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User:Yoko5000/wizenhtest
Wizard |
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Starting a... |
Class Enhancements |
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Barbarian Bard |
Race Enhancements |
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Drow |
Wizard Improved Empowering I: Using the Empower Spell feat costs you 2 fewer spell points.
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AP Cost: 2 | Level: 2 | Progression: 2 | Requires: Feat: Empower Spell | |
Wizard Improved Empowering II: Using the Empower Spell feat costs you 4 fewer spell points.
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AP Cost: 4 | Level: 6 | Progression: 16 | Requires: Wizard Improved Empowering I, Feat: Empower Spell | |
Wizard Improved Empowering III: Using the Empower Spell feat costs you 6 fewer spell points.
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AP Cost: 6 | Level: 10 | Progression: 30 | Requires: Wizard Improved Empowering II, Feat: Empower Spell | |
Wizard Improved Enlarge I: Using the Enlarge Spell feat costs you 1 less spell point.
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AP Cost: 2 | Level: 2 | Progression: 2 | Requires: Feat: Enlarge Spell | |
Wizard Improved Enlarge II: Using the Enlarge Spell feat costs you 2 fewer spell points.
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AP Cost: 4 | Level: 6 | Progression: 16 | Requires: Wizard Improved Enlarge I, Feat: Enlarge Spell | |
Wizard Improved Enlarge III: Using the Enlarge Spell feat costs you 4 fewer spell points.
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AP Cost: 6 | Level: 10 | Progression: 30 | Requires: Wizard Improved Enlarge II, Feat: Enlarge Spell | |
Wizard Improved Heightening I: Using the Heighten Spell feat costs you 1 less spell point per level of heightening.
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AP Cost: 4 | Level: 6 | Progression: 16 | Requires: Feat: Heighten Spell | |
Wizard Improved Heightening II: Using the Heighten Spell feat costs you 2 fewer spell points per level of heightening.
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AP Cost: 6 | Level: 10 | Progression: 30 | Requires: Wizard Improved Heightening I, Feat: Heighten Spell | |
Wizard Improved Maximizing I: Using the Maximize Spell feat costs you 3 fewer spell points.
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AP Cost: 2 | Level: 2 | Progression: 2 | Requires: Feat: Maximize Spell | |
Wizard Improved Maximizing II: Using the Maximize Spell feat costs you 6 fewer spell points.
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AP Cost: 4 | Level: 6 | Progression: 16 | Requires: Wizard Improved Maximizing I, Feat: Maximize Spell | |
Wizard Improved Maximizing III: Using the Maximize Spell feat costs you 9 fewer spell points.
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AP Cost: 6 | Level: 10 | Progression: 30 | Requires: Wizard Improved Maximizing II, Feat: Maximize Spell | |
Wizard Improved Quickening I: Using the Quicken Spell feat costs you 1 less spell point.
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AP Cost: 2 | Level: 2 | Progression: 2 | Requires: Feat: Quicken Spell | |
Wizard Improved Quickening II: Using the Quicken Spell feat costs you 2 fewer spell points.
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AP Cost: 4 | Level: 6 | Progression: 16 | Requires: Wizard Improved Quickening I, Feat: Quicken Spell | |
Wizard Improved Quickening III: Using the Quicken Spell feat costs you 4 fewer spell points.
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AP Cost: 6 | Level: 10 | Progression: 30 | Requires: Wizard Improved Quickening II, Feat: Quicken Spell | |
Wizard Concentration I: Grants a +1 bonus to Concentration skill.
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AP Cost: 1 | Level: 1 | Progression: 0 | No requirements | |
Wizard Concentration II: Grants a +2 bonus to Concentration skill.
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AP Cost: 2 | Level: 4 | Progression: 10 | Requires: Wizard Concentration I | |
Wizard Concentration III: Grants a +3 bonus to Concentration skill.
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AP Cost: 3 | Level: 8 | Progression: 25 | Requires: Wizard Concentration II | |
Wizard Concentration IV: Grants a +4 bonus to Concentration skill.
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AP Cost: 4 | Level: 12 | Progression: 40 | Requires: Wizard Concentration III | |
Wizard Repair I: Grants a +1 bonus to Repair skill.
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AP Cost: 1 | Level: 1 | Progression: 0 | No requirements | |
Wizard Repair II: Grants a +2 bonus to Repair skill.
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AP Cost: 2 | Level: 4 | Progression: 10 | Requires: Wizard Repair I | |
Wizard Repair III: Grants a +3 bonus to Repair skill.
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AP Cost: 3 | Level: 8 | Progression: 25 | Requires: Wizard Repair II | |
Wizard Repair IV: Grants a +4 bonus to Repair skill.
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AP Cost: 4 | Level: 12 | Progression: 40 | Requires: Wizard Repair III | |
Wizard Lineage of Energy I: Grants a 3% chance for acid and electical spells to generate a critical hit.
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AP Cost: 1 | Level: 3 | Progression: 7 | No requirements | |
Wizard Lineage of Energy II: Grants a 6% chance for acid and electical spells to generate a critical hit.
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AP Cost: 2 | Level: 7 | Progression: 22 | Requires: Wizard Lineage of Energy I | |
Wizard Lineage of Energy III: Grants a 9% chance for acid and electical spells to generate a critical hit.
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AP Cost: 3 | Level: 11 | Progression: 37 | Requires: Wizard Lineage of Energy II | |
Wizard Lineage of Elements I: Grants a 3% chance for fire and cold spells to generate a critical hit.
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AP Cost: 1 | Level: 3 | Progression: 7 | No requirements | |
Wizard Lineage of Elements II: Grants a 6% chance for fire and cold spells to generate a critical hit.
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AP Cost: 2 | Level: 7 | Progression: 22 | Requires: Wizard Lineage of Elements I | |
Wizard Lineage of Elements III: Grants a 9% chance for fire and cold spells to generate a critical hit.
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AP Cost: 3 | Level: 11 | Progression: 37 | Requires: Wizard Lineage of Elements II | |
Wizard Lineage of Force I: Grants a 3% chance for force and repair spells to generate a critical hit.
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AP Cost: 1 | Level: 3 | Progression: 7 | No requirements | |
Wizard Lineage of Force II: Grants a 6% chance for force and repair spells to generate a critical hit.
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AP Cost: 2 | Level: 7 | Progression: 22 | Requires: Wizard Lineage of Force I | |
Wizard Lineage of Force III: Grants a 9% chance for force and repair spells to generate a critical hit.
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AP Cost: 3 | Level: 11 | Progression: 37 | Requires: Wizard Lineage of Force II | |
Wizard Lineage of Deadly Energy I: Your acid and electricity spell critical multipliers are increased by an additional 0.50, bringing your base critical multiplier for these spells to 1.50.
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AP Cost: 1 | Level: 5 | Progression: 15 | No requirements | |
Wizard Lineage of Deadly Energy II: Your acid and electricity spell critical multipliers are increased by an additional 0.50, bringing your base critical multiplier for these spells to 2.00.
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AP Cost: 2 | Level: 9 | Progression: 30 | Requires: Wizard Lineage of Deadly Energy I | |
Wizard Lineage of Deadly Energy III: Your acid and electricity spell critical multipliers are increased by an additional 0.25, bringing your base critical multiplier for these spells to 2.25.
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AP Cost: 3 | Level: 13 | Progression: 45 | Requires: Wizard Lineage of Deadly Energy II | |
Wizard Lineage of Deadly Elements I: Your fire and cold spell critical multipliers are increased by an additional 0.50, bringing your base critical multiplier for these spells to 1.50.
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AP Cost: 1 | Level: 5 | Progression: 15 | No requirements | |
Wizard Lineage of Deadly Elements II: Your fire and cold spell critical multipliers are increased by an additional 0.50, bringing your base critical multiplier for these spells to 2.00.
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AP Cost: 2 | Level: 9 | Progression: 30 | Requires: Wizard Lineage of Deadly Elements I | |
Wizard Lineage of Deadly Elements III: Your fire and cold spell critical multipliers are increased by an additional 0.25, bringing your base critical multiplier for these spells to 2.25.
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AP Cost: 3 | Level: 13 | Progression: 45 | Requires: Wizard Lineage of Deadly Elements II | |
Wizard Lineage of Deadly Force I: Your force and repair spell critical multipliers are increased by an additional 0.50, bringing your base critical multiplier for these spells to 1.50.
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AP Cost: 1 | Level: 5 | Progression: 15 | No requirements | |
Wizard Lineage of Deadly Force II: Your force and repair spell critical multipliers are increased by an additional 0.50, bringing your base critical multiplier for these spells to 2.00.
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AP Cost: 2 | Level: 9 | Progression: 30 | Requires: Wizard Lineage of Deadly Force I | |
Wizard Lineage of Deadly Force III: Your force and repair spell critical multipliers are increased by an additional 0.25, bringing your base critical multiplier for these spells to 2.25.
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AP Cost: 3 | Level: 13 | Progression: 45 | Requires: Wizard Lineage of Deadly Force II | |
Wizard Energy Manipulation I: Grants a 10% increase to the damage of your acid and electrical spells.
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AP Cost: 1 | Level: 1 | Progression: 0 | No requirements | |
Wizard Energy Manipulation II: Grants a 20% increase to the damage of your acid and electrical spells.
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AP Cost: 2 | Level: 4 | Progression: 10 | Requires: Wizard Energy Manipulation I | |
Wizard Energy Manipulation III: Grants a 30% increase to the damage of your acid and electrical spells.
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AP Cost: 3 | Level: 7 | Progression: 21 | Requires: Wizard Energy Manipulation II | |
Wizard Energy Manipulation IV: Grants a 40% increase to the damage of your acid and electrical spells.
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AP Cost: 4 | Level: 10 | Progression: 32 | Requires: Wizard Energy Manipulation III | |
Wizard Elemental Manipulation I: Grants a 10% increase to the damage of your fire and cold spells.
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AP Cost: 1 | Level: 1 | Progression: 0 | No requirements | |
Wizard Elemental Manipulation II: Grants a 20% increase to the damage of your fire and cold spells.
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AP Cost: 2 | Level: 4 | Progression: 10 | Requires: Wizard Elemental Manipulation I | |
Wizard Elemental Manipulation III: Grants a 30% increase to the damage of your fire and cold spells.
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AP Cost: 3 | Level: 7 | Progression: 21 | Requires: Wizard Elemental Manipulation II | |
Wizard Elemental Manipulation IV: Grants a 40% increase to the damage of your fire and cold spells.
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AP Cost: 4 | Level: 10 | Progression: 32 | Requires: Wizard Elemental Manipulation III | |
Wizard Force Manipulation I: Grants a 10% increase to the damage of your force and repair spells.
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AP Cost: 1 | Level: 1 | Progression: 0 | No requirements | |
Wizard Force Manipulation II: Grants a 20% increase to the damage of your force and repair spells.
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AP Cost: 2 | Level: 4 | Progression: 10 | Requires: Wizard Force Manipulation I | |
Wizard Force Manipulation III: Grants a 30% increase to the damage of your force and repair spells.
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AP Cost: 3 | Level: 7 | Progression: 21 | Requires: Wizard Force Manipulation II | |
Wizard Force Manipulation IV: Grants a 40% increase to the damage of your force and repair spells.
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AP Cost: 4 | Level: 10 | Progression: 32 | Requires: Wizard Force Manipulation III | |
Wizard Spell Penetration I: You add +1 to your level to overcome an enemy's SR.
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AP Cost: 2 | Level: 5 | Progression: 14 | No requirements | |
Wizard Spell Penetration II: You add +1 to your level to overcome an enemy's SR.
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AP Cost: 4 | Level: 9 | Progression: 28 | Requires: Wizard Spell Penetration I | |
Wizard Spell Penetration III: You add +1 to your level to overcome an enemy's SR.
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AP Cost: 6 | Level: 13 | Progression: 42 | Requires: Wizard Spell Penetration II | |
Wizard Energy of the Scholar I: Grants an additional 30 spell points, bringing your total increase to 20 points.
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AP Cost: 1 | Level: 1 | Progression: 0 | No requirements | |
Wizard Energy of the Scholar II: Grants an additional 30 spell points, bringing your total increase to 50 points.
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AP Cost: 2 | Level: 5 | Progression: 14 | Requires: Wizard Energy of the Scholar I | |
Wizard Energy of the Scholar III: Grants an additional 30 spell points, bringing your total increase to 80 points.
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AP Cost: 3 | Level: 9 | Progression: 29 | Requires: Wizard Energy of the Scholar II | |
Wizard Energy of the Scholar IV: Grants an additional 30 spell points, bringing your total increase to 110 points.
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AP Cost: 4 | Level: 13 | Progression: 44 | Requires: Wizard Energy of the Scholar III | |
Wizard Subtle Spellcasting I: Your damaging spells generate 10% less hate, making enemies less likely to attack you.
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AP Cost: 1 | Level: 4 | Progression: 11 | No requirements | |
Wizard Subtle Spellcasting II: Your damaging spells generate 20% less hate, making enemies less likely to attack you.
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AP Cost: 2 | Level: 7 | Progression: 22 | Requires: Wizard Subtle Spellcasting I | |
Wizard Subtle Spellcasting III: Your damaging spells generate 30% less hate, making enemies less likely to attack you.
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AP Cost: 3 | Level: 10 | Progression: 33 | Requires: Wizard Subtle Spellcasting II | |
Wizard Subtle Spellcasting IV: Your damaging spells generate 40% less hate, making enemies less likely to attack you.
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AP Cost: 4 | Level: 13 | Progression: 44 | Requires: Wizard Subtle Spellcasting III | |
Wizard Intelligence I: Grants a +1 increase to Intelligence score.
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AP Cost: 2 | Level: 2 | Progression: 2 | No requirements | |
Wizard Intelligence II: Grants a +2 increase to Intelligence score.
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AP Cost: 4 | Level: 6 | Progression: 16 | Requires: Wizard Intelligence I | |
Wizard Intelligence III: Grants a +3 increase to Intelligence score.
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AP Cost: 6 | Level: 10 | Progression: 30 | Requires: Wizard Intelligence II | |
Wizard Wand Mastery I: Grants a 10% increase to the effectiveness of your wands.
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AP Cost: 1 | Level: 2 | Progression: 3 | No requirements | |
Wizard Wand Mastery II: Grants a 20% increase to the effectiveness of your wands.
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AP Cost: 2 | Level: 5 | Progression: 14 | Requires: Wizard Wand Mastery I | |
Wizard Wand Mastery III: Grants a 30% increase to the effectiveness of your wands.
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AP Cost: 3 | Level: 8 | Progression: 25 | Requires: Wizard Wand Mastery II | |
Wizard Wand Mastery IV: Grants a 40% increase to the effectiveness of your wands.
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AP Cost: 4 | Level: 11 | Progression: 36 | Requires: Wizard Wand Mastery III | |
Wizard Wand Heightening I: You add +1 to the DC of your offensive wands.
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AP Cost: 1 | Level: 3 | Progression: 7 | No requirements | |
Wizard Wand Heightening II: You add +2 to the DC of your offensive wands.
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AP Cost: 2 | Level: 7 | Progression: 22 | Requires: Wizard Wand Heightening I | |
Wizard Wand Heightening III: You add +3 to the DC of your offensive wands.
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AP Cost: 3 | Level: 11 | Progression: 37 | Requires: Wizard Wand Heightening II | |
Elven Arcanum I: Grants elven wizards an additional 15 spell points.
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AP Cost: 1 | Level: 1 | Progression: 0 | Requires: being Elf/Drow | |
Elven Arcanum II: Grants elven wizards an additional 15 spell points, bringing their total increase to 30 points.
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AP Cost: 2 | Level: 5 | Progression: 14 | Requires: Elven Arcanum I, being Elf/Drow | |
Elven Arcanum III: Grants elven wizards an additional 15 spell points, bringing their total increase to 45 points.
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AP Cost: 3 | Level: 9 | Progression: 29 | Requires: Elven Arcanum II, being Elf/Drow | |
Elven Arcanum IV: Grants elven wizards an additional 15 spell points, bringing their total increase to 60 points.
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AP Cost: 4 | Level: 13 | Progression: 44 | Requires: Elven Arcanum III, being Elf/Drow |