User:Agonshar/Sandbox

A Guide to playing: Pale Master
The Pale Master class is a good choice of Prestige Enhancement for non-Warforged Wizards primarily because its class relies on one prime [{Ability]] (Intelligence) in order to supply itself with spell points and the level of difficulty check each spell uses in order to penetrate an adversaries spell resistance. The secondary advantage of this class is because it is an Intelligence based Class it is given more skill points to invest throughout leveling. It is a class that takes advantage of an SP based form of self healing ability in the form of aura spells & burst spells. This makes it a highly self sufficient class that requires next to no assistance whilst using a wide array of items in game that are available which enhance its characteristics such as Necromancy spells, Spellcraft skills or spell penetration items.

However while leveling you'll encounter mobs that deal huge light damage and this is the weakness of the Pale Master, possibly one-shotting you while you are in an undead form, the key here is kill it before it kills you and in order to do this you should be fluent and familiar in which spells to take through leveling in order to maximize your ability to deal with quests.

Your insta kill spells will be the core of everythign you do as a pale master, they are:

Finger PK Wail Circle of death Undead to death Ruin

Light Resistance items
Items with Light Resistance are far rarer than other energy resistance items, as it is only available on a very small list of named items. The only one that can be used before level cap is raid loot, which is unlikely to be available for 1st life wizards.
 * Shroud of the Abbot (Improved, and Greater when upgraded, minimum level 14)
 * Raid loot from Ascension Chamber. Old versions (gotten prior to U12) don't have Light Resistance, though can be upgraded to U12 version at the Fountain of Necrotic Might.
 * Epic Phiarlan Mirror Cloak (Greater, minimum level 20)
 * Spell Absorption charges on this item don't work well with Pale Masters. Charges must deplete before you can heal from your Death Aura or Negative Energy Burst.
 * Pale Rod Greater, [[minimum level 20)
 * This is a useful item if you don't want to bother getting the Shroud of the Abbot or Epic Mirror cloak, but if you're looking for a pre-20 item, look futher.

Mapping DDO
If you are a fan of maps, enjoying all their details and subtle differences why not come and help us here on the wiki?!

There are full instructions here: Maps:Help on how to create and edit your own maps, amend exisiting ones; in fact just about everything through to full public availability of your very own maps.

Get stuck in: Maps:Help!

Color Codes
Schemed flow:
 * Visibone: Link
 * 1. Dark Green: DARK GREEN (003300)
 * 2. Mid Green: MID GREEN (336633}
 * 3. Light Green: LIGHT GREEN (99FF33)
 * 4. Yellow:     YELLOW (FFCC66)
 * 5. Light Orange:     LIGHT ORANGE (CC6600)
 * 6. Dark Orange:     DARK ORANGE (FF6633)
 * 7. Dark Red:        DARK RED (663333)


 * 8. Light Red:        LIGHT RED (FF6666)
 * 9. Pink:       PINK (FF00CC)
 * 10. Purple:     PURPLE (9900FF)
 * 11. Dark Blue:  DARK BLUE (000033)
 * 12. Light Blue: LIGHT BLUE (336699)
 * 13. Light Cyan:       LIGHT CYAN (99FFCC)
 * 14. Dark Cyan:       DARK CYAN (33FFFF)
 * In development page has a differing solor scheme specifically for annual seasonal changes.

The Character Sheet
The character sheet is your primary source of all information about all of your characters abilities, attributes, statistics and detailed build information, its your natural go to place as you progress through acquiring everything in DDO from Ability_tomes through to how your saves are calculated. All players visit it constantly, study it and seek to always improve everything they can on it. This guide looks to support you on exactly where to find all detailed information in one central place to help improve your game-play and lessen the time spent researching and locating your required information.

The Character Sheet is divided into five main sections (or TOP/LEFT/RIGHT/BOTTOM for short) plus an extra BIO section:

Informational: Includes Race, Class, Alignment etc. Abilities & modifiers:  Strength, Dexterity, Modifiers which affect them. Attributes: Total hitpoints, spellpoints, Ki etc. Saves:  The saving throws your character makes against game effects. Damage Control: The amount of damage you can negate is displayed here.

Sections:
 * Character Sheet
 * STATS Tab



Informational



 * Build type, Name, Class & Path
 * Build Type: As a first time player or 'first lifer' you won't see the star's icon to the left of your characters name until you TR to a second life or third life character, more information about this: Heroic True Reincarnation
 * Name: Here is how your name appears to all other players on your chosen server.
 * See Character name.
 * Class: A Class is a profession that your character decides to become.
 * See Class, Classes and Multiclass.
 * Path: When creating your character you are given various choices based on the chosen class to take; these are called Paths.
 * See Paths.
 * Race, Alignment & Gender
 * Race: Your chosen Race shows below its class; each race has its own pro's & con's.
 * See Races.
 * Alignment: Alignment of your class is a choice you make based on what type of build you wish to achieve.
 * See Alignment.
 * Gender: Your characters gender shows here.
 * See Gender.


 * Experience, Learning Tomes & Action Points
 * Experience: Your overall experience earned is displayed on an Experience points bar, steadily increasing as you quest throughout DDO.
 * See Experience points.
 * Learning Tomes: To the right of the experience point bar (if you have purchased through the DDO Store are dsiplayed any Tomes which increase the rate at which you gain at XP - there are both Heroic & Epic tomes.
 * See Tome of Learning.
 * Action Points: Each rank you gain earns you one Action Point to allocate to your character, each level has four action points.
 * See Action Point, Rank (level), Progression, Level.

