Weapon enchantment summary

This is a list of enhancement effects that can appear on weapons.

See also: Armor Enhancements.

* Bane weapons do extra damage to one category of target, as listed below.

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 a +1 equivalent enhancement.

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 a +2 equivalent enhancement.

There is a separate category of "True Alignment" weapons which effect 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.

For example, the Retribution 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. A True Alignment enhancement is equivalent to +1.