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Arcanotechnician 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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Arcanotechnician enhancements
Core abilities[edit]
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Arcanotechnician: Gain +5 Electric, Force, and Fire Spell Power per core. Every point spent in the Arcanotechnician tree provides you with +1 Universal Spell Power.
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AP Cost: 1 | Ranks: 1 | Progression: 0 | Requires: Artificer 1 | |
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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 + 2 per Artificer level Temporary Hit Points and 10 +1 per two Artificer level Temporary Spell Points. These last one minute, or until affected creatures rest. (Activation Cost: 5 Spell Points. Cooldown: 30 seconds.)
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AP Cost: 1 | Ranks: 1 | Progression: 5 | Requires: Artificer level 3, Arcanotechnician | |
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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.
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AP Cost: 1 | Ranks: 1 | Progression: 10 | Requires: Artificer level 6, Palliative Admixture | |
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Lightning Bolt: Spell Like Ability: Lightning Bolt (Activation Cost: 6 Spell Points. Cooldown: 7 seconds.)
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AP Cost: 1 | Ranks: 1 | Progression: 20 | Requires: Artificer level 12, Thaumaturgical Battery | |
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Runic Efficacy: Passive: +1 Evocation DC, +2 to Caster Level and Max Caster Level of electric spells, +2 to Rune Arm DCs.
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AP Cost: 1 | Ranks: 1 | Progression: 30 | Requires: Artificer level 18, Lightning Bolt | |
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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.
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AP Cost: 1 | Ranks: 1 | Progression: 40 | Requires: Artificer level 20, Critical Admixture |
Tier One[edit]
Requires Arcanotechnician, Artificer level 1
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Static Shock: Spell Like Ability: Static Shock (Cost: 4/3/2 spell points. Cooldown: 12/8/4 seconds)
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AP Cost: 1 | Ranks: 3 | Progression: 1 | No requirements | |
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Energy of Creation: Your studies have increased your maximium Spell Points by 30/60/90.
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AP Cost: 1 | Ranks: 3 | Progression: 1 | No requirements | |
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AP Cost: 2 | Ranks: 1 | Progression: 1 | No requirements | |
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Spell Critical: Your Electric, Fire, and Force spells have an additional 1% to critically hit.
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AP Cost: 2 | Ranks: 1 | Progression: 1 | No requirements | |
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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.
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AP Cost: 1 | Ranks: 3 | Progression: 1 | No requirements |
Tier Two[edit]
Requires Artificer Level 2, 5 APs spent in tree
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Efficient Metamagic: Choose one of the following Metamagic feats. Reduce the spell point cost of using that Metamagic.
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AP Cost: 2 | Ranks: 3 | Progression: 5 | No requirements | |
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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.
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AP Cost: 1 | Ranks: 3 | Progression: 5 | No requirements | |
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Spell Critical: Your Electric, Fire, and Force spells have an additional 1% to critically hit.
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AP Cost: 2 | Ranks: 1 | Progression: 5 | Requires: Spell Critical (Tier 1) | |
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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: 1 | Ranks: 3 | Progression: 5 | No requirements |
Tier Three[edit]
Requires Artificer Level 3, 10 APs spent in tree
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Lightning Sphere: Spell Like Ability: Lightning Sphere (Activation Cost: 8/6/4 spell points. Cooldown: 15/10/5 seconds.)
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AP Cost: 1 | Ranks: 3 | Progression: 10 | Requires: Static Shock | |
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Efficient Metamagic: Choose one of the following Metamagic feats. Reduce the spell point cost of using that Metamagic.
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AP Cost: 2 | Ranks: 3 | Progression: 10 | Requires: Efficient Metamagic (Tier 2) | |
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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.)
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AP Cost: 1 | Ranks: 3 | Progression: 10 | No requirements | |
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Spell Critical: Your Electric, Fire, and Force spells have an additional 1% to critically hit.
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AP Cost: 2 | Ranks: 1 | Progression: 10 | Requires: Spell Critical (Tier 2) | |
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Intelligence: +1 Intelligence
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AP Cost: 2 | Ranks: 1 | Progression: 10 | No requirements |
Tier Four[edit]
Requires Artificer Level 4, 20 APs spent in tree
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AP Cost: 1 | Ranks: 3 | Progression: 20 | Requires: Lightning Sphere | |
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Efficient Heighten: Using the Heighten Spell Metamagic costs you 1/2 fewer Spell Point(s) per heightened level.
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AP Cost: 2 | Ranks: 2 | Progression: 20 | Requires: Efficient Metamagic (Tier 3) | |
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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.
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AP Cost: 1 | Ranks: 3 | Progression: 20 | No requirements | |
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Spell Critical: Your Electric, Fire, and Force spells have an additional 1% to critically hit.
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AP Cost: 2 | Ranks: 1 | Progression: 20 | Requires: Spell Critical (Tier 3) | |
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Intelligence: +1 Intelligence
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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
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Lightning Motes: Spell Like Ability: Lightning Motes (Activation Cost: 12/8/6 spell points. Cooldown: 18/12/6 seconds.)
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AP Cost: 1 | Ranks: 3 | Progression: 30 | Requires: Blast Rod | |
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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.
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AP Cost: 1 | Ranks: 3 | Progression: 30 | No requirements | |
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Evocation Focus: You have trained extensively in Evocation magic, granting a +1/+2/+3 bonus to your spell DCs of that school.
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AP Cost: 1 | Ranks: 3 | Progression: 30 | No requirements | |
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Arcane Mechanism: While wielding a Rune Arm, +10/+15/+20 Electric Spell Power, +5/+10/+15 Universal Spell Power.
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AP Cost: 1 | Ranks: 3 | Progression: 30 | No requirements | |
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Charged Recoil: Runearm shots now strip Electric Immunity for 10 seconds.
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AP Cost: 2 | Ranks: 1 | Progression: 30 | No requirements |