Publication:World of Warcraft: The Role Playing Game/Feats

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These are not the only feats found in the World of Warcraft Role Playing Game. In addition to the feats found below, The WoWRPG also has most of the SRD Feats.

Levels in the WoWRPG warrior count as levels in fighter for meeting feat prerequisites, and any feat a fighter could take as a bonus feat a WoWRPG warrior could take as a bonus feat.


Battle Language [Fighter] You can use short phrases and gestures to communicate orders and helpful information during the chaos of battle.Prerequisites: Bluff 3 ranks.Benefit: You may use the aid another action at a distance of up to 30 feet. To do so, the character you aid must also have this feat and you must succeed at a DC 15 Bluff check. Normal: Characters can only take aid another actions when in melee combat range.Special: If you have 5 or more ranks in Knowledge (military tactics), you receive a +2 synergy bonus on checks to send or intercept Battle Language. Warriors can select Battle Shout as one of their warrior bonus feats.

Battle Shout [Fighter, Shout] Your shout inspires your allies to give 'em hell.Benefit: When you deliver a Battle Shout, you and all allies within 30 feet gain a +2 morale bonus on damage rolls. Special: Warriors can select Battle Shout as one of their warrior bonus feats.

Block Spell [Metamagic] You may channel magic energy to block the effects of a spell.Prerequisites: Iron Will, Magic Energy Control, caster level 5thBenefit: When you are the target of a spell, you may disrupt the casting and counter its effects. Make a Spellcraft check (DC 15 + the spell’s level); this is a free action, and it does not require a readied action. If you succeed, you identify the spell and may automatically attempt to counter it according to the normal counterspell rules.

Bloodletter [Fighter] You know how to make your enemies bleed.Prerequisites: Base attack bonus +3.Benefit: When you score a critical hit against an opponent in melee, you also cause a bleeding wound. The opponent takes 2 points of damage next round and each round thereafter from blood loss. Any magical healing or a DC 15 Heal check stops the bleeding.

Creatures immune to critical hits are also immune to this effect. Special: Warriors can select Bloodletter as one of their warrior bonus feats.

Brilliant Leadership [Metamagic] You inspire and challenge other spellcasters who follow you, encouraging them to explore their talents to the fullest.Prerequisites: Leadership, able to cast 3rd-level spells.Benefit: Each day, all of your followers who are spellcasters gain extra spell slots. Each follower gets one extra spell slot; this spell slot can be of any level that is at most two levels lower than the highest spell level you can cast. For example, if you can cast 5th-level spells, each of your followers gains one extra spell slot that she can use for a 0-level, 1st-level, 2nd-level or 3rd-level spell.

Careful Strike [Fighter] You know how to take the time to line up your attacks for the best effect.Prerequisites: Spirit 13Benefit: You can spend a move action studying your target, which can be no more than 30 feet away. If you do, you gain a +4 bonus on attack and damage rolls against that opponent until the beginning of your next round. Special: Warriors can select Careful Strike as one of their warrior bonus feats.

Challenging Shout [Fighter, Shout] You dare your enemies to show you their mettle.Benefit: All opponents adjacent to you must attempt Will saves (DC 10 + half your character level + your Charisma modifier). If a creature fails this save, it cannot make melee attacks against your allies — only against you. It can still make ranged attacks or cast spells against your allies, move around, use special abilities and so forth. Special: Warriors can select Challenging Shout as one of their warrior bonus feats.

Close Shot [Fighter] You can use a ranged weapon while avoiding opponents in melee combat.Prerequisites: Agility 13, Dodge, Point Blank Shot, Precise Shot, base attack bonus +4Benefit: While in melee combat you may fire a ranged weapon without provoking an attack of opportunity. Normal: If you fire a ranged weapon, any opponent who threatens you may make an attack of opportunity against you.Special: Warriors can select Close Shot as one of their warrior bonus feats.

Collective Fury [Fighter, Shout] The only sight scarier than one angry orc is a gang of angry orcs.Prerequisites: Charisma 13, ability to rage, Intimidating Shout, LeadershipBenefit: When you enter a rage, all other characters within 30 feet gain the Intimidating Shout feat until you exit your rage, but they can only use the feat if they are raging. This benefit only applies while your allies remain within the 30-foot radius; allies who enter that area after you shout do not gain the effect.

