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A class defines the specific kind of player character's "occupation" or talent in DDO. You choose one class to start, but may choose to have up to three classes (multiclassing) for any player character. Currently there are 14 classes in game, with the most recent addition being the Warlock. Most of the classes are free to play for all players, but five (highlighted in red, above and below) are not free to all, and variously are either free only to VIP, and/or must be bought with DDO Points, and/or can earned via game play.

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: they can serve as backup healers, decent offensive spellcaster, can act as both ranged or melee combatants, can find and disable traps and open locks, and have excellent supportive abilities. Artificers are the only class that can gain the use of Rune Arms, and their primary attributes are Dexterity and Intelligence.

The Artificer class must either be purchased in the DDO store 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 or paladins, but have more hit points and some innate damage reduction. Uncanny Dodge allows them to have a high dodge chance and excellent reflex saves in short bursts. While many barbarian abilities are geared towards melee combat, they can also make passable ranged combatants should the need arise. A barbarian's primary attributes are Strength and Constitution.


Bards possess many skills with some special spell casting ability, and can fulfill almost any role. The primary draw of Bards is their ability to use songs to inspire and buff a party, providing small, but stacking bonuses to almost every aspect from weapon damage, to spell effectiveness, to dodge and armor class. Their spells consist of a mix of both divine and arcane, but are considered arcane overall: they can use spells focused on crowd control, healing, and buffs, as well as offensive sonic spells that often daze or stun opponents. Bards are also very good at learning the Use Magic Device skill to operate any kind of magical item. They 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, they can deal significant damage when specced for both physical or magical combat, and their respectable healing abilities assist the main healer in keeping the party alive. Bards also possess one of the few abilities in the game that can replenish spell points. The primary attribute of bards is Charisma.


Clerics are divine spell casters who specialize in healing and defense spells as well as some offensive ability in the way of light, fire, and physical spells. Most people think of clerics when asking for a healer for their group, due to their having the only enhancement tree devoted entirely to healing and support. They can use any armor without penalty, but they are only proficient with Simple Weapons. Clerics can also take up a melee weapon and dish out respectable damage, but they are not as strong as the more physical-based classes. They gain access to clerical domains at level 2, giving them great versatility in allowing them to specialize in certain aspects of the divine arts. The cleric's primary attributes are Wisdom, which they use to gain more spell points and improve the DCs for their spells, and Charisma, which helps both their ability to Turn Undead and gain more uses of turn undead.


Druids are divine spellcasters with a variety of offensive and supportive spells, but they are the epitome of crowd control and can fulfill that role regardless of their specialization. They can be excellent melee combatants, able to use Wild Shape to transform into bears (strong and hardy tanks) and wolves (fast and agile attackers), or can take up a spellcasting role, turning into fire or water elementals to unleash primal forces of nature in the form of blizzards, thunderstorms, and earthquakes. Druids make strong solo characters considering their melee and self-healing options, especially at low and mid levels. Druids cannot use metal armor or wield metal shields; doing so removes their ability to use many of their druidic abilities. Druids use Wisdom as their primary attribute, determining their maximum spell points and spellcasting effectiveness.

The Druid class is free for VIP accounts, but others must purchase the class in the DDO store. The Druid class is also included as part of the Standard edition of Menace of the Underdark

Favored Soul[edit]

Favored Souls are divine casters that follows the path of the cleric but tend to be more focused on offense than support. They have fewer spells at their disposal than clerics, but have almost double the amount of spell points, enabling them to cast those fewer spells more often. They gain energy resistance and inherent Damage Reduction as they progress and can use light or medium armor. They have simple weapon proficiency, but gain the use of additional weapons depending on their chosen god and can become capable melee combatants. Favored souls can use the highest of their Wisdom or Charisma scores for determining their maximum spell points and effectiveness of spells.

The Favored Soul class must be purchased in the DDO store or unlocked on a per server basis by earning 2,500 Total Favor on a single character.


Fighters are warriors with many extra feats (almost double what most classes can obtain), allowing them to super-specialize their role in combat. There are many ways to fight: two-handed, dual-wielding, a sword and shield, 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. Fighters also gain access to many unique feats that increase their offensive power, their defenses, or their ability to use tactical maneuvers like Trip or Stunning Blow. Depending on which martial path they wish to follow, a fighter might require Strength, Constitution, and Dexterity in varied amounts.


