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Template:Guard

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USAGE[edit]

See also Template:Guard2 for generic damage guard effects. {{ Guard | Type | (Options) }}


Required Parameters

  • Where Type is:
    • Acid → Acid GuardIcon tooltip.pngAcid Guard: (Uses Magnitude Option)
    • Air → Air GuardIcon tooltip.pngAir Guard: This Weapon stores the incredible, dynamic power of the air deep within. When the user of this weapon is successfully attacked on melee, this power occasionally comes to the surface, knocking enemies over or speeding up the wearer with rushing winds.
    • Cacophonic → Cacophonic GuardIcon tooltip.pngCacophonic Guard: This weapon stores the power of a hundred blasts of sound within. When the wearer of this item is successfully attacked in melee, this resonating power occasionally comes to the surface, devastating enemies with massive sonic damage.
    • Chaos → Chaos GuardIcon tooltip.pngChaos Guard: The bearer of this item gains +2 Deflection bonus to AC and +2 Resistance bonus to saving throws from Chaotic Enemies.
    • Corrosive Salt → Corrosive Salt GuardIcon tooltip.pngCorrosive Salt Guard: This item stores a caustic, insatiable power deep within. When the wearer of this item is successfully attacked in melee, this power can come to the surface in the form of a noxious, corrosive salt that dissolves all substances.
    • Crushing Wave → Crushing Wave GuardIcon tooltip.pngCrushing Wave Guard: This item stores the unstoppable force of the ocean's fury deep within. When the wearer of this item is successfully attacked in melee, this power occasionally comes to the surface, crushing enemies beneath a torrent of frigid water.
    • Disease → Disease GuardIcon tooltip.pngDisease Guard: This item carries the Maggot Plague disease, which deals 1d6 Constitution damage and may be contracted by enemies that hit you. A successful Fortitude save (DC 20) will negate this effect.
    • Disintegration → Disintegration GuardIcon tooltip.pngDisintegration Guard: This item has a store of dark, insidious power deep within. When the wearer of this item is successfully attacked in melee, this power occasionally lashes out violently at enemies and attempts to disintegrate them.
    • Earthen → Earthen GuardIcon tooltip.pngEarthen Guard: When you are successfully attacked, there is a chance that a Stone Skin will be cast on you.
    • Earth Grab → Earthgrab GuardIcon tooltip.pngEarth Grab Guard: This item stores the implacable strength of the earth deep within. When the wearer of this item is successfully attacked in melee, this power occasionally comes to the surface, calling on the earth to erupt from the ground and hold an enemy in place.
    • Elemental Mastery → Elemental Mastery GuardIcon tooltip.pngElemental Mastery Guard: This item is imbued with the energy of elemental mastery. Where the forces of the elements converge in harmony, each is equally potent. When the wearer of this item is successfully attacked in melee, there is a chance that the attacker will take 1d6 of any or all of the following elemental damage types: acid, electric, fire and cold.
    • Enervation → Enervation GuardIcon tooltip.pngEnervation Guard: This item stores a menacing, ravenous power deep within. When the wearer of this item is successfully attacked in melee, this power occasionally comes to the surface, draining the life force of the enemy and giving negative levels.
    • Evil → Evil GuardIcon tooltip.pngEvil Guard: This item damages non-evil aligned enemies that attack the wearer, causing 1d8 evil damage on a successful melee attack.
    • Fire → Fire GuardIcon tooltip.pngFire Guard: (Uses Magnitude Option)
    • Fire Shield (Cold) Miss- → Fire Shield (Cold) Miss-GuardIcon tooltip.pngFire Shield (Cold) Miss-: When you are missed, there is a 10% chance that a Fire Shield (Cold) will be cast on you. If this effect activates while you have an active Fire Shield (Hot) from another source, they will nullify each other. (Uses |guard=false Option)
    • Freezing Ice → Freezing Ice GuardIcon tooltip.pngFreezing Ice Guard: This item stores the pitiless immovable power of the ice deep within. When the wearer of this item is successfully attacked in melee, this power occasionally comes to the surface, attempting to freeze an enemy solid and encase them in ice.
