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Web of Chaos epic items

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Name Type Description Augment Slot(s)
Epic Bow of the Silver Flame Weapon +6 Longbow: SilverSilver: A complex process involving metallurgy and alchemy can bond silver to a weapon made of steel so that it bypasses the protective damage reduction of creatures such as devils and vampires.
Silver weapons have 2 points lower hardness then equivalent steel weapons, and as such aren't quite as durable.
, Holy BurstHoly Burst: A holy weapon is imbued with holy power. This power makes the weapon good-aligned and thus bypasses the corresponding damage reduction. It deals an extra 2 to 12 points of damage against all of evil alignment and an extra 3 to 18 on a critical for weapons with a x2 critical multiplier, 4 to 24 for a x3 multiplier, and 5 to 30 for x4 multiplier., Weaken UndeadWeaken Undead: Undead creatures struck by this weapon find themselves more vulnerable. Each time this weapon deals damage to an undead creature, the target loses 20% of its fortification for the next 20 seconds. This effect does not stack with itself., Undead BaneUndead Bane: A bane weapon excels at attacking one type or subtype of creature. Against Undeads, 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., Blunted AmmunitionBlunted Ammunition: The ammunition fired by this weapon deals blunt damage in addition to its other damage types.
Red Augment SlotRed AugmentsColorless Augments
Epic Cruel Nobility Weapon +6 Scimitar: AxiomaticAxiomatic: An axiomatic weapon is lawfully aligned and infused with the power of law. It makes the weapon law-aligned and thus bypasses the corresponding damage reduction. It deals an extra 2 to 12 damage against all of chaotic alignment., UnholyUnholy: 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 2 to 12 damage against all targets of good alignment., SlicingSlicing: This weapon is incredibly sharp and will do an additional 1 to 4 damage to targets that are vulnerable to bleeding., BleedBleed: This weapon is cruelly sharp and will do an additional 1 to 8 damage to targets that are vulnerable to bleeding., DisintegrationDisintegration: This weapon has a dark, insidious power deep within. Occasionally, this power lashes out violently at enemies and attempts to disintegrate them. Red Augment SlotRed AugmentsColorless Augments
Epic Darkstorm Helm Accessory Headgear: Call Lightning StormCall Lightning Storm
Caster level: 20
Charges: 3 (3/day)
3 Charges (Recharged/Day:3), Nullification +90Nullification +90: Passive: +90 Equipment bonus to Negative (Necrotic) Spell Power., Magnetism +90Magnetism +90: Passive: +90 Equipment bonus to Electricity Spell Power., Void Lore VIVoid Lore VI: Passive: Your Negative Energy spells gain a 16% Equipment bonus to their chance to critical hit., Lightning Lore VILightning Lore VI: Passive: Your Electricity spells gain a 16% Equipment bonus to their chance to critical hit.
Green Augment SlotBlue AugmentsYellow AugmentsColorless Augments
Epic Doublecross Bow Weapon +6 Repeating Light Crossbow: Poison BurstPoison Burst: This weapon is dripping with poison, and deals 1 to 6 poison damage each hit. Critical hits deal an additional 1 to 10 poison damage for weapons with a x2 critical multiplier, 2 to 20 for a x3 multiplier and 3 to 30 for a x4 multiplier., CripplingCrippling: When a target is critically hit their movement is slowed by half., Armor-Piercing - 10% Armor-Piercing - 10%: Passive: +10% Enhancement bonus to Fortification Bypass. (Fortification Bypass makes your attacks ignore a percentage of enemy Fortification.), Nightshade VenomNightshade Venom: Any creature struck by this weapon must succeed on a Difficulty Check 22 Fortitude save or fall unconscious. The target may attempt a new save to end the effect every several seconds; otherwise the sleep lasts for 20 seconds., EnervationEnervation: On Hit: Chance of draining the life force of the enemy and giving negative levels. Red Augment SlotRed AugmentsColorless Augments
Epic Envenomed Blade Weapon +6 Short Sword: (Str or Dex for Hit and Damage), Poison BurstPoison Burst: This weapon is dripping with poison, and deals 1 to 6 poison damage each hit. Critical hits deal an additional 1 to 10 poison damage for weapons with a x2 critical multiplier, 2 to 20 for a x3 multiplier and 3 to 30 for a x4 multiplier., Improved ParalyzingImproved Paralyzing: Any creature struck by this weapon must succeed on a DC 25 Will save or be paralyzed. The target may attempt a new save to end the effect every serveral sconds; otherwise the paralysis last for one minute., Armor-Piercing - 10% Armor-Piercing - 10%: Passive: +10% Enhancement bonus to Fortification Bypass. (Fortification Bypass makes your attacks ignore a percentage of enemy Fortification.), Deadly Spider VenomDeadly Spider Venom: This item is steeped in deadly spider venom. On an attack roll of 20 which is confirmed as a critical hit it will inflict the target with a poison that deals 10d6 poison damage every 2 seconds for 6 seconds. When the poison wears off, it also deals 3d6 Constitution damage to the target. A successful Fortitude save (DC 34) negates the Constitution damage., EnervationEnervation: On Hit: Chance of draining the life force of the enemy and giving negative levels. Red Augment SlotRed AugmentsColorless Augments
Epic Flameward Weapon +6 Club: (Str OR Dex), 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.), Evocation Focus 2Evocation Focus 2: Passive: +2 equipment bonus to the DC to resist your Evocation spells., Use Magic Device +5Use Magic Device +5: Passive: +5 Competence bonus to the Use Magic Device skill., Charisma +7 Charisma +7: This item makes the wearer have more flair, granting a +7 enhancement bonus to Charisma., Exceptional Charisma +1Exceptional Charisma +1: This item makes the wearer have more flair, granting a +1 exceptional bonus to Charisma., Greater Fire ResistanceGreater Fire Resistance: This property absorbs the first 30 points of fire damage per attack that the wearer would normally take. Violet Augment SlotRed AugmentsBlue AugmentsColorless Augments
Epic Fury of the Flame Weapon +6 Maul: AdamantineAdamantine: Adamantine weapons may bypass the damage reduction of certain items and creatures., Flaming BurstFlaming Burst: This weapon is sheathed in fire. The weapon deals an extra 1 to 6 fire damage each hit. In addition, critical hits deal an additional 1 to 10 fire damage for weapons with a x2 critical multiplier, 2 to 20 for a x3 critical multiplier and 3 to 30 for a x4 multiplier., BrillianceBrilliance: This weapon glows with the light of Irian. This weapon deals an extra 1 to 6 points of light damage on a successful hit. In addition critical hits deal an additional 1 to 10 light damage for weapons with a x2 critical multiplier, 2 to 20 for a x3 critical multiplier and 3 to 30 for a x4 multiplier., FracturingFracturing: This weapon is ideal for breaking bones and does 2 to 12 damage to targets that have skeletons or are made of bone., Impact IImpact I: Passive: The base critical threat range of this weapon is doubled. This does not stack with Improved Critical feat. Red Augment SlotRed AugmentsColorless Augments
Epic Golden Guile Accessory Necklace: 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., Diplomacy +20Diplomacy +20: Passive: +20 Competence bonus to the Diplomacy skill., Bluff +20Bluff +20: Passive: +20 Competence bonus to the Bluff skill., Improved DeceptionImproved Deception: This item makes your weapons hard to focus upon and thus provides a +5 enhancement bonus to Bluff checks. In addition, while using this item your weapons have a chance to envelop the target in darkness, making them vulnerable to sneak attacks for a short time., Charisma Skills - Exceptional Bonus +2Charisma Skills - Exceptional Bonus +2: Passive +2 Exceptional bonus to the Charisma based skills of: Bluff, Diplomacy, Haggle, Intimidate, Perform and Use Magic Device (UMD). Yellow Augment SlotYellow AugmentsColorless Augments
Epic Luminous Truth Weapon +6 Quarterstaff: (Enhanced threat: 19-20/x2), Spellcasting Implement +18Spellcasting Implement +18: Passive: +18 Implement bonus to Universal Spell Power., Combustion +90Combustion +90: Passive: +90 Equipment bonus to Fire Spell Power., Radiance +90Radiance +90: Passive: +90 Equipment bonus to Light and Alignment Spell Power., Fire Lore VIFire Lore VI: Passive: Your Fire spells gain a 16% Equipment bonus to their chance to critical hit., Radiance Lore VIRadiance Lore VI: Passive: Your Light and Aligned spells gain a 16% Equipment bonus to their chance to critical hit., Flaming BurstFlaming Burst: This weapon is sheathed in fire. The weapon deals an extra 1 to 6 fire damage each hit. In addition, critical hits deal an additional 1 to 10 fire damage for weapons with a x2 critical multiplier, 2 to 20 for a x3 critical multiplier and 3 to 30 for a x4 multiplier., BrillianceBrilliance: This weapon glows with the light of Irian. This weapon deals an extra 1 to 6 points of light damage on a successful hit. In addition critical hits deal an additional 1 to 10 light damage for weapons with a x2 critical multiplier, 2 to 20 for a x3 critical multiplier and 3 to 30 for a x4 multiplier., IncinerationIncineration: 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. Red Augment SlotRed AugmentsColorless Augments
Epic Rakshasa Hide Armor +6 Light Armor (Hide), (AB:13, MDB:18, SF:10%): Rough Hide +3Rough Hide +3: This item fuses with your body and toughens your skin, providing a +3 Primal bonus to your natural armor., Heightened Awareness (4)Heightened Awareness (4): This item helps you to quickly read situations with sharpness and clarity, allowing you to predict actions before they occur. You gain a +4 Insight bonus to AC., Superior NimblenessSuperior Nimbleness: A suit of armor that has this property has a maximum Dexterity bonus 4 higher than normal, and its armor check penalty is reduced by 4., RoarRoar: This item emits a frightening roar when melee attackers score a critical hit on the wearer, causing them to resist or be shaken with fear., Attack Bonus +2Attack Bonus +2: Provides a +2 competence bonus to your attack rolls. Blue Augment SlotBlue AugmentsColorless Augments
Epic Silver Slinger Weapon +6 Repeating Heavy Crossbow: SilverSilver: A complex process involving metallurgy and alchemy can bond silver to a weapon made of steel so that it bypasses the protective damage reduction of creatures such as devils and vampires.
