| Enhancement | Description |
|---|---|
Arcane Archer
|
Equipped bows gain a +1 Enhancement bonus for each Arcane Archer Core Ability you possess. All bows are treated as Implements in your hands, granting Spell Power. |
Morphic Arrows
|
Arcane Archer Secondary Imbue Toggle: Your arrows deal bludgeoning, piercing, and slashing damage. |
Metalline Arrows
|
Arcane Archer Secondary Imbue Toggle: Your arrows bypass all metallic damage reduction. |
Aligned Arrows
|
Arcane Archer Secondary Imbue Toggle: Your arrows bypass all alignment based damage reduction. |
Shadow Arrows
|
Arcane Archer Secondary Imbue Toggle: +5% Doubleshot chance with bows. Doubleshot: Your ranged attacks gain a percent chance to attack with an extra projectile. Repeating Crossbows have a reduced chance to produce extra shots. Passive: Equipped bows gain +1 Competence bonus to Critical Damage Multiplier |
Master of Imbuement
|
+4 Dexterity +20% Doubleshot Doubleshot: Your ranged attacks, including thrown attacks, gain a percent chance to attack with an extra projectile. Repeating Crossbows have a reduced chance to produce extra shots. |
| Enhancement | Description |
|---|---|
Conjure Arrows
|
Activate to create a stack of returning +1 arrows. These arrows are destroyed when you log out for an extended period of time. Antirequisite: This enhancement cannot be taken at the same time as Conjure Arrows in the Half-Elf tree. |
True Strike
|
Ranged Archery Attack: Perform a ranged attack with +20 to hit. You receive a +4 Insight bonus to hit for 12 seconds. |
Energy of the Wild
|
Rank 1 +30 maximum Spell Points.Rank 2 +60 maximum Spell Points.Rank 3 +100 maximum Spell Points (including 80 from Magical Training)You gain the Magical Training feat. Magical Training: Increases your maximum spell points by 80, and grants Echoes of Power while below 12 spell points. Echoes of Power: When your spell point pool is nearly exhausted, spell power still trickles in slowly, regenerating your spell points. Antirequisite: You cannot take this tier of Energy of the Wild if you already possess the Magical Training feat. |
Elemental Arrows
|
Select one of four elemental arrow imbues. Passive: +5 Universal Spell Power Passive: +5 Universal Spell Power Passive: +5 Universal Spell Power Passive: +5 Universal Spell Power |
Awareness
|
Rank 1 +1 Listen, Search, Spot, and to hit.Rank 2 +2 Listen, Search, Spot, and to hit.Rank 3 +3 Listen, Search, Spot, and to hit. |
| Enhancement | Description |
|---|---|
Dispelling Shot
|
Ranged Archery Attack: Performs a ranged attack that dispels 3 beneficial effects from your target. |
Force Arrows
|
Imbue Toggle: You imbue your arrows with magical force. Your arrows gain On Hit: 1d6 force damage and the Ghost Touch ability. This damage scales with your Spell Power. |
Inferno Shot
|
AOE Ranged Archery Attack: Fire a single shot, hitting every enemy in an area around where the shot hits with magical flames that can change their element. Affected enemies take 1 stack of Elemental Inferno (Target takes 1d6 damage every 2 seconds for 6 seconds. This is Fire damage, unless you have Corrosive, Frost, Shock, or Force Arrows active, in which case the damage type is the type of your Imbue. Elemental Inferno's damage scales with the relevant Spell Power. This effect can stack 20 times, and loses one stack on expiration.). |
Elemental Arrows
|
Select one of four elemental arrow imbues. Passive: +5 Universal Spell Power +1 bonus Imbue Dice Passive: +5 Universal Spell Power +1 bonus Imbue Dice Passive: +5 Universal Spell Power +1 bonus Imbue Dice Passive: +5 Universal Spell Power +1 bonus Imbue Dice +5 Universal Spell power |
Action Boost
|
Select Attack or Energy Resistance boost. Rank 1 Rank 2 Rank 3 |
| Enhancement | Description |
|---|---|
Shattermantle Shot
|
Ranged Archery Attack: On Hit: Target gains 3 stacks of Reduced Spell Resistance (-1 Spell Resistance. This effect can stack 100 times.) On Vorpal Hit: Shattermantle (-100 Spell Resistance for 10 seconds. Will DC 18 + Half Character Level + Wisdom Modifier negates.) |
Terror Arrows
|
Imbue Toggle:You imbue your arrows with negative energy. On Hit: Target is feared. (Will Save vs. DC: 20 + Wisdom Modifier + Enchantment Spell Bonuses) On Vorpal: Target is subject to a Phantasmal Killer effect. Passive: +1 bonus to DC of Enchantment Spells |
Soul Magic
|
Every time you strike an enemy with your bow, you have a 15% chance to gain 10 temporary spell points that last for 1 minute. +10 Universal Spell Power |
Elemental Arrows
|
Select one of four elemental arrow imbues. Passive: +5 Universal Spell Power +1 bonus Imbue Dice Passive: +5 Universal Spell Power +1 bonus Imbue Dice Passive: +5 Universal Spell Power +1 bonus Imbue Dice Passive: +5 Universal Spell Power +1 bonus Imbue Dice +5 Universal Spell power |
Dexterity or Wisdom
|
+1 Dexterity or Wisdom |
| Enhancement | Description |
|---|---|
Banishing Arrows
|
Imbue Toggle: Your arrows gain On Vorpal: Banish an extraplanar creature back to their home plane. (Will save vs. DC 20 + Wisdom Modifier + Enchantment Spell Bonuses) On Hit: Inflict Pull of Reality. Passive: +1 bonus to DC of Enchantment Spells Pull of Reality: -1 Physical and Magical Resistance. Stacks up to 25 times. 5 stacks fade away every 3 seconds. Instant kill does not affect bosses. |
Paralyzing Arrows
|
Imbue Toggle: You imbue your arrows with paralyzing force. On Hit: Target is paralyzed. (Will save vs. DC 20 + Wisdom Modifier + Enchantment Spell Bonuses) On Save: -10% Movement and Attack Speed Passive: +1 bonus to DC of Enchantment Spells |
Smiting Arrows
|
Imbue Toggle: Your arrows gain On Vorpal: Destroy a construct (Will save vs. DC 20 + Wisdom Modifier + Enchantment Spell Bonuses). Passive: +1 bonus to DC of Enchantment Spells On Hit: Inflicts Deconstructed Deconstructed: Reduced attack speed, -25% Fortification, -25% healing from Repair Instant kill does not affect bosses. |
Elemental Arrows
|
Select one of four elemental arrow imbues. Passive: +5 Universal Spell Power +1 bonus Imbue Dice Passive: +5 Universal Spell Power +1 bonus Imbue Dice Passive: +5 Universal Spell Power +1 bonus Imbue Dice Passive: +5 Universal Spell Power +1 bonus Imbue Dice +5 Universal Spell power |
Dexterity or Wisdom
|
+1 Dexterity or Wisdom |
| Enhancement | Description |
|---|---|
Moonbow
|
While wielding a bow, once every 30 seconds you gain 20 temporary spell points for 10 seconds. +10 Universal Spell Power |
Arrow of Slaying
|
Ranged Archery Attack: Performs a ranged attack with +25 base damage. (This damage can be multiplied by critical hits.) |
Final Strike
|
AOE Ranged Archery Attack: Fire a single shot, hitting every enemy in an area around where the shot hits. Enemies hit take 7 stacks of Vulnerability. |
Improved Elemental Arrows
|
Corrosive Arrows: Your arrows gain the Destruction ability. (On Damage: Target receives a -1 AC and -1% Fortification for the next 20 seconds. If the effect is reapplied before it wears off, the effect will stack and the duration will reset. The effect can be stacked up to 15 times.) Flaming Arrows: Your arrows gain On Critical Hit: Target gains 1 stack of Burning (Target takes 1d6 fire damage every 2 seconds for 6 seconds. This effect can stack 20 times, and loses one stack on expiration.) Frost Arrows: Your arrows gain On Critical Hit: Target gains 1 stack of Lethargy (You have -1 to all Saving Throws. Non-bosses also move and attack 5% slower. This effect stacks up to 5 times.) Shock Arrows: Your arrows gain On Critical Hit: Vulnerable (Vulnerable: Target takes 1% more damage for 3 seconds. This effect stacks up to 20 times, and loses one stack on expiration.) Force Arrows: On Critical Hit: Target gains 1 stack of Blunted Mind (Target has -1 Melee, Ranged, and Universal Spell Power. This effect can stack 10 times, and loses one stack on expiration.) +5 Universal Spell power |
Runebow
|
Bows you wield gain an additional +2 Enhancement bonus. This is considered a Magic Weapon effect. |