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Artificer enhancements (history)

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History
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This page is about an enhancement tree that no longer exists in-game.  It has been replaced by Arcanotechnician enhancements and Battle Engineer enhancements.
If you can verify that the enhancement tree still exists, please edit this page and remove this template.
Alchemist ArtificerDog Barbarian Bard Cleric
ApoBomVCh ATBERM FBOSRav SB2SSSt1WC DA1DDRS2War
DruidWolf Fighter Favored Soul Monk Paladin
BC1NWNP2SH Dra1Ken2Rav1StDVan2 AoVBoHWar HeMNiSShi

KotC2RS1SaDSF1Van2

Ranger Rogue Sorcerer Wizard Warlock
AA2DH1DWSTem AssMecTA ASESFSWSEK AMEKPM AotS1ES2SETS

Falconry     ~     Feydark Illusionist     ~     Harper Agent     ~     Horizon Walker     ~     Inquisitive     ~     Vistani Knife Fighter

Reaper

: Class/tree can be earned via favor. : Class/tree free to VIP or found in DDO Store. 1: Tree only available to a certain archetype. 2: Tree unavailable to a certain archetype.

Aasimar 1,395 DP1,395 DDO Points Dragonborn Drow Dwarf Elf / W-Elf (& AA) Gnome Half-Elf (& AA)
Half-Orc Halfling Human Shifter 1,595 DP1,595 DDO Points Tabaxi 1,595 DP1,595 DDO Points Tiefling Warforged Free by turning in 400 Total favor per server 995 DP995 DDO Points
Bladeforged 1,295 DP1,295 DDO Points Deep Gnome 1,295 DP1,295 DDO Points Morninglord 1,295 DP1,295 DDO Points (& AA) PDK 1,295 DP1,295 DDO Points Razorclaw 1,395 DP1,395 DDO Points Scoundrel 1,395 DP1,395 DDO Points Scourge 1,295 DP1,295 DDO Points Shadar-kai 1,295 DP1,295 DDO Points Trailblazer 1,395 DP1,395 DDO Points
Artificer
Starting a...

Enhancements
Tactics
Equipment
Spells

Artificers have two enhancement lines available as of Update 19: Arcanotechnician and Battle Engineer.

Everything beyond this point is for Update 18, and is no longer relevant to the current game!


Update 18 Information:

Note that enhancements do not stack with other enhancements from the same series. Each element of a series requires everything previous in that series before it can be taken.

Level Progression[edit]

LV 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Item Defense I II III IV
Uncaring Master I
Improved Rune Arm Use I II III IV
Rune Arm Overcharge I II
Intelligence I II III
Use Magic Device I II III IV
Skill Boost I II III IV
Damage Boost I II III IV
Energy Resistance Boost I II III IV
Extra Action Boost I II
Crossbow Attack I II
Crossbow Damage I II
Wrack Construct I II III
Energy of Creation I II III IV
Wand Heightening I II III
Wand and Scroll Mastery I II III IV
Acid Manipulation I II III IV V VI VII
Deadly Acid I II III IV V VI
Corrosive Spellcasting I II III IV V VI
Frost Manipulation I II III IV V VI VII
Deadly Ice I II III IV V VI
Glacial Spellcasting I II III IV V VI
Storm Manipulation I II III IV V VI VII
Deadly Shock I II III IV V VI
Charged Spellcasting I II III IV V VI
Flame Manipulation I II III IV V VI VII
Deadly Flame I II III IV V VI
Combustive Spellcasting I II III IV V VI
Force Manipulation I II III IV V VI VII
Deadly Kinetics I II III IV V VI
Kinetic Spellcasting I II III IV V VI
Repair Manipulation I II III IV V VI VII
Mighty Reconstruction I II III IV V VI
Reconstructive Spellcasting I II III IV V VI
Battle Engineer I
Arcane Empowerment I
LV 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20

General Enhancements[edit]

EnhIcon ItemDefense.png
Artificer Item Defense I: You are skilled at protecting your gear against damage, granting you a 25% chance to negate potential item wear before it occurs.
AP Cost: 1 Level: 1 Progression: 0 No requirements
EnhIcon ItemDefense.png
Artificer Item Defense II: You are skilled at protecting your gear against damage, granting you a 33% chance to negate potential item wear before it occurs.
AP Cost: 2 Level: 5 Progression: 14 Requires: Artificer Item Defense I
EnhIcon ItemDefense.png
Artificer Item Defense III: You are skilled at protecting your gear against damage, granting you a 50% chance to negate potential item wear before it occurs.
AP Cost: 3 Level: 9 Progression: 29 Requires: Artificer Item Defense II
EnhIcon ItemDefense.png
Artificer Item Defense IV: You are skilled at protecting your gear against damage, granting you a 60% chance to negate potential item wear before it occurs.
AP Cost: 4 Level: 13 Progression: 44 Requires: Artificer Item Defense III

Class Enhancements[edit]

Artificer Uncaring Master I.png
Artificer Uncaring Master I: You no longer take damage or lose spell points when your Iron Defender dies.
AP Cost: 2 Level: 3 Progression: 6 No requirements
Rune Arm Enhancement.png
Artificer Improved Rune Arm Use I: Your rune arm charge decays 25% slower when moving.
AP Cost: 1 Level: 2 Progression: 3 No requirements
Rune Arm Enhancement.png
Artificer Improved Rune Arm Use II: The cooldown after firing your rune arm is 20% faster.
AP Cost: 2 Level: 6 Progression: 18 Requires: Artificer Improved Rune Arm Use I
Rune Arm Enhancement.png
Artificer Improved Rune Arm Use III: Your rune arm charge decays an additional 25% slower when moving, bringing the total increase to 50%.
AP Cost: 3 Level: 10 Progression: 33 Requires: Artificer Improved Rune Arm Use II
Rune Arm Enhancement.png
Artificer Improved Rune Arm Use IV: Your rune arms build charge 25% faster.
AP Cost: 4 Level: 14 Progression: 48 Requires: Artificer Improved Rune Arm Use III
Rune Arm Enhancement.png
Artificer Rune Arm Overcharge I: Your stable charge tier is increased to charge tier two.
AP Cost: 2 Level: 4 Progression: 10 Requires: Artificer Improved Rune Arm Use I
Rune Arm Enhancement.png
Artificer Rune Arm Overcharge II: Your stable charge tier is increased to charge tier three.
AP Cost: 4 Level: 16 Progression: 56 Requires: Artificer Rune Arm Overcharge I, Artificer Improved Rune Arm Use IV
IntelligenceEnhancement.png
Artificer Intelligence I: Grants a +1 increase to Intelligence score.
AP Cost: 2 Level: 2 Progression: 2 No requirements
IntelligenceEnhancement.png
Artificer Intelligence II: Grants an additional +1 to your Intelligence score, for a total of +2.
AP Cost: 4 Level: 6 Progression: 16 Requires: Artificer Intelligence I
IntelligenceEnhancement.png
Artificer Intelligence III: Grants an additional +1 to your Intelligence score, for a total of +3.
AP Cost: 6 Level: 10 Progression: 30 Requires: Artificer Intelligence II
Use Magic Device Enhancement.png
Improved Use Magic Device I: Grants a +1 bonus to your Use Magic Device Skill.
AP Cost: 1 Level: 3 Progression: 7 No requirements
Use Magic Device Enhancement.png
Improved Use Magic Device II: Grants an additional +1 bonus to your Use Magic Device Skill, bringing the total increase to 2.
AP Cost: 1 Level: 7 Progression: 23 Requires: Improved Use Magic Device I
Use Magic Device Enhancement.png
Improved Use Magic Device III: Grants an additional +1 bonus to your Use Magic Device Skill, bringing the total increase to 3.
AP Cost: 1 Level: 11 Progression: 39 Requires: Improved Use Magic Device II
Use Magic Device Enhancement.png
Improved Use Magic Device IV: Grants an additional +1 bonus to your Use Magic Device Skill, bringing the total increase to 4.
AP Cost: 1 Level: 15 Progression: 55 Requires: Improved Use Magic Device III

Action Boost Enhancements[edit]

Boosts last 20 seconds and can be used 5 times per rest. They have a 30-second cooldown. (Shared by all action boosts.)

Artificer Skill Boost.png
Artificer Skill Boost I: Activate this ability to receive a +2 Action Boost bonus to skills for 20 seconds.
AP Cost: 1 Level: 1 Progression: 0 No requirements
Artificer Skill Boost.png
Artificer Skill Boost II: Activate this ability to receive a +3 Action Boost bonus to skills for 20 seconds.
AP Cost: 2 Level: 4 Progression: 10 Requires: Artificer Skill Boost I
Artificer Skill Boost.png
Artificer Skill Boost III: Activate this ability to receive a +4 Action Boost bonus to skills for 20 seconds.
AP Cost: 3 Level: 7 Progression: 21 Requires: Artificer Skill Boost II
Artificer Skill Boost.png
Artificer Skill Boost IV: Activate this ability to receive a +5 Action Boost bonus to skills for 20 seconds.
AP Cost: 4 Level: 10 Progression: 32 Requires: Artificer Skill Boost III
Damage Boost.gif
Artificer Damage Boost I: Activate this ability to receive a +10% Action Boost bonus to weapon damage for 20 seconds.
AP Cost: 1 Level: 1 Progression: 0 No requirements
Damage Boost.gif
Artificer Damage Boost II: Activate this ability to receive a +15% Action Boost bonus to weapon damage for 20 seconds.
AP Cost: 2 Level: 4 Progression: 10 Requires: Artificer Damage Boost I
Damage Boost.gif
Artificer Damage Boost III: Activate this ability to receive a +20% Action Boost bonus to weapon damage for 20 seconds.
AP Cost: 3 Level: 7 Progression: 21 Requires: Artificer Damage Boost II
Damage Boost.gif
Artificer Damage Boost IV: Activate this ability to receive a +25% Action Boost bonus to weapon damage for 20 seconds.
AP Cost: 4 Level: 10 Progression: 32 Requires: Artificer Damage Boost III
Energy Resistance Boost.jpg
Artificer Energy Resistance Boost I: Activate this ability to receive energy resistance 8 for 20 seconds.
AP Cost: 1 Level: 1 Progression: 0 No requirements
Energy Resistance Boost.jpg
Artificer Energy Resistance Boost II: Activate this ability to receive energy resistance 10 for 20 seconds.
AP Cost: 2 Level: 4 Progression: 10 Requires: Artificer Energy Resistance Boost I
Energy Resistance Boost.jpg
Artificer Energy Resistance Boost III: Activate this ability to receive energy resistance 12 for 20 seconds.
AP Cost: 3 Level: 7 Progression: 21 Requires: Artificer Energy Resistance Boost II
Energy Resistance Boost.jpg
Artificer Energy Resistance Boost IV: Activate this ability to receive energy resistance 15 for 20 seconds.
AP Cost: 4 Level: 10 Progression: 32 Requires: Artificer Energy Resistance Boost III
Extra Boost.png
Artificer Extra Action Boost I: You can use each of your action boosts 1 additional time per rest.
AP Cost: 2 Level: 11 Progression: 38 No requirements
Extra Boost.png
Artificer Extra Action Boost II: You can use each of your action boosts 1 additional time per rest, bringing the total increase to 2.
AP Cost: 4 Level: 14 Progression: 48 Requires: Artificer Extra Action Boost I

