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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Lhorne's Blade
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- Lesser Monstrous Humanoid BaneLesser Monstrous Humanoid Bane: A bane weapon excels at attacking one type or subtype of creature. Against Monstrous Humanoids, this weapon's effective enhancement bonus is +1 better than its normal enhancement bonus. It deals an extra 1 to 6 points of damage against the foe.
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1
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[1d8] + 0 Slashing
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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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The Collaborator
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Rusty Longsword
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1
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[1d8] - 1 Slash
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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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Shipwreck Shore, Jeets Shimis
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Ember Longsword
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1
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[1d8] + 0 Slash
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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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The Grotto
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Blade of Inquisition
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2
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[1d8] + 2 Slash, 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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The Friar's Niece, End chest
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+1 Starter Longsword*
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2
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[1d8] + 1 Slash, 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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The Voyage
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Ethereal Longsword
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2
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[1d8] + 1 Slash, 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 Longsword
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2
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[1d8] + 1 Slash, 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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Nicked Longsword
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2
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[1d8] + 2 Slash, 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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Silver Blade of the Flame*
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3
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[1d8] + 3 Slash, Silver, Magic
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Bound to AccountBound to Account: This item is Bound to Account
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Housekeeping, End chest
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Timeblade
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4
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[1d8] + 2 Slash, 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 Chronoscope
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Mournlode Longsword (Level 4)
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4
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[1d8] + 1 Slash, 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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Vaults of the Artificers
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Flametongue
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4
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[1d10] + 1 Slash, 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 Subterrane - Central, Garamol's chest
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Ferrocrystal Longsword
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5
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[1d8] + 2 Slash, 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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Flamesalt Longsword
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5
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[1d8] + 1 Slash, 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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Scoundrel's Longsword
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6
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[1d10] + 2 Slash, Chaotic, 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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Three-Barrel Cove (heroic)
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Xoriat Forged Blade
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6
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[2d5] + 3 Slash, Chaotic, 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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Caverns of Korromar, Serruul's chest
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+3 Corrosion Caustic Longsword
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7
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[1d8] + 3 Slash, 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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Fimbric, Lost Longsword
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- Feather FallFeather Fall
Caster level: 10 Charges: 3 (3/day) — 3 Charges (Recharged/Day:3)
- +3 Enhancement Bonus+3 Enhancement Bonus: +3 enhancement bonus to attack and damage rolls.
- Axiomatic Blast 2Axiomatic Blast 2: This weapon is an implement of law, dealing 2d6 Law damage on a successful hit, and an additional 2d6 Law damage on a critical hit. This effect makes the weapon lawfully aligned.
Chaotic characters wielding this weapon will suffer one negative level.
- Holy 2Holy 2: On Hit: 2 to 8 Good damage. Good-aligned creatures are immune to this effect.
Penalty: If equipped by a Evil user, they receive 1 Negative Level for as long as this item is equipped.
- Ghost TouchGhost Touch: An incorporeal creature's 50% chance to avoid damage does not apply to attacks with ghost touch weapons.
- 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
- The Dread Isle's CurseThe Dread Isle's Curse: 5 Pieces Equipped:
+5 Profane bonus to Melee and Ranged Power +10 Profane bonus to Universal Spellpower +10 Profane bonus to Physical Resistance Rating +1 Profane bonus to Spell DCs +1 Profane bonus to all Ability Scores The Isle of Dread beckons you...
- Red Augment Slot: EmptyRed AugmentsColorless Augments
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7
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[1d8] + 3 Slash, Good, Lawful, 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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Bullywugs and Booby Traps, end chest
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+3 Quenched Longsword
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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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[1d8] + 3 Slash, 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, any chest, Temple of Elemental Evil Part Two, any chest
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+3 Glaciation Doused Longsword
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7
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[1d8] + 3 Slash, 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 Longsword
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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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[1d8] + 3 Slash, 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, any chest, Temple of Elemental Evil Part Two, any chest
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+3 Smoldering Longsword
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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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[1d8] + 3 Slash, 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, any chest, Temple of Elemental Evil Part Two, any chest
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+3 Combustion Scorched Longsword
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7
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[1d8] + 3 Slash, 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 Longsword
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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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[1d8] + 3 Slash, 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, any chest, Temple of Elemental Evil Part Two, any chest
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+3 Magnetism Electrified Longsword
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7
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[1d8] + 3 Slash, 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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Nightforge Avenger Blade
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8
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1.50[1d8] + 5 Slash, Adamantine, 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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A Relic of a Sovereign Past
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- Critical Profile: 17-20 / x2
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Retribution
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- +4 Enhancement Bonus+4 Enhancement Bonus: +4 enhancement bonus to attack and damage rolls.
