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Arcane Archer enhancements

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: 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.

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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]

Arcane Archer enhancements tree
Arcane Archer enhancements tree

Core abilities[edit]

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.
AP Cost: 1 Ranks: 1 Progression: 0 Requires: Ranger level 1
Morphic Arrows: Arcane Archer Secondary Imbue Toggle: Your arrows deal bludgeoning, piercing, and slashing damage. Activation Cost: 20 spell points. Cooldown: 10 seconds.
Secondary Imbue Toggles can be activated at the same time as a regular Imbue toggle. However, you may only have one Secondary Imbue Toggle active at a time.
AP Cost: 1 Ranks: 1 Progression: 5 Requires: Arcane Archer, Ranger level 3
Metalline Arrows: Arcane Archer Secondary Imbue Toggle: Your arrows bypass all metallic damage reduction. Activation Cost: 20 spell points. Cooldown: 10 seconds.
AP Cost: 1 Ranks: 1 Progression: 10 Requires: Morphic Arrows, Ranger level 6
Aligned Arrows: Arcane Archer Secondary Imbue Toggle: Your arrows bypass all alignment based damage reduction. Activation Cost: 20 spell points. Cooldown: 10 seconds.
AP Cost: 1 Ranks: 1 Progression: 20 Requires: Metalline Arrows, Ranger level 12
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
Mystical Archer: +4 Dexterity, +20% Doubleshot
AP Cost: 1 Ranks: 1 Progression: 40 Requires: Shadow Arrows, Ranger level 20

Tier One[edit]

Requires Arcane Archer, Ranger Level 1

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.
AP Cost: 2 Ranks: 1 Progression: 1
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.
AP Cost: 2 Ranks: 1 Progression: 1
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.
AP Cost: 1 Ranks: 3 Progression: 1
Elemental Arrows: Select one of four elemental arrow imbues. (Activation Cost: 20 SP. Cooldown: 10 Seconds) Passive: +5 Universal Spell Power
  • Corrosive Arrows: Imbue Toggle: Your arrows gain the Corrosive ability, dealing 1d6 acid damage on hit, scaling with Acid Spell Power.
  • Flaming Arrows: Imbue Toggle: Your arrows gain the Flaming ability, dealing 1d6 fire damage on hit, scaling with Fire Spell Power.
  • Frost Arrows: Imbue Toggle: Your arrows gain the Frost ability, dealing 1d6 cold damage on hit, scaling with Cold Spell Power.
  • Shock Arrows: Imbue Toggle: Your arrows gain the Shock ability, dealing 1d6 electrical damage on hit, scaling with Electric Spell Power.
AP Cost: 2 Ranks: 1 Progression: 1
Awareness: +1/+2/+3 Listen, Search, Spot, and to-hit.
AP Cost: 1 Ranks: 3 Progression: 1

Tier Two[edit]

Requires Ranger level 2, 5 APs spent in tree,

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)
AP Cost: 2 Ranks: 1 Progression: 5
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 Force Spell Power. (Activation Cost: 20 spell points. Cooldown: 10 seconds)
AP Cost: 2 Ranks: 1 Progression: 5
Elemental Inferno: AOE Ranged Archery Attack: Fire a single shot with +10% Damage, hitting every enemy in an area around where the shot hits with magical flames that can change their element. Affected enemies take 1 stack of Elemental Inferno. (Target takes 1d6 damage every 2 second for 6 seconds. This is Fire damage, unless you have Corrosive, Frost, Shock or Force Arrows active, in which case the damage type is the type of your Imbue. Elemental Inferno's damage scales with the relevant Spell Power. This effect can stack 20 times, and loses one stack on expiration.)(Activation cost: 6 SP. Cooldown 3 seconds)
AP Cost: 1 Ranks: 1 Progression: 5
Elemental Arrows: Select one of four elemental arrow imbues (Can't choose the same type again, deal +1 bonus Imbue dice), or:
  • Elemental Damage: +2 bonus Imbue dice
Passive: +5 Universal Spell Power
AP Cost: 2 Ranks: 1 Progression: 5 Requires: Elemental Arrows (Tier 1)
Action Boost: Select Attack or Energy Resistance boost.
  • Attack Boost: Activate to gain a +4/6/8 action boost bonus to hit for 20 seconds.
  • Energy Resistance Boost: Activate to gain a +5/+10/+15 action boost bonus to Energy Resistance for 20 seconds.
AP Cost: 1 Ranks: 3 Progression: 5

