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Warpriest 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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Warpriest enhancements[edit]
Core abilities[edit]
Smite Foe: Choose a melee or ranged attack that deals additional damage:
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AP Cost: 1 | Ranks: 1 | Progression: 0 | Requires: Cleric level 1 | |
Resilience of Battle: Passive:
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AP Cost: 1 | Ranks: 1 | Progression: 5 | Requires: Cleric level 3, Smite Foe | |
Sanctuary: For 20 seconds, you gain +20 Sacred bonus to Physical Resistance. (Activation Cost: 10 Spell Points. Cooldown: 1 minute)
Passive:
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AP Cost: 1 | Ranks: 1 | Progression: 10 | Requires: Cleric level 6, Resilience of Battle | |
War Caster: Blur: Blur is added to your spellbook as a level 2 spell. In addition, you permanently benefit from the effect of the Blur spell.
Passive:
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AP Cost: 1 | Ranks: 1 | Progression: 20 | Requires: Cleric level 12, Sanctuary | |
War Caster: Haste: Haste is added to your spellbook as a level 3 spell.
Passive:
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AP Cost: 1 | Ranks: 1 | Progression: 30 | Requires: Cleric level 18, War Caster: Blur | |
Implacable Foe: Activate: You and nearby allies gain 100 Temporary Hit Points and their attacks will deal 10% additional damage. For the next 18 seconds, these bonuses will refresh every 3 seconds on you and each ally that remains in range. These effects will expire 5 seconds after they are no longer refreshed. (Cooldown: 3 minutes)
Passive:
Choose one of the following: | ||||
AP Cost: 1 | Ranks: 1 | Progression: 40 | Requires: Cleric level 20, War Caster: Haste |
Tier One[edit]
Requires Smite Foe, Cleric level 1
Divine Might: You gain an Insight bonus to Attack, Damage, and the DC of Tactical feats equal to 1/2 of your Charisma modifier for 30/60/120 seconds. (Cooldown: 20 seconds. Activation Cost: 21/18/15 spell points.)
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AP Cost: 1 | Ranks: 3 | Progression: 1 | No requirements | |
Toughness: +5/+10/+15 maximum hp.
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AP Cost: 1 | Ranks: 3 | Progression: 1 | No requirements | |
Righteous Weapons: When wielding your religion's favored weapon in your main hand, you gain +1 to hit and damage, and +3 Universal Spell Power.
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AP Cost: 2 | Ranks: 1 | Progression: 1 | No requirements | |
Sacred Touch: When you heal allies (with positive energy damage spells) they gain +1/+2/+3 AC and +1/+2/+3 PRR for 12 seconds.
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AP Cost: 1 | Ranks: 3 | Progression: 1 | No requirements | |
Awareness: +1/+2/+3 Listen, Search and Spot. Rank 3: +1 save vs traps.
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AP Cost: 1 | Ranks: 3 | Progression: 1 | No requirements |
Tier Two[edit]
Requires Cleric Level 2, 5 APs spent in tree
Smite Weakness: When you strike an enemy with Smite Foe, they gain four to seven stacks of Vulnerable. (For each stack, the target takes 1% more damage for 3 seconds. This effect stacks up to 20 times, and loses one stack on expiration.)
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AP Cost: 2 | Ranks: 1 | Progression: 5 | No requirements | |
Wall of Steel: +3/+6/+10 Physical Resistance Rating
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AP Cost: 1 | Ranks: 3 | Progression: 5 | No requirements | |
Righteous Weapons: When wielding your religion's favored weapon in your main hand, you gain +1 to hit and damage, and +3 Universal Spell Power.
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AP Cost: 2 | Ranks: 1 | Progression: 5 | Requires: Righteous Weapons (Tier 1) | |
Inflame: Action Boost: You and your nearby allies gain a +2/+3/+4 Action Boost bonus to Armor Class, Attack Rolls, and Damage Rolls. (Duration: 30 seconds. Cooldown: 1 minute, 30 seconds)
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AP Cost: 1 | Ranks: 3 | Progression: 5 | No requirements | |
Action Boost: Power: Activate to gain a [+10/+20/+30] Action Boost bonus to Melee and Ranged Power for 20 seconds.
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AP Cost: 1 | Ranks: 3 | Progression: 5 | No requirements |
Tier Three[edit]
Requires Cleric Level 3, 10 APs spent on tree
Magic Backlash: When an enemy damages you with a spell, there is a 10%/20%/30% chance they will be knocked down. (Does not affect bosses.)
