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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.
Silver ThreadedSilver Threaded: A complex process involving metallurgy and alchemy can weave silver into cloth so that it bypasses the protective damage reduction of creatures such as lycanthropes and vampires.
ScreamingScreaming: Screaming weapons emit a piercing screech whenever they are used to make a successful attack. This screech does an additional 1 to 6 sonic damage.
Silver ThreadedSilver Threaded: A complex process involving metallurgy and alchemy can weave silver into cloth so that it bypasses the protective damage reduction of creatures such as lycanthropes and vampires.
Animal Bane 2Animal Bane 2: This weapon is attuned specifically to disrupt the natural, dealing an additional 2d10 bane damage vs. Animals.
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.
Lesser Undead BaneLesser Undead Bane: A bane weapon excels at attacking one type or subtype of creature. Against Undeads, 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.
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.
Flaming BurstFlaming Burst: This weapon is sheathed in fire, and deals 1 to 6 fire damage each hit. Critical hits deal an additional 1 to 10 fire damage for weapons with a x2 critical multiplier, 2 to 20 for a x3 multiplier and 3 to 30 for a x4 multiplier.
SpikedSpiked: This weapon is studded with vicious spikes, causing it to deal piercing damage in addition to its normal damage types.
BleedBleed: This weapon is cruelly sharp and will do an additional 1 to 8 damage to targets that are vulnerable to bleeding.
Dragon Bane 2Dragon Bane 2: This weapon is attuned specifically to disrupt those with draconic blood, dealing an additional 2d10 bane damage vs. Dragons.
TidalTidal: This weapon is sheathed in water. A tidal weapon deals an extra 1 to 4 points of damage on a successful hit. Creatures with the Fire trait take double this damage instead.
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%.
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.
Ribcracker IIIRibcracker III: On Critical Hit: 7 to 42 Bludgeoning damage from weapons with a x2 Critical Multiplier, 7 to 56 Bludgeoning damage from weapons with a x3 Critical Multiplier, and 7 to 70 Bludgeoning damage from weapons with a x4 or greater Critical Multiplier.
Holy 2Holy 2: This weapon is wielded by the pure to smite the wicked, dealing an additional 2d6 good damage on each hit. This effect makes the weapon good aligned. Evil characters wielding this weapon will suffer one negative level.
Undead BaneUndead Bane: A bane weapon excels at attacking one type or subtype of creature. Against Undeads, 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.
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.
Human BaneHuman Bane: A bane weapon excels at attacking one type or subtype of creature. Against Humans, 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.
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.
Flaming BurstFlaming Burst: This weapon is sheathed in fire, and deals 1 to 6 fire damage each hit. Critical hits deal an additional 1 to 10 fire damage for weapons with a x2 critical multiplier, 2 to 20 for a x3 multiplier and 3 to 30 for a x4 multiplier.
Stunning +6 Stunning +6: +6 Enhancement bonus to the DC of character's Stunning Blow and Stunning Fist attempts.
Stone PrisonStone Prison: This weapon is invested with the power of the earth. On an attack roll of 20 which is confirmed as a critical hit it will attempt to turn the target to stone, as the Flesh to Stone spell. A successful Fortitude save (DC 27) negates this effect.
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.
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.
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.
Undead BaneUndead Bane: A bane weapon excels at attacking one type or subtype of creature. Against Undeads, 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.
BrillianceBrilliance: This weapon glows with the light of Irian. This weapon deals an extra 1 to 6 points of light damage on a successful hit. In addition, critical hits deal an additional 1 to 10 light damage for weapons with a x2 critical multiplier, 2 to 20 for a x3 critical multiplier and 3 to 30 for a x4 multiplier.
Light BringerLight Bringer: On Vorpal Hit: If an undead struck by this weapon has fewer than 1000 Hit Points, it is instantly slain. If the undead has above 1000 hit points, it takes 100 damage.
Stunning +7 Stunning +7: +7 Enhancement bonus to the DC of character's Stunning Blow and Stunning Fist attempts.
