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Weapon enchantment summary
This is a list of enchantment effects that can appear on randomly-generated weapons.
A randomly generated weapon has an enhancement bonus, can be of a special material, and it can have a maximum of one prefix, one suffix, and one augment slot (either colorless or red).
Many of these limitations don't apply to named items (unique quest rewards or unique chest loot).
<Bonus> <Prefix> <Material> '''Base Weapon Type''' <"of" Suffix> +2 Wounding Adamantine '''Shortsword''' of Puncturing
See also:
Materials[edit]
Special materials may give additional properties to items:
Table: Materials | |||||
Name | Effect | ||||
Flametouched Iron | Weapon treated as Good aligned | ||||
Darkwood | Slightly harder than wood | ||||
Densewood | As hard as steel | ||||
Byeshk | Bypasses damage reduction of the daelkyr and Mindflayers, 20 hardness | ||||
Adamantine | Bypasses damage reduction of certain monsters (in particular, of many constructs) | ||||
Cold Iron | Bypasses damage reduction of fey creatures and demons | ||||
Silver, Alchemical | Bypasses damage reduction of vampires and devils |
Prefixes[edit]
Table: Weapon Enchantments | |||
Name | Description | Base price modifier |
Type |
Elemental | +1d6 elemental damage | +1 | Prefix |
Elemental Burst | +1d6 elemental damage, deals an extra +1d10 × (critical multiplier - 1) elemental damage on critical |
+2 | Prefix |
Thundering | deals an extra +1d8 × (critical multiplier - 1) sonic damage on critical | +1 | Prefix |
Improved Roaring | enemies become Shaken, and deals an extra +2d6 sonic damage on critical | +4? | Prefix |
True Alignment | +1d6 alignment damage to non-matching | +1 | Both* |
Alignment | +2d6 alignment damage to opposing | +2 | Prefix |
Alignment Burst | +2d6 alignment damage to opposing, deals an extra +1d6 × (critical multiplier +1) alignment damage to opposing on critical |
+4 | Prefix |
Vicious | 2d6 damage to enemy, 1d3 damage to self | +2 | Prefix |
Keen | 2x critical range for pierce & slash weapons (doesn't stack with Improved Critical) |
+1 | Prefix |
Impact | 2x critical range for bludgeon weapons (doesn't stack with Improved Critical) |
+1 | Prefix |
Crippling | critical slows victim to 1/2 | +1 | Prefix |
Returning | Thrown weapon returns to shooter | +1 | Prefix |
Finesse | Uses the highest of Dexterity and Strength modifiers for attack bonus, as if you had the Weapon Finesse feat | +3? | Prefix |
Weakening | +1 str dmg on hit, can stack | +3 | Prefix |
Maladroit | +1 dex dmg on hit, can stack | +3 | Prefix |
Wounding | +1 con dmg on hit, can stack | +3 | Prefix |
Cursespewing | DC 15 Save or be cursed (under effect of Bestow Curse) on hit | +3 | Prefix |
Improved Cursespewing | DC 20 Save or be cursed (under effect of Bestow Curse) on hit | +5 | Prefix |
Paralyzing | Any creature struck must make Will save 17 or be paralyzed. | +5 | Prefix |
Vorpal | Can behead (kill) non-immune monsters on a Vorpal Strike*. If over 1000 hp or immune to instant death, deals 100 bane-type damage. | +5 | Prefix |
Banishing | Banishers deal an additional 4d6 bane damage to extraplanar creatures on hit. On a Vorpal Strike*, will banish (kill) if under 1000 hp, otherwise deals 100 bane-type damage. | +5 | Prefix |
Ghost Touch | Bypasses an incorporeal creature's 50% chance to avoid damage. | +1 | Prefix |
Strength Sapping | DC 15 Save or be Exhausted (-6 str, -6 dex, 50% speed) | +4 | Prefix |
Spell Boost n'' | Increases damage of a spell category up to level n by 10% to 50% (see below) | +1 to +5 | Prefix |
Spell Lore | 1-12% Chance for Spells to Crit (generic) or 11-22% (specific element) | +1 to +? | Suffix |
Spell Charges | Ability to cast a spell X times per rest | +1 to +6 | Prefix |
Seeker +n | Provides a +n enhancement to confirm critical hits and to damage (before multiplication) | +1 per +2 bonus | Prefix |
Bodyfeeder | Grants +15 temporary hitpoints (duration 1 minute) On a critical hit | +2? | Prefix |
Metalline | Bypasses any Damage Resistance that is bypassable by weapon material | +2 | Prefix |
Improved Vorpal | If your target has fewer than 1500 Hit Points, they are instantly slain. If your target has above 1500 Hit Points, they take 150 damage. | +5 | Prefix |
Improved Smiting | On hit: 4 to 24 Bane damage to Constructs. If a Construct struck by this weapon has fewer than 1500 Hit Points, it is instantly slain. If the Construct has above 1500 Hit Points it takes 150 damage. |
- *A Vorpal Strike is a natural 20 followed by a successful confirmation roll of the critical hit.
Elemental Weapons (Prefix)[edit]
Elemental weapons do 1d6 extra damage to most targets, but some will take more damage, while others will be immune or even heal. Fire and acid will often stop the regeneration of some monsters, like Trolls. Elemental damage is equivalent to a +1 enhancement, Elemental Burst is +2, in terms of item value.
Table: Elemental Types | |||||
Name | Damage | Visual Effect | |||
Flaming | Flaming Burst | Fire | Flaming animation around weapon | ||
Frost | Icy Burst | Ice | Target becomes ice sculpture | ||
Shock | Shocking Burst | Electricity | Blue-white sparks | ||
Acid | Acid Burst | Acid | Greenish/blueish clouds | ||
Screaming *1 | Thundering | Sonic | Radiating sonic ripple | ||
Force *2 | Force Burst *2 | Ether | Blue hue around weapon |
- *1 - Screaming can only be found on named items.
- *2 - Force and Force Burst aren't really "elemental", and can only found on handwraps (+2 and +4), as a randomly generated item.
Alignment Weapons (Prefix)[edit]
* Pure Good is an exception. It is a suffix.
Some weapons do alignment damage. They may penetrate the damage reduction of powerful creatures of opposing alignment, do extra damage to normal creatures of opposing alignment, and will apply a temporary negative level to any wielder of opposing alignment. (Note: The True Neutral alignment is opposed to nothing, so True Neutral characters are invulnerable to all these effects). Note that most opponents in DDO are either Evil or True Neutral. Alignment damage is equivalent to a +2 enhancement, Alignment Burst is +4, in terms of item value.
Table: Weapon Alignment Types | |||||
Name | Damage | Visual Effect | |||
Axiomatic | Axiomatic Burst | Law | White shooting sparkles | ||
Anarchic | Anarchic Burst | Chaos | Purple sparks | ||
Holy | Holy Burst | Good | Blue/silver | ||
Unholy * | Unholy Burst * | Evil | Purplish flames |
* no longer drops as a randomly generated weapon.
There is a separate category of "True Alignment" weapons which affects more targets than normal "Alignment" weapons, but do less bonus damage. They do 1d6 extra to any target whose alignment does not match the weapon, and cannot be wielded by someone without a matching alignment (except with a UMD total of 20). The most obvious advantage of Pure Alignment weapons is they can also hurt True Neutral enemies. A True Alignment enchantment is equivalent to a +1 enhancement in terms of item value.
For example, the Retribution named longword is Pure Good, True Law, and Holy. It can only be wielded by a LG character, and its damage bonus against each alignment are as follows: LG +0, NG/LN/CG +1d6, TN/CN +2d6, LE +3d6, NE/CE +4d6.
Table: Weapon True Alignment Types | |||||
Name | Damages Targets | Visual Effect | |||
True Law | non-Lawful | White shooting sparkles | |||
True Chaos | non-Chaotic | Purple sparks | |||
Pure Good | non-Good | Blue/silver |
Suffixes[edit]
Table: Weapon Enchantments | |||
Name | Description | Base price modifier |
Type |
Lesser Target Bane | extra +1 to-hit / +1d6+1 damage versus target type. | +1 | Suffix |
Target Bane | extra +2 to-hit / +2d6+2 damage versus target type. | +2 | Suffix |
Greater Target Bane | extra +4 to-hit / +3d6+4 damage versus target type. | +3 | Suffix |
Pure Good | +1d6 alignment damage to non-good | +1 | Suffix |
Righteousness | +2 attack and damage versus evil, and makes weapon good aligned | +1 | Suffix |
Enfeebling | +1d6 str dmg on crit, can stack | +2 | Suffix |
Bone Breaking | +1d6 dex dmg on crit, can stack | +2 | Suffix |
Puncturing | +1d6 con dmg on crit, can stack | +2 | Suffix |
Destruction | -4 AC damage, on first hit only, does not stack with itself, no save | +4 | Suffix |
Improved Destruction | -4 AC damage, on first hit only, does not stack with itself but stacks with Destruction, no save | +5 | Suffix |
Disruption | Any undead creature struck in combat is dealt an additional 4d6 bane-type damage. On a Vorpal Strike*, will destroy (kill) if under 1000 hp, otherwise deals 100 bane-type damage. | +5 | Suffix |
Deception | This weapon is hard to focus upon and thus provides a +3 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. | +1 | Suffix |
Power n | Increases spell points by 10 × n (10 to 90) | +1 to +5 | Suffix |
Wizardry n | Increases spell points by 25 × n (25 to 75 ) | +2 to +4 | Suffix |
Magi | Increases spell points by 100 | +6 | Suffix |
Sneak Attack Bonus +n (Backstabbing) | Provides a +n competence bonus to-hit and damage for any attack qualifying as a Sneak Attack, regardless of your class | +1 per +1 bonus | Suffix |
Shatter +n | This effect gives a +n enhancement bonus to the DC to resist the character's Sunder and Improved Sunder attempts | +1 per +2 bonus | Suffix |
