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  1. #1
    Community Member MrWizard's Avatar
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    Default New Player Equipment Help Guide

    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
    knowledge.


    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 Guide
    Part 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:

    Trinket
    Necklace
    Head
    Goggles
    Cloak
    Armor
    Bracers
    Belt
    Ring slot 1
    Rind slot 2
    Boots
    Gloves

    Weapon 1
    Shield/Weapon 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;
    None yet....



    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
    None yet....


    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
    None yet....


    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
    None yet....

    Part 5 - Armor Class and Damage Protection
    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.

    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
    None yet....

    Part 6 - Hit Points
    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.

    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.


    Part 7 - Special Needs Protection
    These are items you definitely need or want to acquire. Some are always on, some are clickies, some can come as either (or both)

    Featherfall
    Deathward
    Water Breathing
    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;
    None yet....

    Part 8 - Clickies and more Clickies
    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.

    Clickies that really help...

    Heroism
    Greater heroism (you want this)
    Haste
    Solid Fog
    remove fear (for when the party is feared)
    Deathward
    Rage

    Links to more about clickies:
    http://forums.ddo.com/showthread.php?t=85729


    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
    None yet....


    Part 10 - Skills and tactics
    Your character relies on many skills and feats found in your character sheet (press 'c' to open it and go to 'skills' or 'feats').

    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.



    Part 11 - Caster stuff
    Items you desire will help you land spells, do more damage, and much more.

    (to be finished later after more sleep......)









    ran out of time.....will add more as I go....
    Last edited by MrWizard; 08-07-2010 at 12:45 PM.

  2. #2
    Community Member Ybbald's Avatar
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    What are diseases?
    What are death effects?
    Doesn't blindness ward only protect against the permanent blindness spell? That doesn't happen very often and you can always carry a blindness removal potion. Or your cleric should have remove blindness.

  3. #3
    Community Member hydra_ex's Avatar
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    Quote Originally Posted by Ybbald View Post
    What are diseases?
    What are death effects?
    Doesn't blindness ward only protect against the permanent blindness spell? That doesn't happen very often and you can always carry a blindness removal potion. Or your cleric should have remove blindness.
    This thread was about equipment, no status ailments.

    Diseases are things against which you make repeated fortitude saves to prevent stat damage.
    Death effects are effects which kill you upon a failed save.
    Until you get Tharne's Goggles, or are a wizard, what else do you put in the goggles slot?
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  4. #4
    Halfling Hero phalaeo's Avatar
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    +1 rep, bumped, etc.

    This is awesome, and I wish I would have had this when I first started.
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  5. #5
    Community Member MrWizard's Avatar
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    I do not want it to become a huge manual and I will try to clear it up a bit and make it briefer.

    I just wanted people to get an idea of the basics they should be looking for or can find...and that they are valuable. Again, without the whole 'end game' loot only thing.

  6. #6
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    Most excellent guide.

    Might I suggest noting the minimum levels for some of the items (like level 11 for heavy fortification aside from special items like the necklace you can 'craft' in Relic of a Sovereign Past) and any particular quests you would suggest would be worthy of farming for items. It would help not only with knowing what items but areas that are good for finding them.

  7. #7

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    Quote Originally Posted by Ybbald View Post
    What are diseases?
    What are death effects?
    Doesn't blindness ward only protect against the permanent blindness spell? That doesn't happen very often and you can always carry a blindness removal potion. Or your cleric should have remove blindness.
    Yes, it only protects against the blindness spell. It happens often enough.
    Potions will work, of course; however: Potions cost money. Potions take up inventory space. You can run out of potions.
    Your cleric will like you better if you are self-sufficient.
    And best yet, the item *prevents* blindness, which is better than *curing* it.

  8. #8

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    To the "clickies and more clickies" section, I would add either potions of remove curse or a wand of remove curse. Some of the mid-level curses are much nastier than the basic -4 variety.

  9. #9
    Community Member ferd's Avatar
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    Nice!
    /Bump






  10. #10
    Community Member lorthean's Avatar
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    Thumbs up a few suggestions

    I realize many new players cannot afford healing pots or wands but when they do get a little money the classes ranger, paly, bard and others possibly if they have UMD (rogue, sorc) can all use wands of cure XX and wands of remove XX (curse, disease, fear, etc). Your cleric or healer will appreciate you "topping yourself off" between fights via wands or potions and in an occasional instance when you have an incapacitated character you can heal them to get them back up. Don't let it always fal to the cleric to heal. Also, this allows for solo play and will help you learn some self-sufficient skills which you will need at higher level at that time don't expect to be "topped off by the cleric all the time."

    Sometimes you can save a party whipe by having the stuff to be self sufficient.

    Also, if someone is incapacitated and you cannot heal a good trick is to cast a rage spell on them for temporary hit points (or a greater heroism) . Then they drink a healing potion quickly before the spell runs out. The ring of rage is handy for this purpose.

    Finally, the warforged can be healed by casters and anyone with UMD to use the wands. I know you casters like to play the nuker but if it means stopping a party whipe carrying a wand or a few scrolls of repair XX may help you in the long term.

    Finally, when you get to opponents who feeblemind you a mana pot will reverse this (or a full heal scroll/ spell). So casters you should keep a few lesser/minor mnemonics on you especially if you solo. Usually this becomes an issue in the desert , GH, necro , occasionally in the VONS as well.

    Just my thoughts. Good thread!
    Proud officer of Windscar Elite on Argonessen! Too many alts to list. Firemortis, Ironzealot, Consecrate, Tuarnish, etc.

  11. #11
    Community Member CountHenri's Avatar
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    You forgot Deathward which is on a Clicky. Really need that against Undead Casters and against Whisperdoom's Horrid Wiltings...

    Blindness Ward Googles are an essential in some places (the Maruts in VON3 & Made to Order spring to mind). Having a Melee blinded against an opponent that regens at a stupid rate hurts - even if it only takes them a couple of seconds to chug a pot that's a lot of lost DPS especially if ALL the melees get blinded or worse yet suddenly go "Oh I'm blind AND out of pots"...

    Yeah that led to a party wipe yesterday...

  12. #12
    Community Member CountHenri's Avatar
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    Quote Originally Posted by lorthean View Post
    Finally, when you get to opponents who feeblemind you a mana pot will reverse this (or a full heal scroll/ spell). So casters you should keep a few lesser/minor mnemonics on you especially if you solo. Usually this becomes an issue in the desert , GH, necro , occasionally in the VONS as well.
    The Wildmen in Artaxia's Haven (which is F2P) Feeblemind you annoyingly often...

  13. #13
    Community Member Ybbald's Avatar
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    Can someone give me examples of diseases and death effects? I don't understand what they are. I know what blindness and poisons are.

  14. #14

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    OP, for the clickie section, just link to my clickies guide
    If you want to know why...

  15. #15
    Community Member lorthean's Avatar
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    Default newer players read this

    Yes Counthenri...they feeblemind often. I only run those quests for favor but the Ataraxia explorer area is full of wildmen who do like to feeblemind.

    I also agree that everyone should run tangleroot to get the deathward clickie (or multiples).
    Don't learn to rely on everyone else for stuff you can fix/ prevent on your own regardless of your class. Yes, blindness ward is handy and begins to occur at around the VONS even on normal and occasionally in Deleras but definately at higher quest levels.

    Again, great tips for the new players. SO I give this a bump
    Proud officer of Windscar Elite on Argonessen! Too many alts to list. Firemortis, Ironzealot, Consecrate, Tuarnish, etc.

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    Quote Originally Posted by Ybbald View Post
    Can someone give me examples of diseases and death effects? I don't understand what they are. I know what blindness and poisons are.
    Level drain is a death effect and there are diseases that reduce strength and constitution I believe.

  17. #17

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    Nice work, this is only going to get better over time.
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    I've been looking for something like this- thanks!

  19. #19
    Community Member lorthean's Avatar
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    Thumbs up Good thread, new players read this

    This is a good thread....all new players (and some old ones) should read this so I give it a bump ......bump.

    Oh, and paladins ...your lay on hands can often go around corners or to areas a cleric cannot reach. So to save a party member from dying .......use it .

    Fear is a terrible thing as well , remove fear pots are very cheap and can be a lifesaver. BUY SOME. This begins in WW and will continue throughout the game...also mummy's will fear you so if you don't have greater heroism (GH) or a reaver ring (fear immunity) then spread out a bit and hope not everyone gets feared. Also, you cannot buy wands of this but many classes can use ones they find in chests. Clickies are nice as well but the pots are dirt cheap.
    Proud officer of Windscar Elite on Argonessen! Too many alts to list. Firemortis, Ironzealot, Consecrate, Tuarnish, etc.

  20. #20
    Community Member MrWizard's Avatar
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    post some links to your guides...and newbs ask questions..


    just added some more flesh to the post

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