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Ranger enhancements (history)

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Ranger
Starting a...

Enhancements
Tactics
Equipment
Spells


Rangers have three enhancement lines available as of Update 19: Arcane Archer, Deepwood Stalker and Tempest.

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]

EnhIcon ItemDefense.png
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.
AP Cost: 1 Level: 5 Progression: 15 No requirements
EnhIcon ItemDefense.png
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.
AP Cost: 2 Level: 9 Progression: 30 Requires: Ranger Item Defense I
EnhIcon ItemDefense.png
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.
AP Cost: 3 Level: 13 Progression: 45 Requires: Ranger Item Defense II

Class Enhancements[edit]

RangerArcaneArcher.png
Arcane Archer: Conjure +2 Arrows: Activate this ability to conjure a stack of +2 Returning Arrows.
AP Cost: 1 Level: 9 Progression: 30 Requires: One of Elven Arcane Archer I, Ranger Arcane Archer I
RangerArcaneArcher.png
Arcane Archer: Conjure +3 Arrows: Activate this ability to conjure a stack of +3 Returning Arrows.
AP Cost: 1 Level: 12 Progression: 42 Requires: Arcane Archer: Conjure +2 Arrows
RangerArcaneArcher.png
Arcane Archer: Conjure +4 Arrows: Activate this ability to conjure a stack of +4 Returning Arrows.
AP Cost: 1 Level: 15 Progression: 54 Requires: Arcane Archer: Conjure +3 Arrows
RangerArcaneArcher.png
Arcane Archer: Conjure +5 Arrows: Activate this ability to conjure a stack of +5 Returning Arrows.
AP Cost: 1 Level: 18 Progression: 66 Requires: Arcane Archer: Conjure +4 Arrows
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Human Dexterity.png
Ranger Dexterity I: Grants a +1 increase to Dexterity score.
AP Cost: 2 Level: 2 Progression: 2 No requirements
Human Dexterity.png
Ranger Dexterity II: Grants an additional +1 to your Dexterity score.
AP Cost: 4 Level: 6 Progression: 16 Requires: Ranger Dexterity I
Human Dexterity.png
Ranger Dexterity III: Grants an additional +1 to your Dexterity score.
AP Cost: 6 Level: 10 Progression: 30 Requires: Ranger Dexterity II
RangerElementalEmpathy.png
Ranger Elemental Empathy: You can use this ability to pacify Elementals much like you can pacify animals with Wild Empathy.
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
RangerExtraEmpathy.png
Ranger Extra Empathy I: You gain the ability to use Wild Empathy 1 additional time between each rest.
AP Cost: 1 Level: 1 Progression: 0 No requirements
RangerExtraEmpathy.png
Ranger Extra Empathy II: You gain 1 additional use of Wild Empathy per rest, bringing the total increase to 2.
AP Cost: 2 Level: 4 Progression: 10 Requires: Ranger Extra Empathy I
RangerExtraEmpathy.png
Ranger Extra Empathy III: You gain 1 additional use of Wild Empathy per rest, bringing the total increase to 3.
AP Cost: 3 Level: 7 Progression: 21 Requires: Ranger Extra Empathy II
RangerExtraEmpathy.png
Ranger Extra Empathy IV: You gain 1 additional use of Wild Empathy per rest, bringing the total increase to 4.
AP Cost: 4 Level: 10 Progression: 32 Requires: Ranger Extra Empathy III
RangerVerminEmpathy.png
Ranger Vermin Empathy: You can use this ability to pacify Vermin much like you can pacify animals with Wild Empathy.
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.)

Energy Resistance Boost.jpg
Ranger Energy Resistence Boost I: Activate this ability to receive energy resistance 8.
AP Cost: 1 Level: 1 Progression: 0 No requirements
Energy Resistance Boost.jpg
Ranger Energy Resistence Boost II: Activate this ability to receive energy resistance 10.
AP Cost: 2 Level: 4 Progression: 10 Requires: Ranger Energy Resistence Boost I
Energy Resistance Boost.jpg
Ranger Energy Resistence Boost III: Activate this ability to receive energy resistance 12.
AP Cost: 3 Level: 7 Progression: 21 Requires: Ranger Energy Resistence Boost II
Energy Resistance Boost.jpg
Ranger Energy Resistence Boost IV: Activate this ability to receive energy resistance 15.
AP Cost: 4 Level: 10 Progression: 32 Requires: Ranger Energy Resistence Boost III
Extra Boost.png
Ranger Extra Action Boost I: You can use each of your action boosts 1 additional time per rest.
AP Cost: 2 Level: 11 Progression: 38 Requires: Any of Ranger Action Boost IV
Extra Boost.png
Ranger Extra Action Boost II: You can use each of your action boosts 1 additional time per rest, bringing the total increase to 2.
AP Cost: 4 Level: 14 Progression: 48 Requires: Ranger Extra Action Boost I
RangerSkillBoost.png
Ranger Skill Boost I: Activate this ability to receive a +2 bonus to skills.
AP Cost: 1 Level: 1 Progression: 0 No requirements
RangerSkillBoost.png
Ranger Skill Boost II: Activate this ability to receive a +3 bonus to skills.
AP Cost: 2 Level: 4 Progression: 10 Requires: Ranger Skill Boost I
RangerSkillBoost.png
Ranger Skill Boost III: Activate this ability to receive a +4 bonus to skills.
AP Cost: 3 Level: 7 Progression: 21 Requires: Ranger Skill Boost II
RangerSkillBoost.png
Ranger Skill Boost IV: Activate this ability to receive a +5 bonus to skills.
AP Cost: 4 Level: 10 Progression: 32 Requires: Ranger Skill Boost III
Sprint Boost.gif
Ranger Sprint Boost I: Activate this ability to receive a 35% running speed bonus.
AP Cost: 1 Level: 1 Progression: 0 No requirements
Sprint Boost.gif
Ranger Sprint Boost II: Activate this ability to receive a 40% running speed bonus.
AP Cost: 2 Level: 4 Progression: 10 Requires: Ranger Sprint Boost I
Sprint Boost.gif
Ranger Sprint Boost III: Activate this ability to receive a 45% running speed bonus for 20 seconds.
AP Cost: 3 Level: 7 Progression: 21 Requires: Ranger Sprint Boost II
Sprint Boost.gif
Ranger Sprint Boost IV: Activate this ability to receive a 50% running speed bonus.
AP Cost: 4 Level: 10 Progression: 32 Requires: Ranger Sprint Boost III

Combat Enhancements[edit]

ArcaneArcherImbueForceArrows.png
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.
AP Cost: 1 Level: 6 Progression: 18 Requires: One of Elven Arcane Archer I, Ranger Arcane Archer I
MelfsAcidArrow.png
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.
AP Cost: 1 Level: 9 Progression: 30 Requires: Arcane Archer: Conjure +2 Arrows
Fireball.png
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.
AP Cost: 1 Level: 12 Progression: 42 Requires: Arcane Archer: Conjure +3 Arrows
ArcaneArcherImbueForceBurstArrows.png
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.
AP Cost: 1 Level: 15 Progression: 54 Requires: Arcane Archer: Conjure +4 Arrows, Arcane Archer: Imbue Force Arrows
Fear.png
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.
AP Cost: 1 Level: 15 Progression: 54 Requires: Arcane Archer: Conjure +4 Arrows
SlayLiving.png
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.
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
Favored Attack.jpg
Ranger Favored Attack I: When attacking a favored enemy, you receive a +1 bonus to attack.
AP Cost: 2 Level: 6 Progression: 18 No requirements
Favored Attack.jpg
Ranger Favored Attack II: When attacking a favored enemy, you receive a +2 bonus to attack.
AP Cost: 4 Level: 12 Progression: 40 Requires: Ranger Favored Attack I
Favored Damage.jpg
Ranger Favored Damage I: When attacking a favored enemy, you receive a +1 bonus on damage rolls.
AP Cost: 1 Level: 1 Progression: 0 No requirements
Favored Damage.jpg
Ranger Favored Damage II: When attacking a favored enemy, you receive a +2 bonus on damage rolls.
AP Cost: 2 Level: 5 Progression: 14 Requires: Ranger Favored Damage I
Favored Damage.jpg
Ranger Favored Damage III: When attacking a favored enemy, you receive a +3 bonus on damage rolls.
AP Cost: 3 Level: 9 Progression: 29 Requires: Ranger Favored Damage II
Favored Damage.jpg
Ranger Favored Damage IV: When attacking a favored enemy, you receive a +4 bonus on damage rolls.
AP Cost: 4 Level: 13 Progression: 44 Requires: Ranger Favored Damage III
RangerFavoredDefense.png
Ranger Favored Defense I: When attacked by a favored enemy, you receive a +1 bonus on Armor Class.
AP Cost: 1 Level: 1 Progression: 0 No requirements
RangerFavoredDefense.png
Ranger Favored Defense II: When attacked by a favored enemy, you receive a +2 bonus on Armor Class.
AP Cost: 2 Level: 7 Progression: 22 Requires: Ranger Favored Defense I
RangerFavoredDefense.png
Ranger Favored Defense III: When attacked by a favored enemy, you receive a +3 bonus on Armor Class.
AP Cost: 3 Level: 13 Progression: 45 Requires: Ranger Favored Defense II
RangerFavoredResistance.png
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.
AP Cost: 1 Level: 2 Progression: 3 No requirements
RangerFavoredResistance.png
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.
AP Cost: 2 Level: 8 Progression: 26 Requires: Ranger Favored Resistance I
RangerFavoredResistance.png
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.
AP Cost: 4 Level: 14 Progression: 48 Requires: Ranger Favored Resistance II

Spell Enhancements[edit]

Energy of Music.gif
Ranger Energy of the Wild I: Grants a 20 point increase to spell points.
AP Cost: 1 Level: 4 Progression: 11 No requirements
Energy of Music.gif
Ranger Energy of the Wild II: Grants an additional 20 spell points, bringing your total increase to 40 points.
AP Cost: 2 Level: 8 Progression: 26 Requires: Ranger Energy of the Wild I
Energy of Music.gif
Ranger Energy of the Wild III: Grants an additional 20 spell points, bringing your total increase to 60 points.
AP Cost: 3 Level: 12 Progression: 41 Requires: Ranger Energy of the Wild II

Healing Enhancements[edit]

Life magic.gif
Ranger Devotion I: Grants a 20% increase to the effectiveness of your healing spells.
AP Cost: 1 Level: 1 Progression: 0 No requirements
Life magic.gif
Ranger Devotion II: Grants a 40% increase to the effectiveness of your healing spells.
AP Cost: 2 Level: 4 Progression: 10 Requires: Ranger Devotion I
Life magic.gif
Ranger Devotion III: Grants a 60% increase to the effectiveness of your healing spells.
AP Cost: 3 Level: 7 Progression: 21 Requires: Ranger Devotion II
Life magic.gif
Ranger Devotion IV: Grants a 80% increase to the effectiveness of your healing spells.
AP Cost: 4 Level: 10 Progression: 32 Requires: Ranger Devotion III

Resist Enhancements[edit]

RangerDesertLore.png
Ranger Desert Lore I: You gain energy resistance of 2 versus fire, or improve your existing resistance by 2.
AP Cost: 1 Level: 2 Progression: 3 No requirements
RangerDesertLore.png
Ranger Desert Lore II: Your energy resistance versus fire is increased by 2, bringing the total increase to 4.
AP Cost: 2 Level: 6 Progression: 18 Requires: Ranger Desert Lore I
RangerDesertLore.png
Ranger Desert Lore III: Your energy resistance versus fire is increased by 2, bringing the total increase to 6.
AP Cost: 3 Level: 10 Progression: 33 Requires: Ranger Desert Lore II
RangerSwampLore.png
Ranger Swamp Lore I: You gain energy resistance of 2 versus acid, or improve your existing resistance by 2.
AP Cost: 1 Level: 2 Progression: 3 No requirements
RangerSwampLore.png
Ranger Swamp Lore II: Your energy resistance versus acid is increased by 2, bringing the total increase to 4.
AP Cost: 2 Level: 6 Progression: 18 Requires: Ranger Swamp Lore I
RangerSwampLore.png
Ranger Swamp Lore III: Your energy resistance versus acid is increased by 2, bringing the total increase to 6.
AP Cost: 3 Level: 10 Progression: 33 Requires: Ranger Swamp Lore II
RangerTundraLore.png
Ranger Tundra Lore I: You gain energy resistance of 2 versus cold, or improve your existing resistance by 2.
AP Cost: 1 Level: 2 Progression: 3 No requirements
RangerTundraLore.png
Ranger Tundra Lore II: Your energy resistance versus cold is increased by 2, bringing the total increase to 4.
AP Cost: 2 Level: 6 Progression: 18 Requires: Ranger Tundra Lore I
RangerTundraLore.png
Ranger Tundra Lore III: Your energy resistance versus cold is increased by 2, bringing the total increase to 6.
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.

RangerArcaneArcher.png
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.
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
RangerDeepwoodSniper.png
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.
AP Cost: 4 Level: 6 Progression: 16 Requires: Improved Hide II, Improved Move Silently II, Improved Spot II, Point Blank Shot, Weapon Focus: Ranged
RangerTempest.png
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.
AP Cost: 4 Level: 6 Progression: 16 Requires: Dodge, Improved Two Weapon Fighting, Mobility, Spring Attack, Two Weapon Fighting
RangerTempest.png
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.
AP Cost: 2 Level: 12 Progression: 42 Requires: Ranger Dexterity II, Ranger Tempest I
RangerTempest.png
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.
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.

Ranger Master of Archery.jpg
Ranger Master of Archery: You gain a 25% competence bonus to your attack speed when using any ranged weapon, including thrown weapons.
AP Cost: 2 Level: 20 Progression: 74 No requirements

Enhancement changes Alpha Testing on Lamannia[edit]