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Elf enhancements (history)

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Alchemist ArtificerDog Barbarian Bard Cleric
ApoBomVCh ATBERM FBOSRav SB2SSSt1WC DA1DDRS2War
DruidWolf Fighter Favored Soul Monk Paladin
BC1NWNP2SH Dra1Ken2Rav1StDVan2 AoVBoHWar HeMNiSShi

KotC2RS1SaDSF1Van2

Ranger Rogue Sorcerer Wizard Warlock
AA2DH1DWSTem AssMecTA ASESFSWSEK AMEKPM AotS1ES2SETS

Falconry     ~     Feydark Illusionist     ~     Harper Agent     ~     Horizon Walker     ~     Inquisitive     ~     Vistani Knife Fighter

Reaper

: Class/tree can be earned via favor. : Class/tree free to VIP or found in DDO Store. 1: Tree only available to a certain archetype. 2: Tree unavailable to a certain archetype.

Aasimar 1,395 DP1,395 DDO Points Dragonborn Drow Dwarf Elf / W-Elf (& AA) Gnome Half-Elf (& AA)
Half-Orc Halfling Human Shifter 1,595 DP1,595 DDO Points Tabaxi 1,595 DP1,595 DDO Points Tiefling Warforged Free by turning in 400 Total favor per server 995 DP995 DDO Points
Bladeforged 1,295 DP1,295 DDO Points Deep Gnome 1,295 DP1,295 DDO Points Morninglord 1,295 DP1,295 DDO Points (& AA) PDK 1,295 DP1,295 DDO Points Razorclaw 1,395 DP1,395 DDO Points Scoundrel 1,395 DP1,395 DDO Points Scourge 1,295 DP1,295 DDO Points Shadar-kai 1,295 DP1,295 DDO Points Trailblazer 1,395 DP1,395 DDO Points

Note that enhancements do not stack with other enhancements from the same series. Each element of a series requires everything previous in that series before it can be taken.

Level Progression[edit]

LV 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Aerenal Elf Melee Attack I II
Aerenal Elf Melee Damage I II
Valenar Elf Melee Attack I II
Valenar Elf Melee Damage I II
Elven Ranged Attack I II
Elven Ranged Damage I II
Elven Enchantment Resistance I II III
Elven Arcane Fluidity I II III IV
Elven Arcanum I II III IV
Elven Dexterity I II
Racial Toughness I II
Extra Dragonmark Use I II III IV
Elven Perception I II III IV
Elven Keen Eyes I II III IV
Elven Keen Hearing I II III IV
Improved Balance I II III IV
Improved Bluff I II III IV
Improved Concentration I II III IV
Improved Diplomacy I II III IV
Improved Disable device I II III IV
Improved Haggle I II III IV
Improved Heal I II III IV
Improved Hide I II III IV
Improved Intimidate I II III IV
Improved Jump I II III IV
Improved Listen I II III IV
Improved Move Silently I II III IV
Improved Open Lock I II III IV
Improved Perform I II III IV
Improved Repair I II III IV
Improved Search I II III IV
Improved Spot I II III IV
Improved Swim I II III IV
Improved Tumble I II III IV
Phiarlan Stealth I II III IV
Racial Summoning I II III IV
Elven Arcane Archer I
Arcane Archer Conjure Arrows I II III IV
Arcane Archer Imbue Arrows I II III IV-V VI
LV 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20

Racial Weapon Enhancements[edit]

AerenalElfMeleeAttack.png
Aerenal Elf Melee Attack I: You gain an additional +1 bonus to attack rolls when using a longsword or rapier.
AP Cost: 2 Level: 4 Progression: 10 Requires: Elf
AerenalElfMeleeAttack.png
Aerenal Elf Melee Attack II: You gain an additional +1 bonus to attack rolls when using a longsword or rapier, bringing the total increase to 2.
AP Cost: 4 Level: 10 Progression: 32 Requires: Aerenal Elf Melee Attack I
Elven Melee Damage.gif
Aerenal Elf Melee Damage I: You gain an additional +1 bonus to damage rolls when using a longsword or rapier.
AP Cost: 2 Level: 1 Progression: 0 Requires: Elf
Elven Melee Damage.gif
Aerenal Elf Melee Damage II: You gain an additional +1 bonus to damage rolls when using a longsword or rapier, bringing the total increase to 2.
AP Cost: 4 Level: 7 Progression: 20 Requires: Aerenal Elf Melee Damage I
AerenalElfMeleeAttack.png
Valenar Elf Melee Attack I: You gain an additional +1 bonus to attack rolls when using a scimitar or falchion.
AP Cost: 2 Level: 4 Progression: 10 Requires: Elf, and one of Proficiency: Scimitar, Proficiency: Falchion, Follower of the Undying Court, Favored by the Undying Court
AerenalElfMeleeAttack.png
Valenar Elf Melee Attack II: You gain an additional +1 bonus to attack rolls when using a scimitar or falchion, bringing the total increase to 2.
AP Cost: 4 Level: 10 Progression: 32 Requires: Valenar Elf Melee Attack I
ValenarElfMeleeDamage.png
Valenar Elf Melee Damage I: You gain an additional +1 bonus to damage rolls when using a scimitar or +2 when using a falchion.
AP Cost: 2 Level: 1 Progression: 0 Requires: Elf, and one of Proficiency: Scimitar, Proficiency: Falchion, Follower of the Undying Court, Favored by the Undying Court
ValenarElfMeleeDamage.png
Valenar Elf Melee Damage II: You gain an additional +1 bonus to damage rolls when using a scimitar or +2 when using a falchion, bringing the total bonus to +2 or +4.
AP Cost: 4 Level: 7 Progression: 20 Requires: Valenar Elf Melee Damage I
Elven Ranged Attack.jpg
Elven Ranged Attack I: You gain an additional +1 bonus to attack rolls when using a longbow or shortbow.
AP Cost: 2 Level: 4 Progression: 10 Requires: Elf
Elven Ranged Attack.jpg
Elven Ranged Attack II: You gain an additional +1 bonus to attack rolls when using a longbow or shortbow., bringing the total increase to 2.
AP Cost: 4 Level: 10 Progression: 32 Requires: Elven Ranged Attack I
Elven Ranged Damage.jpg
Elven Ranged Damage I: You gain an additional +1 bonus to damage rolls when using a longbow or shortbow.
AP Cost: 2 Level: 1 Progression: 0 Requires: Elf
Elven Ranged Damage.jpg
Elven Ranged Damage II: You gain an additional +1 bonus to damage rolls when using a longbow or shortbow, bringing the total increase to 2.
AP Cost: 4 Level: 7 Progression: 20 Requires: Elven Ranged Damage I

Spell Resistances[edit]

EnhIcon ElvenEnchantmentResistance.png
Elven Enchantment Resistance I: Grants a +1 bonus on saving throws against enchantments.
AP Cost: 1 Level: 1 Progression: 0 No requirements
EnhIcon ElvenEnchantmentResistance.png
Elven Enchantment Resistance II: Grants a +2 bonus on saving throws against enchantments.
AP Cost: 2 Level: 5 Progression: 14 Requires: Elven Enchantment Resistance I
EnhIcon ElvenEnchantmentResistance.png
Elven Enchantment Resistance III: Grants a +3 bonus on saving throws against enchantments.
AP Cost: 3 Level: 9 Progression: 29 Requires: Elven Enchantment Resistance II

Arcane Spell Failure Reduction[edit]

Icon Enhancement Elf Arcane Fluidity.png
Elven Arcane Fluidity I: Your arcane spell failure chance while wearing armor is decreased by 5%
AP Cost: 1 Ranks: 1 Progression: 1 Requires: Drow, Elf, Half-Elf, Morninglord
Icon Enhancement Elf Arcane Fluidity.png
Elven Arcane Fluidity II: Your arcane spell failure chance while wearing armor is decreased by 5% (Total 10%)
AP Cost: 1 Ranks: 1 Progression: 1 Requires: Elven Arcane Fluidity I
Icon Enhancement Elf Arcane Fluidity.png
Elven Arcane Fluidity III: Your arcane spell failure chance while wearing armor is decreased by 5% (Total 15%)
AP Cost: 1 Ranks: 1 Progression: 1 Requires: Elven Arcane Fluidity II


Notes[edit]

  • This has no effect on Arcane Spell Failure from shields.
  • It is important to note that the Mithral property will lower the weight category of armor by one, meaning that Heavy Armor will be reduced to Medium and Medium Armor will be reduced to Light. Elven Arcane Fluidity will work on the armor's new weight category, modified by the Mithral property.)

Racial Spell Enhancements[edit]

Elven Arcanum.gif
Elven Arcanum I: Grants elven wizards a 20 point increase to spell points and +1 Spell Penetration. This enhancement requires at least one level of wizard.
AP Cost: 1 Level: 1 Progression: 0 Requires: Elf wizard
Elven Arcanum.gif
Elven Arcanum II: Grants elven wizards an additional 20 spell points, bringing the total increase to 40, and an additional +1 to Spell Penetration, bringing the total bonus to +2. This enhancement requires at least two levels of wizard.
AP Cost: 2 Level: 5 Progression: 14 Requires: Elven Arcanum I
Elven Arcanum.gif
Elven Arcanum III: Grants elven wizards an additional 20 spell points, bringing the total increase to 60, and an additional +1 to Spell Penetration, bringing the total bonus to +3. This enhancement requires at least four levels of wizard.
AP Cost: 3 Level: 9 Progression: 29 Requires: Elven Arcanum II
Elven Arcanum.gif
Elven Arcanum IV: Grants elven wizards an additional 20 spell points, bringing the total increase to 80, and an additional +1 to Spell Penetration, bringing the total bonus to +4. This enhancement requires at least eight levels of wizard.
AP Cost: 4 Level: 13 Progression: 44 Requires: Elven Arcanum III

Racial Stat Enhancements[edit]

EnhIcon Dexterity.png
Elven Dexterity I: Grants a +1 increase to Dexterity score.
AP Cost: 2 Level: 4 Progression: 0 Requires: Elven Accuravy I
EnhIcon Dexterity.png
Elven Dexterity II: Grants a +1 increase to Dexterity score.
AP Cost: 2 Level: 11 Progression: 0 Requires: Elven Accuravy II

