Dragon Age: Origins

About this mod

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

Permissions and credits
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NEW VERSION
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Please read the Known Issues Readme before leaving a "X doesn't work" comment.

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Installation
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For best results, install with DA Modder. DAUpdater and DAO Mod Manager tend to skip the required Single Player background files.

It is also always a good idea to uninstall old versions of a Mod before updating to a new version.

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Compatibility
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- Do not use alongside the Weapon Master Mod.
- Compatibility files included for the Awakening, Awakening in the OC, Combat Tweaks, and Expanded Shapeshifting: Learned Forms Mods.
- Will be incompatible with any other Mod that includes a rules_core.ncs file.
- Awakening blocks the first new Mod-added Class from selection as a new character. You'll have to either use the warlockx console command or make a character in the OC and import them in.
- Works with Spirit Eater Class. HOWEVER; if you disable that you'll have to also manually delete the background GDA files it installs to avoid background issues in the character creator.

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

These are automatically added to your character after specific criteria have been met; 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 Specialization Requirements.txt file.

Variations of the Weapon Focus abilities 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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Ritualist
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)
Essence Thief (Spirit Eater)
Hellfire Warlock (Warlock)
Hexblade (Mage and Warlock)
Invisible Blade (Warrior and Rogue)
Replicator (Ritualist)
Spellcrafter (Ritualist)
Swiftblade (Mage)
Tempest (Warrior and Rogue)
Weapon Master (Warrior)
Whirling Dervish (Rogue)
Wilderness Stalker (Rogue)

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New Talents/Spells
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Arcane Archer
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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 instead take x2 damage on a failed save.

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Archmage
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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.

Element Mastery - Passive
Auto-grants the four Elemental Mastery sustained abilities.

Counterspell Mastery - Passive
Whenever you successfully resist a hostile single target spell, the spell's caster will suffer its intended effects as though they cast it at themselves.

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

Earth Mastery - Sustained
While active, any spell you cast that normally does Fire, Electric, or Cold Damage will instead do Nature Damage.

Fire Mastery - Sustained
While active, any spell you cast that normally does Nature, Electric, or Cold Damage will instead do Fire Damage.

Water Mastery - Sustained
While active, any spell you cast that normally does Fire, Electric, or Nature Damage will instead do Cold Damage.

Air Mastery - Sustained
While active, any spell you cast that normally does Fire, Nature, or Cold Damage will instead do Electric Damage.

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Black Flame Zealot
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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 to a total of 18.

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
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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 your Mental and Physical Resistances.

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

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

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

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

Mystic Mail - Passive
While active, Bladesong now also acts as the spell Rock Armor (with Spellpower traded for Willpower Modifier) while wearing light or no armor.

Fury Song - Passive
While active, 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
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Entropic Daggercasting - Sustained
While deactivated and wielding a dagger, the character gets a free attack on any enemy hit by a self-cast Disorient, Weakness, or Drain Life spell.
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. Rogues cast one at random while Mages cast one chosen at random from a pool of the ones they can cast normally.

Primal Daggercasting - Sustained
While deactivated and wielding a dagger, the character gets a free attack on any enemy hit by a self-cast Stonefist, Winter's Grasp, or Lightning spell.
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. Rogues cast one at random while Mages cast one chosen at random from a pool of the ones they can cast normally.

Double Daggercast - Passive
Deactivated daggercasting now triggers a second free attack if dual-wielding daggers.
Activated daggercasting now triggers a spellcasting on the off-hand 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
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Entropic Daggercasting - Sustained
While deactivated and wielding a dagger, the character gets a free attack on any enemy hit by a self-cast Disorient, Weakness, or Drain Life spell.
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. The spell cast is chosen at random from a pool of the ones the Shaper can cast normally.

Primal Daggercasting - Sustained
While deactivated and wielding a dagger, the character gets a free attack on any enemy hit by a self-cast Stonefist, Winter's Grasp, or Lightning spell.
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. The spell cast is chosen at random from a pool of the ones the Shaper can cast normally.

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.

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Dread Warlock
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Eldritch Master - Passive
You now fire two blasts at once when using Eldritch Blast/Chain. Each gets a separate attack roll. Eldritch Cone and Eldritch Doom now double your character level in their damage calculations.

Morpheme Savant - Passive
Beguiling Influence and Charm now have durations of ( + 9 seconds), Word of Changing now has its duration doubled, and The Dead Walk's summoned creatures are strengthened.

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, For each corpse consumed, your Health and Mana is restored by 10 and you recieve a 5 point Attack Rating bonus for 60 seconds. Bonuses from multiple corpses stack.

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Duskblade
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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
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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 normal attack damage plus 12 Elemental Damage.

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Essence Thief
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Syphon Vitality - Single Target
You absorb (2 + (Magic Modifier * 0.05)) points of Strength and Constitution from the target for 30 seconds. Darkspawn are not affected.

