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What's more powerful than a Dragon? A Dragon with a Deck of Many Things, one of the most powerful magic artifacts around. Several different Dragons have acquired Decks, and it's up to you to deal with the resulting chaos. Can you stack the deck in your favor, or will you end up folding? The Dragon's Hand Adventure Pack is level 10 (Heroic)/36 (Legendary) and contains five quests. The quest givers for the pack can be found in the House Kundarak enclave - just look for the Dragon!
The Dragon's Hand is a level 10 / 36 adventure pack with 5 adventures introduced in Update 79.
Fiery 3Fiery 3: This effect causes the edges of this weapon to burn with enchanted flames, dealing 3d6 Fire damage on each hit.
Flaming 6Flaming 6: This effect causes the edges of this weapon to burn with enchanted flames, dealing 6d6 Fire damage on each critical 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.
Yellow Augment SlotThis augment slot can be used to equip this item with the following types of augment:
Yellow Augments: Standard augments provide bonuses to offensive stats, condition resistances and immunities, elemental resistances and DC spellcasting stats.
Fire Absorption +20% 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.)
Fire Absorption +38% Fire Absorption +38%: Passive: 38% Enhancement Bonus to Fire Absorption. (Absorption reduces damage from an element by a percentage, after resistance have been taken into account.)
Yellow Augments: Standard augments provide bonuses to offensive stats, condition resistances and immunities, elemental resistances and DC spellcasting stats.
Lesser DisplacementLesser Displacement: Equipping this item causes light to distort around you. Attacks from enemies have a 25% chance to miss you due to concealment.
Yellow Augment SlotThis augment slot can be used to equip this item with the following types of augment:
Yellow Augments: Standard augments provide bonuses to offensive stats, condition resistances and immunities, elemental resistances and DC spellcasting stats.
Fiery 7Fiery 7: This effect causes the edges of this weapon to burn with enchanted flames, dealing 7d6 Fire damage on each hit.
Flaming 16Flaming 16: This effect causes the edges of this weapon to burn with enchanted flames, dealing 16d6 Fire damage on each critical 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.
Red Augments: Standard augments provide bonuses to spell power, and grant elemental damage on hit and DR bypass to weapons.
Yellow Augments: Standard augments provide bonuses to offensive stats, condition resistances and immunities, elemental resistances and DC spellcasting stats.
Yellow Augments: Standard augments provide bonuses to offensive stats, condition resistances and immunities, elemental resistances and DC spellcasting stats.
Lesser DisplacementLesser Displacement: Equipping this item causes light to distort around you. Attacks from enemies have a 25% chance to miss you due to concealment.
Yellow Augments: Standard augments provide bonuses to offensive stats, condition resistances and immunities, elemental resistances and DC spellcasting stats.
Reverberating 3Reverberating 3: This effect causes the edges of this weapon to pulse with sound, dealing 3d6 sonic damage on each hit.
Screeching 7Screeching 7: This effect causes the edges of this weapon to pulse with sound, dealing 7d6 Sonic damage on each critical hit.
ParalyzingParalyzing: 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.
Reverberating 7Reverberating 7: This effect causes the edges of this weapon to pulse with sound, dealing 7d6 sonic damage on each hit.
Screeching 16Screeching 16: This effect causes the edges of this weapon to pulse with sound, dealing 16d6 Sonic damage on each critical hit.
Legendary ParalysisLegendary Paralysis: On hit, this has a chance of paralyzing your enemies. Struck enemies must make a DC 100 Fortitude save or be paralyzed.
Poisonous 3Poisonous 3: This effect causes the edges of this weapon to drip with a vile venom, dealing 3d6 poison damage on each hit.
Toxic 7Toxic 7: This effect causes the edges of this weapon to drip with a vile venom, dealing 7d6 poison damage on each critical hit.
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.
Poisonous 7Poisonous 7: This effect causes the edges of this weapon to drip with a vile venom, dealing 7d6 poison damage on each hit.
Toxic 16Toxic 16: This effect causes the edges of this weapon to drip with a vile venom, dealing 16d6 poison damage on each critical hit.
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.
Red Augments: Standard augments provide bonuses to spell power, and grant elemental damage on hit and DR bypass to weapons.
Yellow Augments: Standard augments provide bonuses to offensive stats, condition resistances and immunities, elemental resistances and DC spellcasting stats.
Yellow Augments: Standard augments provide bonuses to offensive stats, condition resistances and immunities, elemental resistances and DC spellcasting stats.
Poison Absorption +20% Poison Absorption +20%: Passive: 20% Enhancement Bonus to Poison Absorption. (Absorption reduces damage from an element by a percentage, after resistance have been taken into account.)
