Disease, Blindness, and Death

are all a result of excessive masturbation…

In relation to DDO however these are some of the additional effects that can be applied to your character thanks to enemy spellcasters, monsters, and traps. We’re going to look at the following effects with regards to gear:

  • Fear
  • Poison
  • Disease
  • Blindness
  • Paralysis
  • Death

All of the special effects in the game can be prevented or reduced with the right gear.

Poison and Disease

Poison and disease work in similar ways by damaging your stats thus making you weaker and so easier for the enemies to kill you. Diseases usually last longer and are harder to save against but do less damage. Proof Against Poison and Proof Against Disease items are what you need to protect from this. Your only other option is to use thes Neutralize Poison or Cure Disease spells (as applicable) from a friendly spellcaster, ‘clickie’ item, or a potion.

A Proof Against Poison/Disease item has an associated bonus that is applied to saves against poison/disease damage and effects.

Blindness

NPC spellcasters will outright blind you, cast an area effect spell that blinds everyone, or an enemy may have an attack that will blind you. Without this immunity you will see a black screen and have a very difficult time. You can buy blindness removal potions, wands, wait for a friendly spell caster to use one of these, or use a clickie of Blindness Removal. Blindness Ward items usually come as goggles.

Death

Deathblock – This immunity will stop ‘death-like’ spells from killing you. These are mostly one-shot kill spells and an exact list is only known by the developers. Slay living, finger of death, Phantasmal killer, and destruction are the spells you will see the most and this will make you immune to instantly dying from them. Phantasmal Killer will by your first, coming in the form of Tharaak Hounds who will cast it on you. Slay living and finger of death will be cast by beholders and enemy casters by 8th level dungeons, some earlier. Destruction spell will probably be seen first in the raid ‘The tempest Spine’ and is cast by the giants in there. This only protects you from dying specifically from the death effect of those spells, nothing else.

Fear – Normally you would want a fear immunity item at first level, however that is impossible. Until you can find one you have to use fear removal potions on each other and rely on your saving throw. The ‘Reaver’s Ring’ is usable at 8th level and you need to get one. They are cheap on the auction house and can also be looted in ‘the Xorian Cypher’. The spell ‘Greater Heroism’ will also prevent Fear, but that is a high level spell (another is ‘Heroes Feast’). Crafting items at end game can also add immunity to fear. Fear immunity will also prevent ‘despair’ caused by Mummies which paralyzes you in place and will lead to your demise. You need this item.

DDO Traps by EllisDee37

This is from a post by EllisDee37 one of the best forum contributors I have seen:

The traps in DDO are marvels of game design. For a long time when I started playing, I thought an area was trapped and the animations were just window dressing. I was wrong.

The individual elements of the traps are very finely designed. You can maneuver in between blades/spikes/whatever or time them to avoid all damage completely, no saving throws (or evasion) needed. Some specific examples:

Some spinning blades spin for a few seconds, then fold up and disappear into the ground for a couple seconds, then come back out and start all over again. When they disappear in the ground it is safe to run through that area. If there are many spinning blades of this “disappearing” variety, watch them for a minute or so and you’ll invariably see a pattern to their specific design that allows a safe path through them with proper timing.

Other spinning blades move while they spin. In almost all cases, their movement opens up safe pathways through even without waiting for them to fold up and disappear, since not all moving blades disappear.

Spike traps are the most obvious traps with safe lanes. Once activated, it is trivially easy to move between the rows of spikes to avoid all harm.

Guillotine-style blade traps have a fixed timing pattern. Watch them for a bit to see if there’s a longer pause at any point. If so, use that longer pause to navigate through. If not, well, it’s a video game, time to dust off your fine motor skills. heh. You can get through without it hitting you.

Most jet traps (acid, fire, poison, etc…) can simply be jumped over. As a general rule, the closer to the wall the jet is coming from the less high your jump needs to be. Stock up on jump potions from the market and you should be good to go.

Dart traps are similar to spike traps but the safe lanes are a bit less forgiving.

DDO Levelling Guide 7 to 10

Zone Adventure Level Source Notes and Instructions
The
Marketplace
       Start here for Veteran 7
Port Agents       Stock up on   hirelings, ammunition, wands, and potions. Go to House Deneith or Harbor Port   Agent and travel to Three Barrel Cove. Bind to the Spirit Binder in the inn   then go outside and pick up all quests in harbour area.
Port Agents Three Barrel Cove 5-7 Three Barrel Cove Complete all   quests and return to House Deneith when finished. Sell any items that aren’t   immediately useful as you go along but make sure to pick up all of the   Corsair’s Cunning three item set – repeat quests as required to get it (you   will want it for ‘The Pit’ below). The Legend of Two Toed Tobias is the   closest to the town and can be easily repeated for the end reward.
 House   Deneith  The Black   Loch  7 Sentinels of   Stormreach After completing   this head for Vargus d’Deneith and pick up ‘The Pit’. Then go to the   Anvilfire Inn and bind to the Spirit Binder.
House Deneith The Pit 7 F2P Notoriously   difficult so can be skipped but very good XP if you follow the guide.   Afterwards pick up Bargain of Blood (7) from Lille d’Deneith, located in   House Deneith, before heading to House Jorasco
House Deneith General 8 (F2P) There are   additional quests available in the Anvilfire Inn and nearby some of which are   free to play
House Jorasco Delera’s Tomb 5-8 Delera’s Graveyard Go to the Open   Palm Inn, pick up the initial Delera quest from Acolyte Hestair, and bind to   the Spirit Binder
House Jorasco General 5-8 F2P Most of these   quests are free to play, one quest is picked up in the Drowning Sorrows Inn.   Some of the quests from House Jorasco are level 11 so ignore those until   later
The Marketplace The Searing   Heights 4-7 Sentinels of   Stormreach Wilderness area   with entrance to Bargain of Blood dungeon
The Marketplace Devil Assault 6  F2P Leads to   Chronoscope raid
House Deneith General 6-8 (F2P) Don’t forget to   visit the Anvilfire Inn again
House Deneith Sorrowdusk Isle 6-10 Sorrowdusk Isle Do first quest   chain now and second later
House Deneith Sentinels of   Stormreach 7-8 Sentinels of   Stormreach First quest is   Bargain of Blood, see above
House Cannith Cannith Challenges 8 Cannith Challenge   Pack There are a more   of these challenges available from level 8:

  • Kobold Island – The        Disruptor
  • Dr Rushmore’s Mansion –        Moving Targets
  • Lava Caves – Colossal        Crystals
  • Extraplanar Palace – The        Dragon’s Hoard
House Phiarlan The Necropolis 8 Necropolis Part 2 Litany of the Dead   Part 2
House Phiarlan Ruins of Threnal 8-10 Ruins of Threnal  
House Kundarak Vault of Night 8-9 Vault of Night Leads to Vault of   Night raid
House Kundarak The Red Fens 9 The Red Fens  
aHouse Deneith Sorrowdusk Isle 6-10 Sorrowdusk Isle Do second quest   chain now
Port Agents Ataraxia’s Haven 10 Ataraxia’s Haven  

DDO Levelling Guide 1 to 7

Zone Adventure Level Source Notes and Instructions
Start here for Level 1
Korthos Village General 1-2 F2P Explore the village and inn, pick up all quests and complete them before venturing into…
Korthos Island 2 F2P Wilderness Area
Travel to Stormreach harbor
Start here for Veteran 4
The Harbor General 2-4 (F2P) There are plenty of repeatable free to play quests in the Harbor zone
The Harbor The Cerulean Hills 3  F2P Wilderness Area
The Harbor The Waterworks 3-4 F2P There are always groups doing this chain of quests so they can be repeated as desired to pick up additional rewards and XP. Note that the waterworks is a wilderness area so there are the usual slayer and discovery quests in this zone.
The Marketplace The Seal of Shan-to-Kor 3-5 The Seal of Shan-to-Kor
The Marketplace The Catacombs 3-4 Catacombs There are some good rewards from the end of chain loot including eternal wands
The Marketplace The Sharn Syndicate 4 The Sharn Syndicate
The Marketplace General 2-6 (F2P) Some free to play quests here
House Deneith Depths of Despair 4 F2P Go to Hammersmiths’s Inn and bind to the Spirit Binder, this is a set of four dungeons that can be completed one after the other as a series that start with the Depths of Despair
House Phiarlan Tangleroot Gorge 3-7 Tangleroot Gorge Wilderness Area
House Phiarlan The Necropolis 5 Necropolis Part 1 Litany of the Dead Part 1. Note that Tomb of the Burning Heart requires additional players or hirelings so are best done with a group.
House Phiarlan Phiarlan Carnival 5 Phiarlan Carnival Quest series. Included with Menace of the Underdark
House Phiarlan General 5-9 (F2P)
House Kundarak General 5-8 (F2P) Go to the Ever Full Flagon, bind to the Spirit Binder, and pick up all the quests in the inn

Veteran Advice

You may be tempted to ask for advice on the forums and unlike a lot of games the DDO forumgoers are a pretty decent crowd fro giving out advice. However there is something you need to remember about this advice.

The veterans assume you’re in a party and that you followed the most optimal build and that you’re in a high level guild with a full set of ship buffs and that you have all the best possible gear for your level and that you know the game inside out.

If you bear that in mid then the veteran advice is sound. However if you don’t meet all those points then there is something you can do to compensate.

Soloing

If you’re not in a party then you absolutely need a hireling to keep you alive. Get a Cleric or Favoured Soul (or a Bard at a pinch) and they will usually keep you healed through any tough fights.

Buffs

It’s fairly easy to get buffs from potions and wands provided you make sure you smash every breakable chest, vase, urn, or other dungeon debris and collect everything that drops. This will give you a decent start of potions to use when times are hard. More potions and wands can be bought from vendors.

Gear

There’s not a lot you can do about this other than read up on what is required, search the auction house, beg, borrow and steal what you need.

Skilling Up

As yoiu get to higher levels it becomes increasingly necessayr to boost the primary skills required for your role. This chiefly affects rogues and artificers with the plethora of skills they use but also applies to anyone wanting to use Diplomacy, Concentration, Haggle, or Intimidate. Everyone can benefit from improving an array of additional skills that make dungeoneering easier: Balance, Jump, Spot, Search, and Swim.

Skills can be improved by wearing the right items, all of the following slots can be filled with the right gear to provide a bonus:

  • Head
  • Goggles
  • Necklace
  • Cloak
  • Bracers
  • Gloves
  • Belts
  • Boots
  • Rings
  • Trinkets

With such a wide variety of slots available it is easy to improve a number of skills. Bonuses to skill are a suffix on an item. e.g. Cloak of Hide +5. As usual, gear can be obtained through crafting, the auction house, or by opening chest in dungeons. Some named items can provide skill boosts to several skills at once e.g. Troubleshooter’s Goggles.

References:

Energy Resistance Gear

There are five important types of energy damage in the game:

  • Fire
  • Acid
  • Lightning
  • Cold
  • Sonic

There are other types of damage but the five above are the ones that can be protected against with gear. Traps and NPC spell casters are the main sources of energy damage but there are additional environmental effects like lava to be aware of.

Resistance gear will subtract the amount of resistance on the item from the energy damage taken. If you have lesser acid resistance and a Kobold Shaman hits you with a Melf’s Acid Arrow for eight points of damage every two seconds three will be stopped and you will only take five HP damage. Items come in five different strengths (substitute one of the types above for ‘[Energy]’):

  • Lesser [Energy] Resistance reduces damage by three
  • [Energy] Resistance reduces damage by ten
  • Improved [Energy] Resistance reduces damage by twenty
  • Greater [Energy] Resistance reduces damage by thirty
  • Superior[Energy] Resistance reduces damage by forty

The ‘Resist Energy’ and ‘Protection from Energy’ spells available to casters will block similar amounts but resistance items and speels do not stack, only the highest rating will be effective.

Only certain types of gear can be Energy Resistance items:

  • Armour
  • Cloaks
  • Rings
  • Shields

Unless you are a caster with the Resist Energy spell up it is vital to have set of items that will protect you from fire, acid and lightning damage as a minimum. NPC casters in dungeons as low as level four will use Lightning bolt for thirty to sixty plus damage and Melf’s Acid Arrow is another favourite at low levels. Without a Rogue or Artificer in the party the only way through many traps is to take the damage.

Gear can be found in dungeons, crafted, or bought from the auction houses (search for ‘resistance’). I can’t emphasise enough how important it is to have some energy resistance, taking buckets of spell or trap damage is the numder one way to get oneshotted in the game, especially if you’re a squishy character without toughness or a high Constitution.

Reference: http://ddowiki.com/page/Energy_Resistance

Inventory

Open the inventory screen (I by default) to see that there are twelve spaces available to fill with gear plus two weapon spaces:

  • Trinket
  • Necklace
  • Head
  • Goggles
  • Cloak
  • Armour
  • Bracers
  • Belt
  • Left Ring
  • Right Ring
  • Boots
  • Gloves
  • Hand
  • Off-hand

You can drag gear items to the toolbars to allow you to quickly change from one item to another. There are a couple of things to watch out for though:

  • Only the right ring will be changed by clicking a ring on the toolbar
  • The off hand slot can only be changed using a weapon set

Weapon Sets

There are a num,ber of green spaces under your main inventory that allow you to create and change weapon sets. Drag a main and off hand weapon combination to a green space and then drag the space to a toolbar. Click on the toolbar to equip the weapon set. You an also use the mousewheel to change weapon sets although it is rather clunky.

Weapon sets can be either a two handed weapon, a weapon and shield, two weapons (you need the a feat to avoid penalties), a bow, a crossbow (and runearm if you are an artificer), or a wand and an off hand weapon, (you can’t use two wands unfortunately).

If you equip a bow or crossbow there is a space for a quiver and arrows that you’ll need to use too.

Starting Out Again

The main thing that most people do after starting out playing DDO is start again. DDO is a rather difficult game and it’s easy to make a few simple mistakes and mess up your first character with choices that would work fine in a pen and paper campaign but that will make for a great deal of difficulty later on. So the inevitable piece of advice is to reroll. Whith that in mind this levelling guide aims to help you out and avoid those crucial mistakes.

It’s assumed that you’ve played DDO for a little bit already and like the look and feel of the game but that you’ve managed to get stuck in some way, either not progressing, not being able to find suitable dungeons, or not being able to complete some dungeons. It’s alos assumed that you mostly want or need to solo play while levelling. If you’re more than happy to play in groups for all your gaming time then there’s a lot of things that will be much easier and some things that will be much harder.

First of all you’ll have to accept that you need to start a new character and that you probably won’t get to play your favourite pen and paper class. Classes in DDO play very differently due to the way the game is designed.

One of your first basic decision is wether you want to be a magic user or a melee character. The magic using classes are Wizard, Sorceror, Cleric, Artificer, Bard, and Favoured Soul. All the other ones are melee based to a lesser or greater extent. All characters are soloable but not all are very efficent. Once you’ve worked out what you want to play go and review this page and it’s links paying particular attention to the ‘Soloability by level’ entries: Revisiting paths: Builds for new players. Make sure you choose a class build that has a green soloability (with hireling if required) for the majority of levels 1-20. Here’s the shortlist:

  • Human Bard Warchanter
  • Human or Dwarf Cleric Warpriest of Siberys
  • Human or Dwarf Fighter Stalwart Soldier
  • Human or Dwarf Paladin Mighty Protector
  • Drow Paladin Truthbringer
  • Elf Ranger Arcane Archer
  • Human or Dwarf Ranger Tempest
  • Drow or Halfling Rogue Dark Blade with hireling
  • Warforged Sorceror with hireling
  • Warforged Wizard with hireling
  • Warforged artificer (not on the web page but needs to be mentioned)

All the other race and class combinations will struggle at some point and need to work in a party to progress. Do not, under any circumstances, consider multiclassing for your first serious character.

The next big decision is wether you want to spend money on playing the game. The short answer is that yes, you do. While it’s possible to play this game entirely free you will be repeating a lot of quests again and again and be restricted from joining many groups because they are running content that you do not have access to.

Instead, bite the bullet and subscribe to DDO, it gets you access to everything and 500 Turbine points every month to buy goodies with. After you’ve levelled your first character to level 20 then you can decide what you want to do in the future and you’ll have enough Turbine points to buy access to the content and goodies that you want. Review this link to see a summary of what content is pay to play: Reviews of all adventure packs.

The l;ast decision I’m going to cover is buying access to races, classes, and veteran status before starting out again. Certain races and classes require you to buy access to them before you can play them. Some of them can be gained through playing the game but I’ve never considered it worth the time, if I want to play a certain class/race then I want to do it from the beginning, not after grinding the game.

The Drow and Warforged races and the Artificer class are the most popular choices to buy and are required for some of the shortlist above.

Veteran status allows you to start new characters at level 4 or 7 with a full set of useful gear. If you play a lot of alt characters or have run the early content many times then this is worth considering.

That covers starting out, there’s a lot more to find out, open the references page here and review the links.