https://ddowiki.com/api.php?action=feedcontributions&user=136.228.34.126&feedformat=atomDDO wiki - User contributions [en]2024-03-28T16:42:02ZUser contributionsMediaWiki 1.35.13https://ddowiki.com/index.php?title=Paladin_spells&diff=435573Paladin spells2020-02-14T13:47:45Z<p>136.228.34.126: </p>
<hr />
<div><noinclude>{{SpellsbyClassTOC}}<br />
__NOTOC__</noinclude><br />
'''Warning''': numerical effects may not coincide with [[DDO]]'s exact implementation.<br />
See [[DDO numbers|here]] for details.<br />
<br />
==[[Paladin]] Spells List==<br />
[[Paladin]]s cast [[divine spell]]s.<br />
<br />
Consult the table below to know the number of Paladin spells available per spell level, and per spell school.<br />
{{SpellsPerLevelTable<br />
|1|3|3|0|1|1|0|0|1<br />
|2|2|1|0|0|0|0|0|3<br />
|3|3|2|0|1|0|0|0|0<br />
|4|1|3|0|0|2|0|0|2}}<br />
<br />
==Level 1==<br />
<br />
{{SpellBookHeader|EEE8AA|C6B373}}<br />
{{SpellBook1<br />
|SpellIcon = Icon lionheart.png<br />
|Name = [[Lionheart (spell)|Lionheart]]<br />
|School = Abjuration<br />
|Description = Imbues a single ally with great bravery, making him immune to fear for 1 minute per [[caster level]].<br />
|Components = PowderedSilver.png<br />
|Extend = y<br />
|Quicken = y<br />
}}<br />
{{SpellBook1<br />
|rowcolor = EEE8AA<br />
|SpellIcon = Icon protectionfromevil.png<br />
|Name = [[Protection from Evil]]<br />
|School = Abjuration<br />
|Description = Creates a magical barrier that wards a target from attacks by [[Evil]] [[creature]]s. It grants a +2 [[deflection bonus]] to [[Armor Class]], and a +2 [[resistance bonus]] to [[save]]s versus attacks from [[Evil]] [[creature]]s. The target is also warded from [[Evil]] magical controls and compulsions.<br />
|Components = PowderedSilver.png<br />
|Enlarge = y<br />
|Extend = y<br />
|Quicken = y<br />
}}<br />
{{SpellBook1<br />
|SpellIcon = Icon resistance.png<br />
|Name = [[Resistance (spell)|Resistance]]<br />
|School = Abjuration<br />
|Description = Imbues the [[ally]] with magical energy that protects from harm, granting him a +1 resistance bonus on [[Saving Throw|saves]] (+2 at 6th level, +3 at 9th level).<br />
|Components = <br />
|Enlarge = y<br />
|Extend = y<br />
|Quicken = y<br />
}}<br />
|-<br />
|colspan="12" align=center bgcolor=#C6B373 height=5px|<br />
|-<br />
{{SpellBook1<br />
|rowcolor = EEE8AA<br />
|SpellIcon = Icon curelightwounds.png<br />
|Name = [[Cure Light Wounds]]<br />
|School = Conjuration<br />
|Description = Positive energy heals an ally for 1d6+2 plus 1 per [[caster level]] (Maximum [[caster level]] 5.) [[hit point]]s, or deals the same amount of damage to an [[undead]] creature. (A [[Will save]] reduces this damage by [[half]].)<br />
|Components = <br />
|Empower_Healing = y<br />
|Empower_Spell = y<br />
|Enlarge = y<br />
|Maximize = y<br />
|Quicken = y<br />
}}<br />
{{SpellBook1<br />
<br />
|SpellIcon = Icon lesserrestoration.png<br />
|Name = [[Lesser Restoration]]<br />
|School = Conjuration<br />
|Description = Dispels magical effects reducing 1 of an [[ally]]’s [[Ability]] scores, it also eliminates the [[Conditions|condition]] [[Fatigued]] suffered by the [[creature]], and improves the [[Exhausted]] [[Conditions|condition]] to [[Fatigued]].<br />
|Enlarge = y<br />
|Quicken = y<br />
}}<br />
{{SpellBook1<br />
|rowcolor = EEE8AA<br />
|SpellIcon = Icon seeketernalrest.png<br />
|Name = [[Seek Eternal Rest]]<br />
|School = Conjuration<br />
|Description = Grants the caster +4 to [[sacred]] level for the purpose of [[turn undead|turning Undead]].<br />
|Extend = y<br />
|Quicken = y<br />
}}<br />
{{SpellBook1<br />
|SpellIcon = Command.png<br />
|Name = [[Righteous Command]]<br />
|School = Conjuration<br />
|Description = +1 Morale bonus to Melee and Ranged Power per caster level, max caster level 15.<br />
|Extend = y<br />
|Quicken = y<br />
}}<br />
|-<br />
|colspan="12" align=center bgcolor=#C6B373 height=5px|<br />
|-<br />
{{SpellBook1<br />
|SpellIcon = Icon bless.png<br />
|Name = [[Bless]]<br />
|School = Enchantment<br />
|Description = Multiple targets are filled with courage, granting a +1 morale bonus on to-hit rolls and [[save]]s versus [[fear]]. Bless counters and dispels [[Bane (spell)|Bane]].<br />
|Enlarge = y<br />
|Extend = y<br />
|Quicken = y<br />
}}<br />
|-<br />
|colspan="12" align=center bgcolor=#C6B373 height=5px|<br />
|-<br />
{{SpellBook1<br />
|rowcolor = EEE8AA<br />
|SpellIcon = Icon divinefavor.png<br />
|Name = [[Divine Favor]]<br />
|School = Evocation<br />
|Description = Calling upon the strength and wisdom of a [[Deities|deity]], you gain a +1 luck bonus on [[Attack roll|attack]] and weapon [[damage]] rolls. This bonus is increased by +1 for every 3 [[caster level]]s beyond level 3. (Maximum bonus +3 at [[caster level]] 9.)<br />
|Extend = y<br />
|Quicken = y<br />
}}<br />
|-<br />
|colspan="12" align=center bgcolor=#C6B373 height=5px|<br />
|-<br />
{{SpellBook1<br />
|SpellIcon = Icon virtue.png<br />
|Name = [[Virtue]]<br />
|School = Transmutation<br />
|Description = Grants 10 temporary [[Hit point|Hit Points]] plus 2 per [[caster level]] over level 4th (Maximum [[Hit point|Hit Points]] 20.) to an [[ally]].<br />
|Enlarge = y<br />
|Extend = y<br />
|Quicken = y<br />
}}<br />
|}<br />
<br />
==Level 2==<br />
<br />
{{SpellBookHeader|EEE8AA|C6B373}}<br />
{{SpellBook1<br />
|SpellIcon = Icon angelskin.png<br />
|Name = [[Angelskin]]<br />
|School = Abjuration<br />
|Description = The caster gains +1 [[racial bonus]] to [[Physical Resistance Rating|Physical]] and [[Magical Resistance Rating]] per [[caster level]].<br />
|Extend = y<br />
|Quicken = y<br />
}}<br />
{{SpellBook1<br />
|rowcolor = EEE8AA<br />
|SpellIcon = Icon resistenergy.png<br />
|Name = [[Resist Energy]]<br />
|School = Abjuration<br />
|Description = Gives an [[ally]] limited resistance from one chosen energy type, reducing damage or attack by 10. (20 at caster level 7th, 30 at 11th.) Energy types available are: acid, cold, electricity, fire, or sonic.<br />
|Enlarge = y<br />
|Extend = y<br />
|Quicken = y<br />
}}<br />
|-<br />
|colspan="12" align=center bgcolor=#C6B373 height=5px|<br />
|-<br />
{{SpellBook1<br />
|SpellIcon = Icon removeparalysis.png<br />
|Name = [[Remove Paralysis]]<br />
|School = Conjuration<br />
|Description = This [[spell]] frees an [[ally]] from the [[Conditions|condition]] [[Paralyzed]], and the effects of a [[Slow (spell)|Slow]] [[spell]].<br />
|Enlarge = y<br />
|Quicken = y<br />
}}<br />
|-<br />
|colspan="12" align=center bgcolor=#C6B373 height=5px|<br />
|-<br />
{{SpellBook1<br />
|SpellIcon = Icon righteouscommand.png<br />
|Name = [[Righteous Command]]<br />
|School = Evocation<br />
|Description = Grants the caster a +1 [[sacred bonus]] to [[Melee Power|Melee]] and [[Ranged Power]] per [[caster level]].<br />
|Components = EagleFeather.png<br />
|Extend = y<br />
}}<br />
|-<br />
|colspan="12" align=center bgcolor=#C6B373 height=5px|<br />
|-<br />
{{SpellBook1<br />
|rowcolor = EEE8AA<br />
|SpellIcon = Icon bullsstrength.png<br />
|Name = [[Bull's Strength]]<br />
|School = Transmutation<br />
|Description = An ally gains a +4 [[enhancement bonus]] to [[Strength]] for 1 minute per [[caster level]].<br />
|Components = EagleFeather.png<br />
|Enlarge = y<br />
|Extend = y<br />
|Quicken = y<br />
}}<br />
{{SpellBook1<br />
|SpellIcon = Icon eaglessplendor.png<br />
|Name = [[Eagle's Splendor]]<br />
|School = Transmutation<br />
|Description = An ally gains a +4 [[enhancement bonus]] to [[Charisma]] for 1 minute per [[caster level]].<br />
|Components = EagleFeather.png<br />
|Enlarge = y<br />
|Extend = y<br />
|Quicken = y<br />
}}<br />
{{SpellBook1<br />
|rowcolor = EEE8AA<br />
|SpellIcon = Icon owlswisdom.png<br />
|Name = [[Owl's Wisdom]]<br />
|School = Transmutation<br />
|Description = An ally gains a +4 [[enhancement bonus]] to [[Wisdom]] for 1 minute per [[caster level]].<br />
|Components = EagleFeather.png<br />
|Enlarge = y<br />
|Extend = y<br />
|Quicken = y<br />
}}<br />
|}<br />
<br />
==Level 3==<br />
<br />
{{SpellBookHeader|EEE8AA|C6B373}}<br />
{{SpellBook1<br />
|SpellIcon = Sp dispelmagic.png<br />
|Name = [[Dispel Magic]]<br />
|School = Abjuration<br />
|Description = Removes ongoing spells that have been cast on a target, on a successful [[caster level check]] 1d20+[[caster level]] (Maximum [[caster level]] 10.) of [[DC]] 11+spell's [[caster level]]. In addition, this spell can be used to sever the connection between a summoner and his or her summoned monster, causing the summoned creature to attack unpredictably, possibly turning on its summoner.<br />
|Empower_Spell = <br />
|Enlarge = y<br />
|Quicken = y<br />
}}<br />
{{SpellBook1<br />
|rowcolor = EEE8AA<br />
|SpellIcon = Sp magiccircleagainstevil.png<br />
|Name = [[Magic Circle Against Evil]]<br />
|School = Abjuration<br />
|Description = Casts [[Protection from Evil]] on multiple targets for 1 minute per [[caster level]], granting a +2 [[deflection bonus]] to [[Armor Class]], and a +2 resistance bonus to [[Saving throw|saves]] against attacks from [[Evil]] [[creature]]s. Targets are also warded from magical mental control and compulsions.<br />
|Components = PhialOfHolyWater.png<br />
|Enlarge = y<br />
|Extend = y<br />
|Quicken = y<br />
}}<br />
{{SpellBook1<br />
|SpellIcon = Sp removecurse.png<br />
|Name = [[Remove Curse]]<br />
|School = Abjuration<br />
|Description = Removes all curses on an [[ally]]. Counters and dispels [[Bestow Curse]].<br />
|Enlarge = y<br />
|Quicken = y<br />
}}<br />
|-<br />
|colspan="12" align=center bgcolor=#C6B373 height=5px|<br />
|-<br />
{{SpellBook1<br />
|rowcolor = EEE8AA<br />
|SpellIcon = Sp rgr curemoderatewounds.png<br />
|Name = [[Cure Moderate Wounds]]<br />
|School = Conjuration<br />
|Description = Positive energy heals an ally for 2d6+4 plus 1 per [[caster level]] (Maximum [[caster level]] 10.) [[hit point]]s, or deals the same amount of damage to an [[undead]] creature. (A [[Will save]] reduces this damage by [[half]].)<br />
|Empower_Healing = y<br />
|Empower_Spell = y<br />
|Enlarge = y<br />
|Maximize = y<br />
|Quicken = y<br />
}}<br />
{{SpellBook1<br />
|SpellIcon = Sp removeblindness.png<br />
|Name = [[Remove Blindness]]<br />
|School = Conjuration<br />
|Description = Cures the [[conditions|condition]] [[Blinded]] in 1 [[ally]].<br />
|Enlarge = y<br />
|Quicken = y<br />
}}<br />
|-<br />
|colspan="12" align=center bgcolor=#C6B373 height=5px|<br />
|-<br />
{{SpellBook1<br />
|rowcolor = EEE8AA<br />
|SpellIcon = Sp prayer.png<br />
|Name = [[Prayer]]<br />
|School = Enchantment<br />
|Description = Gives special favor to multiple Party targets and disfavor to enemy targets, giving a +1 luck bonus to allies' [[Attack roll]]s, weapon [[Damage roll]]s, [[Saving throw|saves]], and [[Skill check]]s, and a -1 penalty to enemies for the same rolls.<br />
|Enlarge = y<br />
|Extend = y<br />
|Quicken = y<br />
}}<br />
|}<br />
<br />
==Level 4==<br />
<br />
{{SpellBookHeader|EEE8AA|C6B373}}<br />
{{SpellBook1<br />
|rowcolor = <br />
|SpellIcon = Sp breakenchantment.png<br />
|Name = [[Break Enchantment]]<br />
|School = Abjuration<br />
|Description = Affected allies in an area are freed from enchantments, transmutations, and curses. Enemies have beneficial effects removed. Must succeed on a check of 1d20+your [[caster level]] (Maximum [[caster level]] 15.) versus 11+the spell's [[caster level]] to remove an effect.<br />
|Components = <br />
|Empower_Healing = <br />
|Empower_Spell = <br />
|Enlarge = y<br />
|Extend = <br />
|Heighten = <br />
|Maximize = <br />
|Quicken = y<br />
}}<br />
|-<br />
|colspan="12" align=center bgcolor=#C6B373 height=5px|<br />
|-<br />
{{SpellBook1<br />
|rowcolor = EEE8AA<br />
|SpellIcon = Sp rgr cureseriouswounds.png<br />
|Name = [[Cure Serious Wounds]]<br />
|School = Conjuration<br />
|Description = Positive energy heals an ally for 3d6+6 plus 1 per [[caster level]] (Maximum [[caster level]] 15.) [[hit point]]s, or deals the same amount of damage to an [[undead]] creature. (A [[Will save]] reduces this damage by [[half]].)<br />
|Empower_Healing = y<br />
|Empower_Spell = y<br />
|Enlarge = y<br />
|Maximize = y<br />
|Quicken = y<br />
}}<br />
{{SpellBook1<br />
|SpellIcon = Sp rgr neutralizepoison.png<br />
|Name = [[Neutralize Poison]]<br />
|School = Conjuration<br />
|Description = Detoxifies any sort of venom in an [[ally]], causing him to suffer no additional effects from the [[Poison]]. Additionally, it immunizes the [[ally]] from any [[Poison]] he is exposed to during the duration of the [[spell]].<br />
|Components = ConsecratedGemDust.png<br />
|Enlarge = y<br />
|Extend = y<br />
|Quicken = y<br />
}}<br />
{{SpellBook1<br />
|rowcolor = EEE8AA<br />
|SpellIcon = Sp restoration.png<br />
|Name = [[Restoration]]<br />
|School = Conjuration<br />
|Description = Restoration cures the [[conditions]] [[Ability damaged|Ability Damaged]], [[Exhausted]], or [[Fatigued]] on the [[target]], and restores 1 single [[negative level]] to a [[creature]] who has had a [[Energy drained|level drain]]ed.<br />
|Components = ConsecratedGemDust.png<br />
|Enlarge = y<br />
|Quicken = y<br />
}}<br />
|-<br />
|colspan="12" align=center bgcolor=#C6B373 height=5px|<br />
|-<br />
{{SpellBook1<br />
|SpellIcon = Sp holysword selector.png<br />
|Name = [[Holy Sword]]<br />
|School = Evocation<br />
|Description = While you are enchanted with Holy Sword, any weapons in your hands gain +1 to their [[Enhancement bonus]] and +1 [[Competence bonus]] to Critical Threat Range and Critical Damage Multiplier. This does not apply to shields, orbs, or Rune Arms.<br />
|Quicken = y<br />
}}<br />
{{SpellBook1<br />
|rowcolor = EEE8AA<br />
|SpellIcon = Sp stalwartpact.png<br />
|Name = [[Stalwart Pact]]<br />
|School = Evocation<br />
|Description = Grants the [[target]] 5 [[Hit point|Hit Points]] for every 2 [[caster level]]s, a +2 luck bonus to [[Saving Throw]]s, and [[Damage Reduction]] 5/Magic, if the [[target]] of the [[spell]] falls below 50% [[Hit point|Hit Points]].<br />
|Components = ConsecratedGemDust.png<br />
|Quicken = y<br />
}}<br />
|-<br />
|colspan="12" align=center bgcolor=#C6B373 height=5px|<br />
|-<br />
{{SpellBook1<br />
|SpellIcon = Sp deathward.png<br />
|Name = [[Death Ward]]<br />
|School = Transmutation<br />
|Description = Grants a friendly [[creature]] immunity to [[death spells]] and effects, [[Energy drained|Energy Drained]], and [[negative energy]] effects.<br />
|Enlarge = y<br />
|Extend = y<br />
|Quicken = y<br />
}}<br />
{{SpellBook1<br />
|rowcolor = EEE8AA<br />
|SpellIcon = Sp zeal.png<br />
|Name = [[Zeal]]<br />
|School = Transmutation<br />
|Description = Grants the caster a +10% [[sacred bonus]] to [[doublestrike]].<br />
|Extend = y<br />
|Quicken = y<br />
}}<br />
|}<br />
{{cat|Paladin spells|*}}</div>136.228.34.126https://ddowiki.com/index.php?title=Two_Handed_Fighting&diff=435572Two Handed Fighting2020-02-14T13:40:44Z<p>136.228.34.126: </p>
<hr />
<div>{{Feat<br />
<!--basic--><br />
|name = Two Handed Fighting<br />
|icon = Icon Feat Two Handed Fighting.png<br />
|prerequisite = 15 [[Strength]]<br />
|description = While fighting with a two-handed weapon you gain a +2 [[Combat Style bonus]] to [[Melee Power]] and +60% [[Strikethrough]] chance. While using a two-handed weapon (not including Bastard Sword or Dwarven Axe), your Ability Score bonus to damage improves to 2x the Ability Score you use for damage. ''Bastard Swords and Dwarven Axes increase to 1.1x instead.''<br />
<br />
* For the purpose of this feat, you are considered to be two-handed fighting while using a two-handed melee weapon (not including Handwraps).<br />
* You are also considered to be two-handed fighting while wielding a Bastard Sword or Dwarven axe in your main hand and a Shield, Orb, Rune Arm, or Nothing in your off-hand.<br />
* You are not considered to be two-handed fighting while in [[Wild Shape]]. <br />
|note = <br />
* As of [[Update 5]] This feat will also work with glancing blows caused by [[Bastard Sword]]s and [[Dwarven Axe]]s when wielded as a single weapon or weapon and shield combination.<br />
* As of [[Update 23]] glancing blows work while moving if a character has this feat. <br />
* [[Update 45]] replaced Glancing blows mechanic with Strikethrough.<br />
* The [[Single Weapon Fighting]] feat and Two Handed Fighting feat cannot be taken by the same character.<br />
|see also = <br />
* [[Improved Two Handed Fighting]] <br />
* [[Greater Two Handed Fighting]]<br />
<!--usage--><br />
|passive = yes<br />
<!--class--><br />
|artificer bonus feat = yes<br />
|fighter bonus feat = yes<br />
|martial arts feat = yes<br />
}}</div>136.228.34.126https://ddowiki.com/index.php?title=Improved_Two_Handed_Fighting&diff=435571Improved Two Handed Fighting2020-02-14T13:40:08Z<p>136.228.34.126: </p>
<hr />
<div>{{Feat<br />
<!--basic--><br />
|name = Improved Two Handed Fighting<br />
|icon = Icon Feat Improved Two Handed Fighting.png<br />
|prerequisite = 17 [[Strength]], [[Base Attack Bonus]] of +6, [[Two Handed Fighting]]<br />
|description = +30% additional [[Strikethrough]] chance while two-handed fighting. Your [[Combat Style bonus]] to [[Melee Power]] is increased by +2 to a total of +4.<br />
<br />
While using a two-handed weapon (not including Bastard Sword or Dwarven Axe), your Ability Score bonus to damage improves to 2.5x the Ability Score you use for damage. ''Bastard Swords and Dwarven Axes increase to 1.35x instead.''<br />
<br />
|note = <br />
|see also = <br />
* [[Two Handed Fighting]]<br />
* [[Greater Two Handed Fighting]]<br />
<!--usage--><br />
|passive = yes<br />
<!--class--><br />
|fighter bonus feat = yes<br />
}}</div>136.228.34.126https://ddowiki.com/index.php?title=Greater_Two_Handed_Fighting&diff=435570Greater Two Handed Fighting2020-02-14T13:39:31Z<p>136.228.34.126: </p>
<hr />
<div>{{Feat<br />
<!--basic--><br />
|name = Greater Two Handed Fighting<br />
|icon = Icon Feat Greater Two Handed Fighting.png<br />
|prerequisite = 17 [[Strength]], [[Base Attack Bonus]] +11, and [[Improved Two Handed Fighting]]<br />
|description = +30% additional [[Strikethrough]] chance. Your [[Combat Style bonus]] to [[Melee Power]] is increased by +2 to a total of +6.<br />
<br />
While using a two-handed weapon (not including Bastard Sword or Dwarven Axe), your Ability Score bonus to damage improves to 3x the Ability Score you use for damage. ''Bastard Swords and Dwarven Axes increase to 1.6x instead.''<br />
<br />
|note = <br />
|see also = <br />
* [[Two Handed Fighting]]<br />
* [[Improved Two Handed Fighting]]<br />
<!--usage--><br />
|passive = yes<br />
<!--class--><br />
|fighter bonus feat = yes<br />
}}</div>136.228.34.126https://ddowiki.com/index.php?title=Greater_Two_Handed_Fighting&diff=435569Greater Two Handed Fighting2020-02-14T13:39:00Z<p>136.228.34.126: </p>
<hr />
<div>{{Feat<br />
<!--basic--><br />
|name = Greater Two Handed Fighting<br />
|icon = Icon Feat Greater Two Handed Fighting.png<br />
|prerequisite = 17 [[Strength]], [[Base Attack Bonus]] +11, and [[Improved Two Handed Fighting]]<br />
|description = +30% additional [[Strikethrough]] chance. Your [[Combat Style bonus]] to [[Melee Power]] is increased by +2 to a total of +6.<br />
<br />
While using a two-handed weapon (not including Bastard Sword or Dwarven Axe), your Ability Score bonus to damage improves to 3x the Ability Score you use for damage.<br />
''Bastard Swords and Dwarven Axes increase to 1.6x instead.''<br />
<br />
|note = <br />
|see also = <br />
* [[Two Handed Fighting]]<br />
* [[Improved Two Handed Fighting]]<br />
<!--usage--><br />
|passive = yes<br />
<!--class--><br />
|fighter bonus feat = yes<br />
}}</div>136.228.34.126https://ddowiki.com/index.php?title=Greater_Two_Handed_Fighting&diff=435568Greater Two Handed Fighting2020-02-14T13:37:36Z<p>136.228.34.126: </p>
<hr />
<div>{{Feat<br />
<!--basic--><br />
|name = Greater Two Handed Fighting<br />
|icon = Icon Feat Greater Two Handed Fighting.png<br />
|prerequisite = 17 [[Strength]], [[Base Attack Bonus]] +11, and [[Improved Two Handed Fighting]]<br />
|description = +30% additional [[Strikethrough]] chance. Your [[Combat Style bonus]] to [[Melee Power]] is increased by +2 to a total of +6.<br />
<br />
While using a two-handed weapon (not including Bastard Sword or Dwarven Axe), your Ability Score bonus to damage improves to 3x the Ability Score you use for damage.<br />
* Bastard Swords and Dwarven Axes increase to 1.6x instead.<br />
<br />
|note = <br />
|see also = <br />
* [[Two Handed Fighting]]<br />
* [[Improved Two Handed Fighting]]<br />
<!--usage--><br />
|passive = yes<br />
<!--class--><br />
|fighter bonus feat = yes<br />
}}</div>136.228.34.126https://ddowiki.com/index.php?title=Knight_of_the_Chalice_enhancements&diff=435567Knight of the Chalice enhancements2020-02-14T13:32:10Z<p>136.228.34.126: </p>
<hr />
<div>{{EnhancementsTOC}}<br />
== Knight of the Chalice enhancements ==<br />
{{TOCLeft}}<br />
[[File:KnightoftheChaliceTree.png|center|Knight of the Chalice enhancements tree]]<br />
<br />
=== Core abilities ===<br />
{{Epic destiny table/top}}<br />
{{Enhancement table/item<br />
| image=Icon Enhancement Slayer of Evil.png<br />
| name=Slayer of Evil I<br />
| description=You gain +1 to hit evil and undead creatures. Your attacks deal 1d4 additional Light damage. You resist evil influences particularly well, gaining a +2 bonus to saves against spells and effects produced by evil creatures. All Light damage from core abilities scale with 200% [[Melee Power]].<br />
: Note: The light damage procs on both weapons when two-weapon fighting.<br />
<br />
| ranks=1<br />
| ap=1<br />
| pg=0<br />
| prereq=Paladin Level 1<br />
| ldescription=true<br />
| lprereq=true<br />
}}<br />
{{Enhancement table/item<br />
| image=Icon Enhancement Courage of Heaven.png<br />
| name=Courage of Heaven<br />
| description=Your Aura of Courage grants an additional +2 Sacred bonus to saves against Fear and now also grants a +2 Sacred bonus to saves against Enchantment. You gain +1 to hit for all attacks. Your attacks now deal 1d8 additional Light damage.<br />
<br />
| ranks=1<br />
| ap=1<br />
| pg=5<br />
| prereq= Slayer of Evil I, Paladin Level 3<br />
| ldescription=true<br />
| lprereq=true<br />
}}<br />
{{Enhancement table/item<br />
| image=Icon Enhancement Slayer of Evil.png<br />
| name=Slayer of Evil II<br />
| description=You now gain +2 to hit evil and undead creatures. Your attacks now deal 2d6 additional Light damage. All your attacks are considered to be Ghost Touch. You resist evil influences particularly well, gaining a +3 bonus to saves against spells and effects produced by evil creatures. Gain +3 Remove Disease Charges and your Remove Disease now applies Greater Restoration to your target.<br />
| ranks=1<br />
| ap=1<br />
| pg=10<br />
| prereq=Courage of Heaven, Paladin Level 6<br />
| ldescription=true<br />
| lprereq=true<br />
}}<br />
{{Enhancement table/item<br />
| image=Icon Enhancement Improved Courage of Heaven.png<br />
| name=Improved Courage of Heaven<br />
| description=Increases the Aura bonuses granted by Courage of Heaven by an additional +2. You now gain +2 to hit for all attacks. Your attacks now deal 3d6 additional Light damage. Gain Sealed Life: Immunity to Energy Drain.<br />
| ranks=1<br />
| ap=1<br />
| pg=20<br />
| prereq=Slayer of Evil II, Paladin level 12<br />
| ldescription=true<br />
| lprereq=true<br />
}}<br />
{{Enhancement table/item<br />
| image=Icon Enhancement Slayer of Evil.png<br />
| name=Slayer of Evil III<br />
| description=You now gain +4 to hit evil and undead creatures. Your attacks now deal 5d6 additional Light damage. You resist evil influences particularly well, gaining a +4 bonus to saves against spells and effects produced by evil creatures. Your vorpal hits against undead do an additional 500 damage.<br />
<br />
| ranks=1<br />
| ap=1<br />
| pg=30<br />
| prereq=Improved Courage of Heaven, Paladin Level 18<br />
| ldescription=true<br />
| lprereq=true<br />
}}<br />
{{Enhancement table/item<br />
| image=Fatesinger Glitter of Fame.png<br />
| name=Champion of Good<br />
| description=You gain +4 Charisma, +10 [[Melee Power]], +10 Ranged Power. The bonuses granted by Courage of Heaven are increased by an additional +2. Your attacks now deal 7d6 additional Light damage. Any weapon you wield is considered Good aligned for purposes of bypassing damage reduction. Your Aura of Courage now grants allies a +3% Sacred Bonus to [[Damage#Percentage_bonus|melee and ranged damage]]. Blessed Purpose now stacks up to 25 times.<br />
| ranks=1<br />
| ap=1<br />
| pg=40<br />
| prereq=Slayer of Evil III, Paladin Level 20<br />
| ldescription=true<br />
| lprereq=true<br />
}}<br />
{{Epic destiny table/bottom}}<br />
<br />
=== Tier One ===<br />
Requires Slayer Of Evil I, Paladin Level 1<br />
<br />
{{Epic destiny table/top}}<br />
{{Enhancement table/item<br />
| image=fill.png<br />
| link=Weapon Training<br />
| name=Holy Combatant<br />
| description=+1 to hit and damage with favored weapons.<br />
| ranks=1<br />
| ap=2<br />
| pg=1<br />
| prereq= <br />
| ldescription=true<br />
| lprereq=true<br />
}}<br />
{{Enhancement table/item<br />
| image=Icon Enhancement Extra Smite.png<br />
| name=Extra Smites<br />
| description=+2/4/6 bonus to Smite Evil.<br />
| ranks=3<br />
| ap=1<br />
| pg=1<br />
| prereq= <br />
| ldescription=true<br />
| lprereq=true<br />
}}<br />
{{Enhancement table/item<br />
| image=Icon Enhancement Field Scrapper.png<br />
| name=Shieldbreaker<br />
| description=+1/2/3 to Sunder DC's<br />
| ranks=3<br />
| ap=1<br />
| pg=1<br />
| prereq= <br />
| ldescription=true<br />
| lprereq=true<br />
}}<br />
{{Enhancement table/item<br />
| image=Icon Enhancement Knight Authority.png<br />
| name=Knight's Authority<br />
| description=Multiselector: Activate this ability to debuff an enemy saves. Fortitude, Reflex or Will.<br />
| ranks=2<br />
| ap=1<br />
| pg=1<br />
| prereq= <br />
| ldescription=true<br />
| lprereq=true<br />
}}<br />
{{Enhancement table/item<br />
| image=Icon Enhancement Improved Glancing Blows.png<br />
| name=Improved Second Strikes<br />
| description=+5/10/20% bonus to Strikethrough.<br />
| ranks=3<br />
| ap=1<br />
| pg=1<br />
| prereq= <br />
| ldescription=true<br />
| lprereq=true<br />
}}<br />
{{Epic destiny table/bottom}}<br />
<br />
=== Tier Two ===<br />
Requires Paladin Level 2, 5 APs spent in tree<br />
<br />
{{Epic destiny table/top}}<br />
{{Enhancement table/item<br />
| image=fill.png<br />
| name=Adept Combatant<br />
| description=+1 to hit and damage with all weapons. Longswords, Battle Axes, Heavy Maces, Morningstars, and War Hammers are now considered as Favored Weapons regardless of your religion.<br />
| ranks=1<br />
| ap=2<br />
| pg=5<br />
| prereq=<br />
| ldescription=true<br />
| lprereq=true<br />
}}<br />
{{Enhancement table/item<br />
| image=Icon Enhancement Divine Might.png<br />
| name=Divine Might<br />
| description=Battle Trance: You now gain an insight bonus to hit, damage, and tactical dc's equal to half your charisma modifier.<br />
| ranks=3<br />
| ap=1<br />
| pg=5<br />
| prereq= <br />
| ldescription=true<br />
| lprereq=true<br />
}}<br />
{{Enhancement table/item<br />
| image=Icon Enhancement Critical Mastery.png<br />
| name=Critical Mastery<br />
| description=+1/2/3 to Critical Damage and Confirmation<br />
| ranks=3<br />
| ap=1<br />
| pg=5<br />
| prereq= <br />
| ldescription=true<br />
| lprereq=true<br />
}}<br />
{{Enhancement table/item<br />
| image=Icon Enhancement Exalted Cleave.png<br />
| name=Exalted Cleave<br />
| description=Multiselector: Make a sweeping ''melee'' or ''ranged'' attack against all nearby enemies for +1/+2/+3[W] damage. Shares its cooldown with the [[Cleave]] feat.<br />
: Note: Only does 1/2/3[1d6] with handwraps. {{Ref|1={{Forums|p=5765309}}}}<br />
<!-- I tested this with my Paladin Monk build. Was very disappointed. -Deivonte --><br />
| ranks=3<br />
| ap=1<br />
| pg=5<br />
| prereq=Level 3 Paladin<br />
| ldescription=true<br />
| lprereq=true<br />
}}<br />
{{Enhancement table/item<br />
| image=Icon Enhancement Damage Boost.png<br />
| link=Action Boost<br />
| name=Action Boost<br />
| description=Choose between Action Boost: Attack and Action Boost: Power<br />
* [[File:Icon Enhancement Damage Boost.png]] '''Action Boost: Power''' Activate to gain a +20 Action Boost bonus to Melee and Ranged Power for 20 seconds.<br />
* [[File:Icon Enhancement Attack Boost.png]] '''Attack Boost''' Activate this ability to gain a +4 Action Boost bonus to your attack rolls for 20 seconds.<br />
| ranks=3<br />
| ap=1<br />
| pg=5<br />
| prereq= <br />
| ldescription=true<br />
| lprereq=true<br />
}}<br />
{{Epic destiny table/bottom}}<br />
<br />
=== Tier Three ===<br />
Requires Paladin Level 3, 10 APs spent in tree<br />
<br />
{{Epic destiny table/top}}<br />
{{Enhancement table/item<br />
| image=Icon Enhancement Holy Combatant.png<br />
| name=Holy Combatant<br />
| description=+2 to hit and damage with Favored Weapons. Greatswords are considered as favored Weapons regardless of your religion.<br />
| ranks=1<br />
| ap=2<br />
| pg=10<br />
| prereq= <br />
| ldescription=true<br />
| lprereq=true<br />
}}<br />
{{Enhancement table/item<br />
| image=Icon Enhancement Divine Sacrifice.png<br />
| name=Divine Sacrifice<br />
| description=Multiselector: +2[W]. Active this ability to perform a ''melee'' or ''ranged'' attack that deals an additional +5/7/9d6 Light damage and increases the critical multiplier of your weapon by 1 against evil opponents, but costs you 5 hp and 1 sp, whether or not the attack is successful. On damage: Gain +15 Temporary SP and +10 Melee and Ranged Power for 10 seconds if you strike an Undead or Evil Outsider with this attack. Light damage scales with 100% [[Melee Power]]. (Cooldown: 3 seconds)<br />
| ranks=3<br />
| ap=1<br />
| pg=10<br />
| prereq= <br />
| ldescription=true<br />
| lprereq=true<br />
}}<br />
{{Enhancement table/item<br />
| image=Icon Enhancement Lead the Charge.png<br />
| name=Lead the Charge<br />
| description= +2/3/5[W] and sprint forward toward your target and deliver a single-target blow. 6 second cooldown. This works with any melee weapon, and not just a shield.<br />
| ranks=1<br />
| ap=2<br />
| pg=10<br />
| prereq= <br />
| ldescription=true<br />
| lprereq=true<br />
}}<br />
{{Enhancement table/item<br />
| image=Icon Enhancement Exalted Smite.png<br />
| link=Smite Evil<br />
| name=Exalted Smite<br />
| description=Multiselector: Your Smite Evil and Exalted Smite abilities increase your ''Melee Power'' or ''Ranged Power'' by 5 for 10 seconds.<br />
| ranks=1<br />
| ap=2<br />
| pg=10<br />
| prereq= <br />
| ldescription=true<br />
| lprereq=true<br />
}}<br />
{{Enhancement table/item<br />
| image=Str or Cha.gif<br />
| name=Charisma or Strength<br />
| description=Choose one:<br />
* [[File:StrengthColored.png]] +1 Strength<br />
* [[File:CharismaColored.png]] +1 Charisma<br />
| ranks=1<br />
| ap=2<br />
| pg=10<br />
| prereq= <br />
| ldescription=true<br />
| lprereq=true<br />
}}<br />
{{Epic destiny table/bottom}}<br />
<br />
=== Tier Four ===<br />
Requires Paladin Level 4, 20 APs spent in tree<br />
<br />
{{Epic destiny table/top}}<br />
{{Enhancement table/item<br />
| image=Icon Enhancement Knights Training.png<br />
| name=Knight's Training<br />
| description=+1 to hit and damage with all weapons and an additional +1 to hit and damage with Favored Weapons. Taking this enhancement grants the Knight's Training feat.<br />
| ranks=1<br />
| ap=2<br />
| pg=20<br />
| prereq=Divine Sacrifice<br />
| ldescription=true<br />
| lprereq=true<br />
}}<br />
{{Enhancement table/item<br />
| image=Icon Enhancement Censure Demons.png<br />
| name=Censure Demons<br />
| description=You gain On Vorpal: Stun Chaotic Evil outsiders for 3 seconds.<br />
| ranks=1<br />
| ap=1<br />
| pg=20<br />
| prereq= <br />
| ldescription=true<br />
| lprereq=true<br />
}}<br />
{{Enhancement table/item<br />
| image=Icon Enhancement Vigor of Life.png<br />
| name=Vigor of Life<br />
| description= +30 Positive Healing Amplification, -30 Negative Healing Amplification.<br />
| ranks=1<br />
| ap=2<br />
| pg=20<br />
| prereq=Vigor of Life (Tier 3)<br />
| ldescription=true<br />
| lprereq=true<br />
}}<br />
{{Enhancement table/item<br />
| image=Icon Enhancement Improved Turning.png<br />
| name=Improved Turning<br />
| description=You gain an additional +1/2/3 turns per rest. You also count 1/2/3 levels higher for the purpose of turning and add +2/4/6 to the hit dice turned. Finally, your turn undead now deals +6d6/12d6/18d6 light damage to nearby undead. Scales with 200% Melee Power.<br />
| ranks=1<br />
| ap=2<br />
| pg=10<br />
| prereq= <br />
| ldescription=true<br />
| lprereq=true<br />
}}<br />
{{Enhancement table/item<br />
| image=Str or Cha.gif<br />
| name=Charisma or Strength<br />
| description=Choose one:<br />
* [[File:StrengthColored.png]] +1 Strength<br />
* [[File:CharismaColored.png]] +1 Charisma<br />
| ranks=1<br />
| ap=2<br />
| pg=20<br />
| prereq=Charisma or Strength (Tier 3)<br />
| ldescription=true<br />
| lprereq=true<br />
}}<br />
{{Epic destiny table/bottom}}<br />
<br />
=== Tier Five ===<br />
Requires Paladin Level 5, Character Level 12, 30 APs spent in tree<br />
<br />
{{Epic destiny table/top}}<br />
{{Enhancement table/item<br />
| image=Icon Enhancement Ascendency.png<br />
| name=Ascendency<br />
| description=+2 to hit and damage with all weapons. An additional +2 to hit and damage with Favored Weapons. You gain 15% Fortification Bypass. Whenever you attack an undead or evil outsider with a Favored Weapon, you gain a stack of Blessed Purpose: +3 Sacred Bonus to Melee and Ranged Power that lasts for 6 seconds. You can acquire up to 15 stacks by continuing to attack Undead or Evil Outsiders. Switching to a non-Favored Weapon will reset your stacks.<br />
| ranks=1<br />
| ap=2<br />
| pg=30<br />
| prereq= <br />
| ldescription=true<br />
| lprereq=true<br />
}}<br />
{{Enhancement table/item<br />
| image=Icon Enhancement Censure Outsiders.png<br />
| name=Censure Outsiders<br />
| description=Your Censure Demons ability now applies to all Chaotic or Evil outsiders. All other Evil creatures are instead Dazed for six seconds. You also gain 10 [[Melee Power]] and Ranged Power.<br />
| ranks=1<br />
| ap=1<br />
| pg=30<br />
| prereq=Censure Demons<br />
| ldescription=true<br />
| lprereq=true<br />
}}<br />
{{Enhancement table/item<br />
| image=Icon Enhancement Vigor of Life.png<br />
| name=Vigor of Life<br />
| description= +30 Positive Healing Amplification, -30 Negative Healing Amplification.<br />
| ranks=1<br />
| ap=2<br />
| pg=30<br />
| prereq=Vigor of Life (Tier 4)<br />
| ldescription=true<br />
| lprereq=true<br />
}}<br />
{{Enhancement table/item<br />
| image=Icon Enhancement Avenging Cleave.png<br />
| name=Avenging Cleave<br />
| description= "Multiselector: Make a ''Melee'' or ''Ranged'' sweeping weapon attack against all nearby enemies for +5[W] damage. Damaged enemies gains one stack of [[Vulnerability]].<br /><br />
Shares its cooldown with the [[Great Cleave]] feat. <br /><br />
[[Vulnerability]]: You take 1% more damage for 3 seconds. This effect stacks up to 20 times, and loses one stack on expiration."<br />
| ranks=1<br />
| ap=2<br />
| pg=30<br />
| prereq= <br />
| ldescription=true<br />
| lprereq=true<br />
}}<br />
{{Enhancement table/item<br />
| image=Icon Enhancement Holy Retribution.png<br />
| name=Holy Retribution<br />
| description=Multiselector: Melee/Ranged Channel Divinity: Executes a powerful holy cleave against nearby targets that deals +5[W] damage, 100 extra holy damage that scales with 200% Melee or Ranged Power, -6 to all ability scores for ten seconds, and recharges one Smite Evil charge to you. On Damage: Evil creatures may be forced to make a Will save (DC 10 + Paladin Level + Charisma Mod + Sunder Bonuses) or be destroyed. Evil creatures under 1000 HP must always make this save or die. Evil creatures between 1000 and 5000 HP have a 50% chance to be forced to make this save or die. Evil creatures with more than 5000 HP have a 33% chance to be forced to make this save or die.<br />
| ranks=1<br />
