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Artificer

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Artificer
Starting a...

Enhancements
Tactics
Equipment
Spells

The Artificer is a Premium class that reflects many of the core themes of Eberron. With a masterful knowledge of magical devices and constructs, Artificers keep the technological marvels of Eberron running.

The Artificer class can be purchased in the DDO Store for 995 DP or can be unlocked on a per server basis by earning 150 House Cannith patron favor. (See House Cannith for full discussion on earning Artificer).

Class Summary[edit]

Alignment: Any

Hit dice: d8

Class Skills

Skill points at 1st level: (4 + Intelligence modifier) x4
Skill points at each additional level: 4 + Intelligence modifier
Skill concentration.png Concentration (Constitution)
Skill spellcraft.png Spellcraft (Intelligence)
Skill use magic device.png Use Magic Device (Charisma)
Skill disable device.png Disable Device (Intelligence)
Skill open lock.png Open Lock (Dexterity)
Skill search.png Search (Intelligence)
Skill spot.png Spot (Wisdom)
Skill repair (skill).png Repair (Intelligence)
Skill haggle.png Haggle (Charisma)

Weapon and Armor Proficiencies[edit]

Feat simpleweaponproficiency.png Simple weapons
Feat martialweaponproficiency.png Martial weapons (Light Hammer, Warhammer)
Feat exoticweaponproficiency.png Exotic weapons (Great Crossbow, Repeating Light Crossbow and Repeating Heavy Crossbow)
Feat armorproficiency light.png Light armor
Feat armorproficiency medium.png Medium armor
Feat shieldproficiency general.png Shields (except tower shields).

Past Lives[edit]

Paths[edit]

  • Arcane Marksman
  • MasterMaker
  • Runic Champion

Prestige Enhancements[edit]

Advancement table[edit]

Table: The Artificer Artificer Spells
Level Base Attack Bonus Fort Save Ref Save Will Save Auto-Granted Feats Artificer Knowledge Artificer Craft Mastery Spell points 1st 2nd 3rd 4th 5th 6th
1st +0/+0 +0 +0 +2 Artificer Construct Mastery, Inscribe Infusion, Rapid Reload, Unleash Iron Defender, Reanimate Construct 3/day, Trapfinding, Arcane Lore, Great crossbow, Repeating heavy crossbow, Repeating light crossbow Scrolls +1 50 2+2 - - - - -
2nd +1/+1/+6 +0 +0 +3 Rune Arm Use Potions +1 +1 75 3+2 - - - - -
3rd +2/+2/+7 +1 +1 +3 Wands +1 100 3+2 1+2 - - - -
4th +3/+3/+8 +1 +1 +4 Trapmaking, Bonus Feat Scrolls +2 +2 125 3+2 2+2 - - - -
5th +3/+3/+8 +1 +1 +4 Retain Essence Arms and Armor +1, Potions +2 150 3+2 2+2 - - - -
6th +4/+4/+9 +2 +2 +5 Wands +2 +3 180 3+2 2+2 1+2 - - -
7th +5/+5/+10/+15 +2 +2 +5 Wondrous Items +1, Scrolls +3 210 3+2 2+2 2+2 - - -
8th +6/+6/+11/+16 +2 +2 +6 Bonus Feat Potions +3, Arms and Armor +2 +4 245 3+2 3+2 2+2 - - -
9th +6/+6/+11/+16 +3 +3 +6 Wands +3 280 3+2 3+2 2+2 1+2 - -
10th +7/+7/+12/+17 +3 +3 +7 Scrolls +4, Wondrous Items +2 +5 320 3+2 3+2 2+2 2+2 - -
11th +8/+8/+13/+18 +3 +3 +7 Potions +4, Arms and Armor +3 360 4+2 3+2 3+2 2+2 - -
12th +9/+9/+14/+19 +4 +4 +8 Bonus Feat Wands +4 +6 405 4+2 3+2 3+2 2+2 1 -
13th +9/+9/+14/+19 +4 +4 +8 Artificer Skill Mastery Scrolls +5, Wondrous Items +3 450 4+2 4+2 3+2 2+2 2 -
14th +10/+10/+15/+20 +4 +4 +9 Potions +5, Arms and Armor +4, +7 500 4+2 4+2 3+2 3+2 2 -
15th +11/+11/+16/+21 +5 +5 +9 Wands +5 550 4+2 4+2 4+2 3+2 2 1
16th +12/+12/+17/+22 +5 +5 +10 Bonus Feat Wondrous Items +4 +8 600 4+2 4+2 4+2 3+2 2 2
17th +12/+12/+17/+22 +5 +5 +10 Arms and Armor +5 660 5+2 4+2 4+2 4+2 3 2
18th +13/+13/+18/+23 +6 +6 +11 +9 720 5+2 5+2 4+2 4+2 3 2
19th +14/+14/+19/+24 +6 +6 +11 Wondrous Items +5 780 5+2 5+2 5+2 4+2 4 3
20th +15/+15/+20/+25 +6 +6 +12 Bonus Feat +10 845 5+2 5+2 5+2 5+2 4 4
  • Note: Like Cleric, the Artificer automatically memorises certain healing spells. These are the "+2"s shown in the spell level columns.

