News

Dungeons And Dragons Online: In Testing: Update 3.3 Racial Enhancements

| 7 Mar 2007 15:15

The trainers of Stormreach have joined together to give you a guide to the many new enhancements that they can teach you. This article will highlight the upcoming Racial Enhancements. When we add Dragonmarks into the game (update 4.1) there will also be dragonmark-specific enhancements for dwarves, elves, halflings, and humans.

A separate article (to be posted later this week) will highlight the Class Enhancements.

Racial Enhancements

Drow

Level 1

  • Elven Enchantment Resistance I: Grants a +1 bonus on saving throws against spells from the Enchantment school. Action Points: 1
  • Elven Keen Eyes I: Grants a +1 bonus to the Spot skill. Action Points: 1
  • Elven Keen Hearing I: Grants a +1 bonus to the Listen skill. Action Points: 1
  • Elven Perception I: Grants a +1 bonus to the Search skill. Action Points: 1
  • Drow Melee Damage I: You gain an additional +1 bonus to damage rolls when using a shortsword or rapier. Action Points: 2
  • Drow Ranged Damage I: You gain an additional +1 bonus to damage rolls when using a shuriken. Action Points: 2
Level 2
  • Elven Arcane Fluidity I: Your arcane spell failure chance while wearing light armor is decreased by 5%. Action Points: 2 (must have spent 6 action points)
  • Improved Spell Resistance I: Increases your spell resistance to nondamaging spells and effects, granting you SR 14. Action Points: 1 (must have spent 3 action points). Prerequisites: Drow Spell Resistance.
Level 3
  • Elven Dexterity I: Grants a +1 increase to Dexterity score. Action Points: 2 (must have spent 6 action points)
Level 4
  • Drow Melee Attack I: You gain an additional +1 bonus to attack rolls when using a shortsword or rapier. Action Points: 2 (must have spent 10 action points)
  • Drow Ranged Attack I: You gain an additional +1 bonus to attack rolls when using a shuriken. Action Points: 2 (must have spent 10 action points)
  • Elven Keen Eyes II: Grants a +2 bonus to the Spot skill. Action Points: 2 (must have spent 10 action points). Prerequisites: Elven Keen Eyes 1.
  • Elven Keen Hearing II: Grants a +2 bonus to the Listen skill. Action Points: 2 (must have spent 10 action points). Prerequisites: Elven Keen Hearing 1.
  • Elven Perception II: Grants a +2 bonus to the Search skill. Action Points: 2 (must have spent 10 action points). Prerequisites: Elven Perception 1.
Level 5
  • Elven Enchantment Resistance II: Grants a +2 bonus on saving throws against enchantments. Action Points: 2 (must have spent 14 action points). Prerequisites: Elven Enchantment Resistance I.
Level 6
  • Elven Arcane Fluidity II: Your arcane spell failure chance while wearing light or medium armor is decreased by 5%. Action Points: 4 (must have spent 16 action points). Prerequisites: Elven Arcane Fluidity I.
  • Improved Spell Resistance II: Increases your spell resistance to nondamaging spells and effects, granting you SR 16. Action Points: 2 (must have spent 18 action points). Prerequisites: Improved Spell Resistance I and Drow Spell Resistance.
Level 7
  • Drow Melee Damage II: You gain an additional +2 bonus to damage rolls when using a shortsword or rapier. Action Points: 4 (must have spent 20 action points). Prerequisites: Drow Melee Damage I.
  • Drow Ranged Damage II: You gain an additional +2 bonus to damage rolls when using a shuriken. Action Points: 4 (must have spent 20 action points). Prerequisites: Drow Ranged Damage I.
Level 8
  • Elven Dexterity II: Grants a +2 increase to Dexterity score. Action Points: 4 (must have spent 24 action points). Prerequisites: Elven Dexterity I.
  • Elven Keen Eyes III: Grants a +3 bonus to the Spot skill. Action Points: 3 (must have spent 25 action points). Prerequisites: Elven Keen Eyes II.
  • Elven Keen Hearing III: Grants a +3 bonus to the Listen skill. Action Points: 3 (must have spent 25 action points). Prerequisites: Elven Keen Hearing II.
  • Elven Perception III: Grants a +3 bonus to the Search skill. Action Points: 3 (must have spent 25 action points). Prerequisites: Elven Perception II.
Level 9
  • Elven Enchantment Resistance III: Grants a +3 bonus on saving throws against enchantments. Action Points: 3 (must have spent 29 action points). Prerequisites: Elven Enchantment Resistance II.
Level 10
  • Drow Melee Attack II: You gain an additional +2 bonus to attack rolls when using a shortsword or rapier. Action Points: 4 (must have spent 32 action points). Prerequisites: Drow Melee Attack I.
  • Drow Ranged Attack II: You gain an additional +1 bonus to attack rolls when using a shuriken. Action Points: 4 (must have spent 32 action points). Prerequisites: Drow Ranged Attack I.
  • Elven Arcane Fluidity III: Your arcane spell failure chance while wearing light or medium armor is decreased by 10%. Action Points: 6 (must have spent 30 action points). Prerequisites: Elven Arcane Fluidity II.
  • Improved Spell Resistance III: Increases your spell resistance to nondamaging spells and effects, granting you SR 18. Action Points: 3 (must have spent 33 action points). Prerequisites: Improved Spell Resistance II andDrow Spell Resistance.
Level 12
  • Elven Keen Eyes IV: Grants a +4 bonus to the Spot skill. Action Points: 4(must have spent 40 action points). Prerequisites: Elven Keen Eyes III.
  • Elven Keen Hearing IV: Grants a +4 bonus to the Listen skill. Action Points: 4 (must have spent 40 action points). Prerequisites: Elven Keen Hearing III.
  • Elven Perception IV: Grants a +4 bonus to the Search skill. Action Points: 4 (must have spent 40 action points). Prerequisites: Elven Perception III.

