- Acidic ReapingAcidic Reaping: While this item is equipped, any killing blow you strike against enemies grants you 40 acid resistance for 30 seconds. Slaying weaker opponents has a reduced chance of producing this effect.
- Alchemical ConservationAlchemical Conservation: This item modifies the user's energy expenditure in such a way that many abilities can be used more frequently than normal. You will gain +1 ki on every successful attack (Enhanced Ki), and will increase the number of Action boosts, Turn Undead attempts, and Bard songs you can use per rest by 1 each. These additional uses will only take effect after your rest.
- AnchoringAnchoring: This item grants its wearer immunity to effects that are time based or involve planar displacement.
- AnthemAnthem: When equipped by a character with Bard levels, this item begins to hum an inspiring tune. Your bard songs regenerate slowly over time.
- Angelic GraceAngelic Grace: When you are hit, 5% chance to gain 150 Temporary Hitpoints. This can only proc once every 10 seconds.
- Anti-Magic RunesAnti-Magic Runes: Anti-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.
- Antimagic SpikeAntimagic Spike: When scoring a critical hit on an enemy with ranged or melee weapons, the target must make a DC 28 Fortitude save or be unable to cast spells for a brief duration.
- Assassination +2Assassination +2: +2 enhancement bonus to the DC to resist the character's Assassinate attempts.
- Auto-RepairAuto-Repair: This item has a small percentage chance to cast a Repair Moderate Damage spell on you when you take damage.
- Battle-ScarredBattle-Scarred: This item has obviously seen use in many fights. It is chipped and scratched, but perhaps in the future there will be a way to restore it to its former glory.
- Blinding EmbersBlinding Embers: Blinds on a confirmed vorpal hit. Duration is about 20 seconds. DC35 reflex save negates the blindness.
- Blood RageBlood Rage: When hit, wearer randomly gain short-duration strength and constitution buffs, followed by lethargy which reduces melee and ranged attack speed by -25%. All bonuses and penalties fully stack with everything.
- BodyfeederBodyfeeder: Whenever a bodyfeeder weapon you wield scores a critical hit, you gain 15 temporary hitpoints that last for up to 1 minute.
- Cannith Combat InfusionCannith Combat Infusion: Your ranged and melee attacks have a chance to cause this item to inject a Cannith Combat Infusion into your bloodstream. For the next ten seconds, this will grant a +4 Alchemical bonus to Strength, Constitution and Dexterity, as well as a 5% Alchemical bonus to your chance to doublestrike and a +2 Alchemical bonus to Armor Class.
- Chaotic CurseChaotic Curse: This property gives a chance to cast either bestow curse or remove curse on the wearer and attacker often when hit by melee attacks. Proc rate is about 10%.
- Clever StrikeClever Strike: This item changes its enhancement bonus if your Intelligence is high enough. The enhancement bonus will be equal to your Intelligence modifier while the item is equipped (min.5 , max 10).
- Combat Mastery +1Combat Mastery +1: Passive: +1 Insight Bonus to the DC of your Trips, Sunder, and Stunning Blow attacks.
- Confounding EnchantmentConfounding Enchantment: The shifting nature of the magic that enchants this belt makes the effects hard to determine.
- Craftable (+3)Craftable (+3): This item can be enhanced via Cannith Crafting.
- CripplingCrippling: When a target is critically hit their movement is slowed by half.
- Curse VectorCurse Vector: This item is a carrier of curses. It can apply them to your foes, but also to you - when you are damaged there is a small chance that you will have a Bestow Curse cast on you.
- Demonic CurseDemonic Curse: When wearing items with this property, each time you are hit in melee combat there is a 20% chance that your attacker will subjected to Bestow Curse (DC 15 Will save).
- Demonic MightDemonic Might: This item gives the wearer the power of a demon, granting a +2 Profane bonus to Strength
- Demonic RetributionDemonic Retribution: When wearing items with this property, each time you are hit in melee combat there is a 20% chance that a demonic force will strike back at your attacker hitting them with an Inflict Moderate Wounds spell.
- Demonic ShieldDemonic Shield: Each time you are hit in melee combat there is a chance that a shield of demonic energy will grant you 30 temporary hit points.
- Druidic Survival MasteryWhile in Wild Shape, you receive a Primal bonus to damage equal to half the number of Wilderness Lore feats you have.
- EarthgrabEarthgrab: This Weapon stores the implacable strength of the earth deep within. When this weapon is used, this power occasionally comes to the surface, calling on the earth to erupt from the ground and hold an enemy in place.
- Eidolon SummonsEidolon Summons: On Being Damaged: Animates a portion of the wearer's shadow to support them in battle. The shadow remains animate for 30 seconds and can be created once every 120 seconds.
- ElasticityElasticity: This bow is strung with special fibers that cause it to occasionally launch arrows with shocking force. When rolling a 19 or 20 on a ranged attack, your critical multiplier is increased by 1.
- Elemental ManipulationElemental Manipulation: This item provides a +90 Equipment bonus to Acid, Cold, Electric, and Fire Spell Power.
- Elemental Spell PowerElemental Spell Power: Harnessing a small amount of the power and potential of the raw elements, this items gives you a +50 bonus to your maximum spell points. This stacks with all bonuses except Elemental Spell Power.
- Embrace of the Spider QueenEmbrace of the Spider Queen: While Lolth protects her faithful from the venom of her spiders, non-evil beings who bear items sacred to her may feel her displeasure, suffering a -6 penalty to Fortitude saving throws versus Poison.
- Energy Siphon XIEnergy Siphon XI: On Hit: Gain 55 Temporary Spellpoints which last for up to 1 minute. This effect can trigger at most once per minute.
- EnervationEnervation: On Hit: Chance of draining the life force of the enemy and giving negative levels.
- Enhanced Ki +1Enhanced Ki +1: Increases the rate at which the user gains ki with each successful attack.
- Epic Freezing IceEpic Freezing Ice: While you are wearing this item, your melee, ranged, and unarmed attacks gain the Freezing Ice ability.
- Epic NimblenessEpic Nimbleness: A suit of armor that has this property has a maximum Dexterity bonus 6 higher than normal, and its armor check penalty is reduced by 4.
- Epic TelekineticEpic Telekinetic: Targets that suffer a critical hit from a Telekinetic weapon must make a DC 35 Strength or Dexterity check or be knocked down. The target will then be forced to make DC 16 Balance checks to recover from this effect. The trip otherwise lasts 30 seconds and allows a recurring balance check to get up every 2 seconds.
- Epic Trap the SoulEpic Trap the Soul: This weapon stores an overwhelming, merciless power deep within. When this weapon is used, this power occasionally comes to the surface, sucking out the life force of an enemy and imprisoning the essence of their body and soul in a gem.
- EtherealEthereal: Equipping this item causes your hands and weapons to become partially incorporeal. Your melee attacks do not roll a miss chance for Incorporeal targets.
- Exceptional Combat Mastery +2Exceptional Combat Mastery +2: Passive: +2 Insight Bonus to the DC of your Trips, Sunder, and Stunning Blow attacks.
- Extra SmitesExtra Smites: +2 Smite Evil uses per rest. Smite Evil uses regenerate 10% faster.
- FaithFaith: Holy power infused this armor, providing damage reduction 5/evil.
- FearsomeFearsome: This item causes those who strike the user to be overcome with terror, as from the fear spell.
- Feeds Off MadnessFeeds Off Madness: This item greedily feeds off the aura of madness related to certain Xoriat effects. The more of these the wearer is affected by, the stronger the item will become.
- Felling the OakFelling the Oak: On a natural 20 that is confirmed as a critical hit, this weapon will trip your opponent, forcing them to fall prone. There is no save against this effect.
- Fire Shield (Cold)Fire Shield (Cold): When you are successfully attacked, there is a 10% chance that a Fire Shield (Cold) will be cast on you. If this effect activates while you have an active Fire Shield (Hot) from another item source, they will nullify each-other.
- Fire Shield (Hot)Fire Shield (Hot): When you are successfully attacked, there is a 10% chance that a Fire Shield (Hot) will be cast on you. If this effect activates while you have an active Fire Shield (Cold) from another item source, they will nullify each-other.
- FleshmakerFleshmaker: Magical insight into the ways of the flesh allow the wearer of this item to receive more effect from healing spells cast on them. +20 Positive Healing Amplification (enhancement bonus).
- Freezing IceFreezing Ice: 5% chance of Freezing Ice encasement from your melee, ranged, and unarmed attacks.
- From The ShadowsFrom The Shadows: On Being Missed in Combat: Chance to do 10 to 60 Negative Energy Damage to the Attacker.
- Glass Jaw StrikeGlass Jaw Strike: While wearing this item, when you roll a natural 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.
- Greater Arcane Casting DexterityGreater Arcane Casting Dexterity: This ability reduces the arcane spell failure chance by -15%.
- Greater Auto-RepairGreater Auto-Repair: This item has a small percentage chance to cast a Reconstruct (CL:9) spell on you when you take damage.
- Greater DispellingGreater Dispelling: This weapon is infused with a holy power that purges out the magical energies of those that it strikes. On an attack roll of 20 which is confirmed as a critical hit is will apply a Greater Dispel Magic effect to the target, stripping away its protective spells.
- Greater Elemental Spell PowerGreater Elemental Spell Power: Harnessing a small amount of the power and potential of the raw elements, this items gives you a +100 bonus to your maximum spell points. This stacks with all bonuses except Greater Elemental Spell Power.
- Greater HeroismGreater Heroism: Passive: +4 Morale Bonus to Attack Rolls, Saving Throws, and Skill Checks.
- Greater NimblenessGreater Nimbleness: A suit of armor that has this property has a maximum Dexterity bonus 2 higher than normal, and its armor check penalty is reduced by 4.
- Greater RegenerationGreater Regeneration: Recovers 2 hit points per 30 seconds.
- Greater SiroccoGreater Sirocco: A critical hit with this weapon causes a whirlwind of desert sand to swirl about the target, temporarily blinding it. A successful Reflex save (DC 35) prevents the effect.
- Greater Stone PrisonGreater 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 33) negates this effect.
- Greater TelekineticGreater Telekinetic: Greater Telekinetic Targets that suffer a critical hit from a telekinetic weapon must make a DC 28 Strength or Dexterity check or be knocked down. The target will then be force to make a DC 16 Balance checks to recover from the effect. The trip otherwise lasts 30 seconds and allows a recurring balance check to get up every 2 seconds.
- Greater TwilightGreater Twilight: This suit of armor, favored by eladrin spellcasters, becomes semi-incorporeal when donned. The twilight armor reduces the chance of arcane spell failure by -20%.
- 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.
- Halcyon MindHalcyon Mind: When you are damaged by an attack: 5% chance to gain 15 Temporary Spell Points. These Temporary Spell Points last for one minute, or until consumed to cast a spell.
- Hardened Exterior 0Hardened Exterior 0: You gain a 0 Profane bonus to AC.
- Healers BountyHealers Bounty: This shield has a small percentage chance to cast a heal spell on you when you take damage.
- Heroic InspirationHeroic Inspiration: This item inspires you to acts of great heroism, granting a +5% bonus to experience points from all sources while it is equipped. This stacks with experience boosting elixirs but does not stack with experience boosting effects from other equipable items.
- HeroismHeroism: Passive: +2 Morale Bonus to Attack Rolls, Saving Throws, and Skill Checks.
- Holding OnHolding On: Your range of unconsciousness extends by 40 hit points.
- Improved Auto-RepairImproved Auto-Repair: This item has a small percentage chance to cast a Repair Serious Damage spell on you when you take damage.
- Improved Demonic ShieldImproved Demonic Shield: Each time you are hit in melee combat there is a chance that a shield of demonic energy will grant you +120 Profane bonus to temporary hit points.
- Improved ParalyzingImproved Paralyzing: Any creature struck by this weapon must succeed on a DC 25 Will save or be paralyzed. The target may attempt a new save to end the effect every serveral sconds; otherwise the paralysis last for one minute.
- Improved Quelling StrikesImproved Quelling Strikes: On Vorpal Melee: applies Quell to target enemies for six seconds, rendering them unable to cast divine spells. 50% chance of preventing the from casting all spells for three seconds (12 second cooldown).
- Improved RegenerationImproved Regeneration: Recovers 1 hit point per 30 seconds.
- Improved SlowburstImproved Slowburst: A critical hit with this weapon, the target is Slowed for 30 seconds (Will save DC 28 Negates).
- Insightful Combat Mastery +5Insightful Combat Mastery +5: Passive: +5 Insight Bonus to the DC of your Trips, Sunder, and Stunning Blow attacks.
- Inspiring EchoesInspiring Echoes: When a bard wielding this item uses Inspire Heroics, Inspire Competence, or Song of Freedom, the effects of the song also apply to allies close to the target. Songs that cannot target the bard playing them will still only target the bard's allies.
- Jet PropulsionJet Propulsion: Use this item to activate the air elemental bound within, thus propelling you forward at great speeds. It takes ten minutes to recharge between uses.
