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    Feats FAQ by Albendiz

    Version: 1.04 | Updated: 02/05/04 | Printable Version | Search This Guide

    Baldur's Gate - Dark Alliance II
    Feats FAQ
    Version 1.04
    Copyright 2004
    Written by juffowup
    
    Changes from Version 1.00 to Version 1.04, 2/02/04:
    -Added IGN.com as a hosting site for this FAQ
    -Corrections/clarifications on a few skills compliments of some helpful
    individuals who took the time to email me with corrections (and verified
    either independently by myself or through the GameFAQs message boards).
    Updated skills include all Cleric Buffs, Stunning Blow, Ransack, and Vampiric
    Touch.
    
    Changes from Version 0.95 to Version 1.00, 1/29/04:
    -Added missing information for upgrade skills for all five characters
    -Corrected Section IV with correct information to obtain upgrade skills
    -Amended some of my notes/tips for some skills to account for new information
    -Corrected some minor spelling/grammar errors
    -Updated section VI with FAQs and updated my last remaining task for this FAQ
    -Extended Rank Effect descriptions to Rank 10 to account for bonuses to skill
    ranks gained through equipping certain magical items.  Only a few skills have
    been found to be augmentable through the magic item customization system in
    BGDA2, but it has been shown that certain specific combinations of gems can
    lead to effects that are different than the sum of the separate gems' effects.
    If and when those gem combinations are discovered, I will extend the affected
    skills up to Rank 10, but for now I will only post information on those skills
    that have been verified as having a skill-boosting counterpart in the magic
    item creation system.
    
    
    ****************************************
    
    Table of Contents
    
    I..........Introduction
    II.........Legal Mumbo Jumbo
    III........Beginning Stats & Available Feats
    IV........."Upgrade" Feats by Character
    V..........Feat Descriptions and Costs
    VI.........Unanswered/Frequently Asked Questions
    VII........Contact Information
    VIII.......Thanks
    
    ****************************************
    
    I.  Introduction
    
    I am a long time user of GameFAQs, but have never had the opportunity to
    contribute much to this excellent site besides helping where I could on the
    message boards.  I don't like trying to plan out my RPG characters without
    knowing the nuts and bolts of things, so I thought I'd try my hand at this
    Feats FAQ.  I hope you find it useful!  I also dislike wordy FAQs, so let me
    zip it and we shall move on.
    
    ****************************************
    
    II.  Legal Mumbo Jumbo
    
    The vast majority of the information on this FAQ has been taken directly off my
    TV screen as I played Baldur's Gate - Dark Alliance II (which I shall refer to
    as BGDA2).  Needless to say, the numbers and data I pulled off the screen are
    not really mine to copyright, feel free to use it however you wish. However, I
    put some time and effort into formatting everything and collecting the data, so
    please don't be a tool and "copy/paste" things directly out of this FAQ into
    some document of your own (unless of course it is for personal use, or if you
    get my permission first).  I am only giving GameFAQs.com and IGN.com the
    permission to post this as of this time.  If you would like to post this on
    your site just send me an email at the address in section VII and we'll talk.
    As always, all trademarks and copyrights contained in this document are owned
    by their respective trademark and copyright holders.  'Nuff jibber-jabber, on
    with the FAQ!
    
    ****************************************
    
    III.  Beginning Stats and Available Feats
    
    There are five "main" characters and two unlockable characters in BGDA2.  So
    far I have only been able to collect data on the main characters; I will update
    the unlockable characters' information as I come across it.
    
    The five "main" characters include:
    
    Dorn Redbear, Human Barbarian
    Vhaidra Uoswiir, Dark Elf (Drow) Monk
    Ysuran Auondril, Moon Elf Necromancer
    Borador "Goldhand", Dwarven Rogue
    Allessia Faithhammer, Human Cleric of Helm
    
    All the main characters shall be referenced in the future by their race/class,
    (i.e. Human Barbarian, Dark Elf Monk, Moon Elf Necromancer, Dwarven Rogue, and
    Human Cleric).  Below I have listed each character's beginning stats,
    equipment, and available feats.
    
    ---Human Barbarian---
    
    Health	       17
    Energy	        8
    Armor	             10
    Base Attack	        4
    Damage	4-5 (1-2)
    Strength	       16
    Dexterity	       10
    Constitution	 14
    Intelligence	 10
    Wisdom	       10
    Charisma	       11
    Beginning Weapons: Shoddy Handaxe (1-3, 13gp, 5lbs)
                       Shoddy Short Sword (1-3, 22gp, 3lbs)
    Beginning Armor:   Cloth Boots (0, 0gp, 3lbs)
                       Cloth Bracers (0, 0gp, 1lbs)
    Beginning Feats:   Armor Proficiency (Rank 2)
    	             Barbarian Rage (Rank 1)
    	             Sprint (Rank 1)
    Feats Available:   Accuracy
    	             Armor Proficiency
    	             Barbarian Rage
                       Cleave
                       Combat Reflexes
    	             Death Blow
    	             Dodge
    	             Endurance
    	             Great Fortitude
    	             Great Weapon Focus
    	             Hand Weapon Focus
    	             Hero's Arm
    	             Hero's Mantle
    	             Improved Critical
    	             Iron Will
    	             Long Weapon Focus
    	             Power Attack
    	             Sprint
    	             Sunder
    	             Toughness
    	             Two-Weapon Fighting
    	             Willpower
    Upgrade Feats:     Animal Friendship
                       Bale Arm
                       Barkskin
                       Heart of the Bear
                       Heart of the Wolf
                       Resist Elements
    
    
    ---Dark Elf Monk---
    
    Health	       14
    Energy	       12
    Armor	             19
    Base Attack	        3
    Damage	      5-9
    Strength	       12
    Dexterity	       17
    Constitution	 10
    Intelligence	 10
    Wisdom	       10
    Charisma	       10
    Beginning Weapons: None
    Beginning Armor:   Cloth Boots (0, 0gp, 3lbs)
                       Cloth Bracers (0, 0gp, 1lbs)
    Beginning Feats:   Armor Proficiency (Rank 1)
    	             Sprint (Rank 1)
    	             Unarmed Combat (Rank 1)
    Feats Available:   Accuracy
    	             Armor Proficiency
    	             Combat Reflexes
    	             Crushing Blow
    	             Death Blow
    	             Deflect Missiles
    	             Dodge
    	             Diamond Body
    	             Endurance
    	             Evasion
    	             Great Fortitude
    	             Hand Weapon Focus
    	             Improved Critical
    	             Iron Will
    	             Piercing Strike
    	             Long Weapon Focus
    	             Spinning Strike
    	             Sprint
    	             Stunning Blow
    	             Sweep Attack
    	             Toughness
    	             Two-Weapon Fighting
    	             Unarmed Combat
    	             Willpower
    Upgrade Feats:     Arterial Strike
                       Crippling Blow
                       Hail of Knives
                       Poison
                       Stealth
    
    ---Moon Elf Necromancer---
    
    Health	       11
    Energy	       35
    Armor	             13
    Base Attack	        1
    Damage	      1-4
    Strength	       10
    Dexterity	       12
    Constitution	 10
    Intelligence	 17
    Wisdom	       10
    Charisma	       10
    Beginning Weapons: Dagger (1-4, 13gp, 1lbs)
    Beginning Armor:   Cloth Boots (0, 0gp, 3lbs)
                       Cloth Bracers (0, 0gp, 1lbs)
    Beginning Feats:   Life Drain (Rank 1)
    	             Shield (Rank 1)
    Feats Available:   Accuracy
    	             Alchemical Lore
    	             Animate Dead
    	             Armor Proficiency
    	             Chill Touch
    	             Clarity
    	             Contagion
    	             Dark Possession
    	             Empower
    	             Enchant Item
    	             Endurance
    	             Enervation
    	             Fear
    	             Flame Arrow
    	             Ghoul Touch
    	             Great Fortitude
                       Hand Weapon Focus
    	             Haste
    	             Hold
    	             Iron Will
    	             Life Drain
    	             Long Weapon Focus
    	             Melf's Acid Arrow
    	             Ray of Enfeeblement
    	             Shield
    	             Shocking Grasp
    	             Slow
    	             Sprint
    	             Vampiric Touch
    	             Willpower
    Upgrade Feats:     Claws of Darkness
                       Shadow Conjure
                       Shadow Shield
                       Shadow Spray
    
    ---Dwarven Rogue---
    
    Health	       16
    Energy	       10
    Armor	             16
    Base Attack	        3
    Damage	      5-8
    Strength	       11
    Dexterity	       15
    Constitution	 16
    Intelligence	 10
    Wisdom	       10
    Charisma	       10
    Beginning Weapons: Shoddy Short Sword (1-3, 22gp, 3lbs)
                       Shoddy Crossbow (3-6, 39gp, 2lbs)
    Beginning Armor:   Cloth Boots (0, 0gp, 3lbs)
                       Cloth Bracers (0, 0gp, 1lbs)
    Beginning Feats:   Armor Proficiency (Rank 1)
    	             Ransack (Rank 1)
    Feats Available:   Accuracy
    	             Armor Proficiency
    	             Combat Reflexes
    	             Dodge
    	             Endurance
    	             Evasion
    	             Forge Lore
    	             Great Fortitude
    	             Hail of Bolts
    	             Hand Weapon Focus
    	             Improved Critical
    	             Iron Will
    	             Long Weapon Focus
    	             Precise Shot
    	             Ransack
    	             Smokepowder Bolt
    	             Smokepowder Bomb
    	             Smokepowder Satchel
    	             Sprint
    	             Stealth
    	             Toughness
    	             Two-Weapon Fighting
    	             Willpower
    Upgrade Feats:     Cleave
                       Death Blow
                       Dwarven Warsong
                       Great Weapon Focus
                       Shield Bash
                       Shield Expertise
                       Sunder
    
    ---Human Cleric---
    
    Health	       13
    Energy	       22
    Armor	             12
    Base Attack	        2
    Damage	      2-4
    Strength	       12
    Dexterity	       11
    Constitution	 12
    Intelligence	 14
    Wisdom	       12
    Charisma	       12
    Beginning Weapons: Shoddy Lt. Mace (1-3, 11gp, 6lbs)
    Beginning Armor:   Cloth Boots (0, 0gp, 3lbs)
                       Cloth Bracers (0, 0gp, 1lbs)
                       Wooden Shield (2, 56gp, 5lbs)
    Beginning Feats:   Armor Proficiency (Rank 3)
    	             Cure Wounds (Rank 1)
    	             Divine Strength (Rank 1)
    	             Turn Undead (Rank 1)
    Feats Available:   Accuracy
    	             Armor Proficiency
    	             Bless
    	             Clarity
    	             Cure Wounds
    	             Divine Resilience
    	             Divine Strength
    	             Dodge
    	             Empower
    	             Endurance
    	             Flame Strike
    	             Great Fortitude
    	             Great Weapon Focus
    	             Hand Weapon Focus
    	             Iron Will
    	             Long Weapon Focus
    	             Protective Ward
    	             Purity
    	             Sanctuary
    	             Spiritual Weapon
    	             Sprint
    	             Toughness
    	             Two-Weapon Fighting
    	             Turn Undead
    	             Willpower
    Upgrade Feats:     Cleave
                       Combat Reflexes
                       Death Blow
                       Improved Critical
                       Power Attack
                       Shield Bash
                       Shield Expertise
                       Smite Evil
                       Sunder
    
    ---Drizzt Do'Urden---
    
    ***Coming Soon***
    
    ---Artemis Entreri---
    
    ***Coming Soon***
    
    ****************************************
    
    IV.  "Upgrade" Feats by Character
    
    One major difference in BGDA2 versus the first BGDA is that each character can
    "upgrade" their list of available feats by completing a series of class-
    specific quests.  Below you will find detailed information on each character's
    upgrade quest (who you must speak to, where you must go, what you must kill) in
    order to obtain the upgrade feats.  Many people are of the belief that you must
    complete the NPC's "Money" quests (wherein you donate amounts of 2k, 4k, 8k,
    and 16k to the characters respective NPC in order to obtain experience) in
    order to access the upgrade quest, but my testing has proven that this is NOT
    the case.  All characters will be offered their upgrade quest by their
    respective NPCs at any time after the start of Act III, regardless of the
    status of your other quests.
    
    Human Barbarian
    Speak to Randalla, who will send you to the Druid Allana.  Speak to Allana for
    the quest and also to receive your Upgrade Feats.  You must locate and destroy
    an evil Green Dragon that is terrorizing Allana's woods.  His upgrade feats
    include a selection of skills given to him as he realizes his connection to the
    earth and nature; thus they are mostly of druidic or animalistic origin.
    
    Drow Monk
    Speak to Ulua, who will tell you of a monastery where the assassins who killed
    Vhaidra's family are housed.  In order to avenge your clan, you must slay
    Draezen the Direhand, the master assassin.  After doing so, you must return to
    Ulua who will give you the Dark Raven scrolls that contain the assassination
    techniques of the very assassins you just decimated.  The skills Vhaidra learns
    are therefore of the sneaky, assassiny, backstabby variety.
    
    Elf Necromancer
    Speak to Omduil (you MUST have paid him his "Money" quests in order to access
    the Necromancer upgrade quest, unlike the other characters) and he will tell
    you about Zarad's Clock Tower, where Ysuran lost his memories.  Zarad was
    Ysuran's mentor and helped Ysuran create the dark spell book that he carries.
    After confronting Zarad in his innermost sanctum and learning Ysuran's dark
    secret, return to Omduil in order to decipher the dark spells written in the
    back of Ysuran's spell book.  As these spells are Zarad's most powerful Shadow
    Magic, all the new spells Ysuran learns will be based on Shadow Magic.
    
    Dwarf Rogue
    Speak to Durbem and he will tell you of a long lost mine called Gandam's Hold.
    According to Durbem, a mighty basilisk roams the halls, which makes it
    difficult for their clan to recover the once legendary mines.  Guess who gets
    to kill the basilisk?  Most annoying boss EVER.  <sigh>  Anyway, once it's
    dead, go back to Durbem and he declares you a true Dwarven Hero.  As befits his
    new heroic stature, Borador now has access to several Hero-sized combat Feats
    that round out his hand-to-hand combat capabilities.
    
    Human Cleric
    Speak to Huros the Priest of Helm (in the Church of Helm, go figure) and he
    will speak to you of a cleric of Cyric named Goreth Vileblack who is raising an
    army of skeletons in order to invade the town of Asbravn.  You must enter his
    mausoleum and defeat him in order to eliminate the threat to the town.  After
    disposing of the long-winded Mr. Vileblack, return to Huros and he will name
    Allesia a knight of the temple, imparting on her a handful of excellent combat
    abilities and a decent unique feat, Smite Evil.
    
    ****************************************
    
    V.  Feat Descriptions and Costs
    
    Below you will find the main part of this FAQ, the Feat Descriptions and Costs.
    Feats are listed alphabetically and will be displayed in the following format:
    
    Feat Name
    Description:
    Skill Point Cost:
    Energy Cost per use (active skills only):
    Feat Effects, Rank 1:
    Feat Effects, Rank 2:
    Feat Effects, Rank 3:
    Feat Effects, Rank 4:
    Feat Effects, Rank 5:
    Notes and Tips:
    
    Note that some skills can be pushed up to Rank 10 by equipping certain gems
    into weapons, armor, and other equipment.  In those cases, the Feat Effects
    will extend to show the effects of increasing those skills by use of magic.
    Please see TheMarvin's excellent Item Upgrade Guide on GameFAQs for information
    on creating those items.
    
    If you have any requests as to further types of information you would like to
    see in the Feat Description, please contact me and let me know, and I will do
    what I can to accommodate your request.
    
    Feat Descriptions:
    
    Accuracy
    Improves the accuracy and damage of ranged attacks
    Skill Point Cost:  2 * Rank Level
    Passive Skill
    Rank 1:  +2 to hit and +1 to damage
    Rank 2:  +4 to hit and +2 to damage
    Rank 3:  +6 to hit and +3 to damage
    Rank 4:  +8 to hit and +4 to damage
    Rank 5:  +10 to hit and +5 to damage
    Notes:  Accuracy seems to be most useful for the Dwarven Rogue, as he is the
    only class that seems to be able to make the best use of the crossbow. However,
    keep in mind that bows and crossbows can make excellent backup weapons for the
    Necromancer when he wishes to conserve Magic Energy.
    
    Alchemical Lore
    Allows you to change potions from one type to another
    Skill Point Cost:  2 * Rank Level
    Energy Cost:  1 per use
    Rank 1:  Transform potions
    Notes:  Doesn't seem horribly useful given that potions are plentiful in this
    game, but then again, there's only 1 rank to purchase, and it's dirt cheap at
    that.
    
    Animal Friendship
    Allows you to charm animals
    Skill Point Cost:  1 * Rank Level
    Energy Cost:  6 + (2 * Rank Level)
    Rank 1:  6 seconds
    Rank 2:  12 seconds
    Rank 3:  18 seconds
    Rank 4:  24 seconds
    Rank 5:  30 seconds
    Notes:  As with Dark Possession, this skill works best as distraction/crowd
    control.  Not only does it work on the traditional "animals" such as wolves,
    dogs, birds, bats, etc., it also works on things like Rust Monsters.  Basically
    anything that is not Humanoid (walks on two legs), Inanimate (table and chairs;
    don't ask), or Undead can most likely be controlled via this spell.
    
    Animate Dead
    Summon undead aid, higher ranks give stronger pets
    Skill Point Cost:  1 * Rank Level
    Energy Cost:  varies
    Rank 1:  Summon an ally
    Rank 2:  Summon an ally
    Rank 3:  Summon an ally
    Notes:  Only 3 ranks to purchase for this Feat, but unfortunately it is hard to
    judge Energy cost and damage potential, as zero information is given anywhere
    onscreen about the pet.  Energy costs and the Damage/Health of the pet seem to
    increase each character level (and not by Rank Level, as one might expect).
    Generally considered more useful in the Single Player campaign, where the
    summoned ally works well as a distraction to keep the enemies off you while you
    magic them to death.  Note that while the skeleton does little actual damage,
    it appears to have quite a bit of health, and is very resistant to many
    weapons, poison, acid, fire, etc.  Also note that the Necromancer will have
    access to a much stronger pet in Act III, the Shadow Conjure.  That pet is much
    beefier than the skeleton you get with Animate Dead, but Animate Dead is still
    very useful for a solo Necromancer in his early levels (plus it is a very cheap
    skill).
    
    Armor Proficiency
    Allows you to equip heavier armor for better defense
    Skill Point Cost:  2 * Rank Level
    Passive Skill
    Rank 1:  Equip leather and padded armor
    Rank 2:  Equip scale and chain armor, and shields
    Rank 3:  Equip half plate and plate armor
    Notes:  Even characters that begin with zero ranks in this skill should
    probably invest in at least Rank 1 in this skill.  Not wearing armor is a good
    way to get killed extremely quickly for a 10 Hit Point Necromancer, and there
    don't appear to be any penalties for casting magic while wearing *any* armor,
    up to and including full plate.
    
    Arterial Strike
    Wound enemies to inflict gradual loss in Hit Points [weapon equipped and in
    Stealth state]
    Skill Point Cost:  1 * Rank Level
    Energy Cost:  2 + (2 * Rank Level)
    Rank 1:  5 damage per second for 3 seconds
    Rank 2:  10 damage per second for 6 seconds
    Rank 3:  15 damage per second for 9 seconds
    Rank 4:  20 damage per second for 12 seconds
    Rank 5:  25 damage per second for 15 seconds
    Notes:  Not nearly as useful as Crippling Blow, this skill adds a "bleed"
    effect to any melee attack (not fists, see description for Crippling Blow).
    Unfortunately, for the same reason that Poison-based skills are pretty useless,
    the "bleed" effect is pretty weak.  Killing 'em softly (or is it slowly?) is
    for Bards and their flowery songs, not for evil Drow assassins bent on revenge!
    To top off the uselessness of this skill, Undead critters are immune to the
    "bleed" effect (Why?  Because they have no blood, of course!).
    
    Bale Arm
    Allows you to hurl two throwing weapons at the same time
    Skill Point Cost:  6
    Energy Cost:  3
    Rank 1:  Hurl two weapons
    Notes:  This skill allows you to throw two thrown weapons at the same time.
    Due to the barbarian's massive melee output, by the time you get this skill
    it's not likely you'll be using it for much more than perhaps a change of pace.
    
    Barbarian Rage
    Enter a state of barbaric rage.  While enraged, you will be unable to block
    Skill Point Cost:  1 * Rank Level
    Energy Cost:  3 * (Rank Level +1)
    Rank 1:  +2/1-6/-2   attack/damage/AC
    Rank 2:  +2/2-12/-4  attack/damage/AC
    Rank 3:  +3/3-18/-6  attack/damage/AC
    Rank 4:  +4/4-24/-8  attack/damage/AC
    Rank 5:  +5/5-30/-10 attack/damage/AC
    Rank 6:  +6/6-36/-12 attack/damage/AC
    Rank 7:  +7/7-42/-14 attack/damage/AC
    Rank 8:  +8/8-48/-16 attack/damage/AC
    Rank 9:  +9/9-54/-18 attack/damage/AC
    Rank 10: +10/10-60/-20 attack/damage/AC
    Increase ranks by adding both Coral and Ruby gems to Armor/Helms/Shields
    Notes:  Invest some skill points in skills like Dodge to offset the AC penalty.
    The AC penalty is applied to YOUR character, not the opposing enemy.  Between
    the AC loss and the inability to block, be prepared to heal damage quickly.
    This is a very powerful damage-increasing ability, but the usefulness of
    blocking may be too much for some people to lose.
    
