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  1. #1
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    Default 34 pt WF AM WIZ Build need advice

    Just looking for advice. Was going for more dcs for enchant spells at end game here.


    Code:
    Character Plan by DDO Character Planner Version 03.12.01
    DDO Character Planner Home Page
    
    Mikaiaa 
    Level 20 Lawful Good Warforged Male
    (20 Wizard) 
    Hit Points: 220
    Spell Points: 1985 
    BAB: 10\10\15\20
    Fortitude: 12
    Reflex: 6
    Will: 11
    
                      Starting            Ending          Feat/Enhancement
    Abilities        Base Stats         Base Stats         Modified Stats
    (34 Point)       (Level 1)          (Level 20)           (Level 20)
    Strength             14                 16                   16
    Dexterity             8                 10                   10
    Constitution         18                 20                   22
    Intelligence         18                 25                   30
    Wisdom                6                  8                    8
    Charisma              8                 10                   10
    
    Tomes Used
    +1 Tome of Strength used at level 3
    +1 Tome of Dexterity used at level 3
    +1 Tome of Constitution used at level 3
    +1 Tome of Intelligence used at level 3
    +1 Tome of Wisdom used at level 3
    +1 Tome of Charisma used at level 3
    +2 Tome of Strength used at level 7
    +2 Tome of Dexterity used at level 7
    +2 Tome of Constitution used at level 7
    +2 Tome of Intelligence used at level 7
    +2 Tome of Wisdom used at level 7
    +2 Tome of Charisma used at level 7
    
                      Starting            Ending          Feat/Enhancement
                     Base Skills        Base Skills        Modified Skills
    Skills           (Level 1)          (Level 20)          (Level 20)
    Balance               1                 11.5                 11.5
    Bluff                -1                  0                    0
    Concentration         8                 29                   33
    Diplomacy             1                 11.5                 11.5
    Disable Device        n/a              n/a                   n/a
    Haggle               -1                 11.5                 11.5
    Heal                 -2                 -1                   -1
    Hide                 -1                  0                    0
    Intimidate           -1                  0                    0
    Jump                  4                 14.5                 14.5
    Listen               -2                 -1                   -1
    Move Silently        -1                  0                    0
    Open Lock            n/a                n/a                   n/a
    Perform              n/a                n/a                   n/a
    Repair                4                 10                   10
    Search                4                 21.5                 21.5
    Spot                 -2                 -1                   -1
    Swim                  2                  7                    7
    Tumble                1                  2                    2
    Use Magic Device      1                 11.5                 11.5
    
    Level 1 (Wizard)
    Skill: Balance (+2)
    Skill: Concentration (+4)
    Skill: Diplomacy (+2)
    Skill: Jump (+2)
    Skill: Tumble (+2)
    Skill: Use Magic Device (+2)
    Feat: (Wizard Bonus) Extend Spell
    Feat: (Past Life) Past Life: Wizard
    Feat: (Selected) Spell Focus: Necromancy
    Feat: (Automatic) Attack
    Feat: (Automatic) Composite Plating
    Feat: (Automatic) Dismiss Charm
    Feat: (Automatic) Heroic Durability
    Feat: (Automatic) Inscribe Scroll
    Feat: (Automatic) Light Fortification
    Feat: (Automatic) Magical Training
    Feat: (Automatic) Simple Weapon Proficiency: Club
    Feat: (Automatic) Simple Weapon Proficiency: Dagger
    Feat: (Automatic) Simple Weapon Proficiency: Heavy Crossbow
    Feat: (Automatic) Simple Weapon Proficiency: Light Crossbow
    Feat: (Automatic) Simple Weapon Proficiency: Quarterstaff
    Feat: (Automatic) Simple Weapon Proficiency: Throwing Dagger
    Feat: (Automatic) Simple Weapon Proficiency: Unarmed
    Feat: (Automatic) Sneak
    Feat: (Automatic) Warforged Immunities
    Spell (1): Expeditious Retreat
    Spell (1): Jump
    Spell (1): Nightshield
    Spell (1): Sonic Blast
    Spell (1): Burning Hands
    Spell (1): Detect Secret Doors
    Spell (1): Niac's Cold Ray
    Enhancement: Frost Manipulation I
    Enhancement: Flame Manipulation I
    Enhancement: Wizard Energy of the Scholar I
    
    
    Level 2 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Diplomacy (+0.5)
    Skill: Jump (+0.5)
    Skill: Search (+0.5)
    Skill: Use Magic Device (+0.5)
    Feat: (Automatic) Defensive Fighting
    Feat: (Automatic) Sunder
    Feat: (Automatic) Trip
    Spell (1): Repair Light Damage
    Spell (1): Mage Armor
    Enhancement: Force Manipulation I
    Enhancement: Wizard Intelligence I
    Enhancement: Wizard Wand and Scroll Mastery I
    Enhancement: Warforged Inscribed Armor I
    
