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Renegade Mastermaker Tree

From DDO Compendium
Tree For: Artificer
Unlock
Free
Renegade Mastermaker Tree.png
Overview
The Renegade Mastermaker tree contains enhancements for an Artificer that will aid you and your allies through the dangers of Stormreach.
Core enhancements


EnhancementBenefitRanksAPPoints SpentRequirements
Enhancement Renegade Defender Icon.png
Renegade Defender
  • Every core ability in this tree grants you:
    • +10 Maximum Hit Points
    • +5 Positive Spell Power
    • +5 Repair Spell Power
110
  • Artificer 1
Enhancement Alchemical Shield Icon.png
Alchemical Shield
  • While in Medium, Heavy, or Adamantine Body, you equipped armor grants:
    • +4 Alchemical bonus to AC
    • Immunity to Magic Missiles.
115
  • Renegade Defender
  • Artificer 3
Spell Curative Admixture- Cure Serious Wounds Icon.png
Curative Admixture: Cure Serious Wounds

Activation Cost: 4 Spell Points
Cooldown: 8 seconds

1110
  • Alchemical Shield
  • Artificer 6
Enhancement Constructive Conduit Icon.png
Constructive Conduit
  • +30 Repair Amplification
  • +50 Maximum Hit Points
  • While in Medium Armor, Heavy Armor, or Adamantine Body
    • +2 to Maximum Dexterity Bonus.
  • +6 to the Maximum Caster Level of your Admixture spells.
1120
  • Curative Admixture: Cure Serious Wounds
  • Artificer 12
Spell Radiant Forcefield Icon.png
Radiant Forcefield

Activation Cost: 30 Spell Points
Cooldown: 3 minutes

  • Spell Radiant Forcefield Icon.png Spell-Like Ability: Radiant Forcefield
    You may use Metamagic Feats when casting Spell-Like Abilities at no additional cost.
1130
  • Constructive Conduit
  • Artificer 18
Enhancement Mass Unbreakable Forcefield Icon.png
Mass Unbreakable Forcefield

Activation Cost: 30 Spell Points
Cooldown: 3 minutes

  • Active: For 6 seconds, your party takes -95% damage from all sources (except Untyped damage).
  • Passive:
    • +2 Constitution
    • +2 Intelligence
    • +10 Physical Resistance Rating
    • +10 Magical Resistance Rating
    • While in Medium Armor, Heavy Armor, or Adamantine Body:
      • +3 to Maximum Dexterity Bonus.
1140
  • Radiant Forcefield
  • Artificer 20
Tier 1 enhancements
EnhancementBenefitRanksAPPoints SpentRequirements
Spell Curative Admixture- Cure Light Wounds Icon.png
Curative Admixture: Cure Light Wounds
Spell Curative Admixture- Cure Light Wounds Icon.png Spell-Like Ability: Curative Admixture: Cure 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: 6 seconds
311
  • Artificer 1
Enhancement Easily Fixed Icon.png
Easily Fixed
  • +10 Healing Amp
  • +20 Repair Amp
111
  • Artificer 1
Enhancement Supporting Construction Icon.png
Supporting Construction
While in Medium or Heavy Armor, or with Adamantine Body:
Rank 1:
  • +2 Physical Resistance Rating
Rank 2:
  • +4 Physical Resistance Rating
Rank 3:
  • +6 Physical Resistance Rating
311
  • Artificer 1
Enhancement Well-Rounded Maker Icon.png
Well-Rounded Maker
Rank 1:
  • +1 Repair
  • +1 Heal
  • +1 Balance
Rank 2:
  • +2 Repair
  • +2 Heal
  • +2 Balance
Rank 3:
  • +3 Repair
  • +3 Heal
  • +3 Balance
311
  • Artificer 1
Enhancement Toughness Icon.png
Toughness
Rank 1:
  • +5 Maximum Hit Points
Rank 2:
  • +10 Maximum Hit Points
Rank 3:
  • +15 Maximum Hit Points
311
  • Artificer 1
Tier 2 enhancements
EnhancementBenefitRanksAPPoints SpentRequirements
Enhancement Kinetic Discharge Icon.png
Kinetic Discharge
Melee Cleave Attack: Damage scales with 200% Melee Power 10 Second Cooldown.
Rank 1:
  • On Hit: +1[W] and 2d6 Force damage.
Rank 2:
  • On Hit: +2[W] and 2d6 Force damage.
Rank 3:
  • On Hit: +3[W] and 2d6 Force damage.
315
  • Artificer 2
Enhancement Mighty Slam Icon.png
Mighty Slam
Cooldown: Shared with Stunning Blow.
Single Target Melee Attack: You may stun the target for 6 seconds. Stunned creatures are considered helpless.
Rank 1:
  • On Hit: +1[W]
Rank 2:
  • On Hit: +2[W]
Rank 3:
  • On Hit: +3[W]
A successful save negates this effect (Fortitude DC: 10 + Half Artificer Level + Intelligence Modifier + Sunder Bonus)
315
  • Rune Arm equipped
  • Artificer 2
Enhancement Armor Mastery Icon.png
Armor Mastery
Rank 1:
  • +1 Armor Class
  • +1 Armor Maximum Dexterity Bonus
Rank 2:
  • +2 Armor Class
  • +2 Armor Maximum Dexterity Bonus
Rank 3:
  • +3 Armor Class
  • +3 Armor Maximum Dexterity Bonus
315
  • Artificer 2
Enhancement Converter Icon.png
Converter

