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73 Prefixes Description
Acid This weapon is sheathed in corrosive acid. An acid weapon deals an extra 1d6 points of acid damage on a successful hit.
Adamantine Found only in meteorites and the rarest of veins in magical areas, this ultrahard metal adds to the quality of a weapon or suit of armor. Weapons made of adamantine have the ability to bypass the damage reduction of certain monsters.
Anarchic An anarchic weapon is chaotically aligned and infused with the power of chaos. It makes the weapon chaos-aligned and thus bypasses the corresponding damage reduction. It deals an extra 2d6 points of damage against all lawful alignments.
Anarchic Burst An anarchic weapon is chaotically aligned and infused with the power of chaos. It makes the weapon chaos-aligned and thus bypasses the corresponding damage reduction. It deals an extra 2d6 points of damage against all of lawful alignment and an extra 3d6 on a critical.
Axiomatic An axiomatic weapon is lawfully aligned and infused with the power of law. It makes the weapon law-aligned and thus bypasses the corresponding damage reduction. IT deals an extra 2d6 points of damage against all chaotic creatures.
Banishing
Byeshk "Mined in the Byeshk and Graywall Mountains bordering Droaam, this rare metal is prized by smiths for use in jewelry and weapons. It has a lustrous purple sheen and is hard and dense. Byeshk weapons are able to overcome the damage reduction of the daelkyr, which are resistance to all other weapons."
Clever Adds X (1-4) to Intelligence
Cold Iron "This iron mined deep underground, known for its effectiveness against fey creatures is forged at a lower tempature to preserve its delicate properties."
Crippling A crippling weapon is infused with binding power so that when a target is critically hit their movement is slowed by half.
Cursespewing Every time this weapon deals damage, the target must succeed at a 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.
Darkwood This rare magic wood is as hard as normal wood but very light. The armor check penalty of a darkwood shield is lessened by 2 compared to an ordinary shield of its type.
Deception This weapon is hard to focus upon and thus provides a +2 bonus to bluff checks.
Densewood "One of the most important products of the forests of Aerenal, densewood is a strong, hard heavy wood similar to iron in its properties."
Dexterous "This item makes the wearer more nimble and dexterous, granting a +1 Dexterity"
Efficacy III Increases the damage of your 3rd level and lower spells by 20%.
Finesse This weapon has a Small air elemental bound to it. The wielder can use a finesse weapon as if he had the Weapon Finesse feat. In addition, the weapon grants a +2 enhancement to the wielder's Dexterity score.
Flametouched Iron "Flametouched Iron: Mined only in Thrane, flametouched iron is rare and considered sacred by the Church of the Silver Flame. When mined, this iron variety has a speckled dark red color, resembling rust. Adherents of the Church of the Silver Flame believe that flametouched iron carries the particular blessing of their deity, and they use it to make holy symbols, weapons and armor. A flametouched iron weapon is treated as a good-aligned weapon."
Flaming This weapon is sheathed in fire. A flaming weapon deals an extra 1d6 points of fire damage on a successful hit.
Flaming Burst This weapon is sheathed in fire. In addition to the extra fire damage from the flaming ability, a flaming burst weapon deals an extra 1d10 point of fire damage on a successful critical hit.
Frost This weapon is sheathed in icy cold. A frost weapon deals an extra 1d6 points of cold damage on a successful hit.
Ghost Touch "A ghost touch weapon deals damage normally against incorporeal creatures, regardless of its bonus. (An incorporeal creature's 50% chance to avoid damage does not apply to attacks with ghost touch weapons."
Greater Ardor II Increases the damage of your 2nd level and lower positive spells by 40%.
Greater Combustion Increases the damage of your 1st level fire spells by 40%.
Greater Devotion I Increases the damage of your 1st level positive spells by 40%.
Greater Efficacy I Increases the damage of your 1st level universal spells by 40%.
Greater Efficacy II Increases the damage of your 2nd level and lower spells by 40%.
Greater Nulification I Increases the damage of your 1st level negative spells by 40%.
Greater Reconstruction I Increases the damage of your 1st level repair spells by 40%.
Holy A holy weapon is imbued with holy power. This power makes the weapon good-aligned and thus bypasses the corresponding damage reduction. It deals an extra 2d6 ponits of damage against all of evil alignments.
Holy Burst
Icy Burst This weapon is sheathed in icy cold. In addition to the extra cold damage from the frost ability, an icy burst weapon deals an extra 1d10 points of cold damage on a successful hit.
Impact This ability doubles the threat range of a weapon. This benefit doesn't stack with any other effect that expands the threat range of a weapon.
Improved Ardor I Increases the damage of your 1st level positive spells by 30%.
Improved Devotion Increases the damage of your first 1st level positive spells by 30%.
Improved Efficacy I Increases the damage of your 1st level universal spells by 30%.
Improved Freeze III Increases the damage of your 3rd level and lower cold spells by 30%.
Improved Impact I Increases the damage of your 1st level force spells by 30%.
Improved Inferno V Increases the damage of your 5th level and lower spells by 30%
Improved Mending II Increases the damage of your 2nd level and lower repair spells by 30%.
Improved Nihil I Increases the damage of your 1st level negative spells by 30%.
Improved Reconstruction I Increases the damage of your 1st level repair spells by 30%.
Keen This ability doubles the threat range of a weapon. This benefit doesn't stack with any other effect that expands the threat range of a weapon.
Lesser Impulse I Increases the damage of your 1st level force spells by 10%.
Lesser Magnetism I
Lesser Mending III Increases the damage of your 3rd level and lower repair spells by 10%.
Lesser Nulification I Increases the damage of your 1st level negative spells by 10%.
Magnetism I Increases the damage of your 1st level electric spells by 20%.
Maladroit This weapon afflicts enemies with sluggish and clumsy movements. -1 Dexterity on a successful hit.
Ogre Adds X (1-4) Strength
Paralyzing
Poison-Tipped This weapon is dripping with Poison. It deals an additional 1d6 poison damage on a successful hit.
Puncturing Critical hits by this weapon deal an extra 1d6 points of Constitution damage from blood loss.
Reconstruction Increases the damage of your 2nd level and lower repair skills by 20%.
Resonance II Increases the damage of your 2nd level and lower sonic spells by 20%.
Shock This weapon is sheathed in crackling electricity. A shock weapon deals an extra 1d6 points of electricity damage on a successful hit.
Shocking Burst "This weapon is sheathed in crackling electricity. In addition to the extra electricity damage from the shock abuility, a shocking burst weapond eals an extra 1d10 points of electricity damage on a successful critical hit."
Silver "A complex process involving metallurgy and alchemy can bond silver to a weapon made of steel so that it bypasses the damage reduction of creatures such as lycantropes. On a successful attack with a silvered weapon, the wielder takes a -1 penalty on the damage roll."
Spark III Increases the damage of your 3rd level and lower electric spells by 20%.
Strength Sapping Every time this weapon deals damage, the target must succeed on a Fortitude save (DC 15) or become exhausted.
Striding "Makes the wearer move fleet of foot, giving a X% bonus to speed."
Superior Inferno II Increases the damage of your 2nd level and lower fire spells by 50%.
Superior Magnetism I Increases the damage of your 1st level electric spells by 50%.
Superior Mending III Increases the damage of your 3rd level and lower repair spells by 50%.
Superior Nihil II Increases the damage of your 2nd level and lower negative spells by 50%.
Thundering A thundering weapon creates a cacophonous roar when striking a successful critical hit. A thundering weapon deals an extra 1d8 points of sonic damage upon a successful hit.
Twilight "This suit of armor favored by eladrin spellcasters, becomes semi-incorporal when donned. The twilight armor reduces the chance of arcane spell failure by -10%."
Unholy An unholy weapon is imbued with unholy power. This power makes the weapon evil-aligned and thus bypasses the corresponding damage reduction. It deals an extra 2d6 points of damage against all of good alignment.
Unholy Burst An unholy weapon is imbued with unholy power. This power makes the weapon evil-aligned and thus bypasses the corresponding damage reduction. It deals an extra 2d6 points of damage against all of good alignment and an extra 3d6 on a critical.
Vorpal This potent and feared ability allows the weapon to sever the heads of those it strikes. Upon a critical hit, the weapon severs the opponent's head from its body. Some creatures, including many abberrations and all oozes have no heads. Others, such as golems and undead creatures other then vampires, are not affected by the loss of their heads. Most other creatures, however, die when their heads are cut off.
Weakening This weapon drains the enemies melee power. -1 strength on a succesful hit.
Wise Adds +X (1-4) to Wisdom
Wounding A wounding weapon deals 1 point of constituion damage from blood loss when it hits a creature. Creatures immune to critical hits are immune to constitution damage dealt by this weapon.
 


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