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You've received an invitation from the Master of the Hunt to partake in a series of deadly challenges. Prove yourself with the odds stacked against you, defeat Hunters and rescue friends throughout two adventures. Face off against the Master of the Hunt himself in the raid.
The Hunter and Hunted adventure pack was introduced in Update 53. It includes two dungeons and a raid at level 32 on Legendary difficulty. The quests are level 7 on Heroic difficulty. The NPCs are located in Court of the Wild Hunt, a small public space accessible by speaking to an NPC in The Hut from Beyond in The Harbor, or in Wynwood Hall.
Light Absorption +22% Light Absorption +22%: Passive: 22% Enhancement Bonus to Light Absorption. (Absorption reduces damage from an element by a percentage, after resistance have been taken into account.)
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.
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.
Relentless FuryRelentless Fury: While this item is equipped, any killing blows you strike against enemies may drive you into a furious rage, providing a 5% Enhancement damage bonus to your melee, ranged and unarmed attacks for 30 seconds. Slaying weaker opponents has a reduced chance of producing this effect.
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.
Sovereign Vorpal Sovereign Vorpal: Passive: +0.5[W] damage dice. On Vorpal Hit: If your target has fewer than 3000 Hit Points, they are instantly slain. If your target has above 3000 Hit Points, they take 300 damage.
Electric VulnerabilityElectric Vulnerability: On Hit: Applies a stack of Vulnerable (1% more damage for 3 seconds. This effect stacks up to 20 times, and loses one stack on expiration.). This effect may only occur on-hit once every second.
Shocking Blast 6Shocking Blast 6: This weapon arcs with deadly electricity, dealing 6d6 Electric damage on a successful hit, and an additional 6d6 Electric damage on a critical hit.
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.
Feat: Elusive TargetFeat: Elusive Target: Each time you would be physically damaged, you have a +5% chance to completely ignore the damage. (This applies to physical attacks and spells that deal physical damage.)
Yellow Augments: Standard augments provide bonuses to offensive stats, condition resistances and immunities, elemental resistances and DC spellcasting stats.
Acid VulnerabilityAcid Vulnerability: On Hit: Applies a stack of Vulnerable (1% more damage for 3 seconds. This effect stacks up to 20 times, and loses one stack on expiration.). This effect may only occur on-hit once every second.
ShadowbladeShadowblade: This blade is made of pure force and is surprisingly light to the touch. It bypasses the Incorporeal chances of Ethereal monsters innately.
Sovereign NightmaresSovereign Nightmares: On Vorpal Hit: If your target has below 5,000 Hit Points, a burst of pure terror emanates from this weapon, snuffing out its life as if it were the subject of a Phantasmal Killer spell. If your target has above 5,000 Hit Points, they instead take significant Force damage.
GuardbreakingGuardbreaking: This item enables you to break an enemy's guard in between your melee attacks. On critical hits with your melee weapons, enemies will become dazed as a result.
The Falling StarThe Falling Star: On hit, this weapon has a chance to put down a falling star upon your foes, dealing 90d6 Fire Damage and 30d6 Bludgeoning Damage to enemies caught within the blast. This blast is so powerful it has a chance to knock nearby enemies down upon impact.
Thrill of the HuntThrill of the Hunt:"Lesser beings hunt for the prize, but for me, the hunt is prize enough." On Hit: You have a small chance to attempt to hold a monster in place. Even if the Hold is unsuccessful, their will saves will be reduced by 5.
Bleeding 6Bleeding 6: This weapon is wickedly curved, with spines and hooks meant to cause damage to those with flesh. This weapon does 6d8 bleeding damage to those that are vulnerable to it.
Sovereign Vorpal Sovereign Vorpal: Passive: +0.5[W] damage dice. On Vorpal Hit: If your target has fewer than 3000 Hit Points, they are instantly slain. If your target has above 3000 Hit Points, they take 300 damage.
Sovereign Vorpal Sovereign Vorpal: Passive: +0.5[W] damage dice. On Vorpal Hit: If your target has fewer than 3000 Hit Points, they are instantly slain. If your target has above 3000 Hit Points, they take 300 damage.
Force Blast 6Force Blast 6: This weapon ripples with intense force, dealing 6d6 Force damage on a successful hit, and an additional 6d6 Force damage on a critical hit.
Fetters of UnrealityFetters of Unreality: This weapon is cruel and deadly, and leaves behind wounds that affect both the body and the soul. This weapon has a chance to inflict multiple stacks of Vulnerable. Vulnerable: You take 1% more damage for 3 seconds. This effect stacks up to 20 times, and loses one stack on expiration.
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.
Sovereign Vorpal Sovereign Vorpal: Passive: +0.5[W] damage dice. On Vorpal Hit: If your target has fewer than 3000 Hit Points, they are instantly slain. If your target has above 3000 Hit Points, they take 300 damage.
Sonic Blast 6Sonic Blast 6: This weapon rings with the power of sound, dealing 6d6 Sonic damage on a successful hit, and an additional 6d6 Sonic damage on a critical hit.
Fetters of UnrealityFetters of Unreality: This weapon is cruel and deadly, and leaves behind wounds that affect both the body and the soul. This weapon has a chance to inflict multiple stacks of Vulnerable. Vulnerable: You take 1% more damage for 3 seconds. This effect stacks up to 20 times, and loses one stack on expiration.
Fire VulnerabilityFire Vulnerability: On Hit: Applies a stack of Vulnerable (1% more damage for 3 seconds. This effect stacks up to 20 times, and loses one stack on expiration.). This effect may only occur on-hit once every second.
The Labyrinthian InfernoThe Labyrinthian Inferno: 2 Pieces Equipped: +6 Artifact bonus to Fire Spellcrit Chance +30 Artifact bonus to Fire Spell Power +15% Artifact bonus to damage vs the Helpless.
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.
Overwhelming IncinerationOverwhelming Incineration: This weapon stores the power of a raging inferno deep within. Occasionally, this destructive power comes to the surface, devastating enemies with overwhelming fire damage.
The Labyrinthian InfernoThe Labyrinthian Inferno: 2 Pieces Equipped: +6 Artifact bonus to Fire Spellcrit Chance +30 Artifact bonus to Fire Spell Power +15% Artifact bonus to damage vs the Helpless.
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.
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.
Unholy Burst 6Unholy Burst 6: This weapon is a sinister implement of evil deeds, dealing 6d6 Evil damage on a successful hit to Good enemies, and 14d6 Evil damage on a critical hit to Good enemies. This effect makes the weapon evil aligned. Good characters wielding this weapon will suffer one negative level.
Fetters of UnrealityFetters of Unreality: This weapon is cruel and deadly, and leaves behind wounds that affect both the body and the soul. This weapon has a chance to inflict multiple stacks of Vulnerable. Vulnerable: You take 1% more damage for 3 seconds. This effect stacks up to 20 times, and loses one stack on expiration.
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.
Sovereign Vorpal Sovereign Vorpal: Passive: +0.5[W] damage dice. On Vorpal Hit: If your target has fewer than 3000 Hit Points, they are instantly slain. If your target has above 3000 Hit Points, they take 300 damage.
Cold VulnerabilityCold Vulnerability: On Hit: Applies a stack of Vulnerable (1% more damage for 3 seconds. This effect stacks up to 20 times, and loses one stack on expiration.). This effect may only occur on-hit once every second.
Icy Blast 6Icy Blast 6: This weapon is sheathed in icy cold, dealing 6d6 Cold damage on a successful hit, and an additional 6d6 Cold damage on a critical hit.
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.
Cold Absorption +35% Cold Absorption +35%: Passive: 35% Enhancement Bonus to Cold Absorption. (Absorption reduces damage from an element by a percentage, after resistance have been taken into account.)
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.
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.
Alignment Absorption +22% Alignment Absorption +22%: Passive: 22% Enhancement Bonus to Alignment Absorption. (Absorption reduces damage from an element by a percentage, after resistance have been taken into account.)
Force Absorption +16% Force Absorption +16%: Passive: 16% Enhancement Bonus to Force Absorption. (Absorption reduces damage from an element by a percentage, after resistance have been taken into account.)
Light Absorption +22% Light Absorption +22%: Passive: 22% Enhancement Bonus to Light Absorption. (Absorption reduces damage from an element by a percentage, after resistance have been taken into account.)
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.
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.
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.
Subtle TargetSubtle Target: Once per minute, when you use Diplomacy, you gain a -100% Profane bonus to threat generation with weapon strikes for 20 seconds.
Improved Deception +9Improved Deception: This item makes your weapons hard to focus upon and thus provides a +9 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.
Subtle TargetSubtle Target: Once per minute, when you use Diplomacy, you gain a -100% Profane bonus to threat generation with weapon strikes for 20 seconds.
Improved Deception +20Improved Deception: This item makes your weapons hard to focus upon and thus provides a +20 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 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.
Mortal StrikeMortal Strike: On an attack roll of 20 which is confirmed as a critical hit this weapon triggers the Slay Living spell and attempts to instantly snuff out the life force of the enemy (DC 17).
Seeker +5 Seeker +5: Provides a +5 Enhancement bonus to confirm critical hits, and a +5 Enhancement bonus to critical hit damage (before multipliers are applied).
CrystalCrystal:Crystal weapons are able to overcome the protective damage reduction of many Quori creatures, which can be resistant to other weapons. Spell failure chances for armors and shields made from crystal are also decreased by 10%.
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.
Legendary Slay LivingLegendary Slay Living: On hit, this has a chance of snuffing the life from your foes, slaying them instantly. Struck enemies must make a DC 100 Fortititude save or be slain.
Seeker +13 Seeker +13: Provides a +13 Enhancement bonus to confirm critical hits, and a +13 Enhancement bonus to critical hit damage (before multipliers are applied).
CrystalCrystal:Crystal weapons are able to overcome the protective damage reduction of many Quori creatures, which can be resistant to other weapons. Spell failure chances for armors and shields made from crystal are also decreased by 10%.
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.
Mortal StrikeMortal Strike: On an attack roll of 20 which is confirmed as a critical hit this weapon triggers the Slay Living spell and attempts to instantly snuff out the life force of the enemy (DC 17).
Seeker +5 Seeker +5: Provides a +5 Enhancement bonus to confirm critical hits, and a +5 Enhancement bonus to critical hit damage (before multipliers are applied).
CrystalCrystal:Crystal weapons are able to overcome the protective damage reduction of many Quori creatures, which can be resistant to other weapons. Spell failure chances for armors and shields made from crystal are also decreased by 10%.
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.
Feather FallingFeather Falling: This item is engraved with feathers and bestows a powerful magical effect. Whenever the wearer begins to fall from any height, this effect slows the descent dramatically, causing the wearer to fall like a feather.
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.
Legendary Slay LivingLegendary Slay Living: On hit, this has a chance of snuffing the life from your foes, slaying them instantly. Struck enemies must make a DC 100 Fortititude save or be slain.
Seeker +13 Seeker +13: Provides a +13 Enhancement bonus to confirm critical hits, and a +13 Enhancement bonus to critical hit damage (before multipliers are applied).
CrystalCrystal:Crystal weapons are able to overcome the protective damage reduction of many Quori creatures, which can be resistant to other weapons. Spell failure chances for armors and shields made from crystal are also decreased by 10%.
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.
Feather FallingFeather Falling: This item is engraved with feathers and bestows a powerful magical effect. Whenever the wearer begins to fall from any height, this effect slows the descent dramatically, causing the wearer to fall like a feather.
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.
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.
Plant Bane 2Plant Bane 2: This weapon looks like it can do some serious damage to nasty weeds, and does an additional 2d10 bane damage vs. Plants.
Piercing 2Piercing 2: The edges of this weapon have serrated edges, dealing an additional 2d6 piercing damage on each hit.
Bleeding 2Bleeding 2: This weapon is wickedly curved, with spines and hooks meant to cause damage to those with flesh. This weapon does 2d8 bleeding damage to those that are vulnerable to it.
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.
CrystalCrystal:Crystal weapons are able to overcome the protective damage reduction of many Quori creatures, which can be resistant to other weapons. Spell failure chances for armors and shields made from crystal are also decreased by 10%.
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.
Plant Bane 6Plant Bane 6: This weapon looks like it can do some serious damage to nasty weeds, and does an additional 6d10 bane damage vs. Plants.
Piercing 6Piercing 6: The edges of this weapon have serrated edges, dealing an additional 6d6 piercing damage on each hit.
Bleeding 6Bleeding 6: This weapon is wickedly curved, with spines and hooks meant to cause damage to those with flesh. This weapon does 6d8 bleeding damage to those that are vulnerable to it.
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.
CrystalCrystal:Crystal weapons are able to overcome the protective damage reduction of many Quori creatures, which can be resistant to other weapons. Spell failure chances for armors and shields made from crystal are also decreased by 10%.
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.