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Inquisitive enhancements

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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 Dhampir 1,595 DP1,595 DDO Points Dragonborn Drow Dwarf Eladrin 1,595 DP1,595 DDO Points Elf / Wood Elf (& AA) Gnome
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Inquisitive enhancements tree

The Inquisitive is a universal enhancement tree released with Update 41 Patch 4.

Inquisitive is not free to VIP. It is included for your account in some bundles of the Masterminds of Sharn expansion, and you can unlock it on a per-character basis by achieving 225 Sharn City Council favor. It is also purchasable for your account via the DDO Store for 495 DP.

Overview[edit]

Curious Inquisitives can transform any light or heavy crossbow into a pair of hand crossbows and excel at both, shooting first and asking questions later.

Based on the Master Inquisitive prestige class in the 3.5e Eberron Campaign Setting, Inquisitives are investigators who specialize in solving mysteries and shedding light on the darkest secrets. In DDO, those who use the Inquisitive Universal Enhancement tree gain skills that focus on Diplomacy, Law/Chaos damage, finding hidden things, and a new Dual-Crossbow combat style.

In the same way that Vistani Knife Fighter has a Tier 1 enhancement that changes your combat style, Inquisitive has a Tier 1 enhancement that changes the way Light and Heavy (non-repeating) Crossbows are used. With this enhancement, any Light or Heavy (non-repeating) Crossbow you equip splits into two smaller hand-crossbows (that have a standard appearance unrelated to your equipped Crossbow) in your hands, each firing a shot every time you attack. Both of these shots use the stats of your single (equipped) Crossbow. Since Update 70, you can use 100% of your Doubleshot while in dual crossbow combat style.

  • Notes: Enhancements with all non-repeating crossbows do not apply to Great Crossbows.


Core abilities[edit]

Inquisitive: +1 to Attack with all weapons. +1 to Diplomacy, Intimidate and Bluff.
AP Cost: 1 Level: 1 Progression: 0 Requires: Character level 1
Hit the Streets: +5% Doubleshot. You gain an additional copy of Diplomacy on a separate cooldown timer. This timer is shared with Half-Elven Social Grace's Diplomacy. Diplomacy allows you to attempt to encourage enemies to find targets other than yourself. Passive: +2% Dodge, +3 Diplomacy skill. If you are a Half-Elf, this Diplomacy bonus is instead +10. Cooldown: 1 minute.
AP Cost: 1 Level: 3 Progression: 5 Requires: Character level 3, Inquisitive
Mind Like Iron: +3 to Will Saving Throws. You no longer automatically fail Saving Throws for Fear, Enchantment, or Illusion effects on a Natural 1. You will automatically perform a Search check to locate traps and secret doors when you are in range to Spot them, although this Search check occurs at a -4 penalty.
  • Notes: The character still needs a high enough spot skill to detect traps and secret doors.

  • Bug: Also grants Epic Reflexes, allowing you to ignore natural 1s regarding Reflex Saves.
AP Cost: 1 Level: 6 Progression: 10 Requires: Character level 6, Hit the Streets
True Seeing: You permanently gain the effects of the True Seeing spell. You gain +1 Competence Bonus to Critical Threat Range and Multiplier with Light and Heavy (non-repeating) Crossbows. In addition, you gain +1 bonus Imbue dice.
AP Cost: 1 Level: 12 Progression: 20 Requires: Character level 12, Mind Like iron
Undaunted: +5 Ranged Power, +3 to all Saving Throws, +4 to the Max Dex Bonus of equipped armor. You gain the Slippery Mind feat. In addition, you gain +1 bonus Imbue dice.
Slippery Mind: You can wriggle free from magical effects that would otherwise control or compel you. You gain a second saving throw versus enchantments.
AP Cost: 1 Level: 18 Progression: 30 Requires: Character level 18, True Seeing
Master Inquisitive: +2 to all Ability Scores. +10 Ranged Power. While wielding a Light or Heavy (non-repeating) Crossbow, your Vorpal hits will knock down targets hit on a natural 20 + confirmation for 6 seconds without a saving throw, as a Great Crossbow. In addition, you gain +1 bonus Imbue dice.
AP Cost: 1 Level: 20 Progression: 40 Requires: Character level 20, Undaunted

Tier One[edit]

Requires character level 1, 1 AP spent in tree

Dual Shooter: While you have a Light or Heavy (non-repeating) Crossbow equipped, you instead fight with a Hand Crossbow in each hand, with each mimicking the damage and effects of your equipped Crossbow. +1 to Attack and Damage with Light and Heavy (non-repeating) crossbows.

Notes: Also works with runearms.

AP Cost: 2 Ranks: 1 Progression: 1
Eye for Accuracy: +[1/2/3] to Attack with weapons.
AP Cost: 1 Ranks: 3 Progression: 1
Conjure Bolts: SLA: Conjures a stack of 1000 bolts for use with a crossbow. These bolts have a +1 enhancement bonus. These bolts dissolve into nothingness after logout. (SP Cost: [30/20/10].)

Notes: Unlike the spell, these bolts do not scale in power, only remaining at +1.

AP Cost: 1 Ranks: 3 Progression: 1
Law on your Side: Imbue Toggle: Your Light and Heavy (non-repeating) Crossbow attacks deal 1d10 Law damage on hit to Chaotic creatures and 1d6 Law damage on hit to all other creatures, scaling with 200% Ranged Power.
AP Cost: 2 Ranks: 1 Progression: 1
Inquisitive Skills: +1/2/3 to Diplomacy, Intimidate and Bluff. Rank 3: +1 to Will Saving Throws.
AP Cost: 1 Ranks: 3 Progression: 1

Tier Two[edit]

Requires character level 2, 5 APs spent in tree

Crossbow Adept: +1 to Attack and +2 to Damage with Light and Heavy (non-repeating) Crossbows.
AP Cost: 2 Ranks: 1 Progression: 5
Wand and Scroll Mastery: +[25/50/75]% damage and healing of your wands, scrolls and other items that cast spells. Adds +[1/3/6] to the save DC's of your offensive wands. Taking Wand and Scroll Mastery in one enhancement tree will block its availability in other enhancement trees.
AP Cost: 1 Ranks: 3 Progression: 5
Observation: When you use Diplomacy on an enemy, you gain one stack of Observation.
Observation: +2 to Armor Class, +2 to PRR, +2 to MRR. Each stack lasts 20 seconds before being removed one at a time. This stacks up to 5 times.
Bug: For the purpose of this enhancement, Diplomacy works on everything, including doors, levers, other players, etc. so even if you are away from mobs you can get stacks of Observation.
AP Cost: 2 Ranks: 1 Progression: 5
Improved Law: +1 bonus Imbue Dice.
AP Cost: 2 Ranks: 1 Progression: 5 Requires: Law on your Side
Action Boost: Skills: Activate to gain a +[2/4/6] Action Boost bonus to all skills for 20 seconds. Cooldown: 30 seconds.
AP Cost: 1 Ranks: 3 Progression: 5

Tier Three[edit]

Requires character level 3, 10 APs spent in tree

Crossbow Adept: +1 to Attack and +1 to Damage with Light and Heavy (non-repeating) Crossbows.
AP Cost: 2 Ranks: 1 Progression: 10 Requires: Crossbow Adept (Tier 2)
What First?: Pick a skill that you'd use to enter a room.
  • Ask Questions First: Activate this skill to gain +20 to Diplomacy and a 10% reduction in the cooldown time of Social Skills for 60 seconds. When you use Diplomacy on an enemy while this is active, you gain a stack of Preparation. (Cooldown: 120 seconds.)
Preparation: +2% Dodge that ignores Dodge Cap. Each stack of Preparation lasts 12 seconds, and acquiring a new stack resets the duration. Preparation can stack up to 5 times.
  • Shoot First: AoE Ranged Crossbow Attack: Deals +40% Damage. On successful damage, this causes your opponent to take Shot Wound. (Cooldown: 6 seconds)
Shot Wound: Deals 1d6 damage per Character Level every 2 seconds for 12 seconds. This damage scales with 200% Ranged Power.

Notes: This attack can fire as many shots as your crossbow does normally. 2 times for dual crossbows, 3 times for repeaters.

AP Cost: 2 Ranks: 1 Progression: 10
Improved Observation: Each stack of Observation now also grants you 5% Fortification bypass.
AP Cost: 1 Ranks: 1 Progression: 10 Requires: Observation
Stop in the Name: Active: Targeted enemy must save (DC Diplomacy + d20 vs. Will) or be Dazed for 10 seconds. Daze is removed on hit. Bosses are immune to Daze. (Cooldown: 18 seconds.)
AP Cost: 2 Ranks: 1 Progression: 10
Ability Score: Choose one:
  • +1 Strength
  • +1 Dexterity
  • +1 Constitution
  • +1 Intelligence
  • +1 Wisdom
  • +1 Charisma
AP Cost: 2 Ranks: 1 Progression: 10

Tier Four[edit]

Requires character level 4, 20 APs spent in tree

Crossbow Adept: +1 to Attack and +2 to Damage with Light and Heavy (non-repeating) Crossbows.
AP Cost: 2 Ranks: 1 Progression: 20 Requires: Crossbow Adept (Tier 3)
What Later?: Take a follow up skill to handle the situation.
  • Ask Questions Later: Requires Shoot First. When you use Diplomacy on enemies who have at least one stack of Shot Wound, they receive a Crushing Despair effect for 30 seconds.
  • Shoot Later: Requires Ask Questions First. AoE Ranged Crossbow Attack: Deals +60% Damage, +2 Critical Threat Range and Multiplier. (Cooldown: 15 seconds.)

Notes: This attack can fire as many shots as your crossbow does normally. 2 times for dual crossbows, 3 times for repeaters.

AP Cost: 1 Ranks: 1 Progression: 20 Requires: What First?
Inquisition Style: How do you interrogate?
  • Arcane Inquisition: You gain +15 Universal Spell Power while you have a Light or Heavy (non-repeating) Crossbow equipped.
  • Dashing Inquisition: You can Swashbuckle while wielding a Light (non-repeating) Crossbow.

Notes: You do not gain additional critical chance or multiplier with crossbows while Swashbuckling.

  • Divine Inquisition: You count Light and Heavy (non-repeating) Crossbows as Favored weapons, regardless of your Deity.
  • Martial Inquisition: +5% Doubleshot with Light and Heavy (non-repeating) Crossbows.
AP Cost: 2 Ranks: 1 Progression: 20
Greater Law: +1 bonus Imbue Dice.
AP Cost: 2 Ranks: 1 Progression: 20 Requires: Law on your Side
Ability Score II: Choose one:
  • +1 Strength
  • +1 Dexterity
  • +1 Constitution
  • +1 Intelligence
  • +1 Wisdom
  • +1 Charisma
AP Cost: 2 Ranks: 1 Progression: 20

Tier Five[edit]

Requires character level 12, 30 APs spent in tree

No Holds Barred: Action Boost: You may activate this ability to enchant your crossbow to instantly reload itself for 18 seconds. You must have a Crossbow equipped to use this skill. This shares charges and a cooldown with Endless Fusilade. If you also have Endless Fusilade, you gain +10 Ranged Power while No Holds Barred is active. Passive: +5 Ranged Power, +10% Doubleshot. (Cooldown: 30 seconds.)

Notes: No Holds Barred reportedly also works with repeating crossbows. DDO Forums ARCHIVE ME!

AP Cost: 2 Ranks: 1 Progression: 30
Arresting Assault: Activate Ability: All nearby enemies receive -10 Melee, Ranged, and Spell Power for 20 seconds and 5 stacks of Vulnerability. In addition, nearby enemies must save (DC Diplomacy + d20 vs. Will) or be subjected to a 10-second Daze. (Bosses are immune to Daze, but not the Power reduction or Vulnerability). Daze is removed on hit. (Cooldown: 60 seconds.)
AP Cost: 1 Ranks: 1 Progression: 30
Improved Uncanny Dodge: Activate this ability to gain a temporary 50% Dodge bonus and a +6 reflex save bonus. This feat also grants you a 1% passive bonus to Dodge at levels 4, 6, 8, 12, 16 and 20. This shares a cooldown with the Improved Uncanny Dodge feat. (Cooldown: 120 seconds.)
AP Cost: 1 Ranks: 1 Progression: 30
Inquisitor's Path: Which path will you follow?
  • Jaded: +1 bonus Imbue Dice. Damage from Law on your Side is now 1d10 Law damage and now applies to all creatures.
  • Optimistic: +2 bonus Imbue Dice.
  • Vigilante: +1 bonus Imbue Dice. Damage from Law on your Side is now 1d10 Chaos damage and now applies to all creatures.
Gain +5 Ranged Power, +15% Attack Speed and +15% Doubleshot with non-Repeating, non-Great Crossbows.
AP Cost: 1 Ranks: 1 Progression: 30 Requires: Greater Law
Diplomatic Immunity: Toggle: While active, your attacks with Light and Heavy (non-repeating) Crossbows have a chance to automatically trigger Diplomacy around you.

Notes: Due to the quirks regarding Observation, each time this triggers you will gain a stack of Observation if trained.

AP Cost: 2 Ranks: 1 Progression: 30

See also[edit]