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Loading screen tips

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This is a full list of the various tips you see on the ingame loading screens.

  • Tip #1: To multi-class your character, simply talk to the trainer of the new class you're interested in when you're ready to level up.
  • Tip #2: You can adjust your graphics settings in the options panel (Control-O).
  • Tip #3: Leaving and reentering an adventure will reduce the XP granted upon completion.
  • Tip #4: When you reach a new level, you gain action points, which you can trade with a Trainer for Enhancements.
  • Tip #5: Active skills (square icons) must be dragged into your shortcut bar to be used. Passive skills (octagonal icons) work automatically.
  • Tip #6: Use the Diplomacy skill in battle to make monsters pay less attention to you.
  • Tip #7: Temporary enchantments get removed as you enter an adventure.
  • Tip #8: If you have a high Dexterity and a low Strength, you should consider the Weapon Finesse feat.
  • Tip #9: Glitterdust reveals invisible creatures.
  • Tip #10: Use the Intimidate skill to draw monsters to you and away from your fellow party members.
  • Tip #11: You can use the Use Magic Device skill to employ scrolls and wands as well as to bypass certain weapon restrictions.
  • Tip #12: Some spells require material components, which can be purchased from a vendor. Be sure to stock up before entering a dungeon.
  • Tip #13: Wizards can learn new spells from scrolls if they have spell inscription components, which can be purchased from a vendor.
  • Tip #14: The Sneak feat activates both the Move Silently and the Hide skills.
  • Tip #15: A few exceptional spells, like Stoneskin, require special, expensive, material components.
  • Tip #16: If you want to fight with a weapon in each hand, the Two Weapon Fighting feat and a light offhand weapon will reduce your attack penalties.
  • Tip #17: Treasure chests are better stocked on higher difficulty adventures.
  • Tip #18: Collectables (icons with gold trim) found on monsters and around dungeons can be traded to Collector NPCs for useful items. They cannot be sold to vendors.
  • Tip #19: You can only disarm traps if you have a high enough Disable Device skill. Search to find the trap's control box and use Disable Device once it is selected.
  • Tip #20: You can make the adventure display translucent or invisible by clicking on the 'eye' button in the top right corner.
  • Tip #21: When an adventure is complete, you can hit the 'Finish' button to quickly teleport out of the dungeon.
  • Tip #22: A Healer's Kit helps you to stabilize party members who are incapacitated but not yet dead.
  • Tip #23: Some quest items, such as keys, are removed from your inventory when you exit an adventure. They can be found again when you return.
  • Tip #24: Looting a chest too many times will temporarily reduce (or shut off) the amount of treasure you get. - see Ransack
  • Tip #25: The leader can convert a party to a raid party by right clicking on the party display.
  • Tip #26: Chalice-shaped Mapnotes show you where Quest NPCs and adventure entrances are.
  • Tip #27: The sound of things breaking may attract monsters.
  • Tip #28: The entire party shares all adventure objectives; keep an eye out for optional objectives—they result in additional XP.
  • Tip #29: Quests are advanced by completing adventures and talking with Non Player Characters.
  • Tip #30: Raid adventures allow raiding parties (up to 12 players) to enter. These are high level adventures, and are tough to complete!
  • Tip #31: If you aren't low on hit points or spell points, save Rest shrines for later—you never know when you will run into a trap or need to heal up before engaging the boss.
  • Tip #32: Rogues are the best at detecting and disabling traps. They also make the best scouts, and may save you time and hit points.
  • Tip #33: Keep an eye out for searchable items like moss clumps, corpses, and rubble to find collectables.
  • Tip #34: Many NPCs hang out in taverns—talk to them all to collect the quests for that area.
  • Tip #35: You must have Thieves' Tools to use the Disable Device and Open Lock skills.
  • Tip #36: It can be hard to find traps and other dangers—invest in your Search skill or recruit someone who has a high Search skill.
  • Tip #37: You can accompany your party members on most adventures, even if you don't have the quest, or haven't unlocked the difficulty level.
  • Tip #38: Hold down the middle mouse button to rotate the camera to see your character from the front.
  • Tip #39: Holding down the Left Mouse Button will put you into mouse-look mode. Releasing the button will bring you back to cursor-mode.
  • Tip #40: Press the 'T' key to toggle mouse-look mode on and off.
  • Tip #41: Use the mouse wheel to zoom in and out on your character.
  • Tip #42: Use '/p <message>' to send a message to your party.
  • Tip #43: Messages from your Party are displayed by default in your 'Party' tab in the chat window.
  • Tip #44: You can resize your chat window by dragging the bottom right corner.
  • Tip #45: Right click on a chat tab to add and remove message types, such as Say, Combat, or DMText.
  • Tip #46: When you type '/say <message>' everyone in your general vicinity will be able to read your message.
  • Tip #47: Use '/tell <name> <message>' to send a message to that particular person.
  • Tip #48: You can display multiple chat windows by right clicking on a chat tab and selecting 'undock window.
  • Tip #49: Holding down the 'Shift' key puts you in 'block' mode which gives you extra Damage Reduction and can prevent many special attacks such as a spider's poison.
  • Tip #50: If you are wielding a two-handed weapon, you will strike glancing blows that cause damage to Monsters near your main target. Having the Two-Handed Fighting Feat increases the effectiveness of your glancing blows.
  • Tip #51: Yellow damage text means the monster resistant to that type of attack and Purple damage text means the monster is especially vulnerable to that type of attack.
  • Tip #52: Tired of losing hit points from falls? Increase your Tumble skill!
  • Tip #53: When you execute a save, a blue hexagon displays above your head; when a monster executes a save, the damage text will appear in white to show it has been reduced.
  • Tip #54: Shields work better if you're actively blocking with them, and are more effective than blocking with an offhand weapon.
  • Tip #55: Your strength bonus for damage is higher when you use two-handed weapons.
  • Tip #56: Hitting the 'Tab' key repeatedly will cycle you through the available combat targets.
  • Tip #57: If you possess the Mobility feat, you gain an Armor Class bonus when tumbling.
  • Tip #58: Your Tumble skill will decrease if you are wearing heavy armor. If the total modifier goes below zero, you won't be able to tumble.
  • Tip #59: To Tumble: Hold down 'Shift' and hit a movement key ('W', 'A', 'S', 'D'). You must invest at least one skill point into your Tumble skill to do this.
  • Tip #60: If you release from death, you will return to your bind point, which you can set by speaking with a brother or sister of the Silver Flame in a tavern.
  • Tip #61: High level clerics can cast the Raise Dead spell, which will return you to life with the least XP penalty.
  • Tip #62: When you die on an adventure you can use a Resurrection shrine (marked with a flame symbol) to come back to life.
  • Tip #63: The higher your Armor Class, the more difficult it is for monsters to hit you. Armor, shields, magic items, high Dexterity and spells all increase Armor Class.
  • Tip #64: When worn, an armor's Armor Check Penalty applies to the following skills: Balance, Hide, Jump, Move Silently, Swim (the Armor Check Penalty is doubled for Swim).
  • Tip #65: The Base Attack Bonus (BAB) increases as you gain levels. The rate of increase depends on your class.
  • Tip #66: Bardic music is a welcome addition to a party, allowing the bard to inspire fellow party members or neutralize enemy monsters.
  • Tip #67: Bards are not vulnerable to the arcane spell failure chance when wearing Light armor.
  • Tip #68: Concentration is essential for a spell caster in combat. It allows the character to avoid being interrupted by taking damage while casting a spell.
  • Tip #69: The critical hit multiplier is the number by which players multiply damage if they roll a critical hit.
  • Tip #70: A Difficulty Check (DC) is made to determine if the player's action succeeded. Examples: Open Lock, Disable Device, Heal.
  • Tip #71: '3d6' means three six-sided dice are being rolled. For example, when you see that a weapon does '2d4' damage, it means that two 4-sided dice are rolled for damage, for a damage range of 2-8.
  • Tip #72: Negative effects on characters can be removed by a variety of curative spells, such as Remove Disease, Neutralize Poison, Remove Blindness, Lesser Restoration or Restoration.
  • Tip #73: Removing heavy armor may reduce skill penalties, but it won't reduce your overall encumbrance.
  • Tip #74: The Evasion feat allows a player to avoid all the damage when making a successful Reflex save.
  • Tip #75: The Spell Focus feat makes the spells of a specific School more difficult to resist.