Syphon Essence - Single Target
You absorb (2 + (Magic Modifier * 0.05)) points of Magic and Willpower from the target for 30 seconds. Darkspawn are not affected.

Essence Assimilation - Passive
If you devour the soul of a target affected by Syphon Vitality/Essence, you recieve a permanent one point boost to the attributes drained. In addition, any souls devoured will enable Essence Manifestation's Shapshifting abilities.

Essence Manifestation - Passive
You now recieve the ability to Shapeshift into the form of creatures devoured after learning Essence Assimilation. Possible Forms: Marbari, Wolf, Spider, Poisonous Spider, Bear, Deep Stalker, Werewolf, Bronto, Dragonling, Drake, Dragon, High Dragon, Wisp, Shade, Ash Wraith, and Rage/Desire/Pride Demon.

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

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

Summon Demon - Passive
The Dead Walk ability will now summon a Rage Demon.

Hellfire Shield - Sustained
While this is active, you will automatically retaliate with a Hellfire 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. This blast is not affected by active Essences.

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Hexblade
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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 Resistances.

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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Ritualist
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Mystic Charge +1 - Sustained
Offensive Thaumaturgy and Elementalism spells are cast at full Spellpower/Duration/Magnitude (fCharge = 1.0). Casting time increased to 2.

Mystic Charge +2 - Sustained
Offensive Thaumaturgy and Elementalism spells are cast at 1.5x Spellpower/Duration/Magnitude (fCharge = 1.5). Casting time increased to 2.

Mystic Charge +3 - Sustained
Offensive Thaumaturgy and Elementalism spells are cast at 2x Spellpower/Duration/Magnitude. (fCharge = 2.0). Casting time increased to 3.

Mystic Charge +4 - Sustained
Offensive Thaumaturgy and Elementalism spells are cast at 3x Spellpower/Duration/Magnitude (fCharge = 3.0). Casting time increased to 3.

Flare - Single Target
Deals ((100.0 + (Spellpower * fCharge)) * FIREBALL_DAMAGE_FACTOR) Fire Damage to the target.

Flaming Weapons - Single Target
Adds ((Spellpower * fCharge) / 7.5) Fire Damage to the target's weapons for (20 * fCharge) seconds. To a maximum of (10.0 * fCharge).

Immolate - Single Target
Deals ((100.0 + (Spellpower * fCharge)) * FIREBALL_DAMAGE_FACTOR) Fire Damage to the target instantly, and then again over time.

Inferno - Circular Duration AOE
Deals ((100.0 + (Spellpower * fCharge)) * INFERNO_DAMAGE_FACTOR) Fire Damage to any targets in the AOE. Lasts (20 * fCharge) seconds.

Decay - Single Target
If the target fails a Physical Resistance check, they take a (5.0 * fCharge) penalty to Str/Dex/Con for (20 * fCharge) seconds.

Acidic Touch - Single Target
Deals ((100.0 + (Spellpower * fCharge)) * STONEFIST_DAMAGE_FACTOR) Nature Damage to the target over the course of (FLAME_BLAST_DAMAGE_DURATION / fCharge) seconds. Also reduces the target's Armor Rating by (10.0 * fCharge) during that time.

Atrophy - Single Target
The target takes a (10.0 * fCharge) penalty to Str/Dex/Con for (20 * fCharge) seconds.

Turn to Dust - Single Target
The target must pass a Physical Resistance check or die. Otherwise, If they pass the check, they suffer a (10.0 * fCharge) penalty to their Armor Rating for (20 * fCharge) seconds. Bosses instead suffer the Armor Rating penalty if they fail the Resistance check, and are not affected if they pass.

Blood Rage - Single Target
Applies Berserk's bonuses/penalties to the target for (20 * fCharge) seconds. Only works on targets that can bleed.

Blood Potency - Single Target
Increases the target's Health Regeneration by (REGENERATION_HEALING_FACTOR * fCharge) and Mana/Stamina Regeneration by (REJUVINATION_REGEN_BASE * fCharge) for (20 * fCharge) seconds. Only works on targets that can bleed.

Theft of Life - Single Target
Deals ((100.0 + (Spellpower * fCharge)) * (DRAIN_LIFE_DAMAGE_FACTOR * fCharge)) Spirit Damage to the target and restores the caster's Health by the same amount. Only works on targets that can bleed.

Cauldron of Blood - Single Target
The target takes ((100.0 + (Spellpower * fCharge)) * VIRULENT_WALKING_BOMB_DAMAGE_FACTOR) Unresistable Damage over the course of (WALKING_BOMB_DURATION / fCharge) seconds. If they die while taking damage, they'll explode and deal Physical Damage based on their Max Health to any creatures nearby. Only works on targets that can bleed.

Spark - Single Target
Deals ((100.0 + (Spellpower * fCharge)) * LIGHTNING_DAMAGE_FACTOR) Electric Damage to the target.

