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Mechanic enhancements

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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 Dhampir 1,595 DP1,595 DDO Points Dragonborn Drow Dwarf Eladrin 1,595 DP1,595 DDO Points Elf / Wood 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 Chaosmancer 1,395 DP1,395 DDO Points Dark Bargainer 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

Mechanic enhancements[edit]

Mechanic enhancements tree
Mechanic enhancements tree

Core abilities[edit]

Arbalester: Your ranged sneak attack and Point Blank Shot range increases by 5 meters per trained Mechanic Core enhancement. You also gain proficiency with great crossbows.
AP Cost: 1 Ranks: 1 Progression: 0 Requires: Level 1 Rogue
Tanglefoot: Alchemical Trap Activate: Throws a flask of caustic liquid at your enemy, which explodes into a sticky mess. Enemies caught within by the goo puddle take: 4d6 + (1 per Sneak Attack die) acid damage every 2 seconds, and are slowed (does not affect bosses), Reflex (DC Disable Device + 1d20) negates slow and halves damage. This damage scales with 200% Ranged Power. (Cooldown: 30 seconds. Spell Resistance: No)
AP Cost: 1 Ranks: 1 Progression: 5 Requires: Arbalester, Level 3 Rogue
Targeting Sights: You can now use your Intelligence modifier for damage with all crossbows and thrown weapons. You also gain proficiency with light repeating crossbows.
AP Cost: 1 Ranks: 1 Progression: 10 Requires: Tanglefoot, Level 6 Rogue
Improved Detection: You can detect traps and search from 50% further away. You gain proficiency with heavy repeating crossbows. You gain +1 to-hit and damage, and 1 extra Sneak Attack die with bows, crossbows, and thrown weapons.
AP Cost: 1 Ranks: 1 Progression: 20 Requires: Targeting Sights, Level 12 Rogue
Sniper: You gain 1 extra Sneak Attack die with bows, crossbows, and thrown weapons. Non-repeating crossbows increase this to 3 Sneak Attack dice and also gain +2[W]. Great Crossbows now vorpal on a 19-20.
AP Cost: 1 Ranks: 1 Progression: 30 Requires: Improved Detection, Level 18 Rogue
Hip Flask: Passive: +2 Dexterity and Intelligence, +1 to hit with all crossbows, +1 damage with all repeating crossbows, +2 damage with non-repeating crossbows, +2 Sneak Attack dice and +2 to hit when performing Sneak Attacks
Action Boost: You drink a potion that you've been saving for a special occasion. Heals you for 10d3+30 (scales with 200% Ranged Power) and adds +10 to Dodge and Maximum Dodge for 10 seconds. For the next 60 seconds, you gain +1d6 to all ability scores, and +2d6 to attack and damage. (Cooldown: 3 minutes)
Flavor Text: "A little something of your own creation. Potent stuff, drink sparingly."
AP Cost: 1 Ranks: 1 Progression: 40 Requires: Expert Builder, Level 20 Rogue

Tier One[edit]

Requires Arbalester, Rogue Level 1

Sharpshooter: +1 to hit and damage with all bows, crossbows, and thrown weapons. +1 additional damage and one Sneak Attack die with all non-repeating crossbows if you are not dual shooting.
AP Cost: 2 Ranks: 1 Progression: 1
Lacerating Shots: You have upgraded your Great Crossbow to shoot more forcefully that its construction would normally allow. Your Great Crossbow attacks have a [33/66/100]% chance of putting a stack of Bleed on enemies. The bleed effect can stack up to 5 times.

Notes: Bleed deals 1d6 damage every 2 seconds for 14 seconds. This damage scales with 200% Melee Power.

AP Cost: 1 Ranks: 3 Progression: 1
Thunderstone: Cooldown: 12 seconds. Spell Resistance: No
Alchemical Trap Attack: Throws an alchemical charge at your enemy. Deals 4d6 + (1d[4/6/8] per Sneak Attack Die) in sonic damage and dazes in an area. (Damage scales with 200% Ranged Power, Fort DC equal to Disable Device for half damage and to negate daze).

Notes: The daze does not work correctly, targets hit by the daze effect can still move and attack, yet are vulnerable to sneak attacks.) (New testing required)

Bug: Thunderstone actually blinds targets and damage does not scale with RP. DDO Forums ARCHIVE ME! (New testing required)
AP Cost: 1 Ranks: 3 Progression: 1
Mechanics: +[1/2/3] Disable Device, Open Lock, and Repair. +[1/2/3] to Saving Throws you make against traps.
AP Cost: 1 Ranks: 3 Progression: 1
Awareness: +[1/2/3] Listen, Search, and Spot
AP Cost: 1 Ranks: 3 Progression: 1

Tier Two[edit]

Requires Rogue Level 2, 5 APs spent in tree

Sharpshooter: +1 to hit and damage with all bows, crossbows, and thrown weapons. Non-repeating crossbows increase the damage to +2 and +1 Sneak Attack dice if you are not dual shooting.
AP Cost: 2 Ranks: 1 Progression: 5 Requires: Sharpshooter (Tier 1)
Improved Traps: +[1/2/3] to Disable Device Skill. Elemental Traps that you place now have a DC equal to [65/80/100]% of your Disable Device Skill instead of 50%.

Notes: Appears to scale Magical Trap DC in the same way as Elemental Traps, giving them incredibly high DCs.