  • Tip #76: Higher Fortitude saving throws increase your chances of resisting poison, disease and negative level effects.
  • Tip #77: A Wizard is the only class that can learn every arcane spell in the game. Simply find a scroll of the spell and inscribe it into your spell book.
  • Tip #78: Metamagic Feats enhance the functionality of your spells, but make your spells cost more Spell Points.
  • Tip #79: The paladin's Aura of Good gives nearby players a bonus to their Armor Class against evil creatures.
  • Tip #80: Many feats have prerequisites such as a certain Base Attack Bonus, the ability to cast a certain level of spell, or other feats.
  • Tip #81: Any player can use any weapon, but might incur substantial non-proficiency penalties.
  • Tip #82: A Barbarian's Rage makes the player stronger, tougher, and more resistant to mind-affecting spells, but reduces the player's AC for the duration of the Rage.
  • Tip #83: Higher Reflex saving throws increase your chances of resisting against Area of Effect spells such as Cone of Cold or Fireball.
  • Tip #84: Some monsters have spell resistance, which acts like an Armor Class against spells. It forces the attacking caster to make a caster level check.
  • Tip #85: Slimes, undead, and constructs are immune to critical hits and a Rogue's sneak attack.
  • Tip #86: The higher your Saving Throws (Fortitude, Reflex, Will),the more likely you are to resist the effects of enemy spells.
  • Tip #87: Each spell is aligned to a specific magic school based on its effects. For Example, Evocation: Fireball, Conjuration: Summon Monster I.
  • Tip #88: Rogues perform their Sneak Attack when they attack before the creature has detected the Rogue, or when the creature is attacking another target.
  • Tip #89: The higher the ability modifier for your spell-casting attribute (e.g. Intelligence for Wizards) the more difficult it is for opponents to resist your spells.
  • Tip #90: Clerics' cure spells are automatically memorized to represent their Spontaneous casting ability.
  • Tip #91: If your Spot skill is high enough, you will be able to detect the faint outlines of hidden creatures before they can sneak up on you.
  • Tip #92: Tower shields provide a large bonus to Armor Class, but penalize your attack bonus.
  • Tip #93: Only rogues or clerics, using the spell find traps, can find traps with a Difficulty Check (DC) higher than 20.
  • Tip #94: When Clerics turn undead, they can either stun the undead or destroy them outright. The higher the level of Cleric is versus the level of undead, the more likely the Cleric is to succeed.
  • Tip #95: Higher Will saving throws increase your chances of resisting Enchantment spells such as Charm Person, Hold Person, or Sleep.
  • Tip #96: If you are of an opposite alignment, you will suffer a temporary negative level if you use a Holy, Unholy, Axiomatic, or Anarchic weapon.
  • Tip #97: Hold down the 'Ctrl' key while dragging a stack of items to split the stack.
  • Tip #98: Press 'Z' to examine the statistics of a selected item, monster, or player.
  • Tip #99: Heavy armor reduces your chance to sneak effectively.
  • Tip #100: Press the 'I' key to access your inventory.
  • Tip #101: To compare items side-by-side, select the little lock button on the upper left corner of the examine window; that window will now remain open even if you open a new examination window.
  • Tip #102: Check your armor's Max Dex stat to see if you can get your full Dexterity AC bonus while wearing it.
  • Tip #103: Pawn shops generally will buy your items for more money than regular shops. They also have items available for sale that players have sold to them—the pawn shops are well worth a visit.
  • Tip #104: If you aren't proficient with a weapon, armor, or shield, you will incur a penalty to your attack roll with that item. Check your class proficiencies by looking at your Feats in your Character Sheet to see what you're more proficient with.
  • Tip #105: You can invite another player you see in world to join your party by selecting them and clicking the Invite button on the Focus Orb.
  • Tip #106: Find other players to adventure with by using the Looking for Group (LFG) system in the Social Panel.
  • Tip #107: To target yourself or someone in your party, use the Function keys (F1, F2, F3, etc.). F1 selects you, F2 selects the first person in your party, F3 the second, and so on.
  • Tip #108: Carry wooden weapons to use against rust monsters—they eat steel.
  • Tip #109: Bludgeoning weapons shatter skeletons, but piercing weapons have little effect.
  • Tip #110: Attack slimes with bludgeoning weapons; they can divide if you attack them with swords or arrows.
  • Tip #111: Removing your armor and shield while swimming allows you to swim longer and faster - your breath meter expires much faster with them equipped.
  • Tip #112: If your Breath meter runs out while swimming, you will start taking damage.
  • Tip #113: Be careful of heights! Falling too great of a distance will cause serious injury or even death.
  • Tip #114: Press the 'M' key to open or close your map.
  • Tip #115: If you want to navigate to a person or place using your compass, open your map and click on the mapnote that corresponds to your desired destination. There will now be a white arrow on your compass pointing you in the correct direction.
  • Tip #116: If you are having trouble finding your friends inside the city, make sure you are all in the same instance of the city ward. You can find the name of your current city instance and travel to different instances of the ward using the menu right above the compass.
  • Tip #117: Each public space can have multiple instances (e.g. Market 1, Market 2, etc.) Look at the dropdown menu above the compass to see which copy you are in.
  • Tip #118: Dungeon instances reset after 5 minutes once all players in your Party have left the dungeon.
  • Tip #119: Press 'R' to toggle Auto-Run.
  • Tip #120: Press the spacebar to jump—the higher your Jump skill, the higher you will jump.
  • Tip #121: When underwater, press the spacebar to ascend quickly.
  • Tip #122: In Stormreach you can enter doors that are marked with a yellow swirl.
  • Tip #123: Press the 'v' key to toggle the overhead names that appear above players and NPCs.
  • Tip #124: Blindness and Curse spell effects will not wear off on their own. Use a potion, a scroll, or find a helpful cleric.
  • Tip #125: While in a tavern you will slowly regenerate hit points and spell points. Eating and drinking while in a tavern will hasten this process.
  • Tip #126: Healing spells and other curative effects have their benefits reduced by half when cast on warforged. Only Repair spells and effects heal Warforged without any reduction.
  • Tip #127: Damage to ability scores (e.g. Strength, Constitution damage) will be healed over time while resting at a tavern.
  • Tip #128: If one member of the party has a high Heal skill, all party members (except warforged) will gain more hit points while using a Rest shrine when that party member is nearby.
  • Tip #129: When you need to recover from a tough fight while in a dungeon, you can use a Rest shrine (marked with a carved moon symbol) to heal your hit points and spell points.
  • Tip #130: If one member of the party has a high Repair skill, all warforged party members will gain more hit points while using a rest shrine when that party member is nearby.
  • Tip #131: Ability score damage can be recovered by resting in a tavern, casting a restoration spell (or scroll), or by drinking restoration potion.
  • Tip #132: You can scroll through your shortcut bars by holding down the 'Ctrl' and turning the mouse wheel.
  • Tip #133: Pressing the 'Esc' button accesses the Main Menu, where you can log out, quit to desktop, use options or look for help.
  • Tip #134: You can examine and interact with objects using your Focus Orb; different objects will have different interactive buttons to use.
  • Tip #135: You can play with a gamepad! Go to the Key Mapping tab in the Options panel to set it up.
  • Tip #136: Look through the key-mapping options to learn the various keys and their functions.
  • Tip #137: For faster access to skills, spells, and feats, drag them to your shortcut bar.
  • Tip #138: You can lock all shortcut bars (to prevent accidentally dragging off icons) by pressing the 'Ctrl-=' key combo or through the option found in the Options Panel, under 'UI Settings.
  • Tip #139: Mousing over a Mapnote will display its name in a tooltip.
  • Tip #140: Wish you had more keys to bind things to? Try creating a custom Modifier key.
  • Tip #141: If you'd rather attack with your Left Mouse button instead of your Right, click the 'Left Mouse Button Attacks' option in the mouse options panel.
  • Tip #142: You can rotate any secondary shortcut bar from horizontal to vertical (and vice versa) by clicking the 'rotate' button found on left side of each bar.
  • Tip #143: You can change shortcut bars by pressing the '=' key, or jump to one bar in particular by pressing 'Ctrl' plus the number of the shortcut bar.
  • Tip #144: Mouse over any Ability score (e.g. strength, wisdom) in your character sheet to see where the total modifier was calculated from.
  • Tip #145: Use the number keys (1, 2, 3, to 9, 0) to activate the corresponding feat, skill, spell, or weapon bound to that space on the shortcut bar.
