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Exalted Angel/sandbox

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Exalted Angel[edit]

Exalted Angel tree

Description[edit]

Called by the heavens, the Exalted Angel smites the wicked and heals the righteous. Nothing, not even death, can stop the judgement of the Exalted Angel.

This Divine Epic Destiny strengthens offensive light-based spell casting and positive energy healing, especially when used together. Exalted Angels can also unleash raw divine power to smite evil opponents as well as mark undead and evil outsiders for utter destruction.

Requirements[edit]

At level 20, your Destiny may be to become an Exalted Angel if you have at least one of:

Innate abilities[edit]

  • Granted automatically as you level up in the destiny.
Celestial Destiny Icon.jpg
Celestial Destiny: Passive Bonus: Gain 50 sp. Each additional level of Exalted Angel grants 50 sp and +1 to Cleric, Paladin and Favored Soul caster levels if you have any levels in the class.
EDP Cost: 0 Ranks: Automatic Progression: 0 No requirements
Mass Cure Moderate Wounds Icon.png
Mass Cure Moderate Wounds: Active Ability: (Cooldown 9 seconds, Cost 35 sp) Casts Cure Moderate Wounds, Mass as a Spell-Like Ability (benefits from metamagic feats at no additional cost).
Bug: Mass Cure Moderate Wounds cannot be cast while an undead is targeted. You get an "invalid target" notification.
EDP Cost: 0 Ranks: Automatic Progression: 4 No requirements
Angelic Presence Icon.jpg
Angelic Presence: Active Ability: (Cooldown 10 seconds) Toggle While above 50% Health you have a +2 sacred bonus to Charisma, and all enemies have a -2 penalty to attack rolls. This penalty counts as a Fear effect and stacks with the Aura of Menace from the Angel of Vengeance enhancement.
EDP Cost: 0 Ranks: Automatic Progression: 8 No requirements
Astral Vibrance Icon.jpg
Astral Vibrance: Active Ability: (Cooldown 1 minute) Toggle While you are above 50% health enemies below 50% health take 1d4 Light damage every 2 seconds, increasing by 1d4 every 2 seconds they remain in your aura (up to 20d4 per 2 seconds) and nearby allies below 50% health receive 1d4 Positive Energy healing every 2 seconds increasing by 1d4 every 2 seconds they remain in your aura (up to 20d4 per 2 seconds). Having this ability active costs 1 sp every 2 seconds, increasing by 1 every 2 seconds.
EDP Cost: 0 Ranks: Automatic Progression: 12 No requirements
Transcendental Magic Icon.png
Transcendental Magic: Passive Bonus:+3 to the DC of all your spells.
EDP Cost: 0 Ranks: Automatic Progression: 16 No requirements
Ascendance Icon.jpg
Ascendance: Active Ability: (Cooldown 5mins) Transformation Assume angelic form (type outsider good, angel) . Any time you cast light damage spell, chance to gain temporary spell points. Any time you cast single target cure spells on a target, chance to give the target temporary HP. Any time you smite an enemy, chance to gain temporary HP. Your Angelic Presence and Astral Vibrance abilities do not have health requirements while in Angelic form. Astral Vibrance has no spell point drain while you are in Angelic form. Duration 2 minutes. Costs 50SP.
Notes: When in angelic form, you have an undocumented +2 to Wisdom and Charisma. While in angelic form, you are immune to repair spells and do not have Warforged healing amp penalties. Pale Masters can still be healed via negative energy and remain unaffected by positive energy.
EDP Cost: 0 Ranks: Automatic Progression: 20 No requirements

Tier One[edit]

  • Abilities in this tier can be purchased after taking the Exalted Angel destiny. All abilities below have 1 rank unless otherwise listed.
Avenging Light Icon.jpg
Avenging Light: Active Ability: (Cooldown 3 seconds, Costs 3 sp) Deals 1d4+4 light damage + 1d4+4 per three character levels to 1 target. Fortitude save (DC 10 + character level + charisma or wisdom mod) for half.
EDP Cost: 2 Ranks: 1 Progression: 0 No requirements
Radiant Power Icon.jpg
Radiant Power: Passive Bonus: +[10/20/30] Light spellpower.
EDP Cost: 1 Ranks: 3 Progression: 0 No requirements
Endless Faith Icon.jpg
Endless Faith: Passive Bonus: Spell point pool increased by [4/7/10]%. Echoes of power restore up to [18/24/30] sp.
EDP Cost: 1 Ranks: 3 Progression: 0 No requirements
Healing Power Icon.jpg
Healing power: Passive Bonus: +[10/20/30] Positive energy spellpower.
EDP Cost: 1 Ranks: 3 Progression: 0 No requirements
Wis or Cha.gif
Wisdom/Charisma: Passive Bonus: +1 Wisdom/Charisma.
EDP Cost: 2 Ranks: 1 Progression: 0 No requirements

Tier Two[edit]

  • After 4 points are spent, abilities in this tier can be purchased.
Judgement Icon.jpg
Judgment: Active Ability: (Cooldown 15 seconds, 10sp) Target undead or evil outsider will explode when killed, dealing 10d100 light damage to other undead or evil outsiders near them. This ability does not affect players.
EDP Cost: 2 Ranks: 1 Progression: 4 No requirements
Embrace the Light Icon.jpg
Embrace the Light: Passive Bonus: You take +[10/20/30]% less light damage.
EDP Cost: 1 Ranks: 3 Progression: 4 Requires: Radiant Power 1/2/3
Soundburst ED Icon.png
Soundburst: Active Ability: (Cooldown 15/11/7 seconds, Costs 12/9/6sp) Casts Soundburst as a Spell-Like Ability (benefits from metamagic feats at no additional cost). Fortitude (DC 10 + character level + charisma or wisdom mod) or Spell Resistance save negates stun.
EDP Cost: 1 Ranks: 3 Progression: 4 No requirements
Wis or Cha.gif
Wisdom/Charisma: Passive Bonus: +1 Wisdom/Charisma.
EDP Cost: 2 Ranks: 1 Progression: 4 No requirements

Tier Three[edit]

  • After 8 points are spent, abilities in this tier can be purchased.
Lay to Rest Icon.jpg
Lay to Rest: Active Ability: (Cooldown 15 seconds, 10sp) Target undead or evil outsider under the effect of Judgement takes 10d100 light damage.
EDP Cost: 2 Ranks: 1 Progression: 8 Requires: Judgement 1
Shadows Upon You Icon.png
Shadows Upon You: Active Ability: (Cooldown 20 seconds, 20sp) Target foe becomes cursed with Shadows Upon You, reducing all saving throws by -2 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 10 times.
EDP Cost: 2 Ranks: 1 Progression: 8 No requirements
Piercing Spellcraft.gif
Piercing Spellcraft: Passive Bonus: +[1/2/3] to spell penetration.
EDP Cost: 1 Ranks: 3 Progression: 8 No requirements
Purity of Essence Icon.jpg
Purity of Essence: Passive Bonus: +[6/12/20] Healing Amplification.
EDP Cost: 1 Ranks: 3 Progression: 8 No requirements
Wis or Cha.gif
Wisdom/Charisma: Passive Bonus: +1 Wisdom/Charisma.
EDP Cost: 2 Ranks: 1 Progression: 8 No requirements

Tier Four[edit]

  • After 12 points are spent, abilities in this tier can be purchased.
Judge the Many Icon.jpg
Judge the Many: Passive Bonus: Undead or evil outsiders judged gain "Guilt by association". When target with guilt dies, any undead or outsiders caught in the area have 50% chance to receive the effects of the Judgement epic ability (see above).
EDP Cost: 1 Ranks: 1 Progression: 12 Requires: Lay to rest 1
Rebuke Foe Icon.jpg
Rebuke Foe: Active Ability: (Cooldown 3 seconds) Only usable when Endless Ardor stack >=5. Target enemy takes 5% additional damage from physical and light damage for 30 seconds. Can stack up to 5 times, new stacks add 30 seconds to remaining duration. Endless Ardor stacks reset to zero.
EDP Cost: 2 Ranks: 1 Progression: 12 Requires: Blood and Radiance 1
Blood and Radiance Icon.jpg
Blood and Radiance: Passive Bonus: Each time you cast a light based spell, you gain Endless Ardor: +1/+2/+3 sacred bonus to positive energy for 10 seconds. Each time you cast a positive energy spell, gain Righteous Fervor: +1/+2/+3 sacred bonus to light spellpower for 10 seconds. Can stack up to 10 times. Each stack add 10 seconds to remaining duration. Stacks decay at 1-2 decrements per second. Successive ranks in Blood and radiance increase both bonus to respective spell power, and increments in Endless Ardor or Righteous Fervor each time a qualifying spell is cast. Each an Archon's light attack count as a "spell" for this purpose.
EDP Cost: 1 Ranks: 3 Progression: 12 No requirements
Excoriate Icon.jpg
Excoriate: Passive Bonus: When your Righteous Fervor stack is >=5, your light spells and smites have a 3% chance to stun opponents for 6 seconds.
EDP Cost: 2 Ranks: 1 Progression: 12 Requires: Blood and Radiance 1
Wis or Cha.gif
Wisdom/Charisma: Passive Bonus: +1 Wisdom/Charisma.
EDP Cost: 2 Ranks: 1 Progression: 12 No requirements

Tier Five[edit]

  • After 16 points are spent, abilities in this tier can be purchased.
Be at Peace Icon.jpg
Be at Peace: Active Ability: (Cooldown 2 mins, 10sp) Target enemy is dazed for 1 minute, no save. Damage breaks this effect. Endless Ardor and Righteous Fervor stacks are reset to zero.
EDP Cost: 2 Ranks: 1 Progression: 16 No requirements
Leap of Faith Icon.jpg
Leap of Faith: Active Ability: (Cooldown 3 seconds, 10 sp) Leap through air (like Leap of Faith). Costs 10 sp, recharges at a rate of 15 seconds in private areas and 3 seconds in public areas. If you already possess Leap of Faith, it now recharges at a rate of 1 every 12 seconds in private areas.
EDP Cost: 1 Ranks: 1 Progression: 16 No requirements
Wis or Cha.gif
Wisdom/Charisma: Passive Bonus: +1 Wisdom/Charisma.
EDP Cost: 2 Ranks: 1 Progression: 16 No requirements

Tier Six[edit]

  • After 20 points are spent, abilities in this tier can be purchased.
Sun Bolt Icon.png
Sun Bolt: Active Ability: (Cooldown 12 seconds, 12sp) Casts Sun Bolt as a Spell-Like Ability (benefits from metamagic feats at no additional cost). Reflex save (DC 10 + character level + charisma or wisdom mod) for half damage.
EDP Cost: 2 Ranks: 1 Progression: 20 No requirements
Divine Wrath Icon.jpg
Divine Wrath: Active Ability: (Cooldown 20 seconds, 40sp, standard Area of Effect) Call down divine wrath on foes, dealing 2d6 light damage per character level, will save for half (DC 10 + character level + charisma or wisdom mod). Allies caught within blast are healed for 1d6 HP per character level. This SLA does not require Endless Ardor but casting this will reset Endless Ardor stacks to zero.
EDP Cost: 2 Ranks: 1 Progression: 20 No requirements
Reborn in Light Icon.jpg
Reborn in Light: Active Ability: (Cooldown 10 mins; once per rest)
  • Epic Moment Transformation: You are healed to full health and activate Ascendance, Angelic Presence, and Astral Vibrance - even if they are currently on cooldown. For 2 minutes (or until you leave Angelic form), you are immune to light damage, gain 50% ity, and gain +100 Light and Healing Power. This ability can be used while dead, bringing you back at full health and in addition to the above benefits, the cooldowns of Light and Positive Energy spells are reduced to 1/5th normal, all spells cost 50% spell points. All of your physical attacks gain On Hit 100 Light damage and On Critical destroy evil undead or evil outsiders under 1000 hit points.
EDP Cost: 2 Ranks: 1 Progression: 20 Requires: Blood and Radiance 1
Wis or Cha.gif
Wisdom/Charisma: Passive Bonus: +1 Wisdom/Charisma.
EDP Cost: 2 Ranks: 1 Progression: 20 No requirements