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War Soul 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 |
|---|
War Soul 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 | Cooldown: {{{cd}}} | Requires: Favored Soul level 1 | |
Resilience of Battle: Passive:
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| AP Cost: 1 | Ranks: 1 | Progression: 5 | Cooldown: {{{cd}}} | Requires: Favored Soul 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 | Cooldown: {{{cd}}} | Requires: Favored Soul 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 | Cooldown: {{{cd}}} | Requires: Favored Soul 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 | Cooldown: {{{cd}}} | Requires: Favored Soul level 18, War Caster: Blur | |
Implacable Foe: Choose between Strength, Wisdom, and Charisma variants of a temporary buff that grants temporary hitpoints and additional damage.
Passive:
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| AP Cost: 1 | Ranks: 1 | Progression: 40 | Cooldown: {{{cd}}} | Requires: Favored Soul level 20, War Domain: Haste | |
Tier One[edit]
Requires Smite Foe, Favored Soul level 1
Divine Might: Choose one:
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| AP Cost: 1 | Ranks: 3 | Progression: 1 | Cooldown: {{{cd}}} | Requires: | |
Toughness: +[5/10/15] maximum hp.
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| AP Cost: 1 | Ranks: 3 | Progression: 1 | Cooldown: {{{cd}}} | Requires: | |
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 | Cooldown: {{{cd}}} | Requires: | |
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 | Cooldown: {{{cd}}} | Requires: | |
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 | Cooldown: {{{cd}}} | Requires: | |
Tier Two[edit]
Requires Favored Soul 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.
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| AP Cost: 2 | Ranks: 1 | Progression: 5 | Cooldown: {{{cd}}} | Requires: | |
Wall of Steel: +[3/6/10] Physical Resistance Rating
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| AP Cost: 1 | Ranks: 3 | Progression: 5 | Cooldown: {{{cd}}} | Requires: | |
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 | Cooldown: {{{cd}}} | 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: 90 seconds)
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| AP Cost: 1 | Ranks: 3 | Progression: 5 | Cooldown: {{{cd}}} | Requires: | |
Action Boost: Haste: Activate to gain a +[10/20/30]% Action Boost bonus to attack speed for 20 seconds.
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| AP Cost: 1 | Ranks: 3 | Progression: 5 | Cooldown: {{{cd}}} | Requires: Inflame | |
Tier Three[edit]
Requires Favored Soul Level 3, 10 APs spent on tree
Magic Backlash: When an enemy damages you with a spell, there is a [10/20/30]% chance that they will be knocked down. (Does not affect bosses)
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| AP Cost: 1 | Ranks: 3 | Progression: 10 | Cooldown: {{{cd}}} | Requires: | |
Radiant Flourish: Choose between a Melee and Ranged attack which deals additional Light damage
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| AP Cost: 1 | Ranks: 3 | Progression: 10 | Cooldown: {{{cd}}} | Requires: | |
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 | Cooldown: {{{cd}}} | 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.
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| AP Cost: 1 | Ranks: 3 | Progression: 10 | Cooldown: {{{cd}}} | Requires: Inflame | |
Wisdom, Strength, or Charisma: Choose one:
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| AP Cost: 2 | Ranks: 1 | Progression: 10 | Cooldown: {{{cd}}} | Requires: | |
Tier Four[edit]
Requires 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 | Cooldown: {{{cd}}} | Requires: | |
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 | Cooldown: {{{cd}}} | Requires: | |
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 | Cooldown: {{{cd}}} | Requires: Righteous Weapons (Tier 3) | |
Holy Striker: Choose between Doublestrike and Doubleshot
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| AP Cost: 1 | Ranks: 3 | Progression: 20 | Cooldown: {{{cd}}} | Requires: | |
Wisdom, Strength, or Charisma: Choose one:
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| AP Cost: 2 | Ranks: 1 | Progression: 20 | Cooldown: {{{cd}}} | Requires: Wisdom, Strength, or Charisma (Tier 3) | |
Tier Five[edit]
Requires Favored Soul 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 +1 Competence Bonus to Critical Multiplier with your Favored Weapon, 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: 2 | Ranks: 1 | Progression: 30 | Cooldown: {{{cd}}} | Requires: | |
Divine Vessel: Choose between Melee and Ranged attacks:
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| AP Cost: 1 | Ranks: 1 | Progression: 30 | Cooldown: {{{cd}}} | Requires: | |
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 | Cooldown: {{{cd}}} | Requires: Righteous Weapons (Tier 4) | |
Divine Champion: While wearing Medium armor (or in the Mithral body feat), you gain +5% Doublestrike, +5% Doubleshot, +5 to confirm Critical Hits and Critical Hit Damage (before weapon multipliers). Regardless of armor, +20% Competence bonus to maximum hit points.
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| AP Cost: 2 | Ranks: 1 | Progression: 30 | Cooldown: {{{cd}}} | Requires: | |
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 | Cooldown: {{{cd}}} | Requires: | |