    Barkskin
    Makes your skin as tough as bark
    Skill Point Cost:  2 * Rank Level
    Energy Cost:  6 + (2* Rank Level)
    Rank 1:  +3 to Armor Class
    Rank 2:  +6 to Armor Class
    Rank 3:  +9 to Armor Class
    Rank 4:  +12 to Armor Class
    Rank 5:  +15 to Armor Class
    Notes:  An armor boost never hurts, but this skill doesn't provide that big a
    boost, unfortunately.  Not a bad use of skill points if you've got them laying
    around, but don't worry about purchasing this right away.
    
    Bless
    Increases the combat abilities of you and any allies
    Skill Point Cost:  1 * Rank Level
    Energy Cost:  3 * Rank Level
    Rank 1:  +1 to hit and +1 to damage for 25 seconds
    Rank 2:  +2 to hit and +2 to damage for 30 seconds
    Rank 3:  +3 to hit and +3 to damage for 35 seconds
    Rank 4:  +4 to hit and +4 to damage for 40 seconds
    Rank 5:  +5 to hit and +5 to damage for 45 seconds
    Rank 6:  +6 to hit and +6 to damage for 50 seconds
    Rank 7:  +7 to hit and +7 to damage for 55 seconds
    Rank 8:  +8 to hit and +8 to damage for 60 seconds
    Rank 9:  +9 to hit and +9 to damage for 65 seconds
    Rank 10: +10 to hit and +10 to damage for 70 seconds
    Increase ranks by adding Diamond gems to Boots/Rings/Amulets
    Notes:  Some of the Cleric's skills really shine in co-op play, and this is one
    of them.  Cast this spell when you're up against bosses and other hard-to-hit
    enemies. This spell also affects summoned or controlled allies.  It doesn't
    appear that this buff is affected by the Cleric's Empower ability, but I'm not
    100% sure about that at this point.  Any independant verification would be
    appreciated
    
    Chill Touch
    A freezing touch attack against a single enemy
    Skill Point Cost:  2 * Rank Level
    Energy Cost:  1 + (3 * Rank Level)
    Rank 1:  1-6 additional cold damage
    Rank 2:  2-12 additional cold damage
    Rank 3:  3-18 additional cold damage
    Rank 4:  4-24 additional cold damage
    Rank 5:  5-30 additional cold damage
    Notes:  Cold damage can be quite useful, as it sometimes freezes enemies a bit,
    enough to slow them down to a certain degree.  If you get in a bind, try using
    this spell to slow enemies down while you run away and attack from a distance.
    Also be aware that "Touch" spells such as this will work whether you use a
    melee or ranged weapon to deliver the spell.  This can be useful if you want to
    freeze critters at long range.
    
    Clarity
    Reduces the casting cost of your spells
    Skill Point Cost:  2 * Rank Level
    Passive Skill
    Rank 1:  10% reduction in cost
    Rank 2:  20% reduction in cost
    Rank 3:  30% reduction in cost
    Notes:  This skill is a *MUST-HAVE* for the Necromancer.  Period!  The Cleric
    can take it or leave it, unless you are the type that casts enhancement spells
    every ten seconds or you cast Flame Strike on anything that moves rather than
    relying on your trusty morning star...
    
    Claws of Darkness
    Attack with claws of deadly shadow that freeze and weaken your enemies
    Skill Point Cost:  2 * Rank Level
    Energy Cost:  2 + (2 * Rank Level)
    Rank 1:  +7-12 damage, weaken by 8%
    Rank 2:  +14-24 damage, weaken by 16%
    Rank 3:  +21-36 damage, weaken by 24%
    Notes:  This feat basically makes all of the touch spells much more effective.
    The damage from this spell stacks with the damage from other touch spells, and
    you use touch spells with melee or ranged weapons, so the versatility this
    spell adds to the Necromancer's repertoire is pretty nice.  I'd say max out
    Vampiric Touch along with this spell, as the combination of the two is probably
    the best between all the different "touch" spells.
    
    Cleave
    An attack that strikes all enemies in front of you
    Skill Point Cost:  2 * Rank Level
    Energy Cost:  1 + (2 * Rank Level)
    Rank 1:  +1 damage
    Rank 2:  +2 damage
    Rank 3:  +3 damage
    Rank 4:  +4 damage
    Rank 5:  +5 damage
    Rank 6:  +6 damage
    Rank 7:  +7 damage
    Rank 8:  +8 damage
    Rank 9:  +9 damage
    Rank 10: +10 damage
    Increase ranks by adding Sapphire gems to Weapons/Gloves
    Notes:  This Feat seems somewhat underpowered, until you realize that this is
    the closest thing that the Barbarian will ever come to an area-effect attack.
    It may only add a tiny bit of damage, but if you hit 3-4 enemies at once, you
    are effectively tripling or quadrupling your damage output in one attack.  The
    reach of your weapon also affects the effectiveness of this skill, as you can
    potentially hit more enemies with a two-handed great axe than you can with a
    tiny dagger.  I would recommend that you simply purchase one rank in this
    skill, as the extra bit of damage is hardly worth the extra energy used for
    higher-rank skills, and the area-effect capability is the same at all Ranks!
    
    Combat Reflexes
    Increases the speed of your attacks
    Skill Point Cost:  2 * Rank Level
    Passive Skill
    Rank 1:  Speed Increases
    Rank 2:  Speed Increases
    Rank 3:  Speed Increases
    Rank 4:  Speed Increases
    Rank 5:  Speed Increases
    Rank 6:  Speed Increases
    Rank 7:  Speed Increases
    Rank 8:  Speed Increases
    Rank 9:  Speed Increases
    Rank 10: Speed Increases
    Improve rank by adding Moonstone gems to Weapons/Gloves
    Notes:  Of course, they don't say by how *much* your attack speed increases,
    but more speed is definitely good for any character class, and it is essential
    for Melee-centric types like the Barbarian and Monk.  This skill at Rank 10 is
    blindingly fast, and will allow you to carve a batch of enemies down in no time
    at all.
    
    Contagion
    Curse your enemies with the plague
    Skill Point Cost:  2 * Rank Level
    Energy Cost:  2 * (Rank Level +1)
    Rank 1:  2 poison damage to 1 target
    Rank 2:  3 poison damage to 2 targets
    Rank 3:  4 poison damage to 3 targets
    Rank 4:  5 poison damage to 4 targets
    Rank 5:  6 poison damage to 5 targets
    Notes:  I don't really get why anyone would want to slowly poison their enemies
    to death, when you can suck all the life out of them in an instant with Life
    Drain and Enervation.  If anyone has any creative ideas for this spell, please
    let me know!
    
    Crippling Blow
    An attack that slows the enemy [weapon equipped and in Stealth state]
    Skill Point Cost:  1 * Rank Level
    Energy Cost:  1 + (2 * Rank Level)
    Rank 1:  9 second duration
    Rank 2:  12 second duration
    Rank 3:  15 second duration
    Rank 4:  18 second duration
    Rank 5:  21 second duration
    Notes:  The Monk is unfortunately a bit short-changed when it comes to her
    Upgrade Feats.  If you've been concentrating on unarmed attacks, there are
    hardly any worthwhile feats available after the upgrade.  The reason for this
    is illustrated perfectly with Crippling Blow: This feat only works when you are
    using a melee weapon (and fists don't count!).  Like Stealth's sneak attack
    damage, Arterial Strike, and Hail of Knives, if you've been going unarmed, it's
    time learn yourself some assassinating skills using a sword or an axe or a
    throwing knife or what have you.  Fortunately, this skill actually quite good
    for a stealthy, assassin-type, as it conveniently slows them down so you can
    run away if your first attack doesn't take the enemy out.
    
    Crushing Blow
    Adds damage to unarmed attacks
    Skill Point Cost:  1 * Rank Level
    Energy Cost:  1 + (2 * Rank Level)
    Rank 1:  +2 damage
    Rank 2:  +4 damage
    Rank 3:  +6 damage
    Rank 4:  +8 damage
    Rank 5:  +10 damage
    Notes:  If this were a passive skill it would be worth it.  As it is, you
    should go with one of the other Unarmed Feats such as Stunning Blow or Sweep
    Attack for extra damage (in addition to crowd control and area-effect
    features).  One possible benefit of this skill is that it seems to be
    unblockable, and it can be helpful in taking out block-crazy enemies.
    
    Cure Wounds
    Heals yourself and any allies
    Skill Point Cost:  1 * Rank Level
    Energy Cost:  3 * Rank Level
    Rank 1:  +10 Hit Points
    Rank 2:  +20 Hit Points
    Rank 3:  +30 Hit Points
    Rank 4:  +40 Hit Points
    Rank 5:  +50 Hit Points
    Notes:  As with Bless, this skill really shines in co-op mode, although
    otherwise this skill is not that much better than a handful of healing potions.
    Using this skill as a replacement for Healing potions won't accomplish too
    much, as you will need to carry Rejuvenation potions to make up for all the
    extra energy you're converting into Hit Points.  Also note that this spell does
    take a second or so to cast, and it is not instant like the potions.  If you
    are going to use this spell as a replacement for healing potions, you should
    seriously consider investing in Sanctuary so you can sit back and heal yourself
    up without being interrupted.  Empower does NOT increase the amount of damage
    healed!
    
    Dark Possession
    Control humanoids and lesser undead creatures
    Skill Point Cost:  2 * Rank Level
    Energy Cost:  3 * (Rank + 1)
    Rank 1:  6 seconds, +100% damage
    Rank 2:  12 seconds, +200% damage
    Rank 3:  18 seconds, +300% damage
    Notes:  This skill is useful, but it's not really for dealing out damage.  This
    Feat is a great crowd-control spell, and in my opinion is slightly more
    effective than Animate Dead for distracting enemies.  Cast this spell on the
    first enemy of a pack and watch it turn around and start hacking up its
    friends.  As the pack is busy dealing with the traitorous scum, you can amble
    on in and mow them all down with your spell of choice.  Generally, the enemies
    will target your controlled creature before they will come after you, thus
    leaving you open to create magical mischief.
    
    Death Blow
    Increases the damage inflicted by a critical hit
    Skill Point Cost:  1 * Rank Level
    Passive Skill
    Rank 1:  +2 damage
    Rank 2:  +4 damage
    Rank 3:  +6 damage
    Rank 4:  +8 damage
    Rank 5:  +10 damage
    Notes:  Pretty worthless, considering that even with a full 5 ranks in Improved
    Critical, you only crit 1 out of every four hits.  Considering that you have to
    spend 30 skill points to achieve an extra 2-3 average damage per attack,
    I'd suggest going elsewhere for extra hitting power.
    
