AA Guide/General

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General Category of AA's are offered to all classes/races with the exception of race specific AA's.

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Contents

[edit] Baking Mastery

Type: Passive
Requirement: OoW, level 59
Ranks: 3
Points per rank: 3/6/9
Usefulness: Average

This ability reduces the cleric chance to fail a baking combine. The probability of succeeding or failing is based on the cleric skill in baking and the difficulty of the recipe, and this ability is a modifier to the base chance of success.

Rank 1 multiplies the chance of failing by 0.9.

Rank 2 multiplies the chance of failing by 0.75.

Rank 3 multiplies the chance of failing by 0.5.

[edit] Bandage Wounds

Type: Passive
Requirement: DoD, level 66, First Aid at rank 3
Ranks: 5
Points per rank: 3/3/3/3/3
Usefulness: Very low


This ability increases the amount of hitpoints a cleric can heal using the Bind Wounds skill. At 300 skill (current Bind Wounds cap for a level 75 cleric as of January 2007) and with First Aid at rank 3 as required, a cleric can heal a character up to full and the amount healed by each application of Bind Wounds is 120 HP.

This ability increases the effect of each bandaging, but the amount is so low it has no useful purpose. It can be improved with Combat Medic.

At rank 1 each bandaging heals for 142 HP.

At rank 2 each bandaging heals for 168 HP.

At rank 3 each bandaging heals for 191 HP.

At rank 4 each bandaging heals for 215 HP.

At rank 5 each bandaging heals for 240 HP.

[edit] Battle Ready

Type: Passive
Requirement: TSS, level 51
Ranks: 2
Points per rank: 5/5
Usefulness: Low

This ability allows the cleric to use an extra slot in the bandolier. The standard bandolier has 4 slots, and with this ability a cleric can have up to 6 different settings in their bandolier.

[edit] Blacksmithing Mastery

Type: Passive
Requirement: OoW, level 59
Ranks: 3
Points per rank: 3/6/9
Usefulness: Average

This ability reduces the cleric chance to fail a blacksmithing combine. The probability of succeeding or failing is based on the cleric skill in blacksmithing and the difficulty of the recipe, and this ability is a modifier to the base chance of success.

Rank 1 multiplies the chance of failing by 0.9.

Rank 2 multiplies the chance of failing by 0.75.

Rank 3 multiplies the chance of failing by 0.5.

[edit] Brewing Mastery

Type: Passive
Requirement: OoW, level 59
Ranks: 3
Points per rank: 3/6/9
Usefulness: Average

This ability reduces the cleric chance to fail a brewing combine. The probability of succeeding or failing is based on the cleric skill in brewing and the difficulty of the recipe, and this ability is a modifier to the base chance of success.

Rank 1 multiplies the chance of failing by 0.9.

Rank 2 multiplies the chance of failing by 0.75.

Rank 3 multiplies the chance of failing by 0.5.

[edit] Combat Agility

Type: Passive
Requirement: SoL, level 55
Ranks: 23
Points per rank: 2/4/6/3/3/3/3/3/5/5/5/5/5/5/5/5/5/5/6/7/8/9/10
Usefulness: Good

Abbreviation: CA

This ability allows a cleric to be missed more in melee fight. Defensive abilities operates on two factors: avoidance (blows that don't land) and mitigation (blows that deal less damage). Combat Agility is an avoidance defensive ability. It affects melee hits and innate procs (procs that occur only on a hit) but neither nukes nor AoE damage.

Reflexive Mastery and Precognition.

At rank 1 the chance of a miss is increased by 2%.

At rank 2 the chance of a miss is increased by 5%.

At rank 3 the chance of a miss is increased by 10%.

Further ranks increase the change of a miss but specific values are unknown at this time.

[edit] Combat Medic

Type: Passive
Requirement: TSS, level 71, Bandage Wounds at rank 5
Ranks: 5
Points per rank: 3/3/3/3/3
Usefulness: Very low

This ability increases the amount of hitpoints a cleric can heal using the Bind Wound skill. At 425 skill (current Bind Wounds cap for a level 80 cleric as of April 2008) and with Bandage Wounds at rank 5 as required, a cleric can heal a character up to full and the amount healed by each application of Bind Wounds is 340 HP.

At rank 1 each bandaging heals for 374 HP.

Rank 2 can be trained at level 72 and each bandaging heals for 408 HP.

Rank 3 can be trained at level 73 and each bandaging heals for 442 HP.

Rank 4 can be trained at level 74 and each bandaging heals for 476 HP.

Rank 5 can be trained at level 75 and each bandaging heals for 510 HP.

[edit] Combat Stability

Type: Passive
Requirement: SoL, level 55
Ranks: 23
Points per rank: 2/4/6/3/3/3/3/3/5/5/5/5/5/5/5/5/5/5/6/7/8/9/10
Usefulness: Good

Abbreviation: CS

This ability decreases the damage a cleric receives when being hit. Defensive abilities operates on two factors: avoidance (blows that don't land) and mitigation (blows that deal less damage). Combat Stability is a mitigation defensive ability, that translate into a chance that your opponent will hit for lowest damage instead of normal damage. It affects melee hits but neither procs nor AoE damage. Generally, clerics prefer to train Combat Agility before Combat Stability.

At rank 1 the chance that you're hit for minimum damage is increased by 2%.

At rank 2 the chance that you're hit for minimum damage is increased by 5%.

At rank 3 the chance that you're hit for minimum damage is increased by 10%.

Further ranks increase mitigation but specific values are unknown at this time.

[edit] Delay Death

Type: Passive
Requirement: OoW, level 66
Ranks: 20
Points per rank: 3/3/3/3/3/5/5/5/5/5/5/5/5/5/5/5/5/5/5/5
Usefulness: Average

This ability changes how low in negative HP a cleric can stay unconscious without dying. When a character has received damage and is between 0 and –9 HP he/she is unconscious. Upon reaching –10 HP, the character dies and is sent naked to his bind point.

This ability extends this range up to –1009 HP. While very beneficial for melee characters, this ability is less useful for the cleric since there may be nobody to heal him out of the so-called "Purple Club".

Each rank increases the range by 50 HP; the range from 0/–59 HP at rank 1 to 0/–1009 HP at rank 20.

[edit] Discordant Defiance

Type: Passive
Requirement: OoW, level 66
Ranks: 5
Points per rank: 5/5/5/5/5
Usefulness: Low

This ability increases the cap on all resists. For every character there is a cap of 500 on all resists (i.e. having 501 or more in a resist gives the same benefit as having only 500), and this ability increases the cap up to 525.

A clerics benefits from raising the cap only if one of his resists is above it.

Each rank increases the cap on all resists together by +5 points.

[edit] Energetic Attunement

Type: Passive
Requirement: TSS, level 71
Ranks: 10
Points per rank: 5/5/5/5/5/5/5/5/5/5
Usefulness: Low

This ability increases the maximum by which a cleric can raise hitpoint regeneration from items.

Without this ability, the maximum is 55 HP/tick. Each rank adds one hitpoint per tick to the maximum, up to 60 HP/tick.

Ranks 1 to 10 can be trained from level 71 to level 80, one per level.

[edit] First Aid

Type: Passive
Requirement: SoL, level 51
Ranks: 3
Points per rank: 1/1/1
Usefulness: Very low

This ability increases the percentage of total hitpoints a cleric can heal using the Bind Wounds skill. At 300 skill (current Bind Wounds cap for a level 75 cleric as of January 2007) a cleric can heal up to 70% and the amount healed by each application of Bind Wounds is 120 HP.

This ability does not increase the amount healed, but only the maximum number of hitpoints a cleric can heal, hence the very low usefulness of this ability.

This ability can be further improved with Bandage Wounds.

At rank 1 the percentage is increased by 10%.

At rank 2 the percentage is increased by 20%.

At rank 3 the percentage is increased by 30%. A cleric with maxed Bind Wounds can therefore heal a character completely with this skill.

[edit] Fletching Mastery

Type: Passive
Requirement: OoW, level 59
Ranks: 3
Points per rank: 3/6/9
Usefulness: Average

This ability reduces the cleric chance to fail a fletching combine. The probability of succeeding or failing is based on the cleric skill in fletching and the difficulty of the recipe, and this ability is a modifier to the base chance of success.

Rank 1 multiplies the chance of failing by 0.9.

Rank 2 multiplies the chance of failing by 0.75.

Rank 3 multiplies the chance of failing by 0.5.