Counterattack [Fighter] Prerequisites: Agility 13, DodgeBenefit: Once per round, if the opponent you have designated as your Dodge target (see the Dodge feat) makes a melee attack or melee touch attack against you and misses, you may make an attack of opportunity against that opponent. You take a –4 penalty on your attack roll. Resolve and apply the effects from both attacks simultaneously.

Even if you have Combat Reflexes, you cannot use the Counterattack feat more than once per round. This feat does not grant more attacks of opportunity than you are normally allowed in a round. Special: Warriors can select Counterattack as one of their warrior bonus feats.

Crafty Leader [Technology] You work well with others and can use teamwork to speed device construction.Prerequisites: Craft (any) 6 ranks.Benefit: When you are assisted in a Craft check by at least three other people who each have at least 1 rank in the same Craft skill, each assistant who succeeds at her check to assist you grants you a +4 bonus instead of the normal +2. Special: Tinkers can select Crafty Leader as one of their bonus tinker feats.

Defend [Fighter] You are trained to fight shoulder-to-shoulder and share the benefits of a shield with a nearby ally.Prerequisites: Shield Proficiency, base attack bonus +2.Benefit: When you use a shield larger than a buckler, any ally within 5 feet who is not using a shield gains a +1 shield bonus to his AC. Any ally within 5 feet who is using a shield gains a +1 circumstance bonus to AC. This bonus does not stack with itself. You do not lose your shield bonus. Special: Warriors can select Defend as one of their warrior bonus feats.

Deflect Spell [Metamagic] You may counter a spell and choose a new target for it.Prerequisites: Block Spell, Iron Will, Magic Energy Control, Mirror Spell, Reflect Spell, caster level 9th.Benefit: When you successfully counter a spell, instead of dismissing it entirely, you may choose a new target for the spell. To do so you must spend a spell slot that is at least the same level as the spell you are deflecting.

If you deflect the spell, choose a new target for it. The new target must be legal and within range. The spell then takes effect normally at the new target, just as if the caster had originally chosen that target. If a spell allows multiple targets, you choose all targets. Example: Leanine Starborn, a high elf priestess with the Deflect Spell feat, is engaged in combat with Alastair Bentstaff, a human mage. Leanine readies an action to counter a spell. Alastair attempts to cast frost nova; Leanine identifies it with a Spellcraft check and successfully counters it with dispel magic. She then decides to deflect the spell onto Alastair’s cronies. She spends a 3rd-level spell slot (because frost nova is a 3rd-level spell). Alastair’s frost nova explodes among his friends at the location Leanine has chosen, with the damage, save DC and other pertinent information based on Alastair’s statistics, as normal. Leanine expended two 3rd-level spell slots — one for dispel magic and one for the deflection — to deflect Alastair’s frost nova.

Delay Malfunction [Technology] You know how to make last-minute repairs to malfunctioning equipment.Benefit: When a device malfunctions, you may attempt a Craft (technological device) check (DC = 15 + the device’s MR). If you succeed, the device operates normally for 1d3 rounds, giving you a chance to finish the job you are doing, make an emergency repair, or get clear before it blows up. If you roll a natural 20 on the check, the malfunction is completely averted.

You may use this feat only once on a particular malfunction. Special: Tinkers can select Delay Malfunction as one of their tinker bonus feats.

Demoralizing Shout [Fighter, Shout] Your shout shakes your enemies' confidence.Benefit: When you make a Demoralizing Shout, each opponent within 30 feet takes a -2 morale penalty on damage rolls. Demoralizing Shout is a fear effect. Special: Warriors can select Demoralizing Shout as one of their warrior bonus feats.

Devoted Leadership [General] Your faith in your followers gives them the confidence they need to survive difficult situations.Prerequisites: Charisma 13, Spirit 13, LeadershipBenefit: Your followers who are within 30 feet of you gain a +1 morale bonus on all saving throws.

Drums of Courage [General] You know the secrets of orcish war rhythms, and can drive your allies into a terrifying frenzy by playing the battle drums.Prerequisites: Perform (percussion instruments) 5 ranks.Benefit: With a good set of drums, you can inspire courage in your allies. Make a DC 20 Perform (percussion instruments) check. If successful, all allies within 30 feet who can hear your drums gain a +2 morale bonus on attack and weapon damage rolls and on saving throws against charm and fear effects. This morale bonus lasts for as long as your allies hear your drums and for 5 rounds thereafter. Playing the war drums is a standard action and requires concentration, which means you must take a standard action each round to keep playing.

