Falconry enhancements

Falconry enhancement tree has been introduced in Update 39. It is not free to VIP. It can currently be only purchased as part of bundled White Plume Mountain Bonus Items for. As a universal tree, it is available for characters of any race or class.

In the future, it should become available for separate purchase, as well as unlockable per character via gameplay.

Tier One
Requires one of the five Avian Companion choices, Level 1

Pre-Release

 * From the release notes:
 * Tier 1:
 * Rugged: Gain +2/4/6 Physical Resistance Rating
 * Practiced Accuracy: You gain +1/2 to-hit with weapons, and +1/2 to confirm critical attacks.
 * Hunter's Knowledge: You gain Animals as a Favored Enemy.
 * Out in Nature: Gain +5/10/15 to Healing Amplification.
 * Wanderlust: You gain +1/2/3 to Balance, Jump, and Swim. Rank 3: You gain +1 to Fortitude Saving Throws.
 * Tier 2:
 * Killer Instinct I: You can use your Wisdom modifier to hit with Melee and Missile weapons.
 * Watch the Center: Grants +1/2/3 to Assassinate DCs.
 * Diving Attack: You and your Hunting Bird attack as one against a single target. Activate this ability to attack for +1/2/3[W] against a single target. Your Hunting bird will follow up for an additional 3d6/6d6/10d6 damage that scales with 200% of melee or ranged power, whichever is higher. Your Hunting Bird also trips the target, causing them to become Helpless. Your target is slowed by 30% for 10 seconds whether they make the saving throw or not. Trip DC: 10 + Character Level + Wisdom modifier + Assassinate bonuses. Cooldown 20 seconds, with a 4.5 second shared cooldown with other Hunting Bird attacks. Choose one: Diving Shot (Ranged Falconer Attack) or Diving Strike (Melee Falconer Attack).
 * Meticulous Weaponry: Protect your items, or increase your chance of recovering ammunition. Choose one:
 * Meticulous Weaponry: You have a 25/50/75% chance to negate potential item wear.
 * Meticulous Weaponry: You are skilled at enhancing, salvaging, and re-purposing your arrows, bolts, and throwing weapons. your ammunition gains a 50/65/80% chance of returning.
 * Action Boost: Spring +30/35/40% Action Boost bonus to movement speed for 20 seconds.
 * Tier 3:
 * Killer Instinct II: You can use your Wisdom modifier for damage with melee and missile weapons.
 * Tear Flesh: Your bird attacks now also cause a Bleed effect. Bleed: Do 1d6 damage every 2 seconds for 60 seconds. This stacks up to 10 times, and scales with 200% Melee or Ranged Power.
 * Strike for the Eyes: You and your Hunting Bird attack as one against a single target. Activate this ability to attack for +1/2/3[W] against a single target. Your Hunting bird will follow up for an additional 3d6/6d6/10d6 damage that scales with 200% of Melee or Ranged Power, whichever is higher. Your Hunting Bird also attempts to Blind the target, causing them to become Helpless. Your target is slowed by 30% for 10 seconds whether they make the Saving Throw or not. Blind DC: 10 + Character Level + Wisdom modifier + Assassinate bonuses. Cooldown 10 seconds, with a 4.5 second shared cooldown with other Hunting Bird attacks. Choose One: Shoot for the Eyes (Ranged Falconer Attack) or Strike for the Eyes (Melee Falconer Attack).
 * Conditioning: You gain +5% to your Hit Points.
 * Eyes of the Eagle: You gain True Seeing.
 * Tier 4:
 * Deadly Instinct Trance: You gain an Insight bonus to damage and the DC of Tactical feats equal to 1/2 of your Wisdom modifier for 30/60/120 seconds. Cooldown: 20 seconds. 5 Charges per rest. Each attack from your avian companion has a chance to reset 1 charge. Antirequisite: This ability can not be trained if you have any other Trance ability.
 * No Mercy: You deal 10/20/30% additional damage to helpless opponents.
 * Coordinated Strikes: Choose between a melee or ranged attack that will cause your bird to rain attacks over an area, damaging and blinding all foes in the area. Choose One:
 * Shoot and Destroy: Ranged Falconer Attack: You make a ranged attack for +2[W], as your Hunting Bird descends to frenzy in a large area around the first target struck for an additional 10d6 damage that scales with Melee or Ranged Power, whichever is higher. Your Hunting Bird also attempts to Blind each opponent Struck. Blind DC: 10 + Character level + Wisdom modifier + Assassinate bonuses. Cooldown one minute, with a 4.5 second shared cooldown with other Hunting Bird attacks.
 * Coordinated Cleave: Melee Falconer Cleave Attack: You cleave all opponents near you for +2[W], as your Hunting Bird descends to frenzy in a large area for an additional 10d6 damage that scales with Melee or Ranged Power, whichever is higher. Your Hunting Bird also attempts to Blind each opponent struck. Blind DC: 10 + Character Level + Wisdom modifier + Assassinate bonuses. Cooldown one minute, with a 4.5 second shared cooldown with other Hunting Bird attacks.
 * Expose Weakness: Attacks from your Hunting Bird also reduce your target's Fortification by 50%.
 * Shared Vision: You are immune to Blindness effects.
 * Tier 5:
 * Dangerous: You gain +10 Melee and Ranged Power.
 * Mark the Prey: You have learned how to spot weaknesses in even the mightiest of foes. You make an attack for +5[W] on the target, marking it as prey. The marked target takes 10% extra damage from you and your allies for 10 seconds. Cooldown 3 minutes. Choose One: Mark the Prey (Melee Attack) or Mark the Prey Shot (Ranged Attack).
 * Death from Above: Your Hunting Bird swoops down and attempts to end someone's life. You make an attack for +1/3/5[W], and your Hunting Bird also attacks for 10/100/200 points of damage that scales with 200% of Melee or Ranged Power, whichever is higher. The target struck makes a Fortitude Saving Throw, and on a failed save, dies. DC: 10 + Character level + Wisdom bonus + Assassinate bonuses. Cooldown one minute, with a 4.5 second shared cooldown with other Hunting Bird attacks. Choose One: Death from Above Shot (Ranged Falconer Attack) or Death from Above: (Melee Falconer Attack).
 * Thrill of the Hunt: Choose One:
 * Melee: You strike your target for +1/3/5[W]. If you hit, you also heal for 5/10/20% of your total hit Points in Positive Healing. Cooldown: 20 seconds.
 * Ranged: You strike your target for +1/3/5[W]. If you hit, you also heal for 5/10/20% of your total Hit Points in Positive Healing. Cooldown: 30 seconds.