Name
|
Type
|
ML
|
Damage
|
Crit
|
Enhancements
|
Quests
|
Fell Shiv (Level 14)
|
Dagger
|
14
|
2[1d4] + 1 Pierce, Magic
|
19-20 / x2
|
* +1 Enhancement Bonus+1 Enhancement Bonus: +1 enhancement bonus to attack and damage rolls.
|
The Thrill of the Hunt, Devouring Shadow chest (Heroic Normal); Shadow Over Wheloon, Quest chain end reward (Heroic)
|
Fell Shiv (Level 16)
|
Dagger
|
16
|
2[1d4] + 2 Pierce, Magic
|
19-20 / x2
|
* +2 Enhancement Bonus+2 Enhancement Bonus: +2 enhancement bonus to attack and damage rolls.
|
The Thrill of the Hunt, Devouring Shadow chest (Heroic Elite)
|
Spectral Dagger (level 16)
|
Dagger
|
16
|
2.70[1d4] + 5 Pierce, Magic
|
19-20 / x2
|
* +5 Enhancement Bonus+5 Enhancement Bonus: +5 enhancement bonus to attack and damage rolls.
- Ghostbane 4Ghostbane 4: This weapon is attuned specifically to hunt the risen dead, dealing an additional 4d10 bane damage vs. Undead monsters.
Passive: This weapon has Ghost Touch, and bypasses ethereal monster's 50% chance to evade bane damage.
- Evil Outsider Bane 4Evil Outsider Bane 4: This weapon is attuned specifically to hunt monsters that bring ill intent from other planes, dealing an additional 4d10 bane damage vs. Evil Outsiders.
- Improved Vorpal Improved Vorpal: Passive: +0.5[W] damage dice.
On Vorpal Hit: If your target has fewer than 1500 Hit Points, they are instantly slain. If your target has above 1500 Hit Points, they take 150 damage.
- Crushing 9Crushing 9: This effect causes the edges of this weapon to ripple with force, dealing 9d6 force damage on each critical hit.
|
The Night Revels
|
Spectral Dagger (level 12)
|
Dagger
|
12
|
1.90[1d4] + 4 Pierce, Magic
|
19-20 / x2
|
* +4 Enhancement Bonus+4 Enhancement Bonus: +4 enhancement bonus to attack and damage rolls.
- Ghostbane 3Ghostbane 3: This weapon is attuned specifically to hunt the risen dead, dealing an additional 3d10 bane damage vs. Undead monsters.
Passive: This weapon has Ghost Touch, and bypasses ethereal monster's 50% chance to evade bane damage.
- Evil Outsider Bane 3Evil Outsider Bane 3: This weapon is attuned specifically to hunt monsters that bring ill intent from other planes, dealing an additional 3d10 bane damage vs. Evil Outsiders.
- Vorpal Vorpal: Passive: +0.5[W] damage dice.
On Vorpal Hit: If your target has fewer than 1000 Hit Points, they are instantly slain. If your target has above 1000 Hit Points, they take 100 damage.
- Crushing 7Crushing 7: This effect causes the edges of this weapon to ripple with force, dealing 7d6 force damage on each critical hit.
|
The Night Revels
|
Legendary Flotsam (level 32)
|
Dagger
|
32
|
5.40[1d6+2] + 15 Pierce, Magic
|
19-20 / x2
|
* +15 Enhancement Bonus+15 Enhancement Bonus: +15 enhancement bonus to attack and damage rolls.
- Superior Disruption Superior Disruption: On Hit: 4 to 24 Bane damage to Undead.
On Vorpal Hit: If an undead struck by this weapon has fewer than 2500 Hit Points, it is instantly slain. If the undead has above 2500 Hit Points, it takes 250 damage.
- Bludgeoning 6Bludgeoning 6: The edges of this weapon are blunted, dealing an additional 6d6 bludgeon damage on each hit.
- Corrosive SaltCorrosive Salt: This weapon stores a caustic, insatiable power deep within. When this weapon is used, this power can come to the surface in the form of a noxious, corrosive salt that dissolves all substances.
- Undead Bane 6Undead Bane 6: Those that have died must return, and this weapon is attuned specifically to lay them to rest. This weapon deals an additional 6d10 bane damage vs. Undead.
- Red Augment Slot: EmptyRed AugmentsColorless Augments
|
Treasure of Crystal Cove
|
Epic Ethereal Dagger
|
Dagger
|
20
|
3[1d4] + 6 Pierce, Adamantine, Magic
|
19-20 / x2
|
* +6 Enhancement Bonus+6 Enhancement Bonus: +6 enhancement bonus to attack and damage rolls.
- Impactful 4Impactful 4: This effect causes the edges of this weapon to ripple with force, dealing 4 to 24 force on each hit.
- Ghostbane 4Ghostbane 4: This weapon is attuned specifically to hunt the risen dead, dealing an additional 4d10 bane damage vs. Undead monsters.
Passive: This weapon has Ghost Touch, and bypasses ethereal monster's 50% chance to evade bane damage.
- Weaken UndeadWeaken Undead: Undead creatures struck by this weapon find themselves more vulnerable. Each time this weapon deals damage to an undead creature, the target loses 20% of its Fortification for the next 20 seconds. This effect does not stack with itself.
- AdamantineAdamantine: Adamantine weapons may bypass the damage reduction of certain items and creatures.
- Red Augment Slot: EmptyRed AugmentsColorless Augments
|
Morten Edgewright
|
Epic Flotsam (level 28)
|
Dagger
|
28
|
4.60[1d4] + 12 Pierce, Magic
|
19-20 / x2
|
* +12 Enhancement Bonus+12 Enhancement Bonus: +12 enhancement bonus to attack and damage rolls.
- Superior Disruption Superior Disruption: On Hit: 4 to 24 Bane damage to Undead.
On Vorpal Hit: If an undead struck by this weapon has fewer than 2500 Hit Points, it is instantly slain. If the undead has above 2500 Hit Points, it takes 250 damage.
- Bludgeoning 6Bludgeoning 6: The edges of this weapon are blunted, dealing an additional 6d6 bludgeon damage on each hit.
- Corrosive SaltCorrosive Salt: This weapon stores a caustic, insatiable power deep within. When this weapon is used, this power can come to the surface in the form of a noxious, corrosive salt that dissolves all substances.
- Undead Bane 6Undead Bane 6: Those that have died must return, and this weapon is attuned specifically to lay them to rest. This weapon deals an additional 6d10 bane damage vs. Undead.
- Red Augment Slot: EmptyRed AugmentsColorless Augments
|
Treasure of Crystal Cove
|
Dice
|
Dagger
|
14
|
2.30[1d4] + 5 Pierce, Magic
|
19-20 / x2
|
* +5 Enhancement Bonus+5 Enhancement Bonus: +5 enhancement bonus to attack and damage rolls.
|
Multitude of Menace, End chest
|
Dagger of Inquisition
|
Dagger
|
2
|
[1d4] + 2 Pierce, Silver, Magic
|
19-20 / x2
|
* +2 Enhancement Bonus+2 Enhancement Bonus: +2 enhancement bonus to attack and damage rolls.
- Ghostbane 1Ghostbane 1: This weapon is attuned specifically to hunt the risen dead, dealing an additional 1d10 bane damage vs. Undead monsters.
Passive: This weapon has Ghost Touch, and bypasses ethereal monster's 50% chance to evade bane damage.
- SilverSilver: A complex process involving metallurgy and alchemy can bond silver to a weapon made of steel so that it bypasses the damage reduction of creatures such as devils and vampires.
Silver weapons have 2 points lower hardness then equivalent steel weapons, and as such aren't quite as durable. , Alchemical
- Red Augment Slot: EmptyRed AugmentsColorless Augments
|
Return to the Sanctuary, Fitzwood's chest
|
Pain, the Half of Whole
|
Dagger
|
28
|
5.10[1d4+3] + 15 Pierce, Magic
|
19-20 / x2
|
* +15 Enhancement Bonus+15 Enhancement Bonus: +15 enhancement bonus to attack and damage rolls.
|
The Curse of Strahd, Raid chest
|
Fell Shiv (Level 15)
|
Dagger
|
15
|
2[1d4] + 2 Pierce, Magic
|
19-20 / x2
|
* +2 Enhancement Bonus+2 Enhancement Bonus: +2 enhancement bonus to attack and damage rolls.
|
The Thrill of the Hunt, Devouring Shadow chest (Heroic Hard)
|
Fell Shiv (Level 26)
|
Dagger
|
26
|
2[1d4] + 4 Pierce, Magic
|
19-20 / x2
|
* +4 Enhancement Bonus+4 Enhancement Bonus: +4 enhancement bonus to attack and damage rolls.
- Greater Vorpal Greater Vorpal: Passive: +0.5[W] damage dice.
On Vorpal Hit: If your target has fewer than 2000 Hit Points, they are instantly slain. If your target has above 2000 Hit Points, they take 200 damage.
- One of the following:
- Dazing VI Dazing VI: On Hit: Your target suffers a -1 Penalty to Will Saving Throws for 6 seconds. This effect stacks up to 5 times. This effect may only occur on-hit once every three seconds.
Passive: The DC of the saving throw to resist your Stunning Blow and Stunning Fist combat feats is increased by 11.
- Deception VIDeception VI: 5% Chance on Hit: Your target becomes Bluffed for four seconds. (Bluffed enemies can be affected by Sneak Attacks even while targeting you.) On sneak attack: +6 to Attack Rolls, +12 to Damage.
- Doublestrike 6% Doublestrike 6%: Passive: 6% Enhancement bonus to Doublestrike. (Doublestrike is a chance to score an additional hit with a melee attack.)
- Draining VIDraining VI: On Vorpal Hit: Your target incurs one Negative Level, and you gain +12 Temporary Spell Points. (These Temporary Spell Points last for one minute, or until used to reduce the cost of your next spell.)
- Feeding VIFeeding VI: On Vorpal Hit: Your target incurs one Negative Level, and you gain +30 Temporary Hit Points. (These Temporary Hit Points last for one minute, or until used to negate incoming damage.)
- Ghostbane VIGhostbane VI: On Hit: 6 to 24 Bane Damage vs Undead. (Bane damage cannot be resisted.)
Passive: Attacks from this weapon bypass the miss chance of incorporeal creatures, such as ghosts, shadows, and wraiths.
- Heartseeker VIHeartseeker VI: On Critical Hit: 13 to 78 Piercing damage from weapons with a x2 Critical Multiplier, 13 to 104 Piercing damage from weapons with a x3 Critical Multiplier, and 13 to 130 Piercing damage from weapons with a x4 or greater Critical Multiplier.
- Humanoid Bane VIHumanoid Bane VI: On Hit: 6 to 24 Bane Damage vs Humanoids and Giants. (Bane damage cannot be resisted.)
|
The Thrill of the Hunt, Devouring Shadow chest (Epic Hard)
|
Spectral Dagger (level 24)
|
Dagger
|
24
|
4.30[1d4] + 7 Pierce, Magic
|
19-20 / x2
|
* +7 Enhancement Bonus+7 Enhancement Bonus: +7 enhancement bonus to attack and damage rolls.
- Ghostbane 5Ghostbane 5: This weapon is attuned specifically to hunt the risen dead, dealing an additional 5d10 bane damage vs. Undead monsters.
Passive: This weapon has Ghost Touch, and bypasses ethereal monster's 50% chance to evade bane damage.
- Evil Outsider Bane 5Evil Outsider Bane 5: This weapon is attuned specifically to hunt monsters that bring ill intent from other planes, dealing an additional 5d10 bane damage vs. Evil Outsiders.
- Greater Vorpal Greater Vorpal: Passive: +0.5[W] damage dice.
On Vorpal Hit: If your target has fewer than 2000 Hit Points, they are instantly slain. If your target has above 2000 Hit Points, they take 200 damage.
- Crushing 12Crushing 12: This effect causes the edges of this weapon to ripple with force, dealing 12d6 force damage on each critical hit.
|
The Night Revels
|
Spectral Dagger (level 28)
|
Dagger
|
28
|
5.10[1d4] + 12 Pierce, Magic
|
19-20 / x2
|
* +12 Enhancement Bonus+12 Enhancement Bonus: +12 enhancement bonus to attack and damage rolls.
- Ghostbane 6Ghostbane 6: This weapon is attuned specifically to hunt the risen dead, dealing an additional 6d10 bane damage vs. Undead monsters.
Passive: This weapon has Ghost Touch, and bypasses ethereal monster's 50% chance to evade bane damage.
- Evil Outsider Bane 6Evil Outsider Bane 6: This weapon is attuned specifically to hunt monsters that bring ill intent from other planes, dealing an additional 6d10 bane damage vs. Evil Outsiders.
- Superior Vorpal Superior Vorpal: Passive: +0.5[W] damage dice.
On Vorpal Hit: If your target has fewer than 2500 Hit Points, they are instantly slain. If your target has above 2500 Hit Points, they take 250 damage.
- Crushing 13Crushing 13: This effect causes the edges of this weapon to ripple with force, dealing 13d6 force damage on each critical hit.
|
The Night Revels
|
Legendary Bottle o' Rum
|
Dagger
|
31
|
5.70[1d4+2] +15 Pierce, Magic
|
19-20 / x2
|
* +15 Enhancement Bonus+15 Enhancement Bonus: +15 enhancement bonus to attack and damage rolls.
|
Captive of the Hidden God, end chest
|
Assassin's Kiss
|
Dagger
|
7
|
[1d4] + 3 Pierce, Magic
|
19-20 / x3
|
* +3 Enhancement Bonus+3 Enhancement Bonus: +3 enhancement bonus to attack and damage rolls.
- Lesser Incorporeal BaneLesser Incorporeal Bane: A bane weapon excels at attacking one type or subtype of creature. Against Incorporeals, this weapon's effective enhancement bonus is +1 better than its normal enhancement bonus. It deals an extra 1 to 6 points of damage against the foe.
- DeceptionDeception: This weapon is hard to focus upon and thus provides a +3 enhancement bonus to Bluff checks. In addition, Deception weapons have a small chance to envelop the target in darkness, making them vulnerable to sneak attacks for a short time.
- Greater DispellingGreater Dispelling: This weapon is infused with a power that purges out the magical energies of those that it strikes. On an attack roll of 20 which is confirmed as a critical hit it will apply a Greater Dispel Magic effect to the target, stripping away its protective spells.
- Assassinate +2 Assassinate +2: +2 Enhancement bonus to the DC of character's Assassinate attempts.
- Purple Augment Slot: EmptyPurple AugmentsRed AugmentsBlue AugmentsColorless Augments
|
ToEE: Fire Node, Periron chest (Confirmed), ToEE: Air Node, dragon's hoard chests, ToEE: Water Node, Jotun Rimeblade chest, and ToEE: Earth Node, Hyrelgas chest
|
Epic Assassin's Kiss
|
Dagger
|
26
|
4.20[1d4] + 7 Pierce, Magic
|
19-20 / x3
|
* +7 Enhancement Bonus+7 Enhancement Bonus: +7 enhancement bonus to attack and damage rolls.
- Greater Incorporeal BaneGreater Incorporeal Bane: A bane weapon excels at attacking one type or subtype of creature. Against Incorporeals, this weapon's effective enhancement bonus is +4 better than its normal enhancement bonus. It deals an extra 3 to 18 points of damage against the foe.
- Improved Deception Improved 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.
- Greater DispellingGreater Dispelling: This weapon is infused with a power that purges out the magical energies of those that it strikes. On an attack roll of 20 which is confirmed as a critical hit it will apply a Greater Dispel Magic effect to the target, stripping away its protective spells.
- Assassinate +6 Assassinate +6: +6 Enhancement bonus to the DC of character's Assassinate attempts.
- Purple Augment Slot: EmptyPurple AugmentsRed AugmentsBlue AugmentsColorless Augments
|
ToEE: Fire Node, Periron chest (Confirmed), ToEE: Air Node, dragon's hoard chests, ToEE: Water Node, Jotun Rimeblade chest, and ToEE: Earth Node, Hyrelgas chest
|
Sky Pirate's Dagger
|
Dagger
|
4
|
[1d6] + 2 Pierce, Magic
|
17-20 / x3
|
* +2 Enhancement Bonus+2 Enhancement Bonus: +2 enhancement bonus to attack and damage rolls.
|
Three-Barrel Cove (heroic), Ilmarin Tychonn's Chest (Rare Encounter)
|
Blade of the High Priestess
|
Dagger
|
21
|
3.20[1d4] + 6 Pierce, Magic
|
19-20 / x2
|
* Spellcasting Implement +18Spellcasting Implement +18: Passive: +18 Implement bonus to Universal Spell Power.
|
The Portal Opens, End chest ; Menace of the Underdark: City of Portals, Quest chain end reward
|
Earthcarver Shard
|
Dagger
|
20
|
2[1d4] + 6 Pierce, Epic, Magic
|
19-20 / x3
|
* +6 Enhancement Bonus+6 Enhancement Bonus: +6 enhancement bonus to attack and damage rolls.
- IncandescenceIncandescence: This weapon glows with the light of Irian. This weapon deals an extra 1 to 6 points of light damage on a successful hit.
- Ooze BaneOoze Bane: A bane weapon excels at attacking one type or subtype of creature. Against Oozes, this weapon's effective enhancement bonus is +2 better than its normal enhancement bonus. It deals an extra 2 to 12 points of damage against the foe.
- Aberration BaneAberration Bane: A bane weapon excels at attacking one type or subtype of creature. Against Aberrations, this weapon's effective enhancement bonus is +2 better than its normal enhancement bonus. It deals an extra 2 to 12 points of damage against the foe.
- Magical Beast BaneMagical Beast Bane: A bane weapon excels at attacking one type or subtype of creature. Against Magical Beasts, this weapon's effective enhancement bonus is +2 better than its normal enhancement bonus. It deals an extra 2 to 12 points of damage against the foe.
- Acidic ReapingAcidic Reaping: While this item is equipped, any killing blows you strike against enemies grants you 40 Acid resistance for 30 seconds. Slaying weaker opponents has a reduced chance of producing this effect.
|
In the Belly of the Beast, Special quest only temporary weapon
|
Agony, the Knife in the Dark
|
Dagger
|
23
|
3.60[2d4] + 7 Pierce, Magic
|
17-20 / x2
|
* +7 Enhancement Bonus+7 Enhancement Bonus: +7 enhancement bonus to attack and damage rolls.
- KeenKeen: Passive: The base critical threat range of this weapon is doubled. This does not stack with Improved Critical feat. Vorpal Strikes by this weapon also bypass all Fortification.
- Entropic Entropic : An entropic weapon crackles with a sinister energy that seeks to unmake anything it contacts. When it strikes a target, they take an extra 2 to 12 points of untyped damage.
- HemorrhagingHemorrhaging: This weapon is viciously sharp and will do an additional 2 to 16 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 Improved 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.
- Attuned to HeroismThis relic is attuned to heroic actions.
- AHHH!!! Where am I! Please remove any arguments you have included for this template and allow me to attempt to auto-detect where I am. Thank You.
|
Caught in the Web, End Chest
|
Spectral Dagger (level 4)
|
Dagger
|
4
|
[1d4] + 2 Pierce, Magic
|
19-20 / x2
|
* +2 Enhancement Bonus+2 Enhancement Bonus: +2 enhancement bonus to attack and damage rolls.
- Ghostbane 2Ghostbane 2: This weapon is attuned specifically to hunt the risen dead, dealing an additional 2d10 bane damage vs. Undead monsters.
Passive: This weapon has Ghost Touch, and bypasses ethereal monster's 50% chance to evade bane damage.
- Evil Outsider Bane 2Evil Outsider Bane 2: This weapon is attuned specifically to hunt monsters that bring ill intent from other planes, dealing an additional 2d10 bane damage vs. Evil Outsiders.
- Crushing 4Crushing 4: This effect causes the edges of this weapon to ripple with force, dealing 4d6 force damage on each critical hit.
|
The Night Revels
|
Drow Dagger of the Weapon Master
|
Dagger
|
21
|
3.20[1d4] + 6 Pierce, Magic
|
17-20 / x2
|
* +6 Enhancement Bonus+6 Enhancement Bonus: +6 enhancement bonus to attack and damage rolls.
- MaimingMaiming: This weapon has a twisted haft or grip and spikes along its blade, head, or point. Whenever you score a critical hit with this weapon it deals an amount of extra untyped damage depending on its critical multiplier: x2 - 1 to 6, x3 - 2 to 12, x4 - 3 to 18.
- One of the following:
|
The House of Rusted Blades, End Chest
|
Keeper of the Crimson Covenant
|
Dagger
|
29
|
4.80[1d4+3] + 15 Pierce, Cold Iron, Magic
|
17-20 / x2
|
* First Litany of the Crimson CovenantFirst Litany of the Crimson Covenant: "Look not to the skies, nor the depths below, nor even the distant past or future." On Hit: 6d6 Evil damage and 6d8 bleeding damage to those that are vulnerable to it.
|
The Mark of Death, Upgraded form of Dull Dagger
|
Epic Phiarlan Spy Dagger
|
Dagger
|
20
|
3[1d4] + 6 Pierce, Magic
|
19-20 / x2
|
* +6 Enhancement Bonus+6 Enhancement Bonus: +6 enhancement bonus to attack and damage rolls.
- Acid Blast 4Acid Blast 4: This weapon is covered in a strong and deadly acid, dealing 4d6 Acid damage on a successful hit, and an additional 4d6 Acid damage on a critical hit.
- Improved Deception Improved 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.
- DuskDusk: Equipping this item engulfs you in twilight shadows. Attacks from enemies have a 10% chance to miss you due to concealment.
- Critical Weakening 2Critical Weakening 2: This deadly weapon saps the power and might from your enemies, dealing 2 Strength damage on each critical hit.
- Improved ParalyzingImproved Paralyzing: Any creature struck by this weapon must succeed on a DC 28 Will save or be paralyzed. The target may attempt a new save to end the effect every several seconds; otherwise the paralysis lasts for 1 minute.
- Purple Augment Slot: EmptyPurple AugmentsRed AugmentsBlue AugmentsColorless Augments
- Red Augment Slot: EmptyRed AugmentsColorless Augments
|
Epic Crafting, upgrade of Phiarlan Spy Dagger
|
Epic Dice
|
Dagger
|
28
|
5.10[1d4] + 12 Pierce, Magic
|
19-20 / x2
|
* +12 Enhancement Bonus+12 Enhancement Bonus: +12 enhancement bonus to attack and damage rolls.
|
Multitude of Menace, End chest
|
Tenebrous Stiletto
|
Dagger
|
8
|
1.25[1d4] + 4 Slash, Pierce, Adamantine, Magic
|
19-20 / x2
|
* +4 Enhancement Bonus+4 Enhancement Bonus: +4 enhancement bonus to attack and damage rolls.
- Ghost TouchGhost Touch: An incorporeal creature's 50% chance to avoid damage does not apply to attacks with ghost touch weapons.
- DeceptionDeception: This weapon is hard to focus upon and thus provides a +3 enhancement bonus to Bluff checks. In addition, Deception weapons have a small chance to envelop the target in darkness, making them vulnerable to sneak attacks for a short time.
- AdamantineAdamantine: Adamantine weapons may bypass the damage reduction of certain items and creatures.
- Hide +11Hide +11: Passive: +11 Competence bonus to the Hide skill.
- Red Augment Slot: EmptyRed AugmentsColorless Augments
|
The Shadow Crypt, Middle End chest, Optional "big chest"
|
Dull Dagger
|
Dagger
|
29
|
4.80[1d4+3] + 15 Pierce, Cold Iron, Magic
|
17-20 / x2
|
* +15 Enhancement Bonus+15 Enhancement Bonus: +15 enhancement bonus to attack and damage rolls.
|
Legendary Vision of Destruction, End chest
|
Flotsam (level 12)
|
Dagger
|
12
|
1.40[1d4] + 4 Pierce, Magic
|
19-20 / x2
|
* +4 Enhancement Bonus+4 Enhancement Bonus: +4 enhancement bonus to attack and damage rolls.
- Improved Disruption Improved Disruption: On Hit: 4 to 24 Bane damage to Undead.
On Vorpal Hit: If an undead struck by this weapon has fewer than 1500 Hit Points, it is instantly slain. If the undead has above 1500 Hit Points, it takes 150 damage.
- Bludgeoning 3Bludgeoning 3: The edges of this weapon are blunted, dealing an additional 3d6 bludgeon damage on each hit.
- Corrosive SaltCorrosive Salt: This weapon stores a caustic, insatiable power deep within. When this weapon is used, this power can come to the surface in the form of a noxious, corrosive salt that dissolves all substances.
- Undead Bane 3Undead Bane 3: Those that have died must return, and this weapon is attuned specifically to lay them to rest. This weapon deals an additional 3d10 bane damage vs. Undead.
- Red Augment Slot: EmptyRed AugmentsColorless Augments
|
Treasure of Crystal Cove
|
Fell Shiv (Level 25)
|
Dagger
|
25
|
2[1d4] + 3 Pierce, Magic
|
19-20 / x2
|
* +3 Enhancement Bonus+3 Enhancement Bonus: +3 enhancement bonus to attack and damage rolls.
- Greater Vorpal Greater Vorpal: Passive: +0.5[W] damage dice.
On Vorpal Hit: If your target has fewer than 2000 Hit Points, they are instantly slain. If your target has above 2000 Hit Points, they take 200 damage.
- One of the following:
- Dazing VI Dazing VI: On Hit: Your target suffers a -1 Penalty to Will Saving Throws for 6 seconds. This effect stacks up to 5 times. This effect may only occur on-hit once every three seconds.
Passive: The DC of the saving throw to resist your Stunning Blow and Stunning Fist combat feats is increased by 11.
- Deception VIDeception VI: 5% Chance on Hit: Your target becomes Bluffed for four seconds. (Bluffed enemies can be affected by Sneak Attacks even while targeting you.) On sneak attack: +6 to Attack Rolls, +12 to Damage.
- Doublestrike 6% Doublestrike 6%: Passive: 6% Enhancement bonus to Doublestrike. (Doublestrike is a chance to score an additional hit with a melee attack.)
- Draining VIDraining VI: On Vorpal Hit: Your target incurs one Negative Level, and you gain +12 Temporary Spell Points. (These Temporary Spell Points last for one minute, or until used to reduce the cost of your next spell.)
- Feeding VIFeeding VI: On Vorpal Hit: Your target incurs one Negative Level, and you gain +30 Temporary Hit Points. (These Temporary Hit Points last for one minute, or until used to negate incoming damage.)
- Ghostbane VIGhostbane VI: On Hit: 6 to 24 Bane Damage vs Undead. (Bane damage cannot be resisted.)
Passive: Attacks from this weapon bypass the miss chance of incorporeal creatures, such as ghosts, shadows, and wraiths.
- Heartseeker VIHeartseeker VI: On Critical Hit: 13 to 78 Piercing damage from weapons with a x2 Critical Multiplier, 13 to 104 Piercing damage from weapons with a x3 Critical Multiplier, and 13 to 130 Piercing damage from weapons with a x4 or greater Critical Multiplier.
- Humanoid Bane VIHumanoid Bane VI: On Hit: 6 to 24 Bane Damage vs Humanoids and Giants. (Bane damage cannot be resisted.)
|
The Thrill of the Hunt, Devouring Shadow chest (Epic Normal); Shadow Over Wheloon, Quest chain end reward (Epic)
|
Legendary Bejeweled Letter Opener
|
Dagger
|
30
|
5[1d4+2] + 15 Pierce, Magic
|
17-20 / x2
|
* Spellcasting Implement +30Spellcasting Implement +30: Passive: +30 Implement bonus to Universal Spell Power.
|
Unknown
|
Ethereal Dagger
|
Dagger
|
2
|
[1d4] + 1 Pierce, Magic
|
19-20 / x2
|
* +1 Enhancement Bonus+1 Enhancement Bonus: +1 enhancement bonus to attack and damage rolls.
|
Morten Edgewright
|
Fell Shiv (Level 27)
|
Dagger
|
27
|
2[1d4] + 4 Pierce, Magic
|
19-20 / x2
|
* +4 Enhancement Bonus+4 Enhancement Bonus: +4 enhancement bonus to attack and damage rolls.
- Greater Vorpal Greater Vorpal: Passive: +0.5[W] damage dice.
On Vorpal Hit: If your target has fewer than 2000 Hit Points, they are instantly slain. If your target has above 2000 Hit Points, they take 200 damage.
- One of the following:
- Dazing VI Dazing VI: On Hit: Your target suffers a -1 Penalty to Will Saving Throws for 6 seconds. This effect stacks up to 5 times. This effect may only occur on-hit once every three seconds.
Passive: The DC of the saving throw to resist your Stunning Blow and Stunning Fist combat feats is increased by 11.
- Deception VIDeception VI: 5% Chance on Hit: Your target becomes Bluffed for four seconds. (Bluffed enemies can be affected by Sneak Attacks even while targeting you.) On sneak attack: +6 to Attack Rolls, +12 to Damage.
- Doublestrike 6% Doublestrike 6%: Passive: 6% Enhancement bonus to Doublestrike. (Doublestrike is a chance to score an additional hit with a melee attack.)
- Draining VIDraining VI: On Vorpal Hit: Your target incurs one Negative Level, and you gain +12 Temporary Spell Points. (These Temporary Spell Points last for one minute, or until used to reduce the cost of your next spell.)
- Feeding VIFeeding VI: On Vorpal Hit: Your target incurs one Negative Level, and you gain +30 Temporary Hit Points. (These Temporary Hit Points last for one minute, or until used to negate incoming damage.)
- Ghostbane VIGhostbane VI: On Hit: 6 to 24 Bane Damage vs Undead. (Bane damage cannot be resisted.)
Passive: Attacks from this weapon bypass the miss chance of incorporeal creatures, such as ghosts, shadows, and wraiths.
- Heartseeker VIHeartseeker VI: On Critical Hit: 13 to 78 Piercing damage from weapons with a x2 Critical Multiplier, 13 to 104 Piercing damage from weapons with a x3 Critical Multiplier, and 13 to 130 Piercing damage from weapons with a x4 or greater Critical Multiplier.
- Humanoid Bane VIHumanoid Bane VI: On Hit: 6 to 24 Bane Damage vs Humanoids and Giants. (Bane damage cannot be resisted.)
|
The Thrill of the Hunt, Devouring Shadow chest (Epic Elite)
|
Legendary Dagger of the Liturgist
|
Dagger
|
29
|
5.30[1d4+2] + 15 Pierce, Magic
|
19-20 / x2
|
* +15 Enhancement Bonus+15 Enhancement Bonus: +15 enhancement bonus to attack and damage rolls.
- Relentless FuryRelentless Fury: While this item is equipped, any killing blows you strike against enemies may drive you into a furious rage, providing a 5% Enchantment damage bonus to your melee, ranged and unarmed attacks for 30 seconds. Slaying weaker opponents has a reduced chance of producing this effect.
- Enhanced BloodrageEnhanced Bloodrage: This weapon is enhanced by blood - your blood! Each time you take damage or kill an enemy, there is a small chance that you will fall into an unholy bloodrage, greatly increasing your Melee Power, Constitution, and Damage. However, this rage will leave you more vulnerable to Physical attacks, slightly reducing your Armor Class.
- Blood RageBlood Rage: Anytime you are hit there is a chance that you will fall into a Blood Rage. Blood Rage gives up to a +8 bonus to Strength and Constitution but will also cause short periods of lethargy when your lust for blood becomes sated.
- Sovereign Vorpal Sovereign Vorpal: Passive: +0.5[W] damage dice.
On Vorpal Hit: If your target has fewer than 3000 Hit Points, they are instantly slain. If your target has above 3000 Hit Points, they take 300 damage.
- Red Augment Slot: EmptyRed AugmentsColorless Augments
|
The Sacred Bounty, End chest
|
Spectral Dagger (level 20)
|
Dagger
|
20
|
3.50[1d4] + 6 Pierce, Magic
|
19-20 / x2
|
* +6 Enhancement Bonus+6 Enhancement Bonus: +6 enhancement bonus to attack and damage rolls.
- Ghostbane 4Ghostbane 4: This weapon is attuned specifically to hunt the risen dead, dealing an additional 4d10 bane damage vs. Undead monsters.
Passive: This weapon has Ghost Touch, and bypasses ethereal monster's 50% chance to evade bane damage.
- Evil Outsider Bane 4Evil Outsider Bane 4: This weapon is attuned specifically to hunt monsters that bring ill intent from other planes, dealing an additional 4d10 bane damage vs. Evil Outsiders.
- Improved Vorpal Improved Vorpal: Passive: +0.5[W] damage dice.
On Vorpal Hit: If your target has fewer than 1500 Hit Points, they are instantly slain. If your target has above 1500 Hit Points, they take 150 damage.
- Crushing 10Crushing 10: This effect causes the edges of this weapon to ripple with force, dealing 10d6 force damage on each critical hit.
|
The Night Revels
|
Spectral Dagger (level 8)
|
Dagger
|
8
|
1.50[1d4] + 3 Pierce, Magic
|
19-20 / x2
|
* +3 Enhancement Bonus+3 Enhancement Bonus: +3 enhancement bonus to attack and damage rolls.
- Ghostbane 2Ghostbane 2: This weapon is attuned specifically to hunt the risen dead, dealing an additional 2d10 bane damage vs. Undead monsters.
Passive: This weapon has Ghost Touch, and bypasses ethereal monster's 50% chance to evade bane damage.
- Evil Outsider Bane 2Evil Outsider Bane 2: This weapon is attuned specifically to hunt monsters that bring ill intent from other planes, dealing an additional 2d10 bane damage vs. Evil Outsiders.
- Vorpal Vorpal: Passive: +0.5[W] damage dice.
On Vorpal Hit: If your target has fewer than 1000 Hit Points, they are instantly slain. If your target has above 1000 Hit Points, they take 100 damage.
- Crushing 6Crushing 6: This effect causes the edges of this weapon to ripple with force, dealing 6d6 force damage on each critical hit.
|
The Night Revels
|
Sheridan's Wrack
|
Dagger
|
8
|
1.50[2d3] + 4 Slash, Pierce, Magic
|
17-20 / x2
|
* +4 Enhancement Bonus+4 Enhancement Bonus: +4 enhancement bonus to attack and damage rolls.
|
Cult of the Six
|
Spectral Dagger (level 32)
|
Dagger
|
32
|
5.90[1d4] + 15 Pierce, Magic
|
19-20 / x2
|
* +15 Enhancement Bonus+15 Enhancement Bonus: +15 enhancement bonus to attack and damage rolls.
- Ghostbane 6Ghostbane 6: This weapon is attuned specifically to hunt the risen dead, dealing an additional 6d10 bane damage vs. Undead monsters.
Passive: This weapon has Ghost Touch, and bypasses ethereal monster's 50% chance to evade bane damage.
- Evil Outsider Bane 6Evil Outsider Bane 6: This weapon is attuned specifically to hunt monsters that bring ill intent from other planes, dealing an additional 6d10 bane damage vs. Evil Outsiders.
- Superior Vorpal Superior Vorpal: Passive: +0.5[W] damage dice.
On Vorpal Hit: If your target has fewer than 2500 Hit Points, they are instantly slain. If your target has above 2500 Hit Points, they take 250 damage.
- Crushing 15Crushing 15: This effect causes the edges of this weapon to ripple with force, dealing 15d6 force damage on each critical hit.
|
The Night Revels
|
Flotsam (level 16)
|
Dagger
|
16
|
2.20[1d4] + 5 Pierce, Magic
|
19-20 / x2
|
* +5 Enhancement Bonus+5 Enhancement Bonus: +5 enhancement bonus to attack and damage rolls.
- Improved Disruption Improved Disruption: On Hit: 4 to 24 Bane damage to Undead.
On Vorpal Hit: If an undead struck by this weapon has fewer than 1500 Hit Points, it is instantly slain. If the undead has above 1500 Hit Points, it takes 150 damage.
- Bludgeoning 4Bludgeoning 4: The edges of this weapon are blunted, dealing an additional 4d6 bludgeon damage on each hit.
- Corrosive SaltCorrosive Salt: This weapon stores a caustic, insatiable power deep within. When this weapon is used, this power can come to the surface in the form of a noxious, corrosive salt that dissolves all substances.
- Undead Bane 4Undead Bane 4: Those that have died must return, and this weapon is attuned specifically to lay them to rest. This weapon deals an additional 4d10 bane damage vs. Undead.
- Red Augment Slot: EmptyRed AugmentsColorless Augments
|
Treasure of Crystal Cove
|
Epic Dagger of Inquisition
|
Dagger
|
23
|
3.60[1d4] + 6 Pierce, Good, Silver, Magic
|
19-20 / x2
|
* +6 Enhancement Bonus+6 Enhancement Bonus: +6 enhancement bonus to attack and damage rolls.
- Holy 5Holy 5: This weapon is wielded by the pure to smite the wicked, dealing an additional 5d6 good damage on each hit. This effect makes the weapon good aligned. Evil characters wielding this weapon will suffer one negative level.
- Unnatural Bane 5Unnatural Bane 5: This weapon is attuned specifically to hunt beings that should not exist, dealing an additional 5d10 bane damage vs. Aberrations, Monstrous Humanoids, and Undead.
- Ghostbane 5Ghostbane 5: This weapon is attuned specifically to hunt the risen dead, dealing an additional 5d10 bane damage vs. Undead monsters.
Passive: This weapon has Ghost Touch, and bypasses ethereal monster's 50% chance to evade bane damage.
- SilverSilver: A complex process involving metallurgy and alchemy can bond silver to a weapon made of steel so that it bypasses the damage reduction of creatures such as devils and vampires.
Silver weapons have 2 points lower hardness then equivalent steel weapons, and as such aren't quite as durable. , Alchemical
- Red Augment Slot: EmptyRed AugmentsColorless Augments
|
Return to the Sanctuary, Fitzwood's chest
|
Epic Flotsam (level 20)
|
Dagger
|
20
|
3[1d4] + 6 Pierce, Magic
|
19-20 / x2
|
* +6 Enhancement Bonus+6 Enhancement Bonus: +6 enhancement bonus to attack and damage rolls.
- Greater Disruption Greater Disruption: On Hit: 4 to 24 Bane damage to Undead.
On Vorpal Hit: If an undead struck by this weapon has fewer than 2000 Hit Points, it is instantly slain. If the undead has above 2000 Hit Points, it takes 200 damage.
- Bludgeoning 4Bludgeoning 4: The edges of this weapon are blunted, dealing an additional 4d6 bludgeon damage on each hit.
- Corrosive SaltCorrosive Salt: This weapon stores a caustic, insatiable power deep within. When this weapon is used, this power can come to the surface in the form of a noxious, corrosive salt that dissolves all substances.
- Undead Bane 4Undead Bane 4: Those that have died must return, and this weapon is attuned specifically to lay them to rest. This weapon deals an additional 4d10 bane damage vs. Undead.
- Red Augment Slot: EmptyRed AugmentsColorless Augments
|
Treasure of Crystal Cove
|
Bejeweled Letter Opener
|
Dagger
|
10
|
[1d4] + 5 Slash, Pierce, Magic
|
17-20 / x2
|
* Spellcasting Implement +10Spellcasting Implement +10: Passive: +10 Implement bonus to Universal Spell Power.
|
The Chamber of Raiyum, Treasure Room Chest
|
Nightforge Stiletto
|
Dagger
|
8
|
1.50[1d4] + 5 Slash, Pierce, Adamantine, Magic
|
17-20 / x2
|
* +5 Enhancement Bonus+5 Enhancement Bonus: +5 enhancement bonus to attack and damage rolls.
|
A Relic of a Sovereign Past
|
Epic Bejeweled Letter Opener
|
Dagger
|
20
|
3[1d4] + 6 Pierce, Magic
|
17-20 / x2
|
* Spellcasting Implement +20Spellcasting Implement +20: Passive: +20 Implement bonus to Universal Spell Power.
|
Unknown
|
Epic Flotsam (level 24)
|
Dagger
|
24
|
3.80[1d4] + 7 Pierce, Magic
|
19-20 / x2
|
* +7 Enhancement Bonus+7 Enhancement Bonus: +7 enhancement bonus to attack and damage rolls.
