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Warforged
Free | |||||||||||
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Overview[edit]
Warforged are a race of sentient constructs built to battle in the Last War. The Warforged body is covered by plating, giving it an inherent AC bonus, but preventing the wearing of other armor. Healing spells have their benefits reduced by half when cast on Warforged. Only the arcane repair spells heal Warforged without any reduction. Warforged can improve their armor class using the Adamantine Body and Mithral Body feats. Warforged can also gain additional abilities and customize their appearance by using docents.
- Warforged is available from the DDO Store for 995
or free to VIP accounts.
- Since Update 53, if you reach 400 total favor on any character, you can talk to Nyx Durandimion to unlock the Warforged race on that server.
Racial Traits[edit]
- +2 Constitution, -2 Wisdom, -2 Charisma
- Immune to Sleep, Hold Person, Energy Drained, Nauseated, Exhausted, and Paralyzed effects.
- Immune to ability score damage from Natural Poisons and Natural Diseases, but are vulnerable to those that affect wood or metal.
- Warforged gain a +10 racial bonus to saving throws against Magical Poisons and Magical Diseases and do not fail saving throws against them on a roll of a natural 1 (this makes you immune to Magical Poisons and Magical Diseases with a DC of less than 11+your Fortitude save). If you transform into a different type of creature, you will lose these benefits until you return to your Warforged form.
- Immunity to spells targeting a humanoid.
- A Warforged can remain underwater indefinitely (no oxygen bar displayed).
- A Warforged's Composite Plating provides 5% arcane spell failure chance. This plating is not considered natural armor, and it takes the place of body armor. Because of this, the Warforged is prohibited from wearing other kinds of armor, regardless of its class proficiencies. It can still wield shields and other enhancing items such as helmets, boots, trinkets, and jewelry. Feats taken at character creation can upgrade this plating and its type, changing it to either light or heavy armor. See also Mithral Body, Adamantine Body.
- The ability to wear a docent in the slot which other characters use for armor. Magical docents usually provide an enhancement bonus to the warforged's Armor Class, and may have other magical enhancements. They also have a cosmetic effect on appearance.
- A Warforged's plating also grants it a special feat which provides a stacking +25% Fortification. When the Warforged is the target of a sneak attack or critical hit, there is a 25% chance for the attack to be negated and the damage to be rolled normally. This effect stacks with Fortification.
- Warforged receive a -50 penalty to healing amplification. As a result, positive energy healing spells (such as from divine casters and bards) and potions restore only half as many hit points as normal for a Warforged (this can be increased up to 80% effectiveness with the addition of the Healer's Friend racial enhancement). A warforged's hit points can be restored normally through arcane repair spells and oils, as well as the Lay on Hands Paladin ability or the Divine Healing enhancement of the Radiant Servant.
Deities[edit]
- Aureon (Quarterstaff): Follower of AureonYou follow Aureon, member of the Sovereign Host, and use his favored weapon. You are proficient with Quarterstaves and gain +1 to hit with them. → Child of AureonYou follow Aureon. You gain +2 to attack and damage rolls with Quarterstaves. → Aureon's InstructionYou are a devoted follower of Aureon, and your faith has been rewarded. Activate this ability to channel the power of Aureon's wisdom for 24 seconds plus 6 seconds per Religious Lore feat you have.
In this state, you gain +4 Wisdom, +3 to Spell Penetration, +2 to your effective level for Turn Undead, +4 to maximum Hit Dice affected when using Turn Undead, and +4 to the total Hit Dice affected by Turn Undead. → Beloved of AureonUnknown - Blood of Vol (Dagger): Follower of the Blood of VolYou follow the Blood of Vol. You are proficient with Daggers and gain +1 to hit with them. → Child of the Blood of VolYou follow the Blood of Vol. You gain +2 to attack and damage rolls with Daggers. → The Blood is The LifeYou are a devoted follower of the Blood of Vol, and your zeal has been rewarded. Activate this ability to draw upon the power within your own blood for 24 seconds plus 6 seconds per Religious Lore feat you have.
