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Help a group of wererats to bring down the Night Brigade, a ruthless gang that's killed and pillaged its way into power. Transform into a rat to explore hidden nooks and crannies and bring the leaders of the Night Brigade to justice in four hand-crafted quests set inside Wheloon Prison.
Fall of the Night Brigade is a level 4 / 35 adventure pack with 4 adventures introduced in Update 71.
The Fall of the Night Brigade story arc is bestowed by Old Tarlow. After completing all of the quests, he will give an end reward for the entire chain.
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 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.
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.
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.
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.
Unholy 7Unholy 7: On Hit: 7 to 42 Evil damage. Evil-aligned creatures are immune to this effect. Penalty: If equipped by a Good user, they receive 1 Negative Level for as long as this item is equipped.
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.
Orange 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.
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%
Unholy 2Unholy 2: On Hit: 2 to 12 Evil damage. Evil-aligned creatures are immune to this effect. Penalty: If equipped by a Good user, they receive 1 Negative Level for as long as this item is equipped.
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.
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.
Intercession WardIntercession Ward: Protects the user's connection to a source of Divine power and wards that connection from such things as a Quell's intercession ability. This effect only protects from incoming attacks and will not restore a lost connection.
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.
Intercession WardIntercession Ward: Protects the user's connection to a source of Divine power and wards that connection from such things as a Quell's intercession ability. This effect only protects from incoming attacks and will not restore a lost connection.
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.
Sacred +14Sacred +14: An item with this quality assists only wearers who have the ability to turn undead. Sacred items provide an +14 Enhancement bonus to your effective level for Turning Undead.
Insightful FaithInsightful Faith: An item with this quality assists only wearers who have the ability to turn undead. Insightful Faith items provide Insight Bonuses to the owner's effective level for the turning check by +2, their maximum Hit Dice turned by +2, and their total Hit Dice turned by +4.
Yellow Augments: Standard augments provide bonuses to offensive stats, condition resistances and immunities, elemental resistances and DC spellcasting stats.
Sacred +3Sacred +3: An item with this quality assists only wearers who have the ability to turn undead. Sacred items provide an +3 Enhancement bonus to your effective level for Turning Undead.
Insightful FaithInsightful Faith: An item with this quality assists only wearers who have the ability to turn undead. Insightful Faith items provide Insight Bonuses to the owner's effective level for the turning check by +2, their maximum Hit Dice turned by +2, and their total Hit Dice turned by +4.
Yellow Augments: Standard augments provide bonuses to offensive stats, condition resistances and immunities, elemental resistances and DC spellcasting stats.
Blunt TraumaBlunt Trauma: This weapon is incredibly dense and delivers especially powerful blows. When rolling a 19 or 20 on a melee attack, your critical multiplier is increased by +1.
Coruscating 2Coruscating 2: This effect causes the edges of this weapon to coruscate, dealing 2d6 Light damage on each hit.
Impactful 2Impactful 2: This effect causes the edges of this weapon to ripple with force, dealing 2 to 12 force on each hit.
Holy Burst 2Holy Burst 2: This weapon sings of virtue, dealing 2d6 Good damage on a successful hit to Evil enemies, and 1d6 Good damage on a critical hit to Evil enemies. This effect makes the weapon good aligned. Evil characters wielding this weapon will suffer one negative level.
Favored WeaponFavored Weapon: This weapon has a divine attunement and gains bonuses as if it were a Favored Weapon regardless of your Deity.
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.
Blunt TraumaBlunt Trauma: This weapon is incredibly dense and delivers especially powerful blows. When rolling a 19 or 20 on a melee attack, your critical multiplier is increased by +1.
Coruscating 7Coruscating 7: This effect causes the edges of this weapon to coruscate, dealing 7d6 Light damage on each hit.
Impactful 7Impactful 7: This effect causes the edges of this weapon to ripple with force, dealing 7 to 42 force on each hit.
Holy Burst 7Holy Burst 7: This weapon sings of virtue, dealing 7d6 Good damage on a successful hit to Evil enemies, and 1d6 Good damage on a critical hit to Evil enemies. This effect makes the weapon good aligned. Evil characters wielding this weapon will suffer one negative level.
Favored WeaponFavored Weapon: This weapon has a divine attunement and gains bonuses as if it were a Favored Weapon regardless of your Deity.
Orange 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.
Chilling 2Chilling 2: This effect causes the edges of this weapon to become frozen to the touch, dealing 2d6 Ice damage on each hit.
Icy Blast 2Icy Blast 2: This weapon is sheathed in icy cold, dealing 2d6 Cold damage on a successful hit, and an additional 2d6 Cold damage on a critical hit.
Freezing 4Freezing 4: This effect causes the edges of this weapon to become frozen to the touch, dealing 4 to 24 Ice damage on each critical hit.
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%
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.
Chilling 7Chilling 7: This effect causes the edges of this weapon to become frozen to the touch, dealing 7d6 Ice damage on each hit.
Icy Blast 7Icy Blast 7: This weapon is sheathed in icy cold, dealing 7d6 Cold damage on a successful hit, and an additional 7d6 Cold damage on a critical hit.
Freezing 15Freezing 15: This effect causes the edges of this weapon to become frozen to the touch, dealing 15 to 90 Ice damage on each critical hit.
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.
Orange 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 Augments: Standard augments provide bonuses to offensive stats, condition resistances and immunities, elemental resistances and DC spellcasting stats.
Improved Deception +7Improved Deception: This item makes your weapons hard to focus upon and thus provides a +7 enhancement bonus to Bluff checks. In addition, while using this item your weapons have a chance to envelop the target in darkness, making them vulnerable to sneak attacks for a short 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.
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.
Improved Deception +21Improved Deception: This item makes your weapons hard to focus upon and thus provides a +21 enhancement bonus to Bluff checks. In addition, while using this item your weapons have a chance to envelop the target in darkness, making them vulnerable to sneak attacks for a short time.
Yellow Augments: Standard augments provide bonuses to offensive stats, condition resistances and immunities, elemental resistances and DC spellcasting stats.
Lesser DisplacementLesser Displacement: Equipping this item causes light to distort around you. Attacks from enemies have a 25% chance to miss you due to concealment.
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.
AlignedAligned:Unknown Material: The material for this item is unknown due to the lack of a screenshot or an editor to add it. You can help!
Maiming 2Maiming: 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 +2d8 damage.
Freezing 4Freezing 4: This effect causes the edges of this weapon to become frozen to the touch, dealing 4 to 24 Ice damage on each critical hit.
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.
AlignedAligned:Unknown Material: The material for this item is unknown due to the lack of a screenshot or an editor to add it. You can help!
Maiming 7Maiming: 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 +7d8 damage.
Legendary Freezing IceLegendary Freezing Ice: On hit, this has a chance of freezing your enemies in solid ice. Struck enemies must make a DC 100 Fortitude save or be frozen solid.
Orange 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.
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 Augments: Standard augments provide bonuses to offensive stats, condition resistances and immunities, elemental resistances and DC spellcasting stats.
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.
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.