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Vile Chemist enhancements

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Vile Chemist enhancements

Vile Chemist enhancements tree
Vile Chemist enhancements tree

Core abilities[edit]

Poisoner: +1 to your Reflex Saving Throws. Each Core Ability you take in this tree beyond the first grants +5 Physical Resistance Rating.
AP Cost: 1 Ranks: 1 Progression: 0 Requires: Alchemist Level 1
Poisoned Coating: Imbue Toggle: While active, simple weapons deal an additional 1d6 Poison damage on hit. This damage scales with Poison Spell Power.

You also gain +1 bonus Imbue Dice every 3 Alchemist levels (at 6, 9, 12, 15 and 18).

Passive: While your Reaction is Orchidium, you gain +5 Poison Spell Power, 2% Dodge, and 2% Dodge Cap.

  • Note: It doesn't state it clearly, but this does include an additional die at Lv. 3.
AP Cost: 1 Ranks: 1 Progression: 5 Requires: Poisoner, Alchemist Level 3
Hidden Blades I: +5 Universal Spell Power, +3% Doublestrike and Doubleshot, +1 bonus Imbue Dice. Passive: While your Reaction is Orchidium, +5 Poison Spell Power, 2% Dodge, and 2% Dodge Cap.
AP Cost: 1 Ranks: 1 Progression: 10 Requires: Poisoned Coating, Alchemist Level 6
Hidden Blades II: +5 Universal Spell Power, +3% Doublestrike and Doubleshot. +1 bonus Imbue Dice.

Your Base Attack Bonus is now equal to your Character Level.

Passive: While your Reaction is Orchidium, you gain +5 Poison Spell Power, 2% Dodge, and 2% Dodge Cap.
AP Cost: 1 Ranks: 1 Progression: 20 Requires: Hidden Blades I, Alchemist Level 12
Hidden Blades III: +5 Universal Spell Power, +3% Doublestrike and Doubleshot, +1 bonus Imbue Dice.

While holding a Simple Weapon in your Main Hand and a Simple Weapon, Orb, Rune Arm, or nothing in your off hand, you have +1 Competence bonus to Critical Damage Multiplier.

Passive: While your Reaction is Orchidium, you gain +5 Poison Spell Power, 2% Dodge, and 2% Dodge Cap.
AP Cost: 1 Ranks: 1 Progression: 30 Requires: Hidden Blades II, Alchemist Level 18
Venom's Grip: +4 Intelligence, +10 Universal Spell Power, +3% Doublestrike and Doubleshot, +2 bonus Imbue Dice. Passive: While your Reaction is Orchidium, you gain +5 Poison Spell Power, 2% Dodge, and 2% Dodge Cap.
AP Cost: 1 Ranks: 1 Progression: 40 Requires: Hidden Blades III, Alchemist Level 20

Tier One[edit]

Requires Poisoner, Alchemist Level 1

Spell Like Ability: Stiffen Skin: Primer Element: Ceruleite. This potion will mutate you and make your skin a little bit more resistant to physical damage. This grants a +2 Deflection bonus to AC, +1 per 6 caster levels, for 1 minute per caster level. (Metamagic: Extend, Quicken. Spell Point Cost: 8/4/2. Cooldown: 20/16/12 seconds.)
AP Cost: 1 Ranks: 3 Progression: 1
Deadly Poison I: You gain +2 to hit and +1 to damage while holding a Simple Weapon in your Main Hand and a Simple Weapon, Orb, Rune Arm, or nothing in your off hand.
  • Note: This enhancement and the following enhancements work with quarterstaffs.
AP Cost: 2 Ranks: 1 Progression: 1
Alchemical Accuracy: +[1/2/3] to attack.
AP Cost: 1 Ranks: 3 Progression: 1
Martial Subtlety: -[20/30/40]% threat generation with melee attacks. Antirequisite: This enhancement cannot be taken at the same time as Subtlety enhancements in other trees.
Bug: This enhancement can be taken at the same time as other Subtlety enhancements, such as from Ninja Spy.
AP Cost: 1 Ranks: 3 Progression: 1
Vile Skills: +[1/2/3] Hide, Move Silently, and Bluff. Rank 3: +1 Reflex Saving throws.
AP Cost: 1 Ranks: 3 Progression: 1

Tier Two[edit]

Requires Alchemist level 2, 5 APS spent in tree

Deadly Poison II: You gain +2 to hit and +1 to damage while holding a Simple Weapon in your Main Hand and a Simple Weapon, Orb, Rune Arm, or nothing in your off hand.
AP Cost: 2 Ranks: 1 Progression: 5 Requires: Deadly Poison I
Poisoned Attack: Choose from either a Melee or Ranged attack.
  • Poisoned Shot: Ranged Attack: +[10/20/30]% Damage: On Damage: Your opponent is Contaminated. Using this attack acts as if you cast a Crimsonite spell. Rank 3: When you hit a target that is immune to Poisons or Poison Damage with this attack, they become vulnerable to Poisons and Poison Damage for 20 seconds. (Cooldown: 12/10/6 Seconds)
    • Note: This ability behaves weirdly around crossbows, with a very long animation cooldown (3 seconds) after each use (during which your character can do nothing save for move. Also, when in inquisitive stance dual wielding crossbows attack shoots 3 bolts but requires character to be stationary for attack to work.

  • Poisoned Strike: Melee Attack: +[10/20/30]% Damage: On Damage: Your opponent is Contaminated. Using this attack acts as if you cast a Crimsonite spell. Rank 3: When you hit a target that is immune to Poisons or Poison Damage with this attack, they become vulnerable to Poisons and Poison Damage for 20 seconds. (Cooldown: 12/10/6 Seconds)
    • Note: Has a long animation, but at the end hits all enemies in a 180 degree cone in front of you like a cleave.

AP Cost: 1 Ranks: 3 Progression: 5
Venom Affinity: +[3/6/10] Poison Spell Power. Rank 3: +1 Reflex Saving throws.
AP Cost: 1 Ranks: 3 Progression: 5
Stone of the Subliminal: Alchemist's Stone Toggle: While wielding an Orb in your off-hand, you gain +5% Doublestrike, +5% Doubleshot, and Blur. You can only have one Alchemist's Stone Toggle active at a time.
AP Cost: 2 Ranks: 1 Progression: 5

Tier Three[edit]

Requires Alchemist level 3, 10 APS spent in tree

Spell Like Ability: Wave of Poison: Primer Element: Ceruleite. You infect enemies in a short cone with a deadly poison that eats away at them. Affected enemies take 2d4 Poison damage plus 1 Poison damage per 2 Caster Levels every 2 seconds for 12 seconds. This poison will leave enemies Contaminated. (Max Caster Level: 10) When you hit a target that is immune to Poisons or Poison damage with this spell, they become vulnerable to Poisons and Poison Damage for 20 seconds. (Metamagic: Empower, Maximize, Quicken, Intensify. Spell Point Cost: 8/6/4. Cooldown: 12/10/6 seconds.)
AP Cost: 1 Ranks: 3 Progression: 10
Deadly Poison III: You gain +2 to hit and +1 to damage while holding a Simple Weapon in your Main Hand and a Simple Weapon, Orb, Rune Arm, or nothing in your off hand.
AP Cost: 2 Ranks: 1 Progression: 10 Requires: Deadly Poison II
Toxic Augmentation: Your strikes against Contaminated enemies reduce their Fortitude saves by -1 for 6 seconds. This effect stacks up to 4 times.
AP Cost: 2 Ranks: 1 Progression: 10
Swift Ambition: When your Reaction is Orchidium, you gain +1 Reflex Save, +1 for every 5 Alchemist Levels you have.
AP Cost: 2 Ranks: 1 Progression: 10
Ability I: +1 to either Dexterity or Intelligence.
AP Cost: 2 Ranks: 1 Progression: 10

Tier Four[edit]

Requires Alchemist level 4, 20 APS spent in tree

Simple Thrown Mastery: If you have Simple Thrown Expertise, you now use the higher of your Intelligence and Dexterity to determine how much Doubleshot you gain from that feat.
AP Cost: 1 Ranks: 1 Progression: 20 Requires: Simple Thrown Weapon Expertise
Deadly Poison IV: You gain +2 to hit and +1 to damage while holding a Simple Weapon in your Main Hand and a Simple Weapon, Orb, Rune Arm, or nothing in your off hand.
AP Cost: 2 Ranks: 1 Progression: 20 Requires: Deadly Poison III
Venom Affinity II: +[3/6/10] Poison Spell Power. Rank 3: +1 Reflex Saving Throws.
AP Cost: 1 Ranks: 3 Progression: 20
Unbreakable Ambition: While your Reaction is Orchidium, +8 Physical Resistance Rating.
AP Cost: 2 Ranks: 1 Progression: 20
Ability I: +1 to either Dexterity or Intelligence.
AP Cost: 2 Ranks: 1 Progression: 20 Requires: Ability I

Tier Five[edit]

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

Spell Like Ability: Greater Wave of Poison: Primer Element: Ceruleite. You infect enemies in a short cone with a deadly poison that eats away at them. Affected enemies take 2d6 Poison damage plus 1 Poison damage per Caster Level every 2 seconds for 16 seconds. This poison will leave enemies Contaminated. (Max Caster Level: 20) When you hit a target that is immune to Poisons or Poison damage with this spell, they become vulnerable to Poisons and Poison Damage for 20 seconds. (Metamagic: Empower, Maximize, Quicken, Intensify. Spell Point Cost: 8. Cooldown 10 seconds.)
AP Cost: 1 Ranks: 1 Progression: 30
Fatal Poison: While holding a Simple Weapon in your Main Hand and a Simple Weapon, Orb, Rune Arm, or nothing in your off hand, you gain +2 to hit, +1 damage, and +1 Competence Bonus to Critical Range. For Darts, this Range bonus is +2 instead.
AP Cost: 2 Ranks: 1 Progression: 30 Requires: Deadly Poison IV
Contaminated Strikes: When you strike a Contaminated enemy, they gain one stack of Vulnerable. Contaminate enemies by using Poison Alchemical Spells. (Vulnerable: You take 1% more damage for 3 seconds. This effect stacks up to 20 times, and loses one stack on expiration.)
AP Cost: 1 Ranks: 1 Progression: 30
Better living through chemicals: Select one:
  • Chemical Weapon: Your Simple Weapons gain +1[W]. Simple Thrown Weapons you wield also gain +15% Attack Speed as long as you are holding a Simple Weapon, Orb, Rune Arm, or nothing in your off hand.
  • Chemical Body: 15% Competence bonus to Max Hit Points and 10 Melee Power.
AP Cost: 2 Ranks: 1 Progression: 30
Brushed Aside: You gain the Defensive Roll feat (While below 20% HP, there's a chance equal to your Reflex save that attacks do half damage and have their effects negated).
Bug: This seems to give you Sapping Ambition (while your Reaction is Orchidium, you have a Simple Weapon in your Main Hand, and a Simple Weapon, Orb, Rune Arm, or nothing in your off-hand, melee attacks have a 10% chance to grant +10 temporary spell points).
AP Cost: 1 Ranks: 1 Progression: 30