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Template:MiscEffects

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USAGE

Please note, this template is being entirely deprecated in favor of individual templates for families of effects. See the below list for replacements.

CATEGORIZATION

If the template is used for a new effect (effect not currently known to template), the page will be placed in C:Unknown T:MiscEffects items.
Effect Standalone? Category
  1. Acidic ReapingIcon tooltip.pngAcidic 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.
  2. Alchemical ConservationIcon tooltip.pngAlchemical 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.
  3. AnchoringIcon tooltip.pngAnchoring: This item grants its wearer immunity to effects that are time based or involve planar displacement.
  4. AnthemIcon tooltip.pngAnthem: When equipped by a character with Bard levels, this item begins to hum an inspiring tune. Your bard songs regenerate slowly over time.
  5. Angelic GraceIcon tooltip.pngAngelic Grace: When you are hit, 5% chance to gain 150 Temporary Hitpoints. This can only proc once every 10 seconds.
  6. Anti-Magic RunesIcon tooltip.pngAnti-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.
  7. Antimagic SpikeIcon tooltip.pngAntimagic 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.
  8. Assassination +2Icon tooltip.pngAssassination +2: +2 enhancement bonus to the DC to resist the character's Assassinate attempts.
  9. Auto-RepairIcon tooltip.pngAuto-Repair: This item has a small percentage chance to cast a Repair Moderate Damage spell on you when you take damage.
  10. Battle-ScarredIcon tooltip.pngBattle-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.
  11. Blinding EmbersIcon tooltip.pngBlinding Embers: Blinds on a confirmed vorpal hit. Duration is about 20 seconds. DC35 reflex save negates the blindness.
  12. Blood RageIcon tooltip.pngBlood 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.
  13. BodyfeederIcon tooltip.pngBodyfeeder: Whenever a bodyfeeder weapon you wield scores a critical hit, you gain 15 temporary hitpoints that last for up to 1 minute.
  14. Cannith Combat InfusionIcon tooltip.pngCannith 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.
  15. Chaotic CurseIcon tooltip.pngChaotic 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%.
  16. Clever StrikeIcon tooltip.pngClever 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).
  17. Combat Mastery +1Icon tooltip.pngCombat Mastery +1: Passive: +1 Insight Bonus to the DC of your Trips, Sunder, and Stunning Blow attacks.
  18. Confounding EnchantmentIcon tooltip.pngConfounding Enchantment: The shifting nature of the magic that enchants this belt makes the effects hard to determine.
  19. Craftable (+3)Icon tooltip.pngCraftable (+3): This item can be enhanced via Cannith Crafting.
  20. CripplingIcon tooltip.pngCrippling: When a target is critically hit their movement is slowed by half.
  21. Curse VectorIcon tooltip.pngCurse 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.
  22. Demonic CurseIcon tooltip.pngDemonic 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).
  23. Demonic MightIcon tooltip.pngDemonic Might: This item gives the wearer the power of a demon, granting a +2 Profane bonus to Strength
  24. Demonic RetributionIcon tooltip.pngDemonic 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.
  25. Demonic ShieldIcon tooltip.pngDemonic 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.
  26. Druidic Survival MasteryIcon tooltip.pngWhile in Wild Shape, you receive a Primal bonus to damage equal to half the number of Wilderness Lore feats you have.
  27. EarthgrabIcon tooltip.pngEarthgrab: 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.
  28. Eidolon SummonsIcon tooltip.pngEidolon 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.
  29. ElasticityIcon tooltip.pngElasticity: 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.
  30. Elemental ManipulationIcon tooltip.pngElemental Manipulation: This item provides a +90 Equipment bonus to Acid, Cold, Electric, and Fire Spell Power.
  31. Elemental Spell PowerIcon tooltip.pngElemental 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.
  32. Embrace of the Spider QueenIcon tooltip.pngEmbrace 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.
  33. Energy Siphon XIIcon tooltip.pngEnergy Siphon XI: On Hit: Gain 55 Temporary Spellpoints which last for up to 1 minute. This effect can trigger at most once per minute.
  34. EnervationIcon tooltip.pngEnervation: On Hit: Chance of draining the life force of the enemy and giving negative levels.
  35. Enhanced Ki +1Icon tooltip.pngEnhanced Ki +1: Increases the rate at which the user gains ki with each successful attack.
  36. Epic Freezing IceIcon tooltip.pngEpic Freezing Ice: While you are wearing this item, your melee, ranged, and unarmed attacks gain the Freezing Ice ability.
