Year of the Dragon: Through May 28th, claim free Expansion Pack (excluding Vecna Unleashed) or a Greater Elixir of Discovery! Speak to Xatheral in the Hall of Heroes. edit
Thank you for your patience while we continue to upgrade DDOwiki to the latest MediaWiki LTS version. If you find any errors on the site, please visit the Discord chat server and let us know.
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 remove ads, build a reputation, and unlock more editing privileges and then visit DDO wiki's IRC Chat/Discord if you need any help!
Artificer enhancements (history)
History | ||
---|---|---|
This page is about an enhancement tree that no longer exists in-game. It has been replaced by Arcanotechnician enhancements and Battle Engineer enhancements. | ||
If you can verify that the enhancement tree still exists, please edit this page and remove this template. |
Alchemist‡ | Artificer† — Dog | Barbarian | Bard | Cleric |
---|---|---|---|---|
Apo — Bom — VCh | AT — BE — RM | FB — OS — Rav | SB2 — SS — St1 — WC | DA1 — DD — RS2 — War |
Druid — Wolf | Fighter | Favored Soul† | Monk | Paladin |
BC1 — NW — NP2 — SH | Dra1 — Ken2 — Rav1 — StD — Van2 | AoV — BoH — War | HeM — NiS — Shi | |
Ranger | Rogue | Sorcerer | Wizard | Warlock |
AA2 — DH1 — DWS — Tem | Ass — Mec — TA | AS – ES – FS – WS – EK – WM | AM — EK — PM | AotS1 — ES2 — SE — TS |
Falconry† ~ Feydark Illusionist† ~ Harper Agent† ~ Horizon Walker† ~ Inquisitive† ~ Vistani Knife Fighter† |
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 DDO Points | Dragonborn | Drow | Dwarf | Elf / W-Elf (& AA) | Gnome | Half-Elf (& AA) |
---|---|---|---|---|---|---|
Half-Orc | Halfling | Human | Shifter 1,595 DDO Points | Tabaxi 1,595 DDO Points | Tiefling | Warforged †Free by turning in 400 Total favor per server 995 DDO Points |
Bladeforged 1,295 DDO Points | Deep Gnome 1,295 DDO Points | Morninglord 1,295 DDO Points (& AA) | PDK 1,295 DDO Points | Razorclaw 1,395 DDO Points | Scoundrel 1,395 DDO Points | Scourge 1,295 DDO Points | Shadar-kai 1,295 DDO Points | Trailblazer 1,395 DDO Points |
---|
Artificer |
---|
Starting a... |
Artificers have two enhancement lines available as of Update 19: Arcanotechnician and Battle Engineer.
- Artificer Enhancements
Everything beyond this point is for Update 18, and is no longer relevant to the current game!
Update 18 Information:
Note that enhancements do not stack with other enhancements from the same series. Each element of a series requires everything previous in that series before it can be taken.
Level Progression[edit]
LV | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 |
Item Defense | I | II | III | IV | ||||||||||||||||
Uncaring Master | I | |||||||||||||||||||
Improved Rune Arm Use | I | II | III | IV | ||||||||||||||||
Rune Arm Overcharge | I | II | ||||||||||||||||||
Intelligence | I | II | III | |||||||||||||||||
Use Magic Device | I | II | III | IV | ||||||||||||||||
Skill Boost | I | II | III | IV | ||||||||||||||||
Damage Boost | I | II | III | IV | ||||||||||||||||
Energy Resistance Boost | I | II | III | IV | ||||||||||||||||
Extra Action Boost | I | II | ||||||||||||||||||
Crossbow Attack | I | II | ||||||||||||||||||
Crossbow Damage | I | II | ||||||||||||||||||
Wrack Construct | I | II | III | |||||||||||||||||
Energy of Creation | I | II | III | IV | ||||||||||||||||
Wand Heightening | I | II | III | |||||||||||||||||
Wand and Scroll Mastery | I | II | III | IV | ||||||||||||||||
Acid Manipulation | I | II | III | IV | V | VI | VII | |||||||||||||
Deadly Acid | I | II | III | IV | V | VI | ||||||||||||||
Corrosive Spellcasting | I | II | III | IV | V | VI | ||||||||||||||
Frost Manipulation | I | II | III | IV | V | VI | VII | |||||||||||||
Deadly Ice | I | II | III | IV | V | VI | ||||||||||||||
Glacial Spellcasting | I | II | III | IV | V | VI | ||||||||||||||
Storm Manipulation | I | II | III | IV | V | VI | VII | |||||||||||||
Deadly Shock | I | II | III | IV | V | VI | ||||||||||||||
Charged Spellcasting | I | II | III | IV | V | VI | ||||||||||||||
Flame Manipulation | I | II | III | IV | V | VI | VII | |||||||||||||
Deadly Flame | I | II | III | IV | V | VI | ||||||||||||||
Combustive Spellcasting | I | II | III | IV | V | VI | ||||||||||||||
Force Manipulation | I | II | III | IV | V | VI | VII | |||||||||||||
Deadly Kinetics | I | II | III | IV | V | VI | ||||||||||||||
Kinetic Spellcasting | I | II | III | IV | V | VI | ||||||||||||||
Repair Manipulation | I | II | III | IV | V | VI | VII | |||||||||||||
Mighty Reconstruction | I | II | III | IV | V | VI | ||||||||||||||
Reconstructive Spellcasting | I | II | III | IV | V | VI | ||||||||||||||
Battle Engineer | I | |||||||||||||||||||
Arcane Empowerment | I | |||||||||||||||||||
LV | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 |
General Enhancements[edit]
Artificer Item Defense I: You are skilled at protecting your gear against damage, granting you a 25% chance to negate potential item wear before it occurs.
