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Imbue

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Information on Imbues[edit]

In Update 57, several existing abilities that granted extra damage, usually on weapon hits, were consolidated into the imbue system.

  • A character has at base a single Imbue Dice. More dice can be acquired from sources such as Enhancements, Equipment or Feats.
    • You can check your number of bonus Imbue Dice on the character sheet's Details+ tab, underneath General Combat. Remember that this number does not include your base Imbue Die. A character with 0 bonus Imbue Dice still does the Imbue's base damage. A character with 10 bonus Imbue Dice deals 11d6 damage with their Imbue.
  • Imbues are toggles: You have to drag them to a hotbar and enable to become active.
    • Only one imbue can be active at a time. Activating a second disables the first. However, extra dice are shared between Imbues: If you have multiple unlocked, use the one you like more.
  • Imbue damage attached to a physical attack is multiplied by Doublestrike and Doubleshot.
    • Imbues that can be applied to spells are effected by Spell Critical Chance and Spell Critical Damage, matching their element.

History
  • The Imbue system was put into place to unify a number of effects that added to damage, in a way to better streamline the systems.
    • The stated reason for doing so was that the large number of low-damage calculations was a contributor to lag. Instead of multiple, weaker dice, the Imbue system would consolidate the damage into a single roll.
  • Most effects which originally became imbues added non-scaling flat damage to physical attacks.
    • The modern Imbue system is patterned after the original Eldritch Knight system.
  • During Update 62, Spellpower Imbues were standardized at 1d8 damage per Imbue Die, with 75% scaling.
    • Exactly one update later, during Update 63, this was changed to 1d6 damage per Imbue Die, with 100% scaling. To this day, Spellpower-based Imbues use this scaling.

List of Imbues[edit]

  • Note that only damage-dealing Imbues are listed on this page. Non-damaging Imbues and imbue-like effects, such as those granted by Arcane Archer, have been excluded.
Imbue Die Damage Type Scale with Procs on Source Trigger Restrictions
Apostate's Curse 1d6 Evil 100% Spell Power Melee, Ranged Dark Apostate, Tier 1 Requires Favored Weapon Equipped
Biting Acid
Biting Poison
1d6 Acid
Poison
100% Spell Power Melee Blightcaster, Level 2 (First choice)
Blightcaster, Level 11 (Second choice)
Requires Wolf or Hive form active
Bleed the Weak 1d8/1d10/1d12 Bleed 100% Melee/Ranged Power Melee, Ranged; animal companion Dark Hunter, Tier 1 Target below 100/50/25% HP
Bloodhunt I 1d4/1d6/1d8 Fire 100% Spell Power Melee, Ranged Tiefling Racial Tree: Core 1, 3, 5 Target below 75/50/25% HP
Bloodsong I 1d4/1d6/1d8 Sonic 100% Spell Power Melee, Ranged Tiefling Scoundrel Racial Tree, Core 1, 3, 5 Target below 75/50/25% HP
Draconic Arms 1d6 Acid/Cold/Electric/Fire/Poison 200% Melee/Ranged Power Melee, Ranged Dragon Lord, Core 2 None
Elemental Arrows 1d6 Acid/Cold/Electric/Fire 100% Spell Power Ranged Arcane Archer, Tier 1/2/3/4 Bow Equipped
Elemental Soul 1d6 on hit
1d6 on crit
Acid/Cold/Electricity/Fire
Force
150% Melee/Ranged Power Melee, Ranged, Ki SpellsElemental portion only Henshin Mystic, Tier 2 Requires Centered
Fire Elemental Imbue
Water Elemental Imbue
1d6 Fire
Cold
100% Spell Power Melee, Ranged Druid, Level 10 Requires matching form active
Fires of Fury Imbue 1d6 Fire/LightWrathful Weapons 100% Spell Power Melee, Ranged Warpriest / War Soul, Tier 4 Requires Favored Weapon Equipped
Force Arrows 1d6 Force 100% Spell Power Ranged Arcane Archer, Tier 2 Requires Bow Equipped
Frenzy 1d8 Bane 100% Melee Power Melee Frenzied Berserker, Core 3 None
Iced Edges 1d6 Cold 100% Spell Power Melee, Ranged Warchanter, Tier 2 None
Law on Your Side 1d6/1d10Against chaotic creatures or with Inquisitor's Path - Jaded/Vigilante Law/ChaosInquisitor's Path - Vigilante 200% Ranged Power Ranged Inquisitive, Tier 1 Non-repeating Crossbow Equipped
Poisoned Coating 1d6 Poison 100% Spell Power Melee, Ranged Vile Chemist, Core 2 None
Power in Practice 1d6 Acid/Cold/Electricity/Fire/Poison 100% Spell Power Melee, Ranged Dragon Disciple, Tier 1 Requires Centered
Resonant Arms 1d6 Sonic 100% Spell Power Melee, Ranged Swashbuckler, Tier 3 Requires Swashbuckling
Sacred Flame 1d6 Fire/LightLight of Glory 200% Melee Power Melee Sacred Fist, Core 1 Requires Centered
Slayer of Evil I 1d6 Light 200% Melee/Ranged Power Melee, Ranged Favored Weapon Knight of the Chalice, Core 1 Requires Favored Weapon Equipped
Spellsword 1d6 Acid/Cold/Electric/Fire 100% Spell Power Melee, Ranged Eldritch Knight, Core 2 None
Spiritual Retribution 1d6 Light 100% Spell Power Melee, Ranged, Eldritch Blast Enlightened Spirit, Tier 4 None
Sting of the Ninja 1d6 Poison 150% Melee/Ranged Power Melee, Ranged Ninja Spy, Tier 3 Requires Centered
Storm Dancer 1d8 Electric 100% Melee Melee Tempest, Tier 3 None
Thorn Imbue 1d6 Piercing 100% Spell Power Melee, Ranged Blightcaster, Tier 4 Requires Thorn Kin/Knight form
Thundershock Imbue 1d6 Electric 100% Spell Power Melee, Ranged Battle Engineer, Tier 3 None
Venomed Blades 1d4/1d6/1d8 Poison 200% Melee/Ranged Power Melee, Ranged Assassin, Tier 1 None
Venomed Blades 1d4/1d6/1d8 Poison 200% Melee/Ranged Power Melee, Ranged Drow Racial Tree, Tier 4 None
Warlock Dilettante 1d4 Fire 100% Spell Power when proc'd via spell/Eldritch Blast Melee, Ranged,
Spells, Eldritch Blast
Half-Elf Dilettante Feat 2 second cooldown between procs
Winter Favored 1d12 Cold 100% Melee/Ranged Power Melee, Ranged Shadar-kai Racial Tree, Tier 4 While Sneak Attacking

Sources of extra dice[edit]

Enhancements[edit]

Alchemist:

  • Vile Chemist
    • Core 2: +1 Dice at Alchemist levels 3, 6, 9, 12, 15, and 18 for a total of 6 Dice (In addition to the bonuses of other Cores, if trained)
    • Core 3, 4, 5: +1 Dice (+3 total)
    • Core 6: +2 Dice

Artificer:

  • Battle Engineer
    • Agility Engine (T4): +1/2/3 Dice with a runearm equipped
    • Unlock Potential (T5): +1 Dice with a runearm equipped

Barbarian:

Bard:

  • Swashbuckler
    • Swashbuckling Style II: Music Box (T4): +1 Dice with a runearm equipped
  • Warchanter
    • Core 2, 3, 4, 5, 6: +1 Dice (+5 total)

Cleric:

  • Warpriest
    • Core 2, 4, 5: +1 Dice (+3 total)
    • Wrathful Weapons (T5): On vorpal hit with a favored weapon, +3 Dice and Fires of Fury Imbue (if active) becomes Light damage for 12 seconds
  • Dark Apostate
    • Core 3, 5, 6: +1 Dice (+3 total)
    • Enhanced Curse (T2/T3/T4): +1 Dice (+3 total)
    • Ultimate Heresy (T5): +2 Dice

Favored Soul:

  • Warsoul
    • Core 2, 4, 5: +1 Dice (+3 total)
    • Wrathful Weapons (T5): On vorpal hit with a favored weapon, +3 Dice and Fires of Fury Imbue (if active) becomes Light damage for 12 seconds

Fighter:

Monk:

  • Henshin Mystic
    • Core 1, 2, 3, 4, 5, 6: +1 Dice (+6 total)
  • Dragon Disciple
    • Core 5, 6: +3 Dice (+6 total)
    • Discipleship I/II (T2/T4): +1/2 Dice (+3 total)

Paladin:

Ranger:

Rogue:

  • Assassin
    • Toxin Affinity (T2): +1/2/3 dice

Sorcerer:

  • Eldritch Knight
    • Core 2: +1 Dice at Sorcerer levels 3, 6, 9, 12, 15, and 18 for a total of 6 Dice (In addition to the bonuses of other Cores, if trained)
    • Core 4, 5: +1 Dice (+2 total)
    • Core 6: +2 Dice, with a proc for +4 Dice for 30 seconds.

Wizard:

  • Eldritch Knight
    • Core 2: +1 Dice at Wizard levels 3, 6, 9, 12, 15, and 18 for a total of 6 Dice (In addition to the bonuses of other Cores, if trained)
    • Core 4, 5: +1 Dice (+2 total)
    • Core 6: +2 Dice, with a proc for +4 Dice for 30 seconds.

Warlock:

Racial Enhancements:

Universal Enhancement Trees:

  • Inquisitive
    • Core 4, 5, 6: +1 Dice (+3 total)
    • Improved Law/Greater Law (T2/T4): +1 Dice (+2 total)
    • Jaded/Vigilante (T5): +1 Dice OR Optimistic (T5): +2 Dice

Spells[edit]

Feats[edit]

  • Active Druid Wild Shape (Mutually exclusive, only grants bonuses while shifted):
    • Fire or Water Elemental (requires Druid 13): +3 Dice
    • Blighted Wolf (requires Blightcaster 11): +1 Dice
    • Hive Master or Thorn Knight (requires Blightcaster 13): +2 Dice

Destinies[edit]

Items[edit]

  • Filigree Set Bonuses --- All bonuses stack.
    • The Beast Mantle: +2 Dice at 4 pieces
    • Electrocution: +2 Dice at 3 pieces
    • The Long Shadow: +2 Dice at 3 pieces
    • Snake Bite: +2 Dice at 3 pieces
    • Reverberation: +2 Dice at 2 pieces
    • Frozen Wanderer: +1 Dice at 4 pieces
    • The Wreath of Flame: +1 Dice at 4 pieces
  • Filigrees
    • Snowpeak's Gifts: Imbue Dice: +1 Dice

Effects that benefit from bonus Imbue Dice[edit]

Certain effects scale off of the user's number of bonus Imbue dice, despite not being Imbues themselves. They are listed here.

  • Shiradi Champion
    • Stay Good/Strong/Toxic/Loud (T2) gains an additional 1d77 of the chosen type per 7 bonus Imbue dice at rank 3. Note: This is all or nothing: 14 Dice adds 2d77, but 13 Dice only adds 1d77.
  • Dark Apostate
    • Cursed Words (T3): Applying a Curse (Be it through Bestow Curse, Cursespewing, or their own Imbue's critical proc) deals Bane damage to Undead, 6d6 per Imbue die. This damage scales with 100% Force Spell Power.
    • Dark Judgement (T4): Turn Undead grants 10 temporary hp per Imbue die to yourself and nearby allies.
  • Arcane Archer
    • Improved Elemental Arrows adds 1d10 damage per Imbue die on critical hit while an Arcane Archer Elemental or Force Damage Imbue is active. The damage type dealt matches your Imbue scales with 100% Spell Power.
  • Sacred Fist

Other things affected by your active Imbue[edit]

  • Blighted Breath damage type changes from Poison to Acid when using the Biting Acid Imbue.
  • Arcane Archer
    • Elemental Inferno's DOT attempts to match the AA imbue of the user (and defaults to Fire if no compatible Imbue is found.)

Strategy[edit]

(Originally from DDO Forums)

  • Best scaling: Spell Power. Past a certain point, Spell Power imbues scale higher than Melee Power imbues. Ranged Power imbues are more comparable, but it's almost always easier to get 200 Spell Power instead of 100 Melee/Ranged Power.
  • Mind the hate: Imbue damage is not affected by most threat-reducing effects. This can get you killed fast in content where threat has to be managed (high reaper and raids).
  • Attack speed matters: Dedicated melee imbue builds are not viable. They lack Prism (the best Imbue Dice payoff), and have a far lower rate of fire than Shuriken, Repeating Crossbows, or Inquisitive. The higher your attack speed, the more imbue damage you can put out.
  • Look for synergies: E.g., Thorns Imbue from Blightcaster is amplified by PRR reduction, or the Sonic Imbue from Swashbuckler benefits from Fatesinger's Harmonic Resonance.

See also[edit]