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This adventure pack introduced in Update 8 and revamped in Update 59 combines the quests of the chain Attack on Stormreach, which is started by talking to Darmon Kosh in the Lordsmarch Plaza.
Summerfield, Blockade Buster, and Undermine can be completed in any order. Complete all three and turn them in to access Siegebreaker.
This adventure pack continues the story of the Deception in Stormreach story arc. Completing the arc flags you for Attack on Stormreach. The flagging is optional; you can bypass it by choosing the dialog option to "skip ahead".
AnthemAnthem: When equipped by a character with Bard levels, this item begins to hum an inspiring tune. Your bard songs regenerate slowly over time.
Yellow Augment SlotThis augment slot can be used to equip this item with the following types of augment:
Yellow Augments: Standard augments provide bonuses to offensive stats, condition resistances and immunities, elemental resistances and DC spellcasting stats.
Sonic GuardSonic Guard: This item blasts those that attack the wearer, causing 1d6 sonic damage on a successful melee attack.
AnthemAnthem: When equipped by a character with Bard levels, this item begins to hum an inspiring tune. Your bard songs regenerate slowly over time.
Yellow Augment SlotThis augment slot can be used to equip this item with the following types of augment:
Yellow Augments: Standard augments provide bonuses to offensive stats, condition resistances and immunities, elemental resistances and DC spellcasting stats.
FragmentedFragmented: This item looks as though it is only one half of a greater item. Perhaps in the future it could be rejoined with its other half to reform the item in its original glory.
Red Augment SlotThis augment slot can be used to equip this item with the following types of augment:
Red Augments: Standard augments provide bonuses to spell power, and grant elemental damage on hit and DR bypass to weapons.
FragmentedFragmented: This item looks as though it is only one half of a greater item. Perhaps in the future it could be rejoined with its other half to reform the item in its original glory.
Staggering BlowStaggering Blow: This item is enchanted to make your attacks send enemies reeling. When you roll a 20 on an attack with a melee weapon you will knock the target down unless it makes a DC 17 Balance check.
AdamantineAdamantine: 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 protective damage reduction of certain monsters.
Green Augment SlotThis augment slot can be used to equip this item with the following types of augment:
Blue Augments: Standard augments provide bonuses to defensive stats, healing amplifications and Tactics DCs.
Yellow Augments: Standard augments provide bonuses to offensive stats, condition resistances and immunities, elemental resistances and DC spellcasting stats.
Staggering BlowStaggering Blow: This item is enchanted to make your attacks send enemies reeling. When you roll a 20 on an attack with a melee weapon you will knock the target down unless it makes a DC 17 Balance check.
AdamantineAdamantine: 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 protective damage reduction of certain monsters.
AdamantineAdamantine: 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 protective damage reduction of certain monsters.
Green Augment SlotThis augment slot can be used to equip this item with the following types of augment:
Blue Augments: Standard augments provide bonuses to defensive stats, healing amplifications and Tactics DCs.
Yellow Augments: Standard augments provide bonuses to offensive stats, condition resistances and immunities, elemental resistances and DC spellcasting stats.
MarksmanshipMarksmanship: This item is enchanted to enhance your skill with ranged weapons. When using ranged weapons you gain +2 to your attack rolls and +1 to your damage.
Feat: LongbowFeat: Longbow: While equipped this item grants the wielder all required knowledge to wield a Longbow without proficiency penalties.
Feat: ShortbowFeat: Shortbow: While equipped this item grants the wielder all required knowledge to wield a Shortbow without proficiency penalties.
Shrieking BoltShrieking Bolt: This item resonates with sonic energy. On ranged attacks, on an attack roll of 20 which is confirmed as a critical hit it will punish the target with a blast of sound (10 to 60 sonic damage). A successful Fortitude save (DC 22) reduces this damage by half.
Yellow Augment SlotThis augment slot can be used to equip this item with the following types of augment:
Yellow Augments: Standard augments provide bonuses to offensive stats, condition resistances and immunities, elemental resistances and DC spellcasting stats.
Greater MarksmanshipGreater Marksmanship: This item is enchanted to enhance your skill with ranged weapons. You gain a +3 Competence Bonus to Ranged Attack and a +2 Competence Bonus to Ranged Damage.
Greater Shrieking BoltGreater Shrieking Bolt: This item resonates with sonic energy. On ranged attacks, on an attack roll of 20 which is confirmed as a critical hit it will punish the target with a blast of sound (20 to 120 sonic damage).
Yellow Augment SlotThis augment slot can be used to equip this item with the following types of augment:
Yellow Augments: Standard augments provide bonuses to offensive stats, condition resistances and immunities, elemental resistances and DC spellcasting stats.
Yellow Augments: Standard augments provide bonuses to offensive stats, condition resistances and immunities, elemental resistances and DC spellcasting stats.
Yellow Augment SlotThis augment slot can be used to equip this item with the following types of augment:
Yellow Augments: Standard augments provide bonuses to offensive stats, condition resistances and immunities, elemental resistances and DC spellcasting stats.
