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Dhampir 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
Dark Bargainer Passive

You are a Dhampir Dark Bargainer

Dhampir Dark Bargainer
Dhampir Traits Passive

You do not need to breathe underwater.

Dhampir or Dhampir Dark Bargainer
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
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.

  • +3 to all Skills plus an additional 1 for every 2 Character Levels you have
  • +1 to all Saving Throws, plus an additional 1 for every 3 Character Levels you have
  • When you get hit with Melee or Ranged attacks, there is a very small chance your Echoing Soul will cause you to become Afraid, Blinded, or Immobilized for six seconds with no save. Immunities to these conditions do not apply to this effect.
Form of Pain Passive

Your body is cursed to be prone to all manner of damage, but with the ability to withstand it.

  • +5 PRR/MRR
  • When you take damage your body changes and you gain the Form of Pain effect which grants +2 PRR/MRR but also reduces movement speed and increases spell costs by 1% as the pain distracts you. This can stack 10 times, with one stack being removed every 3 seconds.
Living Shadow Passive

Your Shadow extends your reach, acting out your dark impulse.

  • Nearly doubles your range with melee weapons in the front arc (doesn't stack with Shadowdancer's Improved Imbuement).
  • A small chance when you critical hit a target, reduces your damage by 15% for 6 seconds. This can only occur once every 30 seconds.
Minion of the Eldritch Active

Your soul has touched something beyond the planes, and a connection has formed there.

  • Activate: You gain +5 Spell Power per 2 Character Levels, and 1% Spell Critical Damage for every 2 Character Levels you have for 12 seconds. 2 minute cooldown.
  • When you use this ability, there is a chance you will lose +5 Spell Power per 2 Character Levels, and 1% Spell Critical Damage for every 2 Character Levels you have for 30 seconds.
Mist Walker Active

You have learned how to navigate the Mists with time and a little luck.

  • Activate: Dash forward, and briefly gain a +5 bonus to Reflex Saves and a stacking 20% bonus to Incorporeality defense.
  • On Activate: there is a small chance you will become Exhausted for 6 seconds, -50% penalty to movement speed, -6 to strength and dexterity and cannot tumble. Normal immunities or remedies to exhaustion will not protect against this.
Touch of Death Passive

Every touch causes life to wilt, but you can use this power if you know the way...

  • +3 Negative Spell power and Negative Healing Amplification per Character Level.
  • -5 Positive Spell Power and Healing Amplification per Character Level.
Web-Touched Wretch Passive

You've become entwined with a great cosmic web, which occasionally becomes coterminous with reality.

  • Your offensive spells, melee and ranged attacks occasionally cause strange spectral webs coat your enemies either slowing them or entangling them for up to six seconds with no save.
  • When you get hit with a Melee or Ranged attacks, there is a small chance the webs turn on you, applying a slow effect which lasts 6 seconds. Spells/Immunities like Freedom of Movement do not prevent this.

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]

Further information: Deity feats

Gear[edit]

Item Race Type Enhancements
Decorated Belt
Dhampir Dark Bargainer Belt
Decorated Boots
Dhampir Dark Bargainer Boots
Decorated Bracers
Dhampir Dark Bargainer Bracers
Mist-touched Cloak
Dhampir Dark Bargainer Cloak
Dark Bargainer's Armor (cosmetic)
Dhampir Dark Bargainer Cosmetic Armor
Mist-touched Cloak (cosmetic)
File:Mist-touched Cloak (cosmetic).png
Dhampir Dark Bargainer Cosmetic Cloak
Pointed Crown (cosmetic)
Dhampir Dark Bargainer Cosmetic Headwear
Hunger's Hands
Dhampir Dark Bargainer Gloves
Blood-Red Lenses
Dhampir Dark Bargainer Goggles
Pointed Crown
Dhampir Dark Bargainer Helmet
Dark Bargainer's Armor
Dhampir Dark Bargainer Light Armor
Mist Vial
Dhampir Dark Bargainer Necklace
Bloody Bite
Dhampir Dark Bargainer Rapier
Pactbearer's Boon
Dhampir Dark Bargainer Ring
Pactbearer's Debt
Dhampir Dark Bargainer Ring
Mystic Force
Dhampir Dark Bargainer Sickle
Dark Power's Demands
Dhampir Dark Bargainer Sickle
Dark Bargainer's Pactscroll
Dhampir Dark Bargainer Trinket
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Enhancements[edit]

