Category:Skills

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 additional skill points, compared to other races.

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

These are all the skills present in DDO at launch:

Passive skills

 * Balance (Dex): Increases the speed with which you get up after being knocked down.
 * Concentration (Con): Allows you a chance to continue casting a spell after being damaged or otherwise interrupted. Allows monks to retain Ki.
 * Haggle (Cha): Allows you to negotiate better prices with vendors.
 * Hide (Dex): Allows you to sneak past monsters, avoiding their sight. Hide ties directly into the feat Sneak.
 * Jump (Str): Allows you to jump higher.
 * Listen (Wis): Allows you to hear approaching enemies.
 * Move Silently (Dex): Allows you to sneak past monsters, avoiding their hearing. It ties directly into the feat Sneak.
 * Perform (Cha): 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.
 * Spot (Wis): Allows you to notice hidden doors, traps, objects, and hidden enemies nearby -- without having to explicitly Search for them. No die roll is involved. If your score is high enough you will always succeed and if it's too low you'll never find something.
 * Swim (Str): Allows you to swim faster and for a longer period of time underwater.
 * Tumble (Dex): 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 backflips instead of rolling.
 * Use Magic Device (Cha): Grants you the ability to use magic devices which you could not normally use.

Active skills

 * Bluff (Cha) (6 second cooldown): Allows you to bluff certain NPCs or make a monster vulnerable to a sneak attack. After a one second pause for disruption of bluff, if successful it draws the attention of the selected target. This can be done with out disturbing sneak mode. This works as mob pulling skill.
 * Diplomacy (Cha) (10 second cooldown): Allows you to negotiate more effectively with certain NPCs and to encourage monsters to find targets other than yourself.
 * Disable Device (Int): 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.
 * Heal (Wis) (1 second cooldown): 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.
 * Intimidate (Cha) (6 second cooldown): 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. ✅.
 * Open Lock (Dex): Allows you to attempt to open locked doors, chests, and other objects. Using the skill consumes one thieves’ tool.
 * Repair (Int) (1 second cooldown): 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.
 * Search (Int) (1 second cooldown): 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.