  37. Epic NimblenessIcon tooltip.pngEpic 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.
  38. Epic TelekineticIcon tooltip.pngEpic 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.
  39. Epic Trap the SoulIcon tooltip.pngEpic 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.
  40. EtherealIcon tooltip.pngEthereal: Equipping this item causes your hands and weapons to become partially incorporeal. Your melee attacks do not roll a miss chance for Incorporeal targets.
  41. Exceptional Combat Mastery +2Icon tooltip.pngExceptional Combat Mastery +2: Passive: +2 Insight Bonus to the DC of your Trips, Sunder, and Stunning Blow attacks.
  42. Extra SmitesIcon tooltip.pngExtra Smites: +2 Smite Evil uses per rest. Smite Evil uses regenerate 10% faster.
  43. FaithIcon tooltip.pngFaith: Holy power infused this armor, providing damage reduction 5/evil.
  44. FearsomeIcon tooltip.pngFearsome: This item causes those who strike the user to be overcome with terror, as from the fear spell.
  45. Feeds Off MadnessIcon tooltip.pngFeeds 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.
  46. Felling the OakIcon tooltip.pngFelling 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.
  47. Fire Shield (Cold)Icon tooltip.pngFire 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.
  48. Fire Shield (Hot)Icon tooltip.pngFire 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.
  49. FleshmakerIcon tooltip.pngFleshmaker: 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).
  50. Freezing IceIcon tooltip.pngFreezing Ice: 5% chance of Freezing Ice encasement from your melee, ranged, and unarmed attacks.
  51. From The ShadowsIcon tooltip.pngFrom The Shadows: On Being Missed in Combat: Chance to do 10 to 60 Negative Energy Damage to the Attacker.
  52. Glass Jaw StrikeIcon tooltip.pngGlass 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.
  53. Greater Arcane Casting DexterityIcon tooltip.pngGreater Arcane Casting Dexterity: This ability reduces the arcane spell failure chance by -15%.
  54. Greater Auto-RepairIcon tooltip.pngGreater Auto-Repair: This item has a small percentage chance to cast a Reconstruct (CL:9) spell on you when you take damage.
  55. Greater DispellingIcon tooltip.pngGreater 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.
  56. Greater Elemental Spell PowerIcon tooltip.pngGreater 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.
  57. Greater HeroismIcon tooltip.pngGreater Heroism: Passive: +4 Morale Bonus to Attack Rolls, Saving Throws, and Skill Checks.
  58. Greater NimblenessIcon tooltip.pngGreater 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.
  59. Greater RegenerationIcon tooltip.pngGreater Regeneration: Recovers 2 hit points per 30 seconds.
  60. Greater SiroccoIcon tooltip.pngGreater 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.
  61. Greater Stone PrisonIcon tooltip.pngGreater 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.
  62. Greater TelekineticIcon tooltip.pngGreater 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.
  63. Greater TwilightIcon tooltip.pngGreater 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%.
  64. GuardbreakingIcon tooltip.pngGuardbreaking: 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.
  65. Halcyon MindIcon tooltip.pngHalcyon 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.
  66. Hardened Exterior 0Icon tooltip.pngHardened Exterior 0: You gain a 0 Profane bonus to AC.
  67. Healers BountyIcon tooltip.pngHealers Bounty: This shield has a small percentage chance to cast a heal spell on you when you take damage.
  68. Heroic InspirationIcon tooltip.pngHeroic 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.
  69. HeroismIcon tooltip.pngHeroism: Passive: +2 Morale Bonus to Attack Rolls, Saving Throws, and Skill Checks.
  70. Holding OnIcon tooltip.pngHolding On: Your range of unconsciousness extends by 40 hit points.
  71. Improved Auto-RepairIcon tooltip.pngImproved Auto-Repair: This item has a small percentage chance to cast a Repair Serious Damage spell on you when you take damage.
  72. Improved Demonic ShieldIcon tooltip.pngImproved 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.
  73. Improved ParalyzingIcon tooltip.pngImproved 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.
  74. Improved Quelling StrikesIcon tooltip.pngImproved 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).
  75. Improved RegenerationIcon tooltip.pngImproved Regeneration: Recovers 1 hit point per 30 seconds.
  76. Improved SlowburstIcon tooltip.pngImproved Slowburst: A critical hit with this weapon, the target is Slowed for 30 seconds (Will save DC 28 Negates).
  77. Insightful Combat Mastery +5Icon tooltip.pngInsightful Combat Mastery +5: Passive: +5 Insight Bonus to the DC of your Trips, Sunder, and Stunning Blow attacks.