- HolyHoly: A holy weapon is imbued with holy power. This power makes the weapon good-aligned. Evil characters wielding this weapon suffer a negative level. The weapon deals an extra 2 to 12 damage against all targets of evil alignment.
- True LawTrue Law: This weapon is infused with the power of True Law. It does an additional 1 to 6 damage to non-lawful targets and can only be wielded by Lawful-aligned characters.
- Pure GoodPure Good: This weapon is infused with the power of Pure Good. It does an additional 1 to 6 damage to non-good targets and can only be wielded by Good-aligned characters.
- Red Augment Slot: EmptyRed AugmentsColorless Augments
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8
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[1d8] + 4 Slash, Good, Lawful, 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 Abandoned Excavation
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Threnalian War Blade
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8
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1.50[1d10] + 5 Slash, 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 Threnal Arena
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Mournlode Longsword (level 8)
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- See the item description page for details.
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8
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[1d8] + 2 Slash, 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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Vaults of the Artificers
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Macabre Longsword
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10
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[1d8] + 5 Slash, 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 Longsword
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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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[1d8] + 5 Slash, 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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Sirocco
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10
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[1d8] + 4 Slash, 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 Chamber of Raiyum, Treasure Room Chest
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Tesyus
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10
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4.50[1d8] + 5 Slash, Good, Cold Iron, Magic
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Unbound, Drops on leaving adventureUnbound: This item is Unbound, and may take permanent damage. This item drops on leaving adventure
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A Relic of a Sovereign Past
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Mournlode Longsword (level 12)
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- See the item description page for details.
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12
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1.40[1d8] + 3 Slash, 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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Vaults of the Artificers
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Alchemical Longsword
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12
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3[1d8] + 5 Slash, 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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Green Steel Longsword
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12
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1.50[1d8] + 5 Slash, 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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Altar of Fecundity, Manufactured Ingredient Recipes
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Dragon Sword of Acid
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14
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1.80[1d10] + 5 Slash, 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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Litany of the Dead, Cholthulzz, Mentau, or High Priest chests
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- Critical Profile: 18-20 / x2
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Enduring Conviction
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14
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1.80[1d8] + 5 Slash, Good, Lawful, 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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Ascension Chamber, End Chest
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Knight's Blade
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15
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2[1d8] + 3 Slash, 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 Longsword
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15
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2[1d8] + 5 Slash, 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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Mournlode Longsword (level 16)
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- See the item description page for details.
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16
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2.20[1d8] + 4 Slash, 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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Vaults of the Artificers
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Watcher's Blade
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16
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2.20[1d8] + 5 Slashing, 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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Acute Delirium, End chest
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- Critical Profile: 19-20 / x3
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Master's Riposte (Level 17)
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- +1 Enhancement Bonus+1 Enhancement Bonus: +1 enhancement bonus to attack and damage rolls.
- Riposte VIRiposte VI: When Missed by an attack: Deals 6 to 24 damage to your attacker. Passive: +3 Insight bonus to Armor Class, +3 Insight bonus to Fortitude, Reflex, and Will Saving Throws.
- One of the following effects:
- Acid IVAcid IV: On Hit: 4 to 16 Acid Damage.
- Anarchic IIIAnarchic III: On Hit: 3 to 12 Chaos damage. Chaos-aligned creatures are immune to this effect.
Penalty: If equipped by a Lawful user, they receive 1 Negative Level for as long as this item is equipped.
- Axiomatic IIIAxiomatic III: On Hit: 3 to 12 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.
- Banishing Banishing: On Hit: 4 to 24 Bane damage to Outsiders.
On Vorpal Hit: If an outsider struck by this weapon has fewer than 1000 Hit Points, it is instantly slain. If the outsider has above 1000 Hit Points, it takes 100 damage.
- Eldritch IIEldritch II: On Hit: 2 to 8 Force Damage.
