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Exalted Angel

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Exalted Angel[edit]

Exalted Angel.png

Description[edit]

Overview: Exalted Angels are uniquely tuned into Divine magic. While primarily focused on Positive Healing, Light, and Fire spellcasting, non-casters looking into the path of the Exalted Angel may find help in laying the Undead to rest and some defensive tools that could be useful while doing so. Exalted Angels can use Angelic form to become more like Celestial beings, shrugging off damage and diseases that might otherwise kill those not favored by the Divine.

Core Abilities[edit]

Astral Touch.png
Astral Touch: You gain the Magical Training feat. Each core of this tree grants +50 max Spell Points, +5 Positive, Fire, and Light Spell Power, and +5 Universal Spell Power. Each core also grants a +1 Epic bonus to all Spell DCs. (Currently not granting the Magical training feat (needs confirmation))
EDP Cost: 1 Ranks: 1 Progression: 0 Requires: none
Deepening Faith.png
Deepening Faith: Spell Point Pool increased by 10%, Echoes of Power now restores up to 30 Spell Points. Does not stack with Deepening Arcana.
EDP Cost: 1 Ranks: 1 Progression: 5 Requires: Astral Touch, Character Level 23
Angelic Charge.png
Angelic Charge: You are able to leap through the air to bring the fight to your enemies or traverse chasms that make normal adventurers balk. 3 second cooldown. Uses of this ability recharge at a rate of one every 15 seconds in private areas, and 3 seconds in public areas; you can hold up to 5 charges maximum. If you already have the Leap of Faith feat, it now recharges at a rate of one every 12 seconds in private areas instead.
EDP Cost: 1 Ranks: 1 Progression: 10 Requires: Deepening Faith, Character Level 26
Heavenly Leap.png
Heavenly ability: Multiselector
  • Heavenly Wrath: When you use Angelic Charge or Leap of Faith, enemies you fly through take 1d6+3 light damage per caster level and 1d6+3 fire damage per caster level. This damage scales with Spell Power.
  • Heavenly Blessing: When you finish an Angelic Charge or Leap of Faith, you and allies near you take 1d6+2 plus 1 per caster level Positive Healing. This healing scales with Spell Power.
EDP Cost: 1 Ranks: 1 Progression: 20 Requires: Third core, Level 32

Tier One[edit]

Subtle Flame.png
Subtle Flame: -10/20/30% spell threat. Rank 3: +5 Fire, Light, Positive, Alignment, and Universal Spell Power.
EDP Cost: 1 Ranks: 3 Progression: 1 No requirements
Born By Flame.png
Born By Flame: +5/10/15 resist Fire and Light, +5% Fire absorption and Light absorption
EDP Cost: 1 Ranks: 3 Progression: 1 No requirements
Angelic Form.png
Angelic Form: Exalted Angel Destiny Mantle: Your offensive spells have a 15% chance to deal 1d6+6 bonus Fire damage per caster level. Your offensive spells also have a 15% chance to deal 1d6+6 bonus Light damage per caster level. Your Positive Healing spells have a 15% chance to deal 1d6+6 extra Positive Healing per every 2 Character Levels. These damage effects each have a unique cooldown of 5 seconds. The damage effects appear to be explicitly single-target; if one effect is triggered by an AoE attack against multiple enemies, only one of the enemies will be affected.
EDP Cost: 2 Ranks: 1 Progression: 1 No requirements
Avenging Magic.png
Avenging Magic: Multiselector:
  • Sun Pillar.png Sun Pillar (Epic Strike): SLA: Bring a beam of light down on a single enemy, dealing 1d6+6 Light damage per caster level (max level 20). Cooldown 6 seconds, cost 5 Spell Points. Double range, instant strike, can only target Enemies. Excellent for long-range bombardment. Effective Metamagic: Maximize, Intensify
  • Flame Pillar.png Flame Pillar (Epic Strike): SLA: Bring a pillar of fire down on a single enemy, dealing 1d6+6 Fire damage per caster level. Cooldown 6 seconds, cost 5 Spell Points.
  • Healing Pillar.png Healing Pillar (Epic Strike): SLA: Bring a pillar of positive energy down on a single ally, healing them for 3d6+6 Hit Points, plus an additional 1 per Caster Level (Max Caster Level: 15). This is a Conjuration spell, and counts as both a Positive and Cure Wounds spell. Can be used on Undead enemies, who take that Positive healing as damage. Cooldown 6 seconds, cost 5 Spell Points
EDP Cost: 1 Ranks: 1 Progression: 1 No requirements
Bane of Undeath.png
Bane of Undeath: You gain the Turn Undead feat. +1/2/3 uses of Turn Undead. Rank 3: If you have the Improved Turning feat, +3 to Effective Level for Turn Undead, +3 to Maximum Hit Dice for Turn Undead, and +3 Hit Die for Turn Undead.
EDP Cost: 1 Ranks: 3 Progression: 1 No requirements

