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Battle Engineer enhancements

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Battle Engineer enhancements

Battle Engineer enhancements tree

Core abilities[edit]

Icon Enhancement Battle Engineer.png
Battle Engineer: Your equipped rune arm grants you +8 Universal Spell Power when it is charged to Charge Tier 1.
AP Cost: 1 Ranks: 1 Progression: 0 Requires: Artificer Level 1
Icon Enhancement Infused Weapons.png
Infused Weapons: Your equipped weapon in your main hand gains +1 to its Enhancement bonus. Additionally, you gain +1 bonus to your attack roll to confirm a critical hit, and a +1 bonus to the damage of your critical hits (before multipliers). Your equipped rune arm gains +1 stable charge tier. In addition, it grants you an additional +8 Universal Spell Power when it is charged to Charge Tier 2, for a total of +16.
AP Cost: 1 Ranks: 1 Progression: 5 Requires: Battle Engineer, Artificer Level 3
Icon Enhancement Infused Armor.png
Infused Armor: Your equipped armor gains +1 to its Enhancement bonus. Additionally, your equipped armor or docent grants you +5 PRR and -10% ASF. (Artificer Infusions are not affected by ASF, but this assists with scroll use.) Your equipped rune arm grants you an additional +8 Universal Spell Power when it is charged to Charge Tier 3, for a total of +24.
AP Cost: 1 Ranks: 1 Progression: 10 Requires: Infused Weapons, Artificer Level 6
Icon Enhancement Infused Weapons 2.png
Infused Weapons: Your equipped weapon in your main hand gains an additional +1 to its Enhancement bonus, for a total of +2. You also gain an additional +1 bonus to your attack roll to confirm a critical hit, and a +1 bonus to the damage of your critical hits (before multipliers), for a total of +2. You gain a +1 Competence bonus to Critical Multiplier with Crossbows, Bastard Swords, Dwarven Axes, Light Hammers, Warhammers, and Morningstars. Your equipped rune arm gains +1 stable charge tier. In addition, it grants you an additional +8 Universal Spell Power when it is charged to Charge Tier 4, for a total of +32.
AP Cost: 1 Ranks: 1 Progression: 20 Requires: Infused Armor, Artificer Level 12
Icon Enhancement Infused Armor 2.png
Infused Armor: Your equipped armor gains an additional +1 to its Enhancement bonus, for a total of +2. Your equipped armor or docent also grants you an additional +5 PRR for a total of +10 and an additional -10% ASF for a total of -20%. (Artificer Infusions are not affected by ASF, but this assists with scroll use.) You gain an additional +15 PRR and MRR innately, regardless of your Armor. Your equipped rune arm grants you an additional +8 Universal Spell Power when it is charged to Charge Tier 5, for a total of +40.
AP Cost: 1 Ranks: 1 Progression: 30 Requires: Infused Weapons, Artificer Level 18
Icon Enhancement Master Engineer.png
Master Engineer: You gain +4 Intelligence. The Enhancement bonus of your armor and your equipped weapon in your main hand are each increased by an additional +1, for a total of +3. Your equipped weapon in your main hand is now a Spellcasting Implement, providing a +3 Implement bonus to Universal Spell Power for every +1 Enhancement bonus on the weapon.
AP Cost: 1 Ranks: 1 Progression: 40 Requires: Infused Armor, Artificer Level 20

Tier One[edit]

Requires Battle Engineer, Artificer level 1

Icon Enhancement Exotic Weapon Mastery.png
Weapon Training: Select weapon type. Gain bonuses to Attack and Damage Rolls with the selected weapon types.
  • Icon Enhancement Crossbow Training.png Crossbow Training: +1 to attack rolls with all crossbows. +1 to damage with non-repeating crossbows.
  • Icon Enhancement Hammer and Morningstar Training.png Hammer and Morningstar Training: +1 to attack and damage rolls with Light Hammers, Warhammers, and Morningstars.
  • Icon Enhancement Hand and a Half Training.png Hand and a Half Training: +1 to attack and damage rolls with Bastard Swords and Dwarven Waraxes. +5% Strikethrough chance.
AP Cost: 2 Ranks: 1 Progression: 1 No requirements
Icon Enhancement Field Engineer.png
Field Engineer: +1/+2/+3 Concentration, Disable Device and Open Locks. Rank 3: +1 to Reflex Saves vs. Traps.
AP Cost: 1 Ranks: 3 Progression: 1 No requirements
Icon Enhancement Field Scrapper.png
Field Scrapper: +1/2/3 to Sunder DCs
AP Cost: 1 Ranks: 3 Progression: 1 No requirements
Icon Enhancement Thaumaturgical Conduits.png
Thaumaturgical Conduits: You have made improvements to the efficiency of your rune arms. Your rune arms build charge [10/20/33]% faster.
AP Cost: 1 Ranks: 3 Progression: 5 No requirements
Icon Enhancement Item Defense.png
Item Defense: You have a 25%/50%/75% chance to negate potential item wear.
AP Cost: 1 Ranks: 3 Progression: 1 No requirements

