Weapon enchantment summary

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[edit] Weapon Enchantments Overview

This is a list of enchantment effects that can appear on randomly-generated weapons.

See also: Armor Enchantments, Clothing Enchantments.

<Bonus> <Prefix> <Material> '''Base Weapon Type''' <"of" Suffix>
+2      Wounding Adamantine '''Shortsword'''       of Puncturing

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] 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 and Mindflayers, 20 hardness
Adamantine Bypasses damage reduction of certain monsters (in particular, of many constructs)
Cold Iron Bypasses damage reduction of fey creatures and demons
Silver, Alchemical Bypasses damage reduction of vampires and devils

[edit] Prefixes

Table: Weapon Enchantments
Name Description Base
price
modifier
Type
Elemental +1d6 elemental damage +1 Prefix
Elemental Burst +1d6 elemental damage,
deals an extra +1d10 × (critical multiplier - 1) elemental damage on critical
+2 Prefix
Thundering deals an extra +1d8 × (critical multiplier - 1) sonic damage on critical +1 Prefix
Improved Roaring enemies become Shaken, and deals an extra +2d6 sonic damage on critical +4? Prefix
True Alignment +1d6 alignment damage to non-matching +1 Both*
Alignment +2d6 alignment damage to opposing +2 Prefix
Alignment Burst +2d6 alignment damage to opposing,
deals an extra +1d6 × (critical multiplier +1) alignment damage to opposing on critical
+4 Prefix
Vicious 2d6 damage to enemy, 1d3 damage to self +2 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
Returning Thrown weapon returns to shooter +1 Prefix
Finesse Uses the highest of Dexterity and Strength modifiers for attack bonus, as if you had the Weapon Finesse feat +3? 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
Improved Cursespewing DC 20 Save or be cursed (under effect of Bestow Curse) on hit +5 Prefix
Paralyzing Any creature struck must make Will save 17 or be paralyzed. +5 Prefix
Vorpal Can behead (kill) non-immune monsters on a Vorpal Strike*. If over 1000hp or immune to instant death, deals 100 bane-type damage. +5 Prefix
Banishing Banishers deal an additional 4d6 bane damage to extraplanar creatures on hit. On a Vorpal Strike*, will banish (kill) if under 1000hp, otherwise deals 100 bane-type damage. +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
Spell Lore 3-9% Chance for Spells to Crit by +.25x - .75x (see below) +1 to +? Both
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
Metalline Bypasses any Damage Resistance that is bypassable by weapon material +2 Prefix

[edit] Elemental Weapons (Prefix)

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, Elemental Burst is +2, in terms of item value.

Table: Elemental Types
Name Damage Visual Effect
Flaming Flaming Burst Fire Flaming animation around weapon
Frost Icy Burst Ice Target becomes ice sculpture
Shock Shocking Burst Electricity Blue-white sparks
Acid Acid Burst Acid Greenish/blueish clouds
Screaming *1 Thundering Sonic Radiating sonic ripple
Force *2 Force Burst *2 Ether Blue hew around weapon

[edit] Alignment Weapons (Prefix)

* Pure Good is an exception. It is a suffix.

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, Alignment Burst is +4, in terms of item value.

Table: Weapon Alignment Types
Name Damage Visual Effect
Axiomatic Axiomatic Burst Law White shooting sparkles
Anarchic Anarchic Burst Chaos Purple sparks
Holy Holy Burst Good Blue/silver
Unholy * Unholy Burst * Evil Purplish flames

* no longer drops as a randomly generated weapon.

There is a separate category of "True Alignment" weapons which affects 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. A True Alignment enchantment is equivalent to a +1 enhancement in terms of item value.

For example, the Retribution named 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.

Table: Weapon True Alignment Types
Name Damages Targets Visual Effect
True Law non-Lawful White shooting sparkles
True Chaos non-Chaotic Purple sparks
Pure Good non-Good Blue/silver

