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Update 51 Release Notes: Page 1

Update 51 Release Notes

 

Here are the release notes for Update 51: A New Destiny, released on Wednesday, November 3rd, 2021. 

 

Of Special Note:

 

Epic Destiny Update

Update 51 brings a big update and overhaul of our Epic Destiny system! The new system features improvements through the level 20 to 30 process along with a new destiny called Magus of the Eclipse. All characters who are at least level 20 and players in the future who achieve level 20 can get started with the new system by speaking with a Fatespinner to be taken to the Junction of the Planes to acquire their Epic Destinies and learn more!

Epic Destinies are now free to every player regardless of account status. Any player who previously owned Epic Destinies will receive a Tome of Destiny +1 (Historic) that grants you +1 permanent Destiny Point for one of your characters (see the release notes for more information about Destiny Points.) If you have at least one character before this overhaul that has fully capped all of their Epic Destinies, you will receive an exclusive Cloak of Destiny featuring the now-deprecated Starmap to commemorate your achievement. All characters level 20 and higher at the time of this Update will not be able to change Feats with Fred until they perform a Lesser Reincarnation (or any other form of Reincarnation). This is to prevent invalid build scenarios and situations where certain feats simply cannot be swapped. All characters level 20 and higher at the time of this Update have been granted a Bound-to-Character +5 Lesser Heart of Wood.

Read the release notes below for extensive information about the new system.

 

News and Notes:

 

Combat

  • Female Dragonborn breath attacks that previously failed to function now work correctly. 

DDO Store

  • When the in-game DDO Store is set so that it uses your external web browser the "No" button has been updated to state "Cancel" to reduce confusion.
  • A Tome of Destiny +1 (Historic) which gives +1 permanent Destiny Point to the character who uses it has been added to the Store. This is the same type of tome that players will receive for previously owning Epic Destinies and will only stack with Tomes of Destiny that have another type such as (Feywild). 

Enhancements

  • Aasimar Ascendant Bonds no longer spam your combat log.
  • Several Falconry bird attacks now properly factor in their Assassinate bonuses.
  • Pale Master's Improved Zombie Form now properly penalizes your attack speed.

