Arcanotechnician Tree

From DDO Compendium


Tree For: Artificer
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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
  • +10 Electric 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

These last one minute, or until affected creatures rest.
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.
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.
You may use Metamagic Feats when casting Spell-Like Abilities at no additional cost.
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
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
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.
You may use Metamagic Feats 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
Increases the effectiveness of your wands, scrolls, and other items that cast spells.
Rank 1:
  • +25% healing and damage
  • +1 Save DC to offensive Wands
Rank 2:
  • +50% healing and damage
  • +3 Save DC to offensive Wands
Rank 3:
  • +75% healing and damage
  • +6 Save DC to offensive Wands
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.
You may use Metamagic Feats 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.
You may use Metamagic Feats 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:
  • -1 Spell Point cost
Rank 2:
  • -2 Spell Point cost
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.
You may use Metamagic Feats 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