| Items | Crafting | Collectables | Quests | Challenges | Maps | Monsters | Places | Favor Races | Classes | Enhancements | Epic Destinies | Feats | Skills | Spells | Glossary We are testing a new skin! Let us know what you think.
|
| Please create an account or log in to build a reputation and unlock more editing privileges, and then visit DDO wiki's IRC Chat if you need any help! |
Named raid loot
Unlike other items on Named quest rewards, special items from raids are all Bind to Character on Acquire and drop only at special raid end chests, or at 20th, 40th and so on reward lists (see raid loot mechanic). Items from Tempest Spine, The Twilight Forge (pre-instance for The Titan Awakes), The Chronoscope and so on are not considered "raid loot" for these purposes, as none of them follow the mechanic.
[edit] Plane of Night (Velah, the Red Dragon warded chest)
Level 10 raid
- Azure Necklace of Prophecy - Necklace: Magnetism +48Magnetism +48: Provides a +48 Equipment bonus to wearer's Electricity Spell Power., Lightning Resistance Lightning Resistance: This property absorbs the first 10 points of lightning damage per attack that the wearer would normally take.
- Belt of the Mroranon - Belt: Strength +6 Strength +6: This item gives the wearer the power of Ogre Strength, granting a +6 enhancement bonus to Strength., Moderate FortificationModerate Fortification: This suit of armor or shield produces a magical force that protects vital areas of the wearer much more effectively. When a critical hit or sneak attack is scored on the wearer, there is a 75% chance that the critical hit or sneak attack is negated and damage is instead rolled normally.
- Cloak of the Silver Concord - Cloak: Charisma +2 Charisma +2: This item makes the wearer have more flair, granting a +2 enhancement bonus to Charisma., Haggle +10Haggle +10: Provides a +10 competence bonus to the wearer's Haggle which is a Passive Charisma based skill which allows you to negotiate better prices with vendors., Diplomacy +10Diplomacy +10: Provides a +10 competence bonus to the wearer's Diplomacy which is an Active Charisma based skill which allows you to negotiate more effectively with certain NPCs and to encourage monsters to find targets other than yourself. (15 second cooldown), Persuasion
- Crimson Necklace of Prophecy - Necklace: Combustion +48Combustion +48: Provides a +48 Equipment bonus to wearer's Fire Spell Power., Fire Resistance Fire Resistance: This property absorbs the first 10 points of fire damage per attack that the wearer would normally take.
- The Disciplinator - Rune Arm: Smiting Weapons, Exceptional Fortification (10%), Rune Arm Imbue: Electrical II, Maximum Charge Tier: III
- Docent of Grace - +2 Docent: Dexterity +5 Dexterity +5: This item makes the wearer more nimble and dexterous, granting a +5 enhancement bonus to Dexterity., Tumble +5Tumble +5: Provides a +5 competence bonus to the wearer's Tumble which is a Passive Dexterity based skill which allows you to tumble and roll away from attacking enemies. Tumbling can be accomplished by blocking and using a movement key. A skill rating > 30 allows you to dive to the side and do backflips instead of rolling., Balance +5Balance +5: Provides a +5 competence bonus to the wearer's Balance which is a Passive Dexterity based skill which increases the speed with which you get up after being knocked down.
- Dragon's Eye - Trinket: MagiMagi: This item grants the wearer +100 maximum spell points. Sorcerers and Favored Souls gain up to double spell points from items., Efficacy When activated, this effect provides a +6 Alchemical bonus to your Universal Spell Power for one minute.
Caster level: {{{4}}} ~ - ~ ~ - ~ ~ - ~ ~ - ~ ~ - ~ ~ - ~ Charges: {{{5}}} ({{{6}}}/day) - Hammer of Life - +4 Maul+4 Maul: (1d10+4 20/x3): The largest of the hammers, often created with a wedge-shaped head for splitting logs.: +2 Natural armor bonus, Heal +10Heal +10: Provides a +10 competence bonus to the wearer's Heal which is an Active/Passive Wisdom based skill which allows you to revive unconscious and bleeding companions to 1 hit point (each attempt requires one healing kit). Also, the character with the highest Heal skill is used when using Rest shrines to dictate how much health is recovered. Does not affect Warforged characters. (1 second cooldown), Repair +10Repair +10: Provides a +10 competence bonus to the wearer's Repair which is an Active/Passive Intelligence based skill which allows you to restore a disabled warforged character to 1 hit point (each attempt requires one repair kit). Also, the character with the highest Repair skill is used when using Rest shrines to dictate how much health is recovered. Only affects Warforged characters. (1 second cooldown), Restoration
- Helm of the Mroranon - Helm: Wisdom +6 Wisdom +6: This item makes the wearer more in tune with her surroundings, granting a +6 enhancement bonus to Wisdom., Intimidate +7Intimidate +7: Provides a +7 competence bonus to the wearer's Intimidate which is an Active Charisma based skill which allows you to intimidate certain NPCs and to draw the attention of monsters while in battle. You will suffer a -4 penalty to your intimidate skill for every size category you are smaller than the creature your are trying to intimidate, or +4 for every size category your are larger. Halflings suffer a -4 penalty to Intimidate due to their small size. (15 second cooldown)
- Ironweave Robe - Robe: +5 Armor bonus, Wizardry IIWizardry II: This item grants the wearer +50 maximum spell points. Sorcerers and Favored Souls gain up to double spell points from items., Magnetism +54Magnetism +54: Provides a +54 Equipment bonus to wearer's Electricity Spell Power.
- Kundarak Delving Boots - Boots: Continuous Freedom of Movement, Move Silently +5Move Silently +5: Provides a +5 competence bonus to the wearer's Move Silently which is a Passive Dexterity based skill which allows you to sneak past monsters, avoiding their hearing. It ties directly into the feat Sneak.
- Kundarak Delving Goggles - Goggles: Blindness ImmunityBlindness Immunity: grants its wearer immunity to blindness effects., Spot +10Spot +10: Provides a +10 competence bonus to the wearer's Spot which is a Passive Wisdom based skill which allows you to notice hidden doors, traps, objects, and hidden enemies nearby -- without having to explicitly Search for them. No die roll is involved. If your score is high enough you will always succeed and if it's too low you'll never find something., Disable Device +10Disable Device +10: Provides a +10 competence bonus to the wearer's Disable Device which is an Active Intelligence based skill which can be used to disarm traps in dungeons. Requires that the control box of the trap has been located by a successful Search check. If the Disable Device check succeeds, you disable the trap. If it fails by < 5, you have failed but can try again. If you fail by 5+ the control box explodes (causing some damage to those in an area around the box) and can't be used again (the trap will remain dangerous, of course!). Using this skill consumes one thieves' tool.
- Kundarak Delving Suit - +5 Mithral Chainmail (Armor 10, Max Dex 6, ASF 20%, Light Armor): Silent Moves, Search +5Search +5: Provides a +5 competence bonus to the wearer's Search which is an Active Intelligence based skill which allows you to find hidden doors, traps, and objects when activated. Note that (like Spot) there is no die roll involved. If your score is high enough you will always succeed and if it's too low you'll never find something. (1 second cooldown)
- Kundarak Warding Bracers - Bracers: Constitution +3 Constitution +3: This item gives the wearer improved health, granting a +3 enhancement bonus to Constitution., Resistance Save +3Resistance Save +3: This item offers magical protection in the form of +3 resistance bonus on all saves., Protection +3Protection +3: This item protects its wearer by granting a +3 deflection bonus to AC.
- Kundarak Warding Shield - +5 Heavy steel shield: Resistance Save +2Resistance Save +2: This item offers magical protection in the form of +2 resistance bonus on all saves.
- Ring of the Silver Concord - Ring: Charisma +4 Charisma +4: This item makes the wearer have more flair, granting a +4 enhancement bonus to Charisma., Protection +2Protection +2: This item protects its wearer by granting a +2 deflection bonus to AC., Command
- Ruby Encrusted Gauntlets - Gloves: Flame Strike
- Silver Necklace of Prophecy - Necklace:Glaciation +0Glaciation +0: Provides a +0 Equipment bonus to wearer's Cold Spell Power., Cold Resistance Cold Resistance: This property absorbs the first 10 points of cold damage per attack that the wearer would normally take.
- Stonemeld Plate Armor - +4 Full plate: DR 5/-Damage Reduction 5/-: Reduces all physical damage by 5., Camouflage
- Sword of Shadow - +5 Greatsword+5 Greatsword: (2d6+5 18-20/x3): The largest of the swords, this weapon can only be used with two hands.: AdamantineAdamantine: Adamantine weapons may bypass the damage reduction of certain items and creatures.
- Epic Helm of the Red Dragon - Helm: Fire Shield (fire), Strength +7 Strength +7: This item gives the wearer the power of Ogre Strength, granting a +7 enhancement bonus to Strength.,Magma Surge GuardMagma surge: This item stores the immeasurable heart of the planet's molten mantle. When the wearer of this item is successfully attacked in melee, superheated magma occasionally surges to the surface, slowing an enemy down and inflicting massive fire damage over time., Improved Fire Augmentation IXImproved Fire Augmentation IX: Increases the wearer's caster level when casting ninth level or lower Fire spells by three., Yellow Augment SlotYellow Augments
- Elemental Resistance: +5 to +35
- Spell points: Power I (10 sp) to Archmagi (200 sp)
- Move speed: Striding 5% to 30%
- Feather Falling, Underwater Action (ML4)
- Proof Against Disease, Poison: +2 to +10
- Blindness Immunity, Fear Immunity (ML8)
- Deathblock (ML12)
- Spell Focus (ML16), Greater Spell Focus (ML24)
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
- +2 Ability tomes (Bind to character)
- +4 Ability tomes (Bind to character, Epic Difficulty only)
- Flawless Red Dragon Scale (Unbound, Epic Difficulty only)
[edit] The Titan Awakes (Warforged Titan warded chest)
Level 12 raid
- Battle Coin - Trinket: Heal Moderate Wounds, Attack Bonus +1, ML:9
- Belt of Brute Strength - Belt: Strength +6 Strength +6: This item gives the wearer the power of Ogre Strength, granting a +6 enhancement bonus to Strength., Greater False LifeGreater False Life: Grants the wearer +30 maximum hit points., ML:9
- Bereavement - +5 Battleaxe+5 Battleaxe: (1d8+5 20/x3): A sturdy, broad-headed Axe used as a weapon, especially among dwarves.: Keen, Seeker +10Seeker +10: A +10 Seeker item will add +10 to your confirm critical roll and +10 to your critical damage.(Before multipliers are applied), ML:10
- Bravo's Sword - +3 Shortsword+3 Shortsword: (1d6+3 19-20/x2): The smallest of the swords, light enough to be used as an offhand weapon but too large to be considered a dagger.: Sneak Attack Bonus +5Sneak Attack Bonus +5: Provides a +5 to attack bonus and a +8 to damage for any attack that would qualify as a Sneak Attack, even if the wielder is not a Rogue., ML:10
- Centurion Armor - +5 Full plate: (Armor 13, Max Dex 2), Reflex Save +4Reflex Save +4: This item gives a +4 resistance bonus to your Reflex saving throws., ML:10
- Chattering Ring - Ring: Spot +13Spot +13: Provides a +13 competence bonus to the wearer's Spot which is a Passive Wisdom based skill which allows you to notice hidden doors, traps, objects, and hidden enemies nearby -- without having to explicitly Search for them. No die roll is involved. If your score is high enough you will always succeed and if it's too low you'll never find something., Dodge Bonus 3%Dodge Bonus 3%: This item protects its wearer by granting a 3% Insight bonus to your chance to dodge enemy attacks., Move Silently -10Move Silently -10: Gives a -10 competence penalty to the wearer's Move Silently which is a Passive Dexterity based skill which allows you to sneak past monsters, avoiding their hearing. It ties directly into the feat Sneak., ML:9
- Gyroscopic Boots of Striding - Boots: Striding +30%Striding +30%: Makes the wearer more fleet of foot, giving a 30% bonus to run speed., Balance +10Balance +10: Provides a +10 competence bonus to the wearer's Balance which is a Passive Dexterity based skill which increases the speed with which you get up after being knocked down., ML:9
- Insulated Armor - +4 MithralMithral: Mithral armor is one type lighter then normal. Arcane Spell Failure decreased by 10%. Maximum dexterity bonus increased by 2. Armor check penalty reduced by 3. Half plate (ASF 10%): Lightning Resistance Lightning Resistance: This property absorbs the first 10 points of lightning damage per attack that the wearer would normally take., Lightning Bolt WardLightning Bolt Ward: grants its wearer immunity to Lightning Bolt effects., ML:10
- Jungle Cloak - Cloak: Hide +10Hide +10: Provides a +10 competence bonus to the wearer's Hide which is a Passive Dexterity based skill which allows you to sneak past monsters, avoiding their sight. Hide ties directly into the feat Sneak., Regrowth (minor heal over time on self), ML:9
- Nullcloth Gown - Robe: Fire Resistance Fire Resistance: This property absorbs the first 10 points of fire damage per attack that the wearer would normally take., Lightning Resistance Lightning Resistance: This property absorbs the first 10 points of lightning damage per attack that the wearer would normally take., Cold Resistance Cold Resistance: This property absorbs the first 10 points of cold damage per attack that the wearer would normally take., Spell Resistance (20)Spell Resistance (20): This item grants its wearer 20 spell resistance., Magical Null (15% spell failure chance, for even divine casters), ML:10
- Rattle Charm - Necklace: Proof Against Poison, Greater Acid LoreGreater Acid Lore: Your Acid spells gain additional 9% chance to make critical hits and their critical multiplier increase by 0.25x, Greater Sonic LoreGreater Sonic Lore: Your Sonic spells gain additional 9% chance to make critical hits and their critical multiplier increase by 0.25x, ML:9
- Seven Fingered Gloves - Gloves: Use Magical Device +5Use Magical Device +5: Provides a +5 competence bonus to the wearer's Use Magical Device which is a Passive Charisma based skill which grants you the ability to use magic devices which you could not normally use., -10% ASF, Open Lock +11Open Lock +11: Provides a +11 competence bonus to the wearer's Open Lock which is an Active Dexterity based skill which allows you to attempt to open locked doors, chests, and other objects. Using the skill consumes one thieves’ tool., Disable Device +11Disable Device +11: Provides a +11 competence bonus to the wearer's Disable Device which is an Active Intelligence based skill which can be used to disarm traps in dungeons. Requires that the control box of the trap has been located by a successful Search check. If the Disable Device check succeeds, you disable the trap. If it fails by < 5, you have failed but can try again. If you fail by 5+ the control box explodes (causing some damage to those in an area around the box) and can't be used again (the trap will remain dangerous, of course!). Using this skill consumes one thieves' tool., ML:9
- Shining Crescents - +5 Sickle: (two-handed, 2d6 damage) AdamantineAdamantine: Adamantine weapons may bypass the damage reduction of certain items and creatures., Vertigo +6, Tendon Slice +6, ML:10
- Skull Fetish Mask - Helm: Charisma +6 Charisma +6: This item makes the wearer have more flair, granting a +6 enhancement bonus to Charisma., Void Lore Void Lore: Your Negative spells gain additional 6% chance to make critical hits and their critical multiplier increase by 0.25x, ML:9
- Titanic Docent - +5 Docent: Titan Shield (DR 30/-Damage Reduction 30/-: Reduces all physical damage by 30. and Spell Resistance (30)Spell Resistance (30): This item grants its wearer 30 spell resistance. for 15 seconds), ML:10
- Visor of Concentration - Goggles: Spot -7Spot -7: Gives a -7 competence penalty to the wearer's Spot which is a Passive Wisdom based skill which allows you to notice hidden doors, traps, objects, and hidden enemies nearby -- without having to explicitly Search for them. No die roll is involved. If your score is high enough you will always succeed and if it's too low you'll never find something., Concentration +10Concentration +10: Provides a +10 competence bonus to the wearer's Concentration which is a Passive Constitution based skill which allows you a chance to continue casting a spell after being damaged or otherwise interrupted. Allows monks to retain Ki., Repair Lore Repair Lore: Your Repair and Rust spells gain additional 6% chance to make critical hits and their critical multiplier increase by 0.25x, Ice Lore Ice Lore: Your Ice spells gain additional 6% chance to make critical hits and their critical multiplier increase by 0.25x, Reconstruction +48Reconstruction +48: Provides a +48 Equipment bonus to wearer's Repair and Rust Spell Power., Glaciation +48Glaciation +48: Provides a +48 Equipment bonus to wearer's Cold Spell Power., ML:9
- Titan's Fist - Rune Arm: Force Shot, Intelligence +6 Intelligence +6: This item focuses the power of the wearer's mind, granting a +6 enhancement bonus to Intelligence. (bugged and not working), Major Kinetic LoreMajor Kinetic Lore: Your Force spells gain additional 9% chance to make critical hits and their critical multiplier increase by 0.50x, Rune Arm Imbue: Force III, Craftable Rune Arm: (+4) [ML: 5, BtCoA]
- +2 Ability tomes, ML:7
[edit] Zawabi's Revenge (Queen Lailat warded chest)
Level 12 raid
- Bracers of the Demon's Consort - Bracers: Demonic curse, Demonic shield, Demonic retribution, Demonic Drain
- Bramble-Casters - Gloves: Greater Spearblock, Thorn GuardThorn: Armour with this property stings those that attack the wearer, causing 1d8 piercing damage on a successful melee attack.
- Chaosblade +5 Khopesh+5 Khopesh: (1d8+5 19-20/x3): An ancient sword with a heavy spine and a single blade.: AnarchicAnarchic: An anarchic weapon is chaotically aligned and infused with the power of chaos. It makes the weapon chaos-aligned and thus bypasses the corresponding damage reduction. It deals an extra 2d6 damage against all of lawful alignment., True ChaosTrue Chaos: This weapon is infused with the power of true chaos. It does an additional 1d6 damage to non-chaotic targets and can only be wielded by chaotic aligned characters., Lesser Vampirism
- Cloak of the Zephyr - Cloak: Blurry, Invisibility (spell)
- Demon Scale Armor - +5 Scale mail (treated as Light armor, ASF 15%): Proof Against PoisonProof Against Poison: grants its wearer immunity to poison effects., Improved Lightning ResistanceImproved Lightning Resistance: This property absorbs the first 20 points of lightning damage per attack that the wearer would normally take.
- Dustless Boots - Boots: Striding +20%Striding +20%: Makes the wearer more fleet of foot, giving a 20% bonus to run speed., Hide +11Hide +11: Provides a +11 competence bonus to the wearer's Hide which is a Passive Dexterity based skill which allows you to sneak past monsters, avoiding their sight. Hide ties directly into the feat Sneak., Move Silently +15Move Silently +15: Provides a +15 competence bonus to the wearer's Move Silently which is a Passive Dexterity based skill which allows you to sneak past monsters, avoiding their hearing. It ties directly into the feat Sneak.
- Green Blade +5 Kukri+5 Kukri: (1d4+5 18-20/x2): A heavy, curved knife with a sharp edge on the inside of the curve.: Force BurstForce Burst: This weapon is humming with magical force. A force weapon deals an extra 1d6 force damage on a successful hit. In addition critical hits deal an amount of extra force damage depending on the weapon's critical multiplier: x2 - 1d10. x3 - 2d10. x4 - 3d10., Greater Arcane LoreGreater Arcane Lore: Your Universal spells gain additional 9% chance to make critical hits and their critical multiplier increase by 0.25x
- Lion-headed Belt Buckle - Belt: Strength +4 Strength +4: This item gives the wearer the power of Ogre Strength, granting a +4 enhancement bonus to Strength., Constitution +4 Constitution +4: This item gives the wearer improved health, granting a +4 enhancement bonus to Constitution., Roar, Immunity to FearImmunity to Fear: grants its wearer immunity to fear effects.
- Marilith Chain - +5 Chainmail (ACP 0): Taint of Evil, Seeker +6Seeker +6: A +6 Seeker item will add +6 to your confirm critical roll and +6 to your critical damage.(Before multipliers are applied), Shatter +6, DR 5/Good or lawfulDamage Reduction 5/Good or lawful: Reduces physical damage by 5, except from Good or lawful weapons.
- Pouch of Jerky - Trinket: Heal +11Heal +11: Provides a +11 competence bonus to the wearer's Heal which is an Active/Passive Wisdom based skill which allows you to revive unconscious and bleeding companions to 1 hit point (each attempt requires one healing kit). Also, the character with the highest Heal skill is used when using Rest shrines to dictate how much health is recovered. Does not affect Warforged characters. (1 second cooldown), Greater False LifeGreater False Life: Grants the wearer +30 maximum hit points., Eat jerky
- Sandstorm Glasses - Goggles: Blindness ImmunityBlindness Immunity: grants its wearer immunity to blindness effects., True Seeing
- Seal of the Earth - Ring: Natural armor bonus +3, Acid Resistance Acid Resistance: This property absorbs the first 10 points of acid damage per attack that the wearer would normally take., Stoneskin
- Shining Crest of St. Markus - Helm: Deathblock, Devotion +66Devotion +66: Provides a +66 Equipment bonus to wearer's Positive (Healing) Spell Power., Lesser Healing LoreLesser Healing Lore: Your Healing spells gain additional 6% chance to make critical hits and their critical multiplier increase by 0.00x
- Staff of Arcane Power - +2 Quarterstaff+2 Quarterstaff: (1d6+2 20/x2): A long, stout staff used as a simple weapon. Often favored by wizards or common folk.: +2 Good luck, Spell Selection for Staff of Arcane PowerSpell Selection for Staff of Arcane Power:
Caster Level:12 Charges: 25 (1/day)
- Unbound explorer items usually found in the Sands of the Menechtarun
- +3 Ability tomes in both (BTC) and (BTA) varieties
- +4 Ability tomes (BTC) (Extremely rare drop)
- Any desert shard or seal
[edit] The Reaver's Fate (Stormreaver warded chest)
Level 14 raid
Update 12 modified the raid loot to be upgradeable and changed it in some other ways. This list shows the new items. U12.3 allows for Pre-U12 versions of this loot to be converted to new upgradable versions at the Stormreaver Monument.
- Amulet of the Stormreaver - Necklace - Protection +4Protection +4: This item protects its wearer by granting a +4 deflection bonus to AC., Greater Lightning ResistanceGreater Lightning Resistance: This property absorbs the first 30 points of lightning damage per attack that the wearer would normally take., Chain Lightning
- Upgrade: Protection +4Protection +4: This item protects its wearer by granting a +4 deflection bonus to AC. & Greater Lightning ResistanceGreater Lightning Resistance: This property absorbs the first 30 points of lightning damage per attack that the wearer would normally take. → Superior Lightning ResistanceSuperior Lightning Resistance: This property absorbs the first 40 points of lightning damage per attack that the wearer would normally take. & Protection +5Protection +5: This item protects its wearer by granting a +5 deflection bonus to AC.
- Cloudburst - +5 Greatsword+5 Greatsword: (2d6+5 19-20/x2): The largest of the swords, this weapon can only be used with two hands. - Shocking BurstShocking Burst: This weapon is sheathed in crackling electricity. A shocking weapon deals an extra 1d6 of electical damage on a successful hit. In addition critical hits deal an amount of extra electric damage depending on the weapon's critical multiplier: x2 - 1d10. x3 - 2d10. x4 - 3d10., CloudburstCloudburst: Every hit from this weapon has a chance to trigger a Cloudburst, striking its target with lightning and dealing sonic damage to surrounding enemies through a powerful thunderclap.
- Upgrade: Adds Lightning StrikeLightning Strike: This weapon stores the power of a volatile thunderstorm deep within. Occasionally, this dynamic power comes to the surface, devastating enemies with a massive lightning strike.
- Dreamspitter - +5 Quarterstaff+5 Quarterstaff: (1d6+5 20/x2): A long, stout staff used as a simple weapon. Often favored by wizards or common folk. (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%.) - Greater Evil Outsider BaneGreater Evil Outsider Bane: A bane weapon excels at attacking one type or subtype of creature. Against Evil Outsiders, this weapon's effective enhancement bonus is +4 better than it's normal enhancement bonus. It deals an extra 3d6 points of damage against the foe., Greater Enchantment FocusGreater Enchantment Focus: Your Enchantment spells have the DC to resist them increased by +2., Life Stealing, Suppressed Power HolyHoly: A holy weapon is imbued with holy power. This power makes the weapon good-aligned. Evil characters wielding this weapon suffer a negative level. The weapon deals an extra 2d6 damage agains all targets of evil alignment. (BtA)- Upgrade: - Adds Force BurstForce Burst: This weapon is humming with magical force. A force weapon deals an extra 1d6 force damage on a successful hit. In addition critical hits deal an amount of extra force damage depending on the weapon's critical multiplier: x2 - 1d10. x3 - 2d10. x4 - 3d10.
- Gauntlets of Eternity - Gloves - Heal +13Heal +13: Provides a +13 competence bonus to the wearer's Heal which is an Active/Passive Wisdom based skill which allows you to revive unconscious and bleeding companions to 1 hit point (each attempt requires one healing kit). Also, the character with the highest Heal skill is used when using Rest shrines to dictate how much health is recovered. Does not affect Warforged characters. (1 second cooldown), Repair +13Repair +13: Provides a +13 competence bonus to the wearer's Repair which is an Active/Passive Intelligence based skill which allows you to restore a disabled warforged character to 1 hit point (each attempt requires one repair kit). Also, the character with the highest Repair skill is used when using Rest shrines to dictate how much health is recovered. Only affects Warforged characters. (1 second cooldown), Devotion +60Devotion +60: Provides a +60 Equipment bonus to wearer's Positive (Healing) Spell Power., Major Healing LoreMajor Healing Lore: Your Healing spells gain additional 9% chance to make critical hits and their critical multiplier increase by 0.50x, Eternal Faith
- Upgrade: - Heal +13Heal +13: Provides a +13 competence bonus to the wearer's Heal which is an Active/Passive Wisdom based skill which allows you to revive unconscious and bleeding companions to 1 hit point (each attempt requires one healing kit). Also, the character with the highest Heal skill is used when using Rest shrines to dictate how much health is recovered. Does not affect Warforged characters. (1 second cooldown), Repair +13Repair +13: Provides a +13 competence bonus to the wearer's Repair which is an Active/Passive Intelligence based skill which allows you to restore a disabled warforged character to 1 hit point (each attempt requires one repair kit). Also, the character with the highest Repair skill is used when using Rest shrines to dictate how much health is recovered. Only affects Warforged characters. (1 second cooldown), Devotion +60Devotion +60: Provides a +60 Equipment bonus to wearer's Positive (Healing) Spell Power. → Heal +15Heal +15: Provides a +15 competence bonus to the wearer's Heal which is an Active/Passive Wisdom based skill which allows you to revive unconscious and bleeding companions to 1 hit point (each attempt requires one healing kit). Also, the character with the highest Heal skill is used when using Rest shrines to dictate how much health is recovered. Does not affect Warforged characters. (1 second cooldown), Repair +15Repair +15: Provides a +15 competence bonus to the wearer's Repair which is an Active/Passive Intelligence based skill which allows you to restore a disabled warforged character to 1 hit point (each attempt requires one repair kit). Also, the character with the highest Repair skill is used when using Rest shrines to dictate how much health is recovered. Only affects Warforged characters. (1 second cooldown), Devotion +72Devotion +72: Provides a +72 Equipment bonus to wearer's Positive (Healing) Spell Power.
- Head of Good Fortune - Trinket - Good Luck +2, Moderate FortificationModerate Fortification: This suit of armor or shield produces a magical force that protects vital areas of the wearer much more effectively. When a critical hit or sneak attack is scored on the wearer, there is a 75% chance that the critical hit or sneak attack is negated and damage is instead rolled normally.
- Upgrade: Moderate FortificationModerate Fortification: This suit of armor or shield produces a magical force that protects vital areas of the wearer much more effectively. When a critical hit or sneak attack is scored on the wearer, there is a 75% chance that the critical hit or sneak attack is negated and damage is instead rolled normally. → Heavy FortificationHeavy Fortification: This suit of armor or shield produces a magical force that protects vital areas of the wearer much more effectively. When a critical hit or sneak attack is scored on the wearer, there is a 100% chance that the critical hit or sneak attack is negated and damage is instead rolled normally., Gains Dodge Bonus +2
- Madstone Boots - Boots - Dexterity +4 Dexterity +4: This item makes the wearer more nimble and dexterous, granting a +4 enhancement bonus to Dexterity., Potency +48Potency +48: Provides a +48 Equipment bonus to wearer's Universal Spell Power., Striding +20%Striding +20%: Makes the wearer more fleet of foot, giving a 20% bonus to run speed., Madstone Rage, unlisted Madstone Reaction
- Upgrade: Dexterity +4 Dexterity +4: This item makes the wearer more nimble and dexterous, granting a +4 enhancement bonus to Dexterity., Potency +48Potency +48: Provides a +48 Equipment bonus to wearer's Universal Spell Power., & Striding +20%Striding +20%: Makes the wearer more fleet of foot, giving a 20% bonus to run speed. → Dexterity +6 Dexterity +6: This item makes the wearer more nimble and dexterous, granting a +6 enhancement bonus to Dexterity., Potency +52Potency +52: Provides a +52 Equipment bonus to wearer's Universal Spell Power., & Striding +30%Striding +30%: Makes the wearer more fleet of foot, giving a 30% bonus to run speed.
- Madstone Shield - +5 Tower shield (GemGem: Items made of gem are generally extremely durable and have a very high hardness. Most commonly used to make trinkets and docents., Max Dex 3, Blocking DR 11 (base 6)) - Tower Shield Proficiency
- Upgrade: Gains Improved BashingImproved Bashing: This shield does an additional 2d6 bludgeoning damage when used to shield bash. and Shield Bashing - 10%
- Ring of Lies - Ring - Charisma +6 Charisma +6: This item makes the wearer have more flair, granting a +6 enhancement bonus to Charisma., Diplomacy +10Diplomacy +10: Provides a +10 competence bonus to the wearer's Diplomacy which is an Active Charisma based skill which allows you to negotiate more effectively with certain NPCs and to encourage monsters to find targets other than yourself. (15 second cooldown), Bluff +10Bluff +10: Provides a +10 competence bonus to the wearer's Bluff which is an Active Charisma based skill which allows you to bluff certain NPCs or make a monster vulnerable to a sneak attack. After a one second pause for disruption of bluff, if successful it draws the attention of the selected target. This can be done with out disturbing sneak mode. This works as mob pulling skill., Haggle +10Haggle +10: Provides a +10 competence bonus to the wearer's Haggle which is a Passive Charisma based skill which allows you to negotiate better prices with vendors., Perform +10Perform +10: Provides a +10 competence bonus to the wearer's Perform which is a Passive Charisma based skill which allows you to use and improve your musical ability to inspire and fascinate others. This skill is required for Bards to be able to use their Bardic Music., Deception, Hidden Effect: Increases threat generated by spellcasting by 15%
- Upgrade: Deception becomes Improved Deception, Adds: Exceptional Charisma Skills +1
- Stormreaver's Napkin - Cloak - Intelligence +6 Intelligence +6: This item focuses the power of the wearer's mind, granting a +6 enhancement bonus to Intelligence., Spell Focus Mastery
- Upgrade: Adds Spell Penetration VII Spell Penetration VII: Your Level 7 and lower spells gain a +2 to the die roll to penetrate the target's Spell Resistance.
- Tenderizer - +5 Morningstar+5 Morningstar: (1d8+5 20/x2): A simple weapon comprised of a round, spiked head and a long haft. - AdamantineAdamantine: Adamantine weapons may bypass the damage reduction of certain items and creatures., Impact, Stunning +10Stunning +10: Gives +10 to the DC of any Stunning Blow attempts made with that weapon. This weapon also has a 3% chance on-hit to make DC 33 fortitude check to stun the monster., Strength +2 Strength +2: This item gives the wearer the power of Ogre Strength, granting a +2 enhancement bonus to Strength.
- Upgrade: Adds Bone Breaking and SpikesSpikes: The sharp spikes on this item deal an additional 1d6 piercing damage when used to strike an enemy.
- Treason - +5 Shortsword+5 Shortsword: (1d6+5 19-20/x2): The smallest of the swords, light enough to be used as an offhand weapon but too large to be considered a dagger. - Expanded Threat Range: 18-20, Keen, Sneak Attack Bonus +3Sneak Attack Bonus +3: Provides a +3 to attack bonus and a +5 to damage for any attack that would qualify as a Sneak Attack, even if the wielder is not a Rogue., Deception, Treason, Armor-Piercing - 10%, uses Dex mod or Str mod for Attack and Damage, whichever is highest.
- Upgrade: Sneak Attack Bonus +3Sneak Attack Bonus +3: Provides a +3 to attack bonus and a +5 to damage for any attack that would qualify as a Sneak Attack, even if the wielder is not a Rogue. & Armor-Piercing - 10% → Sneak Attack Bonus +4Sneak Attack Bonus +4: Provides a +4 to attack bonus and a +6 to damage for any attack that would qualify as a Sneak Attack, even if the wielder is not a Rogue. & Armor-Piercing - 15%
- Ventilated Bracers - Bracers - Armor Bonus +6Armor Bonus +6: This item surrounds the wearer with an invisible but tangible field of force, granting +6 armor bonus to AC, just as though he were wearing armor., Enhanced Disable Device +3Enhanced Disable Device +3: Provides a +3 enhancement bonus to the wearer's Disable Device which is an Active Intelligence based skill which can be used to disarm traps in dungeons. Requires that the control box of the trap has been located by a successful Search check. If the Disable Device check succeeds, you disable the trap. If it fails by < 5, you have failed but can try again. If you fail by 5+ the control box explodes (causing some damage to those in an area around the box) and can't be used again (the trap will remain dangerous, of course!). Using this skill consumes one thieves' tool., Enhanced Open Lock +3Enhanced Open Lock +3: Provides a +3 enhancement bonus to the wearer's Open Lock which is an Active Dexterity based skill which allows you to attempt to open locked doors, chests, and other objects. Using the skill consumes one thieves’ tool., Air GuardAir: This Weapon stores the incredible, dynamic power of the air deep within. When the user of this weapon is successfully attacked on melee, this power occasionally comes to the surface, knocking enemies over or speeding up the wearer with rushing winds.
- Upgrade: Armor Bonus +6Armor Bonus +6: This item surrounds the wearer with an invisible but tangible field of force, granting +6 armor bonus to AC, just as though he were wearing armor., Enhanced Disable Device +3Enhanced Disable Device +3: Provides a +3 enhancement bonus to the wearer's Disable Device which is an Active Intelligence based skill which can be used to disarm traps in dungeons. Requires that the control box of the trap has been located by a successful Search check. If the Disable Device check succeeds, you disable the trap. If it fails by < 5, you have failed but can try again. If you fail by 5+ the control box explodes (causing some damage to those in an area around the box) and can't be used again (the trap will remain dangerous, of course!). Using this skill consumes one thieves' tool., & Enhanced Open Lock +3Enhanced Open Lock +3: Provides a +3 enhancement bonus to the wearer's Open Lock which is an Active Dexterity based skill which allows you to attempt to open locked doors, chests, and other objects. Using the skill consumes one thieves’ tool. → Armor Bonus +7Armor Bonus +7: This item surrounds the wearer with an invisible but tangible field of force, granting +7 armor bonus to AC, just as though he were wearing armor.,Enhanced Disable Device +5Enhanced Disable Device +5: Provides a +5 enhancement bonus to the wearer's Disable Device which is an Active Intelligence based skill which can be used to disarm traps in dungeons. Requires that the control box of the trap has been located by a successful Search check. If the Disable Device check succeeds, you disable the trap. If it fails by < 5, you have failed but can try again. If you fail by 5+ the control box explodes (causing some damage to those in an area around the box) and can't be used again (the trap will remain dangerous, of course!). Using this skill consumes one thieves' tool., & Enhanced Open Lock +5Enhanced Open Lock +5: Provides a +5 enhancement bonus to the wearer's Open Lock which is an Active Dexterity based skill which allows you to attempt to open locked doors, chests, and other objects. Using the skill consumes one thieves’ tool.
- Seal of the Stormreaver - Allows you to upgrade 1 item. (Binds to Account) (Drops only on hard and elite)
- +3 Ability tomes (Binds to Character)
- Note: All items are Binds to Character except the Seals and the Dreamspitter - which is Bound to Account until you unlock the Supressed Power.
[edit] See Also
For a list of versions of these items that no longer drop, see: The Reaver's Fate loot history.
[edit] Ascension Chamber (Black Abbot warded chest)
Level 17 raid
Ascension Chamber's loot have gone through several changes.
[edit] Current
Update 12 modified the raid loot to be upgradeable and changed it in some other ways. This list shows the new items. For reference on the pre-U12 stats, see Ascension Chamber loot history. Most items in inventory that were acquired before U12 are also upgradeable, see Fountain of Necrotic Might for details.
- Breeze - +5 Quarterstaff+5 Quarterstaff: (1d10+5 19-20/x2): A long, stout staff used as a simple weapon. Often favored by wizards or common folk.: (1d10+5 19-20/x2), ScreamingScreaming: Screaming weapons emit a piercing screech whenever they are used to make a successful attack. This screech does an additional 1d6 sonic damage., RoaringRoaring: This weapon causes targets to become shaken and, on a critical hit, does 2d6 sonic damage to the target., Telekinetic, Slicing WindsSlicing Winds: This weapon stores the cyclonic might of a windstorm within. When this weapon is used, this power can come to the surface as a series of rushing, cutting winds that deal slashing damage to the target over several seconds., DEX used for ATK/DMG mods
- Upgrade: Telekinetic → Greater Telekinetic and adds Greater Sirocco
- Circle of Hatred - Ring: Harm (3/day), Intimidate +15Intimidate +15: Provides a +15 competence bonus to the wearer's Intimidate which is an Active Charisma based skill which allows you to intimidate certain NPCs and to draw the attention of monsters while in battle. You will suffer a -4 penalty to your intimidate skill for every size category you are smaller than the creature your are trying to intimidate, or +4 for every size category your are larger. Halflings suffer a -4 penalty to Intimidate due to their small size. (15 second cooldown), Resistance +5Resistance +5: This item offers magical protection in the form of a +5 resistance bonus to saving throws., Incite +20%This weapon increases the threat generated by melee damage by 20% Exclusive
- Upgrade: Incite +20%This weapon increases the threat generated by melee damage by 20% → Incite +30%This weapon increases the threat generated by melee damage by 30%, Charges increase to Harm (5/day)
- Deific Diadem - Helm: Lesser Heighten (3/day), Wisdom +6 Wisdom +6: This item makes the wearer more in tune with her surroundings, granting a +6 enhancement bonus to Wisdom., Intelligence +6 Intelligence +6: This item focuses the power of the wearer's mind, granting a +6 enhancement bonus to Intelligence.
- Upgrade: Charges increase to Lesser Heighten (5/day)
- Enduring Conviction - +5 Longsword+5 Longsword: (1d8+5 19-20/x2): A classic straight-bladed sword usable in one hand. This weapon is commonly associated with knighthood and valor.: Evil Outsider BaneEvil Outsider Bane: A bane weapon excels at attacking one type or subtype of creature. Against Evil Outsiders, this weapon's effective enhancement bonus is +2 better than it's normal enhancement bonus. It deals an extra 2d6 points of damage against the foe., Absolute LawAbsolute Law: This weapon is infused with the ultimate power of law. It does an additional 2d6 damage to non-lawful targets and can only be wielded by lawful aligned characters., Greater GoodGreater Good: This weapon is infused with the ultimate power of good. It does an additional 2d6 damage to non-good targets and can only be wielded by good aligned characters., requires Good alignment or UMD of 30 (no need to be Lawful)
- Upgrade: Evil Outsider BaneEvil Outsider Bane: A bane weapon excels at attacking one type or subtype of creature. Against Evil Outsiders, this weapon's effective enhancement bonus is +2 better than it's normal enhancement bonus. It deals an extra 2d6 points of damage against the foe. → Greater Evil Outsider BaneGreater Evil Outsider Bane: A bane weapon excels at attacking one type or subtype of creature. Against Evil Outsiders, this weapon's effective enhancement bonus is +4 better than it's normal enhancement bonus. It deals an extra 3d6 points of damage against the foe.
- Litany of the Dead - Trinket, Turn the Page, Taint of Evil, Litany of the Dead - Ability Bonus, Litany of the Dead - Combat Bonus
- Upgrade: Taint of Evil is removed
- Noxious Embers - Necklace: Lesser Maximize (3/day),Combustion +0Combustion +0: Provides a +0 Equipment bonus to wearer's Fire Spell Power., Efficient Metamagic - Enlarge IEfficient Metamagic - Enlarge I: Additional SP cost for Enlarge Metamagic is reduced by 1 SP., Arcane Lore Arcane Lore: Your Universal spells gain additional 6% chance to make critical hits and their critical multiplier increase by 0.25x
- Upgrade: Arcane Lore Arcane Lore: Your Universal spells gain additional 6% chance to make critical hits and their critical multiplier increase by 0.25x → Greater Arcane LoreGreater Arcane Lore: Your Universal spells gain additional 9% chance to make critical hits and their critical multiplier increase by 0.25x, Charges increase to (5/day)
- Purging the Pantheon - Belt: Moderate FortificationModerate Fortification: This suit of armor or shield produces a magical force that protects vital areas of the wearer much more effectively. When a critical hit or sneak attack is scored on the wearer, there is a 75% chance that the critical hit or sneak attack is negated and damage is instead rolled normally., Protection +5, Quell (spell) (3/day), Exclusive
- Upgrade: Moderate FortificationModerate Fortification: This suit of armor or shield produces a magical force that protects vital areas of the wearer much more effectively. When a critical hit or sneak attack is scored on the wearer, there is a 75% chance that the critical hit or sneak attack is negated and damage is instead rolled normally. → Heavy FortificationHeavy Fortification: This suit of armor or shield produces a magical force that protects vital areas of the wearer much more effectively. When a critical hit or sneak attack is scored on the wearer, there is a 100% chance that the critical hit or sneak attack is negated and damage is instead rolled normally.
- Shroud of the Abbot - Robe: Armor Bonus +4, Natural armor bonus +4, Boon of UndeathBoon of Undeath: Undead take solice in the hate of others. Every time a character wearing a Boon of Undeath item is struck in combat, an Inflict Light Wounds spell will be cast on the character., Major Void LoreMajor Void Lore: Your Negative spells gain additional 9% chance to make critical hits and their critical multiplier increase by 0.50x, Major Lightning LoreMajor Lightning Lore: Your Electricity spells gain additional 9% chance to make critical hits and their critical multiplier increase by 0.50x, Improved Light ResistanceImproved Light Resistance: This property absorbs the first 20 points of light damage per attack that the wearer would normally take.
- Upgrade: Improved Light ResistanceImproved Light Resistance: This property absorbs the first 20 points of light damage per attack that the wearer would normally take. → Greater Light ResistanceGreater Light Resistance: This property absorbs the first 30 points of light damage per attack that the wearer would normally take.
- Staff of the Petitioner - +5 Quarterstaff+5 Quarterstaff: (1d6+5 20/x2): A long, stout staff used as a simple weapon. Often favored by wizards or common folk.: Power Store, Greater Enchantment FocusGreater Enchantment Focus: Your Enchantment spells have the DC to resist them increased by +2., Greater Necromancy FocusGreater Necromancy Focus: Your Necromancy spells have the DC to resist them increased by +2., Concentration +5Concentration +5: Provides a +5 competence bonus to the wearer's Concentration which is a Passive Constitution based skill which allows you a chance to continue casting a spell after being damaged or otherwise interrupted. Allows monks to retain Ki., Spell Penetration VIII Spell Penetration VIII: Your Level 8 and lower spells gain a +2 to the die roll to penetrate the target's Spell Resistance.
- Upgrade: GainsPotency +0Potency +0: Provides a +0 Equipment bonus to wearer's Universal Spell Power.
- Quiver of Alacrity - Quiver: Ranged Alacrity, Capacity 1,500 / 3 Slot
- Upgrade: Gains Striding +30%Striding +30%: Makes the wearer more fleet of foot, giving a 30% bonus to run speed.
- Unwavering Ardency - +3 Longbow+3 Longbow: (2d12+3 19-20/x3): A large, curved, wooden bow, often nearly as tall as a human. This weapon is popular among elves and rangers.: Immunity to FearImmunity to Fear: grants its wearer immunity to fear effects., Flaming BurstFlaming Burst: This weapon is sheathed in fire. A fire weapon deals an extra 1d6 fire damage on a successful hit. In addition critical hits deal an amount of extra fire damage depending on the weapon's critical multiplier: x2 - 1d10. x3 - 2d10. x4 - 3d10., Smoke Screen
- Upgrade: Gains Blinding Embers
- Vile Blasphemy - Gloves: Power Drain (1/day), Dexterity +6 Dexterity +6: This item makes the wearer more nimble and dexterous, granting a +6 enhancement bonus to Dexterity., Use Magical Device +3Use Magical Device +3: Provides a +3 competence bonus to the wearer's Use Magical Device which is a Passive Charisma based skill which grants you the ability to use magic devices which you could not normally use.
- Upgrade: Power Drain (1/day) → Power Drain (3/day), Gains: Greater Dispelling GuardGreater dispelling: This item is infused with a power that purges out the magical energies of those that strike the wearer. When the wearer is hit in melee it will apply a Greater Dispel Magic effect to the attacker, stripping away its protective spells.
- Wretched Twilight - Cloak: Ghostly,Nullification +0Nullification +0: Provides a +0 Equipment bonus to wearer's Negative (Necrotic) Spell Power., Stealth Strike, Sneak Attack Bonus +4Sneak Attack Bonus +4: Provides a +4 to attack bonus and a +6 to damage for any attack that would qualify as a Sneak Attack, even if the wielder is not a Rogue.
- Upgrade: Sneak Attack Bonus +4Sneak Attack Bonus +4: Provides a +4 to attack bonus and a +6 to damage for any attack that would qualify as a Sneak Attack, even if the wielder is not a Rogue. → Sneak Attack Bonus +5Sneak Attack Bonus +5: Provides a +5 to attack bonus and a +8 to damage for any attack that would qualify as a Sneak Attack, even if the wielder is not a Rogue., Gains: Major Void LoreMajor Void Lore: Your Negative spells gain additional 9% chance to make critical hits and their critical multiplier increase by 0.50x
- +3 Ability tomes (BTC)
- Seal of the Black Abbot (BTA) (Drops only on Hard and Elite)
Bug: For all items with clicky charges except the Litany of the Dead and Purging the Pantheon, the altar claims the items gain more charges than they actually gain (the amount of extra charges you don't get is equal to the base amount). This is likely just a display error, but could be intended that they do gain these charges. Either way, its a bug.
[edit] See also
For a list of older versions that no longer drop, see: Ascension Chamber loot history.
[edit] A Vision of Destruction
Level 18 Raid
- Main Raidloot chest (Warded appearance):
- Bard's Cloak - Cloak: Charisma +6 Charisma +6: This item makes the wearer have more flair, granting a +6 enhancement bonus to Charisma., Perform +15Perform +15: Provides a +15 competence bonus to the wearer's Perform which is a Passive Charisma based skill which allows you to use and improve your musical ability to inspire and fascinate others. This skill is required for Bards to be able to use their Bardic Music., Greater Command
- Bracers of the Glacier - Bracers: Glacial AssaultGlacial Assault: With 2 items equipped - Glaciation +72. With 3 items equipped - Glaciation +78, Spell Penetration VIII Spell Penetration VIII: Your Level 8 and lower spells gain a +2 to the die roll to penetrate the target's Spell Resistance., ArchmagiArchmagi:This item grants the wearer +200 maximum spell points. Sorcerers and Favored Souls gain up to double spell points from items., Fire ShieldFire Shield: (cold version, 10% chance when attacked)
- Gloves of the Glacier - Gloves: Glacial AssaultGlacial Assault: With 2 items equipped - Glaciation +72. With 3 items equipped - Glaciation +78, Efficient Metamagic - Maximize IIEfficient Metamagic - Maximize II: Additional SP cost for Maximize Metamagic is reduced by 4 SP., Efficient Metamagic - Extend IIEfficient Metamagic - Extend II: Additional SP cost for Extend Metamagic is reduced by 2 SP.
- Enlightened Vestments - Outfit: Armor Bonus +6Armor Bonus +6: This item surrounds the wearer with an invisible but tangible field of force, granting +6 armor bonus to AC, just as though he were wearing armor., Banishing FistsBanishing Fists: (unarmed crit on 20 become Banishing), Wisdom +6 Wisdom +6: This item makes the wearer more in tune with her surroundings, granting a +6 enhancement bonus to Wisdom.
- Full Plate of the Defender - +5 Mithral full plate: Heavy FortificationHeavy Fortification: This suit of armor or shield produces a magical force that protects vital areas of the wearer much more effectively. When a critical hit or sneak attack is scored on the wearer, there is a 100% chance that the critical hit or sneak attack is negated and damage is instead rolled normally., Attack Bonus +2, Protection +4Protection +4: This item protects its wearer by granting a +4 deflection bonus to AC.
- Tharne's Goggles - Goggles: Tharne's WrathTharne's Wrath: With 2 items equipped - Ghost Touch and -20% Melee Threat. With 3 items equipped - Feather Falling., Sneak Attack Bonus +5Sneak Attack Bonus +5: Provides a +5 to attack bonus and a +8 to damage for any attack that would qualify as a Sneak Attack, even if the wielder is not a Rogue., True Seeing, Search +15Search +15: Provides a +15 competence bonus to the wearer's Search which is an Active Intelligence based skill which allows you to find hidden doors, traps, and objects when activated. Note that (like Spot) there is no die roll involved. If your score is high enough you will always succeed and if it's too low you'll never find something. (1 second cooldown), Spot +15Spot +15: Provides a +15 competence bonus to the wearer's Spot which is a Passive Wisdom based skill which allows you to notice hidden doors, traps, objects, and hidden enemies nearby -- without having to explicitly Search for them. No die roll is involved. If your score is high enough you will always succeed and if it's too low you'll never find something.
- Tharne's Bracers - Bracers: Tharne's WrathTharne's Wrath: With 2 items equipped - Ghost Touch and -20% Melee Threat. With 3 items equipped - Feather Falling., Dexterity +6 Dexterity +6: This item makes the wearer more nimble and dexterous, granting a +6 enhancement bonus to Dexterity., Armor Bonus +6Armor Bonus +6: This item surrounds the wearer with an invisible but tangible field of force, granting +6 armor bonus to AC, just as though he were wearing armor.
- Yellow Dopant - which can be used to deconstruct Green Steel Weapons or Accessories
- +3 Ability tomes (BTC, hard and elite only)
- Raid loot side chest (small box appearance, hard and elite only):
- Omniscience - Heightened Awareness 4, Exceptional Resistance +2 (Reflex), Exceptional Fortification (25%)Exceptional Fortification (25%): This magical effect produces a magical force that protects vital areas of the wearer more effectively. When a critical hit or sneak attack is scored on the wearer, there is a 25% chance that the critical hit or sneak attack is negated and the damage is instead rolled normally. This effect stacks with other fortification bonuses except itself.
- Vengeful Protector - +5 Mithral Large Shield, Incite +10%This weapon increases the threat generated by melee damage by 10%, Healing Amplification - 10%Healing Amplification - 10%: This effect amplifies all incoming positive energy healing by 10% (includes spells, potions, and other effects)., Holy BurstHoly Burst: A holy weapon is imbued with holy power. This power makes the weapon good-aligned and thus bypasses the corresponding damage reduction. It deals an extra 2d6 damage against all of evil alignment. In addition critical hits deal an amount of extra damage depending on the weapon's critical multiplier: x2 - 3d6. x3 - 4d6. x4 - 5d6., Bugged Shield Bashing - 20% This shield adds a 20% chance to make a secondary shield bash when attacking. This stacks with bonuses granted by any relevant feats.
- Divine Vengeance that becomes:
- Divine Vengeance - +5 Cold Iron Longsword in the hands of any character
- Divine Vengeance - +5 Cold Iron Longsword: HolyHoly: A holy weapon is imbued with holy power. This power makes the weapon good-aligned. Evil characters wielding this weapon suffer a negative level. The weapon deals an extra 2d6 damage agains all targets of evil alignment., AxiomaticAxiomatic: An axiomatic weapon is lawfully aligned and infused with the power of law. It makes the weapon law-aligned and thus bypasses the corresponding damage reduction. It deals an extra 2d6 damage against all of chaotic alignment. in the hands of a Lawful character
- Divine Vengeance - +5 Cold Iron Longsword: Holy BurstHoly Burst: A holy weapon is imbued with holy power. This power makes the weapon good-aligned and thus bypasses the corresponding damage reduction. It deals an extra 2d6 damage against all of evil alignment. In addition critical hits deal an amount of extra damage depending on the weapon's critical multiplier: x2 - 3d6. x3 - 4d6. x4 - 5d6., Axiomatic BurstAxiomatic Burst: An axiomatic weapon is lawfully aligned and infused with the power of law. It makes the weapon law-aligned and thus bypasses the corresponding damage reduction. It deals an extra 2d6 damage against all of chaotic alignment. In addition critical hits deal an amount of extra damage depending on the weapon's critical multiplier: x2 - 3d6. x3 - 4d6. x4 - 5d6., Spell Resistance (30)Spell Resistance (30): This item grants its wearer 30 spell resistance. in the hands of a character with 1-19 Paladin levels
- Divine Vengeance - +5 Cold Iron Longsword: Holy BurstHoly Burst: A holy weapon is imbued with holy power. This power makes the weapon good-aligned and thus bypasses the corresponding damage reduction. It deals an extra 2d6 damage against all of evil alignment. In addition critical hits deal an amount of extra damage depending on the weapon's critical multiplier: x2 - 3d6. x3 - 4d6. x4 - 5d6., Axiomatic BurstAxiomatic Burst: An axiomatic weapon is lawfully aligned and infused with the power of law. It makes the weapon law-aligned and thus bypasses the corresponding damage reduction. It deals an extra 2d6 damage against all of chaotic alignment. In addition critical hits deal an amount of extra damage depending on the weapon's critical multiplier: x2 - 3d6. x3 - 4d6. x4 - 5d6., Spell Resistance (35)Spell Resistance (35): This item grants its wearer 35 spell resistance., RadianceRadiance: This weapon is imbued with a brilliant, radiant power that deals an additional 4d6 points of light damage and blinds the target on a successful critical hit., Greater Dispelling in the hands of a level 20 Paladin
[edit] Hound of Xoriat
Level 18 Raid
- Main Raidloot Chest (Warded chest appearance)
- Breastplate of Destruction - +5 Mithral Breastplate: Protection +4Protection +4: This item protects its wearer by granting a +4 deflection bonus to AC., Destruction
- Chain Shirt of Crippling - +5 Mithral Chain shirt: Protection +4Protection +4: This item protects its wearer by granting a +4 deflection bonus to AC., Crippling
- Levik's Bracers - Bracers: Levik's DefenderLevik's Defender: With 2 items equipped - +3 Insight Bonus to AC, 20% Additional Melee Threat, Unlisted Fortitude and Will Save +1 (Stacks with most but not Parrying/Greater Parrying). With 3 items equipped - +5 insight AC, 30% Additional Melee Threat (Threat stacks, but only with non-like amounts), Healing Amplification - 20%Healing Amplification - 20%: This effect amplifies all incoming positive energy healing by 20% (includes spells, potions, and other effects)., Strength +6 Strength +6: This item gives the wearer the power of Ogre Strength, granting a +6 enhancement bonus to Strength.
- Levik's Defender - +5 Mithral Tower shield (Blocking DR 15 (base 8)): Levik's DefenderLevik's Defender: With 2 items equipped - +3 Insight Bonus to AC, 20% Additional Melee Threat, Unlisted Fortitude and Will Save +1 (Stacks with most but not Parrying/Greater Parrying). With 3 items equipped - +5 insight AC, 30% Additional Melee Threat (Threat stacks, but only with non-like amounts), Sonic GuardSonic: This item blasts those that attack the wearer, causing 1d6 sonic damage on a successful melee attack., Healer's BountyHealer's Bounty: 2% chance of casting Heal spell when damaged.
- Lorikk's Champion - +5 MithralMithral: Mithral armor is one type lighter then normal. Arcane Spell Failure decreased by 10%. Maximum dexterity bonus increased by 2. Armor check penalty reduced by 3. Large Shield (Blocking DR 15 (base 8)): Lorikk's ChampionLorikk's Champion: With 2 items equipped - Provides a +72 Equipment bonus to healing spell power. With 3 items equipped - Provides a +78 Equipment bonus to healing spell power., Eternal Faith, Panacea
- MithralMithral: Mithral armor is one type lighter then normal. Arcane Spell Failure decreased by 10%. Maximum dexterity bonus increased by 2. Armor check penalty reduced by 3. material on this shield is currently broken, players still suffer -15% Arcane spell failure and -1 Armor check penalty
- Lorrik's Necklace - Necklace: Lorikk's ChampionLorikk's Champion: With 2 items equipped - Provides a +72 Equipment bonus to healing spell power. With 3 items equipped - Provides a +78 Equipment bonus to healing spell power., Wisdom +6 Wisdom +6: This item makes the wearer more in tune with her surroundings, granting a +6 enhancement bonus to Wisdom., Wizardry VIWizardry VI: This item grants the wearer +150 maximum spell points. Sorcerers and Favored Souls gain up to double spell points from items., Efficient Metamagic - Empower Healing IIEfficient Metamagic - Empower Healing II: Additional SP cost for Empower Healing Metamagic is reduced by 2 SP.
- Ring of Thelis - Ring: Efficient Metamagic - Empower IIEfficient Metamagic - Empower II: Additional SP cost for Empower Metamagic is reduced by 2 SP., Wizardry VIIWizardry VII: This item grants the wearer +175 maximum spell points. Sorcerers and Favored Souls gain up to double spell points from items., Spell Resistance (22)Spell Resistance (22): This item grants its wearer 22 spell resistance.
- Tumbleweed - Ring: Attack Bonus +2, Dexterity +6 Dexterity +6: This item makes the wearer more nimble and dexterous, granting a +6 enhancement bonus to Dexterity., Tumble +10Tumble +10: Provides a +10 competence bonus to the wearer's Tumble which is a Passive Dexterity based skill which allows you to tumble and roll away from attacking enemies. Tumbling can be accomplished by blocking and using a movement key. A skill rating > 30 allows you to dive to the side and do backflips instead of rolling.
- +3 Ability tomes (BTC, hard and elite difficulty only)
- Raidloot Side chest (Small box appearance, Hard and Elite only)
- Thaarak Wraps - +5 Handwraps+5 Handwraps: (1d3(1d2 for Halflings)+5 20/x2): Handwraps enhance unarmed attacks.: Acid BlastAcid Blast: This weapon is sheathed in corrosive acid. Critical hits with this weapon deal an amount of extra acid damage depending on the weapon's critical multiplier: x2 - 1d10. x3 - 2d10. x4 - 3d10. Additionally, if you roll a 20 when attacking and confirm the critical hit, the weapon blasts your target, doing 4d6 more acid damage., Acid BurstAcid Burst: This weapon is sheathed in corrosive acid. An acid weapon deals an extra 1d6 acid damage on a successful hit. In addition critical hits deal an amount of extra acid damage depending on the weapon's critical multiplier: x2 - 1d10. x3 - 2d10. x4 - 3d10., Thaarak CorrosionThaarak Corrosion: Like a Thaarak Hound's vitriolic breath, this weapon is corrosive and can damage enemies over time. Occasionally, it applies a lasting effect to its targets that deals 2d4 acid damage every second for 6 seconds. If the effect is reapplied before it has a chance to wear off, the duration will reset and stack up to three times., NightmaresNightmares: This weapon terrorizes your foes, applying a mind thrust effect on successful hits (dealing 5d8 force damage, will vs. enchantments negates) and exposing your foes to their greatest fears on vorpal hits, acting as a Phantasmal Killer spell., Inherent (10) Acid ResistanceInherent (10) Acid Resistance: This property absorbs the first 10 stacking points of acid damage per attack that the wearer would normally take., Phantasmal Killer
- Bonesplitter - +5 Greatclub+5 Greatclub: (1d10 +5 17-20 / x2): A more formidable version of a simple club, this two-handed weapon is occasionally reinforced with spikes or bands of iron.: FracturingFracturing: This weapon is ideal for breaking bones and does 2d6 damage to targets that have skeletons or are made of bone., BonesplitterBonesplitter: This weapon is powerful enough to shatter the bones of those it strikes. On an attack roll of 20 which is confirmed a critical hit, the weapon breaks multiple bones in the target's body, causing significant impairment. Creatures with skeletons take 40d6 damage and will have their movement and attacks slowed by 25% and their attack damage reduced by 25% when their bones are shattered., Blunt Trauma, Impact, 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 - 1d6. x3 - 2d6. x4 - 3d6.
- Bracelet of Madness - Bracers: Potency +48Potency +48: Provides a +48 Equipment bonus to wearer's Universal Spell Power., Arcane Lore Arcane Lore: Your Universal spells gain additional 6% chance to make critical hits and their critical multiplier increase by 0.25x, Greater Evocation FocusGreater Evocation Focus: Your Evocation spells have the DC to resist them increased by +2., Feeds Off Madness
[edit] Tower of Despair (Horoth warded chest)
Level 20 Raid
All Minimum Level 18, Bind to Character, and Exclusive.
See also:
- Amara's Band - Ring: Wisdom +6 Wisdom +6: This item makes the wearer more in tune with her surroundings, granting a +6 enhancement bonus to Wisdom., Exceptional Charisma +1Exceptional Charisma +1: This item makes the wearer have more flair, granting a bonus to Charisma that stacks with all other bonuses except Exceptional Charisma +1., Exorcist of the Silver FlameExorcist of the Silver Flame: 3 additional Turn Undead attempts., Incredible Potential
- Ann Velsing's Band - Ring: Strength +6 Strength +6: This item gives the wearer the power of Ogre Strength, granting a +6 enhancement bonus to Strength., Exceptional Charisma +1Exceptional Charisma +1: This item makes the wearer have more flair, granting a bonus to Charisma that stacks with all other bonuses except Exceptional Charisma +1., Hunter of the DeadHunter of the Dead: 3 extra uses of Remove Disease per rest. If have Hunter of the Dead III Enhancement: additional weapon damage versus Undead., Incredible Potential
- Band of Siberys - Ring: Strength +6 Strength +6: This item gives the wearer the power of Ogre Strength, granting a +6 enhancement bonus to Strength., Exceptional Charisma +1Exceptional Charisma +1: This item makes the wearer have more flair, granting a bonus to Charisma that stacks with all other bonuses except Exceptional Charisma +1., Defender of SiberysDefender of Siberys: 15% additional threat from melee attacks. If have Defender of Siberys III enhancement: +2 AC (Stacking), Incredible Potential
- Calitomes' Ring - Ring: Charisma +6 Charisma +6: This item makes the wearer have more flair, granting a +6 enhancement bonus to Charisma., Exceptional Dexterity +1Exceptional Dexterity +1: This item makes the wearer more nimble and dexterous, granting a bonus to Dexterity that stacks with all other bonuses except Exceptional Dexterity +1., Air SavantAir Savant: Electricity Spells +5% chance to Spell Critical Hit , Critical Damage Multiplier increased by 0.50, Max Caster Level on all air savant spells increased by two., Incredible Potential
- Cinder's Band - Ring: Strength +6 Strength +6: This item gives the wearer the power of Ogre Strength, granting a +6 enhancement bonus to Strength., Exceptional Constitution +1Exceptional Constitution +1: This item gives the wearer improved health, granting a bonus to Constitution that stacks with all other bonuses except Exceptional Constitution +1., Stalwart DefenderStalwart Defender: 15% additional threat from melee attacks. If have Stalwart Defender III Enhancement: +2 AC Bonus (Stacks)., Incredible Potential
- Connor's Band - Ring: Dexterity +6 Dexterity +6: This item makes the wearer more nimble and dexterous, granting a +6 enhancement bonus to Dexterity., Exceptional Dexterity +1Exceptional Dexterity +1: This item makes the wearer more nimble and dexterous, granting a bonus to Dexterity that stacks with all other bonuses except Exceptional Dexterity +1., Deepwood SniperDeepwood Sniper: 5% Ranged Alacrity, +2 To-Hit, Incredible Potential
- Draconic Ring - Ring: Strength +6 Strength +6: This item gives the wearer the power of Ogre Strength, granting a +6 enhancement bonus to Strength., Exceptional Constitution +1Exceptional Constitution +1: This item gives the wearer improved health, granting a bonus to Constitution that stacks with all other bonuses except Exceptional Constitution +1., Purple Dragon KnightPurple Dragon Knight: 10% additional threat, +1 Exceptional Bonus To-Hit., Incredible Potential
- Dragonmarked Ring - Ring: Charisma +6 Charisma +6: This item makes the wearer have more flair, granting a +6 enhancement bonus to Charisma., Exceptional Wisdom +1Exceptional Wisdom +1: This item makes the wearer more in tune with her surroundings granting a bonus to Wisdom that stacks with all other bonuses except Exceptional Wisdom +1., Dragonmark HeirDragonmark Heir: 2 additional uses of Greater Dragonmark per rest., Incredible Potential
- Encrusted Ring - Ring: Strength +6 Strength +6: This item gives the wearer the power of Ogre Strength, granting a +6 enhancement bonus to Strength., Exceptional Strength +1Exceptional Strength +1: This item increases the physical power of the wearer, granting a bonus to Strength that stacks with all other bonuses except Exceptional Strength +1., Frenzied BerserkerFrenzied Berserker: An additional rage after resting, addition 2 points of damage per swing. If Frenzied Berserker III enhancement: +2 Strength and Constitution (Stacking), Incredible Potential
- Gilvenor's Ring - Ring: Dexterity +6 Dexterity +6: This item makes the wearer more nimble and dexterous, granting a +6 enhancement bonus to Dexterity., Exceptional Dexterity +1Exceptional Dexterity +1: This item makes the wearer more nimble and dexterous, granting a bonus to Dexterity that stacks with all other bonuses except Exceptional Dexterity +1., Arcane ArcherArcane Archer: Ranged alacrity 10% (Competence, stacks to enhancement bonuses such as Haste spell), Incredible Potential
- Gnawed Ring - Ring: Strength +6 Strength +6: This item gives the wearer the power of Ogre Strength, granting a +6 enhancement bonus to Strength., Exceptional Constitution +1Exceptional Constitution +1: This item gives the wearer improved health, granting a bonus to Constitution that stacks with all other bonuses except Exceptional Constitution +1., Occult SlayerOccult Slayer: +2 Exceptional Bonus to Will saves, +2 Exceptional Bonus to Reflex saves, Spell Resistance (22)., Incredible Potential
- Kilau's Band - Ring: Dexterity +6 Dexterity +6: This item makes the wearer more nimble and dexterous, granting a +6 enhancement bonus to Dexterity., Exceptional Wisdom +1Exceptional Wisdom +1: This item makes the wearer more in tune with her surroundings granting a bonus to Wisdom that stacks with all other bonuses except Exceptional Wisdom +1., TempestTempest: 1d4 Additional Slash Damage. If have Tempest III Enhancement: +3 To-Hit Bonus., Incredible Potential
- Kormor's Ring - Ring: Intelligence +6 Intelligence +6: This item focuses the power of the wearer's mind, granting a +6 enhancement bonus to Intelligence., Confounding Enchantment -- ( Random(May un-equip and re-equip until you get the +1 stat of your choice) Exceptional Ability +1Exceptional Ability +1:
This item grants a +1 enhancement bonus to any one of the 6 ability statistics:
strength (STR), dexterity (DEX), constitution (CON), intelligence (INT), wisdom (WIS), or charisma (CHA).
This bonus will stack with all other bonuses except for Exceptional +1 of the same ability.), Wild MageWild Mage: Spell Penetration VIII: Your 8th level spells and spells lower than 8th level gain a +2 bonus to the die roll to penetrate the target's Spell resistance. (Non-stacking), Incredible Potential - Kyosho's Ring - Ring: Wisdom +6 Wisdom +6: This item makes the wearer more in tune with her surroundings, granting a +6 enhancement bonus to Wisdom., Exceptional Strength +1Exceptional Strength +1: This item increases the physical power of the wearer, granting a bonus to Strength that stacks with all other bonuses except Exceptional Strength +1., Shintao MonkShintao Monk: +2 Exceptional Bonus to To-Hit and Damage. If you have the Shintao Monk 3 Enhancement, your unarmed attacks bypass Good and Evil damage reduction., Incredible Potential
- Kyrian's Band - Ring: Charisma +6 Charisma +6: This item makes the wearer have more flair, granting a +6 enhancement bonus to Charisma., Exceptional Strength +1Exceptional Strength +1: This item increases the physical power of the wearer, granting a bonus to Strength that stacks with all other bonuses except Exceptional Strength +1., Fire SavantFire Savant: Fire Spells gain +5% chance to Spell Critical Hit, Critical Damage Multiplier increased by 0.50, Max Caster Level on all fire savant spells increased by two., Incredible Potential
- Lorinthor's Ring - Ring: Strength +6 Strength +6: This item gives the wearer the power of Ogre Strength, granting a +6 enhancement bonus to Strength., Exceptional Charisma +1Exceptional Charisma +1: This item makes the wearer have more flair, granting a bonus to Charisma that stacks with all other bonuses except Exceptional Charisma +1., Knight of the ChaliceKnight of the Chalice: Spell Resistance (22). If have Knight of the Chalice III Enhancement: additional damage with weapons versus Evil Outsiders., Incredible Potential
- Morah's Band - Ring: Dexterity +6 Dexterity +6: This item makes the wearer more nimble and dexterous, granting a +6 enhancement bonus to Dexterity., Exceptional Dexterity +1Exceptional Dexterity +1: This item makes the wearer more nimble and dexterous, granting a bonus to Dexterity that stacks with all other bonuses except Exceptional Dexterity +1., Thief AcrobatThief Acrobat: +15 to Jump, ? % chance weapons will unbalance an opponent, causing -2 to AC., Incredible Potential
- Morgana's Ring - Ring: Wisdom +6 Wisdom +6: This item makes the wearer more in tune with her surroundings, granting a +6 enhancement bonus to Wisdom., Exceptional Strength +1Exceptional Strength +1: This item increases the physical power of the wearer, granting a bonus to Strength that stacks with all other bonuses except Exceptional Strength +1., WarpriestWarpriest: 2 additional Turn Undead per rest, +2 Exceptional Melee Bonus To-Hit., Incredible Potential
- Nyoko's Band - Ring: Wisdom +6 Wisdom +6: This item makes the wearer more in tune with her surroundings, granting a +6 enhancement bonus to Wisdom., Exceptional Dexterity +1Exceptional Dexterity +1: This item makes the wearer more nimble and dexterous, granting a bonus to Dexterity that stacks with all other bonuses except Exceptional Dexterity +1., Ninja SpyNinja Spy: Bonus to hit (+2 exceptional bonus to hit) and damage with sneak attacks (+5 damage from attacks considered sneak attacks[non-stacking]), 20% less threat., Incredible Potential
- Oremi's Ring - Ring: Wisdom +6 Wisdom +6: This item makes the wearer more in tune with her surroundings, granting a +6 enhancement bonus to Wisdom., Exceptional Constitution +1Exceptional Constitution +1: This item gives the wearer improved health, granting a bonus to Constitution that stacks with all other bonuses except Exceptional Constitution +1., Henshin MysticHenshin Mystic: 1d6 Fire Damage per Attack-This extra damage is also applied to glancing blows., Incredible Potential
- Radiant Ring - Ring: Wisdom +6 Wisdom +6: This item makes the wearer more in tune with her surroundings, granting a +6 enhancement bonus to Wisdom., Exceptional Charisma +1Exceptional Charisma +1: This item makes the wearer have more flair, granting a bonus to Charisma that stacks with all other bonuses except Exceptional Charisma +1., Radiant ServantRadiant Servant: An additional Turn Undead attempt, Exceptional Bonus to Turn Undead Cleric Level, Incredible Potential
- Rahkir's Ring - Ring: Intelligence +6 Intelligence +6: This item focuses the power of the wearer's mind, granting a +6 enhancement bonus to Intelligence., Exceptional Intelligence +1Exceptional Intelligence +1: This item focuses the power of the wearer's mind granting a bonus to Intelligence that stacks with all other bonuses except Exceptional Intelligence +1., ArchmageArchmage: Spell Critical Hit Chance +5%, Spell Critical Damage multiplier increased by 0.50. If have Archmage V enhancement chance to increase Arcane Caster Level by 2 for a short duration every time you cast a spell., Incredible Potential
- Ring of Deftness - Ring: Dexterity +6 Dexterity +6: This item makes the wearer more nimble and dexterous, granting a +6 enhancement bonus to Dexterity., Exceptional Intelligence +1Exceptional Intelligence +1: This item focuses the power of the wearer's mind granting a bonus to Intelligence that stacks with all other bonuses except Exceptional Intelligence +1., MechanicMechanic: Open Locks +15, Disable Device +15, +2 Exceptional Bonus to all Dexterity based Skills., Incredible Potential
- Ring of the Ravager - Ring: Strength +6 Strength +6: This item gives the wearer the power of Ogre Strength, granting a +6 enhancement bonus to Strength., Exceptional Strength +1Exceptional Strength +1: This item increases the physical power of the wearer, granting a bonus to Strength that stacks with all other bonuses except Exceptional Strength +1., RavagerRavager: Chance to inflict damage over time effect (Ravager's Cut: 2d6 slashing damage vs creatures that can bleed on melee hit or glancing blow plus four rounds of additional damage. Does not work with handwraps. This is working as intended.), Incredible Potential
- Sanura's Band - Ring: Intelligence +6 Intelligence +6: This item focuses the power of the wearer's mind, granting a +6 enhancement bonus to Intelligence., Exceptional Intelligence +1Exceptional Intelligence +1: This item focuses the power of the wearer's mind granting a bonus to Intelligence that stacks with all other bonuses except Exceptional Intelligence +1., Pale MasterPale Master: 30% bonus to all Negative Energy damage, if have Pale Master 3 Enhancement 60% bonus to all Negative Energy damage., Incredible Potential
- Shiona's Seal - Ring: Charisma +6 Charisma +6: This item makes the wearer have more flair, granting a +6 enhancement bonus to Charisma., Exceptional Dexterity +1Exceptional Dexterity +1: This item makes the wearer more nimble and dexterous, granting a bonus to Dexterity that stacks with all other bonuses except Exceptional Dexterity +1., Spell SingerSpell Singer: 2 additional Bard songs per rest., Incredible Potential
- Smedgar's Ring - Ring: Charisma +6 Charisma +6: This item makes the wearer have more flair, granting a +6 enhancement bonus to Charisma., Exceptional Dexterity +1Exceptional Dexterity +1: This item makes the wearer more nimble and dexterous, granting a bonus to Dexterity that stacks with all other bonuses except Exceptional Dexterity +1., VirtuosoVirtuoso: Additional Bard Song per rest, Extend Spell 2 Spell Points less., Incredible Potential
- Telvi's Touch - Ring: Charisma +6 Charisma +6: This item makes the wearer have more flair, granting a +6 enhancement bonus to Charisma., Exceptional Wisdom +1Exceptional Wisdom +1: This item makes the wearer more in tune with her surroundings granting a bonus to Wisdom that stacks with all other bonuses except Exceptional Wisdom +1., Water SavantWater Savant: Cold Spells gain +5% chance to Critical Hit, Critical Damage Multiplier increased by 0.50, Max Caster Level on all water savant spells increased by two., Incredible Potential
- Thamor's Ring - Ring: Charisma +6 Charisma +6: This item makes the wearer have more flair, granting a +6 enhancement bonus to Charisma., Exceptional Constitution +1Exceptional Constitution +1: This item gives the wearer improved health, granting a bonus to Constitution that stacks with all other bonuses except Exceptional Constitution +1., Earth SavantEarth Savant: Acid Spells gain +5% chance to Spell Critical Hit, Critical Damage Multiplier increased by 0.50, Max Caster level on all Earth Savant spells increased by two., Incredible Potential
- Verik's Ring - Ring: Strength +6 Strength +6: This item gives the wearer the power of Ogre Strength, granting a +6 enhancement bonus to Strength., Exceptional Constitution +1Exceptional Constitution +1: This item gives the wearer improved health, granting a bonus to Constitution that stacks with all other bonuses except Exceptional Constitution +1., KensaiKensai: +2 Exceptional Melee To-Hit, +3 Confirm Criticals. If have Kensai III Enhancement: +3 Exceptional Bonus To-Hit., Incredible Potential
- Warchanter's Band - Ring: Charisma +6 Charisma +6: This item makes the wearer have more flair, granting a +6 enhancement bonus to Charisma., Exceptional Strength +1Exceptional Strength +1: This item increases the physical power of the wearer, granting a bonus to Strength that stacks with all other bonuses except Exceptional Strength +1., WarchanterWarchanter: Additional Bard Song after resting, Maximize Spell costs 4 Spell Points less, Extend Spell costs 1 Spell Point less., Incredible Potential
- Whisper Ring - Ring: Dexterity +6 Dexterity +6: This item makes the wearer more nimble and dexterous, granting a +6 enhancement bonus to Dexterity., Exceptional Intelligence +1Exceptional Intelligence +1: This item focuses the power of the wearer's mind granting a bonus to Intelligence that stacks with all other bonuses except Exceptional Intelligence +1., AssassinAssassin: Bonus to hit and damage with sneak attacks (+2 to hit and +5 damage from attacks considered sneak attacks[both non-stacking even if it say exceptional]), 20% less threat. If have Assassin III Enhancement: chance with weapons to apply a Level Drain effect., Incredible Potential
- +4 Ability tomes (BTC, Horoth end chest and Suulomades optional end chest [1])
[edit] Caught in the Web
Level 24 Raid
All weapons on this list are Bound to Character on Acquire, have 2.5 times the base damage, and ML 23. Many also have a better critical profile (Expanded threat or increased multiplier).
- Agony, the Knife in the Dark - +7 Dagger+7 Dagger: (2.50[2d4] 17-20/x2): A short, simple weapon with a pointed blade used for stabbing.: 2.5[2d4]. 17-20/x2 (Including KeenKeen: Doubles the critical range for piercing & slashing weapons), EntropicEntropic: An entropic weapon crackles with a sinister energy that seeks to unmake anything it contacts. When it strikes a target, they take an extra 2d6 untyped damage., HemorrhagingHemorrhaging: This weapon is viciously sharp and will do an additional 2d8 damage to targets that are vulnerable to bleeding., DisintegrationDisintegration: This weapon has a dark, insidious power deep within. Occasionally, this power lashes out violently at enemies and attempts to disintegrate them., Improved Deception
- Antipode, Fist of the Horizon - +7 Handwraps+7 Handwraps: (1d3(1d2 for Halflings)+7 20/x2): Handwraps enhance unarmed attacks. : AntipodalAntipodal: This weapon is a carefully balanced confluence of diametrically opposed planar energies. This weapon deals an extra 1d6 good damage to non-good enemies, an extra 1d6 evil damage to non-evil enemies, an extra 1d6 law damage to non-lawful enemies, and an extra 1d6 chaotic damage to non-chaotic enemies., Doublestrike 6%, Reinforced Fists, Stunning +10Stunning +10: Gives +10 to the DC of any Stunning Blow attempts made with that weapon. This weapon also has a 3% chance on-hit to make DC 33 fortitude check to stun the monster.
- Balizarde, Protector of the King - +7 Rapier+7 Rapier: (2.50[1d8] 15-20/x3): A long, thin sword with a fine point. Unlike other swords, this weapon lacks an edged blade, and can only be used for thrusting attacks.: 2.5[1d8], Increased Multiplier: 15-20x3 (Including KeenKeen: Doubles the critical range for piercing & slashing weapons), HemorrhagingHemorrhaging: This weapon is viciously sharp and will do an additional 2d8 damage to targets that are vulnerable to bleeding., Superior ParryingSuperior Parrying: +4 insight bonus to AC and saves, Dodge Bonus 4%, Good Luck +2Good Luck +2: This item gives a +2 Luck bonus to all saves and skill checks.
- Breach, The Dividing Blade - +7 Falchion+7 Falchion: (2.50[2d6] 18-20/x2): This large, curved sword is essentially a scimitar designed to be used with two hands.: 2.5[2d6], 18-20/x2, ShriekingShrieking: Shrieking weapons emit a piercing screech whenever they are used to make a succesful attack. This screech deals an additional 2d6 sonic damage., DisintegrationDisintegration: This weapon has a dark, insidious power deep within. Occasionally, this power lashes out violently at enemies and attempts to disintegrate them., Shatter +10, Doublestrike 6%Doublestrike 6%: This item grants a 6% chance to activate a doublestrike on your melee attacks.
- Celestia, Brightest Star of Day - +7 Shortsword+7 Shortsword: (2.50[1d10] 19-20/x2): The smallest of the swords, light enough to be used as an offhand weapon but too large to be considered a dagger.: 2.50[1d10] 19-20/x2, Light damage - Not Piercing, Supreme GoodSupreme Good: This weapon is infused with the ultimate power of good. It does an additional 3d6 damage to non-good targets and can only be wielded by good-aligned characters., RadianceRadiance: This weapon is imbued with a brilliant, radiant power that deals an additional 4d6 points of light damage and blinds the target on a successful critical hit., Greater SunburstGreater Sunburst: This weapon blazes with the eternal fury at the heart of the sun. Occasionally, this power comes to the surface, unleashing a nova of light which will blind the struck enemy, dealing severe light damage to it and any other nearby foes., Fiery DetonationFiery Detonation: This weapon is imbued with a fiery wrath. On an attack roll of 20 which is confirmed as a critical hit this burning power will be released, dealing damage to the target and all enemies near it for 15d6 fire damage. A successful Fortitude save (DC 39) reduces this by half.
- Cleaver, Hewer of Suffering - +7 Greataxe+7 Greataxe: (2.50[2d8] 20/x3): A big, heavy, double-bladed Axe wieldable only with two hands.: 2.50[2d8] 20/x3, HemorrhagingHemorrhaging: This weapon is viciously sharp and will do an additional 2d8 damage to targets that are vulnerable to bleeding., Limb Chopper, Improved Cursespewing, Doublestrike 6%Doublestrike 6%: This item grants a 6% chance to activate a doublestrike on your melee attacks.
- Mornh, Hammer of the Mountains - +7 Warhammer+7 Warhammer: (2.50[1d10] 19-20/x3): A large sledge with a heavy, square head. Popular among dwarves as an alternative to the axe.: 2.5[1d10], Expanded Threat: 19-20/x3, FracturingFracturing: This weapon is ideal for breaking bones and does 2d6 damage to targets that have skeletons or are made of bone., Magma SurgeMagma Surge: This weapon stores the immeasurable heat of the planet's molten mantle. When this weapon is used, superheated magma occasionally surges to the surface, slowing an enemy down and inflicting massive fire damage over time., Stunning +10Stunning +10: Gives +10 to the DC of any Stunning Blow attempts made with that weapon. This weapon also has a 3% chance on-hit to make DC 33 fortitude check to stun the monster., Seeker +10Seeker +10: A +10 Seeker item will add +10 to your confirm critical roll and +10 to your critical damage.(Before multipliers are applied), Adamantine
- Needle, Quill-slinger - +7 Repeating light crossbow+7 Repeating light crossbow: (2.50[1d12] 19-20/x3): A complex weapon consisting of a light crossbow and a clip for bolts that is loaded by pulling a lever., 2.5[1d12], Increased Multiplier: 19-20/x3, Ranged Alacrity 20%, HemorrhagingHemorrhaging: This weapon is viciously sharp and will do an additional 2d8 damage to targets that are vulnerable to bleeding., Attack Bonus +4Attack Bonus +4: Provides a +4 competence bonus to your attack rolls.
- Nightmare, the Fallen Moon - +7 Bastard sword+7 Bastard sword: 2.50[1d12] 17-20/x2: Also known as a hand-and-a-half sword, and the largest of the single-handed swords, this weapon requires special training to use.: 2.50[1d12] 17-20/x2 (Including KeenKeen: Doubles the critical range for piercing & slashing weapons), EntropicEntropic: An entropic weapon crackles with a sinister energy that seeks to unmake anything it contacts. When it strikes a target, they take an extra 2d6 untyped damage., Life Stealing, Vampirism, NightmaresNightmares: This weapon terrorizes your foes, applying a mind thrust effect on successful hits (dealing 5d8 force damage, will vs. enchantments negates) and exposing your foes to their greatest fears on vorpal hits, acting as a Phantasmal Killer spell.
- Pinion, Cloud-piercer - +7 Longbow+7 Longbow: (2.50[2d6] 19-20/x3): A large, curved, wooden bow, often nearly as tall as a human. This weapon is popular among elves and rangers.: 2.5[2d6], Expanded Threat: 19-20x3, Ranged Alacrity 20%, ShriekingShrieking: Shrieking weapons emit a piercing screech whenever they are used to make a succesful attack. This screech deals an additional 2d6 sonic damage., Seeker +10Seeker +10: A +10 Seeker item will add +10 to your confirm critical roll and +10 to your critical damage.(Before multipliers are applied)
- Sireth, Spear of the Sky - +7 Quarterstaff+7 Quarterstaff: (2.50[1d10] 18-20/x2): A long, stout staff used as a simple weapon. Often favored by wizards or common folk.: 2.5[1d10], Double Expanded Threat: 18-20/x2 and Slashing/Piercing damage - not bludgeoning, Supreme GoodSupreme Good: This weapon is infused with the ultimate power of good. It does an additional 3d6 damage to non-good targets and can only be wielded by good-aligned characters., Lightning StrikeLightning Strike: This weapon stores the power of a volatile thunderstorm deep within. Occasionally, this dynamic power comes to the surface, devastating enemies with a massive lightning strike., CloudburstCloudburst: Every hit from this weapon has a chance to trigger a Cloudburst, striking its target with lightning and dealing sonic damage to surrounding enemies through a powerful thunderclap., Freedom of Movement, 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 decent dramatically, causing the wearer to fall like a feather.
- Tinah, Sword of the Sea - +7 Longsword+7 Longsword: (2.50[1d10] 19-20/x2): A classic straight-bladed sword usable in one hand. This weapon is commonly associated with knighthood and valor.: 2.50[1d10] 19-20/x2, Supreme GoodSupreme Good: This weapon is infused with the ultimate power of good. It does an additional 3d6 damage to non-good targets and can only be wielded by good-aligned characters., Crushing WaveCrushing Wave: This weapon stores the unstoppable force of the oceans fury deep within. When this weapon is used this power occasionally comes to the surface, crushing enemies beneath a torrent of frigid water., Freezing Ice, Greater Dragon BaneGreater Dragon Bane: A bane weapon excels at attacking one type or subtype of creature. Against Dragons, this weapon's effective enhancement bonus is +4 better than it's normal enhancement bonus. It deals an extra 3d6 points of damage against the foe., Underwater Action
- Twilight, Element of Magic - +7 Quarterstaff+7 Quarterstaff: (2.50[1d8] 20/x2): A long, stout staff used as a simple weapon. Often favored by wizards or common folk.: 2.50[1d8] 20/x2, Spellcasting Implement +21Spellcasting Implement +21:Provides a +21 Implement bonus to wearer's universal Spell Power., Potency +80Potency +80: Provides a +80 Equipment bonus to wearer's Universal Spell Power., Impulse +120Impulse +120: Provides a +120 Equipment bonus to wearer's Force, Untyped, Slashing, Piercing, and Bludgeoning Spell Power., Major Evocation FocusMajor Evocation Focus: Your Evocation spells have the DC to resist them increased by +3., Major Enchantment FocusMajor Enchantment Focus: Your Enchantment spells have the DC to resist them increased by +3., Arcane Augmentation IX Arcane Augmentation IX: Increases the wearer's caster level when casting ninth level or lower sorcerer or wizard spells by two., Greater Arcane LoreGreater Arcane Lore: Your Universal spells gain additional 9% chance to make critical hits and their critical multiplier increase by 0.25x
- Commendation of Heroism (15%/30%/100% on N/H/E in the two non-boss chests [2], low drop rate in the other 4 optional boss chests)
Note: All of the above relic weapons can have the Planar Conflux property added to them by acquiring 375 Purple Dragon Knights favor and 3 Commendation of Heroism and speaking to Mikrom Sum, the Purple Dragon Knights favor vendor in Eveningstar. This allows them to become a part of any of the three Planar Focus Sets
[edit] The Fall of Truth
Level 24 Raid
All items ML25, BtCoA, upgradable twice via Attuned to Heroism. Items drop as 'Attuned to Heroism' on EN, 'Attuned to Heroism: Tier 1' on EH and 'Attuned to Heroism: Tier 2' on EE.
- Braisingstar (Morningstar): 2.50[2d6] 19-20x2, Bludgeoning and Piercing, +7 Enhancement Bonus+7 Enhancement Bonus: This weapon has been magically enhanced and gains a +7 enhancement bonus to attack and damage rolls., BlazingBlazing: This weapon is sheathed in fierce flame. A blazing weapon deals an extra 2d6 fire damage on a successful hit., Stunning +10Stunning +10: Gives +10 to the DC of any Stunning Blow attempts made with that weapon. This weapon also has a 3% chance on-hit to make DC 33 fortitude check to stun the monster., Superior RibcrackerSuperior Ribcracker: This weapon will unerringly hone in your opponent's vulnerabilities. Critical hits with this weapon deal an amount of extra bludgeoning damage depending on the weapon's critical multiplier: x2 - 13d6. x3 - 13d8. x4 - 13d10., Red Augment SlotRed Augments
- Elemental damage: +1 to +1d10
- Equipment bonus to Spell Power: +30 to +114
- Bypass material based DR
- Bypass alignment based DR
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
- Upgrade 1: +8 Enhancement Bonus+8 Enhancement Bonus: This weapon has been magically enhanced and gains a +8 enhancement bonus to attack and damage rolls.
- Upgrade 2: ConflagratingConflagrating: This weapon is sheated in furious flame. A conflagrating weapon deals an extra 3d6 fire damage on a successful hit.
- Dreampiercer (Crystal Quarterstaff): 2.50[1d10] 20x2, +7 Enhancement Bonus+7 Enhancement Bonus: This weapon has been magically enhanced and gains a +7 enhancement bonus to attack and damage rolls., Greater GoodGreater Good: This weapon is infused with the ultimate power of good. It does an additional 2d6 damage to non-good targets and can only be wielded by good aligned characters., Greater Evil Outsider BaneGreater Evil Outsider Bane: A bane weapon excels at attacking one type or subtype of creature. Against Evil Outsiders, this weapon's effective enhancement bonus is +4 better than it's normal enhancement bonus. It deals an extra 3d6 points of damage against the foe., Life Stealing, Major Enchantment FocusMajor Enchantment Focus: Your Enchantment spells have the DC to resist them increased by +3., Red Augment SlotRed Augments
- Elemental damage: +1 to +1d10
- Equipment bonus to Spell Power: +30 to +114
- Bypass material based DR
- Bypass alignment based DR
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
- Upgrade 1: +8 Enhancement Bonus+8 Enhancement Bonus: This weapon has been magically enhanced and gains a +8 enhancement bonus to attack and damage rolls.
- Upgrade 2: Supreme GoodSupreme Good: This weapon is infused with the ultimate power of good. It does an additional 3d6 damage to non-good targets and can only be wielded by good-aligned characters.
- Gauntlets of Immortality (Gloves): Touch of ImmortalityTouch of Immortality: Passive: While this item is equipped, you gain a +20 Competence Bonus to the Heal and Repair skills, and you regenerate 2-4 Hit Points every 15 seconds., Devotion +120Devotion +120: Provides a +120 Equipment bonus to wearer's Positive (Healing) Spell Power., Superior Healing LoreSuperior Healing Lore: Your Healing spells gain additional 12% chance to make critical hits and their critical multiplier increase by 0.50x, Eternal Faith
- Upgrade 1: Yellow Augment SlotYellow Augments
- Elemental Resistance: +5 to +35
- Spell points: Power I (10 sp) to Archmagi (200 sp)
- Move speed: Striding 5% to 30%
- Feather Falling, Underwater Action (ML4)
- Proof Against Disease, Poison: +2 to +10
- Blindness Immunity, Fear Immunity (ML8)
- Deathblock (ML12)
- Spell Focus (ML16), Greater Spell Focus (ML24)
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
- Upgrade 2: Colorless Augment SlotColorless Augments
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
- Upgrade 1: Yellow Augment SlotYellow Augments
- Halcyon Boots (Boots): Halcyon Mind (when taking damage from attack: 5% chance to gain 15 temporary spell points), Dexterity +8 Dexterity +8: This item makes the wearer more nimble and dexterous, granting a +8 enhancement bonus to Dexterity., Striding +30%Striding +30%: Makes the wearer more fleet of foot, giving a 30% bonus to run speed., Potency +80Potency +80: Provides a +80 Equipment bonus to wearer's Universal Spell Power.
- Upgrade 1: Yellow Augment SlotYellow Augments
- Elemental Resistance: +5 to +35
- Spell points: Power I (10 sp) to Archmagi (200 sp)
- Move speed: Striding 5% to 30%
- Feather Falling, Underwater Action (ML4)
- Proof Against Disease, Poison: +2 to +10
- Blindness Immunity, Fear Immunity (ML8)
- Deathblock (ML12)
- Spell Focus (ML16), Greater Spell Focus (ML24)
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
- Upgrade 2: Colorless Augment SlotColorless Augments
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
- Upgrade 1: Yellow Augment SlotYellow Augments
- Idol of Fortune (Trinket): Good Luck +2Good Luck +2: This item gives a +2 Luck bonus to all saves and skill checks., Heavy FortificationHeavy Fortification: This suit of armor or shield produces a magical force that protects vital areas of the wearer much more effectively. When a critical hit or sneak attack is scored on the wearer, there is a 100% chance that the critical hit or sneak attack is negated and damage is instead rolled normally., Dodge Bonus 4%Dodge Bonus 4%: This item protects its wearer by granting a 4% Insight bonus to your chance to dodge enemy attacks.
- Upgrade 1: Yellow Augment SlotYellow Augments
- Elemental Resistance: +5 to +35
- Spell points: Power I (10 sp) to Archmagi (200 sp)
- Move speed: Striding 5% to 30%
- Feather Falling, Underwater Action (ML4)
- Proof Against Disease, Poison: +2 to +10
- Blindness Immunity, Fear Immunity (ML8)
- Deathblock (ML12)
- Spell Focus (ML16), Greater Spell Focus (ML24)
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
- Upgrade 2: Good Luck +3Good Luck +3: This item gives a +3 Luck bonus to all saves and skill checks.
- Upgrade 1: Yellow Augment SlotYellow Augments
- Madstone Aegis (Crystal Tower Shield): Shield Bonus 20, MDB 2, DR 15/-Damage Reduction 15/-: Reduces all physical damage by 15., SF 50, 2[2d10] 20x3, +7 Enhancement Bonus+7 Enhancement Bonus: This shield has been magically enhanced and gains a +7 enhancement bonus to Armor Class, attack and damage rolls., Improved BashingImproved Bashing: This shield does an additional 2d6 bludgeoning damage when used to shield bash., Shield Bashing - 20% This shield adds a 20% chance to make a secondary shield bash when attacking. This stacks with bonuses granted by any relevant feats., Shield Proficiency: Tower Shield Shield Proficiency: Tower Shield: While equipped this item grants the feat Shield Proficiency: Tower Shields.
- Upgrade 1: Shield Bonus 21, MDB 2, DR 16/-Damage Reduction 16/-: Reduces all physical damage by 16., +8 Enhancement Bonus+8 Enhancement Bonus: This shield has been magically enhanced and gains a +8 enhancement bonus to Armor Class, attack and damage rolls.
- Upgrade 2: Blue Augment SlotBlue Augments
- Natural Armor Bonus to AC: +1 to +7
- Protection (deflection bonus to AC): +1 to +7
- Resistance bonus to saves: +1 to +7
- Physical Resistance Rating bonus: +2 to +14
- Fortification: Light to Heavy (ML8)
- Hit points (False Life): +5 to +35
- Good Luck: +1 (ML12) +2 (ML20)
- Armor Max Dex Bonus: +1 (ML12), +2 (ML20)
- ASF reduction: 5%/10%/15% (ML12/16/20)
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
- Pendant of the Stormreaver (Necklace): Superior Lightning ResistanceSuperior Lightning Resistance: This property absorbs the first 40 points of lightning damage per attack that the wearer would normally take., Protection +7Protection +7: This item protects its wearer by granting a +7 deflection bonus to AC., ThunderstruckThunderstruck: The thundrous power of a Storm Giant flows through you. When in melee, any natural 20 on an attack roll will smite your foe with the power of a mighty tempest, dealing 25d2+10 Electric and 25d2+10 Sonic damage.
- Upgrade 1: Yellow Augment SlotYellow Augments
- Elemental Resistance: +5 to +35
- Spell points: Power I (10 sp) to Archmagi (200 sp)
- Move speed: Striding 5% to 30%
- Feather Falling, Underwater Action (ML4)
- Proof Against Disease, Poison: +2 to +10
- Blindness Immunity, Fear Immunity (ML8)
- Deathblock (ML12)
- Spell Focus (ML16), Greater Spell Focus (ML24)
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
- Upgrade 2: Sovereign Lightning ResistanceSovereign Lightning Resistance: This property absorbs the first 50 points of lightning damage per attack that the wearer would normally take.
- Upgrade 1: Yellow Augment SlotYellow Augments
- Rebellion (Short Sword): 2.50[1d8], 18-20x2, +7 Enhancement Bonus+7 Enhancement Bonus: This weapon has been magically enhanced and gains a +7 enhancement bonus to attack and damage rolls., Rebellion (ALL threat -25%, on crit 13-78 piercing), Sneak Attack Bonus +5Sneak Attack Bonus +5: Provides a +5 to attack bonus and a +8 to damage for any attack that would qualify as a Sneak Attack, even if the wielder is not a Rogue., Armor-Piercing - 15%Armor-Piercing - 15%: If the target of this weapon has Fortification, it will be treated as if having 15% less Fortification than it actually possesses., Improved DeceptionImproved Deception: This item makes your weapons hard to focus upon and thus provides a +5 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., Red Augment SlotRed Augments
- Elemental damage: +1 to +1d10
- Equipment bonus to Spell Power: +30 to +114
- Bypass material based DR
- Bypass alignment based DR
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
- Upgrade 1: +8 Enhancement Bonus+8 Enhancement Bonus: This weapon has been magically enhanced and gains a +8 enhancement bonus to attack and damage rolls.
- Upgrade 2: Armor-Piercing - 20%Armor-Piercing - 20%: If the target of this weapon has Fortification, it will be treated as if having 20% less Fortification than it actually possesses.
- Ring of Deceit (Ring): Charisma +8 Charisma +8: This item makes the wearer have more flair, granting a +8 enhancement bonus to Charisma., Voice of Deceit (Bluff +20Bluff +20: Provides a +20 competence bonus to the wearer's Bluff which is an Active Charisma based skill which allows you to bluff certain NPCs or make a monster vulnerable to a sneak attack. After a one second pause for disruption of bluff, if successful it draws the attention of the selected target. This can be done with out disturbing sneak mode. This works as mob pulling skill., Diplomacy +20Diplomacy +20: Provides a +20 competence bonus to the wearer's Diplomacy which is an Active Charisma based skill which allows you to negotiate more effectively with certain NPCs and to encourage monsters to find targets other than yourself. (15 second cooldown), Haggle +20Haggle +20: Provides a +20 competence bonus to the wearer's Haggle which is a Passive Charisma based skill which allows you to negotiate better prices with vendors., Perform +20Perform +20: Provides a +20 competence bonus to the wearer's Perform which is a Passive Charisma based skill which allows you to use and improve your musical ability to inspire and fascinate others. This skill is required for Bards to be able to use their Bardic Music.), Improved DeceptionImproved Deception: This item makes your weapons hard to focus upon and thus provides a +5 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.
- Upgrade 1: Yellow Augment SlotYellow Augments
- Elemental Resistance: +5 to +35
- Spell points: Power I (10 sp) to Archmagi (200 sp)
- Move speed: Striding 5% to 30%
- Feather Falling, Underwater Action (ML4)
- Proof Against Disease, Poison: +2 to +10
- Blindness Immunity, Fear Immunity (ML8)
- Deathblock (ML12)
- Spell Focus (ML16), Greater Spell Focus (ML24)
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
- Upgrade 2: Colorless Augment SlotColorless Augments
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
- Upgrade 1: Yellow Augment SlotYellow Augments
- Skybreaker, Hand of the Stormreaver (Mithral Great Sword): 2.50[3d6] 19-20x2, +7 Enhancement Bonus+7 Enhancement Bonus: This weapon has been magically enhanced and gains a +7 enhancement bonus to attack and damage rolls., SkybreakerSkybreaker: On Hit: 3d6 Electric damage. On Critical Hit: 10d6 additional Sonic damage. On Vorpal: 60d2 additional Electrical damage to your target, plus a shockwave that deals an additional 45d2 Sonic damage to all nearby foes., The Reaver's Resolve (Flavor Text only), The Reaver's Quest
- Upgrade 1: +8 Enhancement Bonus+8 Enhancement Bonus: This weapon has been magically enhanced and gains a +8 enhancement bonus to attack and damage rolls.
- Upgrade 2: Red Augment SlotRed Augments
- Elemental damage: +1 to +1d10
- Equipment bonus to Spell Power: +30 to +114
- Bypass material based DR
- Bypass alignment based DR
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
- Stormreaver's Tablecloth (Cloak): Intelligence +8 Intelligence +8: This item focuses the power of the wearer's mind, granting a +8 enhancement bonus to Intelligence., Charisma +8 Charisma +8: This item makes the wearer have more flair, granting a +8 enhancement bonus to Charisma., Spell Focus Mastery +2
- Upgrade 1: Yellow Augment SlotYellow Augments
- Elemental Resistance: +5 to +35
- Spell points: Power I (10 sp) to Archmagi (200 sp)
- Move speed: Striding 5% to 30%
- Feather Falling, Underwater Action (ML4)
- Proof Against Disease, Poison: +2 to +10
- Blindness Immunity, Fear Immunity (ML8)
- Deathblock (ML12)
- Spell Focus (ML16), Greater Spell Focus (ML24)
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
- Upgrade 2: Greater Spell Penetration IXGreater Spell Penetration IX: Your Level 9 and lower spells gain a +3 to the die roll to penetrate the target's Spell Resistance.
- Upgrade 1: Yellow Augment SlotYellow Augments
- Ventilated Armbands (Bracers): Armor Bonus +10Armor Bonus +10: This item surrounds the wearer with an invisible but tangible field of force, granting +10 armor bonus to AC, just as though he were wearing armor., Air GuardAir: This Weapon stores the incredible, dynamic power of the air deep within. When the user of this weapon is successfully attacked on melee, this power occasionally comes to the surface, knocking enemies over or speeding up the wearer with rushing winds., Enhanced Disable Device +5Enhanced Disable Device +5: Provides a +5 enhancement bonus to the wearer's Disable Device which is an Active Intelligence based skill which can be used to disarm traps in dungeons. Requires that the control box of the trap has been located by a successful Search check. If the Disable Device check succeeds, you disable the trap. If it fails by < 5, you have failed but can try again. If you fail by 5+ the control box explodes (causing some damage to those in an area around the box) and can't be used again (the trap will remain dangerous, of course!). Using this skill consumes one thieves' tool., Enhanced Open Lock +5Enhanced Open Lock +5: Provides a +5 enhancement bonus to the wearer's Open Lock which is an Active Dexterity based skill which allows you to attempt to open locked doors, chests, and other objects. Using the skill consumes one thieves’ tool.
- Upgrade 1: Yellow Augment SlotYellow Augments
- Elemental Resistance: +5 to +35
- Spell points: Power I (10 sp) to Archmagi (200 sp)
- Move speed: Striding 5% to 30%
- Feather Falling, Underwater Action (ML4)
- Proof Against Disease, Poison: +2 to +10
- Blindness Immunity, Fear Immunity (ML8)
- Deathblock (ML12)
- Spell Focus (ML16), Greater Spell Focus (ML24)
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
- Upgrade 2: Air Elemental Knockdown ImmunityAir Elemental Knockdown Immunity: grants its wearer immunity to air elemental knockdown effects.
- Upgrade 1: Yellow Augment SlotYellow Augments
- Draconic Soul Gem (Yellow Augment): Greater Acid ResistanceGreater Acid Resistance: This property absorbs the first 30 points of acid damage per attack that the wearer would normally take., Greater Cold ResistanceGreater Cold Resistance: This property absorbs the first 30 points of cold damage per attack that the wearer would normally take., Greater Lightning ResistanceGreater Lightning Resistance: This property absorbs the first 30 points of lightning damage per attack that the wearer would normally take., Greater Fire ResistanceGreater Fire Resistance: This property absorbs the first 30 points of fire damage per attack that the wearer would normally take. (Epic Elite only)
- Commendation of Heroism (1 EN, 1-2 EH, 2-3 EE)
- Tomes
- All difficulties: Small additional chance at +4 Ability tomes
- Epic Elite: Very small chance at +5 Ability tomes

