Kalibano
Build Designer. Having fun since 2006!
Welcome to my build repository! I've been playing since 2006, and I play to have fun: I don't really care about 'the META'. I have 23 alts, so I actively play practically every class and race available in the game. I design all my builds fully from scratch. Hope you find them useful, and constructive comments/ suggestions are always welcome!
5. Kali's Wizard Pale Master Insta-kill + CC caster build
DDOBuilder (v2) file for this build. You can find and download Maetrim's DDOBuilder (v2) here.
Preface to the build
This thread aims to provide the very 'core' of the build:
DISCLAIMER: nobody in real life has been injured on the making of this thread, and nobody will suffer injuries in real life if they try it. DDO is an awesome game, and trying-and-testing + making changes to suit your specific play style are a very healthy aspect of the game. It's how you learn and get better! Try not to stress too much about what some people have to say about how you play your game. Not everyone gets that this is a game, that people are not the same, and don't want the same things! The Mountain has many paths. Have fun!
Aims of the build
Primary aim(s):
1. Insta-kill enemies (9 spells)
2. Crowd Control:
My preferred Quickbar layout (in case it's useful):
A. Spell DCs:
N.B. The values below are NOT inclusive of the de-buffs outlined earlier in section 3.
B. Reduced spell cooldowns = -10% (faster insta-kills & CC!)
C. Spell Penetration bonuses = +37:
E. Helpless damage = +55%
F. Survivability & Defenses (after all, soul stones do zero insta-kills, CC and dps):
My understanding is that this info is based on player testing, not officially from the Devs. Info below (inc link) from the DDO Wiki:
I share some strategies for general defensiveness and survival in this thread. Come visit if you feel it could be useful to you!
The 'core elements' of the build
Class(es): Wizard (20)
Race: Deep Gnome
Alignment: Any
Main stat: Intelligence (level ups here)
Starting stats (34 pts): STR: 08/ DEX: 08/ CON: 18/ INT: 20/ WIS: 10/ CHA: 06
Skills: Spellcraft/ Heal / Use Magic Device/ Jump/ Tumble/ (any)
Feats:
Heroic enhancements: 85 = 80 + 3 (Racial tomes) + 2 (Universal tome)
N.B: Multi-selector choices (cores):
Epic Destinies: 73 = 69 + 1 (Tome of Fate +3) + 2 (Fey & Dread tomes) + 1 (Historic tome)
N.B: ED multi-selector choices:
Spells:
Suggestions for gear
(not part of the core build: choices based on what supports the main aims of the build best, with the intention to suggest/ inspire)
Gear Set bonuses:
Gear:
(PS: Some choices ref gear cater to a much larger personal scheme/tetris where items need to get shared between several alts at endgame, where I
normally play in reaper mode 6-10 skulls).
More Gear Set suggestions & planners in this thread.
Most important augments to slot:
Main Filigree Set bonuses:
Filigrees: 14 = 10 (weapon) + 4 (artefact)
Filigree master plan:
I am always happy to read, consider and respond to constructive comments/ suggestions / feedback that are provided in a polite and friendly manner. I welcome discussions with anyone who is capable (and willing) to do this. Some discussions may lead to both parties simply agreeing to disagreeing - that's absolutely fine, everyone is entitled to their opinion after all!
.
If you would like to contribute towards this effort, any donations will be greatly appreciated. If not, please don't worry: sharing is caring! Just sit back and relax, and enjoy the builds! |
5. Kali's Wizard Pale Master Insta-kill + CC caster build
DDOBuilder (v2) file for this build. You can find and download Maetrim's DDOBuilder (v2) here.

Preface to the build
This thread aims to provide the very 'core' of the build:
- show how it started: its key aims
- indicate the key decisions that can be made to achieve those aims: stats, skills, feats, heroic enhancements, epic destinies
- all numbers are based on what a first-lifer (or someone with minimal past lives) would have, unbuffed, outside of reaper mode (they do, however, include equipped gear and partially completed filigrees). They are real characters, and those are the numbers I can offer.
- numbers are indicative of the potential minimum amounts that can be achieved with the investments that were proposed
- provide a 'photo' of what your character could look like at endgame during quite a few lives of their 'TR hamster wheel' journey
- show the 'foundations' to be built upon, if a player decides to embark on the 'TR hamster wheel' and go out there to hunt for rare bonuses
- gear choices are NOT part of the core build, but rather one of the most important ways to invest in the key elements of the core build to make the aims work. It has been added here simply to suggest options/ inspire. No promises are being made towards keeping this updated upon the release of new content.
DISCLAIMER: nobody in real life has been injured on the making of this thread, and nobody will suffer injuries in real life if they try it. DDO is an awesome game, and trying-and-testing + making changes to suit your specific play style are a very healthy aspect of the game. It's how you learn and get better! Try not to stress too much about what some people have to say about how you play your game. Not everyone gets that this is a game, that people are not the same, and don't want the same things! The Mountain has many paths. Have fun!
Aims of the build
Primary aim(s):
1. Insta-kill enemies (9 spells)
> AoE (3):
Necromancy {vs Reflex, followed by Fort Save}
> Wizard spell
> 'Circle of Death'
Necromancy {vs Fort Save}
> Wizard spell
> 'Wail of the Banshee'
Necromancy {vs Will Save}
> Wizard spell
> vs undead: 'Undeath to death'
> Single target (6):
NO Save
> Wizard spell
> 'Power Word: Kill'
Illusion {vs Will, followed by Fort Saves}
> Wizard spell
> 'Phantasmal Killer' x3 on separate cooldowns!
Necromancy {vs Fort Save}
> Wizard spell
> 'Finger of Death'
Conjuration {vs Will Save}
> Wizard spell
> 'Trap the Soul'
Secondary aim(s):2. Crowd Control:
> AoE:
NO Save
> Magus of Eclipse:
> 'Dark Light of the Moon: Starlight [T3]' {slows the movement of non-boss enemies that enter it by 20%}
> 'Dark Moonlight: Nightwind [C4]' {enemies who take dmg inside your Dark Light zone have a 5% chance to be Frozen for 10s}
> 'Time Stop [T5]' {enemies in a small area are paralyzed and helpless with no save for 10s}
> Dino crafting:
> 'Salt effect' {attacks and offensive spells have a chance to significantly slow your enemies}
Illusion {vs Will Save}
> Deep Gnome:
> 'Greater Color Spray [T2]' {{enemies are sprayed with illusions of color to be Dazed, Blinded, and/or Silenced. Dazed effect by this spell won't be removed by damage, and causes helplessness. Saving throw for each effect}
Necromancy {vs Will Save}
> Wizard spell:
> vs undead: 'Hault undead' {renders undead targets in range immobile for 6s per caster level}
Note: NO Save vs non-intelligent Undead
Enchantment {vs Will Save}
> Wizard spells:
> 'Mass Hold Monster' {multiple enemies become held in place, causing helplessness, for a max of 6s per caster level}
> 'Otto's Dance Sphere' {A magical sphere that compels all enemies who enter it to dance}
> 'Symbol of Stunning' {All targets entering the area of effect are Stunned for 6d6s or until the symbol expires}
Conjuration {vs Reflex Save, followed by a Strength check every 2s}
> Wizard spell:
> 'Web' {creates a many-layered mass of strong, sticky strands that entangle targets within them}
> Single-target:
Necromancy {vs Will Save}
> Magus of Eclipse:
> 'Gloomspear: Greater Beams [T4]' {paralyzes for 12 seconds}
Enchantment {vs Will Save}
> Wizard spells:
> 'Otto's Irresistible Dance' {a single enemy feels an undeniable urge to dance}
> 'Dominate Person' {controls the actions of any humanoid creature through a telepathic link that you establish with the subject’s mind. The creature will follow you throughout the dungeon}
