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List of Cannith Crafting enchantments (historic)

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This list is a list of Cannith Crafting enchantments that can be added to items.

Shards that contain multiple effects are listed multiple times, with their effects listed in all possible permutations, and some of these effects are available from multiple shards (and sometimes recipes), but the effect is only listed once.

Enchantment Affix* Enchantment modifier Flexible Helm Goggles Heavy Armor Medium Armor Light Armor Clothing Docent Cloak Ring Bracers Trinket Necklace Gloves Belt Boots Main Off Ranged Notes
Absorption, Electrical 33% S 3
Absorption, Electrical 33%, Flexible S 3
Absorption, Fire 33% S 2
Absorption, Fire 33%, Flexible S 2
Absorption, Negative 20% S 3
Absorption, Negative 20%, Flexible S 3
AC: Armor +2 P 2
AC: Armor +3 P 3
AC: Armor +3, Flexible P 3
AC: Armor +4 P 4
AC: Armor +4, Flexible P 4
AC: Armor +5 P 5
AC: Armor +5, Flexible P 5
AC: Armor +6 P 6
AC: Armor +6, Flexible P 6
AC: Armor +7 P 7
AC: Armor +7, Flexible P 7
AC: Deflection +1 (Protection) S 1
AC: Deflection +2 & Save: Resistance, All +2 If True Neutral (Stability) S 1 Only useful for True Neutral
AC: Deflection +2 (Protection) S 2
AC: Deflection +3 (Protection) S 3
AC: Deflection +3 (Protection), Flexible S 3
AC: Deflection +4 & Save: Resistance, All +4 If True Neutral (Greater Stability) S 4 Only useful for True Neutral
AC: Deflection +4 (Protection) S 4
AC: Deflection +4 (Protection), Flexible S 4
AC: Deflection +5 (Protection) S 5
AC: Deflection +5 (Protection), Flexible S 5
AC: Deflection +6 & Save: Resistance, All +6 If True Neutral (Superior Stability) S 6 Only useful for True Neutral
AC: Insight +1 & Save: Insight, All +1 (Parrying I) S 2
AC: Insight +2 & Save: Insight, All +2 (Parrying IV) S 4
AC: Natural Armor +1 S 1
AC: Natural Armor +2 S 2
AC: Natural Armor +3 S 3
AC: Natural Armor +3, Flexible S 3
ACP -4 & Armor Max Dex +2 (Greater Nimbleness) S 2
Armor Max Dex +2 & ACP -4 (Greater Nimbleness) S 2
ASF: - 5% (Lesser Arcane Casting Dexterity) P 2
ASF: -10% (Twilight) P 3 ASF Only
ASF: -20% (Greater Twilight) P 5 ASF Only
ASF:- 5% (Lesser Arcane Sigil) P 1
ASF:-10% (Arcane Sigil) P 3
Bypass DR/Any Alignment (Aligned Item) P 3
Bypass DR/Any Metal (Mataline Item) P 3
Concealment 10% (Dusk) S 3
Concealment 10% (Dusk), Flexible S 3
DR 4/* vs Specific Damage Type (*block I) S 2
DR 6/* vs Specific Damage Type (*block II) S 3
DR: 5/magic (Invulnerability) S 3
Efficient Metamagic - Empower Healing I P 1
Efficient Metamagic - Empower Healing II P 2
Efficient Metamagic - Empower II P 2
Efficient Metamagic - Enlarge I P 1
Efficient Metamagic - Extend I P 1
Efficient Metamagic - Extend II P 2
Efficient Metamagic - Maximize I P 2
Efficient Metamagic - Maximize II P 3
Elemental Resistance: Enhancement, Specific Element 10 (*Basic*) S 3
