Invisibility/sandbox effects
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Invisibility
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Spell
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Prerequisite Permanent 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.:
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Prerequisite of Another ability that requires this one as a prerequisite. For example, the Dodge feat lists Mobility.:
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Trainable A trainable feat can be trained using a standard feat slot, one of: Heroic, Epic, Epic Destiny, Legendary.:
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Repeatable A 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.:
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Class Feat A 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.:
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Bonus Feat A 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.:
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Racial Feat A 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.:
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Dragonmark:
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Enhancement Tree When the ability is primarily granted through an enhancement, the tree is indicated here, as in Sacred Defender, Drow.:
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Unknown enhancement tree
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Epic Destiny Unrecognized term: Epic Destiny:
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Unknown epic destiny tree
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AP The number of Action Points (AP) needed to acquire each rank of the enhancement, usually 1 or 2. / Ranks The number of ranks of an enhancement that can be acquired, usually 1 to 3.:
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/
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Spell Level Spell 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.:
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Bard 2, Sorcerer 2, Warlock 2, Wizard 2
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Granted By Any 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.:
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Spell School Every 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.:
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Illusion
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Usage Every 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).:
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Conditions Temporary 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.:
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Charges Unrecognized term: Charges:
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Recharge Unrecognized term: Recharge:
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Components Every spell requires one or more types of components, either Verbal, Somatic, or Material. These are specified using the templates
{{V}} , {{S}} , and {{M}} , respectively.:
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Verbal Verbal: A verbal component is a spoken incantation. You cannot cast spells that require this component if you cannot act or speak. This has no gameplay applications in DDO, as all characters can always speak and there are no effects which prevent you from doing so., Somatic Somatic: A somatic component is a measured and precise movement of the hand. You cannot cast spells that require this component if you cannot move causing arcane spell failure resulting in a ruined spell. Spells without a somatic component may be used with disregard to Arcane Spell Failure chance. Note - that characters make the same arm gestures for most spells in DDO, so you can't tell which spells require this component by watching your character's animations., Material Material: A material component is one or more physical substances or objects that are annihilated by the spell energies in the casting process. You must have the required items in your inventory. If you run out of the components, the game will not allow you to cast the spell and will instead inform you of what component is missing.
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Spell Point Cost The number of Spell Points used to cast the spell.:
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15
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Metamagic The effects of spells and SLAs can often be enhanced using metamagic, a type of toggled feat, for example, {{Maximize}} and {{Heighten}} .:
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Enlarge, Eschew, Extend, Quicken
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Target Every 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.:
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Friend, Self
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Range The 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.:
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Standard
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Saving Throw The 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.:
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DC The Difficulty Class of the indicated saving throw. This field is omitted if the DC is predictable, such as for standard spells.:
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Spell Resistance Whether spell resistance can avert the spell or SLA, Yes or No.:
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Duration The 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.:
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1 minute per caster level (no maximum), or until interacting with a target or object
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Cooldown How long a character must wait between activations of an ability, typically measured in seconds.:
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3 seconds (Wizard/Bard), 1.75 seconds (Sorcerer)
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Offense Buff An effect that improves your offensive capabilities, such as a bonus to attack chance or damage.:
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Defense Buff An effect that improves your defensive capabilities, such as a bonus to AC, PRR, or fire resistance.:
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Buff A 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.:
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Restoration All 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.:
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Healing Any 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.:
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Instant Death This produces an Instant death effect on at least some types of target. Red-named bosses are immune, as is anyone with deathblock.:
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Debuff A harmful effect other than physical damage.:
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Damage The amount and type of damage inflicted.:
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Scaling Unrecognized term: Scaling:
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Proficiency Item(s) for which the ability imparts proficiency. For example, Master's Touch lists Simple or martial weapons, shields, tower shields.:
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Item If the ability enhances the use of a class of items, other than providing proficiency, that is indicated here. For example, Shuriken Expertise lists Shuriken.:
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Grants If 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.:
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Description
An ally becomes invisible, vanishing from sight, even from darkvision. If he or she attacks a target or interacts with objects, the effect is removed.
With Update 19, Invisibility essentially gives immunity to Spot checks by an enemy against a player, provided that the target is at least 2 meters (approximately 1 human-character body length) from an enemy.
Enemies can still hear an invisible target if they are not using Sneak, or if the target's Move Silently skill while sneaking is lower then the enemy's Listen skill.
If enemies hear you while you're invisible, they will still pursue you, and attempt to attack where they believe you may be, based on their Listen skill. Enemies that have discovered you will show a large red eye above their heads.
When combined with Sneak, Invisibility lessens the ability of monsters to start to spot you at far distances, and reduces the bonus that they get at closer distances. The enemy’s Spot bonuses gained while invisible will not reveal you as long as you remain invisible, but will hamper your ability to hide if your invisibility is later broken. You can escape a pursuing enemy if you place enough distance between you and the enemy, break the line-of-sight to the enemy, and then use invisibility and stopping all motion (or go into Sneak and remaining motionless).
What removes invisibility:
- Attacking and hitting a target (including breakables) - if you hit thin air or miss, it won't break. Note that ranged combat will always break invisibility, even if you don't hit anything.
- Casting any offensive spell - anything that deals damage or would cause any aggro.
- Interacting with most objects - opening a door, pulling a lever, activating a rune - anything that brings up a progress bar generally.
Invisibility isn't removed by:
- Casting buffs or healing spells (except as an attack upon undead).
- Playing bardic music.
- Picking up objects such as a crest.
- Talking to NPCs.
Scrolls[edit]
Clickies[edit]
<ncl>Category:Invisibility clicky items</ncl>