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  1. #961
    Community Member FreeMemory's Avatar
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    Default v3.1.5

    Awesome job on v3.1.5!! So many changes, new race, new iconic, new Inquisitive tree. This is used by so many DDO players, you should be on SSG's payroll, or at least have an honorary lifetime VIP account as creating a character plan increases game interest.

    A couple of things I noticed from this last version, which I just work around is:
    1) Falconry T4 "Shared Vision" has only one rank. I just take one rank when planning, but it offers 3 ranks (easy data fix I think).
    2) This other probably not practical to change now, but just want you to be aware of it. The Ultimate Sharn bundle gives a +1 "Universal Enhancement Point Tome" to every character and it applies only to Falconer, Harper, Inquisitive & Vistani trees. With the planner I just add 1 extra racial AP as if I had an extra racial AP tome, but it does cause some minor glitches, because it expects me to spend that point for racial AP. Is there a way I could change a data file to allow AP past life/tomes to apply to both racial & universal trees?

    Sorry! I don't want any adventures, thank you. Not Today. Good morning! But please come to tea -any time you like! Why not tomorrow? Good bye!
    - Bilbo Baggins

  2. #962
    Community Member Thunder-Monkey's Avatar
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    Thanks SO much for keeping this up to date Mr. Dee! And thanks for implementing the shading on the skills page, it's marvellous!

    I have another request: I tend to SAVE my files regularly after every major change and especially before moving on to the next edit page (legacy of the old runtime errors), it would be a real QoL thang to have keyboard shortcuts for SAVE <ctrl+s> and SAVE AS <ctrl+shift+s>. Is this possible? You could maybe go the whole hog and add NEW <ctrl+n>, OPEN <ctrl+o> and CLOSE <ctrl+w> too?

    Thanks

    TM

  3. #963

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    Quote Originally Posted by Thunder-Monkey View Post
    I have another request: I tend to SAVE my files regularly after every major change and especially before moving on to the next edit page (legacy of the old runtime errors), it would be a real QoL thang to have keyboard shortcuts for SAVE <ctrl+s> and SAVE AS <ctrl+shift+s>. Is this possible? You could maybe go the whole hog and add NEW <ctrl+n>, OPEN <ctrl+o> and CLOSE <ctrl+w> too?
    Excellent idea.

  4. #964
    Community Member Thunder-Monkey's Avatar
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    Quote Originally Posted by EllisDee37 View Post
    Excellent idea.
    Huzzah!

    (unfortunately... You must spread some Reputation around before giving it to EllisDee37 again.)

    Thanks from me and her, sat there.

    TM

  5. #965
    Community Member ChicagoChris's Avatar
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    Quote Originally Posted by EllisDee37 View Post
    Updated May 25th, 2019

    Cannith Crafting Builder Lite v3.0 release notes:

    • (no changes)

    I'm getting a subscript out of range error when I'm using Gearset -> Review -> Ingredients button. Always crashes, even if no effects are selected.

    Thanks
    Farog on Khyber - DDO Char Builder Lite updates -> https://github.com/ChristopherGLewis/ddo-lite-tools

  6. #966
    Community Member MagicsDevil's Avatar
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    Lightbulb Licensing?

    Have you considered including explicit licensing terms with the compiled program and with the source code? Generally, all it takes is including a plain text file (customarily called "LICENSE") in the root directory of the ZIP file (or tarball or whatever). That way people know the rights that they have w.r.t. the software. A particularly popular one is version 2.0 of the Apache License (https://www.apache.org/licenses/LICENSE-2.0), although since this is a fully executable program (not a library), you're probably better off with version 3 of the GNU General Public License (https://www.gnu.org/licenses/gpl-3.0.en.html) or version 3 of the GNU Affero General Public License (https://www.gnu.org/licenses/agpl-3.0.en.html).

  7. #967
    Community Member shawncthayer's Avatar
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    Default Gray screen on character builder.

    Just downloaded the files and when I open the character builder all I get is a gray screen. Crafter and Compendium open fine. I'm not too techy so any help is appreciated. Running Win 10 and not very familiar with it.
    Last edited by shawncthayer; 08-31-2019 at 08:33 AM.
    I am Halendon, Halaseus, Valmech and Kelzin
    Order of the Emerald Claw
    Argonessan

  8. #968
    Community Member Psiandron's Avatar
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    Quote Originally Posted by shawncthayer View Post
    Just downloaded the files and when I open the character builder all I get is a gray screen. Crafter and Compendium open fine. I'm not too techy so any help is appreciated. Running Win 10 and not very familiar with it.

    Is there a "File" button on the top on the border? (The buttons are subtle) If so, click on it and select "new".
    Quote Originally Posted by MalkavianX View Post
    and then dropped it like a burning kitten

  9. #969
    Community Member C-Dog's Avatar
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    Quote Originally Posted by Psiandron View Post
    Is there a "File" button on the top on the border? (The buttons are subtle) If so, click on it and select "new".
    Yeah, that should be it, "File/New".

    Or "File/Open" to see a saved build (there is one sample build included, iirc), "/Edit" to change an existing build, "/Import" to copy/paste a forum build (with that formatting) into the editor, "/Export" to post a build on the forums, etc. etc.

  10. #970
    Community Member shawncthayer's Avatar
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    Thanks for the help. I'm used to an "older" version where the template to change/input any info pops right up. A little patience prolly would have paid off. Now that I see it, it looks nice. CHEERS!
    I am Halendon, Halaseus, Valmech and Kelzin
    Order of the Emerald Claw
    Argonessan

  11. #971
    Community Member Psiandron's Avatar
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    Hope we'll be seeing the updates to EDs and to pm soon, but it's not killing me, so when you get to it I guess.

    I was actually wondering if it might be possible to display the notes, say at the bottom of the build sheet? Not a huge inconvenience to go into edit/overview, but tbh I can forget that there might be some reason to look, lol.

    Anyway, hope you're enjoying the game and tc.
    Quote Originally Posted by MalkavianX View Post
    and then dropped it like a burning kitten

  12. #972
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    Just noticed one thing verifying my next life build. It looks like v3.1.5 is missing a relation for Kensai, related to Exotic Weapon Mastery requires the prerequisite of Weapon Group Specialization. I got it to require that prereq by changing the Enhancements file to include the "All" line.

    AbilityName: Exotic Weapon Mastery
    Descrip: Adds exotic weapons to your Kensei Focus.}{- Axes: Adds dwarven axe if you are not a dwarf. (This is not necessary if you are a dwarf.)}{- Crossbows: Adds great crossbows, heavy repeating crossbows, and light repeating crossbows.}{- Heavy Blades: Adds bastard swords and khopesh.}{ Note: This enhancement does not grant Proficiency.
    Tier: 1
    Cost: 2
    All: Tier 1: Weapon Group Specialization

  13. #973
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    If I had one greater wish this holiday season, it would be for all the children of the world to join hands and sing together in the spirit of harmony and peace.

    If I had two greater wishes this holiday season, the first would be for all the children of the world to join hands and sing in the spirit of harmony and peace. The second would be for 1 million TP to be delivered to my account, every month.

    If I had three greater wishes this holiday season, first, of course, would be for all the children to get together and sing. The second would be for the 1 million TP every month to my account. The third would be for my character slots to be filled with triple everything completionists.

    No wait...

    First would be for an update to the Character Builder and Compendium. absolutely.

    Then every character slot filled with triple completionists, and then the 1 million TP every month. And then the kids, because that's really important too.

    But the update to the Character Builder and Compendium, that's got to be top of the wish list.

  14. #974
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    Huge fan of this character planner and all the work Ellisdee's put in to it. However, Ellis seems to have taken an extended afk (which is totally ok. If you want/need to take a break, go for it). I don't have his wikicrawler, so I put together the pale master tree by hand/copypasta. I *think* I got everything right. To update your builder, open Data>Builder>Enhancements.txt and replace everything from "TreeName: Pale Master" (no quotes, ctrl+f is your friend) up to, but not including "TreeName: Purple Dragon Knight" with the following code:
    Code:
    TreeName: Pale Master
    Type: Class
    Initial: PM
    Color: Red
    Stats: Constitution, Intelligence
    
    AbilityName: Dark Reaping
    Descrip: For each Core Ability in this tree, including this one, you gain +5 Negative Spell Power, +5 Universal Spell Power and +3 Negative Healing Amplification.
    Tier: 0
    
    AbilityName: Pale Shroud
    Descrip: Multiselector: Choose an Undead Shroud. All forms grant 100% critical hit resistance and allow you to be healed by Negative Energy. You take 50% healing from Positive, and double damage from Light. You are considered undead.}{- Shroud of the Zombie - While in this form, +4 Constitution, +2 Strength, +20% damage with attacks but you attack 20% slower than normal. You gain +3 PRR, +3 MRR. (Note: Zombie form's damage increase is multiplicative with Melee/Ranged power, and its attack speed decrease is treated as a 20 point penalty to Melee and Ranged Alacrity. It is offset by Speed items and the Haste spell.)}{- Shroud of the Vampire - While in this form, +2 Charisma, +2 Intelligence, +2 Wisdom. +3 Perform skill, and your melee and unarmed attacks have a (10%) chance to heal you for 1d3 Negative Energy damage per Wizard Level.}{- Shroud of the Wraith - While in this form, +2 Dexterity, +2 Intelligence. Enemy attacks have a 10% chance to miss you due to incoropreality, +1 Sneak Attack Dice, and you gain Feather Falling.}{- Shroud of the Lich - While in this form, +2 Constitution, +2 Intelligence, +10 Negative Amplification, +5 Negative Spell Power, and +15 Magical Resistance Rating.
    Tier: 0
    Flags: SelectorOnly
    Selector: Shroud of the Zombie, Shroud of the Vampire, Shroud of the Wraith, Shroud of the Lich
    
    AbilityName: Undead Augmentation I
    Descrip: Enhance you Undead Forms.}Passive: While in a Shroud, you can breathe underwater. +1 Spell Penetration. Pick one of the following abilities that applies while in a Pale Shroud.}{- Deathly Touch - +25 Maximum Hitpoints, +5 PRR}{- Deathly Resistance - +15 Magical Resistance Rating, +2 to all Saves}{- Inflict Weariness - Your attacks inflict 2-9 (1d8+1) points of Negative Energy damage to a living target. This scales with 100% Spell Power. Your Vorpal Melee Hits cause Energy Drain, inflicting 1 Negative Level on victims. (Bug: Currently applying negative level on any ranged critical hit. Been in effect since Update 42. Unknown is fixed.)}{- Haunting in the Dark - +2 Assassinate DCs, +1 Sneak Attack Dice}{- Ghost in the Wind - +10% Incorporeal Miss Chance. If you are in Wraith Form, this increases your total to 20%.}{- Deathly Power - +10 to Negative Energy Spellpower.}{- +2 Necromancy DC}{- +2 Enchantment DC}{- Undead Chill - +15% bonus to Cold Absorption. You no longer take extra damage from Light.}{- Undead Shock - +15% bonus to Electric Absorption. You no longer take extra damage from Light.}{- Unhallowed Touch - You gain Ghost Touch on all attacks, +5 Hide and Move Silently
    Tier: 0
    Flags: SelectorOnly
    Selector: Deathly Touch, Deathly Resistance, Inflict Weariness, Haunting in the Dark, Ghost in the Wind, Deathly Power, +2 Necromancy DC, +2 Enchantment DC, Undead Chill, Undead Shock, Unhallowed Touch
    
    AbilityName: Undead Augmentation II
    Descrip: Pick a different ability that applies while in a Pale Shroud.}Passive: +1 Spell Penetration}Pick a trait from Undead Augmentation I that you did not previously pick.
    Tier: 0
    Flags: SelectorOnly
    Parent: Tier 0: Undead Augmentation I
    
    AbilityName: Undead Augmentation III
    Descrip: Pick a different ability that applies while in a Pale Shroud.}Passive: +1 Spell Penetration, +50 Spell Points}Pick a trait from Undead Augmentation I that you did not previously pick.
    Tier: 0
    Flags: SelectorOnly
    Parent: Tier 0: Undead Augmentation I
    Siblings: Tier 0: Undead Augmentation II
    
    AbilityName: Embrace the Void
    Descrip: Active: Greater Death Aura SLA.}Envelops the caster in a sickly aura of negative energy. Living enemies stepping inside the aura take 3 to 12 negative energy damage plus 1 additional point per caster level every two seconds as long as they remain within it. A successful Fortitude save reduces the damage by half. Undead are instead healed by the aura. This aura can affect up to one target per caster level. D&D Dice: Deals 3d4 negative energy damage plus 1 per caster level every two seconds. This can be cast simultaneously with Lesser Death Aura and Death Aura.}Passive: You gain +4 Intelligence, Deathblock, +10 Negative Healing Amplification, and +2 Spell Penetration.
    Tier: 0
    
    AbilityName: Necrotic Touch
    Descrip: Spell Like Ability: Necrotic Touch (Activation Cost: 6/4/2 SP. Cooldown: 12/8/4 seconds.) Accepts Metamagics. Scales with full Spell Power.}For 12 seconds after casting this, your Skeletal Knight reduces its incoming damage by 50%.
    Tier: 1
    Ranks: 3
    
    AbilityName: Negative Energy Conduit
    Descrip: +6/+12/+20 Negative Healing Amplification. This increases the amount by which you are healed from Negative Energy while you have a Shroud toggle active.
    Tier: 1
    Ranks: 3
    
    AbilityName: Spell Critical
    Descrip: Your Negative Energy damage spells have an additional 2% chance to critically hit.
    Tier: 1
    Cost: 2
    
    AbilityName: Skeletal Knight
    Descrip: Summon the reanimated body of an ancient knight to do your bidding once per rest. (Cooldown: 20 seconds.)}The Skeletal Knight is a very strong Fighter with a level equal to your current Wizard level plus any Epic levels. You can summon it in addition to any Summon Monster spell you might be using. Additional ranks in this enhancement increase your Knight's Damage, Attack Speed, Movement Speed, and Fortification.
    Tier: 1
    Ranks: 3
    
