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Enhancement:Arcane Archer: Imbue Acid Arrows

From DDO Compendium


D&D Dice: Imbues ranged missiles with an extra 1d6 acid damage., Elf[v] Enhancement, Level 11 Elf[v] Enhancement, Half-Elf Enhancement, Level 11 Half-Elf EnhancementImbues all missiles that you fire with acid, granting them the Corrosive ability (+1 to 6 Acid damage) and dealing acid damage over time if your arrow damages your target. This ability costs 20 spell points to activate, and triggers a lengthy cooldown of the Melf's Acid Arrow spell. Only one Arcane Archer Imbue ability may be active at any time.

D&D Dice: Imbues ranged missiles with an extra 1d6 acid damage., Ranger Enhancement, Level 9 Ranger Enhancement" />

Arcane Archer: Imbue Acid Arrows
Usage: Active
Cost: 1 action point
Spent: 38 action points
Available to level 11 Elf[v]
Available to level 11 Half-Elf
Imbues all missiles that you fire with acid, granting them the Corrosive ability (+1 to 6 Acid damage) and dealing acid damage over time if your arrow damages your target. This ability costs 20 spell points to activate, and triggers a lengthy cooldown of the Melf's Acid Arrow spell. Only one Arcane Archer Imbue ability may be active at any time.\n\nD&D Dice: Imbues ranged missiles with an extra 1d6 acid damage.

Arcane Archer: Imbue Acid Arrows
Usage: Active
Cost: 1 action point
Spent: 30 action points
Available to Ranger class level 9
Imbues all missiles that you fire with acid, granting them the Corrosive ability (+1 to 6 Acid damage) and dealing acid damage over time if your arrow damages your target. This ability costs 20 spell points to activate, and triggers a lengthy cooldown of the Melf's Acid Arrow spell. Only one Arcane Archer Imbue ability may be active at any time.\n\nD&D Dice: Imbues ranged missiles with an extra 1d6 acid damage.

[[Category:Elf[v] Enhancements|Arcane Archer: Imbue Acid Arrows]] [[Category:Level 11 Elf[v] Enhancements|Arcane Archer: Imbue Acid Arrows]]

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