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Fury of the Wild

From DDO Compendium
Unlock
Not Free to VIP
DDOPointsIcon.png DDO Points: 995
Expansion: Menace of the Underdark
Fury of the Wild Tree.png
Overview

Defending nature by taking the fight to its enemies, the Fury of the Wild wields rage and destruction, rolling over foes like a deadly storm.

This Primal Epic Destiny allows characters to take a variety of personal defensive options to stand longer in the face of overwhelming odds. In addition, it enables melee characters to deal huge amounts of physical damage and use some of the mightiest attacks and tow-handed fighting abilities possible. When a Fury begins raging, enemies will either flee or be annihilated.

Core enhancements


EnhancementBenefitRanksAPPoints SpentRequirements
Enhancement Adrenaline Icon.png
Adrenaline I

Activation Cost: 1 Adrenaline
Cooldown: 5 Seconds

  • You gain Druid and Ranger caster levels equal to your Fury of the Wild level if you have any levels in those classes
  • Gain 2 Adrenaline uses per rest
  • Consume 1 Adrenaline: Your next attack has:
    • +300% damage
    • +2 Critical Threat Range
    • +2 Confirmation of Critical Hits
  • You are considered Raged until your next attack
  • For every level of Fury of the Wild, including this one, gain:
    • +1 Melee Damage
    • +6 Melee Power
    • +1 Ranged Power
1Auto0
  • Level 20
  • Fury of the Wild Active
Enhancement Brawn Icon.png
Brawn I
  • +50 Maximum Hit Points
1Auto0
  • Fury of the Wild Level 1
Enhancement Adrenaline Icon.png
Adrenaline II

Activation Cost: 1 Adrenaline
Cooldown: 5 Seconds

  • Gain 1 Adrenaline uses per rest
  • Consume 1 Adrenaline: Your next attack has:
    • +300% damage
    • +4 Critical Threat Range
    • +4 Confirmation of Critical Hits
  • You are considered Raged until your next attack
1Auto0
  • Fury of the Wild Level 2
Enhancement Adrenaline Icon.png
Brawn II
  • +50 Maximum Hit Points
1Auto0
  • Fury of the Wild Level 3
Enhancement Adrenaline Icon.png
Adrenaline III

Activation Cost: 1 Adrenaline
Cooldown: 5 Seconds

  • Gain 1 Adrenaline uses per rest
  • Consume 1 Adrenaline: Your next attack has:
    • +300% damage
    • +8 Critical Threat Range
    • +8 Confirmation of Critical Hits
  • You are considered Raged until your next attack
1Auto0
  • Fury of the Wild Level 4
Enhancement Adrenaline Overload Icon.png
Adrenaline Overload

Activation Cost: 1 Adrenaline
Cooldown: 5 Seconds

  • +1 Damage
  • +1 Adrenaline use per rest
  • Consume 1 Adrenaline: Your next attack has:
    • +400% Damage
    • +16 Critical Threat Range
    • +16 Confirmation of Critical Hits
  • You are considered Raged until your next attack
1Auto0
  • Fury of the Wild Level 5
Tier 1 enhancements
EnhancementBenefitRanksAPPoints SpentRequirements
Enhancement Tunnel Vision Icon.png
Tunnel Vision
While Raged:
Rank 1:
  • Your melee attacks deal +1d8 extra damage
  • +1 Intimidate
  • +1 Will Saves
  • -5 Armor Class
  • -10% Fortification
Rank 2:
  • Your melee attacks deal +1d10 extra damage
  • +2 Intimidate
  • +2 Will Saves
  • -5 Armor Class
  • -10% Fortification
Rank 3:
  • Your melee attacks deal +1d12 extra damage
  • +3 Intimidate
  • +3 Will Saves
  • -5 Armor Class
  • -10% Fortification
310
Enhancement Primal Scream Icon.png
Primal Scream
Activation Cost: 1 Primal Scream Use
Cooldown: 15 Seconds
Rank 1:
  • Nearby allies are raged, gaining for 3 Minutes:
    • +3 Morale bonus to Strength
    • +3 Morale bonus to Constitution
  • Nearby enemies take:
    • 10d20 Sonic damage
  • 3 Uses per rest
Rank 2:
  • Nearby allies are raged, gaining for 3 Minutes:
    • +4 Morale bonus to Strength
    • +4 Morale bonus to Constitution
  • Nearby enemies take:
    • 20d20 Sonic damage
  • 4 Uses per rest
Rank 3:
  • Nearby allies are raged, gaining for 3 Minutes:
    • +5 Morale bonus to Strength
    • +5 Morale bonus to Constitution
  • Nearby enemies take:
    • 30d20 Sonic damage
  • 5 Uses per rest
310
Enhancement Boulder Toss Icon.png
Boulder Toss
Cooldown: 20 Seconds
Throw a boulder at an enemy:
Rank 1:
  • Deals 6d100 bludgeoning damage
  • Knocks them down
    • Reflex DC: 10 + Strength Modifier save negates the knock down
Rank 2:
  • Deals 12d100 bludgeoning damage
  • Knocks them down
    • Reflex DC: 15 + Strength Modifier save negates the knock down
Rank 3:
  • Deals 20d100 bludgeoning damage
  • Knocks them down
    • Reflex DC: 20 + Strength Modifier save negates the knock down
This does not benefit from spellpower
310
Enhancement Fast Healing (Destiny) Icon.png
Fast Healing
Rank 1:
  • You heal 2d20 Hit Points each minute, using positive energy.
Rank 2:
  • You heal 4d20 Hit Points each minute, using positive energy.
Rank 3:
  • You heal 6d20 Hit Points each minute, using positive energy.
310
Increase Ability (Constitution-Strength) Icon.png
Increase Ability

Select from one of the following:

  • Enhancement Constitution Icon.png Constitution: +1 Constitution
  • Enhancement Strength Icon.png Strength: +1 Strength
120
Tier 2 enhancements
EnhancementBenefitRanksAPPoints SpentRequirements
Enhancement Injury (Fury of the Wild) Icon.png
Injury
Rank 1:
  • While you are below 100% health
    • Enemies you damage in melee are Shaken
Rank 2:
  • While you are below 100% health:
    • Enemies you damage in melee are Shaken
  • While you are below 70% health:
    • Enemies you damage in melee bleed for 1d10 damage every 2 seconds for 12 seconds
Rank 3:
  • While you are below 100% health:
    • Enemies you damage in melee are Shaken
  • While you are below 70% health:
    • Enemies you damage in melee bleed for 1d10 damage every 2 seconds for 12 seconds
  • While you are below 30% health:
    • Your melee strikes have a 10% chance to paralyze enemies for 5 seconds
314
Enhancement Unstoppable Fury Icon.png
Unstoppable Fury
While raged, when you miss with a melee attack:
Rank 1:
  • You gain +1 Attack for 20 seconds
Rank 2:
  • You gain +2 Attack for 20 seconds
Rank 3:
  • You gain +3 Attack for 20 seconds
This can stack 3 times. You lose 1 stack every 20 seconds.
314
Enhancement Acute Instincts Icon.png
Acute Instincts
While Raged, you gain:
Rank 1:
  • +2 Balance
  • +2 Heal
  • +2 Listen
  • +2 Spot
  • +2 Search
  • +2 Concentration
  • +1 Insight bonus to saving throws vs. traps
Rank 2:
  • +1 Wisdom
  • +4 Balance
  • +4 Heal
  • +4 Listen
  • +4 Spot
  • +4 Search
  • +4 Concentration
  • +2 Insight bonus to saving throws vs. traps
Rank 3:
  • +2 Wisdom
  • +6 Balance
  • +6 Heal
  • +6 Listen
  • +6 Spot
  • +6 Search
  • +6 Concentration
  • +3 Insight bonus to saving throws vs. traps
314
Enhancement Damage Reduction (Fury of the Wild) Icon.png
Damage Reduction
Rank 1:
  • +2 Physical Resistance Rating
Rank 2:
  • +4 Physical Resistance Rating
Rank 3:
  • +6 Physical Resistance Rating
  • Barbarians additionally add 1% to their Damage Reduction
314
Increase Ability (Constitution-Strength) Icon.png
Increase Ability

Select from one of the following:

  • Enhancement Constitution Icon.png Constitution: +1 Constitution
  • Enhancement Strength Icon.png Strength: +1 Strength
124
Tier 3 enhancements
EnhancementBenefitRanksAPPoints SpentRequirements
Enhancement Insult Icon.png
Insult

Cooldown: 20 Seconds

Your next attack generates triple threat, and for 20 seconds your target gains:

  • +2 Strength
  • +2 Constitution
  • -10 Armor Class
  • -10 Concentration
  • -10% Fortification
128
  • Injury
Enhancement Malicious Weapons Icon.png
Malicious Weapons
Rank 1:
  • +3% chance to trigger weapon effects with Glancing Blows
Rank 2:
  • +6% chance to trigger weapon effects with Glancing Blows
Rank 3:
  • +9% chance to trigger weapon effects with Glancing Blows
318
Enhancement Ward against Weird Icon.png
Ward against Weird
Rank 1:
  • While you are below 100% health
    • +5 Spell Resistance
Rank 2:
  • While you are below 100% health
    • +5 Spell Resistance
  • While you are below 70% health
    • +30 Spell Resistance
Rank 3:
  • While you are below 100% health
    • +5 Spell Resistance
  • While you are below 70% health
    • +30 Spell Resistance
  • While you are below 30% health
    • +60 Spell Resistance
This is considered a Primal bonus for the purpose of stacking
318
Increase Ability (Constitution-Strength) Icon.png
Increase Ability

