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    •  Downloads offline

    •  Downloads: 4989

    •  File Size: 2590691

    •  Version: 1.6
    •  Author: Offkorn

--------------------------------------------
Compatibility
--------------------------------------------

- Do not use both the Awakening and OC versions at the same time.
- Do not use alongside the Archmage Specialization or Weapon Master Mods.
- Compatibility files included for the Combat Tweaks and Expanded Shapeshifting: Learned Forms Mods.
- Will be incompatible with any other Mod that includes a rules_core.ncs file.
- I won't override Awakening's sys_chargen to get new Base Classes to appear as selectable as new Awakening characters, so you'll have to either talk to Ladydesire or instead make a new character in another module and then import them in.

--------------------------------------------
Description
--------------------------------------------

This adds several new Specializations and/or Classes to the game.

These are acquired by meeting specific criteria, generally either by knowing specific Spells/Talents or having specific Attribute scores. To increase the variety of requirement options, a new set of Weapon Focus abilities have also been added. Exact requirements are listed in the included New Talent-Spell Descriptions.txt file.

Variations of these Talents are available to each of the base Classes and provide passive bonuses to your Attack or Damage when wielding a specific weapon type. Do note that the bonuses will not show up on your character sheet; they are applied only when you attack with the proper weapon.

For those only wishing access to some of the new Specializations, you'll just have to delete the HIDDEN abilities of the ones you don't want from the abi_base_weaponfocus.gda file.

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Classes Added
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Warlock

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Specializations Added
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Arcane Archer (Warrior and Rogue)
Archmage (Mage)
Black Flame Zealot (Rogue)
Blackguard (Warrior and Warlock)
Bladesinger (Warrior and Rogue)
Daggerspell Caster (Rogue)
Daggerspell Mage/Shaper (Mage)
Dread Warlock (Warlock)
Duskblade (Warrior and Warlock)
Elemental Archer (Warrior, Rogue, and Mage)
Hellfire Warlock (Warlock)
Hexblade (Mage and Warlock)
Invisible Blade (Warrior and Rogue)
Swiftblade (Mage)
Tempest (Warrior and Rogue)
Weapon Master (Warrior)

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New Talents/Spells
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Arcane Archer
------------------------------

Enhance Arrow - Passive
Adds to Attack Rating while using Shortbows and Longbows.
Adds ( / 5) to damage while using Shortbows and Longbows.

Imbue Arrow - Single Target
Deals normal damage to the target and then explodes into a Fireball spell centered on the target.

Seeker Arrow - Single Target
Fires an arrow that cannot miss the target.

Arrow of Death - Single Target
If the attack hits, the target must make a Physical Resistance save against the archer's Magic Attribute or die. Bosses and Elites instead take x2 damage on a failed save.

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Archmage
------------------------------

Arcane Fire - Sustained
While active, any spell you cast that targets a hostile enemy will do ((100.0f + + Spellpower) * (SpellCost * 0.01)) / 1.5) Spirit Damage instead of its normal effect.

Counterspell Mastery - Passive
Whenever you successfully resist a hostile single target spell, it will be automatically reflected back upon its caster. As though the caster cast it at themselves.

Shaping Mastery - Passive
Your area of effect spells will no longer hurt or hinder your party members.

Archmastery - Passive
Spellpower +5.

Earth Mastery - Sustained
While active, any spell you cast that normally does fire, electric, or frost damage will instead do nature damage (and have nature effects).

Fire Mastery - Sustained
While active, any spell you cast that normally does nature, electric, or frost damage will instead do fire damage (and have fire effects).

Water Mastery - Sustained
While active, any spell you cast that normally does fire, electric, or nature damage will instead do frost damage (and have frost effects).

Air Mastery - Sustained
While active, any spell you cast that normally does fire, nature, or frost damage will instead do electric damage (and have electric effects).

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Black Flame Zealot
------------------------------

Use Poison - Passive
Poisons will do double damage when used. This only affects Poison-poisons; not elemental coatings or grenades.

Death Attack - Passive
Backstab damage is increased by 6 points. It's increased by a further 6 points for each additional higher-level Zealot ability you know.

Sacred Flames - Sustained
You enchant your melee weapons with +6 Fire Damage.

Death Touch - Single Target
A random number from 0 to ( * 6) is rolled. If this number is greater than the target's current health; they die. Bosses instead take half their current Health in damage.

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Blackguard
------------------------------

Use Poison - Passive
Poisons will do double damage when used. This only affects Poison-poisons; not elemental coatings or grenades.

Dark Blessing - Passive
Passive increase of 10 to both your Mental and Physical Resistance.

Aura of Despair - Sustained AOE
Decreases both enemies' Mental and Physical Resistance by 10.

Sneak Attack - Passive
The Blackguard can now backstab like a Rogue.

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Bladesinger
------------------------------

Bladesong - Sustained
Adds (Spellpower / 3) to the Bladesinger's Evasion when wielding a sword and no shield.

Song of Celerity - Passive
Bladesong now also adds +30% Movement Speed and +25% Attack Speed.

Mystic Mail - Passive
Bladesong now also adds the Bladesinger's Willpower Modifier to their Armor Rating while wearing light or no armor.

Fury Song - Passive
Bladesong now also grants the Bladesinger a free attack at -10 Attack Rating whenever they attack. They can receive a maximum of one free attack every six seconds. If the extra attack hits, additional attacks within the next six seconds will also take a -10 penalty.

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Daggerspell Caster/Mage
------------------------------

Entropic Daggercasting - Sustained
While deactivated and wielding a dagger, the character gets a free attack on any enemy hit by the Disorient, Weakness, or Drain Life spells.
While activated and wielding a dagger, the character's main hand melee attacks trigger a casting of either the Disorient, Weakness, or Drain Life spell.

Primal Daggercasting - Sustained
While deactivated and wielding a dagger, the character gets a free attack on any enemy hit by the Stonefist, Winter's Grasp, or Lightning spells.
While activated and wielding a dagger, the character's main hand melee attacks trigger a casting of either the Stonefist, Winter's Grasp, or Lightning spell.

Double Daggercast - Passive
Deactivated daggercasting now triggers a second free attack if dual-wielding daggers.
Activated daggercasting now triggers a spellcasting on the offhand if dual-wielding daggers.

Imbue Daggers - Self Target
If wielding a dagger, adds (Spellpower / 3) Spirit Damage to the caster's melee attacks.

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Daggerspell Shaper
------------------------------

Entropic Daggercasting - Sustained
While deactivated and wielding a dagger, the character gets a free attack on any enemy hit by the Disorient, Weakness, or Drain Life spells.
While activated and wielding a dagger, the character's main hand melee attacks trigger a casting of either the Disorient, Weakness, or Drain Life spell.

Primal Daggercasting - Sustained
While deactivated and wielding a dagger, the character gets a free attack on any enemy hit by the Stonefist, Winter's Grasp, or Lightning spells.
While activated and wielding a dagger, the character's main hand melee attacks trigger a casting of either the Stonefist, Winter's Grasp, or Lightning spell.

Daggerclaw - Passive
When shapeshifting and wielding a dagger, the dagger's Damage Rating is added as a Damage Bonus to the form's natural attacks.

Double Daggerclaw - Passive
When shapeshifting and dual-wielding daggers, both daggers' Damage Ratings are combined and then added as a Damage Bonus to the form's natural attacks.

------------------------------
Dread Warlock
------------------------------

Twin Blast - Passive
When using Eldritch Blast, you now fire two blasts. The second targets the enemy closest the original target. If no secondary target is available both blasts target the original target.

Morpheme Savant - Passive
Beguiling Influence and Charm now have durations of ( + 9 seconds). Word of Changing now has its duration doubled.

Lord of All Essences - Passive
You now benefit from having multiple Eldritch Essence powers activated. Both Essences' effects will be applied to your Eldritch Blast/Chain/Cone/Doom attacks.

Souleater - Sustained
Nearby corpses are devoured, restoring Health and Mana by 10 and providing an Attack Rating bonus of 5 for 60 seconds for each corpse. Bonuses from multiple corpses stack.

------------------------------
Duskblade
------------------------------

Channel Lightning - Sustained
Your main hand melee attacks will cast Lightning Bolt on hit. Damage is based on your Cunning Attribute.

Channel Life Drain - Sustained
Your main hand melee attacks will cast Drain Life on hit. Damage is based on your Cunning Attribute.

Full Channeling - Passive
You can now channel spells through your off-hand melee attacks.

Dimension Step - Single Target or Ground
You can instantly transport yourself to the area selected. If targeting a single target, you will trade places with them. Hostile targets can pass a Physical Resistance check to resist the ability.

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Elemental Archer
------------------------------

Elemental Shot - Passive
Adds ( / 5) Elemental Damage to attacks with Shortbows, Longbows, and Crossbows.

Elemental Accuracy - Passive
Increases your Attack Rating by 5. Further increases Attack Rating by another 5 once Elemental Storm is learned.

Elemental Shield - Self Target Duration
Increases Defense Rating by 10, Elemental Resistance by 20, and will do (( / 2) + 4) Elemental Damage to melee attackers. The Defense Rating bonus increases by 5 when Elemental Storm is learned. Lasts for ( + ) seconds.

Elemental Storm - Instant AoE centered on Single Target
The character makes a touch attack on the target and any hostiles within 40ft. Any that are hit will take full attack damage plus 12 Elemental Damage.

------------------------------
Hellfire Warlock
------------------------------

Hellfire Blast - Sustained
While active, your Eldritch Blast damage is increased 1-6 for the first two Hellfire Warlock abilities you know, and by 2-12 for each of the second two you know for a total of a random amount from 6-36 with all four known. Every hit also deals 10 points of damage to you.

Fire Resistance - Passive
You receive a 10 point bonus to Fire Resistance.

Summon Demon - Passive
The Dead Walk ability will now summon a Rage Demon to fight for you.

Hellfire Shield - Sustained
While this is active, you will automatically retaliate with an Eldritch Blast any time you are hit by a melee attack. If the attacker passes a Dexterity check, they only take half damage. Every retaliation will also deal 10 points of damage to you.

------------------------------
Hexblade
------------------------------

Hexblade's Curse - Single Target
If the target fails a mental resistance check, they suffer -4 penalties to Strength/Dexterity/Cunning and a -10 penalty to Mental/Physical Resistance for an hour. If they pass the check, they become completely immune to this ability and the ability immediately becomes available to cast again.

Mettle - Passive
Passive increase of 10 to both your Mental and Physical Resistance.

Greater Curse - Passive
The Hexblade's Curse Attribute penalties are increased to -8 and the Resistance penalties are increased to -20.

Aura of Unluck - Self-Target
You gain +20% Evasion and +20% Physical Damage Resistance for (36 + ) seconds.

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Invisible Blade
------------------------------

Bleeding Wound - Passive
Whenever the character criticals or backstabs with a dagger, the target will take 6 damage over the course of the next 18 seconds. The damage increases by 4 points for each additional Invisible Blade ability know to a total of 18 with all four. This damage stacks.

Feint - Single Target
If the target fails a Physical Resistance check against the character's Cunning, it loses any Defense Rating gained from its Dexterity score for the next 6 seconds.

Unfettered Defense - Passive
While wearing light or no armor and not wielding a ranged weapon, the character recieves a bonus of ( / 3) to their Defense Rating.

Feint Mastery - Passive
Feint can no longer be resisted.

------------------------------
Swiftblade
------------------------------

Swift Surge - Passive
Attack and Defense Ratings are increased by 5.
With Evasive Celerity, Attack and Defense Ratings are increased by another 5 and a Damage Bonus of 1 is added.
With Perpetual Celerity, a further Damage Bonus of 1 is added.

Blurred Alacrity - Passive
While Haste is active, is added to the Swiftblade's Evasion.

Evasive Celerity - Passive
While Haste is active, ( + 10) is added to the Swiftblade's Spell Resistance.

Perpetual Celerity - Passive
Haste no longer reduces Stamina Regeneration while active.

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Tempest
------------------------------

Tempest Defense - Passive
While wearing light or no armor, the character's Defense Rating is increased by .

Improved Tempest Defense - Passive
While wearing light or no armor, the character's Attack Rating is increased by .

Enhanced Dual-Weapons - Passive
When Dual-Wielding, Critical Chance and Evasion are increased by 2.5 and Fatigue is reduced by 2.5.

Enhanced Whirlwind - Passive
Increases Whirlwind's damage by +50%.

------------------------------
Warlock
------------------------------

Hideous Blow - Sustained
While active, any attacks made with the main hand weapon that hit will also trigger a casting of Eldritch Blast. After casting, a six second cooldown time is required before the next attack will trigger the ability again.

Damage Resistance - Passive
Increases your Armor by 1 at 10th level or under, 3 at 15th level, and increases by 2 every 5 levels after to a maximum of 9 at level 30.

Fiendish Resilience - Passive
Increases your Combat Health Regeneration by 1 at 10th or less level, 2 at 15th level, and increases by 1 every 5 levels after to a maximum of 5 at level 30.

Energy Resistance - Passive
Increases your Fire/Cold/Shock Resistance by 5 at 10th or less level, 10 at 20th level, and 15 at level 30.

Eldritch Blast - Single Target
Requires a touch attack based on your Attack Rating to hit. Does damage roughly equal to 1-6 + 1-6 for every two caster levels over the first. Can be enhanced by one of the Eldritch Essence powers and can trigger critical hits.

Eldritch Chain - Single Target
Same as Eldritch Blast, except can jump from the main target to surrounding targets. Can jump to a maximum of ( / 5) targets. Secondary targets also require an attack roll and will only take half damage.

Eldritch Cone - Cone
Does not require a touch attack and will automatically hit anything in the AOE with an Eldritch Blast.

Eldritch Doom - Circular Instant AOE
Does not require a touch attack and will automatically hit anything in the AOE with an Eldritch Blast.

Brimstone Blast - Sustained
Eldritch Blasts now do Fire damage. If the target fails a physical resistance check, they take additional Fire Damage for (( / 5) * 6) seconds.

Hellrime Blast - Sustained
Eldritch Blasts now do Cold damage. If the target fails a physical resistance check, they're frozen (as the spell Winter's Grasp) for 6 seconds.

