DDO Server Transfers 2025 New 64-bit servers will go live on July 9th and you will have until August 31st to transfer characters off the 32-bit servers before they are closed. At a later date TBD, SSG will reopen the 32-bit game worlds only for players to prepare their characters for transfer with no questing or other gameplay available for two years. edit
Lesser Monstrous Humanoid BaneLesser Monstrous Humanoid Bane: A bane weapon excels at attacking one type or subtype of creature. Against Monstrous Humanoids, this weapon's effective enhancement bonus is +1 better than its normal enhancement bonus. It deals an extra 1 to 6 points of damage against the foe.
Undead BaneUndead Bane: A bane weapon excels at attacking one type or subtype of creature. Against Undeads, this weapon's effective enhancement bonus is +2 better than its normal enhancement bonus. It deals an extra 2 to 12 points of damage against the foe.
SilverSilver: A complex process involving metallurgy and alchemy can bond silver to a weapon made of steel so that it bypasses the damage reduction of creatures such as devils and vampires. Silver weapons have 2 points lower hardness then equivalent steel weapons, and as such aren't quite as durable. , Alchemical
Slowburst Slowburst: This weapon has an image of a snail worked into its hilt or grip, and it feels cold to the touch. Whenever you score a critical hit with this weapon, the target is slowed for 30 seconds. A DC 15 Will save negates this effect.
Entangling Yarn Entangling Yarn: Enemies struck by this weapon have a small chance to be tangled up in its enchanted yarn, becoming Entangled and preventing all movement for 9 seconds. A DC 35 Reflex Save negates this effect.
Impactful 2Impactful 2: This effect causes the edges of this weapon to ripple with force, dealing 2 to 12 force on each hit.
Bludgeoning 2Bludgeoning 2: The edges of this weapon are blunted, dealing an additional 2d6 bludgeon damage on each hit.
Blunt TraumaBlunt Trauma: This weapon is incredibly dense and delivers especially powerful blows. When rolling a 19 or 20 on a melee attack, your critical multiplier is increased by +1.
Coruscating 2Coruscating 2: This effect causes the edges of this weapon to coruscate, dealing 2d6 Light damage on each hit.
Impactful 2Impactful 2: This effect causes the edges of this weapon to ripple with force, dealing 2 to 12 force on each hit.
Holy Burst 2Holy Burst 2: This weapon sings of virtue, dealing 2d6 Good damage on a successful hit to Evil enemies, and 1d6 Good damage on a critical hit to Evil enemies. This effect makes the weapon good aligned. Evil characters wielding this weapon will suffer one negative level.
Favored WeaponFavored Weapon: This weapon has a divine attunement and gains bonuses as if it were a Favored Weapon regardless of your Deity.
Feybane 2Feybane 2: This weapon is attuned specifically to hunt those born of the Feywild, dealing an additional 2d10 bane damage vs. Fey.
DestructionDestruction: On Hit: Your target gains a stack of Armor Destruction. (-1 penalty to Armor Class, -1% of its Fortification. 20 Second Duration. Stacks up to 15 times.) This effect may trigger once every three seconds.
Maiming 2Maiming: This weapon has a twisted haft or grip and spikes along its blade, head, or point. When you score a critical hit with this weapon, it does an additional +2d8 damage.
CrystalCrystal:Crystal weapons are able to overcome the protective damage reduction of many Quori creatures, which can be resistant to other weapons. Spell failure chances for armors and shields made from crystal are also decreased by 10%.
AdamantineAdamantine: Adamantine weapons may bypass the damage reduction of certain items and creatures.
Smiting Smiting: On Hit: 4 to 24 Bane damage to Constructs. On Vorpal Hit: If a construct struck by this weapon has fewer than 1000 Hit Points, it is instantly slain. If the construct has above 1000 Hit Points, it takes 100 damage.
Icy Blast 2Icy Blast 2: This weapon is sheathed in icy cold, dealing 2d6 Cold damage on a successful hit, and an additional 2d6 Cold damage on a critical hit.
FrostbiteFrostbite: On Hit: Applies a stack of Vulnerable (1% more damage for 3 seconds. This effect stacks up to 20 times, and loses one stack on expiration.). This effect may only occur on-hit once every two seconds. On Vorpal: Applies a stack of Lethargy (-1 to all Saving Throws. Non-bosses also move and attack 5% slower. This effect stacks up to 5 times.)
Slowburst Slowburst: This weapon has an image of a snail worked into its hilt or grip, and it feels cold to the touch. Whenever you score a critical hit with this weapon, the target is slowed for 30 seconds. A DC 15 Will save negates this effect.
The Dread Isle's CurseThe Dread Isle's Curse: 5 Pieces Equipped: +5 Profane bonus to Melee and Ranged Power +10 Profane bonus to Universal Spellpower +10 Profane bonus to Physical Resistance Rating +1 Profane bonus to Spell DCs +1 Profane bonus to all Ability Scores The Isle of Dread beckons you...
SilverSilver: A complex process involving metallurgy and alchemy can bond silver to a weapon made of steel so that it bypasses the damage reduction of creatures such as devils and vampires. Silver weapons have 2 points lower hardness then equivalent steel weapons, and as such aren't quite as durable. , Alchemical
Holy 3Holy 3: This weapon is wielded by the pure to smite the wicked, dealing an additional 3d6 good damage on each hit. This effect makes the weapon good aligned. Evil characters wielding this weapon will suffer one negative level.
Fiery 3Fiery 3: This effect causes the edges of this weapon to burn with enchanted flames, dealing 3d6 Fire damage on each hit.
Undead Bane 3Undead Bane 3: Those that have died must return, and this weapon is attuned specifically to lay them to rest. This weapon deals an additional 3d10 bane damage vs. Undead.
Mother Night's EmbraceMother Night's Embrace: This weapon is unholy and imbued by one of the two deities of Barovia - the Mother Night. This weapon is evil, dealing an additional 3d6 evil damage on hit.
Human Bane 3Human Bane 3: This weapon is attuned specifically to hunt those with diversity and ambition, dealing an additional 3d10 bane damage vs. Humans.
Vampirism 1Vampirism 1: This weapon thirsts for the blood of your enemies, healing you for +1d2 hit points with each hit. Note: internal cooldown of 1 second.
Chilling 3Chilling 3: This effect causes the edges of this weapon to become frozen to the touch, dealing 3d6 Ice damage on each hit.
Alchemical (Prototype)Alchemical (Prototype): This experimental item, crafted and enchanted at ancient Cannith creation forges using powerful alchemy, is made of a material that allows elemental power sources to be bound to it. This item is in a prototype state and is currently in need of refinement before an elemental can be bound to it.
12
3[1d8] +5 Bludgeon, Magic
UnboundUnbound: This item is Unbound, and may take permanent damage.
Green SteelGreen Steel: This planar alloy has a greasy green-colored sheen and is favored by the Baatezu the devils of Shavarath. Green steel weapons leave terrible wounds, increasing the damage die type of the weapon and are treated as evil-aligned for the purpose of bypassing damage reduction.
Anarchic Blast 3Anarchic Blast 3: This weapon is a chaotic conduit, dealing 3d6 Chaos damage on a successful hit, and an additional 3d6 Chaos damage on a critical hit. This effect makes the weapon chaotically aligned. Lawful characters wielding this weapon will suffer one negative level.
Anarchic 3Anarchic 3: On Hit: 3 to 12 Chaos damage. Chaos-aligned creatures are immune to this effect. Penalty: If equipped by a Lawful user, they receive 1 Negative Level for as long as this item is equipped.
AlignedAligned: This weapon transmutes into a form that is able to bypass any alignment based Damage Reduction. (Chaotic, Good, Evil, Lawful)
Force Blast 3Force Blast 3: This weapon ripples with intense force, dealing 3d6 Force damage on a successful hit, and an additional 3d6 Force damage on a critical hit.
Impactful 3Impactful 3: This effect causes the edges of this weapon to ripple with force, dealing 3 to 18 force on each hit.
Vorpal Vorpal: Passive: +0.5[W] damage dice. On Vorpal Hit: If your target has fewer than 1000 Hit Points, they are instantly slain. If your target has above 1000 Hit Points, they take 100 damage.
Entropic 3Entropic 3: This weapon is intensely powerful, and crackles with destructive, unpredictable magic. It deals an additional 3d6 untyped damage on each hit.
Sun BurstSun Burst: This weapon flashes an intense burst of sunlight on any critical hit. The target is blasted for 6 to 36 of light damage and is blinded as well. Oozes and Undead take 12 to 72 light damage. A successful DC 22 Reflex save reduces the damage by half and negates the blindness.
RighteousRighteous: This weapon is imbued with holy power, giving it an additional +2 to attack bonus and damage against any evil creature. This power makes the weapon good-aligned.
CoruscatingCoruscating: This weapon shines with an inner light. A coruscating weapon deals an extra 2 to 12 points of light damage on a successful hit.
Reverberating 3Reverberating 3: This effect causes the edges of this weapon to pulse with sound, dealing 3d6 sonic damage on each hit.
Disruption Disruption: On Hit: 4 to 24 Bane damage to Undead. On Vorpal Hit: If an undead struck by this weapon has fewer than 1000 Hit Points, it is instantly slain. If the undead has above 1000 Hit Points, it takes 100 damage.
Bludgeoning 3Bludgeoning 3: The edges of this weapon are blunted, dealing an additional 3d6 bludgeon damage on each hit.
ShockwaveShockwave: On Vorpal, this weapon triggers a Shockwave, striking its target with bludgeoning damage and dealing damage to surrounding enemies.
Coruscating 3Coruscating 3: This effect causes the edges of this weapon to coruscate, dealing 3d6 Light damage on each hit.
Disruption Disruption: On Hit: 4 to 24 Bane damage to Undead. On Vorpal Hit: If an undead struck by this weapon has fewer than 1000 Hit Points, it is instantly slain. If the undead has above 1000 Hit Points, it takes 100 damage.
Electrifying 4Electrifying 4: This effect causes the edges of this weapon to arc with electricity, dealing 4d6 Lightning damage on each hit.
Holy 4Holy 4: This weapon is wielded by the pure to smite the wicked, dealing an additional 4d6 good damage on each hit. This effect makes the weapon good aligned. Evil characters wielding this weapon will suffer one negative level.
Construct Bane 4Construct Bane 4: This weapon is attuned specifically to disrupt creations, dealing an additional 4d10 bane damage vs. Constructs.
