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Uncanny Dodge
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Feat
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Prerequisite Permanent conditions that must be met before an ability can be acquired. For instance, the Dodge feat lists Dexterity 13+. Temporary conditions are listed under Conditions.:
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Barbarian Level 4, Rogue Level 4, Perform:
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Prerequisite of Another ability that requires this one as a prerequisite. For example, the Dodge feat lists Mobility.:
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Trainable A trainable feat can be trained using a standard feat slot, one of: Heroic, Epic, Epic Destiny, Legendary.:
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Repeatable A repeatable feat is a trainable feat that can be taken more than once, possibly with conditions. For example, Toughness indicates Unlimited, stacking, while Spell Focus indicates Once for each school of magic.:
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Class Feat A class feat is granted to all members of a class (who meet the prerequisites, if any) at a specified level. For example, Tower Shield Proficiency indicates Fighter 1, Uncanny Dodge indicates Barbarian 4 and Rogue 4, and Fists of Light indicates Monk 3 (Harmonious Path). A class feat may also be trainable to members of other classes, like Tower Shield Proficiency.:
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Barbarian, Rogue
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Bonus Feat A bonus feat may optionally be taken using a class-specific bonus slot. For example, Spell Focus indicates Wizard, Deflect Arrows indicates Monk, and Improved Critical indicates Artificer, Fighter. Rogue optional abilities are considered a type of bonus feat.:
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Racial Feat A racial feat is granted to all members of a race. For example, Shuriken Expertise indicates Drow, and Small Size Bonus indicates Gnome, Deep Gnome, Halfling.:
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Dragonmark:
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Enhancement Tree When the ability is primarily granted through an enhancement, the tree is indicated here, as in Sacred Defender, Drow.:
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Unknown enhancement tree
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Epic Destiny Unrecognized term: Epic Destiny:
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Unknown epic destiny tree
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AP The number of Action Points (AP) needed to acquire each rank of the enhancement, usually 1 or 2. / Ranks The number of ranks of an enhancement that can be acquired, usually 1 to 3.:
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/
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Spell Level Spell level indicates the relative power of a spell, determining when it can normally be acquired by the relevant class(es) of caster. Not to be confused with character level. For example, Fireball lists Sorcerer 3, Wizard 3.:
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Granted By Any secondary source of an ability, not already mentioned. For instance, Diehard is primarily a feat, but indicates that it can also be granted by the Frenzied Berserker enhancement tree.:
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Swashbuckler (Bard)
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Spell School Every spell (optional for SLAs) belongs to one of eight schools of magic, such as Evocation or Necromancy. Optional descriptors, e.g. Fire, Compulsion, are also listed here.:
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Usage Every ability has one or more usage modes. A passive ability functions continuously without any conscious effort. An active ability requires conscious effort to invoke. A toggled ability, such as a Stance, requires conscious effort to activate, but then remains active until consciously untoggled (or character dies, etc.). Note that an ability which enhances an active or toggled ability, but does not, itself, need to be independently activated, is passive. An ability may have both a passive component and an active or toggled component. The field is hidden when easily predictable, such as for a spell (which is always active).:
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Passive / Active
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Conditions Temporary conditions that must be met in order for the ability to function. For example, many monk abilities require the monk to be centered. Permanent requirements are listed under Prerequisites.:
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Charges Unrecognized term: Charges:
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Recharge Unrecognized term: Recharge:
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Components Every spell requires one or more types of components, either Verbal, Somatic, or Material. These are specified using the templates
{{V}} , {{S}} , and {{M}} , respectively.:
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Active Cost The cost to invoke an active or toggled ability, such as 12 Spell Points, 10 Ki, or None. Not to be confused with the cost to acquire an ability in the first place, which might be measured in Action Points.:
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None
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Metamagic The effects of spells and SLAs can often be enhanced using metamagic, a type of toggled feat, for example, {{Maximize}} and {{Heighten}} .:
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Target Every ability has one or more targets, defined as Self, Friend, or Foe. The field may also contain additional information, such as Undead Foe or Breakables. The field is sometimes hidden, e.g., for a passive feat whose target is Self, such as Toughness.:
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Self
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:
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Saving Throw The type of saving throw, if any, that can be used to avert a spell or effect. Common values include Will, Fortitude, Reflex for half, or None.:
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DC The Difficulty Class of the indicated saving throw. This field is omitted if the DC is predictable, such as for standard spells.:
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Spell Resistance Whether spell resistance can avert the spell or SLA, Yes or No.:
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Duration The length of time an effect typically lasts, along with any conditions for premature termination. For instance, the duration for most physical attacks is Instantaneous, while the duration of Invisibility is 1 minute per caster level (no maximum), or until interacting with a target or object.:
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15 seconds (active effect)
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Cooldown How long a character must wait between activations of an ability, typically measured in seconds.:
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180 seconds (active effect)
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Offense Buff An effect that improves your offensive capabilities, such as a bonus to attack chance or damage.:
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Defense Buff An effect that improves your defensive capabilities, such as a bonus to AC, PRR, or fire resistance.:
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Saving throw , AC , Dodge
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Buff A broad characterization of the type(s) of beneficial effects an ability imparts, not otherwise mentioned. The inventory of recognized effects is expected to undergo considerable refinement.:
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Restoration All forms of resurrection and various lesser forms of restoration, such as removing ability damage and fatigue. Restoration of lost hit points is listed under Healing.:
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Healing Any effect that restores lost hit points to a player character or ally. Other types of restoration are listed other Restoration. Temporary hit points are listed under Buffs.:
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Instant Death This produces an Instant death effect on at least some types of target. Red-named bosses are immune, as is anyone with deathblock.:
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Debuff A harmful effect other than physical damage.:
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Damage The amount and type of damage inflicted.:
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Scaling Unrecognized term: Scaling:
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Proficiency Item(s) for which the ability imparts proficiency. For example, Master's Touch lists Simple or martial weapons, shields, tower shields.:
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Item If the ability enhances the use of a class of items, other than providing proficiency, that is indicated here. For example, Shuriken Expertise lists Shuriken.:
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Grants If the ability imparts some other ability (other than proficiency), that is indicated here. For example, the Barbarian's Die Hard enhancement provides the Diehard feat.:
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Description
Passive: This feat grants you a 1% passive bonus to Dodge at levels 4, 6, 8, 12, 16, and 20.
Active: Activate this ability to gain a temporary 25% dodge bonus and a +4 reflex save bonus for 15 seconds.
As of Update 14, using this ability is no longer restricted by number of uses per rest. However, it is restricted by cooldown.
Pen and Paper comparison:
The special bonuses to dodge and reflex saves do not exist in the pen and paper version. They were added to the DDO version to add value to the feat because it would otherwise only affect things that do not exist in DDO.
E.g.: The Pen and paper version allows you to retain your dexterity bonus to AC (if any) when you are caught flat-footed or struck by an invisible attacker. However, "flat-footed" doesn't exist in DDO, and no one loses AC bonuses when struck by invisible attacks.
See Also: