Cold Absorption +15% Cold Absorption +15%: Passive: 15% Enhancement Bonus to Cold Absorption. (Absorption reduces damage from an element by a percentage, after resistance have been taken into account.)
Improved Deception +6Improved Deception: This item makes your weapons hard to focus upon and thus provides a +6 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.
Intercession WardIntercession Ward: Protects the user's connection to a source of Divine power and wards that connection from such things as a Quell's intercession ability. This effect only protects from incoming attacks and will not restore a lost connection.
Improved Deception +7Improved Deception: This item makes your weapons hard to focus upon and thus provides a +7 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.
Force Absorption +11% Force Absorption +11%: Passive: 11% Enhancement Bonus to Force Absorption. (Absorption reduces damage from an element by a percentage, after resistance have been taken into account.)
Proof Against Disease +3 Proof Against Disease +3: This item grants its wearer immunity to natural diseases. This item also grants a +3 Enhancement bonus to saving throws against magical diseases, and the wearer does not fail saving throws against them on a roll of a natural 1 (this renders the wearer immune to magical diseases with a DC of less than 4 + their Fortitude save).
DeathblockDeathblock: The wearer of this item is immune to all death spells and magical death effects.
Proof Against Poison +3 Proof Against Poison +3: This item grants its wearer immunity to natural poisons. This item also grants a +3 Enhancement bonus to saving throws against magical poisons, and the wearer does not fail saving throws against them on a roll of a natural 1 (this renders the wearer immune to magical poisons with a DC of less than 4 + their Fortitude save).
Proof Against Disease +3 Proof Against Disease +3: This item grants its wearer immunity to natural diseases. This item also grants a +3 Enhancement bonus to saving throws against magical diseases, and the wearer does not fail saving throws against them on a roll of a natural 1 (this renders the wearer immune to magical diseases with a DC of less than 4 + their Fortitude save).
Force Absorption +12% Force Absorption +12%: Passive: 12% Enhancement Bonus to Force Absorption. (Absorption reduces damage from an element by a percentage, after resistance have been taken into account.)
Cold Absorption +18% Cold Absorption +18%: Passive: 18% Enhancement Bonus to Cold 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.
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.
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.
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.
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.
Proof Against Poison +6 Proof Against Poison +6: This item grants its wearer immunity to natural poisons. This item also grants a +6 Enhancement bonus to saving throws against magical poisons, and the wearer does not fail saving throws against them on a roll of a natural 1 (this renders the wearer immune to magical poisons with a DC of less than 7 + their Fortitude save).
Lesser DisplacementLesser Displacement: Equipping this item causes light to distort around you. Attacks from enemies have a 25% chance to miss you due to concealment.
Proof Against Disease +6 Proof Against Disease +6: This item grants its wearer immunity to natural diseases. This item also grants a +6 Enhancement bonus to saving throws against magical diseases, and the wearer does not fail saving throws against them on a roll of a natural 1 (this renders the wearer immune to magical diseases with a DC of less than 7 + their Fortitude save).
Seeker +7 Seeker +7: Provides a +7 Enhancement bonus to confirm critical hits, and a +7 Enhancement bonus to critical hit damage (before multipliers are applied).
Lesser DisplacementLesser Displacement: Equipping this item causes light to distort around you. Attacks from enemies have a 25% chance to miss you due to concealment.
Lesser DisplacementLesser Displacement: Equipping this item causes light to distort around you. Attacks from enemies have a 25% chance to miss you due to concealment.
Fire Absorption +22% Fire Absorption +22%: Passive: 22% Enhancement Bonus to Fire Absorption. (Absorption reduces damage from an element by a percentage, after resistance have been taken into account.)
Light Absorption +16% Light Absorption +16%: Passive: 16% Enhancement Bonus to Light Absorption. (Absorption reduces damage from an element by a percentage, after resistance have been taken into account.)
Linguistics 15%Linguistics: This item reduced the cooldowns of your Social skills (Diplomacy, Bluff, Intimidate) by 15%. This does not stack with the Negotiator ability.
Reinforced FistsReinforced Fists: This item surrounds your fists with kinetic energy. Your unarmed damage is boosted by one half die.
Improved Deception +15Improved Deception: This item makes your weapons hard to focus upon and thus provides a +15 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.
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.
MarksmanshipMarksmanship: This item is enchanted to enhance your skill with ranged weapons. When using ranged weapons you gain +2 to your attack rolls and +1 to your damage.
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.
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% Enhancement damage bonus to your melee, ranged and unarmed attacks for 30 seconds. Slaying weaker opponents has a reduced chance of producing this effect.
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.
Linguistics 15%Linguistics: This item reduced the cooldowns of your Social skills (Diplomacy, Bluff, Intimidate) by 15%. This does not stack with the Negotiator ability.
Cold Absorption +22% Cold Absorption +22%: Passive: 22% Enhancement Bonus to Cold Absorption. (Absorption reduces damage from an element by a percentage, after resistance have been taken into account.)
Force Absorption +13% Force Absorption +13%: Passive: 13% Enhancement Bonus to Force Absorption. (Absorption reduces damage from an element by a percentage, after resistance have been taken into account.)
Seeker +7 Seeker +7: Provides a +7 Enhancement bonus to confirm critical hits, and a +7 Enhancement bonus to critical hit damage (before multipliers are applied).
Linguistics 15%Linguistics: This item reduced the cooldowns of your Social skills (Diplomacy, Bluff, Intimidate) by 15%. This does not stack with the Negotiator ability.
Linguistics 15%Linguistics: This item reduced the cooldowns of your Social skills (Diplomacy, Bluff, Intimidate) by 15%. This does not stack with the Negotiator ability.
Linguistics 15%Linguistics: This item reduced the cooldowns of your Social skills (Diplomacy, Bluff, Intimidate) by 15%. This does not stack with the Negotiator ability.
Force Absorption +13% Force Absorption +13%: Passive: 13% Enhancement Bonus to Force Absorption. (Absorption reduces damage from an element by a percentage, after resistance have been taken into account.)
Force Absorption +13% Force Absorption +13%: Passive: 13% Enhancement Bonus to Force Absorption. (Absorption reduces damage from an element by a percentage, after resistance have been taken into account.)
Linguistics 15%Linguistics: This item reduced the cooldowns of your Social skills (Diplomacy, Bluff, Intimidate) by 15%. This does not stack with the Negotiator ability.
Lesser DisplacementLesser Displacement: Equipping this item causes light to distort around you. Attacks from enemies have a 25% chance to miss you due to concealment.
DeathblockDeathblock: The wearer of this item is immune to all death spells and magical death effects.
Proof Against Poison +10 Proof Against Poison +10: This item grants its wearer immunity to natural poisons. This item also grants a +10 Enhancement bonus to saving throws against magical poisons, and the wearer does not fail saving throws against them on a roll of a natural 1 (this renders the wearer immune to magical poisons with a DC of less than 11 + their Fortitude save).
Proof Against Disease +10 Proof Against Disease +10: This item grants its wearer immunity to natural diseases. This item also grants a +10 Enhancement bonus to saving throws against magical diseases, and the wearer does not fail saving throws against them on a roll of a natural 1 (this renders the wearer immune to magical diseases with a DC of less than 11 + their Fortitude save).
Sealed in UndeathSealed in Undeath: This item seethes 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.
Intercession WardIntercession Ward: Protects the user's connection to a source of Divine power and wards that connection from such things as a Quell's intercession ability. This effect only protects from incoming attacks and will not restore a lost connection.
Proof Against Poison +12 Proof Against Poison +12: This item grants its wearer immunity to natural poisons. This item also grants a +12 Enhancement bonus to saving throws against magical poisons, and the wearer does not fail saving throws against them on a roll of a natural 1 (this renders the wearer immune to magical poisons with a DC of less than 13 + their Fortitude save).
Lesser DisplacementLesser Displacement: Equipping this item causes light to distort around you. Attacks from enemies have a 25% chance to miss you due to concealment.
Proof Against Disease +12 Proof Against Disease +12: This item grants its wearer immunity to natural diseases. This item also grants a +12 Enhancement bonus to saving throws against magical diseases, and the wearer does not fail saving throws against them on a roll of a natural 1 (this renders the wearer immune to magical diseases with a DC of less than 13 + their Fortitude save).
Seeker +14 Seeker +14: Provides a +14 Enhancement bonus to confirm critical hits, and a +14 Enhancement bonus to critical hit damage (before multipliers are applied).
Lesser DisplacementLesser Displacement: Equipping this item causes light to distort around you. Attacks from enemies have a 25% chance to miss you due to concealment.
Fire Absorption +37% Fire Absorption +37%: Passive: 37% Enhancement Bonus to Fire Absorption. (Absorption reduces damage from an element by a percentage, after resistance have been taken into account.)
Light Absorption +23% Light Absorption +23%: Passive: 23% Enhancement Bonus to Light Absorption. (Absorption reduces damage from an element by a percentage, after resistance have been taken into account.)
Linguistics 15%Linguistics: This item reduced the cooldowns of your Social skills (Diplomacy, Bluff, Intimidate) by 15%. This does not stack with the Negotiator ability.
Improved Deception +21Improved Deception: This item makes your weapons hard to focus upon and thus provides a +21 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.
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.
Greater MarksmanshipGreater Marksmanship: This item is enchanted to enhance your skill with ranged weapons. You gain a +3 Competence Bonus to Ranged Attack and a +2 Competence Bonus to Ranged Damage.
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.
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% Enhancement damage bonus to your melee, ranged and unarmed attacks for 30 seconds. Slaying weaker opponents has a reduced chance of producing this effect.
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.