[edit] General Sturdiness

Type: Passive
Requirement: Sof
Ranks: 5
Points per rank: 6/7/8/9/10
Usefulness: Low

This ability increase the amount of base hitpoints by 100 per rank.

[edit] Hastened Origin

Type: Passive
Requirement: Sof
Ranks: 3
Points per rank: 3/3/3
Usefulness: Very Low

This ability reduces the refresh timer on Origin.

[edit] Innate Agility

Type: Passive
Requirement: SoL, level 51
Ranks: 15
Points per rank: 1/1/1/1/1/1/1/1/1/1/1/1/1/1/1
Usefulness: Low

This ability increases the cleric base agility. A cleric might consider training this ability if, with gear and buffs factored, his agility is right below a threshold. The most common issue is for dwarf and erudite clerics to reach 75 agility, since this dramatically affects their AC.

Each rank increases the cleric base agility by 2 points.

[edit] Innate Charisma

Type: Passive
Requirement: SoL, level 51
Ranks: 15
Points per rank: 1/1/1/1/1/1/1/1/1/1/1/1/1/1/1
Usefulness: Low

This ability increases the cleric base charisma. This ability is almost useless because, at the level it becomes available, it is often possible to obtain for cheap two of these items: Opal Encrusted Stein Slot: PRIMARY, SECONDARY CHA: +25 MANA: +10 WT: 0.6 Size: SMALL Class: ALL Race: ALL

For the purpose of selling to or buying from vendors, almost every cleric holding these two steins will reach 104 charisma, which gives the best prices.

Death Pact and Divine Intervention (cast on self) and Lull spells are also charisma-based. For the purpose of maximizing chances of success for these spells, a cleric could consider raising his charisma.

Each rank increases the cleric base charisma by 2 points.

[edit] Innate Cold Protection

Type: Passive
Requirement: SoL, level 51
Ranks: 15
Points per rank: 1/1/1/1/1/1/1/1/1/1/1/1/1/1/1
Usefulness: Low

This ability increases the cleric base cold resistance. The usefulness of this skill depends for a large part on the cleric play style and gear. However, most clerics will train many other abilities before considering this one.

Each rank increases the cleric base cold resistance by 2 points.

[edit] Innate Dexterity

Type: Passive
Requirement: SoL, level 51
Ranks: 15
Points per rank: 1/1/1/1/1/1/1/1/1/1/1/1/1/1/1
Usefulness: Low

This ability increases the cleric base dexterity. A cleric might consider training this ability if, with gear and buffs factored, his dexterity is right below a threshold. Dexterity plays a role for 56+ clerics wielding a summoned hammer to deal damage (as opposed to nuking or DoTing).

Each rank increases the cleric base dexterity by 2 points.

[edit] Innate Disease Protection

Type: Passive
Requirement: SoL, level 51
Ranks: 15
Points per rank: 1/1/1/1/1/1/1/1/1/1/1/1/1/1/1
Usefulness: Low

This ability increases the cleric base disease resistance. The usefulness of this skill depends for a large part on the cleric play style and gear. However, most clerics will train many other abilities before considering this one.

Each rank increases the cleric base disease resistance by 2 points.

[edit] Innate Fire Protection

Type: Passive
Requirement: SoL, level 51
Ranks: 15
Points per rank: 1/1/1/1/1/1/1/1/1/1/1/1/1/1/1
Usefulness: Low

This ability increases the cleric base fire resistance. The usefulness of this skill depends for a large part on the cleric play style and gear. However, most clerics will train many other abilities before considering this one.

Each rank increases the cleric base fire resistance by 2 points.

[edit] Innate Intelligence

Type: Passive
Requirement: SoL, level 51
Ranks: 15
Points per rank: 1/1/1/1/1/1/1/1/1/1/1/1/1/1/1
Usefulness: None

This ability increases the cleric base intelligence. There are almost no situations in the game where a cleric of the required level may need more intelligence (the statistic).

Each rank increases the cleric base intelligence by 2 points.

[edit] Innate Lung Capacity

Type: Passive
Requirement: SoL, level 51
Ranks: 6
Points per rank: 1/1/1/2/4/5
Usefulness: Low

This ability increases the duration a cleric can hold their breath. At the level this ability becomes available, clerics begin to have access to enduring breath items. The usefulness of this skill is therefore very situational.

The main benefits is to be able to swim underwater with no gear, for example on a corpse recovery, but that's not a common occurence. Also, it gives more freedom in the choice of gear.