Dwarf

Level 1

  • Dwarven Armor Mastery I: Grants +1 to the max Dex bonus on your armor. Action Points: 2
  • Dwarven Armored Agility I: Reduces the armor check penalty that applies to many of your skills by 1, regardless of armor worn. Action Points: 1
  • Dwarven Axe Damage I: You gain an additional +1 bonus to damage rolls when using a battleaxe, throwing axe, greataxe, handaxe, or dwarven axe. Action Points: 2
  • Dwarven Faith I: Grants dwarven divine casters a 15 point increase to spell points. Action Points: 1. Prerequisites: Paladin or Cleric only.
  • Dwarven Goblinoid Hatred I: Grants an additional +1 bonus to attack goblinoids. Action Points: 1
  • Dwarven Poison Resistance I: Grants a +1 bonus on saving throws against poison. Action Points: 1
  • Dwarven Shield Mastery I: You reduce the damage you suffer when blocking by 1/- beyond the normal blocking DR of the shield. Action Points: 1
  • Dwarven Spell Defense I: Grants a +1 bonus on saving throws against spells and effects. Action Points: 1
Level 2
  • Dwarven Tactics I: Grants a +1 bonus on the DC of combat feats, making it harder for your enemies to resist your combat maneuvers such as trip, hamstring, and stunning blow. Action Points: 2 (must have spent 2 action points)
Level 3
  • Dwarven Constitution I: Grants a +1 increase to Constitution score. Action Points: 2 (must have spent 6 action points)
  • Dwarven Toughness I: Increases the total benefit you receive from the Toughness feat by 5. Action Points: 1 (must have spent 7 action points). Prerequisites: Toughness.
Level 4
  • Dwarven Axe Attack I: You gain an additional +1 bonus to attack rolls when using a battleaxe, throwing axe, greataxe, handaxe, or dwarven axe. Action Points: 2 (must have spent 10 action points).
  • Dwarven Giant Dodger I: You gain an additional +1 dodge bonus against giants. Action Points: 1 (must have spent 11 action points).
  • Dwarven Poison Resistance II: Grants a +2 bonus on saving throws against poison. Action Points: 2 (must have spent 10 action points). Prerequisites: Dwarven Poison Resistance I
  • Dwarven Shield Mastery II: You reduce the damage you suffer when blocking by 2/- beyond the normal blocking DR of the shield. Action Points: 2 (must have spent 10 action points). Prerequisites: Dwarven Shield Mastery I.
  • Dwarven Spell Defense II: Grants a +2 bonus on saving throws against spells and effects. Action Points: 2 (must have spent 10 action points). Prerequisites: Dwarven Spell Defense I.
Level 5
  • Dwarven Armor Mastery II: Grants +2 to the max Dex bonus on your armor. Action Points: 4 (must have spent 12 action points). Prerequisites: Dwarven Armor Mastery I.
  • Dwarven Armored Agility II: Reduces the armor check penalty that applies to many of your skills by 2, regardless of armor worn. Action Points: 2 (must have spent 14 action points). Prerequisites: Dwarven Armored Agility I.
  • Dwarven Faith II: Grants dwarven divine casters a 30 point increase to spell points. Action Points: 2 (must have spent 14 action points). Prerequisites: Dwarven Faith I, Paladin or Cleric only.
  • Dwarven Goblinoid Hatred II: Grants an additional +2 bonus to attack goblinoids. Action Points: 2 (must have spent 14 action points). Prerequisites: Dwarven Goblinoid Hatred I.
Level 6
  • Dwarven Toughness II: Increases the total benefit you receive from the Toughness feat by 10. Action Points: 2 (must have spent 18 action points). Prerequisites: Dwarven Toughness I.
  • Dwarven Tactics II: Grants a +2 bonus on the DC of combat feats, making it harder for your enemies to resist your combat maneuvers such as trip, hamstring, and stunning blow. Action Points: 4 (must have spent 16 action points). Prerequisites: Dwarven Tactics I.
Level 7
  • Dwarven Axe Damage II: You gain an additional +2 bonus to damage rolls when using a battleaxe, throwing axe, greataxe, handaxe, or dwarven axe. Action Points: 4 (must have spent 20 action points). Prerequisites: Dwarven Axe Damage I.
  • Dwarven Shield Mastery III: You reduce the damage you suffer when blocking by 3/- beyond the normal blocking DR of the shield. Action Points: 3 (must have spent 21 action points). Prerequisites: Dwarven Shield Mastery II.
Level 8
  • Dwarven Constitution II: Grants a +2 increase to Constitution score. Action Points: 4 (must have spent 24 action points). Prerequisites: Dwarven Constitution I.
  • Dwarven Giant Dodger II: You gain an additional +2 dodge bonus against giants. Action Points: 2 (must have spent 26 action points). Prerequisites: Dwarven Giant Dodger I.
  • Dwarven Poison Resistance III: Grants a +3 bonus on saving throws against poison. Action Points: 3 (must have spent 25 action points). Prerequisites: Dwarven Poison Resistance II.
  • Dwarven Spell Defense III: Grants a +3 bonus on saving throws against spells and effects. Action Points: 3 (must have spent 25 action points). Prerequisites: Dwarven Spell Defense II.
Level 9
  • Dwarven Toughness III: Increases the total benefit you receive from the Toughness feat by 15. Action Points: 3 (must have spent 29 action points). Prerequisites: Dwarven Toughness II.
  • Dwarven Faith III: Grants dwarven divine casters a 45 point increase to spell points. Action Points: 3 (must have spent 29 action points). Prerequisites: Dwarven Faith II, Paladin or Cleric only.
Level 10
  • Dwarven Armor Mastery III: Grants +3 to the max Dex bonus on your armor. Action Points: 6 (must have spent 30 action points). Prerequisites: Dwarven Armor Mastery II.
  • Dwarven Armored Agility III: Reduces the armor check penalty that applies to many of your skills by 3, regardless of armor worn. Action Points: 3 (must have spent 33 action points). Prerequisites: Dwarven Armored Agility II.
  • Dwarven Axe Attack II: You gain an additional +2 bonus to attack rolls when using a battleaxe, throwing axe, greataxe, handaxe, or dwarven axe. Action Points: 4 (must have spent 32 action points). Prerequisites: Dwarven Axe Attack I.
  • Dwarven Goblinoid Hatred III: Grants an additional +3 bonus to attack goblinoids. Action Points: 3 (must have spent 33 action points). Prerequisites: Dwarven Goblinoid Hatred II.
  • Dwarven Tactics III: Grants a +3 bonus on the DC of combat feats, making it harder for your enemies to resist your combat maneuvers such as trip, hamstring, and stunning blow. Action Points: 6 (must have spent 30 action points). Prerequisites: Dwarven Tactics II.
Level 12
  • Dwarven Toughness IV: Increases the total benefit you receive from the Toughness feat by 20. Action Points: 4 (must have spent 40 action points). Prerequisites: Dwarven Toughness III.
  • Dwarven Giant Dodger III: You gain an additional +3 dodge bonus against giants. Action Points: 3 (must have spent 41 action points). Prerequisites: Dwarven Giant Dodger II.

Elf

Level 1

  • Elven Arcanum I: Grants elven wizards a 15 point increase to spell points. Action Points: 1. Prerequisites: Wizard only.
  • Elven Enchantment Resistance I: Grants a +1 bonus on saving throws against enchantments. Action Points: 1
  • Elven Keen Eyes I: Grants a +1 bonus to the Spot skill. Action Points: 1
  • Elven Keen Hearing I: Grants a +1 bonus to the Listen skill. Action Points: 1
  • Elven Melee Damage I: You gain an additional +1 bonus to damage rolls when using a longsword or rapier. Action Points: 2
  • Elven Perception I: Grants a +1 bonus to the Search skill. Action Points: 1
  • Elven Ranged Damage I: You gain an additional +1 bonus to damage rolls when using a longbow or shortbow. Action Points: 2
Level 2
  • Elven Arcane Fluidity I: Your arcane spell failure chance while wearing light armor is decreased by 5%. Action Points: 2 (must have spent 6 action points).
Level 3
  • Elven Dexterity I: Grants a +1 increase to Dexterity score. Action Points: 2 (must have spent 6 action points).
Level 4
  • Elven Keen Eyes II: Grants a +2 bonus to the Spot skill. Action Points: 2 (must have spent 10 action points). Prerequisites: Elven Keen Eyes I.
  • Elven Keen Hearing II: Grants a +2 bonus to the Listen skill. Action Points: 2 (must have spent 10 action points). Prerequisites: Elven Keen Hearing I.
  • Elven Melee Attack I: You gain an additional +1 bonus to attack rolls when using a longsword or rapier. Action Points: 2 (must have spent 10 action points).
  • Elven Perception II: Grants a +2 bonus to the Search skill. Action Points: 2 (must have spent 10 action points). Prerequisites: Elven Perception I.
  • Elven Ranged Attack I: You gain an additional +1 bonus to attack rolls when using a longbow or shortbow. Action Points: 2 (must have spent 10 action points).
Level 5
  • Elven Arcanum II: Grants elven wizards a 30 point increase to spell points. Action Points: 2 (must have spent 14 action points). Prerequisites: Elven Arcanum I - Wizard only.
  • Elven Enchantment Resistance II: Grants a +2 bonus on saving throws against enchantments. Action Points: 2 (must have spent 14 action points). Prerequisites: Elven Enchantment Resistance I.
Level 6
  • Elven Arcane Fluidity II: Your arcane spell failure chance while wearing light or medium armor is decreased by 5%. Action Points: 4 (must have spent 16 action points). Prerequisites: Elven Arcane Fluidity I.
Level 7
  • Elven Melee Damage II: You gain an additional +2 bonus to damage rolls when using a longsword or rapier. Action Points: 4 (must have spent 20 action points). Prerequisites: Elven Melee Damage I.
  • Elven Ranged Damage II: You gain an additional +2 bonus to damage rolls when using a longbow or shortbow. Action Points: 4 (must have spent 20 action points). Prerequisites: Elven Ranged Damage I.
Level 8
  • Elven Dexterity II: Grants a +2 increase to Dexterity score. Action Points: 4 (must have spent 24 action points). Prerequisites: Elven Dexterity I.
  • Elven Keen Eyes III: Grants a +3 bonus to the Spot skill. Action Points: 3 (must have spent 25 action points). Prerequisites: Elven Keen Eyes II.
  • Elven Keen Hearing III: Grants a +3 bonus to the Listen skill. Action Points: 3 (must have spent 25 action points). Prerequisites: Elven Keen Hearing II.
  • Elven Perception III: Grants a +3 bonus to the Search skill. Action Points: 3 (must have spent 25 action points). Prerequisites: Elven Perception II.
Level 9
  • Elven Arcanum III: Grants elven wizards a 45 point increase to spell points. Action Points: 3 (must have spent 29 action points). Prerequisites: Elven Arcanum II - Wizard only.
  • Elven Enchantment Resistance III: Grants a +3 bonus on saving throws against enchantments. Action Points: 3 (must have spent 29 action points). Prerequisites: Elven Enchantment Resistance II.
Level 10
  • Elven Arcane Fluidity III: Your arcane spell failure chance while wearing light or medium armor is decreased by 10%. Action Points: 6 (must have spent 30 action points). Prerequisites: Elven Arcane Fluidity II.
  • Elven Melee Attack II: You gain an additional +2 bonus to attack rolls when using a longsword or rapier. Action Points: 4 (must have spent 32 action points). Prerequisites: Elven Melee Attack I.
  • Elven Ranged Attack II: You gain an additional +2 bonus to attack rolls when using a longbow or shortbow. Action Points: 4 (must have spent 32 action points). Prerequisites: Elven Ranged Attack I.
Level 12
  • Elven Keen Eyes IV: Grants a +4 bonus to the Spot skill. Action Points: 4 (must have spent 40 action points). Prerequisites: Elven Keen Eyes III.
  • Elven Keen Hearing IV: Grants a +4 bonus to the Listen skill. Action Points: 4 (must have spent 40 action points). Prerequisites: Elven Keen Hearing III.
  • Elven Perception IV: Grants a +4 bonus to the Search skill. Action Points: 4 (must have spent 40 action points). Prerequisites: Elven Perception III.