In this state, you gain +4 Constitution, 100% Fortification, +10 to Fortitude Saves, and PRR and MRR equal to the number of Religious Lore feats you have. While in this state and have a Dagger in your main hand, you also gain Vampirism, stacking with other sources of Vampirism. → Beloved of the Blood of VolYou follow the Blood of Vol. You have +3 to attack and damage rolls with daggers. - Lord of Blades (Greatsword): Follower of the Lord of Blades → Child of the Lord of Blades → Bladesworn Transformation → Beloved of the Lord of Blades
- Olladra (Sickle): Follower of Olladra → Child of Olladra → Luck of Olladra → Beloved of Olladra
- Onatar (Warhammer): Follower of Onatar → Child of Onatar → Onatar's Forge → Beloved of Onatar
- Silver Flame (Longbow): Follower of the Silver Flame → Child of the Silver Flame → Silver Flame Exorcism → Beloved of the Silver Flame
- Sovereign Host (Longsword): Follower of the Sovereign Host → Child of the Sovereign Host → Unyielding Sovereignty → Beloved of the Sovereign Host
Feats[edit]
Free Feats[edit]
Feats given at character creation.
Icon | Feat | Type | Description | Prerequisites |
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Composite Plating | Passive | You are not considered to be wearing armor. You have a 5% arcane spell failure chance. | |
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Light Fortification (feat) | Passive | Warforged have a 25% immunity to critical hits and Sneak Attacks. | |
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Warforged Traits | Passive | Warforged are naturally immune to Sleep, Energy drained, Nauseated, Sickened, Exhausted, and Paralyzed effects.
Immune to ability score damage from Natural Poisons, and Natural Diseases but are vulnerable to those that effect wood or metal. Warforged gain a +10 racial bonus to saving throws against Magical Poisons and do not fail saving throws against them on a roll of a natural 1 (this makes you immune to Magical Poisons with a DC of less than 11+your Fortitude save). If you transform into a different type of creature, you will lose these benefits until you are return to your Warforged form. |
Body plating[edit]
These Feats change the body plating of the Warforged. Body plating Feats can be purchased like regular Feats.
Icon | Feat | Type | Description | Prerequisites |
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Adamantine Body | Passive | This plating is counted as a heavy armor. It grants a +8 armor bonus to Armor Class and a damage reduction bonus of 2/adamantine. The character also incurs a 35% chance for arcane spell failure, a -5 armor check penalty, and a +1 maximum dexterity bonus. | |
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Mithral Body | Passive | This plating is counted as a light armor and grants a +5 bonus to Armor Class. It also incurs a 15% arcane spell failure, a -1 armor check penalty, and has a +5 maximum dexterity bonus. |
Regular[edit]
These Feats may be purchased just like regular Feats.
Icon | Feat | Type | Description | Prerequisites |
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Improved Damage Reduction | Passive | Warforged gain damage reduction 1/adamantine, or improves the characters existing damage reduction by 1/adamantine. | |
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Improved Fortification | Passive | Improves the Warforged fortifications. It gains immunity to Sneak Attacks and extra damage from critical hits. This Feat will cause the character to lose the ability to be healed by spells such as Cure Light Wounds. | |
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Mithral Fluidity | Passive | Maximum dexterity bonus from mithral body plating is increase by 1 and it decreases the armor check penalties by 1. |
Racial past life feats[edit]
- 1st - +1 Repair
- 2nd - +1 Constitution
Enhancements[edit]
Core abilities[edit]
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Improved Fortification: Your base fortification is increased to 50%.
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AP Cost: 1 | Level: 1 | Progression: 0 | No requirements | |
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Warforged Constitution: +1 Constitution
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AP Cost: 2 | Level: 4 | Progression: 1 | Requires: Improved Fortification | |
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Improved Fortification: Your base fortification is increased to 75%.
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AP Cost: 1 | Level: 7 | Progression: 3 | Requires: Warforged Constitution | |
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Warforged Constitution: +1 Constitution
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AP Cost: 2 | Level: 11 | Progression: 4 | Requires: Improved Fortification | |
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Improved Fortification: Your base fortification is increased to 100%.
