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Wizard Eldritch Knight enhancements

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Wizard Eldritch Knight enhancements[edit]

Wizard Eldritch Knight enhancements tree
Wizard Eldritch Knight enhancements tree

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.)

Passive: You gain proficiency with Simple Weapons.

Notes: Wizards normally are proficient with only about half of these weapons.

  • Every Core Ability in this tree, including this one, grants +10 Maximum Hit Points.
Antirequisite: Sorcerer Eldritch Knight
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.
Grants all of the following:
  • : Spellsword: Acid: Imbue Toggle: Charge your equipped weapons and shields with Magical Acid, causing them to deal an additional 1d6 Acid damage on hit which scales Acid Spell Power, as well as granting Ghost Touch.
  • : Spellsword: Frost: Imbue Toggle: Charge your equipped weapons and shields with Magical Frost, causing them to deal an additional 1d6 Cold damage on hit which scales Cold Spell Power, as well as granting Ghost Touch.
  • : Spellsword: Flame: Imbue Toggle: Charge your equipped weapons and shields with Magical Fire, causing them to deal an additional 1d6 Fire damage on hit which scales Fire Spell Power, as well as granting Ghost Touch.
  • : Spellsword: Shock: Imbue Toggle: Charge your equipped weapons and shields with Magical Electricity, causing them to deal an additional 1d6 Electric damage on hit which scales Electric Spell Power, as well as granting Ghost Touch.

While Spellsword is active, your Eldritch Strike deals 1-2 additional damage per Character Level which scales with Spell Power, with damage type and Spell Power scaling matching the element of your Spellsword Imbue.

You also gain +1 bonus Imbue Dice every 3 Wizard levels (at 3, 6, 9, 12, 15, and 18).

Notes: It doesn't state it clearly, but this does include an additional die at Lv. 3.

Passive: +2% Doublestrike, +10 Universal Spell Power. You also gain proficiency in Light Armor and Martial weapons.
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.

Notes: Implement bonus uses the Legacy version: You gain a +3 Implement bonus to Spell Power per Enhancement bonus of your equipped weapon.

-15% Arcane Spell Failure from equipped Armor, Shields, and Warforged Body feats.

+2% Doublestrike, +10 Universal Spell Power.
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.

+1 Imbue die
-20% Arcane Spell Failure (stacking) from equipped Armor, Shields, and Warforged Body feats.
+6 Resistance to Acid, Cold, Electric, Fire and Sonic damage.

+2% Doublestrike, +10 Universal Spell Power.
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.

+1 Imbue die

+2% Doublestrike, +10 Universal Spell Power.
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 Imbue Dice, +25 Universal Spell Power. Duration: 30 seconds.

+2 Imbue dice +2 Intelligence and Constitution

+2% Doublestrike, +10 Universal Spell Power
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: SLA: (SP Cost: [8/6/4], Cooldown: 1 second.)
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
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)
AP Cost: 1 Ranks: 3 Progression: 1
Item Defense: You have a [25/50/75]% chance to negate potential item wear.
AP Cost: 1 Ranks: 3 Progression: 1
Toughness: +[5/10/15] maximum Hit Points.
AP Cost: 1 Ranks: 3 Progression: 1
AP Cost: 1 Ranks: 3 Progression: 1

Tier Two[edit]

Requires Wizard Level 2, 5 APs spent in tree

Improved Shield: SLA: (SP Cost: [8/6/4], Cooldown: 1 second.)
In addition, while you are under the effect of the Shield spell, you gain +[3/6/10] Physical Resistance Rating.

Notes: The duration of the PRR bonus is equal to caster level, not the duration of the spell. This can be doubled by Extend. This only comes into effect at Caster Levels below 5, as Shield has a minimum 5 minute duration.

AP Cost: 1 Ranks: 3 Progression: 5 Requires: Improved Mage Armor
AP Cost: 1 Ranks: 3 Progression: 5
Action Boost Spellpower: You gain a +[10/20/30] Action Boost bonus to Universal Spell Power for 20 seconds.
AP Cost: 1 Ranks: 3 Progression: 5
Shield Training: You gain proficiency with all shields except Tower Shields, and your Arcane Spell Failure chance from equipped shields is reduced by 5%.
AP Cost: 2 Ranks: 1 Progression: 5
Wand and Scroll Mastery: +[25/50/75]% damage and healing from your wands, scrolls, and other items that cast spells, and +[1/2/3] to the save DC of your offensive wands.
AP Cost: 1 Ranks: 3 Progression: 5

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.
AP Cost: 2 Ranks: 1 Progression: 10
Eldritch Accuracy: You get Intelligence to hit with weapons and shield bashes.
AP Cost: 2 Ranks: 1 Progression: 10
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.

Notes: Only triggers from Eldritch Knight Action Boost: Spell Power. Spell Power Boost from other sources (Such as racial, other trees, or Bottled Boost: Spell do not trigger this effect.

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)
AP Cost: 1 Ranks: 3 Progression: 10
Strength, Dexterity, or Intelligence: Choose one:
  • +1 Strength
  • +1 Dexterity
  • +1 Intelligence
AP Cost: 2 Ranks: 1 Progression: 10

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 Eldritch Strike, you gain Knight's Strike for 30 seconds.
Knight's Strike: +30 universal spellpower, +3% Spell Critical Damage.

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)
AP Cost: 2 Ranks: 1 Progression: 20
Offhand Defenses: Pick between Shield and Orb bonuses.
  • Orb Saves: +[1/2/3] to saving throws and +[3/6/10] Universal Spell Power while holding an Orb
  • Shield Striking: On Hit: +5/10/15% chance to proc an immediate Shield Bash attack with an equipped shield. Passive: Every six seconds while you have a shield equipped, you gain Temporary Hit Points equal to the enhancement bonus of your equipped shield.
AP Cost: 1 Ranks: 3 Progression: 20
Force's Point: When you cast an offensive spell, you gain a stack of Force's Point: Martial. When you hit with a melee weapon, you gain a stack of Force's Point: Magical. You may only gain each effect once per second.
Force's Point: Martial: +1 to Hit and Damage. This stacks up to 5 times. Stacks fall off one at a time, once every 12 seconds.
Force's Point: Magical: +2 Universal Spell Power. This stacks up to 10 times. Stacks fall off one at a time, once every 12 seconds.

Notes: Force's Point: Martial is a Spell Proc.

AP Cost: 2 Ranks: 1 Progression: 20
Armored Arcana: You gain proficiency in Medium Armor, and you no longer suffer Arcane Spell Failure from Light Armor, Medium Armor or Mithral Body.
AP Cost: 2 Ranks: 1 Progression: 20
Strength, Dexterity, or Intelligence: Choose one:
  • +1 Strength
  • +1 Dexterity
  • +1 Intelligence
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 in Knight's Transformation, you gain +1 Competence bonus to Critical Multiplier with Melee weapons and your Eldritch Strike now grants Improved Knight's Strike.

Passive: You gain a +15% Competence Bonus to Max Hit Points.

Improved Knight's Strike: +3 bonus to hit, damage and 3% Doublestrike. Duration: 30 seconds.

Notes: Critical Multiplier bonus applies to ranged weapons as well.

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
  • Knight's Controller: Your Knight's Strike also grants +2 to Enchantment DCs, +2 Illusion DCs, +4 Spell Penetration, and +20 Melee Power for 30 seconds.
  • Knight's Striker: Your Knight's Strike also grants +2 to Evocation, +2 to Conjuration DCs and +20 Melee Power for 30 seconds.
Passive: As long as you have Knight's Transformation active you have the Mobile Spellcasting feat.
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.

Notes: The Critical Threat Range bonus is a Spell Proc.

AP Cost: 2 Ranks: 1 Progression: 30
Radiant Forcefield: SLA: (SP Cost: 30, Cooldown: 180 seconds, Duration: 25 Seconds.)
AP Cost: 1 Ranks: 1 Progression: 30
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 Force spell power.

(SP Cost: [25/20/15], Cooldown: [60/45/30] seconds.)
AP Cost: 1 Ranks: 3 Progression: 30