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Sorcerer equipment

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Sorcerer
Starting a...

Enhancements
Tactics
Equipment
Spells


Scrolls[edit]

If your caster uses all his/her allocated spell points during the course of an adventure, it can be very helpful to have a few scrolls on hand so that you can continue to contribute (although Wands are typically a more cost effective alternative.)

Because there are a greater variety of scrolls then there are wands, casters often use scrolls to round out their repertoire of utility spells. Utility spells that need to be cast frequently may be carried as scrolls to conserve spell points. Many popular scrolls are ones that have the same effect (except duration) regardless of caster level (such as Teleport). Damage-dealing spells often rely heavily on DC (typically fixed at a low level for scrolls) and need to be cast often enough that they are not practical used from scrolls.

Popular scrolls many casters carry.. Reconstruction (WF arcanes will often have this prepared, but large stacks of scrolls for emergency WF heals never hurts)

Certain spells are useful enough to have on hand but may only be needed once per quest, therefore aren't worth spending a spell slot on. Examples include Dimension Door, Invisibility, Mass, Teleport, and Greater Teleport. Note that Dimension Door is a rare scroll, so may be better off memorizing it.

Wands[edit]

Wands allow a spellcaster to continue contributing long after they have run out of spell points during a mission. Because wands cast at the level of the character who created it (or NPC who created it, since DDO does not include this kind of crafting at this time), it is essential that you pay attention to the caster level of the wand. A wand of Fireball, caster level 6, will do 6d6 damage (usually between 25 and 36, unless the enemy makes the reflex save), while a wand of Fireball, caster level 10, will do 10d6 damage (usually between 40 and 60 before the reflex save). Many casters will also carry repair wands (wands with Repair Light Damage, Repair Moderate Damage, Repair Serious Damage, or Repair Critical Damage, as a method of “healing” warforged characters without using a spell slot to carry the spell with them. Wands of Stoneskin are often carried as they cost less per charge than the material components for the spell (and require no spell points of course).

Every caster should have at least one Eternal Wand on hand (you get one for free at character creation, and there are a number to acquire throughout the game). These typically do smaller amounts of damage, but recharge themselves over time (and completely recharge when resting) unlike normal wands.

Three examples of very useful eternal wands...

Components[edit]

Each level of spell shares a common pool of components. For example, all level one spells that require a material component use a Pinch of Fine Sand at the time of casting. If your spellcaster does not have the Eschew Materials feat, then they cannot cast any spells that require a material component unless that material component is in his/her inventory. Since material components are relatively cheap and light, and spell points are relatively hard to come by, most casters opt to carry large amounts of material components and not to take the Eschew Materials feat.

Certain spells require an alternate material component, usually of exceptionally high value. For example, the 4th level arcane spell Stoneskin uses Pouch of Granite and Diamond Dust instead of the normal level 4 material component, Heart of a Hen.

Update 13 added two new, "universal", material components: Omnispell Dust and Omnispell Stone. The dust can be used in place of any standard spell component; the stone in place of any high-value component.

Weapons[edit]

Most casters opt to carry only weapons that affect their spells, such as the Starter Quarterstaff they started play with. You will find many weapons as random loot or even named weapons that can boost your magics. The enchantments to look out for are those that increase your Spell Power such as:

Equipment bonus from enchantments like Potency or Combustion. The item enchantment name corresponds to the type of spells the spell power applies to. The equipment bonus on randomly generated loot increases on higher level equipment. (See Thaumaturgy for an overview table.)

  • Combustion = Fire
  • Corrosion = Acid
  • Devotion = Positive (Healing)
  • Glaciation = Cold
  • Impulse = Force, Untyped, Slashing, Piercing, Bludgeoning
  • Magnetism = Electricity
  • Nullification = Negative
  • Potency = Universal
  • Radiance = Light, Alignment
  • Reconstruction = Repair, Rust
  • Resonance = Sonic

Caster weapons (such as staves) may give you an implement bonus to Spell Power (equal to 3 * enhancement bonus of the weapon), this stacks with the equipment bonus.

It is also popular among spellcasters to carry Lore items, for maximum spell critical chance for nuking spells. Many monsters in high level quests possess spell resistance, so Spell Penetration items are essential for spellcasters as well.

Items granting more spell points are often found as weapons. A common tactic is to switch said item out once those spell points are exhausted. Remembering to reequip it before resting can be problematic.

Armor[edit]

Sorcerer/Wizards are not proficient with armor of any type. In DDO, arcane spellcasters tend to wear robes (unless they are Warforged, in which case they can get the same types of abilities out of Docents) which have been heavily enchanted to help protect them in some way. There are many different types of enchantment that can be placed on a given set of robes, some of the more popular ones are:

  • Axeblock—Wearer gains DR5/Bludgeoning and DR5/Piercing, meaning that enemies attacking with swords and axes do less damage.
  • Deathblock—Protects against instant death effects (not as useful as the Death Ward spell, but not stripped by a Beholder's Anti-magic cone aura).
  • False Life—Grants the wearer more hit points.
    • Lesser False Life—grants +5 hit points
    • False Life—grants +10 hit points
    • Improved False Life—grants +20 hit points
    • Greater False Life—grants +30 hit points
  • Fearsome—Whenever an enemy physically attacks the wearer, the robe casts Cause Fear on them, making some less powerful enemies run away from the wearer for a short time. Can be less popular with melee party members who have to chase down fleeing foes.
  • Fortification—Protects against critical hits and sneak attack damage.
  • Hammerblock—Wearer gains DR5/Piercing and DR5/Slashing, meaning that enemies attacking with clubs and hammers do less damage
  • Invulnerability—Wearer gains DR5/Magic, which protects against all non-magical attacks from the many enemies in the game. While very useful at low levels, nearly all attacks are considered magic and bypass it by level 10.
  • Magi/Power/Wizardry—These enchantments on a robe or other item allow the wearer to use more spell points between rests.
    • Magi - +100 spell points
    • Power I - +10 spell points
    • Power II - +20 spell points
    • Power III - +30 spell points
    • Power IV - +40 spell points
    • Power V - +50 spell points
    • Power VI - +60 spell points
    • Power VII - +70 spell points
    • Power VIII - +80 spell points
    • Power IX - +90 spell points
    • Wizardry I - +25 Spell Points
    • Wizardry II - +50 Spell Points
    • Wizardry III - +75 Spell Points
    • Wizardry IV - +100 Spell Points
    • Wizardry V - +125 Spell Points
    • Wizardry VI - +150 Spell Points
    • Wizardry VII - +175 Spell Points
    • Archmagi - +200 Spell Points
  • Spearblock—Wearer gains DR5/Bludgeoning and DR5/Slashing, meaning that enemies attacking with arrows, bolts, daggers, rapiers and spears do less damage
  • Spell Resistance—Wearer gains Spell Resistance
    • Spell Resistance comes in all odd numbers from 13 to 19, and may be expanded in any future update


 

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