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[edit] equipment

[edit] q

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[edit] enh

[edit] modules/updates

[edit] collectible

[edit] misc

[edit] usr talk

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[edit] module 7 enhancements

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Rogue Sneak Attack Accuracy IV: You gain an additional +1 bonus to hit with your sneak attacks.
AP Cost: 4 Level: 14 Progression: 48 Requires: Rogue Sneak Attack Accuracy III
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Rogue Wrack Construct I: You can activate this ability to use your understanding of mechanical objects and their vulnerabilities to strike at critical points in a construct's anatomy, dealing an extra 1d6 damage to constructs or living constructs. In addition, the target must make a Reflex save, DC 10 + Half Rogue Level + Intelligence Modifier or suffer a 10% reduction in their resistance to Critical Hits for a short period of time. (6 second cooldown.)
AP Cost: 1 Level: 3 Progression: 7 Requires: Rogue Disable Device I
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Rogue Wrack Construct II: You can activate this ability to use your understanding of mechanical objects and their vulnerabilities to strike at critical points in a construct's anatomy, dealing an extra 3d6 damage to constructs or living constructs. In addition, the target must make a Reflex save, DC 10 + Half Rogue Level + Intelligence Modifier or suffer a 20% reduction in their resistance to Critical Hits for a short period of time.
AP Cost: 2 Level: 7 Progression: 22 Requires: Rogue Disable Device II, Rogue Wrack Construct I
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Rogue Wrack Construct III: You can activate this ability to use your understanding of mechanical objects and their vulnerabilities to strike at critical points in a construct's anatomy, dealing an extra 5d6 damage to constructs or living constructs. In addition, the target must make a Reflex save, DC 10 + Half Rogue Level + Intelligence Modifier or suffer a 30% reduction in their resistance to Critical Hits for a short period of time.
AP Cost: 3 Level: 11 Progression: 37 Requires: Rogue Wrack Construct II, Any one of: Rogue Disable Device III, Rogue Way of the Mechanic I
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Rogue Way of the Assassin II: Grants an additional +2 bonus to damage on critical hits (before multipliers), +2 bonus to Bluff, Hide, and Move Silently skills and a +1 bonus to Fortitude saves against poison. Also grants the ability to make devastating melee attacks that can kill a living target instantly on a successful sneak attack made from stealth if the target fails a Fortitude save, DC 10 + Rogue Level + Int Modifier. (15 second cool-down, can only be performed while stealth and when sneak attacking.)
AP Cost: 2 Level: 12 Progression: 42 Requires: Rogue Way of the Assassin I, Rogue Sneak Attack Accuracy III, Rogue Sneak Attack Training III
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Rogue Way of the Mechanic II: Grants an additional +2 bonus to Disable Device, Open Lock, Repair, Search, and Spot skills. Also grants an additional +4 to saves against traps and 2 points of additional resistance against all elements.
AP Cost: 2 Level: 12 Progression: 42 Requires: Rogue Way of the Mechanic I, Rogue Disable Device III, Rogue Improved Trap Sense II, Rogue Open Lock III
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Rogue Way of the Thief Acrobat II: Grants an additional +2 bonus to Balance, Jump, and Tumble skills, increases your movement rate by 10%, and 2 extra uses per rest of Uncanny Dodge. Also grants a greater increase to attack speed with staves and complete immunity to knockdown effects and slippery surfaces.
AP Cost: 2 Level: 12 Progression: 42 Requires: Rogue Way of the Thief Acrobat I, Rogue Dexterity III

General Enhancement Changes
Changes to Existing Enhancements:

The following general changes have been made to existing enhancements:

  • The costs of Halfling Cunning I - III and Rogue Sneak Attack Accuracy I - III have been reduced to 1 action point per level.
  • The bonus granted by Rogue Sneak Attack Training has been increased to 3 points of sneak attack damage per level.
  • The effect of Paladin Divine Righteousness I, Rogue Way of the Assassin I active abilities, and Rogue Way of the Thief-Acrobat I "show time" now lasts 60 seconds instead of 20 seconds.
  • Barbarian and Rogue Trap Sense enhancements now grant a +2 bonus to saves vs. traps per level instead of +1.

(m7p1)

  • Divine Sacrifice now deals 5d6, 7d6, or 9d6 light damage to any opponent on hit (instead of untyped damage that only affected evil creatures), and costs 5 Hit Points and 1 Spell Point rather than 10 Hit Points and 1 Spell Point.

[edit] module 8 enhancements

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Adamantine Companion: You have a loyal adamantine defender as a pet, and can summon it once per rest to aid you for five minutes.
AP Cost: 2 Level: 12 Progression: 58 Requires: Mithral Companion
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Fighter <Weapon> Specialization I: You gain an additional +1 bonus to damage rolls when using <Weapon>. Similar enhancements exist for all specific weapon types.
AP Cost: 1 Level: 8 Progression: 27 Requires: Weapon Focus: <Weapon Type>, Weapon Specialization: <Weapon Type>
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Fighter <Weapon> Specialization II: You gain an additional +1 bonus to damage rolls when using <Weapon>, for a total bonus of +2. Similar enhancements exist for all specific weapon types.
AP Cost: 2 Level: 16 Progression: 58 Requires: Greater Weapon Focus: <Weapon Type>, Greater Weapon Specialization: <Weapon Type>
  • Example: Fighter Bastard Sword Specialization I
    • Cost: 1 Action Points
    • Prereqs: Level 8 Fighter, 27 Action Points Spent, Weapon Focus: Slashing Weapons, Weapon Specialization: Slashing Weapons
    • Benefit: You gain an additional +1 bonus to damage rolls when using a Bastard Sword.
  • Example: Fighter Bastard Sword Specialization II
    • Cost: 2 Action Points
    • Prereqs: Level 16 Fighter, 58 Action Points Spent, Greater Weapon Focus: Slashing Weapons, Greater Weapon Specialization: Slashing Weapons, Fighter Bastard Sword Specialization I
    • Benefit: You gain an additional +1 bonus to damage rolls when using a Bastard Sword, for a total bonus of +2.