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Static Effects

  • Abjuration Focus* - Your abjuration spells have the DC to resist them increased by +1.
  • Absolute Law - This weapon is infused with the ultimate power of Law. It does an additional 2d6 damage to non-lawful targets and can only wielded by Lawful aligned characters.
  • Absorbs Beholder Spells - This effect absorbs most spells cast by beholder eyestalks. Only a few such spells can be absorbed before the item ceases to function and must have time to dissipate the absorbed energy.
  • Absorbs Dooomsphere Spells - This effect absorbs most spells cast by doomsphere eyestalks. Only a few such spells can be absorbed before the item ceases to function and must have time to dissipate the absorbed energy.
  • Absorbs Magic Missiles - The effect absorbs magic missile spells targeted at the wearer.
  • Acid Arrow - This weapon is sheathed in corrosive acid. A successful hit douses the target in acid causing 2d4 damage every 2 seconds for 6 seconds. Multiple hits do not cause more damage, but do extend the duration.
  • Acid Burst - This weapon is sheathed in corrosive acid. In addition, critical hits deal an additional 1d10 acid damage for weapon with a x2 critical multiplier, 2d10 for a x3 critical multiplier and 3d10 for a x4 multiplier.
  • Acid Resistance (Acid resistance)* - This property absorbs the first 10 points of acid damage per attack that the wearer would normally take.
  • Acid Touch - This weapon gives off a faint smell of acid. An acid touch weapons deals and additional +1 acid damage on a successful hit.
  • Adamantine* - Found only in meteorites and the rarest of veins in magical areas, this ultra-hard metal adds to the quality of a weapon or suit of armor.
    • Heavy armor made from adamantine grants its wearer damage reduction of 3/-.
    • Weapons made of adamantine have the ability to bypass damage reduction of certain monsters.
  • Anarchic* - An anarchic weapon is chaotically aligned and infused with the power of chaos. It makes the weapon chaos aligned and thus bypasses the corresponding damage reduction. It deals and extra 2d6 points of damage against all of Lawful alignment.
  • Anti-Magic Runes - The runes inscribed on this weapon activate on a critical hit and attempt to suppress the spell casting abilities of the target. The target must make a DC 20 Fortitude Save or be unable to cast spells for 18 seconds.
  • Arcane Power Spell Selection (Arcane Power) - Staff may cast Magic Missile, Ray of Enfeeblement, Lightning Bolt, Fireball, Cone of Cold, Hold Monster, or Globe Of Invulnerability all as a 12th level caster
  • Archmagi - This item grants the wearer +200 maximum spell points. Sorcerers gain up to double spell points from items.
  • Armor Bonus* - This item surrounds the wearer with an invisible but tangible field of force, granting +X armor bonus to AC, just as though he were wearing armor.
  • Axeblock* - This armor is magically enhanced to turn away slashing weapons such as axes and most swords. Damage from these weapons is reduced by 5.
  • Axiomatic* -
  • Banishing* - Any extra-planar creature with 25 Hit Dice or fewer that is critically hit by the weapon mush succeed on a DC 24 Will save or be banished back to its home plane.
  • Banishing Fists - This potent ability will in certain cases return extra-planar creatures to there home plane. Upon a natural 20 on an attack roll, which is confirmed as a critical hit, any extra-planar creature with 25 Hit Dice or fewer must succeed on a DC 24 Will save or be banished by to its home plane.
  • Bleed - This weapon is cruelly sharp and will do an additional 1d8 damage to target that are vulnerable to bleeding.
  • Blinding* - This item can generate a flash of light that has a chance to blind opponents.
  • Blindness Immunity (Blindness immunity)* - Grants its wearer immunity to blindness effects.
  • Blood - This Docent converts a portion of the wood and metal structure of the Warforged to living flesh. The Warforged will benefit more from positive healing spells (+10%) but will also be more subject to critical hits (-10% fortification).
  • Blood Rage - Anytime you are hit, there is a chance that you will fall into a Blood Rage. Blood Rage gives up to a +8 bonus to Strength and Constitution, but will also cause short periods of lethargy when your lust for blood becomes sated.
  • Boon of Undeath (not Boon "to" Undeath) - Undead take solace in the hate of others. Every time a character wearing a Boon of Undeath item is struck in combat, an Inflict Light Wounds spell will be cast on the character.
  • Byeshk* - Mined in the Byeshk and Graywall Mountains bordering Droaam, this rare material is prized by smiths for use in jewelry and weapons. It has a lustrous purple sheen and is hard and dense. Byeshk weapons are able to overcome the damager reduction of the daelkry (Mindflayers), which are resistant to all other weapons.
  • Chaosguard - The bearer of this item gains +2 Deflection bonus to AC and +2 Resistance bonus to saving throws from Chaotic Enemies.
  • Chaotic Curse - The curse on this item is so powerful it can be transferred to any creature that dares touch the wearer. The rents in the fabric or the underlying cloth has made the curse unstable and it can reverse itself. Note especially that while the wearer is partially shielded he is not entirely immune to this effect.
