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Inquisitive enhancements

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Inquisitive enhancements tree

Curious Inquisitives can transform any light or heavy crossbow into a pair of hand crossbows and excel at both shooting first, and asking questions.

The Inquisitive is a universal enhancement tree released with Update 41 Patch 4. Based on the Master Inquisitive prestige class in the 3.5e Eberron Campaign Setting, Inquisitives are investigators who specialize in solving mysteries and shedding light on the darkest secrets. In DDO, those who use the Inquisitive Universal Enhancement tree gain skills that focus on Diplomacy, Law/Chaos damage, finding hidden things, and a new Dual-Crossbow combat style.

In the same way that Vistani Knife Fighter has a Tier 1 enhancement that changes your combat style, Inquisitive has a Tier 1 enhancement that changes the way Light and Heavy (non-repeating) Crossbows are used. With this enhancement, any Light or Heavy (non-repeating) Crossbow you equip splits into two smaller hand-crossbows in your hands, each firing a shot every time you attack. Both of these shots use the stats of your single (equipped) Crossbow.

Inquisitive is not free to VIP. It is included in some bundles of the Masterminds of Sharn expansion, and you can unlock it on a per-character basis by achieving tier 3 of the Sharn City Council favor. It is also purchasable via the DDO Store for 495 DP.

  • Minor bug: As of this posting (mid-July, '19), some enhancements work with all non-repeating crossbows, including Great Crossbows. The in-game tooltip and math matches this. Unclear if this is working as intended or not.

Core abilities[edit]

Icon Inquisitive.png
Inquisitive: +1 to Attack with all weapons. +1 to Diplomacy, Intimidate and Bluff.
AP Cost: 1 Ranks: 1 Progression: 0 Requires: Character level 1
Icon Hit the Streets.png
Hit the Streets: You gain an additional copy of Diplomacy on a separate cooldown timer.

This timer is shared with Half-Elven Social Grace's Diplomacy. Diplomacy allows you to attempt to encourage enemies to find targets other than yourself.

Passive: +2% Dodge, +3 Diplomacy skill. If you are a Half-Elf, this Diplomacy bonus is instead +10.

Cooldown: 1 Minute
AP Cost: 1 Ranks: 1 Progression: 5 Requires: Character level 3, Inquisitive
Icon Mind Like Iron.png
Mind Like Iron: +3 to Will Saving Throws. You no longer automatically fail Saving Throws for Fear, Enchantment or Illusion effects on a Natural 1. You will automatically perform a Search check to locate traps and secret doors when you are in range to Spot them, although this Search check operates at a -4 penalty.
AP Cost: 1 Ranks: 1 Progression: 10 Requires: Character level 6, Hit the Streets
Icon True Seeing.png
True Seeing: You permanently gain the effects of the True Seeing spell. You gain +1 Competence Bonus to Critical Threat Range and Multiplier with Light and Heavy (non-repeating) Crossbows. In addition, you gain +2 Damage dice with Law on your Side.
AP Cost: 1 Ranks: 1 Progression: 20 Requires: Character level 12, Mind Like iron
Icon Undaunted.png
Undaunted: +10 Ranged Power, +3 to all Saving Throws, +4 to the Max Dex Bonus of equipped armor.

You gain the Slippery Mind feat (you can wriggle free from magical effects that would otherwise control or compel you. You gain a second saving throw versus enchantments).

In addition, you gain +3 Damage dice with Law on your Side.
AP Cost: 1 Ranks: 1 Progression: 30 Requires: Character level 18, True Seeing
Icon Master Inquisitive.png
Master Inquisitive: +2 to all Ability Scores. +10 Ranged Power. While wielding a Light or Heavy (non-repeating) Crossbow, your Vorpal hits will knock down targets hit on a natural 20 + confirmation for 6 seconds without a saving throw, as a Great Crossbow. In addition, you gain +4 Damage dice with Law on your Side.
AP Cost: 1 Ranks: 1 Progression: 40 Requires: Character level 20, Undaunted

Tier One[edit]

Requires character level 1, 1 AP spent in tree

Icon Dual Shooter.png
Dual Shooter: While you have a Light or Heavy (non-repeating) Crossbow equipped, you instead fight with a Hand Crossbow in each hand, with each mimicking the damage and effects of your equipped Crossbow. +1 to Attack and Damage with Light and Heavy (non-repeating) crossbows.
AP Cost: 2 Ranks: 1 Progression: 1 No requirements
Icon Eye for Accuracy.png
Eye for Accuracy: +1/2/3 to Attack with weapons.
AP Cost: 1 Ranks: 3 Progression: 1 No requirements
Icon Conjure Bolts.png
Conjure Bolts: Conjures a stack of 1000 bolts for use with a crossbow. These bolts have a +1 enhancement bonus. These bolts dissolve into nothingness after logout. Spell Point Cost: 30/20/10
AP Cost: 1 Ranks: 3 Progression: 1 No requirements
Icon Law on your side.png
Law on your side: Toggle: Your Light and Heavy (non-repeating) Crossbow attacks deal 1d8 Law damage on hit to non-Lawful creatures, scaling with 200% Ranged Power. Lawful creatures take 1d4 Law damage, scaling with 200% Ranged Power.
AP Cost: 2 Ranks: 1 Progression: 1 No requirements
Icon Inquisitive Skills.png
Inquisitive Skills: +1/2/3 to Diplomacy, Intimidate and Bluff. Rank 3: +1 to Will Saving Throws.
AP Cost: 1 Ranks: 3 Progression: 1 No requirements

Tier Two[edit]

Requires character level 2, 5 APs spent in tree

Icon Crossbow Adept.png
Crossbow Adept: +1 to Attack and +2 to Damage with Light and Heavy (non-repeating) Crossbows.
AP Cost: 2 Ranks: 1 Progression: 5 No requirements
Icon Wand and Scroll Mastery.png
Wand and Scroll Mastery: +25/50/75% damage and healing of your wands, scrolls and other items that cast spells. Adds +1/2/3 to the save DC's of your offensive wands. Taking Wand and Scroll Mastery in one enhancement tree will block its availability in other enhancement trees.
AP Cost: 1 Ranks: 3 Progression: 5 No requirements
Icon Observation.png
Observation: When you use Diplomacy on an enemy, you gain one stack of Observation (+2 to Armor Class, +2 to PRR, +2 to MRR). Each stack lasts 20 seconds before being removed. This stacks up to 5 times.
AP Cost: 2 Ranks: 1 Progression: 5 No requirements
Icon Improved Law.png
Improved Law: +2 Damage dice with Law on your Side.
AP Cost: 2 Ranks: 1 Progression: 5 Requires: Law on your Side
Icon Action Boost Skills.png
Action Boost: Skills: Active to gain a +2/4/6 Action Boost bonus to all skills for 20 seconds. Cooldown: 30 seconds.
AP Cost: 1 Ranks: 3 Progression: 5 No requirements

Tier Three[edit]

Requires character level 3, 10 APs spent in tree

Icon Crossbow Adept II.png
Crossbow Adept: +1 to Attack and +1 to Damage with Light and Heavy (non-repeating) Crossbows.
AP Cost: 2 Ranks: 1 Progression: 10 Requires: Crossbow Adept (Tier 2)
Icon What First.png
What First?: Pick a skill that you'd use to enter a room.
  • Ask Questions First: Activate this skill to gain +20 to Diplomacy and a 10% reduction in the cooldown time of Social Skills for 60 seconds. When you use Diplomacy on an enemy while this is active, you gain a stack of Preparation (+2% Dodge that ignores Dodge Cap). Each stack of Preparation lasts 12 seconds, and acquiring a new stack resets the duration. Preparation can stack up to 5 times. Cooldown: 2 Minutes
  • Shoot First: Bow or Crossbow Attack: +3[W] damage. On successful damage, this causes your opponent to take "Shot Wound". (Cooldown: 6 seconds) Note: Shot Wound deals 1d6 damage per Character Level every 2 seconds for 12 seconds. This damage scales with 200% Ranged Power.
AP Cost: 2 Ranks: 1 Progression: 10 No requirements
Icon Improved Observation.png
Improved Observation: Each stack of Observation now also grants you 5% Fortification bypass.
AP Cost: 1 Ranks: 1 Progression: 10 Requires: Observation
Icon Stop in the Name.png
Stop in the Name: Active: Targeted enemy must save (DC Diplomacy + d20 vs. Will) or be Dazed for 10 seconds. Daze is removed on hit. Bosses are immune to Daze. Cooldown: 18 seconds
AP Cost: 2 Ranks: 1 Progression: 10 No requirements
Icon Ability Score.png
Ability Score: Choose an Ability Score.
AP Cost: 2 Ranks: 1 Progression: 10 No requirements

