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Update 14 named items
- Update 5
- Update 6
- Update 7
- Update 8
- Update 9
- Update 10
- Update 11
- Update 12
- Update 13
- Update 14 (MotU)
- Update 15
- Update 16
- Update 17 (text only)
- Update 18
- Update 19 (Shadowfell)
- Update 20
- Update 21
- Update 22
- Update 23
- Update 24
- Update 25
- Update 26
- Update 27
- Update 28
- Update 29
- Update 29
- Update 30
- Update 31
- Update 32
- Update 33
- Update 34
- Update 35
- Update 36
- Update 37 (Ravenloft)
- Update 38
- Update 39
- Update 40
- Update 41
- Update 42 (Sharn)
- Update 43
- Update 44
Note:
- The list is quite large here, please note the list is sorted by the following order.
- Forgotten Realms contents, in the order of storyline
- Forgotten Realms contents, collectable turn-ins
- Eberron contents, by the general level of the contents
- Other generic stuff
- (not really a named item but, ) newly added random prefixes and suffixes
- Many update 14 items have random components in them.
- For a list of random ability bonuses found on U14 items see this chart.
Contents
- 1 Eveningstar & The King's Forest (Forgotten Realms intro areas)
- 2 The Underdark/Sschindylryn (Forgotten Realms wilderness area)
- 3 The Demonweb (extraplanar Forgotten Realms area)
- 4 Caught in the Web (raid)
- 5 Eveningstar Commendation Turn-Ins
- 6 Eveningstar Challenges
- 7 Korthos (Eberron)
- 8 Three-Barrel Cove (heroic)
- 9 Ruins of Gianthold
- 10 Pet Certificates
- 11 Set Item Bonus Descriptions
- 12 New Named-loot only special item effects descriptions
- 13 New item enchantments
Eveningstar & The King's Forest (Forgotten Realms intro areas)[edit]
The King's Forest Explorer Area - Rare Encounters[edit]
(See below for turn-in rewards)
- Commendation: Clerics of Amaunator
- Commendation: Druids of the King's Forest
- Commendation: Purple Dragon Knights
- Commendation: Villagers of Eveningstar
- Commendation: War Wizards
Impossible Demands[edit]
- Sacrificial Dagger - Dagger: 2[1d4], +6, Poison Burst
Poison Burst: This weapon is dripping with poison, and deals 1 to 6 poison damage each hit. Critical hits deal an additional 1 to 10 poison damage for weapons with a x2 critical multiplier, 2 to 20 for a x3 multiplier and 3 to 30 for a x4 multiplier., Random Enchantment (Constitution Poison, Virulent or Dexterity Poison, Virulent or Strength Poison, Virulent), Negative Energy Spike
Negative Energy Spike: This weapon is pulsating with negative energy. It deals an extra 2 to 12 points of negative energy damage on a successful hit., Life Stealing, Lesser Vampirism [ML:20,BtCoE]
The Lost Thread[edit]
- Ancient Gemstone - Docent: (Adamantine Body +20 / Mithral Body +9 / Composite Plating +3) +6, Constitution +7, Resistance +6, Good Luck +2 [ML:20, BTAoA] (Chest Loot: End Chest) (upgradeable to add Eveningstar item set effects)
- Archaic Device - Runearm: Force Shot, Max Charge Tier V, Rune Arm Imbue: Force IV, Potency +60, Protection +6, Elemental Absorption 5% [ML:20, BTCoA] (Chest Loot: End Chest)
The Unquiet Graves[edit]
- Grave Wrappings - Handwraps: +6, Entropic
Entropic: An entropic weapon crackles with a sinister energy that seeks to unmake anything it contacts. When it strikes a target, they take an extra 2 to 12 points of untyped damage., Soul Eating, Improved Destruction, Stunning +10, Taint of Evil [ML:20,BtCoE] (Chest Loot: End Chest)
- Pale Rod - Club: 2[1d6], +6, +18 Universal Spell Power, Nullification +90, Superior Void Lore, Improved Light Resistance [ML:20,BtCoE] (Chest Loot: End Chest)
The Battle for Eveningstar[edit]
- Drow Piwafwi - Cloak: Hide +15, Move Silently +15, Invisibility Guard, Sneak Attack Bonus +5 [ML:20]
- Drow Smoke Goggles - Goggles: Blindness Immunity, Manslayer, Seeker +6, Spot -5 [ML:20] (Chest Loot: End Chest)
Don't Drink the Water[edit]
- Flawless Green Dragon Scale [Unbound Since Patch] (Chest Loot: End Chest)
The Underdark/Sschindylryn (Forgotten Realms wilderness area)[edit]
The House of Broken Chains[edit]
- Seal of House Avithoul - Ring: Random Ability Bonus ( Dexterity +7
Dexterity +7: This item makes the wearer more nimble and dexterous, granting a +7 enhancement bonus to Dexterity., Insightful Dexterity +2
Insightful Dexterity +2: This item makes the wearer more nimble and dexterous, granting a +2 insight bonus to Dexterity., Wisdom +7
Wisdom +7: This item makes the wearer more in tune with her surroundings, granting a +7 enhancement bonus to Wisdom. or Insightful Wisdom +2
Insightful Wisdom +2: This item makes the wearer more in tune with her surroundings, granting a +2 insight bonus to Wisdom.), Sneak Attack Bonus +5, Exceptional Sneak Attack Bonus +3, Improved Deception [ML:21] (Chest Loot: Matron Chest)
- Slaver's Hand Crossbow - Repeating Light Crossbow: 2[1d8]+6, Poison Burst
Poison Burst: This weapon is dripping with poison, and deals 1 to 6 poison damage each hit. Critical hits deal an additional 1 to 10 poison damage for weapons with a x2 critical multiplier, 2 to 20 for a x3 multiplier and 3 to 30 for a x4 multiplier., Bleed
Bleed: This weapon is cruelly sharp and will do an additional 1 to 8 damage to targets that are vulnerable to bleeding., Nightshade Venom, Exceptional Sneak Attack Bonus +3, Constitution Poison (Virulent) [ML:21,BtCoE] (Chest Loot: End Chest)
- Icerazor - Sickle: 2[1d6]+6, Spellcasting Implement +18, Glaciation +102, Major Ice Lore, Slicing
Slicing: This weapon is incredibly sharp and will do an additional 1 to 4 damage to targets that are vulnerable to bleeding., Icy Burst
Icy Burst: This weapon is sheathed in icy cold. The weapon deals an extra 1 to 6 cold damage each hit. In addition, critical hits deal an additional 1 to 10 cold damage for weapons with a x2 critical multiplier, 2 to 20 for a x3 critical multiplier and 3 to 30 for a x4 multiplier., Freezing Ice [ML:21,BtCoE] (Chest Loot: End Chest)
The House of Death Undone[edit]
- Staff of the Necromancer - Quarterstaff: 2[1d6]+6, +18 Spellcasting Implement, Potency +68, Nullification +102, Spell Penetration IX, Lesser Arcane Augmentation IX, Major Necromancy Focus [ML:21, BtCoE] (Chest Loot: End Chest)
- Holy Symbol of Lolth - Trinket: Spellcasting Implement +15, Nullification +102, Radiance +102, Impulse +102, Exceptional Charisma +1, Exceptional Wisdom +1, Embrace of the Spider Queen [ML:21, BtCoE] (Chest Loot: Matron's Daughter Chest)
- Seal of House Szind - Ring: Random Ability Bonus ( Charisma +7
Charisma +7: This item makes the wearer have more flair, granting a +7 enhancement bonus to Charisma., Insightful Charisma +2
Insightful Charisma +2: This item makes the wearer have more flair, granting a +2 insight bonus to Charisma., Intelligence +7
Intelligence +7: This item focuses the power of the wearer's mind, granting a +7 enhancement bonus to Intelligence. or Insightful Intelligence +2
Insightful Intelligence +2: This item focuses the power of the wearer's mind, granting a +2 insight bonus to Intelligence.), Potency +68, Wizardry IX [ML:21, BtCoE] (Chest Loot: Matron Chest)
The House of Rusted Blades[edit]
- Seal of House Dun'Robar - Ring: One Random Ability Bonus: ( Constitution +7
Constitution +7: This item gives the wearer improved health, granting a +7 enhancement bonus to Constitution., Insightful Constitution +2
Insightful Constitution +2: This item gives the wearer improved health, granting a +2 insight bonus to Constitution., Strength +7
Strength +7: This item gives the wearer the power of Ogre Strength, granting a +7 enhancement bonus to Strength. or Insightful Strength +2
Insightful Strength +2: This item gives the wearer the power of Ogre Strength, granting a +2 insight bonus to Strength.), Dodge +4%, One Random Tactics Bonus (Exceptional Combat Mastery +5, Shatter +10
Shatter +10: This effect gives a +10 enhancement bonus to the DC to resist the character's Sunder and Improved sunder attempts., Stunning +10
Stunning +10: +10 Enhancement bonus to the DC of character's Stunning Blow and Stunning Fist attempts., Vertigo +10
Vertigo +10: This effect gives a +10 Enhancement bonus to the DC to resist the character's Trip and Improved Trip attempts. or Tendon Slice +10) [ML:21,BtCoE] (Matron Chest)
- Drow X of the Weapon Master - +6 Weapons with a +1 Expanded critical threat, Triple base weapon damage (3W), Maiming
Maiming: This weapon has a twisted haft or grip and spikes along its blade, head, or point. Whenever you score a critical hit with this weapon it deals an amount of extra untyped damage depending on its critical multiplier: x2 - 1 to 6, x3 - 2 to 12, x4 - 3 to 18. and One Random Tactics Bonus (Exceptional Combat Mastery +5, Shatter +10
Shatter +10: This effect gives a +10 enhancement bonus to the DC to resist the character's Sunder and Improved sunder attempts., Stunning +10
Stunning +10: +10 Enhancement bonus to the DC of character's Stunning Blow and Stunning Fist attempts., Vertigo +10
Vertigo +10: This effect gives a +10 Enhancement bonus to the DC to resist the character's Trip and Improved Trip attempts. or Tendon Slice +10). These are named items, and thus cannot be Cannith crafted. [ML:21,BtCoE] (End chest)
Known types they can appear in:
- Drow Dagger of the Weapon Master
- Drow Light Mace of the Weapon Master
- Drow Quarterstaff of the Weapon Master
- Drow Longsword of the Weapon Master
- Drow Shortsword of the Weapon Master
- Drow Rapier of the Weapon Master
- Drow Khopesh of the Weapon Master
- Drow Maul of the Weapon Master
- Drow Warhammer of the Weapon Master
- Drow Greataxe of the Weapon Master
- Drow Bastard Sword of the Weapon Master
- Drow Scimitar of the Weapon Master
- Duergar Waraxe of the Weapon Master (Obviously a Drow Dwarven Axe wouldn't make sense, so its a Duergar one.)
