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Vile Chemist enhancements
Alchemist | Artificer† — Dog | Barbarian | Bard | Cleric |
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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) |
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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 ![]() |
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Vile Chemist enhancements
Core abilities[edit]
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Poisoner: +1 to your Reflex Saving Throws. Each Core Ability you take in this tree beyond the first grants +5 Physical Resistance Rating.
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AP Cost: 1 | Ranks: 1 | Progression: 0 | Requires: Alchemist Level 1 | |
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Poisoned Coating: Imbue Toggle: While active, simple weapons deal an additional 1d6 Poison damage on hit. This damage scales with 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.
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AP Cost: 1 | Ranks: 1 | Progression: 5 | Requires: Poisoner, Alchemist Level 3 | |
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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.
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AP Cost: 1 | Ranks: 1 | Progression: 10 | Requires: Poisoned Coating, Alchemist Level 6 | |
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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 | |
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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 | |
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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.
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AP Cost: 1 | Ranks: 1 | Progression: 40 | Requires: Hidden Blades III, Alchemist Level 20 |
Tier One[edit]
Requires Poisoner, Alchemist Level 1
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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.)
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AP Cost: 1 | Ranks: 3 | Progression: 1 | No requirements | |
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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.
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AP Cost: 2 | Ranks: 1 | Progression: 1 | No requirements | |
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Alchemical Accuracy: +[1/2/3] to attack.
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AP Cost: 1 | Ranks: 3 | Progression: 1 | No requirements | |
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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.
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AP Cost: 1 | Ranks: 3 | Progression: 1 | No requirements | |
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Vile Skills: +[1/2/3] Hide, Move Silently, and Bluff. Rank 3: +1 Reflex Saving throws.
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AP Cost: 1 | Ranks: 3 | Progression: 1 | No requirements |
Tier Two[edit]
Requires Alchemist level 2, 5 APS spent in tree
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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.
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AP Cost: 2 | Ranks: 1 | Progression: 5 | Requires: Deadly Poison I | |
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Poisoned Attack: Choose from either a Melee or Ranged attack.
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AP Cost: 1 | Ranks: 3 | Progression: 5 | No requirements | |
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Venom Affinity: +[3/6/10] Poison Spell Power. Rank 3: +1 Reflex Saving throws.
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AP Cost: 1 | Ranks: 3 | Progression: 5 | No requirements | |
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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.
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AP Cost: 2 | Ranks: 1 | Progression: 5 | No requirements |
Tier Three[edit]
Requires Alchemist level 3, 10 APS spent in tree
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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.)
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AP Cost: 1 | Ranks: 3 | Progression: 10 | No requirements | |
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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.
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AP Cost: 2 | Ranks: 1 | Progression: 10 | Requires: Deadly Poison II | |
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Toxic Augmentation: Your strikes against Contaminated enemies reduce their Fortitude saves by -1 for 6 seconds. This effect stacks up to 4 times.
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AP Cost: 2 | Ranks: 1 | Progression: 10 | No requirements | |
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Swift Ambition: When your Reaction is Orchidium, you gain +1 Reflex Save, +1 for every 5 Alchemist Levels you have.
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AP Cost: 2 | Ranks: 1 | Progression: 10 | No requirements | |
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Ability I: +1 to either Dexterity or Intelligence.
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AP Cost: 2 | Ranks: 1 | Progression: 10 | No requirements |
Tier Four[edit]
Requires Alchemist level 4, 20 APS spent in tree
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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.
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AP Cost: 1 | Ranks: 1 | Progression: 20 | Requires: Simple Thrown Weapon Expertise | |
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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.
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AP Cost: 2 | Ranks: 1 | Progression: 20 | Requires: Deadly Poison III | |
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Venom Affinity II: +[3/6/10] Poison Spell Power. Rank 3: +1 Reflex Saving Throws.
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AP Cost: 1 | Ranks: 3 | Progression: 20 | No requirements | |
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Unbreakable Ambition: While your Reaction is Orchidium, +8 Physical Resistance Rating.
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AP Cost: 2 | Ranks: 1 | Progression: 20 | No requirements | |
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Ability I: +1 to either Dexterity or Intelligence.
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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
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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.)
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AP Cost: 1 | Ranks: 1 | Progression: 30 | No requirements | |
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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.
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AP Cost: 2 | Ranks: 1 | Progression: 30 | Requires: Deadly Poison IV | |
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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.)
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AP Cost: 1 | Ranks: 1 | Progression: 30 | No requirements | |
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Better living through chemicals: Select one:
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AP Cost: 2 | Ranks: 1 | Progression: 30 | No requirements | |
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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).
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AP Cost: 1 | Ranks: 1 | Progression: 30 | No requirements |