||Martial Weapon Proficiency
|Damage and Type
||1.50 [1d8] + 1 Slash, Magic
|Critical threat range
||19-20 / x2
||Long Sword / Slashing weapons
| Race Absolutely Required
| Minimum Level
|Use Magical Device DC
||No UMD needed
||Bound to Character on EquipBound to Character on Equip: This item is Bound to Character on Equip
||SteelSteel: Steel is the common metal used to make weapons and armor.
||00076015007,601ppPlatinum Piece 5gpGold Piece
||Lines of Supply, 'Supply Camp' End chest (Heroic Elite)
- +1 Enhancement Bonus+1 Enhancement Bonus: +1 enhancement bonus to attack and damage rolls.
- Riposte VIIIRiposte VIII: When missed in Melee: Deals 8 to 32 damage to your attacker. Passive: +4 Insight bonus to Armor Class, +4 Insight bonus to Fortitude, Reflex, and Will Saving Throws..
- Empty Red Augment Slot Red AugmentsColorless Augments
- One of the following effects:
- Acid IVAcid IV: On Hit: 4 to 16 Acid damage.
- Anarchic IIIAnarchic III: 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.
- Axiomatic IIIAxiomatic III: On Hit: 3 to 12 Law damage. Law-aligned creatures are immune to this effect.
Penalty: If equipped by a Chaotic user, they receive 1 Negative Level for as long as this item is equipped.
- Flaming IVFlaming IV: On Hit: 4 to 16 Fire damage.
- Frost IVFrost IV: On Hit: 4 to 16 Cold damage.
- Holy IIHoly II: On Hit: 2 to 8 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.
- Shock IVShock IV: On Hit: 4 to 16 Electric damage.
- Shrieking IVShrieking IV: On Hit: 4 to 16 Sonic damage.
- Solar IISolar II: On Hit: 2 to 8 Light damage.
- Improved RoaringImproved Roaring: This weapon causes targets to become shaken and, on a critical hit, does 2 to 12 sonic damage to the target.
- Improved VorpalImproved Vorpal: Passive: +0.5[W] damage dice.
On Vorpal Hit: If your target has fewer than 1500 Hit Points, it is instantly slain. If the target has above 1500 Hit Points, it takes 150 damage.??
- Mythic Weapon Boost +2 or +4Mythic Weapon Boost +2 or +4: +2 or +4 Mythic bonus to Melee, Ranged, and Universal Spell Power.
(This is a rare enchantment that does not show up on all drops of this item.)
||The most dangerous weapon is not the sword, but the wielder behind it.
Damage and damage type varies base on enchantments.