Charged Weapons - Single Target
Adds ((Spellpower * fCharge) / 7.5) Electric Damage to the target's weapons for (20 * fCharge) seconds. To a maximum of (10.0 * fCharge).

Storm's Fury - Single Target
The target takes ((100.0 + (Spellpower * fCharge)) * CHAIN_LIGHTNING_DAMAGE_FACTOR) Electric Damage. The spell then arcs to any nearby hostiles and deals that much damage to them as well.

Eye of the Storm - Self
Creates a Tempest centered on the caster that lasts for (20 * fCharge) seconds. It deals ((100.0 + (Spellpower * fCharge)) * TEMPEST_DAMAGE_FACTOR) Electric Damage to any creatures in the AOE. The Tempest will move with, and not affect, the caster.

Darkness - Single Target
The target's Attack Rating is reduced by ((100.0 + Spellpower * fCharge) * HEROIC_OFFENSE_ATTACK_FACTOR) for (20 * fCharge) seconds.

Shadow Taunt - Single Target
Uncharged through third-level charge increases the caster's threat to the target by the equivalent of (Spellpower * fCharge) damage. Fourth-level charge forces the target to attack the caster.

Coruscating Shadows - Single Target
Confuses the target for (20 * fCharge) seconds.

Night's Veil - Circular Instant AOE
All hostiles within the AOE must pass a Mental Resistance check or be confused for (20 * fCharge) seconds.

Fortify - Single Target
The target's Armor Rating is increased by (Spellpower * fCharge * ROCK_ARMOR_BONUS_FACTOR) for (20 * fCharge) seconds. To a maximum of (ROCK_ARMOR_BONUS_CAP * fCharge).

Liquefy - Single Target
The caster must first hit with a touch attack. If successful, the target's weapon is destroyed unless it passes a Resistance Check. This check pits the caster's (Spellpower * fCharge) against the weapon's (Damage + Armor Piercing). This spell ignores Spell Resistance.

Gaol - Single Target
The target is frozen and rendered immune to all damage for (20.0 * fCharge) seconds. This spell ignores Spell Resistance.

Vaporize - Single Target
The caster must first hit with a touch attack. If successful, the target's Shield or Chest Armor is destroyed unless it passes a Resistance Check. This check pits the caster's (Spellpower * fCharge) against the armor's (Armor + Defense). This spell ignores Spell Resistance.

Spirit Crush - Single Target
The target suffers a (3.0 * fCharge) penalty to Willpower for (20.0 * fCharge) seconds unless they pass a Mental Resistance check.

Advanced Spirit Crush - Single Target
The target suffers a (6.0 * fCharge) penalty to Willpower for (20.0 * fCharge) seconds unless they pass a Mental Resistance check.

Expert Spirit Crush - Single Target
The target suffers a (9.0 * fCharge) penalty to Willpower for (20.0 * fCharge) seconds unless they pass a Mental Resistance check.

Master Spirit Crush - Single Target
The target suffers a (12.0 * fCharge) penalty to Willpower for (20.0 * fCharge) seconds unless they pass a Mental Resistance check.

Vertigo - Single Target
The target's Attack Speed is reduced by (DISORIENT_ATTACK_SPEED_PENALTY * fCharge) and their Attack Rating is reduced by (DISORIENT_ATTACK_PENALTY * fCharge). This lasts for (20.0 * fCharge) seconds. In addition, the target may forget who it was attacking.

Contortion - Single Target
The target's Attack Rating is reduced by (CRIPPLING_SHOT_ATTACK_PENALTY * fCharge), Defense Rating by (CRIPPLING_SHOT_DEFENSE_PENALTY * fCharge), and Movement Speed by PARALYZE_SPEED_PENALTY. This lasts for (20.0 * fCharge) seconds.

Seizure - Single Target
The target seizes up for (20.0 * fCharge) seconds. They take ((100.0 + (Spellpower * fCharge)) * CRUSHING_PRISON_DAMAGE_FACTOR * ((20.0 * fCharge) / CRUSHING_PRISON_DURATION)) over that time.

Body Failure - Single Target
The target must pass a Physical Resistance check or die. If they pass, they instead collapse for (20.0 * fCharge) seconds. Bosses instead collapse if they fail the Resistance check, and are not affected if they pass. Does not work on Golems or Demons.

Strike True - Single Target
The target's Attack Rating increases by ((100.0 + Spellpower) * HEROIC_OFFENSE_ATTACK_FACTOR) for 20 seconds.

Wind Dance - Single Target
The target is affected by the Haste spell for 20 seconds.

Fearless Heart - Single Target
The target's Willpower and Constitution are increased by 10 for 20 seconds.

Comrades in Arms - Passive
Strike True, Wind Dance, and Fearless Heart now affect all allies.

Conjure Animal - Sustained
An animal is summoned to fight for the caster. A wolf if the caster is under level 9, a spider if they are under level 16, or a bear if they are level 16 or higher.

Conjure Construct - Sustained
A construct is summoned to fight for the caster. A zombie if the caster is under level 9, a wild sylvan if they are under level 16, or a steel golem if they are level 16 or higher.

Conjure Dragon - Sustained
A dragon is summoned to fight for the caster. A dragonling if the caster is under level 9, a drake if they are under level 16, or an adult dragon if they are level 16 or higher.

Conjuration Mastery - Passive
The strength of the summoned creatures is increased.

Countermagic - Sustained
The caster receives a 25% bonus to Spell Resistance while this ability is active.

Advanced Countermagic - Passive
The Spell Resistance bonus is increased to 50%.

Expert Countermagic - Passive
The Spell Resistance bonus is increased to 75%.

Countermagic Mastery - Passive
If a single target spell is successfully resisted while Countermagic is active, that spell's caster is affected by it instead.

Pull - Single Target
The target is pulled to the caster's side. They take an amount of Physical Damage equal to the caster's Spellpower.

Repel - Single Target
The target is shoved away from the caster unless they pass a Physical Resistance check.

Mass Pull - Single Target
The target and all nearby hostiles are pulled to the caster's side. They take an amount of Physical Damage equal to the caster's Spellpower.

Mass Repel - Single Target
The target and all nearby hostiles are shoved away from the caster unless they pass a Physical Resistance check.

Deflection of Wooden Doom - Single Target
The target receives a bonus of ((100.0 + Spellpower) * HEROIC_AURA_MISSILE_SHIELD_FACTOR) to their Missile Defense for 60 seconds.

Aura of Sacred Defense - Single Target
The target receives a bonus of ((100.0 + Spellpower) * HEROIC_DEFENSE_DEFENSE_FACTOR) to their Defense Rating and a ((100.0 + Spellpower) * HEROIC_DEFENSE_RESISTANCE_FACTOR) bonus to their Fire/Cold/Shock/Nature/Spirit Resistances. This lasts for 60 seconds.

Cobra's Favor - Single Target
Whenever a creature damages the target with a melee weapon, they take Nature Damage equal to the target's base Constitution score. This lasts for 60 seconds.

Incorporeal Passage - Single Target
The target can neither be hit by, nor hit with, physical attacks for 60 seconds.

Ward vs. Animals - Circular Duration AOE
Acts as a Glyph of Warding against creatures of the animal race. They do not get a Resistance Check and it lasts for 60 seconds.

Ward vs. Beasts - Circular Duration AOE
Acts as a Glyph of Warding against creatures of the beast race. They do not get a Resistance Check and it lasts for 60 seconds.

Ward vs. Demons - Circular Duration AOE
Acts as a Glyph of Warding against creatures of the demon race. They do not get a Resistance Check and it lasts for 60 seconds.

Ward vs. Dragons - Circular Duration AOE
Acts as a Glyph of Warding against creatures of the dragon race. They do not get a Resistance Check and it lasts for 60 seconds.

Steps of the Terrified - Single Target
The target cowers in fear unless they pass a Mental Resistance Check. If they pass, they instead take a MIASMA_SPEED_PENALTY penalty to Movement Speed. The effects last for 60 seconds.

Mind Rend - Single Target
Unless the target passes a Resistance Check that pits the caster's Willpower against their Cunning, their Cunning is reduced to 1 for 60 seconds.

Close the Ways - Single Target
A Misdirection Hex that lasts for 60 seconds. Combos with Rend Mind.

Mystic Certámen - Circular Instant AOE
The Caster's Willpower is pitted against each of the targets' Willpowers in a Resistance Check. Any targets that fail take Spirit Damage equal to their maximum Mana/Stamina and have their Mana/Stamina pool emptied.

Touch of Nightshade - Single Target
The target's Attack Rating is reduced by WEAKNESS_ATTACK_PENALTY and their Defense Rating is reduced by WEAKNESS_DEFENSE_PENALTY. This lasts for 60 seconds.

Infirm - Single Target
A Curse of Mortality that lasts for 60 seconds. Combos with Jinx or Paper Flesh.

Jinx - Single Target
A Death Hex that lasts for 60 seconds. Combos with Infirm or Paper Flesh.

Paper Flesh - Single Target
Reduces the target's Constitution to 1. Any damage they have sustained will carry over.

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Spellcrafting
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Single Target - Single Target (Ally or Hostile)
Single target attack whose effects are dependant upon which Spellcrafting sustained abilties you have active. Base Mana Cost of 10. Auto-grants first level Spellcrafting sustained abilties.

Cone - Cone AOE
Cone attack whose effects are dependant upon which Spellcrafting sustained abilties you have active. Base Mana Cost of 20. Auto-grants second level Spellcrafting sustained abilties.

Area of Effect - Circular AOE
Circular AOE attack whose effects are dependant upon which Spellcrafting sustained abilties you have active. Base Mana Cost of 30. Auto-grants third level Spellcrafting sustained abilties.

