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Legendary Dreadnought
Contents
Legendary Dreadnought[edit]
Undisputed lord of the battlefield, the Legendary Dreadnought is capable of melee maneuvers that make enemies quake then fall, never to stand again.
This Martial Epic Destiny excels at melee battle and specializes in improved combat feats such as sunder and stunning blow. When in full swing the dreadnought deals massive physical damage and sends enemies reeling.
Requirements[edit]
At level 20, your Destiny may be to become a Legendary Dreadnought if you have at least one of:
- No Active Epic Destiny and one of:
- Tier Three Grandmaster of Flowers
- Tier Three Shadowdancer
- Tier Four Shiradi Champion
Innate abilities[edit]
- Granted automatically as you level up in the destiny.
- This Epic Destiny grants you +3 Melee Power and +2 Ranged Power per Innate ability. (Total: 18 MP, 12 RP)
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Shrug Off Punishment: Passive Bonus: +10 Max Hitpoints, +3 Melee Power and +2 Ranged Power per level of Legendary Dreadnought (including this one).
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EDP Cost: 0 | Ranks: Automatic | Progression: 0 | No requirements | |
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Action Hero: Passive Bonus: Reduces the cooldowns of your Action Boost abilities by 33%. (Note, innates cannot be twisted, thus listed cooldowns include this reduction.).
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EDP Cost: 0 | Ranks: Automatic | Progression: 4 | No requirements | |
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Unstoppable: Active Ability: (Cooldown 3 mins) Activate to remove all Crowd Control effects currently restraining you. This ability can be used while helpless.
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EDP Cost: 0 | Ranks: Automatic | Progression: 8 | No requirements | |
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Unmovable: Active Ability: (Cooldown 90 seconds) Activate to gain a +20 Action Boost bonus to to Fortitude and Balance saves for 60 seconds. This ability can be used while helpless. As of Update 42 Patch 4, this is no longer an action boost and has unlimited charges.
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EDP Cost: 0 | Ranks: Automatic | Progression: 12 | No requirements | |
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Action Boost Thick Skinned: Active Ability: (Cooldown 2 mins) Activate to take 25% less damage from all sources for 30 seconds. This ability can be used while helpless. As of Update 42 Patch 4, this is no longer an action boost and has unlimited charges.
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EDP Cost: 0 | Ranks: Automatic | Progression: 16 | No requirements | |
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Combat Brute: Passive Bonus: You gain +1[W] damage with melee weapons and deal +20% damage to helpless opponents while any Action Boost is active.
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EDP Cost: 0 | Ranks: Automatic | Progression: 20 | No requirements |
Tier One[edit]
- Abilities in this tier can be purchased after taking the Legendary Dreadnought destiny.
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Sundering Swing: Active Ability: (Cooldown 1 min) For the next [9/12/15] seconds, all attacks you make apply an Improved Sunder effect on hit.
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EDP Cost: 1 | Ranks: 3 | Progression: 0 | Requires: Improved Sunder | |
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Legendary Tactics: Passive Bonus: +[2/4/6] to DC's of all tactical feats.
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EDP Cost: 1 | Ranks: 3 | Progression: 0 | No requirements | |
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Extra Action Boost: Passive Bonus: +[1/2/3] Action Boost per rest.
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EDP Cost: 1 | Ranks: 3 | Progression: 0 | No requirements | |
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Action Boost Attack: Active Ability: (Cooldown 30 seconds) Activate to gain a [+15/+20/+25] Action Boost bonus to attack bonus for 20 seconds. (This enhancement cannot be taken if you have Action Boost Attack as a class enhancement, and it shares a cooldown with all other action boosts). Bug: Only gives +10 as it gives the action boost from the ranger tree.
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EDP Cost: 1 | Ranks: 3 | Progression: 0 | No requirements | |
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Strength/Constitution: Passive Bonus: +1 Strength or Constitution.
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EDP Cost: 2 | Ranks: 1 | Progression: 0 | No requirements |
Tier Two[edit]
- After 4 points are spent, abilities in this tier can be purchased.
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Momentum Swing: Active Ability: (Cooldown 1 min) Tactical Melee Attack Perform an attack with +5[W] damage and +[1/2/3] critical threat range. Cleave attacks have a [15/30/50]% chance to reset the cooldown of this ability (this cannot occur more than once every 3 seconds).
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EDP Cost: 1 | Ranks: 3 | Progression: 4 | No requirements | |
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Improved Combat Expertise: Active Ability: (Cooldown 6 seconds) When Stance: Combat Expertise is active, you gain +20 Physical Resistance Rating.
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EDP Cost: 2 | Ranks: 1 | Progression: 4 | Requires: Combat Expertise | |
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Improved Power Attack: Active Ability: (Cooldown 6 seconds) When Stance: Power Attack is active, you deal +0.5[W] damage with weapons. Note: works on shields.
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EDP Cost: 2 | Ranks: 1 | Progression: 4 | Requires: Power Attack | |
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Action Boost Power: Active Ability: (Cooldown 30 seconds) Activate to gain a +[10/20/30] Action Boost bonus to melee and ranged power for 20 seconds (This epic ability cannot be taken if you have Action Boost Damage as a class enhancement, and it shares a cooldown with all other action boosts).
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EDP Cost: 1 | Ranks: 3 | Progression: 4 | No requirements | |
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Strength/Constitution: Passive Bonus: +1 Strength or Constitution.
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EDP Cost: 2 | Ranks: 1 | Progression: 4 | No requirements |
Tier Three[edit]
- After 8 points are spent, abilities in this tier can be purchased.
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Lay Waste: Active Ability: (Cooldown 1 min) Perform an Area of Effect attack with +5[W] damage and +1 critical damage multiplier. On Hit Knocks the target down, Balance DC (10 + Character Level + Strength Modifier) Negates. Momentum Swing has a 25% chance to reset the cooldown of this ability (this cannot occur more than once every 3 seconds).
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EDP Cost: 2 | Ranks: 1 | Progression: 8 | Requires: Momentum Swing | |
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Critical Damage: Passive Bonus: +[2/4/6] damage on critical hits (before weapon multipliers).
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EDP Cost: 1 | Ranks: 3 | Progression: 8 | No requirements | |
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Action Boost Haste: Active Ability: (Cooldown 20 seconds (30 if you twist it)) Activate this ability to receive a +[20/25/30]% Action Boost attack speed bonus for 20 seconds. (This ability cannot be taken if you have Action Boost Haste as a class enhancement, and it shares a cooldown with all other action boosts).
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EDP Cost: 1 | Ranks: 3 | Progression: 8 | No requirements | |
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Strength/Constitution: +1 Strength or Constitution.
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EDP Cost: 2 | Ranks: 1 | Progression: 8 | No requirements |
Tier Four[edit]
- After 12 points are spent, abilities in this tier can be purchased.
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Unusual Tactics: Passive Ability: You are a studied master of a wide variety of methods for gaining the upper hand. +2 to the DCs of your Tactical Feats, DC of Rune Arm shots, DC of Breath Weapons, DC of Assassinate, DC of Poisons, and +2 to the Perform, Bluff, Diplomacy, and Intimidate skills.
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EDP Cost: 2 | Ranks: 1 | Progression: 12 | No requirements | |
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Volcano's Edge: Active Ability: (Cooldown 12 seconds) Melee Attack On Hit 100 Fire damage. On Critical Target takes Magma Surge damage. On Vorpal Target takes 10d100 Fire damage. Requires a Dagger, Kama, Sickle or Sword to be equipped in your main hand.
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EDP Cost: 2 | Ranks: 1 | Progression: 12 | No requirements | |
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Lightning Mace: Active Ability: (Cooldown 12 seconds) Melee Attack On Hit 100 Electrical damage. On Critical Gain +15% enhancement bonus to melee doublestrike for 6 seconds. On Vorpal Target takes 10d100 Electrical damage. Requires a Club (weapon), Greatclub, Heavy Mace, Light Mace, Morningstar, or Quarterstaff to be equipped in your main hand.
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EDP Cost: 2 | Ranks: 1 | Progression: 12 | No requirements | |
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Anvil of Thunder: Active Ability: (Cooldown 12 seconds) Melee Attack On Hit 100 Sonic damage. On Critical Target is stunned for 6 seconds. NOTE: It can stun even constucts or undead, which is great coz of extra damage and crowd control. On Vorpal Target takes 10d100 Sonic damage. Requires a Dwarven Waraxe, Greataxe, Battleaxe, Handaxe, Warhammer, Maul, Light Pick or Heavy Pick to be equipped in your main hand.
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EDP Cost: 2 | Ranks: 1 | Progression: 12 | No requirements | |
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Strength/Constitution: Passive Bonus: +1 Strength or Constitution.
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EDP Cost: 2 | Ranks: 1 | Progression: 12 | No requirements |
Tier Five[edit]
- After 16 points are spent, abilities in this tier can be purchased.
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Advancing Blows: Passive Bonus: You gain on Critical Hit +1 to hit and damage for 6 seconds. Stacks 5 times.
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EDP Cost: 2 | Ranks: 1 | Progression: 16 | No requirements | |
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Devastating Critical: Passive Bonus: +1 Critical Damage Multiplier on rolls of 19-20.
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EDP Cost: 2 | Ranks: 1 | Progression: 16 | No requirements | |
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Strength/Constitution: Passive Bonus: +1 Strength or Constitution.
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EDP Cost: 2 | Ranks: 1 | Progression: 16 | No requirements |
Tier Six[edit]
- After 20 points are spent, abilities in this tier can be purchased.
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Master's Blitz Epic Moment: Active Ability: (Cooldown 5 mins) Activate: For 15 seconds, you gain +7 Melee Power, +7 Ranged Power, and select either +50% Dodge (dodge cap applies!) or +30 PRR. Any time you hit an opponent while under the effects of Master's Blitz you have a 10% chance to gain an additional stack of the melee/ranged damage bonus and restart the duration. When you first activate this ability you start with three stacks of increased damage. The damage bonus stacks up to 10 times, and decrements by 1 every 15 seconds.
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EDP Cost: 2 | Ranks: 1 | Progression: 20 | No requirements | |
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Pulverizer: Passive Bonus: Increases the critical threat range of bludgeoning weapons you equip by 1 (Insight bonus).
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EDP Cost: 2 | Ranks: 1 | Progression: 20 | No requirements | |
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Headman's Chop: Passive Bonus: When you have an axe equipped in your main hand, you gain an additional +1 Critical Damage Multiplier on rolls of 19-20.
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EDP Cost: 2 | Ranks: 1 | Progression: 20 | Requires: Devastating Critical 1 | |
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Strength/Constitution: Passive Bonus: +1 Strength or Constitution.
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EDP Cost: 2 | Ranks: 1 | Progression: 20 | No requirements |