Tier Two[edit]

Requires Artificer Level 2, 5 APs spent in tree

Icon Enhancement Exotic Weapon Mastery.png
Weapon Training: Select one. Gain bonuses to Attack and Damage Rolls with the selected weapon types.
  • Icon Enhancement Crossbow Training.png Crossbow Training: +1 to attack rolls with all crossbows. +1 to damage rolls with all repeating crossbows, +2 to damage rolls with non-repeating crossbows.
  • Icon Enhancement Hammer and Morningstar Training.png Hammer and Morningstar Training: +1 to attack and damage rolls with Light Hammers, Warhammers, and Morningstars.
  • Icon Enhancement Hand and a Half Training.png Hand and a Half Training: +1 to attack and damage rolls with Bastard Swords and Dwarven Waraxes. +5% Strikethrough chance.
AP Cost: 2 Ranks: 1 Progression: 5 Requires: Weapon Training (Tier 1)
Icon Enhancement Wrack Construct.png
Wrack Construct: Choose one (Cooldown: 12/8/4 seconds):
  • Icon Enhancement Wracking Strike.png Wracking Strike: Melee Attack: Deals +10%/+20%/+30% Damage. On Damage: Deals 3d6/6d6/9d6 extra damage (scales with 200% Melee Power) to constructs and living constructs, and -25% fortification and loses immunity to sneak attack for 20 seconds.
  • Icon Enhancement Wracking Shot.png Wracking Shot: Ranged Attack: Deals +10%/+20%/+30% Damage. On Damage: Deals 3d6/6d6/9d6 extra damage (scales with 200% Ranged Power) to constructs and living constructs, and -25% fortification and loses immunity to sneak attack for 20 seconds.
AP Cost: 1 Ranks: 3 Progression: 5 No requirements
Icon Enhancement Caustic Shot.png
Caustic Strike: Pick a Melee or Ranged version of this attack.
  • Icon Enhancement Caustic Shot.png Caustic Shot: Ranged Crossbow Attack: Deals +10%/+20%/+30% Damage. On Damage: Deals 3d6 Acid damage and 6d6 extra Rust damage. Damage Scales with 200% ranged power. 6 second cooldown.
  • Icon Enhancement Caustic Strike.png Caustic Strike: Melee Attack: Deals +10%/+20%/+30% Damage. On Damage: Deals 3d6 Acid damage and 6d6 extra Rust damage. Damage scales with 200% melee power. 6 second cooldown.
AP Cost: 1 Ranks: 3 Progression: 5 No requirements
Icon Enhancement Extra Action Boost.png
Extra Action Boost: You can use each of your action boost 1/2/3 additional times per rest.
AP Cost: 2 Ranks: 3 Progression: 5 No requirements
Icon Enhancement Action Boost.png
Action Boost: Choose between Action Boost: Attack and Action Boost: Power
  • Icon Enhancement Damage Boost.png Action Boost: Power Activate to gain a +10 Action Boost bonus to Melee and Ranged Power for 20 seconds.
  • Icon Enhancement Attack Boost.png Attack Boost Activate this ability to gain a +4 Action Boost bonus to your attack rolls for 20 seconds.
AP Cost: 1 Ranks: 3 Progression: 5 No requirements

Tier Three[edit]

