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Apothecary enhancements

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Apothecary enhancements

Apothecary.PNG

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!: +4 Intelligence. +20 Concentration. You gain +1000 Unconsciousness Range, the Diehard feat, and +1 Spell Penetration.

+4 Intelligence

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 of 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: 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.
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: 45 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