Classes

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.

Class Summaries
See the main article of each class for more detail.


 * Artificer
 * The Artificer class must either be purchased in the DDO store for 995 Turbine Points or unlocked on a per server basis by earning 150 House Cannith Favor on a single character.
 * 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.


 * Barbarian
 * A warrior that has special powers when enraged and specializes in dealing heavy damage. He wears less armor than a fighter, but has more HP and some innate damage reduction. Uncanny Dodge allows Barbarians to avoid sneak atttacks 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.


 * Bard
 * Bards possess many skills with some special spell cast ability. Their spellcasting consists of a mix of both divine and arcane spells, but are considered arcane overall. Bards are specialists in songs that buff a party and 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 his powerful musical buffs will be boosting five other players, and his respectable healing abilities will assist the main healer in keeping the party alive.


 * Cleric
 * Clerics are strong divine spell casters for healing and defense as well as some offensive ability. They can use all armor without penalty. The Cleric was the only main healer in DDO, prior to Favored Souls, and as such, most groups will think of clerics before asking in the more broad sense, a healer for their group. Clerics gain Wisdom enhancements as they level up.


 * Druid
 * The Druid class is only available to VIPs and those who prepurchased the Standard and Collector's editions of the Menace of the Underdark expansion. It will be available separately for purchase in the DDO store starting in August of 2012.
 * 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 arcane and divine spell casting abilities and can transform into savage animals and elemental, 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.  It is still unclear what roles druids will come to fill at the end game with the new epic destiny system.


 * Favored Soul
 * The Favored Soul class must either be purchased in the DDO store for 895 Turbine Points or unlocked on a per server basis by earning 2500 Total Favor on a single character.
 * A divine caster that follows the path of the Cleric but is able to throw spells with surprising ease. Wielding divine magic to both heal and destroy, Favored Souls have fewer spells than Clerics, but can cast more often, as they get spell points like Sorcerers do. They also get many unique and powerful enhancements, such as 3 energy resistance feats that give them 10 free stacking energy resistance, free martial weapon proficiency in the chosen weapon of their god, and 10 DR at maximum level, making them more like enhanced clerics than just a "Fewer spells, more casting" type.


 * Fighter
 * A warrior with extra feats, allowing him 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 specialze for it. As such, players should examine thoroughly what feats you would like to pick before you 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.


 * Monk
 * The Monk class is free for VIP accounts but Free and premium accounts must purchase the class in the DDO store for 995 Turbine Points.
 * A combatant usually fighting without weapons, shields or armor 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.


 * Paladin
 * A warrior that trades some of his melee power for the ability to cast divine spells. He also has a higher ability to avoid getting hit and can self heal in limited bursts better then 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.


 * Ranger
 * 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 Dexerity enhancements as they level up.


 * Rogue
 * 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 agro 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.


 * Sorcerer
 * 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.


 * Wizard
 * A Wizard is an adaptive caster. He/she can switch the spells he/she wishes to use at resting points or when 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.

Proficiencies
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, 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
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:


 * Fighter: Eleven Fighter bonus Feats, at 1st and every even level
 * Wizard: Five bonus Metamagic Feats, at 1st level and every multiple of 5
 * Ranger: The main Two Weapon Fighting line (Two Weapon Fighting, Improved Two Weapon Fighting, and Greater Two Weapon Fighting, though not Oversized Two Weapon Fighting) as well as Rapid Shot, Manyshot, Precise Shot, Improved Precise Shot, Bow Strength & Diehard
 * Monk: Three Martial Arts Feats, granted at levels 1, 2 and 6
 * Artificer: Five Artificer bonus Feats, granted at every multiple of 4

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:


 * Rogue: Four Rogue special abilities, granted at levels 10, 13, 16 and 19
 * Favored Soul: Seven Favored Soul special abilities, granted at levels 1, 3, 5, 10, 12, 15 and 20
 * Ranger: Five Favored Enemies at levels 1, 5, 10, 15 and 20

Skills
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. 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.
 * 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.

Multiclassing
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
Skills
 * 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.

Feats
 * 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)
 * 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.
 * Additionally, the fact that spell points stack can make it tempting for any spellcaster to take one level of Sorcerer.


 * Combinations that do not fit together at all:


 * Barbarian/Monk (Barbarian cannot be lawful, Monk has to be)
 * Barbarian/Paladin (Barbarian cannot be lawful, Paladin has to be lawful good)
 * Bard/Monk (Bard cannot be lawful, Monk has to be)
 * Bard/Paladin (Bard cannot be lawful, Paladin has to be lawful good)

Enhancements do not scale
 * Enhancement slots do not increase. The ones available are determined by both your race plus total levels, and your levels in each class. A multiclassed character won't have access to the same high-power enhancements, and yet she also can't take any more enhancements than a single-class.
 * Consider a halfling who wants a high Dexterity, and might play either a Ranger 4/Rogue 4, or a single-class Ranger 8. The pure class can take Halfling Dexterity II and Ranger Dexterity III, for an increase of +5 DEX. But the Rogue/Ranger is stuck with Halfling Dex II and either Rogue Dex I or Ranger Dex I (you can only get the same type of enhancement line from one class), adding up to only a +3 increase. High-level enhancements are SO powerful (much better than a single feat) that multiclassed characters suffer tremendously without them.

Experience penalties don't exist in DDO
 * A disadvantage NOT present in DDO is the experience percentile penalty used in PnP.
 * However, with all the other significant drawbacks, gaining more than one or two levels in any secondary class is discouraged, as the gains of the secondary class do not compensate for the potential gains at high levels from the primary class.

Which class should I choose?
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. http://www.rjcyberware.com/DDO/ 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 Favored Soul and Artificer):
 * I would like to create a Warrior. Should I pick a Paladin, Fighter, Barbarian or Monk?
 * I would like to create an Archer. Should I pick a Ranger or a Fighter?
 * I would like to create a Healer. Should I pick a Paladin or a Cleric?
 * I would like to create a Mage. Should I pick a Wizard or a Sorcerer?
 * I would like to create a ranged damage dealer. Should I pick a Ranger or a Sorcerer?
 * I would like to create a stealthy damage dealer. Should I pick Ranger, Rogue or Bard?

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