| ap=1<br />
| pg=30<br />
| prereq= <br />
| ldescription=true<br />
| lprereq=true<br />
}}<br />
{{Epic destiny table/bottom}}<br />
<br />
[[Category:Paladin enhancements]]</div>136.228.34.126https://ddowiki.com/index.php?title=Knight_of_the_Chalice_enhancements&diff=435566Knight of the Chalice enhancements2020-02-14T13:28:13Z<p>136.228.34.126: </p>
<hr />
<div>{{EnhancementsTOC}}<br />
== Knight of the Chalice enhancements ==<br />
{{TOCLeft}}<br />
[[File:KnightoftheChaliceTree.png|center|Knight of the Chalice enhancements tree]]<br />
<br />
=== Core abilities ===<br />
{{Epic destiny table/top}}<br />
{{Enhancement table/item<br />
| image=Icon Enhancement Slayer of Evil.png<br />
| name=Slayer of Evil I<br />
| description=You gain +1 to hit evil and undead creatures. Your attacks deal 1d4 additional Light damage. You resist evil influences particularly well, gaining a +2 bonus to saves against spells and effects produced by evil creatures. All Light damage from core abilities scale with 200% [[Melee Power]].<br />
: Note: The light damage procs on both weapons when two-weapon fighting.<br />
<br />
| ranks=1<br />
| ap=1<br />
| pg=0<br />
| prereq=Paladin Level 1<br />
| ldescription=true<br />
| lprereq=true<br />
}}<br />
{{Enhancement table/item<br />
| image=Icon Enhancement Courage of Heaven.png<br />
| name=Courage of Heaven<br />
| description=Your Aura of Courage grants an additional +2 Sacred bonus to saves against Fear and now also grants a +2 Sacred bonus to saves against Enchantment. You gain +1 to hit for all attacks. Your attacks now deal 1d8 additional Light damage.<br />
<br />
| ranks=1<br />
| ap=1<br />
| pg=5<br />
| prereq= Slayer of Evil I, Paladin Level 3<br />
| ldescription=true<br />
| lprereq=true<br />
}}<br />
{{Enhancement table/item<br />
| image=Icon Enhancement Slayer of Evil.png<br />
| name=Slayer of Evil II<br />
| description=You now gain +2 to hit evil and undead creatures. Your attacks now deal 2d6 additional Light damage. All your attacks are considered to be Ghost Touch. You resist evil influences particularly well, gaining a +3 bonus to saves against spells and effects produced by evil creatures. Gain +3 Remove Disease Charges and your Remove Disease now applies Greater Restoration to your target.<br />
| ranks=1<br />
| ap=1<br />
| pg=10<br />
| prereq=Courage of Heaven, Paladin Level 6<br />
| ldescription=true<br />
| lprereq=true<br />
}}<br />
{{Enhancement table/item<br />
| image=Icon Enhancement Improved Courage of Heaven.png<br />
| name=Improved Courage of Heaven<br />
| description=Increases the Aura bonuses granted by Courage of Heaven by an additional +2. You now gain +2 to hit for all attacks. Your attacks now deal 3d6 additional Light damage. Gain Sealed Life: Immunity to Energy Drain.<br />
| ranks=1<br />
| ap=1<br />
| pg=20<br />
| prereq=Slayer of Evil II, Paladin level 12<br />
| ldescription=true<br />
| lprereq=true<br />
}}<br />
{{Enhancement table/item<br />
| image=Icon Enhancement Slayer of Evil.png<br />
| name=Slayer of Evil III<br />
| description=You now gain +4 to hit evil and undead creatures. Your attacks now deal 5d6 additional Light damage. You resist evil influences particularly well, gaining a +4 bonus to saves against spells and effects produced by evil creatures. Your vorpal hits against undead do an additional 500 damage.<br />
<br />
| ranks=1<br />
| ap=1<br />
| pg=30<br />
| prereq=Improved Courage of Heaven, Paladin Level 18<br />
| ldescription=true<br />
| lprereq=true<br />
}}<br />
{{Enhancement table/item<br />
| image=Fatesinger Glitter of Fame.png<br />
| name=Champion of Good<br />
| description=You gain +4 Charisma, +10 [[Melee Power]], +10 Ranged Power. The bonuses granted by Courage of Heaven are increased by an additional +2. Your attacks now deal 7d6 additional Light damage. Any weapon you wield is considered Good aligned for purposes of bypassing damage reduction. Your Aura of Courage now grants allies a +3% Sacred Bonus to [[Damage#Percentage_bonus|melee and ranged damage]]. Blessed Purpose now stacks up to 25 times.<br />
| ranks=1<br />
| ap=1<br />
| pg=40<br />
| prereq=Slayer of Evil III, Paladin Level 20<br />
| ldescription=true<br />
| lprereq=true<br />
}}<br />
{{Epic destiny table/bottom}}<br />
<br />
=== Tier One ===<br />
Requires Slayer Of Evil I, Paladin Level 1<br />
<br />
{{Epic destiny table/top}}<br />
{{Enhancement table/item<br />
| image=fill.png<br />
| link=Weapon Training<br />
| name=Holy Combatant<br />
| description=+1 to hit and damage with favored weapons.<br />
| ranks=1<br />
| ap=2<br />
| pg=1<br />
| prereq= <br />
| ldescription=true<br />
| lprereq=true<br />
}}<br />
{{Enhancement table/item<br />
| image=Icon Enhancement Extra Smite.png<br />
| name=Extra Smites<br />
| description=+2/4/6 bonus to Smite Evil.<br />
| ranks=3<br />
| ap=1<br />
| pg=1<br />
| prereq= <br />
| ldescription=true<br />
| lprereq=true<br />
}}<br />
{{Enhancement table/item<br />
| image=Icon Enhancement Field Scrapper.png<br />
| name=Shieldbreaker<br />
| description=+1/2/3 to Sunder DC's<br />
| ranks=3<br />
| ap=1<br />
| pg=1<br />
| prereq= <br />
| ldescription=true<br />
| lprereq=true<br />
}}<br />
{{Enhancement table/item<br />
| image=Icon Enhancement Knight Authority.png<br />
| name=Knight's Authority<br />
| description=Multiselector: Activate this ability to debuff an enemy saves. Fortitude, Reflex or Will.<br />
| ranks=2<br />
| ap=1<br />
| pg=1<br />
| prereq= <br />
| ldescription=true<br />
| lprereq=true<br />
}}<br />
{{Enhancement table/item<br />
| image=Icon Enhancement Improved Second Strikes.png<br />
| name=Improved Second Strikes<br />
| description=+5/10/20% bonus to Strikethrough.<br />
| ranks=3<br />
| ap=1<br />
| pg=1<br />
| prereq= <br />
| ldescription=true<br />
| lprereq=true<br />
}}<br />
{{Epic destiny table/bottom}}<br />
<br />
=== Tier Two ===<br />
Requires Paladin Level 2, 5 APs spent in tree<br />
<br />
{{Epic destiny table/top}}<br />
{{Enhancement table/item<br />
| image=fill.png<br />
| name=Adept Combatant<br />
| description=+1 to hit and damage with all weapons. Longswords, Battle Axes, Heavy Maces, Morningstars, and War Hammers are now considered as Favored Weapons regardless of your religion.<br />
| ranks=1<br />
| ap=2<br />
| pg=5<br />
| prereq=<br />
| ldescription=true<br />
| lprereq=true<br />
}}<br />
{{Enhancement table/item<br />
| image=Icon Enhancement Divine Might.png<br />
| name=Divine Might<br />
| description=Battle Trance: You now gain an insight bonus to hit, damage, and tactical dc's equal to half your charisma modifier.<br />
| ranks=3<br />
| ap=1<br />
| pg=5<br />
| prereq= <br />
| ldescription=true<br />
| lprereq=true<br />
}}<br />
{{Enhancement table/item<br />
| image=Icon Enhancement Critical Mastery.png<br />
| name=Critical Mastery<br />
| description=+1/2/3 to Critical Damage and Confirmation<br />
| ranks=3<br />
| ap=1<br />
| pg=5<br />
| prereq= <br />
| ldescription=true<br />
| lprereq=true<br />
}}<br />
{{Enhancement table/item<br />
| image=Icon Enhancement Exalted Cleave.png<br />
| name=Exalted Cleave<br />
| description=Multiselector: Make a sweeping ''melee'' or ''ranged'' attack against all nearby enemies for +1/+2/+3[W] damage. Shares its cooldown with the [[Cleave]] feat.<br />
: Note: Only does 1/2/3[1d6] with handwraps. {{Ref|1={{Forums|p=5765309}}}}<br />
<!-- I tested this with my Paladin Monk build. Was very disappointed. -Deivonte --><br />
| ranks=3<br />
| ap=1<br />
| pg=5<br />
| prereq=Level 3 Paladin<br />
| ldescription=true<br />
| lprereq=true<br />
}}<br />
{{Enhancement table/item<br />
| image=Icon Enhancement Damage Boost.png<br />
| link=Action Boost<br />
| name=Action Boost<br />
| description=Choose between Action Boost: Attack and Action Boost: Power<br />
* [[File:Icon Enhancement Damage Boost.png]] '''Action Boost: Power''' Activate to gain a +20 Action Boost bonus to Melee and Ranged Power for 20 seconds.<br />
* [[File:Icon Enhancement Attack Boost.png]] '''Attack Boost''' Activate this ability to gain a +4 Action Boost bonus to your attack rolls for 20 seconds.<br />
| ranks=3<br />
| ap=1<br />
| pg=5<br />
| prereq= <br />
| ldescription=true<br />
| lprereq=true<br />
}}<br />
{{Epic destiny table/bottom}}<br />
<br />
=== Tier Three ===<br />
Requires Paladin Level 3, 10 APs spent in tree<br />
<br />
{{Epic destiny table/top}}<br />
{{Enhancement table/item<br />
| image=Icon Enhancement Holy Combatant.png<br />
| name=Holy Combatant<br />
| description=+2 to hit and damage with Favored Weapons. Greatswords are considered as favored Weapons regardless of your religion.<br />
| ranks=1<br />
| ap=2<br />
| pg=10<br />
| prereq= <br />
| ldescription=true<br />
| lprereq=true<br />
}}<br />
{{Enhancement table/item<br />
| image=Icon Enhancement Divine Sacrifice.png<br />
| name=Divine Sacrifice<br />
| description=Multiselector: +2[W]. Active this ability to perform a ''melee'' or ''ranged'' attack that deals an additional +5/7/9d6 Light damage and increases the critical multiplier of your weapon by 1 against evil opponents, but costs you 5 hp and 1 sp, whether or not the attack is successful. On damage: Gain +15 Temporary SP and +10 Melee and Ranged Power for 10 seconds if you strike an Undead or Evil Outsider with this attack. Light damage scales with 100% [[Melee Power]]. (Cooldown: 3 seconds)<br />
| ranks=3<br />
| ap=1<br />
| pg=10<br />
| prereq= <br />
| ldescription=true<br />
| lprereq=true<br />
}}<br />
{{Enhancement table/item<br />
| image=Icon Enhancement Lead the Charge.png<br />
| name=Lead the Charge<br />
| description= +2/3/5[W] and sprint forward toward your target and deliver a single-target blow. 6 second cooldown. This works with any melee weapon, and not just a shield.<br />
| ranks=1<br />
| ap=2<br />
| pg=10<br />
| prereq= <br />
| ldescription=true<br />
| lprereq=true<br />
}}<br />
{{Enhancement table/item<br />
| image=Icon Enhancement Exalted Smite.png<br />
| link=Smite Evil<br />
| name=Exalted Smite<br />
| description=Multiselector: Your Smite Evil and Exalted Smite abilities increase your ''Melee Power'' or ''Ranged Power'' by 5 for 10 seconds.<br />
| ranks=1<br />
| ap=2<br />
| pg=10<br />
| prereq= <br />
| ldescription=true<br />
| lprereq=true<br />
}}<br />
{{Enhancement table/item<br />
| image=Str or Cha.gif<br />
| name=Charisma or Strength<br />
| description=Choose one:<br />
* [[File:StrengthColored.png]] +1 Strength<br />
* [[File:CharismaColored.png]] +1 Charisma<br />
| ranks=1<br />
| ap=2<br />
| pg=10<br />
| prereq= <br />
| ldescription=true<br />
| lprereq=true<br />
}}<br />
{{Epic destiny table/bottom}}<br />
<br />
=== Tier Four ===<br />
Requires Paladin Level 4, 20 APs spent in tree<br />
<br />
{{Epic destiny table/top}}<br />
{{Enhancement table/item<br />
| image=Icon Enhancement Knights Training.png<br />
| name=Knight's Training<br />
| description=+1 to hit and damage with all weapons and an additional +1 to hit and damage with Favored Weapons. Taking this enhancement grants the Knight's Training feat.<br />
| ranks=1<br />
| ap=2<br />
| pg=20<br />
| prereq=Divine Sacrifice<br />
| ldescription=true<br />
| lprereq=true<br />
}}<br />
{{Enhancement table/item<br />
| image=Icon Enhancement Censure Demons.png<br />
| name=Censure Demons<br />
| description=You gain On Vorpal: Stun Chaotic Evil outsiders for 3 seconds.<br />
| ranks=1<br />
| ap=1<br />
| pg=20<br />
| prereq= <br />
| ldescription=true<br />
| lprereq=true<br />
}}<br />
{{Enhancement table/item<br />
| image=Icon Enhancement Vigor of Life.png<br />
| name=Vigor of Life<br />
| description= +30 Positive Healing Amplification, -30 Negative Healing Amplification.<br />
| ranks=1<br />
| ap=2<br />
| pg=20<br />
| prereq=Vigor of Life (Tier 3)<br />
| ldescription=true<br />
| lprereq=true<br />
}}<br />
{{Enhancement table/item<br />
| image=Icon Enhancement Improved Turning.png<br />
| name=Improved Turning<br />
| description=You gain an additional +1/2/3 turns per rest. You also count 1/2/3 levels higher for the purpose of turning and add +2/4/6 to the hit dice turned. Finally, your turn undead now deals +6d6/12d6/18d6 light damage to nearby undead. Scales with 200% Melee Power.<br />
| ranks=1<br />
| ap=2<br />
| pg=10<br />
| prereq= <br />
| ldescription=true<br />
| lprereq=true<br />
}}<br />
{{Enhancement table/item<br />
| image=Str or Cha.gif<br />
| name=Charisma or Strength<br />
| description=Choose one:<br />
* [[File:StrengthColored.png]] +1 Strength<br />
* [[File:CharismaColored.png]] +1 Charisma<br />
| ranks=1<br />
| ap=2<br />
| pg=20<br />
| prereq=Charisma or Strength (Tier 3)<br />
| ldescription=true<br />
| lprereq=true<br />
}}<br />
{{Epic destiny table/bottom}}<br />
<br />
=== Tier Five ===<br />
Requires Paladin Level 5, Character Level 12, 30 APs spent in tree<br />
<br />
{{Epic destiny table/top}}<br />
{{Enhancement table/item<br />
| image=Icon Enhancement Ascendency.png<br />
| name=Ascendency<br />
| description=+2 to hit and damage with all weapons. An additional +2 to hit and damage with Favored Weapons. You gain 15% Fortification Bypass. Whenever you attack an undead or evil outsider with a Favored Weapon, you gain a stack of Blessed Purpose: +3 Sacred Bonus to Melee and Ranged Power that lasts for 6 seconds. You can acquire up to 15 stacks by continuing to attack Undead or Evil Outsiders. Switching to a non-Favored Weapon will reset your stacks.<br />
| ranks=1<br />
| ap=2<br />
| pg=30<br />
| prereq= <br />
| ldescription=true<br />
| lprereq=true<br />
}}<br />
{{Enhancement table/item<br />
| image=Icon Enhancement Censure Outsiders.png<br />
| name=Censure Outsiders<br />
| description=Your Censure Demons ability now applies to all Chaotic or Evil outsiders. All other Evil creatures are instead Dazed for six seconds. You also gain 10 [[Melee Power]] and Ranged Power.<br />
| ranks=1<br />
| ap=1<br />
| pg=30<br />
| prereq=Censure Demons<br />
| ldescription=true<br />
| lprereq=true<br />
}}<br />
{{Enhancement table/item<br />
| image=Icon Enhancement Vigor of Life.png<br />
| name=Vigor of Life<br />
| description= +30 Positive Healing Amplification, -30 Negative Healing Amplification.<br />
| ranks=1<br />
| ap=2<br />
| pg=30<br />
| prereq=Vigor of Life (Tier 4)<br />
| ldescription=true<br />
| lprereq=true<br />
}}<br />
{{Enhancement table/item<br />
| image=Icon Enhancement Avenging Cleave.png<br />
| name=Avenging Cleave<br />
| description= "Multiselector: Make a ''Melee'' or ''Ranged'' sweeping weapon attack against all nearby enemies for +5[W] damage. Damaged enemies gains one stack of [[Vulnerability]].<br /><br />
Shares its cooldown with the [[Great Cleave]] feat. <br /><br />
[[Vulnerability]]: You take 1% more damage for 3 seconds. This effect stacks up to 20 times, and loses one stack on expiration."<br />
| ranks=1<br />
| ap=2<br />
| pg=30<br />
| prereq= <br />
| ldescription=true<br />
| lprereq=true<br />
}}<br />
{{Enhancement table/item<br />
| image=Icon Enhancement Holy Retribution.png<br />
| name=Holy Retribution<br />
| description=Multiselector: Melee/Ranged Channel Divinity: Executes a powerful holy cleave against nearby targets that deals +5[W] damage, 100 extra holy damage that scales with 200% Melee or Ranged Power, -6 to all ability scores for ten seconds, and recharges one Smite Evil charge to you. On Damage: Evil creatures may be forced to make a Will save (DC 10 + Paladin Level + Charisma Mod + Sunder Bonuses) or be destroyed. Evil creatures under 1000 HP must always make this save or die. Evil creatures between 1000 and 5000 HP have a 50% chance to be forced to make this save or die. Evil creatures with more than 5000 HP have a 33% chance to be forced to make this save or die.<br />
| ranks=1<br />
| ap=1<br />
| pg=30<br />
| prereq= <br />
| ldescription=true<br />
| lprereq=true<br />
}}<br />
{{Epic destiny table/bottom}}<br />
<br />
[[Category:Paladin enhancements]]</div>136.228.34.126https://ddowiki.com/index.php?title=Strikethrough&diff=435507Strikethrough2020-02-13T19:15:22Z<p>136.228.34.126: </p>
<hr />
<div>While wielding a Two-Handed Weapon, or while wielding a Bastard Sword or Dwarven Axe in your main hand and a Shield, Orb, Rune Arm, or nothing in your offhand, your attacks can Strikethrough. When your attacks can Strikethrough, every attack has a chance ("Strikethrough Chance") to hit an additional target. By default, players have a 20% Strikethrough Chance (which can be improved through feats and enhancements). If your Strikethrough Chance is over 100%, you are guaranteed to hit a second target (if in range) on your attacks, with a chance to hit a third. The cap to Strikethrough is 400% (or 5 targets).<br />
<br />
Strikethrough was introduced in [[Update 45]] and replaced [[Glancing blow]]s.<br />
<br />
== Strikethrough Chance ==<br />
<br />
; Feats<br />
[[Two_Handed_Fighting|Two Handed Fighting]]: +60% chance<br />
<br />
[[Improved_Two_Handed_Fighting|Improved Two Handed Fighting]]: +30% chance<br />
<br />
[[Greater_Two_Handed_Fighting|Greater Two Handed Fighting]]: +30% chance<br />
<br />
[[Perfect_Two_Handed_Fighting|Perfect Two Handed Fighting]]: +30% chance<br />
<br />
[[Natural_Fighting|Natural Fighting]]: +60/30/30% chance<br />
<br />
<br />
; Enhancements<br />
[[Frenzied Berserker_enhancements#Angry_Arms|Angry Arms]]: +5/10/20% chance <br />
<br />
[[Frenzied Berserker_enhancements#Mad_Munitions|Mad Munitions]]: +5/10/20% chance <br />
<br />
[[Frenzied Berserker_enhancements#Focus_Wide|Focus Wide]]: +50% chance <br />
<br />
[[Thief Acrobat_enhancements#Improved_Second_Strikes|Improved Second Strikes]]: +5/10/20% chance <br />
<br />
[[Thief Acrobat_enhancements#Followthrough|Followthrough]]: +50% chance <br />
<br />
[[Knight of the Chalice_enhancements#Improved_Second_Strikes|Improved Second Strikes]]: +5/10/20% chance <br />
<br />
[[Battle_Engineer_enhancements|Hand and a Half Training]]: +5/5/5/5% chance<br />
<br />
[[Tempest_enhancements#Dance_of_Death|Dance of Death]]: +50/100/200% chance <br />
<br />
[[Dwarf|Dwarven Axe Training]]: +5/5/5/5% chance<br />
<br />
[[Great_Weapon_Aptitude|Great Weapon Aptitude]]: +5/10/20% chance<br />
<br />
[[Destruction_Domain|Greater Domain of Destruction]]: +5% chance<br />
<br />
<br />
; Epic abilities<br />
[[Fury_of_the_Wild#Malicious_Weapons|Malicious Weapons]]: +5/10/20% chance <br />
<br />
[[Fury_of_the_Wild#Wild_Weapons|Wild Weapons]]: +5/10/20% chance <br />
<br />
[[Fury_of_the_Wild#Unbridled_Fury|Unbridled Fury]]: When activated, +100% chance <br />
<br />
<br />
; Filigrees<br />
* One Against Many (3 pieces): 20% chance<br />
<br />
== Special attacks that strike through ==<br />
<br />
Some special attacks are able to hit the secondary target(s). Based on {{Forums|512200}}.<br />
<br />
=== Barbarian ===<br />
* Cracking Attack (FB)<br />
<br />
=== Bard ===<br />
* Frozen Fury (Warchanter)<br />
<br />
=== Cleric ===<br />
* Warpriest Smite<br />
<br />
=== Druid ===<br />
* Nature's defensive stance allows strikethrough. While in bear form strikethrough works regardless of what weapons you wield.<br />
<br />
=== Favored Soul ===<br />
* War Soul Smite<br />
<br />
=== Fighter ===<br />
* Kensai enhancement - Shattering Strike<br />
<br />
=== Monk ===<br />
* Finishing moves<br />
* Fire/air/water/earth strikes<br />
* Enhancement - Ninjutsu line (modify touch of despair finishers)<br />
* Enhancement - Elemental words (all-consuming flame, porous soul, static charge, winters touch)<br />
<br />
=== Paladin ===<br />
* Smite evil<br />
<br />
=== Feats ===<br />
* [[Stunning Blow]]<br />
* [[Trip]]<br />
<br />
=== Epic abilities ===<br />
* DC - Smite the wicked<br />
* FoTW - Boulder's Might<br />
* LD - Lighting mace, volcano's edge. I didn't test Anvil of thunder but I assume it works to.<br />
* SD - Executioners strike<br />
* US - Celestial Mandate (Couldn't test hate effect)<br />
* US - Draw them out (Couldn't test hate effect)<br />
<br />
== Special attacks that don't strike through ==<br />
TBD<br />
<br />
[[Category:DDO game mechanics]]</div>136.228.34.126https://ddowiki.com/index.php?title=Strikethrough&diff=435506Strikethrough2020-02-13T19:13:04Z<p>136.228.34.126: </p>
<hr />
<div>While wielding a Two-Handed Weapon, or while wielding a Bastard Sword or Dwarven Axe in your main hand and a Shield, Orb, Rune Arm, or nothing in your offhand, your attacks can Strikethrough. When your attacks can Strikethrough, every attack has a chance ("Strikethrough Chance") to hit an additional target. By default, players have a 20% Strikethrough Chance (which can be improved through feats and enhancements). If your Strikethrough Chance is over 100%, you are guaranteed to hit a second target (if in range) on your attacks, with a chance to hit a third. The cap to Strikethrough is 400% (or 5 targets).<br />
<br />
Strikethrough was introduced in [[Update 45]] and replaced [[Glancing blow]]s.<br />
<br />
== Strikethrough Chance ==<br />
<br />
; Feats<br />
[[Two_Handed_Fighting|Two Handed Fighting]]: +60% chance<br />
<br />
[[Improved_Two_Handed_Fighting|Improved Two Handed Fighting]]: +30% chance<br />
<br />
[[Greater_Two_Handed_Fighting|Greater Two Handed Fighting]]: +30% chance<br />
<br />
[[Perfect_Two_Handed_Fighting|Perfect Two Handed Fighting]]: +30% chance<br />
<br />
[[Natural_Fighting|Natural Fighting]]: +60/30/30% chance<br />
<br />
<br />
; Enhancements<br />
[[Frenzied Berserker_enhancements#Angry_Arms|Angry Arms]]: +5/10/20% chance <br />
<br />
[[Frenzied Berserker_enhancements#Mad_Munitions|Mad Munitions]]: +5/10/20% chance <br />
<br />
[[Frenzied Berserker_enhancements#Focus_Wide|Focus Wide]]: +50% chance <br />
<br />
[[Thief Acrobat_enhancements#Improved_Second_Strikes|Improved Second Strikes]]: +5/10/20% chance <br />
<br />
[[Thief Acrobat_enhancements#Followthrough|Followthrough]]: +50% chance <br />
<br />
[[Knight of the Chalice_enhancements#Improved_Second_Strikes|Improved Second Strikes]]: +5/10/20% chance <br />
<br />
[[Battle Engineer]]: Each Hand and a Half Training grants +5% chance <br />
<br />
[[Tempest_enhancements#Dance_of_Death|Dance of Death]]: +50/100/200% chance <br />
<br />
[[Dwarf]]: Each Dwarven Axe Training grants +5% chance <br />
<br />
[[Great_Weapon_Aptitude|Great Weapon Aptitude]]: +5/10/20% chance<br />
<br />
[[Destruction_Domain|Greater Domain of Destruction]]: +5% chance<br />
<br />
<br />
; Epic abilities<br />
[[Fury_of_the_Wild#Malicious_Weapons|Malicious Weapons]]: +5/10/20% chance <br />
<br />
[[Fury_of_the_Wild#Wild_Weapons|Wild Weapons]]: +5/10/20% chance <br />
<br />
[[Fury_of_the_Wild#Unbridled_Fury|Unbridled Fury]]: When activated, +100% chance <br />
<br />
<br />
; Filigrees<br />
* One Against Many (3 pieces): 20% chance<br />
<br />
== Special attacks that strike through ==<br />
<br />
Some special attacks are able to hit the secondary target(s). Based on {{Forums|512200}}.<br />
<br />
=== Barbarian ===<br />
* Cracking Attack (FB)<br />
<br />
=== Bard ===<br />
* Frozen Fury (Warchanter)<br />
<br />
=== Cleric ===<br />
* Warpriest Smite<br />
<br />
=== Druid ===<br />
* Nature's defensive stance allows strikethrough. While in bear form strikethrough works regardless of what weapons you wield.<br />
<br />
=== Favored Soul ===<br />
* War Soul Smite<br />
<br />
=== Fighter ===<br />
* Kensai enhancement - Shattering Strike<br />
<br />
=== Monk ===<br />
* Finishing moves<br />
* Fire/air/water/earth strikes<br />
* Enhancement - Ninjutsu line (modify touch of despair finishers)<br />
* Enhancement - Elemental words (all-consuming flame, porous soul, static charge, winters touch)<br />
<br />
=== Paladin ===<br />
* Smite evil<br />
<br />
=== Feats ===<br />
* [[Stunning Blow]]<br />
* [[Trip]]<br />
<br />
=== Epic abilities ===<br />
* DC - Smite the wicked<br />
* FoTW - Boulder's Might<br />
* LD - Lighting mace, volcano's edge. I didn't test Anvil of thunder but I assume it works to.<br />
* SD - Executioners strike<br />
* US - Celestial Mandate (Couldn't test hate effect)<br />
* US - Draw them out (Couldn't test hate effect)<br />
<br />
== Special attacks that don't strike through ==<br />
TBD<br />
<br />
[[Category:DDO game mechanics]]</div>136.228.34.126https://ddowiki.com/index.php?title=Strikethrough&diff=435503Strikethrough2020-02-13T18:11:47Z<p>136.228.34.126: </p>
<hr />
<div>While wielding a Two-Handed Weapon, or while wielding a Bastard Sword or Dwarven Axe in your main hand and a Shield, Orb, Rune Arm, or nothing in your offhand, your attacks can Strikethrough. When your attacks can Strikethrough, every attack has a chance ("Strikethrough Chance") to hit an additional target. By default, players have a 20% Strikethrough Chance (which can be improved through feats and enhancements). If your Strikethrough Chance is over 100%, you are guaranteed to hit a second target (if in range) on your attacks, with a chance to hit a third. The cap to Strikethrough is 400% (or 5 targets).<br />
<br />
Strikethrough was introduced in [[Update 45]] and replaced [[Glancing blow]]s.<br />
<br />
== Strikethrough Chance ==<br />
<br />
; Feats<br />
[[Two_Handed_Fighting|Two Handed Fighting]]: +60% chance<br />
<br />
[[Improved_Two_Handed_Fighting|Improved Two Handed Fighting]]: +30% chance<br />
<br />
[[Greater_Two_Handed_Fighting|Greater Two Handed Fighting]]: +30% chance<br />
<br />
[[Perfect_Two_Handed_Fighting|Perfect Two Handed Fighting]]: +30% chance<br />
<br />
[[Natural_Fighting|Natural Fighting]]: +60/30/30% chance<br />
<br />
<br />
; Enhancements<br />
[[Frenzied Berserker_enhancements#Angry_Arms|Frenzied Berserker]] Angry Arms: +5/10/20% chance <br />
<br />
[[Frenzied Berserker_enhancements#Mad_Munitions|Frenzied Berserker]] Mad Munitions: +5/10/20% chance <br />
<br />
[[Frenzied Berserker_enhancements#Focus_Wide|Frenzied Berserker]] Focus Wide: +50% chance <br />
<br />
[[Thief Acrobat_enhancements#Improved_Second_Strikes|Thief Acrobat]] Improved Second Strikes: +5/10/20% chance <br />
<br />
[[Thief Acrobat_enhancements#Followthrough|Thief Acrobat]] Followthrough: +50% chance <br />
<br />
[[Knight of the Chalice_enhancements#Improved_Second_Strikes|Knight of the Chalice]] Improved Second Strikes: +5/10/20% chance <br />
<br />
[[Battle Engineer]]: Each Hand and a Half Training grants +5% chance <br />
<br />
[[Tempest_enhancements#Dance_of_Death|Tempest]] Dance of Death: +50/100/200% chance <br />
<br />
[[Dwarf]]: Each Dwarven Axe Training grants +5% chance <br />
<br />
[[Great_Weapon_Aptitude|Great Weapon Aptitude]]: +5/10/20% chance<br />
<br />
<br />
; Epic abilities<br />
[[Fury_of_the_Wild#Malicious_Weapons|Fury of the Wild]] Malicious Weapons: +5/10/20% chance <br />
<br />
[[Fury_of_the_Wild#Wild_Weapons|Fury of the Wild]] Wild Weapons: +5/10/20% chance <br />
<br />
[[Fury_of_the_Wild#Unbridled_Fury|Fury of the Wild]] Unbridled Fury: When activated, +100% chance <br />
<br />
<br />
; Filigrees<br />
* One Against Many (3 pieces): 20% chance<br />
<br />
== Special attacks that strike through ==<br />
<br />
Some special attacks are able to hit the secondary target(s). Based on {{Forums|512200}}.<br />
<br />
=== Barbarian ===<br />
* Cracking Attack (FB)<br />
<br />
=== Bard ===<br />
* Frozen Fury (Warchanter)<br />
<br />
=== Cleric ===<br />
* Warpriest Smite<br />
<br />
=== Druid ===<br />
* Nature's defensive stance allows strikethrough. While in bear form strikethrough works regardless of what weapons you wield.<br />
<br />
=== Favored Soul ===<br />
* War Soul Smite<br />
<br />
=== Fighter ===<br />
* Kensai enhancement - Shattering Strike<br />
<br />
=== Monk ===<br />
* Finishing moves<br />
* Fire/air/water/earth strikes<br />
* Enhancement - Ninjutsu line (modify touch of despair finishers)<br />
* Enhancement - Elemental words (all-consuming flame, porous soul, static charge, winters touch)<br />
<br />
=== Paladin ===<br />
* Smite evil<br />
<br />
=== Feats ===<br />
* [[Stunning Blow]]<br />
* [[Trip]]<br />
<br />
=== Epic abilities ===<br />
* DC - Smite the wicked<br />
* FoTW - Boulder's Might<br />
* LD - Lighting mace, volcano's edge. I didn't test Anvil of thunder but I assume it works to.<br />
* SD - Executioners strike<br />
* US - Celestial Mandate (Couldn't test hate effect)<br />
* US - Draw them out (Couldn't test hate effect)<br />
<br />
== Special attacks that don't strike through ==<br />
TBD<br />
<br />
[[Category:DDO game mechanics]]</div>136.228.34.126https://ddowiki.com/index.php?title=Great_Weapon_Aptitude&diff=435502Great Weapon Aptitude2020-02-13T18:10:01Z<p>136.228.34.126: </p>
<hr />
<div>'''Great Weapon Aptitude''' is an enhancement available to [[Bladeforged]], [[Half-Orc]]s, and [[Warforged]]. It is useful to characters favoring two-handed weapons (or Bastard Swords / Dwarven Axes), because it grants a bonus to [[Strikethrough]]. Each rank grants +5/10/20% chance.<br />
<br />
[[Category:Half-Orc enhancements|Half Orc]]<br />
[[Category:Warforged enhancements|Warforged]]</div>136.228.34.126https://ddowiki.com/index.php?title=Great_Weapon_Aptitude&diff=435501Great Weapon Aptitude2020-02-13T18:09:28Z<p>136.228.34.126: </p>
<hr />
<div>'''Great Weapon Aptitude''' is an enhancement available to [[Bladeforged]], [[Half-Orc]]s, and [[Warforged]]. It is useful to characters favoring two-handed weapons (or Bastard Swords / Dwarven Axes), because it grants a bonus to [[Strikethrough]]. Each rank grants +5/10/20% chance.<br />
<br />
[[Category:Half-Orc enhancements|Half Orc]]<br />
[[Category:Warforged enhancements|Warforged]]<br />
[[Category:Bladeforged]]</div>136.228.34.126https://ddowiki.com/index.php?title=Great_Weapon_Aptitude&diff=435500Great Weapon Aptitude2020-02-13T18:09:01Z<p>136.228.34.126: </p>
<hr />
<div>'''Great Weapon Aptitude''' is an enhancement available to [[Bladeforged]], [[Half-Orc]]s, and [[Warforged]]. It is useful to characters favoring two-handed weapons (or Bastard Swords / Dwarven Axes), because it grants a bonus to [[Strikethrough]]. Each rank grants +5/10/20% chance.<br />
<br />
[[Category:Half-Orc enhancements|Half Orc]]<br />
[[Category:Warforged enhancements|Warforged]]<br />
[[Category:Bladeforged enhancements]]</div>136.228.34.126https://ddowiki.com/index.php?title=Great_Weapon_Aptitude&diff=435499Great Weapon Aptitude2020-02-13T18:08:38Z<p>136.228.34.126: </p>
<hr />
<div>'''Great Weapon Aptitude''' is an enhancement available to [[Bladeforged]], [[Half-Orc]]s, and [[Warforged]]. It is useful to characters favoring two-handed weapons (or Bastard Swords / Dwarven Axes), because it grants a bonus to [[Strikethrough]]. Each rank grants +5/10/20% chance.<br />
<br />
[[Category:Half-Orc enhancements|Half Orc]]<br />
[[Category:Warforged enhancements|Warforged]]<br />
[[Category:Bladeforged enhancements|Bladeforged]]</div>136.228.34.126https://ddowiki.com/index.php?title=Strikethrough&diff=435498Strikethrough2020-02-13T18:06:16Z<p>136.228.34.126: </p>
<hr />
<div>While wielding a Two-Handed Weapon, or while wielding a Bastard Sword or Dwarven Axe in your main hand and a Shield, Orb, Rune Arm, or nothing in your offhand, your attacks can Strikethrough. When your attacks can Strikethrough, every attack has a chance ("Strikethrough Chance") to hit an additional target. By default, players have a 20% Strikethrough Chance (which can be improved through feats and enhancements). If your Strikethrough Chance is over 100%, you are guaranteed to hit a second target (if in range) on your attacks, with a chance to hit a third. The cap to Strikethrough is 400% (or 5 targets).<br />
<br />
Strikethrough was introduced in [[Update 45]] and replaced [[Glancing blow]]s.<br />
<br />
== Improving strikethrough chance ==<br />
<br />
; Feats<br />
[[Two_Handed_Fighting|Two Handed Fighting]]: +60% chance<br />
<br />
[[Improved_Two_Handed_Fighting|Improved Two Handed Fighting]]: +30% chance<br />
<br />
[[Greater_Two_Handed_Fighting|Greater Two Handed Fighting]]: +30% chance<br />
<br />
[[Perfect_Two_Handed_Fighting|Perfect Two Handed Fighting]]: +30% chance<br />
<br />
[[Natural_Fighting|Natural Fighting]]: +60/30/30% chance<br />
<br />
<br />
; Enhancements<br />
[[Frenzied Berserker_enhancements#Angry_Arms|Frenzied Berserker]] Angry Arms: +5/10/20% chance <br />
<br />
[[Frenzied Berserker_enhancements#Mad_Munitions|Frenzied Berserker]] Mad Munitions: +5/10/20% chance <br />
<br />
[[Frenzied Berserker_enhancements#Focus_Wide|Frenzied Berserker]] Focus Wide: +50% chance <br />
<br />
[[Thief Acrobat_enhancements#Improved_Second_Strikes|Thief Acrobat]] Improved Second Strikes: +5/10/20% chance <br />
<br />
[[Thief Acrobat_enhancements#Followthrough|Thief Acrobat]] Followthrough: +50% chance <br />
<br />
[[Knight of the Chalice_enhancements#Improved_Second_Strikes|Knight of the Chalice]] Improved Second Strikes: +5/10/20% chance <br />
<br />
[[Battle Engineer]]: Each Hand and a Half Training grants +5% chance <br />
<br />
[[Tempest_enhancements#Dance_of_Death|Tempest]] Dance of Death: +50/100/200% chance <br />
<br />
[[Dwarf]]: Each Dwarven Axe Training grants +5% chance <br />
<br />
[[Great_Weapon_Aptitude|Great Weapon Aptitude]]: +5/10/20% chance<br />
<br />
<br />
; Epic abilities<br />
[[Fury_of_the_Wild#Malicious_Weapons|Fury of the Wild]] Malicious Weapons: +5/10/20% chance <br />
<br />
[[Fury_of_the_Wild#Wild_Weapons|Fury of the Wild]] Wild Weapons: +5/10/20% chance <br />
<br />
[[Fury_of_the_Wild#Unbridled_Fury|Fury of the Wild]] Unbridled Fury: When activated, +100% chance <br />
<br />
<br />
; Filigrees<br />
* One Against Many (3 pieces): 20% chance<br />
<br />
== Special attacks that strike through ==<br />
<br />
Some special attacks are able to hit the secondary target(s). Based on {{Forums|512200}}.<br />
<br />
=== Barbarian ===<br />
* Cracking Attack (FB)<br />
<br />
=== Bard ===<br />
* Frozen Fury (Warchanter)<br />
<br />
=== Cleric ===<br />
* Warpriest Smite<br />
<br />
=== Druid ===<br />
* Nature's defensive stance allows strikethrough. While in bear form strikethrough works regardless of what weapons you wield.<br />
<br />
=== Favored Soul ===<br />
* War Soul Smite<br />
<br />
=== Fighter ===<br />
* Kensai enhancement - Shattering Strike<br />
<br />
=== Monk ===<br />
* Finishing moves<br />
* Fire/air/water/earth strikes<br />
* Enhancement - Ninjutsu line (modify touch of despair finishers)<br />
* Enhancement - Elemental words (all-consuming flame, porous soul, static charge, winters touch)<br />
<br />
=== Paladin ===<br />
* Smite evil<br />
<br />
=== Feats ===<br />
* [[Stunning Blow]]<br />
* [[Trip]]<br />
<br />
=== Epic abilities ===<br />
* DC - Smite the wicked<br />
* FoTW - Boulder's Might<br />
* LD - Lighting mace, volcano's edge. I didn't test Anvil of thunder but I assume it works to.<br />
* SD - Executioners strike<br />
* US - Celestial Mandate (Couldn't test hate effect)<br />
* US - Draw them out (Couldn't test hate effect)<br />
<br />
== Special attacks that don't strike through ==<br />
TBD<br />
<br />
[[Category:DDO game mechanics]]</div>136.228.34.126https://ddowiki.com/index.php?title=Strikethrough&diff=435497Strikethrough2020-02-13T18:04:54Z<p>136.228.34.126: </p>
<hr />
<div>While wielding a Two-Handed Weapon, or while wielding a Bastard Sword or Dwarven Axe in your main hand and a Shield, Orb, Rune Arm, or nothing in your offhand, your attacks can Strikethrough. When your attacks can Strikethrough, every attack has a chance ("Strikethrough Chance") to hit an additional target. By default, players have a 20% Strikethrough Chance (which can be improved through feats and enhancements). If your Strikethrough Chance is over 100%, you are guaranteed to hit a second target (if in range) on your attacks, with a chance to hit a third. The cap to Strikethrough is 400% (or 5 targets).<br />
<br />
Strikethrough was introduced in [[Update 45]] and replaced [[Glancing blow]]s.<br />
<br />
== Improving strikethrough chance ==<br />
<br />
; Feats<br />
[[Two_Handed_Fighting|Two Handed Fighting]]: +60% chance<br />
<br />
[[Improved_Two_Handed_Fighting|Improved Two Handed Fighting]]: +30% chance<br />
<br />
[[Greater_Two_Handed_Fighting|Greater Two Handed Fighting]]: +30% chance<br />
<br />
[[Perfect_Two_Handed_Fighting|Perfect Two Handed Fighting]]: +30% chance<br />
<br />
[[Natural_Fighting|Natural Fighting]]: +60/30/30% chance<br />