Transmutation {vs Fort Save}
> Wizard spell:
> 'Flesh to Stone' {turns a single fleshy target into a mindless, inert statue in a Petrified condition, causing helplessness}
3. Enemy de-buffs (all NO save}:
NO save
> -1 Will Saves for 10s, stacks 3 times, upon casting offensive Illusion spells (including Greater Color Spray)
>Feydark Illusionist's 'Twist Reality [T1]'
> Strip undead target's Negative energy immunity (for 20s):
> Pale Master's 'Unholy Avatar [T4]'
> Reduce Spell Resistance:
> Magus of the Eclipse:
> 'Gloomspear [T1]' {3 stacks of shattermantle}
> 'Flash of the Eclipse [T2]' {chance to apply 1 stack of shattermantle, can only strike once every 5 secs}
> 'Nullmagic strike [T3]' {-4 Spell Resistance: 15% chance on offensive spellcast}
> Inflict stacks of Vulnerability:
> Magus' 'Gloomspear: Lunar Imbuement [T3]' {5 stacks}
4. Moderate offensive casting: Mainly Negative + Acid + Force (some Cold):> Negative damage:
> AoE spells/abilities/effects:
NO Save
> Magus of the Eclipse:
> 'Dark Light of the Moon [T2]' {while inside the zone, every 2s for 10s, 25s cooldown}
> 'Dark Light of the Moon: Starlight [T3]' {on expiration, the zone explodes, dealing damage per Caster Level to enemies within}
> Destiny Mantle upgraded by 'Flash of the Eclipse [T2]' {Negative spells have a chance to blast your target for additional negative damage per Character Level. Can only strike once every 5s, tracked separately from the Cold spell proc}
Necromancy {vs Fort Save}
> Pale Master:
> 'Necrotic Blast [T5]'
> Wizard spell:
> 'Negative Energy Burst'
> Greater + 'regular' + Lesser: 'Death Auras'
> Single-target spells/abilities/effects:
NO Save
> Wizard Damage over Time (DoT) spells:
> 'Rend the Soul'
> 'Enervation'
> Magus of the Eclipse:
> Destiny Mantle upgraded by 'Flash of the Eclipse [T2]' {Negative spells have a chance to blast your target for additional Negative damage per Character Level. Can only strike once every 5s, tracked separately from the Cold spell proc}
Necromancy {vs Reflex Save}
> Magus of the Eclipse:
> 'Moon's Shadow [T5]'
Necromancy {vs Will Save}
> Magus of the Eclipse:
> 'Gloomspear [T1]' {damage is increased significantly vs enemies with 0 or less Spell Resistance}
Necromancy {vs Fort Save}
> Pale Master:
> 'Necrotic Bolt [T3]'
> 'Necrotic Touch [T1]'
> Wizard spell:
> 'Necrotic Ray'
> Acid damage:
> AoE spells/abilities/effects:
NO Save
> Primal Avatar
> 'Shard Storm [T2]' [Acid + Poison]
Conjuration {vs Fort Save}
> Wizard spells:
> 'Acid Well'
> 'Cloudkill'
> Force damage:
> AoE spells/abilities/effects:
Evocation {vs Reflex Save}
> Wizard spell:
> 'Arcane Tempest'
> Single-target spells/abilities/effects:
NO Save
> Epic feat:
> 'Arcane Pulse' upgraded by Magus of the Eclipse 'Unholy Pulse [T4]' to stack up to 7 times
> Past Life feat (purchased):
> 'Arcane Initiate' {Magic Missile spell, 10 charges, no spell point cost}
Necromancy {vs Reflex Save}
> Archmage:
> 'Arcane Bolt [T3]' {this spell benefits from the highest of your spell schools to determine its DC}
> Cold damage:
> Single-target spells/abilities/effects:
NO Save
> Wizard spells:
> 'Polar Ray'
> 'Niac's Biting Cold'
> Magus of the Eclipse:
> Destiny Mantle upgraded by 'Flash of the Eclipse [T2]' {Cold spells have a chance to blast your target for additional Cold damage per Character Level. Can only strike once every 5s, tracked separately from the Negative spell proc}
Key stats & synergiesMy preferred Quickbar layout (in case it's useful):

A. Spell DCs:
N.B. The values below are NOT inclusive of the de-buffs outlined earlier in section 3.
> ALL Spell DCs buffable by an additional +6 DCs {for 30s, 180s cooldown}:
> 'Arcane Insight' (feat)
> +6 to all spell DCs
> +6 to Spell Penetration
[upgraded by Magus of the Eclipse's 'Lunar Insight: INT [T2]': also gain 200% of your Intelligence in Temp Spell points that last 60s and the cooldowns of all Words of Power reset]
> Necromancy = 120+
Breakdown:
A saving throw against most standard spells has a DC of :
10 + (the level of the spell) + (your bonus for the relevant Ability) + (any relevant items and or buffs)
10 + 9 + 47 + 54 = 120
{Spellcasting ability modifier}
+47 (INT modifier)
{Necromancy bonuses}
+54
Feats {+13}
> +1: 'Past Life Wizard: Arcane Initiate' (purchased feat)
> +1: 'Spell Focus: Necromancy'
> +1: 'Greater Spell Focus: Necromancy'
> +1: 'Epic Spell Focus: Necromancy'
> +3: 'Spell Speciality: Necromancy' (@ lvl 34)
> +4: 'Scion of the Shadowfell'
> +2: 'Embolden Spell' (metamagic)
Heroic {+3}
> +2: Pale Master's 'Undead Augmentation II [C4]'
> +1: Pale Master's 'Necromantic Focus [T5]'
Epic Destinies {+10}
> +4: Epic bonus: Magus of the Eclipse cores [1-4]
> +3: Magus of the Eclipse [T3]
> +3: Magus of the Eclipse 'Total Eclipse' [T5]
Gear bonuses (inc Set bonuses) {+20}
> +3 artifact bonus (set bonus)
> +2 profane bonus
> +6 equipment bonus
> +3 insightful bonus
> +2 quality bonus
> +2 sacred bonus
> +2 enhancement bonus (Gianthold augment)
Filigrees (inc Set bonuses) {+7}
> +2: 'Eye of the Beholder' (4-piece set)
> +2: 'Otto's Irrevocable Power' (4-piece set)
> +2: 'Inevitable Grave' (4-piece set)
> +1: 'Zarigan's Arcane Enlightenment' (4-piece set)
Airship Buffs {+1}
> +1: 'Archwizard'
> Illusion = 117+
Breakdown:
A saving throw against most standard spells has a DC of :
10 + (the level of the spell) + (your bonus for the relevant Ability) + (any relevant items and or buffs)
10 + 9 + 47 + 51 = 117
{Spellcasting ability modifier}
+47 (INT modifier)
{Illusion bonuses}
+51
Feats {+11}
> +1: 'Past Life Wizard: Arcane Initiate' (purchased feat)
> +1: 'Spell Focus: Illusion'
> +1: 'Greater Spell Focus: Illusion'
> +1: 'Epic Spell Focus: Illusion'
> +3: 'Spell Speciality: Illusion' (@ lvl 31)
> +2: 'Scion of the Shadowfell'
> +2: 'Embolden Spell' (metamagic)
Heroic {+1}
> +1: Archmage's 'Primary Spell Focus: Illusion [T4]'
Racial {+3}
> +3: Deep Gnome Spell Focus: Illusion [T3]
Epic Destinies {+10}
> +4: Epic bonus: Magus of the Eclipse cores [1-4]
> +3: Shadowdancer [T3]
> +3: Magus of the Eclipse 'Total Eclipse' [T5]
Gear bonuses (inc Set bonuses) {+20}
> +3 artifact bonus (set bonus)
> +2 profane bonus
> +6 equipment bonus
> +3 insightful bonus
> +2 quality bonus
> +2 sacred bonus
> +2 enhancement bonus (Gianthold augment)
Filigrees (inc Set bonuses) {+5}
> +2: 'Eye of the Beholder' (4-piece set)
> +2: 'Otto's Irrevocable Power' (4-piece set)
> +1: 'Zarigan's Arcane Enlightenment' (4-piece set)
Airship Buffs {+1}
> +1: 'Archwizard'
Note: Some ED/Heroic SLA spells reach higher DCs:
> Phantasmal Killer = 10 + the level of the spell + INT modifier + Illusion DC bonuses + Fear-based spells DCs
10 + 9 + 47 + 51 + 3 = 120 (vs Will, followed by vs Fortitude)
{Fear-based spells DCs: +3 Magus of the Eclipse's 'Moontouched [T2]'}
> Greater Color Spray = (??) + INT modifier + Illusion bonuses
(??) + 47 + 51 = 117 (vs Will)
> Conjuration = 106+
Breakdown:
A saving throw against most standard spells has a DC of :
10 + (the level of the spell) + (your bonus for the relevant Ability) + (any relevant items and or buffs)
10 + 9 + 47 + 40 = 106
{Spellcasting ability modifier}
+47 (INT modifier)
{Conjuration bonuses}
+40
Feats {+5}
> +1: 'Past Life Wizard: Arcane Initiate' (purchased feat)
> +0: 'Spell Speciality: Conjuration'
> +2: 'Scion of the Shadowfell'
> +2: 'Embolden Spell' (metamagic)
Epic Destinies {+10}
> +4: Epic bonus: Magus of the Eclipse cores [1-4]
> +3: Primal Avatar [T3]
> +3: Magus of the Eclipse 'Total Eclipse' [T5]
Gear bonuses (inc Set bonuses) {+19}
> +3 artifact bonus (set bonus)
> +2 profane bonus
> +5 equipment bonus
> +3 insightful bonus
> +2 quality bonus
> +2 sacred bonus
> +2 enhancement bonus (Gianthold augment)
Filigrees (inc Set bonuses) {+5}
> +2: 'Eye of the Beholder' (4-piece set)
> +2: 'Otto's Irrevocable Power' (4-piece set)
> +1: 'Zarigan's Arcane Enlightenment' (4-piece set)
Airship Buffs {+1}
> +1: 'Archwizard'
> Enchantment = 107+
Breakdown:
A saving throw against most standard spells has a DC of :
10 + (the level of the spell) + (your bonus for the relevant Ability) + (any relevant items and or buffs)
10 + 9 + 47 + 41 = 107
{Spellcasting ability modifier}
+47 (INT modifier)
{Enchantment bonuses}
+41
Feats {+5}
> +1: 'Past Life Wizard: Arcane Initiate' (purchased feat)
> +0: 'Spell Speciality: Enchantment'
> +2: 'Scion of the Shadowfell'
> +2: 'Embolden Spell' (metamagic)
Heroic {+3}
> +2: Pale Master's 'Undead Augmentation I [C3]'
> +1: Pale Master's 'Ascendant Shroud: Vampire [T5]'
Epic Destinies {+7}
> +4: Epic bonus: Magus of the Eclipse cores [1-4]
> +3: Magus of the Eclipse 'Total Eclipse' [T5]
Gear bonuses (inc Set bonuses) {+20}
> +3 artifact bonus (set bonus)
> +2 profane bonus
> +6 equipment bonus
> +3 insightful bonus
> +2 quality bonus
> +2 sacred bonus
> +2 enhancement bonus (Gianthold augment)
Filigrees (inc Set bonuses) {+5}
> +2: 'Eye of the Beholder' (4-piece set)
> +2: 'Otto's Irrevocable Power' (4-piece set)
> +1: 'Zarigan's Arcane Enlightenment' (4-piece set)
Airship Buffs {+1}
> +1: 'Archwizard'
> Casting ability: Intelligence = 104/47+
INT breakdown:
Base {+20}
> +18 (character creation)
> +2 (character creation - Deep Gnome: +2 INT, +2 WIS; -2 STR; -2CHA)
Level up {+8}
> +8 (+1 @ lvls 4, 8, 12, 16, 20, 24, 28 and 32)
Tome {+8}
> +8 inherent bonus
Feats {+1}
> +1 'Great Intelligence'
Heroic {+10}
> +2: Pale Master's 'Shroud of the Vampire [C2]
> +2: Pale Master [T3+4]
> +4: Pale Master's 'Embraced the Void [C6]'
> +2: Archmage [T3+4]
Racial {+2}
> +2: Deep Gnome [C2 & 4]
Epic Destinies {+2}