AdamantineAdamantine: Adamantine weapons may bypass the damage reduction of certain items and creatures.
HolyHoly: A holy weapon is imbued with holy power. This power makes the weapon good-aligned. Evil characters wielding this weapon suffer a negative level. The weapon deals an extra 2 to 12 damage against all targets of evil alignment.
Axiomatic 4Axiomatic 4: On Hit: 4 to 16 Law damage. Law-aligned creatures are immune to this effect. Penalty: If equipped by a Chaotic user, they receive 1 Negative Level for as long as this item is equipped.
Chaotic Outsider Bane 4Chaotic Outsider Bane 4: This weapon is designed specifically to hunt the unnatural that does not belong, dealing an additional 4d10 bane damage vs. Chaotic Outsiders.
Seeker +8 Seeker +8: Provides a +8 Enhancement bonus to confirm critical hits, and a +8 Enhancement bonus to critical hit damage (before multipliers are applied).
Favored WeaponFavored Weapon: This weapon has a divine attunement and gains bonuses as if it were a Favored Weapon regardless of your Deity.
Axiomatic IIAxiomatic II: On Hit: 2 to 8 Law damage. Law-aligned creatures are immune to this effect. Penalty: If equipped by a Chaotic user, they receive 1 Negative Level for as long as this item is equipped.
One of the following:
Dazing V Dazing V: On Hit: Your target suffers a -1 Penalty to Will Saving Throws for 6 seconds. This effect stacks up to 5 times. This effect may only occur on-hit once every three seconds. Passive: The DC of the saving throw to resist your Stunning Blow and Stunning Fist combat feats is increased by 10.
Deception VDeception V: 5% Chance on Hit: Your target becomes Bluffed for four seconds. (Bluffed enemies can be affected by Sneak Attacks even while targeting you.) On sneak attack: +5 to Attack Rolls, +10 to Damage.
Draining VDraining V: On Vorpal Hit: Your target incurs one Negative Level, and you gain +10 Temporary Spell Points. (These Temporary Spell Points last for one minute, or until used to reduce the cost of your next spell.)
Ghostbane VGhostbane V: On Hit: 5 to 20 Bane Damage vs Undead. (Bane damage cannot be resisted.) Passive: Attacks from this weapon bypass the miss chance of incorporeal creatures, such as ghosts, shadows, and wraiths.
Ribcracker VRibcracker V: On Critical Hit: 11 to 66 Bludgeoning damage from weapons with a x2 Critical Multiplier, 11 to 88 Bludgeoning damage from weapons with a x3 Critical Multiplier, and 11 to 110 Bludgeoning damage from weapons with a x4 or greater Critical Multiplier.
Stumbling V Stumbling V: On Hit: Your target suffers a -1 Penalty to Reflex Saving Throws for 6 seconds. This effect stacks up to 5 times. This effect may only occur on-hit once every three seconds. Passive: The DC of the saving throw to resist your Trip combat feats is increased by 10.
Sundering V Sundering V: On Hit: Your target suffers a -1 Penalty to Fortitude Saving Throws for 6 seconds. This effect stacks up to 5 times. This effect may only occur on-hit once every three seconds. Passive: The DC of the saving throw to resist your Sunder combat feats is increased by 10.
HolyHoly: A holy weapon is imbued with holy power. This power makes the weapon good-aligned. Evil characters wielding this weapon suffer a negative level. The weapon deals an extra 2 to 12 damage against all targets of evil alignment.
Axiomatic IIAxiomatic II: On Hit: 2 to 8 Law damage. Law-aligned creatures are immune to this effect. Penalty: If equipped by a Chaotic user, they receive 1 Negative Level for as long as this item is equipped.
One of the following:
Dazing V Dazing V: On Hit: Your target suffers a -1 Penalty to Will Saving Throws for 6 seconds. This effect stacks up to 5 times. This effect may only occur on-hit once every three seconds. Passive: The DC of the saving throw to resist your Stunning Blow and Stunning Fist combat feats is increased by 10.
Deception VDeception V: 5% Chance on Hit: Your target becomes Bluffed for four seconds. (Bluffed enemies can be affected by Sneak Attacks even while targeting you.) On sneak attack: +5 to Attack Rolls, +10 to Damage.
Draining VDraining V: On Vorpal Hit: Your target incurs one Negative Level, and you gain +10 Temporary Spell Points. (These Temporary Spell Points last for one minute, or until used to reduce the cost of your next spell.)
Ghostbane VGhostbane V: On Hit: 5 to 20 Bane Damage vs Undead. (Bane damage cannot be resisted.) Passive: Attacks from this weapon bypass the miss chance of incorporeal creatures, such as ghosts, shadows, and wraiths.
Ribcracker VRibcracker V: On Critical Hit: 11 to 66 Bludgeoning damage from weapons with a x2 Critical Multiplier, 11 to 88 Bludgeoning damage from weapons with a x3 Critical Multiplier, and 11 to 110 Bludgeoning damage from weapons with a x4 or greater Critical Multiplier.
Stumbling V Stumbling V: On Hit: Your target suffers a -1 Penalty to Reflex Saving Throws for 6 seconds. This effect stacks up to 5 times. This effect may only occur on-hit once every three seconds. Passive: The DC of the saving throw to resist your Trip combat feats is increased by 10.
