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Apothecary enhancements

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Apothecary enhancements

Apothecary enhancements tree

Core abilities[edit]

ApothecaryDetermination.png
Determination: +1 Will Save
AP Cost: 1 Ranks: 1 Progression: 0 Requires: Alchemist Level 1
ApothecaryAlchemicalShield.png
Alchemical Shield: While in cloth armor or in Composite Plating, you have a +4 Alchemical bonus to AC and are protected from Magic Missiles.
While your Reaction is Verdanite, +5 Positive & Negative Spell Power.
AP Cost: 1 Ranks: 1 Progression: 5 Requires: Determination, Alchemist Level 3
ApothecaryCurativeAdmixtureCSW.png
Curative Admixture: Curative Admixture Cure Serious Wounds SLA and Curative Admixture Inflict Serious Wounds SLA that share a cooldown. (Gildleaf spells)
Passive: + 1 Spell Penetration. While your Reaction is Verdanite, +5 Positive & Negative Spell Power.
AP Cost: 1 Ranks: 1 Progression: 10 Requires: Alchemical Shield, Alchemist Level 6
ApothecarySpillTheBadStuff.png
Spill the Bad Stuff: Gildleaf Offensive SLA: Deals 1d6+4 per Caster Level of a random type of damage to enemies in a short cone. The damage all scales with Positive Spell Power. Affected enemies have a chance to be Blinded, Dazed, Silenced, Tripped, Stunned, or Paralyzed. (Fortitude save negates).
Passive: While your Reaction is Verdanite, +2% Positive & Negative Spell Critical Damage & 5% Magical Efficiency (reduced spell point cost)
AP Cost: 1 Ranks: 1 Progression: 20 Requires: Curative Admixture, Alchemist Level 12
ApothecaryCurativeAdmixtureHeal.png
Curative Admixture: Heal: Curative Admixture Heal SLA and Curative Admixture Harm SLA that share a cooldown (Gildleaf spells).
Passive: While your Reaction is Verdanite, +1 Transmutation DC
AP Cost: 1 Ranks: 1 Progression: 30 Requires: Spill the Bad Stuff, Alchemist Level 18
ApothecaryGeniusNeverDies.png
Genius Never Dies!: You gain +4 Intelligence, +20 Concentration, +1000 Unconsciousness Range, the Diehard feat, and +1 Spell Penetration.
Passive: While your Reaction is Verdanite, +2 Transmutation DC
AP Cost: 1 Ranks: 1 Progression: 40 Requires: Curative Admixture: Heal, Alchemist Level 20

Tier One[edit]

Requires Determination, Alchemist Level 1

ApothecaryCurativeAdmixtureCLW.png
Curative Admixture: Cure Light Wounds: Curative Admixture: Cure Light Wounds

Metamagic: Empower, Empower Heal, Maximize, Intensify Spell Point Cost: 4/3/2 Cooldown 12/8/4 seconds Primer Element: Gildleaf

Infuses a Cure Light Wounds potion with magical energy, hurling it towards your target in an arc. The potion explodes in a small AOE that deals 1d6+2 plus 1 per caster level (maximum caster level 5) positive energy damage to nearby living allies and enemy undead. This infusion is affected by Artificer/Alchemist Knowledge: Potions.
AP Cost: 1 Ranks: 3 Progression: 1 No requirements
ApothecarySkills.png
Apothecary Skills: +[1/2/3] Haggle, Concentration, and Heal. Rank 3: +1 Will Saves
AP Cost: 1 Ranks: 3 Progression: 1 No requirements
ApothecarySpellCriticalI.png
Spell Critical Chance: Positive & Negative I: +2% chance to critically hit with Positive and Negative Spells.
AP Cost: 2 Ranks: 1 Progression: 1 No requirements
ApothecaryEnergyOfTheScholar.png
Energy of the Scholar: +[30/60/90] Maximum Spell Points
AP Cost: 1 Ranks: 3 Progression: 1 No requirements
ApothecarySoothingPoultices.png
Soothing Poultices: While your Reaction is Verdanite, when you cast spells on yourself or allies you grant temporary hitpoints equal to third/half/full Intelligence. These last for three minutes.
AP Cost: 1 Ranks: 3 Progression: 1 No requirements

Tier Two[edit]

Requires Alchemist level 2, 5 APS spent in tree

ApothecaryHaleAndHearty.png
Hale & Hearty: +[3/6/10] Positive and Negative Healing Amplification
AP Cost: 1 Ranks: 3 Progression: 5 No requirements
ApothecarySpellCriticalII.png
Spell Critical Chance: Positive & Negative II: +2% chance to critically hit with Positive and Negative Spells.
AP Cost: 2 Ranks: 1 Progression: 5 Requires: Spell Critical Chance: Positive & Negative I
ApothecaryStoneOfTheScholar.png
Stone of the Scholar: Alchemist's Stone Toggle: While wielding an Orb in your off-hand, you gain +10 Healing Amplification and +20 Positive Spell Power. You can only have one Alchemist's Stone Toggle active at a time.
AP Cost: 2 Ranks: 1 Progression: 5 No requirements
ApothecaryLifeSalve.png
Life Salve: Training this Enhancement also grants you a similar ability Death Salve.

Target player, hireling, or pet takes 100% base healing from Positive spells for the next 3 minutes (or until target dies.) Has no effect on NPC allies or allies that already take 100% base Positive healing. This overrides their innate base healing from Positive spells for the duration. Shares a cooldown with Death Salve and Converter. Note: cannot be used on self.

Bug: The Death Salve does not allow living allies to heal from negative spells. In addition, those characters cannot be properly targeted with the inflict admixture spells even while under the effect of Death Salve.
AP Cost: 2 Ranks: 1 Progression: 5 No requirements

Tier Three[edit]

Requires Alchemist level 3, 10 APS spent in tree

Panacea.png
Panacea Poultice: (Gildleaf SLA): Target ally at touch range takes the Panacea effect. (6/3/1 spell point, 12/8/6 second cooldown).
AP Cost: 1 Ranks: 3 Progression: 10 No requirements
ApothecarySafetyGoggles.png
Safety Goggles: +[1/2/3] Armor Class and +[2/4/6] Resistance to Fire, Cold, Acid and Electric damage. Rank 3: Blindness Immunity.
AP Cost: 1 Ranks: 3 Progression: 10 No requirements
ApothecarySpellCriticalIII.png
Spell Critical Chance: Positive & Negative III: +2% chance to critically hit with Positive and Negative Spells.
AP Cost: 2 Ranks: 1 Progression: 10 Requires: Spell Critical Chance: Positive & Negative II
ApothecaryUnbreakableAmbition.png
Willful Ambition: When your Reaction is Verdanite, you gain +1 Will Save, +1 for every 5 Alchemist Levels you have.
AP Cost: 2 Ranks: 1 Progression: 10 No requirements
IntelligenceConstitution.png
Ability I: +1 to either Intelligence or Constitution
AP Cost: 2 Ranks: 1 Progression: 10 No requirements

Tier Four[edit]

Requires Alchemist level 4, 20 APS spent in tree

ApothecaryInsulatedBoots.png
Insulated Boots: +[2/4/6] Magical Resistance Rating.

Rank 3: You are immune to Slippery Surfaces.

Not quite fashionable, but they'll keep you standing!
AP Cost: 1 Ranks: 3 Progression: 20 No requirements
ApothecarySpellCriticalIV.png
Spell Critical Chance: Positive & Negative IV: +2% chance to critically hit with Positive and Negative Spells.
AP Cost: 2 Ranks: 1 Progression: 20 Requires: Spell Critical Chance: Positive & Negative III
ApothecaryRunForYourLife.png
Run for your life!: While your Reaction is Verdanite, you gain 1% Movement Speed per Alchemist Level.
AP Cost: 2 Ranks: 1 Progression: 20 No requirements
IntelligenceConstitution.png
Ability II: +1 to either Intelligence or Constitution
AP Cost: 2 Ranks: 1 Progression: 20 Requires: Ability II

Tier Five[edit]

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

ApothecaryCurativeAdmixtureCCW.png
Curative Admixture: Cure or Inflict Critical Wounds: Curative Admixture: Cure Critical Wounds Or Curative Admixture: Inflict Critical Wounds

Metamagic: Empower, Empower Heal, Maximize, Intensify Spell Point Cost: 5 Cooldown 12 seconds Primer Element: Gildleaf

Infuses a Cure/Inflict Critical Wounds potion with magical energy, hurling it towards your target in an arc. The potion explodes in a small AOE that deals 4d6+8 plus 1 per caster level (maximum caster level 20) positive/negative energy damage to nearby living allies and enemy undead.
AP Cost: 1 Ranks: 1 Progression: 30 No requirements
ApothecaryGlovesOfTheMasterApothecary.png
Gloves of the Master Apothecary: +5 Use Magic Device, +10 Universal Spell Power. You have a 15% chance to retain a copy of any single-use Positive, Negative, or Repair Healing Potion that you drink.
AP Cost: 2 Ranks: 1 Progression: 30 Requires: Insulated Boots
ApothecaryMasterApothecary.png
Master Apothecary: You have no Max Caster Level with Curative Admixtures and any Gildleaf Alchemist Spells. +2 To Transmutation DCs, and +1 Spell Penetration
AP Cost: 2 Ranks: 1 Progression: 30 Requires: Spell Critical Chance: Positive & Negative IV
ApothecaryDissolve.png
Dissolve: Target enemy at touch range that is Fascinated, Sleeping, Dancing, Dazed, Tripped, Mesmerized, Paralyzed, Petrified, or Stunned must make a Fortitude save (d20 + your Heal skill) or die instantly. (20 second cooldown)
AP Cost: 2 Ranks: 1 Progression: 30 No requirements
ApothecaryDeadlyNeurotoxin.png
Deadly Neurotoxin/Nightshade: Choose between Deadly Neurotoxin and Nightshade.

Deadly Neurotoxin: Offensive Gildleaf or Ceruleite Spells will reduce your targets Armor Class and Magical Resistance rating by -1 per stack, max 5.

Nightshade: Spell point Cost: 10, Cooldown: 30 seconds, Metamagics: Quicken, Accelerate Primer: Gildleaf

Target enemy falls asleep for 6 seconds with no save.
AP Cost: 1 Ranks: 1 Progression: 30 No requirements