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Season's Herald enhancements

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Season's Herald enhancements[edit]

Season's Herald enhancements tree

Core abilities[edit]

Icon Enhancement Seasoned.png
Seasoned: +1 Universal Spellpower per AP spent in this tree.
You are attuned to the cycles of the world around you. You gain the ability to embody Summer or Winter. While summer is active, you have +5 Spellpower when casting fire, light, sonic and positive spells. While winter is active, you have +5 Spellpower when casting water, acid, earth and electric spells. This seasonal Spellpower is multiplied by one for every Core enhancement possessed in Season's Herald (starting with this one), up to +30 when you have all six Enhancements.
Each season lasts for 5 minutes and when it ends, the next season begins.
AP Cost: 1 Ranks: 1 Progression: 0 Requires: Druid level 1
Icon Enhancement Time.png
Time: +1 caster level for spells appropriate to your season.
AP Cost: 1 Ranks: 1 Progression: 5 Requires: Seasoned, Druid level 3
Icon Enhancement Tide.png
Tide: +1 max caster level for spells appropriate to your season.
AP Cost: 1 Ranks: 1 Progression: 10 Requires: Time, Druid level 6
Icon Enhancement Amaunator's Brilliance.png
Sunburst: Spell Like Ability: Sunburst (Cost: 4 SP. Cooldown: 26 seconds)
AP Cost: 1 Ranks: 1 Progression: 20 Requires: Tide, Druid level 12
Icon Storm of Vengeance.png
Storm of Vengeance: Spell Like Ability: Storm of Vengeance (Cost: 20 SP. Cooldown: 2 minutes)
AP Cost: 1 Ranks: 1 Progression: 30 Requires: Sunburst, Druid level 18
Icon Enhancement Hierophant.png
Hierophant: You are wise and skilled in the art of wielding divine magic to summon aid and change the world around you.
+2 Wisdom
Your Conjuration and Transmutation spells gain +2 DC, +2 caster level and +2 max caster level.
Each time the seasons change, you gain +100% chance to critical with your next spell, and its spell points cost is one tenth its normal cost.
Bug: The 100% crit chance on season change does not function.
AP Cost: 1 Ranks: 1 Progression: 40 Requires: Storm of Vengeance, Druid level 20

Tier One[edit]

Requires Seasoned, Druid Level 1

Icon Enhancement Wand and Scroll Mastery.png
Wand and Scroll Mastery: +25%/+50%/+75% to the effectiveness of your wands, scrolls, and other items that cast spells. Adds +1/+2/+3 to the save DC's of your offensive wands. Taking Wand and Scroll Mastery in one enhancement tree will block its availability in other enhancement trees.
AP Cost: 1 Ranks: 3 Progression: 1 No requirements
Icon Enhancement Season's Greetings.png
Season's Greetings: Moves the season to either Summer or Winter.
  • Icon Enhancement Season's Greetings Summer.png Season's Greetings: Summer: You speed the season along to summer. (Cooldown: [22.5/15/7.5] minutes)
  • Icon Enhancement Season's Greetings Winter.png Season's Greetings: Winter: You speed the season along to winter. (Cooldown: [22.5/15/7.5] minutes)
AP Cost: 1 Ranks: 3 Progression: 1 No requirements
Icon Enhancement Beguile.png
Beguile: Whenever you attack or cast a spell on an enemy, there is a 50% chance to Beguile an affected enemy [1/0-2/0-3] times for [3/0-6/0-9] seconds.
Beguile: -2% attack speed, -2 Spellpower. Beguile stacks up to 25 times, and one stack fades every few seconds.
Up to one enemy affected each second (by up to [1/2/3] stacks).
AP Cost: 1 Ranks: 3 Progression: 1 No requirements
Icon Enhancement Wax and Wane.png
Wax and Wane: +2% critical chance with spells associated with your current season.
Winter: Acid, Cold, Electric, Earth, and Water
Summer: Fire, Light, Positive, and Sonic
AP Cost: 2 Ranks: 1 Progression: 1 No requirements
Icon Enhancement Negotiator.png
Negotiator: +[1/2/3] Bluff, Diplomacy, Perform, and Haggle. Rank 3: +5 Universal Spellpower.
AP Cost: 1 Ranks: 3 Progression: 1 No requirements

Tier Two[edit]

Requires Druid Level 2, 5 APs spent in tree

Icon Feat Spell Penetration.png
Spell Penetration: You add +1/+2/+3 to your Caster Level check to overcome enemy Spell Resistance.
AP Cost: 2 Ranks: 3 Progression: 5 No requirements
Icon Enhancement Efficient Metamagic.png
Efficient Metamagic: Choose one of the following Metamagic feats. Reduce the spell point cost of using that Metamagic.
  • Icon Enhancement Efficient Empower.png Efficient Empower: Using the Empower Spell Metamagic costs you 2/4/6 fewer Spell Points.
  • Icon Enhancement Efficient Enlarge.png Efficient Enlarge: Using the Enlarge Spell Metamagic costs you 1/2/4 fewer Spell Points.
  • Icon Enhancement Efficient Maximize.png Efficient Maximize: Using the Maximize Spell Metamagic costs you 3/6/9 fewer Spell Points.
  • Icon Enhancement Efficient Quicken.png Efficient Quicken: Using the Quicken Spell Metamagic costs you 1/2/4 fewer Spell Points.
AP Cost: 2 Ranks: 3 Progression: 5 Requires: The Metamagic Feat you are improving
Produce Flame.png
Produce Flame: Spell Like Ability: Produce Flame (Cost: [6/5/3] SP. Cooldown: [12/10/8] seconds)
AP Cost: 1 Ranks: 3 Progression: 5 Requires: Beguile
Icon Enhancement Wax and Wane.png
Wax and Wane: +2% critical chance with spells associated with your current season.
Winter: Acid, Cold, Electric, Earth, and Water
Summer: Fire, Light, Positive, and Sonic
AP Cost: 2 Ranks: 1 Progression: 5 Requires: Wax and Wane (Tier 1)
Icon Enhancement Spell Power Boost.png
Action Boost: Spellpower: Activate to gain a [10/20/30] action boost bonus to Universal Spell Power for 20 seconds.
AP Cost: 1 Ranks: 3 Progression: 5 No requirements

