Weapon enchantment summary

=List of Weapon Enhancements= This is a list of enhancement effects that can appear on weapons.

See also: Armor Enhancements, Clothing Enhancements.

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.

Prefixes
* True Law and True Chaos are prefixes, Pure Good is a suffix.

Materials
Special materials may give additional properties to items:

Base Weapon Type

 *    Base Weapon Type <"of" Suffix [Suffix Modifier]>
 * +2 Wounding Adamantine Longsword of Puncturing
 * The following list identified the base weapon types avaiable.
 * Abbreviations Used
 * Damage     = The number and size of the dice used to determine base damage on a successful attack.
 * (For instance: 2d6 indicates that 2 6-sided dice are used to determine the base damage done by a Greatsword, resulting in a weighted range of 2-12.)
 * Critical   = Lists the Critical Threat Range (before the slash) and Multiplier (After the slash) for this weapon.
 * The Critical Threat Range is listed as a range of values that will provoke a Critical Threat on the Natural (unmodified) roll of the d20 To-Hit roll (Assuming the attack hits).
 * The Multiplier indicates how many times the weapon's damage will be rolled if the Critical is confirmed.
 * To Confirm a Critical Hit, a normal To-Hit roll using all the same bonuses that were used in the attack roll that triggered the Critical Threat, plus any bonuses to "Confirm Critical Hits" from feats, enhancements, etc. is made.
 * If this "Confirmation Attack" hits the target, then the attack is a confirmed Critical Hit and will do the indicated extra damage.
 * (For Instance: the Greatsword has a Critical entry of "19-20/x2" meaning a roll of 19 or 20 on the To-Hit roll, is a critical threat, and assuming the attack is also a hit, a Confirmation roll will be made, which if successful will result in a roll of 2d6(plus weapon enhancement plus Str bonus) being made twice for a total damage of 4d6 + 2x (enhancement + str bonus) + any damage from prefix/suffix(which is not multiplied, though some properties such as the "Burst" enhancements deal increased damage on a confirmed critical hit).)
 * Damage Type = Indicates 2 things:
 * First the type of damage reduction that this weapon bypasses (a Greatsword for instance would ignore damage reduction listed as 5/slash) and second, which "category" any melee weapon belongs to for feats such as Weapon Focus (ie: Greatswords benefit from the feat "Weapon Focus: Slashing".)
 * Damage Type = Indicates 2 things:
 * First the type of damage reduction that this weapon bypasses (a Greatsword for instance would ignore damage reduction listed as 5/slash) and second, which "category" any melee weapon belongs to for feats such as Weapon Focus (ie: Greatswords benefit from the feat "Weapon Focus: Slashing".)

Note: There are no range increment penalties in Dungeons and Dragons Online.

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

Elemental Weapons
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 in terms of item value.

Alignment Weapons
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 in terms of item value.

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 a +1 enhancement in terms of item value.

Spell Boost Enhancements
Pending: find official name

These abilities increase the magnitude (damage or healing) of some spells. Each ability comes in two forms: a continuous one, and a temporary one which lasts only 3 minutes. The continuous form shares a name with a similar enhancement available to spellcasters. These bonuses stack with the character enhancements of the same name, but two bonuses from items do not stack with each other (even if one is temporary and the other continuous).

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

They can range from lesser to superior magnitude. The temporary ones (except for Efficacy) give +15% per lvl while permanent ones (and Efficacy) give +10%. This is to make the temporary ones have some use. Note that currently the descriptions are wrong and show all types as giving +10% per lvl.

At the end of the name, there is a number that denotes the maximum level of spells the enhancement boosts. e.g. Greater Combustion III gives +40% damage to fire spells of 3rd or lower level.

The base value modifier of spell-boost enhancements is equal to the maximum level of spells it affects. Magnitude has no effect on the modifier. e.g. Superior Reconstruction I has a modifier of +1, whereas Lesser Devotion IV has a modifier of +4.

Spell Lore
These abilities increase chance of your spells to make critical hits and magnitude (critical multiplier) of them.

* only on epic named items

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.

Weapon Enhancements
Alphabetical list of all weapon enhancements currently categorized in the Wiki. Note that this list is currently incomplete.

Weapon enhancements