Tier Two[edit]

  • Requires 5 points spent in this tree.
Divine Protection.png
Divine Protection: +6 Magical Resistance Rating.
EDP Cost: 2 Ranks: 1 Progression: 5 No requirements
Stand And Be Judged.png
Stand And Be Judged: Targeted foe at any range (but with line of sight) is Dazed for 8 seconds. Bosses and Raid Bosses do not take this effect, but otherwise affects enemies normally immune to Daze. (Taking damage breaks the Daze). 20 second cooldown.
EDP Cost: 2 Ranks: 1 Progression: 5 No requirements
Angelic Body.png
Angelic Body: While in your Exalted Angel Destiny Mantle, you are immune to Natural Poisons and Natural Diseases.
EDP Cost: 1 Ranks: 1 Progression: 5 No requirements
Saving Grace.png
Saving Grace: +2/4/6 Will Saves. Rank 3: You no longer fail Will Saves on a Natural 1.
EDP Cost: 1 Ranks: 3 Progression: 5 No requirements
Endless Turning.png
Endless Turning: Turn Undead regenerates 10/20/30% faster. Rank 3: When you Turn Undead, you apply Restoration to allies in the Turn.
EDP Cost: 1 Ranks: 3 Progression: 5 Requires: Bane of Undeath

Tier Three[edit]

  • Requires 10 points spent in this tree and character level 23.
Angelic Spell Focus.png
Angelic Spell Focus: Multiselector:
  • Angelic Spell Focus Conjuration.png +1/2/3 Cojuration DCs
  • Angelic Spell Focus Enchantment.png +1/2/3 Enchantment DCs
  • Angelic Spell Focus Evocation.png +1/2/3 Evocation DCs
  • Angelic Spell Focus Necromancy.png +1/2/3 Necromancy DCs
EDP Cost: 1 Ranks: 3 Progression: 10 No requirements
Noble Affinity.png
Noble Affinity: Multiselector:
  • Sun Bolt SLA.png Sun Bolt SLA (12 second cooldown, 12 spell points) Cost: 1 DP. Unguided ray, moderate range and speed, enemies at long range may avoid it. Weaker than the standard spell as damage-increasing Metamagics do NOT appear to work on this SLA.
  • Flaming Sphere SLA.png Flaming Sphere SLA (60 second cooldown, 15 spell points) Cost: 2 DP
  • Mass Cure Moderate Wounds SLA.png Mass Cure Moderate Wounds SLA (9 second cooldown, 35 spellpoints). Cast Cure Moderate Wounds, Mass on yourself and nearby allies. Has identical healing strength and viable Metamagics to the original spell, is also affected by Intensify, can toggle the bonus heal from Angelic Form. Cost: 2 DP
EDP Cost: Varies Ranks: 1 Progression: 10 No requirements
Holy Presence.png
Holy Presence: While in your Exalted Angel Destiny Mantle and conscious, you and your allies in close range heal for 1d4+1 bonus Hit Points per caster level in Positive healing every 6 seconds. This scales with 100% Positive Spell Power. Cannot toggle the bonus heal bursts from the Tier 1 Angelic Form. (Possible bug: If damaged just to the point of unconsciousness and not death, this has been seen still firing and resurrecting yourself).
EDP Cost: 1 Ranks: 1 Progression: 10 No requirements
Purity of Mind and Soul.png
Purity of Mind & Soul: +5/10/15 to Positive, Negative, and Repair Healing Amplification
EDP Cost: 1 Ranks: 3 Progression: 10 No requirements
Shadows Upon You.png
Shadows Upon You: When you Turn Undead, foes in the area become cursed with Shadows Upon You, reducing all saving throws by -1 for 20 seconds. Whenever this foe is damaged by spells or attacks, saving throws are reduced by an additional -1 for 5 seconds. Stacks up to 5 times.
EDP Cost: 1 Ranks: 1 Progression: 10 No requirements

Tier Four[edit]

