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User:Yoko5000/clrenhtest

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Bladesworn Transformation: You are a devoted follower of the Lord of Blades, and your faith has been rewarded. Activate this ability to become a juggernaut of destruction for 60 seconds. (You have a +4 profane bonus to Strength, a +4 natural armor bonus to AC, a +4 profane bonus on damage rolls, and proficiency in all simple and martial weapons. Your base attack bonus equals your character level. You have lost your spellcasting ability. You have immunity to critical hits and sneak attacks, but cannot be healed by healing spells.)
AP Cost: 4 Level: 6 Progression: 16 Requires: being Warforged, Follower of the Lord of Blades
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Silver Flame Exorcism: You are a devoted follower of the Silver Flame, and your faith has been rewarded. Activate this ability to attempt to exorcise an extraplanar creature, which is entirely consumed in holy fire on a failed Will save or savagely burned by the light of the Silver Flame partially resisted by a Fortitude save.
AP Cost: 4 Level: 6 Progression: 16 Requires: Follower of the Silver Flame
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Undying Call: You are a devoted follower of the Undying Court, and your faith has been rewarded. Activate this ability to lead a dead ally's spirit back to this world, acting as a True Resurrection on high elven spirits or a Raise Dead for others.
AP Cost: 4 Level: 6 Progression: 16 Requires: being Elf, Follower of the Undying Court
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Unyielding Sovereignty: You are a devoted follower of the Sovereign Host, and your faith has been rewarded. Activate this ability to fully heal hit point damage done to yourself or a targetted ally, remove ability damage, and the conditions blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, feebleminded, insanity, nauseated, and poisoned.
AP Cost: 4 Level: 6 Progression: 16 Requires: Follower of the Sovereign Host
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Vulkoor's Avatar: You are a devoted follower of Vulkoor the Hunter, and your faith has been rewarded. Activate this ability to ask Vulkoor to send one of his servants to destroy your enemies. (Summons a Drow Scorpion to crush your enemies.)
AP Cost: 4 Level: 6 Progression: 16 Requires: being Drow, Follower of Vulkoor
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Cleric Improved Empower Healing I: Using Empower Heal feat costs you 1 less spell point.
AP Cost: 2 Level: 2 Progression: 2 Requires: Feat: Empower Healing Spell
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Cleric Improved Empower Healing II: Using Empower Heal feat costs you 2 fewer spell points.
AP Cost: 4 Level: 6 Progression: 16 Requires: Feat: Empower Healing Spell, Cleric Improved Empower Healing I
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Cleric Improved Empower Healing III: Using Empower Heal feat costs you 4 fewer spell points.
AP Cost: 6 Level: 10 Progression: 30 Requires: Feat: Empower Healing Spell, Cleric Improved Empower Healing II
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Cleric Concentration I: Grants a +1 bonus to Concentration skill.
AP Cost: 1 Level: 1 Progression: 0 No requirements
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Cleric Concentration II: Grants a +2 bonus to Concentration skill.
AP Cost: 2 Level: 4 Progression: 10 Requires: Cleric Concentration I
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Cleric Concentration III: Grants a +3 bonus to Concentration skill.
AP Cost: 3 Level: 8 Progression: 25 Requires: Cleric Concentration II
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Cleric Concentration IV: Grants a +4 bonus to Concentration skill.
AP Cost: 4 Level: 12 Progression: 40 Requires: Cleric Concentration III
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Cleric Diplomacy I: Grants a +1 bonus to Diplomacy skill.
AP Cost: 1 Level: 1 Progression: 0 No requirements
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Cleric Diplomacy II: Grants a +2 bonus to Diplomacy skill.
AP Cost: 2 Level: 4 Progression: 10 Requires: Cleric Diplomacy I
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Cleric Diplomacy III: Grants a +3 bonus to Diplomacy skill.
AP Cost: 3 Level: 8 Progression: 25 Requires: Cleric Diplomacy II
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Cleric Diplomacy IV: Grants a +4 bonus to Diplomacy skill.
AP Cost: 4 Level: 12 Progression: 40 Requires: Cleric Diplomacy III
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Cleric Heal I: Grants a +1 bonus to Heal skill.
AP Cost: 1 Level: 1 Progression: 0 No requirements
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Cleric Heal II: Grants a +2 bonus to Heal skill.
AP Cost: 2 Level: 4 Progression: 10 Requires: Cleric Heal I
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Cleric Heal III: Grants a +3 bonus to Heal skill.
AP Cost: 3 Level: 8 Progression: 25 Requires: Cleric Heal II
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Cleric Heal IV: Grants a +4 bonus to Heal skill.
AP Cost: 4 Level: 12 Progression: 40 Requires: Cleric Heal III
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Cleric Prayer of Smiting I: Grants a 3% chance for light and good spells to generate a critical result.
AP Cost: 1 Level: 3 Progression: 7 No requirements
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Cleric Prayer of Smiting II: Grants a 6% chance for light and good spells to generate a critical result.
AP Cost: 2 Level: 7 Progression: 22 Requires: Cleric Prayer of Smiting I
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Cleric Prayer of Smiting III: Grants a 9% chance for light and good spells to generate a critical result.
AP Cost: 3 Level: 11 Progression: 37 Requires: Cleric Prayer of Smiting II
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Cleric Prayer of Life I: Grants a 3% chance for healing and negative energy spells to generate a critical result.
AP Cost: 1 Level: 3 Progression: 7 No requirements
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Cleric Prayer of Life II: Grants a 6% chance for healing and negative energy spells to generate a critical result.
AP Cost: 2 Level: 7 Progression: 22 Requires: Cleric Prayer of Life I
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Cleric Prayer of Life III: Grants a 9% chance for healing and negative energy spells to generate a critical result.
AP Cost: 3 Level: 11 Progression: 37 Requires: Cleric Prayer of Life II
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Cleric Prayer of Incredible Smiting I: Your light and good spell critical multipliers are increased by an additional 0.50, bringing your base critical multiplier for these spells to 1.50.
AP Cost: 1 Level: 5 Progression: 15 No requirements
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Cleric Prayer of Incredible Smiting II: Your light and good spell critical multipliers are increased by an additional 0.50, bringing your base critical multiplier for these spells to 2.00.
AP Cost: 2 Level: 9 Progression: 30 Requires: Cleric Prayer of Incredible Smiting I
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Cleric Prayer of Incredible Smiting III: Your light and good spell critical multipliers are increased by an additional 0.25, bringing your base critical multiplier for these spells to 2.25.
AP Cost: 3 Level: 13 Progression: 45 Requires: Cleric Prayer of Incredible Smiting II
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Cleric Prayer of Incredible Life I: Your healing and negative energy spell critical multipliers are increased by an additional 0.5, bringing your base critical multiplier for these spells to 1.50.
AP Cost: 1 Level: 5 Progression: 15 No requirements
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Cleric Prayer of Incredible Life II: Your healing and negative energy spell critical multipliers are increased by an additional 0.5, bringing your base critical multiplier for these spells to 2.00.
AP Cost: 2 Level: 9 Progression: 30 Requires: Cleric Prayer of Incredible Life I
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Cleric Prayer of Incredible Life III: Your healing and negative energy spell critical multipliers are increased by an additional 0.25, bringing your base critical multiplier for these spells to 2.25.
AP Cost: 3 Level: 13 Progression: 45 Requires: Cleric Prayer of Incredible Life II
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Cleric Smiting I: Grants a 10% increase to the effectiveness of your light and good spells.
AP Cost: 1 Level: 1 Progression: 0 No requirements
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Cleric Smiting II: Grants a 20% increase to the effectiveness of your light and good spells.
AP Cost: 2 Level: 4 Progression: 10 Requires: Cleric Smiting I
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Cleric Smiting III: Grants a 30% increase to the effectiveness of your light and good spells.
AP Cost: 3 Level: 7 Progression: 21 Requires: Cleric Smiting II
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Cleric Smiting IV: Grants a 40% increase to the effectiveness of your light and good spells.
AP Cost: 4 Level: 10 Progression: 32 Requires: Cleric Smiting III
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Cleric Life Magic I: Grants a 10% increase to the effectiveness of your healing and negative energy spells.
AP Cost: 1 Level: 1 Progression: 0 No requirements
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Cleric Life Magic II: Grants a 20% increase to the effectiveness of your healing and negative energy spells.
AP Cost: 2 Level: 4 Progression: 10 Requires: Cleric Life Magic I
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Cleric Life Magic III: Grants a 30% increase to the effectiveness of your healing and negative energy spells.
AP Cost: 3 Level: 7 Progression: 21 Requires: Cleric Life Magic II
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Cleric Life Magic IV: Grants a 40% increase to the effectiveness of your healing and negative energy spells.
AP Cost: 4 Level: 10 Progression: 32 Requires: Cleric Life Magic III
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Cleric Spell Penetration I: You add +1 to your level to overcome an enemy's SR.
AP Cost: 2 Level: 5 Progression: 14 No requirements
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Cleric Spell Penetration II: You add +2 to your level to overcome an enemy's SR.
AP Cost: 4 Level: 9 Progression: 28 Requires: Cleric Spell Penetration I
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Cleric Spell Penetration III: You add +3 to your level to overcome an enemy's SR.
AP Cost: 6 Level: 13 Progression: 42 Requires: Cleric Spell Penetration II
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Cleric Energy of the Zealot I: Grants an additional 20 spell points.
AP Cost: 1 Level: 1 Progression: 0 No requirements
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Cleric Energy of the Zealot II: Grants an additional 30 spell points, bringing your total increase to 50 points.
AP Cost: 2 Level: 5 Progression: 14 Requires: Cleric Energy of the Zealot I
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Cleric Energy of the Zealot III: Grants an additional 30 spell points, bringing your total increase to 80 points.
AP Cost: 3 Level: 9 Progression: 29 Requires: Cleric Energy of the Zealot II
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Cleric Energy of the Zealot IV: Grants an additional 30 spell points, bringing your total increase to 110 points.
AP Cost: 4 Level: 13 Progression: 44 Requires: Cleric Energy of the Zealot III
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Cleric Charisma I: Grants a +1 increase to Charisma score.
AP Cost: 2 Level: 4 Progression: 10 No requirements
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Cleric Charisma II: Grants a +2 increase to Charisma score.
AP Cost: 4 Level: 8 Progression: 24 Requires: Cleric Charisma I
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Cleric Wisdom I: Grants a +1 increase to Wisdom score.
AP Cost: 2 Level: 2 Progression: 2 No requirements
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Cleric Wisdom II: Grants a +2 increase to Wisdom score.
AP Cost: 4 Level: 6 Progression: 16 Requires: Cleric Wisdom I
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Cleric Wisdom III: Grants a +3 increase to Wisdom score.
AP Cost: 6 Level: 10 Progression: 30 Requires: Cleric Wisdom II
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Cleric Divine Cleansing I: Activate this ability to grant another character a +4 morale bonus on Fortitude saves for a short time and remove any poison or disease effects. Consumes a use of turn undead for a day.
AP Cost: 1 Level: 2 Progression: 3 No requirements
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Cleric Divine Cleansing II: Activate this ability to grant another character a +6 morale bonus on Fortitude saves for a short time and remove any poison or disease effects. Consumes a use of turn undead for a day.
AP Cost: 2 Level: 6 Progression: 18 Requires: Cleric Divine Cleansing I
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Cleric Divine Cleansing III: Activate this ability to grant another character a +8 morale bonus on Fortitude saves for a short time and remove any poison or disease effects. Consumes a use of turn undead for a day.
AP Cost: 3 Level: 10 Progression: 33 Requires: Cleric Divine Cleansing II
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Cleric Divine Healing I: Activate this ability to give another character 1D3 healing every 2 seconds for 30 seconds. Consumes a use of turn undead for the day.
AP Cost: 1 Level: 3 Progression: 7 No requirements
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Cleric Divine Healing II: Activate this ability to give another character 2D3 healing every 2 seconds for 30 seconds. Consumes a use of turn undead for the day.
AP Cost: 2 Level: 7 Progression: 22 Requires: Cleric Divine Healing I
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Cleric Divine Healing III: Activate this ability to give another character 3D3 healing every 2 seconds for 30 seconds. Consumes a use of turn undead for the day.
AP Cost: 3 Level: 11 Progression: 37 Requires: Cleric Divine Healing II
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Cleric Divine Light I: Activate this ability to deal 4D6 points of light damage to all nearby undead creatures instead of attempting to turn them. Consumes a use of turn undead for the day. (A successful DC 10 + Cleric Level + Charisma Mod Will save reduces the damage by half.)