Requires Artificer Level 3, 10 APs spent in tree

Icon Enhancement Exotic Weapon Mastery.png
Weapon Training: Select one. Gain bonuses to Attack and Damage Rolls with the selected weapon types.
  • Icon Enhancement Crossbow Training.png Crossbow Training: +1 to attack rolls with crossbows. +1 to damage with non-repeating crossbows.
  • Icon Enhancement Hammer and Morningstar Training.png Hammer and Morningstar Training: +1 to attack and damage rolls with Light Hammers, Warhammers, and Morningstars.
  • Icon Enhancement Hand and a Half Training.png Hand and a Half Training: +1 to attack and damage rolls with Bastard Swords and Dwarven Waraxes. +5% Strikethrough chance.
AP Cost: 2 Ranks: 1 Progression: 10 Requires: Weapon Training (Tier 2)
Icon Enhancement Disable Construct.png
Disable Construct: Activate: Target construct or living construct is dazed for 10/20/30 seconds. This effect is removed on damage. Using this ability on a target already affected by it will extend the duration. (Cooldown: 25 seconds)
AP Cost: 1 Ranks: 3 Progression: 10 No requirements
Icon Enhancement Shatter Defenses(Melee).png
Shatter Defenses: Pick a Melee or Ranged version of this attack.
  • Icon Enhancement Shatter Defenses(Crossbow).png Shatter Defenses (Crossbow): AOE Tactical Ranged Crossbow Attack: Deals +[10/20/30]% Damage. Fire your Crossbow, hitting every enemy in an area around where the shot hits. This attack can fire as many shots as you Crossbow fires normally. On Hit: Reduces the target's Armor Class by 5 and lowers fortification by 10%. A successful Fortitude save negates this effect. (DC 10 + INT mod + half Artificer level + Sunder Bonuses). Regardless of saving throw result target will suffer the Trauma effect, -3 penalty to Fortitude saves due to shock, stacks 5 times. Lasts 24 seconds. This ability shares a cooldown with Sunder.
  • Icon Enhancement Shatter Defenses(Melee).png Shatter Defenses (Melee): Tactical Melee Attack: Deals +[10/20/30]% Damage. On Hit: Reduces the target's Armor Class by 5 and lowers fortification by 10%. A successful Fortitude save negates this effect. (DC 10 + INT mod + half Artificer level + Sunder Bonuses). Regardless of saving throw result target will suffer the Trauma effect, -3 penalty to fortitude saves due to shock, stacks 5 times. Lasts 24 seconds. This ability shares a cooldown with Sunder.
AP Cost: 1 Ranks: 3 Progression: 10 Requires: Caustic Strike
Icon Enhancement Thundershock Imbue.png
Thundershock Imbue: Imbue Toggle: Your weapons hum with Electricity, dealing an extra 1d6 Electric damage on each hit, scaling with electric spell power.
AP Cost: 2 Ranks: 1 Progression: 10 No requirements
StrDexInt.png
Strength, Dexterity, or Intelligence: Choose one:
  • StrengthColored.png +1 Strength
  • DexterityColored.png +1 Dexterity
  • IntelligenceColored.png +1 Intelligence
AP Cost: 2 Ranks: 1 Progression: 10 No requirements

Tier Four[edit]

Requires Artificer Level 4, 20 APs spent in tree

Icon Enhancement Exotic Weapon Mastery.png
Weapon Training: Select one. Gain bonuses to Attack and Damage Rolls with the selected weapon types.
  • Icon Enhancement Crossbow Training.png Crossbow Training: +1 to attack rolls with all crossbows. +1 to damage rolls with all repeating crossbows, +2 to damage rolls with non-repeating crossbows.
  • Icon Enhancement Hammer and Morningstar Training.png Hammer and Morningstar Training: +1 to attack and damage rolls with Light Hammers, Warhammers, and Morningstars.
  • Icon Enhancement Hand and a Half Training.png Hand and a Half Training: +1 to attack and damage rolls with Bastard Swords and Dwarven Waraxes. +5% Strikethrough chance.
AP Cost: 2 Ranks: 1 Progression: 20 Requires: Weapon Training (Tier 3)
Icon Enhancement Endless Fusilade.png
Battle Mastery: Choose one:
  • Icon Enhancement Endless Fusilade.png Endless Fusilade: Action Boost: You may activate this ability to enchant your crossbow to instantly reload itself for 18 seconds. (Cooldown: 30 seconds.) Cost: 2AP
Note: This skill will activate instantly if you are bare-handed, but took 3 seconds (90 frames on 30 fps capture) to activate when wielding a Repeating Crossbow. You can run/jump freely during activate motion, even dive into water without interrupting it.
  • Icon Enhancement Haste Boost.png Haste Boost: Activate this ability to receive a 30% Action Boost attack speed bonus for 20 seconds. (Cooldown: 30 seconds.) Cost: 1AP
AP Cost: Varies Ranks: 1 Progression: 20 Requires: Weapon Training (Tier 4)
Icon Enhancement Agility Engine.png
Agility Engine: 3/6/10% Doublestrike and Doubleshot, and +1/2/3 Imbue Dice while wearing a Rune Arm.
AP Cost: 1 Ranks: 3 Progression: 20 No requirements
StrDexInt.png
Strength, Dexterity, or Intelligence: Choose one:
  • StrengthColored.png +1 Strength
  • DexterityColored.png +1 Dexterity
  • IntelligenceColored.png +1 Intelligence
AP Cost: 2 Ranks: 1 Progression: 20 Requires: Strength, Dexterity or Intelligence (Tier 3)

Tier Five[edit]

Requires Artificer Level 5, Character Level 12, 30 APs spent in tree

Icon Enhancement Reconstructed Armaments.png
Reconstructed Armaments: Gain Critical Threat Range with your chosen set of weapons.
  • Icon Enhancement Reconstructed Arms.png Reconstructed Arms: +1 Competence Bonus to Critical Threat Range with Light Hammers, Warhammers, and Morningstars. +20% Competence bonus to Hit Points
  • Icon Enhancement Reconstructed Crossbows.png Reconstructed Crossbows: +1 Competence Bonus to Critical Threat Range with Crossbows.
  • Icon Enhancement Reconstructed Edges.png Reconstructed Edges: +1 Competence Bonus to Critical Threat Range with Bastard Swords and Dwarven Axes. +20% Competence bonus to Hit Points
AP Cost: 1 Ranks: 1 Progression: 30 Requires: Weapon Training (Tier 4)
Icon Enhancement Weapon Attachment.png
Weapon Attachment: Activate to attach your currently equipped weapons to yourself, giving you superior control over them. Until you unequip these items or rest, they deal +0.5[W] damage. (Cooldown: 15 seconds; Induction time: 2 seconds.)
Note: Selecting this locks out Warforged/Bladeforged Weapon Attachment
AP Cost: 1 Ranks: 1 Progression: 30 Requires: Construct Essence or Warforged Traits
Icon Enhancement Thunder-Shock Weapon(Crossbow).png
Thunder-Shock Weapon: Pick a Melee or Ranged version of this attack.
  • Icon Enhancement Thunder-Shock Weapon(Crossbow).png Thunder-Shock Weapon (Crossbow): AOE Tactical Ranged Crossbow Attack: +30% damage. Fire your Crossbow, hitting every enemy in an area around where the shot hits. This attack can fire as many shots as you Crossbow fires normally. On Damage: Deals 6d6 extra Electric damage that scales with 200% Ranged Power, and Trips the target. A successful Strength save negates the Trip effect. (DC 14 + INT mod + half Artificer level + Sunder Bonuses). 12 seconds cooldown, shares a cooldown with Trip.
  • Icon Enhancement Thunder-Shock Weapon(Melee).png Thunder-Shock Weapon (Melee): Tactical Melee Attack: Deals +30% Damage. On Damage: Deals 6d6 extra Electric damage that scales with 200% Melee Power, and Trips the target. A successful Strength save negates the Trip effect. (DC 14 + INT mod + half Artificer level + Sunder Bonuses). 12 seconds cooldown, shares a cooldown with Trip.
AP Cost: 1 Ranks: 1 Progression: 30 Requires: Shatter Defenses
Icon Enhancement Unlock Potential.png
Unlock Potential: +20 Melee and Ranged Power and +1 Imbue Dice while wielding a Rune Arm.
AP Cost: 1 Ranks: 1 Progression: 30 Requires: Agility Engine
Icon Enhancement Tactical Mobility.png
Tactical Mobility: 10% Action Boost bonus to Movement Speed while wearing a Rune Arm.
AP Cost: 2 Ranks: 1 Progression: 30 No requirements