Ddo Warlock How To Add Cha To Dmg
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Mostly CHA is for spell DCs, which includes Pact dmg and some SLAs. Your perception that your CHA-based warlock did more DPS is accurate; someone calculated that CHA-based is something like +25% DPS over non-CHA-based, IIRC. Not to mention a CHA `lock should have good Evards DCs for extra CC. A warlock can choose to use an invocation defensively, by making a successful Concentration check, to avoid provoking attacks of opportunity. A warlock's invocations are subject to spell resistance unless an invocation's description specifically states otherwise. A warlock's caster level with his invocations is equal to his warlock level.
- Although sun elves would need a +1 heart of wood to be a single-class warlock, the sun elf racial enhancement tree can add +30 radiance spell power, which can be useful for warlocks focusing on the Eldritch Burst and Spiritual Retribution enhancements in the Enlightened Spirit enhancement tree.
- Too bad, due to the massive swopping between monk and warlock classes, you have to play a lawful evil character. Note: Author of this site is prone to being a goody two shoes Note: Sadly as of patch 1.12, feats which affect Unarmed Strike (most notably including Weapon Specialization, Weapon Focus, and Improved Critical) no longer have any.
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Alchemist | Artificer | Barbarian | Bard | Cleric | Druid | Favored Soul | Fighter | Monk | Paladin | Ranger | Rogue | Sorcerer | Warlock | Wizard |
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Warlock |
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Starting a.. Enhancements |
The Warlock class is free for VIP accounts but Free-To-Play and Premium accounts must purchase the class in the DDO Store for 1,395 .
Introduced in Update 26, the Warlock class creates Eldritch Blasts to destroy enemies in addition to a variety of arcane spells to aid them in their adventures. Charisma is their casting stat for spell DCs and spell points.
Design intention of the class is toward concentrating mostly on its Eldritch Blast ability and ways to manipulate other arcane blasts in various ways. While the Warlock does have spell abilities, they are closer to a ranged character than a traditional caster. It is a regular class, not race-specific iconic one.
Class Summary[edit]
Alignment: Any - but being Lawful and/or Good restricts your pact options
Hit die: d6
Class Skills
- Skill points at 1st level: (2 + Intelligencemodifier) x4
- Skill points at each additional level: 2 + Intelligencemodifier
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Weapon and Armor Proficiencies[edit]
Simple weapons |
Light armor |
Past Lives[edit]
Past Life: Warlock | Gives +3 MRR, this feat can be stacked up to three times. |
Past Life: Delver of the Forbidden | You recall more about your past life as a Warlock. You gain +3 to your Spellcraft skill. You can confuse an enemy for 12 seconds (no saving throw). This can be used ten times per rest. |
Paths[edit]
- Eldritch Blaster
Enhancement Trees[edit]
Advancement table[edit]
Level | Base Attack Bonus | Fortitude Save | Reflex Save | Will Save | Auto-Granted Feats | Eldritch Blast Damage | Pact Damage | Spell Points | 1st | 2nd | 3rd | 4th | 5th | 6th |
1st | +0/+0 | +0 | +0 | +2 | Eldritch Blast, Pact Choice, Magical Training, Light armor proficiency, Simple weapon proficiency | 1d6 | - | 50 | 1 | - | - | - | - | - |
