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Beacon of Hope enhancements
Alchemist | Artificer† — Dog | Barbarian | Bard | Cleric |
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Apo — Bom — VCh | AT — BE — RM | FB — OS — Rav | SB — SS — St — WC | DA — DD — RS — War |
Druid — Wolf | Fighter | Favored Soul † | Monk | Paladin |
BC — NW — NP — SH | Ken — StD — Van | AoV — BoH — War | HeM — NiS — Shi | KotC — SaD — SF — Van |
Ranger | Rogue | Sorcerer | Wizard | Warlock |
AA — DH — DWS — Tem | Ass — Mec — TA | AS – ES – FS – WS – EK | AM — EK — PM | AS — ES — SE — TS |
Falconry† ~ Feydark Illusionist† ~ Harper Agent† ~ Horizon Walker† ~ Inquisitive† ~ Vistani Knife Fighter † |
Reaper |
Aasimar ![]() |
Dragonborn | Drow | Dwarf | Elf / W-Elf (& AA) | Gnome | Half-Elf (& AA) |
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Half-Orc | Halfling | Human | Shifter ![]() |
Tabaxi ![]() |
Tiefling | Warforged †Free by turning in 400 Total favor per server ![]() |
Bladeforged ![]() |
Deep Gnome ![]() |
Morninglord ![]() |
PDK ![]() |
Razorclaw ![]() |
Scoundrel ![]() |
Scourge ![]() |
Shadar-kai ![]() |
Trailblazer ![]() |
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This Healing and Buffing Focused tree was released in Update 39.
- First Look preview thread
Beacon of Hope enhancements[edit]
Core abilities[edit]
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Pleasant Disposition: For each core ability you gain, get +1% Positive Spell Critical Chance, +10 Healing Amplification, and +5 Positive Spell Power.
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AP Cost: 1 | Ranks: 1 | Progression: 0 | Requires: Favored Soul level 1 | |
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Beacon of Grace: Cost 6 Spell Points. You and your allies ahead of you heal for one point of Positive Energy per Favored Soul level. Undead enemies ahead of you take the same amount of damage (Will save for half damage). Both scale with your Positive Spell Power. 6 Second Cooldown. This ability is considered a 1st Level Favored Soul spell of the Conjuration school.
(Metamagic: Empower Healing, Quicken, Heighten, Embolden.) | |||
AP Cost: 1 | Ranks: 1 | Progression: 5 | Requires: Core 1, Favored Soul level 3 | |
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Shining Light: Whenever you cast one of your Beacons, or use Flight of Glory, you and affected allies gain a Sacred bonus to Healing Amplification equal to your Favored Soul level for 12 seconds. Enemies in the zone of effect are dazzled, and take a -1 penalty to attack, Spot, and Search. These enemies are illuminated by Shining Light, dispelling stealth, invisibility, Blur, and Displacement, for 10 seconds, and giving a -40 penalty to Hide. Sightless enemies are immune to the Dazzle effect.
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AP Cost: 1 | Ranks: 1 | Progression: 10 | Requires: Beacon of Grace, Favored Soul level 6 | |
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Beacon of Hope: Cost 30 Spell Points. You and allies ahead of you take the dispelling effects of a Panacea, Restoration, and Remove Paralysis spell, and heal for 5 points of Positive Energy per Favored Soul level. Undead enemies ahead of you take the same amount of damage (Will save for half damage). Both scale with your Positive Spell Power. 30 second cooldown. This ability is considered a 5th level Favored Soul spell of the Conjuration school.
(Metamagic: Empower Healing, Quicken, Heighten, Embolden.) | |||
AP Cost: 1 | Ranks: 1 | Progression: 20 | Requires: Shining Light, Favored Soul level 12 | |
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Flight of Glory: Cost 10 Spell Points. When you use your Leap of Faith, nearby allies gain Temporary Hit Points equal to triple your character level, plus an additional 50 Hit Points.
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AP Cost: 1 | Ranks: 1 | Progression: 30 | Requires: Beacon of Hope, Favored Soul level 18 | |
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True Resurrection SLA: 25 Spell Points. 10 second cooldown. Multiselector:
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AP Cost: 1 | Ranks: | Progression: 40 | Requires: Flight of Glory, Favored Soul level 20 |
Tier One[edit]
Requires Pleasant Disposition, Favored Soul Level 1
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Good Hope SLA: Spell-Like Ability: This area of effect spell instills powerful hope to the recipients, granting a +2 morale bonus to attack rolls, saving throws, skill checks, and weapon damage rolls. Good hope counters and dispels Crushing Despair.
10/5/2 Spell Points. Three second cooldown. | |||
AP Cost: 1 | Ranks: 3 | Progression: 1 | No requirements | |
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Confidence: +1/2/3 Concentration, Diplomacy, and Heal. Rank 3: You also gain +10 Positive Energy Spell Power.
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AP Cost: 1 | Ranks: 3 | Progression: 1 | No requirements | |
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Divine Durability: +2/4/6 Competence Bonus to Physical Resistance Rating.
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AP Cost: 1 | Ranks: 3 | Progression: 1 | No requirements | |
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Spell Critical Chance: Positive: Your Positive Healing spells have an additional 2% chance to critically hit.
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AP Cost: 2 | Ranks: 1 | Progression: 1 | No requirements | |
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Spell Points: 30/60/90 Spell Points.
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AP Cost: 2 | Ranks: 3 | Progression: 1 | No requirements |
Tier Two[edit]
Requires Favored Soul Level 2, 5 APs spent in tree
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Close Wounds SLA: Spell Like Ability: Positive energy is quickly channeled to heal light wounds of your target or damage undead for 2 to 4 hit points plus an additional 1 for every caster level up to caster level 5. This spell has faster than normal casting speed and minimal cooldown.
