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Crafted item enchantments/Temporary list

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Item properties that can only be found on crafted items, such as Green Steel Items and Dragontouched Armors.


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Air Guard

Effect: This item stores the incredible, dynamic power of the air deep within. When the weaver of this item is successfully attacked in melee, this power occasionally comes to the surface, knocking enemies over or speeding up the wearer with rushing winds.

  • 5% chance to activate. Knockdown (DC35) or 30 seconds of Haste
  • Reflex save and AC bonus from Air Guard Haste stack with the Haste spell
  • Movement and attack speed from Air Guard Haste don't stack

Found on: (8) Air Guard items:

Concordant Opposition is a guard effect available on Green Steel items.

This item is imbued with the energy of concordant opposition. Those who rest at the pinnacle of supreme balance can do nothing but gain. When the wearer of this item is successfully attacked in melee, there is a chance that the item will bestow temporary hit points and grant spell points to the wearer.

  • a 4% chance to gain a temporary 30 hit points, and a separate roll for a 4% chance to gain ~20-30 spell points.

Stacking

Currently one weapon and one accessory will stack, while multiple accessories or multiple weapons themselves do not stack. This is probably not working as intended and might get changed in the future (see developer posts below).

Developer words on the topic

Quote:
Originally Posted by DeadlyGazebo Source on March 7, 2008

It's a 1% chance to gain HP, and a separate roll for a 1% chance to gain SP.
So, you do have a 1 in ten thousand chance to get HP+SP on the same hit :)

Quote:
Originally Posted by (former developer) Eladrin Source on March 8, 2008

I'm actually not 100% certain on the stacking nature of Concordant Opposition, as Piloto created it, not me.
With a prototype system, we're likely to err on the side of caution at times, especially when it's related to something we normally don't do (like SP healing).
We'll be tracking all the information we receive from it, and are very likely to make adjustments to things we find too weak or excessively powerful.

Quote:
Originally Posted by (former developer) Eladrin Source on March 16, 2010

No changes have been made to Concordant Opposition items since Piloto increased the proc rate from 1% to 4%, and increased the amount of spell points granted when it triggers.

Quote:
Originally Posted by (former developer) Eladrin

Guard effects should not stack with themselves, so it would be classified as a bug that is potentially subject to change.

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Corrosive Salt

Effect: This weapon stores a caustic, insatiable power deep within. When this weapon is used, this power can come to the surface in the form of a noxious, corrosive salt that dissolves all material.

  • 2% chance of 5d10+50 Dehydration damage every two seconds for twelve seconds upon hit, irresistible. 6 tics total.
  • Average total of 465 damage per proc.
  • Average of 9.3 damage per attackDDO Forums

Found on: (25) Corrosive Salt items:

Corrosive Salt Guard

Effect: This item stores a caustic, insatiable power deep within. When the wearer of this item is successfully attacked in melee, this power can come to the surface in the form of a noxious, corrosive salt that dissolves all substances.

  • 2% chance of 5d10+50 dehydration (untyped) damage every two seconds for twelve seconds (six tics total) upon being hit in melee

Found on: (2) Corrosive Salt Guard items:

Crushing Wave

Effect: This weapon stores the unstoppable force of the oceans fury deep within. When this weapon is used this power occasionally comes to the surface, crushing enemies beneath a torrent of frigid water.

  • 5% Chance of 3 ticks of 30-40 Cold and 30-40 Bludgeon Damage over 6 seconds (180-240 damage, 210 average)
  • Average of 10.5 damage per attack.

Found on: (26) Crushing Wave items:

Crushing Wave Guard

Effect: This item stores the unstoppable force of the ocean's fury deep within. When the wearer of this item is successfully attacked in melee, this power occasionally comes to the surface, crushing enemies beneath a torrent of frigid water.

  • Damage is approximately 25 to 36 points of cold damage and 30 to 37 points of bludgeoning damage.

(Combat): Jungle Troglodyte hit you for a total of 3 points of bludgeon damage after 5 were blocked by damage reduction.
(Combat): You hit Jungle Troglodyte for 31 points of cold damage.
(Combat): You hit Jungle Troglodyte for 30 points of bludgeon damage.

(Combat): Jungle Troglodyte hit you for a total of 5 points of bludgeon damage after 5 were blocked by damage reduction.
(Combat): You hit Jungle Troglodyte for 25 points of cold damage.
(Combat): You hit Jungle Troglodyte for 36 points of bludgeon damage.

Proc rate appears to be low (estimate 5%) although I did experience a run of 3 consecutive procs.
Found on: (2) Crushing Wave Guard items:

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This Weapon has a dark, insidious power deep within. Occasionally, this power lashes out violently at enemies and attempts to disintegrate them.

  • 2% chance of 15d20 + 300 untyped damage: 457.5 average damage, 9.15 average per hit. (testing)
  • No saving throw to reduce damage
  • Version on random weapons is Annihilating.

Disintegration Guard

This item has a store of dark, insidious power deep within. When the wearer of this item is successfully attacked in melee, this power occasionally lashes out violently at enemies and attempts to disintegrate them.

  • on-being-hit, cast Disintegrate on attacker, 2% chance for 20d20 + 250 untyped damage: 460 average damage, 9.2 average per hit, no save. (testing)
  • Random version is Annihilation

Earthgrab - Monster attack

Icon Earthgrab.jpg Earthgrab is a special attack made by all members of the Earth Elemental race. It is an attack that has immediate bludgeoning damage, and failing a Reflex save will encase the player character in stone, rendering the player character helpless. While held, the earthgrab effect will continue to deal bludgeoning damage over time for 6 seconds. needs verification

(Combat): You attempt to save versus earthgrab.
(Combat): Monsters earthgrab hit you for bludgeoning damage.
(Combat): You are hit by monsters earthgrab.
(Combat): You are held in place by the power of the earth. This deals damage over time based on the size of the elemental grasping you.

Monsters with this attack:

Earth Grab

This Weapon stores the implacable strength of the earth deep within. When this weapon is used, this power occasionally comes to the surface, calling on the earth to erupt from the ground and hold an enemy in place.

  • 4% chance of Earth Grab encasement
  • Reflex save DC of 35 (As of U12 Freedom of Movement no longer prevents from Earth Grab)
  • Has a duration of 6 seconds, no recurring saves
  • Deals a small amount of bludgeoning damage every 2 seconds (3 tics total)
  • Target is immobilized, and helpless (monsters take +50% damage from all sources.)

Found on:


Earth Grab Guard

This item stores the implacable strength of the earth deep within. When the wearer is successfully attacked in melee, this power occasionally comes to the surface, calling on the earth to erupt from the ground and hold an enemy in place.

  • 4% chance of Earth Grab encasement on getting hit by melee attacks
  • Reflex save DC of 35 (As of U12 Freedom of Movement no longer prevents players from being Earth Grabbed)
  • Has a duration of 6 seconds, no recurring saves
  • Deals a small amount of bludgeoning damage every 2 seconds (3 tics total)
  • Target is immobilized, and helpless (monsters take +50% damage from all sources.)

Found on:

<ncl headings=bullet headstart=2 maxdepth=1>Earthgrab Guard items</ncl>



This weapon is imbued with the energy of elemental mastery. Where the forces of the elements converge in harmony, each is equally potent. When used, this weapon has a chance of doing an extra 1d6 of any or all of the following elemental damage types : acid, electric, fire, and/or cold.

  • 80% Chance of 1d6-4d6 extra elemental damage (Strom Lords website)
  • On-hit chance to add 1d6 Acid, Cold, Electric, and/or Fire. Appears to be 10-20% for each to trigger, and 80%+ chance for at least one per hit.

A 33% proc chance for each individual element would give that observed 80% chance that at least one hits, and about a 10% chance for two, about 5% for three and just over 1% chance for all four. That averages out to about 4 extra damage (1.19d6) per hit

Elemental Mastery Guard

This item is imbued with the energy of elemental mastery. Where the forces of the elements converge in harmony, each is equally potent. When the wearer of this item is successfully attacked in melee, there is a chance that the attacker will take 1d6 of any or all of the following elemental damage types: acid, electric, fire, and/or cold.

Enervation

This weapon stores a menacing, ravenous power deep within. When this weapon is used, this power occasionally comes to the surface, draining the life force of the enemy and giving negative levels.

Enervation Guard

This item stores a menacing, ravenous power deep within. When the wearer of this item is successfully attacked in melee, this power occasionally comes to the surface, draining the life force of the enemy and giving negative levels

  • 5% chance when hit to drain 1d4 levels

Minor Freezing Ice

Effect: On items: While you are wearing this item, your melee, ranged, and unarmed attacks gain the Minor Freezing Ice ability. (When the weapon is used, an icy power occasionally comes to the surface, attempting to freeze an enemy solid and encase them in ice.

