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Update 19 named items
- Update 5
- Update 6
- Update 7
- Update 8
- Update 9
- Update 10
- Update 11
- Update 12
- Update 13
- MotU
- Update 15
- Update 16
- Update 17
- Update 18
- SC
- Update 20
- Update 21
- Update 22
- Update 23
- Update 24
- Update 25
- Update 26
- Update 27
- Update 28
- Update 29
- Update 29
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- Update 31
- Update 32
- Update 33
- Update 34
- Update 35
- Update 36
- MoR
- Update 38
- Update 39
- Update 40
- Update 41
- MoS
- Update 43
- Update 44
- Update 45
- Update 46
- Update 47
- Feywild
- Update 49
- Saltmarsh
- Update 51
- Update 52
- Update 53
- Update 54
- IoD
- Update 56
- Update 57
- Update 58
- Update 59
- Update 60
- VU
- Update 62
- Update 63
- Update 64
- Update 65
- Update 67
- Update 68
Chest loot[edit]
Wheloon[edit]
A Lesson in Deception[edit]
- Glorious Dawn - Ring
- ML14: Deathblock IVDeathblock IV: Passive: 12% Enhancement Bonus to Negative Energy Absorption. In addition, you are immune to magical effects that can cause instant death., Solar Guard IIISolar Guard III: When Hit in Melee: Deals 3 to 12 Light damage to your attacker., Green Augment SlotGreen Augments
- Named: Category:Green augments
- Named: Category:Blue augments
- AC: Natural Armor Bonus (+1 to +14) or Protection (Deflection bonus) (+1 to +11)
- ASF reduction: -5% to -15%
- Fortification: +25% to +100%
- Good Luck: +1 or +2
- Hit points: +4 to +54
- Max Dex Bonus (Armor): +1 or +2
- Defense (PRR and MRR): +3 to +36
- Saves (Resistance bonus): +1 to +11
- Dodge: +1% to +14%
- Tactics DCs (Stunning, Sunder, Trip): +2 to +16
- Accuracy: +2 to +22
- Positive/Negative/Repair Healing Amplification: +3 to +57
- Named: Category:Yellow augments
- Deathblock
- Elemental Resistance: +5 to +45
- Immunity: Fear, Blindness
- Movement: Feather Falling, Striding: +10% to +30%, Swiftness +5% to +15%, Underwater Action
- Proof Against Disease, Poison: +2 to +10
- Spell Focus, Greater Spell Focus (Enhancement bonus)
- Spell points (Enhancement bonus): +19 to +294
- Damage: +1 to +11
- Spell penetration: +1 to +9
- Named: Category:Colorless augments
- Ability (Enhancement bonus): +1 to +14
- Ability (Exceptional bonus): +1
- Ability (Insight bonus): +5
- Skills, except UMD (Competence bonus): +5 to +20
- ML15: Deathblock IVDeathblock IV: Passive: 12% Enhancement Bonus to Negative Energy Absorption. In addition, you are immune to magical effects that can cause instant death., Solar Guard IVSolar Guard IV: When Hit in Melee: Deals 4 to 16 Light damage to your attacker., Green Augment SlotGreen Augments
- Named: Category:Green augments
- Named: Category:Blue augments
- AC: Natural Armor Bonus (+1 to +14) or Protection (Deflection bonus) (+1 to +11)
- ASF reduction: -5% to -15%
- Fortification: +25% to +100%
- Good Luck: +1 or +2
- Hit points: +4 to +54
- Max Dex Bonus (Armor): +1 or +2
- Defense (PRR and MRR): +3 to +36
- Saves (Resistance bonus): +1 to +11
- Dodge: +1% to +14%
- Tactics DCs (Stunning, Sunder, Trip): +2 to +16
- Accuracy: +2 to +22
- Positive/Negative/Repair Healing Amplification: +3 to +57
- Named: Category:Yellow augments
- Deathblock
- Elemental Resistance: +5 to +45
- Immunity: Fear, Blindness
- Movement: Feather Falling, Striding: +10% to +30%, Swiftness +5% to +15%, Underwater Action
- Proof Against Disease, Poison: +2 to +10
- Spell Focus, Greater Spell Focus (Enhancement bonus)
- Spell points (Enhancement bonus): +19 to +294
- Damage: +1 to +11
- Spell penetration: +1 to +9
- Named: Category:Colorless augments
- Ability (Enhancement bonus): +1 to +14
- Ability (Exceptional bonus): +1
- Ability (Insight bonus): +5
- Skills, except UMD (Competence bonus): +5 to +20
- ML16: Deathblock IVDeathblock IV: Passive: 12% Enhancement Bonus to Negative Energy Absorption. In addition, you are immune to magical effects that can cause instant death., Solar Guard VSolar Guard V: When Hit in Melee: Deals 5 to 20 Light damage to your attacker., Green Augment SlotGreen Augments
- Named: Category:Green augments
- Named: Category:Blue augments
- AC: Natural Armor Bonus (+1 to +14) or Protection (Deflection bonus) (+1 to +11)
- ASF reduction: -5% to -15%
- Fortification: +25% to +100%
- Good Luck: +1 or +2
- Hit points: +4 to +54
- Max Dex Bonus (Armor): +1 or +2
- Defense (PRR and MRR): +3 to +36
- Saves (Resistance bonus): +1 to +11
- Dodge: +1% to +14%
- Tactics DCs (Stunning, Sunder, Trip): +2 to +16
- Accuracy: +2 to +22
- Positive/Negative/Repair Healing Amplification: +3 to +57
- Named: Category:Yellow augments
- Deathblock
- Elemental Resistance: +5 to +45
- Immunity: Fear, Blindness
- Movement: Feather Falling, Striding: +10% to +30%, Swiftness +5% to +15%, Underwater Action
- Proof Against Disease, Poison: +2 to +10
- Spell Focus, Greater Spell Focus (Enhancement bonus)
- Spell points (Enhancement bonus): +19 to +294
- Damage: +1 to +11
- Spell penetration: +1 to +9
- Named: Category:Colorless augments
- Ability (Enhancement bonus): +1 to +14
- Ability (Exceptional bonus): +1
- Ability (Insight bonus): +5
- Skills, except UMD (Competence bonus): +5 to +20
- ML25: Deathblock VIDeathblock VI: Passive: 18% Enhancement Bonus to Negative Energy Absorption. In addition, you are immune to magical effects that can cause instant death., Solar Guard VISolar Guard VI: When Hit in Melee: Deals 6 to 24 Light damage to your attacker., Green Augment SlotGreen Augments
- Named: Category:Green augments
- Named: Category:Blue augments
- AC: Natural Armor Bonus (+1 to +14) or Protection (Deflection bonus) (+1 to +11)
- ASF reduction: -5% to -15%
- Fortification: +25% to +100%
- Good Luck: +1 or +2
- Hit points: +4 to +54
- Max Dex Bonus (Armor): +1 or +2
- Defense (PRR and MRR): +3 to +36
- Saves (Resistance bonus): +1 to +11
- Dodge: +1% to +14%
- Tactics DCs (Stunning, Sunder, Trip): +2 to +16
- Accuracy: +2 to +22
- Positive/Negative/Repair Healing Amplification: +3 to +57
- Named: Category:Yellow augments
- Deathblock
- Elemental Resistance: +5 to +45
- Immunity: Fear, Blindness
- Movement: Feather Falling, Striding: +10% to +30%, Swiftness +5% to +15%, Underwater Action
- Proof Against Disease, Poison: +2 to +10
- Spell Focus, Greater Spell Focus (Enhancement bonus)
- Spell points (Enhancement bonus): +19 to +294
- Damage: +1 to +11
- Spell penetration: +1 to +9
- Named: Category:Colorless augments
- Ability (Enhancement bonus): +1 to +14
- Ability (Exceptional bonus): +1
- Ability (Insight bonus): +5
- Skills, except UMD (Competence bonus): +5 to +20
- ML26: Deathblock VIDeathblock VI: Passive: 18% Enhancement Bonus to Negative Energy Absorption. In addition, you are immune to magical effects that can cause instant death., Solar Guard VIISolar Guard VII: When Hit in Melee: Deals 7 to 28 Light damage to your attacker., Green Augment SlotGreen Augments
- Named: Category:Green augments
- Named: Category:Blue augments
- AC: Natural Armor Bonus (+1 to +14) or Protection (Deflection bonus) (+1 to +11)
- ASF reduction: -5% to -15%
- Fortification: +25% to +100%
- Good Luck: +1 or +2
- Hit points: +4 to +54
- Max Dex Bonus (Armor): +1 or +2
- Defense (PRR and MRR): +3 to +36
- Saves (Resistance bonus): +1 to +11
- Dodge: +1% to +14%
- Tactics DCs (Stunning, Sunder, Trip): +2 to +16
- Accuracy: +2 to +22
- Positive/Negative/Repair Healing Amplification: +3 to +57
- Named: Category:Yellow augments
- Deathblock
- Elemental Resistance: +5 to +45
- Immunity: Fear, Blindness
- Movement: Feather Falling, Striding: +10% to +30%, Swiftness +5% to +15%, Underwater Action
- Proof Against Disease, Poison: +2 to +10
- Spell Focus, Greater Spell Focus (Enhancement bonus)
- Spell points (Enhancement bonus): +19 to +294
- Damage: +1 to +11
- Spell penetration: +1 to +9
- Named: Category:Colorless augments
- Ability (Enhancement bonus): +1 to +14
- Ability (Exceptional bonus): +1
- Ability (Insight bonus): +5
- Skills, except UMD (Competence bonus): +5 to +20
- ML27: Deathblock VIDeathblock VI: Passive: 18% Enhancement Bonus to Negative Energy Absorption. In addition, you are immune to magical effects that can cause instant death., Solar Guard VIIISolar Guard VIII: When Hit in Melee: Deals 8 to 32 Light damage to your attacker., Green Augment SlotGreen Augments
- Named: Category:Green augments
- Named: Category:Blue augments
- AC: Natural Armor Bonus (+1 to +14) or Protection (Deflection bonus) (+1 to +11)
- ASF reduction: -5% to -15%
- Fortification: +25% to +100%
- Good Luck: +1 or +2
- Hit points: +4 to +54
- Max Dex Bonus (Armor): +1 or +2
- Defense (PRR and MRR): +3 to +36
- Saves (Resistance bonus): +1 to +11
- Dodge: +1% to +14%
- Tactics DCs (Stunning, Sunder, Trip): +2 to +16
- Accuracy: +2 to +22
- Positive/Negative/Repair Healing Amplification: +3 to +57
- Named: Category:Yellow augments
- Deathblock
- Elemental Resistance: +5 to +45
- Immunity: Fear, Blindness
- Movement: Feather Falling, Striding: +10% to +30%, Swiftness +5% to +15%, Underwater Action
- Proof Against Disease, Poison: +2 to +10
- Spell Focus, Greater Spell Focus (Enhancement bonus)
- Spell points (Enhancement bonus): +19 to +294
- Damage: +1 to +11
- Spell penetration: +1 to +9
- Named: Category:Colorless augments
- Ability (Enhancement bonus): +1 to +14
- Ability (Exceptional bonus): +1
- Ability (Insight bonus): +5
- Skills, except UMD (Competence bonus): +5 to +20
- ML14: Deathblock IVDeathblock IV: Passive: 12% Enhancement Bonus to Negative Energy Absorption. In addition, you are immune to magical effects that can cause instant death., Solar Guard IIISolar Guard III: When Hit in Melee: Deals 3 to 12 Light damage to your attacker., Green Augment SlotGreen Augments
|
EE Version Random Effect:
|
Friends in Low Places[edit]
- The Morning Star - Returning Shuriken
- Heroic Normal (ML14): [1d2]+4, ReturningReturning: This missile will return to you., +4 Enhancement Bonus+4 Enhancement Bonus: +4 enhancement bonus to attack and damage rolls., Solar ISolar I: On Hit: 1 to 6 Light Damage., Flaming IIFlaming II: On Hit: 2 to 8 Fire Damage., Ghostbane IGhostbane I: On Hit: 1 to 6 Bane Damage vs Undead. (Bane damage cannot be resisted.)
