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The Battle Engineer tree contains enhancements for a Artificer that specializes in damage. From enhancing your damage, to adding special damage boost, to making your character move quicker, even when a Rune Arm is charged, this tree allows for diverse combat attacks.
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- Your equipped rune arm grants you +8 Universal Spell Power when it is charged to Charge Tier 1.
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| 1 | 1 | 0 |
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- You equipped weapon in your main hand gains +1 to its Enhancement Bonus.
- You gain +1 bonus to your attack roll to confirm a critical hit, and a +1 bonus to the damage of your critical hits (before multipliers).
- Your equipped rune arm gains +1 stable charge tier. In addition, it grants you an additional +8 Universal Spell Power when it is charged to Charge Tier 2, for a total of +16.
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| 1 | 1 | 5 |
- Battle Engineer
- Artificer 3
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- Your equipped armor gains +1 to its Enhancement Bonus.
- Your equipped armor or docent grants you +5 Physical Resistance Rating and -10% Arcane Spell Failure.
- Artificer Infusions are not affected by Arcane Spell Failure, but this assists with scroll use.
- Your equipped rune arm grants you an additional +8 Universal Spell Power whit it is charged to Charge Tier 3, for a total of +24.
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| 1 | 1 | 10 |
- Infused Weapons I
- Artificer 6
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- Main Hand equipped weapon gains
- +1 to its Enhancement Bonus
- +1 Competence Bonus Critical Multiplier with Crossbows, Bastard Swords, Dwarven Axes, Light Hammers, Warhammers, and Morningstars.
- +1 bonus to your attack roll to confirm a critical hit
- +1 bonus to the damage from critical hits (before multipliers), for a total of +2
- Equipped rune arm gains:
- +1 stable charge tier.
- Grants +8 Universal Spell Power when it is charged to Charge Tier 4, for a total of +32.
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| 1 | 1 | 20 |
- Infused Armor I
- Artificer 12
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- Your equipped armor gains and additional +1 to its Enhancement Bonus, for a total of +2.
- Your equipped armor or docent grants you an additional +5 Physical Resistance Rating, for a total of +10 and an additional -10% Arcane Spell Failure, for a total of -20%.
- Artificer Infusions are not affected by Arcane Spell Failure, but this assists with scroll use.
- You gain and additional +15 Physical and Magical Resistance Rating innately, regardless of your Armor.
- Your equipped rune arm grants you an additional +8 Universal Spell Power when it is charged to Charge Tier 5, for a total of +40.
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| 1 | 1 | 30 |
- Infused Weapons II
- Artificer 18
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- +4 Intelligence
- +2 additional Enhancement Bonus of armor and equipped weapon in main hand
- Main Hand Equipped weapon is now:
- A Spellcasting Implement
- Provides a +3 Implement Bonus to Universal Spell Power for every +1 of Enhancement Bonus on the weapon.
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| 1 | 1 | 40 |
- Infused Armor II
- Artificer 20
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| Multiple Selection |
| Select weapon to gain bonuses to attack and damage |
| 1 | 2 | 1 |
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| Rank 1:
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- +1 Concentration
- +1 Disable Device
- +1 Open Locks
| Rank 2:
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- +2 Concentration
- +2 Disable Device
- +2 Open Locks
| Rank 3:
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- +3 Concentration
- +3 Disable Device
- +3 Open Locks
- +1 to Reflex Saves vs Traps
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| 3 | 1 | 1 |
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| | 3 | 1 | 1 |
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You have made slight improvements to the efficiency of your rune arms. Your rune arms build charge: | Rank 1:
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| Rank 2:
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| Rank 3:
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| 3 | 1 | 1 |
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Chance to negate item wear: | Rank 1:
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| Rank 2:
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| Rank 3:
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| 3 | 1 | 1 |
- Antirequisite
- Item Defense in other trees
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| Multiple Selection |
| Select weapon to gain bonuses to attack and damage |
| 1 | 2 | 5 |
- Weapon Training (Tier 1)
- Artificer 2
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| Multiple Selection |
| Select melee or ranged attack |
| 3 | 1 | 5 |
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| Multiple Selection |
| Pick a Melee or Ranged version of this attack. |
| 3 | 1 | 5 |
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You can use each of your action boosts additional times per rest. | Rank 1:
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| Rank 2:
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| Rank 3:
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| 3 | 2 | 5 |
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| Multiple Selection |
| Choose between Action Boost: Attack and Action Boost: Power |
| 3 | 1 | 5 |
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| Multiple Selection |
| Select weapon to gain bonuses to attack and damage |
| 1 | 2 | 10 |
- Weapon Training (Tier 2)
- Artificer 3
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| Cooldown: 25 seconds |
Activate: Target construct or living construct is dazed: | Rank 1:
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| Rank 2:
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| Rank 3:
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Removed on damage. |
| 3 | 1 | 10 |
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| Multiple Selection |
| Pick a Melee or Ranged version of this attack |
| 3 | 1 | 10 |
- Caustic Strike
- Artificer 3
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| Cooldown: 25 seconds
Imbue Toggle:
- +1d6 Electric Damage on Hit
- Scales with Spell Power
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| 1 | 2 | 10 |
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| Multiple Selection |
| +1 to Strength, Dexterity or Intelligence |
| 1 | 2 | 10 |
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| Multiple Selection |
| Select weapon to gain bonuses to attack and damage |
| 1 | 2 | 20 |
- Weapon Training (Tier 3)
- Artificer 4
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| Multiple Selection |
| Select either Action Boost: Haste or Endless Fusilade. |
| 1 | 1 or 2, depending on option chosen | 20 |
- Weapon Training (Tier 4)
- Artificer 4
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While wearing a Rune Arm: | Rank 1:
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- +3% Doublestrike and Doubleshot
- +1 Imbue Dice
| Rank 2:
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- +6% Doublestrike and Doubleshot
- +2 Imbue Dice
| Rank 3:
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- +10% Doublestrike and Doubleshot
- +3 Imbue Dice
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| 3 | 1 | 20 |
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| Multiple Selection |
| +1 to Strength, Dexterity or Intelligence |
| 1 | 2 | 20 |
- Strength (Tier 3)
- Artificer 4
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| Multiple Selection |
| Select a set of weapons go gain Critical Threat Range |
| 1 | 1 | 30 |
- Weapon Training (Tier 4)
- Character Level 12
- Artificer 5
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| Cooldown: 15 seconds
Activate: Attaches a Weapon, the weapon gains:
- +0.5[W]
- Lasts until Rest or it is Unequipped
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| 1 | 1 | 30 |
- One of:
- Construct Essence
- Warforged Traits
- Character Level 12
- Artificer 5
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| Multiple Selection |
| Pick a melee or ranged version of this attack. |
| 1 | 1 | 30 |
- Shatter Defenses (Tier 3)
- Character Level 12
- Artificer 5
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- While wielding a Rune Arm
- +20 Melee Power
- +20 Ranged Power
- +1 Imbue Dice
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| 1 | 1 | 30 |
- Agility Engine (Tier 4)
- Character Level 12
- Artificer 5
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- You gain a 10% Action Boost bonus to Movement Speed while wearing a Rune Arm.
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| 1 | 1 | 30 |
- Character Level 12
- Artificer 5
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