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Enchanter AAs

This entire page will show you all of the AAs available to each class taken directly from their lists in game. I will try to keep this as accurate as possible but it is rather hard to tweak all the guides on my website with each passing expansion. So as for now I know that this list is updated up to House of Thule. Over time I may add bits of information under each AA to help new players out, if you would like to submit any information to me for this process my email can be found on the Submit A Guide section at the bottom of each of my guides.

General Archetype Class Special

General

Baking Mastery 0/3

This ability reduces the chance of failing baking combinations by 10, 25, and 50 percent.

It does exactly what it says it does. Unless you're focusing on Baking for any reason this AA is completely worthless to you. However, if you are focusing on Baking at all then this AA will help you greatly. If you are interested in finding out more about Baking I recommend you check out my Baking Guide.

Bandage Wounds 0/5

Each rank in this ability increases the amount of healing provided by a single bandage.

Probably one of the worst AAs to spend useful points on. Sure it is worth getting once you already have all your major AAs and even the not so major ones but any time before that is a complete waste.

Battle Ready 0/4

Battle Ready expands the bandolier by one additional save slot per rank.

I've personally never used the bandolier in my life so this AA is completely useless to me. I know some people though who do use it, so for them this AA would be worth it.

Blacksmithing Mastery 0/3

This ability reduces the chance of failing blacksmith combinations by 10, 25, and 50 percent.

So this AA does exactly what the Baking AA does. It reduces your chance of failing. Just like the Baking AA this AA is completely worthless unless you plan on raising your Blacksmithing. If you would like to learn a little bit about Blacksmithing and are interested in taking this Tradeskill up click here.

Brewing Mastery 0/3

This ability reduces the chance of failing brewing combinations by 10, 25, and 50 percent.

Just like the other Tradeskill Mastery AAs this one also reduces the chance of failing just with Brewing this time. If you are interested in learning more about brewing click here!

Combat Agility 0/38

The first three ranks of this ability increase your melee damage avoidance by 2, 5, and 10 percent. Additional ranks further increase this effect.

This is one of the most helpful AAs ever for anyone that plans to take damage at one point or another. Combat Agility paired up with Combat Stability make for one beastly of a tank or one beastly of a soloer! Since both talents are extremely I recommend raising both at the same time; together. What I mean by that is when you put one point into Combat Stability put one into Combat Agility as well.

Combat Medic 0/5

increases the amount of healing provided by a single bandage.

Just like Bandage Wounds; probably one of the worst AAs to spend useful points on. Sure it is worth getting once you already have all your major AAs and even the not so major ones but any time before that is a complete waste.

Combat Stability 0/38

The first three ranks of this ability increase your melee damage mitigation by 2, 5, and 10 percent. Additional ranks further increase this effect.

As I just mentioned for Combat Agility and Combat Stability are both like "brother" AAs. They go hand in hand and make enable your character to tank much, much better. Since both talents are extremely I recommend raising both at the same time; together. What I mean by that is when you put one point into Combat Stability put one into Combat Agility as well.

Delay Death 0/30

This ability increases how far below zero your hit points can fall before you die by 50 hit points per rank up to rank 30, and 100 hit points for ranks 31 and up. You will still fall unconscious when you reach zero health points.

This is another one of those "meh" AAs. In no way shape or form can this reliably save your life.

Discordant Defiance 0/15

This ability raises the maximum that your resistances can be increased to with items and spells by 5 points per rank.

Good for those who raid or those who are interested in raiding. But rarely ever do you need high resists for a group.

Dreamlike Cunning 0/10

Raises the maximum that your Dexterity can be increased to with items and spells by 5 points per rank.

Good for any class that can benefit from Dexterity. Once you have the other more important AAs that will contribute to your class moreso than this you can start putting points into this.

Dreamlike Fortitude 0/10

Raises the maximum that your Stamina can be increased to with items and spells by 5 points per rank.

Good for any class that can benefit from Stamina. Once you have the other more important AAs that will contribute to your class moreso than this you can start putting points into this.

Dreamlike Intelligence 0/10

Raises the maximum that your Intelligence can be increased to with items and spells by 5 points per rank.

Good for any class that can benefit from Intelligence. Once you have the other more important AAs that will contribute to your class moreso than this you can start putting points into this.

Dreamlike Magnesium 0/10

Raises the maximum that your Charisma can be increased to with items and spells by 5 points per rank.