Stone PrisonStone Prison: This weapon is invested with the power of the earth. On an attack roll of 20 which is confirmed as a critical hit it will attempt to turn the target to stone, as the Flesh to Stone spell. A successful Fortitude save (DC 27) negates this effect.
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.
Stunning +7 Stunning +7: +7 Enhancement bonus to the DC of character's Stunning Blow and Stunning Fist attempts.
Stone PrisonStone Prison: This weapon is invested with the power of the earth. On an attack roll of 20 which is confirmed as a critical hit it will attempt to turn the target to stone, as the Flesh to Stone spell. A successful Fortitude save (DC 27) negates this effect.
VengefulVengeful: When its wielder is hit in battle, this item has a 10% chance to cause him or her to become full of anger and go into a Rage.
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.
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3[1d6] +5 Bludgeon, Magic
UnboundUnbound: This item is Unbound, and may take permanent damage.
Stunning +7 Stunning +7: +7 Enhancement bonus to the DC of character's Stunning Blow and Stunning Fist attempts.
Stone PrisonStone Prison: This weapon is invested with the power of the earth. On an attack roll of 20 which is confirmed as a critical hit it will attempt to turn the target to stone, as the Flesh to Stone spell. A successful Fortitude save (DC 27) negates this effect.
CripplingCrippling: A crippling weapon is infused with binding power so that when a target is critically hit their movement is slowed by half. Note: Real slowdown is only 25%
Stunning +7 Stunning +7: +7 Enhancement bonus to the DC of character's Stunning Blow and Stunning Fist attempts.
Stone PrisonStone Prison: This weapon is invested with the power of the earth. On an attack roll of 20 which is confirmed as a critical hit it will attempt to turn the target to stone, as the Flesh to Stone spell. A successful Fortitude save (DC 27) negates this effect.
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.
Holy IIIHoly III: On Hit: 3 to 12 Good damage. Good-aligned creatures are immune to this effect. Penalty: If equipped by a Evil user, they receive 1 Negative Level for as long as this item is equipped.
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.
BleedBleed: This weapon is cruelly sharp and will do an additional 1 to 8 damage to targets that are vulnerable to bleeding.
Lesser VampirismLesser Vampirism: This weapon drains a tiny portion of the target's life force whenever it does damage. Note: provides 1 hp of healing per hit.
Constitution Poison, LesserConstitution Poison, Lesser: The deadly poison coating this weapon deals an extra 1 to 6 points of constitution damage when you score a critical hit on an enemy. Some creatures may be immune or resistant to ability damage.
Reinforced FistsReinforced Fists: This item surrounds your fists with kinetic energy. Your unarmed damage is boosted by one half die.
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.
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.
Glass Jaw StrikeGlass Jaw Strike: While wearing this item, when you roll a 20 on an unarmed attack, you will deal a tremendous blow to your target that will daze it (as the Sap ability) and may knock it down as well.
Transmuted PlatinumTransmuted Platinum: This weapon, made of transmuted platinum, is slightly magically unstable, and has a chance to transfer its magic to those it strikes. Struck enemies have a small chance to turn into transmuted platinum, preventing all movement, with a DC of 35 negating this effect.
Lesser BoneshatterLesser Boneshatter: This weapon is powerful enough to shatter the bones of those it strikes. On an attack roll of 20 which is confirmed as a critical hit, the weapon breaks multiple bones in the target's body, causing significant impairment. Creatures with skeletons take 10d6 damage and will have their movement and attacks slowed by 25% and their attack damage reduced by 25% when their bones are shattered.
Seeker +8 Seeker +8: Provides a +8 Enhancement bonus to confirm critical hits, and a +8 Enhancement bonus to critical hit damage (before multipliers are applied).
Part of the FamilyPart of the Family: While wearing three items from the Part of the Family set, you gain: +10% Artifact bonus to Doublestrike +10 Artifact bonus to Melee Power +5% Artifact bonus to damage vs the Helpless +5% Artifact bonus to Fortification Bypass
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.
