Year of the Dragon: Through April 23rd, claim the adventure pack Slice of Life for free! Speak to Xatheral in the Hall of Heroes.

Game mechanicsNewbie guideIn developmentDDO StoreSocial Media


ChallengesClassesCollectablesCraftingEnhancementsEpic DestiniesFavorFeats

GlossaryItemsMapsMonstersPlacesQuestsRacesReincarnationSkillsSpells


Please create an account or log in to build a reputation and unlock more editing privileges, and then visit DDO wiki's IRC Chat/Discord if you need any help!

Dimension Door/sandbox

From DDO wiki
Jump to navigation Jump to search
Dimension Door
DimensionDoor.png

Dimension Door

Spell / SLA Enhancement

Prerequisite

Icon tooltip.pngPermanent conditions that must be met before an ability can be acquired. For instance, the Dodge feat lists Dexterity 13+. Temporary conditions are listed under Conditions.
:
Perform:

Prerequisite of

Icon tooltip.pngAnother ability that requires this one as a prerequisite. For example, the Dodge feat lists Mobility.
:

Trainable

Icon tooltip.pngA trainable feat can be trained using a standard feat slot, one of: Heroic, Epic, Epic Destiny, Legendary.
:

Repeatable

Icon tooltip.pngA repeatable feat is a trainable feat that can be taken more than once, possibly with conditions. For example, Toughness indicates Unlimited, stacking, while Spell Focus indicates Once for each school of magic.
:

Class Feat

Icon tooltip.pngA class feat is granted to all members of a class (who meet the prerequisites, if any) at a specified level. For example, Tower Shield Proficiency indicates Fighter 1, Uncanny Dodge indicates Barbarian 4 and Rogue 4, and Fists of Light indicates Monk 3 (Harmonious Path). A class feat may also be trainable to members of other classes, like Tower Shield Proficiency.
:

Bonus Feat

Icon tooltip.pngA bonus feat may optionally be taken using a class-specific bonus slot. For example, Spell Focus indicates Wizard, Deflect Arrows indicates Monk, and Improved Critical indicates Artificer, Fighter. Rogue optional abilities are considered a type of bonus feat.
:

Racial Feat

Icon tooltip.pngA racial feat is granted to all members of a race. For example, Shuriken Expertise indicates Drow, and Small Size Bonus indicates Gnome, Deep Gnome, Halfling.
:
Dragonmark:

Enhancement Tree

Icon tooltip.pngWhen the ability is primarily granted through an enhancement, the tree is indicated here, as in Sacred Defender, Drow.
:
Archmage (Wiz); Shadowdancer 5th core

Epic Destiny

Icon tooltip.pngUnrecognized term: Epic Destiny
:
Archmage (Wiz); Shadowdancer 5th core

AP

Icon tooltip.pngThe number of Action Points (AP) needed to acquire each rank of the enhancement, usually 1 or 2.
/

Ranks

Icon tooltip.pngThe number of ranks of an enhancement that can be acquired,
usually 1 to 3.
:
1 AP / 1 rank

Spell Level

Icon tooltip.pngSpell level indicates the relative power of a spell, determining when it can normally be acquired by the relevant class(es) of caster. Not to be confused with character level. For example, Fireball lists Sorcerer 3, Wizard 3.
:
Bard 4, Sorcerer 4, Warlock 3, Wizard 4

Granted By

Icon tooltip.pngAny secondary source of an ability, not already mentioned. For instance, Diehard is primarily a feat, but indicates that it can also be granted by the Frenzied Berserker enhancement tree.
:
Human Lesser Dragonmark of Passage

Spell School

Icon tooltip.pngEvery spell (optional for SLAs) belongs to one of eight schools of magic, such as Evocation or Necromancy. Optional descriptors, e.g. Fire, Compulsion, are also listed here.
:
Conjuration (Teleportation)

Usage

Icon tooltip.pngEvery ability has one or more usage modes. A passive ability functions continuously without any conscious effort. An active ability requires conscious effort to invoke. A toggled ability, such as a Stance, requires conscious effort to activate, but then remains active until consciously untoggled (or character dies, etc.). Note that an ability which enhances an active or toggled ability, but does not, itself, need to be independently activated, is passive. An ability may have both a passive component and an active or toggled component. The field is hidden when easily predictable, such as for a spell (which is always active).
:

Conditions

Icon tooltip.pngTemporary conditions that must be met in order for the ability to function. For example, many monk abilities require the monk to be centered. Permanent requirements are listed under Prerequisites.
:

Charges

Icon tooltip.pngUnrecognized term: Charges
:

Recharge

Icon tooltip.pngUnrecognized term: Recharge
:

Components

Icon tooltip.pngEvery spell requires one or more types of components, either Verbal, Somatic, or Material. These are specified using the templates
{{V}}, {{S}}, and {{M}}, respectively.
:
VerbalIcon tooltip.pngVerbal: A verbal component is a spoken incantation. You cannot cast spells that require this component if you cannot act or speak. Certain rare spells, such as Silence Creature, may temporarily disable spells that require verbal components.

Spell Point Cost

Icon tooltip.pngThe number of Spell Points used to cast the spell.
:
25

Metamagic

Icon tooltip.pngThe effects of spells and SLAs can often be enhanced using metamagic, a type of toggled feat, for example, {{Maximize}} and {{Heighten}}.
:
Quicken

Target

Icon tooltip.pngEvery ability has one or more targets, defined as Self, Friend, or Foe. The field may also contain additional information, such as Undead Foe or Breakables. The field is sometimes hidden, e.g., for a passive feat whose target is Self, such as Toughness.
:
Friend, Self, Positional

Range

Icon tooltip.pngThe distance at which an active ability can be activated, such as Melee for Cleave, or Double for Nimbus of Light. Typical values are Personal, Melee, Ranged, Touch, Standard (spell), or Double (ray), although any value can be specified. Not to be confused with area.
:
Standard

Saving Throw

Icon tooltip.pngThe type of saving throw, if any, that can be used to avert a spell or effect. Common values include Will, Fortitude, Reflex for half, or None.
:

DC

Icon tooltip.pngThe Difficulty Class of the indicated saving throw. This field is omitted if the DC is predictable, such as for standard spells.
:

Spell Resistance

Icon tooltip.pngWhether spell resistance can avert the spell or SLA, Yes or No.
:

Duration

Icon tooltip.pngThe length of time an effect typically lasts, along with any conditions for premature termination. For instance, the duration for most physical attacks is Instantaneous, while the duration of Invisibility is 1 minute per caster level (no maximum), or until interacting with a target or object.
:
30 seconds

Cooldown

Icon tooltip.pngHow long a character must wait between activations of an ability, typically measured in seconds.
:
60 seconds (Brd/Wiz), 30 seconds (Sor)

Offense Buff

Icon tooltip.pngAn effect that improves your offensive capabilities, such as a bonus to attack chance or damage.
:

Defense Buff

Icon tooltip.pngAn effect that improves your defensive capabilities, such as a bonus to AC, PRR, or fire resistance.
:

Buff

Icon tooltip.pngA broad characterization of the type(s) of beneficial effects an ability imparts, not otherwise mentioned. The inventory of recognized effects is expected to undergo considerable refinement.
:

Restoration

Icon tooltip.pngAll forms of resurrection and various lesser forms of restoration, such as removing ability damage and fatigue. Restoration of lost hit points is listed under Healing.
:

Healing

Icon tooltip.pngAny effect that restores lost hit points to a player character or ally. Other types of restoration are listed other Restoration. Temporary hit points are listed under Buffs.
:

Instant Death

Icon tooltip.pngThis produces an Instant death effect on at least some types of target. Red-named bosses are immune, as is anyone with deathblock.
:

Debuff

Icon tooltip.pngA harmful effect other than physical damage.
:

Damage

Icon tooltip.pngThe amount and type of damage inflicted.
:

Scaling

Icon tooltip.pngUnrecognized term: Scaling
:

Proficiency

Icon tooltip.pngItem(s) for which the ability imparts proficiency. For example, Master's Touch lists Simple or martial weapons, shields, tower shields.
:

Item

Icon tooltip.pngIf the ability enhances the use of a class of items, other than providing proficiency, that is indicated here. For example, Shuriken Expertise lists Shuriken.
:

Grants

Icon tooltip.pngIf the ability imparts some other ability (other than proficiency), that is indicated here. For example, the Barbarian's Die Hard enhancement provides the Diehard feat.
:

Description

Dimension door (also known as DDoor or simply DD) creates a white, translucent door in a dungeon or wilderness.
Players can click it to return to the location where they actually entered the dungeon or wilderness.
For example: if you enter The Vale of Twilight from The Twelve, the Dimension Door will bring you back to this entry point, but if you enter from Meridia this entry point is now your destination location.
This rule also applies on leaving a quest inside this wilderness area. Therefore if you leave the quest Rainbow in the Dark, your Dimension Door will teleport you back to the entrance of this quest inside The Vale of Twilight.
Even the destination location from a NPC teleportation can be the destination location for your Dimension Door.
Notice, there is a default destination location when you relog inside a dungeon or wilderness (one of the the entry points from a public area).

Tips[edit]

  • There is no XP penalty since the adventure is not exited.
  • There is no waiting time (unlike recalling) although there may be a loading screen if you are far enough from the quest entrance.
  • The teleport cannot be interrupted by monster attacks (Some crowd control effects can still stop you).
  • Monsters, players, and projectiles are not blocked by the dimension door, but only players may use it. Dead players and monsters cannot use it.
  • You can select yourself (F1) to cast the door right in front of you.
  • Similar to most persistent spells, dimension door disappears if the caster move out of range, dies or leaves the instance while it is up.
    • However unlike other persistent spells which instantly dissipate, Dimension Doors will linger for 6 seconds after the caster leaves the area. It will however instantly disappear if he dies.

This spell offers a unique benefit often valuable in quests and it is frequently requested from arcane casters. Situations where dimension door is useful include:

  • Escaping a battle which has turned unfavorable to the party.
  • Reaccessing certain part of the quest which otherwise has become inaccessible.
  • Saving time so that you don't have to walk back to the entrance, e.g. to clear another dungeon wing.

Dimension door scrolls cannot be bought in shops (but are commonly found in random treasure). Therefore, it is recommended that wizards select this spell during level-up.

Locked entrance[edit]

Some quests, however, seal off the entrance from the rest of the dungeon after certain conditions are met. If you take a Dimension Door in such quests, you won't be able to access the end chests. Quests where the entrance is locked include:

  • Haywire Foundry - If you do not have someone to pull the lever to let you back in the first gate.

Additionally, most raids feature a locking mechanism to prevent late entry / re-entry. This also punishes the users of Dimension Door. Exceptions are Caught in the Web, Hound of Xoriat, Tempest's Spine, and The Chronoscope.

Other sources[edit]

  • Hireling: Mikayl the Pious, 11 Fighter
  • Scroll: rare drop in chests

Additionally, Dimension Door effect is available in a few quests: