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Feydark Illusionist 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 1,395 DDO Points | 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 1,595 DDO Points | Tabaxi 1,595 DDO Points | Tiefling | Warforged †Free by turning in 400 Total favor per server 995 DDO Points |
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Bladeforged 1,295 DDO Points | Chaosmancer *Requires ultimate edition of Magic of Myth Drannor | Deep Gnome 1,295 DDO Points | Morninglord 1,295 DDO Points (& AA) | PDK 1,295 DDO Points | Razorclaw 1,395 DDO Points | Scoundrel 1,395 DDO Points | Scourge 1,295 DDO Points | Shadar-kai 1,295 DDO Points | Trailblazer 1,395 DDO Points |
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Feydark Illusionist enhancements[edit]
This tree is available to all classes and is considered a class enhancements tree.
The tree is available for purchase in the DDO Store for 495 , which unlocks the tree account wide. It can also be unlocked on a per character basis by achieving (and turning in) 135 Summer Court (Feywild) favor.
- BUG: All spell like abilities in this tree are not affected by anti-magic debuffs.
Core abilities[edit]
Find Familiar: Select a Familiar to accompany you on your adventures.
For each Core ability spent in this tree, including this one, your Familiar grants you +5 Force and +5 Universal Spellpower
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AP Cost: 1 | Ranks: 1 | Progression: 0 | Requires: Character level 1, Magical Training Note: Magical Training gained via enhancements will suffice; however, resetting that tree (and thus losing the Magical Training) will also reset Feydark Illusionist. Presumably the same will happen if the feat is chosen (rather than granted with a class) and then later swapped out.[Unverified"Presumably the same will happen if the feat is chosen (rather than granted with a class) and then later swapped out." has not been verified in-game. Please verify it!] | |
Ability I: Choose between Intelligence, Wisdom or Charisma
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AP Cost: 2 | Ranks: 1 | Progression: 5 | Requires: Character level 3, Find Familiar | |
Greater Color Spray: You may cast the spell Greater Color Spray as a Spell-Like Ability. Cost: 4sp Cooldown: 8 seconds
DC = 17 + Highest of Int/Wis/Cha mod + Illusion bonuses | ||||
AP Cost: 1 | Ranks: 1 | Progression: 10 | Requires: Character level 6, Ability I | |
Ability II: Choose between Intelligence, Wisdom or Charisma
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AP Cost: 2 | Ranks: 1 | Progression: 20 | Requires: Character level 12, Greater Color Spray | |
Familiar's Reach: +1 Illusion DCs. Your familiar carries spells further than you would normally be able to cast them. Your spells benefit from the Enlarge Metamagic at no additional cost.
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AP Cost: 1 | Ranks: 1 | Progression: 30 | Requires: Character level 18, Ability II | |
Master Illusionist: Active: Shroud you and your party members, regardless of location, in illusory magic that disguises their location. They gain 95% Concealment for 15 seconds.
Cooldown: 3 minutes Passive: +2 Intelligence, Wisdom and Charisma. +2 Illusion DCs. Note: That the 95% Concealment will be shown as Blurry during combat, despite Blurry normally being used to represent 20% Concealment only. | ||||
AP Cost: 1 | Ranks: 1 | Progression: 40 | Requires: Character level 20, Familiar's Reach |
Tier One[edit]
Requires character level 1, 1 AP spent in tree
Feydark Explorer: +[1/2/3] Spellcraft, Move Silently and Concentration.
Rank 3: +1 Use Magic Device
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AP Cost: 1 | Ranks: 3 | Progression: 1 | No requirements | |
Familiar's Flourish I: While your Familiar is by your side, you may use Charisma as your weapon's to-hit modifier.
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AP Cost: 2 | Ranks: 1 | Progression: 1 | No requirements | |
Twist Reality: Offensive Illusion spells reduce enemies' Will saves by 1 for 10 seconds. This stacks 3 times.
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AP Cost: 2 | Ranks: 1 | Progression: 1 | No requirements | |
Study the Arcane: +[30/60/100] Maximum Spellpoints
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AP Cost: 1 | Ranks: 3 | Progression: 1 | No requirements | |
Illusory Weaponry: You have studied Illusion to the point where you can craft more permanent manifestations of Shadow. This grants both the ability to conjure physical Shadowblades to wield as weapons, as well as the ability to enchant your current weapons to be more powerful.
This enhancement has three components:
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AP Cost: 2 | Ranks: 1 | Progression: 1 | No requirements |
Tier Two[edit]
Requires character level 2, 5 APs spent in tree
Reality Bulwark: +[1/2/3] to all Saving Throws
Rank 3: You are immune to Fear
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AP Cost: 1 | Ranks: 3 | Progression: 5 | No requirements | |
Familiar's Flourish II: While your Familiar is by your side, you may use Charisma as your weapon's damage modifier.
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AP Cost: 2 | Ranks: 1 | Progression: 5 | Requires: Familiar's Flourish I | |
Bend Light: Your studies of the Illusion school have manifested to protect you, making you slightly harder to see. You gain the benefits of the Blur spell. When you cast the Blur spell on yourself or an ally, it now also briefly grants Invisibility and a +3 bonus to Armor Class. The AC bonus will linger as long as the Invisibility does.
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AP Cost: 2 | Ranks: 1 | Progression: 5 | No requirements | |
You've Got My Back: Your familiar draws ambient and offensive magics to it, protecting you from Magic Missiles as if you had the benefits of the Shield spell. In addition the Shield spell now provides +10 Physical Resistance Rating, and the Nightshield spell now provides +10 Magical Resistance Rating. Note: the increased PRR from the Shield spell stacks with the Improved Shield Enhancement from the Eldritch Knight tree.
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AP Cost: 2 | Ranks: 1 | Progression: 5 | No requirements | |
Shadowblade: Conjure an illusory blade of shadow that flies forward at a single target. The enemy struck takes 1d6+2 Force damage per caster level, with a Will save vs (DC17 + Illusion bonuses + Highest of Int/Wis/Cha) for half damage.
Cost: 10/8/6 sp Cooldown: 8/6/6 seconds | ||||
AP Cost: 1 | Ranks: 3 | Progression: 5 | No requirements |
Tier Three[edit]
Requires character level 3, 10 APs spent in tree
Spell Penetration: +[1/2/3] Spell Penetration
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AP Cost: 1 | Ranks: 3 | Progression: 10 | No requirements | |
Distract: Your familiar appears at a targeted location, acting as a distraction and attracting attention of monsters who may be searching for you in the area. This will only successfully distract monsters who are not actively attacking. This ability may be used without breaking Stealth or Invisibility. Cooldown 30 seconds.
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AP Cost: 2 | Ranks: 1 | Progression: 10 | No requirements | |
Magical Attunement I: +2% Force Spell Critical Chance, +1% Universal Spell Critical Chance.
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AP Cost: 2 | Ranks: 1 | Progression: 10 | No requirements | |
Refraction: When hit or missed in combat, there is a small chance you will reactively turn invisible for a short duration. In addition, while under the effects of any source of Invisibility, you gain +15% Missile Deflection
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AP Cost: 2 | Ranks: 1 | Progression: 10 | No requirements | |
Ability I: Choose an Ability Score.
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AP Cost: 2 | Ranks: 1 | Progression: 10 | No requirements |
Tier Four[edit]
Requires character level 4, 20 APs spent in tree
Be My Eyes: Your familiar grants you the benefits of the True Seeing spell, and will automatically find Spell Wards for you.
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AP Cost: 2 | Ranks: 1 | Progression: 20 | No requirements | |
Fan of Shadowblades: Fan a series of Shadowblades outwards into a wide cone. The enemies struct take 1d6+2 Force damage per caster level, with a Will save vs (DC17 + Illusion bonuses + Highest of Int/Wis/Cha) for half damage.
Cost: 18/15/12 sp Cooldown: 14/12/10 seconds | ||||
AP Cost: 1 | Ranks: 3 | Progression: 20 | No requirements | |
Magical Attunement II: +2% Force Spell Critical Chance, +1% Universal Spell Critical Chance.
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AP Cost: 2 | Ranks: 1 | Progression: 20 | Requires: Magical Attunement I | |
Improved Shadowblades: All of your Shadowblade spells, attacks with weapons that have been imbued with Shadow, and attacks with conjured Shadowblades apply [1/2/3] stacks of Shattermantle when they damage an enemy.
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AP Cost: 1 | Ranks: 3 | Progression: 20 | No requirements | |
Ability II: Choose an Ability Score.
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AP Cost: 2 | Ranks: 1 | Progression: 20 | Requires: Ability I |
Tier Five[edit]
Requires character level 12, 30 APs spent in tree
Illusory Augmentation: +1 Illusion DCs. The feats Augment Summoning and Improved Augment Summoning now each grant +5 Force Spell Power and an additional +1 Illusion DCs.
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AP Cost: 2 | Ranks: 1 | Progression: 30 | No requirements | |
Permanent Displacement: You are Displaced, as if you had cast the spell Displacement
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AP Cost: 2 | Ranks: 1 | Progression: 30 | No requirements | |
Magical Attunement III: +2% Force Spell Critical Chance, +2% Universal Spell Critical Chance.
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AP Cost: 2 | Ranks: 1 | Progression: 30 | Requires: Magical Attunement II | |
Ring of Shadowblades: Conjure a ring of interlocking illusory Shadowblades that damage enemies passing through them. Enemies take 1d6+2 Force damage per caster level, with a Will save vs (DC17 + Illusory bonuses + Highest of Int/Wis/Cha) for half damage.
Cost: 50/40/25 sp Cooldown: 40/35/30 seconds | ||||
AP Cost: 1 | Ranks: 3 | Progression: 30 | No requirements | |
Force in Tandem: Your familiar grants you +10 Force spellpower, 10 Universal spellpower, and 5% Force absorption. These bonuses are temporarily double if you cross the barrier of a ring of Shadowblades.
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AP Cost: 2 | Ranks: 1 | Progression: 30 | No requirements |