Racial Toughness[edit]

EnhIcon Toughness.png
Racial Toughness I: Grants +10 hit points.
AP Cost: 1 Level: 3 Progression: 7 Requires: Toughness or Past Life: Berserker's Fury
EnhIcon Toughness.png
Racial Toughness II: Grants +10 additional hit points, for a total of +20.
AP Cost: 2 Level: 6 Progression: 18 Requires: Racial Toughness I

Racial Dragonmark Enhancements[edit]

ExtraDragonmarkUse.png
Extra Dragonmark Use I: You gain 1 additional use of your Least, Lesser, and Greater Dragonmarks per rest.
AP Cost: 1 Level: 2 Progression: 3 Requires: Dwarf, Elf, Half-Elf, Half-Orc, Halfling, Human, and one of Least Dragonmark of Finding, Least Dragonmark of Healing, Least Dragonmark of Making, Least Dragonmark of Passage, Least Dragonmark of Sentinel, Least Dragonmark of Shadow, Least Dragonmark of Storm, Least Dragonmark of Warding
ExtraDragonmarkUse.png
Extra Dragonmark Use II: You gain 2 additional uses of your Least, Lesser, and Greater Dragonmarks per rest.
AP Cost: 2 Level: 6 Progression: 18 Requires: Extra Dragonmark Use I
ExtraDragonmarkUse.png
Extra Dragonmark Use III: You gain 3 additional uses of your Least, Lesser, and Greater Dragonmarks per rest.
AP Cost: 3 Level: 10 Progression: 33 Requires: Extra Dragonmark Use II
ExtraDragonmarkUse.png
Extra Dragonmark Use IV: You gain 4 additional uses of your Least, Lesser, and Greater Dragonmarks per rest.
AP Cost: 4 Level: 14 Progression: 48 Requires: Extra Dragonmark Use III

Racial Skill Enhancements[edit]

EnhIcon Search.png
Elven Perception I: +1 Search.
AP Cost: 1 Level: 1 Progression: 0 No requirements
EnhIcon Search.png
AP Cost: 1 Level: 4 Progression: 11 Requires: Elven Perception I
EnhIcon Search.png
AP Cost: 1 Level: 8 Progression: 27 Requires: Elven Perception II
EnhIcon Search.png
AP Cost: 1 Level: 12 Progression: 43 Requires: Elven Perception III
EnhIcon Spot.png
Elven Keen Eyes I: Grants a +1 bonus to the Spot skill.
AP Cost: 1 Level: 1 Progression: 0 No requirements
EnhIcon Spot.png
Elven Keen Eyes II: Grants a +2 bonus to the Spot skill.
AP Cost: 1 Level: 4 Progression: 11 Requires: Elven Keen Eyes I
EnhIcon Spot.png
Elven Keen Eyes III: Grants a +3 bonus to the Spot skill.
AP Cost: 1 Level: 8 Progression: 27 Requires: Elven Keen Eyes II
EnhIcon Spot.png
Elven Keen Eyes IV: Grants a +4 bonus to the Spot skill.
AP Cost: 1 Level: 12 Progression: 43 Requires: Elven Keen Eyes III
EnhIcon Listen.png
Elven Keen Hearing I: Grants a +1 bonus to the Listen skill.
AP Cost: 1 Level: 1 Progression: 0 No requirements
EnhIcon Listen.png
Elven Keen Hearing II: Grants a +2 bonus to the Listen skill.
AP Cost: 1 Level: 4 Progression: 11 Requires: Elven Keen Hearing I
EnhIcon Listen.png
Elven Keen Hearing III: Grants a +3 bonus to the Listen skill.
AP Cost: 1 Level: 8 Progression: 27 Requires: Elven Keen Hearing II
EnhIcon Listen.png
Elven Keen Hearing IV: Grants a +4 bonus to the Listen skill.
AP Cost: 1 Level: 12 Progression: 43 Requires: Elven Keen Hearing III
Balance.gif
Improved Balance I: Grants a +1 bonus to the Balance skill.
AP Cost: 1 Level: 1 Progression: 0 Requires: One of Bard Level 1, Monk Level 1, Rogue Level 1
Balance.gif
Improved Balance II: Grants a +2 bonus to the Balance skill.
AP Cost: 1 Level: 4 Progression: 11 Requires: Improved Balance I, and one of Bard Level 4, Monk Level 4, Rogue Level 4
Balance.gif
Improved Balance III: Grants a +3 bonus to the Balance skill.
AP Cost: 1 Level: 8 Progression: 27 Requires: Improved Balance II, and one of Bard Level 8, Monk Level 8, Rogue Level 8
Balance.gif
Improved Balance IV: Grants a +4 bonus to the Balance skill.
AP Cost: 1 Level: 12 Progression: 43 Requires: Improved Balance III, and one of Bard Level 12, Monk Level 12. Rogue Level 12
EnhIcon Bluff.png
Improved Bluff I: Grants a +1 bonus to the Bluff skill.
AP Cost: 1 Level: 1 Progression: 0 Requires: One of Bard Level 1, Rogue Level 1, Sorcerer Level 1
EnhIcon Bluff.png
Improved Bluff II: Grants a +2 bonus to the Bluff skill.
AP Cost: 1 Level: 4 Progression: 11 Requires: Improved Bluff I, and one of Bard Level 4, Rogue Level 4, Sorcerer Level 4
EnhIcon Bluff.png
Improved Bluff III: Grants a +3 bonus to the Bluff skill.
AP Cost: 1 Level: 8 Progression: 27 Requires: Improved Bluff II, and one of Bard Level 8, Rogue Level 8, Sorcerer Level 8
EnhIcon Bluff.png
Improved Bluff IV: Grants a +4 bonus to the Bluff skill.
AP Cost: 1 Level: 12 Progression: 43 Requires: Improved Bluff III, and one of Bard Level 12, Rogue Level 12, Sorcerer Level 12
Skill concentration.gif
Improved Concentration I: Grants a +1 bonus to Concentration skill.
AP Cost: 1 Level: 1 Progression: 0 Requires: One of Bard Level 1, Cleric Level 1, Favored Soul Level 1, Monk Level 1, Paladin Level 1, Ranger Level 1, Sorcerer Level 1, Wizard Level 1
Skill concentration.gif
Improved Concentration II: Grants a +2 bonus to Concentration skill.
AP Cost: 1 Level: 4 Progression: 11 Requires: Improved Concentration I, and one of Bard Level 4, Cleric Level 4, Favored Soul Level 4, Monk Level 4, Paladin Level 4, Ranger Level 4, Sorcerer Level 4, Wizard Level 4
Skill concentration.gif
Improved Concentration III: Grants a +3 bonus to Concentration skill.
AP Cost: 1 Level: 8 Progression: 27 Requires: Improved Concentration II, and one of Bard Level 8, Cleric Level 8, Favored Soul Level 8, Monk Level 8, Paladin Level 8, Ranger Level 8, Sorcerer Level 8, Wizard Level 8
Skill concentration.gif
Improved Concentration IV: Grants a +4 bonus to Concentration skill.
AP Cost: 1 Level: 12 Progression: 43 Requires: Improved Concentration III, and one of Bard Level 12, Cleric Level 12, Favored Soul Level 12, Monk Level 12, Paladin Level 12, Ranger Level 12, Sorcerer Level 12, Wizard Level 12
Skill Interaction.gif
Improved Diplomacy I: Grants a +1 bonus to Diplomacy skill.
AP Cost: 1 Level: 1 Progression: 0 Requires: One of Bard Level 1, Cleric Level 1, Favored Soul Level 1, Monk Level 1, Paladin Level 1, Rogue Level 1
Skill Interaction.gif
Improved Diplomacy II: Grants a +2 bonus to Diplomacy skill.
AP Cost: 1 Level: 4 Progression: 11 Requires: Improved Diplomacy I, and one of Bard Level 4, Cleric Level 4, Favored Soul Level 4, Monk Level 4, Paladin Level 4, Rogue Level 4
Skill Interaction.gif
Improved Diplomacy III: Grants a +3 bonus to Diplomacy skill.
AP Cost: 1 Level: 8 Progression: 27 Requires: Improved Diplomacy II, and one of Bard Level 8, Cleric Level 8, Favored Soul Level 8, Monk Level 8, Paladin Level 8, Rogue Level 8
Skill Interaction.gif
Improved Diplomacy IV: Grants a +4 bonus to Diplomacy skill.
AP Cost: 1 Level: 12 Progression: 43 Requires: Improved Diplomacy III, and one of Bard Level 12, Cleric Level 12, Favored Soul Level 12, Monk Level 12, Paladin Level 12, Rogue Level 12
RogueDisableDevice.png
Improved Disable Device I: Grants a +1 bonus to the Disable Device skill.
AP Cost: 1 Level: 1 Progression: 0 Requires: Rogue Level 1
RogueDisableDevice.png
Improved Disable Device II: Grants a +2 bonus to the Disable Device skill.
AP Cost: 1 Level: 4 Progression: 11 Requires: Improved Disable Device I, Rogue Level 4
RogueDisableDevice.png
Improved Disable Device III: Grants a +3 bonus to the Disable Device skill.
AP Cost: 1 Level: 8 Progression: 27 Requires: Improved Disable Device II, Rogue Level 8
RogueDisableDevice.png
Improved Disable Device IV: Grants a +4 bonus to the Disable Device skill.
AP Cost: 1 Level: 12 Progression: 43 Requires: Improved Disable Device III, Rogue Level 12
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EnhIcon Haggle.png
Improved Haggle I: Grants a +1 bonus to Haggle skill.
AP Cost: 1 Level: 1 Progression: 0 Requires: One of Bard Level 1, Rogue Level 1
EnhIcon Haggle.png
Improved Haggle II: Grants a +2 bonus to Haggle skill.
AP Cost: 1 Level: 4 Progression: 11 Requires: Improved Haggle I, and one of Bard Level 4, Rogue Level 4
EnhIcon Haggle.png
Improved Haggle III: Grants a +3 bonus to Haggle skill.
AP Cost: 1 Level: 8 Progression: 27 Requires: Improved Haggle II, and one of Bard Level 8, Rogue Level 8
EnhIcon Haggle.png
Improved Haggle IV: Grants a +4 bonus to Haggle skill.
AP Cost: 1 Level: 12 Progression: 43 Requires: Improved Haggle III, and one of Bard Level 12, Rogue Level 12
Skill heal.gif
Improved Heal I: Grants a +1 bonus to Heal skill.
AP Cost: 1 Level: 1 Progression: 0 Requires: One of Cleric Level 1, Favored Soul Level 1, Paladin Level 1, Ranger Level 1
Skill heal.gif
Improved Heal II: Grants a +2 bonus to Heal skill.
AP Cost: 1 Level: 4 Progression: 11 Requires: Improved Heal I, and one of Cleric Level 4, Favored Soul Level 4, Paladin Level 4, Ranger Level 4
Skill heal.gif
Improved Heal III: Grants a +3 bonus to Heal skill.
AP Cost: 1 Level: 8 Progression: 27 Requires: Improved Heal II, and one of Cleric Level 8, Favored Soul Level 8, Paladin Level 8, Ranger Level 8
Skill heal.gif
Improved Heal IV: Grants a +4 bonus to Heal skill.
AP Cost: 1 Level: 12 Progression: 43 Requires: Improved Heal III, and one of Cleric Level 12, Favored Soul Level 12, Paladin Level 12, Ranger Level 12
Skill Hide.gif
Improved Hide I: Grants a +1 bonus to Hide skill.
AP Cost: 1 Level: 1 Progression: 0 Requires: One of Bard Level 1, Monk Level 1, Ranger Level 1, Rogue Level 1
Skill Hide.gif
Improved Hide II: Grants a +2 bonus to Hide skill.
AP Cost: 1 Level: 4 Progression: 11 Requires: Improved Hide I, and one of Bard Level 4, Monk Level 4, Ranger Level 4, Rogue Level 4
Skill Hide.gif
Improved Hide III: Grants a +3 bonus to Hide skill.
AP Cost: 1 Level: 8 Progression: 27 Requires: Improved Hide II, and one of Bard Level 8, Monk Level 8, Ranger Level 8, Rogue Level 8
Skill Hide.gif
Improved Hide IV: Grants a +4 bonus to Hide skill.
AP Cost: 1 Level: 12 Progression: 43 Requires: Improved Hide III, and one of Bard Level 12, Monk Level 12, Ranger Level 12, Rogue Level 12
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Intimidate.gif
Improved Intimidate I: Grants a +1 bonus to the Intimidate skill.
AP Cost: 1 Level: 1 Progression: 0 Requires: One of Barbarian Level 1, Fighter Level 1, Paladin Level 1, Rogue Level 1
Intimidate.gif
Improved Intimidate II: Grants a +2 bonus to the Intimidate skill.
AP Cost: 1 Level: 4 Progression: 11 Requires: Improved Intimidate I, and one of Barbarian Level 4, Fighter Level 4, Paladin Level 4, Rogue Level 4
Intimidate.gif
Improved Intimidate III: Grants a +3 bonus to the Intimidate skill.
AP Cost: 1 Level: 8 Progression: 27 Requires: Improved Intimidate II, and one of Barbarian Level 8, Fighter Level 8, Paladin Level 8, Rogue Level 8
Intimidate.gif
Improved Intimidate IV: Grants a +4 bonus to the Intimidate skill.
AP Cost: 1 Level: 12 Progression: 43 Requires: Improved Intimidate III, and one of Barbarian Level 12, Fighter Level 12, Paladin Level 12, Rogue Level 12
Jump Skill.gif
Improved Jump I: Grants a +1 bonus to the Jump skill.
AP Cost: 1 Level: 1 Progression: 0 Requires: One of Barbarian Level 1, Bard Level 1, Favored Soul Level 1, Fighter Level 1, Monk Level 1, Ranger Level 1, Rogue Level 1
Jump Skill.gif
Improved Jump II: Grants a +2 bonus to the Jump skill.
AP Cost: 1 Level: 4 Progression: 11 Requires: Improved Jump I, and one of Barbarian Level 4, Bard Level 4, Favored Soul Level 4, Fighter Level 4, Monk Level 4, Ranger Level 4, Rogue Level 4
Jump Skill.gif
Improved Jump III: Grants a +3 bonus to the Jump skill.
AP Cost: 1 Level: 8 Progression: 27 Requires: Improved Jump II, and one of Barbarian Level 8, Bard Level 8, Favored Soul Level 8, Fighter Level 8, Monk Level 8, Ranger Level 8, Rogue Level 8
Jump Skill.gif
Improved Jump IV: Grants a +4 bonus to the Jump skill.
AP Cost: 1 Level: 12 Progression: 43 Requires: Improved Jump III, and one of Barbarian Level 12, Bard Level 12, Favored Soul Level 12, Fighter Level 12, Monk Level 12, Ranger Level 12, Rogue Level 12
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Skill Listen.gif
Improved Listen I: Grants a +1 bonus to Listen skill.
AP Cost: 1 Level: 1 Progression: 0 Requires: One of Barbarian Level 1, Bard Level 1, Monk Level 1, Ranger Level 1, Rogue Level 1
Skill Listen.gif
Improved Listen II: Grants a +2 bonus to Listen skill.
AP Cost: 1 Level: 4 Progression: 11 Requires: Improved Listen I, and one of Barbarian Level 4, Bard Level 4, Monk Level 4, Ranger Level 4, Rogue Level 4
Skill Listen.gif
Improved Listen III: Grants a +3 bonus to Listen skill.
AP Cost: 1 Level: 8 Progression: 27 Requires: Improved Listen II, and one of Barbarian Level 8, Bard Level 8, Monk Level 8, Ranger Level 8, Rogue Level 8
Skill Listen.gif
Improved Listen IV: Grants a +4 bonus to Listen skill.
AP Cost: 1 Level: 12 Progression: 43 Requires: Improved Listen III, and one of Barbarian Level 12, Bard Level 12, Monk Level 12, Ranger Level 12, Rogue Level 12
EnhIcon MoveSilently.png
Improved Move Silently I: Grants a +1 bonus to the Move Silently skill.
AP Cost: 1 Level: 1 Progression: 0 Requires: One of Bard Level 1, Monk Level 1, Ranger Level 1, Rogue Level 1
EnhIcon MoveSilently.png
Improved Move Silently II: Grants a +2 bonus to the Move Silently skill.
AP Cost: 1 Level: 4 Progression: 11 Requires: Improved Move Silently I, and one of Bard Level 4, Monk Level 4, Ranger Level 4, Rogue Level 4
EnhIcon MoveSilently.png
Improved Move Silently III: Grants a +3 bonus to the Move Silently skill.
AP Cost: 1 Level: 8 Progression: 27 Requires: Improved Move Silently II, and one of Bard Level 8, Monk Level 8, Ranger Level 8, Rogue Level 8
EnhIcon MoveSilently.png
Improved Move Silently IV: Grants a +4 bonus to the Move Silently skill.
AP Cost: 1 Level: 12 Progression: 43 Requires: Improved Move Silently III, and one of Bard Level 12, Monk Level 12, Ranger Level 12, Rogue Level 12
RogueOpenLock.png
Improved Open Lock I: Grants a +1 bonus to the Open Lock skill.
AP Cost: 1 Level: 1 Progression: 0 Requires: Rogue Level 1
RogueOpenLock.png
Improved Open Lock II: Grants a +2 bonus to the Open Lock skill.
AP Cost: 1 Level: 4 Progression: 11 Requires: Improved Open Lock I, Rogue Level 4
RogueOpenLock.png
Improved Open Lock III: Grants a +3 bonus to the Open Lock skill.
AP Cost: 1 Level: 8 Progression: 27 Requires: Improved Open Lock II, Rogue Level 8
RogueOpenLock.png
Improved Open Lock IV: Grants a +4 bonus to the Open Lock skill.
AP Cost: 1 Level: 12 Progression: 43 Requires: Improved Open Lock III, Rogue Level 12
EnhIcon Perform.png
Improved Perform I: Grants a +1 bonus to Perform skill.
AP Cost: 1 Level: 1 Progression: 0 Requires: Bard Level 1
EnhIcon Perform.png
Improved Perform II: Grants a +2 bonus to Perform skill.
AP Cost: 1 Level: 4 Progression: 11 Requires: Improved Perform I, Bard Level 4
EnhIcon Perform.png
Improved Perform III: Grants a +3 bonus to Perform skill.
AP Cost: 1 Level: 8 Progression: 27 Requires: Improved Perform II, Bard Level 8
EnhIcon Perform.png
Improved Perform IV: Grants a +4 bonus to Perform skill.
AP Cost: 1 Level: 12 Progression: 43 Requires: Improved Perform III, Bard Level 12
Skill Repair.gif
Improved Repair I: Grants a +1 bonus to Repair skill.
AP Cost: 1 Level: 1 Progression: 0 Requires: One of Fighter Level 1, Rogue Level 1, Wizard Level 1
Skill Repair.gif
Improved Repair II: Grants a +2 bonus to Repair skill.
AP Cost: 1 Level: 4 Progression: 11 Requires: Improved Repair I, and one of Fighter Level 4, Rogue Level 4, Wizard Level 4
Skill Repair.gif
Improved Repair III: Grants a +3 bonus to Repair skill.
AP Cost: 1 Level: 8 Progression: 27 Requires: Improved Repair II, and one of Fighter Level 8, Rogue Level 8, Wizard Level 8
Skill Repair.gif
Improved Repair IV: Grants a +4 bonus to Repair skill.
AP Cost: 1 Level: 12 Progression: 43 Requires: Improved Repair III, and one of Fighter Level 12, Rogue Level 12, Wizard Level 12
Skill Search.gif
Improved Search I: Grants a +1 bonus to the Search skill.
AP Cost: 1 Level: 1 Progression: 0 Requires: One of Ranger Level 1, Rogue Level 1
Skill Search.gif
Improved Search II: Grants a +2 bonus to the Search skill.
AP Cost: 1 Level: 4 Progression: 11 Requires: Improved Search I, and one of Ranger Level 4, Rogue Level 4
Skill Search.gif
Improved Search III: Grants a +3 bonus to the Search skill.
AP Cost: 1 Level: 8 Progression: 27 Requires: Improved Search II, and one of Ranger Level 8, Rogue Level 8
Skill Search.gif
Improved Search IV: Grants a +4 bonus to the Search skill.
AP Cost: 1 Level: 12 Progression: 43 Requires: Improved Search III, and one of Ranger Level 12, Rogue Level 12
Skill Spot.gif
Improved Spot I: Grants a +1 bonus to the Spot skill.
AP Cost: 1 Level: 1 Progression: 0 Requires: One of Monk Level 1, Ranger Level 1, Rogue Level 1
Skill Spot.gif
Improved Spot II: Grants a +2 bonus to the Spot skill.
AP Cost: 1 Level: 4 Progression: 11 Requires: Improved Spot I, and one of Monk Level 4, Ranger Level 4, Rogue Level 4
Skill Spot.gif
Improved Spot III: Grants a +3 bonus to the Spot skill.
AP Cost: 1 Level: 8 Progression: 27 Requires: Improved Spot II, and one of Monk Level 8, Ranger Level 8, Rogue Level 8
Skill Spot.gif
Improved Spot IV: Grants a +4 bonus to the Spot skill.
AP Cost: 1 Level: 12 Progression: 43 Requires: Improved Spot III, and one of Monk Level 12, Ranger Level 12, Rogue Level 12
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Swim Skill.gif
Improved Swim I: Grants a +1 bonus to Swim skill.
AP Cost: 1 Level: 1 Progression: 0 Requires: One of Barbarian Level 1, Bard Level 1, Fighter Level 1, Monk Level 1, Ranger Level 1, Rogue Level 1
Swim Skill.gif
Improved Swim II: Grants a +2 bonus to Swim skill.
AP Cost: 1 Level: 4 Progression: 11 Requires: Improved Swim I, and one of Barbarian Level 4, Bard Level 4, Fighter Level 4, Monk Level 4, Ranger Level 4, Rogue Level 4
Swim Skill.gif
Improved Swim III: Grants a +3 bonus to Swim skill.
AP Cost: 1 Level: 8 Progression: 27 Requires: Improved Swim II, and one of Barbarian Level 8, Bard Level 8, Fighter Level 8, Monk Level 8, Ranger Level 8, Rogue Level 8
Swim Skill.gif
Improved Swim IV: Grants a +4 bonus to Swim skill.
AP Cost: 1 Level: 12 Progression: 43 Requires: Improved Swim III, and one of Barbarian Level 12, Bard Level 12, Fighter Level 12, Monk Level 12, Ranger Level 12, Rogue Level 12
EnhIcon Tumble.png
Improved Tumble I: Grants a +1 bonus to the Tumble skill.
AP Cost: 1 Level: 1 Progression: 0 Requires: One of Bard Level 1, Monk Level 1, Rogue Level 1
EnhIcon Tumble.png
Improved Tumble II: Grants a +2 bonus to the Tumble skill.
AP Cost: 1 Level: 4 Progression: 11 Requires: Improved Tumble I, and one of Bard Level 4, Monk Level 4, Rogue Level 4
EnhIcon Tumble.png
Improved Tumble III: Grants a +3 bonus to the Tumble skill.
AP Cost: 1 Level: 8 Progression: 27 Requires: Improved Tumble II, and one of Bard Level 8, Monk Level 8, Rogue Level 8
EnhIcon Tumble.png
Improved Tumble IV: Grants a +4 bonus to the Tumble skill.
AP Cost: 1 Level: 12 Progression: 43 Requires: Improved Tumble III, and one of Bard Level 12, Monk Level 12, Rogue Level 12
Skill Hide.gif
Phiarlan Stealth I: Grants a +1 bonus to the Hide skill.
AP Cost: 1 Level: 1 Progression: 0 Requires: Elf, Least Dragonmark of Shadow
Skill Hide.gif
Phiarlan Stealth II: Grants a +2 bonus to the Hide skill.
AP Cost: 2 Level: 4 Progression: 10 Requires: Phiarlan Stealth I, Lesser Dragonmark of Shadow
Skill Hide.gif
Phiarlan Stealth III: Grants a +3 bonus to the Hide skill.
AP Cost: 3 Level: 8 Progression: 25 Requires: Phiarlan Stealth II, Greater Dragonmark of Shadow
Skill Hide.gif
Phiarlan Stealth IV: Grants a +4 bonus to the Hide skill.
AP Cost: 4 Level: 12 Progression: 40 Requires: Phiarlan Stealth III

Racial Summoning Enhancements[edit]

Companion.png
Iron Companion: You have a loyal iron defender as a pet, and can summon it once per rest to aid you for five minutes.
AP Cost: 2 Level: 1 Progression: 0 Requires: Drow Elf, Dwarf, Elf, Half-Elf, Half-Orc, Halfling, Human, Warforged, and one of Skill Focus: Repair, Self Sufficient, Least Dragonmark of Making, Improved Repair II, Warforged Mechanics II, Rogue Mechanic I
Companion.png
Steel Companion: You have a loyal steel defender as a pet, and can summon it once per rest to aid you for five minutes.
AP Cost: 2 Level: 4 Progression: 10 Requires: Iron Companion
Companion.png
Mithral Companion: You have a loyal mithral defender as a pet, and can summon it once per rest to aid you for five minutes.
AP Cost: 2 Level: 8 Progression: 26 Requires: Steel Companion
Companion.png
Adamantine Companion: You have a loyal adamantine defender as a pet, and can summon it once per rest to aid you for five minutes.
AP Cost: 2 Level: 12 Progression: 42 Requires: Mithral Companion

Racial Prestige Enhancements[edit]

RangerArcaneArcher.png
Elven Arcane Archer I: Passive Benefit: grants +20 spell points. Active Benefit: grants the abilities to conjure +1 returning magical arrows and fire True Strike arrows.
AP Cost: 4 Level: 8 Progression: 24 Requires: Elf or Half-Elf, +6 Base Attack Bonus, Point Blank Shot, Weapon Focus: Ranged, and one of Bard Energy of Music I or Elven Arcanum I or Sorcerer Energy of the Dragonblooded I or Wizard Energy of the Scholar I or Mental Toughness or Past Life: Arcane Prodigy
Original Arcane Archer's Conjure Arrows
RangerArcaneArcher.png
Arcane Archer: Conjure +2 Arrows: Activate this ability to conjure a stack of +2 Returning Arrows.
AP Cost: 1 Level: 11 Progression: 38 Requires: Elven Arcane Archer I
RangerArcaneArcher.png
Arcane Archer: Conjure +3 Arrows: Activate this ability to conjure a stack of +3 Returning Arrows.
AP Cost: 1 Level: 14 Progression: 50 Requires: Arcane Archer: Conjure +2 Arrows
RangerArcaneArcher.png
Arcane Archer: Conjure +4 Arrows: Activate this ability to conjure a stack of +4 Returning Arrows.
AP Cost: 1 Level: 17 Progression: 62 Requires: Arcane Archer: Conjure +3 Arrows
RangerArcaneArcher.png
Arcane Archer: Conjure +5 Arrows: Activate this ability to conjure a stack of +5 Returning Arrows.
AP Cost: 1 Level: 20 Progression: 74 Requires: Arcane Archer: Conjure +4 Arrows
ArcaneArcherImbueForceArrows.png
Arcane Archer: Imbue Force Arrows: Imbues arrows with an extra 1d6 force damage and negates the incorporeal miss chance of ethereal creatures. This ability costs 10 spell points to activate, and triggers a lengthy cooldown of the Magic Missile spell. Only one Arcane Archer Imbue ability may be active at any time.
AP Cost: 1 Level: 6 Progression: 18 Requires: Elven Arcane Archer I
MelfsAcidArrow.png
Arcane Archer: Imbue Acid Arrows: Imbues arrows with the Corrosive ability dealing an extra 1d6 acid damage and 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.
AP Cost: 1 Level: 11 Progression: 38 Requires: Arcane Archer: Conjure +2 Arrows
Fireball.png
Arcane Archer: Imbue Explosive Arrows: Imbues arrows with the Flaming Burst ability dealing an extra 1d6 fire damage plus additional damage on critical hits. This ability costs 30 spell points to activate, and triggers a lengthy cooldown of the Fireball spell. Only one Arcane Archer Imbue ability may be active at any time.
AP Cost: 1 Level: 14 Progression: 50 Requires: Arcane Archer: Conjure +3 Arrows
ArcaneArcherImbueForceBurstArrows.png
Arcane Archer: Imbue Force Burst Arrows: Imbues arrows with the Force Burst ability dealing an extra 1d6 force damage plus additional damage on critical hits. This ability costs 40 spell points to activate, and triggers a lengthy cooldown of the Force Missile spell. Only one Arcane Archer Imbue ability may be active at any time.
AP Cost: 1 Level: 17 Progression: 62 Requires: Arcane Archer: Conjure +4 Arrows, Arcane Archer: Imbue Force Arrows
Fear.png
Arcane Archer: Imbue Terror Arrows: Imbues arrows with negative energy, granting the Fearsome ability and producing a DC 10+4 Phantasmal Killer effect would be a vorpal attack. (Attack roll of 20 followed by critical confirmation.) This ability costs 40 spell points to activate, and triggers a lengthy cooldown of the Fear spell. Only one Arcane Archer Imbue ability may be active at any time.
AP Cost: 1 Level: 17 Progression: 62 Requires: Arcane Archer: Conjure +4 Arrows
SlayLiving.png
Arcane Archer: Imbue Slaying Arrows: Imbues arrows with the Slaying ability, which will deal 500 damage to a living target on what would be a vorpal attack. (Natural 20 followed by critical confirmation) This ability costs 50 spell points to activate, and triggers a lengthy cooldown of the Finger of Death spell. Only one Arcane Archer Imbue ability may be active at any time.
AP Cost: 1 Level: 20 Progression: 74 Requires: Arcane Archer: Conjure +5 Arrows, Arcane Archer: Imbue Acid Arrows, Arcane Archer: Imbue Explosive Arrows, Arcane Archer: Imbue Force Arrows, Arcane Archer: Imbue Terror Arrows


Enhancement changes Alpha Testing on Lamannia[edit]