I am about to build a table with effects (poisoned, dazzled, diseased, cursed, nauseated, ...) and the cure against them. Does anybody know if there is a list of icons (those that flow over the players heads) for these afflictions?
I am about to build a table with effects (poisoned, dazzled, diseased, cursed, nauseated, ...) and the cure against them. Does anybody know if there is a list of icons (those that flow over the players heads) for these afflictions?
Last edited by Skaldrom; 01-13-2010 at 05:57 AM.
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Originally posted by C-Dog
If it walks like a duck and quacks like a duck but it's undead, then it's an undead duck.
This would be absolutely amazing. There have been a few times where I had to search all over the place to find out how to cure something that I never had come up against before.
theres only a few you need to know and you don't need to remember what every cure spell does as there are others that cover the same debuffs and more. you will just confuse yourself by doing so.
lesser resto - stat damage including ray of enfeeble/exhaustion etc
should be used at lower levels and is available in pot form for those that can't cast it
resto - 1 negative level and all stat damage
available much earlier than greater resto. replaces lesser resto
does not cut it at endgame where mobs energy drain you for 2-8 levels but is better than nothing if you can't fit greater resto in. deathward should be used when mobs energy drain but there are some situations where you cannot have deathward up so you must restore (beholder)
greater resto - all negative levels and all stat damage
replaces lesser resto and resto
cures alot of other things too but you will have heal before greater resto which cures the same thing other than neg levels. so unless they actually have a negative level cast heal to cure and heal them.
heal - everything but curse/negative levels/paralising
replaces lesser resto, panacea and resto when not dealing with neg levels
heroes feast - poison immunity after resting
remove curse - curses
cursed wounds(heal immunity) will not show up as black/red orb over head
freedom of movement - most slow/paralising effects (if it doesn't cure it nothing else can)
unyielding sovereignty - everything including feeblemind on yourself. excludes curses.
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so essentially:
if its a curse (black and red orb on head) you must "remove curse"
if its blindness (eye with line through it) you can cast "heal" or "remove blindness"
if they are frozen you must cast "freedom of movement"
poison (green fangs) can be cured and further applications can be prevented with "neutralise poison". "heal" can remove it but not prevent.
negative levels are usually called out by those affected but you can notice it by hearing the sound of deathstar powering its weapon or looking for a red/black light engulfing the person. curable with "resto" or "greater resto" only
anything else that is curable is curable with "heal"
edit: also rest shrines will only remove 1 negative level so at the very least... all but 1 negative level should be removed before shrining otherwise you will not gain 100% sp back
Last edited by zooble; 01-14-2010 at 01:05 AM.
Great answers, thank you very much, that helped a lot!
I am always short on SP (and plat) at my current level, despite all the feats and enhancements, so I try to be as economical as possible.
Sometimes using wands can be economical, although it is hard on your first toon at low levels to buy them. Also, if you have a static group/guild, make sure that the ppl you're running with have appropriate gear. I stopped running with someone who refused to get a poison immunity item because he couldn't find "one that had all the features" he wanted. Sorry dude, not going to wand whip you every three seconds at the expense of keeping the party healed.
That said, a total list would be amazing. I got "Shakes" the other day and wasn't sure what (if anything) could either prevent or heal it.
~ Pallai, Chennai, Saraphima~
~Shipbuff, Sophalia, Northenstar ~
~ Ascent~
poison is a bad example, as neutralize poison also gives poison immunity for some time (7 mins from a wand), but for diseases what you write is true.
What do you mean by "Shakes"? If you mean "Shaken" you can remove it with remove fear. If you mean that you saw some blue shackles around a player you can cure it with remove paralysis.
I am a list-kind-of-guy and with all this valuable info given in this thread, I did a first version. I would be very happy if you could give me your feedback how to improve it and cfor your orrections.
PDF: http://blog.oncode.info/wp-content/u...Cheatsheet.pdf
Excel 2007: http://blog.oncode.info/wp-content/u...heatsheet.xlsx
1) Heal cure Blindness, as well as Stun
2) Remove Paralysis cure Held
3) Freedom of Movement does NOT remove Held or Paralyzed, it only prevent the target been held / paralyzed again. It could be safe to assume that it won't remove the ongoing slow effect as well. (The spell description in DDO and PnP doesn't indicate it cure anything, similar to Deathward. I have done testing held / praralyzed issue.)
4) Bless cure Bane, while aid doesn't.
5) Remove Fear cure Doom.
6) Unyielding Sovereignty only cure 1000hp, not full HP. As it can be affected by healing penalty effect (as well as healing amplification effect), you may not get a single Unyielding Sovereignty to cure all your hp. ( i.e. Warforged, or under some debuff like the well known Mummy Rot)
7) Some special "held" effect bestow from special monster (like Wizard King) was actually a curse thing. Next time you see someone get paralyzed by wizard king, try remove curse for him instead of remove paralysis.
[ Fernia / Ghallanda ]Divine Initiate: Samho, Hammerhead, Stonespeaker, Dreadedblade, Pryan, Nightward (build), Stonewill . ---- Arcane apprentice: Graybone, Grayblade, Ironspeaker, Ironthought.-- Role of the Combat Cleric : We fight for our party's survival --
Slow can also be cured by haste. it's not a devine spell, but it works nontheless. and you could still use haste clickies as a cleric.
I forgot blindness, thank you. Are you sure about "Stun"? The compendium does not mention it: http://compendium.ddo.com/wiki/Spell:Heal
Of course I believe you if you are sure.
Thank you, changed.
Added. Thnx a lot.
So if the FOM spell dissipates before the condition that hindered movement, the target is again "unmoveable".
Ah, very interesting. I have added it.
Added.
I also mentioned that "Haste" cures "Slow" (see post above).
Perhaps it is important to mention that just the lower and mid level spells are covered in this cheatsheet. Thank you very much.
A new version is available at the old location:
PDF: http://blog.oncode.info/wp-content/u...Cheatsheet.pdf
Excel 2007: http://blog.oncode.info/wp-content/u...heatsheet.xlsx
Last edited by Skaldrom; 01-14-2010 at 05:45 AM.
i don't think the normal stun is cured by heal (not sure tough) but the mindflayer "stun" they do before they can suck out your brain and thus killing you can be cured by heal.
you haven't encountered them yet? they are funny
Fred in house J who can swap out feats is one of them.
Their most dangerous abilities are that they can charm you (for a long time and a pretty high save) and their conical area "stun" which leaves you unable to do anything for a minute or so if you fail the save. this "stun" can be removes with heal (and only heal i think, not sure tough). additionally if they get the time while you are stunned they can eat your brain and obviously kill you in the process. i don't know if deathward helps against this kill effect but i guess not.
Good job, nothing like a good list to brighten one's day.
Back in the day of POP loot runs, the mind flayer there had a giant straw with my fighters name on it I swear...
If you have a low will save you best try to trip/stun them or kill them before they stun you, or have a high enough will save not to careslight derailment but had to reflect on the nostalga of the game for a minute
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After couple error found from compendium, I start losing some faith with it
Here's what SRD say with heal:
In game, I'm sure it can remove stun effect from my eye with Stunning Blow, Stun from Sound burst, Symbol of Stun, mind blasted. Not quite sure the stun when your con score drop to zero but I'm looking forward with it.Heal enables you to channel positive energy into a creature to wipe away injury and afflictions. It immediately ends any and all of the following adverse conditions affecting the Target: ability damage, blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, feebleminded, insanity, nauseated, sickened, stunned, and poisoned. It also cures 10 hit points of damage per level of the caster, to a maximum of 150 points at 15th level.
[EDIT] Stun from General Horoth can also be remove by Heal.
Last edited by samho; 01-15-2010 at 06:51 PM.
[ Fernia / Ghallanda ]Divine Initiate: Samho, Hammerhead, Stonespeaker, Dreadedblade, Pryan, Nightward (build), Stonewill . ---- Arcane apprentice: Graybone, Grayblade, Ironspeaker, Ironthought.-- Role of the Combat Cleric : We fight for our party's survival --