    AbilityName: Deathless Vigor
    Descrip: The power of undeath has toughened your flesh, providing you with an additional +10/+20/+30 Hit Points.
    Tier: 1
    Ranks: 3
    Cost: 2
    
    AbilityName: Cloak of Night
    Descrip: While blocking in a Pale Shroud, you gain invisibility, displacement, and do not take extra damage from Light. Passive: +5 Hide.
    Tier: 2
    
    AbilityName: Spell Critical
    Descrip: Your Negative Energy damage spells have an additional 2% chance to critically hit.
    Tier: 2
    Cost: 2
    All: Tier 1: Spell Critical
    
    AbilityName: Corpsecrafter
    Descrip: Your Skeletal Knight gains a +2/+4/+6 Profane Bonus to Strength, Dexterity, and Constitution. Rank 3: You gain +1 Strength, Dexterity, and Constitution.
    Tier: 2
    Ranks: 3
    
    AbilityName: Efficient Metamagic
    Descrip: 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.
    Tier: 2
    Ranks: 3
    Cost: 2
    Flags: SelectorOnly
    Selector: Efficient Empower, Efficient Enlarge, Efficient Maximize, Efficient Quicken
    SelectorName: Efficient Empower
    All: Feat: Empower Spell
    SelectorName: Efficient Enlarge
    All: Feat: Enlarge Spell
    SelectorName: Efficient Maximize
    All: Feat: Maximize Spell
    SelectorName: Efficient Quicken
    All: Feat: Quicken Spell
    
    AbilityName: Necrotic Bolt
    Descrip: Spell Like Ability: Necrotic Bolt (Activation Cost: 10/8/5 SP. Cooldown: 15/10/5 seconds.) Accepts Metamagics. Scales with full Spell Power.
    Tier: 3
    Ranks: 3
    All: Tier 1: Necrotic Touch
    
    AbilityName: Negative Energy Adept
    Descrip: +10/20/30 Negative Healing Amplification, BUG?= Hidden effect dark furor 45% doublestrike for skeletal knight
    Tier: 3
    Ranks: 3
    
    AbilityName: Spell Critical
    Descrip: Your Negative Energy damage spells have an additional 2% chance to critically hit.
    Tier: 3
    Cost: 2
    All: Tier 2: Spell Critical
    
    AbilityName: Eternal Furor
    Descrip: You (while in a Shroud) AND your Skeleton Knight gain +5/10/15 Profane Bonus to PRR. Your Skeletal Knight gains +3/6/10 to hit and damage, +2/4/6 Profane Bonus to AC, and its attacks bypass 10%/20%/50% of enemy Fortification.
    Tier: 3
    Ranks: 3
    All: Tier 2: Corpsecrafter
    
    AbilityName: Unholy Avatar
    Descrip: You are cloaked in the darkness itself, and can reach out with your Negative Energy Spells to taint the Undead with mortality. When you strike an Undead with a damage-dealing Negative Energy Spell, it leaves a lingering weakness to Negative Energy that bypasses an Undead's natural resistance to Negative Energy for 20 seconds. Only works while in a Shroud form.
    Tier: 4
    
    AbilityName: Spell Critical
    Descrip: Your Negative Energy damage spells have an additional 2% chance to critically hit.
    Tier: 4
    Cost: 2
    All: Tier 3: Spell Critical
    
    AbilityName: Deathly Versatile
    Descrip: Pick a second Shroud Toggle. You may only have one active at a time.
    Tier: 4
    Flags: SelectorOnly
    Parent: Tier 0: Pale Shroud
    
    AbilityName: Necrotic Blast
    Descrip: Spell Like Ability: Necrotic Blast. (Activation Cost: 20/15/10 SP. Cooldown: 18/12/6 seconds.) Accepts Metamagics. Scales with full Spell Power.
    Tier: 5
    Ranks: 3
    All: Tier 3: Necrotic Bolt
    
    AbilityName: Animate Ally
    Descrip: Activate to Animate a dead ally, restoring 100% of the target's hit points. (Cooldown: 18 seconds. Metamagic: Quicken, Enlarge. Spell Resistance: No) Your ally is considered an undead zombie gaining the benefits and drawbacks of Shroud of the Zombie. Zombie Form is removed on Rest or Death.
    Tier: 5
    Cost: 2
    
    AbilityName: Necromantic Focus
    Descrip: You benefit from dark knowledge, granting you a +1 DC to spells from the Necromancy school.
    Tier: 5
    Cost: 2
    
    AbilityName: Dark Discorporation
    Descrip: Select your Bat Form!}{- Dark Discorporation - (as per the Warlock spell... Because Pale Masters should get to turn into bats and float away).}{- Reactive Discorporation - When your HP drops below 50% of your maximum, you automatically cast Dark Discorporation on yourself, turning into a swarm of dark fluttering bats for 20 seconds. This spell will still end if you attack as per the original version of the spell. This may only trigger once every 60 seconds.
    Tier: 5
    Flags: SelectorOnly
    Selector: Dark Discorporation, Reactive Discorporation
    
    AbilityName: Ascendant Shroud
    Descrip: Your Undead Shrouds gain the following additional benefits:}{- While in Zombie Form: +20 Melee Power, +10 PRR, +10% Racial Bonus to maximum Hit Points.}{- While in Vampire Form: +1 Enchantment DC. Your melee attacks have a (10%) chance to dominate your adversaries. On Hit: Target has a chance to be Paralyzed (Will save vs. DC 20 + INT Mod + Enchantment Spell Bonuses). On Save: -10% Movement and Attack Speed.}{- While in Wraith Form: +5% Incorporeality (bringing your total to 15%, or 25% if you have Ghost in the Wind), +2 Sneak Attack Dice. +3% Dodge and Dodge Cap. +10 to Hide and Move Silently.}{- While in Lich Form: +15 to MRR cap, +10 Negative Spell Power, +10 Cold and Electric Resistance, 5% spell point cost reduction on all spells
    Tier: 5
    Cost: 2
    As usual for messing with something that already works, save a copy of the original in case you screw up (or just download it again).

    Edit: I may or may not get around to other updates, so if anyone else is interested, feel free. I think that it's just the epic destiny updates (*just* he says).
    Last edited by peng; 01-07-2020 at 05:28 PM.

  15. #975
    Community Member Stoner81's Avatar
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    Thanks for the update and yes currently he is no longer playing or updating his builds I hope he comes I reeeeeeeeeeeally do.

    Stoner81.

  16. #976
    Community Member Kinerd's Avatar
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    big fan of this tool and this approach

    this is the full Destines.txt edited

    Code:
    DestinyName: Divine Crusader
    Abbreviation: Crusader
    Type: Destiny
    Stats: Strength, Wisdom, Charisma
    
    AbilityName: Bane of Undeath
    Descrip: Passive Bonus: You gain the Turn Undead feat. Weapons you equip gain undead bane (+2 enhancement bonus and +2d6 damage against undead).
    Tier: 1
    Cost: 2
    
    AbilityName: Endless Turning
    Descrip: Passive Bonus: +[1/2/3] Turn Undead per rest. Turn Undead uses regenerate every 2 minutes, or [10/20/30]% faster if it already regenerates.
    Tier: 1
    Ranks: 3
    One: Tier 1: Bane of Undeath, Feat: Turn Undead
    
    AbilityName: Interrogation
    Descrip: Passive Bonus: +5 Universal Spell Power and +1% Spell Critical Chance. Your offensive spells cause enemies to gain a stack of Purification. This affects each enemy up to once per 2 seconds. Purification: -1 attack damage, -2 spell power. Stacks up to 25 times.
    Tier: 1
    
    AbilityName: Purge the Wicked
    Descrip: Passive Bonus: +2 bonus to Confirm Critical Hits and Critical Hit Damage. Your Critical Hits with weapons also cause enemies to gain a stack of Purification. This affects each enemy up to once per 2 seconds. Purification: -1 attack damage, -2 spell power. Stacks up to 25 times.
    Tier: 1
    
    AbilityName: Confront Any Foe
    Descrip: Active Ability: (No Cooldown) +3[W] Melee Attack: Expend one Turn Undead: Deals 10d10 extra Light Damage on a successful hit. (scales with 300% Melee Power)}{  Note: Strikes multiple enemies in a small arc three times and may doublestrike for a fourth strike.
    Tier: 2
    Cost: 2
    One: Tier 1: Bane of Undeath, Feat: Turn Undead
    
    AbilityName: Consecration
    Descrip: Active Ability: The ground you are standing on is consecrated. Evil creatures standing on consecrated ground are burned every 3 seconds, gaining a stack of Purification and taking 1d6 damage per character level. This damage is half Fire, half Good. Both damage components are affected by Fire Spell Power. (Cooldown: [30/25/20] seconds). Duration 15 seconds. Activation Cost: [50/40/30] Spell Points.
    Tier: 2
    Ranks: 3
    
    AbilityName: Flames of Purity
    Descrip: Passive Bonus: +[10/20/30] Fire Spell Power.
    Tier: 2
    Ranks: 3
    
    AbilityName: Smite the Wicked
    Descrip: Active Ability: (Cooldown 15 seconds, activation cost 10 spell points) Melee smite: Gain twice your Charisma bonus to your attack roll and damage bonus of 2(W) + 7 against evil opponents. On hit: 100 light damage against undead and evil outsiders. On vorpal: Destroy undead or evil outsiders under 1500 hit points.
    Tier: 2
    Cost: 2
    
    AbilityName: Stand and Be Judged
    Descrip: Active Ability: (Cooldown [30/25/20] seconds) Activation Cost: [25/20/15] Spell Points. A targeted foe must make a Will saving throw or be stunned for 30 seconds. (DC: 10 + Character Level + Wisdom Modifier + Stunning Bonuses)
    Tier: 3
    Ranks: 3
    
    AbilityName: Sacred Ground
    Descrip: Passive Bonus: While standing on consecrated ground you and your allies are healed every 3 seconds for 1 point of positive energy per character level. This is affected by your positive spell power.}{  Bug:  Does not include the Heal skill when calculating positive spell power.
    Tier: 3
    Cost: 2
    All: Tier 2: Consecration
    
    AbilityName: Empyrean Magic
    Descrip: Passive Bonus: Whenever you cast a fire, light, or healing spell you gain a stack of Empyrean Fervor. Each stack of Empyrean Fervor gives you +2 Sacred bonus to Universal Spell power, +1% Sacred Bonus to Critical Chance with all spells. Duration: 10 seconds. Stacks 10 times.
    Tier: 3
    
    AbilityName: Blessed Blades
    Descrip: Passive Bonus: Any weapon you wield and your unarmed attacks are treated as having your alignment for damage reduction bypass purpose. (Has no effect if you are True Neutral.)
    Tier: 3
    Cost: 2
    
    AbilityName: No Regret
    Descrip: Whenever an enemy who was recently affected by your Aura of Purification is slain, other nearby enemies gain 1 to 4 stacks of Purification. This ability also grants +2 Melee Power.
    Tier: 4
    Cost: 2
    
    AbilityName: Crusade
    Descrip: While standing on consecrated ground, you and your allies gain a 10% enhancement bonus to the damage of your melee and ranged attacks. This is a 4 second buff that activates every 4 seconds when standing on consecrated ground.
    Tier: 4
    Cost: 2
    All: Tier 3: Sacred Ground
    
    AbilityName: The Book of War
    Descrip: You gain Greatsword/Long Bow/Long Sword/Morningstar as a favored weapon.
    Tier: 4
    
    AbilityName: Castigation
    Descrip: Your Aura of Purification also harms nearby enemies, dealing Bane damage every 3 seconds. Non-bosses take damage equal to 1% of their current health for each stack of Purification they have. Bosses instead take 1d6 Bane damage per stack of Purification. This ability also grants +2 Melee Power.}{  Note: Orange named monsters take both 1% of their current health AND 1d6 Bane damage per stack of Purification.
    Tier: 5
    Cost: 2
    
    AbilityName: Heavenly Presence
    Descrip: You gain some abilities of a Celestial. Passive Bonus: Grants you +10 Physical Resistance Rating and 10% Acid, Cold and Electricity absorption. In addition, you are immune to petrification.
    Tier: 5
    Cost: 2
    
    AbilityName: Celestial Champion
    Descrip: +1 Feat Bonus to Critical Threat Range with all weapons. When you critically hit with an attack, you gain a stack of Celestial Fervor. A stack of Celestial Fervor grants you +1 Sacred Bonus to Melee and Ranged Power. Stacks up to 10 times, with a duration of 6 seconds.
    Tier: 5
    Cost: 2
    
    AbilityName: Celestial Bombardment
    Descrip: Active Ability: Evocation SLA. Divine wrath falls from the heavens to smite your foes. This spell calls down three stars at your target, dealing a total of 3d6 fire damage per character level, split into three hits. This damage is affected by fire spell power and may critically hit. In addition, enemies must succeed at three consecutive Reflex saving throws versus a DC of 20+Wisdom mod+Evocation spell DC modifier or be knocked prone. Activation cost is 20 Spell points and has a cooldown of 1 minute. Modifiers to your evocation spell DCs affect this. Metamagic: Enlarge, Maximize, Empower, Intensify, Embolden, and Quicken
    Tier: 6
    
    AbilityName: The Book of War: Wrath of the Divine
    Descrip: While wielding a Favored Weapon in your Main Hand, you gain +1 to Hit and Damage for every 2 Religious Lore Feats you have with all equipped weapons and shields.
    Tier: 6
    
    AbilityName: Strike Down
    Descrip: Active Ability: (Cooldown 12 seconds, activation cost: 5 spell points) Melee smite cleave: Gain a damage bonus of +3(W). On hit 500 light damage (scales with 200% melee power). On hit after damage destroy undead or evil outsiders below 1500 HP.}{  Bug:  Strike Down does not consume any spell points on use.
    Tier: 6
    Cost: 2
    
