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Eldritch Blast/sandbox

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Icon Feat Warlock.png

Pact Damage

SLA Feat

Prerequisite

Icon tooltip.pngPermanent conditions that must be met before an ability can be acquired. For instance, the Dodge feat lists Dexterity 13+. Temporary conditions are listed under Conditions.
:
Warlock Level 1

Prerequisite of

Icon tooltip.pngAnother ability that requires this one as a prerequisite. For example, the Dodge feat lists Mobility.
:

Trainable

Icon tooltip.pngA trainable feat can be trained using a standard feat slot, one of: Heroic, Epic, Epic Destiny, Legendary.
:

Repeatable

Icon tooltip.pngA repeatable feat is a trainable feat that can be taken more than once, possibly with conditions. For example, Toughness indicates Unlimited, stacking, while Spell Focus indicates Once for each school of magic.
:

Class Feat

Icon tooltip.pngA class feat is granted to all members of a class (who meet the prerequisites, if any) at a specified level. For example, Tower Shield Proficiency indicates Fighter 1, Uncanny Dodge indicates Barbarian 4 and Rogue 4, and Fists of Light indicates Monk 3 (Harmonious Path). A class feat may also be trainable to members of other classes, like Tower Shield Proficiency.
:
Warlock

Bonus Feat

Icon tooltip.pngA bonus feat may optionally be taken using a class-specific bonus slot. For example, Spell Focus indicates Wizard, Deflect Arrows indicates Monk, and Improved Critical indicates Artificer, Fighter. Rogue optional abilities are considered a type of bonus feat.
:

Racial Feat

Icon tooltip.pngA racial feat is granted to all members of a race. For example, Shuriken Expertise indicates Drow, and Small Size Bonus indicates Gnome, Deep Gnome, Halfling.
:
Dragonmark:

Enhancement Tree

Icon tooltip.pngWhen the ability is primarily granted through an enhancement, the tree is indicated here, as in Sacred Defender, Drow.
:
Unknown enhancement tree

Epic Destiny

Icon tooltip.pngUnrecognized term: Epic Destiny
:
Unknown epic destiny tree

AP

Icon tooltip.pngThe number of Action Points (AP) needed to acquire each rank of the enhancement, usually 1 or 2.
/

Ranks

Icon tooltip.pngThe number of ranks of an enhancement that can be acquired,
usually 1 to 3.
:
/

Spell Level

Icon tooltip.pngSpell level indicates the relative power of a spell, determining when it can normally be acquired by the relevant class(es) of caster. Not to be confused with character level. For example, Fireball lists Sorcerer 3, Wizard 3.
:

Granted By

Icon tooltip.pngAny secondary source of an ability, not already mentioned. For instance, Diehard is primarily a feat, but indicates that it can also be granted by the Frenzied Berserker enhancement tree.
:

Spell School

Icon tooltip.pngEvery spell (optional for SLAs) belongs to one of eight schools of magic, such as Evocation or Necromancy. Optional descriptors, e.g. Fire, Compulsion, are also listed here.
:
Evocation (Sonic) (Fire) (Acid)

Usage

Icon tooltip.pngEvery ability has one or more usage modes. A passive ability functions continuously without any conscious effort. An active ability requires conscious effort to invoke. A toggled ability, such as a Stance, requires conscious effort to activate, but then remains active until consciously untoggled (or character dies, etc.). Note that an ability which enhances an active or toggled ability, but does not, itself, need to be independently activated, is passive. An ability may have both a passive component and an active or toggled component. The field is hidden when easily predictable, such as for a spell (which is always active).
:
Toggled: Bond

Conditions

Icon tooltip.pngTemporary conditions that must be met in order for the ability to function. For example, many monk abilities require the monk to be centered. Permanent requirements are listed under Prerequisites.
:

Charges

Icon tooltip.pngUnrecognized term: Charges
:

Recharge

Icon tooltip.pngUnrecognized term: Recharge
:

Components

Icon tooltip.pngEvery spell requires one or more types of components, either Verbal, Somatic, or Material. These are specified using the templates
{{V}}, {{S}}, and {{M}}, respectively.
:

Cost

Icon tooltip.pngThe cost to invoke an active or toggled ability, such as 12 Spell Points, 10 Ki, or None. Not to be confused with the cost to acquire an ability in the first place, which might be measured in Action Points.
:
None

Metamagic

Icon tooltip.pngThe effects of spells and SLAs can often be enhanced using metamagic, a type of toggled feat, for example, {{Maximize}} and {{Heighten}}.
:
None

