Character creation

The character creation process is a step-by-step procedure of selection various options to customize your character as much or as little as you wish.


 * At any time, you may go back to previous steps and change your choices, although you may have to re-enter some later values that are erased after changing previous ones.

Also, you can always delete a (new) character and re-open that character slot, with no loss except what they're holding (and new characters start with nothing that isn't replaced by the next new one). So feel free to make a test-character to see how it works, and then dump it to make room once you find something you feel you want to keep.

Step 1 - "Style"
Select your Heroic style for your Level 1 class: Melee, Spell or Specialist. All this does is break down the class selection for the next step and give you a rough idea of where each class fits. Beyond that, it does not force an actual "play style" in the game or for future class selection - if you want a wizard who uses a great axe, choose "Spell" to start with Wizard, and if you want to start with a Barbarian who will (eventually) cast spells, choose "Melee" to start with Barbarian. Again, this only flows into your  first  class selection, and has zero effect on later choices.

This is also where, instead, you can choose to create an Iconic character, if you have access to any. Iconic characters are created similar to Heroic characters, but are slightly advanced and have some differences before they begin play.

Step 2 - Class
Select your starting class. On the left side of the page are the class choices. Most classes are free to all players, but a few are "Premium", and must be bought or earned in game.

Iconic characters have a predetermined, fixed initial class, and so skip this step.


 * See Classes for a general discussion of classes.
 * See the article on the specific class for full information on that class.

Melee Classes

 * Fighter
 * Alignment: Any; Hit die: d10; Skill points at 1st level: (2 + Intelligence modifier) x4, (2 + Intelligence modifier) for successive level; Intimidate (Cha), Jump (Str), Repair (Int), Swim (Str); Proficient with: Simple weapons, Light - Heavy armor, Shields (including tower shields).


 * Barbarian
 * Alignment: Any Non-Lawful; Hit die: d12; Skill points at 1st level: (4 + Intelligence modifier) x4, (4 + Intelligence modifier) for successive level; Intimidate (Cha), Jump (Str), Listen (Wis), Swim (Str); Proficient with: Simple & Martial weapons; Light & Medium armor; Shields (except tower shields).


 * Paladin
 * Alignment: Lawful Good; Hit die: d10; Skill points at 1st level: (2 + Intelligence modifier) x4, (2 + Intelligence modifier) for successive level; Concentration (Con), Diplomacy (Cha), Heal (Wis), Intimidate (Cha); Proficient with: Simple weapons, Light - Heavy armor, Shields (except tower shields).


 * Monk
 * Alignment: Any Lawful; Hit die: d8; Skill points at 1st level: (4 + Intelligence modifier) x4, (4 + Intelligence modifier) for successive levels; Balance (Dex), Concentration (Con), Diplomacy (Cha), Hide (Dex), Jump (Str), Listen (Wis), Move Silently (Dex), Spot (Wis), Tumble (Dex); Proficient with:

Spell-Casting Classes

 * Sorcerer
 * Alignment: Any; Hit die: d4; Skill points at 1st level: (2 + Intelligence modifier) x4, (2 + Intelligence modifier) for successive level; Concentration (Con), Bluff (Cha); Proficient with: Simple weapons.


 *  Cleric
 * Alignment: Any; Hit die: d8; Skill points at 1st level: (2 + Intelligence modifier) x4, (2 + Intelligence modifier) for successive level; Concentration (Con), Diplomacy (Cha), Heal (Wis); Proficient with: Simple weapons, Light - Heavy armor, Shields (except tower shields).


 *  Wizard
 * Alignment: Any; Hit die: d4; Skill points at 1st level: (2 + Intelligence modifier) x4, (2 + Intelligence modifier) for successive level; Concentration (Con), Repair (Int); Proficient with: Simple weapons.


 *  Favored Soul
 * Alignment: Any; Hit die: d8; Skill points at 1st level: (2 + Intelligence modifier) x4, (2 + Intelligence modifier) for successive level; Concentration (Con), Diplomacy (Cha), Heal (Wis), Jump (Str); Proficient with: Simple weapons, Light & Medium armor, Shields (except tower shields).


