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Arcane Archer enhancements (history)

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History
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This page is about an enhancement tree that no longer exists in-game.  It has been replaced by Arcane Archer enhancements.
If you can verify that the enhancement tree still exists, please edit this page and remove this template.
Alchemist ArtificerDog Barbarian Bard Cleric
ApoBomVCh ATBERM FBOSRav SB2SSSt1WC DA1DDRS2War
DruidWolf Fighter Favored Soul Monk Paladin
BC1NWNP2SH Dra1Ken2Rav1StDVan2 AoVBoHWar HeMNiSShi

KotC2RS1SaDSF1Van2

Ranger Rogue Sorcerer Wizard Warlock
AA2DH1DWSTem AssMecTA ASESFSWSEK AMEKPM AotS1ES2SETS

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 Dragonborn Drow Dwarf Elf / W-Elf (& AA) Gnome Half-Elf (& AA)
Half-Orc Halfling Human Shifter 1,595 DP1,595 DDO Points Tabaxi 1,595 DP1,595 DDO Points Tiefling Warforged Free by turning in 400 Total favor per server 995 DP995 DDO Points
Bladeforged 1,295 DP1,295 DDO Points Deep Gnome 1,295 DP1,295 DDO Points Morninglord 1,295 DP1,295 DDO Points (& AA) PDK 1,295 DP1,295 DDO Points Razorclaw 1,395 DP1,395 DDO Points Scoundrel 1,395 DP1,395 DDO Points Scourge 1,295 DP1,295 DDO Points Shadar-kai 1,295 DP1,295 DDO Points Trailblazer 1,395 DP1,395 DDO Points

Overview[edit]

The Arcane Archer is a warrior skilled in using magic to supplement their combat prowess. Beyond the woods, arcane archers gain renown throughout entire kingdoms for their supernatural accuracy with a bow and their ability to imbue their arrows with magic. In a group, they can strike fear into an entire enemy army.

RangerArcaneArcher.png

Ranger/Elven Arcane Archer I[edit]

RangerArcaneArcher.png

Arcane Archer: Conjure +1 Arrows[edit]

  • Activate this ability to conjure a stack of +1 Returning Arrows.
RangerArcaneArcher.png

Arcane Archer: True Strike[edit]

  • Fires an arrow with a +20 bonus to hit at your currently selected target.
RangerArcaneArcher.png

Arcane Archer: Conjure +2 Arrows[edit]

  • Usage: Active
  • Cost: 1 action points
  • Progression: Ranger 30 action points / Elf 38 action points / Half-Elf 38 action points
  • Requires One of: Elven Arcane Archer I, Ranger Arcane Archer I
  • Available to Ranger level 9 / Available to Elf level 11 / Available to Half-Elf level 11
  • Activate this ability to conjure a stack of +2 Returning Arrows.
RangerArcaneArcher.png

Arcane Archer: Conjure +3 Arrows[edit]

  • Usage: Active
  • Cost: 1 action points
  • Progression: Ranger 42 action points / Elf 50 action points / Half-Elf 50 action points
  • Requires All of: Arcane Archer: Conjure +2 Arrows
  • Available to Ranger level 12 / Available to Elf level 14 / Available to Half-Elf level 14
  • Activate this ability to conjure a stack of +3 Returning Arrows.
RangerArcaneArcher.png

Arcane Archer: Conjure +4 Arrows[edit]

  • Usage: Active
  • Cost: 1 action points
  • Progression: Ranger 54 action points / Elf 62 action points / Half-Elf 62 action points
  • Requires All of: Arcane Archer: Conjure +3 Arrows
  • Available to Ranger level 15 / Available to Elf level 17 / Available to Half-Elf level 17
  • Activate this ability to conjure a stack of +4 Returning Arrows.
RangerArcaneArcher.png

Arcane Archer: Conjure +5 Arrows[edit]

  • Usage: Active
  • Cost: 1 action points
  • Progression: Ranger 66 action points / Elf 74 action points / Half-Elf 74 action points
  • Requires All of: Arcane Archer: Conjure +4 Arrows
  • Available to Ranger level 18 / Available to Elf level 20 / Available to Half-Elf level 20
  • Activate this ability to conjure a stack of +5 Returning Arrows.
ArcaneArcherImbueForceArrows.png

Arcane Archer: Imbue Force Arrows[edit]

  • Usage: Active
  • Cost: 1 action points
  • Progression: Ranger 18 action points / Elf 26 action points / Half-Elf 26 action points
  • Requires One of: Elven Arcane Archer I, Ranger Arcane Archer I
  • Available to Ranger level 6 / Available to Elf level 8 / Available to Half-Elf level 8
  • Imbues arrows with an extra 1d6 force damage and negates the incorporeal miss chance of ethereal creatures. This ability costs 10 spell points to activate, and triggers a lengthy cooldown of the Magic Missile spell. Only one Arcane Archer Imbue ability may be active at any time.
MelfsAcidArrow.png

Arcane Archer: Imbue Acid Arrows[edit]

  • Usage: Active
  • Cost: 1 action points
  • Progression: Ranger 30 action points / Elf 38 action points / Half-Elf 38 action points
  • Requires All of: Arcane Archer: Conjure +2 Arrows
  • Available to Ranger level 9 / Available to Elf level 11 / Available to Half-Elf level 11
  • Imbues arrows with the Corrosive ability dealing an extra 1d6 acid damage and 1d6 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.
Fireball.png

Arcane Archer: Imbue Explosive Arrows[edit]

  • Usage: Active
  • Cost: 1 action points
  • Progression: Ranger 42 action points / Elf 50 action points / Half-Elf 50 action points
  • Requires All of: Arcane Archer: Conjure +3 Arrows
  • Available to Ranger level 12 / Available to Elf level 14 / Available to Half-Elf level 14
  • Imbues arrows with the Flaming Burst ability dealing an extra 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.
ArcaneArcherImbueForceBurstArrows.png

Arcane Archer: Imbue Force Burst Arrows[edit]

  • Usage: Active
  • Cost: 1 action points
  • Progression: Ranger 54 action points / Elf 62 action points / Half-Elf 62 action points
  • Requires All of: Arcane Archer: Conjure +4 Arrows, Arcane Archer: Imbue Force Arrows
  • Available to Ranger level 15 / Available to Elf level 17 / Available to Half-Elf level 17
  • Imbues arrows with the Force Burst ability dealing an extra 1d6 force damage plus additional damage on critical hits, and negates the incorporeal miss chance of ethereal creatures. This ability costs 40 spell points to activate, and triggers a lengthy cooldown of the Force Missiles spell. Only one Arcane Archer Imbue ability may be active at any time.
Fear.png

Arcane Archer: Imbue Terror Arrows[edit]

  • Usage: Active
  • Cost: 1 action points
  • Progression: Ranger 54 action points / Elf 62 action points / Half-Elf 62 action points
  • Requires All of: Arcane Archer: Conjure +4 Arrows
  • Available to Ranger level 15 / Available to Elf level 17 / Available to Half-Elf level 17
  • Imbues arrows with negative energy, granting the Fearsome ability and producing a DC 10+4 Phantasmal Killer effect would be a vorpal attack. 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.
SlayLiving.png

Arcane Archer: Imbue Slaying Arrows[edit]

  • Usage: Active
  • Cost: 1 action points
  • Progression: Ranger 66 action points / Elf 74 action points / Half-Elf 74 action points
  • Requires All of: Conjure +5 Arrows, Arcane Archer: Imbue Acid Arrows, Arcane Archer: Imbue Explosive Arrows, Arcane Archer: Imbue Force Arrows, Arcane Archer: Imbue Terror Arrows
  • Available to Ranger level 18 / Available to Elf level 20 / Available to Half-Elf level 20
  • Imbues arrows with the Slaying ability, which will deal 500 damage to a living target on what would be a vorpal attack. 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.

Enhancement changes Alpha Testing on Lamannia[edit]