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Update 51 Release Notes: Page 2

(Continued from Page 1)

  • Fury of the Wild
    • Overview: Fury provides damage and some durability supported by regeneration with a primary focus on melee builds that use two handed weapons, duel wield, animal forms and razor claw.
    • Core Abilities:
      • Core 1 (level 20 ): You gain the Diehard feat. Each Core ability grants +20 Hit Points as well as 5 Melee Power.
      • Core 2 (level 23): Die Harder: +100 Unconsciousness Range.
      • Core 3 (level 26): Die Hardest: +250 Unconsciousness Range.
    • Tier 1 (requires level 20):
      • Enduring: +2/4/6 Physical Resistance Rating.
      • Savage Takedown: +1/2/3 Trip DCs. Rank 3: Gain an additional +3 to Trip DCs if you're wearing Medium or Light Armor.
      • Epic Strike: - Multiselector
        • Adrenaline: Your next melee attack deals +25/50/75% damage, and increases your threat by 4/8/16. Requires a melee weapon to use. Cooldown: 8 seconds.
        • Quick Cutter: Melee Attack: 0/1/2[W] + 0/1/2 Critical Threat Range. When you use this skill gain the effect “Quick” which grants +2/4/6% Dodge for 9 seconds. If you use this skill again while Quick is still active you instead apply Cutter to your target. Cutter: 4d6 Bane damage per character level every 2 seconds for 12 seconds. Stacks 3 times and scales with 200% of Melee Power. Off hand strikes can apply Cutter as well. Requires a melee weapon to use. Cooldown: 6 seconds.
      • Mantle of Fury: Destiny Mantle: Gain 3/6/9% damage against helpless targets. You also heal 2/4/6d10 Hit Points every 15 seconds. Scales with the highest of Positive Spell Power or 200% Melee Power.
      • Acute Senses: +2/4/6 Balance, Listen, Spot, Search, and Saves versus Traps. Rank 3: You gain 1% Dodge
    • Tier 2 (requires level 22):
      • Multi Selector - Speed or Strength
        • Fast and Furious: Charge a target dealing 1/2/3[W] +0/1/2 Critical Hit Multiplier. Rank 3: When you activate this ability, if you are raging, the cooldown is immediately reset. This cooldown reset may only happen once every 10 seconds, independent of the skill’s cooldown. Requires a melee weapon to use. Cooldown: 12/10/8 seconds.
        • Boulder's Might: Melee Cleave: +5[W], +0/1/2 Critical Multiplier on this attack. Requires you to be fighting in Two Handed Fighting style (using a Two Handed Weapon while not Natural Fighting) to use. Cooldown 10/8/6 seconds
      • Fear my Vengeance: +1/2/3 damage to Shaken foes.
      • I'm Always Angry: You gain the Barbarian Rage feat. +1/2/3 uses of Rage.
      • Primal Scream: Nearby Allies gain a +2 Morale bonus to Strength and Constitution for 5 minutes. This effect cannot be refreshed until the first one expires. Nearby Enemies take 1d20 Sonic damage per character level and are Shaken for 30 seconds. Damage Scales the highest of 200% with Melee Power or Sonic Spell Power. Cooldown: 30 seconds.
      • Gird against Demons: Weapons you wield bypass Cold Iron damage reduction.
    • Tier 3 (requires level 24):
      • Sense Weakness +2/4/6% Fortification Bypass. Your Fury Destiny Mantle grants you an additional 3/6/9% damage against helpless targets.
      • Multi Selector:
        • Wild Weapons: +5/10/15% Strikethrough Chance
        • Wild Weapons: +3/6/10% Offhand strike Chance
        • Wild Weapons: +1/2/3% Doublestrike Chance
      • Eternal Rage If you are not Raging and you are out of Rage charges, you have a 1/2/3% chance to gain 1 charge of Rage whenever you strike a foe.
      • Multi Selector
        • Furious Force: +1 Strength while Raging. Increases Adrenaline damage bonus by 25/50/75%.
        • Spirit of the Beast: +1/2/3 attack bonus. Rank 3: The effects of Ram’s Might and Animal Growth are doubled on you.
      • Embrace the Pain: When you are below 15/25/40% of your Max Hit Points you gain 2d10 Hit Points every 6 seconds. Scales with the highest of Positive Spell Power or 200% Melee Power.
    • Tier 4 (requires level 26):
      • Voice of Fury: Doubles the damage and Stat Bonuses of your Primal Scream. If Adrenaline or Quick is active when you use Primal Scream, triple the damage instead, and nearby enemies have a 75% chance of become Confused for 3 seconds, no save. Adrenaline and Quick are consumed.
      • Top Dog: You gain the Improved Trip Feat.
      • Multi Selector:
        • Overwhelming Force: +1/2/3 bonus to hit. Increases your Adrenaline effect by 25/50/75% additional damage. Rank 3: Melee attacks under the effect of Adrenaline cause knock down on target for 4 seconds.
        • Primal Force: You gain a +1/2/3 Attack bonus and 2/4/6% Fortification Bypass. Rank 3: If duel wielding, using punch weapons or in animal form gain a +2% Epic Damage bonus to all physical attacks.
      • Multi Selector:
        • Wade Through: +10/15/25% Strikethrough chance
        • Wade Through: +3/6/10% Offhand strike chance
        • Wade Through: +2/4/6% Doublestrike chance
      • Unquenchable Rage: Reduce all damage taken by 8/12/15% for 6 seconds after you consume a Rage charge or use Primal Scream. Rank 3: Now also applies a copy of the Heal spell to you which scales with the highest of Melee Power at 200% or Positive Spell Power.
    • Tier 5 (requires level 30):
      • Lore of the Wilds: Every 2 Wilderness Lore feat now grants a 1% Primal bonus to Maximum Hit Points.
      • Scarred by Chaos: +50 Hit Points and +10 Physical Resistance Rating. Doubled if you have the Embodiment of Chaos feat.
      • Unbridled Fury: Epic Moment: Cooldown: 5 minutes. For the next 30 seconds you gain +1000 Unconsciousness Range and 100% Strikethrough. Every 5 seconds you heal for 10% of your max Hit Points, Gain Adrenaline and Quick Effects, and the cooldown for the Great Leveler resets.