Elemental Resistance: Enhancement, Specific Element 20 (Improved) S 4
Elemental Resistance: Enhancement, Specific Element 20 (Improved), Flexible S 4
Elemental Resistance: Enhancement, Specific Element 3 (Lesser) S 1
Elemental Resistance: Enhancement, Specific Element 30 (Greater) S 5
Elemental Resistance: Enhancement, Specific Element 30 (Greater), Flexible S 5
Feat: Mobility P 1 Not Metal Armor
Fortification: Enhancement 25% S 1
Fortification: Enhancement 75% S 3
Fortification: Enhancement 75%, Flexible S 3
Fortification: Enhancement 100% S 5
Fortification: Enhancement 100%, Flexible S 5
Fortification: Insight 10% (Construct Fortification) S 1
HP: False Life + 5 S 1
HP: False Life +10 S 3
HP: False Life +20 S 4
HP: False Life +20, Flexible S 4
HP: False Life +30 S 5
HP: False Life +30, Flexible S 5
Melee Attack Speed: Enhancement +10% (Melee Alacrity) S 2
Melee Attack Speed: Enhancement +10% (Melee Alacrity), Flexible S 2
Misc: Blindness Immunity P 2
Misc: Blood P 1
Misc: Blueshine P 1 Metal Armor Only
Misc: Deathblock P 3
Misc: Deathblock, Flexible P 3
Misc: Everbright S 2
Misc: Feather Fall P 1
Misc: Feather Fall, Flexible P 1
Misc: Ghost Touch P 1
Misc: Secret Door Detection DC 20 S 2
Misc: Secret Door Detection DC 20, Flexible S 2
Misc: True Seeing S 7
Misc: True Seeing, Flexible S 7
Misc: Underwater Action P 3
Misc: Underwater Action, Flexible P 3
On 20: Knock Down DC 17 Balance (Staggering Blow) S 3
On Crit: (mult+1)d6 to Opposed Allignemnt & On Hit: 2d6 to Opposed Alignment (Alignment Burst) P 4 Not Evil
On Crit: Damage, Sonic 2d6 & On Hit: Shaken (Roaring) P 2
On Crit: Damage, Specific Element (Crit Mult-1)d10 & On Hit: Damage, Specific Element 1d6 (Burst) P 2
On Crit: Damage, Untyped (Crit Mult-1)d6 (Maiming) S 1
On Crit: Knock Down DC 17 Balance (Telekinetic) P 2
On Crit: Nauseous (Stench) P 1
On Crit: Reduce Move 50% (Crippling) P 1
On Crit: Slow DC 15 Will (Slowburst) S 1
On Crit: Slow DC 28 Will (Improved Slowburst) S 3
On Crit: Stat Damage, Con 1d6 (Puncturing) S 2 Piercing Only
On Crit: Stat Damage, Dex 1d6 (Bonebreaking) S 2 Bludgeoning Only
On Crit: Stat Damage, Str 1d6 (Enfeebling) S 2
On Crit: Temp HP 15 (Bodyfeeder) P 3 Not Ranged
On Damage: Exhausted DC 15 Fort (Strength Sapping) P 4
On Damage: Hamstring 2% (Tendon Slice) S 1 Not Bludgeoning, Not Ranged
On Damage: Hamstring 4% (Tendon Slice) S 2 Not Bludgeoning, Not Ranged
On Damage: Hamstring 6% (Tendon Slice) S 3 Not Bludgeoning, Not Ranged
On Damage: Hamstring 8% (Tendon Slice) S 4 Not Bludgeoning, Not Ranged
On Damage: Heal 1 (Lesser Vampirism) S 3 Not Ranged
On Damage: Heal 1d3 (Vampirism) S 6 Not Ranged
On Hit: 2d6 to Opposed Alignment & On Crit: (mult+1)d6 to Opposed Allignemnt (Alignment Burst) P 4 Not Evil
On Hit: Armor Destruction/1s (Improved Destruction) S 5
On Hit: Armor Destruction/3s (Destruction) S 3
On Hit: Con Damage 1 If Bleedablle (Wounding) P 3 Not Bludgeoning
On Hit: Damage, Alignment 1d6 vs Not Good (Pure Good Weapon) S 2