    • Greater Disease → Disease GuardIcon tooltip.pngGreater Disease Guard: This item carries the Maggot Plague disease, which deals 2d6 Constitution damage and may be contracted by enemies that hit you. A successful Fortitude Save (DC 28) will negate this effect.
    • Greater Dispelling → Greater Dispelling GuardIcon tooltip.pngGreater Dispelling Guard: This item is infused with a power that purges out the magical energies of those that strike the wearer. When the wearer is hit in melee it will apply a Greater Dispel Magic effect to the attacker, stripping away its protective spells.
    • Greater Disruption → Greater Disruption GuardIcon tooltip.pngGreater Disruption Guard: This Item stores a holy and righteous power deep within. When the wearer of this item is successfully attacked in melee by undead, this power occasionally comes to the surface, annihilating enemy undead.
    • Greater Poison → Greater Poison GuardIcon tooltip.pngGreater Poison Guard: This item carries a potent venom that may be contracted by enemies that hit you, dealing 2d6 Strength damage. A successful Fortitude Save (DC 28) will negate this effect.
    • Greater Thorn → Thorn GuardIcon tooltip.pngGreater Thorn Guard: This armor stings those that attack the wearer, causing 2d6 piercing damage on a successful melee attack.
    • Haste → Haste GuardIcon tooltip.pngHaste Guard: When you are hit by enemies, there is a chance you will be Hasted, quickening your attack and movement speed.
    • Ice → Ice GuardIcon tooltip.pngIce Guard: (Uses Magnitude Option)
    • Improved Earthen → Improved Earthen GuardIcon tooltip.pngImproved Earthen Guard: When you are successfully attacked, there is a 15% chance that a Stone Skin will be cast on you.
    • Incineration → Incineration GuardIcon tooltip.pngIncineration Guard: This item stores the power of a raging inferno deep within. When the wearer of this item is successfully attacked in melee, this destructive power occasionally comes to the surface, devastating enemies with massive fire damage.
    • Invisibility → Invisibility GuardIcon tooltip.pngInvisibility Guard: This item has a chance of granting you temporary invisibility when you are hit by foes. The invisibility will not be removed when you attack or take damage, but it will wear off after 10 seconds.
    • Lesser Fire → Lesser Fire GuardIcon tooltip.pngLesser Fire Guard:
    • Lesser Ice → Lesser Ice GuardIcon tooltip.pngLesser Ice Guard:
    • Lesser Stone Prison → Lesser Stone Prison GuardIcon tooltip.pngLesser Stone Prison Guard: This item has a chance to turn those who hit you to stone. A successful Fortitude save (DC ?15?) will negate this effect.
    • Lesser Undead → Lesser Undead GuardIcon tooltip.pngLesser Undead Guard: This armor burns those Undead that attack the wearer, causing 1d8 Good damage on a successful melee attack.
    • Light → Light GuardIcon tooltip.pngLight Guard: This armor blasts those that attack the wearer, causing 1d6 light damage on a successful melee attack.
    • Light of Dawn → Light of DawnIcon tooltip.pngLight of Dawn: Chance on being hit or missed in combat to deal 10 to 60 points of light damage to attacker. (Uses |guard=false Option)
    • Lightning → Lightning GuardIcon tooltip.pngLightning Guard: (Uses Magnitude Option)
    • Lightning Storm → Lightning Storm GuardIcon tooltip.pngLightning Storm Guard: This item stores the power of a volatile thunderstorm deep within. When the wearer of this item is successfully attacked in melee, this dynamic power occasionally comes to the surface, devastating enemies with a massive lightning strike.
    • Magma Surge → Magma Surge GuardIcon tooltip.pngMagma Surge Guard: This item stores the immeasurable heart of the planet's molten mantle. When the wearer of this item is successfully attacked in melee, superheated magma occasionally surges to the surface, slowing an enemy down and inflicting massive fire damage over time.
    • Melodic → Melodic GuardIcon tooltip.pngMelodic Guard: When being hit there is a chance for the opponent to dance.
    • Nightmare → Nightmare GuardIcon tooltip.pngNightmare Guard: This item has a chance to terrorizing foes that hit you, applying a Mind Thrust effect, when you are hit by them (dealing 5d8 force damage, Will save vs. Enchantments negates). It may also expose your foes to their greatest fears, acting as a Phantasmal Killer spell.