Nightmare GuardNightmare Guard: This item has a chance to terrorizing foes that hit you, applying a Mind Thrust effect, when you are hit by them (dealing 5d8 force damage, Will save vs. Enchantments negates). It may also expose your foes to their greatest fears, acting as a Phantasmal Killer spell.
Proof Against Disease +5 Proof Against Disease +5: This item grants its wearer immunity to natural diseases. This item also grants a +5 Enhancement bonus to saving throws against magical diseases, and the wearer does not fail saving throws against them on a roll of a natural 1 (this renders the wearer immune to magical diseases with a DC of less than 6 + their Fortitude save).
Proof Against Poison +5 Proof Against Poison +5: This item grants its wearer immunity to natural poisons. This item also grants a +5 Enhancement bonus to saving throws against magical poisons, and the wearer does not fail saving throws against them on a roll of a natural 1 (this renders the wearer immune to magical poisons with a DC of less than 6 + their Fortitude save).
Legendary Air GuardLegendary Air Guard: This weapon stores the incredible, dynamic power of the air deep within. When the user of this weapon is successfully attacked in melee, this power occasionally comes to the surface, knocking enemies over or speeding up the wearer with rushing winds.
MithralMithral:Mithral armor is one type lighter then normal. Arcane Spell Failure decreased by 10%. Maximum dexterity bonus increased by 2. Armor check penalty reduced by 3.
Green Augment SlotThis augment slot can be used to equip this item with the following types of augment:
Blue Augments: Standard augments provide bonuses to defensive stats, healing amplifications and Tactics DCs.
Yellow Augments: Standard augments provide bonuses to offensive stats, condition resistances and immunities, elemental resistances and DC spellcasting stats.
Haste GuardHaste Guard: When you are hit by enemies, there is a chance you will be Hasted, quickening your attack and movement speed.
MithralMithral:Mithral armor is one type lighter then normal. Arcane Spell Failure decreased by 10%. Maximum dexterity bonus increased by 2. Armor check penalty reduced by 3.
Green Augment SlotThis augment slot can be used to equip this item with the following types of augment:
Blue Augments: Standard augments provide bonuses to defensive stats, healing amplifications and Tactics DCs.
Yellow Augments: Standard augments provide bonuses to offensive stats, condition resistances and immunities, elemental resistances and DC spellcasting stats.
Talk to Darmon Kosh to claim your reward. Named items that can appear on this quest arc's end reward list will have a 100% chance of appearing on every third completion of the story arc.
CripplingCrippling: A crippling weapon is infused with binding power so that when a target is critically hit their movement is slowed by half. Note: Real slowdown is only 25%
Feat: Bow StrengthFeat: Bow Strength: While equipped this item grants the feat Bow Strength, allowing you to apply your Strength bonus to ranged attacks made with bows.
MalleableMalleable: This item has a magical aura of malleability and can be combined with any item that has the Fusible property to create a new, more powerful fusion of the two items.
Limb ChopperLimb Chopper: This potent and feared ability allows the weapon to sever the limbs of those it strikes. On an attack roll of 20 which is confirmed as a critical hit, the weapon severs an opponent's limb from its body. Some creatures, including many aberrations and all oozes, have no limbs. Others, such as golems and undead creatures, are not affected by the loss of their limbs. Most other creatures, however, have their movement slowed 75% and attacks slowed by 50% when a limb is cut off.
Maiming 3Maiming: This weapon has a twisted haft or grip and spikes along its blade, head, or point. When you score a critical hit with this weapon, it does an additional +3d8 damage.
Human Bane 3Human Bane 3: This weapon is attuned specifically to hunt those with diversity and ambition, dealing an additional 3d10 bane damage vs. Humans.
MalleableMalleable: This item has a magical aura of malleability and can be combined with any item that has the Fusible property to create a new, more powerful fusion of the two items.
VengefulVengeful: When its wielder is hit in battle, this item has a 10% chance to cause him or her to become full of anger and go into a Rage.
Humanoid Bane 3Humanoid Bane 3: This weapon is attuned specifically to those that walk among us, dealing an additional 3d10 bane damage vs. Humanoids.
Gashing 7Gashing 7: The edges of this weapon are sharpened beyond belief, dealing an additional 7d6 slashing damage on each critical hit.
MalleableMalleable: This item has a magical aura of malleability and can be combined with any item that has the Fusible property to create a new, more powerful fusion of the two items.
Vampirism 1Vampirism 1: This weapon thirsts for the blood of your enemies, healing you for +1d2 hit points with each hit. Note: internal cooldown of 1 second.
Life StealingLife Stealing: This weapon has a chance to drain 1 to 3 levels from its target on a critical hit.
Entropic 3Entropic 3: This weapon is intensely powerful, and crackles with destructive, unpredictable magic. It deals an additional 3d6 untyped damage on each hit.
MalleableMalleable: This item has a magical aura of malleability and can be combined with any item that has the Fusible property to create a new, more powerful fusion of the two items.
