Game mechanicsNewbie guideIn developmentDDO StoreSocial Media


ChallengesClassesCollectablesCraftingEnhancementsEpic DestiniesFavorFeats

GlossaryItemsMapsMonstersPlacesQuestsRacesReincarnationSkillsSpells


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!

Vile Chemist enhancements

From DDO wiki
Jump to: navigation, search
Alchemist ArtificerDog Barbarian Bard Cleric
ApoBomVCh ATBERM FBOSRav SBSSWC DDRSWar
DruidWolf Fighter Favored Soul Monk Paladin
NWNPSH KenStDVan AoVBoHWar HeMNiSShi KotCSaDVan
Ranger Rogue Sorcerer Wizard Warlock
AADWSTem AssMecTA ASESFSWSEK AMEKPM ESSETS
Falconry     ~     Harper Agent     ~     Inquisitive     ~     Vistani Knife Fighter Reaper
Aasimar Dragonborn Drow Dwarf Elf / W-Elf (& AA) Gnome
Half-Elf (& AA) Half-Orc Halfling Human Tiefling Warforged
Bladeforged Deep Gnome Morninglord (& AA) PDK Scoundrel Scourge Shadar-kai

Vile Chemist enhancements

Vile Chemist enhancements tree

Core abilities[edit]

VileChemistPoisoner.png
Poisoner: +2 to saves vs. Poisons, +2 to saves vs. Diseases.
AP Cost: 1 Ranks: 1 Progression: 0 Requires: Alchemist Level 1
VileChemistPoisonedCoating.png
Poisoned Coating: Toggle: While active, deal an additional 1d6 Poison damage on hit. You gain an additional 1d6 every 3 Alchemist levels (at 6, 9, 12, 15 and 18). This damage scales with Spell Power.

Passive: While your Reaction is Orchidium, +5 Physical Resistance Rating.

Note: mutually exclusive with Spellsword toggle (Eldritch Knight).
AP Cost: 1 Ranks: 1 Progression: 5 Requires: Poisoner, Alchemist Level 3
VileChemistHiddenBlades.png
Hidden Blades: +3% Doublestrike and Doubleshot. Passive: While your Reaction in Orchidium, +5 Physical Resistance Rating.
AP Cost: 1 Ranks: 1 Progression: 10 Requires: Poisoned Coating, Alchemist Level 6
VileChemistMoreHiddenBlades.png
More Hidden Blades: +10 Universal Spell Power, +5% Doublestrike and Doubleshot.

Your Poisoned Coating dice are now d8s (instead of the original d6s). 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.

Passive: While your Reaction is Orchidium, +5% Dodge and full Base Attack Bonus.
AP Cost: 1 Ranks: 1 Progression: 20 Requires: Hidden Blades, Alchemist Level 12
VileChemistBrushedAside.png
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).

Your Poisoned Coating Dice are now d10s (Replacing previous d8s). 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, +5 Physicial Resistance rating and +5% Dodge Cap.
AP Cost: 1 Ranks: 1 Progression: 30 Requires: More Hidden Blades, Alchemist Level 18
VileChemistVenomsGrip.png
Venom's Grip: Passive: +4 Intelligence. Your Poisoned Coating die size is now d12. Passive: While your Reaction is Orchidium, +10 Physicial Resistance rating and +5% Dodge Cap.
AP Cost: 1 Ranks: 1 Progression: 40 Requires: Brushed Aside, Alchemist Level 20

Tier One[edit]

Requires Poisoner, Alchemist Level 1

VileChemistSLAStiffenSkin.png
Spell Like Ability: Stiffen Skin: SLA: Stiffen Skin

Metamagic: Extend, Quicken Spell Point Cost: 8/4/2 Cooldown 20/16/12 seconds 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.
AP Cost: 1 Ranks: 3 Progression: 1 No requirements
VileChemistDeadlyPoisonI.png
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.
AP Cost: 2 Ranks: 1 Progression: 1 No requirements
VileChemistAlchemicalAccuracy.png
Alchemical Accuracy: +[1/2/3] to attack.
AP Cost: 1 Ranks: 3 Progression: 1 No requirements
VileChemistMagicalSubtlety.png
Magical 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 the Subtlety enhancement from Ninja Spy.
AP Cost: 1 Ranks: 3 Progression: 1 No requirements
VileChemistVileSkills.png
Vile Skills: +[1/2/3] Hide, Move Silently, and Bluff Rank 3: +1 Reflex Saving throws.
AP Cost: 1 Ranks: 3 Progression: 1 No requirements

Tier Two[edit]

Requires Alchemist level 2, 5 APS spent in tree

VileChemistDeadlyPoisonII.png
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
VileChemistPoisonedAttack.png
Poisoned Attack: Choose from either a Melee or Ranged attack.
  • Poisoned Shot: Ranged Attack: +[1/2/3][W]: On successful 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.
  • Poisoned Strike: Melee Attack: +[1/2/3][W]: On successful 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.
    Note: hits all enemies in a 180 degree cone in front of you like a cleave.
AP Cost: 1 Ranks: 3 Progression: 5 No requirements
VileChemistVenomAffinity.png
Venom Affinity: +[3/6/10] Poison Spell Power Rank 3: +1 Reflex Saving throws.
AP Cost: 1 Ranks: 3 Progression: 5 No requirements
VileChemistStoneOfTheSubliminal.png
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: 1 Ranks: 1 Progression: 5 No requirements

Tier Three[edit]

Requires Alchemist level 3, 10 APS spent in tree

VileChemistSLAWave ofPoison.png
Spell Like Ability: Wave of Poison: SLA: Wave of Poison

Metamagic: Empower, Maximize, Quicken, Intensify Spell Point Cost: 8/6/4 Cooldown 12/10/6 seconds 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 12 seconds.
AP Cost: 1 Ranks: 3 Progression: 10 No requirements
VileChemistDeadlyPoisonIII.png
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
VileChemistToxicAugmentation.png
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 No requirements
VileChemistWillfulAmbition.png
Willful Ambition: When your Reaction is Orchidium, you gain +1 Fortitude Save, +1 for every 5 Alchemist Levels you have.
AP Cost: 2 Ranks: 1 Progression: 10 No requirements
DexterityIntelligence.png
Ability I: +1 to either Dexterity or Intelligence
AP Cost: 2 Ranks: 1 Progression: 10 No requirements

Tier Four[edit]

Requires Alchemist level 4, 20 APS spent in tree

VileChemistDeadlyPoisonIV.png
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
VileChemistEnvenomTheHeart.png
Venom Affinity: +[5/10/15] Poison Spell Power. Rank 3: +1 Reflex Saving Throws
AP Cost: 1 Ranks: 3 Progression: 20 No requirements
VileChemistUnbreakableAmbition.png
Unbreakable Ambition: While your Reaction is Orchidium, +8 Physical Resistance Rating.
AP Cost: 2 Ranks: 1 Progression: 20 No requirements
DexterityIntelligence.png
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

VileChemistSLAGreaterWaveofPoison.png
Spell Like Ability: Greater Wave of Poison: SLA: Greater Wave of Poison

Metamagic: Empower, Maximize, Quicken, Intensify Spell Point Cost: 8 Cooldown 10 seconds 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 12 seconds.
AP Cost: 1 Ranks: 1 Progression: 30 No requirements
VileChemistFatalPoison.png
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
VileChemistContaminatedStrikes.png
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 No requirements
VileChemistChemicalWeapon.png
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.
AP Cost: 2 Ranks: 1 Progression: 30 No requirements
VileChemistSappingAmbition.png
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, attacking grants a 10% chance to gain 10 Temporary Spell Points, +1 per Alchemist level.
AP Cost: 1 Ranks: 1 Progression: 30 No requirements