Year of the Dragon: Through 30th October, claim your free Prismatic Dragon Outfit cosmetic set! Speak to Xatheral in the Hall of Heroes. edit

Game mechanicsNewbie guideIn developmentDDO StoreSocial Media


ChallengesClassesCollectablesCraftingEnhancementsEpic DestiniesFavorFeats

GlossaryItemsMapsMonstersPlacesQuestsRacesReincarnationSkillsSpells


Please create an account or log in to remove ads, build a reputation, and unlock more editing privileges and then visit DDO wiki's IRC Chat/Discord if you need any help!

Category:Plant Slaying items

From DDO wiki
Jump to navigation Jump to search
Last Edited Item Type Enhancements ML Bind Quests
  • Update 65.1
  • 9 months and 14 days
  • Dywypi
Dream Edge
Dream Edge.png
(edit)
Kama 
  • +5 Enhancement BonusIcon tooltip.png+5 Enhancement Bonus: +5 enhancement bonus to attack and damage rolls.
  • MaimingIcon tooltip.pngMaiming: 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.
  • AlignedIcon tooltip.pngAligned: This weapon transmutes into a form that is able to bypass any alignment based Damage Reduction. (Chaotic, Good, Evil, Lawful)
  • BodyfeederIcon tooltip.pngBodyfeeder: Whenever a bodyfeeder weapon you wield scores a critical hit, you gain 15 temporary hit points that last for up to 1 minute.
  • Random effect:
    • Absolute LawIcon tooltip.pngAbsolute Law: This weapon is infused with the ultimate power of Law. It does an additional 2 to 12 damage to non-lawful targets and can only be wielded by Lawful-aligned characters.
    • Acid Absorption +20%Icon tooltip.png Acid Absorption +20%: Passive: 20% Enhancement Bonus to Acid Absorption. (Absorption reduces damage from an element by a percentage, after resistance have been taken into account.)
    • Armor Bonus +8Icon tooltip.pngArmor Bonus +8: This item surrounds the wearer with an invisible but tangible field of force, granting +8 armor bonus to AC, just as though he were wearing armor.
    • BanishingIcon tooltip.png Banishing: On Hit: 4 to 24 Bane damage to Outsiders.
      On Vorpal Hit: If an outsider struck by this weapon has fewer than 1000 Hit Points, it is instantly slain. If the outsider has above 1000 Hit Points, it takes 100 damage.
    • Cold Absorption +20%Icon tooltip.png Cold Absorption +20%: Passive: 20% Enhancement Bonus to Cold Absorption. (Absorption reduces damage from an element by a percentage, after resistance have been taken into account.)
    • Competence Healing Amplification +60Icon tooltip.pngHealing Amplification: This effect amplifies all incoming positive energy healing by +60 (Competence bonus). Includes spells, potions, and other effects.
    • CursespewingIcon tooltip.pngCursespewing: On Vorpal Hit: Your enemy is cursed with a -4 morale penalty on attack rolls, saving throws, and skill checks. This painful curse also causes the victim to take 1d6 damage every two seconds for a duration of twelve seconds. Additional vorpal strikes while the curse is active will extend the duration by another twelve seconds.
    • DeceptionIcon tooltip.pngDeception: This weapon is hard to focus upon and thus provides a +3 enhancement bonus to Bluff checks. In addition, Deception weapons have a small chance to envelop the target in darkness, making them vulnerable to sneak attacks for a short time.
    • DestructionIcon tooltip.pngDestruction: 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.
    • Electric Absorption +20%Icon tooltip.png Electric Absorption +20%: Passive: 20% Enhancement Bonus to Electric Absorption. (Absorption reduces damage from an element by a percentage, after resistance have been taken into account.)
    • Elf BaneIcon tooltip.pngElf 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.
    • Enhanced Ki +1Icon tooltip.pngEnhanced Ki +1: Increases the rate at which the user gains ki with each successful attack.
    • EverbrightIcon tooltip.pngEverbright: Flecks of marble and pearl shimmer across this shield, set within images of bursting stars and beaming suns. An everbright shield will never take damage from rust or acid and can emit a Blinding Flash 3/rest.
    • Feather FallingIcon tooltip.pngFeather Falling: This item is engraved with feathers and bestows a powerful magical effect. Whenever the wearer begins to fall from any height, this effect slows the descent dramatically, causing the wearer to fall like a feather.
    • FinesseIcon tooltip.pngFinesse : This weapon has a Small air elemental bound to it. The wielder can use a finesse weapon as if he had the Weapon Finesse feat. In addition, the weapon grants a +2 enhancement bonus to the wielder's Dexterity score.
    • Fire Absorption +20%Icon tooltip.png Fire Absorption +20%: Passive: 20% Enhancement Bonus to Fire Absorption. (Absorption reduces damage from an element by a percentage, after resistance have been taken into account.)
    • GhostlyIcon tooltip.png Ghostly: Equipping this item causes you to become partially incorporeal. Your melee attacks do not roll a miss chance for Incorporeal targets. Enemy attacks have a 10% chance to miss you due to incorporeality. You receive a +5 enhancement bonus to your Hide and Move Silently skills.