2nd | +1/+1/+6 | +0 | +0 | +3 | Deceive Item, Pact Spell | 1d6 | 1d4 | 75 | 2 | - | - | - | - | - |
3rd | +2/+2/+7/+12 | +1 | +1 | +3 | 1d6 | 1d4 | 100 | 2 | - | - | - | - | - | |
4th | +3/+3/+8/+13 | +1 | +1 | +4 | Eldritch Blast, Pact Save Bonus +1 | 2d6 | 2d4 | 125 | 2 | 1 | - | - | - | - |
5th | +3/+3/+8/+13 | +1 | +1 | +4 | Pact Spell | 2d6 | 2d4 | 150 | 2 | 1 | - | - | - | - |
6th | +4/+4/+9/+14 | +2 | +2 | +5 | Pact Special Ability | 2d6 | 3d4 | 175 | 2 | 1 | - | - | - | - |
7th | +5/+5/+10/+15 | +2 | +2 | +5 | 2d6 | 3d4 | 200 | 2 | 1 | 1 | - | - | - | |
8th | +6/+6/+11/+16 | +2 | +2 | +6 | Eldritch Blast, Pact Save Bonus +2 | 3d6 | 4d4 | 225 | 2 | 2 | 1 | - | - | - |
9th | +6/+6/+11/+16 | +3 | +3 | +6 | Pact Spell | 3d6 | 4d4 | 250 | 2 | 2 | 1 | - | - | - |
10th | +7/+7/+12/+17 | +3 | +3 | +7 | 3d6 | 5d4 | 275 | 2 | 2 | 1 | 1 | - | - | |
11th | +8/+8/+13/+18 | +3 | +3 | +7 | 3d6 | 5d4 | 300 | 2 | 2 | 2 | 1 | - | - | |
12th | +9/+9/+14/+19 | +4 | +4 | +8 | Eldritch Blast, Pact Save Bonus +3, Paragon's Aegis | 4d6 | 6d4 | 325 | 2 | 2 | 2 | 1 | - | - |
13th | +9/+9/+14/+19 | +4 | +4 | +8 | Deceive Item | 4d6 | 6d4 | 350 | 2 | 2 | 2 | 1 | 1 | - |
14th | +10/+10/+15/+20 | +4 | +4 | +9 | Pact Spell, Paragon's Aegis | 4d6 | 7d4 | 375 | 2 | 2 | 2 | 2 | 1 | - |
15th | +11/+11/+16/+21 | +5 | +5 | +9 | Pact Special Ability | 4d6 | 7d4 | 400 | 2 | 2 | 2 | 2 | 1 | - |
16th | +12/+12/+17/+22 | +5 | +5 | +10 | Eldritch Blast, Pact Save Bonus +4, Paragon's Aegis | 5d6 | 8d4 | 425 | 2 | 2 | 2 | 2 | 1 | 1 |
17th | +12/+12/+17/+22 | +5 | +5 | +10 | Pact Spell | 5d6 | 8d4 | 450 | 2 | 2 | 2 | 2 | 2 | 1 |
18th | +13/+13/+18/+23 | +6 | +6 | +11 | Paragon's Aegis | 5d6 | 9d4 | 475 | 2 | 2 | 2 | 2 | 2 | 1 |
19th | +14/+14/+19/+24 | +6 | +6 | +11 | Pact Spell | 5d6 | 9d4 | 500 | 2 | 2 | 2 | 2 | 2 | 2 |
20th | +15/+15/+20/+25 | +6 | +6 | +12 | Eldritch Blast, Pact Save Bonus +5, Paragon's Aegis | 6d6 | 10d4 | 525 | 2 | 2 | 2 | 2 | 2 | 2 |
Class feats[edit]
Level 1[edit]
- Eldritch Blast (Stance): Eldritch Blast deals 1d6 damage at level 1, and increases by +1d6 at Warlock level 4, 8, 12, 16, and 20; for a total of 6d6 at level 20. The base damage is Force, though enhancements can change this to Evil (will affect evil enemies) or Piercing. The base Eldritch Blast scales with 130% spell power, but different shape or essences can change this percentage.
- Pact Choice: Choose between Fey, Fiend, or Great Old One; this will affect what alignment you can be, your save bonus, extra spells, special abilities, and extra damage for your Eldritch Blast (see Table below).
Level 2[edit]
- Deceive Item: UMD +5; increases to +10 at Level 13.
- Pact Damage: +1d4 extra damage to your Eldritch Blast based on your pact (see below); this will increase by +1d4 every even Warlock levels, for a total of 10d4 at level 20.
- 1st-level Pact Spell: Receive a bonus 1st-level spell in your spellbook based on your pact (see below); this is in addition to the spells you can already learn, and cannot be changed (similar to the spontaneous casting of healing spells by clerics and repair spells by artificers).
Level 4[edit]
- Pact Save Bonus: +1 to a save based on your pact (see below); increases by +1 at Warlock levels 8, 12, 16, and 20.
Level 5[edit]
- 2nd-level Pact Spell.
Level 6[edit]
- Special Ability: Gain a special ability based on your pact (see below).