  78. Inspiring EchoesIcon tooltip.pngInspiring 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.
  79. Jet PropulsionIcon tooltip.pngJet 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)
  80. Knee CrackerIcon tooltip.pngKnee Cracker: On Hit: 15% Chance to slow 25% (No Save) for 5 sec (non-bosses only).
  81. Lesser Action Boost EnhancementIcon tooltip.pngLesser 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
  82. Lesser Arcane Casting DexterityIcon tooltip.pngLesser Arcane Casting Dexterity: Reduces the arcane spell failure chance by -5%.
  83. Lesser Freezing IceIcon tooltip.pngLesser Freezing Ice: 5% chance of Freezing Ice encasement from your melee, ranged, and unarmed attacks.
  84. Lesser HeroismIcon tooltip.pngLesser Heroism: Passive: +1 Morale Bonus to Attack Rolls, Saving Throws, and Skill Checks.
  85. Lesser RegenerationIcon tooltip.pngLesser Regeneration: This item is imbued with an undeniable goodness that slowly heals the wearer over time.
  86. Lesser VampirismIcon tooltip.pngLesser Vampirism: This weapon drains a tiny portion of the targets life force whenever it does damage. Provides 1 hp of healing per hit.
  87. Life ShieldIcon tooltip.pngLife 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.
  88. Litany of the Dead - Ability BonusIcon tooltip.pngLitany 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.
  89. Litany of the Dead - Combat BonusIcon tooltip.pngLitany 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.
  90. Litany of the Dead II - Ability BonusIcon tooltip.pngLitany 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.
  91. Litany of the Dead II - Combat BonusIcon tooltip.pngLitany 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.
  92. Magical Efficiency 10%Icon tooltip.pngMagical Efficiency 10%: You take a 10% Enhancement discount to the Spell Point cost of your spells.
  93. Magical NullIcon tooltip.pngMagical 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.
  94. MasterworkIcon tooltip.pngMasterwork: This weapon is more finely crafted than normal, providing a +1 enhancement bonus on attack rolls.
  95. MasterworkIcon tooltip.pngMasterwork:This armor is more finely crafted than normal, lessening the armor check penalty by 1.
  96. Medusa FuryIcon tooltip.pngMedusa 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.
  97. Metal FatigueIcon tooltip.pngMetal Fatigue: The metal plates of this armor sometimes tire you out. When you are damaged there is a small chance you will become Exhausted.
  98. Mind DrainIcon tooltip.pngMind Drain: This item reduces your maximum spell points by 5% while worn.
  99. Mind TurbulenceIcon tooltip.pngMind Turbulence: This property fills your mind with chaos, disrupting your thoughts and causing a -10 Concentration penalty.
  100. Minor Freezing IceIcon tooltip.pngMinor Freezing Ice: 5% chance of Freezing Ice encasement from your melee, ranged, and unarmed attacks.
  101. Mortal StrikeIcon tooltip.pngMortal 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.
  102. Mythic Shield Boost +2Icon tooltip.pngMythic Shield Boost +2: +2 Mythic bonus to Physical and Magical Resistance Rating
  103. Mythic Weapon Boost +2Icon tooltip.pngMythic Weapon Boost +2: +2 Mythic bonus to Melee, Ranged, and Universal Spell Power
  104. Nightshade VenomIcon tooltip.pngNightshade 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.
  105. NightsingerIcon tooltip.pngNightsinger: 5% Chance On Sonic Spell Hit: Target is Blinded for 6 Seconds.
  106. NimblenessIcon tooltip.pngNimbleness: A suit of armor that has this property has its armor check penalty reduced by 2.
  107. Occasional OvercoolingIcon tooltip.pngOccasional 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.
  108. OccultationIcon tooltip.pngOccultation: Decreases all threat generated by 20%.
  109. Orlassk's PrisonIcon tooltip.pngOrlassk'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.
  110. OverfocusIcon tooltip.pngOverfocus: This item helps you focus your attention, but it makes you somewhat oblivious to your surroundings, causing a -10 penalty to Search and Spot.
  111. ParalyzingIcon tooltip.pngParalyzing: 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.
  112. Path of the Guarding StoneIcon tooltip.pngPath 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.
  113. PolycurseIcon tooltip.pngPolycurse: 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.
  114. Power DrainIcon tooltip.pngPower Drain: You lose 30 maximum spell points (or up to 60 if you are a Sorcerer or Favored Soul).
  115. Power StoreIcon tooltip.pngPower Store: All spells cast while holding this item receive an enhancement bonus of -10% spell point cost.
  116. Protection from EvilIcon tooltip.pngProtection from Evil: Passive: You gain the benefit of the spell Protection from Evil.