| ||||
AP Cost: 1 | Level: 1 | Progression: 0 | No requirements | |
Artificer Item Defense II: You are skilled at protecting your gear against damage, granting you a 33% chance to negate potential item wear before it occurs.
| ||||
AP Cost: 2 | Level: 5 | Progression: 14 | Requires: Artificer Item Defense I | |
Artificer Item Defense III: You are skilled at protecting your gear against damage, granting you a 50% chance to negate potential item wear before it occurs.
| ||||
AP Cost: 3 | Level: 9 | Progression: 29 | Requires: Artificer Item Defense II | |
Artificer Item Defense IV: You are skilled at protecting your gear against damage, granting you a 60% chance to negate potential item wear before it occurs.
| ||||
AP Cost: 4 | Level: 13 | Progression: 44 | Requires: Artificer Item Defense III |
Class Enhancements[edit]
Artificer Uncaring Master I: You no longer take damage or lose spell points when your Iron Defender dies.
| ||||
AP Cost: 2 | Level: 3 | Progression: 6 | No requirements |
Artificer Improved Rune Arm Use I: Your rune arm charge decays 25% slower when moving.
| ||||
AP Cost: 1 | Level: 2 | Progression: 3 | No requirements | |
Artificer Improved Rune Arm Use II: The cooldown after firing your rune arm is 20% faster.
| ||||
AP Cost: 2 | Level: 6 | Progression: 18 | Requires: Artificer Improved Rune Arm Use I | |
Artificer Improved Rune Arm Use III: Your rune arm charge decays an additional 25% slower when moving, bringing the total increase to 50%.
| ||||
AP Cost: 3 | Level: 10 | Progression: 33 | Requires: Artificer Improved Rune Arm Use II | |
Artificer Improved Rune Arm Use IV: Your rune arms build charge 25% faster.
| ||||
AP Cost: 4 | Level: 14 | Progression: 48 | Requires: Artificer Improved Rune Arm Use III |
Artificer Rune Arm Overcharge I: Your stable charge tier is increased to charge tier two.
| ||||
AP Cost: 2 | Level: 4 | Progression: 10 | Requires: Artificer Improved Rune Arm Use I | |
Artificer Rune Arm Overcharge II: Your stable charge tier is increased to charge tier three.
| ||||
AP Cost: 4 | Level: 16 | Progression: 56 | Requires: Artificer Rune Arm Overcharge I, Artificer Improved Rune Arm Use IV |
Artificer Intelligence I: Grants a +1 increase to Intelligence score.
| ||||
AP Cost: 2 | Level: 2 | Progression: 2 | No requirements | |
Artificer Intelligence II: Grants an additional +1 to your Intelligence score, for a total of +2.
| ||||
AP Cost: 4 | Level: 6 | Progression: 16 | Requires: Artificer Intelligence I | |
Artificer Intelligence III: Grants an additional +1 to your Intelligence score, for a total of +3.
| ||||
AP Cost: 6 | Level: 10 | Progression: 30 | Requires: Artificer Intelligence II |
Improved Use Magic Device I: Grants a +1 bonus to your Use Magic Device Skill.
| ||||
AP Cost: 1 | Level: 3 | Progression: 7 | No requirements | |
Improved Use Magic Device II: Grants an additional +1 bonus to your Use Magic Device Skill, bringing the total increase to 2.
| ||||
AP Cost: 1 | Level: 7 | Progression: 23 | Requires: Improved Use Magic Device I | |
Improved Use Magic Device III: Grants an additional +1 bonus to your Use Magic Device Skill, bringing the total increase to 3.
| ||||
AP Cost: 1 | Level: 11 | Progression: 39 | Requires: Improved Use Magic Device II | |
Improved Use Magic Device IV: Grants an additional +1 bonus to your Use Magic Device Skill, bringing the total increase to 4.
| ||||
AP Cost: 1 | Level: 15 | Progression: 55 | Requires: Improved Use Magic Device III |
Action Boost Enhancements[edit]
Boosts last 20 seconds and can be used 5 times per rest. They have a 30-second cooldown. (Shared by all action boosts.)
Artificer Skill Boost I: Activate this ability to receive a +2 Action Boost bonus to skills for 20 seconds.
| ||||
AP Cost: 1 | Level: 1 | Progression: 0 | No requirements | |
Artificer Skill Boost II: Activate this ability to receive a +3 Action Boost bonus to skills for 20 seconds.
| ||||
AP Cost: 2 | Level: 4 | Progression: 10 | Requires: Artificer Skill Boost I | |
Artificer Skill Boost III: Activate this ability to receive a +4 Action Boost bonus to skills for 20 seconds.
| ||||
AP Cost: 3 | Level: 7 | Progression: 21 | Requires: Artificer Skill Boost II | |
Artificer Skill Boost IV: Activate this ability to receive a +5 Action Boost bonus to skills for 20 seconds.
| ||||
AP Cost: 4 | Level: 10 | Progression: 32 | Requires: Artificer Skill Boost III |
Artificer Damage Boost I: Activate this ability to receive a +10% Action Boost bonus to weapon damage for 20 seconds.
| ||||
AP Cost: 1 | Level: 1 | Progression: 0 | No requirements | |
Artificer Damage Boost II: Activate this ability to receive a +15% Action Boost bonus to weapon damage for 20 seconds.
| ||||
AP Cost: 2 | Level: 4 | Progression: 10 | Requires: Artificer Damage Boost I | |
Artificer Damage Boost III: Activate this ability to receive a +20% Action Boost bonus to weapon damage for 20 seconds.
| ||||
AP Cost: 3 | Level: 7 | Progression: 21 | Requires: Artificer Damage Boost II | |
Artificer Damage Boost IV: Activate this ability to receive a +25% Action Boost bonus to weapon damage for 20 seconds.
| ||||
AP Cost: 4 | Level: 10 | Progression: 32 | Requires: Artificer Damage Boost III |
Artificer Energy Resistance Boost I: Activate this ability to receive energy resistance 8 for 20 seconds.