Level 9[edit]
- 3rd-level Pact Spell.
Level 12[edit]
- Paragon's Aegis: +5 MRR; increases by +5 at Warlock Levels 14, 16, 18, and 20.
Level 14[edit]
- 4th-level Pact Spell.
Level 15[edit]
- Special Ability: Gain a second special ability based on your pact (see below).
Level 17[edit]
- 5th-level Pact Spell.
Level 19[edit]
- 6th-level Pact Spell.
Pact Choices[edit]
Every Warlock chooses one of the three Pacts at character creation: Fey, Fiend, or Great Old One. This defines the source of the Warlock's power and determines several variables for the Warlock's development. The choice is permanent. As of Update 36 Patch 3, Pacts have been made a type of Bond.
Variable | Acquired at Level | Fey | Fiend | Great Old One |
Alignment Restriction | (character creation) | None | not be Good | not be Lawful |
Eldritch Blast Pact Damage (default color) | +1d4 every even level (= total 10d4 at Lvl 20) | Sonic (white) | Fire (red) | Acid (green) |
Pact Damage Save | - | Reflex | Fortitude | Will |
Pact Save Bonus | +1 at 4, 8, 12, 16 and 20 (= total +5 at Lvl 20) | Reflex ('Beguiling Defenses') | Fortitude ('Fiendish Resilience') | Will ('Thought Shield') |
1st-level Spell | Level 2 | Obscuring Mist | Command | Entangle |
2nd-level Spell | Level 5 | Blindness | Rage | Knock |
First Special Ability | Level 6 | Dark Delirium: (Daze Monster: 10% chance damage breaks; no save; works on orange-named) | Dark One's Luck: (+2 to all saves) | Entropic Ward: (+5 MRR, +25% Fortification) |
3rd-level Spell | Level 9 | Slow | Fire Shield | Phantasmal Killer |
4th-level Spell | Level 14 | Greater Dispel Magic | Binding Chain | Dominate Person |
Second Special Ability | Level 15 | Misty Escape: (Abundant Step-like ability) | Hurl through Hell1: (Single-target EiN) | Create Thrall²: (Charm Monster variant) |
5th-level Spell | Level 17 | Otto's Sphere of Dancing | Power Word: Blind | Mass Suggestion |
6th-level Spell | Level 19 | Otto's Irresistible Dance | Howl of Terror | Power Word: Kill |
- 1: Hurl through Hell does not work on bosses, and may not be relevant at all in a boss fight, though is a powerful single-target 'insta-kill'.
- ²: Create Thrall does not work on bosses, may not be relevant at all in a boss fight, and is a single-target 'charm' which is quite often not liked by some party members in non-reaper difficulties. However it has a higher than normal DC and is very effective in Reaper at turning champions into player friendly wrecking balls.
Gallery[edit]
Warlock with Force and Acid Eldritch Blasts
Sonic Eldritch Blast
Spells[edit]
- A warlock casts warlock spells, which are drawn from the Warlock spell list.
- A Warlock must choose and prepare his spells in advance (see below).
- To prepare or cast a spell, a warlock must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a warlock's spell is 10 + the spell level + the warlock's Charisma modifier.
- Like other spellcasters, a warlock can prepare only a certain number of spells of each spell level per day.
- His base daily spell allotment is given on Table: The Warlock.
- The Arcane Spell Failure from light armor (but not shields) is ignored by Warlocks when casting Warlock spells. The Enlightened Spirit Tier IV enhancement extends this benefit to medium armor.
- See also spell usefulness.
See also[edit]
- Warlocks! - Official Turbine Discussion
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Intelligence is one of the six basic stats of DDO.
- 3Raising Intelligence Scores
- 3.4Items
Intelligence (INT)
Intelligence determines how well your Player Character learns and reasons. This ability is important for wizards or artificers as it affects how many spell points they have, how hard their spells are to resist, and how powerful their spells can be. It's also important for any character who wants to have a wide assortment of skills.
You apply your Player Character’s Intelligence modifier to:
- Disable Device, Repair, Search, and Spellcraft skill checks. These are the skills that have Intelligence as their key ability.
- The amount of bonus spell points you gain as a wizard or artificer.