- Notes: Related bugs causing ml0 Drow Weapons and doubly powerful seals have been fixed retroactive as of U15. If you have a pre patch version, you may need to put it in your main inventory, then re-log in order for it's new stats to appear.
The Portal Opens[edit]
- Blade of the High Priestess - Dagger: 2[1d4]+6, Spellcasting Implement +18, Potency +72, Improved Paralyzing, Wisdom (Damages Wisdom), Wounding, Slay Living [ML:21,BtCoE] (Chest Loot: The Portal Opens)
The Demonweb (extraplanar Forgotten Realms area)[edit]
Trial by Fury[edit]
- Hide of the Goristro - Leather Armor: +6, Random Ability Bonus ( Constitution +8
Constitution +8: This item gives the wearer improved health, granting a +8 enhancement bonus to Constitution., Insightful Constitution +3
Insightful Constitution +3: This item gives the wearer improved health, granting a +3 insight bonus to Constitution., Dexterity +8
Dexterity +8: This item makes the wearer more nimble and dexterous, granting a +8 enhancement bonus to Dexterity., Insightful Dexterity +3
Insightful Dexterity +3: This item makes the wearer more nimble and dexterous, granting a +3 insight bonus to Dexterity., Strength +8
Strength +8: This item gives the wearer the power of Ogre Strength, granting a +8 enhancement bonus to Strength. or Insightful Strength +3
Insightful Strength +3: This item gives the wearer the power of Ogre Strength, granting a +3 insight bonus to Strength.), Toughness, Rough Hide, Melee Alacrity 10%, Random Tactics Bonus (Shatter +10
Shatter +10: This effect gives a +10 enhancement bonus to the DC to resist the character's Sunder and Improved sunder attempts., Stunning +10
Stunning +10: +10 Enhancement bonus to the DC of character's Stunning Blow and Stunning Fist attempts., Vertigo +10
Vertigo +10: This effect gives a +10 Enhancement bonus to the DC to resist the character's Trip and Improved Trip attempts. or Tendon Slice +10) [ML:22, BTCoE] (Grulemith Chest)
- Planar Focus of Subterfuge - Trinket: Random Ability Bonus ( Dexterity +8
Dexterity +8: This item makes the wearer more nimble and dexterous, granting a +8 enhancement bonus to Dexterity., Insightful Dexterity +3
Insightful Dexterity +3: This item makes the wearer more nimble and dexterous, granting a +3 insight bonus to Dexterity., Intelligence +8
Intelligence +8: This item focuses the power of the wearer's mind, granting a +8 enhancement bonus to Intelligence., Insightful Intelligence +3
Insightful Intelligence +3: This item focuses the power of the wearer's mind, granting a +3 insight bonus to Intelligence., Wisdom +8
Wisdom +8: This item makes the wearer more in tune with her surroundings, granting a +8 enhancement bonus to Wisdom., Insightful Wisdom +3
Insightful Wisdom +3: This item makes the wearer more in tune with her surroundings, granting a +3 insight bonus to Wisdom.), Planar Focus: Subterfuge Set Bonus [ML:22, BtCoE] (Chest Loot: Grulemith Chest, Bottom Chest)
- Spidersilk Robes - Robe: Random Ability Bonus ( Charisma +8
Charisma +8: This item makes the wearer have more flair, granting a +8 enhancement bonus to Charisma., Insightful Charisma +3
Insightful Charisma +3: This item makes the wearer have more flair, granting a +3 insight bonus to Charisma., Intelligence +8
Intelligence +8: This item focuses the power of the wearer's mind, granting a +8 enhancement bonus to Intelligence. or Insightful Intelligence +3
Insightful Intelligence +3: This item focuses the power of the wearer's mind, granting a +3 insight bonus to Intelligence.), Armor Bonus +9, Potency, Wizardry IX, Resistance +6, Concentration +15, Toughness [ML:22] (Chest Loot: Shufarix, Cixir, Choazz and Tsirrik Chests)
- Stone Heart - Docent: (Adamantine Body +21 / Mithral Body +10 / Composite Plating +4) +6, Random Ability Bonus ( Ability +8
Ability +8: This item grants a +8 enhancement bonus to any one of the 6 ability statistics: strength (STR), dexterity (DEX), constitution (CON), intelligence (INT), wisdom (WIS) or charisma (CHA).), Resistance +6, Protection +6, Toughness [ML:22, BtCoE] (Chest Loot: Red Named Minibosses - Shufarix and Tsirrik )
The Deal and the Demon[edit]
- Planar Focus of Prowess - Trinket: Random Ability Bonus ( Constitution +8
Constitution +8: This item gives the wearer improved health, granting a +8 enhancement bonus to Constitution., Insightful Constitution +3
Insightful Constitution +3: This item gives the wearer improved health, granting a +3 insight bonus to Constitution., Dexterity +8
Dexterity +8: This item makes the wearer more nimble and dexterous, granting a +8 enhancement bonus to Dexterity., Insightful Dexterity +3
Insightful Dexterity +3: This item makes the wearer more nimble and dexterous, granting a +3 insight bonus to Dexterity., Strength +8
Strength +8: This item gives the wearer the power of Ogre Strength, granting a +8 enhancement bonus to Strength. or Insightful Strength +3
Insightful Strength +3: This item gives the wearer the power of Ogre Strength, granting a +3 insight bonus to Strength.), Planar Focus: Prowess Set Bonus [ML:22, BtCoE] (Chest Loot: End Chest)
- Spider-spun Caparison - Outfit: Random Ability Bonus ( Dexterity +8
Dexterity +8: This item makes the wearer more nimble and dexterous, granting a +8 enhancement bonus to Dexterity., Insightful Dexterity +3
Insightful Dexterity +3: This item makes the wearer more nimble and dexterous, granting a +3 insight bonus to Dexterity., Wisdom +8
Wisdom +8: This item makes the wearer more in tune with her surroundings, granting a +8 enhancement bonus to Wisdom. or Insightful Wisdom +3
Insightful Wisdom +3: This item makes the wearer more in tune with her surroundings, granting a +3 insight bonus to Wisdom.), Armor Bonus +9, Resistance +6, Enhanced Ki +1, Reinforced Fists, Concentration +15, Toughness [ML:22, BtCoE] (Chest Loot: Hidden Chest)
- Terrorweb Chitin Breastplate - Medium Armor: Armor Bonus +21, Random Ability Bonus ( Constitution +8
Constitution +8: This item gives the wearer improved health, granting a +8 enhancement bonus to Constitution., Insightful Constitution +3
Insightful Constitution +3: This item gives the wearer improved health, granting a +3 insight bonus to Constitution., Strength +8
Strength +8: This item gives the wearer the power of Ogre Strength, granting a +8 enhancement bonus to Strength., Insightful Strength +3
Insightful Strength +3: This item gives the wearer the power of Ogre Strength, granting a +3 insight bonus to Strength., Wisdom +8
Wisdom +8: This item makes the wearer more in tune with her surroundings, granting a +8 enhancement bonus to Wisdom. or Insightful Wisdom +3
Insightful Wisdom +3: This item makes the wearer more in tune with her surroundings, granting a +3 insight bonus to Wisdom.), Toughness, Superior Nimbleness, Resistance +6, Inherent Elemental Resistance 5 [ML:22, BtCoE] (Chest Loot: Hidden Chest)
Reclaiming the Rift[edit]
- Planar Focus of Erudition - Trinket: Random Ability Bonus ( Charisma +8
Charisma +8: This item makes the wearer have more flair, granting a +8 enhancement bonus to Charisma., Insightful Charisma +3
Insightful Charisma +3: This item makes the wearer have more flair, granting a +3 insight bonus to Charisma., Intelligence +8
Intelligence +8: This item focuses the power of the wearer's mind, granting a +8 enhancement bonus to Intelligence., Insightful Intelligence +3
Insightful Intelligence +3: This item focuses the power of the wearer's mind, granting a +3 insight bonus to Intelligence., Wisdom +8
Wisdom +8: This item makes the wearer more in tune with her surroundings, granting a +8 enhancement bonus to Wisdom. or Insightful Wisdom +3
Insightful Wisdom +3: This item makes the wearer more in tune with her surroundings, granting a +3 insight bonus to Wisdom.), Planar Focus: Erudition Set Bonus [ML:22, BtCoE] (Chest Loot: End Chest)
- Embrace of the Spider Queen - Plate Armor: +6, Random Ability Bonus ( Constitution +8
Constitution +8: This item gives the wearer improved health, granting a +8 enhancement bonus to Constitution., Insightful Constitution +3
Insightful Constitution +3: This item gives the wearer improved health, granting a +3 insight bonus to Constitution., Strength +8
Strength +8: This item gives the wearer the power of Ogre Strength, granting a +8 enhancement bonus to Strength. or Insightful Strength +3
Insightful Strength +3: This item gives the wearer the power of Ogre Strength, granting a +3 insight bonus to Strength.), Toughness, Proof Against Poison +6, Heavy Fortification, Exceptional Fortification (10%), DR5/- [ML:22, BtCoE] (Chest Loot: End Chest)
Caught in the Web (raid)[edit]
All weapons on this list are Bound to Character on Acquire, have 2.5 times the base damage, and ML 23. Many also have a better critical profile (expanded threat or increased multiplier).
- Agony, the Knife in the Dark - +7 Dagger
+7 Dagger: (2.50[2d4] 17-20/x2): A short, simple weapon with a pointed blade used for stabbing.: 2.5[2d4]. 17-20/x2 (Including Keen I
Keen I: Passive: The base critical threat range of this weapon is doubled. This does not stack with Improved Critical feat.), Entropic
Entropic: An entropic weapon crackles with a sinister energy that seeks to unmake anything it contacts. When it strikes a target, they take an extra 2 to 12 points of untyped damage., Hemorrhaging
Hemorrhaging: This weapon is viciously sharp and will do an additional 2 to 16 damage to targets that are vulnerable to bleeding., Disintegration
Disintegration: This weapon has a dark, insidious power deep within. Occasionally, this power lashes out violently at enemies and attempts to disintegrate them., Improved Deception Increased damage dice compared to normal daggers
- Antipode, Fist of the Horizon - +7 Handwraps
+7 Handwraps: (1d3(1d2 for Halflings)+7 20/x2): Handwraps enhance unarmed attacks. : Antipodal
Antipodal: This weapon is a carefully balanced confluence of diametrically opposed planar energies. This weapon deals an extra 1 to 6 points of Good damage to non-Good enemies, an extra 1 to 6 points of Evil damage to non-Evil enemies, an extra 1 to 6 points of Law damage to non-Lawful enemies, and an extra 1 to 6 points of Chaotic damage to non-Chaotic enemies., Doublestrike 6%, Reinforced Fists, Stunning +10
Stunning +10: +10 Enhancement bonus to the DC of character's Stunning Blow and Stunning Fist attempts.
- Balizarde, Protector of the King - +7 Rapier
+7 Rapier: (2.50[1d8] 15-20/x3): A long, thin sword with a fine point. Unlike other swords, this weapon lacks an edged blade, and can only be used for thrusting attacks.: 2.5[1d8], Increased Multiplier: 15-20x3 (Including Keen I
Keen I: Passive: The base critical threat range of this weapon is doubled. This does not stack with Improved Critical feat.), Hemorrhaging
Hemorrhaging: This weapon is viciously sharp and will do an additional 2 to 16 damage to targets that are vulnerable to bleeding., Parrying VIII
Parrying VIII: Passive: +4 Insight bonus to Armor Class, +4 Insight bonus to Fortitude, Reflex, and Will Saving throws., Dodge +8%
Dodge +8%: +8% Enhancement bonus to Dodge., Good Luck +2
Good Luck +2: This item gives a +2 Luck bonus to all saves and skill checks.
- Breach, The Dividing Blade - +7 Falchion
+7 Falchion: (2.50[2d6] 18-20/x2): This large, curved sword is essentially a scimitar designed to be used with two hands.: 2.5[2d6], 18-20/x2, Shrieking
Shrieking: Shrieking weapons emit a piercing screech whenever they are used to make a successful attack. This screech deals an additional 2 to 12 sonic damage., Disintegration
Disintegration: This weapon has a dark, insidious power deep within. Occasionally, this power lashes out violently at enemies and attempts to disintegrate them., Shatter +10, Doublestrike 6%
Doublestrike 6%: Passive: 6% Enhancement bonus to Doublestrike. (Doublestrike is a chance to score an additional hit with a melee attack.)
- Celestia, Brightest Star of Day - +7 Shortsword
+7 Shortsword: (2.50[1d10] 19-20/x2): The smallest of the swords, light enough to be used as an offhand weapon but too large to be considered a dagger.: 2.50[1d10] 19-20/x2, Light damage - Not Piercing, Supreme Good
Supreme Good: This weapon is infused with the ultimate power of good. It does an additional 3 to 18 damage to non-good targets and can only be wielded by good-aligned characters., Radiance
Radiance: This weapon is imbued with a brilliant, radiant power that deals an additional 4 to 24 points of light damage and blinds the target on a successful critical hit., Greater Sunburst
Greater Sunburst: This weapon blazes with the eternal fury at the heart of the sun. Occasionally, this power comes to the surface, unleashing a nova of light which will blind the struck enemy, dealing severe light damage to it and any other nearby foes., Fiery Detonation
Fiery Detonation: This weapon is imbued with a fiery wrath. On an attack roll of 20 which is confirmed as a critical hit this burning power will be released, dealing damage to the target and all enemies near it for 15d6 fire damage. A successful Fortitude save (DC 39) reduces this by half.
- Cleaver, Hewer of Suffering - +7 Greataxe
+7 Greataxe: (2.50[2d8] 20/x3): A big, heavy, double-bladed Axe wieldable only with two hands.: 2.50[2d8] 20/x3, Hemorrhaging
Hemorrhaging: This weapon is viciously sharp and will do an additional 2 to 16 damage to targets that are vulnerable to bleeding., Limb Chopper, Improved Cursespewing, Doublestrike 6%
Doublestrike 6%: Passive: 6% Enhancement bonus to Doublestrike. (Doublestrike is a chance to score an additional hit with a melee attack.)
- Mornh, Hammer of the Mountains - +7 Warhammer
+7 Warhammer: (2.50[1d10] 19-20/x3): A large sledge with a heavy, square head. Popular among dwarves as an alternative to the axe.: 2.5[1d10], Expanded Threat: 19-20/x31, Fracturing
Fracturing: This weapon is ideal for breaking bones and does 2 to 12 damage to targets that have skeletons or are made of bone., Magma Surge
Magma Surge: This weapon stores the immeasurable heat of the planet's molten mantle. When this weapon is used, superheated magma occasionally surges to the surface, slowing an enemy down and inflicting massive fire damage over time., Stunning +10
Stunning +10: +10 Enhancement bonus to the DC of character's Stunning Blow and Stunning Fist attempts., Seeker 10
Seeker 10: Provides a +10 Enhancement bonus to confirm critical hits, and a +10 Enhancement bonus to critical hit damage (before multipliers are applied)., Adamantine
- Needle, Quill-slinger - +7 Repeating light crossbow
+7 Repeating light crossbow: (2.50[1d12] 19-20/x3): A complex weapon consisting of a light crossbow and a clip for bolts that is loaded by pulling a lever., 2.5[1d12], Increased Multiplier: 19-20/x31, Ranged Alacrity 20%, Hemorrhaging
Hemorrhaging: This weapon is viciously sharp and will do an additional 2 to 16 damage to targets that are vulnerable to bleeding., Attack Bonus +4
Attack Bonus +4: Provides a +4 competence bonus to your attack rolls.
- Nightmare, the Fallen Moon - +7 Bastard sword
+7 Bastard sword: 2.50[1d12] 17-20/x2: Also known as a hand-and-a-half sword, and the largest of the single-handed swords, this weapon requires special training to use.: 2.50[1d12] 17-20/x2 (Including Keen I
Keen I: Passive: The base critical threat range of this weapon is doubled. This does not stack with Improved Critical feat.), Entropic
Entropic: An entropic weapon crackles with a sinister energy that seeks to unmake anything it contacts. When it strikes a target, they take an extra 2 to 12 points of untyped damage., Life Stealing, Vampirism, Nightmares
Nightmares: This weapon terrorizes your foes, applying a mind thrust effect on successful hits (dealing 5 to 40 force damage, Will vs. Enchantments negates) and exposing your foes to their greatest fears on vorpal hits, acting as a Phantasmal Killer spell.
- Pinion, Cloud-piercer - +7 Longbow
+7 Longbow: (2.50[2d6] 19-20/x3): A large, curved, wooden bow, often nearly as tall as a human. This weapon is popular among elves and rangers.: 2.5[2d6], Expanded Threat: 19-20x31, Ranged Alacrity 20%, Shrieking
Shrieking: Shrieking weapons emit a piercing screech whenever they are used to make a successful attack. This screech deals an additional 2 to 12 sonic damage., Seeker 10
Seeker 10: Provides a +10 Enhancement bonus to confirm critical hits, and a +10 Enhancement bonus to critical hit damage (before multipliers are applied).
- Sireth, Spear of the Sky - +7 Quarterstaff
+7 Quarterstaff: (2.50[1d10] 18-20/x2): A long, stout staff used as a simple weapon. Often favored by wizards or common folk.: 2.5[1d10], Double Expanded Threat: 18-20/x21 and Slashing/Piercing damage - not bludgeoning, Supreme Good
Supreme Good: This weapon is infused with the ultimate power of good. It does an additional 3 to 18 damage to non-good targets and can only be wielded by good-aligned characters., Lightning Strike
Lightning Strike: This weapon stores the power of a volatile thunderstorm deep within. Occasionally, this dynamic power comes to the surface, devastating enemies with a massive lightning strike., Cloudburst
Cloudburst: Every hit from this weapon has a chance to trigger a Cloudburst, striking its target with lightning and dealing sonic damage to surrounding enemies through a powerful thunderclap., Freedom of Movement, Feather Falling
Feather Falling: This item is engraved with feathers and bestows a powerful magical effect. Whenever the wearer begins to fall from any height, this effect slows the descent dramatically, causing the wearer to fall like a feather.
- Tinah, Sword of the Sea - +7 Longsword
+7 Longsword: (2.50[1d10] 19-20/x2): A classic straight-bladed sword usable in one hand. This weapon is commonly associated with knighthood and valor.: 2.50[1d10] 19-20/x2, Supreme Good
Supreme Good: This weapon is infused with the ultimate power of good. It does an additional 3 to 18 damage to non-good targets and can only be wielded by good-aligned characters., Crushing Wave
Crushing Wave: This weapon stores the unstoppable force of the oceans fury deep within. When this weapon is used this power occasionally comes to the surface, crushing enemies beneath a torrent of frigid water., Freezing Ice, Greater Dragon Bane
Greater Dragon Bane: A bane weapon excels at attacking one type or subtype of creature. Against Dragons, this weapon's effective enhancement bonus is +4 better than its normal enhancement bonus. It deals an extra 3 to 18 points of damage against the foe., Underwater Action
- Twilight, Element of Magic - +7 Quarterstaff
+7 Quarterstaff: (2.50[1d8] 20/x2): A long, stout staff used as a simple weapon. Often favored by wizards or common folk.: 2.50[1d8] 20/x2, Spellcasting Implement +21
Spellcasting Implement +21: Passive: +21 Implement bonus to Universal Spell Power., Potency +80
Potency +80: Passive: +80 Equipment bonus to each Spell Power., Impulse +120
Impulse +120: Passive: +120 Equipment bonus to Force, Untyped, Slashing, Piercing, and Bludgeoning Spell Power., Evocation Focus +3
Evocation Focus +3: +3 Equipment bonus to the DC of Evocation spells., Enchantment Focus +3
Enchantment Focus +3: +3 Equipment bonus to the DC of Enchantment spells., Arcane Augmentation IX
Arcane Augmentation IX: Increases the wearer's caster level when casting ninth level or lower sorcerer or wizard spells by two., Spell Lore VI
Spell Lore VI: Passive: All of your spells gain a 6% Equipment bonus to their chance to critical hit.
- Commendation of Heroism (15%/30%/100% on N/H/E in the two non-boss chests (DDO Forums), low drop rate in the other 4 optional boss chests)
- Violet Gelatinous Cube-let (BtC): Any Difficulty, Very rare
- Tomes
- All difficulties: Small additional chance at +4 Ability tomes
- All difficulties: +1 Tome of Fate
- Epic Elite: Very small chance at +5 Ability tomes (Bound to Account on Pickup)
1These weapons have a better critical profile (expanded threat or increased multiplier) without Keen, so Improved Critical can be used to double the stated threat range.
Note: All of the above relic weapons can have the Planar Conflux property added to them by acquiring 3 Commendation of Heroism and speaking to Mikrom Sum, the Purple Dragon Knights favor vendor in Eveningstar. Requires 375 Purple Dragon Knights favor. This allows them to become a part of any of the three Planar Focus Sets.