Target

Icon tooltip.pngEvery ability has one or more targets, defined as Self, Friend, or Foe. The field may also contain additional information, such as Undead Foe or Breakables. The field is sometimes hidden, e.g., for a passive feat whose target is Self, such as Toughness.
:
Foe

Range

Icon tooltip.pngThe distance at which an active ability can be activated, such as Melee for Cleave, or Double for Nimbus of Light. Typical values are Personal, Melee, Ranged, Touch, Standard (spell), or Double (ray), although any value can be specified. Not to be confused with area.
:
Varies by Eldritch Blast shape

Saving Throw

Icon tooltip.pngThe type of saving throw, if any, that can be used to avert a spell or effect. Common values include Will, Fortitude, Reflex for half, or None.
:
Varies by Pact choice

DC

Icon tooltip.pngThe Difficulty Class of the indicated saving throw. This field is omitted if the DC is predictable, such as for standard spells.
:
As level 9 spell

Spell Resistance

Icon tooltip.pngWhether spell resistance can avert the spell or SLA, Yes or No.
:
No

Duration

Icon tooltip.pngThe length of time an effect typically lasts, along with any conditions for premature termination. For instance, the duration for most physical attacks is Instantaneous, while the duration of Invisibility is 1 minute per caster level (no maximum), or until interacting with a target or object.
:

Cooldown

Icon tooltip.pngHow long a character must wait between activations of an ability, typically measured in seconds.
:

Offense Buff

Icon tooltip.pngAn effect that improves your offensive capabilities, such as a bonus to attack chance or damage.
:

Defense Buff

Icon tooltip.pngAn effect that improves your defensive capabilities, such as a bonus to AC, PRR, or fire resistance.
:

Buff

Icon tooltip.pngA broad characterization of the type(s) of beneficial effects an ability imparts, not otherwise mentioned. The inventory of recognized effects is expected to undergo considerable refinement.
:

Restoration

Icon tooltip.pngAll forms of resurrection and various lesser forms of restoration, such as removing ability damage and fatigue. Restoration of lost hit points is listed under Healing.
:

Healing

Icon tooltip.pngAny effect that restores lost hit points to a player character or ally. Other types of restoration are listed other Restoration. Temporary hit points are listed under Buffs.
:

Instant Death

Icon tooltip.pngThis produces an Instant death effect on at least some types of target. Red-named bosses are immune, as is anyone with deathblock.
:

Debuff

Icon tooltip.pngA harmful effect other than physical damage.
:

Damage

Icon tooltip.pngThe amount and type of damage inflicted.
:
+1d4 damage at 2/4/6/8/10/12/14/16/18/20
Type varies by Pact choice

Scaling

Icon tooltip.pngUnrecognized term: Scaling
:
Base 100%, varies by shapeneeds verification

Proficiency

Icon tooltip.pngItem(s) for which the ability imparts proficiency. For example, Master's Touch lists Simple or martial weapons, shields, tower shields.
:

Item

Icon tooltip.pngIf the ability enhances the use of a class of items, other than providing proficiency, that is indicated here. For example, Shuriken Expertise lists Shuriken.
:

Grants

Icon tooltip.pngIf the ability imparts some other ability (other than proficiency), that is indicated here. For example, the Barbarian's Die Hard enhancement provides the Diehard feat.
:
Icon Feat Warlock.png

Eldritch Blast

SLA Feat

Prerequisite

Icon tooltip.pngPermanent conditions that must be met before an ability can be acquired. For instance, the Dodge feat lists Dexterity 13+. Temporary conditions are listed under Conditions.
:
Warlock Level 1

Prerequisite of

Icon tooltip.pngAnother ability that requires this one as a prerequisite. For example, the Dodge feat lists Mobility.
:

Trainable

Icon tooltip.pngA trainable feat can be trained using a standard feat slot, one of: Heroic, Epic, Epic Destiny, Legendary.
:

Repeatable

Icon tooltip.pngA repeatable feat is a trainable feat that can be taken more than once, possibly with conditions. For example, Toughness indicates Unlimited, stacking, while Spell Focus indicates Once for each school of magic.
:

Class Feat

Icon tooltip.pngA class feat is granted to all members of a class (who meet the prerequisites, if any) at a specified level. For example, Tower Shield Proficiency indicates Fighter 1, Uncanny Dodge indicates Barbarian 4 and Rogue 4, and Fists of Light indicates Monk 3 (Harmonious Path). A class feat may also be trainable to members of other classes, like Tower Shield Proficiency.
:
Warlock

Bonus Feat

Icon tooltip.pngA bonus feat may optionally be taken using a class-specific bonus slot. For example, Spell Focus indicates Wizard, Deflect Arrows indicates Monk, and Improved Critical indicates Artificer, Fighter. Rogue optional abilities are considered a type of bonus feat.
:

Racial Feat

Icon tooltip.pngA racial feat is granted to all members of a race. For example, Shuriken Expertise indicates Drow, and Small Size Bonus indicates Gnome, Deep Gnome, Halfling.
:
Dragonmark:

Enhancement Tree

Icon tooltip.pngWhen the ability is primarily granted through an enhancement, the tree is indicated here, as in Sacred Defender, Drow.
:
Unknown enhancement tree

Epic Destiny

Icon tooltip.pngUnrecognized term: Epic Destiny
:
Unknown epic destiny tree

AP

Icon tooltip.pngThe number of Action Points (AP) needed to acquire each rank of the enhancement, usually 1 or 2.
/

Ranks

Icon tooltip.pngThe number of ranks of an enhancement that can be acquired,
usually 1 to 3.
:
/

Spell Level

Icon tooltip.pngSpell level indicates the relative power of a spell, determining when it can normally be acquired by the relevant class(es) of caster. Not to be confused with character level. For example, Fireball lists Sorcerer 3, Wizard 3.
:

Granted By

Icon tooltip.pngAny secondary source of an ability, not already mentioned. For instance, Diehard is primarily a feat, but indicates that it can also be granted by the Frenzied Berserker enhancement tree.
:

Spell School

Icon tooltip.pngEvery spell (optional for SLAs) belongs to one of eight schools of magic, such as Evocation or Necromancy. Optional descriptors, e.g. Fire, Compulsion, are also listed here.
:
Evocation (Force) (Evil)

Usage

Icon tooltip.pngEvery ability has one or more usage modes. A passive ability functions continuously without any conscious effort. An active ability requires conscious effort to invoke. A toggled ability, such as a Stance, requires conscious effort to activate, but then remains active until consciously untoggled (or character dies, etc.). Note that an ability which enhances an active or toggled ability, but does not, itself, need to be independently activated, is passive. An ability may have both a passive component and an active or toggled component. The field is hidden when easily predictable, such as for a spell (which is always active).
:
Toggled

Conditions

Icon tooltip.pngTemporary conditions that must be met in order for the ability to function. For example, many monk abilities require the monk to be centered. Permanent requirements are listed under Prerequisites.
:

Charges

Icon tooltip.pngUnrecognized term: Charges
:

Recharge

Icon tooltip.pngUnrecognized term: Recharge
:

Components

Icon tooltip.pngEvery spell requires one or more types of components, either Verbal, Somatic, or Material. These are specified using the templates
{{V}}, {{S}}, and {{M}}, respectively.
:

Cost

Icon tooltip.pngThe cost to invoke an active or toggled ability, such as 12 Spell Points, 10 Ki, or None. Not to be confused with the cost to acquire an ability in the first place, which might be measured in Action Points.
:
None

Metamagic

Icon tooltip.pngThe effects of spells and SLAs can often be enhanced using metamagic, a type of toggled feat, for example, {{Maximize}} and {{Heighten}}.
:
None

Target

Icon tooltip.pngEvery ability has one or more targets, defined as Self, Friend, or Foe. The field may also contain additional information, such as Undead Foe or Breakables. The field is sometimes hidden, e.g., for a passive feat whose target is Self, such as Toughness.
:
Foe

Range

Icon tooltip.pngThe distance at which an active ability can be activated, such as Melee for Cleave, or Double for Nimbus of Light. Typical values are Personal, Melee, Ranged, Touch, Standard (spell), or Double (ray), although any value can be specified. Not to be confused with area.
/

Area

Icon tooltip.pngThe coverage of a spell or effect, such as Single target, Standard AoE, or Conal AoE. Not to be confused with range. For example, both Finger of Death and Fireball have Standard range, but Finger of Death has a Single target area, while Fireball has a Large Spherical AOE. Note that, in contrast to PnP, DDO in-game descriptions often conflate range and area.
:
Varies by shape / Varies

Saving Throw

Icon tooltip.pngThe type of saving throw, if any, that can be used to avert a spell or effect. Common values include Will, Fortitude, Reflex for half, or None.
:
None

DC

Icon tooltip.pngThe Difficulty Class of the indicated saving throw. This field is omitted if the DC is predictable, such as for standard spells.
:

Spell Resistance

Icon tooltip.pngWhether spell resistance can avert the spell or SLA, Yes or No.
:
No

Duration

Icon tooltip.pngThe length of time an effect typically lasts, along with any conditions for premature termination. For instance, the duration for most physical attacks is Instantaneous, while the duration of Invisibility is 1 minute per caster level (no maximum), or until interacting with a target or object.
:

Cooldown

Icon tooltip.pngHow long a character must wait between activations of an ability, typically measured in seconds.
:

Offense Buff

Icon tooltip.pngAn effect that improves your offensive capabilities, such as a bonus to attack chance or damage.
:

Defense Buff

Icon tooltip.pngAn effect that improves your defensive capabilities, such as a bonus to AC, PRR, or fire resistance.
:

Buff

Icon tooltip.pngA broad characterization of the type(s) of beneficial effects an ability imparts, not otherwise mentioned. The inventory of recognized effects is expected to undergo considerable refinement.
:

Restoration

Icon tooltip.pngAll forms of resurrection and various lesser forms of restoration, such as removing ability damage and fatigue. Restoration of lost hit points is listed under Healing.
:

Healing

Icon tooltip.pngAny effect that restores lost hit points to a player character or ally. Other types of restoration are listed other Restoration. Temporary hit points are listed under Buffs.
:

Instant Death

Icon tooltip.pngThis produces an Instant death effect on at least some types of target. Red-named bosses are immune, as is anyone with deathblock.
:

Debuff

Icon tooltip.pngA harmful effect other than physical damage.
:

Damage

Icon tooltip.pngThe amount and type of damage inflicted.
:
1d6 Force damage (or Evil with Utterdark Blast),
+1d6 at 4/8/12/16/20

Scaling

Icon tooltip.pngUnrecognized term: Scaling
:
Base 100%, varies by shape

Proficiency

Icon tooltip.pngItem(s) for which the ability imparts proficiency. For example, Master's Touch lists Simple or martial weapons, shields, tower shields.
:

Item

Icon tooltip.pngIf the ability enhances the use of a class of items, other than providing proficiency, that is indicated here. For example, Shuriken Expertise lists Shuriken.
:

Grants

Icon tooltip.pngIf the ability imparts some other ability (other than proficiency), that is indicated here. For example, the Barbarian's Die Hard enhancement provides the Diehard feat.
:

Description

Eldritch Blast is a toggle feat. When toggled on, your basic attack, regardless of weapons held (except for wands), becomes a ranged magical attack that targets a single enemy. It does not cost spell points or hit points; only time, much like swinging a weapon.

Eldritch Blast deals 1d6 Force damage at level 1 (or Evil with Utterdark Blast), and increases by +1d6 at Warlock level 4, 8, 12, 16, and 20, for a total of 6d6 at level 20.

Eldritch Blast is treated as a 9th level spell. Spell resistance does not stop Eldritch Blast, and neither does Antimagic. You move at full speed while casting Eldritch Blast, unlike most spell casting.

Pact Choices[edit]

Each Warlock must select a Pact at level 1. This is a separate toggle feat. When toggled on, the Warlock's Eldritch Blast deals an additional 1d4 damage for each even Warlock level, for a total of 10d4 at level 20. Each pact deals a different damage type and can be mitigated by a saving throw (unlike the base attack). The DC is as a 9th level evocation spell.

Pact Damage Type Saving Throw
Fey Sonic Reflex for half, Evasion negates
Fiend Fire Fortitude for half
Great Old One Acid Will for half

Shapes[edit]

The default Eldritch Blast goes in a straight line. It doesn't home in, and enemies that move may avoid it. Eldritch Blast Shapes, available as toggled enhancements, alter this effect. Different shapes scale differently with Spell Power, as shown.

Enhancement Tree Effect Scaling
Basic attack Straight line 100%
Eldritch Aura Enlightened Spirit Point-blank AoE 130%
Eldritch Blast Shape: Cone Soul Eater Ranged Cone AoE 130%
Eldritch Blast Shape: Chain Tainted Scholar Jumps to two more enemies 95%
Enervating Shadow Tainted Scholar Homes in on target 130%

See also[edit]

Sources of Eldritch Blast Dice (DDO Forums)

See also[edit]