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Angel of Vengeance enhancements

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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 DP1,395 DDO Points Dhampir 1,595 DP1,595 DDO Points Dragonborn Drow Dwarf Eladrin 1,595 DP1,595 DDO Points Elf / Wood Elf (& AA) Gnome
Half-Elf (& AA) Half-Orc Halfling Human Shifter 1,595 DP1,595 DDO Points Tabaxi 1,595 DP1,595 DDO Points Tiefling Warforged Free by turning in 400 Total favor per server 995 DP995 DDO Points
Bladeforged 1,295 DP1,295 DDO Points Chaosmancer 1,395 DP1,395 DDO Points Dhampir Dark Bargainer 1,295 DP1,295 DDO Points Deep Gnome 1,295 DP1,295 DDO Points Morninglord 1,295 DP1,295 DDO Points (& AA) PDK 1,295 DP1,295 DDO Points Razorclaw 1,395 DP1,395 DDO Points Scoundrel 1,395 DP1,395 DDO Points Scourge 1,295 DP1,295 DDO Points Shadar-kai 1,295 DP1,295 DDO Points Trailblazer 1,395 DP1,395 DDO Points

Angel of Vengeance enhancements

Angel of Vengeance enhancements tree
Angel of Vengeance enhancements tree

Core abilities

Font Of Power: For each action point spent in this tree, you gain +1 Universal Spell Power and +2 Spell Points.
AP Cost: 1 Ranks: 1 Progression: 0 Cooldown: N/A Requires: Favored Soul level 1
Shield of Condemnation: Toggle: Enemies that strike you have a chance of suffering divine condemnation for 20 seconds, increasing their vulnerability to light and alignment-based damage by 10%, and decreasing their fortification by 10%. This debuff stacks up to 5 times, and is dispelled by Bless effects. Cooldown: 1 second.
  • Proc rate appears to be about 5%.
AP Cost: 1 Ranks: 1 Progression: 5 Cooldown: N/A Requires: Font of Power, Favored Soul level 3
Aura of Menace: Toggle: You project a 15 meter Aura of Menace, decreasing the saving throws, attack, and armor class of nearby enemies by 2. Cooldown: 1 second
  • Be careful to use this aura unless you are tanky build. Even though it's tiny, this aura generate some threat on enemies since it provides negative effects on enemies, and ends up making you the initial aggro holder. Also enemies which have spawn motion (e.g. Skeleton / Umberhulk from ground) will cancel that motion and start fight immediately when the aura hits them.
AP Cost: 1 Ranks: 1 Progression: 10 Cooldown: N/A Requires: Shield of Condemnation, Favored Soul level 6
Summon Archon: Toggle: Spell like ability: A small lantern archon hovers over your shoulder and attacks nearby enemies. This archon is indestructible, deals 1 to 3 + caster level light damage every 2 seconds, and uses your Light Spell Power and Spell Critical effects for its light beam attacks. The archon will only attack enemies that have already been damaged, will not attack fascinated or mesmerized foes, and always attacks the enemy with the fewest hit points in range. All threat generated by the archon is applied to you. Cost: 20 spell points. Cooldown: 6 second. Duration: 5 minutes
AP Cost: 1 Ranks: 1 Progression: 20 Cooldown: N/A Requires: Aura of Menace, Favored Soul level 12
Vengeful Magic: Passive: You gain +1 to spell DCs and +20 light and alignment spell power.
When you fall below 80% health, you gain a +1% Sacred bonus to Spell Critical chance for 20 seconds. When you fall below 60% health, you gain a +1 Sacred bonus to your spell DC's for 20 seconds. When you fall below 40% health, you gain a +50% Sacred bonus Spell Critical Damage Multiplier with Fire, Force, Light, and Physical damage spells for 20 seconds. Each of these effects persist even if you are healed above their health thresholds, but each can only trigger once every two minutes.
AP Cost: 1 Ranks: 1 Progression: 30 Cooldown: N/A Requires: Summon Archon, Favored Soul level 18
Ascendancy: Shine Bright: Passive: You gain +4 Wisdom or Charisma, +20 universal spell power, +2 to spell DCs, and +2 to all skills.
Active: You are able to cast the spell Searing Light at will without using spell points.
AP Cost: 1 Ranks: 1 Progression: 40 Cooldown: N/A Requires: Vengeful Magic, Favored Soul level 20

