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A Newbie’s Guide to DDO: Part 1 - The Basics - Page 3

Updated Tue, Apr 12, 2011 by jeffprime


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Build Points

Before you can begin adventuring in the world of Eberron, you must first mold yourself out of the clay from which you come. Dungeons and Dragons Online allows you the freedom to create your own path by choosing what your stats will be. To do this, you spend Build Points. You begin your existence with all your stats at 8. From there, you can spend Build Points to increase your stats from that base of 8. How many points, you ask? Well, the gods have seen fit to give you 28 Build Points to use (or you can purchase the ability to have 32 Build Points from the DDO store). Here is the breakdown of the cost for a stat.

Stat: Building
Points:
Stat: Building
Points:
8 0 14 6
9 1 15 8
10 2 16 10
11 3 17 13
12 4 18 16
13 5

As you can see, having an 18 in a stat at the beginning of your adventuring life is extremely expensive. If you’re using the standard 28 Build Points, having an 18 takes over half of your total points. You must choose wisely, my friend.

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What to buy? So few points...so many wants...

Racial Modifiers

Your race also impacts your stats. Everyone knows that Elves are more graceful than Half-Orcs…and far better looking, I might add! Did I ever tell you about the time that a Half-Orc chieftain wanted me to marry his daughter? That was a very narrow escape, praise the gods. What was that you said? Get on with the racial modifiers? Oh my, forgive my ramblings. In my dotage, I do tend to get sidetracked and begin talking about some ancient event like the time some friend and I…..what? Right….racial modifiers. Here is a quick summary of how the various races modify the starting stats of your character. Please note that these modifiers occur after you have spent your points.

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Drow get lets of bonuses...
and are extremely hot.
Drow Elf: +2 Dexterity, +2 Intelligence, +2 Charisma, -2 Constitution
Dwarf: +2 Constitution, -2 Charisma
Elf: +2 Dexterity, -2 Constitution
Half-Elf: None
Half-Orc: +2 Strength, -2 Intelligence, -2 Charisma
Halfling: +2 Dexterity, -2 Strength
Human: None
Warforged: +2 Constitution, -2 Wisdom, -2 Charisma

Saving Throw

In the course of your journeys, you will face many dangers that will require you to make a Saving Throw. A Saving Throw is made when you attempt to resist some form of attack, be it magical or natural. When you make a Saving Throw, the 20 sided die is rolled and your bonuses to the save in question is added. Your bonuses to the die roll are based on your level, class, and ability scores. There are three kinds of Saving Throws:

  • Fortitude: This type of save is made to pit your ability to stand against attacks that affect your physical health, such as poisons. Constitution is the ability that impacts this save.
  • Reflex: This type of save is made when you can dodge out of the way of an attack and avoid (or reduce) the damage you would have taken. Examples are dodging a fireball thrown by an enemy wizard or whirling blades from traps in the floor. Dexterity is the ability used for this type of save.
  • Will: This type of save is made to resist mental attacks upon you such as Hypnotism spells or Otto’s Irresistible Dance, which makes you dance in place without the ability to defend yourself. Wisdom is the stat that is used for this type of save.

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Better hope you make that Reflex Save...those spikes look sharp!

I hope that these words of knowledge will help you in your quest, my friend. The hour grows late and these old bones need their rest. However, we are not yet done. There is more for me to tell you, but we have covered many of the basics so far. My belief is that if you know why and how things happen in the world, you will be better informed to make wise choices. My belly is now warm from fine ale and I will return after some rest. Prelixin will not let you down, my friend. Good night and dream of a dragon’s hoard!

dungeons and dragons online



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