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Missing_Minds
09-27-2007, 08:56 PM
This guide is for new players and veterans alike as Dungeons and Dragons Online has a couple of house rules.
This was pretty much current for most of Mod 8 stuff. I do not plan on keeping it up to date with Update 0, aka DDO:EbU.

Table of Contents

I: Terms to Know
II: Politeness
III: Warforged vs. Fleshies
IV: Cure Potions and Repair Oils
V: Taverns and Standing Around
VI: Heal and Repair Skill at Shrines
VII: Heal and Repair Skill on Incapped Characters
VIII: Paladin’s Lay on Hands
IX: Cure and Repair Spells
X: Spell Enhancements and Critical Healing/Repairing
XI: Items to Boost Spell Based Healing
XII: Items to Boost Personal HP Recovery.
XIII: Special Potions and Items
XIV: Metamagic Feats
XV: Wands and Wand Enhancements
XVI: Cleric Divine Healing Enhancement
XVII: Mark of Healing: Dragon Marks
XVIII: Sovereign Host: Faith Based Enhancement
XIX: Monk Attacks and Abilities


I: Terms to Know

"AP" stands for “action point”.
"Agro" is the term used to describe when an NPC is fixated on killing your character.
"Character level" refers to total number of character levels a PC has obtained. (I.E. TestSubject is a fighter 3/ranger 8. This means he is fighter level three, ranger level eight, but character level eleven.)
"Clicky" is an item or ability that can act as a spell. It is termed this because of the fact that the item or ability in question must be placed on a hot bar to be activated.
"Class level" refers to the number of levels in a particular class.
“clw” stands for the spell “Cure Light Wounds”.
“cmw” stands for the spell “Cure Moderate Wounds”.
“csw” stands for the spell “Cure Serious Wounds”.
"DC" stands for "difficulty check" normally in reference to skill based rolls for success of failure of an action.
"Fleshy" is the term used for denoting a "flesh and bone" race. I.E. dwarf, human, halfling, elf, dark elf.
"gp" stands for "gold piece" or one gold coin.
"HP" stands for Hit Points.
"Incapped" is the term to describe a character who has fallen but is not yet dead (0 to -9 HP), short for being "incapacitated".
"LoH" stands for “Lay on Hands” the ability paladins gain at second level.
"Loot" is the term used for items pulled from chests.
"Mnemonic potion" is a potion that restores spell points.
"Mob(s)" are NPCs that are trying to kill your characters in quests.
"Non Action Zone" is the term describing places like the Marketplace, any of the Houses, the Harbor, etc. This is essentially any area that does not have mobs in it.
"NPC" stands for "Non Player Character" most typically the creatures in the game trying to kill you or the people you interact with to get quests, buy or sell items, etc.
"PC" stands for "Player Character", in other words your own character or those played by other people, not a computer.
"Ping" is the noise you make if you stand around in a tavern for a minute. If you ping, it means you have fully rested and your clickies have recharged.
"Plat" is the short hand term for platinum. Platinum is worth 10 gold coins.
"PnP" stands for "Pen-and-Paper", the table top dice rolling version of Dungeons and Dragons.
"pp" stands for "platinum piece", or one platinum coin.
"Pots" short hand term for “potions”.
"Res Shrine" is the short term for resurrection shrine.
"SP" stands for Spell Points, also known as mana.
"Tick" is a duration of time. This value is different per action/event.
"Wand whipper" means a person who heals by using a wand.
"WF" is the acronym for warforged, the living constructs in the Eberron world.


II: Politeness

Please use "Please" and "Thank you"s when working with your healers. This politeness will go a long way in keeping you alive. It also should be used when asking for and receiving buff and protection spells. Pay attention to whom is actually healing you and give them credit. This writer has lost track of the times while playing his bard, the cleric got all of the credit, yet it was the bard that was keeping the party alive in fights. If you are unable to keep track of whom is healing you, toss out a generic "Thank you for the heals". It is appreciated.

Something to consider is that playing a healer can get expensive to such an extent that many healing characters seem to be rather short on gold. It is nice, if you can spare it, to toss the healer(s) wands, scrolls, mnemonic potions, or gold/plat.

These little things end up meaning a lot to a healer, and favoritism on who gets healing first does happen.


III: Warforged vs. Fleshies

Due to their construct based nature, the warforged of Eberron are immune to a great number of things: poison, paralysis, exhaustion, sleep, fatigue, disease, and energy drain. However, because of this they are also not affected by cure spells as well as fleshies are. WF only will recover half of the normal amount from a cure spell. Fleshies get the full effect of a cure spell. The arcane “Repair” set of spells are designed to heal constructs much like the “cure” set of divine spells heal fleshies.

I.E. BoltLoose has a cure moderate wounds spell cast on him that would have ordinarily would have recovered 20 HP. Due to his WF nature, he only recovers 10 HP.

Note: If BoltLoose had taken the WF feat: Improved Fortification he would NOT have recovered any HP from a cure spell. The feat 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.

All is not lost for the WF friends of Eberron. It is possible for them to recover more than 50% from cure spells via the enhancement system.
At level 1, “Warforged Healer's Friend I” enhancement can be purchased at the cost of 2 AP for a 15% increase to the effectiveness of cure spells.
At level 5, “Warforged Healer's Friend II” enhancement can be purchased at the cost of 4 AP (must have spent 12 AP) for a 20% increase to the effectiveness of cure spells.
At level 9, “Warforged Healer's Friend III” enhancement can be purchased at the cost of 6 AP (must have spent 26 AP) for a 25% increase to the effectiveness of cure spells.

Therefore if BoltLoose had Warforged Healer’s Friend II enhancement, he would receive 70% effectiveness of a cure spell. The previous cure moderate wounds spell recover 14 HP instead of 10 HP.

Among the fleshies, humans are the most adaptive of the Eberron races, such that they too have their own line of healing enhancements.
At level 2, “Human Improved Recovery I” enhancement can be purchased at the cost of 2 AP (must have spent 2 AP) for a 10% increase to the effectiveness of cure spells.
At level 5, “Human Improved Recovery II” enhancement can be purchased at the cost of 4 AP (must have spent 16 AP) for a 20% increase to the effectiveness of cure spells.
At level 9, “Human Improved Recovery III” enhancement can be purchased at the cost of 6 AP (must have spent 30 AP) for a 30% increase to the effectiveness of cure spells.

Such that if TestSubject had Human Improved Recovery II a cure moderate wounds spell that would have normally recovered 20 HP will recover 24 HP.

The class of Monk that also has a recovery line that any race can use. This does stack with the above racial enhancments.
At level 3, “Monk Improved Recovery I” enhancement can be purchased at the cost of 2 AP (must have spent 6 AP) for a 10% increase to the effectiveness of cure spells.
At level 7, “Monk Improved Recovery II” enhancement can be purchased at the cost of 4 AP (must have spent 20 AP) for a 20% increase to the effectiveness of cure spells.
At level 11, “Monk Improved Recovery III” enhancement can be purchased at the cost of 6 AP (must have spent 34 AP) for a 30% increase to the effectiveness of cure spells.


Notes:
It is strongly suggested that all WF invest in the Healer’s Friend line.
It is suggested that all melee humans invest in the Improved Recovery line.
While these percentages may seem small at first, at higher levels, stronger healing spells are used to heal damage. A base value of 100 HP (as done per a Heal scroll) will allow a human with Human Improved Recovery III to regain 130 HP instead.
There are items to aid in personal recovery. See Chapter XII: Items to Aid in Personal HP Recovery.
At last check WF Healer's Friend was not stacking with Monk Improved Recovery.


IV: Cure Potion and Repair Oils

Cure potions and repair oils can be purchased in vendor shops across Stormreach. They recover as follows
Light = 1d8 + 1 HP and has a base price of 50 gp.
Moderate = 2d8 + 3 HP and has a base price of 300 gp.
Serious = 3d8 + 5 HP and has a base price of 750 gp.

Vendors are not the only source of potions and oils outside of chests in quests. Certain collectors of collectibles will offer you potions and oils for your goods.
In the Harbor mushroom collector Celaeno Kelle will give you a potion of cure light wounds or an oil of light repair for 3 sweet whitecaps.
In the Marketplace on the east entrance to the tent, moss collector Loura Jotun will give you a potion of cure moderate wounds or an oil of moderate repair for 3 withered cryptomosses.
In the Marketplace on the east entrance to the tent, moss collector Loura Jotun will give you a cryptmoss infusion (cure moderate wounds, caster level 10, 2d8 +10 HP) for 2 cryptomosses.
In the Marketplace below the marketplace entrance from the Harbor, moth collector Clarice Roden will give you a potion of cure moderate wounds or an oil of moderate repair oil for 3 cryptmoss worm larvae.
In House Jorasco, beetle collector Mantakan will give you a potion of cure serious wounds or an oil of serious repair for 3 duskbrood trumpet beetles.
In House Deneith medicinal spore collector Chirugeon Laj'Amal will give you a potion of cure serious wounds or an oil of serious repair for 3 bruised spore pods.
In House Deneith medicinal spore collector Chirugeon Laj'Amal will give you one to three spore saps (cure serious wounds, caster level 10, 3d8 + 10 HP) for 2 intact spore pods.
In the One Eared Bugbear Tavern, flower collector Demordris Meele will give you a Lily Extract (cure moderate wounds, caster level 3, 2d8 + 3 HP) for 3 lily petals.


Advanced Notes:
Potions can be used under water.


V: Taverns and Standing Around

When you are in a non action zone you can recover your HP and SP. The rate is kind of slow, only 1 HP and 5 SP a tick. If you desire to recover faster than this, head towards a local tavern. The taverns offer meals for the masses, and their cuisine varies by location. What you desire to consume depends on if you are a fleshy or a WF.

If you are a fleshy, eat the food to recover your HP or drink the drinks to recover your SP.
If you are a WF, oil yourself down with the balms to recover HP, or grease yourself up with tonics to recover SP.

The more expensive the item, the faster and more you will recover HP or SP. DDO’s website has a listing of the tavern consumables here.
http://www.ddo.com/index.php?page_id=339&menus=eq&do=equipment&eq_type=7&cmi=10:7

Advanced Notes:
If you gain the second level of favor from the Silver Flame, they will give you the reward of being able to regain 2 HP and 8 SP a tick in a non action zone.
If you feel rich, the local Silver Flame representative that is present in each tavern can cast the spell Heal on you for 1,000 gp. It only costs 500 gp if you have the first rank of Silver Flame favor. The spell is cast by a level 10 cleric for 100 HP.


VI: Heal and Repair Skill at Shrines

Collectively, the pillars of healing and resurrection are called "rest shrines". Remember that blue = heal and red = resurrection. You do not lose any of your spell points if you use a resurrection shrine if you are dead. Your character level and the number of ranks that you have in heal or repair will make the difference in how much HP you will recover when you use the rest shrine. However, any person who can cast spell will regain all of their SP.

Fleshies use the following formula to recover HP at shrines.

3* (Healing Skill + Character Level) + 10

WF use the following formula to recover HP at shrines.

(Repair Skill * 3) + 10

The character with the largest appropriate skill value is applied at the shrines. Meaning if a level 3 cleric with a total heal skill of 4, and a level 2 ranger with a total heal skill of 6, were both standing around a shrine, the ranger's heal skill of 6 would be used at the shrine for all fleshies. Character level is player dependent. WF, sorry, you do not get your character level added to your repair checks at shrines so you will recover less HP compared to fleshies. The reason for this is stated below by the developer Eladrin.


Using a rest shrine is conceptually the equivalent of resting for eight hours, which is why non-permanent effects go away when you use one. At the end of the eight hours, fleshies are healed by their good night's sleep, and warforged are partially repaired.

Warforged do not naturally heal over time (though on the bright side, they don't bleed out either if rendered unconscious), which is why they do not receive their level in hit points after a night's rest in the equation.
http://forums.ddo.com/showthread.php?&postid=1304924#post1304924

Fighters, rogues, and wizards have repair as a class skill and may take ranks in it even if they are a fleshy. They can do this in order to help their WF companions recover more HP at the shrines.
Clerics, Paladins, and Rangers have heal as a class skill. Many take ranks in it to aid others when resting at shrines.
Heal and repair kits are not required for shrines.

Advanced Notes:
If you have heal or repair items, put them on before you shrine to raise your skill level. This may become a mute point should you have a Heal/Repair-specked character in you group, but it is a good habit just in case one day you end up being the one with the highest skill level.
Spells and abilities that give skill bonuses such as Prayer, Heroism, bard Song of Inspire Competence, etc. will also add to your skill checks as you shrine to aid you in your HP recovery. They will be removed after you shrine, but you'll still benefit from the skill boost for the HP recovery.


VII: Heal and Repair Skill on Incapped Characters

A character who is incapped can be revived back to 1 HP providing a successful heal check is made on fleshies or a successful repair check is made on WF. In order to perform a heal or a repair check, the person performing the skill must have a heal kit or a repair kit (as is appropriate per the skill) in inventory. These kits can add a bonus to your skill attempt and cost one per attempt whether or not you are successful. The higher rank you have in the skill means you have a better chance for success of reviving the incapped character. Bringing a character back up to 1 HP in this method takes about 5 seconds on a successful check and costs no mana.

The DC for success is 20 + the value that the incapped PC is under 0.
I.E. TestSubject is incapped at -6 hp. The DC to bring him back up with a heal check is 26.

Note: The use of wands or spells is both faster and much more successful, especially in the middle of battle. A wand or spell takes about 1 second to cast and can bring the incapped PC up past 1 HP of recovery allowing them to possibly survive a hit once they stand back up. However, if the spell does not heal an amount larger than the value that the incapped player is under, the player will still be incapped, just at a lower value now.

If you run out of Healer's or Repair Kits, you can purchase more from any general vendor at a base cost of 50 gp for normal, and 100 gp for masterwork.

Advanced Notes:
If you have the first rank of free agent favor you can purchase up to +2 Healer's Kits and Repair Kits from Sorvile Smythe near the Leaky Dinghy. These kits are bound to you and cost a base price of 200 gp.
If you have the second rank of free agent favor you can purchase up to +4 Healer's Kits and Repair Kits from Sorvile Smythe near the Leaky Dinghy. These kits are bound to you and cost a base price of 300 gp.
It is possible to get Healer's and Repair Kits out of chests and the auction house. These kits can range in values from +0 to +5 and are not bound to you.
As spells restore a character life to bring them back up out of incap, there are certain spells and abilities that can give “Temporary Hit Points” that can also bring a PC back up to the living. For example, spells that can be cast on other players, such as Aid, Rage, Mass Aid, Greater Heroism, etc. can be used to bring an incapped player back up above 1 HP. However, if the timer on the spell runs out, the character will drop back down into the negatives. Use this time to help the player recover more fully.


VIII: Paladin’s Lay on Hands

At level two, Paladins gain a most divine ability, "Lay on Hands". With this ability they can heal themselves or others. WF are healed by a LoH at no penalty for being WF.

You can heal is equal to (10 + level) * Charisma bonus.

You get one, and only one LoH with your class, however, via the enhancement system, you can purchase additional LoHs.
At level 3, “Paladin Extra Lay on Hands I” enhancement can be purchased at the cost of 2 AP (must have spent 6 AP) for one extra LoH.
At level 8, “Paladin Extra Lay on Hands II” enhancement can be purchased at the cost of 4 AP (must have spent 24 AP) for two extra LoHs.
At level 13, “Paladin Extra Lay on Hands III” enhancement can be purchased at the cost of 6 AP (must have spent 42 AP) for three extra LoHs.


IX: Cure and Repair Spells

Paladins, Rangers, Clerics, and Bards of the appropriate class level have access to the "Cure" family of divine spells that recover hit points on fleshies.
Wizards and Sorcerers of the appropriate class level have access to the "Repair" family of arcane spells that recover hit points for WF only.

WF are subject to special rules in relation to the “Cure” family of spells. See the above section of “Warforged vs Fleshies” for more information.

The following is the base amount healed for the “Cure/Repair” family of spells. There are no mass repair spells.
Cure/Repair Light = 1d8 + caster level (max 5)
Cure/Repair Moderate = 2d8 + Caster level (max 10)
Cure/Repair Serious = 3d8 + Caster level (max 15)
Cure/Repair Critical = 4d8 + caster level (max 20)
Cure Mass Light = 1d8 + caster level (max 25)
Cure Mass Moderate = 2d8 + caster level (max 30)
Cure Mass Serious = 3d8 + caster level (max 35)
Heal/Reconstruct = 10 HP per caster level (max 150 HP)


X: Spell Enhancements and Critical Healing/Repairing

Through the enhancement system, it is possible to increase your healing potential as well as to generate critical heals for larger amounts of healing than what you would ordinarily be capable of healing. The base enhancements increase the base amount of healing you do. The critical enhancements increase the critical possibility you have to do 1.5 times your normal base healing. The critical multiplier enhancements increases the 1.5 critical multiplier. All three sets of enhancements work together and work off of your character level, not class level. These enhancements also stack with item based enhancements.

Bard Healing Enhancements
At level 1: Bard Song Magic I: cost 1 AP: Grants a 10% increase to the effectiveness of your healing and sonic spells.
At level 4: Bard Song Magic II: cost 2 AP, must have spent 10 AP: Grants a 20% increase to the effectiveness of your healing and sonic spells.
At level 7: Bard Song Magic III: cost 3 AP, must have spent 21 AP: Grants a 30% increase to the effectiveness of your healing and sonic spells.
At level 10: Bard Song Magic IV: cost 4 AP, must have spent 32 AP: Grants a 40% increase to the effectiveness of your healing and sonic spells.
Bard Healing Critical Enhancements
At level 3: Bard Lyric of Song I: cost 1 AP, must have spent 7 AP: Grants a 3% chance for your healing and sonic spells to generate a critical result for 1.5 times the normal healing or damage amount. (Base spell critical chance is 0% and base critical damage multiplier is 1.5.)
At level 7: Bard Lyric of Song II: cost 2 AP, must have spent 22 AP: Grants a 6% chance for your healing and sonic spells to generate a critical result for 1.5 times the normal healing or damage amount.
At level 11: Bard Lyric of Song III: cost 3 AP, must have spent 37 AP: Grants a 9% chance for your healing and sonic spells to generate a critical result for 1.5 times the normal healing or damage amount.
Bard Healing Critical Multiplier Enhancements
At level 5: Bard Lyric of Incredible Song I: cost 1 AP, must have spent 15 AP: Your healing and sonic spell critical multipliers are increased by an additional 0.25, bringing your base critical multiplier for these spells to 1.75.
At level 9: Bard Lyric of Incredible Song II: cost 2 AP, must have spent 30 AP: Your healing and sonic spell critical multipliers are increased by an additional 0.25, bringing your base critical multiplier for these spells to 2.00.
At level 13: Bard Lyric of Incredible Song III: cost 3 AP, must have spent 45 AP: Your healing and sonic spell critical multipliers are increased by an additional 0.25, bringing your base critical multiplier for these spells to 2.25.

Cleric Healing Enhancements
At level 1: Cleric Life Magic I: cost 1 AP: Grants a 10% increase to the effectiveness of your healing and negative energy spells.
At level 4: Cleric Life Magic II: cost 2 AP, must have spent 10 AP: Grants a 20% increase to the effectiveness of your healing and negative energy spells.
At level 7: Cleric Life Magic III: cost 3 AP, must have spent 21 AP: Grants a 30% increase to the effectiveness of your healing and negative energy spells.
At level 10: Cleric Life Magic IV: cost 4 AP, must have spent 32 AP: Grants a 40% increase to the effectiveness of your healing and negative energy spells.
Cleric Healing Critical Enhancements
At level 3: Cleric Prayer of Life I: cost 1 AP, must have spent 7 AP: Grants a 3% chance for your healing and negative energy spells to generate a critical result for 1.5 times the normal healing or damage amount. (Base spell critical chance is 0% and base critical damage multiplier is 1.5.)
At level 7: Cleric Prayer of Life II: cost 2 AP, must have spent 22 AP: Grants a 6% chance for your healing and negative energy spells to generate a critical result for 1.5 times the normal healing or damage amount.
At level 11: Cleric Prayer of Life III: cost 3 AP, must have spent 37 AP: Grants a 9% chance for your healing and negative energy spells to generate a critical result for 1.5 times the normal healing or damage amount.
Cleric Healing Critical Multiplier Enhancements
At level 5: Cleric Prayer of Incredible Life I: cost 1 AP, must have spent 15 AP: Your healing and negative energy spell critical multipliers are increased by an additional 0.25, bringing your base critical multiplier for these spells to 1.75.
At level 9: Cleric Prayer of Incredible Life II: cost 2 AP, must have spent 30 AP: Your healing and negative energy spell critical multipliers are increased by an additional 0.25, bringing your base critical multiplier for these spells to 2.00.
At level 13: Cleric Prayer of Incredible Life III: cost 3 AP, must have spent 45 AP: Your healing and negative energy spell critical multipliers are increased by an additional 0.25, bringing your base critical multiplier for these spells to 2.25.

Paladin and Ranger Healing Enhancements
At level 1: Paladin/Ranger Ranger Devotion I: cost 1 AP: Grants a 10% increase to the effectiveness of your healing and negative energy spells.
At level 4: Paladin/Ranger Ranger Devotion II: cost 2 AP, must have spent 10 AP: Grants a 20% increase to the effectiveness of your healing and negative energy spells.
At level 7: Paladin/Ranger Ranger Devotion III: cost 3 AP, must have spent 21 AP: Grants a 30% increase to the effectiveness of your healing and negative energy spells.
At level 10: Paladin/Ranger Ranger Devotion IV: cost 4 AP, must have spent 32 AP: Grants a 40% increase to the effectiveness of your healing and negative energy spells.

Sorcerer and Wizard Repair Enhancements
At level 1: Sorcerer/Wizard Force Manipulation I: cost 1 AP: Grants a 10% increase to the damage of your force and repair spells. .
At level 4: Sorcerer/Wizard Force Manipulation II: cost 2 AP, must have spent 10 AP: Grants a 20% increase to the damage of your force and repair spells.
At level 7: Sorcerer/Wizard Force Manipulation III: cost 3 AP, must have spent 21 AP: Grants a 30% increase to the damage of your force and repair spells.
At level 10: Sorcerer/Wizard Force Manipulation IV: cost 4 AP, must have spent 32 AP: Grants a 40% increase to the damage of your force and repair spells.
Sorcerer and Wizard Repair Critical Enhancements
At level 3: Sorcerer/Wizard Lineage of Force I: cost 1 AP, must have spent 7 AP: Grants a 3% chance for force and repair spells to generate a critical result for 1.5 times the normal damage or repair amount. (Base spell critical chance is 0% and base critical damage multiplier is 1.5.)
At level 7: Sorcerer/Wizard Lineage of Force II: cost 2 AP, must have spent 22 AP: Grants a 6% chance for force and repair spells to generate a critical result for 1.5 times the normal damage or repair amount.
At level 11: Sorcerer/Wizard Lineage of Force III: cost 3 AP, must have spent 37 AP: Grants a 9% chance for force and repair spells to generate a critical result for 1.5 times the normal damage or repair amount.
Sorcerer and Wizard Repair Critical Multiplier Enhancements
At level 5: Sorcerer/Wizard Lineage of Deadly Force I: cost 1 AP, must have spent 15 AP: Your force and repair spell critical multipliers are increased by an additional 0.25, bringing your base critical multiplier for these spells to 1.75.
At level 9: Sorcerer/Wizard Lineage of Deadly Force II: cost 2 AP, must have spent 30 AP: Your force and repair spell critical multipliers are increased by an additional 0.25, bringing your base critical multiplier for these spells to 2.00.
At level 13: Sorcerer/Wizard Lineage of Deadly Force III: cost 3 AP, must have spent 45 AP: Your force and repair spell critical multipliers are increased by an additional 0.25, bringing your base critical multiplier for these spells to 2.25 .


XI: Items to Boost Spell Based Healing

Items exist in the game that act much like enhancements so far as increasing the amount of base healing done and criticals. The nice thing is that these items that you wear on your character or hold in his/her hands stack with your character's personal enhancements.

Adore and Devotion augments cure spells.
Mending and Reconstruction augments repair spells.
Efficacy and Potency augments all spells.

These come in five levels of strength with a value of the maximum spell level that they will affect. Note that in the table below, "normal" is used in place of the name because the 2nd strength has no prefix marker.
Lesser #: increases the effectiveness of your # level and lower spells by 10%.
normal #: increases the effectiveness of your # level and lower spells by 20%.
Improved #: increases the effectiveness of your # level and lower spells by 30%.
Greater #: increases the effectiveness of your # level and lower spells by 40%.
Superior #: increases the effectiveness of your # level and lower spells by 50%.

Adore, Mending, and Efficacy comes on items or weapons with three uses or as potions. The duration for both is the same, 30 seconds.
Devotion, Reconstruction, and Potency comes on items and weapons, but not not have a time limit. This makes them highly desirable as their effect lasts for as long as you are holding onto them.

For example, a cleric with an Improved Devotion II item and the Cleric Life Magic II enhancement can cast a cure moderate wounds for 50% more healing than normal, but a cure serious wounds for only 20% more than normal. Casting a cure moderate wounds in this method is more SP efficient than casting a cure serious wounds because your cure moderate wounds will heal more damage. These stack because bonus from items and bonus from enhancement stack.

Items that give you a bonus will not stack with another item that gives you the same named bonus. This means that a potion of Greater Adore II will not stack with an Improved Devotion I scepter. The Greater Adore II will give you a 40% bonus to your 1st and 2nd level cure spells for 30 seconds, at which time its bonus will cease to exist and your Improved Devotion I scepter will once again take over giving your 1st level cure spells a 30% bonus. Your 2nd level and higher cure spell will not be augmented at this point.

The list below contines the names of items currently in game that hold either the Potency or Devotion as one of their attributes beyond randomly created weapons or shields.
Belt of the Seven Ideas found in "Gianthold Tor" (blue dragon) has Improved Potency VII.
Robe of the Arcane Puisance found in the end chest of "Tempest Spine" has Potency IV.
Robe of Arcane Power found in the end chest of "Tempest Spine" has Potency IV.
Robe of Potency found in the end chest of "Tempest Spine" has Improved Potency II.
Madstone Boots found in end raid chest of "The Reaver's Fate" are boots with Potency VII.
The following armors have Potency VII as one of their attributes. They can be purchased from Armec Orem the Master Blue Scalesmith located in the Gianthold, at the cost of 25 Blue Dragon Scales.
Blue Dragonhide Armor
Blue Dragonplate Armor
Blue Dragonscale Armor
Blue Dragonscale Docent
Blue Dragonscale Robe
Adherent's Pendant found in the treasure room of "Chamber of Raiyum" is a necklace with Superior Devotion IV.
Bejeweled Letter Opener found in the treasure room of "Chamber of Raiyum" is a dagger with Improved Devotion IV.
Jinx's Vexation found in "The Cursed Crypt" is mithral full plate with Superior Devotion IV.
Docent of Corpsecraft found in the end chest of "Flesh Maker's Laboratory" has Greater Devotion VI.
Vulkoorim Pendent found in "The Sands of Menechtarun" (Drow area, Volrune The Curate), is a necklace with Improved Devotion II.
Chainmail Coif found in "The Sands of Menechtarun" (Firebrand area, Darkfur), is a helmet with Superior Devotion III.
Helm of the Flame found in "Stormcleave Outpost" (Insgadreer's chest) has Improved Devotion II.
Gauntlets of Eternity found in end raid chest of "The Reavers Fate" are gloves with Devotion VI.
Shining Crest of St. Markus found in the end raid chest of "Zawabi's Revenge" is a helmet with Improved Devotion VI.
Beacon of Tira is reward for turning in the 4th stage Silver Flame Talisman. It has Superior Devotion VI.
Silverflame Hauberk, an end reward for "Delera's Tomb, Necromancer's Lair" is half plate with Devotion III.
Splinterskull Acolyte Ring, an end reward for "Tangleroot Gorge" has Improved Devotion II.
Dragoncrafted Docent gained by turning in 20 Dragon Relics to Horatin the Dragoncraft Apprentice in Gianthold. It has Greater Devotion IV.
Scepter of Healing can be purchased from Phinnian Barkbow in the Harbor near the entrance to Water Works for 25 Invasion Tokens. It is a +4 heavy mace with Greater Devotion V.
Seraphim is a helmet gained by turning in 20 tapestry pieces to Balkar Aislin in Necropolis. It has Devotion VI.
Greensteel weapons crafted in "The Shroud". See advanced note below.
Apprentice's Robe is starting equipment gained in "The Grotto" given to non WF bards, sorcerers and wizards.
The set of the Devoted Necklace from "Sacrifices" and the Devoted Goggles from "Salvation of Korthos" grants a bonus of Devotion I. Both must be worn for this effect.


Lore items increase your chance to critically heal a character and they do stack with your character's personal enhancements to critically heal. Lore items come in four different strengths.
Lesser Lore: has a +6% chance to critical hit
Lore: has a +6% chance to critical hit. increase spell critical damage by adding 0.25 to the spell critical damage multiplier.
Greater Lore: has a +9% chance to critical hit. Increase spell critical damage by adding 0.25 to the spell critical damage multiplier.
Superior Lore: has a +9% chance to critical hit. Increase spell critical damage by adding 0.5 to the spell critical damage multiplier.

Currently, only repair lore items are common, coming on a variety of randomly created weapons.
Healing lore items only exist on four items in the game currently.
Gauntlets of Eternity found in end raid chest of "The Reavers Fate" are gloves that have Superior Healing Lore as one of its attributes.
Shining Crest of St. Markus found in the end raid chest of "Zawabi's Revenge" is a helmet that has Lesser Healing Lore as one of its attributes.
Scepter of Healing can be purchased from Phinnian Barkbow in the Harbor near the entrance to Water Works for 25 Invasion Tokens. It is a +4 heavy mace that has Greater Healing Lore as one of its attributes.
Greensteel items crafted in "The Shroud". See advanced note below.

Arcane Lore items will increase the chance of criticals on any spell. These powerful items exist on only a few items in the game.
The Greenblade found in the end raid chest of "Zawabi's Revenge" is a kukri that has Greater Arcane Lore as one of its attributes.
The Skiver that can be claimed from turning in the Eight Tome of Legend pages in Necropolis from Bilk Howland. It is a dagger that has Greater Arcane Lore as one of its attributes.
The following armors have Greater Arcane Lore as one of their attributes. They can be purchased from Armec Orem the Master Blue Scalesmith located in the Gianthold, at the cost of 25 Blue Dragon Scales.
Blue Dragonhide Armor
Blue Dragonplate Armor
Blue Dragonscale Armor
Blue Dragonscale Docent
Blue Dragonscale Robe

The following armors have Arcane Lore as one of their attributes. They can be purchased from Hoorunoe the Elfcraft Apprentice located in the Gianthold, at the cost of 20 Elven Relics.
Elfcrafted Chain Armor
Elfcrafted Chain Shirt
Elfcrafted Docent
Elfcrafted Plate Armor
Elfcrafted Robes


Advanced Notes:
Depending on which Tier it is applied, the Greensteel weapon can be imbued with Improved Devotion VI, Greater Devotion VI, or Superior Devotion VI. The effects do not stack if you apply more than one on the same item. See other guides for explanations of how to craft Greensteel items.
Depending on which Tier it is applied, the Greensteel item can be imbued with Healing Lore, Greater Healing Lore, or Superior Healing Lore. The effects do not stack if you apply more than one on the same item. See other guides for explanations of how to craft Greensteel items.


XII: Items to Boost Personal HP Recovery.

The list below contains the names of items currently in game that hold healing amplification as one of their attributes beyond randomly created weapons or shields.
Docent of Blood from the end chest in "The Bloody Crypt" has 10% more effect from positive energy spells. This particular effect is listed as "Blood" so it should stack with other items.
Finger Necklace from the Mentau Chest in "Litany of the Dead" has 10% more effect from positive energy spells. This perticular effect is listed as "Fleshmaker" so it should stack with other items.
Levik's Bracers from is raid loot from "Hound of Xoriat" and has 20% Healing Amplification.
Greensteel weapons crafted in "The Shroud". See advanced note below.


Advanced Notes:
Depending on which Tier it is applied, the Greensteel weapon can be imbued with Healing Amplification 10%, 20% or 30%. The effects do not stack if you apply more than one on the same item, nor will it stack with Lorik's Bracers as they have the same name bonus. See other guides for explanations of how to craft Greensteel items.


XIII: Special Potions and Items

There are a few special items that will return HP to fleshies and WF equally. They are "Heal" items. Right now there are only six known such items in the game. They follow the same HP recovery formulas as stated above in spells, only they are SELF ONLY healing.
Starter Heal Light potion
Starter Heal Moderate potion
Cupcake - Heal Light, given out by the Festival Jester for 3 copper tokens.
Candy Cane - Heal Moderate, 30 charges like a wand, given out by the Festival Jester for 2 silver tokens.
Eternal Titan Wand - Heal Light Wounds 2/rest. Given out by +Sir Lawrence during Trade or No Trade event.
Battle Coin - Trinket, +1 Competence Bonus To Hit, Heal Moderate (self only) 3 charges, 1 recharge/rest. Raid loot from The Titan Awakes.

The list below contians the names of items currently in game hit points back over time, "Regeneration", as at least one of their properties.
Ring of Trollish Regeneration found in "Redwillow's Ruins" has regeneration at the rate of 1 HP per minute.
Greensteel items crafted in "The Shroud". See Advanced notes below.
Tasty Ham regenerates 6 HP every 6 seconds for a duration of 1 minute. This is a consumable.
Tasty Ham Oil is the Warforged equivalent of Tasty Ham. It is created by placing Tasty Ham into a Stone of Change. This is a consumable.
Pouch of Jerky is raid loot from "Zawabi's Revenge". It has 3 charges of "Eat Jerky" which does 2 HP every 6 seconds for 4 minutes and 30 seconds.
While not an item, see Advanced Notes for class abilities of regeneration.

The list below are other items that can heal a person that do not fit the other categories.
Kargon's Tasty Ham is a consumable that heals 100 HP but stuns you for 12 seconds due to hammy bliss. Found only in chests.
Levik's Defender found in the end raid chest of "The Hound of Xoriat" has Healer's Bounty. Randomly when you are hit, a Heal spell will be cast upon you.
Silverflame Healing Potion is a consumable that cost 4,0000 gp. You recover 250 HP at the cost of being slowed by 50% and -10 to all abilities and saving throws for 30 seconds.
Silverflame Lesser Healing Potion is a consumable that cost 2,0000 gp. You recover 100 HP at the cost of taking -10 to all abilities and saving throws for 30 seconds.

Advanced Notes:
Depending on which Tier it is applied, the Greensteel item can be regeneration at the rate of 1 HP per minute, per 30 seconds, per 15 seconds. The effects do not stack if you apply more than one on the same item. Only the best is applied. See other guides for explanations of how to craft Greensteel items.
Chaos Orbs are strange things which at random times will also give you a Tasty Ham in your inventory when the come in contact with you. The current theory is that when Tumble is applied to you, you gain a ham.
In order to purchase the Silverflame Potions, you must gain 400 Silverflame favor first.
While not an item, see also: XVI: Cleric Divine Healing Enhancement for cleric based regeneration.
While not an item, see also: "Wholeness of Body" XIX: Monk Attacks and Abilities for monk based regeneration.


XIV: Metamagic Feats

At 1st level and every 3 levels after that you gain an ability called a feat. You have the option of choosing what are known as metamagic feats. There are three that will directly affect the amount of healing you can do. Wizards get an extra metamagic feat at 1st level and every 5 levels after that as a class ability.
Empower Healing Spell: While you have this feat enabled, all cure spells and Heal spell will recover 50% more HP. This metamagic feat will only affect cure spells and makes the spell cost +10 SP more than normal.
Empower Spell: This will work exactly the same as Empower Healing (50% more effective). However, the difference is that it costs more but will also affect your damage spells as well. This metamagic feat makes the spell cost +15 more SP.
Maximize Spell: If you have this metamagic feat active, your healing spells will heal double the normal amount. It also does double damage on your attack spells. This metamagic feat makes the spell cost +25 more SP.
Quicken Spell: This metamagic feat allows you to cast the spell without need of a concentration check so you can’t be interrupted, but does not increase the amount of healing possible. This makes the spell cost +10 more SP.

You can stack metamagic feats. So you can Empower, Maximize, Empower Healing a cure spell. The only reason why this writer can think of why you would want to do such a thing is to kill an undead outright (cure spells hurt them).

Advanced Notes:
The Heal spell is not effected by Empower Spell or Maximize Spell feats. Only the Empower Healing Spell feat effects it.


XV: Wand and Scrolls Enhancements

The basic rule of thumb when it comes to being able to use a wand is that A) the spell held within the wand must be in your spell list and B) you must be of high enough character level to use said wand.
Scrolls are a little different. First the spell must be on your spell list. If it is not you will have to make a Use Magic Device check. Second, if it is on your list, you must be of high enough character level to cast the spell or you will be forced to make a caster level check. The formula for this is as follows.

1d20 + (2 * Caster Level) >= 2 * required caster level for the spell.

Example: Say a 4th level cleric wants to cast cure serious wounds from a scroll. At 4th level he can not cast the spell yet, but it is on his list. The cleric passes the first part of the conditions necessary, but not the second part. Therefore the cleric must make a caster level check. In this case the formula becomes "1d20 + (2 * 4) >= 2 * 5". The cleric must roll a 2 or better on a d20 to succeed his caster level check to use the scroll.

Characters that do not have the spell used by the wand on their spell list but are of a high enough character level still have a chance of actually using the wand via a Use Magical Device check. The wands will list a difficulty check in their item description. When you attempt to use the wand, you roll 1d20 + your total modification to your Use Magical Device skill. If you roll the value listed or better, you succeed and the wand is used properly. If you fail, the wand still uses a charge but without the benefit of the spell. However, a way around the Use Magical Device check is to take a level or two in a class that has the desired spell in their spell list. For example, some WF take a level in wizard or sorcerer in order to be able to use repair wands on themselves. Others characters work in a few levels of paladin or ranger for the class abilities with the added bonus of wand usage. They normally do not take enough levels to gain access to spells.

Paladins, Rangers, Clerics, and Bards can use cure light, moderate, and serious wounds wands without failure once they are of a high enough character level.
Clerics and Bards can use wands of cure critical wounds when of a high enough character level.
Wizards and Sorcerers can use wands of repair light, moderate, serious, and critical damage wands without fail when of a high enough character level.

Bards, clerics, sorcerers, and wizards all have an enhancement line that increases the effectiveness of your wands and scrolls. No item or other enhancement will do this for wands and scrolls.
At level 2: Wand and Scroll Mastery I: cost 1 AP: Grants a 10% increase to the effectiveness of your wands, scrolls, and other items that cast spells.
At level 5: Wand and Scroll Mastery II: cost 2 AP, must have spent 14 AP: Grants a 20% increase to the effectiveness of your wands, scrolls, and other items that cast spells.
At level 8: Wand and Scroll Mastery III: cost 3 AP, must have spent 25 AP: Grants a 30% increase to the effectiveness of your wands, scrolls, and other items that cast spells.
At level 11: Wand and Scroll Mastery IV: cost 4 AP, must have spent 36 AP: Grants a 40% increase to the effectiveness of your wands, scrolls, and other items that cast spells.

Advanced Notes:
When using scrolls, if you ordinarily make a Caster Level Check, the game will determine if a Use Magical Device check will give you a better chance for success and use that formula for determining your success.
If you are a cleric, paladin, or ranger, and your connection to your god/goddess is severed for a time, any wand or scroll usage will require a Use Magical Device check. Dragonmarks are not affected by the lack of connection.


XVI: Cleric Divine Healing Enhancement

This enhancement will heal a small amount of health each tick on WF and fleshies alike. It lasts for 30 seconds where a tick a 2 seconds and each use consumes a use of your Turn Undead ability. Other enhancements, items, and feats do not change this value. It will continue to be active even if you are at full health, but will not heal you beyond your maximum hit point value. You can not cast it on your own character.
At level 2: Cleric Divine Healing I: cost 1 AP, must have spent 7 AP: Activate this ability to give another character 1d3 healing every 2 seconds for 30 seconds.
At level 7: Cleric Divine Healing II: cost 2 AP, must have spent 22 AP: Activate this ability to give another character 2d3 healing every 2 seconds for 30 seconds
At level 11: Cleric Divine Healing III: cost 3 AP, must have spent 37 AP: Activate this ability to give another character 3d3 healing every 2 seconds for 30 seconds.

The math below is provided to show averages of how this work in order to aid players in making a decision to take this line of enhancements or not.
Divine Healing I 1d3 1-3hp a tick = 30 HP. Based on a Average of 2 x 15 ticks.
Divine Healing II 2d3 2-6hp a tick = 60 HP. Based on a Average of 4 x 15 ticks.
Divine Healing III 3d3 3-9hp a tick = 90 HP. Based on a Average of 6 x 15 ticks.

Advanced Notes:
Some clerics use this enhancement to top off party members to full health after fights in quests.
This enhancement can be used to bring a character up out of being incapped.


XVII: Mark of Healing: Dragon Marks

To learn more about Dragon Marks in general, visit the following DDO web page.
http://forums.ddo.com/showthread.php?t=104235

If your character is a halfling, you have access to the Mark of Healing. It comes in three forms, Least, Lesser, and Greater. It will take three of your feats to get all three. The Healing Marks bestow the following abilities.

Least Dragonmark of Healing

+2 to your Heal skill.
Spell-like ability: cure light wounds
Cooldown timer: 1 second
No minimum level to take.

Lesser Dragonmark of Healing

Spell-like ability: cure serious wounds
Cooldown timer: 2 seconds
Minimum level of 6 to take.

Greater Dragonmark of Healing

Spell-like ability: heal
Cooldown timer: 4 seconds
Minimum level of 9 to take.

These healing mark abilities are affected by enhancements and items that increase your healing ability, critical healing chances, and metamagic feats. The caster level of the spell like ability is determined by your own character level. All of the marks use the same timer for cooldown, so you can not activate them one right after another. As you take more Marks of healing, you gain more uses of the abilities.

When you take the Least mark, you will have 3 uses of cure light wounds.
When you take the Lesser mark, you will have 4 uses of cure light wounds, and 2 uses of cure serious wounds.
When you take the Greater mark, you will have 5 uses of cure light wounds, 3 uses of cure serious wounds, and 1 use of heal.

There is an enhancement line that allows you to gain more uses of all the Dragonmark spell like abilities per rest.
At level 2: Extra Dragonmark Use I: cost 1 AP, must have spent 3 AP: You gain 1 additional use of your Least, Lesser, and Greater Dragonmarks per rest.
At level 6: Extra Dragonmark Use II: cost 2 AP, must have spent 18 AP: You gain 2 additional use of your Least, Lesser, and Greater Dragonmarks per rest.
At level 10: Extra Dragonmark Use III: cost 3 AP, must have spent 33 AP: You gain 1 additional use of your Least, Lesser, and Greater Dragonmarks per rest.
At level 14: Extra Dragonmark Use IV: cost 4 AP, must have spent 48 AP: You gain 1 additional use of your Least, Lesser, and Greater Dragonmarks per rest.

In order to obtain the Mark of Healing, you must be a halfling and complete the quest "Mark of the Dragon" given by Lockania . She stands in the Harbor near the mailbox and Spaulder Nine-Band the Auctioneer. After that you will be entitled to one free feat respec as you can't choose to take the Mark of Healing at character creation. At that point, head to meet up with Fred the mindflayer in House Jorasco. You will find him under the Garden of Respite in the north part of the map.

Advanced Notes:
If you have already completed the quest that Lockania gives you on any of your characters, any characters you create from that point on may start with a Dragonmark at creation.
The Dragonmarks are not effected by a quell's Intercession attack which separates a divine caster from their god/goddess rendering them unable to cast spells.
The Dragonmarks work even if the character has been enfeeblminded.


XVIII: Sovereign Host: Faith Based Enhancement

Currently the Sovereign Host offers the only faith based healing ability. Currently, it is a two tiered tree. The first offers nothing of healing, however, the second one is very nice indeed.

At Cleric level 1 or Paladin level 1: Follower of the Sovereign Host: cost 2 AP:
You are a Vassal of the Sovereign Host, a true believer in the Doctrine of Universal Sovereignty. As is the world, so are the gods. As are the gods, so is the world. Grants a +1 bonus to hit with long swords, the favored weapon of the clergy of the Sovereign Host.

At Cleric level 6 or Paladin level 9, Unyielding Sovereignty: cost 4 AP, must have spent 16 AP (Cleric) or 28 AP (Paladin):
You are a devoted follower of the Sovereign Host, and your faith has been rewarded. Activate this ability to fully heal hit point damage done to yourself or a targeted ally, remove ability damage, and the conditions blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, feebleminded, insanity, nauseated, and poisoned. Cooldown: 10 minutes.


Unyielding Sovereignty heals a base of 1000 HP, and then is adjusted for human Improved Recovery or WF healing penalties (adjusted via Healer's Friend enhancements) as is appropriate. It is not modified by other enhancements, metamagics, or items. The timer for Unyielding Sovereignty is 10 minutes. After 20 minutes you can use this ability again without having to shrine first. This enhancement will also heal a WF that has the Improved Fortification feat.

To learn more about the other faith enhancements, click on the link below.
http://forums.ddo.com/showthread.php?t=106051

Advanced Notes:
It can be activated while underwater.
It removes the "Dolurth" death effect one gets when being raised from dead.


XIX: Monk Attacks and Abilities

Monks are a different sort of class, especially compared to the pen and paper form of monk.

By attacking with various elemental combos, a monk can activate a finishing move providing they have enough Ki.
Healing Ki I: costs 10 Ki, and requires a Positive Positive Positive attack chain to set it up. You heal all nearby allies for 1d4 plus 1d4 per two monk levels. This is similar to a a mass cure spell save for one important factor. The healing does not harm undead foes within the radius. Devotion/Potency items can improve this value.

Wholeness of Body, a monk's 7th level granted ability. It allows you to regain half of your monk level (rounded down) + wisdom modifier in hit points per tick. It has a duration of duration of 90 seconds at 6 seconds per tick, and a cool down timer of 180 seconds.

The class of Monk that also has a Enhancement recovery line.
At level 3, “Monk Improved Recovery I” enhancement can be purchased at the cost of 2 AP (must have spent 6 AP) for a 10% increase to the effectiveness of cure spells.
At level 7, “Monk Improved Recovery II” enhancement can be purchased at the cost of 4 AP (must have spent 20 AP) for a 20% increase to the effectiveness of cure spells.
At level 11, “Monk Improved Recovery III” enhancement can be purchased at the cost of 6 AP (must have spent 34 AP) for a 30% increase to the effectiveness of cure spells.

Crarites
09-28-2007, 02:03 PM
Nice update. Looks good

Laprion
10-05-2007, 01:49 PM
"Character level" refers to total number of character levels a PC has obtained. (I.E. TestSubject is a fighter 3/ranger 8. This means he is fighter level three, ranger level eight, but character level eleven.)

might i surgest put PC in the term to know i know what it means but some people might take there time lol

Missing_Minds
10-13-2007, 03:45 PM
might i surgest put PC in the term to know i know what it means but some people might take there time lol

Yeah, good call. I added that.

Also added the fact that the cooldown timer on the Sovereign Host at some point changed from 20 minutes to 10 minutes.

SteeleTrueheart
10-22-2007, 09:47 PM
I believe unyielding sovereignty has a 10min cool down timer now.

MrCow
10-23-2007, 01:00 AM
Wizards and sorcerers have repair as a class skill and may take ranks in it even if they are a fleshy.

Wizards, rogues, and fighters have repair as a class skill. Sorcerers do not (as they have the class skills of concentration and bluff).

Missing_Minds
10-23-2007, 11:18 AM
Wizards, rogues, and fighters have repair as a class skill. Sorcerers do not (as they have the class skills of concentration and bluff).

Thanks, I'm still to used to PnP standard where repair is not a skill.

I'm also looking into a possible bug concerning "devotion ??? repair lore items". So far it seems as if these can also work towards the critical of cure spells.

flamberg
11-06-2007, 09:48 AM
Great Job on the guide will vote for you.

eatsmyfood
11-09-2007, 04:52 AM
"Mob(s)" is short for 'Mobile' and refers to NPC's that move about. If I've got my card's straight, it's "builder" term held over from the days of MUDs MUSHs and MOOs. In the vernacular, it usually refers to a hostile NPC.

liamfrancais
07-24-2008, 04:20 PM
Hello great guide I missed when the last update was but I did not see this in there so if you are still updating occasionally the hams from the genie cake can be used outside of a tavern for healing without being stunned like kargons ham, actually very helpful when soloing.

Missing_Minds
07-28-2008, 07:28 PM
Hello great guide I missed when the last update was but I did not see this in there so if you are still updating occasionally the hams from the genie cake can be used outside of a tavern for healing without being stunned like kargons ham, actually very helpful when soloing.

actually, I plan to update it soon, however in my update list I completely forgot about the hams, including tasty. Thank you for the reminder.

Kaboth
08-27-2008, 02:03 PM
OK question, I perused it quickly, but didnt see mention of it.... However, does Monk Healing Recovery Line STACK with the Human Recovery line?

Missing_Minds
08-27-2008, 07:19 PM
OK question, I perused it quickly, but didnt see mention of it.... However, does Monk Healing Recovery Line STACK with the Human Recovery line?

I do not have any personal experience with this, however, due to the fact that Monk is Class, and Human is Race, the two should stack. When work allows and home life allows me, I've got about 2 mods worth of updates to do to this sucker.

Now if you are asking for the direct mathematics of how it works, that I can not state as I really don't have a clue. It is not as simple as "HP to recover" + x% more + y% more. Scroll to the top of the link below to see what I mean about "simple".

http://forums.ddo.com/showthread.php?p=1600882

Missing_Minds
11-06-2008, 01:27 PM
* added a list of healing amplification items.
* added a list of named devotion and potency items/weapons/armor.
* added shroud items to devotion and healing lore lists.
* added monk abilities and enhancements to the guide.
* Corrected: The Heal spell value is not modified by maximized or empowered feats. Only empower healing.
* Current Bug: WF healer's friend and Monk Improved Recovery are not stacking.
* added a list of regenerative HP items.

Issues
* Monk Wholeness of body still need proper timing values.

It is unlikely this will ever be updated again. Have fun with the game all.

Ghaldar
12-10-2009, 02:01 PM
Always good work. thanks for keeping this updated.

Udinthrik
12-13-2009, 02:26 PM
i dont agree with "all warforged should take the Healer’s Friend enhancement line" statement.

they dont stack with themselves. 1st rank gives +15% for 2 AP. Always get this.
2nd rank gives only 5% more for 4 AP... may not worth it imo.
3rd rank gives another 5% for 6 AP... DEFINITELY not worth it!

Think of it this way.

Spend 2AP get +15%
Spend 11AP get 25%

the enhancement progression just doesn't make sense. If it stacked with itself and worked the way it is worded it would be worth going past rank one.

gralha
04-09-2010, 01:44 AM
Healing wands stacks with improved/greater devotion? (using wands with UMD)

Missing_Minds
04-09-2010, 09:10 AM
Healing wands stacks with improved/greater devotion? (using wands with UMD)

No. The only way to get more bang for the charge out of wands are the wand enhancments. Devotion/Potency items/enhancments do nothing for wands anymore. (years back they did, but no longer.)

Zzevel
04-09-2010, 09:39 AM
The Mantel of the Worldshaper (http://compendium.ddo.com/wiki/Item:Mantle_of_the_Worldshaper) has a +1hp regen on it as well.

Missing_Minds
04-09-2010, 09:53 AM
The Mantel of the Worldshaper (http://compendium.ddo.com/wiki/Item:Mantle_of_the_Worldshaper) has a +1hp regen on it as well.

It has +1 hp/60 seconds. However, as stated here.

http://forums.ddo.com/showpost.php?p=1921290&postcount=14

Unless something becomes really outdated, I'm not planning on keeping up with updates as mostly it is gear updates.

The information provided here will help you far better for understanding how healing works than any cleric/fvs guide I've read even with it not being updated.