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Harper Agent enhancements
| Alchemist‡ | Artificer† — Dog | Barbarian | Bard | Cleric |
|---|---|---|---|---|
| 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 | DDM1 — HeM2 — NiS — Shi | |
| Ranger | Rogue | Sorcerer | Wizard | Warlock |
| AA2 — DH1 — DWS — Tem | Ass2 — Mec — TA — ATr1 | 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. | ||||
| Aasimar |
Dhampir |
Dragonborn | Drow | Dwarf | Eladrin |
Elf / Wood Elf (& AA) | Gnome |
|---|---|---|---|---|---|---|---|
| Half-Elf (& AA) | Half-Orc | Halfling | Human | Shifter |
Tabaxi |
Tiefling | Warforged †Free by turning in 400 Total favor per server |
| Bladeforged |
Chaosmancer |
Dark Bargainer |
Deep Gnome |
Morninglord |
PDK |
Razorclaw |
Scoundrel |
Scourge |
Shadar-kai |
Trailblazer |
|---|
Harper Agent enhancements[edit]
This tree is available to all classes and is considered a class enhancements tree. It is free for VIP players, and available for purchase in the DDO Store for 495
for Free and Premium players. As of Update 24, this enhancement tree is available to unlock on a per server basis by achieving 310 Harper Favor.

Core abilities[edit]
Agent of Good I: +1 to hit and damage, +1 to hit vs. Evil, +1 Universal Spell Power.
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| AP Cost: 1 | Ranks: 1 | Progression: 0 | Cooldown: {{{cd}}} | Requires: Character level 1 | |
Harper Training I / Ability Score: Choose one.
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| AP Cost: 2 | Ranks: 1 | Progression: 5 | Cooldown: {{{cd}}} | Requires: Character level 3, Agent of Good I | |
Agent of Good II: +1 to hit and damage, +2 to hit and damage vs. Evil, +5 Universal Spell Power.
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| AP Cost: 1 | Ranks: 1 | Progression: 10 | Cooldown: {{{cd}}} | Requires: Character level 6, Harper Training I | |
Harper Training II / Ability Score: Choose one.
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| AP Cost: 2 | Ranks: 1 | Progression: 20 | Cooldown: {{{cd}}} | Requires: Character level 12, Agent of Good II | |
Agent of Good III: +1 to hit and damage, +3 to hit and damage vs. Evil, +10 Universal Spell Power.
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| AP Cost: 1 | Ranks: 1 | Progression: 30 | Cooldown: {{{cd}}} | Requires: Character level 18, Harper Training II | |
Harper's Freedom: Activate: Dispel most detrimental effects from you and add +10 to all saving throws for 20 seconds. (Cooldown: 5 minutes.)
Passive: +2 to all Ability Scores, +1 to hit and damage, +5 to hit and damage vs. Evil, +20 Universal Spell Power. | |||||
| AP Cost: 1 | Ranks: 1 | Progression: 40 | Cooldown: {{{cd}}} | Requires: Character level 20, Agent of Good III | |
Tier One[edit]
Requires character level 1, 1 AP spent in tree
Harper Enchantment: Your weapon gains an additional +1 to its Enhancement bonus. You gain +20 to your maximum Spell Points.
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| AP Cost: 2 | Ranks: 1 | Progression: 1 | Cooldown: {{{cd}}} | Requires: | |
Weathered Traveler: +[2/4/6] energy resistance.
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| AP Cost: 1 | Ranks: 3 | Progression: 1 | Cooldown: {{{cd}}} | Requires: | |
Traveler's Toughness: +[5/10/15] maximum hit points.
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| AP Cost: 1 | Ranks: 3 | Progression: 1 | Cooldown: {{{cd}}} | Requires: | |
Strategic Combat I: You can use your Intelligence modifier to hit with Melee and Missile weapons.
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| AP Cost: 2 | Ranks: 1 | Progression: 1 | Cooldown: {{{cd}}} | Requires: | |
Awareness: +[1/2/3] to Listen, Search, and Spot. Rank 3: +1 save vs. traps.
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| AP Cost: 1 | Ranks: 3 | Progression: 1 | Cooldown: {{{cd}}} | Requires: | |
Tier Two[edit]
Requires character level 2, 5 APs spent in tree
Heroic Companion: Action Boost: Grants an ally +[0.5/0.75/1][W], +[2/4/6] to hit and saving throws, +[0/2/4]% Dodge and +[0/0/10] Physical Resistance Rating. (Cooldown: 30 seconds, Duration: 60 seconds.)
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| AP Cost: 1 | Ranks: 3 | Progression: 5 | Cooldown: {{{cd}}} | Requires: | |
Magical Endurance: +[30/60/100] maximum Spell Points.
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| AP Cost: 1 | Ranks: 3 | Progression: 5 | Cooldown: {{{cd}}} | Requires: | |
| AP Cost: 1 | Ranks: 3 | Progression: 5 | Cooldown: {{{cd}}} | Requires: | |
Know the Angles: Battle Trance: [45/30/15] spell points. You gain an Insight bonus to damage and the DC of tactical feats equal to 1/2 of your Intelligence modifier for [30/60/120] seconds.
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| AP Cost: 1 | Ranks: 3 | Progression: 5 | Cooldown: {{{cd}}} | Requires: | |
Harper Leadership: Your hirelings, summoned, and charmed creatures gain +[2/3/4] to all ability scores.
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| AP Cost: 1 | Ranks: 3 | Progression: 5 | Cooldown: {{{cd}}} | Requires: | |
Tier Three[edit]
Requires character level 3, 10 APs spent in tree
Highly Skilled: +[1/2/3] to all skills.
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| AP Cost: 1 | Ranks: 3 | Progression: 10 | Cooldown: {{{cd}}} | Requires: | |
Know Your Foe: Multiple enhancement selector: You gain a new Favored Enemy feat, dealing extra damage against those enemies: Aberration / Construct / Dragon / Evil Outsider / Giant / Monstrous Humanoid / Undead.
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| AP Cost: 2 | Ranks: 1 | Progression: 10 | Cooldown: {{{cd}}} | Requires: | |
| AP Cost: 1 | Ranks: 3 | Progression: 10 | Cooldown: {{{cd}}} | Requires: | |
Strategic Combat II: You can use your Intelligence modifier for damage with Melee and Missile weapons.
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| AP Cost: 2 | Ranks: 1 | Progression: 10 | Cooldown: {{{cd}}} | Requires: | |
Ability Score: Choose one:
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| AP Cost: 2 | Ranks: 1 | Progression: 10 | Cooldown: {{{cd}}} | Requires: | |
Tier Four[edit]
Requires character level 4, 20 APs spent in tree
Throat Dagger: SLA: Damages an enemy from afar for 1d4+4 Piercing damage per character level. Damaged non-boss enemies cannot cast spells for 6 seconds. (SP Cost: [3/2/1], Cooldown: [60/30/15] seconds.)
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| AP Cost: 1 | Ranks: 3 | Progression: 20 | Cooldown: {{{cd}}} | Requires: | |
Vigor of Life I: +20 positive healing amplification. -10% less damage from negative energy.
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| AP Cost: 2 | Ranks: 1 | Progression: 20 | Cooldown: {{{cd}}} | Requires: | |
| AP Cost: 1 | Ranks: 3 | Progression: 20 | Cooldown: {{{cd}}} | Requires: | |
Magic of Austerity: Like Eschew Materials, your spells no longer need common material components. This does not increase their Spell Point cost.
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| AP Cost: 2 | Ranks: 1 | Progression: 20 | Cooldown: {{{cd}}} | Requires: | |
Ability Score: Choose one:
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| AP Cost: 2 | Ranks: 1 | Progression: 20 | Cooldown: {{{cd}}} | Requires: | |
Tier Five[edit]
Requires character level 12, 30 APs spent in tree
Enchant your weapon: Choose one.
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| AP Cost: 2 | Ranks: 1 | Progression: 30 | Cooldown: {{{cd}}} | Requires: | |
| AP Cost: 1 | Ranks: 3 | Progression: 30 | Cooldown: {{{cd}}} | Requires: | |
Magic of Patience: Your spells benefit from the Extend Spell metamagic feat. This does not increase their Spell Point cost. (This does not stack with the actual Extend metamagic feat.)
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| AP Cost: 2 | Ranks: 1 | Progression: 30 | Cooldown: {{{cd}}} | Requires: | |
Moment of Clarity: Activate: For the next 10 seconds the DC of your spells and your tactical feats is increased by +10. (Cooldown: 5 minutes.) Passive: +1 DC for your spells.
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| AP Cost: 2 | Ranks: 1 | Progression: 30 | Cooldown: {{{cd}}} | Requires: | |