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Occult Slayer 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

Occult Slayer enhancements

Occult Slayer enhancements tree
Occult Slayer enhancements tree

Core abilities[edit]

Weapon Bond: You build a psychic bond with your weapons. You strengthen this bond by damaging enemies with attacks. (Passive) Each attack adds 1 to your weapon bond, up to a maximum of 200. Dying resets your weapon bond to zero. (Active) +5 to attack for 20 seconds. Cost: 1 weapon bond. Cooldown: 20 seconds. Switching weapons activates a 30 seconds cooldown timer.
AP Cost: 1 Ranks: 1 Progression: 0 Requires: Barbarian Level 1
Resistance: +1 to all saving throws.

Improve your Barbarian Damage Reduction by +1%.

+10 Hit Points
AP Cost: 1 Ranks: 1 Progression: 5 Requires: Weapon Bond, Barbarian Level 3
Elemental Defense: When enemy spells deal elemental damage to you, there's a 25% chance you'll gain 25 temporary hitpoints for 30 seconds. This can trigger up to once every 12 seconds.
(Elemental Damage includes Acid, Cold, Electric, Fire, Sonic.)
Improve your Barbarian Damage Reduction by +1%.

+30 Hit Points +20 Healing Amplification

Notes: Temporary HP can trigger on elemental DOT.

AP Cost: 1 Ranks: 1 Progression: 10 Requires: Resistance, Barbarian Level 6
Blank Thoughts: You gain the Slippery Mind feat and improve your barbarian damage reduction.

Improve your Barbarian Damage Reduction by +1%.
+60 Hit Points
+5 Magical Resistance

+20 Healing Amplification
AP Cost: 1 Ranks: 1 Progression: 20 Requires: Elemental Defense, Barbarian Level 12
Force Ward: You gain immunity to magic missiles and +5% Competence bonus to entirely avoid incoming Force damage.

Improve your Barbarian Damage Reduction by +1%.
+100 Hit Points
+5 Magical Resistance

+20 Healing Amplification
AP Cost: 1 Ranks: 1 Progression: 30 Requires: Blank Thoughts, Barbarian Level 18
Mind Over Magic: You have Spell Resistance equal to your Constitution score.

+4 Constitution
+150 Hit Points
+10 Magical Resistance

+40 Healing Amplification
AP Cost: 1 Ranks: 1 Progression: 40 Requires: Force Ward, Barbarian Level 20

Tier One[edit]

Requires Weapon Bond, Barbarian level 1

Extend Rage: Your barbarian rage lasts [25/50/75]% longer.
AP Cost: 1 Ranks: 3 Progression: 1
Ear Smash: Melee Attack: Deals +[10/20/30]% damage. Damaged enemies can't cast spells for [2/4/6] seconds. (Cooldown: 12 seconds)
AP Cost: 1 Ranks: 3 Progression: 1
Parrying Bond: While Weapon Bond 10+: +[2/4/6] untyped bonus to AC and +[1/2/3] Magical Resistance.
AP Cost: 1 Ranks: 3 Progression: 1
Uncanny Dodger: You gain +[1/2/3]% Dodge.
AP Cost: 1 Ranks: 3 Progression: 1
Awareness: +[1/2/3] Listen, Search and Spot. Rank 3: +1 Reflex Saving Throw
AP Cost: 1 Ranks: 3 Progression: 1

Tier Two[edit]

Requires Barbarian Level 2, 5 APs spent in tree

Willpower Rage: You gain +[1/2/3] to Will saving throws while raged.
AP Cost: 1 Ranks: 3 Progression: 5
Knockout: Ear Smash puts enemies to sleep for [6/12/18] seconds. On Vorpal, enemies are stunned instead.
AP Cost: 1 Ranks: 3 Progression: 5 Requires: Ear Smash
Guarding Bond: You gain +4 to Physical and Magical Resistance at Weapon Bond 30+.
Rank 2: You gain +4 to Physical and Magical Resistance at Weapon Bond 60+. (Total +8)
Rank 3: You gain +4 to Physical and Magical Resistance at Weapon Bond 90+. (Total +12)
AP Cost: 1 Ranks: 3 Progression: 5 Requires: Parrying Bond
Lessons of Travel: +[2/4/6] energy resistance against Acid, Cold, Electric, Fire and Sonic damage.
AP Cost: 1 Ranks: 3 Progression: 5
Antimagic Boost: Action Boost: +[2/4/6] Action Boost bonus to saving throws vs. magic and +[10/20/30] Action Boost bonus to Magical Resistance Rating (Cooldown: 30 seconds)
AP Cost: 1 Ranks: 3 Progression: 5

