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Knight of the Chalice enhancements

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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 Dhampir 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

Knight of the Chalice enhancements[edit]

Knight of the Chalice enhancements tree
Knight of the Chalice enhancements tree

Core abilities[edit]

Slayer of Evil I: Imbue Toggle: While using a Favored Weapon, you deal 1d6 additional light damage that scales with 200% Melee or Ranged Power (whichever is higher). Passive: You resist evil influences particularly well, gaining a +2 bonus to saves against spells and effects produced by evil creatures. You also gain +1 to attack evil creatures.
AP Cost: 1 Ranks: 1 Progression: 0 Cooldown: N/A Requires: Paladin Level 1
Courage of Heaven: Your Aura of Courage grants an additional +2 Sacred bonus to saves against Fear and now also grants a +2 Sacred bonus to saves against Enchantment. You now gain +2 to hit evil and undead creatures. You gain +1 to hit for all attacks. +1 bonus Imbue Dice.
AP Cost: 1 Ranks: 1 Progression: 5 Cooldown: N/A Requires: Slayer of Evil I, Paladin Level 3
Slayer of Evil II: Your slayer of Evil now grants +2 to attack evil creatures. +1 bonus Imbue Dice. You now resist evil influences particularly well, gaining a +2 bonus to saves against spells and effects produced by evil creatures. Your weapons gain the Ghost Touch effect. in Addition, you gain +4 Remove Disease charges and your Remove Disease also applies a Greater Restoration effect to your target.
AP Cost: 1 Ranks: 1 Progression: 10 Cooldown: N/A Requires: Courage of Heaven, Paladin Level 6
Improved Courage of Heaven: Your Aura of Courage grants an additional +2 Sacred bonus to saves against Fear and now also grants a +2 Sacred bonus to saves against Enchantment. You now gain +2 to hit for all attacks. +1 bonus Imbue Dice. You are now immune to Energy Drain.
AP Cost: 1 Ranks: 1 Progression: 20 Cooldown: N/A Requires: Slayer of Evil II, Paladin level 12
Slayer of Evil III: Your Slayer of Evil now grants +4 to attack evil creatures. +1 bonus Imbue Dice. You now resist evil influences particularly well, gaining a +4 bonus to saves against spells and effects produced by evil creatures. Your vorpal hits against undead do an additional 500 damage.
AP Cost: 1 Ranks: 1 Progression: 30 Cooldown: N/A Requires: Improved Courage of Heaven, Paladin Level 18
Champion of Good: You gain +4 Charisma, +10 Melee Power, +10 Ranged Power. The save bonuses vs Fear and Enchantment granted by Courage of Heaven are increased by an additional +2. Any weapon you wield is considered Good aligned for purposes of bypassing damage reduction. +1 bonus Imbue Dice. In addition, Your Aura of Courage now grants allies a +3% Sacred Bonus to melee and ranged damage, and if you have Ascendancy your Blessed Purpose now stacks up to 25 times.
AP Cost: 1 Ranks: 1 Progression: 40 Cooldown: N/A Requires: Slayer of Evil III, Paladin Level 20

Tier One[edit]

Requires Slayer Of Evil I, Paladin Level 1

Holy Combatant: +1 to hit and damage with favored weapons.
AP Cost: 2 Ranks: 1 Progression: 1 Cooldown: N/A No requirements
Extra Smite: +2/4/6 bonus to Smite Evil.
AP Cost: 1 Ranks: 3 Progression: 1 Cooldown: N/A No requirements
Improved Second Strikes: +[5/10/20]% Strikethrough
AP Cost: 1 Ranks: 3 Progression: 1 Cooldown: N/A No requirements
Shieldbreaker: +[1/2/3] to Sunder DCs.
AP Cost: 1 Ranks: 3 Progression: 1 Cooldown: N/A No requirements
Knight's Authority: +1/2/3 Intimidate, Diplomacy, and Concentration. Tier 3 grants +1 Fortitude Save.
AP Cost: 1 Ranks: 3 Progression: 1 Cooldown: N/A No requirements

Tier Two[edit]

Requires Paladin Level 2, 5 APs spent in tree

Adept Combatant: +1 to Attack and Damage with all weapons. You gain Longsword, Battle Axe, Heavy Mace, Morningstar, and War Hammer as Favored Weapons.
AP Cost: 2 Ranks: 1 Progression: 5 Cooldown: N/A No requirements
Divine Might: Battle Trance: Battle Trance: You now gain an Insight bonus to Attack, Damage, and the DC of tactical feats equal to half your Charisma modifier for 30/60/120 seconds for 21/18/15 sp. Cooldown: 20 seconds. Anti-requisite: cannot be trained if you have any other Battle Trance abilities (Know the Angles, Falconry Deadly Instinct, etc.).
AP Cost: 1 Ranks: 3 Progression: 5 Cooldown: N/A No requirements
Critical Mastery: +1/2/3 to confirm critical hits and critical hit damage (before weapon multipliers)
AP Cost: 1 Ranks: 3 Progression: 5 Cooldown: N/A No requirements
Exalted Attack: Multiselector: Choose a Melee Cleave or AOE Ranged Attack
  • Exalted Cleave: Melee Cleave Attack: Make a sweeping attack against all nearby enemies for +20% damage. Shares a cooldown with the Cleave feat. Cooldown: 5 seconds
  • Exalted Shot: AOE Ranged Attack: Fire a single shot with +10% Damage, hitting every enemy in an area around where this shot hits. Shares a cooldown with the Cleave feat. Cooldown: 5 seconds
AP Cost: 2 Ranks: 1 Progression: 5 Cooldown: N/A Requires: Level 3 Paladin
Action Boost: Choose between Action Boost: Attack and Action Boost: Power
  • Action Boost: Power Activate to gain a +10/20/30 Action Boost bonus to Melee and Ranged Power for 20 seconds.
  • Attack Boost Activate this ability to gain a +4/6/8 Action Boost bonus to your attack rolls for 20 seconds.
AP Cost: 1 Ranks: 3 Progression: 5 Cooldown: N/A No requirements

Tier Three[edit]

Requires Paladin Level 3, 10 APs spent in tree

Holy Combatant: +2 to Attack and Damage with Favored Weapons. You gain Greatsword as a Favored Weapon.
AP Cost: 2 Ranks: 1 Progression: 10 Cooldown: N/A No requirements
Divine Sacrifice: Multiselector: Giving up some of your life force to win the battle, you empower your next blow against your foe. This +20% Damage attack increases the critical multiplier of your weapon by 1 and deals an additional +[5/7/9]d6 Light damage, but costs you 5 hp and 1 sp, whether or not the attack is successful. You gain +15 Temporary Spell Points if you strike an Undead or Evil Outsider with this attack. (Cooldown: 3 seconds)
  • Divine Sacrifice (Melee)
  • Divine Sacrifice (Ranged)
AP Cost: 1 Ranks: 3 Progression: 10 Cooldown: N/A No requirements
Lead the Charge: Deals +[20/30/50]% Damage. Melee Rush Attack: Rush forward up to 30 feet to your selected opponent and deliver a mighty strike. 12 second cooldown. Shares cooldown with Shield Charge. (Note: This works with any melee weapon, and not just a shield. Also greatly slows the movement speed of enemy struck for ~2 seconds.)
AP Cost: 1 Ranks: 3 Progression: 10 Cooldown: N/A No requirements
Exalted Smite: Multiselector: An improved Smite Evil that adds +[1/1/2] to your weapon's critical damage multiplier and +[0/1/2] to your weapon's critical threat range. Smite evil: Using this attack, you call on the paladin's ability to strike down evil creatures, gaining twice your Charisma bonus to your attack roll, and a damage bonus based on your paladin level. Smites return at a rate of one every 90 seconds. In addition, your Smite Evil and Exalted Smite abilities increase Melee and Ranged Power by 5 for 10 seconds. Bug: Ranged Exalted Smite does not add the Charisma bonus to attack rolls nor the damage bonus based on your paladin level.
  • Exalted Smite (Melee)
  • Exalted Smite (Ranged)
AP Cost: 2 Ranks: 3 Progression: 10 Cooldown: N/A No requirements
Charisma or Strength: Choose one:
  • +1 Strength
  • +1 Charisma
AP Cost: 2 Ranks: 1 Progression: 10 Cooldown: N/A No requirements

Tier Four[edit]