6/4/2 Spell Points. 3/2/1 second cooldown. | |||
AP Cost: 1 | Ranks: 3 | Progression: 5 | No requirements | |
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Hope for Inspiration: Target ally gains a Sacred bonus to all Skills equal to 1 + 1/4 your Favored Soul level for 20 seconds. 6 second cooldown.
(Metamagic: Quicken, Enlarge.) | |||
AP Cost: 2 | Ranks: 1 | Progression: 5 | No requirements | |
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Divine Durability II: +2/4/6 Competence bonus to Magical Resistance Rating.
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AP Cost: 1 | Ranks: 3 | Progression: 5 | No requirements | |
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Spell Critical Chance: Positive II: Your Positive Healing spells have an additional 2% chance to critically hit.
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AP Cost: 2 | Ranks: 1 | Progression: 5 | Requires: Spell Critical Chance: Positive | |
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Might's Reward: Multiselector (Antirequisites: Divine Might, Know the Angles.
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AP Cost: 1 | Ranks: 3 | Progression: 5 | No requirements |
Tier Three[edit]
Requires Favored Soul Level 3, 10 APs spent in tree
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Hope for Protection: Target ally gains a Sacred bonus to Physical and Magical Resistance Rating equal to 3 + your Favored Soul level for 20 seconds. 6 second cooldown.
(Metamagic: Quicken, Enlarge.) | |||
AP Cost: 2 | Ranks: 1 | Progression: 10 | No requirements | |
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Efficient Empower Healing: Using the Empower Healing Metamagic costs you 4 fewer Spell Points.
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AP Cost: 2 | Ranks: 1 | Progression: 10 | No requirements | |
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Spell Critical Chance: Positive III: Your Positive Healing spells have an additional 2% chance to critically hit.
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AP Cost: 2 | Ranks: 1 | Progression: 10 | Requires: Spell Critical Chance: Positive II | |
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Wisdom or Charisma: Choose one:
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AP Cost: 2 | Ranks: 1 | Progression: 10 | No requirements |
Tier Four[edit]
Requires Favored Soul Level 4, 20 APs spent in tree
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Death Ward SLA: Spell Like Ability: Grants an ally an immunity to death spells and effects, energy drain, and negative energy effects.
10/8/5 Spell Points. 4 second cooldown. | |||
AP Cost: 1 | Ranks: 3 | Progression: 20 | No requirements | |
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Hope for Victory: Target ally gains a Sacred bonus to Melee and Ranged Power equal to 3 + half your Favored Soul level, and Universal Spell Power equal to 6 + your Favored Soul level, for 20 seconds. 6 second cooldown. Bug: Grants scaling Melee and Ranged Power at a lesser value than listed, while spell power scales correctly.
(Metamagic: Quicken, Enlarge.) | |||
AP Cost: 2 | Ranks: 1 | Progression: 20 | No requirements | |
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Optimism: Every time you cast one of your Hope abilities, you gain a stack of Rising Beacon, giving yourself +2 Physical Resistance Rating, +2 Magical Resistance Rating, and +1 Armor Class. This stacks up to 10 times, and stacks fade once every 12 seconds. Hope for Success grants 3 stacks.
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AP Cost: 1 | Ranks: 1 | Progression: 20 | No requirements | |
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Spell Critical Chance: Positive IV: Your Positive Healing spells have an additional 2% chance to critically hit.
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AP Cost: 2 | Ranks: 1 | Progression: 20 | Requires: Spell Critical Chance: Positive III | |
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Wisdom or Charisma: Choose one:
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AP Cost: 2 | Ranks: 1 | Progression: 20 | No requirements |
Tier Five[edit]
Requires Favored Soul Level 5, Character Level 12, 30 APs spent in tree
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Raise Dead SLA: Spell Like Ability: Resurrects the target, restores 10% of the target's hit points, and preserves current spell points.
15 Spell Points, 9 second cooldown. | |||
AP Cost: 1 | Ranks: 1 | Progression: 30 | No requirements | |
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Hope for Success: Target ally's main hand weapon (at the time of casting) gains +1 to Critical Threat Range and Multiplier with weapons for 20 seconds. 60 second cooldown.
(Metamagic: Quicken, Enlarge.) | |||
AP Cost: 2 | Ranks: 1 | Progression: 30 | No requirements | |
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Heal SLA: Spell Like Ability: Channels powerful positive energy into a target to wipe away injury and afflictions, restore 10 hit points per caster level (up to a max of 150 hit points at caster level 15), and remove ability damage and the conditions blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, feebleminded, insanity, nauseated and poisoned. Against undead this spell acts as Harm. Undead who make a successful Will save reduce the damage by half.
40 Spell Points. 6 second cooldown. | |||
AP Cost: 1 | Ranks: 1 | Progression: 30 | No requirements | |
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Undying Beacon: Allies affected by your Beacons gain Unconsciousness Range equal to 10x your Favored Soul level. This effect lasts for 12 seconds, and is refreshed if the target is affected by another Beacon spell.
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AP Cost: 1 | Ranks: 1 | Progression: 30 | No requirements | |
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Flame of the Favored: Costs 40 Spell Points. Creates a wall that persists for 30 seconds. Allies within the aura are healing 1 hit point per 3 Favored Soul levels as long as they remain within it. Undead enemies are damaged for the same amount. 30 second cooldown.
(Metamagic: Empower Healing, Quicken, Enlarge.) | |||
AP Cost: 1 | Ranks: 1 | Progression: 30 | No requirements |