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Weapon Attribute Specs

From DDO Compendium

  • This guide was spotlighted by Turbine in the original Game Guide Index of the official DDO forums



Original content created by community member: Sacrement

Here's a work in progress i started at work after reading Bromms thread on the confusion on what weapon does what hope u like it let me know anything that needs changing

  1. Which metal types bypass the damage reduction (DR) of particular monsters
  2. Aligned weapons and monsters
  3. Elemental effects
  4. Which bane types work on which monsters
  5. Special weapon types

Contents

METAL TYPES

Note: These metals bypass the damage resistance of certain creatures

  • Adamantine- Iron/Clay(+bludgeoning Dmg) golems, Warforged, Iron/Adamantine Defenders (Not earth elementals)
  • Byeshk- Mindflayers
  • Silver- Vampires
  • Flametouched (treated as good aligned weapon and affects evil aligned creatures) – Ghostly Skeletons, Fire Reaver, Ice Flenser, Flesh Renders, tharak hounds
  • Cold Iron - Fire Reaver, Ice Flenser, Flesh Renders, tharashk hounds

(note on flametouched/cold iron weapons: combinations of these including but not emcompassing holy and pure good are needed to bypass some creatures DR, this may also be varied due to dungeon difficulty)

ALIGNED WEAPONS

  • Holy – (good aligned weapon efects evil aligned creatures) Ghostly Skeletons, Fire Reaver, Ice Flenser, Flesh Renders, Bugbears, Ghasts, Ghouls, Hill giant hunters, Minotaurs, Ogres, Troglodytes, Trolls, Arcane skeletons, Beholders, Blackbone Skeletons, Hobgoblins, Kobolds, Wights, Wraiths, Spectres, fire efreeti, Umbral Gargoyle, Shadow, Umbral Worg, Rakshasa
  • Un Holy - (evil aligned weapon efects good aligned creatures)
  • Axiomatic (lawful aligned weapon effects chaotic creatures) - Chaotic Evil monsters, Bugbears, Fire reavers, Flesh renders, Ghasts, Ghouls, Hill giants, Hill Giant Hunters, Minotaurs, Ogres, Troglodytes, Trolls, Gnolls
  • Anarchic (chaotic aligned weapon effects lawful creatures) – Marut, Inevitables, Arcane skeletons, Beholders, Blackbone Skeletons, Hobgoblins, Kobolds, Wights, Wraiths, Spectres, Fire Giants, Hell Hounds
  • True Chaos – (weapon effects anything not chaos aligned) Marut, Arcane skeletons, Beholders, Blackbone Skeletons, Hobgoblins, Kobolds, Wights, oozes, Spiders, Conjured spiders, Dogs, rust monsters, Scorpions, Wolves, Wraiths, Spectres, Fire Giants, Hell Hounds
  • Pure good – (weapon effects anything not good aligned) Ghostly Skeletons, Fire Reaver, Ice Flenser, Flesh Renders, Bugbears, Ghasts, Ghouls, Hill giant hunters, Fire Giants, Hill Giants, Minotaurs, Ogres, Troglodytes, Trolls, Arcane skeletons, Beholders, Blackbone Skeletons, Hobgoblins, Kobolds, Wights, oozes, Spiders, Conjured spiders, Dogs, rust monsters, Scorpions, Wolves, Wraiths, Spectres, Hell Hounds, fire efreeti,Umbral Gargoyle, Shadow, Umbral Worg, Rakshasa
  • True Law – (weapon effects anything not lawful aligned) oozes, Spiders, Conjured spiders, Dogs, rust monsters, Scorpions, Wolves, Bugbears, Fire reavers, Flesh renders, Ghasts, Ghouls, Hill Giants, Hill Giant Hunters, Minotaurs, Ogres, Troglodytes, Trolls, Gnolls

(note on alignment based weapons and bypasing dmg: this is to say if said creature had dmg reduction it would bypase even if there are none in game with reduction as yet just that they are of the alignment that would be afected)

