Disease, Blindness, and Death

are all a result of excessive masturbation…

In relation to DDO however these are some of the additional effects that can be applied to your character thanks to enemy spellcasters, monsters, and traps. We’re going to look at the following effects with regards to gear:

  • Fear
  • Poison
  • Disease
  • Blindness
  • Paralysis
  • Death

All of the special effects in the game can be prevented or reduced with the right gear.

Poison and Disease

Poison and disease work in similar ways by damaging your stats thus making you weaker and so easier for the enemies to kill you. Diseases usually last longer and are harder to save against but do less damage. Proof Against Poison and Proof Against Disease items are what you need to protect from this. Your only other option is to use thes Neutralize Poison or Cure Disease spells (as applicable) from a friendly spellcaster, ‘clickie’ item, or a potion.

A Proof Against Poison/Disease item has an associated bonus that is applied to saves against poison/disease damage and effects.

Blindness

NPC spellcasters will outright blind you, cast an area effect spell that blinds everyone, or an enemy may have an attack that will blind you. Without this immunity you will see a black screen and have a very difficult time. You can buy blindness removal potions, wands, wait for a friendly spell caster to use one of these, or use a clickie of Blindness Removal. Blindness Ward items usually come as goggles.

Death

Deathblock – This immunity will stop ‘death-like’ spells from killing you. These are mostly one-shot kill spells and an exact list is only known by the developers. Slay living, finger of death, Phantasmal killer, and destruction are the spells you will see the most and this will make you immune to instantly dying from them. Phantasmal Killer will by your first, coming in the form of Tharaak Hounds who will cast it on you. Slay living and finger of death will be cast by beholders and enemy casters by 8th level dungeons, some earlier. Destruction spell will probably be seen first in the raid ‘The tempest Spine’ and is cast by the giants in there. This only protects you from dying specifically from the death effect of those spells, nothing else.

Fear – Normally you would want a fear immunity item at first level, however that is impossible. Until you can find one you have to use fear removal potions on each other and rely on your saving throw. The ‘Reaver’s Ring’ is usable at 8th level and you need to get one. They are cheap on the auction house and can also be looted in ‘the Xorian Cypher’. The spell ‘Greater Heroism’ will also prevent Fear, but that is a high level spell (another is ‘Heroes Feast’). Crafting items at end game can also add immunity to fear. Fear immunity will also prevent ‘despair’ caused by Mummies which paralyzes you in place and will lead to your demise. You need this item.

Skilling Up

As yoiu get to higher levels it becomes increasingly necessayr to boost the primary skills required for your role. This chiefly affects rogues and artificers with the plethora of skills they use but also applies to anyone wanting to use Diplomacy, Concentration, Haggle, or Intimidate. Everyone can benefit from improving an array of additional skills that make dungeoneering easier: Balance, Jump, Spot, Search, and Swim.

Skills can be improved by wearing the right items, all of the following slots can be filled with the right gear to provide a bonus:

  • Head
  • Goggles
  • Necklace
  • Cloak
  • Bracers
  • Gloves
  • Belts
  • Boots
  • Rings
  • Trinkets

With such a wide variety of slots available it is easy to improve a number of skills. Bonuses to skill are a suffix on an item. e.g. Cloak of Hide +5. As usual, gear can be obtained through crafting, the auction house, or by opening chest in dungeons. Some named items can provide skill boosts to several skills at once e.g. Troubleshooter’s Goggles.

References:

Energy Resistance Gear

There are five important types of energy damage in the game:

  • Fire
  • Acid
  • Lightning
  • Cold
  • Sonic

There are other types of damage but the five above are the ones that can be protected against with gear. Traps and NPC spell casters are the main sources of energy damage but there are additional environmental effects like lava to be aware of.

Resistance gear will subtract the amount of resistance on the item from the energy damage taken. If you have lesser acid resistance and a Kobold Shaman hits you with a Melf’s Acid Arrow for eight points of damage every two seconds three will be stopped and you will only take five HP damage. Items come in five different strengths (substitute one of the types above for ‘[Energy]’):

  • Lesser [Energy] Resistance reduces damage by three
  • [Energy] Resistance reduces damage by ten
  • Improved [Energy] Resistance reduces damage by twenty
  • Greater [Energy] Resistance reduces damage by thirty
  • Superior[Energy] Resistance reduces damage by forty

The ‘Resist Energy’ and ‘Protection from Energy’ spells available to casters will block similar amounts but resistance items and speels do not stack, only the highest rating will be effective.

Only certain types of gear can be Energy Resistance items:

  • Armour
  • Cloaks
  • Rings
  • Shields

Unless you are a caster with the Resist Energy spell up it is vital to have set of items that will protect you from fire, acid and lightning damage as a minimum. NPC casters in dungeons as low as level four will use Lightning bolt for thirty to sixty plus damage and Melf’s Acid Arrow is another favourite at low levels. Without a Rogue or Artificer in the party the only way through many traps is to take the damage.

Gear can be found in dungeons, crafted, or bought from the auction houses (search for ‘resistance’). I can’t emphasise enough how important it is to have some energy resistance, taking buckets of spell or trap damage is the numder one way to get oneshotted in the game, especially if you’re a squishy character without toughness or a high Constitution.

Reference: http://ddowiki.com/page/Energy_Resistance

Inventory

Open the inventory screen (I by default) to see that there are twelve spaces available to fill with gear plus two weapon spaces:

  • Trinket
  • Necklace
  • Head
  • Goggles
  • Cloak
  • Armour
  • Bracers
  • Belt
  • Left Ring
  • Right Ring
  • Boots
  • Gloves
  • Hand
  • Off-hand

You can drag gear items to the toolbars to allow you to quickly change from one item to another. There are a couple of things to watch out for though:

  • Only the right ring will be changed by clicking a ring on the toolbar
  • The off hand slot can only be changed using a weapon set

Weapon Sets

There are a num,ber of green spaces under your main inventory that allow you to create and change weapon sets. Drag a main and off hand weapon combination to a green space and then drag the space to a toolbar. Click on the toolbar to equip the weapon set. You an also use the mousewheel to change weapon sets although it is rather clunky.

Weapon sets can be either a two handed weapon, a weapon and shield, two weapons (you need the a feat to avoid penalties), a bow, a crossbow (and runearm if you are an artificer), or a wand and an off hand weapon, (you can’t use two wands unfortunately).

If you equip a bow or crossbow there is a space for a quiver and arrows that you’ll need to use too.