| ||||
AP Cost: 1 | Level: 1 | Progression: 0 | No requirements | |
Artificer Energy Resistance Boost II: Activate this ability to receive energy resistance 10 for 20 seconds.
| ||||
AP Cost: 2 | Level: 4 | Progression: 10 | Requires: Artificer Energy Resistance Boost I | |
Artificer Energy Resistance Boost III: Activate this ability to receive energy resistance 12 for 20 seconds.
| ||||
AP Cost: 3 | Level: 7 | Progression: 21 | Requires: Artificer Energy Resistance Boost II | |
Artificer Energy Resistance Boost IV: Activate this ability to receive energy resistance 15 for 20 seconds.
| ||||
AP Cost: 4 | Level: 10 | Progression: 32 | Requires: Artificer Energy Resistance Boost III |
Artificer Extra Action Boost I: You can use each of your action boosts 1 additional time per rest.
| ||||
AP Cost: 2 | Level: 11 | Progression: 38 | No requirements | |
Artificer Extra Action Boost II: You can use each of your action boosts 1 additional time per rest, bringing the total increase to 2.
| ||||
AP Cost: 4 | Level: 14 | Progression: 48 | Requires: Artificer Extra Action Boost I |
Combat Enhancements[edit]
Artificer Crossbow Attack I: You gain an additional +1 bonus to attack rolls when using a crossbow.
| ||||
AP Cost: 2 | Level: 4 | Progression: 10 | No requirements | |
Artificer Crossbow Attack II: You gain an additional +1 bonus to attack rolls when using a crossbow, bringing the total bonus to +2.
| ||||
AP Cost: 4 | Level: 10 | Progression: 34 | Requires: Artificer Crossbow Attack I |
Artificer Crossbow Damage I: You gain an additional +2 bonus to damage rolls when using a non-repeating crossbow, and a +1 bonus to damage rolls when using a repeating crossbow.
| ||||
AP Cost: 2 | Level: 1 | Progression: 0 | No requirements | |
Artificer Crossbow Damage II: You gain an additional +2 bonus to damage rolls when using a non-repeating crossbow, bringing the total bonus to +4, and an additional +1 bonus to damage rolls when using a repeating crossbow, bringing the total bonus to +2.
| ||||
AP Cost: 2 | Level: 7 | Progression: 22 | Requires: Artificer Crossbow Damage I |
Artificer Wrack Construct I: 1d6 extra damage to constructs and living constructs and 10% reduction in their resistance to critical hits for a short period of time.
| ||||
AP Cost: 1 | Level: 3 | Progression: 7 | Requires: Improved Disable Device I | |
Artificer Wrack Construct II: 3d6 extra damage to constructs and living constructs and 20% reduction in their resistance to critical hits for a short period of time.
| ||||
AP Cost: 2 | Level: 7 | Progression: 22 | Requires: Improved Disable Device II, Artificer Wrack Construct I | |
Artificer Wrack Construct III: 5d6 extra damage to constructs and living constructs and 30% reduction in their resistance to critical hits for a short period of time.
| ||||
AP Cost: 3 | Level: 11 | Progression: 37 | Requires: Artificer Wrack Construct II, Improved Disable Device III |
Spell Enhancements[edit]
Artificer Energy of Creation I: Grants an 20 point increase to spell points.
| ||||
AP Cost: 1 | Level: 1 | Progression: 0 | No requirements | |
Artificer Energy of Creation II: Grants an additional 20 spell points, bringing your total increase to 40 points.
| ||||
AP Cost: 2 | Level: 5 | Progression: 14 | Requires: Artificer Energy of Creation I | |
Artificer Energy of Creation III: Grants an additional 20 spell points, bringing your total increase to 60 points.
| ||||
AP Cost: 3 | Level: 9 | Progression: 29 | Requires: Artificer Energy of Creation II | |
Artificer Energy of Creation IV: Grants an additional 20 spell points, bringing your total increase to 80 points.
| ||||
AP Cost: 4 | Level: 13 | Progression: 44 | Requires: Artificer Energy of Creation III |
Artificer Wand Heightening I: You add +1 to the DC of the spells from your offensive wands.
| ||||
AP Cost: 1 | Level: 3 | Progression: 7 | No requirements | |
Artificer Wand Heightening II: You add an additional +1 to the DC of the spells from your offensive wands, bringing the total increase to 2.
| ||||
AP Cost: 2 | Level: 7 | Progression: 22 | Requires: Artificer Wand Heightening I | |
Artificer Wand Heightening III: You add an additional +1 to the DC of the spells from your offensive wands, bringing the total increase to 3.
| ||||
AP Cost: 3 | Level: 11 | Progression: 37 | Requires: Artificer Wand Heightening II |
Artificer Wand and Scroll Mastery I: Grants a 30% increase to the effectiveness of your wands, scrolls, and other items that cast spells.
| ||||
AP Cost: 1 | Level: 2 | Progression: 3 | No requirements | |
Artificer Wand and Scroll Mastery II: Grants an additional 15% increase to the effectiveness of your wands, scrolls, and other items that cast spells, bringing the total increase to 45%.
| ||||
AP Cost: 2 | Level: 5 | Progression: 14 | Requires: Artificer Wand and Scroll Mastery I | |
Artificer Wand and Scroll Mastery III: Grants an additional 15% increase to the effectiveness of your wands, scrolls, and other items that cast spells, bringing the total increase to 60%.
| ||||
AP Cost: 3 | Level: 8 | Progression: 25 | Requires: Artificer Wand and Scroll Mastery II | |
Artificer Wand and Scroll Mastery IV: Grants an additional 15% increase to the effectiveness of your wands, scrolls, and other items that cast spells, bringing the total increase to 75%.
| ||||
AP Cost: 4 | Level: 11 | Progression: 36 | Requires: Artificer Wand and Scroll Mastery III |
Acid[edit]
Acid Manipulation I: Increases your Spellpower by 40 when casting acid spells.
| ||||
AP Cost: 1 | Level: 1 | Progression: 0 | No requirements | |
Acid Manipulation II: Increases your Spellpower by 50 when casting acid spells.
| ||||
AP Cost: 1 | Level: 3 | Progression: 7 | Requires: Acid Manipulation I | |
Acid Manipulation III: Increases your Spellpower by 60 when casting acid spells.
| ||||
AP Cost: 1 | Level: 5 | Progression: 15 | Requires: Energy Manipulation II | |
Acid Manipulation IV: Increases your Spellpower by 70 when casting acid spells.
| ||||
AP Cost: 1 | Level: 7 | Progression: 23 | Requires: Acid Manipulation III | |
Acid Manipulation V: Increases your Spellpower by 80 when casting acid spells.
| ||||
AP Cost: 1 | Level: 9 | Progression: 31 | Requires: Acid Manipulation IV | |
Acid Manipulation VI: Increases your Spellpower by 90 when casting acid spells.
| ||||
AP Cost: 1 | Level: 11 | Progression: 39 | Requires: Acid Manipulation V | |
Acid Manipulation VII: Increases your Spellpower by 100 when casting acid spells.
| ||||
AP Cost: 1 | Level: 13 | Progression: 47 | Requires: Acid Manipulation VI |
Deadly Acid I: Your acid spell critical multipliers are increased by an additional 25%, bringing your base critical damage bonus for these spells to 75%.
| ||||
AP Cost: 1 | Level: 3 | Progression: 7 | Requires: Corrosive Spellcasting I, Acid Manipulation I | |
Deadly Acid II: Your acid spell critical multipliers are increased by an additional 10%, bringing your base critical damage bonus for these spells to 85%.
| ||||
AP Cost: 1 | Level: 6 | Progression: 19 | Requires: Deadly Acid I, Acid Manipulation II | |
Deadly Acid III: Your acid spell critical multipliers are increased by an additional 10%, bringing your base critical damage bonus for these spells to 95%.
| ||||
AP Cost: 1 | Level: 9 | Progression: 31 | Requires: Deadly Acid II, Acid Manipulation III | |
Deadly Acid IV: Your acid spell critical multipliers are increased by an additional 10%, bringing your base critical damage bonus for these spells to 105%.
| ||||
AP Cost: 1 | Level: 12 | Progression: 43 | Requires: Deadly Acid III, Acid Manipulation IV | |
Deadly Acid V: Your acid spell critical multipliers are increased by an additional 10%, bringing your base critical damage bonus for these spells to 115%.
| ||||
AP Cost: 1 | Level: 15 | Progression: 55 | Requires: Deadly Acid IV, Acid Manipulation V | |
Deadly Acid VI: Your acid spell critical multipliers are increased by an additional 10%, bringing your base critical damage bonus for these spells to 125%.
| ||||
AP Cost: 1 | Level: 18 | Progression: 67 | Requires: Deadly Acid V, Acid Manipulation VI |
Corrosive Spellcasting I: Grants a 4% chance for acid spells to generate a critical hit.
| ||||
AP Cost: 1 | Level: 2 | Progression: 3 | Requires: Acid Manipulation I | |
Corrosive Spellcasting II: Grants a 5% chance for acid spells to generate a critical hit.
| ||||
AP Cost: 1 | Level: 5 | Progression: 15 | Requires: Corrosive Spellcasting I, Acid Manipulation II | |
Corrosive Spellcasting III: Grants a 6% chance for acid spells to generate a critical hit.
| ||||
AP Cost: 1 | Level: 8 | Progression: 27 | Requires: Corrosive Spellcasting II, Acid Manipulation III | |
Corrosive Spellcasting IV: Grants a 7% chance for acid spells to generate a critical hit.
| ||||
AP Cost: 1 | Level: 11 | Progression: 39 | Requires: Corrosive Spellcasting III, Acid Manipulation IV | |
Corrosive Spellcasting V: Grants a 8% chance for acid spells to generate a critical hit.
| ||||
AP Cost: 1 | Level: 14 | Progression: 51 | Requires: Corrosive Spellcasting IV, Acid Manipulation V | |
Corrosive Spellcasting VI: Grants a 9% chance for acid spells to generate a critical hit.
| ||||
AP Cost: 1 | Level: 17 | Progression: 63 | Requires: Corrosive Spellcasting V, Acid Manipulation VI |
Cold[edit]
Frost Manipulation I: Increases your Spellpower by 40 when casting cold spells.
| ||||
AP Cost: 1 | Level: 1 | Progression: 0 | No requirements | |
Frost Manipulation II: Increases your Spellpower by 50 when casting cold spells.
| ||||
AP Cost: 1 | Level: 3 | Progression: 7 | Requires: Frost Manipulation I | |
Frost Manipulation III: Increases your Spellpower by 60 when casting cold spells.
| ||||
AP Cost: 1 | Level: 5 | Progression: 15 | Requires: Frost Manipulation II | |
Frost Manipulation IV: Increases your Spellpower by 70 when casting cold spells.
| ||||
AP Cost: 1 | Level: 7 | Progression: 23 | Requires: Frost Manipulation III | |
Frost Manipulation V: Increases your Spellpower by 80 when casting cold spells.
| ||||
AP Cost: 1 | Level: 9 | Progression: 31 | Requires: Frost Manipulation IV | |
Frost Manipulation VI: Increases your Spellpower by 90 when casting cold spells.
| ||||
AP Cost: 1 | Level: 11 | Progression: 39 | Requires: Frost Manipulation V | |
Frost Manipulation VII: Increases your Spellpower by 100 when casting cold spells.
