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Renegade Mastermaker 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

Renegade Mastermaker enhancements

Shielding, Warding, and Regeneration constructs
Renegade Mastermaker enhancements tree
Renegade Mastermaker enhancements tree

Core Abilities[edit]

Renegade Defender: Each Core ability in this tree grants you +10 Maximum Hit Points, +5 Positive Spell Power, and +5 Repair Spell Power.
AP Cost: 1 Ranks: 1 Progression: 0 Requires: Artificer 1
Alchemical Shield: While in Medium Armor, Heavy Armor, or Adamantine Body, your equipped armor grants you a +4 Alchemical bonus to Armor Class and Immunity to Magic Missiles.
AP Cost: 1 Ranks: 1 Progression: 5 Requires: Artificer level 3, Renegade Defender
Curative Admixture: Cure Serious Wounds: SLA: (SP Cost: 4, Cooldown: 8 seconds.)
AP Cost: 1 Ranks: 1 Progression: 10 Requires: Artificer level 6, Alchemical Shield
Constructive Conduit: +30 Repair Amplification, +50 Maximum Hit Points, +2 Maximum Dexterity Bonus while in Medium or Heavy Armor or Adamantine Body. Passive: Gain +6 to admixture Max Caster levels.
AP Cost: 1 Ranks: 1 Progression: 20 Requires: Artificer level 12, Curative Admixture: Cure Serious Wounds
Radiant Forcefield: SLA: (SP Cost: 30, Cooldown: 180 seconds.)
AP Cost: 1 Ranks: 1 Progression: 30 Requires: Artificer level 18, Constructive Conduit
Mass Unbreakable Forcefield: SLA: For six seconds, your party takes -95% damage from all sources except for Untyped damage. Only works inside of dungeons. (SP Cost: 30, Cooldown: 180 seconds.) Passive:+2 Constitution, +2 Intelligence, +10 Physical Resistance Rating, +10 Magical Resistance Rating, +3 to Maximum Dexterity Bonus while in Medium or Heavy Armor or Adamantine Body.
AP Cost: 1 Ranks: 1 Progression: 40 Requires: Artificer level 20, Radiant Forcefield

Tier One[edit]

Requires Renegade Defender, Artificer level 1

Curative Admixture: Cure Light Wounds: SLA: (SP Cost: [4/3/2], Cooldown: [12/8/4] seconds)
AP Cost: 1 Ranks: 3 Progression: 1
Easily Fixed: Gain +10 Healing Amplification and +20 Repair Amplification.
AP Cost: 1 Ranks: 1 Progression: 1
Supporting Construction: While in Medium or Heavy Armor or Adamantine Body, get +[2/4/6] Physical Resistance Rating
AP Cost: 1 Ranks: 3 Progression: 1
Well-Rounded Maker: +[1/2/3] Repair, Heal, Balance.
AP Cost: 1 Ranks: 3 Progression: 1
Toughness: +[5/10/15] Maximum Hit Points
AP Cost: 1 Ranks: 3 Progression: 1

Tier Two[edit]

Requires Artificer Level 2, 5 APs spent in tree

Kinetic Discharge: Active Melee Cleave Attack: Deals +[10/20/30]% Damage. On hit, deals 2d6 Force damage. This damage scales with 200% Melee Power. 10 second cooldown.
AP Cost: 1 Ranks: 3 Progression: 5
Mighty Slam: Single target melee attack: Deals +[10/20/30]% Damage. Stuns the target for six seconds. Stunned creatures are considered to be helpless. A successful Fortitude save negatives this effect. DC: 10 + INT modifier + Half Artificer level + Sunder Modifiers. This ability shares a cooldown with Stunning Blow. Must have a Rune Arm and melee weapon equipped to use.
AP Cost: 1 Ranks: 3 Progression: 5
Armor Mastery: +[1/2/3] Armor Class and Armor Maximum Dexterity Bonus.
AP Cost: 1 Ranks: 3 Progression: 5
Converter: Target player, hireling, or pet (but NOT self) takes 100% base healing from Repair spells for the next three minutes, or until the target dies. Has no effect on Constructs or NPC allies. This overrides their innate base healing from Repair spells for the duration. (SP Cost: 4, Cooldown: 180 seconds.)
AP Cost: 1 Ranks: 1 Progression: 5
Action Boost: Defense or Saves: Choose between Action Boost: Defense or Action Boost: Saves.
  • Action Boost: Defense - Activate to gain a +[5/10/15] Action Boost bonus to Armor Class and Physical Resistance rating for 20 seconds. (Cooldown: 30 Seconds)
  • Action Boost: Saves - Activate to gain a +[2/4/6] Action Boost bonus to all Saving Throws for 20 seconds. While under this effect you do not automatically fail saving throws on a roll of a Natural 1. (Cooldown: 30 seconds)
AP Cost: 1 Ranks: 3 Progression: 5

Tier Three[edit]

Requires Artificer Level 3, 10 APs spent in tree

Battlefist: Deals +30% Damage. You've attuned your Rune Arm to deal a devastating strike. If the target is under the effect of Mighty Slam, it takes 1d3 Sonic damage per Artificer level, 1d3 Force damage per Artificer level, and is knocked down for 10 seconds with no save. This damage scales with 100% Melee Power. Must Have a Rune Arm and melee weapon equipped to use. (Cooldown: 15 seconds)
AP Cost: 1 Ranks: 1 Progression: 10 Requires: Mighty Slam(Tier 2)
Reinforced Armor: The Armor Class bonus you gain from armor or docents is increased by [15/30/50Currently bugged, actually 60%]%.

