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Protection enhancements
History | ||
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This page is about an enhancement that no longer exists in-game. It has been replaced by Warpriest. | ||
If you can verify that the enhancement still exists, please edit this page and remove this template. |
Alchemist‡ | Artificer† — Dog | Barbarian | Bard | Cleric |
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Apo — Bom — VCh | AT — BE — RM | FB — OS — Rav | SB2 — SS — St1 — WC | DA1 — DD — RS2 — War |
Druid — Wolf | Fighter | Favored Soul† | Monk | Paladin |
BC1 — NW — NP2 — SH | Dra1 — Ken2 — Rav1 — StD — Van2 | AoV — BoH — War | HeM — NiS — Shi | |
Ranger | Rogue | Sorcerer | Wizard | Warlock |
AA2 — DH1 — DWS — Tem | Ass — Mec — TA | AS – ES – FS – WS – EK2 – WM1 | AM — EK — PM | AotS1 — ES2 — SE — TS |
Falconry† ~ Feydark Illusionist† ~ Harper Agent† ~ Horizon Walker† ~ Inquisitive† ~ Vistani Knife Fighter† |
Reaper | |||
†: Class/tree can be earned via favor. ‡: Class/tree free to VIP or found in DDO Store. 1: Tree only available to a certain archetype. 2: Tree unavailable to a certain archetype. |
Aasimar 1,395 DDO Points | Dragonborn | Drow | Dwarf | Elf / W-Elf (& AA) | Gnome | Half-Elf (& AA) |
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Half-Orc | Halfling | Human | Shifter 1,595 DDO Points | Tabaxi 1,595 DDO Points | Tiefling | Warforged †Free by turning in 400 Total favor per server 995 DDO Points |
Bladeforged 1,295 DDO Points | Deep Gnome 1,295 DDO Points | Morninglord 1,295 DDO Points (& AA) | PDK 1,295 DDO Points | Razorclaw 1,395 DDO Points | Scoundrel 1,395 DDO Points | Scourge 1,295 DDO Points | Shadar-kai 1,295 DDO Points | Trailblazer 1,395 DDO Points |
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Protection enhancements[edit]
This enhancement tree is shared with Clerics and Favored Souls
Core abilities[edit]
(Place Holder)
Protector: You gain +2 Armor Class for each Protection Core Ability you possess (including this one).
+0.75 Universal Spell Power for each action point spent in this tree. | ||||
AP Cost: 1 | Ranks: 1 | Progression: 0 | Requires: Cleric or Favored Soul level 1 | |
Sanctuary: For 20 seconds, you gain +20 Sacred bonus to Physical Resistance. (Activation Cost: 10 Spell Points. Cooldown: 1 minute)
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AP Cost: 1 | Ranks: 1 | Progression: 5 | Requires: Cleric or Favored Soul level 3, Protector | |
Enhanced Sanctuary: Sanctuary additionally grants +20 Sacred bonus to energy resistance against Fire, Cold, Electric and Acid damage.
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AP Cost: 1 | Ranks: 1 | Progression: 10 | Requires: Cleric or Favored Soul level 6, Sanctuary | |
Death Pact: Spell Like Ability: Death Pact (Cost: 15 Spell Points. Cooldown: 1 minute.)
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AP Cost: 1 | Ranks: 1 | Progression: 20 | Requires: Cleric or Favored Soul level 12, Enhanced Sanctuary | |
Ultimate Sanctuary: Sanctuary additional grants +4 Sacred bonus to saving throws.
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AP Cost: 1 | Ranks: 1 | Progression: 30 | Requires: Cleric or Favored Soul level 18, Death Pact | |
Protector: Passive: +2 Wisdom
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AP Cost: 1 | Ranks: 1 | Progression: 40 | Requires: Cleric or Favored Soul level 20, Ultimate Sanctuary |
Tier One[edit]
Requires: Protector, Cleric or Favored Soul level 1
Divine Might: You gain an Insight bonus to Strength equal to your Charisma Modifier for 30/60/120 seconds. (Activation Cost: 21/18/15 spell points. Cooldown: 20 seconds)
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AP Cost: 2 | Ranks: 3 | Progression: 1 | No requirements | |
Toughness: +5/+10/+15 maximum hp.
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AP Cost: 1 | Ranks: 3 | Progression: 1 | No requirements | |
Shield Other: Target ally gains +5/+10/+15 Sacred bonus to Physical Resistance for number of seconds equal to 6 + heal skill. Cannot self-target. (Activation Cost: 12 spell points. Cooldown: 6 seconds)
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AP Cost: 1 | Ranks: 3 | Progression: 1 | No requirements | |
Sacred Touch: When you heal allies (with positive energy damage spells) they gain +1/+2/+3 AC and +1/+2/+3 PRR for 12 seconds.
