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Update 14 named items

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Note:

  • The list is quite large here, please note the list is sorted by the following order.
    • Forgotten Realms contents, in the order of storyline
    • Forgotten Realms contents, collectable turn-ins
    • Eberron contents, by the general level of the contents
    • Other generic stuff
    • (not really a named item but, ) newly added random prefixes and suffixes
  • Many update 14 items have random components in them.
  • For a list of random ability bonuses found on U14 items see this chart.

Contents

[edit] Eveningstar & The King's Forest (Forgotten Realms intro areas)

[edit] The King's Forest Explorer Area - Rare Encounters

(See below for turn-in rewards)

[edit] Impossible Demands

  • Sacrificial Dagger - Dagger: 2[1d4], +6, Poison BurstPoison Burst: This weapon is dripping with poison, and deals 1d6 poison damage each hit. In addition critical hits deal an amount of extra poison damage depending on the weapon's critical multiplier: x2 - 31d10. x3 - 2d10. x4 - 3d10., Random Enchantment (Constitution Poison, Virulent or Dexterity Poison, Virulent or Strength Poison, Virulent), Negative Energy SpikeNegative Energy Spike: This weapon is pulsating with negative energy. It deals an extra 2d6 negative energy damage on a successful hit., Life Stealing, Lesser Vampirism [ML:20,BtCoE]

[edit] The Lost Thread

  • Ancient Gemstone - Docent: (Adamantine Body +20 / Mithral Body +9 / Composite Plating +3) +6, Constitution +7, Resistance +6, Good Luck +2 [ML:20, BTAoA] (Chest Loot: End Chest) (upgradeable to add Eveningstar item set effects)
  • Archaic Device - Runearm: Force Shot, Max Charge Tier V, Rune Arm Imbue: Force IV, Potency +60, Protection +6, Elemental Absorption 5% [ML:20, BTCoA] (Chest Loot: End Chest)

[edit] The Unquiet Graves

  • Grave Wrappings - Handwraps: +6, 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., Soul Eating, Improved Destruction, Stunning +10, Taint of Evil [ML:20,BtCoE] (Chest Loot: End Chest)
  • Pale Rod - Club: 2[1d6], +6, +18 Universal Spell Power, Nullification +90, Superior Void Lore, Improved Light Resistance [ML:20,BtCoE] (Chest Loot: End Chest)

[edit] The Battle for Eveningstar

  • Drow Piwafwi - Cloak: Hide +15, Move Silently +15, Invisibility Guard, Sneak Attack Bonus +5 [ML:20]
  • Drow Smoke Goggles - Goggles: Blindness Immunity, Manslayer, Seeker +6, Spot -5 [ML:20] (Chest Loot: End Chest)

[edit] Don't Drink the Water

[edit] The Underdark/Sschindylryn (Forgotten Realms wilderness area)

[edit] The House of Broken Chains

  • Seal of House Avithoul - Ring: Random Ability Bonus ( Dexterity +7 Dexterity +7: This item makes the wearer more nimble and dexterous, granting a +7 enhancement bonus to Dexterity., Insightful Dexterity +2Insightful Dexterity +2: This item makes the wearer more nimble and dexterous, granting a +2 Insight bonus to Dexterity., Wisdom +7 Wisdom +7: This item makes the wearer more in tune with her surroundings, granting a +7 enhancement bonus to Wisdom. or Insightful Wisdom +2Insightful Wisdom +2: This item makes the wearer more in tune with her surroundings granting a +2 Insight bonus to Wisdom.), Sneak Attack Bonus +5, Exceptional Sneak Attack Bonus +3, Improved Deception [ML:21] (Chest Loot: Matron Chest)
  • Slaver's Hand Crossbow - Repeating Light Crossbow: 2[1d8]+6, Poison BurstPoison Burst: This weapon is dripping with poison, and deals 1d6 poison damage each hit. In addition critical hits deal an amount of extra poison damage depending on the weapon's critical multiplier: x2 - 31d10. x3 - 2d10. x4 - 3d10., BleedBleed: This weapon is cruelly sharp and will do an additional 1d8 damage to targets that are vulnerable to bleeding., Nightshade Venom, Exceptional Sneak Attack Bonus +3, Constitution Poison (Virulent) [ML:21,BtCoE] (Chest Loot: End Chest)
  • Icerazor - Sickle: 2[1d6]+6, Spellcasting Implement +18, Glaciation +102, Major Ice Lore, SlicingSlicing: This weapon is incredibly sharp and will do an additional 1d4 damage to targets that are vulnerable to bleeding., Icy BurstIcy Burst: This weapon is sheathed in icy cold. A cold weapon deals an extra 1d6 cold damage on a successful hit. In addition critical hits deal an amount of extra cold damage depending on the weapon's critical multiplier: x2 - 1d10. x3 - 2d10. x4 - 3d10., Freezing Ice [ML:21,BtCoE] (Chest Loot: End Chest)

