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Arcane Archer enhancements

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[edit] Arcane Archer enhancements

Arcane Archer enhancements tree

(info on enhancement tree here)

[edit] Core abilities

Icon Enhancement Arcane Archer.png
Arcane Archer: Any bow you equip gains a +1 Enhancement bonus for each arcane archer core ability you possess. (This does not stack with the bow's existing Enhancement bonus.) All bows are treated as Implements in your hands.
AP Cost: 1 Progression: 0 Requires: Ranger level 1
Icon Enhancement Morphic Arrows.png
Morphic Arrows: Arcane Archer Secondary Imbue Toggle: Your arrows deal bludgeoning, piercing, and slashing damage. Activation Cost: 20 spell points. Cooldown: 10 seconds.
AP Cost: 1 Progression: 5 Requires: Arcane Archer, Ranger level 3
Icon Enhancement Metalline Arrows.png
Metalline Arrows: Arcane Archer Secondary Imbue Toggle: Your arrows bypass all metallic damage reduction. Activation Cost: 20 spell points. Cooldown: 10 seconds.
AP Cost: 1 Progression: 10 Requires: Morphic Arrows, Ranger level 6
Icon Enhancement Aligned Arrows.png
Aligned Arrows: Arcane Archer Secondary Imbue Toggle: Your arrows bypass all alignment based damage reduction. Activation Cost: 20 spell points. Cooldown: 10 seconds.
AP Cost: 1 Progression: 20 Requires: Metalline Arrows, Ranger level 12
Icon Enhancement Shadow Arrows.png
Shadow Arrows: Arcane Archer Secondary Imbue Toggle: +5% Doubleshot chance with bows. Activation Cost: 20 spell points. Cooldown: 10 seconds.
AP Cost: 1 Progression: 30 Requires: Aligned Arrows, Ranger level 18
Icon Enhancement Master of Imbuement.png
Master of Imbuement: You gain +2 Dexterity and +20% Doubleshot chance. When you leave a primary Arcane Archer Imbue stance, the bonus granted by the stance lingers for 30 seconds before being removed.
AP Cost: 1 Progression: 40 Requires: Shadow Arrows, Ranger level 20

[edit] Tier One

Requires Arcane Archer, Ranger Level 1

Icon Enhancement Conjure Arrows.png
Conjure Arrows: Activate to create a stack of returning +1 arrows. These arrows are destroyed when you log out for an extended period of time.
AP Cost: 2 Progression: 1 No requirements
Icon Enhancement True Strike.png
True strike: Ranged Archery Attack: Perform a ranged attack with +20 to-hit. Rank 2/3: You receive a +2/+4 Insight bonus to hit for 6/12 seconds. Activation cost: 2 spell points. Cooldown: 3 seconds.
AP Cost: 1 Progression: 1 No requirements
Icon Enhancement Spell Points.png
Energy of the Wild: +30/+60/+100 maximum spell points. Rank 3: You gain the Magical Training feat. Antirequisite: Cannot take Rank 3 if you already have the Magical Training feat.
AP Cost: 1 Progression: 1 No requirements
Icon Enhancement Elemental Arrows.png
Elemental Arrows: Select one of four elemental arrow imbues. (Activation Cost: 20 SP. Cooldown: 10 Seconds)
  • Icon Enhancement Corrosive Arrows.png Corrosive Arrows: Arcane Archer Imbue Toggle: Your arrows gain the Corrosive ability, dealing 1d6 acid damage on hit.
  • Icon Enhancement Flaming Arrows.png Flaming Arrows: Arcane Archer Imbue Toggle: Your arrows gain the Flaming ability, dealing 1d6 fire damage on hit.
  • Icon Enhancement Frost Arrows.png Frost Arrows: Arcane Archer Imbue Toggle: Your arrows gain the Frost ability, dealing 1d6 cold damage on hit.
  • Icon Enhancement Shock Arrows.png Shock Arrows: Arcane Archer Imbue Toggle: Your arrows gain the Shock ability, dealing 1d6 electrical damage on hit.
AP Cost: 2 Progression: 1 No requirements
Icon Enhancement Awareness.png
Awareness: +1/+2/+3 Listen, Search, Spot, and to-hit.
AP Cost: 1 Progression: 1 No requirements