Artificer bonus feats[edit]

Artificers can select bonus feats at levels 4, 8, 12, 16 & 20 from the following list:

Class feats[edit]

Level 1[edit]

  • Arcane Lore - Represents your knowledge of the Arcane. This feat is received once for every artificer level.
  • Artificer Construct Mastery (passive): Allows an Artificer to spontaneously cast any single-target Repair Damage or Inflict Damage spell they have inscribed in their spellbook. These spells will appear in bonus spell slots once inscribed.
  • Artificer Knowledge - Scrolls (passive): Grants a +2 to UMD checks related to scroll use, and all scrolls used by the Artificer have their caster levels increased by 1. This caster level bonus increases by 1 at Artificer levels 4, 7, 10, and 13, and is capped by the Artificer's Intelligence Bonus.
  • Inscribe Artificer Scroll (active): Allows an Artificer to inscribe artificer spells from scrolls into their spellbook. This action will destroy the scroll.
  • Rapid Reload (passive): Allows crossbows, including repeating crossbows, to be reloaded faster.
  • Reanimate Construct (active): Allows an Artificer to revive their Iron Defender minion once per rest.
  • Trapfinding (passive): Allows the use of the Search skill to locate traps when the task has a Difficulty Class (DC) higher than 20.
  • Unleash Iron Defender (active): Allows an Artificer to summon an Iron Defender homunculus.

Level 2[edit]

  • Artificer Craft Mastery (passive): Artificers gain a +1 bonus to all crafting skills for every even level of Artificer a character acquires, up to +10 at level 20.
  • Artificer Knowledge - Potions (passive): Grants a +2 to UMD checks related to potion use, if any, and all potions used by the Artificer have their caster levels increased by 1. This caster level bonus increases by 1 at Artificer levels 5, 8, 11, and 14, and is capped by the Artificer's Intelligence Bonus. This feat also gives damage bonuses to certain infusions.
  • Rune Arm Use (passive)(active): Allows Artificers to equip and use Rune Arms.

Level 3[edit]

  • Artificer Knowledge - Wands (passive): Grants a +2 to UMD checks related to wand use, and all wands used by the Artificer have their caster levels increased by 1. This caster level bonus increases by 1 at Artificer levels 6, 9, 12, and 15, and is capped by the Artificer's Intelligence Bonus.

Level 4[edit]

  • Artificer Knowledge - Scrolls (passive): All scrolls used by the Artificer have their caster levels increased by an additional 1, for a total of +2. This caster level bonus is capped by the Artificer's Intelligence Bonus.
  • Artificer Craft Mastery (passive): The Artificer gains an additional +1 bonus to all crafting skills, for a total of +2.
  • Trapmaking (passive): You have learned enough about traps to be able to scavenge parts from them, and with the help of the Free Agents, can craft your own.
  • Bonus Feat: An artificer can select a feat from the Artificer Bonus Feat list.

Level 5[edit]

  • Retain Essence (passive): Whenever an Artificer uses a rod, staff, or wand, the character has a chance to not expend a charge. The percentage chance is based on (Artificer levels + Intelligence modifier)% chance not to expend a charge.
  • Artificer Knowledge - Arms and Armor (passive): Grants a +2 to UMD checks related to weapons, armor, and staves. Any activated abilities on weapons and armor ("clickies") used by the Artificer are cast at a +1 caster level. This caster level bonus increases by 1 at Artificer levels 8, 11, 14, and 17, and is capped by the Artificer's Intelligence Bonus.
  • Artificer Knowledge - Potions (passive): All potions used by the Artificer have their caster levels increased by an additional 1, for a total of +2. This caster level bonus is capped by the Artificer's Intelligence Bonus.

Level 6[edit]

  • Artificer Knowledge - Wands (passive): All wands used by the Artificer have their caster levels increased by an additional 1, for a total of +2. This caster level bonus is capped by the Artificer's Intelligence Bonus.
  • Artificer Craft Mastery (passive): The Artificer gains an additional +1 bonus to all crafting skills, for a total of +3.

Level 7[edit]

  • Artificer Knowledge - Wondrous Items (passive): Grants a +2 to UMD checks related to clothing, jewelry, and trinkets. Any activated abilities on these items ("clickies") used by the Artificer are cast at a +1 caster level. This caster level bonus increases by 1 at Artificer levels 10, 13, 16, and 19, and is capped by the Artificer's Intelligence Bonus.
  • Artificer Knowledge - Scrolls (passive): All scrolls used by the Artificer have their caster levels increased by an additional 1, for a total of +3. This caster level bonus is capped by the Artificer's Intelligence Bonus.

Level 8[edit]

Level 9[edit]

  • Artificer Knowledge - Wands (passive): All wands used by the Artificer have their caster levels increased by an additional 1, for a total of +3. This caster level bonus is capped by the Artificer's Intelligence Bonus.

Level 10[edit]

  • Artificer Knowledge - Scrolls (passive): All scrolls used by the Artificer have their caster levels increased by an additional 1, for a total of +4. This caster level bonus is capped by the Artificer's Intelligence Bonus.
  • Artificer Knowledge - Wondrous Items (passive): Any activated abilities ("clickies") on clothing, jewelry, and trinkets used by the Artificer are cast at an additional +1 caster level, for a total of +2. This caster level bonus is capped by the Artificer's Intelligence Bonus.
  • Artificer Craft Mastery (passive): The Artificer gains an additional +1 bonus to all crafting skills, for a total of +5.

Level 11[edit]

  • Artificer Knowledge - Potions (passive): All potions used by the Artificer have their caster levels increased by an additional 1, for a total of +4. This caster level bonus is capped by the Artificer's Intelligence Bonus.
  • Artificer Knowledge - Arms and Armor (passive): Any activated abilities on weapons and armor ("clickies") used by the Artificer are cast at an additional +1 caster level, for a total of +3. This caster level bonus is capped by the Artificer's Intelligence Bonus.

Level 12[edit]

Level 13[edit]

  • Artificer Skill Mastery (passive): Grants a +1 bonus to all skills.
  • Artificer Knowledge - Scrolls (passive): All scrolls used by the Artificer have their caster levels increased by an additional 1, for a total of +5. This caster level bonus is capped by the Artificer's Intelligence Bonus.
  • Artificer Knowledge - Wondrous Items (passive): Any activated abilities ("clickies") on clothing, jewelry, and trinkets used by the Artificer are cast at an additional +1 caster level, for a total of +3. This caster level bonus is capped by the Artificer's Intelligence Bonus.

Level 14[edit]

  • Artificer Knowledge - Potions (passive): All potions used by the Artificer have their caster levels increased by an additional 1, for a total of +5. This caster level bonus is capped by the Artificer's Intelligence Bonus.
  • Artificer Knowledge - Arms and Armor (passive): Any activated abilities on weapons and armor ("clickies") used by the Artificer are cast at an additional +1 caster level, for a total of +4. This caster level bonus is capped by the Artificer's Intelligence Bonus.
  • Artificer Craft Mastery (passive): The Artificer gains an additional +1 bonus to all crafting skills, for a total of +7.

Level 15[edit]

  • Artificer Knowledge - Wands (passive): All wands used by the Artificer have their caster levels increased by an additional 1, for a total of +5. This caster level bonus is capped by the Artificer's Intelligence Bonus.

Level 16[edit]

Level 17[edit]

  • Artificer Knowledge - Arms and Armor (passive): Any activated abilities on weapons and armor ("clickies") used by the Artificer are cast at an additional +1 caster level, for a total of +5. This caster level bonus is capped by the Artificer's Intelligence Bonus.

Level 18[edit]

Level 19[edit]

  • Artificer Knowledge - Wondrous Items (passive): Any activated abilities ("clickies") on clothing, jewelry, and trinkets used by the Artificer are cast at an additional +1 caster level, for a total of +5. This caster level bonus is capped by the Artificer's Intelligence Bonus.

Level 20[edit]


Spells[edit]

Artificers cast arcane spells and may know any number of spells from their list (unlike bards and sorcerers):

Artificers must choose and prepare their spells ahead of time:

  • Spells can be selected after resting at a rest shrine or while in a tavern
  • Artificers should decide which spells to prepare based on upcoming questing requirements

To inscribe, prepare or cast a spell, an artificer must have an Intelligence score equal to at least 10 + the spell level:

Like other spellcasters, Artificers have a limited number of spell points and spell slots:

Artificer spells do not invoke Arcane Spell Failure due to armor/shields, nor do scrolls of Artificer spells that are unique to the artificer spell list, despite having Somatic components. Spells common to the artificer and wizard/sorcerer lists DO invoke Arcane Spell Failure when cast from scrolls. Some spells have Material components - Artificers use their own component list, distinct from those of other classes

See also spell usefulness.

Bug: Cordovan (Contribs • Message• Cordovan): If you inscribe Conjure Bolts from a scroll, you'll get the scroll version (only produces +1 bolts) instead of the Artificer spell version (produces +1 to +6 bolts based on caster level) version.source

Homunculus[edit]

An Iron Defender, Iron Defender Homunculus, or informally artificer dog, is an iron defender pet that can be summoned by any character with at least 1 Level of Artificer. They can act independently, although similar to hirelings they can be somewhat controlled by the player character.


An Iron Defender has its own "Pet Character Sheet". To access this, first, the pet must be summoned. This is a Feat, "Unleash Iron Defender", that must be activated. This feat is found under the Feats tab on the character sheet, in "Artificer Feats". That link can be dragged and dropped to a hotbar from that location. Once summoned, the "Pet" link in the upper-right of the Character Sheet (default c) will highlight. Clicking that link will then open the Pet Character Sheet, where you can view the pet's various stats, gear and currently selected enhancements.

Improving your Iron Defender[edit]

Your Iron Defender gains levels as you gain Artificer levels, not your total character levels. For example, a Level 12 (Warlock 10/Artificer 2) has an Iron Defender of Level 2, not Level 12.

Training[edit]

As your Iron Defender gains levels (via the character increasing Artificer Levels), it will gain Action Points that can be used to "train" your pet. This is done at any Artificer class trainer. Currently selected enhancements can be viewed on the Pet Character Sheet, "Enhancement" tab. If the enhancement requires activation (i.e. Trip, Bluff, Intimidate, and/or Sunder) that enhancement must be dragged/dropped to one of the slots on that page. It will then appear in the pet's command bar for use once the pet is summoned.

Gear[edit]

The minimum level for gear of your dog is equal to the sum of your Artificer levels and Epic levels. To equip gear, the Iron Defender must be summoned so as to access the Pet Character Sheet. On the bottom-left of that page are 2 gear slots - one for collars, one for docents. Drag and drop the desired item from your Inventory to the slot.

Iron Defenders can equip:

Tips[edit]

If you select a usable item (right-click, or cycle w/ q), such as a door, lever, gear or rest/resurrection shrine, then hit the "gear" icon on the Iron Defender's command hotbar, your pet will attempt to "use" that item. This can be handy for opening doors or pulling levers, etc.

Iron Defenders start with a Strength 15, and each Artificer level adds +1 (up to Str 34 @ Lvl 20). This gives them Str 18 @ pet Lvl 3, and Str 20 @ pet level 5, so they may be used in the above manner to open doors and turn valves that have a Strength Check higher than your character's Strength. Additionally, this Strength can be increased by +2/4 at pet level 6 and 10 via enhancements.

If you select a Soul Stone and do the same, the pet will "pick up" that soul stone (which then disappears from view). This includes your own stone, if you have died, and/or others'. There is no limit, any number of soulstones can be carried in this manner. The pet can then be directed to follow you (or your ghost), opening doors along the way to a shrine, other party member, or any available destination. If you run into a dangerous area - a trap or enemy creatures - you can order your pet to "Hold Ground", run through the hazard, then summon your pet to your current location. A pet cannot be ordered to "drop" a soulstone. (Drop it! Drooop it... drop it... bad dog!)

See Also:

Bugs[edit]

Minor bug: Some effects (from gear or training) don't take effect until the pet has been dismissed and recreated, for example, Vitality.

Bug: Pets and quests that are in Wilderness areas do not always interact well. If a pet is "parked" (ordered to "stand ground", i.e. hold position) in a quest, and that quest exits into a Wilderness area, you must order your pet to teleport to you before entering another quest or exiting the wilderness area. Failure to do so will result in losing the pet's command bar, but not being able to re-summon/revive/call the iron defender. Quickly logging out and back in will allow you to summon the pet and continue as normal. Once the pet is not parked, they should follow you as normal.


See also[edit]