ELEMENTAL EFFECTS

  • Flaming -
  • Frost/ Icey Burst -
  • Acid -
  • Shocking -

BANE/SLAYING WEAPONS

  • Dragon Bane/Slaying works on - Dragons
  • Dwarf Bane/Slaying works on- Dwarves
  • Human Bane/Slaying works on- Humans
  • Elvan Bane/Slaying works on- Elves, Drow
  • Halfling Bane/Slaying works on- Halflings
  • Gobblinoid Bane/Slaying works on- Hobgoblins, Bugbears
  • Orc Bane/Slaying works on - Orcs
  • Ooze Bane/Slaying works on - Oozes, jellies, slimes, puddings
  • Monstrous Humanoid Bane/Slaying works on- Minotaur’s, Gargoyles, Wildmen
  • Vermin Bane/Slaying works on- Scorpions, Spiders
  • Animal Bane/Slaying works on – Black wolf, dog, Wolf, hyenas
  • Reptilian Bane/Slaying works on- Kobalds, Troglodytes
  • Giant Bane/Slaying Works on- Giants, Ogres, Trolls
  • Gnoll Bane/Slaying works on - Ghnoll's
  • Elemental Bane/Slaying works on - chreatures with the elemental race trait
  • Undead Bane/Slaying works on- Ghasts, Ghosts, Skeletons, Spectres, Wights, Wraiths, Zombies, Vampires, Mummies,Umbral Gargoyle, Shadow, Umbral Worg
  • Magical Beast Bane/Slayiing – winter wolves, worgs, Phase Spiders, Razor Cats
  • Evil Outsider Bane/Slaying works on – Fire Reaver, Ice Flenser, Flesh Renders, Thaarak Hounds, Hell Hounds, Quori stalkers, Fire Efreeti, Demon Queen, bezekira, jarilith, Rakshasa
  • Lawful Outsider Bane/Slaying works on - Hell Hounds, Quori stalkers
  • Chaotic Outsider Bane/Slaying works on - Fire reavers, Flesh renders, tharaak hound
  • Aberration Bane/Slaying works on- Beholders, Drow Scorpions, Rust monsters, mind Flayers
  • Construct bane/Slaying works on- Iron/Clay/Inevitable golems, Warforged, Iron/Adamantine Defenders (also works on pillars in vault of night and twighlight forge)
  • Elemental Bane/Slaying works on- Elementals (fire, earth)

Note: Slaying items have a DC 20 Greater Slaying have a DC of 23

(note on Mephets/djin : thies creatures are outsiders but are specific to thier type i.e. fire mephets are fire outsiders and so on and should be concidered when deciding on said weapon, note to my knowledge such bane types are not yet in game)

SPECIAL WEAPONS

  • Disruption- On a successful hit undead target takes DC check of 14 or is destroyed (Ghasts, Ghosts, Skeletons, Spectres, Wights, Wraiths, Zombies,Umbral Gargoyle, Shadow, Umbral Worg, Vampires and Mummies)
  • Smiting- On a successful critical hit Construct targets takes DC check of 23 or is destroyed (Iron/Clay/Inevitable golems, Warforged, Iron/Adamantine Defenders)
  • Vorpal- on a natural 20 and confirmed Critical creature loses head and dies

(obviously doesn't work on things with no head or that can opperate without one i.e. constructs, oozes and some undead)

  • Banishing- On a successful critical hit and confirmed Critical target takes DC check of (24 will save) or is Banished (Elementals, Mephits, Fire Reaver, Ice Flenser, Flesh Renders, Thaarak Hounds, Hell Hounds, Quori stalkers, Fire Efreeti, bezekira, jarilith)
  • Maladroit – Each successful hit lowers the targets Dexterity by 1
  • Crippling – on a critical hit targets movement slowed by half
  • Paralysing – On a successful hit target takes DC check of (17 will save) or is held (The creature is held so it cannot move but it is NOT considered helpless, thus you must still successfully hit the creature by beating its AC)
  • Destruction - On a successful hit target takes -4 AC (on a the first hit only)
  • Wounding - Each successful hit lowers the targets Constitution by 1
  • Weakening - Each successful hit lowers the targets Strength by 1
  • Puncturing - - on a critical hit target takes 1d6 Constitution damage
  • Enfeebling - Each successful critical hit lowers the targets Strength by 1d6
  • Strength Sapping - on a successful hit target must make a DC check (15 Fortitude save) or suffer -6 strength, -6 dexterity and -50% movement
  • Bone Breaking - on a critical hit target takes 1d6 Dexterity damage
  • Cursespewing - Each successful hit target must make a DC check (15 will save) or suffer a -4 to attack, saves, skills and abilities
  • Ghost touch - bypasses incorporeal creatures 50% miss rate
  • Vicious - weapon does an extra 2D6 damage to target but does 1D3 damage to wielder in return
  • Righteous - +2 to hit and damage role verse evil creatures
  • Screaming - 1d6 sonic damage on every hit
  • Sirroco - temporarily blinds target on a successful hit reflex save negates
  • Telekinetic - on a successful critical hit target must make a save DC17 or be knocked down
  • Vampirism - for each sucsesful hit wielder gains one hit point
  • Raoring - (shaken) -2 to hit, skills, and saves/DC checks
  • Finesse - A small air mephet is bound to this weapon - Grants the feat finesse (applies to weapon only) and +2 dex (does not stack)
  • Keen - increased critical threat rang
  • Shatter - increases chance to Sunder*
  • Vertigo - increases chance to trip*
  • Weighted - % chance to stunning blow*
  • Seeker - increases chance to Confirm Critical hits*
  • Tendon Slice - % chance to Hamstring*
  • Backstabbing - (+) Bonus to attack and damage while sneak attacking (damage is at 1.5x to hit bonus)*

Note: These effects apply to the character, not just the weapon. Items in your off-hand effect your main hand as well and vis versa

Monsters by Type

Please visit Rentz guide located here

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