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Nature's Warrior enhancements
Alchemist | Artificer† — Dog | Barbarian | Bard | Cleric |
---|---|---|---|---|
Apo — Bom — VCh | AT — BE — RM | FB — OS — Rav | SB — SS — St — WC | DA — DD — RS — War |
Druid — Wolf | Fighter | Favored Soul † | Monk | Paladin |
BC — NW — NP — SH | Ken — StD — Van | AoV — BoH — War | HeM — NiS — Shi | KotC — SaD — SF — Van |
Ranger | Rogue | Sorcerer | Wizard | Warlock |
AA — DH — DWS — Tem | Ass — Mec — TA | AS – ES – FS – WS – EK | AM — EK — PM | AS — ES — SE — TS |
Falconry† ~ Feydark Illusionist† ~ Harper Agent† ~ Horizon Walker† ~ Inquisitive† ~ Vistani Knife Fighter † |
Reaper |
Aasimar ![]() |
Dragonborn | Drow | Dwarf | Elf / W-Elf (& AA) | Gnome | Half-Elf (& AA) |
---|---|---|---|---|---|---|
Half-Orc | Halfling | Human | Shifter ![]() |
Tabaxi ![]() |
Tiefling | Warforged †Free by turning in 400 Total favor per server ![]() |
Bladeforged ![]() |
Deep Gnome ![]() |
Morninglord ![]() |
PDK ![]() |
Razorclaw ![]() |
Scoundrel ![]() |
Scourge ![]() |
Shadar-kai ![]() |
Trailblazer ![]() |
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Nature's Warrior enhancements[edit]
Core abilities[edit]
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Nature's Warrior: Passive:
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AP Cost: 1 | Ranks: 1 | Progression: 0 | Requires: Druid level 1 | |
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Nature's Senses: Passive:
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AP Cost: 1 | Ranks: 1 | Progression: 5 | Requires: Nature's Warrior, Druid level 3 | |
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Nature's Bounty: Passive:
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AP Cost: 1 | Ranks: 1 | Progression: 10 | Requires: Nature's Senses, Druid level 6 | |
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A True Hunter: Passive:
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AP Cost: 1 | Ranks: 1 | Progression: 20 | Requires: Nature's Bounty, Druid level 12 | |
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Howl of the Hunter: Passive: 5% Primal bonus to maximum Hit Points
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AP Cost: 1 | Ranks: 1 | Progression: 30 | Requires: A True Hunter, Druid level 18 | |
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Beast Form Mastery: You have mastered the art of wielding divine magic in animal form and using it to empower your body in physical combat.
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AP Cost: 1 | Ranks: 1 | Progression: 40 | Requires: Howl of Winter, Druid level 20 |
Tier One[edit]
Requires Nature's Warrior, Druid Level 1
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Extra Wild Empathy or Dead Nerves: Choose From:
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AP Cost: 1 | Ranks: 3 | Progression: 1 | Requires: None or The Cycle of Decays | |
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Snapping Jaws: Whenever you Bluff or use an ability that triggers a Bluff check such as Baiting Bite, your target is debuffed losing [2/4/6] AC, and you gain a stack of Snapping Jaw for +[2/4/6] AC for 15 seconds.
Bug: Snapping Jaws only stacks up [1/2/3] times and each stack only gives +2 AC. | |||
AP Cost: 1 | Ranks: 3 | Progression: 1 | No requirements | |
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Take Down: Increase trip DCs by +[1/2/3].
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AP Cost: 1 | Ranks: 3 | Progression: 1 | No requirements | |
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Bestial Nature: Your Reflex and Fortitude Saves are increased by +[1/2].
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AP Cost: 1 | Ranks: 2 | Progression: 1 | No requirements | |
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Athletic: +[1/2/3] Balance, Jump, Move Silently, and Hide.
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AP Cost: 1 | Ranks: 3 | Progression: 1 | No requirements |
Tier Two[edit]
Requires Druid Level 2, 5 APs spent in tree
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Flight or Play Dead: Choose From:
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AP Cost: 1 | Ranks: 3 | Progression: 5 | Requires: None or The Cycle of Decays | |
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Improved Dodge: +[1/2/3]% Dodge
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AP Cost: 1 | Ranks: 3 | Progression: 5 | No requirements | |
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Ghost Wolf: Passive: Gain Ghost Touch while in Wolf forms on your melee attacks.
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AP Cost: 2 | Ranks: 1 | Progression: 5 | No requirements | |
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Brother Wolf or Lone Wolf: Choose From:
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AP Cost: 1 | Ranks: 3 | Progression: 5 | No requirements | |
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Action Boost: Double Strike: Activate to gain a +[10/20/30]% action boost bonus to Doublestrike for 20 seconds.
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AP Cost: 1 | Ranks: 3 | Progression: 5 | No requirements |
Tier Three[edit]
Requires Druid Level 3, 10 APs spent in tree
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Fight: +1/+2/+3 base melee damage and +1/+2/+3 Armor Class while in any Bear or Wolf form.