Eveningstar Commendation Turn-Ins[edit]
- Star of Day - Shortsword: 2[1d10]+6, Brilliance
Brilliance: This weapon glows with the light of Irian. This weapon deals an extra 1 to 6 points of light damage on a successful hit. In addition critical hits deal an additional 1 to 10 light damage for weapons with a x2 critical multiplier, 2 to 20 for a x3 critical multiplier and 3 to 30 for a x4 multiplier. and two random enchantments Fiery Detonation
Fiery Detonation: This weapon is imbued with a fiery wrath. On an attack roll of 20 which is confirmed as a critical hit this burning power will be released, dealing damage to the target and all enemies near it for 15d6 fire damage. A successful Fortitude save (DC 39) reduces this by half., Flaming Burst
Flaming Burst: This weapon is sheathed in fire. The weapon deals an extra 1 to 6 fire damage each hit. In addition, critical hits deal an additional 1 to 10 fire damage for weapons with a x2 critical multiplier, 2 to 20 for a x3 critical multiplier and 3 to 30 for a x4 multiplier., Radiance
Radiance: This weapon is imbued with a brilliant, radiant power that deals an additional 4 to 24 points of light damage and blinds the target on a successful critical hit., Disruption, Holy Burst
Holy Burst: A holy weapon is imbued with holy power. This power makes the weapon good-aligned and thus bypasses the corresponding damage reduction. It deals an extra 2 to 12 points of damage against all of evil alignment and an extra 3 to 18 on a critical for weapons with a x2 critical multiplier, 4 to 24 for a x3 multiplier, and 5 to 30 for x4 multiplier. or Greater Good
Greater Good: This weapon is infused with the ultimate power of good. It does an additional 2 to 12 damage to non-good targets and can only be wielded by good aligned characters. [ML:20] [15 Clerics of Amaunator Commendations]
- Breastplate of the Shining Sun - Breastplate: +6, Resistance +6, Efficient Metamagic - Empower Healing II, Toughness, Amaunator's Blessing Set Bonus [ML:20] [10 Clerics of Amaunator Commendations]
- Ancient Gemstone Docent Upgrade: Amaunator's Blessing Set Bonus [ML:20,BtCoA] [5 Clerics of Amaunator Commendations]
- Signet of the Shining Sun - Ring: Charisma +7, Insightful Wisdom +2, Superior Healing Lore, Amaunator's Blessing Set Bonus [ML:20] [5 Clerics of Amaunator Commendations]
- Symbol of the Shining Sun - Necklace: Wisdom +7, Insightful Charisma +2, Concentration +15, Amaunator's Blessing Set Bonus [ML:20] [5 Clerics of Amaunator Commendations]
- Potions of Shield of Faith +5 - Potion: Shield of Faith [CL:20] [ML:18] [1 Clerics of Amaunator Commendation]
- Note: Terrorweb Chitin Breastplate can be made part of the Amaunator's Blessing
Amaunator's Blessing: When all three items from the set are equipped, you will gain a 10% Enhancement discount to the Spell Point cost of all your spells. set with 375 purple dragon knight favor
- Implement of the Deep Woods - Quarterstaff: 2[1d6]+6, Devotion +90, Magnetism +90, Combustion +90, Superior Fire Lore, Superior Lightning Lore, Inherent Elemental Resistance - 5, Spell: Restoration [CL:7,1/Charge] [ML:20,BtCoA] [15 Druids of King's Forest Commendations]
- Leathers of the Woodsman - Leather Armor: +6, Dexterity +7, Melee Alacrity 10%, Hide +15, Woodsman's Guile Set Bonus [ML:20,BtCoA] [10 Druids of King's Forest Commendations]
- Ancient Gemstone Docent Upgrade: Woodsman's Guile Set Bonus [ML:20,BtCoA] [5 Druids of King's Forest Commendations]
- Lenses of the Woodsman - Goggles: True Seeing, Attack Bonus +3, Seeker +6, Woodsman's Guile Set Bonus [ML:20,BtCoA] [5 Druids of King's Forest Commendations]
- Boots of the Woodsman - Boots: Striding +30%, Insightful Dexterity +2, Move Silently +15, Woodsman's Guile Set Bonus [ML:20,BtCoA] [5 Druids of King's Forest Commendations]
- Potion of Barkskin (+5)
- Potion of Restoration (CL10)
- Note: Hide of the Goristro can be made part of the Woodsman's Guile
Woodsman's Guile: When all three items from the set are equipped, you will gain a +4 bonus to your To-Hit and +6 bonus to your Damage on any attack that would be considered a Sneak Attack. set with 375 purple dragon knight favor
- Oathblade - Longsword: 2[1d10]+6, Expanded Threat: 15-20/x2 (Including Keen), Superior Parrying, Absolute Law
Absolute Law: This weapon is infused with the ultimate power of law. It does an additional 2 to 12 damage to non-lawful targets and can only be wielded by Lawful aligned characters., Vorpal, Maiming
Maiming: This weapon has a twisted haft or grip and spikes along its blade, head, or point. Whenever you score a critical hit with this weapon it deals an amount of extra untyped damage depending on its critical multiplier: x2 - 1 to 6, x3 - 2 to 12, x4 - 3 to 18., Bleed
Bleed: This weapon is cruelly sharp and will do an additional 1 to 8 damage to targets that are vulnerable to bleeding. [ML:20] [15 Purple Dragon Knight Commendations]
- Purple Dragon Armor - Full Plate: +6, Heavy Fortification, Superior False Life, DR 5/-, Knight's Loyalty Set Bonus [ML:20] [10 Purple Dragon Knight Commendations]
- Ancient Gemstone Docent Upgrade: Knight's Loyalty Set Bonus [ML:20,BtCoA] [5 Purple Dragon Knight Commendations]
- Purple Dragon Helm - Helm: Constitution +7, Insightful Strength +2, Intimidate +15, Knight's Loyalty Set Bonus [ML:20] [5 Purple Dragon Knight Commendations]
- Purple Dragon Gauntlets - Gloves: Strength +7, Insightful Constitution +2, Healing Amplification +30%, Knight's Loyalty Set Bonus [ML:20] [5 Purple Dragon Knight Commendations]
- Draught of Greater Heroism - Potion: Greater Heroism [CL:20] [ML:18] [1 Purple Dragon Knight Commendation]
- Note: Embrace of the Spider Queen or Terrorweb Chitin Breastplate can be made part of the Knight's Loyalty
Knight's Loyalty: When all three items from the set are equipped, you will gain a +3 artifact bonus to your To-Hit and Damage rolls, and a +3 Insight bonus to Natural Armor. set with 375 purple dragon knight favor
- Stout Oak Walking Stick - Quarterstaff: 2[2d6]+6, Increased Multiplier: 19-20/x3 (including Impact), Aligned, Impact, Fracturing
Fracturing: This weapon is ideal for breaking bones and does 2 to 12 damage to targets that have skeletons or are made of bone., Felling the Oak, Immunity to Slippery Surfaces [ML:20] [15 Villager Commendations]
- Vestments of the Sun Soul - Outfit: Armor Bonus +9, Resistance +6, Enhanced Ki +1, Reinforced Fists, Way of the Sun Soul Set Bonus [ML:20] [10 Villager Commendations]
- Ancient Gemstone Docent Upgrade: Way of the Sun Soul Set Bonus [ML:20,BtCoA] [5 Villager Commendations]
- Bracers of the Sun Soul - Bracers: Wisdom +7, Insightful Constiution +2, Superior Parrying, Way of the Sun Soul Set Bonus [ML:20] [5 Villager Commendations]
- Belt of the Sun Soul - Belt: Constitution +7, Insightful Wisdom +2, Concentration +15, Way of the Sun Soul Set Bonus [ML:20] [5 Villager Commendations]
- Draught of Sparkling Apple Cider - Potion: Recovers Spell Points over 20 Seconds [CL:20] [ML:19] [1 Villager Commendation]
- Draught of Hearty Apple Cider - Potion: Recovers Hit Points over 20 Seconds [CL:20] [ML:19] [1 Villager Commendation]
- Note: Spider-spun Caparison can be made part of the Way of the Sun Soul
Way of the Sun Soul: When all three item from the set are equipped and you are in a centered state, you will gain +2 artifact bonus to To-Hit and Damage rolls. In addition, when you roll a natural 20 on an attack roll that is confirmed as a critical hit, you will gain temporary benefit based on the elemental stance you are in, if any. set with 375 purple dragon knight favor
- Alarphon's Staff - Quarterstaff: 2[1d6]+6, Elemental Manipulation (+90 Equipment Bonus to Acid, Cold, Electric, Fire Spell Power), Greater Arcane Lore, Spells: Lightning Bolt, Fireball, Cone of Cold, Hold Monster [CL:20,25/Charges,Recharge Over Time] [ML:20] [15 War Wizards Commendations]
- War Wizard's Robes - Robe: Resistance +6, Archmagi, Elemental Absorption 5%, Concentration +15, Battle Arcanist Set Bonus [ML:20] [10 War Wizards Commendations]
- Ancient Gemstone Docent Upgrade: Battle Arcanist Set Bonus [ML:20,BtCoA] [5 War Wizards Commendations]
- War Wizard's Bracers - Bracers: Armor Bonus +9, Spell Penetration III, Elemental Spell Power, Greater Elemental Energy, Battle Arcanist Set Bonus [ML:20] [5 War Wizards Commendations]
- War Wizard's Amulet - Necklace: Protection +6, Spell Focus Mastery +1, Greater Elemental Spell Power, Battle Arcanist Set Bonus [ML:20] [5 War Wizards Commendations]
- Potion of Lasting Haste - Potion: Haste [CL:20] [ML:18] [1 War Wizards Commendation]
- Note: Spidersilk Robes can be made part of the Battle Arcanist
Battle Arcanist: When all three items from the set are equipped, you will gain a 10% Enhancement discount to the Spell Point cost of all your spells. set with 375 purple dragon knight favor
Eveningstar Challenges[edit]
Main article - Eveningstar Challenge Pack
Grove of the Great Tree: Defenseless
- Eveningstar Challenge Ingredient: Fey Toadstool
Grove of the Great Tree: The Great Tree
- Eveningstar Challenge Ingredient: Enchanted Moss
The Ruined Keep: The Sunset Ritual
- Eveningstar Challenge Ingredient: Platinum Tricrowns
Underdark Arena: Fight to the Finish
- Eveningstar Challenge Ingredient: Silver Falcons
- Flawless Red Dragon Scale
Underdark Arena: Ring of Fire
- Eveningstar Challenge Ingredient: Golden Lion
- Flawless Red Dragon Scale
The challenge ingredient turn-in rewards resemble randomly generated loot, but these items can have more than simply a suffix and a prefix.
Note: You will also, rarely, find completed randomly generated named challenge items in the chests found in the challenges themself. The only advantage to the turn-ins is that you may select the item type.
- ml24 Melee weapons have 4 single enchantments. Other known enchantments by group (you'll get one from each group):
- Group A)
- Any 1d6 elemental/force damage damage type or burst damage type
- Group B)
- Stunning +10
- Vertigo +10
- Any material type
- Group C)
- Any Shroud/low chance damage proc (such as Lightning Strike, Magma Surge, Cachophonic, etc.)
