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Horizon Walker enhancements

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Universal enhancement tree for bow users. Planned for 2021 in the same release as the next classic pack. Probably before the fall.

Source:


Alchemist ArtificerDog Barbarian Bard Cleric
ApoBomVCh ATBERM FBOSRav SBSSWC DDRSWar
DruidWolf Fighter Favored Soul Monk Paladin
NWNPSH KenStDVan AoVBoHWar HeMNiSShi KotCSaDVan
Ranger Rogue Sorcerer Wizard Warlock
AADWSTem AssMecTA ASESFSWSEK AMEKPM ESSETS

Falconry     ~     Illusionist     ~     Harper     ~     Inquisitive     ~     Vistani

Reaper
Aasimar 1,395 DP1,395 DDO Points Dragonborn 1,295 DP1,295 DDO Points Drow Free by turning in 400 Total favor per server 995 DP995 DDO Points Dwarf Elf / W-Elf 795 DP795 DDO Points (& AA) Gnome 1,295 DP1,295 DDO Points
Half-Elf 1,295 DP1,295 DDO Points (& AA) Half-Orc 1,295 DP1,295 DDO Points Halfling Human Shifter TBD DPTBD DDO Points Tiefling 1,595 DP1,595 DDO Points Warforged 995 DP995 DDO Points
Bladeforged 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 TBD DPTBD DDO Points Scoundrel 1,395 DP1,395 DDO Points Scourge 1,295 DP1,295 DDO Points Shadar-kai 1,295 DP1,295 DDO Points
Horizon Walker enhancements tree

Core abilities[edit]

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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
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Improved Marking: Your Marked Targets get -5% Fortification. The AC penalty your Marked Targets take increases to -4.
AP Cost: 1 Ranks: 1 Progression: 5 Requires: Character level 1, Mark Target
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Greater Marking: Your Marked Targets get -2 to Saving Throws. Their Fortification penalty increases to -10%, and AC penalty increases to -6.
AP Cost: 1 Ranks: 1 Progression: 10 Requires: Character level 6, Improved Marking
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Dauntless Marking: Your Marked Target's Saving Throw penalty increases to -4, Fortification penalty increases to -20%, and AC penalty increases to -8.
AP Cost: 1 Ranks: 1 Progression: 20 Requires: Character level 12, Greater Marking
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Dimension Door: Once per rest, you can cast Dimension Door. Activation Cost: 0 Spell Points. Cooldown: 10 Minutes. Passive: Your Marked Targets get -10% to movement speed.
AP Cost: 1 Ranks: 1 Progression: 30 Requires: Character level 18, Dauntless Marking
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Horizon: +2 to all Ability Scores. You gain +10 Ranged Power, +10% Doubleshot. +2 Maximum Manyshot charges.
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

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Weathered Gear: You have a [25/50/75]% chance to negate potential item wear.
AP Cost: 1 Ranks: 3 Progression: 1 No requirements
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Opening Shot: +[1/2/3][W] 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 No requirements
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Eye for Accuracy: +[1/2/3] to Attack with Weapons.
AP Cost: 1 Ranks: 3 Progression: 1 No requirements
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Skills: +[1/2/3] to Spot, Listen, and Search.
AP Cost: 1 Ranks: 3 Progression: 1 No requirements
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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.
AP Cost: 2 Ranks: 1 Progression: 1 No requirements

Tier Two[edit]

Requires character level 2, 5 APs spent in tree

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Walker Training I: +1 to Attack and +1 to Damage with Longbows and Shortbows.
AP Cost: 1 Ranks: 1 Progression: 5 No requirements
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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
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Skilled Navigator: +[2/4/6] to Saving Throws vs. Traps
AP Cost: 1 Ranks: 3 Progression: 5 No requirements
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Dodge and Strike: When you tumble, you gain Ranged Power equal to half your Character level for 12 seconds. This can trigger once every 30 seconds.
AP Cost: 1 Ranks: 1 Progression: 5 No requirements
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Favored Enemy: Evil Outsider Feat
AP Cost: 1 Ranks: 1 Progression: 5 No requirements

Tier Three[edit]

Requires character level 3, 10 APs spent in tree

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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 No requirements
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Two Places At Once: When you use Manyshot or Scattershot, you gain Displacement for 12 seconds.
AP Cost: 2 Ranks: 1 Progression: 10 No requirements
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Nowhere to Hide: You automatically detect nearby Secret Doors with a DC of 5 or less. This goes up by 3 for every 2 Character levels you have.
AP Cost: 1 Ranks: 1 Progression: 10 No requirements
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Planar Dodge: +[1/2/3] to Dodge, +[1/2/3] Maximum Dexterity while wearing light armor.
AP Cost: 1 Ranks: 3 Progression: 10 No requirements
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Ability Score: Choose between Dexterity or Wisdom
AP Cost: 2 Ranks: 1 Progression: 10 No requirements

Tier Four[edit]

Requires character level 4, 20 APs spent in tree

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Walker Training II: +1 to Attack and +1 to Damage with Longbows and Shortbows.
AP Cost: 1 Ranks: 1 Progression: 20 No requirements
File:Corner the Quarry
Corner the Quarry: +[2/3/4][W] 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 No requirements
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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: 20 No requirements
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Scattershot: Ranged Bow Attack: Expend one charge to randomly select up to three different enemies at close range and shoot one arro at each of them. Each of these shots can Doubleshot. 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 No requirements
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Ability Score II: Choose between Dexterity or Wisdom
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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Walker's Guidance: You and targeted ally gain Evasion and +5 to Saving Throws vs. Traps for 12 seconds. 60 second cooldown.
AP Cost: 1 Ranks: 1 Progression: 30 No requirements
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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
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Feywild Attunement: +1 Competence Bonus to Threat Range and Multiplier with Longbows and Shortbows.
AP Cost: 1 Ranks: 1 Progression: 30 No requirements
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Misty Step: As Abundant Step, but you disappear. (Shares a cooldown with other abundant steps).
AP Cost: 1 Ranks: 1 Progression: 30 No requirements
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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 No requirements