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Item:Insanity

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Insanity

Proficiency Class Martial Weapon Proficiency Insanity Shown.jpg
Accepts Sentience? No
Damage and Type 2[1d10] + 5 Slash, Magic
Critical threat range 19-20 / x2
Weapon Type Great Sword / Slashing weapons
Race Absolutely Required None
Minimum Level 14
Required Trait None
Use Magical Device DC No UMD needed
Handedness
Attack Mod STR
Damage Mod STR
Binding Bound to Account on AcquireIcon tooltip.pngBound to Account on Acquire: This item is Bound to Account on Acquire
Durability 180
Made from SteelIcon tooltip.pngSteel: Steel is the common metal used to make weapons and armor.
Hardness 18
Base Value 001280500012,805ppIcon tooltip.pngPlatinum Piece 
Weight 8 lbs
Location Missing, End chest
Enchantments
  • +5 Enhancement BonusIcon tooltip.png+5 Enhancement Bonus: +5 enhancement bonus to attack and damage rolls.
  • Wild FrenzyIcon tooltip.pngWild Frenzy: This weapon has a tendency to drive those it strikes insane. On an attack roll of 20 which is confirmed as a critical hit the target will go wild and attack its own allies for 15 seconds if it fails a DC 25 Will save. Enemies driven wild in this way, however, have a chance of coming to their senses if damaged.
  • BewilderingIcon tooltip.pngBewildering: Targets of this weapon can feel their willpower slipping away. They lose -1 Wisdom on a successful attack.
  • UnbalancingIcon tooltip.pngUnbalancing: Anything that melee attacks a character with an Unbalancing item has a chance to be pulled off balance giving them a -2 penalty to their AC.
  • UnwieldyIcon tooltip.pngUnwieldy: This weapon is very large and makes you clumsier as you wield it, causing a -2 Dexterity penalty.
Insanity.png
Upgradeable?

Fully upgraded

Description This mighty blade has become an embodiment of the madness of Xoriat. Enemies struck by its cleaving edge feel their minds weakening, and have a chance to go wild and attack their own allies.
Tips
  • Note that the Insanity has higher base damage but lower [W] compared to most other greatswords (2[1d10] instead of 1[2d6]).
  • You can remove the Unwieldy penalty with a Sustaining Symbiont.