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AP Cost: 1 | Level: 16 | Progression: 6 | Requires: Warforged Constitution |
Tier One[edit]
Requires Improved Fortification
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Construct Nature: Choose one:
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AP Cost: 1 | Ranks: 3 | Progression: 1 | No requirements | |
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Repair Systems: Choose whether to embrace your construct nature, or strive for humanity.
Choose one: | |||
AP Cost: 1 | Ranks: 3 | Progression: 1 | No requirements | |
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Inscribed Armor: Reduces your body's inherent arcane spell failure by [5/10/15]%.
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AP Cost: 1 | Ranks: 3 | Progression: 1 | No requirements | |
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Construct Toughness: You gain 10 hit points.
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AP Cost: 2 | Ranks: 1 | Progression: 1 | No requirements | |
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Construct Stability: You gain +[1/2/3] to the Repair skill and +[2/4/6] to the Balance skill.
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AP Cost: 1 | Ranks: 3 | Progression: 1 | No requirements |
Tier Two[edit]
Requires 5 APs spent in tree
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Construct Nature: Choose one (cannot take the same as tier 1):
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AP Cost: 1 | Ranks: 3 | Progression: 5 | Requires: Construct Nature | |
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Warforged Tactics: +[1/2/3] to the DC's of your Tactical abilities.
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AP Cost: 1 | Ranks: 3 | Progression: 5 | No requirements | |
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Great Weapon Aptitude: +5/10/20% Strikethrough chance.
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AP Cost: 1 | Ranks: 3 | Progression: 5 | Requires: Two Handed Fighting | |
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Construct Toughness: You gain 10 hit points.
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AP Cost: 2 | Ranks: 1 | Progression: 5 | Requires: Construct Toughness | |
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Damage Reduction: You gain damage reduction 1/2/3/Adamantine, or improve your existing damage reduction by 1/2/3/Adamantine.
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AP Cost: 1 | Ranks: 3 | Progression: 5 | No requirements |
Tier Three[edit]
Requires 10 APs spent in tree
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Improved Body: Improves Mithral or Adamantine Body feats.
Choose one:
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AP Cost: 1 | Ranks: 3 | Progression: 10 | Requires: Adamantine Body or Mithral Body | |
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Brute Fighting: Activate this ability to cause your melee attacks to generate [25/50/75]% more hate, making enemies more likely to attack you. (Cooldown: 2 seconds)
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AP Cost: 1 | Ranks: 3 | Progression: 10 | No requirements | |
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Improved Power Attack: Your Power Attack feat does 1/2/3 additional point of bonus damage but also has an additional -1/-2/-3 to your attack bonus.
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AP Cost: 1 | Ranks: 3 | Progression: 10 | Requires: Power Attack | |
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Construct Toughness: You gain 10 hit points.
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AP Cost: 2 | Ranks: 1 | Progression: 10 | Requires: Construct Toughness | |
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Memories of the Last War (Rank 1): You recall distant memories of the War.
Choose one:
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AP Cost: 1 | Ranks: 1 | Progression: 10 | No requirements |
Tier Four[edit]
Requires 15 APs spent in tree
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Weapon Attachment: Activate to attach your currently equipped weapons to yourself, giving you superior control over them. Until you unequip these items or rest, they deal +0.5[W] damage. (Cooldown: 15 seconds; Induction time: 2 seconds.)
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AP Cost: 1 | Ranks: 1 | Progression: 15 | No requirements | |
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Warforged Resolve: (Cooldown: 3 minutes). Action Boost: You gain temporary hit points equal to your repair skill. If you are below half health, you gain a +2 bonus to all saving throws while these temporary hit points last.
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AP Cost: 1 | Ranks: 1 | Progression: 15 | No requirements | |
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Construct Toughness: You gain 10 hit points.
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AP Cost: 2 | Ranks: 1 | Progression: 15 | Requires: Construct Toughness | |
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Memories of the Last War (Rank 2): You recall further memories of the War.
Choose one:
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AP Cost: 1 | Ranks: 1 | Progression: 15 | Requires: Memories of the Last War (Rank 1) |