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Ranger enhancements (history)
History | ||
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Alchemist | Artificer† — Dog | Barbarian | Bard | Cleric |
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Apo — Bom — VCh | AT — BE — RM | FB — OS — Rav | SB — SS — St — WC | DA — DD — RS — War |
Druid — Wolf | Fighter | Favored Soul † | Monk | Paladin |
BC — NW — NP — SH | Ken — StD — Van | AoV — BoH — War | HeM — NiS — Shi | KotC — SaD — SF — Van |
Ranger | Rogue | Sorcerer | Wizard | Warlock |
AA — DH — DWS — Tem | Ass — Mec — TA | AS – ES – FS – WS – EK | AM — EK — PM | AS — ES — SE — TS |
Falconry† ~ Feydark Illusionist† ~ Harper Agent† ~ Horizon Walker† ~ Inquisitive† ~ Vistani Knife Fighter † |
Reaper |
Aasimar ![]() |
Dragonborn | Drow | Dwarf | Elf / W-Elf (& AA) | Gnome | Half-Elf (& AA) |
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Half-Orc | Halfling | Human | Shifter ![]() |
Tabaxi ![]() |
Tiefling | Warforged †Free by turning in 400 Total favor per server ![]() |
Bladeforged ![]() |
Deep Gnome ![]() |
Morninglord ![]() |
PDK ![]() |
Razorclaw ![]() |
Scoundrel ![]() |
Scourge ![]() |
Shadar-kai ![]() |
Trailblazer ![]() |
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Ranger |
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Starting a... |
Rangers have three enhancement lines available as of Update 19: Arcane Archer, Deepwood Stalker and Tempest.
- Ranger Enhancements
Everything beyond this point is for Update 18, and is no longer relevant to the current game!
Update 18 Information:
Note that enhancements do not stack with other enhancements from the same series. Each element of a series requires everything previous in that series before it can be taken.
Level Progression[edit]
LV | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 |
Ranger Item Defense | I | II | III | |||||||||||||||||
Arcane Archer Conjure Arrows | I | II | III | IV | ||||||||||||||||
Ranger Dexterity | I | II | III | |||||||||||||||||
Ranger Elemental Empathy | I | |||||||||||||||||||
Ranger Extra Empathy | I | II | III | IV | ||||||||||||||||
Ranger Vermin Empathy | I | |||||||||||||||||||
Ranger Energy Resistance Boost | I | II | III | IV | ||||||||||||||||
Ranger Extra Action Boost | I | II | ||||||||||||||||||
Ranger Skill Boost | I | II | III | IV | ||||||||||||||||
Ranger Sprint Boost | I | II | III | IV | ||||||||||||||||
Arcane Archer Imbue Arrows | I | II | III | IV/V | VI | |||||||||||||||
Ranger Favored Attack | I | II | ||||||||||||||||||
Ranger Favored Damage | I | II | III | IV | ||||||||||||||||
Ranger Favored Defense | I | II | III | |||||||||||||||||
Ranger Favored Resistance | I | II | III | |||||||||||||||||
Ranger Energy of the Wild | I | II | III | |||||||||||||||||
Ranger Devotion | I | II | III | IV | ||||||||||||||||
Ranger Desert Lore | I | II | III | |||||||||||||||||
Ranger Swamp Lore | I | II | III | |||||||||||||||||
Ranger Tundra Lore | I | II | III | |||||||||||||||||
Ranger Arcane Archer | I | |||||||||||||||||||
Ranger Deepwood Sniper | I | |||||||||||||||||||
Ranger Tempest | I | II | III | |||||||||||||||||
Ranger Master of Archery | I | |||||||||||||||||||
LV | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 |
General Enhancements[edit]
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Ranger Item Defense I: You are skilled at protecting your gear against damage, granting you a 25% chance to negate potential item wear before it occurs.
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AP Cost: 1 | Level: 5 | Progression: 15 | No requirements | |
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Ranger Item Defense II: You are skilled at protecting your gear against damage, granting you a 33% chance to negate potential item wear before it occurs.
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AP Cost: 2 | Level: 9 | Progression: 30 | Requires: Ranger Item Defense I | |
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Ranger Item Defense III: You are skilled at protecting your gear against damage, granting you a 50% chance to negate potential item wear before it occurs.
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AP Cost: 3 | Level: 13 | Progression: 45 | Requires: Ranger Item Defense II |
Class Enhancements[edit]
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Arcane Archer: Conjure +2 Arrows: Activate this ability to conjure a stack of +2 Returning Arrows.