Requires Paladin Level 4, 20 APs spent in tree

Knight's Training: +1 to hit and damage with all weapons and an additional +1 to hit and damage with Favored Weapons. Taking this enhancement grants the Knight's Training feat and the Shot on the Run feat. Bug: In-game tooltip gives the outdated descriptions of Knight's Training and Shot on the Run feats
AP Cost: 2 Ranks: 1 Progression: 20 Cooldown: N/A Requires: Divine Sacrifice
Censure Demons: You gain On Vorpal: Stun Chaotic Evil outsiders for 3 seconds.
AP Cost: 1 Ranks: 1 Progression: 20 Cooldown: N/A No requirements
Vigor of Life: +30 Positive Healing Amplification, -30 Negative Healing Amplification.
AP Cost: 2 Ranks: 1 Progression: 20 Cooldown: N/A Requires: Vigor of Life (Tier 3)
Improved Turning: You count as 1/2/3 levels higher for the purpose of turning undead, add +2/4/6 to the hit dice turned, and gain +1/2/3 use per rest. Your Turn Undead ability now also deals +6d6/12d6/18d6 light damage to nearby undead, scaling with 200% of the higher of Melee or Ranged Power.
AP Cost: 1 Ranks: 3 Progression: 20 Cooldown: N/A No requirements
Charisma or Strength: Choose one:
  • +1 Strength
  • +1 Charisma
AP Cost: 2 Ranks: 1 Progression: 20 Cooldown: N/A Requires: Charisma or Strength (Tier 3)

Tier Five[edit]

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

Ascendancy: +2 to hit and damage with all weapons. An additional +2 to hit and damage with Favored Weapons. You gain 15% Fortification Bypass. Whenever you attack an undead or evil outsider with a Favored Weapon, you gain a stack of Blessed Purpose: +3 Sacred Bonus to Melee and Ranged Power that lasts for 6 seconds. You can acquire up to 15 stacks (25 stacks if you have level 20 Capstone) by continuing to attack Undead or Evil Outsiders. Switching to a non-Favored Weapon will reset your stacks.
AP Cost: 2 Ranks: 1 Progression: 30 Cooldown: N/A Requires: Knight's Training
Censure Outsiders: Your Censure Demons ability now applies to all Chaotic or Evil outsiders. All other Evil creatures are instead Dazed for six seconds. You also gain 10 Melee Power and Ranged Power.
AP Cost: 1 Ranks: 1 Progression: 30 Cooldown: N/A Requires: Censure Demons
Vigor of Life: +30 Positive Healing Amplification, -30 Negative Healing Amplification. +25% Competence bonus to maximum hit points.
AP Cost: 2 Ranks: 1 Progression: 30 Cooldown: N/A Requires: Vigor of Life (Tier 4)
Avenging Cleave: Multiselector
  • Avenging Cleave: Melee Attack: Make a sweeping weapon attack against all nearby enemies for +40% damage. Damaged enemies gains one stack of Vulnerability. Shares its cooldown with the Great Cleave feat. Vulnerability: You take 1% more damage for 3 seconds. This effect stacks up to 20 times, and loses one stack on expiration.
  • Avenging Shot: AOE Ranged Attack: Fire a single shot with +20% damage, hitting every enemy in an area around where the shot hits. Damaged enemies gains one stack of Vulnerability. Shares its cooldown with the Great Cleave feat. Vulnerability: You take 1% more damage for 3 seconds. This effect stacks up to 20 times, and loses one stack on expiration.
AP Cost: 2 Ranks: 1 Progression: 30 Cooldown: N/A No requirements
Holy Retribution: Multiselector
  • Holy Retribution: Melee Attack: Executes a powerful holy cleave against nearby targets that deals +50% damage, 100 extra holy damage that scales with 200% Melee or Ranged Power, -6 to all ability scores for 10 seconds, and recharges one Smite Evil charge to you. On Damage: Evil creatures may be forced to make a Will save (DC 10 + Paladin Level + Charisma Mod + Sunder Bonuses) or be destroyed.
  • Holy Retribution Shot: Ranged Attack: Executes a powerful holy cleave against nearby targets that deals +50% damage, 100 extra holy damage that scales with 200% Melee or Ranged Power, -6 to all ability scores for 10 seconds, and recharges one Smite Evil charge to you. On Damage: Evil creatures may be forced to make a Will save (DC 10 + Paladin Level + Charisma Mod + Sunder Bonuses) or be destroyed.

Evil creatures with under 1000 HP must always make this save or die. Evil creatures with between 1000 and 5000 HP have a 50% chance to be forced to make this save or die. Evil creatures with more than 5000 have a 33% chance to be forced to make this save or die.

Cooldown: 30 seconds
AP Cost: 1 Ranks: 1 Progression: 30 Cooldown: N/A No requirements