The Arcanotechnician tree contains enhancments for spell casting. blah blah blah
Efficient Metamagic (Empower/Quicken)
| Rank 1:
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- +5 Electric Spell Power
- +2 Universal Spell Power
- Iron Defender Gains:
- +5 Physical Resistance Rating
- +5% Doublestrike
| Rank 2:
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- +10 Electric Spell Power
- +4 Universal Spell Power
- Iron Defender Gains:
- +10 Physical Resistance Rating
- +10% Doublestrike
| Rank 3:
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- +15 Electric Spell Power
- +6 Universal Spell Power
- Iron Defender Gains:
- +15 Physical Resistance Rating
- +15% Doublestrike
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| 3 | 1 | 5 |
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- +1% Electric spell critical hit chance
- +1% Fire spell critical hit chance
- +1% Force spell critical hit chance
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| 1 | 2 | 5 |
- Spell Critical (Tier 1)
- Artificer 2
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Each Electric spell cast:
- 5% change of applying stacks of Vulnerable to each affected enemy
| Rank 1:
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| Rank 2:
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| Rank 3:
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Vulnerable: Target takes 2% more damage for 6 seconds. This effect stacks up to 10 times, and loses one stack on expiration. |
| 3 | 1 | 5 |
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Efficient Metamagic (Empower/Quicken)
Intelligence (Enhancement)
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 | Spell-Like Ability: Lightning Sphere Metamagic: Empower, Maximize, Quicken, Eschew Materials, Heighten, Intensify, Embolden
Launches an electrical orb that explodes on impact, dealing 1 to 6 electrical damage per caster level (up to a max of 10 to 60 damage at caster level 10) to targets in the area. The targets of this spell will also be dazed for a short period of time or until they take damage. A successful Fortitude save reduces the damage by half and negates the daze. Unlike most other projectile spells, the caster can arc the orb if no target is selected. | | Metamagic Feats may be used when casting Spell-Like Abilities at no additional cost. |
| Rank 1: - Activation Cost: 8 Spell Points
- Cooldown: 15 second cooldown
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| Rank 2: - Activation Cost: 6 Spell Points
- Cooldown: 10 second cooldown
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| Rank 3: - Activation Cost: 4 Spell Points
- Cooldown: 5 second cooldown
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| 3 | 1 | 10 |
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The Iron Defender has had automated repair systems installed:
| Rank 1:
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| Rank 2:
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| Rank 3:
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- All nearby party members and pets:
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| 3 | 1 | 10 |
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- +1% Electric spell critical hit chance
- +1% Fire spell critical hit chance
- +1% Force spell critical hit chance
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| 1 | 2 | 10 |
- Spell Critical (Tier 2)
- Artificer 3
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Intelligence (Enhancement)
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 | Spell-Like Ability: Blast Rod Metamagic: Empower, Maximize, Quicken, Eschew Materials, Heighten, Intensify, Embolden
A blast of electricity bursts from your outstretched hand, dealing 4 to 9 electrical damage per caster level (up to a max of 40 to 90 damage at caster level 10) to targets in its path. A successful Reflex save reduces the damage by half. | | Metamagic Feats may be used when casting Spell-Like Abilities at no additional cost. |
| Rank 1: - Activation Cost: 12 Spell Points
- Cooldown: 18 second cooldown
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| Rank 2: - Activation Cost: 8 Spell Points
- Cooldown: 12 second cooldown
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| Rank 3: - Activation Cost: 6 Spell Points
- Cooldown: 6 second cooldown
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| 3 | 1 | 20 |
- Lightning Sphere
- Artificer 4
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Reduce Metamagic Heighten cost by: | Rank 1:
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| Rank 2:
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| 2 | 2 | 20 |
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When near the Iron Defender: | Rank 1:
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- +3 Universal Spell Power
- Passive:
- +5 Electric Spell Power
- +2 Universal Spell Power
| Rank 2:
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- +6 Universal Spell Power
- Passive:
- +10 Electric Spell Power
- +4 Universal Spell Power
| Rank 3:
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- +10 Universal Spell Power
- Passive:
- +15 Electric Spell Power
- +6 Universal Spell Power
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| 3 | 1 | 20 |
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- +1% Electric spell critical hit chance
- +1% Fire spell critical hit chance
- +1% Force spell critical hit chance
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| 1 | 2 | 20 |
- Spell Critical (Tier 3)
- Artificer 4
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