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Dark Hunter

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Dark Hunter is a variant Ranger archetype introduced in Update 58. Dark Hunters embrace nature's more ruthless aspects, and make use of assassination, sneaking, trapmaking and throwing weapons. The archetype is Free to Play for all players.

Changes from base class[edit]

Ability Lose Gain
Enhancements Arcane Archer enhancements Dark Hunter enhancements
Granted Feats

Favored Enemy feats except Aberration, Animal, Elf, Human, Monstrous Humanoid, Vermin
Evasion at level 9

Trapfinding at level 1, Trapmaking at level 3
Trap Sense at levels 3, 6, 9, 12, 15 & 18
Sneak Attack + 1d6 at levels 1, 5, 10, 15 & 20
Accelerate Spell at level 9

Proficiencies - Medium Armor Proficiency
Class Skills - Open Lock, Disable Device
Spells


Cure Light Wounds (Spell level 2)
Cure Moderate Wounds (Spell level 3)
Cure Serious Wounds (Spell level 4)

Curative Admixture: Cure Light Wounds (Spell level 1)
Curative Admixture: Cure Moderate Wounds (Spell level 2)
Curative Admixture: Cure Serious Wounds (Spell level 3)
Curative Admixture: Cure Critical Wounds (Spell level 4)

Class Summary[edit]

Alignment: Any Hit dice: d10

Class Skills

Skill points at 1st level: (6 + Intelligence modifier) x4
Skill points at each additional level: 6 + Intelligence modifier
Concentration (Constitution)
Disable Device (Intelligence)
Heal (Wisdom)
Hide (Dexterity)
Jump (Strength)
Listen (Wisdom)
Move Silently (Dexterity)
Open Lock (Dexterity)
Search (Intelligence)
Spot (Wisdom)
Swim (Strength)

Weapon and Armor Proficiencies[edit]

Simple weapons
Martial weapons
Light armor
Medium armor
Shields (except tower shields).

Past Lives[edit]

File:nopic.jpg Past Life: Dark Hunter You were a Dark Hunter in a past life. You find yourself slightly annoyed with the sunlight. Each time you acquire this feat you gain +1 to hit with Sneak Attacks and +1 Sneak Attack Damage. This feat can be stacked up to three times.

Archetype: This class counts as a Ranger for the purposes of Completionist.

Past Life: Dark Hunter is a Free Feat, which means it is permanently added to the character that unlocks it and you won't need to choose it, neither at new life nor at level up.

Enhancement trees[edit]

Advancement table[edit]

Table: The Ranger - Dark Hunter Preparable spells
Level Base Attack Bonus Fort Save Ref Save Will Save Special Spell points 1st 2nd 3rd 4th
1st +1/+1/+6 +2 +2 +0 1st Favored Enemy, Wild Empathy, Bow Strength, Medium Armor Proficiency, Trapfinding, Sneak Attack +1d6 0 - - - -
2nd +2/+2/+7 +3 +3 +0 Rapid Shot, Two Weapon Fighting 0 - - - -
3rd +3/+3/+8 +3 +3 +1 Diehard, Trapmaking, Trap Sense +1 0 - - - -
4th +4/+4/+9 +4 +4 +1 Precise Shot 20 1 - - -
5th +5/+5/+10/+15 +4 +4 +1 2nd Favored Enemy, Sneak Attack +2d6 35 1 - - -
6th +6/+6/+11/+16 +5 +5 +2 Manyshot, Improved Two Weapon Fighting, Trap Sense +2 50 2 - - -
7th +7/+7/+12/+17 +5 +5 +2 Improved Wild Empathy 65 2 - - -
8th +8/+8/+13/+18 +6 +6 +2 - 80 2 1 - -
9th +9/+9/+14/+19 +6 +6 +3 Accelerate Spell, Trap Sense +3 95 2 1 - -
10th +10/+10/+15/+20 +7 +7 +3 3rd Favored Enemy, Sneak Attack +3d6 110 2 2 - -
11th +11/+11/+16/+21 +7 +7 +3 Improved Precise Shot, Greater Two Weapon Fighting 125 2 2 1 -
12th +12/+12/+17/+22 +8 +8 +4 Trap Sense +4 140 2 2 2 -
13th +13/+13/+18/+23 +8 +8 +4 - 155 2 2 2 -
14th +14/+14/+19/+24 +9 +9 +4 - 170 3 2 2 1
15th +15/+15/+20/+25 +9 +9 +5 4th Favored Enemy, Trap Sense +5, Sneak Attack +4d6 185* 3 2 2 2
16th +16/+16/+21/+26 +10 +10 +5 - 200* 3 3 2 2
17th +17/+17/+22/+27 +10 +10 +5 Hide In Plain Sight 215* 3 3 2 2
18th +18/+18/+23/+28 +11 +11 +6 Trap Sense +6 230* 4 3 2 2
19th +19/+19/+24/+29 +11 +11 +6 - 245* 4 4 4 3
20th +20/+20/+25/+30 +12 +12 +6 5th Favored Enemy, Sneak Attack +5d6 260* 4 4 4 4
* Spell Points: These SP values are assumed, based on a linear 15-point increase per levelneeds verification.