  • Tip #146: You can press ALT-ENTER to toggle between full screen and windowed mode.
  • Tip #147: You can avoid the re-entry penalty in a dungeon by being resurrected inside either by a high level cleric with the correct spell or by using a resurrection shrine.
  • Tip #148: Repeating the same adventure or optional objective too many times will decrease the XP given upon completion.
  • Tip #149: Finishing an adventure on Elite gives a one-time bonus experience of +50%.
  • Tip #150: While on an adventure, you can open the Experience Report UI by pressing the 'X' Key
  • Tip #151: Monsters tend to attack whoever has dealt the most damage to them.
  • Tip #152: Area of effect spells, such as burning hands, will not harm your party members.
  • Tip #153: Magical armor bonuses from items (such as Bracers of Armor) do not stack with worn armor.
  • Tip #154: Glancing blows will awaken hypnotized or sleeping monsters. Be careful where you swing that greataxe!
  • Tip #155: Need additional bank space? Those commended by House Kundarak can gain access to additional storage.
  • Tip #156: Anyone can block even if you don't have a shield equipped. Your AC and DR will still increase due to your defensive efforts!
  • Tip #157: Ranged weapons (crossbows and bows) and arrows with the same magic enhancements do not stack. If you have a +1 bow and +1 arrows, you only get a +1 enhancement total. Different magic enhancements, however, will stack.
  • Tip #158: There is no limit to the number of coins you can carry. Coins have no weight.
  • Tip #159: Consumables such as arrows, healing kits and potions are auto used according to their location in your inventory starting from the upper left space to the bottom right space in each bag tab and starting from the left bag tab to the right.
  • Tip #160: If you have questions about your character class, stop by one of the class sections at the DDO forums at http://www.ddo.com/forums/ or ask another player.
  • Tip #161: Going through arrows or bolts too fast? Those favored by House Deneith can purchase 'Sturdy' bolts and arrows, which are not expended as quickly.
  • Tip #162: When dropped items from breakables are hard to find, you can use Backspace to select items near you and U to pick them up and use them.
  • Tip #163: You can now play as a Drow! Once your adventures have earned you 400 total favor, speak to Nyx, the Drow Elder, outside Harbormaster Zin's house.
  • Tip #164: The 'Lock' icon in the examine window allows you to keep an examine window open and compare multiple items.
  • Tip #165: Extend Spell only affects spells that have a duration greater than instant and less than permanent. You can cast instant and permanent spells without an increased Spell Point cost.
  • Tip #166: Need a buff before an adventure? Building favor with Houses Phiarlan and Jorasco will grant you access to extended beneficial spells, which will not be removed when you enter a dungeon.
  • Tip #167: If the game cannot connect after an update, you may need to reset your firewall settings for DDO files.
  • Tip #168: If a monster attacks you from behind it will get a +2 bonus to hit.
  • Tip #169: You can disable guild names shown above players' heads by going into the Options Panel (ctrl+O) and changing the UI Settings.
  • Tip #170: Be careful where you roam when fighting monsters! If there is a wall, pillar, or other obstruction between you and your cleric he or she can't heal you, even if you are close to him/her.
  • Tip #171: A held monster will be automatically critically hit, regardless of your proficiency with a weapon.
  • Tip #172: Any item can be placed in your hotbar, not just weapons.
  • Tip #173: If another player is annoying you with unwanted /tell messages, you can type '/ignore add' and the character's first name in order to block further text.
  • Tip #174: Successful intimidate checks result in an orange icon above the enemy's head. This will focus their assaults on the character they perceive as a threat for 6 seconds.
  • Tip #175: Running low on inventory space? The Coin Lords can reward those who have proven loyal with expanded inventory.
  • Tip #176: The Paladin Lay On Hands ability has no penalty when used to repair Warforged.
  • Tip #177: Some magic items are attuned to a specific race. Be sure to check for race restrictions on weapons, armor, or other equipment before you purchase them.
  • Tip #178: If you're having trouble swimming underwater, turn mouse look on. It greatly improves your control.
  • Tip #179: Most beneficial effects have a bonus type, such as enhancement, morale, or luck. Different types of bonuses stack, but usually the same types of bonus do not, with the exception of dodge bonuses, most circumstance bonuses, and racial bonuses.
