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Wood Elf
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Dragonborn |
Drow |
Dwarf |
Elf |
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Morninglord |
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Half-Elf |
Half-Orc |
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Warforged ‡Free with unlock |
Wood Elf |
Shifter |
Tabaxi |
Razorclaw |
Scoundrel |
Scourge |
Shadar-kai |
Trailblazer |
Overview[edit]
Wood Elves are a racial variant of Elf with distinct look and mildly modified racial enhancement tree. Most notable, they are not eligible for the Dragonmark.
Racial Variants:
- Elf: Free to Play
- Wood Elf: Originally a premium race, Wood Elf was made free 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]
- Aureon (Quarterstaff): Follower of Aureon → Child of Faith → Aureon's Instruction
- Blood of Vol (Dagger): Follower of the Blood of Vol → Child of Faith → The Blood is The Life → Damage Reduction: Good
- Olladra (Sickle): Follower of Olladra → Child of Faith → Luck of Olladra → Beloved of Olladra → Damage Reduction: Cold Iron
- Onatar (Warhammer): Follower of Onatar → Child of Faith → Onatar's Forge → Beloved of Onatar → Damage Reduction: Cold Iron
- Silver Flame (Longbow): Follower of the Silver Flame → Child of Faith → Silver Flame Exorcism → Beloved of the Silver Flame → Damage Reduction: Silver
- Sovereign Host (Longsword): Follower of the Sovereign Host → Child of Faith → Unyielding Sovereignty → Beloved of the Sovereign Host → Damage Reduction: Cold Iron, Damage Reduction: Silver
- Undying Court (Scimitar): Follower of the Undying Court → Child of Faith → Undying Call → Beloved of the Undying Court → Damage Reduction: Cold Iron
Feats[edit]
Elf Racial Feats[edit]
Icon | Feat | Type | Description | Prerequisites |
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Elf | Passive | You are considered an Elf. You are treated as such by magical abilities and effects, and are able to use appropriate equipment. | ||
Elven Keen Senses | Passive | Elves have keen senses and gain a +2 bonus to Listen, Search, and Spot checks. | ||
Enchantment Save Bonus | Passive | Elves are naturally resistant to enchantments, receiving a +2 bonus on saves against enchantments. | ||
Immunity to Sleep | Passive | Elves are naturally immune to magical sleep effects. | ||
Martial Weapon Proficiency: Rapier | Passive | You do not suffer a -4 penalty on attack rolls when using a Rapier. | ||
Martial Weapon Proficiency: Longsword | Passive | You do not suffer a -4 penalty on attack rolls when using a Longsword. | ||
Martial Weapon Proficiency: Longbow | Passive | You do not suffer a -4 penalty on attack rolls when using a Longbow. | ||
Martial Weapon Proficiency: Shortbow | Passive | You do not suffer a -4 penalty on attack rolls when using a Shortbow. |
Racial past life feats[edit]
Enhancements[edit]
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.
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AP Cost: 1 | Level: 1 | Progression: 0 | Requires: Elf | |
Nature I: +1 Dexterity or +1 Strength
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AP Cost: 2 | Level: 4 | Progression: 1 | Requires: Elven Accuracy I | |
Elven Accuracy II: You gain +2% to hit with all attacks.
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AP Cost: 1 | Level: 7 | Progression: 3 | Requires: Nature I | |
Nature II: +1 Dexterity or +1 Strength
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AP Cost: 2 | Level: 11 | Progression: 4 | Requires: Elven Accuracy II | |
Elven Accuracy III: You gain +2% to hit with all attacks.
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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.
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AP Cost: 1 | Ranks: 3 | Progression: 1 | No requirements | |
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)
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AP Cost: 1 | Ranks: 1 | Progression: 1 | No requirements | |
Keen Senses: +1/+2/+3 Listen, Search, and Spot.
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AP Cost: 1 | Ranks: 3 | Progression: 1 | No requirements | |
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.
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AP Cost: 2 | Ranks: 1 | Progression: 1 | No requirements | |
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.)
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AP Cost: 1 | Ranks: 3 | Progression: 1 | No requirements |
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.
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AP Cost: 1 | Ranks: 1 | Progression: 5 | No requirements | |
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 | |
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 | |
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.
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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.
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AP Cost: 2 | Ranks: 3 | Progression: 5 | No requirements |
Tier Three[edit]
Requires 10 APs spent in tree
Forest Origins: Multiselector
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AP Cost: 1 | Ranks: 1 | Progression: 10 | No requirements | |
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)
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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.
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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.
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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.
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AP Cost: 4 | Ranks: 1 | Progression: 10 | Requires: Arcanum |
Tier Four[edit]
Requires 15 APs spent in tree
Forest's Versatility: Multiselector
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AP Cost: 1 | Ranks: 1 | Progression: 15 | No requirements | |
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!]
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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.
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AP Cost: 2 | Ranks: 1 | Progression: 15 | Requires: Elven Weapon Training III | |
AP Cost: 1 | Ranks: 1 | Progression: 15 | Requires: Elven Weapon Training IV |
PnP information and traits[edit]
3.5 Edition SRD |
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4th Edition Wiki |
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5th Edition Wiki |
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