[edit] Tier Two

Requires Ranger level 2, 5 APs spent in tree,

Icon Enhancement Dispelling Shot.png
Dispelling Shot: Ranged Archery Attack: Performs a ranged attack that deals +1/+2/+3[W] damage and dispels 1/2/3 beneficial effects from your target. (Activation Cost: 5 SP. Cooldown: 3 seconds)
AP Cost: 2 Progression: 5 No requirements
Icon Enhancement Force Arrows.png
Force Arrows: Arcane Archer Imbue Toggle: You imbue your arrows with magical force. Your arrows gain On Hit: 1d4/1d6/1d6+(1d10-3d10 on crit) force damage and the Ghost Touch ability. (Activation Cost: 20 spell points. Cooldown: 10 seconds)
AP Cost: 2 Progression: 5 No requirements
Icon Enhancement Inferno Shot.png
Inferno Shot: Ranged Archery Attack: Performs a ranged attack with +0/+1/+2[W] damage. On Hit: Target gain 1 stack of Inferno (target takes 1d6 fire damage every 2 second for 6 seconds. This effect can stack 20 times, and loses one stack on expiration.) (Activation cost: 6 SP. Cooldown 3 seconds)
AP Cost: 2 Progression: 5 No requirements
Icon Enhancement Elemental Arrows.png
Elemental Arrows: Select one of four elemental arrow imbues. (Can't choose the same type again)
AP Cost: 2 Progression: 5 Requires: Elemental Arrows (Tier 1)
Icon Enhancement Action Boost.png
Action Boost: Select Attack or Energy Resistance boost.
  • Icon Enhancement Attack Boost.png Attack Boost: Activate to gain a +4/6/8 action boost bonus to hit for 20 seconds.
  • Icon Enhancement Energy Resistance Boost.png Energy Resistance Boost: Activate to gain a +5/+10/+15 action boost bonus to Energy Resistance for 20 seconds.
AP Cost: 2 Progression: 5 No requirements

[edit] Tier Three

Requires Ranger level 3, 10 APs spent in tree

Icon Enhancement Shattermantle Shot.png
Shattermantle Shot: Ranged Archery Attack: Performs a ranged attack with +1/+2/+3[W] damage. On hit: Target gains 1/2/3 stack of Reduced Spell Resistance (-1 Spell Resistance. This effect can stack 100 times) on Vorpal Hit: Shattermantle (-100 spell Resistance for 10 seconds. Will DC 10/14/18 + Half Ranger Level + Wisdom Modifier negates.) (Activation Cost: 4 SP. Cooldown: 3 seconds)
AP Cost: 2 Progression: 10 No requirements
Icon Enhancement Terror Arrows.png
Terror Arrows: Arcane Archer Imbue Toggle: You imbue your arrows with negative energy. On Hit: Target is feared. (Will DC 17/21/25 negates.) On Vorpal: Target is subject to a Phantasmal Killer effect. (Activation Cost: 20 SP. Cooldown: 10 seconds)
AP Cost: 2 Progression: 10 No requirements
Icon Enhancement Soul Magic.png
Soul Magic: Every time you strike an enemy with your bow, you have a 15% chance to gain 10 temporary spell points.
+10 Universal Spell Power.
AP Cost: 1 Progression: 10 Requires: Magical Training or Energy of the Wild Rank 3
Icon Enhancement Elemental Arrows.png
Elemental Arrows: Select one of four elemental arrow imbues. (Can't choose the same types again)
AP Cost: 2 Progression: 10 Requires: Elemental Arrows (Tier 2)
Dex or Wis.gif
Dexterity or Wisdom: Choose one:
  • DexterityColored.png +1 Dexterity
  • WisdomColored.png +1 Wisdom
AP Cost: 2 Progression: 10 No requirements