> +2 Primal bonus: Primal Avatar's 'Spirit Boon: Mind [T2]'
Gear bonuses (inc Set bonuses) {+34}
> +3 artifact bonus (set bonus)
> +2 profane bonus (Augment)
> +15 enhancement bonus
> +5 insightful bonus (Augment)
> +3 quality bonus
> +2 festive bonus (Augment)
> +2 exceptional bonus (Dino weapon)
> +2 alchemical bonus
Filigrees (inc Set bonuses) {+14}
> +4: 'Raid: Zarigan's Arcane Enlightenment/Voltaic Experiment' (single filigree x2: weapon + Minor artifact)
> +4: 'Raid: Eye of the Beholder/The Inevitable Grave' (single filigree x2: weapon + Minor artifact)
> +2: 'Eye of the Beholder' (single filigree x2: weapon + Minor artifact)
> +2: 'Otto's Irrevocable Power' (single filigree x2: weapon + Minor artifact)
> +1: 'Zarigan's Arcane Enlightenment' (single filigree)
> +1: 'The Inevitable Grave' (single filigree)
Spells/Potions/Scrolls {+2}
> +2: 'Yugoloth: Essence of Cunning' (potion)
Airship Buffs {+2}
> +2: 'Paradoxical Puzzle Box'
Reaper bonus {+1}
> +1: Dire Thaumaturge tree 'Reaper's Arcanum III [C3]' {this works out of reaper mode too}
Note: it takes 11 reaper points to acquire this. I am mindful this is not something everyone will have access to, but I listed it since it seems like a goal that can potentially be achieved in the short term.
Total = 104/47+
> buffable to 106/48+
Spells/Potions/Scrolls {+2}
> +2: 'Lasting Elixir of ability' (potion) {I personally use on high reapers only}
B. Reduced spell cooldowns = -10% (faster insta-kills & CC!)
Epic Destinies
> -10%: Shadowdancer 'Shadowcaster [T3]'
(Potential for more, if you already have extra bonuses from past lives, etc.
by swapping 2x 'Inevitable Grave' filigrees + 2x 'Zarigan's' for 4x 'Dragonsoul' filigrees = -10% (set bonus)
C. Spell Penetration bonuses = +37:
Feats {+2}
> +2 'Past Life: Wizard' x1 (passive)
Heroic {+8}
> +3: Pale Master's 'Undead Augmentation I-III [C3-5]
> +2: Pale Master's 'Embrace the Void [C6]'
> +3: Archmage's 'Spell Penetration [T3]'
Epic Destinies {+12}
> +3 Magus of the Eclipse [C1-3]
> +3 Magus of the Eclipse's 'Nightwind [C4]'
> +3 Magus of the Eclipse's 'Piercing Spellcraft [T3]'
> +3 Shadowdancer's 'Grim Precision [T3]'
Gear bonuses (inc Set bonuses) {+13}
> +8 equipment bonus
> +5 insightful bonus
Filigrees (inc Set bonuses) {+1}
> +1: 'Eye of the Beholder' (3-piece set bonus)
Airship Buffs {+1}
> +1: 'Arcane sanctum'
> buffable to +43:
> 'Arcane Insight' (feat) {for 30s, 180s cooldown}
> +6 to all spell DCs
> +6 to Spell Penetration
[upgraded by Magus of the Eclipse's 'Lunar Insight: INT [T2]': also gain 200% of your Intelligence in Temp Spell points that last 60s and the cooldowns of all Words of Power reset]
D. Main Spell Powers:
> buffable:
> Metamagic feats
> +150 Spell Power: Maximise Spell
E. Helpless damage = +55%
Base bonus
> +50%
Airship buffs
> +5%: 'Game Hunter' (Airship buff)
F. Survivability & Defenses (after all, soul stones do zero insta-kills, CC and dps):

> Both images above
include:

> +6 CON Tome
> +2 CON Yugoloth potion / +2 CON Rage spell
> Temporary HPs: Primal Avatar's 'Shard Storm [T2]' upgraded by 'At Its Core: Thorn [T3]' + 'Greater Heroism spell
> Values @ lvl 33, out of reaper mode
> % Hit Points bonus = +10%:
Legendary bonus
> +10%: set bonus
> Damage Avoidance
> Dodge chance = 16% {capped @27%}
Heroic
> +2%: Deep Gnome's 'Wariness' [C1+3]
Gear bonuses (inc Set bonuses)
> +13%: enhancement bonus
Spells
> +1%: 'Haste'
> Dodge Cap = 27%
Base
> 25%
Airship buffs
> +2%: 'Fencing Master'
> Concealment = 50%
> Wizard's 'Displacement' (spell)
Some info on how incorporeality (e.g. Ghostly) and concealment (e.g. Blur and Displacement) are reduced in reaper mode.My understanding is that this info is based on player testing, not officially from the Devs. Info below (inc link) from the DDO Wiki:

> Evasion
{on successful Reflex save: no dmg, instead of half dmg}
> Shadowdancer's 'The Darkest Luck [C3]'
> INT for Reflex saves
> 'Insightful reflexes' (feat)
> Damage Reduction
> PRR = 100 {50% less dmg from slashing, bludgeoning and piercing attacks}
Breakdown:
Armor
> +0: Cloth armor PRR
Heroic Enhancements
Wizard - Pale Master
> +5: 'Deathly Tough [C5]'
Gear bonuses (inc Set bonuses)
> +30 artifact bonus (set bonus)
> +0 profane bonus
> +33 enhancement bonus
> +16 insightful bonus
> +8 quality bonus
Filigrees
> +3: 'Otto's Irrevocable Power' (single filigree)
Sub-total 1 = 95
Gear: Mythic bonuses
> +1 necklace
> +1 bracers
> +1 boots
> +2 armor
Sub-total 2 = 100 (as per current live game)
> Enhanced MRR Cap = 65
Base cap (outfits)
> 50
Epic Destinies
> +15: Magus of the Eclipse's 'Lunar Studies [T4]' While in your Magus of the Eclipse Destiny Mantle, you gain Spell Resistance, Magic Resistance Rating, and Magic Resistance Rating Cap equal to 3 times the number of Metamagic feats you've acquired. This includes Metamagic Feats that are permanently enabled without costing additional Spell Points
5 Metamagic feats acquired:
- Maximize (@ lvl 1)
- Quicken (@ lvl 9)
- Heighten (@ lvl 10)
- Enlarge (@ lvl 20)
- Embolden (@ lvl 24)
> Energy Absorption
Epic Destinies
> +50% {Cold and Light}
> Magus of the Eclipse's 'Frostlight [T1]' {permanent while Mantle is active}
> +15% {Fire, Cold, Acid, Electric and Poison}
> Primal Avatar's 'Weathering the Elements [C3]' {permanent}
> +15% {Poison}
> Primal Avatar's 'Spider of the Deeps [T1]' {when you rest at a shrine, until the end of the quest}
Airship buffs
> +15% {Fire}: 'Sign of the Silver Flame' {permanent}
> +15% {Acid & Cold}: 'Shrine to the Devourer' {permanent}
> +15% {Electric & Sonic}: 'Stormreaver Memorial' {permanent}
> Immunities:
Undead immunities
> Mind-affecting effects (e.g. charms & compulsions)
> Death effects
> Ability drain/damage
> Energy drain (negative levels)
> Poison
> Disease
> Sleep
> Paralysis
> Stun
> Fatigue & Exhaustion
> Drowning
Spells
> Fear: 'Greater Heroism'
> Magic Missiles: 'Nightshield'
> Strong self-healing:
> 3x 'Death Auras' (each procs healing separately)
> 'Negative Energy Burst' (Wizard spell)
