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Wizard Eldritch Knight 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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Wizard Eldritch Knight enhancements[edit]
Core abilities[edit]
Eldritch Strike: Melee Cleave Attack: Deals +10% Damage. Sheathe your weapon in eldritch energies. If this attack hits, your weapon also releases a blast of magical energy, dealing an additional 1 to 2 Force Damage per character level to all nearby foes. This additional Force damage is affected by your Force Spell Power. Cooldown: 12 seconds
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AP Cost: 1 | Ranks: 1 | Progression: 0 | Requires: Wizard level 1 | |
Spellsword: Gain access to four Imbue Toggles that modify the damage of your attacks and Eldritch Strike.
Charge your equipped weapons and shields with magical (Acid, Cold, Fire, or Electric), causing them to deal an additional 1d6 (element) damage on hit and granting them Ghost Touch. This damage scales with (element) Spell Power. You also gain +1 bonus Imbue Dice every 3 Wizard levels (at 3, 6, 9, 12, 15, and 18). While active, your Eldritch Strike deals 1-2 additional (element) damage per Character Level which scales with (element) Spell Power.
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AP Cost: 1 | Ranks: 1 | Progression: 5 | Requires: Eldritch Strike, Wizard level 3 | |
Imbue the Blade: Melee weapons are considered Spellcasting Implements in your hands. You gain the Quick Draw feat, reducing the time between spellcasting and weapon use.
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AP Cost: 1 | Ranks: 1 | Progression: 10 | Requires: Spellsword, Wizard level 6 | |
Subtle Force I: You gain the benefits of the Deflect Arrows feat, knocking aside one incoming projectile that would have struck you every 6 seconds.
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AP Cost: 1 | Ranks: 1 | Progression: 20 | Requires: Imbue the Blade, Wizard level 12 | |
Subtle Force II: +5% Stacking Incorpreality. Your Deflect Arrows now triggers every 2 seconds.
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AP Cost: 1 | Ranks: 1 | Progression: 30 | Requires: Subtle Force I, Wizard level 18 | |
Eldritch Blade: Your Eldritch Strike now grants you a Power Charge. When you have 5 Power Charges, they are removed, and you gain Eldritch Power.
Eldritch Power: +10% to your damage with weapon attacks, +4 Spellsword Dice, +25 Universal spellpower. Duration: 30 seconds.
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AP Cost: 1 | Ranks: 1 | Progression: 40 | Requires: Subtle Force II, Wizard level 20 |
Tier One[edit]
Requires Eldritch Strike, Wizard Level 1
Improved Mage Armor: Spell Like Ability: Mage Armor. Activation Cost: 8/6/4 Spell Points
In addition, while you are under the effect of the Mage Armor spell, you gain a +3%/+6%/+10% exceptional bonus to your total Armor Class. | ||||
AP Cost: 1 | Ranks: 3 | Progression: 1 | No requirements | |
Arcane Siphon: Melee Attack: Deals +10%/+20%/+30% Damage. On Hit: Gain +10/20/30 Competence bonus to Universal Spell Power for 20 seconds. Cooldown: 12 Seconds
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AP Cost: 1 | Ranks: 3 | Progression: 1 | No requirements | |
Item Defense: You have a 25%/50%/75% chance to negate potential item wear.
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AP Cost: 1 | Ranks: 3 | Progression: 1 | No requirements | |
Toughness: +5/+10/+15 maximum Hit Points.
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AP Cost: 1 | Ranks: 3 | Progression: 1 | No requirements | |
AP Cost: 1 | Ranks: 3 | Progression: 1 | No requirements |
Tier Two[edit]
Requires Wizard Level 2, 5 APs spent in tree
Improved Shield: Spell Like Ability: Shield Activation Cost: 8/6/4 Spell points
In addition, while you are under the effect of the Shield spell, you gain +3/+6/+10 Physical Resistance Rating.
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AP Cost: 1 | Ranks: 3 | Progression: 5 | Requires: Improved Mage Armor | |
Mystic Wards: +3/6/10 Magical Resistance Rating.
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AP Cost: 1 | Ranks: 3 | Progression: 5 | No requirements | |
Action Boost Spellpower: You gain a +10/20/30 Action Boost bonus to Universal Spell Power for 20 seconds.
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AP Cost: 1 | Ranks: 3 | Progression: 5 | No requirements | |
Shield Training: You gain proficiency with all shields except Tower Shields, and your Arcane Spell Failure chance from equipped shields is reduced by 5%.
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AP Cost: 2 | Ranks: 1 | Progression: 5 | No requirements | |
Wand and Scroll Mastery: +25%/+50%/+75% damage and healing from your wands, scrolls, and other items that cast spells, and +1/+3/+6 to the save DC of your offensive wands.
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AP Cost: 1 | Ranks: 3 | Progression: 5 | No requirements |
Tier Three[edit]
Requires Wizard Level 3, 10 APs spent in tree
Arcane Barrier: When your hit points drop below 50% of maximum, you are immediately protected by an Arcane Barrier that reduces all incoming damage by 25% for the next 20 seconds. This effect may only trigger once every 90 seconds.
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AP Cost: 2 | Ranks: 1 | Progression: 10 | No requirements | |
Eldritch Accuracy: You get Intelligence to hit with weapons and shield bashes.
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AP Cost: 2 | Ranks: 1 | Progression: 10 | No requirements | |
Synergetic Magic: When you activate Action Boost: Spell Power, you also gain an equal Action Boost bonus to Melee and Ranged Power for 20 seconds.
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AP Cost: 2 | Ranks: 1 | Progression: 10 | Requires: Action Boost Spellpower | |
Critical Mastery: +1/2/3 to confirm critical hits and critical hit damage (before weapon multipliers)
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AP Cost: 1 | Ranks: 3 | Progression: 10 | No requirements | |
Strength, Dexterity, or Intelligence: Choose one:
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AP Cost: 2 | Ranks: 1 | Progression: 10 | No requirements |
Tier Four[edit]
Requires Wizard Level 4, 20 APs spent in tree
Knight's Transformation: Toggle: While this is turned on, your Base Attack Bonus equals your Character Level. When you successfully hit with your Eldritch Strike, you gain Knight's Strike for 30 seconds.
Knight's Strike:
Exclusive from Enlarge Metamagic and any Eldritch Blast shape Stance. This stance works with other offensive and defensive stances, as well as Rages. Cooldown: 12 Seconds
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AP Cost: 2 | Ranks: 1 | Progression: 20 | No requirements | |
Offhand Defenses: Pick between Shield and Orb bonuses.
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AP Cost: 1 | Ranks: 3 | Progression: 20 | No requirements | |
Force's Point: When you cast an offensive spell, you gain a stack of Force's Point: Martial (+1 to Hit and Damage). This stacks up to 5 times. When you hit with a melee weapon, you gain a stack of Force's Point: Magical (+2 Universal Spell Power). This stacks up to 10 times. Stacks last 12 seconds each. You may only gain each effect once per second.
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AP Cost: 2 | Ranks: 1 | Progression: 20 | No requirements | |
Armored Arcana: You gain proficiency in Medium Armor, and you no longer suffer Arcane Spell Failure from Light Armor, Medium Armor or Mithral Body.
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AP Cost: 2 | Ranks: 1 | Progression: 20 | No requirements | |
Strength, Dexterity, or Intelligence: Choose one:
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AP Cost: 2 | Ranks: 1 | Progression: 20 | Requires: Strength, Dexterity, or Intelligence (Tier 3) |
Tier Five[edit]
Requires Wizard Level 5, Character Level 12, 30 APs spent in tree
Improved Knight's Transformation: While under Transformationed, you gain +1 Competence bonus to Critical Multiplier with Melee weapons and your Eldritch Strikes now grants Improved Knight's Strike, which grants a +3 bonus to hit, damage and a 3% chance to double strike in addition to it's base effects.
Passive: You gain a +15% Competence Bonus to Max Hit Points. | ||||
AP Cost: 2 | Ranks: 1 | Progression: 30 | Requires: Knight's Transformation | |
Knight's Arcanum: Pick a focus for your spells while in Knight's Transformation
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AP Cost: 2 | Ranks: 1 | Progression: 30 | Requires: Improved Knight's Transformation | |
Force's Edge: When you cast an offensive spell, you gain +1 Competence Bonus to Critical Threat Range for 12 seconds. When you make a Melee Attack, you gain +5% Spell Critical Chance for 12 seconds.
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AP Cost: 2 | Ranks: 1 | Progression: 30 | No requirements | |
Radiant Forcefield: Spell Like Ability: Radiant Forcefield Activation Cost: 30 Spell Points Duration: 25 Seconds Cooldown: 3 Minutes
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AP Cost: 1 | Ranks: 1 | Progression: 30 | No requirements | |
Eldritch Tempest: Deals +50% Damage. +3 to Critical Multiplier. +10 to Critical Threat Range. Activate: Perform a spinning melee attack. Enemies affected are knocked prone for one second and Enemies affected are knocked prone for one second and Slowed by 50% for 6 seconds.
If any foes are struck by Eldritch Tempest, your weapon also releases an explosion of magical force, dealing an additional 1d6 Force damage per character level to all nearby enemies. This additional force damage is affected by your spell power. Activation Cost: 25/20/15 Spell points Cooldown: 60/45/30 seconds | ||||
AP Cost: 1 | Ranks: 3 | Progression: 30 | No requirements |