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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
- Update 30
- 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
Chest loot[edit]
Wheloon[edit]
A Lesson in Deception[edit]
- Glorious Dawn - Ring
- ML14: Deathblock IV
Deathblock IV: Passive: 12% Enhancement Bonus to Negative Energy Absorption. In addition, you are immune to magical effects that can cause instant death., Solar Guard III
Solar Guard III: When Hit in Melee: Deals 3 to 12 Light damage to your attacker., Green Augment Slot: Empty
Green 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 IV
Deathblock IV: Passive: 12% Enhancement Bonus to Negative Energy Absorption. In addition, you are immune to magical effects that can cause instant death., Solar Guard IV
Solar Guard IV: When Hit in Melee: Deals 4 to 16 Light damage to your attacker., Green Augment Slot: Empty
Green 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 IV
Deathblock IV: Passive: 12% Enhancement Bonus to Negative Energy Absorption. In addition, you are immune to magical effects that can cause instant death., Solar Guard V
Solar Guard V: When Hit in Melee: Deals 5 to 20 Light damage to your attacker., Green Augment Slot: Empty
Green 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 VI
Deathblock VI: Passive: 18% Enhancement Bonus to Negative Energy Absorption. In addition, you are immune to magical effects that can cause instant death., Solar Guard VI
Solar Guard VI: When Hit in Melee: Deals 6 to 24 Light damage to your attacker., Green Augment Slot: Empty
Green 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 VI
Deathblock VI: Passive: 18% Enhancement Bonus to Negative Energy Absorption. In addition, you are immune to magical effects that can cause instant death., Solar Guard VII
Solar Guard VII: When Hit in Melee: Deals 7 to 28 Light damage to your attacker., Green Augment Slot: Empty
Green 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 VI
Deathblock VI: Passive: 18% Enhancement Bonus to Negative Energy Absorption. In addition, you are immune to magical effects that can cause instant death., Solar Guard VIII
Solar Guard VIII: When Hit in Melee: Deals 8 to 32 Light damage to your attacker., Green Augment Slot: Empty
Green 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 IV
|
EE Version Random Effect:
|
Friends in Low Places[edit]
- The Morning Star - Returning Shuriken
- Heroic Normal (ML14): [1d2]+4, Returning
Returning: This missile will return to you., +4 Enhancement Bonus
+4 Enhancement Bonus: +4 enhancement bonus to attack and damage rolls., Solar I
Solar I: On Hit: 1 to 6 Light Damage., Flaming II
Flaming II: On Hit: 2 to 8 Fire Damage., Ghostbane I
Ghostbane 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 Slot: EmptyRed 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, Returning
Returning: This missile will return to you., +5 Enhancement Bonus
+5 Enhancement Bonus: +5 enhancement bonus to attack and damage rolls., Solar I
Solar I: On Hit: 1 to 6 Light Damage., Flaming II
Flaming II: On Hit: 2 to 8 Fire Damage., Ghostbane II
Ghostbane 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 Slot: EmptyRed 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, Returning
Returning: This missile will return to you., +5 Enhancement Bonus
+5 Enhancement Bonus: +5 enhancement bonus to attack and damage rolls., Solar II
Solar II: On Hit: 2 to 8 Light Damage., Flaming III
Flaming III: On Hit: 3 to 12 Fire Damage., Ghostbane II
Ghostbane 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 Slot: EmptyRed 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, Returning
Returning: This missile will return to you., +7 Enhancement Bonus
+7 Enhancement Bonus: +7 enhancement bonus to attack and damage rolls., Solar IV
Solar IV: On Hit: 4 to 16 Light Damage., Flaming V
Flaming V: On Hit: 5 to 20 Fire Damage., Ghostbane IV
Ghostbane 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 Slot: EmptyRed 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, Returning
Returning: This missile will return to you., +8 Enhancement Bonus
+8 Enhancement Bonus: +8 enhancement bonus to attack and damage rolls., Solar IV
Solar IV: On Hit: 4 to 16 Light Damage., Flaming V
Flaming V: On Hit: 5 to 20 Fire Damage., Ghostbane V
Ghostbane 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 Slot: EmptyRed 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, Returning
Returning: This missile will return to you., +8 Enhancement Bonus
+8 Enhancement Bonus: +8 enhancement bonus to attack and damage rolls., Solar V
Solar V: On Hit: 5 to 20 Light Damage., Flaming VI
Flaming VI: On Hit: 6 to 24 Fire Damage., Ghostbane V
Ghostbane 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 Slot: EmptyRed 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, Returning
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 Walk
Shadow Walk
Caster level: 14
Charges: 1 (1/day) — 1 Charges (Recharged/Day:1), Yellow Augment Slot: EmptyYellow 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
Wizardry III: This item grants the wearer +75 maximum spell points. Sorcerers and Favored Souls gain up to double spell points from items.)