    Deflect Missiles
    Gives a chance to automatically block missile attacks
    Skill Point Cost:  1 * Rank Level
    Passive Skill
    Rank 1:  5%
    Rank 2:  10%
    Rank 3:  15%
    Rank 4:  20%
    Rank 5:  25%
    Notes:  This is a pretty nice skill, considering how many archers can be found
    in the game (note that this skill does apply to creatures with built-in ranged
    attacks as well, such as the four-legged creatures in Bloodmire Manor)
    
    Diamond Body
    Resist the effects of poison and acid attacks
    Skill Point Cost:  1 * Rank Level
    Passive Skill
    Rank 1:  1 less damage per tick
    Rank 2:  2 less damage per tick
    Rank 3:  3 less damage per tick
    Rank 4:  4 less damage per tick
    Rank 5:  5 less damage per tick
    Notes:  Not one of the Monk's more important skills, but still semi-useful when
    fighting against any poisonous or acidic creature (or casters/archers with
    poison abilities).
    
    Divine Resilience
    Temporarily boosts your Great Fortitude
    Skill Point Cost:  1 * Rank Level
    Energy Cost:  2 + Rank Level
    Rank 1:  Improved regeneration for 5 seconds
    Rank 2:  Improved regeneration for 10 seconds
    Rank 3:  Improved regeneration for 15 seconds
    Rank 4:  Improved regeneration for 20 seconds
    Rank 5:  Improved regeneration for 25 seconds
    Notes:  Would probably be most useful as an emergency back up in case you are
    trying to conserve healing potions, but otherwise not horribly useful, IMHO.
    I'm not sure if this spell is affected by Empower, as it does not list how
    much the Cleric's regeneration is improved.
    
    Divine Strength
    Temporarily boosts your Strength
    Skill Point Cost:  2 * Rank Level
    Energy Cost:  2 + (3 * Rank Level)
    Rank 1:  +2 for 35 seconds
    Rank 2:  +4 for 45 seconds
    Rank 3:  +6 for 55 seconds
    Rank 4:  +8 for 65 seconds
    Rank 5:  +10 for 75 seconds
    Notes:  One of the Cleric's better buffs, at Rank 5 this spell will increase
    her carrying capacity by 150 lbs, her to hit by +5, and her damage by +5 for
    well over a minute, more than enough for a couple of fights at a time.  You
    should always cast this before boss fights where you will be fighting hand-to-
    hand.  Combine Rank 5 Divine Strength with a Rank 10 Bless spell, and for 70
    seconds you will be +15 to hit/+15 to damage.  Empower WILL increase both the
    strength boost and the length of time this buff lasts!  For some odd reason,
    the strength boost does NOT increase your carrying capacity.
    
    Dodge
    Enemies are more likely to miss in combat
    Skill Point Cost:  1 * Rank Level
    Passive Skill
    Rank 1:  +1 to AC per piece of armor worn
    Rank 2:  +2 to AC per piece of armor worn
    Rank 3:  +3 to AC per piece of armor worn
    Rank 4:  +4 to AC per piece of armor worn
    Rank 5:  +5 to AC per piece of armor worn
    Notes:  The only problem with this skill is that the class that would benefit
    the most from it (Necromancer) doesn't have access to it!  Otherwise, a good
    passive skill to invest in, as at Rank 5 it can add up to 25 AC (+5 AC each for
    helmet, gloves, boots, chestplate, and shield).  Obviously, in order to make
    the most of this skill, you should have at least Armor Proficiency Rank 2 to
    make use of a shield.
    
    Dwarven Warsong
    Bellow to temporarily increase combat ability
    Skill Point Cost:  1 * Rank Level
    Energy Cost:  3 * Rank Level
    Rank 1:  +1 to hit, +1 to damage
    Rank 2:  +2 to hit, +2 to damage
    Rank 3:  +3 to hit, +3 to damage
    Rank 4:  +4 to hit, +4 to damage
    Rank 5:  +5 to hit, +5 to damage
    Notes:  A pretty nice little buff for the Dwarven Rogue, especially when you
    start treating him like the warrior that he is, rather than some silly little
    treasure-hunting-sneak-thief type.
    
    Empower
    Increases the effectiveness of various spells
    Skill Point Cost:  4 * Rank Level (Necromancer), 3 * Rank Level (Cleric)
    Passive Skill
    Rank 1:  15% damage
    Rank 2:  30% damage
    Rank 3:  45% damage
    Notes:  Another *MUST-HAVE* for the Necromancer, this skill will boost even the
    Necromancer's weakest skills into deadly territory.  The Cleric may get to
    purchase it at a cheaper price, but keep in mind that this skill only affects
    a couple of damage spells, and a handful of her buff spells.  If you use Flame
    Strike, Turn Undead, or Smite Evil a lot, you should definitely invest in this
    skill.
    
    Enchant Item
    Decreases the cost of creating and breaking down magic items
    Skill Point Cost:  1 * Rank Level
    Passive Skill
    Rank 1:  -15% workshop costs
    Rank 2:  -30% workshop costs
    Rank 3:  -45% workshop costs
    Rank 4:  -60% workshop costs
    Rank 5:  -75% workshop costs
    Notes:  Notice the skill description says magic "items" which means the cost
    reduction in the workshop only applies to magical trinkets like rings and
    amulets, not weapons or armor.  Still, being able to create magic rings and
    amulets for dirt-cheap prices can be very useful, especially for a class that
    doesn't really make much use of either weapons or armor (generally!).
    Obviously, this skill will help a LOT in Extreme Mode, where you can create up
    to +15 rings and amulets (for a hefty price tag).
    
    Endurance
    Increases your carrying capacity
    Skill Point Cost:  2 * Rank Level
    Passive Skill
    Rank 1:  +15 more pounds
    Rank 2:  +30 more pounds
    Rank 3:  +45 more pounds
    Rank 4:  +60 more pounds
    Rank 5:  +75 more pounds
    Notes:  Not all that useful in my opinion, as you can wear Strength enhancing
    equipment and get the same effect (not to mention an increase in to-hit/damage)
    and once you get Recall potions, selling excess inventory becomes very easy.
    
    Enervation
    Channel death energy at nearby enemies in your front arc.  Affects one
    additional enemy per rank.
    Skill Point Cost: 2 * Rank Level
    Energy Cost:  6 * Rank Level (per second)
    Rank 1:  3-9 damage per half second while button is held
    Rank 2:  6-18 damage per half second while button is held
    Rank 3:  9-27 damage per half second while button is held
    Rank 4:  12-36 damage per half second while button is held
    Rank 5:  15-45 damage per half second while button is held
    Notes:  Does much more damage than Life Drain, although Life Drain is useful
    because it heals you at the same time.  One viable tactic would be to use this
    spell as your main attack spell, then switch to Life Drain if you need healing.
    Needless to say, without Clarity, you will need to carry around a lot of
    Rejuvenation potions.  This skill is weaker than the Necromancer's upgrade Feat
    Shadow Spray, but keep in mind that Shadow Spray is an auto-targeted spell,
    while Enervation just sucks the life out of anything in the nearby vicinity.
    
    Evasion
    Aids in damage reduction from certain magical attacks
    Skill Point Cost:  1 * Rank Level
    Passive Skill
    Rank 1:  +10% reduction
    Rank 2:  +20% reduction
    Rank 3:  +30% reduction
    Rank 4:  +40% reduction
    Rank 5:  +50% reduction
    Notes:  While there aren't hordes of magic-users in this game, the ones that
    you'll run into will usually take a serious chunk out of your hide.  This feat
    can help offset that damage.
    
    Fear
    Enemies closest run away for a limited duration.  Additional rank increases
    targets and duration of the spell.
    Skill Point Cost:  2 * Rank Level
    Energy Cost:  1 + (4 * Rank Level)
    Rank 1:  1 second, 1 target
    Rank 2:  2 seconds, 2 targets
    Rank 3:  3 seconds, 3 targets
    Rank 4:  4 seconds, 4 targets
    Rank 5:  5 seconds, 5 targets
    Notes:  Only somewhat useful, it's main use would be if your Necromancer gets
    caught in a corner surrounded by enemies.  Otherwise, you can probably skip
    this spell (it's pretty annoying to chase down fleeing enemies anyways, right?)
    and go with Slow.
    
    Flame Arrow
    Summons magical flaming arrows
    Skill Point Cost:  1 * Rank Level
    Energy Cost:  2 + (2 * Rank Level
    Rank 1:  +2-11 damage, 1 arrow
    Rank 1:  +3-12 damage, 2 arrows
    Rank 1:  +4-13 damage, 3 arrows
    Rank 1:  +5-14 damage, 4 arrows
    Rank 1:  +6-15 damage, 5 arrows
    Notes:  This can be quite a powerful spell, but with one caveat:  the arrows
    fan out from the necromancer in an arc, so the farther away an enemy is, the
    less likely it is going to get hit by more than one arrow.  For best effect,
    get right up close to the enemy and cast the spell; the combined damage from 5
    arrows (in addition to extra damage from being caught on fire) can be quite
    devastating.  Be careful with fire-resistant enemies though!  Shadow Spray
    pretty much makes this skill obsolete except for fire-weak enemies.
    
    Flame Strike
    Holy Fire called down on your enemies
    Skill Point Cost:  2 * Rank Level
    Energy Cost:  4 * (Rank Level +1)
    Rank 1:  7-48 fire damage
    Rank 2:  8-60 fire damage
    Rank 3:  9-72 fire damage
    Rank 4:  10-84 fire damage
    Rank 5:  11-96 fire damage
    Notes:  The Cleric's main offensive spell, the only major drawback is the wide
    damage spread.  It's pretty awful doing 11 points of damage when you know you
    can top out at 96!  Still, with points in both Clarity and Empower, you could
    be doing 19-168 damage for only 17 Energy, which is not bad for a "support"
    magic caster.
    
    Forge Lore
    Decreases the cost of creating and breaking down magic weapons
    Skill Point Cost:  3 * Rank Level
    Passive Skill
    Rank 1:  -15% workshop costs
    Rank 2:  -30% workshop costs
    Rank 3:  -45% workshop costs
    Rank 4:  -60% workshop costs
    Rank 5:  -75% workshop costs
    Notes:  Like the Necromancer's Enchant Item feat, this feat only applies to
    specific workshop projects.  In the Dwarf's case, his feat applies to magical
    weapon creation only.  In co-op games, have the Rogue create all magical
    weapons to save on creation costs.
    
