Sunshine Daydream Guild


Sunshine Daydream's Guide to Weapons


updated January, 2015

Weapon Construction

Some weapon materials can be useful in bypassing the damage reduction of certain kinds of monsters. Metalline is a magical property which can transmute itself to act as any of the following materials as required.

Special Weapon Material
Use Against
Adamantine or Metalline
  • Warforged
  • Iron Defender
  • Iron Golem
  • Flesh Golem
  • Clay Golem
  • Stone Golem
  • Cannith Power Crystal
Alchemical Silver or Metalline
  • Vampires
  • Devils
    • Bearded Devil
    • Orthon
Byeshk or Metalline
  • Aberrations
  • Beholder
  • Mindflayer
  • Therashk Hound
  • Xorian Render
Cold Iron or Metalline
  • Demons
    • Ice Flenser
    • Fire Reaver
    • Flesh Render
    • Eladrin
    • Bralani
    • Jaralith
    • Succubus
    • Maralith

Another material-like attribute (which is not simulated by metalline) is Everbright. Everbright weapons do not take rust or acid damage and so are useful against rust monsters and, if bludgeoning weapons, against various oozes.

Weapon Alignment

A weapon can be aligned so as to bypass good, evil, lawful, or chaotic damage reduction. The weapon property "Aligned" mimics any of the above alignments to successfully bypass all the above alignment-based damage reduction.

Burst aligned weapons deal an extra 2d6 of aligned damage on each successful hit as well as extra damage on critical hits based on the critical multiplier (3d6 for those with x2 multiplier, 4d6 for those with x3 multiplier, 5d6 for those with a x4 multiplier).

Damage Reduction
Example Target
Weapons Which Bypass This Damage Reduction Type
Bypasses Damage Reduction and Adds +1d6 Damage
Bypasses Damage Reduction and Adds +2d6 Damage
DR/Good
(use on non-good targets)
  • Undead
  • Flesh Render
  • Bearded Devil
  • Orthon
  • Rakshasa
  • Aligned
  • Flametouched Iron
  • Blessed
  • Righteousness
    (adds +2 attack and damage)
  • Pure Good
  • Holy
DR/Evil
(use on non-evil targets)
  • Eladrin
  • Aligned
  • Greensteel

  • Unholy
DR/Lawful
(use on non-lawful targets)
  • Thaarak Hound
  • Aligned
  • True Law
  • Axiomatic
DR/Chaotic
(use on non-chaotic targets)
  • Marut
  • Aligned
  • True Chaos
  • Anarchic


Elemental Weapons

Base elemental weapons deal an extra 1d6 of elemental damage on each successful hit.

Burst elemental weapons deal an extra 1d6 of elemental damage on each successful hit as well as extra damage on critical hits based on the critical multiplier (1d10 for those with x2 multiplier, 2d10 for those with x3 multiplier, 3d10 for those with a x4 multiplier).

Element Type
Strong Against:
Do NOT Use With:
Immune Monsters:
Resistant Monsters:
Flaming (fire)
  • Zombies
  • Trolls
  • Ice Mephits
  • Ice Flensers
  • Mummy
  • Iron Golem (heals)
  • Fire Elemental
  • Hellhound
  • Fire Reaver
  • Sulatar
  • Pit Fiend
  • Bearded Devil
  • Horned Devil
  • Orthon

Frost (cold)
  • Hellhound
  • Fire Mephit
  • Fire Elemental
  • Fire Reaver

  • Ice Mephit
  • Ice Flenser
  • Rakshasa
  • Devil
  • Orthon
Shock (electricity)
  • Drowned Zombies
  • Flesh Golem (hasten)
  • Jarilith
  • Marilith

Acid

  • Clay Golem (heals)

  • Rakshasa


Magical Effects (Prefix)

Generally beneficial effects include:

Weapons targeted to certain kinds of creatures:

Weapons of more value to fighters and characters who are likely to succeed on critical hits:


Magical Effects (Suffix)

Generally beneficial effects include:

Weapons targeted to certain kinds of creatures:
Weapons of more value to fighters and characters who are likely to succeed on critical hits:
Magic users may prefer one of several suffixes which grant additional spell points as follows:

Acid Adamantine of Bleed
Holy Silver of Undead Bane
Maladroit Byeshk of Everbright
Ghost Touch (<ML11) / Holy (w/ Spectral Gloves) of Greater Incorporeal Bane
Holy Burst Cold Iron (w/ red slot for Silver) of Greater Evil Outsider Bane

Notes from the forums:
Acid shuts down the Troll selfhealing and works against almost everything, and the few things where it doesnt work (clay golem, arcane ooze, few undead) you will use something else anyway.  Also its a good idea to make your normal trashbeater adamantine for breaking Stoneskin DR

Both beholders and oozes are generally very low on base dexterity. So maladroit of everybright is a workable alternative to a weapon to hit oozes with. Similarly, beholders tend to be very low on dexterity, and once fully stat drained, they are unable to use their eyebeams, and are reduced to trying to bite you. Note that their bite causes healing curse, but that's a small price to pay to face a beholder with no eyebeams.

Maladroit weapons are also useful for shutting down self healing monsters. For example, when trying to solo elite IQ quests on my paladin life, I couldn't produce enough damage to bring down the self healing clerics, but a switch to my maladroit hand wraps of ooze bane would shut down their spell casting and allow me to kill them easily.

An alternative to ghost touch of undead bane is ghost touch of greater incorporeal bane. The advantage here is that greater incorporeal bane requires no special materials to make. Also, it works against some of the dreaming dark monsters, which are incorporeal, but not undead.

If you really need a ranged weapon, I'll point out that a returning weapon can get grouped with a crafted seeker shield in the off hand, giving you the bonus seeker damage with your ranged attacks.

 ------------

 Special notes on bosses with uncommon DR:

 The Storm Reaver has DR/ mithril, so you need to hit him with a metalline weapon or bash him with a mithril shield to break his DR.

 Also, the boss for shadow crypt has both DR/ silver and (lower) DR/adamatine. So to break his DR, you'd also want a metalline weapons.


Specifically for Magic Users

Lore weapons, which enhance critical chances of certain spells, are thoroughly explained here.

Spell amplification weapons can either have a constant or temporary (3-minute) boost to the effectiveness of a given class of spells up to a certain caster level. For example a Greater Corrosion VI item would enhance all level 6 and lower acid spells by 40%. They are organized as follows:

Magnitude Amplification
Continuous Effect Percentage Damage Increase
Temporary Effect Percentage Damage Increase
Lesser
+10%
+15%
(base effect)
+20%
+30%
Improved
+30%
+45%
Greater
+40%
+60%
Superior
+50%
+75%
Type of Spell Affected
Continuous Effect Name
Temporary Effect Name
Fire
Combustion
Inferno
Cold
Glaciation
Freeze
Acid
Corrosion
Erosion
Shock
Magnetism
Spark
Sonic
Resonance
Cacophony
Force
Impulse
Impact
Light
Radiance
Brilliance
Good
Benevolence
Beatitude
Negative/Necromantic
Nullification
Nihl
Healing
Devotion
Ardor
Repair
Reconstruction
Mending
AFFECTS ALL SPELLS
Potency
Efficacy

Magic users also may prefer one of several suffixes which grant additional spell points as follows:



Additional details on the alignments and weaknesses of various monsters can be found here.

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