Passive: Attacks from this weapon bypass the miss chance of incorporeal creatures, such as ghosts, shadows, and wraiths., Red Augment SlotRed Augments- Named: Category:Red augments
- DR bypass: Alignment, Material
- Elemental damage: +1d6 to +9d6
- Spell Power (Enhancement bonus): +38 to +153
- Named: Category:Colorless augments
- Ability (Enhancement bonus): +1 to +14
- Ability (Exceptional bonus): +1
- Ability (Insight bonus): +5
- Skills, except UMD (Competence bonus): +5 to +20
- Heroic Hard (ML15): [1d2]+5, ReturningReturning: This missile will return to you., +5 Enhancement Bonus+5 Enhancement Bonus: +5 enhancement bonus to attack and damage rolls., Solar ISolar I: On Hit: 1 to 6 Light Damage., Flaming IIFlaming II: On Hit: 2 to 8 Fire Damage., Ghostbane IIGhostbane II: On Hit: 2 to 8 Bane Damage vs Undead. (Bane damage cannot be resisted.)
Passive: Attacks from this weapon bypass the miss chance of incorporeal creatures, such as ghosts, shadows, and wraiths., Red Augment SlotRed Augments- Named: Category:Red augments
- DR bypass: Alignment, Material
- Elemental damage: +1d6 to +9d6
- Spell Power (Enhancement bonus): +38 to +153
- Named: Category:Colorless augments
- Ability (Enhancement bonus): +1 to +14
- Ability (Exceptional bonus): +1
- Ability (Insight bonus): +5
- Skills, except UMD (Competence bonus): +5 to +20
- Heroic Elite (ML16): [1d2]+5, ReturningReturning: This missile will return to you., +5 Enhancement Bonus+5 Enhancement Bonus: +5 enhancement bonus to attack and damage rolls., Solar IISolar II: On Hit: 2 to 8 Light Damage., Flaming IIIFlaming III: On Hit: 3 to 12 Fire Damage., Ghostbane IIGhostbane II: On Hit: 2 to 8 Bane Damage vs Undead. (Bane damage cannot be resisted.)
Passive: Attacks from this weapon bypass the miss chance of incorporeal creatures, such as ghosts, shadows, and wraiths., Red Augment SlotRed Augments- Named: Category:Red augments
- DR bypass: Alignment, Material
- Elemental damage: +1d6 to +9d6
- Spell Power (Enhancement bonus): +38 to +153
- Named: Category:Colorless augments
- Ability (Enhancement bonus): +1 to +14
- Ability (Exceptional bonus): +1
- Ability (Insight bonus): +5
- Skills, except UMD (Competence bonus): +5 to +20
- Epic Normal (ML25): 2[1d2]+7, ReturningReturning: This missile will return to you., +7 Enhancement Bonus+7 Enhancement Bonus: +7 enhancement bonus to attack and damage rolls., Solar IVSolar IV: On Hit: 4 to 16 Light Damage., Flaming VFlaming V: On Hit: 5 to 20 Fire Damage., Ghostbane IVGhostbane IV: On Hit: 4 to 16 Bane Damage vs Undead. (Bane damage cannot be resisted.)
Passive: Attacks from this weapon bypass the miss chance of incorporeal creatures, such as ghosts, shadows, and wraiths., Red Augment SlotRed Augments- Named: Category:Red augments
- DR bypass: Alignment, Material
- Elemental damage: +1d6 to +9d6
- Spell Power (Enhancement bonus): +38 to +153
- Named: Category:Colorless augments
- Ability (Enhancement bonus): +1 to +14
- Ability (Exceptional bonus): +1
- Ability (Insight bonus): +5
- Skills, except UMD (Competence bonus): +5 to +20
- Epic Hard (ML26): 2[1d2]+8, ReturningReturning: This missile will return to you., +8 Enhancement Bonus+8 Enhancement Bonus: +8 enhancement bonus to attack and damage rolls., Solar IVSolar IV: On Hit: 4 to 16 Light Damage., Flaming VFlaming V: On Hit: 5 to 20 Fire Damage., Ghostbane VGhostbane V: On Hit: 5 to 20 Bane Damage vs Undead. (Bane damage cannot be resisted.)
Passive: Attacks from this weapon bypass the miss chance of incorporeal creatures, such as ghosts, shadows, and wraiths., Red Augment SlotRed Augments- Named: Category:Red augments
- DR bypass: Alignment, Material
- Elemental damage: +1d6 to +9d6
- Spell Power (Enhancement bonus): +38 to +153
- Named: Category:Colorless augments
- Ability (Enhancement bonus): +1 to +14
- Ability (Exceptional bonus): +1
- Ability (Insight bonus): +5
- Skills, except UMD (Competence bonus): +5 to +20
- Epic Elite (ML27): 2[1d2]+8, ReturningReturning: This missile will return to you., +8 Enhancement Bonus+8 Enhancement Bonus: +8 enhancement bonus to attack and damage rolls., Solar VSolar V: On Hit: 5 to 20 Light Damage., Flaming VIFlaming VI: On Hit: 6 to 24 Fire Damage., Ghostbane VGhostbane V: On Hit: 5 to 20 Bane Damage vs Undead. (Bane damage cannot be resisted.)
Passive: Attacks from this weapon bypass the miss chance of incorporeal creatures, such as ghosts, shadows, and wraiths., Red Augment SlotRed Augments- Named: Category:Red augments
- DR bypass: Alignment, Material
- Elemental damage: +1d6 to +9d6
- Spell Power (Enhancement bonus): +38 to +153
- Named: Category:Colorless augments
- Ability (Enhancement bonus): +1 to +14
- Ability (Exceptional bonus): +1
- Ability (Insight bonus): +5
- Skills, except UMD (Competence bonus): +5 to +20
- Heroic Normal (ML14): [1d2]+4, ReturningReturning: This missile will return to you., +4 Enhancement Bonus+4 Enhancement Bonus: +4 enhancement bonus to attack and damage rolls., Solar ISolar I: On Hit: 1 to 6 Light Damage., Flaming IIFlaming II: On Hit: 2 to 8 Fire Damage., Ghostbane IGhostbane I: On Hit: 1 to 6 Bane Damage vs Undead. (Bane damage cannot be resisted.)
Army of Shadow[edit]
|
EE Version Random Effect:
|
- Shade's Hood - Helmet
- ML14: Resistance +5 Resistance +5: Passive: +5 Resistance bonus to Fortitude, Reflex, and Will Saving Throws., †Random Elemental Resistance +25, Shadow WalkShadow Walk
Caster level: 14
Charges: 1 (1/day) — 1 Charges (Recharged/Day:1), Yellow Augment SlotYellow Augments- Named: Category:Yellow augments
- Deathblock
- Elemental Resistance: +5 to +45
- Immunity: Fear, Blindness
- Movement: Feather Falling, Striding: +10% to +30%, Swiftness +5% to +15%, Underwater Action
- Proof Against Disease, Poison: +2 to +10
- Spell Focus, Greater Spell Focus (Enhancement bonus)
- Spell points (Enhancement bonus): +19 to +294
- Damage: +1 to +11
- Spell penetration: +1 to +9
- Named: Category:Colorless augments
- Ability (Enhancement bonus): +1 to +14
- Ability (Exceptional bonus): +1
- Ability (Insight bonus): +5
- Skills, except UMD (Competence bonus): +5 to +20
- ML15: Resistance +6 Resistance +6: Passive: +6 Resistance bonus to Fortitude, Reflex, and Will Saving Throws., †Random Elemental Resistance +25, Shadow WalkShadow Walk
Caster level: 14
Charges: 1 (1/day) — 1 Charges (Recharged/Day:1), Colorless Augment SlotColorless Augments- Named: Category:Colorless augments
- Ability (Enhancement bonus): +1 to +14
- Ability (Exceptional bonus): +1
- Ability (Insight bonus): +5
- Skills, except UMD (Competence bonus): +5 to +20
- Named: Category:Yellow augments
- Deathblock
- Elemental Resistance: +5 to +45
- Immunity: Fear, Blindness
- Movement: Feather Falling, Striding: +10% to +30%, Swiftness +5% to +15%, Underwater Action
- Proof Against Disease, Poison: +2 to +10
- Spell Focus, Greater Spell Focus (Enhancement bonus)
- Spell points (Enhancement bonus): +19 to +294
- Damage: +1 to +11
- Spell penetration: +1 to +9
- Named: Category:Colorless augments
- Ability (Enhancement bonus): +1 to +14
- Ability (Exceptional bonus): +1
- Ability (Insight bonus): +5
- Skills, except UMD (Competence bonus): +5 to +20
- ML16: Resistance +6 Resistance +6: Passive: +6 Resistance bonus to Fortitude, Reflex, and Will Saving Throws., †Random Elemental Resistance +30, Shadow WalkShadow Walk
Caster level: 14
Charges: 1 (1/day) — 1 Charges (Recharged/Day:1), Colorless Augment SlotColorless Augments- Named: Category:Colorless augments
- Ability (Enhancement bonus): +1 to +14
- Ability (Exceptional bonus): +1
- Ability (Insight bonus): +5
- Skills, except UMD (Competence bonus): +5 to +20
- Named: Category:Green augments
- Named: Category:Blue augments
- AC: Natural Armor Bonus (+1 to +14) or Protection (Deflection bonus) (+1 to +11)
- ASF reduction: -5% to -15%
- Fortification: +25% to +100%
- Good Luck: +1 or +2
- Hit points: +4 to +54
- Max Dex Bonus (Armor): +1 or +2
- Defense (PRR and MRR): +3 to +36
- Saves (Resistance bonus): +1 to +11
- Dodge: +1% to +14%
- Tactics DCs (Stunning, Sunder, Trip): +2 to +16
- Accuracy: +2 to +22
- Positive/Negative/Repair Healing Amplification: +3 to +57
- Named: Category:Yellow augments
- Deathblock
- Elemental Resistance: +5 to +45
- Immunity: Fear, Blindness
- Movement: Feather Falling, Striding: +10% to +30%, Swiftness +5% to +15%, Underwater Action
- Proof Against Disease, Poison: +2 to +10
- Spell Focus, Greater Spell Focus (Enhancement bonus)
- Spell points (Enhancement bonus): +19 to +294
- Damage: +1 to +11
- Spell penetration: +1 to +9
- Named: Category:Colorless augments
- Ability (Enhancement bonus): +1 to +14
- Ability (Exceptional bonus): +1
- Ability (Insight bonus): +5
- Skills, except UMD (Competence bonus): +5 to +20
- ML25: Resistance +8 Resistance +8: Passive: +8 Resistance bonus to Fortitude, Reflex, and Will Saving Throws., †Random Elemental Resistance +40, Shadow WalkShadow Walk
Caster level: 14
Charges: 1 (1/day) — 1 Charges (Recharged/Day:1), Colorless Augment SlotColorless Augments- Named: Category:Colorless augments
- Ability (Enhancement bonus): +1 to +14
- Ability (Exceptional bonus): +1
- Ability (Insight bonus): +5
- Skills, except UMD (Competence bonus): +5 to +20
- Named: Category:Green augments
- Named: Category:Blue augments
- AC: Natural Armor Bonus (+1 to +14) or Protection (Deflection bonus) (+1 to +11)
- ASF reduction: -5% to -15%
- Fortification: +25% to +100%
- Good Luck: +1 or +2
- Hit points: +4 to +54
- Max Dex Bonus (Armor): +1 or +2
- Defense (PRR and MRR): +3 to +36
- Saves (Resistance bonus): +1 to +11
- Dodge: +1% to +14%
- Tactics DCs (Stunning, Sunder, Trip): +2 to +16
- Accuracy: +2 to +22
- Positive/Negative/Repair Healing Amplification: +3 to +57
- Named: Category:Yellow augments
- Deathblock
- Elemental Resistance: +5 to +45
- Immunity: Fear, Blindness
- Movement: Feather Falling, Striding: +10% to +30%, Swiftness +5% to +15%, Underwater Action
- Proof Against Disease, Poison: +2 to +10
- Spell Focus, Greater Spell Focus (Enhancement bonus)
- Spell points (Enhancement bonus): +19 to +294
- Damage: +1 to +11
- Spell penetration: +1 to +9
- Named: Category:Colorless augments
