VIPs get gold daily dice rolls through October 10th, 2023!
Game mechanics • Newbie guide • In development • DDO Store • Social Media
Challenges • Classes • Collectables • Crafting • Enhancements • Epic Destinies • Favor • Feats
Glossary • Items • Maps • Monsters • Places • Quests • Races • Reincarnation • Skills • Spells
Please create an account or log in to build a reputation and unlock more editing privileges, and then visit DDO wiki's IRC Chat/Discord if you need any help!
Battle Engineer enhancements
Alchemist | Artificer† — Dog | Barbarian | Bard | Cleric |
---|---|---|---|---|
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) |
---|---|---|---|---|---|---|
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 ![]() |
---|
Battle Engineer enhancements
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 | 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.
| |||
AP Cost: 1 | Ranks: 1 | Progression: 5 | 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 | 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 | 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 | 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 | 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.
| |||
AP Cost: 2 | Ranks: 1 | Progression: 1 | 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 | No requirements | |
![]() |
Field Scrapper: +1/2/3 to Sunder DCs
| |||
AP Cost: 1 | Ranks: 3 | Progression: 1 | 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 | No requirements | |
![]() |
Item Defense: You have a 25%/50%/75% chance to negate potential item wear.
| |||
AP Cost: 1 | Ranks: 3 | Progression: 1 | 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.
| |||
AP Cost: 2 | Ranks: 1 | Progression: 5 | Requires: Weapon Training (Tier 1) | |
![]() |
Wrack Construct: Choose one (Cooldown: 12/8/4 seconds):
| |||
AP Cost: 1 | Ranks: 3 | Progression: 5 | No requirements | |
![]() |
Caustic Strike: Pick a Melee or Ranged version of this attack.
| |||
AP Cost: 1 | Ranks: 3 | Progression: 5 | 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 | No requirements | |
![]() |
Action Boost: Choose between Action Boost: Attack and Action Boost: Power
| |||
AP Cost: 1 | Ranks: 3 | Progression: 5 | 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.
| |||
AP Cost: 2 | Ranks: 1 | Progression: 10 | 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 | No requirements | |
![]() |
Shatter Defenses: Pick a Melee or Ranged version of this attack.
| |||
AP Cost: 1 | Ranks: 3 | Progression: 10 | 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.
| |||
AP Cost: 2 | Ranks: 1 | Progression: 10 | No requirements | |
![]() |
Strength, Dexterity, or Intelligence: Choose one:
| |||
AP Cost: 2 | Ranks: 1 | Progression: 10 | 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.
| |||
AP Cost: 2 | Ranks: 1 | Progression: 20 | Requires: Weapon Training (Tier 3) | |
![]() |
Battle Mastery: Choose one:
| |||
AP Cost: Varies | Ranks: 1 | Progression: 20 | 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 | No requirements | |
![]() |
Strength, Dexterity, or Intelligence: Choose one:
| |||
AP Cost: 2 | Ranks: 1 | Progression: 20 | 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.
| |||
AP Cost: 1 | Ranks: 1 | Progression: 30 | Requires: Weapon Training (Tier 4) | |
![]() |
Weapon Attachment: Activate to attach your currently equipped weapons to yourself, giving you superior control over them. Until you unequipped these items or rest, they deal +0.5[W] damage. (Cooldown: 15 seconds; Induction time: 2 seconds.)
| |||
AP Cost: 1 | Ranks: 1 | Progression: 30 | Requires: Construct Essence or Warforged Traits | |
![]() |
Thunder-Shock Weapon: Pick a Melee or Ranged version of this attack.
| |||
AP Cost: 1 | Ranks: 1 | Progression: 30 | 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 | Requires: Agility Engine | |
![]() |
Tactical Mobility: 10% Action Boost bonus to Movement Speed while wearing a Rune Arm.
| |||
AP Cost: 2 | Ranks: 1 | Progression: 30 | No requirements |