Dhampir Dark Bargainer enhancements tree

Core abilities[edit]

Dark Past: +1 to Attack while performing Sneak Attacks.
AP Cost: 1 Level: 1 Progression: 0 No requirements
CHA/CON/INT: CHA/CON/INT
AP Cost: 2 Level: 4 Progression: 1 Requires: Dark Past
Dark Present: +2 to Attack while performing Sneak Attacks, +1 Sneak Attack Die, +20 Negative Amplification
AP Cost: 1 Level: 7 Progression: 3 Requires: CHA/CON/INT
CHA/CON/INT: CHA/CON/INT
AP Cost: 2 Level: 11 Progression: 4 Requires: Dark Present
Dark Future: +3 to Attack while performing Sneak Attacks, +2 Sneak Attack Dice, +20 Negative Amplification
AP Cost: 1 Level: 16 Progression: 6 Requires: CHA/CON/INT

Tier One[edit]

Requires Dark Past

Draining Bite: Your Vampiric Bite now applies 1 Negative Level. This increases by 1 for every 5 Character Levels you have.
AP Cost: 1 Ranks: 1 Progression: 1 Cooldown: N/A No requirements
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.
AP Cost: 1 Ranks: 1 Progression: 1 Cooldown: N/A No requirements
Energy: (multiselector)
  • Drink in Death: +20 Negative Amplification
  • Drink in Life: +20 Positive Amplification
AP Cost: 1 Ranks: 1 Progression: 1 Cooldown: N/A No requirements
Tenuous Relationship With Death: Your range of unconsciousness extends by 5/10/20 Hit Points. Rank 3: You automatically stabilize when Unconscious.
AP Cost: 1 Ranks: 3 Progression: 1 Cooldown: N/A No requirements
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.
AP Cost: 1 Ranks: 1 Progression: 1 Cooldown: N/A No requirements

Tier Two[edit]

Requires 5 APs spent in tree

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.
AP Cost: 1 Ranks: 3 Progression: 5 Cooldown: N/A No requirements
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.
AP Cost: 1 Ranks: 1 Progression: 5 Cooldown: N/A No requirements
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.
AP Cost: 1 Ranks: 1 Progression: 5 Cooldown: N/A No requirements
Rush of Bats: Turn into a swarm of bats and rush to target foe's position. Cooldown 24/18/12 seconds.
AP Cost: 1 Ranks: 3 Progression: 5 Cooldown: N/A No requirements
Cloak of Undeath: +2/4/6 Magical Resistance Rating. Rank 3: +6 Magical Resistance Rating Cap.
AP Cost: 1 Ranks: 3 Progression: 5 Cooldown: N/A No requirements

Tier Three[edit]

Requires 10 APs spent in tree

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.
AP Cost: 1 Ranks: 1 Progression: 10 Cooldown: N/A No requirements
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.
AP Cost: 1 Ranks: 1 Progression: 10 Cooldown: N/A No requirements
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.
AP Cost: 1 Ranks: 1 Progression: 10 Cooldown: N/A No requirements
Harrying Swarm: Enemies in a small area around where you finish your Rush of Bats take -5% Dodge and -5 Attack for 12 seconds.
AP Cost: 1 Ranks: 1 Progression: 10 Cooldown: N/A Requires: Rush of Bats
Improved Dodge: +1/2/3% Dodge when wearing Light or no Armor.
AP Cost: 1 Ranks: 1 Progression: 10 Cooldown: N/A No requirements

Tier Four[edit]

Requires 15 APs spent in tree

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.
AP Cost: 1 Ranks: 1 Progression: 15 Cooldown: N/A No requirements
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.
AP Cost: 1 Ranks: 1 Progression: 15 Cooldown: N/A No requirements
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.
AP Cost: 1 Ranks: 1 Progression: 15 Cooldown: N/A No requirements
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.
AP Cost: 1 Ranks: 1 Progression: 15 Cooldown: N/A No requirements

See also[edit]