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Battle Engineer enhancements

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Reaper

: Class/tree can be earned via favor. : Class/tree free to VIP or found in DDO Store.
1: Tree only available to a certain archetype. 2: Tree unavailable to a certain archetype.

Aasimar 1,395 DP1,395 DDO Points Dhampir 1,595 DP1,595 DDO Points Dragonborn Drow Dwarf Eladrin 1,595 DP1,595 DDO Points Elf / Wood Elf (& AA) Gnome
Half-Elf (& AA) Half-Orc Halfling Human Shifter 1,595 DP1,595 DDO Points Tabaxi 1,595 DP1,595 DDO Points Tiefling Warforged Free by turning in 400 Total favor per server 995 DP995 DDO Points
Bladeforged 1,295 DP1,295 DDO Points Chaosmancer 1,395 DP1,395 DDO Points Dhampir Dark Bargainer 1,295 DP1,295 DDO Points Deep Gnome 1,295 DP1,295 DDO Points Morninglord 1,295 DP1,295 DDO Points (& AA) PDK 1,295 DP1,295 DDO Points Razorclaw 1,395 DP1,395 DDO Points Scoundrel 1,395 DP1,395 DDO Points Scourge 1,295 DP1,295 DDO Points Shadar-kai 1,295 DP1,295 DDO Points Trailblazer 1,395 DP1,395 DDO Points

Battle Engineer enhancements

Battle Engineer enhancements tree
Battle Engineer enhancements tree

Core abilities[edit]

Battle Engineer: Your equipped rune arm grants you +8 Universal Spell Power when it is charged to Charge Tier 1.
AP Cost: 1 Ranks: 1 Progression: 0 Cooldown: N/A Requires: Artificer Level 1
Infused Weapons: Your equipped weapon in your main hand gains +1 to its Enhancement bonus. Additionally, you gain +1 bonus to your attack roll to confirm a critical hit, and a +1 bonus to the damage of your critical hits (before multipliers). Your equipped rune arm gains +1 stable charge tier. In addition, it grants you an additional +8 Universal Spell Power when it is charged to Charge Tier 2, for a total of +16. +5% Doublestrike. +5% Doubleshot.
AP Cost: 1 Ranks: 1 Progression: 5 Cooldown: N/A Requires: Battle Engineer, Artificer Level 3
Infused Armor: Your equipped armor gains +1 to its Enhancement bonus. Additionally, your equipped armor or docent grants you +5 PRR and -10% ASF. (Artificer Infusions are not affected by ASF, but this assists with scroll use.) Your equipped rune arm grants you an additional +8 Universal Spell Power when it is charged to Charge Tier 3, for a total of +24.
AP Cost: 1 Ranks: 1 Progression: 10 Cooldown: N/A Requires: Infused Weapons, Artificer Level 6
Infused Weapons: Your equipped weapon in your main hand gains an additional +1 to its Enhancement bonus, for a total of +2. You also gain an additional +1 bonus to your attack roll to confirm a critical hit, and a +1 bonus to the damage of your critical hits (before multipliers), for a total of +2. You gain a +1 Competence bonus to Critical Multiplier with Crossbows, Bastard Swords, Dwarven Axes, Light Hammers, Warhammers, and Morningstars. Your equipped rune arm gains +1 stable charge tier. In addition, it grants you an additional +8 Universal Spell Power when it is charged to Charge Tier 4, for a total of +32.
AP Cost: 1 Ranks: 1 Progression: 20 Cooldown: N/A Requires: Infused Armor, Artificer Level 12
Infused Armor: Your equipped armor gains an additional +1 to its Enhancement bonus, for a total of +2. Your equipped armor or docent also grants you an additional +5 PRR for a total of +10 and an additional -10% ASF for a total of -20%. (Artificer Infusions are not affected by ASF, but this assists with scroll use.) You gain an additional +15 PRR and MRR innately, regardless of your Armor. Your equipped rune arm grants you an additional +8 Universal Spell Power when it is charged to Charge Tier 5, for a total of +40.
AP Cost: 1 Ranks: 1 Progression: 30 Cooldown: N/A Requires: Infused Weapons, Artificer Level 18
Master Engineer: You gain +4 Intelligence. The Enhancement bonus of your armor and your equipped weapon in your main hand are each increased by an additional +1, for a total of +3. Your equipped weapon in your main hand is now a Spellcasting Implement, providing a +3 Implement bonus to Universal Spell Power for every +1 Enhancement bonus on the weapon.
AP Cost: 1 Ranks: 1 Progression: 40 Cooldown: N/A Requires: Infused Armor, Artificer Level 20

Tier One[edit]

Requires Battle Engineer, Artificer level 1

Weapon Training: Select weapon type. Gain bonuses to Attack and Damage Rolls with the selected weapon types.
  • Crossbow Training: +1 to attack rolls with all crossbows. +1 to damage with non-repeating crossbows.
  • Hammer and Morningstar Training: +1 to attack and damage rolls with Light Hammers, Warhammers, and Morningstars.
  • Hand and a Half Training: +1 to attack and damage rolls with Bastard Swords and Dwarven Waraxes. +5% Strikethrough chance.
AP Cost: 2 Ranks: 1 Progression: 1 Cooldown: N/A No requirements
Field Engineer: +1/+2/+3 Concentration, Disable Device and Open Locks. Rank 3: +1 to Reflex Saves vs. Traps.
AP Cost: 1 Ranks: 3 Progression: 1 Cooldown: N/A No requirements
Field Scrapper: +1/2/3 to Sunder DCs
AP Cost: 1 Ranks: 3 Progression: 1 Cooldown: N/A No requirements
Thaumaturgical Conduits: You have made improvements to the efficiency of your rune arms. Your rune arms build charge [10/20/33]% faster.
AP Cost: 1 Ranks: 3 Progression: 5 Cooldown: N/A No requirements
Item Defense: You have a 25%/50%/75% chance to negate potential item wear.
AP Cost: 1 Ranks: 3 Progression: 1 Cooldown: N/A No requirements

Tier Two[edit]

Requires Artificer Level 2, 5 APs spent in tree

Weapon Training: Select one. Gain bonuses to Attack and Damage Rolls with the selected weapon types.
  • Crossbow Training: +1 to attack rolls with all crossbows. +1 to damage rolls with all repeating crossbows, +2 to damage rolls with non-repeating crossbows.
  • Hammer and Morningstar Training: +1 to attack and damage rolls with Light Hammers, Warhammers, and Morningstars.
  • Hand and a Half Training: +1 to attack and damage rolls with Bastard Swords and Dwarven Waraxes. +5% Strikethrough chance.
AP Cost: 2 Ranks: 1 Progression: 5 Cooldown: N/A Requires: Weapon Training (Tier 1)
Wrack Construct: Choose one (Cooldown: 12/8/4 seconds):
  • Wracking Strike: Melee Attack: Deals +10%/+20%/+30% Damage. On Damage: Deals 3d6/6d6/9d6 extra damage (scales with 200% Melee Power) to constructs and living constructs, and -25% fortification and loses immunity to sneak attack for 20 seconds.
  • Wracking Shot: Ranged Attack: Deals +10%/+20%/+30% Damage. On Damage: Deals 3d6/6d6/9d6 extra damage (scales with 200% Ranged Power) to constructs and living constructs, and -25% fortification and loses immunity to sneak attack for 20 seconds.
AP Cost: 1 Ranks: 3 Progression: 5 Cooldown: N/A No requirements
Caustic Strike: Pick a Melee or Ranged version of this attack.
  • Caustic Shot: Ranged Crossbow Attack: Deals +10%/+20%/+30% Damage. On Damage: Deals 3d6 Acid damage and 6d6 extra Rust damage. Damage Scales with 200% ranged power. 6 second cooldown.
  • Caustic Strike: Melee Attack: Deals +10%/+20%/+30% Damage. On Damage: Deals 3d6 Acid damage and 6d6 extra Rust damage. Damage scales with 200% melee power. 6 second cooldown.
AP Cost: 1 Ranks: 3 Progression: 5 Cooldown: N/A No requirements
Extra Action Boost: You can use each of your action boost 1/2/3 additional times per rest.
AP Cost: 2 Ranks: 3 Progression: 5 Cooldown: N/A No requirements
Action Boost: Choose between Action Boost: Attack and Action Boost: Power
  • Action Boost: Power Activate to gain a +10/20/30 Action Boost bonus to Melee and Ranged Power for 20 seconds.
  • Attack Boost Activate this ability to gain a +4/6/8 Action Boost bonus to your attack rolls for 20 seconds.
AP Cost: 1 Ranks: 3 Progression: 5 Cooldown: N/A No requirements

Tier Three[edit]

Requires Artificer Level 3, 10 APs spent in tree

Weapon Training: Select one. Gain bonuses to Attack and Damage Rolls with the selected weapon types.
  • Crossbow Training: +1 to attack rolls with crossbows. +1 to damage with non-repeating crossbows.
  • Hammer and Morningstar Training: +1 to attack and damage rolls with Light Hammers, Warhammers, and Morningstars.
  • Hand and a Half Training: +1 to attack and damage rolls with Bastard Swords and Dwarven Waraxes. +5% Strikethrough chance.
AP Cost: 2 Ranks: 1 Progression: 10 Cooldown: N/A Requires: Weapon Training (Tier 2)
Disable Construct: Activate: Target construct or living construct is dazed for 10/20/30 seconds. This effect is removed on damage. Using this ability on a target already affected by it will extend the duration. (Cooldown: 25 seconds)
AP Cost: 1 Ranks: 3 Progression: 10 Cooldown: N/A No requirements
Shatter Defenses: Pick a Melee or Ranged version of this attack.
  • Shatter Defenses (Crossbow): AOE Tactical Ranged Crossbow Attack: Deals +[10/30/50]% Damage. Fire your Crossbow, hitting every enemy in an area around where the shot hits. This attack can fire as many shots as you Crossbow fires normally. On Hit: Reduces the target's Armor Class by 5 and lowers fortification by 10%. A successful Fortitude save negates this effect. (DC 10 + INT mod + half Artificer level + Sunder Bonuses). Regardless of saving throw result target will suffer the Trauma effect, -3 penalty to Fortitude saves due to shock, stacks 5 times. Lasts 24 seconds. This ability shares a cooldown with Sunder.
  • Shatter Defenses (Melee): Tactical Melee Attack: Deals +[10/20/30]% Damage. On Hit: Reduces the target's Armor Class by 5 and lowers fortification by 10%. A successful Fortitude save negates this effect. (DC 10 + INT mod + half Artificer level + Sunder Bonuses). Regardless of saving throw result target will suffer the Trauma effect, -3 penalty to fortitude saves due to shock, stacks 5 times. Lasts 24 seconds. This ability shares a cooldown with Sunder.
AP Cost: 1 Ranks: 3 Progression: 10 Cooldown: N/A Requires: Caustic Strike
Thundershock Imbue: Imbue Toggle: Your weapons hum with Electricity, dealing an extra 1d6 Electric damage on each hit, scaling with electric spell power.
Bug: Update says 1d8 and 75% scaling, tooltip says 1d6 and standard scaling.
AP Cost: 2 Ranks: 1 Progression: 10 Cooldown: N/A No requirements
Strength, Dexterity, or Intelligence: Choose one:
  • +1 Strength
  • +1 Dexterity
  • +1 Intelligence
AP Cost: 2 Ranks: 1 Progression: 10 Cooldown: N/A No requirements

Tier Four[edit]

Requires Artificer Level 4, 20 APs spent in tree

Weapon Training: Select one. Gain bonuses to Attack and Damage Rolls with the selected weapon types.
  • Crossbow Training: +1 to attack rolls with all crossbows. +1 to damage rolls with all repeating crossbows, +2 to damage rolls with non-repeating crossbows.
  • Hammer and Morningstar Training: +1 to attack and damage rolls with Light Hammers, Warhammers, and Morningstars.
  • Hand and a Half Training: +1 to attack and damage rolls with Bastard Swords and Dwarven Waraxes. +5% Strikethrough chance.
AP Cost: 2 Ranks: 1 Progression: 20 Cooldown: N/A Requires: Weapon Training (Tier 3)
Battle Mastery: Choose one:
  • Endless Fusilade: Action Boost: You may activate this ability to enchant your crossbow to instantly reload itself for 18 seconds. Since U70 Repeating Crossbows have a slight pause between each three shot volley. (Cooldown: 30 seconds.) Cost: 2AP
Note: This skill will activate instantly if you are bare-handed, but took 3 seconds (90 frames on 30 fps capture) to activate when wielding a Repeating Crossbow. You can run/jump freely during activate motion, even dive into water without interrupting it.
  • Haste Boost: Activate this ability to receive a 30% Action Boost attack speed bonus for 20 seconds. (Cooldown: 30 seconds.) Cost: 1AP
AP Cost: Varies Ranks: 1 Progression: 20 Cooldown: N/A Requires: Weapon Training (Tier 4)
Agility Engine: 3/6/10% Doublestrike and Doubleshot, and +1/2/3 Imbue Dice while wearing a Rune Arm.
AP Cost: 1 Ranks: 3 Progression: 20 Cooldown: N/A No requirements
Strength, Dexterity, or Intelligence: Choose one:
  • +1 Strength
  • +1 Dexterity
  • +1 Intelligence
AP Cost: 2 Ranks: 1 Progression: 20 Cooldown: N/A Requires: Strength, Dexterity or Intelligence (Tier 3)

Tier Five[edit]

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

Reconstructed Armaments: Gain Critical Threat Range with your chosen set of weapons.
  • Reconstructed Arms: +1 Competence Bonus to Critical Threat Range with Light Hammers, Warhammers, and Morningstars. +20% Competence bonus to Hit Points
  • Reconstructed Crossbows: +1 Competence Bonus to Critical Threat Range with Crossbows.
  • Reconstructed Edges: +1 Competence Bonus to Critical Threat Range with Bastard Swords and Dwarven Axes. +20% Competence bonus to Hit Points
AP Cost: 1 Ranks: 1 Progression: 30 Cooldown: N/A Requires: Weapon Training (Tier 4)
Weapon Attachment: Activate to attach your currently equipped weapons to yourself, giving you superior control over them. Until you unequip these items or rest, they deal +0.5[W] damage. (Cooldown: 15 seconds; Induction time: 2 seconds.)
Note: Selecting this locks out Warforged/Bladeforged Weapon Attachment
AP Cost: 1 Ranks: 1 Progression: 30 Cooldown: N/A Requires: Construct Essence or Warforged Traits
Thunder-Shock Weapon: Pick a Melee or Ranged version of this attack.
  • Thunder-Shock Weapon (Crossbow): AOE Tactical Ranged Crossbow Attack: +50% damage. Fire your Crossbow, hitting every enemy in an area around where the shot hits. This attack can fire as many shots as you Crossbow fires normally. On Damage: Deals 6d6 extra Electric damage that scales with 200% Ranged Power, and Trips the target. A successful Strength save negates the Trip effect. (DC 14 + INT mod + half Artificer level + Sunder Bonuses). 12 seconds cooldown, shares a cooldown with Trip.
  • Thunder-Shock Weapon (Melee): Tactical Melee Attack: Deals +30% Damage. On Damage: Deals 6d6 extra Electric damage that scales with 200% Melee Power, and Trips the target. A successful Strength save negates the Trip effect. (DC 14 + INT mod + half Artificer level + Sunder Bonuses). 12 seconds cooldown, shares a cooldown with Trip.
AP Cost: 1 Ranks: 1 Progression: 30 Cooldown: N/A Requires: Shatter Defenses
Unlock Potential: +20 Melee and Ranged Power and +1 Imbue Dice while wielding a Rune Arm.
AP Cost: 1 Ranks: 1 Progression: 30 Cooldown: N/A Requires: Agility Engine
Tactical Mobility: 10% Action Boost bonus to Movement Speed while wearing a Rune Arm.
AP Cost: 2 Ranks: 1 Progression: 30 Cooldown: N/A No requirements