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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 | +1 | Prefix
|
| Elemental Burst | +1d6 elemental damage, deals an extra +1d10 per critical multiplier elemental damage on critical | +2 | Prefix
|
| Thundering | deals an extra +1d8 *(critical multiplier -1) sonic damage on critical | +1 | Prefix
|
| True Alignment | +1d6 alignment damage | +1 | Both*
|
| Alignment | +2d6 alignment damage | +2 | Prefix
|
| Alignment Burst | +2d6 alignment damage, deals an extra +1d6 +(1d6 per critical multiplier) alignment damage on critical | +4 | Prefix
|
| Keen | 2x critical range for pierce & slash weapons (doesn't stack with Improved Critical) | +1 | Prefix
|
| Impact | 2x critical range for bludgeon weapons (doesn't stack with Improved Critical) | +1 | Prefix
|
| Crippling | critical slows victim to 1/2 | +1 | Prefix
|
| Stench | critical slows victim to 1/2 | +1 | Prefix
|
| Returning | Thrown weapon returns to shooter | +1 | Prefix
|
| Weakening | +1 str dmg on hit, can stack | +3 | Prefix
|
| Maladroit | +1 dex dmg on hit, can stack | +3 | Prefix
|
| Wounding | +1 con dmg on hit, can stack | +3 | Prefix
|
| Cursespewing | DC 15 Save or be cursed (under effect of Bestow Curse) on hit | +3 | Prefix
|
| Paralyzing | Any creature struck must make Will save 17 or be paralyzed. | +5 | Prefix
|
| Vorpal | Beheads (kills) non-immune monsters on a natural 20 followed by a successful confirmation roll of the critical hit. | +5 | Prefix
|
| Banishing | Banishers will send extraplanear creatures back to their home plane DC 24 Will save to banish | +5 | Prefix
|
| Ghost touch | Bypasses an incorporeal creature's 50% chance to avoid damage. | +1 | Prefix
|
| Strength-sapping | DC 15 Save or be Exhausted (-6 str, -6 dex, 50% speed) | +4 | Prefix
|
| Spell-boost n | Increases damage of a spell category up to level n by 10% to 50% (see below) | +1 to +5 | Prefix
|
| Lore | 3-9% Chance for Spells to Crit by +.25x - .75x (see below) | +1 to +? | Prefix
|
| Spell Charges | Ability to cast a spell X times per rest | +1 to +6 | Prefix
|
| Seeker +n | Provides a +n enhancement to confirm critical hits and to damage (before multiplication) | +1 per +2 bonus | Prefix
|
| Bodyfeeder | Grants +15 temporary hitpoints (duration 1 minute) On a critical hit | +2? | Prefix
|
| Transmuting | Bypasses any Damage Resistance that is capable of being bypassed | +2 | Prefix
|
*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. | +1 | Suffix
|
| Target Bane | +2 to-hit / +2d6 damage versus target type. | +2 | Suffix
|
| Greater Target Bane | +4 to-hit / +3d6 damage versus target type. | +3 | Suffix
|
| Pure Good | +1d6 alignment damage | +1 | Suffix
|
| Righteousness | +2 attack and damage versus evil | +1 | Suffix
|
| Enfeebling | +1d6 str dmg on crit, can stack | +2 | Suffix
|
| Bone-Breaking | +1d6 dex dmg on crit, can stack | +2 | Suffix
|
| Puncturing | +1d6 con dmg on crit, can stack | +2 | Suffix
|
| Destruction | -4 AC damage (on first hit only, i.e. does not stack), no save | +4 | Suffix
|
| Disruption | A 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 | +1 | Suffix
|
| Power n | Increases spell points by 10 × n (10 to 90) | +1 to +5 | Suffix
|
| Wizardry n | Increases spell points by 25 × n (25 to 75 ) | +2 to +4 | Suffix
|
| Magi | Increases spell points by 100 | +6 | Suffix
|
| 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 bonus | Suffix
|
| Shatter +n | This effect gives a +n enhancement bonus to the DC to resist the character's Sunder and Improved Sunder attempts | +1 per +2 bonus | Suffix
|
