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Arcane Archer Tree

From DDO Compendium
Tree For: Ranger
Unlock
Free
Arcane Archer Tree.png
Overview
An Arcane Archer studies a unique elven method of archery that weaves magic into attacks to produce supernatural effects. Among elves, Arcane Archers are some of their most elite warriors. These archers stand watch over the fringes of elven domains, keeping a keen eye out for trespassers and using magic-infused arrows to defeat monsters and invaders before they can reach elven settlements. Over the centuries, the methods of these elf archers have been learned by members of other races who can also balance arcane aptitude with archery.
Core enhancements


EnhancementBenefitRanksAPPoints SpentRequirements
Enhancement Arcane Archer Icon.png
Arcane Archer
  • Equipped bows gain 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, graning Spell Power.
110
  • Ranger 1
Enhancement Morphic Arrows Icon.png
Morphic Arrows

Activation Cost: 20 Spell Points
Cooldown: 10 Seconds

  • Arcane Archer Secondary imbue Toggle:
    • Your arrows deal bludgeoning, piercing, and slashing damage.
115
  • Arcane Archer
  • Ranger 3
Enhancement Metalline Arrows Icon.png
Metalline Arrows

Activation Cost: 20 Spell Points
Cooldown: 10 Seconds

  • Arcane Archer Secondary imbue Toggle:
    • Your arrows bypass all metallic damage reduction
1110
  • Morphic Arrows
  • Ranger 6
Enhancement Aligned Arrows Icon.png
Aligned Arrows

Activation Cost: 20 Spell Points
Cooldown: 10 Seconds

  • Arcane Archer Secondary imbue Toggle:
    • Your arrows bypass all alignment based damage reduction.
1120
  • Metalline Arrows
  • Ranger 12
Enhancement Shadow Arrows Icon.png
Shadow Arrows

Activation Cost: 20 Spell Points
Cooldown: 10 Seconds

  • Arcane Archer Secondary imbue Toggle:
    • +5% Doubleshot chance with bows.
  • Passive:
    • Equipped bows gain +1 Competence bonus to Critical Damage Multiplier
1130
  • Aligned Arrows
  • Ranger 18
Enhancement Mystical Archer Icon.png
Mystical Archer
  • +4 Dexterity
  • +20% Doubleshot
1140
  • Shadow Arrows
  • Ranger 20
Tier 1 enhancements
EnhancementBenefitRanksAPPoints SpentRequirements
Enhancement Conjure Arrows Icon.png
Conjure Arrows

Cooldown: 3 Seconds

  • Activate: Create a stack of returning +1 arrows.
    • These arrows are destroyed when you log out for an extended period of time.
121
  • Ranger 1
Antirequisite
  • Conjure Arrows in the Half-Elf tree
Enhancement True Strike Icon.png
True Strike
Activation Cost: 2 Spell Points
Cooldown: 3 Seconds
Ranged Archery Attack: Perform a ranged attack with:
Rank 1:
  • +20 to hit
Rank 2:
  • +20 to hit
  • You receive a +2 Insight bonus to hit for 6 seconds
Rank 3:
  • +20 to hit
  • You receive a +4 Insight bonus to hit for 12 seconds
311
  • Ranger 1
Feat Magical Training Icon.png
Energy of the Wild
Rank 1:
  • +30 Spell Points
Rank 2:
  • +60 Spell Points
Rank 3:
  • +90 Spell Points
  • You gain the Magical Training feat
  • 10 additional Spell points for a total of +100
311
  • Ranger 1
Antirequisite
Enhancement Elemental Arrows Icon.png
Elemental Arrows

Activation Cost: 20 Spell Points
Cooldown: 10 Seconds

Select one of four Arcane Archer Imbue Toggles
Enhancement Corrosive Arrows Icon.png Corrosive Arrows:

  • Your arrows gain Corrosive, dealing 1d8 acid damage on hit, scaling with spell power.

Enhancement Flaming Arrows Icon.png Flaming Arrows:

  • Your arrows gain Flaming, dealing 1d8 fire damage on hit, scaling with spell power.

Enhancement Frost Arrows Icon.png Frost Arrows:

  • Your arrows gain Frost, dealing 1d8 cold damage on hit, scaling with spell power.

Enhancement Shock Arrows Icon.png Shock Arrows:

  • Your arrows gain Shock, dealing 1d8 electrict damage on hit, scaling with spell power.
  • Passive:
    • +5 Universal Spell Power
    • +1 Damage Die with all Arcane Archer Elemental Arrows
121
  • Ranger 1
Enhancement Awareness Icon.png
Awareness
Rank 1:
  • +1 Listen
  • +1 Search
  • +1 Spot
  • +1 to hit
Rank 2:
  • +2 Listen
  • +2 Search
  • +2 Spot
  • +2 to hit
Rank 3:
  • +3 Listen
  • +3 Search
  • +3 Spot
  • +3 to hit
311
  • Ranger 1
Tier 2 enhancements
EnhancementBenefitRanksAPPoints SpentRequirements
Enhancement Dispelling Shot Icon.png
Dispelling Shot
Activation Cost: 5 Spell Points
Cooldown: 3 Seconds
Ranged Archery Attack: Perform a ranged attack that:
Rank 1:
  • +1[W] Damage
  • Dispels 1 beneficial effect from your target
Rank 2:
  • +2[W] Damage
  • Dispels 2 beneficial effect from your target
Rank 3:
  • +3[W] Damage
  • Dispels 3 beneficial effect from your target
325
  • Ranger 2
Enhancement Force Arrows Icon.png
Force Arrows
Activation Cost: 20 Spell Points
Cooldown: 10 Seconds
Arcane Archer Imbue Toggle: You Imbue your arrows with magical force. Your arrows gain:
Rank 1:
  • On Hit: 1d4 force damage
  • Ghost Touch ability
Rank 2:
  • On Hit: 1d6 force damage
  • Ghost Touch ability
Rank 3:
  • On Hit: 1d4 force damage
  • Force Burst: On Critical: 1d10 to 3d10 force damage based on weapon critical multiplier.
  • Ghost Touch ability
Gaining additional Elemental Damage dice in the Arcane Archer tree increases Force Arrows (non-critical) dice. This damage also scales with Spell Power.
325
  • Ranger 2
Enhancement Inferno Shot Icon.png
Inferno Shot
Activation Cost: 6 Spell Points
Cooldown: 3 Seconds
Ranged Archery Attack: Perform a ranged attack that:
Rank 1:
  • On Hit: Target gains 1 stack of Infernal
Rank 2:
  • +1[W] Damage
  • On Hit: Target gains 1 stack of Infernal
Rank 3:
  • +2[W] Damage
  • On Hit: Target gains 1 stack of Infernal
Inferno: Target takes 1d6 fire damage every 2 seconds for 6 seconds. This effect can stack 20 times, and loses one stack on expiration.
315
  • Ranger 2
Enhancement Elemental Arrows Icon.png
Elemental Arrows

Activation Cost: 20 Spell Points
Cooldown: 10 Seconds

Select one of four Arcane Archer Imbue Toggles, or enhance your existing Imbues
Enhancement Corrosive Arrows Icon.png Corrosive Arrows:

  • Your arrows gain Corrosive, dealing 1d8 acid damage on hit, scaling with spell power.

Enhancement Elemental Damage Icon.png Elemental Damage:

  • +2 damage dice with Elemental Arrows (Corrosive, Frost, Shock, Flaming, Force)

Enhancement Flaming Arrows Icon.png Flaming Arrows:

  • Your arrows gain Flaming, dealing 1d8 fire damage on hit, scaling with spell power.

Enhancement Frost Arrows Icon.png Frost Arrows:

  • Your arrows gain Frost, dealing 1d8 cold damage on hit, scaling with spell power.

Enhancement Shock Arrows Icon.png Shock Arrows:

  • Your arrows gain Shock, dealing 1d8 electrict damage on hit, scaling with spell power.
  • Passive:
    • +5 Universal Spell Power
    • +1 Damage Die with all Arcane Archer Elemental Arrows
125
  • Elemental Arrows (Tier 1)
  • Ranger 2
Action Boost 1 Icon.png
Action Boost
Activation Cost: 1 Action Boost
Cooldown: 30 Seconds
Choose between Action Boost: Attack and Action Boost: Energy Resistance
Rank 1:
  • Action Boost- Attack Icon.png Action Boost: Attack: Activate to gain a +4 Action Boost bonus to your attack rolls for 20 seconds.
  • Action Boost- Energy Resistance Icon.png Action Boost: Energy Resistance: Activate to gain a +5 Action Boost bonus to Energy Resistance for 20 seconds.
Rank 2:
  • Action Boost- Attack Icon.png Action Boost: Attack: Activate to gain a +6 Action Boost bonus to your attack rolls for 20 seconds.
  • Action Boost- Energy Resistance Icon.png Action Boost: Energy Resistance: Activate to gain a +10 Action Boost bonus to Energy Resistance for 20 seconds.
Rank 3:
  • Action Boost- Attack Icon.png Action Boost: Attack: Activate to gain a +8 Action Boost bonus to your attack rolls for 20 seconds.
  • Action Boost- Energy Resistance Icon.png Action Boost: Energy Resistance: Activate to gain a +15 Action Boost bonus to Energy Resistance for 20 seconds.
315
  • Ranger 2
Tier 3 enhancements
EnhancementBenefitRanksAPPoints SpentRequirements
Enhancement Shattermantle Shot Icon.png
Shattermantle Shot
Activation Cost: 4 Spell Points
Cooldown: 3 Seconds
Ranged Archery Attack: Perform a ranged attack that:
Rank 1:
  • +1[W] Damage
  • On Hit: Target gains 1 stack of Reduced Spell Resistance
  • On Vorpal Hit: Shattermantle
    • -100 Spell Resistance for 10 seconds.
    • Will DC: 10 + Half Ranger Level + Wisdom Modifier Negates
Rank 2:
  • +2[W] Damage
  • On Hit: Target gains 2 stack of Reduced Spell Resistance
  • On Vorpal Hit: Shattermantle
    • -100 Spell Resistance for 10 seconds.
    • Will DC: 14 + Half Ranger Level + Wisdom Modifier Negates
Rank 3:
  • +3[W] Damage
  • On Hit: Target gains 3 stack of Reduced Spell Resistance
  • On Vorpal Hit: Shattermantle
    • -100 Spell Resistance for 10 seconds.
    • Will DC: 18 + Half Ranger Level + Wisdom Modifier Negates
Reduced Spell Resistance: -1 Spell Resistance. This effect can stack 100 times
3110
  • Ranger 3
Enhancement Terror Arrows Icon.png
Terror Arrows

Activation Cost: 20 Spell Points
Cooldown: 10 Seconds

Arcane Archer Imbue Toggle: You Imbue your arrows with negative energy.

  • On Hit: Target is feared
    • Will DC: 20 + Wisdom Modifier + Enchantment Spell Bonus
  • On Vorpal: Target is subject to a Phantasmal Killer effect
  • Passive:
    • +1 bonus to DC of Enchantment spell
1210
  • Ranger 3
Enhancement Soul Magic Icon.png
Soul Magic
  • Every time you strike an enemy with our bow, you have a 15% chance to gain 10 temporary spell point that last for 1 minute.
  • +10 Universal Spell Power
1110
Enhancement Elemental Arrows Icon.png
Elemental Arrows

Activation Cost: 20 Spell Points
Cooldown: 10 Seconds

Select one of four Arcane Archer Imbue Toggles, or enhance your existing Imbues
Enhancement Corrosive Arrows Icon.png Corrosive Arrows:

  • Your arrows gain Corrosive, dealing 1d8 acid damage on hit, scaling with spell power.

