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Fatesinger

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Fatesinger[edit]

Fatesinger tree

Description[edit]

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.

This Arcane Epic Destiny gains song abilities and performs the legends of the ancients. By seeking the perfection of the song, the Fatesinger is able to boost allies' abilities like few others and completely confound, control, or even defeat enemies with a mix of magical artistry, powerful musicianship, and subtle misdirection. Being extremely versatile, the Fatesinger can also mimic many passive abilities from other destinies.

Requirements[edit]

At level 20, your Destiny may be to become a Fatesinger if you have at least one of:

Innate abilities[edit]

  • Granted automatically as you level up in the destiny.
  • This Epic Destiny grants you +4 Melee Power and +4 Ranged Power per Innate ability. (Total: 24 MP, 24 RP)
Fatesinger Fatesinger's Repertoire.png
Fatesinger's Repertoire: For every level of Fatesinger, gain 2 Songs, +3 sonic resistance and 25 Spell Points. If you didn't have Inspire Courage gain that feat.
EDP Cost: 0 Ranks: Automatic Progression: 0 No requirements
Fatesinger Glitter of Fame.png
Glitter of Fame: (Passive) Gain +1 to your effective Arcane caster level, +1 Charisma, +1 Constitution and a +1 to hit. Special Effect: As long as you are above 10% Health, you radiate confidence: gain a +1 to all other Ability scores, except Charisma.
EDP Cost: 0 Ranks: Automatic Progression: 4 No requirements
Fatesinger Harmonic Resonance.png
Harmonic Resonance: (Passive) Your melee, missile, and unarmed attacks have a 10% chance per hit of building a stacking resonance in your enemies. Each stack increases the creature's vulnerability to Sonic damage by 10%. The effect may stack up to 5 times and lasts up to 20 seconds. You also gain +1 effective Arcane caster level.
(Active) You may expend a Song to activate Harmonic Resonance. If you do so, your voice thrums with magic, and you no longer require material components to cast spells.
EDP Cost: 0 Ranks: Automatic Progression: 8 No requirements
Fatesinger Intoxicating Presence.png
Intoxicating Presence: (Passive) Gain +1 to your effective Arcane caster level and a +1 to hit. Special Effect: As long as you are above 10% Health, enemies that strike you have a 5% chance of becoming Fascinated for 12 seconds, with no saving throw.
EDP Cost: 0 Ranks: Automatic Progression: 12 No requirements
Fatesinger Grandeur.png
Grandeur: (Passive) Gain +1 to your effective Arcane caster level. Special Effect: As long as you are above 10% Health, you project an Aura of Grandeur. This aura grants you a +1 to all saving throws, a +2 to all Charisma-based skills (enhancement bonus, does not stack with Epic Treasure Hunter's Spyglass (Tier 3)), and a +3 Unique bonus to damage.
EDP Cost: 0 Ranks: Automatic Progression: 16 No requirements
Fatesinger Majesty.png
Majesty: Passive: +1 to your effective Arcane caster level and a +1 to hit. You also gain a +5 to all saving throws vs. Enchantments, a +2 to the effective level of your Enchantment/Charm spells (Bug: No effect on enchantments/charms) and a +10 to the Spell Power of your Sonic, Light and Positive spells. Special Effect: Enemies that strike you also have a 5% chance to become blinded by your glory for 12 seconds (in addition to other effects), with no saving throw.
EDP Cost: 0 Ranks: Automatic Progression: 20 No requirements

Tier One[edit]