Good for any class that can benefit from Charisma. Once you have the other more important AAs that will contribute to your class moreso than this you can start putting points into this.

Dreamlike Might 0/10

Raises the maximum that your Strength can be increased to with items and spells by 5 points per rank.

Good for any class that can benefit from Strength. Once you have the other more important AAs that will contribute to your class moreso than this you can start putting points into this.

Dreamlike Sapience 0/10

Raises the maximum that your Wisdom can be increased to with items and spells by 5 points per rank.

Good for any class that can benefit from Wisdom. Once you have the other more important AAs that will contribute to your class moreso than this you can start putting points into this.

Dreamlike Swiftness 0/10

Raises the maximum that your Agility can be increased to with items and spells by 5 points per rank.

Good for any class that can benefit from Agility. Once you have the other more important AAs that will contribute to your class moreso than this you can start putting points into this.

Earthen Alacrity 0/5

Raises the maximum that your Agility can be increased to with items and spells by 5 points per rank.

Good for any class that can benefit from Agility. Once you have the other more important AAs that will contribute to your class moreso than this you can start putting points into this.

Earthen Allure 0/5

Raises the maximum that your Charisma can be increased to with items and spells by 5 points per rank.

Good for any class that can benefit from Charisma. Once you have the other more important AAs that will contribute to your class moreso than this you can start putting points into this.

Earthen Artistry 0/5

Raises the maximum that your Dexterity can be increased to with items and spells by 5 points per rank.

Good for any class that can benefit from Dexterity. Once you have the other more important AAs that will contribute to your class moreso than this you can start putting points into this.

Earthen Brawn 0/5

Raises the maximum that your Strength can be increased to with items and spells by 5 points per rank.

Good for any class that can benefit from Strength. Once you have the other more important AAs that will contribute to your class moreso than this you can start putting points into this.

Earthen Brilliance 0/5

Raises the maximum that your Intelligence can be increased to with items and spells by 5 points per rank.

Good for any class that can benefit from Intelligence. Once you have the other more important AAs that will contribute to your class moreso than this you can start putting points into this.

Earthen Sagacity 0/5

Raises the maximum that your Wisdom can be increased to with items and spells by 5 points per rank.

Good for any class that can benefit from Wisdom. Once you have the other more important AAs that will contribute to your class moreso than this you can start putting points into this.

Earthen Stability 0/5

Raises the maximum that your Stamina can be increased to with items and spells by 5 points per rank.

Good for any class that can benefit from Stamina. Once you have the other more important AAs that will contribute to your class moreso than this you can start putting points into this.

Energetic Attunement 0/15

Energetic Attunement enhances your receptivity to the potential healing power of your magical gear. Each rank of this ability increases the maximum by which your hit point regeneration can be raised with items by 1 point.

N/a

Eyes Wide Open 0/2

This passive ability increases the capacity of your extended target window by one slot per rank.

Can't say how useful this is as I play on the Progression Server.

First Aid 0/3

This ability increases the maximum that you can Bind Wound by 10 percent for each ability level.

Much like all the other Bind Wound AAs. I can't really recommend getting this AA as Bind Wound is not going to save you in a life or death situation.

Fletching Mastery 0/3

This ability reduces the chance of failing fletching combinations by 10, 25, and 50 percent.

This Tradeskill AA is the same as all the others. If you have Fletching or plan on raising your Fletching then this will be worth getting. If you are interested in learning more about Fletching please click here.

Foraging 0/1

Grants an increase of 50 points to the Forage skill of anyone who purchases it. Will increase the skill cap for those that have the Forage skill and grant the skill and raise the cap to those who do not.

Not extremely useful to get early on but a nice AA none the less.

General Sturdiness 0/20

Each rank of this ability increases you maximum hit points by 100 up to rank 20, and 200 hit points from rank 21 and higher.

A very useful AA to get for anyone that tanks a lot or anyone that takes a lot of damage while soloing.

Hastened Origin 0/9

Decreases the reuse time on your Origin ability by 6 minutes per rank.

This is useful if you use Origin.

Innate Agility 0/15

This ability raises your base Agility by 2 points for each ability level.

Useful AA for those classes that benefit from Agility. However, this AA should be one of the last you get to increase the use of your character since, by itself, does not do much.

Innate Charisma 0/15

This ability raises your base Charisma by 2 points for each ability level.

