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Elven Arcane Archer enhancements
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You gain access to the Arcane Archer enhancement tree from Tier 3 of the Elf (or Half-Elf or Morninglord or Wood-elf) Racial Enhancement tree. You need to click the "Accept" button before you can select the Arcane Archer (Elf) tree.
The Elven Arcane Archer tree uses your total character level instead of Ranger level for requisites, but advances Core Abilities at a slower rate. not reaching capstone until well into epic levels (what would be Level 20 in the Ranger AA tree). You cannot spend action points in both the Ranger: Arcane Archer and Elf: Arcane Archer trees.
Glitch: Sometimes when you reset the elf tree its arcane archer abilities will still work without the tree being visible nor costing any enhancement points confirmed with the enhancement bonus and conjure arrows.
Elven Arcane Archer enhancements[edit]
Core abilities[edit]
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Arcane Archer: Any bow you equip gains 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.
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AP Cost: 1 | Ranks: 1 | Progression: 0 | Requires: Elf enhancements Arcane Archer | |
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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, Level 4 | |
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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, Level 8 | |
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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, Level 15 | |
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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.
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AP Cost: 1 | Ranks: 1 | Progression: 30 | Requires: Aligned Arrows, Level 22 | |
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Master of Imbuement: You gain +4 Dexterity and +20% Doubleshot chance.
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AP Cost: 1 | Ranks: 1 | Progression: 40 | Requires: Shadow Arrows, Level 25 |
Tier One[edit]
Requires Arcane Archer
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Conjure Arrow: 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.
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AP Cost: 1 | Ranks: 3 | Progression: 1 | No requirements | |
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Elemental Arrows I: 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 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: 1d4/1d6/1d6+(1d10-3d10 on crit) force damage 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.
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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 gain 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 II: Select one of four elemental arrow imbues (Can't choose the same type again, deal +1 Damage dice with Elemental Arrows), or:
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AP Cost: 2 | Ranks: 1 | Progression: 5 | Requires: Elemental Arrows I | |
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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 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 Character Level + Wisdom Modifier negates.) (Activation Cost: 4 SP. Cooldown: 3 seconds)
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AP Cost: 2 | 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. Passive: +1 bonus to DC of Enchantment Spells | |||
AP Cost: 2 | Ranks: 3 | 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.
+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 III: 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 II | |
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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 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 Instant kill does not affect bosses. | |||
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.
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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. | |||
AP Cost: 1 | Ranks: 1 | Progression: 20 | No requirements | |
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Elemental Arrows IV: 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 III | |
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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 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: The first enemy hit triggers an area attack that inflicts Vulnerability and deals damage. More injured enemies receive increased damage.
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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 IV | |
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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 |