[edit] The House of Death Undone

  • Staff of the Necromancer - Quarterstaff: 2[1d6]+6, +18 Spellcasting Implement, Potency +68, Nullification +102, Spell Penetration IX, Lesser Arcane Augmentation IX, Major Necromancy Focus [ML:21, BtCoE] (Chest Loot: End Chest)
  • Holy Symbol of Lolth - Trinket: Spellcasting Implement +15, Nullification +102, Radiance +102, Impulse +102, Exceptional Charisma +1, Exceptional Wisdom +1, Embrace of the Spider Queen [ML:21, BtCoE] (Chest Loot: Matron's Daughter Chest)
  • Seal of House Szind - Ring: Random Ability Bonus ( Charisma +7 Charisma +7: This item makes the wearer have more flair, granting a +7 enhancement bonus to Charisma., Insightful Charisma +2Insightful Charisma +2: This item makes the wearer have more flair, granting a +2 Insight bonus to Charisma., Intelligence +7 Intelligence +7: This item focuses the power of the wearer's mind, granting a +7 enhancement bonus to Intelligence. or Insightful Intelligence +2Insightful Intelligence +2: This item focuses the power of the wearer's mind granting a +2 Insight bonus to Intelligence.), Potency +68, Wizardry IX [ML:21, BtCoE] (Chest Loot: Matron Chest)

[edit] The House of Rusted Blades

  • Seal of House Dun'Robar - Ring: One Random Ability Bonus: ( Constitution +7 Constitution +7: This item gives the wearer improved health, granting a +7 enhancement bonus to Constitution., Insightful Constitution +2Insightful Constitution +2: This item gives the wearer improved health, granting a +2 Insight bonus to Constitution., Strength +7 Strength +7: This item gives the wearer the power of Ogre Strength, granting a +7 enhancement bonus to Strength. or Insightful Strength +2Insightful Strength +2: This item increases the physical power of the wearer, granting a +2 Insight bonus to Strength.), Dodge +4%, One Random Tactics Bonus (Exceptional Combat Mastery +5, Shatter +10Shatter +10: This effect gives a +10 enhancement bonus to the DC to resist the character's Sunder and Improved sunder attempts., 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., Vertigo +10Vertigo +10: This effect gives a +10 enhancement bonus to the DC to resist the character's Trip and Improved Trip attempts. or Tendon Slice +10) [ML:21,BtCoE] (Matron Chest)
  • Drow X of the Weapon Master - +6 Weapons with a +1 Expanded critical threat, Triple base weapon damage (3W), 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. and One Random Tactics Bonus (Exceptional Combat Mastery +5, Shatter +10Shatter +10: This effect gives a +10 enhancement bonus to the DC to resist the character's Sunder and Improved sunder attempts., 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., Vertigo +10Vertigo +10: This effect gives a +10 enhancement bonus to the DC to resist the character's Trip and Improved Trip attempts. or Tendon Slice +10). These are named items, and thus cannot be Cannith crafted. [ML:21,BtCoE] (End chest)

Known types they can appear in:

  • Notes: Related bugs causing ml0 Drow Weapons and doubly powerful seals have been fixed retroactive as of U15. If you have a pre patch version, you may need to put it in your main inventory, then re-log in order for it's new stats to appear.

[edit] The Portal Opens

  • Blade of the High Priestess - Dagger: 2[1d4]+6, Spellcasting Implement +18, Potency +72, Improved Paralyzing, Wisdom (Damages Wisdom), Wounding, Slay Living [ML:21,BtCoE] (Chest Loot: The Portal Opens)

[edit] The Demonweb (extraplanar Forgotten Realms area)

[edit] Trial by Fury

[edit] The Deal and the Demon

[edit] Reclaiming the Rift

[edit] Caught in the Web (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 Keen IKeen I: Passive: The base critical threat range of this weapon is doubled. This does not stack with Improved Critical feat.), 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 Keen IKeen I: Passive: The base critical threat range of this weapon is doubled. This does not stack with Improved Critical feat.), HemorrhagingHemorrhaging: This weapon is viciously sharp and will do an additional 2d8 damage to targets that are vulnerable to bleeding., Parrying VIIIParrying: Passive: +4 Insight Bonus to Armor Class, +4 Insight Bonus to Fortitude, Reflex, and Will Saving Throws, Dodge +8%Dodge +8%: Passive: +8% Enhancement Bonus to Dodge., 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%: Passive: 6% Enhancement Bonus to Doublestrike and Doubleshot. (Doublestrike/Doubleshot is a chance to score an additional hit with a melee/ranged attacked.)
  • 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%: Passive: 6% Enhancement Bonus to Doublestrike and Doubleshot. (Doublestrike/Doubleshot is a chance to score an additional hit with a melee/ranged attacked.)
  • 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 Keen IKeen I: Passive: The base critical threat range of this weapon is doubled. This does not stack with Improved Critical feat.), 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 its 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., Evocation Focus IIIEvocation Focus III: Passive: +3 equipment bonus to the DC to resist your Evocation spells., Enchantment Focus IIIEnchantment Focus III: Passive: +3 equipment bonus to the DC to resist your Enchantment spells., Arcane Augmentation IX Arcane Augmentation IX: Increases the wearer's caster level when casting ninth level or lower sorcerer or wizard spells by two., Spell Lore VISpell Lore VI: Passive: All of your spells gain a +6% Equipment Bonus to their chance to critical hit.
  • Commendation of Heroism (15%/30%/100% on N/H/E in the two non-boss chests [1], low drop rate in the other 4 optional boss chests)
  • Violet Gelatinous Cube-let (BTC): Any Difficulty, Very rare

Note: All of the above relic weapons can have the Planar Conflux property added to them by acquiring 3 Commendation of Heroism and speaking to Mikrom Sum, the Purple Dragon Knights favor vendor in Eveningstar. Requires 375 Purple Dragon Knights favor. This allows them to become a part of any of the three Planar Focus Sets

[edit] Eveningstar Commendation Turn-Ins

Clerics of Amaunator

  • Star of Day - Shortsword: 2[1d10]+6, BrillianceBrilliance: This weapon glows with the light of Irian. This weapon deals an extra 1d6 light damage on a successful hit. In addition critical hits deal an amount of extra light damage depending on the weapon's critical multiplier: x2 - 1d10. x3 - 2d10. x4 - 3d10. and two random enchantments 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., 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., 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., Disruption, 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. or 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. [ML:20] [15 Clerics of Amaunator Commendations]
  • Breastplate of the Shining Sun - Breastplate: +6, Resistance +6, Efficient Metamagic - Empower Healing II, Toughness, Amaunator's Blessing Set Bonus [ML:20] [10 Clerics of Amaunator Commendations]
  • Ancient Gemstone Docent Upgrade: Amaunator's Blessing Set Bonus [ML:20,BtCoA] [5 Clerics of Amaunator Commendations]
  • Signet of the Shining Sun - Ring: Charisma +7, Insightful Wisdom +2, Superior Healing Lore, Amaunator's Blessing Set Bonus [ML:20] [5 Clerics of Amaunator Commendations]
  • Symbol of the Shining Sun - Necklace: Wisdom +7, Insightful Charisma +2, Concentration +15, Amaunator's Blessing Set Bonus [ML:20] [5 Clerics of Amaunator Commendations]
  • Potions of Shield of Faith +5 - Potion: Shield of Faith [CL:20] [ML:18] [1 Clerics of Amaunator Commendation]
  • Note: Terrorweb Chitin Breastplate can be made part of the Amaunator's BlessingAmaunator's Blessing: When all three items from the set are equipped, you will gain a 10% Enhancement discount to the Spell Point cost of all your spells. set with 375 purple dragon knight favor

Druids of the King's Forest

  • Implement of the Deep Woods - Quarterstaff: 2[1d6]+6, Devotion +90, Magnetism +90, Combustion +90, Superior Fire Lore, Superior Lightning Lore, Inherent Elemental Resistance - 5, Spell: Restoration [CL:7,1/Charge] [ML:20,BtCoA] [15 Druids of King's Forest Commendations]
  • Leathers of the Woodsman - Leather Armor: +6, Dexterity +7, Melee Alacrity 10%, Hide +15, Woodsman's Guile Set Bonus [ML:20,BtCoA] [10 Druids of King's Forest Commendations]
  • Ancient Gemstone Docent Upgrade: Woodsman's Guile Set Bonus [ML:20,BtCoA] [5 Druids of King's Forest Commendations]
  • Lenses of the Woodsman - Goggles: True Seeing, Attack Bonus +3, Seeker +6, Woodsman's Guile Set Bonus [ML:20,BtCoA] [5 Druids of King's Forest Commendations]
  • Boots of the Woodsman - Boots: Striding +30%, Insightful Dexterity +2, Move Silently +15, Woodsman's Guile Set Bonus [ML:20,BtCoA] [5 Druids of King's Forest Commendations]
  • Potion of Barkskin (+5)
  • Item:Potion of Restoration (CL10)
  • Note: Hide of the Goristro can be made part of the Woodsman's GuileWoodsman's Guile: When all three items from the set are equipped, you will gain a +4 bonus to your To-Hit and +6 bonus to your Damage on any attack that would be considered a Sneak Attack. set with 375 purple dragon knight favor

Purple Dragon Knights

  • Oathblade - Longsword: 2[1d10]+6, Expanded Threat: 15-20/x2 (Including Keen), Superior Parrying, 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., Vorpal, 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., BleedBleed: This weapon is cruelly sharp and will do an additional 1d8 damage to targets that are vulnerable to bleeding. [ML:20] [15 Purple Dragon Knight Commendations]
  • Purple Dragon Armor - Full Plate: +6, Heavy Fortification, Superior False Life, DR 5/-, Knight's Loyalty Set Bonus [ML:20] [10 Purple Dragon Knight Commendations]
  • Ancient Gemstone Docent Upgrade: Knight's Loyalty Set Bonus [ML:20,BtCoA] [5 Purple Dragon Knight Commendations]
  • Purple Dragon Helm - Helm: Constitution +7, Insightful Strength +2, Intimidate +15, Knight's Loyalty Set Bonus [ML:20] [5 Purple Dragon Knight Commendations]
  • Purple Dragon Gauntlets - Gloves: Strength +7, Insightful Constitution +2, Healing Amplification +30%, Knight's Loyalty Set Bonus [ML:20] [5 Purple Dragon Knight Commendations]
  • Draught of Greater Heroism - Potion: Greater Heroism [CL:20] [ML:18] [1 Purple Dragon Knight Commendation]
  • Note: Embrace of the Spider Queen or Terrorweb Chitin Breastplate can be made part of the Knight's LoyaltyKnight's Loyalty: When all three items from the set are equipped, you will gain a +3 artifact bonus to your To-Hit and Damage rolls, and a +3 Insight bonus to Natural Armor. set with 375 purple dragon knight favor

Villagers of Eveningstar

  • Stout Oak Walking Stick - Quarterstaff: 2[2d6]+6, Increased Multiplier: 19-20/x3 (including Impact), Aligned, Impact, FracturingFracturing: This weapon is ideal for breaking bones and does 2d6 damage to targets that have skeletons or are made of bone., Felling the Oak, Immunity to Slippery Surfaces [ML:20] [15 Villager Commendations]
  • Vestments of the Sun Soul - Outfit: Armor Bonus +9, Resistance +6, Enhanced Ki +1, Reinforced Fists, Way of the Sun Soul Set Bonus [ML:20] [10 Villager Commendations]
  • Ancient Gemstone Docent Upgrade: Way of the Sun Soul Set Bonus [ML:20,BtCoA] [5 Villager Commendations]
  • Bracers of the Sun Soul - Bracers: Wisdom +7, Insightful Constiution +2, Superior Parrying, Way of the Sun Soul Set Bonus [ML:20] [5 Villager Commendations]
  • Belt of the Sun Soul - Belt: Constitution +7, Insightful Wisdom +2, Concentration +15, Way of the Sun Soul Set Bonus [ML:20] [5 Villager Commendations]
  • Draught of Sparkling Apple Cider - Potion: Recovers Spell Points over 20 Seconds [CL:20] [ML:19] [1 Villager Commendation]
  • Draught of Hearty Apple Cider - Potion: Recovers Hit Points over 20 Seconds [CL:20] [ML:19] [1 Villager Commendation]
  • Note: Spider-spun Caparison can be made part of the Way of the Sun SoulWay of the Sun Soul: When all three item from the set are equipped and you are in a centered state, you will gain +2 artifact bonus to To-Hit and Damage rolls. In addition, when you roll a natural 20 on an attack roll that is confirmed as a critical hit, you will gain temporary benefit based on the elemental stance you are in, if any. set with 375 purple dragon knight favor

War Wizards

  • Alarphon's Staff - Quarterstaff: 2[1d6]+6, Elemental Manipulation (+90 Equipment Bonus to Acid, Cold, Electric, Fire Spell Power), Greater Arcane Lore, Spells: Lightning Bolt, Fireball, Cone of Cold, Hold Monster [CL:20,25/Charges,Recharge Over Time] [ML:20] [15 War Wizards Commendations]
  • War Wizard's Robes - Robe: Resistance +6, Archmagi, Elemental Absorption 5%, Concentration +15, Battle Arcanist Set Bonus [ML:20] [10 War Wizards Commendations]
  • Ancient Gemstone Docent Upgrade: Battle Arcanist Set Bonus [ML:20,BtCoA] [5 War Wizards Commendations]
  • War Wizard's Bracers - Bracers: Armor Bonus +9, Spell Penetration VIII, Elemental Spell Power, Greater Elemental Energy, Battle Arcanist Set Bonus [ML:20] [5 War Wizards Commendations]
  • War Wizard's Amulet - Necklace: Protection +6, Spell Focus Mastery +1, Greater Elemental Spell Power, Battle Arcanist Set Bonus [ML:20] [5 War Wizards Commendations]
  • Potion of Lasting Haste - Potion: Haste [CL:20] [ML:18] [1 War Wizards Commendation]
  • Note: Spidersilk Robes can be made part of the Battle ArcanistBattle Arcanist: When all three items from the set are equipped, you will gain a 10% Enhancement discount to the Spell Point cost of all your spells. set with 375 purple dragon knight favor

[edit] Eveningstar Challenges

Main article - Eveningstar Challenge Pack

Grove of the Great Tree: Defenseless

  • Eveningstar Challenge Ingredient: Fey Toadstool

Grove of the Great Tree: The Great Tree

  • Eveningstar Challenge Ingredient: Enchanted Moss

The Ruined Keep: The Sunset Ritual

  • Eveningstar Challenge Ingredient: Platinum Tricrowns

Underdark Arena: Fight to the Finish

Underdark Arena: Ring of Fire

The challenge ingredient turn-in rewards resemble randomly generated loot, but these items can have more than simply a suffix and a prefix.
Note: You will also, rarely, find completed randomly generated named challenge items in the chests found in the challenges themself. The only advantage to the turn-ins is that you may select the item type.