      • Nature’s Fury: +1 Critical Hit Damage multiplier on rolls of 19 or 20 if using a two handed weapons, duel wielding, punch weapons or if you're in animal form.
      • The Great Leveler: Cooldown of 30 seconds. Melee attack. 3/4/6[W]. +4/8/16 Critical Threat Range. This attack creates a shock wave that affects all enemies in a short narrow line. The length and width of the line doubles if Adrenaline or Quick is active, consuming those effects. Applies Trip (DC 20 + Highest of Dexterity/Strength/Constitution + Trip/Tactics DCs).
  • Grandmaster of Flowers
    • Overview: Become the embodiment of a Draconic Bloodline as you wield elemental damage to destroy your foes.
    • Core Abilities:
      • Core 1 (level 20): Inner Focus: You gain proficiency with Handwraps. Each Core ability of this tree grants +5 Melee Power and +4 Ranged Power, +1 Spell Resistance, as well as 15 Maximum Hit Points. You also gain +10 Maximum Ki per Epic Level if you have at least one level of Monk or are in the Grandmaster of Flowers Destiny Mantle.
      • Core 2 (level 23): Disciple of Material: Select from Adamantine, Byeshk, Cold Iron, Crystal, or Silver. Your weapons now bypass that kind of Damage Reduction innately. +5 Physical Resistance Rating (doubled if you have the Discipline feat)
      • Core 3 (level 26): Disciple of Morality: Select from Good, Evil, Lawful, or Chaotic. Your weapons now bypass that kind of Damage Reduction innately. +5 Magical Resistance Rating (doubled if you have the Discipline feat)
    • Tier 1 (requires level 20):
      • Strike with Poise: +2/4/6 Stunning DCs
      • Serenity: Grandmaster of Flowers Destiny Mantle: You may now fight with the Unarmed combat style as if you were a Monk, and may be Centered and use Ki. When you attack with Handwraps or begin falling, you will use the Monk class' animations instead of your own. You gain a +15% Action Boost bonus to movement speed, and no longer take damage from falling. Finally, you are unbothered by the physical restraints of the world: you may tumble through enemies, and are immune to slippery surfaces and most forms of knockdown. You also gain 10 Ki for training this enhancement.
      • Disciple's Studies: +2/4/6 Heal and Diplomacy, +3/6/10 Healing, Repair, and Negative Amp.
      • Enlightenment: +15/30/45 Maximum Ki and +2/4/6 Concentration. Rank 3: +1 passive Ki generation.
      • Multiselector:
        • Wholeness of Spirit: You may expend 50 Ki to bring your mind, body, and soul into harmonious balance, restoring health as if you were affected by the benefits of a Heal spell, as well as curing all ability damage, negative levels, and other Adverse Conditions that may be affecting you. Cooldown: 180/120/90 seconds.
        • Inner Focus: Activate to gain 20d10 Ki. Cooldown: 180/160/120 seconds
    • Tier 2 (req level 20):
      • Calm before Storms: +3/6/10 Spell Resistance. Rank 3: You no longer fail Will saves automatically on a roll of 1.
      • Epic Strike: Multiselector
        • Drifting Lotus: Melee Cleave attack, deals +3/4/5[W] with a +1/2/3 Critical Threat Range and Critical Multiplier. Deals 1d6+5 Force damage per character level to all enemies struck. The force damage scales with the higher of Melee or Ranged power. Cost 25 Ki, cooldown 15 seconds.
        • Orchid Blossom: A blossom is released from your palm in a line, exploding when it makes contact, dealing 1d6+5 Force damage per character level to all enemies within. The force damage scales with the higher of Melee or Ranged power. Grants 5/10/25 Ki when used, cooldown 15 seconds.
      • A Flower's Bloom: Multiselector:
        • Long Sword: You gain the effects of the Whirling Steel Strike feat, and may use Longswords as if they were Ki weapons.
        • Longbow: You gain the effects of the Zen Archery feat, and may use Longbows as if they were Ki weapons.
        • Sickle: You gain the effects of the Prescient Curve feat, and may use Sickles as if they were Ki weapons.
        • Deflection: You gain the Deflect Arrows feat, letting you knock aside one projectile every 6 seconds.
      • A Dance of Flowers: While in the Grandmaster Destiny Mantle, your weapons gain 1[W].
      • Hail of Blows: +5% Offhand strike chance, +10% Strikethrough, +3% Doublestrike and Doubleshot
    • Tier 3 (requires level 23):
      • The Flickering Flame: +1/2/3 to hit and damage. Rank 3: +25% Fire Absorption. If you are in any Sun Stance, the bonuses of this enhancement are doubled.
      • Flow of Water: +1/2/3 saving throws, you take 5/10/15% less damage from being Helpless. Rank 3: +25% Cold Absorption. If you are in any Ocean Stance, the bonuses of this enhancement are doubled.
      • Serene Mercy: While in the Grandmaster of Flowers Destiny Mantle, you deal +5/10/15% bonus damage to the Helpless.
      • Catch the Wind: +1/2/3% Dodge, +2/4/6 Armor Class. Rank 3: +25% Electric Absorption. If you are in any Air Stance, the bonuses of this enhancement are doubled.
      • Strength of Stone: +5/10/15 Hit Points and +2/4/6 Physical Resistance Rating Rank 3: +25% Acid Absorption. If you are in any Mountain Stance, the bonuses of this enhancement are doubled.
    • Tier 4 (requires level 26):
      • The Clarity of Law: Your attacks bypass 5/10/15% of enemy Fortification. Rank 3: +15% Law Absorption
      • The Serenity of Good: +1/2/3 Saves vs Enchantments, Curses, and Illusions, and +2/4/6 Magical Resistance Rating. Rank 3: +15% Good Absorption
      • Multiselector:
        • Lotus Bloom: Drifting Lotus now attempts to Stun all enemies struck. Stun DC: 20 + Highest Ability Score Mod + Stunning Bonuses. This stun lasts 4 seconds.
        • Blossoming Peace: Orchid Blossom now attempts to Stun all enemies struck. Stun DC: 20 + Highest Ability Score Mod + Stunning Bonuses. This stun lasts 2 seconds.
      • The Delight of Chaos: +1/2/3 Critical Hit Confirmation and Critical Hit Damage. Rank 3: +15% Chaos Absorption
      • The Cruelty of Evil: +1/2/3 Sneak Attack and Sneak Attack Damage. Rank 3: +15% Evil Absorption
    • Tier 5 (requires level 30):
      • Beyond the Center: +5/10/15 Magical Resistance Rating cap. Rank 3: +15% Force Absorption
      • Imposing Force: +1 damage multiplier on a roll of 19-20 while centered.
      • Everything is Nothing: Your state of luminous consciousness allows your will to alter the fabric of the planes, ripping your foes out of time and space. Up to six nearby non-boss enemies must make a saving throw (DC: 20 + Highest Ability Score Mod + Stunning Bonuses) or be erased from the multiverse. If they succeed at their saving throw, they are instead paralyzed by temporal shock for six seconds. When you activate Everything is Nothing, you are affected by Emptiness for 5 minutes. Emptiness: +3% Dodge, +1% Dodge cap. You gain the effects of the Elusive Target feat, or if you already have it, it instead has double the chance to proc. Ki Cost: 50. Cooldown: 3 minutes.
      • Split the Soul: Epic Moment: For 30 seconds, your soul is split, and a fragment of it manifests beside you as a combatant. Your Soul Warrior provides the following benefits as a baseline: Dark: Your attacks may strike an additional target regardless of weapon type, and each attack has a 5% chance of banishing your enemies from the multiverse with no save. Light: Your Soul Warrior also grants you 25% Concealment, 25% Incorporeality, and 25% Dodge/max Dodge, as your physical form is less present while you are in this state. If you follow a Monk Philosophy, your split soul will embody that choice more fully (either Light or Dark), doubling either the Dark portions or Light portions and still granting you the baseline version of the other philosophy.
      • Legendary Flurry of Blows: +1/2/3% Doublestrike and Doubleshot, +3/6/10% Strikethrough, +3/6/10% Offhand Strike chance. Rank 3: While dual wielding (including handwraps) or using a quarterstaff, you gain: On Vorpal: Daze an enemy for 2 seconds. Dazed enemies are Helpless. (Since Daze breaks on any damage, this means you'll only get one Helpless hit in before the Daze breaks)
  • Legendary Dreadnaught
    • ​Overview: Legendary Dreadnoughts are powerful warriors with a commanding presence. They specialize in either Melee or Ranged weapon combat, using their martial prowess to impair nearby enemies. Dreadnoughts are the most versatile at using Tactical Feats, gaining bonuses to all Tactical Feats and access to Dire Attack, which can Sunder, Trip, and/or Stun foes. They are the masters of Action Boosts, gaining access to exclusive boosts and gaining significant bonuses any time they activate an Action Boost. Dreadnoughts are versatile in their martial prowess, and can excel with any Melee or Ranged weapon.
    • Core Abilities:
      • Core 1 (level 20: Fearless: You are now immune to Fear. Each core grants +15 Hit Points, +5 Melee Power, +4 Ranged Power
      • Core 2 (level 23): Weaponmaster: +2 to Attack and Damage with all weapons.
      • Core 3 (level 26): Thick Skinned: +15 Physical Resistance Rating.
    • Tier 1 (requires level 20):
      • Push Through The Line: Activating an Action Boost grants +1/2/3 to all Ability Scores for its duration.
      • Epic Tactics: +1/2/3 to all tactical DCs
      • Dire Attack: Epic Strike: (Multiselector)
        • Dire Charge: (Melee Attack): Epic Strike: Rush forward at the targeted foe. That foe and all nearby foes are subject to +2[W] damage and must save or be Sundered. Sunder DC is (20 + highest ability score + bonus to Stun attacks). 12 second cooldown.
        • Dire Shot: (Ranged Attack): Epic Strike: Fire your weapon at the targeted foe. That foe is subject to +2[W] damage and must save or be Sundered. Sunder DC is (20 + highest ability score + bonus to Stun attacks). 12 second cooldown. (This is a single-target Ranged attack, but can be affected by Improved Precise Shot.)
      • Dread Mantle: Legendary Dreadnought Destiny Mantle: Your weapon attacks apply 1 stack of Terror. The Terror effect is: -1 Melee Power, -1 Ranged Power, -3 Universal Spell Power, -1 Armor Class. stacks up to 15 times. This effect has a 0.1 second cooldown.
      • Shrug Off Punishment: +10/20/30 Hit Points
    • Tier 2 (requires level 20):
      • Extra Action Boosts: +1/2/3 Action Boosts
      • Ghost Touch: Your melee and ranged weapons get the Ghost Touch effect.
      • Multiselector: Honor/Backstab:
        • Honor: +1/2/3 Attack. If you have the Tactician feat, double this bonus.
        • Backstab: +2/4/6 Attack when Flanking. If you have the Tactician feat, double this bonus.
      • Combat Brute: While in your Dread Mantle, your weapons gain +1[W].
      • Life and Death: +3/6/10 Positive, Negative, and Repair Healing Amplification
    • Tier 3 (requires level 23):
      • Action Boost: Tactics: For 20 seconds, gain +3/6/9 Action Boost bonus to Sunder, Trip, and Stun DCs. (30 second cooldown, shared with other Action Boosts. Has charges like any other Action Boost)
      • Strike Twice: +2/4/6% Doublestrike and Doubleshot
      • Epic Power & Precision: When you have Power Attack active, you gain +2/4/6 Critical Hit damage (before weapon multipliers). When you have Precision active, you gain +2/4/6 to your critical confirmation rolls.
      • Momentum Swing: When you use your Dire Attack, enemies must now also save or be Tripped. Trip DC is (20 + highest ability score + bonus to Stun attacks).
      • Armor of Dusk: +2/4/6 Armor Class and maximum Dexterity bonus, -1/2/3 armor check penalty
    • Tier 4 (requires level 26):
      • Carry On: When you activate an Action Boost, you gain a 10% Action Boost bonus to attack speed for 20 seconds. (As it is an Action Boost bonus, it does not stack with Action Boost: Haste)
      • Strike with Fear: Your weapon attacks against creatures inflicted with Fear, or creatures with at least 5 stacks of Terror, add one stack of Vulnerability.
      • Lay Waste: When you use your Dire Attack, enemies must now also save or be Stunned. Stun DC is (20 + highest ability score + bonus to Stun attacks).
      • Kick While They're Down: While in Dread Mantle, you deal +5/10/15% damage to Helpless opponents.
      • Untouchable: While any Action Boost is active, you have Displacement.
    • Tier 5 (requires level 30):
      • ​Multiselector:
        • Pulverizor: +1 Critical Multiplier on a roll of 19-20 with bludgeoning weapons.
        • Lacerator: +1 Critical Multiplier on a roll of 19-20 with slashing weapons.
        • Impaler: +1 Critical Multiplier on a roll of 19-20 with piercing weapons.
      • Legendary Rally:
        • Legendary Rally (Melee): +5[W] Cleave attack. Attack is considered an automatic critical. Can be used while Crowd Controlled, clears all Crowd Control effects on you when used. 30 second cooldown.
        • Legendary Rally (Ranged): +5[W] Single-Target Ranged attack. Fire a shot at your targeted foe. Attack is considered an automatic critical. Can be used while Crowd Controlled, clears all Crowd Control effects on you when used. 30 second cooldown. (This is a single-target Ranged attack, but can be affected by Improved Precise Shot.)
      • Sundering Swings: Creatures affected by your Improved Trip are also made Helpless. This supercedes other Improved Trip effects. Creatures affected by your Improved Sunder take -75% Fortification instead of the usual -25%. This supercedes other Improved Sunder effects.
      • Dusk Surge: While in Dread Mantle, striking with weapons now has a chance to regenerate an Action Boost. Does not stack with other abilities that can regenerate Action Boosts.
      • Action Hero: Epic Moment: For 40 seconds, you gain the following Bonuses:
        • +8 Action Boost Bonus to Attack
        • +30 Action Boost Bonus to Melee and Ranged Power
        • +30% Action Boost Bonus to Attack Speed
        • +30% Action Boost Bonus to Doublestrike and Doubleshot
        • +50% Action Boost Bonus to Movement Speed
        • +15 Action Boost Bonus to Armor Class and Physical Resistance Rating
        • +15% Action Boost Bonus to Dodge. This bonus ignores your Dodge Cap.
        • +9 Action Boost bonus to Sunder, Trip, and Stun DCs.
        • +6 Action Boost Bonus to Saving Throws
        • +6 Action Boost Bonus to Skills
        • This ability is counted as an Action Boost, though does not have charges and does not share a cooldown with other Action Boosts. 5 minute cooldown.
  • Magus of the Eclipse
    • Overview: Magus of the Eclipse is a new Epic Destiny that replaces Magister in this new Epic Destiny system. The old Magister had a lot of different things in it, some better than others. One of the biggest components of old-Magister was Spell DCs - However, in the new system one of our major goals was to give far broader options for DC casting, so we distributed that role among a large number of trees. We also wanted to find a tree for two particular casting types not covered well in the existing Destinies: Cold and Negative damage. Ultimately, this led to us sunsetting Magister and creating Magus of the Eclipse, a tree with a focus on Cold Damage, Negative Damage, and some DC and Spell Penetration aspects. We do know that there were features of Magister that were well liked; some (like Grand Summoner and the unique Summons) remain in Magus! Others (like Arcane Tempest) may appear in other places in the future, such as spells or potential future Destinies.
    • There is a new Epic Past Life thematically connected to this tree! Like all Epic Past Lives starting in Update 51, you are not required to play any specific Destiny to be able to take that Epic Past Life. Eclipse Power: Arcane Past Life Stance: +1 Spell Penetration per stack of this Past Life. Passive Bonus: +1% Absorption of Acid, Cold, Electric, and Fire damage per stack of this feat. Like other Epic Past Life feats, this can be acquired up to three times.
    • Core Abilities:
      • Core 1 (level 20): Touched by the Moon: You gain the Magical Training feat. Each core of this tree grants +50 Spell Points, +5 Cold, Negative, and Force Spell Power, +5 Universal Spell Power. Each core also grants a +1 Epic bonus to all Spell DCs.
      • Core 2 (level 23): Deepening Arcana: Spell Point Pool increased by 10%, Echoes of Power now restores up to 30 Spell Points. Does not stack with Deepening Faith (from Exalted Angel).
      • Core 3 (level 26): Nullmagic Aura: Your comprehension of the arcane allows you to unravel spells at the base level, before they do any harm. When activated, for 20 seconds, you and allies near you are immune to harmful spells. Cooldown: 2 minutes
    • Tier 1 (requires level 20):
      • Imperceptible Casting: -10/20/30% spell threat. Rank 3: if you have the Discipline feat, double these bonuses.
      • Moonbeams: Multiselector:
        • Moon Lance: Epic Strike: Single-target SLA, 1d6+6 Cold Damage per caster level and applies 3 stacks of Shattermantle. Cooldown 6 seconds, cost 5 Spell Points
        • Gloomspear: Epic Strike: Single-target SLA, 1d6+6 Negative Damage per caster level and applies 3 stacks of Shattermantle. Cooldown 6 seconds, cost 5 Spell Points
      • Great Summoner: Your summons, pets, and hirelings gain +4 to all ability scores, increased Hit Points, 100% Fortification, and a 40% increase to movement speed. These benefits stack with Augment Summoning and similar effects.
      • Frostlight: Magus of the Eclipse Destiny Mantle: You take half damage from Cold and, if you are not Undead, take half from Negative. If you are Undead, you take half damage from Light instead. This does not stack with Fire Shield: Cold or Cold Energy Sheathe.
      • Impregnable Mind: +2/4/6 Will saves and concentration. Rank 3: you no longer fail Will saves on a 1.
    • Tier 2 (requires level 20):
      • Moontouched: +1/2/3 to the DCs of Fear-based spells.
      • Call Upon: Multiselector: Active Ability: (Cooldown 60 seconds) Summon an epic (CR20) creature to aid you:
        • Animated Armor
        • Golem
        • Succubus
        • Living Meteor Swarm
        • Dream Reaver
        • Lich
        • Gargoyle
      • Moonlight: Multiselector:
        • Cold Light of the Moon: Creates a lingering Area of Effect of moonlight. Deals 3d6 Cold Damage plus 2 per Caster Level to enemies inside the zone every 2 seconds. The zone lasts for 10 seconds. 25 second cooldown.
        • Dark Light of the Moon: Creates a lingering Area of Effect of moonlight. Deals 3d6 Negative Damage plus 2 per Caster Level. to non-undead enemies inside the zone every 2 seconds The zone lasts for 10 seconds. 25 second cooldown.
      • Chill Aura: While in your Frostlight Mantle, enemies within melee range take 2d4 Cold damage per caster level and 2d4 Negative damage per caster level every 6 seconds. If an enemy would heal from either of these effects, they do not take the damage.
      • Lunar Insight: Multiselector:
        • When using Arcane Insight Gain 200% of your Intelligence in Temporary Spell Points that last 60 seconds and the cool downs of all Words of Power Reset.
        • When using Arcane Insight Gain 200% of your Wisdom in Temporary Spell Points that last 60 seconds and the cool downs of all Words of Power Reset.
        • When using Arcane Insight Gain 200% of your Charisma in Temporary Spell Points that last 60 seconds and the cool downs of all Words of Power Reset.
    • Tier 3 (requires level 23):
      • Partial Eclipse: Multiselector:
        • ​+1/2/3 Evocation DC
        • +1/2/3 Necromancy DC
        • +1/2/3 Illusion DC
      • Lunar Imbuement: When you hit an enemy with Moon Lance, you gain +10 Cold and Force Spell Power for 12 seconds. When you hit an enemy with Gloomspear, you gain +10 Negative and Force Spell Power for 12 seconds. When you hit an enemy with either, they take 5 stacks of Vulnerable.
      • Starlight: Your Cold or Dark Light zone now has the following attributes:
        • Rank 1: Slows the movement of non-boss enemies that enter it by 20%
        • Rank 2: Adds 5% Incorporeality to all allies inside the zone
        • Rank 3: On expiration, the zone explodes, dealing 3d20 + 6 per Caster Level of the relevant kind of damage to enemies within.
      • Share the Light: While your Frostlight Mantle is active, your summons now also benefit from it. For the purpose of this skill, these summons have your Cold and Negative Spell Power.
      • Piercing Spellcraft: +1/2/3 Spell Penetration.
    • Tier 4 (requires level 26):
      • Nullmagic Protection: When you are hit or missed by an enemy, there is a 6% chance that a burst of antimagic energy expands from your body. Nearby enemies are subject to a Dispel Magic effect, which may strip them of their magical protections, and will be rendered unable to cast spells and lose 4 Spell Resistance for 30 seconds.
      • Greater Beams: When you use Moon Lance, the target must make a save (DC 20 + highest of Intelligence/Wisdom/Charisma modifier + the highest of your Evocation and Conjuration bonuses) or be Frozen for 12 seconds. When you use Gloomspear, the target must make a save (DC 20 + highest of Intelligence/Wisdom/Charisma modifier + Necromancy bonuses) or be Paralyzed for 12 seconds.
      • Improved Arcane Pulse: The effect of the Arcane Pulse feat now stacks up to 7 times.
      • Nullmagic Strike: While in your Frostlight Mantle, attacks you make and offensive spells you cast have a 15% chance to subject the target to a Dispel Magic effect, which may strip them of their magical protections, and will render them unable to cast spells and lose 4 Spell Resistance for 30 seconds.
      • Reduced Metamagic Feats: Multiselector:
      • 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.
    • Tier 5 (requires level 30):
      • Total Eclipse: +1/2/3 spell DCs.
      • Cosmos: Multiselector:
        • Zero Degree Comet: Evocation SLA. Hit target enemy with a falling chunk of ice for 1d6+28 Cold damage per caster level. A successful Reflex save reduces the damage by half. Cooldown 18 seconds, costs 40 Spell Points.
        • Moon's Shadow: Necromancy SLA. Hit target enemy with a miniature black hole for 1d6+28 Negative damage per caster level. A successful Reflex save reduces the damage by half. Cooldown 18 seconds, cost 40 Spell Points.
      • Time Stop: Epic Moment: Enemies in a small area are Paralyzed and Helpless with no save for 10 seconds. They cannot die in this state, but if they are below 0 HP when they leave this state, they die quickly after the effect expires. Bosses and Raid Bosses in the area are instead considered Helpless for the purpose of damage for 10 seconds, but take 10% less extra damage from being Helpless than normal. 5 minute cooldown.
      • Lunar Power: +10 Negative, Cold, and Force Spell Power, +20 Universal Spell Power, If you are in your Frostlight Mantle, you also gain +20 Magical Resistance Rating Cap.
      • Epic Metamagic Feats: Intensify: Using the Intensify Metamagic no longer costs Spell Points.
  • Primal Avatar
    • Overview: This tree is now focused on casting, designed to support elemental damage, poison and healing. It's mechanics combine certain element pairs into custom spells and abilities. It also can great increase the power of your summons and features a special summon with enhanced casting ability.
    • Core Abilities:
      • Core 1 (level 20): This is your Nature: Multiselector: Select either Heart, Sky or Thorn.
        • Heart: Fire, Light, Positive: +5 Spell Power of these types and 5 Universal Spell Power and +50 Max Spell Points per core you have trained. Each core also grants a +1 Epic bonus to all Spell DCs. Grants Magical Training.
        • Sky: Cold, Electric, Sonic:+5 Spell Power of these types and 5 Universal Spell Power and +50 Max Spell Points per core you have trained. Each core also grants a +1 Epic bonus to all Spell DCs. Grants Magical Training.
        • Thorn: Acid, Poison, Force: +5 Spell Power of these types and 5 Universal Spell Powers and +50 Max Spell Points per core you have trained. Each core also grants a +1 Epic bonus to all Spell DCs. Grants Magical Training.
      • Core 2 (level 23): Now Grow: Multiselector: Choose another aspect of nature at reduced power. You cannot choose what you took in the first core again.
        • Heart: +3 Spell Power of these types per core you have trained.
        • Sky: +3 Spell Power of these types per core you have trained.
        • Thorn: +3 Spell Power of these types per core you have trained.
