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As the first quest bundle, Tavern Tales follows a new format of quest release. Not every quest in Tavern Tales is released at the same time, and the quests are not directly connected by location, level, patron, theming, or story. Furthermore, every quest in Tavern Tales can be purchased individually for 175 , while the pass itself when purchased grants access to all three.
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.
Improved Deception +6Improved Deception: This item makes your weapons hard to focus upon and thus provides a +6 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.
Cold Absorption +15% Cold Absorption +15%: Passive: 15% Enhancement Bonus to Cold Absorption. (Absorption reduces damage from an element by a percentage, after resistance have been taken into account.)
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 +37% Cold Absorption +37%: Passive: 37% Enhancement Bonus to Cold Absorption. (Absorption reduces damage from an element by a percentage, after resistance have been taken into account.)
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.
Electric Absorption +37% Electric Absorption +37%: Passive: 37% Enhancement Bonus to Electric Absorption. (Absorption reduces damage from an element by a percentage, after resistance have been taken into account.)
Yellow Augments: Standard augments provide bonuses to offensive stats, condition resistances and immunities, elemental resistances and DC spellcasting stats.
Electric Absorption +15% Electric Absorption +15%: Passive: 15% Enhancement Bonus to Electric Absorption. (Absorption reduces damage from an element by a percentage, after resistance have been taken into account.)
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.
Proof Against Disease +12 Proof Against Disease +12: This item grants its wearer immunity to natural diseases. This item also grants a +12 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 13 + their Fortitude save).
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.
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%
Combat Mastery +3 Combat Mastery +3: +3 Enhancement bonus to the DC to resist the character's Trip, Improved Trip, Sunder, Improved Sunder, Stunning Blow, and Stunning Fist attempts.
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%
Combat Mastery +12 Combat Mastery +12: +12 Enhancement bonus to the DC to resist the character's Trip, Improved Trip, Sunder, Improved Sunder, Stunning Blow, and Stunning Fist attempts.
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.
Force Absorption +11% Force Absorption +11%: Passive: 11% Enhancement Bonus to Force 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.
Proof Against Disease +3 Proof Against Disease +3: This item grants its wearer immunity to natural diseases. This item also grants a +3 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 4 + their Fortitude save).
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.
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.)
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 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.
DeathblockDeathblock: The wearer of this item is immune to all death spells and magical death effects.
Proof Against Poison +10 Proof Against Poison +10: This item grants its wearer immunity to natural poisons. This item also grants a +10 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 11 + their Fortitude save).
Proof Against Disease +10 Proof Against Disease +10: This item grants its wearer immunity to natural diseases. This item also grants a +10 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 11 + their Fortitude save).
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.
DeathblockDeathblock: The wearer of this item is immune to all death spells and magical death effects.
Proof Against Poison +3 Proof Against Poison +3: This item grants its wearer immunity to natural poisons. This item also grants a +3 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 4 + their Fortitude save).
Proof Against Disease +3 Proof Against Disease +3: This item grants its wearer immunity to natural diseases. This item also grants a +3 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 4 + their Fortitude save).
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.