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Arcanotechnician enhancements

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Class Artificer - Dog Barbarian Bard Cleric Druid - Wolf Favored Soul Fighter Monk
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Arcanotechnician enhancements

Arcanotechnician enhancements tree

Core abilities[edit]

Icon Enhancement Arcanotechnician.png
Arcanotechnician: +10 Electric Spell Power. Every point spent in the Arcanotechnician tree provides you with +1 Universal Spell Power.
AP Cost: 1 Ranks: 1 Progression: 0 Requires: Artificer 1
Icon Enhancement Palliative Admixture.png
Palliative Admixture: Creating an infused potion of magical energy, you hurl it towards your target in an arc. The potion explodes in a small area that provides nearby allies with 20 Temporary Hit Point and 10 Temporary Spell Points. These last one minute, or until affected creatures rest. (Activation Cost: 5 Spell Points. Cooldown: 30 seconds.)
AP Cost: 1 Ranks: 1 Progression: 5 Requires: Artificer level 3, Arcanotechnician
Icon Enhancement Thaumaturgical Battery.png
Thaumaturgical Battery: Whenever you cast an infusion or spell, you capture a portion of that infusion or spells' energy as 1 Temporary Spell Point. This Temporary Spell Points lasts for one minute, until consumed by another infusion or spell, or until you rest.
AP Cost: 1 Ranks: 1 Progression: 10 Requires: Artificer level 6, Palliative Admixture
Icon Enhancement Lightning Bolt.png
Lightning Bolt: Spell Like Ability: Lightning Bolt (Activation Cost: 6 Spell Points. Cooldown: 7 seconds.)
AP Cost: 1 Ranks: 1 Progression: 20 Requires: Artificer level 12, Thaumaturgical Battery
Icon Enhancement Critical Admixture.png
Critical Admixture: Passive: +1 Evocation DC. Active: Creating an infused potion of magical energy, you hurl it towards your target in an arc. The potion explodes in a small AoE that deals 6d8+8 positive energy damage to nearby living allies and enemy undead. This infusion is affected by Artificer Knowledge: Potions. This SLA requires no material components. (Cost: 5 spell points. Cooldown: 12 seconds.)
Bug: In-game test show the infusion heals for ~29 on average (perhaps 4d6+8+7, same as Cure Critical Wounds on caster level 7).DDO Forums
AP Cost: 1 Ranks: 1 Progression: 30 Requires: Artificer level 18, Lightning Bolt
Icon Enhancement Arcane Empowerment.png
Arcane Empowerment: The patterns of the most complex magical formulae are like children's drawings to you. You gain +4 Intelligence and +5 Spellcraft. You treat any non-scroll activated equipped item that casts spells (such as wands, rods, armor, or other activated items) as if they were staves, increasing their caster level to equal yours as well as increasing Save DCs to (10 + your Intelligence bonus + level of spell) if it would be an improvement. These increases are applied after Artificer Knowledge, so do not stack.
AP Cost: 1 Ranks: 1 Progression: 40 Requires: Artificer level 20, Critical Admixture

Tier One[edit]

Requires Arcanotechnician, Artificer level 1

StaticShock.png
Static Shock: Spell Like Ability: Static Shock (Cost: 4/3/2 spell points. Cooldown: 12/8/4 seconds)
AP Cost: 1 Ranks: 3 Progression: 1 No requirements
Icon Enhancement Spell Points.png
Energy of Creation: Your studies have increased your maximium Spell Points by 30/60/90.
AP Cost: 1 Ranks: 3 Progression: 1 No requirements
Icon Enhancement Uncaring Master.png
Uncaring Master: Your Iron Defender is expendable in your eyes - you can always rebuild it later. You no longer take damage or lose spell points when it dies.
AP Cost: 2 Ranks: 1 Progression: 1 No requirements
Icon Enhancement Artificer Spell Critical.png
Spell Critical: Your Electric, Fire, and Force spells have an additional 1% to critically hit.
AP Cost: 2 Ranks: 1 Progression: 1 No requirements
Icon Enhancement Wand and Scroll Mastery.png
Wand and Scroll Mastery: +[25/50/75] to the effectiveness of your wands, scrolls, and other items that cast spells. Taking Wand and Scroll Mastery in one enhancement tree will block its availability in other enhancement trees.
AP Cost: 1 Ranks: 3 Progression: 1 No requirements

Tier Two[edit]

Requires Artificer Level 2, 5 APs spent in tree

Icon Enhancement Efficient Metamagic.png
Efficient Metamagic: Choose one of the following Metamagic feats. Reduce the spell point cost of using that Metamagic.
  • Icon Enhancement Efficient Empower.png Efficient Empower: Using the Empower Spell Metamagic costs you 2/4/6 fewer Spell Points.
  • Icon Enhancement Efficient Quicken.png Efficient Quicken: Using the Quicken Spell Metamagic costs you 1/2/4 fewer Spell Points.
AP Cost: 2 Ranks: 3 Progression: 5 No requirements
Icon Enhancement Imbued Defender.png
Imbue Defender: Your Iron Defender gains +[5/10/15] PRR and [5/10/15]% doublestrike. Your experience imbuing your Iron Defender grants you a passive +[5/10/15] Electric Spell Power and +[2/4/6] Universal Spell Power.
AP Cost: 1 Ranks: 3 Progression: 5 No requirements
Icon Enhancement Artificer Spell Critical.png
Spell Critical: Your Electric, Fire, and Force spells have an additional 1% to critically hit.
AP Cost: 2 Ranks: 1 Progression: 5 Requires: Spell Critical (Tier 1)
Icon Enhancement Shocking Vulnerability.png
Shocking Vulnerability: Each Electric spell you cast has a 5% chance of applying 1/1d2/1d3 stack[s] of Vulnerable to each affected enemy.
Vulnerable - Target takes 1% more damage for 3 seconds. This effect stacks up to 20 times and loses one stack on expiration.
AP Cost: 2 Ranks: 3 Progression: 5 No requirements

