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Mechanic enhancements
Class | Artificer - Dog | Barbarian | Bard | Cleric | Druid - Wolf | Favored Soul | Fighter | Monk | ||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
AT | BE | RM | FB | OS | Rav | SB | SS | WC | DD | RS | War | NW | NP | SH | AoV | BoH | War | Ken | StD | Van | HeM | NiS | Shi | |
Paladin | Ranger | Rogue | Sorcerer | Warlock | Wizard | Universal | ||||||||||||||||||
KotC | SaD | Van | AA | DWS | Tem | Ass | Mec | TA | Air | Earth | EK | Fire | Water | ES | SE | TS | AM | EK | PM | Fal | Har | Inq | Vis |
Free to Play | Drow † | Dwarf | Elf—AA | Halfling | Human | Reaper enhancements | |
Premium Races | Aasimar | Dragonborn | Gnome | H-Elf—W-Elf—AA | H-Orc | Tiefling | Warforged |
Iconic Heroes | Bladeforged | Deep Gnome | Morninglord—AA | PDK | Scoundrel | Scourge | Shadar-kai |
Mechanic enhancements[edit]
Core abilities[edit]
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Arbalester: Your ranged sneak attack and Point Blank Shot range increases by 5 meters per trained Mechanic Core enhancement. You also gain proficiency with great crossbows.
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AP Cost: 1 | Ranks: 1 | Progression: 0 | Requires: Level 1 Rogue | |
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Tanglefoot: Cooldown: 30 seconds. Spell Resistance: No
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AP Cost: 1 | Ranks: 1 | Progression: 5 | Requires: Arbalester, Level 3 Rogue | |
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Targeting Sights: You can now use your Intelligence modifier for damage with all crossbows and thrown weapons. You also gain proficiency with light repeating crossbows.
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AP Cost: 1 | Ranks: 1 | Progression: 10 | Requires: Tanglefoot, Level 6 Rogue | |
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Improved Detection: You can detect traps and search from 50% further away. You gain proficiency with heavy repeating crossbows. You gain +1 to-hit and damage, and 1 extra Sneak Attack die with bows, crossbows, and thrown weapons.
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AP Cost: 1 | Ranks: 1 | Progression: 20 | Requires: Targeting Sights, Level 12 Rogue | |
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Expert Builder: You gain a +1 Competence Bonus to Critical Multiplier with bows, crossbows & thrown weapons. Great Crossbows instead gain +2 Competence Bonus to Critical Multiplier. Cooldowns of Alchemical Trap attacks are reduced by 20%.
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AP Cost: 1 | Ranks: 1 | Progression: 30 | Requires: Improved Detection, Level 18 Rogue | |
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Hip Flask: Passive: +2 Dexterity and Intelligence, +1 to hit with all crossbows, +1 damage with all repeating crossbows, +2 damage with non-repeating crossbows, +2 Sneak Attack dice and +2 to hit when performing Sneak Attacks
Action Boost: You drink a potion that you've been saving for a special occasion. Heals you for 10d3+30 (scales with 200% Ranged Power) and adds +10 to Dodge and Maximum Dodge for 10 seconds. For the next 60 seconds, you gain +1d6 to all ability scores, and +2d6 to attack and damage. (Cooldown: 3 minutes) "A little something of your own creation. Potent stuff, drink sparingly." | |||
AP Cost: 1 | Ranks: 1 | Progression: 40 | Requires: Expert Builder, Level 20 Rogue |
Tier One[edit]
Requires Arbalester, Rogue Level 1
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Sharpshooter: +1 to hit and damage with all bows, crossbows, and thrown weapons. +1 additional damage and one Sneak Attack die with all non-repeating crossbows.
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AP Cost: 2 | Ranks: 1 | Progression: 1 | No requirements | |
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Lacerating Shots: You have upgraded your Great Crossbow to shoot more forcefully that its construction would normally allow. Your Great Crossbow attacks have a 33%/66%/100% chance of putting a stack of Bleed on enemies. The bleed effect can stack up to 5 times.
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AP Cost: 1 | Ranks: 3 | Progression: 1 | No requirements | |
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Thunderstone: Cooldown: 12 seconds. Spell Resistance: No
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AP Cost: 1 | Ranks: 3 | Progression: 1 | No requirements | |
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Mechanics: +1/+2/+3 Disable Device, Open Lock, and Repair. +1/+2/+3 to Saving Throws you make against traps.
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AP Cost: 1 | Ranks: 3 | Progression: 1 | No requirements | |
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Awareness: +1/+2/+3 Listen, Search, and Spot
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AP Cost: 1 | Ranks: 3 | Progression: 1 | No requirements |
Tier Two[edit]
Requires Rogue Level 2, 5 APs spent in tree
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Sharpshooter: +1 to hit and damage with all bows, crossbows, and thrown weapons. Non-repeating crossbows increase the damage to +2 and +1 SA dice.
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AP Cost: 2 | Ranks: 1 | Progression: 5 | Requires: Sharpshooter (Tier 1) | |
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Improved Traps: +1/+2/+3 to the save DC's of Alchemical Trap Attacks and Magical Traps. Elemental Traps that you place now have a DC equal to 65%/80%/100% of your Disable Device Skill instead of 50%.
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AP Cost: 1 | Ranks: 3 | Progression: 5 | No requirements | |
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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.
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AP Cost: 1 | Ranks: 3 | Progression: 5 | No requirements | |
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Skill Boost: Activate to gain a +2/+4/+6 Action Boost bonus to all skills for 20 seconds. (Cooldown: 30 seconds)
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AP Cost: 1 | Ranks: 3 | Progression: 5 | No requirements |
Tier Three[edit]
Requires Rogue Level 3, 10 APs spent in tree
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Sharpshooter: +1 to-hit and damage with all bows, crossbows, and thrown weapons. Non-repeating crossbows increase the damage to +2 and +1 SA dice.
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AP Cost: 2 | Ranks: 1 | Progression: 10 | Requires: Sharpshooter (Tier 2) | |
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Wrack Construct: Choose one (Cooldown: 12/8/4 seconds):
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AP Cost: 1 | Ranks: 3 | Progression: 10 | No requirements | |
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Ooze Flask: Cooldown: 12 seconds. Spell Resistance: No
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AP Cost: 1 | Ranks: 3 | Progression: 10 | Requires: Thunderstone | |
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Use Magical Device: +1/+2/+3 Use Magic Device
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AP Cost: 1 | Ranks: 3 | Progression: 10 | No requirements | |
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Dexterity or Intelligence: Choose one:
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AP Cost: 2 | Ranks: 1 | Progression: 10 | No requirements |
Tier Four[edit]
Requires Rogue Level 4, 20 APs spent in tree
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Sharpshooter: +1 to-hit and damage with all bows, crossbows, and thrown weapons. Non-repeating crossbows increase the damage to +2 and +1 SA dice.
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AP Cost: 2 | Ranks: 1 | Progression: 20 | Requires: Sharpshooter (Tier 3) | |
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Disable Construct: Activate: Target construct or living construct is dazed for 10/20/30 seconds. This effect is removed on damage. Using this ability on a target already affected by it will extend the duration. (Cooldown: 25 seconds)
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AP Cost: 1 | Ranks: 3 | Progression: 20 | Requires: Wracking Strike/Shot | |
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Fletching: You are skilled at enhancing, salvaging, and re-purposing your arrows, bolts, and throwing weapons. +3/6/10 Ranged Power and your ammunition gains a 50/65/80% chance of returning.
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AP Cost: 1 | Ranks: 3 | Progression: 20 | No requirements | |
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Leg Shot: Ranged Attack: +2[W]. On Damage: Slow your enemy's movement by 50% for 10 seconds. (Cooldown: 10 seconds, also affects bosses)
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AP Cost: 2 | Ranks: 1 | Progression: 20 | No requirements | |
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Dexterity or Intelligence: Choose one:
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AP Cost: 2 | Ranks: 1 | Progression: 20 | No requirements |
Tier Five[edit]
Requires Rogue Level 5, Character Level 12, 30 APs spent in tree
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Sharpshooter: +3 to-hit and damage with all bows, crossbows, and thrown weapons. +3 additional damage with all non-repeating crossbows and +1 SA dice.
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AP Cost: 2 | Ranks: 1 | Progression: 30 | Requires: Sharpshooter (Tier 4) | |
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Rapid Fire: +3%/6%/10% Doubleshot
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AP Cost: 1 | Ranks: 3 | Progression: 30 | No requirements | |
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Time Bomb: Cooldown: 20 seconds. Spell Resistance: No
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AP Cost: 1 | Ranks: 3 | Progression: 30 | No requirements | |
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Sniper: You gain 1 extra Sneak Attack die with bows, crossbows, and thrown weapons. Non-repeating crossbows increase this to 3 Sneak Attack dice and also gain +2[W]. Great Crossbows now vorpal on a 19-20.
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AP Cost: 2 | Ranks: 1 | Progression: 30 | No requirements | |
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Mechanical Reloader: +10 Ranged Power, +10% Ranged Alacrity with repeating crossbows and thrown weapons. +30% Ranged Alacrity with non-repeating crossbows.
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AP Cost: 2 | Ranks: 1 | Progression: 30 | No requirements |
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