As with Clerics, Rangers automatically have access to all their spells once they reach a high enough level, and can freely swap which are prepared at shrines and taverns.

Combat Style Feats: The ranged and melee combat style feats gained at levels 2, 6 and 11 are automatically obtained even if the ranger does not meet the usual prerequisites for these feats. In addition, the ranger does not need to wear light or no armor to use these feats.

Class feats[edit]

The following list contains only the ranger-specific class feats that are obtained through advancement. A ranger also gets automatically a number of other feats when leveling, as indicated in the advancement table above. See the feats list for more details on those.

Level 1[edit]

Bow Strength (passive): This feat allows the ranger to apply their strength modifier to bow damage.
Favored Enemy (passive): Each Favored Enemy feat grants a damage bonus when fighting certain foes. When fighting a Favored Enemy, you gain +2 Damage for each Favored Enemy feat you have. If you have more than one Favored Enemy feat that applies to a particular Enemy, the damage applies for each type that matches a favored Enemy feat you have.
Wild Empathy (active): This feat allows the ranger to fascinate an animal as per the Hypnotism spell so that it will not attack. It can be used 3 times / rest period.
Sneak Attack (passive): Your Sneak Attack damage is 1d6.
Trapfinding (passive): Rogues (and only Arcane Tricksters, Rogues, Artificers, Dark Hunter Ranger archetype or those under the effect of the spell Find Traps) can use the Search skill to locate difficult traps when the task has a Difficulty Class higher than 20.
Wilderness Lore (passive): Represents your knowledge of the wilderness. This feat is received once for every ranger level.

Level 2[edit]

Rapid Shot (passive): This feat allows you to fire ranged attacks faster and reload faster when using a ranged weapon; it affects thrown weapons, crossbows (normal and repeating), and bows; and it stacks with Quick Draw and Rapid Reload.
Two Weapon Fighting (passive): This feat reduces the to-hit penalty when using two weapons at the same time, and increases the chance to proc an off-hand attack by 20%, bringing the total chance to 40%.
Wilderness Lore (passive): Represents your knowledge of the wilderness. This feat is received once for every ranger level.

Level 3[edit]

Diehard (passive): This feat causes the ranger to automatically stabilize when they become unconscious.
Trapmaking (passive)
Wilderness Lore (passive): Represents your knowledge of the wilderness. This feat is received once for every ranger level.

Level 4[edit]

Precise Shot (passive): Your targeted ranged attacks pass through friend and foe to strike your target (no damage will be done except to your target).
Gain the ability to cast Dark Hunter spells. Your effective caster level is equal to your Dark Hunter level, contrary to PnP (thus, the starting duration for a Resist energy spell is 4 minutes). A Ranger needs a Wisdom score of at least (10 + spell level) to prepare and cast spells.
Wilderness Lore (passive): Represents your knowledge of the wilderness. This feat is received once for every ranger level.

