||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.
||You can adjust your
graphics settings in the options panel (Control-O)
||Leaving and reentering an
adventure will reduce the XP granted upon completion.
||As you gain experience
points and reach new ranks, you gain action points which you can use with a
Trainer to get Enhancements.
||Active skills (square
icons) must be dragged into your shortcut bar to be used. Passive skills (octagonal icons) work
||Use the Diplomacy skill in
battle to make monsters pay less attention to you.
||Temporary enchantments get
removed as you enter an adventure.
||If you have a high
Dexterity and low Strength, you should consider the Weapon Finesse feat.
||Use the Intimidate skill to
draw monsters to you and away from your fellow party members.
||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.
||Some spells require
material components that can be purchased from a vendor. Be sure to stock up before entering a
||Wizards can learn new
spells from scrolls if they have the correct spell inscription
components. These are purchasable from
||The Sneak feat activates
both the Move Silently and the Hide skills.
||A few exceptional spells,
like Stoneskin, require special, expensive material components.
||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.
||Treasure chests are better
stocked when you play adventures on higher difficulty settings.
||Collectable objects found
on monsters and around dungeons can be traded to Collector NPCs for useful
items. They cannot be sold to vendors.
||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.
||You can make the adventure
display translucent or invisible by clicking on the 'eye' button in the top
||When an adventure is
complete, you can hit the 'Finished' button to quickly teleport out of the
||A Healer's Kit helps you to
stabilize party members who are incapacitated but not yet dead.
||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.
||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.
||The party leader can
convert a party to a raid party by right clicking on the party display.
show you where quest giving NPCs are.
Door-shaped icons show you where quest entrances are and are gold when
||The sound of things
breaking may attract monsters.
||The entire party shares all
adventure objectives; keep an eye out for optional objectives. They will grant you additional XP.
||Quests are advanced by
completing adventures and talking with NPCs.
||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.
||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.
||Rogues are the best at
detecting and disabling traps. They
also make the best scouts, and may save you time and hit points.
||Keep an eye out for
searchable items like moss clumps, corpses, and rubble to find collectables.
||Many NPCs hang out in
taverns -- talk to them all to collect the quests for that area.
||You must have Thieves'
Tools to use the Disable Device and Open Lock skills.
||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.
||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.
||Hold down the middle mouse
button to rotate the camera to see your character from the front.
||Holding down the Right
Mouse Button will engage mouse-look mode. Releasing the button will bring you
back to cursor mode.
||Press the 'T' key to toggle
mouse-look mode on and off.
||Use the mouse wheel to zoom
in and out on your character.
||Use '/p <message>' to
send a message to your party.
||Messages from your Party
are displayed by default in the 'Party' tab of the chat window.
||You can resize your chat
window by clicking and dragging one of the borders.
||Right-click on a chat tab
to add and remove message types, such as Say, Combat, or Dungeon Master text.
||When you type '/say
<message>' everyone in your general vicinity will be able to read your
||Use '/tell <name>
<message>' to send a message to that particular person.
||You can display multiple
chat windows by right-clicking on a chat tab and selecting 'undock window.'
||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.
||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
||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.
||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.
||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.
||Shields work better if
you're actively blocking with them (hold Shift) and are much more effective
than blocking with weapons.
||The amount of damage bonus
you get from your strength increases when you use two-handed weapons.
||Hitting the 'Tab' key
repeatedly will cycle you through the available combat targets in your area.
||If you possess the Mobility
feat, you gain an Armor Class bonus when tumbling.
||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.
||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.
||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.
||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.
||Ask your party members to
carry your Soulstone to a Resurrection shrine so you can use the shrine.
||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
||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.
||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).
||Your Base Attack Bonus
(BAB) increases as you gain levels.
The rate of increase depends on your class.
||Bardic music is a welcome
addition to a party and allows the bard to inspire fellow party members or
neutralize enemy monsters.
||Bards are not susceptible
to an arcane spell failure chance when wearing Light armor.
||Concentration is essential
for a spell caster in combat. It
allows the character to avoid being interrupted by taking damage while
casting a spell.
||The critical hit multiplier
is the number by which players multiply their normal damage if they roll a
||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.
||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.
||Negative effects on
characters can be removed by a variety of curative spells such as Remove
Disease, Neutralize Poison, Remove Blindness, Lesser Restoration, and
||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.
||The Evasion feat allows a
player to avoid all the damage when making a successful Reflex save rather
than taking half damage.
||The Spell Focus feat makes
the spells of the chosen specific School more difficult to resist.
||A higher Fortitude save
increases your chances of resisting poison, disease, and negative level
||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.
||Metamagic Feats enhance the
functionality of your spells, but make your spells cost more Spell Points
||The paladin's Aura of Good
gives nearby players a bonus to their Armor Class against evil creatures.
||Many feats have
prerequisites such as a certain Base Attack Bonus, the ability to cast a
certain level of spell, or other feats.
||Any character can attempt
to use any weapon but will incur substantial non-proficiency penalties if
they do not have the proper proficiency feat.
||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.
||A higher Reflex save
increases your chances of resisting against Area of Effect (AoE) spells such
as Cone of Cold or Fireball.
||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.
||Oozes, undead, and
constructs are immune to critical hits and a Rogue's sneak attack.
||The higher your Saves
(Fortitude, Reflex, and Will), the more likely you are to resist the effects
of enemy spells.
||Each spell belongs to a
specific magic school based on its effects.
For example, Fireball is an Evocation spell and Summon Monster is a
||Rogues perform their Sneak
Attack when they attack before the creature has detected them or when the
creature is attacking another target.
||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.
||Clerics' cure spells are
automatically memorized to represent their Spontaneous Casting ability. These spells cannot be untrained and are
always available to cast.
||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).
||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
||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.
||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
||A higher Will save
increases your chances of resisting Enchantment spells such as Hold Person or
||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.
||Hold down the 'Ctrl' key
while you click and drag a stack of items to split the stack.
||Press 'Z' to examine your
currently selected item, monster, or player character.
||Heavy armor reduces your
chance to sneak effectively.
||Press the 'I' key to access
||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
||Check your armor's Max Dex
Bonus stat to see if you can get your full Dexterity AC bonus while wearing
||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
||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.
||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.
||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.
||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.
||Carry wooden weapons to use
against rust monsters -- they eat steel.
||Bludgeoning weapons shatter
skeletons, but piercing weapons have little effect.
||Attack oozes and slimes
with bludgeoning weapons; they can
divide if you attack them with swords or arrows.
||Removing your armor and
shield while swimming allows you to swim longer and faster - your breath
meter expires much faster with them equipped.
||If your Breath meter runs
out while swimming, you will start taking damage.
||Be careful of heights! Falling too great of a distance will cause
serious injury or even death.
||Press the 'M' key to open
or close your map.
||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.
||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.
||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.
||Dungeon instances reset 5
minutes after all players in your Party have left the dungeon.
||Press 'R' to toggle
Auto-Run on and off.
||Press the spacebar to jump
-- the higher your Jump skill, the higher you will jump.
||When underwater, you can
press the spacebar to ascend quickly.
||In cities and adventure
areas, most doors you can enter are marked with a yellow swirl.
||Press the 'v' key to toggle
the overhead names that appear above players and NPCs.
||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
||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.
||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.
||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.
||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.
||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
||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.
||Stat damage (Ability score
damage) can be recovered fastest by resting in a tavern, casting restoration
spells (or scrolls), or by drinking restoration potions.
||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.
||Pressing the 'Esc' button
accesses the Main Menu, where you can log out, quit to desktop, open the
options menu, or look for help.
||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.
||You can play with a
gamepad! Go to the Key Mapping tab in
the Options panel to set it up.
||Look through the
key-mapping options to learn the various keys and their functions.
||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.
||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
||Mousing over a Mapnote will
display its name in a tooltip.
||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.
||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.
||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.
||You can jump to one of your
shortcut bars by pressing 'Ctrl' plus the number of the shortcut bar.
||Mouse over any Stat/Ability
score (e.g. Strength, Wisdom) in your character sheet to see how that ability
score is calculated.
||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.
||You can press ALT-ENTER to
toggle between full screen and windowed mode.
||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.
||Repeating the same
adventure or optional objective too many times will decrease the XP given
||Finishing an adventure on
Elite gives a one-time bonus experience of +50%.
||While on an adventure, you
can open the Experience Report UI by pressing the 'X' Key.
||Monsters tend to attack
whoever has dealt the most damage to them.
||Harmful area of effect
spells (AOEs), such as burning hands, will not harm your party members.
||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.
||Glancing blows will awaken
hypnotized or sleeping monsters. Be
careful where you swing that greataxe!
||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
||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
||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.
||Your strength will not
limit the number of coins you can carry.
Coins do not contribute to your encumbrance.
||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.
||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!
||Going through arrows or
bolts too fast? Those favored by House
Deneith can purchase 'Sturdy' bolts and arrows, which are not expended as
||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.
||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.
||The 'Lock' icon in the
examine window allows you to keep an examine window open and compare multiple
||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
||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.
||If the game cannot connect
after an update, you may need to reset your firewall settings for DDO files.
||If a monster attacks you
from behind it will get a +2 bonus to hit for flanking you.
||You can disable guild names
shown above players' heads by changing that setting on the UI Settings page
of the Options Menu (ctrl + O).
||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.
||A held or paralyzed monster
will be automatically critically hit, regardless of your proficiency with a
||Most items can be placed on
your shortcut bar, not just your weapons and weapon sets.
||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.
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.
||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.
||Unlike positive energy
spells like Cure Critical Wounds, the Paladin Lay On Hands ability has no
penalty when used to heal Warforged.
||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.
||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.
||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
||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.
||A cleric's Raise Dead spell
or a resurrection shrine will return you to life with your current spell
||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
||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
||Taking screen shots with
Ctrl-P writes the picture file to the folder named 'Dungeons and Dragons
Online' located in 'My Documents'.
||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.
||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.
||Using a rest shrine will
remove most spell effects currently on your character, including both
favorable and harmful ones.
||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.
||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.
||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.
||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.
||All sorts of potions,
including exclusive Spell Point potions, are available at the DDO Store.
||Check your encumbrance
before swimming. An encumbrance level
of medium or higher greatly decreases your ability to swim.
||The Trip skill is more
successful the stronger your character is.
||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.
||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.
||Exotic weapons like
khopeshes and heavy repeating crossbows can be powerful, but require you to
take a special feat to gain proficiency with them.
||You can alter bloom
effects, level of detail, and many other graphical settings on the Adv
Graphics page of the Options Menu.
||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
||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.
||Dragonshard Fragments can
be combined at a Stone of Change if you place a large enough number of them
into the device.
||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.
||Death is a traumatic
experience. When you die, you will be
affected by resurrection sickness that goes away over time.
||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.
||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.
||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