Tier Three[edit]

Requires Druid Level 3, 10 APs spent in tree

Icon Enhancement Natures Warden.png
Natures Warden: You are a protector of the natural order. Aberrations and Undead take an extra [1/2/4]d6 bane damage when affected by your offensive spells.
This extra damage applies to up to one enemy per second.
This only functions with spells that are purely offensive. Spells such as Cure Light Wounds that are castable on either friends or enemies are unaffected.
AP Cost: 1 Ranks: 3 Progression: 10 No requirements
Icon Enhancement Efficient Heighten.png
Efficient Metamagic: Heighten: Using the Heighten Spell feat costs you [1/2] less spell points per level of heightening.
AP Cost: 2 Ranks: 2 Progression: 10 Requires: Heighten Spell
Creeping Cold.png
Creeping Cold: Spell Like Ability: Creeping Cold (Cost: [6/5/3] SP. Cooldown: [12/10/8] seconds)
AP Cost: 1 Ranks: 3 Progression: 10 Requires: Produce Flame
Icon Enhancement Wax and Wane.png
Wax and Wane: +2% critical chance with spells associated with your current season.
Winter: Acid, Cold, Electric, Earth, and Water
Summer: Fire, Light, Positive, and Sonic
AP Cost: 2 Ranks: 1 Progression: 10 Requires: Wax and Wane (Tier 2)
WisdomColored.png
Wisdom: +1 Wisdom
AP Cost: 2 Ranks: 1 Progression: 10 No requirements

Tier Four[edit]

Requires Druid Level 4, 20 APs spent in tree

Icon Enhancement Spring Resurgence.png
Spring Resurgence: Fill an ally with the vitality of spring. When that ally falls below 50% hit points, that ally and any other allies near him are healed by 20d6 positive energy, and receive a +2 primal bonus to attack rolls. (Lasts 5 minutes or until triggered.) (Activation Cost: [8/6/4] Spell Points. Cooldown: [8/6/4] seconds)
AP Cost: 1 Ranks: 3 Progression: 20 No requirements
Icon Enhancement Autumnal Susurrus.png
Autumnal Susurrus: Your word whispers in their targets mind, filling their hearts with words of dissolution. Your acid, negative and electricity spells have [10/20/40]% chance of applying the shaken condition to their target.
AP Cost: 1 Ranks: 3 Progression: 20 No requirements
Call Lightning.png
Call Lightning: Spell Like Ability: Call Lightning (Cost: [10/8/6] SP. Cooldown: [12/10/8] seconds)
AP Cost: 1 Ranks: 3 Progression: 20 Requires: Creeping Cold
Icon Enhancement Wax and Wane.png
Wax and Wane: +2% critical chance with spells associated with your current season.
Winter: Acid, Cold, Electric, Earth, and Water
Summer: Fire, Light, Positive, and Sonic
AP Cost: 2 Ranks: 1 Progression: 20 Requires: Wax and Wane (Tier 3)
WisdomColored.png
Wisdom: +1 Wisdom
AP Cost: 2 Ranks: 1 Progression: 20 Requires: Wisdom (Tier 3)

Tier Five[edit]

Requires Druid Level 5, Character Level 12, 30 APs spent in tree

Icon Enhancement Crown of Summer.png
Crown of Summer: A target of your choice is filled with the light and vitality of summer. That target gains a 30% enhancement bonus to Healing Amplification, and his or her weapons are enchanted so that they deal 2d6 extra light damage. Only one character can have the Crown of Summer buff at a time, and weapons can only have one item enchantment at a time. (Activation Cost: 1 Spell Point. Cooldown: 6 seconds)
AP Cost: 2 Ranks: 1 Progression: 30 No requirements
Icon Enhancement Winter's Heart.png
Winter's Heart: You represent the chill invitability of winter and life's end. Your cold spells have a 5% chance to trigger a sudden blast of cold and snow, centered on you. Enemies struck by this attack take 1d10+30 cold damage.
AP Cost: 2 Ranks: 1 Progression: 30 No requirements
Word of Balance.png
Word of Balance: Spell Like Ability: Word of Balance (Cost: [12/9/6] SP. Cooldown: [25/20/15] seconds)
AP Cost: 1 Ranks: 3 Progression: 30 No requirements
Icon Enhancement Time and Tide.png
Time and Tide: +1 caster level and +1 max caster level for spells appropriate to your season.
AP Cost: 2 Ranks: 1 Progression: 30 No requirements
Icon Enhancement Strength of the Solstice.png
Strength of the Solstice: +1 to the save DC's of your Evocation and Transmutation spells.
AP Cost: 2 Ranks: 1 Progression: 30 No requirements