Emergency Repair [Technology] You are adept at spotting mechanical problems and making quick repairs.Prerequisites: Spt 13, Delay Malfunction.Benefit: As a full-round action, you may make a Craft (technological device) check to repair a malfunctioning or broken technological device. This check’s DC is 20 + (2 x the device’s MR). If you succeed, the device does not destroy itself or endanger its user due to the malfunction. Instead, it operates normally for 1 hour and then ceases functioning until it can undergo normal repairs.

If you roll a natural 20 on the check, you completely and permanently repair the item. Special: Tinkers can select Emergency Repair as one of their bonus tinker feats.

Exotic Weapon Proficiency: Thorium Weapons [General] You can effectively wield weapons made out of thorium.Prerequisites: Str 15, proficiency with simple weapons, base attack bonus +1.Benefit: You are proficient with thorium versions of any weapon with which you are otherwise proficient; and when wielding a thorium weapon you may add an additional one-half your Strength bonus to damage rolls. See Chapter 9: Weapons, “Armor & Shields,” Special Materials for more information about thorium. Normal: A character who is not proficient with thorium weapons takes a –4 nonproficiency penalty on attack rolls with one and receives her normal Strength bonus on damage rolls.

Expert Rider [Fighter] You can perform a variety of stunts while astride a mount.Prerequisites: Agy 13, Ride 4 ranks.Benefit: You receive a +2 bonus on all Ride checks, and you can take 10 on Ride checks for mounted combat maneuvers. Normal: You cannot take 10 on skill checks when threatened or distracted.Special: Warriors can select Expert Rider as one of their warrior bonus feats.

Firearm Knack [Technology] You have a talent for building and using firearms.Benefit: You receive a +2 bonus on Craft (technological device) checks when crafting firearms.

Your Technological Limit for building firearms increases by +2. (See Chapter 11: Technological Devices.)

You gain a +1 competence bonus on attack rolls with firearms you have built Special: Tinkers can select Firearm Knack as one of their tinker bonus feats.

Follower of the Totem [General] You have been trained in the shamanistic traditions of the tauren and can tap into spiritual forces.Prerequisites: Spt 13, orc or tauren or character level 8+.Benefit: Once per day as a free action, you may gain a +2 sacred bonus to any one ability. This bonus lasts for 1d6 rounds, +1 round per your Spirit modifier.

Furious Charge [Fighter] Your charges are devastating.Benefit: When you use the charge action, you gain a +2 bonus on damage rolls; and, when you reach your opponent, you can use one of your shout feats without using up one of your shouts per day. However, the shout’s effects last only for 1 round. Special: You may spend a hero point as you charge. If you do, you gain a +4 bonus on attack and damage rolls (instead of the normal +2), do not take a penalty to AC from charging, and your shout’s effects last as long as normal.

Warriors can select Furious Charge as one of their warrior bonus feats.

Inner Rage [Shout] When you enter a rage, you can shout powerfully.Prerequisites: Ability to rage, one shout feat.Benefit: When you enter a rage, you can use a shout feat without using up one of your shouts per day. However, the shout’s effects last only half as long as normal.

Intimidating Shout [Fighter, Shout] You can terrify opponents with a fearsome battle cry.Benefit: When you make an Intimidating Shout, opponents within 30 feet must attempt Will saves (DC 10 + half your character level + your Charisma bonus). A foe who fails this saving throw is shaken. Intimidating Shout is a fear effect. Special: If you have 5 or more ranks in Intimidate, increase the Will save’s DC by +2.

You may spend a hero point when you make an Intimidating Shout. If you do, opponents who fail their saves are panicked for 1d6 rounds.

Warriors can select Intimidating Shout as one of their warrior bonus feats.

Lightning Reload [Fighter] You reload firearms with well-practiced efficiency.Prerequisites: Agy 13, Exotic Weapon Proficiency (firearms).Benefit: You can reload firearms much faster than normal. You can reload a firearm that normally takes a move action to reload as a free action, a firearm that takes a standard action to reload as a move action, and a firearm that takes more than 1 round to reload in half the normal time. Special: Warriors can select Lightning Reload as one of their warrior bonus feats.

Magic Energy Control [General] You understand the flow of magical energy and find it easy to tap into and control.Benefit: You prepare spells in half the normal time. You gain a +1 bonus on Will saves. Special: A high elf character with this feat no longer suffers from the effects of magic addiction. As a result, he prepares his spells in the normal amount of time. A high elf is not actually cured of the addiction, so night elves, for instance, can still detect the taint normally.

Mighty Lungs [Fighter] You can shout many times per day.Prerequisites: One shout feat.Benefit: You can shout two additional times per day. Special: You can gain this feat multiple times; its effects stack.

Warriors can select Mighty Lungs as one of their warrior bonus feats.
Prerequisites: Benefit: Mirror Spell [Metamagic] You may channel additional arcane energy to duplicate the effects of a spell you just cast.Prerequisites: Iron Will, Magic Energy Control, caster level 3rd.Benefit: A mirrored spell creates two copies of the same spell. The two copies of the spell resolve simultaneously and separately. They may have the same or different targets.

A mirrored spell takes up a spell slot equal to twice the original spell’s level +1.

Pistol Whip [Fighter] You can use a firearm as an improvised melee weapon without damaging it.Benefit: You are proficient at using a firearm as a melee weapon and can do so without damaging it. A firearm used in this way deals bludgeoning damage depending on its size, as shown on the table below. Normal: Any character may use a firearm as a melee weapon, though she takes normal nonproficiency penalties and the firearm takes the same damage it deals.Special: Warriors can select Pistol Whip as one of their warrior bonus feats.

Firearm Size Damage (S) Damage (M)
Light 1d3 1d4
One-handed 1d4 1d6
Two-handed 1d6 1d8

Precision Leadership [General] By training your followers to coordinate their fi re, you have turned individual soldiers into a single, deadly ranged weapon.Prerequisites: Leadership, Point Blank Shot.Benefit: If a number of your followers make ranged attacks against the same target at the same time (by delaying or readying actions, for instance), each follower receives a +1 bonus on his damage roll for each other follower attacking at the same time. If all followers attacking at the same time are using the same type of weapon (composite longbows or fl intlock pistols, for example), add together the damage from all of the successful attacks before applying damage reduction.

Pulverize [Fighter] Your blows with your tauren totem are occasionally so mighty that they create a small shockwave spreading out from the impact.Prerequisites: Str 15, Spt 13, Exotic Weapon Proficiency (tauren totem), Follower of the Totem, base attack bonus +6.Benefit: When you score a critical hit with a tauren totem, all creatures adjacent to the creature you strike take bludgeoning damage equal to 1d6 + half your Strength bonus. Special: Warriors can select Pulverize as one of their warrior bonus feats.

Punishing Blow [Fighter] You are trained to take advantage of unsuspecting foes using your chosen weapon.Prerequisites: Proficient with weapon, base attack bonus +4.Benefit: Select a type of melee weapon with which you are proficient. You deal +1d6 points of damage with that weapon as long as the target is denied her Agility bonus to AC or if you flank the target. If you score a critical hit, this extra damage is not multiplied. Special: The extra damage stacks with that caused by a rogue’s backstab. You can gain this feat multiple times; each time it applies to a different weapon.

Warriors can select Punishing Blow as one of their warrior bonus feats.

Benefi t: For example,

Reflect Spell [Metamagic] Instead of dissipating the energy of a countered spell, you may reflect that spell back upon its caster.Prerequisites: Block Spell, Iron Will, Magic Energy Control, Mirror Spell, caster level 7th.Benefit: When you successfully counter a spell, instead of dismissing it entirely you may choose to re-target it upon its caster. To do so you must spend a spell slot that is at least the same level as the spell you are reflecting.

If you decide to reflect the spell, the spell targets its caster if the caster is a legal target. (If the caster is not a legal target, the reflect attempt fails.) The spell then takes effect normally. Example: Leanine Starborn, a high elf priestess with the Reflect Spell feat, is engaged in combat with Alastair Bentstaff, a human mage. Leanine readies an action to counter a spell. Alastair attempts to cast cripple on Leanine; Leanine identifies it with a Spellcraft check and successfully counters it with dispel magic. She then decides to reflect the spell onto Alastair. She spends a 2nd-level spell slot (because cripple is a 2nd-level spell). Alastair casts cripple on himself, with the duration, save DC and other pertinent information based on his statistics, as normal. Leanine expended two spell slots — a 3rd-level slot for dispel magic and a 2nd-level slot for the reflection — to reflect Alastair’s cripple.