  • Abilities in this tier can be purchased after taking the Fatesinger destiny. All abilities below have 1 rank unless otherwise listed.
Fatesinger O Fortuna.png
O Fortuna: (Passive) Adds to Inspire Courage: You and your party gain +[1/2/3] to saves vs. fear. In addition, you personally gain a +[1/2/3] to your Fortitude and Reflex saves (morale bonus, does not stack with Heroism)
EDP Cost: 1 Ranks: 3 Progression: 0 No requirements
Fatesinger Allure.png
Allure: (Passive) [+2/+4/+6] to Haggle, Perform, and Bluff and an extra [1/+2/+3] song per rest.
EDP Cost: 1 Ranks: 3 Progression: 0 No requirements
Fatesinger Music of the Spider Queen.png
Music of the Spider Queen: (Passive) Adds to your Fascinate: Your Fascinate gains the power to mesmerize Vermin. Mesmerized Vermin stop acting and behave like they have been fascinated. Unlike truly fascinated creatures, however, they are not susceptible to suggestion.
EDP Cost: 1 Ranks: 1 Progression: 0 Requires: access to Fascinate song
Fatesinger Dirge.png
Dirge: (Song, AoE effect, Cooldown: 6 seconds) Expend a song to produce a haunting funeral march. You deal 10d[4/6/8] Negative damage and 10d[8/10/12] Sonic damage every 3 seconds for 18 seconds (fort save for half). In addition, enemies may be slowed by 5% if they fail their fort save. Duration 18 seconds (modified by enhancements that increase song duration).
EDP Cost: 1 Ranks: 3 Progression: 0 No requirements
Str or Cha.gif
Strength / Charisma: (Passive) +1 Charisma/Strength
EDP Cost: 2 Ranks: 1 Progression: 0 No requirements

Tier Two[edit]

  • After 4 points are spent, abilities in this tier can be purchased.
Fatesinger Tailwind.png
Tailwind: (Passive) Adds to your Inspire Courage: You and your party gain an additional +[1/2/3] to hit, and you personally gain an additional +[1/2/3] competence bonus to damage for all missile weapons (damage stacks with other competence bonuses!).
EDP Cost: 1 Ranks: 3 Progression: 4 Requires: O Fortuna
Fatesinger Lucidity.png
Lucidity: (Passive) [+2/+4/+6] to Concentration, Diplomacy, [1/+2/+3] Use Magic Device; and an extra [1/+2/+3] song per rest.
EDP Cost: 1 Ranks: 3 Progression: 4 Requires: Allure
Fatesinger Masked Ball.png
Masked Ball: Fascinate or Dirge grants you and your allies [+10/+20] to Jump and Tumble (enhancement bonus), [+0/+1] charisma, and the ability to run over slippery surfaces (duration: 4 minutes). In the confusion, you open up a brief window of opportunity, granting your party a +2 bonus to hit when Sneak Attacking, and an additional [+0/+1d6] Sneak Attack die (duration: 10 seconds).
EDP Cost: 1 Ranks: 2 Progression: 4 No requirements
Str or Cha.gif
Strength / Charisma: (Passive) +1 Charisma/Strength
EDP Cost: 2 Ranks: 1 Progression: 4 No requirements

Tier Three[edit]

  • After 8 points are spent, abilities in this tier can be purchased.
Fatesinger Siren's Song.png
Siren's Song: Spontaneous song: (Active Cooldown: [60/50/40] seconds) Unbreakable mesmerize on a single target and deals 2 Constitution damage every [3/2/1] seconds. Duration 12 seconds.
EDP Cost: 1 Ranks: 3 Progression: 8 No requirements
Fatesinger Reign.png
Reign: Spontaneous Song (expends a song but instant activation): You gain a +[20/40/60] temporary Health. On a vorpal strike, you unleash a thunderclap for [7/9/11]d20 Sonic and [7/9/11]d20 Electrical damage. Procs on melee, ranged, and unarmed attacks. Duration: 180 seconds.
EDP Cost: 1 Ranks: 3 Progression: 8 No requirements
Fatesinger Aria.png
Aria: Passive: All your songs gain [10/20/30]% to their duration. Active: Spontaneous Song (expends a song but instant activation): You generate [15%/25%/35%] less threat for spellcasting. In addition, you gain a [20/40/60] Spell Power bonus to your Sonic spells, and a [5/10/15] Spell Power bonus to your Force, Positive and Negative spells. Duration 180 seconds.
Bug: Force spell power is not increased.
EDP Cost: 1 Ranks: 3 Progression: 8 No requirements
Fatesinger Echoes of the Ancestors Arcane.png
Echoes of the Ancestors: Arcane: (Active Cooldown: 6 seconds) Stance: Grants you either
  • Draconic Incarnation: Gain a +1 Charisma, a +1 Natural Armor and a +2 to your saves vs. Poison. You also gain an additional 9 Spell Power to Acid, Cold, Electric, and Fire spells. Finally, you gain a +20% bonus to the duration of your Songs.
  • Magister: Gain a +1 Intelligence, a +1 to Use Magic Device, a +4 Concentration, a +2 Spell Penetration bonus to your spells, a +2 to the DC's of your offensive wands. Finally, you gain a +20% bonus to the duration of your Songs.
EDP Cost: 2 Ranks: 1 Progression: 8 No requirements
Str or Cha.gif
Strength / Charisma: (Passive) +1 Charisma/Strength
EDP Cost: 2 Ranks: 1 Progression: 8 No requirements

