Game mechanicsNewbie guideIn developmentDDO StoreSocial Media


ChallengesClassesCollectablesCraftingEnhancementsEpic DestiniesFavorFeats

GlossaryItemsMapsMonstersPlacesQuestsRacesReincarnationSkillsSpells


Please create an account or log in to build a reputation and unlock more editing privileges, and then visit DDO wiki's IRC Chat/Discord if you need any help!

Divine Disciple enhancements

From DDO wiki
Jump to navigation Jump to search
Alchemist ArtificerDog Barbarian Bard Cleric
ApoBomVCh ATBERM FBOSRav SBSSStWC DADDRSWar
DruidWolf Fighter Favored Soul Monk Paladin
NWNPSH KenStDVan AoVBoHWar HeMNiSShi KotCSaDSFVan
Ranger Rogue Sorcerer Wizard Warlock
AADWSTem AssMecTA ASESFSWSEK AMEKPM ESSETS

Falconry     ~     Feydark Illusionist     ~     Harper Agent     ~     Horizon Walker     ~     Inquisitive     ~     Vistani Knife Fighter

Reaper
Aasimar 1,395 DP1,395 DDO Points Dragonborn Drow Dwarf Elf / W-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 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

Divine Disciple enhancements[edit]

Divine Disciple enhancements tree

You get to choose between Light enhancements or Dark/Negative Energy enhancements. Light Enhancements are selected from the cores from Left to Right while Dark Enhancements from Right to Left. It is possible to train both Light and Dark cores, however if you want a core capstone enhancement you have to train either all Light or all Dark core enhancements.

Core abilities[edit]

Note that although this table shows all the cores of the same level in each entry, in reality

  • Core 1 options are Core 1: Light option and Core 6: Dark option
  • Core 2 options are Core 2: Light option and Core 5: Dark option
  • Core 3 options are Core 3: Light option and Core 4: Dark option
  • Core 4 options are Core 4: Light option and Core 3: Dark option
  • Core 5 options are Core 5: Light option and Core 2: Dark option
  • Core 6 options are Core 6: Light option and Core 1: Dark option
How Divine Disciple Cores are setup
Icon Enhancement Emissary.png
Emissary: Follow the path of Light or Dark:
  • Icon Enhancement Divine Emissary of Darkness.png Divine Emissary of Darkness: For each action point spent in this tree, you gain 5 Universal and 5 Negative Energy Spell Power.
  • Icon Enhancement Divine Emissary of Light.png Divine Emissary of Light: For each action point spent in this tree, you gain 5 Universal and 5 Light Spell Power.
Gaining Light or Negative spellpower from Divine Disciple also adds to your alignment spellpowers.
AP Cost: 1 Ranks: 1 Progression: 0 Requires: Cleric level 1
Icon Enhancement Armored.png
Sacred Defense: Follow the path of Light or Dark:
  • Icon Enhancement Divine Disciple Sacred Defense.png Empowered by the Darkness You gain +2 to all Saving Throws and +3 Magical Resistance Rating.
  • Shield of Justice.png Divine Emissary of Light: You gain +2 to all Saving Throws and +3 Physical Resistance Rating.
AP Cost: 1 Ranks: 1 Progression: 5 Requires: Cleric level 3, Emissary
Icon Enhancement Divine Spell Knowledge.png
Divine Spell Knowledge: Add a new spell to your spellbook:
  • Icon Enhancement Enervation.png Enervation: Your Cleric spellbook gains Enervation as a level 4 spell.
    • Requires Divine Emissary of Darkness
  • Icon Enhancement Sun Bolt.png Sun Bolt: Your Cleric spellbook gains Sun Bolt as a level 3 spell.
    • Requires Divine Emissary of Light
AP Cost: 1 Ranks: 1 Progression: 10 Requires: Cleric level 6, Sacred Defense
Icon Enhancement Divine Spell Knowledge 2.png
Divine Spell Knowledge: Add a new spell to your spellbook:
  • Icon Enhancement Necrotic Ray.png Necrotic Ray: Your Cleric spellbook gains Necrotic Ray as a level 6 spell.
    • Requires Divine Emissary of Darkness
  • Icon Enhancement Sunbeam.png Sunbeam: Your Cleric spellbook gains Sunbeam as a level 6 spell.
    • Requires Divine Emissary of Light
AP Cost: 1 Ranks: 1 Progression: 20 Requires: Cleric level 12, Divine Spell Knowledge
Icon Enhancement Divine Spell Knowledge 3.png
Divine Spell Knowledge: Add a new spell to your spellbook:
  • Icon Enhancement Power Word Stun.png Power Word: Stun: Your Cleric spellbook gains Power Word: Stun as a level 8 spell.
    • Requires Divine Emissary of Darkness
  • Icon Enhancement Sunburst.png Sunburst: Your Cleric spellbook gains Sunburst as a level 8 spell.
    • Requires Divine Emissary of Light
AP Cost: 1 Ranks: 1 Progression: 30 Requires: Cleric level 18, Divine Spell Knowledge (2)
Icon Enhancement Transcendence.png
Transcendence: Complete your training:
  • Icon Enhancement Divine Emissary of Darkness.png Priest of Endless Darkness:
    • +4 Wisdom
    • +2 to all saving throws
    • +10 Negative Energy spellpower and Negative Healing amp.
    • +1 caster level and maximum caster level to Negative Energy Spells.
    • +1 Necromancy DC.
      • Requires Divine Emissary of Darkness
  • Icon Enhancement Divine Emissary of Light.png Priest of Endless Light:
    • +4 Wisdom
    • +2 to all saving throws
    • +10 Light/Alignment spellpower and positive healing amp.
    • +1 caster level and max caster level with Light/Alignment spells.
    • +1 evocation DC.
      • Requires Divine Emissary of Light
AP Cost: 1 Ranks: 1 Progression: 40 Requires: Cleric level 20, Divine Spell Knowledge (3)

