So, you guys want to get into DDO, huh? I used to play the shit out of DDO, and I will tell you right now, you will probably ruin your first character and have to re-roll at level 9 or 10... unless you follow a build. I highly recommend doing this, as it will stop you from taking feats and skills which SOUND useful, but are in fact complete garbage. You might be saying to yourselves, but I want to build my character however I wantttt, or you might be saying I don't even want to play this game anymore this sounds dumb. Well, ok, some of it is. But the first time you kill a beholder, or a giant, or lord knows what other monstrous creature, you will feel awesome. A lot of the quests have a ton of detail put into them and have an actual DM narrating for you. It's pretty awesome (and also occasionally hilarious because the DM will voice enemy NPC's sometimes). Also there's a level narrated by Gary Gygax which is really cool. Anyways, if you're still here, I'm going to throw you a build guide. Please, please follow a build on your first character or you will be very very sad and unable to complete quests later on and it will suck.
WHEN FOLLOWING THESE BUILD GUIDES, BE SURE TO PICK CUSTOM AND NOT THE ACTUAL PRE-BUILT PATH AS THE BUILDS DO WHAT THE PRE-BUILT PATHS SAY THEY'LL DO, AND YOU NEED TO SWAP FEATS AND SKILLS AROUND!Newbie build guidesHere is some other useful information which might help you when you're making characters:
Stats
(Stat - 10) / 2 = your modifier, this is what actually affects things. Odd stats don't provide you with any bonus, but there are sometimes reasons to start with odd numbers. Ideally you don't want any end-game if you can help it. And yes, this can be a negative modifier for stats under 10.
Strength - Attack/damage, this is sizable factor in your ability to hit or do damage to things in melee combat.
Dexterity - Armor Class and Reflex Save, this is limited by the armor you wear. Robes have no Maximum Dexterity limit, but other than that wearing armor can impede the amount of bonus you can derive from this. Its also used for your ranged attack bonus (but not damage!) in place of strength. Don't invest in this for armor class unless you have something very specific in mind -- armor class is currently not that useful past level 10~.
Constitution - Hit Points and Fortitude Save, you get your con bonus * level in extra hitpoints, this is a stat that everyone should strongly consider. A general rule is to not start with less than 14 unless you have a good reason.
Intelligence - Skill points and Wizard casting. How many skill points you get is based upon your class, but you get one extra, per level, for every int modifier you have. You also need 10 + Spell Level, minimum, to cast as a wizard. Wizards want this maxed, many other classes can consider it a dump stat or low depending. For a wizard this is their bonus to Spell Difficulty Class stat.
Wisdom - Will Save, Cleric Casting, partial Favored Soul casting. A cleric needs 10 + Spell level, minimum, to cast. It is also their Difficulty Class bonus stat. A Favored Soul uses their wisdom modifier for their bonus to the Spell Difficulty Class.
Charisma - Bard & Sorcerer casting, and partial Favored Soul Casting. All three of these need 10 + Spell Level, minimum, to cast. For Bards and Sorcerers it is also their Spell Difficulty Class bonus stat. For Favored Soul it does nothing other than small bonus SP after you have the minimum needed for your spells, not worth raising past 12 or so for a Favored Soul.
Casting stats also provide bonus Spell Points (SP), and each stat is also tied to some skills. This isn't something you really need to worry about though in most cases.
Races
Human: The most populous and dominant race of Eberron, humans have found strength in their versatile nature.
Benefits: 1 extra Feat at level 1, +1 Skill point per level (4 more at level 1), good racial enhancements, no stat bonuses or penalties.
Penalties: No stat bonuses, if you want to count that as one.
Recommended Classes: Any.
Unsuited Classes: None.
Favored Weapons: None specifically.
Elf: Thin and waifish, elves in Stormreach are often affiliated with House Phiarlan, working as master spies, illusionists and bards.
Benefits: +2 Dexterity. Solid caster enhancements.
Penalties: -2 Constitution.
Recommended Classes: Wizard, Sorcerer, Favored Soul, Cleric.
Unsuited Classes: Frontline melee. -2 Constitution isn't the end of the world, but it hurts when you're the guy whose likely to be hit.
Favored Weapons: Longsword and Rapier OR Scimitar and Falchion.
Dwarf: Former slaves of the giants, many dwarves in Stormreach find employ in House Kundarak where they work as guards, soldiers, wizards specializing in magical wards and are in charge of much of the banking of the city.
Benefits: +2 Constitution. Solid melee based racial enhancements, though they can be a tight fit depending on build.
Penalties: -2 Charisma.
Recommended Classes: Fighter, Barbarian, Ranger.
Unsuited Classes: Sorcerer, Wizard, Favored Soul.
Favored Weapons: Dwarven Axes and Greataxes.
Halfling: Halflings are short humanoids, often characterized by their nomadic heritage and wanderlust. While often independant, many halflings owe allegiance to House Jorasco in Stormreach, serving as herbalists, alchemists and healers..
Benefits: +2 Dexterity. Racial enhancements for sneak attacks as well as buffing a single friend.
Penalties: -2 Strength.
Recommended Classes: Rogue, Bard, and Cleric.
Unsuited Classes: Fighter, Barbarian and Ranger.
Favored Weapons: Throwing (but don't try to use them as your main weapon, seriously).
Warforged: Living constructs born from the fires of the Last War, these beings seek to find a place for themselves in more peaceful times. While they are technically living creatures, warforged have no need to eat, breathe or sleep and tend to have a hard time adapting to life around those who do.
Unlock: Free to VIPs, purchased for 795 Turbine Points otherwise.
Benefits: +2 Constitution. Strong innate immunities. Capable of being healed by the Repair line of spells.
Penalties: -2 Charisma, -2 Wisdom. Healed half as much by Divine Magic (this can be increased with enhancements).
Recommended Classes: Wizard, Sorcerer, Artificer, Favored Soul.
Unsuited Classes: Cleric, Rogue.
Favored Weapons: Any Two-handed weapon.
Drow: Fiercely territorial and devoted to preserving the traditions of their heritage, drow are cousins to the lighter skinned elves. While drow are not inherently evil, their morality and worship of the scorpion god Vulkoor often makes it appear that way to outsiders.
Unlock: 400 total favor on one character, or bought for 995 Turbine Points. Not recommended for purchase via TP, 400 favor is attainable rather quickly.
Benefits: +2 Dexterity, +2 Intelligence, +2 Charisma.
Penalties: -2 Constitution. No access to 32 point builds.
Recommended Classes: Wizard, Sorcerer, Cleric, Favored Soul.
Unsuited Classes: Any frontline melee.
Favored Weapons: Rapier and Shortsword.
Half-Orc: Children of the union of humans and orcs, half-orcs are often looked down upon by the other civilized races for their somewhat savage nature. Many half-orcs work for House Tharashk, where their abilities to track down treasure proves useful.
Unlock: Free to VIPs, purchased for 1,295 Turbine Points otherwise.
Benefits: +2 Strength. Solid melee enhancements.
Penalties: -2 Intelligence, -2 Wisdom.
Recommended Classes: Fighter, Barbarian.
Unsuited Classes: Cleric, Favored Soul, Sorcerer, Wizard, Bard, Artificer.
Favored Weapons: Any Two-handed weapon.
Half-Elf: Descended from elves and humans, half-elves now have formed their own unique race apart from their parent races. House Lyrander, responsible for the creation of airships and the transport business they generate, is formed of mostly half-elves.
Unlock: Free to VIPs, purchased for 1,195 Turbine Points otherwise.
Benefits: Dilettante feat letting you have minor access to a single other classes abilities (such as cleric wands as if you were a level 1 cleric). Access to some of the Human and Elf enhancements.
Penalties: No stat bonuses, and no extra Feat slot like a Human has.
Recommended Classes: Any.
Unsuited Classes: None.
Favored Weapons: None specifically.
Classes
A note on roles: Tanking is not like you're used to in other MMOs. You can use intimidate and a shield and pretend you're a normal MMO tank, but there are very few situations (usually raids) where this is all that effective. Otherwise a tank is just someone with good hp and if you can get there without giving up much: some passive damage reduction or AC. For normal questing no one is designated as a tank usually.
Recommended Two-Handed Weapons: Falchion, Greatsword, Greataxe. In that order, though dwarves may favor a Greataxe.
Recommended One-Handed Weapons: Khopesh, Scimitar/Rapier. Note that Khopesh costs a feat slot and is likely to be more expensive on the Auction House. Worth considering in the teens however.
Recommended Caster Weapons: If meleeing, see above. For actual casting you're looking for items that boost a specific type of damage by 15-75% for 3 minutes as a clicky. Such as Inferno, Brilliance, Ardor. You'll also want to look for a one-handed Potency item as a back-up or for the rare typeless damage spell. The actual type of item doesn't matter, just it's clicky.
Barbarian: Do you like hitting things? Do you like hitting things a lot? I mean over and over don't stop hitting things DON'T STOP SMASHING THINGS IN THEIR FACES THROUGH THE RED HAZE OF BLOOD AND FURY!!!!!
Role: Melee Damage, Tank.
Recommended Races: Human, Dwarf, Half-orc.
Stats: 12 hp/level. 4 skill points/level.
Bard: You get to spend most of your time singing songs which are either so boring or so incredible (take your pick) that monsters just stand there in a stupor while the rest of your party beats the crap out of them. Also, you have magical parlor tricks that you picked up to impress the ladies at taverns. And because you sometimes impress the ladies at taverns that already have husbands, you've learned to handle yourself in a straight up fight too.
Role: Crowd Control, Buffing, Secondary Melee Damage, Secondary Healing.
Recommended Races: Human.
Stats: 6 hp/level. 6 skill points/level.
Cleric: Do you like praying to gods and killing undead monstrosities with shiny lights? Well boy-howdy, is this ever the class for you. Also I hope you enjoy healing things, because you'll be doing that a lot too. On the plus side, you get to shoot laser beams, call down comets to knock your enemies on their asses, and summon giant walls of spinning blades that enemies just seem to love trundling right into.
Role: Healing, Magic Damage, Buffing, Crowd Control, Secondary Melee Damage.
Recommended Races: Human, Dwarf, Elf, Drow.
Stats: 8 hp/level. 6 skill points/level.
Fighter: You get to hit things. But unlike the barbarian, you get to be tactical about it, using your brains, your smarts, your wits. Which is to say you're slightly more clever than a rock but you've managed to pick up a few dirty tricks along the way to even out a fight when you might be overmatched. Angry ogre lumbering towards you? Knock him on his ass and proceed to introduce your sword into his face.
Role: Melee Damage, Tanking.
Recommended Races: Human, Dwarf, Half-Orc.
Stats: 10 hp/level. 2 skill points/level. Bonus Feats at: 1, 2 and every even level thereafter.
Monk: Monks are masters of enlightenment and serenity, channeling their inner Ki to enable them to perform superhuman feats of strength and agility. Which is a real fancy way of saying they punch the crap out of things using a variety of elemental powers they combine to cause powerful effects. So if you want to shoot fire out of your fists, run across water, leap through the air or use the freaking five step exploding heart technique, this is your class.
Unlock: Free to VIPs, 895 Turbine Points otherwise.
Role: Melee Damage, Tanking.
Recommended Races: Human, Dwarf.
Stats: 8 hp/level. 4 skill points/level.
Paladin: Holy warriors devoted to destroying all things dark, unnatural and unholy in the world. Of course, what is considered dark, unnatural and unholy is purely open to speculation and is at the discretion of the burly dude in platemail with a shining sword. Paladins are tough fighters, able to cleave through swaths of foes without breaking a sweat, and if that weren't enough, their gods give them all kinds of spells to make slaughtering everything even easier.
Role: Melee Damage, Tanking, Secondary Buffing.
Recommended Races: Human, Dwarf.
Stats: 10 hp/level. 2 skill points/level.
Ranger: Friends of nature, companions to all manner of beasts and plants and hahaha who am I kidding. Rangers are racist bastards who specifically pick a group of enemies to hate and get bonuses to slaughtering them wholesale. In order to help them out in their quest to exterminate all life on the planet, they recieve free feats to allow them to dual wield and use bows more effectively. Additionally, rangers get some pretty useful utility spells, including some that help them kill things even better.
Role: Dual Wield Melee Damage, Tanking, Secondary Ranged Damage, Secondary Buffing.
Recommended Races: Human, Dwarf.
Stats: 8 hp/level. 6 skill points/level.
Rogue: Yeah you're not as tough as a fighter and you don't hit as hard as a barbarian. You have less hit points than even a cleric. So why would you want to be a rogue? Because you can learn every single useful skill in the game, and, while your friends are busy getting their spleens stuck full of swords, you get to stab enemies for sneak attack damage. So what you might say. Oh boy, I get to do damage if things aren't hitting me. Well, one of those skills you can learn makes things forget about you, and attack your friends. Which even if you're not trying to get sneak attack damage is still a great party trick. And as for the damage itself? Well, let's just say you will murder the shit out of everything. So to recap: you get to be batman.
Role: Melee Damage, Secondary Trap Disarming.
Recommended Races: Human, Halfling, Elf, Dwarf.
Stats: 6 hp/level. 8 skill points/level.
Note: You generally can't sneak attack while solo, making pure rogues one of the worst choices for soloing.
Wizard: So all that reading in some poorly lit dingy room finally paid off. You can now cast magic missile! How proud you must be! But wait, you just gained a few levels and now you can create walls of fire on the ground that incinerate everything. Oh what's that? You've gotten some more spells now and learned some forbidden necromantic arts and are now a lich that can easily instantly kill entire rooms full of enemies with a single spell? Surely no self-respecting wizard would turn to the forbidden arts of necromancy in order to gain incredible godlike power. That would just be wrong.
Role: Magic Damage, Crowd Control, Buffing.
Recommended Races: Human, Warforged, Elf.
Stats: 4 hp/level. 2 skill points/level. Bonus Feats at: 1, 5, 10, 15, 20.
Sorcerer: Books and scrolls? Screw that stuff. You're better than a wizard because you don't need none of that there book learnin. You gain spells naturally as you level up, and sure you might not have as many different spells to choose from as one of them book-learned wizards, but you're inherently better at magic than they are. You cast spells faster, have more magical energy to draw on, and can attune yourself to the very elements themselves, gaining incredible power.
Role: Magic Damage, Buffing, Crowd Control.
Recommended Races: Human, Warforged.
Stats: 4 hp/level. 2 skill points/level. Double benefit from SP increasing items. Higher base SP than a wizard or cleric. Faster casting and less recast than a Wizard.
Favored Soul: You're a special person. A very special person. You see, some god decided that you were a pretty cool dude (or dudette) and has decided to make you one of their champions. You have a stronger connection to the divine and as such gain various bonuses related to the god that has chosen you, as well as having more magical power to use on spells. So essentially you're the envy of clerics everywhere. Oh and you get wings. Magic angel wings that let you leap distances and look super cool. And a little glowing light ball friend that hangs out over your shoulder and shoots laser beams at everything, kind of like the shoulder mounted cannon that the Predator has.
Unlock: 2500 Total Favor or 895 Turbine Points.
Role: Healing, Magic Damage, Buffing, Crowd Control, Secondary Melee Damage.
Recommended Races: Human, Warforged.
Stats: 8 hp/level. 2 skill points/level. Double benefit from SP increasing items. Higher base SP than a wizard or cleric. Get a short distance forward teleport with Wings at level 17.
Artificer: You get to be Megaman. No, seriously. You have a cool mechanical dog and an arm cannon that you can charge up which has various effects, much like boss weapons from Megaman games! Other than that, artificers, as their name might imply, are tinkerers and dabblers in mechanical devices. Many use repeating crossbows, though some people do use melee weapons. Additionally, artificers get quite a number of unique spells, several of which can be used to increase damage, bypass damage reduction of enemies, or provide useful defensive buffs. Being tinkerers, they are skilled at disarming traps and also are the best at crafting items, giving them a bit of a unique edge over other classes in that regard.
Unlock: 150 House C favor or 995 Turbine Points. Favor unlock not recommended, difficult even at level 20.
Role: Ranged Damage, Buffing, Secondary Magic Damage, Secondary Trap Disarming.
Recommended Races: Human, Warforged.
Stats: 6 hp/level. 4 skill points/level. Awesome mechanical dog companion.
Druid: Become a bear. Become a wolf. Become a water or fire elemental. Shoot magic. Claw dudes in the face. Write up a better description here when I get unlazy.
Unlock: VIP or Standard Expansion Pack. 1495 TP when available individually in the store.
Role: Healing, Magic Damage, Melee Damage, Tanking, Buffing.
Recommended Races: Unknown. Human and Half Elves are solid choices likely.
Stats: 8 hp/level. 4 skill points/level. Awesome wolf pup companion.
Anyways, I hope anyone who decides to play will stick with it and enjoy it. If you have any questions, I can probably answer them. In conclusion, here is a picture of my sorceror casting disco ball and dancing with the Kobolds.