    DestinyName: Draconic Incarnation
    Abbreviation: Draconic
    Type: Destiny
    Stats: Intelligence, Charisma
    
    AbilityName: Energy Sheath
    Descrip: Active Ability: (Cooldown 1min, 10 spell points) For [2/4/6] minutes gain 50% [fire/cold/acid/electric] absorption. Enemies that strike you take [1d3+10/2d3+15/3d3+20] [fire/cold/acid/electric] and have a small chance to take 4d20+100 damage of that type. Removes fire shield(hot/cold)[Metamagic: Quicken Spell].
    Tier: 1
    Ranks: 3
    Selector: Acid, Cold, Electricity, Fire
    
    AbilityName: Draconic Presence
    Descrip: Passive Bonus: +[2/4/6] intimidate, +[2/4/6] to saving throws of fear based effects, and +[1/2/3] DC to fear-based spells. At rank 3 you are immune to fear.}Unlisted effect: +6 to reflex saves
    Tier: 1
    Ranks: 3
    
    AbilityName: Dragonhide
    Descrip: Passive Bonus: +[1/2/3] natural armor and +[2/4/6] fortitude saves. At rank 3 you no longer automatically fail fort save on a 1.
    Tier: 1
    Ranks: 3
    
    AbilityName: Draconic Perception
    Descrip: Passive Bonus: +[2/4/6] spot and +[2/4/6] reflex.
    Tier: 1
    Ranks: 3
    
    AbilityName: Go out with a bang
    Abbreviation: Out with bang
    Descrip: Active Ability: (Cooldown 4mins) Can only be used when HP <=50%. Nearby enemies take [1d8+8/1d10+10/1d12+12] [fire/cold/acid/electric] damage per caster level (reflex save DC 20 + 1/2 character level + INT/CHA modifier for half damage). Then trigger a diplomacy effect and become invisible for 20 seconds. Invisibility doesn't break if attacking or casting spells.}{  Note: Cost: 15 sp. Metamagic: Quicken (does not increase spell point cost)
    Tier: 2
    Ranks: 3
    All: Tier 1: Energy Sheath
    Selector: Acid, Cold, Electricity, Fire
    
    AbilityName: Barrier of Scales
    Descrip: Active Ability: (Cooldown 2mins, 20 sp) For the next [30/60/90] seconds, [60/80/100] points of ablative protection versus physical damage. Stacks with Stoneskin and ablative armor.
    Tier: 2
    Ranks: 3
    All: Tier 1: Dragonhide
    
    AbilityName: Precise Casting
    Abbreviation: Precise
    Descrip: Passive Bonus: +1 DC to spells of the selected school.
    Tier: 2
    Ranks: 2
    All: Feat: Spell Focus
    Selector: Conjuration, Evocation
    SelectorName: Conjuration
    All: Feat: Spell Focus: Conjuration
    SelectorName: Evocation
    All: Feat: Spell Focus: Evocation
    
    AbilityName: Daunting Roar
    Descrip: Active Ability: (Cooldown 2mins) Enemies within the AoE are subject to despair effect and will be paralyzed for 15 seconds. Will save DC 20 + 1/2 character level + INT/CHA modifier negates the effect (if save successful still shaken).
    Tier: 3
    All: Tier 1: Draconic Presence
    
    AbilityName: Dragon Heritage
    Descrip: Passive Bonus: Choose a dragon color. +[10/20/30] spell power with the element associated with that dragon color.
    Tier: 3
    Ranks: 3
    Selector: Black, Blue, Red, White
    
    AbilityName: Piercing Spellcraft
    Descrip: Passive Bonus: +[1/2/3] to spell penetration.
    Tier: 3
    Ranks: 3
    All: Feat: Spell Penetration
    
    AbilityName: Energy Burst
    Descrip: Active Ability: (Cooldown 30 seconds, cost 20 sp, metamagic: quicken) A pulse of [fire/ice/electricity/corrosion] emanates from your body dealing [1d10+10/1d12+12/1d15+15] [fire/cold/electric/acid] damage per character level (reflex save DC 20 + 1/2 character level + INT/CHA modifier for half damage).
    Tier: 4
    Ranks: 3
    All: Tier 2: Go out with a bang
    Selector: Acid, Cold, Electricity, Fire
    
    AbilityName: Secondary Spell Specialty
    Abbreviation: Secondary Specialty
    Descrip: Passive Bonus: Choose an energy type not opposed to your dragon heritage. +[10/20] spell power and +[1/2] caster level and maximum caster level for spells of that element.
    Tier: 4
    Ranks: 2
    All: Tier 3: Dragon Heritage, Tier 4: Draconic Spell Knowledge
    Parent: Tier 3: Dragon Heritage
    Selector: Black, Blue, Red, White
    SelectorName: Black
    All: Tier 3: Dragon Heritage, Tier 4: Draconic Spell Knowledge
    None: Tier 3: Dragon Heritage: Blue
    SelectorName: Blue
    All: Tier 3: Dragon Heritage, Tier 4: Draconic Spell Knowledge
    None: Tier 3: Dragon Heritage: Black
    SelectorName: Red
    All: Tier 3: Dragon Heritage, Tier 4: Draconic Spell Knowledge
    None: Tier 3: Dragon Heritage: White
    SelectorName: White
    All: Tier 3: Dragon Heritage, Tier 4: Draconic Spell Knowledge
    None: Tier 3: Dragon Heritage: Red
    
    AbilityName: Draconic Spell Knowledge
    Abbreviation: Spell Knowledge
    Descrip: Passive Bonus: +1 caster level and maximum caster level on spells of your dragon element.
    Tier: 4
    Ranks: 3
    All: Tier 3: Dragon Heritage
    
    AbilityName: Draconic Spell Augmentation
    Abbreviation: Spell Augmentation
    Descrip: Passive Bonus: Adds special effect to spells of your heritage.}{- Fire spells have a [5/10/15]% chance to deal a blast of [3d6/6d6/9d6] extra light damage}{- Cold spells have a [5/10/15]% chance to deal a blast of [3d6/6d6/9d6] extra sonic damage}{- Acid spells have a [5/10/15]% chance to reduce enemies' Fortitude save by 5 for [10/20/30] seconds}{- Electric spells have a [5/10/15]% chance to reduce enemies' Reflex save by 10 for [10/20/30] seconds
    Tier: 4
    Ranks: 3
    All: Tier 4: Draconic Spell Knowledge
    
    AbilityName: Flyby Attack
    Descrip: Active Ability: (Cooldown 1min) Executes an abundant step which passes through enemies and deals 2d6 [fire/cold/acid/electric] damage per character level to any enemy struck during the attack. Each enemy is also knocked down (reflex save DC 20 + 1/2 character level + INT/CHA modifier for half damage; STR/DEX save DC 20 + 1/2 character level + INT/CHA modifier negates knockdown).
    Tier: 5
    All: Tier 5: Dragon Breath
    
    AbilityName: Dragon Breath
    Descrip: Active Ability: (Cooldown 1min) Cone that deals 1d15 +15 [red fire/white cold/black acid/blue electric] damage per character level (reflex save for half). Counts as Conjuration spell for acid and Evocation otherwise; gets full Metamagic feats.
    Tier: 5
    All: Tier 4: Draconic Spell Knowledge
    
    AbilityName: Draconic Breath Augmentation
    Abbreviation: Breath Augment
    Descrip: Passive Bonus: Adds one of those special effects to your breath:}{- 15% chance that target will sleep.}{- 15% chance that target will be slowed for 10 seconds.}{- 15% chance that target will be paralyzed for 4 seconds.}{- 15% chance that target will suffer 2d8 strength damage.
    Tier: 5
    Cost: 2
    All: Tier 5: Dragon Breath
    Selector: Paralysis, Sleep, Slow, Weaken
    
    AbilityName: Energy Vortex
    Descrip: Active Ability: (Cooldown 2mins, 30 sp) Intense elemental energy swirl around you dealing damage to enemy in the AoE. Follows you and deal 1d6 [fire/cold/acid/electric] damage per caster level every 2 seconds for 45 seconds (reflex save DC 20 + 1/2 character level + INT/CHA modifier for half damage). (Despite the description, it actually ticks every *3* seconds, for 15 ticks total)
    Tier: 6
    All: Tier 4: Energy Burst
    Selector: Acid, Cold, Electricity, Fire
    
    AbilityName: Draconic Hunger
    Descrip: Passive Bonus: Once per second, when you cast a spell, there is a 5% chance that you will gain an Enhancement Bonus to Temporary HP equal to (10 + Double your Epic Level) for 10 seconds, and a 5% chance that you will gain an Enhancement Bonus Temporary SP equal to (10 + Double your Epic Level) for 10 seconds. If Draconic Fury is active, you also gain a 5% chance that you will gain an Racial Bonus to Temporary HP equal to (10 + Double your Epic Level) for 10 seconds, and a 5% chance that you will gain an Racial Bonus Temporary SP equal to (10 + Double your Epic Level) for 10 seconds.
    Tier: 6
    
    AbilityName: Fearsome Invulnerability
    Descrip: Active Ability: (Cooldown 4mins) For 30 seconds you have DR 100/Epic, Resistance 200 to Fire/Cold/Electricity/Acid, +30 PRR, MRR, and MRR Cap, and your hitpoints regenerate at a very swift rate.
    Tier: 6
    
    DestinyName: Exalted Angel
    Abbreviation: Exalted
    Type: Destiny
    Stats: Wisdom, Charisma
    
    AbilityName: Avenging Light
    Descrip: Active Ability: (Cooldown 3 seconds, Costs 3 sp) Deals 1d4+4 light damage + 1d4+4 per three character levels to 1 target. Fortitude save (DC 10 + character level + charisma or wisdom mod) for half.
    Tier: 1
    Cost: 2
    
    AbilityName: Radiant Power
    Descrip: Passive Bonus: +[10/20/30] Light spellpower.
    Tier: 1
    Ranks: 3
    
    AbilityName: Endless Faith
    Descrip: Passive Bonus: Spell point pool increased by [4/7/10]%. Echoes of power restore up to [18/24/30] sp.
    Tier: 1
    Ranks: 3
    
    AbilityName: Healing Power
    Descrip: Passive Bonus: +[10/20/30] Positive energy spellpower.
    Tier: 1
    Ranks: 3
    
    AbilityName: Judgment
    Descrip: Active Ability: (Cooldown 15 seconds, 10sp) Target undead or evil outsider will explode when killed, dealing 10d100 light damage to other undead or evil outsiders near them. This ability does not affect players.
    Tier: 2
    Cost: 2
    
    AbilityName: Embrace the Light
    Descrip: Passive Bonus: You take +[10/20/30]% less light damage.
    Tier: 2
    Ranks: 3
    All: Tier 1: Radiant Power
    
    AbilityName: Soundburst
    Descrip: Active Ability: (Cooldown 15/11/7 seconds, Costs 12/9/6sp) Casts Soundburst  as a Spell-Like Ability (benefits from metamagic feats at no additional cost). Fortitude (DC 10 + character level + charisma or wisdom mod) or Spell Resistance save negates stun.
    Tier: 2
    Ranks: 3
    
    AbilityName: Lay to Rest
    Descrip: Active Ability: (Cooldown 15 seconds, 10sp) Target undead or evil outsider under the effect of Judgement takes 10d100 light damage.
    Tier: 3
    Cost: 2
    All: Tier 2: Judgment
    
    AbilityName: Shadows Upon You
    Descrip: Active Ability: (Cooldown 20 seconds, 20sp) Target foe becomes cursed with Shadows Upon You, reducing all saving throws by -2 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 10 times.
    Tier: 3
    Cost: 2
    
    AbilityName: Piercing Spellcraft
    Descrip: Passive Bonus: +[1/2/3] to spell penetration.
    Tier: 3
    Ranks: 3
    
    AbilityName: Purity of Essence
    Descrip: Passive Bonus: +[6/12/20] Healing Amplification.
    Tier: 3
    Ranks: 3
    
    AbilityName: Judge the Many
    Descrip: Passive Bonus: Undead or evil outsiders judged gain "Guilt by association". When target with guilt dies, any undead or outsiders caught in the area have 50% chance to receive the effects of the Judgement epic ability (see above).
    Tier: 4
    Cost: 2
    All: Tier 3: Lay to Rest
    
    AbilityName: Rebuke Foe
    Descrip: Active Ability: (Cooldown 3 seconds) Only usable when Endless Ardor stack >=5. Target enemy takes 5% additional damage from physical and light damage for 30 seconds. Can stack up to 5 times, new stacks add 30 seconds to remaining duration. Endless Ardor stacks reset to zero.
    Tier: 4
    Cost: 2
    All: Tier 4: Blood and Radiance
    
    AbilityName: Blood and Radiance
    Descrip: Passive Bonus: Each time you cast a light based spell, you gain Endless Ardor: +1/+2/+3 sacred bonus to positive energy for 10 seconds. Each time you cast a positive energy spell, gain Righteous Fervor: +1/+2/+3 sacred bonus to light spellpower for 10 seconds. Can stack up to 10 times. Each stack add 10 seconds to remaining duration. Stacks decay at 1-2 decrements per second. Successive ranks in Blood and radiance increase both bonus to respective spell power, and increments in Endless Ardor or Righteous Fervor each time a qualifying spell is cast. Each tick of Divine Punishment, and of an Archon's light attack, count as a "spell" for this purpose.Bug: Nimbus of Light does not qualify as a "light based spell" for this.
    Tier: 4
    Ranks: 3
    
    AbilityName: Excoriate
    Descrip: Passive Bonus: When your Righteous Fervor stack is >=5, your light spells and smites have a 3% chance to stun opponents for 6 seconds.
    Tier: 4
    Cost: 2
    All: Tier 4: Blood and Radiance
    
    AbilityName: Be at Peace
    Descrip: Active Ability: (Cooldown 2 mins, 10sp) Target enemy is dazed for 1 minute, no save. Damage breaks this effect. Endless Ardor and Righteous Fervor stacks are reset to zero.
    Tier: 5
    Cost: 2
    
    AbilityName: Leap of Faith
    Descrip: Active Ability: (Cooldown 3 seconds, 10 sp) Leap through air (like leap of faith). Costs 10 sp, recharges at a rate of 15 seconds in private areas and 3 seconds in public areas. If you already possess this ability, it now recharges at a rate of 1 every 12 seconds in private areas.
    Tier: 5
    
    AbilityName: Sun Bolt
    Descrip: Active Ability: (Cooldown 12 seconds, 12sp) Casts Sun Bolt as a Spell-Like Ability (benefits from metamagic feats at no additional cost). Reflex save (DC 10 + character level + charisma or wisdom mod) for half damage.
    Tier: 6
    Cost: 2
    
    AbilityName: Divine Wrath
    Descrip: Active Ability: (Cooldown 20 seconds, 40sp, standard Area of Effect) Call down divine wrath on foes, dealing 2d6 light damage per character level, will save for half (DC 10 + character level + charisma or wisdom mod). Allies caught within blast are healed for 1d6 HP per character level. Counts as a Light spell for incrementing Endless Ardor. Target must be manually selected.
    Tier: 6
    Cost: 2
    
    AbilityName: Reborn in Light
    Descrip: You are healed to full health and activate Ascendance, Angelic Presence, and Astral Vibrance - even if they are currently on cooldown. For 2 minutes (or until you leave Angelic form), you are immune to light damage, gain 50% ity, and gain +100 Light and Healing Power. This ability can be used while dead, bringing you back at full health and in addition to the above benefits, the cooldowns of Light and Positive Energy spells are reduced to 1/5th normal, all spells cost 50% spell points. All of your physical attacks gain On Hit 100 Light damage and On Critical destroy evil undead or evil outsiders under 1000 hit points. Cooldown 10 mins; once per rest.
    Tier: 6
    Cost: 2
    All: Tier 4: Blood and Radiance
    
    DestinyName: Fatesinger
    Type: Destiny
    Stats: Strength, Charisma
    
    AbilityName: First Harmonic Chord
    Descrip: Your Inspire Courage has an additional +[1/2/3] to hit, damage, saves versus Fear, and +[3/6/9] Universal Spell Power. Passively, you benefit from an additional +[1/2/3] to hit, damage, saves versus Fear, and +[3/6/9] Universal Spell Power.
    Tier: 1
    Ranks: 3
    
    AbilityName: Siren's Song
    Descrip: Mesmerize a single target. The target also takes 2 Constitution damage every [3/2/1] seconds. Duration: 12 seconds
    Tier: 1
    Ranks: 3
    
    AbilityName: Music of the Spider Queen
    Descrip: Adds to your Fascinate: Your Fascinate gains the power to mesmerize Vermin. Mesmerized Vermin stop acting and behave like they have been fascinated. However, unlike truly fascinated creatures, they are not susceptible to suggestion.
    Tier: 1
    All: Feat: Fascinate
    
    AbilityName: Dirge
    Descrip: Bard Song: Produce a haunting funeral march that affects nearby enemies. Affected enemies suffer from Dirge. Dirge: For every two caster levels you have, this creature takes 10d[4/6/8] Negative damage and 10d[8/10/12] Sonic damage every 3 seconds (Fortitude save for half damage). In addition, enemies affected by Dirge may be slowed by 5% if they fail the Fortitude save. Duration: 18 seconds
    Tier: 1
    Ranks: 3
    
    AbilityName: Second Harmonic Chord
    Descrip: Your Inspire Courage now grants an additional +[1/2/3] to all Skills. Passively, you benefit from an additional +[1/2/3] to all Skills. 
    Tier: 2
    Ranks: 3
    
    AbilityName: Bound Fate
    Descrip: Bardic Curse: Your target must make a Will save or be bound in place briefly. In addition, your target will become [6/10/12]% more vulnerable to magical damage, and also suffers -[5/10/15] Spell Resistance and -[4/6/8] damage. Duration: 45 seconds
    Tier: 2
    Ranks: 3
    
    AbilityName: Reign
    Descrip: Spontaneous Song: You gain +[20/40/60] temporary hitpoints. For the duration of the buff, on a vorpal strike, you unleash a debilitating thunderclap for [7/9/11]d20 Sonic and [7/9/11]d20 Electrical damage. Vanquish your foes in battle with a song of glory.
    Tier: 2
    Ranks: 3
    
    AbilityName: Siren's Song
    Descrip: Your Inspire Greatness now grants an additional +[1/2/3] Physical Resistance Rating. Passively, you benefit from an additional +[1/2/3] Physical Resistance Rating.
    Tier: 3
    Ranks: 3
    
    AbilityName: Grim Fate
    Descrip:  Adds to your Bound Fate: Your Bound Fate now inflicts affected creatures with an additional [6/10/12]% vulnerability to physical attacks. Grim Fate may take effect, even if Bound Fate does not. Duration: 60 seconds
    Tier: 3
    Ranks: 3
    All: Tier 2: Bound Fate
    
    AbilityName: Arcane Hymn
    Descrip: You sing a magical Hymn that resonates within the Arcane Sphere. When you activate this ability, your target is surrounded by magical energies, bestowing Arcane Resonance. Each member of your party, including yourself, may only benefit from one Hymn at a time, regardless of source. Attempting to activate this ability on someone else will dispel the Hymn from your former target. If you attempt to activate a different Hymn on someone who is already benefitting from this Hymn, it will dispel this Hymn as it applies the new one. You may activate this ability on yourself. Arcane Resonance: +1 to Intelligence, Wisdom and Charisma, +20 Universal Spell Power, +2 Spell Penetration, +4 Use Magic Device, +10% to your Fire, Cold, Acid and Electric Absorption.
    Tier: 3
    Ranks: 3
    
    AbilityName: Aria
    Descrip: Passive: You sing your Bardic Inspiration as if you had [1/2/3] additional Bard levels. Spontaneous Song: Generate [15/25/35]% less threat when you cast spells for the duration of this song. In addition, you gain +[20/40/40] Sonic Spell Power, and +[5/10/15] Force, Positive, and Negative Spell Power.
    Tier: 3
    Ranks: 3
    Cost: 2
    
    AbilityName: Fourth Harmonic Chord
    Descrip: Your Inspire Heroics now grants an additional +[1/2/3] Armor Class, +[1/2/3]% Dodge, and +[1/2/3] to all Saving throws. Passively, you benefit from an additional +[1/2/3] Armor Class, +[1/2/3]% Dodge, and +[1/2/3] to all Saving throws.
    Tier: 4
    Ranks: 3
    
    AbilityName: Divine Hymn
    Descrip: You sing a magical Hymn that resonates within the Divine Sphere. When you activate this ability, your target is surrounded by magical energies, bestowing Divine Resonance. Each member of your party, including yourself, may only benefit from one Hymn at a time, regardless of source. Attempting to activate this ability on someone else will dispel the Hymn from your former target. If you attempt to activate a different Hymn on someone who is already benefitting from this Hymn, it will dispel this Hymn as it applies the new one. You may activate this ability on yourself. Divine Resonance: +1 to Strength, Charisma and Wisdom, +1 maximum Spite Evil charges, +2 to hit damage, and to confirm critical hits, +10 Physical Resistance Rating, and +25 Positive and Negative Spell Power.
    Tier: 4
    Cost: 2
    
    AbilityName: Martial Hymn
    Descrip: You sing a magical Hymn that resonates within the Martial Sphere. When you activate this ability, your target is surrounded by magical energies, bestowing Martial Resonance. Each member of your party, including yourself, may only benefit from one Hymn at a time, regardless of source. Attempting to activate this ability on someone else will dispel the Hymn from your former target. If you attempt to activate a different Hymn on someone who is already benefitting from this Hymn, it will dispel this Hymn as it applies the new one. You may activate this ability on yourself. Martial Resonance: +1 to Strength, Dexterity and Wisdom, +2 Sneak Dice, +20 Maximum Hit Points, +10 Physical and Magical Resistance rating, +5 Armor Class, and +10 Melee and Ranged Power
    Tier: 4
    Cost: 2
    
    AbilityName: Primal Hymn
    Descrip: You sing a magical Hymn that resonates within the Primal Sphere. When you activate this ability, your target is surrounded by magical energies, bestowing Primal Resonance. Each member of your party, including yourself, may only benefit from one Hymn at a time, regardless of source. Attempting to activate this ability on someone else will dispel the Hymn from your former target. If you attempt to activate a different Hymn on someone who is already benefitting from this Hymn, it will dispel this Hymn as it applies the new one. You may activate this ability on yourself. Primal Resonance: +1 to Dexterity, Constitution and Wisdom, +25 Maximum Hit Points, +10 Spell resistance, +10 Healing Amplification, +10% Attack Speed with Throwing Weapons and Bows, and an additional +3 Strength while Raging.
    Tier: 4
    Cost: 2
    
    AbilityName: The Fifth Chord
    Descrip: Adds Inspire Transcendence to your Bardic Ballad. Inspire Transcendence: +1 to all Spell DCs, +1 to the DC of all Tactical Feats, +3 Spell Resistance and True Seeing. Passively, you benefit from an additional +1 to all Spell DCs, +1 to the DC of all Tactical Feats, +3 Spell Resistance and you are immune to Blindness and benefit from the True Seeing spell. A verse from the Song of Heroes, whose powerful notes fill your limbs with vigor in battle.
    Tier: 5
    
    AbilityName: Metamagic Attunement I
    Descrip: Choose one:}{Like Enlarge Spell, your spells have twice the range. This does not increase their Spell Point cost.}{Like Eschew Materials, your spells no longer need common material components. This does not increase their Spell Point cost.}{Like Extend Spell, your spells last twice as long. This does not increase their Spell Point cost.
    Tier: 5
    Selector: Enlarge, Eschew, Extend
    
    AbilityName: Masquerade
    Descrip: Passive: You have a 10% reduction on the costs of your spells. You also have the power to switch your Twist of Fate at a Rest Shrine.
    Tier: 5
    
    AbilityName: Bladesong
    Descrip: Your Melee and Missile attacks deal an additional 2d6 Sonic damage on hit, scaling with Sonic Spell Power. +3% Competence Bonus to Melee Attack Speed. You have +1 Critical Multiplier on rolls of 19-20. A verse from the Song of Heroes, whose harmonious notes sweep away the strain of concentration.
    Tier: 5
    
    AbilityName: Greater Shout
    Descrip: You may cast the spell Greater Shout as a Spell-like ability. Emits an ear splitting yell that deals 1d3+3 Sonic damage per caster level and stuns targets in its path. A successful Fortitude save halves the damage and negates the stun. Cooldown: 6 seconds. Cost: 6 spell points
    Tier: 6
    
    AbilityName: Metamagic Attunement II
    Descrip: Choose one:}{Like Embolden Spell, your spells add an additional 2 to their DCs. This does not increase their Spell Point cost.}{Like Intensify Spell, your spells have an additional 75 to their Spell Power. This does not increase their Spell Point cost.}{Quicken Spell, your spells cast much faster and can't be interrupted. This does not increase their Spell Point cost.
    Tier: 6
    Selector: Embolden, Intensify, Quicken
    
    AbilityName: Turn of the Tide
    Descrip: Spontaneous Song: Activate this ability to gain: Full Base Attack Bonus +40% weapon damage DR 15/- +4 Charisma +3 to hit Your attacks from weapons deal an additional 5d10+75 Sonic damage and 5d10+75 Light damage per hit While under the effects of Turn of the Tide, you do not automatically fail Will save by rolling a natural 1. Cooldown: 3 minutes
    Tier: 6
    
    DestinyName: Fury of the Wild
    Abbreviation: Fury
    Type: Destiny
    Stats: Strength, Constitution
    
    AbilityName: Tunnel Vision
    Descrip: Passive Bonus: While raged, melee attacks deal +1d[8/10/12] extra untyped damage. In addition, you gain +[1/2/3] intimidate and +[1/2/3] will saves. You also suffer a -5 Penalty to Armor Class and suffer a 10% penalty to fortification while raged.
    Tier: 1
    Ranks: 3
    
    AbilityName: Primal Scream
    Descrip: Active Ability: (Cooldown 15 seconds) Nearby allies are raged gaining +[3/4/5] morale bonus to Strength and Constitution, and suffer a -2 penalty to armor class. Nearby enemies take up to [10/20/30]d20 sonic damage. [3/4/5] uses per rest. Duration 3 minutes per use.
    Tier: 1
    Ranks: 3
    
    AbilityName: Boulders
    Descrip: Boulder Toss Active Ability: (Cooldown 20 seconds) Throw a boulder at an enemy, dealing [6/12/20]d100 bludgeoning damage and knocking down enemy on failed reflex save DC [10/15/20] + Str modifier.}{- This does not benefit from spell power, but can critically hit.}{- Affected by force spell power and lore.}{- Treated as low level spell, affected by Globe of Invulnerability. DDO Forums}{- Bug:  Boulder Toss Knockdown DC is not working correctly as even the lowest reflex save enemies almost always save.} Boulder's Might 5[W] attack with [+0/+1/+2] Critical Multiplier (Cooldown 6 seconds)
    Tier: 1
    Ranks: 3
    Selector: Boulder Toss, Boulder's Might
    
    AbilityName: Fast Healing
    Descrip: Passive Bonus: You heal [2/4/6]d20 HP each minute using positive energy.
    Tier: 1
    Ranks: 3
    
    AbilityName: Injury
    Descrip: Passive Bonus: While you are injured, enemies you damage in melee are shaken. At rank 2 when you're below 70% of your hit points enemies receive a bleed proc for 1d10 damage every 2 seconds for 10 seconds. At rank 3 when you are below 30% hit points, you have a 10% chance of paralyzing your enemies for 5 seconds.}{- Bug:  Injury's shaken effect has a DC29 will save, lasts only 6 seconds, and offers a recurring save every 2 seconds.}{- Bug:  Injury's  3rd rank effect functions the same as the 2nd rank.}{- Note: The bleed damage uses the same rather annoying sound effect as the Slicing Blow feat, except it goes off constantly.
    Tier: 2
    Cost: 2
    
    AbilityName: Unstoppable Fury
    Descrip: Passive Bonus: While raged, when you roll a natural 1 with a melee attack, you gain +[1/2/3] attack for 20 seconds. Can stack 3 times for up to +[3/6/9] attack. Loses 1 stack every 20 seconds.
    Tier: 2
    Ranks: 3
    
    AbilityName: Acute Instincts
    Descrip: Passive Bonus: While raged, you gain +[0/1/2] wisdom, +[2/4/6] balance, heal, listen, spot, search, concentration and +[1/2/3] insight bonus to saves vs traps.
    Tier: 2
    Ranks: 3
    
    AbilityName: Damage Reduction
    Descrip: Passive Bonus: Gain [2/4/6] Physical Resistance Rating. Barbarians gain a +1% to Barbarian Damage Reduction at rank 3.
    Tier: 2
    Ranks: 3
    
    AbilityName: Insult
    Descrip: (Active) (Cooldown: 20 seconds) Your next attack generates triple threat, and for 20 seconds your target gains +2 Strength, +2 constitution and loses -10 AC, -10 concentration and -10% fortification.
    Tier: 3
    Cost: 2
    All: Tier 2: Injury
    
    AbilityName: Malicious Weapons
    Descrip: Passive Bonus: +[3/6/9]% chance to trigger weapon effects with glancing blows.
    Tier: 3
    Ranks: 3
    
    AbilityName: Ward Against Weird
    Descrip: Passive Bonus: [30/40/60] spell resistance when you are below [100%/70%/30%] of health.}{- Note: it does not stack with spell resistance from items.
    Tier: 3
    Ranks: 3
    
    AbilityName: Gird Against Demons
    Descrip: Passive Bonus: Weapons you equip are considered cold iron and gain [lesser evil outsider bane / evil outsider bane].}{- Note: This effect now shows up as "Gird Against Demons" on your weapons as an enchantment, and thus fully stacks with all other weapon enchantments.}{- Bug:  Cold Iron damage bypass will removed if you change your Arcane Archer Secondary Imbue from metalline to any other. This does not occur if you equipping the bow which you equipped when you enter current instance.
    Tier: 4
    Ranks: 2
    Cost: 2
    
    AbilityName: Wild Weapons
    Descrip: Passive Bonus: +[3/6/9]% glancing blow damage.
    Tier: 4
    Ranks: 3
    All: Tier 3: Malicious Weapons
    
    AbilityName: Sense Weakness
    Descrip: Passive Bonus: You deal [10/20/30]% extra damage to helpless targets. Your melee attacks deal [1d8/1d8/1d8] extra untyped damage to enemies below 75% HP, [0/1d12/1d12] extra damage to enemies below 50% HP, and [0/0/1d20] extra damage to enemies below 25% HP. These are cumulative.
    Tier: 4
    Ranks: 3
    All: Tier 2: Acute Instincts
    
    AbilityName: Overwhelming Force
    Descrip: Passive Bonus: Melee attacks under the effect of Adrenaline knock down [2/6/10] seconds.}{- Note: While knocked down by Overwhelming Force, the enemy is considered helpless.
    Tier: 4
    Ranks: 3
    
    AbilityName: Strong Swings
    Descrip: +10 Melee Power with Melee Weapons. While fighting in Two Handed Fighting style, this is instead +25.
    Tier: 5
    
    AbilityName: Fury Made Placid
    Descrip: Active Ability: (Cooldown 30 seconds) Spend 1 Adrenaline: Stop being raged. You heal 2d100 HP every two seconds over the next ten seconds. This healing scales with Melee Power. For 3 minutes you gain +6 wisdom, +10% Doublestrike, +20 PRR and MRR, cannot benefit from rage or adrenaline, and sentient enemies attacking you physically or magically have a 3% chance to become paralyzed and helpless with regret for 3 seconds with no save.  Cannot train if you have Fury Eternal.
    Tier: 5
    
    AbilityName: Fury Eternal
    Descrip: Passive Bonus: +1 Adrenaline max use. Whenever you Vorpal Strike on melee or ranged attack, 33% chance to regain 1 Adrenaline use. Cannot train Fury Made Placid.
    Tier: 5
    
    AbilityName: Bloodbath
    Descrip: While in Two Handed Fighting style, your Vorpal Threat Range is increased to 19-20.
    Tier: 6
    
    AbilityName: Unbridled Fury
    Descrip: Epic Moment: Active Ability: (Cooldown 5mins) Every three seconds, for thirty seconds, you gain Adrenaline Overload: Your next attack deals +400% damage and has +16 critical threat range and confirmation of critical hits. While this is active and you fight with a two handed weapon, Glancing Blows produced on enemies around you when you stand still and attack deal +100% damage and have 100% chance of triggering weapon effects. You gain the feats Two-Handed Fighting, Improved Two-Handed Fighting, and Greater Two-Handed Fighting for the duration.
    Tier: 6
    Cost: 2
    
    DestinyName: Grandmaster of Flowers
    Abbreviation: Flowers
    Type: Destiny
    Stats: Dexterity, Wisdom
    
    AbilityName: Lily Petal
    Descrip: Project a bolt of pure Ki energy to damage a single enemy at range and restore 5 Ki to yourself. Damage: 80 to 120 plus 8 to 12 per Character Level. This damage scales with the higher of Melee and Ranged Power.
    Tier: 1
    
    AbilityName: Perfect Balance
    Descrip: Passive Bonus: +[2/4/6] to Balance, Jump and Tumble and [1/2/3]% Dodge.
    Tier: 1
    Ranks: 3
    
    AbilityName: Enlightenment
    Descrip: Passive Bonus: +[15/30/45] Ki and +[2/4/6] Concentration. Gain +[0/0/1] passive ki regeneration.
    Tier: 1
    Ranks: 3
    
    AbilityName: A Dance of Flowers
    Abbreviation: Dance of Flowers
    Descrip: Passive Bonus: +[0.5/1.0/1.5][W] to attacks you make while Centered. Note: Works with any weapon as long as you remain centered, eg bows with Zen Archery or T5 Kensei focus weapon. Works without monk levels, so long as you meet the requirements for being centered.
    Tier: 1
    Ranks: 3
    
    AbilityName: The Flower's Thorn
    Descrip: Melee Attack: +3[W]. 6 second cooldown. Does not require you to be Centered.
    Tier: 2
    
    AbilityName: Running with Wind
    Descrip: You gain Electricity resistance [4/8/12], and a +[10/20/30]% Enhancement bonus to Movement speed. You also gain +[2/4/6]% chance to Doublestrike on your Melee attacks.
    Tier: 2
    Ranks: 3
    
    AbilityName: Serenity
    Descrip: Passive Bonus: +[3/6/9] stacking spell resistance.
    Tier: 2
    Ranks: 3
    
    AbilityName: Hail of Blows
    Descrip: You gain +3% chance to doublestrike on your melee attacks and +3 damage with weapons.
    Tier: 2
    All: Tier 1: A Dance of Flowers
    
    AbilityName: Orchid Blossom
    Descrip: Project a blast of pure Ki energy to damage enemies at range. The Orchid Blossom will detonate upon hitting an enemy or solid object, damaging any nearby foes. Damage: 80 to 120 plus 8 to 12 per Character Level (Reflex Saving Throw DC 10 + Character Level + Wisdom Modifier + Stunning Bonuses for half damage). The damage scales with the higher of Melee or Ranged Power. Cooldown: 12 seconds, Cost: 20 Ki.
    Tier: 3
    
    AbilityName: Walking with Waves
    Descrip: You gain Cold Resistance [4/8/12] and +[2/4/6] bonus to your Armor Class. You also gain+[1/2/3]% to your chance to Dodge enemy attacks.
    Tier: 3
    Ranks: 3
    
    AbilityName: Light as a Feather
    Descrip: You are immune to damage caused by falling. In addition, when this ability is toggled on, you are under the effect of Feather Fall
    Tier: 3
    
    AbilityName: Perfection of Body
    Descrip: Passive Bonus: +[2/4/6] to Fortitude save. Do not automatically fail a save on a 1 against [disease/poison/any Fortitude save].
    Tier: 3
    Ranks: 3
    
    AbilityName: Standing with Stone
    Descrip: You gain Acid Resistance [4/8/12], +[5/10/15] to your maximum hit point total. You also gain +[5/10/15] PRR.
    Tier: 4
    Ranks: 3
    
    AbilityName: Piercing Clarity
    Descrip: Passive Bonus: Your attacks bypass [5/10]% of enemy fortification. Your attacks have Ghost Touch. On rank 2 your attacks bypass concealment as if you had True Seeing.
    Tier: 4
    Ranks: 2
    
    AbilityName: Perfection of Mind
    Descrip: Passive Bonus: +[2/4/6] to Will saves, additional +[2/4/6] saves versus enchantment, Fear and illusion. On Rank 3, you do not automatically fail a Will save on a 1.
    Tier: 4
    Ranks: 3
    
    AbilityName: Drifting Lotus
    Descrip: Enemies in the vicinity of your attack may make a Reflex saving throw (DC 10 + character level + Wisdom modifier + stun bonuses) for half damage. Any enemies who fail their Reflex save are knocked down by the force of your blow. Damage: 100-160 +10-14 per character level. This damage scales with the highest of Melee and Ranged Power. Cooldown: 15 seconds, Cost: 25 Ki.
    Tier: 5
    
    AbilityName: Dancing with Flames
    Descrip: You gain Fire Resistance [4/8/12], and a +[1/2/3] bonus to your attack and damage rolls. You also gain +[0.3/0.6/1][W] damage added to your weapon attacks.
    Tier: 5
    Ranks: 3
    
    AbilityName: Devastating Critical
    Descrip: Passive Bonus: +1 Critical Damage Multiplier on rolls of 19-20.
    Tier: 5
    
    AbilityName: Perfection of Soul
    Descrip: Passive Bonus: +[2/4/6] to Reflex saves, and gain +[1/2/3] to Bluff, Diplomacy, Haggle and Intimidate. At rank 3, do not automatically fail a Reflex save on a 1.
    Tier: 5
    Ranks: 3
    
    AbilityName: A Scattering of Petals
    Abbreviation: Scattering of Petals
    Descrip: On Activation: Nearby enemies have their Fortification reduced by 200% and lose sneak attack immunity for 12 seconds. In addition, each nearby enemy must make a Fortitude saving throw (DC 10 + Character Level + Wisdom Modifier + Stunning bonuses) or become blinded for 9 seconds. For the next 12 seconds, you gain +100 PRR and +10 Natural Armor. Cooldown: 90 seconds, Cost: 30 Ki.
    Tier: 6
    
    AbilityName: Everything is Nothing
    Descrip: On Activation: Your state of luminous consciousness allows your will to alter the fabric of the planes, ripping your foes out of time and space. Up to six nearby enemies must make a saving throw (DC 10 + Character Level + Wisdom Modifier + Stunning bonuses) or be erased from the multiverse. If they succeed at their saving throw, they are instead paralyzed by temporal shock for 6 seconds, after which point they take 1000 points of damage (Fortitude save as above for half damage). This damage scales with the highest of Melee or Ranged power. Bosses are immune to the death and paralysis effects, and instead immediately take damage. Player characters are entirely immune to Everything is Nothing.
    Tier: 6
    Cost: 2
    
    DestinyName: Legendary Dreadnought
    Abbreviation: Dreadnought
    Type: Destiny
    Stats: Strength, Constitution
    
    AbilityName: Sundering Swing
    Descrip: Active Ability: (Cooldown 1 min) For the next [9/12/15] seconds, all attacks you make apply an Improved Sunder effect on hit.}{  Bug:  Sundering Swing functions as the old version of Improved Sunder (-5 AC, but does not lower fortification). It's also not applying the -3 fortitude penalty that Improved Sunder normally does regardless if saved against.}{  Note: It does not apply to unarmed attacks.
    Tier: 1
    Ranks: 3
    All: Feat: Improved Sunder
    
    AbilityName: Legendary Tactics
    Descrip: Passive Bonus: +[2/4/6] to DC's of all tactical feats.}{  Bug:  Legendary Tactics isn't applying to the knockdown DC of Lay Waste.
    Tier: 1
    Ranks: 3
    
    AbilityName: Extra Action Boost
    Descrip: Passive Bonus: +[1/2/3] Action Boost per rest.
    Tier: 1
    Ranks: 3
    
    AbilityName: Attack Boost
    Descrip: Active Ability: (Cooldown 20 seconds (30 if you twist it)) 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).
    Tier: 1
    Ranks: 3
    
    AbilityName: Momentum Swing
    Descrip: 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).}{Bug: Cooldown often seems to be resetted, but actually it is not. Activating Momentum Swing when timer is not properly resetted will cause animation to play but you won't deal any damage. Easy way to check proper reset is to wait 2-3 seconds after ability timer is cleared, and if countdown continues - then it was false reset, if not - then ability resetted properly.
    Tier: 2
    Ranks: 3
    
    AbilityName: Improved Combat Expertise
    Abbreviation: Imp. Combat Expertise
    Descrip: Active Ability: (Cooldown 6 seconds) When Stance: Combat Expertise is active, you gain +20 Physical Resistance Rating.
    Tier: 2
    Cost: 2
    All: Feat: Combat Expertise
    
    AbilityName: Improved Power Attack
    Abbreviation: Imp. Power Attack
    Descrip: Active Ability: (Cooldown 6 seconds) When Stance: Power Attack is active, you deal +0.5[W] damage with weapons.}{  Bug:  As of Update 22.3 the extra 0.5[W] damage from Improved Power Attack does not display on your weapons, but does display on the inventory damage box and in the players combat chat log. The +0.5[W] increase in damage works and applies normally.
    Tier: 2
    Cost: 2
    All: Feat: Power Attack
    