  • Requires 20 points spent in this tree and character level 26
Blood and Radiance.png
Blood and Radiance: +10 Fire, Light, Positive, Alignment, and Universal Spell Power
EDP Cost: 2 Ranks: 1 Progression: 20 No requirements
Delayed Judgement.png
Delayed Judgement: Foes affected by Stand And Be Judged must now also make Will saving throw (20 + Highest of Intelligence/Wisdom/Charisma modifiers + Highest of Evocation and Conjuration bonuses) or be Stunned for 8 seconds. Bosses and Raid Bosses do not take this effect, but can affect enemies normally immune to Stun. If stunned, after 6 seconds they take 10d50 Fire damage and 10d50 Light damage. This damage scales with Spell Power.
EDP Cost: 2 Ranks: 1 Progression: 20 No requirements
Angelic Soul.png
Angelic Soul: Your Exalted Angel Destiny Mantle now grants +10 Magical Resistance Rating and 15% damage absorption to all damage types other than Piercing, Slashing, Bludgeoning, Negative, Positive, Repair, and Bane/Untyped.
EDP Cost: 1 Ranks: 1 Progression: 20 No requirements
Holy Command.png
Holy Command: When you hit enemies with Sun Pillar, Flame Pillar, or Healing Pillar, they must make a Will saving throw or be tripped, blinded, and made helpless for 12 seconds. Uses standard Spell DC calculation, where the strikes are considered a level 3 Evocation spell.
EDP Cost: 1 Ranks: 1 Progression: 20 No requirements
Exalted Angel Metamagics Attunement.png
​Metamagics Attunement: Multiselector:
  • Exalted Angel Metamagics Attunement.png Enhanced Metamagics: Maximize: Using the Maximize Spell Metamagic costs you 3/6/9 fewer Spell Points.
  • Exalted Angel Metamagics Attunement.png Enhanced Metamagics: Empower: Using the Empower Spell Metamagic costs you 2/4/6 fewer Spell Points.
  • Exalted Angel Metamagics Attunement.png Enhanced Metamagics: Quicken: Using the Quicken Spell Metamagic costs you 1/2/4 fewer Spell Points.
EDP Cost: 1 Ranks: 3 Progression: 20 No requirements

Tier Five[edit]

  • Requires 30 points spent in this tree and character level 30
Enhanced Angelic Spell Focus.png
Enhanced Angelic Spell Focus: +1/2/3 spell DCs
EDP Cost: 1 Ranks: 3 Progression: 30 No requirements
Heavenly Magic.png
Heavenly Magic: Multiselector:
  • Heavenly Magic.png Holy Fireball: SLA: (Cooldown 9 seconds, Costs 40 Spell Points) Creates a ball of fire that detonates on impact, causing an explosion of light and flame that deals 1d3+9 Light damage and 1d3+9 Fire damage per caster level to targets in its path. A successful Reflex save reduces the damage by half. This counts as both a Fire and Light spell. (Max Caster Level: 20). (Available Metamagics: Empower Maximize Quicken Enlarge Intensify Embolden)
  • Chain Cure.png Chain Cure: SLA: (Cooldown 9 seconds, Costs 40 Spell Points) A powerful discharge of Positive energy strikes a primary Ally or Undead Foe for 1d6+3 Positive Healing per Caster Level and then arcs to other nearby Allies and Undead Foes hitting each of them with a similar bolt of Positive energy. (Max Caster Level: 20). This is considered a Cure Wounds spell. (Available Metamagics: Empower, Empower Healing, Maximize, Quicken, Enlarge, and Intensify)
EDP Cost: 2 Ranks: 1 Progression: 30 No requirements
EA Blessed Water.png
Blessed Water: +1/2/3 to all Turn Undead attributes and Turn Undead charges. If you have the Fount of Life feat, you gain +15 Physical Resistance Rating and +15 Armor Class. (Note: This needs to be checked to see if the feat bonus is Rank 3(yes only applies feat at lv 3 tested 25/05/22).
EDP Cost: 1 Ranks: 3 Progression: 30 No requirements
Ascendance.png
Ascendance: Epic Moment. You are healed to full health. For 20 seconds, you gain the following traits:
  • You gain a ring of flaming blades around you, and the blades follow you as you move. Enemies that enter or exit your flaming blades take 1d6 Fire and 1d6 Light damage per Caster Level. This scales with Spell Power. Allies that enter your ring gain 1d6 Positive healing per Caster Level, which also scales with Spell Power.
  • Every 2 seconds, you gain 1d20+20 Positive Healing per caster level. This scales with Positive Spell Power.
  • +30% Action Boost Bonus to Movement Speed.
  • You cannot be interrupted while casting.
  • 5 minute cooldown.
EDP Cost: 2 Ranks: 1 Progression: 30 No requirements
Metamagic Attunement II.png
Metamagic Attunement II: Multiselector:
  • Metamagic Attunement II.png Enhanced Metamagics: Empower Healing: The Empower Healing Metamagic no longer costs Spell Points
  • Metamagic Attunement II.png Enhanced Metamagics: Intensify: The Intensify Metamagic no longer costs Spell Points.
  • Additional Passive, on both options: +5 Fire, Light, Positive, Alignment and Universal Spellpower.
Note that this ability only reduces the Spell Point cost to zero for the related Metamagic, it does not grant the Feat itself.
EDP Cost: 2 Ranks: 1 Progression: 30 No requirements