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Archmage enhancements
Warning: The information on this page might be inaccurate due to a game update. If you know any information on this page to be in error, please fix it by clicking the edit link above.
Reason: The enhancement tree image is out of date; current max AP is 60. |
| 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 | DD1 — HeM2 — NiS — Shi | |
| Ranger | Rogue | Sorcerer | Wizard | Warlock |
| AA2 — DH1 — DWS — Tem | Ass — Mec — TA | 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 | |||
|
†: 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 |
|---|
Archmage enhancements[edit]

For a discussion on which Archmage specializations are most useful, see Archmage specialization effectiveness.
Core abilities[edit]
Archmage Specialization I: Choose a school to specialize in, gaining a Spell Like Ability from that school. In addition, each enhancement point spent in the Archmage tree grants +1 Spell Power to all spells and +2 to your Maximum Spell points.
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| AP Cost: 1 | Ranks: 1 | Progression: 0 | Cooldown: {{{cd}}} | Requires: Wizard Level 1 | |
Archmage Specialization II: Gain a more powerful Spell-Like Ability from the school you have specialized in.
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| AP Cost: 1 | Ranks: 1 | Progression: 5 | Cooldown: {{{cd}}} | Requires: Archmage Specialization I, Wizard Level 3 | |
Archmage Specialization III: Gain a more powerful Spell-Like Ability from the school you have specialized in.
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| AP Cost: 1 | Ranks: 1 | Progression: 10 | Cooldown: {{{cd}}} | Requires: Archmage Specialization II, Wizard Level 6 | |
Archmage Specialization IV: Passive: +1 to caster level and max caster level. Also, gain a more powerful Spell-Like Ability from the school you have specialized in.
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| AP Cost: 1 | Ranks: 1 | Progression: 20 | Cooldown: {{{cd}}} | Requires: Archmage Specialization III, Wizard Level 12 | |
Archmage Specialization V: Passive: +1 to caster level and max caster level. Also, gain a more powerful Spell-Like Ability from the school you have specialized in.
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| AP Cost: 1 | Ranks: 1 | Progression: 30 | Cooldown: {{{cd}}} | Requires: Archmage Specialization IV, Wizard Level 18 | |
Master of Magic: Through extensive training and countless hours of study, you have mastered the application of metamagic feats to your spells. You gain +4 Intelligence, +20 Universal Spell Power, +5 Spellcraft, and all metamagic feats cost 1 fewer spell point to use. (Heighten Spell costs 1 fewer spell point per level of heightening.)
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| AP Cost: 1 | Ranks: 1 | Progression: 40 | Cooldown: {{{cd}}} | Requires: Archmage Specialization V, Wizard Level 20 | |
Summary of Core SLAs:
| Core / School | Abjuration | Conjuration | Enchantment | Evocation | Illusion | Necromancy | Transmutation |
|---|---|---|---|---|---|---|---|
| Specialization I | Shield | Grease | Hypnotism | Magic Missile | Invisibility | Chill Touch | Jump |
| Specialization II | Resist Energy | Web | Otto's Resistible Dance | Gust of Wind | Blur | Command Undead | Knock |
| Specialization III | Protection from Energy | Stinking Cloud | Hold Person | Chain Missile | Displacement | Halt Undead | Haste |
| Specialization IV | Stoneskin | Dimension Door | Charm Monster | Fire Shield | Phantasmal Killer | Enervation | Stone to Flesh |
| Specialization V | Dismissal | Cloudkill | Hold Monster | Cyclonic Blast | Shadow Walk | Waves of Fatigue | Flesh to Stone |
Tier One[edit]
Requires Archmage Specialization I, Wizard level 1
Subtle Spellcasting: Your damaging spells generate 10%/20%/30% less hate than they normally would, making enemies less likely to attack you.
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| AP Cost: 1 | Ranks: 3 | Progression: 1 | Cooldown: {{{cd}}} | Requires: | |
Energy of the Scholar: Your studies have increased your maximum Spell Points by an additional 30/60/100.
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| AP Cost: 1 | Ranks: 3 | Progression: 1 | Cooldown: {{{cd}}} | Requires: | |
Traditionalist Caster: +3/+6/+10 Universal Spell Power when wielding an Orb or Staff.
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| AP Cost: 1 | Ranks: 3 | Progression: 1 | Cooldown: {{{cd}}} | Requires: | |
Spell Critical:Elemental and Force I: Your Acid, Cold, Electric, Fire, Force and Untyped damage spells have an additional 1% chance to critically hit.
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| AP Cost: 2 | Ranks: 1 | Progression: 1 | Cooldown: {{{cd}}} | Requires: | |
Wand and Scroll Mastery: +25%/+50%/+75% effectiveness from your wands, scrolls, and other items that cast spells, and +1/+3/+6 to the save DC of your offensive wands. Taking Wand and Scroll Mastery in one enhancement tree will block its availability in other enhancement trees.
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| AP Cost: 1 | Ranks: 3 | Progression: 1 | Cooldown: {{{cd}}} | Requires: | |
Tier Two[edit]
Requires Wizard Level 2, 5 APs spent on tree
Efficient Metamagic: Choose another Metamagic feat. Reduce the spell point cost of using that Metamagic.
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| AP Cost: 1 | Ranks: 3 | Progression: 5 | Cooldown: {{{cd}}} | Requires: Efficient Metamagic (Tier 2), The Metamagic Feat you are improving | |
Efficient Metamagic: Choose one of the following Metamagic feats. Reduce the spell point cost of using that Metamagic.
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| AP Cost: 1 | Ranks: 3 | Progression: 5 | Cooldown: {{{cd}}} | Requires: The Metamagic Feat you are improving | |
Efficient Metamagic: Choose another Metamagic feat. Reduce the spell point cost of using that Metamagic.
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| AP Cost: 1 | Ranks: 3 | Progression: 5 | Cooldown: {{{cd}}} | Requires: Efficient Metamagic (Tier 2), The Metamagic Feat you are improving | |
Spell Critical: Elemental and Force II: Your Acid, Cold, Electric, Fire, Force and Untyped damage spells have an additional 1% chance to critically hit.
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| AP Cost: 2 | Ranks: 1 | Progression: 5 | Cooldown: {{{cd}}} | Requires: Spell Critical: Elemental and Force I | |
Tier Three[edit]
Requires Wizard Level 3, 10 APs spent on tree
Arcane Bolt: Spell Like Ability: Arcane Bolt (Activation Cost: 8/6/4 Spell Points. Cooldown: 15/10/5 seconds)
You fire a bolt of raw energy from your finger that deals 1d6+2 (3 to 8) points of force damage per caster level to a single target. A successful Reflex save reduces the damage by half. This ability counts as a level 2 Wizard spell.
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| AP Cost: 1 | Ranks: 3 | Progression: 10 | Cooldown: {{{cd}}} | Requires: | |
Spell Penetration: You add +1 to your Caster Level check to overcome an enemy's Spell Resistance.
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| AP Cost: 1 | Ranks: 3 | Progression: 10 | Cooldown: {{{cd}}} | Requires: | |
Spell Critical: Elemental and Force III: Your Acid, Cold, Electric, Fire, Force and Untyped damage spells have an additional 2% chance to critically hit.
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| AP Cost: 2 | Ranks: 1 | Progression: 10 | Cooldown: {{{cd}}} | Requires: Spell Critical: Elemental and Force II | |
Intelligence: +1 Intelligence
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| AP Cost: 2 | Ranks: 1 | Progression: 10 | Cooldown: {{{cd}}} | Requires: | |
Tier Four[edit]
Requires Wizard Level 4, 20 APs spent on tree
Efficient Heighten: Using the Heighten Spell Metamagic costs you 1/2 fewer Spell Points per heightened level.
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| AP Cost: 2 | Ranks: 2 | Progression: 20 | Cooldown: {{{cd}}} | Requires: Efficient Metamagic (Tier 2), Heighten Spell | |
School Mastery: You have attained mastery in the school of magic that you specialize in. The DC of spells you cast from that school are increased by 1.
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| AP Cost: 2 | Ranks: 1 | Progression: 20 | Cooldown: {{{cd}}} | Requires: Archmage Specialization of the spellschool you are improving | |
Spell Critical: Elemental and Force IV: Your Acid, Cold, Electric, Fire, Force and Untyped damage spells have an additional 2% chance to critically hit.
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| AP Cost: 2 | Ranks: 1 | Progression: 20 | Cooldown: {{{cd}}} | Requires: Spell Critical: Elemental and Force III | |
Intelligence: +1 Intelligence
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| AP Cost: 2 | Ranks: 1 | Progression: 20 | Cooldown: {{{cd}}} | Requires: Intelligence (Tier 3) | |
Tier Five[edit]
Requires Wizard Level 5, Character Level 12, 30 APs spent in tree
Arcane Blast: Spell Like Ability: Arcane Blast. (Activation Cost: 12/8/6 Spell Points. Cooldown: 18/12/6 seconds.)
You fire a ball of raw energy from your hand that explodes on contact with its target, dealing 1d6+4 (5 to 11) points of force damage per caster level to all within its radius. A successful Reflex save reduces the damage by half. This ability counts as a level 4 Wizard spell.
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| AP Cost: 1 | Ranks: 3 | Progression: 30 | Cooldown: {{{cd}}} | Requires: Arcane Bolt | |
Arcane Supremacy: Your offensive spells gain a 10% chance to trigger Arcane Supremacy.
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| AP Cost: 2 | Ranks: 1 | Progression: 30 | Cooldown: {{{cd}}} | Requires: | |
School Mastery II: You have attained new levels of mastery in the school of magic that you specialize in. The DC of spells you cast from that school are increased by an additional 1.
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| AP Cost: 2 | Ranks: 1 | Progression: 30 | Cooldown: {{{cd}}} | Requires: School Mastery | |
Secondary School Mastery: Select one of the spell schools you are not specialized in. The DC of spells you cast from that school are increased by 1.
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| AP Cost: 2 | Ranks: 1 | Progression: 30 | Cooldown: {{{cd}}} | Requires: School Mastery II | |