The 'core elements' of the build
Class(es): Wizard (20)
Race: Deep Gnome
Alignment: Any
Main stat: Intelligence (level ups here)
Starting stats (34 pts): STR: 08/ DEX: 08/ CON: 18/ INT: 20/ WIS: 10/ CHA: 06
Skills: Spellcraft/ Heal / Use Magic Device/ Jump/ Tumble/ (any)
Feats:

Heroic enhancements: 85 = 80 + 3 (Racial tomes) + 2 (Universal tome)

N.B: Multi-selector choices (cores):
> Pale Master:
> C3: Beacon of Enchantment
> C4: Beacon of Necromancy
> C5: Deathly tough
> Archmage:
> Illusion
Epic Destinies: 73 = 69 + 1 (Tome of Fate +3) + 2 (Fey & Dread tomes) + 1 (Historic tome)

N.B: ED multi-selector choices:
> Magus of the Eclipse:
> T1: Gloomspear
> T2: Flash of the Eclipse
> T2: Dark Light of the Moon
> T2: Lunar Insight: INT
> T3: Necromancy DCs
> T3: Nullmagic Strike
> T5: Moon's Shadow
> Shadowdancer:
> T3: Shadowcaster
> T3: Illusion DCs
> Primal Avatar:
> T1: Spider of the Deeps
> T2: Spirit Boon: Mind
> T3: Conjuration DCs
> T3: At Its Core: Thorn
Spells:

Suggestions for gear
(not part of the core build: choices based on what supports the main aims of the build best, with the intention to suggest/ inspire)
Gear Set bonuses:

Gear:
(PS: Some choices ref gear cater to a much larger personal scheme/tetris where items need to get shared between several alts at endgame, where I
normally play in reaper mode 6-10 skulls).

More Gear Set suggestions & planners in this thread.

Most important augments to slot:
+2 profane/ +1 except All Ability scores
+5 insight/ +2 festive Intelligence
+6 equip Illusion & Necromancy DCs
+2 enhanc Illusion; Necromancy; Conjuration & Enchantment DCs
+5% insight All Spell Critical chance
+261 enhanc/ +100 insight Spell Points
+19 Spellcraft & Heal skills
+2 festive Constitution
+32 Sheltering/ +10 resist All Saves
Meridiam Fragment / Crystal Drop of Tea
(Suggestions for where to slot them in the DDOBuilder file for this build).
+5 insight/ +2 festive Intelligence
+6 equip Illusion & Necromancy DCs
+2 enhanc Illusion; Necromancy; Conjuration & Enchantment DCs
+5% insight All Spell Critical chance
+261 enhanc/ +100 insight Spell Points
+19 Spellcraft & Heal skills
+2 festive Constitution
+32 Sheltering/ +10 resist All Saves
Meridiam Fragment / Crystal Drop of Tea
(Suggestions for where to slot them in the DDOBuilder file for this build).
Main Filigree Set bonuses:

Filigrees: 14 = 10 (weapon) + 4 (artefact)

Filigree master plan:
- Primarily invest in Spell DC and Intelligence.
- Spell Power goes as secondary aim, if/when possible to squeeze in
- other effects get the least priority
I am always happy to read, consider and respond to constructive comments/ suggestions / feedback that are provided in a polite and friendly manner. I welcome discussions with anyone who is capable (and willing) to do this. Some discussions may lead to both parties simply agreeing to disagreeing - that's absolutely fine, everyone is entitled to their opinion after all!
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