Games PC DUNGEONS AND DRAGONS-ONLINE STORMREACH User Manual

DUNGEONS & DRAGONS ONLINE™: STORMREACH™ interactive video game © 2006 Atari, Inc. All Rights Reserved. Game technology and certain software © 1995-2006 Turbine, Inc. and patents pending. All rights reserved. Dungeons & Dragons Online: Stormreach, Dungeons & Dragons Online, Eberron, Stormreach, Dungeons & Dragons, D&D and Wizards of the Coast and related logos are trademarks or registered trademarks of Wizards of the Coast Inc. in the U.S. and/or other jurisdictions, and are used with permission. Hasbro and its logo are trademarks or registered trademarks of Hasbro, Inc. in the U.S. and/or other jurisdictions, and are used with permission. Atari and the Atari logo are trademarks owned by Atari Interactive, Inc. Turbine and the Turbine logo are trademarks or registered trade­marks of Turbine, Inc. in the U.S. and/or other jurisdictions. The rating icons are trade­marks of the Entertainment Software Association. Software platform logo (™ and ©) IEMA
2006. GameSpy and the “Powered by GameSpy” design are trademarks of GameSpy Industries, Inc. All rights reserved. All other trademarks are the property of their respective owners.
This product contains voice-chat technology licensed from GameSpy Industries, Inc. © 1999-2006 GameSpy Industries, Inc. All rights reserved.
This product includes software developed by the Apache Software Foundation (http://www
.apache.org/).
TABLE OF CONTENTS
Welcome to Dungeons & Dragons Online: Stormreach . . . . . . . .2
Getting Started . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .3
Creating a Character . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .6
Main Game Screen . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .20
Controls . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .22
Movement . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .23
Quick Start . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .24
City of Stormreach . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .27
Map . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .29
Quests . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .30
Combat . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .34
Spells . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .36
Damage, Resting and Dying . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .38
Equipment . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .40
Leveling Up . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .43
Chatting . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .44
Parties . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .46
Guilds . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .49
Interface Reference . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .51
Classes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .56
Multiclass . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .62
Skills . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .63
Feats . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .66
Effect Descriptions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .74
Options . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .78
Credits . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .82
Technical Support . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .86
Atari, Inc., End-User License Agreement . . . . . . . . . . . . . . . . . .87
Turbine, Inc., Online Services End-User License Agreement . .89
1
WELCOME TO DUNGEONS & DRAGONS ONLINE™: STORMREACH
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
Base Attack Saving Throws
Lvl Bonus Fortitude Reflex Will Special
1 +1 +2 +0 +0 Fast movement, rage 1/rest 2 +2 +3 +0 +0 Uncanny dodge; Damage reduction 1/– 3 +3 +3 +1 +1 4 +4 +4 +1 +1 Rage 2/rest 5 +5 +4 +1 +1 Improved uncanny dodge; Damage reduction 2/– 6 +6 +5 +2 +2 7 +7 +5 +2 +2 8 +8 +6 +2 +2 Rage 3/rest; Damage reduction 3/– 9 +9 +6 +3 +3
10 +10 +7 +3 +3 Greater rage
BARD
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
preparation; start with 1 spell).
Base Attack Saving Throws
Lvl Bonus Fortitude Reflex Will Special
1 +0 +0 +2 +2 Bardic music, fascinate, inspire courage +1 2 +1 +0 +3 +3 3 +2 +1 +3 +3 Inspire competence 4 +3 +1 +4 +4 5 +3 +1 +4 +4 6 +4 +2 +5 +5 Suggestion 7 +5 +2 +5 +5 8 +6 +2 +6 +6 Inspire courage +2 9 +6 +3 +6 +6 Inspire greatness
10 +7 +3 +7 +7
CLERIC
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)
Base Attack Saving Throws
Lvl
Bonus Fortitude Reflex Will Special
1 +0 +2 +0 +2 Turn undead 2 +1 +3 +0 +3 3 +2 +3 +1 +3 4 +3 +4 +1 +4 5 +3 +4 +1 +4 6 +4 +5 +2 +5 7 +5 +5 +2 +5 8 +6 +6 +2 +6 9 +6 +6 +3 +6
10 +7 +7 +3 +7
6
7
Classes
A Barbarian’s
age
akes her
R
m
stronger, tougher,
nd more resist-
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
Base Attack Saving Throws
Lvl Bonus Fortitude Reflex Will Special
1 +1 +2 +0 +0 Bonus feat 2 +2 +3 +0 +0 Bonus feat 3 +3 +3 +1 +1 4 +4 +4 +1 +1 Bonus feat 5 +5 +4 +1 +1 6 +6 +5 +2 +2 Bonus feat 7 +7 +5 +2 +2 8 +8 +6 +2 +2 Bonus feat 9 +9 +6 +3 +3
10 +10 +7 +3 +3 Bonus feat
PALADIN
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
starting at level 4; spells must be prepared)
Base Attack Saving Throws
Lvl Bonus Fortitude Reflex Will Special
1 +1 +2 +0 +0 Aura of good, detect evil,
smite evil 1/rest 2 +2 +3 +0 +0 Divine grace 3 +3 +3 +1 +1 Aura of courage, divine
health, lay on hands 4 +4 +4 +1 +1 Turn undead 5 +5 +4 +1 +1 Smite evil 2/rest 6 +6 +5 +2 +2 Remove disease 1/rest 7 +7 +5 +2 +2 8 +8 +6 +2 +2 9 +9 +6 +3 +3 Remove disease 2/rest
10 +10 +7 +3 +3 Smite evil 3/rest
8 9
RANGER
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;
spells must be prepared)
Base Attack Saving Throws
Lvl Bonus Fortitude Reflex Will Special
1 +1 +2 +2 +0 Favored enemy; wild empathy 2 +2 +3 +3 +0 Combat styles 3 +3 +3 +3 +1 4 +4 +4 +4 +1 5 +5 +4 +4 +1 Favored enemy 6 +6 +5 +5 +2 Improved combat style 7 +7 +5 +5 +2 8 +8 +6 +6 +2 9 +9 +6 +6 +3 Evasion
10 +10 +7 +7 +3 Favored enemy
ROGUE
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
Base Attack Saving Throws
Lvl Bonus Fortitude Reflex Will Special
1 +0 +0 +2 +0 Sneak attack +1d6 2 +1 +0 +3 +0 Evasion 3 +2 +1 +3 +1 Sneak attack +2d6 4 +3 +1 +4 +1 Uncanny dodge 5 +3 +1 +4 +1 Sneak attack +3d6 6 +4 +2 +5 +2 7 +5 +2 +5 +2 Sneak attack +4d6 8 +6 +2 +6 +2 Improved uncanny dodge 9 +6 +3 +6 +3 Sneak attack +5d6
10 +7 +3 +7 +3 Improved evasion
SORCERER
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).
Base Attack Saving Throws
Lvl Bonus Fortitude Reflex Will Special
1 +0 +0 +0 +2 2 +1 +0 +0 +3 3 +1 +1 +1 +3 4 +2 +1 +1 +4 5 +2 +1 +1 +4 6 +3 +2 +2 +5 7 +3 +2 +2 +5 8 +4 +2 +2 +6 9 +4 +3 +3 +6
10 +5 +3 +3 +7
WIZARD
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.
Base Attack Saving Throws
Lvl Bonus Fortitude Reflex Will Special
1 +0 +0 +0 +2 Inscribe Scroll; Bonus feat 2 +1 +0 +0 +3 3 +1 +1 +1 +3 4 +2 +1 +1 +4 5 +2 +1 +1 +4 Bonus feat 6 +3 +2 +2 +5 7 +3 +2 +2 +5 8 +4 +2 +2 +6 9 +4 +3 +3 +6
10 +5 +3 +3 +7 Bonus feat
CHOOSE RACE AND GENDER
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.
Ability Adjustments: +2 Dex, -2 Str Special Abilities: +1 AC; +1 attack; +4 Hide; +2
• 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.
aspect of your character, and skills that draw
Ability Score Modifiers
Score Modifier
1-5 2–3 -4 4–5 -3 6–7 -2 8–9 -1 10–11 0 12–13 +1 14–15 +2 16–17 +3 18–19 +4 20–21 +5 22–23 +6 24–25 +7
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.
14 15
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.
Skill Points Per Class
Class Skill points Skill points
at 1st level* at level up**
Barbarian (4+Int modifier)x4 4+Int modifier Bard (6+Int modifier)x4 6+Int modifier Cleric (2+Int modifier)x4 2+Int modifier Fighter (2+Int modifier)x4 2+Int modifier Paladin (2+Int modifier)x4 2+Int modifier Ranger (6+Int modifier)x4 6+Int modifier Rogue (8+Int modifier)x4 8+Int modifier Sorcerer (2+Int modifier)x4 2+Int modifier Wizard (2+Int modifier)x4 2+Int modifier
* 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.
Spells Known and Prepared by Class
Bard Spells Known
Spell Level
12 3 4 5
11 22 33 43 2 54 3 64 3 74 4 2 84 4 3 94 4 3
10 4 4 4 2
Ranger Spells Prepared
Spell Level
1 2345
1 2 3 41 51 62 72 82 1 92 1
10 2 2
Clerics Spells Prepared
Spell Level
12 3 4 5
13 24 34 3 45 4 55 4 3 65 5 4 76 5 4 3 86 5 5 4 96 6 5 4 3
10 6 6 5 5 4
Sorcerer Spells Known
Spell Level
12 3 4 5
12 2 3 3 4 44 1 54 2 64 2 1 74 3 2 84 3 2 1 94 4 3 2
10 4 4 3 2 1
Spells
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
1 2 3 4 5
1 2 3 4 1 5 1 6 2 7 2 8 2 1 9 2 1
10 2 2
Wizards Spells Prepared
1 2 3 4 5
1 3 2 4 3 4 2 4 4 3 5 4 3 2 6 4 43 7 5 432 8 5 443 9 5 5432
10 5 5443
18 19
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
W Move forward A Move left S Move backward D Move right Q Strafe left E Strafe right R Autorun ON/OFF Tab Select next hostile target F1 Select self F2 – F6 Select party members RMB Attack Spacebar Jump / Surface for Breath Shift (press and hold) Block Shift (press and hold) + movement key Sidestep (or Tumble, with appropriate
skill level)
Z Examine selected object M Map LMB (press and hold) Mouselook T Mouselook (toggle ON/OFF) Mousewheel Zoom camera in/out Mousewheel (press) + move mouse Rotate camera J Current quest status V Toggle names ON/OFF 1 – 0 Execute shortcut Ctrl + 1 – Ctrl + 0 Select Shortcut bar Ctrl + mousewheel Previous/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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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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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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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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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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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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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.
Coin Values
10 copper = 1 silver 10 silver = 1 gold 10 gold = 1 platinum
BUYING AND SELLING ITEMS
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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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.
Class Experience Points and Bonuses
Character XP Class Skill Cross-Class Feat Ability Score Level Max Rank Max Rank Gained Increase
1 0 4 2 1st — 2 10,000 5 2.5 — 3 30,000 6 3 2nd — 4 60,000 7 3.5 1st 5 100,000 8 4 — 6 150,000 9 4.5 3rd — 7 210,000 10 5 — 8 280,000 11 5.5 2nd 9 360,000 12 6 4th — 10 450,000 13 6.5
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CHATTING
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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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
Command Rank Required
Set Successor Leader Disband Guild Leader Promote Member Leader Demote Member Leader Set MotD Leader, Officer Add Member Leader, Officer Remove Member Leader, Officer Quit Guild Leader, 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 Reduction Defensive – Combat. Grants damage reduction 1/– to all unarmed,
Fast Movement Movement. Barbarians move 10% faster than other characters.
Improved Uncanny Dodge Defensive. Activate this barbarian ability to gain a temporary bonus to
Rage Buff. Adds +4 to Strength, +4 to Constitution, +2 to Will saves, reduces
Trap Sense Defensive – Traps. +1 Reflex save vs. traps, +1 AC vs. trap attacks.
Uncanny Dodge Defensive – 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
Fascinate Charm. Enemies sit quietly and take no actions until attacked.
Improved Inspire Courage Buff – Mind-affecting. Enhances a bard’s Inspire Courage ability
Inspire Competence Buff – Mind-affecting. A 3rd level or higher bard with 6 or more ranks
Inspire Courage Buff – Mind-affecting. A bard with 3 or more ranks in Perform can use
Inspire Greatness Buff. A bard of 9th level or higher with 12 or more ranks in Perform can
Suggestion Charm. 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 Undead Offensive. 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 Courage Defensive – 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 Good Defensive – Combat. All allies within range gain +2 to AC and +2
Divine Grace Defensive – Spells. Charisma bonus applied to all saving throws.
Lay on Hands Heal. Activate this paladin ability to apply a burst of holiness to your
Remove Disease Heal. At 6th level, a paladin can produce a remove disease effect, as
Smite Evil Offensive – Combat. Adds Charisma bonus to a single attack roll
Turn Undead Offensive. 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 Strength Ranged. Strength modifier applied to bow damage. Received level 1.
Improved Wild Empathy Charm. Activate this ranger ability to befriend an animal or beast.
Wild Empathy Charm. 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
Evasion Defensive. Character can avoid attacks with great agility. A successful
Sneak Attack Offensive – 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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Trapfinding Defensive – Traps. Rogues can use Search skill to locate traps when
Improved Evasion Defensive. Like Evasion, except rogue takes only half damage on a
Improved Uncanny Dodge Defensive. Activate this ability to gain a temporary bonus to your AC
Trap Sense Defensive – Traps. +1 Reflex save vs. traps, +1 AC vs. trap attacks.
Uncanny Dodge Defensive – 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 Scroll Spell. 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.
Skill Bbn Brd Clr Ftr Pal Rgr Rog Sor Wiz
Balance C X C C C C X C C Bluff C X C C C C X X C Concentration C X X C X X C X X Diplomacy C X X C X C X C C Disable Device C C C C C C X C C Haggle C X C C C C X C C Heal C C X C X X C C C Hide C X C C C X X C C Intimidate X C C X C C C C C Jump XXCXCXXCC Listen X X C C C X X C C Move Silently C X C C C X X C C Open Lock C C C C C C X C C Perform C X C C C C C C C Repair C C C X C C X C X Search C C C C C X X C C Spot C C C C C X X C C Swim X X C X C X C C C Tumble C X C C C C C CC Use Magical Device C X C C C C X CC
X – Class Skill C – Cross Class Skill
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FEATS
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 Feats Description
Cleave Offensive – Melee. Attacks your enemies in a wide arc. Prerequisite:
Power Attack.
Many Shot Ranged. Enables character to fire two or more arrows at a target at
Power Attack Offensive – Melee. Reduces attack rolls by the character’s base
Precision Defensive – Combat. While using Precision mode, you trade half of
Resilience
Sap Offensive – 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 Expertise Defensive – Combat. While using Combat Expertise mode, you trade
Defensive Fighting Defensive – Combat. While using Defensive Fighting mode, you
Great Cleave Offensive – Melee. Attacks enemies in a wider arc than Cleave.
Hamstring Offensive – Melee. You may reduce the target’s movement rate for a
Improved Feint Offensive – Melee. An attack which also Bluffs an enemy, enabling
Improved Sunder Offensive – Melee. Using this attack improves your ability to reduce
Improved Trip Offensive – 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.
Prerequisite: Intelligence 13, Combat Expertise, Sneak Attack & rogue 1.
Prerequisite: Intelligence 13, Combat Expertise,
Prerequisite: Strength 13, BAB +1, Power Attack &
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Slicing Blow
Sneak
Spring Attack Offensive – Melee. You suffer no penalties when attacking while
Stunning Blow Offensive – Melee. Using this attack, you may stun the target for a
Sunder
Trip Offensive – Melee. Using this attack, you may trip the target, ren-
Whirlwind Attack Offensive – 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 Feats Description
M
Empower Healing Spell Heal. Healing spells have a greater effect but cost more spell points.
Empower Spell Offensive – Spells. Damage spells deal more damage but cost more
Enlarge Spell Offensive – Spells. Spells have greater range but cost more spell
Eschew Materials Spells. While this metamagic feat is active, normal material compo-
Evasion Defensive. Character can avoid attacks with great agility. A suc-
Extend Spell Spells. 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:
Athletic Skill. 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.
Bullheaded Skill. You are exceptionally headstrong and difficult to sway. You
Combat Casting
Discipline
Dodge
efensive.Negates penalties from wearing heavy armor.Received
D by cleric 1 & fighter 1 & paladin 1.
barbarian 1 & bard 1 & cleric 1 & fighter 1 & paladin 1 & ranger 1 & rogue 1.
Received by barbarian 1 & cleric 1 & fighter 1 & paladin 1.
receive a +1 on all Will saves and +2 bonus on Intimidate checks.
Spell. You gain a +4 bonus on Concentration checks.
Defensive – Spells. You are difficult to distract with spell or blow.
You receive a +1 on all Will saves and +2 bonus on Concentration checks.
Defensive – Combat. Grants you a +1 dodge bonus to your Armor
Prerequisite: Dexterity 13.
Class.
Heighten Spell Offensive – Spells. While this metamagic feat is active, spells are
Maximize Spell Offensive – Spells. Damage spells deal extreme damage but cost
Quicken Spell Offensive – Spells. While this metamagic feat is active, spells cast
Passive Feats Description
Acrobatic Skill. You receive a +2 bonus on Jump checks and Tumble checks.
Adamantine Body
Alertness Skill. 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 Turning Offensive. Allows you to turn undead four more times per rest peri-
Great Fortitude Defensive. 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 Run Spell. Able to move around more quickly when casting a spell.
Improved Critical Offensive – Combat. Doubles your critical hit range when using a
Improved Fortification Defensive – Combat. Improves your warforged fortification, gaining
Improved Mental Toughness
Improved Shield Bash Offensive – Melee. Keep your shield bonus when bashing.
Prerequisite: Dexterity 13, Able to cast 5th level spells, Combat
asting, Mobile Spellcasting.
C
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 Proficiency Offensive – Combat. You do not suffer an attack penalty for martial
Mobile Casting Spell. Able to move around slowly when casting a spell.
Passive Feats Description
Mental Toughness Spell. 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 Mastery Defensive – Combat. Increases the amount of damage you can
Improved Turning Offensive. 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 Warforged Defensive – Combat. You gain damage reduction of 1, or improve Damage Reduction your existing damage reduction by 1.
Iron Will Defensive. 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 Body Defensive – Combat. Mithral Body counts as light armor, grants a
Mithral Fluidity Defensive – Combat. The maximum Dexterity bonus you have is
Mobility Defensive – Melee. Adds a +4 bonus to Armor Class while tumbling.
Negotiator Skill. You receive a +2 bonus on Diplomacy checks and Haggle
Nimble Fingers
Point Blank Shot
Rapid Reload
Rapid Shot Offensive – 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 Poison Defensive. You’re especially resistant to poison, thanks to years of
training. You receive a +4 bonus on all saves against poison.
Two-weapon Fighting Offensive – 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 Run Movement. 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)
Stealthy Skill. 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 Resistance each (+6 total racial).
Warforged Greater Sleep Defensive. Increases sleep and paralysis Fortitude/Will (Fortitude & Paralysis Resistance only 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 Resistance racial).
Weapon Finesse Offensive – 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 Defense Defensive – 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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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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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
Brand:
Liz Schuh, Brand Director, Dungeons & Dragons
Scott Rouse, Senior Brand Manager, Dungeons & Dragons Charles Ryan, Brand Manager, Dungeons & Dragons Rich Redman, Assistant Brand Manger, Licensing
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
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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.
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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.
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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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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
Legal Notices
© 2006 Atari Interactive, Inc. All Rights Reserved.
ted receipt and packaging.
TURBINE, INC., ONLINE SERVICES END-USER LICENSE AGREEMENT
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,”“weor 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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