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Tiefling Scoundrel 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

Tiefling Scoundrel enhancements

Tiefling Scoundrel enhancements tree

Core abilities[edit]

Bloodsong: Imbue Toggle: Your weapon attacks deal an additional 1d4 Sonic damage to enemies under 75% HP. This damage scales with 100% Spell Power. Passive: +5 Fire and Sonic Spell Power
AP Cost: 1 Level: 1 Progression: 0 No requirements
Charisma I: +1 Charisma
AP Cost: 2 Level: 4 Progression: 1 Requires: Bloodsong
Improved Bloodsong: Your Bloodsong Imbue Toggle is increased to 1d6 Sonic damage against enemies under 50% HP. This damage scales with 100% Spell Power. Passive: +10 Fire and Sonic Spell Power
AP Cost: 1 Level: 7 Progression: 3 Requires: Charisma I
Charisma II: +1 Charisma
AP Cost: 2 Level: 11 Progression: 4 Requires: Improved Bloodsong
Greater Bloodsong: Your Bloodsong Imbue Toggle is increased to 1d8 Sonic damage against enemies under 25% HP. This damage scales with 100% Spell Power. Passive: +20 Fire and Sonic Spell Power
AP Cost: 1 Level: 16 Progression: 6 Requires: Charisma II

Tier One[edit]

Hellish Rebuke: Enveloped in a cloak of infernal flame, you have a chance to deal fire damage to foes that strike you in melee range. Enemies have a chance to take 1d10 Fire Damage +1 per Character Level, max 30. This damage scales with Fire Spell Power. Duration: 18 minutes at level 15. Cooldown: 12 seconds. Metamagic: Extend, Quicken.
AP Cost: 1 Ranks: 1 Progression: 1
Scoundrel's Skills: +1/2/3 Balance, Bluff and Diplomacy
AP Cost: 1 Ranks: 3 Progression: 1
Dashing Weapons: You are trained in the art of fine weaponry. You have +1 to Hit and Damage with the following weapons: Shortsword, Rapier, Hand Axe, Light Hammer and Light Crossbow
AP Cost: 2 Ranks: 1 Progression: 1
Innate Protection: +1/2/3 to Saves vs Spells
AP Cost: 1 Ranks: 3 Progression: 1
Obscuring Darkness: You can channel your fiendish nature to manifest a zone of Obscuring Darkness at will. Foes inside the darkness suffer a 20% chance of missing any attack they make due to concealment. This does not apply to attacking misted targets from outside. Further Enhancements can modify how Obscuring Darkness can affect both you and your enemies. Lasts 30 seconds, Activation cost: 10 Spell Points. Cooldown: 30 Seconds. Metamagic: Quicken.
AP Cost: 2 Ranks: 1 Progression: 1

Tier Two[edit]

Requires 5 APs spent in tree

Hellish Reverberation: While Hellish Rebuke is active, enemies that strike you have a chance to be dazed with no save.
AP Cost: 1 Ranks: 1 Progression: 5 Requires: Hellish Rebuke
Infernal Resistance I: Tieflings are naturally immune to certain elements.
  • Infernal Resistance (Acid): You gain Acid Resistance equal to your Character Level.
  • Infernal Resistance (Cold): You gain Cold Resistance equal to your Character Level.
AP Cost: 2 Ranks: 1 Progression: 5
Improved Dashing Weapons: +1 to Hit and Damage with your Dashing Weapons.
AP Cost: 1 Ranks: 1 Progression: 5 Requires: Dashing Weapons
Traditionalist Caster: +3/6/10 Universal Spell Power while wielding an Orb or Staff.
AP Cost: 1 Ranks: 3 Progression: 5 Requires: Magical Training
Lasting Darkness: Enemies that enter your Obscuring Darkness have a chance to be blinded with no save.
AP Cost: 1 Ranks: 1 Progression: 5 Requires: Obscuring Darkness

Tier Three[edit]

Requires 10 APs spent in tree

Ash Imprisonment: Your Fiendish Arpeggio attempts to turn your target to burning Ash. This acts similarly to a Flesh to Stone Spell, and affects anything your Fascinate can affect. Bosses are immune and instead take -4 AC and 25% Fortification penalties. DC (1d20+Perform Skill) vs Will. Duration: 20 seconds
AP Cost: 1 Ranks: 1 Progression: 10 Requires: Improved Fiendish Arpeggio
Infernal Resistance II: Tieflings are naturally immune to certain elements. Choose the other element.
  • Infernal Resistance (Acid): You gain Acid Resistance equal to your Character Level.
  • Infernal Resistance (Cold): You gain Cold Resistance equal to your Character Level.
AP Cost: 1 Ranks: 1 Progression: 10 Requires: Infernal Resistance I
Greater Dashing Weapons: +2 to Hit and Damage with your Dashing Weapons, +1 sneak attack die
AP Cost: 1 Ranks: 1 Progression: 10 Requires: Improved Dashing Weapons
Scoundrel's Inspiration: Your Bardic Ballad grants an additional +1/2/3 to Attack and +3/6/9 to Universal Spell Power.
AP Cost: 1 Ranks: 3 Progression: 10 Requires: Bardic Ballad
Dance in the Darkness: While in Obscuring Darkness, you gain +3 Saving Throws, +3 Magical Resistance Rating, and +15 Magical Resistance Cap.
AP Cost: 2 Ranks: 1 Progression: 10 Requires: Lasting Darkness

Tier Four[edit]

Requires 15 APs spent in tree

Staccato Sovereign: You use your Sonic spell power as if it were your Fire spell power if it is higher, and vice versa.
AP Cost: 2 Ranks: 1 Progression: 15 Requires: Ash Imprisonment
Charm Hearts: Enemies that attack you have a 10% chance to be subjugated to a Fascinate effect (Will Save vs 1d20 + Perform Skill negates).
AP Cost: 2 Ranks: 1 Progression: 15
Enthralling Weapons: While wielding a Dashing Weapon, you gain +2 hit and damage, 1 Sneak Attack Die, and 1 Enchantment DC.
AP Cost: 2 Ranks: 1 Progression: 15 Requires: Greater Dashing Weapons
Magic of Melodies: +1 Enchantment DC, +1 Caster Level and +1 Max Caster Level with Enchantment Spells.
AP Cost: 2 Ranks: 1 Progression: 15
Sonata of Darkness: While inside Obscuring Darkness, you gain Displacement, +5% Dodge, +2 to Enchantment DCs.
AP Cost: 2 Ranks: 1 Progression: 15 Requires: Dance in the Darkness