This Original Post and helpful follow up Posts by the community are designed to help the newer player understand some of the gear required to make your playtime in DDO more enjoyable and allow your characters greater impact within the party dynamics.
NOTE: VETS, Please PM or post links to your guides (or other good guides) that will go more indepth on any of these topics. I will add in the correct part.
This is not about the 'elite, raid, or crafting' gear or a character builder, it is about the basics needed by most or all toons. Hopefully this will help fill in some holes in your
TIP: You can take equipment out of your inventory and
place it inside an empty box on your toolbars. Example of use: If you have 3 different
cloaks you can place all of them on the toolbar and easily switch from one to another
by simply clicking the cloak you want to wear.
Feel free to ask any questions about items and the community will answer them for you. This original post is to get you started knowing what to look for but not to explain why, where, or how to use or get these items.
The Equipment GuidePart 1 - Equipment Slots
Part 2 - Immunity Items
Part 3 - Elemental Resist items
Part 4 - Saving throws
Part 5 - Armor Class and Damage Reduction
Part 6 - Hit Points
Part 7 - Special Needs/Protections
Part 8 - Clickies
Part 9 - Ability Stats
Part 10 - Skills and Tactics
Part 11 - Spell Casting
Part 1 - Slots
You have 12 slots open to wear a variety of items and two weapon/shield slots for a
total of 14 items at 1 time.
Each of these slots can be found by pressing 'I' to bring up your inventory panel.
They are located on the right side of the panel and encircle the red silhouetted image.
Although 14 slots sounds like a lot, it is not and you will need to find items with multiple effects on them to make your character viable.
The slots are:
Ring slot 1
Rind slot 2
You can drag items to the toolbars to quickly change from one item to another except for the following:
Ring Slot 1 - Adding rings to your toolbar and clicking between them only changes the second slot (the slot on the right in the character Inventory). This means you better choose the first (left) slot correctly as it is impossible to rely on switching that item out during combat or normal play.
Shield/Weapon2 slot - You can only switch weapons in this slot using 'weapon sets' and not individually, even if your hands are empty.
Links about using equipment slots and toolbars;
Part 2 - Immunity Items
Many immunity items are in the game, most with just one immunity on them. It is in
your best interest to eventually find items with more than one to save space and be
able to 'always' have that immunity.
There are no 'degrees' of immunity items, all protect you without meter or level.
Here are the ones you want to start looking for and carry with you all the time:
Disease, Poison, Blindness, Fear, Deathblock
( Once you can start crafting and raiding, you can make an item in the shroud that has all of these, but until then you have to mix and match or switch out items as you need them.)
You can also find most of these as clickies or buy as potions (except deathblock).
Details and Descriptions;
I will put these in the order you will need them (and most likely find them).
Poison - Poison is either cast on you, injected as part of an attack by beings like scorpions, or as part of a trap. Poison can cause massive ability damage and in some cases outright kill you. This is the item you want on you as soon as you can find it.
Your only other hope is to find a clickie that casts neutralize posion or buy potions.
Unfortunately a Poison immunity item is sometimes hard to find before level 5.
Blindness - An enemy caster 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 will run around the battle screaming like a little baby. You can buy blindness removal potions, wands if you can use them, wait for a party member to use one of these, or use a clickie of blindness removal.
Other than those options, you will remain blind until you die or a higher level cleric comes along.
These usually come as goggles and are perfect for most builds as that slot is open for this use.
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.
Disease - Easiest item in the game to get, will drop in first level chests. Unfortunately it is the last one you will need. Keep it and store it until you run into those dungeons.
Mummies will be your first run in and will give you mummy rot. Disease immunity will prevent the bad part of mummy rot from affecting you (you will end up with mummy curse instead if you are protected).
Disease is cast by spell casters, mummies, and is also part of some very high level monster attacks at end game.
Diseases will cause moderate to massive ability point damage and can make you helpless, kill you, and other nasty things.
Potions of remove disease as well as clickies will stop the disease, but not repair the damage.
Diseases usually last until you die from them or someone removes the disease. Get this item and hold onto it when you find it.
Links about immunity items
Part 3 - Elemental Resistance Items
There are 5 different types of elemental damage in the game you can protect against and these are:
Fire, Electric, Cold, Acid, and Sonic
TIP: You may come across traps the shoot out
a purple wavelike beam and makes a really weird noise. This is a 'force trap'
and there is no resistance item for 'force' damage.
These come in the form of enemy weapons or arrows that have an elemental effect added to them (like an acid shortsword), some kind of enemy caster spell, terrain (like falling in lava), or the damage caused by traps.
Resistance items will subtract the amount of resistance on the item from the elemental damage taken. If you have 30 fire resistance and a fireball hits you for 50 points of damage, 30 will be stopped and only 20 will get through.
Resistance items do not stack with each other or spells.
As you level up, higher amounts of resistance will be allowed on the items you find. Starting at 3 resistance all the way up to 30. (Shroud raid crafting can add another 15 for a total of 45).
It is the 30 you want to get as soon as you can.
No items in chests will have 30 resist of two different types of elemental damage though some may have 2 different types with 20.
At a minimum you would want to have the ability to have 2 slots that can have an elemental resistance option (meaning you can 'click' your toolbar and put on that item if need be). Many dungeons you will face multiple types of elemental damage and having the ability to protect yourself from more than one type is highly desired.
Every couple levels you will find better resist items and it is wise to upgrade quickly.
Casters can only buff '10 resist' until level 7, 20 resist from 7 to 10, 30 resist from level 11 on.
Usually the items you find will be on par with this leveling... Resist 3 items until level 3, 10 resist until level 7, 20 resist until level 11, etc. However, race required items will sometimes come down a few levels so it is possible to get a 30 resist item usable at level 10, instead of level 11, assuming you are of the right race.
You will not be able to count on a cleric or caster buffing you with resist for even at end game there are large numbers who do not carry the spell or simply refuse to buff you. You NEED these items to survive.
There are times when mana is in short supply or monsters will make you lose buffs so do not count on the casters or clerics, you NEED these items.
If you are a cleric or caster, one of the most damage preventative spells in the game is resist energy, this one spell can lower the damage taken by melee SUBSTANTIALLY and will save the cleric a TON of mana points.
Links about Elemental resist items
Part 4 - saves
There are three main types of saving throws and these are:
Will, Fort, and reflex
Will save : based on your wisdom score (though a FEAT can make it charisma)
Fortitude save: Based on your constitution score
Reflex save: Based on your dexterity score (though a FEAT can make it intelligence)
Throughout the game much of the spells and other effects cast or exerted upon you will be stopped or the damage lessened the higher these saves are. For this reason it is always nice to find items that help these saves.
They range from +1 to +5, some items just for one type and some for all save types.
Example: +2 to will saves (just will), +1 fortitude save (just fort), + 1 resistance (all 3 saves, fort, will, reflex).
Your most desirable is a +5 resistance item and can be found in chests in a few dungeons as boots or a trinket. Crafting items can also add this effect.
It will not be hard to find +4 resistance items.
These items do not stack upon themselves, so if you have a +5 resistance item (all saves) and a +4 reflex save item the most you get is +5, not +9.
At low levels you will find +1 items, every few levels you will find higher pluses until you see +4 drops. +5 are special and hard to find and also craftable.
Will saves - usually used to resist a caster's spell like 'hold person', hypnotize, or inst death spells. This is a rather important save.
Fortitude saves - Usually spells like poison, disease, and insta death spells are prevented by this.
Reflex saves - This save is used to take less damage from traps, area of effect spells (like fireball), and much more. Very important save.
Links about Saving throws and items
Obviously your armor spot will be taken by a piece of armor, robe, or outfit. Understanding armor class is beyond this thread but when you do get something for that slot you want to try to get additional protections besides just AC.Part 5 - Armor Class and Damage Protection
Some things you may find is a robe or armor with deathblock or other immunity or resist. Crafting later on will allow armor and robes with 3 effects besides just armor. Other areas like Gianthold will trade/sell you armor with many great effects too.
The most important item you can get to help you reduce damage is a 'Fortification' item.
These items are classified by the names like light, moderate, heavy.
Fortification prevents the enemy from landing a critical blow on you (and doing 2 to 4 times the damage you would normally take).
The protection from the enemy landing a critical blow on you starts at 25% chance to prevent it to 100%. You desire to get a 100% (heavy fort) item as soon as possible.
Many chests will drop these items as you level up and eventually you will find 100% fort items with other effects on them too. Crafting and some trading in certain areas will get you really good fort items.
Links about AC and damage reduction
Items to watch out for have the name 'False Life' on them and range from 5 to 30 extra hit points. No, they do not stack and 'Greater false life' is the highest at 30.Part 6 - Hit Points
Shroud crafted items can add another 45 for you and the minos helm in the Orchard can get you 20 more. Dragontouch crafted armor can also add 20 hit points too. These items stack with false life and each other.
A bodyfeeder weapon will give you 'up to 15' hitpoints extra when you critically hit something. As you take damage this can offset the loss of hitpoints and you can think of it as a '15 hit point resistance item' during combat. Try it out, it is neat.
These are items you definitely need or want to acquire. Some are always on, some are clickies, some can come as either (or both)Part 7 - Special Needs Protection
True seeing (usually raid items or a two piece set)
Freedom of movement (as far as I know, these are only found in the dragon raid, sorry)
Links useful to this topic;
As noted above, many items that you need are also available in clickie form like waterbreathing and remove fear. It may be hard to find a permanent solution and having the clickies is a great temporary solution.Part 8 - Clickies and more Clickies
Clickies that really help...
Greater heroism (you want this)
remove fear (for when the party is feared)
Links to more about clickies:
Part 9 - Stats
Stat items increase you abilities from +1 to +6. They do not stack.
In most cases it is important for you to have quite a few of the stats covered somehow.
Wisdom, dexterity, and constitution stat increase will help your saves for fort, will, and reflex.
Hit points are increased with constitution
AC increased with dex
Str allows you to carry more
and so on. Each stat usually helps your character out depending on your build. Some are 'dump stats' meaning they are not needed, but you will find that is rarely the case and a +6 item does help in most stats all the time or on a situation basis.
Try to find +stat items with other benefits on them like false life, fortification and the like.
Ability Modifier Overview
Each stat has a modifier to it, zero at 10, -1 or +1 for every 2 points above or below 10. Example Wisdom score of 8 has a modifier of -1. Strength of 15 has a modifier of +2. This modifier is added to any pertinent roll involving that stat (like 'plus' to hit based on your strength) or used by the game to add or subtract character abilities (such as the amount of spell points you can have).
Stats below 10 are not advisable as you get negative numbers to all rolls involving it.
Hit Points - Each point added or subtracted to your constitution modifier gives you one hit point per your level. If your constitution is 16 and you are level 10, then your modifier is +3 and you will get 30 extra hit points for your constitution modifier.
Losing constitution points can lower your modifier and thus your hit points. Losing levels will do the same thing.
Spell Points - Each modifier of the stat for your class that relates to spell points will get you a total of [ modifier * (9 + your level)] in extra spell points.
Example: you are 4th level wizard with a 16 intelligence (modifier of +3). You get
[modifier +3 * (9 + your level 4) for a total of 39.
At end game (20th level) you might have a 34 stat score, giving you a modifier of 12.
[12*(9+20)] = 348 extra spell points.
Armor Class - Your dexterity (in the case of monks, your wisdom too) modifier can be added to your Armor Class to make it harder to hit you. Certain restrictions can be placed on this modifier depending on the type of armor you are wearing or other class restrictions.
Skill Checks/ranks- Your stat modifiers (+ or -) will be added to your total ranks for a skill check roll. Also Items, enhancements, feats, and buffs will add to this too. Total base rank can only be "your level +3" before any additions. For some skills there is not a roll, either your skill is high enough or you fail (such as to search for a trap) or to 'spot' something or someone.
Skill points - Intelligence modifier directly influences your skill points per level. Only your base intelligence, not including items or buffs. Each class has a base amount of skill points per level (2-8 points) + the intel modifier. At creation this is multiplied by 4.
Links about Stats
Your character relies on many skills and feats found in your character sheet (press 'c' to open it and go to 'skills' or 'feats').Part 10 - Skills and tactics
There are items throughout the game that add to those skills, feats, or tactics used in play. These range from a percentage boost to help you accomplish something to a numerical plus from +1 to +15.
It is desired that you find items of numerical pluses as high as you can at your level to help with the skills your character uses.
The 'precentage' help will come in the form or helping your ability to trip, stun, and other combat feats to use on an opponent.
Items you desire will help you land spells, do more damage, and much more.Part 11 - Caster stuff
(to be finished later after more sleep......)
ran out of time.....will add more as I go....