Racial Variant differences

Racial Variants were introduced to DDO with Update 40, with Wood Elf being the first. This page will help readers see, at a glance, the differences between the variant versions.


 * All Racial Variants share these qualities:
 * Racial variants have cosmetic changes to their appearance, making them visually distinct from the original race.
 * Racial variants do not have their own racial past life, but rather can complete the racial past life of the original race.
 * Racial Variants are free to VIP, or can be bought via the DDO Store.

At present, Wood Elf is the only example, but more will be added to this page as they are added to the game.

Wood Elf

 * Variant of Elf

Wood Elves have ancient roots, with their culture originating near the same time as other Elves. Hardier than other Elves, many were raised in the most dangerous wilds where few others would dare to go.


 * Elves have +2 Dexterity and -2 Constitution; Wood Elves have +2 Dexterity and -2 Intelligence
 * Elves can take the Dragonmark of Shadow Feat; Wood Elves cannot take Dragonmark Feats.
 * Wood Elf enhancements vary from Elf enhancements enhancements as follows: Dragonmark Enhancements are replaced with the following enhancements:
 * Cores: Cores 2 and 4 grant the option of additional Strength and Dexterity.
 * Each Tier of the Weapon line grants +1 to hit and damage with Longswords, Rapier, Scimitars, Shortbows, and Longbows, as well as +1 to hit and +2 to damage with Falchions.
 * Tier 1:
 * Adept of Trees: +1/2/3 to Tumble and Hide, +1/2/3 to Saves vs. Poison and Disease.
 * Tier 2:
 * Wild Step: Passive: +5 to Tumble. When you Tumble, you gain a +10% Action Boost bonus to movement speed, and a 10% Action Boost bonus to Missile Deflection for 10 seconds. This can only occur once every 30 seconds.
 * Tier 3: Deepwood Origins: Multiselector:
 * Rugged Upbringing: While Raging, gain +5% Doublestrike with Longswords, Rapiers, Scimitars, and Falchions.
 * Oath of the Wild: You take an oath to forego metal armor, metal shields, and Rune Arms. As long as you do not have these equipped, you gain +10 Physical Resistance Raing.
 * Faith of the Forest: You now count Rapiers, Falchions, and Shortbows as Favored Weapons, regardless of your Deity, for the purpose of everything in the Warpriest tree, the War Soul tree, Favored Soul Grace of Battle, and Favored Soul Knowledge of Battle. (Your basic Deity Feats do not add hit+damage with these weapons).
 * Tier 4: Natural Skill: Multiselector:
 * Wild Swings: +5% Offhand Strike Chance
 * Drive Them Back: +10% Chance of Shield Bash with non-metal shields.
 * Ferocity: +3 to damage while using Two-handed Weapons.
 * Like a Leaf: +2 to hit and damage while Single Weapon Fighting.
 * Through the Branches: +3% Doubleshot with Longbows and Shortbows.
 * Vigor SLA: 10 Spell Points, 20 second cooldown