Epic Destinies: Overall Changes

  • We are updating our Epic Destiny structure from the ground up to provide a cohesive level experience from levels 20 to 30 and beyond. The new structure resembles Heroic Enhancements - Cores along the bottom and 5 tiers reaching to the top. However, there are some notable differences from and similarities to the old Epic Destiny structure:
    • You can now be in up to three Epic Destinies at a time. You select up to three trees at a time in a drop-down menu of the user interface, socketing them into place in your Epic Destiny window, just as you select your Heroic Enhancement Trees. You can spend points freely between these three trees, and resetting your Epic Destiny points out of a tree will allow you to choose a new one.
    • As you level up beyond level 20, you will earn Destiny Points that you can spend in these Epic Destiny trees. Epic Levels now display their experience in Ranks, just like Heroic levels do. Each point is earned at each Rank of an Epic Level, which means that each Epic Level corresponds to 4 Destiny Points. The 5th rank of each Epic Level is the level itself, as it is in Heroics. This means that you'll earn Destiny Points at a steady rate rather than in large chunks every 5 ranks.
    • Each Epic Destiny ability in the new Destiny system has a destiny point requirement as well as a level requirement - just like heroic enhancements do - so you can't jump right to the end at level 20 or without spending the requisite points up the tree. The Level and Destiny Point requirements are as follows:
      • Core 1: Level 20, 0 Destiny Points spent
      • Core 2: Level 23, 5 Destiny Points spent
      • Core 3: Level 26, 10 Destiny Points spent
      • Cores 4 through 6: Will eventually be available at levels higher than 30.
      • Tier 1: Level 20, 0 Destiny Points spent
      • Tier 2: Level 20, 5 Destiny Points spent
      • Tier 3: Level 23, 10 Destiny Points spent
      • Tier 4: Level 26, 20 Destiny Points spent
      • Tier 5: Level 30, 30 Destiny Points spent (you may only be in one Tier 5 at a time)
    • These new Epic Destiny trees are a mix of the old Epic Destiny abilities and brand new ones, providing a large variety of options to players both familiar with our current Epic Destinies and those hungry for new abilities. We have been able to make sweeping changes to themes and designs to better support the widest range of available play. You'll see familiar abilities in unfamiliar places, new abilities in the places of old ones, and changes aimed at bringing the entire Destiny system together into more of a cohesive whole. 
  • Unlocking Trees
    • Assuming you've never been in epics before, when you reach level 20, you will be directed to the Fatespinner and a new public area accessible from her dialogue. This area will contain NPCs that correspond to each Destiny. Speak to those NPCs to unlock the destiny for this character permanently. This NPC will give you a description of the playstyles that the tree supports, as well as serve a small part in a new, lightweight tutorial. Once you have done this once on a character, you will not need to do it again. This is just a way for us to vector new players to the Epic gameplay loop into a space that can give them a bit of an aesthetical introduction to our Epic game.
    • Unlocking a tree in the new system also provides +3 Fate Points per tree, which means that a brand new character reaching 20 for the first time will begin with 36 Fate Points.
  • Fate Points
    • There are no more Twists of Fate in this system since players can branch out across up to three trees, but Fate Points still have a use. Every 3 Fate Points you've earned will contribute to 1 Permanent Destiny Point in the Epic Destiny Trees. These points are available at level 20 and can be freely spent between the trees you have slotted. If this is your first time in Epics, you will begin with a bare minimum of 36 Fate Points (from unlocking the 12 currently available trees), which means you'll start level 20 with 12 Permanent Destiny Points. This Permanent Destiny Point system is where we recapture the currently-frontloaded Destiny flow and allows us to offer playstyle-defining elements right out of the gate. The first two tiers of each tree are accessible at level 20, so you'll have quite a bit of choice and power at the start.
    • Fate Points also grant +2 Hit Points and +1 Spell Points each, starting at level 20.
    • You earn Fate Points in a variety of ways - from the Tomes of Fate currently available, from Epic Past Lives at the ratio of 3 Epic Past Lives to 1 Fate Point (compared to the 4:1 ratio as it is currently), and from unlocking Destinies in the new system. You will no longer receive bonus Fate Points at levels 29 and 30.
    • The current maximum Fate Points is 55: 36 from unlocking trees + 16 from Epic Past Lives + 3 from a Tome of Fate. This means that you will start with up to 18 Permanent Destiny Points from Fate at level 20 (+1 extra Fate Point).
  • Epic Reincarnation
    • Rather than requiring Karma, Epic Reincarnation simply allows a player at level 30+ to take the Epic Past life of your choice and return to level 20.
    • Epic Completionist, rather than granting a Twist of Fate slot, will instead grant a flat +1 Destiny Point You will also earn additional copies of Epic Completionist every 12 Epic Past Lives you earn thereafter. This means that a player with 24 Epic Past Lives will start with 2 copies of Epic Completionist, and will be able to earn 2 more as they reach the 48 total Epic Past Lives. A player with all 48 will have 4 copies of Epic Completionist, for a total of +4 Permanent Destiny Points.
    • This means that a player with Epic Completionist, all Epic Past Lives, the Tome of Destiny from Feywild, a +3 Tome of Fate, and all unlocked Destiny Trees, will begin level 20 with 23 Permanent Destiny Points (18 from fate, 4 from four copies of Epic Completionist, 1 from Tome).
  • Epic XP, Epic Destiny XP, and Karma
    • There is no Epic Destiny XP or Karma in this new system. A player will not be required to level up in a destiny, or earn XP in a destiny, to unlock new trees or reincarnate. The base 12 destinies will be unlocked at level 20 via a simple tutorial, and reincarnation will no longer require Karma to complete. This means that the only type of XP you need to worry about in Epics is Epic XP, which will be unchanged from how it is earned. Epic XP will be displayed on your XP Bar differently (by splitting each level up into Ranks so we can award points more often), but the amounts and totals needed to level up are unchanged from how they are currently.
  • Leveling Up in Epics
    • In order to address the backloaded feat flow and frontloaded enhancement flow, we are meeting in the middle for the new level-up experience for Epics:
      • Level 20: Unlocks Tier 1 and 2 of your Epic Destinies.
      • Level 21: Acquire an Epic Feat
      • Level 22: Acquire a Destiny Feat
      • Level 23: Unlocks Tier 3 of your Epic Destinies, Unlocks Core 2 of your Epic Destinies
      • Level 24: Acquire an Epic Feat
      • Level 25: Acquire a Destiny Feat
      • Level 26: Unlocks Tier 4 of your Epic Destinies, Unlocks Core 3 of your Epic Destinies
      • Level 27: Acquire an Epic Feat
      • Level 28: Acquire a Destiny Feat
      • Level 29: No level up benefit specific to Epic Destinies
      • Level 30: Acquire an Epic Feat, Acquire a Legendary Feat, Unlocks Tier 5 of your Epic Destinies
    • We are moving the Destiny Feat levels to follow directly after the Epic Feat levels. We want to smooth out the rate at which a player gains power considerably, which means we are lowering the minimum levels of the Destiny feats.
  • Epic and Destiny Feats
    • Epic Destiny Feats no longer have Sphere requirements, as there are no more Spheres. Instead, they will simply have level prerequisites.
    • The level prerequisites of Destiny Feats have been changed. Whereas before a Destiny Feat would have a prerequisite for levels 26, 28, and 29, they will now follow the new acquisition level flow, moving to min level 22, 25, and 28 respectively.
    • Several Epic and Destiny Feats have changed in functionality, as will be detailed next.
  • Caster Levels
    • Caster Levels
      • Old Epic Destinies gave specific bonuses to specific caster levels in their Cores, but these bonuses did not give maximum caster levels, just caster levels. There was also a smattering of specific caster level/maximum caster level bonuses spread across some trees for only specific spells.
      • New Epic Destinies will give no specific caster levels to classes. You'll instead gain +1 Caster Level and +1 Maximum Caster Level with all spells for every 2 Epic levels you've earned - so at level 30, you'll be at +5 to your caster levels.
  • Spell Schools and Spell DCs
    • Old destinies supported either a small subsection or all DC types at the same time, and even then, if you wanted DCs, Magister was the clear choice most of the time.
    • Now, each spell school has a specialized Destiny and supports several DC bonuses. This means that each type of DC has plenty of room to be specialized in instead of living in a single tree. Our new Spell DC Paradigm is as follows:
      • Each core of a casting tree grants +1 Epic bonus to all DCs (so Core 2 grants a +2 Epic bonus, Core 3 grants a +3 Epic bonus)
        • Since this is typed, it does not stack, so taking Cores from other trees will not increase your DCs.
      • Each of these casting trees in Tier 5 has an enhancement that grants +1/2/3 to all DCs.
        • Since this is in Tier 5, and like with Heroic enhancement trees you can only spend points in the tier 5's of a single Destiny, you can only access one of these universal DC boosts.
      • In Tier 3, there is a multiselector of a subset of DCs that grants +1/2/3 to the selected DC
        • These are antirequisites of the same DC found in other trees. Once you select necromancy in one tree, you can't take it in the other tree.
        • This means that if you are a Necromancy DC caster, you will want 1 of your trees to have that Necromancy, but once you've gotten that DC, your other options are wide open
        • This also means that you can go wide for more DCs for secondary DC values OR go tall to keep focusing, rather than wanting to go wide for all of the DCs across all of the trees that offer it
      • The Epic Resilience buff has been removed from all monsters at endgame to make DCs across the board far easier to achieve.
  • Spell Power Types
    • Our goal is for each type of Spell Power to have at least one tree that specializes in that type of spellcasting damage, with Draconic and Primal Avatar both leaning on different parts of the role of "choose a Spell Power to specialize in. This means that if you're a caster that tries to deal spell damage, you'll have several options to encourage you to pick the ones that are right for your build. We're also opening up Draconic and Primal Avatar to cover a lot more ground horizontally.
    • There was not previously much Spell Power in the former Epic Destiny system, unlike Melee and Ranged Power. In our new flow, each Core of a Spellcasting Destiny will grant +5 Spell Power in the thematic types (For example, Fatesinger will boost Force and Sonic) as well as +5 Universal Spell Power. There will also be +20 thematic and +20 Universal Spell Power in the tiers of each Spellcasting Destiny, for a total of +35 thematic/+35 universal in each tree.
  • Spell Critical Chance
    • Old Epic Destinies gave a smattering of spell critical chance that disproportionately boosted the elements presented. Fire and Light were at a severe advantage, and other elements were neglected.
    • New Epic Destinies will not give a spell critical chance.
  • Spell Critical Damage
    • Draconic being the only source of Spell Critical Damage meant it was clearly superior in terms of raw damage for almost all damaging casters, even if it was aesthetically or synergistically suboptimal. New Epic Destinies will give no spell critical damage, but that doesn't mean players won't have access to it going forward, as we'll get to further in these notes.
  • Melee and Ranged Power
    • Each tree that wants you to deal damage with weapons will now support both melee and ranged in both their active attacks and respective powers.
    • Each tree that grants Melee/Ranged power will now do it at an equal rate across all trees to prevent one tree from simply granting more than the others. We want players to choose the tree that best fits their desired playstyle and not the tree that simply has the greatest numerical superiority.
      • Melee Power per Core Ability: 5
      • Ranged Power per Core Ability: 4
      • Each melee/ranged tree will also grant both Melee and Ranged Power at the same time. The exception to this is Fury of the Wild and Shiradi Champion, which will grant only Melee Power and only Ranged Power respectively, and contain only melee and only ranged attacks respectively.
      • To make up the rest of the Melee and Ranged Power that was currently available, we are doubling the bonuses of the Epic Power feat that is granted at each Epic Level from +3 to +6. This means that you will earn a total of +60 Melee and Ranged Power from leveling up versus the currently available +30.
  • Usage-Per-Rest Abilities
    • Rather than individual abilities having their own charges (for example, Healing Spring in Shiradi being usable some number of times per rest), if we use a charges-per-rest system in the new Epic Destiny trees, it will always have a Heroic or shared component. Keeping with Healing Spring, in the new paradigm, it will instead use Wild Empathy charges (and grant a few so that you'll be able to start with the same amount of charges or more in the new flow). You'll see a lot more abilities that use things like Turn Undead, Bard Songs, Rage, and Smite Evil, and a lot of ways to augment recovering those charges or increasing your pool. This helps the Epic Destiny trees feel more like an extension of your existing abilities than an unconnected system meant to replace them.
  • Feat Tie-Ins
    • We are reclaiming many of the former sub-optimal feats- for example, an Epic Destiny ability that grants a significant bonus if you have the Luck of Heroes Feat trained - in ways that would reward you for having them in your build without making them mandatory. You'll also see a lot of abilities that tie into Destiny and Epic feats that are underused or overlooked, such as Embodiment of Chaos/Law and the Bulwark of Defense feat. When these appear, rather than being requirements to train, they will instead apply an additional bonus if you have the feat to reward players who decide to shift their own meta.
  • Ability Score Bonuses
    • There are no more ability score bonuses in these trees, which allows us space to include more exciting abilities that provide stronger benefits to characters. 
  • DC Checks
    • Old Epic Destinies had DC checks that used specific stats to determine their DC, and sometimes didn't include DC bonuses they should have. This meant that if you were a specific caster type, you were limited in which Spell Like Abilities (SLAs) had workable DCs.
    • If an ability in a new Epic Destiny uses a DC, it follows this formula: 20 + (highest of Intelligence/Wisdom/Charisma if a spell, highest of Strength/Dexterity/Constitution if a purely physical ability, highest of all ability scores if otherwise/both) + (spell school bonus if it's a spell, appropriate DC boost such as Sunder or Trip if not, includes things like Breath Weapon if it's a Breath Weapon, etc) This means that you can expect a relatively small range of DCs for your abilities that use the same stats, even across separate trees. It also means that if you're a spellcaster, your primary spellcasting stat will be able to contribute evenly, regardless of which tree you are in.
  • New Trees
    • One of the major changes as a part of this refactor is that we can begin releasing entirely new Epic Destiny trees. We are starting with 12 Epic Destiny trees, and expect to introduce more over time. 
    • We are retiring Magister and replacing it with Magus of the Eclipse, a brand new Epic Destiny that focuses on Negative, Cold, and Necromancy spells, as well as weaving potent anti-magical defenses. 
  • Epic Destiny Mantles, Epic Strikes, and Epic Moments
    • To help keep Epic Destinies feeling mechanically different than heroic trees, we're putting together a global system of active play across all trees.
    • Destiny Mantles
      • In the lower tiers of each Destiny Tree you will find an enhancement labeled as a Destiny Mantle. These are powerful persistent abilities that must be toggled on in order to gain their benefits. You can only have a single Destiny Mantle active at a time. You can take multiple of these Mantles in order to swap between them on the fly, however, you can only gain the benefits from one of them at a time. These exclusive toggles are how we plan to keep powerful passive abilities and aspects separate from each other (for example, Grandmaster of Flower's monk animation suite versus Shadowdancer's Shadowform) without making them truly exclusive. Their exclusivity also means that we can allow players access to them right at level 20.
    • Epic Strikes
      • Scattered throughout the Destiny Trees you will find abilities that are labeled as Epic Strikes. These abilities share a cooldown but are not exclusive. These powerful abilities are enhanced as you spend points in their respective trees, and are meant to be accessed right out of the gate at level 20.
    • Epic Moments
      • In Tier 5 of each tree you will find an Epic Moment. Epic Moments are powerful abilities with a long cooldown, and represent a significant amount of late-game power. Our design philosophy for Epic Moments was quite loose to give each tree the freedom it needed, but a general rule is that Epic Moments will break one fundamental "rule" of DDO for its duration. As an example, the Shadowform Epic Moment ("Shadow Mastery") allows you to be considered "stealthed" for its duration, regardless of your actions.