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AP Cost: 2 | Ranks: 3 | Progression: 1 | No requirements | |
Awareness: +1/+2/+3 Listen, Search and Spot. Rank 3: +1 save vs traps.
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AP Cost: 1 | Ranks: 3 | Progression: 1 | No requirements |
Tier Two[edit]
Requirements: Cleric or Favored Soul Level 2, 5 Action points spent in tree
AP Cost: 1 | Ranks: 3 | Progression: 5 | No requirements | |
Energy Resistance: You gain +2/+4/+6 energy resistance against Acid, Cold, Electric and Fire damage.
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AP Cost: 1 | Ranks: 3 | Progression: 5 | No requirements | |
Grant Energy Resistance: Shield Other additionally grants +2/+4/+6 Sacred bonus to energy resistance against Acid, Cold, Electric and Fire damage.
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AP Cost: 1 | Ranks: 3 | Progression: 5 | Requires: Shield Other | |
Efficient Metamagic: Choose one of the following Metamagic feats. Reduce the spell point cost of using that Metamagic.
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AP Cost: 2 | Ranks: 3 | Progression: 5 | Requires: The Metamagic Feat you are improving | |
Trapfinding: +1 Listen, Search and Spot. +1 Saves vs Traps. You gain the Trapfinding feat, which allows you to search for and find high level traps as if you were a rogue. This does not automatically grant the ability to Disable these traps.
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AP Cost: 2 | Ranks: 1 | Progression: 5 | Requires: Awareness |
Tier Three[edit]
Requires: Cleric or Favored Soul Level 3, 10 points spent on tree
AP Cost: 1 | Ranks: 3 | Progression: 10 | No requirements | |
Armored: +1/+2/+3 AC
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AP Cost: 2 | Ranks: 3 | Progression: 10 | Requires: Energy Resistance | |
Grant Armor: When you Shield Other, your target gains 1/2/3 stacks of Wary.
Wary: +1 AC. Stacks up to 10 times. One stack fades every 3 seconds. | ||||
AP Cost: 1 | Ranks: 3 | Progression: 10 | Requires: Grant Energy Resistance | |
Alert: You or target ally gains 2/4/6 stacks of Wary. Usable five times per rest. (Cooldown: 30 seconds)
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AP Cost: 1 | Ranks: | Progression: 10 | No requirements | |
Charisma or Wisdom: Choose one:
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AP Cost: 2 | Ranks: 1 | Progression: 10 | No requirements |
Tier Four[edit]
Requires: Cleric or Favored Level 4, 20 points spent on tree
Stalwart Pact: Spell Like Ability: Stalwart Pact. (Activation Cost: 20/10/5 spell points. Cooldown 60/40/20 seconds)
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AP Cost: 2 | Ranks: 3 | Progression: 20 | No requirements | |
Light Guard: When you take damage from an attack, your attacker received 1d4/1d6/1d8 light damage.
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AP Cost: 1 | Ranks: 3 | Progression: 20 | Requires: Armored | |
Grant Light Guard: Shield Other grants Light Guard to your targeted ally. Light Guard: When you take damage from an attack, your attacker received 1d4/1d6/1d8 light damage.
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AP Cost: 1 | Ranks: 3 | Progression: 20 | Requires: Grant Armor | |
Cautious: When damaged by physical attacks, you have a 5%/10%/15% chance to become Wary, gaining +1 AC for 3 seconds.
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AP Cost: 1 | Ranks: 3 | Progression: 20 | Requires: Alert | |
Charisma or Wisdom: Choose one:
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AP Cost: 2 | Ranks: 1 | Progression: 20 | Requires: Charisma or Wisdom (Tier 3) |
Tier Five[edit]
Requires Character Level 12, Cleric or Favored Soul Level 5, 30 APs spent in tree
AP Cost: 1 | Ranks: 1 | Progression: 30 | No requirements | |
Arcane Encumbrance: When enemies damage you with spells, there's a 10%/20%/30% chance they will be knocked down. (Does not affect bosses.)
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AP Cost: 1 | Ranks: 3 | Progression: 30 | No requirements | |
Dodge Elements: You or target ally gains +25% Competence bonus to completely ignore Acid, Cold, Electric and Fire damage. (Activation Cost: 25 spell points. Cooldown: 1 minute)
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AP Cost: 1 | Ranks: 1 | Progression: 30 | No requirements |