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.
Efficient Metamagic (Empower/Quicken)
| Rank 1:
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- +5 PRR and +5% Doublestrike for your Iron Defender
- +5 Electric Spell Power and +2 Universal Spell Power for you
| Rank 2:
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- +10 PRR and +10% Doublestrike for your Iron Defender
- +10 Electric Spell Power and +4 Universal Spell Power for you
| Rank 3:
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- +15 PRR and +15% Doublestrike for your Iron Defender
- +15 Electric Spell Power and +6 Universal Spell Power for you
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| 3 | 1 | 5 |
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- Your Electric, Fire and Force spells have an additional 1% to critically hit.
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| 1 | 2 | 5 |
- Spell Critical (Tier 1)
- Artificer 2
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Each Electric spell you cast has a 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)
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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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You have installed automated repair systems in your Iron Defender. | Rank 1:
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- Your Iron Defender repairs itself for 4d4+1 every 18 seconds.
| Rank 2:
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- Your Iron Defender repairs itself for 4d4+1 every 12 seconds.
- You will be repaired for 4d4+1 every 6 seconds.
| Rank 3:
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- 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.
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| 3 | 1 | 10 |
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- Your Electric, Fire and Force spells have an additional 1% to critically hit.
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| 1 | 2 | 10 |
- Spell Critical (Tier 2)
- Artificer 3
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| | 1 | 2 | 10 |
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