| ||||
AP Cost: 1 | Level: 13 | Progression: 47 | Requires: Frost Manipulation VI |
Deadly Ice I: Your cold spell critical multipliers are increased by an additional 25%, bringing your base critical damage bonus for these spells to +75%.
| ||||
AP Cost: 1 | Level: 3 | Progression: 7 | Requires: Glacial Spellcasting I, Frost Manipulation I | |
Deadly Ice II: Your cold spell critical multipliers are increased by an additional 10%, bringing your base critical damage bonus for these spells to +85%.
| ||||
AP Cost: 1 | Level: 6 | Progression: 19 | Requires: Deadly Ice I, Frost Manipulation II | |
Deadly Ice III: Your cold spell critical multipliers are increased by an additional 10%, bringing your base critical damage bonus for these spells to +95%.
| ||||
AP Cost: 1 | Level: 9 | Progression: 31 | Requires: Deadly Ice II, Frost Manipulation III | |
Deadly Ice IV: Your cold spell critical multipliers are increased by an additional 10%, bringing your base critical damage bonus for these spells to +105%.
| ||||
AP Cost: 1 | Level: 12 | Progression: 43 | Requires: Deadly Ice III, Frost Manipulation IV | |
Deadly Ice V: Your cold spell critical multipliers are increased by an additional 10%, bringing your base critical damage bonus for these spells to +115%.
| ||||
AP Cost: 1 | Level: 15 | Progression: 55 | Requires: Deadly Ice IV, Frost Manipulation V | |
Deadly Ice VI: Your cold spell critical multipliers are increased by an additional 10%, bringing your base critical damage bonus for these spells to +125%.
| ||||
AP Cost: 1 | Level: 18 | Progression: 67 | Requires: Deadly Ice V, Frost Manipulation VI |
Glacial Spellcasting I: Grants a 4% chance for cold spells to generate a critical hit.
| ||||
AP Cost: 1 | Level: 2 | Progression: 3 | Requires: Frost Manipulation I | |
Glacial Spellcasting II: Grants a 5% chance for cold spells to generate a critical hit.
| ||||
AP Cost: 1 | Level: 5 | Progression: 15 | Requires: Glacial Spellcasting I, Frost Manipulation II | |
Glacial Spellcasting III: Grants a 6% chance for cold spells to generate a critical hit.
| ||||
AP Cost: 1 | Level: 8 | Progression: 27 | Requires: Glacial Spellcasting II, Frost Manipulation III | |
Glacial Spellcasting IV: Grants a 7% chance for cold spells to generate a critical hit.
| ||||
AP Cost: 1 | Level: 11 | Progression: 39 | Requires: Glacial Spellcasting III, Frost Manipulation IV | |
Glacial Spellcasting V: Grants a 8% chance for cold spells to generate a critical hit.
| ||||
AP Cost: 1 | Level: 14 | Progression: 51 | Requires: Glacial Spellcasting IV, Frost Manipulation V | |
Glacial Spellcasting VI: Grants a 9% chance for cold spells to generate a critical hit.
| ||||
AP Cost: 1 | Level: 17 | Progression: 63 | Requires: Glacial Spellcasting V, Frost Manipulation VI |
Electricity[edit]
Storm Manipulation I: Increases your Spellpower by 40 when casting electrical or sonic spells.
| ||||
AP Cost: 1 | Level: 1 | Progression: 0 | No requirements | |
Storm Manipulation II: Increases your Spellpower by 50 when casting electrical or sonic spells.
| ||||
AP Cost: 1 | Level: 3 | Progression: 7 | Requires: Storm Manipulation I | |
Storm Manipulation III: Increases your Spellpower by 60 when casting electrical or sonic spells.
| ||||
AP Cost: 1 | Level: 5 | Progression: 15 | Requires: Storm Manipulation II | |
Storm Manipulation IV: Increases your Spellpower by 70 when casting electrical or sonic spells.
| ||||
AP Cost: 1 | Level: 7 | Progression: 23 | Requires: Storm Manipulation III | |
Storm Manipulation V: Increases your Spellpower by 80 when casting electrical or sonic spells.
| ||||
AP Cost: 1 | Level: 9 | Progression: 31 | Requires: Storm Manipulation IV | |
Storm Manipulation VI: Increases your Spellpower by 90 when casting electrical or sonic spells.
| ||||
AP Cost: 1 | Level: 11 | Progression: 39 | Requires: Storm Manipulation V | |
Storm Manipulation VII: Increases your Spellpower by 100 when casting electrical or sonic spells.
| ||||
AP Cost: 1 | Level: 13 | Progression: 47 | Requires: Storm Manipulation VI |
Deadly Shocks I: Your electrical and sonic spell critical multipliers are increased by an additional 25%, bringing your base critical damage bonus for these spells to +75%.
| ||||
AP Cost: 1 | Level: 3 | Progression: 7 | Requires: Charged Spellcasting I, Storm Manipulation I | |
Deadly Shocks II: Your electrical and sonic spell critical multipliers are increased by an additional 10%, bringing your base critical damage bonus for these spells to +85%.
| ||||
AP Cost: 1 | Level: 6 | Progression: 19 | Requires: Deadly Shocks I, Storm Manipulation II | |
Deadly Shocks III: Your electrical and sonic spell critical multipliers are increased by an additional 10%, bringing your base critical damage bonus for these spells to +95%.
| ||||
AP Cost: 1 | Level: 9 | Progression: 31 | Requires: Deadly Shocks II, Storm Manipulation III | |
Deadly Shocks IV: Your electrical and sonic spell critical multipliers are increased by an additional 10%, bringing your base critical damage bonus for these spells to +105%.
| ||||
AP Cost: 1 | Level: 12 | Progression: 43 | Requires: Deadly Shocks III, Storm Manipulation IV | |
Deadly Shocks V: Your electrical and sonic spell critical multipliers are increased by an additional 10%, bringing your base critical damage bonus for these spells to +115%.
