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Battle Engineer enhancements
Alchemist‡ | Artificer† — Dog | Barbarian | Bard | Cleric |
---|---|---|---|---|
Apo — Bom — VCh | AT — BE — RM | FB — OS — Rav | SB2 — SS — St1 — WC | DA1 — DD — RS2 — War |
Druid — Wolf | Fighter | Favored Soul† | Monk | Paladin |
BC1 — NW — NP2 — SH | Dra1 — Ken2 — Rav1 — StD — Van2 | AoV — BoH — War | HeM — NiS — Shi | |
Ranger | Rogue | Sorcerer | Wizard | Warlock |
AA2 — DH1 — DWS — Tem | Ass — Mec — TA | AS – ES – FS – WS – EK | AM — EK — PM | AotS1 — ES2 — SE — TS |
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 DDO Points | Dragonborn | Drow | Dwarf | Elf / W-Elf (& AA) | Gnome | Half-Elf (& AA) |
---|---|---|---|---|---|---|
Half-Orc | Halfling | Human | Shifter 1,595 DDO Points | Tabaxi 1,595 DDO Points | Tiefling | Warforged †Free by turning in 400 Total favor per server 995 DDO Points |
Bladeforged 1,295 DDO Points | Deep Gnome 1,295 DDO Points | Morninglord 1,295 DDO Points (& AA) | PDK 1,295 DDO Points | Razorclaw 1,395 DDO Points | Scoundrel 1,395 DDO Points | Scourge 1,295 DDO Points | Shadar-kai 1,295 DDO Points | Trailblazer 1,395 DDO Points |
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Battle Engineer enhancements
Core abilities[edit]
Battle Engineer: Your equipped rune arm grants you +8 Universal Spell Power when it is charged to Charge Tier 1.
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AP Cost: 1 | Ranks: 1 | Progression: 0 | Requires: Artificer Level 1 | |
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.
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AP Cost: 1 | Ranks: 1 | Progression: 5 | Requires: Battle Engineer, Artificer Level 3 | |
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.
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AP Cost: 1 | Ranks: 1 | Progression: 10 | Requires: Infused Weapons, Artificer Level 6 | |
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.
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AP Cost: 1 | Ranks: 1 | Progression: 20 | Requires: Infused Armor, Artificer Level 12 | |
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.
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AP Cost: 1 | Ranks: 1 | Progression: 30 | Requires: Infused Weapons, Artificer Level 18 | |
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.
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AP Cost: 1 | Ranks: 1 | Progression: 40 | Requires: Infused Armor, Artificer Level 20 |
Tier One[edit]
Requires Battle Engineer, Artificer level 1
Weapon Training: Select weapon type. Gain bonuses to Attack and Damage Rolls with the selected weapon types.
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AP Cost: 2 | Ranks: 1 | Progression: 1 | No requirements | |
Field Engineer: +1/+2/+3 Concentration, Disable Device and Open Locks. Rank 3: +1 to Reflex Saves vs. Traps.
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AP Cost: 1 | Ranks: 3 | Progression: 1 | No requirements | |
Field Scrapper: +1/2/3 to Sunder DCs
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AP Cost: 1 | Ranks: 3 | Progression: 1 | No requirements | |
Thaumaturgical Conduits: You have made improvements to the efficiency of your rune arms. Your rune arms build charge [10/20/33]% faster.
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AP Cost: 1 | Ranks: 3 | Progression: 5 | No requirements | |
Item Defense: You have a 25%/50%/75% chance to negate potential item wear.
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AP Cost: 1 | Ranks: 3 | Progression: 1 | No requirements |
Tier Two[edit]
Requires Artificer Level 2, 5 APs spent in tree
Weapon Training: Select one. Gain bonuses to Attack and Damage Rolls with the selected weapon types.
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AP Cost: 2 | Ranks: 1 | Progression: 5 | Requires: Weapon Training (Tier 1) | |
Wrack Construct: Choose one (Cooldown: 12/8/4 seconds):
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AP Cost: 1 | Ranks: 3 | Progression: 5 | No requirements | |
Caustic Strike: Pick a Melee or Ranged version of this attack.
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AP Cost: 1 | Ranks: 3 | Progression: 5 | No requirements | |
Extra Action Boost: You can use each of your action boost 1/2/3 additional times per rest.
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AP Cost: 2 | Ranks: 3 | Progression: 5 | No requirements | |
Action Boost: Choose between Action Boost: Attack and Action Boost: Power
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AP Cost: 1 | Ranks: 3 | Progression: 5 | No requirements |
Tier Three[edit]
Requires Artificer Level 3, 10 APs spent in tree
Weapon Training: Select one. Gain bonuses to Attack and Damage Rolls with the selected weapon types.
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AP Cost: 2 | Ranks: 1 | Progression: 10 | Requires: Weapon Training (Tier 2) | |
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)
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AP Cost: 1 | Ranks: 3 | Progression: 10 | No requirements | |
Shatter Defenses: Pick a Melee or Ranged version of this attack.
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AP Cost: 1 | Ranks: 3 | Progression: 10 | Requires: Caustic Strike | |
Thundershock Imbue: Imbue Toggle: Your weapons hum with Electricity, dealing an extra 1d6 Electric damage on each hit, scaling with electric spell power.
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AP Cost: 2 | Ranks: 1 | Progression: 10 | No requirements | |
Strength, Dexterity, or Intelligence: Choose one:
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AP Cost: 2 | Ranks: 1 | Progression: 10 | No requirements |
Tier Four[edit]
Requires Artificer Level 4, 20 APs spent in tree
Weapon Training: Select one. Gain bonuses to Attack and Damage Rolls with the selected weapon types.
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AP Cost: 2 | Ranks: 1 | Progression: 20 | Requires: Weapon Training (Tier 3) | |
Battle Mastery: Choose one:
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AP Cost: Varies | Ranks: 1 | Progression: 20 | Requires: Weapon Training (Tier 4) | |
Agility Engine: 3/6/10% Doublestrike and Doubleshot, and +1/2/3 Imbue Dice while wearing a Rune Arm.
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AP Cost: 1 | Ranks: 3 | Progression: 20 | No requirements | |
Strength, Dexterity, or Intelligence: Choose one:
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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
Reconstructed Armaments: Gain Critical Threat Range with your chosen set of weapons.
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AP Cost: 1 | Ranks: 1 | Progression: 30 | Requires: Weapon Training (Tier 4) | |
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.)
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AP Cost: 1 | Ranks: 1 | Progression: 30 | Requires: Construct Essence or Warforged Traits | |
Thunder-Shock Weapon: Pick a Melee or Ranged version of this attack.
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AP Cost: 1 | Ranks: 1 | Progression: 30 | Requires: Shatter Defenses | |
Unlock Potential: +20 Melee and Ranged Power and +1 Imbue Dice while wielding a Rune Arm.
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AP Cost: 1 | Ranks: 1 | Progression: 30 | Requires: Agility Engine | |
Tactical Mobility: 10% Action Boost bonus to Movement Speed while wearing a Rune Arm.
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AP Cost: 2 | Ranks: 1 | Progression: 30 | No requirements |