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Drow Elf enhancements
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| Alchemist‡ | Artificer† — Dog | Barbarian | Bard | Cleric |
|---|---|---|---|---|
| Apo — Bom — VCh | AT — BE — RM | FB — OS — Rav | SB2 — SS — St1 — WC | DA1 — DD — RS2 — War |
| Druid — Wolf | Fighter | Favored Soul† | Monk | Paladin |
| BC1 — NW — NP2 — SH | Dra1 — Ken2 — Rav1 — StD — Van2 | AoV — BoH — War | DD1 — HeM2 — NiS — Shi | |
| Ranger | Rogue | Sorcerer | Wizard | Warlock |
| AA2 — DH1 — DWS — Tem | Ass — Mec — TA | AS – ES – FS – WS – EK2 – WM1 | AM — EK — PM | AotS1 — ES2 — SE — TS |
|
Falconry† ~ Feydark Illusionist† ~ Harper Agent† ~ Horizon Walker† ~ Inquisitive† ~ Vistani Knife Fighter† |
Reaper | |||
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†: Class/tree can be earned via favor. ‡: Class/tree free to VIP or found in DDO Store. | ||||
| Aasimar |
Dhampir |
Dragonborn | Drow | Dwarf | Eladrin |
Elf / Wood Elf (& AA) | Gnome |
|---|---|---|---|---|---|---|---|
| Half-Elf (& AA) | Half-Orc | Halfling | Human | Shifter |
Tabaxi |
Tiefling | Warforged †Free by turning in 400 Total favor per server |
| Bladeforged |
Chaosmancer |
Dark Bargainer |
Deep Gnome |
Morninglord |
PDK |
Razorclaw |
Scoundrel |
Scourge |
Shadar-kai |
Trailblazer |
|---|
Drow Elf enhancements[edit]
Core abilities[edit]
Spell Resistance: Your Spell Resistance increases by (stacking) +2.
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| AP Cost: 1 | Level: 1 | Progression: 0 | No requirements | |
| AP Cost: 2 | Level: 4 | Progression: 1 | Requires: Spell Resistance (Rank 1) | |
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) | |
| AP Cost: 2 | Level: 11 | Progression: 4 | Requires: Spell Resistance (Rank 2) | |
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
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 | Cooldown: {{{cd}}} | Requires: | |
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 | Cooldown: {{{cd}}} | Requires: | |
Keen Senses: +1/+2/+3 Listen, Search, and Spot
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| AP Cost: 1 | Ranks: 3 | Progression: 1 | Cooldown: {{{cd}}} | Requires: | |
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 | Cooldown: {{{cd}}} | Requires: | |
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 | Cooldown: {{{cd}}} | Requires: | |
Tier Two[edit]
Requires 5 APs spent in tree
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 | Cooldown: {{{cd}}} | Requires: | |
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 | Cooldown: {{{cd}}} | Requires: | |
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 | Cooldown: {{{cd}}} | Requires: Keen Senses | |
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 | Cooldown: {{{cd}}} | Requires: Xen'drik Weapon Training (Tier 1) | |
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 | Cooldown: {{{cd}}} | Requires: Two Weapon Fighting | |
Tier Three[edit]
Requires 10 APs spent in tree
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 | Cooldown: {{{cd}}} | Requires: | |
Improved Dodge: +1%/+2%/+3% Dodge when wearing light or no armor.
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| AP Cost: 1 | Ranks: 3 | Progression: 10 | Cooldown: {{{cd}}} | Requires: Dodge | |
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 | Cooldown: {{{cd}}} | Requires: Xen'drik Weapon Training (Tier 2) | |
Venomous Imbue: +1 bonus Imbue dice.
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| AP Cost: 1 | Ranks: 1 | Progression: 10 | Cooldown: {{{cd}}} | Requires: | |
Tier Four[edit]
Requires 15 APs spent in tree
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 | Cooldown: {{{cd}}} | Requires: Venom Lore | |
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 | Cooldown: {{{cd}}} | Requires: Xen'drik Weapon Training (Tier 3) | |
Venomous Imbue: +1 bonus Imbue dice.
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| AP Cost: 1 | Ranks: 1 | Progression: 15 | Cooldown: {{{cd}}} | Requires: Venemous Imbue (Rank 1) | |
