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Dungeons & Dragons Online Guides » Warforged Guide

Posted on 2008-12-04 by adminNo comments


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<p>Warforged are the most unique race of Eberron, and have interesting and powerful abilities which make them very fun to play.  However, with their unique abilities come different limitations which players who wish to play warforged should be aware of,  so that when they plan their character, they have a good idea of what works and what doesn't in character design.</p> <p>History:<br /> The Last War occurred in the Eberron setting before the time that the Dungeons and Dragons Online (DDO) is set.  During the Last War, House Cannith created a group of construct soldiers who were then sold to any side in the war that wished it.  As House Cannith produced more sophisticated "warforged" soldiers, they eventually created self aware beings.  While these beings were alive, subject to spells such as raise dead and so on, they were not made of flesh, instead being a composite of metal, flesh and stone.  They did not appear to have souls (since they did not "go" to any reward when they died), but other qualities about their status in the spiritual world is unclear.<br /> <!--more--><br /> At the end of the Last War, the leading monarch in the Treaty of Thronehold (as it was called) caused Warforged to be considered free and self willed, released from the control of the signatories of the treaty, and had the creation forges of House Cannith destroyed (though rumors persist that forges exist, found here or there throughout Eberron).  Since Warforged had no society to develop in, they eventually reacted in a myriad of ways to their freedom.  Some continued to work as indentured servants for their former masters.  Some went their own ways in warlike and non warlike professions.  Some rejected the entire societies of Eberron, and now can be found in a wasteland, worshiping a warforged deity who's body they are creating, and led by a warforged known as "the Lord of Blades" who, it appears from DDO's approach to the lord of the blades, has or is attaining deityhood (since they get benefits from worshiping him).</p> <p>Warforged Nature: </p> <p>Warforged do not sleep or eat.  In the pen and paper Eberron setting, they do not breathe, but in DDO they can drown (it takes a long, long time).  They are immune to poison, disease and energy drain (but not ability damage, such as wraith con damage).  Warforged are also immune to sleep, paralysis, exhaustion, fatigue. Warforged have no society, and as such, have a difficult time relating to others, and are often gullible or lacking in understanding of things one normally would learn in one's parent society.  As such they have a +2 Constitution bonus (due to their hardy bodies) and a -2 penalty to Charisma and Wisdom. </p> <p>In pen and paper rules, warforged are not healed by clerical magic, but instead, by arcane repair magic.  In DDO, warforged receive a 50% penalty to the effect of healing magic upon them (but not paladin lay on hands), but are healing by repair magic (cast by arcane casters).  This penalty can be affected by enhancements however.  Warforged cannot wear armor, including robes, but can use sheilds.   However, they can wear clothing such as boots, goggles, gloves and so on.  There is a unique item that takes the armor slot for Warforged, called "Docents" which are magical orbs or similar items that can be inserted into a warforged's body to grant magical qualities to a warforged.  These no only change the appearance of the warforged slightly, they also provide enhancement bonuses (enhancement bonuses such as found on armor), and other qualities.  </p> <p>Basically in game terms they are warforged only armors that have no armor bonus, that except the "no armor" rule for warforged.  Warforged can choose to take armor types that grant improvements to their bodies via natural damage reduction, by choosing specific feats.  The base "composite armor" body warforged receive without choosing any feats provides a +2 armor class bonus, light fortification (25% chance to ignore sneak attacks and critical hits) and 5% spell failure chance, and counts as light armor.  Warforged do not bleed to death when at -1 through -10 hit points.</p> <p>Warforged Professions:<br /> Warforged have benefits and penalties for any class.  In general, warforged make any class more fit for surviving and acting in combat.  However, that quality doesn't always fit well with a class, and the interactions between the benefits a warforged gets and class abilities are not always obvious.</p> <p>Class Name<br /> Benefits of being Warforged<br /> Detractions of being warforged</p> <p>Fighter<br /> Immunities to "person" spells, poison, disease and energy drain, built in damage reduction, warforged enhancements are geared toward melee abilities, Constitution is primary statistic<br /> Difficulty in finding specific types of docents (since most don't use them), wisdom is a penalty (so penalty to will saves), healing is weaker without using enhancements to heal self, must take enhancements for armor class bonuses (rather than wear armor).  Cannot have Dragonmarks.  Must use feats for heavier armor types upon creation.</p> <p>Barbarian<br /> Immunities to "person" spells, poison, disease and energy drain, built in damage reduction, warforged enhancements are geared toward melee abilities, Constitution is primary statistic.  Not affected by barbarian exhaustion<br /> Difficulty in finding specific types of docents (since most don't use them), wisdom is a penalty (so penalty to will saves), healing is weaker without using enhancements to heal self, must take enhancements for armor class bonuses (rather than wear armor).  Damage reduction of Warforged body does not stack with Barbarian damage reduction.  Cannot have Dragonmarks.  Must use feat at creation for armor types heavier than light.</p> <p>Ranger<br /> Immunities to "person" spells, poison, disease and energy drain, built in damage reduction, warforged enhancements are geared toward melee abilities, Constitution is primary statistic.<br /> Difficulty in finding specific types of docents (since most don't use them), wisdom is a penalty (so penalty to will saves and ranger spells), healing is weaker without using enhancements to heal self, must take enhancements for armor class bonuses (rather than wear armor). Cannot have Dragonmarks.  Charisma penalty hurt's ranger empathy ability.  Must use feats at creation for armor types heavier than light.</p> <p>Paladin<br /> Immunities to "person" spells, poison, disease and energy drain, built in damage reduction, warforged enhancements are geared toward melee abilities, Constitution is primary statistic.  Unique Warforged Only faith based enhancements are available<br /> Difficulty in finding specific types of docents (since most don't use them), wisdom is a penalty (so penalty to will saves and paladin spells), healing is weaker without using enhancements to heal self, must take enhancements for armor class bonuses (rather than wear armor). Cannot have Dragonmarks.  Charisma penalty hurts paladin abilities.  Must use feats for heavier armor types than light upon creation.</p> <p>Rogue<br /> Immunities to "person" spells, poison, disease and energy drain, built in damage reduction.<br /> Difficulty in finding specific types of docents (since most don't use them), wisdom is a penalty (so penalty to will saves), healing is weaker without using enhancements to heal self, must take enhancements for armor class bonuses (rather than wear armor). Cannot have Dragonmarks.  Wisdom and Charisma penalty hurts skill based upon these ability scores.  Since rogue abilities often avoid poison, disease and other affects, there is an overlap of abilities between class/race choice.  Must use feats upon creation for heavier armor types than light.</p> <p>Cleric<br /> Immunities to "person" spells, poison, disease and energy drain, built in damage reduction.  Unique faith based enhancements available to warforged clerics and paladins.<br /> Difficulty in finding specific types of docents (since most don't use them), wisdom is a penalty (so penalty to will saves), healing is weaker without using enhancements to heal self, must take enhancements for armor class bonuses (rather than wear armor). Cannot have Dragonmarks.  Wisdom and Charisma penalty hurts skill based upon these ability scores, and clerical spell and turning abilities.  Since clerical spells can heal the things a warforged is immune to, class and race abilities can be reduntant.  Warforged enhancements are geared toward melee not clerical abilties.  Must use feats upon creation for armor types heavier than light.</p> <p>Wizard<br /> Immunities to "person" spells, poison, disease and energy drain, built in damage reduction.  Can self heal using repair spells.  Docents can provide enhancement bonuses to armor class without arcane casting penalties.<br /> Difficulty in finding specific types of docents (since most don't use them),   Healing is weaker without using enhancements to heal self.  Cannot have Dragonmarks.   Warforged enhancements are geared toward melee not arcane abilties.  Composite body provides a 5% spell failure penalty.</p> <p>Sorcerer<br /> Immunities to "person" spells, poison, disease and energy drain, built in damage reduction.  Can self heal using repair spells.  Docents can provide enhancement bonuses to armor class without arcane casting penalties. Difficulty in finding specific types of docents (since most don't use them),   Healing is weaker without using enhancements to heal self.  Cannot have Dragonmarks.   Warforged enhancements are geared toward melee not arcane abilties.  Charisma penalty toward primary sorcerer ability score.  Composite body provides a 5% spell failure penalty.<br /> Bard<br /> Immunities to "person" spells, poison, disease and energy drain, built in damage reduction.  Can self heal using repair spells.  Docents can provide enhancement bonuses to armor class without arcane casting penalties. Difficulty in finding specific types of docents (since most don't use them),   Healing is weaker without using enhancements to heal self.  Cannot have Dragonmarks.   Warforged enhancements are geared toward melee not arcane abilties.  Charisma penalty toward primary sorcerer ability score.  Must use feats upon creation for armor types heavier than light, and further feats to make those armors light type.</p> <p>Note that warforged benefits and detractions weigh differently from class to class.  For example, it would appear that the charisma and wisdom penalties a warforged paladin would get would make that class/race choice a bad idea.  But remember that the benefit of a paladin's charisma is fairly good, even with a midling ability score, and the benefit of damage reduction is worth the exchange for this loss.  </p> <p>On the other hand, a warforged barbarian's loss of the "post rage" enhaustion ability is nice, but since the damage reduction of the class and race does not stack, and barbarians usually make saves against the things warforged are immune to, many of the presumed benefits of a warforged barbarian choice are quite negligible, especially  considering their penalty to healing magic's effectiveness toward them.  In that case, the immunity to "person" spells such as hold person and dominate person is very useful, however.  Very  careful choice of enhancements and feats can do wonder's in mitigating the problems warforged class choices have.</p> <p>Warforged Feats:<br /> Warforged have unique feats that are available only to their race.  Many of these must be picked at creation, and the need for these feats for one build can mitigate that builds usefulness.  Note that enhancements that affect armor type also the "armor" warforged feats below.</p> <p>Feat Name<br /> Feat Qualities</p> <p>Adamantine Body<br /> Adamantine body counts as heavy armor, grants a +8 armor bonus and damage reduction 2/adamantine, but also provides a 35% arcane spell failure chance, -5 armor check penalty to certain skills, and a +1 maximum Dex bonus. Must be taken upon character creation.</p> <p>Mithril Body<br /> Mithral body counts as light armor and grants a +5 armor bonus, but also provides a 15% arcane spell failure chance, -2 armor check penalty to certain skills, and a +5 maximum Dex bonus.  Must be taken upon character creation</p> <p>Mithril Fluidity<br /> The maximum Dex bonus you have is increased by 1, and the armor check penalties are decreased by 1.<br /> Improved Fortification<br /> Improves your warforged fortification, granting you immunity to sneak attacks and extra damage from critical hits. However, you lose the ability to be healed by spells from the healing subschool, such as cure light wounds. You must have a base attack bonus of +6 before taking this ability.</p> <p>Improved Damage Reduction<br /> You gain damage reduction 1/adamantine, or improve your existing damage reduction by 1/adamantine.  This can be taken multiple times.</p> <p>Warforged Enhancements:<br /> Warforged Enhancements are too numerous to list here.  However, they can be found here.  Of note, there are certain enhancements that provide great benefits in mitigating some of the issues warforged face.  Warforged inscribed armor can mitigate spell casting failure, and there are docents available which assist in this.  Warforged receive a constitution bonus as an enhancement, which is useful for any class.  They also receive a damage reduction enhancement, theoretically a warforged can attain a damage reduction of 9/adamantine by taking multiple improved damage reduction feats as character feats, and taking these enhancements along with adamantine body.  Finally, warforged healer's friend enhancements can mitigate the penalty a warforged has with healing spells, reducing the healing spell penalty to only 25%.</p> <p>In Parting: Warforged Builds<br /> Some warforged builds are available for ideas on how various warforged might be developed.  Note that these can be used "as is" or as ways to generate your own, unique, build which you might choose.</p> <p>The Undead Slayer:  A warforged paladin/fighter dedicated to the destruction of undead.<br /> The Bladesworn Knight: A warforged paladin/fighter dedicated to the service of the lord of blades.</p>
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DDO Quest Guides

Posted on 2008-12-04 by adminNo comments


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<p>The quest guides below will help you in your journey through Stormreach. The data in these quest guides has been collected by dedicated DDO @ Ten Ton Hammer writers who actually went through the quests.</p> <p>We did not use data miners or anybody's notes for these quests. We sat at a computer with a notepad and paper and wrote as fast as we could. Sometimes our party members would get mad at us. Nobody wanted to wait for us to collect quest data. But we felt it was worth it to bring DDO fans a quest database from a network that doesn't let gold-farmers pay the bills.</p> <p>If you spot an error in one of our guides, please let us know. At this time, we do not have a place for readers to submit quest guides, but that could happen in the future.<br /> <!