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Drow Elf enhancements
Alchemist | Artificer† — Dog | Barbarian | Bard | Cleric |
---|---|---|---|---|
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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Drow Elf enhancements[edit]
Core abilities[edit]
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Spell Resistance: Your Spell Resistance increases by (stacking) +2.
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AP Cost: 1 | Level: 1 | Progression: 0 | No requirements | |
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AP Cost: 2 | Level: 4 | Progression: 1 | Requires: Spell Resistance (Rank 1) | |
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Spell Resistance: Your Spell Resistance increases by +2.
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AP Cost: 1 | Level: 7 | Progression: 3 | Requires: Drow Dexterity / Intelligence / Charisma (Rank 1) | |
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AP Cost: 2 | Level: 11 | Progression: 4 | Requires: Spell Resistance (Rank 2) | |
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Spell Resistance: Your Spell Resistance increases by +2.
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AP Cost: 1 | Level: 16 | Progression: 6 | Requires: Drow Dexterity / Intelligence / Charisma (Rank 2) |
Tier One[edit]
Requires Spell Resistance
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Faerie Fire: Activation Cost: 2 Spell Points. Spell like Ability: Faerie Fire. No charge limit.
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AP Cost: 2 | Ranks: 1 | Progression: 1 | No requirements | |
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Vermin Lore: You gain a +3/+6/+9 bonus to hit, damage, and to saving throws when fighting Vermin and vermin-like creatures, including Arachnids, Driders, Scorpions, Scorrows, and Spiders.
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AP Cost: 1 | Ranks: 3 | Progression: 1 | No requirements | |
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Keen Senses: +1/+2/+3 Listen, Search, and Spot
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AP Cost: 1 | Ranks: 3 | Progression: 1 | No requirements | |
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Xen'drik Weapon Training: +1 to hit and damage with Rapiers, Shortswords, and Shuriken.
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AP Cost: 2 | Ranks: 1 | Progression: 1 | No requirements | |
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Arcane Fluidity: Your Arcane Spell Failure chance while wearing armor is decreased by 5%/10%/15%.
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AP Cost: 1 | Ranks: 3 | Progression: 1 | No requirements |
Tier Two[edit]
Requires 5 APs spent in tree
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Enchantment Lore: +2/+4/+6 saves vs. Enchantments. Rank 3: You also gain +1 Enchantment spell DC
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AP Cost: 1 | Ranks: 3 | Progression: 5 | No requirements | |
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Venom Lore: +1/+2/+3 Heal and Saves against Poison. +2/+4/+6 Poison Resistance against hit point damaging poisons.
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AP Cost: 1 | Ranks: 3 | Progression: 5 | No requirements | |
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Nothing is Hidden: Your senses are so acute that you no longer need to spend time searching for the obvious. You will automatically perform a Search check to locate traps and secret doors when you are in range to Spot them, although this Search check occurs at a -12/-8/-4 penalty.
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AP Cost: 1 | Ranks: 3 | Progression: 5 | Requires: Keen Senses | |
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Xen'drik Weapon Training: +1 to hit and damage with Rapiers, Shortswords, and Shuriken.
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AP Cost: 2 | Ranks: 1 | Progression: 5 | Requires: Xen'drik Weapon Training (Tier 1) | |
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Ambidexterity: You gain +1 to hit when dual-wielding or fighting unarmed. Tier 2: Also gains +1% Dodge. Tier 3: Also gains +1 damage.
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AP Cost: 1 | Ranks: 3 | Progression: 5 | Requires: Two Weapon Fighting |
Tier Three[edit]
Requires 10 APs spent in tree
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Darkfire: Activation Cost: 4 Spell Points. Cooldown: 6 seconds. Metamagic: Empower, Maximize, Quicken, Enlarge, Intensify. Spell Resistance: No
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AP Cost: 2 | Ranks: 1 | Progression: 10 | No requirements | |
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Improved Dodge: +1%/+2%/+3% Dodge when wearing light or no armor.
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AP Cost: 1 | Ranks: 3 | Progression: 10 | Requires: Dodge | |
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Xen'drik Weapon Training: +1 to hit and damage with Rapiers, Shortswords, and Shuriken.
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AP Cost: 2 | Ranks: 1 | Progression: 10 | Requires: Xen'drik Weapon Training (Tier 2) | |
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Venomous Imbue: +1 bonus Imbue dice.
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AP Cost: 1 | Ranks: 1 | Progression: 10 | No requirements |
Tier Four[edit]
Requires 15 APs spent in tree
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Venomed Blades: Poison Stance: On Hit: Adds a +1d4/1d6/1d8 Poison damage Imbue with weapon attacks that scales with 200% melee or ranged power.
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AP Cost: 1 | Ranks: 3 | Progression: 15 | Requires: Venom Lore | |
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Xen'drik Weapon Training: +1 to hit and damage with Rapiers, Shortswords, and Shuriken.
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AP Cost: 2 | Ranks: 1 | Progression: 15 | Requires: Xen'drik Weapon Training (Tier 3) | |
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Venomous Imbue: +1 bonus Imbue dice.
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AP Cost: 1 | Ranks: 1 | Progression: 15 | Requires: Venemous Imbue (Rank 1) |