Useful AA for those classes that benefit from Charisma. However, this AA should be one of the last you get to increase the use of your character since, by itself, does not do much.

Innate Cold Protection 0/15

This ability raises your base Save Vs Cold by 2 points for each ability level.

Useful AA for those that raid and would benefit from Cold Resistance. However, this AA should be one of the last you get to increase the use of your character since, by itself, does not do much.

Innate Dexterity 0/15

This ability raises your base Dexterity by 2 points for each ability level.

Useful AA for those classes that benefit from Dexterity. However, this AA should be one of the last you get to increase the use of your character since, by itself, does not do much.

Innate Disease Protection 0/15

This ability raises your base Save Vs Disease by 2 points for each ability level.

Useful AA for those that raid and would benefit from Disease Resistance. However, this AA should be one of the last you get to increase the use of your character since, by itself, does not do much.

Innate Fire Protection 0/15

This ability raises your base Save Vs Fire by 2 points for each ability level.

Useful AA for those that raid and would benefit from Fire Resistance. However, this AA should be one of the last you get to increase the use of your character since, by itself, does not do much.

Innate Intelligence 0/15

This ability raises your base Intelligence by 2 points for each ability level.

Useful AA for those classes that benefit from Intelligence. However, this AA should be one of the last you get to increase the use of your character since, by itself, does not do much.

Innate Lung Capacity 0/6

This ability increases the amount of air you can hold in your lungs by 10, 25, 50, 75 and 100%. Rank 6 grants you the permanent ability to breathe underwater and in airless environments.

This AA is almost completely useless. Generally on all high level gear there is some sort of innate breath underwater effect built in which means there is no way you will even need this AA.

Innate Magic Protection 0/15

This ability raises your base Save Vs Magic by 2 points for each ability level.

Useful AA for those that raid and would benefit from Magic Resistance. However, this AA should be one of the last you get to increase the use of your character since, by itself, does not do much.

Innate Metabolism 0/3

This ability decreases your food consumption by 10, 25 and 50 percent.

This is an extremely useful AA that decreases the amount of food that you consume. This is a great AA if you want to conserve some money from food consumption. I usually get this AA in the first 100 that I get on all characters.

Innate Poison Protection 0/15

This ability increases your base Save Vs Poison by 2 points for each ability level.

Useful AA for those that raid and would benefit from Poison Resistance. However, this AA should be one of the last you get to increase the use of your character since, by itself, does not do much.

Innate Regeneration 0/30

This ability raises your regeneration ability by 1 point per ability level up to rank 30 and 5 points per level for ranks 31 and up.

An alright AA for you to get if you're a tank or big time soloer. Much like the earlier innate talents though, you do not want to get Innate Regeneration until well after you've gotten all other important talents.

Innate Run Speed 0/5

This ability will slightly modify your base run speed. This modification does NOT stack with movement rate spell effects.

This is probably one of the most useful AAs ever. What this AA does is increase your base runspeed. 3/5 Innate Run Speed is as fast as SoW, which means once you put 3 points into this getting SoW ever again for you would be pointless. 5/5 is as fast as one of the Bard speeds, I am not sure which but you will really notice a difference with 5/5 Innate Run Speed. Get this AA asap!

Innate See Invis 0/1

This ability permanently enhances your vision allowing you to see the invisible.

Not that useful in my opinion. Then again I have never been put into a situation where Seeing Invisible mobs or players would benefit me. So, this would be a bit selective. If I ever recommended this AA it would be long after you have gotten other useful ones.

Innate Stamina 0/15

This ability increases your base Stamina by 2 points for each ability level.

Useful AA for those classes that benefit from Stamina. However, this AA should be one of the last you get to increase the use of your character since, by itself, does not do much.

Innate Strength 0/15

This ability increases your base Strength by 2 points for each ability level.

Useful AA for those classes that benefit from Strength. However, this AA should be one of the last you get to increase the use of your character since, by itself, does not do much.

Innate Wisdom 0/15

This ability increases your base Wisdom by 2 points for each ability level.

Useful AA for those classes that benefit from Wisdom. However, this AA should be one of the last you get to increase the use of your character since, by itself, does not do much.

Jewel Craft Mastery 0/3

This ability reduces the chance of failing Jewel Crafting combinations by 10, 25, and 50 percent.

Just another Tradeskill AA. As with the ones before it, this AA is only useful if you are actually planning on raising Jewel Crafting. If not then this AA does not help you at all. If you are interested in learning more about Jewel Crafting click here.

Mental Fortitude 0/3

This passive ability grants you an innate resistance to charm spells. Additional ranks increase your resistance further.

I would say that this is a good AA but nothing that I would get very early on.

Mystical Attuning 0/12

This ability increases the number of mystical effects that can affect you at once by 1 per rank.

Once you get around level 80 you may want to consider throwing a few points into it, especially if you're planning on raiding because then you will get a ton of buffs from close to every class. Also if you want to be sure to scoop up as many buffs as you can in the Guild Lobby every night, this AA will help you do it!

Mystical Shield 0/1

This ability gives you a 5% chance to resist any spell.

Not sure about this one. Toss me and email if you know anything

Natural Durability 0/6

This ability increases your maximum hitpoints by 2, 5, and 10 percent for the first three ranks, and one additional percent for each rank after that. (The percentages are based off of your base hitpoints, which include Stamina and Stamina effects.

Natural Durability, Combat Stability and Combat Agility are probably the three most important lines of AAs for all classes. You will want to update these abilities as you level up regularly. They will allow you to survive where you usually would not of been able to.

New Tanaan Crafting Mastery 0/6

Training with the sages and merchants of New Tanaan gives adventurers the chance to hone their crafting skills. For each rank of this ability that you purchase you are able to raise and additional tradeskill past its Specialization level (200). (This applies to Baking, Blacksmithing, Brewing, Fletching, Jewelcraft, Pottery and Tailoring.)

This is another Tradeskill AA and much like the other ones is rather useless early on. I don't recommend getting this AA until you are well into the thousands because if you pile up on a bunch of useless AAs now you will lose the initial "bonus xp" you have towards AAs later on when you actually need some to survive.

Origin 0/1

Upon using this ability, you will be transported back to your starting city.

Very useful AA if you are a class that does not have Gate. This will take you back to your home city where you can make your way to PoK or wherever it is that you need to go. If you're too poor to carry around Gate Potions this AA is a must.

Packrat 0/11

Each rank in this ability improves the efficiency with which you store your gear, effectively reducing your overall weight.

This is more of a "meh" AA if you will. Sure, weighing less is nice especially for Monks but for how many AAs you will need to invest into it... you're just better off buying weight reduction bags and dealing with the little weight of your gear. But, as you could imagine if you already have a lot of AAs and you're running out of useful things to buy, this actually isn't that bad.

Planar Power 0/20

This ability raises the maximum that your statistics can be raised to, with items or spells, by 5 points per rank.

This is one of my favorite AA lines ever. The reason I like this line so much is because from start to finish you will see substantial improvement in your character. One thing you need to know about this line of AAs though is you won't be able to improve your character right off the drawing board with it. I usually wait between 75 and 85 to start putting AAs into Planar Power. That way he has stats so far above the cap that it keeps feeding me 5 of each stat with every point I put into it.

Once you got most of the other useful AAs (At least 500 - 750 AAs) Then I recommend to start dumping some into Planar Power.

Pottery Mastery 0/3

This ability reduces the chance of failing Pottery combinations by 10, 25, and 50 percent.

You should know the drill by now with these AAs. If you have the tradeskill its a thumbs up if you don't then it is a thumbs down. If you would like to learn more about Pottery click here.

Quick Draw 0/2

Quick Draw expands the potion slot by one additional available item slot per rank.

I wouldn't even call this a needed AA. This is more of a laziness AA since you don't really ever need extra potion slots on the potion belt. And hey, you don't even need to use the Potion Belt if you don't want too! For that reason I recommend waiting a very long time before getting this AA. Even if you do use the Potion Belt almost anything would be better to spend your points on.

Salvage 0/6

This ability gives you the chance to automatically recover an item that would otherwise be lost on a failed tradeskill combine.

This is an amazing AA for anyone that is big into Tradeskilling. However even if you are a big time Tradeskiller I still recommend skipping this AA at the start since there are so many other important AAs that you will need to get when you are first starting out.

Tailoring Mastery 0/3

This ability reduces the chance of failing Tailoring combinations by 10, 25, and 50 percent.

Just another Tradeskill AA. As with the ones before it, this AA is only useful if you are actually planning on raising Tailoring. If not then this AA does not help you at all. If you are interested in learning more about Tailoring click here.                                

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