    
    Level 3 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Diplomacy (+0.5)
    Skill: Jump (+0.5)
    Skill: Search (+0.5)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Past Life: Arcane Initiate
    Spell (1): Magic Missile
    Spell (2): Repair Moderate Damage
    Enhancement: Improved Concentration I
    Enhancement: Kinetic Spellcasting I
    Enhancement: Warforged Constitution I
    
    
    Level 4 (Wizard)
    Ability Raise: INT
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Diplomacy (+0.5)
    Skill: Jump (+0.5)
    Skill: Search (+1)
    Skill: Use Magic Device (+0.5)
    Spell (2): Web
    Spell (2): Resist Energy
    Enhancement: Improved Concentration II
    Enhancement: Deadly Kinetics I
    Enhancement: Force Manipulation II
    
    
    Level 5 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Diplomacy (+0.5)
    Skill: Jump (+0.5)
    Skill: Search (+1)
    Skill: Use Magic Device (+0.5)
    Feat: (Wizard Bonus) Mental Toughness
    Spell (3): Haste
    Spell (3): Chain Missiles
    Enhancement: Repair Manipulation I
    Enhancement: Wizard Spell Penetration I
    Enhancement: Wizard Energy of the Scholar II
    
    
    Level 6 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Diplomacy (+0.5)
    Skill: Jump (+0.5)
    Skill: Search (+1)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Spell Penetration
    Spell (3): Rage
    Spell (3): Repair Serious Damage
    Enhancement: Wizard Archmage I
    
    
    Level 7 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Diplomacy (+0.5)
    Skill: Jump (+0.5)
    Skill: Search (+1)
    Skill: Use Magic Device (+0.5)
    Spell (4): Wall of Fire
    Spell (4): Force Missiles
    Enhancement: Force Manipulation III
    
    
    Level 8 (Wizard)
    Ability Raise: INT
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Diplomacy (+0.5)
    Skill: Haggle (+1)
    Skill: Jump (+0.5)
    Skill: Search (+0.5)
    Skill: Use Magic Device (+0.5)
    Spell (4): Dimension Door
    Spell (3): Halt Undead
    Enhancement: Improved Concentration III
    Enhancement: Wizard Intelligence II
    Enhancement: Wizard Wand and Scroll Mastery II
    
    
    Level 9 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Diplomacy (+0.5)
    Skill: Haggle (+1)
    Skill: Jump (+0.5)
    Skill: Search (+0.5)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Spell Focus: Enchantment
    Spell (5): Teleport
    Spell (5): Hold Monster
    Enhancement: Force Manipulation IV
    Enhancement: Wizard Archmage II
    Enhancement: Archmage Spell Mastery I: Enchantment
    
    
    Level 10 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Diplomacy (+0.5)
    Skill: Haggle (+1)
    Skill: Jump (+0.5)
    Skill: Search (+0.5)
    Skill: Use Magic Device (+0.5)
    Feat: (Wizard Bonus) Empower Spell
    Spell (5): Cloudkill
    Spell (4): Phantasmal Killer
    Enhancement: Force Manipulation V
    Enhancement: Wizard Spell Penetration II
    
    
    Level 11 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Diplomacy (+0.5)
    Skill: Haggle (+1)
    Skill: Jump (+0.5)
    Skill: Search (+0.5)
    Skill: Use Magic Device (+0.5)
    Spell (6): Circle of Death
    Spell (6): Reconstruct
    Enhancement: Wizard Energy of the Scholar III
    
    
    Level 12 (Wizard)
    Ability Raise: INT
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Diplomacy (+0.5)
    Skill: Haggle (+1)
    Skill: Jump (+0.5)
    Skill: Search (+0.5)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Greater Spell Focus: Enchantment
    Spell (6): Mass Suggestion
    Spell (6): Greater Heroism
    Enhancement: Improved Concentration IV
    Enhancement: Force Manipulation VI
    Enhancement: Wizard Archmage III
    Enhancement: Archmage Secondary Spell Mastery I: Necromancy
    
    
    Level 13 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Diplomacy (+0.5)
    Skill: Haggle (+1)
    Skill: Jump (+0.5)
    Skill: Search (+0.5)
    Skill: Use Magic Device (+0.5)
    Spell (7): Otto's Sphere of Dancing
    Spell (7): Finger of Death
    Enhancement: Warforged Constitution II
    
    
    Level 14 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Diplomacy (+0.5)
    Skill: Haggle (+1)
    Skill: Jump (+0.5)
    Skill: Search (+0.5)
    Skill: Use Magic Device (+0.5)
    Spell (7): Mass Hold Person
    Spell (7): Mass Invisibility
    
    
    Level 15 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Diplomacy (+0.5)
    Skill: Haggle (+1)
    Skill: Jump (+0.5)
    Skill: Search (+0.5)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Heighten Spell
    Feat: (Wizard Bonus) Quicken Spell
    Spell (8): Mass Charm Monster
    Spell (8): Otto's Irresistible Dance
    Enhancement: Force Manipulation VII
    Enhancement: Wizard Intelligence III
    Enhancement: Wizard Archmage IV
    
    
    Level 16 (Wizard)
    Ability Raise: INT
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Diplomacy (+0.5)
    Skill: Haggle (+1.5)
    Skill: Jump (+0.5)
    Skill: Search (+0.5)
    Skill: Use Magic Device (+0.5)
    Spell (8): Polar Ray
    Spell (7): Mass Protection From Elements
    Enhancement: Wizard Energy of the Scholar IV
    
    
    Level 17 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Diplomacy (+0.5)
    Skill: Haggle (+0.5)
    Skill: Jump (+0.5)
    Skill: Search (+0.5)
    Skill: Swim (+1)
    Skill: Use Magic Device (+0.5)
    Spell (9): Mass Hold Monster
    Spell (9): Wail of the Banshee
    Enhancement: Reconstructive Spellcasting I
    Enhancement: Wizard Wand and Scroll Mastery III
    
    
    Level 18 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Diplomacy (+0.5)
    Skill: Haggle (+0.5)
    Skill: Jump (+0.5)
    Skill: Search (+0.5)
    Skill: Swim (+1)
    Skill: Use Magic Device (+0.5)
    Feat: (Selected) Greater Spell Focus: Necromancy
    Spell (9): Power Word: Kill
    Spell (9): Energy Drain
    Enhancement: Mighty Reconstruction I
    Enhancement: Wizard Archmage V
    
    
    Level 19 (Wizard)
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Diplomacy (+0.5)
    Skill: Haggle (+0.5)
    Skill: Jump (+0.5)
    Skill: Search (+0.5)
    Skill: Swim (+1)
    Skill: Use Magic Device (+0.5)
    Spell (9): Meteor Swarm
    Spell (7): Greater Teleport
    Enhancement: Wizard Spell Penetration III
    
    
    Level 20 (Wizard)
    Ability Raise: INT
    Skill: Balance (+0.5)
    Skill: Concentration (+1)
    Skill: Diplomacy (+0.5)
    Skill: Haggle (+0.5)
    Skill: Jump (+0.5)
    Skill: Search (+0.5)
    Skill: Swim (+1)
    Skill: Use Magic Device (+0.5)
    Feat: (Wizard Bonus) Maximize Spell
    Spell (8): Trap the Soul
    Spell (7): Banishment
    Enhancement: Wizard Master of Magic
    Enhancement: Kinetic Spellcasting II
    Enhancement: Wizard Subtle Spellcasting I
    Enhancement: Archmage Spell Mastery II: Enchantment

  2. #2
    Community Member Dwarfo's Avatar
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    Just by looking at your HP i see you need toughness. Get it. Now. A dead wizzie at endgame contributes nothing to the group.

  3. #3
    Community Member Candela90's Avatar
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    Quote Originally Posted by Dwarfo View Post
    Just by looking at your HP i see you need toughness. Get it. Now. A dead wizzie at endgame contributes nothing to the group.
    Not really right. It should be ok.

    Constitution
    18
    +2 tome
    +2ship
    +6 - 10 item (+7 item +3 exceptional)
    ____________________
    28 - 32 con



    80 hp wizzard base
    10 dragonic (GH favor)
    20 heroic
    20 toughness slotted in epic slot or minos legend
    30-40 Greater or Superior False Life
    45 greensteel item
    180 - 220 constitution mod
    ____________________
    385 with basic gear
    435 hp with better gear

    + wizzard can be raged all time
    +20 rage
    405 -455 hp.

    + wizzard dont really gets any penalty for using yugo hp potions
    +40hp if needed
    445-495 hp when needed.

    So average 450 hp.

    Sure, its not amazing, but also not really squishy. Especially with quickened reconstruct,
    Still it need gear to have this 450 hp.

    Tho i would probably exchange extend or empower for toughness.
    Extend is fine for haste.rage.displace, but for me its ****ing off. Always coming into quest and there is "who has extend buffs party". So ill probably throw it out, to no spend half of mine play-time on buffing.
    Empower is great but honestly on wizzard i find myself quickly lacking of mana if i use it.
    So OP choise.


    BTW to OP.... dont paste build in that way.
    All these spells, automatically granted feats, and skills every level make it hard to read it.
    Casue when u check build u mostly check choosen feats, stats, ending enhancements and lvl ups,


    Also i have no idea for what u need scroll mastery at WF wizzy.
    Last edited by Kayla93; 02-12-2012 at 01:55 PM.

  4. #4
    Community Member
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    Default

    this is with toughness. Doesn't look like much of a difference with toughness

    Code:
    Character Plan by DDO Character Planner Version 03.12.01
    DDO Character Planner Home Page
    
    Mikaiaa 
    Level 20 Lawful Good Warforged Male
    (20 Wizard) 
    Hit Points: 242
    Spell Points: 1985 
    BAB: 10\10\15\20
    Fortitude: 12
    Reflex: 6
    Will: 11
    
                      Starting          Feat/Enhancement
    Abilities        Base Stats          Modified Stats
    (34 Point)       (Level 1)             (Level 20)
    Strength             14                    16
    Dexterity             8                    10
    Constitution         18                    22
    Intelligence         18                    30
    Wisdom                6                     8
    Charisma              8                    10
    
    Tomes Used
    +1 Tome of Strength used at level 3
    +1 Tome of Dexterity used at level 3
    +1 Tome of Constitution used at level 3
    +1 Tome of Intelligence used at level 3
    +1 Tome of Wisdom used at level 3
    +1 Tome of Charisma used at level 3
    +2 Tome of Strength used at level 7
    +2 Tome of Dexterity used at level 7
    +2 Tome of Constitution used at level 7
    +2 Tome of Intelligence used at level 7
    +2 Tome of Wisdom used at level 7
    +2 Tome of Charisma used at level 7
    
                      Starting          Feat/Enhancement
                     Base Skills         Modified Skills
    Skills           (Level 1)            (Level 20)
    Balance               1                    11.5
    Bluff                -1                     0
    Concentration         8                    33
    Diplomacy             1                    11.5
    Disable Device        n/a                  n/a
    Haggle               -1                    11.5
    Heal                 -2                    -1
    Hide                 -1                     0
    Intimidate           -1                     0
    Jump                  4                    14.5
    Listen               -2                    -1
    Move Silently        -1                     0
    Open Lock            n/a                    n/a
    Perform              n/a                    n/a
    Repair                4                    10
    Search                4                    21.5
    Spot                 -2                    -1
    Swim                  2                     7
    Tumble                1                     2
    Use Magic Device      1                    11.5
    
    Level 1 (Wizard)
    Feat: (Wizard Bonus) Extend Spell
    Feat: (Past Life) Past Life: Wizard
    Feat: (Selected) Spell Focus: Necromancy
    Enhancement: Frost Manipulation I
    Enhancement: Flame Manipulation I
    Enhancement: Wizard Energy of the Scholar I
    
    
    Level 2 (Wizard)
    Enhancement: Force Manipulation I
    Enhancement: Wizard Intelligence I
    Enhancement: Wizard Wand and Scroll Mastery I
    Enhancement: Warforged Inscribed Armor I
    
    
    Level 3 (Wizard)
    Feat: (Selected) Toughness
    Enhancement: Improved Concentration I
    Enhancement: Kinetic Spellcasting I
    Enhancement: Warforged Constitution I
    
    
    Level 4 (Wizard)
    Enhancement: Improved Concentration II
    Enhancement: Deadly Kinetics I
    Enhancement: Force Manipulation II
    
    
    Level 5 (Wizard)
    Feat: (Wizard Bonus) Mental Toughness
    Enhancement: Repair Manipulation I
    Enhancement: Wizard Spell Penetration I
    Enhancement: Wizard Energy of the Scholar II
    
    
    Level 6 (Wizard)
    Feat: (Selected) Spell Penetration
    Enhancement: Wizard Archmage I
    
    
    Level 7 (Wizard)
    Enhancement: Force Manipulation III
    
    
    Level 8 (Wizard)
    Enhancement: Improved Concentration III
    Enhancement: Wizard Intelligence II
    Enhancement: Wizard Wand and Scroll Mastery II
    
    
    Level 9 (Wizard)
    Feat: (Selected) Spell Focus: Enchantment
    Enhancement: Force Manipulation IV
    Enhancement: Wizard Archmage II
    Enhancement: Archmage Spell Mastery I: Enchantment
    
    
    Level 10 (Wizard)
    Feat: (Wizard Bonus) Empower Spell
    Enhancement: Force Manipulation V
    Enhancement: Wizard Spell Penetration II
    
    
    Level 11 (Wizard)
    Enhancement: Wizard Energy of the Scholar III
    
    
    Level 12 (Wizard)
    Feat: (Selected) Greater Spell Focus: Enchantment
    Enhancement: Improved Concentration IV
    Enhancement: Force Manipulation VI
    Enhancement: Wizard Archmage III
    Enhancement: Archmage Secondary Spell Mastery I: Necromancy
    
    
    Level 13 (Wizard)
    Enhancement: Warforged Constitution II
    
    
    Level 14 (Wizard)
    
    
    Level 15 (Wizard)
    Feat: (Selected) Heighten Spell
    Feat: (Wizard Bonus) Quicken Spell
    Enhancement: Force Manipulation VII
    Enhancement: Wizard Intelligence III
    Enhancement: Wizard Archmage IV
    
    
    Level 16 (Wizard)
    Enhancement: Wizard Energy of the Scholar IV
    
    
    Level 17 (Wizard)
    Enhancement: Reconstructive Spellcasting I
    Enhancement: Wizard Wand and Scroll Mastery III
    
    
    Level 18 (Wizard)
    Feat: (Selected) Greater Spell Focus: Necromancy
    Enhancement: Mighty Reconstruction I
    Enhancement: Wizard Archmage V
    
    
    Level 19 (Wizard)
    Enhancement: Wizard Spell Penetration III
    
    
    Level 20 (Wizard)
    Feat: (Wizard Bonus) Maximize Spell
    Enhancement: Wizard Master of Magic
    Enhancement: Kinetic Spellcasting II
    Enhancement: Wizard Subtle Spellcasting I
    Enhancement: Archmage Spell Mastery II: Enchantment

  5. #5
    Community Member Candela90's Avatar
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    Apr 2011
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    855

    Default

    If u take toughness take also 2 racial enhyancements. Itll be 40 hp more all together.

  6. #6
    Community Member Dwarfo's Avatar
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    I'm just saying...most wizzies take toughness due to having ALOT of feats, and that 40 hp could easily come in handy, been in some situations where im at 10-20 hp in eChrono. Not needed, just giving my opinion.

  7. #7
    Community Member jortann's Avatar
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    Jun 2010
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    Here is my build....


    Enchanted Death
    The goal is to have decent Necro and Enchantment DCs at end game.

    Build Points
    Strength 14
    Dexterity 8
    Constitution 18
    Intelligence 18
    Wisdom 6
    Charisma 8

    Feats
    1. Toughness
    1. Insightful Reflexes OR Extend OR Empower (Check out this thread here for a discussion on this... http://forums.ddo.com/showthread.php?t=332478
    1. (human bonus - grab another of Insightful Reflexes OR Extend OR Empower)
    3. Maximize
    5. Mental Toughness
    6. Spell Focus: Enchant
    9. Greater Spell Focus: Enchant
    10. Heighten
    12. Spell Focus: Necro
    15. Greater Spell Focus: Necro
    15. Spell Penetration
    18. Greater Spell Penetration
    20. Quicken

    Skill Points
    You have lots so it doesn't really matter.... My preference...
    Concentration, Jump, Balance, Spot, UMD, Diplo, Bluff

    Enhancements
    Make sure you you get the prereqs for your archmage prestige enhancements.

    Take Archmage Spell Mastery I & II in either Necro or Enchantment
    Take Archmage Secondary Mastery in the other
    Take Spell Penetration

    I would not waste enhancement points on SLAs... That is my take. Some people love them, but I feel it cuts into my spell point pool too much.

    The rest is a balance between hitpoints and power.

    I try to ramp up two schools. I love fire. Ice works well at end game. Electric and acid seem to have potential as well. There would be a good arguement to have Ice and Electric at end game because they both have good DoTs (Damage over Time spells - Eladers Electric Surge and Niacs Biting Cold).

    Thats the basics...
    Quote Originally Posted by The-Last-Wolf View Post
    I surrender to your wit sir, well played
    Toons on Thelanis... Bairclaw, Icemaachine, Slydawg, Tazzster

  8. #8
    Community Member Munkenmo's Avatar
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    i'd swap extend for toughness at cap.
    I'd also swap spell focus enchantment for spell focus conjuration.

    Your feats mostly seem ok, i'd probably choose a different order when leveling, but overall it will end up ok.

    3spell point webs from conjuration as your secondary school though imo offer more than 1dc to enchantment spells as a secondary school.

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