 *  Druid
 * Alignment: Any, except Lawful Good and Chaotic Good; Hit die: d8; Skill points at 1st level: (4 + Intelligence modifier) x4, (2 + Intelligence modifier) for successive level; Concentration (Con), Diplomacy (Cha), Heal (Wis), Intimidate (Cha), Listen (Wis), Spot (Wis), Swim (Str); Proficient with: Simple weapons, Scimitar, Light & Medium non-metal armor, Shields (Except tower shields).


 *  Warlock
 * Alignment: Pact-dependent (Fiend pact cannot be good, Great Old One cannot be lawful, Fey pact has no restriction); Hit die: d6; Skill points at 1st level: (2 + Intelligence modifier) x4, (2 + Intelligence modifier) for successive level; Bluff (cha), Concentration (con), Intimidate (cha), Jump (str), Spellcraft (int), Use Magic Device (cha); Proficient with: simple weapons & light armor.

Specialist Classes

 *  Ranger
 * Alignment: Any; Hit die: d8; Skill points at 1st level: (6 + Intelligence modifier) x4, (6 + Intelligence modifier) for successive level; Concentration (Con), Heal (Wis), Hide (Dex), Jump (Str), Listen (Wis), Move Silently (Dex), Search (Int), Spot (Wis), Swim (Str); Proficient with: Simple & Martial weapons, Light armor, Shields (except tower shields).


 *  Rogue
 * Alignment: Any; Hit die: d6; Skill points at 1st level: (8 + Intelligence modifier) x4, (8 + Intelligence modifier) for successive level; Balance (Dex), Bluff (Cha), Diplomacy (Cha), Disable Device (Int), Haggle (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Repair (Int), Search (Int), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha); Proficient with: Simple &	Martial weapons (Rapier, Short Bow, Short Sword), Light armor.


 *  Bard
 * Alignment: Any Non-Lawful; Hit die: d6; Skill points at 1st level: (6 + Intelligence modifier) x4, (6 + Intelligence modifier) for successive level; Balance (Dex), Bluff (Cha), Concentration (Con), Diplomacy (Cha), Haggle (Cha), Hide (Dex), Jump (Str), Listen (Wis), Move Silently (Dex), Perform (Cha), Swim (Str), Tumble (Dex), Use Magic Device (Cha); Proficient with: Simple & Martial weapons, Light armor, Shields (except tower shields).


 *  Artificer
 * Alignment: Any; Hit die: d6; Skill points at 1st level: (4 + Intelligence modifier) x4, (4 + Intelligence modifier) for successive level; Concentration (Con), Disable Device (Int), Haggle (Cha), Hide (Dex), Open Lock (Dex), Repair (Int), Search (Int), Spot (Wis), Use Magic Device (Cha); Proficient with: Simple weapons, Exotic weapons (Great Crossbow, Repeating Light Crossbow and Repeating Heavy Crossbow); Light & Medium armor; Shields (except tower shields).


 * Alchemist
 * Alignment: Any; Hit die: d4; Skill points at 1st level: (2 + Intelligence modifier) x4, (4 + Intelligence modifier) for successive level; Balance (Dexterity). Bluff (Charisma), Concentration (Constitution), Diplomacy (Charisma), Haggle (Charisma), Heal (Wisdom), Search (Intelligence), Spellcraft (Intelligence), Spot (Wisdom), Use Magic Device (Charisma); Proficient with: Simple weapons

Step 3 - Path
Here you can choose to either follow a pre-built Path that the developers may have set up for your chosen class, or fully customize your character, selecting skills, feats, spells, and enhancements as you create your character and gain experience (all of which is done according to a pre-defined build scheme when you choose a Path). For most players, it's strongly recommended that you Customize and follow a proven* build from the forums, as the provided Paths tend to have some flaws.**

If you do select a Path, then whenever you train to gain a level, you can choose to leave that path and continue with custom choices. "Customize" is the default here, so just hit "NEXT" to advance.


 * * A personal note to veteran "Dungeons and Dragons" players:
 * It is very common for players who are familiar with any of the traditional tabletop ("pen-and-paper") versions of D&D to believe that, with their experience there, they can create a strong character in DDO. The majority are wrong, and the rest are merely very lucky. While it's true that mastery of 3.5 edition D&D's systems (and to a lesser extent, 4th edition's and 5th edition's) can provide a springboard into the game, you are diving into unknown waters; the fundamentals will help keep you treading water, while specific techniques won't always fit the situation.