- ML15: Resistance +6
Resistance +6: Passive: +6 Resistance bonus to Fortitude, Reflex, and Will Saving Throws., †Random Elemental Resistance +25, Shadow Walk
Shadow Walk
Caster level: 14
Charges: 1 (1/day) — 1 Charges (Recharged/Day:1), Colorless Augment Slot: EmptyColorless 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
Yellow 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
Magi: This item grants the wearer +100 maximum spell points. Sorcerers and Favored Souls gain up to double spell points from items.)
- ML16: Resistance +6
Resistance +6: Passive: +6 Resistance bonus to Fortitude, Reflex, and Will Saving Throws., †Random Elemental Resistance +30, Shadow Walk
Shadow Walk
Caster level: 14
Charges: 1 (1/day) — 1 Charges (Recharged/Day:1), Colorless Augment Slot: EmptyColorless 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
Green 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
Archmagi:This item grants the wearer +200 maximum spell points. Sorcerers and Favored Souls gain up to double spell points from items.)
- ML25: Resistance +8
Resistance +8: Passive: +8 Resistance bonus to Fortitude, Reflex, and Will Saving Throws., †Random Elemental Resistance +40, Shadow Walk
Shadow Walk
Caster level: 14
Charges: 1 (1/day) — 1 Charges (Recharged/Day:1), Colorless Augment Slot: EmptyColorless 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
Green 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
Archmagi:This item grants the wearer +200 maximum spell points. Sorcerers and Favored Souls gain up to double spell points from items.)
- ML26: Resistance +9
Resistance +9: Passive: +9 Resistance bonus to Fortitude, Reflex, and Will Saving Throws., †Random Elemental Resistance +40, Shadow Walk
Shadow Walk
Caster level: 14
Charges: 1 (1/day) — 1 Charges (Recharged/Day:1), Yellow Augment Slot: EmptyYellow 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
Green 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
Archmagi:This item grants the wearer +200 maximum spell points. Sorcerers and Favored Souls gain up to double spell points from items.)
- ML27: Resistance +9
Resistance +9: Passive: +9 Resistance bonus to Fortitude, Reflex, and Will Saving Throws., †Random Elemental Resistance +45, Shadow Walk
Shadow Walk
Caster level: 14
Charges: 1 (1/day) — 1 Charges (Recharged/Day:1), Yellow Augment Slot: EmptyYellow 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
Green 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
Archmagi:This item grants the wearer +200 maximum spell points. Sorcerers and Favored Souls gain up to double spell points from items.)
- †Random Elemental Resistance: Acid, Cold, Fire, Electricity or Sonic.
- ML14: Resistance +5
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 V
Bloodletter 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 VII
Bloodletter 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.), Keen
Keen 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[1d10]+4, +4 Enhancement Bonus, Bloodletter V
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): Ethereal
Ethereal: 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 Slot: Empty
Yellow 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): Ethereal
Ethereal: 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 Slot: Empty
Yellow 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): Ethereal
Ethereal: 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 Slot: Empty
Yellow 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): Ethereal
Ethereal: 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 Slot: Empty
Green 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): Ethereal
Ethereal: 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 Slot: Empty
Green 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): Ethereal
Ethereal: 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 Slot: Empty
Green 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): Ethereal
- Trapsmith's Crossbow - Heavy Repeating Crossbow
- Heroic Normal (ML14): 1.50[1d10]+0, Poison IV
Poison 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.), Keen
Keen 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 V
Poison 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.), Keen
Keen 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 V
Poison 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.), Keen
Keen 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 VII
Poison 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.), Keen
Keen 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 VIII
Poison 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.), Keen
Keen 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 VIII
Poison 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.), Keen
Keen 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 IV
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]
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Random effect on epic versions:
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- Giant's Fist - Maul
- Heroic Normal (ML17): +4 Enhancement Bonus
+4 Enhancement Bonus: +4 enhancement bonus to attack and damage rolls., Impact
Impact 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 VDazing 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 Slot: EmptyRed 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., Impact
Impact 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 VDazing 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 Slot: EmptyRed 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., Impact
Impact 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 VIDazing 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 Slot: EmptyRed 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., Impact
Impact 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 VIIDazing 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 Slot: EmptyRed 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., Impact
Impact 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 VIIIDazing 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 Slot: EmptyRed 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., Impact
Impact 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 IXDazing 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 Slot: EmptyRed 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
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 II
Acid II: On Hit: 2 to 8 Acid Damage., Flaming II
Flaming II: On Hit: 2 to 8 Fire Damage., Frost II
Frost II: On Hit: 2 to 8 Cold Damage., Shock II
Shock 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 III
Acid III: On Hit: 3 to 12 Acid Damage., Flaming III
Flaming III: On Hit: 3 to 12 Fire Damage., Frost II
Frost II: On Hit: 2 to 8 Cold Damage., Shock II
Shock 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 III
Acid III: On Hit: 3 to 12 Acid Damage., Flaming III
Flaming III: On Hit: 3 to 12 Fire Damage., Frost III
Frost III: On Hit: 3 to 12 Cold Damage., Shock III
Shock 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 IV
Acid IV: On Hit: 4 to 16 Acid Damage., Flaming IV
Flaming IV: On Hit: 4 to 16 Fire Damage., Frost IV
Frost IV: On Hit: 4 to 16 Cold Damage., Shock IV
Shock 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 V
Acid V: On Hit: 5 to 20 Acid Damage., Flaming V
Flaming V: On Hit: 5 to 20 Fire Damage., Frost IV
Frost IV: On Hit: 4 to 16 Cold Damage., Shock IV
Shock 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 V
Acid V: On Hit: 5 to 20 Acid Damage., Flaming V
Flaming V: On Hit: 5 to 20 Fire Damage., Frost V
Frost V: On Hit: 5 to 20 Cold Damage., Shock V
Shock V: On Hit: 5 to 20 Electric Damage.
- Heroic Normal (ML17): [1d6] +2, +2 Enhancement Bonus
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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 Slot: EmptyColorless 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 Slot: EmptyYellow 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 Slot: EmptyYellow 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 Slot: EmptyYellow 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 Slot: EmptyYellow 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 Slot: EmptyYellow 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
- Frostbite Blade - Scimitar
- Epic Elite (ML28): 2[1d6] +7, +7 Enhancement Bonus
+7 Enhancement Bonus: +7 enhancement bonus to attack and damage rolls., Frost VIII
Frost VIII: On Hit: 8 to 32 Cold Damage., Frostbite
Frostbite: 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 Slot: EmptyPurple 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
Red 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): 2[1d6] +7, +7 Enhancement Bonus
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 Slot: Empty
Yellow 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 Slot: Empty
Yellow 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 Slot: Empty
Green 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
- Thunder and Lightning - Handwraps
- Epic Hard (ML27): +7 Enhancement Bonus
+7 Enhancement Bonus: +7 enhancement bonus to attack and damage rolls., Shock VIII
Shock VIII: On Hit: 8 to 32 Electric Damage., Shrieking VII
Shrieking VII: On Hit: 7 to 28 Sonic Damage., Impact
Impact 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 Slot: Empty
Red 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 VIII
Shock VIII: On Hit: 8 to 32 Electric Damage., Shrieking VIII
Shrieking VIII: On Hit: 8 to 32 Sonic Damage., Impact
Impact 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 Slot: Empty
Red 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
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 Acquire![]() |
A Lesson in Deception, End reward |
|
Guardian's Girdle (Level 15) (edit) | Belt |
|
15 | Bound to Character on Acquire![]() |
A Lesson in Deception, End reward |
|
Skirmisher's Belt (Level 15) (edit) | Belt |
|
15 | Bound to Character on Acquire![]() |
A Lesson in Deception, End reward |
|
Sage's Sash (Level 26) (edit) | Belt |
|
26 | Bound to Character on Acquire![]() |
A Lesson in Deception, End reward |
|
Guardian's Girdle (Level 26) (edit) | Belt |
|
26 | Bound to Character on Acquire![]() |
A Lesson in Deception, End reward |
|
Skirmisher's Belt (Level 26) (edit) | Belt |
|
26 | 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 Acquire![]() |
A Lesson in Deception, End reward |
|
Guardian's Girdle (Level 15) (edit) | Belt |
|
15 | Bound to Character on Acquire![]() |
A Lesson in Deception, End reward |
|
Skirmisher's Belt (Level 15) (edit) | Belt |
|
15 | Bound to Character on Acquire![]() |
A Lesson in Deception, End reward |
|
Sage's Sash (Level 26) (edit) | Belt |
|
26 | Bound to Character on Acquire![]() |
A Lesson in Deception, End reward |
|
Guardian's Girdle (Level 26) (edit) | Belt |
|
26 | Bound to Character on Acquire![]() |
A Lesson in Deception, End reward |
|
Skirmisher's Belt (Level 26) (edit) | Belt |
|
26 | 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 Acquire![]() |
The Thrill of the Hunt, End reward |
|
Guardian's Gauntlets (Level 15) (edit) | Gloves |
|
15 | Bound to Character on Acquire![]() |
The Thrill of the Hunt, End reward |
|
Sage's Gloves (Level 17) (edit) | Gloves |
|
17 | Bound to Character on Acquire![]() |
The Thrill of the Hunt, End reward |
|
Skirmisher's Gloves (Level 26) (edit) | Gloves |
|
26 | Bound to Character on Acquire![]() |
The Thrill of the Hunt, End reward |
|
Guardian's Gauntlets (Level 26) (edit) | Gloves |
|
26 | Bound to Character on Acquire![]() |
The Thrill of the Hunt, End reward |
|
Sage's Gloves (Level 26) (edit) | Gloves |
|
26 | 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 V
Axeblock V: Passive: Reduces physical damage taken by 10, except from Bludgeoning or Piercing weapons. (Damage Reduction: 10/Pierce, Bludgeon), Spearblock V
Spearblock 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 +25
Acid Resistance +25: Passive: +25 Enhancement bonus to your Acid Resistance., Electric Resistance +25
Electric Resistance +25: Passive: +25 Enhancement bonus to your Electric Resistance.
- Guardian's Cloak (Level 19) - Axeblock V
- Epic
- Guardian's Cloak (Level 27) - Axeblock VI
Axeblock VI: Passive: Reduces physical damage taken by 12, except from Bludgeoning or Piercing weapons. (Damage Reduction: 12/Pierce, Bludgeon), Spearblock VI
Spearblock 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 +40
Acid Resistance +40: Passive: +40 Enhancement bonus to your Acid Resistance., Electric Resistance +40
Electric Resistance +40: Passive: +40 Enhancement bonus to your Electric Resistance.
- Guardian's Cloak (Level 27) - Axeblock VI
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 Acquire![]() |
Breaking the Ranks, End reward |
|
Sage's Skullcap (Level 19) (edit) | Helm |
|
19 | Bound to Character on Acquire![]() |
Breaking the Ranks, End reward |
|
Skirmisher's Circlet (Level 19) (edit) | Helm |
|
19 | Bound to Character on Acquire![]() |
Breaking the Ranks, End reward |
|
Guardian's Helmet (Level 27) (edit) | Helm |
|
27 | Bound to Character on Acquire![]() |
Breaking the Ranks, End reward |
|
Sage's Skullcap (Level 27) (edit) | Helm |
|
27 | Bound to Character on Acquire![]() |
Breaking the Ranks, End reward |
|
Skirmisher's Circlet (Level 27) (edit) | Helm |
|
27 | Bound to Character on Acquire![]() |
Breaking the Ranks, End reward |
A Break in the Ice[edit]
Category:A Break in the Ice reward items
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 Slot: Empty
Yellow 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 +60
Potency +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 Slot: Empty
Yellow 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 Slot: Empty
Yellow 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
- 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 Slot: Empty
Yellow 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 +92
Potency +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 Slot: Empty
Yellow 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., Thunderstruck
Thunderstruck: On Melee Vorpal Hit: 35-60 Electric and 35-60 Sonic damage to your target., Yellow Augment Slot: Empty
Yellow 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
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 I
Speed I: Passive: +5% enhancement bonus to movement speed, +1 enhancement bonus to melee and ranged attack speed.-Speed XV
Speed 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.