Ride Bareback [Fighter] You do not need a saddle or bridle to guide a mount.Prerequisites: Ride 1 rank.Benefit: You do not take a penalty on Ride checks when riding bareback. You gain a +1 bonus on all Ride checks. Normal: A character who rides bareback takes a –5 penalty on Ride checks.Special: Warriors can select Ride Bareback as one of their warrior bonus feats.

Scavenge Materials [Technology] You are adept at making do with whatever materials come to hand.Prerequisites: Craft 8 ranks.Benefit: You may build an item using raw materials equivalent to only 1/10 the item’s market value. The Craft check DC needed to build the item increases by +10. Special: Tinkers can select Scavenge Materials as one of their tinker bonus feats.

Siege Weapon Knack [Technology] You have a talent for building — and sabotaging — large weapons and engines of destruction.Benefit: You receive a +2 bonus on Craft (technological device) checks when building catapults, cannons, mortars and other siege weapons, and a +2 bonus on Disable Device checks when sabotaging such weapons. Your Technological Limit for building siege weapons increases by +2. Special: Tinkers can select Siege Weapon Knack as one of their tinker bonus feats.

Skilled [General] You have devoted a great deal of energy to developing your skills.Benefit: Choose two skills in which you have at least 1 rank. You gain a +2 bonus on checks with those skills. Special: You can gain this feat multiple times. Each time, it applies to two different skills. The bonus provided by this feat is an unnamed bonus, which stacks with all others.

Small Device Knack [Technology] You have nimble fingers and a gift for fine workmanship.Prerequisites: Agy 13.Benefit: You get a +2 bonus on Craft (technological device) checks when building a device of Tiny, Diminutive or Fine size. Your Technological Limit for building such devices increases by +2.

You can build devices that are easily concealed or disguised as other objects, such as a small pistol in the shape of a spoon. If you choose to conceal or disguise a device, a character attempting to find it must make a Spot check. A character trying to discover the device’s function must make a Use Technological Device check. The DC of either check is 10 + your ranks in Craft (technological device). Special: Tinkers can select Small Device Knack as one of their tinker bonus feats.

Sniper Shot [Fighter] You can make damaging, long-range shots.Prerequisites: Point Blank Shot, base attack bonus +4.Benefit: You can make a Sniper Shot as a full-round action with any ranged weapon. The attack’s range increment increases by half, and the weapon deals an additional +1d6 points of damage. If you score a critical hit with a sniper shot, this extra damage is not multiplied. Special: Warriors can select Sniper Shot as one of their warrior bonus feats.

Spell Mastery [Special] Prerequisites: Arcanist level 1stBenefit: As Spell Mastery, except a different prerequisite (see above).

Storm Bolt [Fighter] You can stun opponents with a well-hurled weapon.Prerequisites: Str 13, Bash, Power Attack, base attack bonus +4.Benefit: You can use the Bash feat with a ranged bludgeoning weapon. Each use of Storm Bolt counts against your uses of Bash per day. You can use Bash one additional time each day. Special: Warriors can select Storm Bolt as one of their warrior bonus feats.

Prerequisites: Benefi t: Special:


Thunderous Blow [Fighter] You can cause an enormous thunderclap when you strike an opponent.Prerequisites: Str 15, Bash, Power Attack, base attack bonus +4.Benefit: Once per day, you may attempt a Thunderous Blow with one normal melee attack. You must declare your intent to use Thunderous Blow before you make your attack roll. If you hit, a thunderclap effect (as the spell) triggers, centered on the target. Your caster level is equal to your character level for the purposes of this attack, and the DC to resist its effects is 10 + half your character level + your Charisma modifi er. If you miss with your Thunderous Blow, the blow has no effect but is still used up for that day. Special: You can gain this feat multiple times. Each time, you can use it one additional time per day.

Warriors can select Thunderous Blow as one of their warrior bonus feats.

Trick Shot [Fighter] You can bounce a ranged attack off a surface and hit your target from an unexpected angle.Prerequisites: Point Blank Shot, Precise Shot.Benefit: If you have a solid, relatively smooth surface on which to skip a ranged weapon (such as the ground or a masonry wall), and a target within 10 feet of that surface, you may ignore cover between you and the target. However, you take a –2 penalty on your attack and damage rolls. Special: The surface need not be perfectly smooth and level; you can use a brick wall or a cobblestone road. If the target has full cover, you can attempt a trick shot, but you must guess at the target’s location and he has full concealment from your attack.

If you are using a moonglaive and are proficient in its use, you do not take the penalties on attack and damage rolls for performing a trick shot.

Warriors can select Trick Shot as one of their warrior bonus feats.

Triumphant Yell [Shout] When you down a foe, your victory cry echoes across the field.Prerequisites: One shout feat, character level 6.Benefit: When you drop a foe (typically by dropping it below a number of negative hit points equal to its Stamina modifi er, or by killing it) in melee combat, you may immediately use one of your shout feats without using up one of your shouts per day. However, the shout’s effects last only half as long as normal.

Vehicle Knack [Technology] You have a talent for building and operating vehicles.Benefit: You receive a +2 bonus on Craft (technological device) and Use Technological Device checks when building or using a vehicle. Your Technological Limit for building vehicles increases by +2. Special: Tinkers can select Vehicle Knack as one of their tinker bonus feats.

Vehicle Proficiency [Technology] You are familiar with and can operate vehicles that move over land, through water or in the air.Benefit: Choose a specialty: land vehicles, water vehicles or air vehicles. You may operate a vehicle of the appropriate type by making a Use Technological Device check. Normal: A character who operates a vehicle without the appropriate proficiency takes a –4 penalty on her Use Technological Device check.Special: You can take this feat multiple times. Each time, it applies to a different specialty.

Tinkers can select Vehicle Proficiency as one of their tinker bonus feats.

Wand Specialization [General] Spells you cast from wands are especially devastating.Prerequisites: Caster level 1.Benefit: When you use a wand to cast a spell that deals damage, the spell deals +1 point of damage per damage die. For example, when you employ a wand of frost nova, the spell deals 5d6+5 points of damage.


War Stomp [General] Using your great size and mass, you cause the ground to shudder.Prerequisites: Str 19, tauren or size Large.Benefit: You can stamp your foot or slam your fist or weapon on the ground (as a standard action), causing it to shake. All creatures smaller than you within 10 feet must make a Balance check (DC 10 + your Strength modifier) or fall prone. Special: If you are a tauren, this feat affects all non-tauren creatures of Medium size or smaller.

PrerequisiteBluff 3 ranks. +, None +, Iron Will +, Magic Energy Control +, caster level 5th +, Base attack bonus +3. +, Leadership +, able to cast 3rd-level spells. +, Spirit 13 +, Agility 13 +, Dodge +, Point Blank Shot +, Precise Shot +, base attack bonus +4 +, Charisma 13 +, ability to rage +, Intimidating Shout +, Craft (any) 6 ranks. +, Shield Proficiency +, base attack bonus +2. +, Block Spell +, Magic Energy Control +, Mirror Spell +, Reflect Spell +, caster level 9th. +, Perform (percussion instruments) 5 ranks. +, Spt 13 +, Delay Malfunction. +, Str 15 +, proficiency with simple weapons +, base attack bonus +1. +, Agy 13 +, Ride 4 ranks. +, orc or tauren or character level

8+. +, Ability to rage +, one shout feat. +, Exotic Weapon Proficiency (firearms). +, One shout feat. +, Iron Will +, caster level 3rd. +, Leadership +, Point Blank Shot. +, Str 15 +, Exotic Weapon Proficiency (tauren totem) +, Follower of the Totem +, base attack bonus +6. +, Proficient with weapon +, base attack

bonus +4. +, caster level 7th. +, Ride 1 rank. +, Craft 8 ranks. +, Agy 13. +, base attack bonus +4. +, Arcanist level 1st +, Str 13 +, Bash +, Power Attack +, Point Blank Shot +, Precise Shot. +, One shout feat +, character level 6. +, Caster level 1. +, Str 19 + and tauren or size Large. +
SummaryThis feat needs a summary. +
TypeFighter +, Shout +, Metamagic +, Technology +, General + and Special +