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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 |
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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. (This does not stack with the bow's existing Enhancement bonus.) 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. Rank 2/3: You receive a +2/+4 Insight bonus to hit for 6/12 seconds. Activation cost: 2 spell points. Cooldown: 3 seconds.
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AP Cost: 1 | Ranks: 3 | 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 deals +1/+2/+3[W] damage and dispels 1/2/3 beneficial effects from your target. (Activation Cost: 5 SP. Cooldown: 3 seconds)
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AP Cost: 2 | Ranks: 3 | Progression: 5 | No requirements | |
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Force Arrows: Arcane Archer Imbue Toggle: You imbue your arrows with magical force. Your arrows gain On Hit: 1d4(t1)/1d6(t2)/1d8(t3) force damage, (t3 only) Force Burst (On Critical: 1d10 to 3d10 force damage based on weapon critical multiplier), and the Ghost Touch ability. (Activation Cost: 20 spell points. Cooldown: 10 seconds)
Gaining additional Elemental Damage dice in the Arcane Archer tree increases Force Arrows dice. This damage also scales with Spell Power. | |||
AP Cost: 2 | Ranks: 3 | Progression: 5 | No requirements | |
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Inferno Shot: Ranged Archery Attack: Performs a ranged attack with +0/+1/+2[W] 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: 3 | 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: Performs a ranged attack with +1/+2/+3[W] damage. On hit: Target gains 1/2/3 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 10/14/18 + Half Ranger Level + Wisdom Modifier negates.) (Activation Cost: 4 SP. Cooldown: 3 seconds)
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AP Cost: 1 | Ranks: 3 | Progression: 10 | No requirements | |
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Terror Arrows: Arcane Archer 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: Arcane Archer 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: Arcane Archer 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: Arcane Archer 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 |