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AP Cost: 1 | Level: 9 | Progression: 30 | Requires: One of Elven Arcane Archer I, Ranger Arcane Archer I | |
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Arcane Archer: Conjure +3 Arrows: Activate this ability to conjure a stack of +3 Returning Arrows.
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AP Cost: 1 | Level: 12 | Progression: 42 | Requires: Arcane Archer: Conjure +2 Arrows | |
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Arcane Archer: Conjure +4 Arrows: Activate this ability to conjure a stack of +4 Returning Arrows.
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AP Cost: 1 | Level: 15 | Progression: 54 | Requires: Arcane Archer: Conjure +3 Arrows | |
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Arcane Archer: Conjure +5 Arrows: Activate this ability to conjure a stack of +5 Returning Arrows.
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AP Cost: 1 | Level: 18 | Progression: 66 | Requires: Arcane Archer: Conjure +4 Arrows |
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This article is an orphan, as no other articles link to it: Please introduce links to this page, please check these related articles for suggestions. (February 2016)
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Ranger Dexterity I: Grants a +1 increase to Dexterity score.
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AP Cost: 2 | Level: 2 | Progression: 2 | No requirements | |
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Ranger Dexterity II: Grants an additional +1 to your Dexterity score.
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AP Cost: 4 | Level: 6 | Progression: 16 | Requires: Ranger Dexterity I | |
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Ranger Dexterity III: Grants an additional +1 to your Dexterity score.
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AP Cost: 6 | Level: 10 | Progression: 30 | Requires: Ranger Dexterity II |
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Ranger Elemental Empathy: You can use this ability to pacify Elementals much like you can pacify animals with Wild Empathy.
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AP Cost: 2 | Level: 4 | Progression: 10 | Requires: Ranger Extra Empathy I, and one of Favored Enemy: Elemental, Ranger Energy Resistance Boost III, Ranger Extra Empathy IV |
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Ranger Extra Empathy I: You gain the ability to use Wild Empathy 1 additional time between each rest.
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AP Cost: 1 | Level: 1 | Progression: 0 | No requirements | |
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Ranger Extra Empathy II: You gain 1 additional use of Wild Empathy per rest, bringing the total increase to 2.
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AP Cost: 2 | Level: 4 | Progression: 10 | Requires: Ranger Extra Empathy I | |
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Ranger Extra Empathy III: You gain 1 additional use of Wild Empathy per rest, bringing the total increase to 3.
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AP Cost: 3 | Level: 7 | Progression: 21 | Requires: Ranger Extra Empathy II | |
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Ranger Extra Empathy IV: You gain 1 additional use of Wild Empathy per rest, bringing the total increase to 4.
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AP Cost: 4 | Level: 10 | Progression: 32 | Requires: Ranger Extra Empathy III |
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Ranger Vermin Empathy: You can use this ability to pacify Vermin much like you can pacify animals with Wild Empathy.
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AP Cost: 2 | Level: 2 | Progression: 2 | Requires: Ranger Extra Empathy I, and one of Favored Enemy: Vermin, Ranger Desert Lore II, Ranger Swamp Lore II, Ranger Extra Empathy IV |
Action Boost Enhancements[edit]
Boosts last 20 seconds and can be used 5 times per rest. They have a 30 second cooldown. (Shared by all action boosts.)
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Ranger Energy Resistence Boost I: Activate this ability to receive energy resistance 8.
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AP Cost: 1 | Level: 1 | Progression: 0 | No requirements | |
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Ranger Energy Resistence Boost II: Activate this ability to receive energy resistance 10.
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AP Cost: 2 | Level: 4 | Progression: 10 | Requires: Ranger Energy Resistence Boost I | |
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Ranger Energy Resistence Boost III: Activate this ability to receive energy resistance 12.
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AP Cost: 3 | Level: 7 | Progression: 21 | Requires: Ranger Energy Resistence Boost II | |
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Ranger Energy Resistence Boost IV: Activate this ability to receive energy resistance 15.
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AP Cost: 4 | Level: 10 | Progression: 32 | Requires: Ranger Energy Resistence Boost III |
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Ranger Extra Action Boost I: You can use each of your action boosts 1 additional time per rest.
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AP Cost: 2 | Level: 11 | Progression: 38 | Requires: Any of Ranger Action Boost IV | |
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Ranger Extra Action Boost II: You can use each of your action boosts 1 additional time per rest, bringing the total increase to 2.
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AP Cost: 4 | Level: 14 | Progression: 48 | Requires: Ranger Extra Action Boost I |
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Ranger Skill Boost I: Activate this ability to receive a +2 bonus to skills.
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AP Cost: 1 | Level: 1 | Progression: 0 | No requirements | |
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Ranger Skill Boost II: Activate this ability to receive a +3 bonus to skills.
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AP Cost: 2 | Level: 4 | Progression: 10 | Requires: Ranger Skill Boost I | |
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Ranger Skill Boost III: Activate this ability to receive a +4 bonus to skills.
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AP Cost: 3 | Level: 7 | Progression: 21 | Requires: Ranger Skill Boost II | |
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Ranger Skill Boost IV: Activate this ability to receive a +5 bonus to skills.
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AP Cost: 4 | Level: 10 | Progression: 32 | Requires: Ranger Skill Boost III |
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Ranger Sprint Boost I: Activate this ability to receive a 35% running speed bonus.
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AP Cost: 1 | Level: 1 | Progression: 0 | No requirements | |
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Ranger Sprint Boost II: Activate this ability to receive a 40% running speed bonus.
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AP Cost: 2 | Level: 4 | Progression: 10 | Requires: Ranger Sprint Boost I | |
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Ranger Sprint Boost III: Activate this ability to receive a 45% running speed bonus for 20 seconds.
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AP Cost: 3 | Level: 7 | Progression: 21 | Requires: Ranger Sprint Boost II | |
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Ranger Sprint Boost IV: Activate this ability to receive a 50% running speed bonus.
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AP Cost: 4 | Level: 10 | Progression: 32 | Requires: Ranger Sprint Boost III |
Combat Enhancements[edit]
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Arcane Archer: Imbue Force Arrows: Imbues arrows with an extra 1d6 force damage and negates the incorporeal miss chance of ethereal creatures. This ability costs 10 spell points to activate, and triggers a lengthy cooldown of the Magic Missile spell. Only one Arcane Archer Imbue ability may be active at any time.
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AP Cost: 1 | Level: 6 | Progression: 18 | Requires: One of Elven Arcane Archer I, Ranger Arcane Archer I | |
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Arcane Archer: Imbue Acid Arrows: Imbues arrows with the Corrosive ability dealing an extra 1d6 acid damage and acid damage over time if your arrow damages your target. This ability costs 20 spell points to activate, and triggers a lengthy cooldown of the Melf's Acid Arrow spell. Only one Arcane Archer Imbue ability may be active at any time.
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AP Cost: 1 | Level: 9 | Progression: 30 | Requires: Arcane Archer: Conjure +2 Arrows | |
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Arcane Archer: Imbue Explosive Arrows: Imbues arrows with the Flaming Burst ability dealing an extra 1d6 fire damage plus additional damage on critical hits. This ability costs 30 spell points to activate, and triggers a lengthy cooldown of the Fireball spell. Only one Arcane Archer Imbue ability may be active at any time.
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AP Cost: 1 | Level: 12 | Progression: 42 | Requires: Arcane Archer: Conjure +3 Arrows | |
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Arcane Archer: Imbue Force Burst Arrows: Imbues arrows with the Force Burst ability dealing an extra 1d6 force damage plus additional damage on critical hits. This ability costs 40 spell points to activate, and triggers a lengthy cooldown of the Force Missile spell. Only one Arcane Archer Imbue ability may be active at any time.
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AP Cost: 1 | Level: 15 | Progression: 54 | Requires: Arcane Archer: Conjure +4 Arrows, Arcane Archer: Imbue Force Arrows | |
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Arcane Archer: Imbue Terror Arrows: Imbues arrows with the Phantasmal Killer ability, which will deal massive damage to a living target on what would be a vorpal attack. (Natural 20 followed by critical confirmation.) This ability costs 40 spell points to activate, and triggers a lengthy cooldown of the Phantasmal Killer spell. Only one Arcane Archer Imbue ability may be active at any time.
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AP Cost: 1 | Level: 15 | Progression: 54 | Requires: Arcane Archer: Conjure +4 Arrows | |
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Arcane Archer: Imbue Slaying Arrows: Imbues arrows with the Slaying ability, which will deal massive damage to a living target on what would be a vorpal attack. (Natural 20 followed by critical confirmation.) This ability costs 50 spell points to activate, and triggers a lengthy cooldown of the Finger of Death spell. Only one Arcane Archer Imbue ability may be active at any time.
