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Harper Agent enhancements

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

Reaper

: Class/tree can be earned via favor. : Class/tree free to VIP or found in DDO Store.
1: Tree only available to a certain archetype. 2: Tree unavailable to a certain archetype.

Aasimar 1,395 DP1,395 DDO Points Dhampir 1,595 DP1,595 DDO Points Dragonborn Drow Dwarf Eladrin 1,595 DP1,595 DDO Points Elf / Wood 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 Chaosmancer 1,395 DP1,395 DDO Points Dark Bargainer 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

Harper Agent enhancements[edit]

This tree is available to all classes and is considered a class enhancements tree. It is free for VIP players, and available for purchase in the DDO Store for 495 DP for Free and Premium players. As of Update 24, this enhancement tree is available to unlock on a per server basis by achieving 310 Harper Favor.

Harper Agent enhancements tree
Harper Agent enhancements tree

Core abilities[edit]

Agent of Good I: +1 to hit and damage, +1 to hit vs. Evil, +1 Universal Spell Power.
AP Cost: 1 Ranks: 1 Progression: 0 Requires: Character level 1
Harper Training I / Ability Score: Choose one.
  • +1 Dexterity
  • +1 Intelligence
  • +1 Charisma
AP Cost: 2 Ranks: 1 Progression: 5 Requires: Character level 3, Agent of Good I
Agent of Good II: +1 to hit and damage, +2 to hit and damage vs. Evil, +5 Universal Spell Power.
AP Cost: 1 Ranks: 1 Progression: 10 Requires: Character level 6, Harper Training I
Harper Training II / Ability Score: Choose one.
  • +1 Dexterity
  • +1 Intelligence
  • +1 Charisma
AP Cost: 2 Ranks: 1 Progression: 20 Requires: Character level 12, Agent of Good II
Agent of Good III: +1 to hit and damage, +3 to hit and damage vs. Evil, +10 Universal Spell Power.
AP Cost: 1 Ranks: 1 Progression: 30 Requires: Character level 18, Harper Training II
Harper's Freedom: Dispel most detrimental effects from you and add +10 to all saving throws for 20 seconds. Cooldown: 5 minutes. Passive: +2 to all Ability Scores, +1 to hit and damage, +5 to hit and damage vs. Evil, +20 Universal Spell Power.
AP Cost: 1 Ranks: 1 Progression: 40 Requires: Character level 20, Agent of Good III

Tier One[edit]

Requires character level 1, 1 AP spent in tree

Harper Enchantment: Your weapon gains an additional +1 to its Enhancement bonus. You gain +20 to your maximum Spell Points.
Note: +1 to Enhancement bonus also applies to off-hand weapon but not to a shield (when bashing).
AP Cost: 2 Ranks: 1 Progression: 1
Weathered Traveler: [+2/+4/+6] energy resistance.
AP Cost: 1 Ranks: 3 Progression: 1
Traveler's Toughness: [+5/+10/+15] maximum hit points.
AP Cost: 1 Ranks: 3 Progression: 1
Strategic Combat I: You can use your Intelligence modifier to hit with Melee and Missile weapons.
Note: This does not function with shields.
AP Cost: 2 Ranks: 1 Progression: 1
Awareness: +[1/2/3] to Listen, Search, and Spot. Rank 3: +1 save vs. traps.
AP Cost: 1 Ranks: 3 Progression: 1

Tier Two[edit]

Requires character level 2, 5 APs spent in tree

Heroic Companion: Action Boost: Grants an ally +0.5/+0.75/+1[W], +2/+4/+6 to hit and saving throws, 0/+2%/+4% Dodge and 0/0/+10 Physical Resistance Rating. (Cooldown: 30 seconds). Antireq: Cannot be taken with the Halfling racial enhancement. Duration 60 seconds.
AP Cost: 1 Ranks: 3 Progression: 5
Magical Endurance: [+30/+60/+100] maximum Spell Points.
AP Cost: 1 Ranks: 3 Progression: 5
Versatile Adept I: [+1/+2/+3] Melee Power, Ranged Power, and [+3/+6/+9] Universal Spell Power.
AP Cost: 1 Ranks: 3 Progression: 5
Know the Angles: Activation cost: [45/30/15] spell points. Cooldown: 20 seconds. Antirequisite: Divine Might, Deadly Instinct. You gain an Insight bonus to damage and the DC of tactical feats equal to 1/2 of your Intelligence modifier for [30/60/120] seconds.
Bug: Know the Angles does not properly display duration scaling at higher ranks.
Bug: Know the Angles damage does not appear on the character sheet, but does work correctly.
AP Cost: 1 Ranks: 3 Progression: 5
Harper Leadership: Your hirelings, summoned, and charmed creatures gain [+2/+3/+4] to all ability scores.
AP Cost: 1 Ranks: 3 Progression: 5

