Enhancements

Overview
As a character advances in experience, he will be able to gain and then spend action points on enhancements.

The available enhancement selection is based upon a character's race and class levels and consists of improvements to those race and class strengths. For example, a Rogue would get enhancements to be better at hiding or at disarming traps and a Barbarian would get enhancements to have greater Rage length or more Strength while in Rage.

Unless otherwise noted, successive enhancements within the same line do not stack with each other. Only the highest bonus is used; for example, Rogue's Dexterity II overwrites Rogue's Dexterity I, yielding only a +2 Dexterity bonus, not +3.

Enhancements from a class stack with enhancements from a race, even when they give identical bonuses. Elven Dexterity and Ranger Dexterity can be taken together. Enhancements from multiple classes also stack, if they can be taken -- class enhancements that give identical benefits are often mutually exclusive. Such enhancements cannot stack because taking one locks the other out. Enhancements from different races cannot stack because characters are limited to one race.

If he wants, a player can reset all his enhancements once every three days by talking to his class trainer. The trainer will, however, charge a fee to his trainee.

A character gains an action point at each rank except those ranks which coincide with a level increase. Thus, there are five ranks per level, but only four action points. The one exception is upon reaching level 20, when the character gets the final 4 points all at once, since there are no more ranks to gain. Total enhancement points at level 20 is 80.

Enhancements list
Select a category from the table below for detailed information about enhancements available for that race or class. {| width="100%"
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Enhancements by class

 * Artificer
 * Prestige: Battle Engineer (I)
 * Barbarian
 * Prestige: Frenzied Berserker (III), Occult Slayer (Unavailable), Ravager (Unavailable)
 * Bard
 * Prestige: Spellsinger (II), Virtuoso (II), Warchanter (II)
 * Cleric
 * Prestige: Exorcist of the Silver Flame (Unavailable), Radiant Servant (II), Warpriest (Unavailable)
 * Druid
 * Prestige: Nature's Warrior (II), Season's Herald (II)
 * Favored Soul
 * Prestige: Angel of Vengeance (II), Beacon of Hope (Unavailable), Divine Avenger (Unavailable)
 * Fighter
 * Prestige: Kensei (III), Purple Dragon Knight (Unavailable), Stalwart Defender (III)
 * Monk
 * Prestige: Henshin Mystic (Unavailable), Ninja Spy (II),Shintao Monk (III)
 * Paladin
 * Prestige: Defender of Siberys (III), Hunter of the Dead (III), Knight of the Chalice (III)
 * Ranger
 * Prestige: Arcane Archer (I), Deepwood Sniper (I), Tempest (III)
 * Rogue
 * Prestige: Assassin (III), Mechanic (II), Thief-Acrobat (II)
 * Sorcerer
 * Prestige: Acolyte of the Skin (Unavailable), Air Savant (III), Water Savant (III), Earth Savant (III), Fire Savant (III)
 * Wizard
 * Prestige: Archmage (V), Pale Master (III), Wild Mage (Unavailable)


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Enhancements by race

 * Drow
 * Prestige: Scorpion Wraith (Unavailable) [ Counts as Rogue ]
 * Dwarf
 * Prestige: Dwarven Defender (Unavailable) [ Counts as Fighter ], Kundarak Dragonmark Heir (Unavailable)
 * Elf
 * Prestige: Elf Arcane Archer (I) [ Counts as Ranger ], Phiarlan Dragonmark Heir (Unavailable)
 * Halfling
 * Prestige: Jorasco Dragonmark Heir (Unavailable)
 * Half-Elf (Dilettante)
 * Prestige: Arcane Archer (I) [ Counts as Ranger ]
 * Half-Orc
 * Prestige: Tharashk Dragonmark Heir (Unavailable)
 * Human
 * Prestige: Cannith Dragonmark Heir (Unavailable), Deneith Dragonmark Heir (Unavailable), Orien Dragonmark Heir (Unavailable), Tharashk Dragonmark Heir (Unavailable)
 * Warforged
 * Prestige: Warforged Juggernaut (Unavailable) [ Counts as Barbarian ]

Capstone enhancements

 * Artificer Capstones: Artificer Arcane Empowerment
 * Barbarian Capstones: Barbarian Might
 * Bard Capstones: Bard Musical Prodigy
 * Cleric Capstones: Cleric Divine Intervention
 * Druid Capstones: Druid Heirophant; Druid Natural Adept
 * Favored Soul Capstones: Favored Soul Ascendancy: Healing Word; Favored Soul Ascendancy: Light of the Flame; Favored Soul Ascendancy: Protection of the Blade; Favored Soul Ascendancy: Stealth of the Hunter; Favored Soul Ascendancy: Voice of the Deathless
 * Fighter Capstones: Fighter Weapon Alacrity
 * Monk Capstones: Monk Serenity
 * Paladin Capstones: Paladin Weapons of Good
 * Ranger Capstones: Ranger Master of Archery
 * Rogue Capstones: Rogue Cheat Death; Rogue Deadly Shadow
 * Sorcerer Capstones: Sorcerer Bloodline of Power
 * Wizard Capstones: Wizard Master of Magic
 * }

Capstone
Capstones are powerful enhancements selectable upon reaching level 20 in one single class.

Enhancement reset costs
You may reset your enhancements once every 3 real time days for a monetary cost with your class trainer. The cost is Level^2 * 10

History
The enhancement system was totally redesigned in Mod 3.3. Before that date, a player could only have four enhancements. However, one line of enhancements only counted as one enhancement. For example, a level 10 dwarf could only select Dwarven Armor Mastery III, he could not select the second nor the first and that counted as one of his four enhancements.

Back in that time, player could not save action points before leveling. In fact, if a player had unspent action points when leveling, he received a warning message.

Once a character had reached the maximum level possible at that time, he received a free action point every 20,000 XP so that he could change his enhancements if he so chose.

On Update 7, class specific enhancements like Cleric Heal I has been replaced with generalized enhancements like Improved Heal I. This also brought down costs of the four tiers of the skill enhancements. Before, tier I, II, II and IV cost 1, 2, 3 and 4 AP respectively. Now, all tiers cost 1 AP each for generalized enhancements. This improved the viability of Prestige_enhancements for many builds.