    AbilityName: Damage Boost
    Descrip: Active Ability: (Cooldown 20 seconds (30 if you twist it)) Activate to gain a +[20/25/30] Action Boost bonus to melee 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).
    Tier: 2
    Ranks: 3
    
    AbilityName: Lay Waste
    Descrip: 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).}{Bug: Cooldown often seems to be resetted, but actually it is not. Activating Lay Waste when timer is not properly resetted will cause animation to play but you won't deal any damage. Easy way to check proper reset is to wait 2-3 seconds after ability timer is cleared, and if countdown continues - then it was false reset, if not - then ability resetted properly.
    Tier: 3
    Cost: 2
    All: Tier 2: Momentum Swing
    
    AbilityName: Critical Damage
    Descrip: Passive Bonus: +[2/4/6] damage on critical hits (before weapon multipliers).
    Tier: 3
    Ranks: 3
    
    AbilityName: Haste Boost
    Descrip: 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).}{  Bug:  The ability can be taken if you have Action Boost Haste from an enhancement line. In that case, it will share the number of uses with the existing haste boost.
    Tier: 3
    Ranks: 3
    
    AbilityName: Unusual Tactics
    Descrip: 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.
    Tier: 4
    Cost: 2
    
    AbilityName: Volcano's Edge
    Descrip: 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.}{  Note: Does also work with a Rapier or Kukri equipped in the main hand.
    Tier: 4
    Cost: 2
    
    AbilityName: Lightning Mace
    Descrip: 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.
    Tier: 4
    Cost: 2
    
    AbilityName: Anvil of Thunder
    Descrip: Active Ability: (Cooldown 12 seconds) Melee Attack On Hit 100 Sonic damage. On Critical Target is stunned for 6 seconds. 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.
    Tier: 4
    Cost: 2
    
    AbilityName: Advancing Blows
    Descrip: Passive Bonus: You gain on Critical Hit +1 to hit and damage for 6 seconds. Stacks 5 times.}{-As of Update 37 Patch 2, Advancing Blows no longer treats critical hits as action boost activations. Therefore, it no longer has a great synergy with Purple Dragon Focus
    Tier: 5
    Cost: 2
    
    AbilityName: Devastating Critical
    Descrip: Passive Bonus: +1 Critical Damage Multiplier on rolls of 19-20.}{- Stacks with Headman's Chop and Overwhelming Critical.}{-Functions with handwraps and shields.
    Tier: 5
    Cost: 2
    
    AbilityName: Master's Blitz
    Descrip: 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 chance to gain an additional stack of the melee/ranged damage bonus and restart the duration. When you first activate this ability, you now start with three stacks of increased damage. The damage bonus stacks up to 10 times, and decrements by 1 every 15 seconds.
    Tier: 6
    Cost: 2
    
    AbilityName: Pulverizer
    Descrip: Passive Bonus: Increases the critical threat range of bludgeoning weapons you equip by 1 (Insight bonus).}{  Notes:}{- As insight bonus, this does stack with most common effects that increase threat range (exception: Exploit Weakness).}{- Does not work with Shields.}{- Works with Handwraps as of U35}{- Does not work for bludgeoning weapons that don't deal bludgeoning damage, for example Cranium Cracker or Sireth.}{- Works for Blunted Ammunition ranged weapons, as well as bows dealing bludgeoning damage via Morphic Arrows.
    Tier: 6
    Cost: 2
    
    AbilityName: Headman's Chop
    Descrip: 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.}{-This also increases the Critical Damage Multiplier of your off-hand weapons and shields, as long as you have an axe equipped in your main hand.}{- Stacks with Devastating Critical and Overwhelming Critical.
    Tier: 6
    Cost: 2
    All: Tier 5: Devastating Critical
    
    DestinyName: Magister
    Type: Destiny
    Stats: Intelligence, Charisma
    
    AbilityName: Sigil of Spell Warding
    Abbreviation: Sigil of Warding
    Descrip: Active Ability: (Cooldown 30 seconds, 20 sp) Inscribes a sigil for 60 seconds. Grants [1/2/3] AC and [5/10/15] PRR to allies in radius. Only one sigil active per caster.
    Tier: 1
    Ranks: 3
    
    AbilityName: Imperceptible Casting
    Descrip: For the next 30 seconds, you gain +10 Universal Spell Power and the threat you generate from spells is reduced by 95%. Cooldown: 1 minute
    Tier: 1
    
    AbilityName: Unearthly Reactions
    Descrip: Passive Bonus: +[1/2/3] dodge, +[2/4/6] reflex. At rank 3 when you tumble, you will phase out from reality briefly, passing through enemies as you do so.
    Tier: 1
    Ranks: 3
    
    AbilityName: Impregnable Mind
    Descrip: Passive Bonus: +[2/4/6] concentration, +[2/4/6] will, rank 3 No longer automatically fail will saves on a roll of a 1.
    Tier: 1
    Ranks: 3
    
    AbilityName: Sigil of Lifeshielding
    Descrip: Active Ability: (Cooldown 30 seconds, 20 sp) Inscribes a sigil for 60 seconds. Grants deathward to allies within radius and inflicts [1/2/3]d6 light damage every 2 second to the undead. Only one sigil active per caster.
    Tier: 2
    Ranks: 3
    
    AbilityName: Fade into the Weave
    Descrip: gain +25 Universal Spell Power, trigger a Diplomacy effect, and for the next 20 seconds you are invisible. This invisibility does not break if you cast spells or attack enemies. Cooldown: 2 minutes
    Tier: 2
    All: Tier 1: Imperceptible Casting
    
    AbilityName: School Specialist
    Descrip: Passive Bonus: +[1/2/3] DC to chosen school.
    Tier: 2
    Ranks: 3
    All: Feat: Spell Focus
    SharedSelector: Feat: Spell Focus
    
    AbilityName: Sigil of Energy Negation
    Abbreviation: Sigil of Energy
    Descrip: Active Ability: (Cooldown 30 seconds, 20 sp) Inscribes a sigil for 60 seconds. Grants [20/40/60] stacking fire, cold, electricity and acid resistance to allies within radius. Only one sigil active per caster.
    Tier: 3
    Ranks: 3
    
    AbilityName: Variable Resistance
    Descrip: Passive Bonus: Whenever take elemental damage +10 resistance to this type of damage for [1/2/3] minute(s). Stacks up to 3 times. Stack cleared if take a different elemental damage.
    Tier: 3
    Ranks: 3
    
    AbilityName: Piercing Spellcraft
    Descrip: Passive Bonus: +[1/2/3] to spell penetration.
    Tier: 3
    Ranks: 3
    All: Feat: Spell Penetration
    
    AbilityName: School Augmentation
    Descrip: Passive Bonus: Chosen school spells have [5/10/15]% chance to reduce target <save depending on school> by 5 or 10 for [10/20/30] seconds.Conjuration/Evocation: Reflex -10. Enchantment/Illusion: Will -10. Necromancy (tests) / Transmutation: Fortitude -5. Abjuration: [5/10/15]% chance to increase target's Armor Class by 5 for [2/?/?] minutes.
    Tier: 3
    Ranks: 3
    All: Tier 2: School Specialist
    
    AbilityName: Sigil of Battering Spellcraft
    Abbreviation: Sigil of Battering
    Descrip: Active Ability: (Cooldown 2 mins, 20sp) Inscribes a sigil for 30 seconds[Unverified"30 seconds" has not been verified in-game. Please verify it!]. Rank 3 sigil lasts 60 seconds. Grants +[15/30/45] stacking spellpower to allies within radius. Only one sigil active per caster.
    Tier: 4
    Ranks: 3
    
    AbilityName: Nullmagic Guard
    Descrip: Passive Bonus: When you take damage, there is a [2/4/6]% chance that a burst of antimagic energy expands from your body. Nearby enemies are subject to a Dispel Magic effect, which may strip them of their magical protections, and will render them unable to cast spells and lose [2/3/4] Spell Resistance for [10/20/30] seconds.
    Tier: 4
    Ranks: 3
    
    AbilityName: Call Kindred Being
    Descrip: Active Ability: (Cooldown 60 seconds) Summon an epic (CR20) creature to aid you. The creature type depends on school familiarity as follows: Abjuration summons an Animated Armor, Conjuration summons a Golem, Enchantment summons a Succubus, Evocation summons a Living Meteor Swarm, Illusion summons a Dream Reaver, Necromancy summons a Lich, Transmutation summons a Gargoyle. Note--the golem sometimes turns hostile and attacks the party.
    Tier: 4
    All: Tier 4: School Familiarity
    
    AbilityName: School Familiarity
    Descrip: Passive Bonus: Reduces cooldown for chosen school spells by [5/10/15]%.
    Tier: 4
    Ranks: 3
    All: Tier 3: School Augmentation
    
    AbilityName: Nullmagic Strike
    Descrip: Passive Bonus: Offensive spells you cast, melee and ranged attacks have a [5/10/15]% chance to subject the target to a Dispel Magic effect, which may strip them of their magical protections, and will render them unable to cast spells and lose [2/3/4] Spell Resistance for [10/20/30] seconds.
    Tier: 5
    Ranks: 3
    All: Tier 4: Nullmagic Guard
    
    AbilityName: Grand Summoner
    Descrip: Passive Bonus: Summons gain +4 to all ability scores, increased health, increased fort (50%) and a 40% increase to movement speed. Stack with augment summoning and similar effects.
    Tier: 5
    All: Tier 4: Call Kindred Being, Feat: Augment Summoning
    
    AbilityName: School Master
    Descrip: Passive Bonus: Your caster level and maximum caster level on spells of this school are each increased by [1/2/3]. You also gain +[1/2/3] to DCs with spells from this School.
    Tier: 5
    Ranks: 3
    All: Tier 4: School Familiarity
    
    AbilityName: Arcane Tempest
    Descrip: Creates a chaotic massively powerful storm of force energy that deals 1d6+6 Force damage per caster level every 2 seconds for 10 seconds. Cooldown: 30 seconds. Cost: 30 spell points
    Tier: 6
    Cost: 2
    
    AbilityName: Nullmagic Aura
    Descrip: When activated, for 20 seconds, you and allies near you are immune to harmful spells. Cooldown: 4 minutes
    Tier: 6
    Cost: 2
    All: Tier 5: Nullmagic Strike
    
    AbilityName: Arcane Adept
    Descrip: Passive Bonus: All spells you cast receive an enhancement bonus of -10% to their spell point costs.
    Tier: 6
    Cost: 1
    
    DestinyName: Primal Avatar
    Abbreviation: Primal
    Type: Destiny
    Stats: Strength, Wisdom
    
    AbilityName: Ephemeral Evolution
    Descrip: Passive When you take physical damage, you gain +1 Physical Resistance for 3 seconds. This stacks up to [5/10/15] times, up to once per second. Stacks fade away 1 at a time.
    Tier: 1
    Ranks: 3
    
    AbilityName: Rejuvenation Cocoon
    Descrip: Active (12 SP activation) (12 sec cooldown) (Empower Heal, Quicken, Enlarge) (SR: no)}Protect target ally with a shield of [90/120/150] temporary HP for 9 seconds. Heals 5d6 HP every 2 seconds while the shield persists.
    Tier: 1
    Ranks: 3
    
    AbilityName: Insidious Spores
    Descrip: Active (30 SP activation) (12 sec cooldown) (Empower, Maximize, Quicken, Enlarge) (SR: no)}Target enemy becomes contaminated with spores for 18 seconds. Every 2 seconds the target takes [6d6] Poison and Rust damage. Stacks up to [2/3/4] times. Enemies damaged by Insidious Spores become Contagious for five minutes after, spreading Insidious Spores to some nearby enemies when they die.
    Tier: 1
    Ranks: 3
    
    AbilityName: Friends of Nature
    Descrip: Active}You call forth a small nature animal, providing a bonus to nearby allies. Duration: 3 minutes. Cooldown: 3 minutes.}{- Bat: +10 Sonic Spell Power, +5 Sonic Resistance, +3 Listen}{- Bird: +1 Dodge, +3 Spot}{- Fox: +1 sneak attack damage, +3 Move Silently}{- Frog: +2 PRR, +3 Jump}{- Squirrel: +2 attack while flanking, +3 Hide
    Tier: 1
    Cost: 2
    Selector: Bat, Bird, Fox, Frog, Squirrel
    
    AbilityName: Seeking Balance
    Descrip: Passive You gain +[1/2/3] Reflex Saving Throws, +[2/4/6] Tumble, and +[2/4/6] Balance while shapeshifted into an animal form, wielding two weapons, or unarmed. These are Primal bonuses. Skill bonuses required already having at least one rank in the skill.
    Tier: 2
    Ranks: 3
    
    AbilityName: Supple as Spring
    Descrip: Passive Nearby allies gain +[1/2/3]% Primal Bonus to Dodge if they have been damaged in combat in the past six seconds.
    Tier: 2
    Ranks: 3
    
    AbilityName: Favored Enemy
    Descrip: Passive (multiple Enhancement Selector) Some things should not be. Gain the feat Favored Enemy Aberrations, Constructs, or Undead, dealing +2 damage to that race per Favored Enemy feat you have. This also increases the damage dealt against any of your other Favored Enemies by 2.  (You cannot pick a Favored Enemy you already have.)
    Tier: 2
    Cost: 2
    Selector: Aberration, Construct, Undead
    
    AbilityName: Natural Shielding
    Descrip: Passive Your summoned and charmed pets, hirelings, and monsters gain +[30/60/100] maximum HP and +[10/20/30] PRR.  Rank 3: Natural Creatures also gain evasion: When they make a successful Reflex save to avoid damage, they suffer no damage instead of half damage. (Natural Creatures include: Animals, Elementals, Magical Beasts, Plants, & Vermin)}{  Note: ingame description says that it gives 60 PRR; Evasion applies to hirelings and Dryad, probably anything can get evasion from rank 3.
    Tier: 2
    Ranks: 3
    
    AbilityName: Balanced Attacks
    Descrip: Passive You gain a +[2/4/6] Primal bonus to Attack as long as you are shapeshifted into an animal form, wielding two weapons, or unarmed. Rank 3: Knock down enemies for 2 seconds on vorpal hit. Enemies knocked down by this effect are helpless.
    Tier: 3
    Ranks: 3
    All: Tier 2: Seeking Balance
    
    AbilityName: Summer Smoke
    Descrip: Active Ability: (5 sec cooldown) Toggle: Nearby allies have a small chance to deal [5/10/15]d20 extra fire damage with their attacks.
    Tier: 3
    Ranks: 3
    
    AbilityName: Tsunami
    Descrip: Active (50SP to activate) (7 sec cooldown) (SR: no) (Empower, Maximize, Quicken, Heighten, Enlarge)}Sends forth a wave of water, knocking enemies down and dealing 30 cold damage plus 1d10 per character level and 30 bludgeoning damage plus 1d10 per character level. The cold damage and knockdown are negated on a successful Fortitude save vs. 10 + Wisdom modifier + Character level. Some monsters can resist Tsunami completely, such as Water Elementals and Oozes.
    Tier: 3
    Cost: 2
    
    AbilityName: The Oncoming Storm
    Descrip: Passive Attacks by your summoned and charmed pets, hirelings, and monsters gain a 1% chance to knockdown enemies. Rank 2: Attacks by your summoned and charmed pets, hirelings, and monsters gain a 1% chance to deal 20d20 sonic damage. Rank 3: Attacks by your summoned and charmed pets, hirelings, and monsters gain a 1% chance to deal 20d20 lightning damage.
    Tier: 3
    Ranks: 3
    All: Tier 2: Natural Shielding
    
    AbilityName: Paired Parry / Symetric Strikes
    Descrip: Passive (Multiple Enhancement Selector) Gain +5 AC or +5% Primal bonus to physical damage, while in animal form, unarmed, or two-weapon fighting.
    Tier: 4
    Cost: 2
    All: Tier 3: Balanced Attacks
    Flags: SelectorOnly
    Selector: Paired Parry, Symetric Strikes
    
    AbilityName: Autumn Harvest
    Descrip: Active You and nearby allies have a 5% chance to heal [10/15/20]d10 when nearby enemies die. Not affected by spell power.
    Tier: 4
    Ranks: 3
    
    AbilityName: Stormrage
    Descrip: Active (50SP to activate) (12 sec cooldown) (SR: No) (Quicken)}Enemies damaged by your attacks or spells are also struck by lightning, dealing 10d20 electric damage, halved on a reflex save vs. DC 50. Lightning strikes up to one enemy each second. You also gain featherfall and Deflect Arrows. Lasts 18 seconds.
    Tier: 4
    Cost: 2
    
    AbilityName: Summon Dryad Elder
    Descrip: Active (50SP to activate) (30 sec cooldown) (SR: No) (Quicken)}Summon a Dryad Elder. She uses her magic for damage spells as well as support and healing (Regenerate on self,Deathward on group, Mass Cure Critical Wounds on others - heals enemies as well).
    Tier: 4
    Cost: 2
    
    AbilityName: Chill of Winter
    Descrip: Active Ability: (5 sec cooldown)}Toggle: Enemies that damage your nearby allies have a 20% chance to become chilled, receiving 1d20 cold and 1d20 rust damage every two seconds and slowing their attack and movement speed by [5/15/25]% for 20 seconds.}This damage can stack up to 10 times. Chill of Winter also affects bosses.
    Tier: 5
    Ranks: 3
    
    AbilityName: Spirit Boon
    Descrip: Active Ability: (Multiple Enhancement Selector)}Toggle: Temporarily gain +2 Primal bonus to all physical abilities (Str, Dex, Con) or mental abilities (Int, Wis, Cha).
    Tier: 5
    Cost: 2
    Selector: Mental, Physical
    
    AbilityName: Nature's Fury
    Descrip: Passive (Multiple Enhancement Selector)}Gain +1 critical damage multiplier on a roll of 19-20, or Evasion, while in animal form, unarmed, or two-weapon fighting.
    Tier: 6
    Cost: 2
    Selector: Nature's Fury, Natural Evasion
    
    AbilityName: Avatar of Nature
    Descrip: Epic Moment: Active (2 AP) (35SP to activate) (5 sec cooldown)}You become an Avatar of Nature (Wood woad) Every 6 seconds, you gain +1 size, +2 Strength, +2 Constitution, a large bonus to damage based on size, and lose some movement speed, stacking up to size 4.}{- Size 1+: +50 size bonus to PRR?(Damage dice: 18.5[1d20])}{- Size 2+: When you attack enemies they become poisoned, taking 2d10 poison damage every 2 seconds for several seconds. This poison stacks up to 5 times. (Damage dice: 36.0[1d20])}{- Size 3+: Enemies attacking you have a chance to become diseased, dealing 1d4 Constitution damage every two seconds for 10 seconds. (Damage dice:53.5[1d20])}{- Size 4: The ground shakes when you put your foot down. Your third attack while standing still knocks down nearby enemies and deals extra bludgeoning damage in an area. (Damage dice:71.0[1d20])}{- Fighting in this form counts as Unarmed combat, uses Two Weapon Fighting feats and has a base critical profile of 20 x2, regardless of weapon(s) wielded.}{  Tip: Turning off effects in combat log can prevent some lag related to changing shapes (DDO Forums).
    Tier: 6
    Cost: 2
    
    DestinyName: Shadowdancer
    Type: Destiny
    Stats: Dexterity, Intelligence
    
    AbilityName: Stealthy
    Descrip: Passive Bonus: +[2/4/6] to Hide and Move Silently skills. +[2/4/6] to Assassinate DC (if you have Assassinate). Hide in Plain Sight at rank 3.
    Tier: 1
    Ranks: 3
    
    AbilityName: Shadow Lance
    Descrip: Active Ability: (Cooldown: 30 seconds) Throws 3 spears, each dealing [4/6/8]d8 + [18/24/30] unholy damage and has a chance to blind target (Fort DC [14/16/18] + character level + higher of Dex or Int modifier + Assassination bonuses). This damage scales with 400% of the higher of your melee or ranged power.
    Tier: 1
    Ranks: 3
    
    AbilityName: Acrobatic
    Descrip: Passive Bonus: +[2/4/6] to Balance, Jump and Tumble and a +[3/6/9] bonus to reflex while tumbling.
    Tier: 1
    Ranks: 3
    
    AbilityName: Technician
    Descrip: Passive Bonus: +[2/4/6] to Search, Spot, Disable Device, Open Lock and flanking bonus to attack.
    Tier: 1
    Ranks: 3
    
    AbilityName: Escape Notice
    Descrip: Active Ability: (Cooldown: 1 minute) Triggers a Diplomacy effect that uses the Hide skill instead of the Diplomacy skill.
    Tier: 2
    Cost: 2
    
    AbilityName: Lithe
    Descrip: Passive Bonus: +[2/4/6] reflex saves, AC and light armor Max Dex Bonus.
    Tier: 2
    Ranks: 3
    
    AbilityName: Skill Mastery
    Descrip: Passive Bonus: +1 stacking to all skills.
    Tier: 2
    All: Tier 1: Technician
    
    AbilityName: Cloak of Shadows
    Descrip: Active Ability: (Cooldown: 2 minutes) Activate to cloak in darkness, granting immunity to light and negative damage for 5 minutes, or until 120 damage have been absorbed.
    Tier: 3
    Cost: 2
    
    AbilityName: Shrouding Strike/Shot
    Descrip: Active Ability: (Cooldown: 6 seconds) Melee or Ranged Attack: Perform an attack with +[1/2/3][W] damage. On hit: Apply a stack of Improved Destruction.
    Tier: 3
    Ranks: 3
    Flags: SelectorOnly
    Selector: Shrouding Strike, Shrouding Shot
    
    AbilityName: Meld into Darkness
    Descrip: Active Ability: (Cooldown: 2 minutes) +100% Enhancement bonus to dodge for [9/12/15] seconds.
    Tier: 3
    Ranks: 3
    
    AbilityName: Grim Precision
    Descrip: Passive Bonus: Bypass [5/10/15]% enemy fortification and [1/2/3]% enemy dodge.
    Tier: 3
    Ranks: 3
    
    AbilityName: Improved Invisibility
    Descrip: Active Ability: (Cooldown: 4 minutes) Turn invisible for [10/20/30] seconds. Attacking does not break this effect. After it wears off, you retain partial concealment for a time (grants Displacement for [30/60/90] seconds).
    Tier: 4
    Ranks: 3
    
    AbilityName: Pierce the Gloom
    Descrip: Active Ability: (Cooldown: 2 minutes) You are accustomed to seeing clearly even in the darkest conditions. Activate this ability to clear any Blindness effect on yourself. For 30 seconds afterwards you always hit except when you roll a 1 on your attack roll.
    Tier: 4
    Cost: 2
    All: Tier 3: Grim Precision
    
    AbilityName: Shadow Manipulation
    Descrip: Active Ability: (Cooldown: 2 minutes) Activate to dominate the target for 1 minute (Will DC 10 + character level + higher of Dex or Int modifier + Assassination bonuses), after which it is subject to instant death if it fails a fortitude save (DC 10 + character level + higher of Dex or Int modifier + Assassination bonuses). This effect appears to work only on humanoids, living constructs and some aberrations.
    Tier: 5
    Cost: 2
    
    AbilityName: Untouchable
    Descrip: Passive Bonus: Gain 3% dodge and +1 critical multiplier on rolls of 19-20.
    Tier: 5
    
    AbilityName: Executioner's Strike/Shot
    Descrip: Active Ability: (Cooldown: 30 seconds) Melee or ranged attack. Perform an attack with +[1/2/3][W] damage, +1 critical threat range and +1 critical damage multiplier. On hit: You have a 35% chance to kill a target instantly if the target fails a Fortitude save (DC 7 + Character level + DEX modifier + Number of Shadow Charges). Even on successful save target takes an additional [50/75/100] damage from this attack.
    Tier: 5
    Ranks: 3
    Flags: SelectorOnly
    Selector: Executioner's Strike, Executioner's Shot
    
    AbilityName: Sealed Soul
    Descrip: Passive Bonus: Grants you immunity to energy drain.
    Tier: 5
    Cost: 2
    
    AbilityName: Consume
    Descrip: Active Ability: (Cooldown: 2 minutes) Activate to create a field around you for 10 seconds. Every 2 seconds the aura causes one nearby corporeal enemy to be devoured by its own shadow and die (Fort DC 10 + character level + higher of Dex or Int modifier + Assassination bonuses), or take 80-120 damage. You are free to perform other actions while the aura is active.
    Tier: 6
    Cost: 2
    
    AbilityName: Shadow Form
    Descrip: Active Ability: (Cooldown: 1 minute) Activate to gain 25% incorporeal miss chance (and ignore incorporeal miss chance of targets), float as if affected by Feather Fall, have bonuses to Hide and Move Silently (testing shows +20 to both) and deal strength damage on all melee and ranged attacks. You also take double damage from light effects. This is a toggled ability that persists until toggled off or leaving a quest.
    Tier: 6
    
    AbilityName: Dark Imbuement
    Descrip: Active Ability: (Cooldown: 2 minutes) For 30 seconds, you deal an extra 9d6 unholy damage with every strike (scales with 200% higher of melee or ranged power), +15 Melee and Ranged Power, +2 Sneak Attack dice, the effective range of your melee attacks increases dramatically, and your ranged attacks have a 30% chance to explode, dealing 18d6 unholy damage (scales with 200% ranged power) to all enemies in a large radius around your target.
    Tier: 6
    Cost: 2
    
    DestinyName: Shiradi Champion
    Abbreviation: Shiradi
    Type: Destiny
    Stats: Dexterity, Wisdom
    
    AbilityName: Stay Frosty
    Descrip: Shiradi Ranged Stance: (Cooldown: 5 seconds) Ranged and thrown attacks and offensive spells have a 7% chance to deal [3d10/3d20] extra cold damage and slow movement speed for [5/10] seconds. This Cold damage scales with 200% Ranged Power. [+3/+6] Listen and Spot.}{  Note: Can be active at the same time as Archer's Focus or Improved Precise Shot Ranged Stances. The slow effect seems to not be affecting bosses.
    Tier: 1
    Ranks: 2
    
    AbilityName: Wild Shots
    Descrip: Active Ability: (Cooldown: [30/20/15] seconds) Hurl nine daggers in a wide arc in front you. Each deals [10d20/15d20/20d20] piercing damage that scales with 200% Ranged Power.Enemies hit by daggers are immune to further hits from Wild Shots for 5 seconds.
    Tier: 1
    Ranks: 3
    
    AbilityName: Healing Spring
    Descrip: Active Ability: (Cooldown: 30 seconds) Nearby allies heal 1d100 positive energy every [60/40/20] seconds for five minutes. Usable once per rest.}Although not specified in the description, "allies" includes yourself, and the buff is affected by healing amplification and positive spell power effects (such as the caster's heal skill). When Healing Spring is cast, a healing buff is calculated and added to all nearby allies, including the caster; there is no need to remain near the caster (as one must to take advantage of a cleric's healing aura), and equipment that improves healing or spell power can be removed after the buff is applied without losing its bonus.
    Tier: 1
    Ranks: 3
    
    AbilityName: Illusion of Well Being
    Descrip: Passive Bonus: Healing spring additionally grants [10/15/20] temporary hitpoints when it heals for at least one HP.Grants one additional use of healing spring per rest.
    Tier: 1
    Ranks: 3
    All: Tier 1: Healing Spring
    
    AbilityName: Prism
    Descrip: Shiradi Ranged Stance (Cooldown: 5 seconds)  Ranged and thrown attacks and offensive spells have a 7% chance to deal 2d10 damage to a random ability score.
    Tier: 2
    Cost: 2
    
    AbilityName: Pin
    Descrip: Ranged or Thrown Attack: (Cooldown: [20/15] seconds) Deals [+2/+3][w]. If enemy is not moving, enemy is pinned in place for [9/18] seconds. Enemy is slowed if moving.}{ Note: No saving throw observed for either effect. When pinned the enemy is also helpless. Bosses can not be pinned in place, but are affected by the slow.
    Tier: 2
    Ranks: 2
    
    AbilityName: Fey Spring
    Descrip: Passive Bonus: Healing spring additionally grants DR[2/4/6]/Cold Iron and stacking [2/4/6] Spell Power to nearby allies.Grants one additional use of healing spring per rest.
    Tier: 2
    Ranks: 3
    All: Tier 1: Healing Spring, Tier 2: Fey Form
    
    AbilityName: Fey Form
    Descrip: Passive Bonus: Gain DR[3/5/7]/Cold Iron and +[5/10/15] Spell Power.
    Tier: 2
    Ranks: 3
    
    AbilityName: Rainbow
    Descrip: Passive Bonus: While in Prism Stance, your ranged and thrown attacks and offensive spells have a 7% chance to deal 1d100 extra damage of a random type. This damage scales with 200% Ranged Power.
    Tier: 3
    Cost: 2
    All: Tier 2: Prism
    
    AbilityName: Otto's Whistler
    Descrip: Ranged or Thrown Attack: (Cooldown: [20/15] seconds) Deals [+2/+3][w] damage. If enemy is moving, enemy starts dancing for [9/18] seconds.}{  Note: No saving throw observed.
    Tier: 3
    Ranks: 2
    
    AbilityName: Whirling Wrists
    Descrip: Passive Bonus: Increases your attack speed with thrown weapons by [20%/40%/60%] (This is a Feat Bonus). You also gain [2%/4%/6%] Doubleshot.
    Tier: 3
    Ranks: 3
    
    AbilityName: Double Rainbow
    Descrip: Passive Bonus: While in Prism Stance, your ranged and thrown attacks and offensive spells have a 7% chance to inflict a random effect on your target. These effects scale with various different things depending on their origins, including Melee, Ranged, and Spell Power.
    Tier: 4
    Cost: 2
    All: Tier 3: Rainbow
    
    AbilityName: Stay Good
    Descrip: Shiradi Ranged Stance: (Cooldown: 5 seconds) Ranged and thrown attacks and offensive spells have a 7% chance to deal [3d10/3d20/3d20] extra light damage. This Light damage scales with 200% Ranged Power. Rank 3: Ranged and throwing weapons you equip are considered Good.
    Tier: 4
    Ranks: 3
    
    AbilityName: In the Weeds
    Descrip: Passive Bonus: +[1/2/3] Dodge, +[2/4/6] Hide. After standing still for a few seconds you gain +1 Dodge, +3 Hide, +3 PRR, +3 MRR. Ranks 2/3: This can stack [2/3] times.
    Tier: 4
    Ranks: 3
    
    AbilityName: Elemental Absorption
    Descrip: Active Ability: (Cooldown: 2 seconds) Target ally receives a primal shield that reduces [5%/10%/15%] damage from fire, cold, electric, acid, and sonic. Two uses per rest. Lasts until rest.
    Tier: 4
    Ranks: 3
    All: Tier 2: Fey Form
    
    AbilityName: Track
    Descrip: Passive Bonus: Ranged attack and thrown weapon attacks reduce enemy AC by -1 and Fortification by 2% for 5 seconds. This effect stacks up to [3/6/10] times.
    Tier: 5
    Ranks: 3
    
    AbilityName: Stand and Deliver
    Descrip: Passive Bonus: While standing still you gain +1 competence bonus to ranged damage and +1% Spell Power every few seconds, stacking up to ten times. Passive Bonus: +1 Critical Damage Multiplier on rolls of 19-20.}{  Note: Does not increase Spell Power by a +1% percent, but rather by a flat +1.
    Tier: 5
    Cost: 2
    
    AbilityName: Nerve Venom
    Descrip: Passive Bonus: Your ranged and thrown attacks and offensive spells have a [3%/5%/7%] chance to paralyze living creatures for 6 seconds.}{  Note: No saving throw observed.
    Tier: 5
    Ranks: 3
    
    AbilityName: Audience with the Queen
    Descrip: Active Ability: (Cooldown: 2 minutes 34 seconds) Pop off for some tea with your lady, the Queen of Summer, returning a few seconds later. Unusable while incapacitated.Depending on your Diplomacy with the Queen, you may experience effects either favorable or ill, though the tea is always delicious. (Diplomacy check)}{  Diplomacy DC: 20 - Success, 40 - Critical Success}{  Note: Usable once per day.
    Tier: 6
    Cost: 1
    
    AbilityName: Rain of Arrows
    Descrip: Active Ability: (Cooldown: 5 minutes) Call upon a thousand invisible fairies to rain pointy wooden death around you! Every second for thirty seconds each enemy around you has 20% to take 10d100 damage. Damage may consist of up to 10 different random damage types. This damage scales with 200% Ranged Power.
    Tier: 6
    Cost: 2
    
    AbilityName: Hunt's End
    Descrip: Active Ability: (Cooldown: 24 seconds) Your next shot with a Ranged or Thrown weapon has +400% damage and +16 to its Critical Threat Range. This shot ignores incorporeality. 24 second cooldown.
    Tier: 6
    
    DestinyName: Unyielding Sentinel
    Abbreviation: Sentinel
    Type: Destiny
    Stats: Constitution, Charisma
    
    AbilityName: Divine Energy Resistance
    Abbreviation: Energy Resistance
    Descrip: This SLA grants 35 resistance to acid, cold, fire, sonic, electric for 1 min per character level [225/150/75] sp to all allies in the standard area of effect; centered on the caster. You can apply metamagic feats to this SLA for free (extend, quicken). The effect does not stack with Resist Energy spell.
    Tier: 1
    Ranks: 3
    
    AbilityName: Commanding Presence
    Descrip: +150/300/450% Threat Generation
    Tier: 1
    Ranks: 3
    
    AbilityName: Brace for Impact
    Descrip: Passive Bonus: +[20/40]% fortification. +[1/2] Fortitude, Reflex, and Will saving throws.
    Tier: 1
    Ranks: 2
    Cost: 2
    
    AbilityName: Shield Prowess
    Descrip: Passive Bonus: Your shield's AC contribution is increased by [15/30/50]%.
    Tier: 1
    Ranks: 3
    
    AbilityName: Block Energy
    Descrip: Passive Bonus: While blocking, you absorb [10/20/30]% of Acid, Cold, Electric, Fire, Force, Light, and Sonic damage.
    Tier: 2
    Ranks: 3
    
    AbilityName: Fanaticism
    Descrip: Passive Bonus: You gain the Smite Evil feat. While you are Unbreakable, weapons you equip gain True Law if you are Lawful, and True Chaos if you are Chaotic, dealing 1d6 damage of that alignment to enemies of different alignments.}{  Note: Also grants +6 uses of Smite Evil (not mentioned in tooltip).
    Tier: 2
    Cost: 2
    
    AbilityName: Endless Smiting
    Descrip: Passive Bonus: +[1/2/3] Smite Evil use per rest. Smite Evil uses regenerate [10/20/30]% faster. (Note, this means you regenerate uses once every 81/72/63 seconds)
    Tier: 2
    Ranks: 3
    One: Tier 2: Fanaticism, Feat: Smite Evil
    
    AbilityName: Legendary Shield Mastery
    Descrip: Passive Bonus: While wearing a shield, you gain +[5/10/15] Physical Resistance Rating and +[2/4/7]% chance to doublestrike.
    Tier: 2
    Ranks: 3
    All: Tier 1: Shield Prowess
    Rank2All: Feat: Shield Mastery
    Rank3All: Feat: Improved Shield Mastery
    
    AbilityName: Renewal
    Descrip: Active Ability: (Cooldown 3 seconds, 5 sp) Heals 1d2 HP per 4/3/2 character levels every 2 seconds for 8 seconds. If target is below 50% health, grants celestial shield absorbing the 30/40/50 next damage. Requires being in Unyielding Sentinel destiny to self-target. As a Spell-like ability it benefits from metamagic feats at no additional cost.
    Tier: 3
    Ranks: 3
    
    AbilityName: Intolerant Blows
    Descrip: Active Ability: (Cooldown 20 seconds) Expend one Smite Evil: For 60 seconds you gain +200% Sacred bonus to threat generation and deal +1[W] damage.
    Tier: 3
    Ranks: 3
    One: Tier 2: Fanaticism, Feat: Smite Evil
    
    AbilityName: Healing Hands
    Descrip: Passive Bonus: You gain the Lay On Hands feat. You gain +25 positive spellpower.
    Tier: 3
    Cost: 2
    
    AbilityName: Endless Lay On Hands
    Descrip: Passive Bonus: +[1/2/3] Lay On Hands use per rest. Lay On Hands regenerate one use every 3 minutes and regenerate [0/10/20]% faster.
    Tier: 3
    Ranks: 3
    One: Tier 3: Healing Hands, Feat: Lay On Hands
    
    AbilityName: Draw Them Out
    Descrip: (Cooldown 6 seconds) Melee Attack: +3[W], this attack adds 300 hate for the user to creatures it hits on top of its normal damage. Bug: Each use of this ability moves your character a little to the side (180 degree turn around mob in about 10 strikes).
    Tier: 4
    
    AbilityName: Spark of Life
    Descrip: Passive Bonus: your armor gains Deathblock, protecting you from death effects.
    Tier: 4
    Cost: 2
    
    AbilityName: Light the Dark
    Descrip: Active Ability: (Cooldown 12 seconds) Expend one Lay on Hands: Heals 150HP to allies around you, and deals that much damage to nearby undead enemies.  NOTE: Affected by Positive spell power +50% more than most spells
    Tier: 4
    Cost: 2
    One: Tier 3: Healing Hands, Feat: Lay On Hands
    
    AbilityName: Purify Weapon
    Descrip: Passive Bonus: If you are Good, weapons you equip gain Pure Good, dealing 1d6 Good damage vs. non-Good targets.
    Tier: 4
    Cost: 2
    
    AbilityName: Hardened
    Descrip: Passive Bonus: +[5/10/15] AC.
    Tier: 5
    Ranks: 3
    
    AbilityName: Strength of Vitality
    Descrip: Passive Bonus: +10/15/20% Insight bonus to maximum hit points. (Note: the bonus is calculated from hit points ignoring those in the "HP Adjustment" category.)
    Tier: 5
    Ranks: 3
    
    AbilityName: Ward Against Evil
    Descrip: Passive Bonus: When you are hit or missed by Evil, you deal [3/6/10]d6 Good damage to the attacker. At rank 3 you gain immunity to the Mind Control effects of Evil creatures.
    Tier: 5
    Ranks: 3
    
    AbilityName: Anoint Weapon
    Descrip: Passive Bonus: If you are Good, while you Stand Against the Tide weapons you equip gain Holy, dealing 2d6 extra damage vs. Evil targets.
    Tier: 5
    Cost: 2
    All: Tier 4: Purify Weapon, Tier 5: Ward Against Evil
    
    AbilityName: Celestial Mandate
    Descrip: Active Ability: (Cooldown 6 seconds) Melee Attack: +5[W], this attack adds 2000 hate for the user to creatures it hits on top of its normal damage. Bug: Each use of this ability moves your character a little to the side (180 degree turn around mob in about 10 strikes).
    Tier: 6
    
    AbilityName: Resurrection
    Descrip: Can cast Resurrection as a spell-like ability (Cooldown 6 seconds, Cost 15 sp).
    Tier: 6
    Cost: 2
    
    AbilityName: Undying Vanguard
    Descrip: Active Ability: (Cooldown 2 minutes) Heal yourself for 1000 HP. For 30 seconds, you gain 10,000 temporary HP. Usable once per rest. You may use this ability while Crowd Controlled and/or Helpless.
    Tier: 6
    Cost: 2
    Last edited by Kinerd; 01-13-2020 at 05:25 PM.

  17. #977
    Community Member Kinerd's Avatar
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    did as much of Destinies.txt as i could (see above)

    the only two things i couldn't verify were

    Draconic Incarnation - the release notes say Dragon Breath "no longer uses charges" but the tooltip still says 5 per rest
    Fury of the Wild - Boulders is a selector now that includes Boulder's Might, i couldn't see the in-game text so i just copied from the release notes

    as far as i can tell everything else is up to date on the wiki, and this txt is a faithful copy of it

  18. #978
    Community Member Garix's Avatar
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    Quote Originally Posted by Kinerd View Post
    did as much of Destinies.txt as i could (see above)

    the only two things i couldn't verify were

    Draconic Incarnation - the release notes say Dragon Breath "no longer uses charges" but the tooltip still says 5 per rest
    Fury of the Wild - Boulders is a selector now that includes Boulder's Might, i couldn't see the in-game text so i just copied from the release notes

    as far as i can tell everything else is up to date on the wiki, and this txt is a faithful copy of it
    I can verify that Dragon Breath no longer uses charges. It's on a 20second (IIRC) cooldown
    Leader of Shrodingers Cat Support Group a Husband and Wife guild on Orien.
    Tolkiens Law: Do not meddle in the affairs of wizards, for they are subtle and quick to anger.
    Dresdens corollary:
    Screw subtle!

  19. #979
    Community Member Kinerd's Avatar
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    Quote Originally Posted by Garix View Post
    I can verify that Dragon Breath no longer uses charges. It's on a 20second (IIRC) cooldown
    great, thanks!

  20. #980
    Community Member Garix's Avatar
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    Quote Originally Posted by Garix View Post
    I can verify that Dragon Breath no longer uses charges. It's on a 20second (IIRC) cooldown
    Quote Originally Posted by Kinerd View Post
    great, thanks!
    New Lam build changes it to a 60 seconds cool down
    Leader of Shrodingers Cat Support Group a Husband and Wife guild on Orien.
    Tolkiens Law: Do not meddle in the affairs of wizards, for they are subtle and quick to anger.
    Dresdens corollary:
    Screw subtle!

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