- The number of skill points gained each level.
- The Spell Difficulty Class (DC) for Wizard, and Artificer spells.
- Insightful Reflexes Feat allows Intelligence to be used for all Reflex Save rolls, instead of Dexterity
- Harper Know the Angles will add 1/2 your intelligence modifier to your damage rolls and the Difficulty Class(DC) of your Tactical feats.
- Mechanic Tanglefoot, Thunderstone, Ooze Flask, and Time Bomb use Int Modifier for the Difficulty Class(DC).
- Assassin Poison Strikes, Shadow Dagger and Assassinate use Int Modifier for the Difficulty Class(DC).
- Arcanotechnician Arcane Empowerment uses Int Modifier for the Difficulty Class(DC).
You can also apply your Intelligence Modifier to your Melee and/or Ranged Attack rolls and/or Damage rolls through the use of:
- Harper Strategic Combat I (Attack Rolls only)
- Harper Strategic Combat II (Damage Rolls only)
- Swashbuckler Tier 3 enhancement Different Tack (Damage Rolls Only)
- Mechanic Core 3 enhancement Targeting Sights (Damage Rolls Only. Only Crossbows and Thrown Weapons)
Feat Prerequisites and Skill Points[edit]
The following Feats have a minimum Intelligence Requirement:
- Insightful Reflexes Requires Intelligence 13
- Combat Expertise Requires Intelligence 13
At first level (character creation), the number of skill points given is equal to ( + Intelligence modifier) * 4.At each further level gained in a class, a character receives a number of skill points equal to + Intelligence modifier (with a minimum of 1 skill point).
Note: Even if your Player Character'srace starts with 6 Intelligence (Half-Orc), and your Player Character'sclass gets 2 base skill points per level (Cleric, Favored Soul, Fighter, Paladin, Sorcerer, or Wizard), your Player Character will still get 1 skill point each level.
IMPORTANT: Both Feat Pre-reqs and Skill Points Only take into account three sources/bonuses when determining your Intelligence/Intelligence Modifier:
You know two 1st-level spells of your choice from the sorcerer spell list. The Spells Known column of the Sorcerer table shows when you learn more sorcerer spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level. D d 5e sorcerer dmg variants. Sorcerer Elemental Variant Class Features. As a Sorcerer you gain the following class features. Hit Dice: 1d6 per Sorcerer level Hit Points at 1st Level: 6 + Constitution modifier Hit Points at Higher Levels: 1d6 (or 4) + Constitution modifier per Sorcerer level after 1st Proficiencies. Armor: None Weapons: Daggers, Quarterstaves, Handaxes, Maces.
- Base ability value at Character Creation
- Level-Up ability point raises
- Inherent Bonuses from Ability tomes
Raising Intelligence Scores[edit]
You can raise your Intelligence score from different sources, among them:
Base[edit]
- During character creation, you can add up to 10 points to your basic Intelligence score, which means:
- A Deep Gnome, Gnome, Drow Elf, Morninglord character can start with a Intelligence of up to 20
- A Half-Orc character can have a Intelligence of up to 16.
- All other races can start with a Intelligence of up to 18
- At the 4th, 8th, 12th, 16th, 20th, 24th, and 28th, you are allowed to raise a single ability by 1 point.
- The ability point raises are often referred to as 'level-ups'. These increases count towards Feat Pre-requisites.
Inherent bonus[edit]
Ddo Warlock How To Add Cha To Dmg Free
Inherent bonuses stack with all other bonuses and also count towards Feat Pre-requisites.
- A Manual of Clear Thought will raise the Intelligence score by the appropriate value. For more information, refer to Tomes. These bonuses will show on your character sheet in the Feat section.
Feat bonus[edit]
Unless noted otherwise, Feat Bonuses stack with each other and other sources of bonuses.
- General Feats
- Completionist feat - Bonus of +2 to all abilities - available at level 3 to completionists.
- Great Ability - Epic feat available at level 21,24,27, or 30. Bonus of +1 to Intelligence. May be selected multiple times.
- Racial Past Life Feats - The second Past Life Feat for Gnome and Drow Elf is +1 Intelligence. These are auto-granted at level 1, but do not count for feat pre-requisites. For more information see: Racial Reincarnation.