Chain - Single Target (Ally or Hostile)
Single target attack that jumps to that target's allies and whose effects are dependant upon which Spellcrafting sustained abilties you have active. Base Mana Cost of 40. Auto-grants fourth level Spellcrafting sustained abilties.

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Spellcrafter (Primal)
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Nature Damage - Sustained
Adds ((100.0f + Spellpower) * STONEFIST_DAMAGE_FACTOR) Nature Damage to Primal Spellcrafting. Increases base Mana Cost by 10.

Cold Damage - Sustained
Adds ((100.0f + Spellpower) * WINTERS_GRASP_DAMAGE_FACTOR) Cold Damage and a chance to freeze the target to Primal Spellcrafting. Increases base Mana Cost by 10.

Fire Damage - Sustained
Adds ((100.0f + Spellpower) * FIREBALL_DAMAGE_FACTOR) Fire Damage to Primal Spellcrafting. Increases base Mana Cost by 20.

Electric Damage - Sustained
Adds ((100.0f + Spellpower) * LIGHTNING_DAMAGE_FACTOR) Electric Damage and a chance to seize the target to Primal Spellcrafting. Increases base Mana Cost by 20.

Increase Nature Resistance - Sustained
Adds a ((100.0f + fSpellpower) * HEROIC_DEFENSE_RESISTANCE_FACTOR) Nature Resistance bonus to Primal Spellcasting. Increases base Mana Cost by 10.

Increase Cold Resistance - Sustained
Adds a ((100.0f + fSpellpower) * HEROIC_DEFENSE_RESISTANCE_FACTOR) Cold Resistance bonus to Primal Spellcasting. Increases base Mana Cost by 10.

Increase Fire Resistance - Sustained
Adds a ((100.0f + fSpellpower) * HEROIC_DEFENSE_RESISTANCE_FACTOR) Fire Resistance bonus to Primal Spellcasting. Increases base Mana Cost by 20.

Increase Electric Resistance - Sustained
Adds a ((100.0f + fSpellpower) * HEROIC_DEFENSE_RESISTANCE_FACTOR) Electric Resistance bonus to Primal Spellcasting. Increases base Mana Cost by 20.

Decrease Nature Resistance - Sustained
Adds a ((100.0f + fSpellpower) * HEROIC_DEFENSE_RESISTANCE_FACTOR) Nature Resistance penalty to Primal Spellcasting. Increases base Mana Cost by 10.

Decrease Cold Resistance - Sustained
Adds a ((100.0f + fSpellpower) * HEROIC_DEFENSE_RESISTANCE_FACTOR) Cold Resistance penalty to Primal Spellcasting. Increases base Mana Cost by 10.

Decrease Fire Resistance - Sustained
Adds a ((100.0f + fSpellpower) * HEROIC_DEFENSE_RESISTANCE_FACTOR) Fire Resistance penalty to Primal Spellcasting. Increases base Mana Cost by 20.

Decrease Electric Resistance - Sustained
Adds a ((100.0f + fSpellpower) * HEROIC_DEFENSE_RESISTANCE_FACTOR) Electric Resistance penalty to Primal Spellcasting. Increases base Mana Cost by 20.

Increase Armor - Sustained
Adds a (Spellpower * ROCK_ARMOR_BONUS_FACTOR) bonus (maximum of ROCK_ARMOR_BONUS_CAP) to Primal Spellcasting. Increases base Mana Cost by 10.

Knockdown - Sustained
Adds a Knockdown effect that can be resisted with a Physical Resistance check to Primal Spellcasting. Increases base Mana Cost by 20.

Seize - Sustained
Adds a Seizure effect that can be resisted with a Physical Resistance check to Primal Spellcasting. Increases base Mana Cost by 30.

Petrify - Sustained
Adds a Petrification effect that can be resisted with a Physical Resistance check to Primal Spellcasting. Increases base Mana Cost by 40.

------------------------------
Spellcrafter (Creation)
------------------------------

Increase Strength - Sustained
Adds a ((100.0f + fSpellpower) * SPELL_WISP_SPELLPOWER_FACTOR) Strength bonus to Creation Spellcasting. Increases base Mana Cost by 10.

Increase Constitution - Sustained
Adds a ((100.0f + fSpellpower) * SPELL_WISP_SPELLPOWER_FACTOR) Constitution bonus to Creation Spellcasting. Increases base Mana Cost by 10.

Increase Dexterity - Sustained
Adds a ((100.0f + fSpellpower) * SPELL_WISP_SPELLPOWER_FACTOR) Dexterity bonus to Creation Spellcasting. Increases base Mana Cost by 10.

Increase Physical Attributes - Sustained
Adds a ((100.0f + fSpellpower) * SPELL_WISP_SPELLPOWER_FACTOR) Strength/Dexterity/Constitution bonus to Creation Spellcasting. Increases base Mana Cost by 30.

Increase Missile Defense - Sustained
Adds a ((100.0f + fSpellpower) * HEROIC_AURA_MISSILE_SHIELD_FACTOR) Missile Shield bonus to Creation Spellcasting. Increases base Mana Cost by 10.

Increase Attack Rating - Sustained
Adds a ((100.0f + fSpellpower) * HEROIC_OFFENSE_ATTACK_FACTOR) Attack bonus to Creation Spellcasting. Increases base Mana Cost by 10.

Increase Defense Rating - Sustained
Adds a ((100.0f + fSpellpower) * HEROIC_DEFENSE_DEFENSE_FACTOR) Defense bonus to Creation Spellcasting. Increases base Mana Cost by 20.

Empower - Sustained
Adds a Missile Shield, Attack Rating, and Defense Rating bonus (equal to the values above) to Creation Spellcasting. Increases base Mana Cost by 40.

Increase Movement Speed - Sustained
Adds a 30% Movement Speed bonus to Creation Spellcasting. Increases base Mana Cost by 10.

Increase Aim Speed - Sustained
Adds a 20% Aiming Speed bonus and -5 Attack penalty to Creation Spellcasting. Increases base Mana Cost by 20.

Increase Attack Speed - Sustained
Adds a 25% Attack Speed bonus and -5 Attack penalty to Creation Spellcasting. Increases base Mana Cost by 20.

Haste - Sustained
Adds a Movement, Aim, and Attack speed bonus (equal to the values above) and a -5 Attack penalty to Creation Spellcasting. Increases base Mana Cost by 30.

Heal - Sustained
Adds ((100.0f + fSpellpower) * HEAL_HEALTH_FRACTION) Health Restoration to Creation Spellcasting. Increases base Mana Cost by 10.

Rejuvinate - Sustained
Adds a (REJUVINATION_REGEN_BASE + (fSpellpower * REJUVINATION_REGEN_FACTOR)) Mana/Stamina Regeneration bonus to Creation Spellcasting. Increases base Mana Cost by 20.

Regenerate - Sustained
Adds a (((100.0f + fSpellpower) * REGENERATION_HEALING_FACTOR) / REGENERATION_DURATION / 2) Health Regeneration bonus to Creation Spellcasting. Increases base Mana Cost by 30.

Increase Physical Resistance - Sustained
Adds a ((100.0f + fSpellpower) * HEROIC_DEFENSE_RESISTANCE_FACTOR) Physical Resistance bonus to Creation Spellcasting. Increases base Mana Cost by 40.

------------------------------
Spellcrafter (Spirit)
------------------------------

Increase Magic - Sustained
Adds a ((100.0f + fSpellpower) * SPELL_WISP_SPELLPOWER_FACTOR) Magic bonus to Spirit Spellcasting. Increases base Mana Cost by 10.

Increase Willpower - Sustained
Adds a ((100.0f + fSpellpower) * SPELL_WISP_SPELLPOWER_FACTOR) Willpower bonus to Spirit Spellcasting. Increases base Mana Cost by 10.

Increase Cunning - Sustained
Adds a ((100.0f + fSpellpower) * SPELL_WISP_SPELLPOWER_FACTOR) Cunning bonus to Spirit Spellcasting. Increases base Mana Cost by 10.

Increase Mental Attributes - Sustained
Adds a ((100.0f + fSpellpower) * SPELL_WISP_SPELLPOWER_FACTOR) Magic/Willpower/Cunning bonus to Spirit Spellcasting. Increases base Mana Cost by 30.

Decrease Magic - Sustained
Adds a ((100.0f + fSpellpower) * SPELL_WISP_SPELLPOWER_FACTOR) Magic penalty to Spirit Spellcasting. Increases base Mana Cost by 10.

Decrease Willpower - Sustained
Adds a ((100.0f + fSpellpower) * SPELL_WISP_SPELLPOWER_FACTOR) Willpower penalty to Spirit Spellcasting. Increases base Mana Cost by 10.

Decrease Cunning - Sustained
Adds a ((100.0f + fSpellpower) * SPELL_WISP_SPELLPOWER_FACTOR) Cunning penalty to Spirit Spellcasting. Increases base Mana Cost by 10.

Decrease Mental Attributes - Sustained
Adds a ((100.0f + fSpellpower) * SPELL_WISP_SPELLPOWER_FACTOR) Magic/Willpower/Cunning penalty to Spirit Spellcasting. Increases base Mana Cost by 30.

Dispel - Sustained
Adds a Dispel Magic effect to Spirit Spellcasting. Increases base Mana Cost by 10.

Increase Spirit Resistance - Sustained
Adds a ((100.0f + fSpellpower) * HEROIC_DEFENSE_RESISTANCE_FACTOR) Spirit Resistance bonus to Spirit Spellcasting. Increases base Mana Cost by 20.

Spellward - Sustained
Adds a Spellward effect to Spirit Spellcasting. Increases base Mana Cost by 30.