<br />
; Enhancements<br />
[[Frenzied Berserker_enhancements#Angry_Arms|Frenzied Berserker]] Angry Arms: +5/10/20% chance <br />
<br />
[[Frenzied Berserker_enhancements#Mad_Munitions|Frenzied Berserker]] Mad Munitions: +5/10/20% chance <br />
<br />
[[Frenzied Berserker_enhancements#Focus_Wide|Frenzied Berserker]] Focus Wide: +50% chance <br />
<br />
[[Thief Acrobat_enhancements#Improved_Second_Strikes|Thief Acrobat]] Improved Second Strikes: +5/10/20% chance <br />
<br />
[[Thief Acrobat_enhancements#Followthrough|Thief Acrobat]] Followthrough: +50% chance <br />
<br />
[[Knight of the Chalice_enhancements#Improved_Second_Strikes|Knight of the Chalice]] Improved Second Strikes: +5/10/20% chance <br />
<br />
[[Battle Engineer]]: Each Hand and a Half Training grants +5% chance <br />
<br />
[[Tempest_enhancements#Dance_of_Death|Tempest]] Dance of Death: +50/100/200% chance <br />
<br />
[[Dwarf]]: Each Dwarven Axe Training grants +5% chance <br />
<br />
* Each instance of Great Weapon Aptitude grants +5/10/20% chance <br />
<br />
; Epic abilities<br />
[[Fury_of_the_Wild#Malicious_Weapons|Fury of the Wild]] Malicious Weapons: +5/10/20% chance <br />
<br />
[[Fury_of_the_Wild#Wild_Weapons|Fury of the Wild]] Wild Weapons: +5/10/20% chance <br />
<br />
[[Fury_of_the_Wild#Unbridled_Fury|Fury of the Wild]] Unbridled Fury: When activated, +100% chance <br />
<br />
; Filigrees<br />
* One Against Many (3 pieces): 20% chance<br />
<br />
== Special attacks that strike through ==<br />
<br />
Some special attacks are able to hit the secondary target(s). Based on {{Forums|512200}}.<br />
<br />
=== Barbarian ===<br />
* Cracking Attack (FB)<br />
<br />
=== Bard ===<br />
* Frozen Fury (Warchanter)<br />
<br />
=== Cleric ===<br />
* Warpriest Smite<br />
<br />
=== Druid ===<br />
* Nature's defensive stance allows strikethrough. While in bear form strikethrough works regardless of what weapons you wield.<br />
<br />
=== Favored Soul ===<br />
* War Soul Smite<br />
<br />
=== Fighter ===<br />
* Kensai enhancement - Shattering Strike<br />
<br />
=== Monk ===<br />
* Finishing moves<br />
* Fire/air/water/earth strikes<br />
* Enhancement - Ninjutsu line (modify touch of despair finishers)<br />
* Enhancement - Elemental words (all-consuming flame, porous soul, static charge, winters touch)<br />
<br />
=== Paladin ===<br />
* Smite evil<br />
<br />
=== Feats ===<br />
* [[Stunning Blow]]<br />
* [[Trip]]<br />
<br />
=== Epic abilities ===<br />
* DC - Smite the wicked<br />
* FoTW - Boulder's Might<br />
* LD - Lighting mace, volcano's edge. I didn't test Anvil of thunder but I assume it works to.<br />
* SD - Executioners strike<br />
* US - Celestial Mandate (Couldn't test hate effect)<br />
* US - Draw them out (Couldn't test hate effect)<br />
<br />
== Special attacks that don't strike through ==<br />
TBD<br />
<br />
[[Category:DDO game mechanics]]</div>136.228.34.126https://ddowiki.com/index.php?title=Strikethrough&diff=435496Strikethrough2020-02-13T18:04:32Z<p>136.228.34.126: </p>
<hr />
<div>While wielding a Two-Handed Weapon, or while wielding a Bastard Sword or Dwarven Axe in your main hand and a Shield, Orb, Rune Arm, or nothing in your offhand, your attacks can Strikethrough. When your attacks can Strikethrough, every attack has a chance ("Strikethrough Chance") to hit an additional target. By default, players have a 20% Strikethrough Chance (which can be improved through feats and enhancements). If your Strikethrough Chance is over 100%, you are guaranteed to hit a second target (if in range) on your attacks, with a chance to hit a third. The cap to Strikethrough is 400% (or 5 targets).<br />
<br />
Strikethrough was introduced in [[Update 45]] and replaced [[Glancing blow]]s.<br />
<br />
== Improving strikethrough chance ==<br />
<br />
; Feats<br />
[[Two_Handed_Fighting|Two Handed Fighting]]: +60% chance<br />
[[Improved_Two_Handed_Fighting|Improved Two Handed Fighting]]: +30% chance<br />
[[Greater_Two_Handed_Fighting|Greater Two Handed Fighting]]: +30% chance<br />
[[Perfect_Two_Handed_Fighting|Perfect Two Handed Fighting]]: +30% chance<br />
[[Natural_Fighting|Natural Fighting]]: +60/30/30% chance<br />
<br />
; Enhancements<br />
[[Frenzied Berserker_enhancements#Angry_Arms|Frenzied Berserker]] Angry Arms: +5/10/20% chance <br />
<br />
[[Frenzied Berserker_enhancements#Mad_Munitions|Frenzied Berserker]] Mad Munitions: +5/10/20% chance <br />
<br />
[[Frenzied Berserker_enhancements#Focus_Wide|Frenzied Berserker]] Focus Wide: +50% chance <br />
<br />
[[Thief Acrobat_enhancements#Improved_Second_Strikes|Thief Acrobat]] Improved Second Strikes: +5/10/20% chance <br />
<br />
[[Thief Acrobat_enhancements#Followthrough|Thief Acrobat]] Followthrough: +50% chance <br />
<br />
[[Knight of the Chalice_enhancements#Improved_Second_Strikes|Knight of the Chalice]] Improved Second Strikes: +5/10/20% chance <br />
<br />
[[Battle Engineer]]: Each Hand and a Half Training grants +5% chance <br />
<br />
[[Tempest_enhancements#Dance_of_Death|Tempest]] Dance of Death: +50/100/200% chance <br />
<br />
[[Dwarf]]: Each Dwarven Axe Training grants +5% chance <br />
<br />
* Each instance of Great Weapon Aptitude grants +5/10/20% chance <br />
<br />
; Epic abilities<br />
[[Fury_of_the_Wild#Malicious_Weapons|Fury of the Wild]] Malicious Weapons: +5/10/20% chance <br />
<br />
[[Fury_of_the_Wild#Wild_Weapons|Fury of the Wild]] Wild Weapons: +5/10/20% chance <br />
<br />
[[Fury_of_the_Wild#Unbridled_Fury|Fury of the Wild]] Unbridled Fury: When activated, +100% chance <br />
<br />
; Filigrees<br />
* One Against Many (3 pieces): 20% chance<br />
<br />
== Special attacks that strike through ==<br />
<br />
Some special attacks are able to hit the secondary target(s). Based on {{Forums|512200}}.<br />
<br />
=== Barbarian ===<br />
* Cracking Attack (FB)<br />
<br />
=== Bard ===<br />
* Frozen Fury (Warchanter)<br />
<br />
=== Cleric ===<br />
* Warpriest Smite<br />
<br />
=== Druid ===<br />
* Nature's defensive stance allows strikethrough. While in bear form strikethrough works regardless of what weapons you wield.<br />
<br />
=== Favored Soul ===<br />
* War Soul Smite<br />
<br />
=== Fighter ===<br />
* Kensai enhancement - Shattering Strike<br />
<br />
=== Monk ===<br />
* Finishing moves<br />
* Fire/air/water/earth strikes<br />
* Enhancement - Ninjutsu line (modify touch of despair finishers)<br />
* Enhancement - Elemental words (all-consuming flame, porous soul, static charge, winters touch)<br />
<br />
=== Paladin ===<br />
* Smite evil<br />
<br />
=== Feats ===<br />
* [[Stunning Blow]]<br />
* [[Trip]]<br />
<br />
=== Epic abilities ===<br />
* DC - Smite the wicked<br />
* FoTW - Boulder's Might<br />
* LD - Lighting mace, volcano's edge. I didn't test Anvil of thunder but I assume it works to.<br />
* SD - Executioners strike<br />
* US - Celestial Mandate (Couldn't test hate effect)<br />
* US - Draw them out (Couldn't test hate effect)<br />
<br />
== Special attacks that don't strike through ==<br />
TBD<br />
<br />
[[Category:DDO game mechanics]]</div>136.228.34.126https://ddowiki.com/index.php?title=Strikethrough&diff=435494Strikethrough2020-02-13T17:59:44Z<p>136.228.34.126: </p>
<hr />
<div>While wielding a Two-Handed Weapon, or while wielding a Bastard Sword or Dwarven Axe in your main hand and a Shield, Orb, Rune Arm, or nothing in your offhand, your attacks can Strikethrough. When your attacks can Strikethrough, every attack has a chance ("Strikethrough Chance") to hit an additional target. By default, players have a 20% Strikethrough Chance (which can be improved through feats and enhancements). If your Strikethrough Chance is over 100%, you are guaranteed to hit a second target (if in range) on your attacks, with a chance to hit a third. The cap to Strikethrough is 400% (or 5 targets).<br />
<br />
Strikethrough was introduced in [[Update 45]] and replaced [[Glancing blow]]s.<br />
<br />
== Improving strikethrough chance ==<br />
<br />
; Feats<br />
Two-handed fighting feat line.<br />
<br />
; Enhancements<br />
[[Frenzied Berserker_enhancements#Angry_Arms|Frenzied Berserker]] Angry Arms: +5/10/20% chance <br />
<br />
[[Frenzied Berserker_enhancements#Mad_Munitions|Frenzied Berserker]] Mad Munitions: +5/10/20% chance <br />
<br />
[[Frenzied Berserker_enhancements#Focus_Wide|Frenzied Berserker]] Focus Wide: +50% chance <br />
<br />
[[Thief Acrobat_enhancements#Improved_Second_Strikes|Thief Acrobat]] Improved Second Strikes: +5/10/20% chance <br />
<br />
[[Thief Acrobat_enhancements#Followthrough|Thief Acrobat]] Followthrough: +50% chance <br />
<br />
[[Knight of the Chalice_enhancements#Improved_Second_Strikes|Knight of the Chalice]] Improved Second Strikes: +5/10/20% chance <br />
<br />
[[Battle Engineer]]: Each Hand and a Half Training grants +5% chance <br />
<br />
[[Tempest_enhancements#Dance_of_Death|Tempest]] Dance of Death: +50/100/200% chance <br />
<br />
[[Dwarf]]: Each Dwarven Axe Training grants +5% chance <br />
<br />
* Each instance of Great Weapon Aptitude grants +20% chance <br />
<br />
; Epic abilities<br />
[[Fury_of_the_Wild#Malicious_Weapons|Fury of the Wild]] Malicious Weapons: +5/10/20% chance <br />
<br />
[[Fury_of_the_Wild#Wild_Weapons|Fury of the Wild]] Wild Weapons: +5/10/20% chance <br />
<br />
[[Fury_of_the_Wild#Unbridled_Fury|Fury of the Wild]] Unbridled Fury: When activated, +100% chance <br />
<br />
; Filigrees<br />
* One Against Many (3 piece): 20% chance<br />
<br />
== Special attacks that strike through ==<br />
<br />
Some special attacks are able to hit the secondary target(s). Based on {{Forums|512200}}.<br />
<br />
=== Barbarian ===<br />
* Cracking Attack (FB)<br />
<br />
=== Bard ===<br />
* Frozen Fury (Warchanter)<br />
<br />
=== Cleric ===<br />
* Warpriest Smite<br />
<br />
=== Druid ===<br />
* Nature's defensive stance allows strikethrough. While in bear form strikethrough works regardless of what weapons you wield.<br />
<br />
=== Favored Soul ===<br />
* War Soul Smite<br />
<br />
=== Fighter ===<br />
* Kensai enhancement - Shattering Strike<br />
<br />
=== Monk ===<br />
* Finishing moves<br />
* Fire/air/water/earth strikes<br />
* Enhancement - Ninjutsu line (modify touch of despair finishers)<br />
* Enhancement - Elemental words (all-consuming flame, porous soul, static charge, winters touch)<br />
<br />
=== Paladin ===<br />
* Smite evil<br />
<br />
=== Feats ===<br />
* [[Stunning Blow]]<br />
* [[Trip]]<br />
<br />
=== Epic abilities ===<br />
* DC - Smite the wicked<br />
* FoTW - Boulder's Might<br />
* LD - Lighting mace, volcano's edge. I didn't test Anvil of thunder but I assume it works to.<br />
* SD - Executioners strike<br />
* US - Celestial Mandate (Couldn't test hate effect)<br />
* US - Draw them out (Couldn't test hate effect)<br />
<br />
== Special attacks that don't strike through ==<br />
TBD<br />
<br />
[[Category:DDO game mechanics]]</div>136.228.34.126https://ddowiki.com/index.php?title=Strikethrough&diff=435493Strikethrough2020-02-13T17:57:47Z<p>136.228.34.126: </p>
<hr />
<div>While wielding a Two-Handed Weapon, or while wielding a Bastard Sword or Dwarven Axe in your main hand and a Shield, Orb, Rune Arm, or nothing in your offhand, your attacks can Strikethrough. When your attacks can Strikethrough, every attack has a chance ("Strikethrough Chance") to hit an additional target. By default, players have a 20% Strikethrough Chance (which can be improved through feats and enhancements). If your Strikethrough Chance is over 100%, you are guaranteed to hit a second target (if in range) on your attacks, with a chance to hit a third. The cap to Strikethrough is 400% (or 5 targets).<br />
<br />
Strikethrough was introduced in [[Update 45]] and replaced [[Glancing blow]]s.<br />
<br />
== Improving strikethrough chance ==<br />
<br />
; Feats<br />
Two-handed fighting feat line.<br />
<br />
; Enhancements<br />
[[Frenzied Berserker_enhancements#Angry_Arms|Frenzied Berserker]]: +5/10/20% chance <br />
<br />
[[Frenzied Berserker_enhancements#Mad_Munitions|Frenzied Berserker]]: +5/10/20% chance <br />
<br />
[[Frenzied Berserker_enhancements#Focus_Wide|Frenzied Berserker]]: +50% chance <br />
<br />
[[Thief Acrobat_enhancements#Improved_Second_Strikes|Thief Acrobat]]: +5/10/20% chance <br />
<br />
[[Thief Acrobat_enhancements#Followthrough|Thief Acrobat]]: +50% chance <br />
<br />
[[Knight of the Chalice_enhancements#Improved_Second_Strikes|Knight of the Chalice]]: +5/10/20% chance <br />
<br />
[[Battle Engineer]]: Each Hand and a Half Training grants +5% chance <br />
<br />
[[Tempest_enhancements#Dance_of_Death|Tempest]]: +50/100/200% chance <br />
<br />
[[Dwarf]]: Each Dwarven Axe Training grants +5% chance <br />
<br />
* Each instance of Great Weapon Aptitude grants +20% chance <br />
<br />
; Epic abilities<br />
[[Fury_of_the_Wild#Malicious_Weapons|Fury of the Wild]]: +5/10/20% chance <br />
<br />
[[Fury_of_the_Wild#Wild_Weapons|Fury of the Wild]]: +5/10/20% chance <br />
<br />
[[Fury_of_the_Wild#Unbridled_Fury|Fury of the Wild]]: When activated, +100% chance <br />
<br />
; Filigrees<br />
* One Against Many (3 piece): 20% chance<br />
<br />
== Special attacks that strike through ==<br />
<br />
Some special attacks are able to hit the secondary target(s). Based on {{Forums|512200}}.<br />
<br />
=== Barbarian ===<br />
* Cracking Attack (FB)<br />
<br />
=== Bard ===<br />
* Frozen Fury (Warchanter)<br />
<br />
=== Cleric ===<br />
* Warpriest Smite<br />
<br />
=== Druid ===<br />
* Nature's defensive stance allows strikethrough. While in bear form strikethrough works regardless of what weapons you wield.<br />
<br />
=== Favored Soul ===<br />
* War Soul Smite<br />
<br />
=== Fighter ===<br />
* Kensai enhancement - Shattering Strike<br />
<br />
=== Monk ===<br />
* Finishing moves<br />
* Fire/air/water/earth strikes<br />
* Enhancement - Ninjutsu line (modify touch of despair finishers)<br />
* Enhancement - Elemental words (all-consuming flame, porous soul, static charge, winters touch)<br />
<br />
=== Paladin ===<br />
* Smite evil<br />
<br />
=== Feats ===<br />
* [[Stunning Blow]]<br />
* [[Trip]]<br />
<br />
=== Epic abilities ===<br />
* DC - Smite the wicked<br />
* FoTW - Boulder's Might<br />
* LD - Lighting mace, volcano's edge. I didn't test Anvil of thunder but I assume it works to.<br />
* SD - Executioners strike<br />
* US - Celestial Mandate (Couldn't test hate effect)<br />
* US - Draw them out (Couldn't test hate effect)<br />
<br />
== Special attacks that don't strike through ==<br />
TBD<br />
<br />
[[Category:DDO game mechanics]]</div>136.228.34.126https://ddowiki.com/index.php?title=Strikethrough&diff=435492Strikethrough2020-02-13T17:56:15Z<p>136.228.34.126: </p>
<hr />
<div>While wielding a Two-Handed Weapon, or while wielding a Bastard Sword or Dwarven Axe in your main hand and a Shield, Orb, Rune Arm, or nothing in your offhand, your attacks can Strikethrough. When your attacks can Strikethrough, every attack has a chance ("Strikethrough Chance") to hit an additional target. By default, players have a 20% Strikethrough Chance (which can be improved through feats and enhancements). If your Strikethrough Chance is over 100%, you are guaranteed to hit a second target (if in range) on your attacks, with a chance to hit a third. The cap to Strikethrough is 400% (or 5 targets).<br />
<br />
Strikethrough was introduced in [[Update 45]] and replaced [[Glancing blow]]s.<br />
<br />
== Improving strikethrough chance ==<br />
<br />
; Feats<br />
Two-handed fighting feat line.<br />
<br />
; Enhancements<br />
[[Frenzied Berserker_enhancements#Angry_Arms|Frenzied Berserker]]: +5/10/20% chance <br />
[[Frenzied Berserker_enhancements#Mad_Munitions|Frenzied Berserker]]: +5/10/20% chance <br />
[[Frenzied Berserker_enhancements#Focus_Wide|Frenzied_Berserker]]: +50% chance <br />
[[Thief Acrobat_enhancements#Improved_Second_Strikes|Thief_Acrobat]]: +5/10/20% chance <br />
[[Thief Acrobat_enhancements#Followthrough|Thief_Acrobat]]: +50% chance <br />
[[Knight of the Chalice_enhancements#Improved_Second_Strikes|Knight_of_the_Chalice]]: +5/10/20% chance <br />
[[Battle Engineer_enhancements]]: Each Hand and a Half Training grants +5% chance <br />
[[Tempest_enhancements#Dance_of_Death|Tempest]]: +50/100/200% chance <br />
[[Dwarf_enhancements]]: Each Dwarven Axe Training grants +5% chance <br />
* Each instance of Great Weapon Aptitude grants +20% chance <br />
<br />
; Epic abilities<br />
[[Fury_of_the_Wild#Malicious_Weapons|Fury_of_the_Wild]]: +5/10/20% chance <br />
[[Fury_of_the_Wild#Wild_Weapons|Fury_of_the_Wild]]: +5/10/20% chance <br />
[[Fury_of_the_Wild#Unbridled_Fury|Fury_of_the_Wild]]: When activated, +100% chance <br />
<br />
; Filigrees<br />
* One Against Many (3 piece): 20% chance<br />
<br />
== Special attacks that strike through ==<br />
<br />
Some special attacks are able to hit the secondary target(s). Based on {{Forums|512200}}.<br />
<br />
=== Barbarian ===<br />
* Cracking Attack (FB)<br />
<br />
=== Bard ===<br />
* Frozen Fury (Warchanter)<br />
<br />
=== Cleric ===<br />
* Warpriest Smite<br />
<br />
=== Druid ===<br />
* Nature's defensive stance allows strikethrough. While in bear form strikethrough works regardless of what weapons you wield.<br />
<br />
=== Favored Soul ===<br />
* War Soul Smite<br />
<br />
=== Fighter ===<br />
* Kensai enhancement - Shattering Strike<br />
<br />
=== Monk ===<br />
* Finishing moves<br />
* Fire/air/water/earth strikes<br />
* Enhancement - Ninjutsu line (modify touch of despair finishers)<br />
* Enhancement - Elemental words (all-consuming flame, porous soul, static charge, winters touch)<br />
<br />
=== Paladin ===<br />
* Smite evil<br />
<br />
=== Feats ===<br />
* [[Stunning Blow]]<br />
* [[Trip]]<br />
<br />
=== Epic abilities ===<br />
* DC - Smite the wicked<br />
* FoTW - Boulder's Might<br />
* LD - Lighting mace, volcano's edge. I didn't test Anvil of thunder but I assume it works to.<br />
* SD - Executioners strike<br />
* US - Celestial Mandate (Couldn't test hate effect)<br />
* US - Draw them out (Couldn't test hate effect)<br />
<br />
== Special attacks that don't strike through ==<br />
TBD<br />
<br />
[[Category:DDO game mechanics]]</div>136.228.34.126https://ddowiki.com/index.php?title=Strikethrough&diff=435491Strikethrough2020-02-13T17:54:58Z<p>136.228.34.126: </p>
<hr />
<div>While wielding a Two-Handed Weapon, or while wielding a Bastard Sword or Dwarven Axe in your main hand and a Shield, Orb, Rune Arm, or nothing in your offhand, your attacks can Strikethrough. When your attacks can Strikethrough, every attack has a chance ("Strikethrough Chance") to hit an additional target. By default, players have a 20% Strikethrough Chance (which can be improved through feats and enhancements). If your Strikethrough Chance is over 100%, you are guaranteed to hit a second target (if in range) on your attacks, with a chance to hit a third. The cap to Strikethrough is 400% (or 5 targets).<br />
<br />
Strikethrough was introduced in [[Update 45]] and replaced [[Glancing blow]]s.<br />
<br />
== Improving strikethrough chance ==<br />
<br />
; Feats<br />
Two-handed fighting feat line.<br />
<br />
; Enhancements<br />
[[Frenzied Berserker_enhancements#Angry_Arms|Frenzied_Berserker]]: +5/10/20% chance<br />
[[Frenzied Berserker_enhancements#Mad_Munitions|Frenzied_Berserker]]: +5/10/20% chance<br />
[[Frenzied Berserker_enhancements#Focus_Wide|Frenzied_Berserker]]: +50% chance<br />
[[Thief Acrobat_enhancements#Improved_Second_Strikes|Thief_Acrobat]]: +5/10/20% chance<br />
[[Thief Acrobat_enhancements#Followthrough|Thief_Acrobat]]: +50% chance<br />
[[Knight of the Chalice_enhancements#Improved_Second_Strikes|Knight_of_the_Chalice]]: +5/10/20% chance<br />
[[Battle Engineer_enhancements]]: Each Hand and a Half Training grants +5% chance<br />
[[Tempest_enhancements#Dance_of_Death|Tempest]]: +50/100/200% chance<br />
[[Dwarf_enhancements]]: Each Dwarven Axe Training grants +5% chance<br />
* Each instance of Great Weapon Aptitude grants +20% chance<br />
<br />
; Epic abilities<br />
[[Fury_of_the_Wild#Malicious_Weapons|Fury_of_the_Wild]]: +5/10/20% chance<br />
[[Fury_of_the_Wild#Wild_Weapons|Fury_of_the_Wild]]: +5/10/20% chance<br />
[[Fury_of_the_Wild#Unbridled_Fury|Fury_of_the_Wild]]: When activated, +100% chance<br />
== Special attacks that strike through ==<br />
<br />
; Filigrees<br />
* One Against Many (3 piece): 20% chance<br />
<br />
Some special attacks are able to hit the secondary target(s). Based on {{Forums|512200}}.<br />
<br />
=== Barbarian ===<br />
* Cracking Attack (FB)<br />
<br />
=== Bard ===<br />
* Frozen Fury (Warchanter)<br />
<br />
=== Cleric ===<br />
* Warpriest Smite<br />
<br />
=== Druid ===<br />
* Nature's defensive stance allows strikethrough. While in bear form strikethrough works regardless of what weapons you wield.<br />
<br />
=== Favored Soul ===<br />
* War Soul Smite<br />
<br />
=== Fighter ===<br />
* Kensai enhancement - Shattering Strike<br />
<br />
=== Monk ===<br />
* Finishing moves<br />
* Fire/air/water/earth strikes<br />
* Enhancement - Ninjutsu line (modify touch of despair finishers)<br />
* Enhancement - Elemental words (all-consuming flame, porous soul, static charge, winters touch)<br />
<br />
=== Paladin ===<br />
* Smite evil<br />
<br />
=== Feats ===<br />
* [[Stunning Blow]]<br />
* [[Trip]]<br />
<br />
=== Epic abilities ===<br />
* DC - Smite the wicked<br />
* FoTW - Boulder's Might<br />
* LD - Lighting mace, volcano's edge. I didn't test Anvil of thunder but I assume it works to.<br />
* SD - Executioners strike<br />
* US - Celestial Mandate (Couldn't test hate effect)<br />
* US - Draw them out (Couldn't test hate effect)<br />
<br />
== Special attacks that don't strike through ==<br />
TBD<br />
<br />
[[Category:DDO game mechanics]]</div>136.228.34.126https://ddowiki.com/index.php?title=The_Missing_Party&diff=435490The Missing Party2020-02-13T17:40:43Z<p>136.228.34.126: </p>
<hr />
<div>{{Update|date=May 2017|reason=Needs to have parameters updated due to changes in [[T:Quest|Quest]].[[C:Quest pages needing update]]}}<br />
<br />
''You are not the first to try to bring peace to Delera Omaren. Seek the remains of the Silver Flame's former champions.<br />
{{Quest<br />
|name=The Missing Party<br />
|adpack=Delera's Tomb<br />
|level=7<br />
| epic = 27<br />
|duration=Very Long<br />
|solo = 2140<br />
|normal = 4558<br />
|hard = 4837<br />
|elite = 5116<br />
| xp = <br />
| ecasual = ??<br />
| enormal = ??<br />
| ehard = ??<br />
| eelite = 30,464<br />
| epicxp = <br />
|loc=Delera's Reliquary<br />
|npc=Colam Mersein<br />
|zone=Delera's Graveyard<br />
|patron=House Jorasco<br />
|favor=6<br />
|free=no<br />
|mappic=M missing party.png<br />
|maplegend=yes<br />
|othermap=yes<br />
|mappic2=The Missing Party.jpg<br />
|loadingpic= L The Missing Party.jpg<br />
|overview=<br />
{{Delera's Tomb}}<br />
Return to Delera's Reliquary. Find the last party that the Silver Flame sent into the reliquary, and return with Jael's journal.<br />
'''Important Prerequisite Action:'''<br />
* After quest completion of [[The Mystery of Delera's Tomb]], speak again to Derek Grospic at the graveyard entrance in House Jorasco in order to activate Colam Mersein in the graveyard.<br />
* The quest is granted and completed by Colam, a priest inside the graveyard that attends a funeral.<br />
* '''Colam will NOT grant the quest until you speak to Derek after completion of [[The Mystery of Delera's Tomb|the first quest]].'''<br />
* For players without a [[damage reduction|holy/good or flametouched weapon]] against the [[Ghostly Skeleton]]s, the quest granter gives a special club that can be optionally used. Note the [[Ghostly Skeleton]]s' DR is just DR/Good, and not Blunt. So even a flametouched iron greataxe will deal more damage than a regular maul.<br />
* '''Be sure to speak to Colam first, immediately after quest completion, to keep the story arc chain operational.''' He allows access to the next quest, [[Free Delera]].<br />
|obj= <br />
* Find Jael's journal<br />
* (Optional) Slay the [[Omaren guardians]] (Slay all 7) ({{Calculated XP bonus|solo=2,140|normal=4,558|hard=4,837|elite=5116|percent=30}})<br />
* (Optional) Slay Omaren Assassin ({{Calculated XP bonus|solo=2,140|normal=4,558|hard=4,837|elite=5116|percent=10}})<br />
* (Optional) Slay Omaren Pugilist ({{Calculated XP bonus|solo=2,140|normal=4,558|hard=4,837|elite=5116|percent=10}})<br />
* (Optional) Slay Omaren Executioner ({{Calculated XP bonus|solo=2,140|normal=4,558|hard=4,837|elite=5116|percent=10}})<br />
* (Optional) Slay Omaren Sniper ({{Calculated XP bonus|solo=2,140|normal=4,558|hard=4,837|elite=5116|percent=10}})<br />
* (Optional) Slay Omaren Ecclesist ({{Calculated XP bonus|solo=2,140|normal=4,558|hard=4,837|elite=5116|percent=10}})<br />
* (Optional) Slay Omaren Magus ({{Calculated XP bonus|solo=2,140|normal=4,558|hard=4,837|elite=5116|percent=10}})<br />
* (Optional) Slay Omaren Slayer ({{Calculated XP bonus|solo=2,140|normal=4,558|hard=4,837|elite=5116|percent=10}})<br />
|expect= <br />
* Traps (fixed, some undisarmable)<br />
* Spawning/respawning monsters<br />
|traps=[[DDO information project/Traps and locks/7#The Missing Party (Delera's Tomb, Part 2)|Trap DCs]]<br />
* Two sets of acid traps (one-time trip) guarding Omaren Sniper chest; no way to disable<br />
* Spike traps after climbing several flights of stairs; control panel is on the southeast corner. Trap activates when "I" rune is stepped on.<br />
|misc= <br />
* Either have a friend or a henchmen for this quest, two people are required at one point, one will need to go up a small path, and the other will need to operate a lever to raise/lower the gates.<br />
* When you get caged in just before the first shrine, five skeletons should pop out of the ground and attack. If all five are killed the gate will open. The five skeletons will not necessarily always pop out, though. If they don't, the gates are timed to reopen after about a minute.<br />
* For the optional swimming part, the gates must be activated alternately in order to get through. Hirelings are difficult to use for doing this (see steps below).<br />
* A rogue or knock spell is needed for a locked door in area with second shrine on the ground floor.<br />
* Stepping on the trigger plate under the "I" rune causes enemies to appear and a spike trap to activate.<br />
* The book will remain in your inventory; however, it can safely be destroyed as soon as it's picked up and the quest finishes.<br />
* The whole quest (including all optionals) can be completed with only a hireling which can cast Summon Monster as support - including the underwater gate/swimming part. Here's a brief description of how to do it:<br />
# Step on the pressure plate right/west of the pool once. This causes the first three underwater gates to be open while the fourth (and last) will be closed.<br />
# Put your hireling on Stand Ground on the east plate.<br />
# Confirm that the west rune is on/lit, and the east rune is off/unlit (the first 3 gates are open while the fourth is closed). Jump into the pool and swim to the last gate. Now, order your hire to cast Summon Monster. The monster will trigger the gate.<br />
# Swim through the gate and upwards, get out of the water and toggle the switch on the left wall which opens all gates. At that point, you can call your hireling to join you again and proceed.<br />
* If you place your hireling carefully, any hireling can suffice. Target the resurrection shrine, put your hireling on Stand Ground just south of the east plate, and activate the west plate. Go for a swim, then tell your hireling to use the Resurrection shrine whenever you run into a locked gate.<br />
| aggression = 84<br />
| onslaught = 109<br />
| conquest = 134<br />
| mischief = 43<br />
| vandal = 56<br />
| ransack = 69<br />
|npcreward=None<br />
|collectable=Six<br />
** Bookshelf in the NW corner of the room past the triple-locked door<br />
** ??? on the western wall in the southern room, past the underwater gates<br />
** Mushroom in the NE corner of the big room before the acid-trapped chest<br />
** Rubble in the NE corner of the room with the Omaran Mage<br />
** Mushroom in the NW corner of the room past the second level-locked door<br />
** Crude Altar in the north section of the final room<br />
|chest='''5'''<br />
** '''1''' optional for killing the Omaren Executioner (Named [[Spectre]], found past the underwater puzzle)<br />
** '''1''' optional for killing the Omaren Sniper (Named [[Skeleton]] Archer, found near the second shrine)<br />
** '''1''' optional behind a locked door for killing 2 Guardians (Undead, found up on a walkway across from the second shrine)<br />
** '''1''' optional for killing the Omaren Slayer (Named [[Wight]], found behind a secret door)<br />
** '''1''' at the end<br />
|monsters='''[[Monster Information/7#Missing Party (The)|Monster Information]]'''<br />
* [[Arcane Skeleton]]s<br />
* [[Armored Wight]]s<br />
* [[Ghast]]s<br />
* [[Ghostly Skeleton]]s<br />
* [[Skeleton Arcus]]s<br />
* [[Wight]]s<br />
Named Monsters:<br />
* [[Delera Omaren]] - Red-named [[wraith]]<br />
* [[Omaren Assassin]] - Optional orange-named [[skeleton arcus]]<br />
* [[Omaren Ecclesiast]] - Optional orange-named [[wight priest]]<br />
* [[Omaren Executioner]] - Optional orange-named [[spectre]]<br />
* [[Omaren Magus]] - Optional orange-named [[arcane skeleton]]<br />
* [[Omaren Pugilist]] - Optional orange-named [[zombie]]<br />
* [[Omaren Slayer]] - Optional orange-named [[armored wight]]<br />
* [[Omaren Sniper]] - Optional orange-named [[skeleton archer]]<br />
}}</div>136.228.34.126https://ddowiki.com/index.php?title=Critical_hit_multiplier&diff=435487Critical hit multiplier2020-02-13T16:39:29Z<p>136.228.34.126: </p>
<hr />
<div>{{Merge|user=Hoopy Froodle|to=Critical hit}}<br />
The '''critical hit multiplier''' is the number by which the base damage is multiplied upon a confirmed critical hit. Not to be confused with [[critical threat]] - which refers to how likely you are to land a critical hit.<br />
It also affects various damage effects coming from specific [[weapon enhancements]];<br />
* Bursting effects<br />
** [[Elemental Burst]]<br />
** [[Holy Burst]], [[Unholy Burst]]<br />
** [[Good Burst]], [[Evil Burst]]<br />
* [[Maiming]]<br />
<br />
==Common weapons' threat range/multiplier==<br />
<br />
{|class="wikitable" style="margin: 1em auto 1em auto" border=1px<br />
|-style="background:grey"<br />
!<br />
!18-20<br />
!19-20<br />
!20<br />
|-<br />
||'''x2'''<br />
||<br />
* [[Falchion]]<br />
* [[Kukri]]<br />
* [[Rapier]]<br />
* [[Scimitar]]<br />
* [[Great crossbow|Great Crossbow]]<br />
||<br />
* [[Heavy crossbow|Heavy Crossbow]]<br />
* [[Light crossbow|Light Crossbow]]<br />
* [[Repeating heavy crossbow|Repeating Heavy Crossbow]]<br />
* [[Repeating light crossbow|Repeating Light Crossbow]]<br />
* [[Greatsword]]<br />
* [[Bastard sword|Bastard Sword]]<br />
* [[Longsword]]<br />
* [[Shortsword]]<br />
* [[Dagger]]<br />
* [[Throwing dagger|Throwing Dagger]]<br />
* [[Dart]]<br />
* [[Shuriken]]<br />
||<br />
* [[Dart]]<br />
* [[Club]]<br />
* [[Greatclub]]<br />
* [[Heavy mace|Heavy Mace]]<br />
* [[Kama]]<br />
* [[Light hammer|Light Hammer]]<br />
* [[Light mace|Light Mace]]<br />
* [[Morningstar]]<br />
* [[Quarterstaff]]<br />
* [[Sickle]]<br />
* [[Unarmed]]<br />
|-<br />
||'''x3'''<br />
||<br />
||<br />
* [[Khopesh]]<br />
||<br />
* [[Battleaxe]]<br />
* [[Dwarven axe]]<br />
* [[Greataxe]]<br />
* [[Handaxe]]<br />
* [[Throwing axe|Throwing Axe]]<br />
* [[Longbow]]<br />
* [[Shortbow]]<br />
* [[Warhammer]]<br />
* [[Maul]]<br />
|-<br />
||'''x4'''<br />
||<br />
||<br />
||<br />
* [[Heavy pick|Heavy Pick]]<br />
* [[Light pick|Light Pick]]<br />
|}<br />
== Ways to increase multiplier ==<br />
<br />
* [[Competence bonus]] to critical hit multiplier can come from various sources. Multiple effects granting competence bonus don't [[stack]].<br />
** [[Vile Chemist_enhancements#Brushed_Aside|Vile Chemist]]: +1 critical range and multiplier for Simple Weapons while wielding a Simple Weapon, Orb, Rune Arm, or nothing in your off hand.<br />
** [[Artificer]]'s [[Battle Engineer enhancements|Battle Engineer capstone]]: +1 for Crossbows, Bastard Swords, Dwarven Axes, Light Hammers, Warhammers, and Morningstars.<br />
** Focused Wrath - [[Frenzied Berserker enhancements]] T5: +1 / +2<br />
** Occult Metalline - [[Occult Slayer enhancements]] T5: +1<br />
** [[Bard]]'s [[Swashbuckler enhancements|Swashbuckling]] enhancement modifies the threat / multiplier as follows<br />
*** Dagger, Shortsword, Throwing Dagger: +1 Threat, +1 Multiplier<br />
*** Light Mace, Light Hammer, Kama, Sickle, Dart, Shuriken, Throwing Axe, Throwing Hammer: +2 Threat, +1 Multiplier<br />
*** Kukri, Rapier: +1 Multiplier<br />
*** Handaxe: +2 Threat<br />
*** Light Pick: +1 Threat<br />
** [[Kensei_enhancements#Strike_With_No_Thought|Kensei]]'s 3rd core: +1<br />
** [[Paladin]] spell: [[Holy Sword]]: +1 to threat and multiplier for all weapons (not shields). Also [[Domain#War|War]] domain cleric SLA.<br />
** Staff Specialization, available for [[Thief-Acrobat enhancements|Rogues]] and [[Henshin Mystic enhancements#Tier 5|Monks]], add +1 to threat and multiplier for quarterstaves<br />
** Knife Specialization, available for [[Assassin enhancements|Assassin]]s, adds +1 multiplier for daggers and kukris. Additionally, it adds +1 to threat for daggers.<br />
** Expert Builder, available for [[Mechanic enhancements|Mechanics]], adds +1 multiplier for bows, crossbows, and thrown weapons; +2 for great crossbows.<br />
** [[Tempest enhancements#Deflect Arrows|Deflect Arrows]] available for Tempests, add +1 multiplier while dual wielding weapons (not handwraps).<br />
** [[Ninja_Spy_enhancements#Ninja_Master|Ninja Master]], available for Ninjas, adds +1 multiplier while centered.<br />
** [[Shintao_enhancements#Empty_Hand_Mastery|Empty Hand Mastery]] of Shintao monks adds +1 for Handwraps<br />
<br />
* [[Morale bonus]]<br />
** [[Knight's Training]]: +1 for [[Long Sword]]s<br />
<br />
* [[Insight bonus]]<br />
** Lethality, available for [[Assassin enhancements|Assassin]]s, adds +1 multiplier for any one-handed weapon you are wielding (Two Weapon Fighters will get the bonus for both weapons provided they qualify).<br />
* [[Sacred bonus]]<br />
** [[Scourge enhancements|Destroyer of the Dead]]: Clubs, Light Maces, Heavy Maces, and Morningstars you wield gain a +1 Sacred Bonus to Critical Multiplier.<br />
<br />
* [[Vanguard enhancements|Vanguard]]'s 5th core ability increases the threat range and multiplier of your shield by 1.<br />
<br />
<br />
Many active attacks, often coming from enhancements, feats, or epic destiny abilities, modify the critical threat and/or multiplier of a single attack. These effects usually stack with everything else.<br />
<br />
{{Bug|None of [[Critical_hit_multiplier#Ways_to_increase_multiplier|the multiplier increasing effects]] work on thrown weapons. (Update: Probably already fixed!)}}<br />
<br />
== Ways to increase multiplier on 19 and 20 ==<br />
Multiple ways exist how to increase critical multiplier on the rolls of 19 and 20. All of these fully stack.<br />
<br />
* Howl of the North - [[Warchanter enhancements]] T5: +1<br />
* Death Frenzy - [[Frenzied Berserker enhancements]] 5th core: +1<br />
* Bond of Retribution - [[Occult Slayer enhancements]] T3: +1 when below 50% HP<br />
** Bond of Destruction T5 removes the health requirement<br />
* [[Monk]]s in [[Monk stances#Sun_Stance|Greater Sun Stance or Ultimate Sun Stance]]: +1 for monk weapons and unarmed attacks<br />
* Devastating Critical - [[Legendary Dreadnought]]: +1<br />
* Headman's Chop - [[Legendary Dreadnought]]: +1 if you have an axe in main hand<br />
* [[Overwhelming Critical]] epic feat: +1<br />
* [[Named_item_sets#Disciples_of_Rage_Item_Sets|Renegade Champion]] item set: +1<br />
<br />
[[Category:DDO game mechanics]]</div>136.228.34.126https://ddowiki.com/index.php?title=Critical_hit_multiplier&diff=435486Critical hit multiplier2020-02-13T16:37:30Z<p>136.228.34.126: </p>
<hr />
<div>{{Merge|user=Hoopy Froodle|to=Critical hit}}<br />
The '''critical hit multiplier''' is the number by which the base damage is multiplied upon a confirmed critical hit. Not to be confused with [[critical threat]] - which refers to how likely you are to land a critical hit.<br />
It also affects various damage effects coming from specific [[weapon enhancements]];<br />
* Bursting effects<br />
** [[Elemental Burst]]<br />
** [[Holy Burst]], [[Unholy Burst]]<br />
** [[Good Burst]], [[Evil Burst]]<br />
* [[Maiming]]<br />
<br />
==Common weapons' threat range/multiplier==<br />
<br />
{|class="wikitable" style="margin: 1em auto 1em auto" border=1px<br />
|-style="background:grey"<br />
!<br />
!18-20<br />
!19-20<br />
!20<br />
|-<br />
||'''x2'''<br />
||<br />
* [[Falchion]]<br />
* [[Kukri]]<br />
* [[Rapier]]<br />
* [[Scimitar]]<br />
* [[Great crossbow|Great Crossbow]]<br />
||<br />
* [[Heavy crossbow|Heavy Crossbow]]<br />
* [[Light crossbow|Light Crossbow]]<br />
* [[Repeating heavy crossbow|Repeating Heavy Crossbow]]<br />
* [[Repeating light crossbow|Repeating Light Crossbow]]<br />
* [[Greatsword]]<br />
* [[Bastard sword|Bastard Sword]]<br />
* [[Longsword]]<br />
* [[Shortsword]]<br />
* [[Dagger]]<br />
* [[Throwing dagger|Throwing Dagger]]<br />
* [[Dart]]<br />
* [[Shuriken]]<br />
||<br />
* [[Dart]]<br />
* [[Club]]<br />
* [[Greatclub]]<br />
* [[Heavy mace|Heavy Mace]]<br />
* [[Kama]]<br />
* [[Light hammer|Light Hammer]]<br />
* [[Light mace|Light Mace]]<br />
* [[Morningstar]]<br />
* [[Quarterstaff]]<br />
* [[Sickle]]<br />
* [[Unarmed]]<br />
|-<br />
||'''x3'''<br />
||<br />
||<br />
* [[Khopesh]]<br />
||<br />
* [[Battleaxe]]<br />
* [[Dwarven axe]]<br />
* [[Greataxe]]<br />
* [[Handaxe]]<br />
* [[Throwing axe|Throwing Axe]]<br />
* [[Longbow]]<br />
* [[Shortbow]]<br />
* [[Warhammer]]<br />
* [[Maul]]<br />
|-<br />
||'''x4'''<br />
||<br />
||<br />
||<br />
* [[Heavy pick|Heavy Pick]]<br />
* [[Light pick|Light Pick]]<br />
|}<br />
== Ways to increase multiplier ==<br />
<br />
* [[Competence bonus]] to critical hit multiplier can come from various sources. Multiple effects granting competence bonus don't [[stack]].<br />
** [[Vile Chemist_enhancements#Brushed_Aisde|Vile Chemist]]: +1 critical range and multiplier for simple weapons while wielding an orb or nothing in off-hand.<br />
** [[Artificer]]'s [[Battle Engineer enhancements|Battle Engineer capstone]]: +1 for Crossbows, Bastard Swords, Dwarven Axes, Light Hammers, Warhammers, and Morningstars.<br />
** Focused Wrath - [[Frenzied Berserker enhancements]] T5: +1 / +2<br />
** Occult Metalline - [[Occult Slayer enhancements]] T5: +1<br />
** [[Bard]]'s [[Swashbuckler enhancements|Swashbuckling]] enhancement modifies the threat / multiplier as follows<br />
*** Dagger, Shortsword, Throwing Dagger: +1 Threat, +1 Multiplier<br />
*** Light Mace, Light Hammer, Kama, Sickle, Dart, Shuriken, Throwing Axe, Throwing Hammer: +2 Threat, +1 Multiplier<br />
*** Kukri, Rapier: +1 Multiplier<br />
*** Handaxe: +2 Threat<br />
*** Light Pick: +1 Threat<br />
** [[Kensei_enhancements#Strike_With_No_Thought|Kensei]]'s 3rd core: +1<br />
** [[Paladin]] spell: [[Holy Sword]]: +1 to threat and multiplier for all weapons (not shields). Also [[Domain#War|War]] domain cleric SLA.<br />
** Staff Specialization, available for [[Thief-Acrobat enhancements|Rogues]] and [[Henshin Mystic enhancements#Tier 5|Monks]], add +1 to threat and multiplier for quarterstaves<br />
** Knife Specialization, available for [[Assassin enhancements|Assassin]]s, adds +1 multiplier for daggers and kukris. Additionally, it adds +1 to threat for daggers.<br />
** Expert Builder, available for [[Mechanic enhancements|Mechanics]], adds +1 multiplier for bows, crossbows, and thrown weapons; +2 for great crossbows.<br />
** [[Tempest enhancements#Deflect Arrows|Deflect Arrows]] available for Tempests, add +1 multiplier while dual wielding weapons (not handwraps).<br />
** [[Ninja_Spy_enhancements#Ninja_Master|Ninja Master]], available for Ninjas, adds +1 multiplier while centered.<br />
** [[Shintao_enhancements#Empty_Hand_Mastery|Empty Hand Mastery]] of Shintao monks adds +1 for Handwraps<br />
<br />
* [[Morale bonus]]<br />
** [[Knight's Training]]: +1 for [[Long Sword]]s<br />
<br />
* [[Insight bonus]]<br />
** Lethality, available for [[Assassin enhancements|Assassin]]s, adds +1 multiplier for any one-handed weapon you are wielding (Two Weapon Fighters will get the bonus for both weapons provided they qualify).<br />
* [[Sacred bonus]]<br />
** [[Scourge enhancements|Destroyer of the Dead]]: Clubs, Light Maces, Heavy Maces, and Morningstars you wield gain a +1 Sacred Bonus to Critical Multiplier.<br />
<br />
* [[Vanguard enhancements|Vanguard]]'s 5th core ability increases the threat range and multiplier of your shield by 1.<br />
<br />
<br />
Many active attacks, often coming from enhancements, feats, or epic destiny abilities, modify the critical threat and/or multiplier of a single attack. These effects usually stack with everything else.<br />
<br />
{{Bug|None of [[Critical_hit_multiplier#Ways_to_increase_multiplier|the multiplier increasing effects]] work on thrown weapons. (Update: Probably already fixed!)}}<br />
<br />
== Ways to increase multiplier on 19 and 20 ==<br />
Multiple ways exist how to increase critical multiplier on the rolls of 19 and 20. All of these fully stack.<br />
<br />
* Howl of the North - [[Warchanter enhancements]] T5: +1<br />
* Death Frenzy - [[Frenzied Berserker enhancements]] 5th core: +1<br />
* Bond of Retribution - [[Occult Slayer enhancements]] T3: +1 when below 50% HP<br />
** Bond of Destruction T5 removes the health requirement<br />
* [[Monk]]s in [[Monk stances#Sun_Stance|Greater Sun Stance or Ultimate Sun Stance]]: +1 for monk weapons and unarmed attacks<br />
* Devastating Critical - [[Legendary Dreadnought]]: +1<br />
* Headman's Chop - [[Legendary Dreadnought]]: +1 if you have an axe in main hand<br />
* [[Overwhelming Critical]] epic feat: +1<br />
* [[Named_item_sets#Disciples_of_Rage_Item_Sets|Renegade Champion]] item set: +1<br />
<br />
[[Category:DDO game mechanics]]</div>136.228.34.126https://ddowiki.com/index.php?title=Classes&diff=435485Classes2020-02-13T16:25:28Z<p>136.228.34.126: </p>
<hr />
<div>{{ClassesTOC}}<br />
{{TOCRight}}<br />
A '''class''' defines the specific kind of player character's "occupation" or talent in DDO. You choose one class to start, but may choose to have up to three classes ([[multiclassing]]) for any player character. Currently there are 15 classes in game, with the most recent addition being the Alchemist. Most of the classes are free to play for all players, but six (<mark style="background:#FFA07A;">highlighted in red</mark>, above and below) are not free to all, and variously are either free only to [[VIP]], and/or must be bought with [[DDO Point]]s, and/or can earned via game play. <br />
<br />
== Class Summaries ==<br />
See the main article of each class for more detail.<br />
<br />
<br />
=== <mark style="background:#FFA07A;">Alchemist</mark> ===<br />
The [[Alchemist]] loves to use flasks and coats weapons in different imbues. They prefer to use a ranged stance rather than a melee combatical stance. Alchemists have a wide arc of ability, as they can use flasks to heal both flesh and undead, also have spell-like flasks that deal damage upon contact with target, and have the ability to throw or use simple weapons with a poison coat. Alchemists are the only class that gain the ability to drink potions on the run, but share the ability to throw flasks at a faster rate with the [[Artificer]]. The main attribute is [[Intelligence]].<br />
<br />
The [[Alchemist]] can be purchased on the store for 1495. It is available to play as a VIP, or is available to 2018 Season Pass holders.<br />
<br />
=== <mark style="background:#FFA07A;">Artificer</mark> ===<br />
The '''[[Artificer]]''' combines magic with weapon technology and skill. Traditionally, Artificers prefer to avoid getting their hands dirty in a fight, using personally-made constructs that perform a variety of tasks but are especially capable in combat. Artificers are a jack-of-all-trades: they can serve as backup healers, decent offensive spellcaster, can act as both ranged or melee combatants, can find and disable traps and open locks, and have excellent supportive abilities. Artificers are the only class that can gain the use of [[Rune Arms]], and their primary attributes are [[Dexterity]] and [[Intelligence]].<br />
<br />
The Artificer class must either be purchased in the DDO store or unlocked on a per-server basis by earning 150 [[House Cannith]] [[favor]] on a single character.<br />
<br />
=== Barbarian ===<br />
A '''[[Barbarian]]''' is a warrior who has special powers when enraged and specializes in dealing heavy damage. Barbarians wear less armor than fighters or paladins, but have more [[hit points]] and some innate [[damage reduction]]. [[Uncanny Dodge]] allows them to have a high dodge chance and excellent reflex saves in short bursts. While many barbarian abilities are geared towards melee combat, they can also make passable ranged combatants should the need arise. A barbarian's primary attributes are [[Strength]] and [[Constitution]].<br />
<br />
=== Bard ===<br />
'''[[Bard]]s''' possess many skills with some special spell casting ability, and can fulfill almost any role. The primary draw of Bards is their ability to use songs to inspire and [[buff]] a party, providing small, but stacking bonuses to almost every aspect from weapon damage, to spell effectiveness, to dodge and armor class. Their spells consist of a mix of both divine and arcane, but are considered arcane overall: they can use spells focused on crowd control, healing, and buffs, as well as offensive sonic spells that often daze or stun opponents. Bards are also very good at learning the [[Use Magic Device]] skill to operate any kind of magical item. They have been called the "best sixth man", because using a bard to fill the final slot in a party means that their powerful musical buffs boost five other players, they can deal significant damage when specced for both physical or magical combat, and their respectable healing abilities assist the main healer in keeping the party alive. Bards also possess one of the few abilities in the game that can replenish spell points. The primary attribute of bards is [[Charisma]].<br />
<br />
=== Cleric ===<br />
'''[[Cleric]]s''' are divine spell casters who specialize in healing and defense spells as well as some offensive ability in the way of light, fire, and physical spells. Most people think of clerics when asking for a healer for their group, due to their having the only enhancement tree devoted entirely to healing and support. They can use any armor without penalty, but they are only proficient with Simple Weapons. Clerics can also take up a melee weapon and dish out respectable damage, but they are not as strong as the more physical-based classes. They gain access to [[Domain|clerical domains]] at level 2, giving them great versatility in allowing them to specialize in certain aspects of the divine arts. The cleric's primary attributes are [[Wisdom]], which they use to gain more spell points and improve the [[Difficulty Class|DC]]s for their spells, and [[Charisma]], which helps both their ability to [[Turn Undead]] and gain more uses of turn undead.<br />
<br />
=== <mark style="background:#FFA07A;">Druid</mark> ===<br />
'''[[Druid]]s''' are divine spellcasters with a variety of offensive and supportive spells, but they are the epitome of crowd control and can fulfill that role regardless of their specialization. They can be excellent melee combatants, able to use [[Wild Shape]] to transform into bears (strong and hardy tanks) and wolves (fast and agile attackers), or can take up a spellcasting role, turning into fire or water elementals to unleash primal forces of nature in the form of blizzards, thunderstorms, and earthquakes. Druids make strong solo characters considering their melee and self-healing options, especially at low and mid levels. Druids cannot use metal armor or wield metal shields; doing so removes their ability to use many of their druidic abilities. Druids use [[Wisdom]] as their primary attribute, determining their maximum spell points and spellcasting effectiveness.<br />
<br />
The Druid class is free for VIP accounts, but others must purchase the class in the DDO store. The Druid class is also included as part of the Standard edition of [[Menace of the Underdark]]<br />
<br />
=== <mark style="background:#FFA07A;">Favored Soul</mark> ===<br />
'''[[Favored Soul]]s''' are divine casters that follows the path of the [[cleric]] but tend to be more focused on offense than support. They have fewer spells at their disposal than clerics, but have almost double the amount of spell points, enabling them to cast those fewer spells more often. They gain energy resistance and inherent [[Damage Reduction]] as they progress and can use light or medium armor. They have simple weapon proficiency, but gain the use of additional weapons depending on their chosen [[Deities|god]] and can become capable melee combatants. Favored souls can use the highest of their [[Wisdom]] or [[Charisma]] scores for determining their maximum spell points and effectiveness of spells.<br />
<br />
The Favored Soul class must be purchased in the DDO store or unlocked on a per server basis by earning 2,500 [[Favor#Total Favor|Total Favor]] on a single character.<br />
<br />
=== Fighter ===<br />
'''[[Fighter]]s''' are warriors with many extra [[feats]] (almost double what most classes can obtain), allowing them to super-specialize their role in combat. There are many ways to fight: two-handed, dual-wielding, a sword and shield, or even with a bow... you name it, a fighter can specialize in it. As such, players should examine thoroughly what feats they would like to pick before they create this versatile front-line class. Fighters also gain access to many unique feats that increase their offensive power, their defenses, or their ability to use tactical maneuvers like [[Trip]] or [[Stunning Blow]]. Depending on which martial path they wish to follow, a fighter might require [[Strength]], [[Constitution]], and [[Dexterity]] in varied amounts.<br />
<br />
=== <mark style="background:#FFA07A;">Monk</mark> ===<br />
A '''[[Monk]]''' is a combatant that performs amazing techniques in battle by using a power source called [[ki]]. They can have extremely high [[Dodge]] and at high levels have a higher base movement speed than any other class.<br />
<br />
In order to use their special abilities, monks must be [[centered]] and remain in a state of physical and mental balance. To remain centered, a monk must be unencumbered, wielding monk-specific weapons or unarmed, and be wearing no armor except [[robe|robes or outfits]]. When not centered, monks lose the majority of their special bonuses. While they are limited in their weapon selection, monks can gain specialized training through feats or other class enhancements to enable other weapons to be used while centered and gain a variety of special feats as they gain levels. The primary attribute of monks is [[Wisdom]], which they use in retaining ki, increase their [[Armor Class]], and increase the effectiveness of their ki attacks and monk-specific tactical abilities. [[Strength]], [[Constitution]], and [[Dexterity]] are also important.<br />
<br />
The Monk class is free for VIP accounts, but others must purchase the class in the DDO store.<br />
<br />
=== Paladin ===<br />
A '''[[Paladin]]''' is a warrior that trades some melee power for the ability to cast divine spells. The paladin often has the best saving throws of any character, gains immunity to fear and disease, and may also serve as backup healers for short encounters. They also have passive auras that aid their party members when facing evil creatures. Paladins make great defensive characters, but can easily perform well in an offensive role with weapons. The primary attributes of paladins are [[Wisdom]] (for spellcasting and spell points) and [[Charisma]] (for higher saves and increasing the effectiveness of their unique abilities). [[Strength]] and [[Constitution]] should not be discarded, of course, as the paladin is a martial class.<br />
<br />
=== Ranger ===<br />
'''[[Ranger]]s''' are inherently both archers and a dual-wielding melee class, being proficient in both combat styles. The ranger is capable of stealth combat, although not as well as the rogue and can cast from a limited selection of divine spells. Rangers increase their damage with [[Favored Enemy]] feats, where they can pick up to five kinds of monsters to specialize in fighting, gaining stacking damage bonuses against them the higher level they are. Rangers require [[Wisdom]] in order to cast spells and gain spell points. [[Strength]] and [[Dexterity]] are useful to rangers, as well, increasing their damage and accuracy with weapons.<br />
<br />
=== Rogue ===<br />
'''[[Rogue]]s''' get the most skill points in the game. They are capable of finding and disarming traps and opening locks. The rogue can also deal devastating [[sneak attack]] damage when they are beneath the notice of their enemies and are the best at stealth and sneaking around. Their defenses are quite low, even though they have [[Evasion]] and a fairly high [[Dodge]], and so must rely on their wits and cunning to survive tough battles. Rogues can do well as either a melee or ranged character, and their primary attributes are [[Dexterity]] and [[Intelligence]].<br />
<br />
=== Sorcerer ===<br />
A '''[[Sorcerer]]''' is an arcane spellcaster, and serve as the primary offensive magic class for DDO, but are physically quite weak. Their enhancements are built almost entirely around dealing significant damage with spells. Unlike wizards, they have a limited selection of spells, only gaining a few spell slots per spell level and cannot change them at a tavern or rest shrine. However, they cast spells much faster than any other, and most often have the highest amount of spell points of any class. [[Charisma]] is the primary attribute for sorcerers, increasing their available spell points and making their spells more effective.<br />
<br />
=== <mark style="background:#FFA07A;">Warlock</mark> ===<br />
'''[[Warlock]]s''' are arcane spellcasters who form pacts with powerful beings to gain power and magic, and often seek out rare and forbidden knowledge. They deal moderate amounts of damage with their [[Eldritch Blast]] but they do not require spell points to do so, ensuring a steady stream of magic damage at no cost. They have no offensive magic but do have a variety of buffing, crowd control, and utility spells. Warlocks have moderate defenses against physical attacks, but can defend against magical spells better than most other classes. [[Charisma]] is the primary attribute for warlocks, increasing the effectiveness of their spells and their eldritch blast, and increasing their maximum spell points.<br />
<br />
Warlocks are free for VIP accounts, but others must purchase the class in the DDO store.<br />
<br />
=== Wizard ===<br />
A '''[[Wizard]]''' is an adaptive and versatile arcane caster and gain five extra feats as they level to further enhance their spellcasting. Wizards are able to switch spells after resting at shrines or while in taverns, ensuring they always have the right spell for the job. Wizards have more spells available to them than a sorcerer, but do not have as many spell points. Wizards are often called 'DC casters' due to their ability to focus not on offensive spells but spells that instantly kill, control, charm, debuff, or otherwise disable or weaken enemies. They must focus on their [[Intelligence]] to increase their spell points and the effectiveness of their spells.<br />
<br />
== Proficiencies ==<br />
Each class inherits (or sometimes is restricted in receiving) '''[[proficiency|proficiencies]]''' in using a particular ability, skill, item or spell. Proficiencies are often granted through [[feat]]s.<br />
* All classes wear some outer apparel for protection. [[:Category:Armor|Armor]] and [[Shields]] are common to most melee and specialist classes, while [[robe|robes and outfits]] are common for arcane spell casting classes and the Monk. If you wear armor that you aren't proficient in, your character may have problems in casting spells, or, in the case of Monks, become [[Centered|uncentered]] and lose much of their unarmed fighting skill.<br />
* '''Weapons''' run the gamut in variety, damage and power. Simple weapons, such as daggers, can be used by almost any class, but to use the most damaging or exotic weapons, such as greatswords or the [[kukri]] require proficiency in that weapon type. Spell casting classes may choose not to carry weapons but wands, scepters and similar tools that augment their offensive spell power.<br />
* '''[[Divine spells]]''' are the realm of [[Cleric]]s, [[Druid]]s, [[Favored Soul]]s, [[Paladin]]s and [[Ranger]]s. These spells can be cast without worry that heavy armor would interrupt them. Proficiency for divine casters often involve more [[Wisdom]] or [[Charisma]] ability points than other classes.<br />
* '''[[Arcane spells]]''' are the hallmark of [[Wizard]]s, [[Warlock]]s, [[Sorcerer]]s and [[Bard]]s. These classes are living artillery platforms of magical destruction, at the cost of reduced [[HP]]. Proficiency in arcane casting typically requires more ability points in [[Intelligence]] or [[Charisma]] than other classes.<br />
* '''[[:Category:Artificer Infusions|Artificer Infusions]]''' are the purview of [[Artificer]]s, and are neither arcane nor divine. This branch of magic focuses on placing temporary enchantments on equipment and [[Construct]]s to enhance the abilities of the caster and his or her allies. A few select infusions also focus on using technology to devastating effect, conjuring powerful technological effects designed to take down foes. Infusions do not require a somatic component, and may be cast in medium or heavy armor without penalty. Proficiency in the use of Infusions requires a higher [[Intelligence]] score than other classes.<br />
<br />
== [[Feats]] ==<br />
Feats are central talents of a class that give a character a distinct offensive or defensive advantage. Some feats are common to all classes, while many are restricted to a specific class.<br />
<br />
At level 30, every character will have eleven regular feats (levels 1, 3, 6, 9, 12, 15, 18, 21, 24, 27, & 30); Human characters will get one extra feat at first level. Additionally, characters will get the following based on their class:<br />
* [[Fighter]]: Eleven [[Bonus Feat|Fighter bonus Feats]], at 1st and every even level<br />
* [[Wizard]]: Five bonus [[Metamagic Feat]]s, at 1st level and every multiple of 5<br />
* [[Ranger]]: The main Two Weapon Fighting line ([[Two Weapon Fighting]], [[Improved Two Weapon Fighting]], and [[Greater Two Weapon Fighting]], though not [[Oversized Two Weapon Fighting]]) as well as [[Rapid Shot]], [[Manyshot]], [[Precise Shot]], [[Improved Precise Shot]], [[Bow Strength]] & [[Diehard]]<br />
* [[Monk]]: Three [[Martial arts feats|Martial Arts Feats]], granted at levels 1, 2 and 6<br />
* [[Artificer]]: Five [[Artificer bonus feats|Artificer bonus Feats]], granted at every multiple of 4<br />
<br />
This is primarily a listing of feats which ''any'' character could otherwise pick if they so choose. Most classes also get other class-specific abilities and benefits that are listed in your character's Feats tab but are not available to all classes. Some are completely predetermined, while others offer you a choice from a short, special list, including:<br />
* [[Rogue]]: Four Rogue special abilities, granted at levels 10, 13, 16 and 19<br />
* [[Favored Soul]]: Seven [[Favored Soul special abilities]], granted at levels 1, 3, 5, 10, 12, 15 and 20<br />
* Ranger: Five [[Favored Enemy|Favored Enemies]] at levels 1, 5, 10, 15 and 20<br />
<br />
== [[Skills]] ==<br />
Skills define specific areas where many classes can develop innate "knacks", even if their class is not naturally inclined in that ability.<br />
<br />
Each character gets a specific number of [[skill point]]s that he can put into different [[skills]]. If the [[skill]] is a [[class skill]] then each [[skill point]] spent corresponds to one [[rank (skill)|rank]] in that [[skill]]. If it is a [[cross-class]] skill then each [[skill point]] spent counts as 0.5 [[Rank (skill)|rank]] in that [[skill]]. The maximum [[Rank (skill)|ranks]] a [[skill]] can have is 3+ your[[Level#character level|level]] for [[class skill]]s and half that for [[cross-class]] skills.<br />
<br />
Skills gained at each level vary with class and Intelligence.<br /><br />
For each level gained each class receives the following skill points.<br />
{| class="wikitable" style="text-align:center; width:200px; height:200px; border="1" cellpadding="5" cellspacing="0"<br />
! Rogue || 8 skill points<br />
|-<br />
! Ranger / Bard || 6 skill points<br />
|-<br />
! Artificer / Barbarian / Druid / Monk|| 4 skill points<br />
|-<br />
! Cleric / Fighter / Paladin || 2 skill points<br />
|-<br />
! Favored Soul / Sorcerer / Warlock / Wizard || 2 skill points<br />
|}<br />
<br />
Additionally, the Intelligence modifier is added at each level, though only the intelligence that the character has due to point buy, leveling points at 4/8/12/16/20, and inherent bonuses count towards skill points gained.<br />
At first level, after the Intelligence modifier is added, is total multiplied by four.<br />
<br />
{| class="wikitable" style="text-align:center; width:200px; height:200px; border="1" cellpadding="5" cellspacing="0"<br />
|-<br />
! Intelligence:|| 4-5|| 6-7 || 8-9 || 10-11 || 12-13 || 14-15 || 16-17 || 18-19 || 20-21<br />
|-<br />
! Modifier: || -3 ||-2 || -1 || 0 || +1 || +2 || +3 || +4 || +5<br />
|-<br />
! Level: || 1st / 2nd+ || 1st / 2nd+ || 1st / 2nd+ || 1st / 2nd+ || 1st / 2nd+ || 1st / 2nd+ || 1st / 2nd+ || 1st / 2nd+ || 1st/2nd+<br />
|-<br />
! Rogue<br />
| 20/5 ||24/6 || 28/7 || 32/8 || 36/9 || 40/10 || 44/11 || 48/12 || 52/13<br />
|-<br />
! Bard / Ranger<br />
| 12/3 || 16/4 || 20/5 || 24/6 || 28/7 || 32/8 || 36/9 || 40/10 || 44/11<br />
|-<br />
! Artificer / Barbarian / Druid / Monk<br />
| 4/1 || 8/2 || 12/3 || 16/4 || 20/5 || 24/6 || 28/7 || 32/8 || 36/9<br />
|-<br />
! Cleric / Fighter / Paladin **<br />
| 4/1 || 4/1 || 4/1 || 8/2 || 12/3 || 16/4 || 20/5 || 24/6 || 30/7<br />
|-<br />
! Favored Soul / Sorcerer / Warlock / Wizard **<br />
| 4/1 ||4/1 || 4/1 || 8/2 || 12/3 || 16/4 || 20/5 || 24/6 || 30/7<br />
|}<br />
{{*}}Humans have an additional '''4 bonus''' skill points at 1st level and '''1 each''' level after.<br />Example: A Human Rogue with 18 intelligence will have 52 skill points to spend at 1st level, 13 each level after.<br />
<br />
{{*}}{{*}}Minimum amount of skill points you will gain is always 4 at level 1, and 1 at every gained level.<br />
<br />
== [[Multiclassing]] ==<br />
You can choose up to three classes for your character. In DDO, there is no experience point penalty (as opposed to 3.5 pen-and-paper rules).<br />
<br />
When multiclassing, the hit points of the different classes are added.<br />
The base attack bonus of the different classes are added.<br />
The saving throws of the different classes are added.<br />
So you could say that a 5/5 Cleric/Fighter is getting the<br />
hit points of level 5 Cleric plus a level 5 Fighter. Since the split is 50/50, all class-based values would be an average of the two classes.<br />
(If multiclassing a + heart of wood will be required to change class during reincarnation)<br />
<br />
<br />
=== Advantages and Disadvantages ===<br />
In general, players new to the game should probably avoid multiclassing unless using a proven build.<br />
<br />
; Skills<br />
: By only taking one level in a class that has proficiency with a skill, you get the possibility to max out that skill. So if you are a Ranger that would like to max out a Rogue-only skill or a Rogue that wants to max out a Ranger-only skill, just take a level in the other class.<br />
: However, keep in mind when leveling as the Ranger it will cost two skill points to keep the Rogue-only skill at maximum.<br />
<br />
; Feats<br />
: Your character will inherently receive any feats from a second or third class. For example, if you don't have proficiency with all martial weapons, you can take one level as a Fighter and you will gain them (plus the ordinary level 1 Fighter feat). However, feat proficiency does not guarantee effective use as ability scores may limit you.<br />
: Many granted class feats do not stack. A Fighter/Paladin has martial weapons and heavy armor proficiency granted from both classes, but receives no extra benefit from getting them twice.<br />
<br />
; Spell casting does not scale<br />
: The power of spells does not scale linearly. Spells that a Wizard/Sorcerer/Cleric can use at level 20 are more than four times as powerful as the spell that a Wizard/Sorcerer/Cleric can use at level 5.<br />
<br />
; [[Ability]] scores:<br />
: A single-class character can have abilities finely tuned for the needs of one class. Dual or tri-class characters will need to make compromises between the ability needs of all classes. The more similar the ability scores used by the classes, the better multiclassing will work.<br />
; Combinations that fit together nicely are:<br />
* Artificer/Rogue (linked by Strength and Dexterity or Intelligence and Dexterity)<br />
* Bard/Sorcerer (linked by Charisma)<br />
* Cleric/Monk (linked by Wisdom)<br />
* Favored Soul/Monk (linked by Wisdom)<br />
* Favored Soul/Paladin (linked by Charisma and Wisdom)<br />
* Fighter/Barbarian (linked by Strength, Constitution, and Dexterity)<br />
* Paladin/Sorcerer (linked by Charisma)<br />
* Rogue/Ranger (linked by Dexterity)<br />
* Rogue/Wizard (linked by Intelligence) if you value high skills or damage for Rogue Mechanics.<br />
<br />
; Combinations that cannot fit together at all:<br />
* Barbarian/Monk (Barbarian cannot be lawful, Monk has to be)<br />
* Bard/Monk (Bard cannot be lawful, Monk has to be)<br />
* Barbarian/Paladin (Barbarian cannot be lawful, Paladin has to be lawful good)<br />
* Bard/Paladin (Bard cannot be lawful, Paladin has to be lawful good)<br />
* Druid/Paladin (Druid must have at least one neutral alignment component, Paladin has to be lawful good)<br />
<br />
; Experience penalties don't exist in DDO:<br />
: A disadvantage NOT present in DDO is the experience percentile penalty used in PnP.<br />
<br />
== Which class should I choose? ==<br />
You should plan your [[Feats]]/[[Enhancements]]/ and [[Ability Score]]s before you start leveling. Character generator applications can be found on the web which can help this out tremendously. https://github.com/DDOCharPlanner/DDOCharPlannerV4/releases is an excellent choice.<br />
<br />
If you are unsure on what you want, it is suggested to become Melee class. Or you could try a caster if you're bold. If you intend to multiclass, it's best to plan every aspect of your character out before you jump in. Doing this will save you time and many headaches!<br />
<br />
For comparing classes look at (note that this doesn't include some newer classes, like [[Druid]]):<br />
* [[I would like to create a Warrior. Should I pick a Paladin, Fighter, Barbarian or Monk?]]<br />
* [[I would like to create an Archer. Should I pick a Ranger or a Fighter?]]<br />
* [[I would like to create a Healer. Which class should I pick?]]<br />
* [[I would like to create a Mage. Should I pick a Wizard or a Sorcerer?]]<br />
* [[I would like to create an arcane caster. Which class should I pick?]]<br />
* [[I would like to create a ranged damage dealer. Should I pick a Ranger or a Sorcerer?]]<br />
* [[I would like to create a ranged damage dealer. Which class should I pick?]]<br />
* [[I would like to create a stealthy damage dealer. Should I pick Ranger, Rogue or Bard?]]<br />
<br />
Read more about [[fighting in groups]] for how the different classes interact.<br />
Read about [[Powergaming Groups]] to maximize the effectiveness of your class.<br />
<br />
[[Category:Classes|*]]</div>136.228.34.126https://ddowiki.com/index.php?title=Classes&diff=435484Classes2020-02-13T16:21:49Z<p>136.228.34.126: </p>
<hr />
<div>{{ClassesTOC}}<br />
{{TOCRight}}<br />
A '''class''' defines the specific kind of player character's "occupation" or talent in DDO. You choose one class to start, but may choose to have up to three classes ([[multiclassing]]) for any player character. Currently there are 14 classes in game, with the most recent addition being the Warlock. Most of the classes are free to play for all players, but five (<mark style="background:#FFA07A;">highlighted in red</mark>, above and below) are not free to all, and variously are either free only to [[VIP]], and/or must be bought with [[DDO Point]]s, and/or can earned via game play. <br />
<br />
== Class Summaries ==<br />
See the main article of each class for more detail.<br />
<br />
<br />
=== <mark style="background:#FFA07A;">Alchemist</mark> ===<br />
The [[Alchemist]] loves to use flasks and coats weapons in different imbues. They prefer to use a ranged stance rather than a melee combatical stance. Alchemists have a wide arc of ability, as they can use flasks to heal both flesh and undead, also have spell-like flasks that deal damage upon contact with target, and have the ability to throw or use simple weapons with a poison coat. Alchemists are the only class that gain the ability to drink potions on the run, but share the ability to throw flasks at a faster rate with the [[Artificer]]. The main attribute is [[Intelligence]].<br />
<br />
The [[Alchemist]] can be purchased on the store for 1495. It is available to play as a VIP, or is available to 2018 Season Pass holders.<br />
<br />
=== Artificer ===<br />
The '''[[Artificer]]''' combines magic with weapon technology and skill. Traditionally, Artificers prefer to avoid getting their hands dirty in a fight, using personally-made constructs that perform a variety of tasks but are especially capable in combat. Artificers are a jack-of-all-trades: they can serve as backup healers, decent offensive spellcaster, can act as both ranged or melee combatants, can find and disable traps and open locks, and have excellent supportive abilities. Artificers are the only class that can gain the use of [[Rune Arms]], and their primary attributes are [[Dexterity]] and [[Intelligence]].<br />
<br />
The Artificer class must either be purchased in the DDO store or unlocked on a per-server basis by earning 150 [[House Cannith]] [[favor]] on a single character.<br />
<br />
=== Barbarian ===<br />
A '''[[Barbarian]]''' is a warrior who has special powers when enraged and specializes in dealing heavy damage. Barbarians wear less armor than fighters or paladins, but have more [[hit points]] and some innate [[damage reduction]]. [[Uncanny Dodge]] allows them to have a high dodge chance and excellent reflex saves in short bursts. While many barbarian abilities are geared towards melee combat, they can also make passable ranged combatants should the need arise. A barbarian's primary attributes are [[Strength]] and [[Constitution]].<br />
<br />
=== Bard ===<br />
'''[[Bard]]s''' possess many skills with some special spell casting ability, and can fulfill almost any role. The primary draw of Bards is their ability to use songs to inspire and [[buff]] a party, providing small, but stacking bonuses to almost every aspect from weapon damage, to spell effectiveness, to dodge and armor class. Their spells consist of a mix of both divine and arcane, but are considered arcane overall: they can use spells focused on crowd control, healing, and buffs, as well as offensive sonic spells that often daze or stun opponents. Bards are also very good at learning the [[Use Magic Device]] skill to operate any kind of magical item. They have been called the "best sixth man", because using a bard to fill the final slot in a party means that their powerful musical buffs boost five other players, they can deal significant damage when specced for both physical or magical combat, and their respectable healing abilities assist the main healer in keeping the party alive. Bards also possess one of the few abilities in the game that can replenish spell points. The primary attribute of bards is [[Charisma]].<br />