      • Core 3 (level 26): Weathering the Elements: Gain 15% Absorption against Fire/Cold/Acid/Electric/Poison Damage. Whenever you cast any Protection from Element spell it grants you 25 Spell Points per level instead of 12 with no level cap.
    • Tier 1 (requires level 20):
      • Seeking Balance: You gain +1/2/3 Reflex Saving Throws, +2/4/6 Tumble, and +2/4/6 Balance. Rank 3: If you’re using a quarterstaff gain +1 Damage and +5 Universal Spell Power.
      • Well Weathered: +1/2/3 to Physical and Magical Resistance Rating.
      • Epic Strike - Multi Selector:
        • ​Spring to Summer:(requires Nature of Heart) Cost 20 SP, A burst of butterflies forms around the caster in a small radius applying a copy of rejuvenation cocoon to all allies. After several seconds the butterflies burst into flame causing 2d6 Fire Damage per character level to all nearby enemies, Reflex vs Evocation DC:20+Highest of INT/WIS/CHA for half damage. Cooldown: 12 seconds.
        • Carrion Swarm:(requires Nature of Thorn) Cost 8 SP, cooldown: 6secs. Target enemies and nearby enemies becomes swarmed by biting acidic and poisonous insects. Every 2 seconds they take 1d4+1 acid and 1d4+1 poison damage per 2 character levels for 8 seconds. Stacks up to 3 times. Each stack also causes a -4 penalty to attack rolls and Armor class.
        • Storm Catcher (requires Nature of Sky) Cost 5 SP, Target enemy is instantly struck by a bolt of lightning for 1d6+3 damage per level. Fortitude vs Evocation DC:20+Highest of INT/WIS/CHA for half damage. Target also becomes chilled to the bone for 8 seconds slowing their movement and reducing their reflex save by half your character level. They also taking 1d6 per 2 character level in Cold damage every two seconds. Cooldown: 6 seconds.
      • Friends of Nature: When you sit to rest at a rest shrine your selected friend of nature visits you briefly and offers comfort. You and your party are granting a buff that lasts until the end of your current quest.
        • Bat of Echoes: +10 Sonic Spell Power, +15 Sonic Absorption and +3 Listen
        • Bird of Wind: +15 Electric Spell Power, +1 Dodge, +3 and Spot
        • Fox of Flame: +10 Fire Spell Power, +2 Sneak Attack damage, and +3 Move Silently
        • Frog of the Lake: +10 Cold Spell Power, +2 Magical Resistance Rating, and +3 Jump
        • Squirrel of Luck: +1 to attack, damage and saving throws.
        • Spider of the Deeps: +10 Poison & Acid Spell Power. 15% Poison Absorb.
      • Rejuvenation Cocoon: Cost 12 SP Protects target with a shield of 150 temporary HP for 9 seconds. Heals 5d6 HP every 2 seconds while the shield persists. Cooldown: 12 seconds.
    • Tier 2 (requires level 22):
      • Flowers in the Thorns: Stepping inside a Spike Growth or Entangle spell, whether hostile or friendly, heals you for 1d3 Hit Points every 5 seconds per character level of the spell's owner.​
      • Mantle of Nature: Multiselector:
        • Heart: Your Healing spells have a chance to apply a copy of Rejuvenation Cocoon to your target. Your Fire, Light, and Alignment spells have a chance to apply a blast of that damage type for an extra 1d3/4/6 per character level. All effects scale with 100% Spell Power. Each effect can only occur once every 5 seconds, tracked separately. Any melee or ranged attack can also generate one of these effects.
        • Sky: Your Cold, Electric, and Sonic spells have a chance to blast one target for an additional 1d3/4/6 damage per character of the same type as the spell used. All effects scale with 100% Spell Power. Each element can only strike once every 5 seconds, tracked separately. Any melee or ranged attack can also generate one of these effects.
        • Thorn: Your Acid, Force, and Poison spells have a chance to blast one target for an additional 1d3/4/6 damage per character of the same type as the spell used. All effects scale with 100% Spell Power. Each element can only strike once every 5 seconds, tracked separately. Any melee or ranged attack can also generate one of these effects.
      • Primal Spell: Multiselector:
        • (Heart) Reborn in Fire Cost 30 SP, Cooldown: 20secs. A swirl of fire surrounds you dealing 1d6 fire damage per character to enemies and healing allies for 1d6 per character level. Level.
        • (Sky) Thunder Snow: SP: 20 CD: 20 Sends forth a wide wave of freezing hail before you with a narrow blast of lightning at its center directly in front of the caster. The hail deals 1d6+4 cold damage per character level. The bolt of lightning strikes for 1d6+4 per character level.
        • (Thorn) Shard Storm: SP: 20 CD: 20 Summons a cloud of acidic poisonous shards that randomly strikes enemies within 15 meters. 6 strikes over 6 seconds. Each shard deals 1d4+2 poison and acid damage per character level.
      • Thrive: Epic strike abilities in this tree grants now have a 30% chance to grant a 25% Enhancement discount to all spells. Lasts 4 seconds.
      • Spirit Boon - Body:
        • ​Multi Selector: Gain +1/2/2 Primal bonus to all physical abilities (Strength, Dexterity, Constitution) or mental abilities (Intelligence, Wisdom, Charisma).
    • Tier 3 (requires level 24):
      • Ever Green: +30/60/100 Maximum Spell Points. Rank 3: Mantle of Nature now has a chance to grant 100 Temporary Spell Points for 60 seconds.
      • Shared Mantle: (Requires Mantle of Nature) Your summons and pets now also benefit from your Mantle of Nature. In additional your Spell Power values are now added to theirs.
      • Magic of the Old World: +1/2/3 DCs for Evocation, Conjuration, Transmutation, or Enchantment spells.
      • Natural Shielding: You gain 10 Hit Points and +2 Magical Resistance Rating. Your summons, pets and hirelings gain 60% of your Max Hit Points and 30 Magical Resistance Rating instead. Summoned minions also gain +4 Reflex Saves and Evasion.
      • At Its Core: Multi Selector
        • Heart: Doubles the damage of Reborn in Fire, and the ability now grants +25% uncapped Dodge for 4 seconds on use.