AP Cost: 1 Level: 4 Progression: 11 No requirements
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Cleric Divine Light II: Activate this ability to deal 8D6 points of light damage to all nearby undead creatures instead of attempting to turn them. Consumes a use of turn undead for the day. (A successful DC 10 + Cleric Level + Charisma Mod Will save reduces the damage by half.)
AP Cost: 2 Level: 8 Progression: 26 Requires: Cleric Divine Light I
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Cleric Divine Light III: Activate this ability to deal 14D6 points of light damage to all nearby undead creatures instead of attempting to turn them. Consumes a use of turn undead for the day. (A successful DC 10 + Cleric Level + Charisma Mod Will save reduces the damage by half.)
AP Cost: 3 Level: 12 Progression: 41 Requires: Cleric Divine Light II
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Cleric Divine Vitality I: Activate this ability to restore 3D4+10 spellpoints to another character. Consumes a use of turn undead for the day.
AP Cost: 1 Level: 1 Progression: 0 No requirements
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Cleric Divine Vitality II: Activate this ability to restore 5D4+10 spellpoints to another character. Consumes a use of turn undead for the day.
AP Cost: 2 Level: 5 Progression: 14 Requires: Cleric Divine Vitality I
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Cleric Divine Vitality III: Activate this ability to restore 7D4+10 spellpoints to another character. Consumes a use of turn undead for the day.
AP Cost: 3 Level: 9 Progression: 29 Requires: Cleric Divine Vitality II
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Cleric Extra Turning I: You gain the ability to perform 1 additional turn udead attempt before resting.
AP Cost: 1 Level: 1 Progression: 0 No requirements
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Cleric Extra Turning II: You gain the ability to perform 2 additional turn udead attempts before resting.
AP Cost: 2 Level: 4 Progression: 10 Requires: Cleric Extra Turning I
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Cleric Extra Turning III: You gain the ability to perform 3 additional turn udead attempts before resting.
AP Cost: 3 Level: 7 Progression: 21 Requires: Cleric Extra Turning II
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Cleric Extra Turning IV: You gain the ability to perform 4 additional turn udead attempts before resting.
AP Cost: 4 Level: 10 Progression: 32 Requires: Cleric Extra Turning III
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Cleric Improved Turning I: You increase your cleric level for the purposes of turning undead by 1.
AP Cost: 2 Level: 5 Progression: 14 No requirements
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Cleric Improved Turning II: You increase your cleric level for the purposes of turning undead by 2.
AP Cost: 4 Level: 9 Progression: 28 Requires: Cleric Improved Turning I
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Cleric Improved Turning III: You increase your cleric level for the purposes of turning undead by 3.
AP Cost: 6 Level: 13 Progression: 44 Requires: Cleric Improved Turning II
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Cleric Wand Mastery I: Grants a 10% increase to the effectiveness of your wands.
AP Cost: 1 Level: 2 Progression: 3 No requirements
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Cleric Wand Mastery II: Grants a 20% increase to the effectiveness of your wands.
AP Cost: 2 Level: 5 Progression: 14 Requires: Cleric Wand Mastery I
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Cleric Wand Mastery III: Grants a 30% increase to the effectiveness of your wands.
AP Cost: 3 Level: 8 Progression: 25 Requires: Cleric Wand Mastery II
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Cleric Wand Mastery IV: Grants a 40% increase to the effectiveness of your wands.
AP Cost: 4 Level: 11 Progression: 36 Requires: Cleric Wand Mastery III
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Dwarven Faith I: Grants dwarven clerics and paladins an additional 15 spell points.
AP Cost: 1 Level: 1 Progression: 0 No requirements
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Dwarven Faith II: Grants dwarven clerics and paladins an additional 15 spell points, bringing their total increase to 30 points.
AP Cost: 2 Level: 5 Progression: 14 Requires: Dwarven Faith I
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Dwarven Faith III: Grants dwarven clerics and paladins an additional 15 spell points, bringing their total increase to 45 points.
AP Cost: 3 Level: 9 Progression: 29 Requires: Dwarven Faith II
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Dwarven Faith IV: Grants dwarven clerics and paladins an additional 15 spell points, bringing their total increase to 60 points.
AP Cost: 4 Level: 13 Progression: 44 Requires: Dwarven Faith III