Linguistics 15%Linguistics: This item reduced the cooldowns of your Social skills (Diplomacy, Bluff, Intimidate) by 15%. This does not stack with the Negotiator ability.
Cold Absorption +37% Cold Absorption +37%: Passive: 37% Enhancement Bonus to Cold Absorption. (Absorption reduces damage from an element by a percentage, after resistance have been taken into account.)
Force Absorption +16% Force Absorption +16%: Passive: 16% Enhancement Bonus to Force Absorption. (Absorption reduces damage from an element by a percentage, after resistance have been taken into account.)
Seeker +14 Seeker +14: Provides a +14 Enhancement bonus to confirm critical hits, and a +14 Enhancement bonus to critical hit damage (before multipliers are applied).
Improved Deception +21Improved Deception: This item makes your weapons hard to focus upon and thus provides a +21 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.
Linguistics 15%Linguistics: This item reduced the cooldowns of your Social skills (Diplomacy, Bluff, Intimidate) by 15%. This does not stack with the Negotiator ability.
Linguistics 15%Linguistics: This item reduced the cooldowns of your Social skills (Diplomacy, Bluff, Intimidate) by 15%. This does not stack with the Negotiator ability.
Linguistics 15%Linguistics: This item reduced the cooldowns of your Social skills (Diplomacy, Bluff, Intimidate) by 15%. This does not stack with the Negotiator ability.
Lesser DisplacementLesser Displacement: Equipping this item causes light to distort around you. Attacks from enemies have a 25% chance to miss you due to concealment.
Force Absorption +16% Force Absorption +16%: Passive: 16% Enhancement Bonus to Force Absorption. (Absorption reduces damage from an element by a percentage, after resistance have been taken into account.)
Force Absorption +16% Force Absorption +16%: Passive: 16% Enhancement Bonus to Force Absorption. (Absorption reduces damage from an element by a percentage, after resistance have been taken into account.)
Linguistics 15%Linguistics: This item reduced the cooldowns of your Social skills (Diplomacy, Bluff, Intimidate) by 15%. This does not stack with the Negotiator ability.
Sealed in UndeathSealed in Undeath: This item seethes 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.
Melody: Imperial ResonanceMelody: Imperial Resonance: This powerful item is attuned to your ability to perform musical magic. If you have 15 or more bonus effective Bard levels from Feats, additional Bard songs, or enhancements, it provides 30 Exceptional Sonic Spell Power and 15% Exceptional Sonic Spell Lore.
Anthem Melody: La Victoria!Anthem Melody: La Victoria!: Sing the anthem of your heart! Your Inspire Courage grants you and your allies +1 additional attack, damage, saves versus Fear, and +3 additional Universal Spell Power.
SoundingSounding: On Harmful Spellcast: Do an additional 4 to 24 Sonic Damage.
Sealed in GloomSealed in Gloom: This item's true nature is hard to determine through all this gloom. It can have its power unsealed at the Augmentation Altar, adding one effect. Attempting to add another will remove the original.
Sealed in GloomSealed in Gloom: This item's true nature is hard to determine through all this gloom. It can have its power unsealed at the Augmentation Altar, adding one effect. Attempting to add another will remove the original.
Proof Against Disease +12 Proof Against Disease +12: This item grants its wearer immunity to natural diseases. This item also grants a +12 Enhancement bonus to saving throws against magical diseases, and the wearer does not fail saving throws against them on a roll of a natural 1 (this renders the wearer immune to magical diseases with a DC of less than 13 + their Fortitude save).
Improved Deception +21Improved Deception: This item makes your weapons hard to focus upon and thus provides a +21 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.
Cold Absorption +37% Cold Absorption +37%: Passive: 37% Enhancement Bonus to Cold Absorption. (Absorption reduces damage from an element by a percentage, after resistance have been taken into account.)
Force Absorption +16% Force Absorption +16%: Passive: 16% Enhancement Bonus to Force Absorption. (Absorption reduces damage from an element by a percentage, after resistance have been taken into account.)
Force Absorption +17% Force Absorption +17%: Passive: 17% Enhancement Bonus to Force Absorption. (Absorption reduces damage from an element by a percentage, after resistance have been taken into account.)
Cold Absorption +38% Cold Absorption +38%: Passive: 38% Enhancement Bonus to Cold Absorption. (Absorption reduces damage from an element by a percentage, after resistance have been taken into account.)
Sound and SilenceSound and Silence: When true power is spoken, weaker beings cannot refute it. Your offensive spells and attacks have a small chance to cause 10d20 Sonic Damage to nearby enemies and Silence them. Each target can negate the Silence on Will save vs DC 90.
Memory of ButcheryMemory of Butchery: You have a lingering voice in your mind, reminding you of the weak points in every body. On an attack roll of 20 which is confirmed as a critical hit, the weapon severs an opponent's limb from its body. Some opponents, 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 by 75% and attacks slowed by 50% when a limb is cut off.