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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Nicked Light Hammer
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2
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[1d4] + 2 Bludgeon, Magic
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Bound to Account on AcquireBound to Account on Acquire: This item is Bound to Account on Acquire
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The Sharn Syndicate
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Ethereal Light Hammer
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2
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[1d4] + 1 Bludgeon, Magic
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Bound to Account on AcquireBound to Account on Acquire: This item is Bound to Account on Acquire
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Morten Edgewright
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Sworn Silver Light Hammer
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2
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[1d4] + 1 Bludgeon, Silver, Magic
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Bound to Account on AcquireBound to Account on Acquire: This item is Bound to Account on Acquire
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Morten Edgewright
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Flamesalt Light Hammer
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5
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[1d4] + 1 Bludgeon, Good, Magic
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Bound to Account on AcquireBound to Account on Acquire: This item is Bound to Account on Acquire
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Captain Xendros
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Ferrocrystal Light Hammer
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5
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[1d4] + 2 Bludgeon, Cold Iron, Magic, Crystal
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Bound to Account on AcquireBound to Account on Acquire: This item is Bound to Account on Acquire
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Fables of the Feywild, any chest, or turn in 20 Chunks of Ferrocrystal at the Cauldron of Cadence
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First Light (level 5)
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5
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[1d4] + 2 Bludgeon, Magic
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Bound to Account on AcquireBound to Account on Acquire: This item is Bound to Account on Acquire
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Anniversary Party
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+3 Quenched Light Hammer
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- +3 Enhancement Bonus+3 Enhancement Bonus: +3 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.
- Adds MaimingMaiming: This weapon has a twisted haft or grip and spikes along its blade, head, or point. Whenever you score a critical hit with this weapon it deals an amount of extra untyped damage depending on its critical multiplier: x2 - 1 to 6, x3 - 2 to 12, x4 - 3 to 18.
- Adds Freezing Gale 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 15d6 cold damage. A successful Will save (DC 39) reduces this by half.
- Tier 2:
- Adds Icy BlastIcy Blast: An icy blast weapon is sheathed in icy cold. Critical hits with this weapon deal an additional 1 to 10 cold damage for weapons with a x2 critical multiplier, 2 to 20 for a x3 critical multiplier, and 3 to 30 for a x4 multiplier. Additionally, if you roll a 20 when attacking and confirm the critical hit, the weapon blasts your target, doing 4 to 24 more cold damage.
- Adds Purple Augment Slot: EmptyPurple AugmentsRed AugmentsBlue AugmentsColorless Augments
- 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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7
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[1d4] + 3 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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+3 Combustion Scorched Light Hammer*
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7
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[1d4] + 3 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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+3 Glaciation Doused Light Hammer
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7
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[1d4] + 3 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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+3 Etched Light Hammer
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- +3 Enhancement Bonus+3 Enhancement Bonus: +3 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 MaimingMaiming: This weapon has a twisted haft or grip and spikes along its blade, head, or point. Whenever you score a critical hit with this weapon it deals an amount of extra untyped damage depending on its critical multiplier: x2 - 1 to 6, x3 - 2 to 12, x4 - 3 to 18.
- Adds Acid Torrent Acid Torrent: This weapon is imbued with a vitriolic wrath. On an attack roll of 20 which is confirmed as a critical hit this power will be released, dealing damage to the target and all enemies near it for 15d6 acid damage. A successful Reflex save (DC 39) reduces this by half.
- Tier 2:
- Adds Acid BlastAcid Blast: An acid blast weapon is sheathed in corrosive acid. Critical hits with this weapon deal an additional 1 to 10 acid damage for weapons with a x2 critical multiplier, 2 to 20 for a x3 critical multiplier, and 3 to 30 for a x4 multiplier. Additionally, if you roll a 20 when attacking and confirm the critical hit, the weapon blasts your target, doing 4 to 24 more acid damage.
- Adds Purple Augment Slot: EmptyPurple AugmentsRed AugmentsBlue AugmentsColorless Augments
- 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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7
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[1d4] + 3 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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+3 Magnetism Electrified Light Hammer
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7
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[1d4] + 3 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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+3 Corrosion Caustic Light Hammer
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7
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[1d4] + 3 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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+3 Smoldering Light Hammer*
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- +3 Enhancement Bonus+3 Enhancement Bonus: +3 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 MaimingMaiming: This weapon has a twisted haft or grip and spikes along its blade, head, or point. Whenever you score a critical hit with this weapon it deals an amount of extra untyped damage depending on its critical multiplier: x2 - 1 to 6, x3 - 2 to 12, x4 - 3 to 18.