| ||||
AP Cost: 1 | Level: 15 | Progression: 55 | Requires: Deadly Shocks IV, Storm Manipulation V | |
Deadly Shocks VI: Your electrical and sonic spell critical multipliers are increased by an additional 10%, bringing your base critical damage bonus for these spells to +125%.
| ||||
AP Cost: 1 | Level: 18 | Progression: 67 | Requires: Deadly Shocks V, Storm Manipulation VI |
Charged Spellcasting I: Grants a 4% chance for electrical and sonic spells to generate a critical hit.
| ||||
AP Cost: 1 | Level: 2 | Progression: 3 | Requires: Storm Manipulation I | |
Charged Spellcasting II: Grants a 5% chance for electrical and sonic spells to generate a critical hit.
| ||||
AP Cost: 1 | Level: 5 | Progression: 15 | Requires: Charged Spellcasting I, Storm Manipulation II | |
Charged Spellcasting III: Grants a 6% chance for electrical and sonic spells to generate a critical hit.
| ||||
AP Cost: 1 | Level: 8 | Progression: 27 | Requires: Charged Spellcasting II, Storm Manipulation III | |
Charged Spellcasting IV: Grants a 7% chance for electrical and sonic spells to generate a critical hit.
| ||||
AP Cost: 1 | Level: 11 | Progression: 39 | Requires: Charged Spellcasting III, Storm Manipulation IV | |
Charged Spellcasting V: Grants a 8% chance for electrical and sonic spells to generate a critical hit.
| ||||
AP Cost: 1 | Level: 14 | Progression: 51 | Requires: Charged Spellcasting IV, Storm Manipulation V | |
Charged Spellcasting VI: Grants a 9% chance for electrical and sonic spells to generate a critical hit.
| ||||
AP Cost: 1 | Level: 17 | Progression: 63 | Requires: Charged Spellcasting V, Storm Manipulation VI |
Fire[edit]
Flame Manipulation I: Increases your Spellpower by 40 when casting fire spells.
| ||||
AP Cost: 1 | Level: 1 | Progression: 0 | No requirements | |
Flame Manipulation II: Increases your Spellpower by 50 when casting fire spells.
| ||||
AP Cost: 1 | Level: 3 | Progression: 7 | Requires: Flame Manipulation I | |
Flame Manipulation III: Increases your Spellpower by 60 when casting fire spells.
| ||||
AP Cost: 1 | Level: 5 | Progression: 15 | Requires: Flame Manipulation II | |
Flame Manipulation IV: Increases your Spellpower by 70 when casting fire spells.
| ||||
AP Cost: 1 | Level: 7 | Progression: 23 | Requires: Flame Manipulation III | |
Flame Manipulation V: Increases your Spellpower by 80 when casting fire spells.
| ||||
AP Cost: 1 | Level: 9 | Progression: 31 | Requires: Flame Manipulation IV | |
Flame Manipulation VI: Increases your Spellpower by 90 when casting fire spells.
| ||||
AP Cost: 1 | Level: 11 | Progression: 39 | Requires: Flame Manipulation V | |
Flame Manipulation VII: Increases your Spellpower by 100 when casting fire spells.
| ||||
AP Cost: 1 | Level: 13 | Progression: 47 | Requires: Flame Manipulation VI |
Deadly Flame I: Your fire spell critical multipliers are increased by an additional 25%, bringing your base critical damage bonus for these spells to +75%.
| ||||
AP Cost: 1 | Level: 3 | Progression: 7 | Requires: Combustive Spellcasting I, Flame Manipulation I | |
Deadly Flame II: Your fire spell critical multipliers are increased by an additional 10%, bringing your base critical damage bonus for these spells to +85%.
| ||||
AP Cost: 1 | Level: 6 | Progression: 19 | Requires: Deadly Flame I, Flame Manipulation II | |
Deadly Flame III: Your fire spell critical multipliers are increased by an additional 10%, bringing your base critical damage bonus for these spells to +95%.
| ||||
AP Cost: 1 | Level: 9 | Progression: 31 | Requires: Deadly Flame II, Flame Manipulation III | |
Deadly Flame IV: Your fire spell critical multipliers are increased by an additional 10%, bringing your base critical damage bonus for these spells to +105%.
| ||||
AP Cost: 1 | Level: 12 | Progression: 43 | Requires: Deadly Flame III, Flame Manipulation IV | |
Deadly Flame V: Your fire spell critical multipliers are increased by an additional 10%, bringing your base critical damage bonus for these spells to +115%.
| ||||
AP Cost: 1 | Level: 15 | Progression: 55 | Requires: Deadly Flame IV, Flame Manipulation V | |
Deadly Flame VI: Your fire spell critical multipliers are increased by an additional 10%, bringing your base critical damage bonus for these spells to +125%.
| ||||
AP Cost: 1 | Level: 18 | Progression: 67 | Requires: Deadly Flame V, Flame Manipulation VI |
Combustive Spellcasting I: Grants a 4% chance for fire spells to generate a critical hit.
| ||||
AP Cost: 1 | Level: 2 | Progression: 3 | Requires: Flame Manipulation I | |
Combustive Spellcasting II: Grants a 5% chance for fire spells to generate a critical hit.
| ||||
AP Cost: 1 | Level: 5 | Progression: 15 | Requires: Combustive Spellcasting I, Flame Manipulation II | |
Combustive Spellcasting III: Grants a 6% chance for fire spells to generate a critical hit.
| ||||
AP Cost: 1 | Level: 8 | Progression: 27 | Requires: Combustive Spellcasting II, Flame Manipulation III | |
Combustive Spellcasting IV: Grants a 7% chance for fire spells to generate a critical hit.
| ||||
AP Cost: 1 | Level: 11 | Progression: 39 | Requires: Combustive Spellcasting III, Flame Manipulation IV | |
Combustive Spellcasting V: Grants a 8% chance for fire spells to generate a critical hit.
| ||||
AP Cost: 1 | Level: 14 | Progression: 51 | Requires: Combustive Spellcasting IV, Flame Manipulation V | |
Combustive Spellcasting VI: Grants a 9% chance for fire spells to generate a critical hit.
| ||||
AP Cost: 1 | Level: 17 | Progression: 63 | Requires: Combustive Spellcasting V, Flame Manipulation VI |
Force[edit]
Force Manipulation I: Increases your Spellpower by 40 when casting force, physical, or untyped damage spells.
| ||||
AP Cost: 1 | Level: 2 | Progression: 3 | No requirements | |
Force Manipulation II: Increases your Spellpower by 50 when casting force, physical, or untyped damage spells.
| ||||
AP Cost: 1 | Level: 4 | Progression: 11 | Requires: Force Manipulation I | |
Force Manipulation III: Increases your Spellpower by 60 when casting force, physical, or untyped damage spells.
| ||||
AP Cost: 1 | Level: 6 | Progression: 19 | Requires: Force Manipulation II | |
Force Manipulation IV: Increases your Spellpower by 70 when casting force, physical, or untyped damage spells.
| ||||
AP Cost: 1 | Level: 8 | Progression: 27 | Requires: Force Manipulation III | |
Force Manipulation V: Increases your Spellpower by 80 when casting force, physical, or untyped damage spells.
| ||||
AP Cost: 1 | Level: 10 | Progression: 35 | Requires: Force Manipulation IV | |
Force Manipulation VI: Increases your Spellpower by 90 when casting force, physical, or untyped damage spells.
| ||||
AP Cost: 1 | Level: 12 | Progression: 43 | Requires: Force Manipulation V | |
Force Manipulation VII: Increases your Spellpower by 100 when casting force, physical, or untyped damage spells.
| ||||
AP Cost: 1 | Level: 14 | Progression: 51 | Requires: Force Manipulation VI |
Deadly Kinetics I: Your spell critical multipliers for force spells and spells that deal untyped or physical damage are increased by an additional 25%, bringing your base critical damage bonus for these spells to +75%.
| ||||
AP Cost: 1 | Level: 4 | Progression: 11 | Requires: Kinetic Spellcasting I, Force Manipulation I | |
Deadly Kinetics II: Your spell critical multipliers for force spells and spells that deal untyped or physical damage are increased by an additional 10%, bringing your base critical damage bonus for these spells to +85%.
| ||||
AP Cost: 1 | Level: 7 | Progression: 23 | Requires: Deadly Kinetics I, Force Manipulation II | |
Deadly Kinetics III: Your spell critical multipliers for force spells and spells that deal untyped or physical damage are increased by an additional 10%, bringing your base critical damage bonus for these spells to +95%.
| ||||
AP Cost: 1 | Level: 10 | Progression: 35 | Requires: Deadly Kinetics II, Force Manipulation III | |
Deadly Kinetics IV: Your spell critical multipliers for force spells and spells that deal untyped or physical damage are increased by an additional 10%, bringing your base critical damage bonus for these spells to +105%.
| ||||
AP Cost: 1 | Level: 13 | Progression: 47 | Requires: Deadly Kinetics III, Force Manipulation IV | |
Deadly Kinetics V: Your spell critical multipliers for force spells and spells that deal untyped or physical damage are increased by an additional 10%, bringing your base critical damage bonus for these spells to +115%.
| ||||
AP Cost: 1 | Level: 16 | Progression: 59 | Requires: Deadly Kinetics IV, Force Manipulation V | |
Deadly Kinetics VI: Your spell critical multipliers for force spells and spells that deal untyped or physical damage are increased by an additional 10%, bringing your base critical damage bonus for these spells to +125%.
| ||||
AP Cost: 1 | Level: 19 | Progression: 71 | Requires: Deadly Kinetics V, Force Manipulation VI |
Kinetic Spellcasting I: Grants a 4% chance for force spells and spells that deal untyped or physical damage generate a critical hit.
| ||||
AP Cost: 1 | Level: 3 | Progression: 7 | Requires: Force Manipulation I | |
Kinetic Spellcasting II: Grants a 5% chance for force spells and spells that deal untyped or physical damage generate a critical hit.
| ||||
AP Cost: 1 | Level: 6 | Progression: 19 | Requires: Kinetic Spellcasting I, Force Manipulation II | |
Kinetic Spellcasting III: Grants a 6% chance for force spells and spells that deal untyped or physical damage generate a critical hit.
| ||||
AP Cost: 1 | Level: 9 | Progression: 31 | Requires: Kinetic Spellcasting II, Force Manipulation III | |
Kinetic Spellcasting IV: Grants a 7% chance for force spells and spells that deal untyped or physical damage generate a critical hit.
| ||||
AP Cost: 1 | Level: 11 | Progression: 43 | Requires: Kinetic Spellcasting III, Force Manipulation IV | |
Kinetic Spellcasting V: Grants a 8% chance for force spells and spells that deal untyped or physical damage generate a critical hit.
| ||||
AP Cost: 1 | Level: 15 | Progression: 55 | Requires: Kinetic Spellcasting IV, Force Manipulation V | |
Kinetic Spellcasting VI: Grants a 9% chance for force spells and spells that deal untyped or physical damage generate a critical hit.
| ||||
AP Cost: 1 | Level: 18 | Progression: 67 | Requires: Kinetic Spellcasting V, Force Manipulation VI |
Repair[edit]
Repair Manipulation I: Increases your Spellpower by 40 when casting repair or rust spells.
