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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
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%.
Transmuted PlatinumTransmuted Platinum: This weapon, made of transmuted platinum, is slightly magically unstable, and has a chance to transfer its magic to those it strikes. Struck enemies have a small chance to turn into transmuted platinum, preventing all movement, with a DC of 35 negating this effect.
Bludgeoning 2Bludgeoning 2: The edges of this weapon are blunted, dealing an additional 2d6 bludgeon damage on each hit.
Axiomatic Blast 3Axiomatic Blast 3: This weapon is an implement of law, dealing 3d6 Law damage on a successful hit, and an additional 3d6 Law damage on a critical hit. This effect makes the weapon lawfully aligned. Chaotic characters wielding this weapon will suffer one negative level.
Good Blast 3Good Blast 3: This weapon sings of virtue, dealing 3d6 Good damage on a successful hit, and an additional 3d6 Good damage on a critical hit. This effect makes the weapon good aligned. Evil characters wielding this weapon will suffer one negative level.
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.
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.
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.
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.
Chaos Absorption +15% Chaos Absorption +15%: Passive: 15% Enhancement Bonus to Chaos Absorption. (Absorption reduces damage from an element by a percentage, after resistance have been taken into account.)
Limb ChopperLimb Chopper: This potent and feared ability allows the weapon to sever the limbs of those it strikes. On an attack roll of 20 which is confirmed as a critical hit, the weapon severs an opponent's limb from its body. Some creatures, including many aberrations and all oozes, have no limbs. Others, such as golems and undead creatures, are not affected by the loss of their limbs. Most other creatures, however, have their movement slowed 75% and attacks slowed by 50% when a limb is cut off.
Maiming 3Maiming: 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 +3d8 damage.
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.
MalleableMalleable: This item has a magical aura of malleability and can be combined with any item that has the Fusible property to create a new, more powerful fusion of the two items.
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.
Elf BaneElf Bane: A bane weapon excels at attacking one type or subtype of creature. Against Elves, 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.
Proficiency: KhopeshProficiency: Khopesh: While equipped this item grants the wielder all required knowledge to wield a Khopesh without proficiency penalties.
12
1d8 + 5 Slashing, Magic
UnboundUnbound: This item is Unbound, and may take permanent damage.
Limb ChopperLimb Chopper: This potent and feared ability allows the weapon to sever the limbs of those it strikes. On an attack roll of 20 which is confirmed as a critical hit, the weapon severs an opponent's limb from its body. Some creatures, including many aberrations and all oozes, have no limbs. Others, such as golems and undead creatures, are not affected by the loss of their limbs. Most other creatures, however, have their movement slowed 75% and attacks slowed by 50% when a limb is cut off.
Maiming 3Maiming: 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 +3d8 damage.
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.
Limb ChopperLimb Chopper: This potent and feared ability allows the weapon to sever the limbs of those it strikes. On an attack roll of 20 which is confirmed as a critical hit, the weapon severs an opponent's limb from its body. Some creatures, including many aberrations and all oozes, have no limbs. Others, such as golems and undead creatures, are not affected by the loss of their limbs. Most other creatures, however, have their movement slowed 75% and attacks slowed by 50% when a limb is cut off.
Maiming 3Maiming: 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 +3d8 damage.
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.
Demon FeverDemon Fever: This weapon is infected with a night hag's Demon Fever disease. On critical hits it will transfer the disease to enemies, dealing 1d8 Constitution damage. A successful Fortitude save (DC 22) negates this effect.
Limb ChopperLimb Chopper: This potent and feared ability allows the weapon to sever the limbs of those it strikes. On an attack roll of 20 which is confirmed as a critical hit, the weapon severs an opponent's limb from its body. Some creatures, including many aberrations and all oozes, have no limbs. Others, such as golems and undead creatures, are not affected by the loss of their limbs. Most other creatures, however, have their movement slowed 75% and attacks slowed by 50% when a limb is cut off.
Maiming 3Maiming: 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 +3d8 damage.
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.
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.
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 Slash, Magic
UnboundUnbound: This item is Unbound, and may take permanent damage.
Limb ChopperLimb Chopper: This potent and feared ability allows the weapon to sever the limbs of those it strikes. On an attack roll of 20 which is confirmed as a critical hit, the weapon severs an opponent's limb from its body. Some creatures, including many aberrations and all oozes, have no limbs. Others, such as golems and undead creatures, are not affected by the loss of their limbs. Most other creatures, however, have their movement slowed 75% and attacks slowed by 50% when a limb is cut off.
Maiming 3Maiming: 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 +3d8 damage.
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.
Stone PrisonStone Prison: This weapon is invested with the power of the earth. On an attack roll of 20 which is confirmed as a critical hit it will attempt to turn the target to stone, as the Flesh to Stone spell. A successful Fortitude save (DC 27) negates this effect.
Elf BaneElf Bane: A bane weapon excels at attacking one type or subtype of creature. Against Elves, 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.
Proficiency: KhopeshProficiency: Khopesh: While equipped this item grants the wielder all required knowledge to wield a Khopesh without proficiency penalties.
Elf BaneElf Bane: A bane weapon excels at attacking one type or subtype of creature. Against Elves, 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.
Proficiency: KhopeshProficiency: Khopesh: While equipped this item grants the wielder all required knowledge to wield a Khopesh without proficiency penalties.
Limb ChopperLimb Chopper: This potent and feared ability allows the weapon to sever the limbs of those it strikes. On an attack roll of 20 which is confirmed as a critical hit, the weapon severs an opponent's limb from its body. Some creatures, including many aberrations and all oozes, have no limbs. Others, such as golems and undead creatures, are not affected by the loss of their limbs. Most other creatures, however, have their movement slowed 75% and attacks slowed by 50% when a limb is cut off.
Bloodletter IIIBloodletter III: On Critical Hit: 7 to 42 Slashing damage from weapons with a x2 Critical Multiplier, 7 to 56 Slashing damage from weapons with a x3 Critical Multiplier, and 7 to 70 Slashing damage from weapons with a x4 or greater Critical Multiplier.
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.
Elf BaneElf Bane: A bane weapon excels at attacking one type or subtype of creature. Against Elves, 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.
Proficiency: KhopeshProficiency: Khopesh: While equipped this item grants the wielder all required knowledge to wield a Khopesh without proficiency penalties.
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.
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.
AlignedAligned: This weapon transmutes into a form that is able to bypass any alignment based Damage Reduction. (Chaotic, Good, Evil, Lawful)
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
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.
Stone PrisonStone Prison: This weapon is invested with the power of the earth. On an attack roll of 20 which is confirmed as a critical hit it will attempt to turn the target to stone, as the Flesh to Stone spell. A successful Fortitude save (DC 27) negates this effect.
Force BurstForce Burst: This weapon is humming with magical force, and does 1 to 6 force damage each hit. Critical hits deal an additional 1 to 10 force damage for weapons with a x2 critical multiplier, 2 to 20 for a x3 multiplier and 3 to 30 for a x4 multiplier.
Stone PrisonStone Prison: This weapon is invested with the power of the earth. On an attack roll of 20 which is confirmed as a critical hit it will attempt to turn the target to stone, as the Flesh to Stone spell. A successful Fortitude save (DC 27) negates this effect.
Force BurstForce Burst: This weapon is humming with magical force, and does 1 to 6 force damage each hit. Critical hits deal an additional 1 to 10 force damage for weapons with a x2 critical multiplier, 2 to 20 for a x3 multiplier and 3 to 30 for a x4 multiplier.
Stone PrisonStone Prison: This weapon is invested with the power of the earth. On an attack roll of 20 which is confirmed as a critical hit it will attempt to turn the target to stone, as the Flesh to Stone spell. A successful Fortitude save (DC 27) negates this effect.
ImpellentImpellent: This weapon is pulsing with magical force. It deals an additional 2 to 12 force damage on a successful hit.
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.
Improved Vorpal Improved Vorpal: Passive: +0.5[W] damage dice. On Vorpal Hit: If your target has fewer than 1500 Hit Points, they are instantly slain. If your target has above 1500 Hit Points, they take 150 damage.
Anarchic Blast 4Anarchic Blast 4: This weapon is a chaotic conduit, dealing 4d6 Chaos damage on a successful hit, and an additional 4d6 Chaos damage on a critical hit. This effect makes the weapon chaotically aligned. Lawful characters wielding this weapon will suffer one negative level.
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.
Chaos Absorption +18% Chaos Absorption +18%: Passive: 18% Enhancement Bonus to Chaos Absorption. (Absorption reduces damage from an element by a percentage, after resistance have been taken into account.)
Axiomatic Blast 4Axiomatic Blast 4: This weapon is an implement of law, dealing 4d6 Law damage on a successful hit, and an additional 4d6 Law damage on a critical hit. This effect makes the weapon lawfully aligned. Chaotic characters wielding this weapon will suffer one negative level.
Good Blast 4Good Blast 4: This weapon sings of virtue, dealing 4d6 Good damage on a successful hit, and an additional 4d6 Good damage on a critical hit. This effect makes the weapon good aligned. Evil characters wielding this weapon will suffer one negative level.
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: While wearing this item, your attacks cause undead creatures to lose 20% of their 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.
MaimingMaiming: This weapon has a twisted haft or grip and spikes along its blade, head, or point. Whenever you score a critical hit with this weapon it deals an amount of extra untyped damage depending on its critical multiplier: x2 - 1 to 6, x3 - 2 to 12, x4 - 3 to 18.
Transmuted Platinum (Epic)Transmuted Platinum (Epic): This weapon, made of transmuted platinum, is slightly magically unstable, and has a chance to transfer its magic to those it strikes. Struck enemies have a small chance to turn into transmuted platinum, preventing all movement, with a DC of 70 negating this effect.
Bludgeoning 5Bludgeoning 5: The edges of this weapon are blunted, dealing an additional 5d6 bludgeon damage on each hit.
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 Stone PrisonGreater Stone Prison: This weapon is invested with the power of the earth. On an attack roll of 20 which is confirmed as a critical hit it will attempt to turn the target to stone, as the Flesh to Stone spell. A successful Fortitude save (DC 33) negates this effect.
ImpellentImpellent: This weapon is pulsing with magical force. It deals an additional 2 to 12 force damage on a successful hit.
Greater Elf BaneGreater Elf Bane: A bane weapon excels at attacking one type or subtype of creature. Against Elves, this weapon's effective enhancement bonus is +4 better than its normal enhancement bonus. It deals an extra 3 to 18 points of damage against the foe.
Proficiency: KhopeshProficiency: Khopesh: While equipped this item grants the wielder all required knowledge to wield a Khopesh without proficiency penalties.
Greater Stone PrisonGreater Stone Prison: This weapon is invested with the power of the earth. On an attack roll of 20 which is confirmed as a critical hit it will attempt to turn the target to stone, as the Flesh to Stone spell. A successful Fortitude save (DC 33) negates this effect.
ImpellentImpellent: This weapon is pulsing with magical force. It deals an additional 2 to 12 force damage on a successful hit.
Greater Elf BaneGreater Elf Bane: A bane weapon excels at attacking one type or subtype of creature. Against Elves, this weapon's effective enhancement bonus is +4 better than its normal enhancement bonus. It deals an extra 3 to 18 points of damage against the foe.
Proficiency: KhopeshProficiency: Khopesh: While equipped this item grants the wielder all required knowledge to wield a Khopesh without proficiency penalties.
Greater Elf BaneGreater Elf Bane: A bane weapon excels at attacking one type or subtype of creature. Against Elves, this weapon's effective enhancement bonus is +4 better than its normal enhancement bonus. It deals an extra 3 to 18 points of damage against the foe.
Proficiency: KhopeshProficiency: Khopesh: While equipped this item grants the wielder all required knowledge to wield a Khopesh without proficiency penalties.
Greater Stone PrisonGreater Stone Prison: This weapon is invested with the power of the earth. On an attack roll of 20 which is confirmed as a critical hit it will attempt to turn the target to stone, as the Flesh to Stone spell. A successful Fortitude save (DC 33) negates this effect.
CosmicCosmic: This weapon is glowing with a barely-contained magical force. It deals an additional 3 to 18 force damage on a successful hit.
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.
Limb ChopperLimb Chopper: This potent and feared ability allows the weapon to sever the limbs of those it strikes. On an attack roll of 20 which is confirmed as a critical hit, the weapon severs an opponent's limb from its body. Some creatures, including many aberrations and all oozes, have no limbs. Others, such as golems and undead creatures, are not affected by the loss of their limbs. Most other creatures, however, have their movement slowed 75% and attacks slowed by 50% when a limb is cut off.
Bloodletter VIIBloodletter VII: On Critical Hit: 15 to 90 Slashing damage from weapons with a x2 Critical Multiplier, 15 to 120 Slashing damage from weapons with a x3 Critical Multiplier, and 15 to 150 Slashing damage from weapons with a x4 or greater Critical Multiplier.
Vampirism Vampirism: This weapon drains a tiny portion of the target's life force whenever it does damage. Note: provides 1d3 hp of healing per hit.
Fetters of UnrealityFetters of Unreality: This weapon is cruel and deadly, and leaves behind wounds that affect both the body and the soul. This weapon has a chance to inflict multiple stacks of Vulnerable. Vulnerable: You take 1% more damage for 3 seconds. This effect stacks up to 20 times, and loses one stack on expiration.
HemorrhagingHemorrhaging: This weapon is viciously sharp and will do an additional 2 to 16 damage to targets that are vulnerable to bleeding.
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.
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.
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.
AlignedAligned: This weapon transmutes into a form that is able to bypass any alignment based Damage Reduction. (Chaotic, Good, Evil, Lawful)
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
Fetters of UnrealityFetters of Unreality: This weapon is cruel and deadly, and leaves behind wounds that affect both the body and the soul. This weapon has a chance to inflict multiple stacks of Vulnerable. Vulnerable: You take 1% more damage for 3 seconds. This effect stacks up to 20 times, and loses one stack on expiration.
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 6Entropic 6: This weapon is intensely powerful, and crackles with destructive, unpredictable magic. It deals an additional 6d6 untyped 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.
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.
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%.
Legendary Alchemical Crafting (Prototype)Legendary Alchemical Crafting (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.
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.
Anarchic Blast 6Anarchic Blast 6: This weapon is a chaotic conduit, dealing 6d6 Chaos damage on a successful hit, and an additional 6d6 Chaos damage on a critical hit. This effect makes the weapon chaotically aligned. Lawful characters wielding this weapon will suffer one negative level.
Vampirism 3Vampirism 3: This weapon thirsts for the blood of your enemies, healing you for +3d2 hit points with each hit. Note: internal cooldown of 1 second.
Chaos Absorption +23% Chaos Absorption +23%: Passive: 23% Enhancement Bonus to Chaos Absorption. (Absorption reduces damage from an element by a percentage, after resistance have been taken into account.)
Axiomatic Blast 6Axiomatic Blast 6: This weapon is an implement of law, dealing 6d6 Law damage on a successful hit, and an additional 6d6 Law damage on a critical hit. This effect makes the weapon lawfully aligned. Chaotic characters wielding this weapon will suffer one negative level.
Good Blast 6Good Blast 6: This weapon sings of virtue, dealing 6d6 Good damage on a successful hit, and an additional 6d6 Good damage on a critical hit. This effect makes the weapon good aligned. Evil characters wielding this weapon will suffer one negative level.
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...
Limb ChopperLimb Chopper: This potent and feared ability allows the weapon to sever the limbs of those it strikes. On an attack roll of 20 which is confirmed as a critical hit, the weapon severs an opponent's limb from its body. Some creatures, including many aberrations and all oozes, have no limbs. Others, such as golems and undead creatures, are not affected by the loss of their limbs. Most other creatures, however, have their movement slowed 75% and attacks slowed by 50% when a limb is cut off.
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.
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.
MalleableMalleable: This item has a magical aura of malleability and can be combined with any item that has the Fusible property to create a new, more powerful fusion of the two items.
Limb ChopperLimb Chopper: This potent and feared ability allows the weapon to sever the limbs of those it strikes. On an attack roll of 20 which is confirmed as a critical hit, the weapon severs an opponent's limb from its body. Some creatures, including many aberrations and all oozes, have no limbs. Others, such as golems and undead creatures, are not affected by the loss of their limbs. Most other creatures, however, have their movement slowed 75% and attacks slowed by 50% when a limb is cut off.
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.
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.
Limb ChopperLimb Chopper: This potent and feared ability allows the weapon to sever the limbs of those it strikes. On an attack roll of 20 which is confirmed as a critical hit, the weapon severs an opponent's limb from its body. Some creatures, including many aberrations and all oozes, have no limbs. Others, such as golems and undead creatures, are not affected by the loss of their limbs. Most other creatures, however, have their movement slowed 75% and attacks slowed by 50% when a limb is cut off.
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.
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.
Limb ChopperLimb Chopper: This potent and feared ability allows the weapon to sever the limbs of those it strikes. On an attack roll of 20 which is confirmed as a critical hit, the weapon severs an opponent's limb from its body. Some creatures, including many aberrations and all oozes, have no limbs. Others, such as golems and undead creatures, are not affected by the loss of their limbs. Most other creatures, however, have their movement slowed 75% and attacks slowed by 50% when a limb is cut off.
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.
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.
Limb ChopperLimb Chopper: This potent and feared ability allows the weapon to sever the limbs of those it strikes. On an attack roll of 20 which is confirmed as a critical hit, the weapon severs an opponent's limb from its body. Some creatures, including many aberrations and all oozes, have no limbs. Others, such as golems and undead creatures, are not affected by the loss of their limbs. Most other creatures, however, have their movement slowed 75% and attacks slowed by 50% when a limb is cut off.
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.
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.
Legendary Stone PrisonLegendary Stone Prison: This weapon is invested with the power of the earth. On an attack roll of 20 which is confirmed as a critical hit it will attempt to turn the target to stone, as the Flesh to Stone spell. A successful Fortitude save (DC 100) negates this effect.
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.
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.