Tier One[edit]

Requires Emissary, Cleric Level 1

Icon Enhancement Prophetic Zenith.png
Prophetic Zenith: Gain a new Spell-like ability:
  • InflictLightWounds.png Inflict Light Wounds: (Activation Cost: 4/3/2 spell points. Cooldown: 6/5/4 seconds.)
    • Requires Divine Emissary of Darkness
Note: Does not share a cooldown with the Archmage's Chill Touch SLA.
  • NimbusOfLight.png Nimbus of Light: (Activation Cost: 4/3/2 spell points. Cooldown: 6/5/4 seconds.)
    • Requires Divine Emissary of Light
AP Cost: 1 Ranks: 3 Progression: 1 No requirements
Shield of Justice.png
Defense of the Heart: Gain +2/+4/+6 Physical Resistance Rating.
AP Cost: 1 Ranks: 3 Progression: 1 No requirements
FSAoVSmitingIcon.png
Smiting I: Choose a type of Smiting to gain:
  • Purity of Mind and Soul.png Divine Smiting I: +2% Critical Chance Light, Negative Energy, and Alignment.
  • Icon Enhancement Improved Elemental Arrows.png Domain Smiting I: +2% Critical Chance Fire, Cold, Acid, Electric, & Force.
    • Requires both Light and Dark Core I
AP Cost: 1 Ranks: 3 Progression: 1 No requirements
Icon Enhancement Divine Disciple Sacred Defense.png
Defense of the Soul: Gain +2/+4/+6 Magical Resistance Rating.
AP Cost: 1 Ranks: 3 Progression: 1 No requirements
Icon Enhancement Spell Points.png
Spell Points: +30/60/90 Spell Points.
AP Cost: 1 Ranks: 3 Progression: 1 No requirements

Tier Two[edit]

Requires Cleric Level 2, 5 APs spent in tree

Icon Feat Spell Penetration.png
Spell Penetration: +1/+2/+3 to your Caster Level check to overcome enemy spell resistance.
AP Cost: 2 Ranks: 3 Progression: 5 No requirements
Icon Enhancement Efficient Metamagic.png
Efficient Metamagic: Choose one of the following Metamagic feats. Reduce the spell point cost of using that Metamagic.
  • Icon Enhancement Efficient Empower.png Efficient Empower: Using the Empower Spell Metamagic costs you 2/4/6 fewer Spell Points.
  • Icon Enhancement Efficient Enlarge.png Efficient Enlarge: Using the Enlarge Spell Metamagic costs you 1/2/4 fewer Spell Points.
  • Icon Enhancement Efficient Maximize.png Efficient Maximize: Using the Maximize Spell Metamagic costs you 3/6/9 fewer Spell Points.
  • Icon Enhancement Efficient Quicken.png Efficient Quicken: Using the Quicken Spell Metamagic costs you 1/2/4 fewer Spell Points.
AP Cost: 2 Ranks: 3 Progression: 5 Requires: The Metamagic Feat you are improving
FSAoVSmitingIcon.png
Smiting II: Choose a type of Smiting to gain:
  • Purity of Mind and Soul.png Divine Smiting II: +2% Critical Chance Light, Negative Energy, and Alignment.
  • Icon Enhancement Improved Elemental Arrows.png Domain Smiting II: +2% Critical Chance Fire, Cold, Acid, Electric, & Force.
    • Requires Smiting I
AP Cost: 1 Ranks: 3 Progression: 5 Requires: Smiting I
Icon Enhancement Sacred Defense.png
Shield of Dusk and Dawn: When struck, attackers are dealt 1/2/3d6 Light and Negative damage, scaling with your spellpower. Rank 3: When enemies critically hit you, they are blinded for 2 seconds with no save.
AP Cost: 2 Ranks: 1 Progression: 5 No requirements
Purity of Mind and Soul.png
Light and Dark: Whenever you cast a Light, Alignment, or Negative Energy spell, you gain +3 to Light, Alignment, and Negative Energy spellpower for 6 seconds. This stacks up to 3/6/10 times.
AP Cost: 1 Ranks: 3 Progression: 5 No requirements

Tier Three[edit]

Requires Cleric Level 3, 10 APs spent on tree

Icon Enhancement Prophetic Zenith 3.png
Prophetic Zenith: Gain a new Spell-like ability:
  • Necrotic Bolt.png Necrotic Bolt: (Activation Cost: 12/9/6 spell points. Cooldown: 10/8/6 seconds.)
    • Requires Divine Emissary of Darkness
    • The in-game description wrongly states 1d6 damage per caster level. It actually does 1d6+3 per caster level. (Tested 8/24/2020)
  • SearingLight.png Searing Light: (Activation Cost: 8/6/4 spell points. Cooldown: 8/6/4 seconds.)
    • Requires Divine Emissary of Light
AP Cost: 1 Ranks: 3 Progression: 10 No requirements
Icon Enhancement Efficient Metamagic.png
Efficient Metamagic: Choose another Metamagic feats. Reduce the spell point cost of using that Metamagic.
AP Cost: 2 Ranks: 3 Progression: 10 Requires: Efficient Metamagic (Tier 2)
FSAoVSmitingIcon.png
Smiting III: Choose a type of Smiting to gain:
  • Purity of Mind and Soul.png Divine Smiting III: +2% Critical Chance Light, Negative Energy, and Alignment.
  • Icon Enhancement Improved Elemental Arrows.png Domain Smiting III: +2% Critical Chance Fire, Cold, Acid, Electric, & Force.
    • Requires Smiting II
AP Cost: 1 Ranks: 3 Progression: 10 Requires: Smiting II
Divine Bulwark.png
Spellpower: Choose a type of spellpower to gain:
  • Icon Enhancement Spell Power Negative.png Disciple of Dusk: +5/+10/+15 Negative Healing Amplification and +5 Negative Energy Spellpower
  • Icon Enhancement Spell Power Light.png Disciple of Dawn: +5/+10/+15 Positive Healing Amplification and +5 Positive Spellpower
AP Cost: 1 Ranks: 3 Progression: 10 No requirements
WisdomColored.png
Wisdom: +1 to Wisdom.
AP Cost: 2 Ranks: 1 Progression: 10 No requirements

Tier Four[edit]

