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Imbue

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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:

Barbarian:

Bard:

Cleric:

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:

Paladin:

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:

Wizard:

Warlock:

Racial:

  • Drow - Racial Tree: +1 dice in tier 3, 4: new enhancements, fills in missing space

Universal:

Spells[edit]

Feats[edit]

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

See also[edit]