<br />
=== Cleric ===<br />
'''[[Cleric]]s''' are divine spell casters who specialize in healing and defense spells as well as some offensive ability in the way of light, fire, and physical spells. Most people think of clerics when asking for a healer for their group, due to their having the only enhancement tree devoted entirely to healing and support. They can use any armor without penalty, but they are only proficient with Simple Weapons. Clerics can also take up a melee weapon and dish out respectable damage, but they are not as strong as the more physical-based classes. They gain access to [[Domain|clerical domains]] at level 2, giving them great versatility in allowing them to specialize in certain aspects of the divine arts. The cleric's primary attributes are [[Wisdom]], which they use to gain more spell points and improve the [[Difficulty Class|DC]]s for their spells, and [[Charisma]], which helps both their ability to [[Turn Undead]] and gain more uses of turn undead.<br />
<br />
=== <mark style="background:#FFA07A;">Druid</mark> ===<br />
'''[[Druid]]s''' are divine spellcasters with a variety of offensive and supportive spells, but they are the epitome of crowd control and can fulfill that role regardless of their specialization. They can be excellent melee combatants, able to use [[Wild Shape]] to transform into bears (strong and hardy tanks) and wolves (fast and agile attackers), or can take up a spellcasting role, turning into fire or water elementals to unleash primal forces of nature in the form of blizzards, thunderstorms, and earthquakes. Druids make strong solo characters considering their melee and self-healing options, especially at low and mid levels. Druids cannot use metal armor or wield metal shields; doing so removes their ability to use many of their druidic abilities. Druids use [[Wisdom]] as their primary attribute, determining their maximum spell points and spellcasting effectiveness.<br />
<br />
The Druid class is free for VIP accounts, but others must purchase the class in the DDO store. The Druid class is also included as part of the Standard edition of [[Menace of the Underdark]]<br />
<br />
=== <mark style="background:#FFA07A;">Favored Soul</mark> ===<br />
'''[[Favored Soul]]s''' are divine casters that follows the path of the [[cleric]] but tend to be more focused on offense than support. They have fewer spells at their disposal than clerics, but have almost double the amount of spell points, enabling them to cast those fewer spells more often. They gain energy resistance and inherent [[Damage Reduction]] as they progress and can use light or medium armor. They have simple weapon proficiency, but gain the use of additional weapons depending on their chosen [[Deities|god]] and can become capable melee combatants. Favored souls can use the highest of their [[Wisdom]] or [[Charisma]] scores for determining their maximum spell points and effectiveness of spells.<br />
<br />
The Favored Soul class must be purchased in the DDO store or unlocked on a per server basis by earning 2,500 [[Favor#Total Favor|Total Favor]] on a single character.<br />
<br />
=== Fighter ===<br />
'''[[Fighter]]s''' are warriors with many extra [[feats]] (almost double what most classes can obtain), allowing them to super-specialize their role in combat. There are many ways to fight: two-handed, dual-wielding, a sword and shield, or even with a bow... you name it, a fighter can specialize in it. As such, players should examine thoroughly what feats they would like to pick before they create this versatile front-line class. Fighters also gain access to many unique feats that increase their offensive power, their defenses, or their ability to use tactical maneuvers like [[Trip]] or [[Stunning Blow]]. Depending on which martial path they wish to follow, a fighter might require [[Strength]], [[Constitution]], and [[Dexterity]] in varied amounts.<br />
<br />
=== <mark style="background:#FFA07A;">Monk</mark> ===<br />
A '''[[Monk]]''' is a combatant that performs amazing techniques in battle by using a power source called [[ki]]. They can have extremely high [[Dodge]] and at high levels have a higher base movement speed than any other class.<br />
<br />
In order to use their special abilities, monks must be [[centered]] and remain in a state of physical and mental balance. To remain centered, a monk must be unencumbered, wielding monk-specific weapons or unarmed, and be wearing no armor except [[robe|robes or outfits]]. When not centered, monks lose the majority of their special bonuses. While they are limited in their weapon selection, monks can gain specialized training through feats or other class enhancements to enable other weapons to be used while centered and gain a variety of special feats as they gain levels. The primary attribute of monks is [[Wisdom]], which they use in retaining ki, increase their [[Armor Class]], and increase the effectiveness of their ki attacks and monk-specific tactical abilities. [[Strength]], [[Constitution]], and [[Dexterity]] are also important.<br />
<br />
The Monk class is free for VIP accounts, but others must purchase the class in the DDO store.<br />
<br />
=== Paladin ===<br />
A '''[[Paladin]]''' is a warrior that trades some melee power for the ability to cast divine spells. The paladin often has the best saving throws of any character, gains immunity to fear and disease, and may also serve as backup healers for short encounters. They also have passive auras that aid their party members when facing evil creatures. Paladins make great defensive characters, but can easily perform well in an offensive role with weapons. The primary attributes of paladins are [[Wisdom]] (for spellcasting and spell points) and [[Charisma]] (for higher saves and increasing the effectiveness of their unique abilities). [[Strength]] and [[Constitution]] should not be discarded, of course, as the paladin is a martial class.<br />
<br />
=== Ranger ===<br />
'''[[Ranger]]s''' are inherently both archers and a dual-wielding melee class, being proficient in both combat styles. The ranger is capable of stealth combat, although not as well as the rogue and can cast from a limited selection of divine spells. Rangers increase their damage with [[Favored Enemy]] feats, where they can pick up to five kinds of monsters to specialize in fighting, gaining stacking damage bonuses against them the higher level they are. Rangers require [[Wisdom]] in order to cast spells and gain spell points. [[Strength]] and [[Dexterity]] are useful to rangers, as well, increasing their damage and accuracy with weapons.<br />
<br />
=== Rogue ===<br />
'''[[Rogue]]s''' get the most skill points in the game. They are capable of finding and disarming traps and opening locks. The rogue can also deal devastating [[sneak attack]] damage when they are beneath the notice of their enemies and are the best at stealth and sneaking around. Their defenses are quite low, even though they have [[Evasion]] and a fairly high [[Dodge]], and so must rely on their wits and cunning to survive tough battles. Rogues can do well as either a melee or ranged character, and their primary attributes are [[Dexterity]] and [[Intelligence]].<br />
<br />
=== Sorcerer ===<br />
A '''[[Sorcerer]]''' is an arcane spellcaster, and serve as the primary offensive magic class for DDO, but are physically quite weak. Their enhancements are built almost entirely around dealing significant damage with spells. Unlike wizards, they have a limited selection of spells, only gaining a few spell slots per spell level and cannot change them at a tavern or rest shrine. However, they cast spells much faster than any other, and most often have the highest amount of spell points of any class. [[Charisma]] is the primary attribute for sorcerers, increasing their available spell points and making their spells more effective.<br />
<br />
=== <mark style="background:#FFA07A;">Warlock</mark> ===<br />
'''[[Warlock]]s''' are arcane spellcasters who form pacts with powerful beings to gain power and magic, and often seek out rare and forbidden knowledge. They deal moderate amounts of damage with their [[Eldritch Blast]] but they do not require spell points to do so, ensuring a steady stream of magic damage at no cost. They have no offensive magic but do have a variety of buffing, crowd control, and utility spells. Warlocks have moderate defenses against physical attacks, but can defend against magical spells better than most other classes. [[Charisma]] is the primary attribute for warlocks, increasing the effectiveness of their spells and their eldritch blast, and increasing their maximum spell points.<br />
<br />
Warlocks are free for VIP accounts, but others must purchase the class in the DDO store.<br />
<br />
=== Wizard ===<br />
A '''[[Wizard]]''' is an adaptive and versatile arcane caster and gain five extra feats as they level to further enhance their spellcasting. Wizards are able to switch spells after resting at shrines or while in taverns, ensuring they always have the right spell for the job. Wizards have more spells available to them than a sorcerer, but do not have as many spell points. Wizards are often called 'DC casters' due to their ability to focus not on offensive spells but spells that instantly kill, control, charm, debuff, or otherwise disable or weaken enemies. They must focus on their [[Intelligence]] to increase their spell points and the effectiveness of their spells.<br />
<br />
== Proficiencies ==<br />
Each class inherits (or sometimes is restricted in receiving) '''[[proficiency|proficiencies]]''' in using a particular ability, skill, item or spell. Proficiencies are often granted through [[feat]]s.<br />
* All classes wear some outer apparel for protection. [[:Category:Armor|Armor]] and [[Shields]] are common to most melee and specialist classes, while [[robe|robes and outfits]] are common for arcane spell casting classes and the Monk. If you wear armor that you aren't proficient in, your character may have problems in casting spells, or, in the case of Monks, become [[Centered|uncentered]] and lose much of their unarmed fighting skill.<br />
* '''Weapons''' run the gamut in variety, damage and power. Simple weapons, such as daggers, can be used by almost any class, but to use the most damaging or exotic weapons, such as greatswords or the [[kukri]] require proficiency in that weapon type. Spell casting classes may choose not to carry weapons but wands, scepters and similar tools that augment their offensive spell power.<br />
* '''[[Divine spells]]''' are the realm of [[Cleric]]s, [[Druid]]s, [[Favored Soul]]s, [[Paladin]]s and [[Ranger]]s. These spells can be cast without worry that heavy armor would interrupt them. Proficiency for divine casters often involve more [[Wisdom]] or [[Charisma]] ability points than other classes.<br />
* '''[[Arcane spells]]''' are the hallmark of [[Wizard]]s, [[Warlock]]s, [[Sorcerer]]s and [[Bard]]s. These classes are living artillery platforms of magical destruction, at the cost of reduced [[HP]]. Proficiency in arcane casting typically requires more ability points in [[Intelligence]] or [[Charisma]] than other classes.<br />
* '''[[:Category:Artificer Infusions|Artificer Infusions]]''' are the purview of [[Artificer]]s, and are neither arcane nor divine. This branch of magic focuses on placing temporary enchantments on equipment and [[Construct]]s to enhance the abilities of the caster and his or her allies. A few select infusions also focus on using technology to devastating effect, conjuring powerful technological effects designed to take down foes. Infusions do not require a somatic component, and may be cast in medium or heavy armor without penalty. Proficiency in the use of Infusions requires a higher [[Intelligence]] score than other classes.<br />
<br />
== [[Feats]] ==<br />
Feats are central talents of a class that give a character a distinct offensive or defensive advantage. Some feats are common to all classes, while many are restricted to a specific class.<br />
<br />
At level 30, every character will have eleven regular feats (levels 1, 3, 6, 9, 12, 15, 18, 21, 24, 27, & 30); Human characters will get one extra feat at first level. Additionally, characters will get the following based on their class:<br />
* [[Fighter]]: Eleven [[Bonus Feat|Fighter bonus Feats]], at 1st and every even level<br />
* [[Wizard]]: Five bonus [[Metamagic Feat]]s, at 1st level and every multiple of 5<br />
* [[Ranger]]: The main Two Weapon Fighting line ([[Two Weapon Fighting]], [[Improved Two Weapon Fighting]], and [[Greater Two Weapon Fighting]], though not [[Oversized Two Weapon Fighting]]) as well as [[Rapid Shot]], [[Manyshot]], [[Precise Shot]], [[Improved Precise Shot]], [[Bow Strength]] & [[Diehard]]<br />
* [[Monk]]: Three [[Martial arts feats|Martial Arts Feats]], granted at levels 1, 2 and 6<br />
* [[Artificer]]: Five [[Artificer bonus feats|Artificer bonus Feats]], granted at every multiple of 4<br />
<br />
This is primarily a listing of feats which ''any'' character could otherwise pick if they so choose. Most classes also get other class-specific abilities and benefits that are listed in your character's Feats tab but are not available to all classes. Some are completely predetermined, while others offer you a choice from a short, special list, including:<br />
* [[Rogue]]: Four Rogue special abilities, granted at levels 10, 13, 16 and 19<br />
* [[Favored Soul]]: Seven [[Favored Soul special abilities]], granted at levels 1, 3, 5, 10, 12, 15 and 20<br />
* Ranger: Five [[Favored Enemy|Favored Enemies]] at levels 1, 5, 10, 15 and 20<br />
<br />
== [[Skills]] ==<br />
Skills define specific areas where many classes can develop innate "knacks", even if their class is not naturally inclined in that ability.<br />
<br />
Each character gets a specific number of [[skill point]]s that he can put into different [[skills]]. If the [[skill]] is a [[class skill]] then each [[skill point]] spent corresponds to one [[rank (skill)|rank]] in that [[skill]]. If it is a [[cross-class]] skill then each [[skill point]] spent counts as 0.5 [[Rank (skill)|rank]] in that [[skill]]. The maximum [[Rank (skill)|ranks]] a [[skill]] can have is 3+ your[[Level#character level|level]] for [[class skill]]s and half that for [[cross-class]] skills.<br />
<br />
Skills gained at each level vary with class and Intelligence.<br /><br />
For each level gained each class receives the following skill points.<br />
{| class="wikitable" style="text-align:center; width:200px; height:200px; border="1" cellpadding="5" cellspacing="0"<br />
! Rogue || 8 skill points<br />
|-<br />
! Ranger / Bard || 6 skill points<br />
|-<br />
! Artificer / Barbarian / Druid / Monk|| 4 skill points<br />
|-<br />
! Cleric / Fighter / Paladin || 2 skill points<br />
|-<br />
! Favored Soul / Sorcerer / Warlock / Wizard || 2 skill points<br />
|}<br />
<br />
Additionally, the Intelligence modifier is added at each level, though only the intelligence that the character has due to point buy, leveling points at 4/8/12/16/20, and inherent bonuses count towards skill points gained.<br />
At first level, after the Intelligence modifier is added, is total multiplied by four.<br />
<br />
{| class="wikitable" style="text-align:center; width:200px; height:200px; border="1" cellpadding="5" cellspacing="0"<br />
|-<br />
! Intelligence:|| 4-5|| 6-7 || 8-9 || 10-11 || 12-13 || 14-15 || 16-17 || 18-19 || 20-21<br />
|-<br />
! Modifier: || -3 ||-2 || -1 || 0 || +1 || +2 || +3 || +4 || +5<br />
|-<br />
! Level: || 1st / 2nd+ || 1st / 2nd+ || 1st / 2nd+ || 1st / 2nd+ || 1st / 2nd+ || 1st / 2nd+ || 1st / 2nd+ || 1st / 2nd+ || 1st/2nd+<br />
|-<br />
! Rogue<br />
| 20/5 ||24/6 || 28/7 || 32/8 || 36/9 || 40/10 || 44/11 || 48/12 || 52/13<br />
|-<br />
! Bard / Ranger<br />
| 12/3 || 16/4 || 20/5 || 24/6 || 28/7 || 32/8 || 36/9 || 40/10 || 44/11<br />
|-<br />
! Artificer / Barbarian / Druid / Monk<br />
| 4/1 || 8/2 || 12/3 || 16/4 || 20/5 || 24/6 || 28/7 || 32/8 || 36/9<br />
|-<br />
! Cleric / Fighter / Paladin **<br />
| 4/1 || 4/1 || 4/1 || 8/2 || 12/3 || 16/4 || 20/5 || 24/6 || 30/7<br />
|-<br />
! Favored Soul / Sorcerer / Warlock / Wizard **<br />
| 4/1 ||4/1 || 4/1 || 8/2 || 12/3 || 16/4 || 20/5 || 24/6 || 30/7<br />
|}<br />
{{*}}Humans have an additional '''4 bonus''' skill points at 1st level and '''1 each''' level after.<br />Example: A Human Rogue with 18 intelligence will have 52 skill points to spend at 1st level, 13 each level after.<br />
<br />
{{*}}{{*}}Minimum amount of skill points you will gain is always 4 at level 1, and 1 at every gained level.<br />
<br />
== [[Multiclassing]] ==<br />
You can choose up to three classes for your character. In DDO, there is no experience point penalty (as opposed to 3.5 pen-and-paper rules).<br />
<br />
When multiclassing, the hit points of the different classes are added.<br />
The base attack bonus of the different classes are added.<br />
The saving throws of the different classes are added.<br />
So you could say that a 5/5 Cleric/Fighter is getting the<br />
hit points of level 5 Cleric plus a level 5 Fighter. Since the split is 50/50, all class-based values would be an average of the two classes.<br />
(If multiclassing a + heart of wood will be required to change class during reincarnation)<br />
<br />
<br />
=== Advantages and Disadvantages ===<br />
In general, players new to the game should probably avoid multiclassing unless using a proven build.<br />
<br />
; Skills<br />
: By only taking one level in a class that has proficiency with a skill, you get the possibility to max out that skill. So if you are a Ranger that would like to max out a Rogue-only skill or a Rogue that wants to max out a Ranger-only skill, just take a level in the other class.<br />
: However, keep in mind when leveling as the Ranger it will cost two skill points to keep the Rogue-only skill at maximum.<br />
<br />
; Feats<br />
: Your character will inherently receive any feats from a second or third class. For example, if you don't have proficiency with all martial weapons, you can take one level as a Fighter and you will gain them (plus the ordinary level 1 Fighter feat). However, feat proficiency does not guarantee effective use as ability scores may limit you.<br />
: Many granted class feats do not stack. A Fighter/Paladin has martial weapons and heavy armor proficiency granted from both classes, but receives no extra benefit from getting them twice.<br />
<br />
; Spell casting does not scale<br />
: The power of spells does not scale linearly. Spells that a Wizard/Sorcerer/Cleric can use at level 20 are more than four times as powerful as the spell that a Wizard/Sorcerer/Cleric can use at level 5.<br />
<br />
; [[Ability]] scores:<br />
: A single-class character can have abilities finely tuned for the needs of one class. Dual or tri-class characters will need to make compromises between the ability needs of all classes. The more similar the ability scores used by the classes, the better multiclassing will work.<br />
; Combinations that fit together nicely are:<br />
* Artificer/Rogue (linked by Strength and Dexterity or Intelligence and Dexterity)<br />
* Bard/Sorcerer (linked by Charisma)<br />
* Cleric/Monk (linked by Wisdom)<br />
* Favored Soul/Monk (linked by Wisdom)<br />
* Favored Soul/Paladin (linked by Charisma and Wisdom)<br />
* Fighter/Barbarian (linked by Strength, Constitution, and Dexterity)<br />
* Paladin/Sorcerer (linked by Charisma)<br />
* Rogue/Ranger (linked by Dexterity)<br />
* Rogue/Wizard (linked by Intelligence) if you value high skills or damage for Rogue Mechanics.<br />
<br />
; Combinations that cannot fit together at all:<br />
* Barbarian/Monk (Barbarian cannot be lawful, Monk has to be)<br />
* Bard/Monk (Bard cannot be lawful, Monk has to be)<br />
* Barbarian/Paladin (Barbarian cannot be lawful, Paladin has to be lawful good)<br />
* Bard/Paladin (Bard cannot be lawful, Paladin has to be lawful good)<br />
* Druid/Paladin (Druid must have at least one neutral alignment component, Paladin has to be lawful good)<br />
<br />
; Experience penalties don't exist in DDO:<br />
: A disadvantage NOT present in DDO is the experience percentile penalty used in PnP.<br />
<br />
== Which class should I choose? ==<br />
You should plan your [[Feats]]/[[Enhancements]]/ and [[Ability Score]]s before you start leveling. Character generator applications can be found on the web which can help this out tremendously. https://github.com/DDOCharPlanner/DDOCharPlannerV4/releases is an excellent choice.<br />
<br />
If you are unsure on what you want, it is suggested to become Melee class. Or you could try a caster if you're bold. If you intend to multiclass, it's best to plan every aspect of your character out before you jump in. Doing this will save you time and many headaches!<br />
<br />
For comparing classes look at (note that this doesn't include some newer classes, like [[Druid]]):<br />
* [[I would like to create a Warrior. Should I pick a Paladin, Fighter, Barbarian or Monk?]]<br />
* [[I would like to create an Archer. Should I pick a Ranger or a Fighter?]]<br />
* [[I would like to create a Healer. Which class should I pick?]]<br />
* [[I would like to create a Mage. Should I pick a Wizard or a Sorcerer?]]<br />
* [[I would like to create an arcane caster. Which class should I pick?]]<br />
* [[I would like to create a ranged damage dealer. Should I pick a Ranger or a Sorcerer?]]<br />
* [[I would like to create a ranged damage dealer. Which class should I pick?]]<br />
* [[I would like to create a stealthy damage dealer. Should I pick Ranger, Rogue or Bard?]]<br />
<br />
Read more about [[fighting in groups]] for how the different classes interact.<br />
Read about [[Powergaming Groups]] to maximize the effectiveness of your class.<br />
<br />
[[Category:Classes|*]]</div>136.228.34.126https://ddowiki.com/index.php?title=Classes&diff=435483Classes2020-02-13T16:20:39Z<p>136.228.34.126: </p>
<hr />
<div>{{ClassesTOC}}<br />
{{TOCRight}}<br />
A '''class''' defines the specific kind of player character's "occupation" or talent in DDO. You choose one class to start, but may choose to have up to three classes ([[multiclassing]]) for any player character. Currently there are 14 classes in game, with the most recent addition being the Warlock. Most of the classes are free to play for all players, but five (<mark style="background:#FFA07A;">highlighted in red</mark>, above and below) are not free to all, and variously are either free only to [[VIP]], and/or must be bought with [[DDO Point]]s, and/or can earned via game play. <br />
<br />
== Class Summaries ==<br />
See the main article of each class for more detail.<br />
<br />
<br />
=== <mark style="background:#FFA07A;">Alchemist</mark> ===<br />
The [[Alchemist]] loves to use flasks and coats weapons in different imbues. They prefer to use a ranged stance rather than a melee combatical stance. Alchemists have a wide arc of ability, as they can use flasks to heal both flesh and undead, also have spell-like flasks that deal damage upon contact with target, and have the ability to throw or use simple weapons with a poison coat. Alchemists are the only class that gain the ability to drink potions on the run, but share the ability to throw flasks at a faster rate with the [[Artificer]]. The main attribute is [[Intelligence]].<br />
The [[Alchemist]] can be purchased on the store for 1495. It is available to play as a VIP, or is available to 2018 Season Pass holders.<br />
<br />
=== Artificer ===<br />
The '''[[Artificer]]''' combines magic with weapon technology and skill. Traditionally, Artificers prefer to avoid getting their hands dirty in a fight, using personally-made constructs that perform a variety of tasks but are especially capable in combat. Artificers are a jack-of-all-trades: they can serve as backup healers, decent offensive spellcaster, can act as both ranged or melee combatants, can find and disable traps and open locks, and have excellent supportive abilities. Artificers are the only class that can gain the use of [[Rune Arms]], and their primary attributes are [[Dexterity]] and [[Intelligence]].<br />
<br />
The Artificer class must either be purchased in the DDO store or unlocked on a per-server basis by earning 150 [[House Cannith]] [[favor]] on a single character.<br />
<br />
=== Barbarian ===<br />
A '''[[Barbarian]]''' is a warrior who has special powers when enraged and specializes in dealing heavy damage. Barbarians wear less armor than fighters or paladins, but have more [[hit points]] and some innate [[damage reduction]]. [[Uncanny Dodge]] allows them to have a high dodge chance and excellent reflex saves in short bursts. While many barbarian abilities are geared towards melee combat, they can also make passable ranged combatants should the need arise. A barbarian's primary attributes are [[Strength]] and [[Constitution]].<br />
<br />
=== Bard ===<br />
'''[[Bard]]s''' possess many skills with some special spell casting ability, and can fulfill almost any role. The primary draw of Bards is their ability to use songs to inspire and [[buff]] a party, providing small, but stacking bonuses to almost every aspect from weapon damage, to spell effectiveness, to dodge and armor class. Their spells consist of a mix of both divine and arcane, but are considered arcane overall: they can use spells focused on crowd control, healing, and buffs, as well as offensive sonic spells that often daze or stun opponents. Bards are also very good at learning the [[Use Magic Device]] skill to operate any kind of magical item. They have been called the "best sixth man", because using a bard to fill the final slot in a party means that their powerful musical buffs boost five other players, they can deal significant damage when specced for both physical or magical combat, and their respectable healing abilities assist the main healer in keeping the party alive. Bards also possess one of the few abilities in the game that can replenish spell points. The primary attribute of bards is [[Charisma]].<br />
<br />
=== Cleric ===<br />
'''[[Cleric]]s''' are divine spell casters who specialize in healing and defense spells as well as some offensive ability in the way of light, fire, and physical spells. Most people think of clerics when asking for a healer for their group, due to their having the only enhancement tree devoted entirely to healing and support. They can use any armor without penalty, but they are only proficient with Simple Weapons. Clerics can also take up a melee weapon and dish out respectable damage, but they are not as strong as the more physical-based classes. They gain access to [[Domain|clerical domains]] at level 2, giving them great versatility in allowing them to specialize in certain aspects of the divine arts. The cleric's primary attributes are [[Wisdom]], which they use to gain more spell points and improve the [[Difficulty Class|DC]]s for their spells, and [[Charisma]], which helps both their ability to [[Turn Undead]] and gain more uses of turn undead.<br />
<br />
=== <mark style="background:#FFA07A;">Druid</mark> ===<br />
'''[[Druid]]s''' are divine spellcasters with a variety of offensive and supportive spells, but they are the epitome of crowd control and can fulfill that role regardless of their specialization. They can be excellent melee combatants, able to use [[Wild Shape]] to transform into bears (strong and hardy tanks) and wolves (fast and agile attackers), or can take up a spellcasting role, turning into fire or water elementals to unleash primal forces of nature in the form of blizzards, thunderstorms, and earthquakes. Druids make strong solo characters considering their melee and self-healing options, especially at low and mid levels. Druids cannot use metal armor or wield metal shields; doing so removes their ability to use many of their druidic abilities. Druids use [[Wisdom]] as their primary attribute, determining their maximum spell points and spellcasting effectiveness.<br />
<br />
The Druid class is free for VIP accounts, but others must purchase the class in the DDO store. The Druid class is also included as part of the Standard edition of [[Menace of the Underdark]]<br />
<br />
=== <mark style="background:#FFA07A;">Favored Soul</mark> ===<br />
'''[[Favored Soul]]s''' are divine casters that follows the path of the [[cleric]] but tend to be more focused on offense than support. They have fewer spells at their disposal than clerics, but have almost double the amount of spell points, enabling them to cast those fewer spells more often. They gain energy resistance and inherent [[Damage Reduction]] as they progress and can use light or medium armor. They have simple weapon proficiency, but gain the use of additional weapons depending on their chosen [[Deities|god]] and can become capable melee combatants. Favored souls can use the highest of their [[Wisdom]] or [[Charisma]] scores for determining their maximum spell points and effectiveness of spells.<br />
<br />
The Favored Soul class must be purchased in the DDO store or unlocked on a per server basis by earning 2,500 [[Favor#Total Favor|Total Favor]] on a single character.<br />
<br />
=== Fighter ===<br />
'''[[Fighter]]s''' are warriors with many extra [[feats]] (almost double what most classes can obtain), allowing them to super-specialize their role in combat. There are many ways to fight: two-handed, dual-wielding, a sword and shield, or even with a bow... you name it, a fighter can specialize in it. As such, players should examine thoroughly what feats they would like to pick before they create this versatile front-line class. Fighters also gain access to many unique feats that increase their offensive power, their defenses, or their ability to use tactical maneuvers like [[Trip]] or [[Stunning Blow]]. Depending on which martial path they wish to follow, a fighter might require [[Strength]], [[Constitution]], and [[Dexterity]] in varied amounts.<br />
<br />
=== <mark style="background:#FFA07A;">Monk</mark> ===<br />
A '''[[Monk]]''' is a combatant that performs amazing techniques in battle by using a power source called [[ki]]. They can have extremely high [[Dodge]] and at high levels have a higher base movement speed than any other class.<br />
<br />
In order to use their special abilities, monks must be [[centered]] and remain in a state of physical and mental balance. To remain centered, a monk must be unencumbered, wielding monk-specific weapons or unarmed, and be wearing no armor except [[robe|robes or outfits]]. When not centered, monks lose the majority of their special bonuses. While they are limited in their weapon selection, monks can gain specialized training through feats or other class enhancements to enable other weapons to be used while centered and gain a variety of special feats as they gain levels. The primary attribute of monks is [[Wisdom]], which they use in retaining ki, increase their [[Armor Class]], and increase the effectiveness of their ki attacks and monk-specific tactical abilities. [[Strength]], [[Constitution]], and [[Dexterity]] are also important.<br />
<br />
The Monk class is free for VIP accounts, but others must purchase the class in the DDO store.<br />
<br />
=== Paladin ===<br />
A '''[[Paladin]]''' is a warrior that trades some melee power for the ability to cast divine spells. The paladin often has the best saving throws of any character, gains immunity to fear and disease, and may also serve as backup healers for short encounters. They also have passive auras that aid their party members when facing evil creatures. Paladins make great defensive characters, but can easily perform well in an offensive role with weapons. The primary attributes of paladins are [[Wisdom]] (for spellcasting and spell points) and [[Charisma]] (for higher saves and increasing the effectiveness of their unique abilities). [[Strength]] and [[Constitution]] should not be discarded, of course, as the paladin is a martial class.<br />
<br />
=== Ranger ===<br />
'''[[Ranger]]s''' are inherently both archers and a dual-wielding melee class, being proficient in both combat styles. The ranger is capable of stealth combat, although not as well as the rogue and can cast from a limited selection of divine spells. Rangers increase their damage with [[Favored Enemy]] feats, where they can pick up to five kinds of monsters to specialize in fighting, gaining stacking damage bonuses against them the higher level they are. Rangers require [[Wisdom]] in order to cast spells and gain spell points. [[Strength]] and [[Dexterity]] are useful to rangers, as well, increasing their damage and accuracy with weapons.<br />
<br />
=== Rogue ===<br />
'''[[Rogue]]s''' get the most skill points in the game. They are capable of finding and disarming traps and opening locks. The rogue can also deal devastating [[sneak attack]] damage when they are beneath the notice of their enemies and are the best at stealth and sneaking around. Their defenses are quite low, even though they have [[Evasion]] and a fairly high [[Dodge]], and so must rely on their wits and cunning to survive tough battles. Rogues can do well as either a melee or ranged character, and their primary attributes are [[Dexterity]] and [[Intelligence]].<br />
<br />
=== Sorcerer ===<br />
A '''[[Sorcerer]]''' is an arcane spellcaster, and serve as the primary offensive magic class for DDO, but are physically quite weak. Their enhancements are built almost entirely around dealing significant damage with spells. Unlike wizards, they have a limited selection of spells, only gaining a few spell slots per spell level and cannot change them at a tavern or rest shrine. However, they cast spells much faster than any other, and most often have the highest amount of spell points of any class. [[Charisma]] is the primary attribute for sorcerers, increasing their available spell points and making their spells more effective.<br />
<br />
=== <mark style="background:#FFA07A;">Warlock</mark> ===<br />
'''[[Warlock]]s''' are arcane spellcasters who form pacts with powerful beings to gain power and magic, and often seek out rare and forbidden knowledge. They deal moderate amounts of damage with their [[Eldritch Blast]] but they do not require spell points to do so, ensuring a steady stream of magic damage at no cost. They have no offensive magic but do have a variety of buffing, crowd control, and utility spells. Warlocks have moderate defenses against physical attacks, but can defend against magical spells better than most other classes. [[Charisma]] is the primary attribute for warlocks, increasing the effectiveness of their spells and their eldritch blast, and increasing their maximum spell points.<br />
<br />
Warlocks are free for VIP accounts, but others must purchase the class in the DDO store.<br />
<br />
=== Wizard ===<br />
A '''[[Wizard]]''' is an adaptive and versatile arcane caster and gain five extra feats as they level to further enhance their spellcasting. Wizards are able to switch spells after resting at shrines or while in taverns, ensuring they always have the right spell for the job. Wizards have more spells available to them than a sorcerer, but do not have as many spell points. Wizards are often called 'DC casters' due to their ability to focus not on offensive spells but spells that instantly kill, control, charm, debuff, or otherwise disable or weaken enemies. They must focus on their [[Intelligence]] to increase their spell points and the effectiveness of their spells.<br />
<br />
== Proficiencies ==<br />
Each class inherits (or sometimes is restricted in receiving) '''[[proficiency|proficiencies]]''' in using a particular ability, skill, item or spell. Proficiencies are often granted through [[feat]]s.<br />
* All classes wear some outer apparel for protection. [[:Category:Armor|Armor]] and [[Shields]] are common to most melee and specialist classes, while [[robe|robes and outfits]] are common for arcane spell casting classes and the Monk. If you wear armor that you aren't proficient in, your character may have problems in casting spells, or, in the case of Monks, become [[Centered|uncentered]] and lose much of their unarmed fighting skill.<br />
* '''Weapons''' run the gamut in variety, damage and power. Simple weapons, such as daggers, can be used by almost any class, but to use the most damaging or exotic weapons, such as greatswords or the [[kukri]] require proficiency in that weapon type. Spell casting classes may choose not to carry weapons but wands, scepters and similar tools that augment their offensive spell power.<br />
* '''[[Divine spells]]''' are the realm of [[Cleric]]s, [[Druid]]s, [[Favored Soul]]s, [[Paladin]]s and [[Ranger]]s. These spells can be cast without worry that heavy armor would interrupt them. Proficiency for divine casters often involve more [[Wisdom]] or [[Charisma]] ability points than other classes.<br />
* '''[[Arcane spells]]''' are the hallmark of [[Wizard]]s, [[Warlock]]s, [[Sorcerer]]s and [[Bard]]s. These classes are living artillery platforms of magical destruction, at the cost of reduced [[HP]]. Proficiency in arcane casting typically requires more ability points in [[Intelligence]] or [[Charisma]] than other classes.<br />
* '''[[:Category:Artificer Infusions|Artificer Infusions]]''' are the purview of [[Artificer]]s, and are neither arcane nor divine. This branch of magic focuses on placing temporary enchantments on equipment and [[Construct]]s to enhance the abilities of the caster and his or her allies. A few select infusions also focus on using technology to devastating effect, conjuring powerful technological effects designed to take down foes. Infusions do not require a somatic component, and may be cast in medium or heavy armor without penalty. Proficiency in the use of Infusions requires a higher [[Intelligence]] score than other classes.<br />
<br />
== [[Feats]] ==<br />
Feats are central talents of a class that give a character a distinct offensive or defensive advantage. Some feats are common to all classes, while many are restricted to a specific class.<br />
<br />
At level 30, every character will have eleven regular feats (levels 1, 3, 6, 9, 12, 15, 18, 21, 24, 27, & 30); Human characters will get one extra feat at first level. Additionally, characters will get the following based on their class:<br />
* [[Fighter]]: Eleven [[Bonus Feat|Fighter bonus Feats]], at 1st and every even level<br />
* [[Wizard]]: Five bonus [[Metamagic Feat]]s, at 1st level and every multiple of 5<br />
* [[Ranger]]: The main Two Weapon Fighting line ([[Two Weapon Fighting]], [[Improved Two Weapon Fighting]], and [[Greater Two Weapon Fighting]], though not [[Oversized Two Weapon Fighting]]) as well as [[Rapid Shot]], [[Manyshot]], [[Precise Shot]], [[Improved Precise Shot]], [[Bow Strength]] & [[Diehard]]<br />
* [[Monk]]: Three [[Martial arts feats|Martial Arts Feats]], granted at levels 1, 2 and 6<br />
* [[Artificer]]: Five [[Artificer bonus feats|Artificer bonus Feats]], granted at every multiple of 4<br />
<br />
This is primarily a listing of feats which ''any'' character could otherwise pick if they so choose. Most classes also get other class-specific abilities and benefits that are listed in your character's Feats tab but are not available to all classes. Some are completely predetermined, while others offer you a choice from a short, special list, including:<br />
* [[Rogue]]: Four Rogue special abilities, granted at levels 10, 13, 16 and 19<br />
* [[Favored Soul]]: Seven [[Favored Soul special abilities]], granted at levels 1, 3, 5, 10, 12, 15 and 20<br />
* Ranger: Five [[Favored Enemy|Favored Enemies]] at levels 1, 5, 10, 15 and 20<br />
<br />
== [[Skills]] ==<br />
Skills define specific areas where many classes can develop innate "knacks", even if their class is not naturally inclined in that ability.<br />
<br />
Each character gets a specific number of [[skill point]]s that he can put into different [[skills]]. If the [[skill]] is a [[class skill]] then each [[skill point]] spent corresponds to one [[rank (skill)|rank]] in that [[skill]]. If it is a [[cross-class]] skill then each [[skill point]] spent counts as 0.5 [[Rank (skill)|rank]] in that [[skill]]. The maximum [[Rank (skill)|ranks]] a [[skill]] can have is 3+ your[[Level#character level|level]] for [[class skill]]s and half that for [[cross-class]] skills.<br />
<br />
Skills gained at each level vary with class and Intelligence.<br /><br />
For each level gained each class receives the following skill points.<br />
{| class="wikitable" style="text-align:center; width:200px; height:200px; border="1" cellpadding="5" cellspacing="0"<br />
! Rogue || 8 skill points<br />
|-<br />
! Ranger / Bard || 6 skill points<br />
|-<br />
! Artificer / Barbarian / Druid / Monk|| 4 skill points<br />
|-<br />
! Cleric / Fighter / Paladin || 2 skill points<br />
|-<br />
! Favored Soul / Sorcerer / Warlock / Wizard || 2 skill points<br />
|}<br />
<br />
Additionally, the Intelligence modifier is added at each level, though only the intelligence that the character has due to point buy, leveling points at 4/8/12/16/20, and inherent bonuses count towards skill points gained.<br />
At first level, after the Intelligence modifier is added, is total multiplied by four.<br />
<br />
{| class="wikitable" style="text-align:center; width:200px; height:200px; border="1" cellpadding="5" cellspacing="0"<br />
|-<br />
! Intelligence:|| 4-5|| 6-7 || 8-9 || 10-11 || 12-13 || 14-15 || 16-17 || 18-19 || 20-21<br />
|-<br />
! Modifier: || -3 ||-2 || -1 || 0 || +1 || +2 || +3 || +4 || +5<br />
|-<br />
! Level: || 1st / 2nd+ || 1st / 2nd+ || 1st / 2nd+ || 1st / 2nd+ || 1st / 2nd+ || 1st / 2nd+ || 1st / 2nd+ || 1st / 2nd+ || 1st/2nd+<br />
|-<br />
! Rogue<br />
| 20/5 ||24/6 || 28/7 || 32/8 || 36/9 || 40/10 || 44/11 || 48/12 || 52/13<br />
|-<br />
! Bard / Ranger<br />
| 12/3 || 16/4 || 20/5 || 24/6 || 28/7 || 32/8 || 36/9 || 40/10 || 44/11<br />
|-<br />
! Artificer / Barbarian / Druid / Monk<br />
| 4/1 || 8/2 || 12/3 || 16/4 || 20/5 || 24/6 || 28/7 || 32/8 || 36/9<br />
|-<br />
! Cleric / Fighter / Paladin **<br />
| 4/1 || 4/1 || 4/1 || 8/2 || 12/3 || 16/4 || 20/5 || 24/6 || 30/7<br />
|-<br />
! Favored Soul / Sorcerer / Warlock / Wizard **<br />
| 4/1 ||4/1 || 4/1 || 8/2 || 12/3 || 16/4 || 20/5 || 24/6 || 30/7<br />
|}<br />
{{*}}Humans have an additional '''4 bonus''' skill points at 1st level and '''1 each''' level after.<br />Example: A Human Rogue with 18 intelligence will have 52 skill points to spend at 1st level, 13 each level after.<br />
<br />
{{*}}{{*}}Minimum amount of skill points you will gain is always 4 at level 1, and 1 at every gained level.<br />
<br />
== [[Multiclassing]] ==<br />
You can choose up to three classes for your character. In DDO, there is no experience point penalty (as opposed to 3.5 pen-and-paper rules).<br />
<br />
When multiclassing, the hit points of the different classes are added.<br />
The base attack bonus of the different classes are added.<br />
The saving throws of the different classes are added.<br />
So you could say that a 5/5 Cleric/Fighter is getting the<br />
hit points of level 5 Cleric plus a level 5 Fighter. Since the split is 50/50, all class-based values would be an average of the two classes.<br />
(If multiclassing a + heart of wood will be required to change class during reincarnation)<br />
<br />
<br />
=== Advantages and Disadvantages ===<br />
In general, players new to the game should probably avoid multiclassing unless using a proven build.<br />
<br />
; Skills<br />
: By only taking one level in a class that has proficiency with a skill, you get the possibility to max out that skill. So if you are a Ranger that would like to max out a Rogue-only skill or a Rogue that wants to max out a Ranger-only skill, just take a level in the other class.<br />
: However, keep in mind when leveling as the Ranger it will cost two skill points to keep the Rogue-only skill at maximum.<br />
<br />
; Feats<br />
: Your character will inherently receive any feats from a second or third class. For example, if you don't have proficiency with all martial weapons, you can take one level as a Fighter and you will gain them (plus the ordinary level 1 Fighter feat). However, feat proficiency does not guarantee effective use as ability scores may limit you.<br />
: Many granted class feats do not stack. A Fighter/Paladin has martial weapons and heavy armor proficiency granted from both classes, but receives no extra benefit from getting them twice.<br />
<br />
; Spell casting does not scale<br />
: The power of spells does not scale linearly. Spells that a Wizard/Sorcerer/Cleric can use at level 20 are more than four times as powerful as the spell that a Wizard/Sorcerer/Cleric can use at level 5.<br />
<br />
; [[Ability]] scores:<br />
: A single-class character can have abilities finely tuned for the needs of one class. Dual or tri-class characters will need to make compromises between the ability needs of all classes. The more similar the ability scores used by the classes, the better multiclassing will work.<br />
; Combinations that fit together nicely are:<br />
* Artificer/Rogue (linked by Strength and Dexterity or Intelligence and Dexterity)<br />
* Bard/Sorcerer (linked by Charisma)<br />
* Cleric/Monk (linked by Wisdom)<br />
* Favored Soul/Monk (linked by Wisdom)<br />
* Favored Soul/Paladin (linked by Charisma and Wisdom)<br />
* Fighter/Barbarian (linked by Strength, Constitution, and Dexterity)<br />
* Paladin/Sorcerer (linked by Charisma)<br />
* Rogue/Ranger (linked by Dexterity)<br />
* Rogue/Wizard (linked by Intelligence) if you value high skills or damage for Rogue Mechanics.<br />
<br />
; Combinations that cannot fit together at all:<br />
* Barbarian/Monk (Barbarian cannot be lawful, Monk has to be)<br />
* Bard/Monk (Bard cannot be lawful, Monk has to be)<br />
* Barbarian/Paladin (Barbarian cannot be lawful, Paladin has to be lawful good)<br />
* Bard/Paladin (Bard cannot be lawful, Paladin has to be lawful good)<br />
* Druid/Paladin (Druid must have at least one neutral alignment component, Paladin has to be lawful good)<br />
<br />
; Experience penalties don't exist in DDO:<br />
: A disadvantage NOT present in DDO is the experience percentile penalty used in PnP.<br />
<br />
== Which class should I choose? ==<br />
You should plan your [[Feats]]/[[Enhancements]]/ and [[Ability Score]]s before you start leveling. Character generator applications can be found on the web which can help this out tremendously. https://github.com/DDOCharPlanner/DDOCharPlannerV4/releases is an excellent choice.<br />
<br />
If you are unsure on what you want, it is suggested to become Melee class. Or you could try a caster if you're bold. If you intend to multiclass, it's best to plan every aspect of your character out before you jump in. Doing this will save you time and many headaches!<br />
<br />
For comparing classes look at (note that this doesn't include some newer classes, like [[Druid]]):<br />
* [[I would like to create a Warrior. Should I pick a Paladin, Fighter, Barbarian or Monk?]]<br />
* [[I would like to create an Archer. Should I pick a Ranger or a Fighter?]]<br />
* [[I would like to create a Healer. Which class should I pick?]]<br />
* [[I would like to create a Mage. Should I pick a Wizard or a Sorcerer?]]<br />
* [[I would like to create an arcane caster. Which class should I pick?]]<br />
* [[I would like to create a ranged damage dealer. Should I pick a Ranger or a Sorcerer?]]<br />
* [[I would like to create a ranged damage dealer. Which class should I pick?]]<br />
* [[I would like to create a stealthy damage dealer. Should I pick Ranger, Rogue or Bard?]]<br />
<br />
Read more about [[fighting in groups]] for how the different classes interact.<br />
Read about [[Powergaming Groups]] to maximize the effectiveness of your class.<br />
<br />
[[Category:Classes|*]]</div>136.228.34.126https://ddowiki.com/index.php?title=Base_Attack_Bonus&diff=435470Base Attack Bonus2020-02-13T15:55:06Z<p>136.228.34.126: </p>
<hr />
<div>The '''Base Attack Bonus''' (or '''BAB''') is a number that represents a character or monster's skill at fighting that comes purely from his or her profession, training, and personal experience. BAB is an important part of your total [[attack bonus]]. It also affects your [[attack speed]].<br />
<br />
== Benefits ==<br />
Base Attack Bonus serves several roles in DDO:<br />
* It is added to all [[attack roll]]s with any weapon, including [[unarmed|bare hands]].<br />
* It determines the number of attacks in your [[attack sequence]].<br />
* It determines player [[attack speed]]:<br />
** For melee weapons, attack speed increases at BAB 1, 3, 5, 10, 15, 20, and 25 ({{Forums|p=4589650|label=MrCow}})<br />
** For bows and thrown, attack speed increases with each point of BAB, and it grows much faster than for melee. ({{Forums|p=4591969|label=MrCow}})<br />
** BaB above 25 does not increase attack speed. 25, 26, 27, 28, 29, and 30 BaB have the same attack speed for all animation styles. ({{Forums|p=6267881|label=Lynnabel}})<br />
<br />
* Several combat-related [[feat]]s require a minimum BAB to unlock.<br />
* The [[Physical Resistance Rating]] that you receive for wearing armor scales with BAB.<br />
<br />
== Progression ==<br />
The BAB progression for players is based on their [[class]] (for creatures, on their [[HD]]), and follows one of the three following progressions:<br />
* '''+1 BAB per level''', the best BAB progression, is reserved for the [[warrior class]]es ([[Barbarian]], [[Fighter]], [[Paladin]], and [[Ranger]]).<br />
* '''+.75 BAB per level''', the second best BAB progression, is used by the [[Alchemist]], [[Artificer]], [[Bard]], [[Cleric]], [[Druid]], [[Favored Soul]], [[Monk]], [[Rogue]] and [[Warlock]].<br />
* '''+.5 BAB per level''', the worst BAB progression, is used by the [[Sorcerer]] and the [[Wizard]]. [[Epic levels]] also use this progression.<br />
<br />
Fractions are dropped (rounded down). To calculate BAB of a [[multiclass]] character, first round down the BAB for each class, then add numbers together. For example, a level 3 character with one level of rogue, one level of bard, and one level of sorcerer has a BAB of 0 (floor(0.5) + floor(0.75) + floor(0.75)). A level 9 character with 1 rogue and 8 barbarian levels has a BAB of 8 (8 + floor(0.75)).<br />
<br />
== Multiple Numbers on Class Pages ==<br />
The BAB column on class spreadsheets indicate multiple numbers. The first number listed is the Base Attack Bonus. Subsequent numbers indicate the attack bonus the character achieves on various stages of their [[attack sequence]]. <br />
<br />
== Increasing base attack bonus ==<br />
Certain spells and abilities make your base attack bonus equal to character level:<br />
* [[Bladesworn Transformation]]<br />
* [[Divine Power]] spell<br />
* [[Divine Power]] toggle: [[Warpriest enhancements]] T5 ability<br />
* [[Past Life: Student of the Sword]] clicky<br />
* [[Tenser's Transformation]] spell<br />
* [[Knight's Transformation]] toggle: [[Eldritch Knight enhancements]] T4 ability<br />
* Victory Song toggle: [[Warchanter enhancements]] level 18 core ability<br />
* Ultimate Enlightenment: capstone of [[Enlightened Spirit enhancements]]<br />
* Just Cause: [[Divine Crusader]] first innate ability<br />
<br />
Additionally, [[Flurry of Blows]] allows a centered monk to receive a full BAB progression for all monk levels, rather than the standard 0.75.<br />
<br />
[[Category:DDO game mechanics]]</div>136.228.34.126https://ddowiki.com/index.php?title=Item:Mournlode_Greataxe&diff=431797Item:Mournlode Greataxe2019-12-18T16:04:21Z<p>136.228.34.126: </p>
<hr />
<div>==== [[Mournlode Weapons]] ====<br />
<br />
''[[Mournlode Shortsword]], [[Mournlode Longsword]], [[Mournlode Greataxe]], [[Mournlode Light Mace]], [[Mournlode Warhammer]], [[Mournlode Maul]]''<br />
<br />
{| class="wikitable" border=1px width="100%"<br />
|-<br />
! width=8% rowspan="2" align="center" style="background:#AACCFF" | Level<br />
! rowspan="2" align="center" style="background:#AACCFF" | Enhancements<br />
! colspan="5" align="center" style="background:#AACCFF" | Cost<br />
|-<br />
! width=5% align="center" style="background:#9999FF"|<small>Amount</small><br />
! width=5% align="center" style="background:#C0C0C0"|<small>Ingredient 1</small><br />
! width=5% align="center" style="background:#999933"|<small>Ingredient 2</small><br />
! width=5% align="center" style="background:#99FF99"|<small>Ingredient 3</small><br />
! width=5% align="center" style="background:#C0C0C0"|<small>Epic Tokens</small><br />
{{Turnin7<br />
|Level = {{Item|Mournlode Greataxe (Level 4)|Level 4}}<br />
|picdesc = <br />
|Enhancements = {{enhancement bonus|w|1}}, {{Dmg|righteous}}, {{Bane|undead|lesser}}<br />
|TurnIn1 = 400<br />
|TurnIn2 = {{U12Ingredient|Obsidian Arrowhead}}<br />
|TurnIn3 = {{U12Ingredient|Crude Talisman}}<br />
}}<br />
{{Turnin7<br />
|Level = {{Item|Mournlode Greataxe (Level 8)|Level 8 (Tier 1)}}<br />
|picdesc = <br />
|Enhancements = {{enhancement bonus|w|2}}, {{Dmg|righteous}}, {{Bane|undead|lesser}}, {{Dmg|incandescence}}<br />
|TurnIn1 = 400<br />
|TurnIn2 = {{U12Ingredient|Illuminated Manuscript}}<br />
|TurnIn3 = {{U12Ingredient|Obsidian Arrowhead}}<br />
|TurnIn4 = {{U12Ingredient|Crude Talisman}}<br />
}}<br />
{{Turnin7<br />
|Level = {{Item|Mournlode Greataxe (Level 8)|Level 8 (Tier 2)}}<br />
|picdesc = <br />
|Enhancements = {{enhancement bonus|w|3}}, {{Dmg|righteous}}, {{Bane|undead|lesser}}, {{Dmg|incandescence}}<br />
|TurnIn1 = 400<br />
|TurnIn2 = {{U12Ingredient|Orthon Metal Scrap}}<br />
|TurnIn3 = {{U12Ingredient|Jeweled Goblet}}<br />
|TurnIn4 = {{U12Ingredient|Enchanted Armor Fragment}}<br />
}}<br />
{{Turnin7<br />
|Level = {{Item|Mournlode Greataxe (Level 8)|Level 8 (Tier 3)}}<br />
|picdesc = <br />
|Enhancements = {{enhancement bonus|w|3}}, {{Dmg|righteous}}, {{Bane|undead|lesser}}, {{Dmg|incandescence}}, {{Augment|Purple}}<br />
|TurnIn1 = 400<br />
|TurnIn2 = {{U12Ingredient|Orthon Metal Scrap}}<br />
|TurnIn3 = {{U12Ingredient|Jeweled Goblet}}<br />
|TurnIn4 = {{U12Ingredient|Enchanted Armor Fragment}}<br />
}}<br />
{{Turnin7<br />
|Level = {{Item|Mournlode Greataxe (Level 12)|Level 12 (Tier 1)}}<br />
|picdesc = <br />
|Enhancements = {{enhancement bonus|w|3}}, {{Dmg|righteous}}, {{Bane|undead}}, {{Dmg|brilliance}}<br />
|TurnIn1 = 400<br />
|TurnIn2 = {{U12Ingredient|Necromantic Charm}}<br />
|TurnIn3 = {{U12Ingredient|Illuminated Manuscript}}<br />
|TurnIn4 = {{U12Ingredient|Obsidian Arrowhead}}<br />
}}<br />
{{Turnin7<br />
|Level = {{Item|Mournlode Greataxe (Level 12)|Level 12 (Tier 2)}}<br />
|picdesc = <br />
|Enhancements = {{enhancement bonus|w|4}}, {{Dmg|righteous}}, {{Bane|undead}}, {{Dmg|brilliance}}<br />
|TurnIn1 = 400<br />
|TurnIn2 = {{U12Ingredient|Orthon Metal Scrap}}<br />
|TurnIn3 = {{U12Ingredient|Jeweled Goblet}}<br />
|TurnIn4 = {{U12Ingredient|Enchanted Armor Fragment}}<br />
}}<br />
{{Turnin7<br />
|Level = {{Item|Mournlode Greataxe (Level 12)|Level 12 (Tier 3)}}<br />
|picdesc = <br />
|Enhancements = {{enhancement bonus|w|4}}, {{Dmg|righteous}}, {{Bane|undead}}, {{Dmg|brilliance}}, {{Augment|Purple}}<br />
|TurnIn1 = 400<br />
|TurnIn2 = {{U12Ingredient|Orthon Metal Scrap}}<br />
|TurnIn3 = {{U12Ingredient|Jeweled Goblet}}<br />
|TurnIn4 = {{U12Ingredient|Enchanted Armor Fragment}}<br />
}}<br />
{{Turnin7<br />
|Level = {{Item|Mournlode Greataxe (Level 16)|Level 16 (Tier 1)}}<br />
|picdesc = <br />
|Enhancements = {{enhancement bonus|w|4}}, {{Dmg|righteous}}, {{Bane|undead|greater}}, {{Dmg|brilliance}}<br />
|TurnIn1 = 600<br />
|TurnIn2 = {{U12Ingredient|Crystallized Magma Shard}}<br />
|TurnIn3 = {{U12Ingredient|Necromantic Charm}}<br />
|TurnIn4 = {{U12Ingredient|Illuminated Manuscript}}<br />
|TurnIn5 = <br />
}}<br />
{{Turnin7<br />
|Level = {{Item|Mournlode Greataxe (Level 16)|Level 16 (Tier 2)}}<br />
|picdesc = <br />
|Enhancements = {{enhancement bonus|w|5}}, {{Dmg|righteous}}, {{Bane|undead|greater}}, {{Dmg|brilliance}}<br />
|TurnIn1 = 400<br />
|TurnIn2 = {{U12Ingredient|Orthon Metal Scrap}}<br />
|TurnIn3 = {{U12Ingredient|Jeweled Goblet}}<br />
|TurnIn4 = {{U12Ingredient|Enchanted Armor Fragment}}<br />
}}<br />
{{Turnin7<br />
|Level = {{Item|Mournlode Greataxe (Level 16)|Level 16 (Tier 3)}}<br />
|picdesc = <br />
|Enhancements = {{enhancement bonus|w|5}}, {{Dmg|righteous}}, {{Bane|undead|greater}}, {{Dmg|brilliance}}, {{Augment|Purple}}<br />
|TurnIn1 = 400<br />
|TurnIn2 = {{U12Ingredient|Orthon Metal Scrap}}<br />
|TurnIn3 = {{U12Ingredient|Jeweled Goblet}}<br />
|TurnIn4 = {{U12Ingredient|Enchanted Armor Fragment}}<br />
}}<br />
{{Turnin7<br />
|Level = {{Item|Epic Mournlode Greataxe|Level 20 (Tier 1)}}<br />
|picdesc = <br />
|Enhancements = {{enhancement bonus|w|5}}, {{Popup|long=yes|[[Epic (weapon property)|Epic]]|'''Epic:''' This epic weapon has double the base damage dice of a normal weapon of its type.}}, {{Dmg|righteous}}, {{Bane|undead|greater}}, {{Dmg|brilliance}}, {{Dmg|radiantblast}}<br />
|TurnIn1 = 600<br />
|TurnIn2 = {{U12Ingredient|Orthon Metal Scrap}}<br />
|TurnIn3 = {{U12Ingredient|Crystallized Magma Shard}}<br />
|TurnIn4 = {{U12Ingredient|Necromantic Charm}}<br />
|TurnIn5 = <br />
}}<br />
{{Turnin7<br />
|Level = {{Item|Epic Mournlode Greataxe|Level 20 (Tier 2)}}<br />
|picdesc = <br />
|Enhancements = {{enhancement bonus|w|6}}, {{Popup|long=yes|[[Epic (weapon property)|Epic]]|'''Epic:''' This epic weapon has double the base damage dice of a normal weapon of its type.}}, {{Dmg|righteous}}, {{Bane|undead|greater}}, {{Dmg|brilliance}}, {{Dmg|radiantblast}}, {{augment|colorless}}<br />
|TurnIn1 = 600<br />
|TurnIn2 = {{U12Ingredient|Epic Orthon Metal Scrap}}<br />
|TurnIn3 = {{U12Ingredient|Epic Jeweled Goblet}}<br />
|TurnIn4 = {{U12Ingredient|Epic Enchanted Armor Fragment}}<br />
}}<br />
{{Turnin7<br />
|Level = {{Item|Epic Mournlode Greataxe|Level 20 (Tier 3)}}<br />
|picdesc = <br />
|Enhancements = {{enhancement bonus|w|6}}, {{Popup|long=yes|[[Epic (weapon property)|Epic]]|'''Epic:''' This epic weapon has double the base damage dice of a normal weapon of its type.}}, {{Dmg|righteous}}, {{Bane|undead|greater}}, {{Dmg|brilliance}}, {{Dmg|radiantblast}}, [[Blinding Flash]], {{augment|colorless}}, {{augment|red}}<br />
|TurnIn1 = 600<br />
|TurnIn2 = {{U12Ingredient|Epic Orthon Metal Scrap}}<br />
|TurnIn3 = {{U12Ingredient|Epic Jeweled Goblet}}<br />
|TurnIn4 = {{U12Ingredient|Epic Enchanted Armor Fragment}}<br />
|TurnIn5 = {{Popup|[[File:5epicdungeon.png|link=]]| {{Tot12|5}}}}<br />
}}<br />
|}<br />
<noinclude>[[Category:Vaults of the Artificers loot]]</noinclude></div>136.228.34.126https://ddowiki.com/index.php?title=Tempest_enhancements&diff=422655Tempest enhancements2019-09-23T13:51:45Z<p>136.228.34.126: </p>
<hr />
<div>{{EnhancementsTOC}}<br />
== Tempest enhancements == <br />
* '''Note:''' Any enhancement in this tree that requires a character to be Dual Wielding does not work with handwraps or a druid animal form or while Single Weapon Fighting.<br />
<br><br />
{{TOCLeft}}<br />
[[File:TempestTree.png|center|Tempest enhancements tree]]<br />
<br />
=== Core abilities ===<br />
<br />
{{Epic destiny table/top}}<br />
{{Enhancement table/item<br />
| image=Icon Enhancement Shield of Whirling Steel.png<br />
| name=Shield of Whirling Steel<br />
| description=While you are dual wielding weapons, you gain a +2 Shield bonus to Armor Class, Physical Resistance Rating, and Magical Resistance Rating. This increases by +1 for each additional Tempest Core Ability you acquire.<br />In addition, if you are a level 1 character, you gain the [[Two Weapon Fighting]] feat until you reach character level 2. (Two Weapon Fighting is granted permanently when you take a second Ranger level).<br />
: Note: Handwraps will not activate Shield of Whirling Steel.<br />
| ranks=1<br />
| ap=1<br />
| pg=0<br />
| prereq=Ranger Level 1<br />
| ldescription=true<br />
| lprereq=true<br />
}}<br />
{{Enhancement table/item<br />
| image=Icon Enhancement Tempest.png<br />
| name=Tempest<br />
| description=+10% stacking chance to make off-hand attacks when dual wielding weapons. You now treat Scimitars as if they were [[Light weapons|light melee weapons]]. While you are dual wielding, you can use your dexterity modifier to hit with light melee weapons.<br />
: Note: {{Forums|p=5255814|Does not work with handwraps.}}<br />
| ranks=1<br />
| ap=1<br />
| pg=5<br />
| prereq=Shield of whirling Steel, Ranger Level 3<br />
| ldescription=true<br />
| lprereq=true<br />
}}<br />
{{Enhancement table/item<br />
| image=Icon Enhancement Graceful Death.png<br />
| name=Graceful Death<br />
| description=While you are dual wielding weapons, you can use your Dexterity modifier for damage with [[Light weapons|light melee weapons]].<br />
: Note: {{Forums|p=5255814|Does not work with handwraps.}}<br />
| ranks=1<br />
| ap=1<br />
| pg=10<br />
| prereq=Tempest, Ranger level 6<br />
| ldescription=true<br />
| lprereq=true<br />
}}<br />
{{Enhancement table/item<br />
| image=Icon Enhancement Deflect Arrows.png<br />
| name=Deflect Arrows<br />
| description=You gain the benefits of the [[Deflect Arrows]] feat while dual wielding, knocking aside one incoming projectile that would have struck you every 6 seconds. +1 Competence Bonus to Critical Damage Multiplier while dual wielding weapons.<br />
: Note: {{Forums|p=5251583|Does not work with handwraps.}}<br />
| ranks=1<br />
| ap=1<br />
| pg=20<br />
| prereq=Graceful Death, Ranger level 12<br />
| ldescription=true<br />
| lprereq=true<br />
}}<br />
{{Enhancement table/item<br />
| image=Icon Enhancement Whirlwind.png<br />
| name=Whirlwind<br />
| description=+5% Melee Doublestrike when dual wielding, +5 Incorporeality (stacking), +10% stacking chance to make off-hand attacks when dual wielding.<br />
| ranks=1<br />
| ap=1<br />
| pg=30<br />
| prereq=Deflect Arrows, Ranger 18<br />
| ldescription=true<br />
| lprereq=true<br />
}}<br />
{{Enhancement table/item<br />
| image=Icon Enhancement Dervish.png<br />
| name=Dervish<br />
| description=+4 Dexterity. +25% chance to doublestrike with your off-hand while dual wielding. While wearing light or no armor: +10 Melee Power, Physical Resistance Rating, and Magical Resistance Rating.<br />
: {{Bug|Dervish light armor bonuses do not work for [[Warforged]] or [[Bladeforged]] with [[Mithral Body]] or [[Composite Plating]].}}<br />
| ranks=1<br />
| ap=1<br />
| pg=40<br />
| prereq=Whirlwind, Ranger level 20<br />
| ldescription=true<br />
| lprereq=true<br />
}}<br />
{{Epic destiny table/bottom}}<br />
<br />
=== Tier One ===<br />
Requires Shield of Whirling Steel, Ranger level 1<br />
<br />
{{Epic destiny table/top}}<br />
{{Enhancement table/item<br />
| image=Icon Enhancement Item Defense.png<br />
| name=Item Defense<br />
| description=You have a 25%/50%/75% chance to negate potential item wear.<br />
| ranks=3<br />
| ap=1<br />
| pg=1<br />
| prereq=<br />
| ldescription=true<br />
| lprereq=true<br />
}}<br />
{{Enhancement table/item<br />
| image=ImprovedReaction.png<br />
| name=Improved Reaction<br />
| description=+1/2/3 Reflex saves and an additional +1/2/3 saves against traps.<br />
| ranks=3<br />
| ap=1<br />
| pg=1<br />
| prereq=<br />
| ldescription=true<br />
| lprereq=true<br />
}}<br />
{{Enhancement table/item<br />
| image=Icon Feat Two Weapon Blocking.png<br />
| name=Improved Defense<br />
| description=Your Shield of Whirling Steel Grants +1/2/3 additional Armor Class, Physical Resistance, and Magical Resistance. If you possess Deflect Arrows it can trigger once every 4/3/2 seconds.<br />
| ranks=3<br />
| ap=1<br />
| pg=1<br />
| prereq=<br />
| ldescription=true<br />
| lprereq=true<br />
}}<br />
{{Enhancement table/item<br />
| image=WhirlingBlades.png<br />
| name=Whirling Blades<br />
| description=+1 to hit and damage while dual wielding.<br />
| ranks=1<br />
| ap=2<br />
| pg=1<br />
| prereq=<br />
| ldescription=true<br />
| lprereq=true<br />
}}<br />
{{Enhancement table/item<br />
| image=Icon Enhancement Thief Acrobatic.png<br />
| link=Acrobatic (enhancement)<br />
| name=Acrobatic<br />
| description=+1/2/3 Balance, Jump, and Tumble. Rank 3: +1 to Reflex Saving Throws.<br />
| ranks=3<br />
| ap=1<br />
| pg=1<br />
| prereq=<br />
| ldescription=true<br />
| lprereq=true<br />
}}<br />
{{Epic destiny table/bottom}}<br />
<br />
=== Tier Two ===<br />
Requires Ranger level 2, 5 APs spent in tree<br />
<br />
{{Epic destiny table/top}}<br />
{{Enhancement table/item<br />
| image=Icon Feat Defensive Fighting.png<br />
| name=Improved Parry<br />
| description=Gain +3/+6/+10 Physical Resistance Rating when dual wielding.<br />
| ranks=3<br />
| ap=1<br />
| pg=5<br />
| prereq=<br />
| ldescription=true<br />
| lprereq=true<br />
}}<br />
{{Enhancement table/item<br />
| image=Icon Enhancement Improved Dodge.png<br />
| name=Improved Dodge<br />
| description=+1%/+2%/+3% dodge when wearing light or no armor.<br />
| ranks=3<br />
| ap=1<br />
| pg=5<br />
| prereq=[[Dodge]], Improved Reaction<br />
| ldescription=true<br />
| lprereq=true<br />
}}<br />
{{Enhancement table/item<br />
| image=Icon Enhancement Bleed Them Out.png<br />
| name=Bleed Them Out<br />
| description=Melee attack - Deals +1/+2/+3[W] damage and on successful damage causes your opponent to bleed. The bleed effect can stack up to 5 times. (Cooldown: 6 seconds.)<br />
| ranks=3<br />
| ap=1<br />
| pg=5<br />
| prereq=<br />
| ldescription=true<br />
| lprereq=true<br />
}}<br />
{{Enhancement table/item<br />
| image=WhirlingBlades.png<br />
| name=Whirling Blades<br />
| description=+1 to hit and damage while dual wielding.<br />
| ranks=1<br />
| ap=2<br />
| pg=5<br />
| prereq=Whirling Blades (Tier 1)<br />
| ldescription=true<br />
| lprereq=true<br />
}}<br />
{{Enhancement table/item<br />
| image=Icon Enhancement Action Boost.png<br />
| link=Action Boost<br />
| name=Action Boost<br />
| description=Select Haste or Sprint Boost.<br />
* [[File:Icon Enhancement Haste Boost.png]] '''Haste Boost:''' Activate to gain a +10%/+20%/+30% Action Boost bonus to attack speed for 20 seconds.<br />
* [[File:Icon Enhancement Sprint Boost.png]] '''Sprint Boost:''' Activate to gain a +30%/+40%/+50% Action Boost bonus to movement speed for 20 seconds.<br />
| ranks=3<br />
| ap=1<br />
| pg=5<br />
| prereq=<br />
| ldescription=true<br />
| lprereq=true<br />
}}<br />
{{Epic destiny table/bottom}}<br />
<br />
=== Tier Three ===<br />
Requires Ranger level 3, 10 APs Spent in Tree<br />
<br />
{{Epic destiny table/top}}<br />
{{Enhancement table/item<br />
| image=Icon Enhancement Storm Dancer.png<br />
| name=Storm Dancer<br />
| description=Stance: Absorb 15% of Electrical damage. Your melee attacks deal +1d6 Electrical damage. This damage scales with 100% Melee Power.<br />
| ranks=1<br />
| ap=2<br />
| pg=10<br />
| prereq=<br />
| ldescription=true<br />
| lprereq=true<br />
}}<br />
{{Enhancement table/item<br />
| image=Icon Feat Mobility.png<br />
| name=Improved Mobility<br />
| description=: +1/+2/+3 Maximum Dexterity bonus and Dodge cap while wearing light or no armor. -1/-2/-3 Armor Check Penalty in light armor.<br />
| ranks=3<br />
| ap=1<br />
| pg=10<br />
| prereq= [[Mobility]], [[Dodge]], Improved Dodge<br />
| ldescription=true<br />
| lprereq=true<br />
}}<br />
{{Enhancement table/item<br />
| image=Icon Enhancement Critical Accuracy.png<br />
| name=Critical Mastery<br />
| description=+1/+2/+3 to confirm critical hits and to critical hit damage (before weapon multipliers)<br />
| ranks=3<br />
| ap=1<br />
| pg=10<br />
| prereq=<br />
| ldescription=true<br />
| lprereq=true<br />
}}<br />
{{Enhancement table/item<br />
| image=WhirlingBlades.png<br />
| name=Whirling Blades<br />
| description=+1 to hit and damage while dual wielding.<br />
| ranks=1<br />
| ap=2<br />
| pg=10<br />
| prereq=Whirling Blades (Tier 2)<br />
| ldescription=true<br />
| lprereq=true<br />
}}<br />
{{Enhancement table/item<br />
| image=StrDex.png<br />
| name=Strength/Dexterity<br />
| description=Choose one:<br />
* [[File:StrengthColored.png]] +1 Strength<br />
* [[File:DexterityColored.png]] +1 Dexterity<br />
| ranks=1<br />
| ap=2<br />
| pg=10<br />
| prereq=<br />
| ldescription=true<br />
| lprereq=true<br />
}}<br />
{{Epic destiny table/bottom}}<br />
<br />
=== Tier Four ===<br />
Requires Ranger level 4, 20 APs spent in tree<br />
<br />
{{Epic destiny table/top}}<br />
{{Enhancement table/item<br />
| image=Icon Enhancement Storm Tempest.png<br />
| name=Storm Tempest<br />
| description=Upgrades Storm Dancer Electrical damage absorption to 30% (instead of 15%). Upgrades melee attacks to deal +2d6 electrical damage (instead of 1d6).<br />
| ranks=1<br />
| ap=2<br />
| pg=20<br />
| prereq=Storm Dancer<br />
| ldescription=true<br />
| lprereq=true<br />
}}<br />
{{Enhancement table/item<br />
| image=ElaborateParry.png<br />
| name=Elaborate Parry<br />
| description=For the next 6/12/18 seconds, you gain Dodge, Maximum Dodge, and Maximum Dexterity Bonus to light armor, equal to your Dexterity Modifier. (Cooldown: 90 seconds). <br />
: Note: You must have two weapons equipped to use this ability.<br />
| ranks=3<br />
| ap=1<br />
| pg=20<br />
| prereq=<br />
| ldescription=true<br />
| lprereq=true<br />
}}<br />
{{Enhancement table/item<br />
| image=TheGrowingStorm.png<br />
| name=The Growing Storm<br />
| description= Melee Dual Wielding Attack: Attacks an opponent. For the next 5/10/15 seconds, each time you damage an opponent you gain +1 damage for 5 seconds. This effect can stack up to 10 times. (Cooldown: 30 seconds)<br />
| ranks=3<br />
| ap=1<br />
| pg=20<br />
| prereq=<br />
| ldescription=true<br />
| lprereq=true<br />
}}<br />
{{Enhancement table/item<br />
| image=WhirlingBlades.png<br />
| name=Whirling Blades<br />
| description=+1 to hit and damage while dual wielding.<br />
| ranks=1<br />
| ap=2<br />
| pg=20<br />
| prereq=Whirling Blades (Tier 3)<br />
| ldescription=true<br />
| lprereq=true<br />
}}<br />
{{Enhancement table/item<br />
| image=StrDex.png<br />
| name=Strength or Dexterity<br />
| description=Choose one:<br />
* [[File:StrengthColored.png]] +1 Strength<br />
* [[File:DexterityColored.png]] +1 Dexterity<br />
| ranks=1<br />
| ap=2<br />
| pg=20<br />
| prereq= Strength or Dexterity (Tier 3)<br />
| ldescription=true<br />
| lprereq=true<br />
}}<br />
{{Epic destiny table/bottom}}<br />
<br />
=== Tier Five ===<br />
Requires Ranger Level 5, Character Level 12, 30 APs spent in tree<br />
<br />
{{Epic destiny table/top}}<br />
{{Enhancement table/item<br />
| image=Icon Enhancement Dual Perfection.png<br />
| name=Dual Perfection<br />
| description=Your off hand weapon now adds your full attribute damage modifier.<br />
| ranks=1<br />
| ap=2<br />
| pg=30<br />
| prereq=<br />
| ldescription=true<br />
| lprereq=true<br />
}}<br />
{{Enhancement table/item<br />
| image=Feat improved evasion.png<br />
| name=Evasive Dance<br />
| description=Improves your Evasion ability so on a failed Reflex saving throw against an attack that normally deals half damage on a successful save, you only take 85/70/50% damage.<br />
: Note: Does not stack with [[improved evasion]].<br />
| ranks=3<br />
| ap=1<br />
| pg=30<br />
| prereq=[[Evasion]], Elaborate Parry<br />
| ldescription=true<br />
| lprereq=true<br />
}}<br />
{{Enhancement table/item<br />
| image=Icon Enhancement Cuts.png<br />
| name=Cuts<br />
| description= Choose one:<br />
* [[File:Icon Enhancement A Thousand Cuts.png]] '''A Thousand Cuts:''' Melee Dual Wielding Attack: Deals +1/3/5[W] damage. You gain +10/20/30 Melee Doublestrike and +10/20/30 Melee Power for 15 seconds. Cooldown: 90 seconds.<br />
* [[File:Icon Enhancement Many Cuts.png]] '''Many Cuts:''' Passive: +2/3/4% Doublestrike, +2/3/4 Melee Power.<br />
| ranks=3<br />
| ap=1<br />
| pg=30<br />
| prereq=The Growing Storm<br />
| ldescription=true<br />
| lprereq=true<br />
}}<br />
{{Enhancement table/item<br />
| image=WhirlingBlades.png<br />
| name=Whirling Blades<br />
| description=+3 to hit and damage while dual wielding.<br />
| ranks=1<br />
| ap=2<br />
| pg=30<br />
| prereq=Whirling Blades (Tier 4)<br />
| ldescription=true<br />
| lprereq=true<br />
}}<br />
{{Enhancement table/item<br />
| image=DanceofDeath.png<br />
| name=Dance of Death<br />