Tier Four[edit]

  • After 12 points are spent, abilities in this tier can be purchased.
Fatesinger Chord of Disruption.png
Chord of Disruption: (Passive) When Siren's Song expires, Chord of Disruption focuses your energy to a single disruptive point causing [5d100+700 / 6d100+800 / 7d100+900] disintegrating sonic damage. If a Fortitude save is made effects are halved.
EDP Cost: 1 Ranks: 3 Progression: 12 Requires: Siren's Song I/II/III
Fatesinger Echoes of the Ancestors Martial.png
Echoes of the Ancestors: Martial: : (Passive, Cooldown 6 seconds) Stance, 1 song to activate: either
  • Grandmaster of Flowers: Gain a +1 Wisdom, a +2 AC while Tumbling and a +1 to all saving throws. You gain a +2 to your Concentration, a +2 to Balance and a 2% Dodge bonus. Lastly, your Inspire Courage grants an additional +2 to saves vs. Fear.
  • Legendary Dreadnought: Gain a +1 Strength, +10 to your maximum health, +1 to the DCs of all combat feats, +1 to Hit, 1 Extra Action boost per rest. In addition your Inspire Courage grants an additional +1 to Hit and +1 to Damage.
  • Shadowdancer: Gain a +1 Dexterity, a +2 to saving throws vs. traps and a 1d6 Sneak Attack damage bonus. In addition, every time you are hit, you have a 5% chance of being affected by Lingering Shadows for 4 seconds. Lingering Shadows grants you displacement, a +4 to hit and +2 damage, and +15% attack speed, but is removed if you are damaged. Lastly, you gain a +20% to the duration of your Songs.
EDP Cost: 2 Ranks: 1 Progression: 12 No requirements
Fatesinger Echoes of the Ancestors Divine.png
Echoes of the Ancestors: Divine: (-1 song) (Passive, Cooldown 6 seconds) Stance, 1 song to activate: Either
  • Divine Crusader: Gain +1 Strength, +2 Sacred bonus to Seeker, +5 HP, +1 Turn Undead, +20% bonus to song duration.
  • Exalted Angel: Gain +1 Charisma, +3 Jump, a +4 to Fortitude saves vs. Disease, and +25 Spell Power when casting Positive Energy spells. Finally, your Inspire Courage grants an additional +1 to hit and +1 save vs. fear.
  • Unyielding Sentinel: Gain a +1 Charisma, a +1 to all saving throws, a 2/- DR bonus to blocking, and a +1 to hit. Your Inspire Courage grants an additional +1 to hit and +1 to saves vs. Fear. If you possess an Aura of Good, that grants an additional +1 bonus to saves vs. Fear.
EDP Cost: 2 Ranks: 1 Progression: 12 No requirements
Fatesinger Echoes of the Ancestors Primal.png
Echoes of the Ancestors: Primal: (-1 song) (Passive, Cooldown 6 seconds) Stance, 1 song to activate: Either
  • Fury of the Wild: Gain a +1 Constitution and +25 to your maximum Health and a +2 to all Fortitude saves. If you have Rage feat, your Rage grants you an additional +1 Strength while raging. You also have a +3% chance to trigger weapon effects on glancing blows. Finally, your Inspire Courage grants an additional +1 damage and +1 to your saves vs Fear.
  • Primal Avatar: Gain a +1 Wisdom. Gain a +6 Spell Power to Fire, Cold, Electricity, Acid and Rust, as well as a +5 resistance to Fire, Cold and Electricity. Lastly, you gain a +20% to the duration of your Songs.
  • Shiradi Champion: Gain a +1 Dexterity, +5 Spot, +2 Listen and 2 Diplomacy. Your attack speed with bows and thrown weapons is 10% faster. Finally, you gain a +20% bonus to the duration of your Songs.
EDP Cost: 2 Ranks: 1 Progression: 12 No requirements
Str or Cha.gif
Strength / Charisma: (Passive) +1 Charisma/Strength
EDP Cost: 2 Ranks: 1 Progression: 12 No requirements

