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Dark Hunter

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Dark Hunter is a variant Ranger archetype introduced in Update 58. Dark Hunters embrace nature's more ruthless aspects, and make use of assassination, sneaking, trapmaking and throwing weapons. The archetype is Free to Play for all players.

Changes from base class[edit]

Ability Lose Gain
Enhancements Arcane Archer enhancements Dark Hunter enhancements
Granted Feats

Favored Enemy feats except Aberration, Animal, Elf, Human, Monstrous Humanoid, Vermin
Evasion at level 9

Trapfinding at level 1, Trapmaking at level 3
Trap Sense at levels 3, 6, 9, 12, 15 & 18
Sneak Attack + 1d6 at levels 1, 5, 10, 15 & 20
Accelerate Spell at level 9

Proficiencies - Medium Armor Proficiency
Class Skills - Open Lock, Disable Device
Spells


Cure Light Wounds (Spell level 2)
Cure Moderate Wounds (Spell level 3)
Cure Serious Wounds (Spell level 4)

Curative Admixture: Cure Light Wounds (Spell level 1)
Curative Admixture: Cure Moderate Wounds (Spell level 2)
Curative Admixture: Cure Serious Wounds (Spell level 3)
Curative Admixture: Cure Critical Wounds (Spell level 4)

Class Summary[edit]

Alignment: Any Hit dice: d10

Class Skills

Skill points at 1st level: (6 + Intelligence modifier) x4
Skill points at each additional level: 6 + Intelligence modifier
Concentration (Constitution)
Disable Device (Intelligence)
Heal (Wisdom)
Hide (Dexterity)
Jump (Strength)
Listen (Wisdom)
Move Silently (Dexterity)
Open Lock (Dexterity)
Search (Intelligence)
Spot (Wisdom)
Swim (Strength)

Weapon and Armor Proficiencies[edit]

Simple weapons
Martial weapons
Light armor
Shields (except tower shields).

Past Lives[edit]

File:nopic.jpg Past Life: Dark Hunter You were a Dark Hunter in a past life. You find yourself slightly annoyed with the sunlight. Each time you acquire this feat you gain +1 to hit with Sneak Attacks and +1 Sneak Attack Damage. This feat can be stacked up to three times.

Archetype: This class counts as a Ranger for the purposes of Completionist.

Past Life: Dark Hunter is a Free Feat, which means it is permanently added to the character that unlocks it and you won't need to choose it, neither at new life nor at level up.

Enhancement trees[edit]

Advancement table[edit]

Table: The Ranger - Dark Hunter Preparable spells
Level Base Attack Bonus Fort Save Ref Save Will Save Special Spell points 1st 2nd 3rd 4th
1st +1/+1/+6 +2 +2 +0 1st Favored Enemy, Wild Empathy, Bow Strength, Medium Armor Proficiency, Trapfinding, Sneak Attack +1d6 0 - - - -
2nd +2/+2/+7 +3 +3 +0 Rapid Shot, Two Weapon Fighting 0 - - - -
3rd +3/+3/+8 +3 +3 +1 Diehard, Trapmaking, Trap Sense +1 0 - - - -
4th +4/+4/+9 +4 +4 +1 Precise Shot 20 1 - - -
5th +5/+5/+10/+15 +4 +4 +1 2nd Favored Enemy, Sneak Attack +2d6 35 1 - - -
6th +6/+6/+11/+16 +5 +5 +2 Manyshot, Improved Two Weapon Fighting, Trap Sense +2 50 2 - - -
7th +7/+7/+12/+17 +5 +5 +2 Improved Wild Empathy 65 2 - - -
8th +8/+8/+13/+18 +6 +6 +2 - 80 2 1 - -
9th +9/+9/+14/+19 +6 +6 +3 Accelerate Spell, Trap Sense +3 95 2 1 - -
10th +10/+10/+15/+20 +7 +7 +3 3rd Favored Enemy, Sneak Attack +3d6 110 2 2 - -
11th +11/+11/+16/+21 +7 +7 +3 Improved Precise Shot, Greater Two Weapon Fighting 125 2 2 1 -
12th +12/+12/+17/+22 +8 +8 +4 Trap Sense +4 140 2 2 2 -
13th +13/+13/+18/+23 +8 +8 +4 - 155 2 2 2 -
14th +14/+14/+19/+24 +9 +9 +4 - 170 3 2 2 1
15th +15/+15/+20/+25 +9 +9 +5 4th Favored Enemy, Trap Sense +5, Sneak Attack +4d6 185* 3 2 2 2
16th +16/+16/+21/+26 +10 +10 +5 - 200* 3 3 2 2
17th +17/+17/+22/+27 +10 +10 +5 Hide In Plain Sight 215* 3 3 2 2
18th +18/+18/+23/+28 +11 +11 +6 Trap Sense +6 230* 4 3 2 2
19th +19/+19/+24/+29 +11 +11 +6 - 245* 4 4 4 3
20th +20/+20/+25/+30 +12 +12 +6 5th Favored Enemy, Sneak Attack +5d6 260* 4 4 4 4
* Spell Points: These SP values are assumed, based on a linear 15-point increase per levelneeds verification.

As with Clerics, Rangers automatically have access to all their spells once they reach a high enough level, and can freely swap which are prepared at shrines and taverns.

Combat Style Feats: The ranged and melee combat style feats gained at levels 2, 6 and 11 are automatically obtained even if the ranger does not meet the usual prerequisites for these feats. In addition, the ranger does not need to wear light or no armor to use these feats.

Spells[edit]

  • Rangers cast divine spells.
  • Upon advancing to level 4, rangers gain the ability to tap the divine power in nature and manifest that energy in the form of spells. To cast a spell a ranger must have a Wisdom score of 10 + the spell's level.
  • See also spell usefulness.