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Elf enhancements (history)
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History | ||
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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 | DD1 — HeM2 — NiS — Shi | |
Ranger | Rogue | Sorcerer | Wizard | Warlock |
AA2 — DH1 — DWS — Tem | Ass — Mec — TA | 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 | |||
†: 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 ![]() |
Dragonborn | Drow | Dwarf | Eladrin ![]() |
Elf / Wood Elf (& AA) | Gnome |
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Half-Elf (& AA) | Half-Orc | Halfling | Human | Shifter ![]() |
Tabaxi ![]() |
Tiefling | Warforged †Free by turning in 400 Total favor per server ![]() |
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Bladeforged ![]() |
Chaosmancer ![]() |
Deep Gnome ![]() |
Morninglord ![]() |
PDK ![]() |
Razorclaw ![]() |
Scoundrel ![]() |
Scourge ![]() |
Shadar-kai ![]() |
Trailblazer ![]() |
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Note that enhancements do not stack with other enhancements from the same series. Each element of a series requires everything previous in that series before it can be taken.
Level Progression[edit]
LV | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 |
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Aerenal Elf Melee Attack | I | II | ||||||||||||||||||
Aerenal Elf Melee Damage | I | II | ||||||||||||||||||
Valenar Elf Melee Attack | I | II | ||||||||||||||||||
Valenar Elf Melee Damage | I | II | ||||||||||||||||||
Elven Ranged Attack | I | II | ||||||||||||||||||
Elven Ranged Damage | I | II | ||||||||||||||||||
Elven Enchantment Resistance | I | II | III | |||||||||||||||||
Elven Arcane Fluidity | I | II | III | IV | ||||||||||||||||
Elven Arcanum | I | II | III | IV | ||||||||||||||||
Elven Dexterity | I | II | ||||||||||||||||||
Racial Toughness | I | II | ||||||||||||||||||
Extra Dragonmark Use | I | II | III | IV | ||||||||||||||||
Elven Perception | I | II | III | IV | ||||||||||||||||
Elven Keen Eyes | I | II | III | IV | ||||||||||||||||
Elven Keen Hearing | I | II | III | IV | ||||||||||||||||
Improved Balance | I | II | III | IV | ||||||||||||||||
Improved Bluff | I | II | III | IV | ||||||||||||||||
Improved Concentration | I | II | III | IV | ||||||||||||||||
Improved Diplomacy | I | II | III | IV | ||||||||||||||||
Improved Disable device | I | II | III | IV | ||||||||||||||||
Improved Haggle | I | II | III | IV | ||||||||||||||||
Improved Heal | I | II | III | IV | ||||||||||||||||
Improved Hide | I | II | III | IV | ||||||||||||||||
Improved Intimidate | I | II | III | IV | ||||||||||||||||
Improved Jump | I | II | III | IV | ||||||||||||||||
Improved Listen | I | II | III | IV | ||||||||||||||||
Improved Move Silently | I | II | III | IV | ||||||||||||||||
Improved Open Lock | I | II | III | IV | ||||||||||||||||
Improved Perform | I | II | III | IV | ||||||||||||||||
Improved Repair | I | II | III | IV | ||||||||||||||||
Improved Search | I | II | III | IV | ||||||||||||||||
Improved Spot | I | II | III | IV | ||||||||||||||||
Improved Swim | I | II | III | IV | ||||||||||||||||
Improved Tumble | I | II | III | IV | ||||||||||||||||
Phiarlan Stealth | I | II | III | IV | ||||||||||||||||
Racial Summoning | I | II | III | IV | ||||||||||||||||
Elven Arcane Archer | I | |||||||||||||||||||
Arcane Archer Conjure Arrows | I | II | III | IV | ||||||||||||||||
Arcane Archer Imbue Arrows | I | II | III | IV-V | VI | |||||||||||||||
LV | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 |
Racial Weapon Enhancements[edit]
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Aerenal Elf Melee Attack I: You gain an additional +1 bonus to attack rolls when using a longsword or rapier.
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AP Cost: 2 | Level: 4 | Progression: 10 | Requires: Elf | |
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Aerenal Elf Melee Attack II: You gain an additional +1 bonus to attack rolls when using a longsword or rapier, bringing the total increase to 2.
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AP Cost: 4 | Level: 10 | Progression: 32 | Requires: Aerenal Elf Melee Attack I |
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Aerenal Elf Melee Damage I: You gain an additional +1 bonus to damage rolls when using a longsword or rapier.
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AP Cost: 2 | Level: 1 | Progression: 0 | Requires: Elf | |
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Aerenal Elf Melee Damage II: You gain an additional +1 bonus to damage rolls when using a longsword or rapier, bringing the total increase to 2.
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AP Cost: 4 | Level: 7 | Progression: 20 | Requires: Aerenal Elf Melee Damage I |
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Valenar Elf Melee Attack I: You gain an additional +1 bonus to attack rolls when using a scimitar or falchion.
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AP Cost: 2 | Level: 4 | Progression: 10 | Requires: Elf, and one of Proficiency: Scimitar, Proficiency: Falchion, Follower of the Undying Court, Favored by the Undying Court | |
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Valenar Elf Melee Attack II: You gain an additional +1 bonus to attack rolls when using a scimitar or falchion, bringing the total increase to 2.
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AP Cost: 4 | Level: 10 | Progression: 32 | Requires: Valenar Elf Melee Attack I |
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Valenar Elf Melee Damage I: You gain an additional +1 bonus to damage rolls when using a scimitar or +2 when using a falchion.
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AP Cost: 2 | Level: 1 | Progression: 0 | Requires: Elf, and one of Proficiency: Scimitar, Proficiency: Falchion, Follower of the Undying Court, Favored by the Undying Court | |
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Valenar Elf Melee Damage II: You gain an additional +1 bonus to damage rolls when using a scimitar or +2 when using a falchion, bringing the total bonus to +2 or +4.
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AP Cost: 4 | Level: 7 | Progression: 20 | Requires: Valenar Elf Melee Damage I |
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Elven Ranged Attack I: You gain an additional +1 bonus to attack rolls when using a longbow or shortbow.
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AP Cost: 2 | Level: 4 | Progression: 10 | Requires: Elf | |
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Elven Ranged Attack II: You gain an additional +1 bonus to attack rolls when using a longbow or shortbow., bringing the total increase to 2.
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AP Cost: 4 | Level: 10 | Progression: 32 | Requires: Elven Ranged Attack I |
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Elven Ranged Damage I: You gain an additional +1 bonus to damage rolls when using a longbow or shortbow.
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AP Cost: 2 | Level: 1 | Progression: 0 | Requires: Elf | |
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Elven Ranged Damage II: You gain an additional +1 bonus to damage rolls when using a longbow or shortbow, bringing the total increase to 2.
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AP Cost: 4 | Level: 7 | Progression: 20 | Requires: Elven Ranged Damage I |
Spell Resistances[edit]
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Elven Enchantment Resistance I: Grants a +1 bonus on saving throws against enchantments.
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AP Cost: 1 | Level: 1 | Progression: 0 | No requirements | |
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Elven Enchantment Resistance II: Grants a +2 bonus on saving throws against enchantments.
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AP Cost: 2 | Level: 5 | Progression: 14 | Requires: Elven Enchantment Resistance I | |
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Elven Enchantment Resistance III: Grants a +3 bonus on saving throws against enchantments.
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AP Cost: 3 | Level: 9 | Progression: 29 | Requires: Elven Enchantment Resistance II |
Arcane Spell Failure Reduction[edit]
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Elven Arcane Fluidity I: Your arcane spell failure chance while wearing armor is decreased by 5%
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AP Cost: 1 | Ranks: 1 | Progression: 1 | Requires: Drow, Elf, Half-Elf, Morninglord | |
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Elven Arcane Fluidity II: Your arcane spell failure chance while wearing armor is decreased by 5% (Total 10%)
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AP Cost: 1 | Ranks: 1 | Progression: 1 | Requires: Elven Arcane Fluidity I | |
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Elven Arcane Fluidity III: Your arcane spell failure chance while wearing armor is decreased by 5% (Total 15%)
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AP Cost: 1 | Ranks: 1 | Progression: 1 | Requires: Elven Arcane Fluidity II |
Notes[edit]
- This has no effect on Arcane Spell Failure from shields.
- It is important to note that the Mithral property will lower the weight category of armor by one, meaning that Heavy Armor will be reduced to Medium and Medium Armor will be reduced to Light. Elven Arcane Fluidity will work on the armor's new weight category, modified by the Mithral property.)
Racial Spell Enhancements[edit]
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Elven Arcanum I: Grants elven wizards a 20 point increase to spell points and +1 Spell Penetration. This enhancement requires at least one level of wizard.
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AP Cost: 1 | Level: 1 | Progression: 0 | Requires: Elf wizard | |
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Elven Arcanum II: Grants elven wizards an additional 20 spell points, bringing the total increase to 40, and an additional +1 to Spell Penetration, bringing the total bonus to +2. This enhancement requires at least two levels of wizard.
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AP Cost: 2 | Level: 5 | Progression: 14 | Requires: Elven Arcanum I | |
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Elven Arcanum III: Grants elven wizards an additional 20 spell points, bringing the total increase to 60, and an additional +1 to Spell Penetration, bringing the total bonus to +3. This enhancement requires at least four levels of wizard.
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AP Cost: 3 | Level: 9 | Progression: 29 | Requires: Elven Arcanum II | |
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Elven Arcanum IV: Grants elven wizards an additional 20 spell points, bringing the total increase to 80, and an additional +1 to Spell Penetration, bringing the total bonus to +4. This enhancement requires at least eight levels of wizard.
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AP Cost: 4 | Level: 13 | Progression: 44 | Requires: Elven Arcanum III |
Racial Stat Enhancements[edit]
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Elven Dexterity I: Grants a +1 increase to Dexterity score.
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AP Cost: 2 | Level: 4 | Progression: 0 | Requires: Elven Accuravy I | |
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Elven Dexterity II: Grants a +1 increase to Dexterity score.
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AP Cost: 2 | Level: 11 | Progression: 0 | Requires: Elven Accuravy II |
Racial Toughness[edit]
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Racial Toughness I: Grants +10 hit points.
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AP Cost: 1 | Level: 3 | Progression: 7 | Requires: Toughness or Past Life: Berserker's Fury | |
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Racial Toughness II: Grants +10 additional hit points, for a total of +20.
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AP Cost: 2 | Level: 6 | Progression: 18 | Requires: Racial Toughness I |
Racial Dragonmark Enhancements[edit]
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Extra Dragonmark Use I: You gain 1 additional use of your Least, Lesser, and Greater Dragonmarks per rest.
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AP Cost: 1 | Level: 2 | Progression: 3 | Requires: Dwarf, Elf, Half-Elf, Half-Orc, Halfling, Human, and one of Least Dragonmark of Finding, Least Dragonmark of Healing, Least Dragonmark of Making, Least Dragonmark of Passage, Least Dragonmark of Sentinel, Least Dragonmark of Shadow, Least Dragonmark of Storm, Least Dragonmark of Warding | |
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Extra Dragonmark Use II: You gain 2 additional uses of your Least, Lesser, and Greater Dragonmarks per rest.
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AP Cost: 2 | Level: 6 | Progression: 18 | Requires: Extra Dragonmark Use I | |
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Extra Dragonmark Use III: You gain 3 additional uses of your Least, Lesser, and Greater Dragonmarks per rest.
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AP Cost: 3 | Level: 10 | Progression: 33 | Requires: Extra Dragonmark Use II | |
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Extra Dragonmark Use IV: You gain 4 additional uses of your Least, Lesser, and Greater Dragonmarks per rest.
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AP Cost: 4 | Level: 14 | Progression: 48 | Requires: Extra Dragonmark Use III |
Racial Skill Enhancements[edit]
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Elven Perception I: +1 Search.
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AP Cost: 1 | Level: 1 | Progression: 0 | No requirements | |
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Elven Perception II: +2 Search.
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AP Cost: 1 | Level: 4 | Progression: 11 | Requires: Elven Perception I | |
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Elven Perception III: +3 Search
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AP Cost: 1 | Level: 8 | Progression: 27 | Requires: Elven Perception II | |
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Elven Perception IV: +4 Search
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AP Cost: 1 | Level: 12 | Progression: 43 | Requires: Elven Perception III |
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Elven Keen Eyes I: Grants a +1 bonus to the Spot skill.
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AP Cost: 1 | Level: 1 | Progression: 0 | No requirements | |
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Elven Keen Eyes II: Grants a +2 bonus to the Spot skill.
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AP Cost: 1 | Level: 4 | Progression: 11 | Requires: Elven Keen Eyes I | |
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Elven Keen Eyes III: Grants a +3 bonus to the Spot skill.
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AP Cost: 1 | Level: 8 | Progression: 27 | Requires: Elven Keen Eyes II | |
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Elven Keen Eyes IV: Grants a +4 bonus to the Spot skill.
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AP Cost: 1 | Level: 12 | Progression: 43 | Requires: Elven Keen Eyes III |
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Elven Keen Hearing I: Grants a +1 bonus to the Listen skill.
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AP Cost: 1 | Level: 1 | Progression: 0 | No requirements | |
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Elven Keen Hearing II: Grants a +2 bonus to the Listen skill.
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AP Cost: 1 | Level: 4 | Progression: 11 | Requires: Elven Keen Hearing I | |
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Elven Keen Hearing III: Grants a +3 bonus to the Listen skill.
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AP Cost: 1 | Level: 8 | Progression: 27 | Requires: Elven Keen Hearing II | |
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Elven Keen Hearing IV: Grants a +4 bonus to the Listen skill.
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AP Cost: 1 | Level: 12 | Progression: 43 | Requires: Elven Keen Hearing III |
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Improved Balance I: Grants a +1 bonus to the Balance skill.
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AP Cost: 1 | Level: 1 | Progression: 0 | Requires: One of Bard Level 1, Monk Level 1, Rogue Level 1 | |
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Improved Balance II: Grants a +2 bonus to the Balance skill.
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AP Cost: 1 | Level: 4 | Progression: 11 | Requires: Improved Balance I, and one of Bard Level 4, Monk Level 4, Rogue Level 4 | |
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Improved Balance III: Grants a +3 bonus to the Balance skill.
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AP Cost: 1 | Level: 8 | Progression: 27 | Requires: Improved Balance II, and one of Bard Level 8, Monk Level 8, Rogue Level 8 | |
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Improved Balance IV: Grants a +4 bonus to the Balance skill.
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AP Cost: 1 | Level: 12 | Progression: 43 | Requires: Improved Balance III, and one of Bard Level 12, Monk Level 12. Rogue Level 12 |
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Improved Bluff I: Grants a +1 bonus to the Bluff skill.
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AP Cost: 1 | Level: 1 | Progression: 0 | Requires: One of Bard Level 1, Rogue Level 1, Sorcerer Level 1 | |
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Improved Bluff II: Grants a +2 bonus to the Bluff skill.
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AP Cost: 1 | Level: 4 | Progression: 11 | Requires: Improved Bluff I, and one of Bard Level 4, Rogue Level 4, Sorcerer Level 4 | |
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Improved Bluff III: Grants a +3 bonus to the Bluff skill.
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AP Cost: 1 | Level: 8 | Progression: 27 | Requires: Improved Bluff II, and one of Bard Level 8, Rogue Level 8, Sorcerer Level 8 | |
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Improved Bluff IV: Grants a +4 bonus to the Bluff skill.
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AP Cost: 1 | Level: 12 | Progression: 43 | Requires: Improved Bluff III, and one of Bard Level 12, Rogue Level 12, Sorcerer Level 12 |
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Improved Concentration I: Grants a +1 bonus to Concentration skill.
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AP Cost: 1 | Level: 1 | Progression: 0 | Requires: One of Bard Level 1, Cleric Level 1, Favored Soul Level 1, Monk Level 1, Paladin Level 1, Ranger Level 1, Sorcerer Level 1, Wizard Level 1 | |
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Improved Concentration II: Grants a +2 bonus to Concentration skill.
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AP Cost: 1 | Level: 4 | Progression: 11 | Requires: Improved Concentration I, and one of Bard Level 4, Cleric Level 4, Favored Soul Level 4, Monk Level 4, Paladin Level 4, Ranger Level 4, Sorcerer Level 4, Wizard Level 4 | |
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Improved Concentration III: Grants a +3 bonus to Concentration skill.
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AP Cost: 1 | Level: 8 | Progression: 27 | Requires: Improved Concentration II, and one of Bard Level 8, Cleric Level 8, Favored Soul Level 8, Monk Level 8, Paladin Level 8, Ranger Level 8, Sorcerer Level 8, Wizard Level 8 | |
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Improved Concentration IV: Grants a +4 bonus to Concentration skill.
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AP Cost: 1 | Level: 12 | Progression: 43 | Requires: Improved Concentration III, and one of Bard Level 12, Cleric Level 12, Favored Soul Level 12, Monk Level 12, Paladin Level 12, Ranger Level 12, Sorcerer Level 12, Wizard Level 12 |
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Improved Diplomacy I: Grants a +1 bonus to Diplomacy skill.
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AP Cost: 1 | Level: 1 | Progression: 0 | Requires: One of Bard Level 1, Cleric Level 1, Favored Soul Level 1, Monk Level 1, Paladin Level 1, Rogue Level 1 | |
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Improved Diplomacy II: Grants a +2 bonus to Diplomacy skill.
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AP Cost: 1 | Level: 4 | Progression: 11 | Requires: Improved Diplomacy I, and one of Bard Level 4, Cleric Level 4, Favored Soul Level 4, Monk Level 4, Paladin Level 4, Rogue Level 4 | |
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Improved Diplomacy III: Grants a +3 bonus to Diplomacy skill.
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AP Cost: 1 | Level: 8 | Progression: 27 | Requires: Improved Diplomacy II, and one of Bard Level 8, Cleric Level 8, Favored Soul Level 8, Monk Level 8, Paladin Level 8, Rogue Level 8 | |
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Improved Diplomacy IV: Grants a +4 bonus to Diplomacy skill.
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AP Cost: 1 | Level: 12 | Progression: 43 | Requires: Improved Diplomacy III, and one of Bard Level 12, Cleric Level 12, Favored Soul Level 12, Monk Level 12, Paladin Level 12, Rogue Level 12 |
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Improved Disable Device I: Grants a +1 bonus to the Disable Device skill.
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AP Cost: 1 | Level: 1 | Progression: 0 | Requires: Rogue Level 1 | |
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Improved Disable Device II: Grants a +2 bonus to the Disable Device skill.
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AP Cost: 1 | Level: 4 | Progression: 11 | Requires: Improved Disable Device I, Rogue Level 4 | |
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Improved Disable Device III: Grants a +3 bonus to the Disable Device skill.
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AP Cost: 1 | Level: 8 | Progression: 27 | Requires: Improved Disable Device II, Rogue Level 8 | |
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Improved Disable Device IV: Grants a +4 bonus to the Disable Device skill.
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AP Cost: 1 | Level: 12 | Progression: 43 | Requires: Improved Disable Device III, Rogue Level 12 |
History | ||
---|---|---|
This page is about a subject that no longer exists in-game. | ||
If you can verify that the subject still exists, please edit this page and remove this template. |
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Improved Haggle I: Grants a +1 bonus to Haggle skill.
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AP Cost: 1 | Level: 1 | Progression: 0 | Requires: One of Bard Level 1, Rogue Level 1 | |
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Improved Haggle II: Grants a +2 bonus to Haggle skill.
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AP Cost: 1 | Level: 4 | Progression: 11 | Requires: Improved Haggle I, and one of Bard Level 4, Rogue Level 4 | |
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Improved Haggle III: Grants a +3 bonus to Haggle skill.
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AP Cost: 1 | Level: 8 | Progression: 27 | Requires: Improved Haggle II, and one of Bard Level 8, Rogue Level 8 | |
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Improved Haggle IV: Grants a +4 bonus to Haggle skill.
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AP Cost: 1 | Level: 12 | Progression: 43 | Requires: Improved Haggle III, and one of Bard Level 12, Rogue Level 12 |
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Improved Heal I: Grants a +1 bonus to Heal skill.
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AP Cost: 1 | Level: 1 | Progression: 0 | Requires: One of Cleric Level 1, Favored Soul Level 1, Paladin Level 1, Ranger Level 1 | |
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Improved Heal II: Grants a +2 bonus to Heal skill.
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AP Cost: 1 | Level: 4 | Progression: 11 | Requires: Improved Heal I, and one of Cleric Level 4, Favored Soul Level 4, Paladin Level 4, Ranger Level 4 | |
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Improved Heal III: Grants a +3 bonus to Heal skill.
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AP Cost: 1 | Level: 8 | Progression: 27 | Requires: Improved Heal II, and one of Cleric Level 8, Favored Soul Level 8, Paladin Level 8, Ranger Level 8 | |
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Improved Heal IV: Grants a +4 bonus to Heal skill.
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AP Cost: 1 | Level: 12 | Progression: 43 | Requires: Improved Heal III, and one of Cleric Level 12, Favored Soul Level 12, Paladin Level 12, Ranger Level 12 |
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Improved Hide I: Grants a +1 bonus to Hide skill.
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AP Cost: 1 | Level: 1 | Progression: 0 | Requires: One of Bard Level 1, Monk Level 1, Ranger Level 1, Rogue Level 1 | |
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Improved Hide II: Grants a +2 bonus to Hide skill.
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AP Cost: 1 | Level: 4 | Progression: 11 | Requires: Improved Hide I, and one of Bard Level 4, Monk Level 4, Ranger Level 4, Rogue Level 4 | |
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Improved Hide III: Grants a +3 bonus to Hide skill.
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AP Cost: 1 | Level: 8 | Progression: 27 | Requires: Improved Hide II, and one of Bard Level 8, Monk Level 8, Ranger Level 8, Rogue Level 8 | |
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Improved Hide IV: Grants a +4 bonus to Hide skill.
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AP Cost: 1 | Level: 12 | Progression: 43 | Requires: Improved Hide III, and one of Bard Level 12, Monk Level 12, Ranger Level 12, Rogue Level 12 |
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This article is an orphan, as no other articles link to it: Please introduce links to this page, please check these related articles for suggestions. (February 2016)
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Improved Intimidate I: Grants a +1 bonus to the Intimidate skill.
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AP Cost: 1 | Level: 1 | Progression: 0 | Requires: One of Barbarian Level 1, Fighter Level 1, Paladin Level 1, Rogue Level 1 | |
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Improved Intimidate II: Grants a +2 bonus to the Intimidate skill.
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AP Cost: 1 | Level: 4 | Progression: 11 | Requires: Improved Intimidate I, and one of Barbarian Level 4, Fighter Level 4, Paladin Level 4, Rogue Level 4 | |
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Improved Intimidate III: Grants a +3 bonus to the Intimidate skill.
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AP Cost: 1 | Level: 8 | Progression: 27 | Requires: Improved Intimidate II, and one of Barbarian Level 8, Fighter Level 8, Paladin Level 8, Rogue Level 8 | |
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Improved Intimidate IV: Grants a +4 bonus to the Intimidate skill.
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AP Cost: 1 | Level: 12 | Progression: 43 | Requires: Improved Intimidate III, and one of Barbarian Level 12, Fighter Level 12, Paladin Level 12, Rogue Level 12 |
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Improved Jump I: Grants a +1 bonus to the Jump skill.
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AP Cost: 1 | Level: 1 | Progression: 0 | Requires: One of Barbarian Level 1, Bard Level 1, Favored Soul Level 1, Fighter Level 1, Monk Level 1, Ranger Level 1, Rogue Level 1 | |
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Improved Jump II: Grants a +2 bonus to the Jump skill.
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AP Cost: 1 | Level: 4 | Progression: 11 | Requires: Improved Jump I, and one of Barbarian Level 4, Bard Level 4, Favored Soul Level 4, Fighter Level 4, Monk Level 4, Ranger Level 4, Rogue Level 4 | |
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Improved Jump III: Grants a +3 bonus to the Jump skill.
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AP Cost: 1 | Level: 8 | Progression: 27 | Requires: Improved Jump II, and one of Barbarian Level 8, Bard Level 8, Favored Soul Level 8, Fighter Level 8, Monk Level 8, Ranger Level 8, Rogue Level 8 | |
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Improved Jump IV: Grants a +4 bonus to the Jump skill.
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AP Cost: 1 | Level: 12 | Progression: 43 | Requires: Improved Jump III, and one of Barbarian Level 12, Bard Level 12, Favored Soul Level 12, Fighter Level 12, Monk Level 12, Ranger Level 12, Rogue Level 12 |
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This article is an orphan, as no other articles link to it: Please introduce links to this page, please check these related articles for suggestions. (February 2016)
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Improved Listen I: Grants a +1 bonus to Listen skill.
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AP Cost: 1 | Level: 1 | Progression: 0 | Requires: One of Barbarian Level 1, Bard Level 1, Monk Level 1, Ranger Level 1, Rogue Level 1 | |
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Improved Listen II: Grants a +2 bonus to Listen skill.
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AP Cost: 1 | Level: 4 | Progression: 11 | Requires: Improved Listen I, and one of Barbarian Level 4, Bard Level 4, Monk Level 4, Ranger Level 4, Rogue Level 4 | |
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Improved Listen III: Grants a +3 bonus to Listen skill.
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AP Cost: 1 | Level: 8 | Progression: 27 | Requires: Improved Listen II, and one of Barbarian Level 8, Bard Level 8, Monk Level 8, Ranger Level 8, Rogue Level 8 | |
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Improved Listen IV: Grants a +4 bonus to Listen skill.
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AP Cost: 1 | Level: 12 | Progression: 43 | Requires: Improved Listen III, and one of Barbarian Level 12, Bard Level 12, Monk Level 12, Ranger Level 12, Rogue Level 12 |
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Improved Move Silently I: Grants a +1 bonus to the Move Silently skill.
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AP Cost: 1 | Level: 1 | Progression: 0 | Requires: One of Bard Level 1, Monk Level 1, Ranger Level 1, Rogue Level 1 | |
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Improved Move Silently II: Grants a +2 bonus to the Move Silently skill.
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AP Cost: 1 | Level: 4 | Progression: 11 | Requires: Improved Move Silently I, and one of Bard Level 4, Monk Level 4, Ranger Level 4, Rogue Level 4 | |
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Improved Move Silently III: Grants a +3 bonus to the Move Silently skill.
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AP Cost: 1 | Level: 8 | Progression: 27 | Requires: Improved Move Silently II, and one of Bard Level 8, Monk Level 8, Ranger Level 8, Rogue Level 8 | |
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Improved Move Silently IV: Grants a +4 bonus to the Move Silently skill.
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AP Cost: 1 | Level: 12 | Progression: 43 | Requires: Improved Move Silently III, and one of Bard Level 12, Monk Level 12, Ranger Level 12, Rogue Level 12 |
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Improved Open Lock I: Grants a +1 bonus to the Open Lock skill.
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AP Cost: 1 | Level: 1 | Progression: 0 | Requires: Rogue Level 1 | |
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Improved Open Lock II: Grants a +2 bonus to the Open Lock skill.
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AP Cost: 1 | Level: 4 | Progression: 11 | Requires: Improved Open Lock I, Rogue Level 4 | |
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Improved Open Lock III: Grants a +3 bonus to the Open Lock skill.
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AP Cost: 1 | Level: 8 | Progression: 27 | Requires: Improved Open Lock II, Rogue Level 8 | |
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Improved Open Lock IV: Grants a +4 bonus to the Open Lock skill.
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AP Cost: 1 | Level: 12 | Progression: 43 | Requires: Improved Open Lock III, Rogue Level 12 |
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Improved Perform I: Grants a +1 bonus to Perform skill.
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AP Cost: 1 | Level: 1 | Progression: 0 | Requires: Bard Level 1 | |
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Improved Perform II: Grants a +2 bonus to Perform skill.
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AP Cost: 1 | Level: 4 | Progression: 11 | Requires: Improved Perform I, Bard Level 4 | |
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Improved Perform III: Grants a +3 bonus to Perform skill.
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AP Cost: 1 | Level: 8 | Progression: 27 | Requires: Improved Perform II, Bard Level 8 | |
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Improved Perform IV: Grants a +4 bonus to Perform skill.
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AP Cost: 1 | Level: 12 | Progression: 43 | Requires: Improved Perform III, Bard Level 12 |
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Improved Repair I: Grants a +1 bonus to Repair skill.
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AP Cost: 1 | Level: 1 | Progression: 0 | Requires: One of Fighter Level 1, Rogue Level 1, Wizard Level 1 | |
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Improved Repair II: Grants a +2 bonus to Repair skill.
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AP Cost: 1 | Level: 4 | Progression: 11 | Requires: Improved Repair I, and one of Fighter Level 4, Rogue Level 4, Wizard Level 4 | |
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Improved Repair III: Grants a +3 bonus to Repair skill.
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AP Cost: 1 | Level: 8 | Progression: 27 | Requires: Improved Repair II, and one of Fighter Level 8, Rogue Level 8, Wizard Level 8 | |
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Improved Repair IV: Grants a +4 bonus to Repair skill.
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AP Cost: 1 | Level: 12 | Progression: 43 | Requires: Improved Repair III, and one of Fighter Level 12, Rogue Level 12, Wizard Level 12 |
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Improved Search I: Grants a +1 bonus to the Search skill.
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AP Cost: 1 | Level: 1 | Progression: 0 | Requires: One of Ranger Level 1, Rogue Level 1 | |
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Improved Search II: Grants a +2 bonus to the Search skill.
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AP Cost: 1 | Level: 4 | Progression: 11 | Requires: Improved Search I, and one of Ranger Level 4, Rogue Level 4 | |
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Improved Search III: Grants a +3 bonus to the Search skill.
