From GuildWiki
| Melandru's Arrows
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Full: For 18 seconds, whenever your arrows hit, they cause Bleeding for 3...21 seconds, and if they hit a target who is under an enchantment, they do +8...24 damage.
Concise: (18 seconds.) Your arrows inflict Bleeding condition (3...21 seconds) and deal +8...24 damage to enchanted foes.
| Wilderness Survival | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20
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| Bleeding
| 3 | 4 | 6 | 7 | 9 | 10 | 12 | 13 | 15 | 16 | 18 | 19
| 21 | 22 | 24 | 25 | 26 | 28 | 29 | 31 | 32
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| +Damage
| 8 | 9 | 11 | 12 | 13 | 15 | 16 | 17 | 19 | 20 | 21 | 23
| 24 | 25 | 27 | 28 | 29 | 31 | 32 | 33 | 35
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[edit] Acquisition
Signet of Capture:
- A closely related Factions-only skill is Glass Arrows.
- Melandru's Arrows
- Adds bleeding unconditionally.
- Adds more bonus damage.
- Has a relatively easy-to-meet requirement (enchanted foes are commonly encountered).
- Glass Arrows
- Adds bonus damage unconditionally.
- Adds bleeding if blocked or damage if not blocked, but never both at once.
- Lasts longer than Melandru's Arrows (at 6 Expertise or higher).
- Lasts longer than most other preparations (at 9 Expertise or higher).
[edit] Related skills
[edit] Related articles