Silver weapons have 2 points lower hardness then equivalent steel weapons, and as such aren't quite as durable.
, Holy BurstHoly Burst: A holy weapon is imbued with holy power. This power makes the weapon good-aligned and thus bypasses the corresponding damage reduction. It deals an extra 2 to 12 points of damage against all of evil alignment and an extra 3 to 18 on a critical for weapons with a x2 critical multiplier, 4 to 24 for a x3 multiplier, and 5 to 30 for x4 multiplier., Weaken UndeadWeaken Undead: Undead creatures struck by this weapon find themselves more vulnerable. Each time this weapon deals damage to an undead creature, the target loses 20% of its fortification for the next 20 seconds. This effect does not stack with itself., Blunted AmmunitionBlunted Ammunition: The ammunition fired by this weapon deals blunt damage in addition to its other damage types., Undead BaneUndead Bane: A bane weapon excels at attacking one type or subtype of creature. Against Undeads, 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.
Red Augment SlotRed AugmentsColorless Augments
Epic Templar's Bastion Armor +6 Mithral Full Plate: (26 AC (Including enhancement), 3 dex - 1 AC behind Cavalry Plate) - +6, MithralMithral: Mithral armor is one type lighter then normal. Arcane Spell Failure decreased by 10%. Maximum dexterity bonus increased by 2. Armor check penalty reduced by 3., DRDamage Reduction 5/Evil: Reduces physical damage by 5, except from Evil attacks. 5/Evil, Spell Resistance +30 Spell Resistance +30: +30 Enhancement bonus to Spell Resistance., Light GuardLight Guard: This armor blasts those that attack the wearer, causing 1d6 light damage on a successful melee attack., Radiance GuardRadiance 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. Blue Augment SlotBlue AugmentsColorless Augments
Epic Templar's Bulwark Shield +6 Tower Shield: (SB:11, DR:12), MithralMithral: Mithral armor is one type lighter then normal. Arcane Spell Failure decreased by 10%. Maximum dexterity bonus increased by 2. Armor check penalty reduced by 3., Inherent (10) Fire ResistanceInherent (10) Fire Resistance: This property absorbs the first 10 stacking points of fire damage per attack that the wearer would normally take., Inherent (10) Cold ResistanceInherent (10) Cold Resistance: This property absorbs the first 10 stacking points of cold damage per attack that the wearer would normally take., Inherent (10) Acid ResistanceInherent (10) Acid Resistance: This property absorbs the first 10 stacking points of acid damage per attack that the wearer would normally take., Inherent (10) Electricity ResistanceInherent (10) Electricity Resistance: This property absorbs the first 10 stacking points of electricity damage per attack that the wearer would normally take. Violet Augment SlotRed AugmentsBlue AugmentsColorless Augments
Epic Templar's Docent Armor +6 Docent: DRDamage Reduction 5/Evil: Reduces physical damage by 5, except from Evil attacks. 5/Evil, Spell Resistance +30 Spell Resistance +30: +30 Enhancement bonus to Spell Resistance., Light GuardLight Guard: This armor blasts those that attack the wearer, causing 1d6 light damage on a successful melee attack., Radiance GuardRadiance 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. Blue Augment SlotBlue AugmentsColorless Augments
Epic Templar's Justice Weapon +6 Dwarven Axe: Cold IronCold Iron: This iron mined deep underground, known for its effectiveness against fey creatures, is forged at a lower temperature to preserve its delicate properties. When combined with Good damage types, Cold Iron weapons are able to overcome the damage reduction of most Demons like Fire Reavers or Flesh Renders. See Monster DR and weaknesses for specifics., Holy BurstHoly Burst: A holy weapon is imbued with holy power. This power makes the weapon good-aligned and thus bypasses the corresponding damage reduction. It deals an extra 2 to 12 points of damage against all of evil alignment and an extra 3 to 18 on a critical for weapons with a x2 critical multiplier, 4 to 24 for a x3 multiplier, and 5 to 30 for x4 multiplier., BrillianceBrilliance: This weapon glows with the light of Irian. This weapon deals an extra 1 to 6 points of light damage on a successful hit. In addition critical hits deal an additional 1 to 10 light damage for weapons with a x2 critical multiplier, 2 to 20 for a x3 critical multiplier and 3 to 30 for a x4 multiplier., Godly WrathGodly Wrath: This weapon is filled with the power of a wrathful deity. Occasionally, this holy power is unleashed, applying a lasting effect that deals 2 to 8 light damage every two seconds for six seconds. If the effect is reapplied before it wears off, the effect will stack and the duration will reset. The effect can be stacked up to 3 times., Good BlastGood Blast: A good blast weapon is infused with the power of good. Critical hits with this weapon to targets of non-good alignment deal an extra 3 to 18 good damage for weapons with a x2 critical multiplier, 4 to 24 for a x3 multiplier, and 5 to 30 for a x4 multiplier. Additionally, if you roll a 20 when attacking and confirm the critical hit, the weapon blasts your target, doing 4 to 24 more good damage to any enemy of non-good alignment. Red Augment SlotRed AugmentsColorless Augments
Epic Templar's Retribution Weapon +6 Bastard Sword: Cold IronCold Iron: This iron mined deep underground, known for its effectiveness against fey creatures, is forged at a lower temperature to preserve its delicate properties. When combined with Good damage types, Cold Iron weapons are able to overcome the damage reduction of most Demons like Fire Reavers or Flesh Renders. See Monster DR and weaknesses for specifics., Holy BurstHoly Burst: A holy weapon is imbued with holy power. This power makes the weapon good-aligned and thus bypasses the corresponding damage reduction. It deals an extra 2 to 12 points of damage against all of evil alignment and an extra 3 to 18 on a critical for weapons with a x2 critical multiplier, 4 to 24 for a x3 multiplier, and 5 to 30 for x4 multiplier., BrillianceBrilliance: This weapon glows with the light of Irian. This weapon deals an extra 1 to 6 points of light damage on a successful hit. In addition critical hits deal an additional 1 to 10 light damage for weapons with a x2 critical multiplier, 2 to 20 for a x3 critical multiplier and 3 to 30 for a x4 multiplier., Godly WrathGodly Wrath: This weapon is filled with the power of a wrathful deity. Occasionally, this holy power is unleashed, applying a lasting effect that deals 2 to 8 light damage every two seconds for six seconds. If the effect is reapplied before it wears off, the effect will stack and the duration will reset. The effect can be stacked up to 3 times., Good BlastGood Blast: A good blast weapon is infused with the power of good. Critical hits with this weapon to targets of non-good alignment deal an extra 3 to 18 good damage for weapons with a x2 critical multiplier, 4 to 24 for a x3 multiplier, and 5 to 30 for a x4 multiplier. Additionally, if you roll a 20 when attacking and confirm the critical hit, the weapon blasts your target, doing 4 to 24 more good damage to any enemy of non-good alignment. Red Augment SlotRed AugmentsColorless Augments

Seal/Shard/Scroll drop locations[edit]

From Update 18 release notes:

  • Seals for the Web of Chaos items are now found in the Epic Chests at the end of the quests.
  • Seals are found in the same quests as their respective base item (e.g. the Envenomed Blade seal is found in the quest the Envenomed Blade drops in - the Lords of Dust)
  • Shards for all items in this quest chain are now found in the Epic Chest at the end of the capstone quest The Spinner of Shadows.
  • The base items will continue to drop on all difficulty levels.
  • Drop rates for Seals and Shards have been increased for Epic difficulty. Shards and Seals now have a 5% chance to drop on Epic Casual, 10% on Epic Normal, 15% on Epic Hard and 25% percent on Epic Elite.
  • The drop rate applies to seals and shards separately in Spinner of Shadows, meaning it is possible for both a seal and a shard to drop for the same character.
  • Scrolls drop from monster kills in any of the three quests in the Web of Chaos release.