  • Tip #180: Ray spell attacks can be dodged if you move your character out of the way quick enough. Watch for enemy spell casting animations for a warning of when to dodge.
  • Tip #181: Using a resurrection shrine will set your current spell points to zero, a cleric's raise dead spell will not.
  • Tip #182: The Lesser Restoration spell removes ability damage and similar spells, such as Ray of Enfeeblement and Touch of Idiocy.
  • Tip #183: If you find a certain type of monster is making most of its saves against your spells, try using a spell that requires a different saving throw or one with no saving throw at all.
  • Tip #184: Taking screen shots with Ctrl-P writes the picture file to a folder named 'Dungeons and Dragons Online', located in My Documents.
  • Tip #185: It gets tiring holding your weapons and shields after finishing a quest. You can put them away with /sheathe to free up your hands, while still being ready for battle.
  • Tip #186: Any player can use a shield with 0 armor check penalty without proficiency, and suffer no attack penalty.
  • Tip #187: Using a shrine will remove most favorable spells currently on your character.
  • Tip #188: Using a rest shrine will remove 1 negative level if you have suffered level drain.
  • Tip #189: The Brothers and Sisters of the Silver Flame located in taverns can cast a variety of status ailment removing spells, such as remove curse, for a fee.
  • Tip #190: Tumble, Open Lock, Disable Device, Use Magical Device, and Perform may only be used if you have put points into training them, even if you have ability modifiers and equipment that would normally boost your skill above zero.
  • Tip #191: The Difficulty Class (DC) to resist your spells is 10 + the level of the spell + your bonus for the relevant stat (Int for a wizard, Cha for bards and sorcerers, Wisdom for divine casters). This can be increased with the Spell Focus feat of the correct school or the Heighten Spell metamagic feat.
  • Tip #192: Magical spell scrolls can be manually stacked in your inventory, even though they do not automatically stack. Just drag a scroll on top of an identical scroll (or existing stack of identical scrolls) to stack them.
  • Tip #193: Check your encumbrance before swimming. An encumbrance level of medium greatly decreases your ability to swim.
  • Tip #194: The Trip skill is more successful the stronger your character is.
  • Tip #195: To turn on voice chat, go to Options -> Audio -> Enable Voice Chat. You can do this even if you do not have a microphone so you can hear what others are saying.
  • Tip #196: Wands for any spell on the spell list for any of your character's classes can be used as long as your total character level is as least as high as the caster level on the wand. This applies even if your class level is below what is required to cast the spell yourself. For example, Rangers and Paladins can use cure light wounds wands at level 1.
  • Tip #197: Good. Bad. I'm the guy with the +5 Shock Heavy Repeating Crossbow.
  • Tip #198: You can alter bloom effects, level of detail and other graphical settings in the user preferences window.
  • Tip #199: Using the /death command while you are at 1 or more hp will kill your character and immediately send your spirit to your bind point. If you are at less than 1 hit point, /death will kill your character but won't release you.
  • Tip #200: When you die, any non-stacking items you have equipped take some damage.
  • Tip #201: Dragonshard Fragments can be combined at a Stone of Change if you place a large enough number of them into the device.
  • Tip #202: Eldritch Devices usually require a power source. On failed recipe attempts, the power source is usually consumed but the rest of your materials will generally remain intact.
  • Tip #203: Death is a traumatizing experience. When you die, you will be affected by resurrection sickness that goes away over time.
  • Tip #204: Rest shrines reset five minutes after use on Solo difficulty, and fifteen minutes after use on Normal.
  • Tip #205: Bound items never take permanent damage when repairing. You can bind an item you own using Khyber Dragonshard Fragments at the Stone of Change at the base of the Twelve's tower or next to the bank in the Marketplace.
  • Tip #206: Devils are Lawful Evil and tend to dislike silver. Demons are Chaotic Evil and tend to dislike cold iron.
  • Tip #206 (Other version.): To bypass the Damage Reduction (DR) of Devils, you need a silver or good weapon or a weapon that is both silver and good, depending on the Devil. To bypass the DR of Demons, you need a cold iron or good weapon or a weapon that is both cold iron and good. Good metalline weapons can bypass the DR of both types of creature.

Sources[edit]