AP Cost: 1 Ranks: 3 Progression: 5
Wand and Scroll Mastery: +[25/50/75]% damage and healing of your wands, scrolls, and other items that cast spells. Adds +[1/2/3] to the save DC's of your offensive wands. Taking Wand and Scroll Mastery in one enhancement tree will block its availability in other enhancement trees.
AP Cost: 1 Ranks: 3 Progression: 5
Skill Boost: Activate to gain a +[2/4/6] Action Boost bonus to all skills for 20 seconds. (Cooldown: 30 seconds)
AP Cost: 1 Ranks: 3 Progression: 5

Tier Three[edit]

Requires Rogue Level 3, 10 APs spent in tree

Sharpshooter: +1 to-hit and damage with all bows, crossbows, and thrown weapons. Non-repeating crossbows increase the damage to +2 and +1 Sneak Attack dice if you are not dual shooting.
AP Cost: 2 Ranks: 1 Progression: 10 Requires: Sharpshooter (Tier 2)
Wrack Construct: Choose one:
  • Wracking Strike: Melee Attack: Deals +10% Damage. On Damage: Deals [3/6/9]d6 extra damage to constructs and living constructs, and applies Wracked. Damage scales with 200% melee power. (Cooldown: [12/8/4] seconds.)
  • Wracking Shot: Ranged Attack: Deals +10% Damage. On Damage: Deals [3/6/9]d6 extra damage to constructs and living constructs, and applies Wracked. Damage scales with 200% ranged power. (Cooldown: [12/8/4] seconds.)
Wracked: This construct or living construct's fortification is reduced by -10% and loses its inherent immunity to sneak attack. This effect stacks up to five times. Duration: 20 seconds.
AP Cost: 1 Ranks: 3 Progression: 10
Ooze Flask: Cooldown: 12 seconds. Spell Resistance: No
Alchemical Trap Attack: You throw a flask at your enemy that contains concentrated grey ooze secretions. Deals 4d6 + (1d[6/8/12] per Sneak Attack Die) in acid damage and reduces the Physical Resistance and Armor Class of your opponent by 2 for 30 seconds. (Fort DC 10 equal to Disable Device + 1d20 for half damage and to negate the sunder effect)

Notes:

  • Actual DC is [10/12/14] + Rogue Level + INT mod.
  • Appears to be subject to Spell Critical (New testing required)

AP Cost: 1 Ranks: 3 Progression: 10 Requires: Thunderstone
Use Magical Device: +[1/2/3] Use Magic Device
AP Cost: 1 Ranks: 3 Progression: 10
Dexterity or Intelligence: Choose one:
  • +1 Dexterity
  • +1 Intelligence
AP Cost: 2 Ranks: 1 Progression: 10

Tier Four[edit]

Requires Rogue Level 4, 20 APs spent in tree

Sharpshooter: +1 to-hit and damage with all bows, crossbows, and thrown weapons. Non-repeating crossbows increase the damage to +2 and +1 Sneak Attack dice if you are not dual shooting.
AP Cost: 2 Ranks: 1 Progression: 20 Requires: Sharpshooter (Tier 3)
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: 20 Requires: Wracking Strike/Shot
Fletching: You are skilled at enhancing, salvaging, and re-purposing your arrows, bolts, and throwing weapons. +[3/6/10] Ranged Power and your ammunition gains a [50/65/80]% chance of returning.

Notes: Cannot be taken at the same time as Meticulous Fletching.

AP Cost: 1 Ranks: 3 Progression: 20
Line Up and Sit Down: Ranged Attack: Deals +250% Damage. On Damage: Knocks your enemy down for 2 seconds, no save. (Cooldown: 6 seconds)

Notes:

  • Only fires one bolt from repeating crossbows or while dual shooting.
  • Repeating Crossbow animation is slow and delayed, and can be interrupted by moving.

AP Cost: 2 Ranks: 1 Progression: 20
Dexterity or Intelligence: Choose one:
  • +1 Dexterity
  • +1 Intelligence
AP Cost: 2 Ranks: 1 Progression: 20

Tier Five[edit]

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

Sharpshooter: +3 to-hit and damage with all bows, crossbows, and thrown weapons. +3 additional damage with all non-repeating crossbows and +1 Sneak Attack dice if you are not dual shooting.
AP Cost: 2 Ranks: 1 Progression: 30 Requires: Sharpshooter (Tier 4)
AP Cost: 1 Ranks: 3 Progression: 30
Time Bomb: Cooldown: 20 seconds. Spell Resistance: No
Alchemical Trap Attack: Creates an alchemical charge at your feet. Deals [10/25/50] sonic and [10/25/50] fire damage per rogue level to all nearby enemies after 2 seconds, and knocks them to the ground. (Scaled with 200% Ranged Power, Reflex DC 10 + Disable Device Skill +1d20 for half damage and to negate knockdown).

Notes:

  • Time Bomb seems to be able to Spell Critical, while not being subject to spell power itself. (New testing required)
  • Severe targeting problems. Some monsters seem to be completely immune (e.g. many tieflings, some zombies), and the damage blast will often fail to hit enemies on sloping or uneven ground.
  • tests ARCHIVE ME!

AP Cost: 1 Ranks: 3 Progression: 30
Expert Builder: You gain a +1 Competence Bonus to Critical Multiplier with bows, crossbows & thrown weapons. Great Crossbows instead gain +2 Competence Bonus to Critical Multiplier. Cooldowns of Alchemical Trap attacks are reduced by 20%.
AP Cost: 1 Ranks: 1 Progression: 30
Mechanical Reloader: +10 Ranged Power, +10% Ranged Alacrity with repeating crossbows and thrown weapons. +30% Ranged Alacrity with non-repeating crossbows when not dual shooting.

Notes: This Ranged Alacrity stacks with items effect or haste effect.

AP Cost: 2 Ranks: 1 Progression: 30