Tier Three[edit]

Requires Ranger level 3, 10 APs spent in tree

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)
AP Cost: 1 Ranks: 1 Progression: 10
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
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
Elemental Arrows: Select one of four elemental arrow imbues (Can't choose the same type again), or Elemental Damage. Passive: +5 Universal Spell Power
AP Cost: 2 Ranks: 1 Progression: 10 Requires: Elemental Arrows (Tier 2)
Dexterity or Wisdom: Choose one:
  • +1 Dexterity
  • +1 Wisdom
AP Cost: 2 Ranks: 1 Progression: 10

Tier Four[edit]

Requires Ranger level 4, 20 APs spent in tree

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
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.

Bug: Does not grant DC bonus
AP Cost: 2 Ranks: 1 Progression: 20 Requires: Terror Arrows
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
Elemental Arrows: Select one of four elemental arrow imbues (Can't choose the same type again), or Elemental Damage. Passive: +5 Universal Spell Power
AP Cost: 2 Ranks: 1 Progression: 20 Requires: Elemental Arrows (Tier 3)
Dexterity or Wisdom: Choose one:
  • +1 Dexterity
  • +1 Wisdom
AP Cost: 2 Ranks: 1 Progression: 20

Tier Five[edit]

Requires Ranger Level 5, Character Level 12, 30 APs spent in tree

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
Arrow of Slaying: Ranged Archery Attack: Performs a ranged attack with +250% Damage and +25 flat damage. (This damage can be multiplied by critical hits.) (Cost: 20 spell points. Cooldown: 20 seconds.)
AP Cost: 2 Ranks: 1 Progression: 30
Opening Volley: AOE Ranged Archery Attack: Fire a single shot with +20% Damage, hitting every enemy in an area around where this shot hits. Enemies hit take 7 stacks of Vulnerability. (Cost: 5 spell points. Cooldown: 18 seconds.)
AP Cost: 2 Ranks: 1 Progression: 30
Improved Elemental Arrows: Choose one:
  • Elemental Damage: (2 AP)
    • +2 bonus Imbue Dice
    • +5 Universal Spell power
  • Improved Elemental Arrows: (1 AP) Your Elemental Arrow and Force Arrow imbues gain On Critical: 1d10 elemental damage based on your Imbue Dice, as well as an additional effect based on the element selected:
    • Corrosive Arrows: Your arrows gain the Destruction ability
    • Flaming Arrows: Your arrows gain On Critical Hit: Target gains 1 stack of Burning (Target takes 1d6 fire damage every 2 seconds for 6 second. This effect can stack 20 times and loses one stack on expiration.)
    • Frost Arrows: Your arrows gain On Critical Hit: Target gains 1 stack of Lethargy (You have -1 to all Saving throws. Non-bosses also move and attack 5% slower. This effect stacks up to 5 times.)
    • Shock Arrows: Your arrows gain On Critical Hit: Vulnerable (Target takes 1% more damage for 3 seconds. This effect stacks up to 20 times and loses one stack on expiration.)
    • Force Arrows: On Critical Hit: Target gains 1 stack of Blunted Mind (Target has -1 Melee, Ranged, and Universal Spell Power. This effect stacks 10 times, and loses one stack on expiration.)
AP Cost: Varies Ranks: 1 Progression: 30 Requires: Elemental Arrows (Tier 4)
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.)
AP Cost: 2 Ranks: 1 Progression: 30