Tier One

Requires Font of Power, Favored Soul Level 1

Nimbus of Light: Spell-Like Ability: A glittering corona of light coalesces around your outstretched arm, dealing 1d6 light damage for every caster level, max 15d6. This ray has double spell range. (Activation Cost: 4/3/2 spell points. Cooldown: 12/8/4 seconds.)
AP Cost: 1 Ranks: 3 Progression: 1 Cooldown: N/A No requirements
Scourge: Whenever you cast a Fire, Force, Light, or Physical damage spell, you gain +3 to your Fire, Force, Light, or Physical Spell Power for 6 seconds. This stacks up to 3/6/10 times. In addition, when you take damage you have a 20%/50%/100% chance to gain one stack of Scourge.
AP Cost: 1 Ranks: 3 Progression: 1 Cooldown: N/A No requirements
Smiting: Your Fire, Force, Light, and Physical damage spells have an additional 2% chance to critically hit.
AP Cost: 2 Ranks: 1 Progression: 1 Cooldown: N/A No requirements
Angelic Resistance: You gain +1/+2/+3 to all saving throws against Magic.
AP Cost: 1 Ranks: 3 Progression: 1 Cooldown: N/A No requirements
Inquisition: +1/+2/+3 Concentration, Intimidate, and Will Saves vs Fear.
AP Cost: 1 Ranks: 3 Progression: 1 Cooldown: N/A No requirements

Tier Two

Requires Favored Soul Level 2, 5 APs spent in tree

Wand and Scroll Mastery: +25%/+50%/+75% damage and healing from your wands, scrolls, and other items that cast spells, and +1/+3/+6 to the save DCs of your offensive wands. Taking Wand and Scroll Mastery in one enhancement tree will block its availability in other enhancement trees.
AP Cost: 1 Ranks: 3 Progression: 5 Cooldown: N/A No requirements
Efficient Metamagic: Choose one of the following Metamagic feats. Reduce the spell point cost of using that Metamagic.
  • Efficient Empower: Using the Empower Spell Metamagic costs you 2/4/6 fewer Spell Points.
  • Efficient Enlarge: Using the Enlarge Spell Metamagic costs you 1/2/4 fewer Spell Points.
  • Efficient Maximize: Using the Maximize Spell Metamagic costs you 3/6/9 fewer Spell Points.
  • Efficient Quicken: Using the Quicken Spell Metamagic costs you 1/2/4 fewer Spell Points.
AP Cost: 2 Ranks: 3 Progression: 5 Cooldown: N/A No requirements
Smiting: Your Fire, Force, Light, and Physical damage spells have an additional 2% chance to critically hit.
AP Cost: 2 Ranks: 1 Progression: 5 Cooldown: N/A Requires: Smiting (Tier 1)
Just Reward: When you critically hit with a Fire, Force, Light, or Physical damage spell, you gain 3/6/10 Sacred temporary spell points. Passive: Your deity's favored weapon is considered a Spellcasting Implement in your hands.
AP Cost: 1 Ranks: 3 Progression: 5 Cooldown: N/A No requirements
Spell Power Boost: Activate to gain a +10/+20/+30 Action Boost bonus to Spell Power for 20/20/30 seconds. Cooldown: 30 seconds. (Action boost, 5 uses per rest)
AP Cost: 1 Ranks: 3 Progression: 5 Cooldown: N/A No requirements