Poison Absorption +38% Poison Absorption +38%: Passive: 38% Enhancement Bonus to Poison Absorption. (Absorption reduces damage from an element by a percentage, after resistance have been taken into account.)
Yellow Augments: Standard augments provide bonuses to offensive stats, condition resistances and immunities, elemental resistances and DC spellcasting stats.
Cold Absorption +20% 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.)
Yellow Augments: Standard augments provide bonuses to offensive stats, condition resistances and immunities, elemental resistances and DC spellcasting stats.
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.) - (duration: 9 seconds)
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.
Chilling 7Chilling 7: This effect causes the edges of this weapon to become frozen to the touch, dealing 7d6 Ice damage on each hit.
Freezing 16Freezing 16: This effect causes the edges of this weapon to become frozen to the touch, dealing 16 to 96 Ice damage on each critical hit.
Legendary Freezing IceLegendary Freezing Ice: 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.
Red Augments: Standard augments provide bonuses to spell power, and grant elemental damage on hit and DR bypass to weapons.
Yellow Augments: Standard augments provide bonuses to offensive stats, condition resistances and immunities, elemental resistances and DC spellcasting stats.
Yellow Augments: Standard augments provide bonuses to offensive stats, condition resistances and immunities, elemental resistances and DC spellcasting stats.
Cold Absorption +38% Cold Absorption +38%: Passive: 38% Enhancement Bonus to Cold Absorption. (Absorption reduces damage from an element by a percentage, after resistance have been taken into account.)
Yellow Augments: Standard augments provide bonuses to offensive stats, condition resistances and immunities, elemental resistances and DC spellcasting stats.
Electrifying 3Electrifying 3: This effect causes the edges of this weapon to arc with electricity, dealing 3d6 Lightning damage on each hit.
Jolting 7Jolting 7: This effect causes the edges of this weapon to arc with electricity, dealing 7d6 Lightning damage on each critical hit.
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.
Electrifying 7Electrifying 7: This effect causes the edges of this weapon to arc with electricity, dealing 7d6 Lightning damage on each hit.
Jolting 16Jolting 16: This effect causes the edges of this weapon to arc with electricity, dealing 16d6 Lightning damage on each critical hit.
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.
Red Augments: Standard augments provide bonuses to spell power, and grant elemental damage on hit and DR bypass to weapons.
Yellow Augments: Standard augments provide bonuses to offensive stats, condition resistances and immunities, elemental resistances and DC spellcasting stats.
Electric Absorption +20% 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.)
Electric Absorption +38% Electric Absorption +38%: Passive: 38% Enhancement Bonus to Electric Absorption. (Absorption reduces damage from an element by a percentage, after resistance have been taken into account.)
Yellow Augments: Standard augments provide bonuses to offensive stats, condition resistances and immunities, elemental resistances and DC spellcasting stats.
Yellow Augment SlotThis augment slot can be used to equip this item with the following types of augment:
Yellow Augments: Standard augments provide bonuses to offensive stats, condition resistances and immunities, elemental resistances and DC spellcasting stats.
Yellow Augment SlotThis augment slot can be used to equip this item with the following types of augment:
Yellow Augments: Standard augments provide bonuses to offensive stats, condition resistances and immunities, elemental resistances and DC spellcasting stats.
Yellow Augments: Standard augments provide bonuses to offensive stats, condition resistances and immunities, elemental resistances and DC spellcasting stats.
Acidic 3Acidic 3: This effect causes the edges of this weapon to drip with acid, dealing 3d6 Acid damage on each hit.
Corroding 7Corroding 7: This effect causes the edges of this weapon to drip with acid, dealing 7d6 Acid damage on each critical hit.
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.
Acidic 7Acidic 7: This effect causes the edges of this weapon to drip with acid, dealing 7d6 Acid damage on each hit.
Corroding 16Corroding 16: This effect causes the edges of this weapon to drip with acid, dealing 16d6 Acid damage on each critical hit.
Maiming 7Maiming: 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 +7d8 damage.
Red Augments: Standard augments provide bonuses to spell power, and grant elemental damage on hit and DR bypass to weapons.
Yellow Augments: Standard augments provide bonuses to offensive stats, condition resistances and immunities, elemental resistances and DC spellcasting stats.
Yellow Augments: Standard augments provide bonuses to offensive stats, condition resistances and immunities, elemental resistances and DC spellcasting stats.
Acid Absorption +20% 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.)
Acid Absorption +38% Acid Absorption +38%: Passive: 38% Enhancement Bonus to Acid Absorption. (Absorption reduces damage from an element by a percentage, after resistance have been taken into account.)
Yellow Augments: Standard augments provide bonuses to offensive stats, condition resistances and immunities, elemental resistances and DC spellcasting stats.