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.

Ability bonuses from enhancements or equipped items do not count towards enhancement or feat prerequisites.

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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Class Enhancements

 * Artificer
 * Enhancements: Arcanotechnician, Battle Engineer
 * Barbarian
 * Enhancements: Frenzied Berserker, Occult Slayer, Ravager
 * Bard
 * Enhancements: Spellsinger, Warchanter
 * Cleric
 * Enhancements: Divine Disciple, Protection, Radiant Servant
 * Druid
 * Enhancements: Nature's Warrior, Season's Herald
 * Favored Soul
 * Enhancements: Angel of Vengeance, Protection
 * Fighter
 * Enhancements: Kensei, Stalwart Defender
 * Monk
 * Enhancements: Henshin Mystic, Ninja Spy, Shintao Monk
 * Paladin
 * Enhancements: Knight of the Chalice, Sacred Defender
 * Ranger
 * Enhancements: Arcane Archer, Deepwood Stalker, Tempest
 * Rogue
 * Enhancements: Assassin, Mechanic, Thief-Acrobat
 * Sorcerer
 * Enhancements: Air Savant, Earth Savant, Fire Savant, Water Savant
 * Wizard
 * Enhancements: Archmage, Pale Master

Racial Enhancements

 * Drow
 * Enhancements: Drow
 * Dwarf
 * Enhancements: Dwarf
 * Elf
 * Enhancements: Elf
 * Halfling
 * Enhancements: Halfling
 * Half-Elf (Dilettante)
 * Enhancements: Half-Elf
 * Half-Orc
 * Enhancements: Half-Orc
 * Human
 * Enhancements: Human
 * Warforged
 * Enhancements: Warforged

Iconic Racial Enhancements

 * Bladeforged
 * Enhancements: Bladeforged
 * Morninglord
 * Enhancements: Morninglord
 * Purple Dragon Knight
 * Enhancements: Purple Dragon Knight
 * Shadar-kai
 * Enhancements: Shadar-kai

Pre Mod 3.3
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.

Post Unlimited
In Unlimited/Module 9, Capstone enhancements and Prestige enhancements were added. For each class 1 Capstone was implemented and it was announced that for each class 3 tiers of 3 different Presteiges were planned. However, even to this day, many of these Presteiges remain unavailable, limiting some classes' player choice.

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.

Update 19 Enhancement Pass
Total redesign in the user interface and the way AP is spent.