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Character Creation Guide

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Author: Redweaver
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The first thing you need to do when you first sit down to play DDO is to make a character. This guide will hopefully provide some insight into the process. There are several major steps you take to create your online persona, and we will deal with them each in turn. The steps are: Choosing your Race and Class, setting your avatar's Appearance, the Character Summary, buying your Abilities, picking your Skills, selecting your Feats, and, if you're a spellcasting class, you'll go over your Spells. Moving through each of these steps in turn will yield a character for the game, and it can be a lenghty process, so let's dive right in.
After buying the game, paying your first month's subscription fee, installing it on your computer, patching, and logging into the game, you'll come to the character selection screen. If this is your first time playing, this screen will be mostly empty. In the lower right hand corner, you'll find a button marked "create". Click on this to get started.

Race and Class:

There are five races in DDO at the time of the writing of this guide. They are Human, Elf, Halfling, Dwarf and Warforged. These are presented on the left side of the screen in two sections, males and females. Click on the picture of the race you wish to play and a short description of the race along with some pertinent game information will be displayed under the pictures. There is no statistical difference between males and females in DDO, women are equally capable as men here in both physical and mental aspects, so choosing your avatar's sex is purely an asthetic choice.

Humans receive a free bonus Feat at first level, 4 bonus skill points at first level as well as 1 additional skill point every level thereafter. Humans are considered to be the most common and adaptable of races, and, as all of you reading this guide will no doubt be a human, not much detail is required about them.

Elves gain a +2 to Dexterity and a -2 to Constitution due to them being rather graceful, but frail. They are immune to magical sleep effects, as well as resistant to most enchantment type spells, reflected by a +2 saving throw bonus against them. An elf's senses are extremely sensitive, so they gain a +2 bonus to the Search, Listen and Spot skills. They also start out being proficient in the use of longswords, rapiers, longbows, and shortbows, regardless of their chosen class.

Halflings start with a +2 to Dexterity and a -2 to Strength, they are quick but very small, and therefore weak. Being small is not without it's advantages, however, so the halfling gets a +1 Armor Class (AC) bonus, making them harder to hit, and a +4 bonus to Hide skill checks. Unfortunately, being small also limits the amount they can carry to 3/4 of what other races can. They gain a +2 bonus to Jump, Listen and Move Silently skills as well, due to them being surefooted and nimble. Also, they have a +1 bonus to hit with thrown weapons such as daggers and shuriken.

Dwarves have a +2 to Constitution and a -2 to Charisma as they are stout and tough, but tend to be gruff and dour. They gain a +2 bonus to Search skill checks and a +4 bonus to Balance skill checks, being underground dwellers has made their race sharp-eyed and sure-footed. They are also a hardy and hale people, and gain a +2 bonus to saving throws against both poisons and spells. Dwarven Waraxes are common weapons among these folk, as such, they consider this weapon to be a martial weapon instead of an exotic one and do not need a special Feat to wield one.

The Warforged are a race of sentient constructs created by many kingdoms as soldiers to fight in the Last War. The magic used in their construction has given them intelligence and free will, so they struggle to find a place in their world among those races who are uncomfortable with them as reminders of a brutal, bloody time. They begin with a +2 to Constitution, but a -2 to both Wisdom and Charisma as they are resiliant to damage but have difficulty in relating to others. They are resistant to poisons, sleep effects, paralysis, disease, nausea, fatigue, and exhaustion, and also can last underwater longer than the more fragile races. They receive only half effect from Divine Healing spells such as those cast by a Cleric, but, thankfully, there is a line of Arcane Repair spells developed specifically to heal them, from which they get full effect. The composite plating which sheaths them grants a +2 bonus to AC, but causes Arcane spells cast by them to fail 5% of the time, and gives them Light Fortification which causes critical hits and sneak attacks to become normal hits 25% of the time.

DDO offers 9 adventuring professions, or classes, to choose from. You can be a Fighter, Paladin, Barbarian, Rogue, Ranger, Cleric, Wizard, Sorcerer, or Bard, and on the right side of the screen is where these can be found. There is a short movie for each of them with nicely done voice overs to give a brief description of each, as well as a more detailed treatment in text below. All classes gain 4 times the number of skill points gained each level at first level, so, for instance a Fighter with an Intelligence Modifier of 1 will gain (2+1)x4=12 skill points when created. Also, all classes add their Constitution Modifier into their Hit Points (HP) and Intelligence Modifier into their skill points each level, including first, and everyone starts with the Heroic Durability Feat for free which adds an additional 20 HP at first level (and only first level).

