Non-standard attack and damage mods

Overview
In DDO, most melee weapons weapons use Strength for calculating attack bonus. Most ranged or thrown weapons use Dexterity for calculating attack bonus.

This can be changed by:
 * Feats:
 * Weapon Finesse allows Dexterity for attack bonus with light melee weapon, rapiers, and unarmed attacks.
 * Brutal Throw allows Strength for attack bonus with thrown weapons (but NOT ranged weapons).
 * Enhancements:
 * Iconic race Purple Dragon Knight enhancements allows Charisma or Strength for attack and damage with shortswords, longswords, bastard swords, and greatswords.
 * Rogue class Assassin enhancements allows Dexterity for attack (and later damage) with daggers and kukris, and if you also have the Weapon Finesse feat all melee weapons with Dexterity for attack get Dexterity for damage (does not apply to handwraps or unarmed attacks).
 * Rogue class Mechanic enhancements allows Intelligence for damage with all crossbows and thrown weapons.
 * Rogue class Thief-Acrobat enhancements allows Dexterity for attack (and later damage) with quarterstaves.
 * Artificer spells:
 * Insightful Strikes allows Intelligence for attack with a crossbow or one handed melee weapon if it is the only weapon (other than a Runearm) equipped when the spell is cast (cannot be used from a scroll as it only applies to the weapon in the main hand; dispels Insightful Damage)
 * Insightful Damage allows Intelligence for damage with a crossbow or one handed melee weapon if it is the only weapon (other than a Runearm) equipped when the spell is cast (cannot be used from a scroll as it only applies to the weapon in the main hand; dispels Insightful Strikes)
 * Certain weapons use different abilities for calculating attack bonus and damage. Those are listed on this page.

Listed alphabetically and showing which ability it uses for Attack and Damage mod. When two abilities are listed (comma separated), it means it will use the highest one.

When using a non-standard ability for damage, the ability modifier is not multiplied by 1.5 for two-handed weapons or by 0.5 for off-hand weapons. supposedly fixed in u19

Melee weapons
(*) INT possibly also relevant.

Orbs
All orbs use the higher of INT or CHA for attack and damage. See Category:Orbs.