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General Weapon Information:

Gone are the days when pulling +5 weapon from the chest was enough to brighten your day. Sure, these weapons are still great when used in fights, but more often than not, they end up at the brokers for fast cash. Some find their way into the Auction House, but not a lot of people bid on them. One of the reasons for ignoring a +5 weapon is the emergence of magical weapons such as Cursespewing, Banishing, and Vorpal. These weapons are hard to come by and they command very high prices (read: insane prices) at the Auction House. So, only those with at least a million gold coins can go on a bidding war. Nowadays, the longer the name of the weapon, the more powerful it is (ex. +2 Strength Sapping Great Crossbow of Pure Good or a +2 Crippling Repeating Heavy Crossbow of Enfeebling, and the list goes on...)

So, what are these magical weapons? Let's take a closer look...


When an extraplanar creature with 25 Hit Dice or fewer is critically hit by the weapon, the creature must succeed on a DC 24 Will save or be banished back to its home plane.

Works on: Mephits (Air and Fire), Earth Elementals, Flesh Renders, Tharaak Hounds


When a cursespewing weapon is used on a target, the target must succeed at at Will saving throw (DC 15) or be affected by a curse that confers a -4 morale penalty on attack rolls, saving throws, skill checks, and ability checks. You'll know when creatures are affected when a curse effect appears on the target (party hat). Affected targets are unable to resist spells and they take damage easily.

Works on: Hobgoblins, Kobolds, Giants, Trolls, Scorpions, and a lot more...


Creatures struck by this weapon find it difficult to dodge blows. The first time this weapon deals damage to a target, the target gains a -4 AC penalty. That being said, it works only on the first hit. Consecutive hits will not give the same effect. So, you might want to change weapons after that success first hit.

Works on: Zombies, Wolves, Gargoyles, Drow Blackguards, and High AC targets


If you hate undead, you will want to have this magical weapon. It's known as the "bane of all undead". Any undead creature struck in combat must succeed on a DC 14 Will save or be destroyed. It has a cool graphic effects as well.

Works on: All Undead. (Note: some named boss monsters are immune to this effect).


Critical hits by this weapon deal an extra 1d6 points of strength damage.


This weapon deals 1 point of strength damage on any successful hit.

Great thing about Enfeebling or Weakening weapon is that when the target's strength drops to zero, it makes any hit a critical hit.

Works on: Trolls, Hobgoblins, Giants, etc...


Critical hits by this weapon deal an extra 1d6 points of Dexterity damage by shattering the bones of its targets. Bone Breaking weapons are always bludgeon weapons. It reduces the AC (Armor Class) of targets when Dexterity drops by 2 points. When it drops to zero, it makes any hit a critical hit.

Works on: Trolls, Hobgoblins, Giants, and other creatures with bones...

Creatures struck by a paralyzing weapon must succeed on a difficulty check 17 Will save or be paralyzed. Each round on its turn, the target may attempt a new saving throw to end this effect' otherwise the paralysis lasts for 10 rounds.

This weapon is currently (and arguably) the most sought after weapon because it gives a very effective crowd control support. It stops creatures on their tracks and leaves them helpless for quite some time and they die of melee damage even before they can break away from the effect. Note however that paralyzed creatures will not be critically hit on every successful attack (unlike the Hold Person or Hold Monster spell).

Works on: Giants, Gnolls, Hobgoblins, most anything...


Gives +2 attack bonus against constructs, and any critical hit on a construct forces the target to make a SC 23 Fortitude save or die.

Works on: Constructs, Golems, Maruts, Warforged, Mithral/Adamantine Defenders


When used on a target, the target must succeed on a DC 15 Fortitude save or become exhausted. When exhausted, a creature moves at half speed and takes a -6 penalty to Strength and Dexterity.

Works on: Human targets, spellcasters and even on undead; creatures with low Fortitude saving throws


This Weapon deals 1 point of Constitution damage on any successful hit.


Critical hits by a Puncturing weapon deal an extra 1d6 points of Constitution damage.

Wounding and Puncturing weapons can drain the Hit Points of targets when their constitution drops to zero. They don't work on constructs and undead.

Works on: Trolls, Hobgoblins, Giants and other creatures not immune to critical hits


This potent and feared ability allows the weapon to sever the heads of those it strikes. Upon a natural 20 on an attack roll, which is confirmed as a critical hit, the weapon severs the opponent's head from its body. Some creatures, including aberrations and all oozes have no heads. Others, such as golems and undead creatures other than vampires, are not affected by the loss of their heads. Most other creatures, however, die, when their heads are cut off. Vorpal weapons must be slashing weapons.

The effect is quite violent but it shows how powerful the weapon is. It's not always you'll get to see some heads roll because you have to roll a natural 20 and it has to be followed by a successful roll to confirm the critical hit. Still, this weapon is way up th
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