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Unyielding Sentinel/sandbox
ARCANE | Draconic Incarnation |
Fatesinger |
Magus of the Eclipse |
Machro- technic |
DIVINE | Divine Crusader |
Exalted Angel |
Unyielding Sentinel |
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MARTIAL | Grandmaster of Flowers |
Legendary Dreadnought |
Shadow- dancer |
PRIMAL | Fury of the Wild |
Primal Avatar |
Shiradi Champion |
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Unyielding Sentinel[edit]
Loyal to the last, the Unyielding Sentinel gives everything to keep safe his companions, including his life if necessary.
This Divine Epic Destiny provides the strongest defensive options for the armor-clad combatant and grants supreme mastery in the use of shields. Sentinels may also specialize in dealing extra Lawful, Chaotic, or Holy damage; or extra damage to undead. When prepared, the Unyielding Sentinel is like a fortress for his allies and is virtually unkillable.
- Note: All Sentinel Stances are not counted as defensive stances.
Requirements[edit]
At level 20, your Destiny may be to become an Unyielding Sentinel if you have at least one of:
- No Active Epic Destiny and one of:
- 6 levels of Paladin
- 6 levels of Cleric
- 6 levels of Favored Soul
- Tier Three of Exalted Angel
- Tier Three of Divine Crusader
- Tier Four of Grandmaster of Flowers
Innate abilities[edit]
- Granted automatically as you level up in the destiny.
- This Epic Destiny grants you +5 Melee Power and +3 Ranged Power per Innate ability. (Total: 30 MP, 18 RP)
Vigor of Battle: Passive bonuses:
You gain 40 spell points, and each level of Unyielding Sentinel grants +4 Melee Power, +40 Spell points, and +1 Cleric, Favored Soul, and Paladin caster levels if you have any levels in those classes. +50 HP You gain +1 intimidate for each level of Unyielding Sentinel, including level 0. Sentinel Stance: (Cooldown 20 seconds) Activate to enjoy the Vigor of Battle. +20 Positive Healing Amplification +50 HP Enemies you hit gain Healing Touch for 3 seconds, which grants 10 temporary HP to targets they attack.
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EDP Cost: 0 | Ranks: Automatic | Progression: 0 | No requirements | |
Unbreakable: Passive bonuses: +5 sacred bonus to natural armor. You gain the Diehard feat.
Sentinel Stance: (Cooldown 20 seconds) You gain DR 10/epic. | ||||
EDP Cost: 0 | Ranks: Automatic | Progression: 4 | No requirements | |
Stand Against the Tide: : Passive bonus: +2 Attack.
Sentinel Stance: (Cooldown 20 seconds) +1 melee damage, 20% threat generation, 5% fort, +1 reflex/fort/will saves. This bonus stacks up to four extra times while standing still. | ||||
EDP Cost: 0 | Ranks: Automatic | Progression: 8 | No requirements | |
Stalwart Guardian: Passive bonus: +50 HP. +50 additional HP while enjoying the Vigor of Battle.
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EDP Cost: 0 | Ranks: Automatic | Progression: 12 | No requirements | |
Heed No Pain: Passive bonus: +10 Physical Resistance. +20 additional Physical Resistance while Unbreakable.
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EDP Cost: 0 | Ranks: Automatic | Progression: 16 | No requirements | |
Steadfast: Passive bonuses: +2 attack, +1 bonus to Fortitude, Reflex, and Will saves. You cannot be knocked down while Standing Against the Tide.
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EDP Cost: 0 | Ranks: Automatic | Progression: 20 | No requirements |
Tier One[edit]
- Abilities in this tier can be purchased after taking the Unyielding Sentinel destiny. All abilities below have 1 rank unless otherwise listed.
Divine Energy Resistance: This SLA grants 35 resistance to acid, cold, fire, sonic, electric for 1 min per character level [225/150/75] sp to all allies in the standard area of effect; centered on the caster. You can apply metamagic feats to this SLA for free (extend, quicken). The effect does not stack with Resist Energy spell.
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EDP Cost: 1 | Ranks: 3 | Progression: 0 | No requirements | |
Commanding Presence: +150/300/450% Threat Generation
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EDP Cost: 1 | Ranks: 3 | Progression: 0 | No requirements | |
Brace for Impact: Passive Bonus: +[20/40]% fortification. +[1/2] Fortitude, Reflex, and Will saving throws.
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EDP Cost: 2 | Ranks: 2 | Progression: 0 | No requirements | |
Shield Prowess: Passive Bonus: Your shield's AC contribution is increased by [15/30/50]%.
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EDP Cost: 1 | Ranks: 3 | Progression: 0 | No requirements | |
Constitution/Charisma: Passive Bonus: +1 Constitution/Charisma.
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EDP Cost: 2 | Ranks: 1 | Progression: 0 | No requirements |
Tier Two[edit]
- After 4 points are spent, abilities in this tier can be purchased.
Block Energy: Passive Bonus: While blocking, you absorb [10/20/30]% of Acid, Cold, Electric, Fire, Force, Light, and Sonic damage.
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EDP Cost: 1 | Ranks: 3 | Progression: 4 | No requirements | |
Fanaticism: Passive Bonus: You gain the Smite Evil feat. While you are Unbreakable, weapons you equip gain True Law if you are Lawful, and True Chaos if you are Chaotic, dealing 1d6 damage of that alignment to enemies of different alignments.
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EDP Cost: 2 | Ranks: 1 | Progression: 4 | No requirements | |
Endless Smiting: Passive Bonus: +[1/2/3] Smite Evil use per rest. Smite Evil uses regenerate [10/20/30]% faster. (Note, this means you regenerate uses once every 81/72/63 seconds)
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EDP Cost: 1 | Ranks: 3 | Progression: 4 | Requires: (Requires one of Fanaticism, Smite Evil) | |
Legendary Shield Mastery: Passive Bonus: While wearing a shield, you gain +[5/10/15] Physical Resistance Rating and +[2/4/7]% chance to doublestrike.
