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Mechanic 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 | DDM1 — HeM2 — NiS — Shi | |
| Ranger | Rogue | Sorcerer | Wizard | Warlock |
| AA2 — DH1 — DWS — Tem | Ass2 — Mec — TA — ATr1 | AS – ES – FS – WS – EK2 – WM1 | AM — EK — PM | AotS1 — ES2 — SE — TS |
|
Falconry† ~ Feydark Illusionist† ~ Harper Agent† ~ Horizon Walker† ~ Inquisitive† ~ Vistani Knife Fighter† |
Reaper | |||
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†: Class/tree can be earned via favor. ‡: Class/tree free to VIP or found in DDO Store. | ||||
| Aasimar |
Dhampir |
Dragonborn | Drow | Dwarf | Eladrin |
Elf / Wood Elf (& AA) | Gnome |
|---|---|---|---|---|---|---|---|
| Half-Elf (& AA) | Half-Orc | Halfling | Human | Shifter |
Tabaxi |
Tiefling | Warforged †Free by turning in 400 Total favor per server |
| Bladeforged |
Chaosmancer |
Dark Bargainer |
Deep Gnome |
Morninglord |
PDK |
Razorclaw |
Scoundrel |
Scourge |
Shadar-kai |
Trailblazer |
|---|
Mechanic enhancements[edit]

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.
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| AP Cost: 1 | Ranks: 1 | Progression: 0 | Cooldown: {{{cd}}} | 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)
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| AP Cost: 1 | Ranks: 1 | Progression: 5 | Cooldown: {{{cd}}} | 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.
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| AP Cost: 1 | Ranks: 1 | Progression: 10 | Cooldown: {{{cd}}} | 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.
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| AP Cost: 1 | Ranks: 1 | Progression: 20 | Cooldown: {{{cd}}} | 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.
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| AP Cost: 1 | Ranks: 1 | Progression: 30 | Cooldown: {{{cd}}} | 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)
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| AP Cost: 1 | Ranks: 1 | Progression: 40 | Cooldown: {{{cd}}} | 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.
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| AP Cost: 2 | Ranks: 1 | Progression: 1 | Cooldown: {{{cd}}} | Requires: | |
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.
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| AP Cost: 1 | Ranks: 3 | Progression: 1 | Cooldown: {{{cd}}} | Requires: | |
Thunderstone: Cooldown: 12 seconds. Spell Resistance: No
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| AP Cost: 1 | Ranks: 3 | Progression: 1 | Cooldown: {{{cd}}} | Requires: | |
Mechanics: +[1/2/3] Disable Device, Open Lock, and Repair. +[1/2/3] to Saving Throws you make against traps.
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| AP Cost: 1 | Ranks: 3 | Progression: 1 | Cooldown: {{{cd}}} | Requires: | |
Awareness: +[1/2/3] Listen, Search, and Spot
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| AP Cost: 1 | Ranks: 3 | Progression: 1 | Cooldown: {{{cd}}} | Requires: | |
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.
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| AP Cost: 2 | Ranks: 1 | Progression: 5 | Cooldown: {{{cd}}} | 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%.
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| AP Cost: 1 | Ranks: 3 | Progression: 5 | Cooldown: {{{cd}}} | Requires: | |
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.
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| AP Cost: 1 | Ranks: 3 | Progression: 5 | Cooldown: {{{cd}}} | Requires: | |
Skill Boost: Activate to gain a +[2/4/6] Action Boost bonus to all skills for 20 seconds. (Cooldown: 30 seconds)
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| AP Cost: 1 | Ranks: 3 | Progression: 5 | Cooldown: {{{cd}}} | Requires: | |
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.
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| AP Cost: 2 | Ranks: 1 | Progression: 10 | Cooldown: {{{cd}}} | Requires: Sharpshooter (Tier 2) | |
Wrack Construct: Choose one:
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| AP Cost: 1 | Ranks: 3 | Progression: 10 | Cooldown: {{{cd}}} | Requires: | |
Ooze Flask: Cooldown: 12 seconds. Spell Resistance: No
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| AP Cost: 1 | Ranks: 3 | Progression: 10 | Cooldown: {{{cd}}} | Requires: Thunderstone | |
Use Magical Device: +[1/2/3] Use Magic Device
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| AP Cost: 1 | Ranks: 3 | Progression: 10 | Cooldown: {{{cd}}} | Requires: | |
Dexterity or Intelligence: Choose one:
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| AP Cost: 2 | Ranks: 1 | Progression: 10 | Cooldown: {{{cd}}} | Requires: | |
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.
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| AP Cost: 2 | Ranks: 1 | Progression: 20 | Cooldown: {{{cd}}} | 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)
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| AP Cost: 1 | Ranks: 3 | Progression: 20 | Cooldown: {{{cd}}} | 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.
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| AP Cost: 1 | Ranks: 3 | Progression: 20 | Cooldown: {{{cd}}} | Requires: | |
Line Up and Sit Down: Ranged Attack: Deals +250% Damage. On Damage: Knocks your enemy down for 2 seconds, no save. (Cooldown: 6 seconds)
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| AP Cost: 2 | Ranks: 1 | Progression: 20 | Cooldown: {{{cd}}} | Requires: | |
Dexterity or Intelligence: Choose one:
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| AP Cost: 2 | Ranks: 1 | Progression: 20 | Cooldown: {{{cd}}} | Requires: | |
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.
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| AP Cost: 2 | Ranks: 1 | Progression: 30 | Cooldown: {{{cd}}} | Requires: Sharpshooter (Tier 4) | |
Rapid Fire: +[3/6/10]% Doubleshot
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| AP Cost: 1 | Ranks: 3 | Progression: 30 | Cooldown: {{{cd}}} | Requires: | |
Time Bomb: Cooldown: 20 seconds. Spell Resistance: No
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| AP Cost: 1 | Ranks: 3 | Progression: 30 | Cooldown: {{{cd}}} | Requires: | |
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%.
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| AP Cost: 1 | Ranks: 1 | Progression: 30 | Cooldown: {{{cd}}} | Requires: | |
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.
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| AP Cost: 2 | Ranks: 1 | Progression: 30 | Cooldown: {{{cd}}} | Requires: | |