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AP Cost: 1 | Ranks: 3 | Progression: 10 | No requirements | |
Radiant Flourish: Favored Weapon Attack: +10/20/30% damage. On Hit: Enemy takes 1/2/3d6 Light damage. This damage scales at 200% with the higher of your Melee and Ranged Power. Non-boss enemies have a small chance to be blinded with no save. 6 second cooldown.
Choose one: | ||||
AP Cost: 1 | Ranks: 3 | Progression: 10 | No requirements | |
Righteous Weapons: When wielding your religion's favored weapon in your main hand, you gain +1 to hit and damage, and +3 Universal Spell Power.
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AP Cost: 2 | Ranks: 1 | Progression: 10 | Requires: Righteous Weapons (Tier 2) | |
Greater Inflame: Your Inflame now also grants +2 Action Boost bonus to Saving Throws and a +5%/+10%/+15% Action Boost bonus to Acid, Cold, Electric, Fire, and Sonic Energy Absorption. (Energy Absorption reduces damage from that energy type by a percentage, after Energy Resistance has been taken into account.)
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AP Cost: 1 | Ranks: 3 | Progression: 10 | Requires: Inflame | |
Wisdom, Strength, or Charisma: Choose one:
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AP Cost: 2 | Ranks: 1 | Progression: 10 | No requirements |
Tier Four[edit]
Requires Cleric or Favored Level 4, 20 APs spent on tree
Ameliorating Strike: When you strike an enemy with Smite Foe, you and your nearby allies are healed by 1d3 per character level, and benefit from the effects of the Lesser Restoration spell. (The heal from Ameliorating Strike is affected by your Positive Spell Power). You may only perform this AOE heal once per time you use this skill.
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AP Cost: 2 | Ranks: 1 | Progression: 20 | No requirements | |
Fires of Fury: Imbue Toggle: Your Favored Weapons deal an additional 1d6 Fire damage, scaling with Fire Spell Power.
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AP Cost: 2 | Ranks: 1 | Progression: 20 | No requirements | |
Righteous Weapons: When wielding your religion's favored weapon in your main hand, you gain +1 to hit and damage, and +3 Universal Spell Power.
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AP Cost: 2 | Ranks: 1 | Progression: 20 | Requires: Righteous Weapons (Tier 3) | |
Holy Striker: Choose between Doublestrike and Doubleshot
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AP Cost: 1 | Ranks: 3 | Progression: 20 | No requirements | |
Wisdom, Strength, or Charisma: Choose one:
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AP Cost: 2 | Ranks: 1 | Progression: 20 | Requires: Wisdom, Strength, or Charisma (Tier 3) |
Tier Five[edit]
Requires Cleric Level 5, Character Level 12, 30 APs spent in tree
Divine Power: Your god has imbued you with power and skill in combat, granting a +6 Sacred bonus to Strength, and a base attack bonus equal to a fighter of the same level.
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AP Cost: 1 | Ranks: 1 | Progression: 30 | No requirements | |
Divine Vessel: Choose between Melee and Ranged attack:
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AP Cost: 1 | Ranks: 1 | Progression: 30 | No requirements | |
Wrathful Weapons: When wielding your religion's favored weapon in your main hand, you gain +3 to hit and damage, and +9 Universal Spell Power. When you score a Vorpal Hit with your religion's favored weapon, you gain +3 bonus Imbue dice for the next 12 seconds, and your Fires of Fury Imbue Toggle changes its damage type from Fire to Light.
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AP Cost: 2 | Ranks: 1 | Progression: 30 | Requires: Righteous Weapons (Tier 4) | |
Divine Bastion: While wearing Heavy armor (or in the Adamantine body feat), you gain +10 PRR, +10 MRR, and +10 AC. +20% Competence bonus to maximum hit points.
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AP Cost: 2 | Ranks: 1 | Progression: 30 | No requirements | |
Divine Intervention: Active: Divine Intervention: Ward your target against fatal damage. Hit point damage cannot lower a warded ally's hit point total below -9. When a warded ally is incapacitated, this effect heals the target after a few seconds for 10 to 39 hit points and then fade. (Activation Cost: 30 spell points. Cooldown: 2 minutes)
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AP Cost: 2 | Ranks: 1 | Progression: 30 | No requirements |