1 use per 10 minutes (equivalent to Abundant Step/Leap of Faith/Wind Dance)
- Knee CrackerKnee Cracker: On Hit: 15% Chance to slow 25% (No Save) for 5 sec (non-bosses only).
- Lesser Action Boost EnhancementLesser Action Boost Enhancement: This will increase the total number of Action Boosts you can use. However, these additional Action Boosts will only take effect after the wielder rests
- Lesser Arcane Casting DexterityLesser Arcane Casting Dexterity: Reduces the arcane spell failure chance by -5%.
- Lesser Freezing IceLesser Freezing Ice: 5% chance of Freezing Ice encasement from your melee, ranged, and unarmed attacks.
- Lesser HeroismLesser Heroism: Passive: +1 Morale Bonus to Attack Rolls, Saving Throws, and Skill Checks.
- Lesser RegenerationLesser Regeneration: This item is imbued with an undeniable goodness that slowly heals the wearer over time.
- Lesser VampirismLesser Vampirism: This weapon drains a tiny portion of the targets life force whenever it does damage. Provides 1 hp of healing per hit.
- Life ShieldLife Shield: Every time you are hit while wearing a Lifeshield item there is a 10% chance you gain 15 temporary hit points that last for up to 1 minute.
- Litany of the Dead - Ability BonusLitany of the Dead - Ability Bonus: The Litany of the Dead enhances the physical and mental abilities of its owner. Grants a +1 Profane bonus to all Abilities.
- Litany of the Dead - Combat BonusLitany of the Dead - Combat Bonus: The Litany of the Dead enhances the combat abilities of its owner. Grants a +1 Profane bonus to attack bonus and damage.
- Litany of the Dead II - Ability BonusLitany of the Dead II - Ability Bonus: The Litany of the Dead enhances the physical and mental abilities of its owner. Grants a +2 Profane bonus to all Abilities.
- Litany of the Dead II - Combat BonusLitany of the Dead II - Combat Bonus: The Litany of the Dead enhances the combat abilities of its owner. Grants a +4 Profane bonus to attack bonus and damage.
- Magical Efficiency 10%Magical Efficiency 10%: You take a 10% Enhancement discount to the Spell Point cost of your spells.
- Magical NullMagical Null: The nullcloth that this robe is made from absorbs spell energies making it difficult for all spell casters, even Divine casters, to complete their spells. +15% Spell Failure chance.
- MasterworkMasterwork: This weapon is more finely crafted than normal, providing a +1 enhancement bonus on attack rolls.
- MasterworkMasterwork:This armor is more finely crafted than normal, lessening the armor check penalty by 1.
- Medusa FuryMedusa Fury: When you fall below 25% of your maximum hit points you will enter a constant Medusa Fury until your hit points return to 25% or greater. Medusa Fury grants a +4 morale bonus to Strength and Constitution, a 5% morale bonus to your chance to double strike, and a -25% penalty to fortifications.
- Metal FatigueMetal Fatigue: The metal plates of this armor sometimes tire you out. When you are damaged there is a small chance you will become Exhausted.
- Mind DrainMind Drain: This item reduces your maximum spell points by 5% while worn.
- Mind TurbulenceMind Turbulence: This property fills your mind with chaos, disrupting your thoughts and causing a -10 Concentration penalty.
- Minor Freezing IceMinor Freezing Ice: 5% chance of Freezing Ice encasement from your melee, ranged, and unarmed attacks.
- Mortal StrikeMortal Strike: On an attack roll of 20 which is confirmed as a critical hit this weapon triggers the Slay Living spell and attempts to instantly snuff out the life force of the enemy.
- Mythic Shield Boost +2Mythic Shield Boost +2: +2 Mythic bonus to Physical and Magical Resistance Rating
- Mythic Weapon Boost +2Mythic Weapon Boost +2: +2 Mythic bonus to Melee, Ranged, and Universal Spell Power
- Nightshade VenomNightshade Venom: Any creature struck by this weapon must succeed on a Difficulty Check 22 Fortitude save or fall unconscious. The target may attempt a new save to end the effect every several seconds; otherwise the sleep lasts for 20 seconds.
- NightsingerNightsinger: 5% Chance On Sonic Spell Hit: Target is Blinded for 6 Seconds.
- NimblenessNimbleness: A suit of armor that has this property has its armor check penalty reduced by 2.
- Occasional OvercoolingOccasional Overcooling: Your shots from this Rune Arm have a 15% chance of freezing your target solid for six seconds. Fortitude Save negates, DC is equal to your Rune Arm shots, +2 per Charge Tier the shot was fired at.
- OccultationOccultation: Decreases all threat generated by 20%.
- Orlassk's PrisonOrlassk's Prison: A shield bash will turn the target to stone. This effect can trigger once every 90 seconds. A successful Fortitude save (DC 65) negates this effect.
- OverfocusOverfocus: This item helps you focus your attention, but it makes you somewhat oblivious to your surroundings, causing a -10 penalty to Search and Spot.
- ParalyzingParalyzing: Any creature struck by this weapon must succeed on a DC 17 Will save or be paralyzed. The target may attempt a new save to end the effect every several seconds; otherwise the paralysis lasts for 1 minute. Certain creatures, such as the Undead and Constructs, cannot be paralyzed.
- Path of the Guarding StonePath of the Guarding Stone: While wearing this item and in mountain stance, there is a chance you will be protected by a Stoneskin spell when enemies strike you.
- PolycursePolycurse: This weapon is enchanted with many diverse curses. On a critical hit an enemy may be hit with one of these effects at random: Blindness, Exhaustion, Bestow Curse, or Enervation.
- Power DrainPower Drain: You lose 30 maximum spell points (or up to 60 if you are a Sorcerer or Favored Soul).
- Power StorePower Store: All spells cast while holding this item receive an enhancement bonus of -10% spell point cost.
- Protection from EvilProtection from Evil: Passive: You gain the benefit of the spell Protection from Evil.
- Radiant GloryRadiant Glory: On Harmful Spellcast: Do an additional 4 to 24 Light Damage.
- Raging FocusRaging Focus: While Raged, +4 Rage Bonus to Saves vs. Enchantments.
- RebellionRebellion: Passive: All threat you generate from attacks and spells is reduced by 25%.
On Critical Hit: This weapon will strike with exceptional accuracy, dealing an additional 13-78 Piercing damage.
- RegenerationRegeneration: Causes the wearer to regenerate 1 hit point a minute using positive energy.
- Repair SystemsRepair Systems: This item gradually repairs constructs and living constructs.