- Group D)
- Generally something from either group A or B again
- Group A)
- Ml24 throwers also have the same 4 single enchantments, but in addition have the secret effect "spellplague" which can do a lot of random effects:
- Every hit: Either a random 1d6 hp damage type or stat damage type
- 1-2% proc: Any rare Shroud damage proc type
- Can additionally proc a huge variety of effects, at a low rate
- Armor/Shields: Generally not particularly interesting. ml24 versions mostly feature Tier4 (Mountain or equiv) AC/DR stats, and only 3 enchantments, with one always being a Greater X elemental resistance. The other 2 are generally a moderate suffix/prefix.
- Caster Staff: As Thaumaturgy except they can additionally have an additional strong double-type blue suffix. (Often Elemental Mastery and another)\
- Sub ml24 versions generally lose additional enchantments, and thus very closely resemble lootgen items, although the throwers retain their spellplague effect.
Korthos (Eberron)[edit]
The Collaborator[edit]
- Fintan's Bite - Scimitar: 1d6+0, Bodyfeeder, Swim +3, Jump +3 (End Reward)
Three-Barrel Cove (heroic)[edit]
These items drop from chests in the Three-Barrel Cove (heroic) wilderness adventure area.
- Chieftain's Spear - Quarterstaff - +2 Enhancement Bonus
+2 Enhancement Bonus: +2 enhancement bonus to attack and damage rolls., Empty Red Augment Slot
Red Augments
- Damage per ML: Ruby Eye augments, Meteoric Star Ruby, etc.
- DR bypass: Alignment, Material
- Deconstructor
- Elemental damage: +1 to +2d6
- Ruby of Ghostbane
- Ruby of the Endless Night
- Ruby of the Vampire Slayer
- Spell Power (Enhancement bonus): +30 to +138
- Ability (Enhancement bonus): +1 to +8
- Ability (Exceptional bonus): +1
- Ability (Insight bonus): +1 or +2
- Diamond of Vitality +20
- Globe of Imperial Blood
- Globe of True Imperial Blood
- Master's Gift
- Skills, except UMD (Competence bonus): +3 to +15
Bleed: This weapon is cruelly sharp and will do an additional 1 to 8 damage to targets that are vulnerable to bleeding., Maiming
Maiming: This weapon has a twisted haft or grip and spikes along its blade, head, or point. Whenever you score a critical hit with this weapon it deals an amount of extra untyped damage depending on its critical multiplier: x2 - 1 to 6, x3 - 2 to 12, x4 - 3 to 18., Puncturing
Puncturing: Critical hits by this weapon deal an extra 1 to 6 points of Constitution damage from blood loss.
- Greatbow of the Scrag - Longbow - +2 Enhancement Bonus
+2 Enhancement Bonus: +2 enhancement bonus to attack and damage rolls., Empty Red Augment Slot
Red Augments
- Damage per ML: Ruby Eye augments, Meteoric Star Ruby, etc.
- DR bypass: Alignment, Material
- Deconstructor
- Elemental damage: +1 to +2d6
- Ruby of Ghostbane
- Ruby of the Endless Night
- Ruby of the Vampire Slayer
- Spell Power (Enhancement bonus): +30 to +138
- Ability (Enhancement bonus): +1 to +8
- Ability (Exceptional bonus): +1
- Ability (Insight bonus): +1 or +2
- Diamond of Vitality +20
- Globe of Imperial Blood
- Globe of True Imperial Blood
- Master's Gift
- Skills, except UMD (Competence bonus): +3 to +15
Blunted Ammunition: The ammunition fired by this weapon deals blunt damage in addition to its other damage types.
- Kobold Admiral's Uniform - Light armor - +3 Enhancement Bonus
+3 Enhancement Bonus: +3 enhancement bonus to Armor Class., Empty Blue Augment Slot
Blue Augments
- AC: Natural Armor Bonus or Protection (Deflection bonus): +1 to +8
- ASF reduction: -5% to -15%
- Fortification: +25% to +100%
- Golem's Heart
- Good Luck: +1 or +2
- Hit points: +5 to +40
- Max Dex Bonus (Armor): +1 or +2
- Defense (PRR and MRR): +2 to +16
- Saves (Resistance bonus): +1 to +8
- Ability (Enhancement bonus): +1 to +8
- Ability (Exceptional bonus): +1
- Ability (Insight bonus): +1 or +2
- Diamond of Vitality +20
- Globe of Imperial Blood
- Globe of True Imperial Blood
- Master's Gift
- Skills, except UMD (Competence bonus): +3 to +15
Axeblock III: Passive: Reduces physical damage taken by 6, except from Bludgeoning or Piercing weapons. (Damage Reduction: 6/Pierce, Bludgeon), Spearblock III
Spearblock III: Passive: Reduces physical damage taken by 6, except from Bludgeoning or Slashing weapons. (Damage Reduction: 6/Slash, Bludgeon)
- Moonhowl Axe - Greatclub - +2 Enhancement Bonus
+2 Enhancement Bonus: +2 enhancement bonus to attack and damage rolls., Empty Red Augment Slot
Red Augments
- Damage per ML: Ruby Eye augments, Meteoric Star Ruby, etc.
- DR bypass: Alignment, Material
- Deconstructor
- Elemental damage: +1 to +2d6
- Ruby of Ghostbane
- Ruby of the Endless Night
- Ruby of the Vampire Slayer
- Spell Power (Enhancement bonus): +30 to +138
- Ability (Enhancement bonus): +1 to +8
- Ability (Exceptional bonus): +1
- Ability (Insight bonus): +1 or +2
- Diamond of Vitality +20
- Globe of Imperial Blood
- Globe of True Imperial Blood
- Master's Gift
- Skills, except UMD (Competence bonus): +3 to +15
Proficiency: Greatclub: While equipped this item grants the wielder all required knowledge to wield a Greatclub without proficiency penalties., Screaming
Screaming: Screaming weapons emit a piercing screech whenever they are used to make a successful attack. This screech does an additional 1 to 6 sonic damage.
- Orcish Privateer's Plate - Medium armor - +3 Enhancement Bonus
+3 Enhancement Bonus: +3 enhancement bonus to Armor Class., Empty Blue Augment Slot
Blue Augments
- AC: Natural Armor Bonus or Protection (Deflection bonus): +1 to +8
- ASF reduction: -5% to -15%
- Fortification: +25% to +100%
- Golem's Heart
- Good Luck: +1 or +2
- Hit points: +5 to +40
- Max Dex Bonus (Armor): +1 or +2
- Defense (PRR and MRR): +2 to +16
- Saves (Resistance bonus): +1 to +8
- Ability (Enhancement bonus): +1 to +8
- Ability (Exceptional bonus): +1
- Ability (Insight bonus): +1 or +2
- Diamond of Vitality +20
- Globe of Imperial Blood
- Globe of True Imperial Blood
- Master's Gift
- Skills, except UMD (Competence bonus): +3 to +15
Mithral: Mithral armor is one type lighter then normal. Arcane Spell Failure decreased by 10%. Maximum dexterity bonus increased by 2. Armor check penalty reduced by 3., Feat: Mobility
Feat: Mobility: While equipped this armor grants the wielder the Mobility feat: increases the maximum dexterity bonus permitted by armor and tower shields by 2, adds a +4 bonus to Armor Class while tumbling, and gain a 2% dodge bonus., Intimidate +5
Intimidate +5: Passive: +5 Competence bonus to the Intimidate skill.
- Scorching Wraps - Handwraps - +2 Enhancement Bonus
+2 Enhancement Bonus: +2 enhancement bonus to attack and damage rolls., Flaming Burst
Flaming Burst: This weapon is sheathed in fire. The weapon deals an extra 1 to 6 fire damage each hit. In addition, critical hits deal an additional 1 to 10 fire damage for weapons with a x2 critical multiplier, 2 to 20 for a x3 critical multiplier and 3 to 30 for a x4 multiplier., Spiked
Spiked: This weapon is studded with vicious spikes, causing it to deal piercing damage in addition to its normal damage types., Bleed
Bleed: This weapon is cruelly sharp and will do an additional 1 to 8 damage to targets that are vulnerable to bleeding.
- Sky Pirate's Dagger - Dagger - +2 Enhancement Bonus
+2 Enhancement Bonus: +2 enhancement bonus to attack and damage rolls., Keen I
Keen I: Passive: The base critical threat range of this weapon is doubled. This does not stack with Improved Critical feat., Empty Red Augment Slot
Red Augments
- Damage per ML: Ruby Eye augments, Meteoric Star Ruby, etc.
- DR bypass: Alignment, Material
- Deconstructor
- Elemental damage: +1 to +2d6
- Ruby of Ghostbane
- Ruby of the Endless Night
- Ruby of the Vampire Slayer
- Spell Power (Enhancement bonus): +30 to +138
- Ability (Enhancement bonus): +1 to +8
- Ability (Exceptional bonus): +1
- Ability (Insight bonus): +1 or +2
- Diamond of Vitality +20
- Globe of Imperial Blood
- Globe of True Imperial Blood
- Master's Gift
- Skills, except UMD (Competence bonus): +3 to +15
- Strinati's Hand Cannon - Rune Arm - Exploding Cannon Shot, Maximum Charge Tier: III, Wizardry II
Wizardry II: This item grants the wearer +50 maximum spell points. Sorcerers and Favored Souls gain up to double spell points from items., Rune Arm Imbue: Fire II
Rune Arm Imbue: Fire II: Wearing this Rune Arm will imbue any weapon you wield, dealing 2 to 8 points of Fire damage per hit., Craftable Rune Arm (+3)
- Tiefling Assassin's Blade - Shortsword - +2 Enhancement Bonus
+2 Enhancement Bonus: +2 enhancement bonus to attack and damage rolls., Empty Red Augment Slot
Red Augments
- Damage per ML: Ruby Eye augments, Meteoric Star Ruby, etc.
- DR bypass: Alignment, Material
- Deconstructor
- Elemental damage: +1 to +2d6
- Ruby of Ghostbane
- Ruby of the Endless Night
- Ruby of the Vampire Slayer
- Spell Power (Enhancement bonus): +30 to +138
- Ability (Enhancement bonus): +1 to +8
- Ability (Exceptional bonus): +1
- Ability (Insight bonus): +1 or +2
- Diamond of Vitality +20
- Globe of Imperial Blood
- Globe of True Imperial Blood
- Master's Gift
- Skills, except UMD (Competence bonus): +3 to +15
Keen I: Passive: The base critical threat range of this weapon is doubled. This does not stack with Improved Critical feat., Wounding
Wounding: A wounding weapon does 1 point of Constitution damage from blood loss when it hits a creature. Creatures immune to critical hits are immune to the Constitution damage dealt by this weapon., Poison
Poison: This weapon is dripping with poison. It deals an additional 1 to 6 poison damage on a successful hit.
These items have a chance of appearing in the end reward list of any of the Three-Barrel Cove (heroic) quests, except Guard Duty. Every third completion you will receive a complete list.
- Brine Shaman's Staff - Quarterstaff - Spellcasting Implement +6
Spellcasting Implement +6: Passive: +6 Implement bonus to Universal Spell Power., +2 Enhancement Bonus
+2 Enhancement Bonus: +2 enhancement bonus to attack and damage rolls., Glaciation +48
Glaciation +48: Passive: +48 Equipment bonus to Cold Spell Power., Magnetism +48
Magnetism +48: Passive: +48 Equipment bonus to Electricity Spell Power., Ice Lore I
Ice Lore I: Passive: Your Cold spells gain a 11% Equipment bonus to their chance to critical hit., Lightning Lore I
Lightning Lore I: Passive: Your Electricity spells gain a 11% Equipment bonus to their chance to critical hit., Tidal
Tidal: This weapon is sheathed in water. A Tidal weapon deals an extra 1 to 4 points of damage on a successful hit. Creatures with the Fire trait take double this damage instead., Gust of Wind
Gust of Wind
Caster level: 3
Charges: 3 (0/day) — 3 Charges (Recharged/Day:0) - Corsair's Bandana - Headgear - Spot +5
Spot +5: Passive: +5 Competence bonus to the Spot skill., Swim +5
Swim +5: Passive: +5 Competence bonus to the Swim skill., Resistance +2
Resistance +2: Passive: +2 Resistance bonus to Fortitude, Reflex, and Will Saving Throws., Corsair's Cunning
Corsair's Cunning:
2 Item Set Bonus: Underwater Action
3 Item Set Bonus: Feather Falling - Corsair's Cufflinks - Bracers - Armor Bonus +5
Armor Bonus +5: This item surrounds the wearer with an invisible but tangible field of force, granting +5 armor bonus to AC, just as though he were wearing armor., Haggle +5
Haggle +5: Passive: +5 Competence bonus to the Haggle skill., Attack Bonus +1
Attack Bonus +1: Provides a +1 competence bonus to your attack rolls., Corsair's Cunning
Corsair's Cunning:
2 Item Set Bonus: Underwater Action
3 Item Set Bonus: Feather Falling - Corsair's Galoshes - Boots - Balance +5
Balance +5: Passive: +5 Competence bonus to the Balance skill., Jump +5
Jump +5: Passive: +5 Competence bonus to the Jump skill., Striding +15%
Striding +15%: Makes the wearer more fleet of foot, giving a 15% bonus to run speed., Corsair's Cunning
Corsair's Cunning:
2 Item Set Bonus: Underwater Action
3 Item Set Bonus: Feather Falling - Pirate Treasure Map - Consumable - Before opening a chest, use this map, and for the next 15 seconds you will get a +1 bonus to the loot level of the chests you open.
- Scoundrel's Cutlass - Scimitar - +2 Enhancement Bonus
+2 Enhancement Bonus: +2 enhancement bonus to attack and damage rolls., Frost
Frost: This weapon is sheathed in icy cold. A frost weapon deals an extra 1 to 6 points of cold damage on a successful hit., , Empty Red Augment Slot
Red Augments
- Damage per ML: Ruby Eye augments, Meteoric Star Ruby, etc.
- DR bypass: Alignment, Material
- Deconstructor
- Elemental damage: +1 to +2d6
- Ruby of Ghostbane
- Ruby of the Endless Night
- Ruby of the Vampire Slayer
- Spell Power (Enhancement bonus): +30 to +138
- Ability (Enhancement bonus): +1 to +8
- Ability (Exceptional bonus): +1
- Ability (Insight bonus): +1 or +2
- Diamond of Vitality +20
- Globe of Imperial Blood
- Globe of True Imperial Blood
- Master's Gift
- Skills, except UMD (Competence bonus): +3 to +15
- Scoundrel's Greatsword - Greatsword - +2 Enhancement Bonus
+2 Enhancement Bonus: +2 enhancement bonus to attack and damage rolls., Empty Red Augment Slot
Red Augments
- Damage per ML: Ruby Eye augments, Meteoric Star Ruby, etc.
- DR bypass: Alignment, Material
- Deconstructor
- Elemental damage: +1 to +2d6
- Ruby of Ghostbane
- Ruby of the Endless Night
- Ruby of the Vampire Slayer
- Spell Power (Enhancement bonus): +30 to +138
- Ability (Enhancement bonus): +1 to +8
- Ability (Exceptional bonus): +1
- Ability (Insight bonus): +1 or +2
- Diamond of Vitality +20
- Globe of Imperial Blood
- Globe of True Imperial Blood
- Master's Gift
- Skills, except UMD (Competence bonus): +3 to +15
Flaming: This weapon is sheathed in fire. A flaming weapon deals an extra 1 to 6 points of fire damage on a successful hit.,
- Scoundrel's Longsword - Longsword - +2 Enhancement Bonus
+2 Enhancement Bonus: +2 enhancement bonus to attack and damage rolls., Empty Red Augment Slot
Red Augments
- Damage per ML: Ruby Eye augments, Meteoric Star Ruby, etc.
- DR bypass: Alignment, Material
- Deconstructor
- Elemental damage: +1 to +2d6
- Ruby of Ghostbane
- Ruby of the Endless Night
- Ruby of the Vampire Slayer
- Spell Power (Enhancement bonus): +30 to +138
- Ability (Enhancement bonus): +1 to +8
- Ability (Exceptional bonus): +1
- Ability (Insight bonus): +1 or +2
- Diamond of Vitality +20
- Globe of Imperial Blood
- Globe of True Imperial Blood
- Master's Gift
- Skills, except UMD (Competence bonus): +3 to +15
Shock: This weapon is sheathed in crackling electricity. A shocking weapon deals an extra 1 to 6 points of electric damage on a successful hit.,
- Scoundrel's Repeating Heavy Crossbow - Repeating Heavy Crossbow - +2 Enhancement Bonus
+2 Enhancement Bonus: +2 enhancement bonus to attack and damage rolls., Empty Red Augment Slot
Red Augments
- Damage per ML: Ruby Eye augments, Meteoric Star Ruby, etc.
- DR bypass: Alignment, Material
- Deconstructor
- Elemental damage: +1 to +2d6
- Ruby of Ghostbane
- Ruby of the Endless Night
- Ruby of the Vampire Slayer
- Spell Power (Enhancement bonus): +30 to +138
- Ability (Enhancement bonus): +1 to +8
- Ability (Exceptional bonus): +1
- Ability (Insight bonus): +1 or +2
- Diamond of Vitality +20
- Globe of Imperial Blood
- Globe of True Imperial Blood
- Master's Gift
- Skills, except UMD (Competence bonus): +3 to +15
Acid: This weapon is sheathed in corrosive acid. An acid weapon deals an extra 1 to 6 points of acid damage on a successful hit.,
Ruins of Gianthold[edit]
Dragonscale Armor Base Statistics
- Heavy Armor: Armor Bonus 22, MDB 2, ACP -3, ASF 35%
- Medium Armor - Armor Bonus 17, MDB 6, ACP -1, ASF 25%
- Light Armor - Armor Bonus 11, MDB 12, ACP 0, ASF 10%
- Robe - Armor Bonus 8
- Docent - Armor Bonus 3/8/17 (Composite/Mithril/Adamantine)
White (Defensive Melee)
- +5, Protection +5, Heavy Fortification, Cold Resistance 30, Shield Bonus to AC: 4
Blue (Arcane DPS/Healer)
- +5, Potency 52, Greater Arcane Lore, Spell Penetration VII, Electricity Resistance 30
Black (Melee DPS)
- +5, Haste Guard, Armor Piercing 10%, Acid Resistance 30, Relentless Fury
Pet Certificates[edit]
- Spotted Wolf Pup [BTCoA] (250 Purple Dragon Knight favor reward)
Set Item Bonus Descriptions[edit]
- Amaunator's Blessing 3 Items: -10% Spell Point Cost
- Battle Arcanist 3 Items: -10% Spell Point Cost
- Corsair's Cunning 2 Items: Underwater Action
- Corsair's Cunning 3 Items: Feather Falling
- Knight's Loyalty 3 Items: +3 To-Hit, +3 Damage, +3 Insight Natural Armor Bonus
- Planar Focus: Erudition 2 Items: Spell Penetration IX, +250 Spell Points, +15 Psionic Universal Spell Power
- Planar Focus: Prowess 2 Items: +4 To Hit, +4 Damage, +15 Physical Resistance
- Planar Focus: Subterfuge 2 Items: Exceptional Sneak Attack Bonus +5, True Seeing, Dodge +3%
- Way of the Sun Soul 3 Items: Centered +2 To-Hit, +2 Damage. Natural 20 Confirmed Critical Hit Temporary Elemental Stance Bonus
- Fire ~ Form of the Rising Sun - The Form of the Rising Sun practices renewal of body and spirit. When you roll a natural 20 on an attack roll and confirm it as a critical hit, you will gain the benefits of the Cure Moderate Wounds and Restoration spells.
- Earth ~ Form of the Mid-Day Sun - The form of the Mid-day Sun practices resilience in times of hardship. When you roll a natural 20 on an attack roll and confirm it as a critical hit, you will be protected by a field of ki energy that will reduce all incoming damage by 25% for the next ten seconds. This ability cannot trigger more than once every twenty seconds.
- Wind ~ Form of the Evening Sun - The Form of the Evening Sun practices adaption to changing circumstances. When you roll a natural 20 on an attack roll and confirm it at a critical hit, you will benefit from the effects of Freedom of Movement. and a 6% Morale bonus to Doublestrike chance for the next ten seconds. This ability cannot trigger more than once every twenty seconds
- Ocean ~ Form of the Setting Sun - The Form of the Setting Sun prepares for battle, when all other options have been exhausted. When you roll a natural 20 on an attack roll and confirm it as a critical hit, you will gain the benefits of a Fire Shield (Cold) spell for the next ten seconds. This ability cannot trigger moe than once every twenty seconds.
- Woodsman's Guile 3 Items: +4 To Hit on Sneak Attack, +6 To Damage on Sneak Attack
New Named-loot only special item effects descriptions[edit]
- Relentless Fury - When you strike a killing blow against a foe, you have a chance to gain a +5% enhancement bonus to melee, ranged and unarmed damage for 30 seconds. Reduced proc rate against weak foes.
New item enchantments[edit]
Many variations within the enchantments themselves exist (for example, Desert Sand can have Flaming Blast or Improved Roaring) along with possible unlisted enchantments (i. e. a "+5 Absolute Chaos Khopesh" with a hidden Metalline enchantment or a "+5 True Law Scimitar" with a hidden Forceful effect) which make it possible to have weapons with multiple prefixes (and possibly suffixes). This was deemed a bug by developers, all lootgen items should only have 1 suffix and 1 prefix maximum.
Weapon prefixes[edit]
- Acid Burst
Acid Burst: This weapon is sheathed in corrosive acid. The weapon deals an extra 1 to 6 acid damage each hit. In addition, critical hits deal an additional 1 to 10 acid damage for weapons with a x2 critical multiplier, 2 to 20 for a x3 critical multiplier and 3 to 30 for a x4 multiplier. - Weapon Prefix...yes, lootgen acid burst.
- Aligned - Good/Evil/Law/Chaos DR bypass.
- Annihilating - Disintegration
Disintegration: This weapon has a dark, insidious power deep within. Occasionally, this power lashes out violently at enemies and attempts to disintegrate them. Proc, description matches a Dust II greensteel.
- Chaotic - True Chaos
True Chaos: This weapon is infused with the power of true chaos. It does an additional 1 to 6 damage to non-chaotic targets and can only be wielded by chaotic aligned characters., Cursespewing [1]
- (Lamannia only) Cremation/Cremating - Greater Incineration
Greater Incineration: This weapon stores the power of a raging inferno deep within. Occasionally, this destructive power comes to the surface, devastating enemies with massive fire damage. This damage is dealt twice as often as a standard Incineration weapon. - not available on live servers
- Desert Sand - Flaming Blast
Flaming Blast: A flaming blast weapon is sheathed in fire. Critical hits with this weapon deal an additional 1 to 10 fire damage for weapons with a x2 critical multiplier, 2 to 20 for a x3 critical multiplier and 3 to 30 for a x4 multiplier. Additionally, if you roll a 20 when attacking and confirm the critical hit, the weapon blasts your target, doing an additional 4 to 24 more fire damage. or Improved Roaring
Improved Roaring: This weapon causes targets to become shaken and, on a critical hit, does 2 to 12 sonic damage to the target., Slicing Winds
Slicing Winds: This weapon stores the cyclonic might of a windstorm within. When this weapon is used, this power can come to the surface as a series of rushing, cutting winds that deal slashing damage to the target over several seconds.
- Dynamo - Lightning Strike
Lightning Strike: This weapon stores the power of a volatile thunderstorm deep within. Occasionally, this dynamic power comes to the surface, devastating enemies with a massive lightning strike.
- Erosive - Greater Stone Prison + Disintegration
Disintegration: This weapon has a dark, insidious power deep within. Occasionally, this power lashes out violently at enemies and attempts to disintegrate them.
- Force Burst
Force Burst: This weapon is humming with magical force. The weapon deals an extra 1 to 6 force damage each hit. In addition, critical hits deal an additional 1 to 10 force damage for weapons with a x2 critical multiplier, 2 to 20 for a x3 critical multiplier and 3 to 30 for a x4 multiplier. - on bows
- Forceful (+4 effect) - Force Burst
Force Burst: This weapon is humming with magical force. The weapon deals an extra 1 to 6 force damage each hit. In addition, critical hits deal an additional 1 to 10 force damage for weapons with a x2 critical multiplier, 2 to 20 for a x3 critical multiplier and 3 to 30 for a x4 multiplier., Telekinetic
- Frozen - Freezing Ice
- Incinerating - Incineration
Incineration: This weapon stores the power of a raging inferno deep within. Occasionally, this destructive power comes to the surface, devastating enemies with massive fire damage.
- Magma (+6 equivalent) - Magma Surge
Magma Surge: This weapon stores the immeasurable heat of the planet's molten mantle. When this weapon is used, superheated magma occasionally surges to the surface, slowing an enemy down and inflicting massive fire damage over time.
- Night's Grasp (+3 effect) - Negative Energy Spike
Negative Energy Spike: This weapon is pulsating with negative energy. It deals an extra 2 to 12 points of negative energy damage on a successful hit., Maladroit
- Nightmares - Nightmares
Nightmares: This weapon terrorizes your foes, applying a mind thrust effect on successful hits (dealing 5 to 40 force damage, Will vs. Enchantments negates) and exposing your foes to their greatest fears on vorpal hits, acting as a Phantasmal Killer spell., Phantasmal Killer (3x) (as Terror)
- Orderly - True Law
True Law: This weapon is infused with the power of true law. It does an additional 1 to 6 damage to non-lawful targets and can only be wielded by lawful aligned characters., Strength Sapping
- Pandemonium (+4 effect) - Screaming
Screaming: Screaming weapons emit a piercing screech whenever they are used to make a successful attack. This screech does an additional 1 to 6 sonic damage., Thundering
Thundering: A thundering weapon creates a cacophonous roar when striking a successful critical hit. A thundering weapon deals an extra 1 to 8 points of sonic damage upon a successful critical hit with a weapon that has a x2 multiplier, an extra 2 to 16 for a x3 multiplier, and an extra 3 to 24 for a x4 multiplier., Roaring
Roaring: This weapon causes targets to become shaken and, on a critical hit, does 2 to 12 sonic damage to the target.
- Riptide - Tidal
Tidal: This weapon is sheathed in water. A Tidal weapon deals an extra 1 to 4 points of damage on a successful hit. Creatures with the Fire trait take double this damage instead., Frost
Frost: This weapon is sheathed in icy cold. A frost weapon deals an extra 1 to 6 points of cold damage on a successful hit.
- Searing - Blinding Embers, Incineration
Incineration: This weapon stores the power of a raging inferno deep within. Occasionally, this destructive power comes to the surface, devastating enemies with massive fire damage.
- Scintillating - Lightning Strike
Lightning Strike: This weapon stores the power of a volatile thunderstorm deep within. Occasionally, this dynamic power comes to the surface, devastating enemies with a massive lightning strike., Stunning +10 (Note: Enchantment later modified to Shocking Burst
Shocking Burst: This weapon is sheathed in crackling electricity. The weapon deals an extra 1 to 6 electric damage each hit. In addition, critical hits deal an additional 1 to 10 electric damage for weapons with a x2 critical multiplier, 2 to 20 for a x3 critical multiplier and 3 to 30 for a x4 multiplier. and Lightning Strike
Lightning Strike: This weapon stores the power of a volatile thunderstorm deep within. Occasionally, this dynamic power comes to the surface, devastating enemies with a massive lightning strike.)
- Superior Lore - Superior lore of any type
- Telekinetic - On Crit, DC 17 or be knocked down (available before only with Cannith Crafting)
- Thaumaturgy - various Spell Power bonuses
- Wintry - Icy Burst
Icy Burst: This weapon is sheathed in icy cold. The weapon deals an extra 1 to 6 cold damage each hit. In addition, critical hits deal an additional 1 to 10 cold damage for weapons with a x2 critical multiplier, 2 to 20 for a x3 critical multiplier and 3 to 30 for a x4 multiplier., Freezing Ice
Weapon suffixes[edit]
- Absolute Chaos
Absolute Chaos: This weapon is infused with the ultimate power of chaos. It does an additional 2 to 12 damage to non-chaotic targets and can only be wielded by Chaotic aligned characters. - 2d6 to non-chaotic
- Absolute Law
Absolute Law: This weapon is infused with the ultimate power of law. It does an additional 2 to 12 damage to non-lawful targets and can only be wielded by Lawful aligned characters. - 2d6 to non-lawful
- Acid Torrent
Acid Torrent: This weapon is imbued with a vitriolic wrath. On an attack roll of 20 which is confirmed as a critical hit this acidic power will be released, dealing damage to the target and all enemies near it for 15d6 acid damage. A successful Reflex save (DC 39) reduces this by half. - 15d6 AoE on vorpal
- Blasphemy Evil Burst
Evil Burst: This weapon is imbued with the power of evil and deals 1 to 6 points of evil damage to all of non-evil alignment. In addition, critical hits deal an additional 1 to 10 evil damage for weapons with a x2 critical multiplier, 2 to 20 for a x3 critical multiplier and 3 to 30 for a x4 multiplier., Unholy Burst
Unholy Burst: An unholy weapon is imbued with unholy power. This power makes the weapon evil-aligned and thus bypasses the corresponding damage reduction. It deals an extra 2 to 12 points of damage against all of good alignment and an extra 3 to 18 on a critical for weapons with a x2 critical multiplier, 4 to 24 for a x3 multiplier, and 5 to 30 for x4 multiplier.
- Combat Mastery (like on Spare Hand)
- the Crusader - Good Blast
Good Blast: A good blast weapon is infused with the power of good. Critical hits with this weapon to targets of non-good alignment deal an extra 3 to 18 good damage for weapons with a x2 critical multiplier, 4 to 24 for a x3 multiplier, and 5 to 30 for a x4 multiplier. Additionally, if you roll a 20 when attacking and confirm the critical hit, the weapon blasts your target, doing 4 to 24 more good damage to any enemy of non-good alignment., Absolute Law
Absolute Law: This weapon is infused with the ultimate power of law. It does an additional 2 to 12 damage to non-lawful targets and can only be wielded by Lawful aligned characters. (required trait: Lawful; UMD 26-28)
- Debilitation - Weakening, Enfeebling, (Stunning or Shatter or Vertigo or Tendon Slice) +10
- Destroyer - Absolute Chaos
Absolute Chaos: This weapon is infused with the ultimate power of chaos. It does an additional 2 to 12 damage to non-chaotic targets and can only be wielded by Chaotic aligned characters., Evil Blast
Evil Blast: A evil blast weapon is infused with the power of evil. Critical hits with this weapon to targets of non-evil alignment deal an extra 3 to 18 evil damage for weapons with a x2 critical multiplier, 4 to 24 for a x3 multiplier, and 5 to 30 for a x multiplier. Additionally, if you roll a 20 when attacking and confirm the critical hit, the weapon blasts your target, doing 4 to 24 more evil damage to any enemy of non-evil alignment. (Required trait: Chaotic; UMD 26)
- Divine Light - Pure Good
Pure Good: This weapon is infused with the power of pure good. It does an additional 1 to 6 damage to non-good targets and can only be wielded by good aligned characters., Brilliance
Brilliance: This weapon glows with the light of Irian. This weapon deals an extra 1 to 6 points of light damage on a successful hit. In addition critical hits deal an additional 1 to 10 light damage for weapons with a x2 critical multiplier, 2 to 20 for a x3 critical multiplier and 3 to 30 for a x4 multiplier.
- Electric Storm
Electric Storm: This weapon is imbued with an electrifying wrath. On an attack roll of 20 which is confirmed as a critical hit this shocking power will be released, dealing damage to the target and all enemies near it for 15d6 electric damage. A successful Reflex save (DC 39) reduces this by half. - 15d6 AoE on vorpal
- Evocation Mastery - Efficient Metamagic - Empower Maximize I; Greater Evocation Focus
- Fiery Detonation
Fiery Detonation: This weapon is imbued with a fiery wrath. On an attack roll of 20 which is confirmed as a critical hit this burning power will be released, dealing damage to the target and all enemies near it for 15d6 fire damage. A successful Fortitude save (DC 39) reduces this by half. - 15d6 AoE on vorpal
- Freezing Gale - Vorpals cause 15d6 cold damage to target and nearby enemies; Reflex save (DC 39) reduces by half
- Greater Good
Greater Good: This weapon is infused with the ultimate power of good. It does an additional 2 to 12 damage to non-good targets and can only be wielded by good aligned characters. - (required trait: Good; UMD 26)
- Greater Poison - Poison Burst
Poison Burst: This weapon is dripping with poison, and deals 1 to 6 poison damage each hit. Critical hits deal an additional 1 to 10 poison damage for weapons with a x2 critical multiplier, 2 to 20 for a x3 multiplier and 3 to 30 for a x4 multiplier.; (Constitution, Dexterity, or Strength) Poison, Greater (1 point of (CON/DEX/STR) damage with every hit)
- Healing Mastery - Efficient Metamagic - Empower Healing I, Superior Healing Lore
- The Icy Depths - Tidal
Tidal: This weapon is sheathed in water. A Tidal weapon deals an extra 1 to 4 points of damage on a successful hit. Creatures with the Fire trait take double this damage instead. and Icy Blast
Icy Blast: An icy blast weapon is sheathed in icy cold. Critical hits with this weapon deal an additional 1 to 10 cold damage for weapons with a x2 critical multiplier, 2 to 20 for a x3 critical multiplier and 3 to 30 for a x4 multiplier. Additionally, if you roll a 20 when attacking and confirm the critical hit, the weapon blasts your target, doing an additional 4 to 24 more cold damage.
- Lacerating - Slicing
Slicing: This weapon is incredibly sharp and will do an additional 1 to 4 damage to targets that are vulnerable to bleeding., Bleed
Bleed: This weapon is cruelly sharp and will do an additional 1 to 8 damage to targets that are vulnerable to bleeding.
- Mauling - Slicing
Slicing: This weapon is incredibly sharp and will do an additional 1 to 4 damage to targets that are vulnerable to bleeding., Bleed
Bleed: This weapon is cruelly sharp and will do an additional 1 to 8 damage to targets that are vulnerable to bleeding. and Maiming
Maiming: This weapon has a twisted haft or grip and spikes along its blade, head, or point. Whenever you score a critical hit with this weapon it deals an amount of extra untyped damage depending on its critical multiplier: x2 - 1 to 6, x3 - 2 to 12, x4 - 3 to 18.
- Poison - Poison
Poison: This weapon is dripping with poison. It deals an additional 1 to 6 poison damage on a successful hit.; (Constitution, Dexterity, or Strength) Poison, Lesser (1d6 points of (CON/DEX/STR) damage with every hit)
- Radiance
Radiance: This weapon is imbued with a brilliant, radiant power that deals an additional 4 to 24 points of light damage and blinds the target on a successful critical hit. - different from the prefix 'Radiance' which is the light damage powerup)
- the Rebel - Absolute Chaos
Absolute Chaos: This weapon is infused with the ultimate power of chaos. It does an additional 2 to 12 damage to non-chaotic targets and can only be wielded by Chaotic aligned characters., Good Blast
Good Blast: A good blast weapon is infused with the power of good. Critical hits with this weapon to targets of non-good alignment deal an extra 3 to 18 good damage for weapons with a x2 critical multiplier, 4 to 24 for a x3 multiplier, and 5 to 30 for a x4 multiplier. Additionally, if you roll a 20 when attacking and confirm the critical hit, the weapon blasts your target, doing 4 to 24 more good damage to any enemy of non-good alignment. (Required trait: Chaotic; UMD 26), +5 BPM
- Steam
Steam: This weapon is constantly building a magical steam within. When the weapon is used, this pressure can be violently discharged, periodically damaging enemies with an additional 2 to 16 plus 8 points of untyped damage on a successful hit. - 2d8+8 damage over time
- the Sun's Fury - Flaming Blast
Flaming Blast: A flaming blast weapon is sheathed in fire. Critical hits with this weapon deal an additional 1 to 10 fire damage for weapons with a x2 critical multiplier, 2 to 20 for a x3 critical multiplier and 3 to 30 for a x4 multiplier. Additionally, if you roll a 20 when attacking and confirm the critical hit, the weapon blasts your target, doing an additional 4 to 24 more fire damage., Brilliance
Brilliance: This weapon glows with the light of Irian. This weapon deals an extra 1 to 6 points of light damage on a successful hit. In addition critical hits deal an additional 1 to 10 light damage for weapons with a x2 critical multiplier, 2 to 20 for a x3 critical multiplier and 3 to 30 for a x4 multiplier.
- the Sun - Incandescence
Incandescence: This weapon glows with the light of Irian. This weapon deals an extra 1 to 6 light damage on successful hit., Flaming Blast
Flaming Blast: A flaming blast weapon is sheathed in fire. Critical hits with this weapon deal an additional 1 to 10 fire damage for weapons with a x2 critical multiplier, 2 to 20 for a x3 critical multiplier and 3 to 30 for a x4 multiplier. Additionally, if you roll a 20 when attacking and confirm the critical hit, the weapon blasts your target, doing an additional 4 to 24 more fire damage.
- Superior Lore - Superior lore of any type
- the Tyrant - Absolute Law
Absolute Law: This weapon is infused with the ultimate power of law. It does an additional 2 to 12 damage to non-lawful targets and can only be wielded by Lawful aligned characters., Evil Blast
Evil Blast: A evil blast weapon is infused with the power of evil. Critical hits with this weapon to targets of non-evil alignment deal an extra 3 to 18 evil damage for weapons with a x2 critical multiplier, 4 to 24 for a x3 multiplier, and 5 to 30 for a x multiplier. Additionally, if you roll a 20 when attacking and confirm the critical hit, the weapon blasts your target, doing 4 to 24 more evil damage to any enemy of non-evil alignment. (Required trait: Lawful; UMD 26), +5 BPM
- Virulent Poison - Poison Burst
Poison Burst: This weapon is dripping with poison, and deals 1 to 6 poison damage each hit. Critical hits deal an additional 1 to 10 poison damage for weapons with a x2 critical multiplier, 2 to 20 for a x3 multiplier and 3 to 30 for a x4 multiplier.; (Constitution, Dexterity, or Strength) Poison, Virulent (1 point of CON/DEX/STR damage with every hit & additional 1d6 CON/DEX/STR damage on crits)
Armor prefixes[edit]
- Bracing - DR 2, Natural Armor +1 (+1 BPM, BtCoE)
- Bolstering - DR 3/-, Natural Armor +2 [2] (+2 BPM, BtCoE)
- Buttressing - DR 4/-, Natural Armor +3 (+3 BPM, BtCoE)
- Convalescent - 20% heal amp (+6 effect, also on bracers)
- Lesser Convalescent - 10% heal amp (+5 effect, also on bracers)
- Greater Convalescent - 30% heal amp
- Destroying - reduces AC and Fortification of enemies struck by melee attacks (+4 effect)
- Elemental - +10 Inherent resist to Fire/Cold/Acid/Lightning. Stacks with everything except Inherent Resist +10.
- Primal - 10 inherent resist all, 10% energy absorb (not sure if this is U14 or U15)
- Energy Deflection - 5% absorption to one of Fire/Cold/Acid/Lightning (+1 BPM, BtCoE)
- Energy Ablation - 10% absorption to one of Fire/Cold/Acid/Lightning (+3 BPM, BtCoE)
- Energy Absorption - 20% absorption to one of Fire/Cold/Acid/Lightning (+5 BPM, BtCoE)
- Frozen - Freezing Ice Guard
- Greater Twilight - reduces Arcane Spell Failure by 20% (available before only with Cannith Crafting)
- Light Guard - 1d6 light damage to attackers when hit (+2 BPM)
- Potency - Armor Prefix (this one may be bugged): Universal Spell Power - Increases damage of 8th level and below spells by 30%, does not stack with other items or potions.
- Silver Flame - turn undead booster
- Slaying - Slay Living Guard
- Soul-stealing (+6 equivalent) - Trap the Soul Guard
- Superior Lore - Superior lore of any type
- Thorn Guard - like Bramble-Casters
- Windswept - Air Guard
Armor suffixes[edit]
- Watchfulness (+2 effect, BtCoE) - Heightened Awareness +1, Resistance +2
- Wariness (+4 effect, BtCoE) - Dodge Bonus +1%, Heightened Awareness +2, Resistance +3
- Alertness (+6 effect, BtCoE) - Dodge Bonus +3%, Heightened Awareness +4 (also on helmets)
- Omniscience (+7 effect, BtCoE) - Dodge Bonus +4%, Heightened Awareness +5 (also on helmets)
- Prisms - 2x Lesser Elemental Resistance (3), e.g.: Lesser acid and cold resistance
- Glowing Prisms - 2x Elemental Resistance (10), e.g.: fire and cold resistance
- Shining Prisms - 2x Improved Elemental Resistance (20)
- Shimmering Prisms - 3x Elemental Resistance (10), e.g.: lightning, acid, and sonic resistance (bugged version may have 2 or even 1 resistance)
- Radiant Prisms - 3x Improved Elemental Resistance (20), e.g.: Improved sonic, lightning, and acid resistance. Semi-frequently one of the three can be Light Resistance (not Lightning, Light).
- Reinforcement - +5 protection (deflection bonus to AC), DR 5/-
- Greater Reinforcement (+7 effect, BtCoE) - +6 protection (deflection bonus to AC), DR 6/-
- Superior Acid/Cold/Fire/Lightning/Sonic resistance
- Superior False Life
- Superior Lore - Superior lore of any type
- Superior Stability
- Warding - Spell Resistance (22), and Resistance +4
- Greater Warding - Spell Resistance (25), Resistance +5
- Superior Warding - Spell Resistance (30), Spell Absorption 3/3
- Proofing - Spell Resistance (35), Spell Absorption 5/5
- Guards:
Other/Unknown[edit]
- +13-15 skills (clothing, jewelry prefix)
- +1 - +6 Natural armor (necklace, ring suffix)
- Ambushing +1/+2: Exceptional sneak attack bonus +1/+2 (gloves, goggle, ring prefix, +7/+8 BPM)
- Doublestrike 3/6% (gloves, ring, shield prefix)
- Fortifying 10/25%: exceptional fort (cloak, helm, ring, necklace prefix, +?/8 BPM)
- Greater Luck: good luck +1, resistance +5 (shield, ring, necklace, armor, suffix, +6 BPM)
- Major Luck: good luck +2, resistance +6
- Lesser Regeneration (shield suffix)
- Tough: Toughness (ring, cloak prefix)
- +7/+8 Enhancement bonus to stat
- +1 Exceptional bonus to stat
- +2 Insightful bonus to stat