Select from one of the following:

  • Enhancement Constitution Icon.png Constitution: +1 Constitution
  • Enhancement Strength Icon.png Strength: +1 Strength
128
Tier 4 enhancements
EnhancementBenefitRanksAPPoints SpentRequirements
Enhancement Gird Against Demons Icon.png
Gird Against Demons
Weapons you equip are considered Cold Iron and gain Lesser Evil Outsider Bane, gaining:
Rank 1:
  • +1 Bonus
  • Deals 1d6 extra damage against Evil Outsiders
Rank 2:
  • +2 Bonus
  • Deals 2d6 extra damage against Evil Outsiders
2212
Enhancement Wild Weapons Icon.png
Wild Weapons
Rank 1:
  • +3% Glancing Blow damage
Rank 2:
  • +6% Glancing Blow damage
Rank 3:
  • +9% Glancing Blow damage
3112
  • Malicious Weapons
Enhancement Sense Weakness Icon.png
Sense Weakness
Rank 1:
  • You deal 10% extra damage to the helpless
  • When your enemies are below 75% Hit Points
    • Your melee attacks deal 1d8
Rank 2:
  • You deal 20% extra damage to the helpless
  • When your enemies are below 75% Hit Points
    • Your melee attacks deal 1d8
  • When your enemies are below 50% Hit Points
    • Your melee attacks deal 1d12
Rank 3:
  • You deal 30% extra damage to the helpless
  • When your enemies are below 75% Hit Points
    • Your melee attacks deal 1d8
  • When your enemies are below 50% Hit Points
    • Your melee attacks deal 1d12
  • When your enemies are below 25% Hit Points
    • Your melee attacks deal 1d20
The extra damage is cumulative
3112
  • Acute Instincts
Enhancement Overwhelming Force Icon.png
Overwhelming Force
Melee attacks under the effect of Adrenaline knock down enemies for:
Rank 1:
  • 2 Seconds
Rank 2:
  • 6 Seconds
Rank 3:
  • 10 Seconds
3112
Increase Ability (Constitution-Strength) Icon.png
Increase Ability

Select from one of the following:

  • Enhancement Constitution Icon.png Constitution: +1 Constitution
  • Enhancement Strength Icon.png Strength: +1 Strength
1212
Tier 5 enhancements
EnhancementBenefitRanksAPPoints SpentRequirements
Enhancement Fury Made Placid Icon.png
Fury Made Placid

Activation Cost: 1 Adrenaline
Cooldown: 30 Seconds

  • Stop being raged
  • Heal 2d100 Hit Points every 2 seconds over the next 10 seconds
  • For 3 Minutes:
    • You gain +6 Wisdom
    • Cannot benefit from rage or adrenaline
    • Sentient enemies attacking you physically or magically have a 20% change to be paralyzed and helpless with regret for 2 seconds
      • Will DC: 50 negates the paralysis
1216


Antirequisite
  • Trained Fury Eternal
Enhancement Fury Eternal Icon.png
Fury Eternal
  • +1 Adrenaline use per rest
  • Whenever you Vorpal on melee or ranged attack:
    • 33% chance to regain 1 Adrenaline use
1216


Antirequisite
  • Trained Fury Made Placid
Increase Ability (Constitution-Strength) Icon.png
Increase Ability

Select from one of the following:

  • Enhancement Constitution Icon.png Constitution: +1 Constitution
  • Enhancement Strength Icon.png Strength: +1 Strength
1216
Tier 6 enhancements
EnhancementBenefitRanksAPPoints SpentRequirements
Enhancement Unbridled Fury Icon.png
Unbridled Fury

Activation Cost: 10 Fury
Cooldown: 5 Minutes

You gain 1 Fury each time you vorpal with a melee or ranged attack (roll a natural 20 and confirm the critical hit). Activate this ability consuming 10 Fury:

  • Every 3 seconds, for 30 seconds, you gain Adrenaline Overload: Your next attack:
    • Deals +400% damage
    • Has +16 Critical Threat Range
    • Has +16 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:
1220
Increase Ability (Constitution-Strength) Icon.png
Increase Ability

Select from one of the following:

  • Enhancement Constitution Icon.png Constitution: +1 Constitution
  • Enhancement Strength Icon.png Strength: +1 Strength
1220