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Item properties that can only be found on crafted items, such as Green Steel Items and Dragontouched Armors.

Contents

[edit] Air 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.

  • 5% chance to activate. Knockdown (DC35) or 30secs of Haste
  • Reflex save and AC bonus from Air Guard Haste stacks to "regular" Haste
  • Movement and attack speed from Air Guard Haste doesn't stack

[edit] Concordant Opposition

This item is imbued with the energy of concordant opposition. Those who rest at the pinnacle of supreme balance can do nothing but gain. When the wearer of this item is successfully attacked in melee, there is a chance that the item will bestow temporary hit points grant spell points to the earer.

  • a 4% chance to gain 30HP, and a separate roll for a 4% chance to gain 30SP

[edit] Stacking

Currently weapons and accessories do stack, while accessories themselves do not stack. This is probably not working as intended and might get changed in the future (see developer posts below).

[edit] Developer words on the topic

"It's a 1% chance to gain HP, and a separate roll for a 1% chance to gain SP. So, you do have a 1 in ten thousand chance to get HP+SP on the same hit :)" - DeadlyGazebo [1]

(Player: Shouldn't this be increased to 5%?) "A 5% proc rate would be extremely imbalancing if you wore eight of them." - Eladrin [2]

"No changes have been made to Concordant Opposition items since Piloto increased the proc rate from 1% to 4%, and increased the amount of spell points granted when it triggers." - Eladrin [3]

"I'm actually not 100% certain on the stacking nature of Concordant Opposition, as Piloto created it, not me.
With a prototype system, we're likely to err on the side of caution at times, especially when it's related to something we normally don't do (like SP healing).
We'll be tracking all the information we receive from it, and are very likely to make adjustments to things we find too weak or excessively powerful." - Elradrin [4]

(Player: I also want to know if the weapon + accessory stacking of CO (as it seems to be currently from all the testing data I have seen) is WAI or is it a bug subject to change?) "Guard effects should not stack with themselves, so it would be classified as a bug that is potentially subject to change." -Eladrin [5]

[edit] Corrosive Salt

This weapon stores a caustic, insatiable power deep within. When this weapon is used, this power can come to the surface in the form of a noxious, corrosive salt that dissolves all material.

  • 2% chance of 80d6 Dehydration damage over 4secs, irresistible.

[edit] Corrosive 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.

  • Dehydration damage

[edit] Crushing Wave

This weapon stores the unstoppable force of the oceans fury deep within. When this weapon is used this power occasionally comes to the surface, crushing enemies beneath a torrent of frigid water.

  • 5% Chance of 3 ticks of 30-40 Cold and 30-40 Bludgeon Damage over 6 seconds (180-240 damage)

[edit] Crushing 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.

[edit] Disintegration

This Weapon has a dark, insidious power deep within. Occasionally, this power lashes out violently at enemies and attempts to disintegrate them.

  • 2-3% chance of around 450 untyped damage (Strom Lords website)
  • 500+ damage (DDOwiki contributer)
  • No saving throw to reduce damage

[edit] Disintegration 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.

  • on-being-hit, cast Disintegrate on attacker, ~2% chance for ~490dmg, no save (EU forums)

[edit] Earth Grab

This Weapon stores the implacable strength of the earth deep within. When this weapon is used, this power occasionally comes to the surface, calling on the earth to erupt from the ground and hold an enemy in place.

[edit] Earth Grab Guard

...

[edit] Elemental Mastery

This weapon is imbued with the energy of elemental mastery. Where the forces of the elements converge in harmony, each is equally potent. When used, this weapon has a chance of doing an extra 1d6 of any or all of the following elemental damage types : acid, electric, fire and cold.

  • 80% Chance of 1d6-4d6 extra elemental damage (Strom Lords website)
  • On-Hit chance to add 1d6 Acid, Cold, Electric, and/or Fire. Appears to be 10-20% for each to trigger, and 80%+ chance for at least one per hit. (DDOwiki contributer)

[edit] Elemental 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.

[edit] Enervation

This weapon stores a menacing, ravenous power deep within. When this weapon is used, this power occasionally comes to the surface, draining the life force of the enemy and giving negative levels.

[edit] Enervation 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

  • 5% chance when hit to drain 1d4 levels

[edit] Freezing Ice

This Weapon stores the pitiless immovable powerof the ice deep within. When this weapon is used, this power occasionally comes to the surface, attempting to freeze an enemy solid and encase them in ice.

  • 5% chance of Freezing encasement, DC35 Fort Save, Freedom of movement blocks it (Strom Lords website)
  • Target is immobilized, and auto-crit (originally this effect was not providing auto-crit, but this was changed in module 7)

[edit] Freezing Ice Guard

  • About 10% on hit
  • Fortitude save DC of 35, Freedom of movement blocks it
  • Has a duration of 9 seconds, no additional saves
  • Grants auto crit

[edit] Greater Disruption

This Weapon stores a holy and righteous power deep within. When the weapon is used against undead, this power occasionally comes to the surface, annihilating enemy undead.

