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Dhampir Dark Bargainer
Free | Premium | Iconic | ||||||||||||
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![]() Dark Bargainer |
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Iconic variant of the dhampir race introduced in Update 74. Dhampir Dark Bargainers start in Eveningstar with one level of Warlock.
- It is included in the ultimate edition of the Chill of Ravenloft expansion
- Not free to VIP.
- In January 2026, it will be available in DDO Store for 1395 points (or in a bundle with the standard dhampir race for 2499 points).
Racial Traits[edit]
- +1 CHA
- +1 INT
Path[edit]
Dark Bargainer Path starts with 8 STR, 14 DEX, 16 CON, 9 INT, 8 WIS and 19 CHA; has Minion of the Eldritch Dark Gift, Spell Focus: Evocation and The Dark Powers Warlock pact.
Feats[edit]
Autogranted feats:
Icon | Feat | Type | Description | Prerequisites |
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Dark Bargainer | Passive |
You are a Dhampir Dark Bargainer |
Dhampir Dark Bargainer |
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Dhampir Traits | Passive |
You do not need to breathe underwater. |
Dhampir or Dhampir Dark Bargainer |
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Vampiric Bite | Active | Cooldown: 15 seconds
Single Target Action: You bite target creature at touch range, dealing 1d4 Piercing Damage per Character Level. This scales with 200% Melee or Ranged Power (though is not a weapon attack and cannot crit). If that creature is a living and corporeal creature, you heal for 20 + (Character Level x Constitution Modifier) number of Hit Points from Positive energy. This damage does not have a saving throw, though upgrades to this ability may have one. |
Dhampir or Dhampir Dark Bargainer |
Additional Feats:
- Dark Bargainers must take a Dark Gift Feat as their Starting Racial Bonus Feat. All of these options have a benefit and detriment.
Note: These feats can be exchanged with Fred. If you rather not have the detriments associated with a Dark Gift, take Minion of the Eldritch or Mist Walker and simply don't activate them.
Icon | Feat | Type | Description | Prerequisites |
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Echoing Soul | Passive |
Your soul is fractured, shifted, or connected to another in some way. Perhaps your past or future is affecting your present soul, or perhaps some other entity is inextricably linked with you. In any case, it manifests in knowledge and fears that aren't your own.
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Form of Pain | Passive |
Your body is cursed to be prone to all manner of damage, but with the ability to withstand it.
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Living Shadow | Passive |
Your Shadow extends your reach, acting out your dark impulse.
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Minion of the Eldritch | Active |
Your soul has touched something beyond the planes, and a connection has formed there.
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Mist Walker | Active |
You have learned how to navigate the Mists with time and a little luck.
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Touch of Death | Passive |
Every touch causes life to wilt, but you can use this power if you know the way...
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Web-Touched Wretch | Passive |
You've become entwined with a great cosmic web, which occasionally becomes coterminous with reality.
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Iconic Past Life Feats[edit]
- Active: +1 Necromancy DC and +3 Negative Spell Power per stack of this past life, for a maximum of +3 Necromancy DCs and +9 Negative Spell Power.
- Passive: +1 Saving Throws vs. Enchantments per stack of this past life.
Deities[edit]
- Amaunator (Heavy Mace): Favored by Amaunator → Child of Faith → Amaunator's Brilliance → Beloved of Amaunator → Damage Reduction: Silver
- Helm (Bastard Sword): Favored by Helm → Child of Faith → Ever Watchful → Beloved of Helm → Damage Reduction: Adamantine
- Silvanus (Maul): Favored by Silvanus → Child of Faith → Blessing of Silvanus → Beloved of Silvanus → Damage Reduction: Silver
Gear[edit]
Enhancements[edit]
Core abilities[edit]
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Dark Past: +1 to Attack while performing Sneak Attacks.
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AP Cost: 1 | Level: 1 | Progression: 0 | No requirements | |
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CHA/CON/INT: CHA/CON/INT
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AP Cost: 2 | Level: 4 | Progression: 1 | Requires: Dark Past | |
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Dark Present: +2 to Attack while performing Sneak Attacks, +1 Sneak Attack Die, +20 Negative Amplification
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AP Cost: 1 | Level: 7 | Progression: 3 | Requires: CHA/CON/INT | |
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CHA/CON/INT: CHA/CON/INT
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AP Cost: 2 | Level: 11 | Progression: 4 | Requires: Dark Present | |
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Dark Future: +3 to Attack while performing Sneak Attacks, +2 Sneak Attack Dice, +20 Negative Amplification
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AP Cost: 1 | Level: 16 | Progression: 6 | Requires: CHA/CON/INT |
Tier One[edit]
Requires Dark Past
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Draining Bite: Your Vampiric Bite now applies 1 Negative Level. This increases by 1 for every 5 Character Levels you have.
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AP Cost: 1 | Ranks: 1 | Progression: 1 | Cooldown: N/A | No requirements | |
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Manipulate the Mists: +1 Pact Die. When you hit a target who is inside a Dread Mist zone with Eldritch Blast, it gains one stack of Growing Dread. This effect does nothing on its own, can apply to each creature once per second, and can stack up to 30 times. If a creature is outside of Dread Mists for 10 seconds, it loses all stacks of Growing Dread.
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AP Cost: 1 | Ranks: 1 | Progression: 1 | Cooldown: N/A | No requirements | |
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Energy: (multiselector)
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AP Cost: 1 | Ranks: 1 | Progression: 1 | Cooldown: N/A | No requirements | |
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Tenuous Relationship With Death: Your range of unconsciousness extends by 5/10/20 Hit Points. Rank 3: You automatically stabilize when Unconscious.
