| Tip # | Description |
| 1 | To multi-class your character, simply talk to the trainer of the new class you're interested in when you're ready to level up. |
| 2 | You can adjust your graphics settings in the options panel (Control-O) |
| 3 | Leaving and reentering an adventure will reduce the XP granted upon completion. |
| 4 | As you gain experience points and reach new ranks, you gain action points which you can use with a Trainer to get Enhancements. |
| 5 | Active skills (square icons) must be dragged into your shortcut bar to be used. Passive skills (octagonal icons) work automatically. |
| 6 | Use the Diplomacy skill in battle to make monsters pay less attention to you. |
| 7 | Temporary enchantments get removed as you enter an adventure. |
| 8 | If you have a high Dexterity and low Strength, you should consider the Weapon Finesse feat. |
| 9 | Glittersdust reveals invisible creatures. |
| 10 | Use the Intimidate skill to draw monsters to you and away from your fellow party members. |
| 11 | You can use the Use Magic Device skill to employ scrolls and wands as well as to bypass certain magical restrictions on weapons and equipment. |
| 12 | Some spells require material components that can be purchased from a vendor. Be sure to stock up before entering a dungeon. |
| 13 | Wizards can learn new spells from scrolls if they have the correct spell inscription components. These are purchasable from a vendor. |
| 14 | The Sneak feat activates both the Move Silently and the Hide skills. |
| 15 | A few exceptional spells, like Stoneskin, require special, expensive material components. |
| 16 | If you want to fight with a weapon in each hand, the Two Weapon Fighting feat and a light offhand weapon will reduce your attack penalties. |
| 17 | Treasure chests are better stocked when you play adventures on higher difficulty settings. |
| 18 | Collectable objects found on monsters and around dungeons can be traded to Collector NPCs for useful items. They cannot be sold to vendors. |
| 19 | You can only disarm traps if you have a high enough Disable Device skill. Use the Search skill to find the trap's control box, and use Disable Device once it is selected. |
| 20 | You can make the adventure display translucent or invisible by clicking on the 'eye' button in the top right corner. |
| 21 | When an adventure is complete, you can hit the 'Finished' button to quickly teleport out of the dungeon. |
| 22 | A Healer's Kit helps you to stabilize party members who are incapacitated but not yet dead. |
| 23 | Some quest items, such as keys, are removed from your inventory when you exit an adventure. If they are essential to completing the quest, they can be found where you dropped them when you return. |
| 24 | Looting the same chest too many times in a short period will temporarily reduce the level of the treasure you get. Eventually, the chest will be completely ransacked and will not give any more treasure. When this happens, you must wait a while for the chest to recover. |
| 25 | The party leader can convert a party to a raid party by right clicking on the party display. |
| 26 | Chalice-shaped Mapnotes show you where quest giving NPCs are. Door-shaped icons show you where quest entrances are and are gold when accessible. |
| 27 | The sound of things breaking may attract monsters. |
| 28 | The entire party shares all adventure objectives; keep an eye out for optional objectives. They will grant you additional XP. |
| 29 | Quests are advanced by completing adventures and talking with NPCs. |
| 30 | Raid adventures allow raiding parties (up to 12 players) to enter. These are high difficulty adventures and are much tougher than regular quests to complete. |
| 31 | If you aren't low on hit points or spell points, save Rest shrines for later -- you never know when you will run into a trap or need to heal up before engaging the boss. |
| 32 | Rogues are the best at detecting and disabling traps. They also make the best scouts, and may save you time and hit points. |
| 33 | Keep an eye out for searchable items like moss clumps, corpses, and rubble to find collectables. |
| 34 | Many NPCs hang out in taverns -- talk to them all to collect the quests for that area. |
| 35 | You must have Thieves' Tools to use the Disable Device and Open Lock skills. |
| 36 | It can be hard to find traps and other dangers -- invest in your Search skill or recruit someone who has a high Search skill to find as many traps as possible. |
| 37 | You can accompany your party members on most adventures, even if you don't have the quest or haven't unlocked the difficulty level. Keep in mind when you do this though, that you may not receive the quest end rewards. |
| 38 | Hold down the middle mouse button to rotate the camera to see your character from the front. |
| 39 | Holding down the Right Mouse Button will engage mouse-look mode. Releasing the button will bring you back to cursor mode. |
| 40 | Press the 'T' key to toggle mouse-look mode on and off. |
| 41 | Use the mouse wheel to zoom in and out on your character. |
| 42 | Use '/p <message>' to send a message to your party. |
| 43 | Messages from your Party are displayed by default in the 'Party' tab of the chat window. |
| 44 | You can resize your chat window by clicking and dragging one of the borders. |
| 45 | Right-click on a chat tab to add and remove message types, such as Say, Combat, or Dungeon Master text. |
| 46 | When you type '/say <message>' everyone in your general vicinity will be able to read your message. |
| 47 | Use '/tell <name> <message>' to send a message to that particular person. |
| 48 | You can display multiple chat windows by right-clicking on a chat tab and selecting 'undock window.' |
| 49 | Holding down the 'Shift' key puts you in 'block' mode which gives you extra Damage Reduction and can prevent many special attacks such as a spider's poison. |
| 50 | If you are wielding a two-handed weapon, you will strike 'glancing blows' that cause damage to monsters near your main target. Having the Two-Handed Fighting feat increases the effectiveness of your glancing blows. |
| 51 | Yellow damage text means the monster is resistant to that type of attack, and Purple damage text means the monster is especially vulnerable to that type of attack. These colors can be changed in the Options menu under UI Settings. |
| 52 | Having a good Tumble skill will keep you from losing too many hit points from falls. Wearing a Feather Falling item will prevent falling damage completely. |
| 53 | When you execute a save, a blue hexagon displays above your head; this is also true for monsters when they save against harmful effects. When a monster executes a save for a damage effect, the text will appear in yellow to show the damage has been reduced. |
| 54 | Shields work better if you're actively blocking with them (hold Shift) and are much more effective than blocking with weapons. |
| 55 | The amount of damage bonus you get from your strength increases when you use two-handed weapons. |
| 56 | Hitting the 'Tab' key repeatedly will cycle you through the available combat targets in your area. |
| 57 | If you possess the Mobility feat, you gain an Armor Class bonus when tumbling. |
| 58 | Your Tumble skill will take a penalty if you are wearing heavy armor. If the total modifier goes below zero, you won't be able to tumble. |
| 59 | To Tumble, hold down 'Shift' and hit a movement key ('W', 'A', 'S', 'D'). You must invest at least one skill point into your Tumble skill to do this. |
| 60 | If you release from death, you will return to your bind point, which you can set by speaking with a Spirit Binder in a tavern. |
| 61 | Clerics at level 9 and higher can cast the Raise Dead spell, which will return you to life with a 10 percent of your total hit points. |
| 62a | Ask your party members to carry your Soulstone to a Resurrection shrine so you can use the shrine. |
| 62b | If you die on an adventure you can use a Resurrection shrine (marked with a flame symbol) to come back to life, but your Soulstone must be close enough to allow you to touch the shrine. |
| 63 | The higher your Armor Class, the more difficult it is for monsters to hit you. Armor, shields, magic items, high Dexterity, and spells can all increase Armor Class. |
| 64 | When worn, an armor's Armor Check Penalty applies to the following skills: Balance, Hide, Jump, Move Silently, and Swim (the Armor Check Penalty is doubled for Swim). |
| 65 | Your Base Attack Bonus (BAB) increases as you gain levels. The rate of increase depends on your class. |
| 66 | Bardic music is a welcome addition to a party and allows the bard to inspire fellow party members or neutralize enemy monsters. |
| 67 | Bards are not susceptible to an arcane spell failure chance when wearing Light armor. |
| 68 | Concentration is essential for a spell caster in combat. It allows the character to avoid being interrupted by taking damage while casting a spell. |
| 69 | The critical hit multiplier is the number by which players multiply their normal damage if they roll a critical hit. |
| 70 | A Difficulty Check (DC) is made to determine if the player's action succeeded. Example skills that use a DC: Open Lock, Disable Device, Heal. |
| 71 | 3d6' means three six-sided dice are being rolled. For example, when you see that a weapon does '2d4' damage, it means that two 4-sided dice are rolled for damage, for a damage range of 2-8. |
| 72 | Negative effects on characters can be removed by a variety of curative spells such as Remove Disease, Neutralize Poison, Remove Blindness, Lesser Restoration, and Restoration. |
| 73 | Removing heavy armor may reduce skill penalties, but it won't reduce your overall encumbrance. Your encumbrance is based on the total weight of all items in your inventory. |
| 74 | The Evasion feat allows a player to avoid all the damage when making a successful Reflex save rather than taking half damage. |
| 75 | The Spell Focus feat makes the spells of the chosen specific School more difficult to resist. |
| 76 | A higher Fortitude save increases your chances of resisting poison, disease, and negative level effects. |
| 77 | The Wizard is the only class that can learn every arcane spell in the game. Simply find a scroll of the spell, get the proper inscription components, and inscribe it into your spell book. |
| 78 | Metamagic Feats enhance the functionality of your spells, but make your spells cost more Spell Points |
| 79 | The paladin's Aura of Good gives nearby players a bonus to their Armor Class against evil creatures. |
| 80 | Many feats have prerequisites such as a certain Base Attack Bonus, the ability to cast a certain level of spell, or other feats. |
| 81 | Any character can attempt to use any weapon but will incur substantial non-proficiency penalties if they do not have the proper proficiency feat. |
| 82 | A Barbarian's Rage makes him or her stronger, tougher, and more resistant to mind-affecting spells, but also reduces Armor Class until raging is done. |
| 83 | A higher Reflex save increases your chances of resisting against Area of Effect (AoE) spells such as Cone of Cold or Fireball. |
| 84 | Some monsters have spell resistance, which acts like an Armor Class against spells. It forces the attacking caster to make a caster level check for the spell to get through. |
| 85 | Oozes, undead, and constructs are immune to critical hits and a Rogue's sneak attack. |
| 86 | The higher your Saves (Fortitude, Reflex, and Will), the more likely you are to resist the effects of enemy spells. |
| 87 | Each spell belongs to a specific magic school based on its effects. For example, Fireball is an Evocation spell and Summon Monster is a Conjuration spell. |
| 88 | Rogues perform their Sneak Attack when they attack before the creature has detected them or when the creature is attacking another target. |
| 89 | The higher the Ability modifier for your spell-casting attribute (e.g. Intelligence for Wizards) the more difficult it is for opponents to resist your spells. |
| 90 | Clerics' cure spells are automatically memorized to represent their Spontaneous Casting ability. These spells cannot be untrained and are always available to cast. |
| 91 | If your Spot skill is high enough, you will be able to detect the faint outlines of hidden creatures before they can sneak up on you. Likewise, a high Listen skill will allow you to 'hear' approaching creatures (you will see small red blips at their feet as they move). |
| 92 | Tower shields provide a large bonus to Armor Class, but penalize your attack bonus by 2. If you are not proficient with tower shields, you incur much more severe penalities. Don't use them unless you have the proficiency feat. |
| 93 | Only rogues or characters affected by the cleric Find Traps spell can search and find traps with a Search Difficulty Check (DC) higher than 20. |
| 94 | When Clerics turn undead, they can either stun the undead or destroy them outright. The higher the level of the Cleric is versus the level of the target undead, the more likely the Cleric is to succeed. |
| 95 | A higher Will save increases your chances of resisting Enchantment spells such as Hold Person or Command. |
| 96 | If you use a Holy, Unholy, Axiomatic, or Anarchic weapon and are of the opposite alignment, you will suffer a temporary negative level as long as you have the weapon equipped. |
| 97 | Hold down the 'Ctrl' key while you click and drag a stack of items to split the stack. |
| 98 | Press 'Z' to examine your currently selected item, monster, or player character. |
| 99 | Heavy armor reduces your chance to sneak effectively. |
| 100 | Press the 'I' key to access your inventory. |
| 101 | To compare items side-by-side, select the little lock button on the upper left corner of the examine window; that window will now remain open even if you open a new examination window. |
| 102 | Check your armor's Max Dex Bonus stat to see if you can get your full Dexterity AC bonus while wearing it. |
| 103 | Pawn shops will generally buy your items for more money than regular shops. They also have items available for sale that other players have sold to them -- the pawn shops are well worth a visit. |
| 104 | If you aren't proficient with a weapon, armor, or shield, you will incur a penalty to your attack roll when you use that item. Check your class proficiencies by looking at the Feats tab in your Character Sheet to see what you are proficient with. |
| 105 | You can invite another player you see in world to join your party by selecting them and clicking the Invite button on the Focus Orb. |
| 106 | Find other players to adventure with by using the Looking for Group (LFG) system in the Social Panel. Open the Social Panel by pressing the 'O' key or clicking the icon in the main menu bar. |
| 107 | To target yourself or someone in your party, use the Function keys (F1, F2, F3, etc.). F1 selects you, F2 selects the first person in your party, F3 the next, and so on. |
| 108 | Carry wooden weapons to use against rust monsters -- they eat steel. |
| 109 | Bludgeoning weapons shatter skeletons, but piercing weapons have little effect. |
| 110 | Attack oozes and slimes with bludgeoning weapons; they can divide if you attack them with swords or arrows. |
| 111 | Removing your armor and shield while swimming allows you to swim longer and faster - your breath meter expires much faster with them equipped. |
| 112 | If your Breath meter runs out while swimming, you will start taking damage. |
| 113 | Be careful of heights! Falling too great of a distance will cause serious injury or even death. |
| 114 | Press the 'M' key to open or close your map. |
| 115 | If you want to navigate to a person or place using your mini-map, open your map and click on the mapnote that corresponds to your desired destination. There will now be an arrow near the border of your mini-map pointing you in the correct direction. |
| 116 | If you are having trouble finding your friends inside the city, make sure you are all in the same instance of the city ward. You can find the name of your current city instance and travel to different instances of the ward using the menu right above the mini-map. |
| 117 | Each public space can have multiple instances (e.g. Market 1, Market 2, etc.) Look at the dropdown menu above the mini-map to see which instance you are in. |
| 118 | Dungeon instances reset 5 minutes after all players in your Party have left the dungeon. |
| 119 | Press 'R' to toggle Auto-Run on and off. |
| 120 | Press the spacebar to jump -- the higher your Jump skill, the higher you will jump. |
| 121 | When underwater, you can press the spacebar to ascend quickly. |
| 122 | In cities and adventure areas, most doors you can enter are marked with a yellow swirl. |
| 123 | Press the 'v' key to toggle the overhead names that appear above players and NPCs. |
| 124 | Blindness and Curse spell effects will not wear off on their own. Use a potion, rest at a Rest shrine, or find a helpful cleric to help you. |
| 125 | While in a tavern you will slowly regenerate hit points and spell points. Eating and drinking tavern faire while in a tavern will hasten this process. |
| 126 | Healing spells (cure spells and other positive energy based hit point replenishing effects) have their benefits reduced by half when cast on warforged. Repair spells and effects can heal warforged without any reduction. |
| 127 | Damage to Stats/Ability scores (e.g. Strength damage, Constitution damage) will heal over time but at a fairly slow rate. If you are in a civilized area (city or other public area), this rate will increase, and will further increase in taverns. |
| 128 | If one member of the party has a high Heal skill, all party members (except warforged) will gain more hit points while using a Rest shrine when that party member is nearby. |
| 129 | When you need to recover from a tough fight while in a dungeon you can use a Rest shrine (marked with a carved moon symbol) to heal many of your hit points and all of your spell points. |
| 130 | If one member of the party has a high Repair skill, all warforged party members will gain more hit points while using a Rest shrine when that party member is nearby. |
| 131 | Stat damage (Ability score damage) can be recovered fastest by resting in a tavern, casting restoration spells (or scrolls), or by drinking restoration potions. |
| 132 | You can scroll through the shortcut bars in your master shortcut bar by holding down 'Ctrl' and turning the mouse wheel or by pressing the '=' key. |
| 133 | Pressing the 'Esc' button accesses the Main Menu, where you can log out, quit to desktop, open the options menu, or look for help. |
| 134 | You can examine and interact with objects using your Focus Orb; different objects will have different interactive buttons that appear around the focus orb's border. |
| 135 | You can play with a gamepad! Go to the Key Mapping tab in the Options panel to set it up. |
| 136 | Look through the key-mapping options to learn the various keys and their functions. |
| 137 | All active skills and feats, as well as spells can be dragged onto the shortcut bar for easy use. You can make more shortcut bars appear by clicking on the arrow on the left side of the master shortcut bar. |
| 138 | You can lock all shortcut bars (to prevent accidentally dragging off icons) by pressing the 'Ctrl-=' key combo or through the option found in the Options Panel, under 'UI Settings.' |
| 139 | Mousing over a Mapnote will display its name in a tooltip. |
| 140 | Wish you had more keys to bind things to? Try creating a custom Modifier key. That key will then act as 'meta' key (like Ctrl or Alt), giving you more options for key bindings. You can find this at the top of the 'Key Mapping' page in the Options menu. |
| 141 | If the default control scheme doesn't work for you, you can choose another scheme or customize your controls in the UI Settings or Mouse pages of the Options Menu. |
| 142 | You can rotate any secondary shortcut bar from horizontal to vertical (and vice versa) by clicking the 'rotate' button found on [the] left side of each bar. |
| 143 | You can jump to one of your shortcut bars by pressing 'Ctrl' plus the number of the shortcut bar. |
| 144 | Mouse over any Stat/Ability score (e.g. Strength, Wisdom) in your character sheet to see how that ability score is calculated. |
| 145 | Use the number keys (1, 2, 3, to 9, 0) to activate the corresponding feat, skill, spell, or weapon bound to that space on the currently active shortcut bar. |
| 146 | You can press ALT-ENTER to toggle between full screen and windowed mode. |
| 147 | If you die in a quest, you can avoid the re-entry penalty by being resurrected inside either by a high level cleric with the correct spell or by using a resurrection shrine instead of releasing to your bind point. |
| 148 | Repeating the same adventure or optional objective too many times will decrease the XP given upon completion. |
| 149 | Finishing an adventure on Elite gives a one-time bonus experience of +50%. |
| 150 | While on an adventure, you can open the Experience Report UI by pressing the 'X' Key. |
| 151 | Monsters tend to attack whoever has dealt the most damage to them. |
| 152 | Harmful area of effect spells (AOEs), such as burning hands, will not harm your party members. |
| 153 | Magical armor bonuses from items (such as Bracers of Armor) do not stack with worn armor because they are both giving an Armor Bonus, and like bonuses usually don't stack. However, a spell or item which gives you a Natural Bonus (or any other bonus type) to armor will stack with worn armor. |
| 154 | Glancing blows will awaken hypnotized or sleeping monsters. Be careful where you swing that greataxe! |
| 155 | Need additional bank space? Those commended by House Kundarak can gain access to additional storage. You can also purchase a shared Bank Account at the DDO Store to share items between your characters on this game world server. |
| 156 | You can block even if you don't have a shield equipped. Your Armor Class and Damage Reduction will still increase somewhat due to your defensive efforts. |
| 157 | Crossbows and bows with the same magic enhancements as their ammo (arrows or bolts) do not stack their effects. If you have a +1 bow and +1 arrows, you only get a +1 enhancement total. However, different types of magic enhancements, such as flaming and +2, will stack. |
| 158 | Your strength will not limit the number of coins you can carry. Coins do not contribute to your encumbrance. |
| 159 | Consumables such as arrows, healing kits, and potions are auto-used according to their location in your inventory, starting from the upper left space to the bottom right space in each bag tab and starting from the left bag tab to the right. |
| 160 | Need more info on your character class? Stop by the Compendium at http://compendium.ddo.com or the class section of the DDO forums at http://forums.ddo.com you can even ask other players for help! |
| 161 | Going through arrows or bolts too fast? Those favored by House Deneith can purchase 'Sturdy' bolts and arrows, which are not expended as quickly. |
| 162 | When dropped items from breakables are hard to find, you can use Backspace or Q to select items near you and U or E to pick them up and use them. |
| 163 | With persistance, you can play as a Drow! Once your adventures have earned you 400 total favor, speak to Nyx, the Drow Elder, outside Harbormaster Zin's house in the Harbor. |
| 164 | The 'Lock' icon in the examine window allows you to keep an examine window open and compare multiple items. |
| 165 | Extend Spell only affects spells that have a duration greater than instant and less than permanent. You can cast instant and permanent spells while Extend Spell is active without an increased Spell Point cost. |
| 166 | Need a buff spell before an adventure? Building favor with Houses Phiarlan and Jorasco will grant you access to extended beneficial spells, which will not be removed when you enter a dungeon. Potions with this kind of lasting effect are also available at the DDO store. |
| 167 | If the game cannot connect after an update, you may need to reset your firewall settings for DDO files. |
| 168 | If a monster attacks you from behind it will get a +2 bonus to hit for flanking you. |
| 169 | You can disable guild names shown above players' heads by changing that setting on the UI Settings page of the Options Menu (ctrl + O). |
| 170 | Be careful where you roam when fighting monsters! If there is a wall, pillar, or other obstruction between you and your cleric he or she can't heal you, even if you are close to him/her. |
| 171 | A held or paralyzed monster will be automatically critically hit, regardless of your proficiency with a weapon. |
| 172 | Most items can be placed on your shortcut bar, not just your weapons and weapon sets. |
| 173 | If another player is annoying you with unwanted /tell messages, you can type '/ignore add' and the character's first name in order to block further tells from them. |
| 174 | Successful intimidate checks result in an orange icon above the enemy's head. This will focus their assaults on the character they perceive as a threat for 6 seconds. |
| 175 | Inventory space filling up? The Coin Lords can reward those who have proven themselves loyal with expanded inventory. Speak with their representative when you gain enough favor to change the Coin Lords opinion of you. Don't forget, you can also store things in your bank, and you can purchase additional bank space at the DDO Store. |
| 176 | Unlike positive energy spells like Cure Critical Wounds, the Paladin Lay On Hands ability has no penalty when used to heal Warforged. |
| 177 | Some magic items are attuned to a specific race. Be sure to check for race restrictions on weapons, armor, or other equipment before you purchase them. A high score in the Use Magic Device skill can allow you to bypass some of these restrictions. |
| 178 | If you're having trouble swimming underwater, turn mouse look on. It greatly improves your control. And remember, pressing the spacebar allows you to surface quickly if you are running out of air. |
| 179 | Most beneficial effects have a bonus type, such as enhancement, morale, or luck. Different types of bonuses stack, but bonuses of the same type usually do not. Exceptions include dodge bonuses, most circumstance bonses, and racial bonuses. |
| 180 | Ray spell attacks can be dodged if you move your character out of the way quick enough. Watch for enemy spell casting animations for a warning of when to dodge. |
| 181 | A cleric's Raise Dead spell or a resurrection shrine will return you to life with your current spell points. |
| 182 | The Lesser Restoration spell removes ability damage (damage to stats like Strength, Dexterity, etc.) and other spells that lower stats, such as Ray of Enfeeblement and Touch of Idiocy. |
| 183 | If you find a certain type of monster is making most of its saves against your spells, try using a spell that requires the target to make a different type of save or one with no save at all. |
| 184 | Taking screen shots with Ctrl-P writes the picture file to the folder named 'Dungeons and Dragons Online' located in 'My Documents'. |
| 185 | It gets tiring holding your weapons and shields after finishing a quest. You can put them away with /sheathe to free up your hands, while still being ready for battle. |
| 186 | Any player can use a shield, even if they aren't proficient, and get no armor check penalty or attack penalty. If you are an arcane caster, however, you will have a chance of arcane spell failure, and as a monk, you will become uncentered. |
| 187 | Using a rest shrine will remove most spell effects currently on your character, including both favorable and harmful ones. |
| 188 | Using a rest shrine will remove 1 negative level if you have suffered level drain, but negative levels also eventually wear off, allowing your character to recover over time. |
| 189 | The brothers and sisters of the Silver Flame, located in taverns, can cast a variety of status ailment removing spells, such as remove curse, for a fee. |
| 190 | The skills Tumble, Open Lock, Disable Device, Use Magic device, and Preform may only be used if you have put at least one point into training them. Ability modifiers and equipment that would normally boost your skill above zero will not do so for these skills. |
| 191 | The Difficulty Check (DC) to resist your spells is 10 + the level of the spell + your bonus for the relevant stat (Intelligence for a wizard, Charisma for bards and sorcerers, Wisdom for divine casters). The DC can be increased with the Spell Focus feat of the correct spell school or the Heighten Spell metamagic feat. |
| 192 | All sorts of potions, including exclusive Spell Point potions, are available at the DDO Store. |
| 193 | Check your encumbrance before swimming. An encumbrance level of medium or higher greatly decreases your ability to swim. |
| 194 | The Trip skill is more successful the stronger your character is. |
| 195 | To turn on voice chat, go to Options -> Audio -> Enable Voice Chat. You can do this even if you do not have a microphone so you can hear what others are saying. |
| 196 | Wands for any spell on the spell list for any of your character's classes can be used as long as your total character level is at least as high as the caster level on the wand. This applies even if your class level is below what is required to cast the spell yourself. For example, Rangers and Paladins can use Cure Light Wounds wands at level 1. |
| 197 | Exotic weapons like khopeshes and heavy repeating crossbows can be powerful, but require you to take a special feat to gain proficiency with them. |
| 198 | You can alter bloom effects, level of detail, and many other graphical settings on the Adv Graphics page of the Options Menu. |
| 199 | Using the /death command while you are at 1 or more hp will kill your character and immeidately send your spirit to your bind point. If you are at less than 1 hit point, /death will kill your character but won't release you. |
| 200 | When you die, any non-stacking items you have equipped take some damage. When you repair this type of item wear, however, your item doesn't have a chance of being permanently damaged. Only when repairing standard item wear do you risk your item taking permanent damage. |
| 201 | Dragonshard Fragments can be combined at a Stone of Change if you place a large enough number of them into the device. |
| 202 | Eldritch Devices usually require a power source. On failed recipe attempts, the power source is usually consumed but the rest of your materials will generally remain intact. |
| 203 | Death is a traumatic experience. When you die, you will be affected by resurrection sickness that goes away over time. |
| 204 | Rest shrines reset five minutes after use on Solo difficulty, and fifteen minutes after use on Normal. Rest Shrines on Hard and Elite can only be used once. |
| 205 | Bound items never take permanent damage when repairing item wear. You can bind an item you own using Khyber Dragonshard Fragments at the Stone of Change at the base of the Twelve's tower or next to the bank in the Marketplace. |
| 206 | Devils are lawful evil and tend to dislike silver. Demons are chaotic evil and tend to dislike cold iron |
| ? | Remember that skeletons are vulnerable to blunt weapons, while zombies can be killed by slashing weapons or fire. |