  • 5% chance of Freezing Ice encasement
  • Fortitude save DC of 35, Freedom of movement blocks it; doesn't work on bosses, incorporeal, elementals, or oozes.
  • Has a duration of 5 seconds for melee, 9 seconds for ranged/unarmed (obviously a bug); no recurring saves.
  • Target is immobilized, and helpless (monsters take +50% damage from all sources.)

Found on: (3) Minor Freezing Ice items:

Lesser Freezing Ice

Effect: On items: While you are wearing this item, your melee, ranged, and unarmed attacks gain the Lesser Freezing Ice ability. (When the weapon is used, an icy power occasionally comes to the surface, attempting to freeze an enemy solid and encase them in ice.

  • 5% chance of Freezing Ice encasement
  • Fortitude save DC of 35, Freedom of movement blocks it; doesn't work on bosses, incorporeal, elementals, or oozes.
  • Has a duration of 7 seconds for melee, 9 seconds for ranged/unarmed (obviously a bug); no recurring saves.
  • Target is immobilized, and helpless (monsters take +50% damage from all sources.)

Found on: (3) Lesser Freezing Ice items:

Freezing Ice

Effect: On items: While you are wearing this item, your melee, ranged, and unarmed attacks gain the Freezing Ice ability. (When the weapon is used, an icy power occasionally comes to the surface, attempting to freeze an enemy solid and encase them in ice.
On weapons: This Weapon stores the pitiless immovable power of the ice deep within. When this weapon is used, this power occasionally comes to the surface, attempting to freeze an enemy solid and encase them in ice.

  • 5% chance of Freezing Ice encasement
  • Fortitude save DC of 35, Freedom of movement blocks it; doesn't work on bosses, incorporeal, elementals, or oozes.
  • Has a duration of 9 seconds, no recurring saves.
  • Target is immobilized, and helpless (monsters take +50% damage from all sources.)

Found on: (8) Freezing Ice items:

Legendary Freezing Ice

Effect: On hit, this has a chance of freezing your enemies in solid ice. Struck enemies must make a DC 100 Fortitude save or be frozen solid.
Found on: No items.

Freezing Ice Guard

Effect: This item stores the pitiless immovable power of the ice deep within. When the wearer of this item is successfully attacked in melee, this power occasionally comes to the surface, attempting to freeze an enemy solid and encase them in ice.

  • About 5% on getting hit by melee hits
  • Fortitude save DC of 35, Freedom of movement blocks it; doesn't work on bosses, incorporeal, elementals, or oozes.
  • Has a duration of 9 seconds, no recurring saves.
  • Target is immobilized, and helpless (monsters take +50% damage from all sources.)

Found on: (7) Freezing Ice Guard items:

Disruption

Type: Suffix
Base price modifier: +5
Effect: On Hit: 4 to 24 Bane damage to Undead
On Vorpal Hit: If an undead struck by this weapon his fewer than 1000 Hit Points it is instantly slain, If the undead has above 1000 Hit Points, it takes 100 damage.

Improved Disruption

Type: Suffix
Effect: On Hit: 4 to 24 Bane damage to Undead
On Vorpal Hit: If an undead struck by this weapon his fewer than 1500 Hit Points it is instantly slain, If the undead has above 1500 Hit Points, it takes 150 damage.
Found on: <ncl maxdepth=1>Improved Disruption items</ncl>

Greater Disruption

Type: Suffix
Effect: On Hit: 4 to 24 Bane damage to Undead
On Vorpal Hit: If an undead struck by this weapon his fewer than 2000 Hit Points it is instantly slain, If the undead has above 2000 Hit Points, it takes 200 damage.
Found on: <ncl maxdepth=1>Greater Disruption items</ncl>

Greater Disruption Guard

This Item stores a holy and righteous power deep within. When the wearer of this item is successfully attacked in melee by undead, this power occasionally comes to the surface, annihilating enemy undead.

  • ~5% chance of annihilation
  • Ignores the HP limit that the non-guard version has, but deals no bane damage.

Sovereign Disruption

Type: Suffix
Effect: On Hit: 4 to 24 Bane damage to Undead
On Vorpal Hit: If an undead struck by this weapon his fewer than 3000 Hit Points it is instantly slain, If the undead has above 3000 Hit Points, it takes 300 damage.

Incineration

Type: Prefix
Base price modifier: +?
Effect: This weapon stores the power of a raging inferno deep within. Occasionally, this destructive power comes to the surface, devastating enemies with massive fire damage.

  • 2% chance of 200+8d20 Fire damage (average 284 per proc, or 5.68 per hit).

