Spell list

dwwithers

Member
This is probably a loaded question, but here goes anyway. In your opinion what are the best, must have Artificer spells by level?
 

Enoach

Well-known member
Especially when running in a group - Weapon Buffs.

However, they are also good for solo play as well.
 

rabidfox

The People's Champion
GEW, Deadly, PEI, Radiant forcefield, flame turret, lightning motes, repair/heal vials, other weapon buffs, tac det, blade barrier, resist energy, insightful damage, more stuff...
 

Xgya

Well-known member
Level 1: Conjure Bolts, Resist Energy, light repair and light admixture.
Level 2: Moderate Repair, Elemental Weapons, Lightning Sphere (last one more on casters)
Level 3: Turret, Adamantine, Repair, Blast Rod
Level 4: Greater Elemental Weapons, Armor of Speed, Repair Critical
Level 5: Cure Critical, Planar Weapons, Prismatic Strike
Level 6: Reconstruct, Tact Det, Deadly Weapons, Chain Lightning, Arcane Tempest
 

yobsoggoth

Active member
If using the 'Ranged Arti', remember to Always take Conjure Bolts as a spell during character creation or level up and do not inscribe it from a scroll - the scroll version stays only +1 and does not scale with level.
 

Osco

Member
If using the 'Ranged Arti', remember to Always take Conjure Bolts as a spell during character creation or level up and do not inscribe it from a scroll - the scroll version stays only +1 and does not scale with level.
Glad I recognized CB as vital. I mentioned in guild chat last night that one of the best things about playing an arti was pushing a button and instantly having 1,000 +3 bolts!
 

Ahpuch

Well-known member
If using the 'Ranged Arti', remember to Always take Conjure Bolts as a spell during character creation or level up and do not inscribe it from a scroll - the scroll version stays only +1 and does not scale with level.
Does the + on the bolt really matter though? I can't remember the last time the + on ammo was better than the + on the weapon.*


* +3 deneith bolts in your inventory after a TR are the one exception.
 

yobsoggoth

Active member
Does the + on the bolt really matter though? I can't remember the last time the + on ammo was better than the + on the weapon.*


* +3 deneith bolts in your inventory after a TR are the one exception.
Ah, You are correct - from the wiki - "Enhancement bonuses of weapon and ammunition do not stack, the highest bonus applies."
The +3 Sturdy Deneith Bolts have a 75% chance of returning, are they no ML or ML1?
 

CBDunk

Well-known member
Value and importance of spells varies wildly by build, but these are the standouts IMO;

Level 1: Ablative Armor, Conjure Bolts, Master's Touch
Level 2: Elemental Weapons, Flame Arrow, Insightful Strikes
Level 3: Insightful Damage, Positive Energy Infusion, Stoneskin
Level 4: Armor of Speed, Greater Elemental Weapons, Remove Poison
Level 5: Remove Curse, Radiant Forcefield
Level 6: Deadly Weapons, Tactical Detonation

Obviously, repair spells become important if you are a construct and/or in a party with others. Attack spells (e.g. Blast Rod, Arcane Tempest, etc) move up in value if you are caster focused with high spellcraft values.

I don't see a lot of other artificers using Positive Energy Infusion, presumably because it nerfs your HPs. However, if you are playing in a group, casting that on the party tank can make a huge difference.
 
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