Dungeons & Dragons Online®

Dungeons & Dragons Online®

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Expected Gear: What you should carry always
By 殺してあげる
After a few facefault moments of egregious ill-equiping being discovered in quests, decided to make a post about what I'd
expect a party-member to carry into a quest. Now sharing it here.

This isn't 'uber gear' or expensive stuff, just a list of gear needed for commonly encountered situations. Will also include the rational for them so it doesn't seem arbitrary or nonsensical.
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Must Have for All Characters
Featherfalling (Permanent)

Falling happens. A lot. Ground gives out, quest starts a few hundred feet below the entrance, chimney drops to the next floor, and so forth. Some falls are too far for a spell: you don't want to have to keep casting it over and over, and clickies run out. Some monsters will cast Reverse Gravity, making you 'fall up' into the ceiling, only to plummet down and taking falling damage again. Additionally, featherfalling will extend the distance you can jump, helping you reach locations further than normal.

The only exception to this would be high level monks who get it innate. The rest should carry featherfall items, even if just carrying them to toggle on as needed.

Water-breathing (Permanent)

There are many long swims in the game. Crucible has an underwater trapped maze, some of the Druid quests require you to 'be as a fish', Three-barrel Cove is chalked full of swims. A high swim score (which no one takes) can get you through some of these, but armour and shields reduce your score (shields especially). Some swims you just can't make regardless. Once again, the spell would be too short.

Now as DDO doesn't truly have underwater combat (Red Fens capstone having special circumstances) and even the most encumbered player has a few seconds before drowning starts, this item is definitely a toggle. Just carry a weak helm or necklace or boots (Boots of the Mire being my fave, but Ring of the Buccaneer is better at higher levels. Also, Bubble Belt just rocks as it has swim, just need to endure Sorrowdusk to get it.) and switch to it as required.

Naturally, warforged don't require this. Oxygen never reaches their brains anyways :P

Jump +n (Permanent)

Platforming is pretty much expected everywhere. If you cannot make a jump, you are stuck. Most jumps are reasonable, but some are tricky, and some (usually for optionals) border on ludicrous. Now an arcane or primal caster can cast the Jump spell - if they took it. It also requires there to be one in the party. The spell levels up and has sufficient duration to be a viable crutch, but for those times when it's not available, have a jump item. Potions will work for low levels, but by level 10 you'll want the most jump you can. The +n refers to having the highest value of jump you can equip (up to +15 in your teen levels).

Anyone maxing jump each level will still want this. Unless you have a 30 in jump, you can always use more.

Fortification (Permanent)

Crits hurt. Sneak attacks add up. REGARDLESS your class, this can mean being one-hit killed. To prevent this, wear the best fortification gear you can get: as soon as you can get heavy fortification, and once you hit epic, try to eek out exceptional fortification until you're 'safe' at 150% crit negation. Epic mobs are learning to run in precision stance :P

Deathblock (Permanent)

Insta-death magic sucks. You roll one lousy 1 on a saving throw, and suddenly you're a crystal. Five seconds ago you were laughing at 300 hp and cleaving through the mobs, and now you're Neg10 xp. Deathblock will prevent things like vorpal strikes, finger of death, slay living, phantasmal killer and so forth. Mind you, won't help from a disintegrate as that's damage now.

DeathWARD, the spell, is much nicer, but it doesn't come permanent on items. It is on some items (Flesh-render Visor is one I believe) as a clickie, on potions (from challenges and Cleric trader in Eveningstar), and a divine casters can cast it..but it's a spell. Beholders will erase it off you in a blink, then laugh as they finger of death and slay living you. Cleric enemies will dispel it off you. Having deathblock leaves you a one last tier of defence in these situations before needing to pray you don't roll a 1.

Healing

Healers can die too. Especially common when the party healer is a henchie. Par for the course when the only healer henchie is controlled by one of the rogues and they forget to use 'Stay' . When this happens, you're on your own...so have something for when you're on your own. Something that will last you until (if even) the healers are resurrected. Plenty of times it comes down to a final push to kill the boss while the healer has fallen (or some times starts that way when they all decide to just jump into acid pools). For those moments have something to tie you over. Cure potions are great if you're a melee. If you have some divine/primal or UMD you could consider wands - additionally allowing you to drop back to heal the rest of the party. The ultimate would be if you had sufficient UMD to use Heal scrolls, taking over the healer position.

Of note, you can drink potions while swimming. You can also eat ham. This is useful in situations where you've underwater traps and noone can disarm them.
Mmm... tasty ham. It's hamtacular.
Should Have for all Characters
Status Removal Ability

At the lowest levels it's not so bad. Once you start getting to the teens though, this becomes more important. Mummy rot will slowly kill you. Healing Curse will leave you unhealable in a pitched battle. Stacks of poison will leave you vunerable, stat damaged, save penalised and having a stacking DoT ticking away your life. Meanwhile the party healer is faced with this happening to the entire party at once. Additionally this can become a considerable drain on spell point resources.

Thus it falls upon the player to be able to partially help themselves. Not ALWAYS fix themselves, but at least have the ability in a pinch. If they can use a Wand even better as they can then help their fellow players

Suggested potions/wands to always carry: Remove Disease, Remove Curse, Remove Blindness, Neutralise Poison. Lesser Restoration is nice, but full Restoration would be better as curse negative levels as well as stat damage.
Should Have for Physical Attackers
DR Breakers

This borders on 'must have', only not being on that list by virtue of all DR being different severity. Damage reduction can range from a paltry 3~5 damage less per hit, to a crushing reduction of 50 or more. Also with all the various types and such, and the advent of things like 'align weapon' it's not as hyper critical. Still, some types you should have. Good weapons are commonly needed. Adamantine is important if you expect a lot of golems or warforged. Silver helps fighting lycanthropes, and serves double duty with Silver+Good for devils. Less needed are Cold-Iron for demons, and Byshek for aberrations from Xoriat. Even more hyper-specific is Crystal for Quori, but as they are only in two chains and don't have the greatest DR values, we're spared having to face them with dual-wielded Muckbanes :D The most rare would be needing Mithril for the Stormreaver, but for that you have to fall back on Metalline, as the only mithril damaging source is the named sword Skybreaker and some shields.

A Metalline weapon of Pure Good would serve as an all-purpose dr breaker, only failing on things like Maruts that require Anarchy.
Should Have for Magic Wielders
Spell Components
'nuff said.

Spell Point Potions
Better to have and never need, then need and not have.

Dimension Door
Scrolled if not memorised, it's useful in many quests- some optionals require, and some quests it speeds things up considerably.
Good to Have for all Characters
Heroism
Heroism is good. Greater Heroism is better. Bonuses to saves, attacks, skill checks, immunity to fear...it's an all around nice buff. Arcanes can give you this, but it's pricey and not until higher levels. Heroism potions however are plentiful. Quaff them before important checks or fights. Greater Heroism can be cast from the Planar Gird found in the Xorian Cipher quest. Worth the farming effort (requires a lock picker/wand of knock).

Skill +n
Sometimes this is bloody obvious. Sometimes it's not.
  • Tanks should have the best +Intimidate they can to grab and keep aggro. A +Balance could also help if they are low in dex but heavy in armour.
  • Not-tanks should have +Diplomacy to shed aggro, helping the tank to control the mob. Hit the diplo after a hard attack to lower your threat.
  • Sneak attackers should consider +Bluff to make the target vulnerable to sneak attacks. It's also useful to solo-pull individual mobs from a group by stealth bluffing.
  • Trappers should have a bunch. +Spot until you get a trap warning, +Search while searching, then +Disable Device when finding it.
  • Lock pickers naturally should have +Open Locks
But then you get into the NOT so obvious ones..
  • Social skills are important. +Diplomacy,+Intimidate and +Bluff will open up new options in dialogues: bypass fights, start fights, win optionals, avoid having to pay, extra information. Now you might not have any ranks in it, and you probably dump-stated charisma (have an 8 ). But so what?

    0 ranks +2 (+6 Charisma item) +15 (skill item (Competence)) +2 (Heroism (Morale)) +1 (d20 (Luck)) = 20

    If a monk is in the party add 7 more (Walk of the Sun and Moment of Clarity). 27 is a far cry from useless, and it is possible to eek out another 5 for 32 (+3 skill potions, exceptional stat bonuses). Couple this with the new trend is rather than a static check, you actually roll a d20 then add your score... you now can reach a 50+ for those checks.

Which finishes into the weird...
  • Newer quests are asking for different skills, skills commonly ignored as useless. Started off with the Repair skill helping you fix ballista, requiring less parts the higher the skill. Later Heal checks for healing dying npcs. But now? Concentration checks to solve puzzles, Haggle to get extra information from NPCs. No clue what else is out there. Obviously be nuts trying to carry an item for every skill, but if you know what might be expected, having one in the bank to bring in could be a good idea.

Striding
Get there faster. Run away faster. Especially helpful in wilderness areas as over time the speed differences are more notable. Also useful for everyone but the monk, in keeping up with the monk. One can semi-cheat with Expeditious Retreat.
Disclaimer
Naturally this list is not totally comprehensive and subject to dating. :P
50 Comments
殺してあげる  [author] 18 Dec, 2024 @ 5:05pm 
2/
Oh and that while the title of this is 'expected/always'...it really isn't. It's really 'things that will make it go a lot easier, but you CAN compensate for'. It was originally just intended for my guildies who.. couldn't compensate =p

More detailed things can be found on the official forums over at https://forums.ddo.com/index.php , including a lot of builds and advice - though note if a build is for first life or second/third life as they'll have more stat points or depends on having stat tomes, etc.

But again the simple adage: have fun, otherwise it's job, not a game, and we're not paid enough
殺してあげる  [author] 18 Dec, 2024 @ 5:05pm 
1/
@Wanderer To have fun, really.

Your first characters are likely to have 'mistakes' when a feat or skill didn't work the way you thought, or you realise you prefer a different style. At which point you can push through and reincarnate, or (delete and) make a new char.

That a shared bank is very useful for transferring gear between characters..but being a hoarder will just give you a lifetime of grief and inventory management (there is never enough, NEVER!)

That at the moment the lag is 'worst evah', but they say the 64-bit server Cormyr [yes, in the 21st year of our Gabe, they still use 32-bit servers] is letting them see all the snarls in the code that were occluded by being only 32-bit...and so now can be addressed (haha).
Internet Samurai 17 Dec, 2024 @ 8:15pm 
So I am new to this game but have played a bunch of WoW, alot of RPGs and know a bunch about D&D but only played a little. What do I need to know beyond this stuff?
殺してあげる  [author] 18 Feb, 2024 @ 2:49am 
@Ronin Reed
One thing to remember also is this was actually (the original, not what's here) was written before epic levels were a thing..it's why +15 is the competence. Augments were the 'guild augments' only, elite wasn't nerf'd yet, etc.

...and the players I played with MIGHT have been the reason Casual difficulty was implemented. My guild's christmass tree was festive, but very ecologically friendly. And then everyone quit..for years (or ever).

Point is, it's very dated, and rather generic. Applies to all the guides I wrote to be honest, but I left them up for... posterity? Legacy? Probably just laziness.

Tangent amusement: my wiz is actually the build you mention. I should dust her off I suppose, now that I play again.
Turbo 17 Feb, 2024 @ 8:48am 
I just wanted to add that being a Pale Master gives you almost everything you listed.
100% fortification, immunity to all status effects, disease and poison immunity, healing and bc they are int based skill points are not an issue with 2 rogue levels (18 PM)
In this format, PM is extremely OP, in that it covers about 8 augment slots naturally, is immune to mummy rot, 99% of will saving throws and 99% of fort saving throws, means you only need reflex saving throws maxed.
If you don't want to farm everything listed here, just roll a PM.
Waterbreathing
Fortification
Disease immunity
Poison Immunity
Regen and spike heals
Immune to blindness
Immune to fear
Featherfall on certain forms
Deathblock and more.
(This would take 7 augment slots up on a Non-Pm) which means 7 free augment slots.

They also get the spells GH, Repair, Death Aura, Lesser Death Aura, Jump, Tumble and more ofc.
Turbo 17 Feb, 2024 @ 8:42am 
Great list and anybody who says "You don't need that stuff" is probably a bad player.
paganlaw630 13 May, 2023 @ 9:55pm 
Nothing here is an absolute need or must have. All is useful but you would be spending far more time farming items, pp and DDO coins, not including the skills as most mentioned should be already on your list unless you are going out of your way to make a rogue who never opens locks or disarms traps, a tank who never tries to hold a mob off your healer... but again some of the most fun fights have been when everything turns to a steamy dog pile and you pull though the fight with a win and 10 hp left... that is why you should just play for fun and sure, take a few tips from here but don't fixate on this as a required or even highly normal for what is needed to play effectively. ( I still hack skellys with swords, and chop oozes til they are tiny puddles all over and just pay my repair bill when I get done and have a blast doing it! )
Peanutch 8 Apr, 2023 @ 4:07pm 
I think its 10000 remnants for an eternal death ward potion. definitely worth investing in one as it is a min level 1, and is eternal.
The Ecliptican 5 Mar, 2023 @ 5:09am 
None of this is must have, unless you're playing with people who want to be playing at the highest optimised level (in a dnd game - why?) and even if you have all these things they'll find something to complain about. Ignore this dwaddle and join a flowersniffing guild who just plays the game how it should be played.
Vetrico 26 Feb, 2023 @ 9:36am 
Apart from featherfall and deathblock everything else is not really mandatory. You can still solo stuff not having everything and you can still be useful even in a group. Problem is, when things go down, you will have a hard time. If there is at least one good player in the group they can usually carry, because good players can solo all quests. The question you must ask yourself is "How useful do you want to be?". If you want to be really good, then by all means have yourself prepared, otherwise, just dont, have fun and if things go south, the hero of the party will keep you going.

I would argue that most fun stuff happens exactly when theres no prep beforehand. Leads to those "Oh Fuck!" moments and you will have stories to tell after a hard time. Of course, thats no excuse to "play to fail" because then its not fun, its just frustrating. But people will let you know if you are actually that bad.