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Update 9 named items
- Update 5
- Update 6
- Update 7
- Update 8
- Update 9
- Update 10
- Update 11
- Update 12
- Update 13
- Update 14 (MotU)
- Update 15
- Update 16
- Update 17 (text only)
- Update 18
- Update 19 (Shadowfell)
- Update 20
- Update 21
- Update 22
- Update 23
- Update 24
- Update 25
- Update 26
- Update 27
- Update 28
- Update 29
- Update 29
- Update 30
- Update 31
- Update 32
- Update 33
- Update 34
- Update 35
- Update 36
- Update 37 (Ravenloft)
- Update 38
- Update 39
- Update 40
- Update 41
- Update 42 (Sharn)
- Update 43
- Update 44
Contents
Sinister Storage[edit]
- Staff of Fleshshaping - Quarterstaff - Spellcasting Implement +15
Spellcasting Implement +15: Passive: +15 Implement bonus to Universal Spell Power., +5 Enhancement Bonus
+5 Enhancement Bonus: +5 enhancement bonus to attack and damage rolls., Devotion +72
Devotion +72: Passive: +72 Equipment bonus to Positive (Healing) Spell Power., Healing Lore V
Healing Lore V: Passive: Your Positive Energy spells gain a 15% Equipment bonus to their chance to critical hit., Nullification +72
Nullification +72: Passive: +72 Equipment bonus to Negative (Necrotic) and Poison Spell Power., Void Lore V
Void Lore V: Passive: Your Negative Energy and Poison spells gain a 15% Equipment bonus to their chance to critical hit., Efficient Metamagic - Empower Healing II
Efficient Metamagic - Empower Healing II: The additional spell point cost for using the Empower Healing Metamagic feat is reduced by 2 SP. [ML:14, BtA]
Fear Factory[edit]
- Infused Chaosrobe - Robe: Spell Turmoil, Lesser Evocation Augmentation IX, Trace of Madness, Power Drain [ML:14, BtA]
In The Flesh[edit]
- Mindfury Symbiont - Trinket: Greater Efficacy
Greater Efficacy: When Activated, this effect provides a +12 Alchemical bonus to your Universal Spell Power for one minute. - 3 Charges (Recharged/Day: 3), Spell Focus +1
Spell Focus +1: +1 Equipment bonus to the DC of all spells., Spell Lore VI
Spell Lore VI: Passive: All of your spells gain a 6% Equipment bonus to their chance to critical hit., Constitution -2
Constitution -2: This item makes the wearer less healthy, granting -2 Constitution., Fortitude Save -2
Fortitude Save -2: This item gives a -2 Resistance bonus to your Fortitude saves. [ML:15, BtC]
- Parasitic Breastplate - +5 Breastplate: [counts as Light Armor, Armor Bonus 10, Max DexBonus 8] Symbiotic Flexibility, Diehard, Trace of Madness, Symbiotic Backlash, Rough Hide +3
Rough Hide +3: This item fuses with your body and toughens your skin, providing a +3 Primal bonus to your natural armor. [ML:14, BtA]
Missing[edit]
- Turbulent Epee - +5 Rapier: Turbulent Burst
Turbulent Burst: This weapon is enchanted with wild, unpredictable energy. It will do 1 to 8 damage of a random energy type (fire/cold/electric/acid) on a successful hit and 3 to 24 damage of a random energy type on critical hits., Treason
Treason: This item reduces the threat generated by melee damage by 20%., Metalline
Metalline: Metalline bypasses any metal based damage reduction. (Adamantine, "Alchemical, Silver", Byeshk, Cold Iron, Mithral), Aligned
Aligned: This weapon transmutes into a form that is able to bypass any alignment based Damage Reduction. (Chaotic, Good, Evil, Lawful) [ML:14, BtA] (Swiftfoot HQ chest)
- Insanity - +5 Great Sword: Wild Frenzy
Wild Frenzy: This weapon has a tendency to drive those it strikes insane. On vorpal strikes the target will go wild and attack its own allies for 15 seconds if it fails a DC 25 Will save. Enemies driven wild this way, however, have a chance of coming to their senses if damaged., Bewildering
Bewildering: Targets of this weapon can feel their willpower slipping away. They lose -1 Wisdom on a successful attack., Unbalancing
Unbalancing: Anything that melee attacks a character with an Unbalancing item has a chance (10%) to be pulled off balance giving them a -2 penalty to their AC., Unwieldy [ML:14, BtA] (End chest)
Harbinger of Madness[edit]
All items are Bound to Account on AcquireBound to Account on Acquire: This item is Bound to Account on Acquire unless otherwise noted and have a 100% chance of appearing on every third completion of the story arc.
