Difference between revisions of "Arcanotechnician Tree"

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{{Template:EnhancementTree
{{EnhTree
|name = Arcanotechnician
|name = Arcanotechnician
|treeowner= Artificer
|treeowner= Artificer
|overview=The Arcanotechnician tree contains enhancments for spell casting. blah blah blah
|overview=The Arcanotechnician tree contains enhancements for spell casting. You know how the magical world around you works. You've seen it, you've done it, you've destroyed it. You have decided to truly focus on mastering your class.
|core={{EnhancementTreeItem
|core={{EnhTier|Arcanotechnician|Arcanotechnician (Enhancement)|Palliative Admixture|Thaumaturgical Battery|Lightning Bolt (SLA)|Runic Efficacy|Arcane Empowerment}}
|name=Arcanotechnician
|tier1={{EnhTier|Arcanotechnician|Static Shock (SLA)|Energy of Creation (Arcanotechnician)|Arcane Skills|Spell Critical (Artificer)|Wand and Scroll Mastery}}
|ranks=1
|tier2={{EnhTier|Arcanotechnician|Efficient Metamagic (Arcanotechnician) (Tier 2)|Imbue Defender|Spell Critical (Artificer)|Shocking Vulnerability}}
|cost=1
|tier3={{EnhTier|Arcanotechnician|Lightning Sphere (SLA)|Efficient Metamagic (Arcanotechnician) (Tier 3)|Automated Repairs|Spell Critical (Artificer)|Increase Ability (Intelligence)}}
|rank1benefit=
|tier4={{EnhTier|Arcanotechnician|Blast Rod (SLA)|Efficient Heighten|Arcane Engine|Spell Critical (Artificer)|Increase Ability (Intelligence)}}
* +10 Electric Spell Power
|tier5={{EnhTier|Arcanotechnician|Lightning Motes (SLA)|Charged Recoil|Master Defender|Evocation Focus|Arcane Mechanism}}
* Every point spent in the Arcanotechnician tree provides you with +1 Universal Spell Power.
|pointsrequired=0
|requirements=
Artificer 1
}}{{EnhancementTreeItem
|name=Palliative Admixture
|ranks=1
|cost=1
|pointsrequired=5
|rank1benefit=
Creating an infused potion of magical energy, you hurl it towards your target in an arc. The potion explodes in a small area that provides nearby allies with 20 + 1 per Artificer level Temporary Hit Point and 10 +1 per two Artificer levels Temporary Spell Points. These last one minute, or until affected creatures rest. (Activation Cost: 5 Spell Points. Cooldown: 30 seconds.)
|requirements=Artificer 3, Arcanotechnician
}}{{EnhancementTreeItem
|name=Thaumaturgical Battery
|ranks=1
|cost=1
|pointsrequired=10
|rank1benefit=Whenever you cast an infusion or spell, you capture a portion of that infusion or spells' energy as 1 Temporary Spell Point. This Temporary Spell Points lasts for one minute, until consumed by another infusion or spell, or until you rest.
|requirements=Artificer 6, Palliative Admixture
}}{{EnhancementTreeItem
|name=Lightning Bolt
|ranks=1
|cost=1
|pointsrequired=20
|description =
|rank1benefit= You gain '''Spell Like Ability:'' [[Lightning Bolt]]
* 6 Spell Points. Cooldown: 7 seconds.
|requirements=Artificer 12, Thaumaturgical Battery
}}{{EnhancementTreeItem
|name=Runic Efficacy
|ranks=1
|cost=1
|pointsrequired=30
|rank1benefit=
* +1 Evocation DC
* +2 to Caster Level and Max Caster Level of electric spells
* +2 to Rune Arm DCs
|requirements=Artificer 18, Lightning Bolt
}}{{EnhancementTreeItem
|name=Arcane Empowerment
|ranks=1
|cost=1
|pointsrequired=40
|rank1benefit=The patterns of the most complex magical formulae are like children's drawings to you. You gain +4 Intelligence and +5 Spellcraft. 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 DCs 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.
|requirements=Artificer 20, Runic Efficacy
}}
|tier1={{EnhancementTreeItem
|name=Static Shock
|ranks=3
|cost=1
|description=You gain '''Spell Like Ability:''' [[Static Shock]]
|rank1benefit=
* 4 Spell Points
* 12 second cooldown
|rank2benefit=
* 3 Spell Points
* 8 second cooldown
|rank3benefit=
* 2 Spell Points
