The primary ability is gained after generation 3. The advanced ability is gained after generation 10.

ClericLesser HealingHeals yourself for 4 HP, plus 2 HP per level (6 HP at 1st level, 8 at 2nd, etc.)
Consult OracleSee visions of the future. Tells you which ability the next 3 encounters will check OR fails saying 'Dexterity'.
FighterUnstoppable+2 Strength, Damage Reduction 2 for [level] encounters
Bull RushGather your might and charge ahead. Goes straight to the next encounter and adds a +2 bonus to it. Does not rush to the final encounter, but still gives the bonus
PaladinSacred Circle+3 Armor Class/vs Undead for 4 encounters
Celestial ChargerGallop past the next encounter. Entirely removes the next encounter from the adventure changing the total number of encounters required to complete the adventure. Works on story encounters, cannot be used on final encounter.
RangerJaws of the Wolf+2 Attack, +2 Dexterity for 5 encounters
QuickdrawRestock your potions mid-adventure. Equip two new potions during your adventure. NOTE: Retains the original 2 checkbox options and does not reset them to match the new potions selected.
RogueQuick Fingers+3 Dexterity and +3 vs. Traps for 3 encounters
Pick PocketsIncrease gold gained for 4 encounters. Amount of Gold gained for 4 encounters doubles. (Does not count towards final score)
WarlockShadow Walk+3 Charisma and +3 Constitution and +3 vs Magic for 3 encounters
Dark One's Own LuckRaise the stakes for the next 3 encounters. Receive the maximum gold and/or damage. (Counts toward final score)
WarlordStand Tough+3 Strength for 4 encounters, Remove and prevent penalties
Guide the ChargeIncreased maximum buffs from friends. Buff Cap 4 for 3 encounters.
WizardMagic Missile+5 attack for 3 turns
Hallucinatory ItemMake a random (non-potion, usable) item for the adventure. Lasts until adventure is over
SwordmageSilversteel VeilTake 10 on your next encounter
Glamor BladeInfuse your weapon with power. Doubles all stats on main hand weapon for 2 rounds.