At rank 1 the duration is increased by 10%.

At rank 2 the duration is increased by 25%.

At rank 3 the duration is increased by 50%.

Rank 4-5 is unknown

Rank 6 allows a cleric to hold their breath permanently.

[edit] Innate Magic Protection

Type: Passive
Requirement: SoL, level 51
Ranks: 15
Points per rank: 1/1/1/1/1/1/1/1/1/1/1/1/1/1/1
Usefulness: Low

This ability increases the cleric base magic resistance. The usefulness of this skill depends for a large part on the cleric play style and gear. However, most clerics will train many other abilities before considering this one.

Each rank increases the cleric base magic resistance by 2 points.


[edit] Innate Metabolism

Type: Passive
Requirement: SoL, level 51
Ranks: 3
Points per rank: 1/1/1
Usefulness: Average

This ability reduces the rate at which a cleric consumes food and drink. This ability becomes especially useful when using a mount and stat food and drink. Without stat food and drink, a cleric can summon bread and water on its own for free, so training this ability is a matter of convenience. However some stat food and drink can be expensive, and force feeding normal bread and water quickly becomes annoying. For these reasons Innate Metabolism is quite a popular ability among clerics.

At rank 1 the rate of consumption is reduced by 10%.

At rank 2 the rate of consumption is reduced by 25%.

At rank 3 the rate of consumption is reduced by 50%. Food and drink last twice as long.

[edit] Innate Poison Protection

Type: Passive
Requirement: SoL, level 51
Ranks: 15
Points per rank: 1/1/1/1/1/1/1/1/1/1/1/1/1/1/1
Usefulness: Low

This ability increases the cleric base poison resistance. The usefulness of this skill depends for a large part on the cleric play style and gear. However, most clerics will train many other abilities before considering this one.

Each rank increases the cleric base poison resistance by 2 points.


[edit] Innate Regeneration

Type: Passive
Requirement: SoL, level 51
Ranks: 20
Points per rank: 1/1/1/3/3/3/3/3/3/3/5/5/5/??????
Usefulness: Average

This ability gives clerics improved hitpoints regeneration. Even though clerics obviously can heal themselves efficiently, it is still a popular ability for its convenience. This regeneration stacks with everything else in the game.

Each rank adds one hitpoint per tick.

[edit] Innate Run

Type: Passive
Requirement: SoL, level 51
Ranks: 5
Points per rank: 1/1/1/5/5
Usefulness: Very good

This ability increases the cleric base speed. Unless you own an item with speed increasing effect (like Journeyman's Boots) this ability is probably the first one you should train. The increased speed it gives works everywhere, including dungeons.

However, it doesn't stack with other effects. When using a mount, the cleric moves at the mount's speed even if it's slower than what this ability gives.

At rank 1 the cleric base speed is increased by 10%.

At rank 2 the cleric base speed is increased by 20%.

At rank 3 the cleric base speed is increased by 30%.

At rank 4 the cleric base speed is increased by 40%.

At rank 5 the cleric base speed is increased by 50%

[edit] Innate See Invis

Type: Passive
Requirement: DoD, level 70
Ranks: 1
Points per rank: 9
Usefulness: Average

This ability allows the cleric to see the invisible.

[edit] Innate Stamina

Type: Passive
Requirement: SoL, level 51
Ranks: 15
Points per rank: 1/1/1/1/1/1/1/1/1/1/1/1/1/1/1
Usefulness: Low

This ability increases the cleric base stamina. Since increasing stamina increases hitpoints as well, clerics with lots of AA points eventually train this ability (unless they have so good a gear that stamina is maxed already). However, the hitpoint gain per stamina is low, ranging from 2.5 to 3.3 HP/sta. The Natural Durability ability gives better results.

Each rank increases the cleric base stamina by 2 points.

[edit] Innate Strength

Type: Passive
Requirement: SoL, level 51
Ranks: 15
Points per rank: 1/1/1/1/1/1/1/1/1/1/1/1/1/1/1
Usefulness: Low

This ability increases the cleric base strength. You might consider training this ability if being encumbered is a recurrent problem for you (it lowers agility and therefore AC as well). Strength plays only a minor role in the ability for a cleric to deal damage.

Each rank increases the cleric base strength by 2 points.


[edit] Innate Wisdom

Type: Passive
Requirement: SoL, level 51
Ranks: 15
Points per rank: 1/1/1/1/1/1/1/1/1/1/1/1/1/1/1
Usefulness: Average

This ability increases the cleric base wisdom. There are two schools regarding this ability. Even though wisdom is the primary stat for clerics and more wisdom gives more mana, many feel that they will max their wisdom eventually (if not already), and that these points will be wasted. The other school argues that since clerics must spend 6 points in general abilities before having access to archetype abilities, they might as well increase their wisdom. Obviously a gnome cleric in low-end gear needs more wisdom increase than a high-elf cleric with high-end gear. So just choose what's best for you.

Each rank increases the cleric base wisdom by 2 points.

For how much mana per wisdom a cleric has, the rule of thumb is (shamelessly taken from Saarem's F.a.q. post at EQCleric):

Each point of wisdom below 200 is worth 10 mana at 50, and 12 mana at 60. Each point of wisdom over 200 is worth 5 mana at 50 and 6 mana at 60. Each point of wisdom above 255 is worth 3 mana at 61+.



[edit] Jewel Craft Mastery

Type: Passive
Requirement: Level 59
Ranks: 3
Points per rank: 3/6/9
Usefulness: Average

This ability reduces the cleric chance to fail a jewelcraft combine. The probability of succeeding or failing is based on the cleric skill in jewel crafting and the difficulty of the recipe, and this ability is a modifier to the base chance of success.

Rank 1 multiplies the chance of failing by 0.9.

Rank 2 multiplies the chance of failing by 0.75.

Rank 3 multiplies the chance of failing by 0.5.

[edit] Mystical Attuning

Type: Passive
Requirement: Level 51
Ranks: 7
Points per rank: 5/5/5/5/5/5/5
Usefulness: Good

This ability increases the number of buffs a cleric can have simultaneously. Without this ability, a cleric is limited to a maximum of 15 buffs including detrimental effects.

By training points in this ability, clerics and especially raiders can receive more buffs and / or detrimental effects simultaneously.

Each rank adds one buff slot to the maximum, up to 22 slots. Embrace of the Keeper and Embrace of the Dark Reign also give an additional slot for up to 23 slots (since they are mutually exclusive).

[edit] Natural Durability

Type: Passive
Requirement: SoL, level 55
Ranks: 3
Points per rank: 2/4/6
Usefulness: Average

This ability increases the cleric base hitpoints by up to 10%. This base is calculated with +HP gear but without +HP buffs, and takes into account the current stamina, buffs included.

Tenacity of the Dark Reign and Valor of the Keeper also increase the base hitpoints by another 3%, for up to 13% (since these two abilities are mutually exclusive).

At rank 1 the base hitpoints is increased by 2%.

At rank 2 the base hitpoints is increased by 5%.

At rank 3 the base hitpoints is increased by 10%.

[edit] New Tanaan Crafting Mastery

Type: Passive
Requirement: SoL, level 51
Ranks: 5
Points per rank: 3/3/3/3/3/3
Usefulness: Average

This ability allows a cleric to reach a skill level greater than 200 in tradeskills. Without any points put into this ability, anyone can reach 250 in a single tradeskill but is limited to 200 in all others. By training ranks in this ability, a cleric overcomes this limitation for other tradeskills.

A new rank can be trained at any time. Each rank opens for the cleric the possibility to reach skill 201 or more in as many tradeskills as ranks, plus one.

[edit] Origin

Type: Activated
Cast Time: 15 seconds Duration: Instant
Range: Self Refresh: 1h 12mn
Activation code: 331 Reference: Rank 1 at Lucy
Requirement: OoW, level 67
Ranks: 1
Points per rank: 7
Usefulness: Low

Once this ability is activated, the cleric is ported to a fixed location in his starting city, usually near his guildmaster. While very useful for classes that cannot cast the gate spell, and even to casters to which it brings the safety of a fixed port location, clerics don't have much use of this ability once they make or buy a faithstone (easy to obtain at the required level) since it ports to the same location. The longer cast time on the item is usually not a factor, and it has no refresh timer.

[edit] Packrat

Type: Passive
Requirement: GoD, level 61
Ranks: 8
Points per rank: 3/3/3/3/3/???
Usefulness: Low

This ability increases the weight a cleric can bear without being encumbered. It may seem useful, for races with low strength (elves, gnomes and erudites) in particular. However at the level it can be purchased, the availability of Weight Reduction bags makes it less attractive.

