Elven Mage

Code: Character Plan by DDO Character Planner Version 3.05 DDO Character Planner Home Page

Level 20 Neutral Good Elf Male (20 Wizard) Hit Points: 182 Spell Points: 1787 BAB: 10\10\15\20 Fortitude: 8 Reflex: 15 Will: 11

Starting Feat/Enhancement Base Stats Modified Stats Abilities (Level 1) (Level 20) Strength 10 10 Dexterity 10 10 Constitution 14 14 Intelligence 18 28 Wisdom 8 8 Charisma 8 8

Level 1 (Wizard) Feat: (Wizard Bonus) Maximize Spell Feat: (Selected) Mental Toughness

Level 2 (Wizard)

Level 3 (Wizard) Feat: (Selected) Toughness

Level 4 (Wizard)

Level 5 (Wizard) Feat: (Wizard Bonus) Extend Spell

Level 6 (Wizard) Feat: (Selected) Insightful Reflexes

Level 7 (Wizard)

Level 8 (Wizard)

Level 9 (Wizard) Feat: (Selected) Spell Penetration

Level 10 (Wizard) Feat: (Wizard Bonus) Empower Spell

Level 11 (Wizard)

Level 12 (Wizard) Feat: (Selected) Greater Spell Penetration

Level 13 (Wizard)

Level 14 (Wizard)

Level 15 (Wizard) Feat: (Wizard Bonus) Heighten Spell Feat: (Selected) Improved Mental Toughness

Level 16 (Wizard)

Level 17 (Wizard)

Level 18 (Wizard) Feat: (Selected) Quicken Spell

Level 19 (Wizard)

Level 20 (Wizard) Feat: (Wizard Bonus) Enlarge Spell Enhancement: Wizard Master of Magic Enhancement: Elven Arcanum I Enhancement: Elven Arcanum II Enhancement: Wizard Improved Maximizing I Enhancement: Wizard Improved Maximizing II Enhancement: Racial Toughness I Enhancement: Racial Toughness II Enhancement: Wizard Lineage of Elements I Enhancement: Wizard Lineage of Elements II Enhancement: Wizard Lineage of Elements III Enhancement: Wizard Lineage of Deadly Elements I Enhancement: Wizard Lineage of Deadly Elements II Enhancement: Wizard Lineage of Deadly Elements III Enhancement: Wizard Energy Manipulation I Enhancement: Wizard Energy Manipulation II Enhancement: Wizard Energy Manipulation III Enhancement: Wizard Energy Manipulation IV Enhancement: Wizard Elemental Manipulation I Enhancement: Wizard Elemental Manipulation II Enhancement: Wizard Elemental Manipulation III Enhancement: Wizard Elemental Manipulation IV Enhancement: Wizard Spell Penetration I Enhancement: Wizard Spell Penetration II Enhancement: Wizard Spell Penetration III Enhancement: Wizard Energy of the Scholar I Enhancement: Wizard Energy of the Scholar II Enhancement: Wizard Energy of the Scholar III Enhancement: Wizard Energy of the Scholar IV Enhancement: Wizard Intelligence I Enhancement: Wizard Intelligence II Enhancement: Wizard Intelligence IIISP item: Crimson Stone (+50 sp, Tangleroot static reward, look out for upgrades along the way) Lore items: Fire and Ice (1-hander, look out for superior versions) Spell penetration item: Any (1-hander, the higher grade the prefix and suffix as possible) Potency item: Any (1-hander, look out for superior version, with as high a suffix as possible, ie superior potency VI) Intelligence item: Any (go for high plus, ultimate item will be Stormreaver's Napkin, reaver raid loot)

Playstyle is dependant on the type of quest. Fire and cold are among the most versatile spell types. When using them, have the appropiate set up (ie fire lore and potency when using fire spells, ice lore and potency when using cold spells) before casting the spell. This will allow a higher damage with a higher chance of a critical (which = higher damage). Do take caution that damage will cause agro. In situations where agro is detrimental, switch to a spell pentration and spell focus (ie necromancy, transmutation, enchantment) setup to lay down crowd controll spells, ie Otto's resistable dance. The spell penetration increases the chance of the spell bypassing a mob's spell resistance, while the appropiate spell focus item ensures a high difficulty check (DC)

Due to the low hit die of wizard, be on a look out for items which increases hp, ie false life items, +con items. Furthermore you can lower the dex in favor of a higher con score but above 12, it take more stat building points to add more con. Armor wise, armor bracers are helpful, but most of the damage mitigation abilities come from spells, ie blur/displacement (20/50% miss), stoneskin (10DR/adamantine), haste/jump (faster movement and jumping to prevent hits from landing by ensuring a longer distance from mob), elemental resistance/protection (reduce damage from elemental spells), etc