Epic Destinies

Beta

Epic Levels and Epic Destinies
With Menace of the Underdark, the game will be separated into "Heroic" levels (as now, up to level 20) and "Epic" levels, which will enocurge players to run epic content to earn XP to spend on these special enhancements.

Epic Destines are major part of an advancement system that players can use for their level 20+ character. They will be unlocked at level 20, but unlike regular "Heroic" advancement, you can progress your Epic Destinies indefinitely - even after you hit the new level cap of 25.

Notes:
 * Epic Destinies are included with the expansion, and will later be available for separate purchase in the DDO Store in Update 15 (planned for August 2012) for 995 Turbine Points.
 * Advancement on Epic Destinies will not begin until you gain access to the system, but your character can still advance until level 25 gaining Epic Level advancement benefits (feats, stats, etc.).

Epic Levels (21-25)
Epic levels and Epic Destinies are two different things. With Menace of the Underdark the game is making a clear distinction between Heroic and Epic levels. From Epic levels 21 to 25 there are no Heroic class levels or Enhancements; it's all focused on Epic levels and additional customization through swappable Epic Destinies.

Characters earn "Epic experience" from any experience gain, but Epic dungeons will usually give you more experience than Heroic dungeons. A character that reaches Heroic level 20 will automatically begin to accumulate Epic XP, progressing through Epic levels 21 through 25. XP required to level is identical for all characters, regardless of number of TR's.


 * Characters that are level 21 or higher may select Epic or Heroic feats as their level 21 and 24 feat selections.
 * Epic levels currently grant 2+(Int Mod) skill points, with all skills available as class skills.
 * There's no spell point progress nor caster level progress, however some of the Destinies will have such benefits.

Level penalties on grouping is getting changed on 20+ levels. There won't be any penalties for level 20's playing with level 25's.

Epic Destinies
Epic Destinies aren't like single classes; they're more like powerful extra roles. A character with 20 Druid Heroic levels can in fact pick the "Grandmaster of Flowers" to get a set of Monk-like abilities.

At level 20 you pick an Epic Destiny on the map UI. Your dominant class will determine which of the four spheres you start in. The four spheres are as follows;
 * Arcane (Artificer, Bard, Sorcerer, Wizard) [on the bottom of the image]
 * Divine (Cleric, Favored Soul, Paladin) [on the left]
 * Martial (Fighter, Monk, Rogue) [on the top]
 * Primal (Barbarian, Druid, Ranger) [on the right]

The map UI shows how each Epic Destiny connects, and each Destiny also has five levels and its own tree. Epic Destiny levels are divided into ranks, for each rank you also gain one Epic Destiny point for that specific tree. After spending enough points you unlock the second tier, then eventually the third. This progression continues until you hit Epic Destiny level 5 and max it out.

Characters can gain access to multiple Epic Destinies. When you reach level 3 in an Epic Destiny, adjacent Destinies within the same sphere become available to the character. When you reach level 4 in certain "bridge" Epic Destinies, adjacent Destinies in other spheres become available.

Choosing a path through any given Epic Destiny tree is a big part of the player's decision making process. Reach "Magister" level 5 and you'll have 24 points to spend in every tier of the tree, however, those points won't get you all "Magister" abilities–-you'll have to pick and choose.

Your currently activated Epic Destiny always advances at the same rate as your character level. Epic Destinies have their own experience bar and level up independently from your actual Epic levels. The two bars will advance in parallel.

List of Epic Destinies
Ten Epic Destinies will be available in Menace of the Underdark, but will be added more over time.

Epic Moments
Each Epic Destiny has its own set of abilities and one big Epic Moment. Epic Moments only activate by clicking a button. Players have to "build up" to Epic Moments because they're extremely powerful.

The Epic Moment itself is an ability chosen from the Epic Destiny tree. Players must reach the tree's top tier before they pick up an Epic Moment.

Swapping Epic Destinies
Players are allowed to swap and level Epic Destinies independently of one another. Players can change an Epic Destiny by locating a Fatespinner in public areas. Doing so will suppress their currently active Destiny and switch to another that they have access to. Any advancement in their old Destiny is not lost, but they gain no benefits from their old Epic Destiny.

Epic Destiny points are permanently associated with the Epic Destiny used when earning them. So if you switch to another Epic Destiny, the game automatically shelves points and abilities earned for whatever other Epic Destiny you've chosen, but you can always switch back and retain all progress, across all Epic Destinies.

Twist of Fate
The basic rule regarding Epic Destiny abilities can be bent a little with Twists of Fate. Twists of Fate allow you to use an ability from a non-active tree. To unlock a Twist of Fate slot you must acquire "Fate points". A Fate point is rewarded whenever an Epic Destiny reaches level 3 (also the same level required to connect any one Epic Destiny to another adjacent one.) You'll have to spend your first-ever Fate point on unlocking a Twist of Fate, however, after earning two or three Fate points players get to choose between upgrading a Twist of Fate so you can use higher tier Epic Destiny abilities, or unlocking additional Twists of fate.

When a Twist of Fate slot is first unlocked, it cannot accommodate higher-tier abilities from an available Epic Destiny tree. Once a slot has been upgraded, however, it can hold abilities of a higher tier. Currently three Twists of Fate slots are planned to be available.

Twists of Fate can also be "reset".

-Innates Arcane study I (required 0): (Passive) +40 SP +1 caster level to all arcane spell Arcane study II (required 4): (Passive) +40 SP +1 caster level to all arcane spell Arcane study III (required 8): (Passive) +40 SP +1 caster level to all arcane spell Arcane study IV (required 12): (Passive) +40 SP +1 caster level to all arcane spell Arcane study V (required 16): (Passive) +40 SP +1 caster level to all arcane spell Arcane spellsurge(required 20): (Active Cooldown: 4 mins) +5 to all spell DCs for 10 seconds

Destinies Tier 1 (0 points required) Sigil of spell warding (required 0 - No prereq) (3 ranks - 1 AP): (Active Cooldown: 30 secs) Inscribes a sigil for 60 seconds. Grants 10 SR to all allies within its radius. Only one sigil active per caster Imperceptible casting (required 0 - No prereq) (1 rank - 1 AP): (Active Cooldown: 1min) For the next 10 seconds spell threat is reduced to 5% of its normal amount Unearthly reaction (required 0 - No prereq) (3 ranks - 1 AP): (Passive) +1 dodge, +2 reflex Impregnable mind (required 0 - No prereq) (3 ranks - 1 AP): (Passive) +2 concentration, +2 will Intelligence/Charisma (required 0 - No prereq) (1 rank - 2 AP): (Passive) +1 Intelligence/Charisma

Tier 2 (4 points required) Sigil of lifeshield (required 4 - No prereq) (3 ranks - 1 AP): (Active Cooldown: 30 secs) Inscribes a sigil for 60 seconds. Grants deathward to allies within radius and inflicts 1d6 light damage per second to undeads. Only one sigil active per caster Fade into the weave (required 4 - Prereq: Impreceptible casting 1) (1 rank - 1 AP): (Active Cooldown: 2 minutes) Triggers a diplomacy effect and renders you invisible for 10 seconds (invisibility is not broken by casting or attacking) School specialist (required 4 - No prereq) (3 ranks - 1 AP): (Passive) +1 DC to chosen school Intelligence/Charisma (required 4 - No prereq) (1 rank - 2 AP): (Passive) +1 Intelligence/Charisma

Tier 3 (8 points required) Sigil of energy negation (required 8 - No prereq) (3 ranks - 1 AP): (Active Cooldown: 30 secs) Inscribes a sigil for 60 seconds. Grants 20 stacking fire, cold, electricity and acid resistance to allies within radius. Only one sigil active per caster Variable resistance (required 8 - Prereq: Sigil of energy negation 1) (3 ranks - 1 AP): (Passive) Whenever take elemental damage +10 resistance to this type of damage. Stacks up to 3 times. Stack cleared if take a different elemental damage. Piercing spellcraft (required 8 - No prereq) (3 ranks - 1 AP): (Passive) +1 to spell penetration Conjuration augmentation (required 8 - Prereq: Conjuration specialist 1) (3 ranks - 1 AP): (Passive) Chosen school spells have 5% chance to reduce target by 10 for 10 seconds Intelligence/Charisma (required 8 - No prereq) (1 rank - 2 AP): (Passive) +1 Intelligence/Charisma

Tier 4 (12 points required) Sigil of Battering Spellcraft (required 12 - No prereq) (3 ranks - 1 AP): (Active Cooldown: 30 secs) Inscribes a sigil for 60 seconds. Grants +5 stacking spellpower to allies within radius. Only one sigil active per caster Nullmagice guard (required 12 - No prereq) (3 ranks - 1 AP): (Passive) When you take damage, 2% chance to trigger antimagic burst: dispell enemies from enchantments and prevent them from casting spells for 10 seconds. Can't occur more than once per 30 seconds Call kindred being (required 12 - Prereq: Spell school familiarity 1) (1 rank - 1 AP): (Active Cooldown: 8mins) Summon an epic creature to aid you (creature type depends on school familiarity) Conjuration Familiarity (required 12 - Prereq: Conjuration augmentation 1) (3 ranks - 1 AP): (Passive) Reduces cooldown for conjuration spells by 5% Intelligence/Charisma (required 12 - No prereq) (1 rank - 2 AP): (Passive) +1 Intelligence/Charisma

Tier 5 (16 points required) Nullmagic strike (required 16 - Prereq: Nullmagic guard 1) (3 rank - 1 AP): (Passive) Offensive spells you cast have a 4% chance to subject dispel target enchantments and render it unable to cast spells for 10 seconds Grand summoner (required 16 - Prereq: Call kindred being 1) (1 rank - 1 AP): (Passive) Summons gain +4 to all ability scores, increased health, increased fort (50%). Stack with augment summoning and similar effects Master of conjuration (required 16 - Prereq: Conjuration familiarity 1) (3 ranks - 1 AP): (Passive) Caster level and maximum caster level for choosen school increased by 1 Intelligence/Charisma (required 16 - No prereq) (1 rank - 2 AP): (Passive) +1 Intelligence/Charisma

Tier 6 (20 points required) Arcane tempest (required 20 - Prereq: Sigil of battering spellcraft 1) (1 rank - 1 AP): (Active Cooldown: 3mins) AoE that deals 2d6 damage per caster level each 2 seconds for 8 seconds Nullmagic aura (required 20 - Prereq: Nullmagic strike 1) (1 rank - 1 AP): (Active Cooldown: 1sec) Each time nullmagic guard or strike activates, you gain 1 charge. When have you 20 charges, can activate nullmagic aura. Allies and yourself are immune to harmful spells for 20 seconds Arcane adept (required 20 - No prereq) (1 rank - 1 AP): (Passive) All spells can be cast with 5% fewer spell points Intelligence/Charisma (required 20 - No prereq) (1 rank - 2 AP): (Passive) +1 Intelligence/Charisma

Draconic Incarnation Notes: Draconic bloodline all have the same name "Draconic bloodline V". Took the liberty to change the numbers AP costs seem a bit borked with this one. No 1 rank have a 2AP cost (except charisma) which is strange compared to others trees. It may be possible to switch the element of the whole dragon line. On my character it was about fire, so based myself on this.

Quote: Originally Posted by Genasi Correct. Allow me to shed a little more light on how these Destinies will work. Don't worry, with Draconic Incarnation you will be able to choose your dragon heritage: Red (fire), White (cold), Blue (electricity), or Black (acid). This will determine the type of breath weapon you get, the element of your Flyby Attack, which of your spells will get a buff, and so on. This means you can choose the dragon bloodline which best suits your Savant specialty Innates Draconic bloodline I (required 0): (Passive) +40 SP +1 caster level to all arcane spell Draconic bloodline II (required 4): (Passive) +40 SP +1 caster level to all arcane spell Draconic bloodline III (required 8): (Passive) +40 SP +1 caster level to all arcane spell Draconic bloodline IV (required 12): (Passive) +40 SP +1 caster level to all arcane spell Draconic bloodline V (required 16): (Passive) +40 SP +1 caster level to all arcane spell Draconic fury (required 20): (Active Cooldown: 4 mins) +20% Spell power for 10 seconds

Destinies Tier 1 (0 points required) Energy Sheath (required 0 - No prereq) (3 ranks - 1 AP): (Active Cooldown: 1min) For 2 minutes gain 50% fire absorption. Energy that strike you take 1d3+10 fire damage and have a small chance to take 4d20+100 fire damage. Remove fire shield. Draconic presence (required 0 - No prereq) (3 ranks - 1 AP): (Passive) +2 initimidate and +2 of fear based effects Dragonhide (required 0 - No prereq) (3 ranks - 1 AP): (Passive) +2 natural armor and +2 fortitude saves Draconic perception (required 0 - No prereq) (3 ranks - 1 AP): (Passive) +2 spot and +2 reflex Intelligence/Charisma (required 0 - No prereq) (1 rank - 2 AP): (Passive) +1 Intelligence/Charisma

Tier 2 (4 points required) Go out with a bang (required 4 - Prereq: Energy Sheath 1) (3 ranks - 1 AP): (Active Cooldown: 4mins) Can only be used when HP <= 50%. Nearby enemies take 2d6 fire damage per caster level. Then trigger a diplomacy effect and become invis. Invisibility doesn't break if attacking or casting spells Barrier of scales (required 4 - Prerequ: Dragonhide 1) (3 ranks - 1 AP): (Active Cooldown: 2mins) For the next 30 seconds, 60 points of ablative protection versus physical damage. Stacks with Stoneskin and ablative armor Precise evocation (required 4 - No prereq) (2 ranks - 1 AP): (Passive) +1 DC to evocation spells Intelligence/Charisma (required 4 - No prereq) (1 rank - 2 AP): (Passive) +1 Intelligence/Charisma

Tier 3 (8 points required) Daunting Roar (required 8 - Prereq: Draconic presence 1) (1 rank - 1 AP): (Active Cooldown: 2mins) Enemies with the AoE are subject to despaire effect and will be paralized. Will save negates the effect (if save successful still shaken) Red dragon heritage (required 8 - No prereq) (3 ranks - 1 AP): (Passive) +10% spell power with fire spells Piercing Spellcraft (required 8 - No prereq) (3 ranks - 1 AP): (Passive) +1 to spell penetration Intelligence/Charisma (required 8 - No prereq) (1 rank - 2 AP): +1 Intelligence/Charisma

Tier 4 (12 points required) Energy burst (required 12 - Prereq: Go with a bang 1) (3 ranks - 1 AP): (Active Cooldown: 30 secs) Waves of fire emanate from your body dealing 3d6 fire damage per caster level Red dragon spell knowledge (required 12 - Prereq: Dragon heritage 1) (3 ranks - 1 AP): (Passive) +1 caster level and maximum caster level on fire spells Draconic spell augmentation (required 12 - Prereq: Draconic spell knowledge 1) (3 ranks - 1 AP): (Passive) Fire spells have a small chance to deal a blast of 3d6 extra light damage Intelligence/Charisma (required 12 - No prereq) (1 rank - 2 AP): (Passive) +1 Intelligence/Charisma

Tier 5 (16 points required) Flyby attack (required 16 - Prereq: Dragon breath 1) (1 rank - 1 AP): (Active Cooldown: 1min) Executes an abundant step which passes through enemies and deals 2d6 fire damage per caster level to any enemy struck during the attack. Each enemy is also knockdown unless it succeds a fortitude save Red dragon breath (required 16 - Prereq: Draconic spell knowledge 1) (1 rank - 1 AP): (Active Cooldown: 1min) Cone that deals 60d6 fire damage (reflex save for half). Can use 5 times per rest Draconic breath augmentation (required 16 - Prereq: Dragon breath 1) (3 ranks - 1 AP): (Passive) When enemies fail their reflex save against breath, they are subject to a temporary sleep effect Intelligence/Charisma (required 16 - No prereq) (1 rank - 2 AP): (Passive) +1 Intelligence/Charisma

Tier 6 (20 points required) Energy vortex (required 20 - Prereq: Energy Burst 1) (1 rank - 1 AP): (Active Cooldown: 2mins) Intense flame swirl around you dealing damage to enemy in the AoE. Flame follow you and deal 1d6 fire damage per caster level every 2 seconds for 16 seconds Draconic hunger (required 20 - No prereq) (1 ranks - 1 AP): (Passive) When you kill an enemy there is a small chance you'll gain 3d6 temporary HP and 3d6 temporary SP. If draconic fury is active, this chance becomes 100% Fearsome invulnerability (required 20 - No prereq) (1 rank - 1 AP): (Active Cooldown: 1sec) Each time kill an enemye under the effect of draconic fury, gain 1 charge. When have 20 of these charges, can expend them to activate fearsome invulnerability. Triggers an intimidate effect when used, lasts for 30 seconds, and for its duration you have DR 100/-, resistance 200 to Fire/Cold/Electricity/Acid and HP regens at a very switf rate Intelligence/Charisma (required 20 - No prereq) (1 rank - 2 AP): (Passive) +1 Intelligence/Charisma

Exalted angel Quote: Originally Posted by Eladrin The stacks from Blood and Radiance tick down rather than vaporizing entirely. So if you have 7 stacks, 10 seconds later you'll be at 6 stacks, not zero. Judgement is an ability where you "mark" an undead or evil outsider opponent. When the target dies, it deals damage to all enemy undead and evil outsiders around it. (And has a chance to apply Judgement if you have Judge the Many - when they die it won't spread any further, only those directly Judged by you are "virulent".) Renew has shifted a little bit on our internal builds, it's now a heal over time rather than an up-front heal, but still gives the ablative shield on mauled targets. It does trigger Blood and Radiance. Internally, Purity of Essence is now 3%/6%/10%. Still really good though! Innates Celestial destiny (required 0): (Passive) +150 SP/ Each additional level of exalted angel grant 100 SP and +1 to cleric, paladin and FvS caster levels. Each level of exalted angel count as FvS level for SP from items Angelic presence (required 4): (Active Cooldown: 10secs) Toggle: While above 50% Health you have +2 sacred bonus to charisma and all ennemies have -2 penalty to attack rolls. Stack with AoV aura Astral vibrance (required 8): (Active Cooldown: 10secs) Toggle: While you are above 50% Health ennemies below 50% health take  light damage every 2 seconds, and nearby allies below 50% health receive  positive healing every 2 seconds. Cost 1 sp per 2 second when active Leap of faith (required 12): (Active Cooldown: 3secs, 10 SP) Similar to live leap of faith Blessed blades (required 16): (Passive) Any weapon you wield or unarmed attacks are treated as having your alignement for damage reduction bypass purpose. (no effect if true neutral) Ascendance (required 20): (Active Cooldown: 10secs) Transformation toggle: Assume angelic form. Any time you cast light damage spell, chance to gain temporary spell points. Any time you cast single target cure spells on target below 50% health, chance to give the target temporary HP. Any time you smite an enemy, chance to gain temporary HP.

Destinies Tier 1 (0 points required) Avenging light (required 0 - No prereq) (1 ranks - 2 AP): (Active Cooldown: 3secs) Deals 1d4+4 light damage + 1d4+4 per three character level to 1 target. Fortitude save (DC 10+ character level + charisma mod) for half Radiant power (required 0 - No prereq) (3 ranks - 1 AP): (Passive) +10 Light spellpower Endless faith (required 0 - Prereq: Radiant power 1 && Healing power 1) (3 ranks - 1 AP): (Passive) Spell point pool increased by 4%. Echoes of power restore up to 18 SP Healing power (required 0 - No prereq) (3 ranks - 1 AP): (Passive) +10 Positive energy spellpower Wisdom/Charisma (required 0 - No prereq) (1 rank - 1 AP): (Passive) +1 Wisdom/Charisma

Tier 2 (4 points required) Judgement (required 4 - No prereq) (1 rank - 2 AP): (Active Cooldown: 15secs, 10SP) Target undead or evil outsider will explode when killed dealing 10d100 light damage to other undead or evil ousiders near them Embrace the light (required 4 - Prereq: Radiant power 1) (3 ranks - 1 AP): (Passive) You take 10% less light damage Wisdom/Charisma (required 4 - No prereq) (1 rank - 1 AP): (Passive) +1 Wisdom/Charisma