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EDP Cost: 1 | Ranks: 3 | Progression: 4 | Requires: Rank 1: Shield Prowess; Rank 2: Shield Mastery feat; Rank 3: Improved Shield Mastery feat. | |
Constitution/Charisma: Passive Bonus: +1 Constitution/Charisma.
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EDP Cost: 2 | Ranks: 1 | Progression: 4 | No requirements |
Tier Three[edit]
- After 8 points are spent, abilities in this tier can be purchased.
Renewal: Active Ability: (Cooldown 3 seconds, 5 sp) Heals 1d2 HP per 4/3/2 character levels every 2 seconds for 8 seconds. If target is below 50% health, grants celestial shield absorbing the 30/40/50 next damage. Requires being in Unyielding Sentinel destiny to self-target. As a Spell-like ability it benefits from metamagic feats at no additional cost.
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EDP Cost: 1 | Ranks: 3 | Progression: 8 | No requirements | |
Intolerant Blows: Active Ability: (Cooldown 20 seconds) Expend one Smite Evil: For 60 seconds you gain +200% Sacred bonus to threat generation and deal +1[W] damage.
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EDP Cost: 2 | Ranks: 1 | Progression: 8 | Requires: Requires one of: Fanaticism, Smite Evil | |
EDP Cost: 2 | Ranks: 1 | Progression: 8 | No requirements | |
Endless Lay on Hands: Passive Bonus: +[1/2/3] Lay On Hands use per rest. Lay On Hands regenerate one use every 3 minutes and regenerate [0/10/20]% faster.
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EDP Cost: 1 | Ranks: 3 | Progression: 8 | Requires: Requires one of: Healing Hands, Lay On Hands | |
Constitution/Charisma: Passive Bonus: +1 Constitution/Charisma.
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EDP Cost: 2 | Ranks: 1 | Progression: 8 | No requirements |
Tier Four[edit]
- After 12 points are spent, abilities in this tier can be purchased.
Draw Them Out: Active Ability: (Cooldown 6 seconds) Melee Attack: +3[W], this attack adds 300 hate for the user to creatures it hits on top of its normal damage.
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EDP Cost: 1 | Ranks: 1 | Progression: 0 | No requirements | |
Spark of Life: Passive Bonus: your armor gains Deathblock, protecting you from death effects.
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EDP Cost: 2 | Ranks: 1 | Progression: 12 | No requirements | |
Light the Dark: Active Ability: (Cooldown 12 seconds) Expend one Lay on Hands: Heals 150HP to allies around you, and deals that much damage to nearby undead enemies.
NOTE: Affected by Positive spell power +50% more than most spells | ||||
EDP Cost: 2 | Ranks: 1 | Progression: 12 | Requires: Requires one of: Healing Hands, Lay On Hands | |
Purify Weapon: Passive Bonus: If you are Good, weapons you equip gain Pure Good, dealing 1d6 Good damage vs. non-Good targets.
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EDP Cost: 2 | Ranks: 1 | Progression: 12 | No requirements | |
Constitution/Charisma: Passive Bonus: +1 Constitution/Charisma.
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EDP Cost: 2 | Ranks: 1 | Progression: 12 | No requirements |
Tier Five[edit]
- After 16 points are spent, abilities in this tier can be purchased.
Hardened: Passive Bonus: +[5/10/15] AC.
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EDP Cost: 1 | Ranks: 3 | Progression: 16 | No requirements | |
Strength of Vitality: Passive Bonus: +10/15/20% Insight bonus to maximum hit points. (Note: the bonus is calculated from hit points ignoring those in the "HP Adjustment" category.)
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EDP Cost: 1 | Ranks: 3 | Progression: 16 | No requirements | |
Ward Against Evil: Passive Bonus: When you are hit or miss by Evil, you have 100% chance to deal [3/6/10]d6 Good damage to those attackers.
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EDP Cost: 1 | Ranks: 3 | Progression: 16 | No requirements | |
Anoint Weapon: Passive Bonus: If you are Good, while you Stand Against the Tide weapons you equip gain Holy, dealing 2d6 extra damage vs. Evil targets.
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EDP Cost: 2 | Ranks: 1 | Progression: 16 | Requires: Purify Weapon, Ward Against Evil | |
Constitution/Charisma: Passive Bonus: +1 Constitution/Charisma.
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EDP Cost: 2 | Ranks: 1 | Progression: 16 | No requirements |
Tier Six[edit]
- After 20 points are spent, abilities in this tier can be purchased.
Celestial Mandate: Active Ability: (Cooldown 6 seconds) Melee Attack: +5[W], this attack adds 2000 hate for the user to creatures it hits on top of its normal damage.
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EDP Cost: 1 | Ranks: 1 | Progression: 0 | No requirements | |
Resurrection: Can cast Resurrection as a spell-like ability (Cooldown 6 seconds, Cost 15 sp).
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EDP Cost: 2 | Ranks: 1 | Progression: 20 | No requirements | |
'Undying Vanguard' Epic Moment: Active Ability: (Cooldown 2 minutes, usable once per rest) Heal yourself for 1000 HP. For 20 seconds, you gain 10,000 temporary HP.
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EDP Cost: 2 | Ranks: 1 | Progression: 20 | No requirements | |
Constitution/Charisma: Passive Bonus: +1 Constitution/Charisma.
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EDP Cost: 2 | Ranks: 1 | Progression: 20 | No requirements |