    • Gnoll BaneIcon tooltip.pngGnoll Bane: A bane weapon excels at attacking one type or subtype of creature. Against Gnolls, 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.
    • Good Luck +2Icon tooltip.pngGood Luck +2: This item gives a +2 Luck bonus to all saves and skill checks.
    • Greater Goblinoid BaneIcon tooltip.pngGreater Goblinoid Bane: A bane weapon excels at attacking one type or subtype of creature. Against Goblinoids, 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.
    • Greater GoodIcon tooltip.pngGreater 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.
    • Greater Lawful Outsider BaneIcon tooltip.pngGreater Lawful Outsider Bane: A bane weapon excels at attacking one type or subtype of creature. Against Lawful Outsiders, 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.
    • Greater Monstrous Humanoid BaneIcon tooltip.pngGreater 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 +4 better than its normal enhancement bonus. It deals an extra 3 to 18 points of damage against the foe.
    • Lesser Dwarf BaneIcon tooltip.pngLesser Dwarf Bane: A bane weapon excels at attacking one type or subtype of creature. Against Dwarves, 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.
    • Lesser Evil Outsider BaneIcon tooltip.pngLesser Evil Outsider Bane: A bane weapon excels at attacking one type or subtype of creature. Against Evil Outsiders, 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.
    • Lesser Goblinoid BaneIcon tooltip.pngLesser Goblinoid Bane: A bane weapon excels at attacking one type or subtype of creature. Against Goblinoids, 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.
    • Lesser Reptilian BaneIcon tooltip.pngLesser Reptilian Bane: A bane weapon excels at attacking one type or subtype of creature. Against Reptiles, 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.
    • Melee Alacrity 10%Icon tooltip.pngMelee Alacrity 10%: Gain 10% enhancement bonus to Melee attack speed. Does not stack with the Haste spell.
    • MetallineIcon tooltip.pngMetalline: Metalline bypasses any metal based damage reduction. (Adamantine, "Alchemical, Silver", Byeshk, Cold Iron, Mithral)
    • Natural Armor +4Icon tooltip.pngNatural Armor +4: Passive: +4 Natural Armor Bonus to Armor Class.
    • ParalyzingIcon tooltip.pngParalyzing: Any creature struck by this weapon must succeed on a DC 15 Will save or be paralyzed. The target may attempt a new save to end the effect every several seconds; otherwise the paralysis lasts for 1 minute.
    • Parrying IIcon tooltip.pngParrying I: Passive: +1 Insight bonus to Armor Class, +1 Insight bonus to Fortitude, Reflex, and Will Saving throws.
    • Plant SlayingIcon tooltip.pngPlant Slaying: This item is keyed to plants. If it strikes such a creature, the target must make a DC 20 Fortitude save or die instantly.
    • Pure GoodIcon tooltip.pngPure Good: This weapon is infused with the power of Pure Good. It does an additional 1 to 6 damage to non-good targets and can only be wielded by Good-aligned characters.
    • Resistance +5Icon tooltip.png Resistance +5: Passive: +5 Resistance bonus to Fortitude, Reflex, and Will Saving Throws.
    • ShattermantleIcon tooltip.pngShattermantle: Transluscent, writhing energy and blue sparks can be seen raging within this weapon. When a shattermantle weapon strikes a foe that has spell resistance, the value of that spell resistance is reduced by 3 for 9 seconds. A foe can only have its SR reduced by one Shattermantle effect at a time.
    • SmitingIcon tooltip.png 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.
    • TelekineticIcon tooltip.png Telekinetic: Targets that suffer a critical hit from a Telekinetic weapon must make a DC 17 Balance check or be knocked down.
    • True LawIcon tooltip.pngTrue Law: This weapon is infused with the power of True Law. It does an additional 1 to 6 damage to non-lawful targets and can only be wielded by Lawful-aligned characters.
    • Underwater Action Icon tooltip.pngUnderwater Action: This item grants the wearer the ability to breathe water as if it were air.
    • ViciousIcon tooltip.pngVicious: When a vicious weapon strikes an opponent, it creates a flash of disruptive energy that resonates between the opponent and the wielder. This energy deals an extra 2 to 12 points of damage to the opponent and 1 to 3 points of damage to the wielder.
    • VorpalIcon tooltip.png 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.
  • Suppressed PowerIcon tooltip.pngSuppressed Power: This psionic item is powerful, but you sense that it has not unlocked all of its secrets to you at this time.
18 Bound to Account on AcquireIcon tooltip.pngBound to Account on Acquire: This item is Bound to Account on Acquire The Mindsunder, Disc locked optional end chest
⇑   ⇑   Back to top   ⇑   ⇑

Pages in category "Plant Slaying items"

This category contains only the following page.