Anarchic BurstAnarchic Burst: An anarchic weapon is chaotically aligned and infused with the power of chaos. It makes the weapon chaos-aligned and thus bypasses the corresponding damage reduction. It deals an extra 2 to 12 points of damage against all of lawful alignment and an extra 3 to 18 on a critical for weapons with a x2 critical multiplier, 4 to 24 for a x3 multiplier, and 5 to 30 for a x4 multiplier.
Axiomatic BurstAxiomatic Burst: An axiomatic weapon is lawfully aligned and infused with the power of law. It makes the weapon law-aligned and thus bypasses the corresponding damage reduction. It deals an extra 2 to 12 points of damage against all of chaotic alignment and an extra 3 to 18 on a critical for weapons with a x2 critical multiplier, 4 to 24 for a x3 multiplier, and 5 to 30 for a x4 multiplier.
Lawful Outsider BaneLawful Outsider Bane: A bane weapon excels at attacking one type or subtype of creature. Against Lawful Outsiders, 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.
Chaotic Outsider BaneChaotic Outsider Bane: A bane weapon excels at attacking one type or subtype of creature. Against Chaotic Outsiders, 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.
Greater Undead BaneGreater Undead Bane: A bane weapon excels at attacking one type or subtype of creature. Against Undeads, 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.
BrillianceBrilliance: This weapon glows with the light of Irian. This weapon deals an extra 1 to 6 points of light damage on a successful hit. In addition, critical hits deal an additional 1 to 10 light damage for weapons with a x2 critical multiplier, 2 to 20 for a x3 critical multiplier and 3 to 30 for a x4 multiplier.
Light BringerLight Bringer: On Vorpal Hit: If an undead struck by this weapon has fewer than 1000 Hit Points, it is instantly slain. If the undead has above 1000 hit points, it takes 100 damage.
BleedBleed: This weapon is cruelly sharp and will do an additional 1 to 8 damage to targets that are vulnerable to bleeding.
Lesser VampirismLesser Vampirism: This weapon drains a tiny portion of the target's life force whenever it does damage. Note: provides 1 hp of healing per hit.
Constitution Poison, LesserConstitution Poison, Lesser: The deadly poison coating this weapon deals an extra 1 to 6 points of constitution damage when you score a critical hit on an enemy. Some creatures may be immune or resistant to ability damage.
Maiming 4Maiming: 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 +4d8 damage.
HemorrhagingHemorrhaging: This weapon is viciously sharp and will do an additional 2 to 16 damage to targets that are vulnerable to bleeding.
Lesser VampirismLesser Vampirism: This weapon drains a tiny portion of the target's life force whenever it does damage. Note: provides 1 hp of healing per hit.
Constitution Poison, GreaterConstitution Poison, Greater: The deadly poison coating this weapon deals one point of constitution damage every time it strikes an enemy. Some creatures may be immune or resistant to ability damage.
The Dragging of the Depths 4The Dragging of the Depths 4: 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 4d6 Evil damage, and when striking Good enemies, it also deals an additional 4d6 Cold damage.
AlignedAligned: This weapon transmutes into a form that is able to bypass any alignment based Damage Reduction. (Chaotic, Good, Evil, Lawful)
Lesser BoneshatterLesser Boneshatter: This weapon is powerful enough to shatter the bones of those it strikes. On an attack roll of 20 which is confirmed as a critical hit, the weapon breaks multiple bones in the target's body, causing significant impairment. Creatures with skeletons take 10d6 damage and will have their movement and attacks slowed by 25% and their attack damage reduced by 25% when their bones are shattered.
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.
Acid BurstAcid Burst: This weapon is sheathed in corrosive acid, and does 1 to 6 acid damage each hit. Critical hits deal an additional 1 to 10 acid damage for weapons with a x2 critical multiplier, 2 to 20 for a x3 multiplier and 3 to 30 for a x4 multiplier.
Acid BlastAcid Blast: An acid blast weapon is sheathed in corrosive acid. Critical hits with this weapon deal an additional 1 to 10 acid damage for weapons with a x2 critical multiplier, 2 to 20 for a x3 critical multiplier, and 3 to 30 for a x4 multiplier. Additionally, if you roll a 20 when attacking and confirm the critical hit, the weapon blasts your target, doing 4 to 24 more acid damage.
Thaarak CorrosionThaarak Corrosion: Like a Thaarak Hound's vitriolic breath, this weapon is corrosive and can damage enemies over time. Occasionally, it applies a lasting effect to its targets that deals 2 to 8 acid damage every two seconds for six seconds. If the effect is reapplied before it has a chance to wear off, the duration will reset and stack up to three times.
NightmaresNightmares: This weapon terrorizes your foes, applying a Mind Thrust effect on successful hits (dealing 5 to 40 force damage, Will vs. Enchantments negates) and exposing your foes to their greatest fears on vorpal hits, acting as a Phantasmal Killer spell.
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.
Greater Undead BaneGreater Undead Bane: A bane weapon excels at attacking one type or subtype of creature. Against Undeads, 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.
BrillianceBrilliance: This weapon glows with the light of Irian. This weapon deals an extra 1 to 6 points of light damage on a successful hit. In addition, critical hits deal an additional 1 to 10 light damage for weapons with a x2 critical multiplier, 2 to 20 for a x3 critical multiplier and 3 to 30 for a x4 multiplier.
Light BringerLight Bringer: On Vorpal Hit: If an undead struck by this weapon has fewer than 1000 Hit Points, it is instantly slain. If the undead has above 1000 hit points, it takes 100 damage.
Radiant BlastRadiant Blast: This weapon stores the power of the plane of Irian deep within. Occasionally, this dynamic power comes to the surface, devastating enemies with a massive blast of radiant light.
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.
Soul EatingSoul Eating: On a Vorpal strike, the dark energy that inhabits this weapon will tear at the soul of your foe, inflicting up to three negative levels to your target. The Soul Eating weapon will feed this stolen life back to you in the form of 35 temporary hit points that last for one minute or until depleted by incoming damage.
Silver ThreadedSilver Threaded: A complex process involving metallurgy and alchemy can weave silver into cloth so that it bypasses the protective damage reduction of creatures such as lycanthropes and vampires.
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.
LifedrinkerLifedrinker: This weapon uses the power of water to draw out the life essence of its targets. On an attack roll of 20 which is confirmed as a critical hit, this power comes to the surface, granting 25 temporary hit points to the wielder and dealing 25 to 45 damage to the target. Creatures with the Fire trait take double this damage instead.
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.
HemorrhagingHemorrhaging: This weapon is viciously sharp and will do an additional 2 to 16 damage to targets that are vulnerable to bleeding.
Lesser VampirismLesser Vampirism: This weapon drains a tiny portion of the target's life force whenever it does damage. Note: provides 1 hp of healing per hit.
ToxicToxic: This weapon oozes with magical poisons from a dozen esoteric sources. Occasionally, these toxins will erupt on your target, unleashing a vile fog that will dissolve your foes with acid, and will additionally deal constitution damage to enemies whom are not immune to poison. Weak foes may be killed outright by this Toxic Cloud.
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.
AntipodalAntipodal: This weapon is a carefully balanced confluence of diametrically opposed planar energies. This weapon deals an extra 1d6 points of Good damage to non-Good enemies, an extra 1d6 points of Evil damage to non-Evil enemies, an extra 1d6 points of Law damage to non-Lawful enemies, and an extra 1d6 points of Chaotic damage to non-Chaotic enemies.
HemorrhagingHemorrhaging: This weapon is viciously sharp and will do an additional 2 to 16 damage to targets that are vulnerable to bleeding.
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.
ToxicToxic: This weapon oozes with magical poisons from a dozen esoteric sources. Occasionally, these toxins will erupt on your target, unleashing a vile fog that will dissolve your foes with acid, and will additionally deal constitution damage to enemies whom are not immune to poison. Weak foes may be killed outright by this Toxic Cloud.
