Weapon enchantment summary

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

A randomly generated weapon has an enhancement bonus, can be of a special material, and it can have a maximum of one prefix, one suffix, and one augment slot (either colorless or red).

Many of these limitations don't apply to named items (unique quest rewards or unique chest loot).


 * Prefixes
 * Suffixes
 * Category:Item materials
 * Composed weapon affixes

   Base Weapon Type <"of" Suffix> +2     Wounding Adamantine Shortsword       of Puncturing

See also:
 * Armor enchantment summary
 * Clothing enchantment summary
 * Base price modifier

Materials
Special materials may give additional properties to items:

Prefixes

 * * A Vorpal Strike is a natural 20 followed by a successful confirmation roll of the critical hit.

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.


 * * 1 - Screaming can only be found on named items.
 * * 2 - Force and Force Burst aren't really "elemental", and can only found on handwraps (+2 and +4), as a randomly generated item.

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. * 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.

Suffixes

 * * A Vorpal Strike is a natural 20 followed by a successful confirmation roll of the critical hit.

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

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.

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

Spell Lore
These abilities increase chance of your spells to make critical hits. Spell Lore can be a suffix on randomly generated loot.

* Only appears on Tower of Despair sets

Note on stacking: DDO picks largest value on item critical chance and critical damage separately, Lore items won't stack in general. Wearing Archmage Set (Set Arcane Lore, +5%/0.50) will give you the multiplier bonus, but if you have an item giving a higher crit chance, it will not affect your crit chance.


 * External Link, outdated
 * Spell Critical Chance and Multipler Analysis

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.