Combat Enhancements[edit]

Artificer Crossbow.png
Artificer Crossbow Attack I: You gain an additional +1 bonus to attack rolls when using a crossbow.
AP Cost: 2 Level: 4 Progression: 10 No requirements
Artificer Crossbow.png
Artificer Crossbow Attack II: You gain an additional +1 bonus to attack rolls when using a crossbow, bringing the total bonus to +2.
AP Cost: 4 Level: 10 Progression: 34 Requires: Artificer Crossbow Attack I
Artificer Crossbow.png
Artificer Crossbow Damage I: You gain an additional +2 bonus to damage rolls when using a non-repeating crossbow, and a +1 bonus to damage rolls when using a repeating crossbow.
AP Cost: 2 Level: 1 Progression: 0 No requirements
Artificer Crossbow.png
Artificer Crossbow Damage II: You gain an additional +2 bonus to damage rolls when using a non-repeating crossbow, bringing the total bonus to +4, and an additional +1 bonus to damage rolls when using a repeating crossbow, bringing the total bonus to +2.
AP Cost: 2 Level: 7 Progression: 22 Requires: Artificer Crossbow Damage I
RogueWrackConstruct.png
Artificer Wrack Construct I: 1d6 extra damage to constructs and living constructs and 10% reduction in their resistance to critical hits for a short period of time.
AP Cost: 1 Level: 3 Progression: 7 Requires: Improved Disable Device I
RogueWrackConstruct.png
Artificer Wrack Construct II: 3d6 extra damage to constructs and living constructs and 20% reduction in their resistance to critical hits for a short period of time.
AP Cost: 2 Level: 7 Progression: 22 Requires: Improved Disable Device II, Artificer Wrack Construct I
RogueWrackConstruct.png
Artificer Wrack Construct III: 5d6 extra damage to constructs and living constructs and 30% reduction in their resistance to critical hits for a short period of time.
AP Cost: 3 Level: 11 Progression: 37 Requires: Artificer Wrack Construct II, Improved Disable Device III

Spell Enhancements[edit]

Energy of Music.gif
Artificer Energy of Creation I: Grants an 20 point increase to spell points.
AP Cost: 1 Level: 1 Progression: 0 No requirements
Energy of Music.gif
Artificer Energy of Creation II: Grants an additional 20 spell points, bringing your total increase to 40 points.
AP Cost: 2 Level: 5 Progression: 14 Requires: Artificer Energy of Creation I
Energy of Music.gif
Artificer Energy of Creation III: Grants an additional 20 spell points, bringing your total increase to 60 points.
AP Cost: 3 Level: 9 Progression: 29 Requires: Artificer Energy of Creation II
Energy of Music.gif
Artificer Energy of Creation IV: Grants an additional 20 spell points, bringing your total increase to 80 points.
AP Cost: 4 Level: 13 Progression: 44 Requires: Artificer Energy of Creation III
EnhIcon WandHeightening.png
Artificer Wand Heightening I: You add +1 to the DC of the spells from your offensive wands.
AP Cost: 1 Level: 3 Progression: 7 No requirements
EnhIcon WandHeightening.png
Artificer Wand Heightening II: You add an additional +1 to the DC of the spells from your offensive wands, bringing the total increase to 2.
AP Cost: 2 Level: 7 Progression: 22 Requires: Artificer Wand Heightening I
EnhIcon WandHeightening.png
Artificer Wand Heightening III: You add an additional +1 to the DC of the spells from your offensive wands, bringing the total increase to 3.
AP Cost: 3 Level: 11 Progression: 37 Requires: Artificer Wand Heightening II
Wand Scroll Mastery.gif
Artificer Wand and Scroll Mastery I: Grants a 30% increase to the effectiveness of your wands, scrolls, and other items that cast spells.
AP Cost: 1 Level: 2 Progression: 3 No requirements
Wand Scroll Mastery.gif
Artificer Wand and Scroll Mastery II: Grants an additional 15% increase to the effectiveness of your wands, scrolls, and other items that cast spells, bringing the total increase to 45%.
AP Cost: 2 Level: 5 Progression: 14 Requires: Artificer Wand and Scroll Mastery I
Wand Scroll Mastery.gif
Artificer Wand and Scroll Mastery III: Grants an additional 15% increase to the effectiveness of your wands, scrolls, and other items that cast spells, bringing the total increase to 60%.
AP Cost: 3 Level: 8 Progression: 25 Requires: Artificer Wand and Scroll Mastery II
Wand Scroll Mastery.gif
Artificer Wand and Scroll Mastery IV: Grants an additional 15% increase to the effectiveness of your wands, scrolls, and other items that cast spells, bringing the total increase to 75%.
AP Cost: 4 Level: 11 Progression: 36 Requires: Artificer Wand and Scroll Mastery III

Acid[edit]

AcidManipulation.png
Acid Manipulation I: Increases your Spellpower by 40 when casting acid spells.
AP Cost: 1 Level: 1 Progression: 0 No requirements
AcidManipulation.png
Acid Manipulation II: Increases your Spellpower by 50 when casting acid spells.
AP Cost: 1 Level: 3 Progression: 7 Requires: Acid Manipulation I
AcidManipulation.png
Acid Manipulation III: Increases your Spellpower by 60 when casting acid spells.
AP Cost: 1 Level: 5 Progression: 15 Requires: Energy Manipulation II
AcidManipulation.png
Acid Manipulation IV: Increases your Spellpower by 70 when casting acid spells.
AP Cost: 1 Level: 7 Progression: 23 Requires: Acid Manipulation III
AcidManipulation.png
Acid Manipulation V: Increases your Spellpower by 80 when casting acid spells.
AP Cost: 1 Level: 9 Progression: 31 Requires: Acid Manipulation IV
AcidManipulation.png
Acid Manipulation VI: Increases your Spellpower by 90 when casting acid spells.
AP Cost: 1 Level: 11 Progression: 39 Requires: Acid Manipulation V
AcidManipulation.png
Acid Manipulation VII: Increases your Spellpower by 100 when casting acid spells.
AP Cost: 1 Level: 13 Progression: 47 Requires: Acid Manipulation VI
SorcererLineageOfDeadlyEnergy.png
Deadly Acid I: Your acid spell critical multipliers are increased by an additional 25%, bringing your base critical damage bonus for these spells to 75%.
AP Cost: 1 Level: 3 Progression: 7 Requires: Corrosive Spellcasting I, Acid Manipulation I
SorcererLineageOfDeadlyEnergy.png
Deadly Acid II: Your acid spell critical multipliers are increased by an additional 10%, bringing your base critical damage bonus for these spells to 85%.
AP Cost: 1 Level: 6 Progression: 19 Requires: Deadly Acid I, Acid Manipulation II
SorcererLineageOfDeadlyEnergy.png
Deadly Acid III: Your acid spell critical multipliers are increased by an additional 10%, bringing your base critical damage bonus for these spells to 95%.
AP Cost: 1 Level: 9 Progression: 31 Requires: Deadly Acid II, Acid Manipulation III
SorcererLineageOfDeadlyEnergy.png
Deadly Acid IV: Your acid spell critical multipliers are increased by an additional 10%, bringing your base critical damage bonus for these spells to 105%.
AP Cost: 1 Level: 12 Progression: 43 Requires: Deadly Acid III, Acid Manipulation IV
SorcererLineageOfDeadlyEnergy.png
Deadly Acid V: Your acid spell critical multipliers are increased by an additional 10%, bringing your base critical damage bonus for these spells to 115%.
AP Cost: 1 Level: 15 Progression: 55 Requires: Deadly Acid IV, Acid Manipulation V
SorcererLineageOfDeadlyEnergy.png
Deadly Acid VI: Your acid spell critical multipliers are increased by an additional 10%, bringing your base critical damage bonus for these spells to 125%.
AP Cost: 1 Level: 18 Progression: 67 Requires: Deadly Acid V, Acid Manipulation VI
SorcererLineageOfEnergy.png
Corrosive Spellcasting I: Grants a 4% chance for acid spells to generate a critical hit.
AP Cost: 1 Level: 2 Progression: 3 Requires: Acid Manipulation I
SorcererLineageOfEnergy.png
Corrosive Spellcasting II: Grants a 5% chance for acid spells to generate a critical hit.
AP Cost: 1 Level: 5 Progression: 15 Requires: Corrosive Spellcasting I, Acid Manipulation II
SorcererLineageOfEnergy.png
Corrosive Spellcasting III: Grants a 6% chance for acid spells to generate a critical hit.
AP Cost: 1 Level: 8 Progression: 27 Requires: Corrosive Spellcasting II, Acid Manipulation III
SorcererLineageOfEnergy.png
Corrosive Spellcasting IV: Grants a 7% chance for acid spells to generate a critical hit.
AP Cost: 1 Level: 11 Progression: 39 Requires: Corrosive Spellcasting III, Acid Manipulation IV
SorcererLineageOfEnergy.png
Corrosive Spellcasting V: Grants a 8% chance for acid spells to generate a critical hit.
AP Cost: 1 Level: 14 Progression: 51 Requires: Corrosive Spellcasting IV, Acid Manipulation V
SorcererLineageOfEnergy.png
Corrosive Spellcasting VI: Grants a 9% chance for acid spells to generate a critical hit.
AP Cost: 1 Level: 17 Progression: 63 Requires: Corrosive Spellcasting V, Acid Manipulation VI

Cold[edit]

FrostManipulation.png
Frost Manipulation I: Increases your Spellpower by 40 when casting cold spells.
AP Cost: 1 Level: 1 Progression: 0 No requirements
FrostManipulation.png
Frost Manipulation II: Increases your Spellpower by 50 when casting cold spells.
AP Cost: 1 Level: 3 Progression: 7 Requires: Frost Manipulation I
FrostManipulation.png
Frost Manipulation III: Increases your Spellpower by 60 when casting cold spells.
AP Cost: 1 Level: 5 Progression: 15 Requires: Frost Manipulation II
FrostManipulation.png
Frost Manipulation IV: Increases your Spellpower by 70 when casting cold spells.
AP Cost: 1 Level: 7 Progression: 23 Requires: Frost Manipulation III
FrostManipulation.png
Frost Manipulation V: Increases your Spellpower by 80 when casting cold spells.
AP Cost: 1 Level: 9 Progression: 31 Requires: Frost Manipulation IV
FrostManipulation.png
Frost Manipulation VI: Increases your Spellpower by 90 when casting cold spells.
AP Cost: 1 Level: 11 Progression: 39 Requires: Frost Manipulation V
FrostManipulation.png
Frost Manipulation VII: Increases your Spellpower by 100 when casting cold spells.
AP Cost: 1 Level: 13 Progression: 47 Requires: Frost Manipulation VI
DeadlyIce.png
Deadly Ice I: Your cold spell critical multipliers are increased by an additional 25%, bringing your base critical damage bonus for these spells to +75%.
AP Cost: 1 Level: 3 Progression: 7 Requires: Glacial Spellcasting I, Frost Manipulation I
DeadlyIce.png
Deadly Ice II: Your cold spell critical multipliers are increased by an additional 10%, bringing your base critical damage bonus for these spells to +85%.
AP Cost: 1 Level: 6 Progression: 19 Requires: Deadly Ice I, Frost Manipulation II
DeadlyIce.png
Deadly Ice III: Your cold spell critical multipliers are increased by an additional 10%, bringing your base critical damage bonus for these spells to +95%.
AP Cost: 1 Level: 9 Progression: 31 Requires: Deadly Ice II, Frost Manipulation III
DeadlyIce.png
Deadly Ice IV: Your cold spell critical multipliers are increased by an additional 10%, bringing your base critical damage bonus for these spells to +105%.
AP Cost: 1 Level: 12 Progression: 43 Requires: Deadly Ice III, Frost Manipulation IV
DeadlyIce.png
Deadly Ice V: Your cold spell critical multipliers are increased by an additional 10%, bringing your base critical damage bonus for these spells to +115%.
AP Cost: 1 Level: 15 Progression: 55 Requires: Deadly Ice IV, Frost Manipulation V
DeadlyIce.png
Deadly Ice VI: Your cold spell critical multipliers are increased by an additional 10%, bringing your base critical damage bonus for these spells to +125%.
AP Cost: 1 Level: 18 Progression: 67 Requires: Deadly Ice V, Frost Manipulation VI
GlacialSpellcasting.png
Glacial Spellcasting I: Grants a 4% chance for cold spells to generate a critical hit.
AP Cost: 1 Level: 2 Progression: 3 Requires: Frost Manipulation I
GlacialSpellcasting.png
Glacial Spellcasting II: Grants a 5% chance for cold spells to generate a critical hit.
AP Cost: 1 Level: 5 Progression: 15 Requires: Glacial Spellcasting I, Frost Manipulation II
GlacialSpellcasting.png
Glacial Spellcasting III: Grants a 6% chance for cold spells to generate a critical hit.
AP Cost: 1 Level: 8 Progression: 27 Requires: Glacial Spellcasting II, Frost Manipulation III
GlacialSpellcasting.png
Glacial Spellcasting IV: Grants a 7% chance for cold spells to generate a critical hit.
AP Cost: 1 Level: 11 Progression: 39 Requires: Glacial Spellcasting III, Frost Manipulation IV
GlacialSpellcasting.png
Glacial Spellcasting V: Grants a 8% chance for cold spells to generate a critical hit.
AP Cost: 1 Level: 14 Progression: 51 Requires: Glacial Spellcasting IV, Frost Manipulation V
GlacialSpellcasting.png
Glacial Spellcasting VI: Grants a 9% chance for cold spells to generate a critical hit.
AP Cost: 1 Level: 17 Progression: 63 Requires: Glacial Spellcasting V, Frost Manipulation VI

Electricity[edit]

SorcererEnergyManipulation.png
Storm Manipulation I: Increases your Spellpower by 40 when casting electrical or sonic spells.
AP Cost: 1 Level: 1 Progression: 0 No requirements
SorcererEnergyManipulation.png
Storm Manipulation II: Increases your Spellpower by 50 when casting electrical or sonic spells.
AP Cost: 1 Level: 3 Progression: 7 Requires: Storm Manipulation I
SorcererEnergyManipulation.png
Storm Manipulation III: Increases your Spellpower by 60 when casting electrical or sonic spells.
AP Cost: 1 Level: 5 Progression: 15 Requires: Storm Manipulation II
SorcererEnergyManipulation.png
Storm Manipulation IV: Increases your Spellpower by 70 when casting electrical or sonic spells.
AP Cost: 1 Level: 7 Progression: 23 Requires: Storm Manipulation III
SorcererEnergyManipulation.png
Storm Manipulation V: Increases your Spellpower by 80 when casting electrical or sonic spells.
AP Cost: 1 Level: 9 Progression: 31 Requires: Storm Manipulation IV
SorcererEnergyManipulation.png
Storm Manipulation VI: Increases your Spellpower by 90 when casting electrical or sonic spells.
AP Cost: 1 Level: 11 Progression: 39 Requires: Storm Manipulation V
SorcererEnergyManipulation.png
Storm Manipulation VII: Increases your Spellpower by 100 when casting electrical or sonic spells.
AP Cost: 1 Level: 13 Progression: 47 Requires: Storm Manipulation VI
DeadlyShocks.png
Deadly Shocks I: Your electrical and sonic spell critical multipliers are increased by an additional 25%, bringing your base critical damage bonus for these spells to +75%.
AP Cost: 1 Level: 3 Progression: 7 Requires: Charged Spellcasting I, Storm Manipulation I
DeadlyShocks.png
Deadly Shocks II: Your electrical and sonic spell critical multipliers are increased by an additional 10%, bringing your base critical damage bonus for these spells to +85%.
AP Cost: 1 Level: 6 Progression: 19 Requires: Deadly Shocks I, Storm Manipulation II
DeadlyShocks.png
Deadly Shocks III: Your electrical and sonic spell critical multipliers are increased by an additional 10%, bringing your base critical damage bonus for these spells to +95%.
AP Cost: 1 Level: 9 Progression: 31 Requires: Deadly Shocks II, Storm Manipulation III
DeadlyShocks.png
Deadly Shocks IV: Your electrical and sonic spell critical multipliers are increased by an additional 10%, bringing your base critical damage bonus for these spells to +105%.
AP Cost: 1 Level: 12 Progression: 43 Requires: Deadly Shocks III, Storm Manipulation IV
DeadlyShocks.png
Deadly Shocks V: Your electrical and sonic spell critical multipliers are increased by an additional 10%, bringing your base critical damage bonus for these spells to +115%.
AP Cost: 1 Level: 15 Progression: 55 Requires: Deadly Shocks IV, Storm Manipulation V
DeadlyShocks.png
Deadly Shocks VI: Your electrical and sonic spell critical multipliers are increased by an additional 10%, bringing your base critical damage bonus for these spells to +125%.
AP Cost: 1 Level: 18 Progression: 67 Requires: Deadly Shocks V, Storm Manipulation VI
ChargedSpellcasting.png
Charged Spellcasting I: Grants a 4% chance for electrical and sonic spells to generate a critical hit.
AP Cost: 1 Level: 2 Progression: 3 Requires: Storm Manipulation I
ChargedSpellcasting.png
Charged Spellcasting II: Grants a 5% chance for electrical and sonic spells to generate a critical hit.
AP Cost: 1 Level: 5 Progression: 15 Requires: Charged Spellcasting I, Storm Manipulation II
ChargedSpellcasting.png
Charged Spellcasting III: Grants a 6% chance for electrical and sonic spells to generate a critical hit.
AP Cost: 1 Level: 8 Progression: 27 Requires: Charged Spellcasting II, Storm Manipulation III
ChargedSpellcasting.png
Charged Spellcasting IV: Grants a 7% chance for electrical and sonic spells to generate a critical hit.
AP Cost: 1 Level: 11 Progression: 39 Requires: Charged Spellcasting III, Storm Manipulation IV
ChargedSpellcasting.png
Charged Spellcasting V: Grants a 8% chance for electrical and sonic spells to generate a critical hit.
AP Cost: 1 Level: 14 Progression: 51 Requires: Charged Spellcasting IV, Storm Manipulation V
ChargedSpellcasting.png
Charged Spellcasting VI: Grants a 9% chance for electrical and sonic spells to generate a critical hit.
AP Cost: 1 Level: 17 Progression: 63 Requires: Charged Spellcasting V, Storm Manipulation VI

Fire[edit]

SorcererElementalManipulation.png
Flame Manipulation I: Increases your Spellpower by 40 when casting fire spells.
AP Cost: 1 Level: 1 Progression: 0 No requirements
SorcererElementalManipulation.png
Flame Manipulation II: Increases your Spellpower by 50 when casting fire spells.
AP Cost: 1 Level: 3 Progression: 7 Requires: Flame Manipulation I
SorcererElementalManipulation.png
Flame Manipulation III: Increases your Spellpower by 60 when casting fire spells.
AP Cost: 1 Level: 5 Progression: 15 Requires: Flame Manipulation II
SorcererElementalManipulation.png
Flame Manipulation IV: Increases your Spellpower by 70 when casting fire spells.
AP Cost: 1 Level: 7 Progression: 23 Requires: Flame Manipulation III
SorcererElementalManipulation.png
Flame Manipulation V: Increases your Spellpower by 80 when casting fire spells.
AP Cost: 1 Level: 9 Progression: 31 Requires: Flame Manipulation IV
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Flame Manipulation VI: Increases your Spellpower by 90 when casting fire spells.
AP Cost: 1 Level: 11 Progression: 39 Requires: Flame Manipulation V
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Flame Manipulation VII: Increases your Spellpower by 100 when casting fire spells.
AP Cost: 1 Level: 13 Progression: 47 Requires: Flame Manipulation VI
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Deadly Flame I: Your fire spell critical multipliers are increased by an additional 25%, bringing your base critical damage bonus for these spells to +75%.
AP Cost: 1 Level: 3 Progression: 7 Requires: Combustive Spellcasting I, Flame Manipulation I
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Deadly Flame II: Your fire spell critical multipliers are increased by an additional 10%, bringing your base critical damage bonus for these spells to +85%.
AP Cost: 1 Level: 6 Progression: 19 Requires: Deadly Flame I, Flame Manipulation II
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Deadly Flame III: Your fire spell critical multipliers are increased by an additional 10%, bringing your base critical damage bonus for these spells to +95%.
AP Cost: 1 Level: 9 Progression: 31 Requires: Deadly Flame II, Flame Manipulation III
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Deadly Flame IV: Your fire spell critical multipliers are increased by an additional 10%, bringing your base critical damage bonus for these spells to +105%.
AP Cost: 1 Level: 12 Progression: 43 Requires: Deadly Flame III, Flame Manipulation IV
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Deadly Flame V: Your fire spell critical multipliers are increased by an additional 10%, bringing your base critical damage bonus for these spells to +115%.
AP Cost: 1 Level: 15 Progression: 55 Requires: Deadly Flame IV, Flame Manipulation V
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Deadly Flame VI: Your fire spell critical multipliers are increased by an additional 10%, bringing your base critical damage bonus for these spells to +125%.
AP Cost: 1 Level: 18 Progression: 67 Requires: Deadly Flame V, Flame Manipulation VI
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Combustive Spellcasting I: Grants a 4% chance for fire spells to generate a critical hit.
AP Cost: 1 Level: 2 Progression: 3 Requires: Flame Manipulation I
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Combustive Spellcasting II: Grants a 5% chance for fire spells to generate a critical hit.
AP Cost: 1 Level: 5 Progression: 15 Requires: Combustive Spellcasting I, Flame Manipulation II
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Combustive Spellcasting III: Grants a 6% chance for fire spells to generate a critical hit.
AP Cost: 1 Level: 8 Progression: 27 Requires: Combustive Spellcasting II, Flame Manipulation III
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Combustive Spellcasting IV: Grants a 7% chance for fire spells to generate a critical hit.
AP Cost: 1 Level: 11 Progression: 39 Requires: Combustive Spellcasting III, Flame Manipulation IV
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Combustive Spellcasting V: Grants a 8% chance for fire spells to generate a critical hit.
AP Cost: 1 Level: 14 Progression: 51 Requires: Combustive Spellcasting IV, Flame Manipulation V
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Combustive Spellcasting VI: Grants a 9% chance for fire spells to generate a critical hit.
AP Cost: 1 Level: 17 Progression: 63 Requires: Combustive Spellcasting V, Flame Manipulation VI

Force[edit]

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Force Manipulation I: Increases your Spellpower by 40 when casting force, physical, or untyped damage spells.
AP Cost: 1 Level: 2 Progression: 3 No requirements
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Force Manipulation II: Increases your Spellpower by 50 when casting force, physical, or untyped damage spells.
AP Cost: 1 Level: 4 Progression: 11 Requires: Force Manipulation I
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Force Manipulation III: Increases your Spellpower by 60 when casting force, physical, or untyped damage spells.
AP Cost: 1 Level: 6 Progression: 19 Requires: Force Manipulation II
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Force Manipulation IV: Increases your Spellpower by 70 when casting force, physical, or untyped damage spells.
AP Cost: 1 Level: 8 Progression: 27 Requires: Force Manipulation III
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Force Manipulation V: Increases your Spellpower by 80 when casting force, physical, or untyped damage spells.
AP Cost: 1 Level: 10 Progression: 35 Requires: Force Manipulation IV
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Force Manipulation VI: Increases your Spellpower by 90 when casting force, physical, or untyped damage spells.
AP Cost: 1 Level: 12 Progression: 43 Requires: Force Manipulation V
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Force Manipulation VII: Increases your Spellpower by 100 when casting force, physical, or untyped damage spells.
AP Cost: 1 Level: 14 Progression: 51 Requires: Force Manipulation VI
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Deadly Kinetics I: Your spell critical multipliers for force spells and spells that deal untyped or physical damage are increased by an additional 25%, bringing your base critical damage bonus for these spells to +75%.
AP Cost: 1 Level: 4 Progression: 11 Requires: Kinetic Spellcasting I, Force Manipulation I
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Deadly Kinetics II: Your spell critical multipliers for force spells and spells that deal untyped or physical damage are increased by an additional 10%, bringing your base critical damage bonus for these spells to +85%.
AP Cost: 1 Level: 7 Progression: 23 Requires: Deadly Kinetics I, Force Manipulation II
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Deadly Kinetics III: Your spell critical multipliers for force spells and spells that deal untyped or physical damage are increased by an additional 10%, bringing your base critical damage bonus for these spells to +95%.
AP Cost: 1 Level: 10 Progression: 35 Requires: Deadly Kinetics II, Force Manipulation III
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Deadly Kinetics IV: Your spell critical multipliers for force spells and spells that deal untyped or physical damage are increased by an additional 10%, bringing your base critical damage bonus for these spells to +105%.
AP Cost: 1 Level: 13 Progression: 47 Requires: Deadly Kinetics III, Force Manipulation IV
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Deadly Kinetics V: Your spell critical multipliers for force spells and spells that deal untyped or physical damage are increased by an additional 10%, bringing your base critical damage bonus for these spells to +115%.
AP Cost: 1 Level: 16 Progression: 59 Requires: Deadly Kinetics IV, Force Manipulation V
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Deadly Kinetics VI: Your spell critical multipliers for force spells and spells that deal untyped or physical damage are increased by an additional 10%, bringing your base critical damage bonus for these spells to +125%.
AP Cost: 1 Level: 19 Progression: 71 Requires: Deadly Kinetics V, Force Manipulation VI
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Kinetic Spellcasting I: Grants a 4% chance for force spells and spells that deal untyped or physical damage generate a critical hit.
AP Cost: 1 Level: 3 Progression: 7 Requires: Force Manipulation I
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Kinetic Spellcasting II: Grants a 5% chance for force spells and spells that deal untyped or physical damage generate a critical hit.
AP Cost: 1 Level: 6 Progression: 19 Requires: Kinetic Spellcasting I, Force Manipulation II
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Kinetic Spellcasting III: Grants a 6% chance for force spells and spells that deal untyped or physical damage generate a critical hit.
AP Cost: 1 Level: 9 Progression: 31 Requires: Kinetic Spellcasting II, Force Manipulation III
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Kinetic Spellcasting IV: Grants a 7% chance for force spells and spells that deal untyped or physical damage generate a critical hit.
AP Cost: 1 Level: 11 Progression: 43 Requires: Kinetic Spellcasting III, Force Manipulation IV
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Kinetic Spellcasting V: Grants a 8% chance for force spells and spells that deal untyped or physical damage generate a critical hit.
AP Cost: 1 Level: 15 Progression: 55 Requires: Kinetic Spellcasting IV, Force Manipulation V
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Kinetic Spellcasting VI: Grants a 9% chance for force spells and spells that deal untyped or physical damage generate a critical hit.
AP Cost: 1 Level: 18 Progression: 67 Requires: Kinetic Spellcasting V, Force Manipulation VI

Repair[edit]

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Repair Manipulation I: Increases your Spellpower by 40 when casting repair or rust spells.
AP Cost: 1 Level: 1 Progression: 0 No requirements
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Repair Manipulation II: Increases your Spellpower by 50 when casting repair or rust spells.
AP Cost: 1 Level: 3 Progression: 7 Requires: Repair Manipulation I
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Repair Manipulation III: Increases your Spellpower by 60 when casting repair or rust spells.
AP Cost: 1 Level: 5 Progression: 15 Requires: Repair Manipulation II
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Repair Manipulation IV: Increases your Spellpower by 70 when casting repair or rust spells.
AP Cost: 1 Level: 7 Progression: 23 Requires: Repair Manipulation III
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Repair Manipulation V: Increases your Spellpower by 80 when casting repair or rust spells.
AP Cost: 1 Level: 9 Progression: 31 Requires: Repair Manipulation IV
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Repair Manipulation VI: Increases your Spellpower by 90 when casting repair or rust spells.
AP Cost: 1 Level: 11 Progression: 39 Requires: Repair Manipulation V
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Repair Manipulation VII: Increases your Spellpower by 100 when casting repair or rust spells.
AP Cost: 1 Level: 13 Progression: 47 Requires: Repair Manipulation VI
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Mighty Reconstruction I: Your repair spell critical multipliers are increased by an additional 25%, bringing your base critical damage bonus for these spells to +75%.
AP Cost: 1 Level: 3 Progression: 7 Requires: Reconstructive Spellcasting I, Repair Manipulation I
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Mighty Reconstruction II: Your repair spell critical multipliers are increased by an additional 10%, bringing your base critical damage bonus for these spells to +85%.
AP Cost: 1 Level: 6 Progression: 19 Requires: Mighty Reconstruction I, Repair Manipulation II
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Mighty Reconstruction III: Your repair spell critical multipliers are increased by an additional 10%, bringing your base critical damage bonus for these spells to +95%.
AP Cost: 1 Level: 9 Progression: 31 Requires: Mighty Reconstruction II, Repair Manipulation III
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Mighty Reconstruction IV: Your repair spell critical multipliers are increased by an additional 10%, bringing your base critical damage bonus for these spells to +105%.
AP Cost: 1 Level: 12 Progression: 43 Requires: Mighty Reconstruction III, Repair Manipulation IV
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Mighty Reconstruction V: Your repair spell critical multipliers are increased by an additional 10%, bringing your base critical damage bonus for these spells to +115%.
AP Cost: 1 Level: 15 Progression: 55 Requires: Mighty Reconstruction IV, Repair Manipulation V
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Mighty Reconstruction VI: Your repair spell critical multipliers are increased by an additional 10%, bringing your base critical damage bonus for these spells to +125%.
AP Cost: 1 Level: 18 Progression: 67 Requires: Mighty Reconstruction V, Repair Manipulation VI
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Reconstructive Spellcasting I: Grants a 4% chance for repair spells to generate a critical hit.
AP Cost: 1 Level: 2 Progression: 3 Requires: Repair Manipulation I
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Reconstructive Spellcasting II: Grants a 5% chance for repair spells to generate a critical hit.
AP Cost: 1 Level: 5 Progression: 15 Requires: Reconstructive Spellcasting I, Repair Manipulation II
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Reconstructive Spellcasting III: Grants a 6% chance for repair spells to generate a critical hit.
AP Cost: 1 Level: 8 Progression: 27 Requires: Reconstructive Spellcasting II, Repair Manipulation III
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Reconstructive Spellcasting IV: Grants a 7% chance for repair spells to generate a critical hit.
AP Cost: 1 Level: 11 Progression: 39 Requires: Reconstructive Spellcasting III, Repair Manipulation IV
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Reconstructive Spellcasting V: Grants a 8% chance for repair spells to generate a critical hit.
AP Cost: 1 Level: 14 Progression: 51 Requires: Reconstructive Spellcasting IV, Repair Manipulation V
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Reconstructive Spellcasting VI: Grants a 9% chance for repair spells to generate a critical hit.
AP Cost: 1 Level: 17 Progression: 63 Requires: Reconstructive Spellcasting V, Repair Manipulation VI

Prestige Enhancements[edit]

A character can train only in one Artificer Prestige path at a time.

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Artificer Battle Engineer I: You gain 10 hit points, reduce arcane spell failure from armor by 10%, and have +2 to both confirm critical hits and critical damage (before multipliers). Any weapon you wield in your main hand gains +2 to its enhancement bonus (which stacks with the Enchant Weapon spell), and you gain the ability to enchant your crossbow to instantly reload itself, allowing you to lay down incredible amounts of fire for a short period of time.
AP Cost: 4 Level: 6 Progression: 16 Requires: Artificer Crossbow Damage I, Artificer Crossbow Attack I, Artificer Damage Boost II, one of Point Blank Shot, Weapon Focus, or Power Attack

Capstone Enhancements[edit]

A character can train only in one Artificer Capstone at a time.

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Artificer Arcane Empowerment: The patterns of the most complex magical formulae are like children's drawings to you. You treat any non-scroll activated equipped item that casts spells (such as wands, rods, armor, or other activated items) as if they were staves, increasing their caster level to equal yours as well as increasing Save DC's to (10 + your Intelligence bonus + level of spell) if it would be an improvement. These increases are applied after Artificer Knowledge, so do not stack.
AP Cost: 2 Level: 20 Progression: 74 No requirements

Homunculus General Enhancements[edit]

Please see Homunculus Enhancements.

Enhancement changes Alpha Testing on Lamannia[edit]