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Item:Dream Edge

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Dream Edge

Proficiency Class Exotic Weapon Proficiency Dream Edge shown.jpg
Damage and Type [1d7] + 5 Slash, Good, Evil, Lawful, Chaotic, Magic
Critical threat range 20 / x3
Weapon Type Kama / Slashing weapons
Race Absolutely Required None
Minimum Level 18
Required Trait None
Use Magical Device DC No UMD needed
Handedness
Attack Mod STR
Damage Mod STR
Binding Bound to Account on AcquireBound to Account on Acquire: This item is Bound to Account on Acquire
Durability 170
Made from SteelSteel: Steel is the common metal used to make weapons and armor.
Hardness 20
Base Value 002000250020,002ppPlatinum Piece 5gpGold Piece 
Weight 6 lbs
Location The Mindsunder, Disc locked optional end chest
Enchantments
Dream Edge.png
Upgradeable?

Suppressed Power

Description A curious weapon favored by monks of Sarlona. Each Dream Edge bears the psychic imprint of its creator, cause many variations in their final enchantments.
Tips

100 variants of Dream Edge The Random Abilities known are the following:

  • Absolute LawAbsolute Law: This weapon is infused with the ultimate power of law. It does an additional 2 to 12 damage to non-lawful targets and can only be wielded by Lawful aligned characters.
  • Armor Bonus +8Armor Bonus +8: This item surrounds the wearer with an invisible but tangible field of force, granting +8 armor bonus to AC, just as though he were wearing armor.
  • BanishingBanishing: On Hit: 4 to 24 Bane damage to Outsiders.
    On Vorpal Hit: If an outsider struck by this weapon has fewer than 1000 Hit Points, it is instantly slain. If the outsider has above 1000 Hit Points, it takes 100 damage.
  • Cold Absorption 20%Cold Absorption 20%: Passive: 20% Enhancement Bonus to Cold Absorption. (Absorption reduces damage from an element by a percentage, after resistance have been taken into account.), Electric Absorption 20%Electric Absorption 20%: Passive: 20% Enhancement Bonus to Electric Absorption. (Absorption reduces damage from an element by a percentage, after resistance have been taken into account.), Fire Absorption 20%Fire Absorption 20%: Passive: 20% Enhancement Bonus to Fire Absorption. (Absorption reduces damage from an element by a percentage, after resistance have been taken into account.)
  • Cursespewing
  • DeceptionDeception: This weapon is hard to focus upon and thus provides a +3 enhancement bonus to Bluff checks. In addition, Deception weapons have a small chance to envelop the target in darkness, making them vulnerable to sneak attacks for a short time.
  • DestructionDestruction: On Hit: Your target gains a stack of Armor Destruction. (-1 penalty to Armor Class, -1% of its Fortification. 20 second duration. Stacks up to 15 times.) This effect may trigger once every three seconds.
  • Enhanced Ki +1Enhanced Ki +1: Increases the rate at which the user gains ki with each successful attack.
  • Everbright
  • Feather FallingFeather Falling: This item is engraved with feathers and bestows a powerful magical effect. Whenever the wearer begins to fall from any height, this effect slows the descent dramatically, causing the wearer to fall like a feather.
  • GhostlyGhostly: Equipping this item causes you to become partially incorporeal. Your melee attacks do not roll a miss chance for Incorporeal targets. Enemy attacks have a 10% chance to miss you due to incorporeality. You receive a +5 enhancement bonus to your Hide and Move Silently skills.
  • Good Luck +2Good Luck +2: This item gives a +2 Luck bonus to all saves and skill checks.
