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Horizon Walker enhancements

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Falconry     ~     Feydark Illusionist     ~     Harper Agent     ~     Horizon Walker     ~     Inquisitive     ~     Vistani Knife Fighter

Reaper

: 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.

Aasimar 1,395 DP1,395 DDO Points Dhampir 1,595 DP1,595 DDO Points Dragonborn Drow Dwarf Eladrin 1,595 DP1,595 DDO Points Elf / Wood Elf (& AA) Gnome
Half-Elf (& AA) Half-Orc Halfling Human Shifter 1,595 DP1,595 DDO Points Tabaxi 1,595 DP1,595 DDO Points Tiefling Warforged Free by turning in 400 Total favor per server 995 DP995 DDO Points
Bladeforged 1,295 DP1,295 DDO Points Chaosmancer 1,395 DP1,395 DDO Points Dhampir Dark Bargainer 1,295 DP1,295 DDO Points Deep Gnome 1,295 DP1,295 DDO Points Morninglord 1,295 DP1,295 DDO Points (& AA) PDK 1,295 DP1,295 DDO Points Razorclaw 1,395 DP1,395 DDO Points Scoundrel 1,395 DP1,395 DDO Points Scourge 1,295 DP1,295 DDO Points Shadar-kai 1,295 DP1,295 DDO Points Trailblazer 1,395 DP1,395 DDO Points

Part of Update 50. Unlockable per character with 400 favor with the Gatekeepers. Purchasable for your account with some of the Sinister Secret of Saltmarsh expansion packages.

As of January 11, 2024, Horizon Walker is also available as a separate purchase for 495 DP, which also unlocks the tree account wide.

Overview[edit]

Universal enhancement tree for bow users. Primarily features enhancements focused on dealing force damage and on marking & debuffing a single enemy.

Core abilities[edit]

Mark Target: +1 to Spot and Listen. You gain the ability to Mark one target at a time. Targets you Mark have -2 AC. (Debuffs to Marked Targets from these Core abilites do not stack with other players' Marks - Only the highest set of debuffs will apply.) Cooldown: 4 Seconds.
AP Cost: 1 Ranks: 1 Progression: 0 Requires: Character level 1
Improved Marking: Your Marked Targets get -10% Fortification. The AC penalty your Marked Targets take increases to -4. You also gain +3 to Maximum Dexterity Bonus while wearing Light armor.
AP Cost: 1 Ranks: 1 Progression: 5 Requires: Character level 1, Mark Target
Haste: Your Marked Targets get -2 to Saving Throws. Their Fortification penalty increases to -20%, and AC penalty increases to -6. In addition you gain Haste as a Spell Like Ability: 0 SP cost, 2 minute cooldown.
AP Cost: 1 Ranks: 1 Progression: 10 Requires: Character level 6, Improved Marking
Dauntless Marking: Your Marked Target's Saving Throw penalty increases to -4, Fortification penalty increases to -25%, and AC penalty increases to -10. You gain +3 Maximum Dodge.
AP Cost: 1 Ranks: 1 Progression: 20 Requires: Character level 12, Haste
Dimension Door: Once per rest, you can cast Dimension Door as a Spell Like Ability. Activation Cost: 0 Spell Points. Cooldown: 10 Minutes. Passive: Your Marked Targets get -20% to movement speed.
AP Cost: 1 Ranks: 1 Progression: 30 Requires: Character level 18, Dauntless Marking
Horizon: +2 to all Ability Scores. You gain +2 Maximum Manyshot charges. You gain Favored Enemy: Marked Target: You always consider Marked Targets to be Favored Enemies, and deal extra damage against them.
AP Cost: 1 Ranks: 1 Progression: 40 Requires: Character level 20, Dimension Door

Tier One[edit]

Requires character level 1, 1 AP spent in tree

Eye for Accuracy: +[1/2/3] to Attack with Weapons.
AP Cost: 1 Ranks: 3 Progression: 1
Opening Shot: Deals +10%/+20%/+30% Damage. Bow Attack. Adds [1/2/3]d6 Force damage on hit. This damage scales with Ranged Power. Cooldown: 6 seconds.
AP Cost: 1 Ranks: 3 Progression: 1
Planar Dodge: +1/2/3 to Dodge.
AP Cost: 1 Ranks: 3 Progression: 1
Skills: +[1/2/3] to Tumble, Spot and Listen.
AP Cost: 1 Ranks: 3 Progression: 1
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.
AP Cost: 2 Ranks: 1 Progression: 1

Tier Two[edit]

Requires character level 2, 5 APs spent in tree

Walker Training I: +1 to Attack and +1 to Damage with Longbows and Shortbows.
AP Cost: 1 Ranks: 1 Progression: 5
Take the Opening: If Opening Shot hits a creature that is at 100% of their hitpoints, it deals an extra 1d10 Force damage for every 2 Character levels you have. This damage scales with Ranged Power. Additionally, your Force damage from Opening Shot is now applied twice when used against Marked Targets.
AP Cost: 2 Ranks: 1 Progression: 5 Requires: Opening Shot
Protection from Evil and Good: Rank 1: You permanently gain +2 deflection bonus to Armor Class and a +2 resistance bonus to saves versus attacks from Evil creatures. Rank 2: You permanently gain this for Good creatures as well. Rank 3 (2AP): You are also warded from magical mental control and compulsions from both Evil and Good creatures.
AP Cost: 1 Ranks: 3 Progression: 5
Skilled Navigator: +[2/4/6] to Saving Throws vs. Traps
AP Cost: 1 Ranks: 3 Progression: 5
Favored Enemy: Evil Outsider Feat
AP Cost: 1 Ranks: 1 Progression: 5

Tier Three[edit]

Requires character level 3, 10 APs spent in tree

No Step Missed: Battle Trance. Cooldown: 20 Seconds. Antirequisite: Other Trances. Charges: 5. Expend 1 Charge: You gain an Insight bonus to damage and the DC of tactical feats equal to 1/2 of your Dexterity modifier for [30/60/120] seconds. On a Vorpal weapon hit, have a chance to restore 1 Charge.
AP Cost: 1 Ranks: 3 Progression: 10
Two Places At Once: When you use Manyshot or Scattershot, you gain Displacement for 12 seconds.
AP Cost: 2 Ranks: 1 Progression: 10
Hunter's Focus: If Archer's Focus is enabled, remaining stationary for 6 seconds grants you 1d4+4 stacks of Archer's Focus. This can trigger once per time you remain stationary.
AP Cost: 1 Ranks: 1 Progression: 10
Tenacious Hunter: Against Extraplanar creatures and Marked Targets (regardless of whether or not they are extraplanar), you deal an additional +[2/4/6] damage with Longbows and Shortbows.
AP Cost: 1 Ranks: 3 Progression: 10
Ability Score: Choose between Dexterity or Wisdom
AP Cost: 2 Ranks: 1 Progression: 10

Tier Four[edit]

Requires character level 4, 20 APs spent in tree

Walker Training II: +1 to Attack and +1 to Damage with Longbows and Shortbows.
AP Cost: 1 Ranks: 1 Progression: 20
Corner the Quarry: Deals +20%/+30%/+40% Damage. Bow Attack. If this is used against your Marked Target, they must make a Reflex Save (d20+your Listen skill) or be immobilized for 12 seconds. On a Vorpal hit, the target is also Stunned with no save (20sec cooldown). On bosses, this does not immobilize or stun.
AP Cost: 1 Ranks: 3 Progression: 20
Walker's Guidance: You and targeted ally gain Evasion, Improved Evasion and +5 to Saving Throws vs. Traps for 12 seconds. 60 second cooldown.
AP Cost: 1 Ranks: 1 Progression: 20
Scattershot: AOE Ranged Bow Attack: Expend one charge to take a shot with +1 Critical Threat Range and Critical Multiplier that shatters on impact, dealing your attack damage to all enemies in a small area around the enemy hit. 2 second cooldown. This feat gives 3 charges; you regain 1 charge every 12 seconds you don't use Scattershot or Manyshot. Requires a Longbow or Shortbow to use. Shares Charges and a Cooldown with Manyshot.
AP Cost: 2 Ranks: 1 Progression: 20
Ability Score II: Choose between Dexterity or Wisdom
AP Cost: 2 Ranks: 1 Progression: 20

Tier Five[edit]

Requires character level 12, 30 APs spent in tree

Feywild Attunement: +1 Competence Bonus to Threat Range and Multiplier with Longbows and Shortbows. You have Base Attack Bonus equal to your Character Level while using Longbows and Shortbows.
AP Cost: 1 Ranks: 1 Progression: 30
Banish the Quarry: If Corner the Quarry is used against a Marked Target, they take an additional 1d6 Force Damage per Character Level. This damage scales with Ranged Power. If the creature is Extraplanar, it must make a Will Save (d20+your Listen skill) or be Banished. (Bosses cannot be banished).
AP Cost: 1 Ranks: 1 Progression: 30 Requires: Corner the Quarry
Misty Step: As Abundant Step, but you disappear. +5 Reflex Save and 20% stacking incorporeality while Stepping. (Shares a cooldown with other abundant steps). 12 second cooldown. Additionally, when you tumble or use Misty Step, you gain Ranged Power equal to your Character Level for 12 seconds. 12 second cooldown.
AP Cost: 1 Ranks: 1 Progression: 30
Powershot: Whenever you Critically Hit an enemy with Manyshot or Scattershot, that enemy takes 1d10 Force damage per Character Level that scales with 200% of Ranged Power.
AP Cost: 1 Ranks: 1 Progression: 30
Improved Archer's Focus: Your Archer's Focus stance can now stack up to 25 times instead of 15. Passive: +10% Doubleshot.
AP Cost: 2 Ranks: 1 Progression: 30