- Ability (Enhancement bonus): +1 to +14
- Ability (Exceptional bonus): +1
- Ability (Insight bonus): +5
- Skills, except UMD (Competence bonus): +5 to +20
- ML26: Resistance +9 Resistance +9: Passive: +9 Resistance bonus to Fortitude, Reflex, and Will Saving Throws., †Random Elemental Resistance +40, Shadow WalkShadow Walk
Caster level: 14
Charges: 1 (1/day) — 1 Charges (Recharged/Day:1), Yellow Augment SlotYellow Augments- Named: Category:Yellow augments
- Deathblock
- Elemental Resistance: +5 to +45
- Immunity: Fear, Blindness
- Movement: Feather Falling, Striding: +10% to +30%, Swiftness +5% to +15%, Underwater Action
- Proof Against Disease, Poison: +2 to +10
- Spell Focus, Greater Spell Focus (Enhancement bonus)
- Spell points (Enhancement bonus): +19 to +294
- Damage: +1 to +11
- Spell penetration: +1 to +9
- Named: Category:Colorless augments
- Ability (Enhancement bonus): +1 to +14
- Ability (Exceptional bonus): +1
- Ability (Insight bonus): +5
- Skills, except UMD (Competence bonus): +5 to +20
- Named: Category:Green augments
- Named: Category:Blue augments
- AC: Natural Armor Bonus (+1 to +14) or Protection (Deflection bonus) (+1 to +11)
- ASF reduction: -5% to -15%
- Fortification: +25% to +100%
- Good Luck: +1 or +2
- Hit points: +4 to +54
- Max Dex Bonus (Armor): +1 or +2
- Defense (PRR and MRR): +3 to +36
- Saves (Resistance bonus): +1 to +11
- Dodge: +1% to +14%
- Tactics DCs (Stunning, Sunder, Trip): +2 to +16
- Accuracy: +2 to +22
- Positive/Negative/Repair Healing Amplification: +3 to +57
- Named: Category:Yellow augments
- Deathblock
- Elemental Resistance: +5 to +45
- Immunity: Fear, Blindness
- Movement: Feather Falling, Striding: +10% to +30%, Swiftness +5% to +15%, Underwater Action
- Proof Against Disease, Poison: +2 to +10
- Spell Focus, Greater Spell Focus (Enhancement bonus)
- Spell points (Enhancement bonus): +19 to +294
- Damage: +1 to +11
- Spell penetration: +1 to +9
- Named: Category:Colorless augments
- Ability (Enhancement bonus): +1 to +14
- Ability (Exceptional bonus): +1
- Ability (Insight bonus): +5
- Skills, except UMD (Competence bonus): +5 to +20
- ML27: Resistance +9 Resistance +9: Passive: +9 Resistance bonus to Fortitude, Reflex, and Will Saving Throws., †Random Elemental Resistance +45, Shadow WalkShadow Walk
Caster level: 14
Charges: 1 (1/day) — 1 Charges (Recharged/Day:1), Yellow Augment SlotYellow Augments- Named: Category:Yellow augments
- Deathblock
- Elemental Resistance: +5 to +45
- Immunity: Fear, Blindness
- Movement: Feather Falling, Striding: +10% to +30%, Swiftness +5% to +15%, Underwater Action
- Proof Against Disease, Poison: +2 to +10
- Spell Focus, Greater Spell Focus (Enhancement bonus)
- Spell points (Enhancement bonus): +19 to +294
- Damage: +1 to +11
- Spell penetration: +1 to +9
- Named: Category:Colorless augments
- Ability (Enhancement bonus): +1 to +14
- Ability (Exceptional bonus): +1
- Ability (Insight bonus): +5
- Skills, except UMD (Competence bonus): +5 to +20
- Named: Category:Green augments
- Named: Category:Blue augments
- AC: Natural Armor Bonus (+1 to +14) or Protection (Deflection bonus) (+1 to +11)
- ASF reduction: -5% to -15%
- Fortification: +25% to +100%
- Good Luck: +1 or +2
- Hit points: +4 to +54
- Max Dex Bonus (Armor): +1 or +2
- Defense (PRR and MRR): +3 to +36
- Saves (Resistance bonus): +1 to +11
- Dodge: +1% to +14%
- Tactics DCs (Stunning, Sunder, Trip): +2 to +16
- Accuracy: +2 to +22
- Positive/Negative/Repair Healing Amplification: +3 to +57
- Named: Category:Yellow augments
- Deathblock
- Elemental Resistance: +5 to +45
- Immunity: Fear, Blindness
- Movement: Feather Falling, Striding: +10% to +30%, Swiftness +5% to +15%, Underwater Action
- Proof Against Disease, Poison: +2 to +10
- Spell Focus, Greater Spell Focus (Enhancement bonus)
- Spell points (Enhancement bonus): +19 to +294
- Damage: +1 to +11
- Spell penetration: +1 to +9
- Named: Category:Colorless augments
- Ability (Enhancement bonus): +1 to +14
- Ability (Exceptional bonus): +1
- Ability (Insight bonus): +5
- Skills, except UMD (Competence bonus): +5 to +20
- †Random Elemental Resistance: Acid, Cold, Fire, Electricity or Sonic.
- ML14: Resistance +5 Resistance +5: Passive: +5 Resistance bonus to Fortitude, Reflex, and Will Saving Throws., †Random Elemental Resistance +25, Shadow WalkShadow Walk
The Thrill of the Hunt[edit]
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EE Version Random Effect:
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- First Blood - Bastard Sword
- Heroic Normal (ML14): 1[1d10]+4, +4 Enhancement Bonus, Bloodletter VBloodletter V: On Critical Hit: 11 to 66 Slashing damage from weapons with a x2 Critical Multiplier, 11 to 88 Slashing damage from weapons with a x3 Critical Multiplier, and 11 to 110 Slashing damage from weapons with a x4 or greater Critical Multiplier., Doublestrike 8%, Keen I
- Heroic Hard (ML15): ?[1d10]+?, +? Enhancement Bonus, Bloodletter V, Doublestrike 9%, Keen ?
- Heroic Elite (ML16): 1.5[1d10]+5, +5 Enhancement Bonus, Bloodletter V, Doublestrike 10%, Keen II
- Epic Normal (ML25): 2.5[1d10]+7, +7 Enhancement Bonus, Bloodletter VII, Doublestrike 13%, Keen II
- Epic Hard (ML26): 2.5[1d10]+8, +8 Enhancement Bonus, Bloodletter VII, Doublestrike 14%, Keen II
- Epic Elite (ML27): 3[1d10]+8, +8 Enhancement Bonus+8 Enhancement Bonus: +8 enhancement bonus to attack and damage rolls., Bloodletter VIIBloodletter VII: On Critical Hit: 15 to 90 Slashing damage from weapons with a x2 Critical Multiplier, 15 to 120 Slashing damage from weapons with a x3 Critical Multiplier, and 15 to 150 Slashing damage from weapons with a x4 or greater Critical Multiplier., Doublestrike 15% Doublestrike 15%: Passive: 15% Enhancement bonus to Doublestrike. (Doublestrike is a chance to score an additional hit with a melee attack.), KeenKeen III: Passive: This weapon deals an additional +1[W] damage. In addition, the base critical threat range of this weapon is doubled. This does not stack with Improved Critical feat. Vorpal Strikes by this weapon also bypass all Fortification.
Through a Mirror Darkly[edit]
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Random effect on epic versions:
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- Shadowsight - Goggles (End chest)
- Heroic Normal (ML14): EtherealEthereal: Equipping this item causes your hands and weapons to become partially incorporeal. Your melee attacks do not roll a miss chance for Incorporeal targets., Wisdom +6 Wisdom +6: This item makes the wearer more in tune with her surroundings, granting a +6 enhancement bonus to Wisdom., Accuracy VI Accuracy VI: Passive: +6 Competence bonus to attack rolls, Yellow Augment SlotYellow Augments
- Named: Category:Yellow augments
- Deathblock
- Elemental Resistance: +5 to +45
- Immunity: Fear, Blindness
- Movement: Feather Falling, Striding: +10% to +30%, Swiftness +5% to +15%, Underwater Action
- Proof Against Disease, Poison: +2 to +10
- Spell Focus, Greater Spell Focus (Enhancement bonus)
- Spell points (Enhancement bonus): +19 to +294
- Damage: +1 to +11
- Spell penetration: +1 to +9
- Named: Category:Colorless augments
- Ability (Enhancement bonus): +1 to +14
- Ability (Exceptional bonus): +1
- Ability (Insight bonus): +5
- Skills, except UMD (Competence bonus): +5 to +20
- Heroic Hard (ML15): EtherealEthereal: Equipping this item causes your hands and weapons to become partially incorporeal. Your melee attacks do not roll a miss chance for Incorporeal targets., Wisdom +7 Wisdom +7: This item makes the wearer more in tune with her surroundings, granting a +7 enhancement bonus to Wisdom., Accuracy VI Accuracy VI: Passive: +6 Competence bonus to attack rolls, Yellow Augment SlotYellow Augments
- Named: Category:Yellow augments
- Deathblock
- Elemental Resistance: +5 to +45
- Immunity: Fear, Blindness
- Movement: Feather Falling, Striding: +10% to +30%, Swiftness +5% to +15%, Underwater Action
- Proof Against Disease, Poison: +2 to +10
- Spell Focus, Greater Spell Focus (Enhancement bonus)
- Spell points (Enhancement bonus): +19 to +294
- Damage: +1 to +11
- Spell penetration: +1 to +9
- Named: Category:Colorless augments
- Ability (Enhancement bonus): +1 to +14
- Ability (Exceptional bonus): +1
- Ability (Insight bonus): +5
- Skills, except UMD (Competence bonus): +5 to +20
- Heroic Elite (ML16): EtherealEthereal: Equipping this item causes your hands and weapons to become partially incorporeal. Your melee attacks do not roll a miss chance for Incorporeal targets., Wisdom +7 Wisdom +7: This item makes the wearer more in tune with her surroundings, granting a +7 enhancement bonus to Wisdom., Accuracy VIII Accuracy VIII: Passive: +8 Competence bonus to attack rolls, Yellow Augment SlotYellow Augments
- Named: Category:Yellow augments
- Deathblock
- Elemental Resistance: +5 to +45
- Immunity: Fear, Blindness
- Movement: Feather Falling, Striding: +10% to +30%, Swiftness +5% to +15%, Underwater Action
- Proof Against Disease, Poison: +2 to +10
- Spell Focus, Greater Spell Focus (Enhancement bonus)
- Spell points (Enhancement bonus): +19 to +294
- Damage: +1 to +11
- Spell penetration: +1 to +9
- Named: Category:Colorless augments
- Ability (Enhancement bonus): +1 to +14
- Ability (Exceptional bonus): +1
- Ability (Insight bonus): +5
- Skills, except UMD (Competence bonus): +5 to +20
- Epic Normal (ML25): EtherealEthereal: Equipping this item causes your hands and weapons to become partially incorporeal. Your melee attacks do not roll a miss chance for Incorporeal targets., Wisdom +9 Wisdom +9: This item makes the wearer more in tune with her surroundings, granting a +9 enhancement bonus to Wisdom., Accuracy IX Accuracy IX: Passive: +9 Competence bonus to attack rolls, Green Augment SlotGreen Augments
- Named: Category:Green augments
- Named: Category:Blue augments
- AC: Natural Armor Bonus (+1 to +14) or Protection (Deflection bonus) (+1 to +11)
- ASF reduction: -5% to -15%
- Fortification: +25% to +100%
- Good Luck: +1 or +2
- Hit points: +4 to +54
- Max Dex Bonus (Armor): +1 or +2
- Defense (PRR and MRR): +3 to +36
- Saves (Resistance bonus): +1 to +11
- Dodge: +1% to +14%
- Tactics DCs (Stunning, Sunder, Trip): +2 to +16
