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Resistance (enchantment)
- This page refers to the various Resistance effects found as magical enchantments on items that improve a character's Saving Throw. For other uses of the term, see Resistance (disambiguation))
Found on: Cloaks Goggles Headgear Necklaces Rings as a Suffix
Base price modifier: +1 per bonus
Effect: Passive: +X Resistance bonus to Fortitude, Reflex, and Will saving throws. Up to +6 is available on heroic random loot.
In addition to the universal Resistance bonuses to saves (which can also be found as the Staunch item property), specialized item enchantments exist that affect only a subset of saving throws:
- Individual Fortitude, Reflex and Will save (Stalwart, Agile and Disciplined prefixes respectively) - provide Resistance bonuses that:
- Do not stack with general Resistance bonuses to all saves
- Saves against a Specific School of Magic (e.g. Enchantment saves (Disenchanted prefix), Illusion saves (Lucid prefix) etc.) - provide Resistance bonuses that:
- Do stack with general Resistance bonuses to Fortitude, Reflex, Will or all saves
- Spell saves (Realistic prefix) - provide Resistance bonuses against spells from all schools of magic that:
- Do stack with general Resistance bonuses to Fortitude, Reflex, Will or all saves ONLY IF the effect comes from a spell (of any school of magic)
- Do not stack with Resistance bonuses to saves against individual schools of magic
- Disease and Poison saves (Resilient and Robust prefixes respectively) - provide bonuses to saves that:
- Do stack with general Resistance bonuses to Fortitude, Reflex, Will or all saves
- Do stack with Resistance bonuses to Spell Saves ONLY IF the effect comes from a spell (of any school of magic)
- Do stack with with Resistance bonuses to saves against individual schools of magic ONLY IF the effect comes from a spell of that school (e.g. Necromancy for the Contagion spell)
Disease and Poison Ward[edit]
In addition to the above, ward items also protect the wearer from exposure to all natural forms of the hazard, and provide a resistance bonus to magical/supernatural varieties. Wards on randomly generated loot (from quests) come in 2 forms: "Resilient" (vs. Disease), or "Robust" (vs. Poisons).
Effect: Grants its wearer immunity to natural (poisons/diseases). This item grants +(#) Enhancement bonus to saving throws against magical (poisons/diseases), and the wearer does not fail saving throws against them on a roll of a natural 1 (this renders the wearer immune to a magical (poison/disease) with a DC of less than (#+1) + their Fortitude save).