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Capstone enhancements
History | ||
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This page is about a class of enhancement that no longer exists in-game. | ||
If you can verify that the class of enhancement still exists, please edit this page and remove this template. |
Overview[edit]
Capstone enhancements are enhancements selectable after sticking exclusively with one class for 20 levels. A character can train only in one class Capstone at a time. Multiclass characters are not eligible for capstone enhancements because their levels are split among several classes, none reaching level 20.
Artificer[edit]
Artificer Arcane Empowerment[edit]
Artificer Arcane Empowerment: The patterns of the most complex magical formulae are like children's drawings to you. You treat any non-scroll activated equipped item that casts spells (such as wands, rods, armor, or other activated items) as if they were staves, increasing their caster level to equal yours as well as increasing Save DC's to (10 + your Intelligence bonus + level of spell) if it would be an improvement. These increases are applied after Artificer Knowledge, so do not stack.
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AP Cost: 2 | Level: 20 | Progression: 74 | No requirements |
Barbarian[edit]
Barbarian Might[edit]
Barbarian Might: Your biceps are frequently mistaken for overlarge slabs of ham. Your strength is increased by 2 and when wielding two-handed weapons you have +10% glancing blow damage and 5% chance of applying special weapon effects on glancing blows.
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AP Cost: 2 | Level: 20 | Progression: 74 | No requirements |
Bard[edit]
Musical Prodigy[edit]
Bard Musical Prodigy: You gain +2 Charisma, two additional uses of Bardic Music, as well as +2 to Spell Penetration checks and the DC's of your Enchantment spells. Your beneficial songs last 20% longer.
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AP Cost: 2 | Ranks: {{{ranks}}} | Progression: 74 | No requirements |
Cleric[edit]
Divine Intervention[edit]
Cleric Divine Intervention: You can expend a turn attempt to ward your target for five minutes against mortal damage, hit point damage will not lower target hit point total below -9. If the target is knocked unconscious, this effect will heal the target after a few seconds for 10 to 39 hit points and then fade.
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AP Cost: 2 | Ranks: {{{ranks}}} | Progression: 74 | No requirements |
Druid[edit]
Hierophant[edit]
Druid Hierophant: You are wise and skilled in the art of wielding divine magic to conjure aid and transmute the world around you. You gain +2 wisdom, and +1 DC, caster level and max caster level to your conjuration and transmutation spells. If you take Hierophant, you cannot take the Druid Natural Adept enhancement.
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AP Cost: 2 | Level: 20 | Progression: 74 | No requirements |
Natural Adept[edit]
Druid Natural Adept: You have mastered the art of wielding divine magic in animal form, and using it to empower your body in physical combat. While in animal form, the cooldown penalty for non-animal form spells is reduced from 2.5 times the usual length to 1.5. You also gain 2d6 addition sneak attack dice while in wolf form, and 10 physical resistance rating while in bear form. If you take natural adept, you cannot take the Druid Hierophant enhancement.
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AP Cost: 2 | Level: 20 | Progression: 74 | No requirements |
Favored Soul[edit]
Healing Word[edit]
Favored Soul Ascendancy: Healing Word: Your loyalty and devotion to the Sovereign Host has resulted in you reaching a new level of power. You gain +2 Charisma, +2 to the Diplomacy and Heal skills, and are able to cast the spell Cure Light Wounds at will without using spell points.
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AP Cost: 2 | Ranks: {{{ranks}}} | Progression: 74 | Requires: Beloved of the Sovereign Host |
Light of the Flame[edit]
Favored Soul Ascendancy: Light of the Flame: Your loyalty and devotion to the Silver Flame has resulted in you reaching a new level of power. You gain +2 Charisma, +2 to the Heal and Intimidate skills, and are able to cast the spell Searing Light at will without using spell points.
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AP Cost: 2 | Ranks: {{{ranks}}} | Progression: 74 | Requires: Beloved of the Silver Flame |
Protection of the Blade[edit]
Favored Soul Ascendancy: Protection of the Blade: Your loyalty and devotion to the Lord of Blades has resulted in you reaching a new level of power. You gain +2 Charisma, +2 to the Intimidate and Repair skills, and are able to cast the spell Shield at will without using spell points.
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AP Cost: 2 | Ranks: {{{ranks}}} | Progression: 74 | Requires: Beloved of the Lord of Blades |
Stealth of the Hunter[edit]
Favored Soul Ascendancy: Stealth of the Hunter: Your loyalty and devotion to Vulkoor the Hunter has resulted in you reaching a new level of power. You gain +2 Charisma, +2 to the Hide and Move Silently skills, and are able to cast the spell Invisibility at will without using spell points.
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AP Cost: 2 | Ranks: {{{ranks}}} | Progression: 74 | Requires: Beloved of Vulkoor |
Voice of the Deathless[edit]
Favored Soul Ascendancy: Voice of the Deathless: Your loyalty and devotion to the Undying Court has resulted in you reaching a new level of power. You gain +2 Charisma, +2 to the Spot and Search skills, and are able to cast the spell Command Undead at will without using spell points.
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AP Cost: 2 | Ranks: {{{ranks}}} | Progression: 74 | Requires: Beloved of the Undying Court |
Fighter[edit]
Weapon Alacrity[edit]
Fighter Weapon Alacrity: Your mastery with all weapons is such that you are able to attack faster than normal. Grants a 10% Competence bonus chance to double strike with melee weapons and a 10% Competence bonus to attack speed with ranged and thrown weapons.
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AP Cost: 2 | Ranks: {{{ranks}}} | Progression: 74 | No requirements |
Monk[edit]
Serenity[edit]
Monk Serenity: Your understanding of things has evolved to a level that defies description. You are a paragon of centeredness. You gain +2 Wisdom, +10 Concentration, and your passive ki generation when centered is increased by 1. (This stacks with the bonus from Greater and Ultimate Ocean stance.)
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AP Cost: 2 | Ranks: {{{ranks}}} | Progression: 74 | No requirements |
Paladin[edit]
Weapons of Good[edit]
Paladin Weapons of Good: Any weapon you wield is considered Good aligned for purposes of bypassing damage reduction, deal 1d6 additional holy damage against all evil opponents and an additional 2d6 light damage against evil undead or evil outsiders.
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AP Cost: 2 | Ranks: {{{ranks}}} | Progression: 74 | No requirements |
Ranger[edit]
Master of Archery[edit]
Ranger Master of Archery: You gain a 25% competence bonus to your attack speed when using any ranged weapon, including thrown weapons.
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AP Cost: 2 | Ranks: {{{ranks}}} | Progression: 74 | Requires: Level 20 Ranger |
Rogue[edit]
Cheat Death[edit]
Rogue Cheat Death: +2 dexterity and a chance of self-resurrection, but this chance drops each time you die and Maruts dislike you.
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AP Cost: 2 | Ranks: {{{ranks}}} | Progression: 74 | Requires: Rogue Class Level 20 |
Deadly Shadow[edit]
Rogue Deadly Shadow: +2 intelligence and 4 additional sneak attack dice.
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AP Cost: 2 | Ranks: {{{ranks}}} | Progression: 74 | Requires: Level 20 Rogue |
Sorcerer[edit]
Bloodline of Power[edit]
Sorcerer Bloodline of Power: All of your damage dealing spells that are capable of being empowered have +20 spellpower.
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AP Cost: 2 | Ranks: {{{ranks}}} | Progression: 74 | No requirements |
Wizard[edit]
Master of Magic[edit]
Wizard Master of Magic: Grants +2 Intelligence and all metamagics you possess cost 1 fewer spell point to use. (Heighten Spell costs 1 fewer spell point per level of heightening.)
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AP Cost: 2 | Ranks: {{{ranks}}} | Progression: 74 | No requirements |
Source[edit]
DDO Release Notes: Dungeons & Dragons Online: Eberron Unlimited