Weapon enchantment summary

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

See also: Armor Enchantments, Clothing Enchantments.

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

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.

Materials
Special materials may give additional properties to items:

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 - Acid Burst and 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 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. 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.

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

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.

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 appears on Epic Items


 * External Link
 * 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.