 * Think of DDO as a new and different "edition" of D&D, one that tabletop players have never seen before. Be prepared (as with any new edition) for some of your favorite builds to be unworkable here, as character options you may know could simply not exist, or may exist in a different form entirely. Just the nature of an edition change, unfortunately - happens every time.


 * The good news is that there will be some unexpected builds that give you the same enjoyment of those "unworkable" builds - same result, just a different path to get there.


 * So, shake off your pen-and-paper expectations, preferences and prejudices, and embrace Dungeons & Dragons "Online edition" - this is the same world, with the same game feel, but with a different set of rules to get you there. Or don't, and try your luck - almost all players' first builds fail for one reason or another, but those players will learn while they're playing, and still have fun - and having fun is why we're all here.


 * (** Path pre-builds are good to get a general feel for a class without worrying about "How to build this?" - if you want to take a sorcerer out for a spin, go with a path and see how it plays. But 1) you will not understand which character options were chosen and why, 2) it most likely will not be exactly how you'd build it to your liking, and, perhaps most importantly, 3) it will have been left behind by the evolution of the game, as new options exist that outclass the old. Again, for any "long-term" character, it's strongly recommended to not use Paths, instead selecting the Customize option.)

Race
Different races can have different starting modifiers to their abilities, and other advantages (or disadvantages!), as appropriate. They each also have their own racial enhancement tree.

The Free to play races are:


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 * Dragonborn
 * Drow
 * Dwarf
 * Dwarf


 * Elf
 * Elf (Wood)
 * Gnome
 * Halfling
 * Half-Elf
 * Half-Orc
 * Human
 * Tabaxi
 * (Warforged*)
 * }
 * Tabaxi
 * (Warforged*)
 * }

Other races can be unlocked by VIP status, and/or by purchasing them through the DDO Store.


 * See Race for a full discussion and comparison of all races.


 * (*Warforged can be easily earned in-game (recommended!), or purchased with DDO Points.)

Gender
Gender selection in DDO has no effect on game mechanics or the character's abilities, performance or game play. A male character is 100% functionally identical to a female character. It is purely a matter of visual and audio preference.

You can select the gender of your character, male or female, on the bottom-left of any page at any time up to this point. The randomly generated appearance of your character will change if you change genders, but this appearance can be fully customized in the last step (see below).

You can also come "back" to this point if you change your mind later, but all selections beyond this point will be lost and must be recreated if you do so.

Once a character has been created, you can see the gender of your character on the Character Sheet under the Stats tab.

Gender cannot be changed once you begin play. Gender can be changed during any reincarnation except "lesser".

Step 5 - Ability Points
DDO uses a point-buying system for setting your initial six ability scores. Characters on a starting Free-to-Play account have 28 points to spend, though you can unlock 32-point builds either through gaining 1750 Total Favor or skip that and fast-track it by spending DDO Points in the DDO Store. True Reincarnation will unlock 34-point and 36-point builds successively, but is only available after you have leveled your character to 20.

You start with a "free minimum" 8 points in each of the six abilities: strength, dexterity, constitution, intelligence, wisdom, and charisma. These may then modified by your race. Beyond that, to raise an ability, it costs 1 point for the first six raises, 2 points for the next two, and finally 3 points for the last two. You can only start with a maximum of 18 in an ability (or 20 with a +2 racial mod, or a max of 16 with a -2 mod).

Every even multiple of 2 ability points higher or lower (8, 10, 12, 14, etc.) correspondingly raises or lowers your bonus from that ability by +/-1. These bonuses add to (or subtract from) actions related to that ability. For example, your Dexterity bonus will affect your character's reflexes and armor class, among other things.

The point cost to change an ability is based on its value before adding racial modifiers. Don't be confused if the cost looks wrong while you're adjusting an ability that has +2 or -2 due to your race.


 * See '''Build point for a full discussion.

Step 6 - Skills
Here you can select with skills your character will start with. You can spend a maximum of 4 points into a single skill, but "cross-class" skills (skills that are not listed on your class) only rise +0.5 ranks per skill point spent. Don't forget that skills are modified by your stat bonuses. Generally it's better to keep a few skills high than to spread your skill points out and be mediocre in many skills.


 * Note: Two skills, Disable Device and Open Lock, cannot be taken except by characters with a "trapping" class, i.e. Artificer or Rogue. These skills are "locked out" for non-trappers, and will not be visible on a starting non-trapper character.

