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[edit] List of Weapon Enhancements

This is a list of enhancement effects that can appear on weapons.

See also: Armor Enhancements.

An item can have a maximum of 1 material, 1 prefix and 1 suffix, unless it is one of the unique quest rewards or unique chest loot items. See base price modifier for details.

[edit] Prefixes

Table: Weapon Enhancements
Name Description Base
price
modifier
Type
Elemental+1d6 elemental damage+1Prefix
Elemental Burst+1d6 elemental damage,
deals an extra +1d10 per critical multiplier elemental damage on critical
+2Prefix
Thunderingdeals an extra +1d8 *(critical multiplier -1) sonic damage on critical+1Prefix
True Alignment+1d6 alignment damage+1Both*
Alignment+2d6 alignment damage+2Prefix
Alignment Burst+2d6 alignment damage,
deals an extra +1d6 +(1d6 per critical multiplier) alignment damage on critical
+4Prefix
Keen2x critical range for pierce & slash weapons
(doesn't stack with Improved Critical)
+1Prefix
Impact2x critical range for bludgeon weapons
(doesn't stack with Improved Critical)
+1Prefix
Cripplingcritical slows victim to 1/2+1Prefix
Stenchcritical slows victim to 1/2+1Prefix
ReturningThrown weapon returns to shooter+1Prefix
Weakening+1 str dmg on hit, can stack+3Prefix
Maladroit+1 dex dmg on hit, can stack+3Prefix
Wounding+1 con dmg on hit, can stack+3Prefix
CursespewingDC 15 Save or be cursed (under effect of Bestow Curse) on hit+3Prefix
ParalyzingAny creature struck must make Will save 17 or be paralyzed. +5 Prefix
VorpalBeheads (kills) non-immune monsters on a natural 20 followed by a successful confirmation roll of the critical hit. +5 Prefix
BanishingBanishers will send extraplanear creatures back to their home plane DC 24 Will save to banish+5Prefix
Ghost touchBypasses an incorporeal creature's 50% chance to avoid damage.+1Prefix
Strength-sappingDC 15 Save or be Exhausted (-6 str, -6 dex, 50% speed)+4Prefix
Spell-boost nIncreases damage of a spell category up to level n by 10% to 50% (see below)+1 to +5Prefix
Lore3-9% Chance for Spells to Crit by +.25x - .75x (see below)+1 to +?Prefix
Spell ChargesAbility to cast a spell X times per rest+1 to +6Prefix
Seeker +nProvides a +n enhancement to confirm critical hits and to damage (before multiplication) +1 per +2 bonusPrefix
BodyfeederGrants +15 temporary hitpoints (duration 1 minute) On a critical hit +2?Prefix
TransmutingBypasses any Damage Resistance that is capable of being bypassed+2Prefix

*True Law and True Chaos are prefixes, Pure Good is a suffix.

[edit] Suffixes

Table: Weapon Enhancements
Name Description Base
price
modifier
Type
Lesser Target Bane+1 to-hit / +1d6 damage versus target type.+1Suffix
Target Bane+2 to-hit / +2d6 damage versus target type.+2Suffix
Greater Target Bane+4 to-hit / +3d6 damage versus target type.+3Suffix
Pure Good+1d6 alignment damage+1Suffix
Righteousness+2 attack and damage versus evil+1Suffix
Enfeebling+1d6 str dmg on crit, can stack+2Suffix
Bone-Breaking+1d6 dex dmg on crit, can stack+2Suffix
Puncturing+1d6 con dmg on crit, can stack+2Suffix
Destruction-4 AC damage (on first hit only, i.e. does not stack), no save+4Suffix
DisruptionA weapon of disruption is the bane of all undead. Any undead creature struck in combat must succeed on a DC 14 Will save or be destroyed.+5 Suffix
Deception+2 enhancement bonus to Bluff+1Suffix
Power nIncreases spell points by 10 × n (10 to 90)+1 to +5Suffix
Wizardry nIncreases spell points by 25 × n (25 to 75 )+2 to +4Suffix
MagiIncreases spell points by 100 +6Suffix
Sneak Attack Bonus +n (Backstabbing)Provides a +n competence bonus to-hit and damage for any attack qualifying as a Sneak Attack, regardless of your class+1 per +1 bonusSuffix
Shatter +nThis effect gives a +n enhancement bonus to the DC to resist the character's Sunder and Improved Sunder attempts+1 per +2 bonusSuffix
Vertigo +nThis effect gives a +n enhancement bonus to the DC to resist the character's Trip and Improved Trip attempts+1 per +2 bonusSuffix
Tendon Slice n%This effect gives a +n enhancement bonus to the DC to resist the character's Hamstring attempts+1 per 2%Suffix
Weighted n%This effect gives a +n enhancement bonus to the DC to resist the character's Sap and Stunning Blow attempts+1 per 1%Suffix
EverbrightNever takes damage from rust or acid and can emit a blinding flash 3/rest+2Suffix
MaimingA critical hit with this weapon, it deals an amount of extra untyped damage depending on its critical multiplier: x2 - 1d6. x3 - 2d6. x4 - 3d6+1Suffix
ParryingGrants +1 insight bonus to AC and +1 insight bonus to saving throws while it is held+2Suffix
Feat: Precise Shot(Precision)Grants the feat Precise Shot to the wielder+2Suffix
SlowburstWhenever you score a critical hit with this weapon, the target is slowed for 18 seconds. (Will DC 15 negates.)+2Suffix
ShattermantleTargets SR is reduced by 3 for 9 seconds+1Suffix
SmitingAny critical hit on a construct must make a Fortitude save 23 or be destroyed. +5 Suffix
Good Burst+1d6 alignment damage, additionally a critical hit with this weapon, it deals and amount of extra good damage depending on its critical multipler: x2 - 3d6. x3 - 4d6. x4 - 5d6...Suffix

[edit] Materials

Special materials may give additional properties to items:

Table: Materials
Name Effect
Flametouched IronWeapon treated as Good aligned
DarkwoodSlightly harder than wood
DensewoodAs hard as steel
ByeshkBypasses damage reduction of the daelkyr, 20 hardness
AdamantineBypasses damage reduction of certain monsters (in particular, of many constructs)
Cold IronEffective against fey creatures
Alchemical SilverBypasses damage reduction of vampires and devils

[edit] Bane Weapons

Bane weapons give bonuses to attack and damage rolls to one of the following categories of targets:

Table: Bane Types
Name Examples
ReptilianKobold, Troglodyte
GoblinoidHobgoblin, Bugbear
OrcOrc
Monstrous HumanoidMinotaur, Gargoyle, Wild Man
GiantOgre, Troll, Hill Giant, Fire Giant, Storm Giant, Stone Giant
ConstructIron/Clay Golem, Warforged, Inevitable/Marut, Iron/Mithral/Adamantine Defender, Pillars/Summoning Fires
ElementalEarth, Fire, Air. Mephits
UndeadSkeleton, Zombie, Ghoul, Ghast, Wight, Wraith, Spectre, Mummy, Vampire, Lich, Shadow, Umbral Gargolye/Worg
AberrationBeholder, Rust Monster, Drow Scorpion/Scorrow, Mind Flayer
OozeOozes, Ochre jelly, Black pudding, Violet Slime, Arcane Ooze (Note: ooze bane does not make the weapon immune to breakage or splitting)
Evil OutsiderFlesh Render, Fire Reaver, Ice Flenser, Tharaak Hound, Quori Stalker, Hell Hound, Efreet, Marilith, Jarilith, Bezekira, Barbazu (Bearded Devil), Orthon, Pit Fiend
Chaotic OutsiderFlesh Render, Fire Reaver, Ice Flenser, Tharaak Hound, Djinn, Marilith, Jarilith, Ghaele, Bralani
Lawful OutsiderQuori Stalker, Hell Hound, Efreet, Bezekira, Barbazu (Bearded Devil), Orthon, Pit Fiend
Magical BeastWorg, Winter Wolf, Spawn of Whisperdoom, Razorcat
DragonVelah, Gianthold Dragons
AnimalWolf, Dog
ElfElf, Drow
HumanHuman
DwarfDwarf, Duergar
HalflingHalfling
VerminSpider, Scorpion

[edit] Elemental Weapons

Elemental weapons do 1d6 extra damage to most targets, but some will take more damage, while others will be immune or even heal. Fire and acid will often stop the regeneration of some monsters, like Trolls. Elemental damage is equivalent to a +1 enhancement in terms of item value.

Table: Elemental Types
Name Damage Effect
FlamingFireCool in-game flaming effect
FrostIceTarget becomes ice scuplture
ShockElectricalBlue-white sparks
AcidAcidGreenish/blueish clouds

[edit] Alignment Weapons

Some weapons do alignment damage. They may penetrate the damage reduction of powerful creatures of opposing alignment, do extra damage to normal creatures of opposing alignment, and will apply a temporary negative level to any wielder of opposing alignment. (Note: The True Neutral alignment is opposed to nothing, so True Neutral characters are invulnerable to all these effects). Note that most opponents in DDO are either Evil or True Neutral. Alignment damage is equivalent to a +2 enhancement in terms of item value.

Table: Weapon Alignment Types
Name Damage Effect
AxiomaticLawWhite shooting sparkles
AnarchicChaosPurple sparks
HolyGoodBlue/silver
UnholyEvilPurplish flames

There is a separate category of "True Alignment" weapons which effect more targets than normal "Alignment" weapons, but do less bonus damage. They do 1d6 extra to any target whose alignment does not match the weapon, and cannot be wielded by someone without a matching alignment (except with a UMD total of 20). The most obvious advantage of Pure Alignment weapons is they can also hurt True Neutral enemies.

For example, the Retribution longword is Pure Good, True Law, and Holy. It can only be wielded by a LG character, and its damage bonus against each alignment are as follows: LG +0, NG/LN/CG +1d6, TN/CN +2d6, LE +3d6, NE/CE +4d6. A True Alignment enhancement is equivalent to a +1 enhancement in terms of item value.

Table: Weapon True Alignment Types
Name Damages Targets Effect
True Lawnon-LawfulWhite shooting sparkles
True Chaosnon-ChaoticPurple sparks
Pure Goodnon-GoodBlue/silver


[edit] Spell Boost Enhancements

Pending: find official name

These abilities increase the magnitude (damage or healing) of some spells. Each ability comes in two forms: a continuous one, and a temporary one which lasts only 30 seconds. The continuous form shares a name with a similar enhancement available to spellcasters. These bonuses stack with the character enhancements of the same name, but two bonuses from items do not stack with each other (even if one is temporary and the other continuous).

Table: Affected Damage Types
Continuous Name Temporary Name Affects
CombustionInfernoFire Spells
CorrosionErosionAcid Spells
MagnetismSparkShock Spells
GlaciationFreezeCold Spells
ResonanceCacophonySonic Spells
RadianceBrillianceLight Spells
BenevolenceBeatitudeGood Spells
NullificationNihilNegative Spells
DevotionArdorPositive Spells
ReconstructionMendingRepair Spells
ImpulseImpact*Force Spells
PotencyEfficacyUniversal Spells (anything damaging)

*Not to be confused with the other "Impact", which increases the critical threat range of a bludgeoning weapon.

They can range from lesser to superior magnitude.

Table: Magnitude
Name Effect
Lesser+10%
(no prefix)+20%
Improved+30%
Greater+40%
Superior+50%

At the end of the name, there is a number that denotes the maximum level of spells the enhancement boosts. e.g. Greater Combustion III gives +40% damage to fire spells of 3rd or lower level.

The base value modifier of spell-boost enhancements is equal to the maximum level of spells it affects. Magnitude has no effect on the modifier. e.g. Superior Reconstruction I has a modifier of +1, whereas Lesser Devotion IV has a modifier of +4.

[edit] Spell Lore

These abilities increase chance of your spells to make critical hits and magnitude (critical multiplier) of them.

Table: Spell Lore
Name % Chance to Critical Critical Damage Multiplier
Minor Lore+3%1.75x
Lesser Lore+6%1.50x
Lore+6%1.75x
Greater Lore+9%1.75x
Superior Lore+9%2.00x


[edit] Spell Charges

Some items have charges of a spell on them and allow the user to cast the spell a few times every rest period. Generally, the items have 3 charges and the base value modifier is equal to the level of the spell. Every 2 extra charges increase the modifier by 1, and 2 less charges decrease it by 1.

e.g. Bull's Strength 5/Rest would have a modifier of +3 while Fireball 1/Rest would have a modifier of +2.

Table: Base price modifiers of User-activated items
Spell level 1 charge/rest 3 charge/rest 5 charge/rest
Level 1 Spell012
Level 2 Spell123
Level 3 Spell234
Level 4 Spell345
Level 5 Spell456
Level 6 Spell567
Level 7 Spell678


[edit] Weapon Enhancements

Alphabetical list of all weapon enhancements currently categorized in the Wiki. Note that this list is currently incomplete.

[edit] Weapon prefixes

[edit] Weapon suffixes

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