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Wood Elf

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Wood Elf
Added Update 40
Setting Eberron
Starting Level
Availability
Type Free
Point Cost DDO Point Cost
Bundles Included in any bundles?
Favor
Note
Past Life feats
First +1 Spot
Second +1 Dexterity
Passive Passive
Active Active Past Life Stance

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

Overview[edit]

Wood Elves are a racial variant of Elf with distinct look and mildly modified racial enhancement tree. Most notably, they are not eligible for the Dragonmark. Wood Elves were originally a premium race, but were made free to play in Update 53. Wood Elves do not have their own racial past life, but rather can complete an Elven past life. For an at-a-glance summary of the differences between Elves and Wood Elves, see Racial Variant differences.

Racial Traits[edit]

  • +2 Dexterity, -2 Intelligence
  • +2 saving throw bonus against enchantment spells or effects
  • +2 racial bonus to Listen, Search, and Spot
  • Immunity to sleep spells and effects
  • Proficient with Long Sword, Rapier, Long Bow, and Short Bow

Deities[edit]

Further information: Deity feats

Feats[edit]

Elf Racial Feats[edit]


Racial past life feats[edit]

Enhancements[edit]

Wood Elf enhancements tree

Differences from regular Elf enhancements tree are highlighted.

Core abilities[edit]

Elven Accuracy I: You gain +2% to hit with all attacks. Your Point Blank Shot and Ranged Sneak Attack range is increased by 2 meters for each Elven Core Ability you possess from this tree.
AP Cost: 1 Level: 1 Progression: 0 Requires: Elf
Nature I: +1 Dexterity or +1 Strength
AP Cost: 2 Level: 4 Progression: 1 Requires: Elven Accuracy I
Elven Accuracy II: You gain +2% to hit with all attacks.
AP Cost: 1 Level: 7 Progression: 3 Requires: Nature I
Nature II: +1 Dexterity or +1 Strength
AP Cost: 2 Level: 11 Progression: 4 Requires: Elven Accuracy II
Elven Accuracy III: You gain +2% to hit with all attacks.
AP Cost: 1 Level: 16 Progression: 6 Requires: Nature II

Tier One[edit]

Requires Elven Accuracy

Adept of Trees: +1/2/3 to Tumble and Hide, +1/2/3 to Saves vs. Poison and Disease.
AP Cost: 1 Ranks: 3 Progression: 1
Child of Nature: You are able to produce an Entangle effect using a drop of your blood (1 HP) and 10 spell points. DC (10 + Half Character Level + Wisdom modifier)
  • Bug: Actual DC appears to be 10 + spell level + Wisdom Modifier + Transmutation bonuses. It is considered a level 1 spell and will be heightened up to a level 9 spell based on character level.
AP Cost: 1 Ranks: 1 Progression: 1
Keen Senses: +1/+2/+3 Listen, Search, and Spot.
AP Cost: 1 Ranks: 3 Progression: 1
Elven Weapon Training I: Grants +1 to hit and damage with Longswords, Rapiers, Scimitars, Shortbows, and Longbows; +1 to hit and +2 to damage with Falchions.
AP Cost: 2 Ranks: 1 Progression: 1
Arcane Fluidity: Your Arcane Spell Failure chance while wearing armor is decreased by 5%/10%/15%. (This has no effect on arcane spell failure from shields.)
AP Cost: 1 Ranks: 3 Progression: 1

Tier Two[edit]

Requires 5 APs spent in tree

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.
AP Cost: 1 Ranks: 1 Progression: 5
Enchantment Lore: +2/+4/+6 saves vs. Enchantments. Rank 3: You also gain +1 Enchantment spell DC
AP Cost: 1 Ranks: 3 Progression: 5
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 Requires: Keen Senses
Elven Weapon Training II: Grants +1 to hit and damage with Longswords, Rapiers, Scimitars, Shortbows, and Longbows; +1 to hit and +2 to damage with Falchions.
AP Cost: 2 Ranks: 1 Progression: 5 Requires: Elven Weapon Training (Tier 1)
Arcanum: +25/+50/+100 spell points and +1/+2/+3 spell penetration.
AP Cost: 2 Ranks: 3 Progression: 5

Tier Three[edit]

Requires 10 APs spent in tree

Forest 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 Rating.
  • 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).
AP Cost: 1 Ranks: 1 Progression: 10
Fey Energy Tap: Activate: A drop of blood lets you tap into the endless energy of the realm of the fey, giving yourself or an ally temporary spell points, 10% incorporeality, and a -2 penalty to Will saving throws while they last. This ability can be used one/three/five times per rest. (Activation Cost: 1 HP. Cooldown: 2 minutes) (24 Spell points +6 per level)
AP Cost: 1 Ranks: 3 Progression: 10 Requires: Enchantment Lore
Fey Sight: While you have 100 or more spell points, you can see things as they truly are. You are able to see invisible creatures and pierce illusions.
AP Cost: 2 Ranks: 1 Progression: 10 Requires: Fey Energy Tap
Elven Weapon Training III: Grants +1 to hit and damage with Longswords, Rapiers, Scimitars, Shortbows, and Longbows; +1 to hit and +2 to damage with Falchions.
AP Cost: 2 Ranks: 1 Progression: 10 Requires: Elven Weapon Training (Tier 2)
Arcane Archer: You gain access to the Arcane Archer enhancement tree. You need to click the Accept button before you can select the Arcane Archer (Elf) tree.
(The Elf: Arcane Archer tree uses your total character level instead of Ranger level, but advances Core Abilities at a slower rate. You cannot spend action points in both the Ranger: Arcane Archer and Elf: Arcane Archer trees.)
AP Cost: 4 Ranks: 1 Progression: 10 Requires: Arcanum

Tier Four[edit]

Requires 15 APs spent in tree

Forest's Versatility: 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, 15 second cooldown.
AP Cost: 1 Ranks: 1 Progression: 15
Forest's Finesse: You may use Dexterity to damage Longswords, Rapiers, Scimitars, Shortbows, Longbows, and Falchions.[Unverified"You may use Dexterity to damage Longswords, Rapiers, Scimitars, Shortbows, Longbows, and Falchions." has not been verified in-game. Please verify it!]
AP Cost: 1 Ranks: 1 Progression: 15 Requires: Elven Weapon Training IV
Elven Weapon Training IV: Grants +1 to hit and damage with Longswords, Rapiers, Scimitars, Shortbows, and Longbows; +1 to hit and +2 to damage with Falchions.
AP Cost: 2 Ranks: 1 Progression: 15 Requires: Elven Weapon Training III
Skill: +3% Doublestrike, +3% Doubleshot, +3% dodge, and bypass 3% of enemy dodge.
AP Cost: 1 Ranks: 1 Progression: 15 Requires: Elven Weapon Training IV

PnP information and traits[edit]

3.5 Edition SRD
  • Ability Adjustments: +2 Str, +2 Dex, –2 Int, –2 Con
  • Favored Class: Ranger
4th Edition Wiki
  • Ability Adjustments: +2 Dex, +2 Wis
5th Edition Wiki
  • Ability Adjustments: +2 Dex, +1 Wis

Bugs[edit]

  • Bug: Wood Elves currently look like someone took a shovel to their faces
Quote:
Originally Posted by (Community Manager) Cordovan (Contribs • Message• Cordovan) Source on June 18, 2025

Visual Display Issue with Wood Elf Post Update 74

We are investigating a display issue with Wood Elf characters and we will be correcting this issue as quickly as we can.