- Accuracy: +2 to +22
- Positive/Negative/Repair Healing Amplification: +3 to +57
- Named: Category:Yellow augments
- Deathblock
- Elemental Resistance: +5 to +45
- Immunity: Fear, Blindness
- Movement: Feather Falling, Striding: +10% to +30%, Swiftness +5% to +15%, Underwater Action
- Proof Against Disease, Poison: +2 to +10
- Spell Focus, Greater Spell Focus (Enhancement bonus)
- Spell points (Enhancement bonus): +19 to +294
- Damage: +1 to +11
- Spell penetration: +1 to +9
- Named: Category:Colorless augments
- Ability (Enhancement bonus): +1 to +14
- Ability (Exceptional bonus): +1
- Ability (Insight bonus): +5
- Skills, except UMD (Competence bonus): +5 to +20
- Epic Hard (ML26): EtherealEthereal: Equipping this item causes your hands and weapons to become partially incorporeal. Your melee attacks do not roll a miss chance for Incorporeal targets., Wisdom +10 Wisdom +10: This item makes the wearer more in tune with her surroundings, granting a +10 enhancement bonus to Wisdom., Accuracy X Accuracy X: Passive: +10 Competence bonus to attack rolls, Green Augment SlotGreen Augments
- Named: Category:Green augments
- Named: Category:Blue augments
- AC: Natural Armor Bonus (+1 to +14) or Protection (Deflection bonus) (+1 to +11)
- ASF reduction: -5% to -15%
- Fortification: +25% to +100%
- Good Luck: +1 or +2
- Hit points: +4 to +54
- Max Dex Bonus (Armor): +1 or +2
- Defense (PRR and MRR): +3 to +36
- Saves (Resistance bonus): +1 to +11
- Dodge: +1% to +14%
- Tactics DCs (Stunning, Sunder, Trip): +2 to +16
- Accuracy: +2 to +22
- Positive/Negative/Repair Healing Amplification: +3 to +57
- Named: Category:Yellow augments
- Deathblock
- Elemental Resistance: +5 to +45
- Immunity: Fear, Blindness
- Movement: Feather Falling, Striding: +10% to +30%, Swiftness +5% to +15%, Underwater Action
- Proof Against Disease, Poison: +2 to +10
- Spell Focus, Greater Spell Focus (Enhancement bonus)
- Spell points (Enhancement bonus): +19 to +294
- Damage: +1 to +11
- Spell penetration: +1 to +9
- Named: Category:Colorless augments
- Ability (Enhancement bonus): +1 to +14
- Ability (Exceptional bonus): +1
- Ability (Insight bonus): +5
- Skills, except UMD (Competence bonus): +5 to +20
- Epic Elite (ML27): EtherealEthereal: Equipping this item causes your hands and weapons to become partially incorporeal. Your melee attacks do not roll a miss chance for Incorporeal targets., Wisdom +11 Wisdom +11: This item makes the wearer more in tune with her surroundings, granting a +11 enhancement bonus to Wisdom., Accuracy X Accuracy X: Passive: +10 Competence bonus to attack rolls, Green Augment SlotGreen Augments
- Named: Category:Green augments
- Named: Category:Blue augments
- AC: Natural Armor Bonus (+1 to +14) or Protection (Deflection bonus) (+1 to +11)
- ASF reduction: -5% to -15%
- Fortification: +25% to +100%
- Good Luck: +1 or +2
- Hit points: +4 to +54
- Max Dex Bonus (Armor): +1 or +2
- Defense (PRR and MRR): +3 to +36
- Saves (Resistance bonus): +1 to +11
- Dodge: +1% to +14%
- Tactics DCs (Stunning, Sunder, Trip): +2 to +16
- Accuracy: +2 to +22
- Positive/Negative/Repair Healing Amplification: +3 to +57
- Named: Category:Yellow augments
- Deathblock
- Elemental Resistance: +5 to +45
- Immunity: Fear, Blindness
- Movement: Feather Falling, Striding: +10% to +30%, Swiftness +5% to +15%, Underwater Action
- Proof Against Disease, Poison: +2 to +10
- Spell Focus, Greater Spell Focus (Enhancement bonus)
- Spell points (Enhancement bonus): +19 to +294
- Damage: +1 to +11
- Spell penetration: +1 to +9
- Named: Category:Colorless augments
- Ability (Enhancement bonus): +1 to +14
- Ability (Exceptional bonus): +1
- Ability (Insight bonus): +5
- Skills, except UMD (Competence bonus): +5 to +20
- Heroic Normal (ML14): EtherealEthereal: Equipping this item causes your hands and weapons to become partially incorporeal. Your melee attacks do not roll a miss chance for Incorporeal targets., Wisdom +6 Wisdom +6: This item makes the wearer more in tune with her surroundings, granting a +6 enhancement bonus to Wisdom., Accuracy VI Accuracy VI: Passive: +6 Competence bonus to attack rolls, Yellow Augment SlotYellow Augments
- Trapsmith's Crossbow - Heavy Repeating Crossbow
- Heroic Normal (ML14): 1.50[1d10]+0, Poison IVPoison IV: On Hit: 4 to 12 Poison Damage.
On Critical Hit: 1d4 Strength, Dexterity, or Constitution Damage., Doubleshot 5% Doubleshot 5%: Passive: 5% Enhancement bonus to Doubleshot. (Doubleshot is a chance to score an additional hit with a ranged attack.), KeenKeen II: Passive: This weapon deals an additional +0.5[W] damage. In addition, the base critical threat range of this weapon is doubled. This does not stack with Improved Critical feat. Vorpal Strikes by this weapon also bypass all Fortification. - Heroic Hard (ML15): 1.50[1d10]+0, Poison VPoison V: On Hit: 5 to 15 Poison Damage.
On Critical Hit: 1d4 Strength, Dexterity, or Constitution Damage., Doubleshot 5% Doubleshot 5%: Passive: 5% Enhancement bonus to Doubleshot. (Doubleshot is a chance to score an additional hit with a ranged attack.), KeenKeen II: Passive: This weapon deals an additional +0.5[W] damage. In addition, the base critical threat range of this weapon is doubled. This does not stack with Improved Critical feat. Vorpal Strikes by this weapon also bypass all Fortification. - Heroic Elite (ML16): 1.50[1d10]+0, Poison VPoison V: On Hit: 5 to 15 Poison Damage.
On Critical Hit: 1d4 Strength, Dexterity, or Constitution Damage., Doubleshot 6% Doubleshot 6%: Passive: 6% Enhancement bonus to Doubleshot. (Doubleshot is a chance to score an additional hit with a ranged attack.), KeenKeen II: Passive: This weapon deals an additional +0.5[W] damage. In addition, the base critical threat range of this weapon is doubled. This does not stack with Improved Critical feat. Vorpal Strikes by this weapon also bypass all Fortification. - Epic Normal (ML25): 3[1d10]+0, Poison VIIPoison VII: On Hit: 7 to 21 Poison Damage.
On Critical Hit: 1d4 Strength, Dexterity, or Constitution Damage., Doubleshot 8% Doubleshot 8%: Passive: 8% Enhancement bonus to Doubleshot. (Doubleshot is a chance to score an additional hit with a ranged attack.), KeenKeen III: Passive: This weapon deals an additional +1[W] damage. In addition, the base critical threat range of this weapon is doubled. This does not stack with Improved Critical feat. Vorpal Strikes by this weapon also bypass all Fortification. - Epic Hard (ML26): 3[1d10]+0, Poison VIIIPoison VIII: On Hit: 8 to 24 Poison Damage.
On Critical Hit: 1d4 Strength, Dexterity, or Constitution Damage., Doubleshot 8% Doubleshot 8%: Passive: 8% Enhancement bonus to Doubleshot. (Doubleshot is a chance to score an additional hit with a ranged attack.), KeenKeen III: Passive: This weapon deals an additional +1[W] damage. In addition, the base critical threat range of this weapon is doubled. This does not stack with Improved Critical feat. Vorpal Strikes by this weapon also bypass all Fortification. - Epic Elite (ML27): 3[1d10]+0, Poison VIIIPoison VIII: On Hit: 8 to 24 Poison Damage.
On Critical Hit: 1d4 Strength, Dexterity, or Constitution Damage., Doubleshot 9% Doubleshot 9%: Passive: 9% Enhancement bonus to Doubleshot. (Doubleshot is a chance to score an additional hit with a ranged attack.), KeenKeen III: Passive: This weapon deals an additional +1[W] damage. In addition, the base critical threat range of this weapon is doubled. This does not stack with Improved Critical feat. Vorpal Strikes by this weapon also bypass all Fortification.
- Heroic Normal (ML14): 1.50[1d10]+0, Poison IVPoison IV: On Hit: 4 to 12 Poison Damage.
Storm Horns[edit]
The Tracker's Trap[edit]
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Random effect on epic versions:
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Random Spell Focus:
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Lines of Supply[edit]
|
Random effect on epic versions:
|
- Giant's Fist - Maul
- Heroic Normal (ML17): +4 Enhancement Bonus+4 Enhancement Bonus: +4 enhancement bonus to attack and damage rolls., ImpactImpact III: Passive: This weapon deals an additional +1[W] damage. In addition, the base critical threat range of this weapon is doubled. This does not stack with Improved Critical feat. Vorpal Strikes by this weapon also bypass all Fortification., Sundering V Sundering V: On Hit: Your target suffers a -1 Penalty to Fortitude Saving Throws for 6 seconds. This effect stacks up to 5 times. This effect may only occur on-hit once every three seconds.
Passive: The DC of the saving throw to resist your Sunder combat feats is increased by 10., Dazing V Dazing V: On Hit: Your target suffers a -1 Penalty to Will Saving Throws for 6 seconds. This effect stacks up to 5 times. This effect may only occur on-hit once every three seconds.
Passive: The DC of the saving throw to resist your Stunning Blow and Stunning Fist combat feats is increased by 10., Red Augment SlotRed Augments- Named: Category:Red augments
- DR bypass: Alignment, Material
- Elemental damage: +1d6 to +9d6
- Spell Power (Enhancement bonus): +38 to +153
- Named: Category:Colorless augments
- Ability (Enhancement bonus): +1 to +14
- Ability (Exceptional bonus): +1
- Ability (Insight bonus): +5
- Skills, except UMD (Competence bonus): +5 to +20
- Heroic Hard (ML18): +4 Enhancement Bonus+4 Enhancement Bonus: +4 enhancement bonus to attack and damage rolls., ImpactImpact III: Passive: This weapon deals an additional +1[W] damage. In addition, the base critical threat range of this weapon is doubled. This does not stack with Improved Critical feat. Vorpal Strikes by this weapon also bypass all Fortification., Sundering V Sundering V: On Hit: Your target suffers a -1 Penalty to Fortitude Saving Throws for 6 seconds. This effect stacks up to 5 times. This effect may only occur on-hit once every three seconds.
Passive: The DC of the saving throw to resist your Sunder combat feats is increased by 10., Dazing V Dazing V: On Hit: Your target suffers a -1 Penalty to Will Saving Throws for 6 seconds. This effect stacks up to 5 times. This effect may only occur on-hit once every three seconds.