Requires Cleric Level 4, 20 APs spent on tree

Icon Enhancement Prophetic Zenith 4.png
Prophetic Zenith: Gain a new Spell-like ability:
  • HolySmite.png Holy Smite: (Activation Cost: 13/10/7 spell points. Cooldown: 10/8/6 seconds.)
  • OrdersWrath.png Order's Wrath: (Activation Cost: 13/10/7 spell points. Cooldown: 10/8/6 seconds.)
  • ChaosHammer.png Chaos Hammer: (Activation Cost: 13/10/7 spell points. Cooldown: 10/8/6 seconds.)
  • UnholyBlight.png Unholy Blight: (Activation Cost: 13/10/7 spell points. Cooldown: 10/8/6 seconds.)
AP Cost: 1 Ranks: 3 Progression: 20 No requirements
Icon Enhancement Efficient Heighten.png
Efficient Heighten: Using the Heighten Spell Metamagic costs you 1/2 fewer Spell Point per heightened level.
AP Cost: 2 Ranks: 2 Progression: 20 Requires: Efficient Metamagic (Tier 3), Heighten Spell
FSAoVSmitingIcon.png
Smiting IV: Choose a type of Smiting to gain:
  • Purity of Mind and Soul.png Divine Smiting IV: +2% Critical Chance Light, Negative Energy, and Alignment.
  • Icon Enhancement Improved Elemental Arrows.png Domain Smiting IV: +2% Critical Chance Fire, Cold, Acid, Electric, & Force.
    • Requires both Light and Dark Core I
AP Cost: 1 Ranks: 3 Progression: 20 Requires: Smiting III
Divine Bulwark.png
Spellpower (the one you did not select in Tier 3): Choose a type of spellpower to gain:
  • Icon Enhancement Spell Power Negative.png Disciple of Dusk: +5/+10/+15 Negative Healing Amplification and +5 Negative Energy Spellpower
  • Icon Enhancement Spell Power Light.png Disciple of Dawn: +5/+10/+15 Positive Healing Amplification and +5 Positive Spellpower
AP Cost: 1 Ranks: 3 Progression: 20 No requirements
WisdomColored.png
Wisdom: +1 to Wisdom.
AP Cost: 2 Ranks: 1 Progression: 20 Requires: Wisdom (Tier 3)

Tier Five[edit]

Requires Cleric Level 5, Character Level 12, 30 APs spent in tree

Icon Enhancement Alignment.png
Power Balance: Choosing your final path:
  • Icon Enhancement Spell Critical Negative Energy 3.png Unholy Power:
    • Your Unholy Blight spell now deals full damage to all enemies, regardless of alignment.
      • Requires having only Emissary of Darkness Cores (and no Light Cores.)
  • Born By Flame.png Holy Power:
    • Your Holy Smite spell now deals full damage to all enemies, regardless of alignment.
      • Requires having only Emissary of Light Cores (and no Darkness Cores.)
  • Enlightment.gif Bring Balance:
    • Your Order's Wrath and Chaos Hammer spells now deal full damage to all enemies, regardless of alignment.
      • Requires having both Light and Darkness Cores
AP Cost: 1 Ranks: 1 Progression: 30 Requires: Cleric level 20, Divine Spell Knowledge (3)
Icon Enhancement Transcendence.png
Transcendence: Complete your training:
  • Icon Enhancement Transcend Light.png Transcend Light:
    • Your Cleric Spellbook now also has all of the Divine Emissary of Darkness Core Enhancement spells.
      • Requires having only Emissary of Darkness Cores (and no Light Cores.)
  • Icon Enhancement Transcend Darkness.png Transcend Darkness:
    • Your Cleric Spellbook now also has all of the Divine Emissary of Light Core Enhancement spells.
      • Requires having only Emissary of Light Cores (and no Darkness Cores.)
  • Icon Enhancement Transcendence.png Transcend Light:
    • Your Cleric Spellbook gains Word of Balance as a level 7 spell.
      • Requires having both Light and Darkness Cores
AP Cost: 1 Ranks: 1 Progression: 30 Requires: Cleric level 20, Divine Spell Knowledge (3)
FSAoVSmitingIcon.png
Smighting V: Choose a type of Smiting to gain:
  • Purity of Mind and Soul.png Divine Smiting V: +2% Critical Chance Light, Negative Energy, and Alignment.
  • Icon Enhancement Improved Elemental Arrows.png Domain Smiting V: +2% Critical Chance Fire, Cold, Acid, Electric, & Force.
    • Requires both Light and Dark Core I
AP Cost: 1 Ranks: 3 Progression: 30 Requires: Smiting IV
Icon Enhancement Divine Smiting.png
Spell Critical Damage: Choose a type of Smiting to gain:
  • Icon Enhancement Divine Smiting.png Condemnation: +5% Critical Light, Negative Energy, and Alignment damage.
  • File:Icon Enhancement Domain Smiting.png Acceptance: +5% Critical Fire, Cold, Acid, Electric, & Force damage.
    • Gain +2 Caster Level and Max Caster Level with those spell elements with either choice.
    • Requires both Light and Dark Core I
AP Cost: 1 Ranks: 3 Progression: 30 Requires: Spell Criticals IV
Icon Enhancement Divine Empowerment.png
Divine Empowerment: You gain +1 DC with Evocation and Necromancy spells.
AP Cost: 2 Ranks: 1 Progression: 30 No requirements