Spell Penetration | Adds 1 to 3 bonus to your spell penetration checks, for spell levels up to n | +1? to +3? | Suffix |
Vertigo +n | This effect gives a +n enhancement bonus to the DC to resist the character's Trip and Improved Trip attempts | +1 per +2 bonus | Suffix |
Tendon Slice n% | This effect gives a +n enhancement bonus to the DC to resist the character's Hamstring attempts | +1 per 2% | Suffix |
Stunning +n | This effect gives a +n enhancement bonus to the DC of Sap / Stunning Blow / Stunning Fist attempts | +1 per +2 bonus | Suffix |
Everbright | Never takes damage from rust or acid and can emit a blinding flash 3/rest | +2 | Suffix |
Maiming | deals an extra +1d6 × (critical multiplier - 1) untyped damage on critical | +1 | Suffix |
Critical Bludgeoning /Piercing/Slashing | deals an extra +xd6 Typed damage on critical | +1 | Suffix |
Parrying | Grants +1 insight bonus to AC and +1 insight bonus to saving throws while it is held | +2 | Suffix |
Greater Parrying | Grants +2 insight bonus to AC and +2 insight bonus to saving throws while it is held | +4 | Suffix |
Feat: Precise Shot (Precision) | Grants the feat Precise Shot to the wielder | +2 | Suffix |
Slowburst | Whenever you score a critical hit with this weapon, the target is slowed for 18 seconds. (Will DC 15 negates.) | +2 | Suffix |
Shattermantle | Targets SR is reduced by 3 for 9 seconds | +1 | Suffix |
Improved Shattermantle | Targets SR is reduced by 6 for 9 seconds | +4 | Suffix |
Smiting | Any construct struck in combat is dealt an additional 4d6 bane-type damage. On a Vorpal Strike*, will destroy (kill) if under 1000 hp, otherwise deals 100 bane-type damage. | +5 | Suffix |
Draining I - VII | On Vorpal Hit: Your target incurs one negative level, and you gain 2-14 temporary Spell Points. | +5 | Suffix |
Feeding I - VII | On Vorpal Hit: Your target incurs one negative level, and you gain 5-35 temporary Hit Points. | +5 | Suffix
|
- *A Vorpal Strike is a natural 20 followed by a successful confirmation roll of the critical hit.
Bane Weapons (Suffix)[edit]
Bane weapons give bonuses to attack and damage rolls to one category of targets. See table here.
Spell Boost Enchantments[edit]
These abilities increase the Spell Power of some spells. Each ability comes in two forms: a continuous one (granting equipment bonus) and a temporary one (granting alchemical bonus) which lasts only 3 minutes (Exception: Efficacy lasts only 1 minute). The continuous form shares a name with a similar enhancement available to some spellcasters. Equipment and alchemical bonuses stack with the character enhancements.
Table: Affected Damage Types | |||||
Continuous Name | Temporary Name | Affects | |||
Combustion | Inferno | Fire Spells | |||
Corrosion | Erosion | Acid Spells | |||
Devotion | Ardor | Positive (Healing) Spells | |||
Glaciation | Freeze | Cold Spells | |||
Impulse | Impact* | Force, Physical (Slashing, Bludgeoning), and Untyped Spells | |||
Magnetism | Spark | Electric Spells | |||
Nullification | Nihil | Negative Energy Spells | |||
Potency | Efficacy | All Spells | |||
Resonance | Cacophony | Sonic Spells | |||
Radiance | Brilliance | Light and Alignment (Chaotic, Evil, Good, Lawful) Spells | |||
Reconstruction | Mending | Repair Spells |
*Not to be confused with the other "Impact", which increases the critical threat range of a bludgeoning weapon.
Spell Lore[edit]
These abilities increase chance of your spells to make critical hits . Spell Lore can be a suffix on randomly generated loot.
Table: Spell Lore | |||||
Name | % Chance to Critical | ||||
Spell Lore | +1-12% to all spell types | ||||
<Element> Lore | +11-22% for the specific named element | ||||
Set Lore* | +5% |
* Only appears on Tower of Despair sets
Note on stacking: DDO picks largest value on item critical chance and critical damage separately, Lore items won't stack in general. Wearing Archmage Set (Set Arcane Lore, +5%/0.50) will give you the multiplier bonus, but if you have an item giving a higher crit chance, it will not affect your crit chance.
- External Link, outdated
Spell Charges[edit]
Some items have charges of a spell on them and allow the user to cast the spell a few times every rest period. Generally, the items have 3 charges and the base value modifier is equal to the level of the spell. Every 2 extra charges increase the modifier by 1, and 2 less charges decrease it by 1.
e.g. Bull's Strength 5/Rest would have a modifier of +3 while Fireball 1/Rest would have a modifier of +2.
Table: Base price modifiers of User-activated items | |||||
Spell level | 1 charge/rest | 3 charge/rest | 5 charge/rest | ||
Level 1 Spell | 0 | 1 | 2 | ||
Level 2 Spell | 1 | 2 | 3 | ||
Level 3 Spell | 2 | 3 | 4 | ||
Level 4 Spell | 3 | 4 | 5 | ||
Level 5 Spell | 4 | 5 | 6 | ||
Level 6 Spell | 5 | 6 | 7 | ||
Level 7 Spell | 6 | 7 | 8 |