Passive: The DC of the saving throw to resist your Stunning Blow and Stunning Fist combat feats is increased by 10., Red Augment SlotRed Augments- Named: Category:Red augments
- DR bypass: Alignment, Material
- Elemental damage: +1d6 to +9d6
- Spell Power (Enhancement bonus): +38 to +153
- Named: Category:Colorless augments
- Ability (Enhancement bonus): +1 to +14
- Ability (Exceptional bonus): +1
- Ability (Insight bonus): +5
- Skills, except UMD (Competence bonus): +5 to +20
- Heroic Elite (ML19): +4 Enhancement Bonus+4 Enhancement Bonus: +4 enhancement bonus to attack and damage rolls., ImpactImpact III: Passive: This weapon deals an additional +1[W] damage. In addition, the base critical threat range of this weapon is doubled. This does not stack with Improved Critical feat. Vorpal Strikes by this weapon also bypass all Fortification., Sundering VI Sundering VI: On Hit: Your target suffers a -1 Penalty to Fortitude Saving Throws for 6 seconds. This effect stacks up to 5 times. This effect may only occur on-hit once every three seconds.
Passive: The DC of the saving throw to resist your Sunder combat feats is increased by 11., Dazing VI Dazing VI: On Hit: Your target suffers a -1 Penalty to Will Saving Throws for 6 seconds. This effect stacks up to 5 times. This effect may only occur on-hit once every three seconds.
Passive: The DC of the saving throw to resist your Stunning Blow and Stunning Fist combat feats is increased by 11., Red Augment SlotRed Augments- Named: Category:Red augments
- DR bypass: Alignment, Material
- Elemental damage: +1d6 to +9d6
- Spell Power (Enhancement bonus): +38 to +153
- Named: Category:Colorless augments
- Ability (Enhancement bonus): +1 to +14
- Ability (Exceptional bonus): +1
- Ability (Insight bonus): +5
- Skills, except UMD (Competence bonus): +5 to +20
- Epic Normal (ML26): +4 Enhancement Bonus+4 Enhancement Bonus: +4 enhancement bonus to attack and damage rolls., ImpactImpact V: Passive: This weapon deals an additional +2[W] damage. In addition, the base critical threat range of this weapon is doubled. This does not stack with Improved Critical feat. Vorpal Strikes by this weapon also bypass all Fortification., Sundering VII Sundering VII: On Hit: Your target suffers a -1 Penalty to Fortitude Saving Throws for 6 seconds. This effect stacks up to 5 times. This effect may only occur on-hit once every three seconds.
Passive: The DC of the saving throw to resist your Sunder combat feats is increased by 12., Dazing VII Dazing VII: On Hit: Your target suffers a -1 Penalty to Will Saving Throws for 6 seconds. This effect stacks up to 5 times. This effect may only occur on-hit once every three seconds.
Passive: The DC of the saving throw to resist your Stunning Blow and Stunning Fist combat feats is increased by 12., Red Augment SlotRed Augments- Named: Category:Red augments
- DR bypass: Alignment, Material
- Elemental damage: +1d6 to +9d6
- Spell Power (Enhancement bonus): +38 to +153
- Named: Category:Colorless augments
- Ability (Enhancement bonus): +1 to +14
- Ability (Exceptional bonus): +1
- Ability (Insight bonus): +5
- Skills, except UMD (Competence bonus): +5 to +20
- Epic Hard (ML27): +4 Enhancement Bonus+4 Enhancement Bonus: +4 enhancement bonus to attack and damage rolls., ImpactImpact V: Passive: This weapon deals an additional +2[W] damage. In addition, the base critical threat range of this weapon is doubled. This does not stack with Improved Critical feat. Vorpal Strikes by this weapon also bypass all Fortification., Sundering VIII Sundering VIII: On Hit: Your target suffers a -1 Penalty to Fortitude Saving Throws for 6 seconds. This effect stacks up to 5 times. This effect may only occur on-hit once every three seconds.
Passive: The DC of the saving throw to resist your Sunder combat feats is increased by 13., Dazing VIII Dazing VIII: On Hit: Your target suffers a -1 Penalty to Will Saving Throws for 6 seconds. This effect stacks up to 5 times. This effect may only occur on-hit once every three seconds.
Passive: The DC of the saving throw to resist your Stunning Blow and Stunning Fist combat feats is increased by 13., Red Augment SlotRed Augments- Named: Category:Red augments
- DR bypass: Alignment, Material
- Elemental damage: +1d6 to +9d6
- Spell Power (Enhancement bonus): +38 to +153
- Named: Category:Colorless augments
- Ability (Enhancement bonus): +1 to +14
- Ability (Exceptional bonus): +1
- Ability (Insight bonus): +5
- Skills, except UMD (Competence bonus): +5 to +20
- Epic Elite (ML28): +4 Enhancement Bonus+4 Enhancement Bonus: +4 enhancement bonus to attack and damage rolls., ImpactImpact V: Passive: This weapon deals an additional +2[W] damage. In addition, the base critical threat range of this weapon is doubled. This does not stack with Improved Critical feat. Vorpal Strikes by this weapon also bypass all Fortification., Sundering IX Sundering IX: On Hit: Your target suffers a -1 Penalty to Fortitude Saving Throws for 6 seconds. This effect stacks up to 5 times. This effect may only occur on-hit once every three seconds.
Passive: The DC of the saving throw to resist your Sunder combat feats is increased by 14., Dazing IX Dazing IX: On Hit: Your target suffers a -1 Penalty to Will Saving Throws for 6 seconds. This effect stacks up to 5 times. This effect may only occur on-hit once every three seconds.
Passive: The DC of the saving throw to resist your Stunning Blow and Stunning Fist combat feats is increased by 14., Red Augment SlotRed Augments- Named: Category:Red augments
- DR bypass: Alignment, Material
- Elemental damage: +1d6 to +9d6
- Spell Power (Enhancement bonus): +38 to +153
- Named: Category:Colorless augments
- Ability (Enhancement bonus): +1 to +14
- Ability (Exceptional bonus): +1
- Ability (Insight bonus): +5
- Skills, except UMD (Competence bonus): +5 to +20
- Heroic Normal (ML17): +4 Enhancement Bonus+4 Enhancement Bonus: +4 enhancement bonus to attack and damage rolls., ImpactImpact III: Passive: This weapon deals an additional +1[W] damage. In addition, the base critical threat range of this weapon is doubled. This does not stack with Improved Critical feat. Vorpal Strikes by this weapon also bypass all Fortification., Sundering V Sundering V: On Hit: Your target suffers a -1 Penalty to Fortitude Saving Throws for 6 seconds. This effect stacks up to 5 times. This effect may only occur on-hit once every three seconds.
Breaking the Ranks[edit]
- Elemental Fury - Short Sword
- Heroic Normal (ML17): [1d6] +2, +2 Enhancement Bonus+2 Enhancement Bonus: +2 enhancement bonus to attack and damage rolls., Acid IIAcid II: On Hit: 2 to 8 Acid Damage., Flaming IIFlaming II: On Hit: 2 to 8 Fire Damage., Frost IIFrost II: On Hit: 2 to 8 Cold Damage., Shock IIShock II: On Hit: 2 to 8 Electric Damage.
- Heroic Hard (ML18): [1d6] +2, +2 Enhancement Bonus+2 Enhancement Bonus: +2 enhancement bonus to attack and damage rolls., Acid IIIAcid III: On Hit: 3 to 12 Acid Damage., Flaming IIIFlaming III: On Hit: 3 to 12 Fire Damage., Frost IIFrost II: On Hit: 2 to 8 Cold Damage., Shock IIShock II: On Hit: 2 to 8 Electric Damage.
- Heroic Elite (ML19): [1d6] +2, +2 Enhancement Bonus+2 Enhancement Bonus: +2 enhancement bonus to attack and damage rolls., Acid IIIAcid III: On Hit: 3 to 12 Acid Damage., Flaming IIIFlaming III: On Hit: 3 to 12 Fire Damage., Frost IIIFrost III: On Hit: 3 to 12 Cold Damage., Shock IIIShock III: On Hit: 3 to 12 Electric Damage.
- Epic Normal (ML26): 2[1d6] +5, +5 Enhancement Bonus+5 Enhancement Bonus: +5 enhancement bonus to attack and damage rolls., Acid IVAcid IV: On Hit: 4 to 16 Acid Damage., Flaming IVFlaming IV: On Hit: 4 to 16 Fire Damage., Frost IVFrost IV: On Hit: 4 to 16 Cold Damage., Shock IVShock IV: On Hit: 4 to 16 Electric Damage.
- Epic Hard (ML27): 2[1d6] +5, +5 Enhancement Bonus+5 Enhancement Bonus: +5 enhancement bonus to attack and damage rolls., Acid VAcid V: On Hit: 5 to 20 Acid Damage., Flaming VFlaming V: On Hit: 5 to 20 Fire Damage., Frost IVFrost IV: On Hit: 4 to 16 Cold Damage., Shock IVShock IV: On Hit: 4 to 16 Electric Damage.
- Epic Elite (ML28): 2[1d6] +5, +5 Enhancement Bonus+5 Enhancement Bonus: +5 enhancement bonus to attack and damage rolls., Acid VAcid V: On Hit: 5 to 20 Acid Damage., Flaming VFlaming V: On Hit: 5 to 20 Fire Damage., Frost VFrost V: On Hit: 5 to 20 Cold Damage., Shock VShock V: On Hit: 5 to 20 Electric Damage.
