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Buy DDO Platinum: Weapon Attribute(2)
BANE/SLAYING WEAPONS
Dragon Bane/Slaying works on - Dragons
Dwarf Bane/Slaying works on- Dwarves
Human Bane/Slaying works on- Humans
Elvan Bane/Slaying works on- Elves, Drow
Halfling Bane/Slaying works on- Halflings
Gobblinoid Bane/Slaying works on- Hobgoblins, Bugbears
Ooze Bane/Slaying works on - Oozes, jellies, slimes, puddings
Monstrous Humanoid Bane/Slaying works on- Minotaur's, Gargoyles, Wildmen
Vermin Bane/Slaying works on- Scorpions, Spiders
Animal Bane/Slaying works on - Black wolf, dog, Wolf
Reptilian Bane/Slaying works on- Kobalds, Troglodytes
Giant Bane/Slaying Works on- Giants, Ogres, Trolls
Gnoll Bane/Slaying works on - Ghnoll's
Undead Bane works on- Ghasts, Ghosts, Skeletons, Spectres, Wights, Wraiths, Zombies, Vampires, Mummies,Umbral Gargoyle, Shadow, Umbral Worg
Magical Beast Bane - winter wolves, worgs, Phase Spiders
Evil Outsider Bane works on - Fire Reaver, Ice Flenser, Flesh Renders, Thaarak Hounds, Hell Hounds, Quori stalkers, Fire Efreeti, Demon Queen
Lawful Outsider Bane works on - Hell Hounds, Quori stalkers
Chaotic Outsider Bane works on - Fire reavers, Flesh renders, tharaak hound
Aberration Bane works on- Beholders, Drow Scorpions, Rust monsters, mind Flayers
Construct bane works on- Iron/Clay/Inevitable golems, Warforged, Iron/Adamantine Defenders
Elemental Bane works on- Elementals (fire, earth)
(note on Mephets/djin : thies creatures are outsiders but are specific to thier type i.e. fire mephets are fire outsiders and so on and should be concidered when deciding on said weapon, note to my knowledge such bane types are not yet in game)
 
SPECIAL WEAPONS
Disruption- On a successful hit undead target takes DC check of 14 or is destroyed (Ghasts, Ghosts, Skeletons, Spectres, Wights, Wraiths, Zombies,Umbral Gargoyle, Shadow, Umbral Worg, Vampires and Mummies)
Smiting- On a successful critical hit Construct targets takes DC check of 23 or is destroyed (Iron/Clay/Inevitable golems, Warforged, Iron/Adamantine Defenders)
Vorpal- on a natural 20 and confirmed Critical creature loses head and dies
Banishing- On a successful critical hit and confirmed Critical target takes DC check of (24 will save) or is Banished (Elementals, Mephits, Fire Reaver, Ice Flenser, Flesh Renders, tharaak hounds)
Maladroit - Each successful hit lowers the targets Dexterity by 1
Crippling - on a critical hit targets movement slowed by half
Paralysing - On a successful hit target takes DC check of (17 will save) or is held (The creature is held so it cannot move but it is NOT considered helpless, thus you must still successfully hit the creature by beating its AC)
Destruction - On a successful hit target takes -4 AC (on a the first hit only)
Wounding - Each successful hit lowers the targets Constitution by 1
Weakening - Each successful hit lowers the targets Strength by 1
Puncturing - - on a critical hit target takes 1d6 Constitution damage
Enfeebling - Each successful critical hit lowers the targets Strength by 1d6
Strength Sapping - on a successful hit target must make a DC check (15 Fortitude save) or suffer -6 strength, -6 dexterity and -50% movement
Bone Breaking - on a critical hit target takes 1d6 Dexterity damage
Cursespewing - Each successful hit target must make a DC check (15 will save) or suffer a -4 to attack, saves, skills and abilities
Ghost touch - bypasses incorporeal creatures 50% miss rate
vicious - weapon does an extra 2D6 damage to target but does 1D6 damage to wielder in return
Righteous - +2 to hit and damage role verse evil creatures
Screaming - 1d6 sonci damage on every hit
Telekinetic - on a successful critical hit target must make a save DC17 or be knocked down
Raoring - (shaken) -2 to hit, skills, and saves/DC checks
Shatter - increases chance to Sunder*
Vertigo - increases chance to trip*
Weighted - increases chance to stunning blow*
Seeker - increases chance to Confirm Critical hits*
Tendon Slice - increases chance to Hamstring*
Backstabbing - (+) Bonus to attack and damage while sneak attacking*
 
 
           
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