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Imbue
In Update 57, several existing abilities that granted extra damage, usually on weapon hits, were consolidated into the imbue system.
- Characters can gain imbues from various sources.
- 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.
- Various effects that were originally used to increase the damage of a particular imbue system are streamlined and grant extra imbue dice. Extra imbue dice from various sources stack. You can check your bonus Imbue Dice on the character sheet's Details+ Tab
- Your imbue damage is multiplied by Doublestrike and Doubleshot.
Imbues[edit]
Note: This list combines release notes information with the best guesses of the editor and must be verified in the game.
Imbue | Die | Element | Scale with | Procs on | Source |
---|---|---|---|---|---|
Biting Acid Biting Poison |
1d6 1d8 |
Acid Poison |
Spell Power | Melee in Wolf/Hive form | Blightcaster 2 |
Bleed the Weak | 1d8-1d12 | Bleed | Melee Power | Melee, Ranged; animal companion | Dark Hunter enhancements |
Bloodhunt I | 1d4-1d8 | Fire | Spell Power | Melee, Ranged vs hurt foe | Tiefling - Racial Tree |
Bloodsong I | 1d4-1d8 | Sonic | Spell Power | Melee, Ranged vs hurt foe | Tiefling Scoundrel - Racial Tree |
Dark Apostate | 1d6 | Evil | Spell Power | Melee, Ranged | Dark Apostate tier 1 |
Elemental Arrows | 1d8 | Acid/Cold/Fire/Electric | Spell Power | Bow | Arcane Archer enhancements, Elven AA |
Fire Elemental Imbue Water Elemental Imbue |
1d6 | Fire Cold |
Spell Power | Melee, Ranged while in matching elemental form | Druid 10 |
Force Arrows | 1d8 on hit xd10 on crit |
Force | Spell Power | Bow | Arcane Archer enhancements, Elven AA |
Frenzy | 1d8 | Bane | Melee Power | Melee, ? | Frenzied Berserker Core 3 |
Iced Edges | 1d6 | Cold | Spell Power | Melee, Ranged | Warchanter Tier 3 |
Law on Your Side | 1d10 vs chaos 1d6 if not |
Law | 200% Ranged Power | light or heavy crossbow not repeating | Inquisitive Tier 1 |
Lighting the Candle | 1d6 on hit 1d6 on crit |
Fire Force |
Melee/Ranged Power | Melee, Ranged | Henshin Mystic Tier 3 |
Poisoned Coating | 1d8 | Poison | Spell Power | Melee, Ranged | Vile Chemist core 2 |
Resonant Arms | 1d6 | Sonic | Spell Power | Melee, Thrown while swashbuckling | Swashbuckler enhancements tier 3 |
Sacred Flame | 1d6 | Fire/Light | Melee Power 200% | Melee while centered | Sacred Fist Core 1 |
Slayer of Evil I | 1d6 | Light | 200% Melee/Ranged Power | Melee, Ranged | KotC core 1 |
Spellsword | 1d8 | Acid/Cold/Fire/Electric | Spell Power | Melee, Ranged | Eldritch Knight core 2 |
Spiritual Retribution | 1d6 | Light | Spell Power | Melee, Ranged, Eldritch Blast | Enlightened Spirit Tier 4 |
Sting of the Ninja | 1d6 | Poison | Melee/Ranged Power | Melee, Ranged | Ninja Spy Tier 3 |
Storm Dancer | 1d8 | Electric | Melee/Ranged Power | Melee, Ranged | Ranger - Tempest |
Thorn Imbue | 1d6 | Piercing | Spell Power | ?? while in Thorn form | Blightcaster 4 |
Thundershock Imbue | 1d6 | Electric | Spell Power | Melee, Ranged | Battle Engineer Tier 3 |
Fires of Fury Imbue | 1d6 | Fire | Spell Power | Melee, Ranged | Warpriest Tier 4 |
TBD | 1d6 | Fire | Spell Power | Melee, Ranged | Warsoul Tier 4 |
Venomed Blades | 1d4/1d6/1d8 | Poison | 200% Melee/Ranged Power | Melee, Ranged | Assassin Tier 1 |
Venomed Blades | 1d4/1d6/1d8 | Poison | 200% Melee/Ranged Power | Melee, Ranged | Drow - Racial Tree Tier 4 |
Warlock Dilettante | 1d4 | Fire | Spell Power | Melee, Ranged, Spells (Cooldown 2 seconds?) |
Half-Elf |
Winter Favored | 1d12 | Cold | Melee/Ranged Power | Melee, Ranged on sneak attack | Shadar-kai Racial Tree Tier 4 |
Extra dice[edit]
Alchemist:
- Vile Chemist Core 2: +1 Dice at Alchemist levels 6, 9, 12, 15, and 18 - Max 5 (seems to also grant an undocumented +1 die when you take the ability as Alchemist 3)
- Vile Chemist Core 4: +1 Dice
- Vile Chemist Core 5: +1 Dice
- Vile Chemist Core 6: +2 Dice
Artificer:
- Battle Engineer - Agility Engine t4: +1/2/3 Dice with a runearm equipped
- Battle Engineer - Unlock Potential t5: +1 Dice with a runearm equipped
Barbarian:
- Frenzied Berserker Core 5: +3 dice while Death Frenzy is active
Bard:
- Swashbuckler Music Box: +1 Dice
- Warchanter: Each core beyond the first grants +1 Dice
Cleric:
- Warpriest: Core 2, 4, 5 grant +1 Dice
- Warpriest T5: Wrathful Weapons: +3 dice, change Fire imbue to Light for the duration
- Dark Apostate: Tiers 2, 3, 4 grant +1 Dice
- Dark Apostate: Tier 5 grants +2 Dice
- Dark Apostate: Core 3, 5, 6 grant +1 Dice
Druid:
- +1 Die while wild-shaped into a Blighted Wolf (requires Blightcaster 11)
- +2 Dice while wild-shaped into a Hive Master or Thorn Knight (requires Blightcaster 13)
- +3 Dice while wild-shaped into a Fire or Water Elemental (requires Druid 13)
(Having access to both elemental forms (druid 17) does not increase the number of dice.)
Favored Soul:
- Warsoul: Cores 2, 4, 5 grant +1 Dice
- Warsoul T5: Wrathful Weapons now grants +3 dice instead of its separate proc, and turns your Fire imbue to Light for the duration
Monk:
- Henshin Mystic: Each core grants +1 Dice
Paladin:
- Sacred Fist: Each core beyond the first grants +1 Dice
- Sacred Fist: Tier 3, 4 grant +1 Dice each
- Knight of the Chalice: Each core beyond the first grants +1 Dice
Ranger:
- Arcane Archer: Tiers 2, 3, 4, and 5 grant +2 Dice each. (Note: All other primary Arcane Archer imbues are also now imbues in this system.)
- Dark Hunter: Tier 3: Primal Energy: +1/2/3 Dice
Rogue:
- Assassin - Tier 2: Toxin Affinity: +1/2/3 dice
Sorcerer:
- Eldritch Knight Core 2: +1 Dice at Sorcerer levels 6, 9, 12, 15 and 18 for a total of 5 dice
- Eldritch Knight Core 4: +1 Dice
- Eldritch Knight Core 5: +1 Dice
- Eldritch Knight Core 6: +2 Dice + the proc for +4 temporary dice
Wizard:
- Eldritch Knight Core 2: +1 Dice at 3 Wizard levels 6, 9, 12, 15 and 18 for a total of 5 dice
- Eldritch Knight Core 4: +1 Dice
- Eldritch Knight Core 5: +1 Dice
- Eldritch Knight Core 6: +2 Dice + the proc for +4 temporary dice
Warlock:
- Enlightened Spirit Core 5: +3 bonus dice while in Celestial Spirit form
Racial:
- Drow - Racial Tree: +1 dice in tier 3, 4: new enhancements, fills in missing space
Universal:
- Inquisitive: Core 4, 5, 6 grant +1 dice each
- Inquisitive: Tier 2, 4 grant +1 dice each
- Inquisitive: Tier 5 multi-selector grants +1 dice each except for 1 grants +2
Spells[edit]
- Blighted Bite: +2 Imbue dice while in any wolf form for 20 minutes
- Elemental Weapons: +1 alchemical bonus
- Greater Elemental Weapons: +2 alchemical bonus
- Sacred Fist Empowerment: +3 imbue dice and your critical hits deal 1d20 Bane damage per Imbue dice, scaling with 100% of your Melee Power.
Feats[edit]
- Embodiment of Law - Destiny Feat: +2 Dice if lawful
- Harbinger of Chaos - Destiny Feat: +2 Dice if chaotic
- Enhanced Elemental Dice - Destiny Feat: +1 Dice
- Scion of Arborea - Legendary Feat: +1 Dice
- Scion of the Feywild - Legendary Feat: +3 Dice
- Scion of the Plane of Earth - Legendary Feat: +3 Dice
- Scion of the Plane of Fire - Legendary Feat: +3 Dice
- Scion of the Plane of Water - Legendary Feat: +3 Dice
- Scion of the Plane of Air - Legendary Feat: +3 Dice
- Offhand Versatility - Orb/Runearm: +1 Imbue dice
Destinies[edit]
- Shiradi Champion mantle gains 1d77 per 7 bonus dice - this is not an imbue toggle BUT gains benefits from your imbue dice!
- Draconic Tier 3 now grants +1/2/3 Dice
- The Crusade! buff in Divine Crusader now grants +1 dice
- Ghost Touch in Legendary Dreadnought is now "Esoteric Touch" and grants both Ghost Touch and +1 Imbue Dice
- Shared Mantle in Primal Avatar now also grants +3 Imbue Dice while within the PA Mantle
Items[edit]
- Filigree Set Bonuses that used to give a scaling imbue on-hit now give +1/+2 Dice
- Augments from Hunt or Be Hunted Raid now give +1 Enhancement bonus to bonus Dice
- Certain Set Bonuses get +1 Dice in heroics, 2 in epics, 3 in legendary (artifact typed):
- Profane Experiment
- Echoes of the Waking Ancestors
- Crypt Raider