Fury of the Wild

Fury of the Wild
Requires Shiradi Champion 3

Innates

 * Level 0: Adrenaline: (Passive and Active) Passive Portion: You gain +1 damage per level of Fury of the Wild. Gain 2 Adrenaline uses. Active Portion - Cooldown: 5secs: Adrenaline: Your next attack deals +300% damage and increases your critical threat range by 2 and you are considered raged until your next attack.
 * Level 1: Brawn: (Passive) gain +50 maximum HP
 * Level 2: Adrenaline II: (Active - Cooldown: 5secs) Gain +2 Adrenaline uses per rest (4 total). By consuming 1 Adrenaline use, your next attack will deal +300% damage and increase your critical threat range by 4. You are considered raged until your next attack.
 * Level 3: Brawn II: (Passive) Gain an additional 50 maximum HP (+100 total)
 * Level 4: Adrenaline III: (Active - Cooldown: 5secs) Gain +1 Adrenaline use per rest (5 total). By consuming 1 Adrenaline use, your next attack will deal +300% damage and increase your critical threat range by 8. You are considered raged until your next attack.
 * Level 5: Adrenaline Overload: (Active - Cooldown: 5secs) Gain +1 Adrenaline use per rest (6 total). By consuming 1 Adrenaline use, your next attack will deal +400% damage and increase your critical threat range by 16. You are considered raged until your next attack.

Destinies

Tier 1
(0 points required)

Tunnel Vision (required 0 - No prereq) (3 ranks - 1 AP): (Passive) While raged, melee attacks deal +1d[8/10/12] extra damage. In addition, you gain +[1/2/3] intimidate and +[1/2/3] will saves. You lose 5 AC and 5% fort.


 * Ingame description still list the description of an old beta version. It lists -10% fort and some other outdated information from the beta version.

Primal Scream (required 0 - No prereq) (3 rank - 1 AP): (Active Cooldown: 15secs) Nearby allies are raged gaining +[3/4/5] morale bonus to Strength and Constitution, and suffer a -2/-5/-7 penalty to armor class. Nearby enemies take up to [10/20/30]d20 sonic damage. [3/4/5] uses per rest. Duration: 3 minutes per use.


 * Like all destiny abilities with multiple ranks, the later ranks do not list the correct bonuses on the buff icon. Description error only.

Boulder Toss (required 0 - No prereq) (3 ranks - 1 AP): (Active Cooldown: 20secs) Throw a boulder at an enemy, dealing [3/6/10]d100 bludgeoning damage and knocking down enemy on failed reflex save DC [10/15/20] + Str modifier


 * The Knockdown dc is not working correctly, even the lowest reflex save enemies almost always save.

Fast Healing (required 0 - No prereq) (3 rank - 1 AP): (Passive) You heal [2/4/6]d20 HP each minute using positive energy.

Strength/Constitution (required 0 - No prereq) (1 rank - 2 AP): (Passive) +1 Strength/Constitution

Tier 2
(4 points required)

Injury (required 4 - No prereq) (3 ranks - 1 AP): (Passive) While you are injured, enemies you damage in melee are shaken. At rank 2 when you're below 70% of your hit points enemies receive a bleed proc for 1d10 damage every 2secs for (10? - need confirmation) secs. At rank 3 when below 30% hit points 10% chance of paralyzing your enemies for 5 secs.


 * The shaken effect has a save (DC29 Will). Lasts only 6 seconds and offers a recurring save every 2 seconds, making it worthless against high level epic enemies. The 3rd rank effect is currently broken and functions the same as the 2nd rank.

Unstoppable Fury (required 4 - No prereq) (3 ranks - 1 AP): (Passive) While raged, when you miss with a melee attack (essentially only when you roll a 1 due to the new combat system), you gain +[1|2|3] attack for 20 seconds. Can stack 3 times for up to +3/+6/+9 attack. Only loses 1 stack each 20s.

Acute Instincts (required 4 - No prereq) (3 ranks - 1 AP): (Passive) While raged, you gain +[0/1/2] wisdom, +[2/4/6] balance, heal, listen, spot, search, concentration and +[1/2/3] insight bonus to saves vs traps.