- Greater Disruption Greater Disruption: On Hit: 4 to 24 Bane damage to Undead.
On Vorpal Hit: If an undead struck by this weapon has fewer than 2000 Hit Points, it is instantly slain. If the undead has above 2000 Hit Points, it takes 200 damage.
- Bludgeoning 5Bludgeoning 5: The edges of this weapon are blunted, dealing an additional 5d6 bludgeon damage on each hit.
- Corrosive SaltCorrosive Salt: This weapon stores a caustic, insatiable power deep within. When this weapon is used, this power can come to the surface in the form of a noxious, corrosive salt that dissolves all substances.
- Undead Bane 5Undead Bane 5: Those that have died must return, and this weapon is attuned specifically to lay them to rest. This weapon deals an additional 5d10 bane damage vs. Undead.
- Red Augment Slot: EmptyRed AugmentsColorless Augments
|
Treasure of Crystal Cove
|
Legendary Moonslice
|
Dagger
|
29
|
5.30[1d4+2] + 15 Pierce, Magic
|
19-20 / x2
|
* +15 Enhancement Bonus+15 Enhancement Bonus: +15 enhancement bonus to attack and damage rolls.
|
House of Pain, End Chest
|
Legendary Sunslice
|
Dagger
|
29
|
4.80[1d4+2] + 15 Pierce, Magic
|
19-20 / x2
|
* +15 Enhancement Bonus+15 Enhancement Bonus: +15 enhancement bonus to attack and damage rolls.
|
No Refunds, End chest
|
Bottled Tornado
|
Dart
|
1
|
[1] + 0 Bludgeon
|
20 / x1
|
|
Anniversary Card Collection
|
Gloaming Philter
|
Dart
|
27
|
[1] + 0 Bludgeon
|
20 / x1
|
* ReturningReturning: This missile will return to you.
|
The Ruins of Thunderholme, Any Rare Encounter chests
|
Bottled Healing
|
Dart
|
1
|
[1] + 0 Bludgeon
|
20 / x1
|
|
Anniversary Card Collection
|
Bottled Fireball
|
Dart
|
1
|
[1] + 0 Bludgeon
|
20 / x1
|
|
Anniversary Card Collection
|
The Immortal Sun Flask
|
Dart
|
30
|
5[1d4+2] + 15 Pierce, Good, Magic
|
20 / x2
|
* +15 Enhancement Bonus+15 Enhancement Bonus: +15 enhancement bonus to attack and damage rolls.
- Brilliance of the Shattered SunBrilliance of the Shattered Sun: Light drips from within this small container, sparkling before your eyes. With this item equipped, your offensive attacks and spells have a chance of creating a burst of pure light, dealing Light damage and blinding enemies.
- Ghostbane 6Ghostbane 6: This weapon is attuned specifically to hunt the risen dead, dealing an additional 6d10 bane damage vs. Undead monsters.
Passive: This weapon has Ghost Touch, and bypasses ethereal monster's 50% chance to evade bane damage.
- Flaming Blast 6Flaming Blast 6: This weapon burns with deadly magical fire, dealing 6d6 Fire damage on a successful hit, and an additional 6d6 Fire damage on a critical hit.
- Good Blast 6Good Blast 6: This weapon sings of virtue, dealing 6d6 Good damage on a successful hit, and an additional 6d6 Good damage on a critical hit. This effect makes the weapon good aligned.
Evil characters wielding this weapon will suffer one negative level.
- ReturningReturning: This missile will return to you.
- Red Augment Slot: EmptyRed AugmentsColorless Augments
- Purple Augment Slot: EmptyPurple AugmentsRed AugmentsBlue AugmentsColorless Augments
|
Too Cold to Continue, on the floor at the end of the optional path
|
Legendary Splintermast
|
Dart
|
30
|
5[1d4+2] + 15 Pierce, Magic
|
20 / x2
|
* +15 Enhancement Bonus+15 Enhancement Bonus: +15 enhancement bonus to attack and damage rolls.
- Bleeding 6Bleeding 6: This weapon is wickedly curved, with spines and hooks meant to cause damage to those with flesh. This weapon does 6d8 bleeding damage to those that are vulnerable to it.
- Tidal 6Tidal 6: This weapon is sheathed in water. A Tidal weapon deals an extra 6d6 points of damage on a successful hit. Creatures with the Fire trait take double this damage instead.
- Crushing TsunamiCrushing Tsunami: This weapon stores the unstoppable force of the oceans [sic] fury deep beneath. When this weapon is used this power occasionally comes to the surface, crushing enemies beneath an overwhelming torrent of frigid water.
- Ghostbane 6Ghostbane 6: This weapon is attuned specifically to hunt the risen dead, dealing an additional 6d10 bane damage vs. Undead monsters.
Passive: This weapon has Ghost Touch, and bypasses ethereal monster's 50% chance to evade bane damage.
- Concentrated Corrosive SaltConcentrated Corrosive Salt: This weapon stores a caustic, insatiable power deep within. When this item is used, this power can come to the surface in the form of a noxious, corrosive salt that dissolves all material.
- ReturningReturning: This missile will return to you.
- Red Augment Slot: EmptyRed AugmentsColorless Augments
- Purple Augment Slot: EmptyPurple AugmentsRed AugmentsBlue AugmentsColorless Augments
|
Under the Cover of Darkness, end chest, or Legendary version of Epic Splintermast
|
Coffin Nail
|
Dart
|
24
|
4.30[1d4] + 7 Pierce, Magic
|
19-20 / x2
|
* +7 Enhancement Bonus+7 Enhancement Bonus: +7 enhancement bonus to attack and damage rolls.
|
A Legend Revisited, End chest
|
Epic Splintermast
|
Dart
|
20
|
3[1d4] + 6 Pierce, Magic
|
20 / x2
|
* +6 Enhancement Bonus+6 Enhancement Bonus: +6 enhancement bonus to attack and damage rolls.
- Bleeding 4Bleeding 4: This weapon is wickedly curved, with spines and hooks meant to cause damage to those with flesh. This weapon does 4d8 bleeding damage to those that are vulnerable to it.
- Tidal 4Tidal 4: This weapon is sheathed in water. A Tidal weapon deals an extra 4d6 points of damage on a successful hit. Creatures with the Fire trait take double this damage instead.
- Crushing WaveCrushing Wave: This weapon stores the unstoppable force of the ocean's fury deep within. When this weapon is used, this power occasionally comes to the surface, crushing enemies beneath a torrent of frigid water.
- Ghostbane 4Ghostbane 4: This weapon is attuned specifically to hunt the risen dead, dealing an additional 4d10 bane damage vs. Undead monsters.
Passive: This weapon has Ghost Touch, and bypasses ethereal monster's 50% chance to evade bane damage.
- Corrosive SaltCorrosive Salt: This weapon stores a caustic, insatiable power deep within. When this weapon is used, this power can come to the surface in the form of a noxious, corrosive salt that dissolves all substances.
- ReturningReturning: This missile will return to you.
- Red Augment Slot: EmptyRed AugmentsColorless Augments
- Colorless Augment Slot: EmptyColorless Augments
|
Epic Crafting
|
Snowball
|
Dart
|
1
|
[1] + 0 Bludgeon
|
20 / x1
|
* Icy BurstIcy Burst: This weapon is sheathed in icy cold, and deals 1 to 6 cold damage each hit. Critical hits deal an additional 1 to 10 cold damage for weapons with a x2 critical multiplier, 2 to 20 for a x3 multiplier and 3 to 30 for a x4 multiplier.
|
Risia Ice Games
|
Nightforge Spike
|
Dart
|
8
|
1.50[1d4] + 5 Pierce, Adamantine, Magic
|
18-20 / x3
|
* +5 Enhancement Bonus+5 Enhancement Bonus: +5 enhancement bonus to attack and damage rolls.
|
A Relic of a Sovereign Past
|
Epic Returning Snowball
|
Dart
|
27
|
4.40[1d4] + 13 Bludgeon, Cold, Magic
|
18-20 / x2
|
* +13 Enhancement Bonus+13 Enhancement Bonus: +13 enhancement bonus to attack and damage rolls.
- Humanoid Bane 6Humanoid Bane 6: This weapon is attuned specifically to those that walk among us, dealing an additional 6d10 bane damage vs. Humanoids.
- FrostbiteFrostbite: On Hit: Applies a stack of Vulnerable (1% more damage for 3 seconds. This effect stacks up to 20 times, and loses one stack on expiration.). This effect may only occur on-hit once every two seconds.
On Vorpal: Applies a stack of Lethargy (-1 to all Saving Throws. Non-bosses also move and attack 5% slower. This effect stacks up to 5 times.)
- Freezing 13Freezing 13: This effect causes the edges of this weapon to become frozen to the touch, dealing 13 to 78 Ice damage on each critical hit.
- Chilling 6Chilling 6: This effect causes the edges of this weapon to become frozen to the touch, dealing 6d6 Ice damage on each hit.
- ReturningReturning: This missile will return to you.
- Orange Augment Slot: EmptyOrange AugmentsYellow AugmentsRed AugmentsColorless Augments
|
Tower of Frost, End chest
|
Ethereal Dart
|
Dart
|
2
|
[1d4] + 1 Pierce, Magic
|
20 / x2
|
* +1 Enhancement Bonus+1 Enhancement Bonus: +1 enhancement bonus to attack and damage rolls.
|
Morten Edgewright
|
Returning Snowball
|
Dart
|
14
|
1.80[1d4] + 5 Bludgeon, Cold, Magic
|
18-20/ x2
|
* +5 Enhancement Bonus+5 Enhancement Bonus: +5 enhancement bonus to attack and damage rolls.
- Humanoid Bane 3Humanoid Bane 3: This weapon is attuned specifically to those that walk among us, dealing an additional 3d10 bane damage vs. Humanoids.
- FrostbiteFrostbite: On Hit: Applies a stack of Vulnerable (1% more damage for 3 seconds. This effect stacks up to 20 times, and loses one stack on expiration.). This effect may only occur on-hit once every two seconds.
On Vorpal: Applies a stack of Lethargy (-1 to all Saving Throws. Non-bosses also move and attack 5% slower. This effect stacks up to 5 times.)
- Freezing 8Freezing 8: This effect causes the edges of this weapon to become frozen to the touch, dealing 8 to 48 Ice damage on each critical hit.
- Chilling 3Chilling 3: This effect causes the edges of this weapon to become frozen to the touch, dealing 3d6 Ice damage on each hit.
- ReturningReturning: This missile will return to you.
- Orange Augment Slot: EmptyOrange AugmentsYellow AugmentsRed AugmentsColorless Augments
|
Tower of Frost, End chest
|
Spectre Striker
|
Dart
|
3
|
[1d4] + 3 Pierce, Magic
|
20 / x2
|
* +3 Enhancement Bonus+3 Enhancement Bonus: +3 enhancement bonus to attack and damage rolls.
- DeceptionDeception: This weapon is hard to focus upon and thus provides a +3 enhancement bonus to Bluff checks. In addition, Deception weapons have a small chance to envelop the target in darkness, making them vulnerable to sneak attacks for a short time.
- Ghost TouchGhost Touch: An incorporeal creature's 50% chance to avoid damage does not apply to attacks with ghost touch weapons.
- ReturningReturning: This missile will return to you.
- Red Augment Slot: EmptyRed AugmentsColorless Augments
|
Housekeeping, Either End chest
|
Legendary Spectre Striker
|
Dart
|
29
|
4.80[1d4+2] +15 Pierce, Magic
|
20 / x2
|
* +15 Enhancement Bonus+15 Enhancement Bonus: +15 enhancement bonus to attack and damage rolls.
- Improved Deception Improved 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.
- Bleeding 6Bleeding 6: This weapon is wickedly curved, with spines and hooks meant to cause damage to those with flesh. This weapon does 6d8 bleeding damage to those that are vulnerable to it.
- Piercing 6Piercing 6: The edges of this weapon have serrated edges, dealing an additional 6d6 piercing damage on each hit.
- Ghost TouchGhost Touch: An incorporeal creature's 50% chance to avoid damage does not apply to attacks with ghost touch weapons.
- Red Augment Slot: EmptyRed AugmentsColorless Augments
|
Housekeeping, Either End chest
|
Legendary Twisted Missile
|
Dart
|
29
|
5.30[1d4+2] +15 Pierce, Magic
|
20 / x2
|
* +15 Enhancement Bonus+15 Enhancement Bonus: +15 enhancement bonus to attack and damage rolls.
- The Dragging of the Depths 6The Dragging of the Depths 6: Attuned to the dark depths of the waves below, this weapon is cold to the touch and unholy. Each hit drains life from your enemies, dealing 6d6 Evil damage, and when striking Good enemies, it also deals an additional 6d6 Cold damage.
- Sovereign Vorpal Sovereign Vorpal: Passive: +0.5[W] damage dice.
On Vorpal Hit: If your target has fewer than 3000 Hit Points, they are instantly slain. If your target has above 3000 Hit Points, they take 300 damage.
- Maiming 6Maiming: This weapon has a twisted haft or grip and spikes along its blade, head, or point. When you score a critical hit with this weapon, it does an additional +6d8 damage.
- Weaken UndeadWeaken Undead: Undead creatures struck by this weapon find themselves more vulnerable. Each time this weapon deals damage to an undead creature, the target loses 20% of its Fortification for the next 20 seconds. This effect does not stack with itself.
- ReturningReturning: This missile will return to you.
- Red Augment Slot: EmptyRed AugmentsColorless Augments
|
Soul Survivor, End chest
|
Epic Ethereal Dart
|
Dart
|
20
|
3[1d4] + 6 Pierce, Adamantine, Magic
|
20 / x2
|
* +6 Enhancement Bonus+6 Enhancement Bonus: +6 enhancement bonus to attack and damage rolls.
|
Morten Edgewright
|
Bottled Flesh to Stone
|
Dart
|
1
|
[1] + 0 Bludgeon
|
20 / x1
|
|
Anniversary Card Collection
|
Greater Vial of Seafog
|
Dart
|
5
|
[2d6] + 0 Bludgeon
|
20 / x1
|
* Special: Casts Solid Fog at caster level 10.
|
Treasure of Crystal Cove
|
Jolly Roger Bomb
|
Dart
|
5
|
[1] + 0 Bludgeon
|
20 / x1
|
* Special: Casts Slay Living at caster level 10.
|
Treasure of Crystal Cove
|
Vial of Seafog
|
Dart
|
5
|
[1d8] + 0 Bludgeon
|
20 / x1
|
* Special: Casts Fog Cloud at caster level 10.
|
Treasure of Crystal Cove
|
Pumpkin Head
|
Dart
|
5
|
[1] + 0 Bludgeon
|
20 / x1
|
None
|
The Night Revels
|
Skull Head
|
Dart
|
5
|
[1] + 0 Bludgeon
|
20 / x1
|
None
|
The Night Revels
|
Bottled Fear
|
Dart
|
5
|
[1] + 0 Bludgeon
|
20 / x1
|
* AoE Phantasmal Killer CL10
|
The Night Revels
|
Lesser Vial of Seafog
|
Dart
|
5
|
[1d4] + 0 Bludgeon
|
20 / x1
|
* Special: Casts Obscuring Mist at caster level 10.
|
Treasure of Crystal Cove
|
Sinister Handaxe
|
Hand Axe
|
10
|
[1d6] + 5 Slash, Magic
|
19-20 / x3
|
* +5 Enhancement Bonus+5 Enhancement Bonus: +5 enhancement bonus to attack and damage rolls.
- BleedBleed: This weapon is cruelly sharp and will do an additional 1 to 8 damage to targets that are vulnerable to bleeding.
- KeenKeen: Passive: The base critical threat range of this weapon is doubled. This does not stack with Improved Critical feat. Vorpal Strikes by this weapon also bypass all Fortification.
- MaimingMaiming: This weapon has a twisted haft or grip and spikes along its blade, head, or point. Whenever you score a critical hit with this weapon it deals an amount of extra untyped damage depending on its critical multiplier: x2 - 1 to 6, x3 - 2 to 12, x4 - 3 to 18.
- Better OffhandedBetter Offhanded: While this item is in your offhand, it gains +2[W].
- Orange Augment Slot: EmptyOrange AugmentsYellow AugmentsRed AugmentsColorless Augments
|
Ravens' Bane, end chest
|
Forgotten Axe
|
Hand Axe
|
10
|
[1d6] + 4 Slash, Magic
|
19-20 / x3
|
* +4 Enhancement Bonus+4 Enhancement Bonus: +4 enhancement bonus to attack and damage rolls.
- Reverberating 3Reverberating 3: This effect causes the edges of this weapon to pulse with sound, dealing 3d6 sonic damage on each hit.
- Screeching 7Screeching 7: This effect causes the edges of this weapon to pulse with sound, dealing 7d6 Sonic damage on each critical hit.
- Improved DestructionImproved Destruction: On Hit: Your target gains a stack of Armor Destruction. (-1 penalty to Armor Class, -1% of its Fortification. 20 Second Duration. Stacks up to 15 times.) This effect may trigger once every second.
- Maiming 3Maiming: This weapon has a twisted haft or grip and spikes along its blade, head, or point. When you score a critical hit with this weapon, it does an additional +3d8 damage.
- Orange Augment Slot: EmptyOrange AugmentsYellow AugmentsRed AugmentsColorless Augments
|
Black and Blue, end chest
|
Legendary Sinister Handaxe
|
Hand Axe
|
29
|
4.80[1d6+2] + 15 Slash, Magic
|
19-20 / x3
|
* +15 Enhancement Bonus+15 Enhancement Bonus: +15 enhancement bonus to attack and damage rolls.
|
Ravens' Bane, end chest
|
Legendary Forgotten Axe
|
Hand Axe
|
28
|
4.60[1d6] + 13 Slash, Magic
|
19-20 / x3
|
* +13 Enhancement Bonus+13 Enhancement Bonus: +13 enhancement bonus to attack and damage rolls.
- Reverberating 6Reverberating 6: This effect causes the edges of this weapon to pulse with sound, dealing 6d6 sonic damage on each hit.
- Screeching 14Screeching 14: This effect causes the edges of this weapon to pulse with sound, dealing 14d6 Sonic damage on each critical hit.
- Improved DestructionImproved Destruction: On Hit: Your target gains a stack of Armor Destruction. (-1 penalty to Armor Class, -1% of its Fortification. 20 Second Duration. Stacks up to 15 times.) This effect may trigger once every second.
- Maiming 6Maiming: This weapon has a twisted haft or grip and spikes along its blade, head, or point. When you score a critical hit with this weapon, it does an additional +6d8 damage.
- Orange Augment Slot: EmptyOrange AugmentsYellow AugmentsRed AugmentsColorless Augments
|
Black and Blue, end chest
|
The Hunter's Handaxe
|
Hand Axe
|
29
|
5.30[1d6+3] + 15 Slash, Magic
|
20 / x3
|
* Spellcasting Implement +29Spellcasting Implement +29: Passive: +29 Implement bonus to Universal Spell Power.
|
Hunt or Be Hunted, end chest
|
Axe of the Unseen Blow
|
Hand Axe
|
14
|
1.80[2d4] + 5 Slash, Chaotic, Magic
|
20 / x4
|
* +5 Enhancement Bonus+5 Enhancement Bonus: +5 enhancement bonus to attack and damage rolls.
- Finesse Finesse: This weapon has a small Air Elemental bound to it. The wielder can use a finesse weapon as if they had the Weapon Finesse feat. In addition, the weapon grants a +2 enhancement bonus to the wielder's Dexterity score.
Note: Wielder's second weapon does not benefit from Finesse.
- True ChaosTrue Chaos: This weapon is infused with the power of True Chaos. It does an additional 1 to 6 damage to non-chaotic targets and can only be wielded by Chaotic-aligned characters.
- Red Augment Slot: EmptyRed AugmentsColorless Augments
|
Litany of the Dead, Cholthulzz Chest, Mentau Chest, High Priest of Vol Chest, Cinnis Chest
|
Epic Ethereal Hand Axe
|
Hand Axe
|
20
|
3[1d6] + 6 Slash, Adamantine, Magic
|
20 / x3
|
* +6 Enhancement Bonus+6 Enhancement Bonus: +6 enhancement bonus to attack and damage rolls.
- Impactful 4Impactful 4: This effect causes the edges of this weapon to ripple with force, dealing 4 to 24 force on each hit.
- Ghostbane 4Ghostbane 4: This weapon is attuned specifically to hunt the risen dead, dealing an additional 4d10 bane damage vs. Undead monsters.
Passive: This weapon has Ghost Touch, and bypasses ethereal monster's 50% chance to evade bane damage.
- Weaken UndeadWeaken Undead: While wearing this item, your attacks cause undead creatures to lose 20% of their Fortification for the next 20 seconds. This effect does not stack with itself.
- AdamantineAdamantine: Adamantine weapons may bypass the damage reduction of certain items and creatures.
- Red Augment Slot: EmptyRed AugmentsColorless Augments
|
Morten Edgewright
|
Ethereal Hand Axe
|
Handaxe
|
2
|
[1d6] + 1 Slash, Magic
|
20 / x3
|
* +1 Enhancement Bonus+1 Enhancement Bonus: +1 enhancement bonus to attack and damage rolls.
|
Morten Edgewright
|
The Magmatic Reaver
|
Handaxe
|
29
|
4.80[1d6+3] + 15 Slash, Magic
|
19-20 / x3
|
* +15 Enhancement Bonus+15 Enhancement Bonus: +15 enhancement bonus to attack and damage rolls.
|
The Dryad and the Demigod, End chest and optional chest
|
The Inferno's Demands
|
Kama
|
29
|
4.80[1d6+3] + 15 Slash, Magic
|
19-20 / x2
|
* Spellcasting Implement +29Spellcasting Implement +29: Passive: +29 Implement bonus to Universal Spell Power.
|
Hunt or Be Hunted, end chest
|
Ethereal Kama
|
Kama
|
2
|
[1d6] + 1 Slash, Magic
|
20 / x2
|
* +1 Enhancement Bonus+1 Enhancement Bonus: +1 enhancement bonus to attack and damage rolls.
|
Morten Edgewright
|
Dream Edge
|
Kama
|
18
|
2.60[1d7] + 5 Slash, Good, Evil, Lawful, Chaotic, Magic
|
20 / x3
|
* +5 Enhancement Bonus+5 Enhancement Bonus: +5 enhancement bonus to attack and damage rolls.
- MaimingMaiming: This weapon has a twisted haft or grip and spikes along its blade, head, or point. Whenever you score a critical hit with this weapon it deals an amount of extra untyped damage depending on its critical multiplier: x2 - 1 to 6, x3 - 2 to 12, x4 - 3 to 18.
- AlignedAligned: This weapon transmutes into a form that is able to bypass any alignment based Damage Reduction. (Chaotic, Good, Evil, Lawful)
- BodyfeederBodyfeeder: Whenever a bodyfeeder weapon you wield scores a critical hit, you gain 15 temporary hit points that last for up to 1 minute.
- Random effect:
- Absolute LawAbsolute Law: This weapon is infused with the ultimate power of Law. It does an additional 2 to 12 damage to non-lawful targets and can only be wielded by Lawful-aligned characters.
- Acid Absorption +20% Acid Absorption +20%: Passive: 20% Enhancement Bonus to Acid Absorption. (Absorption reduces damage from an element by a percentage, after resistance have been taken into account.)
- Armor Bonus +8Armor Bonus +8: This item surrounds the wearer with an invisible but tangible field of force, granting +8 armor bonus to AC, just as though he were wearing armor.
- Banishing Banishing: On Hit: 4 to 24 Bane damage to Outsiders.
On Vorpal Hit: If an outsider struck by this weapon has fewer than 1000 Hit Points, it is instantly slain. If the outsider has above 1000 Hit Points, it takes 100 damage.
- Cold Absorption +20% Cold Absorption +20%: Passive: 20% Enhancement Bonus to Cold Absorption. (Absorption reduces damage from an element by a percentage, after resistance have been taken into account.)
- Competence Healing Amplification +60Healing Amplification: This effect amplifies all incoming positive energy healing by +60 (Competence bonus). Includes spells, potions, and other effects.
- CursespewingCursespewing: On Vorpal Hit: Your enemy is cursed with a -4 morale penalty on attack rolls, saving throws, and skill checks. This painful curse also causes the victim to take 1d6 damage every two seconds for a duration of twelve seconds. Additional vorpal strikes while the curse is active will extend the duration by another twelve seconds.
- DeceptionDeception: This weapon is hard to focus upon and thus provides a +3 enhancement bonus to Bluff checks. In addition, Deception weapons have a small chance to envelop the target in darkness, making them vulnerable to sneak attacks for a short time.
- DestructionDestruction: On Hit: Your target gains a stack of Armor Destruction. (-1 penalty to Armor Class, -1% of its Fortification. 20 Second Duration. Stacks up to 15 times.) This effect may trigger once every three seconds.
- Electric Absorption +20% Electric Absorption +20%: Passive: 20% Enhancement Bonus to Electric Absorption. (Absorption reduces damage from an element by a percentage, after resistance have been taken into account.)
- Elf BaneElf Bane: A bane weapon excels at attacking one type or subtype of creature. Against Elves, this weapon's effective enhancement bonus is +2 better than its normal enhancement bonus. It deals an extra 2 to 12 points of damage against the foe.
- Enhanced Ki +1Enhanced Ki +1: Increases the rate at which the user gains ki with each successful attack.
- EverbrightEverbright: Flecks of marble and pearl shimmer across this shield, set within images of bursting stars and beaming suns. An everbright shield will never take damage from rust or acid and can emit a Blinding Flash 3/rest.
- 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 descent dramatically, causing the wearer to fall like a feather.
- FinesseFinesse: This weapon has a Small air elemental bound to it. The wielder can use a finesse weapon as if he had the Weapon Finesse feat. In addition, the weapon grants a +2 enhancement bonus to the wielder's Dexterity score.
- Fire Absorption +20% Fire Absorption +20%: Passive: 20% Enhancement Bonus to Fire Absorption. (Absorption reduces damage from an element by a percentage, after resistance have been taken into account.)
- Ghostly Ghostly: Equipping this item causes you to become partially incorporeal. Your melee attacks do not roll a miss chance for Incorporeal targets. Enemy attacks have a 10% chance to miss you due to incorporeality. You receive a +5 enhancement bonus to your Hide and Move Silently skills.
- Gnoll BaneGnoll Bane: A bane weapon excels at attacking one type or subtype of creature. Against Gnolls, this weapon's effective enhancement bonus is +2 better than its normal enhancement bonus. It deals an extra 2 to 12 points of damage against the foe.
- Good Luck +2Good Luck +2: This item gives a +2 Luck bonus to all saves and skill checks.
- Greater Goblinoid BaneGreater Goblinoid Bane: A bane weapon excels at attacking one type or subtype of creature. Against Goblinoids, this weapon's effective enhancement bonus is +4 better than its normal enhancement bonus. It deals an extra 3 to 18 points of damage against the foe.
- Greater GoodGreater Good: This weapon is infused with the ultimate power of Good. It does an additional 2 to 12 damage to non-good targets and can only be wielded by Good-aligned characters.
- Greater Lawful Outsider BaneGreater Lawful Outsider Bane: A bane weapon excels at attacking one type or subtype of creature. Against Lawful Outsiders, this weapon's effective enhancement bonus is +4 better than its normal enhancement bonus. It deals an extra 3 to 18 points of damage against the foe.
- Greater Monstrous Humanoid BaneGreater Monstrous Humanoid Bane: A bane weapon excels at attacking one type or subtype of creature. Against Monstrous Humanoids, this weapon's effective enhancement bonus is +4 better than its normal enhancement bonus. It deals an extra 3 to 18 points of damage against the foe.
- Lesser Dwarf BaneLesser Dwarf Bane: A bane weapon excels at attacking one type or subtype of creature. Against Dwarves, this weapon's effective enhancement bonus is +1 better than its normal enhancement bonus. It deals an extra 1 to 6 points of damage against the foe.
- Lesser Evil Outsider BaneLesser 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 +1 better than its normal enhancement bonus. It deals an extra 1 to 6 points of damage against the foe.
- Lesser Goblinoid BaneLesser Goblinoid Bane: A bane weapon excels at attacking one type or subtype of creature. Against Goblinoids, this weapon's effective enhancement bonus is +1 better than its normal enhancement bonus. It deals an extra 1 to 6 points of damage against the foe.
- Lesser Reptilian BaneLesser Reptilian Bane: A bane weapon excels at attacking one type or subtype of creature. Against Reptiles, this weapon's effective enhancement bonus is +1 better than its normal enhancement bonus. It deals an extra 1 to 6 points of damage against the foe.
- Melee Alacrity 10%Melee Alacrity 10%: Gain 10% enhancement bonus to Melee attack speed. Does not stack with the Haste spell.
- MetallineMetalline: Metalline bypasses any metal based damage reduction. (Adamantine, "Alchemical, Silver", Byeshk, Cold Iron, Mithral)
- Natural Armor +4Natural Armor +4: Passive: +4 Natural Armor Bonus to Armor Class.
- ParalyzingParalyzing: Any creature struck by this weapon must succeed on a DC 15 Will save or be paralyzed. The target may attempt a new save to end the effect every several seconds; otherwise the paralysis lasts for 1 minute.
- Parrying IParrying I: Passive: +1 Insight bonus to Armor Class, +1 Insight bonus to Fortitude, Reflex, and Will Saving throws.
- Plant SlayingPlant Slaying: This item is keyed to plants. If it strikes such a creature, the target must make a DC 20 Fortitude save or die instantly.
- Pure GoodPure Good: This weapon is infused with the power of Pure Good. It does an additional 1 to 6 damage to non-good targets and can only be wielded by Good-aligned characters.
- Resistance +5 Resistance +5: Passive: +5 Resistance bonus to Fortitude, Reflex, and Will Saving Throws.
- ShattermantleShattermantle: Transluscent, writhing energy and blue sparks can be seen raging within this weapon. When a shattermantle weapon strikes a foe that has spell resistance, the value of that spell resistance is reduced by 3 for 9 seconds. A foe can only have its SR reduced by one Shattermantle effect at a time.
- Smiting Smiting: On Hit: 4 to 24 Bane damage to Constructs.
On Vorpal Hit: If a construct struck by this weapon has fewer than 1000 Hit Points, it is instantly slain. If the construct has above 1000 Hit Points, it takes 100 damage.
- Telekinetic Telekinetic: Targets that suffer a critical hit from a Telekinetic weapon must make a DC 17 Balance check or be knocked down.
- True LawTrue Law: This weapon is infused with the power of True Law. It does an additional 1 to 6 damage to non-lawful targets and can only be wielded by Lawful-aligned characters.
- Underwater Action Underwater Action: This item grants the wearer the ability to breathe water as if it were air.
- ViciousVicious: When a vicious weapon strikes an opponent, it creates a flash of disruptive energy that resonates between the opponent and the wielder. This energy deals an extra 2 to 12 points of damage to the opponent and 1 to 3 points of damage to the wielder.
- Vorpal Vorpal: Passive: +0.5[W] damage dice.
On Vorpal Hit: If your target has fewer than 1000 Hit Points, they are instantly slain. If your target has above 1000 Hit Points, they take 100 damage.
- Suppressed PowerSuppressed Power: This psionic item is powerful, but you sense that it has not unlocked all of its secrets to you at this time.
|
The Mindsunder, Disc locked optional end chest
|
Epic Ethereal Kama
|
Kama
|
20
|
3[1d6] + 6 Slash, Adamantine, Magic
|
20 / x2
|
* +6 Enhancement Bonus+6 Enhancement Bonus: +6 enhancement bonus to attack and damage rolls.
- Impactful 4Impactful 4: This effect causes the edges of this weapon to ripple with force, dealing 4 to 24 force on each hit.
- Ghostbane 4Ghostbane 4: This weapon is attuned specifically to hunt the risen dead, dealing an additional 4d10 bane damage vs. Undead monsters.
Passive: This weapon has Ghost Touch, and bypasses ethereal monster's 50% chance to evade bane damage.
- Weaken UndeadWeaken Undead: While wearing this item, your attacks cause undead creatures to lose 20% of their Fortification for the next 20 seconds. This effect does not stack with itself.
- AdamantineAdamantine: Adamantine weapons may bypass the damage reduction of certain items and creatures.
- Red Augment Slot: EmptyRed AugmentsColorless Augments
|
Morten Edgewright
|
Legendary Sunken Virtue
|
Kama
|
29
|
4.80[1d6+2] + 15 Slash, Good, Lawful, Silver, Magic
|
19-20 / x2
|
* +15 Enhancement Bonus+15 Enhancement Bonus: +15 enhancement bonus to attack and damage rolls.
- Holy 6Holy 6: This weapon is wielded by the pure to smite the wicked, dealing an additional 6d6 good damage on each hit. This effect makes the weapon good aligned. Evil characters wielding this weapon will suffer one negative level.
- KeenKeen: Passive: The base critical threat range of this weapon is doubled. This does not stack with Improved Critical feat. Vorpal Strikes by this weapon also bypass all Fortification.
- Axiomatic 6Axiomatic 6: This weapon is righteous and wielded by those who stand against chaos, dealing an additional 6d6 law damage on each hit. This effect makes the weapon lawfully aligned. (Chaotic characters wielding this weapon will suffer one negative level.)
- SilverSilver: A complex process involving metallurgy and alchemy can bond silver to a weapon made of steel so that it bypasses the damage reduction of creatures such as devils and vampires.
Silver weapons have 2 points lower hardness then equivalent steel weapons, and as such aren't quite as durable.
- Red Augment Slot: EmptyRed AugmentsColorless Augments
- Legendary Inevitable BalanceLegendary Inevitable Balance: You represent balance beneath the depths... +10 Melee Power, 10% Doublestrike, Your Sneak Attacks do additional Bane damage
|
Lost at Sea, Gift of the Devourer optional chest
|
Legendary Sunken Blasphemy
|
Kama
|
29
|
4.80[1d6+2] + 15 Slash, Evil, Adamantine, Magic
|
19-20 / x2
|
* +15 Enhancement Bonus+15 Enhancement Bonus: +15 enhancement bonus to attack and damage rolls.
|
Lost at Sea, Gift of the Devourer optional chest
|
Forester's Brush Hook (Level 15)
|
Kama
|
15
|
1.50[1d6] +4 Slash, Good, Evil, Lawful, Chaotic, Silver, Adamantine, Mithral, Cold Iron, Magic, Byeshk
|
18-20 / x3
|
* +4 Enhancement Bonus+4 Enhancement Bonus: +4 enhancement bonus to attack and damage rolls.
|
Overgrowth, Wood Woad chest (Heroic Normal) ; The Druid's Deep, Quest chain end reward (Heroic & Epic)
|
Forester's Brush Hook (Level 22)
|
Kama
|
22
|
1.50[1d6] + 6 Slash, Good, Evil, Lawful, Chaotic, Silver, Adamantine, Mithral, Cold Iron, Magic, Byeshk
|
18-20 / x3
|
* +6 Enhancement Bonus+6 Enhancement Bonus: +6 enhancement bonus to attack and damage rolls.
|
Overgrowth, Wood Woad chest
|
Forester's Brush Hook (Level 23)
|
Kama
|
23
|
1.50[1d6] + 6 Slash, Good, Evil, Lawful, Chaotic, Silver, Adamantine, Mithral, Cold Iron, Magic, Byeshk
|
18-20 / x3
|
* +6 Enhancement Bonus+6 Enhancement Bonus: +6 enhancement bonus to attack and damage rolls.
|
Overgrowth, Wood Woad chest
|
Sunken Blasphemy
|
Kama
|
15
|
2[1d6] + 5 Slash, Evil, Adamantine, Magic
|
19-20 / x2
|
* +5 Enhancement Bonus+5 Enhancement Bonus: +5 enhancement bonus to attack and damage rolls.
- Unholy 4Unholy 4: This weapon is used by the wicked to smite the pure, dealing an additional 4d6 evil damage on each hit. This effect makes the weapon evil aligned. Good characters wielding this weapon will suffer one negative level.
- KeenKeen: Passive: The base critical threat range of this weapon is doubled. This does not stack with Improved Critical feat. Vorpal Strikes by this weapon also bypass all Fortification.
- Bleeding 4Bleeding 4: This weapon is wickedly curved, with spines and hooks meant to cause damage to those with flesh. This weapon does 4d8 bleeding damage to those that are vulnerable to it.
- AdamantineAdamantine: Adamantine weapons may bypass the damage reduction of certain items and creatures.
- Red Augment Slot: EmptyRed AugmentsColorless Augments
- Inevitable BalanceInevitable Balance: Your represent balance beneath the depths... +5 Melee Power, 5% Doublestrike, Your Sneak Attacks do additional Bane damage
|
Lost at Sea, Gift of the Devourer optional chest
|
Sunken Obscurity
|
Kama
|
15
|
2[1d6] +5 Slash, Cold Iron, Magic
|
19-20 / x2
|
* +5 Enhancement Bonus+5 Enhancement Bonus: +5 enhancement bonus to attack and damage rolls.
|
Lost at Sea, Gift of the Devourer optional chest
|
Sunken Virtue
|
Kama
|
15
|
2[1d6] + 5 Slash, Good, Lawful, Silver, Magic
|
19-20 / x2
|
* +5 Enhancement Bonus+5 Enhancement Bonus: +5 enhancement bonus to attack and damage rolls.
- Holy 4Holy 4: This weapon is wielded by the pure to smite the wicked, dealing an additional 4d6 good damage on each hit. This effect makes the weapon good aligned. Evil characters wielding this weapon will suffer one negative level.
- KeenKeen: Passive: The base critical threat range of this weapon is doubled. This does not stack with Improved Critical feat. Vorpal Strikes by this weapon also bypass all Fortification.
- Axiomatic 4Axiomatic 4: This weapon is righteous and wielded by those who stand against chaos, dealing an additional 4d6 law damage on each hit. This effect makes the weapon lawfully aligned. (Chaotic characters wielding this weapon will suffer one negative level.)
- SilverSilver: A complex process involving metallurgy and alchemy can bond silver to a weapon made of steel so that it bypasses the damage reduction of creatures such as devils and vampires.
Silver weapons have 2 points lower hardness then equivalent steel weapons, and as such aren't quite as durable.
- Red Augment Slot: EmptyRed AugmentsColorless Augments
- Inevitable BalanceInevitable Balance: Your represent balance beneath the depths... +5 Melee Power, 5% Doublestrike, Your Sneak Attacks do additional Bane damage
|
Lost at Sea, Gift of the Devourer optional chest
|
Forester's Brush Hook (Level 24)
|
Kama
|
24
|
1.50[1d6] + 7 Slash, Good, Evil, Lawful, Chaotic, Silver, Adamantine, Mithral, Cold Iron, Magic, Byeshk
|
18-20 / x3
|
* +7 Enhancement Bonus+7 Enhancement Bonus: +7 enhancement bonus to attack and damage rolls.
|
Overgrowth, Wood Woad chest
|
Forester's Brush Hook (Level 16)
|
Kama
|
16
|
1.50[1d6] + 5 Slash, Good, Evil, Lawful, Chaotic, Silver, Adamantine, Mithral, Cold Iron, Magic, Byeshk
|
18-20 / x3
|
* +5 Enhancement Bonus+5 Enhancement Bonus: +5 enhancement bonus to attack and damage rolls.
|
Overgrowth, Wood Woad chest
|
Forester's Brush Hook (Level 17)
|
Kama
|
17
|
1.50[1d6] + 5 Slash, Good, Evil, Lawful, Chaotic, Silver, Adamantine, Mithral, Cold Iron, Magic, Byeshk
|
18-20 / x3
|
* +5 Enhancement Bonus+5 Enhancement Bonus: +5 enhancement bonus to attack and damage rolls.
|
Overgrowth, Wood Woad chest (Heroic Elite)
|
Legendary Sunken Radiance
|
Kama
|
29
|
4.80[1d6+2] +15 Slash, Good, Magic
|
19-20 / x2
|
* +15 Enhancement Bonus+15 Enhancement Bonus: +15 enhancement bonus to attack and damage rolls.
|
Lost at Sea, Gift of the Devourer optional chest
|
Sunken Radiance
|
Kama
|
15
|
2[1d6] + 5 Slash, Good, Magic
|
19-20 / x2
|
* +5 Enhancement Bonus+5 Enhancement Bonus: +5 enhancement bonus to attack and damage rolls.
|
Lost at Sea, Gift of the Devourer optional chest
|
Legendary Sunken Obscurity
|
Kama
|
29
|
4.80[1d6+2] + 15 Slash, Cold Iron, Magic
|
19-20 / x2
|
* +15 Enhancement Bonus+15 Enhancement Bonus: +15 enhancement bonus to attack and damage rolls.
|
Lost at Sea, Gift of the Devourer optional chest
|
Epic Ethereal Kukri
|
Kukri
|
20
|
3[1d4] + 6 Slash, Adamantine, Magic
|
18-20 / x2
|
* +6 Enhancement Bonus+6 Enhancement Bonus: +6 enhancement bonus to attack and damage rolls.
- Impactful 4Impactful 4: This effect causes the edges of this weapon to ripple with force, dealing 4 to 24 force on each hit.
- Ghostbane 4Ghostbane 4: This weapon is attuned specifically to hunt the risen dead, dealing an additional 4d10 bane damage vs. Undead monsters.
Passive: This weapon has Ghost Touch, and bypasses ethereal monster's 50% chance to evade bane damage.
- Weaken UndeadWeaken Undead: While wearing this item, your attacks cause undead creatures to lose 20% of their Fortification for the next 20 seconds. This effect does not stack with itself.
- AdamantineAdamantine: Adamantine weapons may bypass the damage reduction of certain items and creatures.
- Red Augment Slot: EmptyRed AugmentsColorless Augments
|
Morten Edgewright
|
The Labrythine Edge
|
Kukri
|
29
|
4.80[1d4+3] +15 Slash, Magic
|
15-20 / x2
|
* +15 Enhancement Bonus+15 Enhancement Bonus: +15 enhancement bonus to attack and damage rolls.
- Nearly FinishedNearly Finished: This item isn't quite finished, but it's only a step away from completion. Bring it to a Cannith Reforging Station and combine it with melted materials to restore this item to its full potential.
- Purple Augment Slot: EmptyPurple AugmentsRed AugmentsBlue AugmentsColorless Augments
- Fetters of UnrealityFetters of Unreality: This weapon is cruel and deadly, and leaves behind wounds that affect both the body and the soul. This weapon has a chance to inflict multiple stacks of Vulnerable.
Vulnerable: You take 1% more damage for 3 seconds. This effect stacks up to 20 times, and loses one stack on expiration. - Completed WeaponCompleted Weapon: This item is fully completed, and as a result deals an additional .5W damage.
- KeenKeen: Passive: The base critical threat range of this weapon is doubled. This does not stack with Improved Critical feat. Vorpal Strikes by this weapon also bypass all Fortification.
- Identity CrisisIdentity Crisis: Enemies hit by this weapon are plagued by visions of their past and future selves, significantly slowing their movement.
- Enhanced BloodrageEnhanced Bloodrage: This weapon is enhanced by blood - your blood! Each time you take damage or kill an enemy, there is a small chance that you will fall into an unholy bloodrage, greatly increasing your Melee Power, Constitution, and Damage. However, this rage will leave you more vulnerable to Physical attacks, slightly reducing your Armor Class.
- Red Augment Slot: EmptyRed AugmentsColorless Augments
|
Project Nemesis, End chest
|
Ethereal Kukri
|
Kukri
|
2
|
[1d4] + 1 Slash, Magic
|
18-20 / x2
|
* +1 Enhancement Bonus+1 Enhancement Bonus: +1 enhancement bonus to attack and damage rolls.
|
Morten Edgewright
|
Epic Midnight Greetings
|
Kukri
|
20
|
3[1d6] + 6 to 10 Slash, Magic
|
18-20 / x2
|
* +6 Enhancement Bonus+6 Enhancement Bonus: +6 enhancement bonus to attack and damage rolls.
- Improved Deception +17Improved Deception: This item makes your weapons hard to focus upon and thus provides a +17 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.
- DisintegrationDisintegration: This weapon has a dark, insidious power deep within. Occasionally, this power lashes out violently at enemies and attempts to disintegrate them.
- Improved ParalyzingImproved Paralyzing: Any creature struck by this weapon must succeed on a DC 28 Will save or be paralyzed. The target may attempt a new save to end the effect every several seconds; otherwise the paralysis lasts for 1 minute.
- Assassinate +11 Assassinate +11: +11 Enhancement bonus to the DC of character's Assassinate attempts.
- Finesse +9 Finesse +9: This weapon has a small Air Elemental bound to it. The wielder can use a finesse weapon as if they had the Weapon Finesse feat. In addition, the weapon grants a +9 enhancement bonus to the wielder's Dexterity score.
Note: Wielder's second weapon does not benefit from Finesse.
- Clever StrikeClever Strike: This item changes its enhancement bonus if your Intelligence is high enough. The enhancement bonus will be equal to your Intelligence modifier while the item is equipped (minimum 6, maximum 10).
- Red Augment Slot: EmptyRed AugmentsColorless Augments
|
Epic Crafting
|
The Hunter's Darkblade
|
Kukri
|
29
|
4.80[1d4+3] + 15 Slash, Evil, Magic
|
15-20 / x2
|
* Spellcasting Implement +29Spellcasting Implement +29: Passive: +29 Implement bonus to Universal Spell Power.
|
Hunt or Be Hunted, end chest
|
Filthy Kukri
|
Kukri
|
5
|
[1d4] + 1 Slash, Magic
|
19-20 / x2
|
* +1 Enhancement Bonus+1 Enhancement Bonus: +1 enhancement bonus to attack and damage rolls.
- DeceptionDeception: This weapon is hard to focus upon and thus provides a +3 enhancement bonus to Bluff checks. In addition, Deception weapons have a small chance to envelop the target in darkness, making them vulnerable to sneak attacks for a short time.
- Unraveling EnchantmentsUnraveling Enchantments: The enchantments on this item have become unstable and weakened with time, but those serving House Deneith may be able to restore it. Combine this item in Visbane's Folly atop Sentinel's Tower in House Deneith Enclave with a Sigil of the Goat, a Sigil of the Lion, and a Sigil of the Dragon to restore its original enchantments.
|
The Tide Turns, Any End chest
|
Guidance
|
Light Crossbow
|
2
|
[1d8] + 2 Pierce, Silver, Magic
|
19-20 / x2
|
* +2 Enhancement Bonus+2 Enhancement Bonus: +2 enhancement bonus to attack and damage rolls.
- Ghostbane 1Ghostbane 1: This weapon is attuned specifically to hunt the risen dead, dealing an additional 1d10 bane damage vs. Undead monsters.
Passive: This weapon has Ghost Touch, and bypasses ethereal monster's 50% chance to evade bane damage.
- SilverSilver: A complex process involving metallurgy and alchemy can bond silver to a weapon made of steel so that it bypasses the damage reduction of creatures such as devils and vampires.
Silver weapons have 2 points lower hardness then equivalent steel weapons, and as such aren't quite as durable. , Alchemical
- Purple Augment Slot: EmptyPurple AugmentsRed AugmentsBlue AugmentsColorless Augments
|
The Old Archives, End chest (by the third Fragment)
|
Legendary Nightshade Shooter
|
Light Crossbow
|
29
|
5.30[1d8+2] + 15 Pierce, Magic
|
19-20 / x2
|
* +15 Enhancement Bonus+15 Enhancement Bonus: +15 enhancement bonus to attack and damage rolls.
|
The Same Old Song, End Chest
|
Ethereal Light Crossbow
|
Light Crossbow
|
2
|
[1d8] + 1 Pierce, Magic
|
19-20 / x2
|
* +1 Enhancement Bonus+1 Enhancement Bonus: +1 enhancement bonus to attack and damage rolls.
|
Morten Edgewright
|
Epic Ethereal Light Crossbow
|
Light Crossbow
|
20
|
2[1d8] + 6 Pierce, Adamantine, Magic
|
19-20 / x2
|
* +6 Enhancement Bonus+6 Enhancement Bonus: +6 enhancement bonus to attack and damage rolls.
- Impactful 4Impactful 4: This effect causes the edges of this weapon to ripple with force, dealing 4 to 24 force on each hit.
- Ghostbane 4Ghostbane 4: This weapon is attuned specifically to hunt the risen dead, dealing an additional 4d10 bane damage vs. Undead monsters.
Passive: This weapon has Ghost Touch, and bypasses ethereal monster's 50% chance to evade bane damage.
- Weaken UndeadWeaken Undead: While wearing this item, your attacks cause undead creatures to lose 20% of their Fortification for the next 20 seconds. This effect does not stack with itself.
- AdamantineAdamantine: Adamantine weapons may bypass the damage reduction of certain items and creatures.
- Red Augment Slot: EmptyRed AugmentsColorless Augments
|
Morten Edgewright
|
Ratcatcher
|
Light Crossbow
|
8
|
1.50[1d8] + 4 Pierce, Magic
|
18-20 / x3
|
* +4 Enhancement Bonus+4 Enhancement Bonus: +4 enhancement bonus to attack and damage rolls.
- Vermin BaneVermin Bane: A bane weapon excels at attacking one type or subtype of creature. Against Vermins, this weapon's effective enhancement bonus is +2 better than its normal enhancement bonus. It deals an extra 2 to 12 points of damage against the foe.
- Red Augment Slot: EmptyRed AugmentsColorless Augments
|
The Abandoned Excavation
|
Epic Guidance
|
Light Crossbow
|
23
|
3.60[1d8] + 6 Pierce, Good, Silver, Magic
|
19-20 / x2
|
* +6 Enhancement Bonus+6 Enhancement Bonus: +6 enhancement bonus to attack and damage rolls.
- Holy 5Holy 5: This weapon is wielded by the pure to smite the wicked, dealing an additional 5d6 good damage on each hit. This effect makes the weapon good aligned. Evil characters wielding this weapon will suffer one negative level.
- Unnatural Bane 5Unnatural Bane 5: This weapon is attuned specifically to hunt beings that should not exist, dealing an additional 5d10 bane damage vs. Aberrations, Monstrous Humanoids, and Undead.
- Ghostbane 5Ghostbane 5: This weapon is attuned specifically to hunt the risen dead, dealing an additional 5d10 bane damage vs. Undead monsters.
Passive: This weapon has Ghost Touch, and bypasses ethereal monster's 50% chance to evade bane damage.
- SilverSilver: A complex process involving metallurgy and alchemy can bond silver to a weapon made of steel so that it bypasses the damage reduction of creatures such as devils and vampires.
Silver weapons have 2 points lower hardness then equivalent steel weapons, and as such aren't quite as durable. , alchemical
- Purple Augment Slot: EmptyPurple AugmentsRed AugmentsBlue AugmentsColorless Augments
|
The Old Archives, End Chest
|
Ethereal Light Hammer
|
Light Hammer
|
2
|
[1d4] + 1 Bludgeon, Magic
|
20 / x2
|
* +1 Enhancement Bonus+1 Enhancement Bonus: +1 enhancement bonus to attack and damage rolls.
|
Morten Edgewright
|
Epic Ethereal Light Hammer
|
Light Hammer
|
20
|
3[1d4] + 6 Bludgeon, Adamantine, Magic
|
20 / x2
|
* +6 Enhancement Bonus+6 Enhancement Bonus: +6 enhancement bonus to attack and damage rolls.
- Impactful 4Impactful 4: This effect causes the edges of this weapon to ripple with force, dealing 4 to 24 force on each hit.
- Ghostbane 4Ghostbane 4: This weapon is attuned specifically to hunt the risen dead, dealing an additional 4d10 bane damage vs. Undead monsters.
Passive: This weapon has Ghost Touch, and bypasses ethereal monster's 50% chance to evade bane damage.
- Weaken UndeadWeaken Undead: While wearing this item, your attacks cause undead creatures to lose 20% of their Fortification for the next 20 seconds. This effect does not stack with itself.
- AdamantineAdamantine: Adamantine weapons may bypass the damage reduction of certain items and creatures.
- Red Augment Slot: EmptyRed AugmentsColorless Augments
|
Morten Edgewright
|
Skullsmasher (Level 23)
|
Light Mace
|
23
|
3[1d6] + 6 Bludgeon, Magic
|
20 / x3
|
* +6 Enhancement Bonus+6 Enhancement Bonus: +6 enhancement bonus to attack and damage rolls.
|
The Crucible, Gorn Gut-Chewer's chest (Epic Normal)
|
Skullsmasher (Level 25)
|
Light Mace
|
25
|
3.50[1d6] + 7 Bludgeon, Magic
|
20 / x3
|
* +7 Enhancement Bonus+7 Enhancement Bonus: +7 enhancement bonus to attack and damage rolls.
|
The Crucible, Gorn Gut-Chewer's chest (Epic Elite)
|
Skullsmasher (Level 14)
|
Light Mace
|
14
|
2 [1d6] +5 Bludgeon, Magic
|
20 / x3
|
* +5 Enhancement Bonus+5 Enhancement Bonus: +5 enhancement bonus to attack and damage rolls.
|
The Crucible, Gorn Gut-Chewer's chest (Heroic Elite)
|
Skullsmasher (Level 24)
|
Light Mace
|
24
|
3.25[1d6] + 7 Bludgeon, Magic
|
20 / x3
|
* +7 Enhancement Bonus+7 Enhancement Bonus: +7 enhancement bonus to attack and damage rolls.
|
The Crucible, Gorn Gut-Chewer's chest (Epic Hard)
|
Drow Light Mace of the Weapon Master
|
Light Mace
|
21
|
3.20[1d6] + 6 Bludgeon, Magic
|
18-20 / x2
|
* +6 Enhancement Bonus+6 Enhancement Bonus: +6 enhancement bonus to attack and damage rolls.
- MaimingMaiming: This weapon has a twisted haft or grip and spikes along its blade, head, or point. Whenever you score a critical hit with this weapon it deals an amount of extra untyped damage depending on its critical multiplier: x2 - 1 to 6, x3 - 2 to 12, x4 - 3 to 18.
- One of the following:
|
The House of Rusted Blades, End Chest
|
Skullsmasher (Level 13)
|
Light Mace
|
13
|
2[1d6] + 5 Bludgeon, Magic
|
20 / x3
|
* +5 Enhancement Bonus+5 Enhancement Bonus: +5 enhancement bonus to attack and damage rolls.
|
The Crucible, Gorn Gut-Chewer's chest (Heroic Hard)
|
Skullsmasher (Level 12)
|
Light Mace
|
12
|
1.75[1d6] + 5 Bludgeon, Magic
|
20 / x3
|
* +5 Enhancement Bonus+5 Enhancement Bonus: +5 enhancement bonus to attack and damage rolls.
|
The Crucible, Gorn Gut-Chewer's chest (Heroic Normal)
|
Ethereal Light Mace
|
Light Mace
|
2
|
[1d6] + 1 Bludgeon, Magic
|
20 / x2
|
* +1 Enhancement Bonus+1 Enhancement Bonus: +1 enhancement bonus to attack and damage rolls.
|
Morten Edgewright
|
Epic Ethereal Light Mace
|
Light Mace
|
20
|
3[1d6] + 6 Bludgeon, Adamantine, Magic
|
20 / x2
|
* +6 Enhancement Bonus+6 Enhancement Bonus: +6 enhancement bonus to attack and damage rolls.
- Impactful 4Impactful 4: This effect causes the edges of this weapon to ripple with force, dealing 4 to 24 force on each hit.
- Ghostbane 4Ghostbane 4: This weapon is attuned specifically to hunt the risen dead, dealing an additional 4d10 bane damage vs. Undead monsters.
Passive: This weapon has Ghost Touch, and bypasses ethereal monster's 50% chance to evade bane damage.
- Weaken UndeadWeaken Undead: While wearing this item, your attacks cause undead creatures to lose 20% of their Fortification for the next 20 seconds. This effect does not stack with itself.
- AdamantineAdamantine: Adamantine weapons may bypass the damage reduction of certain items and creatures.
- Red Augment Slot: EmptyRed AugmentsColorless Augments
|
Morten Edgewright
|
Epic Ethereal Light Pick
|
Light Pick
|
20
|
3[1d4] + 6 Pierce, Adamantine, Magic
|
20 / x4
|
* +6 Enhancement Bonus+6 Enhancement Bonus: +6 enhancement bonus to attack and damage rolls.
- Impactful 4Impactful 4: This effect causes the edges of this weapon to ripple with force, dealing 4 to 24 force on each hit.
- Ghostbane 4Ghostbane 4: This weapon is attuned specifically to hunt the risen dead, dealing an additional 4d10 bane damage vs. Undead monsters.
Passive: This weapon has Ghost Touch, and bypasses ethereal monster's 50% chance to evade bane damage.
- Weaken UndeadWeaken Undead: While wearing this item, your attacks cause undead creatures to lose 20% of their Fortification for the next 20 seconds. This effect does not stack with itself.
- AdamantineAdamantine: Adamantine weapons may bypass the damage reduction of certain items and creatures.
- Red Augment Slot: EmptyRed AugmentsColorless Augments
|
Morten Edgewright
|
Ethereal Light Pick
|
Light Pick
|
2
|
[1d4] + 1 Pierce, Magic
|
20 / x4
|
* +1 Enhancement Bonus+1 Enhancement Bonus: +1 enhancement bonus to attack and damage rolls.
|
Morten Edgewright
|
T'Korcha Family Scimitar
|
Scimitar
|
4
|
[1d6] + 3 Slash, Magic
|
15-20 / x2
|
* +3 Enhancement Bonus+3 Enhancement Bonus: +3 enhancement bonus to attack and damage rolls.
|
Redwillow's Ruins, Ker'xxan T'korcha's chest
|
Epic Kron'zek's Cruelty
|
Scimitar
|
20
|
3[1d6] + 6 Slash, Magic
|
15-20 / x2
|
* +6 Enhancement Bonus+6 Enhancement Bonus: +6 enhancement bonus to attack and damage rolls.
|
Unknown
|
Epic Ethereal Scimitar
|
Scimitar
|
20
|
3[1d6] + 6 Slash, Adamantine, Magic
|
18-20 / x2
|
* +6 Enhancement Bonus+6 Enhancement Bonus: +6 enhancement bonus to attack and damage rolls.
- Impactful 4Impactful 4: This effect causes the edges of this weapon to ripple with force, dealing 4 to 24 force on each hit.
- Ghostbane 4Ghostbane 4: This weapon is attuned specifically to hunt the risen dead, dealing an additional 4d10 bane damage vs. Undead monsters.
Passive: This weapon has Ghost Touch, and bypasses ethereal monster's 50% chance to evade bane damage.
- Weaken UndeadWeaken Undead: While wearing this item, your attacks cause undead creatures to lose 20% of their Fortification for the next 20 seconds. This effect does not stack with itself.
- AdamantineAdamantine: Adamantine weapons may bypass the damage reduction of certain items and creatures.
- Red Augment Slot: EmptyRed AugmentsColorless Augments
|
Morten Edgewright
|
Rusted Shamshir
|
Scimitar
|
6
|
1.25[1d6] + 3 Slash, Cold Iron, Magic
|
15-20 / x2
|
* +3 Enhancement Bonus+3 Enhancement Bonus: +3 enhancement bonus to attack and damage rolls.
|
The Tear of Dhakaan, Champion Prantag's Chest
|
The Fractured Elegance
|
Scimitar
|
29
|
4.80[1d6+3] + 15 Slash, Pierce, Magic
|
15-20 / x2
|
* +15 Enhancement Bonus+15 Enhancement Bonus: +15 enhancement bonus to attack and damage rolls.
- Nearly FinishedNearly Finished: This item isn't quite finished, but it's only a step away from completion. Bring it to a Cannith Reforging Station and combine it with melted materials to restore this item to its full potential.
- KeenKeen: Passive: The base critical threat range of this weapon is doubled. This does not stack with Improved Critical feat. Vorpal Strikes by this weapon also bypass all Fortification.
- Glass ShardsGlass Shards: This weapon is made of fragile glass and will shatter on impact, inflicting a bleed effect on targets vulnerable to bleeding. This bleed deals 5d10 damage per stack every two seconds, lasts for 20 seconds, and can stack up to 15 times.
- SpikedSpiked: This weapon is studded with vicious spikes, causing it to deal piercing damage in addition to its normal damage types.
- Red Augment Slot: EmptyRed AugmentsColorless Augments
|
Project Nemesis, End chest
|
Epic Mirage
|
Scimitar
|
20
|
3[1d6] + 6 Slash, Magic
|
16-20 / x2
|
* +6 Enhancement Bonus+6 Enhancement Bonus: +6 enhancement bonus to attack and damage rolls.
|
Unknown
|
Epic Brigand's Cutlass (level 24)
|
Scimitar
|
24
|
4.30[1d6] + 7 Slash, Chaotic, Magic
|
18-20 / x2
|
* +7 Enhancement Bonus+7 Enhancement Bonus: +7 enhancement bonus to attack and damage rolls.
|
Treasure of Crystal Cove
|
Mirage
|
Scimitar
|
10
|
[1d6] + 5 Slash, Magic
|
18-20 / x2
|
* +5 Enhancement Bonus+5 Enhancement Bonus: +5 enhancement bonus to attack and damage rolls.
- DeceptionDeception: This weapon is hard to focus upon and thus provides a +3 enhancement bonus to Bluff checks. In addition, Deception weapons have a small chance to envelop the target in darkness, making them vulnerable to sneak attacks for a short time.
- Ghost TouchGhost Touch: An incorporeal creature's 50% chance to avoid damage does not apply to attacks with ghost touch weapons.
- Deception +4 Deception +4: +4 Enhancement bonus to hit and +6 to damage for any hit that would qualify as a sneak attack.
- Seeker +6 Seeker +6: Provides a +6 Enhancement bonus to confirm critical hits, and a +6 Enhancement bonus to critical hit damage (before multipliers are applied).
- Red Augment Slot: EmptyRed AugmentsColorless Augments
- Windlasher's FerocityWindlasher's Ferocity: 2 Pieces Equipped:
+5% Artifact bonus to Doublestrike and Doubleshot +5 Artifact bonus to Melee and Ranged Power
|
Sands of Menechtarun, Drow Area:Utach Sandcrawl Chest ; Masei Mkembe sells for 625 Antique Bronze Tokens
|
Royal Scimitar (historic)
|
Scimitar
|
12
|
[1d6] + 3 Slash, Magic
|
15-20 / x2
|
* +3 Enhancement Bonus+3 Enhancement Bonus: +3 enhancement bonus to attack and damage rolls.
|
The Prison of the Planes, Shavarath room's chest
|
Ethereal Scimitar
|
Scimitar
|
2
|
[1d6] + 1 Slash, Magic
|
18-20 / x2
|
* +1 Enhancement Bonus+1 Enhancement Bonus: +1 enhancement bonus to attack and damage rolls.
|
Morten Edgewright
|
Epic Brigand's Cutlass (level 28)
|
Scimitar
|
28
|
5.10[1d6] + 12 Slash, Chaotic, Magic
|
18-20 / x2
|
* +12 Enhancement Bonus+12 Enhancement Bonus: +12 enhancement bonus to attack and damage rolls.
|
Treasure of Crystal Cove
|
Epic Brigand's Cutlass (level 20)
|
Scimitar
|
20
|
3.50[1d6] + 6 Slash, Chaotic, Magic
|
18-20 / x2
|
* +6 Enhancement Bonus+6 Enhancement Bonus: +6 enhancement bonus to attack and damage rolls.
|
Treasure of Crystal Cove
|
Brigand's Cutlass (level 16)
|
Scimitar
|
16
|
2.70[1d6] + 5 Slash, Chaotic, Magic
|
18-20 / x2
|
* +5 Enhancement Bonus+5 Enhancement Bonus: +5 enhancement bonus to attack and damage rolls.
|
Treasure of Crystal Cove
|
Drow Scimitar of the Weapon Master
|
Scimitar
|
21
|
3.20[1d6] + 6 Slash, Magic
|
16-20 / x2
|
* +6 Enhancement Bonus+6 Enhancement Bonus: +6 enhancement bonus to attack and damage rolls.
- MaimingMaiming: This weapon has a twisted haft or grip and spikes along its blade, head, or point. Whenever you score a critical hit with this weapon it deals an amount of extra untyped damage depending on its critical multiplier: x2 - 1 to 6, x3 - 2 to 12, x4 - 3 to 18.
- One of the following:
|
The House of Rusted Blades, End chest
|
Legendary Brigand's Cutlass (level 32)
|
Scimitar
|
32
|
5.90[1d6+2] + 15 Slash, Chaotic, Magic
|
18-20 / x2
|
* +15 Enhancement Bonus+15 Enhancement Bonus: +15 enhancement bonus to attack and damage rolls.
|
Treasure of Crystal Cove
|
Nightshard
|
Scimitar
|
28
|
4.60[1d6+3] + 15 Slash, Magic, Byeshk
|
15-20 / x2
|
* +15 Enhancement Bonus+15 Enhancement Bonus: +15 enhancement bonus to attack and damage rolls.
|
Killing Time, end chest
|
Legendary Vulkoor's Edge
|
Scimitar
|
29
|
5.30[1d6+2] + 15 Slash, Silver, Adamantine, Mithral, Cold Iron, Magic, Byeshk
|
15-20 / x2
|
* +15 Enhancement Bonus+15 Enhancement Bonus: +15 enhancement bonus to attack and damage rolls.
|
Toxic Treatment, End chest
|
Vulkoor's Edge
|
Scimitar
|
14
|
2.30[1d6] +5 Slash, Silver, Adamantine, Mithral, Cold Iron, Magic, Byeshk
|
15-20 / x2
|
* +5 Enhancement Bonus+5 Enhancement Bonus: +5 enhancement bonus to attack and damage rolls.
|
Toxic Treatment, End chest
|
Legendary Kron'zek's Cruelty
|
Scimitar
|
30
|
5[1d6+2] + 15 Slash, Magic
|
15-20 / x2
|
* +15 Enhancement Bonus+15 Enhancement Bonus: +15 enhancement bonus to attack and damage rolls.
|
Legendary Crafting
|
Legendary Garos' Malice
|
Short Sword
|
30
|
5.50[1d6+2] + 15 Pierce, Magic
|
19-20 / x2
|
* +15 Enhancement Bonus+15 Enhancement Bonus: +15 enhancement bonus to attack and damage rolls.
|
Legendary Crafting
|
Rebellion
|
Short Sword
|
25
|
4[1d8] + 7 Pierce, Magic
|
17-20 / x2
|
* +7 Enhancement Bonus+7 Enhancement Bonus: +7 enhancement bonus to attack and damage rolls.
- RebellionRebellion: Passive: All threat you generate from attacks and spells is reduced by 25%. On Critical Hit: This weapon will strike with exceptional accuracy, dealing an additional 13-78 Piercing damage.
- 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%: Passive: +15% Enhancement bonus to Fortification Bypass. (Fortification Bypass makes your attacks ignore a percentage of enemy Fortification.)
- Improved Deception Improved 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.
- Attuned to HeroismThis relic is attuned to heroic actions.
- AHHH!!! Where am I! Please remove any arguments you have included for this template and allow me to attempt to auto-detect where I am. Thank You.
- Red Augment Slot: EmptyRed AugmentsColorless Augments
|
The Fall of Truth, Raid Warded chest (Epic Normal)
|
Cutthroat's Smallblade (level 16)
|
Short Sword
|
16
|
2.20[1d6] + 5 Pierce, Magic
|
17-20 / x2
|
* +5 Enhancement Bonus+5 Enhancement Bonus: +5 enhancement bonus to attack and damage rolls.
|
Treasure of Crystal Cove
|
Epic Cutthroat's Smallblade (level 20)
|
Short Sword
|
20
|
3[1d6] + 6 Pierce, Magic
|
17-20 / x2
|
* +6 Enhancement Bonus+6 Enhancement Bonus: +6 enhancement bonus to attack and damage rolls.
|
Treasure of Crystal Cove
|
Treason
|
Short Sword
|
14
|
1.80[1d6] + 5 Pierce, Magic
|
17-20 / x2
|
* +5 Enhancement Bonus+5 Enhancement Bonus: +5 enhancement bonus to attack and damage rolls.
|
The Reaver's Fate, Raid Warded chest
|
Epic Cutthroat's Smallblade (level 24)
|
Short Sword
|
24
|
3.80[1d6] + 7 Pierce, Magic
|
17-20 / x2
|
* +7 Enhancement Bonus+7 Enhancement Bonus: +7 enhancement bonus to attack and damage rolls.
|
Treasure of Crystal Cove
|
Epic Cutthroat's Smallblade (level 28)
|
Short Sword
|
28
|
4.60[1d6] + 12 Pierce, Magic
|
17-20 / x2
|
* +12 Enhancement Bonus+12 Enhancement Bonus: +12 enhancement bonus to attack and damage rolls.
|
Treasure of Crystal Cove
|
Epic Cutthroat's Smallblade (legacy) (level 24)
|
Short Sword
|
24
|
2.50[1d6] + 6 Pierce, Magic
|
17-20 / x2
|
* Upgradeable - Tier 1
|
Treasure of Crystal Cove
|
Luck Blade
|
Short Sword
|
8
|
[1d7] + 2 Pierce, Magic
|
18-20 / x2
|
* +2 Enhancement Bonus+2 Enhancement Bonus: +2 enhancement bonus to attack and damage rolls.
|
The Subterrane - Central, Garamol's chest, rare drop in any level 6 chest or level 3 quest reward
|
Ethereal Shortsword
|
Short Sword
|
2
|
[1d6] + 1 Pierce, Magic
|
19-20 / x2
|
* +1 Enhancement Bonus+1 Enhancement Bonus: +1 enhancement bonus to attack and damage rolls.
|
Morten Edgewright
|
Legendary Cutthroat's Smallblade (level 32)
|
Short Sword
|
32
|
5.40[1d6+2] + 15 Pierce, Magic
|
17-20 / x2
|
* +15 Enhancement Bonus+15 Enhancement Bonus: +15 enhancement bonus to attack and damage rolls.
|
Treasure of Crystal Cove
|
The Legendary Willbreaker
|
Short Sword
|
29
|
4.80[1d6+2] + 15 Pierce, Magic
|
17-20 / x2
|
* +15 Enhancement Bonus+15 Enhancement Bonus: +15 enhancement bonus to attack and damage rolls.
|
Rosemary's Ballad, End chest
|
Epic Ethereal Shortsword
|
Short Sword
|
20
|
3[1d6] + 6 Pierce, Adamantine, Magic
|
19-20 / x2
|
* +6 Enhancement Bonus+6 Enhancement Bonus: +6 enhancement bonus to attack and damage rolls.
- Impactful 4Impactful 4: This effect causes the edges of this weapon to ripple with force, dealing 4 to 24 force on each hit.
- Ghostbane 4Ghostbane 4: This weapon is attuned specifically to hunt the risen dead, dealing an additional 4d10 bane damage vs. Undead monsters.
Passive: This weapon has Ghost Touch, and bypasses ethereal monster's 50% chance to evade bane damage.
- Weaken UndeadWeaken Undead: While wearing this item, your attacks cause undead creatures to lose 20% of their Fortification for the next 20 seconds. This effect does not stack with itself.
- AdamantineAdamantine: Adamantine weapons may bypass the damage reduction of certain items and creatures.
- Red Augment Slot: EmptyRed AugmentsColorless Augments
|
Morten Edgewright
|
Legendary Moonwillow
|
Short Sword
|
29
|
5.30[1d6+2] + 15 Pierce, Good, Silver, Magic
|
17-20 / x2
|
* +15 Enhancement Bonus+15 Enhancement Bonus: +15 enhancement bonus to attack and damage rolls.
- KeenKeen: Passive: The base critical threat range of this weapon is doubled. This does not stack with Improved Critical feat. Vorpal Strikes by this weapon also bypass all Fortification.
- Sovereign Vorpal Sovereign Vorpal: Passive: +0.5[W] damage dice.
On Vorpal Hit: If your target has fewer than 3000 Hit Points, they are instantly slain. If your target has above 3000 Hit Points, they take 300 damage.
- Holy 6Holy 6: This weapon is wielded by the pure to smite the wicked, dealing an additional 6d6 good damage on each hit. This effect makes the weapon good aligned. Evil characters wielding this weapon will suffer one negative level.
- SilverSilver: A complex process involving metallurgy and alchemy can bond silver to a weapon made of steel so that it bypasses the damage reduction of creatures such as devils and vampires.
Silver weapons have 2 points lower hardness then equivalent steel weapons, and as such aren't quite as durable. , Alchemical
- Red Augment Slot: EmptyRed AugmentsColorless Augments
|
Thralls of the Fungus Lord, End chest
|
Moonwillow
|
Short Sword
|
15
|
2.50[1d6] + 5 Pierce, Good, Silver, Magic
|
17-20 / x2
|
* +5 Enhancement Bonus+5 Enhancement Bonus: +5 enhancement bonus to attack and damage rolls.
- KeenKeen: Passive: The base critical threat range of this weapon is doubled. This does not stack with Improved Critical feat. Vorpal Strikes by this weapon also bypass all Fortification.
- Vorpal Vorpal: Passive: +0.5[W] damage dice.
On Vorpal Hit: If your target has fewer than 1000 Hit Points, they are instantly slain. If your target has above 1000 Hit Points, they take 100 damage.
- Holy 4Holy 4: This weapon is wielded by the pure to smite the wicked, dealing an additional 4d6 good damage on each hit. This effect makes the weapon good aligned. Evil characters wielding this weapon will suffer one negative level.
- SilverSilver: A complex process involving metallurgy and alchemy can bond silver to a weapon made of steel so that it bypasses the damage reduction of creatures such as devils and vampires.
Silver weapons have 2 points lower hardness then equivalent steel weapons, and as such aren't quite as durable. , Alchemical
- Red Augment Slot: EmptyRed AugmentsColorless Augments
|
Thralls of the Fungus Lord, End chest
|
Drow Shortsword of the Weapon Master
|
Short Sword
|
21
|
3.20[1d6] + 6 Pierce, Magic
|
17-20 / x2
|
* +6 Enhancement Bonus+6 Enhancement Bonus: +6 enhancement bonus to attack and damage rolls.
- MaimingMaiming: This weapon has a twisted haft or grip and spikes along its blade, head, or point. Whenever you score a critical hit with this weapon it deals an amount of extra untyped damage depending on its critical multiplier: x2 - 1 to 6, x3 - 2 to 12, x4 - 3 to 18.
- One of the following:
|
The House of Rusted Blades, End Chest
|
Tiefling Assassin's Blade
|
Short Sword
|
4
|
[1d6] + 2 Pierce, Magic
|
15-20 / x2
|
* +2 Enhancement Bonus+2 Enhancement Bonus: +2 enhancement bonus to attack and damage rolls.
- KeenKeen: Passive: The base critical threat range of this weapon is doubled. This does not stack with Improved Critical feat. Vorpal Strikes by this weapon also bypass all Fortification.
- WoundingWounding: A wounding weapon deals 1 point of Constitution damage from blood loss when it hits a creature. Creatures immune to critical hits are immune to the Constitution damage dealt by this weapon.
- PoisonPoison: This weapon is dripping with poison. It deals an additional 1 to 6 poison damage on a successful hit.
- Red Augment Slot: EmptyRed AugmentsColorless Augments
|
Three-Barrel Cove (heroic), Ithun Orenah's chest (Rare Encounter)
|
Epic Garos' Malice
|
Short Sword
|
20
|
3.50[1d6] + 6 Pierce, Magic
|
19-20 / x2
|
* +6 Enhancement Bonus+6 Enhancement Bonus: +6 enhancement bonus to attack and damage rolls.
- Flaming Blast 4Flaming Blast 4: This weapon burns with deadly magical fire, dealing 4d6 Fire damage on a successful hit, and an additional 4d6 Fire damage on a critical hit.
- Blinding Embers Blinding Embers: This weapon sheds tiny embers that can impair a creatures sight. If you roll a 20 when attacking and confirm the critical hit, the target will become blinded by a burst of fiery sparks.
- Improved Vorpal Improved Vorpal: Passive: +0.5[W] damage dice.
On Vorpal Hit: If your target has fewer than 1500 Hit Points, they are instantly slain. If your target has above 1500 Hit Points, they take 150 damage.
- 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 will be dealt more often than a standard Incineration weapon.
- Red Augment Slot: EmptyRed AugmentsColorless Augments
- Colorless Augment Slot: EmptyColorless Augments
|
Unknown
|
Epic Envenomed Blade
|
Short Sword
|
20
|
3[1d6] + 6 Pierce, Magic
|
19-20 / x2
|
* +6 Enhancement Bonus+6 Enhancement Bonus: +6 enhancement bonus to attack and damage rolls.
- Poison Blast 4Poison Blast 4: This weapon drips with vile poison, dealing 4d6 Poison damage on a successful hit, and an additional 4d6 Poison damage on a critical hit.
- Improved ParalyzingImproved Paralyzing: Any creature struck by this weapon must succeed on a DC 28 Will save or be paralyzed. The target may attempt a new save to end the effect every several seconds; otherwise the paralysis lasts for 1 minute.
- Armor-Piercing - 15% Armor-Piercing - 15%: Passive: +15% Enhancement bonus to Fortification Bypass. (Fortification Bypass makes your attacks ignore a percentage of enemy Fortification.)
- Deadly Spider VenomDeadly Spider Venom: This item is steeped in deadly spider venom. On an attack roll of 20 which is confirmed as a critical hit it will inflict the target with a poison that deals 10d6 poison damage every 2 seconds for 6 seconds. When the poison wears off, it also deals 3d6 Constitution damage to the target. A successful Fortitude save (DC 34) negates the Constitution damage.
- EnervationEnervation: This weapon stores a menacing, ravenous power deep within. When this weapon is used, this power occasionally comes to the surface, draining the life force of the enemy and giving negative levels.
