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Tempest 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 | |||
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†: 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 |
|---|
Tempest enhancements[edit]
- Note: Any enhancement in this tree that requires a character to be Dual Wielding does not work with handwraps or a druid animal form or while Single Weapon Fighting.

Core abilities[edit]
Shield of Whirling Steel: While you are dual wielding weapons, you gain a +2 Shield bonus to Armor Class, Physical Resistance Rating, and Magical Resistance Rating. This increases by +1 for each additional Tempest Core Ability you acquire.
In addition, if you are a level 1 character, you gain the Two Weapon Fighting feat until you reach character level 2. (Two Weapon Fighting is granted permanently when you take a second Ranger level).
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| AP Cost: 1 | Ranks: 1 | Progression: 0 | Cooldown: {{{cd}}} | Requires: Ranger Level 1 | |
Tempest: +10% Offhand Strike Chance (the chance to make off-hand attacks when Dual Wielding Melee weapons). You can use your Dexterity modifier to hit with all One Handed melee weapons.
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| AP Cost: 1 | Ranks: 1 | Progression: 5 | Cooldown: {{{cd}}} | Requires: Shield of whirling Steel, Ranger Level 3 | |
Graceful Death: You can use your Dexterity modifier for damage on One Handed melee weapons.
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| AP Cost: 1 | Ranks: 1 | Progression: 10 | Cooldown: {{{cd}}} | Requires: Tempest, Ranger level 6 | |
Deflect Arrows: You gain the benefits of the Deflect Arrows feat while dual wielding, knocking aside one incoming projectile that would have struck you every 6 seconds. +1 Competence Bonus to Critical Damage Multiplier while Dual Wielding Melee weapons.
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| AP Cost: 1 | Ranks: 1 | Progression: 20 | Cooldown: {{{cd}}} | Requires: Graceful Death, Ranger level 12 | |
Whirlwind: +5% Doublestrike when Dual Wielding Melee weapons. +5% Incorporeality (stacking). +10% Offhand Strike Chance.
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| AP Cost: 1 | Ranks: 1 | Progression: 30 | Cooldown: {{{cd}}} | Requires: Deflect Arrows, Ranger 18 | |
Dervish: +4 Dexterity, +10% Doublestrike. While wearing medium, light, or no armor: +10 Melee Power, +10 Physical Resistance Rating, +10 Magical Resistance Rating.
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| AP Cost: 1 | Ranks: 1 | Progression: 40 | Cooldown: {{{cd}}} | Requires: Whirlwind, Ranger level 20 | |
Tier One[edit]
Requires Shield of Whirling Steel, Ranger level 1
Item Defense: You have a [25/50/75]% chance to negate potential item wear.
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| AP Cost: 1 | Ranks: 3 | Progression: 1 | Cooldown: {{{cd}}} | Requires: | |
Improved Reaction: +[1/2/3] Reflex saves and an additional +[1/2/3] saves against traps.
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| AP Cost: 1 | Ranks: 3 | Progression: 1 | Cooldown: {{{cd}}} | Requires: | |
Improved Defense: Your Shield of Whirling Steel Grants +[1/2/3] additional Armor Class, Physical Resistance, and Magical Resistance. If you possess Deflect Arrows it can trigger once every [4/3/2] seconds.
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| AP Cost: 1 | Ranks: 3 | Progression: 1 | Cooldown: {{{cd}}} | Requires: | |
Whirling Blades: +1 to hit and damage while dual wielding.
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| AP Cost: 2 | Ranks: 1 | Progression: 1 | Cooldown: {{{cd}}} | Requires: | |
Acrobatic: +[1/2/3] Balance, Jump, and Tumble. Rank 3: +1 to Reflex Saving Throws.
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| AP Cost: 1 | Ranks: 3 | Progression: 1 | Cooldown: {{{cd}}} | Requires: | |
Tier Two[edit]
Requires Ranger level 2, 5 APs spent in tree
Improved Parry: Gain +[3/6/10] Physical Resistance Rating when dual wielding.
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| AP Cost: 1 | Ranks: 3 | Progression: 5 | Cooldown: {{{cd}}} | Requires: | |
Improved Dodge: +[1/2/3]% dodge when wearing light or no armor.
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| AP Cost: 1 | Ranks: 3 | Progression: 5 | Cooldown: {{{cd}}} | Requires: Dodge, Improved Reaction | |
Bleed Them Out: Melee attack: Deals +[10/20/30]% Damage. On successful damage causes your opponent to bleed. The bleed effect can stack up to 5 times. (Bleed deals 1d6 damage every 2 seconds for 14 seconds. Cooldown: 6 seconds.)
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| AP Cost: 1 | Ranks: 3 | Progression: 5 | Cooldown: {{{cd}}} | Requires: | |
Whirling Blades: +1 to hit and damage while dual wielding.
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| AP Cost: 2 | Ranks: 1 | Progression: 5 | Cooldown: {{{cd}}} | Requires: Whirling Blades (Tier 1) | |
Action Boost: Select Haste or Sprint Boost.
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| AP Cost: 1 | Ranks: 3 | Progression: 5 | Cooldown: {{{cd}}} | Requires: | |
Tier Three[edit]
Requires Ranger level 3, 10 APs Spent in Tree
Storm Dancer: Imbue Toggle: Your melee attacks deal 1d8 Electrical damage. This damage scales with 100% Melee Power.
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| AP Cost: 2 | Ranks: 1 | Progression: 10 | Cooldown: {{{cd}}} | Requires: | |
Improved Mobility: : +[1/2/3] Maximum Dexterity bonus and Dodge cap while wearing light or no armor. -[1/2/3] Armor Check Penalty in light armor.
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| AP Cost: 1 | Ranks: 3 | Progression: 10 | Cooldown: {{{cd}}} | Requires: Mobility, Dodge, Improved Dodge | |
Critical Mastery: +[1/2/3] to confirm critical hits and to critical hit damage (before weapon multipliers)
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| AP Cost: 1 | Ranks: 3 | Progression: 10 | Cooldown: {{{cd}}} | Requires: | |
Whirling Blades: +1 to hit and damage while dual wielding.
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| AP Cost: 2 | Ranks: 1 | Progression: 10 | Cooldown: {{{cd}}} | Requires: Whirling Blades (Tier 2) | |
Strength/Dexterity: Choose one:
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| AP Cost: 2 | Ranks: 1 | Progression: 10 | Cooldown: {{{cd}}} | Requires: | |
Tier Four[edit]
Requires Ranger level 4, 20 APs spent in tree
Storm Tempest: Upgrades Storm Dancer Imbue Toggle to grant 30% Electrical Absorption.
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| AP Cost: 2 | Ranks: 1 | Progression: 20 | Cooldown: {{{cd}}} | Requires: Storm Dancer | |
Elaborate Parry: For the next [6/12/18] seconds, you gain Dodge, Maximum Dodge, and Maximum Dexterity Bonus to light and medium armor, equal to your Dexterity Modifier. (Cooldown: 90 seconds).
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| AP Cost: 1 | Ranks: 3 | Progression: 20 | Cooldown: {{{cd}}} | Requires: | |
The Growing Storm: Melee Dual Wielding Attack: Attacks an opponent. For the next [5/10/15] seconds, each time you damage an opponent you gain +1 damage for 5 seconds. This effect can stack up to 10 times. (Cooldown: 30 seconds)
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| AP Cost: 1 | Ranks: 3 | Progression: 20 | Cooldown: {{{cd}}} | Requires: | |
Whirling Blades: +1 to hit and damage while dual wielding.
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| AP Cost: 2 | Ranks: 1 | Progression: 20 | Cooldown: {{{cd}}} | Requires: Whirling Blades (Tier 3) | |
Strength or Dexterity: Choose one:
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| AP Cost: 2 | Ranks: 1 | Progression: 20 | Cooldown: {{{cd}}} | Requires: Strength or Dexterity (Tier 3) | |
Tier Five[edit]
Requires Ranger Level 5, Character Level 12, 30 APs spent in tree
Dual Perfection: Your off hand weapon now adds your full attribute damage modifier. +25% Competence bonus to maximum hit points.
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| AP Cost: 2 | Ranks: 1 | Progression: 30 | Cooldown: {{{cd}}} | Requires: | |
Evasive Dance: Improves your Evasion ability so on a failed Reflex saving throw against an attack that normally deals half damage on a successful save, you only take [85/70/50]% damage.
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| AP Cost: 1 | Ranks: 3 | Progression: 30 | Cooldown: {{{cd}}} | Requires: Evasion, Elaborate Parry | |
Cuts: Choose one:
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| AP Cost: 1 | Ranks: 3 | Progression: 30 | Cooldown: {{{cd}}} | Requires: The Growing Storm | |
Whirling Blades: +3 to hit and damage while dual wielding.
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| AP Cost: 2 | Ranks: 1 | Progression: 30 | Cooldown: {{{cd}}} | Requires: Whirling Blades (Tier 4) | |
Dance of Death: Melee Dual Wielding Attack: Deals +[10/30/50]% Damage. On activation: For 10 seconds, you gain the ability to Strikethrough regardless of combat style or equipped weapon. You also gain +[0/100/200] Strikethrough for the duration. (Cooldown: 15 seconds)
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| AP Cost: 1 | Ranks: 3 | Progression: 30 | Cooldown: {{{cd}}} | Requires: | |