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Renegade Mastermaker enhancements

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Class Artificer - Dog Barbarian Bard Cleric Druid - Wolf Favored Soul Fighter Monk
AT BE RM FB OS Rav SB SS WC DD RS War NW NP SH AoV BoH War Ken StD Van HeM NiS Shi
Paladin Ranger Rogue Sorcerer Warlock Wizard Other
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Renegade Mastermaker enhancements

Shielding, Warding, and Regeneration constructs
Renegade Mastermaker enhancements tree

Core Abilities[edit]

Renegade Defender.png
Renegade Defender: Each Core ability in this tree grants you +10 Maximum Hit Points, +5 Positive Spell Power, and +5 Repair Spell Power.
AP Cost: 1 Ranks: 1 Progression: 0 Requires: Artificer 1
Alchemical Shield.png
Alchemical Shield: While in Medium Armor, Heavy Armor, or Adamantine Body, your equipped armor grants you a +4 Alchemical bonus to Armor Class and Immunity to Magic Missiles.
AP Cost: 1 Ranks: 1 Progression: 5 Requires: Artificer level 3, Renegade Defender
Curative Admixture- Cure Serious Wounds.PNG
Curative Admixture: Cure Serious Wounds: Spell Like Ability: Curative Admixture: Cure Serious Wounds (Activation Cost: 4 Spell Points. Cooldown: 8 seconds.)
AP Cost: 1 Ranks: 1 Progression: 10 Requires: Artificer level 6, Alchemical Shield
Constructive Conduit.png
Constructive Conduit: +30 Repair Amplification, +50 Maximum Hit Points, +2 Maximum Dexterity Bonus while in Medium or Heavy Armor or Adamantine Body. Passive: Gain +6 to admixture Max Caster levels.
AP Cost: 1 Ranks: 1 Progression: 20 Requires: Artificer level 12, Curative Admixture: Cure Serious Wounds
Radiant Forcefield SLA.png
Radiant Forcefield: Spell Like Ability: Radiant Forcefield (Activation Cost: 30 Spell Points. Cooldown: 3 minutes.)
AP Cost: 1 Ranks: 1 Progression: 30 Requires: Artificer level 18, Constructive Conduit
Mass Unbreakable Forcefield.png
Mass Unbreakable Forcefield: ACTIVE: Mass Unbreakable Forcefield - For six seconds, your party takes -95% damage from all sources except for Untyped damage. Only works inside of dungeons. (Activation Cost: 30 Spell Points. Cooldown: 3 minutes.) Passive:+2 Constitution, +2 Intelligence, +10 Physical Resistance Rating, +10 Magical Resistance Rating, +3 to Maximum Dexterity Bonus while in Medium or Heavy Armor or Adamantine Body.
AP Cost: 1 Ranks: 1 Progression: 40 Requires: Artificer level 20, Radiant Forcefield

Tier One[edit]

Requires Renegade Defender, Artificer level 1

CurativeAdmixture CureLightWounds.png
Curative Admixture: Cure Light Wounds: Spell Like Ability: Curative Admixture: Cure Light Wounds (Cost: 4/3/2 spell points. Cooldown: 12/8/4 seconds)
AP Cost: 1 Ranks: 3 Progression: 1 No requirements
Easily Fixed.png
Easily Fixed: Gain +10 Healing Amplification and +20 Repair Amplification.
AP Cost: 1 Ranks: 3 Progression: 1 No requirements
Supporting Construction.png
Supporting Construction: While in Medium or Heavy Armor or Adamantine Body, get +2/4/6 Physical Resistance Rating
AP Cost: 2 Ranks: 1 Progression: 1 No requirements
Well-Rounded Maker.png
Well-Rounded Maker: +1/2/3 Repair, Heal, Balance.
AP Cost: 2 Ranks: 1 Progression: 1 No requirements
Icon Enhancement Toughness.png
Toughness: +5/10/15 Maximum Hit Points
AP Cost: 1 Ranks: 3 Progression: 1 No requirements

