Apothecary Tree

From DDO Compendium
Tree For: Alchemist
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Apothecary Tree.png
Overview
The Apothecary tree helps with healing.
Core enhancements


EnhancementBenefitRanksAPPoints SpentRequirements
Enhancement Determination Icon.png
Determination
  • +1 to your Will Saving Throws
111
  • Alchemist 1
Enhancement Alchemical Shield (Apothecary) Icon.png
Alchemical Shield
  • 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:
    • +5 Positive Spell Power
    • +5 Negative Spell Power
115
  • Determination
  • Alchemist 3
Spell Curative Admixture- Cure Serious Wounds (Apothecary) Icon.png
Curative Admixture: Cure Serious Wounds

Activation Cost: 4 Spell Points
Cooldown: 8 seconds

Spell Curative Admixture- Cure Serious Wounds Icon.pngSpell-Like Ability:
Curative Admixture: Cure Serious Wounds
You may use Metamagic Feats when casting Spell-Like Abilities at no additional cost.
  • Passive: +1 Spell Penetration
  • While your Reaction is Verdanite gain:
    • +5 Positive Spell Power
    • +5 Negative Spell Power
1110
  • Alchemical Shield
  • Alchemist 6
Spell Spill the Bad Stuff Icon.png
Spill the Bad Stuff

Activation Cost: 15 Spell Points
Cooldown: 12 seconds

Spell Spill the Bad Stuff Icon.pngSpell-Like Ability:
Spill the Bad Stuff
You may use Metamagic Feats when casting Spell-Like Abilities at no additional cost.
  • While your Reaction is Verdanite gain:
    • +2% Positive Spell Critical Damage
    • +2% Negative Spell Critical Damage
    • +5% Magical Efficiency (reduced spell point cost)
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
You may use Metamagic Feats when casting Spell-Like Abilities at no additional cost.
  • While your Reaction is Verdanite gain:
    • +1 Transmutation DC
1130
  • Spill the Bad Stuff
  • Alchemist 18
Enhancement Genius Never Dies Icon.png
Genius Never Dies
  • +4 Intelligence
  • +20 Concentration
  • +1000 Unconsciousness Range
  • Diehard Feat
  • +1 Spell Penetration
  • While your Reaction is Verdanite
    • +2 Transmutation DC
1140
  • Curative Admixture: Heal
  • Alchemist 20
Tier 1 enhancements
EnhancementBenefitRanksAPPoints SpentRequirements
Spell Curative Admixture- Cure Light Wounds (Apothecary) Icon.png
Curative Admixture: Light Wounds
Select One of the following:
Spell Curative Admixture- Cure Light Wounds (Apothecary) Icon.pngSpell-Like Ability:
Curative Admixture: Cure Light Wounds
Spell Curative Admixture- Inflict Light Wounds Icon.pngSpell-Like Ability:
Curative Admixture: Inflict Light Wounds
You may use Metamagic Feats when casting Spell-Like Abilities at no additional cost.
Rank 1:
  • Activation Cost: 4 Spell Points
  • Cooldown: 12 seconds
Rank 2:
  • Activation Cost: 3 Spell Points
  • Cooldown: 8 seconds
Rank 3:
  • Activation Cost: 2 Spell Points
  • Cooldown: 4 seconds
311
  • 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:
  • +90 Spell Points
311
  • Character Level 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
EnhancementBenefitRanksAPPoints 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

Activation Cost: 4 Spell Points
Cooldown: 3 Minutes

Training this Enhancement grants you both of the following:

  • Enhancement Life Salve Icon.png Life Salve:
    • Target player, hireling or pet takes 100% base healing from Positive spells for the next 3 minutes (or until the target dies).
      • Does not effect NPC Allies or Allies that already take 100% base Positive healing
      • Overrides the innate base healing from Positive spells
      • Shares a cooldown with Death Salve and Converter
  • Enhancement Death Salve Icon.png Death Salve:
    • Target player, hireling or pet takes 100% base healing from Negative spells for the next 3 minutes (or until the target dies).
      • Does not effect NPC Allies or Allies that already take 100% base Negative healing
      • Overrides the innate base healing from Negative spells
      • Shares a cooldown with Life Salve and Converter
115
  • Alchemist 2
Tier 3 enhancements
EnhancementBenefitRanksAPPoints SpentRequirements
Enhancement Panacea Pultice Icon.png
Panacea Pultice
Spell Panacea Icon.pngSpell-Like Ability:
Panacea
You may use Metamagic Feats 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
Increase Ability

Select from one of the following:

  • Enhancement Constitution Icon.png Constitution: +1 Constitution
  • Enhancement Intelligence Icon.png Intelligence: +1 Intelligence
1210
  • Alchemist 3
Tier 4 enhancements
EnhancementBenefitRanksAPPoints SpentRequirements
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
Increase Ability

Select from one of the following:

  • Enhancement Constitution Icon.png Constitution: +1 Constitution
  • Enhancement Intelligence Icon.png Intelligence: +1 Intelligence
1220
  • Increased Ability (Tier 3)
  • Alchemist 4
Tier 5 enhancements
EnhancementBenefitRanksAPPoints SpentRequirements
Spell Curative Admixture- Cure Critical Wounds (Apothecary) Icon.png
Curative Admixture: Cure Critical Wounds

Activation Cost: 5 Spell Points
Cooldown: 12 seconds

Select one:

Spell Curative Admixture- Cure Critical Wounds (Apothecary) Icon.pngSpell-Like Ability:
Curative Admixture: Cure Critical Wounds
Spell Curative Admixture- Inflict Critical Wounds Icon.pngSpell-Like Ability:
Curative Admixture: Inflict Critical Wounds
You may use Metamagic Feats when casting Spell-Like Abilities at no additional cost.
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
  • You have no Max Caster Level with:
    • Curative Admixtures
    • Any other Gildleaf Alchemist Spells.
  • +2 Transmutation DCs
  • +1 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 Hale & Hearty Icon.png
Sleep or Death

Select between Deadly Neurotoxin and Nightshade

  • Enhancement Deadly Neurotoxin Icon.png Deadly Neurotoxin: Offensive Gildleaf and Ceruleite Spells will:
    • Reduce you targets Armor Class and Magical resistance Rating by
      • 1 per stack
      • stacks up to 5 times
  • Spell Curative Admixture- Cure Light Wounds (Apothecary) Icon.png Nightshade:
    Spell Sleep Icon.pngSpell-Like Ability:
    Nightshade (Spell)
    You may use Metamagic Feats when casting Spell-Like Abilities at no additional cost.
    • Cost 10 Spell Points
    • 30 Second Cooldown
1230
  • Character Level 12
  • Alchemist 5