  • Cloudburst - Every hit from this weapon has a chance to trigger a Cloudburst striking its target with a bolt of lightning. (Does around 50 damage)
  • Cold Iron* - This iron mined deep underground, known for its effectiveness against fey creatures and some Demons, is forged at a lower temperature to preserve its delicate properties.
  • Cold Resistance (Cold resistance)* - This property absorbs the first 10 points of cold damage per attack that the wearer would normally take.
  • Cold Touch - The temperature around this weapon is colder than normal. A cold touch weapon deals an additional +1 cold damage on a successful melee hit.
  • Command* - This armor or shield always appears brilliant and gleaming, no matter what the conditions and despite all attempts to paint over or obscure it.Coveted by military leaders of all sorts, it carries a powerful aura that grants +2 competence bonus to Charisma-based skill checks. Command armor and command shields make their owners more noticeable, imposing a -6 penalty on Hide checks.
  • Demonic Curse (Demonic curse) - Chance of cursing melee attackers
  • Demonic Shield (Demonic shield) - Chance of getting 30 temporary hit points every time you get hit
  • Demonic Retribution (Demonic retribution) - Chance of casting Inflict Moderate Wounds on melee attackers
  • Demon Consort Hidden Effect (Demonic Drain) - Slight chance of getting a negative level e very time you are hit
  • Disease Immunity* - Grants its wearer immunity to disease effects.
  • Eternal Faith - For turning purpose +2 to turning check, +2 Max Hit Dice, and +4 to total Hit Dice
  • Ethereal - when equipped, your hands and weapons are considered ghost touch
  • Fleshmaker - +10% effects from Positive energy healing spells
  • Ghostly - Melee attacks can hit Incorporeal targets, Enemies Have a 10% miss chance do to concealment, +5 enhancement bonus to Hide and Move silently skills.
  • Giant Slayer - Small chance on every hit to force Giant to make DC 25 Fort Save or die
  • Good Luck - +1 Luck Bonus (stacks with everything) to skill checks and saves
  • Greater Shout - Unknown at this time
  • Greater Stability - This armor grants a +4 deflection bonus to AC and a +4 resistance bonus to saving throws for characters of True Neutral alignment.
  • Hallowed - Increases the total HD of Undead turning by +4
  • Intercession Ward - Re-established the wearer's connection to a source of Divine power if it is ever severed by such things as the Quell's special ability.
  • Keoghtom's Ointment - Neutralize Poison, Remove Disease, Cure Light Wounds
  • Lesser Heighten - Free Heighten of spells while active (about 2 seconds?)
  • Lesser Maximize - Not sure yet, but maybe same as lesser Heighten above
  • Life Stealing - Chance on crit to drain opponent of 1d3 levels
  • Lightning Bolt Ward - Protects against Lightning bolts
  • Litany of the Dead-Ability Bonus - Provides a +1 profane bonus to all ability scores (Stacks)
  • Litany of the Dead-Combat Bonus - Provides a +1 bonus to attack and damage rolls
  • Melee Alacrity 10% (Melee Alacrity) - Increases melee attack speed by 10%
  • Murlynd's Spoon - Creates free food for use in a tavern/inn
  • Mysterious Effect - This magical property has mysterious effect on the wearer of this item. Has 1 of 4 pairs of properties.
    • 1. +3 Dex and +3 Resist
    • 2. +3 Cha and Moderate Fortification
    • 3. +3 Str and +3 Deflection
    • 4. +3 Con and Minor Spell Penetration VI
  • Parrying* - Grants a +1 insight bonus to AC and Saving throws while equipped
  • Power Store - while equipped, receive a -10% bonus spell point costs
  • Ranged Alacrity 10% - Ranged attack speed increased by 10%
  • Roc Strength - +6 Str for 30 seconds
  • Sacred* - Increases your level by 2 for turning purposes
  • Silver Flame - Increases the total HD of undead turned by +6
  • Shield Spikes - Additional 1d6 Piercing damage when used to bash
  • Sirocco (Sirroco=weapon Sirocco=effect [1]) - Blindness on hit, Reflex save negates it
  • Spell Focus Mastery - +1 DC to all spells (does not stack with spell focus items)
  • Taint of Evil - Negative Level for all good aligned characters
  • Tchurvul's Touch - Small chance of causing -1 charisma on every hit.
  • Telekinetic - DC17 trip on Crit
  • Transform Kinetic Energy (Transform kinetic energy) - Chance to gain SP every time you are hit.
  • Treason (Treason (weapon), Treason (effect)) - Threat from melee attacks reduced by 20%
  • Turn the Page - (-50%) Spell cost while active (about 6 seconds)
  • Undead Guard - Undead take 3d8 good damage every time they attack you
  • Unknown Madstone Boots ability (Madstone Reaction) - Chance of casting Madstone Rage on self after getting hit.
  • Warp Time - 50% (?) Speed increase until you enter an instance with hostile creatures.

Set Bonus Effects

  • Glacial Assualt - When both items are equipped your will receive Improved Glaciation VIII.
  • Levik's Defender - When both items are equipped you will receive a +3 Insight bonus to AC, +20% additional threat.
  • Lorikk's Champion - When both items are equipped you will receive Improved Devotion VIII.
  • Tharne's Wrath - When both items are equipped the wielder's weapons will act as if they are Ghost Touch, and will generate 20% less threat in melee combat.

Subcategories

This category has the following 5 subcategories, out of 5 total.

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