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Apothecary enhancements
Alchemist | Artificer† — Dog | Barbarian | Bard | Cleric |
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Apo — Bom — VCh | AT — BE — RM | FB — OS — Rav | SB — SS — St — WC | DA — DD — RS — War |
Druid — Wolf | Fighter | Favored Soul † | Monk | Paladin |
BC — NW — NP — SH | Ken — StD — Van | AoV — BoH — War | HeM — NiS — Shi | KotC — SaD — SF — Van |
Ranger | Rogue | Sorcerer | Wizard | Warlock |
AA — DH — DWS — Tem | Ass — Mec — TA | AS – ES – FS – WS – EK | AM — EK — PM | AS — ES — SE — TS |
Falconry† ~ Feydark Illusionist† ~ Harper Agent† ~ Horizon Walker† ~ Inquisitive† ~ Vistani Knife Fighter † |
Reaper |
Aasimar ![]() |
Dragonborn | Drow | Dwarf | Elf / W-Elf (& AA) | Gnome | Half-Elf (& AA) |
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Half-Orc | Halfling | Human | Shifter ![]() |
Tabaxi ![]() |
Tiefling | Warforged †Free by turning in 400 Total favor per server ![]() |
Bladeforged ![]() |
Deep Gnome ![]() |
Morninglord ![]() |
PDK ![]() |
Razorclaw ![]() |
Scoundrel ![]() |
Scourge ![]() |
Shadar-kai ![]() |
Trailblazer ![]() |
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Apothecary enhancements
Core abilities[edit]
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Determination: +1 Will Save
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AP Cost: 1 | Ranks: 1 | Progression: 0 | Requires: Alchemist Level 1 | |
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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 | |
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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 | |
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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 | |
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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 | |
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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
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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 | |
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Apothecary Skills: +[1/2/3] Haggle, Concentration, and Heal.
Rank 3: +1 Will Saves
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AP Cost: 1 | Ranks: 3 | Progression: 1 | No requirements | |
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Spell Critical Chance: Positive & Negative I: +2% chance to critically hit with Positive and Negative Spells.
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AP Cost: 2 | Ranks: 1 | Progression: 1 | No requirements | |
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Energy of the Scholar: +[30/60/90] Maximum Spell Points
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AP Cost: 1 | Ranks: 3 | Progression: 1 | No requirements | |
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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.
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AP Cost: 1 | Ranks: 3 | Progression: 1 | No requirements |
Tier Two[edit]
Requires Alchemist level 2, 5 APS spent in tree
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Hale & Hearty: +[3/6/10] Positive and Negative Healing Amplification
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AP Cost: 1 | Ranks: 3 | Progression: 5 | No requirements | |
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Spell Critical Chance: Positive & Negative II: +2% chance to critically hit with Positive and Negative Spells.
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AP Cost: 2 | Ranks: 1 | Progression: 5 | Requires: Spell Critical Chance: Positive & Negative I | |
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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.
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AP Cost: 2 | Ranks: 1 | Progression: 5 | No requirements | |
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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.
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AP Cost: 2 | Ranks: 1 | Progression: 5 | No requirements |
Tier Three[edit]
Requires Alchemist level 3, 10 APS spent in tree
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Panacea Poultice: (Gildleaf SLA): Target ally at touch range takes the Panacea effect. (6/3/1 spell point, 12/8/6 second cooldown).
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AP Cost: 1 | Ranks: 3 | Progression: 10 | No requirements | |
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Safety Goggles: +[1/2/3] Armor Class and +[2/4/6] Resistance to Fire, Cold, Acid and Electric damage. Rank 3: Blindness Immunity.
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AP Cost: 1 | Ranks: 3 | Progression: 10 | No requirements | |
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Spell Critical Chance: Positive & Negative III: +2% chance to critically hit with Positive and Negative Spells.
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AP Cost: 2 | Ranks: 1 | Progression: 10 | Requires: Spell Critical Chance: Positive & Negative II | |
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Willful Ambition: When your Reaction is Verdanite, you gain +1 Will Save, +1 for every 5 Alchemist Levels you have.
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AP Cost: 2 | Ranks: 1 | Progression: 10 | No requirements | |
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Ability I: +1 to either Intelligence or Constitution
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AP Cost: 2 | Ranks: 1 | Progression: 10 | No requirements |
Tier Four[edit]
Requires Alchemist level 4, 20 APS spent in tree
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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 | |
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Spell Critical Chance: Positive & Negative IV: +2% chance to critically hit with Positive and Negative Spells.
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AP Cost: 2 | Ranks: 1 | Progression: 20 | Requires: Spell Critical Chance: Positive & Negative III | |
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Run for your life!: While your Reaction is Verdanite, you gain 1% Movement Speed per Alchemist Level.
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AP Cost: 2 | Ranks: 1 | Progression: 20 | No requirements | |
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Ability II: +1 to either Intelligence or Constitution
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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
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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 | |
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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.
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AP Cost: 2 | Ranks: 1 | Progression: 30 | Requires: Insulated Boots | |
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Master Apothecary: You have no Max Caster Level with Curative Admixtures and any Gildleaf Alchemist Spells. +2 To Transmutation DCs, and +1 Spell Penetration
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AP Cost: 2 | Ranks: 1 | Progression: 30 | Requires: Spell Critical Chance: Positive & Negative IV | |
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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)
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AP Cost: 2 | Ranks: 1 | Progression: 30 | No requirements | |
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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 |