Damage Reduction (required 4 - No prereq) (3 ranks - 1 AP): (Passive) Gain [2/4/6] Physical Resistance Rating, and if you are a Barbarian, an additional DR [1/2/3]/- that stacks with barbarian DR.

Strength/Constitution (required 4 - No prereq) (1 rank - 2 AP): (Passive) +1 Strength/Constitution

Tier 3
(8 points required)

Insult (required 8 - Prereq: Injury) (1 rank - 2 AP): (Active - Cooldown: 20secs) Your next attack generates triple threat, and for 20 seconds your target gains +2 Strength, +2 constitution and -10 AC, -10 concentration and -20% fortification

Malicious Weapons (required 12 - No prereq) (3 ranks - 1 AP): (Passive) +[3|6|9]% chance to trigger weapon effects with glancing blows

Ward against Weird (required 8 - No prereq) (3 ranks - 1 AP): (Passive) [30|40|60] spell resistance when you are below [100%|70%|30%] of health

Strength/Constitution (required 8 - No prereq) (1 rank - 2 AP): +1 Strength/Constitution

Tier 4
(12 points required)

Gird Against Demons (required 12 - No prereq) (2 rank - 2 AP): (Passive) Weapons you equip are considered cold iron and gain [lesser evil outsider bane / evil outsider bane]


 * Note: This effect now shows up as "Gird Against Demons" on your weapons as an enchantment, and thus fully stacks with all other weapon enchantments.

Wild Weapons (required 12 - Prereq: Malicious Weapons) (3 ranks - 1 AP): (Passive) +3/6/9% glancing blow damage

Sense Weakness (required 4 - Prereq: Acute instinct 1/2/3) (3 ranks - 1 AP): (Passive). You deal [10/20/30]% extra damage to helpless targets. Your melee attacks deal [1d8/1d8/1d8] extra damage to enemies below 75% HP, [0/1d12/1d12] extra damage to enemies below 50% HP, and [0/0/1d20] extra damage to enemies below 25% HP. These are cumulative.

Overwhelming Force (required 8 - No prereq) (3 ranks - 1 AP): (Passive) Melee attacks under the effect of Adrenaline knock down [2/6/10]seconds


 * Does not function correctly. All three ranks only provide a 1 second knockdown.

Strength/Constitution (required 12 - No prereq) (1 rank - 2 AP): (Passive) +1 Strength/Constitution

Tier 5
(16 points required)

Fury Made Placid (required 16 - No prereq) (1 rank - 2 AP): (Active Cooldown: 30secs) Spend 1 Adrenaline: For 3 minutes you gain +6 wisdom and cannot be raged or use Adrenaline, and enemies attacking you physically or magically have a 20% chance to become paralyzed and helpless with regret for 3 seconds on a failed DC 50 Will Save. You heal 2d100 HP every two seconds for the next ten seconds. Cannot train if you have Fury Eternal.

Fury Eternal (required 16 - No prereq) (1 rank - 2 AP): (Passive) +1 Adrenaline max use (7 total). Whenever you vorpal on a melee attack, 33% chance to regain 1 Adrenaline use. Cannot train Fury Made Placid.

Strength/Constitution (required 16 - No prereq) (1 rank - 2 AP): (Passive) +1 Strength/Constitution

Tier 6
(20 points required)

Unbridled Fury (required 20 - No prereq) (1 rank - 2 AP): (Active Cooldown: 5mins) Every three seconds, for thirty seconds, you gain Adrenaline Overload: Your next attack deals +400% damage and has +16 critical threat range and confirmation of critical hits. While this is active and you fight with a two handed weapon, Glancing Blows produced on enemies around you when you stand still and attack deal +100% damage and have 100% chance of triggering weapon effects. You gain the feats Two-Handed Fighting, Improved Two-Handed Fighting, and Greater Two-Handed Fighting for the duration. Requires and consumes 10 Fury. You gain 1 Fury each time you vorpal with a melee attack (roll a natural 20 and confirm the critical hit)

Strength/Constitution (required 20 - No prereq) (1 rank - 2 AP): (Passive) +1 Strength/Constitution