Greater Incineration

Effect: This weapon stores the power of a raging inferno deep within. Occasionally, this destructive power comes to the surface, devastating enemies with massive fire damage. This damage is dealt twice as often as a standard Incineration weapon.

Found on: (9) Greater Incineration items:

Notes:

  • 4-5% chance[UnverifiedIcon tooltip.png"4-5% chance" has not been verified in-game. Please verify it!] of 200+8d20 Fire damage (average 284 per proc, or 14.2 per hit).

See also: Meteoric

Incineration Guard

Found on: Armor Shields as a Suffix

Base price modifier: +?

Effect: This item stores the power of a raging inferno deep within. When the wearer of this item is successfully attacked in melee, this destructive power occasionally comes to the surface, devastating enemies with massive fire damage.

  • 2% proc rate, 200+8d20 Fire damage (average 284 per proc, or 5.68 per hit).
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Lightning Strike

Effect: This Weapon stores the power of a volatile thunderstorm deep within. Occasionally, this dynamic power comes to the surface, devastating enemies with a massive lightning strike.

Found on: (13) Lightning Strike items:

Notes:

  • 1.5% chance to strike with Lightning. 20d20+400 damage (610 average strike, 9.15 average hit)
Quote:
Originally Posted by (former developer) Eladrin Source

Lightning Strike on weapons is 1.5% application probability, and is indeed 20d20+400 electrical damage.

Lightning Storm Guard

This item stores the power of a volatile thunderstorm deep within. When the wearer of this item is successfully attacked in melee, this dynamic power occasionally comes to the surface, devastating enemies with a massive lightning strike.

  • On-Being-Hit 1.5% chance to strike with Lightning. 20d20+400 damage (610 average strike, 9.15 average hit)
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Magma (prefix) & Magma Surge

This weapon stores the immeasurable heat of the planet's molten mantle. When this weapon is used, superheated magma occasionally surges to the surface, slowing an enemy down and inflicting massive fire damage over time.

  • 2% chance of activating, 3d20+40 fire damage for 4 tics (1 per second over 4 seconds), slows movement by 50% and attack rate by 30%, and gives a -1 penalty to attack rolls, AC, and reflex save.
  • Damage Range: 43-100 per tic for 172-400 total damage at a rate of 71.5 average per tic for 286 average total damage and 5.72 average per hit.

Magma Surge Guard

This item stores the immeasurable heat of the planet's molten mantle. When the wearer of this item is successfully attacked in melee, superheated magma occasionally surges to the surface, slowing an enemy down and inflicting massive fire damage over time.

  • 2% chance of activating, 3d20+40 fire damage for 4 tics (1 per second over 4 seconds), slows movement by 50% and attack rate by 30%, and gives a -1 penalty to attack rolls, AC, and reflex save.
  • Damage Range: 43-100 per tic for 172-400 total damage at a rate of 71.5 average per tic for 286 average total damage.

External links

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Radiance

Effect: This weapon is imbued with a brilliant, radiant power that deals an additional 4 to 24 points of light damage and blinds the target on a successful critical hit.
Found on: <ncl>Radiance (enchantment) items</ncl> Notes:

  • No save against blindness effect.
  • Wielding an off hand weapon with Radiance on it and a Throwing Weapon on your main hand will not trigger the Radiance effect.

Radiance Guard

Effect: This item is imbued with a brilliant, radiant power. When the wearer of this item is successfully attacked in melee, the attacker has a chance of being hit by 4 to 24 points of light damage and has a chance of being blinded.

Found on: (6) Radiance Guard items:

Note: ~15% chance

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Slay Living

Effect: This weapon stores a dark and sinister power deep within. When the weapon is used, this power occasionally comes to the surface, attempting to instantly snuff out the life force of the enemy.
Found on: (5) Slay Living items:

Note: DC 30 Fortitude save Slay Living spell, 5% chance of activating (Stormlords website)

Slay Living Guard

Effect: This item stores a dark and sinister power deep within. When the wearer of this is successfully attacked in melee, this power occasionally comes to the surface, attempting to instantly snuff out the life force of the enemy.
Found on:

  • As Slaying on random loot

<ncl>Slay Living Guard items</ncl> Note:

  • On-being hit chance, percent chance around 1%-3%[UnverifiedIcon tooltip.png"On-being hit chance, percent chance around 1%-3%" has not been verified in-game. Please verify it!]

Smoke Screen

Effect: You are surrounded by wisps of concealing smoke, giving opponents a 20% chance to miss you.
Found on: (4) Smoke Screen items:

Notes:


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Steam

Effect: This weapon is constantly building a magical steam within. When the weapon is used, this pressure can be violently discharged, periodically damaging enemies with an additional 2 to 16 plus 8 points of untyped damage on a successful hit.

Found on: (1) Steam items:

Steam Guard

Effect: This item is constantly building a magical steam within. When the wearer of this item is successfully attacked in melee, this pressure can be violently discharged, periodically damaging the enemy with an additional 2 to 16 plus 8 points of untyped damage.
Found on:

<ncl>Steam Guard items</ncl> Note: 20% chance of activating when hit, irresistible ...

Sundering Ooze Guard

This item stores the corrosive, voracious power of the ooze deep within. When the wearer of this item is successfully attacked in melee, this power can come to the surface, decreasing an opponents AC, and occasionally summoning a wild ooze that will fight against your enemies.

  • -5 AC DC40 Fort save, 25% Chance to activate.
  • Black Pudding CR12, 1% chance to activate (Note that the ingame description is incorrect. The oozes WILL follow you around.)

Trap the Soul

Effect: This weapon stores an overwhelming, merciless power deep within. When this weapon is used, this power occasionally comes to the surface, sucking out the life force of an enemy and imprisoning the essence of their body and soul in a gem.

  • On-hit 1~2% chance to cast Trap the Soul spell, however unlike the spell this version has no Hit Dice limit and no material component (Because trap the Soul Guard has been changed, this might have been changed as well).
  • Will Save DC 30

Found on: Vacuum II Greensteel Weapons

Trap the Soul Guard

Effect: This item stores an overwhelming, merciless power deep within. When the wearer of this item is successfully attacked in melee, this power occasionally comes to the surface, sucking out the life force of an enemy and imprisoning the essence of their body and soul in a gem.

  • On being hit by melee attacks - 1~2% chance to cast Trap the Soul spell on attacker, Hit Dice limit seems to be 20 (tested in Orchard of the Macabre, undead with more than 20 Hit Dice were still unaffected after 2000+ hits).
  • Will Save DC 30

Found on: Vacuum II Greensteel Items; Soul-stealing (lootgen armor/shield prefix)

Epic Trap the Soul

Effect: This weapon stores an overwhelming, merciless power deep within. When this weapon is used, this power occasionally comes to the surface, sucking out the life force of an enemy and imprisoning the essence of their body and soul in a gem.

  • On-hit 1~2% chance to cast Trap the Soul spell, however unlike the spell this version has no hit-dice limit and no material component.
  • Will Save DC 30
  • Bug: Epic Trap the Soul effect functions identically to the regular Trap the soul enchantment found on greensteel items (and thus isn't very "Epic"). Despite the release notes and developer posts stating it has a higher hit-dice limit - it currently has NO differences at all. All current testing shows no version of this has any hit-dice limit, and they all share the same ultra low proc-rate, and DC30 will save.

Found on: (1) Epic Trap the Soul items:


See also


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In-game Description: This weapon is imbued with the power of good and deals 1d6 points of good damage to all of non-good alignment. Additionally, all targets of non-good alignment take an extra 3d6 damage on a critical hit for weapons with a x2 critical multiplier, 4d6 for a x3 multiplier, and 5d6 for a x4 multiplier.

Note: The in-game description used to be incorrect years ago, but has since been fixed and is now accurate. Also note this effect currently only appears on a greensteel weapon - and unlike loot-gen weapons of pure good, greensteel weapons never have alignment requirements to wield. (Though note ones with unholy still give good-aligned wielders a negative level). Additionally it will put the "good" damage type property on a weapon, for the purposes of bypassing damage reduction.

Anarchic, Axiomatic, Holy and Unholy weapons cause 2 to 12 of damage to a foe of the opposing alignment on a successful hit. A weapon with an alignment that's opposite to a target bypasses the corresponding damage reduction of the target.

Aligned weapons must be wielded by a character of the same alignment. That is, a lawful character can use axiomatic weapons but not anarchic ones. If a weapon of an opposite alignment is used, the character will suffer a negative level as long as he keeps that weapon equipped.

Note: Randomly generated Handwraps have a bug that does not affect the player should they use handwraps of opposite alignment. That is, Monks (who must be of Lawful alignment) aren't affected when wearing anarchic handwraps. Other weapons, such anarchic quarterstaffs, will give a negative level to a Monk if wielded. Anarchic handwraps created using Cannith crafting will also give a negative level to a Monk if wielded.

