"<Tradeskill> Second Chance" - 0/1
Requirements: <Tradeskill> Mastery at 3 and salvage at 3.
Gives a second chance to suceed on an item where you previously would have failed. This does not include the bonus from your Mastery AA.
By this I mean if you fail a combine, it gives you a second chance to succeed at the base rate for success; its not much but it's more chance than you had before. <Tradeskill> means each of the skills, so can have 1 AA for each one; or it could be a catch all like salvage is.
"New Tanaan Crafting Specialisation" - 0/5
Requirements: none.
Each level of this ability further increases your skill cap in any one tradeskill by 5 points. Once you have gone over the cap in one skill you may no longer go over it in any other.
So similar to NTCM you get one skill over cap, but only by 5 points for every AA you buy. A little extra specialisation in one skill for a small extra chance at success on those super high level combines.
"Enhanced Triviality" - 0/3
Requirements: none.
Each rank of this allows you to trivialise, ie never fail, on any combine that is more than a certain difficulty below your skill level. Rank one for items 175 points below, rank 2 for items 150 points below and rank 3 for items 125 points below.
Just a handy helper for doing some subcombines really.
I like the 'Studying Abroad' idea posted above, although it feels like a bit more should be inolved to get access to another cultures gear; a quest more involving or something other than simply purchasing an AA. You have to somehow prove to them that you are worthy of their cultural arts (plus currently the quest givers for the armours won't talk to other races anyway - even illusions stop them talking to you if you're really of the right race).
Requirements: <Tradeskill> Mastery at 3 and salvage at 3.
Gives a second chance to suceed on an item where you previously would have failed. This does not include the bonus from your Mastery AA.
By this I mean if you fail a combine, it gives you a second chance to succeed at the base rate for success; its not much but it's more chance than you had before. <Tradeskill> means each of the skills, so can have 1 AA for each one; or it could be a catch all like salvage is.
"New Tanaan Crafting Specialisation" - 0/5
Requirements: none.
Each level of this ability further increases your skill cap in any one tradeskill by 5 points. Once you have gone over the cap in one skill you may no longer go over it in any other.
So similar to NTCM you get one skill over cap, but only by 5 points for every AA you buy. A little extra specialisation in one skill for a small extra chance at success on those super high level combines.
"Enhanced Triviality" - 0/3
Requirements: none.
Each rank of this allows you to trivialise, ie never fail, on any combine that is more than a certain difficulty below your skill level. Rank one for items 175 points below, rank 2 for items 150 points below and rank 3 for items 125 points below.
Just a handy helper for doing some subcombines really.
I like the 'Studying Abroad' idea posted above, although it feels like a bit more should be inolved to get access to another cultures gear; a quest more involving or something other than simply purchasing an AA. You have to somehow prove to them that you are worthy of their cultural arts (plus currently the quest givers for the armours won't talk to other races anyway - even illusions stop them talking to you if you're really of the right race).
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