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| 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.)
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| 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.
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| 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.
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| 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.)
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| 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.
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| 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.
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| AP Cost: 2
| Level: 12
| Progression: 42
| Requires: Rogue Way of the Thief Acrobat I, Rogue Dexterity III
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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.
| Adamantine Companion: You have a loyal adamantine defender as a pet, and can summon it once per rest to aid you for five minutes.
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| AP Cost: 2
| Level: 12
| Progression: 58
| Requires: Mithral Companion
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| 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.
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| AP Cost: 2
| Level: 16
| Progression: 58
| Requires: Greater Weapon Focus: <Weapon Type>, Greater Weapon Specialization: <Weapon Type>
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- 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.
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