  • 5% chance of annihilation (Storm Lords website)
  • Other source insists 3% chance (DDOwiki contributer)

[edit] Greater 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.

[edit] Incineration

This weapon stores the power of a raging inferno deep within. Occasionally, this destructive power comes to the surface, devastating enemies with massive fire damage.

  • 5% chance of approx 300 Fire damage

[edit] Incineration 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.

  • ~5% of time with 261-321 Fire damage reported

[edit] Lightning Strike

This Weapon stores the power of a volatile thunderstorm deep within. Occasionally, this dynamic power comes to the surface, devastating enemies with a massive lightning strike.

  • 2% Chance of 100d10 damage (Strom Lords website)
    • 100d10 = 100 * 5.5 = average 550
  • On-Hit ~2% chance to strike with Lightning Bolt ~600-650 damage (DDOwiki contributer)

[edit] Lightning 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.

  • On-Being-Hit chance to strike with Lightning Bolt ~600-650 damage reported testing (DDOwiki contributer)

[edit] Magma Surge

This weapon stores the immeasurable heat of the planet's molten mantle. When this weapon is used, superheated magma occasionally surges to the surface, slowing an enemy down and inflicting massive fire damage over time.

  • 2% chance of activating, ~80d6 fire damage over 4secs, Movement 50% slowed, Attack rate 30% slowed and -1 penalty to attack rolls, AC, reflex save.

[edit] Magma 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, superhearted magma occasionally surges to the surface, slowing an enemy down and inflicting massive fire damage over time.

[edit] Radiance

This Weapon is imbued with a brilliant radiant power that deals an additional 4d6 points of light damage and blinds the target on a successful critical hit.

  • No save against blindness effect

[edit] Radiance 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.

[edit] Slay Living

This weapon stores a dark and sinister power deep within. When the weapon is used, this power occasionally comes to the surface, attempting to instantly snuff out the life force of an enemy.

[edit] Slay Living Guard

This item stores a dark and sinister power deep within. When the wearer of this is is successfully attacked in melee, this power occasionally comes to the surface, attempting to instantly snuff out the life force of the enemy.

  • On-being hit chance, percent chance unknown

[edit] Smoke Screen

You are surrounded by wisps of concealing smoke, giving opponents a 20% chance to miss you.

[edit] Steam

This weapon is constantly building a magical steam within. When the weapon is used, this pressure can be violently discharged, periodically damaging enemies with an additional 2d8 pluse 8 points of untyped damage on a successful hit.

[edit] Steam 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.

  • 20% chance of activating when hit, irresistible

[edit] Sundering Ooze

...

[edit] Sundering 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.

  • -5 AC DC40 Fort save, 25% Chance to activate.
  • Black Pudding CR12, 1% chance to activate

[edit] Trap the Soul

This weapon stores an overwhelming, merciless power deep within. When this weapon is used, 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.

  • on-hit 1~2% chance to cast Trap the Soul spell, however unlike the spell this version has no Hit Dice limit.
  • will save DC 30

[edit] Trap 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.

  • on-being-hit 1~2% chance to cast Trap the Soul spell, however unlike the spell this version has no Hit Dice limit.


[edit] Good Burst

In-game Description: This weapon is imbued with the power of good and deals 1d6 points of good damage to all non-good alignment. Additionally, all targets of non-good alignment take an extra 3d6 damage on a critical hit for weapons with a x2 critical multiplier, 4d6 for a x3 multiplier, and 5d6 for a x4 multiplier.

Note: The in-game description used to be incorrect years ago, but has since been fixed and is now accurate. Also note this effect currently only appears on a greensteel weapon - and unlike loot-gen weapons of pure good, greensteel weapons NEVER have alignment requirements to wield. (Tho note one's with unholy still give good-aligned wielders a negative level). Additionally it will put the "good" damage type property on a weapon, for the purposes of bypassing damage reduction.

[edit] Unholy

An Unholy weapon is imbued with unholy power. This power makes the weapon evil-aligned. Good characters wielding this weapon suffer a negative level. The weapon deals an extra 2d6 points of damage against all targets of Good alignment.

See the list of weapon enhancements to find more about the various other aligment effects.

[edit] Regeneration items

A piece of equipment with the Regeneration modifier heals hit points over time.

[edit] Minor Regeneration

Used to be 1 hp healed/minute, it is unclear if this is changed.

[edit] Lesser Regeneration

This item is imbued with an undeniable goodness that slowly heals the wearer over time. Recovers 1 hp per minute.

[edit] Improved Regeneration

  • Tier 2 Green Steel Clothing/Jewelry Attribute - Positive/Opposition/Material

This item is imbued with an undeniable goodness that flows outward like a gentle breeze, slowly healing the wearer over time. Recovers 1 hit point per 30 seconds.

[edit] Greater Regeneration

  • Tier 3 Green Steel Clothing/Jewelry Attribute - Positive/Opposition/Material

Recovers 1 hit point per 15 seconds (unconfirmed).