Apothecary Tree

From DDO Compendium


Tree For:
Unlock
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Apothecary Tree.png
Overview
The Apothecary tree helps with healing.
Core enhancements
EnhancementBenefitRanksAction
Points
SpentRequirements
Enhancement Determination Icon.png
Determination
  • +1 to your Will Saving Throws
111
  • Alchemist 1
Enhancement Alchemical Shield (Apothecary) Icon.png
Alchemical Shield
  • +5 Positive Spell Power
  • +5 Negative Spell Power
  • While in Cloth armor or Composite Body, your equipped armor or docent grants:
    • A +4 Alchemical bonus to Armor Class
    • Immunity to Magic Missiles.
  • While your Reaction is Verdanite gain:
    • +2% Positive Spell Critical Damage
    • +2% Negative Spell Critical Damage
115
  • Determination
  • Alchemist 3
Spell Curative Admixture- Cure Serious Wounds (Apothecary) Icon.png
Curative Admixture: Cure Serious Wounds
Spell Curative Admixture- Cure Serious Wounds Icon.pngSpell-Like Ability:
Curative Admixture: Cure Serious Wounds
Metamagic: Accelerate, Empower, Empower Healing, Intensify, Maximize
Cooldown: 8 Seconds
Activation Cost: 4 Spell Points
Primer Element: Gildleaf

Infuses a Cure Serious Wounds potion with magical energy, hurling it towards your target in an arc. The potion explodes in a small AOE that deals 3d6+6 plus 1 per Caster Level (Maximum caster level 15) positive energy damage to nearby living allies and enemy undead.
Metamagic Feats may be used when casting Spell-Like Abilities at no additional cost.

Passive:

  • +5 Positive Spell Power
  • +5 Negative Spell Power
  • While your Reaction is Verdanite gain:
    • +2% Positive Spell Critical Damage
    • +2% Negative Spell Critical Damage
1110
  • Alchemical Shield
  • Alchemist 6
Spell Spill the Bad Stuff Icon.png
Spill the Bad Stuff
Spell Spill the Bad Stuff Icon.pngSpell-Like Ability:
Spill the Bad Stuff
Metamagic: Empower, Maximize, Quicken, Heighten, Intensify
Cooldown: 12 Seconds
Activation Cost: 15 Spell Points

Deals 1d6+4 per Caster Level of a random type of damage to enemies in a short cone. The damage all scales with Positive Spell Power. Affected enemies have a chance to be Blinded, Dazed, Silenced, Tripped, Stunned, or Paralyzed. (Fortitude save negates).
Metamagic Feats may be used when casting Spell-Like Abilities at no additional cost.


Passive:

  • +5 Positive Spell Power
  • +5 Negative Spell Power
  • While your Reaction is Verdanite gain:
    • +2% Positive Spell Critical Damage
    • +2% Negative Spell Critical Damage
1120
  • Curative Admixture: Cure Serious Wounds
  • Alchemist 12
Enhancement Curative Admixture- Heal Icon.png
Curative Admixture: Heal

Activation Cost: 45 Spell Points
Cooldown: 12 seconds

Spell Curative Admixture- Heal Icon.pngSpell-Like Ability:
Curative Admixture: Heal
Metamagic: Accelerate, Empower, Empower Healing, Intensify, Maximize
Cooldown: 12 Seconds
Activation Cost: 45 Spell Points
Primer Element: Gildleaf

Infuses a Heal potion with magical energy, hurling it towards your target in an arc. This channels powerful positive energy into targets to wipe away injury and afflictions, restore 10 hit points per caster level (up to a max of 150 hit points at caster level 15), and remove ability damage and the conditions blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, feebleminded, insanity, nauseated, and poisoned. Against undead this spell acts as Harm. Undead who make a successful Will save reduce the damage by half.
Metamagic Feats may be used when casting Spell-Like Abilities at no additional cost.


Passive:

  • +5 Positive Spell Power
  • +5 Negative Spell Power
  • While your Reaction is Verdanite gain:
    • +2% Positive Spell Critical Damage
    • +2% Negative Spell Critical Damage
1130
  • Spill the Bad Stuff
  • Alchemist 18
Enhancement Genius Never Dies Icon.png
Genius Never Dies
  • +4 Intelligence
  • +20 Concentration
  • +5 Positive Spell Power
  • +5 Negative Spell Power
  • +1000 Unconsciousness Range
  • Diehard Feat
  • +1 Spell Penetration
  • +2 Transmutation DCs
  • While your Reaction is Verdanite
    • +2% Positive Spell Critical Damage
    • +2% Negative Spell Critical Damage
1140
  • Curative Admixture: Heal
  • Alchemist 20
Tier 1 enhancements
EnhancementBenefitRanksAction
Points
SpentRequirements
Spell Curative Admixture- Cure Serious Wounds (Apothecary) Icon.png
Curative Admixture: Cure or Inflict Light Wounds

Multiple Selection

Select an an SLA
111
  • Alchemist 1
Enhancement Apothecary Skills Icon.png
Apothecary Skills
Rank 1:
  • +1 Haggle
  • +1 Concentration
  • +1 Heal
Rank 2:
  • +2 Haggle
  • +2 Concentration
  • +2 Heal
Rank 3:
  • +3 Haggle
  • +3 Concentration
  • +3 Heal
  • +1 Will Saves
311
  • Alchemist 1
Spell Critical Chance- Positive and Negative I Icon.png
Spell Critical Chance: Positive and Negative I
  • +2% Critical Hit Chance with Positive and Negative Spells
121
  • Alchemist 1
Energy of the Scholar Icon.png
Energy of the Scholar
Rank 1:
  • +30 Spell Points
Rank 2:
  • +60 Spell Points
Rank 3:
  • +100 Spell Points
311
  • Alchemist 1
Enhancement Soothing Poultices Icon.png
Soothing Poultices

While your reaction is Verdanite, when you cast spells on yourself or allies you grant temporary

hitpoints equal to:
Rank 1:
  • 1/3 of your Intelligence
Rank 2:
  • 2/3 of your Intelligence
Rank 3:
  • all of your Intelligence
These last for 3 minutes
311
  • Alchemist 1
Tier 2 enhancements
EnhancementBenefitRanksAction
Points
SpentRequirements
Enhancement Hale & Hearty Icon.png
Hale & Hearty
Rank 1:
  • +3 Positive and Negative Healing Amplification
Rank 2:
  • +6 Positive and Negative Healing Amplification
Rank 3:
  • +10 Positive and Negative Healing Amplification
315
  • Alchemist 2
Spell Critical Chance- Positive and Negative II Icon.png
Spell Critical Chance: Positive and Negative II
  • +2% Critical Hit Chance with Positive and Negative Spells
125
  • Spell Critical Chance: Positive and Negative I
  • Alchemist 2
Enhancement Stone of the Scholar Icon.png
Stone of the Scholar

Alchemist's Stone Toggle: While toggled and wielding an Orb:

  • +10 Healing Amplification
  • +20 Positive Spell Power


You can only have one Alchemist's Stone Toggle active at a time.
125
  • Alchemist 2
Enhancement Life Salve Icon.png
Life Salve

Enhancements Granted

Grants 100% healing from Positive or Negative Spells
115
  • Alchemist 2
Tier 3 enhancements
EnhancementBenefitRanksAction
Points
SpentRequirements
Enhancement Panacea Pultice Icon.png
Panacea Pultice
Spell Panacea Icon.pngSpell-Like Ability:
Panacea
Metamagic: Embolden, Empower Healing, Enlarge, Heighten, Quicken
Primer Element: Gildleaf

Channels powerful positive energy into a target to wipe away afflictions, restores 3 to 8 hit points plus an additional 1 per caster level (max +20), and removes temporary ability damage and the conditions blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, feebleminded, insanity, nauseated, and poisoned. Against undead this spell will damage 3 to 8 hit points +1 per caster level (max +20) Undead who make a successful Will save reduce the damage by half.
Metamagic Feats may be used when casting Spell-Like Abilities at no additional cost.
Rank 1:
  • Activation Cost: 6 Spell Points
  • Cooldown: 12 seconds
Rank 2:
  • Activation Cost: 3 Spell Points
  • Cooldown: 8 seconds
Rank 3:
  • Activation Cost: 1 Spell Point
  • Cooldown: 6 seconds
3110
  • Alchemist 3
Enhancement Arcanotechnician Icon.png
Safety Goggles
Rank 1:
  • +1 Armor Class
  • +2 Fire Resistance
  • +2 Cold Resistance
  • +2 Acid Resistance
  • +2 Electric Resistance
Rank 2:
  • +2 Armor Class
  • +4 Fire Resistance
  • +4 Cold Resistance
  • +4 Acid Resistance
  • +4 Electric Resistance
Rank 3:
  • +3 Armor Class
  • +6 Fire Resistance
  • +6 Cold Resistance
  • +6 Acid Resistance
  • +6 Electric Resistance
  • Immune to Blindness
3110
  • Alchemist 3
Spell Critical Chance- Positive and Negative III Icon.png
Spell Critical Chance: Positive and Negative III
  • +2% Critical Hit Chance with Positive and Negative Spells
1210
  • Spell Critical Chance: Positive and Negative II
  • Alchemist 3
Enhancement Vital Ambition Icon.png
Vital Ambition

When your reaction is Verdanite you gain:

  • +1 Will Save
  • Additional +1 Will Save for every 5 Alchemist Levels
1210
  • Alchemist 3
Increase Ability (Constitution-Intelligence) Icon.png
Intelligence or Constitution

Multiple Selection

+1 Intelligence or +1 Constitution
1210
  • Alchemist 3
Tier 4 enhancements
EnhancementBenefitRanksAction
Points
SpentRequirements
Enhancement Apothecary's Satchel Icon.png
Apothecary's Satchel
  • Spells cost 5% less Spell Points
1220
  • Insulated Boots
  • Alchemist 4
Enhancement Take Down Icon.png
Insulated Boots
Rank 1:
  • +2 Magical Resistance Rating
Rank 2:
  • +4 Magical Resistance Rating
Rank 3:
  • +6 Magical Resistance Rating
  • Immunity to Slippery Surfaces.
3120
  • Safety Goggles
  • Alchemist 4
Spell Critical Chance- Positive and Negative IV Icon.png
Spell Critical Chance: Positive and Negative IV
  • +2% Critical Hit Chance with Positive and Negative Spells
1220
  • Spell Critical Chance: Positive and Negative III
  • Alchemist 4
Enhancement Run for your life Icon.png
Run for your life

When your reaction is Verdanite you gain:

  • 1% Movement Speed per Alchemist Level
1220
  • Alchemist 4
Increase Ability (Constitution-Intelligence) Icon.png
Intelligence or Constitution

Multiple Selection

+1 Intelligence or +1 Constitution
1220
  • Alchemist 4
Tier 5 enhancements
EnhancementBenefitRanksAction
Points
SpentRequirements
Spell Curative Admixture- Cure Critical Wounds (Apothecary) Icon.png
Curative Admixture: Cure or Inflict Critical Wounds

Multiple Selection

Choose a Curative Admixture
1130
  • Character Level 12
  • Alchemist 5
Enhancement Gloves of the Master Apothecary Icon.png
Gloves of the Master Apothecary
  • +5 Use Magic Device
  • +10 Universal Spell Power
  • 15% chance to retain a copy of any of the following healing potions that you drink:
    • Positive Potion
    • Negative Potion
    • Repair Healing Potion
1230
  • Insulated Boots
  • Character Level 12
  • Alchemist 5
Enhancement Master Apothecary Icon.png
Master Apothecary
  • No Max Caster Level with:
    • Curative Admixtures
    • Any Gildleaf Alchemist Spells.
  • +2 Transmutation DCs
  • +2 Spell Penetration
1230
  • Spell Critical Chance: Positive and Negative IV
  • Character Level 12
  • Alchemist 5
Enhancement Dissolve Icon.png
Dissolve

Cooldown: 20 Seconds

Instantly kill any touch range enemy that:

  • Fails Fortitude DC: 20 + Heal Bonus
  • Is one of:
    • Fascinated
    • Sleeping
    • Dancing
    • Dazing
    • Tripped
    • Mesmerized
    • Paralyzed
    • Petrified
    • Stunned
1230
  • Class Level 12
  • Alchemist 5
Enhancement Deadly Neurotoxin Icon.png
Sleep or Death

Multiple Selection

Choose between Deadly Neurotoxin and Nightshade
1130
  • Character Level 12
  • Alchemist 5