On Hit: Damage, Alignment 1d6 vs Not Specific Alignment (True Aligned Weapon) P 1 Lawful and Chaotic Only
On Hit: Damage, Alignment 2d6 vs Specific Opposed Alignment & Bypass Specific Aligned DR (Aligned Weapon) P 2
On Hit: Damage, Bane 2d6 Feedback 3 (Vicious) P 1 Not Ranged, Feedback: 3 Bane damage to yourself as well
On Hit: Damage, Bane 2d6 vs Specific Creature Group S 2 Weapon Enhancement +2 vs Creature Group
On Hit: Damage, Bane 2d6 vs Specific Creature Group (Greater) S 3 Weapon Enhancement +4 vs Creature Group
On Hit: Damage, Bane 2d6 vs Specific Creature Group (Lesser) S 1 Weapon Enhancement +1 vs Creature Group
On Hit: Damage, Bleed 1d4 (Slicing) S 1
On Hit: Damage, Bleed 1d8 (Bleed) S 1
On Hit: Damage, Specific Element 1 (Touch) P 0
On Hit: Damage, Specific Element 1d6 P 1
On Hit: Damage, Specific Element 1d6 & On Crit: Damage, Specific Element (Crit Mult-1)d10 (Burst) P 2
On Hit: Shaken & On Crit: Damage, Sonic 2d6 (Roaring) P 2
On Hit: Sneak Attack Vulnerable ??% (Deception) S 1
On Hit: SR -3 for 9 sec (Shattermantle) S 1
On Hit: SR -6 for 9 sec (Improved Shattermantle) S 1
On Hit: Stat Damage, Dex 1 (Maladroit) P 3 Bludgeoning Only
On Hit: Stat Damage, Str 1 (Weakening) P 3
On Shield Bash: Damage, ? 1d6 (Bashing) S 1 Bludgeoning Only
On Shield Bash: Damage, piercing 1d6 (Spiked) S 1
On Vorpal: Curse 1d6 (Cursespewing) P 3
On Vorpal: Curse 2d6 (Improved Cursespewing) P 5
Ranged Attack Speed: Enhancement +10% (Ranged Alacrity) S 2
Ranged Attack Speed: Enhancement +10% (Ranged Alacrity), Flexible S 2
Regenerate: 1 HP / Minute S 3
Regenerate: 1 HP / Minute, Flexible S 3
Run Speed: Enhancement + 5% (Striding) P 1
Run Speed: Enhancement +10% (Striding) P 2
Run Speed: Enhancement +15% (Striding) P 3
Run Speed: Enhancement +15% (Striding), Flexible P 3
Run Speed: Enhancement +20% (Striding) P 4
Run Speed: Enhancement +20% (Striding), Flexible P 4
Save: Enhancement + 2 vs Poison (Proof Against Poison) P 1
Save: Enhancement + 4 vs Poison (Proof Against Poison) P 2
Save: Enhancement + 6 vs Disease (Proof Against Disease) P 3
Save: Enhancement + 6 vs Disease (Proof Against Disease), Flexible P 3
Save: Enhancement + 6 vs Poison (Proof Against Poison) P 3
Save: Enhancement + 8 vs Poison (Proof Against Poison) P 4
Save: Enhancement +10 vs Poison (Proof Against Poison) P 5
Save: Luck, All +1 & Skill: Luck, All +1 S 3
Save: Luck, All +1 & Skill: Luck, All +1, Flexible S 3
Save: Luck, All +2 & Skill: Luck, All +2 S 5
Save: Luck, All +2 & Skill: Luck, All +2, Flexible S 5
Save: Luck, Specific +1 S 2 Not Fort
Save: Resistance, All +1 S 1
Save: Resistance, All +2 S 2
Save: Resistance, All +2 & AC: Deflection +2 If True Neutral (Stability) S 1 Only useful for True Neutral
Save: Resistance, All +3 S 3
Save: Resistance, All +4 S 4
Save: Resistance, All +4 & AC: Deflection +4 If True Neutral (Greater Stability) S 4 Only useful for True Neutral
Save: Resistance, All +5 S 5
Save: Resistance, All +6 & AC: Deflection +6 If True Neutral (Superior Stability) S 6 Only useful for True Neutral
Save: Resistance, Enchantment +1 S 0
Save: Resistance, Enchantment +2 S 1
Save: Resistance, Enchantment +3 S 1
Save: Resistance, Enchantment +4 S 2
Save: Resistance, Enchantment +5 S 2
Save: Resistance, Enchantment +6 S 3
Save: Resistance, Specific +1 S 1
Save: Resistance, Specific +2 S 1
Save: Resistance, Specific +3 S 2
Save: Resistance, Specific +4 S 2
Save: Resistance, Specific +5 S 3
Seeker +2 P 1
Seeker +4 P 2
Seeker +6 P 3
Seeker +8 P 4
Skill: Competence, All Charisma +2 (Command) S 1
Skill: Competence, All Charisma +3 (Persuasion) S 2 Includes UMD
Skill: Competence, Specific + 1 S 1 Not UMD
Skill: Competence, Specific + 3 S 1 Not UMD
Skill: Competence, Specific + 5 S 2 Not UMD
Skill: Competence, Specific + 7 S 3 Not UMD
Skill: Competence, Specific +10 S 4 Not UMD
Skill: Competence, Specific +11 S 5 Not UMD
Skill: Competence, Specific +13 S 6 Not UMD
Skill: Enhancement, Perform +2 (Songblade) P 1
Skill: Luck, All +1 & Save: Luck, All +1 S 3
Skill: Luck, All +1 & Save: Luck, All +1, Flexible S 3
Skill: Luck, All +2 & Save: Luck, All +2 S 5
Skill: Luck, All +2 & Save: Luck, All +2, Flexible S 5
Sneak Attack Bonus +1 & +2 Dmg S 1
Sneak Attack Bonus +2 & +3 Dmg S 2
Sneak Attack Bonus +3 & +5 Dmg S 3
Sneak Attack Bonus +4 & +6 Dmg S 4
Sneak Attack Bonus +5 & +8 Dmg S 5
SP: Enhancement + 10 (Power I) S 1
SP: Enhancement + 20 (Power II) S 1
SP: Enhancement + 25 (Wizardry I) S 1
SP: Enhancement + 30 (Power III) S 1
SP: Enhancement + 40 (Power IV) S 2
SP: Enhancement + 50 (Power V) S 2
SP: Enhancement + 50 (Wizardry II) S 2
SP: Enhancement + 60 (Power VI) S 2
SP: Enhancement + 60 (Power VI), Flexible S 2
SP: Enhancement + 70 (Power VII) S 3
SP: Enhancement + 70 (Power VII), Flexible S 3
SP: Enhancement + 75 (Wizardry III) S 3
SP: Enhancement + 75 (Wizardry III), Flexible S 3
SP: Enhancement + 80 (Power VIII) S 3
SP: Enhancement + 80 (Power VIII), Flexible S 3
SP: Enhancement + 90 (Power IX) S 4
SP: Enhancement + 90 (Power IX), Flexible S 4
SP: Enhancement +100 (Magi) S 4
SP: Enhancement +100 (Magi), Flexible S 4
SP: Enhancement +100 (Power X) S 4
SP: Enhancement +100 (Power X), Flexible S 4
SP: Enhancement +125 (Wizardry V) S 5
SP: Enhancement +125 (Wizardry V), Flexible S 5
Spell Crit: Equipment, Specific +13% S 3 Not Light
Spell Crit: Equipment, Specific +14% S 4 Not Light
Spell Crit: Equipment, Specific +14%, Flexible S 4 Not Light
Spell Crit: Equipment, Specific +15% S 5 Not Light
Spell Crit: Equipment, Specific +15%, Flexible S 5 Not Light
Spell DC: Equipment, Specific School +1 S 2
Spell DC: Equipment, Specific School +2 P 4
Spell DC: Equipment, Specific School +2, Flexible P 4
Spell Penetration +1 P 1
Spell Penetration +2 P 3
Spell Power: Alchemical, Specific 5 (On Click) P 1 Force, Repair, Light, Negative, positive
Spell Power: Alchemical, Specific 10 (On Click) P 4 Force, Repair, Light, Negative, positive
Spell Power: Alchemical, Specific 15 (On Click) P 7 Force, Repair, Light, Negative, positive
Spell Power: Alchemical, Universal 3 (On Click) P 1
Spell Power: Alchemical, Universal 6 (On Click) P 4
Spell Power: Alchemical, Universal 9 (On Click) P 7
Spell Power: Equipment, Specific 30 P 1 Force, Repair, Light, Negative, positive
Spell Power: Equipment, Specific 36 P 2 Force, Repair, Light, Negative, positive
Spell Power: Equipment, Specific 42 P 3 Force, Repair, Light, Negative, positive
Spell Power: Equipment, Specific 48 P 4 Force, Repair, Light, Negative, positive
Spell Power: Equipment, Specific 48, Flexible P 4 Force, Repair, Light, Negative, positive
Spell Power: Equipment, Specific 54 P 5 Force, Repair, Light, Negative, positive
Spell Power: Equipment, Specific 54, Flexible P 5 Force, Repair, Light, Negative, positive
Spell Power: Equipment, Specific 60 P 6 Force, Repair, Light, Negative, positive
Spell Power: Equipment, Specific 60, Flexible P 6 Force, Repair, Light, Negative, positive
Spell Power: Equipment, Specific 66 P 7 Force, Repair, Light, Negative, positive
Spell Power: Equipment, Specific 66, Flexible P 7 Force, Repair, Light, Negative, positive
Spell Power: Equipment, Universal 20 P 1
Spell Power: Equipment, Universal 24 P 2
Spell Power: Equipment, Universal 28 P 3
Spell Power: Equipment, Universal 32 P 4
Spell Power: Equipment, Universal 32, Flexible P 4
Spell Power: Equipment, Universal 36 P 5
Spell Power: Equipment, Universal 36, Flexible P 5
Spell Resistance (13) S 2
Spell Resistance (15) S 3
Spell Resistance (17) S 4
Spell Resistance (19) S 5
Spell Resistance (19), Flexible S 5
Spell Resistance (20) S 6
Spell Resistance (20), Flexible S 6
Stat: Enhancement, Charisma +1 P 1
Stat: Enhancement, Charisma +2 P 2
Stat: Enhancement, Charisma +3 P 3
Stat: Enhancement, Charisma +4 P 4
Stat: Enhancement, Charisma +4, Flexible P 4
Stat: Enhancement, Charisma +5 P 5
Stat: Enhancement, Charisma +5, Flexible P 5
Stat: Enhancement, Charisma +6 P 6
Stat: Enhancement, Charisma +6, Flexible P 6
Stat: Enhancement, Constitution +1 P 1
Stat: Enhancement, Constitution +2 P 2
Stat: Enhancement, Constitution +3 P 3
Stat: Enhancement, Constitution +4 P 4
Stat: Enhancement, Constitution +4, Flexible P 4
Stat: Enhancement, Constitution +5 P 5
Stat: Enhancement, Constitution +5, Flexible P 5
Stat: Enhancement, Constitution +6 P 6
Stat: Enhancement, Constitution +6, Flexible P 6
Stat: Enhancement, Dexterity +1 P 1
Stat: Enhancement, Dexterity +2 P 2
Stat: Enhancement, Dexterity +2 & Weapon is Finessed (Finess) P 3 Must be Light
Stat: Enhancement, Dexterity +3 P 3
Stat: Enhancement, Dexterity +4 P 4
Stat: Enhancement, Dexterity +4, Flexible P 4
Stat: Enhancement, Dexterity +5 P 5
Stat: Enhancement, Dexterity +5, Flexible P 5
Stat: Enhancement, Dexterity +6 P 6
Stat: Enhancement, Dexterity +6, Flexible P 6
Stat: Enhancement, Intelligence +1 P 1
Stat: Enhancement, Intelligence +2 P 2
Stat: Enhancement, Intelligence +3 P 3
Stat: Enhancement, Intelligence +4 P 4
Stat: Enhancement, Intelligence +4, Flexible P 4
Stat: Enhancement, Intelligence +5 P 5
Stat: Enhancement, Intelligence +5, Flexible P 5
Stat: Enhancement, Intelligence +6 P 6
Stat: Enhancement, Intelligence +6, Flexible P 6
Stat: Enhancement, Strength +1 P 1
Stat: Enhancement, Strength +2 P 2
Stat: Enhancement, Strength +3 P 3
Stat: Enhancement, Strength +4 P 4
Stat: Enhancement, Strength +4, Flexible P 4
Stat: Enhancement, Strength +5 P 5
Stat: Enhancement, Strength +5, Flexible P 5
Stat: Enhancement, Strength +6 P 6
Stat: Enhancement, Strength +6, Flexible P 6
Stat: Enhancement, Wisdom +1 P 1
Stat: Enhancement, Wisdom +2 P 2
Stat: Enhancement, Wisdom +3 P 3
Stat: Enhancement, Wisdom +4 P 4
Stat: Enhancement, Wisdom +4, Flexible P 4
Stat: Enhancement, Wisdom +5 P 5
Stat: Enhancement, Wisdom +5, Flexible P 5
Stat: Enhancement, Wisdom +6 P 6
Stat: Enhancement, Wisdom +6, Flexible P 6
Tactical DC: Stun + 2 (Stunning) S 1 Bludgeoning & Not Ranged
Tactical DC: Stun + 4 (Stunning) S 2 Bludgeoning & Not Ranged
Tactical DC: Stun + 6 (Stunning) S 3 Bludgeoning & Not Ranged
Tactical DC: Stun + 8 (Stunning) S 4 Bludgeoning & Not Ranged
Tactical DC: Sunder + 2 (Shatter) S 1 Not Ranged
Tactical DC: Sunder + 4 (Shatter) S 2 Not Ranged
Tactical DC: Sunder + 6 (Shatter) S 3 Not Ranged
Tactical DC: Sunder + 8 (Shatter) S 4 Not Ranged
Tactical DC: Trip + 2 (Vertigo) S 1 Not Ranged
Tactical DC: Trip + 4 (Vertigo) S 1 Not Ranged
Tactical DC: Trip + 6 (Vertigo) S 1 Not Ranged
Tactical DC: Trip + 8 (Vertigo) S 1 Not Ranged
Threat, Melee +20% (Incite) S 3
Threat, Ranged and Spells - 15% (Stealth Strike) S 3
ToHit: Competence +1 (Attack Bonus) S 2
ToHit: Competence +2 (Attack Bonus) S 4
ToHit: Competence +2 (Attack Bonus), Flexible S 4
ToHit: Competence +4 (Attack Bonus) S 8
ToHit: Competence +4 (Attack Bonus), Flexible S 8
Turn Undead: Hit Dice +2 (Hallowed) P 2
Turn Undead: Hit Dice +6 (Silver Flame) P 3
Turn Undead: Hit Dice +6 (Silver Flame), Flexible P 3
Turn Undead: Level +2 (Sacred) S 1
Turn Undead: Lvl +2, Max HD +2, Total HD +4 (Eternal Faith) S 4
Turn Undead: Lvl +2, Max HD +2, Total HD +4 (Eternal Faith), Flexible S 4
Weapon Crit Range x2 (Impact) P 1 Bludgeoning Only
Weapon Crit Range x2 (Keen) P 1 Not Bludgeoning
Weapon is Finessed & Stat: Enhancement, Dexterity +2 (Finess) P 3 Must be Light
When Attacked: -2 AC (Unbalancing) P 1
When Hit: Blood Rage P 3
When Hit: Damage, Good 1d8 vs Undead (Lesser Undead Guard) P 2
When Hit: Damage, Piercing 1d8 (Thorn Guard) P 2
When Hit: Damage, Sonic 1d6 (Sonic Guard) P 2
When Hit: Damage, Specific Element 1d4 (Retributive I) P 1
When Hit: Damage, Specific Element 2d4 (Retributive II) P 2
When Hit: Fear (Fearsome) P 3
When Hit: Rage 10% (Vengeful) P 1
When Hit: Remove Fear ??% (Lionheart) P 1
When Hit: Temp HP 15, 10% chance (Lifeshield Item) P 3
When Hit: Temp HP 15, 10% chance (Lifeshield Weapon) P 3 Ranged Only
*P=Prefix; S=Sufix