* 4 second cooldown
|pointsrequired=1
|requirements=
}}{{EnhancementTreeItem
|name=Energy of Creation
|ranks=3
|cost=1
|rank1benefit=+30 Spell Points
|rank2benefit=+60 Spell Points
|rank3benefit=+90 Spell Points
|pointsrequired=1
|requirements=
}}{{EnhancementTreeItem
|name=Arcane Skills
|ranks=3
|cost=1
|rank1benefit=+1 Spellcraft and +1 Use Magic Device
|rank2benefit=+2 Spellcraft and +2 Use Magic Device
|rank3benefit=+3 Spellcraft and +3 Use Magic Device
|pointsrequired=1
|requirements=
}}{{EnhancementTreeItem
|name=Spell Critical
|ranks=1
|cost=2
|rank1benefit=Your Electric, Fire and Force spells have an additional 1% to critically hit.
|pointsrequired=1
|requirements=
}}{{EnhancementTreeItem
|name=Wand and Scroll Mastery
|ranks=3
|cost=1
|rank1benefit=+25 to the effectiveness of your wands, scrolls, and other items that cast spells.
|rank2benefit=+50 to the effectiveness of your wands, scrolls, and other items that cast spells.
|rank3benefit=+75 to the effectiveness of your wands, scrolls, and other items that cast spells.
|pointsrequired=1
|requirements=Wand and Scroll Mastery not taken in any other tree.
}}
|tier2={{EnhancementTreeItem
|name=Efficient Metamagic
|ranks=3
|cost=2
|description=Choose Efficient Empower or Efficient Quicken feats, reducing that feats cost per rank.
|rank1benefit=
* Efficient Empower: -2 Spell Point cost
* Efficient Quicken: -1 Spell Point cost
|rank2benefit=
* Efficient Empower: -4 Spell Point cost
* Efficient Quicken: -2 Spell Point cost
|rank3benefit=
* Efficient Empower: -6 Spell Point cost
* Efficient Quicken: -4 Spell Point cost
|pointsrequired=5
|requirements=
}}{{EnhancementTreeItem
|name=Imbue Defender
|ranks=3
|cost=1
|description=
|rank1benefit=
* +5 PRR +5% Doublestrike for your Iron Defender
* +5 Electric Spell Power and +2 Universal Spell Power for you
|rank2benefit=
* +10 PRR +10% Doublestrike for your Iron Defender
* +10 Electric Spell Power and +4 Universal Spell Power for you
|rank3benefit=
* +15 PRR +15% Doublestrike for your Iron Defender
* +15 Electric Spell Power and +6 Universal Spell Power for you
|pointsrequired=5
|requirements=
}}{{EnhancementTreeItem
|name=Spell Critical
|ranks=1
|cost=2
|rank1benefit=Your Electric, Fire and Force spells have an additional 1% to critically hit.
|pointsrequired=5
|requirements= Tier 1 Spell Critical
}}{{EnhancementTreeItem
|name=Shocking Vulnerability
|ranks=3
|cost=2
|description=Each Electric spell you cast has a 5% chances of applying the following stacks of Vulnerable to each enemy. Vulnerable - Target takes 1% more damage for 3 seconds. This effect stacks up to 20 times and loses one stack on expiration.
|rank1benefit=1 Stack
|rank2benefit={{Dice||1|2}} Stacks
|rank3benefit={{Dice||1|3}} Stacks
|pointsrequired=5
|requirements=
}}
|tier3={{EnhancementTreeItem
|name=Lightning Sphere
|ranks=3
|cost=2
|description=You gain '''Spell Like Ability:''' [[Lightning Sphere]]
|rank1benefit=
* 8 Spell Points
* 15 Second Cooldown
|rank2benefit=
* 6 Spell Points
* 10 Second Cooldown
|rank3benefit=
* 4 Spell Points
* 5 Second Cooldown
|pointsrequired=10
|requirements= Tier 1 Static Shock
}}{{EnhancementTreeItem
|name=Efficient Metamagic
|ranks=3
|cost=2
|description=Choose Efficient Empower or Efficient Quicken feats, reducing that feats cost per rank.
|rank1benefit=
* Efficient Empower: -2 Spell Point cost
* Efficient Quicken: -1 Spell Point cost
|rank2benefit=
* Efficient Empower: -4 Spell Point cost
* Efficient Quicken: -2 Spell Point cost
|rank3benefit=
* Efficient Empower: -6 Spell Point cost
* Efficient Quicken: -4 Spell Point cost
|pointsrequired=10
|requirements=Tier 2 Efficient Metamagic
}}{{EnhancementTreeItem
|name=Automatic Repairs
|ranks=3
|cost=1
|description=You have installed automated repair systems in your Iron Defender. Repairs {{Dice||4|4||1}} hit points of damage:
|rank1benefit=
* to itself every 18 seconds
* to you every 6 seconds
* to nearby allies every 6 seconds
|rank2benefit=
* to itself every 12 seconds
* to you every 6 seconds
* to nearby allies every 6 seconds
|rank3benefit=
* to itself every 6 seconds
* to you every 6 seconds
* to nearby allies every 6 seconds
|pointsrequired=10
|requirements=
}}{{EnhancementTreeItem
|name=Spell Critical
|ranks=1
|cost=2
|rank1benefit=Your Electric, Fire and Force spells have an additional 1% to critically hit.
|pointsrequired=10
|requirements= Tier 2 Spell Critical
}}{{EnhancementTreeItem
|name=Intelligence
|ranks=1
|cost=2
|rank1benefit=+1 Intelligence
|pointsrequired=10
|requirements=
}}
|tier4={{EnhancementTreeItem
|name=Blast Rod
|ranks=3
|cost=1
|description=You gain '''Spell Like Ability:''' [[Blast Rod]]
|rank1benefit=
* 12 Spell Points
* 18 Second Cooldown
|rank2benefit=
* 8 Spell Points
* 12 Second Cooldown
|rank3benefit=
* 6 Spell Points
* 6 Second Cooldown
|pointsrequired=20
|requirements= Tier 3 Lightning Sphere
}}{{EnhancementTreeItem
|name=Efficient Heighten
|ranks=2
|cost=2
|description=Using the Heighten Spell Metamagic costs you fewer Spell Point(s) per heightened level.
|rank1benefit= 1 fewer
|rank2benefit=2 fewer
|pointsrequired=20
|requirements=Tier 3 Efficient Metamagic
}}{{EnhancementTreeItem
|name=Arcane Engine
|ranks=3
|cost=1
|description=You have carved arcane symbols on the core engine of your Iron Defender, allowing you to channel Arcane energies through him. You gain:
|rank1benefit=
* +2 Universal Spell Power
* +5 Electric Spell Power
* +3 Additional Universal Spell Power when near your Defender
|rank2benefit=
* +4 Universal Spell Power
* +10 Electric Spell Power
* +6 Additional Universal Spell Power when near your Defender
|rank3benefit=
* +6 Universal Spell Power
* +15 Electric Spell Power
* +10 Additional Universal Spell Power when near your Defender
|pointsrequired=20
|requirements=
}}{{EnhancementTreeItem
|name=Spell Critical
|ranks=1
|cost=2
|rank1benefit=Your Electric, Fire and Force spells have an additional 1% to critically hit.
|pointsrequired=20
|requirements= Tier 3 Spell Critical
}}{{EnhancementTreeItem
|name=Intelligence
|ranks=1
|cost=2
|rank1benefit=+1 Intelligence
|pointsrequired=20
|requirements= Tier 3 Intelligence
}}
|tier5={{EnhancementTreeItem
|name=Lightning Motes
|ranks=3
|cost=2
|description=You gain '''Spell Like Ability:''' [[Lightning Motes]]
|rank1benefit=
* 12 Spell Points
* 18 Second Cooldown
|rank2benefit=
* 8 Spell Points
* 12 Second Cooldown
|rank3benefit=
* 6 Spell Points
* 6 Second Cooldown
|pointsrequired=30
|requirements= Tier 4 Blast Rod
}}{{EnhancementTreeItem
|name=Master Defender
|ranks=3
|cost=1
|description=
|rank1benefit=
* '''Iron Defender:''' +2 Strength, Dexterity, Constitution
* '''You:''' 1% Dodge when near your Defender
|rank2benefit=
* '''Iron Defender:''' +4 Strength, Dexterity, Constitution
* '''You:''' 2% Dodge when near your Defender
|rank3benefit=
* '''Iron Defender:''' +6 Strength, Dexterity, Constitution
* '''You:''' 3% Dodge when near your Defender
|pointsrequired=30
|requirements=
}}{{EnhancementTreeItem
|name=Evocation Focus
|ranks=3
|cost=1
|description=You have trained extensively in Evocation magic, granting a bonus to the DCs of the Evocation school of:
|rank1benefit=+1 DC
|rank2benefit=+2 DC
|rank3benefit=+3 DC
|pointsrequired=30
|requirements=
}}{{EnhancementTreeItem
|name=Arcane Mechanism
|ranks=3
|cost=1
|description=While wielding a Rune Arm you gain:
|rank1benefit=
* +10 Electric Spell Power
* +5 Universal Spell Power
|rank2benefit=
* +15 Electric Spell Power
* +10 Universal Spell Power
|rank3benefit=
* +20 Electric Spell Power
* +15 Universal Spell Power
|pointsrequired=30
|requirements=
}}
|isracial=
|isracial=
}}
}}

Latest revision as of 19:11, 8 February 2022


Tree For:
Unlock
  • Free
Arcanotechnician Tree.png
Overview
The Arcanotechnician tree contains enhancements for spell casting. You know how the magical world around you works. You've seen it, you've done it, you've destroyed it. You have decided to truly focus on mastering your class.
Core enhancements
EnhancementBenefitRanksAction
Points
SpentRequirements
Enhancement Arcanotechnician Icon.png
Arcanotechnician
  • +5 Electric Spell Power
  • +5 Fire Spell Power
  • +5 Force Spell Power
  • Every point spent in the Arcanotechnician tree provides you with:
    • +1 Universal Spell Power.
110
  • Artificer 1
Enhancement Palliative Admixture Icon.png
Palliative Admixture

Activation Cost: 5 Spell Points
Cooldown: 30 seconds

Nearby allies receive:

  • 20 Temporary Hit Points plus 2 per Artificer level
  • 10 Temporary Spell Points plus 1 per two Artificer levels
  • Last one minute, or until affected creatures rest.


Passive:

  • +5 Electric Spell Power
  • +5 Fire Spell Power
  • +5 Force Spell Power
115
  • Artificer 3
  • Arcanotechnician
Enhancement Thaumaturgical Battery Icon.png
Thaumaturgical Battery

You receive:

  • 1 Temporary Spell Point per spell or infusion cast
    • This lasts one minute, until consumed or until you rest.


Passive:

  • +5 Electric Spell Power
  • +5 Fire Spell Power
  • +5 Force Spell Power
1110
  • Artificer 6
  • Palliative Admixture
Arcanotechnician Lightning Bolt Icon.png
Lightning Bolt
Spell Lightning Bolt Icon.pngSpell-Like Ability:
Lightning Bolt
Metamagic: Embolden, Empower, Eschew Materials, Heighten, Intensify, Maximize, Quicken
Cooldown: 7 Seconds
Activation Cost: 6 Spell Points

A powerful stroke of electrical energy deals 1d6+3 electricity damage per caster level (up to a max of 10d6+30 damage at caster level 10) to targets in its path. A successful Reflex Save save reduces the damage by half. For each enemy this spell strikes it has a 50% chance to fork, replicating the spell's effect on that target. This can only happen once. This spell is a bolt and has double range.
Metamagic Feats may be used when casting Spell-Like Abilities at no additional cost.


Passive:

  • +5 Electric Spell Power
  • +5 Fire Spell Power
  • +5 Force Spell Power
1120
  • Artificer 12
  • Thaumaturgical Battery
Enhancement Runic Efficacy Icon.png
Runic Efficacy
  • +1 Evocation DCs
  • +2 to Caster Level and Max Caster Level of electric spells
  • +2 Rune Arm DCs
  • +5 Electric Spell Power
  • +5 Fire Spell Power
  • +5 Force Spell Power
1130
  • Artificer 18
  • Lightning Bolt
Enhancement Arcane Empowerment Icon.png
Arcane Empowerment
  • +4 Intelligence
  • +5 Spellcraft
  • Increased caster level for non-scroll items that cast spells
  • Non-Scroll items that cast spells increase saves DC: 10 + Spell Level + Intelligence Modifier
  • +5 Electric Spell Power
  • +5 Fire Spell Power
  • +5 Force Spell Power
1140
  • Artificer 20
  • Runic Efficacy
Tier 1 enhancements
EnhancementBenefitRanksAction
Points
SpentRequirements
Spell Static Shock Icon.png
Static Shock
Spell Static Shock Icon.pngSpell-Like Ability:
Static Shock
Metamagic: Empower, Enlarge, Heighten, Intensify, Maximize, Quicken

An electrical discharge strikes one target for 4 to 6 plus 1 to 6 per caster level electrical damage (max 6 to 36). A successful Reflex save reduces this damage by half. On a failed save, the target must make a successful Will save or be dazed for a short period of time or until they take damage.
Metamagic Feats may be used when casting Spell-Like Abilities at no additional cost.
Rank 1:
  • Activation Cost: 4 Spell Points
  • Cooldown: 12 second cooldown
Rank 2:
  • Activation Cost: 3 Spell Points
  • Cooldown: 8 second cooldown
Rank 3:
  • Activation Cost: 2 Spell Points
  • Cooldown: 4 second cooldown
311
  • Artificer 1
Feat Magical Training Icon.png
Energy of Creation
Rank 1:
  • +30 Spell Points
Rank 2:
  • +60 Spell Points
Rank 3:
  • +90 Spell Points
311
  • Artificer 1
Enhancement Arcane Skills Icon.png
Arcane Skills
Rank 1:
  • +1 Spellcraft
  • +1 Use Magic Device
Rank 2:
  • +2 Spellcraft
  • +2 Use Magic Device
Rank 3:
  • +3 Spellcraft
  • +3 Use Magic Device
311
  • Artificer 1
Enhancement Spell Critical Icon.png
Spell Critical
  • Your Electric, Fire and Force spells have an additional 1% to critically hit.
121
  • Artificer 1
Enhancement Wand and Scroll Mastery Icon.png
Wand and Scroll Mastery
When using a Scroll or Wand:
Rank 1:
  • +25% Healing
  • +25% Damage
  • +1 Save DC
Rank 2:
  • +50% Healing
  • +50% Damage
  • +3 Save DC
Rank 3:
  • +75% Healing
  • +75% Damage
  • +6 Save DC
311
  • Artificer 1
Antirequisite
  • Wand and Scroll Mastery taken in any other tree.
Tier 2 enhancements
EnhancementBenefitRanksAction
Points
SpentRequirements
Efficient Maximize Icon.png
Efficient Metamagic

Multiple Selection

Reduce Metamagic cost by +2/4/6 (Empower), +1/2/4 (Quicken)
325
  • Artificer 2
Enhancement Imbue Defender Icon.png
Imbue Defender
Rank 1:
  • +5 PRR and +5% Doublestrike for your Iron Defender
  • +5 Electric Spell Power and +2 Universal Spell Power for you
Rank 2:
  • +10 PRR and +10% Doublestrike for your Iron Defender
  • +10 Electric Spell Power and +4 Universal Spell Power for you
Rank 3:
  • +15 PRR and +15% Doublestrike for your Iron Defender
  • +15 Electric Spell Power and +6 Universal Spell Power for you
315
  • Artificer 2
Enhancement Spell Critical Icon.png
Spell Critical
  • Your Electric, Fire and Force spells have an additional 1% to critically hit.
125
  • Spell Critical (Tier 1)
  • Artificer 2
Enhancement Shocking Vulnerability Icon.png
Shocking Vulnerability
Each Electric spell you cast has a 5% change of applying stacks of Vulnerable to each affected enemy.
Rank 1:
  • 1 Stack
Rank 2:
  • 1d2 Stacks
Rank 3:
  • 1d3 Stacks
Vulnerable: Target takes 2% more damage for 6 seconds. This effect stacks up to 10 times, and loses one stack on expiration.
315
  • Artificer 2
Tier 3 enhancements
EnhancementBenefitRanksAction
Points
SpentRequirements
Spell Lightning Sphere Icon.png
Lightning Sphere
Spell Lightning Sphere Icon.pngSpell-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
Rank 2:
  • Activation Cost: 6 Spell Points
  • Cooldown: 10 second cooldown
Rank 3:
  • Activation Cost: 4 Spell Points
  • Cooldown: 5 second cooldown
3110
  • Static Shock
  • Artificer 3
Efficient Maximize Icon.png
Efficient Metamagic

Multiple Selection

Reduce Metamagic cost by +2/4/6 (Empower), +1/2/4 (Quicken)
3210
  • Efficient Metamagic (Tier 2)
  • Artificer 3
Enhancement Automated Repairs Icon.png
Automated Repairs
You have installed automated repair systems in your Iron Defender.
Rank 1:
  • Your Iron Defender repairs itself for 4d4+1 every 18 seconds.
Rank 2:
  • Your Iron Defender repairs itself for 4d4+1 every 12 seconds.
  • You will be repaired for 4d4+1 every 6 seconds.
Rank 3:
  • Your Iron Defender repairs itself for 4d4+1 every 6 seconds.
  • You and any nearby allies will be repaired for 4d4+1 every 6 seconds.
3110
  • Artificer 3
Enhancement Spell Critical Icon.png
Spell Critical
  • Your Electric, Fire and Force spells have an additional 1% to critically hit.
1210
  • Spell Critical (Tier 2)
  • Artificer 3
Enhancement Intelligence Icon.png
Intelligence
  • +1 Intelligence
1210
  • Artificer 3
Tier 4 enhancements
EnhancementBenefitRanksAction
Points
SpentRequirements
Spell Blast Rod Icon.png
Blast Rod
Spell Blast Rod Icon.pngSpell-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
Rank 2:
  • Activation Cost: 8 Spell Points
  • Cooldown: 12 second cooldown
Rank 3:
  • Activation Cost: 6 Spell Points
  • Cooldown: 6 second cooldown
3120
  • Lightning Sphere
  • Artificer 4
Enhancement Efficient Heighten Icon.png
Efficient Heighten
Reduce Metamagic Heighten cost by:
Rank 1:
Rank 2:
2220
Enhancement Arcane Engine Icon.png
Arcane Engine
When near your Iron Defender:
Rank 1:
  • +3 Universal Spell Power
  • Passive:
    • +5 Electric Spell Power
    • +2 Universal Spell Power
Rank 2:
  • +6 Universal Spell Power
  • Passive:
    • +10 Electric Spell Power
    • +4 Universal Spell Power
Rank 3:
  • +10 Universal Spell Power
  • Passive:
    • +15 Electric Spell Power
    • +6 Universal Spell Power
3120
  • Artificer 4
Enhancement Spell Critical Icon.png
Spell Critical
  • Your Electric, Fire and Force spells have an additional 1% to critically hit.
1220
  • Spell Critical (Tier 3)
  • Artificer 4
Enhancement Intelligence Icon.png
Intelligence
  • +1 Intelligence
1220
  • Intelligence (Tier 3)
  • Artificer 4
Tier 5 enhancements
EnhancementBenefitRanksAction
Points
SpentRequirements
Spell Lightning Motes Icon.png
Lightning Motes
Spell Lightning Motes Icon.pngSpell-Like Ability:
Lightning Motes
Metamagic: Enlarge, Eschew Materials, Heighten, Intensify, Maximize, Quicken

You create a nebulous cloud of electric motes that damages enemies that enter it. Any creatures that are hit by the cloud take 3 to 8 electric damage per caster level (up to a max of 30 to 80 damage at caster level 10). A successful Reflex save reduces this damage by half. Enemies hit by the cloud are also made temporarily more vulnerable to electric damage, taking 1.15 extra damage from any electric-based attack.
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
Rank 2:
  • Activation Cost: 8 Spell Points
  • Cooldown: 12 second cooldown
Rank 3:
  • Activation Cost: 6 Spell Points
  • Cooldown: 6 second cooldown
3130
  • Blast Rod
  • Character Level 12
  • Artificer 5
Enhancement Charged Recoil Icon.png
Charged Recoil
  • Runearm shots strip Electric Immunity
    • Lasts 10 seconds
1230
  • Character Level 12
  • Artificer 5
Enhancement Master Defender Icon.png
Master Defender
Rank 1:
  • Your Iron Defender gains:
    • +2 to Strength, Dexterity and Constitution
  • When near your Iron Defender, you gain:
    • +1% Dodge
Rank 2:
  • Your Iron Defender gains:
    • +4 to Strength, Dexterity and Constitution
  • When near your Iron Defender, you gain:
    • +2% Dodge
Rank 3:
  • Your Iron Defender gains:
    • +6 to Strength, Dexterity and Constitution
  • When near your Iron Defender, you gain:
    • +3% Dodge
3130
  • Character Level 12
  • Artificer 5
Enhancement Evocation Focus Icon.png
Evocation Focus
Rank 1:
  • +1 DC to Spells in the Evocation School
Rank 2:
  • +2 DC to Spells in the Evocation School
Rank 3:
  • +3 DC to Spells in the Evocation School
3130
  • Character Level 12
  • Artificer 5
Enhancement Arcane Mechanism Icon.png
Arcane Mechanism
While wielding a Rune Arm, you gain:
Rank 1:
  • +10 Electric Spell Power
  • +5 Universal Spell Power
Rank 2:
  • +15 Electric Spell Power
  • +10 Universal Spell Power
Rank 3:
  • +20 Electric Spell Power
  • +15 Universal Spell Power
3130
  • character Level 12
  • Artificer 5