Epic Destinies: Feats and Legendary Feats

  • Epic Feats
    • Epic Power (autogranted feat): +6 Melee Power, +6 Ranged Power, +6 Universal Spell Power and -1% to the Spell Point cost of all spells.
    • Epic Knowledge (autogranted feat at level 22, 24, 26, 28, and 30): +1 caster level and max caster level with all spells (for a total of +5 to all casting classes at level 30).
    • Epic Reputation now grants +5 to its listed skills instead of +3.
    • Expanded Clip: This is a new feat that requires 12 Artificer class levels and character level 21. Your repeating crossbows have 1 extra shot in their clips.
    • Epic Barbarian Damage Reduction: This is a new feat that requires 12  levels of Barbarian and character level 21. Your Barbarian Damage Reduction is increased by 1%. You also gain +5 Physical and Magical Resistance Rating.
  • Destiny Feats:
    • Epic Spell Power (all types): Provides +20 Spell Power with the associated elemental type. This feat now also provides +15% spell critical damage with the appropriate elemental type and +5% all other spell critical damage.
    • Epic Skill Focus has been removed from the game.
    • Perfect Two-Weapon Fighting: This is a new feat that requires Two Weapon Fighting and character level 22. Your offhand attacks now Doublestrike at 65% of the rate of your main hand, versus the base 50%, up to a maximum of 65%.
    • Doublestrike: +5% Doublestrike. This is the former Perfect Two Weapon Fighting feat, and if you previously had Perfect Two Weapon Fighting you now have this feat.
    • Crush Weakness: This is a new feat that requires character level 25 and provides +15% damage versus the Helpless.
    • Destiny Feats that previously had no minimum level now have a minimum level of 22.
    • Destiny Feats that previously had a minimum level of 28 now have a minimum level of 25.
    • Destiny Feats that previously had a minimum level of 29 now have a minimum level of 28.
  • Legendary Feats
    • Scion of Earth:
      • +4 to the DCs of Conjuration and Transmutation spells, +2 to the DCs of other spells
      • +20 Physical Resistance Rating
      • +10 Acid and Poison Spell Power, +30 Universal Spell Power, +25% Acid and Poison Spell Critical Damage, +10% all other spell critical damage
      • Add 2d20 Acid damage to weapon and unarmed attacks (Scales with Spell Power)
    • Scion of Air
      • +4 to the DCs of Evocation spells, +2 to the DCs of other spells
      • +4% Dodge, +4 to Dodge Cap
      • +10 Electric Spell Power, +30 Universal Spell Power, +25% Electric Spell Critical Damage, +10% all other spell critical damage
      • Add 2d20 Electric damage to weapon and unarmed attacks (Scales with Spell Power)
    • Scion of Fire 
      • No longer grants +25% Spell Critical Damage with all spells
      • +4 to the DCs of Evocation spells, +2 to the DCs of other spells
      • +10 Physical Resistance Rating, +10 Magical Resistance Rating
      • +10 Fire Spell Power, +30 Universal Spell Power, +25% Fire Spell Critical Damage, +10% all other spell critical damage
      • Add 2d20 Fire damage to weapon and unarmed attacks (Scales with Spell Power)
    • Scion of Water
      • +4 to the DCs of Evocation spells, +2 to the DCs of other spells
      • +20 Magical Resistance Rating, +200 Maximum Spell Points
      • +10 Cold Spell Power, +30 Universal Spell Power, +25% Cold Spell Critical Damage, +10% all other spell critical damage
      • Add 2d20 Cold damage to weapon and unarmed attacks (Scales with Spell Power)
    • Scion of Feywild
      • +10 Sonic and Force Spell Power, +30 Universal Spell Power, +25% Sonic and Force Spell Critical Damage, +10% all other spell critical damage
      • +4 to the DCs of Enchantment and Illusion spells, +2 to DCs of other spells
      • Add 2d20 Sonic damage to weapon and unarmed attacks (Scales with Spell Power)
      • +20 Healing Amplification
    • Scion of Shadowfell
      • +4 to the DCs of Necromancy spells, +2 to DCs of other spells
      • +10 Negative Spell Power, +30 Universal Spell Power, +25% Negative Spell Critical Damage, +10% all other spell critical damage. (note that the Poison Spell Power moved to the Scion of Earth feat)
      • +20 Negative Amp (assuming you take healing from Negative)
      • Weapon and Unarmed attacks heal you for 1d6 Positive damage, or 1d6 Negative damage if you are Undead.
    • Scion of Mechanus
      • +20 Repair & Rust Spell Power, +20 Universal Spell Power, +25% Repair and Rust Spell Critical Damage, +10% all other spell critical damage
      • +20 Repair Amplification (assuming you take healing from Repair)
      • +10% Fortification Bypass on weapon and unarmed attacks
      • Gain: Master Reconstruction, shares cooldown with Communion of Scribing
    • Scion of Celestia
      • +4 to the DCs of Evocation spells, +2 to the DCs of other spells
      • +20 Positive, Light, & Alignment Spell Power, +20 Universal Spell Power
      • +25% Positive, Light, and Alignment Spell Critical Damage, +10% all other spell critical damage
      • +150 Maximum Hit Points
      • +4 to Will Saves

Epic Destinies: Destiny Trees

  • Divine Crusader:
    • Overview: Charge into battle and crush your enemies with your divine abilities, rallying your allies to your side.
    • Core Abilities:
      • Core 1 (level 20) Just Cause: Each core including this one in this tree provides +15 Hit Points, +5 Melee and +4 Ranged Power.
      • Core 2 (level 23): Confront any Foe: Your weapons are immune to durability damage. +3 to all saving throws.
      • Core 3 (level 26): Weather any Blow: +5 Armor Class and Physical Resistance Rating. +15 Healing, Repair, and Negative Amplification.
    • Tier 1 (requires level 20):
      • ​Divine Smite: You gain the Smite Evil feat, and +1 uses of Smite Evil. Enhances Smite Evil by adding 5 effective Paladin levels to its damage calculation. Furthermore, Smite Evil attacks to grant you and nearby allies 1d2 Positive Healing per Character Level when they hit an enemy. This may only apply once every 10 seconds.
      • Shield of Justice: +5/10/15% secondary shield bash chance.
      • Spear of Light: +1/2/3 to Attack and Damage
      • Divine Sundering: +2/4/6 Sunder DCs
      • Consecration (Epic Strike): The ground you are standing on is consecrated. While standing on consecrated ground you and your allies are healed every 3 seconds for 1 point of positive energy per character level. This is affected by your Positive Spell Power. (Cooldown: 30/25/20 seconds). Duration: 15 seconds.
    • Tier 2 (requires level 20):
      • Endless Smiting (requires Divine Smite): +2/4/6 Uses of Smite Evil, Smite Evil regenerates 10/20/30% faster.
      • Bulk Up: +5/10/15 Hit Points, +25/50/75% Fortification
      • Holy Mantle: Divine Crusader Destiny Mantle: Weapons and Shields you wield are considered to have your alignment for Damage Reduction purposes. Your Base Attack Bonus is now equal to your Character Level.
      • Divine Deflection: +1/2/3 all saves, additional +1/2/3 saves vs Enchantments
      • Shield of Light: +2/4/6 Physical Resistance Rating and Magical Resistance Rating. Rank 3: You gain Magic Missile immunity (as per the Shield spell) while holding a shield.
    • Tier 3 (requires level 23):
      • Gaze of the Divine: You gain True Seeing and Blindness Immunity.
      • Crusade: Consecration now grants Crusade to allies who stand inside of it (+10% damage for 4 seconds) and burns all enemies within it. (every 3 seconds, they take 1 point of fire damage per character level. This scales with your Fire Spell Power)
      • Axiom of Faith: Multiselector: Choose a Religion from the full list of Religions. You are now considered a follower of that religion, including being able to use its Favored Weapon.
      • Strike with Poise: Your Divine Crusader Destiny Mantle grants Favored Weapons an additional +1/2/3 to their Enhancement bonus. Rank 3: Favored Weapons are also now considered Implements to you automatically, and gain +1[W].
      • How Dare You: Being struck by magic has a 10/20/30% chance to regenerate a Smite Evil. Rank 3: Getting hit below 50% will automatically Consecrate the ground beneath your feet. Can only happen once every 2 minutes.
    • Tier 4 (requires level 26):
      • Purge the Wicked: +1/2/3 Critical Hit damage and +1/2/3 to your Critical Hit confirmation, doubles if you have the Power Critical feat.
      • Blessed Strikes: +2/4/6% Doublestrike and Doubleshot.
      • Heavenly Presence: Your Divine Crusader Destiny Mantle now grants you the traits of a Celestial. +10 Physical Resistance Rating and 10% Acid, Cold and Electricity Absorption. In addition, you are immune to Petrification.
      • Cower Before Me: When you use Consecrate, nearby enemies must make a Fortitude save or become Cowered for 4 seconds. Cower makes an enemy helpless for the duration. Only sentient creatures, Undead, Aberrations, and Outsiders may be cowered (so constructs, oozes, etc, are immune) DC: 20 + Sunder DC + highest ability score.
      • Rend Armor: You gain the Improved Sunder feat.
    • Tier 5 (requires level 30):
      • Beckon Divinity: Epic Moment: Divine Power infuses you and your party members, granting them Divinity for 30 seconds. This blessing is so strong that any allies who are dead are raised from it to their Maximum Hit Points. Divinity: When you are struck by any type of damage, you are healed for 4d6 Positive Healing (this healing becomes Repair if you are a Warforged, or Negative if you are Undead). Furthermore, for the first 10 seconds, you are immune to all forms of Crowd Control. The Resurrection portion of this ability may only affect you once per rest.
      • Law of the Divine: You gain the Embodiment of Law feat. If you already had it, it instead enhances the feat to deal 1d6 Law damage per Epic Level scaling with 200% Melee or Ranged Power, and apply a stack of Vulnerability and Armor Destruction on Critical Hits. (1 second cooldown on the debuff application)
      • Bring Down Wrath: Your shield is now considered a Favored Weapon for the purposes of your Divine Crusader Destiny Mantle, and now Doublestrikes at 50% of the rate of your main hand Doublestrike as if it were an offhand weapon.
      • Blessed Blades: While using a Favored Weapon, +1 Critical Multiplier on a roll of 19-20.
      • Mighty Crusade: Smite Evil attacks apply the Crusade buff to your entire party for 4 seconds. You gain +1 Armor Class and +1 Physical Resistance Rating for every two Religious Lore feats you have.
  • Draconic Incarnation:
    • Overview: Become the embodiment of a Draconic Bloodline as you wield elemental damage to destroy your foes.
    • Core Abilities:
      • Core 1 (level 20): Draconic Heritage: Multiselector: Select the Color of Dragon you embody. No matter what color you pick, you gain the Magical Training feat. Each Core ability in this tree also grants +50 Spell Points, +5 Spell Power with the chosen element, and +5 Universal Spell Power. Each core also grants a +1 Epic bonus to all Spell DCs.
        • Red: Fire
        • Blue: Electric
        • Green: Poison
        • White: Cold
        • Black: Acid
        • Shadow: Negative
      • Core 2 (level 23): Draconic Bloodline: -5% Spell Point cost on all spells. Your spells no longer need material components, as if you had the Eschew Materials feat.
      • Core 3 (level 26): Elemental Blood: -5% Spell Point cost on all spells. Casting spells that align with your Draconic Heritage now trigger a 15% chance to grant yourself +10 temporary Hit Points per character level, these last for 10 seconds. This can only trigger once per 10 seconds.
    • Tier 1 (requires level 20):
      • Draconic Perception: +2/4/6 Spot/Search and Reflex saves.
      • Dragonhide: +2/4/6 Armor Class and +2/4/6 Fortitude saves. Rank 3: no longer fail Fortitude saves on a roll of 1.
      • Attune the Arcane: Draconic Destiny Mantle: Offensive spells you cast have a 25% chance to deal 1d6+6 bonus damage per caster level in the elemental damage of your Draconic Bloodline. This has a cooldown of 5 seconds.
      • Dragonscales: +1/2/3 Physical and Magical Resistance Rating
      • Arcane Studies: +2/4/6 Concentration, +1/2/3 Use Magic Device. Rank 3: +5 Spell Power of your Draconic Heritage and +5 Universal Spell Power
    • Tier 2 (requires level 20):
      • Draconic Presence: +1/2/3 DC to breath weapons. Rank 3: Immunity to Fear
      • Draconic Rage: You may now cast spells while Raging.
      • Dragon Breath: Epic Strike: This is a Breath Attack spell. Deals 1d6+10 damage per Character level of the element of your choice to enemies in a cone in front of you. Cooldown 25/20/15 seconds, Costs 20 Spell Points.
      • Coalescence: You bypass the first 5/10/15 points of Damage Reduction with your spells. Rank 3: +5 Spell Power of your Draconic Heritage element and +5 Universal Spell Power
      • Conduit: Double the implement bonus of quarterstaves you wield.
    • Tier 3 (requires level 23):
      • Inevitable: When your Attune the Arcane Destiny Mantle procs, it now instead applies a Damage Over Time effect that deals its full damage 3 additional times after application, for a total of 4 ticks of damage beyond the first, application damage.
      • Daunting Roar: Breath Weapons (including your Dragon Breath Epic Strike) have a 25% chance to paralyze enemies caught within them with fear for 6 seconds with no save. This can only affect each monster once; once they have been feared successfully, successive attempts will fail. Enemies that are immune to fear are immune to this effect.
      • Scales of the Dragon: Activate this to shroud yourself in the Scales of a Dragon. This has two components; first, it absorbs 15 points of damage per Character Level in Ablative protection. Secondly, it shields you from 50% of the Elemental Damage of your dragon type. Both effects last for 5 minutes. Cooldown: 30 Seconds. Costs 30 Spell Points.
      • Arcane Spellsword: (Multiselector, choose 1) +1/2/3 dice with either Eldritch Knight, Vile Chemist, or Arcane Archer toggles.
      • Draconic Spell Focus: (Multiselector, choose 1) +1/2/3 Evocation, Conjuration, Necromancy, or Transmutation DCs.
    • Tier 4 (requires level 26):
      • Pull from the Wellspring: Wellspring of Power's duration is doubled. When you activate it, you gain +10 temporary Spell Points per character level that last for the full, doubled duration.
      • Metamagic Attunement: Maximize, Intensify, or Empower
        • Enhanced Metamagics: Maximize: Using the Maximize Spell Metamagic costs you 3/6/9 fewer Spell Points.
        • Enhanced Metamagics: Empower: Using the Empower Spell Metamagic costs you 2/4/6 fewer Spell Points.
        • Enhanced Metamagics: Intensify: Using the Intensify Spell Metamagic costs you 2/4/6 fewer Spell Points.
      • Metamagic Attunement: Quicken or Enlarge
        • Enhanced Metamagics: Quicken: Using the Quicken Spell Metamagic costs you 1/2/4 fewer Spell Points.
        • Enhanced Metamagics: Enlarge: Using the Enlarge Spell Metamagic costs you 1/2/4 fewer Spell Points.
      • Greater Dragon Breath: Multiselector:
        • Energy Vortex: Your Dragon Breath Epic Strike is modified to instead cause energies to swirl around you, dealing its damage to nearby enemies every 3 seconds for 15 seconds.
        • Energy Burst: Your Dragon Breath Epic Strike is modified to instead burst from within you in a 360 degree area, dealing double its damage to all nearby enemies
        • Gaping Maw: Your Dragon Breath Epic Strike now deals double its damage.
      • Dragonspeed: While in your Attune the Arcane Destiny Mantle, your spell cooldowns are reduced by 10%, you gain the Mobile Spellcasting feat, and you have a 30% enhancement bonus to movement speed.
    • Tier 5 (requires level 30):
      • Epic Moment: Dragonform: Activate this ability to take on the aspect of your Draconic Bloodline. Duration: 30 seconds. Cooldown: 5 minutes.
        • You become immune to elemental damage of your Draconic Bloodline for the duration.
        • You gain Damage Reduction/100- and your Hit Points begin to regenerate at a fast rate for the duration.
        • Your spells gain a 50% cost reduction for the duration.
        • Your spells have a chance to turn a non-boss enemy to gold permanently, adding them to your hoard, with no save.
      • Ruin Intensified: Your Ruin and Greater Ruin now applies a secondary burst of damage (at the same amount that ruin/greater ruin does) based on the chosen element and scaling with the appropriate Spell Power.
      • Bring About Destruction: +10 Spell Power of your element, +10 Universal Spell Power. Your Eldar's Electric Surge, Niac's Biting Cold, Burning Blood, Enervation, and Venom Concentration spells now stack two additional times.
      • Spread your Wings: Leap forward a la Abundant Step. Cooldown 15 seconds.
      • Enhanced Draconic Spell Focus: +1/2/3 spell DCs
  • Exalted Angel:
    • Overview: Exalted Angels are uniquely tuned into Divine magic. While primarily focused on Positive Healing, Light, and Fire spellcasting, non-casters looking into the path of the Exalted Angel may find help in laying the Undead to rest and some defensive tools that could be useful while doing so. Exalted Angels can use Angelic form to become more like Celestial beings, shrugging off damage and diseases that might otherwise kill those not favored by the Divine.
    • Core Abilities:
      • Core 1 (level 20): Astral Touch: You gain the Magical Training feat. Each core of this tree grants +50 max Spell Points, +5 Positive, Fire, and Light Spell Power, and +5 Universal Spell Power. Each core also grants a +1 Epic bonus to all Spell DCs.
      • Core 2 (level 23): Deepening Faith: Spell Point Pool increased by 10%, Echoes of Power now restores up to 30 Spell Points. Does not stack with Deepening Arcana (which is now core 2 of Magus).
      • Core 3 (level 26): Angelic Charge: You are able to leap through the air to bring the fight to your enemies or traverse chasms that make normal adventurers balk. 9 second cooldown. Using this ability costs 10 Spell Points. Uses of this ability recharge at a rate of one every 15 seconds in private areas, and 3 seconds in public areas. If you already have the Leap of Faith feat, it now recharges at a rate of one every 12 seconds in private areas instead.
    • Tier 1 (requires level 20):
      • Subtle Flame: -10/20/30% spell threat. Rank 3: +5 Fire, Light, Positive, Alignment, and Universal Spell Power.
      • Born by Flame: +5/10/15 resist Fire and Light, +5% Fire absorption and Light absorption
      • Angelic Form: Exalted Angel Destiny Mantle: Your offensive spells have a 15% chance to deal 1d3+3 bonus Fire damage per caster level. Your offensive spells also have a 15% chance to deal 1d3+3 bonus Light damage per caster level. Your Positive Healing spells have a 15% chance to deal 1d3+3 extra Positive Healing per every 2 Character Levels. These damage effects each have a unique cooldown of 5 seconds.
      • Avenging Magic: Multiselector:
        • Sun Pillar SLA: Epic Strike: Bring a beam of light down on a single enemy, dealing 1d6+6 Light damage per caster level. Cooldown 6 seconds, cost 5 Spell Points
        • Flame Pillar SLA: Epic Strike: Bring a pillar of fire down on a single enemy, dealing 1d6+6 Fire damage per caster level. Cooldown 6 seconds, cost 5 Spell Points
        • Healing Pillar SLA: Epic Strike: Bring a pillar of positive energy down on a single ally, healing them for 3d6+6 Hit Points, plus an additional 1 per Caster Level (Max Caster Level: 15). This is a Conjuration spell, and counts as both a Positive and Cure Wounds spell. Can be used on Undead enemies, who take that Positive healing as damage. Cooldown 6 seconds, cost 5 Spell Points
      • Bane of Undeath: You gain the Turn Undead feat. +1/2/3 uses of Turn Undead. Rank 3: If you have the Improved Turning feat, +3 to Effective Level for Turn Undead, +3 to Maximum Hit Dice for Turn Undead, and +3 Hit Die for Turn Undead.
    • Tier 2 (requires level 20):
      • Divine Protection: +6 Magical Resistance Rating. Costs 2 Destiny Points.
      • Stand And Be Judged: Targeted foe at any range (but with line of sight) is Dazed for 8 seconds. (Taking damage breaks the Daze). 20 second cooldown.
      • Angelic Body: While in your Exalted Angel Epic Destiny Mantle, you are immune to Natural Poisons and Natural Diseases.
      • Saving Grace: +2/4/6 Will Saves. Rank 3: You no longer fail Will Saves on a Natural 1.
      • Endless Turning: (requires Bane of Undeath): Turn Undead regenerates 10/20/30% faster. Rank 3: When you Turn Undead, you apply Restoration to allies in the Turn.
    • Tier 3 (requires level 23):
      • Angelic Spell Focus: +1/2/3 Evocation, Conjuration, Necromancy, or Enchantment DC
      • Noble Affinity: Multiselector:
        • Sun Bolt SLA (12 second cooldown, 12 Spell Points)
        • Flaming Sphere SLA (60 second cooldown, 15 Spell Points)
        • Mass Cure Moderate Wounds SLA (9 second cooldown, 35 Spell Points)
      • Holy Presence: While in your Exalted Angel Epic Destiny Mantle and conscious, you and your allies in close range heal for 1d4+1 bonus Hit Points per caster level in Positive healing every 6 seconds. This scales with 100% Positive Spell Power.
      • Purity of Mind & Soul: +5/10/15 to Positive, Negative, and Repair Healing Amplification
      • Shadows Upon You: When you Turn Undead, foes in the area become cursed with Shadows Upon You, reducing all saving throws by -1 for 20 seconds. Whenever this foe is damaged by spells or attacks, saving throws are reduced by an additional -1 for 5 seconds. Stacks up to 5 times.
    • Tier 4 (requires level 26):
      • Blood and Radiance: +10 Fire, Light, Positive, Alignment, and Universal Spell Power
      • Delayed Judgement: Foes affected by Stand And Be Judged must now also make Will saving throw (20 + Highest of Intelligence/Wisdom/Charisma modifiers + Highest of Evocation and Conjuration bonuses) or be Stunned for 8 seconds. If stunned, after 6 seconds they take 10d50 Fire damage and 10d50 Light damage. This damage scales with Spell Power.
      • Angelic Soul: Your Exalted Angel Destiny Mantle now grants +10 Magical Resistance Rating and 15% damage absorption to all damage types other than Piercing, Slashing, Bludgeoning, Negative, Positive, Repair, and Bane/Untyped.
      • Holy Command: When you hit enemies with Sun Pillar, Flame Pillar, or Healing Pillar they must make a saving throw (20 + highest of Intelligence/Wisdom/Charisma + highest of Evocation and Conjuration bonuses) or be tripped, blinded, and made helpless for 12 seconds.
      • Metamagic Attunement: Maximize, Intensify, or Empower
        • Enhanced Metamagics: Maximize: Using the Maximize Spell Metamagic costs you 3/6/9 fewer Spell Points.
        • Enhanced Metamagics: Empower: Using the Empower Spell Metamagic costs you 2/4/6 fewer Spell Points.
        • Enhanced Metamagics: Quicken: Using the Quicken Spell Metamagic costs you 1/2/4 fewer Spell Points.
    • Tier 5 (requires level 30):
      • Enhanced Angelic Spell Focus: +1/2/3 spell DCs
      • Heavenly Magic: Multiselector:
        • Holy Fireball: SLA: (Cooldown 9 seconds, Costs 40 Spell Points) Creates a ball of fire that detonates on impact, causing an explosion of light and flame that deals 1d3+9 Light damage and 1d3+9 Fire damage per caster level to targets in its path. A successful Reflex save reduces the damage by half. This counts as both a Fire and Light spell. (Max Caster Level: 20). (Available Metamagics: Empower Maximize Quicken Enlarge Intensify Embolden)
        • Chain Cure: SLA: (Cooldown 9 seconds, Costs 40 Spell Points) A powerful discharge of Positive energy strikes a primary Ally or Undead Foe for 1d6+3 Positive Healing per Caster Level and then arcs to other nearby Allies and Undead Foes hitting each of them with a similar bolt of Positive energy. (Max Caster Level: 20). This is considered a Cure Wounds spell. (Available Metamagics: Empower, Empower Healing, Maximize, Quicken, Enlarge, and Intensify)
      • Blessed Water: +1/2/3 to all Turn Undead attributes and Turn Undead charges. If you have the Font of Life feat, you gain +15 Physical Resistance Rating and +15 Armor Class.
      • Ascendance: Epic Moment: You are healed to full health. For 20 seconds, you gain the following traits:
        • You gain a ring of flaming blades around you. Enemies that enter or exit your flaming blades take 1d6 Fire and 1d6 Light damage per Caster Level. This scales with Spell Power. Allies that enter your ring gain 1d6 Positive healing per Caster Level, which also scales with Spell Power.
        • Every 2 seconds, you gain 1d20+20 Positive Healing per caster level. This scales with Positive Spell Power.
        • +30% Action Boost Bonus to Movement Speed.
        • You cannot be interrupted while casting.
        • You cannot swing weapons.
      • Metamagic Attunement II: Multiselector:
        • Enhanced Metamagics: Empower Healing: The Empower Healing Metamagic no longer costs Spell Points
        • Enhanced Metamagics: Intensify: The Intensify Metamagic no longer costs Spell Points.
  • Fatesinger
    • Overview: A glorious weaver of fate, herald of ancestral legend and master of magical song, the Fatesinger's power at once empowers companions, and sends foes to their graves with a smile on their face.
    • Features; Enhanced Sonic damage, powerful party buffs, and Crowd Control. Has general support for ranged and melee combat and a few healing perks.
    • Core Abilties:
      • Core 1 (level 20): Fate Singer's Repertoire: You gain the Magical Training feat. Each core of this tree grants +25 Spell Points, +5 Positive and Sonic Spell Power, +5 Universal Spell Power, +5 Melee Power, +4 Ranged Power. Each core also grants a +1 Epic Bonus to all spell DCs
      • Core 2 (level 23): Intoxicating Presence: Enemies that strike you have a 5% chance of becoming Fascinated for 12 seconds, with no saving throw.
      • Core 3 (level 26): Glitter of Fame: +1 to all ability scores and saves
    • Tier 1 (requires level 20):
       
