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Eladrin Chaosmancer enhancements
Alchemist‡ | Artificer† — Dog | Barbarian | Bard | Cleric |
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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 | HeM — 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. 1: Tree only available to a certain archetype. 2: Tree unavailable to a certain archetype. |
Aasimar ![]() |
Dragonborn | Drow | Dwarf | Eladrin *Requires any version of Magic of Myth Drannor, or free to VIP | Elf / Wood Elf (& AA) | Gnome |
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Half-Elf (& AA) | Half-Orc | Halfling | Human | Shifter ![]() |
Tabaxi ![]() |
Tiefling | Warforged †Free by turning in 400 Total favor per server ![]() |
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Bladeforged ![]() |
Chaosmancer *Requires ultimate edition of Magic of Myth Drannor | Deep Gnome ![]() |
Morninglord ![]() |
PDK ![]() |
Razorclaw ![]() |
Scoundrel ![]() |
Scourge ![]() |
Shadar-kai ![]() |
Trailblazer ![]() |
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Eladrin Chaos Mage enhancements[edit]
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.
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AP Cost: 1 | Level: 1 | Progression: 0 | No requirements | |
File:WisChaInt.png | Eladrin Ability: Choose between +1 Wisdom, Intelligence or Charisma
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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.
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AP Cost: 1 | Level: 4 | Progression: 3 | Requires: Eladrin Ability | |
File:WisChaInt.png | Eladrin Ability: Choose between +1 Wisdom, Intelligence or Charisma
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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.
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AP Cost: 1 | Level: 16 | Progression: 6 | Requires: Eladrin Ability |
Tier One[edit]
Requires Wild Magic I
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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.
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AP Cost: 1 | Ranks: 3 | Progression: 1 | Requires: Keen Senses | |
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Keen Senses: +[1/2/3] Listen, Search, and Spot.
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AP Cost: 1 | Ranks: 3 | Progression: 1 | No requirements | |
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Eladrin Chaos Control I: Very bad Wild Magic Surges shift to just bad for you.
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AP Cost: 2 | Ranks: 1 | Progression: 1 | No requirements | |
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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:
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AP Cost: 2 | Ranks: 1 | Progression: 1 | No requirements | |
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Step Through The Fade: +[1/2/3] charges of Fey Step per rest.
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AP Cost: 1 | Ranks: 3 | Progression: 1 | Requires: Arcane Fey Step |
Tier Two[edit]
Requires 5 APs spent in tree
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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.
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AP Cost: 1 | Ranks: 3 | Progression: 5 | No requirements | |
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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.
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AP Cost: 1 | Ranks: 3 | Progression: 5 | No requirements | |
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Arcanum: +[25/50/100] spell points and +[1/2/3] Spell Penetration.
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AP Cost: 1 | Ranks: 3 | Progression: 5 | No requirements | |
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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.
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AP Cost: 1 | Ranks: 3 | Progression: 5 | No requirements | |
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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.
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AP Cost: 1 | Ranks: 3 | Progression: 5 | No requirements |
Tier Three[edit]
Requires 10 APs spent in tree
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Major Spring Attunement: The Quicken Metamagic costs 1 SP less. Your Spring Affinity grants an additional +1 Charisma.
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AP Cost: 2 | Ranks: 1 | Progression: 10 | Requires: Minor Spring Attunement | |
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Major Summer Attunement: The Maximize Metamagic costs 1 SP less. Your Summer Affinity grants an additional +1 Strength.
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AP Cost: 2 | Ranks: 1 | Progression: 10 | Requires: Minor Summer Attunement | |
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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.
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AP Cost: 2 | Ranks: 1 | Progression: 10 | Requires: Arcanum | |
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Major Autumn Attunement: The Empower Metamagic costs 1 SP less. Your Autumn Affinity grants an additional +1 Wisdom.
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AP Cost: 2 | Ranks: 1 | Progression: 10 | Requires: Minor Autumn Attunement | |
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Major Winter Attunement: The Heighten Metamagic costs 1 SP less. Your Winter Affinity grants an additional +1 Intelligence.
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AP Cost: 2 | Ranks: 1 | Progression: 10 | Requires: Minor Winter Attunement |
Tier Four[edit]
Requires 15 APs spent in tree
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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.
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AP Cost: 2 | Ranks: 1 | Progression: 15 | Requires: Major Spring Attunement | |
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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.
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AP Cost: 2 | Ranks: 1 | Progression: 15 | Requires: Major Summer Attunement | |
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Chaos Control II: Bad Wild Magic Surges shift to just neutral for you.
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AP Cost: 2 | Ranks: 1 | Progression: 15 | No requirements | |
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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.
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AP Cost: 2 | Ranks: 1 | Progression: 15 | Requires: Major Autumn Attunement | |
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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.
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AP Cost: 2 | Ranks: 1 | Progression: 15 | Requires: Major Winter Attunement |