- RoarRoar: This item emits a frightening roar when melee attackers score a critical hit on the wearer, causing them to resist or be shaken with fear.
- Rock ShatteringRock Shattering: When striking stone-like creatures (such as gargoyles and earth elementals) or creatures that have been turned to stone, there is a chance this weapon will instantly shatter and destroy the target. Chance: ~10-25 percent per hit.
- Runic RevitalizationRunic Revitalization: On Positive Energy Spell Cast: You have a 10% chance to gain 100 Temporary Hit Points and 50 Temporary Spell Points for 60 seconds. This effect can trigger once per 120 seconds.
- Secret Door DetectionSecret Door Detection: This item will automatically reveal secret doors with a DC of 20 or less.
- Shadow SpikeShadow Spike: On Damage: Do an additional 2 to 12 Negative Energy damage.
- Single-MindednessSingle-Mindedness: -2 DCs on your enchantment spells.
- SiroccoSirocco: A critical hit with this weapon causes a whirlwind of desert sand to swirl about the target, temporarily blinding it. A successful Reflex save (DC 20) prevents the effect.
- SlowburstSlowburst: A critical hit with this weapon, the target is Slowed for 30 seconds (Will save DC 15 Negates).
- Soul EatingSoul Eating: On a Vorpal strike, the dark energy that inhabits this weapon will tear at the soul of your foe, inflicting 1d3 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.
- SoundproofSoundproof: Protects against stunning, dazing and disorientation from sound-based spells such as Soundburst and Greater Shout.
- SpikedSpiked: This weapon is studded with vicious spikes, causing it to deal piercing damage in addition to its normal damage types.
- SpikedSpiked: On Damage: 10% chance of dealing an additional 10d6 Piercing Damage.
- Staggering BlowStaggering Blow: This item is enchanted to make your attacks send enemies reeling. When you roll a 20 on an attack with a melee weapon you will knock the target down unless it makes a DC 17 Balance check.
- Stealth StrikeStealth Strike: Reduces the threat generated by ranged attacks and spells by 15%.
- StenchStench: Weapons with this property create a near paralyzing stench. On critical hits the target becomes nauseated, severly slowing its movement rate.
- Stone PawsStone Paws: In Animal Form, Gain +2[W] and DR 15/Adamantine.
- 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.
- Superior NimblenessSuperior Nimbleness: A suit of armor that has this property has a maximum Dexterity bonus 4 higher than normal, and its armor check penalty is reduced by 4.
- Swim like a FishSwim like a Fish: Gain Evasion while swimming. Evasion causes you to take no damage on a successful Reflex saving throw against an effect which would normally allow half damage on a successful Reflex save.
- Symbiotic BacklashSymbiotic Backlash: This item is symbiotic and grants you benefits, but also deals 2d6 extra damage when enemies roll a 20 on an attack against you.
- Symbiotic FlexibilitySymbiotic Flexibility: A suit of armor that has this property has a Maximum dexterity bonus 4 higher than normal, and its armor check penalty is reduced by 4.
- Taint of ChaosTaint of Chaos: Lawful aligned characters equipping this item suffer a temporary negative level until the item is removed.
- Taint of EvilTaint of Evil: Good aligned characters equipping this item suffer a temporary negative level until the item is removed.
- TelekineticTelekinetic: Targets that suffer a critical hit from a telekinetic weapon must make a DC 17 trip save or be knocked down. The trip otherwise lasts 30 seconds and allows a recurring balance check to get up every 2 seconds.
- Tendon Slice 3%Tendon Slice 3%: This effect gives a 3% chance to Hamstring the target for each attack that does damage.
- Tet-zik, The Enlightened ChangeTet-zik, The Enlightened Change:
- Kos-zik, The Air-Change (Monk Air Stance) - The Kreen do not fly, but can leap through the air with grace. You have a +10 insight bonus to jump.
- Riik-zik, The Fire-Change (Monk Fire Stance) - Warmth is life to the Kreen. You have a +50 Insight bonus to incoming positive energy healing.
- Thok-zik, The Earth-Change (Monk Earth Stance) - Earth gives the Kreen their strength. Your unarmed damage is increased by one die step.
- Sed-zik, The Water-Change (Monk Water Stance) - Kreen bites carry the poisonous venom of life. Your unarmed attacks deliver a poisonous attack on strikes that are considered Vorpal (a natural 20 followed by a critical confirmation). (Thri-Kreen Venom: Fortitude DC 17 Negates, 1d6 Dexterity damage and paralysis.)
- ThunderclapThunderclap: Upon a natural 20 on an attack roll, which is confirmed as a critical hit, the target may suffer the following conditions: Stunned, Knockdown.
- Touch of ImmortalityTouch of Immortality: Passive: While this item is equipped, you gain a +20 Competence Bonus to the Heal and Repair skills, and you regenerate 2-4 Hit Points every 15 seconds.
- Transform Kinetic EnergyTransform Kinetic Energy: Each time you are physically hit in combat there is a chance that the energy of the blow will be converted into spell points.
- TreasonTreason: This item reduces the threat generated by melee damage by 20%.
- TwilightTwilight: This suit of armor, favored by eladrin spellcasters, becomes semi-incorporeal when donned. The twilight armor reduces the chance of arcane spell failure by -10%.
- UnbalancingUnbalancing: Anything that melee attacks a character with an Unbalancing item has a chance (10%) to be pulled off balance giving them a -2 penalty to their AC.
- UndersunUndersun: While this item is equipped in areas with underdark radiation, your sight is augmented to allow you to discern your surroundings even with little or no light.
- VampirismVampirism: This weapon provides 1d3 hitpoints of positive energy-typed healing every time you damage an enemy. For Warforged, this weapon provides 1d3 repair energy for healing instead of positive energy.
- Vengeful FuryVengeful Fury: On Taking Damage: Gain a 12% Enhancement Bonus to Doublestrike and a +4 Rage Bonus to your Attack Bonus.
- VengefulVengeful: When its wielder is hit in battle, this weapon has a 10% chance to cause him or her to become full of anger and go into a Rage (spell), Works as the spell version.
- Weaken ConstructWeaken Construct: While wearing this item, your melee attacks cause constructs to lose 20% of their Fortification for the next 20 seconds. This effect does not stack with itself.
- 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.
- Wild FrenzyWild Frenzy: This weapon has a tendency to drive those it strikes insane. On vorpal strikes the target will go wild and attack its own allies for 15 seconds if it fails a DC 25 Will save. Enemies driven wild this way, however, have a chance of coming to their senses if damaged.
- Wondrous CraftsmanshipWondrous Craftsmanship: This item's enchantments are more powerful than is normal for an item of this level. (+2 Total Enhancement Value.)
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- Acidic ReapingAcidic Reaping: While this item is equipped, any killing blows you strike against enemies grants you 40 Acid resistance for 30 seconds. Slaying weaker opponents has a reduced chance of producing this effect.
- Alchemical ConservationAlchemical Conservation: This item modifies the user's energy expenditure in such a way that many abilities can be used more frequently than normal. You will gain +1 ki on every successful attack, and you will increase the number of Action Boosts, Turn Undead attempts, and Bard Songs you can use per rest by 1 each.
These additional uses will only take effect after you rest.
- AnchoringAnchoring: This item grants its wearer immunity to effects that are time based or involve planar displacement.
- AnthemAnthem: When equipped by a character with Bard levels, this item begins to hum an inspiring tune. Your bard songs regenerate slowly over time.
- Angelic GraceAngelic Grace: When you are hit, 5% chance to gain 150 Temporary Hitpoints. This can only proc once every 10 seconds. These Temporary Hitpoints last for 10 minutes or until used up, whichever is first.
- 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.
- Antimagic SpikeAntimagic Spike: This item was made from powerful antimagic materials. When scoring a critical hit on an enemy with your ranged or melee weapons, the target must make a DC 28 Fortitude save or be unable to cast spells for a brief duration.
- Renamed to Assassinate
- Auto-Repair Auto-Repair: This item has a small percentage chance to cast a Repair Moderate Damage spell on you when you take damage.
- Battle-ScarredBattle-Scarred: This item has obviously seen use in many fights. It is chipped and scratched, but perhaps in the future there will be a way to restore it to its former glory.
- Blinding Embers Blinding Embers: This weapon sheds tiny embers that can impair a creatures sight. If you roll a 20 when attacking and confirm the critical hit, the target will become blinded by a burst of fiery sparks.
- 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.
- BodyfeederBodyfeeder: Whenever a bodyfeeder weapon you wield scores a critical hit, you gain 15 temporary hit points that last for up to 1 minute.
- Cannith Combat InfusionCannith Combat Infusion: Your ranged and melee attacks have a chance to cause this item to inject a Cannith Combat Infusion into your bloodstream. For the next ten seconds, this will grant a +4 Alchemical bonus to Strength, Constitution and Dexterity, as well as a 5% Alchemical bonus to your chance to doublestrike and a +2 Alchemical bonus to Armor Class.
- Chaotic CurseChaotic Curse: The curse on this item is so powerful it can be transferred to any creature that dares touch the wearer. The rents in the fabric of the underlying cloth has made the curse unstable and it can reverse itself. Note especially that while the wearer is partially shielded he is not entirely immune to this effect.
- Clever StrikeClever Strike: This item changes its enhancement bonus if your Intelligence is high enough. The enhancement bonus will be equal to your Intelligence modifier while the item is equipped (minimum 6, maximum 10).
- Combat Mastery +1 Combat Mastery +1: +1 Enhancement bonus to the DC to resist the character's Trip, Improved Trip, Sunder, Improved Sunder, Stunning Blow, and Stunning Fist attempts.
- Confounding EnchantmentConfounding Enchantment: The shifting nature of the magic that enchants this ring makes the effect hard to determine.
- Craftable (+3)Craftable (+3): This item can be enhanced via Cannith Crafting.
- 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%
- Curse VectorCurse Vector: This item is a carrier of curses. It can apply them to your foes, but also to you- when you are damaged there is a small chance that you will have a Bestow Curse cast on you.
- Demonic Curse Demonic Curse: Each time you are hit in melee combat there is a chance that your attacker will be Cursed.
- Demonic MightDemonic Might: This item gives the wearer the power of a demon, granting a +2 Profane bonus to Strength.
- Demonic RetributionDemonic Retribution: Each time you are hit in melee combat there is a chance that a demonic force will strike back at your attacker hitting them with an Inflict Moderate Wounds spell.
- Demonic Shield Demonic Shield: Each time you are hit in melee combat there is a chance that a shield of demonic energy will grant you a +30 Profane bonus to temporary hit points.
- Druidic Survival MasteryDruidic Survival Mastery: While in Wild Shape, you receive a Primal bonus to damage equal to half the number of Wilderness Lore feats you have.
- EarthgrabEarthgrab: This weapon stores the implacable strength of the earth deep within. When this weapon is used, this power occasionally comes to the surface, calling on the earth to erupt from the ground and hold an enemy in place.
- Eidolon SummonsEidolon Summons: On Being Damaged: Animates a portion of the wearer's shadow to support them in battle. The shadow remains animate for 30 seconds and can be created once every 80 seconds.
- ElasticityElasticity: This bow is strung with special fibers that cause it to occasionally launch arrows with shocking force. When rolling a 19 or 20 on a ranged attack, your critical multiplier is increased by +1.
- Elemental ManipulationElemental Manipulation: This item provides a +90 Equipment bonus to your Acid, Cold, Electric, and Fire Spell Power.
- Elemental Spell PowerElemental Spell Power: Harnessing a small amount of the power and potential of the raw elements, this item gives you a +50 bonus to your maximum spell points. This stacks with all other bonuses except Elemental Spell Power.
- Embrace of the Spider QueenEmbrace of the Spider Queen: While Lolth protects her faithful from the venom of her spiders, non-evil beings who bear items sacred to her may feel her displeasure, suffering a -6 penalty to Fortitude saving throws versus Poison.
- Energy Siphon XIEnergy Siphon XI: On Hit: Gain 55 Temporary Spellpoints which last for up to 1 minute. This effect can trigger at most once per minute.
- EnervationEnervation: This weapon stores a menacing, ravenous power deep within. When this weapon is used, this power occasionally comes to the surface, draining the life force of the enemy and giving negative levels.
- Enhanced Ki +1Enhanced Ki +1: Increases the rate at which the user gains ki with each successful attack.
- Epic Freezing IceEpic Freezing Ice:
- On items: While you are wearing this item, your melee, ranged, and unarmed attacks gain the Freezing Ice ability. (When the weapon is used, an icy power occasionally comes to the surface, attempting to freeze an enemy solid and encase them in ice.) - (duration: 9 seconds)
- On weapons: This Weapon stores the pitiless immovable power of the ice deep within. When this weapon is used, this power occasionally comes to the surface, attempting to freeze an enemy solid and encase them in ice.
- Epic NimblenessEpic Nimbleness: This suit of armor looks much less restrictive than others of its type. A suit of armor that has this property has a maximum Dexterity bonus 6 higher than normal, and its armor check penalty is reduced by 4.
- Epic TelekineticEpic Telekinetic: Targets that suffer a critical hit from a Telekinetic weapon must make a DC 35 Strength or Dexterity check or be knocked down. The target will then be forced to make DC 16 Balance checks to recover from this effect.
- Epic Trap the SoulEpic Trap the Soul: This equipment stores an overwhelming, merciless power deep within. When you strike an enemy with a melee or missile attack, this power occasionally comes to the surface, sucking out the life force of an enemy and imprisoning the essence of their body and soul in a gem.
- EtherealEthereal: Equipping this item causes your hands and weapons to become partially incorporeal. Your melee attacks do not roll a miss chance for Incorporeal targets.
- Renamed to Insightful Combat Mastery (see below)
- Extra Smites 2Extra Smites 2: +2 Smite Evil uses per rest. Smite Evil uses regenerate 10% faster.
- FaithFaith: Holy power infuses this item, providing damage reduction 5/evil.
- FearsomeFearsome: This item causes those who strike the user to be overcome with terror, as from the Fear spell.
- Feeds Off MadnessFeeds Off Madness: This item greedily feeds off the aura of madness related to certain Xoriat effects. The more of these its wearer is affected by, the stronger this item will become.
- Felling the OakFelling the Oak: On a natural 20 that is confirmed as a critical hit, this weapon will trip your opponent, forcing them to fall prone. There is no save against this effect.
- Fire Shield (Cold)Fire Shield (Cold): When you are successfully attacked, there is a 10% chance that a Fire Shield (Cold) will be cast on you. If this effect activates while you have an active Fire Shield (Hot) from another item source, they will nullify each-other.
- Fire Shield (Hot)Fire Shield (Hot): When you are successfully attacked, there is a 10% chance that a Fire Shield (Hot) will be cast on you. If this effect activates while you have an active Fire Shield (Cold) from another item source, they will nullify each-other.
- FleshmakerFleshmaker: Magical insight into the ways of the flesh allow the wearer of this item to receive more effect from healing spells cast on them. +20 Positive Healing Amplification.
- Freezing Ice Freezing Ice:
- On items: While you are wearing this item, your melee, ranged, and unarmed attacks gain the Freezing Ice ability. (When the weapon is used, an icy power occasionally comes to the surface, attempting to freeze an enemy solid and encase them in ice.) - (duration: 9 seconds)
- On weapons: This Weapon stores the pitiless immovable power of the ice deep within. When this weapon is used, this power occasionally comes to the surface, attempting to freeze an enemy solid and encase them in ice.
- From The ShadowsFrom The Shadows: On Being Missed in Combat: Chance to do 10 to 60 Negative Energy Damage to the Attacker.
- 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.
- Greater Arcane Casting DexterityGreater Arcane Casting Dexterity: This ability reduces the arcane spell failure chance by -15%.
- Greater Auto-RepairGreater Auto-Repair: This item has a small percentage chance to cast a Reconstruct spell on you when you take damage.
- Greater DispellingGreater Dispelling: This weapon is infused with a power that purges out the magical energies of those that it strikes. On an attack roll of 20 which is confirmed as a critical hit it will apply a Greater Dispel Magic effect to the target, stripping away its protective spells.
- 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.
- Greater HeroismGreater Heroism: Passive: +4 morale bonus to all your attack rolls, saving throws, and skill checks.
- Greater NimblenessGreater Nimbleness: This suit of armor looks much less restrictive than others of its type. A suit of armor that has this property has a maximum Dexterity bonus 2 higher than normal, and its armor check penalty is reduced by 4.
- Greater RegenerationGreater Regeneration: This item is imbued with an undeniable goodness that freely flows outward in a pleasant palpable current, constantly healing the wearer over time.
- Greater SiroccoGreater Sirocco: A critical hit with this weapon causes a whirlwind of desert sand to swirl about the target, temporarily blinding it. A successful Reflex save (DC 35) prevents the effect.
- Greater Stone PrisonGreater 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 33) negates this effect.
- Greater TelekineticGreater Telekinetic: Targets that suffer a critical hit from a Telekinetic weapon must make a DC 28 Strength or Dexterity check or be knocked down. The target will then be forced to make DC 16 Balance checks to recover from this effect.
- Greater TwilightGreater Twilight: This suit of armor, favored by eladrin spellcasters, becomes semi-incorporeal when donned. The twilight armor reduces the chance of arcane spell failure by -20%.
- 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.
- Halcyon MindHalcyon Mind: When you are damaged by an attack: 5% chance to gain 15 Temporary Spell Points. These Temporary Spell Points last for one minute, or until consumed to cast a spell.
- Hardened Exterior 1Hardened Exterior 1: You gain a +1 profane bonus to AC.
- Healers BountyHealers Bounty: This shield has a small percentage chance to cast a Heal spell on you when you take damage.
- Heroic InspirationHeroic Inspiration: This item inspires you to acts of great heroism, granting a +5% bonus to experience points granted by completing quests while it is equipped. This stacks with experience boosting effects from elixirs but does not stack with experience boosting effects from other equippable items.
- HeroismHeroism: Passive: +2 morale bonus to all your attack rolls, saving throws, and skill checks.
- Holding OnHolding On: Your range of unconsciousness extends by 40 hitpoints.
- Improved Auto-RepairImproved Auto-Repair: This item has a small percentage chance to cast a Repair Serious Damage spell on you when you take damage.
- Improved Demonic ShieldImproved Demonic Shield: Each time you are hit in melee combat there is a chance that a shield of demonic energy will grant you a +120 Profane bonus to temporary hit points.
- Improved ParalyzingImproved Paralyzing: Any creature struck by this weapon must succeed on a DC 28 Will save or be paralyzed. The target may attempt a new save to end the effect every several seconds; otherwise the paralysis lasts for 1 minute.
- Improved Quelling StrikesImproved Quelling Strikes: On Vorpal Melee: applies a Quell effect to target enemy for six seconds, rendering them unable to cast divine spells. This has a 50% chance of preventing the target from casting all spells for three seconds (12 second cooldown).
- Improved RegenerationImproved Regeneration: This item is imbued with an undeniable goodness that flows outward like a gentle breeze, slowly healing the wearer over time.
- Improved SlowburstImproved Slowburst: This weapon has an image of a snail worked into its hilt or grip, and it feels cold to the touch. Whenever you score a critical hit with this weapon, the target is slowed for 30 seconds. A DC 28 Will save negates this effect.