      • Music of the Spider Queen: You gain +3/6/10 Universal Spell Power. Rank 3: If you have Fascinate it now gains the power to mesmerize Vermin and if you have Bardic Inspiration it now applies Neutralize Poison. Mesmerized Vermin are not susceptible to suggestion.
      • Jack of all trades: +1/2/3 bonus to all Skills. Rank 3: If you have the Inspire Bardic Ability it now also grants +3 Skills to those you inspire.
      • Epic Strike - Multi Selector:
        • Strike a Chord: SLA: Cost: 2 Spell Points, Blasts a single target with a random note of music for 1d6+1 Sonic damage per character level scaling with Spell Power. You gain a stack of Chords of Fate which 30 seconds, stacks 3 times. Cooldown: 2 seconds.
        • The Sword Sings: Melee Attack: 3[W] +2 Critical Threat Range, Your weapon swings with the power of song, causing an additional 2d10 Sonic damage per character level that scales 200% with Melee Power. You gain a stack of Chords of Fate which lasts 30 seconds, stacks 3 times. Critical hits cause the target to be Stunned for 2 seconds, no save. Cooldown: 4 seconds
        • The Pluck of a String: Ranged Attack: 3[W] +2 Critical Threat Range. Your ranged weapon sings through the air causing 2d10 Sonic Damage per character level that scales with 200% Ranged power. You gain a stack of Chords of Fate which lasts 30 seconds, stacks 3 times. Critical Hits cause the target to be stunned for 2 seconds, no save. Cooldown: 5 seconds.
      • Harmonic Resonance: Your Epic Strikes in this tree and all of your attacks and offensive spells have a 20% chance to build up a stacking Harmonic Resonance in your enemies. Harmonic Resonance: Each stack increases the creature's vulnerability to Sonic damage by 10% and reduces their Armor Class by 5. The effect may stack up to 3 times and lasts up to 20 seconds.
      • Tune of the Weave: You gain 2/4/6 Magical Resistance Rating & 10/30/50 Spell Points.
    • Tier 2 (requires level 20):
       
      • The Rhythm to Reign: You generate 15/25/35% less threat from all sources. In addition, you gain +5/10/15 Positive Spell Power.
      • Mantle of Sound and Fury: Fate Singer Destiny Mantle: All your attacks and spells have a chance to cause a swirl of music notes to surround you causing 1d6 Sonic damage per level to all nearby foes. Scales with the highest of Sonic Spell Power or 200% Melee Power or Ranged Power. This will not damage Fascinated targets. When this occurs you gain 6 per character level temporary Hit Points for 10 seconds. Can only occur once every 10 seconds.
      • Multiselector: Discord - Requires an Epic Strike from this tree
        • Echoes of Discord: Spell: Consumes all Chords of Fate. Creates a blast of music on the target that strikes nearby enemies for 1d6+1 Sonic damage per Character Level, scales with 100% with Sonic Spell Power. Each Chords of Fate you have increases the damage by 100%. This attempts to stun the target for 1 second per Chords of Fate. Fortitude Save of DC:20 + STR/DEX/INT/CHA + Evocation Bonuses. Releasing 3 Chords of Fate restores 10 Spell Points.
        • Blade of Discord: Melee Cleave Attack: +3[W], +2 to Critical Threat Range. Consumes all Chords of Fate. You cleave your foes with the power of discord. Stuns for 1 second for each Chords of Fate consumed unless they make a Fortitude Save vs (DC 20 + Highest of STR/DEX/INT/CHA Mod + Stunning Bonuses). Releasing 3 Chords of Fate restores 10 Spell Points.
        • Arrow of Discord: Ranged Attack: +3[W], +2 Critical Threat Range. Consumes all Chords of Fate. Discord erupts from the first enemy struck, applying a Stun for 1 second per Chords of Fate consumed unless the enemies make a Fortitude Save vs (DC 20 + Highest of DEX/WIS/INT/CHA Mod + Stunning Bonuses). Releasing 3 Chords of Fate Restores 10 Spell Points.
      • Grandeur: Your friendly spells now apply a lingering buff that grants +3 Armor Class and Physical Resistance Rating. Stacks twice for 10 seconds.
      • Master the Acoustics: 5/10/15 Sonic Spell Power. Rank 3: When using the Sonic Blast or Reverberate spells the damage is increased by 50%.
    • Tier 3 (requires level 24):
      • A Little bit of Music: Grants Bardic Inspiration if you don't already have it. Passive: +3 Bard Songs & +1 Spell Penetration.
      • The Magic of Music: Multiselector: +1/2/3 Enchantment, Illusion, Abjuration, or Evocation DCs.
      • Reign: Your Vorpal Strikes cause 7/9/11d20 Electric and Sonic damage. Scales with Melee and Ranged Power by 300%. Passive: Gain +1/2/3 to Hit.
      • The Sonata to Serve: +1/2/3 Spell Penetration and 3/6/9% Fortification Bypass. Rank 3: If you are actively using the Mantle of Sound & Fury you are now immune to Arcane Spell Failure.
      • Masquerade: You have a 3/6/10% reduction in the cost of your spells.
    • Tier 4 (requires level 26):
       
      • Great Ballads of War: You gain +1/2/3 to hit and damage. If you have the Bardic Ballad Feat this also applies to your Ballad's bonus to others.
      • Majesty: You are immune to Charisma stat damage. When you play any Bardic Song while using the Mantle of Sound and Fury, you heal yourself and nearby applies for 1d2 Hit Points per Character Level and apply the Restoration spell. Scales with Spell Power.
      • Resonance of Fate Multiselector : Grants ability score bonuses and modifies your mantle.
        • Arcane Resonance: +1 to Intelligence, Wisdom and Charisma. When using the Mantle of Sound and Fury gain +10 Universal Spell Power, +2 Spell Penetration, +4 Use Magic Device, +10% to your Fire, Cold, Acid and Electric Absorption.
        • Divine Resonance: +1 to Strength, Charisma and Wisdom. When using the Mantle of Sound and Fury gain +1 to hit damage, and to confirm critical hits, +5 Physical Resistance Rating, and +15 Positive and Negative Spell Power.
        • Martial Resonance: +1 to Strength, Dexterity and Constitution. When using the Mantle of Sound and Fury gain +5 Physical and Magical Resistance rating, +5 Armor Class, and +10 Melee and Ranged Power
        • Primal Resonance: +1 to Strength, Constitution and Wisdom, +25 Maximum Hit Points, +10 Spell Resistance, +10 Healing Amplification, and an additional +3 Strength while Raging.
      • Shout it out Multi Selector:
        • Greatest Shout SLA : Cooldown of 6 seconds. Costs 6 Spell Points. You may cast the spell Greater Shout as a Spell-like ability with an increased DC. Emits an ear-splitting yell that deals 1d6+3 Sonic damage per caster level (up to caster level 20) and stuns targets in its path. A successful Fortitude save halves the damage and negates the stun, DC:20 + Highest of Stat Mod + Evocation.
        • Very Very Vocal: When you cast Shout, Great Shout or Horn of Thunder the damage is doubled. Your Discord abilities stun for an additional 3 seconds when used with 3 Chords of Fate
      • ​Metamagics Attunement Gain one of the following Metamagic Feat effects with no additional spell cost (Enlarge, Extend, Eschew)
    • Tier 5 (requires level 30):
      • Ballad of the ages: You benefit from the True Seeing spell and gain +2 to damage with all weapons. If you have Bardic Ballad it adds Inspired Transcendence to that effect. Inspire Transcendence: +1 to all Spell DCs, +1 to the DC of all Tactical Feats, and True Seeing.
      • Mastering the Strings: +1/2/3 Spell DCs
      • Blade Song: +1 multiplier on 19-20 critical hits when using any hand held weapon. This excludes punch weapons and animal forms.
      • Turn the Tide: Epic Moment The trumpets call the rally! For 20 seconds you and your party gain full attack bonus, +10% to weapon damage, +10% uncapped Dodge, +100 Universal Spell Power and -25% to spell costs. 5 minute cooldown.
      • Cut the Strings: SLA. Strike a note to reveal the chords of fate so you might cut them. All monsters within a wide radius around you are forced to dance (Will vs DC:20 + Highest Stat Mod + Enchantment) pulled by the strings of fate for 10 seconds. In Addition for 10 seconds your character gains the ability to cut their strings with any weapon strike or spell at a rate of once per second, instantly killing them. Bosses if they fail their save do not dance but will take an additional 100 Sonic damage that scales with Spell Power when attacked by you in melee for the duration of the effect. Cooldown: 60 seconds.

(The Release Notes for Update 51 Continue on Page 2, Click Here for more Release Notes)

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