Increase Mental Resistance - Sustained
Adds a ((100.0f + fSpellpower) * HEROIC_DEFENSE_RESISTANCE_FACTOR) Mental Resistance bonus to Spirit Spellcasting. Increases base Mana Cost by 40.

Drain Energy - Sustained
Adds a ((100.0f + fSpellpower) * MANA_DRAIN_FACTOR) strength Mana/Stamina Drain effect to Spirit Spellcasting. Increases base Mana Cost by 10.

Decrease Spirit Resistance - Sustained
Adds a ((100.0f + fSpellpower) * HEROIC_DEFENSE_RESISTANCE_FACTOR) Spirit Resistance penalty to Spirit Spellcasting. Increases base Mana Cost by 20.

Spirit Damage - Sustained
Adds ((100.0f + fSpellpower) * ARCANE_BOLT_DAMAGE_FACTOR) Spirit Damage to Spirit Spellcasting. Increases base Mana Cost by 30.

Decrease Mental Resistance - Sustained
Adds a ((100.0f + fSpellpower) * HEROIC_DEFENSE_RESISTANCE_FACTOR) Mental Resistance penalty to Spirit Spellcasting. Increases base Mana Cost by 40.

------------------------------
Spellcrafter (Entropy)
------------------------------

Decrease Strength - Sustained
Adds a ((100.0f + fSpellpower) * SPELL_WISP_SPELLPOWER_FACTOR) Strength penalty to Entropic Spellcasting. Increases base Mana Cost by 10.

Decrease Constitution - Sustained
Adds a ((100.0f + fSpellpower) * SPELL_WISP_SPELLPOWER_FACTOR) Constitution penalty to Entropic Spellcasting. Increases base Mana Cost by 10.

Decrease Dexterity - Sustained
Adds a ((100.0f + fSpellpower) * SPELL_WISP_SPELLPOWER_FACTOR) Dexterity penalty to Entropic Spellcasting. Increases base Mana Cost by 10.

Decrease Physical Attributes - Sustained
Adds a ((100.0f + fSpellpower) * SPELL_WISP_SPELLPOWER_FACTOR) Strength/Dexterity/Constitution penalty to Entropic Spellcasting. Increases base Mana Cost by 30.

Decrease Missile Defense - Sustained
Adds a ((100.0f + fSpellpower) * HEROIC_AURA_MISSILE_SHIELD_FACTOR) Missile Shield penalty to Entropic Spellcasting. Increases base Mana Cost by 10.

Decrease Attack Rating - Sustained
Adds a ((100.0f + fSpellpower) * HEROIC_OFFENSE_ATTACK_FACTOR) Attack penalty to Entropic Spellcasting. Increases base Mana Cost by 10.

Decrease Defense Rating - Sustained
Adds a ((100.0f + fSpellpower) * HEROIC_DEFENSE_DEFENSE_FACTOR) Defense penalty to Entropic Spellcasting. Increases base Mana Cost by 20.

Weaken - Sustained
Adds a Missile Shield, Attack Rating, and Defense Rating penalty (equal to the values above) to Entropic Spellcasting. Increases base Mana Cost by 40.

Decrease Movement Speed - Sustained
Adds a 30% Movement Speed penalty to Entropic Spellcasting. Increases base Mana Cost by 10.

Decrease Aim Speed - Sustained
Adds a 20% Aiming Speed penalty to Entropic Spellcasting. Increases base Mana Cost by 20.

Decrease Attack Speed - Sustained
Adds a 25% Attack Speed penalty to Entropic Spellcasting. Increases base Mana Cost by 20.

Slow - Sustained
Adds a Movement, Aim, and Attack speed penalty (equal to the values above) to Entropic Spellcasting. Increases base Mana Cost by 30.

Drain Health - Sustained
Adds a ((100.0f + fSpellpower) * DRAIN_LIFE_DAMAGE_FACTOR) Health Drain effect to Spirit Spellcasting. Increases base Mana Cost by 10.

Fatigue - Sustained
Adds a (REJUVINATION_REGEN_BASE + (fSpellpower * REJUVINATION_REGEN_FACTOR)) Mana/Stamina Regeneration penalty to Entropic Spellcasting. Increases base Mana Cost by 20.

Enfeeble - Sustained
Adds a (((100.0f + fSpellpower) * REGENERATION_HEALING_FACTOR) / REGENERATION_DURATION / 2) Health Regeneration penalty to Entropic Spellcasting. Increases base Mana Cost by 30.

Decrease Physical Resistance - Sustained
Adds a ((100.0f + fSpellpower) * HEROIC_DEFENSE_RESISTANCE_FACTOR) Physical Resistance penalty to Entropic Spellcasting. Increases base Mana Cost by 40.

Sleep - Sustained
Adds a Sleep effect that can be resisted with a Mental Resistance check to Entropic Spellcasting. Increases base Mana Cost by 10.

Fear - Sustained
Adds a Horror effect that can be resisted with a Mental Resistance check to Entropic Spellcasting. Increases base Mana Cost by 20.

Paralyze - Sustained
Adds a Paralyzation effect that can be resisted with a Physical Resistance check to Entropic Spellcasting. Increases base Mana Cost by 30.

Confuse - Sustained
Adds a Confusion effect that can be resisted with a Mental Resistance check to Entropic Spellcasting. Increases base Mana Cost by 40.

------------------------------
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, the Swiftblade's Evasion is increased by %.

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

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

------------------------------
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. A six second cooldown time is required between triggers.

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 equal to ((( - 1) * 6) + 6) + (Spellpower / 3). 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 suffer a -4 penalty to Dexterity for 6 seconds.

Vitriolic Blast - Sustained
Eldritch Blasts now do Nature Damage and will not be stopped by Spell Resistance. They also take additional Nature Damage for (( / 5) * 6) seconds.

Utterdark Blast - Sustained
Eldritch Blasts now do Spirit Damage. Targets will be unable to regenerate health (as per 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 25% and their Aim/Movement Speeds reduced by 50% 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
While active, your Attack Rating is increased by 10.

Otherworldly Whispers - Sustained
While active, your Spellpower is increased by 6.

See the Unseen - Sustained
While active, your Attacks will no longer miss due to Evasion/Displacement effects.

Dark Foresight - Active, Self
Increases your Armor Rating 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
While active, you receive a bonus of 20 to Missile Defense.

Leaps and Bounds - Sustained
While active, you receive a bonus of 10 to you Defense Rating.

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

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

Shadowwalk - Sustained
Walk Unseen - Passive
Invisibility - Passive
Dark Discorperation - Passive
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)) * 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 reduced by 50% 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 are immune to this ability.

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

--------------
Sword
--------------
Disarm - Similar to the Sunder Weapon Talent, this also allows the chance of removing the target's weapon (if removable) on a critical hit.
Parry - When defending against melee or ranged attacks your Defense Rating is increased by (Attack Rating / 5). Won't trigger if incapacitated or otherwise occupied.
Improved Disarm - Disarm can no longer be resisted.

--------------
Axe
--------------
Shell Splitter - Similar to the Sunder Armor Talent, this will also destroy the target's shield/chestplate (if not indestructible) on a critical hit if a Resistance check is not passed. This check pits the damage of the attack against the armor's (Armor Rating + Defense Rating).
Figure Eight - Similar to the Momentum Talent, only does not increase Movement Speed.
Improved Shell Splitter - Shell Splitter can no longer be resisted if used against natural armor, and destroys the target's shield/chestplate on a successful hit if a Resistance check is not passed. This check pits the damage of the attack against the armor's (Armor Rating + Defense Rating).

--------------
Mace
--------------
Pulverize - The Weapon Master's attacks will permanently reduce an opponent's Attack and Defense Ratings by a small amount on each hit unless they pass a Physical Resistance check.
Concussive Blows - The Weapon Master's attacks will automatically knock non-specialrank opponents down on a critical hit.
Improved Pulverize - Slightly increases Pulverize's Attack and Defense Rating penalties.

--------------
Dagger
--------------
Counter Slash - Whenever an opponent misses the Weapon Master with a melee attack, you'll get a free counterattack at half your Attack Rating. This won't trigger if you're incapacitated or in the middle of using an Ability.
A Thousand Cuts - A Suppressing Fire that reduces a target's Attack and Defense Ratings.
Improved Counter Slash - Counter Slash now uses your full Attack Rating.

--------------
Bow
--------------
Point Blank Accuracy - The player will not miss when attacking an opponent within half their weapon's optimum range.
Head Shot - A normal attack that automatically knocks down a target. On a critical hit, if the target is not wearing a helmet (and is not a Boss), they will be killed. If they are wearing a helmet, it has a chance of being destroyed.
Improved Point Blank Accuracy - Extends Point Blank Accuracy's range to your weapon's full optimum range.

------------------------------
Whirling Dervish
------------------------------

Economy of Movement - Passive
Attack Speed is increased by 10% and Fatigue is reduced by 2.5.

Critical Sense - Passive
Attack Rating is increased by 5. It's increased by another 5 if Defensive Roll is known.

Expert Tumbling - Passive
Defense Rating is increased by 5.

Defensive Roll - Passive
This triggers after you've been hit by a physical attack that would kill you. If you pass a Physical Resistance check vs. the amount of damage the attack did, it instead does only half damage.

------------------------------
Wilderness Stalker
------------------------------

Master Stalker - Passive
You move at full speed while Stealth is active.

Skirmish - Passive
Defense Rating is increased by 5. It's increased by another 5 if Camouflage is known.

Fast Aim - Passive
Aim Speed is increased by 10%.

Camouflage - Passive
Your Stealth Rank is increased by 1.