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30 years ago, Dungeons & Dragons®started a revolution when friends sitting around a
kitchen table found a new way to experience unforgettable adventures and share excitement
together. Today, Dungeons & Dragon Online: Stormreach (DDO) gives people the opportunity to play the same kinds of heroic adventures together, but on their online-enabled computers, instead of over the kitchen table. The game adheres very closely to the latest official
rules (v3.5), and provides a completely new way of experiencing D&D®. It’s also one of the
first visualizations of the newest D&D setting, Eberron™. Eberron is a land of magic and wonder more exotic and not quite as medieval as previous settings.
In some places rules have been slightly modified to work better in a persistent online world.
Sometimes alternate PnP rules are used, such as the point-buy character creation system, or
the spell points system. Rest assured, we have worked very closely with the creators of
Dungeons & Dragons to make sure all changes are consistent with official D&D rules, and
more importantly, to work as well online as they do on paper.
If you are unfamiliar with D&D rules, don’t worry – we designed the game to be accessible to
both people who have never seen a 20-sided die (d20), and people who have been playing for
20 years or more. This manual and in-game help contain everything you need to know to get
started. If you would like to learn more about D&D or the Eberron setting, check out the
many D&D books at your local bookstore, or visit www.wizards.com.
Now, on to adventure as a heroic fighter, clever spellcaster, humble cleric, or devious rogue.
Treasure abounds in this land for those who have mastered their powers and assembled a
stout party. On to Stormreach!
™
THE README FILE
The installation disc for Dungeons & Dragons Online: Stormreach has a ReadMe file which
contains the latest updated information about the game. We strongly encourage you to read
this file in order to benefit from changes made after this manual went to print.
To view this file, navigate to the Dungeons & Dragons Online: Stormreach folder on your
hard drive (usually C:\Program Files\Turbine\Dungeons & Dragons Online – Stormreach),
and double-click on the file called ReadMe (ReadMe.txt).
This folder also contains the End-User License Agreement which describes the terms to
which you agree when you play DDO. Please review this document carefully.
SYSTEM REQUIREMENTS
Minimum Specifications
•Processor: P4 1.6 GHz or AMD equivalent with SSE
•Memory: 512MB RAM
•Graphics card: 64 MB Hardware T&L-compatible video card
•Network connection: 56.6 K modem
•Software: Windows®XP, DirectX®9
•Disk Space: 3GB, 5GB for high resolution
Recommended Specifications
•Processor: P4 3 GHz or AMD equivalent with SSE
•Memory: 1GB RAM
•Graphics card: GeForce FX or ATI Radeon 9800 or better with 128MB of memory
•Network connection: Cable modem or DSL connection
•Software: Windows®XP, DirectX®9
•Disk Space: 3GB, 5GB for high resolution
INSTALLATION
1.Insert the Dungeons & Dragons Online: Stormreach DVD (or CD labeled Disc 1) into
your disc drive.
2.If AutoPlay is enabled, a title screen should appear. If AutoPlay is not enabled, or the
installation does not start automatically, click on the Start button on your Windows
taskbar, then on Run. Type D:\ Setup and click on OK. Note: If your installation drive is
assigned to a letter other than D, substitute that letter.
3.Follow the remainder of the on-screen instructions to finish installing Dungeons &Dragons Online: Stormreach.
2
3
®
4.Once installation is complete, double-click on the Dungeons & Dragons Online:
Stormreach icon on your desktop to open the game launcher. You can also start the
game from the Start menu by choosing Programs >> Turbine >> Dungeons & Dragons
Online – Stormreach >> Dungeons & Dragons Online – Stormreach.
Note: You DO NOT need the Dungeons & Dragons Online: Stormreach game disc in your
drive to play.
Installation of DirectX and Other Software
Depending on your system and installed software, additional components may need to be
installed. The game will automatically detect, install, or update these components. Click
“Next” to continue through this process.
CREATING A USER ACCOUNT
Since Dungeons & Dragons Online: Stormreach is a massively multiplayer online game, all
character information is stored remotely. Before you can log into the game for the first time,
you must have a valid Dungeons & Dragons Online: Stormreach account.
During installation, you will be prompted to create an account. To create your account, click
on the link provided on screen or go to http://billing.turbine.com
Management website. You will need your product key (found on the inside of your DVD jewel
case or bundled together with your CDs), and your debit, credit, or game time card information ready during sign up. You will also be prompted to choose your username and password.
This is what you will use to login to the game via the launcher. Follow the instructions on the
website to complete the process.
You may return to the Account Management website at any time to update your account and
billing information. Simply return to the Account Management website and login with your
username and password. Should you purchase additional
Stormreach product keys in the future, you can also return to this website to setup additional subscriptions using the same username and password.
to reach Turbine’s Account
Dungeons & Dragons Online:
ON-LINE HELP
If you have questions or problems, you can access the in-game help through the main menu,
or by pressing Ctrl-H at any time after logging in. Our robust and useful online knowledge
base contains information useful for learning game basics as well as advanced features. The
community site at www
tion. Additional help can be found at www
.DDO.com offers many forums where users can exchange informa-
.DDO.com/support.
LAUNCHER
Double-click the Dungeons & Dragons Online: Stormreach icon on your desktop to open
the Launcher panel. You can also start the game from the Start menu by choosing Programs
>> Turbine >> Dungeons & Dragons Online – Stormreach >> Dungeons & Dragons Online Stormreach.
To login to the game, enter the username and password that you got when you created your
account (see “Creating a User Account” on previous page). Remember that your password is
case-sensitive – enter it exactly as you did during account creation.
If you have lost your password, click on the Lost Password link to recover it.
Once your name and password are accepted, select the world on which you’d like to play,
and click the Play button. This will display the End-User License Agreement, which you must
carefully review and accept before playing. Scroll to the bottom of the document and click
on the Accept button to indicate that you have read the document and accepted its terms.
The game will be periodically updated through an automated patching system. If your version of the game is outdated, the Launcher panel will automatically download and install an
update. Check the news window of the Launcher panel for notes about any game updates.
You can turn off auto update via the launcher options panel. You will be prompted about
using this feature the first time you close the game client.
The launcher also contains hyperlinks to game-specific web resources. Click the hyperlinks
in the news articles or at the top of the launcher to open the links in your internet browser.
Once you have signed in and started the game, the launcher will minimize and will be available from the Windows system tray when you quit the game. In this state, the launcher will
scan for updates and will be available for quick login. Right-click on the Dungeons &Dragons Online: Stormreach icon in the taskbar to see available options.
CHARACTER SELECTION
Once the game launches, you will need to choose
a character to play. You are able to create and
play five different characters. If you do not have
any characters, you must click on the Create button to make a new character before you can
begin playing (see next page).
character name to see an image of it. Click on the arrow buttons to rotate the image. Select
a character and click on the Enter button to travel into Stormreach with that character.
The Delete button removes the selected character. You will be asked to confirm your choice
to delete.
ment is destroyed.
Warning: When you delete a character, the character and all of his or her equip-
If you have characters created, you can click on a
4
5
CREATING A CHARACTER
Your character is your in-game persona. Quiet and
tough, whimsical and merry, or strong and savage,
your character will be defined by the choices you
make during character selection. DDO’s character
creation system is rich enough that almost any relevant trait or ability can be approximated.
Although your character will develop more once
you start adventuring, how you put them together at the beginning sets the framework for
the rest of their life. Changes made here are not reversible.
Click on the Create button at the Character Selection screen to create a new character.
CHOOSE CLASS
Your character’s class is like your profession. It will most clearly define the role you will play
in group adventures. Available classes are barbarian, bard, cleric, fighter, paladin, ranger,
rogue, sorcerer, and wizard.
Click on the Class icons to the right of the screen to see descriptions of each class. You can
click on the Movie button below each class icon to see an example of what that class type
looks like in action. See below for brief class descriptions. For details about character classes, including special abilities, see page 57.
BARBARIAN
Barbarians are mighty warriors who harness the power of
battle rage into a ferocious attack ability. This strength and damage
boost improves as a barbarian gains levels. Constant exposure to
danger also gives barbarians the innate abilities to sense danger
and dodge attacks.
Alignment: Any non-lawful
Hit Die: d12
Proficiencies: All simple and martial weapons, light and medium
armor, shields (except tower shields)
Skill Points: (4+Int Modifier) x4 at 1st level; 4+Int Modifier each additional level
Bard songs inspire companies to heroic performace and harass
opponents to weakness. They can even heal the injured.The versatile
bard also casts arcane spells, holds their own in battle, and uses
rogue skills.
Alignment: Any non-lawful
Hit Die: d6
Proficiencies: All simple weapons, plus the longsword, rapier, short sword,
and shortbow, light armor, and shields (except tower shields)
Skill Points: (6+Int Modifier) x4 at 1st level; 6+Int Modifier each additional level
Spellcasting: Arcane (Charisma-based, armor-related chance of arcane spell failure is ignored; no need for
Clerics are always welcome in a party. Their healing
skills are unmatched, they know how to fight, and they use their
holy magic to turn away or even destroy undead creatures. Clerics can use
simple weapons and all forms of armor and shields without penalty.
Hit Die: d8
Proficiencies: All simple weapons, all armor, and shields (except tower shields)
Skill Points: (2+Int Modifier) x4 at 1st level; 2+Int Modifier each additional level
Spellcasting: Divine (Wisdom-based, armor-related chance of arcane spell failure is ignored;
spells must be prepared; start with all 1st level spells)
a
ant to mindaffecting spells,
but the effect
reduces her Armor
Class (AC).
Rogues are the
detecting
best at
and disabling
.They also
traps
make the best
scouts, and may
save the party
important time
and hit points.
Only rogues (or
clerics, using the
spell Find Traps),
traps
can find
with a Difficulty
Check (DC) higher than 20.
Clerics' cure
spells are automatically memo-
to represent
rized
their Spontaneous
Casting ability.
When Clerics and
turn
Paladins
, they
undead
either stun them
or destroy them
outright. The higher the character
level versus the
level of undead,
the better chance
of success.
Bardic music is a
welcome addition
to a party, allowing the bard to
inspire fellow
party members or
neutralize enemy
monsters.
FIGHTER
The fighter learns early how to dish out and deflect
face-to-face combat damage. She is proficient with all standard weapons and armor types at level one. Her bonus feats
give her access to melee maneuvers and exotic weapons not
available to others.
Hit Die: d10
Proficiencies: All simple and martial weapons, all armor, and shields
Skill Points: (2+Int Modifier) x4 at 1st level; 2+Int Modifier each additional level
As a sworn enemy of evil, the paladin draws her power
from the forces of good to protect and inspire companions. The
experienced paladin fears nothing, can heal companions, and
can turn undead.
Alignment: Lawful good only
Hit Die: d10
Proficiencies: All simple and martial weapons, all armor, and shields
Skill Points: (2+Int Modifier) x4 at 1st level; 2+Int Modifier each additional level
Spellcasting: Divine (Wisdom-based, armor-related chance of spell failure is ignored
Rangers are superior hunters who can fight from a distance and handto-hand with equal aptitude. Every ranger has a favored enemy that he can
hunt with enhanced skills. Rangers know how to hide and move quietly.An
experienced ranger develops a bond with nature that allows him to to cast
divine spells.
Hit Die: d8
Proficiencies: All simple and martial weapons, light armor, and shields (except tower
shields)
Skill Points: (6+Int Modifier) x4 at 1st level; 6+Int Modifier each additional level
Spellcasting: Divine (Wisdom-based, armor-related chance of spell failure is ignored starting at level 4;
Experienced rogues develop nearly magical powers in the
arts of stealth, evasion and sneak attack. A rogue knows how
to hit where it hurts, and has a sixth sense when it comes to avoiding
danger.A rogue is unequalled in his ability to find and disable traps.
Hit Die: d6
Proficiencies: All simple weapons, rapier, shortbow, short sword, and light armor
Skill Points: (8+Int Modifier) x4 at 1st level; 8+Int Modifier each additional level
Sorcerers manipulate magic energy through intense concentration. A sorcerer can learn fewer spells than a wizard (who
learns them from a book), but can cast spells faster and more
often than anyone else. Sorcerers are proficient with simple
weapons.
Hit Die: d4
Proficiencies: All simple weapons, no armor or shields
Skill Points: (2+Int Modifier) x4 at 1st level; 2+Int Modifier each additional level
Spellcasting: Arcane (Charisma-based, no need for preparation, armor-related chance of spell failure).
To wizards, magic is not a talent but a difficult art learned through intensive study. When they are prepared for battle, wizards can use their spells to
devastating effect. Wizards can also learn new spells from scrolls, which they
inscribe in their spellbook.
Hit Die: d4
Proficiencies: Club, dagger, light crossbow, heavy crossbow, quarterstaff, no armor or shields
Skill Points: (2+Int Modifier) x4 at 1st level; 2+Int Modifier each additional level
Spellcasting: Arcane (Intelligence-based, requires preparation, armor-related chance of spell failure);
wizards begin the game knowing (4 + Intelligence modifier) 1st level spells.
There are five races in the game, each with its own strengths and weaknesses. Warforged
have natural armor, but cannot be healed by normal means. Halflings are swift and dexterous, but not as strong as the other races. There are no penalties or bonuses attached to gender.
Click on a Race/Gender icon on the left side of the screen to see a description of that race,
including its inherent bonuses and weaknesses. Once you have chosen a class and race, click
on the Next button.
To exit character generation without saving your changes, click on the Exit Character
Generation button.
Note: For explanations of the abbreviations and scores below, refer to Set Abilities on page
14.
All elves
HUMAN
Humans are the most adaptable and flexible among
the common races, and are more physically
Humans are adaptable and quick to master
diverse.
specialized tasks, so they receive bonus feats and
skill points.
penalties to abilities, and therefore make good candidates for any class.
• Special Abilities: 1 extra feat and 4 extra skill
They receive neither bonuses nor
points at 1st level; 1 additional skill point at each
level
ELF
Elves are known for their poetry, dance, song and
magical arts, but when danger threatens they show
great skill with weapons and strategy.
study the arts of archery and swordplay, and
receive the bonus feat Martial Weapon Proficiency
with the longbow, longsword, rapier and shortbow.
• Ability Adjustments: +2 Dex, -2 Con
Special Abilities: Immune to magic sleep
•
effects; +2 vs. enchantments; +2 on Listen, Spot,
Search; proficient with longbow, longsword, rapier, shortbow
DWARF
Dwarves are known for their skill in warfare, their
ability to withstand physical and magical punishment and their hard work. Dwarves stand only
around four feet tall, but they are so broad and
compact that they weight nearly as much as
humans.
• Ability Adjustments: +2 Con, -2 Cha
• Special Abilities: +2 Search; +4 Balance; +2
vs. poison and spells; +4 AC vs. giants; +1 attack
vs. orcs and goblins; treat dwarven waraxe as a
martial weapon
1110
HALFLING
Halflings are clever, capable and resourceful survivors. They are notoriously curious and show a
daring that many larger people can’t match.
Halflings stand about three feet tall.
receive a Strength penalty of -2 because of their
small size. This size also grants +1 AC and a +1 to
hit, however.
•
Jump, Listen, Move Silently; +1 on all saving
throws; +2 vs. fear; +1 attack with throw
weapons; -25% carrying capacity
Halflings
WARFORGED
Warforged are a race of sentient constructs built to
battle in the Last War.. The Warforged body is covered by plating, giving it an inherent AC bonus, but
preventing the wearing of other armor. Healing
spells have their benefits reduced by half when
cast on Warforged. Only the arcane Repair spells
heal Warforged without any reduction. Warforged
can upgrade their armor using the Adamantine
Body and Mithal Body feats. Warforged can also
gain additional abilities and customize their appearance by using docents.
• Ability Adjustments: +2 Con, -2 Wis, -2 Cha
Special Abilities: Resistant to sleep, energy
•
drain, nausea, exhaustion, poison, disease, and
paralysis; healed with Repair spells; resistant to
Heal spells; +2 AC bonus; 5% arcane spell failure
chance; cannot wear armor; 25% chance to
negate critical hits and sneak attacks
CHOOSE NAME,APPEARANCE AND
ALIGNMENT
Modify your character’s appearance by clicking on
the arrows for each characteristic, or click on the
Randomize button to generate random characteristics.
You can continue to Randomize all characteristics,
or just some. To keep a characteristic from changing when you Randomize, click on the Lock
icon next to it.
Appearance changes are cosmetic only and do not affect your character’s abilities.
You must also choose a name for your character at this screen by clicking in the Name field
and typing in the name you want. Click in the Surname field to give your character a last
name. First names must be one word with no spaces, but you can add spaces to your surname.
Note: Character first names must be unique. If a character already has the first name
you’ve chosen, you’ll have to choose another. Characters can share the same surname.
Inappropriate names are not allowed and will be automatically rejected.
Your character’s alignment is a guide to his or her basic moral and ethical attitude toward
others and society. Select an alignment from the choices in the drop-down menu beneath
the Surname field. Some classes are limited to certain alignments. For example, Paladins
must be Lawful Good. Evil alignments are not allowed, regardless of class.
Once you are satisfied with your character’s looks, name and alignment, click on the Next
button to continue to the Character Summary page.
To return to the previous screen, click on the Back button. To leave character generation
without saving your changes, click on the Exit Character Generation button.
If you want your warforged character to use the
powerful Adamantine Body or Mithral Body
upgrade, you must select that feat during char-acter creation. These upgrades offer great protection in battle, but increase the chance of arcane
spell failure for bards, wizards, and sorcerers.
12
CHARACTER SUMMARY
Once you have created your character, the game will automatically generate a recommendation for abilities, skills, feats, or spells for the class and race you have chosen. The Character
Summary screen displays this recommendation. If you are satisfied with these choices, click
on the Play this Character button to return to the Character Selection screen, where you can
select your new character and enter the world.
If you want to further customize your character, click on the Customize your Character button, which allows you to start over and choose each specific attribute for your character.
To return to the Character Summary, click on the Back button.
13
SET ABILITIES
Customizing Your Character allows you to make
your own choices for attributes, skills, feats and
spells. This relies on your knowledge of the
D&D Edition 3.5 ruleset.
Six ability scores define your basic characteristics. Each of these represents a particular
from these traits are modified depending on your score in them. Certain classes also favor
certain abilities over others, and derive much of their effectiveness from a high score in
these areas.
Each ability score starts at 8, and then is adjusted for racial bonuses and penalties. Click on
the + and – buttons next an ability to add or subtract points from it. You have a total of 28
points to raise your character’s ability scores.
Descriptions are displayed next to each ability that give you an idea of what each ability
affects. On the left you will see how your character’s hit points, spell points and Saving
Throws are affected by your current ability scores.
After you have assigned all of your ability points, click on the Next button to advance to the
Skills screen.
Strength (STR): Strength measures muscle and physical power.
Characters with high Strength scores hit more frequently and do more
damage in melee combat. This ability is especially important for fighters, barbarians, paladins and rangers. The Strength ability score affects:
•Melee attack rolls.
•Damage rolls when using a melee weapon.
•Amount of equipment your character can carry.
•Jump and Swim skills.
Dexterity (DEX): Dexterity measures agility, reflexes and balance.
Characters with high Dexterity have higher Armor Classes, higher Reflex
saving throws, and hit more often in combat. This ability is important for
rogues and other classes who typically wear light or medium armor
(barbarians and rangers) or none at all (wizards and sorcerers). The
Dexterity ability score affects:
•Ranged attack rolls.
•Armor Class, provided that the character can react to the attack.
•Reflex saving throws, for avoiding traps and attacks that you can
escape by moving quickly.
•Balance, Hide, Move Silently, Open Lock and Tumble skills.
Constitution (CON): Constitution represents health and stamina.
Characters with high Constitution have more hit points and have higher
Fortitude saving throws. Constitution is important for all classes, but especially fighters and barbarians, who need extra hit points. Spellcasters need
a strong Constitution to keep spells from being interrupted during combat.
The Constitution ability score affects:
•Bonus hit points gained each level.
•Fortitude saving throws, for resisting poison and similar threats.
•Wizard spell points and strength of spells.
•Concentration skill.
Intelligence (INT): Intelligence determines how well your character learns
and reasons. Intelligence is important for wizards because it affects how
many spells they can cast, how hard their spells are to resist and the
power of these spells. Intelligence is also important for any character who
wants to have a strong assortment of skills. The Intelligence ability score
affects:
•The number of skill points gained each level.
•Disable Device, Repair and Search skills.
Wisdom (WIS): Wisdom describes a character’s willpower, common
sense, perception and intuition. Wisdom is important for clerics as it
effects the strength of their spells and amount of their spell points. The
minimum Wisdom score needed to cast a cleric spell is 10 + the spell’s
level.Wisdom is also significant for paladins and rangers, and effects Will
saving throws. The Wisdom ability score effects:
•Will saving throws (for negating the effect of charm person and
other spells).
•Paladin, cleric, ranger spell points and spell strength.
•Heal, Listen and Spot skills.
Charisma (CHA): Charisma measures force of personality, persuasiveness, ability to lead and physical attractiveness. It represents actual personal strength, not merely how one is perceived by others in a social setting. Charisma is most important for paladins, sorcerers and bards. It is
also important for clerics, as it affects their ability to turn undead. The
minimum Charisma score needed to cast a bard or sorcerer spell is 10 +
the spell’s level. The Charisma ability score effects:
•Turn Undead checks for clerics and paladins.
•Bard and sorcerer spell points and spell strength.
•Bluff, Diplomacy, Haggle, Intimidate, Perform, and Use Magic Device
skills.
bilities
A
enerally, a
G
haracter
c
should have at
least ten
points in any
given statistic
to prevent any
penalties. This
is not manda-
tory however,
and the most
interesting
characters are
sometimes the
most flawed.
Every charac-
ter should
have a high
ability score in
at least one of
his or her core
class abilities.
For example, a
wizard should
have a high
Intelligence if
he wants to
cast high-level
spells. Certain
classes may
have multiple
core abili-
ties—for
example both
Charisma and
Dexterity are
important to
bards.
High abilities
give better
bonuses, but
higher ability
scores come
at a cost. The
higher the
ability score,
the more
points it costs
to raise that
ability.
1415
SELECT SKILLS
Skills determine how well your character can perform certain tasks, such as healing, casting spells
while under fire, and more. All classes start with a
certain number of skill points that can be used to
learn or improve skills (determined by class and
Ability scores). You can put more points into any
skill as your character gains levels. Skills marked
are not typical for your character’s class, and therefore cost twice as many skill points to
raise (see Skills Table on page 66).
You can view tooltips for each skill by moving your cursor over a skill icon; this will display a
short description of that skill. The box on the right provides information about what skills
are most important for the class you’ve chosen.
* Humans add +4 to this total.
**Humans add +1 to this total.
with an asterisk (*) are “cross-class” skills, which
The ability that modifies each skill is
listed in the Skill Points chart. If an
ability score is too low, for example,
you may have a negative number
assigned to a skill. This is listed in the
Ability Mod column.
Once you have assigned all of your skill
points, click on the Next button to
advance to the Spells screen, if applicable, or to the Feats screen if not.
See “Skills” on page 64 for detailed
skills information.
You must drag an active skill or feat
(square icon) to a Shortcut bar to use it.
Passive skills and feats (octagonal
icons) work automatically.
SELECT FEATS
Feats are general class abilities that allow you to use certain weapons, wear different
types of armor, open locks,
increase spell power, and
more. Place your cursor over
an icon to see the tooltip
information for that feat.
Scroll down to see additional feats.
Each character will start with some granted feats based on his or her
class. These are listed at the bottom of the My Feats panel.
Some feats have prerequisites, such as a minimum ability score or
knowledge of another feat. If a feat is grayed out, your character does
not meet the prerequisites for that feat. You can see the prerequisites
by hovering your mouse cursor over it.
You will be able to choose at least one feat for your character. To do this,
drag the icon from the Available Feats panel to the empty box in the My
Feats panel. Humans receive a bonus feat. Fighters and wizards each
receive an additional class feat. Rangers receive a Favored Enemy feat.
Class feats are highlighted in yellow.
See “Feats” on page 67 for detailed feats information.
Note: Some feats, for example Weapon
Specialization, have a [+] icon next to them
indicating that you must choose a specialization for that feat. Click on the [+] icon to
display the specialization options.
Skills
se the
U
iplomacy skill in
D
battle to make
monsters pay less
attention to you.
Use the Intimidate
skill to draw monsters to you and
away from your
fellow party members.
With the Use
Magic Device skill
you can employ
scrolls and wands
as well as bypass
certain weapon
restrictions.
Feats
If you have a high
Dexterity and a
low Strength, you
should consider
the Weapon
Finesse feat.
The Mobility feat
increases your
Armor Class
bonus when tumbling.
Metamagic Feats
enhance the functionality of your
spells, but make
your spells cost
more spell points.
The Spell Focus
feat makes the
spells of a specific School more
difficult to resist.
16
17
SPELLS
Bards, sorcerers and wizards
must choose from a selection of
first-level spells at character
creation. Your character can
learn additional spells by finding
or purchasing spell scrolls (if a
wizard), and by selecting additional spells as you level up.
Clerics automatically know all of
their first-level spells, but they
see the Spell screen for reference purposes. Note that clerics and wizards need to memorize
(prepare) their spells before casting them (see “Pre paring Spells” on page 36). Rangers and
paladins must prepare spells once they get them at level 4.
To choose a spell, click on its icon to highlight it. When you have highlighted all of your
spells, click on the Next button, which returns you to the Character Selection screen.
Congratulations! Your first character has come of age and is ready to go adventuring! To
experience the magic and mysteries of Stormreach with this character, highlight his or her
name on the Character Selection screen, and click the ENTER button. The next section will
help acquaint you with the screen layout and the user interface for the game.
Some monsters
have spell
resistance,
which acts like
an Armor Class
against spells. It
forces the
attacking caster
to make a caster level check.
A wizard is the
only class that
can learn every
arcane spell in
the game.
Simply find a
scroll of the
spell and
inscribe it into
your spell book.
The higher the
ability modifier
for your spellcasting attribute
(e.g. Intelligence
for wizards) the
more difficult it
is for opponents
to resist your
spells.
Paladin Spells Prepared
Spell Level
12345
1
2
3
41
51
62
72
821
921
1022
Wizards Spells Prepared
12345
13
24
342
443
5432
6443
75432
85443
955432
1055443
1819
Spell Level
MAIN GAME SCREEN
Game Control Bar
The seven buttons in the top-left corner of the screen
ive you access to most game elements.
g
Character Sheet
Displays your character statistics, skills, feats, spells,
and biography (see “Character Sheet” on page 52).
You can also open the Character Sheet by pressing
C key.
the
2. Inventory
Displays your equipped and unequipped items,
weapons, and armor (see “Inventory” on page 40.You
can also view your Inventory by pressing the
3. Quest Panel
Displays the quests you have accepted (see “Quests”
on page 30). You can also open the Quest Panel and
get the quest list by pressing
CTRL-Q or L.
4. Map Panel
Opens a map of your current area, which contains
icons that represent taverns and stores, NPCs, players
in your party, and more (see “Map” on page 29). You
can also open the Map by pressing the
5. Group Panel
View information about your current party and your
guild, as well as search for a party or find someone to
join your party (see “Group Panel” on page (55).You
can also open the Group Panel by pressing
CTRL-G.
6. Help Panel
This panel provides more information about the
game, access to the knowledge base, and lets you
contact a live Game Master.You can also open the
Help screen by pressing
selected the Help option, click on a window or button
on-screen to get more information about it.
Ctrl-H. Once you have
7. Options Panel
Set game options, including graphic and audio preferences and key assignments. You can also open the
Options menu by pressing
Ctrl-O.
8. Main Menu
Display help, display options, log off character, or quit
game. You can also press
Esc to display Main Menu.
1.
I key.
M key.
O or
Map
The Map displays a
map of your immediate
surroundings. The icons
on the Map are the
same as those on the
Map panel (see “Map”
on page 29). The Area
Selector drop-down
displays your current
location and (if applicable) instance number.
Chat Window
Here is where you send
and receive chat messages, see battle messages and more (see
“Chatting” on page 44).
Status Meters
The meters below the
chat window indicate
your current Hit Points
(red) and Spell Points
(blue).
XP Meter
The meter at the bottom of the screen shows your
current XP (experience points), and the number of
XP required to achieve your next enhancement or
level (see “Leveling Up” on page 42).
Effect Icons
When your character is under the influence of a spell
or spell-like effect, it is indicated here by an icon.
Hover your cursor over an icon to see a description of
the effect. Sometimes an effect will have a fixed duration, and you will see its remaining time count down.
See “Effects Descriptions” on page 75.
Quest Objectives
Whenever you are on a quest, this panel displays a list
of your current objectives (see “Quest Objectives” on
page 30). You can get more detailed information on
your progress through a dungeon by clicking the XP
button. You can abandon a quest by clicking the
Abandon button, but after 5 minutes all of your
progress in the dungeon will be lost (you can always
start the quest over). Once you have completed a
quest, you can click on the Finished button to return
to the quest entry point.
d20
The die shows your most recent roll and its result. Die
rolls are made for most actions in the game, including
combat, saving throws, skill checks and more.
Focus Orb
When you left-click on a target, such as another player, an NPC or an interactive object, a picture of it will be displayed in the Focus Orb. The buttons on
the Focus Orb indicate actions you can perform on the currently selected target.
Trade, and Examine buttons. Click on Invite to invite that player into your part. Click on the Trade
button to trade with that player. Click on the Examine button (or press the
details about that player.
For example, if you target another player, the Focus Orb will display the Invite,
Z key) to see more
Shortcut Bars
Shortcut bars each contain 10 spaces to place customized shortcuts that let you quickly perform
actions, such as equipping weapons, using active feats and casting spells. You can assign feats, skills,
special abilities, spells, consumable items (such as potions), and equippable items (such as weapons
and armor) to a Shortcut slot by dragging its icon from the appropriate window (such as your inventory)
to the Shortcut slot.
The shortcut slots are numbered 1 – 0. To execute a shortcut, press numbers
an icon. You can quickly access additional Shortcut bars (10 total) by clicking on the up or down arrows
on the right side of the Shortcut bar or by pressing
You can drag these additional Shortcut bars anywhere on the screen. To change a Shortcut bar from
horizontal to vertical, click on the Transpose button below the Arrow button.
Ctrl + number 1 through 0.
1 through 0 or click on
2120
CONTROLS
WMove forward
AMove left
SMove backward
DMove right
QStrafe left
EStrafe right
RAutorun ON/OFF
TabSelect next hostile target
F1Select self
F2 – F6Select party members
RMBAttack
SpacebarJump / Surface for Breath
Shift (press and hold)Block
Shift (press and hold) + movement keySidestep (or Tumble, with appropriate
skill level)
ZExamine selected object
MMap
LMB (press and hold)Mouselook
TMouselook (toggle ON/OFF)
MousewheelZoom camera in/out
Mousewheel (press) + move mouseRotate camera
JCurrent quest status
VToggle names ON/OFF
1 – 0Execute shortcut
Ctrl + 1 – Ctrl + 0Select Shortcut bar
Ctrl + mousewheelPrevious/next Shortcut bar
Note: All keystrokes mentioned in manual assume default control setup. You can change any
key mapping in the Options menu.
MOVEMENT
Walk
Press the W key to move your character forward, the S key to move backward, and the A and
D keys to turn your character left and right, respectively. You can also use the arrow keys to
move your character. The Q key and the E key make your character strafe left and right. If
you are in mouselook mode (see below), the A key and the D key will make your character
sidestep left and right.
If you have at least 1 point in Tumble skill and a positive Tumble score after all penalties,
holding the SHIFT+A or SHIFT+D keys will cause your character to tumble to either side.
Jump
The Spacebar makes your character jump up in the air. The higher your jump skill, the higher and longer you will jump.
Climb
To climb up or down a ladder, simply approach it, and your character
will get on it. You can then press forward or backwards to ascend or
descend the ladder. When you jump near the edge of a precipice, your
character will grab that edge. Use the A and the D key to mantle left
and right respectively. Push forward to climb up from the edge.”
Swim
When you are underwater, you will see a breath meter that indicates
how much air you have left before you start to drown. To surface while
swimming, press the Spacebar, or click and hold the left mouse button to enter mouselook mode and move up toward the surface.
Take off your armor before you go on a long swim. Wearing armor or a
helmet, or holding a shield while swimming can reduce your Breath
meter, giving you less time underwater.
22
CAMERA CONTROLS
While moving your character, the camera stays locked behind you, but you can position the
camera anywhere around your character to get a better view of your environment.
Mouselook mode allows you to control the camera with your mouse. You can enter Mouselook
mode by holding down the left mouse button and moving the mouse around. You can toggle
Mouselook on and off by pressing the T key. While in this mode, Mouselook mode will temporarily turn off when panels pop up so you can click on the necessary buttons. When you
click on the button and the panel closes, Mouselook mode will resume.
To rotate the camera around your character, click and hold the mousewheel, and move the
mouse. You can zoom in and out by turning the mousewheel up and down respectively.
23
QUICK START
Once you have created and selected your character and pressed the Enter key, you will get
started in the game.
Your character arrives on an island at the outskirts of Stormreach, having heard tales of
adventurers retiring rich with fortunes brought home from this wondrous land. You start
with some equipment (depending on your class), including basic clothing or armor, simple
melee and ranged weapons, and some ammo. Your first step should be to explore a bit, talk
to some NPCs, and get yourself a quest so you can start earning experience and treasure.
HINTS
The game displays hints in a pop-up window as you encounter new situations. Read the hints to learn the basic game mechanics. Each hint will
continue to pop up until you click on the “Never Show Again” box. The
Game Options panel allows you to shut off all hints.
EXAMINE ITEMS
You can examine items by selecting the item by left-clicking on it once to select it, and then
by either clicking on the magnifying glass in the Focus Orb in the lower right, or by pressing
the Z key to open the Examination window. You can do the same with other players, NPCs
and interactive items like doors and switches. As an example, open your inventory (I key or
press Inventory button in top-left of screen) and left-click on an item to highlight it and display it in the Focus Orb. You can place your cursor over an object to display a tooltip with a
short summary about that item.
INVENTORY
Open your Inventory Panel (I key or Inventory button) and
double-click an item, such as a weapon or armor to equip it.
You can also drag an item from your inventory to an equipment slot. Dragging a weapon to the second hand slot equips
it as a second weapon, in your off hand. If you drag an item
to a Shortcut bar (see “Shortcut Bar” on page 25), you can
equip it by simply clicking on the Shortcut bar button or
pressing the associated key (1-0).
Note: Some items are level-locked, or only equippable by certain races. Equipping armor or
weapons for with which you are not proficient the armor check penalty is applied to attack
rolls and to all skill checks that involve moving. A character who uses a weapon with which
he or she is not proficient takes a -4 penalty on all attack rolls.
SPELLS
If you are playing a wizard, ranger, paladin, or cleric, you need to prepare your spells before you can cast them. You do this either at a tavern
or in the vicinity of a rest shrine right after you have rested (see
“Preparing Spells” on page 36). Once you have prepared a spell, you can
drag it to a Shortcut bar and then click on its icon or press its corresponding number (1-0).
To get information about a spell, open your Spells window (Press C and choose Spells tab),
select the spell level tab, and hover your cursor over a spell.
Each spell takes a certain amount of time to cast (called “casting time,”) and a certain
amount of time before the same spell can be cast again (called “cooldown.”) The shortcut
for a spell will be grayed out while the spell is in cooldown. Many spells require components,
which can be purchased in the city. Components are categorized by spell level.
SHORTCUTS
You can use the bar of icons at the bottom of the screen to ready spells, weapons, skills,
feats and actions, and then cast them with a single click or keystroke. When you start the
game, the Shortcut bar will contain shortcuts to your starter weapons, feats like Move
Silently, health potions, Heal skill and more, depending on your class. Click on an icon or
press its associated keystroke (1-0) to activate it. You have 10 different shortcut bars available to you.
CHAT
In the lower-left corner of the screen you will find the Chat
box, in which you can read messages from the game, from
other players, combat information and more. You can also type
messages from your character in the Chat box, send other players private messages, make
your character perform emotes such as dancing, and more. Press the Enter key to enter
Chat mode, and press it again to send a message. See “Chatting” on page 44 for more
information.
Interacting
When you move your cursor over an object with which you can interact, the cursor will
change to indicate that. These include doors, levers, switches, control boxes, even NPCs and
other players. When you click on an object with which you can interact, details about them
(as well as options for interacting with them) will appear in the Focus Orb. You can interact
with some objects by simply double-clicking on them.
24
NPCs
A non-player character (NPC) is any character in-game not controlled by a player. They are
the citizens of Stormreach, tavern owners, fishermen, guards, and many others.
Certain NPCs have icons above their heads, indicating that they might have something
important to tell your character. To talk to one of these NPCs, move in range and face them.
When you see the Speech icon, double-click with the left mouse button to initiate a conver-
25
sation. You can also left-click on the NPC to display its portrait in the Focus Orb and then
click on the Use button (gears) to initiate a conversation.
Talk to receive a standard quest.
Talk after completing a quest to receive a reward and/or advance the quest.
Talk to receive a multi-part quest.
Talk to spend your action points on enhancements or level up.
TUTORIAL
Walk off of the dock and head toward Guard
Rusticello, a warforged NPC with an icon
above his head. This icon indicates that you
can talk to this NPC about a quest (see
“NPCs” on previous page).
If you left-click on Rusticello, you’ll notice
that his portrait appears in the Focus Orb in
the lower-right of your screen. You can click on the magnifying glass icon to examine him or,
when you are close enough, click on the Use icon (gears) to talk to him. If you’re close
enough, you’ll also notice that the cursor changes to a speech bubble. When you see the
Speech cursor, you can double-click on the NPC to initiate a conversation (see “Interacting”
on previous page). Double-click on Rusticello and he will give you some information about
how to start your first quest (see “Quests” on page 30). Follow his instructions and head into
the tavern behind him. Once inside, speak with the other NPCs to find out what to do next.
Your first quests will introduce you to basic gameplay, including movement, combat, healing,
casting spells, opening switches, finding treasure, and more. There are optional training
rooms to practice more advanced skills as well. Once you have completed the tutorial quests
and feel comfortable in your new character, head down the dock toward the waiting ship and
speak with Sailor Calatin. Convince him to give you a ride to Stormreach Harbor, and you’re
on your way.
More experienced players can bypass the Tutorial by talking to the NPC standing next to the
boat at the end of the tutorial area. We strongly recommend that as a new player, you run
through the tutorial at least once to get familiar with the game controls and interface.
By the time you reach Stormreach Harbor, talking to NPCs and going on quests should be
second nature.
CITY OF STORMREACH
Dungeons & Dragons Online: Stormreach takes
place in the world of Eberron, Wizard of the Coast’s
newest campaign setting for D&D. The hardcover
Eberron Campaign Sourcebook is an invaluable
resource if you want a sense of some of the unique
story and visual flavor of DDO.
The game is set in Stormreach, the northern-most
port city on the continent of Xen’drik, a massive
land that is mostly unexplored but rumored to harbor incredible wealth and powerful magical items
in its ancient dungeons and ruins. Stormreach was
once a home to pirates, a clever hidout for smugglers. Even before that, Stormreach was
inhabited by an ancient civilization of giants, upon whose ruins the current city is built.
Stormreach is divided by powerful factions, each one laying their own claim to the city. As a
result of this division, Stormreach is divided up into different “wards”. Each ward has a very
distinctive visual look, along with its own set of NPCs and quests. The wards initially known
to you are:
The Harbor (Including Stormreach Port)
This bustling waterfront is the first stop for all adventurers visiting Stormreach. If
you want to make it past the guards at the gates, you’ll need to prove yourself trust-
worthy.
The Marketplace
The Marketplace is home to the Coin Lords, a group of powerful merchants and
traders, and the ostensible rulers of Stormreach. However, their power has greatly
waned over time, and now many other organizations such as the Houses now rule large
chunks of Stormreach. The powerful organizations all exist in a temporary and tense peace
with one another. The Marketplace is home to two very important commercial institutions –
Lordsmarch Bank, where you can store important gear and loot, and the Bazaar, where you
can buy a wide variety of armor, weapons, and other items.
DRAGONMARK HOUSES
There are 12 Dragonmark Houses in Eberron, four of which have carved out a position of
power within Stormreach. Dragonmark Houses get their names and their power from
Dragonmarks – magical birthmarks resembling tattoos which give their bearer special magical powers. These Dragonmarks run in families, and over many hundreds of years,
Dragonmarked Houses have each come to dominate a commercial specialty based on the
power of their respective Dragonmarks.
House Deneith
The House Deneith specialty is as warriors; they are specialized bodyguards and
mercenaries. As a result, their ward in Stormreach is heavily fortified and utilitarian in nature. House Deneith is a human house.
26
27
House Kundarak
A dwarven dragonmarked house – they specialize in protection and warding.
House Phiarlan
An elven dragonmarked house – they specialize in entertainment, music, and
shadows.
House Jorasco
A halfling dragonmarked house – they specialize in healing and resurrection.
ADVENTURE ZONES
In addition to the city wards, there are areas that lie outside (or beneath) town. The
Waterworks (off the Harbor) is an example of such an area, but there are many others.
Exploring these adventure zones can uncover multiple optional quests, and sometimes a passage to a new area.
Three-Barrel Cove
A former pirate haven, Three-Barrel Cove is still a very rowdy outpost town on an
island north of Stormreach. There are many dangerous adventures and dungeons
that await characters brave enough to explore Three-Barrel Cove.
Sorrowdusk Isle
An island further to the west of Three-Barrel Cove, Sorrowdusk Isle is shrouded in
mystery. Rumors occasionally trickle back to Stormreach of powerful troll and ogre
clans, and of cults who worship the Dark Six. But while rumors trickle back to Stormreach,
adventurers who leave for Sorrowdusk seem to never return.
Tangleroot Gorge
To the southwest of Stormreach lies the untamed Tangleroot Gorge. Home to many
fierce hobgoblin and bugbear tribes, Tangleroot Gorge also contains the infamous
Hobgoblin fortress of Splinterskull.
Abandoned Keep
House Deneith and House Kundarak have temporarily joined forces to explore and excavate
the Abandoned Keep, a settlement deep in the heart of Xen’drik that has lain abandoned for
hundreds of years. But the evil that destroyed the settlement 500 years ago still awaits those
foolish enough to dig deep enough below the Abandoned Keep.
Delera’s Graveyard
On the outskirts of House Jorasco is Delera’s Tomb, the final resting place for one of the
richest and most generous citizens in living memory of Stormreach. After her death, she dedicated her remaining fortune to establishing a final resting place for the poor, the graveyard
which surrounds her tomb. But behind this generosity lies many dark secrets which can only
be exposed by those brave enough to explore Delera’s Tomb.
MAP
The mini-map in the upper-left corner gives you a
snapshot of your current location. For a larger view
of the area you are in, press the M key or click on
the Map button to open the main map.
If you are in a dungeon, the main map will display
the areas that you have explored, as well as indicate
the locations of your party members. Party members
who are nearby appear as blue dots. Party members
who are out of range appear as white arrows.
Unexplored areas will appear covered by a black
fog, which will lift as you explore these areas.
If you are in town, the main map shows party member locations, as well as icons that pinpoint important spots, such as taverns, vendors, quest locations, and collectors.
Click on the Map Notes button to filter the icons that you want to appear on the map.
Checking a box in the drop-down menu will show that type of icon on the map. Hover your
cursor over an icon to get more information about what is there.
Click on the Zoom buttons to zoom in and out on the map. Click on the Zoom to Avatar button to center your character on the map.
UNDERSTANDING INSTANCES
Private Instances
When you enter a dungeon, either alone or with a party, the game creates a new “instance” –
or virtual copy – of that area. This is considered a “private instance,” since only you and your
party members can enter it.
If everyone in your party leaves a dungeon, for example you all die and release, the instance
will remain for five minutes. If no one from the party enters before five minutes is up, the
instance will reset and you will have to restart the quest.
Public Instances
To avoid overcrowding, the game creates duplicates of public areas, such as Stormreach
Harbor, once the population grows to a certain point. This is important to understand,
because you might find yourself in a situation where you and a friend or party member want
to meet, but you can’t seem to locate each other. The likely explanation is that your characters are occupying different duplicate areas. Use the area selector drop down menu above
the compass to go to the same numbered area.
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29
QUESTS
The most direct way of earning your fame, fortune, and gaining experience is to undertake
dangerous quests. You can usually get quests from NPCs with glowing icons floating above
their heads (see “NPCs” on page 25). To find out the details of the quest, start a conversation with the quest NPC. During the conversation, you will have an opportunity to accept or
reject the quest. If you accept a quest, it goes into your Quest Journal.
QUEST JOURNAL
The Quest Journal contains details about all of the quests you have
agreed to pursue. To view your Quest Journal, click on the Quest
button or press Ctrl-Q.
On the left side of the Quest Journal is a list of game locations.
Click a location to view quests associated with it. Click on a quest to
display detailed information about the quest below it, including who gave the quest, where it
is located, and if you have successfully completed it.
STARTING A QUEST
To enter most quests, you must locate the quest and double-click on the start point (often
indicated by a golden chalice on the map). Some quests begin following a conversation with
a quest NPC.
Before the quest starts, a window will pop-up and display the name of the quest, level, and
the length. It also shows three checkboxes that let you set the difficulty of the quest to
Normal, Hard or Elite. On Hard and Elite difficulties the monsters and traps you encounter
will be tougher, but the treasure and XP will be much greater. Click on a difficulty and then
click OK to enter the area where the quest takes place.
Note: You must complete a quest in a lower difficulty level before you can try it at a higher
difficulty level. If a member of your party is eligible to enter a quest at a higher difficulty
level than you, you can enter at that level if he or she initiates the quest.
QUEST OBJECTIVES
While you are on a quest, your goals show up in the Quest Objectives
window. Click the eye icon to toggle the objectives display between
window, transparent and hidden modes.
While in window mode, you can click on the XP button to see a summary of the experience points you will earn by completing the quest (see
“Experience” on page 32). Things that affect the XP you earn include
the level of the quest compared to the level of your highest party member, the number of
traps disabled, secret doors found, monsters killed, how many times you have reentered the
quest, and more.
As you journey through a quest, you might come across optional objectives. You earn experience for optional objectives as you complete them. You do not have to complete all optional
objectives to finish a quest, but you do have to complete all required objectives.
DM TEXT
When you enter a dungeon, you may see text appear on screen
describing the scene. This text is provided by the game’s
Dungeon Master (DM). Sometimes DM text is provided to the
entire party, and sometimes only to people with the skills to
perceive it. For example, while the rest of the party may
blithely walk on by, the rogue may receive a DM message that
she spots a secret door. Your aptitude with the Listen and Spot
skills will impact what DM text you see when you play.
PUZZLES
Many dungeons contain areas that are inaccessible until you trigger the proper switch or kill
the right monster. Many of these are clearly indicated, but some require puzzle-solving. If
you find yourself unable to advance, you might backtrack and see if you missed something.
TRAPS
The inhabitants of the dungeons through which you will be
crawling are not happy to have you there. In fact, many of them
have set traps in an effort to slow your party’s progress. Some of
these traps are quite deadly. If you are walk into one, your character must make a saving throw or take the full brunt of its
damage. It is often helpful to bring an able rogue, bard or
ranger along to spot and disable traps.
If your character’s Spot skill is high enough, you will receive a message when you are near a
trap alerting you to its presence. In order to actually see the trap, you must use the Search
skill (see “Skills” on page 64). If your Search skill is high enough, it will reveal the trap and
possibly a trap Control Box to all party members.
If you are a rogue, you can try to disable a trap by targeting its Control Box and using your
Disable Traps skill. (You must have Thieves Tools in your inventory.) This will trigger a die
roll to see if you are successful.
If you roll high enough, you will receive a success message and the trap will be disabled. If
you roll too low, you can try again (using up another Thieves Tool in the process). Very low
rolls can trigger a critical failure, which can break or blow up the trap control panel and
make it impossible to disable.
SNEAKING
Rushing headlong into a trapped area or monster ambush often hurts more than it helps.
Any character that has the Move Silently skill can attempt to sneak into a situation (see
“Move Silently” on page 65). Many rogues, rangers and bards are especially good at this.
Movement in Stealth mode is slower than the normal rate. Wearing armor inhibits this ability, but low light can provide a bonus.
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31
SECRET DOORS
In addition to finding traps, the Search skill is also handy for finding secret doors.
Again, characters with a high Spot skill will receive an alert message when they
are near a secret door. Searching will reveal the door to all party members. Once a secret
door is revealed, any party member can open it like a normal door.
LOCKED ITEMS
Any character with the Open Lock skill can try to unlock locked items without
using a key. In order to do this, you must have Thieves Tools in your inventory.
Target the lock and use your Open Lock skill to make an attempt.
Some locked items cannot be picked, and you will receive a message to that effect if you try
to pick the lock. This is generally a clue that a key to that lock exists elsewhere in the dungeon and will need to be discovered by you or another party member.
COLLECTIBLES
In addition to finding loot in chests and receiving quest rewards, you
can find items hidden in backpacks, bookshelves, mushroom patches
and more. These items are of no interest to vendors, but you will find
collectors scattered throughout Stormreach who will trade valuable
items for them.
To pick up a collectible, double-click on a glowing container once you
are close enough and your cursor turns into a gear.
EXPERIENCE AND TREASURE
Unlike in many other games, players do not receive experience for killing things. Instead, XP is granted for completing
objectives and finishing quests.
Every member of a party gets his or her own share of the
experience points and treasure for completed objectives.
When you open a chest, it will show the items that are
reserved for your character. These are the only items that
you can take from the chest. Each party member can also
loot collectibles from mushroom patches, etc. Items from breakable containers go to whoever grabs them first, however.
Experience points will vary for each party member, depending on how often a character has
entered a dungeon, a character’s level, and other factors. However, you can sometimes
receive XP bonuses for meeting various additional conditions, such as killing every monster,
or not killing any monsters. You can see a detailed explanation of the experience points that
your character will earn by clicking on the XP button in the Quest Objectives panel.
REST AREAS
Most quests contain one or more rest areas,
which contain a rest shrine and a resurrection
shrine. If you or a party member is dangerously
low on health or spell points, you might want to
consider resting to recuperate (see “Damage,
Resting and Dying” on page 38). If you die while
on a quest, another member can carry your
Soulstone to a resurrection shrine. Double-click on the resurrection shrine to be brought
back to life. Spell casters can also prepare new spells after resting at a rest shrine (see
“Preparing Spells” on page 36).
Note: Each Rest shrine can only be used once per player per dungeon. Resurrection shrines
can be used as often as needed, each time with an XP penalty.
ABANDONING QUESTS
Sometimes you and your party might find yourselves in over your heads on a difficult quest,
or you must attend needs in real life, etc. If you are unable to advance and would like to
gather additional party members for another run at it, you can always click on the Abandon
button in the Quest Objectives window. This will teleport you to the quest entrance point
and you will lose all current progress in the quest (the dungeon will be repopulated, for
example, and all disabled traps will be reset).
Note: Abandoning a quest takes a few seconds, during which time a Recall gauge will appear
and begin to fill. Once the gauge is filled, you will be teleported out. If you move or you are
attacked while the gauge fills, it will cancel the Abandon command. In other words, if your
character is about to die at the hands of a monster, clicking on the Abandon button probably
won’t get you out safely.
You can also abandon a quest by clicking the Abandon button in the corresponding Quest
log.
FINISHING A QUEST
Once you have completed all of the main objectives in a quest, you and your
party members will earn experience points based on the factors listed in
the XP window. The Abandon button will change to a Finished button. You
can walk out of the dungeon the way you came, or click on the Finished button to recall and return to the quest entry point.
After completing a request, you should go back and talk to the original
quest giver, either to end the quest or advance to the next step. Often the
quest giver will reward you with an item for your efforts. The value of quest
rewards is based on a number of factors, including quest difficulty.
Most completed or abandoned quests can be repeated by finding and speaking to the NPC
who originally gave the quest.
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33
Challenge
Rating
The difficulty
f each mon-
o
ster you
encounter is
indicated by
its Challenge
Rating (CR).
To see a
monster’s
challenge rating, target it
and look at
the Focus
Orb.
Challenge
Ratings show
the strength
of a creature
in relation to
a party of
four.A CR 6
monster, in
other words,
is meant to
be a reasonable challenge to a
party of four
level six characters.
Similarly, the
level of a
quest is generally relative
to a party of
four.A party
of four level 5
characters
can expect to
be challenged
by level 5
quest.
COMBAT
The turn-based combat of PnP Dungeons & Dragons was meant to simulate the frenetic action of battle while still giving everyone a chance
to make decisions about their attacks. Dungeons & Dragons Online:
Stormreach makes those calculations in real time, allowing you to
experience battles more naturally, while still figuring out the important factors under the hood. With every swing in range of a creature,
DDO actually rolls a d20 to see if you hit, and displays the results of
that roll on the screen. But the game takes many other factors into
account, and learning how to be an effective fighter will pay many dividends down in the dungeons.
TARGETING A CREATURE
To target a creature for attack, left-click on it. You will know that an
enemy is hostile and in range if you hover your cursor over it and the
cursor turns red. You can also target the next hostile creature by
pressing the Tab key.
When a creature is targeted, its portrait will appear in the Focus Orb.
You can press the Z key or click on the magnifying glass icon to get
more information about it. When you have moved into range, press the
Attack key to swing, or the Auto Attack icon to initiate autoattack.
ATTACKING
To attack with an equipped
weapon, right-click. You will
swing your melee weapon or
fire your ranged weapon. If
using a ranged weapon, you
must aim your cursor at the tar-
get. Reloading a ranged weapon
takes a bit of time. If your current target is in front of you and in
range, you will roll to hit your target (your roll will be displayed by the
d20 icon above the Focus Orb). If your roll is high enough to hit your
opponent, you will deal damage according to the type of weapon you
are using.
Note that you don’t need to have a target in order to connect with a
monster when you right-click, it will just swing and connect with
whatever is in front of you. However, if you do have a target, your
attacks will prefer that target, even if another creature is more directly in front of you.
Note that in order to fire a bow or crossbow, you must also have the
appropriate type of ammunition (arrows or bolts) equipped. Reloading
ranged weapons takes time and can inhibit your movement, so take
that into account when planning your battle strategy.
AUTOATTACK
To autoattack with an equipped weapon, double-click with the LMB on a target, or target a
monster and press the autoattack shortcut (number 1 by default). You will continue to
attack your target as long as you are facing it and it is in range. Note: Autoattack is slightly slower than right-click attacks.
BLOCKING
The easiest way to fight a creature might be to rightclick repeatedly, but it’s definitely not the most efficient way. Players who can learn to properly block
will live longer.
Most monsters have telltale special attack animations. For example, when a spider rears up on its
back legs, you know it’s about to lunge toward you
and try to inject you with poison. If you press the
Shift key as the spider rears up, you have a much better chance of blocking its attack (and avoiding the debilitating effects of its poisonous or
magical attack).
SHIELDS
Shields and the act of blocking are very useful to players. Just equipping a shield will add
the Shield’s Armor Class bonus to your own, making you harder to hit. Engaging in the act of
blocking (by holding down your shift key) makes you even more formidable a defender – you
will get a small amount of Damage Reduction, making you harder to damage, and you will be
immune to certain special attacks from creatures while in a blocking stance.
TUMBLING / DODGING
If your Tumble skill is high enough you can execute a tumble in battle to avoid attacks and
improve your Armor Class. Press a direction key while holding SHIFT to tumble. If you do
not have enough Tumble skill you will hop out of the way when pressing a direction key
while holding SHIFT. Learning to tumble effectively can significantly improve your performance in battles.
USING FEATS AND SKILLS
Feats (see page 67) are powerful special abilities and combat moves that make your character a hero, while skills (see page 64) represent knowledge and abilities acquired through
adventuring. All characters have at least one feat and one skill, and most have many more.
You can review your feats and skills in the Character Sheet.
Feats and skills come in two types: active and passive. Passive feats and skills have an octagon-shaped icon in the character sheet, and are “always on.” Active feats and skills have a
square-shaped icon and must be assigned to a shortcut in order to be used (see “Shortcut
Bar” on page 25).
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35
SPELLS
PREPARING SPELLS
Unless you are a sorcerer or bard, you must prepare your spells before
you can cast them. (Sorcerers and bards must prepare a subset of
their known spells before they can cast them. To prepare a spell, you
must either be in a tavern or near a rest shrine at which you have
already rested.
To prepare a spell, open the Character Sheet and select the Spells
tab. Your currently prepared spells will be displayed as icons. Select a
tab on the right (L1, L2, etc.) to display your available spells for each level. The top portion
of this panel displays the spells that you know. Currently prepared spells are highlighted and
unprepared spells are grey.
The boxes at the bottom of the Spells panel show all currently prepared spells. Double-click
a box to clear it and double-click on a spell name in the list to prepare it.
CASTING SPELLS
In order to cast a prepared spell, you must first drag it from the
Spells tab to a Shortcut bar (see Shortcut Bar on page 25). Once a
spell is assigned to a Shortcut bar, press the corresponding shortcut
number (0-9) to cast it. Each spell you cast will consume a certain
number of spell points, depending on the level of the spell. When you
are out of spell points, you will not be able to cast spells.
To replenish your spell points, you can rest at a tavern. To increase
the rate at which you regenerate spell points in a tavern, you can buy drinks from the bartender.
You can also replenish your spell points by resting at a rest shrine.
Note: Many spells need a hostile or friendly target before you can cast them. You can
acquire such a target by clicking on it, or, in the case of friendly spells, by hitting the F1
(yourself) or F2-F6 keys (your party members).
SPELL COMPONENTS
Some spells require that you have a certain “material component”
in your inventory before you can cast it. You can tell whether a
spell requires a material component if its description lists
“Material” under Components. One type of component will allow
you to cast all spells of a particular level.
You can find spell components from a Holy Reagent Vendor (cler-
ics, paladins and rangers) or an Arcane Reagent Vendor (wizards,
sorcerers, bards). Trade with a Reagent Vendor, select a spell component, and examine it to
determine the class and spell level for which it is used.
SCROLLS
Scrolls are magically inscribed sheets of parchment that allow you to cast a single spell or, in
the case of a wizard, inscribe a spell into your spellbook. To use a scroll, drag it to a Shortcut
Bar and click on it or press its corresponding number key.
All Wizards are automatically granted the Inscribe Scroll feat. You must use this feat to copy
a scroll to your spellbook. You must have the proper Spell Inscription Materials in your
inventory, which you can buy from an Arcane Reagent Vendor. Select the scroll in your inventory and then activate the Inscribe Scroll feat from a Shortcut Bar.
SPELL FAILURE
All spellcasters must be able to concentrate in order to successfully cast a spell. This can
sometimes be difficult (for example when you’re being attacked by an earth elemental)! Your
ability to cast spells under stress is determined by your Concentration skill. The higher your
skill, the better chance you will have of not being interrupted while casting. If your spell is
interrupted, it will fail but it will still consume the normal amount of Spell Points.
Armor also may affect your ability to cast Arcane spells (wizards, sorcerers, bards). This is
called “Arcane Spell Failure,” and is indicated by a percentage in the armor’s description.
Warforged characters’ natural armoring also has a chance to cause spell failure.
Bards in light armor do not suffer spell failure due to armor.
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37
DAMAGE, RESTING AND DYING
Hit points (HP) represent how much physical damage a character or monster can take
before falling unconscious or dying. The more hit points a character has, the better. Among
the classes, Barbarians have the most hit points, followed by fighters and paladins; clerics
and rangers; rogues and bards; and sorcerers and wizards. Characters with a high
Constitution score (12 or greater) receive bonus hit points each level. Hit points do not
regenerate over time unless you are in a tavern or rest at a rest shrine.
RESTING
In order to regenerate Spells Points and Hit Points, you
must rest either in a tavern while in town or at a rest shrine
while on a quest.
In town, you can replenish yourself in one of the many taverns. While in a tavern, your Hit Points and Spell Points will
regenerate over time. You can accelerate this process by
purchasing food and drink from a bartender. Food causes
you to regenerate hit points more quickly. Drink regenerates Spell Points more quickly. Warforged characters need
to consume food and drinks made of special warforged oil to
regenerate hit points and spell points. Food and drinks can only be used in a tavern, and not
while on a quest.
To use a rest shrine while on a quest, double-click it. You can only use each rest shrine in a
dungeon once. A rest shrine will regenerate all of your spell points and a number of hit
points related to the highest Heal skill rank of a nearby party member. Warforged hit points
regenerate based on the Repair skill.
INCAPACITATED
If your Hit Point total drops to 0 or below, you will fall down and
become incapacitated. If you are below 0 Hit Points, you will continue to lose 1 Hit Point every few seconds unless you stabilize (10%
chance every few seconds). Warforged characters automatically stabilize.
Once you are stabilized, another player can attempt to heal you
above 0 Hit Points. You can also click on the Release button, which
will return you to the city, as if you died.
DEATH
Once you reach -10 Hit Points, you die and become a
ghost, dropping a unique item called a Soulstone. At
this point, you have three choices: You can revive at a
resurrection shrine in the dungeon, release your spirit
and respawn in Stormreach, or ask for a high-level
Cleric to cast a Raise Dead spell on you.
Since you can only stray so far from your Soulstone,
you might need a (living) party member to pick up
your Soulstone and carry it to a resurrection shrine for you. You can usually find resurrection
shrines near rest shrines. Once your Soulstone is near a resurrection shrine, simply doubleclick the shrine to revive yourself.
Monsters are killed when they reach 0 Hit Points.
POISONS,CURSES AND SPELLS
Monsters and traps will sometimes spit poisons and cast spells that
hurt your character in a number of ways. For example, if a spider or
scorpion bites or stings you and you do not make a successful saving
throw, you could lose Strength or Constitution. If an evil mage casts a
blindness spell on you, you won’t be able to see until it is removed.
When you are in a poisoned, blinded or cursed, an icon will appear
above your head indicating that you have problems. If you have a
Cleric in your party of high enough level, they might be able to cast a
spell and remove the ill effects. Other potential cures include drinking potions, resting, or even dying.
HEALING AND REPAIRING
If a character is incapacitated, you might be able to prevent him from dying by using the
Heal skill (or the Repair skill if the injured character is warforged).
To do this, you must have a Healing Kit or Repair Kit in your inventory. Select the character
and then use the Heal or Repair skill. The better your Heal or Repair skill, the better your
chances of reviving the character.
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39
EQUIPMENT
As you complete quests and finds treasure, you will accumulate weapons, scrolls, potions,
armor, magical items, and more. These items are stored in your character’s inventory. Click
on the Inventory button at the top of the screen or press the I key to open the Inventory
panel.
INVENTORY
The left side of the Inventory window shows all of the
items your character is carrying, sorted into three packs
holding 20 items each. Click on a tab to view the items
in a pack. To get more information about an item, click
on it and press the Z key, or click on the magnifying
glass icon in the Focus Orb.
The right side of the Inventory window shows the equipment that your character has equipped.
drag it to the appropriate equip slot on the right.
The Inventory window also shows the amount of weight your character is carrying, as well as
the total amount he or she can carry. If you carry too much, your character will become
encumbered and will lose mobility.
Face (masks, goggles)
Chest (armor)
Right hand (weapon)
Left hand (shield, bow,
crossbow, second
weapon)
Ammo (arrows, bolts)
Wrists (bracers)
Finger (rings)
Feet (boots)
To equip an item from your inventory, double-click it or
Head (helms, hats)
Neck (necklaces, amulets)
Other (scarabs, etc.)
Back (capes)
Waist (belts)
Finger (rings)
Hand (gloves)
Money
Your current money supply is displayed below Weight. You can use
money to trade with other players or spend at vendors to buy items
like potions, weapons, wands, spell components, scrolls, armor and
food.
Click the Details button at the bottom of the Inventory window to show details about the
type of weapon(s) you currently have equipped, including name, bonuses to hit, damage,
what it takes to roll a critical hit, and the amount of damage dealt by a critical hit.
You can buy and sell equipment and items at any of the
many item vendors and bartenders in Stormreach. To
interact with a vendor, double-click on him and select
the “I would like to trade.” option. A window will open
with three tabs at the top: Sell, Buy and Repair (at
items vendors only).
Click on the Sell tab to show a list of the (unequipped) items in your inventory. The price
that the vendor will pay for an item is listed beneath its description. To get more information
about an item, click on it and press the Z key, or click on the magnifying glass icon in the
Information Orb. Double-click on an item to sell it. Some vendors won’t buy certain items –
they consider those items either too cheap or too expensive to deal with. To sell those items,
you’ll have to hunt down another vendor in a different part of Stormreach.
Click on the Buy tab to show a list of the items for sale at the vendor. The cost of an item is
listed beneath its description. To get more information about an item, click on it and press
the Z key, or click on the magnifying glass icon in the Information Orb. Double-click on an
item to buy it.
REPAIRING ITEMS
As you adventure and battle certain monsters (or fall for certain traps), your equipment will wear out. Examine an item
(click on it in your inventory and press the Z key) to check
its worn status, listed as a Durability gauge beneath the item
description. When an item’s durability is reduced to 0, the
item is broken and you can no longer use it.
To repair damaged equipment, talk to an item vendor and
click on the Repair tab. You’ll be charged an amount corresponding to the value of the item and amount of damage it
has sustained.
overall durability.
Note: Repairing a damaged item has a chance of permanently lowering its
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41
PAWN SHOPS
Pawn shops are exclusive stores where you can buy and sell your most high-priced items. A
pawn broker works much like a regular vendor, but the items you’ll find the Sell tab will vary
greatly, depending on what has recently been sold at the shop. Note: In addition to buying
items no other vendor can afford, pawn brokers offer better prices for your items.
BANKS
If your pack is overflowing, but you don’t want to sell the extra items in it, you can always
store them in the bank. You will find banks in the Marketplace and House Kunderak.
To use a bank, talk to a banker. A window will open showing your banked items. Drag items
from your inventory to the bank to store them, and from your bank to your inventory to carry
them.
Once you deposit items in a bank, they are available for you to withdraw from either bank in
Stormreach.
TRADING
You can trade items and equipment with any character in the game. To trade with a character, target him or her and click on the Trade icon in the Focus Orb. This will open a window
showing two panels: My Offer and Their Offer.
Drag items from your inventory into the My Offer panel. You can also trade money by clicking
in the coin amount boxes and typing in the number of coins you want to trade.
To trade stacked items, press and hold the Ctrl key while dragging a stack of items. A window will pop up. Enter the number of items you would like to drag and click on OK.
Once each player has added the items and money they want to the trade window, each player must click on the Accept button to complete the transaction. Note: All trades in the game
are final. Be sure you are comfortable with a trade before you click on the Accept button!
COLLECTORS
In addition to finding loot in chests and receiving quest rewards, you can find items hidden
in backpacks, bookshelves, mushroom patches and more. These items are of no interest to
vendors, but you will find collectors scattered throughout Stormreach who will trade you
valuable items for them.
To pick up a collectible, double-click on a glowing container once you are close enough and
your cursor turns into a gear.
LEVELING UP
Experience in Dungeons & Dragons Online: Stormreach is measured in levels and ranks.
Each level has 5 ranks, from 0 through 4. The XP bar at the bottom of the screen indicates
how close you are to reaching the next rank or level. Every time you achieve a new rank, you
will earn action points which can be used on Enhancements (see below).
Once your character has earned enough XP, you will receive an on-screen message indicating
that you are ready to advance to the next rank or level. With each level you advance, your
character earns more Hit Points, Spell Points (if a caster), skill points and spells, depending
on class and race. New levels also allow you to use better equipment and access new quests.
Characters gain a new feat every three levels. Some class feats are automatically granted at
certain levels – you do not have to select these. Wizards and Fighters earn special class
feats, which are highlighted in yellow. You can choose a class feat as a normal feat, but you
cannot choose a non-class feat as your class feat. You also gain an ability point every four levels. You must use this point to increase one of your Ability Scores.
To see your character’s current XP totals, and the amount required to reach the next level,
open the Character Sheet and look at the Stats tab.
To train your character you must talk to a trainer NPC of the appropriate class. Ask the
trainer to advance your character and then follow the choices to advance your character to
the next level.
If you want to level your character up in another class, you must talk to the trainer NPC of
that class (see “Multiclass” on page 63).
ACTION POINTS
Enhancements are bonuses available to you depending on your race and class. Action points
earned while gaining ranks can be spent at a trainer on Enhancements for your character.
You may only have four Enhancements active at a time, so if you have more than four active,
you will need to remove one before adding another. Action points for enhancements are
reset every time you go up a level, so be sure to spend them before training.
The Chat window allows you to communicate with other
players in the vicinity, talk to your party members and guild
members, and send and receive private messages.
The Chat window contains four tabs labeled General, Guild, Party and Combat. Click on a
tab or the left or right arrow next to the tabs to switch between these panes.
The default Chat window tab is the General tab, in which you will see most incoming messages, including messages sent by nearby players and NPCs, combat information, player
emotes, and system messages.
To send a basic message that players in your vicinity will hear, press the Enter key to activate the Chat window, type what you want to say, and then press Enter again to send that
message.
Note: If you are interrupted while typing a message, for example if someone initiates a trade
with you, you can continue typing your message by clicking on the Chat window or pressing
Enter again.
CHAT COMMANDS
In addition to typing messages that are heard by players in your vicinity, you can enter chat
commands to change your message or direct it elsewhere. Chat commands are all preceded
by a “/” (slash). For example, if you want to type a message that only your party members
can hear, type “/p” before the message. To type a message that only your guild members can
read, type “/gu” before the message.
To see a complete list of chat commands, type “/help” in the Chat window.
PRIVATE MESSAGES
To send a private message to a character, type “/tell <character first name> <your message>” in the chat bar and press Enter. This works even if the character you name is locat-
ed far away from you in the game world.
To send a private message to the last person you sent a private message to without retyping
the recipient’s name, type “/retell <your message>.”
To reply to the last person who sent you a private message, type “/r <your message>.”
BLOCKING CHAT MESSAGES
Sometimes you would rather not hear what another player has to say. To block all messages
from a particular player, type “
/squelch add <character first name>”.
EMOTES
Emotes are special commands you can type into
the Chat window that make your character perform
certain actions. For example, if you type “/dance”
your character will dance. (Press any movement
key to stop dancing.)
Some emotes interact with your current target. For
example, if your rogue, Slick, has a trap targeted
and you type “/point” into the Chat window, other
players will see the message “Slick points at the
trap.”
New emotes may be added from time to time. To see the complete current list, type “/emotelist” in the Chat window.
CUSTOMIZING CHAT WINDOWS
The General, Party and Guild tabs are the default settings. You can customize the Chat window to contain more or fewer tabs, rename tabs,
read or send different types of messages, recolor text, and more.
To customize the Chat window, right-click at the tab on top. This will
display a drop-down menu with the following options:
Rename Window – Rename the currently selected pane.
Unlock Window – Unlock the selected pane so that you can move
it to another location on the screen. This is helpful, for example, if
you want to see all of your battle messages but do not want them
to interfere with what your party members are saying.
Create Window – Create a new pane.
Destroy Window – Delete current pane.
Route Message – Set the type of messages that are displayed in
the current pane. In the example above, you would create a window named Combat, unlock it and drag it to a new location on the
screen, and choose to route only Battle messages to it.
Set Outgoing Type – Set the type of messages that are sent when
you type in this pane. For example, if you set outgoing messages to
Party, you do not have to type “/p” before a message in order for
you party members to read it.
Partial
Emote List
/Angry
/Beg
/Bow
/Celebrate
/Clap
/Cower
/Cry
/Dance
/HandsOnHips
/Kneel
/Laugh
/Nod
/Point
/Salute
/Shakefist
/Shakehead
/Shrug
/Sit
/Sleep
/Waiting
/Wave
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45
PARTIES
While a few dungeons and quests can be overcome by a single character, it’s safest to adventure with a party (group) of two to six characters. Your best bet is to have a good cross-section of classes, with someone to handle magic, someone to handle traps and secrets, and
someone to handle the weapons.
TAVERNS
Taverns are great places to meet
other adventurers face to face, and
form a dungeon party. Besides a
steady flow of traffic, you’ll often
find quest-givers in taverns, ready to
put your party to work.
While in a tavern, you can click on
and examine other characters (Z
key), to find out their class, level,
and whether or not they are in a
partial group or a full group. If you’re looking to join a party, try introducing yourself to
another character around your level. You’ll find that most characters are probably like you,
and will be eager to join up and start adventuring. Alternately, you can use the Group panel
to find a party or look for members as leader of a party (see “Group Panel” on page 55).
PARTY INTERFACE
When you are in a party, the names, and hit point and spell point bars
of your fellow party members are displayed below the compass. Your
fellow party members will also show up both on the compass and on
the full map (M). Party members who are close to you are indicated by
blue circles. Party members who are out of your range are indicated by
white arrows.
Left click on a party member to select them. Right click on the name
or hit point bar of a party member to display a pop-up menu. This
menu includes an option to leave the party. Once you leave a party you
will no longer share experience or be able to communicate with the
party. If you are the party leader, this menu also allows you to kick the
selected member out of the party, or to promote them to party leader.
PARTY CHAT
Good communication among party members can mean the difference between life and death
on a difficult quest. You can use both the Chat window and voice chat to stay in touch and
organized (see “Chatting” on page 44).
VOICE CHAT
While you are in a party, you can communicate with other members using voice chat if you
have a microphone attached to your computer, and you have the Enable Voice Chat option
checked in Audio Options. Voice Chat uses your Windows® microphone settings, so be sure
to have that active as an input device. For additional help on setting up a microphone and
using Voice Chat please visit www.DDO.com/support.
GROUPING
If you want to let others know that you are looking for a
group, or to advertise a group you’re making or have
made, click on the Group panel. When you click on the
LFG checkbox, a “Looking For Group” icon will appear
above your character’s head, and in the list of players in
the “Player Search” window. Click on the LFG checkbox
again to turn your LFG status off.
When you click on the Anonymous checkbox, you character becomes “anonymous” and is removed from the Player Search panel’s list of players.
Click on the Anonymous checkbox a second time to turn your anonymous status off. Below
the checkboxes is the My LFG Comment box. Typing a comment into the box and pressing
the Enter key will add the comment along with your name in the Player Search panel’s list
of players.
The Group panel contains a scrollable list of groups whose leaders are actively recruiting
members. Any group whose criteria you match (class and level) contains a green checkmark
in the Match column of the list. Click on a group and then click on the Join button to send a
message to the party leader indicating that you would like to join. Click on the Tell button to
send a private message to that group leader. You can sort the list of groups by clicking on any
of the column headings: Match, Classes, Min Level, Name, or Note. Clicking the column
heading a second time will sort the list of groups in the reverse order.
If you are leader of your own party and would like to advertise for new members, you can
create a recruitment ad. Select any (or all) of the classes from the Class drop-down menu,
select the minimum level from the Level drop-down, enter an optional comment in the My
LFM Comment section, and click the Create button. Once your ad has been posted, you can
modify the classes, level, or comment and click the Update button to refresh your ad. Click
the Remove button when you no longer want to post your recruitment ad.
PLAYER SEARCH
The Player Search panel allows you to find other players
that are logged in. The panel contains two drop-down
menus that let you limit your search for players to Class
and Level, as well as a box where you can type a portion
of a player’s name. The player name search will try to
match the entered name against all player names; entering “and” in the player name search will match players
“Andy”, “Cassandra” and “Redhand.”
Pressing the Search button will filter the list of players logged into the world. The name(s)
of the characters matching your search criteria appear in a scrollable list at the bottom of
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the panel. Click on a name and click on the Tell button to send that player a private message. Click on the Invite button to invite that player to join your party.
You can sort the list of players by clicking on any of the column headings: LFG, Class, Level,
Name, or Comment. Clicking the column heading a second time will sort the list of players
in the reverse order.
LEADING A PARTY
To create a party, select a character and click the Invite icon at the top of the Focus Orb. If
your invitation is accepted, you will form a party with you as the party leader. You can continue inviting people up to the limit of six total party members (including yourself).
RAID PARTIES
Raid parties are special groups suited to tackling the biggest challenges in the game, and
can only enter special Raid quests.
If you are the leader of a party, you can create a Raid party by right-clicking on a party member’s name and selecting “Convert to Raid” from the drop-down menu. Note: Raid content is
reserved for the highest level players.
GUILDS
Guilds are groups of players that come together for a purpose. The purpose could be purely
social, it could be to pool resources and take care of new players, or a common philosophy.
CREATING A GUILD
To create a guild, press the Guild tab within the Group panel. Simply enter a guild name in
the Guild field. The first person to create a guild is initially considered to be the Guild
Leader. You cannot create a guild if you are already in a guild.
THE GUILD DISPLAY
Once in a guild, the guild tab will display information about your
guild. The guild panel is separated into three main regions – the
guild name, the guild Message of the Day (MotD), and the Guild
Members list. The name of the guild you’re currently in is displayed
prominently at the top of the panel.
The guild message of the day is for important announcements
which your guild leader or officers would like you to know about
(such as scheduled guild events or introducing new members).
The guild member list is used to quickly determine who in your guild is currently on-line,
where they’re questing, and what level they are. Finding guild members close to your own
level and questing areas is a good way to begin establishing a questing party.
All buttons within the guild panel are considered to be guild commands. Guild commands
can only be executed by members of sufficient rank (more on rank later).
QUITTING A GUILD
To quit the guild you’re currently in, simply press the “Quit” button at the bottom of the
Guild panel.
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ADDING A MEMBER
To add another person to your guild, simply press the “Add” button. A dialog box will be displayed requesting the name of the person to add. If you already had someone selected, their
name will be filled in by default. If you’d like to add someone different, then simply edit the
name and press “Invite”.
REMOVING A MEMBER
Only Guild Leaders and Officers have sufficient rank to remove people from the guild. To
remove someone from the guild, simply select their name in the guild list and press the
“Remove” button. A dialog box will be displayed requesting confirmation.
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GUILD RANKS
There are currently three guild ranks supported in DDO – Leader, Officer, and Member.
Guild Leaders and their Successor can be identified by unique icons next to their names.
Each rank has access to a subset of guild commands (see “Guild Commands” below).
PROMOTING A MEMBER
Only a Guild Leader has sufficient rank to promote people within the guild. To promote a
guild member, simply select the players name in the guild list and press the “Promote” button. The player will then move up to the next available rank. There can be only one Guild
Leader at a time, so a Leader cannot promote an Officer into a Guild Leader rank (to do
this, the Guild Leader should use the “Successor” button).
DEMOTING A MEMBER
A Guild Leader can demote a member by selecting the members name from the member list
and pressing the “Demote” button. This will drop the guild member down one rank.
SETTING THE MESSAGE OF THE DAY
Guild Leaders and Officers have the ability to set the guilds message of the day. This is commonly used to remind members of scheduled guild events or to introduce new members. To
set the message of the day, simply type the message into the text area and press the “Set
MotD” button. The message will then be updated on each members guild panel.
SETTING A SUCCESSOR
Setting a successor is simply declaring who the next Guild Leader will be should the current
Guild Leader quit, cancel his account, or become banned. Only a Guild Leader can set his
successor. To set a successor, select the guild member in the guild list and press “Successor”.
The guild successor needs to be an Officer (any can be declared the successor). The guild
successor can be identified by a unique icon next to his name in the guild list.
DISBANDING THE GUILD
A Guild Leader can, at any time, elect to disband the entire guild. This will cause all guild
members to become immediately unguilded. To disband a guild, the Guild Leader can simply
press the “Disband” button. A dialog box will be displayed to confirm the command.
Guild Commands
CommandRank Required
Set Successor Leader
Disband Guild Leader
Promote Member Leader
Demote Member Leader
Set MotDLeader, Officer
Add MemberLeader, Officer
Remove MemberLeader, Officer
Quit GuildLeader, Officer, Member
INTERFACE REFERENCE
CHARACTER SHEET
Click on the Character Sheet button at the top of the screen or press Ctrl-C to open the
Character Sheet. Here you will find detailed information about your character, including
abilities, hit points, experience, saving throws, actions, skills, feats and spells. Click on a tab
at the top of the Character Sheet window to access the following windows:
STATS TAB
Name – Your character’s name. First names must be unique, however
characters can share the same last name.
Class – Your character’s class(es) and levels
Experience Points – The total number of XP (experience points) your
character has earned, the number of XP required to reach the next
rank or level, and the amount of experience points you need to make up
(if any) due to a death penalty.
Action Points – The number of Action Points you have accumulated by completing quests.
You can spend your Action Points by talking to an NPC trainer for your character’s class.
Race/Alignment/Gender
Ability / Mod – This list includes your current ability scores, as well as the modifiers that
these scores generate. Ability modifiers affect how well your character can perform certain
tasks, for example a Dexterity modifier adds to your character’s AC (Armor Class), as well as
Reflex saving throws (see “Set Abilities” on page 14).
Hit Points / Spell Points – Your current and total hit points (HP) and spell points.
Armor Class – All creatures and characters have an armor class, which determines how dif-
ficult they are to hit in melee or missile combat – the higher the AC, the more difficult it is
to land a successful hit. Armor class can be modified by armor worn, Dexterity, magic items,
spells, and other special conditions.
Saves – Saving throws are used to avoid or mitigate certain kinds of damage or harmful
effects. Saving throw bonuses improve as a character gains levels; they can also be improved
by certain spells or magic items.
Fortitude – Fortitude saving throws are used to withstand damage by means of physical
stamina; an attempt to resist a deadly poison would require a Fortitude save.
Reflex – Reflex saving throws are used to avoid damage by means of speed and agility; an
attempt to dodge a vicious spike trap would require a Reflex save.
Will – Will saving throws are used to resist attacks by means of mental toughness; an
attempt to overcome an enemy’s Fear spell would require a Will save.
Base Attack Bonus – This is your character’s unmodified attack bonus.
Spell Resistance – Indicates innate or magical resistance to certain spells.
Fortification – Likelihood of avoiding a sneak attack or critical hit.
Resistances – Lists any resistances your character has.
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BIO TAB
Enter details about your character’s life in the text box. Click on
Update button to save your bio.
When people examine you by targeting you and pressing the Z key
they will be able to read your bio.
SKILLS TAB
The Skills tab lists your character’s current skills and the ranks he or
she has gained. Cross-class skills, which cost twice as much to raise
with skill points, are indicated by an asterisk (*). See “Skills” on page
64 for more information.
Name – The name of the skill and the icon associated with it. Square
icons indicate active skills, which you must activate via a Shortcut
bar. To assign an active skill to a Shortcut bar, click on it and drag it
to a Shortcut bar slot. Once a skill is assigned to a Shortcut slot, press
the corresponding Shortcut number (0-9) to use it. Octagonal icons indicate passive skills,
which are always in effect.
Ability – The ability that modifies the skill. Higher ability scores give bonuses, lower ability
scores can give penalties.
Total Mod – Your character’s total score in the skill.
Rank – The number of skill points that you have spent on this skill.
Ability Mod – The modifier gained from the ability score.
Misc Mod – The modifier gained from other sources, including skills, feats and actions.
Filter – Click to show only passive skills, only active skills, or both.
FEATS TAB
The feats tab shows your current feats. Square icons indicate active
feats, which you must activate via a Shortcut bar. To assign an active
feat to a Shortcut bar, click on it and drag it to a Shortcut bar slot.
Once a feat is assigned to a Shortcut slot, press the corresponding
Shortcut number (0-9) to use it. Octagonal icons indicate passive feats,
which are always in effect. See “Feats” on page 67 for more information.
SPELLS TAB
The top portion of this panel displays the spells that you know.
Currently prepared spells are highlighted and unprepared spells are
grey. The bottom of this panel also shows all currently prepared spells.
In order to cast a spell, you must first drag it to a Shortcut slot. Once a
spell is assigned to a Shortcut slot, press the corresponding shortcut
number (0-9) to cast it.
Wizards and clerics must prepare a subset of their known spells before they can cast them.
You can only prepare spells while in a tavern or rest area. The Spells tab has a number of
additional tabs on its right-hand side; the first tab shows a summary of all memorized spells,
organized by level.
If you are in a tavern or a rest area, you can change your prepared spells by clicking on one
of the other tabs – there will be one additional tab for each spell level available to you.
To prepare a spell, double-click it. This will only work if you have an unprepared spell slot.
You can remove a spell from your prepared list by double-clicking on it.
ENHANCEMENTS TAB
The Enhancements tab displays your character’s current
Enhancements. You earn an Action Point each time you gain enough
experience to earn a new rank (see “Leveling Up” on page 42). You earn
four Action Points per level.
You can spend Action Points at an NPC trainer for your character’s
class. Actions provide bonuses to abilities and skills, and give your character new talents, such as the ability to boost your attack speed.
Your character can only have up to four active Enhancements at any time. If you have four
Enhancements, you must remove one Enhancement to add another.
Note: You must spend all of your character’s Action Points before advancing that character
in level or you will lose those Action Points. The NPC trainer will remind you of this.
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GROUP PANEL
The Social panel is a great tool for both party leaders and those wanting to join a group. It
allows you to quickly see who is looking for a group and find a group looking for new members.
Click on the Social panel button or press Ctrl-G to open the Social panel. You will see three
tabs at the top of the panel: Party, Guild and Friends.
PARTY TAB
The Party tab is the tool to use to find a group, search for players of any level and class,
advertise your own party, and get details about members of your current party.
Player Search
The Player Search panel contains two drop-down menus
that let you limit your search for players to Class and Level,
as well as a box where you can type a player name and
search for only that player.
The name(s) of the characters matching your search criteria appear in a scrollable list at the bottom of the panel.
Click on a name and click on the Tell button to send that
player a private message. Click on the Invite button to invite that player to join your party.
You can click on a column name, for example LFG or Level, to sort the list by that column.
Group Search
If you want to let others know that you are looking for a
group, click on the Group Search tab and then click on
the “LFG” button. This will make a “LFG” icon appear
above your character’s head and in the player list. Click
on the “LFG” button again to turn your LFG status off.
To search for a party advertising for players, click on the
Search button. Those groups whose leaders are actively
recruiting members will appear in the box below. Groups for which your character is eligible
are indicated by a checkmark.
Click on a group you would like to join and then click on the Join button to ask the party
leader if he wants your character to join. Click on the Tell button to send a private message
to that group leader.
If you are leader of your own party and would like to advertise for new members, click on the
Create button. You will be able to set certain parameters, including minimum level or level
range wanted, classes wanted and a comment that will appear when players see your ad.
Current Party
The party shortcuts can be used to see who is presently in your party and what class they
are. Gathering individuals of the right classes will be instrumental in the success of the
party. You can select people from your party into your Focus Orb by clicking on their icon in
the party. Right click on the party leader to access additional party options.
GUILD TAB
Once in a guild, the guild tab will display information about your guild.
The guild panel is separated into three main regions – the guild name,
the guild Message of the Day (MotD), and the Guild Members list. The
name of the guild you’re currently in is displayed prominently at the top
of the panel.
The guild message of the day is for important announcements which your
guild leader or officers would like you to know about (such as scheduled guild events or
introducing new members).
The guild member list is used to quickly determine who in your guild is currently on-line,
where they’re questing, and what level they are. Finding guild members close to your own
level and questing areas is a good way to begin establishing a questing party.
All buttons within the guild panel are considered to be guild commands. Guild commands
can only be executed by members of sufficient rank (see “Guilds” on page 49 for more infornation).
FRIENDS
The Friends tab opens a window where you can easily keep track of the friends you have met
in the game. To add someone to your Friends list, simply click on them when they are near
you, and then click on the Add button in the Friends panel.
Your friends will show up in the box below, as well as an indication of whether they are currently online. To remove a character from your Friends list, click on their name and then
click on the Remove button.
Click on the Refresh button to update the list.
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CLASSES
Your character’s class is his or her profession or vocation. Your choice of class determines the
abilities your character has and the role he or she will play in the game. You can choose among
nine classes in Dungeons & Dragons®Online: Stormreach™:
BARBARIAN
Barbarians have the most hit points of any class and the best base attack bonus (+1 per level).
This, combined with excellent defensive abilities like Damage Reduction and Uncanny Dodge,
make him one of the hardest hitting and hardest to hit. Add Rage, which temporarily boosts
Strength and Constitution at the cost of Armor Class, and you’re looking at a mighty frightening
warrior.A barbarian’s hardiness gives him great Fortitude saves, but he lacks in the Reflex and
Will save department.
Alignment: Any non-lawful
Hit Die: d12
Proficiencies: All simple and martial weapons, light and medium armor, shields (except tower
shields)
Skill Points: (4+Int Modifier) x4 at 1st level; 4+Int Modifier each additional level
Barbarian Special Abilities
Damage ReductionDefensive – Combat. Grants damage reduction 1/– to all unarmed,
Fast MovementMovement. Barbarians move 10% faster than other characters.
Improved Uncanny DodgeDefensive. Activate this barbarian ability to gain a temporary bonus to
RageBuff. Adds +4 to Strength, +4 to Constitution, +2 to Will saves, reduces
Trap SenseDefensive – Traps. +1 Reflex save vs. traps, +1 AC vs. trap attacks.
Uncanny DodgeDefensive – Combat & Spells. Activate this barbarian ability to gain a
weapon or natural attacks. Improves by 1 at levels 5, 8, 11, 14, and 17.
Received level 2.
Received level 1.
AC and Reflex sa
flanking bonus.
AC by –2.
This feat advances at levels 6, 9, 12, 15 and 18.
9.
temporary bonus to AC and Reflex saves.
ves. Monsters attacking you from behind don’t gaing a
Prerequisite: Uncanny Dodge. Received level 5.
Received level 1.
Received levels 3, 6,
Received level 2.
BARD
Bards bring a powerful mix of melee and magic to any encounter. With six base skill points,
bards are able to specialize in a variety of abilities. Bard songs inspire allies and even bend others to his will. High level bards can cast arcane spells with no fear of failure while wearing light
or medium armor.
Alignment: Any non-lawful
Hit Die: d6
Proficiencies: All simple weapons, plus the longsword, rapier, short sword, and shortbow, light
armor, and shields (except tower shields)
Skill Points: (6+Int Modifier) x4 at 1st level; 6+Int Modifier each additional level
Spellcasting: Arcane (Charisma-based, armor-related chance of arcane spell failure is ignored;
no need for preparation; start with 1 spell).
Bard Special Abilities
FascinateCharm. Enemies sit quietly and take no actions until attacked.
Inspire CompetenceBuff – Mind-affecting. A 3rd level or higher bard with 6 or more ranks
Inspire CourageBuff – Mind-affecting. A bard with 3 or more ranks in Perform can use
Inspire GreatnessBuff. A bard of 9th level or higher with 12 or more ranks in Perform can
SuggestionCharm. A bard of 6th level or higher with 9 or more ranks in the
Prerequisite: Perform 3. Received level 1.
increasing the bonus granted to allies by +1.
Inspire Courage. Received level 8.
in Perform skill can use music to help an ally succeed at a task. Ally
gains +2 on all skill checks as long as he or she is within 30 feet and
can see and hear the bard. The effect lasts for four minutes.A bard
can’t inspire competence in himself.
level 3.
song or poetics to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. The
effect lasts for four minutes. An affected ally receives +1 vs. charm and
fear effects and +1 on attack and weapon damage. Prerequisite:
Perform 3. Received level 1.
use his music or poetics to help an ally excel in combat. Ally must be
within 30 feet and able to see and hear the bard. The ally gets +2
attack bonus, +1 Fortitude save bonus, and temporary hit points.
Prerequisite: Perform 12. Received level 9.
Perform skill can Charm a creature that he has already fascinated.
Charmed creatures will attack the Bard’s enemies for duration of the
effect. This effect lasts for four minutes.
Received level 6.
Prerequisite: Perform 3,
Prerequisite: Perform 6. Received
Prerequisite: Perform 9.
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CLERIC
Clerics are unmatched healers, but that’s not all they have going for them. A good cleric can
drive off or even destroy undead creatures outright. Besides healing spells, clerics know a wide
range of offensive and buff spells. They can wear heavy armor, and know a few tricks for
boosting AC (their own and that of their allies).
Hit Die: d8
Proficiencies: All simple weapons, all armor, and shields (except tower shields)
Skill Points: (2+Int Modifier) x4 at 1st level; 2+Int Modifier each additional level
Spellcasting: Divine (Wisdom-based, armor-related chance of arcane spell failure is ignored;
spells must be prepared; start with all 1st level spells)
Cleric Special Abilities
Turn UndeadOffensive. Character can turn undead (Charisma modifier +3) times per
Received level 1.
day.
PALADIN
Divine power protects these warriors of virtue, warding off harm, protecting from disease, healing and guarding against fear. The paladin can also direct this power to help others, healing
wounds or curing diseases and also use it to destroy evil. Experienced paladins can smite evil
foes and turn away undead. Wisdom determines the maximum spell level that a paladin can
cast. Many of the paladin’s special abilities also benefit from a high Charisma score.
Alignment: Lawful good only
Hit Die: d10
Proficiencies: All simple and martial weapons, all armor, and shields
Skill Points: (2+Int Modifier) x4 at 1st level; 2+Int Modifier each additional level
Spellcasting: Divine (Wisdom-based, armor-related chance of spell failure is ignored starting at
level 4; spells must be prepared)
Paladin Special Abilities
Aura of CourageDefensive – Fear. Beginning at 3rd level, a paladin is immune to fear.
Allies within 10 feet gain +4 vs. fear.
Received level 3.
FIGHTER
Fighters can wield weapons like no other, wear all types of armor, use any shield, and have
enough hit points to survive brutal battles. It’s no wonder that they are as welcome in a party as
a cleric.
Hit Die: d10
Proficiencies: All simple and martial weapons, all armor, and shields
Skill Points: (2+Int Modifier) x4 at 1st level; 2+Int Modifier each additional level
Fighter Special Abilities
Bonus Feats: The fighter gains a bonus feat at first level, second level and every two levels
thereafter, chosen from a subset of the entire feat list. This bonus feat is in addition to the feats
every character gains for advancing in character level.
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Aura of GoodDefensive – Combat. All allies within range gain +2 to AC and +2
Divine GraceDefensive – Spells. Charisma bonus applied to all saving throws.
Lay on HandsHeal. Activate this paladin ability to apply a burst of holiness to your
Remove DiseaseHeal. At 6th level, a paladin can produce a remove disease effect, as
Smite EvilOffensive – Combat. Adds Charisma bonus to a single attack roll
Turn UndeadOffensive. Character can turn undead (Charisma modifier +3) times per
resistance bonus to saving throws.
Received level 2.
target, either healing your allies or dealing damage to an undead tar-
Received level 2.
get.
the spell, once per rest period. She can use this ability one additional
time per rest period for every three levels after 6th.
against an evil target, and if roll succeeds, increases damage for the
attack by the paladin’s level.
Received level 4.
day.
Received level 1.
Received level 6.
Received level 1.
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RANGER
If you want to create a rugged and self-sufficient survivalist, a ranger is an excellent choice.
Rangers are excellent archers, can wield two weapons early in their careers, and can cast
spells at higher levels. And don’t underestimate the impressive power of the ranger’s favored
enemy ability, which improves as a ranger gains levels.
Hit Die: d8
Proficiencies: All simple and martial weapons, light armor, and shields (except tower shields)
Skill Points: (6+Int Modifier) x4 at 1st level; 6+Int Modifier each additional level
Spellcasting: Divine (Wisdom-based, armor-related chance of spell failure is ignored starting at
level 4; spells must be prepared)
Ranger Special Abilities
Bow StrengthRanged. Strength modifier applied to bow damage. Received level 1.
Improved Wild EmpathyCharm. Activate this ranger ability to befriend an animal or beast.
Wild EmpathyCharm. Activate this ranger ability to lower an animal’s or beast’s
Prerequisite: Wild Empathy. Received level 7.
aggression.
Received level 1.
ROGUE
A rogue is one of the most versatile characters in the game. Her wide range of skills offers ease
of customization, and her sneak attack ability makes her deadly in combat. Rogues receive the
most skill points of any class and a good number of class skills, including the powerful Use
Magic Device. Rogues have good offensive capabilities, including the knowledge to hit where it
hurts, and are the best dungeon scouts in the game.
Hit Die: d6
Proficiencies: All simple weapons, rapier, shortbow, short sword, and light armor
Skill Points: (8+Int Modifier) x4 at 1st level; 8+Int Modifier each additional level
Rogue Special Abilities
EvasionDefensive. Character can avoid attacks with great agility. A successful
Sneak AttackOffensive – Combat. Adds 1d6 damage when attacking enemies while
Reflex save against an attack that would normally deal half damage on
a successful save deals no damage instead. Can be used only if the
character is wearing light armor or no armor.A helpless character does
not gain the benefit of Evasion.
hidden or if enemy is engaged in melee combat with another character.
Can be used with ranged weapons within 30 ft. Benefit increases by
1d6 at levels 3, 5, 7, 9, 11, 13, 15, 17 and 19. Does not affect undead,
plants, constructs or oozes.
Received level 2.
Received levels 1, 3, 5, 7, & 9.
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TrapfindingDefensive – Traps. Rogues can use Search skill to locate traps when
Improved EvasionDefensive. Like Evasion, except rogue takes only half damage on a
Improved Uncanny DodgeDefensive. Activate this ability to gain a temporary bonus to your AC
Trap SenseDefensive – Traps. +1 Reflex save vs. traps, +1 AC vs. trap attacks.
Uncanny DodgeDefensive – Combat & Spells. Activate this rogue ability to gain a tem-
the trap has a Difficulty Class higher than 20.
failed Reflex save.
and Reflex saves. Monsters attacking you from behind don't gain a
flanking bonus.
This feat advances at levels 6, 9, 12, 15 and 18.
9.
porary bonus to AC and Reflex saves.
Prerequisite: Evasion. Received level 10.
Prerequisite: Uncanny Dodge. Received level 8.
Received level 1.
Received levels 3, 6,
Received level 4.
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Sorcerer
Sorcerers are arcane spellcasters who manipulate magic energy with imagination and talent
rather than studious discipline. They have no books, no mentors, no theories—just raw power
that they direct at will. Sorcerers know fewer spells than wizards, and acquire them more slowly, but they can cast individual spells more quickly and more often before resting and have no
need to prepare their incantations ahead of time. Since sorcerers gain their powers without
undergoing the years of rigorous study that wizards go through, they have more time to learn
fighting skills and are proficient with simple weapons. Charisma is very important for sorcerers;
the higher their value in this ability, the higher the spell level she can cast.
•Hit Die: d4
•Proficiencies: All simple weapons, no armor or shields
•Skill Points: (2+Int Modifier) x 4 at 1st level; 2 + Int Modifier each additional level
•Spellcasting: Arcane (Charisma-based, no need for preparation, armor-related chance of
spell failure is a factor).
Wizard
Wizards are among the most popular characters, and for good reason. Thanks to their wide
selection of spells, they’re among the most versatile and powerful characters in the game. A
wide range of useful spells help a wizard buff her party and blast her enemies with unparalled
magical ability.
•Hit Die: d4
•Proficiencies: Club, dagger, light crossbow, heavy crossbow, quarterstaff, no armor or
shields
•Skill Points: (2 + Int Modifier) x4 at 1st level; 2 + Int Modifier each additional level
•Spellcasting: Arcane (Intelligence-based, requires preparation, armor-related chance of
spell failure is a factor); wizards begin the game knowing (3 + Intelligence modifier) 1stlevel spells.
Wizard Special Abilities
Wizard Bonus Feats: Every five levels, the wizard may select a bonus Metamagic feat. This
bonus feat is in addition to the feats every character gains for advancing in character level.
Inscribe ScrollSpell. A wizard can inscribe unknown spells from a scroll into his spell
book by using purchasable spell inscription materials.
Received level 1.
MULTICLASS
When you level up, you can talk to a trainer of any class and advance in a new class if you
wish. For example, you can start your life in Stormreach as a fighter and then train as a wizard.
You will keep all of your learned abilities from all of your class levels.
You can only train in a maximum of three different classes.
SKILLS
Skills represent the individual areas of practical knowledge possessed by a character. These
are in addition to the base abilities of the character’s class and race, and serve to further
customize and differentiate one character from others of the same class or race.
SKILL CHECKS
A skill check is made when your character applies a skill to a task. This roll is made with a
d20 (20-sided die), plus any skill ranks and ability modifiers. The skill check is successful if
it equals or exceeds the Difficulty Class, or DC, of the task. Difficulty Class can either be the
static property of an object, such as a trap, or it may be determined by the skill check result
of another character.
Ranks: Skill ranks are purchased with skill points, which are awarded both at character creation and with each new class level. Ranks are added into every check made with the skill,
so the more ranks a character has, the better his skill checks will be.
Class Skills: Class skills represent skills that fall within the expertise and training of a given
class. Each skill point spent on a class skill adds 1 rank in the skill.
Cross-Class Skills: Cross-class skills represent skills that a given class has little experience
with or that fall outside their expertise. Each skill point spent on a cross-class skill adds a
half rank in the skill. The maximum rank in any cross-class skill is equal to (character level
+ 3)/2, or half that of a class skill. Half ranks do not improve a skill check, but two half
ranks add up to one full rank.
SKILLS LIST
Balance
This skill allows your character to recover more quickly when knocked down.
Bluff
Bluff is used to trick an opponent into turning its back on you.
Concentration
Concentration checks are made whenever a character is distracted during the act of
casting a spell. The DC is equal to 10 plus the damage received plus the level of the
spell that you’re trying to cast.
Diplomacy
Reduces a monster’s aggression toward you, sometimes causing it to attack someone
else.
Disable Device
This skill allows rogues to disarm a trap. The more complex the trap, the more difficult it
is to disarm.
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Haggle
Allows you to negotiate better prices with vendors.
Heal
Allows you to revive unconscious and bleeding companions to 1 hit point. The more
skilled you are at Healing, the better your chance to succeed. Must have a healing kit in
your inventory, which is used on wounded character. Also grants additional hit Points for
yourself and your companions when resting at a rest shrine. Doesn’t affect warforged
characters.
Hide
Allows a character to hide from enemies. When hidden, a roll is made against an opposing creature’s Spot check, applying any penalties your character might receive from
wearing armor. Success means that the opposing creature remains unaware as he
passes or your character approaches. Movement in Stealth mode is slower than the normal rate. Wearing armor inhibits this ability, but low light can provide a bonus.
Intimidate
Allows you to intimidate certain NPCs and to draw the attention of monsters. The more
powerful the target, the harder it will be to intimidate them.
Jump
Allows you to jump higher and farther.
Listen
Alerts you to nearby sounds.
Move Silently
Allows you to sneak quietly past an enemy. The DC is the opposing creature’s Listen
check. If you are successful the opposing creature remains unaware as your character
moves. Movement in Stealth mode is slower than the normal rate. Wearing armor
inhibits this ability.
Open Lock
Allows you to open locked doors and locked containers. Only rogues can use this skill,
and must have thieves tools in inventory. The DC is determined by the lock’s difficulty
rating. A successful check will open the lock.
Perform
A bard using Perform uses his voice or instrument to improve his allies’ ability to fight in
combat and withstand mind-affecting enemies. Perform is essential for any bard, and
affects feats such as Fascinate, Inspire Courage, and others.
Repair
Allows you to revive unconscious and bleeding warforged characters to 1 hit point. Must
have a repair kit in your inventory, which is used on wounded character. Also grants
additional hit points for warforged when resting at a rest shrine.
Search
Allows you to find traps, secret doors and hidden objects. Detecting a trap requires a roll
against a DC of the strength of the trap. Elves and dwarves receive a +2 racial bonus to
their Search checks.
Spot
Allows you to notice hidden doors, traps, monsters and objects nearby. This is a passive
skill and the check is made automatically when you are in range of hidden object.
Swim
Allows you to swim faster and hold your breath longer.
Tumble
Allows you to roll away from attacks during combat, positioning yourself safely at all
times. In conjunction with the Mobility feat it improves your AC. This skill also reduces
falling damage. At higher ranks of this skill, players can even turn somersaults and back
flips.
Use Magic Device
Allows you to use magic device, such as wands, that you normally couldn’t use. The DC
of this task is determined by the difficulty rating of the item. Automatically applied
whenever you attempt to use or equip a magic item that they would normally could not
use or equip.
A feat is a special feature that either gives your character a new capability or improves one he
or she already has. Feats are more like innate abilities than skills and, as such, have no ranks
or progression. Your character either has the feat or he does not.
Feats are chosen as they become available, beginning with one at character creation. A new
feat is gained with every three character levels thereafter (3rd, 6th, 9th). Fighters and wizards
gain extra class-related feats. Human characters receive a bonus feat at 1st level.
Some feats have prerequisites, and your character must have the listed ability score, feat, skill
or base attack bonus in order to select or use them. There are also different kinds of feats.
General feats have no special rules governing them as a group. Metamagic feats allow a spellcaster to prepare and cast a spell with greater effect, but at a higher level than it actually is.
Class-specific feats are only available to the specified class — clerics or paladins in the case of
Extra Turning, or fighters in the case of Weapon Specialization.
Active FeatsDescription
CleaveOffensive – Melee. Attacks your enemies in a wide arc. Prerequisite:
Power Attack.
Many ShotRanged. Enables character to fire two or more arrows at a target at
Power AttackOffensive – Melee. Reduces attack rolls by the character’s base
PrecisionDefensive – Combat. While using Precision mode, you trade half of
Resilience
SapOffensive – Melee. Using this attack, you may render the target
–4 to hit for a brief time.
oint Blank Shot & Rapid Shot.
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attack bonus (maximum –5), and increases attack damage by the
same amount. The damage increase is doubled for weapons wielded in two hands.
your damage for a +4 bonus to your attack rolls.
Defensive – Spells. While using Resilience mode, you trade attack
bonus and half of your damage for a bonus to saving throws.
Prerequisite: Constitution 13 & BAB +1.
briefly senseless, though it will become active if damaged again.
Some creatures may be immune to the Sap effect.
Prerequisite: Dexterity 17 & BAB +6 &
Prerequisite: Strength 13.
Combat ExpertiseDefensive – Combat. While using Combat Expertise mode, you trade
Defensive FightingDefensive – Combat. While using Defensive Fighting mode, you
Great CleaveOffensive – Melee. Attacks enemies in a wider arc than Cleave.
HamstringOffensive – Melee. You may reduce the target’s movement rate for a
Improved FeintOffensive – Melee. An attack which also Bluffs an enemy, enabling
Improved SunderOffensive – Melee. Using this attack improves your ability to reduce
Improved TripOffensive – Melee. Using this attack enhances your ability to Trip
your attack bonus for extra AC. Casting a spell ends this mode.
Prerequisite: Intelligence 13.
trade attack bonus for a small AC bonus. Casting a spell ends this
Received by All Classes.
mode.
Prerequisite: Cleave & BAB +4 or higher.
short time. Some creatures may be immune to the Hamstring effect.
Prerequisite: Sneak Attack.
a sneak attack.
Sneak Attack & rogue 1.
the target’s Armor Class. Some creatures may be immune to the
Sunder effect.
Sunder.
the target. Some creatures may be immune to this effect.
Spring AttackOffensive – Melee. You suffer no penalties when attacking while
Stunning BlowOffensive – Melee. Using this attack, you may stun the target for a
Sunder
TripOffensive – Melee. Using this attack, you may trip the target, ren-
Whirlwind AttackOffensive – Melee. Attacks all enemies in a 360 degree arc around
Offensive – Melee. Using this attack, your attack may deal its initial
damage plus some additional damage as the target bleeds. Some
creatures may be immune to the bleeding effect.
Stealth. Player becomes invisible to all monsters that fail Spot and
Listen checks.
moving.
few seconds. Some creatures may be immune to the stun effect.
Offensive – Melee. Using this attack, you may reduce the target’s
Armor Class for a short time. Some creatures may be immune to
the sunder effect.
fighter 1, paladin 1 & ranger 1.
dering it prone. Some creatures may be immune to this effect.
Received by barbarian 1, fighter 1, paladin 1, ranger 1 & rogue 1.
Prerequisite: BAB +1.
you.
Received by All Classes.
Prerequisite: BAB +4 & Mobility.
Prerequisite: BAB +1. Received by barbarian 1,
Prerequisite: BAB +4 & Combat Expertise & Spring Attack.
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etamagic FeatsDescription
M
Empower Healing SpellHeal. Healing spells have a greater effect but cost more spell points.
Empower SpellOffensive – Spells. Damage spells deal more damage but cost more
Enlarge SpellOffensive – Spells. Spells have greater range but cost more spell
Eschew MaterialsSpells. While this metamagic feat is active, normal material compo-
EvasionDefensive. Character can avoid attacks with great agility. A suc-
Extend SpellSpells. While this metamagic feat is active, spells with durations
rerequisite: Able to cast Heal spells.
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spell points.
points.
nents are not required, but they consume additional spell points.
Prerequisite: Able to cast spells.
cessful Reflex save against an attack that would normally deal half
damage on a successful save deals no damage instead. Can be
used only if the character is wearing light armor or no armor.A
helpless character does not gain the benefit of Evasion.
ranger 9 & rogue 2.
last longer, but they consume additional spell points.
Able to cast spells.
Prerequisite: Able to cast spells.
Prerequisite: Able to cast spells.
Received by
Prerequisite:
AthleticSkill. You receive a +2 bonus on Balance checks and Swim checks.
rmor Proficiency (Heavy)
A
Armor Proficiency (Light)Defensive. Negates penalties from wearing light armor. Received by
Armor Proficiency (Medium)Defensive. Negates penalties from wearing medium armor.
BullheadedSkill. You are exceptionally headstrong and difficult to sway. You
Combat Casting
Discipline
Dodge
efensive.Negates penalties from wearing heavy armor.Received
Quicken SpellOffensive – Spells. While this metamagic feat is active, spells cast
Passive FeatsDescription
AcrobaticSkill. You receive a +2 bonus on Jump checks and Tumble checks.
Adamantine Body
AlertnessSkill. You receive a +2 bonus on Listen checks and Spot checks.
more difficult for creatures to resist, but they consume additional
spell points.
more spell points.
quicker and cannot be interrupted, but they consume additional
spell points.
Defensive – Combat. Adamantine Body counts as heavy armor,
grants a +8 armor bonus and damage reduction adamantine, but
also provides a 35% arcane spell failure chance, –5 armor check
penalty to certain skills, and a +1 maximum Dexterity bonus.
Prerequisite: warforged — must be chosen at 1st level.
Prerequisite: Able to cast level 2 spells.
Prerequisite: Able to cast spells.
Prerequisite: Able to cast spells.
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Exotic Weapon Proficiency Offensive – Melee. You do not suffer a –4 penalty when using the
(Bastard Sword, Dwarven Axe) named weapon (bastard sword or dwarven axe).
Exotic Weapon Proficiency Offensive – Combat. You do not suffer a –4 penalty when using the
(Other Weapons)named weapon (great crossbow, kama, khopesh, repeating heavy
Extra TurningOffensive. Allows you to turn undead four more times per rest peri-
Great FortitudeDefensive. Grants you a +2 bonus on your Fortitude saves.
Greater Weapon Focus
Heroic Durability*Defensive. Increases your maximum hit points by 20. Received by
received by dwarf. Prerequisite: Strength 13 & BAB +1.
crossbow, repeating light crossbow or shuriken).
+1
Prerequisite: Turn Undead.
od.
Offensive – Combat. Provides a +2 bonus to attack rolls when using
a chosen weapon type (Slashing, Bludgeoning, Piercing, Thrown,
Ranged). Must select weapon type and must have already obtained
Weapon Focus feat with that weapon type.
fighter 8 & Weapon Focus.
All Classes.
Dwarven axe
Prerequisite: BAB
Prerequisite: BAB +8,
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Improved Cast on the RunSpell. Able to move around more quickly when casting a spell.
Improved Critical Offensive – Combat. Doubles your critical hit range when using a
Improved FortificationDefensive – Combat. Improves your warforged fortification, gaining
Improved Mental Toughness
Improved Shield BashOffensive – Melee. Keep your shield bonus when bashing.
Prerequisite: Dexterity 13, Able to cast 5th level spells, Combat
asting, Mobile Spellcasting.
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chosen weapon type (Slashing, Bludgeoning, Piercing, Thrown,
Prerequisite: BAB +8.
Ranged).
immunity to sneak attacks and extra damage from critical hits, but
you lose the ability to be healed by spells such as Cure Light
Wounds.
Spell. Increases your maximum spell points by 10 points at first
level, and 5 spell points for each additional level.
to cast 3rd level spells & Mental Toughness.
Prerequisite: Shield Proficiency.
Prerequisite: Able
Martial Weapon ProficiencyOffensive – Combat. You do not suffer an attack penalty for martial
Mobile Casting Spell. Able to move around slowly when casting a spell.
Passive FeatsDescription
Mental ToughnessSpell. Increases your maximum spell points by 10 at first level, and
weapons. You must choose a martial weapon to specialize in from
he following list: battleaxe, falchion, greataxe, great club,
t
greatsword, handaxe, heavy pick, kukri, light hammer, light pick,
longbow, long sword, maul, rapier, scimitar, shortbow, short sword,
throwing axe, warhammer. Bards are proficient with longsword,
shortshord, rapier, shortbow. Rogues are proficient with rapier,
shortsword, shortbow. Elves are proficient with longsword, longbow,
rapier, shortbow. Fighters, paladins and rangers are proficient with
all martial weapons.
ranger, rogue, elf.
5 spell points for each additional level.
spells.
Received by barbarian, bard, fighter, paladin,
Prerequisite: Able to cast
Improved Shield MasteryDefensive – Combat. Increases the amount of damage you can
Improved TurningOffensive. Gives you an improved success rate on turning checks.
Improved Two-handed Fighting Offensive – Melee. Increases the damage of glancing blow attacks
Improved Two-weapon Fighting Offensive – Melee. Increases the number of attacks when fighting
Improved WarforgedDefensive – Combat. You gain damage reduction of 1, or improve
Damage Reduction your existing damage reduction by 1.
Iron WillDefensive. Grants you a +2 bonus on your Will saves.
Lightning Reflexes
Luck of Heroes
Magical Training
absorb when defending with a shield.
Shield Proficiency.
Prerequisite: Turn Undead & cleric 1 or paladin 4.
when wielding a two-handed weapon.
BAB +6 & Two-handed Fighting.
with two weapons.
& BAB +6 & Two-weapon Fighting.
Defensive. Grants you a +2 bonus on your Reflex saves.
Defensive. You receive a +1 on all saves.
Spell. Increases your maximum spell points, representing the train-
ing you received as a level 1 character in the arcane or divine arts.
Received by cleric 1, sorcerer 1 & wizard 1.
Received by ranger 6. Prerequisite: Dexterity 17
Prerequisite: Shield Mastery,
Prerequisite: Strength 17 &
Prerequisite: warforged.
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Mithral BodyDefensive – Combat. Mithral Body counts as light armor, grants a
Mithral FluidityDefensive – Combat. The maximum Dexterity bonus you have is
MobilityDefensive – Melee. Adds a +4 bonus to Armor Class while tumbling.
NegotiatorSkill. You receive a +2 bonus on Diplomacy checks and Haggle
Nimble Fingers
Point Blank Shot
Rapid Reload
Rapid ShotOffensive – Ranged. You fire extra shots with a ranged weapon by
+5 armor bonus, but also provides a 15% arcane spell failure
chance, –2 armor check penalty to certain skills, and a +5 maximum Dexterity bonus.
at 1st level.
increased by 1, and the armor check penalties are decreased by 1.
Prerequisite: Mithral Body.
Prerequisite: Dodge.
checks.
Skill. You receive a +2 bonus on Disable Device checks and Open
Locks checks.
Offensive – Ranged. Grants a +1 bonus on ranged attacks and
damage within 30 feet.
Offensive – Ranged. You reload a crossbow faster than normal.
Prerequisite: Simple Weapon Proficiency (Light Crossbow).
reloading faster.
Received by ranger 2.
Prerequisite: warforged — must be chosen
Prerequisite: Dexterity 13 & Point Blank Shot.
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Resist PoisonDefensive. You’re especially resistant to poison, thanks to years of
training. You receive a +4 bonus on all saves against poison.
Two-weapon FightingOffensive – Melee. Reduces the penalty for fighting with two
Received by ranger 2. Prerequisite: Dexterity 15.
weapons.
Self Sufficient
Shield Mastery
Shield Proficiency (General)Defensive – Combat. Proficient with bucklers, small, and large
Shield Proficiency (Tower)Defensive – Combat. You are proficient with tower shields. Received
Shot on the RunMovement. You can reload while moving. Prerequisite: Dexterity 13,
Simple Weapon Proficiency Offensive – Combat. You do not suffer an attack penalty for simple
Skill Focus (chosen skill)Skill. Grants a +3 bonus to chosen skill.
Snake Blood
Spell Focus (chosen school)
StealthySkill. You receive a +2 bonus on Hide checks and Move Silently
Skill. You can take care of yourself, and frequently others too. You
receive a +2 bonus on Heal checks and Repair checks.
Defensive – Combat. Increases the amount of damage you can
absorb when defending with a shield.
Proficiency (General).
Received by barbarian 1, bard 1, cleric 1, fighter 1, paladin
shields.
1, ranger 1.
by fighter 1. Prerequisite: Shield Proficiency (General).
BAB +4, Point Blank Shot & Mobility.
weapons (club, dagger, throwing dagger, dart, heavy crossbow,
heavy mace, light crossbow, light mace, morningstar, quarterstaff,
Received by All Classes.
sickle).
Defensive. You receive a +2 bonus on poison saves and a +1 bonus
on all Reflex saves.
Offensive – Spells. Your spells of one school of magic are harder to
resist, receiving a +1 bonus on save DCs.
spells.
checks.
Prerequisite: Shield
Prerequisite: Able to cast
Warforged Greater Poison Defensive. Increases poison and disease Fortitude saves by +3
& Disease Resistanceeach (+6 total racial).
Warforged Greater Sleep Defensive. Increases sleep and paralysis Fortitude/Will (Fortitude
& Paralysis Resistanceonly for paralysis) saves by +3 each (+6 total racial).
Warforged Greater Exhaustion Defensive. Increases (Fortitude) exhaustion and nausea saves by
& Nausea Resistance+3 each (+6 total racial).
Warforged Greater Energy Defensive. Increases energy drain saves by +3 each (+6 total
Drain Resistanceracial).
Weapon FinesseOffensive – Melee. You use your Dexterity bonus instead of Strength
Weapon Focus Offensive – Combat. Provides a +1 bonus to attack rolls when using
Weapon Specialization Offensive – Combat. Provides a +2 bonus to damage rolls when
Level 3 warforged.
Prerequisite: Level 3 warforged.
bonus to determine bonus to attack with certain weapons.
Prerequisite: BAB +1.
a chosen weapon type (Slashing, Bludgeoning, Piercing, Thrown,
Prerequisite: BAB +1.
Ranged).
using a chosen weapon type (Slashing, Bludgeoning, Piercing,
Thrown, Ranged).
type).
Prerequisite: Level 3 warforged.
Prerequisite:
Prerequisite: Level 3 warforged.
Prerequisite: fighter 4, Weapon Focus (chosen
Toughness
Two-handed Fighting
Two-weapon DefenseDefensive – Combat. Grants you a +1 bonus to your AC when you
Hit points. Increases your hit points by +3 at first level, and 1 additional hit point for each additional level.
Offensive – Melee. Increases the chance of glancing blows when
wielding a two-handed weapon.
wield two weapons.
Prerequisite: Two-weapon Fighting.
Prerequisite: Strength 15.
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EFFECT DESCRIPTIONS
The most common sources of game effects are spells, spell-like abilities and equipped magic
items. Bonuses from various sources can stack with each other but the same bonus or negative modifier from the same source can never be applied twice. For example the spell Bull’s
Strength provides a temporary bonus to Strength. The character can never have two bonuses
applied from Bull’s Strength at the same time even if the same caster cast the spell twice.
However, if the character had a +3 bonus to Strength from Bull’s Strength and a +2 bonus
from a magic ring then these would stack to give the character a +5 total bonus to Strength.
Bonuses applied from the same source do not stack but the higher is applied. So, if the character had Bull’s Strength cast on them twice for a bonus of +5 and +2 respectively then the
+5 would apply even if it were not the last spell cast.
Ability Score Modified
Modifier Range: –10 to +10.
A single ability score is raised or lowered, possibly affecting the ability modifier. Ability damage falls under this effect category.
AC Modified
Modifier Range: –5 to +5.
An Armor Class bonus is applied to the character. There are five types of AC bonuses: armor
enhancement, shield enhancement, Dodge, natural, and deflection. Only Dodge bonuses can
stack, up to a maximum of +10. For all other types of bonus, the single highest modifier is
applied.
Combat Enhancement Modified
Modifier Range: –5 to +5.
The character gains a non-cumulative bonus to attack and damage.
Blindness
Blinded creatures have a 50% chance to miss entirely and a –4 penalty to all attack rolls.
Charmed
When an NPC is charmed, they fight for you, attacking hostile creatures and following you
until a hostile creature is found. When a player is charmed, they are unable to initiate hostile action against the target for the remainder of the spell.
Confused
While confused, the target creature will do one of three things: wander aimlessly, stand still
or attack the nearest viable target.
Curse
The affected character has a -4 penalty to attacks, saves, and skills. Curse effects are generally permanent unless removed by powerful clerical spells.
Damage
Damage reduces the current hit points of a creature by a specified amount. Damage can be
classified into the following categories: acid, fire, cold, electrical, sonic, negative, magical,
divine, bludgeoning, slashing or piercing.
Damage Modified
Modifier Range: –5 to +5, +1d4, +1d6, +1d8, +1d10, and +2d6.
Modifies the amount of damage a character delivers by the specified amount and damage
type. For example, a character could have a damage bonus of +1d4 fire or +2d6 acid.
Damage Immunity Modified
Modifier Range: –100% to 100%.
Reflected as a percentage that modifies all incoming damage of a single type up or down.
For example, a character with Fire Immunity 25% would take 30 points of damage from a
Fireball spell that normally deals 40.
Damage Reduction
This represents a creature’s ability to ignore a certain amount of melee damage (bludgeoning, slashing or piercing) from a single hit, unless the weapon inflicting the wound has an
enhancement bonus equal to or greater than the damage reduction. Damage reduction is
listed along with the amount of damage ignored and the power of the weapon needed to penetrate the effect. Non-melee damage, such as from elemental or magical attacks, is not
affected by damage reduction.
Damage Resistance
Creatures with this ability are able to ignore damage of a specific type up to a specified
amount. Unlike damage reduction, damage resistance cannot be overcome with weapons
that have a higher enhancement bonus. Like damage reduction, the amount of damage resisted is listed as a value and a damage type, such as fire 20/–. This means that the first 20
points of fire damage dealt to the character is ignored entirely.
Dazed
Dazed creatures are in a partial state of stupor. They are unable to initiate attacks, cast
spells or use skills and feats. They can flee from combat.
Diseased
Diseases are one hazard that can deplete an adventurer’s abilities and leave him weak and
damaged. When a character first comes into contact with a disease, he makes a Fortitude
saving throw. If this is successful, then the disease is resisted. Otherwise, it begins to incubate within the character. After a specified number of in-game minutes or the character’s
next rest, the disease will manifest itself in the form of ability damage.
Frightened
Creatures struck with fear are forced to flee from the source of the fear and lose the ability
to control their own actions. Creatures have a –2 penalty to all saving throws while feared.
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75
Hasted
Hasted creates gain a bonus to movement and attack speed and a +1 Dodge bonus to AC. All
spellcasting times are cut in half for hasted characters.
Immunity
Characters can be immune to any of the negative effects described in this section. For example, a character with disease immunity will never need fear the negative effects of disease.
Invisibility
Invisible attacking creatures get a 50% concealment bonus against enemy attacks.
Saving Throw Modified
Modifier Range: –10 to +10.
Saving throws can be improved or reduced individually or as a whole. They can also be modified versus only certain effects, such as poison or mind-affecting spells or abilities.
Skill Modified
Modifier Range: –20 to +20.
Skill modifiers can be increased or decreased in effectiveness. This effect can apply to single
skills or the entirety of a character’s skills.
Magic Immunity
Creatures can obtain or have specific immunities to magical spells and spell-like abilities of
the following types:
•Individual spells
•Specific spell schools
•A spell of a particular level and below
Movement Speed Modified
Increases or decrease the character’s base movement speed by the given percentage.
Negative Levels
Certain monsters are able to sap the life essence of other creatures. The draining effect of
each negative level applies a –1 modifier to attack rolls, skill checks and saving throws. If a
creature’s negative levels ever meets or exceeds its current level, they die.
Paralysis
Paralyzed individuals are unable to move or take actions of any kind and are considered
prone.
Poison
Poison afflicts the character by delivering ability damage in two stages. When initially
struck, the character makes a Fortitude saving throw to resist the poison outright. If this roll
fails, the character takes a specified amount of ability damage. After one minute has passed,
the character must make another Fortitude saving throw or take additional ability damage.
It is possible to remove poison before the second round of ability damage is delivered by
using the Healing skill or the Neutralize Poison spell (however, any ability damage already
suffered is not healed when the poison is cured). The ability damage received from poison
can be removed by resting.
Regenerate
This determines how much damage a character heals over a given period of time.
Sleep
All attacks made against sleeping creatures are made at a +4 attack bonus and automatically generate a critical hit if the sleeping creature is vulnerable to critical damage. Creatures
attacked while sleeping will wake up.
Slow
Slowed creatures will move at 50% of their current speed. They will also suffer a –2 penalty
to AC, Reflex saves, and attack rolls, along with the loss of one attack per round. The slow
effect can be countered with the haste effect.
Spell Resistance
Creatures with spell resistance have the equivalent of armor versus spells. A caster level
check (1d20 + caster level) must equal or exceed the spell resistance score or the spell has
no effect.
Stunned
Stunned creatures stand helplessly in a motionless stupor.
Temporary HP
This is temporary bonus to the character’s current hit points. It is possible to have more current hit points than maximum hit points via this method. Temporary hit points cannot be
healed or recovered.
Turned
Turned creatures are considered frightened and flee from the turning cleric or paladin.
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OPTIONS
GRAPHICS OPTIONS
his panel allows you to configure the visual
T
quality of the game along with various
performance settings. You can also adjust the
aspect ratio and brightness of the display.
Detect Optimal Settings – Analyzes your
computer’s hardware and chooses an overall
graphics quality level that balances performance
with rendering detail. This will automatically set
most of the advanced graphics options to match
the detected graphics quality.
Graphics Quality – Selects the overall graphics
quality level. Higher quality settings enable crisper
textures and more advanced lighting effects, but
rendering performance will be reduced. Changing
this setting will automatically set most of the
advanced graphics options. We recommend using
the Detect Optimal Settings button to detect an
appropriate graphics quality level. If you
experience poor rendering performance, try
lowering the graphics quality level.
Resolution – Sets the display resolution of the
game (in pixels.) Higher resolutions yield more
visual detail at the expense of rendering
performance. The resolutions available in the
dropdown box depend on your graphics hardware
and monitor. If you experience poor rendering
performance, try setting this to 1024 x 768 or
lower.
Full Screen – Enable this option to play in full
screen. Otherwise, the game will run in a window
on your desktop.
Aspect Ratio – Set this to Normal when playing on
a 4:3 display. If you have a 16:9 wide screen
display, you should use Wide setting. For other
displays, the Auto setting will choose a custom
aspect ratio automatically. This works best for
resolutions that have square pixels.
Antialiasing – Allows you to select a type of multisample antialiasing. Antialiasing increases
graphics detail by eliminating jagged edges.
Higher sample counts yield better quality at the
expense of rendering performance. The options
available in the dropdown box depend on your
graphics hardware. If you experience poor
rendering performance, set this option to Disabled.
amma Level –This slider adjusts the relative
G
intensity of bright and dark pixels. Larger values
ake dark colors appear brighter. We recommend
m
leaving this setting close to 1.0 when possible.
Brightness – This slider controls the overall
brightness of all pixels. Larger values make all
colors appear brighter. We recommend leaving
this setting close to 1.0 when possible.
Contrast – This slider sets contrast of pixels on
your display. Larger values make mid-levels and
bright pixels much more intense. We recommend
leaving this setting close to 1.0 when possible.
Note: Changing certain settings (such as
Resolution or Full Screen) may cause your screen
to go blank for a short period of time before asking
you to confirm your changes. If the display change
has still not completed after about 20 seconds, the
game will restore your previous settings.
Note: Some Windows display drivers allow you to
tweak game graphics quality and performance by
overriding the game’s settings. We recommend
not overriding any settings using your display
driver as it can cause game instability. Use the
Advanced Graphics options instead.
Tip: You can press ALT + ENTER at any time to
toggle between full screen and windowed mode.
While in windowed mode, you can quickly change
the game resolution by clicking and dragging the
window border handles.
ADVANCED GRAPHICS OPTIONS
Most of the settings in this panel are automatically
configured when you select an overall Graphics
Quality level in the main graphics options panel.
These advanced options are available here to help
you tweak the game’s visuals precisely to your
liking.
Texture Detail – Adjusts the resolution of all
textures in the game. Higher settings yield better
visual detail but consume more video memory.
Texture Filtering – Controls the sharpness of
textured surfaces. The Anisotropic setting yields
the highest visual quality but will reduce rendering
performance. You can also use the Anisotropic
Filter Quality option to further increase texture
filtering quality.
tencil Shadows –Enables detailed shadows cast
S
from characters and other objects and selects the
istance from the camera that shadows are visible.
d
Disable this option to increase rendering
performance significantly.
Environment Stencil Shadows – Enables
shadows cast from architecture and certain
scenery objects. Disable this option to increase
rendering performance.
Landscape Shadows – Enables soft shadows cast
from trees and architecture when outdoors.
Disable this option to slightly increase rendering
performance
Blob Shadows – Turn this on to enable simplified
circular shadows for characters when more
advanced shadows aren’t available.
Specular Lighting – Increases visual quality by
adding specular highlights to shiny surfaces.
Disable this option to slightly increase rendering
performance.
Multi-pass Lighting – Greatly improves visual
quality by enabling normal mapping and other
advanced lighting features. Turn this off to
significantly increase rendering performance.
Video Post Effects – Enables many visual postprocessing effects that greatly increase visual
quality. However, it has a very high performance
cost – you should disable this setting if you
experience poor rendering performance. This
feature must be enabled in order for many high
quality effects to be enabled in the game.
Surface Reflections – Adjusts the quality of
mirrors and water surface reflections. Disable
surface reflections to greatly increase rendering
performance.
Material Detail – Adjusts the visual quality of
certain shading effects. Lower this setting to
increase rendering performance.
Model Detail – Sets the complexity of 3D models.
Lower this setting to increase rendering
performance.
Animation Smoothness – Controls the rate that
characters and other objects are animated. Higher
settings provide much smoother animation but
may reduce rendering performance.
bject Draw Distance –Adjusts the distance from
O
the camera that characters and scenery will be
isible. Lower this setting to increase rendering
v
performance.
Landscape Draw Distance – Set how far from the
camera that landscape graphics will be displayed
when outdoors. Lower this setting to increase
rendering performance.
Atmospherics Detail – Adjusts the quality of
special effects such as rain and fog. Lower this
setting to increase rendering performance.
Blur Filter Quality – When Video Post Effects are
enabled, this setting adjusts the quality of bright,
glowing objects in the scene as well as bloom.
Higher quality levels yield smoother halos around
glowing objects but may reduce rendering
performance.
Frill Distance – Enables outdoor ground clutter
objects such as grass and small rocks and sets the
distance from the camera these objects are visible.
Higher settings will improve visual quality at the
expense of rendering performance.
Glow Mapping – Enable this to allow emissive
objects to glow brightly over the foreground.
Disable this to increase rendering performance.
Player Mesh Combining – When enabled, distant
players will render faster, allowing more characters
on screen at once. However, this feature requires
extra system memory and video memory. Uncheck
this option to free up more system resources.
Overbright Bloom Filter – Turn this on to force
bright objects and highlights to bloom over
foreground objects. Disable this setting to increase
rendering performance. Video Post Effects must be
enabled for this to work.
Bloom Intensity – Controls the intensity of the
dream-like glow effect that brightens the scene
and blurs pixels together. Video Post Effects must
be enabled for this to work.
Anisotropic Filter Quality – When the Texture
Filtering option is set to Anisotropic, this setting will
control the number of anisotropic filter samples
used. Setting this to a larger value may increase
visual quality at the expense of rendering
performance.
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efresh Rate –Forces a specific display refresh
R
rate. Setting this to Auto allows the game to
hoose a safe refresh rate for the display
c
resolution you’re currently using. The options
available in the dropdown box depend on your
graphics hardware and monitor. Higher refresh
rates can reduce eye-strain and enable smoother
frame rates, but may not be supported in all
display resolutions. We recommend leaving this
option set to Auto.
Sync With Refresh Rate – Attempts to
synchronize rendered frames with your monitor’s
vertical refresh rate. This may eliminate minor
‘tearing’ artifacts, but will restrain your maximum
frame rate. We recommend leaving this option
disabled.
Triple Buffering – Expends more video memory
but may enable higher frame rates on some
graphics cards, especially when Sync With Refresh
Rate is also enabled. We recommend leaving this
option disabled.
KEY MAPPING OPTIONS
Dungeons & Dragons Online: Stormreach allows
you to re-map almost all game controls to your
choice of keyboard, mouse, joystick or game pad
inputs. To customize your mappings open the Key
Mapping panel in the Options window. To create a
new binding, first click on the button for the
command you wish to rebind. The next keyboard,
mouse, joystick or game pad button you push will
be assigned to that command function in the
game.
Tip: You can have up to two keys or buttons
mapped for each command at any time. The same
button can be bound to a function in each of the
separate key map areas (Key Map #1 or Key
Map #2)
Game Pad / Joystick Support
DDO Controls have been implemented with Game
Pad and Joystick users in mind:
Movement and turning controls properly handle
analog inputs (such as analog sticks on game
pads) and will give you finer control over your
character when bound in this way.
While you will occasionally need to use your
mouse and keyboard, much of the game’s
interface can be navigated using the controls found
in the Panel Interaction section of the Key Mapping
UI.
he Mouse Emulation controls also make it
T
possible for mouse functions to be bound to either
game pad or key board controls.
a
f you have an Xbox 360 controller connected to
I
your Windows PC, the game will automatically
detect its presence and load a default key map for
it. Look in the Key Mapping UI after connecting
your controller to review the default mapping.
For a detailed explanation of options, please visit
.DDO.com/support.
www
VOICE CHAT OPTIONS
Dungeons & Dragons® Online: Stormreach™
includes integrated voice chat to help you quickly
communicate with members of your adventuring
party. When voice chat is enabled you will be able
to use your microphone or headset to talk to any
other member of your party who also has voice
chat enabled.
To use voice chat you will need:
A headset with an integrated microphone or a
stand alone microphone connected to your PC’s
sound card
A high speed internet connection (Cable / DSL).
Note: Voice chat is not supported for players using
a modem dial-up connection. Using voice chat with
a modem will result in poor sound quality and a
degraded game play experience.
Setting Up Voice Chat
Before using voice chat, you must first make sure
that your microphone hardware is properly
connected and configured to work with Windows:
Make sure your headphone and microphone jacks
are plugged in correctly – on most headsets and
soundcards, the headphone jack is light green and
the microphone jack is orange or pink.
Make sure your headset’s external volume control
(if present) is turned up.
Make sure your headset’s external microphone
ON/OFF switch (if present) is turned ON.
Go to Start >> Control Panel >> Sounds and Audio
Devices.
n the Audio tab, click on the Volume button in the
O
Sound Recording section. This should open up the
ecording Control window.
R
Make sure that the Microphone option is checked.
If you don’t see the Microphone entry, select
Advanced Controls from the Options menu.
Close the Recording Control window and click on
the Volume button in the Sound Playback section of
the Sounds and Audio Devices control panel. This
should open up the Volume Control window:
Make sure that the Mute checkbox under the
microphone slider is checked.
Now test microphone setup using Window’s
integrated sound recorder utility: Open up the
Windows Sound Recorder. You can find it by going
to Start >> All Programs >> Accessories >>
Entertainment >> Sound Recorder.
Click the Record button (red circle) in the lower
right-hand corner of the window and speak a few
words into your microphone. Hit the Stop button
and then the Play button to play back your
recording. If your microphone is set up correctly in
Windows, you will hear yourself speaking. If you do
not hear audio see the documentation or get
support for your PC or microphone.
Your microphone should now be properly setup to
capture audio in Windows. Close the Windows
Sound Recorder.You do not need to save your
sound file.
Now you are ready to configure Voice Chat in
game. Log into the game and open the Options
panel to the Audio tab to adjust the following
options related to Voice Chat:
Enable Voice Chat – Check this box to enable
integrated voice chat
Hands-Free Voice - Voice chat supports two
modes of use. Hands-Free and Push-to-Talk. Check
this box to enable Hands-Free mode. In Push-toTalk mode you must hold down a key for the
microphone to capture any audio (See the Key
Mapping UI). In Hands-Free mode the microphone
will activate for any sounds above the Voice
Capture Threshold (see below).
ic Test-Click this checkbox to test your voice
M
settings. A volume meter will appear. Speak into
our microphone. If your microphone is working,
y
you will see the volume meter go up while you are
peaking and you will hear your voice echoed back
s
through your speakers or head phones. Turn off the
Mic Test when you’re done.
Voice Volume – Controls the volume of playback
for incoming voice audio
Voice Microphone Gain - Controls the
amplification of audio data captured from your
microphone.
Voice Capture Threshold – Controls the minimum
volume at which voice data is captures in Hands
Free mode.
Voice Playback Latency – Voice data is buffered
when received to prevent stuttering during
playback due to variance in data transmission
times which are normal for all network
connections. Smaller numbers will make voice
data be played sooner after its received by your
machine while larger values will reduce chances of
stuttering artifacts during playback. Only make this
number smaller if you are sure everyone in your
party has very good connections to the server.
Voice Playback Device – Select the windows
audio device to use for Voice Playback
Voice Capture Device - Select the windows audio
device to use for Voice Capture
Using Voice Chat
Voice Chat should be all setup now. To use it just
join a party and speak into your microphone as
described in the section above. You will notice that
other players who have voice chat enabled will
have a speaker icon next to their name in the Party
Interface window. A players name will also change
color in the window to indicate when they are
speaking.
For a detailed explanation of game options,
please visit www
.DDO.com/support.
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CREDITS
TURBINE,INC.
Development Team:
Jeffrey Anderson, CEO
Judith Hoffman, Executive Producer
Paul Mock, Art Director
Justin Quimby, Game Systems Engineering
Director
Geoff Scott, Sound and Video Director
Ken Troop, Creative Director
Art Development:
Todd DeMelle, Character Lead
Nina Straccialini, Technical Art and Animation
Lead
Art Team:
Chris Amaral, Jay Brewer, Ken Brown, Stephen
Cady, Jeanette Chamberlain, Michelle Sullivan,
Clay, Richard Fournier, Kristen Griffin, Sasha
Hushvahtov, Sean Huxter, Jeff Murchie, Sean
Murray, Scott Rays,Todd Rueping, Mark Wood
Design Team:
David Eckelberry, Lead Game Systems Designer
Derek Flippo, Design Manager
Jesse Kurlancheek, Lead Script Designer
Design Team:
Joseph Barry, Chris Bernert, Ken Burd, Nik
Davidson, Chris Foster, Elliot Gilman, Brigand
Green, Cardell Kerr, Chris Knowles, Ian LaBrie,
Allan Maki, Stephen Muray, Les Nelken, Chris
Pierson, Jonathan Reynolds, Thatcher Risom,
Jeremiah Smith, Ryan Schaffer, Heather
Sinclair, Jared Sorensen, Phillip Speer, Brent
Walton
Game Systems Engineering:
Sean Lindskog, Lead Content Engineer
Dan O’Brien, Combat Lead
Andrew Reiff, Senior Technical Lead
Game Systems Engineers
Travis Archer, Heather Cousineau, Andrew Gillis,
Andrew Menard, Matthew Monas, Cain Neal,
Mike Raiter,Tom Rhyne, Bill Swetman
Production:
Kate Paiz, Associate Producer
Stuart Zissu, Associate Producer
Sound and Video:
Stephen DiGregorio, Lead Audio Design and
Composer
Jack Dalrymple, Yaming Di
Technology Platform
Chris Dyl, Chief Technology Officer
ichael Enright, Vice President of Technology
M
Fernando J. Paiz, Director of Game
Technology
Game Technology Engineering:
Paul W. Frost III, Tools Lead
Jeff Johnson, Game Engine Lead
Game Technology Team
Jay DeMarrais, Mike Fricker, Jeffrey Isselee,
Michael Kujawa, Avida Michaud, Greg Pettyjohn,
James Todd
Service Technology Engineering:
Bert Molinari, Service Engine Lead
Ray Yu, Application Development Lead
Service Technology Team
Christopher Bianchi, Nicholas Dorrough, Ben
Fersenheim, Rob Getter, Gerald Gold, Allen Holt,
Rob Johnson, James Kim, Rachel Mark, Steve
McGarry, Brian Mesick, John Spadafora, Bruno
Trindade
Release Engineering:
Marc Dougherty, Dana Reid-Vanas
Operations
Mike Hogan, Vice President of Operations
Randy Crane, Director – Player Support
Bryant Durrell, Sr. Director – Technical
Operations
James Jones Executive Director – Project
Management
Kurt Nipp, Executive Director – Customer
Support
Jay Piette, Director – Quality Assurance
Player Support:
Sean Cunningham, Player Support Manager
Game Systems Engineers
Peter Daigle, Wendy Gallant, Anthony Mauricia,
Scott Parker
Project Management:
Maximilien X. Klaisner, Katie Finin, Monica Li,
Adam Schrader, Grant Wei
Network Operations:
Jay Benesh, Jeremy Burke, Jon Charette,
Pochen Cheng, John Potter, Paul Sherman, John
St. Laurent, Cheri White
Game Quality Assurance:
Terry White, Senior QA Lead
ean Pelkey,Associate Lead
S
Game Quality Assurance Team
Erik Bailey, Michael Callahan, Shawn Connor,
Eric Deans, Giuliana Funkhouser, Tim Gallus,
Austin Gill, Jared Hall-Dugas, Matthew Hocker,
Darius Kazemi, Matt Kelly, David Kiser, Erin
Kiser, Dan Krikorian, Tim Lang, William Lazzaro,
Chris Martin, Dani McDowell, Andrew McGuire,
Peter O’Leary, Sean Pelkey, Jon Picariello, Peter
Rossetti, Mike Romatelli, Mike Seal, Jeff
Siadek, Rich Skorski, Jared Smith, Kristian
Telschow, John Violano, Timothy Wilkinson,
Greg Yungman
Service Quality Assurance:
Chad Kaminski, Manager
Service Quality Assurance Team
Carlo Bertolino, Neville Boudreaux, Jeremy
Gallagher, Keith Page, Carl Savage, Colin
Snyder, Lindsay Welch, David Woodruff
Marketing
Tom Nichols,Vice President
Jim Drewry, Director of Marketing
John Foster, Public Relations Director
Jonathan Hanna, Online Community Relations
Director
Alex X. Rodberg, Product Marketing Manager
Marketing Team
Victor Wachter, Community Relations Manager
Steve Moy, Beta Manager
Lorien Carney, Michael Ciano, Jason F. Clarke,
Ariel Jaffee-Marks
Administration
Angela Ahn, Director of Licensing
Mark Cullinane, Vice President, Business
Development
Robert Ferrari, Senior Director, Global Business
Development
Ed Donahue, Controller
Helen Ra, General Counsel
Patricia Lyle, Assistant General Counsel
Vijay Lakshman, Vice President of Production
Administration Team
Amanda Evans, Courtney Funari, Shawn
McHatton, Rick Kasten, Neal Moody, Lori
Newman, David Redmon, Michael Roman, Paula
Schwenn, Tim Troung, Vance Walsh,William
Wang
ORIGINAL FORCE
Shan Ding, General Manager
arley Zhao, Executive Producer
H
Sherry Shen, Project Manager
Pu Hu, Production Manager
Xiaohui Gao, Technique Director & Lead 3D
Artist
Ming Li, Sound and Video Director
Laixing Song, Art Director
Ying Yongji, Lead Animator
Heng Zhang, Lead 2D Artist
Maggie Mei, Assistant Producer
Special Thanks
Steve Arnold, Bob Davis, Brian Fargo, Jeff
Patterson, Howard Salwen, and Carmen Scarpa.
Also Sandy Climan, Patrick Hendy, Michael
Hirshland, and Richard de Silva.
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83
ATARI
PRODUCT DEVELOPMENT
ric Grossman
E
roducer
P
Grantley Day
Executive Producer
Keehwan Her
Assistant Producer
Sara Hasson
Project Planning Coordinator
SALES, MARKETING AND
COMMUNICATIONS
Brian Lipman
Senior Brand Manager
Matt Collins
Director of Global Brand Management
Nique Fajors
Vice President of Global Brand Management
Marc Metis
Senior Vice President Marketing
Andrea Schneider
Director of Public Relations
Martin Currie
Vice President of Marketing, Creative Services
Michael Maer
Creative Director
Elizabeth Fierro
Creative Services Manager
Maleea Barnett
Vice President, North American Sales
Wim Stocks
Executive Vice President, North American Sales
Ryan Barr
Vice President, Corporate Communication
Christine Fromm
National Channel Marketing Manager
Jason Hartnell
Internet Development Group
Ken Ford
Director of IT and Web Strategy
Matthew Labunka
Atari Forums Head Administrator
OPERATIONS
Todd Curtis
ice President, Operations
V
Eddie Pritchard
Director of Manufacturing
Gardnor Wong
Senior Buyer
Lisa Leon
Lead Senior Buyer
Tara Moretti
Buyer
Venus Francois
Buyer
Veronica Franklin-Smith
Traffic Manager
QUALITY ASSURANCE AND SUPPORT
Ezequiel “Chuck” Nunez
Manager of Publishing Support
Michael O’Shea
Q.A. Testing Supervisor
Joseph Taylor
QA Lead Tester
Jason Shields
Assistant Lead Tester
John Fernandes, Chun Chan, Nelson Protacio,
Kevin Phan, Luan Nguyen, Piers Sutton, Jason
Gates, Ray Cicero, Mike Polintan,Alfredo Gerardo,
Cameo Wininger, Quang Nguyen, Jessie Thurman,
Alissa Ivanovich
Testers
Dave Strang
Manager of Engineering Services and
Compatibility Lab
Ken Edwards
Engineering Services Specialist
Randy Buchholz
Engineering Services Technician
Eugene Lai
Engineering Services Technician
Chris McQuinn
Senior Compatibility Analyst
Patricia-Jean Cody
Compatibility Test Lead
drian Escultura
A
Ray Cicero
andy Nguyen
R
Garrick Peterson
Compatibility Analysts:
Ken Ford
I.T. Manager/Western Region
Michael Vetsch
Manager of Technical Support
Joy Schneer
Director, Strategic Relations
Cecelia Hernandez
Senior Manager Strategic Relations
Arthur Long
Strategic Relations Specialist
Additional Production
Ray Monday
Art Analyst
Special Thanks
Hudson Piehl, Lisa Vogel, Constantine
Hantzopoulos, Red Sheet, LLP – Essex, MA
WIZARDS OF THE COAST
R&D:
ill Slavicsek, Director, RPG R&D
B
d Stark, Special Projects Manager, RPG R&D
E
Stacy Longstreet, Senior Art Director, Dungeons &
Dragons
Eberron Campaign Setting created by Keith
Baker, Bill Slavicsek, and James Wyatt
The original
by E. Gary Gygax and Dave Arneson, and the new
Dungeons & Dragons game designed by
Jonathan Tweet, Monte Cook, Skip Williams,
Richard Baker, and Peter Adkison.
Dungeons & Dragons®rules created
HASBRO
Hasbro Properties Group
Rachel Hoagland – Director, Digital Media
Jerry Chu – Senior Licensing Manager
David Derouin – Graphic Designer
Amie Lozanski – Coordinator
Melissa Moseley – Temp/Coordinator
Hasbro Games
Scott Clark – Product Designer
84
85
TECHNICAL SUPPORT
For all support offerings, please visit www.ddo.com/support
For Billing specific questions in the continental United States, you may also call
781.407.4020
ATARI, INC., END-USER LICENSE AGREEMENT
IMPORTANT — READ CAREFULLY: Please be sure to carefully read and understand all of the rights and restrictions described
in this End-User License Agreement (“EULA”).
AGREEMENT
This document is an agreement between you and Atari, Inc. and its affiliated companies (“Company”). The enclosed software
game disc(s), cartridge or Game Pak (“Software”) and any accompanying printed materials are licensed to you only on the condition that you accept all of the terms contained in this EULA.
By opening this package and installing or otherwise using the Software you agree to be bound by the terms of this EULA. If you
do not agree to the terms of this EULA you may not install or use the Software and within 15 days of purchase you must contact Customer Support at www.atarisupport.com.
COPYRIGHT
The Software is protected by copyright laws and international copyright treaties, as well as other intellectual property laws and
treaties. All title and copyrights in and to the Software (including but not limited to any images, photographs, animations, video,
music, text and “applets” incorporated into the Software) and any printed materials accompanying the Software are owned by
the Company or its Licensors.
GRANT OF LICENSE
The Software is licensed and not sold to you and its use is subject to this EULA. The Company grants you a limited, personal,
lusive license to use the Software in the manner described in the user documentation. The Company reserves all rights
non-exc
not expressly granted to you in this EULA.
PERMITTED USES
If the Software is configured for loading on a hard drive, you may install and use the Software on a single computer.
You may make and maintain one copy of the Software for backup and archival purposes, provided that the original and copy of
the Software are kept in your possession.
You may permanently transfer all your rights under this EULA, provided you retain no copies, you transfer all of the Software
(including all component parts, the media and printed materials and any upgrades) and the recipient reads and accepts this
EULA.
RESTRICTIONS
You may not delete or obscure any copyright, trademark or other proprietary notice on the Software or accompanying printed
materials.
You may not decompile, modify, reverse engineer, disassemble or otherwise reproduce the Software.
You may not copy, rent, lease, sublicense, distribute, publicly display the Software, create derivative works based on the
Software (except to the extent expressly permitted in the Editor and End-User Variation section of this Agreement or other documentation accompanying the Software) or otherwise commercially exploit the Software.
You may not electronically transmit the Software from one computer, console or other platform to another or over a network.
You may not use any backup or archival copy of the Software for any purpose other than to replace the original copy in the
event it’s destroyed or becomes defective.
EDITOR AND END-USER V
If the Software includes a feature that allows you to modify the Software or to construct new variations (an “Editor”), you may
use such Editor to create modifications or enhancements to the Software, including the construction of new levels (collectively
tions”), subject to the following restrictions. Your Variations: (i) must only work with the full, registered copy of the
the “Varia
Software; (ii) must not contain modifications to any executable file; (iii) must not contain any libelous, defamatory or other illegal
material, material that is scandalous or invades the rights of privacy or publicity of any third party; (iv) must not contain any
trademarks, copyright-protected work or other property of third parties; and (v) may not be commercially exploited by you,
including but not limited to making such Variations available for sale or as part of a pay-per-play or timesharing service.
TERMINATION
This EULA is effective until terminated. You may terminate this EULA at any time by destroying the Software. This EULA will
terminate automatically without notice from the Company if you fail to comply with any provisions of this EULA. All provisions
of this EULA as to warranties, limitation of liability, remedies and damages will survive termination.
LIMITED WARRANTY AND DISCLAIMER OF WARRANTIES
You are aware and agree that use of the Software and the media on which is recorded is at your sole risk. The Software and
media are supplied “AS IS.” Unless otherwise provided by applicable law, the Company warrants to the original purchaser of
this product that the Software storage medium will be free from defects in materials and workmanship under normal use for
ninety (90) days from the date of purchase. The warranty is void if the defect has arisen through accident, abuse, neglect or
misapplication. If the Software fails to conform to this warranty, you may at your sole and exclusive remedy, obtain a replacement free of charge if you return the defective Software. Follow the Product Return Procedures described in the Manual below.
ARIATIONS
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87
The Company does not warrant that the Software or its operations or functions will meet your requirements, or that the use of
the Software will be without interruption or error.
T
O THE FULLEST EXTENT PERMISSIBLE UNDER APPLICABLE LAW, EXCEPT FOR THE EXPRESS WARRANTY SET FORTH
ABOVE, THE COMPANY DISCLAIMS ALL WARRANTIES, EXPRESS OR IMPLIED, INCLUDING AND WITHOUT LIMITATION, THE
IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
E
XCEPT FOR THE EXPRESS WARRANTY SET FORTH ABOVE, THE COMPANY DOES NOT WARRANT, GUARANTEE OR MAKE
ANY REPRESENTATION REGARDING THE USE OR THE RESULTS OF THE USE OF THE SOFTWARE IN TERMS OF ITS CORRECTNESS, ACCURACY, RELIABILITY, CURRENTNESS OR OTHERWISE. SOME JURISDICTIONS DO NOT ALLOW THE EXCLUSION OF OR LIMITATIONS ON IMPLIED WARRANTIES, SO THE ABOVE EXCLUSIONS AND LIMITATIONS MAY NOT APPLY TO
YOU.
LIMITATION OF LIABILITY
I
N NO EVENT WILL THE COMPANY OR ITS EMPLOYEES OR LICENSORS BE LIABLE FOR ANY INCIDENTAL, INDIRECT,SPECIAL, CONSEQUENTIAL OR PUNITIVE DAMAGES, OR ANY DAMAGES WHATSOEVER (INCLUDING, WITHOUT LIMITATION,
DAMAGES FOR INJURY TO PERSON OR PROPERTY, FOR LOSS OF PROFITS, BUSINESS INTERRUPTION, LOSS OF BUSINESS
INFORMATION, LOSS OF PRIVACY, FAILURE TO MEET ANY DUTY AND NEGLIGENCE) ARISING OUT OF OR IN ANY WAY
RELATED TO THE USE OR INABILITY TO USE THE SOFTWARE, EVEN IF THE COMPANY OR AN AUTHORIZED REPRESENTATIVE OF THE COMPANY HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES. SOME JURISDICTIONS DO NOT
ALLOW THE EXCLUSION OF LIABILITY FOR INCIDENTAL OR CONSEQUENTIAL DAMAGES, SO THE ABOVE EXCLUSION MAY
NOT APPLY TO YOU.
IN NO EVENT WILL THE LIABILITY OF THE COMPANY FOR DAMAGES WITH RESPECT TO THE SOFTWARE EXCEED THE
AMOUNTS ACTUALLY PAID BY YOU FOR THE SOFTWARE.
CHOICE OF LAW AND VENUE
This EULA is governed by the laws of the United States of America and the State of New York, exclusive of its conflicts of law
provisions. The exclusive venue for litigation regarding or arising from this EULA is New York County, New York and you agree
to submit to the Jurisdiction of the courts of New York County, New York for any such litigation.
MISCELLANEOUS
If any provision or portion of this EULA is found to be unlawful, void, or for any reason unenforceable, it will be severed from
and in no way affect the validity or enforceability of the remaining provisions of the EULA.
This EULA constitutes the entire agreement between you and the Company regarding the Software and its use.
TECHNICAL SUPPORT Please contact the Turbine, Inc. support website at http://www.ddo.com/support with any technical
questions that you may have.
Atari, Inc. Product Return Procedures in the United States & Canada
In the event our technicians at www.atarisupport.com determine that you need to forward materials directly to us, please
include a brief letter explaining what is enclosed and why. Make sure you include the Return Merchandise Authorization Number
(RMA#) supplied to you by the technician, and your telephone number in case we need to call you. You will receive the mailing
address when the technician Emails you the RMA#. Any materials not containing this RMA# will be returned to you
unprocessed.
Atari, Inc. Warranty Policy in the United States & Canada
If our technicians determine that the product storage medium is found to be defective within ninety (90) days of original purchase, (unless otherwise provided by applicable law), Atari will replace the item free of charge, to the original purchaser, if the
item is accompanied by the original da
En français: http://www.ddo.com/support/policies/eulaf
Be sure to read and understand all of the rights and restrictions described in the current Online Services End User License
EULA”) for the multiplayer online game known as
Agreement (“
Game”). You cannot use, access or play the Game unless or until you accept the terms of the current EULA.
“
This EULA is a legal agreement between the individual end user customer (
corporation organized under the laws of the State of Delaware, United States of America with its principal offices at 60 Glacier
Drive, Suite 4000, Westwood, MA 02090, U.S.A., to permit you to remotely access the Game server software and related online
virtual world (the “
and/or the original client software installed on your personal computer (the “
or make available to you in our sole and absolute discretion. The Client and Server, including any such patches, updates and
supplements, are sometimes referred to in this Agreement and the Code of Conduct as the “
“Accept” button or installing, accessing the Server or playing the Game, you agree to be bound by the terms of this EULA. If
you do not agree to the terms of this EULA, you may not access the Server or play the Game. A copy of this EULA may be
obtained from http://www
The Server is protected by copyright laws and international copyright treaties, as well as other intellectual property laws and
treaties. The Server is licensed to you, not sold, pursuant to the terms and conditions of this EULA and the other documents
referenced herein.
1. To play the Game, you must have (a) the Client which must be separately purchased and installed on your personal
computer (which must conform to the minimum specification requirements determined by Turbine); (b) a fully paid online
service subscription for access to the Server (or authorized free trial access) through Turbine or our authorized distributors
or service providers; and (c) a suitable connection to the Internet (not provided by Turbine) to connect to the Server. You are
responsible for all charges and costs you incur in order to access the Server and play the Game, including, without
limitation, the subscription fees and charges for Internet and telecommunications connections.
2. Upon payment of the applicable license fees and online fees, this EULA grants you a non-exclusive, non-transferable,
revocable license solely to use the Server to play the Game, subject to the terms and conditions of this EULA, the Code of
Conduct (which is provided below) and the Terms of Service (including the online subscription and payment terms) which is
posted at http://www
the Software, except and only to the extent that such activity is expressly permitted by applicable law notwithstanding this
limitation, in which case you agree to keep the results of any such permitted reverse engineering confidential and not to
use them except for the purpose of obtaining interoperability. All rights not expressly granted are reserved by us.
3. We reserve the right to transfer or cease the operation of the Game at any time or to terminate your license to the Server
and/or your access to the Game at any time, without notice or refund, for any reason whatsoever, including without
limitation, as a result of your breach of this EULA, the Code of Conduct, or the Terms of Service, if we are unable to verify or
authenticate any information you provide to us, or if we discontinue offering the Game.
4. Turbine may amend this EULA, including the Terms of Service and the Code of Conduct, at any time in its sole discretion.
Such amendments shall be effective upon your first use of the Server or the Game after
your review. Accordingly, we recommend that you review these terms and the Terms of Service and Code of Conduct
periodically.
5. To access the Game, you will be required to choose names for the characters you develop. Your character name may not
be contrary to the Code of Conduct or Terms of Service and may not violate anyone’s rights. Certain character names may
be banned by Turbine (or its licensees or licensors) from time to time. You acknowledge and agree that Turbine has the
right to post and display your character name(s) within the Game and/or on Game-related websites and bulletin boards in
the event your access to the Game is suspended or terminated for a violation of this EULA, the Terms of Service or the Code
of Conduct. Further, you acknowledge and agree that Turbine has the right, without any compensation or credit to you, to
Server”) and play the Game. The Game includes patches, updates and supplements, if any, to the Server
.ddo.com/support/policies/eula.
.ddo.com/support/policies/tos. You may not reverse engineer, decompile or disassemble any part of
DUNGEONS & DRAGONS ONLINE™: Stormreach
“you”) and Turbine, Inc. (“Turbine,”“we” or “us”), a
Client”) which we may from time to time provide
Software.” By pressing the
Turbine makes them available for
™ (the
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use your character names and descriptions of your in-game activities in our marketing and publicity efforts, including but
not limited to describing on Game-related websites your character’s adventures and experiences.
6. As part of your Game experience, you can input language and upload content to our Servers in various forms, such as in
the selections you make for playing the Game (for example, character names, in-game (text or voice) conversations,
b
roadcast announcements, etc.) and in chat channels (text or voice) and similar areas which allow you to communicate
with others and create and modify characters, character names, game play and the like (collectively, the “
Content created by you must not: (a) infringe any copyright, trademark, patent, trade secret, or other proprietary right of any
person; (b) be profane, obscene, indecent or violate any law or regulation; (c) defame, abuse, harass,threaten or otherwise
violate the legal rights (such as rights of privacy and publicity) of others; (d) incite discrimination, hate or violence towards
one person or a group because of their belonging to a race, a religion or a nation, or that insults the victims of crimes
against humanity by contesting the existence of those crimes; (e) contain any viruses, Trojan horses, worms, time bombs,
c
ancelbots, corrupted files, or any other similar software or programs that may damage the operation of another’s computer
or property of another; or (f) restrict or inhibit any other user from using and enjoying the Game. We have no obligation to
monitor player Content related to the Game and disclaim all liability with respect thereto. However, we reserve the right to
review the Content and take any action we deem necessary as to such Content, including but not limited to editing or
removing the Content and/or suspending or terminating your access to the Game. If and to the extent you are deemed to
have retained, under applicable law, any right, title or interest in or to any portion of the Content, you hereby transfer, grant,
convey, assign and relinquish solely and exclusively to Turbine, in perpetuity to the extent permitted by applicable laws or
for the duration of the legal protection afforded to the Content, and for all territories, all of your right, title and interest in
and to the Content, without reservation and without additional consideration, under applicable patent, copyright, trade
secret, trademark and other similar laws or rights, including, without limitation, the right to reproduce, fix, adapt, modify,
translate, reformat, create derivative works from, manufacture, introduce into circulation, publish, distribute, sell, license,
sublicense, transfer,rent, lease, transmit, publicly display, publicly perform, or provide access electronically, broadcast,
communicate to the public by telecommunication, display, perform,enter into computer memory, and use and practice the
Content, all modified and derivative works thereof, all portions and copies thereof in any form and format, and in and on
whatever medium, all inventions, designs, and marks embodied therein, and/or to incorporate the same in other works in
any form, media, or technology now known or later developed. In the alternative, to the extent such assignment is
ineffective under applicable law, you hereby grant to Turbine, its successors and assigns, the sole and exclusive,
irrevocable, sublicensable, transferable, worldwide,paid-up license to reproduce, fix, adapt, modify, translate, reformat,
create derivative works from, manufacture, introduce into circulation, publish, distribute, sell, license, sublicense, transfer,
rent, lease, transmit, publicly display, publicly perform, or provide access electronically, broadcast, communicate to the
public by telecommunication, display, perform, enter into computer memory, and/or use and practice the Content, all
modified and derivative works thereof, all portions and copies thereof in any form, all inventions, designs, and marks
embodied therein, and all patent, copyright, trade secret, trademark and other intellectual property rights thereto and/or to
incorporate the same in other works in any form, media, or technology now known or later developed. To the extent
permitted under applicable laws, you hereby waive any moral rights you may have in any and all Content. In furtherance of
the foregoing, you hereby agree to execute any and all agreements or other written instruments which may be required by
applicable law to give full effect to the above assignment, license or waiver, as may be applicable.
7. Except as expressly permitted by Turbine by written notice (and in such event in accordance with Turbine’s specified
restrictions and guidelines), you may not use any third-party software to change game play in the Game. The Game may be
played only through authorized Servers maintained by Turbine or its subcontractors. You may not create or provide any
other means through which the Game may be played by others, as through server emulators (which contain unauthorized
copies of the Server). You may not take any action which imposes an unreasonable or disproportionately large load on our
servers or other infrastructure.
8. All right, title, and interest, including, copyrights and other intellectual property rights in and to the Game (including but not
limited to any images, photographs, animations, video, audio,music, text, and “applets” incorporated into the Game by us
or our suppliers and character data), the accompanying printed materials, and any copies and derivative works thereof, are
owned by us or our licensors. If we provide you documentation only in electronic form, you may print one copy of such
electronic documentation. Except as expressly permitted by Turbine by written notice (and in such event in accordance
with Turbine’s specified restrictions and guidelines), you may not buy, sell, or auction (or offer, host, or facilitate the ability of
others, to buy, sell,or auction), share, or otherwise commercially exploit, the Software or any part of the Game, account,
password, characters, housing, items, credits, currency or coin or any other virtual in-game items and/or copyrighted,
trademarked or patented material contained in or generated by the Game.
Content”).
9. You agree that we may communicate with you via the email address you provided in obtaining your subscriber account
regarding any subject related to the Game (or any updates, expansion packs or sequels of the Game), this EULA and/or
r
elated agreements. In order to provide you with patches and updates to the Software, you agree that we may upload
necessary information from your computer and computing devices, and may download the patches and updates onto your
computer and computing devices. If you request any technical support from us, and we need to look at the contents of
y
our computer or computing devices to help you, you agree to allow such access to your computer and computing devices.
You understand that we may release updates, expansion packs, and sequels of the Game at any time without incurring any
obligation to furnish such releases to you pursuant to this EULA. This EULA does not entitle you to any subsequent
releases of the Game without paying applicable charges.
10. We caution you against giving out personally identifiable information (such as social security or social insurance numbers,
credit or debit card numbers, names and addresses, telephone numbers, driver’s license numbers) to others online, as this
i
nformation may be used for illegal or harmful purposes. You agree that Turbine (or its designees) may collect personal
information from you for purposes related to your use of Turbine products and services and that some personal information
you provide to Turbine (or its designee) may be stored outside of the country in which you reside. To read Turbine’s Privacy
Policy which forms part of this agreement, please go to http://www
jurisdictions in which local law may be required to apply, some of the information collected by Turbine (or its designee)
may be considered personal information, and entitle you to the right to object to its collection, and to a right to access and
correct the collected information pertaining to you. Notwithstanding anything to the contrary, we reserve the right to
disclose any personal information about you or your use of the Game, including your Content, without your prior permission
if we have a good faith belief that such action is necessary to: (a) conform to legal requirements or comply with legal
process or any governmental request; (b) protect and defend the rights or property of Turbine or its affiliated companies,
licensors or licensees; (c) enforce this EULA; (d) act to protect the interests of other Game players or others; or (e) as
permitted by applicable law. Our performance of this EULA is subject to existing laws and legal process, and nothing
contained in this EULA is in derogation of our right to comply with governmental, court and law enforcement requests or
requirements relating to your use of the Game or information provided to or gathered by us with respect to such use.
11. DISCLAIMER OF WARRANTY. The Server and the Game is made available to you under this EULA on an “AS IS” basis with
no warranty of any kind.
12. TO THE MAXIMUM EXTENT PERMITTED BY APPLICABLE LAW, TURBINE AND ITS SUPPLIERS DISCLAIM ALL WARRANTIES,
EITHER EXPRESS OR IMPLIED, INCLUDING, BUT NOT LIMITED TO,IMPLIED WARRANTIES OR CONDITIONS OF
MERCHANTABILITY, QUALITY, FITNESS FOR A PARTICULAR PURPOSE,TITLE, AND NON-INFRINGEMENT.
13. TURBINE DOES NOT WARRANT THAT ACCESS TO OR USE OF THE SERVER OR THE GAME WILL BE UNINTERRUPTED OR
ERROR-FREE, THAT YOU WILL BE ABLE TO ACCESS THE SERVER OR THE GAME AT ANY TIME OR IN ANY GEOGRAPHIC AREA,
OR THAT THE SOFTWARE TWARE OR THE GAME WILL MEET ANY PARTICULAR CRITERIA OF PERFORMANCE OR QUALITY.
14. TO THE MAXIMUM EXTENT PERMITTED BY APPLICABLE LAW,IN NO EVENT SHALL TURBINE OR ITS LICENSORS OR
SUPPLIERS BE LIABLE FOR ANY SPECIAL, INCIDENTAL, INDIRECT, PUNITIVE OR CONSEQUENTIAL DAMAGES WHATSOEVER
(INCLUDING, WITHOUT LIMITATION, DAMAGES FOR LOSS OF PROFITS, INTERRUPTION, LOSS OF INFORMATION, OR ANY
OTHER PECUNIARY LOSS), INCLUDING, WITHOUT LIMITATION, LOSSES ARISING OUT OF OR IN CONNECTION WITH THE
SOFTWARE, THE GAME OR THE PROVISION OF OR FAILURE OR DELAY TO PROVIDE SERVER ACCESS OR RELATED SUPPORT
SERVICES, EVEN IF TURBINE HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES. IN ANY CASE, TURBINE’S (AND
ITS LICENSORS’ AND SUPPLIERS’) ENTIRE LIABILITY, AND YOUR EXCLUSIVE REMEDY WHERE NO EXCLUSIVE REMEDY HAS
BEEN PROVIDED, AND YOUR SOLE ALTERNATE REMEDY SHOULD ANY EXCLUSIVE REMEDY HEREUNDER FAIL OF ITS
ESSENTIAL PURPOSE, UNDER ANY PROVISION OF THIS EULA SHALL BE LIMITED TO THE FEE FOR ONE MONTH OF ACCESS
TO THE SERVER. BECAUSE SOME STATES AND JURISDICTIONS DO NOT ALLOW THE EXCLUSION OR LIMITATION OF
LIABILITY,THE ABOVE LIMITATION MAY NOT APPLY TO YOU.
15. This EULA is governed by the laws of The Commonwealth of Massachusetts and the parties consent to exclusive jurisdiction
and venue in the federal courts sitting in Suffolk County, Massachusetts, unless no federal subject matter jurisdiction exists,
in which case the parties consent to exclusive jurisdiction and venue in the state courts sitting in Suffolk County,
Massachusetts.
.ddo.com/support/policies/privacy. In certain
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16. You agree to indemnify and hold Turbine harmless from any claim, demand, or damage, including reasonable attorneys’
fees, asserted by any third party due to or arising out of your use of or conduct on the Server or the Game.
17. This EULA, including the documents expressly incorporated by reference, and all updates to the same constitute the entire
agreement between you and Turbine with respect to the Server and the Game, and such agreements supersede all prior or
c
ontemporaneous communications, whether electronic, oral or written, between you and Turbine with respect to the Server
and the Game. You represent that you have not relied on any such communications in choosing to enter into this EULA. A
printed version of this EULA and of any notices given or made available to you in electronic form shall be admissible in
judicial or administrative proceedings based upon or relating to this agreement to the same extent and subject to the same
conditions as other business documents and records originally generated and maintained in printed form.
18. Turbine’s failure to enforce at any time any of the provisions of this EULA or related agreements shall in no way be
c
onstrued to be a present or future waiver of such provisions, nor in any way affect the right of any party to enforce each
and every such provision thereafter. The express waiver by Turbine of any provision, condition or requirement of this EULA
or related agreements shall not constitute a waiver of any future obligation to comply with such provision, condition or
requirement. Notwithstanding anything else in this EULA, no default, delay or failure to perform on the part of Turbine shall
be considered a breach of this EULA if such default, delay or failure to perform is shown to be due to causes beyond the
reasonable control of Turbine.
19. All notices given by you or required under this EULA shall be in writing and addressed to: Turbine, Inc., 60 Glacier Drive,
Suite 4000, Westwood, MA 02090, Attn: General Counsel.
20. If any part of this EULA is determined to be invalid or unenforceable pursuant to applicable law including, but not limited to,
the warranty disclaimers and liability limitations set forth above, then the invalid or unenforceable provision will be deemed
superseded by a valid, enforceable provision that most closely matches the intent of the original provision and the
remainder of this EULA shall continue in effect.
21. We may assign this EULA, in whole or in part, at any time with or without notice to you. You may not assign, transfer or
sublicense this EULA or any of your rights hereunder.
22. All services relating to the Game for which you subscribe are offered by Turbine or its subcontractors. Our support website
is http://www
Server, may be obtained from http://www
California resident, you may have this same information emailed to you by sending a letter to Turbine at 60 Glacier Drive,
Suite 4000, Westwood, MA 02090 (Attention: Customer Service) with your email address and a request for this information.
23. WARNING CONCERNING THE RISKS OF EPILEPTIC SEIZURES AND THE PRECAUTIONS TO TAKE WHEN USING A VIDEO GAME.
CERTAIN INDIVIDUALS MAY EXPERIENCE EPILEPTIC SEIZURES OR LOSS OF CONSCIOUSNESS WHEN VIEWING CERTAIN
KINDS OF FLASHING LIGHTS OR PATTERNS THAT ARE COMMONLY PRESENT IN OUR DAILY ENVIRONMENT. THESE PERSONS
MAY EXPERIENCE SEIZURES WHILE WATCHING SOME KINDS OF TELEVISION PICTURES OR PLAYING CERTAIN VIDEO GAMES.
THIS MAY BE EXPERIENCED BY PERSONS WHO HAVE NO ADVERSE ANTECEDENT MEDICAL HISTORY OR WHICH HAVE NEVER
EXPERIENCED SEIZURES IN THE PAST. IF YOU HAVE EXPERIENCED SYMPTOMS LINKED TO AN EPILEPTIC CONDITION
(SEIZURE OR LOSS OF AWARENESS) IN THE PRESENCE OF LIGHT STIMULATIONS, CONSULT YOUR PHYSICIAN BEFORE USING
ANY VIDEO GAMES. IN ANY CASE, THE FOLLOWING RULES SHOULD BE COMPLIED WITH WHEN USING A VIDEO GAME: (I)
AVOID PLAYING IF YOU ARE TIRED OR IF YOU LACK SLEEP; (II) ENSURE THAT YOU ARE PLAYING IN A WELL LIT ROOM; AND
(III) WHEN PLAYING, TAKE TEN TO FIFTEEN MINUTE BREAKS EVERY HOUR.
24. The parties hereto have requested that this agreement, and all correspondence and all documentation relating to this
agreement, be written in the English language. If you prefer, a French version of this EULA is available at
http://www
toute la correspondance et la documentation relative à cette entente, soient rédigées en langue anglaise. Si vous le
préférez, une version de cette entente en langue française est disponible à http://www
.ddo.com/support. Current rates for using the Game, including online service subscription for access to the
.ddo.com/support/policies/eulaf. Les parties aux présentes ont exigé que la présente entente, de même que
.ddo.com/pricing, and such rates are subject to change at any time. If you are a
.ddo.com/support/policies/eulaf.
CODE OF CONDUCT
T
he Code of Conduct governs player behavior while playingDUNGEONS & DRAGONS ONLINE™:Stormreach™(the “Game”)
and participating on the Game Website http://www
experience as enjoyable as possible. Failure to follow the Code of Conduct may result in the suspension or termination of your
D
UNGEONS & DRAGONS ONLINE: Stormreachaccount without refund.
1. While participating in the Game you must respect the rights of others to play and enjoy the game world as intended by
Turbine, Inc. (“Turbine”).
2. You may not communicate any player’s real-world information through the use of the official game Website, game client or
server software or any other means.
3. You may not use or distribute sexually explicit, harmful, threatening, abusive, defamatory, obscene, hateful, racially or
ethnically offensive language (including, by way of example, but not limited to, ethnic slurs and religious epithets), content,
character names, titles, descriptions, or in-game labels (including, by way of example, but not limited to, offensive or
inappropriate guild names, pet names and inscriptions).
4. You may not distribute or spotlight sexually explicit, harmful, threatening, abusive, defamatory, obscene, hateful, racially or
ethnically offensive content.
5. While playing the game or participating in the Game, you may not exhibit or partake in behavior that is disruptive to the
game’s normal playability, causes grief or alarm to other players, or degrades the service performance or other players’
client software (for example, deliberately using game bugs or loopholes to disrupt the game or dropping excessive items or
summoning excessive portals).
6. You may not spam or flood with multiple posts the game chat or the official Website features.
7. You may not impersonate any
employee, past or present.
8. You may not violate any local, state, national, or international laws or regulations.
9. You may not market, promote, advertise, or solicit products or services within the Game or Website.
10. You may not modify the game client, server or any part of the official Game Website.
11. You may not advertise the intent to, or commit the act of, unauthorized selling, buying, transferring or sharing access to any
Game account.
12. You may not advertise the intent to, commit the act of, or facilitate the ability of others to commit the act of, unauthorized
selling or buying of game items for real-world monetary values or other consideration.
13. While participating in the Game, both in-game and through the official Website, you will follow the instructions of authorized
personnel at all times.
14. You may not form or participate in groups whose ideology is based upon or resembles anti-religious, anti-ethnic, anti-sexual
orientation, nationalistic, racist or sexist philosophies.
15. You may not intentionally hide or falsify personal information that is deemed necessary for Game account creation.
16. You may not upload or transmit copyrighted material to any aspect of the Game without the express consent of the
copyright holder.
17. You will not attempt to interfere with, hack into, or decipher any transmissions to or from the Game.
DUNGEONS & DRAGONS ONLINE: Stormreach Support Staff member or other Turbine
.ddo.com. The Code of Conduct is designed to make everyone’s game
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18. You will not exploit, distribute or publicly communicate any game error, miscue or bug which gives an unintended
advantage within the Game world. You may report bugs at ddobugs@turbine.com.
19. You may not create, post, use or distribute any utilities, emulators or other third party software tools without the express
written permission of Turbine (including, without limitation, macroing programs, botting programs, UI modifications, server
e
mulators, client hacks, map hacks, and data gathering utilities).
20. You may not harass other players or Turbine staff, including by way of example, but not limited to, threats, stalking or abuse
of others.
21. You may not post Website links or URLs in the game that point to content deemed by Turbine to be inappropriate, including,
without limitation, any Website links or URLs directed to other commercial products or services. You may not post Website
l
inks or URLs to any materials (including software and other information) that could harm (or is designed to harm) other
players’ computers or would allow others to inappropriately access software or websites. Turbine does not allow the
posting of destructive software, use of computer programs that contain destructive features, or access to any content such
as viruses, worms, Trojan horses, or bots for the use of scrolling, showing multiple screens, and other activities that can be
disruptive to online communication.
22. You may not use the Game and/or services for illegal activities. Turbine is not responsible for anything you say (text or
voice) in-game or on our chat rooms or forums, or for any consequences that arise from what you say. If you break the
law, you alone will be responsible for the consequences.
23. Although the Game is a role-playing game, you may not claim “role-playing” in defense of any violation of the Code of
Conduct.
Note: Turbine has final say over what constitutes a violation of this Code of Conduct. Turbine reserves the right to change the
Code of Conduct at any time. Check the Game website http://www
Remedies to inappropriate behavior:
A player who violates the Code of Conduct may be warned by Turbine staff, but some particularly serious violations or repeated
violations can result in other sanctions, such as a lockout or permanent ban, without warning. In addition, Turbine reserves the
right to delete characters or entire accounts as we see fit, without warning, for certain violations.
Chat in the Game website may be logged and may be reviewed at any time to assist in making decisions regarding violations of
the Code of Conduct. This includes, but is not limited to, private chat, fellowship chat and allegiance chat.
If you understand the terms of the End User License Agreement and the Code of Conduct and these terms are
acceptable, please indicate your agreement and your intent to be legally bound by them by affirmatively accepting the
terms where indicated.
.ddo.com periodically for updates to the Code of Conduct.
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