- Adds Fiery Detonation Fiery Detonation: This weapon is imbued with a fiery wrath. On an attack roll of 20 which is confirmed as a critical hit this burning power will be released, dealing damage to the target and all enemies near it for 15d6 fire damage.A successful Fortitude save (DC 39) reduces this by half.
- Tier 2:
- Adds Flaming BlastFlaming Blast: A flaming blast weapon is sheathed in fire. Critical hits with this weapon deal an additional 1 to 10 fire damage for weapons with a x2 critical multiplier, 2 to 20 for a x3 critical multiplier, and 3 to 30 for a x4 multiplier. Additionally, if you roll a 20 when attacking and confirm the critical hit, the weapon blasts your target, doing 4 to 24 more fire damage.
- Adds Purple Augment Slot: EmptyPurple AugmentsRed AugmentsBlue AugmentsColorless Augments
- 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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7
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[1d4] + 3 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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+3 Energized Light Hammer
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- +3 Enhancement Bonus+3 Enhancement Bonus: +3 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 MaimingMaiming: This weapon has a twisted haft or grip and spikes along its blade, head, or point. Whenever you score a critical hit with this weapon it deals an amount of extra untyped damage depending on its critical multiplier: x2 - 1 to 6, x3 - 2 to 12, x4 - 3 to 18.
- Adds Electric Storm Electric Storm: This weapon is imbued with an electrifying wrath. On an attack roll of 20 which is confirmed as a critical hit this power will be released, dealing damage to the target and all enemies near it for 15d6 electric damage. A successful Reflex save (DC 39) reduces this by half.
- Tier 2:
- Adds Shocking BlastShocking Blast: A shocking blast weapon is sheathed in crackling electricity. Critical hits with this weapon deal an additional 1 to 10 electric damage for weapons with a x2 critical multiplier, 2 to 20 for a x3 critical multiplier, and 3 to 30 for a x4 multiplier. Additionally, if you roll a 20 when attacking and confirm the critical hit, the weapon blasts your target, doing 4 to 24 more electric damage.
- Adds Purple Augment Slot: EmptyPurple AugmentsRed AugmentsBlue AugmentsColorless Augments
- 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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7
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[1d4] + 3 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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First Light (level 10)
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10
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[1d4] + 4 Bludgeon, Magic
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Bound to Account on AcquireBound to Account on Acquire: This item is Bound to Account on Acquire
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Anniversary Party
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Macabre Light Hammer
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10
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[1d4] + 5 Bludgeon, Evil, Magic
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Bound to Account on AcquireBound to Account on Acquire: This item is Bound to Account on Acquire from chest; Bound to Character on AcquireBound to Character on Acquire: This item is Bound to Character on Acquire otherwise
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Blue Water Inn
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Barovian's Light Hammer
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- +5 Enhancement Bonus+5 Enhancement Bonus: +5 enhancement bonus to attack and damage rolls.
- SilverSilver: A complex process involving metallurgy and alchemy can bond silver to a weapon made of steel so that it bypasses the damage reduction of creatures such as devils and vampires.
Silver weapons have 2 points lower hardness then equivalent steel weapons, and as such aren't quite as durable. , Alchemical
- Holy 3Holy 3: This weapon is wielded by the pure to smite the wicked, dealing an additional 3d6 good damage on each hit. This effect makes the weapon good aligned. Evil characters wielding this weapon will suffer one negative level.
- Fiery 3Fiery 3: This effect causes the edges of this weapon to burn with enchanted flames, dealing 3d6 Fire damage on each hit.
- Undead Bane 3Undead Bane 3: Those that have died must return, and this weapon is attuned specifically to lay them to rest. This weapon deals an additional 3d10 bane damage vs. Undead.
- Red Augment Slot: EmptyRed AugmentsColorless Augments
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10
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[1d4] + 5 Bludgeon, Good, Silver, Magic
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Bound to Account on AcquireBound to Account on Acquire: This item is Bound to Account on Acquire from chest; Bound to Character on AcquireBound to Character on Acquire: This item is Bound to Character on Acquire otherwise
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Blue Water Inn
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Green Steel Light Hammer*
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12
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1.50[1d4] + 5 Bludgeon, Evil, 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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Special event items, Festivult (Gold Coin Rewards)
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Alchemical Light Hammer
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12
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3[1d4] + 5 Bludgeon, Magic
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UnboundUnbound: This item is Unbound, and may take permanent damage.
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The Master Artificer, Either End chest
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Implement of Stone Magic
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15
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1.50[1d4] + 3 Bludgeon, 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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Advance to level 15
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Syranian Light Hammer
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15
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2[1d4] + 5 Bludgeon, Good, Adamantine, Magic
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Bound to Account on AcquireBound to Account on Acquire: This item is Bound to Account on Acquire
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Syranian Forged Weaponry
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Re-forged Hammer
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15
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1.50[1d4] + 3 Bludgeon, 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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Advance to level 15
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Stoneworker's Hammer
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15
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1.50[1d4] + 3 Bludgeon, 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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Advance to level 15
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Illusionist's Focus
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15
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1.50[1d4] + 3 Bludgeon, 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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Advance to level 15
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First Light (level 15)
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15
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2[1d4] + 5 Bludgeon, Magic
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Bound to Account on AcquireBound to Account on Acquire: This item is Bound to Account on Acquire
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Anniversary Party
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Belashyrra's Cleansed Scepter
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- +5 Enhancement Bonus+5 Enhancement Bonus: +5 enhancement bonus to attack and damage rolls.
- one of the following combinations:
- Spellcasting Implement +15Spellcasting Implement +15: Passive: +15 Implement bonus to Universal Spell Power., Radiance +84Radiance +84: Passive: +84 Equipment bonus to Light and Alignment Spell Power., Greater RegenerationGreater Regeneration: This item is imbued with an undeniable goodness that freely flows outward in a pleasant palpable current, constantly healing the wearer over time.
- Spellcasting Implement +15Spellcasting Implement +15: Passive: +15 Implement bonus to Universal Spell Power., Combustion +84Combustion +84: Passive: +84 Equipment bonus to Fire Spell Power., Fire Lore VFire Lore V: Passive: Your Fire spells gain a 15% Equipment bonus to their chance to critical hit.
- Spellcasting Implement +15Spellcasting Implement +15: Passive: +15 Implement bonus to Universal Spell Power., Glaciation +84Glaciation +84: Passive: +84 Equipment bonus to Cold Spell Power., Ice Lore VIce Lore V: Passive: Your Cold spells gain a 15% Equipment bonus to their chance to critical hit.
- Evocation Focus +2 Evocation Focus +2: +2 Equipment bonus to the DC of Evocation spells., Kinetic Lore VKinetic Lore V: Passive: Your Force, Physical and Untyped spells gain a 15% Equipment bonus to their chance to critical hit.
- Necromancy Focus +2 Necromancy Focus +2: +2 Equipment bonus to the DC of Necromancy spells., Void Lore VVoid Lore V: Passive: Your Negative Energy and Poison spells gain a 15% Equipment bonus to their chance to critical hit.
- Single-MindednessSingle-Mindedness: This item drives your magic towards chaos, and you cannot focus as well on the nuances of subtler spells. -2 DCs on your enchantment spells.
- Efficient Metamagic - Empower IIEfficient Metamagic - Empower II: The additional spell point cost for using the Empower Metamagic feat is reduced by 2 SP.
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16
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2.20[1d4] + 5 Bludgeon, Magic
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Bound to Account on AcquireBound to Account on Acquire: This item is Bound to Account on Acquire
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The Lord of Eyes, End Chest
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Defiled Reliquary Light Hammer*
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18
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2.60[1d4] + 5 Bludgeon, Evil, Magic
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Bound to Account on AcquireBound to Account on Acquire: This item is Bound to Account on Acquire
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Unholy Defiler of the Hidden Hand, defiled version of Shining Reliquary Light Hammer
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Shining Reliquary Light Hammer
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18
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2.60[1d4] + 5 Bludgeon, Magic
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Bound to Account on AcquireBound to Account on Acquire: This item is Bound to Account on Acquire
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Vecna Unleashed, any chest or trade with Steps Obliss
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Epic Sworn Silver Light Hammer
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- +6 Enhancement Bonus+6 Enhancement Bonus: +6 enhancement bonus to attack and damage rolls.
- SilverSilver: A complex process involving metallurgy and alchemy can bond silver to a weapon made of steel so that it bypasses the damage reduction of creatures such as devils and vampires.
Silver weapons have 2 points lower hardness then equivalent steel weapons, and as such aren't quite as durable. , Alchemical
- Unnatural Bane 4Unnatural Bane 4: This weapon is attuned specifically to hunt beings that should not exist, dealing an additional 4d10 bane damage vs. Aberrations, Monstrous Humanoids, and Undead.
- DestructionDestruction: On Hit: Your target gains a stack of Armor Destruction. (-1 penalty to Armor Class, -1% of its Fortification. 20 Second Duration. Stacks up to 15 times.) This effect may trigger once every three seconds.
- RighteousRighteous: This weapon is imbued with holy power, giving it an additional +2 to attack bonus and damage against any evil creature. This power makes the weapon good-aligned.
- Red Augment Slot: EmptyRed AugmentsColorless Augments
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20
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3[1d4] + 6 Bludgeon, Good, Silver, Magic
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Bound to Account on AcquireBound to Account on Acquire: This item is Bound to Account on Acquire
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Morten Edgewright
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Epic Ethereal Light Hammer
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20
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3[1d4] + 6 Bludgeon, Adamantine, Magic
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Bound to Account on AcquireBound to Account on Acquire: This item is Bound to Account on Acquire
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Morten Edgewright
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First Light (level 20)
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20
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3[1d4] + 6 Bludgeon, Magic
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Bound to Account on AcquireBound to Account on Acquire: This item is Bound to Account on Acquire
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Anniversary Party
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Thunder-Forged Alloy Light Hammer
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22
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4.60[1d4] + 9 Bludgeon, Silver, Adamantine, Mithral, Cold Iron, Magic, Byeshk
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UnboundUnbound: This item is Unbound, and may take permanent damage.
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Magma Forge, Crafted from various ingredients
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Brussel Sprout Beater
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25
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4[1d4] + 7 Bludgeon, Magic
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Bound to Account on AcquireBound to Account on Acquire: This item is Bound to Account on Acquire
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Anniversary Party
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First Light (level 25)
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25
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4[1d4] + 7 Bludgeon, Magic
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Bound to Account on AcquireBound to Account on Acquire: This item is Bound to Account on Acquire
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Anniversary Party
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+7 Epic Energized Light Hammer
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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[1d4] + 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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Legendary Green Steel Light Hammer
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26
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4.20[1d4] + 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 Epic Quenched Light Hammer
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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
|
4.20[1d4] + 7 Bludgeon, Magic
|
UnboundUnbound: This item is Unbound, and may take permanent damage.
|
Temple of Elemental Evil Part One, and Temple of Elemental Evil Part Two any chest
|
|
+7 Magnetism Epic Electrified Light Hammer
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26
|
4.20[1d4] + 7 Bludgeon, Magic
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UnboundUnbound: This item is Unbound, and may take permanent damage.
|
Temple of Elemental Evil Part One, and Temple of Elemental Evil Part Two any chest
|
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+7 Corrosion Epic Caustic Light Hammer
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26
|
4.20[1d4] + 7 Bludgeon, Magic
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UnboundUnbound: This item is Unbound, and may take permanent damage.
|
Temple of Elemental Evil Part One, and Temple of Elemental Evil Part Two any chest
|
|
+7 Glaciation Epic Doused Light Hammer
|
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26
|
4.20[1d4] + 7 Bludgeon, Magic
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UnboundUnbound: This item is Unbound, and may take permanent damage.
|
Temple of Elemental Evil Part One, and Temple of Elemental Evil Part Two any chest
|
|
+7 Combustion Epic Scorched Light Hammer*
|
|
26
|
4.20[1d4] + 7 Bludgeon, Magic
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UnboundUnbound: This item is Unbound, and may take permanent damage.
|
Temple of Elemental Evil Part One, and Temple of Elemental Evil Part Two any chest
|
|
+7 Epic Smoldering Light Hammer*
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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[1d4] + 7 Bludgeon, Magic
|
UnboundUnbound: This item is Unbound, and may take permanent damage.
|
Temple of Elemental Evil Part One, and Temple of Elemental Evil Part Two any chest
|
|
+7 Epic Etched Light Hammer
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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[1d4] + 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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Savior, the Breaker of Chains
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28
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4.60[1d8+3] + 15 Bludgeoning, 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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Old Baba's Hut, Raid Chest
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Legendary Ferrocrystal Light Hammer
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29
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4.80[1d4+2] + 15 Bludgeon, Cold Iron, Magic, Crystal
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Bound to Account on AcquireBound to Account on Acquire: This item is Bound to Account on Acquire
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Fables of the Feywild, any chest, or turn in 20 Legendary Chunks of Ferrocrystal at the Cauldron of Cadence
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Legendary Syranian Light Hammer
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29
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4.80[1d4+2] + 15 Bludgeon, Good, Adamantine, Magic
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Bound to Account on AcquireBound to Account on Acquire: This item is Bound to Account on Acquire
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Syranian Forged Weaponry
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Nightmother's Light Hammer
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29
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4.80[1d4+2] + 15 Bludgeon, Evil, Magic
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Bound to Account on AcquireBound to Account on Acquire: This item is Bound to Account on Acquire from chest; Bound to Character on AcquireBound to Character on Acquire: This item is Bound to Character on Acquire otherwise
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Blue Water Inn
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Legendary Flamesalt Light Hammer
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29
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4.80[1d4+2] + 15 Bludgeon, Good, Magic
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Bound to Account on AcquireBound to Account on Acquire: This item is Bound to Account on Acquire
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Captain Xendros
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Morninglord's Light Hammer
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- +15 Enhancement Bonus+15 Enhancement Bonus: +15 enhancement bonus to attack and damage rolls.
- SilverSilver: A complex process involving metallurgy and alchemy can bond silver to a weapon made of steel so that it bypasses the damage reduction of creatures such as devils and vampires.
Silver weapons have 2 points lower hardness then equivalent steel weapons, and as such aren't quite as durable. , Alchemical
- Holy 6Holy 6: This weapon is wielded by the pure to smite the wicked, dealing an additional 6d6 good damage on each hit. This effect makes the weapon good aligned. Evil characters wielding this weapon will suffer one negative level.
- Fiery 6Fiery 6: This effect causes the edges of this weapon to burn with enchanted flames, dealing 6d6 Fire damage on each hit.
- Undead Bane 6Undead Bane 6: Those that have died must return, and this weapon is attuned specifically to lay them to rest. This weapon deals an additional 6d10 bane damage vs. Undead.
- Red Augment Slot: EmptyRed AugmentsColorless Augments
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29
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4.80[1d4+2] + 15 Bludgeon, Good, Silver, Magic
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Bound to Account on AcquireBound to Account on Acquire: This item is Bound to Account on Acquire from chest; Bound to Character on AcquireBound to Character on Acquire: This item is Bound to Character on Acquire otherwise
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Blue Water Inn
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First Light (level 30)
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30
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5[1d4] + 14 Bludgeon, Magic
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Bound to Account on AcquireBound to Account on Acquire: This item is Bound to Account on Acquire
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Anniversary Party
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Dinosaur Bone Light Hammer
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31
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5.20[1d4+2] + 15 Bludgeon, Magic
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Bound to Account on AcquireBound to Account on Acquire: This item is Bound to Account on Acquire
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The Isle of Dread, any chest
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Attuned Bone Light Hammer
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31
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5.20[1d4+3] + 15 Bludgeon, Magic
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Bound to Account on AcquireBound to Account on Acquire: This item is Bound to Account on Acquire
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Skeletons in the Closet, any chest
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Legendary Shining Reliquary Light Hammer
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32
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5.40[1d4+2] + 15 Bludgeon, Magic
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Bound to Account on AcquireBound to Account on Acquire: This item is Bound to Account on Acquire
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Vecna Unleashed, any chest or trade with Steps Obliss
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Legendary Defiled Reliquary Light Hammer*
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32
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5.40[1d4+2] + 15 Bludgeon, Evil, Magic
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Bound to Account on AcquireBound to Account on Acquire: This item is Bound to Account on Acquire
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Unholy Defiler of the Hidden Hand, defiled version of Legendary Shining Reliquary Light Hammer
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