Item
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Enchantments
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ML
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Damage and Type
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Bind
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Quests
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Unusual Characteristics
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Magistrate's Scepter (Level 26)
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- +6 Enhancement Bonus+6 Enhancement Bonus: +6 enhancement bonus to attack and damage rolls.
- Axiomatic IVAxiomatic IV: On Hit: 4 to 16 Law damage. Law-aligned creatures are immune to this effect.
Penalty: If equipped by a Chaotic user, they receive 1 Negative Level for as long as this item is equipped.
- One of the following:
- 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.
- Deception VIIIDeception VIII: 5% Chance on Hit: Your target becomes Bluffed for four seconds. (Bluffed enemies can be affected by Sneak Attacks even while targeting you.) On sneak attack: +8 to Attack Rolls, +16 to Damage.
- Doublestrike 8% Doublestrike 8%: Passive: 8% Enhancement bonus to Doublestrike. (Doublestrike is a chance to score an additional hit with a melee attack.)
- Draining VIIIDraining VIII: On Vorpal Hit: Your target incurs one Negative Level, and you gain +16 Temporary Spell Points. (These Temporary Spell Points last for one minute, or until used to reduce the cost of your next spell.)
- Feeding VIIIFeeding VIII: On Vorpal Hit: Your target incurs one Negative Level, and you gain +40 Temporary Hit Points. (These Temporary Hit Points last for one minute, or until used to negate incoming damage.)
- Ghostbane VIIIGhostbane VIII: On Hit: 8 to 32 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.
- Greater Disruption Greater Disruption: On Hit: 4 to 24 Bane damage to Undead.
On Vorpal Hit: If an undead struck by this weapon has fewer than 2000 Hit Points, it is instantly slain. If the undead has above 2000 Hit Points, it takes 200 damage.
- Greater Smiting Greater Smiting: On Hit: 4 to 24 Bane damage to Constructs.
On Vorpal Hit: If a construct struck by this weapon has fewer than 2000 Hit Points, it is instantly slain. If the construct has above 2000 Hit Points, it takes 200 damage.
- Humanoid Bane VIIIHumanoid Bane VIII: On Hit: 8 to 32 Bane Damage vs Humanoids and Giants. (Bane damage cannot be resisted.)
- Ribcracker VIIIRibcracker VIII: On Critical Hit: 17 to 102 Bludgeoning damage from weapons with a x2 Critical Multiplier, 17 to 136 Bludgeoning damage from weapons with a x3 Critical Multiplier, and 17 to 170 Bludgeoning damage from weapons with a x4 or greater Critical Multiplier.
- Riposte VIIIRiposte VIII: When Missed by an attack: Deals 8 to 32 damage to your attacker. Passive: +4 Insight bonus to Armor Class, +4 Insight bonus to Fortitude, Reflex, and Will Saving Throws.
- Stumbling VIII Stumbling VIII: On Hit: Your target suffers a -1 Penalty to Reflex 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 Trip combat feats is increased by 13.
- 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.
- Red Augment Slot: EmptyRed AugmentsColorless Augments
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26
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1.50[1d8] + 6 Bludgeon, Lawful, Magic
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Bound to Character on EquipBound to Character on Equip: This item is Bound to Character on Equip
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The Tracker's Trap, End chest (Epic Normal) The Secret of the Storm Horns, Quest chain end reward (Epic)
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Legendary Green Steel Heavy Mace
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26
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4.20[1d8] + 14 Bludgeon, Evil, Magic
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Bound to Character on AcquireBound to Character on Acquire: This item is Bound to Character on Acquire
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Altar of Fecundity, Manufactured Ingredient Recipes
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+7 Combustion Epic Scorched Heavy Mace*
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26
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4.20[1d8] + 7 Bludgeon, Magic
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UnboundUnbound: This item is Unbound, and may take permanent damage.
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Temple of Elemental Evil Part One, and Temple of Elemental Evil Part Two any chest
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+7 Glaciation Epic Doused Heavy Mace
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26
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4.20[1d8] + 7 Bludgeon, Magic
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UnboundUnbound: This item is Unbound, and may take permanent damage.
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Temple of Elemental Evil Part One, and Temple of Elemental Evil Part Two any chest
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+7 Corrosion Epic Caustic Heavy Mace*
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26
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4.20[1d8] + 7 Bludgeon, Magic
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UnboundUnbound: This item is Unbound, and may take permanent damage.
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Temple of Elemental Evil Part One, and Temple of Elemental Evil Part Two any chest
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+7 Epic Etched Heavy Mace*
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- +7 Enhancement Bonus+7 Enhancement Bonus: +7 enhancement bonus to attack and damage rolls.
- Upgradeable Item (Temple of Elemental Evil)Upgradeable Item (Temple of Elemental Evil): This item can be upgraded. Bring this item to the Overgrown Workbench in the Temple of Elemental Evil and combine it with Rusty Gilled Mushrooms to upgrade the item to a more powerful form.
- Tier 1:
- Adds Greater MaimingGreater Maiming: This weapon has a twisted haft or grip and spikes along its blade, head, or point. Whenever you score a critical hit with this weapon it deals an amount of extra untyped damage depending on its critical multiplier: x2 - 8 to 48, x3 - 12 to 72, x4 - 16 to 96.
- Adds Greater Acid TorrentGreater Acid Torrent: This weapon is imbued with a vitriolic wrath. On an attack roll of 20 which is confirmed as a critical hit this power will be released, dealing damage to the target and all enemies near it for 30d3 + 90 acid damage. A successful Reflex save (DC 90) reduces this by half.
- Tier 2:
- Adds Greater Acid BlastGreater Acid Blast: An acid blast weapon is sheathed in corrosive acid. Critical hits with this weapon deal an additional 4 to 40 acid damage for weapons with a x2 critical multiplier, 6 to 60 for a x3 critical multiplier, and 8 to 80 for a x4 multiplier. Additionally, if you roll a 20 when attacking and confirm the critical hit, the weapon blasts your target, doing 6 to 36 more acid damage.
- Adds Purple Augment Slot: EmptyPurple AugmentsRed AugmentsBlue AugmentsColorless Augments
- Adds Epic Elemental Evil SetEpic Elemental Evil Set: While wearing both an Elemental Evil Set Item weapon and an Elemental Evil Set Item armor, you gain:
+20 Quality bonus to Melee Power +20 Quality bonus to Ranged Power +20 Quality bonus to Universal Spell Power
- Acid VulnerabilityAcid Vulnerability: 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 second.
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26
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4.20[1d8] + 7 Bludgeon, Magic
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UnboundUnbound: This item is Unbound, and may take permanent damage.
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Temple of Elemental Evil Part One, and Temple of Elemental Evil Part Two any chest
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+7 Magnetism Epic Electrified Heavy Mace
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26
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4.20[1d8] + 7 Bludgeon, Magic
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UnboundUnbound: This item is Unbound, and may take permanent damage.
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Temple of Elemental Evil Part One, and Temple of Elemental Evil Part Two any chest
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+7 Epic Smoldering Heavy Mace*
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- +7 Enhancement Bonus+7 Enhancement Bonus: +7 enhancement bonus to attack and damage rolls.
- Upgradeable Item (Temple of Elemental Evil)Upgradeable Item (Temple of Elemental Evil): This item can be upgraded. Bring this item to the Overgrown Workbench in the Temple of Elemental Evil and combine it with Rusty Gilled Mushrooms to upgrade the item to a more powerful form.
- Tier 1:
- Adds Greater MaimingGreater Maiming: This weapon has a twisted haft or grip and spikes along its blade, head, or point. Whenever you score a critical hit with this weapon it deals an amount of extra untyped damage depending on its critical multiplier: x2 - 8 to 48, x3 - 12 to 72, x4 - 16 to 96.
- Adds Greater Fiery DetonationGreater Fiery Detonation: This weapon is imbued with a fiery wrath. On an attack roll of 20 which is confirmed as a critical hit this burning power will be released, dealing damage to the target and all enemies near it for 30d3 + 90 fire damage.A successful Fortitude save (DC 90) reduces this by half.
- Tier 2:
- Adds Greater Flaming BlastGreater Flaming Blast: A flaming blast weapon is sheathed in fire. Critical hits with this weapon deal an additional 4 to 40 fire damage for weapons with a x2 critical multiplier, 6 to 60 for a x3 critical multiplier, and 8 to 80 for a x4 multiplier. Additionally, if you roll a 20 when attacking and confirm the critical hit, the weapon blasts your target, doing 6 to 36 more fire damage.
- Adds Purple Augment Slot: EmptyPurple AugmentsRed AugmentsBlue AugmentsColorless Augments
- Adds Epic Elemental Evil SetEpic Elemental Evil Set: While wearing both an Elemental Evil Set Item weapon and an Elemental Evil Set Item armor, you gain:
+20 Quality bonus to Melee Power +20 Quality bonus to Ranged Power +20 Quality bonus to Universal Spell Power
- Fire VulnerabilityFire Vulnerability: 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 second.
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26
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4.20[1d8] + 7 Bludgeon, Magic
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UnboundUnbound: This item is Unbound, and may take permanent damage.
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Temple of Elemental Evil Part One, and Temple of Elemental Evil Part Two any chest
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+7 Epic Quenched Heavy Mace
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- +7 Enhancement Bonus+7 Enhancement Bonus: +7 enhancement bonus to attack and damage rolls.
- Upgradeable Item (Temple of Elemental Evil)Upgradeable Item (Temple of Elemental Evil): This item can be upgraded. Bring this item to the Overgrown Workbench in the Temple of Elemental Evil and combine it with Rusty Gilled Mushrooms to upgrade the item to a more powerful form.
- Tier 1:
- Adds Greater MaimingGreater Maiming: This weapon has a twisted haft or grip and spikes along its blade, head, or point. Whenever you score a critical hit with this weapon it deals an amount of extra untyped damage depending on its critical multiplier: x2 - 8 to 48, x3 - 12 to 72, x4 - 16 to 96.
- Adds Greater Freezing GaleGreater Freezing Gale: This weapon is imbued with a frigid wrath. On an attack roll of 20 which is confirmed as a critical hit this freezing power will be released, dealing damage to the target and all enemies near it for 30d3 + 90 cold damage. A successful Will save (DC 90) reduces this by half.
- Tier 2:
- Adds Greater Icy BlastGreater Icy Blast: An icy blast weapon is sheathed in icy cold. Critical hits with this weapon deal an additional 4 to 40 cold damage for weapons with a x2 critical multiplier, 6 to 60 for a x3 critical multiplier, and 8 to 80 for a x4 multiplier. Additionally, if you roll a 20 when attacking and confirm the critical hit, the weapon blasts your target, doing 6 to 36 more cold damage.
- Adds Purple Augment Slot: EmptyPurple AugmentsRed AugmentsBlue AugmentsColorless Augments
- Adds Epic Elemental Evil SetEpic Elemental Evil Set: While wearing both an Elemental Evil Set Item weapon and an Elemental Evil Set Item armor, you gain:
+20 Quality bonus to Melee Power +20 Quality bonus to Ranged Power +20 Quality bonus to Universal Spell Power
- Cold VulnerabilityCold Vulnerability: 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 second.
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26
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4.20[1d8] + 7 Bludgeon, Magic
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UnboundUnbound: This item is Unbound, and may take permanent damage.
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Temple of Elemental Evil Part One, and Temple of Elemental Evil Part Two any chest
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+7 Epic Energized Heavy Mace
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- +7 Enhancement Bonus+7 Enhancement Bonus: +7 enhancement bonus to attack and damage rolls.
- Upgradeable Item (Temple of Elemental Evil)Upgradeable Item (Temple of Elemental Evil): This item can be upgraded. Bring this item to the Overgrown Workbench in the Temple of Elemental Evil and combine it with Rusty Gilled Mushrooms to upgrade the item to a more powerful form.
- Tier 1:
- Adds Greater MaimingGreater Maiming: This weapon has a twisted haft or grip and spikes along its blade, head, or point. Whenever you score a critical hit with this weapon it deals an amount of extra untyped damage depending on its critical multiplier: x2 - 8 to 48, x3 - 12 to 72, x4 - 16 to 96.
- Adds Greater Electric StormGreater Electric Storm: This weapon is imbued with an electrifying wrath. On an attack roll of 20 which is confirmed as a critical hit this power will be released, dealing damage to the target and all enemies near it for 30d3 + 90 electric damage. A successful Reflex save (DC 90) reduces this by half.
- Tier 2:
- Adds Greater Shocking BlastGreater Shocking Blast: A shocking blast weapon is sheathed in crackling electricity. Critical hits with this weapon deal an additional 4 to 40 electric damage for weapons with a x2 critical multiplier, 6 to 60 for a x3 critical multiplier, and 8 to 80 for a x4 multiplier. Additionally, if you roll a 20 when attacking and confirm the critical hit, the weapon blasts your target, doing 6 to 36 more electric damage.
- Adds Purple Augment Slot: EmptyPurple AugmentsRed AugmentsBlue AugmentsColorless Augments
- Adds Epic Elemental Evil SetEpic Elemental Evil Set: While wearing both an Elemental Evil Set Item weapon and an Elemental Evil Set Item armor, you gain:
+20 Quality bonus to Melee Power +20 Quality bonus to Ranged Power +20 Quality bonus to Universal Spell Power
- Electric VulnerabilityElectric Vulnerability: 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 second.
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26
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4.20[1d8] + 7 Bludgeon, Magic
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UnboundUnbound: This item is Unbound, and may take permanent damage.
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Temple of Elemental Evil Part One, and Temple of Elemental Evil Part Two any chest
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