    Ghoul Touch
    A touch attack that paralyzes a foe
    Skill Point Cost:  1 * Rank Level
    Energy Cost:  1 + (3 * Rank Level)
    Rank 1:  1 poison damage
    Rank 2:  2 poison damage
    Rank 3:  3 poison damage
    Rank 4:  4 poison damage
    Rank 5:  5 poison damage
    Notes:  Utterly worthless spell, in my opinion.  Damage is negligible, and if
    you really want crowd control, go for Slow instead.  As with Chill Touch, you
    can use melee or ranged weapons to deliver the effects of this spell.
    
    Great Fortitude
    Increases your Hit Point regeneration rate
    Skill Point Cost:  1 * Rank Level
    Passive Skill
    Rank 1:  +2 HP per minute
    Rank 2:  +4 HP per minute
    Rank 3:  +6 HP per minute
    Rank 4:  +8 HP per minute
    Rank 5:  +10 HP per minute
    Rank 6:  +12 HP per minute
    Rank 7:  +14 HP per minute
    Rank 8:  +16 HP per minute
    Rank 9:  +18 HP per minute
    Rank 10: +20 HP per minute
    Increase ranks by adding Ruby gems to Rings/Amulets/Boots
    Notes:  Unless you like sitting around waiting to heal, just chug a potion and
    be done with it.  This skill is generally pretty worthless.
    
    Great Weapon Focus
    Increases your ability to fight with two-handed great weapons
    Skill Point Cost:  2 * Rank Level
    Passive Skill
    Rank 1:  +2 to hit and +1 to damage
    Rank 1:  +4 to hit and +2 to damage
    Rank 1:  +6 to hit and +3 to damage
    Notes:  This may seem at first glance to be pretty pricey for very little
    benefit (+3 damage??) but the game fails to mention that this feat unlocks the
    highly useful combo attacks for all great weapons.  RTFM (pages 21-24) for
    details on combo attacks.  Note that Barbarians using Hero's Arm must train in
    Two-Weapon Fighting for their combo attacks.  The bonuses to hit and damage
    still take effect when using Hero's Arm, however.  For best results, train this
    skill, Two-Weapon Fighting, and Hero's Arm for maximum damage potential.
    
    Hail of Bolts
    Allows you to fire multiple bolts at once
    Skill Point Cost:  2 * Rank Level
    Energy Cost:  2 + (3 * Rank Level)
    Rank 1:  2 bolts
    Rank 2:  3 bolts
    Rank 3:  4 bolts
    Rank 4:  5 bolts
    Rank 5:  6 bolts
    Notes:  This might have been more useful had it been a passive skill, or if
    there were some way to reduce the energy cost, which can be prohibitive for the
    Rogue.  If you're making a Rogue Archer, this is a decent skill, but be aware
    that you will be chugging Rejuvenation potions like crazy using this skill.
    Also, like the Necromancer's Fire Arrow spell, the bolts fan out, so being up
    close to your enemy is a must if you want to connect with more than one bolt.
    As this skill almost requires you to be up close to do any additional damage to
    your enemy, you should probably invest in excellent armor (or perhaps in Sprint
    so you can run away from retaliation!)  With the Dwarf's new warrior-like skills
    (after upgrade) this spell increases in effectiveness (especially with Improved
    Critical).
    
    Hail of Knives
    Allows you to throw multiple knives at once
    Skill Point Cost:  1 * Rank Level
    Energy Cost:  2 + (1 * Rank Level)
    Rank 1:  2 knives
    Rank 2:  3 knives
    Rank 3:  4 knives
    Rank 4:  5 knives
    Rank 5:  6 knives
    Notes:  This is actually an excellent skill choice for any Monk, as it provides
    a high-powered ranged attack to a lightly armored melee character.  Make sure
    you invest points into Accuracy as well, and you should be lining them up and
    knocking them down in no time.  Note that throwing knives use Strength for
    bonuses to damage, so make sure to pump that up as well.
    
    Hand Weapon Focus
    Increases your ability to fight with one-handed weapons
    Skill Point Cost:  2 * Rank Level
    Passive Skill
    Rank 1:  +2 to hit and +1 to damage
    Rank 1:  +4 to hit and +2 to damage
    Rank 1:  +6 to hit and +3 to damage
    Notes:  As with Great Weapon Focus, this skill unlocks combos for one-handed
    weapon types.  Very, very highly recommended to characters using the Sword and
    Shield or Two-Weapon Fighting styles (except Barbarians with Hero's Arm).
    
    Haste
    Increased speed for you and your allies
    Skill Point Cost:  1 * Rank Level
    Energy Cost:  3 * (Rank Level + 1)
    Rank 1:  6% increase, 8 seconds
    Rank 2:  12% increase, 11 seconds
    Rank 3:  18% increase, 14 seconds
    Rank 4:  24% increase, 17 seconds
    Rank 5:  30% increase, 20 seconds
    Notes:  A useful skill, although the short duration of the spell makes it less
    useful that it could have been.  This is the Necromancer's most important co-op
    spell, as it ensures that the other character can attack with great speed.
    Some people have claimed to use this spell in conjunction with powerful melee
    weapons to make a decent Melee-oriented Necromancer.
    
    Heart of the Bear
    Increases your hit points
    Skill Point Cost:  2 * Rank Level
    Passive Skill
    Rank 1:  +10
    Rank 2:  +20
    Rank 3:  +30
    Rank 4:  +40
    Rank 5:  +50
    Notes:  Better than Toughness, but by the time you have access to this skill,
    it's not likely that the difference in Hit Points will make much difference.
    
    Heart of the Wolf
    Increases your running speed
    Skill Point Cost:  2 * Rank Level
    Passive Skill
    Rank 1:  +10%
    Rank 2:  +20%
    Rank 3:  +30%
    Rank 4:  +40%
    Rank 5:  +50%
    Notes:  Getting around quicker is always a good thing, and combined with a Rank
    10 Sprint Feat, you can watch your Barbarian running around imitating a pinball
    by bouncing off the walls.  Seriously though, this is a nice skill to have,
    especially if you hate how slow everyone moves in this game.
    
    Hero's Arm
    Allows you to wield great weapons in only one hand
    Skill Point Cost:  15
    Passive Skill
    Rank 1:  Allows you to wield great weapons in only one hand
    Notes:  Combine this with Great Weapon Focus, Two-Weapon Fighting, and a couple
    of high-powered Great Axes, Hammers, or Swords for insane damage, Barbarian-
    style.  IMPORTANT NOTE!!!!! - DO NOT TAKE THIS SKILL IF YOU WANT TO CONTINUE
    USING GREAT WEAPONS AS TWO-HANDED WEAPONS!!!!!  Once you take this Feat, you
    will never again be able to equip a Great Weapon as a Two-handed weapon.
    (Meaning of course, one weapon held with two hands, rather than two weapons,
    one in each hand).
    
    Hero's Mantle
    Resistance to physical damage
    Skill Point Cost:  1 * Rank Level
    Passive Skill
    Rank 1:  +5% damage reduction
    Rank 2:  +10% damage reduction
    Rank 3:  +15% damage reduction
    Rank 4:  +20% damage reduction
    Rank 5:  +25% damage reduction
    Notes:  Add this to your Barbarian's skill set, as it is very useful indeed.
    As it is based on a percentage (not a static number), the more damage the enemy
    does, the more damage is taken off by damage reduction.  One of the few skills
    that actually provides better benefits as the game progresses.
    
    Hold
    Stuns creatures in front of you
    Skill Point Cost:  3 * Rank Level
    Energy Cost:  1 + (8 * Rank Level)
    Rank 1:  1 second, 1 target
    Rank 2:  1 second, 2 targets
    Rank 3:  1 second, 3 targets
    Rank 4:  1 second, 4 targets
    Rank 5:  2 seconds, 5 targets
    Notes:  Only particularly useful in co-op mode, as 1 to 2 seconds of a boss not
    beating on your teammate can be helpful, but if you want single-player crowd
    control, consider Slow instead.
    
    Improved Critical
    Increases your chance of a critical hit with melee attacks
    Skill Point Cost:  1 * Rank Level
    Passive Skill
    Rank 1:  +3%
    Rank 2:  +6%
    Rank 3:  +9%
    Rank 4:  +12%
    Rank 5:  +15%
    Rank 6:  +18%
    Rank 7:  +21%
    Rank 8:  +24%
    Rank 9:  +27%
    Rank 10: +30%
    Increase rank by adding Pearl gems to Weapons/Gloves
    Note:  You should probably invest skill points first in skills that increase your
    general damage level and ability to combo, and then in Improved Critical to get
    the occasional extra damage.  +30% critical rate translates into double or
    triple damage every 3 or so hits, which at the highest combo levels pretty much
    guarantees a critical with every combo!
    
    Iron Will
    Increases your Magic Energy regeneration rate
    Skill Point Cost:  1 * Rank Level
    Passive Skill
    Rank 1:  125%
    Rank 2:  150%
    Rank 3:  175%
    Rank 4:  200%
    Rank 5:  225%
    Rank 6:  250%
    Rank 7:  275%
    Rank 8:  300%
    Rank 9:  325%
    Rank 10: 350%
    Increase ranks by adding Emerald gems to Rings/Amulets/Boots
    Notes:  As with Great Fortitude, skip this skill and chug a Rejuvenation potion
    instead.
    
    Life Drain
    Drain Hit Points from enemies to restore your own.  Affects one additional
    enemy per rank
    Skill Point Cost:  1 * Rank Level
    Energy Cost:  6 * Rank Level (per second)
    Rank 1:  Drains 2-5 per half second
    Rank 2:  Drains 4-10 per half second
    Rank 3:  Drains 6-15 per half second
    Rank 4:  Drains 8-20 per half second
    Rank 5:  Drains 10-25 per half second
    Notes:  Probably one of the Necromancer's best skills, as it can be a potent
    weapon early in the game, as well as a useful healing spell later in the game.
    Clarity and Empower will also highly increase the effectiveness of this spell.
    (Up to 18-44 per half second on up to 5 creatures at once at a cost of 21
    Energy per second).  At the highest ranks, this spell can pretty much replace
    the Necromancer's stash of healing potions.  Note however that this spell does
    not work on undead creatures (kind of hard to drain life out of something
    that's already dead, no?)
    
    Long Weapons Focus
    Improves your ability to fight with staves, spears, and halberds
    Skill Point Cost:  2 * Rank Level
    Passive Skill
    Rank 1:  +2 to hit and +1 to damage
    Rank 2:  +4 to hit and +2 to damage
    Rank 3:  +6 to hit and +3 to damage
    Notes:  Again, as with the other Focus feats, this skill will unlock the combo
    attacks for staves, spears and halberds.  See Feat Description for Great
    Weapons Focus for more information.
    