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Random effect on epic versions:
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A Break in the Ice[edit]
- Gloves of the Master Illusionist - Gloves
- Heroic Normal (ML17): Intelligence +7 Intelligence +7: This item focuses the power of the wearer's mind, granting a +7 enhancement bonus to Intelligence., Illusion Focus III Illusion Focus III: Maximum number of loops have been performedMaximum number of loops have been performed0 Equipment bonus to the DC of Illusion spells., Colorless Augment SlotColorless Augments
- Named: Category:Colorless augments
- Ability (Enhancement bonus): +1 to +14
- Ability (Exceptional bonus): +1
- Ability (Insight bonus): +5
- Skills, except UMD (Competence bonus): +5 to +20
- Heroic Hard (ML18): Intelligence +7 Intelligence +7: This item focuses the power of the wearer's mind, granting a +7 enhancement bonus to Intelligence., Illusion Focus III Illusion Focus III: Maximum number of loops have been performedMaximum number of loops have been performed0 Equipment bonus to the DC of Illusion spells., Yellow Augment SlotYellow Augments
- Named: Category:Yellow augments
- Deathblock
- Elemental Resistance: +5 to +45
- Immunity: Fear, Blindness
- Movement: Feather Falling, Striding: +10% to +30%, Swiftness +5% to +15%, Underwater Action
- Proof Against Disease, Poison: +2 to +10
- Spell Focus, Greater Spell Focus (Enhancement bonus)
- Spell points (Enhancement bonus): +19 to +294
- Damage: +1 to +11
- Spell penetration: +1 to +9
- Named: Category:Colorless augments
- Ability (Enhancement bonus): +1 to +14
- Ability (Exceptional bonus): +1
- Ability (Insight bonus): +5
- Skills, except UMD (Competence bonus): +5 to +20
- Heroic Elite (ML19): Intelligence +8 Intelligence +8: This item focuses the power of the wearer's mind, granting a +8 enhancement bonus to Intelligence., Illusion Focus III Illusion Focus III: Maximum number of loops have been performedMaximum number of loops have been performed0 Equipment bonus to the DC of Illusion spells., Yellow Augment SlotYellow Augments
- Named: Category:Yellow augments
- Deathblock
- Elemental Resistance: +5 to +45
- Immunity: Fear, Blindness
- Movement: Feather Falling, Striding: +10% to +30%, Swiftness +5% to +15%, Underwater Action
- Proof Against Disease, Poison: +2 to +10
- Spell Focus, Greater Spell Focus (Enhancement bonus)
- Spell points (Enhancement bonus): +19 to +294
- Damage: +1 to +11
- Spell penetration: +1 to +9
- Named: Category:Colorless augments
- Ability (Enhancement bonus): +1 to +14
- Ability (Exceptional bonus): +1
- Ability (Insight bonus): +5
- Skills, except UMD (Competence bonus): +5 to +20
- Epic Normal (ML26): Intelligence +10 Intelligence +10: This item focuses the power of the wearer's mind, granting a +10 enhancement bonus to Intelligence., Illusion Focus IV Illusion Focus IV: Maximum number of loops have been performedMaximum number of loops have been performed0 Equipment bonus to the DC of Illusion spells., Yellow Augment SlotYellow Augments
- Named: Category:Yellow augments
- Deathblock
- Elemental Resistance: +5 to +45
- Immunity: Fear, Blindness
- Movement: Feather Falling, Striding: +10% to +30%, Swiftness +5% to +15%, Underwater Action
- Proof Against Disease, Poison: +2 to +10
- Spell Focus, Greater Spell Focus (Enhancement bonus)
- Spell points (Enhancement bonus): +19 to +294
- Damage: +1 to +11
- Spell penetration: +1 to +9
- Named: Category:Colorless augments
- Ability (Enhancement bonus): +1 to +14
- Ability (Exceptional bonus): +1
- Ability (Insight bonus): +5
- Skills, except UMD (Competence bonus): +5 to +20
- Epic Hard (ML27): Intelligence +10 Intelligence +10: This item focuses the power of the wearer's mind, granting a +10 enhancement bonus to Intelligence., Illusion Focus V Illusion Focus V: Maximum number of loops have been performedMaximum number of loops have been performed0 Equipment bonus to the DC of Illusion spells., Yellow Augment SlotYellow Augments
- Named: Category:Yellow augments
- Deathblock
- Elemental Resistance: +5 to +45
- Immunity: Fear, Blindness
- Movement: Feather Falling, Striding: +10% to +30%, Swiftness +5% to +15%, Underwater Action
- Proof Against Disease, Poison: +2 to +10
- Spell Focus, Greater Spell Focus (Enhancement bonus)
- Spell points (Enhancement bonus): +19 to +294
- Damage: +1 to +11
- Spell penetration: +1 to +9
- Named: Category:Colorless augments
- Ability (Enhancement bonus): +1 to +14
- Ability (Exceptional bonus): +1
- Ability (Insight bonus): +5
- Skills, except UMD (Competence bonus): +5 to +20
- Epic Elite (ML28): Intelligence +11 Intelligence +11: This item focuses the power of the wearer's mind, granting a +11 enhancement bonus to Intelligence., Illusion Focus V Illusion Focus V: Maximum number of loops have been performedMaximum number of loops have been performed0 Equipment bonus to the DC of Illusion spells., Yellow Augment SlotYellow Augments
- Named: Category:Yellow augments
- Deathblock
- Elemental Resistance: +5 to +45
- Immunity: Fear, Blindness
- Movement: Feather Falling, Striding: +10% to +30%, Swiftness +5% to +15%, Underwater Action
- Proof Against Disease, Poison: +2 to +10
- Spell Focus, Greater Spell Focus (Enhancement bonus)
- Spell points (Enhancement bonus): +19 to +294
- Damage: +1 to +11
- Spell penetration: +1 to +9
- Named: Category:Colorless augments
- Ability (Enhancement bonus): +1 to +14
- Ability (Exceptional bonus): +1
- Ability (Insight bonus): +5
- Skills, except UMD (Competence bonus): +5 to +20
- Heroic Normal (ML17): Intelligence +7 Intelligence +7: This item focuses the power of the wearer's mind, granting a +7 enhancement bonus to Intelligence., Illusion Focus III Illusion Focus III:
- Frostbite Blade - Scimitar
- Epic Elite (ML28): 2[1d6] +7, +7 Enhancement Bonus+7 Enhancement Bonus: +7 enhancement bonus to attack and damage rolls., Frost VIIIFrost VIII: On Hit: 8 to 32 Cold Damage., FrostbiteFrostbite: On Hit: Applies a stack of Vulnerable (1% more damage for 3 seconds. This effect stacks up to 20 times, and loses one stack on expiration.). This effect may only occur on-hit once every two seconds.
On Vorpal: Applies a stack of Lethargy (-1 to all Saving Throws. Non-bosses also move and attack 5% slower. This effect stacks up to 5 times.) (stacking vulnerability that stacks up to 20 and provide 1% more damage per stack), Purple Augment SlotPurple Augments- Named: Category:Purple augments
- Named: Category:Red augments
- DR bypass: Alignment, Material
- Elemental damage: +1d6 to +9d6
- Spell Power (Enhancement bonus): +38 to +153
- Named: Category:Blue augments
- AC: Natural Armor Bonus (+1 to +14) or Protection (Deflection bonus) (+1 to +11)
- ASF reduction: -5% to -15%
- Fortification: +25% to +100%
- Good Luck: +1 or +2
- Hit points: +4 to +54
- Max Dex Bonus (Armor): +1 or +2
- Defense (PRR and MRR): +3 to +36
- Saves (Resistance bonus): +1 to +11
- Dodge: +1% to +14%
- Tactics DCs (Stunning, Sunder, Trip): +2 to +16
- Accuracy: +2 to +22
- Positive/Negative/Repair Healing Amplification: +3 to +57
- Named: Category:Colorless augments
- Ability (Enhancement bonus): +1 to +14
- Ability (Exceptional bonus): +1
- Ability (Insight bonus): +5
- Skills, except UMD (Competence bonus): +5 to +20
- Named: Category:Red augments
- DR bypass: Alignment, Material
- Elemental damage: +1d6 to +9d6
- Spell Power (Enhancement bonus): +38 to +153
- Named: Category:Colorless augments
- Ability (Enhancement bonus): +1 to +14
- Ability (Exceptional bonus): +1
- Ability (Insight bonus): +5
- Skills, except UMD (Competence bonus): +5 to +20
- Epic Elite (ML28): 2[1d6] +7, +7 Enhancement Bonus+7 Enhancement Bonus: +7 enhancement bonus to attack and damage rolls., Frost VIIIFrost VIII: On Hit: 8 to 32 Cold Damage., FrostbiteFrostbite: On Hit: Applies a stack of Vulnerable (1% more damage for 3 seconds. This effect stacks up to 20 times, and loses one stack on expiration.). This effect may only occur on-hit once every two seconds.
What Goes Up[edit]
|
EE Version Random Effect:
|
- Consuming Darkness - Ring
- Epic Normal (ML26): 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)., Combat Mastery +5, Yellow Augment SlotYellow Augments
- Named: Category:Yellow augments
- Deathblock
- Elemental Resistance: +5 to +45
- Immunity: Fear, Blindness
- Movement: Feather Falling, Striding: +10% to +30%, Swiftness +5% to +15%, Underwater Action
- Proof Against Disease, Poison: +2 to +10
- Spell Focus, Greater Spell Focus (Enhancement bonus)
- Spell points (Enhancement bonus): +19 to +294
- Damage: +1 to +11
- Spell penetration: +1 to +9
- Named: Category:Colorless augments
- Ability (Enhancement bonus): +1 to +14
- Ability (Exceptional bonus): +1
- Ability (Insight bonus): +5
- Skills, except UMD (Competence bonus): +5 to +20
- Epic Hard (ML27): Seeker +11, Combat Mastery +5, Yellow Augment SlotYellow Augments
- Named: Category:Yellow augments
- Deathblock
- Elemental Resistance: +5 to +45
- Immunity: Fear, Blindness
- Movement: Feather Falling, Striding: +10% to +30%, Swiftness +5% to +15%, Underwater Action
- Proof Against Disease, Poison: +2 to +10
- Spell Focus, Greater Spell Focus (Enhancement bonus)
- Spell points (Enhancement bonus): +19 to +294
- Damage: +1 to +11
- Spell penetration: +1 to +9
- Named: Category:Colorless augments
- Ability (Enhancement bonus): +1 to +14
- Ability (Exceptional bonus): +1
- Ability (Insight bonus): +5
- Skills, except UMD (Competence bonus): +5 to +20
- Epic Elite (ML28): Seeker +12, Combat Mastery +5, Green Augment SlotGreen Augments
- Named: Category:Green augments
- Named: Category:Blue augments
- AC: Natural Armor Bonus (+1 to +14) or Protection (Deflection bonus) (+1 to +11)
- ASF reduction: -5% to -15%
- Fortification: +25% to +100%
- Good Luck: +1 or +2
- Hit points: +4 to +54
- Max Dex Bonus (Armor): +1 or +2
- Defense (PRR and MRR): +3 to +36
- Saves (Resistance bonus): +1 to +11
- Dodge: +1% to +14%
- Tactics DCs (Stunning, Sunder, Trip): +2 to +16
- Accuracy: +2 to +22
- Positive/Negative/Repair Healing Amplification: +3 to +57
- Named: Category:Yellow augments
- Deathblock
- Elemental Resistance: +5 to +45
- Immunity: Fear, Blindness
- Movement: Feather Falling, Striding: +10% to +30%, Swiftness +5% to +15%, Underwater Action
- Proof Against Disease, Poison: +2 to +10
- Spell Focus, Greater Spell Focus (Enhancement bonus)
- Spell points (Enhancement bonus): +19 to +294
- Damage: +1 to +11
- Spell penetration: +1 to +9
- Named: Category:Colorless augments
- Ability (Enhancement bonus): +1 to +14
- Ability (Exceptional bonus): +1
- Ability (Insight bonus): +5
- Skills, except UMD (Competence bonus): +5 to +20
- Epic Normal (ML26): 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)., Combat Mastery +5, Yellow Augment SlotYellow Augments
- Thunder and Lightning - Handwraps
- Epic Hard (ML27): +7 Enhancement Bonus+7 Enhancement Bonus: +7 enhancement bonus to attack and damage rolls., Shock VIIIShock VIII: On Hit: 8 to 32 Electric Damage., Shrieking VIIShrieking VII: On Hit: 7 to 28 Sonic Damage., ImpactImpact II: Passive: This weapon deals an additional +0.5[W] damage. In addition, the base critical threat range of this weapon is doubled. This does not stack with Improved Critical feat. Vorpal Strikes by this weapon also bypass all Fortification., Red Augment SlotRed Augments
- Named: Category:Red augments
- DR bypass: Alignment, Material
- Elemental damage: +1d6 to +9d6
- Spell Power (Enhancement bonus): +38 to +153
- Named: Category:Colorless augments
- Ability (Enhancement bonus): +1 to +14
- Ability (Exceptional bonus): +1
- Ability (Insight bonus): +5
- Skills, except UMD (Competence bonus): +5 to +20
- Epic Elite (ML28): (Total unarmed dice increase: +1.5[W]), +7 Enhancement Bonus+7 Enhancement Bonus: +7 enhancement bonus to attack and damage rolls., Shock VIIIShock VIII: On Hit: 8 to 32 Electric Damage., Shrieking VIIIShrieking VIII: On Hit: 8 to 32 Sonic Damage., ImpactImpact II: Passive: This weapon deals an additional +0.5[W] damage. In addition, the base critical threat range of this weapon is doubled. This does not stack with Improved Critical feat. Vorpal Strikes by this weapon also bypass all Fortification., Red Augment SlotRed Augments
- Named: Category:Red augments
- DR bypass: Alignment, Material
- Elemental damage: +1d6 to +9d6
- Spell Power (Enhancement bonus): +38 to +153
- Named: Category:Colorless augments
- Ability (Enhancement bonus): +1 to +14
- Ability (Exceptional bonus): +1
- Ability (Insight bonus): +5
- Skills, except UMD (Competence bonus): +5 to +20
- Epic Hard (ML27): +7 Enhancement Bonus+7 Enhancement Bonus: +7 enhancement bonus to attack and damage rolls., Shock VIIIShock VIII: On Hit: 8 to 32 Electric Damage., Shrieking VIIShrieking VII: On Hit: 7 to 28 Sonic Damage., ImpactImpact II: Passive: This weapon deals an additional +0.5[W] damage. In addition, the base critical threat range of this weapon is doubled. This does not stack with Improved Critical feat. Vorpal Strikes by this weapon also bypass all Fortification., Red Augment SlotRed Augments
Any quest in Storm Horns[edit]
|
EE Version Random Effect:
|
Reward list[edit]
Wheloon[edit]
Note: Quest reward named items here are not considered "named" items for the purpose of feeding Sentient Jewels.