| description= Melee Dual Wielding Attack: Deals +1/+3/+5[W] damage. Your basic attacks when dual wielding strike 2/3/4 targets per swing instead of one for 10 seconds. (Cooldown: 15 seconds)<br />
: <strike>{{Bug|Dance of Death initial strike must hit a target or it will have no effect and be on cooldown.}}</strike> This is working as intended.<br />
| ranks=3<br />
| ap=1<br />
| pg=30<br />
| prereq=<br />
| ldescription=true<br />
| lprereq=true<br />
}}<br />
{{Epic destiny table/bottom}}<br />
<br />
[[Category:Ranger enhancements]]</div>136.228.34.126https://ddowiki.com/index.php?title=Tempest_enhancements&diff=422654Tempest enhancements2019-09-23T13:51:06Z<p>136.228.34.126: </p>
<hr />
<div>{{EnhancementsTOC}}<br />
== Tempest enhancements == <br />
* '''Note:''' Any enhancement in this tree that requires a character to be Dual Wielding does not work with handwraps or a druid animal form or while Single Weapon Fighting.<br />
<br><br />
{{TOCLeft}}<br />
[[File:TempestTree.png|center|Tempest enhancements tree]]<br />
<br />
=== Core abilities ===<br />
<br />
{{Epic destiny table/top}}<br />
{{Enhancement table/item<br />
| image=Icon Enhancement Shield of Whirling Steel.png<br />
| name=Shield of Whirling Steel<br />
| description=While you are dual wielding weapons, you gain a +2 Shield bonus to Armor Class, Physical Resistance Rating, and Magical Resistance Rating. This increases by +1 for each additional Tempest Core Ability you acquire.<br />In addition, if you are a level 1 character, you gain the [[Two Weapon Fighting]] feat until you reach character level 2. (Two Weapon Fighting is granted permanently when you take a second Ranger level).<br />
: Note: Handwraps will not activate Shield of Whirling Steel.<br />
| ranks=1<br />
| ap=1<br />
| pg=0<br />
| prereq=Ranger Level 1<br />
| ldescription=true<br />
| lprereq=true<br />
}}<br />
{{Enhancement table/item<br />
| image=Icon Enhancement Tempest.png<br />
| name=Tempest<br />
| description=+10% stacking chance to make off-hand attacks when dual wielding weapons. You now treat Scimitars as if they were [[Light weapons|light melee weapons]]. While you are dual wielding, you can use your dexterity modifier to hit with light melee weapons.<br />
: Note: {{Forums|p=5255814|Does not work with handwraps.}}<br />
| ranks=1<br />
| ap=1<br />
| pg=5<br />
| prereq=Shield of whirling Steel, Ranger Level 3<br />
| ldescription=true<br />
| lprereq=true<br />
}}<br />
{{Enhancement table/item<br />
| image=Icon Enhancement Graceful Death.png<br />
| name=Graceful Death<br />
| description=While you are dual wielding weapons, you can use your Dexterity modifier for damage with [[Light weapons|light melee weapons]].<br />
: Note: {{Forums|p=5255814|Does not work with handwraps.}}<br />
| ranks=1<br />
| ap=1<br />
| pg=10<br />
| prereq=Tempest, Ranger level 6<br />
| ldescription=true<br />
| lprereq=true<br />
}}<br />
{{Enhancement table/item<br />
| image=Icon Enhancement Deflect Arrows.png<br />
| name=Deflect Arrows<br />
| description=You gain the benefits of the [[Deflect Arrows]] feat while dual wielding, knocking aside one incoming projectile that would have struck you every 6 seconds. +1 Competence Bonus to Critical Damage Multiplier while dual wielding weapons.<br />
: Note: {{Forums|p=5251583|Does not work with handwraps.}}<br />
| ranks=1<br />
| ap=1<br />
| pg=20<br />
| prereq=Graceful Death, Ranger level 12<br />
| ldescription=true<br />
| lprereq=true<br />
}}<br />
{{Enhancement table/item<br />
| image=Icon Enhancement Whirlwind.png<br />
| name=Whirlwind<br />
| description=+5% Melee Doublestrike when dual wielding, +5 Incorporeality (stacking), +10% stacking chance to make off-hand attacks when dual wielding.<br />
| ranks=1<br />
| ap=1<br />
| pg=30<br />
| prereq=Deflect Arrows, Ranger 18<br />
| ldescription=true<br />
| lprereq=true<br />
}}<br />
{{Enhancement table/item<br />
| image=Icon Enhancement Dervish.png<br />
| name=Dervish<br />
| description=+4 Dexterity. +25% chance to doublestrike with your off-hand while dual wielding. While wearing light or no armor: +10 Melee Power, Physical Resistance Rating, and Magical Resistance Rating.<br />
: {{Bug|Dervish light armor bonuses do not work for [[Warforged]] or [[Bladeforged]] with [[Mithral Body]] or [[Composite Plating]].}}<br />
| ranks=1<br />
| ap=1<br />
| pg=40<br />
| prereq=Whirlwind, Ranger level 20<br />
| ldescription=true<br />
| lprereq=true<br />
}}<br />
{{Epic destiny table/bottom}}<br />
<br />
=== Tier One ===<br />
Requires Shield of Whirling Steel, Ranger level 1<br />
<br />
{{Epic destiny table/top}}<br />
{{Enhancement table/item<br />
| image=Icon Enhancement Item Defense.png<br />
| name=Item Defense<br />
| description=You have a 25%/50%/75% chance to negate potential item wear.<br />
| ranks=3<br />
| ap=1<br />
| pg=1<br />
| prereq=<br />
| ldescription=true<br />
| lprereq=true<br />
}}<br />
{{Enhancement table/item<br />
| image=ImprovedReaction.png<br />
| name=Improved Reaction<br />
| description=+1/2/3 Reflex saves and an additional +1/2/3 saves against traps.<br />
| ranks=3<br />
| ap=1<br />
| pg=1<br />
| prereq=<br />
| ldescription=true<br />
| lprereq=true<br />
}}<br />
{{Enhancement table/item<br />
| image=Icon Feat Two Weapon Blocking.png<br />
| name=Improved Defense<br />
| description=Your Shield of Whirling Steel Grants +1/2/3 additional Armor Class, Physical Resistance, and Magical Resistance. If you possess Deflect Arrows it can trigger once every 4/3/2 seconds.<br />
| ranks=3<br />
| ap=1<br />
| pg=1<br />
| prereq=<br />
| ldescription=true<br />
| lprereq=true<br />
}}<br />
{{Enhancement table/item<br />
| image=WhirlingBlades.png<br />
| name=Whirling Blades<br />
| description=+1 to hit and damage while dual wielding.<br />
| ranks=1<br />
| ap=2<br />
| pg=1<br />
| prereq=<br />
| ldescription=true<br />
| lprereq=true<br />
}}<br />
{{Enhancement table/item<br />
| image=Icon Enhancement Thief Acrobatic.png<br />
| link=Acrobatic (enhancement)<br />
| name=Acrobatic<br />
| description=+1/2/3 Balance, Jump, and Tumble. Rank 3: +1 to Reflex Saving Throws.<br />
| ranks=3<br />
| ap=1<br />
| pg=1<br />
| prereq=<br />
| ldescription=true<br />
| lprereq=true<br />
}}<br />
{{Epic destiny table/bottom}}<br />
<br />
=== Tier Two ===<br />
Requires Ranger level 2, 5 APs spent in tree<br />
<br />
{{Epic destiny table/top}}<br />
{{Enhancement table/item<br />
| image=Icon Feat Defensive Fighting.png<br />
| name=Improved Parry<br />
| description=Gain +3/+6/+10 Physical Resistance Rating when dual wielding.<br />
| ranks=3<br />
| ap=1<br />
| pg=5<br />
| prereq=<br />
| ldescription=true<br />
| lprereq=true<br />
}}<br />
{{Enhancement table/item<br />
| image=Icon Enhancement Improved Dodge.png<br />
| name=Improved Dodge<br />
| description=+1%/+2%/+3% dodge when wearing light or no armor.<br />
| ranks=3<br />
| ap=1<br />
| pg=5<br />
| prereq=[[Dodge]], Improved Reaction<br />
| ldescription=true<br />
| lprereq=true<br />
}}<br />
{{Enhancement table/item<br />
| image=Icon Enhancement Bleed Them Out.png<br />
| name=Bleed Them Out<br />
| description=Melee attack - Deals +1/+2/+3[W] damage and on successful damage causes your opponent to bleed. The bleed effect can stack up to 5 times. (Cooldown: 6 seconds.)<br />
| ranks=3<br />
| ap=1<br />
| pg=5<br />
| prereq=<br />
| ldescription=true<br />
| lprereq=true<br />
}}<br />
{{Enhancement table/item<br />
| image=WhirlingBlades.png<br />
| name=Whirling Blades<br />
| description=+1 to hit and damage while dual wielding.<br />
| ranks=1<br />
| ap=2<br />
| pg=5<br />
| prereq=Whirling Blades (Tier 1)<br />
| ldescription=true<br />
| lprereq=true<br />
}}<br />
{{Enhancement table/item<br />
| image=Icon Enhancement Action Boost.png<br />
| link=Action Boost<br />
| name=Action Boost<br />
| description=Select Haste or Sprint Boost.<br />
* [[File:Icon Enhancement Haste Boost.png]] '''Haste Boost:''' Activate to gain a +10%/+20%/+30% Action Boost bonus to attack speed for 20 seconds.<br />
* [[File:Icon Enhancement Sprint Boost.png]] '''Sprint Boost:''' Activate to gain a +30%/+40%/+50% Action Boost bonus to movement speed for 20 seconds.<br />
| ranks=3<br />
| ap=1<br />
| pg=5<br />
| prereq=<br />
| ldescription=true<br />
| lprereq=true<br />
}}<br />
{{Epic destiny table/bottom}}<br />
<br />
=== Tier Three ===<br />
Requires Ranger level 3, 10 APs Spent in Tree<br />
<br />
{{Epic destiny table/top}}<br />
{{Enhancement table/item<br />
| image=Icon Enhancement Storm Dancer.png<br />
| name=Storm Dancer<br />
| description=Stance: Absorb 15% of Electrical damage. Your melee attacks deal +1d6 Electrical damage. This damage scales with 100% Melee Power.<br />
| ranks=1<br />
| ap=2<br />
| pg=10<br />
| prereq=<br />
| ldescription=true<br />
| lprereq=true<br />
}}<br />
{{Enhancement table/item<br />
| image=Icon Feat Mobility.png<br />
| name=Improved Mobility<br />
| description=: +1/+2/+3 Maximum Dexterity bonus and Dodge cap while wearing light or no armor. -1/-2/-3 Armor Check Penalty in light armor.<br />
| ranks=3<br />
| ap=1<br />
| pg=10<br />
| prereq= [[Mobility]], [[Dodge]], Improved Dodge<br />
| ldescription=true<br />
| lprereq=true<br />
}}<br />
{{Enhancement table/item<br />
| image=Icon Enhancement Critical Accuracy.png<br />
| name=Critical Mastery<br />
| description=+1/+2/+3 to confirm critical hits and to critical hit damage (before weapon multipliers)<br />
| ranks=3<br />
| ap=1<br />
| pg=10<br />
| prereq=<br />
| ldescription=true<br />
| lprereq=true<br />
}}<br />
{{Enhancement table/item<br />
| image=WhirlingBlades.png<br />
| name=Whirling Blades<br />
| description=+1 to hit and damage while dual wielding.<br />
| ranks=1<br />
| ap=2<br />
| pg=10<br />
| prereq=Whirling Blades (Tier 2)<br />
| ldescription=true<br />
| lprereq=true<br />
}}<br />
{{Enhancement table/item<br />
| image=StrDex.png<br />
| name=Strength/Dexterity<br />
| description=Choose one:<br />
* [[File:StrengthColored.png]] +1 Strength<br />
* [[File:DexterityColored.png]] +1 Dexterity<br />
| ranks=1<br />
| ap=2<br />
| pg=10<br />
| prereq=<br />
| ldescription=true<br />
| lprereq=true<br />
}}<br />
{{Epic destiny table/bottom}}<br />
<br />
=== Tier Four ===<br />
Requires Ranger level 4, 20 APs spent in tree<br />
<br />
{{Epic destiny table/top}}<br />
{{Enhancement table/item<br />
| image=Icon Enhancement Storm Tempest.png<br />
| name=Storm Tempest<br />
| description=Upgrades Storm Dancer Electrical damage absorption to 30% (instead of 15%). Upgrades melee attacks to deal +2d6 electrical damage (instead of 1d6).<br />
| ranks=1<br />
| ap=2<br />
| pg=20<br />
| prereq=Storm Dancer<br />
| ldescription=true<br />
| lprereq=true<br />
}}<br />
{{Enhancement table/item<br />
| image=ElaborateParry.png<br />
| name=Elaborate Parry<br />
| description=For the next 6/12/18 seconds, you gain Dodge, Maximum Dodge, and Maximum Dexterity Bonus to light armor, equal to your Dexterity Modifier. (Cooldown: 90 seconds). <br />
: Note: You must have two weapons equipped to use this ability.<br />
| ranks=3<br />
| ap=1<br />
| pg=20<br />
| prereq=<br />
| ldescription=true<br />
| lprereq=true<br />
}}<br />
{{Enhancement table/item<br />
| image=TheGrowingStorm.png<br />
| name=The Growing Storm<br />
| description= Melee Dual Wielding Attack: Attacks an opponent. For the next 5/10/15 seconds, each time you damage an opponent you gain +1 damage for 5 seconds. This effect can stack up to 10 times. (Cooldown: 30 seconds)<br />
| ranks=3<br />
| ap=1<br />
| pg=20<br />
| prereq=<br />
| ldescription=true<br />
| lprereq=true<br />
}}<br />
{{Enhancement table/item<br />
| image=WhirlingBlades.png<br />
| name=Whirling Blades<br />
| description=+1 to hit and damage while dual wielding.<br />
| ranks=1<br />
| ap=2<br />
| pg=20<br />
| prereq=Whirling Blades (Tier 3)<br />
| ldescription=true<br />
| lprereq=true<br />
}}<br />
{{Enhancement table/item<br />
| image=StrDex.png<br />
| name=Strength or Dexterity<br />
| description=Choose one:<br />
* [[File:StrengthColored.png]] +1 Strength<br />
* [[File:DexterityColored.png]] +1 Dexterity<br />
| ranks=1<br />
| ap=2<br />
| pg=20<br />
| prereq= Strength or Dexterity (Tier 3)<br />
| ldescription=true<br />
| lprereq=true<br />
}}<br />
{{Epic destiny table/bottom}}<br />
<br />
=== Tier Five ===<br />
Requires Ranger Level 5, Character Level 12, 30 APs spent in tree<br />
<br />
{{Epic destiny table/top}}<br />
{{Enhancement table/item<br />
| image=Icon Enhancement Dual Perfection.png<br />
| name=Dual Perfection<br />
| description=Your off hand weapon now adds your full attribute damage modifier.<br />
| ranks=1<br />
| ap=2<br />
| pg=30<br />
| prereq=<br />
| ldescription=true<br />
| lprereq=true<br />
}}<br />
{{Enhancement table/item<br />
| image=Feat improved evasion.png<br />
| name=Evasive Dance<br />
| description=Improves your Evasion ability so on a failed Reflex saving throw against an attack that normally deals half damage on a successful save, you only take 85/70/50% damage.<br />
: Note: Does not stack with [[improved evasion]].<br />
| ranks=3<br />
| ap=1<br />
| pg=30<br />
| prereq=[[Evasion]], Elaborate Parry<br />
| ldescription=true<br />
| lprereq=true<br />
}}<br />
{{Enhancement table/item<br />
| image=Icon Enhancement Cuts.png<br />
| name=Cuts<br />
| description= Choose one:<br />
* [[File:Icon Enhancement A Thousand Cuts.png]] '''A Thousand Cuts:''' Melee Dual Wielding Attack: Deals +1/3/5[W] damage. You gain +10/20/30 Melee Doublestrike and +10/20/30 Melee Power for 15 seconds. Cooldown: 90 seconds.<br />
* [[File:Icon Enhancement Many Cuts.png]] '''Many Cuts:''' Passive: +2/3/4% Doublestrike, +2/3/4 Melee Power.<br />
| ranks=3<br />
| ap=1<br />
| pg=30<br />
| prereq=The Growing Storm<br />
| ldescription=true<br />
| lprereq=true<br />
}}<br />
{{Enhancement table/item<br />
| image=WhirlingBlades.png<br />
| name=Whirling Blades<br />
| description=+3 to hit and damage while dual wielding.<br />
| ranks=1<br />
| ap=2<br />
| pg=30<br />
| prereq=Whirling Blades (Tier 4)<br />
| ldescription=true<br />
| lprereq=true<br />
}}<br />
{{Enhancement table/item<br />
| image=DanceofDeath.png<br />
| name=Dance of Death<br />
| description= Melee Dual Wielding Attack: Deals +1/+3/+5[W] damage. Your basic attacks when dual wielding strike 2/3/4 targets per swing instead of one for 10 seconds. (Cooldown: 15 seconds)<br />
: <strike>{{Bug|Dance of Death initial strike must hit a target or it will have no effect and be on cooldown.}}</strike><br />
| ranks=3<br />
| ap=1<br />
| pg=30<br />
| prereq=<br />
| ldescription=true<br />
| lprereq=true<br />
}}<br />
{{Epic destiny table/bottom}}<br />
<br />
[[Category:Ranger enhancements]]</div>136.228.34.126https://ddowiki.com/index.php?title=Tempest_enhancements&diff=422653Tempest enhancements2019-09-23T13:50:24Z<p>136.228.34.126: </p>
<hr />
<div>{{EnhancementsTOC}}<br />
== Tempest enhancements == <br />
* '''Note:''' Any enhancement in this tree that requires a character to be Dual Wielding does not work with handwraps or a druid animal form or while Single Weapon Fighting.<br />
<br><br />
{{TOCLeft}}<br />
[[File:TempestTree.png|center|Tempest enhancements tree]]<br />
<br />
=== Core abilities ===<br />
<br />
{{Epic destiny table/top}}<br />
{{Enhancement table/item<br />
| image=Icon Enhancement Shield of Whirling Steel.png<br />
| name=Shield of Whirling Steel<br />
| description=While you are dual wielding weapons, you gain a +2 Shield bonus to Armor Class, Physical Resistance Rating, and Magical Resistance Rating. This increases by +1 for each additional Tempest Core Ability you acquire.<br />In addition, if you are a level 1 character, you gain the [[Two Weapon Fighting]] feat until you reach character level 2. (Two Weapon Fighting is granted permanently when you take a second Ranger level).<br />
: Note: Handwraps will not activate Shield of Whirling Steel.<br />
| ranks=1<br />
| ap=1<br />
| pg=0<br />
| prereq=Ranger Level 1<br />
| ldescription=true<br />
| lprereq=true<br />
}}<br />
{{Enhancement table/item<br />
| image=Icon Enhancement Tempest.png<br />
| name=Tempest<br />
| description=+10% stacking chance to make off-hand attacks when dual wielding weapons. You now treat Scimitars as if they were [[Light weapons|light melee weapons]]. While you are dual wielding, you can use your dexterity modifier to hit with light melee weapons.<br />
: Note: {{Forums|p=5255814|Does not work with handwraps.}}<br />
| ranks=1<br />
| ap=1<br />
| pg=5<br />
| prereq=Shield of whirling Steel, Ranger Level 3<br />
| ldescription=true<br />
| lprereq=true<br />
}}<br />
{{Enhancement table/item<br />
| image=Icon Enhancement Graceful Death.png<br />
| name=Graceful Death<br />
| description=While you are dual wielding weapons, you can use your Dexterity modifier for damage with [[Light weapons|light melee weapons]].<br />
: Note: {{Forums|p=5255814|Does not work with handwraps.}}<br />
| ranks=1<br />
| ap=1<br />
| pg=10<br />
| prereq=Tempest, Ranger level 6<br />
| ldescription=true<br />
| lprereq=true<br />
}}<br />
{{Enhancement table/item<br />
| image=Icon Enhancement Deflect Arrows.png<br />
| name=Deflect Arrows<br />
| description=You gain the benefits of the [[Deflect Arrows]] feat while dual wielding, knocking aside one incoming projectile that would have struck you every 6 seconds. +1 Competence Bonus to Critical Damage Multiplier while dual wielding weapons.<br />
: Note: {{Forums|p=5251583|Does not work with handwraps.}}<br />
| ranks=1<br />
| ap=1<br />
| pg=20<br />
| prereq=Graceful Death, Ranger level 12<br />
| ldescription=true<br />
| lprereq=true<br />
}}<br />
{{Enhancement table/item<br />
| image=Icon Enhancement Whirlwind.png<br />
| name=Whirlwind<br />
| description=+5% Melee Doublestrike when dual wielding, +5 Incorporeality (stacking), +10% stacking chance to make off-hand attacks when dual wielding.<br />
| ranks=1<br />
| ap=1<br />
| pg=30<br />
| prereq=Deflect Arrows, Ranger 18<br />
| ldescription=true<br />
| lprereq=true<br />
}}<br />
{{Enhancement table/item<br />
| image=Icon Enhancement Dervish.png<br />
| name=Dervish<br />
| description=+4 Dexterity. +25% chance to doublestrike with your off-hand while dual wielding. While wearing light or no armor: +10 Melee Power, Physical Resistance Rating, and Magical Resistance Rating.<br />
: {{Bug|Dervish light armor bonuses do not work for [[Warforged]] or [[Bladeforged]] with [[Mithral Body]] or [[Composite Plating]].}}<br />
| ranks=1<br />
| ap=1<br />
| pg=40<br />
| prereq=Whirlwind, Ranger level 20<br />
| ldescription=true<br />
| lprereq=true<br />
}}<br />
{{Epic destiny table/bottom}}<br />
<br />
=== Tier One ===<br />
Requires Shield of Whirling Steel, Ranger level 1<br />
<br />
{{Epic destiny table/top}}<br />
{{Enhancement table/item<br />
| image=Icon Enhancement Item Defense.png<br />
| name=Item Defense<br />
| description=You have a 25%/50%/75% chance to negate potential item wear.<br />
| ranks=3<br />
| ap=1<br />
| pg=1<br />
| prereq=<br />
| ldescription=true<br />
| lprereq=true<br />
}}<br />
{{Enhancement table/item<br />
| image=ImprovedReaction.png<br />
| name=Improved Reaction<br />
| description=+1/2/3 Reflex saves and an additional +1/2/3 saves against traps.<br />
| ranks=3<br />
| ap=1<br />
| pg=1<br />
| prereq=<br />
| ldescription=true<br />
| lprereq=true<br />
}}<br />
{{Enhancement table/item<br />
| image=Icon Feat Two Weapon Blocking.png<br />
| name=Improved Defense<br />
| description=Your Shield of Whirling Steel Grants +1/2/3 additional Armor Class, Physical Resistance, and Magical Resistance. If you possess Deflect Arrows it can trigger once every 4/3/2 seconds.<br />
| ranks=3<br />
| ap=1<br />
| pg=1<br />
| prereq=<br />
| ldescription=true<br />
| lprereq=true<br />
}}<br />
{{Enhancement table/item<br />
| image=WhirlingBlades.png<br />
| name=Whirling Blades<br />
| description=+1 to hit and damage while dual wielding.<br />
| ranks=1<br />
| ap=2<br />
| pg=1<br />
| prereq=<br />
| ldescription=true<br />
| lprereq=true<br />
}}<br />
{{Enhancement table/item<br />
| image=Icon Enhancement Thief Acrobatic.png<br />
| link=Acrobatic (enhancement)<br />
| name=Acrobatic<br />
| description=+1/2/3 Balance, Jump, and Tumble. Rank 3: +1 to Reflex Saving Throws.<br />
| ranks=3<br />
| ap=1<br />
| pg=1<br />
| prereq=<br />
| ldescription=true<br />
| lprereq=true<br />
}}<br />
{{Epic destiny table/bottom}}<br />
<br />
=== Tier Two ===<br />
Requires Ranger level 2, 5 APs spent in tree<br />
<br />
{{Epic destiny table/top}}<br />
{{Enhancement table/item<br />
| image=Icon Feat Defensive Fighting.png<br />
| name=Improved Parry<br />
| description=Gain +3/+6/+10 Physical Resistance Rating when dual wielding.<br />
| ranks=3<br />
| ap=1<br />
| pg=5<br />
| prereq=<br />
| ldescription=true<br />
| lprereq=true<br />
}}<br />
{{Enhancement table/item<br />
| image=Icon Enhancement Improved Dodge.png<br />
| name=Improved Dodge<br />
| description=+1%/+2%/+3% dodge when wearing light or no armor.<br />
| ranks=3<br />
| ap=1<br />
| pg=5<br />
| prereq=[[Dodge]], Improved Reaction<br />
| ldescription=true<br />
| lprereq=true<br />
}}<br />
{{Enhancement table/item<br />
| image=Icon Enhancement Bleed Them Out.png<br />
| name=Bleed Them Out<br />
| description=Melee attack - Deals +1/+2/+3[W] damage and on successful damage causes your opponent to bleed. The bleed effect can stack up to 5 times. (Cooldown: 6 seconds.)<br />
| ranks=3<br />
| ap=1<br />
| pg=5<br />
| prereq=<br />
| ldescription=true<br />
| lprereq=true<br />
}}<br />
{{Enhancement table/item<br />
| image=WhirlingBlades.png<br />
| name=Whirling Blades<br />
| description=+1 to hit and damage while dual wielding.<br />
| ranks=1<br />
| ap=2<br />
| pg=5<br />
| prereq=Whirling Blades (Tier 1)<br />
| ldescription=true<br />
| lprereq=true<br />
}}<br />
{{Enhancement table/item<br />
| image=Icon Enhancement Action Boost.png<br />
| link=Action Boost<br />
| name=Action Boost<br />
| description=Select Haste or Sprint Boost.<br />
* [[File:Icon Enhancement Haste Boost.png]] '''Haste Boost:''' Activate to gain a +10%/+20%/+30% Action Boost bonus to attack speed for 20 seconds.<br />
* [[File:Icon Enhancement Sprint Boost.png]] '''Sprint Boost:''' Activate to gain a +30%/+40%/+50% Action Boost bonus to movement speed for 20 seconds.<br />
| ranks=3<br />
| ap=1<br />
| pg=5<br />
| prereq=<br />
| ldescription=true<br />
| lprereq=true<br />
}}<br />
{{Epic destiny table/bottom}}<br />
<br />
=== Tier Three ===<br />
Requires Ranger level 3, 10 APs Spent in Tree<br />
<br />
{{Epic destiny table/top}}<br />
{{Enhancement table/item<br />
| image=Icon Enhancement Storm Dancer.png<br />
| name=Storm Dancer<br />
| description=Stance: Absorb 15% of Electrical damage. Your melee attacks deal +1d6 Electrical damage. This damage scales with 100% Melee Power.<br />
| ranks=1<br />
| ap=2<br />
| pg=10<br />
| prereq=<br />
| ldescription=true<br />
| lprereq=true<br />
}}<br />
{{Enhancement table/item<br />
| image=Icon Feat Mobility.png<br />
| name=Improved Mobility<br />
| description=: +1/+2/+3 Maximum Dexterity bonus and Dodge cap while wearing light or no armor. -1/-2/-3 Armor Check Penalty in light armor.<br />
| ranks=3<br />
| ap=1<br />
| pg=10<br />
| prereq= [[Mobility]], [[Dodge]], Improved Dodge<br />
| ldescription=true<br />
| lprereq=true<br />
}}<br />
{{Enhancement table/item<br />
| image=Icon Enhancement Critical Accuracy.png<br />
| name=Critical Mastery<br />
| description=+1/+2/+3 to confirm critical hits and to critical hit damage (before weapon multipliers)<br />
| ranks=3<br />
| ap=1<br />
| pg=10<br />
| prereq=<br />
| ldescription=true<br />
| lprereq=true<br />
}}<br />
{{Enhancement table/item<br />
| image=WhirlingBlades.png<br />
| name=Whirling Blades<br />
| description=+1 to hit and damage while dual wielding.<br />
| ranks=1<br />
| ap=2<br />
| pg=10<br />
| prereq=Whirling Blades (Tier 2)<br />
| ldescription=true<br />
| lprereq=true<br />
}}<br />
{{Enhancement table/item<br />
| image=StrDex.png<br />
| name=Strength/Dexterity<br />
| description=Choose one:<br />
* [[File:StrengthColored.png]] +1 Strength<br />
* [[File:DexterityColored.png]] +1 Dexterity<br />
| ranks=1<br />
| ap=2<br />
| pg=10<br />
| prereq=<br />
| ldescription=true<br />
| lprereq=true<br />
}}<br />
{{Epic destiny table/bottom}}<br />
<br />
=== Tier Four ===<br />
Requires Ranger level 4, 20 APs spent in tree<br />
<br />
{{Epic destiny table/top}}<br />
{{Enhancement table/item<br />
| image=Icon Enhancement Storm Tempest.png<br />
| name=Storm Tempest<br />
| description=Upgrades Storm Dancer Electrical damage absorption to 30% (instead of 15%). Upgrades melee attacks to deal +2d6 electrical damage (instead of 1d6).<br />
| ranks=1<br />
| ap=2<br />
| pg=20<br />
| prereq=Storm Dancer<br />
| ldescription=true<br />
| lprereq=true<br />
}}<br />
{{Enhancement table/item<br />
| image=ElaborateParry.png<br />
| name=Elaborate Parry<br />
| description=For the next 6/12/18 seconds, you gain Dodge, Maximum Dodge, and Maximum Dexterity Bonus to light armor, equal to your Dexterity Modifier. (Cooldown: 90 seconds). <br />
: Note: You must have two weapons equipped to use this ability.<br />
| ranks=3<br />
| ap=1<br />
| pg=20<br />
| prereq=<br />
| ldescription=true<br />
| lprereq=true<br />
}}<br />
{{Enhancement table/item<br />
| image=TheGrowingStorm.png<br />
| name=The Growing Storm<br />
| description= Melee Dual Wielding Attack: Attacks an opponent. For the next 5/10/15 seconds, each time you damage an opponent you gain +1 damage for 5 seconds. This effect can stack up to 10 times. (Cooldown: 30 seconds)<br />
| ranks=3<br />
| ap=1<br />
| pg=20<br />
| prereq=<br />
| ldescription=true<br />
| lprereq=true<br />
}}<br />
{{Enhancement table/item<br />
| image=WhirlingBlades.png<br />
| name=Whirling Blades<br />
| description=+1 to hit and damage while dual wielding.<br />
| ranks=1<br />
| ap=2<br />
| pg=20<br />
| prereq=Whirling Blades (Tier 3)<br />
| ldescription=true<br />
| lprereq=true<br />
}}<br />
{{Enhancement table/item<br />
| image=StrDex.png<br />
| name=Strength or Dexterity<br />
| description=Choose one:<br />
* [[File:StrengthColored.png]] +1 Strength<br />
* [[File:DexterityColored.png]] +1 Dexterity<br />
| ranks=1<br />
| ap=2<br />
| pg=20<br />
| prereq= Strength or Dexterity (Tier 3)<br />
| ldescription=true<br />
| lprereq=true<br />
}}<br />
{{Epic destiny table/bottom}}<br />
<br />
=== Tier Five ===<br />
Requires Ranger Level 5, Character Level 12, 30 APs spent in tree<br />
<br />
{{Epic destiny table/top}}<br />
{{Enhancement table/item<br />
| image=Icon Enhancement Dual Perfection.png<br />
| name=Dual Perfection<br />
| description=Your off hand weapon now adds your full attribute damage modifier.<br />
| ranks=1<br />
| ap=2<br />
| pg=30<br />
| prereq=<br />
| ldescription=true<br />
| lprereq=true<br />
}}<br />
{{Enhancement table/item<br />
| image=Feat improved evasion.png<br />
| name=Evasive Dance<br />
| description=Improves your Evasion ability so on a failed Reflex saving throw against an attack that normally deals half damage on a successful save, you only take 85/70/50% damage.<br />
: Note: Does not stack with [[improved evasion]].<br />
| ranks=3<br />
| ap=1<br />
| pg=30<br />
| prereq=[[Evasion]], Elaborate Parry<br />
| ldescription=true<br />
| lprereq=true<br />
}}<br />
{{Enhancement table/item<br />
| image=Icon Enhancement Cuts.png<br />
| name=Cuts<br />
| description= Choose one:<br />
* [[File:Icon Enhancement A Thousand Cuts.png]] '''A Thousand Cuts:''' Melee Dual Wielding Attack: Deals +1/3/5[W] damage. You gain +10/20/30 Melee Doublestrike and +10/20/30 Melee Power for 15 seconds. Cooldown: 90 seconds.<br />
* [[File:Icon Enhancement Many Cuts.png]] '''Many Cuts:''' Passive: +2/3/4% Doublestrike, +2/3/4 Melee Power.<br />
| ranks=3<br />
| ap=1<br />
| pg=30<br />
| prereq=The Growing Storm<br />
| ldescription=true<br />
| lprereq=true<br />
}}<br />
{{Enhancement table/item<br />
| image=WhirlingBlades.png<br />
| name=Whirling Blades<br />
| description=+3 to hit and damage while dual wielding.<br />
| ranks=1<br />
| ap=2<br />
| pg=30<br />
| prereq=Whirling Blades (Tier 4)<br />
| ldescription=true<br />
| lprereq=true<br />
}}<br />
{{Enhancement table/item<br />
| image=DanceofDeath.png<br />
| name=Dance of Death<br />
| description= Melee Dual Wielding Attack: Deals +1/+3/+5[W] damage. Your basic attacks when dual wielding strike 2/3/4 targets per swing instead of one for 10 seconds. (Cooldown: 15 seconds)<br />
: <strike>{{Bug|Dance of Death initial strike must hit a target or it will have no effect and be on cooldown.}}<strike><br />
| ranks=3<br />
| ap=1<br />
| pg=30<br />
| prereq=<br />
| ldescription=true<br />
| lprereq=true<br />
}}<br />
{{Epic destiny table/bottom}}<br />
<br />
[[Category:Ranger enhancements]]</div>136.228.34.126https://ddowiki.com/index.php?title=Tempest_enhancements&diff=422652Tempest enhancements2019-09-23T13:50:00Z<p>136.228.34.126: </p>
<hr />
<div>{{EnhancementsTOC}}<br />
== Tempest enhancements == <br />
* '''Note:''' Any enhancement in this tree that requires a character to be Dual Wielding does not work with handwraps or a druid animal form or while Single Weapon Fighting.<br />
<br><br />
{{TOCLeft}}<br />
[[File:TempestTree.png|center|Tempest enhancements tree]]<br />
<br />
=== Core abilities ===<br />
<br />
{{Epic destiny table/top}}<br />
{{Enhancement table/item<br />
| image=Icon Enhancement Shield of Whirling Steel.png<br />
| name=Shield of Whirling Steel<br />
| description=While you are dual wielding weapons, you gain a +2 Shield bonus to Armor Class, Physical Resistance Rating, and Magical Resistance Rating. This increases by +1 for each additional Tempest Core Ability you acquire.<br />In addition, if you are a level 1 character, you gain the [[Two Weapon Fighting]] feat until you reach character level 2. (Two Weapon Fighting is granted permanently when you take a second Ranger level).<br />
: Note: Handwraps will not activate Shield of Whirling Steel.<br />
| ranks=1<br />
| ap=1<br />
| pg=0<br />
| prereq=Ranger Level 1<br />
| ldescription=true<br />
| lprereq=true<br />
}}<br />
{{Enhancement table/item<br />
| image=Icon Enhancement Tempest.png<br />
| name=Tempest<br />
| description=+10% stacking chance to make off-hand attacks when dual wielding weapons. You now treat Scimitars as if they were [[Light weapons|light melee weapons]]. While you are dual wielding, you can use your dexterity modifier to hit with light melee weapons.<br />
: Note: {{Forums|p=5255814|Does not work with handwraps.}}<br />
| ranks=1<br />
| ap=1<br />
| pg=5<br />
| prereq=Shield of whirling Steel, Ranger Level 3<br />
| ldescription=true<br />
| lprereq=true<br />
}}<br />
{{Enhancement table/item<br />
| image=Icon Enhancement Graceful Death.png<br />
| name=Graceful Death<br />
| description=While you are dual wielding weapons, you can use your Dexterity modifier for damage with [[Light weapons|light melee weapons]].<br />
: Note: {{Forums|p=5255814|Does not work with handwraps.}}<br />
| ranks=1<br />
| ap=1<br />
| pg=10<br />
| prereq=Tempest, Ranger level 6<br />
| ldescription=true<br />
| lprereq=true<br />
}}<br />
{{Enhancement table/item<br />
| image=Icon Enhancement Deflect Arrows.png<br />
| name=Deflect Arrows<br />
| description=You gain the benefits of the [[Deflect Arrows]] feat while dual wielding, knocking aside one incoming projectile that would have struck you every 6 seconds. +1 Competence Bonus to Critical Damage Multiplier while dual wielding weapons.<br />
: Note: {{Forums|p=5251583|Does not work with handwraps.}}<br />
| ranks=1<br />
| ap=1<br />
| pg=20<br />
| prereq=Graceful Death, Ranger level 12<br />
| ldescription=true<br />
| lprereq=true<br />
}}<br />
{{Enhancement table/item<br />
| image=Icon Enhancement Whirlwind.png<br />
| name=Whirlwind<br />
| description=+5% Melee Doublestrike when dual wielding, +5 Incorporeality (stacking), +10% stacking chance to make off-hand attacks when dual wielding.<br />
| ranks=1<br />
| ap=1<br />
| pg=30<br />
| prereq=Deflect Arrows, Ranger 18<br />
| ldescription=true<br />
| lprereq=true<br />
}}<br />
{{Enhancement table/item<br />
| image=Icon Enhancement Dervish.png<br />
| name=Dervish<br />
| description=+4 Dexterity. +25% chance to doublestrike with your off-hand while dual wielding. While wearing light or no armor: +10 Melee Power, Physical Resistance Rating, and Magical Resistance Rating.<br />
: {{Bug|Dervish light armor bonuses do not work for [[Warforged]] or [[Bladeforged]] with [[Mithral Body]] or [[Composite Plating]].}}<br />
| ranks=1<br />
| ap=1<br />
| pg=40<br />
| prereq=Whirlwind, Ranger level 20<br />
| ldescription=true<br />
| lprereq=true<br />
}}<br />
{{Epic destiny table/bottom}}<br />
<br />
=== Tier One ===<br />
Requires Shield of Whirling Steel, Ranger level 1<br />
<br />
{{Epic destiny table/top}}<br />
{{Enhancement table/item<br />
| image=Icon Enhancement Item Defense.png<br />
| name=Item Defense<br />
| description=You have a 25%/50%/75% chance to negate potential item wear.<br />
| ranks=3<br />
| ap=1<br />
| pg=1<br />
| prereq=<br />
| ldescription=true<br />
| lprereq=true<br />
}}<br />
{{Enhancement table/item<br />
| image=ImprovedReaction.png<br />
| name=Improved Reaction<br />
| description=+1/2/3 Reflex saves and an additional +1/2/3 saves against traps.<br />
| ranks=3<br />
| ap=1<br />
| pg=1<br />
| prereq=<br />
| ldescription=true<br />
| lprereq=true<br />
}}<br />
{{Enhancement table/item<br />
| image=Icon Feat Two Weapon Blocking.png<br />
| name=Improved Defense<br />
| description=Your Shield of Whirling Steel Grants +1/2/3 additional Armor Class, Physical Resistance, and Magical Resistance. If you possess Deflect Arrows it can trigger once every 4/3/2 seconds.<br />
| ranks=3<br />
| ap=1<br />
| pg=1<br />
| prereq=<br />
| ldescription=true<br />
| lprereq=true<br />
}}<br />
{{Enhancement table/item<br />
| image=WhirlingBlades.png<br />
| name=Whirling Blades<br />
| description=+1 to hit and damage while dual wielding.<br />
| ranks=1<br />
| ap=2<br />
| pg=1<br />
| prereq=<br />
| ldescription=true<br />
| lprereq=true<br />
}}<br />
{{Enhancement table/item<br />
| image=Icon Enhancement Thief Acrobatic.png<br />
| link=Acrobatic (enhancement)<br />
| name=Acrobatic<br />
| description=+1/2/3 Balance, Jump, and Tumble. Rank 3: +1 to Reflex Saving Throws.<br />
| ranks=3<br />
| ap=1<br />
| pg=1<br />
| prereq=<br />
| ldescription=true<br />
| lprereq=true<br />
}}<br />
{{Epic destiny table/bottom}}<br />
<br />
=== Tier Two ===<br />
Requires Ranger level 2, 5 APs spent in tree<br />
<br />
{{Epic destiny table/top}}<br />
{{Enhancement table/item<br />
| image=Icon Feat Defensive Fighting.png<br />
| name=Improved Parry<br />
| description=Gain +3/+6/+10 Physical Resistance Rating when dual wielding.<br />
| ranks=3<br />
| ap=1<br />
| pg=5<br />
| prereq=<br />
| ldescription=true<br />
| lprereq=true<br />
}}<br />
{{Enhancement table/item<br />
| image=Icon Enhancement Improved Dodge.png<br />
| name=Improved Dodge<br />
| description=+1%/+2%/+3% dodge when wearing light or no armor.<br />
| ranks=3<br />
| ap=1<br />
| pg=5<br />
| prereq=[[Dodge]], Improved Reaction<br />
| ldescription=true<br />
| lprereq=true<br />
}}<br />
{{Enhancement table/item<br />
| image=Icon Enhancement Bleed Them Out.png<br />
| name=Bleed Them Out<br />
| description=Melee attack - Deals +1/+2/+3[W] damage and on successful damage causes your opponent to bleed. The bleed effect can stack up to 5 times. (Cooldown: 6 seconds.)<br />
| ranks=3<br />
| ap=1<br />
| pg=5<br />
| prereq=<br />
| ldescription=true<br />
| lprereq=true<br />
}}<br />
{{Enhancement table/item<br />
| image=WhirlingBlades.png<br />
| name=Whirling Blades<br />
| description=+1 to hit and damage while dual wielding.<br />
| ranks=1<br />
| ap=2<br />
| pg=5<br />
| prereq=Whirling Blades (Tier 1)<br />
| ldescription=true<br />
| lprereq=true<br />
}}<br />
{{Enhancement table/item<br />
| image=Icon Enhancement Action Boost.png<br />
| link=Action Boost<br />
| name=Action Boost<br />
| description=Select Haste or Sprint Boost.<br />
* [[File:Icon Enhancement Haste Boost.png]] '''Haste Boost:''' Activate to gain a +10%/+20%/+30% Action Boost bonus to attack speed for 20 seconds.<br />
* [[File:Icon Enhancement Sprint Boost.png]] '''Sprint Boost:''' Activate to gain a +30%/+40%/+50% Action Boost bonus to movement speed for 20 seconds.<br />
| ranks=3<br />
| ap=1<br />
| pg=5<br />
| prereq=<br />
| ldescription=true<br />
| lprereq=true<br />
}}<br />
{{Epic destiny table/bottom}}<br />
<br />
=== Tier Three ===<br />
Requires Ranger level 3, 10 APs Spent in Tree<br />
<br />
{{Epic destiny table/top}}<br />
{{Enhancement table/item<br />
| image=Icon Enhancement Storm Dancer.png<br />
| name=Storm Dancer<br />
| description=Stance: Absorb 15% of Electrical damage. Your melee attacks deal +1d6 Electrical damage. This damage scales with 100% Melee Power.<br />
| ranks=1<br />
| ap=2<br />
| pg=10<br />
| prereq=<br />
| ldescription=true<br />
| lprereq=true<br />
}}<br />
{{Enhancement table/item<br />
| image=Icon Feat Mobility.png<br />
| name=Improved Mobility<br />
| description=: +1/+2/+3 Maximum Dexterity bonus and Dodge cap while wearing light or no armor. -1/-2/-3 Armor Check Penalty in light armor.<br />
| ranks=3<br />
| ap=1<br />
| pg=10<br />
| prereq= [[Mobility]], [[Dodge]], Improved Dodge<br />
| ldescription=true<br />
| lprereq=true<br />
}}<br />
{{Enhancement table/item<br />
| image=Icon Enhancement Critical Accuracy.png<br />
| name=Critical Mastery<br />
| description=+1/+2/+3 to confirm critical hits and to critical hit damage (before weapon multipliers)<br />
| ranks=3<br />
| ap=1<br />
| pg=10<br />
| prereq=<br />
| ldescription=true<br />
| lprereq=true<br />
}}<br />
{{Enhancement table/item<br />
| image=WhirlingBlades.png<br />
| name=Whirling Blades<br />
| description=+1 to hit and damage while dual wielding.<br />
| ranks=1<br />
| ap=2<br />
| pg=10<br />
| prereq=Whirling Blades (Tier 2)<br />
| ldescription=true<br />
| lprereq=true<br />
}}<br />
{{Enhancement table/item<br />
| image=StrDex.png<br />
| name=Strength/Dexterity<br />
| description=Choose one:<br />
* [[File:StrengthColored.png]] +1 Strength<br />
* [[File:DexterityColored.png]] +1 Dexterity<br />
| ranks=1<br />
| ap=2<br />
| pg=10<br />
| prereq=<br />
| ldescription=true<br />
| lprereq=true<br />
}}<br />
{{Epic destiny table/bottom}}<br />
<br />
=== Tier Four ===<br />
Requires Ranger level 4, 20 APs spent in tree<br />
<br />
{{Epic destiny table/top}}<br />
{{Enhancement table/item<br />
| image=Icon Enhancement Storm Tempest.png<br />
| name=Storm Tempest<br />
| description=Upgrades Storm Dancer Electrical damage absorption to 30% (instead of 15%). Upgrades melee attacks to deal +2d6 electrical damage (instead of 1d6).<br />
| ranks=1<br />
| ap=2<br />
| pg=20<br />
| prereq=Storm Dancer<br />
| ldescription=true<br />
| lprereq=true<br />
}}<br />
{{Enhancement table/item<br />
| image=ElaborateParry.png<br />
| name=Elaborate Parry<br />
| description=For the next 6/12/18 seconds, you gain Dodge, Maximum Dodge, and Maximum Dexterity Bonus to light armor, equal to your Dexterity Modifier. (Cooldown: 90 seconds). <br />
: Note: You must have two weapons equipped to use this ability.<br />
| ranks=3<br />
| ap=1<br />
| pg=20<br />
| prereq=<br />
| ldescription=true<br />
| lprereq=true<br />
}}<br />
{{Enhancement table/item<br />
| image=TheGrowingStorm.png<br />
| name=The Growing Storm<br />
| description= Melee Dual Wielding Attack: Attacks an opponent. For the next 5/10/15 seconds, each time you damage an opponent you gain +1 damage for 5 seconds. This effect can stack up to 10 times. (Cooldown: 30 seconds)<br />
| ranks=3<br />
| ap=1<br />
| pg=20<br />
| prereq=<br />
| ldescription=true<br />
| lprereq=true<br />
}}<br />
{{Enhancement table/item<br />
| image=WhirlingBlades.png<br />
| name=Whirling Blades<br />
| description=+1 to hit and damage while dual wielding.<br />
| ranks=1<br />
| ap=2<br />
| pg=20<br />
| prereq=Whirling Blades (Tier 3)<br />
| ldescription=true<br />
| lprereq=true<br />
}}<br />
{{Enhancement table/item<br />
| image=StrDex.png<br />
| name=Strength or Dexterity<br />
| description=Choose one:<br />
* [[File:StrengthColored.png]] +1 Strength<br />
* [[File:DexterityColored.png]] +1 Dexterity<br />
| ranks=1<br />
| ap=2<br />
| pg=20<br />
| prereq= Strength or Dexterity (Tier 3)<br />
| ldescription=true<br />
| lprereq=true<br />
}}<br />
{{Epic destiny table/bottom}}<br />
<br />
=== Tier Five ===<br />
Requires Ranger Level 5, Character Level 12, 30 APs spent in tree<br />
<br />
{{Epic destiny table/top}}<br />
{{Enhancement table/item<br />
| image=Icon Enhancement Dual Perfection.png<br />
| name=Dual Perfection<br />
| description=Your off hand weapon now adds your full attribute damage modifier.<br />
| ranks=1<br />
| ap=2<br />
| pg=30<br />
| prereq=<br />
| ldescription=true<br />
| lprereq=true<br />
}}<br />
{{Enhancement table/item<br />
| image=Feat improved evasion.png<br />
| name=Evasive Dance<br />
| description=Improves your Evasion ability so on a failed Reflex saving throw against an attack that normally deals half damage on a successful save, you only take 85/70/50% damage.<br />
: Note: Does not stack with [[improved evasion]].<br />
| ranks=3<br />
| ap=1<br />
| pg=30<br />
| prereq=[[Evasion]], Elaborate Parry<br />
| ldescription=true<br />
| lprereq=true<br />
}}<br />
{{Enhancement table/item<br />
| image=Icon Enhancement Cuts.png<br />
| name=Cuts<br />
| description= Choose one:<br />
* [[File:Icon Enhancement A Thousand Cuts.png]] '''A Thousand Cuts:''' Melee Dual Wielding Attack: Deals +1/3/5[W] damage. You gain +10/20/30 Melee Doublestrike and +10/20/30 Melee Power for 15 seconds. Cooldown: 90 seconds.<br />
* [[File:Icon Enhancement Many Cuts.png]] '''Many Cuts:''' Passive: +2/3/4% Doublestrike, +2/3/4 Melee Power.<br />
| ranks=3<br />
| ap=1<br />
| pg=30<br />
| prereq=The Growing Storm<br />
| ldescription=true<br />
| lprereq=true<br />
}}<br />
{{Enhancement table/item<br />
| image=WhirlingBlades.png<br />
| name=Whirling Blades<br />
| description=+3 to hit and damage while dual wielding.<br />
| ranks=1<br />
| ap=2<br />
| pg=30<br />
| prereq=Whirling Blades (Tier 4)<br />
| ldescription=true<br />
| lprereq=true<br />
}}<br />
{{Enhancement table/item<br />
| image=DanceofDeath.png<br />
| name=Dance of Death<br />
| description= Melee Dual Wielding Attack: Deals +1/+3/+5[W] damage. Your basic attacks when dual wielding strike 2/3/4 targets per swing instead of one for 10 seconds. (Cooldown: 15 seconds)<br />
<strike>{{Bug|Dance of Death initial strike must hit a target or it will have no effect and be on cooldown.}}<strike><br />
| ranks=3<br />
| ap=1<br />
| pg=30<br />
| prereq=<br />
| ldescription=true<br />
| lprereq=true<br />
}}<br />
{{Epic destiny table/bottom}}<br />
<br />
[[Category:Ranger enhancements]]</div>136.228.34.126https://ddowiki.com/index.php?title=Tempest_enhancements&diff=422651Tempest enhancements2019-09-23T13:49:32Z<p>136.228.34.126: </p>
<hr />
<div>{{EnhancementsTOC}}<br />
== Tempest enhancements == <br />
* '''Note:''' Any enhancement in this tree that requires a character to be Dual Wielding does not work with handwraps or a druid animal form or while Single Weapon Fighting.<br />
<br><br />
{{TOCLeft}}<br />
[[File:TempestTree.png|center|Tempest enhancements tree]]<br />
<br />
=== Core abilities ===<br />
<br />
{{Epic destiny table/top}}<br />
{{Enhancement table/item<br />
| image=Icon Enhancement Shield of Whirling Steel.png<br />
| name=Shield of Whirling Steel<br />
| description=While you are dual wielding weapons, you gain a +2 Shield bonus to Armor Class, Physical Resistance Rating, and Magical Resistance Rating. This increases by +1 for each additional Tempest Core Ability you acquire.<br />In addition, if you are a level 1 character, you gain the [[Two Weapon Fighting]] feat until you reach character level 2. (Two Weapon Fighting is granted permanently when you take a second Ranger level).<br />
: Note: Handwraps will not activate Shield of Whirling Steel.<br />
| ranks=1<br />
| ap=1<br />
| pg=0<br />
| prereq=Ranger Level 1<br />
| ldescription=true<br />
| lprereq=true<br />
}}<br />
{{Enhancement table/item<br />
| image=Icon Enhancement Tempest.png<br />
| name=Tempest<br />
| description=+10% stacking chance to make off-hand attacks when dual wielding weapons. You now treat Scimitars as if they were [[Light weapons|light melee weapons]]. While you are dual wielding, you can use your dexterity modifier to hit with light melee weapons.<br />
: Note: {{Forums|p=5255814|Does not work with handwraps.}}<br />
| ranks=1<br />
| ap=1<br />
| pg=5<br />
| prereq=Shield of whirling Steel, Ranger Level 3<br />
| ldescription=true<br />
| lprereq=true<br />
}}<br />
{{Enhancement table/item<br />
| image=Icon Enhancement Graceful Death.png<br />
| name=Graceful Death<br />
| description=While you are dual wielding weapons, you can use your Dexterity modifier for damage with [[Light weapons|light melee weapons]].<br />
: Note: {{Forums|p=5255814|Does not work with handwraps.}}<br />
| ranks=1<br />
| ap=1<br />
| pg=10<br />
| prereq=Tempest, Ranger level 6<br />
| ldescription=true<br />
| lprereq=true<br />
}}<br />
{{Enhancement table/item<br />
| image=Icon Enhancement Deflect Arrows.png<br />
| name=Deflect Arrows<br />
| description=You gain the benefits of the [[Deflect Arrows]] feat while dual wielding, knocking aside one incoming projectile that would have struck you every 6 seconds. +1 Competence Bonus to Critical Damage Multiplier while dual wielding weapons.<br />
: Note: {{Forums|p=5251583|Does not work with handwraps.}}<br />
| ranks=1<br />
| ap=1<br />
| pg=20<br />
| prereq=Graceful Death, Ranger level 12<br />
| ldescription=true<br />
| lprereq=true<br />
}}<br />
{{Enhancement table/item<br />
| image=Icon Enhancement Whirlwind.png<br />
| name=Whirlwind<br />
| description=+5% Melee Doublestrike when dual wielding, +5 Incorporeality (stacking), +10% stacking chance to make off-hand attacks when dual wielding.<br />
| ranks=1<br />
| ap=1<br />
| pg=30<br />
| prereq=Deflect Arrows, Ranger 18<br />
| ldescription=true<br />
| lprereq=true<br />
}}<br />
{{Enhancement table/item<br />
| image=Icon Enhancement Dervish.png<br />
| name=Dervish<br />
| description=+4 Dexterity. +25% chance to doublestrike with your off-hand while dual wielding. While wearing light or no armor: +10 Melee Power, Physical Resistance Rating, and Magical Resistance Rating.<br />
: {{Bug|Dervish light armor bonuses do not work for [[Warforged]] or [[Bladeforged]] with [[Mithral Body]] or [[Composite Plating]].}}<br />
| ranks=1<br />
| ap=1<br />
| pg=40<br />
| prereq=Whirlwind, Ranger level 20<br />
| ldescription=true<br />
| lprereq=true<br />
}}<br />
{{Epic destiny table/bottom}}<br />
<br />
=== Tier One ===<br />
Requires Shield of Whirling Steel, Ranger level 1<br />
<br />
{{Epic destiny table/top}}<br />
{{Enhancement table/item<br />
| image=Icon Enhancement Item Defense.png<br />
| name=Item Defense<br />
| description=You have a 25%/50%/75% chance to negate potential item wear.<br />
| ranks=3<br />
| ap=1<br />
| pg=1<br />
| prereq=<br />
| ldescription=true<br />
| lprereq=true<br />
}}<br />
{{Enhancement table/item<br />
| image=ImprovedReaction.png<br />
| name=Improved Reaction<br />
| description=+1/2/3 Reflex saves and an additional +1/2/3 saves against traps.<br />
| ranks=3<br />
| ap=1<br />
| pg=1<br />
| prereq=<br />
| ldescription=true<br />
| lprereq=true<br />
}}<br />
{{Enhancement table/item<br />
| image=Icon Feat Two Weapon Blocking.png<br />
| name=Improved Defense<br />
| description=Your Shield of Whirling Steel Grants +1/2/3 additional Armor Class, Physical Resistance, and Magical Resistance. If you possess Deflect Arrows it can trigger once every 4/3/2 seconds.<br />
| ranks=3<br />
| ap=1<br />
| pg=1<br />
| prereq=<br />
| ldescription=true<br />
| lprereq=true<br />
}}<br />
{{Enhancement table/item<br />
| image=WhirlingBlades.png<br />
| name=Whirling Blades<br />
| description=+1 to hit and damage while dual wielding.<br />
| ranks=1<br />
| ap=2<br />
| pg=1<br />
| prereq=<br />
| ldescription=true<br />
| lprereq=true<br />
}}<br />
{{Enhancement table/item<br />
| image=Icon Enhancement Thief Acrobatic.png<br />
| link=Acrobatic (enhancement)<br />
| name=Acrobatic<br />
| description=+1/2/3 Balance, Jump, and Tumble. Rank 3: +1 to Reflex Saving Throws.<br />
| ranks=3<br />
| ap=1<br />
| pg=1<br />
| prereq=<br />
| ldescription=true<br />
| lprereq=true<br />
}}<br />
{{Epic destiny table/bottom}}<br />
<br />
=== Tier Two ===<br />
Requires Ranger level 2, 5 APs spent in tree<br />
<br />
{{Epic destiny table/top}}<br />
{{Enhancement table/item<br />
| image=Icon Feat Defensive Fighting.png<br />
| name=Improved Parry<br />
| description=Gain +3/+6/+10 Physical Resistance Rating when dual wielding.<br />
| ranks=3<br />
| ap=1<br />
| pg=5<br />
| prereq=<br />
| ldescription=true<br />
| lprereq=true<br />
}}<br />
{{Enhancement table/item<br />
| image=Icon Enhancement Improved Dodge.png<br />
| name=Improved Dodge<br />
| description=+1%/+2%/+3% dodge when wearing light or no armor.<br />
| ranks=3<br />
| ap=1<br />
| pg=5<br />
| prereq=[[Dodge]], Improved Reaction<br />
| ldescription=true<br />
| lprereq=true<br />
}}<br />
{{Enhancement table/item<br />
| image=Icon Enhancement Bleed Them Out.png<br />
| name=Bleed Them Out<br />
| description=Melee attack - Deals +1/+2/+3[W] damage and on successful damage causes your opponent to bleed. The bleed effect can stack up to 5 times. (Cooldown: 6 seconds.)<br />
| ranks=3<br />
| ap=1<br />
| pg=5<br />
| prereq=<br />
| ldescription=true<br />
| lprereq=true<br />
}}<br />
{{Enhancement table/item<br />
| image=WhirlingBlades.png<br />
| name=Whirling Blades<br />
| description=+1 to hit and damage while dual wielding.<br />
| ranks=1<br />
| ap=2<br />
| pg=5<br />
| prereq=Whirling Blades (Tier 1)<br />
| ldescription=true<br />
| lprereq=true<br />
}}<br />
{{Enhancement table/item<br />
| image=Icon Enhancement Action Boost.png<br />
| link=Action Boost<br />
| name=Action Boost<br />
| description=Select Haste or Sprint Boost.<br />
* [[File:Icon Enhancement Haste Boost.png]] '''Haste Boost:''' Activate to gain a +10%/+20%/+30% Action Boost bonus to attack speed for 20 seconds.<br />
* [[File:Icon Enhancement Sprint Boost.png]] '''Sprint Boost:''' Activate to gain a +30%/+40%/+50% Action Boost bonus to movement speed for 20 seconds.<br />
| ranks=3<br />
| ap=1<br />
| pg=5<br />
| prereq=<br />
| ldescription=true<br />
| lprereq=true<br />
}}<br />
{{Epic destiny table/bottom}}<br />
<br />
=== Tier Three ===<br />
Requires Ranger level 3, 10 APs Spent in Tree<br />
<br />
{{Epic destiny table/top}}<br />
{{Enhancement table/item<br />
| image=Icon Enhancement Storm Dancer.png<br />
| name=Storm Dancer<br />
| description=Stance: Absorb 15% of Electrical damage. Your melee attacks deal +1d6 Electrical damage. This damage scales with 100% Melee Power.<br />
| ranks=1<br />
| ap=2<br />
| pg=10<br />
| prereq=<br />
| ldescription=true<br />
| lprereq=true<br />
}}<br />
{{Enhancement table/item<br />
| image=Icon Feat Mobility.png<br />
| name=Improved Mobility<br />
| description=: +1/+2/+3 Maximum Dexterity bonus and Dodge cap while wearing light or no armor. -1/-2/-3 Armor Check Penalty in light armor.<br />
| ranks=3<br />
| ap=1<br />
| pg=10<br />
| prereq= [[Mobility]], [[Dodge]], Improved Dodge<br />
| ldescription=true<br />
| lprereq=true<br />
}}<br />
{{Enhancement table/item<br />
| image=Icon Enhancement Critical Accuracy.png<br />
| name=Critical Mastery<br />
| description=+1/+2/+3 to confirm critical hits and to critical hit damage (before weapon multipliers)<br />
| ranks=3<br />
| ap=1<br />
| pg=10<br />
| prereq=<br />
| ldescription=true<br />
| lprereq=true<br />
}}<br />
{{Enhancement table/item<br />
| image=WhirlingBlades.png<br />
| name=Whirling Blades<br />
| description=+1 to hit and damage while dual wielding.<br />
| ranks=1<br />
| ap=2<br />
| pg=10<br />
| prereq=Whirling Blades (Tier 2)<br />
| ldescription=true<br />
| lprereq=true<br />
}}<br />
{{Enhancement table/item<br />
| image=StrDex.png<br />
| name=Strength/Dexterity<br />
| description=Choose one:<br />
* [[File:StrengthColored.png]] +1 Strength<br />
* [[File:DexterityColored.png]] +1 Dexterity<br />
| ranks=1<br />
| ap=2<br />
| pg=10<br />
| prereq=<br />
| ldescription=true<br />
| lprereq=true<br />
}}<br />
{{Epic destiny table/bottom}}<br />
<br />
=== Tier Four ===<br />
Requires Ranger level 4, 20 APs spent in tree<br />
<br />
{{Epic destiny table/top}}<br />
{{Enhancement table/item<br />
| image=Icon Enhancement Storm Tempest.png<br />
| name=Storm Tempest<br />
| description=Upgrades Storm Dancer Electrical damage absorption to 30% (instead of 15%). Upgrades melee attacks to deal +2d6 electrical damage (instead of 1d6).<br />
| ranks=1<br />
| ap=2<br />
| pg=20<br />
| prereq=Storm Dancer<br />
| ldescription=true<br />
| lprereq=true<br />
}}<br />
{{Enhancement table/item<br />
| image=ElaborateParry.png<br />
| name=Elaborate Parry<br />
| description=For the next 6/12/18 seconds, you gain Dodge, Maximum Dodge, and Maximum Dexterity Bonus to light armor, equal to your Dexterity Modifier. (Cooldown: 90 seconds). <br />
: Note: You must have two weapons equipped to use this ability.<br />
| ranks=3<br />
| ap=1<br />
| pg=20<br />
| prereq=<br />
| ldescription=true<br />
| lprereq=true<br />
}}<br />
{{Enhancement table/item<br />
| image=TheGrowingStorm.png<br />
| name=The Growing Storm<br />
| description= Melee Dual Wielding Attack: Attacks an opponent. For the next 5/10/15 seconds, each time you damage an opponent you gain +1 damage for 5 seconds. This effect can stack up to 10 times. (Cooldown: 30 seconds)<br />
| ranks=3<br />
| ap=1<br />
| pg=20<br />
| prereq=<br />
| ldescription=true<br />
| lprereq=true<br />
}}<br />
{{Enhancement table/item<br />
| image=WhirlingBlades.png<br />
| name=Whirling Blades<br />
| description=+1 to hit and damage while dual wielding.<br />
| ranks=1<br />
| ap=2<br />
| pg=20<br />
| prereq=Whirling Blades (Tier 3)<br />
| ldescription=true<br />
| lprereq=true<br />
}}<br />
{{Enhancement table/item<br />
| image=StrDex.png<br />
| name=Strength or Dexterity<br />
| description=Choose one:<br />
* [[File:StrengthColored.png]] +1 Strength<br />
* [[File:DexterityColored.png]] +1 Dexterity<br />
| ranks=1<br />
| ap=2<br />
| pg=20<br />
| prereq= Strength or Dexterity (Tier 3)<br />
| ldescription=true<br />
| lprereq=true<br />
}}<br />
{{Epic destiny table/bottom}}<br />
<br />
=== Tier Five ===<br />
Requires Ranger Level 5, Character Level 12, 30 APs spent in tree<br />
<br />
{{Epic destiny table/top}}<br />
{{Enhancement table/item<br />
| image=Icon Enhancement Dual Perfection.png<br />
| name=Dual Perfection<br />
| description=Your off hand weapon now adds your full attribute damage modifier.<br />
| ranks=1<br />
| ap=2<br />
| pg=30<br />
| prereq=<br />
| ldescription=true<br />
| lprereq=true<br />
}}<br />
{{Enhancement table/item<br />
| image=Feat improved evasion.png<br />
| name=Evasive Dance<br />
| description=Improves your Evasion ability so on a failed Reflex saving throw against an attack that normally deals half damage on a successful save, you only take 85/70/50% damage.<br />
: Note: Does not stack with [[improved evasion]].<br />
| ranks=3<br />
| ap=1<br />
| pg=30<br />
| prereq=[[Evasion]], Elaborate Parry<br />
| ldescription=true<br />
| lprereq=true<br />
}}<br />
{{Enhancement table/item<br />
| image=Icon Enhancement Cuts.png<br />
| name=Cuts<br />
| description= Choose one:<br />
* [[File:Icon Enhancement A Thousand Cuts.png]] '''A Thousand Cuts:''' Melee Dual Wielding Attack: Deals +1/3/5[W] damage. You gain +10/20/30 Melee Doublestrike and +10/20/30 Melee Power for 15 seconds. Cooldown: 90 seconds.<br />
* [[File:Icon Enhancement Many Cuts.png]] '''Many Cuts:''' Passive: +2/3/4% Doublestrike, +2/3/4 Melee Power.<br />
| ranks=3<br />
| ap=1<br />
| pg=30<br />
| prereq=The Growing Storm<br />
| ldescription=true<br />
| lprereq=true<br />
}}<br />
{{Enhancement table/item<br />
| image=WhirlingBlades.png<br />
| name=Whirling Blades<br />
| description=+3 to hit and damage while dual wielding.<br />
| ranks=1<br />
| ap=2<br />
| pg=30<br />
| prereq=Whirling Blades (Tier 4)<br />
| ldescription=true<br />
| lprereq=true<br />
}}<br />
{{Enhancement table/item<br />
| image=DanceofDeath.png<br />
| name=Dance of Death<br />
| description= Melee Dual Wielding Attack: Deals +1/+3/+5[W] damage. Your basic attacks when dual wielding strike 2/3/4 targets per swing instead of one for 10 seconds. (Cooldown: 15 seconds)<br />
: <strike>{{Bug|Dance of Death initial strike must hit a target or it will have no effect and be on cooldown.}}<br />
<strike><br />
| ranks=3<br />
| ap=1<br />
| pg=30<br />
| prereq=<br />
| ldescription=true<br />
| lprereq=true<br />
}}<br />
{{Epic destiny table/bottom}}<br />
<br />
[[Category:Ranger enhancements]]</div>136.228.34.126https://ddowiki.com/index.php?title=Tempest_enhancements&diff=422650Tempest enhancements2019-09-23T13:48:58Z<p>136.228.34.126: </p>
<hr />
<div>{{EnhancementsTOC}}<br />
== Tempest enhancements == <br />
* '''Note:''' Any enhancement in this tree that requires a character to be Dual Wielding does not work with handwraps or a druid animal form or while Single Weapon Fighting.<br />
<br><br />
{{TOCLeft}}<br />
[[File:TempestTree.png|center|Tempest enhancements tree]]<br />
<br />
=== Core abilities ===<br />
<br />
{{Epic destiny table/top}}<br />
{{Enhancement table/item<br />
| image=Icon Enhancement Shield of Whirling Steel.png<br />
| name=Shield of Whirling Steel<br />
| description=While you are dual wielding weapons, you gain a +2 Shield bonus to Armor Class, Physical Resistance Rating, and Magical Resistance Rating. This increases by +1 for each additional Tempest Core Ability you acquire.<br />In addition, if you are a level 1 character, you gain the [[Two Weapon Fighting]] feat until you reach character level 2. (Two Weapon Fighting is granted permanently when you take a second Ranger level).<br />
: Note: Handwraps will not activate Shield of Whirling Steel.<br />
| ranks=1<br />
| ap=1<br />
| pg=0<br />
| prereq=Ranger Level 1<br />
| ldescription=true<br />
| lprereq=true<br />
}}<br />
{{Enhancement table/item<br />
| image=Icon Enhancement Tempest.png<br />
| name=Tempest<br />
| description=+10% stacking chance to make off-hand attacks when dual wielding weapons. You now treat Scimitars as if they were [[Light weapons|light melee weapons]]. While you are dual wielding, you can use your dexterity modifier to hit with light melee weapons.<br />
: Note: {{Forums|p=5255814|Does not work with handwraps.}}<br />
| ranks=1<br />
| ap=1<br />
| pg=5<br />
| prereq=Shield of whirling Steel, Ranger Level 3<br />
| ldescription=true<br />
| lprereq=true<br />
}}<br />
{{Enhancement table/item<br />
| image=Icon Enhancement Graceful Death.png<br />
| name=Graceful Death<br />
| description=While you are dual wielding weapons, you can use your Dexterity modifier for damage with [[Light weapons|light melee weapons]].<br />
: Note: {{Forums|p=5255814|Does not work with handwraps.}}<br />
| ranks=1<br />
| ap=1<br />
| pg=10<br />
| prereq=Tempest, Ranger level 6<br />
| ldescription=true<br />
| lprereq=true<br />
}}<br />
{{Enhancement table/item<br />
| image=Icon Enhancement Deflect Arrows.png<br />
| name=Deflect Arrows<br />
| description=You gain the benefits of the [[Deflect Arrows]] feat while dual wielding, knocking aside one incoming projectile that would have struck you every 6 seconds. +1 Competence Bonus to Critical Damage Multiplier while dual wielding weapons.<br />
: Note: {{Forums|p=5251583|Does not work with handwraps.}}<br />
| ranks=1<br />
| ap=1<br />
| pg=20<br />
| prereq=Graceful Death, Ranger level 12<br />
| ldescription=true<br />
| lprereq=true<br />
}}<br />
{{Enhancement table/item<br />
| image=Icon Enhancement Whirlwind.png<br />
| name=Whirlwind<br />
| description=+5% Melee Doublestrike when dual wielding, +5 Incorporeality (stacking), +10% stacking chance to make off-hand attacks when dual wielding.<br />
| ranks=1<br />
| ap=1<br />
| pg=30<br />
| prereq=Deflect Arrows, Ranger 18<br />
| ldescription=true<br />
| lprereq=true<br />
}}<br />
{{Enhancement table/item<br />
| image=Icon Enhancement Dervish.png<br />
| name=Dervish<br />
| description=+4 Dexterity. +25% chance to doublestrike with your off-hand while dual wielding. While wearing light or no armor: +10 Melee Power, Physical Resistance Rating, and Magical Resistance Rating.<br />
: {{Bug|Dervish light armor bonuses do not work for [[Warforged]] or [[Bladeforged]] with [[Mithral Body]] or [[Composite Plating]].}}<br />
| ranks=1<br />
| ap=1<br />
| pg=40<br />
| prereq=Whirlwind, Ranger level 20<br />
| ldescription=true<br />
| lprereq=true<br />
}}<br />
{{Epic destiny table/bottom}}<br />
<br />
=== Tier One ===<br />
Requires Shield of Whirling Steel, Ranger level 1<br />
<br />
{{Epic destiny table/top}}<br />
{{Enhancement table/item<br />
| image=Icon Enhancement Item Defense.png<br />
| name=Item Defense<br />
| description=You have a 25%/50%/75% chance to negate potential item wear.<br />
| ranks=3<br />
| ap=1<br />
| pg=1<br />
| prereq=<br />
| ldescription=true<br />
| lprereq=true<br />
}}<br />
{{Enhancement table/item<br />
| image=ImprovedReaction.png<br />
| name=Improved Reaction<br />
| description=+1/2/3 Reflex saves and an additional +1/2/3 saves against traps.<br />
| ranks=3<br />
| ap=1<br />
| pg=1<br />
| prereq=<br />
| ldescription=true<br />
| lprereq=true<br />
}}<br />
{{Enhancement table/item<br />
| image=Icon Feat Two Weapon Blocking.png<br />
| name=Improved Defense<br />
| description=Your Shield of Whirling Steel Grants +1/2/3 additional Armor Class, Physical Resistance, and Magical Resistance. If you possess Deflect Arrows it can trigger once every 4/3/2 seconds.<br />
| ranks=3<br />
| ap=1<br />
| pg=1<br />
| prereq=<br />
| ldescription=true<br />
| lprereq=true<br />
}}<br />
{{Enhancement table/item<br />
| image=WhirlingBlades.png<br />
| name=Whirling Blades<br />
| description=+1 to hit and damage while dual wielding.<br />
| ranks=1<br />
| ap=2<br />
| pg=1<br />
| prereq=<br />
| ldescription=true<br />
| lprereq=true<br />
}}<br />
{{Enhancement table/item<br />
| image=Icon Enhancement Thief Acrobatic.png<br />
| link=Acrobatic (enhancement)<br />
| name=Acrobatic<br />
| description=+1/2/3 Balance, Jump, and Tumble. Rank 3: +1 to Reflex Saving Throws.<br />
| ranks=3<br />
| ap=1<br />
| pg=1<br />
| prereq=<br />
| ldescription=true<br />
| lprereq=true<br />
}}<br />
{{Epic destiny table/bottom}}<br />
<br />
=== Tier Two ===<br />
Requires Ranger level 2, 5 APs spent in tree<br />
<br />
{{Epic destiny table/top}}<br />
{{Enhancement table/item<br />
| image=Icon Feat Defensive Fighting.png<br />
| name=Improved Parry<br />
| description=Gain +3/+6/+10 Physical Resistance Rating when dual wielding.<br />
| ranks=3<br />
| ap=1<br />
| pg=5<br />
| prereq=<br />
| ldescription=true<br />
| lprereq=true<br />
}}<br />
{{Enhancement table/item<br />
| image=Icon Enhancement Improved Dodge.png<br />
| name=Improved Dodge<br />
| description=+1%/+2%/+3% dodge when wearing light or no armor.<br />
| ranks=3<br />
| ap=1<br />
| pg=5<br />
| prereq=[[Dodge]], Improved Reaction<br />
| ldescription=true<br />
| lprereq=true<br />
}}<br />
{{Enhancement table/item<br />
| image=Icon Enhancement Bleed Them Out.png<br />
| name=Bleed Them Out<br />
| description=Melee attack - Deals +1/+2/+3[W] damage and on successful damage causes your opponent to bleed. The bleed effect can stack up to 5 times. (Cooldown: 6 seconds.)<br />
| ranks=3<br />
| ap=1<br />
| pg=5<br />
| prereq=<br />
| ldescription=true<br />
| lprereq=true<br />
}}<br />
{{Enhancement table/item<br />
| image=WhirlingBlades.png<br />
| name=Whirling Blades<br />
| description=+1 to hit and damage while dual wielding.<br />
| ranks=1<br />
| ap=2<br />
| pg=5<br />
| prereq=Whirling Blades (Tier 1)<br />
| ldescription=true<br />
| lprereq=true<br />
}}<br />
{{Enhancement table/item<br />
| image=Icon Enhancement Action Boost.png<br />
| link=Action Boost<br />
| name=Action Boost<br />
| description=Select Haste or Sprint Boost.<br />
* [[File:Icon Enhancement Haste Boost.png]] '''Haste Boost:''' Activate to gain a +10%/+20%/+30% Action Boost bonus to attack speed for 20 seconds.<br />
* [[File:Icon Enhancement Sprint Boost.png]] '''Sprint Boost:''' Activate to gain a +30%/+40%/+50% Action Boost bonus to movement speed for 20 seconds.<br />
| ranks=3<br />
| ap=1<br />
| pg=5<br />
| prereq=<br />
| ldescription=true<br />
| lprereq=true<br />
}}<br />
{{Epic destiny table/bottom}}<br />
<br />
=== Tier Three ===<br />
Requires Ranger level 3, 10 APs Spent in Tree<br />
<br />
{{Epic destiny table/top}}<br />
{{Enhancement table/item<br />
| image=Icon Enhancement Storm Dancer.png<br />
| name=Storm Dancer<br />
| description=Stance: Absorb 15% of Electrical damage. Your melee attacks deal +1d6 Electrical damage. This damage scales with 100% Melee Power.<br />
| ranks=1<br />
| ap=2<br />
| pg=10<br />
| prereq=<br />
| ldescription=true<br />
| lprereq=true<br />
}}<br />
{{Enhancement table/item<br />
| image=Icon Feat Mobility.png<br />
| name=Improved Mobility<br />
| description=: +1/+2/+3 Maximum Dexterity bonus and Dodge cap while wearing light or no armor. -1/-2/-3 Armor Check Penalty in light armor.<br />
| ranks=3<br />
| ap=1<br />
| pg=10<br />
| prereq= [[Mobility]], [[Dodge]], Improved Dodge<br />
| ldescription=true<br />
| lprereq=true<br />
}}<br />
{{Enhancement table/item<br />
| image=Icon Enhancement Critical Accuracy.png<br />
| name=Critical Mastery<br />
| description=+1/+2/+3 to confirm critical hits and to critical hit damage (before weapon multipliers)<br />
| ranks=3<br />
| ap=1<br />
| pg=10<br />
| prereq=<br />
| ldescription=true<br />
| lprereq=true<br />
}}<br />
{{Enhancement table/item<br />
| image=WhirlingBlades.png<br />
| name=Whirling Blades<br />
| description=+1 to hit and damage while dual wielding.<br />
| ranks=1<br />
| ap=2<br />
| pg=10<br />
| prereq=Whirling Blades (Tier 2)<br />
| ldescription=true<br />
| lprereq=true<br />
}}<br />
{{Enhancement table/item<br />
| image=StrDex.png<br />
| name=Strength/Dexterity<br />
| description=Choose one:<br />
* [[File:StrengthColored.png]] +1 Strength<br />
* [[File:DexterityColored.png]] +1 Dexterity<br />
| ranks=1<br />
| ap=2<br />
| pg=10<br />
| prereq=<br />
| ldescription=true<br />
| lprereq=true<br />
}}<br />
{{Epic destiny table/bottom}}<br />
<br />
=== Tier Four ===<br />
Requires Ranger level 4, 20 APs spent in tree<br />
<br />
{{Epic destiny table/top}}<br />
{{Enhancement table/item<br />
| image=Icon Enhancement Storm Tempest.png<br />
| name=Storm Tempest<br />
| description=Upgrades Storm Dancer Electrical damage absorption to 30% (instead of 15%). Upgrades melee attacks to deal +2d6 electrical damage (instead of 1d6).<br />
| ranks=1<br />
| ap=2<br />
| pg=20<br />
| prereq=Storm Dancer<br />
| ldescription=true<br />
| lprereq=true<br />
}}<br />
{{Enhancement table/item<br />
| image=ElaborateParry.png<br />
| name=Elaborate Parry<br />
| description=For the next 6/12/18 seconds, you gain Dodge, Maximum Dodge, and Maximum Dexterity Bonus to light armor, equal to your Dexterity Modifier. (Cooldown: 90 seconds). <br />
: Note: You must have two weapons equipped to use this ability.<br />
| ranks=3<br />
| ap=1<br />
| pg=20<br />
| prereq=<br />
| ldescription=true<br />
| lprereq=true<br />
}}<br />
{{Enhancement table/item<br />
| image=TheGrowingStorm.png<br />
| name=The Growing Storm<br />
| description= Melee Dual Wielding Attack: Attacks an opponent. For the next 5/10/15 seconds, each time you damage an opponent you gain +1 damage for 5 seconds. This effect can stack up to 10 times. (Cooldown: 30 seconds)<br />
| ranks=3<br />
| ap=1<br />
| pg=20<br />
| prereq=<br />
| ldescription=true<br />
| lprereq=true<br />
}}<br />
{{Enhancement table/item<br />
| image=WhirlingBlades.png<br />
| name=Whirling Blades<br />
| description=+1 to hit and damage while dual wielding.<br />
| ranks=1<br />
| ap=2<br />
| pg=20<br />
| prereq=Whirling Blades (Tier 3)<br />
| ldescription=true<br />
| lprereq=true<br />
}}<br />
{{Enhancement table/item<br />
| image=StrDex.png<br />
| name=Strength or Dexterity<br />
| description=Choose one:<br />
* [[File:StrengthColored.png]] +1 Strength<br />
* [[File:DexterityColored.png]] +1 Dexterity<br />
| ranks=1<br />
| ap=2<br />
| pg=20<br />
| prereq= Strength or Dexterity (Tier 3)<br />
| ldescription=true<br />
| lprereq=true<br />
}}<br />
{{Epic destiny table/bottom}}<br />
<br />
=== Tier Five ===<br />
Requires Ranger Level 5, Character Level 12, 30 APs spent in tree<br />
<br />
{{Epic destiny table/top}}<br />
{{Enhancement table/item<br />
| image=Icon Enhancement Dual Perfection.png<br />
| name=Dual Perfection<br />
| description=Your off hand weapon now adds your full attribute damage modifier.<br />
| ranks=1<br />
| ap=2<br />
| pg=30<br />
| prereq=<br />
| ldescription=true<br />
| lprereq=true<br />
}}<br />
{{Enhancement table/item<br />
| image=Feat improved evasion.png<br />
| name=Evasive Dance<br />
| description=Improves your Evasion ability so on a failed Reflex saving throw against an attack that normally deals half damage on a successful save, you only take 85/70/50% damage.<br />
: Note: Does not stack with [[improved evasion]].<br />
| ranks=3<br />
| ap=1<br />
| pg=30<br />
| prereq=[[Evasion]], Elaborate Parry<br />
| ldescription=true<br />
| lprereq=true<br />
}}<br />
{{Enhancement table/item<br />
| image=Icon Enhancement Cuts.png<br />
| name=Cuts<br />
| description= Choose one:<br />
* [[File:Icon Enhancement A Thousand Cuts.png]] '''A Thousand Cuts:''' Melee Dual Wielding Attack: Deals +1/3/5[W] damage. You gain +10/20/30 Melee Doublestrike and +10/20/30 Melee Power for 15 seconds. Cooldown: 90 seconds.<br />
* [[File:Icon Enhancement Many Cuts.png]] '''Many Cuts:''' Passive: +2/3/4% Doublestrike, +2/3/4 Melee Power.<br />
| ranks=3<br />
| ap=1<br />
| pg=30<br />
| prereq=The Growing Storm<br />
| ldescription=true<br />
| lprereq=true<br />
}}<br />
{{Enhancement table/item<br />
| image=WhirlingBlades.png<br />
| name=Whirling Blades<br />
| description=+3 to hit and damage while dual wielding.<br />
| ranks=1<br />
| ap=2<br />
| pg=30<br />
| prereq=Whirling Blades (Tier 4)<br />
| ldescription=true<br />
| lprereq=true<br />
}}<br />
{{Enhancement table/item<br />
| image=DanceofDeath.png<br />
| name=Dance of Death<br />
| description= Melee Dual Wielding Attack: Deals +1/+3/+5[W] damage. Your basic attacks when dual wielding strike 2/3/4 targets per swing instead of one for 10 seconds. (Cooldown: 15 seconds)<br />
: <strike>{{Bug|Dance of Death initial strike must hit a target or it will have no effect and be on cooldown.}}<strike><br />
| ranks=3<br />
| ap=1<br />
| pg=30<br />
| prereq=<br />
| ldescription=true<br />
| lprereq=true<br />
}}<br />
{{Epic destiny table/bottom}}<br />
<br />
[[Category:Ranger enhancements]]</div>136.228.34.126https://ddowiki.com/index.php?title=Swords_to_Plowshares&diff=420964Swords to Plowshares2019-09-06T15:30:44Z<p>136.228.34.126: </p>
<hr />
<div>{{Feat<br />
| passive = yes<br />
<!-- | fighter bonus feat = yes --><br />
| martial arts feat = yes<br />
| name = Swords to Plowshares<br />
| icon = Icon Feat Swords to Plowshares.png<br />
| prerequisite = +4 BAB<br />
| description = The feat grants [[Quarterstaff|Quarterstaves]], [[Kama]]s, and [[Sickle]]s a +1 [[Morale bonus]] to their [[Critical threat]] range.<br />
| note =<br />
* {{Forums|506919|label=Introduction in Lamannia release notes}}<br />
* Released in: [[Update_42 Patch 4 Release_Notes#Character|Update 42 Patch 4]]<br />
* [[Thief-Acrobat_enhancements#Core_abilities|Thief Acrobat Core 2]] (level 3) enhancement, Stick Fighting, now grants Swords to Plowshares regardless of if you meet the prerequisites for it.<br />
| see also = <br />
}}</div>136.228.34.126