Tier Two[edit]

Requires Artificer Level 2, 5 APs spent in tree

Kinetic Discharge.png
Kinetic Discharge: Active Melee Cleave Attack: On hit, +1/2/3[W] and 2d6 Force damage. This damage scales with 200% Melee Power. 10 second cooldown.
AP Cost: 1 Ranks: 3 Progression: 5 No requirements
Mighty Slam.png
Mighty Slam: Single target melee attack: +1/2/3[W], you may stun the target for six seconds. Stunned creatures are considered to be helpless. A successful Fortitude save negatives this effect. DC: 10 + INT modifier + Half Artificer level + Sunder Modifiers. This ability shares a cooldown with Stunning Blow. Must have a Rune Arm equipped to use.
AP Cost: 1 Ranks: 3 Progression: 5 No requirements
Armor Mastery.png
Armor Mastery: +1/2/3 Armor Class and Armor Maximum Dexterity Bonus.
AP Cost: 1 Ranks: 3 Progression: 5 No requirements
Converter.png
Converter: Target player, hireling, or pet takes 100% base healing from Repair spells for the next three minutes, or until the target dies. Has no effect on Constructs or NPC allies. This overrides their innate base healing from Repair spells for the duration. (Cost: 4 spell points. Cooldown:3 minutess)
AP Cost: 1 Ranks: 1 Progression: 5 No requirements
Icon Enhancement Defense Boost.png
Action Boost: Defense or Saves: Choose between Action Boost: Defense or Action Boost: Saves.
  • Icon Enhancement Defense Boost.png Action Boost: Defense- Activate to gain a +5/10/15 Action Boost bonus to Armor Class and Physical Resistance rating for 20 seconds. (Cooldown: 30 Seconds)
  • Icon Enhancement Saves Boost.png Action Boost: Saves- Activate to gain a +2/4/6 Action Boost bonus to all Saving Throws for 20 seconds. While under this effect you do not automatically fail saving throws on a roll of a Natural 1. (Cooldown: 30 seconds)
AP Cost: 1 Ranks: 3 Progression: 5 No requirements

Tier Three[edit]

Requires Artificer Level 3, 10 APs spent in tree

Conjure Component.png
Conjure Component: You conjure a large number of components (1000) that stand in for the Potion requirements in all of your Admixture spells that expire on log out. (Cost 10 Spell Points. Cooldown: 12 seconds.)
AP Cost: 1 Ranks: 1 Progression: 10 No requirements
Battlefist.png
Battlefist: You've attuned your Rune Arm to deal a devastating strike. Single Target Melee Attack: +3[W], if the target is under the effect of Mighty Slam, it takes 1d3 Sonic damage per Artificer level, 1d3 Force damage per Artificer level, and is knocked down for 10 seconds with no save. This damage scales with 100% Melee Power. Must Have a Rune Arm equipped to use. (Cooldown: 15 seconds)
AP Cost: 1 Ranks: 1 Progression: 10 Requires: Mighty Slam(Tier 2)
Reinforced Armor.png
Reinforced Armor: The Armor Class bonus you gain from armor or docents is increased by 15/30/50%.
AP Cost: 1 Ranks: 3 Progression: 10 No requirements
Shielding Construct.png
Shielding Construct: You create a drone to shield your allies. When activated, you and allies nearby at the time of activation gain the effects of the Shield spell for two minutes, granting a +4 Shield bonus to Armor Class and protection from Magic Missiles. The force shield created by this reduces grazing hits by 10%, as if it were a small shield. This effect is dispelled by death and antimagic. (Cost: 4 Spell Points. Cooldown: 3 minutes)
AP Cost: 2 Ranks: 1 Progression: 10 No requirements
ConInt.png
Constitution or Intelligence: Choose one:
  • ConstitutionColored.png +1 Constitution
  • IntelligenceColored.png +1 Intelligence
AP Cost: 2 Ranks: 1 Progression: 10 No requirements