Vitriolic Blast - Sustained
Eldritch Blasts now do Nature damage and will not be stopped by Spell Resistance.

Utterdark Blast - Sustained
Eldritch Blasts now do Spirit damage. If the target fails a physical resistance check, they'll be unable to regenerate health (as the spell Curse of Mortality) for 6 seconds.

Draining Blast - Sustained
If the target fails a mental resistance check, they'll have their attack speed reduced by a quarter and their Aim/Movement speeds reduced by half for 6 seconds.

Noxious Blast - Sustained
If the target fails a mental resistance check, they'll be put to sleep for 6 seconds.

Frightful Blast - Sustained
If the target fails a mental resistance check, they'll cower in fear (as the Horror spell) for 6 seconds.

Bewitching Blast - Sustained
If the target fails a mental resistance check, they'll be confused (as the Waking Nightmare spell) for 6 seconds.

Beshadowed Blast - Sustained
If the target fails a physical resistance check, their Attack Rating is reduced by 10 for 6 seconds.

Hindering Blast - Sustained
If the target fails a physical resistance check, their Defense Rating is reduced by 10 for 6 seconds.

Repelling Blast - Sustained
If the target fails a physical resistance check, they'll be knocked down.

Binding Blast - Sustained
If the target fails a physical resistance check, they'll be paralyzed for 6 seconds.

Devil's Sight - Sustained
Your Attack Rating is increased by 10.

Otherworldly Whispers - Sustained
Your Spellpower is increased by 6.

See the Unseen - Sustained
Your Attacks will no longer miss due to Evasion/Displacement effects.

Dark Foresight - Active, Self
Increases your Armor by 10 for ( * 6 seconds). This bonus will always reduce incoming physical attacks by 10 regardless of an enemy's Armor Piercing score.

Entropic Warding - Sustained
You receive a bonus of 20 to Missile Shield.

Leaps and Bounds - Sustained
You receive a bonus of 10 to you Defense Rating.

Flee the Scene - Active, Party-wide
You and your party receive the benefits of a Haste spell for 30 seconds.

Dark One's Own Luck - Sustained
Your Evasion and Magic Resistance are increased by 20.

Shadowwalk - Sustained
Walk Unseen - Sustained
Invisibility - Sustained
Dark Discorperation - Sustained
Same as the Rogue's Stealth Talents, except does not reduce Movement Speed.

Wall of Perilous Flames - Rectangular Duration AOE
You conjure a wall of flames into existence for 18 seconds. Any creature attempting to cross, or standing within, will take (12 + ) damage every few seconds. Half is Fire Damage and half is Spirit Damage.

Chilling Tentacles - Circular Duration AOE
You conjure a writhing mass of tentacles into existence for ( * 6) seconds. Every few seconds, 0-4 tentacles will attack targets in the AOE. They have an Attack Rating of (50 + ). Each attack that hits will do 5 Physical Damage and 6 Cold Damage, and any target hit must make pass a physical resistance check or be paralyzed for 6 seconds.

The Dead Walk - Sustained
Similar to Animate Dead, except does not require a corpse. Instead, the spell will summon a Skeleton at under 10th level, a Shambling Corpse at 10th to 15th level, and a Fanged Skeleton at 16th level or higher.

Tenacious Plague - Active, Single Hostile Target
Acts similar to Stinging Swarm. It will do a total of ((12 + ) * 3) Nature Damage over the course of 18 seconds.

Voracious Dispelling - Active, Single Hostile Target
Acts the same as Dispel Magic, except if any effects are dispelled the target takes ( / 2) Spirit Damage.

Beguile - Active, Single Hostile Target
If the target fails a mental resistance check, they will be confused for (( / 2) + 9) seconds as per Waking Nightmare.

Devour Magic - Active, Single Target
Acts the same as Dispel Magic, except if any effects are Dispelled you are healed for ( * 2) Health.

Charm - Active, Single Hostile Target
If the target fails a mental resistance check, they will fight on the Warlock's side for (( / 2) + 9) seconds as per Blood Control.

Darkness - Active, Single Hostile Target
The target's Attack Rating is reduced by 10 for ( * 6) seconds.

Dread Seizure - Active, Single Hostile Target
If the target fails a physical resistance check, their Attack/Defense Ratings are reduced by 10 and their Movement Speed is cut in half for 18 seconds.

Curse of Despair - Active, Single Hostile Target
If the target fails a mental resistance check, all of their Attributes are permanently reduced by 3. This ability does not stack with itself.

Word of Changing - Active, Single Hostile Target
The target is forcefully shapeshifted into a mouse for ( * 6) seconds. Bosses and Elite Bosses are immune to this ability.

------------------------------
Weapon Mastery
------------------------------

See the Weapon Master Specialization entry.

