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Half-Elf enhancements

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: 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 Dhampir 1,595 DP1,595 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 Dark Bargainer 1,295 DP1,295 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

Half-Elf enhancements[edit]

Half-Elf enhancements tree

Core abilities[edit]

Half Elven Versatile Nature: As a Half-Elf you can choose which heritage you take after, giving you the choice of Human or Elven Core Abilities as you progress through the tree.
Your Point Blank Shot and Ranged Sneak Attack range is increased by 2 meters for every Elven Core Ability you select.
AP Cost: 1 Level: 1 Progression: 0 Requires: Half Elf 1
Elven Dexterity / Human Adaptability: Select an ability score increase, choosing whether to be more elven or human. Your selection here will affect your selection at level 11.
  • Elven Dexterity: +1 Dexterity
  • Human Adaptability: Strength: +1 Strength
  • Human Adaptability: Dexterity: +1 Dexterity
  • Human Adaptability: Constitution: +1 Constitution
  • Human Adaptability: Intelligence: +1 Intelligence
  • Human Adaptability: Wisdom: +1 Wisdom
  • Human Adaptability: Charisma: +1 Charisma
AP Cost: 2 Level: 4 Progression: 1 Requires: Half Elf 4
Elven Accuracy / Human Versatility: Choose a racial ability, and whether to be more elven or human. Your selection here will affect your selection at level 16.
  • Elven Accuracy: You gain +2% to hit with all attacks.
  • Human Versatility: Attack Boost: Activate to gain a +6 Action Boost bonus to hit for 20 seconds.
  • Human Versatility: Defense Boost: Activate to gain a +10 Action Boost bonus to Armor Class and Physical Resistance Rating for 20 seconds.
  • Human Versatility: Melee & Ranged Power Boost: Activate to gain a +20 Action Boost bonus to Melee and Ranged Power for 20 seconds.
  • Human Versatility: Saves Boost: Activate to gain a +4 Action Boost bonus to all Saving Throws for 20 seconds. While under this effect you do not automatically fail Saving Throws on a roll of a Natural 1.
  • Human Versatility: Skill Boost: Activate to gain a +4 Action Boost bonus to all skills for 20 seconds.
  • Human Versatility: Spell Power Boost: Activate to gain a +20 Action Boost bonus to Universal Spell Power for 20 seconds.

Notes: Human Versatility Action Boosts use a different pool of Action Boost charges than class enhancement versions of the same Boost, although they are only equivalent to a 2/3 rank boost.

AP Cost: 1 Level: 7 Progression: 3 Requires: Half Elf 7, Elven Dexterity / Human Adaptability
Elven Dexterity / Human Adaptability: Choose an ability score. Your elven or human decisions at level 4 will restrict this choice. (As if you were an Elf or an Human)
  • Elven Dexterity: +1 Dexterity

Notes: Can only be taken if you chose Elven Dexterity as your 2nd Core Ability.

  • Human Adaptability: Strength: +1 Strength
  • Human Adaptability: Dexterity: +1 Dexterity
  • Human Adaptability: Constitution: +1 Constitution
  • Human Adaptability: Intelligence: +1 Intelligence
  • Human Adaptability: Wisdom: +1 Wisdom
  • Human Adaptability: Charisma: +1 Charisma

Notes: You cannot choose the same Human Adaptability stat bonus you did as Core 2. You cannot choose Human Adaptability if you chose Elven Dexterity as Core 2.

AP Cost: 2 Level: 11 Progression: 4 Requires: Half Elf 11, Elven Accuracy / Human Versatility
Elven Accuracy / Human versatility: Choose a racial ability. Your elven or human decisions at level 7 will restrict this choice. (As if you were an Elf or an Human)
  • Elven Accuracy: You gain +2% to hit with all attacks.

Notes: Can only be taken if you chose Elven Accuracy as your 3nd Core Ability.

  • Human Versatility: Attack Boost: Activate to gain a +6 Action Boost bonus to hit for 20 seconds.
  • Human Versatility: Defense Boost: Activate to gain a +10 Action Boost bonus to Armor Class and Physical Resistance Rating for 20 seconds.
  • Human Versatility: Melee & Ranged Power Boost: Activate to gain a +20 Action Boost bonus to Melee and Ranged Power for 20 seconds.
  • Human Versatility: Saves Boost: Activate to gain a +4 Action Boost bonus to all Saving Throws for 20 seconds. While under this effect you do not automatically fail Saving Throws on a roll of a Natural 1.
  • Human Versatility: Skill Boost: Activate to gain a +4 Action Boost bonus to all skills for 20 seconds.
  • Human Versatility: Spell Power Boost: Activate to gain a +20 Action Boost bonus to Universal Spell Power for 20 seconds.

Notes: You cannot choose the same Human Versatility action boost you did as Core 3. You cannot choose Versatility if you chose Elven Accuracy as Core 3.

AP Cost: 1 Level: 16 Progression: 6 Requires: Half Elf 16, Elven Dexterity / Human Adaptability

Tier One[edit]

Requires Half Elven Versatile Nature

Lyrandar Dragonmark Focus: +[1/2/3] dragonmark uses per day, +[1/2/3] Balance.
AP Cost: 1 Ranks: 3 Progression: 1 Requires: Least Dragonmark of Storm
Diplomatic Immunity: Activate: Reduce physical damage you take by 25% for 60 seconds or until you attack. Until you rest you have -2 Diplomacy (stacks up to 100 times). On a shared cooldown with Half-Elven Social Graces, and your total Diplomacy score must be positive to use this ability. (Cooldown: 2 minutes).
AP Cost: 2 Ranks: 1 Progression: 1
Skill Focus: Choose one:
  • Athletic: +[1/2/3] Balance, Jump, Swim, and Tumble.
  • Awareness: +[1/2/3] Listen, Search, and Spot.
  • Focused: +[1/2/3] Concentration and Intimidate.
  • Negotiator: +[1/2/3] Bluff, Diplomacy, Haggle and Perform.
  • Nimble Fingers: +[1/2/3] Disable Device and Open Lock.
  • Self Sufficient: +[1/2/3] Heal and Repair.
  • Stealthy: +[1/2/3] Hide and Move Silently.
AP Cost: 1 Ranks: 3 Progression: 1
Improved Dilettante: Improves your Dilettante feat.
  • Improved Dilettante: Alchemist: For item use purposes you are now treated as a third level Alchemist (or your total character level, whichever is lower.) . +30 Spell Points.
  • Improved Dilettante: Artificer: Your knowledge of magical items has improved, and now extends to potions. For item purposes you are now treated as a second level Artificer (or your character level, whichever is lower). +30 Spell Points.
  • Improved Dilettante: Barbarian: You become more resilient and gain +10 Hit Points.
  • Improved Dilettante: Bard: For item use purposes you are now treated as a third level Bard (or your total character level, whichever is lower). +30 Spell Points.
  • Improved Dilettante: Cleric: For item use purposes you are now treated as a third level Cleric (or your total character level, whichever is lower). +30 Spell Points.
  • Improved Dilettante: Druid: For item use purposes you are now treated as a third level Druid (or your total character level, whichever is lower). +30 Spell Points.
  • Improved Dilettante: Favored Soul: For item use purposes you are now treated as a third level Favored Soul (or your total character level, whichever is lower). +30 Spell Points.
  • Improved Dilettante: Fighter: Your skill with arms is improved and you gain +1 to hit and +1 weapon damage.
  • Improved Dilettante: Monk: Your defensive skills have improved, and at level 2 or higher you are able to add up to 3 points of your Wisdom bonus to your armor class.
  • Improved Dilettante: Paladin: Your Lesser Divine Grace has improved and at level 2 or higher you may add up to 3 points of your charisma bonus to your saves. For item use purposes you are now treated as a second level Paladin (or your total character level, whichever is lower)
  • Improved Dilettante: Ranger: +1 to Damage with Longbows and Shortbows. For item use purposes you are now treated as a second level Ranger (or your total character level, whichever is lower)
  • Improved Dilettante: Rogue: You practice stealthy attacks and gain +2 to hit with Sneak Attacks
  • Improved Dilettante: Sorcerer: For item use purposes you are now treated as a third level Sorcerer (or your total character level, whichever is lower.) +30 Spell Points.
  • Improved Dilettante: Warlock: For item use purposes you are now treated as a third level Warlock (or your total character level, whichever is lower). +30 Spell Points.
  • Improved Dilettante: Wizard: For item use purposes you are now treated as a third level Wizard (or your total character level, whichever is lower). +30 Spell Points.
AP Cost: 1 Ranks: 1 Progression: 1 Requires: Any Half-Elf Dilettante feat
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

Lesser Dragonmark of Storm: Electric Loop SLA: (Consumes a Lesser Dragonmark charge, Cooldown: ? seconds.)
AP Cost: 2 Ranks: 1 Progression: 5 Requires: Lyrander Dragonmark Focus
AP Cost: 2 Ranks: 1 Progression: 5
Dilettante Special Ability: Gain abilities from your Dilettante Class Enhancements
  • Armor Mastery: +2 Armor Class and +2 Maximum Dexterity Bonus when wearing Armor. This enhancement cannot be taken if you possess the Armor Mastery enhancement from the Stalwart Defender tree.
    • Requires Half-Elf Dilettante: Fighter
  • Conjure Arrows: Activate to create a stack of returning +1 arrows. These arrows are destroyed when you log out. This enhancement cannot be taken if you possess the Conjure Arrows enhancement from the Arcane Archer tree.
    • Requires Half-Elf Dilettante: Ranger
  • Improved Damage Reduction I: Your Barbarian damage reduction is increased by 1. This enhancement cannot be taken if you possess the Resistance enhancement from Occult Slayer tree.
    • Requires Half-Elf Dilettante: Barbarian
  • Improved Recovery I: +20 Positive Healing Amplification. This enhancement cannot be taken if you possess the Bastion of Purity enhancement from the Shintao Monk tree.
    • Requires Half-Elf Dilettante: Monk
  • Improved Spellcasting I: +5 Universal Spellpower.
    • Requires one of Half-Elf Dilettante: Alchemist, Artificer, Bard, Cleric, Druid, Favored Soul, Sorcerer, Warlock, or Wizard.
  • Lesser Divine Health: You are immune to Natural diseases, and gain +4 to saving throws against Magical disease and do not automatically fail saving throws against them on a roll of a natural 1.
    • Requires Half-Elf Dilettante: Paladin
  • Sly Flourish: Melee Attack: Deals +10% Damage with +1 critical threat range. Reduces your threat with nearby enemies by 100. On Sneak Attack: Intelligent target also gains a -1 penalty to Balance, Reflex, and Will saves for 20 seconds. (Stack 5 times.) This enhancement cannot be taken if you possess the Sly Flourish enhancement from the Thief-Acrobat tree. (Cooldown: 12 seconds)
    • Requires Half-Elf Dilettante: Rogue
AP Cost: 2 Ranks: 1 Progression: 5 Requires: Improved Dilettante (Tier 2)
Improved Dilettante: Improves your Dilettante feat.
  • Improved Dilettante: Alchemist: For item use purposes you are now treated as a sixth level Alchemist (or your total character level, whichever is lower.) +30 Spell Points
  • Improved Dilettante: Artificer: Your knowledge of magical items has improved, and now extends to wands. For item purposes you are now treated as a third level Artificer (or your total character level, whichever is lower.) +30 Spell Points
  • Improved Dilettante: Barbarian: You become more resilient and gain +10 hp.
  • Improved Dilettante: Bard: For item use purposes you are now treated as a sixth level Bard (or your total character level, whichever is lower.) +30 Spell Points
  • Improved Dilettante: Cleric: For item use purposes you are now treated as a sixth level Cleric (or your total character level, whichever is lower.) +30 Spell Points
  • Improved Dilettante: Druid: For item use purposes you are now treated as a sixth level Druid (or your total character level, whichever is lower.) +30 Spell Points
  • Improved Dilettante: Favored Soul: For item use purposes you are now treated as a sixth level Favored Soul (or your total character level, whichever is lower.) +30 Spell Points
  • Improved Dilettante: Fighter: Your skill with arms is improved and you gain +1 to hit and damage with weapons.
  • Improved Dilettante: Monk: Your defensive skills have improved, and at level 3 or higher you are able to add up to 4 points of your Wisdom bonus to your armor class.
  • Improved Dilettante: Paladin: Your Lesser Divine Grace has improved and at level 3 or higher you may add up to 4 points of your charisma bonus to your saves. For item use purposes you are now treated as a third level Paladin (or your total character level, whichever is lower)
  • Improved Dilettante: Ranger: +1 to Damage with Longbows and Shortbows. For item use purposes you are now treated as a third level Ranger (or your total character level, whichever is lower)
  • Improved Dilettante: Rogue: You practice stealthy attacks and gain +1d6 Sneak Attack.
  • Improved Dilettante: Sorcerer: For item use purposes you are now treated as a sixth level Sorcerer (or your total character level, whichever is lower.) +30 Spell Points
  • Improved Dilettante: Warlock: For item use purposes you are now treated as a sixth level Warlock (or your total character level, whichever is lower.) +30 Spell Points
  • Improved Dilettante: Wizard: For item use purposes you are now treated as a sixth level Wizard (or your total character level, whichever is lower.) +30 Spell Points
AP Cost: 1 Ranks: 1 Progression: 5 Requires: Improved Dilettante (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

Greater Dragonmark of Storm: Call Lightning Storm SLA. (Consumes Greater Dragonmark charge, Cooldown: ? seconds.)
AP Cost: 2 Ranks: 1 Progression: 10 Requires: Lesser Dragonmark of Storm
Action Surge: Action Boosts also increase an ability score of your choice.
  • While under the effect of any Action Boost, you gain a +[1/2/3] Action Boost bonus to Strength.
  • While under the effect of any Action Boost, you gain a +[1/2/3] Action Boost bonus to Constitution.
  • While under the effect of any Action Boost, you gain a +[1/2/3] Action Boost bonus to Dexterity.
  • While under the effect of any Action Boost, you gain a +[1/2/3] Action Boost bonus to Intelligence.
  • While under the effect of any Action Boost, you gain a +[1/2/3] Action Boost bonus to Wisdom.
  • While under the effect of any Action Boost, you gain a +[1/2/3] Action Boost bonus to Charisma.
AP Cost: 1 Ranks: 3 Progression: 10
Dilettante Ability Score: +1 to an Ability based on your Dilettante feat.
  • +1 Strength
    • Requires one of Half-Elf Dilettante: Barbarian, Fighter, Paladin, or Ranger
  • +1 Dexterity
    • Requires one of Half-Elf Dilettante: Artificer, Bard, Monk, Ranger, or Rogue
  • +1 Constitution
    • Requires one of Half-Elf Dilettante: Barbarian, Druid, or Fighter
  • +1 Intelligence
    • Requires one of Half-Elf Dilettante: Alchemist, Artificer, Rogue, or Wizard
  • +1 Wisdom
    • Requires one of Half-Elf Dilettante: Cleric, Druid, Favored Soul, or Monk
  • +1 Charisma
    • Requires one of Half-Elf Dilettante: Bard, Cleric, Favored Soul, Paladin, Sorcerer, or Warlock.
AP Cost: 2 Ranks: 1 Progression: 10 Requires: Improved Dilettante (Tier 2)
Arcane Archer: You gain access to the Arcane Archer enhancement tree.

Notes:

  • 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

Power of the Storm: Your attacks gain Shocking, +25 Electrical Spell Power, and you gain 10 temporary spell points any time you take electrical damage from a spell. You also gain +2 bonus to Reflex save, but suffer a -2 penalty to Caster Levels of Earth spells and -2 to your Fortitude Saves. This effect lasts for 2 seconds per point of Concentration skill you have. (Consumes a Greater Dragonmark charge, Cooldown: 60 seconds.)
AP Cost: 1 Ranks: 1 Progression: 15 Requires: Greater Dragonmark of Storm
Improved Recovery: +20 Positive Healing Amplification.
AP Cost: 2 Ranks: 1 Progression: 15 Requires: Improved recovery (Tier 2)
Dilettante Special Ability: Gain abilities from your Dilettante Class Enhancements
  • Improved Damage Reduction II: Your Barbarian damage reduction is increased by 1. +10 Hit Points. This enhancement cannot be taken if you possess the Resistance enhancement from Occult Slayer tree.
    • Requires Half-Elf Dilettante: Barbarian
  • Improved Recovery II: +20 Positive Healing Amplification. This enhancement cannot be taken if you possess the Bastion of Purity enhancement from the Shintao Monk tree.
    • Requires Half-Elf Dilettante: Monk
  • Improved Spellcasting II: +5 Universal Spellpower.
    • Requires one of Half-Elf Dilettante: Alchemist, Artificer, Bard, Cleric, Druid, Favored Soul, Sorcerer, Warlock, or Wizard.
  • Lesser Courage: You gain +4 to saving throws against fear and do not automatically fail saving throws against fear on a roll of a natural 1.
    • Requires Half-Elf Dilettante: Paladin
  • Master Tactics: +2 to the DC's of your Tactical abilities. This enhancement cannot be taken if you possess the Tactics enhancement from the Kensei tree.
    • Requires Half-Elf Dilettante: Fighter
  • Tanglefoot: Alchemical Trap Activate: Throws a cask of caustic liquid at your enemy, which explodes into a sticky mess. Enemies within the area of the goo puddle take 4d6 acid damage every 2 seconds and are slowed (Reflex DC 10 + Half Character Level + Intelligence Modifier Half). (Cooldown: 30 seconds.) This enhancement cannot be taken if you possess the Tanglefoot enhancement from the Mechanic tree.
    • Requires Half-Elf Dilettante: Rogue
  • Tempest: You gain +10% chance to make off-hand attacks when dual wielding. This enhancement cannot be taken if you possess the Tempest enhancement from the Tempest tree.
    • Requires Half-Elf Dilettante: Ranger
AP Cost: 2 Ranks: 1 Progression: 15 Requires: Improved Dilettante (Tier 4)
Improved Dilettante: Improves your Dilettante feat.
  • Improved Dilettante: Alchemist: For item use purposes you are now treated as a tenth level Alchemist (or your total character level, whichever is lower.) +30 Spell Points
  • Improved Dilettante: Artificer: Your knowledge of magical items has improved, and now extends to magical arms and armor. For item purposes you are now treated as a fourth level Artificer (or your total character level, whichever is lower.) +30 Spell Points
  • Improved Dilettante: Barbarian: You become more resilient and gain +10 hp.
  • Improved Dilettante: Bard: For item use purposes you are now treated as a tenth level Bard (or your total character level, whichever is lower.) +30 Spell Points
  • Improved Dilettante: Cleric: For item use purposes you are now treated as a tenth level Cleric (or your total character level, whichever is lower.) +30 Spell Points
  • Improved Dilettante: Druid: For item use purposes you are now treated as a tenth level Druid (or your total character level, whichever is lower.) +30 Spell Points
  • Improved Dilettante: Favored Soul: For item use purposes you are now treated as a tenth level Favored Soul (or your total character level, whichever is lower.) +30 Spell Points
  • Improved Dilettante: Fighter: Your skill with arms is improved and you gain +1 to hit and damage with weapons.
  • Improved Dilettante: Monk: Your defensive skills have improved, and at level 4 or higher you are able to add up to 5 points of your Wisdom bonus to your armor class.
  • Improved Dilettante: Paladin: Your Lesser Divine Grace has improved and at level 4 or higher you may add up to 5 points of your charisma bonus to your saves. For item use purposes you are now treated as a fourth level Paladin (or your total character level, whichever is lower)
  • Improved Dilettante: Ranger: +1 to Damage with Long and Shortbows. For item use purposes you are now treated as a fourth level Ranger (or your total character level, whichever is lower)
  • Improved Dilettante: Rogue: You practice stealthy attacks and gain +1d6 Sneak Attack.
  • Improved Dilettante: Sorcerer: For item use purposes you are now treated as a tenth level Sorcerer (or your total character level, whichever is lower.) +30 Spell Points
  • Improved Dilettante: Warlock: For item use purposes you are now treated as a tenth level Warlock (or your total character level, whichever is lower.) +30 Spell Points
  • Improved Dilettante: Wizard: For item use purposes you are now treated as a tenth level Wizard (or your total character level, whichever is lower.) +30 Spell Points
AP Cost: 1 Ranks: 1 Progression: 15