Arcanotechnician Tree

From DDO Compendium


Tree For:
Unlock
  • Free
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
  • +5 Electric Spell Power
  • +5 Fire Spell Power
  • +5 Force Spell Power
  • Every point spent in the Arcanotechnician tree provides:
    • +1 Universal Spell Power.
110
  • Artificer 1
Enhancement Palliative Admixture Icon.png
Palliative Admixture

Activation Cost: 5 Spell Points
Cooldown: 30 seconds

Party Members Pets near the target receive:

  • 20 Temporary Hit Points plus 2 per Artificer level
  • 10 Temporary Spell Points plus 1 per two Artificer levels
  • Last one minute, or until affected creatures rest.


Passive:

  • +5 Electric Spell Power
  • +5 Fire Spell Power
  • +5 Force Spell Power
115
  • Artificer 3
  • Arcanotechnician
Enhancement Thaumaturgical Battery Icon.png
Thaumaturgical Battery

Gain:

  • +1 Temporary Spell Point per spell or infusion cast
  • Lasts one minute
    • Until consumed or rest


Passive:

  • +5 Electric Spell Power
  • +5 Fire Spell Power
  • +5 Force Spell Power
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.
Metamagic Feats may be used when casting Spell-Like Abilities at no additional cost.


Passive:

  • +5 Electric Spell Power
  • +5 Fire Spell Power
  • +5 Force Spell Power
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
  • +5 Electric Spell Power
  • +5 Fire Spell Power
  • +5 Force Spell Power
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
  • +5 Electric Spell Power
  • +5 Fire Spell Power
  • +5 Force Spell Power
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.
Metamagic Feats may be used 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:
Rank 2:
Rank 3:
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
  • +1% Electric spell critical hit chance
  • +1% Fire spell critical hit chance
  • +1% Force spell critical hit chance
121
  • Artificer 1
Enhancement Wand and Scroll Mastery Icon.png
Wand and Scroll Mastery
When using a Scroll or Wand:
Rank 1:
  • +25% Healing
  • +25% Damage
  • +1 Save DC
Rank 2:
  • +50% Healing
  • +50% Damage
  • +3 Save DC
Rank 3:
  • +75% Healing
  • +75% Damage
  • +6 Save DC
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 Electric Spell Power
  • +2 Universal Spell Power
  • Iron Defender Gains:
    • +5 Physical Resistance Rating
    • +5% Doublestrike
Rank 2:
  • +10 Electric Spell Power
  • +4 Universal Spell Power
  • Iron Defender Gains:
    • +10 Physical Resistance Rating
    • +10% Doublestrike
Rank 3:
  • +15 Electric Spell Power
  • +6 Universal Spell Power
  • Iron Defender Gains:
    • +15 Physical Resistance Rating
    • +15% Doublestrike
315
  • Artificer 2
Enhancement Spell Critical Icon.png
Spell Critical
  • +1% Electric spell critical hit chance
  • +1% Fire spell critical hit chance
  • +1% Force spell critical hit chance
125
  • Spell Critical (Tier 1)
  • Artificer 2
Enhancement Shocking Vulnerability Icon.png
Shocking Vulnerability

Each Electric spell cast:

  • 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.
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
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

The Iron Defender has had automated repair systems installed:

  • Repair 4d4+1
Rank 1:
  • Iron Defender:
    • Every 18 seconds
Rank 2:
  • Owner:
    • Every 6 Seconds
  • Iron Defender:
    • Every 12 seconds
Rank 3:
  • All nearby party members and pets:
    • Every 6 Seconds
3110
  • Artificer 3
Enhancement Spell Critical Icon.png
Spell Critical
  • +1% Electric spell critical hit chance
  • +1% Fire spell critical hit chance
  • +1% Force spell critical hit chance
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.
Metamagic Feats may be used 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:
Rank 2:
2220
Enhancement Arcane Engine Icon.png
Arcane Engine
When near the 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
  • +1% Electric spell critical hit chance
  • +1% Fire spell critical hit chance
  • +1% Force spell critical hit chance
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.
Metamagic Feats may be used 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:
  • Iron Defender gains:
    • +2 to Strength, Dexterity and Constitution
  • When near the Iron Defender, gain:
    • +1% Dodge
Rank 2:
  • Iron Defender gains:
    • +4 to Strength, Dexterity and Constitution
  • When near the Iron Defender, gain:
    • +2% Dodge
Rank 3:
  • Iron Defender gains:
    • +6 to Strength, Dexterity and Constitution
  • When near the Iron Defender, 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, 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