  • ml24 Melee weapons have 4 single enchantments. Other known enchantments by group (you'll get one from each group):
    • Group A)
      • Any 1d6 elemental/force damage damage type or burst damage type
    • Group B)
      • Stunning +10
      • Vertigo +10
      • Any material type
    • Group C)
      • Any Shroud/low chance damage proc (such as Lightning Strike, Magma Surge, Cachophonic, etc.)
    • Group D)
      • Generally something from either group A or B again
  • Ml24 throwers also have the same 4 single enchantments, but in addition have the secret effect "spellplague" which can do a lot of random effects:
    • Every hit: Either a random 1d6 hp damage type or stat damage type
    • 1-2% proc: Any rare Shroud damage proc type
    • Can additionally proc a huge variety of effects, at a low rate
  • Armor/Shields: Generally not particularly interesting. ml24 versions mostly feature Tier4 (Mountain or equiv) AC/DR stats, and only 3 enchantments, with one always being a Greater X elemental resistance. The other 2 are generally a moderate suffix/prefix.
  • Caster Staff: As Thaumaturgy except they can additionally have an additional strong double-type blue suffix. (Often Elemental Mastery and another)\
  • Sub ml24 versions generally lose additional enchantments, and thus very closely resemble lootgen items, although the throwers retain their spellplague effect.

[edit] Korthos (Eberron)

[edit] The Collaborator

  • Fintan's Bite - Scimitar: 1d6+0, Bodyfeeder, Swim +3, Jump +3 (End Reward)

[edit] Three-Barrel Cove Named Loot

Note: The Pirate Treasure Map, the 3 items from the Corsair's Cunning set, the 4 'scoundrel type' weapons and Brine Shaman's Staff have a chance of appearing in the end reward list of any of the Three-Barrel Cove quests, except Guard Duty. Every third completion you will receive a complete list.



[edit] Ruins of Gianthold

Dragonscale Armor Base Statistics

  • Heavy Armor: Armor Bonus 22, MDB 2, ACP -3, ASF 35%
  • Medium Armor - Armor Bonus 17, MDB 6, ACP -1, ASF 25%
  • Light Armor - Armor Bonus 11, MDB 12, ACP 0, ASF 10%
  • Robe - Armor Bonus 8
  • Docent - Armor Bonus 3/8/17 (Composite/Mithril/Adamantine)

White (Defensive Melee)

  • +5, Protection +5, Heavy Fortification, Cold Resistance 30, Shield Bonus to AC: 4

Blue (Arcane DPS/Healer)

  • +5, Potency 52, Greater Arcane Lore, Spell Penetration VII, Electricity Resistance 30

Black (Melee DPS)

  • +5, Haste Guard, Armor Piercing 10%, Acid Resistance 30, Relentless Fury

[edit] Pet Certificates

  • Spotted Wolf Pup [BTCoA] (250 Purple Dragon Knight favor reward)

[edit] Set Item Bonus Descriptions

  • Amaunator's Blessing 3 Items: -10% Spell Point Cost
  • Battle Arcanist 3 Items: -10% Spell Point Cost
  • Corsair's Cunning 2 Items: Underwater Action
  • Corsair's Cunning 3 Items: Feather Falling
  • Knight's Loyalty 3 Items: +3 To-Hit, +3 Damage, +3 Insight Natural Armor Bonus
  • Planar Focus: Erudition 2 Items: Spell Penetration IX, +250 Spell Points, +15 Psionic Universal Spell Power
  • Planar Focus: Prowess 2 Items: +4 To Hit, +4 Damage, +15 Physical Resistance
  • Planar Focus: Subterfuge 2 Items: Exceptional Sneak Attack Bonus +5, True Seeing, Dodge +3%
  • Way of the Sun Soul 3 Items: Centered +2 To-Hit, +2 Damage. Natural 20 Confirmed Critical Hit Temporary Elemental Stance Bonus
    • Fire ~ Form of the Rising Sun - The Form of the Rising Sun practices renewal of body and spirit. When you roll a natural 20 on an attack roll and confirm it as a critical hit, you will gain the benefits of the Cure Moderate Wounds and Restoration spells.
    • Earth ~ Form of the Mid-Day Sun - The form of the Mid-day Sun practices resilience in times of hardship. When you roll a natural 20 on an attack roll and confirm it as a critical hit, you will be protected by a field of ki energy that will reduce all incoming damage by 25% for the next ten seconds. This ability cannot trigger more than once every twenty seconds.
    • Wind ~ Form of the Evening Sun - The Form of the Evening Sun practices adaption to changing circumstances. When you roll a natural 20 on an attack roll and confirm it at a critical hit, you will benefit from the effects of Freedom of Movement. and a 6% Morale bonus to Doublestrike chance for the next ten seconds. This ability cannot trigger more than once every twenty seconds
    • Ocean ~ Form of the Setting Sun - The Form of the Setting Sun prepares for battle, when all other options have been exhausted. When you roll a natural 20 on an attack roll and confirm it as a critical hit, you will gain the benefits of a Fire Shield (Cold) spell for the next ten seconds. This ability cannot trigger moe than once every twenty seconds.
  • Woodsman's Guile 3 Items: +4 To Hit on Sneak Attack, +6 To Damage on Sneak Attack

[edit] New Named-loot only special item effects descriptions

  • Relentless Fury - When you strike a killing blow against a foe, you have a chance to gain a +5% enhancement bonus to melee, ranged and unarmed damage for 30 seconds. Reduced proc rate against weak foes.

[edit] New item enchantments

Many variations within the enchantments themselves exist (for example, Desert Sand can have Flaming Blast or Improved Roaring) along with possible unlisted enchantments (i. e. a "+5 Absolute Chaos Khopesh" with a hidden Metalline enchantment or a "+5 True Law Scimitar" with a hidden Forceful effect) which make it possible to have weapons with multiple prefixes (and possibly suffixes). This was deemed a bug by developers, all lootgen items should only have 1 suffix and 1 prefix maximum.

[edit] Weapon prefixes

  • 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. - Weapon Prefix...yes, lootgen acid burst.
  • Aligned - Good/Evil/Law/Chaos DR bypass.
  • Annihilating - DisintegrationDisintegration: This weapon has a dark, insidious power deep within. Occasionally, this power lashes out violently at enemies and attempts to disintegrate them. Proc, description matches a Dust II greensteel.
  • Chaotic - 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., Cursespewing [2]
  • (Lamannia only) Cremation/Cremating - Greater IncinerationGreater Incineration: This weapon stores the power of a raging inferno deep within. Occasionally, this destructive power comes to the surface, devastating enemies with massive fire damage. This damage is dealt twice as often as a standard Incineration weapon. - not available on live servers
  • Desert Sand - Flaming BlastFlaming Blast: This weapon is sheathed in fire. Critical hits with this weapon deal an amount of extra fire 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 fire damage. or Improved RoaringImproved Roaring: This weapon causes targets to become shaken and, on a critical hit, does 2d6 sonic damage to the target., 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.
  • Dynamo - 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.
  • Erosive - Greater Stone Prison + DisintegrationDisintegration: This weapon has a dark, insidious power deep within. Occasionally, this power lashes out violently at enemies and attempts to disintegrate them.
  • 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. - on bows
  • Forceful (+4 effect) - 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., Telekinetic
  • Frozen - Freezing Ice
  • Incinerating - IncinerationIncineration: This weapon stores the power of a raging inferno deep within. Occasionally, this destructive power comes to the surface, devastating enemies with massive fire damage.
  • Magma (+6 equivalent) - 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.
  • Night's Grasp (+3 effect) - Negative Energy SpikeNegative Energy Spike: This weapon is pulsating with negative energy. It deals an extra 2d6 negative energy damage on a successful hit., Maladroit
  • Nightmares - 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., Phantasmal Killer (3x) (as Terror)
  • Orderly - True LawTrue Law: This weapon is infused with the power of true law. It does an additional 1d6 damage to non-lawful targets and can only be wielded by lawful aligned characters., Strength Sapping
  • Pandemonium (+4 effect) - ScreamingScreaming: Screaming weapons emit a piercing screech whenever they are used to make a successful attack. This screech does an additional 1d6 sonic damage., ThunderingThundering: A thundering weapon creates a cacophonous roar when striking a successful critical hit. A thundering weapon deals deal an amount of extra sonic damage upon a successful critical hit depending on the weapon's critical multiplier: x2 - 1d8. x3 - 2d8. x4 - 3d8., RoaringRoaring: This weapon causes targets to become shaken and, on a critical hit, does 2d6 sonic damage to the target.
  • Riptide - TidalTidal: This weapon is sheathed in water. A Tidal weapon deals an extra 1d4 points of damage on a successful hit. Creatures with the Fire trait take double this damage instead., FrostFrost: This weapon is sheathed in icy cold. It deals an additional 1d6 cold damage on a successful hit.
  • Searing - Blinding Embers, IncinerationIncineration: This weapon stores the power of a raging inferno deep within. Occasionally, this destructive power comes to the surface, devastating enemies with massive fire damage.
  • Scintillating - 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., Stunning +10 (Note: Enchantment later modified to Shocking BurstShocking Burst: This weapon is sheathed in crackling electricity. A shocking weapon deals an extra 1d6 of electrical 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. and 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.)
  • Superior Lore - Superior lore of any type
  • Telekinetic - On Crit, DC 17 or be knocked down (available before only with Cannith Crafting)
  • Thaumaturgy - various Spell Power bonuses
  • Wintry - Icy BurstIcy Burst: This weapon is sheathed in icy cold. A cold weapon deals an extra 1d6 cold damage on a successful hit. In addition critical hits deal an amount of extra cold damage depending on the weapon's critical multiplier: x2 - 1d10. x3 - 2d10. x4 - 3d10., Freezing Ice

[edit] Weapon suffixes

  • Absolute ChaosAbsolute Chaos: This weapon is infused with the ultimate power of chaos. It does an additional 2d6 damage to non-chaotic targets and can only be wielded by chaotic aligned characters. - 2d6 to non-chaotic
  • 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. - 2d6 to non-lawful
  • Acid TorrentAcid Torrent: On an attack roll of 20 which is confirmed as a critical hit this acidic power will be released, dealing damage to the target and all enemies near it for 15d6 acid damage. A successful reflex save (DC 39) reduces this by half. - 15d6 AoE on vorpal
  • Blasphemy Evil BurstEvil Burst: This weapon is imbued with the power of evil and deals 2d6 points of evil damage to all of non-evil alignment. In addition critical hits agains all targets of non-evil alignment deal an amount of extra damage depending on the weapon's critical multiplier: x2 - 3d6. x3 - 4d6. x4 - 5d6., Unholy BurstUnholy Burst: An unholy weapon is imbued with unholy power. This power makes the weapon evil-aligned and thus bypasses the corresponding damage reduction. It deals an extra 2d6 damage against all of good alignment. In addition critical hits deal an amount of extra damage depending on the weapon's critical multiplier: x2 - 3d6. x3 - 4d6. x4 - 5d6.
  • Combat Mastery (like on Spare Hand)
  • the Crusader - Good BlastGood Blast: A good blast weapon is infused with the power of good. Critical hits with this weapon to targets of non-good alignment deal an amount of extra damage depending on the weapon's critical multiplier: x2 - 3d6. x3 - 4d6. x4 - 5d6. Additionally, if you roll a natural 20 when attacking and confirm the critical hit, the weapon blasts your target, doing 4d6 more good damage to any enemy of non-good alignment., 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. (required trait: Lawful; UMD 26-28)
  • Debilitation - Weakening, Enfeebling, (Stunning or Shatter or Vertigo or Tendon Slice) +10
  • Destroyer - Absolute ChaosAbsolute Chaos: This weapon is infused with the ultimate power of chaos. It does an additional 2d6 damage to non-chaotic targets and can only be wielded by chaotic aligned characters., Evil BlastEvil Blast: An evil blast weapon is infused with the power of evil. Critical hits with this weapon to targets of non-evil alignment deal an amount of extra damage depending on the weapon's critical multiplier: x2 - 3d6. x3 - 4d6. x4 - 5d6. Additionally, if you roll a natural 20 when attacking and confirm the critical hit, the weapon blasts your target, doing 4d6 more evil damage to any enemy of non-evil alignment. (Required trait: Chaotic; UMD 26)
  • Divine Light - Pure GoodPure Good: This weapon is infused with the power of pure good. It does an additional 1d6 damage to non-good targets and can only be wielded by good aligned characters., BrillianceBrilliance: This weapon glows with the light of Irian. This weapon deals an extra 1d6 light damage on a successful hit. In addition critical hits deal an amount of extra light damage depending on the weapon's critical multiplier: x2 - 1d10. x3 - 2d10. x4 - 3d10.
  • Electric StormElectric Storm: This weapon is imbued with an electrifying wrath. On an attack roll of 20 which is confirmed as a critical hit this shocking power will be released, dealing damage to the target and all enemies near it for 15d6 electric damage. A successful reflex save (DC 39) reduces this by half. - 15d6 AoE on vorpal
  • Evocation Mastery - Efficient Metamagic - Empower Maximize I; Greater Evocation Focus
  • 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. - 15d6 AoE on vorpal
  • Freezing Gale - Vorpals cause 15d6 cold damage to target and nearby enemies; Reflex save (DC 39) reduces by half
  • 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. - (required trait: Good; UMD 26)
  • Greater Poison - Poison BurstPoison Burst: This weapon is dripping with poison, and deals 1d6 poison damage each hit. In addition critical hits deal an amount of extra poison damage depending on the weapon's critical multiplier: x2 - 31d10. x3 - 2d10. x4 - 3d10.; (Constitution, Dexterity, or Strength) Poison, Greater (1 point of (CON/DEX/STR) damage with every hit)
  • Healing Mastery - Efficient Metamagic - Empower Healing I, Superior Healing Lore
  • The Icy Depths - TidalTidal: This weapon is sheathed in water. A Tidal weapon deals an extra 1d4 points of damage on a successful hit. Creatures with the Fire trait take double this damage instead. and Icy BlastIcy Blast: This weapon is sheathed in icy cold. Critical hits with this weapon deal an amount of extra cold 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 cold damage.
  • Lacerating - SlicingSlicing: This weapon is incredibly sharp and will do an additional 1d4 damage to targets that are vulnerable to bleeding., BleedBleed: This weapon is cruelly sharp and will do an additional 1d8 damage to targets that are vulnerable to bleeding.
  • Mauling - SlicingSlicing: This weapon is incredibly sharp and will do an additional 1d4 damage to targets that are vulnerable to bleeding., BleedBleed: This weapon is cruelly sharp and will do an additional 1d8 damage to targets that are vulnerable to bleeding. and 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.
  • Poison - PoisonPoison: This weapon is dripping with poison. It deals an additional 1d6 poison damage on a successful hit.; (Constitution, Dexterity, or Strength) Poison, Lesser (1d6 points of (CON/DEX/STR) damage with every hit)
  • 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. - different from the prefix 'Radiance' which is the light damage powerup)
  • the Rebel - Absolute ChaosAbsolute Chaos: This weapon is infused with the ultimate power of chaos. It does an additional 2d6 damage to non-chaotic targets and can only be wielded by chaotic aligned characters., Good BlastGood Blast: A good blast weapon is infused with the power of good. Critical hits with this weapon to targets of non-good alignment deal an amount of extra damage depending on the weapon's critical multiplier: x2 - 3d6. x3 - 4d6. x4 - 5d6. Additionally, if you roll a natural 20 when attacking and confirm the critical hit, the weapon blasts your target, doing 4d6 more good damage to any enemy of non-good alignment. (Required trait: Chaotic; UMD 26), +5 BPM
  • SteamSteam: This weapon is constantly building a magical steam within. When the weapon is used, this pressure can be violently discharged, periodically damaging enemies with an additional 2d8 + 8 points of untyped damage on a successful hit. - 2d8+8 damage over time
  • the Sun's Fury - Flaming BlastFlaming Blast: This weapon is sheathed in fire. Critical hits with this weapon deal an amount of extra fire 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 fire damage., BrillianceBrilliance: This weapon glows with the light of Irian. This weapon deals an extra 1d6 light damage on a successful hit. In addition critical hits deal an amount of extra light damage depending on the weapon's critical multiplier: x2 - 1d10. x3 - 2d10. x4 - 3d10.
  • the Sun - IncandescenceIncandescence: This weapon glows with the light of Irian. This weapon deals an extra 1d6 light damage on successful hit., Flaming BlastFlaming Blast: This weapon is sheathed in fire. Critical hits with this weapon deal an amount of extra fire 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 fire damage.
  • Superior Lore - Superior lore of any type
  • the Tyrant - 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., Evil BlastEvil Blast: An evil blast weapon is infused with the power of evil. Critical hits with this weapon to targets of non-evil alignment deal an amount of extra damage depending on the weapon's critical multiplier: x2 - 3d6. x3 - 4d6. x4 - 5d6. Additionally, if you roll a natural 20 when attacking and confirm the critical hit, the weapon blasts your target, doing 4d6 more evil damage to any enemy of non-evil alignment. (Required trait: Lawful; UMD 26), +5 BPM
  • Virulent Poison - Poison BurstPoison Burst: This weapon is dripping with poison, and deals 1d6 poison damage each hit. In addition critical hits deal an amount of extra poison damage depending on the weapon's critical multiplier: x2 - 31d10. x3 - 2d10. x4 - 3d10.; (Constitution, Dexterity, or Strength) Poison, Virulent (1 point of CON/DEX/STR damage with every hit & additional 1d6 CON/DEX/STR damage on crits)