- Axe of Famine - +5 Dwarven Waraxe
+5 Dwarven Waraxe: (1d10+5 20/x3): This axe is too large to be used in one hand without the special training that all dwarven warriors receive.: Life-Devouring
Life-Devouring: This weapon deprives an enemy of its energy and passes it on to you. When you roll a 20 on an attack, the enemy must make a DC 28 Fortitude save or be subjected to a -6 penalty to all stats. At the same time you will feel your power return, as though Greater Restoration were cast on you., Strength Sapping
Strength Sapping: Every time this weapon deals damage, the target must succeed on a Fortitude save (DC 15) or become exhausted., Weakening
Weakening: This weapon drains the enemies' melee power. -1 Strength on a successful hit., Incite +15
Incite +15: +15 Enhancement bonus to increased threat generation from melee damage [ML:14]
- Beholder Plate Armor - +5 Heavy Armor: Antimagic Spike
Antimagic Spike: When scoring a critical hit on an enemy with ranged or melee weapons, the target must make a DC 28 Fortitude save or be unable to cast spells for a brief duration., Telekinesis Guard
Telekinesis Guard: When enemies hit you, they may be assaulted by these psychic forces, falling to the ground unless they make a DC 35 Reflex save., Trace of Madness
Trace of Madness: You can almost hear faint, panicked voices when this item is close to you. Perhaps the latent power of this item's hint of madness could be brought out by some catalyst., Metal Fatigue
Metal Fatigue: The metal plates of this armor sometimes tire you out. When you are damaged there is a small chance you will become Exhausted. [ML:14]
- Beholder Plate Docent - +5 Docent: Antimagic Spike
Antimagic Spike: When scoring a critical hit on an enemy with ranged or melee weapons, the target must make a DC 28 Fortitude save or be unable to cast spells for a brief duration., Telekinesis Guard
Telekinesis Guard: When enemies hit you, they may be assaulted by these psychic forces, falling to the ground unless they make a DC 35 Reflex save., Trace of Madness
Trace of Madness: You can almost hear faint, panicked voices when this item is close to you. Perhaps the latent power of this item's hint of madness could be brought out by some catalyst., Metal Fatigue
Metal Fatigue: The metal plates of this armor sometimes tire you out. When you are damaged there is a small chance you will become Exhausted. [ML:14]
- Bow of Sinew- +5 Longbow
+5 Longbow: ([1d8]+5 19-20 / x3): A large, curved, wooden bow, often nearly as tall as a human. This weapon is popular among elves and rangers. (crit range 19-20): Elasticity
Elasticity: This bow is strung with special fibers that cause it to occasionally launch arrows with shocking force. When rolling a 19 or 20 on a ranged attack, your critical multiplier is increased by 1., Stealth Strike
Stealth Strike: Reduces the threat generated by ranged attacks and spells by 15%., Seeker 8
Seeker 8: Provides a +8 Enhancement bonus to confirm critical hits, and a +8 Enhancement bonus to critical hit damage (before multipliers are applied)., Aligned
Aligned: This weapon transmutes into a form that is able to bypass any alignment based Damage Reduction. (Chaotic, Good, Evil, Lawful), Overfocus
Overfocus: This item helps you focus your attention, but it makes you somewhat oblivious to your surroundings, causing a -10 penalty to Search and Spot. [ML:14]
- Thaarak Bracelet - Bracers: Vitality +20
Vitality +20: Passive: +20 Vitality bonus to Hit Points., DR
Damage Reduction 3/Lawful: Reduces physical damage by 3, except from Lawful attacks. 3/Lawful, Dodge +4%
Dodge +4%: +4% Enhancement bonus to Dodge., Acid Breath
Acid Breath
Caster level: 10