Fighters are front line melee combatants who are proficient with all manner or weapons and wear all forms of armors. Fighters gain a bonus feat at first level, and a new bonus feat every even-numbered level thereafter (2, 4, 6, etc.). They get 10 HP and 2 for skill points each level.

Paladins are also melee combatants with some special abilities that make them especially potent against undead creatures such as skeletons and zombies. They have access to a short list of Divine spells and some limited healing abilities, including the powerful single burst Lay on Hands, to support their teammates. They are resistant to fear and disease and have an ability to Smite Evil to lay some damage down on their foes. The paladin receives 10 HP and 2 skill points each level.

Barbarians have a deep, firey core of Rage inside them which they can tap into for augmented combat capabilities, including bonuses to both Strength and Constitution, as well as Damage Reduction which makes every blow scored on them hurt them less. They are another melee class with an emphasis on offensive abilities and have a higher rate of movement than other classes. They gain 12 HP and 4 skill points each level.

Rogues are highly skilled and gain more skill points per level than any other class. Although not a front line combatant in melee, they know how to hit an opponent where it counts, as represented by their Sneak Attack ability which can deal out large amounts of damage with a single blow. They are the masters of stealth and the greatest among their ranks are said to be able to hide in plain sight. Tricks and traps are their stock in trade, and they have unparalleled ability to find and disable all manner of deadly devices, as well as skill with using magic items not meant for their class. They get 6 HP and 8 skill points each level.

Rangers make good scouts and ranged combatants, and have a natural affinity for weilding two weapons at once, but their limit to lighter armors makes them ill-suited to standing toe-to-toe with enemies. They get limited healing spells similar to that of a paladin, and an additional short list of Divine spells attuned to the natural world. Their relentless focus on their foes provides them with certain insights to the natures of these enemies which provides them with a +2 bonus to damage rolls against those they choose to study. They gain 8 HP and 6 skill points each level.

Clerics are divine warriors, with the weapon and armor skills to take the fight to the enemy, as well as being the groups primary source of healing magic. They gain access to some powerful buffs to augment both the defensive and offensive abilities of their allies and have the focus of faith which allows them to turn undead, either stunning the creatures for a time, or destroying the monsters outright. Higher level clerics even have the power to bring their teammates back from the dead. They have 8 HP and 2 skill points for each level.

Wizards spend their days in the focused study of the art and science of the Arcane and are highly versitile spellcasters with a mix of strong offensive magics and solid defensive buffs. They are the only class able to learn every Arcane spell in the game and can play healer to the Warforged of their party with their line of Repair spells. They gain metamagic Feats at first level and every fifth level thereafter (5, 10, 15 etc.) which allow them to shape the magic they weild to do greater damage, cover a wider area, be harder for foes to resist and other effects. They gain 4 HP and 2 skill points each level

Sorcerers are natural spellcasters, and make up for a lack of versitility like the wizard has with both more spellcasting power and the ability to cast those spells faster. They have continual access to the few spells they know, and, since they don't spend the years studying magic that the wizard does, they know more about using a wider array of weapons. They receive 4 HP and 2 skill points per level.

Bards are the jack-of-all-trades and master of none. They have some healing spells like a cleric, some arcane spells like a sorcerer, have some martial skill with weapons and armors like a fighter, and still have a few skills all their own. The music of a good bard can encourage allies, make them better at what they do, hold an enemy in rapt attention or twist the minds of their foes to fight for the bard's cause. Although somewhat weak on their own, bards make any group they join better than those allies could be without their music. They get 6 HP and 6 skill points each level.

Customizing your Appearance:

So you've weighed and measured your options and chose your race and class. Now it's time to decide what your in-game avatar will look like. This screen is all about hair, eyes, facial features, and skin color. There's a plethora of options, so have some fun playing around with different looks until you find one you will enjoy playing. This screen (other than alignment) has no functional bearing on anything gameplay-wise, and there are no bad choices, only ones you like or don't like. On this screen you will also make a name for your electronic self and choose your character's alignment. Alignment in Dungeons and Dragons is a one- or two-word description of a character's general moral outlook and personal attitude. There is some gear in DDO that will perform positively or negatively for your persona dependant on your chosen alignment, but that gear is rare enough, that there is no need to agonize over this descision, just pick what feels best.

Character Summary:

On this screen you'll see a pregenerated character on either side of your created avatar. This pregenerated character is ready to play if you don't want to pick each and every detail about your new persona, and includes all your Abilities, Skills, Feats, and Spells. If you're eager to get right into the action, or perhaps just feel a bit overwhelmed with all the options thrown at you, click "Play This Character" in the lower right-hand corner and head off into the game world to start playing. For the sake of the rest of this guide, we are going to assume that you would rather further "Customize Your Character", so click on the button of the same name next to the "Play This Character" button.

Abilities:

These are also sometimes refered to as "stats" or "statistics", and they are the numeric foundation the rest of your character is based on, so pay attention and choose wisely. A score of 10-11 is considered average, and each stat will have a modifier associated with it's value which is used in other aspects of gameplay. DDO functions on six Ability scores, and they are:

Strength (Str). This is a measure of your muscle and physical power. Used to determine encumberance, to-hit and damage bonus with melee weapons, as well as adding into several skills.

Dexterity(Dex). This is your coordination and agility. Used for finding your bonus to AC, Reflex saving throws, to-hit modifier for ranged attacks, and also figures into some skills.

Constitution(Con). A measure of your health and stamina. Used in determining your bonus HP each level, Fortitude saving throws, and a few skills.

Intelligence(Int). Measures learning, logic and reasoning skills. Affects skill points gained each level, adds into some skills, and is the stat which determines much of a Wizard's casting power.

Wisdom(Wis). This is a measure of your willpower and intuition. Affects Will saving throws, casting power for Clerics, Paladins, and Rangers, as well as figuring into some skills.

Charisma(Cha). This shows your force of personality and personal magnetism. Can alter NPC and Monster reactions to your character, affects casting power for Bards and Sorcerers, and also comes into play in some skills.

DDO Abilities are chosen through a 28 point "buy" system, and it can be a bit confusing for the uninitiated. All Abilities start at a score of 8, and are first modified by any racial bonuses or penalties. From 0 - 14, all ability points are bought on a 1 for 1 basis out of your pool of 28 points. Scores of 15 and 16 cost 2 points each, and 17 and 18 cost 3 points each. With racial modifiers it is possible to get certain stats over an 18, for instance, an elf or halfling could get a dexterity of 20, but, in general, 18 is the maximum in any given stat. Spend some time here, as these points you place will come into play continually throughout the life of your character, and feature prominently into nearly every numeric aspect of the game. Also, every character gains an additional Ability point to place whereever you choose every four levels (4, 8, 12, etc.)

Skills:

Skills are learned and trained abilities. Mouseover each in the list for a description. The DDO skill list, along with the stat each takes its modifier from, is as follows:

Balance...................Dex
Bluff........................Cha
Concentration..........Con
Diplomacy...............Cha
Disable Device.........Int
Haggle....................Cha
Heal........................Wis
Hide........................Dex
Intimidate................Cha
Jump.......................Str
Listen......................Wis
Move Silently...........Dex
Open Lock...............Dex
Perform....................Cha
Repair......................Int
Search.....................Int
Spot.........................Wis
Swim.......................Str
Tumble.....................Dex
Use Magic Device......Cha

Feats:

Feats are talents to help in your adventuring career and are some powerful abilities for your character. Every character, in addition to Class or Race bonuses, starts with a one feat at first level, and gains a new feat every three levels thereafter (3, 6, 9, etc.). The Feat list is quite extensive, so, to keep space in this guide managable, I'm not going to list them here. Mouseing over any Feat in the list on this screen will provide you with a tooltip description of the Feat. Drag the Feat icons for your choices from the "Available Feats" box into the spaces provided at the top of the "My Feats" box. Also in the "My Feats" box is a list of the Feats gained as a result of your chosen Class, which will include the weapons and armors with which you are proficient.

Spells:

This is the last section of character creation, and is not something gained by all classes. Spells are major abilities for the classes that gain them, and include some powerful effects for offense, defense, damage dealing, damage healing, effect removal, and much more. I think Spells and spellcasting deserve a guide all their own, so I will draw this guide to a close.

I hope this guide has proved insightful, and will help you in creating a character you will enjoy playing for a long time. There is a great deal more depth to the game, but hopefully this overview is a good stepping stone for getting started, and provides some tid-bits of useful information. As with many things in life, it's best to do some research, such as with this guide and the rest of the site, then dive right in and try it out. You can always reroll characters that don't do what you're wanting in game, and try out many possibilities. DDO's character generation has a great deal of depth and replayability, so making new characters can be fun in it's own right, and playing something new will show off parts of the gameplay that you haven't yet experienced. Have some fun with it, and learn what works best for you.

 
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