Raid loot mechanic/Old raid loot rules

The raid loot mechanic for DDO has changed through the history of DDO. In module 5 the raid loot mechanic changed vastly enough that this ruling guide is no longer relevant to the current game. It's maintained here solely for history purposes.

Loot distribution
In most quests, all loot distribution is automatically handled by the game. Items are automatically reserved for specific random players whenever a chest is opened, and since more loot is generated when there are more party members, there's never any basis to dispute who gets what.

However, raids previously uses a rivalrous loot mechanic, meaning players must stop and decide who gets it. This primarily occurs in the three timed raids: Vault of Night, Twilight Forge, and Zawabi's Revenge. (To a minor extent, it can happen in VON4, Relic of a Sovereign Past, and Whisperdoom's Lair also). In those raids, only two pieces of named loot can be received, and they are pemanently bound once anyone picks them up. Thus, there are various methods devised to decide which player gets which items. This guide covers a few of the methods once used.

Universal rolling
By far the most common method is for each player to /roll 1d100 and give the item to the highest result. If nothing else is discussed and agreed upon before starting the quest, this should be assumed. There are specific complications which may come up; the party leader may want to go over them before starting. (If the other players don't ask about it first, then these points are at the leader's discretion)
 * Separate rolls for the two items, or a combined roll which goes to whichever item the winner picks?
 * Can you roll on both items, or only one?
 * If you can roll on both, are you allowed to roll for the second if you win the first?
 * If you win, but decide you don't really want the item, does it go to the second-highest, or can you choose who gets it?

Note that some leaders also decide to prohibit specific classes/builds from rolling on certain items. If that is done, the rest of the group must be informed before the quest starts. (In general, that limitation is not necessary, because someone who wins an item useless to his character will earn a punishingly negative reputation)

Caution should be paid to the possibility of someone trying to cheat this roll system and simply typing in a higher roll in their chat bar rather than typing /roll 1d100, this can easily spotted by the 'name says' in front of the roll instead of 'name rolls'. Some more experienced players will run with new groups to try use this method of getting the loot and hoping the new players do not notice this cheat.

Random Loot Mode
DDO provides an optional in-game mechanic to emulate the Universal Rolling system. The raid leader can right-click on the party list and change to random loot mode, which means that on completion of the quest, two random members get Gylphs of Warding, which can be exchanged for the special loot. In that mode, those members are free to keep an item for themselves, or to distribute the glyph as they see fit (possibly allowing the other players to roll for it)

DKP
The Dragon Kill Point system is well known from other MMORPGs. It requires a degree of out-of-game record keeping, and so is not popular in DDO. Each player who participates in a successful raid earns a point which can be spent to buy ownership of one of the raid items. A degree of fairness is created, because those players who have gone the longest without getting an item will have first pick of the next loots.

There are many variations of DKP rules to address assorted shortcomings. See the generic. An example of DKP in DDO can be seen here.

Nudged raidrolls
Nudged Raidrolls is a variant system of Universal Rolling. It allows any character to potentially win any item, but there is a small nudge factor pushing items towards those characters most able to use it.

Each player who desires an item rolls 1d100 and then adds a modifier based on the attributes of her character. If the winning player changes her mind and doesn't want the item, it goes to the runner-up. Obviously, modifications to the system are possible if agreed upon before starting the quest- the most obvious is to apply a multiplier to all nudges, such as a 2x factor, because the nudges as listed are unlikely to sway the result strongly.

A character uses the modifier for any requirement she will meet eventually, even if it is not now met (such as taking Khopesh proficiency later). When a class is listed, it means the character must be mainly or substantially of that class (not merely splashed). Ability score requirements can be met with items.

Some definitions before we begin:
 * Battling : Characters which frequently damage monsters with physical weapons (Specifically, this includes Fighters, Barbarians, Paladins, and Rangers)
 * Non-battling : Characters that either damage monsters with spells, or support the party in nonaggressive ways.

Vault of Night
Belt of Mroranon:
 * See: Strength Tome, below

Helm of Mroranon:
 * See: Wisdom Tome, below

Cloak of the Silver Concord:
 * +20 uses UMD

Ring of the Silver Concord:
 * See: Charisma Tome, below

Dragon's Eye:
 * +20 casts damaging spells
 * -100 cannot cast spells

Hammer of Life:
 * -20 can cast Restoration
 * -10 can cast Lesser Restoration (including from wands)

Ironweave Robe:
 * +20 Dexterity over 28
 * +20 can cast lightning spells

Kundarak Delving Suit:
 * -10 Dexterity under 20
 * -10 Dexterity under 22

Kundarak Warding Bracers:
 * -20 Lawful or UMD > 19
 * -20 Chaotic and non-Cleric

Sword of Shadows:
 * +20 has Improved Critical Slashing
 * -20 no Greatsword proficiency
 * -40 uses Weapon Finesse

Twilight Forge Items
Gyroscopic Boots:
 * -20 can cast Haste

Seven Fingered Gloves:
 * +20 uses UMD
 * +10 uses Disable Device, but not UMD
 * +20 Wizard/Sorcerer
 * +10 Bard
 * +10 Wizard/Sorcerer and Warforged

Chattering Ring:
 * -20 AC under 35
 * +10 AC over 40

Jungle Cloak:
 * -20 able to use Cure Light Wounds wand

Skull Fetish Mask:
 * See: Charisma Tome, below

Bravo Sword:
 * +10 Weapon Finesse
 * +10 Weapon Focus: Pierce
 * +20 Two Weapon Fighting

Centurion Armor:
 * -20 Dexterity under 14
 * +10 Cleric (because can cast Shield of Faith instead of wearing Spectacular Optics)
 * +10 Chaotic, UMD < 20, non-Cleric (because can use cast Iron Manacles instead of wearing Spectacular Optics)

Zawabi's Revenge Items
Bracers of the Demon's Consort:
 * -20 Lawful or Chaotic or UMD > 19
 * +10 can cast Restoration (including items)

Marilith Chain:
 * -20 Good aligned

Bramble casters:
 * -10 Barbarian

Green blade:
 * +30 uses damaging spells
 * +5 Weapon Finesse
 * +10 Improved Critical: Slashing

Lion-headed Belt:
 * +10 Fighter/Barbarian/Paladin/Ranger
 * +0 battling Rogue/Bard/Cleric
 * -10 Wizard/Sorcerer or non-battling Rogue/Bard/Cleric
 * -5 additional Paladin/Wizard

Pouch of Jerky:
 * -10 able to use Cure Light Wounds wand

Sandstorm Goggles:
 * -20 able to cast True Seeing

Cloak of the Zephyr:
 * -20 can cast Blur or Displacement

Staff of Arcane Power:
 * +20 Wizard/Sorcerer/Bard
 * -100 cannot equip or use UMD to equip

Cloak of the Zephyr:
 * -20 can cast Blur or Displacement

Chaosblade:
 * -80 non-Chaotic and UMD < 20
 * -10 Lawful
 * +20 Khopesh proficiency
 * -20 Weapon Finesse

Seal of the Earth:
 * -20 can cast Barkskin
 * -20 can cast Stoneskin

Storm:
 * -10 Bard (the Competence bonus of Storm does not stack with Inspired Attack)
 * -10 has Manyshot

Torc of Prince Rayum-de:
 * -100 no spellpoints
 * +10 casts non-damaging spells on enemies
 * +10 battling (gets hit often)

Reaver's Fate Items
Cloudburst
 * +20 Improved Critical Slashing
 * -20 Sword of Shadows

Tenderizer
 * +30 Stunning Blow feat
 * -10 Martial Weapon proficiency (i.e. having 1 level of Ftr, Bbn,Pal or Rng)

Dreamspitter
 * +30 Wizard/Sorcerer
 * +20 Bard
 * +10 Cleric
 * +10 Power Attack
 * +10 Improved Critical:Bludgeoning

Treason
 * +10 Weapon Finesse
 * +10 Weapon Focus: Pierce
 * +10 Two Weapon Fighting
 * +2 per rogue level
 * -20 Intimidate

Madstone Shield Note: Raid Leader may want to exercise his/her veto power in the scenario where a high dex player would lose AC; not allow player to win shield over someone who can actually benefit from it.
 * -20 for having 1 level of Fighter; free tower shield proficiency.
 * -80 More than 16 dex and tower shield would limit AC from higher Dex/lower overral AC, assuming no Fighter enhancements ->Fighter Tower Shield Mastery enhancement to counteract.

Stormreaver's Napkin
 * +40 Wizard
 * +30 Sorcerer
 * +20 Bard or caster-Cleric
 * +10 other Cleric
 * +5 Disable Device
 * +10 Bard or Sorcerer with Skull-fetish Mask

Head of Good Fortune
 * +10 UMD skill
 * -10 Recitation spell

Madstone Boots
 * -20 Full caster (wiz/sor/cle/brd)
 * -10 other caster
 * -10 +5/+6 dex item

Ventilated Bracers
 * +20 Disable Device
 * +10 Non-Lawful, non UMD 20 character (i.e. cant wear Chaosgarde) who would benefit from additional Dex for AC or Attack Bonus

Generic Items
Strength Tome:
 * +20 Fighter/Barbarian/Paladin/Ranger
 * +00 battling Rogue/Bard/Cleric
 * -20 Wizard/Sorcerer or non-battling Rogue/Bard/Cleric

Dexterity Tome:
 * +20 Rogue/Ranger/Fighter/Bard/ with Weapon Finesse or ranged-attack focus
 * +0 other class with Weapon Finesse or ranged focus or gains AC from higher dex
 * -20 others

Constitution Tome:
 * +10 Barbarian

Intelligence Tome:
 * +20 Wizard
 * +10 non-Wizard, uses Disable Device

Wisdom Tome:
 * +20 Cleric
 * +10 spellcasting Paladin/Ranger
 * +10 casts offensive Cleric spells

Charisma Tome:
 * +20 Sorcerer/Bard/Paladin
 * +0 non-Bard with UMD
 * -20 others
 * -20 additional if CHA is a dump stat for character, i.e. dwarven barbarian w/ 6 CHA.

Note: In the interest of simplicity, it may be best not to take into account items/enhancements that may be swapped in/out when determining bonuses for tomes. I.E. a human Fighter wearing +5 mithral full plate who has 16 Dexterity with a Dexterity +1 Human Adaptability enhancement would still get +0 and not -20 to roll for a Dexterity tome since 16 Dexterity would "increase" his AC wearing +5 mithral full plate.