Class and Specialization Pack

Item Image

 Downloads offline


--------------------------------------------
Compatibility
--------------------------------------------

- Do not use both the Awakening and OC versions at the same time.
- Do not use alongside the Archmage Specialization or Weapon Master Mods.
- Compatibility files included for the Combat Tweaks and Expanded Shapeshifting: Learned Forms Mods.
- Will be incompatible with any other Mod that includes a rules_core.ncs file.
- I won't override Awakening's sys_chargen to get new Base Classes to appear as selectable as new Awakening characters, so you'll have to either talk to Ladydesire or instead make a new character in another module and then import them in.

--------------------------------------------
Description
--------------------------------------------

This adds several new Specializations and/or Classes to the game.

These are acquired by meeting specific criteria, generally either by knowing specific Spells/Talents or having specific Attribute scores. To increase the variety of requirement options, a new set of Weapon Focus abilities have also been added. Exact requirements are listed in the included New Talent-Spell Descriptions.txt file.

Variations of these Talents are available to each of the base Classes and provide passive bonuses to your Attack or Damage when wielding a specific weapon type. Do note that the bonuses will not show up on your character sheet; they are applied only when you attack with the proper weapon.

For those only wishing access to some of the new Specializations, you'll just have to delete the HIDDEN abilities of the ones you don't want from the abi_base_weaponfocus.gda file.

--------------------------------------------
Classes Added
--------------------------------------------

Warlock

--------------------------------------------
Specializations Added
--------------------------------------------

Arcane Archer (Warrior and Rogue)
Archmage (Mage)
Black Flame Zealot (Rogue)
Blackguard (Warrior and Warlock)
Bladesinger (Warrior and Rogue)
Daggerspell Caster (Rogue)
Daggerspell Mage/Shaper (Mage)
Dread Warlock (Warlock)
Duskblade (Warrior and Warlock)
Elemental Archer (Warrior, Rogue, and Mage)
Hellfire Warlock (Warlock)
Hexblade (Mage and Warlock)
Invisible Blade (Warrior and Rogue)
Swiftblade (Mage)
Tempest (Warrior and Rogue)
Weapon Master (Warrior)

------------------------------------------------------------------
New Talents/Spells
------------------------------------------------------------------

------------------------------
Arcane Archer
------------------------------

Enhance Arrow - Passive
Adds to Attack Rating while using Shortbows and Longbows.
Adds ( / 5) to damage while using Shortbows and Longbows.

Imbue Arrow - Single Target
Deals normal damage to the target and then explodes into a Fireball spell centered on the target.

Seeker Arrow - Single Target
Fires an arrow that cannot miss the target.

Arrow of Death - Single Target
If the attack hits, the target must make a Physical Resistance save against the archer's Magic Attribute or die. Bosses and Elites instead take x2 damage on a failed save.

------------------------------
Archmage
------------------------------

Arcane Fire - Sustained
While active, any spell you cast that targets a hostile enemy will do ((100.0f + + Spellpower) * (SpellCost * 0.01)) / 1.5) Spirit Damage instead of its normal effect.

Counterspell Mastery - Passive
Whenever you successfully resist a hostile single target spell, it will be automatically reflected back upon its caster. As though the caster cast it at themselves.

Shaping Mastery - Passive
Your area of effect spells will no longer hurt or hinder your party members.

Archmastery - Passive
Spellpower +5.

Earth Mastery - Sustained
While active, any spell you cast that normally does fire, electric, or frost damage will instead do nature damage (and have nature effects).

Fire Mastery - Sustained
While active, any spell you cast that normally does nature, electric, or frost damage will instead do fire damage (and have fire effects).

Water Mastery - Sustained
While active, any spell you cast that normally does fire, electric, or nature damage will instead do frost damage (and have frost effects).

Air Mastery - Sustained
While active, any spell you cast that normally does fire, nature, or frost damage will instead do electric damage (and have electric effects).

------------------------------
Black Flame Zealot
------------------------------

Use Poison - Passive
Poisons will do double damage when used. This only affects Poison-poisons; not elemental coatings or grenades.

Death Attack - Passive
Backstab damage is increased by 6 points. It's increased by a further 6 points for each additional higher-level Zealot ability you know.

Sacred Flames - Sustained
You enchant your melee weapons with +6 Fire Damage.

Death Touch - Single Target
A random number from 0 to ( * 6) is rolled. If this number is greater than the target's current health; they die. Bosses instead take half their current Health in damage.

------------------------------
Blackguard
------------------------------

Use Poison - Passive
Poisons will do double damage when used. This only affects Poison-poisons; not elemental coatings or grenades.

Dark Blessing - Passive
Passive increase of 10 to both your Mental and Physical Resistance.

Aura of Despair - Sustained AOE
Decreases both enemies' Mental and Physical Resistance by 10.

Sneak Attack - Passive
The Blackguard can now backstab like a Rogue.

------------------------------
Bladesinger
------------------------------

Bladesong - Sustained
Adds (Spellpower / 3) to the Bladesinger's Evasion when wielding a sword and no shield.

Song of Celerity - Passive
Bladesong now also adds +30% Movement Speed and +25% Attack Speed.

Mystic Mail - Passive
Bladesong now also adds the Bladesinger's Willpower Modifier to their Armor Rating while wearing light or no armor.

Fury Song - Passive
Bladesong now also grants the Bladesinger a free attack at -10 Attack Rating whenever they attack. They can receive a maximum of one free attack every six seconds. If the extra attack hits, additional attacks within the next six seconds will also take a -10 penalty.

------------------------------
Daggerspell Caster/Mage
------------------------------

Entropic Daggercasting - Sustained
While deactivated and wielding a dagger, the character gets a free attack on any enemy hit by the Disorient, Weakness, or Drain Life spells.
While activated and wielding a dagger, the character's main hand melee attacks trigger a casting of either the Disorient, Weakness, or Drain Life spell.

Primal Daggercasting - Sustained
While deactivated and wielding a dagger, the character gets a free attack on any enemy hit by the Stonefist, Winter's Grasp, or Lightning spells.
While activated and wielding a dagger, the character's main hand melee attacks trigger a casting of either the Stonefist, Winter's Grasp, or Lightning spell.

Double Daggercast - Passive
Deactivated daggercasting now triggers a second free attack if dual-wielding daggers.
Activated daggercasting now triggers a spellcasting on the offhand if dual-wielding daggers.

Imbue Daggers - Self Target
If wielding a dagger, adds (Spellpower / 3) Spirit Damage to the caster's melee attacks.

------------------------------
Daggerspell Shaper
------------------------------

Entropic Daggercasting - Sustained
While deactivated and wielding a dagger, the character gets a free attack on any enemy hit by the Disorient, Weakness, or Drain Life spells.
While activated and wielding a dagger, the character's main hand melee attacks trigger a casting of either the Disorient, Weakness, or Drain Life spell.

Primal Daggercasting - Sustained
While deactivated and wielding a dagger, the character gets a free attack on any enemy hit by the Stonefist, Winter's Grasp, or Lightning spells.
While activated and wielding a dagger, the character's main hand melee attacks trigger a casting of either the Stonefist, Winter's Grasp, or Lightning spell.

Daggerclaw - Passive
When shapeshifting and wielding a dagger, the dagger's Damage Rating is added as a Damage Bonus to the form's natural attacks.

Double Daggerclaw - Passive
When shapeshifting and dual-wielding daggers, both daggers' Damage Ratings are combined and then added as a Damage Bonus to the form's natural attacks.

------------------------------
Dread Warlock
------------------------------

Twin Blast - Passive
When using Eldritch Blast, you now fire two blasts. The second targets the enemy closest the original target. If no secondary target is available both blasts target the original target.

Morpheme Savant - Passive
Beguiling Influence and Charm now have durations of ( + 9 seconds). Word of Changing now has its duration doubled.

Lord of All Essences - Passive
You now benefit from having multiple Eldritch Essence powers activated. Both Essences' effects will be applied to your Eldritch Blast/Chain/Cone/Doom attacks.

Souleater - Sustained
Nearby corpses are devoured, restoring Health and Mana by 10 and providing an Attack Rating bonus of 5 for 60 seconds for each corpse. Bonuses from multiple corpses stack.

------------------------------
Duskblade
------------------------------

Channel Lightning - Sustained
Your main hand melee attacks will cast Lightning Bolt on hit. Damage is based on your Cunning Attribute.

Channel Life Drain - Sustained
Your main hand melee attacks will cast Drain Life on hit. Damage is based on your Cunning Attribute.

Full Channeling - Passive
You can now channel spells through your off-hand melee attacks.

Dimension Step - Single Target or Ground
You can instantly transport yourself to the area selected. If targeting a single target, you will trade places with them. Hostile targets can pass a Physical Resistance check to resist the ability.

------------------------------
Elemental Archer
------------------------------

Elemental Shot - Passive
Adds ( / 5) Elemental Damage to attacks with Shortbows, Longbows, and Crossbows.

Elemental Accuracy - Passive
Increases your Attack Rating by 5. Further increases Attack Rating by another 5 once Elemental Storm is learned.

Elemental Shield - Self Target Duration
Increases Defense Rating by 10, Elemental Resistance by 20, and will do (( / 2) + 4) Elemental Damage to melee attackers. The Defense Rating bonus increases by 5 when Elemental Storm is learned. Lasts for ( + ) seconds.

Elemental Storm - Instant AoE centered on Single Target
The character makes a touch attack on the target and any hostiles within 40ft. Any that are hit will take full attack damage plus 12 Elemental Damage.

------------------------------
Hellfire Warlock
------------------------------

Hellfire Blast - Sustained
While active, your Eldritch Blast damage is increased 1-6 for the first two Hellfire Warlock abilities you know, and by 2-12 for each of the second two you know for a total of a random amount from 6-36 with all four known. Every hit also deals 10 points of damage to you.

Fire Resistance - Passive
You receive a 10 point bonus to Fire Resistance.

Summon Demon - Passive
The Dead Walk ability will now summon a Rage Demon to fight for you.

Hellfire Shield - Sustained
While this is active, you will automatically retaliate with an Eldritch Blast any time you are hit by a melee attack. If the attacker passes a Dexterity check, they only take half damage. Every retaliation will also deal 10 points of damage to you.

------------------------------
Hexblade
------------------------------

Hexblade's Curse - Single Target
If the target fails a mental resistance check, they suffer -4 penalties to Strength/Dexterity/Cunning and a -10 penalty to Mental/Physical Resistance for an hour. If they pass the check, they become completely immune to this ability and the ability immediately becomes available to cast again.

Mettle - Passive
Passive increase of 10 to both your Mental and Physical Resistance.

Greater Curse - Passive
The Hexblade's Curse Attribute penalties are increased to -8 and the Resistance penalties are increased to -20.

Aura of Unluck - Self-Target
You gain +20% Evasion and +20% Physical Damage Resistance for (36 + ) seconds.

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Invisible Blade
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Bleeding Wound - Passive
Whenever the character criticals or backstabs with a dagger, the target will take 6 damage over the course of the next 18 seconds. The damage increases by 4 points for each additional Invisible Blade ability know to a total of 18 with all four. This damage stacks.

Feint - Single Target
If the target fails a Physical Resistance check against the character's Cunning, it loses any Defense Rating gained from its Dexterity score for the next 6 seconds.

Unfettered Defense - Passive
While wearing light or no armor and not wielding a ranged weapon, the character recieves a bonus of ( / 3) to their Defense Rating.

Feint Mastery - Passive
Feint can no longer be resisted.

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Swiftblade
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Swift Surge - Passive
Attack and Defense Ratings are increased by 5.
With Evasive Celerity, Attack and Defense Ratings are increased by another 5 and a Damage Bonus of 1 is added.
With Perpetual Celerity, a further Damage Bonus of 1 is added.

Blurred Alacrity - Passive
While Haste is active, is added to the Swiftblade's Evasion.

Evasive Celerity - Passive
While Haste is active, ( + 10) is added to the Swiftblade's Spell Resistance.

Perpetual Celerity - Passive
Haste no longer reduces Stamina Regeneration while active.

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Tempest
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Tempest Defense - Passive
While wearing light or no armor, the character's Defense Rating is increased by .

Improved Tempest Defense - Passive
While wearing light or no armor, the character's Attack Rating is increased by .

Enhanced Dual-Weapons - Passive
When Dual-Wielding, Critical Chance and Evasion are increased by 2.5 and Fatigue is reduced by 2.5.

Enhanced Whirlwind - Passive
Increases Whirlwind's damage by +50%.

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Warlock
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Hideous Blow - Sustained
While active, any attacks made with the main hand weapon that hit will also trigger a casting of Eldritch Blast. After casting, a six second cooldown time is required before the next attack will trigger the ability again.

Damage Resistance - Passive
Increases your Armor by 1 at 10th level or under, 3 at 15th level, and increases by 2 every 5 levels after to a maximum of 9 at level 30.

Fiendish Resilience - Passive
Increases your Combat Health Regeneration by 1 at 10th or less level, 2 at 15th level, and increases by 1 every 5 levels after to a maximum of 5 at level 30.

Energy Resistance - Passive
Increases your Fire/Cold/Shock Resistance by 5 at 10th or less level, 10 at 20th level, and 15 at level 30.

Eldritch Blast - Single Target
Requires a touch attack based on your Attack Rating to hit. Does damage roughly equal to 1-6 + 1-6 for every two caster levels over the first. Can be enhanced by one of the Eldritch Essence powers and can trigger critical hits.

Eldritch Chain - Single Target
Same as Eldritch Blast, except can jump from the main target to surrounding targets. Can jump to a maximum of ( / 5) targets. Secondary targets also require an attack roll and will only take half damage.

Eldritch Cone - Cone
Does not require a touch attack and will automatically hit anything in the AOE with an Eldritch Blast.

Eldritch Doom - Circular Instant AOE
Does not require a touch attack and will automatically hit anything in the AOE with an Eldritch Blast.

Brimstone Blast - Sustained
Eldritch Blasts now do Fire damage. If the target fails a physical resistance check, they take additional Fire Damage for (( / 5) * 6) seconds.

Hellrime Blast - Sustained
Eldritch Blasts now do Cold damage. If the target fails a physical resistance check, they're frozen (as the spell Winter's Grasp) for 6 seconds.

Vitriolic Blast - Sustained
Eldritch Blasts now do Nature damage and will not be stopped by Spell Resistance.

Utterdark Blast - Sustained
Eldritch Blasts now do Spirit damage. If the target fails a physical resistance check, they'll be unable to regenerate health (as the spell Curse of Mortality) for 6 seconds.

Draining Blast - Sustained
If the target fails a mental resistance check, they'll have their attack speed reduced by a quarter and their Aim/Movement speeds reduced by half for 6 seconds.

Noxious Blast - Sustained
If the target fails a mental resistance check, they'll be put to sleep for 6 seconds.

Frightful Blast - Sustained
If the target fails a mental resistance check, they'll cower in fear (as the Horror spell) for 6 seconds.

Bewitching Blast - Sustained
If the target fails a mental resistance check, they'll be confused (as the Waking Nightmare spell) for 6 seconds.

Beshadowed Blast - Sustained
If the target fails a physical resistance check, their Attack Rating is reduced by 10 for 6 seconds.

Hindering Blast - Sustained
If the target fails a physical resistance check, their Defense Rating is reduced by 10 for 6 seconds.

Repelling Blast - Sustained
If the target fails a physical resistance check, they'll be knocked down.

Binding Blast - Sustained
If the target fails a physical resistance check, they'll be paralyzed for 6 seconds.

Devil's Sight - Sustained
Your Attack Rating is increased by 10.

Otherworldly Whispers - Sustained
Your Spellpower is increased by 6.

See the Unseen - Sustained
Your Attacks will no longer miss due to Evasion/Displacement effects.

Dark Foresight - Active, Self
Increases your Armor by 10 for ( * 6 seconds). This bonus will always reduce incoming physical attacks by 10 regardless of an enemy's Armor Piercing score.

Entropic Warding - Sustained
You receive a bonus of 20 to Missile Shield.

Leaps and Bounds - Sustained
You receive a bonus of 10 to you Defense Rating.

Flee the Scene - Active, Party-wide
You and your party receive the benefits of a Haste spell for 30 seconds.

Dark One's Own Luck - Sustained
Your Evasion and Magic Resistance are increased by 20.

Shadowwalk - Sustained
Walk Unseen - Sustained
Invisibility - Sustained
Dark Discorperation - Sustained
Same as the Rogue's Stealth Talents, except does not reduce Movement Speed.

Wall of Perilous Flames - Rectangular Duration AOE
You conjure a wall of flames into existence for 18 seconds. Any creature attempting to cross, or standing within, will take (12 + ) damage every few seconds. Half is Fire Damage and half is Spirit Damage.

Chilling Tentacles - Circular Duration AOE
You conjure a writhing mass of tentacles into existence for ( * 6) seconds. Every few seconds, 0-4 tentacles will attack targets in the AOE. They have an Attack Rating of (50 + ). Each attack that hits will do 5 Physical Damage and 6 Cold Damage, and any target hit must make pass a physical resistance check or be paralyzed for 6 seconds.

The Dead Walk - Sustained
Similar to Animate Dead, except does not require a corpse. Instead, the spell will summon a Skeleton at under 10th level, a Shambling Corpse at 10th to 15th level, and a Fanged Skeleton at 16th level or higher.

Tenacious Plague - Active, Single Hostile Target
Acts similar to Stinging Swarm. It will do a total of ((12 + ) * 3) Nature Damage over the course of 18 seconds.

Voracious Dispelling - Active, Single Hostile Target
Acts the same as Dispel Magic, except if any effects are dispelled the target takes ( / 2) Spirit Damage.

Beguile - Active, Single Hostile Target
If the target fails a mental resistance check, they will be confused for (( / 2) + 9) seconds as per Waking Nightmare.

Devour Magic - Active, Single Target
Acts the same as Dispel Magic, except if any effects are Dispelled you are healed for ( * 2) Health.

Charm - Active, Single Hostile Target
If the target fails a mental resistance check, they will fight on the Warlock's side for (( / 2) + 9) seconds as per Blood Control.

Darkness - Active, Single Hostile Target
The target's Attack Rating is reduced by 10 for ( * 6) seconds.

Dread Seizure - Active, Single Hostile Target
If the target fails a physical resistance check, their Attack/Defense Ratings are reduced by 10 and their Movement Speed is cut in half for 18 seconds.

Curse of Despair - Active, Single Hostile Target
If the target fails a mental resistance check, all of their Attributes are permanently reduced by 3. This ability does not stack with itself.

Word of Changing - Active, Single Hostile Target
The target is forcefully shapeshifted into a mouse for ( * 6) seconds. Bosses and Elite Bosses are immune to this ability.

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Weapon Mastery
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See the Weapon Master Specialization entry.


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