Update 29 Feats

Developer Steelstar posted about some upcoming feats we are getting with Update 29

In the first thread

Level 29:
At level 29, you get your third Epic Destiny feat. Like the one you get at level 28, you can pick from any of the previous Epic Destiny feats you qualify for, as well as from a list of new options only available at level 29.
See this thread for details on new Epic Destiny feats!

Level 30:
At level 30, you get a standard feat slot, per the normal feat progression.
You also get your choice of one Legendary Feat. These powerful feats have a variety of effects and a Planar theme.
See this thread for details on Legendary feats!

Other Feats & Changes:
In addition to the level cap increase and its related feats, some new general feats are being added into lower Epic levels to provide additional choices.
See this thread for details on those!

In addition, starting with U29, every Epic Level will grant you the following (similar to the Melee and Ranged power you currently get):

+6 Universal Spell Power
1% discount to the SP cost of your spells

And each Epic Level you have will grant the following to your Hirelings, Pets, and Summoned Creatures:

+5 Melee & Ranged Power
+10 Universal Spell Power
+5 PRR
+5 MRR

He then layed out some other feats in another thread

New ML21 General Feats: (Each of these also grants +110 Maximum Spell Points)

  • Master of Earth
    Your Acid Spray, Acid Arrow, and Acid Blast spells no longer have a maximum caster level.
  • Master of Air
    Your Shocking Grasp, Electric Loop, and Lightning Bolt spells no longer have a maximum caster level.
  • Embolden Spell
    METAMAGIC: +2 DCs to all spells with DCs. +10SP. Affects spells
  • Intensify Spell
    METAMAGIC: +75 Spell Power, spells cost +25SP. Works on any spell affected by Empower.
  • Burst of Glacial Wrath
    Cone spell, deals 30d6 Cold Damage and freezes the creature. Fortitude save negates the freeze.
  • Improved Augment Summoning
    Requires Augment Summoning
    Your summoned creatures have +8 to all ability scores, +10% Dodge, and +100 Maximum Hitpoints
  • New ML24 General Feats: (Each of these also grants +140 Maximum Spell Points)
  • Arcane Insight
    Activate to gain + 6 to all spell DCs and +6 to Spell Penetration for 30 seconds. 3 minute cooldown.
  • Wellspring of Power
    Activate to gain +150 Universal Spell Power and +20% Spell Critical Damage for 30 seconds. 3 minute cooldown.
  • Master of Water
    Your Cold Ray, Snowball Swarm, and Niac’s Biting Cold spells no longer have a maximum caster level.
  • Master of Fire
    Your Burning Hands, Scorch, and Fireball spells no longer have a maximum caster level.
  • Master of the Dead
    Your Chill Touch, Necrotic Ray, and Negative Energy Burst spells no longer have a maximum caster level.
  • Master of Light
    Your Sun Bolt, Searing Light, and Sunburst spells no longer have a maximum caster level.
  • Master of Artifice
    Your Static Shock, Lightning Sphere, Blast Rod, and Lightning Motes spells no longer have a maximum caster level.
  • Master of the Wilds
    Your Produce Flame, Creeping Cold, Call Lightning, and Word of Balance spells no longer have a maximum caster level.
  • Master of Music
    Your Shout, Greater Shout, Sonic Blast, and Reveberate spells no longer have a maximum caster level.
  • Master of Knowledge
    Your Arcane Bolt and Arcane Blast spells now grant you one stack of Mental Honing (+3 Universal Spell Power, +2% Spell Crit Damage) when cast. This effect can stack up to 30 times. One stack is removed every 6 seconds.
  • New ML30 General Feat:
  • Greater Ruin
    Requires Ruin.
    Deals 1000 untyped damage to a single enemy (no saving throw). Costs 150 SP

Artificers

  • Improved Construct Essence
    Requires 12 Artificer Levels and Construct Essence. May be taken as an Artificer Bonus Feat.
    Improves your base Repair to 70%, as well as Rust vulnerability.
  • Construct Exemplar
    ML21, requires Improved Construct Essence.
    You are now considered a Living Construct instead of your original race
    100% base healing from Repair spells and 100% damage from Rust
    Immunity to Sleep, Hold Person, Energy Drain, Nasueated, Exhausted, and Paralyzed effects except those which physically hold you in place
    Immunity to ability score damage from natural poisons and natural diseases (but are vulnerable to those that specifically affect wood or metal)
    +10 Racial bonus to saving throws against magical poisons, and do not fail saving throws against them on a roll of a natural 1 (this renders you immune to magical poisons with a DC of less than 11+your Fortitude save)
    You may remain underwater indefinitely without the need to breathe.
    When resting at a Rest Shrine, the health you regain is now based on your Repair skill instead of your Heal skill

In Update 29, the DC for Rune Arms will benefit from all sources of Evocation Bonuses (they currently only benefit from Feat Bonuses to Evocation). This isn’t really a feat, I just didn’t have somewhere better to mention it!

 

What are your thoughts?

 

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