Tier Four[edit]

Requires Artificer Level 4, 20 APs spent in tree

Kinetic Charge.png
Kinetic Charge: you charge up energy through successive hits with your melee attacks. Passive: Any time you hit an opponent in melee, you have a chance of gaining a stack of Kinetic Charge. Each stack grants +1 Shield Bonus to Armor Class for every 3 Artificer levels. (This stacks up to 5 times.) Stacks decrement by 1 every 15 seconds, and gaining a new stack resets the duration. Equipping a range weapon clears all stacks immediately. Active: When this ability is toggled on, using Kinetic Discharge will clear all stacks of Kinetic Charge and slow all affected enemies by 10% per stack cleared for 10 seconds.
AP Cost: 1 Ranks: 1 Progression: 20 No requirements
Reconstruct SLA.png
Reconstruct: Spell Like Ability: Reconstruct (Cost: 35/30/25 Spell Points, Cooldown: 30/15/6 seconds)
AP Cost: 1 Ranks: 3 Progression: 20 No requirements
Embed Component.png
Embed Component: +5/10/15 Magical Resistance Rating and +2/4/6 Constitution. You can no longer use Evasion, Druid Wild Shape, or Primal Avatar's Tree form.
AP Cost: 1 Ranks: 3 Progression: 20 Requires: Construct Essence or Warforged Required
Warding Construct.png
Warding Construct: You create a drone set to counter magical spells. Every 10 seconds for one minute, you and nearby allies gain a +3 Alchemical bonus to Saving Throws vs. Magic and +3 Alchemical bonus to Saving Throws vs. Traps that lasts for 10 seconds. This effect is dispelled by death and antimagic. (Cooldown: 1 Minute)
AP Cost: 2 Ranks: 1 Progression: 20 No requirements
ConInt.png
Constitution or Intelligence: Choose one:
  • ConstitutionColored.png +1 Constitution
  • IntelligenceColored.png +1 Intelligence
AP Cost: 2 Ranks: 1 Progression: 10 No requirements

Tier Five[edit]

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

Curative Admixture- Cure Serious Wounds.PNG
Curative Admixture: Cure Critical Wounds: Spell Like Ability: Curative Admixture: Cure Critical Wounds (Cost: 5 spell points. Cooldown: 12 seconds.)
AP Cost: 1 Ranks: 1 Progression: 30 No requirements
Unbreakable Forcefields.png
Unbreakable Forcefields: Choose between two different types of Unbreakable Forcefield:
  • Unbreakable Forcefields.png Automatic Forcefield- Passive: When your HP drops below 50%, you take -95% damage from all sources (except Untyped damage) for 6 seconds. This effect may only trigger once every 90 seconds.
  • Unbreakable Forcefields Square.png Unbreakable Forcefield- Active: For 6 seconds your target takes -95% damage from all sources (except Untyped damage). (Cost 30 Spell Points. Cooldown: 3 minutes)
AP Cost: 1 Ranks: 1 Progression: 30 No requirements
Paragon Body.png
Paragon Body: You no longer suffer Arcane Spell Failure from armor. You gain +4 to Fortitude Saving Throws and +20% Racial Bonus to Maximum Hit Points.
AP Cost: 1 Ranks: 1 Progression: 30 Requires: Embed Component
Regeneration Construct.png
Regeneration Construct: You are surrounded by arcane energy capable of repairing damage. Allies (equal to your Artificer level) are repaired for 1 hit point per 3 Artificer levels as long as they are near you. This lasts for 30 minutes, but is dispelled by death and antimagic. (Cost: 30 Spell Points. Cooldown 1 Minute)
AP Cost: 1 Ranks: 1 Progression: 30 No requirements
Mastermaker.png
Mastermaker: Your Repair Wounds spells have no Maximum Caster Level.
AP Cost: 1 Ranks: 1 Progression: 30 No requirements


See also: