Home Forums Tricks and Tactics original universal enhancement tree

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  • #7017
    Flavia
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    Since it’s old old news and I’m not detailing discussions there shouldn’t be any issue.

    Here is what it used to be :

    _*Core Abilities*_
    1 AP, character level 1:
    Agent of Good I: +1 to hit versus evil, +1 Universal Spell Power.

    5 AP, class level 3:
    Harper Training I: Int or Cha or Dex.

    10 AP, character level 6:
    Agent of Good II: +2 to hit and damage versus evil, +5 Universal
    Spell Power.

    20 AP, class level 12:
    Harper Training II: Int or Cha or Dex.

    30 AP, class level 18:
    Agent of Good III: +3 to hit and damage versus evil, +10
    Universal Spell Power.

    41 AP, class level 20:
    Harper’s Freedom: Dispel most detrimental effects from you and
    add +10 to all saving throws for 12 seconds. Cooldown: 5 minutes.

    _Tier One_ (0 AP Required)
    • Seize the Moment: Action Boost: You and your nearby allies
    gain a +2/+3/+4 Action Boost bonus to Saving Throws, Attack
    Rolls, and Damage Rolls. (Duration: 30 seconds. Cooldown: 1 minute)
    • Harper Enchantment I: Your weapon gains an additional +1 to
    its Enhancement bonus. You gain +20 to your maximum Spell Points.
    • Traveler’s Toughness: +5/+10/+15 maximum hit points.
    • Awareness: +1/+2/+3 to Listen, Search, and Spot. Rank 3: +1
    save versus traps.
    • Strategic Combat I: You can use your Intelligence modifier to
    hit with Melee and Missile weapons.

    _Tier Two_ (5 AP Required)
    • Ear for Danger: You are trained to listen for the song of
    magic as well as the sounds of all types of mechanics. This
    ability uses your Listen skill to reveal traps and secret doors.
    (Stretch Goal) Passive: You will use your Listen skill to spot
    traps and secret doors if it is higher than your Spot skill.
    • Magical Endurance: +30/+60/+100 maximum Spell Points.
    • Versatile Adept I: +2/+4/+6 to Melee Power, Ranged Power, and
    Universal Spell Power.
    • Know the Angles: Antirequisite: Divine Might. You gain an
    Insight bonus to damage and the DC of tactical feats equal to ½
    your Intelligence Modifier for 30/60/120 seconds. (Activation
    Cost: 21/18/15 spell points. Cooldown: 20 seconds)
    • Strategic Combat II: You can use your Intelligence modifier
    for damage with Melee and Missile weapons.

    _Tier Three_ (10 AP Required)
    • Highly Skilled: +1/2/3 on all skills.
    • Know Your Foe: Multiselector: Gain a Favored Enemy. Passive:
    Add +1 to the DC of your spells.
    • Versatile Adept II: +2/+4/+6 to Melee Power, Ranged Power, and
    Universal Spell Power.
    • Harper’s Leadership: Your hirelings, summoned, and charmed
    creatures gain +2/3/4 to all ability scores.
    imp note: copy from Sellword’s Tavern and Wild Grove guild buffs
    (one for hirelings, one for summons), add as feat driven properties
    • Int or Dex: +1 Intelligence or Dexterity

    _Tier Four_ (20 AP Required)
    • Trapfinding: You gain the Trapfinding feat. You gain +2 on
    Disable Device checks.
    • Versatile Adept III: +2/+4/+6 to Melee Power, Ranged Power,
    and Universal Spell Power.
    • Vigor of Life: +10 Positive Healing Amplification. -10% less
    damage from Negative Energy.
    • Magic of Austerity: Like Eschew Materials, your spells no
    longer need common material components. This does not increase
    their Spell Point cost.
    • Int or Dex: +1 Intelligence or Dexterity

    _Tier Five_ (30 AP Required)
    • Versatile Adept IV: +2/+4/+6 to Melee Power, Ranged Power, and
    Universal Spell Power.
    • Vigor of Life: +10 Positive Healing Amplification. -10% less
    damage from Negative Energy.
    • Moment of Clarity: For the next 6 seconds the DC of your
    spells and your tactical feats is increased by 20. Cooldown: 5
    minutes.
    • Magic of Patience: Your spells benefit from the Extend Spell
    metamagic feat. This does not increase their Spell Point cost.
    • Multiselector.
    * Harper Enchantment of Deception: Your weapon gains an
    additional +1 to its Enhancement bonus and Improved Deception.
    * Harper Enchantment of Righteousness: Your weapon gains an
    additional +3 to its Enhancement bonus and Righteousness.
    * Harper Enchantment of Magic: Your weapon gains a +10 Harper
    bonus to Universal Spell Power.

    note : I won’t discuss the changes for obvious reasons, the tree discussion went for 3 pages ( 100 posts per page ).
    You can all compare with what finished being introduced in game.

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