  117. Radiant GloryIcon tooltip.pngRadiant Glory: On Harmful Spellcast: Do an additional 4 to 24 Light Damage.
  118. Raging FocusIcon tooltip.pngRaging Focus: While Raged, +4 Rage Bonus to Saves vs. Enchantments.
  119. RebellionIcon tooltip.pngRebellion: 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.
  120. RegenerationIcon tooltip.pngRegeneration: Causes the wearer to regenerate 1 hit point a minute using positive energy.
  121. Repair SystemsIcon tooltip.pngRepair Systems: This item gradually repairs constructs and living constructs.
  122. RoarIcon tooltip.pngRoar: 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.
  123. Rock ShatteringIcon tooltip.pngRock 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.
  124. Runic RevitalizationIcon tooltip.pngRunic 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.
  125. Secret Door DetectionIcon tooltip.pngSecret Door Detection: This item will automatically reveal secret doors with a DC of 20 or less.
  126. Shadow SpikeIcon tooltip.pngShadow Spike: On Damage: Do an additional 2 to 12 Negative Energy damage.
  127. Single-MindednessIcon tooltip.pngSingle-Mindedness: -2 DCs on your enchantment spells.
  128. SiroccoIcon tooltip.pngSirocco: 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.
  129. SlowburstIcon tooltip.pngSlowburst: A critical hit with this weapon, the target is Slowed for 30 seconds (Will save DC 15 Negates).
  130. Soul EatingIcon tooltip.pngSoul 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.
  131. SoundproofIcon tooltip.pngSoundproof: Protects against stunning, dazing and disorientation from sound-based spells such as Soundburst and Greater Shout.
  132. SpikedIcon tooltip.pngSpiked: This weapon is studded with vicious spikes, causing it to deal piercing damage in addition to its normal damage types.
  133. SpikedIcon tooltip.pngSpiked: On Damage: 10% chance of dealing an additional 10d6 Piercing Damage.
  134. Staggering BlowIcon tooltip.pngStaggering 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.
  135. Stealth StrikeIcon tooltip.pngStealth Strike: Reduces the threat generated by ranged attacks and spells by 15%.
  136. StenchIcon tooltip.pngStench: Weapons with this property create a near paralyzing stench. On critical hits the target becomes nauseated, severly slowing its movement rate.
  137. Stone PawsIcon tooltip.pngStone Paws: In Animal Form, Gain +2[W] and DR 15/Adamantine.
  138. Stone PrisonIcon tooltip.pngStone 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.
  139. Superior NimblenessIcon tooltip.pngSuperior 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.
  140. Swim like a FishIcon tooltip.pngSwim 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.
  141. Symbiotic BacklashIcon tooltip.pngSymbiotic 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.
  142. Symbiotic FlexibilityIcon tooltip.pngSymbiotic 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.
  143. Taint of ChaosIcon tooltip.pngTaint of Chaos: Lawful aligned characters equipping this item suffer a temporary negative level until the item is removed.
  144. Taint of EvilIcon tooltip.pngTaint of Evil: Good aligned characters equipping this item suffer a temporary negative level until the item is removed.
  145. TelekineticIcon tooltip.pngTelekinetic: 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.
  146. Tendon Slice 3%Icon tooltip.pngTendon Slice 3%: This effect gives a 3% chance to Hamstring the target for each attack that does damage.
  147. Tet-zik, The Enlightened ChangeIcon tooltip.pngTet-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.)
  148. ThunderclapIcon tooltip.pngThunderclap: Upon a natural 20 on an attack roll, which is confirmed as a critical hit, the target may suffer the following conditions: Stunned, Knockdown.
  149. Touch of ImmortalityIcon tooltip.pngTouch 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.
  150. Transform Kinetic EnergyIcon tooltip.pngTransform 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.
  151. TreasonIcon tooltip.pngTreason: This item reduces the threat generated by melee damage by 20%.
  152. TwilightIcon tooltip.pngTwilight: 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%.
  153. UnbalancingIcon tooltip.pngUnbalancing: 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.
  154. UndersunIcon tooltip.pngUndersun: 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.
  155. VampirismIcon tooltip.pngVampirism: 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.
  156. Vengeful FuryIcon tooltip.pngVengeful Fury: On Taking Damage: Gain a 12% Enhancement Bonus to Doublestrike and a +4 Rage Bonus to your Attack Bonus.
  157. VengefulIcon tooltip.pngVengeful: 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.
  158. Weaken ConstructIcon tooltip.pngWeaken 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.
  159. Weaken UndeadIcon tooltip.pngWeaken 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.
  160. Wild FrenzyIcon tooltip.pngWild 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.
  161. Wondrous CraftsmanshipIcon tooltip.pngWondrous Craftsmanship: This item's enchantments are more powerful than is normal for an item of this level. (+2 Total Enhancement Value.)