Anarchic

Type: Prefix
Base price modifier: +2
Effect: An anarchic weapon is chaotically aligned and infused with the power of chaos. It makes the weapon chaos-aligned and thus bypasses the corresponding damage reduction. It deals an extra 2 to 12 damage against all of lawful alignment. Example: Marut has DR 10/Chaotic in The Jungle of Khyber, but Aligned, True Chaos, Anarchic or Anarchic burst weapons will do full damage. Moreover, some of them will do extra damage: True Chaos 1 to 6, Anarchic 2 to 12, Anarchic Burst 2 to 12 + more on crits (3 to 18 for x2, 4 to 24 for x3, 5 to 30 for x4).

Axiomatic

Type: Prefix
Base price modifier: +2
Effect: An axiomatic weapon is lawfully aligned and infused with the power of law. It makes the weapon law-aligned and thus bypasses the corresponding damage reduction. It deals an extra 2 to 12 damage against all of chaotic alignment. Example: Thaarak Hound has DR 15/Lawful in The Prisoner on Elite, but Aligned, True Law, Axiomatic or Axiomatic burst weapons will do full damage. Moreover, some of them will do extra damage: True Law 1 to 6, Axiomatic 2 to 12, Axiomatic Burst 2 to 12 + more on crits (3 to 18 for x2, 4 to 24 for x3, 5 to 30 for x4).

Holy

Type: Prefix
Base price modifier: +2
Effect: 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. Example: Bezekira has DR 5/Good in The Vale of Twilight explore area, but weapons heaving Flametouched Iron, Aligned, Pure Good, Holy, Holy Burst, Good Burst or Good Blast will do full damage. Moreover, some of them will do extra damage: Pure Good 1 to 6, Holy 2 to 12, Holy Burst 2 to 12 + more on crits (3 to 18 for x2, 4 to 24 for x3, 5 to 30 for x4), Good Burst 1 to 6 + more on crits (3 to 18 for x2, 4 to 24 for x3, 5 to 30 for x4), Good Blast does dmg only on crits (3 to 18 for x2, 4 to 24 for x3, 5 to 30 for x4) and additional 4 to 24 on roll 20.

Unholy

Type: Prefix
Base price modifier: +2
Effect: An un holy weapon is imbued with unholy power. This power makes the weapon evil-aligned. Good characters wielding this weapon suffer a negative level. The weapon deals an extra 2 to 12 damage against all targets of good alignment. Example: Bralani has DR 5/(Evil or Cold Iron) in Running with the Devils, but weapons heaving Aligned, Greensteel, Unholy, Unholy Burst, Evil Burst or Evil Blast will do full damage. Moreover, some of them will do extra damage: Unholy 2 to 12, Unholy Burst 2 to 12 + more on crits (3 to 18 for x2, 4 to 24 for x3, 5 to 30 for x4), Evil Burst 1 to 6 + more on crits (3 to 18 for x2, 4 to 24 for x3, 5 to 30 for x4), Evil Blast does dmg only on crits (3 to 18 for x2, 4 to 24 for x3, 5 to 30 for x4) and additional 4 to 24 on roll 20. Note that Bralani's DR can also be bypassed by any Cold Iron or Metalline weapons.

See also

Regeneration.pngRegeneration

Typically a buff found on a monster (sometimes called "Fast Healing") or an enchanted piece of equipment. This effect heals hit points over time. The effect monsters have is often significantly more powerful than the player version. The difference between Regeneration and Fast Healing is that regeneration can be suppressed, such as when you attack a Troll with fire.

Items with Regeneration

When dealing with different sources of Regeneration effects from Items, only the best level of Regeneration is applied.

Items that provide different forms of Regeneration, such as regeneration through Positive energy and another through Repair energy, also fall under this rule. Only the best level of Regeneration is applied.

Regeneration levels (from best to worst)

  • Greater Regeneration, Touch of Immortality
  • Repair Systems
  • Improved Regeneration
  • Regeneration

Note: When using items that grant both Greater Regeneration and Touch of Immortality, only the regeneration effect from the last equipped item will function.

Regeneration

This item is imbued with an undeniable goodness that slowly heals the wearer over time. Recovers 1 hit point per minute.

Improved Regeneration

This item is imbued with an undeniable goodness that flows outward like a gentle breeze, slowly healing the wearer over time. Recovers 1 hit point per 30 seconds.

Greater Regeneration

This item is imbued with an undeniable goodness that freely flows outward in a pleasant palpable current, constantly healing the wearer over time. Recovers 2 hit points per 30 seconds.