Abilities & Modifiers

 * Strength, Dexterity, Constitution, Intelligence, Wisdom & Charisma. Modifiers.
 * Strength: Strength measures your Player Character’s muscle and physical power. This ability is especially important for fighters, barbarians, paladins, and rangers because it helps them prevail in combat. Strength also limits the amount of equipment your character can carry.
 * See: Strength.
 * Dexterity: Dexterity measures hand-eye coordination, agility, reflexes, and balance. This ability is the most important one for rogues, but it’s also high on the list for Player Characters who typically wear light armor (rangers and barbarians), medium armor (barbarians), or no armor at all (monks, wizards, and sorcerers), and for anyone who wants to be a skilled archer.
 * See Dexterity.
 * Constitution: Constitution represents your Player Character’s health and stamina. A Constitution bonus increases a character’s hit points, so the ability is important for all classes.
 * See Constitution.
 * Intelligence: Intelligence determines how well your Player Character learns and reasons. This ability is important for wizards or artificers as it affects how many spell points they have, how hard their spells are to resist, and how powerful their spells can be. It's also important for any character who wants to have a wide assortment of skills.
 * See Intelligence.
 * Wisdom: Wisdom describes a Player Character’s willpower, common sense, perception, and intuition. While Intelligence represents one’s ability to analyze information, Wisdom represents being in tune with and aware of one’s surroundings.
 * See Wisdom.
 * Charisma: Charisma measures a Player Character’s force of personality, persuasiveness, personal magnetism, ability to lead, and physical attractiveness. This ability represents actual strength of personality, not merely how one is perceived by others in a social setting.
 * See Charisma.


 * Modifiers
 * +1,+2,+3,+4...: A modifier is a number that changes a roll, or a granted ability. It is usually tied to an ability score.
 * See Modifier.

Attributes

 * Hit Points, Spell Points, Spell Power, Ki & Armor Class
 * Hit Points: Hit points, also known as health points (or HP), damage points, or just health (among other synonyms), is a finite value used to determine how much damage (usually in terms of physical injury) a character can withstand. When a character is attacked, or is hurt from a hazard or fall, the total damage dealt (which is also represented by a point value) is subtracted from their current HP. Once their HP reaches 0, the character will fall unconscious and be unable to fight. In DDO, health is often abbreviated by two letter initialisms such as HP.
 * See Hit points.
 * Spell Points: The amount of magical energy your character has to expend on spells before the character needs to rest. As Hit Points are to a character's feature to stay alive, spell points are to a character's feature to cast spells.
 * See Spell point.
 * Spell Power: Spell power rating determines how much damage you deal with spells. In most cases, each point of spell power increase increases the base damage of your spell by 1 %. Various effects can contribute to your spell power, all effects are added together.
 * See Spell Power.
 * Ki: Ki is the mystical energy that powers a Monk's attacks or abilities.
 * See Ki.
 * Armor Class: Also called AC, represents your chance to be missed by melee attacks - the higher your AC, the less you get hit. This chance is also influenced by the attackers attack bonus.
 * See Armor Class.

Saves

 * Fortitude, Reflex, Will, BAB, Spell Resistance & Fortification.
 * Fortitude: Your Fortitude Save is a Saving throw that details how well you are able to withstand attacks on your body.
 * See Fortitude save.
 * Reflex: Your reflex save is a Saving Throw that details how well you are able to dodge special effect.
 * See Reflex save.
 * Will: Your Will save is a Saving Throw that details how well you are able to withstand mental effects.
 * See Will save.
 * BAB: The Base Attack Bonus (or BAB) is a number that represents a character or monster's skill at fighting that comes purely from his or her profession, training, and personal experience.
 * See Base Attack Bonus.
 * Spell Resistance: Spell Resistance (SR) is a special anti-spell defense possessed by some creatures. Spell Resistance is an additional layer of defense against most non-damaging magical attacks, in that it adds an extra roll that the caster has to make for his magic to "land" on that target.
 * See Spell Resistance.
 * Fortification: ortification represents a percentage chance to negate additional damage incurred from a critical hit or sneak attack.
 * See Fortification.

Damage Control

 * Damage reduction, Resistances, Physical Resistance Rating & Magical Resistance Rating.
 * Damage Reduction: Damage Reduction (DR) is a measure of how much weapon damage a character or monster can ignore before losing hit points.
 * See Damage Reduction.
 * Resistances: Energy damage is a damage caused by any of the special energy damage types that ignore all physical resistance.
 * See Energy Resistance.
 * Physical Resistance Rating: Physical Resistance Rating (PRR) is a form of damage mitigation which provides a percentage reduction in physical damage (bludgeoning, slashing, and piercing).
 * See Physical Resistance Rating.
 * Magical Resistance Rating: Magical Resistance Rating (MRR) is a form of damage mitigation which provides a percentage reduction in magical damage acid, sonic, fire, electric, cold, alignment, light, positive, negative, poison, and rust).
 * See Magical Resistance Rating.

BIO

 * Bio
 * Text Area: This text area can be edited at any time to contain your notes, plans, items for sale or anything else you wish to display publicly.  Remember to honor Turbines Terms & Conditions here.