Sundering V Sundering V: On Hit: Your target suffers a -1 Penalty to Fortitude Saving Throws for 6 seconds. This effect stacks up to 5 times. This effect may only occur on-hit once every three seconds. Passive: The DC of the saving throw to resist your Sunder combat feats is increased by 10.
Greater GoodGreater Good: This weapon is infused with the ultimate power of Good. It does an additional 2 to 12 damage to non-good targets and can only be wielded by Good-aligned characters.
Coruscating 4Coruscating 4: This effect causes the edges of this weapon to coruscate, dealing 4d6 Light damage on each hit.
Blazing 10Blazing 10: This effect causes the edges of this weapon to coruscate, dealing 10d6 Light damage on each critical hit.
Evil Outsider Bane 4Evil Outsider Bane 4: This weapon is attuned specifically to hunt monsters that bring ill intent from other planes, dealing an additional 4d10 bane damage vs. Evil Outsiders.
Unholy 4Unholy 4: On Hit: 4 to 24 Evil damage. Evil-aligned creatures are immune to this effect. Penalty: If equipped by a Good user, they receive 1 Negative Level for as long as this item is equipped.
Evil Blast 4Evil Blast 4: This weapon is a sinister implement of evil deeds, dealing 4d6 Evil damage on a successful hit, and an additional 4d6 Evil damage on a critical hit. This effect makes the weapon evil aligned. Good characters wielding this weapon will suffer one negative level.
Axiomatic IIIAxiomatic III: On Hit: 3 to 12 Law damage. Law-aligned creatures are immune to this effect. Penalty: If equipped by a Chaotic user, they receive 1 Negative Level for as long as this item is equipped.
One of the following:
Dazing V Dazing V: On Hit: Your target suffers a -1 Penalty to Will Saving Throws for 6 seconds. This effect stacks up to 5 times. This effect may only occur on-hit once every three seconds. Passive: The DC of the saving throw to resist your Stunning Blow and Stunning Fist combat feats is increased by 10.
Deception VDeception V: 5% Chance on Hit: Your target becomes Bluffed for four seconds. (Bluffed enemies can be affected by Sneak Attacks even while targeting you.) On sneak attack: +5 to Attack Rolls, +10 to Damage.
Draining VDraining V: On Vorpal Hit: Your target incurs one Negative Level, and you gain +10 Temporary Spell Points. (These Temporary Spell Points last for one minute, or until used to reduce the cost of your next spell.)
Ghostbane VGhostbane V: On Hit: 5 to 20 Bane Damage vs Undead. (Bane damage cannot be resisted.) Passive: Attacks from this weapon bypass the miss chance of incorporeal creatures, such as ghosts, shadows, and wraiths.
Ribcracker VRibcracker V: On Critical Hit: 11 to 66 Bludgeoning damage from weapons with a x2 Critical Multiplier, 11 to 88 Bludgeoning damage from weapons with a x3 Critical Multiplier, and 11 to 110 Bludgeoning damage from weapons with a x4 or greater Critical Multiplier.
Stumbling V Stumbling V: On Hit: Your target suffers a -1 Penalty to Reflex Saving Throws for 6 seconds. This effect stacks up to 5 times. This effect may only occur on-hit once every three seconds. Passive: The DC of the saving throw to resist your Trip combat feats is increased by 10.
Sundering V Sundering V: On Hit: Your target suffers a -1 Penalty to Fortitude Saving Throws for 6 seconds. This effect stacks up to 5 times. This effect may only occur on-hit once every three seconds. Passive: The DC of the saving throw to resist your Sunder combat feats is increased by 10.
SilverSilver: A complex process involving metallurgy and alchemy can bond silver to a weapon made of steel so that it bypasses the damage reduction of creatures such as devils and vampires. Silver weapons have 2 points lower hardness then equivalent steel weapons, and as such aren't quite as durable. , Alchemical
Unnatural Bane 4Unnatural Bane 4: This weapon is attuned specifically to hunt beings that should not exist, dealing an additional 4d10 bane damage vs. Aberrations, Monstrous Humanoids, and Undead.
DestructionDestruction: On Hit: Your target gains a stack of Armor Destruction. (-1 penalty to Armor Class, -1% of its Fortification. 20 Second Duration. Stacks up to 15 times.) This effect may trigger once every three seconds.
RighteousRighteous: This weapon is imbued with holy power, giving it an additional +2 to attack bonus and damage against any evil creature. This power makes the weapon good-aligned.
Impactful 4Impactful 4: This effect causes the edges of this weapon to ripple with force, dealing 4 to 24 force on each hit.
Ghostbane 4Ghostbane 4: This weapon is attuned specifically to hunt the risen dead, dealing an additional 4d10 bane damage vs. Undead monsters. Passive: This weapon has Ghost Touch, and bypasses ethereal monster's 50% chance to evade bane damage.
Weaken UndeadWeaken Undead:Undead creatures struck by this weapon find themselves more vulnerable. Each time this weapon deals damage to an undead creature, the target loses 20% of its Fortification for the next 20 seconds. This effect does not stack with itself.
AdamantineAdamantine: Adamantine weapons may bypass the damage reduction of certain items and creatures.
Thunder-Forged (Tier 0)Thunder-Forged (Tier 0): This weapon has been made from Thunder-Forged Alloys in Thunderholme. Reforging the weapon with certain ingredients could unleash more power.
Greater GoodGreater Good: This weapon is infused with the ultimate power of Good. It does an additional 2 to 12 damage to non-good targets and can only be wielded by Good-aligned characters.
Supreme GoodSupreme Good: This weapon is infused with the supreme Power of Good. It does an additional 3 to 18 damage to non-good targets and can only be wielded by Good-aligned characters.
Supreme GoodSupreme Good: This weapon is infused with the supreme Power of Good. It does an additional 3 to 18 damage to non-good targets and can only be wielded by Good-aligned characters.
Axiomatic IVAxiomatic IV: On Hit: 4 to 16 Law damage. Law-aligned creatures are immune to this effect. Penalty: If equipped by a Chaotic user, they receive 1 Negative Level for as long as this item is equipped.
One of the following:
Dazing VIII Dazing VIII: On Hit: Your target suffers a -1 Penalty to Will Saving Throws for 6 seconds. This effect stacks up to 5 times. This effect may only occur on-hit once every three seconds. Passive: The DC of the saving throw to resist your Stunning Blow and Stunning Fist combat feats is increased by 13.
Deception VIIIDeception VIII: 5% Chance on Hit: Your target becomes Bluffed for four seconds. (Bluffed enemies can be affected by Sneak Attacks even while targeting you.) On sneak attack: +8 to Attack Rolls, +16 to Damage.
Draining VIIIDraining VIII: On Vorpal Hit: Your target incurs one Negative Level, and you gain +16 Temporary Spell Points. (These Temporary Spell Points last for one minute, or until used to reduce the cost of your next spell.)
Ghostbane VIIIGhostbane VIII: On Hit: 8 to 32 Bane Damage vs Undead. (Bane damage cannot be resisted.) Passive: Attacks from this weapon bypass the miss chance of incorporeal creatures, such as ghosts, shadows, and wraiths.
Greater Disruption Greater Disruption: On Hit: 4 to 24 Bane damage to Undead. On Vorpal Hit: If an undead struck by this weapon has fewer than 2000 Hit Points, it is instantly slain. If the undead has above 2000 Hit Points, it takes 200 damage.
Greater Smiting Greater Smiting: On Hit: 4 to 24 Bane damage to Constructs. On Vorpal Hit: If a construct struck by this weapon has fewer than 2000 Hit Points, it is instantly slain. If the construct has above 2000 Hit Points, it takes 200 damage.
Ribcracker VIIIRibcracker VIII: On Critical Hit: 17 to 102 Bludgeoning damage from weapons with a x2 Critical Multiplier, 17 to 136 Bludgeoning damage from weapons with a x3 Critical Multiplier, and 17 to 170 Bludgeoning damage from weapons with a x4 or greater Critical Multiplier.
Stumbling VIII Stumbling VIII: On Hit: Your target suffers a -1 Penalty to Reflex Saving Throws for 6 seconds. This effect stacks up to 5 times. This effect may only occur on-hit once every three seconds. Passive: The DC of the saving throw to resist your Trip combat feats is increased by Expression error: Unexpected < operator..
Sundering VIII Sundering VIII: On Hit: Your target suffers a -1 Penalty to Fortitude Saving Throws for 6 seconds. This effect stacks up to 5 times. This effect may only occur on-hit once every three seconds. Passive: The DC of the saving throw to resist your Sunder combat feats is increased by Expression error: Unexpected < operator..
Legendary Green SteelLegendary Green Steel: This planar alloy has a greasy green-colored sheen and is favored by high ranking Baatezu, the ruling devils of Shavarath. Green steel weapons leave terrible wounds and are treated as evil-aligned for the purpose of bypassing damage reduction.
Axiomatic IVAxiomatic IV: On Hit: 4 to 16 Law damage. Law-aligned creatures are immune to this effect. Penalty: If equipped by a Chaotic user, they receive 1 Negative Level for as long as this item is equipped.
One of the following:
Dazing VIII Dazing VIII: On Hit: Your target suffers a -1 Penalty to Will Saving Throws for 6 seconds. This effect stacks up to 5 times. This effect may only occur on-hit once every three seconds. Passive: The DC of the saving throw to resist your Stunning Blow and Stunning Fist combat feats is increased by 13.
Deception VIIIDeception VIII: 5% Chance on Hit: Your target becomes Bluffed for four seconds. (Bluffed enemies can be affected by Sneak Attacks even while targeting you.) On sneak attack: +8 to Attack Rolls, +16 to Damage.
Draining VIIIDraining VIII: On Vorpal Hit: Your target incurs one Negative Level, and you gain +16 Temporary Spell Points. (These Temporary Spell Points last for one minute, or until used to reduce the cost of your next spell.)
Ghostbane VIIIGhostbane VIII: On Hit: 8 to 32 Bane Damage vs Undead. (Bane damage cannot be resisted.) Passive: Attacks from this weapon bypass the miss chance of incorporeal creatures, such as ghosts, shadows, and wraiths.
Greater Disruption Greater Disruption: On Hit: 4 to 24 Bane damage to Undead. On Vorpal Hit: If an undead struck by this weapon has fewer than 2000 Hit Points, it is instantly slain. If the undead has above 2000 Hit Points, it takes 200 damage.
Greater Smiting Greater Smiting: On Hit: 4 to 24 Bane damage to Constructs. On Vorpal Hit: If a construct struck by this weapon has fewer than 2000 Hit Points, it is instantly slain. If the construct has above 2000 Hit Points, it takes 200 damage.
Ribcracker VIIIRibcracker VIII: On Critical Hit: 17 to 102 Bludgeoning damage from weapons with a x2 Critical Multiplier, 17 to 136 Bludgeoning damage from weapons with a x3 Critical Multiplier, and 17 to 170 Bludgeoning damage from weapons with a x4 or greater Critical Multiplier.
Stumbling VIII Stumbling VIII: On Hit: Your target suffers a -1 Penalty to Reflex Saving Throws for 6 seconds. This effect stacks up to 5 times. This effect may only occur on-hit once every three seconds. Passive: The DC of the saving throw to resist your Trip combat feats is increased by Expression error: Unexpected < operator..
Sundering VIII Sundering VIII: On Hit: Your target suffers a -1 Penalty to Fortitude Saving Throws for 6 seconds. This effect stacks up to 5 times. This effect may only occur on-hit once every three seconds. Passive: The DC of the saving throw to resist your Sunder combat feats is increased by Expression error: Unexpected < operator..
Axiomatic VAxiomatic V: On Hit: 5 to 20 Law damage. Law-aligned creatures are immune to this effect. Penalty: If equipped by a Chaotic user, they receive 1 Negative Level for as long as this item is equipped.
One of the following:
Dazing VIII Dazing VIII: On Hit: Your target suffers a -1 Penalty to Will Saving Throws for 6 seconds. This effect stacks up to 5 times. This effect may only occur on-hit once every three seconds. Passive: The DC of the saving throw to resist your Stunning Blow and Stunning Fist combat feats is increased by 13.
Deception VIIIDeception VIII: 5% Chance on Hit: Your target becomes Bluffed for four seconds. (Bluffed enemies can be affected by Sneak Attacks even while targeting you.) On sneak attack: +8 to Attack Rolls, +16 to Damage.
Draining VIIIDraining VIII: On Vorpal Hit: Your target incurs one Negative Level, and you gain +16 Temporary Spell Points. (These Temporary Spell Points last for one minute, or until used to reduce the cost of your next spell.)
Ghostbane VIIIGhostbane VIII: On Hit: 8 to 32 Bane Damage vs Undead. (Bane damage cannot be resisted.) Passive: Attacks from this weapon bypass the miss chance of incorporeal creatures, such as ghosts, shadows, and wraiths.
Greater Disruption Greater Disruption: On Hit: 4 to 24 Bane damage to Undead. On Vorpal Hit: If an undead struck by this weapon has fewer than 2000 Hit Points, it is instantly slain. If the undead has above 2000 Hit Points, it takes 200 damage.
Greater Smiting Greater Smiting: On Hit: 4 to 24 Bane damage to Constructs. On Vorpal Hit: If a construct struck by this weapon has fewer than 2000 Hit Points, it is instantly slain. If the construct has above 2000 Hit Points, it takes 200 damage.
Ribcracker VIIIRibcracker VIII: On Critical Hit: 17 to 102 Bludgeoning damage from weapons with a x2 Critical Multiplier, 17 to 136 Bludgeoning damage from weapons with a x3 Critical Multiplier, and 17 to 170 Bludgeoning damage from weapons with a x4 or greater Critical Multiplier.
Stumbling VIII Stumbling VIII: On Hit: Your target suffers a -1 Penalty to Reflex Saving Throws for 6 seconds. This effect stacks up to 5 times. This effect may only occur on-hit once every three seconds. Passive: The DC of the saving throw to resist your Trip combat feats is increased by 13.
Sundering VIII Sundering VIII: On Hit: Your target suffers a -1 Penalty to Fortitude Saving Throws for 6 seconds. This effect stacks up to 5 times. This effect may only occur on-hit once every three seconds. Passive: The DC of the saving throw to resist your Sunder combat feats is increased by Expression error: Unexpected < operator..
Maiming 6Maiming: This weapon has a twisted haft or grip and spikes along its blade, head, or point. When you score a critical hit with this weapon, it does an additional +6d8 damage.
Reverberating 6Reverberating 6: This effect causes the edges of this weapon to pulse with sound, dealing 6d6 sonic damage on each hit.
Sovereign Disruption Sovereign Disruption: On Hit: 4 to 24 Bane damage to Undead. On Vorpal Hit: If an undead struck by this weapon has fewer than 3000 Hit Points, it is instantly slain. If the undead has above 3000 Hit Points, it takes 300 damage.
Nearly FinishedNearly Finished: This item isn't quite finished, but it's only a step away from completion. Bring it to a Cannith Reforging Station and combine it with melted materials to restore this item to its full potential.
Utter DisintegrationUtter Disintegration: This weapon has a dark, insidious power deep within. Occasionally, this power lashes out violently at enemies and attempts to disintegrate them. This disintegrate is incredibly powerful, and will utterly destroy weaker foes.
Overwhelming ShockwaveOverwhelming Shockwave: This legendary weapon resonates with incredible power. On a Vorpal strike that is confirmed as a critical hit, it releases a Shockwave that does tremendous Sonic damage to all foes. Furthermore, the enemy that the shockwave is released on is Dazed from the force of the blast.
Screeching 14Screeching 14: This effect causes the edges of this weapon to pulse with sound, dealing 14d6 Sonic damage on each critical hit.
Mother Night's EmbraceMother Night's Embrace: This weapon is unholy and imbued by one of the two deities of Barovia - the Mother Night. This weapon is evil, dealing an additional 6d6 evil damage on hit.
Human Bane 6Human Bane 6: This weapon is attuned specifically to hunt those with diversity and ambition, dealing an additional 6d10 bane damage vs. Humans.
Vampirism 2Vampirism 2: This weapon thirsts for the blood of your enemies, healing you for +2d2 hit points with each hit. Note: internal cooldown of 1 second.
Chilling 6Chilling 6: This effect causes the edges of this weapon to become frozen to the touch, dealing 6d6 Ice damage on each hit.
SilverSilver: A complex process involving metallurgy and alchemy can bond silver to a weapon made of steel so that it bypasses the damage reduction of creatures such as devils and vampires. Silver weapons have 2 points lower hardness then equivalent steel weapons, and as such aren't quite as durable. , Alchemical
Holy 6Holy 6: This weapon is wielded by the pure to smite the wicked, dealing an additional 6d6 good damage on each hit. This effect makes the weapon good aligned. Evil characters wielding this weapon will suffer one negative level.
Fiery 6Fiery 6: This effect causes the edges of this weapon to burn with enchanted flames, dealing 6d6 Fire damage on each hit.
Undead Bane 6Undead Bane 6: Those that have died must return, and this weapon is attuned specifically to lay them to rest. This weapon deals an additional 6d10 bane damage vs. Undead.
Electrifying 6Electrifying 6: This effect causes the edges of this weapon to arc with electricity, dealing 6d6 Lightning damage on each hit.
Holy 6Holy 6: This weapon is wielded by the pure to smite the wicked, dealing an additional 6d6 good damage on each hit. This effect makes the weapon good aligned. Evil characters wielding this weapon will suffer one negative level.
Construct Bane 6Construct Bane 6: This weapon is attuned specifically to disrupt creations, dealing an additional 6d10 bane damage vs. Constructs.
AdamantineAdamantine: Adamantine weapons may bypass the damage reduction of certain items and creatures.
Maiming 6Maiming: This weapon has a twisted haft or grip and spikes along its blade, head, or point. When you score a critical hit with this weapon, it does an additional +6d8 damage.
CrystalCrystal:Crystal weapons are able to overcome the protective damage reduction of many Quori creatures, which can be resistant to other weapons. Spell failure chances for armors and shields made from crystal are also decreased by 10%.
Icy Blast 6Icy Blast 6: This weapon is sheathed in icy cold, dealing 6d6 Cold damage on a successful hit, and an additional 6d6 Cold damage on a critical hit.
FrostbiteFrostbite: On Hit: Applies a stack of Vulnerable (1% more damage for 3 seconds. This effect stacks up to 20 times, and loses one stack on expiration.). This effect may only occur on-hit once every two seconds. On Vorpal: Applies a stack of Lethargy (-1 to all Saving Throws. Non-bosses also move and attack 5% slower. This effect stacks up to 5 times.)
Legendary SlowburstLegendary Slowburst: This weapon has an image of a snail worked into its hilt or grip, and it feels cold to the touch. Whenever you score a critical hit with this weapon, the target is slowed for 30 seconds. A DC 100 Will save negates this effect.
The Legendary Dread Isle's CurseThe Legendary Dread Isle's Curse: 5 Pieces Equipped: +15 Profane bonus to Melee and Ranged Power +25 Profane bonus to Universal Spellpower +30 Profane bonus to Physical Resistance Rating +2 Profane bonus to Spell DCs +2 Profane bonus to all Ability Scores +4 Profane bonus to Attack and Damage The Isle of Dread beckons you...
Axiomatic 6Axiomatic 6: On Hit: 6 to 24 Law damage. Law-aligned creatures are immune to this effect. Penalty: If equipped by a Chaotic user, they receive 1 Negative Level for as long as this item is equipped.
Chaotic Outsider Bane 6Chaotic Outsider Bane 6: This weapon is designed specifically to hunt the unnatural that does not belong, dealing an additional 6d10 bane damage vs. Chaotic Outsiders.
Seeker +14 Seeker +14: Provides a +14 Enhancement bonus to confirm critical hits, and a +14 Enhancement bonus to critical hit damage (before multipliers are applied).
Favored WeaponFavored Weapon: This weapon has a divine attunement and gains bonuses as if it were a Favored Weapon regardless of your Deity.
The Legendary Dread Isle's CurseThe Legendary Dread Isle's Curse: 5 Pieces Equipped: +15 Profane bonus to Melee and Ranged Power +25 Profane bonus to Universal Spellpower +30 Profane bonus to Physical Resistance Rating +2 Profane bonus to Spell DCs +2 Profane bonus to all Ability Scores +4 Profane bonus to Attack and Damage The Isle of Dread beckons you...
Coruscating 6Coruscating 6: This effect causes the edges of this weapon to coruscate, dealing 6d6 Light damage on each hit.
Blazing 15Blazing 15: This effect causes the edges of this weapon to coruscate, dealing 15d6 Light damage on each critical hit.
Evil Outsider Bane 6Evil Outsider Bane 6: This weapon is attuned specifically to hunt monsters that bring ill intent from other planes, dealing an additional 6d10 bane damage vs. Evil Outsiders.
Unholy 6Unholy 6: On Hit: 6 to 36 Evil damage. Evil-aligned creatures are immune to this effect. Penalty: If equipped by a Good user, they receive 1 Negative Level for as long as this item is equipped.
Evil Blast 6Evil Blast 6: This weapon is a sinister implement of evil deeds, dealing 6d6 Evil damage on a successful hit, and an additional 6d6 Evil damage on a critical hit. This effect makes the weapon evil aligned. Good characters wielding this weapon will suffer one negative level.
Legendary SlowburstLegendary Slowburst: This weapon has an image of a snail worked into its hilt or grip, and it feels cold to the touch. Whenever you score a critical hit with this weapon, the target is slowed for 30 seconds. A DC 100 Will save negates this effect.
Legendary Entangling YarnLegendary Entangling Yarn: Enemies struck by this weapon have a small chance to be tangled up in its enchanted yarn, becoming Entangled and preventing all movement for 9 seconds. A DC 110 Reflex Save negates this effect.
Impactful 6Impactful 6: This effect causes the edges of this weapon to ripple with force, dealing 6 to 36 force on each hit.
Bludgeoning 6Bludgeoning 6: The edges of this weapon are blunted, dealing an additional 6d6 bludgeon damage on each hit.
Anarchic Blast 7Anarchic Blast 7: This weapon is a chaotic conduit, dealing 7d6 Chaos damage on a successful hit, and an additional 7d6 Chaos damage on a critical hit. This effect makes the weapon chaotically aligned. Lawful characters wielding this weapon will suffer one negative level.
Anarchic 7Anarchic 7: On Hit: 7 to 28 Chaos damage. Chaos-aligned creatures are immune to this effect. Penalty: If equipped by a Lawful user, they receive 1 Negative Level for as long as this item is equipped.
AlignedAligned: This weapon transmutes into a form that is able to bypass any alignment based Damage Reduction. (Chaotic, Good, Evil, Lawful)
Force Blast 7Force Blast 7: This weapon ripples with intense force, dealing 7d6 Force damage on a successful hit, and an additional 7d6 Force damage on a critical hit.
Impactful 7Impactful 7: This effect causes the edges of this weapon to ripple with force, dealing 7 to 42 force on each hit.
Sovereign Vorpal Sovereign Vorpal: Passive: +0.5[W] damage dice. On Vorpal Hit: If your target has fewer than 3000 Hit Points, they are instantly slain. If your target has above 3000 Hit Points, they take 300 damage.
Entropic 7Entropic 7: This weapon is intensely powerful, and crackles with destructive, unpredictable magic. It deals an additional 7d6 untyped damage on each hit.
Dripping with MagmaDripping with Magma: This Obsidian weapon drips with magma on every swing. Your attacks have a high chance to deal very strong fire damage over time.
Sovereign Vorpal Sovereign Vorpal: Passive: +0.5[W] damage dice. On Vorpal Hit: If your target has fewer than 3000 Hit Points, they are instantly slain. If your target has above 3000 Hit Points, they take 300 damage.
Sealed in FireSealed in Fire: This weapon burns with a sealed power. It can have its power unsealed at the Ritual Table, adding one effect. Attempting to add another will remove the original.
Effect options: Legendary AffirmationLegendary Affirmation: Your attacks and offensive spells have a chance to grant you 1,000 Temporary HP. • Legendary AshLegendary Ash: Your attacks and offensive spells have a chance to reduce enemy Magical Resistance Rating and Universal Spell Power. • Legendary DustLegendary Dust: Your attacks and offensive spells have a chance to reduce enemy Physical Resistance Rating and Positive Healing Amplification. • Legendary OozeLegendary Ooze: Your attacks and offensive spells have a chance to reduce enemy Physical and Magical Resistance Rating and summon Tar oozes to your aid. (Note: Exactly which sort of ooze is summoned depends on what item this enchantment is found on.) • Legendary SaltLegendary Salt: Your attacks and offensive spells have a chance to significantly slow your enemies. • Legendary VacuumLegendary Vacuum: Your Attacks and offensive spells have a chance to inflict multiple stacks of Vulnerable.
Blunt TraumaBlunt Trauma: This weapon is incredibly dense and delivers especially powerful blows. When rolling a 19 or 20 on a melee attack, your critical multiplier is increased by +1.
Coruscating 7Coruscating 7: This effect causes the edges of this weapon to coruscate, dealing 7d6 Light damage on each hit.
Impactful 7Impactful 7: This effect causes the edges of this weapon to ripple with force, dealing 7 to 42 force on each hit.
Holy Burst 7Holy Burst 7: This weapon sings of virtue, dealing 7d6 Good damage on a successful hit to Evil enemies, and 1d6 Good damage on a critical hit to Evil enemies. This effect makes the weapon good aligned. Evil characters wielding this weapon will suffer one negative level.
Favored WeaponFavored Weapon: This weapon has a divine attunement and gains bonuses as if it were a Favored Weapon regardless of your Deity.