Tier 3 (8 points required) Lay to rest (required 8 - Prereq: Judgement 1) (1 rank - 2 AP): (Active Cooldown: 15secs, 10SP) Target touched undead or evil outsider under the effect of judgement takes 10d100 light damage Smite the wicked (required 8 - No prereq) (1 rank - 2 AP): (Active Cooldown: 15secs, 10SP) Melee smite. Gain twice your charisma bonus to your attack roll and damage bonus of (level x3) +7 against evil opponents. On hit: 50 light damage against undead and evil outsiders. On vorpal destroy undead or evil outsiders under 1000HP Renewal (required 8 - No prereq) (3 ranks - 1 AP):(Active Cooldown: 3secs, 5SP) Heals 1d2 HP per character level to target. If target is below 50% health, grants celestial shield absorbing the 30 next damage. Next update: Changed to a heal over time. Triggers blood and radiance Purity of essence (required 8 - Prereq: Healing power 1 && Renewal 1) (3 ranks - 1 AP): (Passive) [3%/5%/10%] healing amp Wisdom/Charisma (required 8 - No prereq) (1 rank - 1 AP): (Passive) +1 Wisdom/Charisma

Tier 4 (12 points required) Judge the many (required 12 - Prereq: Lay to rest 1) (1 rank - 1 AP): (Passive) Undead or evil outsiders judged (Judgement?) gain "Guilt by association". When target with guild dies, any undead or outsiders caught in judgement have 50% chance to receive judgement Rebuke foe (required 12 - Prereq: Blood and radiance 1) (1 rank - 2 AP): (Active Cooldown: 3secs) Only usable when endless ardor stack >=5/ Target enemy tales 5% additional damage from physical and light damage for 30 seconds. Can stack up to 5 times, new stacks add 30 seconds to remaining duration. Endless ardor reset to zero. Blood and radiance (required 12 - No prereq) (3 ranks - 1 AP): (Passive) Each time you cast a light based spell you gain endless ardor: +1 sacred bonus to positive energy for 10 seconds. Each time cast a positive energy spell, gain righteous fervor: +1 sacred bonus to light spellpower for 10 seconds. Can stack up to 10 times. Each stack add 10 seconds to remaining duration. Excoriate (required 12 - Prereq: Blood and radiance 1) (1 rank - 2 AP): (Passive) When righteous fervor stack >=5 your light spells and smites have a 3% chance to stun opponents for 6 seconds Wisdom/Charisma (required 12 - No prereq) (1 rank - 2 AP): (Passive) +1 Wisdom/Charisma

Tier 5 (16 points required) Be at peace (required 16 - No prereq) (1 rank - 2 AP): (Active Cooldown: 2 mins, 10SP) Target enemy is dazed for 1 minute, no save. Damage breaks this effect. Endless and righteous fervor reset to zero. Wisdom/Charisma (required 16 - No prereq) (1 rank): (Passive) +1 Wisdom/Charisma

Tier 6 (20 points required) Divine wrath (required 20 - Prereq: Rebuke foe 1) (1 rank - 2 AP): (Active Cooldown: 3secs, 30SP) Only usable when endless ardor stack is 10. Call down divine wrath on foes dealing 2d6 light damage per character level. Will save for half (DC 10 + character level + half charisma mod). Allies caught within blast are healed for 1d6 HP per character level. Resets endless ardor. Strike down (required 20 - Prereq: Excoriate 1) (1 rank - 2 AP): (Active Cooldown: 15secs, 10SP) Only usable when righteous stack is 10. Melee smite: gain twice your charisma bonus to attack and damage bonus of (level x3) + 7 against evil opponents. On hi: 500 light damage. On hit after damage: destroy undead or evil outsiders below 1000 HP. Resets righteous fervor. Wisdom/Charisma (required 20 - No prereq) (1 rank - 2 AP): (Passive) +1 Wisdom/Charisma

Fatesinger

Innates Fatesinger's Repertoire (required 0): (Active) Gain 2 songs. If you didn't have inspire courage or fascinate, you have thos feats know. Count as a bard for using magical items. Each level of fatesinger adds +1 Caster level Glitter of fame (required 4): (Passive) Gain 2 songs. When your HP >10%, you gain +1 to all ability scores Harmonic resonance (required 8): (Passive) Gain 2 songs. Your melee and missile attacks have 10% chance to build stacking resonance in enemies. Each stack increases vulnerability to enemy by 10%. 5 stacks max Intoxicationg presence (required 12): (Passive) Gain 2 songs. Enemies who strike you have a 10% chance of becoming fascinated for 12 seconds. Affects any creature you can fascinate, including those for which you have Music of... enhancement. Grandeur (required 16): (Passive) Gain 2 songs. When HP > 10%, gain immunity to fear and Aura of grandeur. Aura of grandeur imbues allies with +1 to all saves, +2 to cha based skills, +4 damage bonus Majesty (required 20): (Passive) Gain 2 songs. Enemies that strike you have a 5% chance to become blinded. You also gain +1 effective level to enchantement/charm spells, 10% damage to light spells, and +1 to hit

Destinies Tier 1 (0 points required) O Fortuna (required 0 - No prereq) (3 ranks - 1 AP): (Passive) Inspire courage gives [1/+2/+3] fortitude and reflex saves Aria(required 0 - No prereq) (3 ranks - 1 AP): (Active - Cooldown ?) Combat Stance. You generate [10%/20%/30%] less threat for spellcasting. In addition, you gain a [30/60/90] Spell Power bonus to your Sonic and Force spells, and a [20/40/60] Spell Power bonus to your Positive and Negative spells. Allure (required 0 - No prereq) (3 ranks - 1 AP): (Passive) [+2/+4/+6] to haggle, perform and Umd Artful Misdirection (required 0 - No prereq) (4 ranks - 1 AP & 1 max song): (Active Cooldown: 6secs) Stance. Receive [5%/10%/15%/20%] less threat for melee attack, [+2/+3/+4/+4] to hit creatures not targeting you, and [+2/+4/+4?/+4?] critical confirmation bonus and and a [0%/0%/5%/10%] Reduction in your Target's Fortification. Charisma/Intelligence (required 0 - No prereq) (1 rank): (Passive) +1 Charisma/Intelligence

Tier 2 (4 points required) Music of the spider queen (required 4 - No prereq) (1 ranks - 2 AP): (Passive) Fascinate can mesmerize vermins. Vermins still cannot be suggested Echoes of the Ancients: Arcane (required 4 - No prereq) (1 ranks - 2 AP & 1 max song): (Passive) Grants you either Tailwind (required 4 - No prereq) (3 ranks - 1 AP): (Passive) Inspire courage grants +2 damage to all missile weapons Charisma/Intelligence (required 4 - No prereq) (1 rank - 2 AP): (Passive) +1 Charisma/Intelligence
 * +1 UMD, a +2 Spell Penetration, a +2 DC of offensive wands and 20SP
 * 25 spell points, +1 Natural Armor and a +2 saves vs. Poison. 10 SpellPower when casting Fire, Acid, Cold or Electricity spells.