  • Elf BaneElf Bane: A bane weapon excels at attacking one type or subtype of creature. Against Elves, this weapon's effective enhancement bonus is +2 better than its normal enhancement bonus. It deals an extra 2 to 12 points of damage against the foe., Gnoll BaneGnoll Bane: A bane weapon excels at attacking one type or subtype of creature. Against Gnolls, this weapon's effective enhancement bonus is +2 better than its normal enhancement bonus. It deals an extra 2 to 12 points of damage against the foe., Greater Goblinoid BaneGreater Goblinoid Bane: A bane weapon excels at attacking one type or subtype of creature. Against Goblinoids, this weapon's effective enhancement bonus is +4 better than its normal enhancement bonus. It deals an extra 3 to 18 points of damage against the foe., Greater Lawful Outsider BaneGreater Lawful Outsider Bane: A bane weapon excels at attacking one type or subtype of creature. Against Lawful Outsiders, this weapon's effective enhancement bonus is +4 better than its normal enhancement bonus. It deals an extra 3 to 18 points of damage against the foe., Greater Monstrous Humanoid BaneGreater Monstrous Humanoid Bane: A bane weapon excels at attacking one type or subtype of creature. Against Monstrous Humanoids, this weapon's effective enhancement bonus is +4 better than its normal enhancement bonus. It deals an extra 3 to 18 points of damage against the foe., Lesser Dwarf BaneLesser Dwarf Bane: A bane weapon excels at attacking one type or subtype of creature. Against Dwarves, this weapon's effective enhancement bonus is +1 better than its normal enhancement bonus. It deals an extra 1 to 6 points of damage against the foe., Lesser Evil Outsider BaneLesser Evil Outsider Bane: A bane weapon excels at attacking one type or subtype of creature. Against Evil Outsiders, this weapon's effective enhancement bonus is +1 better than its normal enhancement bonus. It deals an extra 1 to 6 points of damage against the foe., Lesser Reptilian BaneLesser Reptilian Bane: A bane weapon excels at attacking one type or subtype of creature. Against Reptiles, this weapon's effective enhancement bonus is +1 better than its normal enhancement bonus. It deals an extra 1 to 6 points of damage against the foe., Lesser Goblinoid BaneLesser Goblinoid Bane: A bane weapon excels at attacking one type or subtype of creature. Against Goblinoids, this weapon's effective enhancement bonus is +1 better than its normal enhancement bonus. It deals an extra 1 to 6 points of damage against the foe.,
  • Greater GoodGreater Good: This weapon is infused with the ultimate power of good. It does an additional 2 to 12 damage to non-good targets and can only be wielded by good aligned characters.
  • Healing Amplification: +60 Competence BonusHealing Amplification: +60 Competence Bonus: This effect amplifies all incoming positive energy healing by +60 (includes spells, potions, and other effects).
  • Melee Alacrity 10%Melee Alacrity 10%: Gain 10% enhancement bonus to Melee attack speed. Does not stack with the Haste spell.
  • MetallineMetalline: Metalline bypasses any metal based damage reduction. (Adamantine, "Alchemical, Silver", Byeshk, Cold Iron, Mithral)
  • Paralyzing (This variant is pictured on the right)
  • Parrying IParrying I: Passive: +1 Insight bonus to Armor Class, +1 Insight bonus to Fortitude, Reflex, and Will Saving throws.
  • Plant Slaying
  • Pure GoodPure Good: This weapon is infused with the power of pure good. It does an additional 1 to 6 damage to non-good targets and can only be wielded by good aligned characters.
  • Resistance +5 Resistance +5: Passive: +5 Resistance bonus to Fortitude, Reflex, and Will Saving Throws.
  • Shattermantle
  • SmitingSmiting: On Hit: 4 to 24 Bane damage to Constructs.
    On Vorpal Hit: If a construct struck by this weapon has fewer than 1000 Hit Points, it is instantly slain. If the construct has above 1000 Hit Points, it takes 100 damage.
  • Telekinetic
  • True LawTrue Law: This weapon is infused with the power of true law. It does an additional 1 to 6 damage to non-lawful targets and can only be wielded by lawful aligned characters.
  • Underwater ActionUnderwater Action: This item grants the wearer the ability to breathe water as if it were air.
  • ViciousVicious: On Hit: 2 to 12 Bane Damage to your target and 1 to 3 Bane Damage to yourself. (Bane damage cannot be resisted.)
  • VorpalVorpal: Passive: +0.5[W] damage dice.
    On Vorpal Hit: If your target has fewer than 1000 Hit Points, it is instantly slain. If the target has above 1000 Hit Points, it takes 100 damage.