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Eladrin Chaosmancer

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Cost: TBD DP Also available as part of the Ultimate edition of Magic of Myth Drannor.

Overview[edit]

  • Eladrin Chaosmancer is an iconic race included with the Magic of Myth Drannor expansion.
    • Eladrin Chaosmancer is not free for VIP.
  • As all Iconic Heroes, Eladrin Chaosmancers start at level 15 (1,050,000XP).
  • An Eladrin Chaosmancer's first level is in the Wild Mage archetype for Sorcerer. Then, they can either take a predefined path, or customize their Wild Mage levels, or reject training and leave the Ball and Chain Garret with enough experience to train to level 15.
    • Wild Mage is a paid archetype, and as such it is unclear whether owning it will be necessary to unlock purchase of Eladrin Chaosmancer when they are added to the DDO Store.

Racial traits[edit]

  • +2 Charisma
  • Immunity to sleep spells and effects
  • +2 saving throw bonus against enchantment spells or effects
  • Can toggle between four Seasonal Affinity feats every 12 seconds:
    • Spring Affinity: You gain +1 Charisma.
    • Summer Affinity: You gain +1 Strength.
    • Autumn Affinity: You gain +1 Wisdom.
    • Winter Affinity: You gain +1 Intelligence.

Deities[edit]

Further information: Deity feats

Feats[edit]

Free Feat[edit]


Eladrin Racial Feats[edit]


Iconic Past Life Feats[edit]

  • Passive: +3 Universal Spell Power per stack of this past life, for a maximum of +9 Universal Spell Power.
  • Action Boost: Fey Step: Disappear and reappear several feet in front of you. You have maximum charges equal to your number of Eladrin Wild Mage past lives.

Enhancements[edit]

Eladrin Chaos Mage enhancements tree

Core abilities[edit]

File:Icon Wild Magic I.png
Wild Magic I: You have a +2% chance of generating a Good or Very Good Magic Surge.
AP Cost: 1 Level: 1 Progression: 0 No requirements
File:WisChaInt.png
Eladrin Ability: Choose between +1 Wisdom, Intelligence or Charisma
AP Cost: 2 Level: 2 Progression: 1 Requires: Wild Magic I
File:Icon Wild Magic II.png
Wild Magic II: You have a +1% (total 3%) chance of generating a Good or Very Good Magic Surge.
AP Cost: 1 Level: 4 Progression: 3 Requires: Eladrin Ability
File:WisChaInt.png
Eladrin Ability: Choose between +1 Wisdom, Intelligence or Charisma
AP Cost: 2 Level: 8 Progression: 4 Requires: Wild Magic II
File:Icon Wild Magic III.png
Wild Magic III: You have a +3% (total 6%) chance of generating a Good or Very Good Magic Surge.
AP Cost: 1 Level: 16 Progression: 6 Requires: Eladrin Ability

Tier One[edit]

Requires Wild Magic I

Icon Enhancement Nothing is Hidden.png
Nothing is Hidden: Your senses are so acute that you no longer need to spend time searching for the obvious. You will automatically perform a Search check to locate traps and secret doors when you are in range to Spot them, although this Search check occurs at a -[12/8/4] penalty.
AP Cost: 1 Ranks: 3 Progression: 1 Requires: Keen Senses
Icon Enhancement Keen Senses.png
Keen Senses: +[1/2/3] Listen, Search, and Spot.
AP Cost: 1 Ranks: 3 Progression: 1 No requirements
Icon Eladrin Chaos Control I.png
Eladrin Chaos Control I: Very bad Wild Magic Surges shift to just bad for you.
AP Cost: 2 Ranks: 1 Progression: 1 No requirements
Icon Arcane Fey Step.png
Arcane Fey Step: Disappear and reappear several feet in front of you. You start with 2 charges per Rest. Cooldown: 10 seconds. Based on your season, this has an additional effect:
  • Spring: You gain a +3 to Universal Spell Power per Character Level for 10 seconds.
  • Summer: You gain a +20% bonus to Spell Cost Reduction for 10 seconds.
  • Autumn: You gain a +5 bonus to Magical Resistance Rating and Magical Resistance Cap, +1 per Character Level for 10 seconds.
  • Winter: You gain a +2 bonus to Spell Penetration, with an additional +1 per 5 Character Levels, for 10 seconds.
AP Cost: 2 Ranks: 1 Progression: 1 No requirements
Icon Step Through The Fade.png
Step Through The Fade: +[1/2/3] charges of Fey Step per rest.
AP Cost: 1 Ranks: 3 Progression: 1 Requires: Arcane Fey Step

Tier Two[edit]

Requires 5 APs spent in tree

Icon Minor Spring Attunement.png
Minor Spring Attunement: +[3/5/10] Electric and Sonic Spell power. Your Spring Affinity grants you an additional +[3/5/10] Electric and Sonic Spell Power.
AP Cost: 1 Ranks: 3 Progression: 5 No requirements
Icon Minor Summer Attunement.png
Minor Summer Attunement: +[3/5/10] Fire and Light Spell Power. Your Summer Affinity grants you an additional +[3/5/10] Fire and Light Spell Power.
AP Cost: 1 Ranks: 3 Progression: 5 No requirements
Icon Enhancement Arcanum.png
Arcanum: +[25/50/100] spell points and +[1/2/3] Spell Penetration.
AP Cost: 2 Ranks: 3 Progression: 5 No requirements
Icon Minor Autumn Attunement.png
Minor Autumn Attunement: +[3/5/10] Acid and Poison Spell Power. Your Autumn Affinity grants you an additional +[3/5/10] Acid and Poison Spell Power.
AP Cost: 1 Ranks: 3 Progression: 5 No requirements
Icon Minor Winter Attunement.png
Minor Winter Attunement: +[3/5/10] Cold and Negative Spell Power. Your Winter Affinity grants you an additional +[3/5/10] Cold and Negative Spell Power.
AP Cost: 1 Ranks: 3 Progression: 5 No requirements

Tier Three[edit]

Requires 10 APs spent in tree

Icon Major Spring Attunement.png
Major Spring Attunement: The Quicken Metamagic costs 1 SP less. Your Spring Affinity grants an additional +1 Charisma.
AP Cost: 2 Ranks: 1 Progression: 10 Requires: Minor Spring Attunement
Icon Major Summer Attunement.png
Major Summer Attunement: The Maximize Metamagic costs 1 SP less. Your Summer Affinity grants an additional +1 Strength.
AP Cost: 2 Ranks: 1 Progression: 10 Requires: Minor Summer Attunement
Icon Fey Sight.png
Fey Sight: While you have 100 or more spell points, you can see things as they truly are. You are able to see invisible creatures and pierce illusions.
AP Cost: 2 Ranks: 1 Progression: 10 Requires: Arcanum
Icon Major Autumn Attunement.png
Major Autumn Attunement: The Empower Metamagic costs 1 SP less. Your Autumn Affinity grants an additional +1 Wisdom.
AP Cost: 2 Ranks: 1 Progression: 10 Requires: Minor Autumn Attunement
Icon Major Winter Attunement.png
Major Winter Attunement: The Heighten Metamagic costs 1 SP less. Your Winter Affinity grants an additional +1 Intelligence.
AP Cost: 2 Ranks: 1 Progression: 10 Requires: Minor Winter Attunement

Tier Four[edit]

Requires 15 APs spent in tree

Icon Spring Storm.png
Spring Storm: SLA: Creates a dark storm cloud over the target which blasts it and nearby enemies with lightning for 1 to 6 +2 electric damage for every caster level. If targets are immune to electric damage they become vulnerable to it for 15 seconds. Max caster level 20. Reflex save for half damage vs Evocation DC using the highest of Intelligence, Charisma or Wisdom. SP: 5. Cooldown: 10 seconds. Can only be used if you have Spring Affinity Active.
AP Cost: 2 Ranks: 1 Progression: 15 Requires: Major Spring Attunement
Icon Scorching Summer.png
Scorching Summer: SLA: Sends a wave of scorching fire from the caster dealing 1 to 6 +2 fire damage for every caster level. If targets are immune to fire damage they become vulnerable to it for 15 seconds. Max caster level 20. Reflex save for half damage vs Evocation DC using the highest of Intelligence, Charisma or Wisdom. SP: 5. Cooldown: 10 seconds. Can only be used if you have Summer Affinity Active.
AP Cost: 2 Ranks: 1 Progression: 15 Requires: Major Summer Attunement
Icon Chaos Control II.png
Chaos Control II: Bad Wild Magic Surges shift to just neutral for you.
AP Cost: 2 Ranks: 1 Progression: 15 No requirements
Icon Autumn Decay.png
Autumn Decay: SLA: Sends out an acidic blast of rotting air dealing 1 to 6 +2 acid damage for every caster level. If targets are immune to acid damage they become vulnerable to it for 15 seconds. Max caster level 20. Reflex save for half damage vs Evocation DC using the highest of Intelligence, Charisma or Wisdom. SP: 5. Cooldown: 10 seconds. Can only be used if you have Autumn Affinity Active.
AP Cost: 2 Ranks: 1 Progression: 15 Requires: Major Autumn Attunement
Icon Winter Hail.png
Winter Hail: SLA: Creates a hail storm at the target location dealing 1 to 6 +2 cold damage for every caster level. If targets are immune to cold damage they become vulnerable to it for 15 seconds. Max caster level 20. Reflex save for half damage vs Evocation DC using the highest of Intelligence, Charisma or Wisdom. SP: 5. Cooldown: 10 seconds. Can only be used if you have Winter Affinity Active.
AP Cost: 2 Ranks: 1 Progression: 15 Requires: Major Winter Attunement

Starter equipment[edit]

Upon reaching level 15, you receive a container item called Eladrin Chaosmancer Equipment. Double click in your inventory to open it and receive the following;

(Total Ability Modifiers = Dex +8, Con +9, Int +1, Cha +8)
Item Race Type Enhancements
Component Carrier
Component Carrier.png
Eladrin Chaosmancer Belt 
Season's Anchors
Season's Anchors.png
Eladrin Chaosmancer Boots 
Gilded Protectors
Gilded Protectors.png
Eladrin Chaosmancer Bracers 
Cloak of Seasons
Cloak of Seasons.png
Eladrin Chaosmancer Cloak 
Eladrin Regalia
Eladrin Regalia.png
Eladrin Chaosmancer Clothing 
Eladrin Regalia (cosmetic)
Eladrin Regalia (cosmetic).png
Eladrin Chaosmancer Cosmetic Armor 
Cloak of Seasons (cosmetic)
Cloak of Seasons (cosmetic).png
Eladrin Chaosmancer Cosmetic Cloak 
Gilded Branches (cosmetic)
Gilded Branches (cosmetic).png
Eladrin Chaosmancer Cosmetic Headwear 
Spellworker's Gloves
Spellworker's Gloves.png
Eladrin Chaosmancer Gloves 
Disordered Vision
Disordered Vision.png
Eladrin Chaosmancer Goggles 
Gilded Branches
Gilded Branches.png
Eladrin Chaosmancer Helmet 
Entropic Edge
Entropic Edge.png
Eladrin Chaosmancer Long Sword 
Wild Blade
Wild Blade.png
Eladrin Chaosmancer Long Sword 
Chaosmancer's Pendant
Chaosmancer's Pendant.png
Eladrin Chaosmancer Necklace 
Spontaneity
Spontaneity.png
Eladrin Chaosmancer Ring 
Rulebreaker
Rulebreaker.png
Eladrin Chaosmancer Ring 
Entropic Vessel
Entropic Vessel.png
Eladrin Chaosmancer Trinket 
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Items are BtC except where noted, minimum level 15, and Race Absolutely Required: Eladrin Chaosmancer.