Tier Three[edit]

Requires Barbarian Level 3, 10 APs spent in tree

Bond of Retribution: While below 50% health, you gain +1 critical damage multiplier on attack rolls of 19-20.
AP Cost: 2 Ranks: 1 Progression: 10
Lessons of Nature: You gain +[2/4/6] to save vs. both disease and poison. Rank 3: You don't fail disease or poison saving throws on a roll of 1.
AP Cost: 1 Ranks: 3 Progression: 10
Arcane Encumbrance: When enemies damage you with spells, there's a [10/20/30]% chance they'll be knocked down. (Does not affect bosses.) Enemies knocked down this way become helpless.
AP Cost: 1 Ranks: 3 Progression: 10
Kinetic Bond: At weapon bond strength 45+, you deal 1d20 force damage with your attacks, scaling with 200% Melee Power. This damage can trigger up to once every [3/2/1] seconds.

Notes: Kinetic Bond only procs on one enemy every [3/2/1] seconds, even if you hit multiple enemies with the same attack. Doublestrike will multiply this damage as normal.

AP Cost: 1 Ranks: 3 Progression: 10 Requires: Lessons of Travel
Constitution or Wisdom: Choose one:
  • +1 Constitution
  • +1 Wisdom.
AP Cost: 2 Ranks: 1 Progression: 10

Tier Four[edit]

Requires Barbarian Level 4, 20 APs spent in tree

Rune Carved Armor: +25% Competence bonus to maximum hit points and +2 to all Saving Throws versus Magic while wearing medium or heavy armor.
AP Cost: 2 Ranks: 1 Progression: 20
Vicious Strike: Melee Attack: Deals +[10/30/50]% damage and inflicts Feedback on the enemy for [6/12/18] seconds. (Cooldown: 12 seconds)
Feedback: On Spellcast: Caster suffers 6-60 force damage. This damage is increased by the target's Spell Power.
AP Cost: 1 Ranks: 3 Progression: 20 Requires: Arcane Encumbrance
Driving Force: Expend [30/20/10] Weapon Bond to gain +10 Melee Power and [5/10/20] Magical Resistance Rating for 20 seconds. (Cooldown: [48/36/24] seconds.)
AP Cost: 1 Ranks: 3 Progression: 20
Constitution or Wisdom: Choose one:
  • +1 Constitution
  • +1 Wisdom.
AP Cost: 2 Ranks: 1 Progression: 20 Requires: Constitution or Wisdom (Tier 3)

Tier Five[edit]

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

Bond of Destruction: Your Bond of Retribution no longer has a health requirement. Gain 10% Quality bonus to maximum hit points.
AP Cost: 2 Ranks: 1 Progression: 30 Requires: Bond of Retribution
Vampiric Bond: At Weapon Bond 100+, your weapon provides you 20 temporary hitpoints when you damage an enemy. These Temporary Hit Points scale with 200% Melee Power. This can trigger at most once every [12/9/6] seconds.
AP Cost: 1 Ranks: 3 Progression: 30
Seeker's Strike: Melee Cleave Attack: Expend 20 stacks of Weapon Bond to attack all enemies nearby for +[30/50/70]% damage. This attack has a +1 critical threat range and a +1 critical multiplier. (Cooldown: [12/6/3] seconds)
AP Cost: 1 Ranks: 3 Progression: 30
Occult Metalline: Your bonded weapon gains Occult Metalline.
(It bypass Adamantine, Alchemical Silver, Byeshk and Cold Iron damage reduction.) Gain +1 Competence Bonus to Critical Threat Range and Critical Multiplier.

Notes: The bonuses also apply to shields.

AP Cost: 2 Ranks: 1 Progression: 30
One Spirit: Expend 100 Weapon Bond. You heal for 400 positive energy. This healing scales with 100% Melee Power. (Cooldown: [120/60/15] seconds)
Passive:
  • +[10/20/30] HP
  • +[4/8/12] Magical Resistance
AP Cost: 1 Ranks: 3 Progression: 30