Disclaimer Everything seen on the preview server, Lamannia, is not final and is subject to change or removal before live release.
Hello folks! This is part of the Epic Overhaul. If you haven't read our Overview post and its companion info post, please do that first before reading this!
Core Abilities
- Fey Favor (Level 20): You gain the Magical Training Feat. Each core ability including this one grants +6 Ranged power, +50 Spellpoints, and +5 Force and Universal Spell Power. In addition, this grants you a +1 Epic Bonus to Spell DCs. Only the Highest Epic Bonus to Spell DCs you get from Destiny Cores applies.
- Pierce the Twilight (level 23): +5 to Attack with Ranged Weapons, +5 Spell Penetration. Your Epic Bonus to Spell DCs increases to +2.
- Audience with the Queen (level 26): Get some tea! When you Rest at a shrine, you pop off for some tea, and randomly get a beneficial effect based on the type of tea you receive. These effects last for 10 minutes. Your Epic Bonus to Spell DCs increases to +3.
Tier 1 (requires level 20):
- Prism: Shiradi Champion Destiny Mantle: Ranged and thrown attacks and offensive spells have a 7% chance to deal 2d10 damage to a random ability score.
- Wild Magics: +30/60/100 SP. Rank 3: +5 Force and Universal Spell Power
- Shiradi Growth: Choose a Spell or a Ranged Attack that builds Primal Charges. Multiselector
- Pin: Primal Builder: Ranged Attack: +1/2/3(W). On hit, generate one Primal Charge. The first target hit is Slowed for 3 seconds. On Crit: The first target hit is instead Immobilized for 3 seconds. Rank 3: +1 Critical Threat and Multiplier. Cooldown: 6 seconds, CC duration 3 seconds.
- Fey Lights: Primal Builder: SLA: Enemies in a cone must make a save (20 + Highest of INT/WIS/CHA + Illusion bonuses) versus Will, Fort, and Reflex for a Daze, Stun, and Immobilize effect. On hitting at least one enemy, generate one Primal Charge. Cooldown: 6 seconds, CC duration 3 seconds. Activation Cost: 10 Spell Points.
- Good Luck: +1/2/3 Luck bonus to all Saving Throws and Skills. If you have the Luck of Heroes feat, double this bonus.
- Fey Sight: +2/4/6 Listen, Search, and Spot. Rank 3: You are immune to Blindness.
Tier 2 (requires level 20):
- Rainbow: While in your Prism Destiny Mantle, 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.
- Empathetic Link: +1/2/3 charges of Wild Empathy.
- Shiradi Power Choose a Spell or Ranged Attack that expends Primal Charges. Multiselector:
- Otto's Whistler: Primal Spender: Ranged Attack: Make a ranged attack with +1/2/3(W). If target is moving, it is forced to Dance for 18 seconds. In addition, on hit you deal 1d6 Force Damage per Primal Charge spent. This damage scales with Ranged Power. Cooldown: 15 Seconds.
- Beguile: Primal Spender: SLA: Target must make a Will save versus (20 + Highest of INT/WIS/CHA + Enchantment bonuses) to Charm a single target. Cooldown 25 seconds. +1 to the DC per Primal Charge consumed. Cooldown: 15 seconds. Activation Cost: 10 Spell Points.
- Healing Spring: Casts Vigor on multiple targets. A positve energy conjuration that heals 1d6 +1 per 3 caster levels (max +11 at level 33), every 2 seconds for 8 seconds. When the initial effect expires, a smaller healing effect hat heals 1 HP every 5 seconds for 30 seconds is applied. Only one Vigor spell can be active at a time, with the most beneficial taking priority. If multiple Vigor spells are cast on the same target, then the duration is extended. Cooldown: 30 Seconds. Activation Cost: 1 Wild Empathy Charge. Passive: +1 Wild Empathy Charge.
- Phase Double: +2/4/6% Doubleshot. Each Primal Charge grants +1% stacking incorporeality.
Tier 3 (requires level 23):
- Double Rainbow: While in your Prism Destiny Mantle, 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.
- Pierce Deception: You gain the Watchful Eye feat. (If you pass within 5 feet of a trap, you make a Search check to notice it as if actively Searching. (You still need the Trapfinding feat to successfully Search for difficult traps.)) If you have the Watchful Eye feat, +5% Doubleshot.
- Shiradi Magic: Select a Spell School to Specialize in. Multiselector:
- Conjuration: +1/2/3 Conjuration Spell DCs.
- Enchantment: +1/2/3 Enchantment Spell DCs.
- Illusion: +1/2/3 Illusion Spell DCs.
- Transmutation: +1/2/3 Transmutation Spell DCs.
- Vision: Your attacks have Ghost Touch and you bypass 5% dodge and fortification. If you have the Holy Strike feat, double the dodge and fortification bypass.
- Elemental Absorption: +3/6/10% elemental absorption with fire/cold/acid/electric damage. Rank 3: +1 Primal Charge cap.
Tier 4 (requires level 26):
- Fey Form: While in your Prism Mantle, gain DR 10 Cold Iron and +5 force and universal spell power.
- Track: Dealing damage to enemies reduces their AC by 1 and fortification by 2%. stacks 10 times.
- Enemy of my Own: You gain the Favored Enemy: Fey feat.
- Whirling Wrists: +10/20/30% Attack Speed with Thrown Weapons.
- Step into the Wilds: You gain Displacement. This effect lasts as long as the quest or until you die or it is dispelled. Resting will return it.
Tier 5 (requires level 30):
- Nerve Venom: While in your Prism Mantle: Your ranged and thrown attacks and offensive spells have a 7% chance to paralyze living creatures for 6 seconds.
- Lore of the Hunt: Ranged Weapons gain +1 Critical Damage Multiplier on rolls of 19-20.
- Control: +1/2/3 to all Spell DCs.
- Feywild Attunement: Every 4 Wilderness Lore feats grant you +1% Dodge. You are always considered to be in Point Blank Shot range. +10 Force and Universal Spell Power.
- Hunt's End: Your next shot with a Ranged or Thrown weapon has +400% damage. This shot has +20 to Critical Threat Range. Cooldown: 18 Seconds.