    • Nullmagic → Nullmagic GuardIcon tooltip.pngNullmagic Guard: On being hit with a spell: There is a small chance that you explode in arcane energies. Foes hit are subject to a silencing effect, preventing their spellcasts and dampening their magical protections for 10 seconds.
    • Poison → Poison GuardIcon tooltip.pngPoison Guard: This item carries a potent venom that may be contracted by enemies that hit you, dealing 1d6 Strength damage. A successful Fortitude Save (DC 20) will negate this effect.
    • Radiance → Radiance GuardIcon tooltip.pngRadiance Guard: This item is imbued with a brilliant, radiant power. When the wearer of this item is successfully attacked in melee, the attacker has a chance of being hit by 4d6 points of light damage and has a chance of being blinded.
    • Slay Living → Slay Living GuardIcon tooltip.pngSlay Living Guard: This item stores a dark and sinister power deep within. When the wearer of this is successfully attacked in melee, this power occasionally comes to the surface, attempting to instantly snuff out the life force of the enemy.
    • Solar → Solar GuardIcon tooltip.pngSolar Guard: (Uses Magnitude Option)
    • Sonic → Sonic GuardIcon tooltip.pngSonic Guard: This item blasts those that attack the wearer, causing 1d6 sonic damage on a successful melee attack.
    • Spike → Spike GuardIcon tooltip.pngSpike Guard: On Being Hit in Melee: 5% chance to do 510 to 700 Piercing Damage to the Attacker.
    • Steam → Steam GuardIcon tooltip.pngSteam Guard: This item is constantly building a magical steam within. When the wearer of this item is successfully attacked in melee, this pressure can be violently discharged, periodically damaging the enemy with an additional 2d8 plus 8 points of untyped damage.
    • Stone Prison → Stone Prison GuardIcon tooltip.pngStone Prison Guard: This item has a chance to turn those who hit you to stone. A successful Fortitude save (DC 17) will negate this effect.
    • Sundering Ooze → Sundering Ooze GuardIcon tooltip.pngSundering Ooze Guard: This item stores the corrosive, voracious power of the ooze deep within. When the wearer of this item is successfully attacked in melee, this power can come to the surface, decreasing an opponents AC, and occasionally summoning a wild ooze that will fight against your enemies.
    • Telekinesis → Telekinesis GuardIcon tooltip.pngTelekinesis Guard: When enemies hit you, they may be assaulted by these psychic forces, falling to the ground unless they make a DC 35 Reflex save.
    • Thorn → Thorn GuardIcon tooltip.pngThorn Guard: Armour with this property stings those that attack the wearer, causing 1d8 piercing damage on a successful melee attack.
    • Trap the Soul → Trap the Soul GuardIcon tooltip.pngTrap the Soul Guard: This item stores an overwhelming, merciless power deep within. When the wearer of this item is successfully attacked in melee, this power occasionally comes to the surface, sucking out the life force of an enemy and imprisoning the essence of their body and soul in a gem.
    • Undead → Undead GuardIcon tooltip.pngUndead Guard: This armor burns those Undead that attack the wearer, causing 3d8 Good damage on a successful melee attack.
    • Vengeful → Vengeful GuardIcon tooltip.pngVengeful Guard: When its wielder is hit in battle, this weapon has a 10% chance to cause him or her to become full of anger and go into a Rage.
    • Vulnerability → Vulnerability GuardIcon tooltip.pngVulnerability Guard: This item stores powerful erosive forces. When the wearer is missed in combat, this power occasionally releases a degrading blast, adding three stacks of vulnerability to all enemies nearby.

Optional Parameters

  • Where (Options) is:
    • A Magnitude Value
      • I - XX.
      • (Available only for Acid, Fire, Ice, Lightning, Solar, as of Update 19.)
      • Default = I
    • guard =
      • 0, 1, on, off, true, or false
      • Turn on/off the display of the word "Guard"
      • Default = on
    • epic = Turn on/off the display of the word "Epic"
      • Default = off

CATEGORIZATION[edit]

Category:<Type> Guard items


CODING[edit]

Unknown GuardIcon tooltip.pngUnknown Guard: