Archane Archer
ver. 1.1 (after update 62)
Core
Note: All Arrow/Shot DC =
10 + Half Ranger level + Wisdom modifier + Enchantment Spell bonuses.
Arcane Archer (Passive)
Equipped bows gain a +1 Enhancement bonus for each Arcane Archer core ability you possess.
Note: This does not stack with the bow's existing Enhancement bonus.All bows are treated as Implements in your hands, granting Spell Power.
Morphic Arrows (Passive)
Your conjured arrows deal bludgeoning, piercing, and slashing damage.
Metalline Arrows (Passive)
Your conjured arrows bypass all metallic damage reduction.
Arrows Master (Passive)
Your conjured arrow grant +10% damage to all shots.
Every Favored Enemies feat you have grant you 2% Doubleshot and +5 USP.
Aligned Arrows (Passive)
Your conjured arrows bypass all alignment based damage reduction.
You gain +1 Arrow Dice per 2 Favored Enemies feat you have.
Mystical Archer (Passive)
+4 Wisdom & you gain +1 Enchantment DC per 2 Favored Enemies feat you have.
Your conjured arrow now grant +20% to all shots.
Sum to conjured arrows:+1 return arrows with +0,5[W] damage, bypass Concealment/Incorporeality, Bludgeoning/Piercing/Slashing/Metallic/Alignment damage reduction.Tier 1
Energy of the Wild (Passive 1-3 AP)
Antirequisite: Cannot take Rank 3 if you already have the Magical Training feat.+30/+60/+100 maximum spell points.
Rank 3: You gain the Magical Training feat.
Conjure Arrows (Active 2 AP)
Activate to create a stack of returning +1 arrows.
Note: These arrows are destroyed when you log out for an extended period of time.True Shot (Active 2 AP)
Activation cost: 2 SP
Cooldown: 3 sec
Perform a ranged attack with +20 to-hit. You receive a +10% Insight bonus to hit for 12 seconds.
*On Critical: 1 stack Bleed.
**On Vorpal: Grant +1 insight bonus to critical multipler for 10 sec.
Elemental Arrows I. (Toggle 2 AP)
Activation Cost: 20 SP
Cooldown: 10 sec
Select one of four elemental arrow imbues.
On Hit:
Corrosive Arrows: Your arrows gain the Corrosive ability, dealing 1d10 * Arrow Dice acid damage on hit, scaling with Spell Power.
Flaming Arrows: Your arrows gain the Flaming ability, dealing 1d10 * Arrow Dice fire damage on hit, scaling with Spell Power.
Frost Arrows: Your arrows gain the Frost ability, dealing 1d10 * Arrow Dice cold damage on hit, scaling with Spell Power.
Shock Arrows: Your arrows gain the Shock ability, dealing 1d10 * Arrow Dice electrical damage on hit, scaling with Spell Power.
*On Critical Hit Burning: 1d6 [used elemental] damage every 2 sec for 12 sec, stack Arrow Dice number time, scaling with Spell Power (Fortitude negate).
**On Vorpal Hit Elemental Burst (half ranger level meter): 1d10 * Arrow Dice [used elemental] damage, scaling with Spell Power (nearby enemies - except the target - can halved with succesful Reflex save).
Passive: +5 Universal Spell Power
Note on Vorpal Hit: If nearby enemies have a successful reflex save, they have a chance to save against burning. In case of reflex loss, gain burning stack without saving .
Awareness (Passive 1-3 AP)
+1/+2/+3 Listen, Search, Spot, and to-hit.
Rank 3 grant Ghost Touch ability to conjured arrow.
Tier 2
Dispelling Shot (Active 2 AP)
Activation Cost: 5 SP
Cooldown: 3 sec
On Hit: Performs a ranged attack that deals +30% damage and dispels 3 beneficial effects from your target.
*On Critical Hit inflicts Feedback for 10 sec: Caster suffers Arrow Dice * 1d6 force damage. This damage is increased by the target's Spell Power.
**On Vorpal Hit: Block target spellcast ability for 10 sec.
Shattermantle Shot (Active 2 AP)
Activation Cost: 4 SP
Cooldown: 3 sec
Performs a ranged attack with +30% damage.
On hit: Target gains 3 stack of Reduced Spell Resistance (-1 Spell Resistance). This effect can stack arrow dice number times.
*On Critical Hit: Decrease target all saves with Arrow Dice number for 12 sec (Will negate.).
**On Vorpal Hit Mind Break: Decrease target INT, WIS, CHA to 0 (helpless) for 5 seconds (does not affect bosses).
Improved Arrow I. (Passive 2 AP)
Grant special Critical* effect to used arrow and shot.
If target's save successful, have chance to save the on hit effect. In order: on critical, on hit.
Elemental Arrows II. (Toggle 2 AP)
Requires: Elemental Arrows I. (Tier 1)Select one another of four elemental arrow imbues.+1 Arrow Dice and +5 Universal Spell Power.
Action Boost (Active 1-3 AP)
Select an action boost (action boost bonus fo 20 sec).
Mystic boost: +[1/1/2] Echantment DC, +[0/1/1] Arrow Dice.
Energy Resistance boost: +[5/10/15] Energy Resistance, +[0/5/10]% Energy Absorp.
Tier 3
Soul Magic (Passive 1 AP)
Requires: Magical Training or Energy of the Wild Rank 3
Every time you strike an enemy with your bow, you have a 15% chance to gain 10 temporary spell points that last for one minute.
+10 Universal Spell Power.
Terror Arrows (Toggle 2 AP)
Activation Cost: 20 SP. Cooldown: 10 seconds
Arcane Archer Imbue Toggle: You imbue your arrows with negative energy.
On Hit: Target is feared for Arrow Dice * 5 sec. (Will negate)
*On Critical: Target decrease Will save with Arrow Dice number (Will negate), if immune to mental effect lose mental immunity for 10 sec.
**On Vorpal: Target is subject to a Phantasmal Killer effect (does not affect bosses).
Passive: +1 bonus to DC of Enchantment Spells
Improved Arrows II (Passive 2 AP)
Requires: Improved Arrows I.Grant Vorpal** effects to used Arrows and Shots.
Target haven't chance to save on vorpal effect.
If the target is immune (for example bosses) to it, it counts as on critical without save chance.
Elemental Arrows III (Toggle 2 AP)
Requires: Elemental Arrows II (Tier 2)Select one another of four elemental arrow imbues. +1 Arrow Dice and +5 Universal Spell Power.
Dexterity or Wisdom (Passive 2 AP)
Choose one:
+1 Dexterity
+1 Wisdom
Tier 4
Banishing Arrows (Toggle 2 AP)
Activation Cost: 20 SP
Cooldown: 10 sec
Arcane Archer Imbue Toggle: Your arrows gain
On hit: Inflict 1d6 * Arrow Dice bane damage to Outsider and Elemental, scaling with Spell Power.
*On Critical: Inflict Pull of Reality for 10 sec (-5 PRR/MRR, stacks up to Arrow Dice number times).
**On Vorpal: Banish an Outsider or an Elemental back to their home plane (does not affect bosses).
Passive: +1 bonus to DC of Enchantment Spells
Paralyzing Arrows (Toggle 2 AP)
Requires: Terror ArrowsActivation Cost: 20 SP
Cooldown: 10 sec
Arcane Archer Imbue Toggle: You imbue your arrows with paralyzing force.
On Hit: Target is paralyzed. (Will negate).
*On Critical: Target decrease Will save with Arrow Dice number (Will negate), if immune to mental effect lose mental immunity for 10 sec.
**On Vorpal: Dominate target as Dominate Monster spell. You can dominte only 1 creature at a time (does not affect bosses).
Passive: +1 bonus to DC of Enchantment Spells.
Smiting Arrows (Toggle 2 AP)
Activation Cost: 20 SP. Cooldown: 10 seconds
Arcane Archer Imbue Toggle:
On hit: Inflict 1d6 * Arrow Dice bane damage to Construct and Undead, scaling with Spell Power.
*On Critical: Reduced attack speed with 5%, Fortification and negative/repair amp with 10% for 10 sec, (stacks Arrow Dice number times).
**On Vorpal: Destroy a construct or an undead. (does not affect bosses)
Passive: +1 bonus to DC of Enchantment Spells.
Elemental Arrows IV (Toggle 2 AP)
Requires: Elemental Arrows III (Tier 3)Select the last elemental arrow imbues. +1 Arrow Dice and +5 Universal Spell Power.
Dexterity or Wisdom (Passive 2 AP)
Requires: Dexterity or Wisdom (Tier 3)Choose one:
+1 Dexterity
+1 Wisdom
Tier 5
Moonbow (Passive 1 AP)
While wielding a bow, once every 30 seconds you gain 20 temporary spell points for 10 seconds.
+10 Universal Spell Power
Arrows of Slaying (Active 2 AP)
Cost: 60 SP
Cooldown: 120 sec
Duration: 1 sec * character level
All critical hits during the period are Vorpal hits without confirmation.
Rain of Arrow (Active 2 AP)
Cost: 30 SP
Cooldown: 30 sec
Target: Target centered AOE (half ranger level meter)
Rain of Arrows is a ranged attack skill that fires a number of arrows in the air, with each of them landing to deal area of effect over a short period of time. In area inflict +50% damage to all oponent.
Note: Active arrow effect (include on Critical and on Vorpal) work with rain of arrow.For example: The archer use Arrows of Slaying with 15 stack archery focus and acid arrow. For duration increase critical (and vorpal) range with 3.Used Rain of Arrows have moderate chance to inflict multiple acid blast and multiple acid burning in area.Mystical Hunter (Passive 2 AP)
Requires: Elemental Arrows IV (Tier 4)Favored Enemies feat bonus damage change to bane damage (scales with spellpower).
Used conjured arrow bypass the concealment (as true seeing).
Runebow (Passive 2 AP)
Every 5 stack of Archery Focus grant +1 Insight bonus to your bow critical threat range.