Halfling

Level 1

  • Halfling Athletics I: Grants a +1 bonus to the Jump skill. Action Points: 1
  • Halfling Fear Resistance I: Grants a +1 bonus on saving throws against fear. Action Points: 1
  • Halfling Hiding I: Grants a +1 bonus to the Hide skill. Action Points: 1
  • Halfling Keen Ears I: Grants a +1 bonus to the Listen skill. Action Points: 1
  • Halfling Luck I: Grants a +1 bonus on Reflex saving throws. Action Points: 1
  • Halfling Silent Moves I: Grants a +1 bonus to the Move Silently skill. Action Points: 1
  • Halfling Thrown Weapon Damage I: You gain an additional +1 bonus to damage rolls when using a thrown weapon. Action Points: 2
Level 2
  • Halfling Cunning I: You gain an additional +1 bonus to attack rolls when flanking an enemy. Action Points: 2 (must have spent 2 action points).
  • Halfling Hero's Companion I: Grants one of your companions a short-term +2 to damage and saves while he is by your side. Action Points: 1 (must have spent 3 action points).
Level 3
  • Halfling Dexterity I: Grants a +1 increase to Dexterity score. Action Points: 2 (must have spent 6 action points).
Level 4
  • Halfling Athletics II: Grants a +2 bonus to the Jump skill. Action Points: 2 (must have spent 10 action points). Prerequisites: Halfling Athletics I.
  • Halfling Hiding II: Grants a +2 bonus to the Hide skill. Action Points: 2 (must have spent 10 action points). Prerequisites: Halfling Hiding I.
  • Halfling Keen Ears II: Grants a +2 bonus to the Listen skill. Action Points: 2 (must have spent 10 action points). Prerequisites: Halfling Keen Ears I.
  • Halfling Silent Moves II: Grants a +2 bonus to the Move Silently skill. Action Points: 2 (must have spent 10 action points). Prerequisites: Halfling Silent Moves I.
  • Halfling Thrown Weapon Attack I: You gain an additional +1 bonus to attack rolls when using a thrown weapon. Action Points: 2 (must have spent 10 action points).
Level 5
  • Halfling Fear Resistance II: Grants a +2 bonus on saving throws against fear. Action Points: 2 (must have spent 14 action points). Prerequisites: Halfling Fear Resistance I.
  • Halfling Hero's Companion II: Grants one of your companions a short-term +3 damage and saves and +2 to attacks while he is by your side. Action Points: 2 (must have spent 14 action points). Prerequisites: Halfling Hero's Companion I.
  • Halfling Luck II: Grants a +2 bonus on Reflex saving throws. Action Points: 2 (must have spent 14 action points). Prerequisites: Halfling Luck I.
Level 6
  • Halfling Cunning II: You gain an additional +2 bonus to attack rolls when flanking an enemy. Action Points: 4 (must have spent 16 action points). Prerequisites: Halfling Cunning I.
Level 7
  • Halfling Thrown Weapon Damage II: You gain an additional +2 bonus to damage rolls when using a thrown weapon. Action Points: 4 (must have spent 20 action points). Prerequisites: Halfling Thrown Weapon Damage I.