Tier Three[edit]

Requires Artificer Level 3, 10 APs spent in tree

LightningSphere.png
Lightning Sphere: Spell Like Ability: Lightning Sphere (Activation Cost: 8/6/4 spell points. Cooldown: 15/10/5 seconds.)
AP Cost: 1 Ranks: 3 Progression: 10 Requires: Static Shock
Icon Enhancement Efficient Metamagic.png
Efficient Metamagic: Choose one of the following Metamagic feats. Reduce the spell point cost of using that Metamagic.
  • Icon Enhancement Efficient Empower.png Efficient Empower: Using the Empower Spell Metamagic costs you 2/4/6 fewer Spell Points.
  • Icon Enhancement Efficient Quicken.png Efficient Quicken: Using the Quicken Spell Metamagic costs you 1/2/4 fewer Spell Points.
AP Cost: 2 Ranks: 3 Progression: 10 Requires: Efficient Metamagic (Tier 2)
Icon Enhancement Automated Repairs.png
Automated Repairs: You have installed automated repair systems in your Iron Defender. It repairs 4d4+1 hit points of damage to itself every 18/12/6 seconds, to you every - /6/6 seconds, and to nearby allies every - / - /6 seconds. (NOTE: Recipients must be Warforged, Bladeforged or possess the Construct Essence feat to benefit. Giving your pet Repair boosting gear does not appear to increase the repair done by this ability. It is affected by Repair Amplification.)
AP Cost: 1 Ranks: 3 Progression: 10 No requirements
Icon Enhancement Artificer Spell Critical.png
Spell Critical: Your Electric, Fire, and Force spells have an additional 1% to critically hit.
AP Cost: 2 Ranks: 1 Progression: 10 Requires: Spell Critical (Tier 2)
IntelligenceColored.png
Intelligence: +1 Intelligence
AP Cost: 2 Ranks: 1 Progression: 10 No requirements

Tier Four[edit]

Requires Artificer Level 4, 20 APs spent in tree

BlastRod.png
Blast Rod: Spell Like Ability: Blast Rod (Activation Cost: 12/8/6 spell points. Cooldown: 18/12/6 seconds.)
AP Cost: 1 Ranks: 3 Progression: 20 Requires: Lightning Sphere
Icon Enhancement Efficient Heighten.png
Efficient Heighten: Using the Heighten Spell Metamagic costs you 1/2 fewer Spell Point(s) per heightened level.
AP Cost: 2 Ranks: 2 Progression: 20 Requires: Efficient Metamagic (Tier 3)
Icon Enhancement Arcane Engine.png
Arcane Engine: You have carved arcane symbols on the core engine of your Iron Defender, allowing you to channel Arcane energies through him. As long as you remain near your Iron Defender, he will provide you with 3/6/10 Universal Spell Power. Your experience imbuing your Iron Defender grants you a passive +[5/10/15] Electric Spell Power and +[2/4/6] Universal Spell Power.
AP Cost: 1 Ranks: 3 Progression: 20 No requirements
Icon Enhancement Artificer Spell Critical.png
Spell Critical: Your Electric, Fire, and Force spells have an additional 1% to critically hit.
AP Cost: 2 Ranks: 1 Progression: 20 Requires: Spell Critical (Tier 3)
IntelligenceColored.png
Intelligence: +1 Intelligence
AP Cost: 2 Ranks: 1 Progression: 20 Requires: Intelligence (Tier 3)

Tier Five[edit]

Requires Artificer Level 5, Character Level 12, 30 APs spent in tree

LightningMotes.png
Lightning Motes: Spell Like Ability: Lightning Motes (Activation Cost: 12/8/6 spell points. Cooldown: 18/12/6 seconds.)
AP Cost: 2 Ranks: 3 Progression: 30 Requires: Blast Rod
Icon Enhancement Master Defender.png
Master Defender: Your Iron Defender gain +2/+4/+6 to Strength, Dexterity, and Constitution. In addition, as long as you remain near your Iron Defender, he will provide you with 1%/2%/3% Dodge.
AP Cost: 1 Ranks: 3 Progression: 30 No requirements
Icon Enhancement Evocation Focus.png
Evocation Focus: You have trained extensively in Evocation magic, granting a +1/+2/+3 bonus to your spell DCs of that school.
AP Cost: 1 Ranks: 3 Progression: 30 No requirements
Question icon.png
Arcane Mechanism: While wielding a Rune Arm, +10/+15/+20 Electric Spell Power, +5/+10/+15 Universal Spell Power.
AP Cost: 1 Ranks: 3 Progression: 30 No requirements