Class Powers

Class Powers are chosen from your character's Class Philosophy. These powers are unique to each class philosophy and represent the training and specialization of that class.

  • The Martial Philosophy focuses mostly on weapon techniques and abilities that enhance the use of weapons.
  • The Divine Philosophy contains a variety of powers, including those that heal and boost the abilities of allies, hurt or hinder enemies, and target undead creature and creatures of specific alignments.
  • The Eldritch Philosophy contains a vast array of magical abilities, including those which conjure elemental energies, place hindering effects, summon powerful creatures, conjure invisibility, warp time, and create walls.

All class philosophies break powers down into one of four tiers, known as Calibers: Basic, Advanced, Legendary and Ultimate. These calibers represent the relative strength of one power towards another, with Basic powers being the weakest and Ultimate powers being the strongest.

Additionally, your character may gain additional Basic Powers through Racial or Class features. As your character gains experience and increases in level, he will gain more Basic Powers, as well as powers of higher calibers. You can browse Class Powers for each philosophy by following the links to the right.

Powers within a philosophy are further broken up into Disciplines (as noted in the "Disciplines" section of each power), which represent more specific types of powers and training.

The Brute Discipline (in the Martial Philosophy) focuses on using brute strength attacks that deal increased damage and effects to enemies, whereas the Guardian Discipline focuses on defense and making attacks that grant boons to allies.

Likewise, the Conjuration discipline (in the Eldritch Philosophy) focuses on creating objects or effects from nothing, while the Illusion discipline focuses on creating images to confuse or cloud the minds of enemies.


Mastered versus Memorized Powers

Most Powers your character receives will be Mastered powers, allowing you full access to the powers capabilities and all its augments (assuming you meet the prerequisites for those augments). Augments enhance powers as a character gains experience and increases his philosophy rank.

While all characters gain Mastered powers, some classes also grant Power Memorization as a class feature. While the number of powers a character can memorize and how they gain access to those powers varies by class, the general idea is that a character can change or trade out his memorized powers for other powers after each Extended Rest.

Wizards, for example, may memorize any spells out of their Spell Book (up to their total number of spell memorizations per caliber). Clerics, on the other hand, may memorize any spell within their granted Disciplines (no Spell Book necessary), but are limited to one per caliber. See the Power Memorization page for a more detailed explanation.

While Memorized Powers are more versatile then Mastered Powers, they are also more restricted. A character using a power that is Memorized (and not Mastered) cannot use Master Augments. In other words, while a character with power Memorizations has access to more powers, they are not able to use those powers to the same efficacy as a character who has mastered them. Additionally, as with all powers, a character must meet the prerequisites of a power before he can memorize it.