- Red Augment Slot: EmptyRed AugmentsColorless Augments
|
Epic Crafting, upgrade of Envenomed Blade
|
Epic Zephyr
|
Short Sword
|
20
|
3[1d6] + 6 Pierce, Magic
|
17-20 / x2
|
* +6 Enhancement Bonus+6 Enhancement Bonus: +6 enhancement bonus to attack and damage rolls.
|
Epic Crafting, upgrade of Zephyr
|
Razorend
|
Short Sword
|
14
|
1.80[1d8] + 5 Pierce, Magic
|
15-20 / x2
|
* +5 Enhancement Bonus+5 Enhancement Bonus: +5 enhancement bonus to attack and damage rolls.
|
Tome of Untold Legends
|
Cutthroat's Smallblade (legacy) (level 12)
|
Short Sword
|
12
|
[1d6] + 3 Pierce, Magic
|
18-20 / x2
|
* Upgradeable - Tier 1
|
Treasure of Crystal Cove
|
Epic Cutthroat's Smallblade (legacy) (level 20)
|
Short Sword
|
20
|
2[1d6] + 5 Pierce, Magic
|
17-20 / x2
|
* Upgradeable - Tier 1
|
Treasure of Crystal Cove
|
Cutthroat's Smallblade (legacy) (level 16)
|
Short Sword
|
16
|
[1d6] + 4 Pierce, Magic
|
17-20 / x2
|
* Upgradeable - Tier 1
|
Treasure of Crystal Cove
|
Cutthroat's Smallblade (level 12)
|
Short Sword
|
12
|
1.40[1d6] + 4 Pierce, Magic
|
18-20 / x2
|
* +4 Enhancement Bonus+4 Enhancement Bonus: +4 enhancement bonus to attack and damage rolls.
|
Treasure of Crystal Cove
|
Salazar, Borne of Hemlock
|
Shuriken
|
29
|
4.80[1d2+3] + 15 Slash, Magic
|
19-20 / x2
|
* +15 Enhancement Bonus+15 Enhancement Bonus: +15 enhancement bonus to attack and damage rolls.
|
The Dryad and the Demigod, End chest and optional chest
|
Epic Ethereal Shuriken
|
Shuriken
|
20
|
3[1d2] + 6 Slash, Adamantine, Magic
|
20 / x2
|
* +6 Enhancement Bonus+6 Enhancement Bonus: +6 enhancement bonus to attack and damage rolls.
|
Morten Edgewright
|
Shadow Star
|
Shuriken
|
2
|
1.50[2d3] + 2 Slash, Magic
|
19-20 / x2
|
* +2 Enhancement Bonus+2 Enhancement Bonus: +2 enhancement bonus to attack and damage rolls.
|
The Seal of Shan-To-Kor
|
The Morning Star (Level 14)
|
Shuriken
|
14
|
[1d2] + 4 Slash, Magic
|
20 / x2
|
* ReturningReturning: This missile will return to you.
|
Friends in Low Places, End chest (Heroic Normal); Shadow Over Wheloon, Quest chain end reward (Heroic)
|
The Morning Star (Level 26)
|
Shuriken
|
26
|
[1d2] + 8 Slash, Magic
|
20 / x2
|
* ReturningReturning: This missile will return to you.
|
Friends in Low Places, End chest (Epic Hard)
|
The Morning Star (Level 27)
|
Shuriken
|
27
|
[1d2] + 8 Slash, Magic
|
20 / x2
|
* ReturningReturning: This missile will return to you.
|
Friends in Low Places, End chest (Epic Elite)
|
Dawnbringer (level 28)
|
Shuriken
|
28
|
5.10[1d2] + 12 Slash, Good, Magic
|
20 /x2
|
* +12 Enhancement Bonus+12 Enhancement Bonus: +12 enhancement bonus to attack and damage rolls.
|
The Devil's Details, End chest
|
Spite, the Fractured Shards
|
Shuriken
|
28
|
4.60[1d2+3] + 15 Pierce, Magic
|
19-20 / x2
|
* +15 Enhancement Bonus+15 Enhancement Bonus: +15 enhancement bonus to attack and damage rolls.
|
Old Baba's Hut, Raid Chest
|
The Morning Star (Level 25)
|
Shuriken
|
25
|
[1d2] + 7 Slash, Magic
|
20 / x2
|
* ReturningReturning: This missile will return to you.
|
Friends in Low Places, End chest (Epic Normal); Shadow Over Wheloon, Quest chain end reward (Epic)
|
The Morning Star (Level 15)
|
Shuriken
|
15
|
[1d2] + 5 Slash, Magic
|
20 / x2
|
* ReturningReturning: This missile will return to you.
|
Friends in Low Places, End chest (Heroic Hard)
|
Snowstar
|
Shuriken
|
8
|
1.50[1d4] + 4 Slash, Magic
|
16-20 / x2
|
* +4 Enhancement Bonus+4 Enhancement Bonus: +4 enhancement bonus to attack and damage rolls.
- ReturningReturning: This missile will return to you.
- Icy BurstIcy Burst: This weapon is sheathed in icy cold, and deals 1 to 6 cold damage each hit. Critical hits deal an additional 1 to 10 cold damage for weapons with a x2 critical multiplier, 2 to 20 for a x3 multiplier and 3 to 30 for a x4 multiplier.
|
Cult of the Six
|
Legendary Arc Ricochet
|
Shuriken
|
29
|
5.30[1d2+2] + 15 Slash, Bludgeon, Magic
|
20 / x2
|
* +15 Enhancement Bonus+15 Enhancement Bonus: +15 enhancement bonus to attack and damage rolls.
|
Ruinous Schemes, End chest
|
Ethereal Shuriken
|
Shuriken
|
2
|
[1d2] + 1 Slash, Magic
|
20 / x2
|
* +1 Enhancement Bonus+1 Enhancement Bonus: +1 enhancement bonus to attack and damage rolls.
|
Morten Edgewright
|
The Morning Star (Level 16)
|
Shuriken
|
16
|
[1d2] + 5 Slash, Magic
|
20 / x2
|
* ReturningReturning: This missile will return to you.
|
Friends in Low Places, End chest (Heroic Elite)
|
Sickle of Sypheros
|
Sickle
|
6
|
1.50[1d6] + 3 Slash, Magic
|
18-20 / x2
|
* +3 Enhancement Bonus+3 Enhancement Bonus: +3 enhancement bonus to attack and damage rolls.
- FrostFrost: This weapon is sheathed in icy cold. A frost weapon deals an extra 1 to 6 points of cold damage on a successful hit.
- Red Augment Slot: EmptyRed AugmentsColorless Augments
|
The Grey Moon's Den: Extermination, End Chest
|
Brilliant Crescent
|
Sickle
|
28
|
4.60[1d6+3] + 15 Slash, Lawful, Adamantine, Magic
|
19-20 / x2
|
* +15 Enhancement Bonus+15 Enhancement Bonus: +15 enhancement bonus to attack and damage rolls.
- Axiomatic 6Axiomatic 6: This weapon is righteous and wielded by those who stand against chaos, dealing an additional 6d6 law damage on each hit. This effect makes the weapon lawfully aligned. (Chaotic characters wielding this weapon will suffer one negative level.)
- KeenKeen: Passive: The base critical threat range of this weapon is doubled. This does not stack with Improved Critical feat. Vorpal Strikes by this weapon also bypass all Fortification.
- Limb ChopperLimb Chopper: This potent and feared ability allows the weapon to sever the limbs of those it strikes. On an attack roll of 20 which is confirmed as a critical hit, the weapon severs an opponent's limb from its body. Some creatures, including many aberrations and all oozes, have no limbs. Others, such as golems and undead creatures, are not affected by the loss of their limbs. Most other creatures, however, have their movement slowed 75% and attacks slowed by 50% when a limb is cut off.
- AdamantineAdamantine: Adamantine weapons may bypass the damage reduction of certain items and creatures.
- Red Augment Slot: EmptyRed AugmentsColorless Augments
- Orange Augment Slot: EmptyOrange AugmentsYellow AugmentsRed AugmentsColorless Augments
- Brilliant CrescentsBrilliant Crescents: While wearing both items from the Brilliant Crescents set, you gain:
+20% Offhand Strike Chance.
|
Killing Time, end chest
|
Death's Touch
|
Sickle
|
18
|
2.60[1d7] + 5 Slash, Evil, Magic
|
18-20 / x2
|
* Spellcasting Implement +15Spellcasting Implement +15: Passive: +15 Implement bonus to Universal Spell Power.
|
The Mindsunder, Disc locked optional end chest
|
Tharkuul's Bane
|
Sickle
|
10
|
1.25[2d4] + 5 Slash, Good, Cold Iron, Magic
|
18-20 / x2
|
* +5 Enhancement Bonus+5 Enhancement Bonus: +5 enhancement bonus to attack and damage rolls.
- Red Augment Slot: EmptyRed AugmentsColorless Augments
- 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 2 to 12 damage against all targets of evil alignment.
- Cold IronCold Iron: This iron mined deep underground, known for its effectiveness against fey creatures, is forged at a lower temperature to preserve its delicate properties. When combined with Good damage types, Cold Iron weapons are able to overcome the damage reduction of most Demons like Fire Reavers or Flesh Renders. See Monster DR and weaknesses for specifics.
|
Invaders!, End Chest (only if Tharkuul is the end boss)
|
Shadow's Curve
|
Sickle
|
16
|
2.20[1d6] + 5 Slash, Magic
|
18-20 / x2
|
* +5 Enhancement Bonus+5 Enhancement Bonus: +5 enhancement bonus to attack and damage rolls.
- Unholy 4Unholy 4: On Hit: 4 to 24 Evil damage. Evil-aligned creatures are immune to this effect.
Penalty: If equipped by a Good user, they receive 1 Negative Level for as long as this item is equipped.
- Negative Blast 4Negative Blast 4: This weapon is an unholy conduit, dealing 4d6 Negative damage on a successful hit, and an additional 4d6 Negative damage on a critical hit.
- Human Bane 4Human Bane 4: This weapon is attuned specifically to hunt those with diversity and ambition, dealing an additional 4d10 bane damage vs. Humans.
- Doublestrike 9% Doublestrike 9%: Passive: 9% Enhancement bonus to Doublestrike. (Doublestrike is a chance to score an additional hit with a melee attack.)
- Red Augment Slot: EmptyRed AugmentsColorless Augments
|
Army of Eternal Night, end Chest
|
Flicker of the Crescent Moon
|
Sickle
|
15
|
2[1d6] + 5 Slash, Magic
|
19-20 / x2
|
* +5 Enhancement Bonus+5 Enhancement Bonus: +5 enhancement bonus to attack and damage rolls.
|
Blown Deadline, end chest
|
Widowblight
|
Sickle
|
10
|
1.50[1d6] + 3 Slash, Magic
|
18-20 / x2
|
* +3 Enhancement Bonus+3 Enhancement Bonus: +3 enhancement bonus to attack and damage rolls.
- ParalyzingParalyzing: Any creature struck by this weapon must succeed on a DC 15 Will save or be paralyzed. The target may attempt a new save to end the effect every several seconds; otherwise the paralysis lasts for 1 minute.
- BewilderingBewildering: Targets of this weapon can feel their willpower slipping away. They lose -1 Wisdom on a successful attack.
- Red Augment Slot: EmptyRed AugmentsColorless Augments
|
The Spawn of Whisperdoom
|
Devourer's Reaping
|
Sickle
|
24
|
3.80[1d6] + 7 Slash, Magic
|
18-20 / x2
|
* +7 Enhancement Bonus+7 Enhancement Bonus: +7 enhancement bonus to attack and damage rolls.
|
Ghost of a Chance (epic), Puzzle chest and Major Mal's chest
|
Legendary Flicker of the Crescent Moon
|
Sickle
|
29
|
4.80[1d6+2] + 15 Slash, Magic
|
19-20 / x2
|
* +15 Enhancement Bonus+15 Enhancement Bonus: +15 enhancement bonus to attack and damage rolls.
|
Blown Deadline, End chest
|
Ethereal Sickle
|
Sickle
|
2
|
[1d6] + 1 Slash, Magic
|
20 / x2
|
* +1 Enhancement Bonus+1 Enhancement Bonus: +1 enhancement bonus to attack and damage rolls.
|
Morten Edgewright
|
Epic Ethereal Sickle
|
Sickle
|
20
|
3[1d6] + 6 Slash, Adamantine, Magic
|
20 / x2
|
* +6 Enhancement Bonus+6 Enhancement Bonus: +6 enhancement bonus to attack and damage rolls.
- Impactful 4Impactful 4: This effect causes the edges of this weapon to ripple with force, dealing 4 to 24 force on each hit.
- Ghostbane 4Ghostbane 4: This weapon is attuned specifically to hunt the risen dead, dealing an additional 4d10 bane damage vs. Undead monsters.
Passive: This weapon has Ghost Touch, and bypasses ethereal monster's 50% chance to evade bane damage.
- Weaken UndeadWeaken Undead: Undead creatures struck by this weapon find themselves more vulnerable. Each time this weapon deals damage to an undead creature, the target loses 20% of its Fortification for the next 20 seconds. This effect does not stack with itself.
- AdamantineAdamantine: Adamantine weapons may bypass the damage reduction of certain items and creatures.
- Red Augment Slot: EmptyRed AugmentsColorless Augments
|
Morten Edgewright
|
Green Steel Throwing Axe
|
Throwing Axe
|
12
|
1.50[1d6] +5 Slash, Evil, Magic
|
20 / x3
|
* +5 Enhancement Bonus+5 Enhancement Bonus: +5 enhancement bonus to attack and damage rolls.
- Green SteelGreen Steel: This planar alloy has a greasy green-colored sheen and is favored by the Baatezu the devils of Shavarath. Green steel weapons leave terrible wounds, increasing the damage die type of the weapon and are treated as evil-aligned for the purpose of bypassing damage reduction.
- ReturningReturning: This missile will return to you.
|
Altar of Fecundity, Manufactured Ingredient Recipes
|
Alchemical Throwing Axe
|
Throwing Axe
|
12
|
3[1d6] + 5 Slash, Magic
|
20 / x3
|
* +5 Enhancement Bonus+5 Enhancement Bonus: +5 enhancement bonus to attack and damage rolls.
- Alchemical (Prototype)Alchemical (Prototype): This experimental item, crafted and enchanted at ancient Cannith creation forges using powerful alchemy, is made of a material that allows elemental power sources to be bound to it. This item is in a prototype state and is currently in need of refinement before an elemental can be bound to it.
- ReturningReturning: This missile will return to you.
|
The Master Artificer, Either End chest
|
Barovian's Throwing Axe
|
Throwing Axe
|
10
|
[1d6] + 5 Slash, Good, Silver, Magic
|
20 / x3
|
* +5 Enhancement Bonus+5 Enhancement Bonus: +5 enhancement bonus to attack and damage rolls.
- SilverSilver: A complex process involving metallurgy and alchemy can bond silver to a weapon made of steel so that it bypasses the damage reduction of creatures such as devils and vampires.
Silver weapons have 2 points lower hardness then equivalent steel weapons, and as such aren't quite as durable. , Alchemical
- Holy 3Holy 3: This weapon is wielded by the pure to smite the wicked, dealing an additional 3d6 good damage on each hit. This effect makes the weapon good aligned. Evil characters wielding this weapon will suffer one negative level.
- Fiery 3Fiery 3: This effect causes the edges of this weapon to burn with enchanted flames, dealing 3d6 Fire damage on each hit.
- Undead Bane 3Undead Bane 3: Those that have died must return, and this weapon is attuned specifically to lay them to rest. This weapon deals an additional 3d10 bane damage vs. Undead.
- Red Augment Slot: EmptyRed AugmentsColorless Augments
|
Blue Water Inn
|
Returning Axe of Embers
|
Throwing Axe
|
10
|
1.50[2d4] + 5 Fire, Magic
|
20 / x3
|
* +5 Enhancement Bonus+5 Enhancement Bonus: +5 enhancement bonus to attack and damage rolls.
|
The Twilight Forge, 2nd Gauntlet chest
|
Ethereal Throwing Axe
|
Throwing Axe
|
2
|
[1d6] + 1 Slash, Magic
|
20 / x3
|
* +1 Enhancement Bonus+1 Enhancement Bonus: +1 enhancement bonus to attack and damage rolls.
|
Morten Edgewright
|
Sworn Silver Throwing Axe
|
Throwing Axe
|
2
|
[1d6] + 1 Slash, Silver, Magic
|
20 / x3
|
* +1 Enhancement Bonus+1 Enhancement Bonus: +1 enhancement bonus to attack and damage rolls.
- SilverSilver: A complex process involving metallurgy and alchemy can bond silver to a weapon made of steel so that it bypasses the damage reduction of creatures such as devils and vampires.
Silver weapons have 2 points lower hardness then equivalent steel weapons, and as such aren't quite as durable. , Alchemical
- ReturningReturning: This missile will return to you.
- Red Augment Slot: EmptyRed AugmentsColorless Augments
|
Morten Edgewright
|
Dinosaur Bone Throwing Axe
|
Throwing Axe
|
31
|
5.20[1d6+2] + 15 Slash, Magic
|
20 / x3
|
* +15 Enhancement Bonus+15 Enhancement Bonus: +15 enhancement bonus to attack and damage rolls.
|
The Isle of Dread, any chest
|
Attuned Bone Throwing Axe
|
Throwing Axe
|
31
|
5.20[1d6+3] + 15 Slash, Magic
|
20 / x3
|
* +15 Enhancement Bonus+15 Enhancement Bonus: +15 enhancement bonus to attack and damage rolls.
|
Skeletons in the Closet, end chest
|
Legendary Shining Reliquary Throwing Axe
|
Throwing Axe
|
32
|
5.40[1d6+2] + 15 Slash, Magic
|
20 / x3
|
* +15 Enhancement Bonus+15 Enhancement Bonus: +15 enhancement bonus to attack and damage rolls.
|
Vecna Unleashed, any chest or trade with Steps Obliss
|
Shining Reliquary Throwing Axe
|
Throwing Axe
|
18
|
2.60[1d6] + 5 Slash, Magic
|
20 / x3
|
* +5 Enhancement Bonus+5 Enhancement Bonus: +5 enhancement bonus to attack and damage rolls.
|
Vecna Unleashed, any chest or trade with Steps Obliss
|
Flamesalt Throwing Axe
|
Throwing Axe
|
5
|
[1d6] + 1 Slash, Good, Magic
|
20 / x3
|
* +1 Enhancement Bonus+1 Enhancement Bonus: +1 enhancement bonus to attack and damage rolls.
|
Captain Xendros
|
Legendary Flamesalt Throwing Axe
|
Throwing Axe
|
29
|
4.80[1d6+2] + 15 Slash, Good, Magic
|
20 / x3
|
* +15 Enhancement Bonus+15 Enhancement Bonus: +15 enhancement bonus to attack and damage rolls.
|
Captain Xendros
|
Defiled Reliquary Throwing Axe
|
Throwing Axe
|
18
|
2.60[1d6] + 5 Slash, Magic
|
20 / x3
|
* +5 Enhancement Bonus+5 Enhancement Bonus: +5 enhancement bonus to attack and damage rolls.
|
Unholy Defiler of the Hidden Hand, defiled version of Shining Reliquary Throwing Axe
|
Dwarven Thrower
|
Throwing Axe
|
6
|
[1d8] + 3 Slash, Magic
|
20 / x3
|
* +3 Enhancement Bonus+3 Enhancement Bonus: +3 enhancement bonus to attack and damage rolls.
|
The Subterrane - Central, Garamol's chest
|
Legendary Defiled Reliquary Throwing Axe
|
Throwing Axe
|
32
|
5.40[1d6+2] + 15 Slash, Magic
|
20 / x3
|
* +15 Enhancement Bonus+15 Enhancement Bonus: +15 enhancement bonus to attack and damage rolls.
|
Unholy Defiler of the Hidden Hand, defiled version of Legendary Shining Reliquary Throwing Axe
|
Thunder-Forged Alloy Throwing Axe
|
Throwing Axe
|
22
|
4.60[1d6] + 9 Slash, Silver, Adamantine, Mithral, Cold Iron, Magic, Byeshk
|
20 / x3
|
* +9 Enhancement Bonus+9 Enhancement Bonus: +9 enhancement bonus to attack and damage rolls.
|
Magma Forge, Crafted from various ingredients
|
Ferrocrystal Throwing Axe
|
Throwing Axe
|
5
|
[1d6] + 2 Slash, Cold Iron, Magic, Crystal
|
20 / x3
|
* +2 Enhancement Bonus+2 Enhancement Bonus: +2 enhancement bonus to attack and damage rolls.
- Feybane 2Feybane 2: This weapon is attuned specifically to hunt those born of the Feywild, dealing an additional 2d10 bane damage vs. Fey.
- DestructionDestruction: On Hit: Your target gains a stack of Armor Destruction. (-1 penalty to Armor Class, -1% of its Fortification. 20 Second Duration. Stacks up to 15 times.) This effect may trigger once every three seconds.
- Maiming 2Maiming: This weapon has a twisted haft or grip and spikes along its blade, head, or point. When you score a critical hit with this weapon, it does an additional +2d8 damage.
- 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%.
- ReturningReturning: This missile will return to you.
- Red Augment Slot: EmptyRed AugmentsColorless Augments
|
Fables of the Feywild, any chest, or turn in 20 Chunks of Ferrocrystal at the Cauldron of Cadence
|
Morninglord's Throwing Axe
|
Throwing Axe
|
29
|
4.80[1d6+2] + 15 Slash, Good, Silver, Magic
|
20 / x3
|
* +15 Enhancement Bonus+15 Enhancement Bonus: +15 enhancement bonus to attack and damage rolls.
- SilverSilver: A complex process involving metallurgy and alchemy can bond silver to a weapon made of steel so that it bypasses the damage reduction of creatures such as devils and vampires.
Silver weapons have 2 points lower hardness then equivalent steel weapons, and as such aren't quite as durable. , Alchemical
- Holy 6Holy 6: This weapon is wielded by the pure to smite the wicked, dealing an additional 6d6 good damage on each hit. This effect makes the weapon good aligned. Evil characters wielding this weapon will suffer one negative level.
- Fiery 6Fiery 6: This effect causes the edges of this weapon to burn with enchanted flames, dealing 6d6 Fire damage on each hit.
- Undead Bane 6Undead Bane 6: Those that have died must return, and this weapon is attuned specifically to lay them to rest. This weapon deals an additional 6d10 bane damage vs. Undead.
- ReturningReturning: This missile will return to you.
- Red Augment Slot: EmptyRed AugmentsColorless Augments
|
Blue Water Inn
|
Macabre Throwing Axe
|
Throwing Axe
|
10
|
[1d6] + 5 Slash, Evil, Magic
|
20 / x3
|
* +5 Enhancement Bonus+5 Enhancement Bonus: +5 enhancement bonus to attack and damage rolls.
- Mother Night's EmbraceMother Night's Embrace: This weapon is unholy and imbued by one of the two deities of Barovia - the Mother Night. This weapon is evil, dealing an additional 3d6 evil damage on hit.
- Human Bane 3Human Bane 3: This weapon is attuned specifically to hunt those with diversity and ambition, dealing an additional 3d10 bane damage vs. Humans.
- Vampirism 1Vampirism 1: This weapon thirsts for the blood of your enemies, healing you for +1d2 hit points with each hit.
Note: internal cooldown of 1 second.
- Chilling 3Chilling 3: This effect causes the edges of this weapon to become frozen to the touch, dealing 3d6 Ice damage on each hit.
- ReturningReturning: This missile will return to you.
- Orange Augment Slot: EmptyOrange AugmentsYellow AugmentsRed AugmentsColorless Augments
|
Blue Water Inn
|
Nightmother's Throwing Axe
|
Throwing Axe
|
29
|
4.80[1d6+2] + 15 Slash, Evil, Magic
|
20 / x3
|
* +15 Enhancement Bonus+15 Enhancement Bonus: +15 enhancement bonus to attack and damage rolls.
- Mother Night's EmbraceMother Night's Embrace: This weapon is unholy and imbued by one of the two deities of Barovia - the Mother Night. This weapon is evil, dealing an additional 6d6 evil damage on hit.
- Human Bane 6Human Bane 6: This weapon is attuned specifically to hunt those with diversity and ambition, dealing an additional 6d10 bane damage vs. Humans.
- Vampirism 2Vampirism 2: This weapon thirsts for the blood of your enemies, healing you for +2d2 hit points with each hit.
Note: internal cooldown of 1 second.
- Chilling 6Chilling 6: This effect causes the edges of this weapon to become frozen to the touch, dealing 6d6 Ice damage on each hit.
- ReturningReturning: This missile will return to you.
- Orange Augment Slot: EmptyOrange AugmentsYellow AugmentsRed AugmentsColorless Augments
|
Blue Water Inn
|
Syranian Throwing Axe
|
Throwing Axe
|
15
|
[1d6] + 5 Slash, Good, Adamantine, Magic
|
20 / x3
|
* +5 Enhancement Bonus+5 Enhancement Bonus: +5 enhancement bonus to attack and damage rolls.
- Electrifying 4Electrifying 4: This effect causes the edges of this weapon to arc with electricity, dealing 4d6 Lightning damage on each hit.
- Holy 4Holy 4: This weapon is wielded by the pure to smite the wicked, dealing an additional 4d6 good damage on each hit. This effect makes the weapon good aligned. Evil characters wielding this weapon will suffer one negative level.
- Construct Bane 4Construct Bane 4: This weapon is attuned specifically to disrupt creations, dealing an additional 4d10 bane damage vs. Constructs.
- AdamantineAdamantine: Adamantine weapons may bypass the damage reduction of certain items and creatures.
- ReturningReturning: This missile will return to you.
- Red Augment Slot: EmptyRed AugmentsColorless Augments
|
Syranian Forged Weaponry
|
Legendary Syranian Throwing Axe
|
Throwing Axe
|
29
|
4.80[1d6+2] + 15 Slash, Good, Adamantine, Magic
|
20 / x3
|
* +15 Enhancement Bonus+15 Enhancement Bonus: +15 enhancement bonus to attack and damage rolls.
- Electrifying 6Electrifying 6: This effect causes the edges of this weapon to arc with electricity, dealing 6d6 Lightning damage on each hit.
- Holy 6Holy 6: This weapon is wielded by the pure to smite the wicked, dealing an additional 6d6 good damage on each hit. This effect makes the weapon good aligned. Evil characters wielding this weapon will suffer one negative level.
- Construct Bane 6Construct Bane 6: This weapon is attuned specifically to disrupt creations, dealing an additional 6d10 bane damage vs. Constructs.
- AdamantineAdamantine: Adamantine weapons may bypass the damage reduction of certain items and creatures.
- ReturningReturning: This missile will return to you.
- Red Augment Slot: EmptyRed AugmentsColorless Augments
|
Syranian Forged Weaponry
|
Epic Sworn Silver Throwing Axe
|
Throwing Axe
|
20
|
3[1d6] + 6 Slash, Good, Silver, Magic
|
20 / x3
|
* +6 Enhancement Bonus+6 Enhancement Bonus: +6 enhancement bonus to attack and damage rolls.
- SilverSilver: A complex process involving metallurgy and alchemy can bond silver to a weapon made of steel so that it bypasses the damage reduction of creatures such as devils and vampires.
Silver weapons have 2 points lower hardness then equivalent steel weapons, and as such aren't quite as durable. , Alchemical
- Unnatural Bane 4Unnatural Bane 4: This weapon is attuned specifically to hunt beings that should not exist, dealing an additional 4d10 bane damage vs. Aberrations, Monstrous Humanoids, and Undead.
- DestructionDestruction: On Hit: Your target gains a stack of Armor Destruction. (-1 penalty to Armor Class, -1% of its Fortification. 20 Second Duration. Stacks up to 15 times.) This effect may trigger once every three seconds.
- RighteousRighteous: This weapon is imbued with holy power, giving it an additional +2 to attack bonus and damage against any evil creature. This power makes the weapon good-aligned.
- ReturningReturning: This missile will return to you.
- Red Augment Slot: EmptyRed AugmentsColorless Augments
|
Morten Edgewright
|
Epic Ethereal Throwing Axe
|
Throwing Axe
|
20
|
3[1d6] + 6 Slash, Adamantine, Magic
|
20 / x3
|
* +6 Enhancement Bonus+6 Enhancement Bonus: +6 enhancement bonus to attack and damage rolls.
|
Morten Edgewright
|
Legendary Green Steel Throwing Axe
|
Throwing Axe
|
26
|
4.20[1d6] + 14 Slash, Evil, Magic
|
20 / x3
|
* +14 Enhancement Bonus+14 Enhancement Bonus: +14 enhancement bonus to attack and damage rolls.
- Legendary Green SteelLegendary Green Steel: This planar alloy has a greasy green-colored sheen and is favored by high ranking Baatezu, the ruling devils of Shavarath. Green steel weapons leave terrible wounds and are treated as evil-aligned for the purpose of bypassing damage reduction.
- ReturningReturning: This missile will return to you.
|
Altar of Fecundity, Manufactured Ingredient Recipes
|
Spectral Throwing Dagger (level 12)
|
Throwing Dagger
|
12
|
1.90[1d4] + 4 Pierce, Magic
|
19-20 / x2
|
* +4 Enhancement Bonus+4 Enhancement Bonus: +4 enhancement bonus to attack and damage rolls.
- ReturningReturning: This missile will return to you.
- Ghostbane 3Ghostbane 3: This weapon is attuned specifically to hunt the risen dead, dealing an additional 3d10 bane damage vs. Undead monsters.
Passive: This weapon has Ghost Touch, and bypasses ethereal monster's 50% chance to evade bane damage.
- Evil Outsider Bane 3Evil Outsider Bane 3: This weapon is attuned specifically to hunt monsters that bring ill intent from other planes, dealing an additional 3d10 bane damage vs. Evil Outsiders.
- Vorpal Vorpal: Passive: +0.5[W] damage dice.
On Vorpal Hit: If your target has fewer than 1000 Hit Points, they are instantly slain. If your target has above 1000 Hit Points, they take 100 damage.
- Crushing 7Crushing 7: This effect causes the edges of this weapon to ripple with force, dealing 7d6 force damage on each critical hit.
|
The Night Revels
|
Ethereal Throwing Dagger
|
Throwing Dagger
|
2
|
[1d4] + 1 Pierce, Magic
|
19-20 / x2
|
* +1 Enhancement Bonus+1 Enhancement Bonus: +1 enhancement bonus to attack and damage rolls.
|
Morten Edgewright
|
Autumn's Veil
|
Throwing Dagger
|
29
|
4.80[1d4+3] + 15 Slash, Magic
|
17-20 / x2
|
* +15 Enhancement Bonus+15 Enhancement Bonus: +15 enhancement bonus to attack and damage rolls.
|
The Dryad and the Demigod, Greater feytwisted chest
|
Spectral Throwing Dagger (level 28)
|
Throwing Dagger
|
28
|
5.10[1d4] + 12 Pierce, Magic
|
19-20 / x2
|
* +12 Enhancement Bonus+12 Enhancement Bonus: +12 enhancement bonus to attack and damage rolls.
- ReturningReturning: This missile will return to you.
- Ghostbane 6Ghostbane 6: This weapon is attuned specifically to hunt the risen dead, dealing an additional 6d10 bane damage vs. Undead monsters.
Passive: This weapon has Ghost Touch, and bypasses ethereal monster's 50% chance to evade bane damage.
- Evil Outsider Bane 6Evil Outsider Bane 6: This weapon is attuned specifically to hunt monsters that bring ill intent from other planes, dealing an additional 6d10 bane damage vs. Evil Outsiders.
- Superior Vorpal Superior Vorpal: Passive: +0.5[W] damage dice.
On Vorpal Hit: If your target has fewer than 2500 Hit Points, they are instantly slain. If your target has above 2500 Hit Points, they take 250 damage.
- Crushing 13Crushing 13: This effect causes the edges of this weapon to ripple with force, dealing 13d6 force damage on each critical hit.
|
The Night Revels
|
Spectral Throwing Dagger (level 24)
|
Throwing Dagger
|
24
|
4.30[1d4] + 7 Pierce, Magic
|
19-20 / x2
|
* +7 Enhancement Bonus+7 Enhancement Bonus: +7 enhancement bonus to attack and damage rolls.
- ReturningReturning: This missile will return to you.
- Ghostbane 5Ghostbane 5: This weapon is attuned specifically to hunt the risen dead, dealing an additional 5d10 bane damage vs. Undead monsters.
Passive: This weapon has Ghost Touch, and bypasses ethereal monster's 50% chance to evade bane damage.
- Evil Outsider Bane 5Evil Outsider Bane 5: This weapon is attuned specifically to hunt monsters that bring ill intent from other planes, dealing an additional 5d10 bane damage vs. Evil Outsiders.
- Greater Vorpal Greater Vorpal: Passive: +0.5[W] damage dice.
On Vorpal Hit: If your target has fewer than 2000 Hit Points, they are instantly slain. If your target has above 2000 Hit Points, they take 200 damage.
- Crushing 12Crushing 12: This effect causes the edges of this weapon to ripple with force, dealing 12d6 force damage on each critical hit.
|
The Night Revels
|
Epic Return to Sender
|
Throwing Dagger
|
28
|
4.60[1d4] + 12 Pierce, Magic
|
19-20 / x2
|
* +12 Enhancement Bonus+12 Enhancement Bonus: +12 enhancement bonus to attack and damage rolls.
|
Tavern Brawl, End Chest
|
Fate, the Knower of All
|
Throwing Dagger
|
28
|
5.10[1d4+3] + 15 Pierce, Silver, Adamantine, Mithral, Cold Iron, Magic, Byeshk
|
19-20 / x2
|
* +15 Enhancement Bonus+15 Enhancement Bonus: +15 enhancement bonus to attack and damage rolls.
|
Old Baba's Hut, Raid Chest
|
Spectral Throwing Dagger (level 32)
|
Throwing Dagger
|
32
|
5.90[1d4] + 15 Pierce, Magic
|
19-20 / x2
|
* +15 Enhancement Bonus+15 Enhancement Bonus: +15 enhancement bonus to attack and damage rolls.
- ReturningReturning: This missile will return to you.
- Ghostbane 6Ghostbane 6: This weapon is attuned specifically to hunt the risen dead, dealing an additional 6d10 bane damage vs. Undead monsters.
Passive: This weapon has Ghost Touch, and bypasses ethereal monster's 50% chance to evade bane damage.
- Evil Outsider Bane 6Evil Outsider Bane 6: This weapon is attuned specifically to hunt monsters that bring ill intent from other planes, dealing an additional 6d10 bane damage vs. Evil Outsiders.
- Superior Vorpal Superior Vorpal: Passive: +0.5[W] damage dice.
On Vorpal Hit: If your target has fewer than 2500 Hit Points, they are instantly slain. If your target has above 2500 Hit Points, they take 250 damage.
- Crushing 15Crushing 15: This effect causes the edges of this weapon to ripple with force, dealing 15d6 force damage on each critical hit.
|
The Night Revels
|
Spectral Throwing Dagger (level 4)
|
Throwing Dagger
|
4
|
[1d4] + 2 Pierce, Magic
|
19-20 / x2
|
* +2 Enhancement Bonus+2 Enhancement Bonus: +2 enhancement bonus to attack and damage rolls.
- ReturningReturning: This missile will return to you.
- Ghostbane 2Ghostbane 2: This weapon is attuned specifically to hunt the risen dead, dealing an additional 2d10 bane damage vs. Undead monsters.
Passive: This weapon has Ghost Touch, and bypasses ethereal monster's 50% chance to evade bane damage.
- Evil Outsider Bane 2Evil Outsider Bane 2: This weapon is attuned specifically to hunt monsters that bring ill intent from other planes, dealing an additional 2d10 bane damage vs. Evil Outsiders.
- Crushing 4Crushing 4: This effect causes the edges of this weapon to ripple with force, dealing 4d6 force damage on each critical hit.
|
The Night Revels
|
Spectral Throwing Dagger (level 8)
|
Throwing Dagger
|
8
|
1.50[1d4] + 3 Pierce, Magic
|
19-20 / x2
|
* +3 Enhancement Bonus+3 Enhancement Bonus: +3 enhancement bonus to attack and damage rolls.
- ReturningReturning: This missile will return to you.
- Ghostbane 2Ghostbane 2: This weapon is attuned specifically to hunt the risen dead, dealing an additional 2d10 bane damage vs. Undead monsters.
Passive: This weapon has Ghost Touch, and bypasses ethereal monster's 50% chance to evade bane damage.
- Evil Outsider Bane 2Evil Outsider Bane 2: This weapon is attuned specifically to hunt monsters that bring ill intent from other planes, dealing an additional 2d10 bane damage vs. Evil Outsiders.
- Vorpal Vorpal: Passive: +0.5[W] damage dice.
On Vorpal Hit: If your target has fewer than 1000 Hit Points, they are instantly slain. If your target has above 1000 Hit Points, they take 100 damage.
- Crushing 6Crushing 6: This effect causes the edges of this weapon to ripple with force, dealing 6d6 force damage on each critical hit.
|
The Night Revels
|
Epic Ethereal Throwing Dagger
|
Throwing Dagger
|
20
|
3[1d4] + 6 Pierce, Adamantine, Magic
|
19-20 / x2
|
* +6 Enhancement Bonus+6 Enhancement Bonus: +6 enhancement bonus to attack and damage rolls.
|
Morten Edgewright
|
Spectral Throwing Dagger (level 20)
|
Throwing Dagger
|
20
|
3.50[1d4] + 6 Pierce, Magic
|
19-20 / x2
|
* +6 Enhancement Bonus+6 Enhancement Bonus: +6 enhancement bonus to attack and damage rolls.
- ReturningReturning: This missile will return to you.
- Ghostbane 4Ghostbane 4: This weapon is attuned specifically to hunt the risen dead, dealing an additional 4d10 bane damage vs. Undead monsters.
Passive: This weapon has Ghost Touch, and bypasses ethereal monster's 50% chance to evade bane damage.
- Evil Outsider Bane 4Evil Outsider Bane 4: This weapon is attuned specifically to hunt monsters that bring ill intent from other planes, dealing an additional 4d10 bane damage vs. Evil Outsiders.
- Improved Vorpal Improved Vorpal: Passive: +0.5[W] damage dice.
On Vorpal Hit: If your target has fewer than 1500 Hit Points, they are instantly slain. If your target has above 1500 Hit Points, they take 150 damage.
- Crushing 10Crushing 10: This effect causes the edges of this weapon to ripple with force, dealing 10d6 force damage on each critical hit.
|
The Night Revels
|
Spectral Throwing Dagger (level 16)
|
Throwing Dagger
|
16
|
2.70[1d4] + 5 Pierce, Magic
|
19-20 / x2
|
* +5 Enhancement Bonus+5 Enhancement Bonus: +5 enhancement bonus to attack and damage rolls.
- ReturningReturning: This missile will return to you.
- Ghostbane 4Ghostbane 4: This weapon is attuned specifically to hunt the risen dead, dealing an additional 4d10 bane damage vs. Undead monsters.
Passive: This weapon has Ghost Touch, and bypasses ethereal monster's 50% chance to evade bane damage.
- Evil Outsider Bane 4Evil Outsider Bane 4: This weapon is attuned specifically to hunt monsters that bring ill intent from other planes, dealing an additional 4d10 bane damage vs. Evil Outsiders.
- Improved Vorpal Improved Vorpal: Passive: +0.5[W] damage dice.
On Vorpal Hit: If your target has fewer than 1500 Hit Points, they are instantly slain. If your target has above 1500 Hit Points, they take 150 damage.
- Crushing 9Crushing 9: This effect causes the edges of this weapon to ripple with force, dealing 9d6 force damage on each critical hit.
|
The Night Revels
|
Ethereal Throwing Hammer
|
Throwing Hammer
|
2
|
[1d4] + 1 Bludgeon, Magic
|
20 / x2
|
* +1 Enhancement Bonus+1 Enhancement Bonus: +1 enhancement bonus to attack and damage rolls.
|
Morten Edgewright
|
Epic Ethereal Throwing Hammer
|
Throwing Hammer
|
20
|
3[1d4] + 6 Bludgeon, Adamantine, Magic
|
20 / x2
|
* +6 Enhancement Bonus+6 Enhancement Bonus: +6 enhancement bonus to attack and damage rolls.
|
Morten Edgewright
|