Understanding Spellpower Implement Bonuses

To be clear right from the jump 90% of the issues i had with understanding Spellpower in regards to getting an implement bonus was due to my understanding. And if I have issues in my understanding of something, I assume some of you do too. Hence this post.


I also want to start off with a special thanks to the guys and gals that maintain the DDoWiki. I said it just the other day, they make me look smarter then I am. And I will also list this as my first new years resolution to make time at least once a month to try and update something I might think it out of date.

As I think most of you know I am working on Samius’ “final” life, but spell power has changed a lot on me while I was living life as a melee. Sure I have a few other casters but like As400 being a PM Dc are more important then spellpower or Java who is more of a melee that can heal/some spell damage again spellpower is second to melee dips.

What does that mean? I am going through spellpower growing pains. What goes where? How can I fit in potency, and the 3 main elemental damage types? Why don’t these staffs have an implement bonus?

Man, life was easier when I could just run a few of each clickly and wear a potency item and just boost as needed….

So I did some research asked some questions, generally made and ass of myself in some circles I would rather not have that asshole stigma already and may have offended some of the good people that try to keep the ddowiki up to date. And for that last bit I am sorry.

So lets jump to the stuff I learned about implement bonuses: (stay with me as it took me a while to “GET IT”)

“Spellcasting implements, such as Thaumaturgy staffs, grant an implement bonus to Spell Power, increasing the damage dealt/healed by spells. All weapons that grant any kind of equipment bonus to Spell Power (e.g. Potency or Devotion) also grant implement bonus. Implement bonus increases your universal spell power (all spells), even if the weapon enchantment is not universal (e.g. Combustion).

The implement bonus is equal to 3 * enhancement bonus of the weapon, e.g. a +4 weapon grants a +12 implement bonus to spell power. Effects that increase enhancement bonus of a weapon, e.g. Artificer infusion Enchant Weapons, also properly increases the implement bonus.”Ddowiki implement bonus page.

What makes this unique from any other DDo buffs is this is a living bonus. If you have a “weapon” and it has any kind of spellpower it should have or gain an implement bonus. In my trials this worked 3 out of 4 times on weapons while I did some testing via the Cannith crafting (and i bet you that lag or how i looked at the item prevented me from seeing the bonus). I have a theory that there is a script that runs when an item is put in your backpack so it is possible that you could have an item that should have an implement bonus and it might not have one until it enters you backpack. Say something sitting in bank, viewing it in the crafting window or maybe already hanging out in your back from before the spellpower change. Try moving it once so it goes INTO your inventory and i bet you it will be fixed.

How this all started for me????

I had all these wonderful named staffs for casters and I didn’t want to use them because I wanted to have an implement bonus. It seemed silly not to use clearly amazing leveling staffs. And I mean mainly the Staff of the Petitioner and the Master Transmuter’s Staff.

But looking at them either in the Cauldron of Sora Katra or in the case of my SotP in my backpack they were missing that implement bonus and I just didn’t get it.

…Much Confusion Followed..

But now that I understand lets take everything and put it to work and what it really means.

Staff of the Petitioner – Once unsuppressed gains what was potency 6 now I think that is around 56 or so potency. So unlocking it also nets you 15 spellpower implement bonus.

Master Transmuter’s Staff – once it hits your inventory it should gain 15 spellpower implement bonus do to being a +5 weapon with potency 48. Making it the best bang for your buck at level 12 and for a long time beyond unless you have an unlocked SotP….

Cannith crafted stuff – you can make yourself a cheep big implement bonus item but its min level skyrockets, as the weapon’s enchantment bonus is the main fuel for the bonus. Also SHIELDs DO NOT gain an implement bonus even if they are mostly treated as weapons for Cannith crafting purposes.

Artys- Casters asking your group’s arty to cast Enchant Weapons on you when you have your implement item equipped will boost your spellpower by 3…

So what after all that did I do to fix my gear?

Hit the AH found a lvl 18 Thaumaturgy staff with impulse and corrosion, added my Regalia of the Phoenix to my armor swaps against my amp/amp/rad guard DT and dug up a cove dagger at level 16 and kept my magnetism +66 (best I can craft) on my buckler…

So for me when the Cove next returns I plan to upgrade my lvl 16 dagger to tear 3 to add all the lores for the next caster I level.

Next time i level up a caster, I will make Master Transmuter’s Staff at 12 and not and just not worry about it until much later in the life….

I know that was a read but if you stuck to the end I hope you learned something. I know I did through the whole process and I think it will make future leveling much easier.


4 thoughts on “Understanding Spellpower Implement Bonuses

  1. Thanks for that! Now my Master Transmuter’s Staff will go right to my hands. ; )
    By the way, did you test the newly added Wizard’s Ward, that Orb? Does it offer Implement?
    : )

  2. Your theory is very interesting, it may be related to that spell power supress bug that triggered when swapping items or drinking pots… maybe.

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