* Arcane Archer: Imbue Acid Arrows
o Cost: 1 Action Point
o Prerequisite: Elf or Ranger Arcane Archer II, 30 (or 38 for Elves) Action Points Spent
o Effect: Imbues all missiles that you fire with acid, granting them the Corrosive ability (+1d6 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.
* Arcane Archer: Imbue Explosive Arrows
o Cost: 1 Action Point
o Prerequisite: Elf or Ranger Arcane Archer III, 42 (or 50 for Elves) Action Points Spent
o Effect: Imbues all missiles that you fire with flame, granting them the Flaming Burst ability (+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.
* Arcane Archer: Imbue Terror Arrows
o Cost: 1 Action Point
o Prerequisite: Elf or Ranger Arcane Archer IV, 54 (or 62 for Elves) Action Points Spent
o Effect: Imbues all missiles that you fire with negative energy, granting them the Fearsome ability. 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.
* Arcane Archer: Imbue Force Burst Arrows
o Cost: 1 Action Point
o Prerequisite: Elf or Ranger Arcane Archer IV, Arcane Archer: Imbue Force Arrows, 54 (or 62 for Elves) Action Points Spent
o Effect: Imbues all missiles that you fire with arcane force, granting them the Force Burst ability (+1d6 Force damage and additional damage on critical hits) and negating the incorporeal miss chance of ethereal creatures. This ability costs 40 spell points to activate, and triggers a lengthy cooldown of the Chain Missile spell. Only one Arcane Archer Imbue ability may be active at any time.
Arcane Archer: Imbue Slaying Arrows
* Cost: 1 Action Point
* Prerequisite: Elf or Ranger Arcane Archer V, Arcane Archer: Imbue Force Arrows, Acid Arrows, Explosive Arrows, and Terror Arrows, 66 (or 74 for Elves) Action Points Spent
* Effect: Imbues all missiles that you fire with incredible power, granting them the Slaying ability, which will deal massive 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.
gotta love that
i can finally play a ranged ranger again