A Monk is a combatant that performs amazing techniques in battle by using a power source called ki. They can have extremely high Dodge and at high levels have a higher base movement speed than any other class.

In order to use their special abilities, monks must be centered and remain in a state of physical and mental balance. To remain centered, a monk must be unencumbered, wielding monk-specific weapons or unarmed, and be wearing no armor except robes or outfits. When not centered, monks lose the majority of their special bonuses. While they are limited in their weapon selection, monks can gain specialized training through feats or other class enhancements to enable other weapons to be used while centered and gain a variety of special feats as they gain levels. The primary attribute of monks is Wisdom, which they use in retaining ki, increase their Armor Class, and increase the effectiveness of their ki attacks and monk-specific tactical abilities. Strength, Constitution, and Dexterity are also important.

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


A Paladin is a warrior that trades some melee power for the ability to cast divine spells. 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 make great defensive characters, but can easily perform well in an offensive role with weapons. The primary attributes of paladins are Wisdom (for spellcasting and spell points) and Charisma (for higher saves and increasing the effectiveness of their unique abilities). Strength and Constitution should not be discarded, of course, as the paladin is a martial class.


Rangers are inherently both archers and a dual-wielding melee class, being proficient in both combat styles. The ranger is capable of stealth combat, although not as well as the rogue and can cast from a limited selection of divine spells. Rangers increase their damage with Favored Enemy feats, where they can pick up to five kinds of monsters to specialize in fighting, gaining stacking damage bonuses against them the higher level they are. Rangers require Wisdom in order to cast spells and gain spell points. Strength and Dexterity are useful to rangers, as well, increasing their damage and accuracy with weapons.


Rogues get the most skill points in the game. They are capable of finding and disarming traps and opening locks. The rogue can also deal devastating sneak attack damage when they are beneath the notice of their enemies and are the best at stealth and sneaking around. Their defenses are quite low, even though they have Evasion and a fairly high Dodge, and so must rely on their wits and cunning to survive tough battles. Rogues can do well as either a melee or ranged character, and their primary attributes are Dexterity and Intelligence.


A Sorcerer is an arcane spellcaster, and serve as the primary offensive magic class for DDO, but are physically quite weak. Their enhancements are built almost entirely around dealing significant damage with spells. Unlike wizards, they have a limited selection of spells, only gaining a few spell slots per spell level and cannot change them at a tavern or rest shrine. However, they cast spells much faster than any other, and most often have the highest amount of spell points of any class. Charisma is the primary attribute for sorcerers, increasing their available spell points and making their spells more effective.


Warlocks are arcane spellcasters who form pacts with powerful beings to gain power and magic, and often seek out rare and forbidden knowledge. They deal moderate amounts of damage with their Eldritch Blast but they do not require spell points to do so, ensuring a steady stream of magic damage at no cost. They have no offensive magic but do have a variety of buffing, crowd control, and utility spells. Warlocks have moderate defenses against physical attacks, but can defend against magical spells better than most other classes. Charisma is the primary attribute for warlocks, increasing the effectiveness of their spells and their eldritch blast, and increasing their maximum spell points.

Warlocks are free for VIP accounts, but others must purchase the class in the DDO store.


A Wizard is an adaptive and versatile arcane caster and gain five extra feats as they level to further enhance their spellcasting. Wizards are able to switch spells after resting at shrines or while in taverns, ensuring they always have the right spell for the job. Wizards have more spells available to them than a sorcerer, but do not have as many spell points. Wizards are often called 'DC casters' due to their ability to focus not on offensive spells but spells that instantly kill, control, charm, debuff, or otherwise disable or weaken enemies. They must focus on their Intelligence to increase their spell points and the effectiveness of their spells.


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 30, every character will have eleven regular feats (levels 1, 3, 6, 9, 12, 15, 18, 21, 24, 27, & 30); 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 is getting the hit points of level 5 Cleric plus a level 5 Fighter. Since the split is 50/50, all class-based values would be an average of the two classes. (If multiclassing a + heart of wood will be required to change class during reincarnation)

Advantages and Disadvantages[edit]

In general, players new to the game should probably avoid multiclassing unless using a proven build.

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 cannot 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.

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.