--more--><br /> A Matter of Protection</p> <p>QUOTE:<br /> Ralsu and I made our way back to The Leaky Dinghy where we parted company. Once again I found myself cleaning up and trying to rid myself of the smell of sewer sludge. When I felt refreshed, I took a seat at the bar and ordered a tall ale and a warm plate of food. I hadn’t been aware of just how hungry I was until I smelled the aroma of cooking meat wafting from the kitchen.</p> <p>“What is it with sewers?” I complained to the man next to me, a muscular fellow with flame red hair and a full beard to match. “It seems there are a lot of people in this city intent on having adventurers wade around in Stormreach’s filth.”</p> <p>He looked up from his mug and nodded grimly. “Aye, it seems that way.” He extended a hand toward me. “Name’s Aloyce McLowen. Have you been here in Stormreach long?”</p> <p>“No, she hasn’t,” a familiar voice answered. From the opposite side of Aloyce, Ralsu leaned out over the bar, grinning at me like a fool. “I see you two are getting acquainted.” The bard nodded toward Aloyce, then winked at me. Bards!</p> <p>Aloyce looked from Ralsu, to me, then back again. “You two know each other?” he asked.</p> <p>“In a manner of speaking,” I grumbled. “It seems we’ve somehow become adventuring partners.”</p> <p>“Yes,” said Ralsu. “It would seem. Haven’t a clue how that happened.” He took a long pull from his ale and set it down on the bar with a thud. “At any rate, Aloyce and I were just chatting, and he tells me he’s looking for some work. We heard there’s a gentleman here in the Dinghy looking for help, and for once it doesn’t involve the sewers.”</p> <p>“Carberent d’ Deneith,” Aloyce said. “He’s looking to protect a shipment from bandits; we should seek him out.”</p> <p>We finished our meals and found d’ Deneith nervously wringing his hands. He told us that he feared his shipment of goods was in danger of being stolen by bandits. “Go to Kenebrooke's basement in the Harbormaster’s Plaza and defend my shipment!” he said. We promised him we would guard his crate, and we set off.</p> <p>“This isn’t much of an adventure,” I muttered to Ralsu as we made our way down the stairs from The Leaky Dinghy. “Guarding a crate--what sort of challenge is there in that?”</p> <p>“It’s work,” Ralsu answered, “And it garners us favor with House Deneith. Besides, we could use a bit of a respite.”</p> <p>As we made our way up the ramps toward the Harbormaster’s Plaza, I watched Ralsu hurry on ahead. “Is he always this eager?” Aloyce asked me.</p> <p>“Sometimes it’s even worse,” I said, and the man and I grinned at each other. “So, what’s your trade, Aloyce? Your heavy armor gives you the look of a fighter.”</p> <p>“I’m no mere fighter,” he replied, lifting his chin with pride, “I am a paladin.”</p> <p>“Hmm. I see,” I answered. I’ve never had much use for holy zealots. My own healing abilities and fighting skills had been passed down to me through a family legacy--a natural gift bestowed upon us from the gods. I’d never put much stock in crusades. But something about Aloyce told me he was a decent sort.</p> <p>While I was pondering Aloyce, I saw Ralsu suddenly slip and tumble off the ramp above us. I gasped, hoping that he’d not been injured in the fall. I hurried down to check on him and found him clutching his ankle, the same one he’d twisted earlier. I laid my hands on him and healed the sprain. “You really need to be more careful,” I admonished.</p> <p>“Careful?” he sputtered, “Shay, I was pushed! I swear that Chelsea Potter has it in for me. This is the second time she’s nudged me off those ramps.”</p> <p>I rolled my eyes. “The sooner you make peace with your own clumsiness, the happier in life you’ll be. Accept your fate, Ralsu.”</p> <p>“Pushed, I tell you!” Ralsu growled.</p> <p>Finally we reached the door that led to Kenebrooke’s basement, where d' Deneith's precious shipment lay. We found a white haired man standing outside. He was dressed in the robes of magic man; a sorcerer, by the looks of it. “I take it you’re not a bandit,” I said to him.</p> <p>“Indeed not,” he replied. “I am Calten Slyfox. I have been ordered to protect Carberent d’ Deneith’s artifact.”</p> <p>“This must be some artifact,” Ralsu quipped. “We’re here for the same purpose. Join us, and we can all stand around a crate together.”</p> <p>We made our way into the basement cautiously, but we saw no signs of treachery. We found the shipment in a back corner inside a crate that seemed to glow faintly in the dim light. “Strange,” I muttered. Ralsu glanced at me and nodded his agreement. We took our posts around the crate, and I felt an instant unease--someone or something was watching us.</p> <p>“Just to be safe...” I said. I raised my hands above my head and uttered an incantation. Glowing light descended upon me, and then took the form of a spectral dog, a construct that would fight for me if necessary. The beast growled into the gloom, and it was then that I saw the shadowy figure crouched and moving toward me.</p> <p>“Heads up!” I cried to my party members, who instantly took arms. I swung my mace at the shadow, and as I connected with it I could clearly see it for what it was. “Bandits!” I shouted.</p> <p>There were two of them, and Aloyce and I took to them viciously, swinging our weapons and thwarting their blows with our shields by turn. Ralsu kept to their backs, darting at them with his rapier brandished. It wasn’t long before we’d defeated them. </p> <p>“There will be more,” said Calten. “I know this group; it’s Emmerick Carlsbad’s clan. I can tell by their dress, and their stench.”</p> <p>The sorcerer was right. My spectral companion growled into the gloom once more and we spotted more brigands making their way toward us, trying to use stealth to remain undetected. Several of them were upon us quickly, and I saw both Ralsu and Aloyce take punishing blows from the thugs. I drew back, chanted an incantation, and healed them each by turn. Calten hung back in a corner, whispering his own magical words, and I watched as several bolts of magic tore into the flesh of the bandits, the manifestation of his spell. </p> <p>The onslaught of bandit raiders continued, and we soon found ourselves growing weary from the fight. Just as we’d finish off one wave of thugs, another would emerge, making their way toward us by cover of stealth, and then lunging at us with a surprise attack. Had it not been for Ralsu’s mesmerizing magic and my healing abilities, we might not have survived. </p> <p>My spectral dog had since dissipated, vanished as quickly as I had called it, and I was tired from both my magical efforts and hefting my heavy mace at the would-be thieves. Just then, I heard Calten’s surprised gasp, “It’s their leader!” he said, “It’s Emmerick Carlsbad!”</p> <p>The gang leader leaped at us, and it was clear the huge man was no ordinary brigand but a skilled fighter. Aloyce went after him with eyes blazing and sword brandished, and Ralsu dove in from behind, driving his rapier into Carlsbad’s broad back. The bandit howled but continued to fight with nearly inhuman strength. I watched my friends closely from the corner of my eye as I fought off the other bandit thugs that had arrived with Carlsbad. Whenever one of them would sneak past me, he would begin hacking away at d’Deneith’s  shipment, and I noticed that the crate had sustained some damage, but remained unbroken.</p> <p>A blinding light shot out from behind me and struck the bandit leader and I saw Emmerick Carlsbad fall to the floor. I turned to see Calten panting, a faint glow still emanating from one hand. I pushed back the last brigand with a quick bash from my steel shield, which sent him flying back into Ralsu’s waiting rapier. I saw the light in the bandit’s eyes snuffed out as he fell, defeated. </p> <p>“And that’s that,” said Ralsu, wiping his blade clean and sheathing it. “I think we’ve seen the last of Carlsbad’s clan.”</p> <p>“We couldn’t have managed this without you,” I said to our new companions. I took Calten’s hand and shook it vigorously, then clapped Aloyce on the shoulder.</p> <p>“Turns out this was no routine guard duty,” Ralsu agreed. </p> <p>We returned to The Leaky Dinghy and reported to Carberent d’ Deneith that his shipment was safe and the bandits destroyed. Then we sat down for another drink with our friends.</p>
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General DDO Spells Guides

Posted on 2008-12-04 by adminNo comments


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<p>Spell-casting Basics for the Divine and Arcane Caster</p> <p>Success as a divine or arcane caster requires understanding basic principles in how magic works in Dungeons and Dragons Online (DDO).  By learning these principles, you form the basis for excelling in spell-casting regardless of what spell-casting class you wish to play.</p> <p>Choosing Primary Characteristics:</p> <p>The primary characteristic of a spell-casting class is of utmost importance.  Your primary characteristic determines how well you cast spells, whether you receive bonus spell slots you can prepare, and the highest level spell you can learn for your class. Paladins, clerics and rangers share wisdom as their primary ability for spell casting.  Bards and sorcerers share charisma, and wizard use intelligence as theirs.<br /> <!--more--><br /> Each even point above 10 that your primary characteristic has gives a bonus of 1 to the difficulty class of your spells. Similarly, your primary characteristic bonus translates directly into bonus spell points.</p> <p>You can only cast spells of spell levels equal to your primary characteristic minus 10 or lower.  So if you have reached 9th level as a wizard, and now have 5th level spells available, but you only have 14 intelligence, then you cannot cast 5th level spells.  </p> <p>Characters receive enhancements as they level throughout their adventuring career, and some of these enhancements increase a statistic, including a spell-casters primary characteristic.  It should be noted that these enhancements are not permanent, since you can change them as your level, and as such, with regard to spell-casting, only affect the difficulty class of the spells you cast.  They do not provide extra spell slots, or extra spell points, nor do they increase the level of spell you can cast.</p> <p>At every level divisible by four (4, 8, etc.) a character receives the opportunity to raise one statistic by one point.  These characteristic increases are permanent, and will (retroactively to previous levels) raise your spell point total, and provide bonus spell slots.</p> <p>Gaining spells:</p> <p>Wizards have to copy their spells into their spell books for them to be available. To do so, they must purchase the expensive scribing components for the appropriate level of spell.  These are available at arcane reagent vendors throughout Stormreach.  Once the scribing material for a spell level is available, the wizard selects a scroll containing the spell he wishes to scribe, and then clicks the scribe skill.  After a short time, the spell will be scribed into the wizard’s spell book.  If a wizard has a higher level scroll and scribing material, the wizard can copy the spell into his spell book, even if he cannot yet cast that level of spell.</p> <p>Clerics, bards, rangers and paladins have access to all spells of their level automatically.  Clerics automatically have cure spells prepared when they prepare spells.  Sorcerers and bards only gain new spells as they level, and do not need to keep spell books.</p> <p>Gaining spell points:</p> <p>All classes gain spell points when they gain the ability to cast spells. You receive a set number of spell points for your class at each level, plus bonus spell points for having a high primary statistic, and you can have bonus spell points for items, feats and enhancements. While I haven’t yet been able to determine exact numbers for upper levels, wizards and clerics start with 100 spell points, sorcerers with 150, bards with 50. For bonus spell points based upon your primary statistic, use the following formula:</p> <p>Bonus spell points = your primary statistic bonus x 10 (for level 1) + your primary statistic bonus for each level after.</p> <p>For example, a wizard with a 18 intelligence has a + 4 bonus due to intelligence, gaining 40 bonus spell points at level 1, and 4 bonus spell points each level after on top of that.  If the wizard ever brought his intelligence permanently to 20, than the bonus would be 50 for level 1, and +5 spell points for each level after, and these would apply retroactively.</p> <p>Spells cost 10 points for a first level spell, and each spell level higher costs 5 points more than the previous spell level.</p> <p>Spell Components:<br /> Spell components are the needed ingredients, besides will power and knowledge, needed to cast a spell.  For example, the tumble spell requires material, verbal and somatic components to cast.</p> <p>If a spell does not require a verbal component, then the caster can be prevented from speaking by circumstance and still cast the spell.  If a caster does not have the correct material component for a spell (and is not able to use the Eschew Material feat), then the caster cannot cast the spell.  If the caster wishes to cast a spell that does not require a somatic (movement related) spell component, then there is no penalty for that caster if that caster is bound, wearing armor, or otherwise hindered.</p> <p>Material components can be found at arcane reagent vendors throughout Stormreach.   Each spell level has a material component for it.  Some spells require more than one level spell component.  A second level cleric spell might, for example, require a single 2nd and 1st level spell component to be cast.</p> <p>Preparing Spells:</p> <p>All classes must prepare spells. Based upon your class, you have a number of “slots” to prepare spells in for each spell level.  Clerics must have one slot each level designated toward a cure spell.  For example, a cleric can have up to 3 spell level 1 slots at character level 1 for preparing spells.  In this case one slot (for clerics) is always a cure light wounds spell, and the other two would be any two spells from the clerics spell list for that level.</p> <p>To prepare a spell, first go to the spell section of your character sheet, and drag out any spells you don’t want to keep from the slots at the bottom of each level’s page.  Then drag in the spell you wish to cast from your spell list.  If you wish to have your spell on your hotbar, then drag the spell from your spell list to a spot on your hotbar.</p> <p>By understanding the basics of spell-casting you can start in Eberron with a firm understanding of how to pick ability scores for spell casting, how to prepare spells, and how to increase the spells in your repertoire as your advance.</p>
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Advanced Spell Casting Concepts in DDO

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<p>Once you get past character generation and the first few adventures, it can be difficult to understand some of the complicated factors involved in spell casting.  It’s important to know what affects the success of spell casting, and how feat and skill choices affect a character’s development, before moving along in one’s career as a divine or arcane spell caster.</p> <p>Armor Checks</p> <p>Wearing armor causes arcane spell casters (wizards and sorcerers) difficulty in casting. Divine spell casters (clerics, rangers and paladins) do not have this issue because, in effect, instead of casting spells they are asking their god to cause the spell to happen for them. Warforged, because they are made of less flexible materials than other races, also suffer difficulty casting arcane spells. Whenever an arcane caster casts a spell, the percentage chance of the arcane spell failing is checked. It is not necessary to make an armor check when casting a spell without a somatic (body/movement-based) component, such as Blindness.<br /> <!--more--><br /> Most spells require somatic components, and usually this is disruptive enough to prevent the use of armor for arcane spell casters. Since certain spells, such as Blindness and Otto’s Irresistible Dance do not require somatic components, wearing armor is a viable option for fighter mages and similar character builds.</p> <p>Concentration</p> <p>When casting a spell, concentration is essential. Concentration is a skill that enables a spell-caster to avoid having their spells disrupted during casting. In the pen-and-paper game Dungeons &#038; Dragons (D&#038;D) concentration checks may be made when you’re taking damage during spell casting, or when you’re in environmental conditions that could break your concentration, such as in high wind, and so on. In DDO, it appears concentration only applies when taking damage. There are two types of checks made when taking damage while casting spells: one is for continuous damage and the other is for taking damage only once.</p> <p>Continuous damage requires a concentration check of Difficulty Class (DC) 10 + half the continuous damage taken while casting a spell. </p> <p>The DC of a concentration check for non-continuous damage is 10 + the amount of damage taken. </p> <p>An example of a type of continuous damage is acid damage caused by the spell Melf’s Acid Arrow, or any other spell or effect that causes damage over time.</p> <p>Some feats and enhancements, such as Combat Casting, can add to concentration skills by substantial amounts.</p> <p>Difficulty Classes</p> <p>Spells in DDO have a difficulty class (DC) based upon the level of the spell, your primary ability score for your class, and feats. The higher the difficulty class of a spell, the more difficult a spell is to resist.  The exact formula for this is as follows: </p> <p>Difficulty class = 10 + the level of the spell + the ability score modifier of the primary ability score of the caster + bonuses due to feats.  </p> <p>For example, if a wizard has 15 intelligence and has the Spell Focus: Enchantment feat, and he casts Sleep (a first level spell of the enchantment school of magic), then the DC of the spell that must be saved against is 14.</p> <p>The primary ability score of a spell-caster is based upon the class of the spell-caster.  The primary ability for wizards is intelligence; sorcerers and bards use charisma; and clerics, rangers and paladins use wisdom. To determine the bonus for a spell-caster added to the difficulty class, add 1 for each 2 points above 10 in the ability score.  So a 15 intelligence provides a +2 bonus for a wizard.  Temporary bonuses to abilities, such as the bonuses provided by spells like Fox’s Cunning, Owl’s Wisdom and Eagle’s Splendor, count for this bonus. These spells add a +4 ability bonus, so the +2 that is gained in turn to casting ability from using these spells can be quite helpful.</p> <p>The feats that provide bonuses to spells are based upon the schools of the spells.  Spells are divided into 8 different schools, based upon how these spells function. The schools of magic in DDO are listed below.</p> <p>Evocation: causes an energy to form and be directed in the world<br /> Divination: finding information through magical means<br /> Transmutation: change the nature of something into something else<br /> Conjuration: draws a creature or affect from another world to this one<br /> Necromancy: magic that affects or is affected by the dead and the power of undeath<br /> Abjuration: magic that repels, banishes or protects<br /> Enchantment: spells that affect the minds of creatures<br /> Illusion: magic that affects the senses of creatures or changes how a thing is perceived</p> <p>All magic has a school it is assigned to, for example, invisibility (since it makes you no longer visible) is an illusion. The feats that provide bonuses to DC’s are called Spell Focus.  Spell Focus provides a +1 increase to the appropriate spells.</p> <p>Certain schools of spells are more effective against certain types of creatures.  Enchantment spells, for example, while powerful, do not affect giant vermin, oozes, constructs or undead.  However, necromancy often has spells that are particularly effective against undead. While I do not know if this rule is applied to DDO, conjuration spells normally do not require a spell resistance check (when applicable) to succeed, and are therefore particularly effective against demons and highly magical creatures who tend to have spell resistance.</p> <p>Other schools do not depend as much on your opponents failing saving throws in order to be effective. Evocation, since spells of this type usually do half damage even when a save is made, is one of these schools of magic.</p> <p>Metamagic Feats</p> <p>Metamagic is a way of changing the nature of a specific spell.  Using metamagic, a spell caster can make spells last longer, make them reach farther, make them more difficult to resist, or even make them do more damage.  The ability to manipulate metamagic in DDO is gained by acquiring metamagic feats.</p> <p>To use a metamagic feat in DDO, the caster activates the feat, and until deactivated, any spell that can be modified by that type of metamagic will have the feat’s affect applied to it. When a spell is cast under the effect of a metamagic feat, the spell costs additional spell points, based upon what metamagic feat was used.</p> <p>Metamagic feats, while increasing the spell costs of spells, can make spells much more useful. For example, Extend Spell increases the costs of a spell by half, but doubles the duration of the spell. So if the spell being extended is something always kept active by a caster, than Extend Spell makes the spell much less expensive, since the caster will only have to cast the spell half as much.</p> <p>The following are the metamagic feats in DDO:<br /> Empower Healing Spell:  spell heals ½ more damage, but costs ½ additional to normal cost.  This additional healing also applies to this spell when used to damage undead.</p> <p>Empower Spell: spell causes ½ more damage, but costs twice as much</p> <p>Enlarge Spell: doubles the range of the spell, but costs ½ additional to normal cost.</p> <p>Eschew Materials: spell does not use spell components, but costs 1/3 additional to normal cost.</p> <p>Extend Spell: spell lasts twice as long but costs ½ additional to normal cost.</p> <p>Heighten Spell:  spell level is increased to the highest level you can cast, cost of spell is increased to that of the highest level you can cast.  You must be able to cast 2nd level spells to acquire this feat.</p> <p>Maximize Spell:  spell deals double damage.  Spell costs three times as much.</p> <p>Quicken Spell:  spell is cast in a short duration and cannot be interrupted.  Spell costs twice as much. </p> <p>It’s important to understand how spell casting works, especially when you start to expand beyond the basic spell caster build.  Casting in armor and using metamagic can be complicated, and making the right choices in build and equipment can spell the difference between a successful and unsuccessful spell caster.  When you understand these complications, it’s possible to experiment with different builds, such as specializing in certain schools of magic, or a mixed combatant/spellcaster build.</p>
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DDO strategy: soloing incapped healing trick

Posted on 2008-12-04 by adminNo comments


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<p>This is a simple strategy, but one that works when soloing or looting a dungeon or chest.<br /> 1)If you become incapacitated while on a solo mission, DO NOT RELEASE!<br /> 2) You will need to "quit" and relaunch your client, you can not log out as the game will not give you that option.<br /> 3)Once back on your character screen select a different character and log in and waste 5 mins.<br /> 4)Then log out and log back in with your previously incapped character.<br /> 5)You will find yourself still incapped but placed back at your bind point and healing 1 hit point per round.<br /> 6) Eventually you will stand back up and will have suffered no XP debt for your trouble.<br /> You'll saved tons of XP utilizing this strategy.<br /> Hope that it helps all those die hard solo freaks</p>
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Dungeons & Dragons Online Guides » Giant Cave Farming

Posted on 2008-12-04 by adminNo comments


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Once a week, a friend and me ransack the Giant's Cave on elite three times in a row. Wizard and Fighter. Enter the cave, cast invis and haste and move to the shrine ignoring all giants (try to be careful, but for the most part the ignore you or follow you just some steps). Kill the giant before the shrine to clear the way (this giant is alone and if you manage to arrive there without any other following you, it's easy: just Otto's the giant and kill it). Then cast invis again, haste and fire prot, and move to where the two chests are, surrounded by 6 giants. On the way there, you'll find three more giants that will notice you if you pass near them. You have two options: ignore them and keep running, or charm/suggest the second one (this one blocks the third and you can defeat the first one easily if fire protected). Ignore the other two (that are fighting), invis again if needed, and move to the last group. There are two giants protecting the chests that you need to get rid of charming them or casting suggestion, so they will block the rest. An Otto's here or there can be lot of useful (I don't have Hold Monster yet but I guess that too). Those chests can be ransacked even if the giants are still alive. Do it fast (each one to open each chest, then loot both), and recall or run back if you can. Even if you die, the loot can be worth the small negative XP.
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