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Glorious Stand/sandbox
Glorious Stand: Channel Divinity: For a short duration you gain DRDamage Reduction 20/Epic: Reduces physical damage by 20, except from Epic attacks. 20/Epic, take reduced damage from elemental and negative energy, receive double healing from positive energy, and are immune to secondary effects of attacks such as 'wounding' or 'vorpal'. (Duration is 30 seconds, cooldown is 5 minutes.)
Passive: You gain +5 to Physical and Magical Resistance Rating. | ||||
AP Cost: 1 | Ranks: 1 | Progression: 30 | Requires: Redemption, Paladin Level 18 |
Glorious Stand | |
Channel Divinity Enhancement | |
PrerequisitePermanent 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.: |
Redemption, Paladin Level 18, 30 AP in tree, Perform: |
---|---|
Prerequisite ofAnother ability that requires this one as a prerequisite. For example, the Dodge feat lists Mobility.: |
Eternal Defender |
Enhancement TreeWhen the ability is primarily granted through an enhancement, the tree is indicated here, as in Sacred Defender, Drow.: |
Sacred Defender (Paladin) |
APThe number of Action Points (AP) needed to acquire each rank of the enhancement, usually 1 or 2. /RanksThe number of ranks of an enhancement that can be acquired,usually 1 to 3.: |
1 AP / 1 rank |
UsageEvery 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).: |
Passive / Active |
Active CostThe 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.: |
1 Channel Divinity use |
TargetEvery 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.: |
Self |
DurationThe 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.: |
30 seconds |
CooldownHow long a character must wait between activations of an ability, typically measured in seconds.: |
5 minutes |
Defense BuffAn effect that improves your defensive capabilities, such as a bonus to AC, PRR, or fire resistance.: |
PRR /MRR |
BuffA 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.: |
Health |
Description
Channel Divinity: For a short duration you gain DRDamage Reduction 20/Epic: Reduces physical damage by 20, except from Epic attacks. 20/Epic, take reduced damage from elemental and negative energy, receive double healing from positive energy, and are immune to secondary effects of attacks such as 'wounding' or 'vorpal'. (Duration is 30 seconds, cooldown is 5 minutes.)
Passive: You gain +5 to Physical and Magical Resistance Rating.