Tier 3 (8 points required) Siren's song (required 8 - No prereq) (3 ranks - 1 AP): (Active Cooldown: 10secs) Mesmerizes a single target and deals 1 constitution damage every [4/3/2] seconds. Duration 24 seconds. Affects: Human, Elf, Dwarf, Drow, Halfling, and Warforged Grim fate (required 8 - Prereq: Ventriloquism 1) (3 ranks - 1 AP): (Passive) Fascinate inflicts creatures with an additional [5%/10%/15%] vulnerability to physical attacks Revielle (required 8 - No prereq) (1 ranks - 1 AP): (Active Cooldown: 10secs) Expand a song to cast a true resurrection. Has a slow cast time. Charisma/Intelligence (required 8 - No prereq) (1 rank): +1 Charisma/Intelligence

Tier 4 (12 points required) Bound fate (required 12 - Prereq: Siren's song 1) (1 ranks - 2 AP): (Passive) When siren's song expires, your enemy is bound by the chains of fate for [12/20/26] seconds. Slows attack speed of creature (unknown amount) Echoes of the ancient: Divine (required 12 - Prereq: Echoes of the ancient: Legendary Dreadnought 1) (1 ranks - 2 AP & 1 max song): (Passive) Either: Echoes of the ancient: Martial (required 12 - Prereq: Echoes of the Ancients: Magister 1) (1 ranks - 2 AP& 1 max song): (Passive) either: Echoes of the ancient: Primal (required 12 - Prereq: Echoes of the ancient: Legendary Dreadnought 1) (1 ranks - 2 AP& 1 max song): (Passive) Either Charisma/Intelligence (required 12 - No prereq) (1 rank - 2 AP): (Passive) +1 Charisma/Intelligence
 * +15SP, +3 Jump, +4 to Fortitude saves vs. Energy Drain and Disease, +20 SpellPower when casting Positive Energy spells. +1 Wisdom.
 * +1 Strength and a +1 to all saving throws. Inspire Courage grants +2 saves vs. Fear. If you possess an Aura of Good, it grants an additional +2 to all saves vs. fear as well. If you possess Turn Undead, you gain +2 to your effective level for Turning Undead.
 * -- Cleric
 * +1 to the DC of all combat feats, 2/- DR bonus to blocking with shield, +2 AC to blocking, +10 HP, +1 attack bonus, +1 strength
 * +1 Dexterity, +2 saves vs. traps, 1d6 Sneak Attack damage bonus. Every time you are hit, 15% chance of being affected by Blur for 8 seconds.
 * +1 Wisdom, a +2 AC while Tumbling and a +1 to all saves. If you are centered, you gain a 5% bonus to your total AC.
 * Echoes of the Shiradi Champion +2 Dexterity, +2 Spot, Listen, Hide and Move Silently, an extra action boost per rest. 5% faster attack speed with bows and thrown weapons. (Crossbows are not included.)
 * +20 HP and +1 Constitution. If you have Rage, your Rage grants you an additional +1 Strength and +1 Constituion while raging. +2% chance to trigger weapon effects on glancing blows.

Tier 5 (16 points required) Fragment of the song: Clarity (required 18 - No prereq) (3 ranks - 1 AP): (Passive) Inspire courage reduces party spell points cost by [4%/8%/12%]. Duration one minute +2 seconds per level Fragment of the song: Valor (required 18 - No prereq) (3 ranks - 1 AP): (Passive) Inspire courage increase melee and ranged attack speed by [4%/8%/12%]. Duration one minute +2 seconds per level Masquerade (required 16 - Prereq: Echoes of the ancient: Legendary Dreadnought 1) (1 ranks - 2 AP): (Passive) Activate masquerade to switch your twist of fate at a rest shrine Charisma/Intelligence (required 16 - No prereq) (1 rank - 2 AP): (Passive) +1 Charisma/Intelligence

Tier 6 (20 points required) Chord of disruption (required 20 - Prereq: Bound fate 1) (3 ranks - 1 AP): (Passive) When siren's song expires, chord of disruption focuses your energy to a single disruptive point causing 2D100 + [30/40/50] per character level of disintigrating sonic damage. If save made (no DC) effects are negated. Works on bosses. Masked ball (required 20 - No prereq) (1 ranks - 1 AP): (Passive) Fascinate grants you and your friend +20 jump, +20 tumble and blur. Duration: 30 seconds + 2 seconds per level Turn of the tide (required 20 - Prereq: Fragment of the song: Valor 1) (3 ranks - 1 AP): (Active Cooldown: 1min 30secs) An action boost that instead costs 1 song to activate. Grants +5 to hit, +[20%/40%/60%] damage, DR [12/15/18]/-, stacking Spell resistance [15/20/25] and deals 5d20+[100/150/200] sonic damage. Sonic damage doesn't work on bosses. Charisma/Intelligence (required 20 - No prereq) (1 rank - 2 AP): (Passive) +1 Charisma/Intelligence

Fury of the wild Notes: Capstone requires fury, but fury is not mentioned anywhere else. So a bit lost on this one Adrenaline Overload mentions an AP cost which is not possible since it's an innate

Innates Adrenaline (required 0): (Active Cooldown: 5secs) Gain 1 adrenaline user per rest. Consum 1 adrenaline your next attack deals +100% damage. Your are considered raged until your next attack. Damage reduction (required 4): (Passive) Gain DR1/-. Stacks with bar DR. Adrenaline (required 8): (Active Cooldown: 5secs) Gain 1 adrenaline user per rest. Consum 1 adrenaline your next attack deals +200% damage. Your are considered raged until your next attack. Damage reduction (required 12): (Passive) Gain DR1/-. Stacks with bar DR. Adrenaline (required 16): (Active Cooldown: 5secs) Gain 1 adrenaline user per rest. Consum 1 adrenaline your next attack deals +300% damage. Your are considered raged until your next attack. Adrenaline Overload (required 20): (Active Cooldown: 5secs) Gain 1 adrenaline user per rest. Consum 1 adrenaline your next attack deals +400% damage. Your 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 +1d4 extra damage, you gain +1 intimidate, +1 will saves and you lose -10AC and -20% fort Primal Scream (required 0 - No prereq) (5 rank - 1 AP): (Active Cooldown: 15secs) Nearby allies are raged gaining +1 moral bonus to Strength and constitution. Nearby enemies take 4d20 sonic damage. 2 uses per rest Boulder Toss (required 0 - No prereq) (3 ranks - 1 AP): (Active Cooldown: 20secs) Throw a boulder at an enemy, dealing 1d100 bludgeoning damage and knocking down enemy on failed reflex save Fast Healing (required 0 - No prereq) (5 rank - 1 AP): (Passive) You heal 1d10HP each minute using positive energy Strength/Constitution (required 0 - No prereq) (1 rank - 2 AP): (Passive) +1 Strength/Constitution

Tier 2 (4 points required) Trap Sense (required 4 - No prereq) (3 ranks - 1 AP): (Passive) +2 Fortitude, reflex and will saves vs traps Unstoppable Fury (required 4 - No prereq) (3 ranks - 1 AP): (Passive) While raged when you miss with a melee attack, gain +2 attack for 20s. Can stack 3 times Acute instincts (required 4 - No prereq) (3 ranks - 1 AP): (Passive) While raged, you gain +2 wisdom, +2 balance, +2 healn +2 listen, +2 spot, +2 search, +2 concentration Epic toughness (required 4 - No prereq) (1 rank - 1 AP): (Passive) +30 maximum HP Strength/Constitution (required 4 - No prereq) (1 rank - 2 AP): (Passive) +1 Strength/Constitution

Tier 3 (8 points required) Injury (required 8 - No prereq) (3 ranks - 1 AP): (Passive) While below 90% HP, enemies you damage in melee are shaken Overwhelming dorce (required 8 - No prereq) (3 ranks - 1 AP): (Passive) After using adrenaline, your next attack knocks down for 6 seconds Ward against Weird (required 8 - No prereq) (3 ranks - 1 AP): (Passive) 15 spell resistance while below 90% health Gird against demons (required 8 - No prereq) (1 rank - 2 AP): (Passive) Weapons you equip are considered cold iron Strength/Constitution (required 8 - No prereq) (1 rank - 2 AP): +1 Strength/Constitution

Tier 4 (12 points required) Insult(required 12 - No prereq) (1 rank - 2 AP): (Active Cooldown: 20secs) Your next attack generated triple threat, and you target gains +4 Strength, +4 constitution and loses 10AC Wild weapons (required 12 - No prereq) (3 ranks - 1 AP): (Passive) +3% glancing blow damage Malicious weapons (required 12 - No prereq) (3 ranks - 1 AP): (Passive) +3% chance to trigger weapon effects with glancing blows 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 5 minutes you gain +6 wisdom and cannot be raged or use adrenaline. You heal 1d100HP every 2 seconds for the next 10 seconds. Cannot train Fury eternal Fury eternal (required 16 - No prereq) (1 rank - 2 AP): (Passive) +1 adrenaline max use. Whenever you vorpal on a melee attack, 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) For 30 seconds, while standing still and fighting with a Two handed weapon, you deal +100% glancing blow damage to all enemies around you, and have 100% chance of triggering weapon effects on glancing blow. Requires and consumes 100 Fury. Strength/Constitution (required 20 - No prereq) (1 rank - 2 AP): (Passive) +1 Strength/Constitution

Grandmaster of flowers Notes: There is obviously a naming issue with the innates Balance in all things (rank 20) has an active icon while it should have a passive icon Has rebecca borgstrom been involved in creating this destiny ?

Innates Balance in all things (required 0): (Active Cooldown: 5 mins) Instantly restore 25-125 Ki Balance in all things (required 4): (Passive) Grants slippery mind as a bonus feat allowing an extra saving throw versus enchantments Balance in all things (required 8): (Active Cooldown: 4 mins - 30 Ki) Effectively casts an heal spell (healing + curing negative) on you Balance in all things (required 12): (Passive) Immunity to slippery surface Balance in all things (required 16): (Passive) Tumble allows you to pass through enemies Balance in all things (required 20): (Passive) Immunity to most knockdowns

Destinies Tier 1 (0 points required) Lilly Petal (required 0 - No prereq) (1 rank - 2 AP): (Active Cooldown: 6secs - 10 Ki) Project a bolt dealing 80-120 + 8-12 dmg per character level to a target Perfect balance (required 0 - No prereq) (3 ranks - 1 AP): (Passive) +2 balance, jump, tumble and 1% dodge Enlightenment (required 0 - No prereq) (3 ranks - 1 AP): (Passive) +15 Ki, +2 concentration Improved martial art (required 0 - No prereq) (3 ranks - 1 AP): (Passive) N/A (string table error) Dexterity/Wisdom (required 0 - No prereq) (1 rank - 2 AP): (Passive) +1 Dexterity/Wisdom

Tier 2 (4 points required) Running with wind (required 4 - No prereq) (3 ranks - 1 AP): (Passive) Electricity resistance 4, +10% enhancement bonus to movement speed Serenity (required 4 - No prereq) (2 ranks - 1 AP): (Passive) +1 Passive ki generation while centered Improved flurry of blows (required 4 - No prereq) (1 rank - 2 AP): (Passive) +3% chance to doublestrike on melee attacks. If no monk levels gain unarmed combat style of monk Dexterity/Wisdom (required 4 - No prereq) (1 rank - 2 AP): (Passive) +1 Dexterity/Wisdom

Tier 3 (8 points required) Orchid blossom (required 8 - Prereq: Lily petal 1) (1 rank - 2 AP): (Active Cooldown: 12secs - 20Ki) Projects blast of ki. 80-120 +8-12 dmg per character level to enemies in area. Reflex save for half (DC 10 + Character level + 1/2 wis mod) Walking with waves (required 8 - No prereq) (3 ranks - 1 AP): (Passive) Gain cold resistance 4 and +2 to AC Light as feather (required 8 - No prereq) (1 rank - 2 AP): (Active no cooldown) Toggle. Immune to falling damage + feather fall Perfection of body (required 8 - No prereq) (3 ranks - 2 AP): (Passive) +2 To fortitude save. Additional +2 against disease, poison and nausea Dexterity/Wisdom (required 8 - No prereq) (1 rank): (Passive) +1 Dexterity/Wisdom

Tier 4 (12 points required) Standing with stone (required 12 - No prereq) (3 ranks - 1 AP): (Passive) Acid resistance 4, +5 max HP Piercing clarity (required 12 - No prereq) (2 ranks - 1 AP): (Passive) Your attacks bypasse 5% of enemie fortification. Your attacks have ghost touch Perfection of mind (required 12 - No prereq) (3 ranks - 1 AP): (Passive) +2 to will saves, additional +2 against enchantment, fear and illusion Dexterity/Wisdom (required 12 - No prereq) (1 rank - 2 AP): (Passive) +1 Dexterity/Wisdom

Tier 5 (16 points required) Drifting lotus (required 16 - Prereq: Orchid blossom 1) (1 rank - 2 AP): (Active Cooldown: 15secs - 25Ki) 80 - 120 + 8-12 dmg per character level AoE. Enemies who don't fail are knocdown (Save DC 10 + character level + 1/2 wis mod) Dancing with flames (required 16 - No prereq) (3 ranks - 1 AP): (Passive) Gain fire resistance 4 and +1 to attack and damage roll Perfection of soul (required 16 - No prereq) (3 ranks - 1 AP): (Passive) +2 to reflex, +1 to bluff, diplomacy haggle and initimidate Dexterity/Wisdom (required 16 - No prereq) (1 rank - 2 AP): (Passive) +1 Dexterity/Wisdom

Tier 6 (20 points required) A scattering of petals (required 20 - Prereq: Drifting lotus 1) (1 rank - 2 AP): (Active Cooldown: 1 min - 30 Ki) Nearby enemies must make a fortitude save (DC 20 + character level + 1/2 wis mod) or become blinded. For the next 12 seconds +25% dodge Everything is nothing (required 20 - No prereq) (1 rank - 2 AP): (Active Cooldown: 50 Ki) Perfect peace counter increments each time you use Stunning Fist, Quivering palm, Lily petal, Orchid blossom, Drifting lotos or A scattering of petals. When counter reach 25, gain ability to use everything is nothing. On activation: Enemies in a large radius from you must make a saving throw (DC 20 + charachter level +1/2 wis mod) or be erased from multiverse. If they succeed at saving theow they are exiled from reality for 6 seconds. After 6 seconds they reemerge and take 1000 damage (fortitude for half). Bosses take damage immediatly. Dexterity/Wisdom (required 20 - No prereq) (1 rank - 2 AP): (Passive) +1 Dexterity/Wisdom

Legendary dreadnought Notes: Not sure why PA and Combat expertise destinies are active with cooldown. Guess they replace the old CE and PA What weapon is a knife ?

Innates Shrug off punishment (required 0): (Passive) +10 Max health per level of legendary dreadnought Action hero (required 4): (Passive) Reduces cooldown of action boosts by 33% unstoppable (required 8): (Active Cooldown: 3mins) Activate to remove all CC currently restraining you Action boost: Unmovable (required 12): (Active Cooldown: 2mins 15secs) Activate to gain +20 to fortitude and balance for 60 seconds Action boost: Thick skinned (required 16): (Active Cooldown: 3mins) Activate to take 25% less damage drom all sources Combat brute (required 20): (Passive) N/A (string table error)

Destinies Tier 1 (0 points required) Sundering swing (required 0 - No prereq) (3 rank - 1 AP): (Active Cooldown: 1min) For next 9 seconds all attack make improved sunder effect on hit Legendary tactics (required 0 - No prereq) (3 ranks - 1 AP): (Passive) +2 to DC of all tactical feats Extra action boost (required 0 - No prereq) (3 ranks - 1 AP): (Passive) +1 action boost per rest Action boost: attack (required 0 - No prereq) (3 ranks - 1 AP): (Active Cooldown: 30secs) Activate to gain a +15 action boost bonus to attack for 20 seconds Strength/Constitution (required 0 - No prereq) (1 rank - 2 AP): (Passive) +1 Strength/Constitution

Tier 2 (4 points required) Momentum swing (required 4 - No prereq) (3 ranks - 1 AP): (Active Cooldown: N/A) N/A (String table error) Improve combat expertise (required 4 - No prereq) (1 rank - 2 AP): (Active Cooldown: 6secs) The combat expertise grants an additional 10 AC Improved power attack (required 4 - No prereq) (1 rank - 2 AP): (Active Cooldown: 6secs) N/A (String table error) Action boost: damage (required 4 - No prereq) (3 rank - 1 AP): (Active Cooldown: 30secs) Activate to gain +20% action boost bonus to weapon damage for 20 seconds Strength/Constitution (required 4 - No prereq) (1 rank - 2 AP): (Passive) +1 Strength/Constitution

Tier 3 (8 points required) Lay wast (required 8 - No prereq) (1 rank - 2 AP): (Active Cooldown: N/A) N/A (String table error) Critical damage (required 8 - No prereq) (3 ranks - 1 AP): (Passive) +2 damage on critical hits (before multiplier) Action boost: Haste (required 8 - No prereq) (3 rank - 1 AP): (Active Cooldown: 30secs) +20% action boost attack speed bonus for 20 seconds Strength/Constitution (required 8 - No prereq) (1 rank - 2 AP): +1 Strength/Constitution

Tier 4 (12 points required) Tactical genius (required 12 - No prereq) (1 rank - 2 AP): (Active Cooldown: 5mins) Activate to clear cooldown of all tactical feats Volcano's edge (required 12 - No prereq) (1 rank - 2 AP): (Active Cooldown: 12secs) Tactical melee attack: On hit: 100 fire damage. On critical, target takes incineration damage. On Vorpal, target fire vulnerability increased by 100% for 10 seconds. Require kama, knife, sickle or sword Lightning Mace (required 12 - No prereq) (1 rank - 2 AP): (Active Cooldown: 12secs) Tactical melee attack: On hit: 100 electrical damage. On critical: gain 25% double strike for 6 seconds. On vorpal target elecrtical vulnerability increased by 100%. Requires a club, greatclub, mac, morningstar or quaterstaff. Anvil of thunder (required 12 - No prereq) (1 rank - 2 AP): (Active Cooldown: 12secs) Tactical melee attack: On Hit: 100 sonic damage. On critical: Target is dazed for 6 seconds. On Vorpal: Target is stunned for 6 seconds. Requires an axe, hammer or pick. Strength/Constitution (required 12 - No prereq) (1 rank - 2 AP): (Passive) +1 Strength/Constitution

Tier 5 (16 points required) Advancing blows (required 16 - No prereq) (1 rank - 2 AP): (Passive) On melee critical hit, you gain: +1 to hit and damage for 6 seconds. Stacks 5 times. Devastating critical (required 16 - No prereq) (1 rank - 2 AP): (Passive) +1 critical damage mulitplier on rolls of 19-20 Strength/Constitution (required 16 - No prereq) (1 rank - 2 AP): (Passive) +1 Strength/Constitution

Tier 6 (20 points required) Master's blitz (required 20 - Prereq: Drifting lotus 1) (1 rank - 2 AP): (Active Cooldown: 5mins) The master's blitz counter increments each time a tactical feat is successfully used. When the counter reaches 50, you gain ability to use Master's Blitz. Activate: For 10 seconds, you gain +50% dodge and deal +25% melee damage. Any time you kill an opponent while under the effects of Master's blitz, you gain an additional stack of melee damage bonus and restart duration. If you are below 50% health when you first activate this ability, you start with 2 stacks of increased damage instead of 1. The damage bonus stack up to 100 times. Pulverizer (required 20 - No prereq) (1 rank - 2 AP): (Passive) Increases critical threat range of bludgeoning weapons you equip by 1 Headman's chop (required 20 - Prereq: Devastating critical 1)(1 rank - 2 AP): (Passive) Increases the critical threat multiplier on rolls of 19-20 of axes you equip by 1. Strength/Constitution (required 20 - No prereq) (1 rank - 2 AP): (Passive) +1 Strength/Constitution

Shadowdancer Not available yet

Shiradi champion

Innates Fey Favor (required 0): (Passive) You gain proficiency with longbows and shortbows. Each time vorpal with ranged and thrown attacks, you gain Fey favor: +1 luck bonus to ranged attacks. Stacks 10 times Fey Visions (required 4): (Passive) +1 ranged damage, +5 spellpower, +5 search. Automatically detect secret doors Favorable winds (required 8): (Passive) +1 Attack. Ranged and thrown attacks and offensive spells have 7% chance to deal 2d12 additional sonic damage Sixth sense (required 12): (Passive) +1 ranged damage, +5 spellpower, +5 listen. You bypasse 20% dodge Favorable wind (required 16): (Passive) +1 attack. Ranged and thrown attacks and offensive spells have 7% chance to deal 2d12 additional sonic damage Fey power (required 20): (Passive) Ranged and thrown attacks and offensive spells have 7% chance to deal 2d20 extra force damage

Destinies Tier 1 (0 points required) Stay Good (required 0 - No prereq) (2 ranks - 1 AP): (Active Cooldown: 5secs) Wild hunter stance: Ranged and thrown attacks and offensive spells have a 7% chance to deal 1d12 extra light damage Stay Frosty (required 0 - No prereq) (2 ranks - 1 AP): (Active Cooldown: 5secs) Wild hunter stance: Ranged and thrown attacks and offensive spells have an extra 7% chance to deal 1d12 extra cold damage and slow movement for 5 seconds. +3 listen and spot Healing spring (required 0 - No prereq) (3 ranks - 1 AP): (Active Cooldown: 30secs) Nearby allies heal 1d100 positive energy every [60/45/30] seconds for five minutes. Usable once per day Illusion of well being (required 0 - Prereq: Healing spring 1) (3 ranks - 1 AP): (Passive) Healing spring additionally grants 10 temporary HP when it heals you for at least one HP. 1 extra use of healing spring per day Dexterity/Wisdom (required 0 - No prereq) (1 rank - 2 AP): (Passive) +1 Dexterity/Wisdom

Tier 2 (4 points required) Prism (required 4 - No prereq) (1 rank - 2 AP): (Active Cooldown: 5secs) Wild hunter stance: Ranged and thrown attacks and offensive spells have a 7% chance to deal 1d12 damage to a random ability score In the weeds (required 4 - No prereq) (3 ranks - 1 AP): (Passive) +1 dodge, +2 hide. After standing still for 3 seconds you gain +1 dodge, +3 hide Fey spring (required 4 - Prereq: Healing spring 1 && Fey form 1) (3 ranks - 1 AP): (Passive) Healing spring additionally grants DR [2?/4?/6]/ Cold iron and stacking [2/4/6] spellpower to nearby allies. 1 extra use of healing spring per day Fey form (required 4 - No prereq) (3 ranks - 1 AP): (Passive) Gain DR [3?/5?/7]/ Cold Iron and +[5?/10?/15] Spell Power." Dexterity/Wisdom (required 4 - No prereq) (1 rank - 2 AP): (Passive) +1 Dexterity/Wisdom

Tier 3 (8 points required) Rainbow (required 8 - Prereq: prism 1) (1 ranks - 2 AP): (Passive) While in prism stance, your ranged and thrown attacks and offensive spells have a 7% chance to deal 2d20 extra damage of a random type Pin (required 8 - No prereq) (3 rank - 1 AP): (Active Cooldown: 20secs) Ranged attack: Deal +1(W) extra damage. If enemy is not moving, enemy is pinned in place on failed fort save. Otherwise chance to slow movement Wild shots (required 8 - No prereq) (3 rank - 1 AP): (Active Cooldown: 45secs) Toss daggers in a wide arc in from ont you, each dealing 3d10 piercing damage Dexterity/Wisdom (required 8 - No prereq) (1 rank - 2 AP): (Passive) +1 Dexterity/Wisdom

Tier 4 (12 points required) Double rainbow (required 12 - Prereq: rainbow 1) (1 ranks - 2 AP): (Passive) While in prism sta,ce; your ranged and thrown attacks and offensive spells have a 7% chance to inflict a random effect on your target Otto's Wristler (required 12 - Prereq: pin 1) (3 rank - 1 AP): (Active Cooldown: 20secs) Ranged attack: Deals +1(W) extra damage. If enemy is moving, enemy starts dancing on a failed will save Whirling wrist (required 12 - No prereq) (3 ranks - 2 AP): (Passive) Increases your attack speed with thrown weapons by 20% Elemental absorption (required 12 - Prereq: Fey form 1) (3 rank - 1 AP): (Active Cooldown: 45secs) Target allies received 5% reduced damage from fire, cold, electric, acid and sonic. Two uses per rest. Lasts until rest Dexterity/Wisdom (required 12 - No prereq) (1 rank - 2 AP): (Passive) +1 Dexterity/Wisdom

Tier 5 (16 points required) Track (required 16 - No prereq) (3 ranks - 1 AP): (Passive) Ranged attacks reduce enemy AC by -1 for 20 seconds. This effect stacks up to 10 times Stand and deliver (required 16 - No prereq) (1 ranks - 2 AP): (Passive) While standing still you gain +1 competence bonus to ranged damage and +1% spell power every four seconds, up to +10 Nerve toxin (required 16 - No prereq) (3 ranks - 1 AP): (Passive) Your rangeed attacks have a 3% chance to paralyze living creatures for 6 seconds. This is negated on a fortitude save DC 30 Dexterity/Wisdom (required 16 - No prereq) (1 rank - 2 AP): (Passive) +1 Dexterity/Wisdom

Tier 6 (20 points required) Audience with the queen (required 20 - No prereq) (1 rank - 2 AP): (Active Cooldown: 1min 17secs) Pop off for some tea with your lady, the queen of summer, returning a few seconds later. Depending on your diplomacy with the queen, you may experience effects either favorable or ill, though the tea is always delicious Rain of arrows (required 20 - No prereq) (1 rank - 2 AP): (Active Cooldown: 2mins) It rains arrows around you for thirty seconds. Cost: 10 Fey Favor. Dexterity/Wisdom (required 20 - No prereq) (1 rank - 2 AP): (Passive) +1 Dexterity/Wisdom

Changes to existing Epic quests
In the live game today, 'Epic' refers to an extreme difficulty level - something beyond Elite. Once the MotU goes live, Epic will simply refer to content that is level 20 and up - and that it has a minimum level of 20. Quest timers for current epic quests will be changed also.

The existing quests that support Epic will be given difficulty choices. In fact, even existing epic content will now offer Casual, Normal, Hard & Elite, where the epic difficulty in the game today is somewhere between Hard and Elite.

True Reincarnation and Epic Destinies
If a character undergo a True Reincarnation and his Heroic level drops below 20, Epic advancement and all benefits related to it are suppressed. They also have to level from 20-25 again but save existing Epic Destiny progress. Also, some abilities will have level pre-reqs (meaning some abilities may not be usable until you hit level 21, 22, 23 etc).

Players will still be able to TR at level 20.