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Elf

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Overview[edit]

Commonly referred to as the "Fair Folk", Elves are a long-lived people who have populated many places following their retreat from Xen'drik. The stereotypical (and true) physical description of an elf includes large pointed ears; slanted eyes; elegant, angled faces; somewhat short physique, and dark forest-green eyes; finally, most differences between male and female elves are marginal.

Note: In D&D, there are many distinct sub-categories of "Elf"; in DDO (with the exception of Drow, the racial variant Wood Elf, and the Iconic Sun Elf) they are all grouped together by their shared generic racial name "Elf", and no further distinctions are made. Players who wish to think of their Elf character as one or another may wish to distinguish their build as such by choosing a particular skin tone and hair color during character creation.

Racial Variants:

Racial Traits[edit]

Deities[edit]

Further information: Deity feats

Feats[edit]

Dragonmark feats[edit]

Further information: Dragonmarks

There is one dragonmark carried by Elves - Mark of Shadow, carried by Houses Phiarlan and Thuranni.

Elf Racial Feats[edit]


Racial past life feats[edit]

Enhancements[edit]

Elf enhancements tree

Core abilities[edit]

Icon Enhancement Elven Accuracy.png
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
DexterityColored.png
Elven Dexterity I: +1 Dexterity
AP Cost: 2 Level: 4 Progression: 1 Requires: Elven Accuracy I
Icon Enhancement Elven Accuracy.png
Elven Accuracy II: You gain +2% to hit with all attacks.
AP Cost: 1 Level: 7 Progression: 3 Requires: Elven Dexterity I
DexterityColored.png
Elven Dexterity II: +1 Dexterity
AP Cost: 2 Level: 11 Progression: 4 Requires: Elven Accuracy II
Icon Enhancement Elven Accuracy.png
Elven Accuracy III: You gain +2% to hit with all attacks.
AP Cost: 1 Level: 16 Progression: 6 Requires: Elven Dexterity II

Tier One[edit]

Requires Elven Accuracy

Icon Enhancement Phiarlan Dragonmark Focus.png
Phiarlan Dragonmark Focus: +1/+2/+3 dragonmark use per day, +1/+2/+3 Hide
AP Cost: 1 Ranks: 3 Progression: 1 Requires: Least Dragonmark of Shadow
Icon Enhancement Child of Nature.png
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 No requirements
Icon Enhancement Keen Senses.png
Keen Senses: +1/+2/+3 Listen, Search, and Spot.
AP Cost: 1 Ranks: 3 Progression: 1 No requirements
Icon Enhancement Elven Weapon Training.png
Elven Weapon Training I: Grants bonuses to hit and damage with a chosen set of weapons.

Choose one:

  • Icon Enhancement Aerenal Weapon Training.png Aerenal Weapon Training: +1 to hit and damage with Longswords, Rapiers, and Longbows.
  • Icon Enhancement Valenar Weapon Training.png Valenar Weapon Training: +1 to hit and damage with Scimitars, Falchions, and Shortbows.
AP Cost: 2 Ranks: 1 Progression: 1 No requirements
Icon Enhancement Elf Arcane Fluidity.png
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 No requirements

Tier Two[edit]

Requires 5 APs spent in tree

Icon Enhancement Lesser Dragonmark of Shadow.png
Lesser Dragonmark of Shadow: Lesser Dragonmark Spell: Shadow Walk
AP Cost: 2 Ranks: 1 Progression: 5 Requires: Least Dragonmark of Shadow, Phiarlan Dragonmark Focus
Icon Enhancement Enchantment Lore.png
Enchantment Lore: +2/+4/+6 saves vs. Enchantments. Rank 3: You also gain +1 Enchantment spell DC
AP Cost: 1 Ranks: 3 Progression: 5 No requirements
Icon Enhancement Nothing is Hidden.png
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
Icon Enhancement Elven Weapon Training.png
Elven Weapon Training II: Grants bonuses to hit and damage with a chosen set of weapons.

Choose one:

  • Icon Enhancement Aerenal Weapon Training.png Aerenal Weapon Training: +1 to hit and damage with Longswords, Rapiers, and Longbows.
  • Icon Enhancement Valenar Weapon Training.png Valenar Weapon Training: +1 to hit and damage with Scimitars and Shortbows; +1 to hit and +2 to damage with Falchions.
AP Cost: 2 Ranks: 1 Progression: 5 Requires: Elven Weapon Training (Tier 1)
Icon Enhancement Arcanum.png
Arcanum: +25/+50/+100 spell points and +1/+2/+3 spell penetration.
AP Cost: 2 Ranks: 3 Progression: 5 No requirements

Tier Three[edit]

Requires 10 APs spent in tree

Icon Enhancement Greater Dragonmark of Shadow.png
Greater Dragonmark of Shadow: Greater Dragonmark Spell: Displacement
AP Cost: 2 Ranks: 1 Progression: 10 Requires: Lesser Dragonmark of Shadow
Icon Enhancement Feywild Tap.png
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
Icon Feat Favored Enemy Elf.png
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
Icon Enhancement Elven Weapon Training.png
Elven Weapon Training III: Grants bonuses to hit and damage with a chosen set of weapons.

Choose one:

  • Icon Enhancement Aerenal Weapon Training.png Aerenal Weapon Training: +1 to hit and damage with Longswords, Rapiers, and Longbows.
  • Icon Enhancement Valenar Weapon Training.png Valenar Weapon Training: +1 to hit and damage with Scimitars, Falchions, and Shortbows.
AP Cost: 2 Ranks: 1 Progression: 10 Requires: Elven Weapon Training (Tier 2)
Icon Enhancement Arcane Archer.png
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

Icon Enhancement Binding Shadows.png
Binding Shadows: Greater Dragonmark Spell: Dark shadows wrap around an enemy, slowing it and draining its life force, applying 2d4 negative levels.
AP Cost: 1 Ranks: 1 Progression: 15 Requires: Greater Dragonmark of Shadow
Icon Enhancement Grace.png
Grace: You may use Dexterity to damage with your chosen set of weapons.

Choose one:

  • Icon Enhancement Aerenal Grace.png Aerenal Grace: You may use Dexterity to determine the damage you deal with Longswords, Rapiers, and Longbows.
Note: Overrides Bow Strength
  • Icon Enhancement Valenar Grace.png Valenar Grace: You may use Dexterity to determine the damage you deal with Scimitars, Falchions, and Shortbows.
AP Cost: 1 Ranks: 1 Progression: 15 Requires: Elven Weapon Training IV
Icon Enhancement Elven Weapon Training.png
Elven Weapon Training IV: Grants bonuses to hit and damage with a chosen set of weapons.

Choose one:

  • Icon Enhancement Aerenal Weapon Training.png Aerenal Weapon Training: +1 to hit and damage with Longswords, Rapiers, and Longbows.
  • Icon Enhancement Valenar Weapon Training.png Valenar Weapon Training: +1 to hit and damage with Scimitars and Shortbows. +1 to hit and +2 to damage with Falchions.
AP Cost: 2 Ranks: 1 Progression: 15 Requires: Elven Weapon Training III
Icon Enhancement Elf Skill.png
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

Additional Background[edit]

This section deals with Aerenal, Khorvaire, and Valenar elves, which in DDO are all treated as the "Elf" race. Drow elves are treated as a separate race. There are separate pages detailing with background information for the Aerenal elves, Khorvaire elves, and the Valenar elves.

History of the Elves[edit]

  • Approximately 39,000 years ago Elves were slaves to the Giants of the Xen'Drik continent. After a war with invaders from the Plane of Dal Quor nearly ruined the Giant's civilization and wrecked the continent, the elves rose up in rebellion against the giants. An elf by the name of Aeren had a vision of the future, showing that this rebellion could only end in chaos and disaster. So, she gathered as many elves as would follow her and fled Xen'Drik, landing on an island continent in the Thunder Sea. Aeren did not survive the voyage, and the elves new home was named Aerenal (Aeren's Rest) in her honor.
    • This migration split the elves into two – the Drow who stayed behind on Xen’Drik, and the Aereni who migrated to Aerenal.
  • About 25,000 years ago, the Undying court is created in Aerenal to assist and advise the living in the ruling of the Aereni. It is also about this time that the Aerenal elves first battle the dragons of Argonesse. Both races being incredibly long lived, this war takes place over the next several centuries - battles and skirmishes happing periodically and then quieting down for hundreds of years at a time.
  • 10,000 years ago, Cassael Vadallia from the Tairnadal led a group of elves to migrate to the continent of Khorvair. They call themselves the “Valaes Tairn”, the “Warriors of Glory”. But, they come into contact with the goblin-kind empire of Dhakaani. The elves are too few in number to defeat the goblin-kind, and during the time the dragons strike a major offensive against Aerenal. So, the Valaes Tairn abandoned their outposts and return to Aerenal to aid in its defense. As part of their leaving, the elves met with the Dhakaani and swore that if they would be allowed to leave without harassment and aggression, elves would never return to Khorvaire unless they were asked to.
  • 3,200 years ago the dragonmarks of Shadow and Death first appear among the Aerenal elves.
  • 2,600 years ago the line of Vol, which carries the Mark of Death, is wiped out in Aerenal. ((Unknown to nearly all, the lich Vol is created at this time)). Also during this time, the lines carrying the mark of shadows leave Aerenal for Khorvaire, creating the House of Phiarlan.
    • This migration to Khorvaire to create the House Phiarlan creates the third distinct type of elves, the Khorvaire elves.
  • 84 years ago Queen Mishann of Cyre realized that her kingdom did not have the strength to withstand all its enemies, so she pled with the elves to come to her help. The Tairnadal war leader Shaeras Vadallia agreed to help, and they once again returned to Khorvaire.
  • 42 years ago the Valaes Tairn break their alliance with Queen Mishann. Some say that she insulted them, some believe that they were tired of fighting for others. Either way, Shaeras Vadallia called his warriors back to the southeastern edge of Cyre, to where the Valaes Tairn had first landed on Khorvaire 10,000 years ago. Swearing to reclaim this land for their ancestors, they claim their independence and name this land Valenar, “the glorious realm”.

Physical Description[edit]

Male and Female Elf

Most elves stand between 5-1/2 to 6-1/2 feet tall and typically weigh a minimalist 95 and 135 pounds. Neither males nor females grow any facial or body hair (exempting hair grown on the head). An elf is considered an adult about 110 years old, and can often live to be well over 700 years old. Elves are often discerned from their widely-recognized large, pointed ears; usually slender limbs or body; slanted, slightly cat-like dark-green/grey eyes (the former being the most common); the sharpness and frailness of bones on their body such as the chin; and finally the uncanny fairness and grace every elf seems to possess.

Aerenal, Khorvaire, and Valenar elves tend to have fairly pale skin with dark brown or black hair. Drow elves are almost mirror images, with dark to black skin and white hair. All elves share the dark green or grey eyes however.

Other Elven Traits[edit]

Elves do not sleep as other races do. Instead they meditate, descending into a trance-like state much like a "waking sleep" that lasts for about four hours each day. Usually 4-hours of meditation rests an elf like 8-hours of sleep would other races.

Many elves will typically let their head-hair grow to a much greater extent than the other races.

Elven senses are uncannily acute, enabling them to spot traps, locate enemies, and find secret doors and paraphernalia more easily than the other races do. They are very agile and flexible, making them adept at dodging and handling weapons that require a high dexterity or great weapon finesse (the more favored weapons being the longbow, and the longsword or rapier if of Aerenal descent and the scimitar or falchion if of Valenar descent).

References[edit]