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AP Cost: 1 | Ranks: 3 | Progression: 1 | Cooldown: N/A | No requirements | |
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Dread Mist: SLA: Dread Mist. Create a small area of Mist that lasts for 20 seconds. Enemies inside the mist have their movement slowed by 20%, -2 to Will Saving Throws, and take 1d2 Evil Damage per Caster Level every 2 seconds. Cooldown 12 seconds.
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AP Cost: 1 | Ranks: 1 | Progression: 1 | Cooldown: N/A | No requirements |
Tier Two[edit]
Requires 5 APs spent in tree
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Lifeblood: When you successfully use your Vampiric Bite on a living target in corporeal form, you gain +1/2/3 to all Ability Scores for 60 seconds.
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AP Cost: 1 | Ranks: 3 | Progression: 5 | Cooldown: N/A | No requirements | |
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Prey on Fear: Spell-Like Ability: Prey on Fear. Target enemy at touch range takes 1d6+2 Evil Damage per Caster Level. Additionally, if the target is inside a Dread Mist zone it deals 1d4 Evil Damage for each stack of Growing Dread that creature has. Will save for half damage on each effect. Cooldown 6 seconds.
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AP Cost: 1 | Ranks: 1 | Progression: 5 | Cooldown: N/A | No requirements | |
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Embrace Death: Toggle: While Embrace Death is active, you gain 100% fortification and are able to be healed by Negative Energy. You take 50% healing from Positive, and double damage from Light. (This replaces your natural vulnerability to Light). You are considered Undead rather than your original type for the purposes of most effects. You gain +2 Intelligence, +2 Charisma, +2 Wisdom, and +3 Perform. Your melee attacks have a 10% chance to heal you for 1d3 with Negative Energy per Character level (mx 10). This is a Major Form, and counts as a Shroud for the purpose of Pale Master.
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AP Cost: 1 | Ranks: 1 | Progression: 5 | Cooldown: N/A | No requirements | |
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Rush of Bats: Turn into a swarm of bats and rush to target foe's position. Cooldown 24/18/12 seconds.
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AP Cost: 1 | Ranks: 3 | Progression: 5 | Cooldown: N/A | No requirements | |
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Cloak of Undeath: +2/4/6 Magical Resistance Rating. Rank 3: +6 Magical Resistance Rating Cap.
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AP Cost: 1 | Ranks: 3 | Progression: 5 | Cooldown: N/A | No requirements |
Tier Three[edit]
Requires 10 APs spent in tree
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Fearsome Countenance: SLA: Target enemy must make a Will Saving Throw (10 + Highest of STR/CON/CHA Mod + Stunning bonuses + Enchantment DC Bonuses) or be Cowered for 6 seconds. This is considered a Fear effect. On Save: -10% Movement and Attack Speed for 6 seconds. Cooldown 12 seconds.
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AP Cost: 1 | Ranks: 1 | Progression: 10 | Cooldown: N/A | No requirements | |
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Vampiric Blast: Eldritch Essence Stance: +1 Eldritch Blast Die, +1 Pact Die. While using Focused Blast shape, your Eldritch Blasts heal you for 1d3 Hit Points in Positive Energy. if you have Deathly Bite, this is instead Negative Energy.
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AP Cost: 1 | Ranks: 1 | Progression: 10 | Cooldown: N/A | No requirements | |
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Deathly Bite: When you are considered Undead (via Embrace Death or any other source), your Vampiric Bite heals you for Negative energy instead of Positive.
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AP Cost: 1 | Ranks: 1 | Progression: 10 | Cooldown: N/A | No requirements | |
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Harrying Swarm: Enemies in a small area around where you finish your Rush of Bats take -5% Dodge and -5 Attack for 12 seconds.
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AP Cost: 1 | Ranks: 1 | Progression: 10 | Cooldown: N/A | Requires: Rush of Bats | |
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Improved Dodge: +1/2/3% Dodge when wearing Light or no Armor.
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AP Cost: 1 | Ranks: 1 | Progression: 10 | Cooldown: N/A | No requirements |
Tier Four[edit]
Requires 15 APs spent in tree
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Ascended Bite: Your Vampiric Bite now applies 5 stacks of Vulnerability and deals double the piercing damage. if the target of your Vampiric Bite is Cowered, living, and corporeal they must make a Fortitude Saving Throw (DC 16 + Highest of STR/CON/INT/CHA Mod + Stunning Bonuses + Necromancy Bonuses) or die.
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AP Cost: 1 | Ranks: 1 | Progression: 15 | Cooldown: N/A | No requirements | |
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Crushing Dread: Target enemy at touch range takes 1d6+8 Evil Damage per Caster Level. Additionally, if the target is inside a Dread Mist zone it deals 1d20 Evil Damage for each stack of Growing Dread that creature has. Will save for half damage on each effect. Cooldown 15 seconds.
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AP Cost: 1 | Ranks: 1 | Progression: 15 | Cooldown: N/A | No requirements | |
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Form of the Vampire Lord: While you have Embrace Death toggled, you gain +1 Enchantment and Necromancy DC, +10 Negative and Force Spell Power, and +10 Spell Penetration.
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AP Cost: 1 | Ranks: 1 | Progression: 15 | Cooldown: N/A | No requirements | |
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Biting Swarm: Living, corporeal enemies in a small area around where you finish your Rush of Bats are bitten by the bats, causing them to bleed, taking 1d12 damage per Character level every 2 seconds for 12 seconds. This damage scales with 200% Melee Power.
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AP Cost: 1 | Ranks: 1 | Progression: 15 | Cooldown: N/A | No requirements |