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Mechanic 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 Dragonborn Drow Dwarf Elf / W-Elf (& AA) Gnome Half-Elf (& AA)
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Mechanic enhancements[edit]

Mechanic enhancements tree

Core abilities[edit]

Icon Enhancement Arbalester.png
Arbalester: Your ranged sneak attack and Point Blank Shot range increases by 5 meters per trained Mechanic Core enhancement. You also gain proficiency with great crossbows.
AP Cost: 1 Ranks: 1 Progression: 0 Requires: Level 1 Rogue
Icon Enhancement Tanglefoot.png
Tanglefoot: Cooldown: 30 seconds. Spell Resistance: No
  • Alchemical Trap Activate: Throws a flask of caustic liquid at your enemy, which explodes into a sticky mess. Enemies caught within by the goo puddle take: 4d6 acid damage every 2 seconds, Reflex DC (10 + Rogue Level + Intelligence Modifier) halves, and are slowed (does not affect bosses), Reflex (DC 10 + Rogue Level + Intelligence Modifier) negates. This damage scales with 200% Ranged Power.
AP Cost: 1 Ranks: 1 Progression: 5 Requires: Arbalester, Level 3 Rogue
Icon Enhancement Targeting Sights.png
Targeting Sights: You can now use your Intelligence modifier for damage with all crossbows and thrown weapons. You also gain proficiency with light repeating crossbows.
AP Cost: 1 Ranks: 1 Progression: 10 Requires: Tanglefoot, Level 6 Rogue
Icon Enhancement Improved Detection.png
Improved Detection: You can detect traps and search from 50% further away. You gain proficiency with heavy repeating crossbows. You gain +1 to-hit and damage, and 1 extra Sneak Attack die with bows, crossbows, and thrown weapons.
AP Cost: 1 Ranks: 1 Progression: 20 Requires: Targeting Sights, Level 12 Rogue
Icon Enhancement Expert Builder.png
Expert Builder: You gain a +1 Competence Bonus to Critical Multiplier with bows, crossbows & thrown weapons. Great Crossbows instead gain +2 Competence Bonus to Critical Multiplier. Cooldowns of Alchemical Trap attacks are reduced by 20%.
AP Cost: 1 Ranks: 1 Progression: 30 Requires: Improved Detection, Level 18 Rogue
Icon Enhancement Hip Flask.png
Hip Flask: Passive: +2 Dexterity and Intelligence, +1 to hit with all crossbows, +1 damage with all repeating crossbows, +2 damage with non-repeating crossbows, +2 Sneak Attack dice and +2 to hit when performing Sneak Attacks
Action Boost: You drink a potion that you've been saving for a special occasion. Heals you for 10d3+30 (scales with 200% Ranged Power) and adds +10 to Dodge and Maximum Dodge for 10 seconds. For the next 60 seconds, you gain +1d6 to all ability scores, and +2d6 to attack and damage. (Cooldown: 3 minutes)
"A little something of your own creation. Potent stuff, drink sparingly."
AP Cost: 1 Ranks: 1 Progression: 40 Requires: Expert Builder, Level 20 Rogue

Tier One[edit]

Requires Arbalester, Rogue Level 1

Icon Enhancement Crossbow Training.png
Sharpshooter: +1 to hit and damage with all bows, crossbows, and thrown weapons. +1 additional damage and one Sneak Attack die with all non-repeating crossbows if you are not dual shooting.
AP Cost: 2 Ranks: 1 Progression: 1 No requirements
Icon Enhancement Lacerating Shots.png
Lacerating Shots: You have upgraded your Great Crossbow to shoot more forcefully that its construction would normally allow. Your Great Crossbow attacks have a 33%/66%/100% chance of putting a stack of Bleed on enemies. The bleed effect can stack up to 5 times.
Note: Bleed deals 1d6 damage every 2 seconds for 14 seconds. This damage scales with 200% Melee Power.
AP Cost: 1 Ranks: 3 Progression: 1 No requirements
Icon Enhancement Thunderstone.png
Thunderstone: Cooldown: 12 seconds. Spell Resistance: No
Alchemical Trap Attack: Throws an alchemical charge at your enemy. Deals 4d6/6d6/8d6 sonic damage and dazes in an area. Fort DC (12/14/16 + Rogue Level + Intelligence Modifier) Negates daze. The damage scales with 200% Ranged Power.
Note: The daze does not work correctly, targets hit by the daze effect can still move and attack, yet are vulnerable to sneak attacks.)
Bug: Thunderstone actually blinds targets and damage does not scale with RP. DDO Forums
AP Cost: 1 Ranks: 3 Progression: 1 No requirements
Icon Enhancement Mechanics.png
Mechanics: +1/+2/+3 Disable Device, Open Lock, and Repair. +1/+2/+3 to Saving Throws you make against traps.
AP Cost: 1 Ranks: 3 Progression: 1 No requirements
Icon Enhancement Awareness.png
Awareness: +1/+2/+3 Listen, Search, and Spot
AP Cost: 1 Ranks: 3 Progression: 1 No requirements

Tier Two[edit]

Requires Rogue Level 2, 5 APs spent in tree

Icon Enhancement Crossbow Training.png
Sharpshooter: +1 to hit and damage with all bows, crossbows, and thrown weapons. Non-repeating crossbows increase the damage to +2 and +1 SA dice if you are not dual shooting.
AP Cost: 2 Ranks: 1 Progression: 5 Requires: Sharpshooter (Tier 1)
Icon Enhancement Improved Traps.png
Improved Traps: +1/+2/+3 to the save DC's of Alchemical Trap Attacks and Magical Traps. Elemental Traps that you place now have a DC equal to 65%/80%/100% of your Disable Device Skill instead of 50%.
Note: Appears to scale Magical Trap DC in the same way as Elemental Traps, giving them incredibly high DCs.
AP Cost: 1 Ranks: 3 Progression: 5 No requirements
Icon Enhancement Wand and Scroll Mastery.png
Wand and Scroll Mastery: +25%/+50%/+75% damage and healing of your wands, scrolls, and other items that cast spells. Adds +1/+2/+3 to the save DC's of your offensive wands. Taking Wand and Scroll Mastery in one enhancement tree will block its availability in other enhancement trees.
AP Cost: 1 Ranks: 3 Progression: 5 No requirements
Icon Enhancement Skill Boost.png
Skill Boost: Activate to gain a +2/+4/+6 Action Boost bonus to all skills for 20 seconds. (Cooldown: 30 seconds)
AP Cost: 1 Ranks: 3 Progression: 5 No requirements

Tier Three[edit]

Requires Rogue Level 3, 10 APs spent in tree

Icon Enhancement Crossbow Training.png
Sharpshooter: +1 to-hit and damage with all bows, crossbows, and thrown weapons. Non-repeating crossbows increase the damage to +2 and +1 SA dice if you are not dual shooting.
AP Cost: 2 Ranks: 1 Progression: 10 Requires: Sharpshooter (Tier 2)
Icon Enhancement Wrack Construct.png
Wrack Construct: Choose one (Cooldown: 12/8/4 seconds):
  • Icon Enhancement Wracking Strike.png Wracking Strike: Melee Attack: Deals +10% Damage. . On Damage: Deals 3d6/6d6/9d6 extra damage to constructs and living constructs, and applies Wracked: This construct or living construct's fortification is reduced by -10% and loses its inherent immunity to sneak attack. This effect stacks up to five times. Damage scales with 200% melee power. Duration: 20 seconds.
  • Icon Enhancement Wracking Shot.png Wracking Shot: Ranged Attack: Deals +10% Damage. On Damage: Deals 3d6/6d6/9d6 extra damage to constructs and living constructs, and applies Wracked: This construct or living construct's fortification is reduced by -10% and loses its inherent immunity to sneak attack. This effect stacks up to five times. Damage scales with 200% ranged power. Duration: 20 seconds.
AP Cost: 1 Ranks: 3 Progression: 10 No requirements
Icon Enhancement Ooze Flask.png
Ooze Flask: Cooldown: 12 seconds. Spell Resistance: No
Alchemical Trap Attack: You throw a flask at your enemy that contains concentrated grey ooze secretions. Deals 4d8/8d8/12d8 acid damage (scales with 200% Ranged Power), no save, and reduces the Armor Class and PRR of your opponent by 2/4/8 for 30 seconds, Fort DC 10 + Rogue Level + Intelligence Modifier) negates.
Note: Appears to be subject to Spell Critical
AP Cost: 1 Ranks: 3 Progression: 10 Requires: Thunderstone
Icon Enhancement Use Magical Device.png
Use Magical Device: +1/+2/+3 Use Magic Device
AP Cost: 1 Ranks: 3 Progression: 10 No requirements
Dex or Int.gif
Dexterity or Intelligence: Choose one:
  • DexterityColored.png +1 Dexterity
  • IntelligenceColored.png +1 Intelligence
AP Cost: 2 Ranks: 1 Progression: 10 No requirements

Tier Four[edit]

Requires Rogue Level 4, 20 APs spent in tree

Icon Enhancement Crossbow Training.png
Sharpshooter: +1 to-hit and damage with all bows, crossbows, and thrown weapons. Non-repeating crossbows increase the damage to +2 and +1 SA dice if you are not dual shooting.
AP Cost: 2 Ranks: 1 Progression: 20 Requires: Sharpshooter (Tier 3)
Icon Enhancement Disable Construct.png
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: 20 Requires: Wracking Strike/Shot
Icon Enhancement Fletching.png
Fletching: You are skilled at enhancing, salvaging, and re-purposing your arrows, bolts, and throwing weapons. +3/6/10 Ranged Power and your ammunition gains a 50/65/80% chance of returning.
Note: Cannot be taken at the same time as Meticulous Fletching.
AP Cost: 1 Ranks: 3 Progression: 20 No requirements
Icon Enhancement Leg Shot.png
Leg Shot: Ranged Attack: Deals +20% Damage. On Damage: Slow your enemy's movement by 50% for 10 seconds. (Cooldown: 10 seconds, also affects bosses)
AP Cost: 2 Ranks: 1 Progression: 20 No requirements
Dex or Int.gif
Dexterity or Intelligence: Choose one:
  • DexterityColored.png +1 Dexterity
  • IntelligenceColored.png +1 Intelligence
AP Cost: 2 Ranks: 1 Progression: 20 No requirements

Tier Five[edit]

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

Icon Enhancement Crossbow Training.png
Sharpshooter: +3 to-hit and damage with all bows, crossbows, and thrown weapons. +3 additional damage with all non-repeating crossbows and +1 SA dice if you are not dual shooting.
AP Cost: 2 Ranks: 1 Progression: 30 Requires: Sharpshooter (Tier 4)
Icon Enhancement Rapid Fire.png
AP Cost: 1 Ranks: 3 Progression: 30 No requirements
Icon Enhancement Time Bomb.png
Time Bomb: Cooldown: 20 seconds. Spell Resistance: No
Alchemical Trap Attack: Quickly creates an alchemical charge at your feet. Deals 10/25/50 sonic and 10/25/50 fire damage per rogue level to all nearby enemies after 2 seconds, and knocks them to the ground.
  • Reflex (DC [10/14/18] + Rogue Level + Intelligence Modifier + Trap Bonus) for half damage.
  • Balance DC (Disable Device check) (Listed Balance DC (10 + Half Rogue Level + Intelligence Modifier + Trap Bonus) to Negate knockdown.
Notes:
  • Time Bomb seems to be able to Spell Critical, while not being subject to spell power itself.
  • Severe targeting problems. Some monsters seem to be completely immune (e.g. many tieflings, some zombies), and the damage blast will often fail to hit enemies on sloping or uneven ground.
  • tests
AP Cost: 1 Ranks: 3 Progression: 30 No requirements
Icon Enhancement Mechanic Sniper.png
Sniper: You gain 1 extra Sneak Attack die with bows, crossbows, and thrown weapons. Non-repeating crossbows increase this to 3 Sneak Attack dice and also gain +2[W]. Great Crossbows now vorpal on a 19-20.
AP Cost: 2 Ranks: 1 Progression: 30 No requirements
Icon Enhancement Mechanical Reloader.png
Mechanical Reloader: +10 Ranged Power, +10% Ranged Alacrity with repeating crossbows and thrown weapons. +30% Ranged Alacrity with non-repeating crossbows when not dual shooting.
AP Cost: 2 Ranks: 1 Progression: 30 No requirements