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AP Cost: 1 | Ranks: 3 | Progression: 10 | Requires: Flight | |
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Prey on the Weak: You gain an additional [8/15]% damage bonus to helpless targets.
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AP Cost: 1 | Ranks: 2 | Progression: 10 | No requirements | |
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Ghost Wolf Pack: Deals +20% Damage. +2 Critical Threat Range. Costs 15 Spell Points. Wolf Form Melee Attack: When you trigger this, spectral pack mates appear to assault all foes before you. On hit: applies a 5 second confusion effect with no save. Bosses are immune to the confusion. When you activate this attack, you gain 35% Incorporeal defense for 10 seconds. (Note: Appears to be actually providing 50% Incorporeal defense.) (60 second cooldown.)
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AP Cost: 1 | Ranks: 1 | Progression: 10 | Requires: Ghost Wolf | |
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Essence of the Shrike: Striking a blow focuses your mind and body. When you critically hit an enemy while in any Wolf or Bear form, you gain [10/20] temporary spell points for 8 seconds.
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AP Cost: 1 | Ranks: 2 | Progression: 10 | No requirements | |
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Strength or Wisdom: Choose one:
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AP Cost: 2 | Ranks: 1 | Progression: 10 | No requirements |
Tier Four[edit]
Requires Druid Level 4, 20 APs spent in tree
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Fatal Harrier: Killing an enemy grants you a 5% enhancement bonus to attack speed for 20 seconds. You also gain a +1 bonus to reflex saves. Stacks up to [1/3/5] times.
Note: Enemies your own level or higher have a 100% chance of inspiring your Ferocity to greater heights. For every level below you, the chances are reduced by 20%. | |||
AP Cost: 1 | Ranks: 3 | Progression: 20 | Requires: Fight | |
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Four Legs Good: You ignore most effects that would knock you down.
Requires: Any Wolf, Bear or Tree form. | |||
AP Cost: 1 | Ranks: 1 | Progression: 20 | No requirements | |
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Ferocity: Gain +[2/4/6] melee power in Wolf or Bear form. Double this if you are using either Barbarian Rage or Rage of the Beast.
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AP Cost: 1 | Ranks: 3 | Progression: 20 | No requirements | |
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Great White Wolf or Bad Wolf: Choose From:
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AP Cost: 2 | Ranks: 1 | Progression: 20 | Requires: None or The Cycle of Decays | |
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Strength or Wisdom: Choose one:
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AP Cost: 2 | Ranks: 1 | Progression: 20 | Requires: Strength or Wisdom (Tier 3) |
Tier Five[edit]
Requires Druid Level 5, Character Level 12, 30 APs spent in tree
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Alpha Strike: Area Melee Attack: Deals +[2/3/5]W damage to all targets. Targets above 85% health have their melee power, ranged power, and spellpower reduced by 25 for 15 seconds.
Requires any Wolf, Bear or Tree form. | |||
AP Cost: 1 | Ranks: 3 | Progression: 30 | Requires: Fatal Harrier | |
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Swift Hunter: While in Wolf form you gain Evasion. Armor restrictions apply as normal.
While in Wolf or Plague Wolf Form, your Combat Speed Bonus to Attack Speed is improved to 15%. While in Blighted Wolf Form, Your Combat Speed Bonus to Attack is Improved to 25%. While in Winter Wolf Form, your Combat Speed Bonus to Attack Speed is improved to 30%. | |||
AP Cost: 2 | Ranks: 1 | Progression: 30 | No requirements | |
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Throat Rip: Requires Wolf Form. Melee attack that strikes 3 times, adds 6 sneak attack dice on each attack. Each hit on a living target inflicts a Bleed which causes 1d6 damage every 3 seconds for 18 seconds. Bleed stacks up to 10 times and scales with 200% melee power.
Target must also make a Fortitude save (DC: 10 + Druid Level + Highest of Wisdom or Strength + Stun Bonuses) or be silenced for 15 seconds. Bosses are immune to the Silence effect but take a 25 spell power debuff instead. | |||
AP Cost: 1 | Ranks: 1 | Progression: 30 | No requirements | |
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Jaws of the Wolf: After using Jaws of Winter or Jaws of Doom you gain 10 times your character level in temporary HPs for 30 seconds.
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AP Cost: 2 | Ranks: 1 | Progression: 30 | No requirements | |
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Go for the Kill: Deals 40% Damage, +5 Critical Threat Range, +1 Critical Multiplier. Requires Wolf Form. You charge your target in an attempt to knock them down. This also grants yourself a +15 melee power boost for 30 seconds. Charging from a distance of over 10 meters causes the melee power bonus to be doubled. Deals an additional 50 points of damage to helpless targets. Scales with melee power. A successful Balance check negates the Knockdown.
(Activation cost: 15 Spell Points. DC: 10 + Druid Level + Highest of Wisdom or Strength + Trip Bonuses) | |||
AP Cost: 1 | Ranks: 1 | Progression: 30 | No requirements |