[edit] Tier Four

Requires Ranger level 4, 20 APs spent in tree

Icon Enhancement Banishing Arrows.png
Banishing Arrows: Arcane Archer Imbue Toggle: Your arrows fain On Vorpal: Banish an extraplanar creature back to their home plane. Powerful creatures may resist the vorpal effect until sufficienly damaged but will take 100 points of damage on a confirmed vorpal strike instead of being destroyed. (Activation Cost: 20 SP. Cooldown: 10 seconds)
AP Cost: 1 Progression: 20 No requirements
Icon Enhancement Paralyzing Arrows.png
Paralyzing Arrows: Arcane Archer Imbue Toggle: You imbue your arrows with paralyzing force. On Hit: Target is paralyzed. (Will DC 18/22/26 negates.) (Activation Cost: 20 SP. Cooldown: 10 seconds)
AP Cost: 1 Progression: 20 Requires: Terror Arrows
Icon Enhancement Smiting Arrows.png
Smiting Arrows: Arcane Archer Imbue Toggle: Your arrows gain On Vorpal: Destroy a construct. Powerful constructs may resist the vorpal effect until sufficienly damaged but will take 100 points of damage on a confirmed vorpal strike instead of being destroyed. (Activation Cost: 20 SP. Cooldown: 10 seconds)
AP Cost: 1 Progression: 20 No requirements
Icon Enhancement Elemental Arrows.png
Elemental Arrows: Select one of four elemental arrow imbues. (Must select the last one)
AP Cost: 2 Progression: 20 Requires: Elemental Arrows (Tier 3)
Dex or Wis.gif
Dexterity or Wisdom: Choose one:
  • DexterityColored.png +1 Dexterity
  • WisdomColored.png +1 Wisdom
AP Cost: 2 Progression: 20 No requirements

[edit] Tier Five

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

Icon Enhnancement Moonbow.png
Moonbow: While wielding a bow, once every 30 seconds you gain 20 temporary spell points for 10 seconds.
+10 Universal Spell Power
AP Cost: 2 Progression: 30 No requirements
Icon Enhancement Arrow of Slaying.png
Arrow of Slaying: Ranged Archery Attack: Performs a ranged attack with +250 damage. (This damage can be multiplied by critical hits.) (Cost: 20 spell points. Cooldown: 20 seconds.)
AP Cost: 2 Progression: 30 Requires: Paralyzing Arrows
Icon Enhnacement Improved Elemental Arrows.png
Improved Elemental Arrows: Your elemental arrow imbues gain On Critical: 1d10-3d10 elemental damage based on critical multiplier and an additional effect.
  • Corrosive Arrows: Your arrows gain the Improved Destruction ability
  • Flaming Arrows: Your arrows gain On Critical Hit: Target gains 1 stack of Burning (Target takes 1d6 fire damage every 2 seconds for 6 second. This effect can stack 20 times and loses one stack on expiration.)
  • Frost Arrows: Your arrows gain On Critical Hit: Target gains 1 stack of Lethargy (You have -1 to all Saving throws. Non-bosses also move and attack 5% slower. This effect stacks up to 5 times.)
  • Shock Arrows: Your arrows gain On Critical Hit: Vulnerable (Target takes 1% more damage for 3 seconds. This effect stacks up to 20 times and loses one stack on expiration.)
AP Cost: 1 Progression: 30 Requires: Elemental Arrows (Tier 4)
Icon Enhancement Runebow.png
Runebow: Bows you wield gain an additional +2 enhancement bonus. This is considered a Magic Weapon effect. (Does not stack with the spell Enchant Weapons.)
AP Cost: 2 Progression: 30 No requirements
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