        • Sky: Doubles the damage of Thunder Snow which now also applies the slow effect of Storm Catcher, slowing movement and reducing all targets reflex saves by half your character level for the duration of the slow.
        • Thorn: Doubles the damage of Shard Storm and you gain Shard Reflection for 12 seconds which grants 25% of your max Hit Points as tempory Hit Points.
    • Tier 4 (requires level 26):
      • Natural Evasion: Gain the Evasion Feat. Exclusive from other enhancements that grant this feat.
      • Blessing of Nature: When you rest the spirit of a nature manifests as a unicorn and provides a blessing on your party that lasts until quest's end or you rest again, granting a +5% inspiration bonus to Max Hit Points.
      • Nature's Reach: +5/10/15 Universal Spell Power and reduces the cost of the Enlarge Metamagic by 3/6/9 Spell Points.
      • Enhanced Metamagics: choose a heroic Metamagic to discount. (This follows the Heroic template, but you can stack it.)
      • Enhanced Metamagics: choose a heroic Metamagic to discount. (This follows the Heroic template, but you can stack it.)
    • Tier 5 (requires level 30):
      • Primal Ally: SLA - Multi Selector: Costs 50 Spell Points. Creates a focal point of power that spawns a powerful ally who casts spells adding twice your highest mental stat bonus to their DCs and your Spell Power. Summon lasts for 25 seconds. Cooldown: 20 seconds.
        • (Heart) Heart Flame Dryad: Creates an elder dryad that casts fire and healing spells. She remains rooted to her summoning point.
        • (Sky) Storm Guard : Creates a greater storm spirit to blast your foes with lightning and cold. Remains bound to their summoning spot.
        • (Thorn) Briar Patch: Creates a greater thorn spirit which launches attacks of poison and acid at nearby enemies.
      • Ancient Wisdom: +1/2/3 spell DCs
      • Mass Frog: Costs 60 Spell Points. Up to six nearby enemies are turned into frogs. Each may avoid ribbiting on a successful Fortitude saving throw vs. DC (20 + Highest of Wisdom/Intelligence/Charisma modifier + Transmutation bonuses). Cooldown: 60 seconds. 
      • Epic Moment - Greater Form: Transform briefly into an ultimate form based on your nature. Cooldown: 5 minutes.
        • Heart: Become like a Summer Fire for 15 seconds and gain:
          • Become ethereal to monsters (you can pass through them)
          • 25% Action Boost to movement speed
          • 25% Uncapped Dodge
          • 100% Absorption to Fire and Light
          • Deal 1d6 Fire damage per character level to enemies that are close to you, and heal you and your allies for 1d6 Positive every character level as well.
          • Immunity to most forms of Crowd Control
        • Sky: Become like a Raging Storm for 15 seconds and gain:
          • Become ethereal to monsters (you can pass through them)
          • 25% Action Boost to movement speed
          • 60% Incorporeality
          • 100% Absorption to Cold and Electric
          • Deal 1d6 Cold damage per character level and apply a slow to all enemies near you every two seconds. A single random enemy will be struck every 3 seconds with a bolt of lightning for 1d6+6 Electric damage per character level and knock down for 4 seconds. No save.
          • Immunity to most forms of Crowd Control
        • Thorn: Become like a Cloud of Biting Insects for 15 seconds and gain:
          • Become ethereal to monsters (you can pass through them)
          • 25% Action Boost to movement speed
          • 60% Incorporeality
          • 100% Absorption to Poison and Acid
          • Deal 1d2 Acid and 1d2 Poison damage per character level to enemies near you every two seconds. Enemies also have a 50% chance to become swarmed which causes confusion for 6 seconds. No save.
          • Immunity to most forms of Crowd Control
      • Epic Metamagics: Intensify: Reduces the cost of Intensify by 2/4/6
  • Shiradi Champion
    • Overview: Shiradi Champions are uniquely attuned to the magic and chaotic power of they Feywild. They can be uncanny hunters with ranged weaponry, mages who use spells to lure foes to their doom, or some of both. With Ranged weapons, they can command high damage and slow down foes; with Spells, they can take control of powerful enemies and turn them on their allies. Shiradi Champions are especially good at keeping large crowds of enemies at bay, while adding a touch of chaos to any fight.
    • Core Abilities:
      • Core 1 (level 20): Fey Favor: You gain the Magical Training Feat. Each core ability including this one grants +4 Ranged power, +50 Spell Points, and +5 Force and Universal Spell Power. Each core also grants a +1 Epic bonus to all Spell DCs. Only the highest Epic Bonus to Spell DCs you get from Destiny Cores applies.
      • Core 2 (level 23): Vision: Your attacks have Ghost Touch and you bypass 5% Dodge and Fortification. If you have the Holy Strike feat, double the Dodge and Fortification bypass.
      • Core 3 (level 26): Audience with the Queen: Get some tea! When you Rest, you pop off for some tea, and randomly get one cool buff. This benefit no longer uses a Diplomacy check to determine which buff. Buffs last for 10 minutes or until you die.
    • Tier 1 (requires level 20):
      • Prism: Shiradi Champion Destiny Mantle: Your ranged and thrown attacks have a 15% chance to deal 3d100+100 extra damage of a random type. This damage scales with 200% Ranged Power. Your offensive spells have a 30% chance to deal 3d100+100 extra damage of a random type. This damage scales with 100% of the type's Spell Power.
      • Wild Magics: +30/60/100 Spell Points. Rank 3: +5 Force and Universal Spell Power
      • Good Luck: +1/2/3 Luck bonus to attack and saving throws. If you have the Luck of Heroes feat, double this bonus.
      • Fey Strike: Multiselector:
        • ​Hunt's End: Epic Strike: Your next shot with a Ranged or Thrown weapon has +75% damage, and increases your Critical Threat Range by 16. (Cooldown: 8 seconds). Costs 2 Destiny Points.
        • Fey Lights: Epic Strike: Cone SLA. Enemies are sprayed with illusions of color, and must make a Will save or be Dazed, Blinded, and/or Silenced. The target must make a saving throw for each effect. (20 + Highest of Intelligence/Wisdom/Charisma + Highest of Enchantment or Illusion bonuses) Cooldown: 6 seconds. Costs 10 Spell Points.
