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Season's Herald enhancements

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Falconry     ~     Feydark Illusionist     ~     Harper Agent     ~     Horizon Walker     ~     Inquisitive     ~     Vistani Knife Fighter

Reaper

: Class/tree can be earned via favor. : Class/tree free to VIP or found in DDO Store.
1: Tree only available to a certain archetype. 2: Tree unavailable to a certain archetype.

Aasimar 1,395 DP1,395 DDO Points Dragonborn Drow Dwarf Eladrin 1,595 DP1,595 DDO Points Elf / Wood Elf (& AA) Gnome
Half-Elf (& AA) Half-Orc Halfling Human Shifter 1,595 DP1,595 DDO Points Tabaxi 1,595 DP1,595 DDO Points Tiefling Warforged Free by turning in 400 Total favor per server 995 DP995 DDO Points
Bladeforged 1,295 DP1,295 DDO Points Chaosmancer 1,395 DP1,395 DDO Points Deep Gnome 1,295 DP1,295 DDO Points Morninglord 1,295 DP1,295 DDO Points (& AA) PDK 1,295 DP1,295 DDO Points Razorclaw 1,395 DP1,395 DDO Points Scoundrel 1,395 DP1,395 DDO Points Scourge 1,295 DP1,295 DDO Points Shadar-kai 1,295 DP1,295 DDO Points Trailblazer 1,395 DP1,395 DDO Points

Season's Herald enhancements[edit]

Season's Herald enhancements tree
Season's Herald enhancements tree

Core abilities[edit]

Child of Summer: You gain the ability Child of Summer: Activate to grant +5 Spellpower when casting Fire, Light, Sonic, Force, Thorn, and Positive spells. This seasonal Spellpower is multiplied by one for every Core enhancement possessed in Season's Heralds (starting with this one), up to +30 when you have all six Enhancements.
  • Lasts until death or the player changes season. Fire Elemental form changes you to this season automatically.
  • Passive: +1 Universal Spellpower per AP spent in this tree.
AP Cost: 1 Ranks: 1 Progression: 0 Cooldown: N/A Requires: Druid Level 1
Elder of Winter: You gain Child of Winter: Activate to gain +5 Spellpower when casting water, acid, earth, electric, and thorn spells per core in this tree (Max: 30).
  • Lasts until death or season change. Water elemental form changes you into this season automatically.
  • Passive: Your caster level is increased by 1 in your season.
  • Bug: gives +2 Caster Levels to your element and Negative spells
AP Cost: 1 Ranks: 1 Progression: 5 Cooldown: N/A Requires: Druid Level 3
Wellspring: +1 max caster level for spells appropriate to your season.
  • The effects of your Shillelagh spell are doubled.
  • Your plant spells like entangle, spike growth and grasping thorns will no longer be dispelled by fire effects.
AP Cost: 1 Ranks: 1 Progression: 10 Cooldown: N/A Requires: Druid Level 6
Sunburst: Spell Like Ability: Sunburst
(Cost: 4 SP. Cooldown: 20 seconds)
AP Cost: 1 Ranks: 1 Progression: 20 Cooldown: N/A Requires: Druid Level 12
Storm of Vengeance: Spell Like Ability: Storm of Vengeance
(Cost: 20 SP. Cooldown: 2 minutes)
AP Cost: 1 Ranks: 1 Progression: 30 Cooldown: N/A Requires: Druid Level 18
Hierophant: You are wise and skilled in the art of wielding divine magic to summon aid and change the world around you.

Gain +2 Wisdom and Constitution
Your Transmutation and Evocation spells gain +1 to their DCs.

You gain a +1 bonus to caster level and max caster level in both seasons.
AP Cost: 1 Ranks: 1 Progression: 40 Cooldown: N/A Requires: Druid Level 20

Tier One[edit]

Requires Child of Summer, Druid Level 1

Beguile: Whenever you attack or cast a spell on an enemy, there is a 50% chance to Beguile an affected enemy [1/0-2/0-3] times for [3/0-6/0-9] seconds.
Beguile: -2% attack speed, -2 Spellpower. Beguile stacks up to 25 times, and one stack fades every few seconds.
Up to one enemy affected each second (by up to [1/2/3] stacks). Does not affect bosses
AP Cost: 1 Ranks: 3 Progression: 1 Cooldown: N/A No requirements
Shared Spirit: Your wolf companion gains [3/6/10]% to its max health. You gain [1/2/3] universal spell power.
AP Cost: 1 Ranks: 3 Progression: 1 Cooldown: N/A No requirements
Produce Flame: Spell Like Ability: Produce Flame
(Cost: [6/5/3] SP. Cooldown: [10/6/4] seconds)
AP Cost: 1 Ranks: 3 Progression: 1 Cooldown: N/A No requirements
Wax and Wane: +2% critical chance with spells associated with your current season.
Winter: Acid, Cold, Electric, Earth and Water
Summer: Fire, Light, Positive, Force and Sonic
AP Cost: 2 Ranks: 1 Progression: 1 Cooldown: N/A No requirements
Druidic Wisdom: +[1/2/4] Diplomacy, Heal, and Spellcraft
AP Cost: 1 Ranks: 3 Progression: 1 Cooldown: N/A No requirements

Tier Two[edit]

Requires Druid Level 2, 5 APs spent in tree

Improved Metamagics: Choose one of the following Metamagic feats. Reduce the spell point cost of using that Metamagic.
  • Efficient Empower: Using the Empower Spell Metamagic costs you 2/4/6 fewer Spell Points.
  • Efficient Enlarge: Using the Enlarge Spell Metamagic costs you 1/2/4 fewer Spell Points.
  • Efficient Maximize: Using the Maximize Spell Metamagic costs you 3/6/9 fewer Spell Points.
  • Efficient Quicken: Using the Quicken Spell Metamagic costs you 1/2/4 fewer Spell Points.
AP Cost: 2 Ranks: 3 Progression: 5 Cooldown: N/A Requires: The Metamagic Feat you are improving
Improved Metamagics: Choose one of the following Metamagic feats. Reduce the spell point cost of using that Metamagic.
  • Efficient Empower: Using the Empower Spell Metamagic costs you 2/4/6 fewer Spell Points.
  • Efficient Enlarge: Using the Enlarge Spell Metamagic costs you 1/2/4 fewer Spell Points.
  • Efficient Maximize: Using the Maximize Spell Metamagic costs you 3/6/9 fewer Spell Points.
  • Efficient Quicken: Using the Quicken Spell Metamagic costs you 1/2/4 fewer Spell Points.
AP Cost: 2 Ranks: 3 Progression: 5 Cooldown: N/A Requires: The Metamagic Feat you are improving
Creeping Cold: Spell Like Ability: Creeping Cold
(Cost: [6/5/3] SP. Cooldown: [12/10/8] seconds)
AP Cost: 1 Ranks: 3 Progression: 5 Cooldown: N/A Requires: Produce Flame
Wax and Wane: +2% critical chance with spells associated with your current season.
Winter: Acid, Cold, Electric, Earth and Water
Summer: Fire, Light, Positive, Force and Sonic
AP Cost: 2 Ranks: 1 Progression: 5 Cooldown: N/A Requires: Wax and Wane (Tier 1)
Action Boost: Spellpower: Activate to gain a [10/20/30] action boost bonus to Universal Spell Power for 20 seconds.
AP Cost: 1 Ranks: 3 Progression: 5 Cooldown: N/A No requirements

Tier Three[edit]

Requires Druid Level 3, 10 APs spent in tree

Autumn Winds: Toggle to be shielded by the autumn winds. Under this effect gain Feather Fall, +3 Dodge, and a 10% chance to knock down any enemy who strikes you in melee.
(Cost: 8 SP, Cooldown: ?)
AP Cost: 1 Ranks: 1 Progression: 10 Cooldown: N/A No requirements
Efficient Metamagic: Heighten: Using the Heighten Spell feat costs you [1/2] fewer spell points per level of heightening.
AP Cost: 2 Ranks: 2 Progression: 10 Cooldown: N/A Requires: Heighten Spell
Call Lightning: Spell Like Ability: Call Lightning
(Cost: [10/8/6] SP. Cooldown: [10/8/6] seconds)
AP Cost: 1 Ranks: 3 Progression: 20 Cooldown: N/A Requires: Creeping Cold
Wax and Wane: +2% critical chance with spells associated with your current season.
Winter: Acid, Cold, Electric, Earth and Water
Summer: Fire, Light, Positive, Force and Sonic
AP Cost: 2 Ranks: 1 Progression: 10 Cooldown: N/A Requires: Wax and Wane (Tier 2)
Wisdom: +1 Wisdom
AP Cost: 2 Ranks: 1 Progression: 10 Cooldown: N/A No requirements

Tier Four[edit]

Requires Druid Level 4, 20 APs spent in tree

Spring Resurgence: Fill an ally with the vitality of spring. When that ally falls below 50% hit points, that ally and any other allies near him are healed by 20d6 positive energy, and receive a +2 primal bonus to attack rolls. (Lasts 5 minutes or until triggered.) (Activation Cost: [8/6/4] Spell Points. Cooldown: [8/4/2] seconds)
AP Cost: 1 Ranks: 3 Progression: 20 Cooldown: N/A No requirements
Strength of the Solstice: +1 to the save DCs of your Evocation and Transmutation spells.
AP Cost: 2 Ranks: 1 Progression: 20 Cooldown: N/A No requirements
Salt Ray: Spell Like Ability: Salt Ray
(Cost: [12/10/8] SP, Cooldown: [12/10/8] seconds)
AP Cost: 1 Ranks: 3 Progression: 20 Cooldown: N/A No requirements
Wax and Wane: +2% critical chance with spells associated with your current season.
Winter: Acid, Cold, Electric, Earth and Water
Summer: Fire, Light, Positive, Force and Sonic
AP Cost: 2 Ranks: 1 Progression: 20 Cooldown: N/A Requires: Wax and Wane (Tier 3)
Wisdom: +1 Wisdom
AP Cost: 2 Ranks: 1 Progression: 20 Cooldown: N/A Requires: Wisdom (Tier 3)

Tier Five[edit]

Requires Druid Level 5, Character Level 12, 30 APs spent in tree

Crown of Summer: A target of your choice is filled with the light and vitality of summer. That target gains a 15% enhancement bonus to Healing Amplification, and 10 melee power and 5 ranged power. Only one target can have the Crown of Summer buff at a time, and it adds a halo of fluttering butterflies around the targets head. (Activation Cost: 1 Spell Point. Cooldown: 6 seconds)
AP Cost: 2 Ranks: 1 Progression: 30 Cooldown: N/A No requirements
Elemental Mastery: Elemental Master. Gain [5/10/15] additional spell power in your season.
Tier 3:Druid level 17 or above: Changing into Fire Elemental form now grants you a brief version of the Anger of the Noonday Sun effect. Changing into Water Elemental Form grants you a similar version of Mantle of the Icy Soul. This is not affected by metamagics.
AP Cost: 1 Ranks: 3 Progression: 30 Cooldown: N/A No requirements
Word of Balance: Spell Like Ability: Word of Balance
(Cost: [12/9/6] SP. Cooldown: [20/15/10] seconds)
AP Cost: 1 Ranks: 3 Progression: 30 Cooldown: N/A Requires: Salt Ray
Time and Tide: +1 caster level and +1 max caster level for spells in both seasons.
AP Cost: 2 Ranks: 1 Progression: 30 Cooldown: N/A No requirements
Winter's Heart: Activation: Gain 8 times your Wisdom in temporary hitpoints for 30 seconds.
(Cost: 12 SP, Cooldown: 1 minute)
AP Cost: 2 Ranks: 1 Progression: 30 Cooldown: N/A No requirements