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Drow Elf enhancements

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Falconry     ~     Feydark Illusionist     ~     Harper Agent     ~     Horizon Walker     ~     Inquisitive     ~     Vistani Knife Fighter

Reaper

: Class/tree can be earned via favor. : Class/tree free to VIP or found in DDO Store. 1: Tree only available to a certain archetype. 2: Tree unavailable to a certain archetype.

Aasimar 1,395 DP1,395 DDO Points Dragonborn Drow Dwarf Eladrin 1,595 DP1,595 DDO Points Elf / Wood Elf (& AA) Gnome
Half-Elf (& AA) Half-Orc Halfling Human Shifter 1,595 DP1,595 DDO Points Tabaxi 1,595 DP1,595 DDO Points Tiefling Warforged Free by turning in 400 Total favor per server 995 DP995 DDO Points
Bladeforged 1,295 DP1,295 DDO Points Chaosmancer 1,395 DP1,395 DDO Points Deep Gnome 1,295 DP1,295 DDO Points Morninglord 1,295 DP1,295 DDO Points (& AA) PDK 1,295 DP1,295 DDO Points Razorclaw 1,395 DP1,395 DDO Points Scoundrel 1,395 DP1,395 DDO Points Scourge 1,295 DP1,295 DDO Points Shadar-kai 1,295 DP1,295 DDO Points Trailblazer 1,395 DP1,395 DDO Points

Drow Elf enhancements[edit]

Drow Elf enhancements tree

Core abilities[edit]

Spell Resistance: Your Spell Resistance increases by (stacking) +2.
AP Cost: 1 Level: 1 Progression: 0 No requirements
Drow Dexterity / Intelligence / Charisma: Choose one:
  • +1 Dexterity
  • +1 Intelligence
  • +1 Charisma
AP Cost: 2 Level: 4 Progression: 1 Requires: Spell Resistance (Rank 1)
Spell Resistance: Your Spell Resistance increases by +2.
AP Cost: 1 Level: 7 Progression: 3 Requires: Drow Dexterity / Intelligence / Charisma (Rank 1)
Drow Dexterity / Intelligence / Charisma: Choose one:
  • +1 Dexterity
  • +1 Intelligence
  • +1 Charisma
AP Cost: 2 Level: 11 Progression: 4 Requires: Spell Resistance (Rank 2)
Spell Resistance: Your Spell Resistance increases by +2.
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.
AP Cost: 2 Ranks: 1 Progression: 1 Cooldown: N/A No requirements
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.
AP Cost: 1 Ranks: 3 Progression: 1 Cooldown: N/A No requirements
Keen Senses: +1/+2/+3 Listen, Search, and Spot
AP Cost: 1 Ranks: 3 Progression: 1 Cooldown: N/A No requirements
Xen'drik Weapon Training: +1 to hit and damage with Rapiers, Shortswords, and Shuriken.
AP Cost: 2 Ranks: 1 Progression: 1 Cooldown: N/A No requirements
Arcane Fluidity: Your Arcane Spell Failure chance while wearing armor is decreased by 5%/10%/15%.
Note: This has no effect on arcane spell failure from shields.
AP Cost: 1 Ranks: 3 Progression: 1 Cooldown: N/A No requirements

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
AP Cost: 1 Ranks: 3 Progression: 5 Cooldown: N/A No requirements
Venom Lore: +1/+2/+3 Heal and Saves against Poison. +2/+4/+6 Poison Resistance against hit point damaging poisons.
AP Cost: 1 Ranks: 3 Progression: 5 Cooldown: N/A No requirements
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.
AP Cost: 1 Ranks: 3 Progression: 5 Cooldown: N/A Requires: Keen Senses
Xen'drik Weapon Training: +1 to hit and damage with Rapiers, Shortswords, and Shuriken.
AP Cost: 2 Ranks: 1 Progression: 5 Cooldown: N/A 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.
AP Cost: 1 Ranks: 3 Progression: 5 Cooldown: N/A 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
  • Spell-like Ability: Fires a bolt of darkness that deals 1d8 damage per character level, which scales with 100% Spell Power. Reflex DC (10 + Character Level + Charisma Modifier + Evocation Bonuses) Half Damage. Darkfire deals evil damage.
AP Cost: 2 Ranks: 1 Progression: 10 Cooldown: N/A No requirements
Improved Dodge: +1%/+2%/+3% Dodge when wearing light or no armor.
AP Cost: 1 Ranks: 3 Progression: 10 Cooldown: N/A Requires: Dodge
Xen'drik Weapon Training: +1 to hit and damage with Rapiers, Shortswords, and Shuriken.
AP Cost: 2 Ranks: 1 Progression: 10 Cooldown: N/A Requires: Xen'drik Weapon Training (Tier 2)
Venomous Imbue: +1 bonus Imbue dice.
AP Cost: 1 Ranks: 1 Progression: 10 Cooldown: N/A No requirements

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.
AP Cost: 1 Ranks: 3 Progression: 15 Cooldown: N/A Requires: Venom Lore
Xen'drik Weapon Training: +1 to hit and damage with Rapiers, Shortswords, and Shuriken.
AP Cost: 2 Ranks: 1 Progression: 15 Cooldown: N/A Requires: Xen'drik Weapon Training (Tier 3)
Venomous Imbue: +1 bonus Imbue dice.
AP Cost: 1 Ranks: 1 Progression: 15 Cooldown: N/A Requires: Venemous Imbue (Rank 1)