Tier Three[edit]

Requires character level 3, 10 APs spent in tree

Highly Skilled: [+1/+2/+3] to all skills.
AP Cost: 1 Ranks: 3 Progression: 10
Know Your Foe: Multiple enhancement selector: You gain a new Favored Enemy feat, dealing extra damage against those enemies: Aberration / Construct / Dragon / Evil Outsider / Giant / Monstrous Humanoid / Undead.
AP Cost: 2 Ranks: 1 Progression: 10
Versatile Adept II: [+1/+2/+3] Melee Power, Ranged Power, and [+3/+6/+9] Universal Spell Power.
AP Cost: 1 Ranks: 3 Progression: 10
Strategic Combat II: You can use your Intelligence modifier for damage with Melee and Missile weapons.
Note: This does not function with shields.
AP Cost: 2 Ranks: 1 Progression: 10
Ability Score: Choose one.
  • +1 Dexterity
  • +1 Intelligence
AP Cost: 2 Ranks: 1 Progression: 10

Tier Four[edit]

Requires character level 4, 20 APs spent in tree

Throat Dagger: Activation cost: [3/2/1] spell points. Cooldown: [60/30/15] seconds. SLA: Damages an enemy from afar for 1d4+4 Piercing damage per character level. Damaged non-boss enemies cannot cast spells for 6 seconds. Metamagic: Quicken, Enlarge (no extra cost). Spell resistance: No.
AP Cost: 1 Ranks: 3 Progression: 20
Vigor of Life I: +20 positive healing amplification. -10% (?) less damage from negative energy.
AP Cost: 2 Ranks: 1 Progression: 20
Versatile Adept III: [+1/+2/+3] Melee Power, Ranged Power, and [+3/+6/+9] Universal Spell Power.
AP Cost: 1 Ranks: 3 Progression: 20
Magic of Austerity: Like Eschew Materials, your spells no longer need common material components. This does not increase their Spell Point cost.
AP Cost: 2 Ranks: 1 Progression: 20
Ability Score: Choose one.
  • +1 Dexterity
  • +1 Intelligence
AP Cost: 2 Ranks: 1 Progression: 20

Tier Five[edit]

Requires character level 12, 30 APs spent in tree

Enchant your weapon: Choose one.
  • Harper Enchantment of Deception: Your weapon gains an additional +1 to its Enhancement bonus and Improved Deception.
  • Harper Enchantment of Magic: Your weapon gains a +10 Harper bonus to Universal Spell Power.
  • Harper Enchantment of Righteousness: Your weapon gains stacking +3 Enhancement bonus to attack and damage, an additional +2 to attack bonus and damage against evil creatures, and your weapon is considered Good-aligned.
Note: Deception or Righteousness appears to work on off-hand weapon as well. [unverified] Magic may work as well, but does not stack with itself. [unverified]
AP Cost: 2 Ranks: 1 Progression: 30
Versatile Adept IV: [+2/+4/+6] Melee Power, Ranged Power, and [+6/+12/+18] Universal Spell Power.
AP Cost: 1 Ranks: 3 Progression: 30
Magic of Patience: Your spells benefit from the Extend Spell metamagic feat. This does not increase their Spell Point cost. (This does not stack with the actual Extend metamagic feat.)
AP Cost: 2 Ranks: 1 Progression: 30
Moment of Clarity: Cooldown: 5 minutes. Activate: For the next 10 seconds the DC of your spells and your tactical feats is increased by +10. Passive: +1 DC for your spells.
AP Cost: 2 Ranks: 1 Progression: 30