Notes: This stacks with Reinforced Armor from Stalwart Defender, and Reinforced Armor from Sacred Defender.

Bug: The third tier of this enhancement actually grants 60% increase to armor or docents, not the listed 50%.
AP Cost: 1 Ranks: 3 Progression: 10
Shielding Construct: You create a drone to shield your allies. When activated, you and allies nearby at the time of activation gain the effects of the Shield spell for two minutes, granting a +4 Shield bonus to Armor Class and protection from Magic Missiles. The force shield created by this reduces grazing hits by 10%, as if it were a small shield. This effect is dispelled by death and antimagic. (SP Cost: 4, Cooldown: 60 seconds)

Notes: Will be dispelled in certain situations when teleporting, e.g. in "Through a Mirror Darkly" when switching between light side & shadowfell.

AP Cost: 2 Ranks: 1 Progression: 10
Constitution or Intelligence: Choose one:
  • +1 Constitution
  • +1 Intelligence
AP Cost: 2 Ranks: 1 Progression: 10

Tier Four[edit]

Requires Artificer Level 4, 20 APs spent in tree

Kinetic Charge: you charge up energy through successive hits with your melee attacks. Passive: Any time you hit an opponent in melee, you have a chance of gaining a stack of Kinetic Charge. Each stack grants +1 Shield Bonus to Armor Class for every 3 Artificer levels. (This stacks up to 5 times.) Stacks decrement by 1 every 15 seconds, and gaining a new stack resets the duration. Equipping a ranged weapon clears all stacks immediately. Active: When this ability is toggled on, using Kinetic Discharge will clear all stacks of Kinetic Charge and slow all affected enemies by 10% per stack cleared for 10 seconds.
AP Cost: 1 Ranks: 1 Progression: 20
Reconstruct: SLA: (SP Cost: [35/30/25], Cooldown: [30/15/6] seconds)
AP Cost: 2 Ranks: 3 Progression: 20
Embed Component: +[5/10/15] Magical Resistance Rating and +[2/4/6] Constitution. You can no longer use Evasion, Druid Wild Shape, or Primal Avatar's Tree form.
AP Cost: 1 Ranks: 3 Progression: 20 Requires: Construct Essence or Warforged Required
Warding Construct: You create a drone set to counter magical spells. Every 10 seconds for one minute, you and nearby allies gain a +3 Alchemical bonus to Saving Throws vs. Magic and +3 Alchemical bonus to Saving Throws vs. Traps that lasts for 10 seconds. This effect is dispelled by death and antimagic. (Cooldown: 60 seconds)
AP Cost: 1 Ranks: 1 Progression: 20
Constitution or Intelligence: Choose one:
  • +1 Constitution
  • +1 Intelligence
AP Cost: 2 Ranks: 1 Progression: 20

Tier Five[edit]

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

Curative Admixture: Cure Critical Wounds: SLA: (SP Cost: 5, Cooldown: 12 seconds.)
AP Cost: 1 Ranks: 1 Progression: 30
Unbreakable Forcefields: Choose between two different types of Unbreakable Forcefield:
  • Automatic Forcefield - Passive: When your HP drops below 50%, you take -95% damage from all sources (except Untyped damage) for 6 seconds. This effect may only trigger once every 90 seconds.
  • SLA: Unbreakable Forcefield - For 6 seconds your target takes -95% damage from all sources (except Untyped damage). (SP Cost: 30, Cooldown: 180 seconds)
AP Cost: 1 Ranks: 1 Progression: 30
Paragon Body: You no longer suffer Arcane Spell Failure from armor. You gain +4 to Fortitude Saving Throws and +10% Quality bonus to maximum hit points.
AP Cost: 1 Ranks: 1 Progression: 30 Requires: Embed Component
Regeneration Construct: You are surrounded by arcane energy capable of repairing damage. Allies (equal to your Artificer level) are repaired for 1 hit point per 3 Artificer levels as long as they are near you. This lasts for 30 minutes, but is dispelled by death and antimagic. (SP Cost: 30, Cooldown: 60 seconds)

Notes: Allies which do not heal from repair are immune to the effect. Benefits from both repair spellpower/crit chance and amplification. Healing procs every 2 seconds.

AP Cost: 1 Ranks: 1 Progression: 30
Mastermaker: Your Repair Wounds spells have no Maximum Caster Level. +20% Competence bonus to maximum Hit Points.

Notes: Actually provides a +50 MCL bonus to Repair Wounds spells.

AP Cost: 1 Ranks: 1 Progression: 30


See also: