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Eldritch Knight Tree

From DDO Compendium
Tree For: Wizard
Unlock
Free
Eldritch Knight Tree.png
Overview

Studying the martial and arcane arts to equal degree, the eldritch knight is a versatile combatant who can cast a fireball on her foes or charge them with sword drawn. The eldritch knight takes pride in her ability to use the right technique for the job: spells against physically tough foes and force of arms against spellcasting enemies.

Eldritch knights split their time between physical training to become better soldiers and arcane study to learn more powerful spells. They tend to be driven individuals, because simultaneously perfecting their spellcasting and combat prowess requires immense time and effort. Eldritch knights are never truly at home among arcane spellcasters or elite soldiers, so many drift from wizard school to mercenary unit to band of adventurers.

Every would-be eldritch knight must demonstrate both skill with a broad array of weapons and mastery of the basics of arcane spellcasting. Thus, almost all eldritch knights are multiclass characters already, with fighter/wizard the most common combination. A few eldritch knights were once bards, and even paladin/sorcerers aren't unheard of.

Core enhancements


EnhancementBenefitRanksAPPoints SpentRequirements
Enhancement Eldritch Strike Icon.png
Eldritch Strike

Activation Cost: 10 Spell Points
Cooldown: 12 Seconds

Melee Cleave Attack:

  • Sheathe your weapon in eldritch energies, striking foes in front of you for +1[W] damage
  • If this attack hits, your weapon also releases a blast of magical energy, dealing an additional 1d2 Force Damage per character level to all nearby foes.
    • This additional Force damage is affected by your Force Spell Power
  • Passive:
    • You gain proficiency with Simple Weapons
    • Every Core Ability in the Eldritch Knight tree, including this one, grants you +10 Maximum Hit Points.
110
  • Wizard 1
Enhancement Spell Sword Icon.png
Spellsword

Activation Cost: 5 Spell Points

  • You gain four elemental toggles that each imbue your weapon with elemental power.
    • One may be activated at a time, causing them to deal and additional 1d6 damage based on the element per hit.
  • You gain an additional Spellsword Die every 3 Sorcerer or Wizard levels (at 6, 9, 12, 15 and 18).
    • This damage scales with Spell Power
  • While active, your Eldritch Strike deals 1d2 additional element damage per Character Level
    • Scales with Spell Power
  • Passive:
    • 2% Doublestrike
    • +10 Universal Spell Power
    • You gain proficiency in Light Armor and Martial Weapons.
115
  • Eldritch Strike
  • Wizard 3
Enhancement Imbue the Blade Icon.png
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
  • -15% Arcane Spell Failure from equipped Armor, Sheilds, and Warforged Body feats
  • 2% Doublestrike
  • +10 Universal Spell Power
1110
  • Spellsword
  • Wizard 6
Enhancement Subtle Force I Icon.png
Subtle Force I
  • You gain benefits of the Deflect Arrows feat, knocking aside incoming projectiles that would have struck you every 6 seconds.
  • Your Spellsword Dice are how d8s (instead of their original d6d)
  • -20% Arcane Spell Failure from equipped Armor, Shields, and Warforged Body feats
  • +6 Resistance to Acid, Cold, Electric, Fire, and Sonic damage.
  • +2% Doublestrike
  • +10 Universal Spell Power
1120
  • Imbue the Blade
  • Wizard 12
Enhancement Subtle Force II Icon.png
Subtle Force II
  • +5% Stacking Incorporeality
  • Your Deflect Arrows now triggers every 2 seconds
  • Your Spellsword Dice are how d10s (replacing the previous d8s)
  • +2% Doublestrike
  • +10 Universal Spell Power
1130
  • Subtle Force I
  • Wizard 18
Enhancement Eldritch Blade Icon.png
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 Spell Power
    • Lasts for 30 seconds
  • Passive:
    • Your Spellsword Dice are now d12s (replacing the previous d10s)
    • +1 Spellsword Die
    • +2 Intelligence
    • +2 Constitution
    • +2% Doublestrike
    • +10 Universal Spell Power
1140
  • Subtle Force II
  • Wizard 20
Tier 1 enhancements
EnhancementBenefitRanksAPPoints SpentRequirements
Enhancement Improved Mage Armor Icon.png
Improved Mage Armor
Spell Mage Armor Icon.pngSpell-Like Ability:
Mage Armor
You may use Metamagic Feats when casting Spell-Like Abilities at no additional cost.
Rank 1:
  • Activation Cost: 8 Spell Points
  • In addition to the normal Spell effects, while under the effect of the spell you gain:
    • +3% exception bonus to your total Armor Class
Rank 2:
  • Activation Cost: 6 Spell Points
  • In addition to the normal Spell effects, while under the effect of the spell you gain:
    • +6% exception bonus to your total Armor Class
Rank 3:
  • Activation Cost: 4 Spell Points
  • In addition to the normal Spell effects, while under the effect of the spell you gain:
    • +10% exception bonus to your total Armor Class
311
  • Wizard 1
Enhancement Arcane Siphon Icon.png
Arcane Siphon
Cooldown: 12 Seconds
Rank 1:

Melee Attack:

  • Gain +1[W]
  • On Hit: Gain +10 Universal Spell Power for 20 seconds
Rank 2:
  • Gain +2[W]
  • On Hit: Gain +20 Universal Spell Power for 20 seconds
Rank 3:
  • Gain +3[W]
  • On Hit: Gain +30 Universal Spell Power for 20 seconds
311
  • Wizard 1
Enhancement Item Defense Icon.png
Item Defense
Rank 1:
  • You have a 25% chance to negate potential item wear.
Rank 2:
  • You have a 50% chance to negate potential item wear.
Rank 3:
  • You have a 75% chance to negate potential item wear.
311
  • Wizard 1
Enhancement Toughness Icon.png
Toughness
Rank 1:
  • +5 Maximum Hit Points
Rank 2:
  • +10 Maximum Hit Points
Rank 3:
  • +15 Maximum Hit Points
311
  • Wizard 1
Enhancement Battlemage Icon.png
Battlemage
Rank 1:
  • +1 Spellcraft
  • +1 Concentration
  • +1 Intimidate
Rank 2:
  • +2 Spellcraft
  • +2 Concentration
  • +2 Intimidate
Rank 3:
  • +3 Spellcraft
  • +3 Concentration
  • +3 Intimidate
311
  • Wizard 1
Tier 2 enhancements
EnhancementBenefitRanksAPPoints SpentRequirements
Enhancement Shield SLA Icon.png
Improved Shield
Spell Shield Icon.png Spell-Like Ability: Shield
You may use Metamagic Feats when casting Spell-Like Abilities at no additional cost.
Rank 1:
  • Activation Cost: 8 Spell Points
  • In addition to the normal Spell effects, while under the effect of the spell you gain:
    • +3 Physical Resistance Rating
Rank 2:
  • Activation Cost: 6 Spell Points
  • In addition to the normal Spell effects, while under the effect of the spell you gain:
    • +6 Physical Resistance Rating
Rank 3:
  • Activation Cost: 4 Spell Points
  • In addition to the normal Spell effects, while under the effect of the spell you gain:
    • +10 Physical Resistance Rating
315
  • Improved Mage Armor
  • Wizard 2
Enhancement Elemental Resistance Icon.png
Mystic Wards
Rank 1:
  • +3 Magical Resistance Rating
Rank 2:
  • +6 Magical Resistance Rating
Rank 3:
  • +10 Magical Resistance Rating
315
  • Wizard 2
Action Boost- Spellpower Icon.png
Action Boost
Activation Cost: 1 Action Boost
Cooldown: 30 Seconds
Rank 1:
  • Action Boost: Spell Power: Activate to gain a +10 Action Boost bonus to Spell Power for 20 seconds.
Rank 2:
  • Action Boost: Spell Power: Activate to gain a +20 Action Boost bonus to Spell Power for 20 seconds.
Rank 3:
  • Action Boost: Spell Power: Activate to gain a +30 Action Boost bonus to Spell Power for 20 seconds.
315
  • Wizard 2
Enhancement Shield Training Icon.png
Shield Training

Passive:

  • You gain proficiency with all shields except Tower Shields
  • Your Arcane Spell Failure chance from equipped shields is reduced by 5%
  • This enhancement does not count as a prerequisite for Feats which require Shield Proficiency
125
  • Wizard 2
Enhancement Wand and Scroll Mastery 3 Icon.png
Wand and Scroll Mastery
Increases the effectiveness of your wands, scrolls, and other items that cast spells.
Rank 1:
  • +25% healing and damage
  • +1 Save DC to offensive Wands
Rank 2:
  • +50% healing and damage
  • +2 Save DC to offensive Wands
Rank 3:
  • +75% healing and damage
  • +3 Save DC to offensive Wands
315
  • Wizard 2
Tier 3 enhancements
EnhancementBenefitRanksAPPoints SpentRequirements
Enhancement Arcane Barrier Icon.png
Arcane Barrier

Passive:

  • 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 90 seconds
  • This effect may only trigger once every 90 seconds
1210
  • Wizard 3
Enhancement Eldritch Accuracy Icon.png
Eldritch Accuracy
  • You get Intelligence to hit with weapons and shield bashes
Possible Bug: Wizard Tree requires 4 levels of Wizard
1210
  • Wizard 3
Enhancement Synergetic Magic Icon.png
Synergetic Magic
  • When you activate Action Boost: Spell Power, you also gain an equal:
    • Action Boost bonus to Melee Power
    • Action Boost bonus to Ranged Power
1210
  • Action Boost (Spell Power)
  • Wizard 3
Enhancement Critical Mastery Icon.png
Critical Mastery
Rank 1:
  • Passive:
    • +1 to attack rolls to confirm critical hits
    • +1 damage on critical hits (before weapon multipliers).
Rank 2:
  • Passive:
    • +2 to attack rolls to confirm critical hits
    • +2 damage on critical hits (before weapon multipliers).
Rank 3:
  • Passive:
    • +3 to attack rolls to confirm critical hits
    • +3 damage on critical hits (before weapon multipliers).
310
  • Wizard 3
Increase Ability (Dexterity-Intelligence-Strength) Icon.png
Increase Ability

Select from one of the following:

  • Enhancement Strength Icon.png Strength: +1 Strength
  • Enhancement Dexterity Icon.png Dexterity: +1 Dexterity
  • Enhancement Intelligence Icon.png Intelligence: +1 Intelligence
1210
  • Wizard 3
Tier 4 enhancements
EnhancementBenefitRanksAPPoints SpentRequirements
Enhancement Knight's Transformation Icon.png
Knight's Transformation
  • Toggle: While this is turned on, all your spells and SLAs that can be affected by Metamagics have their rage reduced to touch range. You gain:
    • +30 Universal Spell Power
    • +3% Spell Critical Damage
    • Base Attack Bonus equals your Character Level
    • +5 to hit with weapons
    • +3% Doubliestrike
  • Exclusive from Enlarge Metamagic, and any Eldritch Blast shape stance.
  • This stance works with other offensive and defensive stances, as well as Rages.
1220
  • Wizard 4
Enhancement Shield Striking Icon.png
Offhand Defenses
Pick between Shield and Orb Bonuses
Rank 1:
  • Enhancement Orb Saves Icon.png Orb Saves: While holding an orb
    • +1 to saving throws
    • +3 to Universal Spell Power
  • Enhancement Shield Striking Icon.png Shield Striking: With an equipped shield:
    • On Hit: +5% chance to proc an immediate Shield Bash
Rank 2:
  • Enhancement Orb Saves Icon.png Orb Saves: While holding an orb
    • +2 to saving throws
    • +6 to Universal Spell Power
  • Enhancement Shield Striking Icon.png Shield Striking: With an equipped shield:
    • On Hit: +10% chance to proc an immediate Shield Bash
Rank 3:
  • Enhancement Orb Saves Icon.png Orb Saves: While holding an orb
    • +3 to saving throws
    • +10 to Universal Spell Power
  • Enhancement Shield Striking Icon.png Shield Striking: With an equipped shield:
    • On Hit: +15% chance to proc an immediate Shield Bash
3120
  • Wizard 4
Enhancement Force's Point Icon.png
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 for 12 second each
  • You may only gain each effect once per seconds
1220
  • Wizard 4
Enhancement Medium Armor Proficiency (Eldritch Knight) Icon.png
Armored Arcana

Passive:

  • You gain proficiency in Medium Armor
  • No longer suffer from Arcane Spell Failure from
    • Light Armor
    • Medium Armor
    • Mithral Body
1220
  • Wizard 4
Increase Ability (Dexterity-Intelligence-Strength) Icon.png
Increase Ability

Select from one of the following:

  • Enhancement Strength Icon.png Strength: +1 Strength
  • Enhancement Dexterity Icon.png Dexterity: +1 Dexterity
  • Enhancement Intelligence Icon.png Intelligence: +1 Intelligence
1220
  • Increased Ability (Tier 3)
  • Wizard 4
Tier 5 enhancements
EnhancementBenefitRanksAPPoints SpentRequirements
Enhancement Improved Knight's Transformation Icon.png
Improved Knight's Transformation

If you have Knight's Transformation active you also gain:

  • +1 Competence Bonus to Critical Multiplier with Melee Weapons
  • +3 Damage
  • Mobile Spellcasting feat, allowing you to cast while moving at faster speed.
1230
  • Character Level 12
  • Wizard 5
  • Knight's Transformation
Enhancement Knight's Arcanum Icon.png
Knight's Arcanum

Pick a focus for your spells while in Knight's Transformation

  • Knight Controller - Gain:
    • +2 to Enchantment DCs
    • +2 to Illusion DCs
    • +4 Spell Penetration
    • +20 Melee Power
  • Knight Striker - Gain:
    • +2 to Evocation DCs
    • +2 to Conjuration DCs
    • +20 Melee Power
1230
  • Character Level 12
  • Wizard 5
  • Improved Knight's Transformation
Enhancement Force's Point Icon.png
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
1230
  • Character Level 12
  • Wizard 5
Enhancement Radiant Forcefield Icon.png
Radiant Forcefield

Activation Cost: 30 Spell Points
Cooldown: 3 minutes

  • Spell Radiant Forcefield Icon.pngSpell-Like Ability:
    Radiant Forcefield
    You may use Metamagic Feats when casting Spell-Like Abilities at no additional cost.
1130
  • Character Level 12
  • Wizard 5
Enhancement Eldritch Tempest Icon.png
Eldritch Tempest
Activate: Perform a spinning melee attack, dealing weapon damage +5[W] to all nearby enemies.
This attack has a +10 to Critical Threat Range and +3 to Critical Multiplier. 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.
Rank 1:
  • Activation Cost: 25 Spell Points
  • Cooldown: 1 Minute
Rank 2:
  • Activation Cost: 20 Spell Points
  • Cooldown: 45 Seconds
Rank 3:
  • Activation Cost: 15 Spell Points
  • Cooldown: 30 Seconds
This additional Force damage is affected by your Spell Power
3230
  • Character Level 12
  • Wizard 5