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.
Silver ThreadedSilver Threaded: A complex process involving metallurgy and alchemy can weave silver into cloth so that it bypasses the protective damage reduction of creatures such as lycanthropes and vampires.
Greater Undead BaneGreater Undead Bane: A bane weapon excels at attacking one type or subtype of creature. Against Undeads, 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.
CoruscatingCoruscating: This weapon shines with an inner light. A coruscating weapon deals an extra 2 to 12 points of light damage on a successful hit.
Light BringerLight Bringer: On Vorpal Hit: If an undead struck by this weapon has fewer than 1000 Hit Points, it is instantly slain. If the undead has above 1000 hit points, it takes 100 damage.
Greater SunburstGreater Sunburst: This item blazes with the eternal fury at the heart of a sun. Occasionally, this power comes to the surface, unleashing a nova of light which will blind the struck enemy, dealing severe light damage to it and any other nearby foes.
PhlebotomizingPhlebotomizing: This weapon is wickedly sharp and will do an additional 3 to 24 damage to targets that are vulnerable to bleeding.
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.
ToxicToxic: This weapon oozes with magical poisons from a dozen esoteric sources. Occasionally, these toxins will erupt on your target, unleashing a vile fog that will dissolve your foes with acid, and will additionally deal constitution damage to enemies whom are not immune to poison. Weak foes may be killed outright by this Toxic Cloud.
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.
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.
Greater Undead BaneGreater Undead Bane: A bane weapon excels at attacking one type or subtype of creature. Against Undeads, 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.
CoruscatingCoruscating: This weapon shines with an inner light. A coruscating weapon deals an extra 2 to 12 points of light damage on a successful hit.
Light BringerLight Bringer: On Vorpal Hit: If an undead struck by this weapon has fewer than 1000 Hit Points, it is instantly slain. If the undead has above 1000 hit points, it takes 100 damage.
Greater SunburstGreater Sunburst: This item blazes with the eternal fury at the heart of a sun. Occasionally, this power comes to the surface, unleashing a nova of light which will blind the struck enemy, dealing severe light damage to it and any other nearby foes.
Holy VIHoly VI: On Hit: 6 to 24 Good damage. Good-aligned creatures are immune to this effect. Penalty: If equipped by a Evil user, they receive 1 Negative Level for as long as this item is equipped.
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.
Sovereign Banishing Sovereign Banishing: On Hit: 4 to 24 Bane damage to Outsiders. On Vorpal Hit: If an outsider struck by this weapon has fewer than 3000 Hit Points, it is instantly slain. If the outsider has above 3000 Hit Points, it takes 300 damage.
Glass Jaw StrikeGlass Jaw Strike: While wearing this item, when you roll a 20 on an unarmed attack, you will deal a tremendous blow to your target that will daze it (as the Sap ability) and may knock it down as well.
The Moral CompassAn oft repeated mantra of the Shintao is written on these sacred handwraps: "True strength comes from within, and true power comes from rising above." While wearing these Handwraps, Monks will gain additional power and bonuses based on their Philosophy.
Grants the following bonuses to characters with at least 3 Monk levels:
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.)
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. if on the Path of Inevitable Dominion
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. if on the Path of Harmonious Balance
Enhanced Ki +3Enhanced Ki +3: Increases the rate at which the user gains ki with each successful attack. if character has 20 Monk levels
Vampirism 3Vampirism 3: This weapon thirsts for the blood of your enemies, healing you for +3d2 hit points with each hit. Note: internal cooldown of 1 second.
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.
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.
Cursed MaelstromCursed Maelstrom: This weapon is wracked with a dangerous and volatile curse. Striking an enemy has a chance to place a random, debilitating, and deadly debuff on your foe.
Accursed FlameAccursed Flame:Coalesce beyond the material, join us in the Flame! Hatred burns eternal! This weapon is wrapped in cursed flames, dealing an additional 6d6 Fire damage on each hit. When striking an enemy that has been Quelled, it also deals 6d6 Evil damage on each hit. This effect makes the weapon evil aligned. Good characters wielding this weapon will suffer one negative level.