    Melf's Acid Arrow
    Summons a magic acidic arrow
    Skill Point Cost:  4 * Rank Level
    Energy Cost:  3 + (2 * Rank Level)
    Rank 1:  8-18 Damage
    Rank 2:  13-23 Damage
    Rank 3:  18-28 Damage
    Rank 4:  23-33 Damage
    Rank 5:  28-38 Damage
    Notes:  A bit of a toss-up between this and Flame Arrow, as Flame Arrow has
    higher damage potential, but also requires you to get up close and personal for
    highest effectiveness.  This spell allows you to get good damage potential
    while keeping your skin in one piece.  At higher difficulty levels you should
    probably avoid using this skill.
    
    Piercing Strike
    Reduces your enemy's Armor Class
    Skill Point Cost:  1 * Rank Level
    Energy Cost:  Rank Level + 2
    Rank 1:  4 Armor Class reduction
    Rank 2:  8 Armor Class reduction
    Rank 3:  12 Armor Class reduction
    Rank 4:  16 Armor Class reduction
    Rank 5:  20 Armor Class reduction
    Note:  Not that great a skill, only marginally useful if you're having real
    problems landing a hit on a boss or something heavily armored.  Even so,
    equipping some Strength-boosting items for a +to hit bonus works just as well
    (if not better).  I've gotten some testimonials from other players that this
    skill and Sunder not only seem to make enemies easier to hit, but also less
    damage resistant, which may increase the usefulness of this feat against bosses
    or heavily-armored enemies.
    
    Poison
    Inflicts additional poison damage on attacks
    Skill Point Cost:  1 * Rank Level
    Energy Cost:  2 + (2 * Rank Level)
    Rank 1:  2 poison damage for 6 seconds
    Rank 2:  4 poison damage for 12 seconds
    Rank 3:  6 poison damage for 18 seconds
    Rank 4:  8 poison damage for 24 seconds
    Rank 5:  10 poison damage for 30 seconds
    Notes:  If you don't know how I feel about poison attacks in this game by
    now...  Somewhat useful if you like sneaking around backstabbing opponents,
    otherwise you can probably skip it.
    
    Power Attack
    Inflict additional damage upon enemies with any melee weapon
    Skill Point Cost:  1 * Rank Level
    Energy Cost:  2
    Rank 1:  +2 damage per hit
    Rank 2:  +4 damage per hit
    Rank 3:  +6 damage per hit
    Rank 4:  +8 damage per hit
    Rank 5:  +10 damage per hit
    Rank 6:  +12 damage per hit
    Rank 7:  +14 damage per hit
    Rank 8:  +16 damage per hit
    Rank 9:  +18 damage per hit
    Rank 10: +20 damage per hit
    Increase ranks by adding Sapphire gems in Armor/Helms/Shields
    Notes:  Only a marginally useful skill, one of its saving graces is it's super-
    low Energy requirement, which is good for the Energy-poor Barbarian.  Most
    useful at the early levels or for getting through the defenses of an enemy in
    blocking mode (this feat ignores blocks)
    
    Precise Shot
    You can make more accurate, damaging shots with a crossbow.
    Skill Point Cost:  1 * Rank Level
    Energy Cost:  1 + (2 * Rank Level)
    Rank 1:  +1 to hit and +15% to damage
    Rank 2:  +2 to hit and +30% to damage
    Rank 3:  +3 to hit and +45% to damage
    Rank 4:  +4 to hit and +60% to damage
    Rank 5:  +5 to hit and +75% to damage
    Notes:  By far the ultimate feat for your Rogue Archers out there.  The +75% to
    damage combined with a high-damage crossbow will result in some nasty, nasty
    damage.  Fortunately, the Energy cost for this skill is fairly low, well within
    the Rogue's limits.  Although many people like Hail of Bolts, I still think
    this skill is better on both energy usage and damage avoidance reasons.
    
    Protective Ward
    Creates a protective aura around you
    Skill Point Cost:  1 * Rank Level
    Energy Cost:  1 + (3 * Rank Level)
    Rank 1:  +4 to Armor Class for 30 seconds
    Rank 2:  +8 to Armor Class for 40 seconds
    Rank 3:  +12 to Armor Class for 50 seconds
    Rank 4:  +16 to Armor Class for 60 seconds
    Rank 5:  +20 to Armor Class for 70 seconds
    Notes:  Not the best buff in the world, but useful for boss fights or when you
    find yourself surrounded by a small horde.  This buff is actually affected by
    increasing the Cleric's Empower skill (both AC and duration).
    
    Purity
    Temporary poison and acid resistance; resist some status effects at higher
    ranks
    Skill Point Cost:  2 * Rank Level
    Energy Cost:  2 + Rank Level
    Rank 1:  Resist 1 acid/poison damage for 25 seconds
    Rank 2:  Resist 2 acid/poison damage for 35 seconds, Immunity to Curse
    Rank 3:  Resist 3 acid/poison damage for 45 seconds, Immunity to Sunder
    Rank 4:  Resist 4 acid/poison damage for 55 seconds, Immunity to Enfeeblement
    Rank 5:  Resist 5 acid/poison damage for 65 seconds, Immunity to Slow
    Notes:  Basically a castable Diamond Body buff, it is mainly useful for
    encounters with poisonous or acidic critters.  The skill description mentions
    it protects against other status effects, but no further information is given.
    If anyone figures out what status effects are protected against by this spell,
    please let me know (update:  I could just read the manual.  <sigh>).  I don't
    know if the Immunities are retroactive (Is Rank 5 immune to just Slow, or
    all of the above?), but I believe they are.
    
    Ransack
    Knock additional loot out of enemies
    Skill Point Cost:  2 * Rank Level
    Energy Cost:  1 + (2 * Rank Level)
    Rank 1:  1-6 damage and 13% chance of additional treasure
    Rank 2:  2-12 damage and 16% chance for additional treasure
    Rank 3:  3-18 damage and 19% chance for additional treasure
    Rank 4:  4-24 damage and 22% chance for additional treasure
    Rank 5:  5-30 damage and 25% chance for additional treasure
    Notes:  This is a weird skill in that it seems like it would be great for extra
    damage and loot purposes, but unfortunately, the to-hit probability when
    attacking enemies with this skill seems very low.  However (adding to the
    weirdness) the true usefulness of this skill isn't even mentioned in the skill
    description:  You can use Ransack to open treasure chests and urns/pots, and
    the % chance for additional treasure still applies!  A good skill to get for
    looting treasure chests and urns/pots, just don't expect any major damage
    benefits when attacking enemies with it.  It's been pointed out to me that this
    skill does work, but you only get *ONE* chance per creature to Ransack.
    Additional attempts to Ransack will fail.  Apparently, when it works, it causes
    the creature to spit out three or four things (gold, items, etc) rather than
    just one or two.
    
    Ray of Enfeeblement
    Reduces an enemy's damage output
    Skill Point Cost:  1 * Rank Level
    Energy Cost:  1 + (2 * Rank Level)
    Rank 1:  10% damage
    Rank 2:  20% damage
    Rank 3:  30% damage
    Rank 4:  40% damage
    Rank 5:  50% damage
    Notes:  This is an excellent skill for fighting bosses or melee powerhouses.
    The % damage is a damage reduction; the description should say "-10% damage",
    etc.  Also, I'm not sure if there is a duration to the effect or not.
    
    Resist Elements
    Aids in elemental damage resistance
    Skill Point Cost:  3 * Rank Level
    Energy Cost:  6 + (2 * Rank Level)
    Rank 1:  +10% elemental damage resistance
    Rank 2:  +20% elemental damage resistance
    Rank 3:  +30% elemental damage resistance
    Rank 4:  +40% elemental damage resistance
    Rank 5:  +50% elemental damage resistance
    Notes:  Probably the best Upgrade Feat for the Barbarian, this skill allows the
    Barbarian to wade through a crowd of mages without dying in the first two
    seconds.  Strangely, the Basic Evasion spell of the Rogue is much more useful,
    in that it protects you from all magic, not just fire/ice/lightning/acid
    spells.
    
    Sanctuary
    Enemies will not attack you unless you attack them
    Skill Point Cost:  1 * Rank Level
    Energy Cost:  2 + Rank Level
    Rank 1:  5 seconds
    Rank 2:  10 seconds
    Rank 3:  15 seconds
    Rank 4:  20 seconds
    Rank 5:  25 seconds
    Rank 6:  30 seconds
    Rank 7:  35 seconds
    Rank 8:  40 seconds
    Rank 9:  45 seconds
    Rank 10: 50 seconds
    Increase rank by adding Jet gems to Rings/Amulets/Boots
    Notes:  A very useful spell when engaging a large number of enemies, this spell
    will allow you to concentrate on one enemy at a time (attacking an enemy will
    only cancel the Sanctuary effect for the enemy being attacked, all other
    enemies within range will still ignore you during the spell's duration).  Also
    nice for giving you a breather when things get chaotic.  Cast this real quick,
    heal up, recall back to town, restock on potions, and return to battle
    completely refreshed!  I'm pretty sure this spell is not affected by Empower.
    
    Shadow Conjure
    Summon a shadow ally, higher ranks improve the pet
    Skill Point Cost:  2 * Rank Level
    Energy Cost:  varies
    Rank 1:  Summon a shadow ally
    Rank 2:  Summon a shadow ally
    Rank 3:  Summon a shadow ally
    Rank 4:  Summon a shadow ally
    Rank 5:  Summon a shadow ally
    Notes:  An upgrade to the Animate Dead spell, it has all the benefits of
    Animate Dead, in a much, much deadlier package.  This is actually a useful
    damage-dealing spell in its own right and highly recommended for any
    Necromancer.
    
    Shadow Shield
    Shield spell that auto-blocks some attacks
    Skill Point Cost:  2 * Rank Level
    Energy Cost:  2 * Rank Level
    Rank 1:  10% absorb, +6 Armor Class, 3% Chance to Block
    Rank 2:  20% absorb, +7 Armor Class, 6% Chance to Block
    Rank 3:  30% absorb, +8 Armor Class, 9% Chance to Block
    Rank 4:  40% absorb, +9 Armor Class, 12% Chance to Block
    Rank 5:  50% absorb, +10 Armor Class, 15% Chance to Block
    Notes:  An upgrade to the Shield spell, this version is a bit more powerful
    (and of course, more useful).  You should replace your old Shield spell with
    this one ASAP.
    
    Shadow Spray
    Inflict damage to nearby enemies with ribbons of shadow.  The caster fires one
    ribbon per rank
    Skill Point Cost:  2 * Rank Level
    Energy Cost:  2 + (3 * Rank Level)
    Rank 1:  4-12 damage per ribbon
    Rank 2:  8-24 damage per ribbon
    Rank 3:  12-36 damage per ribbon
    Rank 4:  16-48 damage per ribbon
    Rank 5:  20-60 damage per ribbon
    Notes:  This is a sick, sick spell.  Absolutely recommended to all
    Necromancers, upgrade this spell as soon as you are able to, as it does crazy
    damage at Rank 5 (especially with Empower and Clarity at full power).
    
    Shield
    Magic Shield that improves armor
    Skill Point Cost:  1 * Rank Level
    Energy Cost:  2 + (2 * Rank Level)
    Rank 1:  10% absorb, +6 Armor Class
    Rank 2:  20% absorb, +7 Armor Class
    Rank 3:  30% absorb, +8 Armor Class
    Rank 4:  40% absorb, +9 Armor Class
    Rank 5:  50% absorb, +10 Armor Class
    Notes:  More useful for the damage absorption than the bonus to Armor Class,
    but it's still not that useful a spell, as your job as Necromancer generally
    keeps you away from enemy attacks.  Still, it doesn't hurt to be careful.
    Also, the description does not provide a duration, so your guess is as good as
    mine.  This spell is basically made obsolete by Shadow Shield, which provides
    more benefits than Shield, like blocking.
    
    Shield Bash
    A short dash forward that damages and stuns your enemy.
    Skill Point Cost:  2 * Rank Level
    Energy Cost:  4 * (Rank Level + 1)
    Rank 1:  Stun target for 1 second, inflict 4-9 damage
    Rank 2:  Stun target for 2 seconds, inflict 7-14 damage
    Rank 3:  Stun target for 2 seconds, inflict 10-19 damage
    Rank 4:  Stun target for 3 seconds, inflict 13-24 damage
    Rank 5:  Stun target for 3 seconds, inflict 16-29 damage
    Notes:  It's not the best damage in the game, but it's still a fairly nice
    option for the Dwarf and Cleric to add to their library of monster-mashing
    skills.  This skill also gets through enemies in block mode, so feel free to
    shield bash anything hiding behind a shield, as it were.
    
    Shield Expertise
    Gain additional armor bonus and physical damage resistance from your shield
    Skill Point Cost:  2 * Rank Level
    Passive Skill
    Rank 1:  +3
    Rank 2:  +6
    Rank 3:  +9
    Rank 4:  +12
    Rank 5:  +15
    Rank 6:  +18
    Rank 7:  +21
    Rank 8:  +24
    Rank 9:  +27
    Rank 10: +30
    Increase rank by adding Coral gems to Armor/Shields/Helms
    Notes:  An excellent defensive skill for the weapon/shield-using Dwarf or
    Cleric, this skill adds Armor Class and Damage Reduction to the user's shield,
    although the game does not display the amount of damage reduction, it does seem
    to actually provide an additional measure of defense.  It's possible that the +
    modifier may actually indicate the value for both Armor Class and Damage
    Reduction percentage (thus at Rank 5 it would be +15 to Armor Class and +15%
    damage resistance) but that's just a guess.
    
    Shocking Grasp
    Your touch electrifies enemies
    Skill Point Cost:  1 * Rank Level
    Energy Cost:  1 + (2 * Rank Level)
    Rank 1:  2-9 electrical damage
    Rank 2:  4-18 electrical damage
    Rank 3:  6-27 electrical damage
    Rank 4:  8-36 electrical damage
    Rank 5:  10-45 electrical damage
    Notes:  Decent damage, but it requires you to get up close and personal,
    something Necromancers shouldn't be doing.  Unless, of course, you are using a
    bow or crossbow to deliver the spell effect to its target.
    
    Slow
    Slows down enemies
    Skill Point Cost:  2 * Rank Level
    Energy Cost:  3 * Rank Level
    Rank 1:  10 seconds, 1 target
    Rank 2:  20 seconds, 2 targets
    Rank 3:  30 seconds, 3 targets
    Rank 4:  40 seconds, 4 targets
    Rank 5:  50 seconds, 5 targets
    Notes:  A good crowd-control alternative to Fear, I prefer it as it still keeps
    enemies coming to you and not running away.  The Slow effect lasts much longer
    than Fear and also affects the enemies attack rate as well.
    
    Smite Evil
    Inflict additional damage and can disrupt undead
    Skill Point Cost:  1 * Rank Level
    Energy Cost:  1 + (2 * Rank Level)
    Rank 1:  +1 damage, 8% chance to disrupt undead
    Rank 2:  +2 damage, 11% chance to disrupt undead
    Rank 3:  +3 damage, 14% chance to disrupt undead
    Rank 4:  +4 damage, 17% chance to disrupt undead
    Rank 5:  +5 damage, 20% chance to disrupt undead
    Notes:  Basically a melee-centric version of Turn Undead, this is an excellent
    skill when fighting undead creatures, but only an okay skill when fighting
    anything else.  It should become a standard attack for your Cleric when
    fighting undead, although it's too bad you don't have this available on the
    quest that you undertake to unlock your upgrade feats (Undead Central!).  If
    you combine this skill with a +5 weapon imbued with 16 Diamonds, you will have
    a grand total of 95% chance to instantly destroy undead enemies.  This is, as
    you can see, an unbelievably powerful combination when fighting undead.
    
    Smokepowder Bolt
    Fire a burning bolt with your crossbow
    Skill Point Cost:  1 * Rank Level
    Energy Cost:  1 + (2 * Rank Level)
    Rank 1:  +1-5 fire damage
    Rank 2:  +2-10 fire damage
    Rank 3:  +3-15 fire damage
    Rank 4:  +4-20 fire damage
    Rank 5:  +5-25 fire damage
    Notes:  You can skip this feat entirely in favor of Precise Shot in my opinion.
    A damage multiplier is always better than just straight up additional damage.
    The only reason you may want to take this is for use against Fire-weak enemies,
    but you could just take SP Bomb or Satchel for that.
    
    Smokepowder Bomb
    Hurl an explosive bomb at your enemies
    Skill Point Cost:  1 * Rank Level
    Energy Cost:  1 + (2 * Rank Level)
    Rank 1:  +5-10 fire damage
    Rank 2:  +10-20 fire damage
    Rank 3:  +15-30 fire damage
    Rank 4:  +20-40 fire damage
    Rank 5:  +25-50 fire damage
    Notes:  Better than SP Bolt, but still not quite as good as SP Satchel.  More
    damage than SP Bolt, but can still miss the target.
    
    Smokepowder Satchel
    Place and later detonate an explosive satchel charge
    Skill Point Cost:  2 * Rank Level
    Energy Cost:  4 * Rank Level
    Rank 1:  35 damage, explosion radius 3 feet
    Rank 2:  70 damage, explosion radius 6 feet
    Rank 3:  105 damage, explosion radius 9 feet
    Rank 4:  140 damage, explosion radius 12 feet
    Rank 5:  175 damage, explosion radius 15 feet
    Notes:  Much more useful than the other Smokepowder Rogue skills, this skill
    has plenty of uses for the more tactical player who likes setting up pins and
    bowling them over (so to speak).  Find a nice narrow doorway, plant a satchel
    charge, lure some enemies through the doorway and detonate at your leisure.
    The radius and damage are pretty impressive at Rank 5, although the Energy
    costs are bit high for the Rogue.  Still, it is an excellent area-effect attack
    for the Rogue.
    
    Spinning Strike
    A devastating staff attack that strikes all enemies around you
    Skill Point Cost:  2 * Rank Level
    Energy Cost:  1 + (4 * Rank Level)
    Rank 1:  +1 damage
    Rank 2:  +2 damage
    Rank 3:  +3 damage
    Rank 4:  +4 damage
    Rank 5:  +5 damage
    Notes:  Only useful if you're building up a staff-wielding Monk, as it is the
    only multi-hit spell effect for that character build.  Even then, you should
    just take one rank to have access to the multi-strike feature of the skill.
    The bonus to damage is not worth the energy increase for higher ranks.  If
    you're not using a staff, leave this one alone.
    
    Spiritual Weapon
    Summon the avatar of Helm's sword, "Ever Watchful."  Higher ranks give stronger
    summons
    Skill Point Cost:  2 * Skill Level
    Energy Cost:  Varies
    Rank 1:  Summon an ally weapon
    Rank 2:  Summon an ally weapon
    Rank 3:  Summon an ally weapon
    Rank 4:  Summon an ally weapon
    Rank 5:  Summon an ally weapon
    Notes:  Summons a magical floating sword to attack your enemies.  As with
    Animate Dead, it is hard to judge Energy cost and damage potential, as zero
    information is given anywhere onscreen about the pet.  Energy costs seem to
    increase each character level (and not by Rank Level, as one might expect).
    One difference with Animate Dead is that this Feat has 5 ranks, not 3.  Pretty
    much the only reason to invest in this is for distraction, as the weapon has
    very little damage potential that I've been able to see.
    
    Sprint
    A quick burst of running speed
    Skill Point Cost:  1 * Rank Level
    Energy Cost:  Rank Level
    Rank 1:  66% increase in speed for 1 second
    Rank 2:  99% increase in speed for 1 second
    Rank 3:  132% increase in speed for 1 second
    Rank 4:  165% increase in speed for 1 second
    Rank 5:  198% increase in speed for 1 second
    Rank 6:  231% increase in speed for 1 second
    Rank 7:  264% increase in speed for 1 second
    Rank 8:  299% increase in speed for 1 second
    Rank 9:  332% increase in speed for 1 second
    Rank 10: 365% increase in speed for 1 second
    Increase rank by adding Moonstone gems to Rings/Amulets/Boots
    Notes:  Only useful for two things:  Running away, and running through cleared
    out areas a bit quicker.  You can probably get by with 1 or 2 ranks in this at
    most.  This skill combined with Heart of the Wolf makes for a lightning-fast
    Barbarian!
    
    Stealth
    Allows you to avoid enemies and make Sneak Attacks
    Skill Point Cost:  1 * Rank Level
    Energy Cost:  1 per second (continuous drain while in stealth mode)
    Rank 1:  +2-6 damage to Sneak Attacks
    Rank 2:  +4-12 damage to Sneak Attacks
    Rank 3:  +6-18 damage to Sneak Attacks
    Rank 4:  +8-24 damage to Sneak Attacks
    Rank 5:  +10-30 damage to Sneak Attacks
    Notes:  You must use this skill while being unobserved.  If an enemy has
    spotted you and you try to stealth, you will not go into Stealth Mode (you will
    see the Monk/Rogue get translucent if they successfully enter Stealth Mode.  If
    an enemy has spotted you, try running away or duck behind cover and then
    activate the skill.  As near as I can tell, the sneak attack damage bonus only
    applies to melee weapons, so unarmed monks will NOT get a damage bonus for
    punching someone from stealth mode.  One last tip:  Stealth + Smokepowder
    Satchel = Carnage!
    
    Stunning Blow
    A powerful attack that damages and stuns your enemy
    Skill Point Cost:  1 * Rank Level
    Energy Cost:  3 * Rank Level
    Rank 1:  Stun for 1.50 seconds, 4-10 damage
    Rank 2:  Stun for 2.00 seconds, 7-16 damage
    Rank 3:  Stun for 2.50 seconds, 10-22 damage
    Rank 4:  Stun for 3.00 seconds, 13-28 damage
    Rank 5:  Stun for 3.50 seconds, 16-34 damage
    Notes:  Excellent for crowd control, although the damage listed is *not* in
    addition to your regular unarmed damage.  It's also useful for breaking a
    blocking enemies' defense.
    
    Sunder
    Reduces your enemies Armor Class with every successful attack
    Skill Point Cost:  2 * Rank Level
    Energy Cost:  2 + Rank Level
    Rank 1:  -4 Enemy Armor Class
    Rank 2:  -8 Enemy Armor Class
    Rank 3:  -12 Enemy Armor Class
    Rank 4:  -16 Enemy Armor Class
    Rank 5:  -20 Enemy Armor Class
    Rank 6:  -24 Enemy Armor Class
    Rank 7:  -28 Enemy Armor Class
    Rank 8:  -32 Enemy Armor Class
    Rank 9:  -36 Enemy Armor Class
    Rank 10: -40 Enemy Armor Class
    Increase rank by adding Sapphire gems to Rings/Amulets/Boots
    Notes:  Has the same problems as Piercing Strike, spend some money on Strength
    boosting equipment and forget about lowering the enemy's Armor Class!  (See
    note for Piercing Strike for additional information).
    
    Sweep Attack
    An unarmed attack that strikes and knocks back all enemies before you
    Skill Point Cost:  2 * Rank Level
    Energy Cost:  1 + (4 * Rank Level)
    Rank 1:  +1 damage
    Rank 2:  +2 damage
    Rank 3:  +3 damage
    Rank 4:  +4 damage
    Rank 5:  +5 damage
    Notes:  An excellent crowd control skill for the unarmed Monk, the real reason
    to get this skill is for the area-effect and knockback action, not for the
    extra damage.  As such, you would do well to invest only 1 rank into this
    skill.
    
    Toughness
    Grants you extra Hit Points
    Skill Point Cost:  1 * Rank Level
    Passive Skill
    Rank 1:  +6 Hit Points
    Rank 2:  +12 Hit Points
    Rank 3:  +18 Hit Points
    Rank 4:  +24 Hit Points
    Rank 5:  +30 Hit Points
    Notes:  If you've got a skill point or two sitting around, you could do worse
    than get more Hit Points.
    
    Turn Undead
    Repels and damages nearby undead
    Skill Point Cost:  2 * Rank Level
    Energy Cost:  3 * Rank Level
    Rank 1:  15-28 damage
    Rank 2:  20-36 damage
    Rank 3:  25-44 damage
    Rank 4:  30-52 damage
    Rank 5:  35-60 damage
    Notes:  Excellent crowd control and damage, but limited only to Undead
    creatures.  As the Cleric later gets Smite Evil (damage plus chance of an
    instant kill on undead), you should perhaps consider saving your skill points
    until you have access to Smite Evil.
    
    Two-Weapon Fighting
    Improves your ability to fight with two weapons at once
    Skill Point Cost:  3 * Rank Level
    Passive Skill
    Rank 1:  +90%/+30% primary/off-hand damage
    Rank 2:  +100%/+40% primary/off-hand damage
    Rank 3:  +110%/+50% primary/off-hand damage
    Rank 4:  +120%/+60% primary/off-hand damage
    Rank 5:  +130%/+70% primary/off-hand damage
    Notes:  The "+" on the damage percentile is misleading; it really shouldn't be
    there.  At Rank 1, your primary weapon (highlighted in Green on the inventory
    screen) will only do 90% of its listed damage, and your off-hand weapon
    (highlighted in gray) will do only 30% of its listed damage.  Obviously, if
    you're going the Two-Weapon Fighting route, you should absolutely increase this
    skill to max Ranks ASAP.  Also, you should always, always, always keep the more
    powerful of your two weapons on the primary hand, and the less powerful weapon
    on the off-hand (thus maximizing your 30% primary weapon damage increase and
    minimizing your 30% off-hand weapon damage reduction).  Note that the first
    three ranks of this skill will unlock Two-Weapon Fighting combos that will
    override any other combos you may have unlocked (If you have Hand Weapon Focus
    and Two-Weapon Fighting, and you equip two long swords, your combos will be the
    Two-Weapon Fighting combos, not the Hand Weapon Combos).
    
    Unarmed Combat
    Improves your ability to fight bare-handed
    Skill Point Cost:  2 * Rank Level
    Passive Skill
    Rank 1:  4-8 to damage, chance to stun
    Rank 2:  7-14 to damage, chance to stun
    Rank 3:  10-20 to damage, chance to stun
    Rank 4:  13-26 to damage, chance to stun
    Rank 5:  16-32 to damage, chance to stun
    Notes:  This should be your primary skill point focus as an Unarmed Monk.  As
    with the Weapon Focus Feats, this skill unlocks the Monk's unarmed combo
    attacks.  At max Rank, the Monk can pull off a 6-hit combo!  Some people have
    reported not being able to pull off a full 6-hit combo before getting
    interrupted by the enemy being attacked (or by his buddies).  One tactic I like
    using is to start a fight with Stunning Blow (stunned for 3.5 seconds) and THEN
    follow up with a devastating 6-hit combo.  The only problem you might have then
    is that the enemy may not live through the first 3 or 4 hits, let alone 5.
    
    Vampiric Touch
    A touch attack that steals life from enemies
    Skill Point Cost:  1 * Rank Level
    Energy Cost:  1 + (4 * Rank Level)
    Rank 1:  3-18 damage
    Rank 2:  5-30 damage
    Rank 3:  7-42 damage
    Rank 4:  9-54 damage
    Rank 5:  11-66 damage
    Notes:  Unless you also plan on investing in Claws of Darkness, there is
    absolutely no reason why you should waste your time with this spell when Life
    Drain is a ranged, multiple enemy hitting version of this spell.  If you have
    Claws of Darkness and Vampiric Touch maxed out, it is nearly impossible for
    enemies to damage you faster than you can suck the life out of them.
    Otherwise, skip it and spend your points on Life Drain.  Remember, as with Life
    Drain, this doesn't work on Undead.  One new note on this skill (and all touch
    skills, in fact) is that any effects or bonuses from the weapon you are using
    to deliver this spell will also take effect when you hit the enemies with the
    weapon in question.  As MirkenKoV pointed out to me, you can use that fact to
    essentially tailor your attacks as you see fit (combine Vampiric Touch with a
    flaming weapon for trolls, cold weapons to slow enemies down, etc) in addition
    to adding the weapon damage to your attack as well.
    
    Willpower
    Grants you additional Magic Energy
    Skill Point Cost:  1 * Rank Level
    Passive Skill
    Rank 1:  +5
    Rank 2:  +10
    Rank 3:  +15
    Rank 4:  +20
    Rank 5:  +25
    Notes:  As with Toughness, this is an okay skill if you have extra points lying
    around, but you can just as easily equip Intelligence boosting items for a much
    better effect.
    
    ****************************************
    
    VI.  Unanswered/Frequently Asked Questions
    
    The only missing thing I have left to put in this FAQ are the two unlockable
    characters, Drizzt Do'Urden and Artemis Entreri.  I will post that information
    as I find it (yes, I realize the information is already posted elsewhere, but I
    will add the information as I unlock it for the sheer sake of completion,
    okay?)  :-)
    
    I've received a couple of questions more than a few times, so I'll include them
    here, even though they are not really skill-related.
    
    FAQ #1: What's the deal with the Gold in co-op mode?  Why is gold being taken
    from both of us when one of us buys something?  Is this a bug?
    
    Answer:  Unfortunately, no.  It is a "feature" of the co-op game that the same
    pool of gold is shared between the two characters.  Of course, for some reason,
    the gold displays on both characters' info screens, so it looks like they each
    have the same amount.  Just remember that the gold is a pooled resource, and
    you'll do fine.
    
    FAQ #2: Where the heck do I sell stuff!?!?!?!
    
    Answer:  The one and only merchant (I think) is located in Baldur's Gate,
    directly across the street from the door of the Purple Wyrm Inn and Tavern.
    Unfortunately, the camera angle there is pretty poor, so you have to be
    practically on top of the guy to see him.  Add that to the fact that there is
    nothing to call your attention to him (You'd think he'd at least have a stand
    or a wagon or something, perhaps even an Exclamation Bubble over his head like
    other important NPC's do) and it's no wonder that so many people miss him!
    
    ****************************************
    
    VII.  Contact Information
    
    Please feel free to contact me at the address below with any questions,
    complaints, suggestions, comments, criticisms, kudos, disagreements, or errors
    that you may have found and I will do my best to respond to everyone.  Anything
    I include in the FAQ itself will of course be duly credited.
    
    Email juffowup at: bgdaiiskillsfaq(insert"at"here)yahoo(insert"dot"here)com
    
    I will also be lurking around the PS2 and XBOX Baldur's Gate Dark Alliance II
    message boards on GameFAQs, so feel free to contact me there as well.
    
    ****************************************
    
    VIII.  Thanks
    
    I'd like to thank the following people/entities:
    
    My wife
    For patiently waiting for me to finish the FAQ so we could play BGDA2 together!
    Also for helping me get to Act III so I could access the Upgrade Feat
    information.  Thanks, hon!
    
    CjayC
    For creating and maintaining GameFAQs.com, best game-related website on the
    Internet!
    
    GameFAQs.com
    Of course, for hosting this FAQ.
    
    Interplay, Black Isle, Wizards of the Coast, Vivendi Universal, and Hasbro
    For making this game (even though Interplay killed BI, shame on you!)
    
    TheMarvin (a.k.a. Ben W.)
    For allowing me to use some of his Item Upgrade information for this FAQ.
    Check out his Item Upgrade FAQ on GameFAQs.com!
    
    offdutyninja (a.k.a. Bob P.)
    For sending me valuable information regarding the Piercing Strike and Sunder
    skills and for correcting my assumption that those skills were useless.
    
    Marcus M.
    For providing some useful information regarding Animate Dead and Flame Arrow.
    
    Jasani, Avatar (a.k.a. Mychyl K.)
    For providing EXCELLENT information regarding the upgrade skills of both the
    Necromancer and Monk.
    
    owebro (a.k.a. Owen G.)
    For pointing out some speling and grammer misteaks.  :-P
    
    Onehappyelf
    For pointing out to me that Empower DOES affect some of the Cleric's buffs.
    
    kwoodloc (a.k.a. Kuro)
    For clarifying that Stunning Blow does not *add* damage to the monk's attacks,
    but rather supplants it.
    
    Hayden M.
    For clarifying that Ransack is a one-shot deal on any given monster!
    
    MirkenKoV (a.k.a. Chad)
    For pointing out that touch spells do not override weapon effects, but rather
    combine with them to form potentially limitless weapon effect combinations.
    
    ****************************************
    
    The End!