General Abilities

The General group of Alternate Abilities are ones that are available to all classes. They mostly deal with a character's basic statistics (e.g., HP, MANA, Strength, resistances), tradeskills, and other things that are available to all classes.

Some of these General abilities are very useful to a magician. Innate Run Speed is a permanant run speed improvement that works both indoors and outdoors. Having at least rank 3 of this ability (typically refered to as Run 3) will let you outrun most of the enemies you will face. I personally recommend getting Run 3 as some of the first AA points you spend.

Some of these General abilities are of limited or no use to the magician. For example, Wisdom is not a statistic that is relevant to a magician, and investing points into it is a waste. With the high Strength bonuses and the weight reducing containers that high level characters typically have, the Packrat ability is probably of little use to any class (except perhaps to monks).

Ability Summary Category
Tinkering Mastery Reduced chance of failing tinkering combinations (gnomes only). ** General, Tradeskill
Twinproc Increased chance of performing a twinproc. * General, Offensive
Veteran's Enhancement Grants "leadership" abilities. General, Utility