Lesser Ooze BaneLesser Ooze Bane: A bane weapon excels at attacking one type or subtype of creature. Against Oozes, 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.
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
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%.
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.
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.
Lesser Elemental BaneLesser Elemental Bane: A bane weapon excels at attacking one type or subtype of creature. Against Elementals, 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.
Vampirism Vampirism: This weapon drains a tiny portion of the target's life force whenever it does damage. Note: provides 1d3 hp of healing per hit.
Hardened SpikesHardened Spikes: The sharp, hardened spikes on this item deal an additional 4d6 Piercing damage when used to strike an enemy.
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.
The Dread Isle's CurseThe Dread Isle's Curse: 5 Pieces Equipped: +5 Profane bonus to Melee and Ranged Power +10 Profane bonus to Universal Spellpower +10 Profane bonus to Physical Resistance Rating +1 Profane bonus to Spell DCs +1 Profane bonus to all Ability Scores The Isle of Dread beckons you...
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.
Hallowed +5Hallowed: An item with this quality assists only wearers who have the ability to turn undead. Hallowed items provide an +5 Enhancement bonus to the maximum Hit Dice of undead turned.
FragmentedFragmented: This item looks as though it is only one half of a greater item. Perhaps in the future it could be rejoined with its other half to reform the item in its original glory.
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.
Anti-Magic RunesAnti-Magic Runes: The runes inscribed on this weapon activate on a critical hit and attempt to suppress the spell casting abilities of the target. The target must make a DC 20 Fortitude save or be unable to cast spells for 18 seconds.
FragmentedFragmented: This item looks as though it is only one half of a greater item. Perhaps in the future it could be rejoined with its other half to reform the item in its original glory.
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.
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.
12
3[1d6] + 5 Bludgeon, Magic
UnboundUnbound: This item is Unbound, and may take permanent damage.
FusibleFusible: Something about this item looks incomplete. Perhaps in the future it will be compatible with another item to create a brand-new fusion of the two.
MalleableMalleable: This item has a magical aura of malleability and can be combined with any item that has the Fusible property to create a new, more powerful fusion of the two items.
MalleableMalleable: This item has a magical aura of malleability and can be combined with any item that has the Fusible property to create a new, more powerful fusion of the two items.
FusibleFusible: Something about this item looks incomplete. Perhaps in the future it will be compatible with another item to create a brand-new fusion of the two.
FusibleFusible: Something about this item looks incomplete. Perhaps in the future it will be compatible with another item to create a brand-new fusion of the two.
MalleableMalleable: This item has a magical aura of malleability and can be combined with any item that has the Fusible property to create a new, more powerful fusion of the two items.
MalleableMalleable: This item has a magical aura of malleability and can be combined with any item that has the Fusible property to create a new, more powerful fusion of the two items.
MalleableMalleable: This item has a magical aura of malleability and can be combined with any item that has the Fusible property to create a new, more powerful fusion of the two items.
FusibleFusible: Something about this item looks incomplete. Perhaps in the future it will be compatible with another item to create a brand-new fusion of the two.
FusibleFusible: Something about this item looks incomplete. Perhaps in the future it will be compatible with another item to create a brand-new fusion of the two.
Anarchic Blast 3Anarchic Blast 3: This weapon is a chaotic conduit, dealing 3d6 Chaos damage on a successful hit, and an additional 3d6 Chaos damage on a critical hit. This effect makes the weapon chaotically aligned. Lawful characters wielding this weapon will suffer one negative level.
Anarchic 3Anarchic 3: On Hit: 3 to 12 Chaos damage. Chaos-aligned creatures are immune to this effect. Penalty: If equipped by a Lawful user, they receive 1 Negative Level for as long as this item is equipped.
AlignedAligned: This weapon transmutes into a form that is able to bypass any alignment based Damage Reduction. (Chaotic, Good, Evil, Lawful)
Force Blast 3Force Blast 3: This weapon ripples with intense force, dealing 3d6 Force damage on a successful hit, and an additional 3d6 Force damage on a critical hit.
Impactful 3Impactful 3: This effect causes the edges of this weapon to ripple with force, dealing 3 to 18 force on each hit.
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.
Entropic 3Entropic 3: This weapon is intensely powerful, and crackles with destructive, unpredictable magic. It deals an additional 3d6 untyped damage on each hit.
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.
Trace of MadnessTrace of Madness: You can almost hear faint, panicked voices when this item is close to you. Perhaps the latent power of this item's hint of madness could be brought out by some catalyst.
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.
Fire Absorption +24% Fire Absorption +24%: Passive: 24% Enhancement Bonus to Fire Absorption. (Absorption reduces damage from an element by a percentage, after resistance have been taken into account.)
Coruscating 4Coruscating 4: This effect causes the edges of this weapon to coruscate, dealing 4d6 Light damage on each hit.
