Game mechanicsNewbie guideIn developmentDDO StoreIRC Chat/Discord

ChallengesClassesCollectablesCraftingEnhancementsEpic DestiniesFavor


Please create an account or log in to build a reputation and unlock more editing privileges, and then visit DDO wiki's IRC Chat/Discord if you need any help!


From DDO wiki
Jump to: navigation, search

A class defines the specific kind of player character's "occupation" or talent in DDO. You can choose only one class or up to three classes (multiclassing) for any player character. Currently there are 14 classes in game, with the most recent addition being the Warlock.

Class Summaries[edit]

See the main article of each class for more detail.


The Artificer combines magic with weapon technology and skill. Traditionally, Artificers prefer to avoid getting their hands dirty in a fight, using personally-made constructs that perform a variety of tasks but are especially capable in combat. Artificers are a jack-of-all-trades class: they can serve as excellent healers, decent offensive spellcaster, ranged combatants, and many more roles. Artificers gain Intelligence enhancements as they level up.

The Artificer class must either be purchased in the DDO Store for DDO Points or unlocked on a per-server basis by earning 150 House Cannith favor on a single character.


A Barbarian is a warrior who has special powers when enraged and specializes in dealing heavy damage. Barbarians wear less armor than fighters, but have more HP and some innate damage reduction. Uncanny Dodge allows them to avoid sneak attacks and have excellent reflex saves in limited bursts. While many Barbarian abilities are geared towards melee combat, they can also make great ranged combatants. Barbarians gain Constitution enhancements as they level up.


Bards possess many skills with some special spell casting ability. Their spells consist of a mix of both divine and arcane, but are considered arcane overall. Bards are specialists in songs that buff a party; they can use arcane spells focused on crowd control, healing, and buffs. Bards are also very good at learning the Use Magic Device skill to operate any kind of magical item. Bards gain Charisma enhancements as they level up. Bards have been called the "best sixth man", because using a Bard to fill the final slot in a party means that their powerful musical buffs boost five other players, and their respectable healing abilities assist the main healer in keeping the party alive.


Clerics are divine spell casters who specialize in healing and defense spells as well as some offensive ability. Their single current Prestige Enhancement line allows them a unique type of free healing. Most people think of clerics when asking for a healer for their group. Clerics use Wisdom for both spell points and spell casting effectiveness (DCs), and may gain Wisdom and Charisma enhancements as they level up. They can use any armor without penalty, but they are only proficient with Simple Weapons.


Take the Druidic oath and get closer to nature. Shed your heavy metal armor in exchange for resistance to the harsh aspects of nature like entanglement, poison, and others. Druids have powerful divine spell casting abilities and can transform into savage animals and elementals, unleashing primal forces upon their foes. Druids use Wisdom when determining their spell points and spell casting effectiveness. They can also be excellent melee combatants if strength and constitution are not ignored. Melee, healing, and nuking are all options for roles in low to mid level groups. Druids make strong solo characters considering their melee and self-healing options, especially at low and mid levels.

The Druid class is free for VIP accounts, but others must purchase the class in the DDO store for Turbine Points.

Favored Soul[edit]

A divine caster that follows the path of the Cleric but uses divine magic to destroy as well as heal, Favored Souls have fewer spells than Clerics, but can cast more often. Their single current Prestige Enhancement line increases their offensive effectiveness, or that of a single ally. Other enhancements include certain stacking energy resistance and inherent Damage Reduction, making them more than just clerics with "fewer spells, but more casting". Favored Souls use Wisdom for spell casting effectiveness (DCs), but Charisma for spell points, and may gain Wisdom or Charisma enhancements as they level up. They can use Light or Medium armor, and have limited martial weapon proficiency (only in the chosen weapon of their god).

The Favored Soul class must be purchased in the DDO store for Turbine Points or unlocked on a per server basis by earning 2500 Total Favor on a single character.


Fighters are warriors with extra feats, allowing them to specialize in combat. There are many ways to fight: two-handed, dual-wielding or even with a bow... you name it, a fighter can specialize in it. As such, players should examine thoroughly what feats they would like to pick before they create this versatile front-line class. For example, if you specialize in dual weapons, you'll need good reflexes (i.e., high Dexterity). If specialization in two-handed weapons is your goal, Strength is the most important stat. Some tactical feats also require an above average Intelligence. Fighters gain Strength enhancements as they level up.


A Monk is a combatant without shields and armor, using simple or no weapons, that performs amazing techniques in battle by using a power source called ki. Through intense physical training and mental discipline, Monks gain the ability to generate and control ki.

In order to use their special abilities, monks must be Centered—in a state of physical and mental balance. To remain centered, a monk must be unencumbered. Your overall encumbrance is based on your Strength and on the total weight of all items in your inventory. Monks cannot use a shield, must wear robes or outfits and must fight unarmed or with special ki weapons: quarterstaffs, handwraps, kamas and shurikens unless they master in specialized training through feats or other class enhancements to enable other weapons as Centered.

The Monk class is free for VIP accounts, but others must purchase the class in the DDO store for Turbine Points.


A Paladin is a warrior that trades some melee power for the ability to cast divine spells. Paladins also have a higher ability to avoid getting hit, and can self-heal in limited bursts better than most. The Paladin often has the best saving throws of any character, gains immunity to fear and disease, and may also serve as backup healers for short encounters. They also have passive auras that aid their party members when facing evil creatures. Paladins gain Charisma enhancements as they level up.


Rangers are inherently both archers and a dual-wielding melee class; in exchange for removing animal companions, DDO gives all rangers both combat styles. One of the most skilled hunters, the Ranger is among the best in stealth and can cast divine spells. Rangers increase their damage with Favored Enemy feats, where they can pick up to five kinds of monsters to specialize in fighting. Rangers may detect secret doors and traps (but not disable them). Rangers gain Dexterity enhancements as they level up.


Rogues get the most skills in the game. While finding and disarming traps is a key skill, the Rogue can also deal devastating sneak attack damage to serve as a great melee combatant. Rogues are adept at avoiding aggro and being stealthy as they are not front-line fighters. Rogues can also open locks and find hidden doors, making them a welcome addition to any party. Rogues gain Dexterity enhancements as they level up.


A Sorcerer is a focused caster. Sorcerers know only a small subset of all available arcane spells, but they cast that subset faster and more often, and have more spell points compared to wizards. Sorcerers gain Charisma enhancements as they level up, allowing the casting of more and stronger spells.


Warlocks are Eldritch casters who form pacts with powerful beings, and seek out rare and often forbidden knowledge. They deal large amounts of damage with their Eldritch Blast, and back that damage up with a variety of bluff, control, and utility abilities.


A Wizard is an adaptive caster. Wizards are able to switch spells after resting or while in taverns. Wizards have more spells on tap than a Sorcerer, but are limited in the speed and frequency of their casting. Wizards focus on their Intelligence ability for stronger or more numerous spells available.


Each class inherits (or sometimes is restricted in receiving) proficiencies in using a particular ability, skill, item or spell. Proficiencies are often granted through feats.

  • All classes wear some outer apparel for protection. Armor and Shields are common to most melee and specialist classes, while robes and outfits are common for arcane spell casting classes and the Monk. If you wear armor that you aren't proficient in, your character may have problems in casting spells, or, in the case of Monks, become uncentered and lose much of their unarmed fighting skill.
  • Weapons run the gamut in variety, damage and power. Simple weapons, such as daggers, can be used by almost any class, but to use the most damaging or exotic weapons, such as greatswords or the kukri require proficiency in that weapon type. Spell casting classes may choose not to carry weapons but wands, scepters and similar tools that augment their offensive spell power.
  • Divine spells are the realm of Clerics, Druids, Favored Souls, Paladins and Rangers. These spells can be cast without worry that heavy armor would interrupt them. Proficiency for divine casters often involve more Wisdom or Charisma ability points than other classes.
  • Arcane spells are the hallmark of Wizards, Warlocks, Sorcerers and Bards. These classes are living artillery platforms of magical destruction, at the cost of reduced HP. Proficiency in arcane casting typically requires more ability points in Intelligence or Charisma than other classes.
  • Artificer Infusions are the purview of Artificers, and are neither arcane nor divine. This branch of magic focuses on placing temporary enchantments on equipment and Constructs to enhance the abilities of the caster and his or her allies. A few select infusions also focus on using technology to devastating effect, conjuring powerful technological effects designed to take down foes. Infusions do not require a somatic component, and may be cast in medium or heavy armor without penalty. Proficiency in the use of Infusions requires a higher Intelligence score than other classes.


Feats are central talents of a class that give a character a distinct offensive or defensive advantage. Some feats are common to all classes, while many are restricted to a specific class.

At level 20, every character will have seven regular feats (levels 1, 3, 6, 9, 12, 15, & 18); Human characters will get one extra feat at first level. Additionally, characters will get the following based on their class:

This is primarily a listing of feats which any character could otherwise pick if they so choose. Most classes also get other class-specific abilities and benefits that are listed in your character's Feats tab but are not available to all classes. Some are completely predetermined, while others offer you a choice from a short, special list, including:


Skills define specific areas where many classes can develop innate "knacks", even if their class is not naturally inclined in that ability.

Each character gets a specific number of skill points that he can put into different skills. If the skill is a class skill then each skill point spent corresponds to one rank in that skill. If it is a cross-class skill then each skill point spent counts as 0.5 rank in that skill. The maximum ranks a skill can have is 3+ yourlevel for class skills and half that for cross-class skills.

Skills gained at each level vary with class and Intelligence.
For each level gained each class receives the following skill points.

Rogue 8 skill points
Ranger / Bard 6 skill points
Artificer / Barbarian / Druid / Monk 4 skill points
Cleric / Fighter / Paladin 2 skill points
Favored Soul / Sorcerer / Warlock / Wizard 2 skill points

Additionally, the Intelligence modifier is added at each level, though only the intelligence that the character has due to point buy, leveling points at 4/8/12/16/20, and inherent bonuses count towards skill points gained. At first level, after the Intelligence modifier is added, is total multiplied by four.

Intelligence: 4-5 6-7 8-9 10-11 12-13 14-15 16-17 18-19 20-21
Modifier: -3 -2 -1 0 +1 +2 +3 +4 +5
Level: 1st / 2nd+ 1st / 2nd+ 1st / 2nd+ 1st / 2nd+ 1st / 2nd+ 1st / 2nd+ 1st / 2nd+ 1st / 2nd+ 1st/2nd+
Rogue 20/5 24/6 28/7 32/8 36/9 40/10 44/11 48/12 52/13
Bard / Ranger 12/3 16/4 20/5 24/6 28/7 32/8 36/9 40/10 44/11
Artificer / Barbarian / Druid / Monk 4/1 8/2 12/3 16/4 20/5 24/6 28/7 32/8 36/9
Cleric / Fighter / Paladin ** 4/1 4/1 4/1 8/2 12/3 16/4 20/5 24/6 30/7
Favored Soul / Sorcerer / Warlock / Wizard ** 4/1 4/1 4/1 8/2 12/3 16/4 20/5 24/6 30/7

*Humans have an additional 4 bonus skill points at 1st level and 1 each level after.
Example: A Human Rogue with 18 intelligence will have 52 skill points to spend at 1st level, 13 each level after.

**Minimum amount of skill points you will gain is always 4 at level 1, and 1 at every gained level.


You can choose up to three classes for your character. In DDO, there is no experience point penalty (as opposed to 3.5 pen-and-paper rules).

When multiclassing, the hit points of the different classes are added. The base attack bonus of the different classes are added. The saving throws of the different classes are added. So you could say that a 5/5 Cleric/Fighter are getting the hit points of level 5 Cleric and a level 5 Fighter. All his stats will be an average of the two classes.

Advantages and Disadvantages[edit]

By only taking one level in a class that has proficiency with a skill, you get the possibility to max out that skill. So if you are a Ranger that would like to max out a Rogue-only skill or a Rogue that wants to max out a Ranger-only skill, just take a level in the other class.
However, keep in mind when leveling as the Ranger it will cost two skill points to keep the Rogue-only skill at maximum.
Your character will inherently receive any feats from a second or third class. For example, if you don't have proficiency with all martial weapons, you can take one level as a Fighter and you will gain them (plus the ordinary level 1 Fighter feat). However, feat proficiency does not guarantee effective use as ability scores may limit you.
Many granted class feats do not stack. A Fighter/Paladin has martial weapons and heavy armor proficiency granted from both classes, but receives no extra benefit from getting them twice.
Spell casting does not scale
The power of spells does not scale linearly. Spells that a Wizard/Sorcerer/Cleric can use at level 20 are more than four times as powerful as the spell that a Wizard/Sorcerer/Cleric can use at level 5.
Ability scores
A single-class character can have abilities finely tuned for the needs of one class. Dual or tri-class characters will need to make compromises between the ability needs of all classes. The more similar the ability scores used by the classes, the better multiclassing will work.
Combinations that fit together nicely are
  • Artificer/Rogue (linked by Strength and Dexterity or Intelligence and Dexterity)
  • Bard/Sorcerer (linked by Charisma)
  • Cleric/Monk (linked by Wisdom)
  • Favored Soul/Monk (linked by Wisdom)
  • Favored Soul/Paladin (linked by Charisma and Wisdom)
  • Fighter/Barbarian (linked by Strength, Constitution, and Dexterity)
  • Paladin/Sorcerer (linked by Charisma)
  • Rogue/Ranger (linked by Dexterity)
  • Rogue/Wizard (linked by Intelligence) if you value high skills or damage for Rogue Mechanics.
Combinations that do not fit together at all
  • Barbarian/Monk (Barbarian cannot be lawful, Monk has to be)
  • Bard/Monk (Bard cannot be lawful, Monk has to be)
  • Barbarian/Paladin (Barbarian cannot be lawful, Paladin has to be lawful good)
  • Bard/Paladin (Bard cannot be lawful, Paladin has to be lawful good)
  • Druid/Paladin (Druid must have at least one neutral alignment component, Paladin has to be lawful good)
Experience penalties don't exist in DDO
A disadvantage NOT present in DDO is the experience percentile penalty used in PnP.
Players new to the game should probably avoid multiclassing unless using a proven build.

Which class should I choose?[edit]

You should plan your Feats/Enhancements/ and Ability Scores before you start leveling. Character generator applications can be found on the web which can help this out tremendously. is an excellent choice.

If you are unsure on what you want, it is suggested to become Melee class. Or you could try a caster if you're bold. If you intend to multiclass, it's best to plan every aspect of your character out before you jump in. Doing this will save you time and many headaches!

For comparing classes look at (note that this doesn't include some newer classes, like Druid):

Read more about fighting in groups for how the different classes interact. Read about Powergaming Groups to maximize the effectiveness of your class.