[edit] Suffixes

Table: Weapon Enchantments
Name Description Base
price
modifier
Type
Lesser Target Bane extra +1 to-hit / +1d6+1 damage versus target type. +1 Suffix
Target Bane extra +2 to-hit / +2d6+2 damage versus target type. +2 Suffix
Greater Target Bane extra +4 to-hit / +3d6+4 damage versus target type. +3 Suffix
Pure Good +1d6 alignment damage to non-good +1 Suffix
Righteousness +2 attack and damage versus evil, and makes weapon good aligned +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, does not stack with itself, no save +4 Suffix
Improved Destruction -4 AC damage, on first hit only, does not stack with itself but stacks with Destruction, no save +5 Suffix
Disruption Any undead creature struck in combat is dealt an additional 4d6 bane-type damage. On a Vorpal Strike*, will destroy (kill) if under 1000hp, otherwise deals 100 bane-type damage. +5 Suffix
Deception This weapon is hard to focus upon and thus provides a +3 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. +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
Spell Penetration Adds 1 to 3 bonus to your spell penetration checks, for spell levels up to n +1? to +3? 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
Stunning +n This effect gives a +n enhancement bonus to the DC of Sap / Stunning Blow / Stunning Fist attempts (only Bludgeoning Weapons) +1 per +2 bonus Suffix
Everbright Never takes damage from rust or acid and can emit a blinding flash 3/rest +2 Suffix
Maiming deals an extra +1d6 × (critical multiplier - 1) untyped damage on critical +1 Suffix
Parrying Grants +1 insight bonus to AC and +1 insight bonus to saving throws while it is held +2 Suffix
Greater Parrying Grants +2 insight bonus to AC and +2 insight bonus to saving throws while it is held +4 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
Improved Shattermantle Targets SR is reduced by 6 for 9 seconds +4 Suffix
Smiting Any construct struck in combat is dealt an additional 4d6 bane-type damage. On a Vorpal Strike*, will destroy (kill) if under 1000hp, otherwise deals 100 bane-type damage. +5 Suffix

[edit] Bane Weapons (Suffix)

Bane weapons give bonuses to attack and damage rolls to one category of targets. See table here.

[edit] Spell Boost Enchantments

These abilities increase the Spell Power of some spells. Each ability comes in two forms: a continuous one (granting equipment bonus) and a temporary one (granting alchemical bonus) which lasts only 3 minutes (Exception: Efficacy lasts only 1 minute). The continuous form shares a name with a similar enhancement available to some spellcasters. Equipment and alchemical bonuses stack with the character enhancements.

Table: Affected Damage Types
Continuous Name Temporary Name Affects
Combustion Inferno Fire Spells
Corrosion Erosion Acid Spells
Laceration ? Slashing Spells and Bludgeoning Spells
Magnetism Spark Electric Spells
Glaciation Freeze Cold Spells
Resonance Cacophony Sonic Spells
Radiance Brilliance Light Spells
Benevolence Beatitude Good Spells
Nullification Nihil Negative Energy Spells
Devotion Ardor Positive (Healing) Spells
Reconstruction Mending Repair Spells
Impulse Impact* Force Spells
Potency Efficacy Universal Spells
(anything damaging, including unusual damage types; and healing)

*Not to be confused with the other "Impact", which increases the critical threat range of a bludgeoning weapon.

[edit] Spell Lore

These abilities increase chance of your spells to make critical hits and magnitude (critical multiplier) of them. Spell Lore can be either a prefix or a suffix on randomly generated loot. Actual examples:

+2 Major Kinetic Lore Dagger ML8
+3 Major Acid Lore Scepter of Spell Penetration V ML16
+2 Greater Fire Lore Light Mace of Wizardry II ML10
+2 Abjuration Scepter of Ice Lore ML8
+3 Mending Dagger of Major Repair Lore ML16


Table: Spell Lore
Name % Chance to Critical Critical Damage Multiplier
Minor Lore +3% +0.25x
Lesser Lore +6% +0.00x
Lore +6% +0.25x
Set Lore* +5% +0.50x
Greater Lore +9% +0.25x
Major Lore +9% +0.50x
Superior Lore** +12% +0.50x

* Only appears on Tower of Despair sets

** Only appears on Epic Items and Alchemical Weapons

Note on stacking: DDO picks largest value on item critical chance and critical damage separately, Lore items won't stack in general, BUT, wearing minor lore and lesser lore will increase critical chance by 6% and critical damage multiplier by 0.25, and wearing Archmage Set (Set Arcane Lore, +5%/0.50) and Greater Arcane Lore (+9%/0.25) will get you equivalent of having Major Arcane Lore (+9%/0.50).

[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.

Table: Base price modifiers of User-activated items
Spell level 1 charge/rest 3 charge/rest 5 charge/rest
Level 1 Spell 0 1 2
Level 2 Spell 1 2 3
Level 3 Spell 2 3 4
Level 4 Spell 3 4 5
Level 5 Spell 4 5 6
Level 6 Spell 5 6 7
Level 7 Spell 6 7 8
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