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AP Cost: 1 | Level: 18 | Progression: 66 | Requires: Arcane Archer: Conjure +5 Arrows, Arcane Archer: Imbue Acid Arrows, Arcane Archer: Imbue Explosive Arrows, Arcane Archer: Imbue Force Arrows, Arcane Archer: Imbue Terror Arrows |
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Ranger Favored Attack I: When attacking a favored enemy, you receive a +1 bonus to attack.
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AP Cost: 2 | Level: 6 | Progression: 18 | No requirements | |
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Ranger Favored Attack II: When attacking a favored enemy, you receive a +2 bonus to attack.
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AP Cost: 4 | Level: 12 | Progression: 40 | Requires: Ranger Favored Attack I |
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Ranger Favored Damage I: When attacking a favored enemy, you receive a +1 bonus on damage rolls.
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AP Cost: 1 | Level: 1 | Progression: 0 | No requirements | |
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Ranger Favored Damage II: When attacking a favored enemy, you receive a +2 bonus on damage rolls.
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AP Cost: 2 | Level: 5 | Progression: 14 | Requires: Ranger Favored Damage I | |
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Ranger Favored Damage III: When attacking a favored enemy, you receive a +3 bonus on damage rolls.
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AP Cost: 3 | Level: 9 | Progression: 29 | Requires: Ranger Favored Damage II | |
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Ranger Favored Damage IV: When attacking a favored enemy, you receive a +4 bonus on damage rolls.
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AP Cost: 4 | Level: 13 | Progression: 44 | Requires: Ranger Favored Damage III |
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Ranger Favored Defense I: When attacked by a favored enemy, you receive a +1 bonus on Armor Class.
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AP Cost: 1 | Level: 1 | Progression: 0 | No requirements | |
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Ranger Favored Defense II: When attacked by a favored enemy, you receive a +2 bonus on Armor Class.
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AP Cost: 2 | Level: 7 | Progression: 22 | Requires: Ranger Favored Defense I | |
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Ranger Favored Defense III: When attacked by a favored enemy, you receive a +3 bonus on Armor Class.
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AP Cost: 3 | Level: 13 | Progression: 45 | Requires: Ranger Favored Defense II |
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Ranger Favored Resistance I: When making a saving throw against a spell or effect from a favored enemy, you receive a +1 bonus on saving throws.
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AP Cost: 1 | Level: 2 | Progression: 3 | No requirements | |
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Ranger Favored Resistance II: When making a saving throw against a spell or effect from a favored enemy, you receive a +2 bonus on saving throws.
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AP Cost: 2 | Level: 8 | Progression: 26 | Requires: Ranger Favored Resistance I | |
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Ranger Favored Resistance III: When making a saving throw against a spell or effect from a favored enemy, you receive a +3 bonus on saving throws.
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AP Cost: 4 | Level: 14 | Progression: 48 | Requires: Ranger Favored Resistance II |
Spell Enhancements[edit]
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Ranger Energy of the Wild I: Grants a 20 point increase to spell points.
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AP Cost: 1 | Level: 4 | Progression: 11 | No requirements | |
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Ranger Energy of the Wild II: Grants an additional 20 spell points, bringing your total increase to 40 points.
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AP Cost: 2 | Level: 8 | Progression: 26 | Requires: Ranger Energy of the Wild I | |
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Ranger Energy of the Wild III: Grants an additional 20 spell points, bringing your total increase to 60 points.
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AP Cost: 3 | Level: 12 | Progression: 41 | Requires: Ranger Energy of the Wild II |
Healing Enhancements[edit]
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Ranger Devotion I: Grants a 20% increase to the effectiveness of your healing spells.
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AP Cost: 1 | Level: 1 | Progression: 0 | No requirements | |
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Ranger Devotion II: Grants a 40% increase to the effectiveness of your healing spells.
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AP Cost: 2 | Level: 4 | Progression: 10 | Requires: Ranger Devotion I | |
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Ranger Devotion III: Grants a 60% increase to the effectiveness of your healing spells.
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AP Cost: 3 | Level: 7 | Progression: 21 | Requires: Ranger Devotion II | |
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Ranger Devotion IV: Grants a 80% increase to the effectiveness of your healing spells.
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AP Cost: 4 | Level: 10 | Progression: 32 | Requires: Ranger Devotion III |
Resist Enhancements[edit]
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Ranger Desert Lore I: You gain energy resistance of 2 versus fire, or improve your existing resistance by 2.
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AP Cost: 1 | Level: 2 | Progression: 3 | No requirements | |
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Ranger Desert Lore II: Your energy resistance versus fire is increased by 2, bringing the total increase to 4.
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AP Cost: 2 | Level: 6 | Progression: 18 | Requires: Ranger Desert Lore I | |
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Ranger Desert Lore III: Your energy resistance versus fire is increased by 2, bringing the total increase to 6.
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AP Cost: 3 | Level: 10 | Progression: 33 | Requires: Ranger Desert Lore II |
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Ranger Swamp Lore I: You gain energy resistance of 2 versus acid, or improve your existing resistance by 2.
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AP Cost: 1 | Level: 2 | Progression: 3 | No requirements | |
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Ranger Swamp Lore II: Your energy resistance versus acid is increased by 2, bringing the total increase to 4.
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AP Cost: 2 | Level: 6 | Progression: 18 | Requires: Ranger Swamp Lore I | |
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Ranger Swamp Lore III: Your energy resistance versus acid is increased by 2, bringing the total increase to 6.
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AP Cost: 3 | Level: 10 | Progression: 33 | Requires: Ranger Swamp Lore II |
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Ranger Tundra Lore I: You gain energy resistance of 2 versus cold, or improve your existing resistance by 2.
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AP Cost: 1 | Level: 2 | Progression: 3 | No requirements | |
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Ranger Tundra Lore II: Your energy resistance versus cold is increased by 2, bringing the total increase to 4.
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AP Cost: 2 | Level: 6 | Progression: 18 | Requires: Ranger Tundra Lore I | |
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Ranger Tundra Lore III: Your energy resistance versus cold is increased by 2, bringing the total increase to 6.
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AP Cost: 3 | Level: 10 | Progression: 33 | Requires: Ranger Tundra Lore II |
Prestige Enhancements[edit]
A character can train only in one Ranger Prestige path at a time. Each has both passive benefits and active benefits. All requirements must be taken from Ranger class enhancements.
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Ranger Arcane Archer I: Passive Benefit: grants +20 spell points. Active Benefit: grants the abilities to conjure +1 returning magical arrows and fire True Strike arrows.
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AP Cost: 4 | Level: 6 | Progression: 16 | Requires: +6 Base Attack Bonus, Point Blank Shot, Weapon Focus: Ranged, and one of Bard Energy of Music I, Elven Arcanum I, Sorcerer Energy of the Dragonblooded I, Wizard Energy of the Scholar I, Mental Toughness, Past Life: Arcane Prodigy |
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Ranger Deepwood Sniper I: Passive Benefit: grants a +1 bonus to Hide, Move Silently, and Spot. Active Benefit: grants the ability to take an aimed sniper shot with a +4 bonus to hit, +2 to critical threat range, and +2 to critical threat multiplier.
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AP Cost: 4 | Level: 6 | Progression: 16 | Requires: Improved Hide II, Improved Move Silently II, Improved Spot II, Point Blank Shot, Weapon Focus: Ranged |
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Ranger Tempest I: Passive Benefit: increases your chance of triggering off-hand attacks by 10% and grants a +2 shield bonus to armor class when two-weapon fighting.
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AP Cost: 4 | Level: 6 | Progression: 16 | Requires: Dodge, Improved Two Weapon Fighting, Mobility, Spring Attack, Two Weapon Fighting | |
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Ranger Tempest II: Passive Benefit: increases your chance of triggering off-hand attacks by an additional 10% and possess a +4 shield bonus to armor class when two-weapon fighting, and your attack bonus penalty has been reduced by 1 for each hand.
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AP Cost: 2 | Level: 12 | Progression: 42 | Requires: Ranger Dexterity II, Ranger Tempest I | |
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Ranger Tempest III: Passive Benefit: you gain a 5% chance to double strike with your main hand when two-weapon fighting, in addition, you now gain a +6 shield bonus to armor class when two-weapon fighting, and your attack bonus penalty has been reduced by 1 additional point for each hand.
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AP Cost: 2 | Level: 18 | Progression: 66 | Requires: Ranger Tempest II and one of Lightning Reflexes, Oversized Two Weapon Fighting, Two Weapon Blocking, Two Weapon Defense |
Capstone[edit]
A character can train only in one Ranger Capstone at a time.
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Ranger Master of Archery: You gain a 25% competence bonus to your attack speed when using any ranged weapon, including thrown weapons.
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AP Cost: 2 | Level: 20 | Progression: 74 | No requirements |