- Class Feats
- Inspire Excellence Epic Feat provides Bard Song that gives +2 Competence Bonus to All Statistics. Does not stack with other Competence bonus.
- Luck of Olladra Level 6 Deity feat for Follower of Olladra provides +1d6 Intelligence for limited duration (24 seconds + 6 seconds per Religious Lore feat).
- Class Enhancements
- Artificer: Arcanotechnician enhancements, Battle Engineer enhancements Enhancement - Intelligence - Provides +1 Intelligence at Tier 3 and Tier 4.
- Arcanotechnician enhancements Capstone - Provides +4 Intelligence.
- Battle Engineer enhancements Capstone - Provides +2 Intelligence.
- Fighter:
- Kensai Core Enhancement 4 - Power Surge - Provides +8 Psionic Bonus to Intelligence for 60 seconds per use. Will not stack with other Psionic Bonuses.
- Kensai Capstone - Alacrity - Provides +2 Intelligence.
- Monk: Henshin Mystic enhancements Enhancement - Intelligence - Provides +1 Intelligence at Tier 3 and Tier 4.
- Rogue: Assassin enhancements, Mechanic enhancements Enhancement - Intelligence - Provides +1 Intelligence at Tier 3 and Tier 4.
- Assassin enhancements Capstone - Deadly Shadow - Provides +2 Intelligence.
- Mechanic enhancements Capstone - Hip Flask - Provides +2 Intelligence.
- Warlock: Soul Eater enhancements, Tainted Scholar enhancements Enhancement - Intelligence - Provides +1 Intelligence at Tier 3 and Tier 4.
- Wizard: Archmage enhancements, Wizard Eldritch Knight enhancements, Pale Master enhancements Enhancement - Intelligence - Provides +1 Intelligence at Tier 3 and Tier 4.
- Archmage enhancements Capstone - Master of Magic - Provides +2 Intelligence.
- Wizard Eldritch Knight enhancements Capstone - Eldritch Blade - Provides +2 Intelligence.
- Pale Master enhancements Enhancement - Shroud of the Lich - Provides +2 Intelligence while in Lich Form.
- Pale Master enhancements Enhancement - Shroud of the Zombie Provides -2 Intelligence while in Zombie Form.
- Pale Master enhancements Enhancement - Improved Shrouding - Archlich - Provides +2 Intelligence while in Lich Form.
- Pale Master enhancements Capstone - Master of Death - Provides +2 Intelligence.
- Artificer: Arcanotechnician enhancements, Battle Engineer enhancements Enhancement - Intelligence - Provides +1 Intelligence at Tier 3 and Tier 4.
- Patron Enhancements
- Harper Enhancement - Intelligence - Provides +1 Intelligence in Core 2 and 4 and at Tier 3 and Tier 4.
- Racial Enhancements - Eight races allow to raise the Intelligence score via enhancements:
- Deep Gnome, Drow Elf, Gnome, Morninglord characters can increase their Intelligence by two
- Human, Half-Elf, Shadar-Kai and Purple Dragon Knight characters can increase their Intelligence by one (Human Racial Enhancements, Half-elf Racial Human Enhancements)
- Any Half-Elf with can increase its Intelligence by one as a Tier 3 Enhancement
- Epic Destiny Enhancements -
- Draconic Incarnation Tier 1 - 6 Stat Increase - You can select a +1 Intelligence increase at each level for 2 EDP. Maximum of +6 total.
- Magister Tier 1 - 6 Stat Increase - You can select a +1 Intelligence increase at each level for 2 EDP. Maximum of +6 total.
- Shadowdancer Tier 1 - 6 Stat Increase - You can select a +1 Intelligence increase at each level for 2 EDP. Maximum of +6 total.
- Primal Avatar Spirit Boon - +2 primal bonus to Intelligence while toggled on. Tier 5 Enhancement. Will not stack with other Primal Bonuses.
- Fatesinger Echos of the Ancestors - Provides a +1 bonus to Intelligence for the Magister selector.
- Shiradi ChampionAudience with the Queen Can provide Pleasure of the Queen for a +4 Royal Bonus to Statistics or Joy of the Queen - Love for a +10 Royal Bonus. 5 minute duration.
Items[edit]
Unless noted otherwise, bonuses within a single category do not stack.
- Enhancement Bonus
- Random Loot Items may come with the enhancement bonus of +1 - +17.
- Named Loot Items may come with the enhancement bonus of +1 - +18.
- Cannith Crafting Items may come with the enhancement bonus of +1 - +15.
- Slave Lords Crafting Items may come with an enhancement bonus of +5(heroic) or +17(Legendary) in the Prefix (Blue) Slot.
- Colorless Augment Slots can be slotted with a Intelligence augment with an enhancement bonus of +1 - +8
- Exceptional bonus
- Globe of True Imperial Blood can be slotted into a Colorless Slot and provides +1 Exceptional Bonus.
- Diamond of Exceptional Intelligence +1 can be slotted into a Colorless Slot and provides +1 Exceptional Bonus.
- Named Items may provide a +1 Exceptional Bonus to Intelligence. Detailed List here: Category:Exceptional Intelligence items
- Dragontouched Armor Tempest Runes may be slotted to provide a +1 Exceptional Bonus to Intelligence.
- Legendary Green Steel items may be crafted with a +2 Exceptional bonus in Tier 3.
- Insight bonus
- Random loot may come with a +1 - +8 Insight bonus.
- Cannith Crafting items may come with a +1 - +7 Insight bonus.
- Incredible Potential Tower of Despair crafting may add a +2 Insight Bonus to Intelligence on Tower of Despair Rings.
- Legendary Green Steel items may be crafted with a +7 Insight bonus in Tier 2.
- Quality bonus
- Named items may come with a +1 - +4 Quality bonus.
- Slave Lords Crafting Items may come with a Quality bonus of +1(heroic) or +4(Legendary) in the Extra 2(Yellow) slot.
- The Devil's Handiwork Set provides a +2 Quality Bonus to Intelligence.
- Epic The Devil's Handiwork Set provides a +3 Quality Bonus to Intelligence.
- Artifact bonus
- Set bonuses Slave Lord's Sorcery Set provides +1 Artifact Bonus (Heroic 5 Piece Set) and +2 Artifact Bonus (Legendary 5 Piece Set)
- Alchemical bonus
- Alchemical Crafting from the Secrets of the Artificers can provide a +2 Alchemical Bonus in Tier 2 for Alchemical Weapons.
- Profane bonus
- - Litany of the Dead provides a +1 Profane Bonus to Intelligence.
- - Epic Litany of the Dead provides a +2 Profane Bonus to Intelligence.
- - Executioner's Platemail and Band of Insightful Commands provide a +1 Profane Bonus to Intelligence.
- - Legendary Executioner's Platemail and Legendary Band of Insightful Commands provide a +2 Profane Bonus to Intelligence.
- Festive bonus - +2 from Diamond of Festive Intelligence +2
Named weapons that use Intelligence for attack/damage[edit]
Name | ML | Type | Attack mod | Damage mod |
---|---|---|---|---|
Brine Shaman's Staff | 6 | Quarterstaff | INT, CHA | STR |
Stave of the Seer | 8 | Quarterstaff | INT, WIS | INT, WIS |
Staff of Inner Sight | 10 | Quarterstaff | INT, WIS, CHA | INT, WIS, CHA |
Doublecross Bow | 16 | Repeating Light Crossbow | DEX, INT | N/A |
Epic Doublecross Bow | 20 | Repeating Light Crossbow | DEX, INT | N/A |
Epic Staff of Inner Sight | 20 | Quarterstaff | INT | CHA |
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Spells[edit]
Bonuses from spells will not stack with bonuses of the same type from other sources
- Enhancement Bonus
- Fox's Cunning - Provides a +4 Enhancement Bonus to Intelligence
Temporary bonuses[edit]
Unless otherwise noted, Temporary bonuses will not stack with bonuses of the same type from other sources.
- Guild bonus
- Guild Airship buff shrines - Provides a +1 or +2 Artifact bonus. (Note: Modern ship buffs only provide +2, but +1 or +2 legacy shrines may still be purchased.)
- Alchemical bonus
- Potion of Knowledge - The House Deneith Collector, Magda Yarrowmill, may provide a Potion of Knowledge +1 - +3 alchemical bonus, in exchange for particular collectables.
- Profane bonus
- Abishai Destroyer When you consume all five Abishai Cookies, you receive a +4 Profane Bonus to Intelligence for 10 minutes.
- Stacking bonuses - These bonuses are all temporary and seem to be Untyped and stack with all other sources
- Yugo Pot bonus - The Yugoloth Favor Potion, Essences of Cunning, adds a +2 bonus to Intelligence for 15 minutes.
- Long Lasting Elixir of Fox's Cunning - Found in the DDO Store or the Monster Hunter Vendor, provides a +2 bonus to Intelligence.
Theoretical maximum[edit]
NOTE: This is accurate through U35
The theoretical Sustainable maximum for Intelligence for a caster is 118/109 (Situational/Sustainable) in Magister using a Sun Elf, Drow, Deep Gnome, or Gnome Wizard 20.
The theoretical Situational maximum for Intelligence for a caster is 122/103 (Situational/Sustainable) in Shiradi Champion using a Sun Elf, Drow, Deep Gnome, or Gnome Wizard 20.
The Breakdown is as follows:
- 20 Base (Spend 10 build points to get max possible for Race)
- +7 Level-up
- +7 Tome
- +2 Racial Enhancement (6 AP)
- +9 Class Enhancements
- +8 from Pale Master (41 AP, Shroud of the Lich +2, Improved Shrouding +2, Tier 3&4 Intelligence +2, Capstone +2)
- +1 from Archmage (12 AP, Tier 3 Intelligence +1)
- +4 Patron Enhancement Harper Agent (24 AP, Core Intelligence +2, Tier 3&4 Intelligence +2)
- +2 Racial PL Feats for Drow and Gnome
- +2 Completionist Feat
- +4 Epic Feat (Great Ability x4)
- +5 Twists (+3 twisted in from EDs, +1 twisted in from Epic Completionist bonus +1 Twisted in with Level 30 bonus Twist)
- +17 Item Enhancement Bonus (Item)
- +8 Insightful(Item, Random loot (Legendary Greensteel +7 max)
- +2 Exceptional(Legendary Greensteel)
- +4 Quality (Legendary Festering Mummy Wrappings)
- +2 Festive (Augment, e.g. Diamond of Spooky Intelligence +2)
- +2 Artifact (Legendary Slave Lords Sorcery Set)
- +2 Guild Airship Buffs
- +4 Profane(Abishai Bonus. +2 Sustainable from Well Rounded or Litany)
- +3 Alchemical (+2Alchemical Weapon or +3 from Deneith Pot)
- +2 Competence (Bard Inspire Excellence song)
- +2 Yugoloth
- +2 DDO Store Potion
- Now pick one of two destinies - Magister for Sustainable Max. Shiradi Champion for Situational Max. You cannot be in two destinies simultaneously.
- +6 Epic Destinies (e.g. +6 from Magister INT Sustainable) OR
- +10 Royalty (+10 from Audience with the Queen Shiradi bonus, lasts 5 minutes)(Not Sustainable)
Ddo Warlock How To Add Cha To Dmg 1
The theoretical Sustainable maximum for Intelligence for a non-Caster Character is 119/110 (Situational/Sustainable) in Shadowdancer using a Sun Elf, Drow, Deep Gnome, or Gnome Fighter 12/Rogue(or Artificer) 8.
The theoretical Situational maximum for Intelligence for a non-Caster Character is 123/104 (Situational/Sustainable) in Shiradi Champion using a Sun Elf, Drow, Deep Gnome, or Gnome Fighter 12/Rogue(or Artificer) 8.
The only difference will be the Class & Patron Enhancements.
- +10 Class Enhancements
- +8 from Kensai (21 AP, Power Surge +8 Intelligence)
- +2 from Mechanic (Or Battle Engineer (22 AP, Tier 3 & 4 Intelligence +2)
- +4 Patron Enhancement Harper Agent (22 AP, Core Intelligence +2, Tier 3& 4 Intelligence +2)
This yields a +1 Intelligence difference from the Wizard 20 version above.