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Arcane Archer enhancements
Alchemist | Artificer† — Dog | Barbarian | Bard | Cleric |
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Apo — Bom — VCh | AT — BE — RM | FB — OS — Rav | SB — SS — St — WC | DA — DD — RS — War |
Druid — Wolf | Fighter | Favored Soul † | Monk | Paladin |
BC — NW — NP — SH | Ken — StD — Van | AoV — BoH — War | HeM — NiS — Shi | KotC — SaD — SF — Van |
Ranger | Rogue | Sorcerer | Wizard | Warlock |
AA — DH — DWS — Tem | Ass — Mec — TA | AS – ES – FS – WS – EK | AM — EK — PM | AS — ES — SE — TS |
Falconry† ~ Feydark Illusionist† ~ Harper Agent† ~ Horizon Walker† ~ Inquisitive† ~ Vistani Knife Fighter † |
Reaper |
Aasimar ![]() |
Dragonborn | Drow | Dwarf | Elf / W-Elf (& AA) | Gnome | Half-Elf (& AA) |
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Half-Orc | Halfling | Human | Shifter ![]() |
Tabaxi ![]() |
Tiefling | Warforged †Free by turning in 400 Total favor per server ![]() |
Bladeforged ![]() |
Deep Gnome ![]() |
Morninglord ![]() |
PDK ![]() |
Razorclaw ![]() |
Scoundrel ![]() |
Scourge ![]() |
Shadar-kai ![]() |
Trailblazer ![]() |
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You cannot spend action points in both the Ranger: Arcane Archer and Elf/Half-Elf/Morninglord: Arcane Archer trees.
Arcane Archer enhancements[edit]
Core abilities[edit]
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Arcane Archer: Equipped bows gain a +1 Enhancement bonus for each Arcane Archer core ability you possess (stacks with everything). All bows are treated as Implements in your hands, granting Spell Power.
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AP Cost: 1 | Ranks: 1 | Progression: 0 | Requires: Ranger level 1 | |
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Morphic Arrows: Arcane Archer Secondary Imbue Toggle: Your arrows deal bludgeoning, piercing, and slashing damage. Activation Cost: 20 spell points. Cooldown: 10 seconds.
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AP Cost: 1 | Ranks: 1 | Progression: 5 | Requires: Arcane Archer, Ranger level 3 | |
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Metalline Arrows: Arcane Archer Secondary Imbue Toggle: Your arrows bypass all metallic damage reduction. Activation Cost: 20 spell points. Cooldown: 10 seconds.
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AP Cost: 1 | Ranks: 1 | Progression: 10 | Requires: Morphic Arrows, Ranger level 6 | |
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Aligned Arrows: Arcane Archer Secondary Imbue Toggle: Your arrows bypass all alignment based damage reduction. Activation Cost: 20 spell points. Cooldown: 10 seconds.
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AP Cost: 1 | Ranks: 1 | Progression: 20 | Requires: Metalline Arrows, Ranger level 12 | |
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Shadow Arrows: Arcane Archer Secondary Imbue Toggle: +5% Doubleshot chance with bows. Activation Cost: 20 spell points. Cooldown: 10 seconds.
Passive: Equipped bows gains a +1 Competence bonus to Critical Damage Multiplier. | |||
AP Cost: 1 | Ranks: 1 | Progression: 30 | Requires: Aligned Arrows, Ranger level 18 | |
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Mystical Archer: +4 Dexterity, +20% Doubleshot
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AP Cost: 1 | Ranks: 1 | Progression: 40 | Requires: Shadow Arrows, Ranger level 20 |
Tier One[edit]
Requires Arcane Archer, Ranger Level 1
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Conjure Arrows: Activate to create a stack of returning +1 arrows. These arrows are destroyed when you log out for an extended period of time.
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AP Cost: 2 | Ranks: 1 | Progression: 1 | No requirements | |
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True strike: Ranged Archery Attack: Perform a ranged attack with +20 to hit. You receive a +4 Insight bonus to hit for 12 seconds. Activation cost: 2 spell points. Cooldown: 3 seconds.
