank: Level 76/77/78/79/80
Effects: +1 mana regeneration per rank

Name: Expansive Mind
# of levels: 5 (11-15)
Cost per Rank: 7/8/9/10/12
Requirements per Rank: Level 76/77/78/79/80
Effects: +1 to worn mana regeneration cap per rank

Name: Fury of Magic
# of levels: 3 (10-12)
Cost per Rank: 7/9/12
Requirements per Rank: Level 76/78/80
Effects: More spell crits

Name: Destructive Fury
# of levels: 3 (7-9)
Cost per Rank: 7/9/12
Requirements per Rank: Level 76/78/80
Effects: Bigger spell crits

Name: Critical Affliction
# of levels: 6 (total?)
Cost per Rank: 3/6/9/3/6/9
Requirements per Rank: (?)
Effects: More DoT crits

Xislaben
03-28-2008, 07:47 PM
SoF Class AA's

Name: Army of the Dead
# of levels: 3 (total?)
Cost per Rank: (?)
Requirements per Rank: Level 76/77/78?
Effects: Nearly a 300% increase in DPS over the old ones; corpses still necessary

Name: Blood Tithe
# of levels: 3 (total?)
Cost per Rank: 7 per rank
Requirements per Rank: Level 76/78/80
Effects: +1% chance per rank for a DoT tick to crit

Name: Companion's Agility
# of levels: 3 (1-3)
Cost per Rank: 3/6/9
Requirements per Rank: Level 70
Effects: Increases pet's avoidance by 5%, 7%, and 10% (respectively)

Name: Companion's Relocation
# of levels: 1 (1 total)
Cost per Rank: 6
Requirements per Rank: Level 60
Effects: Battle Leap type of ability to reposition pet; flings your pet in the direction you're facing. Do not need to target pet to use the ability, and can be cast between spell refreshes

Name: Dead Mesmerization
# of levels: 1 (1 total)
Cost per Rank: (?)
Requirements per Rank: Level 80?
Effects: AoE undead mesmerize

Name: Death Peace
# of levels: 1 (total?)
Cost per Rank: (?)
Requirements per Rank: Level 80?'
Effects: Reduces cast time to 0.5 seconds, cooldown to 5 seconds

Name: Death's Wrath
# of levels: 5 (total?)
Cost per Rank: (?)
Requirements per Rank: Level 76/77/78/79/80?
Effects: Increases pet crit damage by 1% per rank

Name: Destructive Cascade
# of levels: 3 (total?)
Cost per Rank: 6 per rank
Requirements per Rank: Level 78 (all ranks)
Effects: Increases damage of critical DoT ticks

Name: Grave Robbing
# of levels: 3 (total?)
Cost per Rank: (?)
Requirements per Rank: Level 76/78/80?
Effects: Decreases cooldown timer of Army of the Dead by 1 minute per rank

Name: Greater Blood Tithe
# of levels: 3 (total?)
Cost per Rank: 7/9/12
Requirements per Rank: Level 76/78/80?
Effects: +2% chance per rank for a DoT tick to crit

Name: Replenish Companion
# of levels: 3 (total?)
Cost per Rank: (?)
Requirements per Rank: Level 76/78/80?
Effects: Massive instant pet heal (cooldown?)

Name: Soul Seeker
# of levels: 3 (total?)
Cost per Rank: (?)
Requirements per Rank: Level 76/78/80?
Effects: Reduces the cooldown timer of Lifeburn by 10 minutes per rank

Name: Theft of Life
# of levels: 3 (total?)
Cost per Rank: (?)
Requirements per Rank: Level 76/78/80?
Effects: +2% chance per rank to score an exceptional heal on lifetaps

muertito
03-29-2008, 03:57 PM
SoF Class AA's

Name: Companion's Agility
# of levels: 3 (1-3)
Cost per Rank: 3/6/2009
Requirements per Rank: Level 70
Effects: Increases pet's avoidance by 5%, 7%, and 10% (respectively)


I knew SoF AA costs were up there, but that is recockulous~

Xislaben
03-29-2008, 11:03 PM
I knew SoF AA costs were up there, but that is recockulous~

LMAO! Ooops ><

I used excel to transpose the data so I could format it like all the older AA stuffs in this thread, and I guess excel read some of the fields as a date field lol.

Todwelt
03-31-2008, 12:55 PM
SoF Class AA's

Name: Greater Blood Tithe
# of levels: 3 (total?)
Cost per Rank: (?)
Requirements per Rank: Level 76/78/80?
Effects: +2% chance per rank for a DoT tick to crit



Really? 2% added crit chance? I thought it was 1% /shrug

Oh and the cost ... 7, 9, and 12.