An Arcane Archer studies a unique elven method of archery that weaves magic into attacks to produce supernatural effects. Among elves, Arcane Archers are some of their most elite warriors. These archers stand watch over the fringes of elven domains, keeping a keen eye out for trespassers and using magic-infused arrows to defeat monsters and invaders before they can reach elven settlements. Over the centuries, the methods of these elf archers have been learned by members of other races who can also balance arcane aptitude with archery.
You gain access to the Racial Arcane Archer enhancement tree from Tier 3 of the Elf, Half-Elf, Morninglord) Racial Enhancement tree. You need to click the "Accept" button to spend the points before you can select the tree.
The Racial Arcane Archer tree uses your total character level instead of Ranger level for requisites, but advances Core Abilities at a slower rate. not reaching capstone until well into epic levels (what would be Level 20 in the Ranger AA tree). You cannot spend action points in both the Ranger: Arcane Archer and Racial Arcane Archer trees.
Elemental Arrows (Racial AA)
| Cooldown: 3 Seconds
Activate:
- Create a stack of returning +1 arrows
- Lasts until log out
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| 1 | 2 | 1 |
- Antirequisite
- Conjure Arrows in other trees
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| Activation Cost: 2 Spell Points Cooldown: 3 Seconds
Ranged Archery Attack: Perform a ranged attack, with:
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| 1 | 2 | 1 |
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| | 3 | 1 | 1 |
- Antirequisite
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| Rank 1:
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- +1 Listen
- +1 Search
- +1 Spot
| Rank 2:
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- +2 Listen
- +2 Search
- +2 Spot
| Rank 3:
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- +3 Listen
- +3 Search
- +3 Spot
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| 3 | 1 |
Inferno Shot
Elemental Arrows II
| Activation Cost: 5 Spell Points Cooldown: 3 Seconds
Ranged Archery Attack: Perform a ranged attack:
- +30% Damage
- Dispels 3 beneficial effects from target
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| 1 | 2 | 5 |
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| Activation Cost: 20 Spell Points Cooldown: 10 Seconds
Imbue Toggle: Arrows gain:
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| 1 | 2 | 5 |
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| Multiple Selection |
| +4/6/8 Attack or +5/10/15 Energy Resistance |
| 1 | 2 | 5 |
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Elemental Arrows II
Increase Ability (Dexterity/Wisdom)
| Activation Cost: 4 Spell Points Cooldown: 3 Seconds
Ranged Archery Attack:
- +30% Damage
- On Hit: Target gains 3 stack of Reduced Spell Resistance
- On Vorpal Hit: Shattermantle
- -100 Spell Resistance for 10 seconds.
- Will DC: 18 + Half Ranger Level + Wisdom Modifier Negates
Reduced Spell Resistance:
- -1 Spell Resistance
- Stacks 100 times
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| 1 | 2 | 10 |
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| Activation Cost: 20 Spell Points Cooldown: 10 Seconds
Imbue Toggle:
- On Hit: Target is feared
- Will DC: 20 + Wisdom Modifier + Enchantment Spell Bonus Negates
- On Vorpal: Target is subject to a Phantasmal Killer effect
Passive:
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| 1 | 2 | 10 |
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- On Hit with Bow:
- 15% chance to gain 10 Temporary Spell Points
- Lasts 1 Minute
- +10 Universal Spell Power
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| 1 | 1 | 10 |
- One of:
- Character Level 3
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Elemental Arrows II
Increase Ability (Dexterity/Wisdom)
| Activation Cost: 20 Spell Points Cooldown: 10 Seconds
Imbue Toggle: Arrows gain:
- On Hit: Target gains:
- -1 Physical Resistance Rating
- -1 Magical Resistance Rating
- Stacks up to 25 times
- 5 stacks fade away every 3 seconds
- On Vorpal: Banish an extraplaner creature back to their home plain
- Will DC: 20 + Wisdom Modifier + Enchantment Spell Bonus Negates
- Bosses are not effected
Passive:
- +1 bonus to DC of Enchantment Spells
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| 1 | 1 | 20 |
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| Activation Cost: 20 Spell Points Cooldown: 10 Seconds
Imbue Toggle:
- On Hit:
- Target is paralyzed
- Will DC: 20 + Wisdom Modifier + Enchantment Spell Bonus negates
- On Save:
- -10% Movement Speed
- -10% Attack Speed
Passive:
- +1 bonus to DC of Enchantment Spells
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| 1 | 2 | 20 |
- Terror Arrows
- Character Level 4
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| Activation Cost: 20 Spell Points Cooldown: 10 Seconds
Imbue Toggle:
- On Hit:
- On Vorpal:
- Destroys a construct
- Will DC: 20 + Wisdom Modifier + Enchantment Spell Bonus save negates
- Bosses are not effected
Passive:
- +1 bonus to DC of Enchantment Spells
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| 1 | 1 | 20 |
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Final Strike
Improved Elemental Arrows
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- While wielding a bow:
- +20 Temporary Spell Points
- Ticks every 30 Seconds
- Lasts for 10 Seconds
- +10 Universal Spell Power
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| 1 | 2 | 30 |
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| Activation Cost: 20 Spell Points Cooldown: 20 Seconds
Ranged Archery Attack:
- +250% Damage
- +25 Base damage
- On Critical:
- Multiplied by Critical Multiplier
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| 1 | 2 | 30 |
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While wielding a bow:
- +2 Enchantment bonus
- It is now considered a Magic Weapon
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| 1 | 2 | 30 |
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