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.


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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

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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.

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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!

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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***

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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.

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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!