- Insightful Combat Mastery +5Insightful Combat Mastery +5: +5 Insight bonus to the DC to resist the character's Trip, Improved Trip, Sunder, Improved Sunder, Stunning Blow, and Stunning Fist attempts.
- Inspiring EchoesInspiring Echoes: When a bard wields this item, Anthem abilities that restore Bard songs over time restore them 40% faster (for example, an ability that restores a Song every 5 minutes would restore one song per 3 minutes instead).
- Jet PropulsionJet Propulsion: Use this item to activate the air elemental bound within, thus propelling you forward at great speeds. It takes ten minutes to recharge between uses.
1 use per 10 minutes (equivalent to Abundant Step/Leap of Faith/Wind Dance)
- Knee CrackerKnee Cracker: On Hit: 15% chance to slow 25% (No Save) for 5 sec (non-bosses only).
- Lesser Action Boost EnhancementLesser Action Boost Enhancement: This will increase the total number of Action Boosts you can use by 2. However, these additional Action Boosts will only take effect after the wielder rests.
- Lesser Arcane Casting DexterityLesser Arcane Casting Dexterity: This ability reduces the arcane spell failure chance by -5%.
- Lesser Freezing IceLesser Freezing Ice:
- On items: While you are wearing this item, your melee, ranged, and unarmed attacks gain the Lesser Freezing Ice ability. (When the weapon is used, an icy power occasionally comes to the surface, attempting to freeze an enemy solid and encase them in ice.) - (duration: 7 seconds)
- On weapons: This Weapon stores the pitiless immovable power of the ice deep within. When this weapon is used, this power occasionally comes to the surface, attempting to freeze an enemy solid and encase them in ice.
- Lesser HeroismLesser Heroism: Passive: +1 morale bonus to all your attack rolls, saving throws, and skill checks.
- Lesser RegenerationLesser Regeneration: This item is imbued with an undeniable goodness that slowly heals the wearer over time.
- 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.
- Life ShieldLife Shield: Every time you are hit while wearing a Life Shield item there is a 10% chance you gain 15 temporary hitpoints that last for up to 1 minute.
- Litany of the Dead - Ability BonusLitany of the Dead - Ability Bonus: The Litany of the Dead enhances the physical and mental abilities of its owner. Grants a +1 Profane bonus to all Abilities.
- Litany of the Dead - Combat BonusLitany of the Dead - Combat Bonus: The Litany of the Dead enhances the combat abilities of its owner. Grants a +1 Profane bonus to attack bonus and damage.
- Litany of the Dead II - Ability BonusLitany of the Dead II - Ability Bonus: The Litany of the Dead enhances the physical and mental abilities of its owner. Grants a +2 Profane bonus to all Abilities.
- Litany of the Dead II - Combat BonusLitany of the Dead II - Combat Bonus: The Litany of the Dead enhances the combat abilities of its owner. Grants a +4 Profane bonus to attack bonus and damage.
- Magical Efficiency 5%Magical Efficiency 5%: You take a 5% Enhancement discount to the Spell Point cost of your spells.
- Magical NullMagical Null: The nullcloth that this robe is made from absorbs spell energies making it difficult for all spell casters, even Divine casters, to complete their spells. +15% Spell Failure chance.
- No longer used
- No longer used
- Medusa FuryMedusa Fury: When you fall below 25% of your maximum hit points you will enter a constant Medusa Fury until your hit points return to 25% or greater. Medusa Fury grants a +4 morale bonus to Strength and Constitution, a 5% morale bonus to your chance to doublestrike, and a -25% penalty to fortifications.
- Metal FatigueMetal Fatigue: The metal plates of this armor sometimes tire you out. When you are damaged there is a small chance that you will become Exhausted.
- Mind DrainMind Drain: This item reduces your maximum spell points by 5% while equipped.
- Mind TurbulenceMind Turbulence: This item fills your mind with chaos, disrupting your thoughts and causing a -10 Concentration penalty.
- Minor Freezing IceMinor Freezing Ice:
- On items: While you are wearing this item, your melee, ranged, and unarmed attacks gain the Minor Freezing Ice ability. (When the weapon is used, an icy power occasionally comes to the surface, attempting to freeze an enemy solid and encase them in ice.) - (duration: 5 seconds)
- On weapons: This Weapon stores the pitiless immovable power of the ice deep within. When this weapon is used, this power occasionally comes to the surface, attempting to freeze an enemy solid and encase them in ice.
- Mortal StrikeMortal Strike: On an attack roll of 20 which is confirmed as a critical hit this weapon triggers the Slay Living spell and attempts to instantly snuff out the life force of the enemy (DC 17).
- Grouped into Named item
- Grouped into Named item
- Nightshade VenomNightshade Venom: Any creature struck by this weapon must succeed on a Difficulty Check 22 Fortitude save or fall unconscious. The target may attempt a new save to end the effect every several seconds; otherwise the sleep lasts for 20 seconds.
- NightsingerNightsinger: 5% Chance On Sonic Spell Hit: Target is Blinded for 6 Seconds
- No longer used
- Occasional OvercoolingOccasional Overcooling: Your shots from this Rune Arm have a 15% chance of freezing your target solid for six seconds. (Fortitude Save negates, DC is equal to your Rune Arm shots, +2 per Charge Tier the shot was fired at).
- OccultationOccultation: 20% Enhancement bonus to Decreased threat generated from all damage.
- Orlassk's PrisonOrlassk's Prison: This shield radiates with the power of the Lord of Stone. A shield bash will turn the target to stone. This effect can trigger once ever 90 seconds. A successful Fortitude save (DC 65) negates this effect.
- OverfocusOverfocus: This item helps you focus your attention, but it makes you somewhat oblivious to your surroundings, causing a -10 penalty to Search and Spot.
- ParalyzingParalyzing: Any creature struck by this weapon must succeed on a DC 15 Will save or be paralyzed. The target may attempt a new save to end the effect every several seconds; otherwise the paralysis lasts for 1 minute.
- Path of the Guarding StonePath of the Guarding Stone: While wearing this item and in mountain stance, there is a chance you will be protected by a Stoneskin spell when enemies strike you.
- PolycursePolycurse: This weapon is enchanted with many diverse curses. On a critical hit an enemy may be hit with one of these effects at random: Blindness, Exhaustion, Bestow Curse, or Enervation.
- Power DrainPower Drain: This item reserves some of your power in order to function. You lose 30 maximum spell points (or up to 60 if you are a Sorcerer or Favored Soul).
- Power StorePower Store: This item collects and stores magical energy. Any spellcaster can use this energy to partially power their spells. All spells cast while using this item receive an enhancement bonus of -10% to their spell point costs.
- Protection from EvilProtection from Evil: Passive: You gain the benefit of the spell Protection from Evil.
- Radiant GloryRadiant Glory: On Harmful Spellcast: Do an additional 4 to 24 Light damage. This effect scales with Light Spell Power. Cooldown: 1 second.
- Raging FocusRaging Focus: While Raged, +4 Rage Bonus to Saves vs. Enchantments.
- RebellionRebellion: Passive: All threat you generate from attacks and spells is reduced by 25%. On Critical Hit: This weapon will strike with exceptional accuracy, dealing an additional 13-78 Piercing damage.
- Regeneration Regeneration: Causes the wearer to regenerate 1 hit point a minute using positive energy.
- Repair SystemsRepair Systems: This item gradually repairs constructs and living constructs.
- RoarRoar: This item emits a frightening roar when melee attackers score a critical hit on the wearer, causing them to resist or be shaken with fear.
- Rock ShatteringRock Shattering: When striking stone-like creatures (such as gargoyles and earth elementals) or creatures that have been turned to stone, there is a chance this weapon will instantly shatter and destroy the target.
- Runic RevitalizationRunic Revitalization: On Positive Energy Spell Cast: You have a 10% chance to gain 100 Temporary Hit Points and 50 Temporary Spell Points for 60 seconds. This effect can trigger once per 120 seconds.
- Secret Door DetectionSecret Door Detection: This item will automatically reveal secret doors with a DC of 20 or less.
- Shadow SpikeShadow Spike: On Damage: Do an additional 2 to 12 Negative Energy damage.
- Single-MindednessSingle-Mindedness: This item drives your magic towards chaos, and you cannot focus as well on the nuances of subtler spells. -2 DCs on your enchantment spells.
- Sirocco Sirocco: A critical hit with this weapon causes a whirlwind of desert sand to swirl about the target, temporarily blinding it. A successful Reflex save (DC 20) prevents the effect.
- Slowburst Slowburst: This weapon has an image of a snail worked into its hilt or grip, and it feels cold to the touch. Whenever you score a critical hit with this weapon, the target is slowed for 30 seconds. A DC 15 Will save negates this effect.
- 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.
- SoundproofSoundproof: Protects against stunning, dazing and disorientation from sound-based spells such as Soundburst and Greater Shout.
- SpikedSpiked: This weapon is studded with vicious spikes, causing it to deal piercing damage in addition to its normal damage types.
- SpikedSpiked: On Damage: 10% chance of dealing an additional 10d6 Piercing Damage.
- Staggering BlowStaggering Blow: This item is enchanted to make your attacks send enemies reeling. When you roll a 20 on an attack with a melee weapon you will knock the target down unless it makes a DC 17 Balance check.
- Stealth StrikeStealth Strike: Reduces the threat generated by ranged attacks and spells by 15%.
- StenchStench: This weapon creates a near paralyzing stench. On critical hits the target becomes nauseous, severely slowing its movement rate.
- Stone PawsStone Paws: In Animal Form, Gain +2[W] and DR 15/Adamantine.
- 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.
- Superior NimblenessSuperior Nimbleness: This suit of armor looks much less restrictive than others of its type. A suit of armor that has this property has a maximum Dexterity bonus 4 higher than normal, and its armor check penalty is reduced by 4.
- Swim like a FishSwim like a Fish: While this item is equipped and you are swimming, you gain the Evasion feat. Evasion causes you to take no damage on a successful Reflex saving throw against an effect which would normally allow half damage on a successful Reflex save.
- Symbiotic BacklashSymbiotic Backlash: This item is symbiotic and grants you benefits, but it also deals 2 to 12 extra damage to you when enemies roll a 20 on an attack against you.
- Symbiotic FlexibilitySymbiotic Flexibility: Because this suit of armor has merged with your body, the flexibility it affords you is practically unparalleled. A suit of armor that has this property has a maximum Dexterity bonus 4 higher than normal, and its armor check penalty is reduced by 4.
- Taint of ChaosTaint of Chaos: Lawful aligned characters equipping this item suffer a temporary negative level until the item is removed.
- Taint of EvilTaint of Evil: Good aligned characters equipping this item suffer a temporary negative level until the item is removed.
- Telekinetic Telekinetic: Targets that suffer a critical hit from a Telekinetic weapon must make a DC 17 Balance check or be knocked down.
- Tendon Slice +3 Tendon Slice +3: On Hit: 6% chance to slow target's movement by 50% for 3 seconds.
- See T:MonkEffect (template doesn't fit)
- ThunderclapThunderclap: This potent ability will in certain cases send forth a cacophony of sound. On an attack roll of 20, which is confirmed as a critical hit, the target may suffer the following conditions: Stunned, Knockdown, and Disorient.
- Touch of ImmortalityTouch of Immortality: Passive: While this item is equipped, you gain a +20 Competence Bonus to the Heal and Repair skills, and you regenerate 2-4 Hit Points every 15 seconds.
- Transform Kinetic EnergyTransform Kinetic Energy: Each time you are hit in melee combat there is a chance that the energy of the blow will be converted into Spell Points.
- TreasonTreason: This item reduces the threat generated by melee damage by 20%.
- Twilight Twilight: This suit of armor, favored by eladrin spellcasters, becomes semi-incorporeal when donned. The twilight armor reduces the chance of arcane spell failure by -10%.
- UnbalancingUnbalancing: Anything that melee attacks a character with an Unbalancing item has a chance to be pulled off balance giving them a -2 penalty to their AC.
- UndersunUndersun: While this item is equipped in areas with Underdark radiation, your sight is augmented to allow you to discern your surroundings even with little or no light.
- 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.
- Vengeful FuryVengeful Fury: On Taking Damage: Gain a 12% Enhancement Bonus to Doublestrike and a +4 Rage Bonus to your Attack Bonus.
- 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.
- Weaken ConstructWeaken Construct: While wearing this item, your attacks cause constructs to lose 20% of their Fortification for the next 20 seconds. This effect does not stack with itself.
- 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.
- Wild FrenzyWild Frenzy: This weapon has a tendency to drive those it strikes insane. On an attack roll of 20 which is confirmed as a critical hit the target will go wild and attack its own allies for 15 seconds if it fails a DC 25 Will save. Enemies driven wild in this way, however, have a chance of coming to their senses if damaged.
- Wondrous CraftsmanshipWondrous Craftsmanship: This item's enchantments are more Powerful than is normal for an item of this level.
(+2 Total Enhancement Value.)
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