(Changes new to this preview are in blue.)
Hi, folks! This post is all about U55's Level Cap increase. This should cover the things you need to know about our plans and how they all fit together in the long term.
So, the big one first: With the release of Isle of Dread, we are officially raising the Level Cap from Level 30 to Level 32.
Legendary Experience
After you take your 10th Epic Level, you will begin earning progress towards your Legendary Levels by earning Legendary experience. You earn Legendary XP from any Dungeon, Landscape, or Raid that is of Legendary difficulty (meaning that its Base CR is 30 or higher). All dungeons that are currently Legendary will remain so after the Level Cap increase happens. This means that players looking for Legendary XP can earn it from over 100 quests, including the Isle of Dread! Once you have enough Legendary experience to level up, you may speak to the Fatespinner to take a Legendary level.
Legendary Levels
Each Legendary Level will grant you Legendary Power, a new feat that grants you +6 Melee, Ranged, and Universal Spell Power. Every 2 Legendary Levels will grant you +1 Caster Level and Max Caster Level with all spells. Legendary Levels have a BaB progression of 0.
Legendary Levels are broken up into ranks like Epic Levels are. Each Legendary Level corresponds to 4 Destiny Points. This means that at the new Level Cap of level 32, you will have 8 more Destiny Points to spend in your Epic Destinies (4 from the ranks of level 30, 4 from the ranks of Level 31).
You will continue to earn regular Feats as your Level increases at the same rate as you did before. This means that you will earn a new Feat at levels 33, 36, and 39. We will continue to make new Epic Feats as your Level increases.
You will continue to earn Destiny Feats as your Level increases at the same rate as you did before. This means that you will earn a new Destiny Feat at levels 31, 34, 37, and 40. We will continue to make new Destiny Feats as your level increases. This means that with this first round of Level Cap increases, you will train 1 new Destiny Feat at level 31.
You will continue to earn Ability Score increases at the same rate as you did before. This means you'll choose an Ability Score to increase at levels 32, 36, and 40.
New Destiny Feats
Here are the new (minimum level 31+) Destiny feats that will be available with Update 55 (these are joining the existing pool of options, so you can still choose from the currently available options if you'd prefer to):
- Weapon Specialty Feats:
- These four feats grant bonuses that resemble the Greater version of their heroic feat line. Each feat requires having the Greater version of one of the other three weapon style combat lines, essentially allowing those who have taken feats in one fighting style to gain the effects of the full 3-feat-chain of a different fighting style.
- Single Weapon Specialty: While Single Weapon Fighting (fighting with a single one-handed weapon, and wielding only an orb, rune arm, or nothing in your offhand) you gain a +30% Combat Style bonus to attack speed, +6 Combat Style bonus to Melee Power, and +50% more of your appropriate ability score to your damage. For Bastard Sword and Dwarven Waraxe, this adds to their existing 10% bonus.If you have bonuses to ability score modifier to damage from both Single Weapon Fighting and Two Handed Fighting feats (including this one), and are in a situation where both would apply, only the highest of the two applies. This does not work in Animal Form. This does not count as a Combat Fighting Style feat.
- Two Weapon Specialty: Reduces the penalty for fighting with two weapons. You gain +80% offhand strike chance. This does not work in Animal Form. This does not count as a Combat Fighting Style feat.
- Two Handed Specialty: While Two-Handed Fighting: +140% Strikethrough Chance. You also gain a +6 Combat Style bonus to Melee Power while Two-Handed Fighting. For the purpose of this feat, you are considered to be Two-Handed Fighting while using a Two-Handed Melee Weapon (not including Handwraps). You are also considered to be Two-Handed Fighting while wielding a Bastard Sword or Dwarven Waraxe in your main hand and a Shield, Orb, Rune Arm, or Nothing in your off-hand. You are not considered to be Two-Handed Fighting while in Druid Animal Forms. In addition, While using a Two Handed Weapon, you now apply 75% more of your appropriate ability score modifier to damage (This adds to their existing 50% base bonus). When using a Bastard Sword or Dwarven Waraxe in your main hand and a Shield, Orb, Rune Arm, or Nothing in your off-hand you now apply +50% more of your appropriate ability score to your damage. (This adds to the existing 10% bonus for wielding a Hand-and-a-Half weapon. If you have bonuses to ability score modifier to damage from both Single Weapon Fighting and Two Handed Fighting feats (including this one), and are in a situation where both would apply, only the highest of the two applies). Neither bonus applies in Animal Form. This does not count as a Combat Fighting Style feat.
- Shield Mastery Specialty: While wielding a shield, you gain +10% Doublestrike and a +9 Combat Style bonus to Melee Power. You gain +10 Physical Resistance Rating while using a buckler or small shield. If you are using a large shield, this bonus increases to +15. If you are using a tower shield, this bonus increases to +20. This does not work in Animal Form. This does not count as a Combat Fighting Style feat.
- Spell Specialty Feats:
- These require the Epic Spell Focus feat from a school other than the one you're picking here, essentially allowing you to improve your potency with a secondary school. These are also antirequisites of the base spell focus feats - so you can't double up on a school you already have a spell focus for.
- Spell Specialty: Abjuration: You gain a secondary spell focus: +3 to the DC of your Abjuration spells.
- Spell Specialty: Conjuration: You gain a secondary spell focus: +3 to the DC of your Conjuration spells.
- Spell Specialty: Enchantment: You gain a secondary spell focus: +3 to the DC of your Enchantment spells.
- Spell Specialty: Evocation: You gain a secondary spell focus: +3 to the DC of your Evocation spells.
- Spell Specialty: Illusion: You gain a secondary spell focus: +3 to the DC of your Illusion spells.
- Spell Specialty: Necromancy: You gain a secondary spell focus: +3 to the DC of your Necromancy spells.
- Spell Specialty: Transmutation: You gain a secondary spell focus: +3 to the DC of your Transmutation spells.
- Elemental Form Specialty: Your elemental forms grant you mastery over the other three elements as well. Excluding the element of your current form, you gain the following bonuses to air, earth, fire, and water as long as you are in a Sorcerer's Elemental Apotheosis or Druid Elemental Wild Shape form: +3 Caster Levels with those elements, +3 to Max Caster Level with those elements, +20 to Spell Power of those elements, +2% Spell Critical Chance with those elements.
- Wild Force: While in Druid Wild Shape, you gain some of the aspects of the form you aren't in. While in wolf or winter wolf form, you gain bear form's +10% exceptional bonus to maximum hit points. While in bear or dire bear form, you gain wolf form's +10% movement speed.
- Legendary Toughness: (Prereq: 21 CON) +100 maximum hit points. This can be taken multiple times.
- Legendary Aim: While using a Ranged Weapon, +10 to Attack, +5% Dodge Bypass.
- Enhanced Elemental Dice: +1 damage die with Arcane Archer's Elemental Arrows, Vile Chemist's Poisoned Coating, Eldritch Knight's Spellsword, and Inquisitive's Law on Your Side
Epic Destinies
In addition to earning more points for your Epic Destinies, the Epic Destinies will be modified to include their 4th core ability with the release of the level cap increase. These 4th core abilities each have a Minimum Level of 32.
Here are the 4th core abilities for the existing 12 Epic Destinies:
- Draconic: Draconic Heritage II: -5% spell point cost on all spells. Your Draconic Heritage's Eschew Materials is improved: You no longer need special material components for your spells.
- Fatesinger: Hear my Voice Friend: Greatest Shout, Great Shout, Shout, and Echoes of Discord spells now target allies inside their cones and heal them for 20% of the damage potential of the spell.
- Magus of the Eclipse: Nightwind: +7 spell penetration. Enemies who enter your cold or dark light zone have a 5% chance to be frozen for 10 seconds with no saving throw.
- Divine Crusader: Sunder Evil: Using Sunder or Improved Sunder deals 1d6 light damage per character level and applies a Divine Sundering effect. The light damage scales with 200% of the higher of your Melee and Ranged Power. Divine Sundering: -10% AC, -25% fortification, -3 saving throws. Lasts 12 seconds.
- Exalted Angel: Multiselector:
- Heavenly Wrath: When you use Angelic Charge or Leap of Faith, enemies you fly through take 1d6+3 light damage per caster level and 1d6+3 fire damage per caster level. This damage scales with Spell Power.
- Heavenly Blessing: When you finish an Angelic Charge or Leap of Faith, you and allies near you take 1d6+2 plus 1 per caster level Positive Healing. This healing scales with Spell Power.
- Unyielding Sentinel: Last Hope: When you drop below 20% health you gain +50 Melee Power and Physical and Magical Resistance Rating for 8 seconds and you apply the heal spell yourself as the divine spell, four times over the duration of the effect. This can only occur once every 5 minutes, or if you have the Guardian Angel feat once every 3 minutes.
- Grandmaster of Flowers: Master of Philosophy: Multiselector:
- Enlightening Philosophy: +3% dodge bypass, +10 Magical Resistance Rating cap. Your Stunning Blow and Stunning Fist feats are now considered Light builder attacks.
- Forbidden Philosophy: +3% dodge bypass, +10 Magical Resistance Rating cap. Your Stunning Blow and Stunning Fist feats are now considered Dark builder attacks.
- Aberrant Philosophy: +3% dodge bypass, +10 Magical Resistance Rating cap. Your Stunning Blow and Stunning Fist feats are now considered Void builder attacks.