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AP Cost: 1 | Level: 8 | Progression: 27 | Requires: Improved Search II, and one of Ranger Level 8, Rogue Level 8 | |
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Improved Search IV: Grants a +4 bonus to the Search skill.
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AP Cost: 1 | Level: 12 | Progression: 43 | Requires: Improved Search III, and one of Ranger Level 12, Rogue Level 12 |
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Improved Spot I: Grants a +1 bonus to the Spot skill.
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AP Cost: 1 | Level: 1 | Progression: 0 | Requires: One of Monk Level 1, Ranger Level 1, Rogue Level 1 | |
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Improved Spot II: Grants a +2 bonus to the Spot skill.
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AP Cost: 1 | Level: 4 | Progression: 11 | Requires: Improved Spot I, and one of Monk Level 4, Ranger Level 4, Rogue Level 4 | |
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Improved Spot III: Grants a +3 bonus to the Spot skill.
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AP Cost: 1 | Level: 8 | Progression: 27 | Requires: Improved Spot II, and one of Monk Level 8, Ranger Level 8, Rogue Level 8 | |
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Improved Spot IV: Grants a +4 bonus to the Spot skill.
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AP Cost: 1 | Level: 12 | Progression: 43 | Requires: Improved Spot III, and one of Monk Level 12, Ranger Level 12, Rogue Level 12 |
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This article is an orphan, as no other articles link to it: Please introduce links to this page, please check these related articles for suggestions. (February 2016)
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Improved Swim I: Grants a +1 bonus to Swim skill.
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AP Cost: 1 | Level: 1 | Progression: 0 | Requires: One of Barbarian Level 1, Bard Level 1, Fighter Level 1, Monk Level 1, Ranger Level 1, Rogue Level 1 | |
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Improved Swim II: Grants a +2 bonus to Swim skill.
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AP Cost: 1 | Level: 4 | Progression: 11 | Requires: Improved Swim I, and one of Barbarian Level 4, Bard Level 4, Fighter Level 4, Monk Level 4, Ranger Level 4, Rogue Level 4 | |
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Improved Swim III: Grants a +3 bonus to Swim skill.
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AP Cost: 1 | Level: 8 | Progression: 27 | Requires: Improved Swim II, and one of Barbarian Level 8, Bard Level 8, Fighter Level 8, Monk Level 8, Ranger Level 8, Rogue Level 8 | |
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Improved Swim IV: Grants a +4 bonus to Swim skill.
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AP Cost: 1 | Level: 12 | Progression: 43 | Requires: Improved Swim III, and one of Barbarian Level 12, Bard Level 12, Fighter Level 12, Monk Level 12, Ranger Level 12, Rogue Level 12 |
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Improved Tumble I: Grants a +1 bonus to the Tumble skill.
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AP Cost: 1 | Level: 1 | Progression: 0 | Requires: One of Bard Level 1, Monk Level 1, Rogue Level 1 | |
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Improved Tumble II: Grants a +2 bonus to the Tumble skill.
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AP Cost: 1 | Level: 4 | Progression: 11 | Requires: Improved Tumble I, and one of Bard Level 4, Monk Level 4, Rogue Level 4 | |
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Improved Tumble III: Grants a +3 bonus to the Tumble skill.
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AP Cost: 1 | Level: 8 | Progression: 27 | Requires: Improved Tumble II, and one of Bard Level 8, Monk Level 8, Rogue Level 8 | |
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Improved Tumble IV: Grants a +4 bonus to the Tumble skill.
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AP Cost: 1 | Level: 12 | Progression: 43 | Requires: Improved Tumble III, and one of Bard Level 12, Monk Level 12, Rogue Level 12 |
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Phiarlan Stealth I: Grants a +1 bonus to the Hide skill.
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AP Cost: 1 | Level: 1 | Progression: 0 | Requires: Elf, Least Dragonmark of Shadow | |
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Phiarlan Stealth II: Grants a +2 bonus to the Hide skill.
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AP Cost: 2 | Level: 4 | Progression: 10 | Requires: Phiarlan Stealth I, Lesser Dragonmark of Shadow | |
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Phiarlan Stealth III: Grants a +3 bonus to the Hide skill.
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AP Cost: 3 | Level: 8 | Progression: 25 | Requires: Phiarlan Stealth II, Greater Dragonmark of Shadow | |
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Phiarlan Stealth IV: Grants a +4 bonus to the Hide skill.
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AP Cost: 4 | Level: 12 | Progression: 40 | Requires: Phiarlan Stealth III |
Racial Summoning Enhancements[edit]
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Iron Companion: You have a loyal iron defender as a pet, and can summon it once per rest to aid you for five minutes.
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AP Cost: 2 | Level: 1 | Progression: 0 | Requires: Drow Elf, Dwarf, Elf, Half-Elf, Half-Orc, Halfling, Human, Warforged, and one of Skill Focus: Repair, Self Sufficient, Least Dragonmark of Making, Improved Repair II, Warforged Mechanics II, Rogue Mechanic I | |
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Steel Companion: You have a loyal steel defender as a pet, and can summon it once per rest to aid you for five minutes.
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AP Cost: 2 | Level: 4 | Progression: 10 | Requires: Iron Companion | |
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Mithral Companion: You have a loyal mithral defender as a pet, and can summon it once per rest to aid you for five minutes.
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AP Cost: 2 | Level: 8 | Progression: 26 | Requires: Steel Companion | |
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Adamantine Companion: You have a loyal adamantine defender as a pet, and can summon it once per rest to aid you for five minutes.
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AP Cost: 2 | Level: 12 | Progression: 42 | Requires: Mithral Companion |
Racial Prestige Enhancements[edit]
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Elven Arcane Archer I: Passive Benefit: grants +20 spell points. Active Benefit: grants the abilities to conjure +1 returning magical arrows and fire True Strike arrows.
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AP Cost: 4 | Level: 8 | Progression: 24 | Requires: Elf or Half-Elf, +6 Base Attack Bonus, Point Blank Shot, Weapon Focus: Ranged, and one of Bard Energy of Music I or Elven Arcanum I or Sorcerer Energy of the Dragonblooded I or Wizard Energy of the Scholar I or Mental Toughness or Past Life: Arcane Prodigy |
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Arcane Archer: Conjure +2 Arrows: Activate this ability to conjure a stack of +2 Returning Arrows.
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AP Cost: 1 | Level: 11 | Progression: 38 | Requires: Elven Arcane Archer I | |
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Arcane Archer: Conjure +3 Arrows: Activate this ability to conjure a stack of +3 Returning Arrows.
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AP Cost: 1 | Level: 14 | Progression: 50 | Requires: Arcane Archer: Conjure +2 Arrows | |
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Arcane Archer: Conjure +4 Arrows: Activate this ability to conjure a stack of +4 Returning Arrows.
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AP Cost: 1 | Level: 17 | Progression: 62 | Requires: Arcane Archer: Conjure +3 Arrows | |
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Arcane Archer: Conjure +5 Arrows: Activate this ability to conjure a stack of +5 Returning Arrows.
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AP Cost: 1 | Level: 20 | Progression: 74 | Requires: Arcane Archer: Conjure +4 Arrows |
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Arcane Archer: Imbue Force Arrows: Imbues arrows with an extra 1d6 force damage and negates the incorporeal miss chance of ethereal creatures. This ability costs 10 spell points to activate, and triggers a lengthy cooldown of the Magic Missile spell. Only one Arcane Archer Imbue ability may be active at any time.
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AP Cost: 1 | Level: 6 | Progression: 18 | Requires: Elven Arcane Archer I | |
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Arcane Archer: Imbue Acid Arrows: Imbues arrows with the Corrosive ability dealing an extra 1d6 acid damage and acid damage over time if your arrow damages your target. This ability costs 20 spell points to activate, and triggers a lengthy cooldown of the Melf's Acid Arrow spell. Only one Arcane Archer Imbue ability may be active at any time.
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AP Cost: 1 | Level: 11 | Progression: 38 | Requires: Arcane Archer: Conjure +2 Arrows | |
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Arcane Archer: Imbue Explosive Arrows: Imbues arrows with the Flaming Burst ability dealing an extra 1d6 fire damage plus additional damage on critical hits. This ability costs 30 spell points to activate, and triggers a lengthy cooldown of the Fireball spell. Only one Arcane Archer Imbue ability may be active at any time.
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AP Cost: 1 | Level: 14 | Progression: 50 | Requires: Arcane Archer: Conjure +3 Arrows | |
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Arcane Archer: Imbue Force Burst Arrows: Imbues arrows with the Force Burst ability dealing an extra 1d6 force damage plus additional damage on critical hits. This ability costs 40 spell points to activate, and triggers a lengthy cooldown of the Force Missile spell. Only one Arcane Archer Imbue ability may be active at any time.
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AP Cost: 1 | Level: 17 | Progression: 62 | Requires: Arcane Archer: Conjure +4 Arrows, Arcane Archer: Imbue Force Arrows | |
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Arcane Archer: Imbue Terror Arrows: Imbues arrows with negative energy, granting the Fearsome ability and producing a DC 10+4 Phantasmal Killer effect would be a vorpal attack. (Attack roll of 20 followed by critical confirmation.) This ability costs 40 spell points to activate, and triggers a lengthy cooldown of the Fear spell. Only one Arcane Archer Imbue ability may be active at any time.
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AP Cost: 1 | Level: 17 | Progression: 62 | Requires: Arcane Archer: Conjure +4 Arrows | |
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Arcane Archer: Imbue Slaying Arrows: Imbues arrows with the Slaying ability, which will deal 500 damage to a living target on what would be a vorpal attack. (Natural 20 followed by critical confirmation) This ability costs 50 spell points to activate, and triggers a lengthy cooldown of the Finger of Death spell. Only one Arcane Archer Imbue ability may be active at any time.
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AP Cost: 1 | Level: 20 | Progression: 74 | Requires: Arcane Archer: Conjure +5 Arrows, Arcane Archer: Imbue Acid Arrows, Arcane Archer: Imbue Explosive Arrows, Arcane Archer: Imbue Force Arrows, Arcane Archer: Imbue Terror Arrows |