| Vertigo +n | This effect gives a +n enhancement bonus to the DC to resist the character's Trip and Improved Trip attempts | +1 per +2 bonus | Suffix
|
| 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
|
| Everbright | Never takes damage from rust or acid and can emit a blinding flash 3/rest | +2 | Suffix
|
| Maiming | A critical hit with this weapon, it deals an amount of extra untyped damage depending on its critical multiplier: x2 - 1d6. x3 - 2d6. x4 - 3d6 | +1 | Suffix
|
| Parrying | Grants +1 insight bonus to AC and +1 insight bonus to saving throws while it is held | +2 | Suffix
|
| Feat: Precise Shot(Precision) | Grants the feat Precise Shot to the wielder | +2 | Suffix
|
| Slowburst | Whenever you score a critical hit with this weapon, the target is slowed for 18 seconds. (Will DC 15 negates.) | +2 | Suffix
|
| Shattermantle | Targets SR is reduced by 3 for 9 seconds | +1 | Suffix
|
| Smiting | Any 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 Iron | Weapon treated as Good aligned
|
| Darkwood | Slightly harder than wood
|
| Densewood | As hard as steel
|
| Byeshk | Bypasses damage reduction of the daelkyr, 20 hardness
|
| Adamantine | Bypasses damage reduction of certain monsters (in particular, of many constructs)
|
| Cold Iron | Effective against fey creatures
|
| Alchemical Silver | Bypasses damage reduction of vampires and devils
|
Bane weapons give bonuses to attack and damage rolls to one of the following categories of targets:
| Table: Bane Types
|
| Name
| Examples
|
| Reptilian | Kobold, Troglodyte
|
| Goblinoid | Hobgoblin, Bugbear
|
| Orc | Orc
|
| Monstrous Humanoid | Minotaur, Gargoyle, Wild Man
|
| Giant | Ogre, Troll, Hill Giant, Fire Giant, Storm Giant, Stone Giant
|
| Construct | Iron/Clay Golem, Warforged, Inevitable/Marut, Iron/Mithral/Adamantine Defender, Pillars/Summoning Fires
|
| Elemental | Earth, Fire, Air. Mephits
|
| Undead | Skeleton, Zombie, Ghoul, Ghast, Wight, Wraith, Spectre, Mummy, Vampire, Lich, Shadow, Umbral Gargolye/Worg
|
| Aberration | Beholder, Rust Monster, Drow Scorpion/Scorrow, Mind Flayer
|
| Ooze | Oozes, Ochre jelly, Black pudding, Violet Slime, Arcane Ooze (Note: ooze bane does not make the weapon immune to breakage or splitting)
|
| Evil Outsider | Flesh Render, Fire Reaver, Ice Flenser, Tharaak Hound, Quori Stalker, Hell Hound, Efreet, Marilith, Jarilith, Bezekira, Barbazu (Bearded Devil), Orthon, Pit Fiend
|
| Chaotic Outsider | Flesh Render, Fire Reaver, Ice Flenser, Tharaak Hound, Djinn, Marilith, Jarilith, Ghaele, Bralani
|
| Lawful Outsider | Quori Stalker, Hell Hound, Efreet, Bezekira, Barbazu (Bearded Devil), Orthon, Pit Fiend
|
| Magical Beast | Worg, Winter Wolf, Spawn of Whisperdoom, Razorcat
|
| Dragon | Velah, Gianthold Dragons
|
| Animal | Wolf, Dog
|
| Elf | Elf, Drow
|
| Human | Human
|
| Dwarf | Dwarf, Duergar
|
| Halfling | Halfling
|
| Vermin | Spider, 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
|
| Flaming | Fire | Cool in-game flaming effect
|
| Frost | Ice | Target becomes ice scuplture
|
| Shock | Electrical | Blue-white sparks
|
| Acid | Acid | Greenish/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
|
| Axiomatic | Law | White shooting sparkles
|
| Anarchic | Chaos | Purple sparks
|
| Holy | Good | Blue/silver
|
| Unholy | Evil | Purplish 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 Law | non-Lawful | White shooting sparkles
|
| True Chaos | non-Chaotic | Purple sparks
|
| Pure Good | non-Good | Blue/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).
*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.
[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
|