Enhancement Elemental Damage Icon.png Elemental Damage:

  • +2 damage dice with Elemental Arrows (Corrosive, Frost, Shock, Flaming, Force)

Enhancement Flaming Arrows Icon.png Flaming Arrows:

  • Your arrows gain Flaming, dealing 1d8 fire damage on hit, scaling with spell power.

Enhancement Frost Arrows Icon.png Frost Arrows:

  • Your arrows gain Frost, dealing 1d8 cold damage on hit, scaling with spell power.

Enhancement Shock Arrows Icon.png Shock Arrows:

  • Your arrows gain Shock, dealing 1d8 electrict damage on hit, scaling with spell power.
  • Passive:
    • +5 Universal Spell Power
    • +1 Damage Die with all Arcane Archer Elemental Arrows
1210
  • Elemental Arrows (Tier 2)
  • Ranger 3
Increased Ability (Dexterity-Wisdom) Icon.png
Increase Ability

Select from one of the following:

  • Enhancement Dexterity Icon.png Dexterity: +1 Dexterity
  • Enhancement Wisdom Icon.png Wisdom: +1 Wisdom
1210
  • Ranger 3
Tier 4 enhancements
EnhancementBenefitRanksAPPoints SpentRequirements
Enhancement Banishing Arrows Icon.png
Banishing Arrows

Activation Cost: 20 Spell Points
Cooldown: 10 Seconds

Arcane Archer Imbue Toggle: Your arrows gain:

  • On Vorpal: Banash an extraplaner creature back to their home plain
    • Will DC: 20 + Wisdom Modifier + Enchantment Spell Bonus
  • On Hit: Inflict Pull of Reality
    • Pull of Reality: -1 Physical and Magical Resistances. Stacks up to 25 times. 5 stacks fade away every 3 seconds.
  • Passive: +1 bonus to DC of Enchantment Spells
Instant kill does not effect bosses
1120
  • Ranger 4
Enhancement Paralyzing Arrows Icon.png
Paralyzing Arrows

Activation Cost: 20 Spell Points
Cooldown: 10 Seconds

Arcane Archer Imbue Toggle:

  • You imbue your arrows with paralyzing force.
    • On Hit: Target is paralyzed
    • Will DC: 20 + Wisdom Modifier + Enchantment Spell Bonus
    • On Save: -10% Movement and Attack Speed
  • Passive:
    • +1 bonus to DC of Enchantment Spells
1220
  • Terror Arrows
  • Ranger 4
Enhancement Smiting Arrows Icon.png
Smiting Arrows

Activation Cost: 20 Spell Points
Cooldown: 10 Seconds

Arcane Archer Imbue Toggle: Your arrows gain:

  • On Vorpal: Destroy a construct
    • Will DC: 20 + Wisdom Modifier + Enchantment Spell Bonus
  • On Hit: Inflicts Deconstructed
    • Deconstructed: Reduce attack speed, -25% Fortification, -25% healing from Repair
  • Passive:
    • +1 bonus to DC of Enchantment Spells
Instant kill does not effect bosses
1120
  • Ranger 4
Enhancement Elemental Arrows Icon.png
Elemental Arrows

Activation Cost: 20 Spell Points
Cooldown: 10 Seconds

Select one of four Arcane Archer Imbue Toggles, or enhance your existing Imbues
Enhancement Corrosive Arrows Icon.png Corrosive Arrows:

  • Your arrows gain Corrosive, dealing 1d8 acid damage on hit, scaling with spell power.

Enhancement Elemental Damage Icon.png Elemental Damage:

  • +2 damage dice with Elemental Arrows (Corrosive, Frost, Shock, Flaming, Force)

Enhancement Flaming Arrows Icon.png Flaming Arrows:

  • Your arrows gain Flaming, dealing 1d8 fire damage on hit, scaling with spell power.

Enhancement Frost Arrows Icon.png Frost Arrows:

  • Your arrows gain Frost, dealing 1d8 cold damage on hit, scaling with spell power.

Enhancement Shock Arrows Icon.png Shock Arrows:

  • Your arrows gain Shock, dealing 1d8 electrict damage on hit, scaling with spell power.
  • Passive:
    • +5 Universal Spell Power
    • +1 Damage Die with all Arcane Archer Elemental Arrows
1220
  • Elemental Arrows (Tier 3)
  • Ranger 4
Increased Ability (Dexterity-Wisdom) Icon.png
Increase Ability

Select from one of the following:

  • Enhancement Dexterity Icon.png Dexterity: +1 Dexterity
  • Enhancement Wisdom Icon.png Wisdom: +1 Wisdom
1220
  • Increase Ability (Tier 3)
  • Ranger 4
Tier 5 enhancements
EnhancementBenefitRanksAPPoints SpentRequirements
Enhancement Soul Magic Icon.png
Moonbow
  • While wielding a bow, once every 30 seconds you gain 20 temporary spell points for 10 seconds
  • +10 Universal Spell Power
1230
  • Character Level 12
  • Ranger 5
Enhancement Arrow of Slaying Icon.png
Arrow of Slaying

Activation Cost: 20 Spell Points
Cooldown: 20 Seconds

  • Ranged Archery Attack:
    • Performs a ranged attack with +250 damage
    • This damage can be multiplied by critical hits
1230
  • Character Level 12
  • Ranger 5
Enhancement Final Strike Icon.png
Final Strike

Activation Cost: 5 Spell Points
Cooldown: 18 Seconds

  • Ranged Archery Attack: The first enemy hit triggers an area attack that:
    • Inflicts Vulerability
    • Deals damage
    • More injured enemies receive increased damage.
1230
  • Character Level 12
  • Ranger 5
Enhancement Elemental Damage Icon.png
Improved Elemental Arrows

Select way to improve your Elemental Arrows

  • Enhancement Elemental Damage Icon.png Elemental Damage: +2 damage dice with Elemental Arrows (Corrosive, Frost, Shock, Flaming, Force)
    • +5 Universal Spell Power
  • Enhancement Elemental Damage Icon.png Improved Elemental Arrows: Your Elemental Arrows imbues gain:
    • On Critical: 1d10 to 3d10 elemental damage based on critical multiplier.
    • The imbues also gain an additional effect based on the type of arrow:
    • Corrosive Arrows: Your arrows gain the Destruction ability
      • On Damage: Target receives a -1 AC and -1% Fortification for the next 20 seconds. If the effect is reapplied before it wears off, the effect will stack and the duration will reset. This effect can be stacked up to 15 times.
    • Flaming Arrows: Your arrows gain On Critical Hit: Target gains 1 stack of Burning
      • Burning: Target takes 1d6 fire damage very 2 seconds for 6 seconds. This effect can stack 20 times, and loses one stack on expiration
    • Frost Arrows: Your arrows gain On Critical Hit: Targets gains 1 stack of Lethargy
      • Lethargy: Target has -1 to all Saving Throws, Non-bosses also move and attack 5% slower. This effect stacks up to 5 times
    • Shock Arrows: Your arrows gain On Critical Hit: Vulnerable
      • Vulnerable: Target takes 1% more damage for 3 seconds. This effect stacks up to 20 times, and loses one stack on expiration
1230
  • Elemental Arrows (Tier 4)
  • Character Level 12
  • Ranger 5
Enhancement Runebow Icon.png
Runebow
  • Bows you wield gain an additional +2 Enchantment bonus.
    • This is considered a Magic Weapon effect.
1230
  • Character Level 12
  • Ranger 5