Tier Three

Requires Favored Soul Level 3, 10 APs spent in tree

Sun Bolt: Spell-Like Ability: A powerful bolt of light deals 1d6+3 light damage per caster level (max 15d6+45) to targets in its path. A successful Reflex save reduces the damage by half. This spell is a bolt and has double range. (Activation Cost: 12/10/8 spell points. Cooldown: 12/9/6 seconds.)
AP Cost: 1 Ranks: 3 Progression: 10 Cooldown: N/A No requirements
Efficient Metamagic: Choose another Metamagic feats. Reduce the spell point cost of using that Metamagic.
AP Cost: 2 Ranks: 3 Progression: 10 Cooldown: N/A Requires: Efficient Metamagic (Tier 2)
Smiting: Your Fire, Force, Light, and Physical damage spells have an additional 2% chance to critically hit.
AP Cost: 2 Ranks: 1 Progression: 10 Cooldown: N/A Requires: Smiting (Tier 2)
Spell Penetration: You add +1 to you Caster Level check to overcome an enemy's Spell Resistance.
AP Cost: 2 Ranks: 1 Progression: 10 Cooldown: N/A No requirements
Charisma or Wisdom: Choose one:
  • +1 Wisdom
  • +1 Charisma
AP Cost: 2 Ranks: 1 Progression: 10 Cooldown: N/A No requirements

Tier Four

Requires Favored Soul Level 4, 20 APs spent in tree

Crown of Retribution: Toggle: You remove your Shield of Condemnation from yourself and transfer it to an ally. The Shield of Condemnation manifests itself on them while they remain within the area of your Aura of Menace. Enemies that strike your ally while this is active take an additional 1d8+1 points of light damage from your divine wrath. This ability can only be used once per rest, and can only target another player or a hireling. Duration: 10 minutes.
AP Cost: 2 Ranks: 1 Progression: 20 Cooldown: N/A Requires: Shield of Condemnation
Efficient Heighten: Using the Heighten Spell Metamagic costs you 1 / 2 less Spell Point/s per heightened level.
AP Cost: 2 Ranks: 2 Progression: 20 Cooldown: N/A Requires: Efficient Metamagic (Tier 3)
Smiting: Your Fire, Force, Light, and Physical damage spells have an additional 2% chance to critically hit.
AP Cost: 2 Ranks: 1 Progression: 20 Cooldown: N/A Requires: Smiting (Tier 3)
Intense Faith: Your Fire, Force, Light, and Physical damage spells are cast at +1/+2/+3 caster level.
AP Cost: 2 Ranks: 3 Progression: 20 Cooldown: N/A No requirements
Charisma or Wisdom: Choose one:
  • +1 Wisdom
  • +1 Charisma
AP Cost: 2 Ranks: 1 Progression: 20 Cooldown: N/A Requires: Charisma or Wisdom (Tier 3)

Tier Five

Requires Favored Soul Level 5, Character Level 12, 30 APs spent in tree

Cometfall: Spell-Like Ability: You conjure a bright, glowing comet, which appears in midair above your target, then strikes the ground with tremendous force. This spell deals 1d6+3 bludgeon damage per caster level. A successful Reflex save reduces the damage by half. The force of this comet can knock some creatures prone. (Activation Cost: 35/30/25 spell points. Cooldown: 20/15/12 seconds.)
AP Cost: 1 Ranks: 3 Progression: 30 Cooldown: N/A No requirements
Unstoppable Magic: Enemies within your Aura of Menace suffer a -1/-2/-3 penalty to Spell Resistance.
AP Cost: 1 Ranks: 3 Progression: 30 Cooldown: N/A Requires: Aura of Menace
Evocation Focus: You have trained extensively in Evocation magic, granting a +1 bonus to your spell DCs of that school.
AP Cost: 2 Ranks: 1 Progression: 30 Cooldown: N/A No requirements
Zealous Faith: The maximum caster level of your Fire, Force, Light, and Physical damage spells are increased by 1/2/3.
AP Cost: 1 Ranks: 3 Progression: 30 Cooldown: N/A Requires: Intense Faith
Archon's Fury: Toggle: Your Lantern Archon's attacks will add a stack of Archon's Fury. (Archon's Fury: 1d6+1 Fire damage every 2 seconds for 10 seconds, stacks up to 20 times.) While toggled on, every shot from your Archon costs 12 spell points.
AP Cost: 1 Ranks: 1 Progression: 30 Cooldown: N/A Requires: Summon Archon