- Legendary Dreadnought: Unstoppable: When you activate an action boost, you have a 20% chance to gain the Unstoppable effect for 20 seconds. Unstoppable: You take 25% less damage from all sources, gain a +20 action boost bonus to Fortitude and balance saves, and are immune to knockdown.
- Shadowdancer: Cut to the Soul: +3% dodge bypass, +3% fortification bypass, +3% damage versus the helpless. When you cast the spell Trap the Soul, it automatically applies 3 stacks of the Darkness debuff even if the enemy survives the spell. Darkness debuff: You are vulnerable to Sneak Attacks. -3 Spell Resistance, -3 PRR and -3 MRR per stack. Lasts 12 seconds, stacks drop 1 at a time. Max 3 stacks.
- Fury of the Wild: Be the Whirlwind: Using any of the feats Trip, Improved Trip, or Whirlwind Attack causes a whirlwind of force to burst from you striking nearby enemies for 1d10 bludgeon damage per character level. Scales with 200% Melee Power. Improved Trip also causes all affected enemies to be tripped unless they succeed at a balance check (DC equal to Improved Trip).
- Primal Avatar: Regrowth: When your spell points drop below 5% of max you immediate restore 500 spell points and gain nature's resurgence which increases your spell critical multiplier by 5% for the duration of the quest. This can only occur once during the quest.
- Shiradi Champion: Fey Countenance: +2 to saving throws vs. spells. Whenever you activate Pin or Beguiling Charm, enemies near you become fascinated for 12 seconds with no saving throw. Their saving throws vs. spells are also reduced by 2 for 12 seconds, even if the fascinate ends.
Note that all of these cores grant Melee/Ranged/spellpower/DCs and other stuff that their trees designate, even if it's not listed. If you're worried that for some reason core 4 won't include the tree's per-core bonuses, don't be, they will. This type of transcription is liable to miss those kinds of aspects but it'll be included in the real deal, we promise.
Reincarnation
There is no Legendary Reincarnation as a part of this level cap increase.
You may Epic Reincarnate (or any kind of reincarnation, actually) even while you are in Legendary (just like how you can technically TR without ETRing while in Epics right now).
We are going to save your Legendary XP total on your character through Epic, True, or Racial Reincarnation. This means that once you take level 30 on subsequent lives, you'll have the XP needed to level directly to whatever Legendary level you were before. This means that if you leave the level cap via, say, an ETR, you'll just need to get back to 30 in order to be able to get back to 32, with no further XP needed.
We are also considering doing this for Epic experience down the line. It would mean that Reincarnating mid-Epic life would let you get back to where you were in Epics without retreading old ground. Of course, an ETR would still burn that XP (since it wants to send you back to 20) but it'd make bailing mid-Epics much more forgiving since you're no longer wasting XP.
Itemization
Items will continue to follow the Cannith Crafting curve. New augments, requiring Minimum Level 32 and using Level 32 scaling, will debut with the Isle of Dread. Cannith Crafting will be expanded, allowing for the crafting of Level 31 and 32 items using Level 31 and 32 power levels.
Isle of Dread will contain named items at Minimum Level 31, as well as a robust crafting system to further refine your Legendary gearsets. Since things are following the CC curve, it's expected that items at Level 31 will be better than items at Level 30 or 29 - as their Minimum Level increases, so does the power level of the item.
Misc Odds and Ends
This is a collection of miscellaneous clarifications that we expect to come up during feedback:
We are not going to add strict enforcement of grouping level range for these new Levels. This means that you won't see a powerleveling penalty if you group with an Epic character as a Legendary one, and vice versa.
Yes, you may use any existing and remaining level 31 and 32 Cannith Crafting shards for the returning 31 and 32 CC recipes.
As a part of this pass, all items that are level 29 and below that are currently named "Legendary" will be renamed to "Epic" and will be given the appropriate purple border. Legendary will now be a term specifically reserved for items with a minimum level of 30 or higher.
Epic Tomes of Learning will continue to function until level 30, but will not continue functioning once you take level 30 and become Legendary. This means that if you're doing Legendary quests for Epic experience you will still be able to use your Epic Tome of Learning as you did before. These Tomes use your character level to determine eligibility, not quest level, so as long as you're gaining Epic XP you'll retain its benefit.
Most things in the game that say they scale with your Epic level will be refactored to include your Legendary level as well. This includes feats such as the Epic Pact Dice Destiny feat, which will now max at 7d4 pact dice at level 32.
The level requirements for Iconic and Epic Reincarnation are not being touched by this change and will remain at level 30.
Bringing It All Together
Here's what you'll be getting at each level:
Level 31: 4 more Destiny Points, 1 new Destiny feat
Level 32: 4 more Destiny Points, +1 Ability Score of your choice, Epic Destiny 4th core unlock
And to earn this new stuff, you'll be able to play any of the current Legendary content or go right to Isle of Dread.
Known Issues: