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Update 28 teaser screenshot. Slaad is a new monster as of this Update.
Defend Stormreach from demonic invaders!
The Devils have come to the city of Stormreach - and they have strange new powers. Enjoy four new adventures: meet a Green Slaad, befriend a bear, battle in the streets of House Cannith and protect Stormreach's most unusual tavern.
The players must chase Arraetrikos over the game world after he steals a powerful artifact.
There is no chain in this pack, the quests can be completed independently.
There's a teleporter NPC in the Gatekeeper's Grove who can beam you up directly to the quest givers in the Harbor, Twelve, and House Cannith. The quest givers can also return you to the Gatekeeper's Grove.
Quality Armor Bonus +2Quality Armor Bonus +2: This item surrounds the wearer with an invisible but tangible field of force, granting +2 armor bonus to AC, just as though he were wearing armor.
Insightful Wizardry IIPassive: +50 Insightful Bonus to Spell Points. (If you have Sorcerer or Favored Soul levels, you gain additional spell points proportionate to the ratio of those levels to other classes)
Yellow Augments: Standard augments provide bonuses to offensive stats, condition resistances and immunities, elemental resistances and DC spellcasting stats.
Quality Armor Bonus +4Quality Armor Bonus +4: This item surrounds the wearer with an invisible but tangible field of force, granting +4 armor bonus to AC, just as though he were wearing armor.
Insightful Wizardry VPassive: +125 Insightful Bonus to Spell Points. (If you have Sorcerer or Favored Soul levels, you gain additional spell points proportionate to the ratio of those levels to other classes)
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.
Yellow Augments: Standard augments provide bonuses to offensive stats, condition resistances and immunities, elemental resistances and DC spellcasting stats.
Insightful Wizardry VPassive: +125 Insightful Bonus to Spell Points. (If you have Sorcerer or Favored Soul levels, you gain additional spell points proportionate to the ratio of those levels to other classes)
Quality Armor Bonus +4Quality Armor Bonus +4: This item surrounds the wearer with an invisible but tangible field of force, granting +4 armor bonus to AC, just as though he were wearing armor.
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.
PhlebotomizingPhlebotomizing: This weapon is wickedly sharp and will do an additional 3 to 24 damage to targets that are vulnerable to bleeding.
Heartseeker IVHeartseeker IV: On Critical Hit: 9 to 54 Piercing damage from weapons with a x2 Critical Multiplier, 9 to 72 Piercing damage from weapons with a x3 Critical Multiplier, and 9 to 90 Piercing damage from weapons with a x4 or greater Critical Multiplier.
DestructionDestruction: On Hit: Your target gains a stack of Armor Destruction. (-1 penalty to Armor Class, -1% of its Fortification. 20 Second Duration. Stacks up to 15 times.) This effect may trigger once every three seconds.
Greater BleedingGreater Bleeding: This weapon is precisely sharp and will do an additional 5 to 40 damage to targets that are vulnerable to bleeding.
Heartseeker VIHeartseeker VI: On Critical Hit: 13 to 78 Piercing damage from weapons with a x2 Critical Multiplier, 13 to 104 Piercing damage from weapons with a x3 Critical Multiplier, and 13 to 130 Piercing damage from weapons with a x4 or greater Critical Multiplier.
Greater MaimingGreater Maiming: This weapon has a twisted haft or grip and spikes along its blade, head, or point. Whenever you score a critical hit with this weapon it deals an amount of extra untyped damage depending on its critical multiplier: x2 - 8 to 48, x3 - 12 to 72, x4 - 16 to 96.
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.
Purple 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.
MaimingMaiming: This weapon has a twisted haft or grip and spikes along its blade, head, or point. Whenever you score a critical hit with this weapon it deals an amount of extra untyped damage depending on its critical multiplier: x2 - 1 to 6, x3 - 2 to 12, x4 - 3 to 18.
Improved Vorpal Improved Vorpal: Passive: +0.5[W] damage dice. On Vorpal Hit: If your target has fewer than 1500 Hit Points, they are instantly slain. If your target has above 1500 Hit Points, they take 150 damage.
Insightful Wizardry IIPassive: +50 Insightful Bonus to Spell Points. (If you have Sorcerer or Favored Soul levels, you gain additional spell points proportionate to the ratio of those levels to other classes)
Quality Armor Bonus +2Quality Armor Bonus +2: This item surrounds the wearer with an invisible but tangible field of force, granting +2 armor bonus to AC, just as though he were wearing armor.
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.
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.
Improved Vorpal Improved Vorpal: Passive: +0.5[W] damage dice. On Vorpal Hit: If your target has fewer than 1500 Hit Points, they are instantly slain. If your target has above 1500 Hit Points, they take 150 damage.
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.
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.
Seeker +6 Seeker +6: Provides a +6 Enhancement bonus to confirm critical hits, and a +6 Enhancement bonus to critical hit damage (before multipliers are applied).
Yellow Augments: Standard augments provide bonuses to offensive stats, condition resistances and immunities, elemental resistances and DC spellcasting stats.
Seeker +14 Seeker +14: Provides a +14 Enhancement bonus to confirm critical hits, and a +14 Enhancement bonus to critical hit damage (before multipliers are applied).
Colorless 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.
Greater BleedingGreater Bleeding: This weapon is precisely sharp and will do an additional 5 to 40 damage to targets that are vulnerable to bleeding.
Improved ParalyzingImproved Paralyzing: Any creature struck by this weapon must succeed on a DC 28 Will save or be paralyzed. The target may attempt a new save to end the effect every several seconds; otherwise the paralysis lasts for 1 minute.
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.
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.
PhlebotomizingPhlebotomizing: This weapon is wickedly sharp and will do an additional 3 to 24 damage to targets that are vulnerable to bleeding.
ParalyzingParalyzing: Any creature struck by this weapon must succeed on a DC 15 Will save or be paralyzed. The target may attempt a new save to end the effect every several seconds; otherwise the paralysis lasts for 1 minute.
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.
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.
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.