Activation Cost: 4 Spell Points
Cooldown: 3 minutes

  • Target player, hireling, or pet takes 100% base healing from Repair spells for the next 3 minutes (or until target dies).
  • Has no effect on Constructs or NPC allies.
  • This overrides their innate base healing from Repair spells for the duration.
  • Metamagic: Quicken
115
  • Artificer 2
Action Boost- Defense2 Icon.png
Action Boost
Activation Cost: 1 Action Boost
Cooldown: 30 seconds
Choose between Action Boost: Defense and Action Boost: Saves
Rank 1:
  • Action Boost- Defense2 Icon.png Action Boost: Defense: Activate to gain a +5 Action Boost bonus to Armor Class and Physical Resistance Rating for 20 seconds.
  • Action Boost- Saves2 Icon.png Action Boost: Saves: Activate to gain a +2 Action Boost bonus to all Saving Throws 20 seconds. While under this effect you do not automatically fail Saving Throws on a roll of Natural 1.
Rank 2:
  • Action Boost- Defense2 Icon.png Action Boost: Defense: Activate to gain a +10 Action Boost bonus to Armor Class and Physical Resistance Rating for 20 seconds.
  • Action Boost- Saves2 Icon.png Action Boost: Saves: Activate to gain a +4 Action Boost bonus to all Saving Throws 20 seconds. While under this effect you do not automatically fail Saving Throws on a roll of Natural 1.
Rank 3:
  • Action Boost- Defense2 Icon.png Action Boost: Defense: Activate to gain a +15 Action Boost bonus to Armor Class and Physical Resistance Rating for 20 seconds.
  • Action Boost- Saves2 Icon.png Action Boost: Saves: Activate to gain a +6 Action Boost bonus to all Saving Throws 20 seconds. While under this effect you do not automatically fail Saving Throws on a roll of Natural 1.
315
  • Artificer 2
Tier 3 enhancements
EnhancementBenefitRanksAPPoints SpentRequirements
Enhancement Conjure Component Icon.png
Conjure Component

Activation Cost: 10 Spell Points
Cooldown: 12 seconds

  • You conjure a large number of components that stand in for the Potion requirements in all of your Admixture spells.
  • These expire on logout.
1110
  • Artificer 3
Enhancement Battlefist Icon.png
Battlefist

Cooldown: 15 seconds

You've attuned your Rune Arm to deal a devastating strike.

  • Single Target Melee Attack: +3[W]
  • If the target is under the effect of Mighty Slam, it takes
    • 1d3 Sonic Damage per Artificer level
    • 1d3 Force Damage per Artificer level
    • Is knocked down for 10 seconds.
  • The damage scales with 100% Melee Power.
  • Must have a Rune Arm equipped to use.
1110
  • Mighty Slam
  • Artificer 3
Enhancement Reinforced Armor Icon.png
Reinforced Armor
The Armor Class bonus you gain from Armor or Docents is increased by:
Rank 1:
  • 15%
Rank 2:
  • 30%
Rank 3:
  • 50%
3110
  • Artificer 3
Enhancement Shielding Construct Icon.png
Shielding Construct

Activation Cost: 4 Spell Points
Cooldown: 1 minute

  • You create a drone set to shield your allies. When activated, you and allies nearby (at the time of activation) gain the effects of the Shield spell for 2 minutes:
    • Granting a +4 Shield bonus to Armor Class and protection from Magic Missiles.
    • The force shield created by this reduces grazing hits by 10%, as if it were a small shield.
  • This effect is dispelled by death and antimagic.
1110
  • Artificer 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
  • Artificer 3
Tier 4 enhancements
EnhancementBenefitRanksAPPoints SpentRequirements
Enhancement Kinetic Charge Icon.png
Kinetic Charge
  • You charge up energy through successive hits with your melee attacks.
  • Passive: Any time you hit an opponent in melee, you have a chance of gaining a stack of Kinetic Charge. Each stack grants a +1 Shield bonus to AC per 3 Artificer levels (stacks up to 5 times).
    • Stacks decrement by 1 every 15 sconds, and gaining a new stack resets the duration.
    • Equipping a ranged weapon clears all stacks immediately.
  • Active: When this ability is toggled on, using Kinetic Discharge will clear all stacks of Kinetic Charge and slow all affected enemies by 10% per cleared stack for 10 seconds.
1120
  • Artificer 4
Spell Reconstruct Icon.png
Reconstruct
Spell Reconstruct Icon.pngSpell-Like Ability:
Reconstruct
You may use Metamagic Feats when casting Spell-Like Abilities at no additional cost.
Rank 1:
  • Activation Cost: 35 Spell Points
  • Cooldown: 30 seconds
Rank 2:
  • Activation Cost: 30 Spell Points
  • Cooldown: 15 seconds
Rank 3:
  • Activation Cost: 25 Spell Points
  • Cooldown: 6 seconds
3120
  • Artificer 4
Enhancement Embed Component Icon.png
Embed Component
Rank 1:
  • +5 Magical Resistance Rating
  • +2 Constitution
  • You can no longer use Evasion, Druid Wild Shape feats, or Primal Avatar's Tree form.
Rank 2:
  • +10 Magical Resistance Rating
  • +4 Constitution
  • You can no longer use Evasion, Druid Wild Shape feats, or Primal Avatar's Tree form.
Rank 3:
  • +15 Magical Resistance Rating
  • +6 Constitution
  • You can no longer use Evasion, Druid Wild Shape feats, or Primal Avatar's Tree form.
3120
  • One of:
    • Construct Essence
    • Warforged
  • Artificer 4
Enhancement Warding Construct Icon.png
Warding Construct

Activation Cost: 4 spell points
Cooldown: 1 minute

  • You create a drone set to counter magical spells, Every 10 seconds, you and nearby allies gain:
    • +3 Alchemical bonus to Saving Throws vs. Magic
    • +3 Alchemical bonus to Saving Throws vs. Traps
  • This lasts for 10 seconds
  • This effect is dispelled by death and antimagic.
1120
  • Artificer 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)
  • Artificer 4
Tier 5 enhancements
EnhancementBenefitRanksAPPoints SpentRequirements
Spell Curative Admixture- Cure Serious Wounds Icon.png
Curative Admixture: Cure Critical Wounds

Activation Cost: 5 Spell Points
Cooldown: 12 seconds

1130
  • Character Level 12
  • Artificer 5
Unbreakable Forcefield Icon.png
Unbreakable Forcefields

Activation Cost: 30 Spell Points
Cooldown: 3 Minutes

  • Automatic Forcefield Icon.png Automatic Forcefield: Passive: When your HP drops below 50%, you take -95% damage from all sources (except Untyped damage).
    • This effect may only trigger once every 90 seconds.
  • Unbreakable Forcefield Icon.png Unbreakable Forcefield: Active: For 6 seconds, your target takes -95% damage from all sources (except Untyped damage).
1130
  • Character Level 12
  • Artificer 5
Enhancement Paragon Body Icon.png
Paragon Body
  • You no longer suffer Arcane Spell Failure from armor.
  • You gain:
    • +4 to Fortitude Saves
    • +20% Racial bonus to maximum hit points
1130
  • Embed Component
  • Character Level 12
  • Artificer 5
Enhancement Regeneration Construct Icon.png
Regeneration Construct

Activation Cost: 30 Spell points
Cooldown: 1 Minute

You are surrounded by arcane energy capable of repairing damage.

  • Allies (equal to your Artificer level) are Repaird for 1 hit point per 3 Artificer levels as long as they are near you.
  • Lasts for 30 minutes, but is dispelled by death and antimagic.
1130
  • Character Level 12
  • Artificer 5
Enhancement Mastermaker Icon.png
Mastermaker
  • Your Repair Wounds spells have no maximum caster level.
1130
  • Character Level 12
  • Artificer 5