Charges: 3 (3/day) — 3 Charges (Recharged/Day:3) [ML:15] - Polycurse Dagger - +5 Dagger
+5 Dagger: (1d4+5 19-20/x2): A short, simple weapon with a pointed blade used for stabbing.: Polycurse
Polycurse: This weapon is enchanted with many diverse curses. On a critical hit an enemy may be hit with one of these effects at random: Blindness, Exhaustion, Bestow Curse, or Enervation., Sneak Attack Bonus +3
Sneak Attack Bonus +3: Provides a +3 to attack bonus and a +5 to damage for any attack that would qualify as a Sneak Attack, even if the wielder is not a Rogue., Deception
Deception: 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., Curse Vector
Curse Vector: This item is a carrier of curses. It can apply them to your foes, but also to you - when you are damaged there is a small chance that you will have a Bestow Curse cast on you., Corrosive Salt
Corrosive Salt: 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 substances. [ML:14]
- Quivering Quiver - Quiver - Bound to Character on Acquire
Bound to Character on Acquire: This item is Bound to Character on Acquire: [Holds 10 types, in 300 stack] Arrow Spitting [ML:14, BtC]
- Scepter of Mad Trickery - +5 Club
+5 Club: (1d6+5 20/x2): A simple wooden weapon with a wide, round head and a narrow haft.: Illusion Focus +2
Illusion Focus +2: +2 Equipment bonus to the DC of Illusion spells., Enchantment Focus +2
Enchantment Focus +2: +2 Equipment bonus to the DC of Enchantment spells., Spell Penetration II
Spell Penetration II: Passive: +2 Equipment bonus to Spell Penetration checks., Mind Turbulence
Mind Turbulence: This property fills your mind with chaos, disrupting your thoughts and causing a -10 Concentration penalty. [ML:14]
New Effects[edit]
- Aligned: This weapon transmutes into a form that is able to bypass any alignment-based Damage Reduction. (Chaotic, Good, Evil, Lawful)
- Antimagic Spike: This item was made from a beholders Antimagic materials. When scoring a critical hit on an enemy with your ranged or melee weapons, the target must make a DC 28 Fortitude save of be unable to cast spells for a brief duration
- Arrow Spitting: While this item is equipped and an enemy hits you, there is a chance that this item will produce a stack of 20 arrows of a random type. Where exactly the arrows come from remains a mystery.
- Bewildering: Targets of this weapon can feel their willpower slipping away. They lose -1 Wisdom on a successful attack
- Curse Vector: This item is a carrier of curses. It can apply them to your foes, but also to you- when you are damaged there is a small chance that you will have a Bestow Curse cast on you.
- Diehard: If you are incapacitated while this item is equipped, it will automatically stabilize you as though you had the Diehard feat.
- Lesser Evocation Augmentation IX: Increases your effective caster level for sorcerer and wizard spells up to the listed level by 1. In this case it increases all of your Evocation Caster Level spells up to 9th level spells by 1. (Not to be confused with Evocation Caster DC). This does not affect the Archmage spell-like abilities, nor does it affect spells you cast using items.
- Life-Devouring: This weapon deprives an enemy of its energy and passes it on to you. When you roll a 20 on an attack, that enemy must make a DC 28 Fortitude save or be subjected to a -6 penalty to all stats. At the same time you will feel your power return, as though Greater Restoration were cast on you.
- Metal Fatigue: The metal plates of this armor sometimes tire you out. When you are damaged there is a small chance you will become Exhausted
- Mind Turbulence: This item fills your mind with chaos, disrupting your thoughts and causing a -10 Concentration penalty.
- Overfocus: This item helps you focus your attention, but it makes you somewhat oblivious to your surroundings, causing a -10 penalty to Search and Spot
- Polycurse: This weapon is enchanted with many diverse curses. On a vorpal strike an enemy may be hit with one of these effects at random: Blindness, Exhaustion, Bestow Curse, or Enervation (Confirmed to work with all critical hits, instead of only vorpal like the description states)
- Power Drain: This item reserves some of your power in order to function. You lose 30 maximum spell points (or up to 60 if you are a Sorcerer or Favored Soul)
- Spell Turmoil: This item pops and buzzes with suppressed energy. When casting any damaging Fire, Cold, Acid or Electric spells, there is a chance that your spell damage for of one of those energy types will be boosted by 75% for 30 seconds
- Stealth Strike: Reduces the threat generated by ranged attacks and spells by 15%.
- Symbiotic Backlash: This item is symbiotic and grants you benefits, but also deals 2d6 extra damage when enemies roll a 20 on an attack against you.
- Symbiotic Flexibility: Because this suit of armor merged with your body, the flexibility it affords you is practically unparalleled. A suit of armor that has this property has a maximum Dexterity Bonus 4 higher than normal, and its armor check penalty is reduced by 4.
- Telekinesis Guard: The telekinetic abilities of a beholder are stored within this item. When enemies hit you, they may be assaulted by these psychic forces, falling to the ground unless they make a DC 35 Reflex save.
- Trace of Madness: You can almost hear faint, panicked voices when this item is close to you. Perhaps the latent power of this item's hint of madness could be brought out by some catalyst (New form of Suppressed Power?)
- Turbulent Burst: This weapon is enchanted with wild, unpredictable energy. It will do 1d8 damage of a random energy type (fire/cold/electric/acid) on a successful hit, and 3d8 damage of a random energy type on critical hits
- Unwieldy: This weapon is very large and makes you clumsier as you wield it, causing a -2 Dexterity penalty
- Wild Frenzy: This weapon has a tendency to drive those it strikes insane. On vorpal strikes the target will go wild and attack its own allies for 15 seconds if it fails a DC 25 Will save. Enemies driven wild this way, however, have a chance of coming to their senses if damaged.
Item Fixes/Changes[edit]
From Update 9 Release Notes:
- The Righteousness weapon enchantment now turns a weapon "Good" for damage reduction purposes.
- The Bloodstone magical item from the Menechtarun desert has been renamed "The Blood Stone", and now has a unique icon.
- The Epic Ring of the Buccaneer (Level 20) from Euphonia's Barter Box will now have Protection +5. An Epic Ring of the Buccaneer upgraded via the device to tier 2 will have its Dexterity +6 property removed when Dexterity +7 is added. Rings already bought or upgraded will be changed retroactive by placing them as is in the Stone of Change (Augmented versions will not lose their augmentation). (DDO Forums)
- Eternal wands have been upgraded.
From Dev tracker:
- The Life Stealing is being looked into getting fixed (Dreamspitter, Staff of the Shadow) (DDO Forums, DDO Forums)
- The Anthem will work as described (Stormsinger Cloak, Elyd Edge) (DDO Forums)
- The Epic Telekinetic proc rate has been addressed (Epic Sirocco, Epic Whirlwind) (DDO Forums)
- The Greater Poison Guard DC was fixed to 28, in accordance with the description (Epic Envenomed Cloak) (DDO Forums)
- The Greater Might of the Abishai set bonus, second effect has been fixed/changed to a +3 increase to your conjuration spell DCs DDO Forums)
- The Bold Trinket from Euphonia's Barter Box will have the Stacking Seeker +2 fixed (DDO Forums)
- The Epic Ornamented Dagger (Level 20) will be exclusive (only 1 item a time in the inventory), but still can be combined with the lvl 16 version (DDO Forums)