Skills

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As your Character increases in level they will gain skill points. The rate at which you gain points is dependant on your race, class as well as your intelligence modifier. For example, Fighters gain two points per level + their intelligence modifer, while Rogues gain 8 points per level + their Int modifier.

You can find the number of skill points for each class on the classes page. Note also that humans get 1 additional skill point, compared to other races.

Note: Even if your Character starts with 6 Intelligence (Half-Orc) and Character's class has 2 base skill points per level, your Character will still get 1 skill point.

Which skills will your character really need to thrive in DDO? Read Skill usefulness.

Follows all the skills present in DDO.

Skill Ability Type Description
Balance Dexterity Passive Increases the speed with which you get up after being knocked down.
Bluff Charisma Active Allows you to bluff certain NPCs, draw monsters away from their group, or make an individual monster vulnerable to sneak attack for six seconds. You also gain a decrease in threat generation for a short period of time after successfully using this ability. (15 second cooldown, Shares cooldown with Diplomacy)
Concentration Constitution Passive Allows you a chance to continue casting a spell after being damaged or otherwise interrupted. Allows monks to retain Ki.
Diplomacy Charisma Active Allows you to negotiate more effectively with certain NPCs and to encourage monsters to find targets other than yourself. Any accumulated threat you have with enemies that you successfully diplomacize is reduced. (15 second cooldown, Shares cooldown with Bluff)
Disable Device Intelligence Active Can be used to disarm traps in dungeons. Requires that the control box of the trap has been located by a successful Search check. If the Disable Device check succeeds, you disable the trap. If it fails by 4 or less, you have failed but can try again. If you fail by 5 or more the control box explodes (causing some damage to those in an area around the box) and can't be used again (the trap will remain dangerous, of course!). Using this skill consumes one thieves' tool.
Haggle Charisma Passive Allows you to negotiate better prices with vendors.
Heal Wisdom Passive/Active Allows you to revive unconscious and bleeding companions to 1 hit point (each attempt requires one healing kit). Also, the character with the highest Heal skill is used when using Rest shrines to dictate how much health is recovered. Does not affect Warforged characters. (1 second cooldown)
Hide Dexterity Passive Allows you to sneak past monsters, avoiding their sight. Hide ties directly into the feat Sneak.
Intimidate Charisma Active Allows you to intimidate certain NPCs and to draw the attention of monsters while in battle. You will suffer a -4 penalty to your intimidate skill for every size category you are smaller than the creature your are trying to intimidate, or +4 for every size category your are larger. Halflings suffer a -4 penalty to Intimidate due to their small size. (15 second cooldown)
Jump Strength Passive Allows you to jump higher. This skill has a maximum cap of 40. 9th level and higher casters can cast +30 Jump (spell)
Listen Wisdom Passive Allows you to hear approaching enemies. You will be notified by red pulses (footsteps) as they approach. There are certain quests that utilize the listen check for floor-crumbling traps (i.e. The Chamber of Raiyum).
Move Silently Dexterity Passive Allows you to sneak past monsters, avoiding their hearing. It ties directly into the feat Sneak.
Open Lock Dexterity Active Allows you to attempt to open locked doors, chests, and other objects. Using the skill consumes one thieves’ tool.
Perform Charisma Passive Allows you to use and improve your musical ability to inspire and fascinate others. This skill is required for bards to be able to use their Bardic Music.
Repair Intelligence Passive/Active Allows you to restore a disabled warforged character to 1 hit point (each attempt requires one repair kit). Also, the character with the highest Repair skill is used when using Rest shrines to dictate how much health is recovered. Only affects Warforged characters. (1 second cooldown)
Search Intelligence Active Allows you to find hidden doors, traps, and objects when activated. Note that (like Spot) there is no die roll involved. If your score is high enough you will always succeed and if it's too low you'll never find something. (1 second cooldown)
Spot Wisdom Passive Allows you to sense nearby hidden doors, traps, objects, and stealthed enemies. Except for the enemies, the exact locations will be unknown until a search check is successfully made.
Swim Strength Passive Allows you to swim faster and for a longer period of time underwater.
Tumble Dexterity Passive Allows you to tumble and roll away from attacking enemies. Tumbling can be accomplished by blocking and using a movement key. A skill rating higher than 30 allows you to dive to the side and do back flips instead of rolling.
Use Magic Device (UMD) Charisma Passive Grants you the ability to use magic devices which you could not normally use. This also allows you to bypass racial and alignment restrictions upon items.

[edit] See also

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