[edit] Armor prefixes

  • Bracing - DR 2, Natural Armor +1 (+1 BPM, BtCoE)
  • Convalescent - 20% heal amp (+6 effect, also on bracers)
  • Destroying - reduces AC and Fortification of enemies struck by melee attacks (+4 effect)
  • Elemental - +10 Inherent resist to Fire/Cold/Acid/Lightning. Stacks with everything except Inherent Resist +10.
    • Primal - 10 inherent resist all, 10% energy absorb (not sure if this is U14 or U15)
  • Energy Deflection - 5% absorption to one of Fire/Cold/Acid/Lightning (+1 BPM, BtCoE)
    • Energy Ablation - 10% absorption to one of Fire/Cold/Acid/Lightning (+3 BPM, BtCoE)
    • Energy Absorption - 20% absorption to one of Fire/Cold/Acid/Lightning (+5 BPM, BtCoE)
  • Frozen - Freezing Ice Guard
  • Greater Twilight - reduces Arcane Spell Failure by 20% (available before only with Cannith Crafting)
  • Light Guard - 1d6 light damage to attackers when hit (+2 BPM)
  • Potency - Armor Prefix (this one may be bugged): Universal Spell Power - Increases damage of 8th level and below spells by 30%, does not stack with other items or potions.
  • Silver Flame - turn undead booster
  • Slaying - Slay Living Guard
  • Soul-stealing (+6 equivalent) - Trap the Soul Guard
  • Superior Lore - Superior lore of any type
  • Thorn Guard - like Bramble-Casters
  • Windswept - Air Guard

[edit] Armor suffixes

  • Watchfulness (+2 effect, BtCoE) - Heightened Awareness +1, Resistance +2
    • Wariness (+4 effect, BtCoE) - Dodge Bonus +1%, Heightened Awareness +2, Resistance +3
    • Alertness (+6 effect, BtCoE) - Dodge Bonus +3%, Heightened Awareness +4 (also on helmets)
    • Omniscience (+7 effect, BtCoE) - Dodge Bonus +4%, Heightened Awareness +5 (also on helmets)
  • Prisms - 2x Lesser Elemental Resistance (3), e.g.: Lesser acid and cold resistance
    • Glowing Prisms - 2x Elemental Resistance (10), e.g.: fire and cold resistance
    • Shining Prisms - 2x Improved Elemental Resistance (20)
    • Shimmering Prisms - 3x Elemental Resistance (10), e.g.: lightning, acid, and sonic resistance (bugged version may have 2 or even 1 resistance)
    • Radiant Prisms - 3x Improved Elemental Resistance (20), e.g.: Improved sonic, lightning, and acid resistance. Semi-frequently one of the three can be Light Resistance (not Lightning, Light).
  • Reinforcement - +5 protection (deflection bonus to AC), DR 5/-
  • Superior Acid/Cold/Fire/Lightning/Sonic resistance
  • Superior False Life
  • Superior Lore - Superior lore of any type
  • Superior Stability
  • Warding - Spell Resistance (22), and Resistance +4
  • Guards:

[edit] Other/Unknown

Sources: [4], [5]

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