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Eladrin Chaosmancer

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Cost: 1,395 DP. Also available as part of the Ultimate edition of Magic of Myth Drannor.

  • Note: Eladrin Chaosmancer is currently unavailable directly in the DDO Store, as the original offering allowed you to buy the Iconic without access to the Wild Mage archetype and thereby create an Iconic you were unable to play. It can however be purchased as part of the Eladrin Chaosmancer Iconic Hero Bundle, currently discounted to 1,398 DP.

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]

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
Eladrin Ability: Choose between +1 Wisdom, Intelligence or Charisma
AP Cost: 2 Level: 2 Progression: 1 Requires: Wild Magic I
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
Eladrin Ability: Choose between +1 Wisdom, Intelligence or Charisma
AP Cost: 2 Level: 8 Progression: 4 Requires: Wild Magic II
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

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 Cooldown: N/A Requires: Keen Senses
Keen Senses: +[1/2/3] Listen, Search, and Spot.
AP Cost: 1 Ranks: 3 Progression: 1 Cooldown: N/A No requirements
Eladrin Chaos Control I: Very bad Wild Magic Surges shift to just bad for you.
AP Cost: 2 Ranks: 1 Progression: 1 Cooldown: N/A No requirements
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 Cooldown: N/A No requirements
Step Through The Fade: +[1/2/3] charges of Fey Step per rest.
AP Cost: 1 Ranks: 3 Progression: 1 Cooldown: N/A Requires: Arcane Fey Step

Tier Two[edit]

Requires 5 APs spent in tree

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 Cooldown: N/A No requirements
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 Cooldown: N/A No requirements
Arcanum: +[25/50/100] spell points and +[1/2/3] Spell Penetration.
AP Cost: 2 Ranks: 3 Progression: 5 Cooldown: N/A No requirements
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 Cooldown: N/A No requirements
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 Cooldown: N/A No requirements

Tier Three[edit]

Requires 10 APs spent in tree

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 Cooldown: N/A Requires: Minor Spring Attunement
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 Cooldown: N/A Requires: Minor Summer Attunement
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 Cooldown: N/A Requires: Arcanum
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 Cooldown: N/A Requires: Minor Autumn Attunement
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 Cooldown: N/A Requires: Minor Winter Attunement

Tier Four[edit]

Requires 15 APs spent in tree

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 Cooldown: N/A Requires: Major Spring Attunement
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 Cooldown: N/A Requires: Major Summer Attunement
Chaos Control II: Bad Wild Magic Surges shift to just neutral for you.
AP Cost: 2 Ranks: 1 Progression: 15 Cooldown: N/A No requirements
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 Cooldown: N/A Requires: Major Autumn Attunement
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 Cooldown: N/A 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, Cha +8)
Item Race Type Enhancements
Component Carrier
Eladrin Chaosmancer Belt
Season's Anchors
Eladrin Chaosmancer Boots
Gilded Protectors
Eladrin Chaosmancer Bracers
Cloak of Seasons
Eladrin Chaosmancer Cloak
Eladrin Regalia
Eladrin Chaosmancer Clothing
Eladrin Regalia (cosmetic)
Eladrin Chaosmancer Cosmetic Armor
Cloak of Seasons (cosmetic)
Eladrin Chaosmancer Cosmetic Cloak
Gilded Branches (cosmetic)
Eladrin Chaosmancer Cosmetic Headwear
Spellworker's Gloves
Eladrin Chaosmancer Gloves
Disordered Vision
Eladrin Chaosmancer Goggles
Gilded Branches
Eladrin Chaosmancer Helmet
Entropic Edge
Eladrin Chaosmancer Long Sword
Wild Blade
Eladrin Chaosmancer Long Sword
Chaosmancer's Pendant
Eladrin Chaosmancer Necklace
Spontaneity
Eladrin Chaosmancer Ring
Rulebreaker
Eladrin Chaosmancer Ring
Entropic Vessel
Eladrin Chaosmancer Trinket
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Items are BtC except where noted, minimum level 15, and Race Absolutely Required: Eladrin Chaosmancer.