As you level up, the maximum ranks you can have in any skill is (character level + 3) for class skills and half that for cross-class skills.


 * See Skill for a general discussion of how skills work in DDO.
 * See Skills for a list of the skills available in DDO.

Step 7 - Feats
Here you'll be selecting 1 feat (and possibly some bonus feats depending upon your race and class, see below). Without such a source of bonus feats, a character only gets 7 feats over their entire life, so you should really consider and plan which feats you want your character to have the most, especially if you're working to get a feat that has other feats as prerequisites. Look over the list and take note of which feats sound the most interesting. If they're grayed out, you don't meet its prerequisites. It should list what they are, so you can figure out if it's possible (and/or worth it) to get that feat.

All characters get one feat at level 1 and gain another at every multiple of 3 total character levels (i.e. at 3, 6, 9, etc.), adding to 7 feats at level 18. Human characters get one additional feat at level 1, for a total of 8. These feats can be chosen from the entire list as long as you meet prerequisites.

Some classes* gain more feat selections in addition to these. Unlike the above "character" feats, these bonus class feats can't be chosen from the whole list; instead, they're restricted to feats that fit the class's area of expertise.


 * (* Fighters gain an extra fighting-related feat at Fighter level 1 and at every even Fighter level. Wizards gain an extra Metamagic feat at Wizard level 1 and every multiple of 5 Wizard levels. Monks gain an extra martial arts-related feat at Monk levels 1, 2, and 6. Alchemists and Artificers gain extra alchemist feats or artificer feats (as appropriate) every 4th level, at class levels 4, 8, 12, 16 and 20.)

Some other classes automatically gain certain feats for free at certain levels. Rangers get specific additional feats at certain levels; in DDO, they get both the Melee and Ranged feats listed, and do not have to choose between them. Other classes may gain specific feats as listed in their descriptions.

Once you've done that, you are given a summary of your choices. Carefully review this summary to ensure everything is correct.

Step 8 - Spell Selection (certain classes only)
Certain spell casting classes get a final page to select what spells they start with. Some classes have access to all their spells (and can change what they currently can cast very easily). Others must pick a relatively few spells from the possible list, and can only change these by paying platinum at a trainer (and even this is limited to one spell every 3 days), so for these classes you should really think about what spell you want before you need to pick.


 * See Spell for a full discussion

Step 9 - Appearance, Name, and Alignment
Appearance customization, name and alignment are the final three things you must select from.

Note that some classes restrict alignment choice. If you plan to multiclass, consider all future classes when choosing an alignment. Alignment cannot normally be changed in-game*.

(* the sole exception being a relatively expensive one: DDO Store)

Appearance
Here you're given the option to customize how your character will look in the game world. You can alter your hairstyle, facial hair, eyebrow style, hair color, eye geometry, eye iris color, nose geometry, lip geometry, facial details (scars mainly, and skin tone. A few races have unique features, such as a Half-orc's tusks or Dragonborn's "frills" and "tines", etc.

With the exception of hair style and color, appearance cannot be changed in game. Hair color can be changed via "hair dye", which is an uncommon drop from chests (so occasionally can be found in the Auction House), and can be bought via the DDO Store, as can hair style changes.


 * Note: After you leave this screen, these numeric values cannot be recovered. If you wish to repeat the same physical appearance of this character, i.e. to "look the same" in your next life, make a note (or just take a screenshot!) of these numbers!

Name
In the upper-right you can type in your desired name for your character. The (lower) surname field is optional and has no effect other than cosmetics. There cannot be more than one person with the same first name on a single server regardless of whether you would've had different surnames.


 * Note: When choosing a name, consider that, over time, your character will probably become different races and classes (via reincaration)- being clever with a race/class appropriate name may seem inappropriate later for a different race/class. Just something to consider.

Alignment
Below the name, you have a little drop-down box listing the various alignments you can choose from. Only good and neutral alignments are available in DDO, no evil alignments. Some classes are restricted to certain alignments.
 * Lawful Good
 * Neutral Good
 * Chaotic Good
 * Lawful Neutral
 * Neutral (AKA True Neutral)
 * Chaotic Neutral


 * Note: If you aren't sure, just choose Neutral (or as close as possible) - that's the "safe" choice.

Complete
Click the create button and you're done. Now you can enter the world!

For a new Free-to-Play account, your first stop will be the Shipwreck Shore intro quest, leading to Korthos. Good luck!