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Nature's Warrior enhancements
Alchemist‡ | Artificer† — Dog | Barbarian | Bard | Cleric |
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Apo — Bom — VCh | AT — BE — RM | FB — OS — Rav | SB2 — SS — St1 — WC | DA1 — DD — RS2 — War |
Druid — Wolf | Fighter | Favored Soul† | Monk | Paladin |
BC1 — NW — NP2 — SH | Dra1 — Ken2 — Rav1 — StD — Van2 | AoV — BoH — War | HeM — NiS — Shi | |
Ranger | Rogue | Sorcerer | Wizard | Warlock |
AA2 — DH1 — DWS — Tem | Ass — Mec — TA | AS – ES – FS – WS – EK2 – WM1 | AM — EK — PM | AotS1 — ES2 — SE — TS |
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 DDO Points | Dragonborn | Drow | Dwarf | Eladrin *Requires any version of Magic of Myth Drannor, or free to VIP | Elf / Wood Elf (& AA) | Gnome |
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Half-Elf (& AA) | Half-Orc | Halfling | Human | Shifter 1,595 DDO Points | Tabaxi 1,595 DDO Points | Tiefling | Warforged †Free by turning in 400 Total favor per server 995 DDO Points |
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Bladeforged 1,295 DDO Points | Chaosmancer *Requires ultimate edition of Magic of Myth Drannor | Deep Gnome 1,295 DDO Points | Morninglord 1,295 DDO Points (& AA) | PDK 1,295 DDO Points | Razorclaw 1,395 DDO Points | Scoundrel 1,395 DDO Points | Scourge 1,295 DDO Points | Shadar-kai 1,295 DDO Points | Trailblazer 1,395 DDO Points |
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Nature's Warrior enhancements[edit]
Core abilities[edit]
Nature's Warrior: Passive:
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AP Cost: 1 | Ranks: 1 | Progression: 0 | Requires: Druid level 1 | |
Nature's Senses: Passive:
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AP Cost: 1 | Ranks: 1 | Progression: 5 | Requires: Nature's Warrior, Druid level 3 | |
Nature's Bounty: Passive:
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AP Cost: 1 | Ranks: 1 | Progression: 10 | Requires: Nature's Senses, Druid level 6 | |
A True Hunter: Passive:
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AP Cost: 1 | Ranks: 1 | Progression: 20 | Requires: Nature's Bounty, Druid level 12 | |
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 | |
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
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 | |
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 | |
Take Down: Increase trip DCs by +[1/2/3].
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AP Cost: 1 | Ranks: 3 | Progression: 1 | No requirements | |
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 | |
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
Flight or Play Dead: Choose From:
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AP Cost: 1 | Ranks: 3 | Progression: 5 | Requires: None or The Cycle of Decays | |
Improved Dodge: +[1/2/3]% Dodge
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AP Cost: 1 | Ranks: 3 | Progression: 5 | No requirements | |
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 | |
Brother Wolf or Lone Wolf: Choose From:
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AP Cost: 1 | Ranks: 3 | Progression: 5 | No requirements | |
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
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 | |
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 | |
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 | |
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 | |
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
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 | |
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 | |
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 | |
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 | |
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
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 | |
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 | |
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 | |
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 | |
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 |