        • Fey Sight: +2/4/6 Listen, Search, and Spot. Rank 3: You are immune to Blindness.
    • Tier 2 (requires level 20):
      • Stay: Multiselector:
        • Stay Good: While in your Prism stance, Ranged and thrown attacks have a 15% chance to deal 1d100+30/2d100+60/3d100+100 extra Light damage. Your offensive spells have a 30% chance to proc this damage. This Light damage scales with 200% Ranged Power if from a Ranged attack, or 200% Light Spell Power if from a spell. Rank 3: Enemies hit by your ranged attacks have a 20% chance to be blinded for 10 seconds. Enemies hit by your offensive spells have a 30% chance to be blinded for 10 seconds.
        • Stay Frosty: While in your Prism stance, Ranged and thrown attacks have a 15% chance to deal 1d100+30/2d100+60/3d100+100 extra Cold damage. Your offensive spells have a 30% chance to proc this damage. This Light damage scales with 200% Ranged Power if from a Ranged attack, or 200% Cold Spell Power if from a spell. Rank 3: Enemies hit by your ranged attacks have a 20% chance to be slowed for 10 seconds. Enemies hit by your offensive spells have a 30% chance to be slowed for 10 seconds.
      • Phase Double: +2/4/6% Doubleshot.
      • Multiselector: Fey Charms
      • Pin: Ranged Attack. +3[W]: If target is moving, they are Slowed for 12 seconds. Cooldown: 15 seconds
      • Beguiling Charm: Target must make a Will save versus (20 + Highest of Intelligence/Wisdom/Charisma + Enchantment bonuses) or be Charmed for 12 seconds. Cooldown 15 seconds. Cost: 10 Spell Points.
      • Healing Spring: (Cooldown: 30 seconds) SLA of Greater Vigor, Mass. Uses charges of Wild Empathy, +1 Maximum Wild Empathy charge.
      • Empathetic Link: +1/2/3 charges of Wild Empathy.
    • Tier 3 (requires level 23):
      • Double Rainbow: While in your Prism Mantle, your ranged and thrown attacks have a 7% chance to inflict a random effect on your target. Your offensive spells have a 14% chance to proc these effects. These effects scale with various different things depending on their origins, including Melee, Ranged, and Spell Power.
      • Pierce Deception: You gain the Watchful Eye feat. (If you pass within 5 feet of a trap, you make a Search check to notice it as if actively Searching. (You still need the Trapfinding feat to successfully Search for difficult traps.)) If you have the Watchful Eye feat, +5% Doubleshot.
      • Greater Fey Charms:
      • Otto's Whistler: If enemies hit by Pin are not moving, they must make a Reflex save (20 + highest ability score + Spot bonus) or be Immobilized for 18 seconds. If enemies hit by Pin are moving, they must make a Will save (20 + highest ability score + Listen bonus) or Dance for 18 seconds.
      • Greater Beguiling Charm: Enemies Charmed by your Beguiling Charm deal double damage with attacks and spells while under the effects of Beguile.Fey Strike II: Multiselector:
      • Fey Force: Increases Hunt's End damage bonus by 75%.
      • Fey Flash: Fey Lights' Daze now additionally affects Undead, Plants, Constructs, and Oozes, who would normally be immune to such effects.Shiradi Magic: Multiselector:
        • +1/2/3 Illusion DC
        • +1/2/3 Enchantment DC
        • +1/2/3 Transmutation DC
        • +1/2/3 Conjuration DC
    • Tier 4 (requires level 26):
      • Fey Form: While in your Prism Mantle, gain 9% extra damage against Helpless targets, DR 10 Cold Iron, and +5 Force and Universal Spell Power.
      • Track: Dealing damage to enemies reduces their Armor Class by 1 and Fortification by 2%. Stacks up to 10 times.
      • Enemy of my Own: You gain the Favored Enemy: Fey feat.
      • Fey Strike III: Multiselector:
        • Overwhelming Force: Increases your Hunt's End effect by 75%.
        • Fey Flare: The Daze portion of Fey Lights is now a Stun instead. (This Stun applies to the additional creature types in Fey Flash, if you have that skill).
        • Whirling Wrists: +10/20/30% Attack Speed with Thrown Weapons. You gain +2/4/6% stacking Incorporeality.
    • Tier 5 (requires level 30):
      • Still: Multiselector:
        • Stay Still: While in Prism stance, your ranged and thrown attacks and offensive spells have a 7% chance to paralyze living creatures for 6 seconds. Requires Stay Good.
        • Stay Frozen: While in Prism stance, your ranged and thrown attacks and offensive spells have a 7% chance to freeze living creatures for 6 seconds. Requires Stay Frosty.
      • Control: +1/2/3 to all Spell DCs
      • Lore of the Hunt: Ranged Weapons gain +1 Critical Damage Multiplier on rolls of 19-20.
      • Feywild Attunement: Every 4 Wilderness Lore feats grant you +1% Dodge. You are always considered to be in Point Blank Shot range and have a Base Attack Bonus equal to character level with Longbows and Shortbows. +10 Force and Universal Spell Power.
      • Agent of the Court: Multiselector:
      • Inexorable Advance: Epic Moment: For 30 seconds, you gain +30 Ranged Power, can move while still gaining Archer's Focus stacks, and you do not take the normal 20% damage penalty while using Improved Precise Shot. You also gain 30% Action Boost bonus to Movement Speed for the duration. In addition, your Ranged attacks have a 100% chance to deal 3d100+180 Cold damage and 3d100+180 Light damage which scale with 200% Ranged Power in addition to Stay Good or Stay Frosty. Finally, your Ranged attacks in this state have a 100% chance to proc Double Rainbow effects. Cooldown: 5 minutes.
      • Mass Chaos: Epic Moment: Enemies in an area are Confused with no save for 30 seconds, gain a stack of Fey Chaos, and apply a stack of Fey Chaos on hitting non-Player, non-Hireling targets while Confused. 5 minute cooldown.
      • Fey Chaos: This creature takes 5% more damage from all sources for 10 seconds. This effect can stack up to 10 times, and all stacks expire after not gaining new ones for 10 seconds. This effect works on Bosses and Raid Bosses.

 

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