| ||||
AP Cost: 1 | Level: 1 | Progression: 0 | No requirements | |
Repair Manipulation II: Increases your Spellpower by 50 when casting repair or rust spells.
| ||||
AP Cost: 1 | Level: 3 | Progression: 7 | Requires: Repair Manipulation I | |
Repair Manipulation III: Increases your Spellpower by 60 when casting repair or rust spells.
| ||||
AP Cost: 1 | Level: 5 | Progression: 15 | Requires: Repair Manipulation II | |
Repair Manipulation IV: Increases your Spellpower by 70 when casting repair or rust spells.
| ||||
AP Cost: 1 | Level: 7 | Progression: 23 | Requires: Repair Manipulation III | |
Repair Manipulation V: Increases your Spellpower by 80 when casting repair or rust spells.
| ||||
AP Cost: 1 | Level: 9 | Progression: 31 | Requires: Repair Manipulation IV | |
Repair Manipulation VI: Increases your Spellpower by 90 when casting repair or rust spells.
| ||||
AP Cost: 1 | Level: 11 | Progression: 39 | Requires: Repair Manipulation V | |
Repair Manipulation VII: Increases your Spellpower by 100 when casting repair or rust spells.
| ||||
AP Cost: 1 | Level: 13 | Progression: 47 | Requires: Repair Manipulation VI |
Mighty Reconstruction I: Your repair spell critical multipliers are increased by an additional 25%, bringing your base critical damage bonus for these spells to +75%.
| ||||
AP Cost: 1 | Level: 3 | Progression: 7 | Requires: Reconstructive Spellcasting I, Repair Manipulation I | |
Mighty Reconstruction II: Your repair spell critical multipliers are increased by an additional 10%, bringing your base critical damage bonus for these spells to +85%.
| ||||
AP Cost: 1 | Level: 6 | Progression: 19 | Requires: Mighty Reconstruction I, Repair Manipulation II | |
Mighty Reconstruction III: Your repair spell critical multipliers are increased by an additional 10%, bringing your base critical damage bonus for these spells to +95%.
| ||||
AP Cost: 1 | Level: 9 | Progression: 31 | Requires: Mighty Reconstruction II, Repair Manipulation III | |
Mighty Reconstruction IV: Your repair spell critical multipliers are increased by an additional 10%, bringing your base critical damage bonus for these spells to +105%.
| ||||
AP Cost: 1 | Level: 12 | Progression: 43 | Requires: Mighty Reconstruction III, Repair Manipulation IV | |
Mighty Reconstruction V: Your repair spell critical multipliers are increased by an additional 10%, bringing your base critical damage bonus for these spells to +115%.
| ||||
AP Cost: 1 | Level: 15 | Progression: 55 | Requires: Mighty Reconstruction IV, Repair Manipulation V | |
Mighty Reconstruction VI: Your repair spell critical multipliers are increased by an additional 10%, bringing your base critical damage bonus for these spells to +125%.
| ||||
AP Cost: 1 | Level: 18 | Progression: 67 | Requires: Mighty Reconstruction V, Repair Manipulation VI |
Reconstructive Spellcasting I: Grants a 4% chance for repair spells to generate a critical hit.
| ||||
AP Cost: 1 | Level: 2 | Progression: 3 | Requires: Repair Manipulation I | |
Reconstructive Spellcasting II: Grants a 5% chance for repair spells to generate a critical hit.
| ||||
AP Cost: 1 | Level: 5 | Progression: 15 | Requires: Reconstructive Spellcasting I, Repair Manipulation II | |
Reconstructive Spellcasting III: Grants a 6% chance for repair spells to generate a critical hit.
| ||||
AP Cost: 1 | Level: 8 | Progression: 27 | Requires: Reconstructive Spellcasting II, Repair Manipulation III | |
Reconstructive Spellcasting IV: Grants a 7% chance for repair spells to generate a critical hit.
| ||||
AP Cost: 1 | Level: 11 | Progression: 39 | Requires: Reconstructive Spellcasting III, Repair Manipulation IV | |
Reconstructive Spellcasting V: Grants a 8% chance for repair spells to generate a critical hit.
| ||||
AP Cost: 1 | Level: 14 | Progression: 51 | Requires: Reconstructive Spellcasting IV, Repair Manipulation V | |
Reconstructive Spellcasting VI: Grants a 9% chance for repair spells to generate a critical hit.
| ||||
AP Cost: 1 | Level: 17 | Progression: 63 | Requires: Reconstructive Spellcasting V, Repair Manipulation VI |
Prestige Enhancements[edit]
A character can train only in one Artificer Prestige path at a time.
Artificer Battle Engineer I: You gain 10 hit points, reduce arcane spell failure from armor by 10%, and have +2 to both confirm critical hits and critical damage (before multipliers). Any weapon you wield in your main hand gains +2 to its enhancement bonus (which stacks with the Enchant Weapon spell), and you gain the ability to enchant your crossbow to instantly reload itself, allowing you to lay down incredible amounts of fire for a short period of time.
| ||||
AP Cost: 4 | Level: 6 | Progression: 16 | Requires: Artificer Crossbow Damage I, Artificer Crossbow Attack I, Artificer Damage Boost II, one of Point Blank Shot, Weapon Focus, or Power Attack |
Capstone Enhancements[edit]
A character can train only in one Artificer Capstone at a time.
Artificer Arcane Empowerment: The patterns of the most complex magical formulae are like children's drawings to you. You treat any non-scroll activated equipped item that casts spells (such as wands, rods, armor, or other activated items) as if they were staves, increasing their caster level to equal yours as well as increasing Save DC's to (10 + your Intelligence bonus + level of spell) if it would be an improvement. These increases are applied after Artificer Knowledge, so do not stack.
| ||||
AP Cost: 2 | Level: 20 | Progression: 74 | No requirements |
Homunculus General Enhancements[edit]
Please see Homunculus Enhancements.