Level 5[edit]

Favored Enemy (passive): You can now select an additional creature type from the favored enemy list.
Sneak Attack (passive): Your Sneak Attack damage improves to 2d6.
Wilderness Lore (passive): Represents your knowledge of the wilderness. This feat is received once for every ranger level.

Level 6[edit]

Manyshot (active): Expend one charge to fire three arrows in quick succession. You have +1 Critical Threat Range and Critical Multiplier with these shots. 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 Manyshot. Passive: You gain Doubleshot equal to 1.5x your Base Attack Bonus with Longbows and Shortbows.
Improved Two Weapon Fighting (passive): This feat increases the chance to produce an off-hand attack by 20%, bringing the total chance to 60%.
Wilderness Lore (passive): Represents your knowledge of the wilderness. This feat is received once for every ranger level.

Level 7[edit]

Improved wild empathy (active): Allows the ranger to charm an animal (similar to the Charm monster spell)[official] for 5 mins.[official] It can be used 3 times / rest period with a 60 second cool down.[official] Note: Improved wild empathy can not be dispelled.
Wilderness Lore (passive): Represents your knowledge of the wilderness. This feat is received once for every ranger level.

Level 8[edit]

Wilderness Lore (passive): Represents your knowledge of the wilderness. This feat is received once for every ranger level.

Level 9[edit]

Accelerate Spell (active)
Wilderness Lore (passive): Represents your knowledge of the wilderness. This feat is received once for every ranger level.

Level 10[edit]

Favored Enemy (passive): You can now select an additional creature type from the favored enemy list.
Sneak Attack (passive): Your Sneak Attack damage improves to 3d6.
Wilderness Lore (passive): Represents your knowledge of the wilderness. This feat is received once for every ranger level.

Level 11[edit]

Improved Precise Shot (active): Your targeted ranged attacks pass through and potentially damage all enemies in the projectile's path.
Greater Two Weapon Fighting (passive): This feat increases the chance to produce an off-hand attack by 20%, bringing the total chance to 80%.
Wilderness Lore (passive): Represents your knowledge of the wilderness. This feat is received once for every ranger level.

Level 14[edit]

Wilderness Lore (passive): Represents your knowledge of the wilderness. This feat is received once for every ranger level.

Level 15[edit]

Favored Enemy (passive): You can now select an additional creature type from the favored enemy list.
Sneak Attack (passive): Your Sneak Attack damage improves to 4d6.
Wilderness Lore (passive): Represents your knowledge of the wilderness. This feat is received once for every ranger level.

Level 16[edit]

Wilderness Lore (passive): Represents your knowledge of the wilderness. This feat is received once for every ranger level.

Level 17[edit]

Hide in Plain Sight (passive): You are a master when it comes to hiding in places others think impossible. At all times while sneaking, conditions are treated as two 'eyes' better - you can hide even in plain daylight, and it takes opponents longer to detect you.
Wilderness Lore (passive): Represents your knowledge of the wilderness. This feat is received once for every ranger level.

Level 18[edit]

Wilderness Lore (passive): Represents your knowledge of the wilderness. This feat is received once for every ranger level.

Level 19[edit]

Wilderness Lore (passive): Represents your knowledge of the wilderness. This feat is received once for every ranger level.

Level 20[edit]

Favored Enemy (passive): You can now select an additional creature type from the favored enemy list.
Sneak Attack (passive): Your Sneak Attack damage improves to 5d6.
Wilderness Lore (passive): Represents your knowledge of the wilderness. This feat is received once for every ranger level.

Spells[edit]

  • Rangers cast divine spells.
  • Upon advancing to level 4, rangers gain the ability to tap the divine power in nature and manifest that energy in the form of spells. To cast a spell a ranger must have a Wisdom score of 10 + the spell's level.
  • See also spell usefulness.