Transmuted Platinum (Epic)Transmuted Platinum (Epic): This weapon, made of transmuted platinum, is slightly magically unstable, and has a chance to transfer its magic to those it strikes. Struck enemies have a small chance to turn into transmuted platinum, preventing all movement, with a DC of 70 negating this effect.
BonesplitterBonesplitter: This weapon is powerful enough to shatter the bones of those it strikes. On an attack roll of 20 which is confirmed as a critical hit, the weapon breaks multiple bones in the target's body, causing significant impairment. Creatures with skeletons take 40d6 damage and will have their movement and attacks slowed by 25% and their attack damage reduced by 25% when their bones are shattered.
Seeker +13 Seeker +13: Provides a +13 Enhancement bonus to confirm critical hits, and a +13 Enhancement bonus to critical hit damage (before multipliers are applied).
Legendary Part of the FamilyLegendary Part of the Family: 3 Pieces Equipped: +15% Artifact bonus to Doublestrike +15 Artifact bonus to Melee Power +15% Artifact bonus to damage versus the Helpless +30% Artifact bonus to Fortification Bypass
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.
AlignedAligned: This weapon transmutes into a form that is able to bypass any alignment based Damage Reduction. (Chaotic, Good, Evil, Lawful)
BonesplitterBonesplitter: This weapon is powerful enough to shatter the bones of those it strikes. On an attack roll of 20 which is confirmed as a critical hit, the weapon breaks multiple bones in the target's body, causing significant impairment. Creatures with skeletons take 40d6 damage and will have their movement and attacks slowed by 25% and their attack damage reduced by 25% when their bones are shattered.
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.
Sovereign NightmaresSovereign Nightmares: On Vorpal Hit: If your target has below 5,000 Hit Points, a burst of pure terror emanates from this weapon, snuffing out its life as if it were the subject of a Phantasmal Killer spell. If your target has above 5,000 Hit Points, they instead take significant Force damage.
Acid VulnerabilityAcid Vulnerability: 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 second.
Acid Blast 6Acid Blast 6: This weapon is covered in a strong and deadly acid, dealing 6d6 Acid damage on a successful hit, and an additional 6d6 Acid damage on a critical hit.
Legendary Acid TorrentLegendary Acid Torrent: On an attack roll of 20 which is confirmed as a critical hit this power will be released, dealing damage to the target and all enemies near it for 30d6 + 90 acid damage.
One with the SwarmOne with the Swarm: While wearing two pieces from the One with the Swarm set, you gain: You are protected by a swarm of hostile bees that lash out when you are struck in melee range. On vorpal melee strikes, they will also swarm your enemies, dealing Piercing damage over time.
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.
Coruscating 6Coruscating 6: This effect causes the edges of this weapon to coruscate, dealing 6d6 Light damage on each hit.
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
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.
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.
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%.
LifedrinkerLifedrinker: This weapon uses the power of water to draw out the life essence of its targets. On an attack roll of 20 which is confirmed as a critical hit, this power comes to the surface, granting 25 temporary hit points to the wielder and dealing 25 to 45 damage to the target. Creatures with the Fire trait take double this damage instead.
Vampirism 3Vampirism 3: This weapon thirsts for the blood of your enemies, healing you for +3d2 hit points with each hit. Note: internal cooldown of 1 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.
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...
Stunning +15 Stunning +15: +15 Enhancement bonus to the DC of character's Stunning Blow and Stunning Fist attempts.
Legendary Stone PrisonLegendary Stone Prison: This weapon is invested with the power of the earth. On an attack roll of 20 which is confirmed as a critical hit it will attempt to turn the target to stone, as the Flesh to Stone spell. A successful Fortitude save (DC 100) negates this effect.
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.
Stunning +15 Stunning +15: +15 Enhancement bonus to the DC of character's Stunning Blow and Stunning Fist attempts.
Legendary Stone PrisonLegendary Stone Prison: This weapon is invested with the power of the earth. On an attack roll of 20 which is confirmed as a critical hit it will attempt to turn the target to stone, as the Flesh to Stone spell. A successful Fortitude save (DC 100) negates this effect.
Vampirism 3Vampirism 3: This weapon thirsts for the blood of your enemies, healing you for +3d2 hit points with each hit. Note: internal cooldown of 1 second.
Stunning +15 Stunning +15: +15 Enhancement bonus to the DC of character's Stunning Blow and Stunning Fist attempts.
Legendary Stone PrisonLegendary Stone Prison: This weapon is invested with the power of the earth. On an attack roll of 20 which is confirmed as a critical hit it will attempt to turn the target to stone, as the Flesh to Stone spell. A successful Fortitude save (DC 100) negates this effect.
CripplingCrippling: A crippling weapon is infused with binding power so that when a target is critically hit their movement is slowed by half. Note: Real slowdown is only 25%
Stunning +15 Stunning +15: +15 Enhancement bonus to the DC of character's Stunning Blow and Stunning Fist attempts.
Legendary Stone PrisonLegendary Stone Prison: This weapon is invested with the power of the earth. On an attack roll of 20 which is confirmed as a critical hit it will attempt to turn the target to stone, as the Flesh to Stone spell. A successful Fortitude save (DC 100) negates this effect.
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.
Stunning +15 Stunning +15: +15 Enhancement bonus to the DC of character's Stunning Blow and Stunning Fist attempts.
Legendary Stone PrisonLegendary Stone Prison: This weapon is invested with the power of the earth. On an attack roll of 20 which is confirmed as a critical hit it will attempt to turn the target to stone, as the Flesh to Stone spell. A successful Fortitude save (DC 100) negates this effect.
VengefulVengeful: When its wielder is hit in battle, this item has a 10% chance to cause him or her to become full of anger and go into a Rage.
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.
CoruscatingCoruscating: This weapon shines with an inner light. A coruscating weapon deals an extra 2 to 12 points of light damage on a successful hit.
Light BringerLight Bringer: On Vorpal Hit: If an undead struck by this weapon has fewer than 1000 Hit Points, it is instantly slain. If the undead has above 1000 hit points, it takes 100 damage.
Greater SunburstGreater Sunburst: This item blazes with the eternal fury at the heart of a sun. Occasionally, this power comes to the surface, unleashing a nova of light which will blind the struck enemy, dealing severe light damage to it and any other nearby foes.
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.
Overwhelming IncinerationOverwhelming Incineration: This weapon stores the power of a raging inferno deep within. Occasionally, this destructive power comes to the surface, devastating enemies with overwhelming fire damage.
Legendary Electric StormLegendary Electric Storm: On an attack roll of 20 which is confirmed as a critical hit this power will be released, dealing damage to the target and all enemies near it for 30d6 + 90 electric damage.
Cursed MaelstromCursed Maelstrom: This weapon is wracked with a dangerous and volatile curse. Striking an enemy has a chance to place a random, debilitating, and deadly debuff on your foe.
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.
Rippling EnergyRippling Energy: This item imbues rippling waves of energy through your opponents. Your attacks and offensive spells have a high change to deal very strong Force damage over time.
Sealed in MistSealed in Mist: This weapon has its true power obscured by mist. It can have its power unsealed at the Augmentation Altar, 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.
Rippling EnergyRippling Energy: This item imbues rippling waves of energy through your opponents. Your attacks and offensive spells have a high change to deal very strong Force damage over time.
Blunt TraumaBlunt Trauma: This weapon is incredibly dense and delivers especially powerful blows. When rolling a 19 or 20 on a melee attack, your critical multiplier is increased by +1.
GuardbreakingGuardbreaking: This item enables you to break an enemy's guard in between your melee attacks. On critical hits with your melee weapons, enemies will become dazed as a result.
Sealed in MistSealed in Mist: This weapon has its true power obscured by mist. It can have its power unsealed at the Augmentation Altar, 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.