Blazing 10Blazing 10: This effect causes the edges of this weapon to coruscate, dealing 10d6 Light damage on each critical hit.
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.
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.
Evil Blast 4Evil Blast 4: This weapon is a sinister implement of evil deeds, dealing 4d6 Evil damage on a successful hit, and an additional 4d6 Evil damage on a critical hit. This effect makes the weapon evil aligned. Good characters wielding this weapon will suffer one negative level.
Fire Absorption +27% Fire Absorption +27%: Passive: 27% Enhancement Bonus to Fire Absorption. (Absorption reduces damage from an element by a percentage, after resistance have been taken into account.)
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.
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.
Thunder-Forged (Tier 0)Thunder-Forged (Tier 0): This weapon has been made from Thunder-Forged Alloys in Thunderholme. Reforging the weapon with certain ingredients could unleash more power.
Thunder-Forged (Tier 0)Thunder-Forged (Tier 0): This weapon has been made from Thunder-Forged Alloys in Thunderholme. Reforging the weapon with certain ingredients could unleash more power.
Insightful FaithInsightful Faith: An item with this quality assists only wearers who have the ability to turn undead. Insightful Faith items provide Insight Bonuses to the owner's effective level for the turning check by +2, their maximum Hit Dice turned by +2, and their total Hit Dice turned by +4.
Ooze Bane 5Ooze Bane 5: This weapon is attuned specifically to disrupt Oozes, dealing an additional 5d10 bane damage vs. Oozes.
Bludgeoning 5Bludgeoning 5: The edges of this weapon are blunted, dealing an additional 5d6 bludgeon damage on each hit.
Smashing 12Smashing 12: The edges of this weapon are blunted, dealing an additional 12d6 bludgeoning damage on each critical hit.
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.
Greater Elemental BaneGreater Elemental Bane: A bane weapon excels at attacking one type or subtype of creature. Against Elementals, 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.
Vampirism Vampirism: This weapon drains a tiny portion of the target's life force whenever it does damage. Note: provides 1d3 hp of healing per hit.
Hardened SpikesHardened Spikes: The sharp, hardened spikes on this item deal an additional 4d6 Piercing damage when used to strike an enemy.
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.
Elemental SpiralElemental Spiral: Elemental power pulses within you. 'Can you feel the Heartbeat? Can you hear the Music? Can you comprehend the Magic? It is there, right at your fingertips.'
Hallowed +13Hallowed: An item with this quality assists only wearers who have the ability to turn undead. Hallowed items provide an +13 Enhancement bonus to the maximum Hit Dice of undead turned.
Trace of MadnessTrace of Madness: You can almost hear faint, panicked voices when this item is close to you. Perhaps the latent power of this item's hint of madness could be brought out by some catalyst.
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.
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%.
FusibleFusible: Something about this item looks incomplete. Perhaps in the future it will be compatible with another item to create a brand-new fusion of the two.
MalleableMalleable: This item has a magical aura of malleability and can be combined with any item that has the Fusible property to create a new, more powerful fusion of the two items.
MalleableMalleable: This item has a magical aura of malleability and can be combined with any item that has the Fusible property to create a new, more powerful fusion of the two items.
FusibleFusible: Something about this item looks incomplete. Perhaps in the future it will be compatible with another item to create a brand-new fusion of the two.
FusibleFusible: Something about this item looks incomplete. Perhaps in the future it will be compatible with another item to create a brand-new fusion of the two.
MalleableMalleable: This item has a magical aura of malleability and can be combined with any item that has the Fusible property to create a new, more powerful fusion of the two items.
MalleableMalleable: This item has a magical aura of malleability and can be combined with any item that has the Fusible property to create a new, more powerful fusion of the two items.
MalleableMalleable: This item has a magical aura of malleability and can be combined with any item that has the Fusible property to create a new, more powerful fusion of the two items.
FusibleFusible: Something about this item looks incomplete. Perhaps in the future it will be compatible with another item to create a brand-new fusion of the two.
FusibleFusible: Something about this item looks incomplete. Perhaps in the future it will be compatible with another item to create a brand-new fusion of the two.
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.
Fire Absorption +35% Fire Absorption +35%: Passive: 35% Enhancement Bonus to Fire Absorption. (Absorption reduces damage from an element by a percentage, after resistance have been taken into account.)
The Legendary Dread Isle's CurseThe Legendary Dread Isle's Curse: 5 Pieces Equipped: +15 Profane bonus to Melee and Ranged Power +25 Profane bonus to Universal Spellpower +30 Profane bonus to Physical Resistance Rating +2 Profane bonus to Spell DCs +2 Profane bonus to all Ability Scores +4 Profane bonus to Attack and Damage The Isle of Dread beckons you...
The Legendary Dread Isle's CurseThe Legendary Dread Isle's Curse: 5 Pieces Equipped: +15 Profane bonus to Melee and Ranged Power +25 Profane bonus to Universal Spellpower +30 Profane bonus to Physical Resistance Rating +2 Profane bonus to Spell DCs +2 Profane bonus to all Ability Scores +4 Profane bonus to Attack and Damage The Isle of Dread beckons you...
FragmentedFragmented: This item looks as though it is only one half of a greater item. Perhaps in the future it could be rejoined with its other half to reform the item in its original glory.
FragmentedFragmented: This item looks as though it is only one half of a greater item. Perhaps in the future it could be rejoined with its other half to reform the item in its original glory.
Coruscating 6Coruscating 6: This effect causes the edges of this weapon to coruscate, dealing 6d6 Light damage on each hit.
Blazing 15Blazing 15: This effect causes the edges of this weapon to coruscate, dealing 15d6 Light damage on each critical hit.
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.
Greater Elemental Spell PowerGreater Elemental Spell Power: Harnessing a small amount of the power and potential of the raw elements, this item gives you a +100 bonus to your maximum spell points. This stacks with all other bonuses except Greater Elemental Spell Power.
Planar SearingPlanar Searing: This weapon harbors a burn unlike anything you've ever seen - As if otherworldly power has started to change it forever.
Legendary Forbidden KnowledgeLegendary Forbidden Knowledge: 3 Pieces Equipped: +30 Profane bonus to PRR 4 Pieces Equipped: +3 Profane bonus to all ability scores +4 Profane bonus to attack and damage 5 Pieces Equipped: +15 Profane bonus to Melee and Ranged Power +25 Profane bonus to Universal Spell Power +3 Profane bonus to Spell DCs
Unholy 6Unholy 6: On Hit: 6 to 36 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.
Evil Blast 6Evil Blast 6: This weapon is a sinister implement of evil deeds, dealing 6d6 Evil damage on a successful hit, and an additional 6d6 Evil damage on a critical hit. This effect makes the weapon evil aligned. Good characters wielding this weapon will suffer one negative level.
Anarchic Blast 7Anarchic Blast 7: This weapon is a chaotic conduit, dealing 7d6 Chaos damage on a successful hit, and an additional 7d6 Chaos damage on a critical hit. This effect makes the weapon chaotically aligned. Lawful characters wielding this weapon will suffer one negative level.
Anarchic 7Anarchic 7: On Hit: 7 to 28 Chaos damage. Chaos-aligned creatures are immune to this effect. Penalty: If equipped by a Lawful user, they receive 1 Negative Level for as long as this item is equipped.
AlignedAligned: This weapon transmutes into a form that is able to bypass any alignment based Damage Reduction. (Chaotic, Good, Evil, Lawful)
Force Blast 7Force Blast 7: This weapon ripples with intense force, dealing 7d6 Force damage on a successful hit, and an additional 7d6 Force damage on a critical hit.
Impactful 7Impactful 7: This effect causes the edges of this weapon to ripple with force, dealing 7 to 42 force on each hit.
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.
Entropic 7Entropic 7: This weapon is intensely powerful, and crackles with destructive, unpredictable magic. It deals an additional 7d6 untyped damage on each hit.
Dripping with MagmaDripping with Magma: This Obsidian weapon drips with magma on every swing. Your attacks have a high chance to deal very strong fire damage over time.
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.
Sealed in FireSealed in Fire: This weapon burns with a sealed power. It can have its power unsealed at the Ritual Table, adding one effect. Attempting to add another will remove the original.
Effect options: Legendary AffirmationLegendary Affirmation: Your attacks and offensive spells have a chance to grant you 1,000 Temporary HP. • Legendary AshLegendary Ash: Your attacks and offensive spells have a chance to reduce enemy Magical Resistance Rating and Universal Spell Power. • Legendary DustLegendary Dust: Your attacks and offensive spells have a chance to reduce enemy Physical Resistance Rating and Positive Healing Amplification. • Legendary OozeLegendary Ooze: Your attacks and offensive spells have a chance to reduce enemy Physical and Magical Resistance Rating and summon Tar oozes to your aid. (Note: Exactly which sort of ooze is summoned depends on what item this enchantment is found on.) • Legendary SaltLegendary Salt: Your attacks and offensive spells have a chance to significantly slow your enemies. • Legendary VacuumLegendary Vacuum: Your Attacks and offensive spells have a chance to inflict multiple stacks of Vulnerable.
Revel in Blood (Magic)Revel in Blood (Magic): Your weapon hungers to let blood flow. Your attacks and offensive spells have a high chance to deal very strong Bane damage over time to creatures vulnerable to Bleeding. On offensive spellcast: 2d6 Force Damage.