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AP Cost: 2 | Ranks: 1 | Progression: 1 | No requirements | |
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Energy of the Wild: +30/+60/+100 maximum spell points. Rank 3: You gain the Magical Training feat. Antirequisite: Cannot take Rank 3 if you already have the Magical Training feat.
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AP Cost: 1 | Ranks: 3 | Progression: 1 | No requirements | |
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Elemental Arrows: Select one of four elemental arrow imbues. (Activation Cost: 20 SP. Cooldown: 10 Seconds) Passive: +5 Universal Spell Power
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AP Cost: 2 | Ranks: 1 | Progression: 1 | No requirements | |
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Awareness: +1/+2/+3 Listen, Search, Spot, and to-hit.
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AP Cost: 1 | Ranks: 3 | Progression: 1 | No requirements |
Tier Two[edit]
Requires Ranger level 2, 5 APs spent in tree,
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Dispelling Shot: Ranged Archery Attack: Performs a ranged attack that dispels 3 beneficial effects from your target. Deals +30% Damage (Activation Cost: 5 SP. Cooldown: 3 seconds)
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AP Cost: 2 | Ranks: 1 | Progression: 5 | No requirements | |
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Force Arrows: Imbue Toggle: You imbue your arrows with magical force. Your arrows gain On Hit: 1d6 force damage and the Ghost Touch ability. This damage scales with your Spell Power. (Activation Cost: 20 spell points. Cooldown: 10 seconds)
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AP Cost: 2 | Ranks: 1 | Progression: 5 | No requirements | |
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Inferno Shot: Ranged Archery Attack: Deals +30% Damage. On Hit: Target gains 1 stack of Inferno (target takes 1d6 fire damage every 2 second for 6 seconds. This effect can stack 20 times, and loses one stack on expiration.) (Activation cost: 6 SP. Cooldown 3 seconds)
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AP Cost: 1 | Ranks: 1 | Progression: 5 | No requirements | |
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Elemental Arrows: Select one of four elemental arrow imbues (Can't choose the same type again, deal +1 bonus Imbue dice), or:
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AP Cost: 2 | Ranks: 1 | Progression: 5 | Requires: Elemental Arrows (Tier 1) | |
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Action Boost: Select Attack or Energy Resistance boost.
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AP Cost: 1 | Ranks: 3 | Progression: 5 | No requirements |
Tier Three[edit]
Requires Ranger level 3, 10 APs spent in tree
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Shattermantle Shot: Ranged Archery Attack: Deals +30% Damage. On hit: Target gains 3 stack of Reduced Spell Resistance (-1 Spell Resistance. This effect can stack 100 times.) On Vorpal Hit: Shattermantle (-100 spell Resistance for 10 seconds. Will DC 18 + Half Ranger Level + Wisdom Modifier negates.) (Activation Cost: 4 SP. Cooldown: 3 seconds)
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AP Cost: 1 | Ranks: 1 | Progression: 10 | No requirements | |
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Terror Arrows: Imbue Toggle: You imbue your arrows with negative energy. (Activation Cost: 20 SP. Cooldown: 10 seconds)
On Hit: Target is feared. (Will save vs. DC: 20 + Wisdom Modifier + Enchantment Spell Bonuses) On Vorpal: Target is subject to a Phantasmal Killer effect. (does not affect bosses) Passive: +1 bonus to DC of Enchantment Spells | |||
AP Cost: 2 | Ranks: 1 | Progression: 10 | No requirements | |
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Soul Magic: 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. | |||
AP Cost: 1 | Ranks: 1 | Progression: 10 | Requires: Magical Training or Energy of the Wild Rank 3 | |
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Elemental Arrows: Select one of four elemental arrow imbues (Can't choose the same type again), or Elemental Damage.
Passive: +5 Universal Spell Power
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AP Cost: 2 | Ranks: 1 | Progression: 10 | Requires: Elemental Arrows (Tier 2) | |
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Dexterity or Wisdom: Choose one:
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AP Cost: 2 | Ranks: 1 | Progression: 10 | No requirements |
Tier Four[edit]
Requires Ranger level 4, 20 APs spent in tree
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Banishing Arrows: Imbue Toggle: (Activation Cost: 20 SP. Cooldown: 10 seconds)
Your arrows gain On Vorpal: Banish an extraplanar creature back to their home plane. (Will save vs. DC 20 + Wisdom modifier + Enchantment Spell bonuses) On hit: Inflict Pull of Reality (-1 PRR/MRR, stacks up to 25 times. 5 stacks fade away every 3 seconds). Passive: +1 bonus to DC of Enchantment Spells Neither the Banish effect nor the Pull of Reality affect bosses. Note: Pull of Reality will only apply to outsider enemies. Banishing Arrows do not reduce the PRR/MRR of other types of creatures. | |||
AP Cost: 1 | Ranks: 1 | Progression: 20 | No requirements | |
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Paralyzing Arrows: Imbue Toggle: (Activation Cost: 20 SP. Cooldown: 10 seconds) You imbue your arrows with paralyzing force. On Hit: Target is paralyzed. (Will save vs. DC 20 + Wisdom modifier + Enchantment Spell Bonuses) On Save: -10% Movement and Attack speed.
Passive: +1 bonus to DC of Enchantment Spells. | |||
AP Cost: 2 | Ranks: 1 | Progression: 20 | Requires: Terror Arrows | |
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Smiting Arrows: Imbue Toggle: (Activation Cost: 20 SP. Cooldown: 10 seconds)
Your arrows gain On Vorpal: Destroy a construct. (Will save vs. DC 20 + Wisdom modifier + Enchantment Spell Bonuses). Passive: +1 bonus to DC of Enchantment Spells. On Hit: Inflicts Deconstructed (Reduced attack speed, -25% Fortification, -25% healing from Repair). Instant kill does not affect bosses. Note: Deconstructed will only apply to construct enemies. Smiting Arrows do not reduce the fortification of other types of creatures. | |||
AP Cost: 1 | Ranks: 1 | Progression: 20 | No requirements | |
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Elemental Arrows: Select one of four elemental arrow imbues (Can't choose the same type again), or Elemental Damage. Passive: +5 Universal Spell Power
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AP Cost: 2 | Ranks: 1 | Progression: 20 | Requires: Elemental Arrows (Tier 3) | |
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Dexterity or Wisdom: Choose one:
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AP Cost: 2 | Ranks: 1 | Progression: 20 | No requirements |
Tier Five[edit]
Requires Ranger Level 5, Character Level 12, 30 APs spent in tree
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Moonbow: While wielding a bow, once every 30 seconds you gain 20 temporary spell points for 10 seconds.
+10 Universal Spell Power | |||
AP Cost: 2 | Ranks: 1 | Progression: 30 | No requirements | |
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Arrow of Slaying: Ranged Archery Attack: Performs a ranged attack with +250 damage. (This damage can be multiplied by critical hits.) (Cost: 20 spell points. Cooldown: 20 seconds.)
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AP Cost: 2 | Ranks: 1 | Progression: 30 | No requirements | |
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Final Strike: Ranged Archery Attack: The first enemy hit triggers an area attack that inflicts Vulnerability and deals damage that scales with Ranged Power. More injured enemies receive increased damage. (Cost: 5 spell points. Cooldown: 18 seconds.)
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AP Cost: 2 | Ranks: 1 | Progression: 30 | No requirements | |
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Improved Elemental Arrows: Choose one:
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AP Cost: Varies | Ranks: 1 | Progression: 30 | Requires: Elemental Arrows (Tier 4) | |
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Runebow: Bows you wield gain an additional +2 enhancement bonus. This is considered a Magic Weapon effect. (Does not stack with the spell Enchant Weapons.)
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AP Cost: 2 | Ranks: 1 | Progression: 30 | No requirements |