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Radiant Servant 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 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

Radiant Servant enhancements[edit]

Radiant Servant enhancements tree
Radiant Servant enhancements tree

Core abilities[edit]

Healing Power: For each action point spent in this tree, you gain 0.5 Universal Spell Power and 1 Positive Energy Spell Power. (These stack, effectively giving 1.5 Positive Spell Power per point)
AP Cost: 1 Ranks: Progression: 0 Requires: Cleric 1
Cure Moderate Wounds: Positive energy is channeled to heal moderate wounds of your target or damage undead for 6 to 16 hit points plus an additional 1 for every caster level up to caster level 10. Undead who make a successful Will save reduce the damage by half.
AP Cost: 1 Ranks: 1 Progression: 5 Requires: Cleric 3
Positive Energy Burst: You gain +1% Positive Energy Spell Critical Chance.
Channel Divinity: A wave of positive energy that expands from the caster, healing 1d8 plus 1 per caster level to all nearby allies, as well as removing 1d4 negative levels and 1d6 points of ability damage. Undead are instead damaged by the energy, taking 1d8 points of damage per caster level - a successful Will save reduces the damage by half. (Metamagic: Empower, Empower Heal, Maximize, Quicken. Spell Resistance: Yes)
AP Cost: 1 Ranks: 1 Progression: 10 Requires: Cleric level 6, Cure Moderate Wounds
Improved Empower Healing: You gain +1% Positive Energy Spell Critical Chance. The Empower Healing Spell metamagic now grants +100 Positive Energy Spell Power instead of +75.
AP Cost: 1 Ranks: 1 Progression: 20 Requires: Cleric level 12, Positive Energy Burst
Positive Energy Shield: You gain +1% Positive Energy Spell Critical Chance.
Channel Divinity: Your living ally receives temporary hit points equal to twice your Heal skill (4x for level 20+ characters). While these hit points remain, your target receives a +20 Sacred bonus to Healing Amplification. (Cooldown: 30 seconds)
AP Cost: 1 Ranks: 1 Progression: 30 Requires: Cleric level 18, Improved Empower Healing
Radiant Servant: You gain +4 Wisdom. Every fifth positive energy spell you cast deals maximum healing and has +50% chance to critical. Bug: Radiant Servant doesn't work on sacred fist, tested on 30/01/26.
AP Cost: 1 Ranks: 1 Progression: 40 Requires: Cleric level 20, Positive Energy Shield

Tier One[edit]

Requires Cleric Level 1

Divine Aid: +3% Positive Spell Crit Damage
AP Cost: 1 Ranks: 1 Progression: 1
Wand and Scroll Mastery: +25%/+50%/+75% effectiveness of your wands, scrolls, and other items that cast spells, and +1/+2/+3 to the save DCs of your offensive wands. Taking Wand and Scroll Mastery in one enhancement tree will block its availability in other enhancement trees.
AP Cost: 1 Ranks: 3 Progression: 1
Divine Cleansing: Channel Divinity: Removes harmful effects from your target. Leaves a lingering immunity to natural and magical diseases and poisons for 12 seconds per Cleric level. (Cooldown: 2 seconds)
  • Rank 1: Removes all Disease and Poison effects.
  • Rank 2: Removes all Disease, Poison, Blindness and Curse effects.
  • Rank 3: Removes all Disease, Poison, Blindness, Curse, Paralysis and Petrification effects.
AP Cost: 1 Ranks: 3 Progression: 1
Bliss: When you use a Turn Attempt for any reason, you gain 3/4/5 Temporary Hit Points for each Healing Core Ability you possess.
AP Cost: 1 Ranks: 3 Progression: 1
Altruism: +1/+2/+3 Concentration, Diplomacy and Heal. Rank 3: You also gain +10 Positive Energy Spell Power.
AP Cost: 1 Ranks: 3 Progression: 1

Tier Two[edit]

Requires Cleric Level 2, 5 APs spent in tree

Efficient Empower Healing: Healing spells cast while the Empower Healing Spell feat is activated cost 1/2/4 fewer spell points.
AP Cost: 1 Ranks: 3 Progression: 5 Requires: Empower Healing Spell
Purge Dark Magics: Channel Divinity: Dispels 1/2/3 hostile magical effects from your target. (Cooldown: 6 seconds) Note: Unfortunately the game does not make clear what counts as a "hostile magical effect" which can be purged by this ability. Current testing suggests that debuff and damage-over-time spells (i.e. those which appear on player character spell lists) count, but Poison, Curse and Disease effects, as well as debuffs and damage-over-time effects directly inflicted by monsters or the environs, do not. This is similar to the behaviour of Dispel Magic which tends to work on spells and SLAs but not innate natural or supernatural effects inflicted by monsters - although note that Dispel Magic can get rid of magical Poisons, Curses and Diseases from spells, which Purge Dark Magics cannot.
AP Cost: 1 Ranks: 3 Progression: 5 Requires: Divine Cleansing
Divine Healing: Channel Divinity: Your target heals 1d4/2d4/4d4 Hit Points every 2 seconds for 2 seconds per point of Heal skill you possess. Scales with 50% Positive Spell Power. Cannot Crit. (no initial tick). (Cooldown: 2 seconds)
Note: Rank 1 ticks every 2 seconds, while Ranks 2 and 3 both tick every second.
It is also affected by the target's Healing Amplification.
Since Update 76, it has a line of sight check and double spell range.
AP Cost: 1 Ranks: 3 Progression: 5
Improved Turning: You count as 1/2/3 levels higher when turning undead. This increases the maximum level of creature you can turn and also increases the total number of hit dice you can turn.
In addition, you add an additional 2/4/6 to the number of hit dice you can turn.
AP Cost: 1 Ranks: 3 Progression: 5
Mighty Turning: Undead that you successfully turn are instead destroyed.
AP Cost: 1 Ranks: 1 Progression: 5 Requires: Improved Turning

Tier Three[edit]

Requires Cleric Level 3, 10 APs spent in tree

Divine Aid: +3% Positive Spell Crit Damage
AP Cost: 1 Ranks: 1 Progression: 1
Intense Healing: Your Positive Energy Spells are cast at +1/+2/+3 caster level.
AP Cost: 1 Ranks: 3 Progression: 10
Unyielding Sovereignty: Activate: Fully heals all hit point damage done to a targeted ally, and removes ability damage, death penalty effects, negative levels, and the conditions blinded, dazed, deafened, diseased, exhausted, fatigued, feebleminded, insanity, nauseated, poisoned, and stunned. Cooldown: 5 minutes.
See also the feat with the same name, with twice the cooldown. As stated in its description, it removes the conditions bleeding, confused and dazzled as well. You can have both this enhancement and that feat. The two cooldowns are tracked separately.
AP Cost: 2 Ranks: 1 Progression: 10
Martyrdom: Toggle: When you are killed, four turn attempts are expended. All nearby living allies and enemy undead receive 1000 positive energy healing and are affected by your Divine Cleansing ability if you possess it. This healing effect is unaffected by Spell Power. (This ability has no effect if you have insufficient turn attempts when you die.) This ability toggles off on death.
Bug: Martyrdom applies to enemy mobs as well as party members. It also heals for more than it is suppose to (twice as much in this case).
AP Cost: 1 Ranks: 1 Progression: 10
Charisma or Wisdom: Choose one:
  • +1 Wisdom
  • +1 Charisma
AP Cost: 2 Ranks: 1 Progression: 10

Tier Four[edit]

Requires Cleric Level 4, 20 APs spent in tree

Divine Aid: +3% Positive Spell Crit Damage
AP Cost: 1 Ranks: 1 Progression: 1
Incredible Healing: The maximum caster level of your Positive Energy Spells are increased by 1/2/3.
AP Cost: 1 Ranks: 3 Progression: 20 Requires: Intense Healing
Divine Health: You are immune to natural, magical, and supernatural diseases.
AP Cost: 2 Ranks: 1 Progression: 20
Endless Turning: Turn Undead uses regenerate at a rate of one every 120 seconds, or 10%/20%/30% faster if it already regenerates.
AP Cost: 1 Ranks: 3 Progression: 20 Requires: Improved Turning
Charisma or Wisdom: Choose one:
  • +1 Wisdom
  • +1 Charisma
AP Cost: 2 Ranks: 1 Progression: 20 Requires: Charisma or Wisdom (Tier 3)

Tier Five[edit]

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

Positive Energy Aura: Channel Divinity: A positive energy aura envelops you in an aura of healing, positive energy, and affects a number of targets equal to Cleric level. Allies within the aura are healed 1 hit point per 3 Cleric levels as long as they remain within it. Undead enemies are damaged for the same amount. (Cooldown: 6 seconds) (Metamagic: Empower Heal)
Note: Each tick refreshes on-heal abilities such as Sacred Touch.
AP Cost: 1 Ranks: 1 Progression: 30
Cure Focus: Your Cure Wounds spells have no maximum caster level.
Actually provides +50 to the MCL of Cure Wounds spells.
AP Cost: 1 Ranks: 1 Progression: 30 Requires: Incredible Healing
Radiance: All allies in the dungeon (regardless of distance) gain the effects of the Greater Restoration spell, and are purged of Paralysis, Stun, and Knockdown/Trip. You may use this while Crowd Controlled.(Cooldown: 1 minute) (Metamagic: Empower Heal)
AP Cost: 1 Ranks: 1 Progression: 30
Reactive Heal: Channel Divinity: The next time your target falls below half hit points, they receive 250 positive energy healing. A target can only benefit from a Reactive Heal once every 3 minutes (reset by resting). This healing effect is unaffected by spell power. (Cooldown: 6 seconds)
AP Cost: 1 Ranks: 1 Progression: 30
Divine Energy Resistance: You and nearby allies gain +35 Enhancement bonus to resist Energy for 1 minute per character level.(Includes Acid, Cold, Electric, Fire, and Sonic.) (You can think of this as Resist Elements, Mass) Spell-Like Ability: This ability benefits from your Metamagic Feats (such as Quicken) without paying the normal additional spell point cost.
AP Cost: 1 Ranks: 1 Progression: 30