A Lesson in Deception[edit]
Last Edited | Item | Type | Enhancements | ML | Bind | Quests |
---|---|---|---|---|---|---|
|
Sage's Sash (Level 15) (edit) | Belt |
|
15 | Bound to Character on AcquireBound to Character on Acquire: This item is Bound to Character on Acquire | A Lesson in Deception, End reward |
|
Guardian's Girdle (Level 15) (edit) | Belt |
|
15 | Bound to Character on AcquireBound to Character on Acquire: This item is Bound to Character on Acquire | A Lesson in Deception, End reward |
|
Skirmisher's Belt (Level 15) (edit) | Belt |
|
15 | Bound to Character on AcquireBound to Character on Acquire: This item is Bound to Character on Acquire | A Lesson in Deception, End reward |
|
Sage's Sash (Level 26) (edit) | Belt |
|
26 | Bound to Character on AcquireBound to Character on Acquire: This item is Bound to Character on Acquire | A Lesson in Deception, End reward |
|
Guardian's Girdle (Level 26) (edit) | Belt |
|
26 | Bound to Character on AcquireBound to Character on Acquire: This item is Bound to Character on Acquire | A Lesson in Deception, End reward |
|
Skirmisher's Belt (Level 26) (edit) | Belt |
|
26 | Bound to Character on AcquireBound to Character on Acquire: This item is Bound to Character on Acquire | A Lesson in Deception, End reward |
Friends in Low Places[edit]
Army of Shadow[edit]
Last Edited | Item | Type | Enhancements | ML | Bind | Quests |
---|---|---|---|---|---|---|
|
Sage's Sash (Level 15) (edit) | Belt |
|
15 | Bound to Character on AcquireBound to Character on Acquire: This item is Bound to Character on Acquire | A Lesson in Deception, End reward |
|
Guardian's Girdle (Level 15) (edit) | Belt |
|
15 | Bound to Character on AcquireBound to Character on Acquire: This item is Bound to Character on Acquire | A Lesson in Deception, End reward |
|
Skirmisher's Belt (Level 15) (edit) | Belt |
|
15 | Bound to Character on AcquireBound to Character on Acquire: This item is Bound to Character on Acquire | A Lesson in Deception, End reward |
|
Sage's Sash (Level 26) (edit) | Belt |
|
26 | Bound to Character on AcquireBound to Character on Acquire: This item is Bound to Character on Acquire | A Lesson in Deception, End reward |
|
Guardian's Girdle (Level 26) (edit) | Belt |
|
26 | Bound to Character on AcquireBound to Character on Acquire: This item is Bound to Character on Acquire | A Lesson in Deception, End reward |
|
Skirmisher's Belt (Level 26) (edit) | Belt |
|
26 | Bound to Character on AcquireBound to Character on Acquire: This item is Bound to Character on Acquire | A Lesson in Deception, End reward |
The Thrill of the Hunt[edit]
Last Edited | Item | Type | Enhancements | ML | Bind | Quests |
---|---|---|---|---|---|---|
|
Skirmisher's Gloves (Level 15) (edit) | Gloves |
|
15 | Bound to Character on AcquireBound to Character on Acquire: This item is Bound to Character on Acquire | The Thrill of the Hunt, End reward |
|
Guardian's Gauntlets (Level 15) (edit) | Gloves |
|
15 | Bound to Character on AcquireBound to Character on Acquire: This item is Bound to Character on Acquire | The Thrill of the Hunt, End reward |
|
Sage's Gloves (Level 17) (edit) | Gloves |
|
17 | Bound to Character on AcquireBound to Character on Acquire: This item is Bound to Character on Acquire | The Thrill of the Hunt, End reward |
|
Skirmisher's Gloves (Level 26) (edit) | Gloves |
|
26 | Bound to Character on AcquireBound to Character on Acquire: This item is Bound to Character on Acquire | The Thrill of the Hunt, End reward |
|
Guardian's Gauntlets (Level 26) (edit) | Gloves |
|
26 | Bound to Character on AcquireBound to Character on Acquire: This item is Bound to Character on Acquire | The Thrill of the Hunt, End reward |
|
Sage's Gloves (Level 26) (edit) | Gloves |
|
26 | Bound to Character on AcquireBound to Character on Acquire: This item is Bound to Character on Acquire | The Thrill of the Hunt, End reward |
Through a Mirror Darkly[edit]
Storm Horns[edit]
The Tracker's Trap[edit]
Cloaks, Bound to Character on AcquireBound to Character on Acquire: This item is Bound to Character on Acquire
- Heroic
- Guardian's Cloak (Level 19) - Axeblock VAxeblock V: Passive: Reduces physical damage taken by 10, except from Bludgeoning or Piercing weapons. (Damage Reduction: 10/Pierce, Bludgeon), Spearblock VSpearblock V: Passive: Reduces physical damage taken by 10, except from Bludgeoning or Slashing weapons. (Damage Reduction: 10/Slash, Bludgeon)
- Sage's Mantle (Level 19) - Enchantment Focus +3 Enchantment Focus +3: +3 Equipment bonus to the DC of Enchantment spells., Illusion Focus +2 Illusion Focus +2: +2 Equipment bonus to the DC of Illusion spells.
- Skirmisher's Cloak (Level 19) - Acid Resistance +25Acid Resistance +25: Passive: +25 Enhancement bonus to your Acid Resistance., Electric Resistance +25Electric Resistance +25: Passive: +25 Enhancement bonus to your Electric Resistance.
- Epic
- Guardian's Cloak (Level 27) - Axeblock VIAxeblock VI: Passive: Reduces physical damage taken by 12, except from Bludgeoning or Piercing weapons. (Damage Reduction: 12/Pierce, Bludgeon), Spearblock VISpearblock VI: Passive: Reduces physical damage taken by 12, except from Bludgeoning or Slashing weapons. (Damage Reduction: 12/Slash, Bludgeon), Accuracy VI Accuracy VI: Passive: Maximum number of loops have been performedMaximum number of loops have been performed0 Competence bonus to attack rolls
- Sage's Mantle (Level 27) - Enchantment Focus +5 Enchantment Focus +5: +5 Equipment bonus to the DC of Enchantment spells., Illusion Focus +4 Illusion Focus +4: +4 Equipment bonus to the DC of Illusion spells.
- Skirmisher's Cloak (Level 25) - Acid Resistance +40Acid Resistance +40: Passive: +40 Enhancement bonus to your Acid Resistance., Electric Resistance +40Electric Resistance +40: Passive: +40 Enhancement bonus to your Electric Resistance.
- Guardian's Cloak (Level 27) - Axeblock VIAxeblock VI: Passive: Reduces physical damage taken by 12, except from Bludgeoning or Piercing weapons. (Damage Reduction: 12/Pierce, Bludgeon), Spearblock VISpearblock VI: Passive: Reduces physical damage taken by 12, except from Bludgeoning or Slashing weapons. (Damage Reduction: 12/Slash, Bludgeon), Accuracy VI Accuracy VI: Passive:
Lines of Supply[edit]
Breaking the Ranks[edit]
Last Edited | Item | Type | Enhancements | ML | Bind | Quests |
---|---|---|---|---|---|---|
|
Guardian's Helmet (Level 19) (edit) | Helm |
|
19 | Bound to Character on AcquireBound to Character on Acquire: This item is Bound to Character on Acquire | Breaking the Ranks, End reward |
|
Sage's Skullcap (Level 19) (edit) | Helm |
|
19 | Bound to Character on AcquireBound to Character on Acquire: This item is Bound to Character on Acquire | Breaking the Ranks, End reward |
|
Skirmisher's Circlet (Level 19) (edit) | Helm |
|
19 | Bound to Character on AcquireBound to Character on Acquire: This item is Bound to Character on Acquire | Breaking the Ranks, End reward |
|
Guardian's Helmet (Level 27) (edit) | Helm |
|
27 | Bound to Character on AcquireBound to Character on Acquire: This item is Bound to Character on Acquire | Breaking the Ranks, End reward |
|
Sage's Skullcap (Level 27) (edit) | Helm |
|
27 | Bound to Character on AcquireBound to Character on Acquire: This item is Bound to Character on Acquire | Breaking the Ranks, End reward |
|
Skirmisher's Circlet (Level 27) (edit) | Helm |
|
27 | Bound to Character on AcquireBound to Character on Acquire: This item is Bound to Character on Acquire | Breaking the Ranks, End reward |
A Break In the Ice[edit]
Last Edited | Item | Type | Enhancements | ML | Bind | Quests |
---|---|---|---|---|---|---|
|
Sage's Spectacles (Level 15) (edit) | Goggles |
|
15 | Bound to Character on AcquireBound to Character on Acquire: This item is Bound to Character on Acquire | A Break In the Ice, End reward |
|
Guardian's Glasses (Level 19) (edit) | Goggles |
|
19 | Bound to Character on AcquireBound to Character on Acquire: This item is Bound to Character on Acquire | A Break In the Ice, End reward |
|
Skirmisher's Lenses (Level 19) (edit) | Goggles |
|
19 | Bound to Character on AcquireBound to Character on Acquire: This item is Bound to Character on Acquire | A Break In the Ice, End reward |
|
Guardian's Glasses (Level 27) (edit) | Goggles |
|
27 | Bound to Character on AcquireBound to Character on Acquire: This item is Bound to Character on Acquire | A Break In the Ice, End reward |
|
Sage's Spectacles (Level 27) (edit) | Goggles |
|
27 | Bound to Character on AcquireBound to Character on Acquire: This item is Bound to Character on Acquire | A Break In the Ice, End reward |
|
Skirmisher's Lenses (Level 27) (edit) | Goggles |
|
27 | Bound to Character on AcquireBound to Character on Acquire: This item is Bound to Character on Acquire | A Break In the Ice, End reward |
What Goes Up[edit]
Rings, Bound to Character on AcquireBound to Character on Acquire: This item is Bound to Character on Acquire
- Heroic
- Guardian's Ring (Level 19) - Sheltering +24 Sheltering +24: +24 Enhancement bonus to Physical and Magical Resistance Ratings, Yellow Augment SlotYellow Augments
- Named: Category:Yellow augments
- Deathblock
- Elemental Resistance: +5 to +45
- Immunity: Fear, Blindness
- Movement: Feather Falling, Striding: +10% to +30%, Swiftness +5% to +15%, Underwater Action
- Proof Against Disease, Poison: +2 to +10
- Spell Focus, Greater Spell Focus (Enhancement bonus)
- Spell points (Enhancement bonus): +19 to +294
- Damage: +1 to +11
- Spell penetration: +1 to +9
- Named: Category:Colorless augments
- Ability (Enhancement bonus): +1 to +14
- Ability (Exceptional bonus): +1
- Ability (Insight bonus): +5
- Skills, except UMD (Competence bonus): +5 to +20
- Sage's Ring (Level 19) - Potency +60Potency +60: Passive: +60 Equipment bonus to each Spell Power., Charisma +8 Charisma +8: This item makes the wearer have more flair, granting a +8 enhancement bonus to Charisma., Yellow Augment SlotYellow Augments
- Named: Category:Yellow augments
- Deathblock
- Elemental Resistance: +5 to +45
- Immunity: Fear, Blindness
- Movement: Feather Falling, Striding: +10% to +30%, Swiftness +5% to +15%, Underwater Action
- Proof Against Disease, Poison: +2 to +10
- Spell Focus, Greater Spell Focus (Enhancement bonus)
- Spell points (Enhancement bonus): +19 to +294
- Damage: +1 to +11
- Spell penetration: +1 to +9
- Named: Category:Colorless augments
- Ability (Enhancement bonus): +1 to +14
- Ability (Exceptional bonus): +1
- Ability (Insight bonus): +5
- Skills, except UMD (Competence bonus): +5 to +20
- Skirmisher's Ring (Level 19) - Constitution +8 Constitution +8: This item gives the wearer improved health, granting a +8 enhancement bonus to Constitution., Yellow Augment SlotYellow Augments
- Named: Category:Yellow augments
- Deathblock
- Elemental Resistance: +5 to +45
- Immunity: Fear, Blindness
- Movement: Feather Falling, Striding: +10% to +30%, Swiftness +5% to +15%, Underwater Action
- Proof Against Disease, Poison: +2 to +10
- Spell Focus, Greater Spell Focus (Enhancement bonus)
- Spell points (Enhancement bonus): +19 to +294
- Damage: +1 to +11
- Spell penetration: +1 to +9
- Named: Category:Colorless augments
- Ability (Enhancement bonus): +1 to +14
- Ability (Exceptional bonus): +1
- Ability (Insight bonus): +5
- Skills, except UMD (Competence bonus): +5 to +20
- Guardian's Ring (Level 19) - Sheltering +24 Sheltering +24: +24 Enhancement bonus to Physical and Magical Resistance Ratings, Yellow Augment SlotYellow Augments
- Epic
- Guardian's Ring (Level 27) - Sheltering +24 Sheltering +24: +24 Enhancement bonus to Physical and Magical Resistance Ratings, Strength +8 Strength +8: This item gives the wearer the power of Ogre Strength, granting a +8 enhancement bonus to Strength., Yellow Augment SlotYellow Augments
- Named: Category:Yellow augments
- Deathblock
- Elemental Resistance: +5 to +45
- Immunity: Fear, Blindness
- Movement: Feather Falling, Striding: +10% to +30%, Swiftness +5% to +15%, Underwater Action
- Proof Against Disease, Poison: +2 to +10
- Spell Focus, Greater Spell Focus (Enhancement bonus)
- Spell points (Enhancement bonus): +19 to +294
- Damage: +1 to +11
- Spell penetration: +1 to +9
- Named: Category:Colorless augments
- Ability (Enhancement bonus): +1 to +14
- Ability (Exceptional bonus): +1
- Ability (Insight bonus): +5
- Skills, except UMD (Competence bonus): +5 to +20
- Sage's Ring (Level 27) - Potency +92Potency +92: Passive: +92 Equipment bonus to each Spell Power., Wisdom +8 Wisdom +8: This item makes the wearer more in tune with her surroundings, granting a +8 enhancement bonus to Wisdom., Charisma +8 Charisma +8: This item makes the wearer have more flair, granting a +8 enhancement bonus to Charisma., Yellow Augment SlotYellow Augments
- Named: Category:Yellow augments
- Deathblock
- Elemental Resistance: +5 to +45
- Immunity: Fear, Blindness
- Movement: Feather Falling, Striding: +10% to +30%, Swiftness +5% to +15%, Underwater Action
- Proof Against Disease, Poison: +2 to +10
- Spell Focus, Greater Spell Focus (Enhancement bonus)
- Spell points (Enhancement bonus): +19 to +294
- Damage: +1 to +11
- Spell penetration: +1 to +9
- Named: Category:Colorless augments
- Ability (Enhancement bonus): +1 to +14
- Ability (Exceptional bonus): +1
- Ability (Insight bonus): +5
- Skills, except UMD (Competence bonus): +5 to +20
- Skirmisher's Ring (Level 27) - Constitution +8 Constitution +8: This item gives the wearer improved health, granting a +8 enhancement bonus to Constitution., ThunderstruckThunderstruck: On Melee Vorpal Hit: 35-60 Electric and 35-60 Sonic damage to your target., Yellow Augment SlotYellow Augments
- Named: Category:Yellow augments
- Deathblock
- Elemental Resistance: +5 to +45
- Immunity: Fear, Blindness
- Movement: Feather Falling, Striding: +10% to +30%, Swiftness +5% to +15%, Underwater Action
- Proof Against Disease, Poison: +2 to +10
- Spell Focus, Greater Spell Focus (Enhancement bonus)
- Spell points (Enhancement bonus): +19 to +294
- Damage: +1 to +11
- Spell penetration: +1 to +9
- Named: Category:Colorless augments
- Ability (Enhancement bonus): +1 to +14
- Ability (Exceptional bonus): +1
- Ability (Insight bonus): +5
- Skills, except UMD (Competence bonus): +5 to +20
- Guardian's Ring (Level 27) - Sheltering +24 Sheltering +24: +24 Enhancement bonus to Physical and Magical Resistance Ratings, Strength +8 Strength +8: This item gives the wearer the power of Ogre Strength, granting a +8 enhancement bonus to Strength., Yellow Augment SlotYellow Augments
New/changed random enhancements[edit]
- Cursed items, Masterful Craftsmanship, Wondrous Craftsmanship: This item's enchantments are more powerful than is normal for an item of this level.
- Lowers the minimum level of the item
- Replaces race restriction (old RR items remain, however)
Weapons[edit]
- Alignment Damage (prefix): Chaos/Law/Good damage; like-aligned creatures immune to damage. Neg level if equipped by opposite-aligned user
- Affects neutrals, unlike old version
- Anarchic, Axiomatic, Holy - 1d6
- Old versions remain unchanged (2d6 vs. opposite-aligned creatures)
- II-V: 1d4 per level
- Bloodletting, Heartseeking, Ribcracking (Suffix)
- former Bloodletter, Heartseeker, Ribcracker
- I-VII: 3-15d6/d8/d10 damage on critical hits, depending on multiplier
- Deception I-VIII (suffix) - 5% chance on hit: Your target becomes bluffed for four seconds. (Bluffed enemies can be affected by Sneak Attacks even when targeting you.)
- On sneak attack: +1 attack & +2 damage per level
- Elemental attacks (prefix)
- Acid, Flaming, Frost, Shocking remains 1d6 damage
- Eldritch: 1d6 Force damage
- Shrieking: 1d6 sonic damage
- Yes, Shrieking can now list as 1d6 or 2d6, for extra confusion!
- Solar: 1d6 light damage
- II-VII: 1d4 damage per level
- Caustic, Blazing, Boreal, Voltaic, Impellent, Shrieking, Coruscating remain 2d6 damage
- Ghostbane (suffix): bane damage vs. Undead; bypasses incorporeality
- Ghostbane - 1d6
- II-VII - 1d4 per level
- Impact I-III (prefix): double crit threat range for bludgeoning weapons; doesn't stack with Improved Critical
- II: +0.5[W] damage
- III: +1[W] damage
- Improved Banishing/Disruption/Smiting: 4d4 bane damage; on vorpal: Target instantly slain if fewer than 1500 HP left, 150 damage if greater than 1500 HP
- "Improved" is only in the detailed description, not the weapon name, and so won't show up in AH search
- Keen I-III (prefix): double crit threat range for piercing/slashing weapons; doesn't stack with Improved Critical
- II: +0.5[W] damage
- III: +1[W] damage
- Riposte I-V (Suffix): When missed in combat, deals 1d4 per level damage to your attacker.
- Insight Bonus to AC & Saves; even levels are half the level to each, while odd levels are 0.5(level+1) to AC and 0.5(level-1) to saves.
- Also appears on shields
- Shattering (Suffix) - Sundering: On hit: -1 penalty to Fortitude saves for 6 seconds; stacks 5 times. Effect can occur every 3 seconds.
- I-V: Increases Sunder DC by twice the Sundering level.
- VI-VIII: Increases Sunder DC by 5 + Sundering level
- Old Shatter +2 to +10 remain
- Stunning (Suffix) - Dazing: On hit: -1 penalty to Will saves for 6 seconds; stacks 5 times. Effect can occur every 3 seconds.
- I-V: Increases Stunning Blow/Fist DC by twice the Dazing level.
- VI-VIII: Increases Stunning Blow/Fist DC by 5 + Dazing level
- Old Stunning +2 to +10 remain
- Vertigo (Suffix) - Stumbling: On-hit: -1 penalty to Reflex saves for 6 seconds; stacks 5 times. Effect can occur every 3 seconds.
- I-V: Increases Trip DC by twice the Stumbling level.
- VI-VIII: Increases Trip DC by 5 + Stumbling level
- Old Vertigo +2 to +10 remain
Armor/Shields[edit]
- Acidproof, Fireproof, Frostproof, Shockproof, Soundproof (Prefix): 10-18% Absorption
- Damage Reduction I-VII (suffix): Reduces physical damage by 2 per level
- Axeblock vs. slashing; Hammerblock vs. bludgeoning; Spearblock vs. piercing
- Deathblock I-VI (suffix): as Deathblock, plus 3% Enhancement Bonus to Negative Energy Absorption per level
- Flurry (prefix): +1-5% Enhancement Bonus to Doublestrike/Doubleshot
- Retributive (Prefix) - formerly Guard
- Guard I-VI: 1d4 damage per level
- Bug: AH searches for Retributive (prefix) do not show everything; you can search for specific elemental guards, but only I & II appear this way.
- Light Guard, Sonic Guard, Thorn Guard, & Undead Guard remain unchanged, as did Minor elemental guards
- Vitality (suffix): +5-30 Vitality bonus to HP
Clothing/Jewelry[edit]
- Acidproof, Fireproof, Frostproof, Shockproof, Soundproof (Prefix): +10-50 Resistance
- Accuracy I-X (suffix): +1 competence bonus to attack rolls per level
- Cursed (secondary prefix): -1 to a stat, but lowered ML
- Helms have a new graphic
- Deadly I-X (prefix): +1 competence bonus to melee and ranged damage per level
- Fortified (Prefix): 20-120% Enhancement Bonus to Fortification
- Speed ISpeed I: Passive: +5% enhancement bonus to movement speed, +1% enhancement bonus to melee and ranged attack speed.-Speed XVSpeed XV: Passive: +30% enhancement bonus to movement speed, +15% enhancement bonus to melee and ranged attack speed. (suffix): +5% Movement + 1% ranged/melee attack speed per level
- Movement speed tops at 30% at Speed VI
Other[edit]
- Parrying I-VIII (suffix) - Bracers, Shields, Weapons: Insight Bonus to AC/Saves
- I: +1
- IV: +2
- VIII: +4
Absolute Minimum Level Replaced[edit]
Automatically granted new enhancements (replacing absolute minimum level):
- Paragon Weapon - Weapons and shields with a total enhancement value of +6 or higher gain an additional +0.5[W] damage dice.
- Epic Weapon - Weapons and shields with a total enhancement value of +11 or higher gain an additional +1.0[W] damage dice.
- Epic Weapon: Tier 2 - Weapons and shields with a total enhancement value of +21 or higher gain an additional +1.5[W] damage dice.
- Note: Cannith Crafted weapons based on a 2[W] blank will be reduced to 1.5[W] if the total enhancement value is less than +11.
- Note 2: Items placed on the AH prior to update (and in TR cache) will still show as 2[W] but may change when added to your inventory. Blanks (weapons that have been disjuncted) retain their 2[W] damage (presumably because they have no enhancements at all) but now have no ML.
Minimum Level Recalculated[edit]
- The minimum level of random loot (existing and new) is now automatically updated to match the total enhancement value. Many BtA twink items from Sharn Syndicate and Harbinger of Madness had their minimum level increased.
- The "Festival Frost" and "Festival Icy Burst" effects do not add to the total enhancement value of an item, so they do not affect the item's minimum level.
- Early Risia items (without the word "Festival") increase the ML.
- Cannith Crafted items are also affected. Weapons have reduced ML by 1.