Fire Absorption +36% Fire Absorption +36%: Passive: 36% Enhancement Bonus to Fire Absorption. (Absorption reduces damage from an element by a percentage, after resistance have been taken into account.)
Cold Absorption +36% Cold Absorption +36%: Passive: 36% Enhancement Bonus to Cold Absorption. (Absorption reduces damage from an element by a percentage, after resistance have been taken into account.)
Blue Augment SlotThis augment slot can be used to equip this item with the following types of augment:
Blue Augments: Standard augments provide bonuses to defensive stats, healing amplifications and Tactics DCs.
Fire Absorption +36% Fire Absorption +36%: Passive: 36% Enhancement Bonus to Fire Absorption. (Absorption reduces damage from an element by a percentage, after resistance have been taken into account.)
Cold Absorption +36% Cold Absorption +36%: Passive: 36% Enhancement Bonus to Cold Absorption. (Absorption reduces damage from an element by a percentage, after resistance have been taken into account.)
Blue Augment SlotThis augment slot can be used to equip this item with the following types of augment:
Blue Augments: Standard augments provide bonuses to defensive stats, healing amplifications and Tactics DCs.
CripplingCrippling: A crippling weapon is infused with binding power so that when a target is critically hit their movement is slowed by half. Note: Real slowdown is only 25%
BonesplitterBonesplitter: This weapon is powerful enough to shatter the bones of those it strikes. On an attack roll of 20 which is confirmed as a critical hit, the weapon breaks multiple bones in the target's body, causing significant impairment. Creatures with skeletons take 40d6 damage and will have their movement and attacks slowed by 25% and their attack damage reduced by 25% when their bones are shattered.
MalleableMalleable: This item has a magical aura of malleability and can be combined with any item that has the Fusible property to create a new, more powerful fusion of the two items.
Red Augment SlotThis augment slot can be used to equip this item with the following types of augment:
Red Augments: Standard augments provide bonuses to spell power, and grant elemental damage on hit and DR bypass to weapons.
Limb ChopperLimb Chopper: This potent and feared ability allows the weapon to sever the limbs of those it strikes. On an attack roll of 20 which is confirmed as a critical hit, the weapon severs an opponent's limb from its body. Some creatures, including many aberrations and all oozes, have no limbs. Others, such as golems and undead creatures, are not affected by the loss of their limbs. Most other creatures, however, have their movement slowed 75% and attacks slowed by 50% when a limb is cut off.
Maiming 6Maiming: This weapon has a twisted haft or grip and spikes along its blade, head, or point. When you score a critical hit with this weapon, it does an additional +6d8 damage.
Human Bane 6Human Bane 6: This weapon is attuned specifically to hunt those with diversity and ambition, dealing an additional 6d10 bane damage vs. Humans.
MalleableMalleable: This item has a magical aura of malleability and can be combined with any item that has the Fusible property to create a new, more powerful fusion of the two items.
Red Augment SlotThis augment slot can be used to equip this item with the following types of augment:
Red Augments: Standard augments provide bonuses to spell power, and grant elemental damage on hit and DR bypass to weapons.
VengefulVengeful: When its wielder is hit in battle, this item has a 10% chance to cause him or her to become full of anger and go into a Rage.
Humanoid Bane 6Humanoid Bane 6: This weapon is attuned specifically to those that walk among us, dealing an additional 6d10 bane damage vs. Humanoids.
Gashing 15Gashing 15: The edges of this weapon are sharpened beyond belief, dealing an additional 15d6 slashing damage on each critical hit.
MalleableMalleable: This item has a magical aura of malleability and can be combined with any item that has the Fusible property to create a new, more powerful fusion of the two items.
Red Augment SlotThis augment slot can be used to equip this item with the following types of augment:
Red Augments: Standard augments provide bonuses to spell power, and grant elemental damage on hit and DR bypass to weapons.
Vampirism 3Vampirism 3: This weapon thirsts for the blood of your enemies, healing you for +3d2 hit points with each hit. Note: internal cooldown of 1 second.
Life StealingLife Stealing: This weapon has a chance to drain 1 to 3 levels from its target on a critical hit.
Entropic 6Entropic 6: This weapon is intensely powerful, and crackles with destructive, unpredictable magic. It deals an additional 6d6 untyped damage on each hit.
MalleableMalleable: This item has a magical aura of malleability and can be combined with any item that has the Fusible property to create a new, more powerful fusion of the two items.
Red Augment SlotThis augment slot can be used to equip this item with the following types of augment:
Red Augments: Standard augments provide bonuses to spell power, and grant elemental damage on hit and DR bypass to weapons.
Yellow Augments: Standard augments provide bonuses to offensive stats, condition resistances and immunities, elemental resistances and DC spellcasting stats.
Yellow Augment SlotThis augment slot can be used to equip this item with the following types of augment:
Yellow Augments: Standard augments provide bonuses to offensive stats, condition resistances and immunities, elemental resistances and DC spellcasting stats.