  1. Acidic ReapingIcon tooltip.pngAcidic 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.
  2. Alchemical ConservationIcon tooltip.pngAlchemical 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.
  3. AnchoringIcon tooltip.pngAnchoring: This item grants its wearer immunity to effects that are time based or involve planar displacement.
  4. AnthemIcon tooltip.pngAnthem: When equipped by a character with Bard levels, this item begins to hum an inspiring tune. Your bard songs regenerate slowly over time.
  5. Angelic GraceIcon tooltip.pngAngelic 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.
  6. Anti-Magic RunesIcon tooltip.pngAnti-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.
  7. Antimagic SpikeIcon tooltip.pngAntimagic 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.
  8. Renamed to Assassinate
  9. Auto-RepairIcon tooltip.png Auto-Repair: This item has a small percentage chance to cast a Repair Moderate Damage spell on you when you take damage.
  10. Battle-ScarredIcon tooltip.pngBattle-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.
  11. Blinding EmbersIcon tooltip.png 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.
  12. Blood RageIcon tooltip.pngBlood 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.
  13. BodyfeederIcon tooltip.pngBodyfeeder: Whenever a bodyfeeder weapon you wield scores a critical hit, you gain 15 temporary hit points that last for up to 1 minute.
  14. Cannith Combat InfusionIcon tooltip.pngCannith 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.
  15. Chaotic CurseIcon tooltip.pngChaotic 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.
  16. Clever StrikeIcon tooltip.pngClever 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).
  17. Combat Mastery +1Icon tooltip.png 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.
  18. Confounding EnchantmentIcon tooltip.pngConfounding Enchantment: The shifting nature of the magic that enchants this ring makes the effect hard to determine.
  19. Craftable (+3)Icon tooltip.pngCraftable (+3): This item can be enhanced via Cannith Crafting.
  20. CripplingIcon tooltip.pngCrippling: 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%
  21. Curse VectorIcon tooltip.pngCurse 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.
  22. Demonic CurseIcon tooltip.png Demonic Curse: Each time you are hit in melee combat there is a chance that your attacker will be Cursed.
  23. Demonic MightIcon tooltip.pngDemonic Might: This item gives the wearer the power of a demon, granting a +2 Profane bonus to Strength.
  24. Demonic RetributionIcon tooltip.pngDemonic 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.
  25. Demonic ShieldIcon tooltip.png 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.
  26. Druidic Survival MasteryIcon tooltip.pngDruidic Survival Mastery: While in Wild Shape, you receive a Primal bonus to damage equal to half the number of Wilderness Lore feats you have.
  27. EarthgrabIcon tooltip.pngEarthgrab: 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.
  28. Eidolon SummonsIcon tooltip.pngEidolon 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.
  29. ElasticityIcon tooltip.pngElasticity: 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.
  30. Elemental ManipulationIcon tooltip.pngElemental Manipulation: This item provides a +90 Equipment bonus to your Acid, Cold, Electric, and Fire Spell Power.
  31. Elemental Spell PowerIcon tooltip.pngElemental 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.
  32. Embrace of the Spider QueenIcon tooltip.pngEmbrace 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.
  33. Energy Siphon XIIcon tooltip.pngEnergy Siphon XI: On Hit: Gain 55 Temporary Spellpoints which last for up to 1 minute. This effect can trigger at most once per minute.
  34. EnervationIcon tooltip.pngEnervation: 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.
  35. Enhanced Ki +1Icon tooltip.pngEnhanced Ki +1: Increases the rate at which the user gains ki with each successful attack.
  36. Epic Freezing IceIcon tooltip.pngEpic 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.
  37. Epic NimblenessIcon tooltip.pngEpic 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.
  38. Epic TelekineticIcon tooltip.pngEpic 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.
  39. Epic Trap the SoulIcon tooltip.pngEpic 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.
  40. EtherealIcon tooltip.pngEthereal: Equipping this item causes your hands and weapons to become partially incorporeal. Your melee attacks do not roll a miss chance for Incorporeal targets.
  41. Renamed to Insightful Combat Mastery (see below)
  42. Extra Smites 2Icon tooltip.pngExtra Smites 2: +2 Smite Evil uses per rest. Smite Evil uses regenerate 10% faster.
  43. FaithIcon tooltip.pngFaith: Holy power infuses this item, providing damage reduction 5/evil.
  44. FearsomeIcon tooltip.pngFearsome: This item causes those who strike the user to be overcome with terror, as from the Fear spell.
  45. Feeds Off MadnessIcon tooltip.pngFeeds 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.
  46. Felling the OakIcon tooltip.pngFelling 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.
  47. Fire Shield (Cold)Icon tooltip.pngFire 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.
  48. Fire Shield (Hot)Icon tooltip.pngFire 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.
  49. FleshmakerIcon tooltip.pngFleshmaker: 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.
  50. Freezing IceIcon tooltip.png 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.
  51. From The ShadowsIcon tooltip.pngFrom The Shadows: On Being Missed in Combat: Chance to do 10 to 60 Negative Energy Damage to the Attacker.
  52. Glass Jaw StrikeIcon tooltip.pngGlass 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.
  53. Greater Arcane Casting DexterityIcon tooltip.pngGreater Arcane Casting Dexterity: This ability reduces the arcane spell failure chance by -15%.
  54. Greater Auto-RepairIcon tooltip.pngGreater Auto-Repair: This item has a small percentage chance to cast a Reconstruct spell on you when you take damage.
  55. Greater DispellingIcon tooltip.pngGreater 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.
  56. Greater Elemental Spell PowerIcon tooltip.pngGreater 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.
  57. Greater HeroismIcon tooltip.pngGreater Heroism: Passive: +4 morale bonus to all your attack rolls, saving throws, and skill checks.
  58. Greater NimblenessIcon tooltip.pngGreater 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.
  59. Greater RegenerationIcon tooltip.pngGreater Regeneration: This item is imbued with an undeniable goodness that freely flows outward in a pleasant palpable current, constantly healing the wearer over time.
  60. Greater SiroccoIcon tooltip.pngGreater 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.
  61. Greater Stone PrisonIcon tooltip.pngGreater 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.
  62. Greater TelekineticIcon tooltip.pngGreater 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.
  63. Greater TwilightIcon tooltip.pngGreater 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%.
  64. GuardbreakingIcon tooltip.pngGuardbreaking: 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.
  65. Halcyon MindIcon tooltip.pngHalcyon 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.
  66. Hardened Exterior 1Icon tooltip.pngHardened Exterior 1: You gain a +1 profane bonus to AC.
  67. Healers BountyIcon tooltip.pngHealers Bounty: This shield has a small percentage chance to cast a Heal spell on you when you take damage.
  68. Heroic InspirationIcon tooltip.pngHeroic 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.
  69. HeroismIcon tooltip.pngHeroism: Passive: +2 morale bonus to all your attack rolls, saving throws, and skill checks.
  70. Holding OnIcon tooltip.pngHolding On: Your range of unconsciousness extends by 40 hitpoints.
  71. Improved Auto-RepairIcon tooltip.pngImproved Auto-Repair: This item has a small percentage chance to cast a Repair Serious Damage spell on you when you take damage.
  72. Improved Demonic ShieldIcon tooltip.pngImproved 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.
  73. Improved ParalyzingIcon tooltip.pngImproved 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.
  74. Improved Quelling StrikesIcon tooltip.pngImproved 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).
  75. Improved RegenerationIcon tooltip.pngImproved Regeneration: This item is imbued with an undeniable goodness that flows outward like a gentle breeze, slowly healing the wearer over time.
  76. Improved SlowburstIcon tooltip.pngImproved 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.
  77. Insightful Combat Mastery +5Icon tooltip.pngInsightful 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.
  78. Inspiring EchoesIcon tooltip.pngInspiring 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).
  79. Jet PropulsionIcon tooltip.pngJet 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)
  80. Knee CrackerIcon tooltip.pngKnee Cracker: On Hit: 15% chance to slow 25% (No Save) for 5 sec (non-bosses only).
  81. Lesser Action Boost EnhancementIcon tooltip.pngLesser 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.
  82. Lesser Arcane Casting DexterityIcon tooltip.pngLesser Arcane Casting Dexterity: This ability reduces the arcane spell failure chance by -5%.
  83. Lesser Freezing IceIcon tooltip.pngLesser 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.
  84. Lesser HeroismIcon tooltip.pngLesser Heroism: Passive: +1 morale bonus to all your attack rolls, saving throws, and skill checks.
  85. Lesser RegenerationIcon tooltip.pngLesser Regeneration: This item is imbued with an undeniable goodness that slowly heals the wearer over time.
  86. Lesser VampirismIcon tooltip.pngLesser 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.
  87. Life ShieldIcon tooltip.pngLife 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.
  88. Litany of the Dead - Ability BonusIcon tooltip.pngLitany 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.
  89. Litany of the Dead - Combat BonusIcon tooltip.pngLitany 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.
  90. Litany of the Dead II - Ability BonusIcon tooltip.pngLitany 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.
  91. Litany of the Dead II - Combat BonusIcon tooltip.pngLitany 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.
  92. Magical Efficiency 5%Icon tooltip.pngMagical Efficiency 5%: You take a 5% Enhancement discount to the Spell Point cost of your spells.
  93. Magical NullIcon tooltip.pngMagical 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.
  94. No longer used
  95. No longer used
  96. Medusa FuryIcon tooltip.pngMedusa 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.
  97. Metal FatigueIcon tooltip.pngMetal 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.
  98. Mind DrainIcon tooltip.pngMind Drain: This item reduces your maximum spell points by 5% while equipped.
  99. Mind TurbulenceIcon tooltip.pngMind Turbulence: This item fills your mind with chaos, disrupting your thoughts and causing a -10 Concentration penalty.
  100. Minor Freezing IceIcon tooltip.pngMinor 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.
  101. Mortal StrikeIcon tooltip.pngMortal 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).
  102. Grouped into Named item
  103. Grouped into Named item
  104. Nightshade VenomIcon tooltip.pngNightshade 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.
  105. NightsingerIcon tooltip.pngNightsinger: 5% Chance On Sonic Spell Hit: Target is Blinded for 6 Seconds
  106. No longer used
  107. Occasional OvercoolingIcon tooltip.pngOccasional 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).
  108. OccultationIcon tooltip.pngOccultation: 20% Enhancement bonus to Decreased threat generated from all damage.
  109. Orlassk's PrisonIcon tooltip.pngOrlassk'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.
  110. OverfocusIcon tooltip.pngOverfocus: This item helps you focus your attention, but it makes you somewhat oblivious to your surroundings, causing a -10 penalty to Search and Spot.
  111. ParalyzingIcon tooltip.pngParalyzing: 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.
  112. Path of the Guarding StoneIcon tooltip.pngPath 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.
  113. PolycurseIcon tooltip.pngPolycurse: 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.
  114. Power DrainIcon tooltip.pngPower 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).
  115. Power StoreIcon tooltip.pngPower 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.
  116. Protection from EvilIcon tooltip.pngProtection from Evil: Passive: You gain the benefit of the spell Protection from Evil.
  117. Radiant GloryIcon tooltip.pngRadiant Glory: On Harmful Spellcast: Do an additional 4 to 24 Light damage. This effect scales with Light Spell Power. Cooldown: 1 second.
  118. Raging FocusIcon tooltip.pngRaging Focus: While Raged, +4 Rage Bonus to Saves vs. Enchantments.
  119. RebellionIcon tooltip.pngRebellion: 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.
  120. RegenerationIcon tooltip.png Regeneration: Causes the wearer to regenerate 1 hit point a minute using positive energy.
  121. Repair SystemsIcon tooltip.pngRepair Systems: This item gradually repairs constructs and living constructs.
  122. RoarIcon tooltip.pngRoar: 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.
  123. Rock ShatteringIcon tooltip.pngRock 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.
  124. Runic RevitalizationIcon tooltip.pngRunic 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.
  125. Secret Door DetectionIcon tooltip.pngSecret Door Detection: This item will automatically reveal secret doors with a DC of 20 or less.
  126. Shadow SpikeIcon tooltip.pngShadow Spike: On Damage: Do an additional 2 to 12 Negative Energy damage.
  127. Single-MindednessIcon tooltip.pngSingle-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.
  128. SiroccoIcon tooltip.png 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.
  129. SlowburstIcon tooltip.png 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.
  130. Soul EatingIcon tooltip.pngSoul 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.
  131. SoundproofIcon tooltip.pngSoundproof: Protects against stunning, dazing and disorientation from sound-based spells such as Soundburst and Greater Shout.
  132. SpikedIcon tooltip.pngSpiked: This weapon is studded with vicious spikes, causing it to deal piercing damage in addition to its normal damage types.
  133. SpikedIcon tooltip.pngSpiked: On Damage: 10% chance of dealing an additional 10d6 Piercing Damage.
  134. Staggering BlowIcon tooltip.pngStaggering 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.
  135. Stealth StrikeIcon tooltip.pngStealth Strike: Reduces the threat generated by ranged attacks and spells by 15%.
  136. StenchIcon tooltip.pngStench: This weapon creates a near paralyzing stench. On critical hits the target becomes nauseous, severely slowing its movement rate.
  137. Stone PawsIcon tooltip.pngStone Paws: In Animal Form, Gain +2[W] and DR 15/Adamantine.
  138. Stone PrisonIcon tooltip.pngStone 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.
  139. Superior NimblenessIcon tooltip.pngSuperior 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.
  140. Swim like a FishIcon tooltip.pngSwim 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.
  141. Symbiotic BacklashIcon tooltip.pngSymbiotic 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.
  142. Symbiotic FlexibilityIcon tooltip.pngSymbiotic 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.
  143. Taint of ChaosIcon tooltip.pngTaint of Chaos: Lawful aligned characters equipping this item suffer a temporary negative level until the item is removed.
  144. Taint of EvilIcon tooltip.pngTaint of Evil: Good aligned characters equipping this item suffer a temporary negative level until the item is removed.
  145. TelekineticIcon tooltip.png Telekinetic: Targets that suffer a critical hit from a Telekinetic weapon must make a DC 17 Balance check or be knocked down.
  146. Tendon Slice +3Icon tooltip.png Tendon Slice +3: On Hit: 6% chance to slow target's movement by 50% for 3 seconds.
  147. See T:MonkEffect (template doesn't fit)
  148. ThunderclapIcon tooltip.pngThunderclap: 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.
  149. Touch of ImmortalityIcon tooltip.pngTouch 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.
  150. Transform Kinetic EnergyIcon tooltip.pngTransform 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.
  151. TreasonIcon tooltip.pngTreason: This item reduces the threat generated by melee damage by 20%.
  152. TwilightIcon tooltip.png 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%.
  153. UnbalancingIcon tooltip.pngUnbalancing: 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.
  154. UndersunIcon tooltip.pngUndersun: 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.
  155. VampirismIcon tooltip.png 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.
  156. Vengeful FuryIcon tooltip.pngVengeful Fury: On Taking Damage: Gain a 12% Enhancement Bonus to Doublestrike and a +4 Rage Bonus to your Attack Bonus.
  157. VengefulIcon tooltip.pngVengeful: 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.
  158. Weaken ConstructIcon tooltip.pngWeaken 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.
  159. Weaken UndeadIcon tooltip.pngWeaken 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.
  160. Wild FrenzyIcon tooltip.pngWild 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.
  161. Wondrous CraftsmanshipIcon tooltip.pngWondrous Craftsmanship: This item's enchantments are more Powerful than is normal for an item of this level.
    (+2 Total Enhancement Value.)
  1. Category:Acidic Reaping items
  2. Category:Alchemical Conservation items
  3. Category:Anchoring items
  4. Category:Anthem items
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  6. Category:Anti-Magic Runes items
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  64. Category:Guardbreaking items
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  66. Category:Hardened Exterior items
  67. Category:Healers Bounty items
  68. Category:Heroic Inspiration items
  69. Category:Heroism items
  70. Category:Holding On items
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  72. Category:Improved Demonic Shield items
  73. Category:Improved Paralyzing items
  74. Category:Improved Quelling Strikes items
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  76. Category:Improved Slowburst items
  77. Category:Insightful Combat Mastery items
  78. Category:Inspiring Echoes items
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  80. Category:Knee Cracker items
  81. Category:Lesser Action Boost Enhancement items
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  83. Category:Lesser Freezing Ice items
  84. Category:Lesser Heroism items
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  86. Category:Lesser Vampirism items
  87. Category:Life Shield items
  88. Category:Litany of the Dead - Ability Bonus items
  89. Category:Litany of the Dead - Combat Bonus items
  90. Category:Litany of the Dead II - Ability Bonus items
  91. Category:Litany of the Dead II - Combat Bonus items
  92. Category:Magical Efficiency items
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  94. Category:Masterwork items
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  128. Category:Sirocco items
  129. Category:Slowburst items
  130. Category:Soul Eating items
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  139. Category:Superior Nimbleness items
  140. Category:Swim like a Fish items
  141. Category:Symbiotic Backlash items
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  143. Category:Taint of Chaos items
  144. Category:Taint of Evil items
  145. Category:Telekinetic items
  146. Category:Tendon Slice items
  147. No category in use
  148. Category:Thunderclap items
  149. Category:Touch of Immortality items
  150. Category:Transform Kinetic Energy items
  151. Category:Treason items
  152. Category:Twilight items
  153. Category:Unbalancing items
  154. Category:Undersun items
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  156. Category:Vengeful Fury items
  157. Category:Vengeful items
  158. Category:Weaken Construct items
  159. Category:Weaken Undead items
  160. Category:Wild Frenzy items
  161. Category:Wondrous Craftsmanship items
Effect Standalone? Category

CODING

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