Level 8
  • Halfling Athletics III: Grants a +3 bonus to the Jump skill. Action Points: 3 (must have spent 25 action points). Prerequisites: Halfling Athletics II.
  • Halfling Dexterity II: Grants a +2 increase to Dexterity score. Action Points: 4 (must have spent 24 action points). Prerequisites: Halfling Dexterity I.
  • Halfling Hero's Companion III: Grants one of your companions a short-term +4 to damage and saves, +3 to attacks, and +2 to AC while he is by your side. Action Points: 3 (must have spent 25 action points). Prerequisites: Halfling Hero's Companion II.
  • Halfling Hiding III: Grants a +3 bonus to the Hide skill. Action Points: 3 (must have spent 25 action points). Prerequisites: Halfling Hiding II.
  • Halfling Keen Ears III: Grants a +3 bonus to the Listen skill. Action Points: 3 (must have spent 25 action points). Prerequisites: Halfling Keen Ears II.
  • Halfling Silent Moves III: Grants a +3 bonus to the Move Silently skill. Action Points: 3 (must have spent 25 action points). Prerequisites: Halfling Silent Moves II.
Level 9
  • Halfling Fear Resistance III: Grants a +3 bonus on saving throws against fear. Action Points: 3 (must have spent 29 action points). Prerequisites: Halfling Fear Resistance II.
  • Halfling Luck III: Grants a +3 bonus on Reflex saving throws. Action Points: 3 (must have spent 29 action points). Prerequisites: Halfling Luck II.
Level 10
  • Halfling Cunning III: You gain an additional +3 bonus to attack rolls when flanking an enemy. Action Points: 6 (must have spent 30 action points). Prerequisites: Halfling Cunning II.
  • Halfling Thrown Weapon Attack II: You gain an additional +2 bonus to attack rolls when using a thrown weapon. Action Points: 4 (must have spent 32 action points). Prerequisites: Halfling Thrown Weapon Attack I.
Level 11
  • Halfling Hero's Companion IV: Grants one of your companions a short-term +5 to damage and saves, +4 to attacks, and +3 to AC while he is by your side. Action Points: 4 (must have spent 36 action points). Prerequisites: Halfling Hero's Companion III.
Level 12
  • Halfling Athletics IV: Grants a +4 bonus to the Jump skill. Action Points: 4 (must have spent 40 action points). Prerequisites: Halfling Athletics III.
  • Halfling Hiding IV: Grants a +4 bonus to the Hide skill. Action Points: 4 (must have spent 40 action points). Prerequisites: Halfling Hiding III.
  • Halfling Keen Ears IV: Grants a +4 bonus to the Listen skill. Action Points: 4 (must have spent 40 action points). Prerequisites: Halfling Keen Ears III.
  • Halfling Silent Moves IV: Grants a +4 bonus to the Move Silently skill. Action Points: 4 (must have spent 40 action points). Prerequisites: Halfling Silent Moves III.

Human

Level 1

  • Human Versatility I: Activate this ability to receive a +2 bonus to skills for 20 seconds. Action Points: 1
Level 2
  • Human Improved Recovery I: The benefit you receive from healing spells, potions, etc. is increased by 10%. Action Points: 2 (must have spent 2 action points).
Level 4
  • Human Versatility II: Activate this ability to receive a +3 bonus to skills for 20 seconds. Action Points: 2 (must have spent 10 action points). Prerequisites: Human Versatility I.
Level 5

You can only take one "adaptability" enhancement at a time.

  • Human Adaptability Charisma I: Grants a +1 increase to Charisma score. Action Points: 2 (must have spent 18 action points).
  • Human Adaptability Constitution I: Grants a +1 increase to Constitution score. Action Points: 2 (must have spent 18 action points).
  • Human Adaptability Dexterity I: Grants a +1 increase to Dexterity score. Action Points: 2 (must have spent 18 action points).
  • Human Adaptability Intelligence I: Grants a +1 increase to Intelligence score. Action Points: 2 (must have spent 18 action points).
  • Human Adaptability Strength I: Grants a +1 increase to Strength score. Action Points: 2 (must have spent 18 action points).
  • Human Adaptability Wisdom I: Grants a +1 increase to Wisdom score. Action Points: 2 (must have spent 18 action points).
Level 6
  • Human Improved Recovery II: The benefit you receive from healing spells, potions, etc. is increased by 15%. Action Points: 4 (must have spent 16 action points). Prerequisites: Human Improved Recovery I.
Level 7
  • Human Versatility III: Activate this ability to receive a +4 bonus to skills for 20 seconds. Action Points: 3 (must have spent 21 action points). Prerequisites: Human Versatility II.
Level 10
  • Human Improved Recovery III: The benefit you receive from healing spells, potions, etc. is increased by 20%. Action Points: 6 (must have spent 30 action points). Prerequisites: Human Improved Recovery II.
  • Human Versatility IV: Activate this ability to receive a +5 bonus to skills for 20 seconds. Action Points: 4 (must have spent 32 action points). Prerequisites: Human Versatility III.

Warforged

Level 1

  • Warforged Combat Training I: Grants +1 passive bonus to the Balance skill. Action Points: 1
  • Warforged Construct Thinking I: Grants +1 saving throw against Will-based Enchantments. Action Points: 1
  • Warforged Damage Reduction I: You gain damage reduction 1/adamantine, or improve your existing damage reduction by 1/adamantine. Action Points: 2
  • Warforged Hardiness I: Grants +1 bonus on Fortitude saving throws. Action Points: 1
  • Warforged Healer's Friend I: Benefit from healing spells is increased by 15%. Action Points: 2
  • Warforged Mechanics I: Grants +1 passive bonus to the Repair skill. Action Points: 1
Level 2
  • Warforged Inscribed Armor I: Removes Arcane spell failure from base Warforged Composite Plating. Reduces arcane spell failure chance of the warforged's Mithral Body Feat to 10% and the Adamantine Body Feat to 30%. Action Points: 1 (must have spent 3 action points).
  • Warforged Tactics I: Grants a +1 bonus on the DC of combat feats, making it harder for your enemies to resist your combat maneuvers such as trip, hamstring, and stunning blow. Action Points: 2 (must have spent 2 action points).
Level 3
  • Warforged Constitution I: Grants a +1 to Constitution score. Action Points: 2 (must have spent 6 action points).
Level 4
  • Warforged Combat Training II: Grants +2 passive bonus to the Balance skill. Action Points: 2 (must have spent 10 action points). Prerequisites: Warforged Combat Training I.
  • Warforged Mechanics II: Grants +2 passive bonus to the Repair skill. Action Points: 2 (must have spent 10 action points). Prerequisites: Warforged Mechanics I.
Level 5
  • Warforged Healer's Friend II: Benefit from healing spells is increased by 20%. Action Points: 4 (must have spent 12 action points). Prerequisites: Warforged Healer's Friend I.
Level 6
  • Warforged Construct Thinking II: Grants +2 saving throw against Will-based Enchantments. Action Points: 2 (must have spent 18 action points). Prerequisites: Warforged Construct Thinking I.
  • Warforged Damage Reduction II: You gain damage reduction 2/adamantine, or improve your existing damage reduction by 2/adamantine. Action Points: 4 (must have spent 16 action points). Prerequisites: Warforged Damage Reduction I.
  • Warforged Hardiness II: Grants +2 bonus on Fortitude saving throws. Action Points: 2 (must have spent 18 action points). Prerequisites: Warforged Hardiness I.
  • Warforged Inscribed Armor II: Removes Arcane spell failure from base Warforged Composite Plating. Reduces arcane spell failure chance of the warforged's Mithral Body Feat to 5% and the Adamantine Body Feat to 25%. Action Points: 2 (must have spent 18 action points). Prerequisites: Warforged Inscribed Armor I.
  • Warforged Tactics II: Grants a +2 bonus on the DC of combat feats, making it harder for your enemies to resist your combat maneuvers such as trip, hamstring, and stunning blow. Action Points: 4 (must have spent 16 action points). Prerequisites: Warforged Tactics I.
Level 8
  • Warforged Combat Training III: Grants +3 passive bonus to the Balance skill. Action Points: 3 (must have spent 25 action points). Prerequisites: Warforged Combat Training II.
  • Warforged Constitution II: Grants a +2 to Constitution score. Action Points: 4 (must have spent 24 action points). Prerequisites: Warforged Constitution I.
  • Warforged Mechanics III: Grants +3 passive bonus to the Repair skill. Action Points: 3 (must have spent 25 action points). Prerequisites: Warforged Mechanics II.
Level 9
  • Warforged Healer's Friend III: Benefit from healing spells is increased by 25%. Action Points: 6 (must have spent 26 action points). Prerequisites: Warforged Healer's Friend II.
Level 10
  • Warforged Inscribed Armor III: Removes Arcane spell failure from base Warforged Composite Plating and Mithral Body. Reduces arcane spell failure chance of the warforged's Adamantine Body Feat to 20%. Action Points: 3 (must have spent 33 action points). Prerequisites: Warforged Inscribed Armor II.
  • Warforged Tactics III: Grants a +3 bonus on the DC of combat feats, making it harder for your enemies to resist your combat maneuvers such as trip, hamstring, and stunning blow. Action Points: 6 (must have spent 30 action points). Prerequisites: Warforged Tactics II.
Level 11
  • Warforged Damage Reduction III: You gain damage reduction 3/adamantine, or improve your existing damage reduction by 3/adamantine. Action Points: 6 (must have spent 34 action points). Prerequisites: Warforged Damage Reduction II.
Level 12
  • Warforged Combat Training IV: Grants +4 passive bonus to the Balance skill. Action Points: 4 (must have spent 40 action points). Prerequisites: Warforged Combat Training III.
  • Warforged Construct Thinking III: Grants +3 saving throw against Will-based Enchantments. Action Points: 3 (must have spent 41 action points). Prerequisites: Warforged Construct Thinking II.
  • Warforged Hardiness III: Grants +3 bonus on Fortitude saving throws. Action Points: 3 (must have spent 41 action points). Prerequisites: Warforged Hardiness II.
  • Warforged Mechanics IV: Grants +4 passive bonus to the Repair skill. Action Points: 4 (must have spent 40 action points). Prerequisites: Warforged Mechanics III.

Comments on
Username:  
Password:  
Video of the Day
Featured Videos