Tier Four[edit]

Requires character level 4, 20 APs spent in tree

Icon Crossbow Adept III.png
Crossbow Adept: +1 to Attack and +2 to Damage with Light and Heavy (non-repeating) Crossbows.
AP Cost: 2 Ranks: 1 Progression: 20 Requires: Crossbow Adept (Tier 3)
Icon What Later.png
What Later?: Take a follow up skill to handle the situation.
  • Ask Questions Later: Requires Shoot First. When you use Diplomacy on enemies who have at least one stack of Shot Wound, they receive a Crushing Despair effect for 30 seconds.
  • Shoot Later: Requires Ask Questions First. Bow or Crossbow Attack: +5[w]. This attack has +2 Critical Threat Range and Multiplier. Cooldown: 15 seconds.
AP Cost: 1 Ranks: 1 Progression: 20 Requires: What First?
Icon Inquisition Style.png
Inquisition Style: How do you interrogate?
  • Arcane Inquisition: You gain +15 Universal Spell Power while you have a Light or Heavy (non-repeating) Crossbow equipped.
  • Dashing Inquisition: You can Swashbuckle while wielding a Light (non-repeating) Crossbow.
  • Divine Inquisition: You count Light and Heavy (non-repeating) Crossbows as Favored weapons, regardless of your Deity.
  • Martial Inquisition: +5% Doubleshot with Light and Heavy (non-repeating) Crossbows.
AP Cost: 2 Ranks: 1 Progression: 20 No requirements
Icon Greater Law.png
Greater Law: +2 Damage dice with Law on your Side.
AP Cost: 2 Ranks: 1 Progression: 20 Requires: Law on your Side
Icon Ability Score.png
Ability Score II: Choose an Ability Score.
AP Cost: 2 Ranks: 1 Progression: 20 No requirements

Tier Five[edit]

Requires character level 12, 30 APs spent in tree

Icon No Holds Barred.png
No Holds Barred: Action Boost: You may activate this ability to enchant your Light or Heavy (non-repeating) crossbow to instantly reload itself for 18 seconds. This shares charges and a cooldown with Endless Fusilade. If you also have Endless Fusilade, you gain +10 Ranged Power while No Holds Barred is active. Passive: +5 Ranged Power, +10% Doubleshot. Cooldown: 30 seconds
AP Cost: 2 Ranks: 1 Progression: 30 No requirements
Icon Arresting Assault.png
Arresting Assault: Activate Ability: All nearby enemies receive -10 Melee, Ranged, and Spell Power for 20 seconds and 5 stacks of Vulnerability. In addition, nearby enemies must save (DC Diplomacy + d20 vs. Will) or be subjected to a 10-second Daze. (Bosses are immune to Daze, but not the Power reduction or Vulnerability). Daze is removed on hit. Cooldown: 1 minute
AP Cost: 1 Ranks: 1 Progression: 30 No requirements
Icon Improved Uncanny Dodge.png
Improved Uncanny Dodge: Grants the Improved Uncanny Dodge feat. Activate this ability to gain a temporary 50% Dodge bonus and a +6 reflex save bonus. This feat also grants you a 1% passive bonus to Dodge at levels 4, 6, 8, 12, 16 and 20.
AP Cost: 1 Ranks: 1 Progression: 30 No requirements
Icon Inquisitors Path.png
Inquisitor's Path: Which path will you follow?
  • Jaded: Your damage dice with Law on your Side are now d8s for all enemies, regardless of alignment. +10 Ranged Power, +30% Alacrity with non-Repeating Crossbows
  • Optimistic: +2 Damage Dice with Law on your Side. +10 Ranged Power, +30% Alacrity with non-Repeating Crossbows
  • Vigilante: +1 Damage Dice with Law on your Side. Damage from Law on your Side is now Chaos damage, with non-Chaotic creatures taking d8s of damage, and Chaotic creatures taking d4s of damage. +10 Ranged Power, +30% Alacrity with non-Repeating Crossbows
AP Cost: 1 Ranks: 1 Progression: 30 Requires: Greater Law
Icon Diplomatic Immunity.png
Diplomatic Immunity: Toggle: While active, your attacks with Light and Heavy (non-repeating) Crossbows have a chance to automatically trigger Diplomacy around you.
AP Cost: 2 Ranks: 1 Progression: 30 No requirements

See also[edit]