Tier Five[edit]

  • After 16 points are spent, abilities in this tier can be purchased.
Fatesinger Bound Fate.png
Bound Fate: (Active Cooldown: 4mins) A single target must make a Will save with a DC modified by the caster's Charisma modifier. On a failed save, the target is bound briefly to the spot, and for one minute is also [6/10/12]% more vulnerable to magical damage, and has -[6/10/12] Spell Resistance. In addition, the creature deals -[4/6/8] damage on attacks. Duration 45 seconds. Instant cast.
EDP Cost: 1 Ranks: 3 Progression: 16 No requirements
Fatesinger Fragment of Song Clarity.png
Fragment of the Song: Clarity: (Passive) All of your Songs gain [0/10]% to their duration (description claims [10/20]). Additionally, your Inspire Courage grants additional effects only for you:
  • Rank 1: Your spells cost 5% less to cast, +3 Concentration and +20 temporary Spell Points (all competence bonus).
  • Rank 2: Your spells cost 5% less to cast, +3 Concentration and +20 temporary Spell Points (all morale bonus).
EDP Cost: 1 Ranks: 2 Progression: 16 No requirements
Fatesinger Masquerade.png
Masquerade: (Passive) You can switch your Twist of Fate at a Rest Shrine.
EDP Cost: 1 Ranks: 1 Progression: 16 No requirements
Fatesing Fragment of the Song Valor.png
Fragment of the Song: Valor: (Passive) Your Inspire Courage grants you and your party an additional [+1/+2] to damage. In addition, you gain the following personal bonuses:

Rank 1: Inspire Courage increases your melee attack speed by +3% (competence bonus, stacks with Haste spell) and grants you +10 competence bonus to temporary HP. Removes combat penalties for moving.

Rank 2: +1 to hit, +10 morale bonus to temporary HP, +2 to Intimidate (Morale bonus). Gives you a 2% chance to cause 5% electric/light/sonic vulnerability (stacks 3 times).
EDP Cost: 1 Ranks: 2 Progression: 16 No requirements
Str or Cha.gif
Strength / Charisma: (Passive) +1 Charisma/Strength
EDP Cost: 2 Ranks: 1 Progression: 16 No requirements

Tier Six[edit]

  • After 20 points are spent, abilities in this tier can be purchased.
Fatesinger Grim Fate.png
Grim Fate: Your Bound Fate now inflicts creatures with an additional [6%/10%/12%] vulnerability to Physical attacks. Grim Fate may take effect even if Bound Fate does not. Duration 1 minute.
EDP Cost: 1 Ranks: 3 Progression: 20 Requires: Bound Fate
Fatesinger Turn the Tide.png
Turn of the Tide: (Active Cooldown: 6 mins) Spontaneous Song (expend a song to activate). Turn of the Tide grants a full BAB, +3 to hit, +40% damage, DR 15/-, a +4 Charisma, and deals +5d10 +75 Sonic damage and +5d10 +75 Light damage per hit. (This magical damage does not affect Bosses.) While under the effects of Turn of the Tide, rolling a 1 on a Will save is not an automatic failure. Duration: 20 seconds (affected by lingering song and similar effects).
EDP Cost: 1 Ranks: 1 Progression: 20 No requirements
Str or Cha.gif
Strength / Charisma: (Passive) +1 Charisma/Strength
EDP Cost: 2 Ranks: 1 Progression: 20 No requirements