Each rank of this ability reduces the current weight the cleric has to carry by 3%. At rank 5, the effective weight is thus reduced by 15%.

[edit] Planar Power

Type: Passive
Requirement: PoP, level 61
Ranks: 15
Points per rank: 2/2/2/2/2/5/5/5/5/5/5/5/5/5/5
Usefulness: Good

This ability increases the cap on all stats (agility, charisma, dexterity, intelligence, stamina, strength and wisdom). For all stats, there is a cap level beyond which a high value gives no benefit. The cap is identical for all stats and depends only on the cleric level and the number of AA spent in this ability and its upgrades.

Up to level 60 the cap is 255 (i.e. having 256 or more in a stat gives the same benefit as having only 255). Then, the cap is raised by 5 points per level beyond 60 (for up to +75) and ranks in this ability, Chaotic Potential and Potential of Serpent Spine (for up to +75), as well as either Gift of the Keeper or Gift of the Dark Reign (for up to +10), for a maximum cap of 415.

With Innate Enlightenment, the cap on both intelligence and wisdom can be further raised to 465 (see this ability for details).

A cleric can buy a rank in this ability for each level he has beyond 60. A cleric is not required to spend them at a given level but can instead spend 8 points in one shot at 64 for instance, to raise the cap to 295.

A clerics benefits from raising the cap only if one of his stats is above it.

Each rank increases the cap on all stats together by +5 points.

[edit] Pottery Mastery

Type: DoD, level 70
Requirement: Level 59
Ranks: 3
Points per rank: 3/6/9
Usefulness: Average

This ability reduces the cleric chance to fail a pottery combine. The probability of succeeding or failing is based on the cleric skill in pottery and the difficulty of the recipe, and this ability is a modifier to the base chance of success.

Rank 1 multiplies the chance of failing by 0.9.

Rank 2 multiplies the chance of failing by 0.75.

Rank 3 multiplies the chance of failing by 0.5.

[edit] Quick Draw

Type: Passive
Requirement: TSS, level 51
Ranks: 2
Points per rank: 5/?
Usefulness: Low

This ability allows the cleric to use an extra slot in the potion belt. The standard potion belt has 2 slots, and some items add one to it. With this ability a cleric can have up to 5 potion belt slots.

[edit] Salvage

Type: Passive
Requirement: OoW, level 60
Ranks: 3
Points per rank: 5/5/5
Usefulness: Average

This ability allows the cleric a chance to recover components of a failed tradeskill combine. The probability of succeeding or failing is based on the cleric skill in that tradeskill and the difficulty of the recipe. With this ability, even on a failure the components may not be lost and the combine can be tried again, so it's beneficial mostly when combining rare or expensive components.

The salvage check is made on each component, i.e. if a combine takes four components, there will be four checks, with a chance to save up to all four.

Rank 1 can be trained at 60 or later and gives a chance to save a component that is not yet known but should be around 5%.

Rank 2 can be trained at 65 or later and the chance to save a component becomes 15%.

Rank 3 can be trained at 70 or later and the chance to save a component becomes 25%.

[edit] Tailoring Mastery

Type: DoD, level 70
Requirement: OoW, Level 59
Ranks: 3
Points per rank: 3/6/9
Usefulness: Average

This ability reduces the cleric chance to fail a tailoring combine. The probability of succeeding or failing is based on the cleric skill in tailoring and the difficulty of the recipe, and this ability is a modifier to the base chance of success.

Rank 1 multiplies the chance of failing by 0.9.

Rank 2 multiplies the chance of failing by 0.75.

Rank 3 multiplies the chance of failing by 0.5.

[edit] Tinkering Mastery

Type: DoD, level 70
Requirement: OoW, Level 59
Ranks: 3
Points per rank: 3/6/9
Usefulness: Average

This ability reduces the cleric chance to fail a tinkering combine. The probability of succeeding or failing is based on the cleric skill in tinkering and the difficulty of the recipe, and this ability is a modifier to the base chance of success.

Rank 1 multiplies the chance of failing by 0.9.

Rank 2 multiplies the chance of failing by 0.75.

Rank 3 multiplies the chance of failing by 0.5.

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