- Flaming IVFlaming IV: On Hit: 4 to 16 Fire Damage.
- Frost IVFrost IV: On Hit: 4 to 16 Cold Damage.
- Holy IIHoly II: On Hit: 2 to 8 Good damage. Good-aligned creatures are immune to this effect.
Penalty: If equipped by a Evil user, they receive 1 Negative Level for as long as this item is equipped.
- Holy BurstHoly Burst: A holy weapon is imbued with holy power. This power makes the weapon good-aligned and thus bypasses the corresponding damage reduction. It deals an extra 2 to 12 points of damage against all of evil alignment and an extra 3 to 18 on a critical for weapons with a x2 critical multiplier, 4 to 24 for a x3 multiplier, and 5 to 30 for a x4 multiplier.
- Improved RoaringImproved Roaring: This weapon causes targets to become shaken (DC 28 Will save negates) and, on a critical hit, does 2 to 12 sonic damage to the target.
- Poison IVPoison IV: On Hit: 4 to 12 Poison Damage.
On Critical Hit: 1d4 Strength, Dexterity, or Constitution Damage.
- Seeker +8 Seeker +8: Provides a +8 Enhancement bonus to confirm critical hits, and a +8 Enhancement bonus to critical hit damage (before multipliers are applied).
- Shock IVShock IV: On Hit: 4 to 16 Electric Damage.
- Shrieking IIIShrieking III: On Hit: 3 to 12 Sonic Damage.
- Solar IISolar II: On Hit: 2 to 8 Light Damage.
- Vorpal Vorpal: Passive: +0.5[W] damage dice.
On Vorpal Hit: If your target has fewer than 1000 Hit Points, they are instantly slain. If your target has above 1000 Hit Points, they take 100 damage.
- Red Augment Slot: EmptyRed AugmentsColorless Augments
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17
|
1.50[1d8] + 1 Slash, Magic
|
Bound to Character on EquipBound to Character on Equip: This item is Bound to Character on Equip
|
Lines of Supply, 'Supply Camp' End chest (Heroic Hard)
|
|
Fried Sword Fish*
|
|
18
|
2.60[1d8] + 5 Slash, Magic
|
Bound to Account on AcquireBound to Account on Acquire: This item is Bound to Account on Acquire
|
Too Many Cooks, end chest
|
|
Defiled Reliquary Longsword*
|
|
18
|
2.60[1d8] + 5 Slash, Magic
|
Bound to Account on AcquireBound to Account on Acquire: This item is Bound to Account on Acquire
|
Unholy Defiler of the Hidden Hand, defiled version of Shining Reliquary Longsword
|
|
Frozen Sword Fish*
|
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18
|
2.60[1d8] + 5 Slash, Magic
|
Bound to Account on AcquireBound to Account on Acquire: This item is Bound to Account on Acquire
|
Too Many Cooks, end chest
|
|
Shining Reliquary Longsword
|
|
18
|
2.60[1d8] + 5 Slash, Magic
|
Bound to Account on AcquireBound to Account on Acquire: This item is Bound to Account on Acquire
|
Vecna Unleashed, any chest or trade with Steps Obliss
|
|
Sword Fish
|
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18
|
2.60[1d8] + 5 Slash, Magic
|
Bound to Account on AcquireBound to Account on Acquire: This item is Bound to Account on Acquire
|
Too Many Cooks, end chest
|
|
Master's Riposte (Level 18)
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- +1 Enhancement Bonus+1 Enhancement Bonus: +1 enhancement bonus to attack and damage rolls.
- Riposte VIIRiposte VII: When Missed by an attack: Deals 7 to 28 damage to your attacker. Passive: +4 Insight bonus to Armor Class, +3 Insight bonus to Fortitude, Reflex, and Will Saving Throws.
- One of the following effects:
- Acid IVAcid IV: On Hit: 4 to 16 Acid Damage.
- Anarchic IIIAnarchic III: On Hit: 3 to 12 Chaos damage. Chaos-aligned creatures are immune to this effect.
Penalty: If equipped by a Lawful user, they receive 1 Negative Level for as long as this item is equipped.
- Axiomatic IIIAxiomatic III: On Hit: 3 to 12 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.
- Banishing Banishing: On Hit: 4 to 24 Bane damage to Outsiders.
On Vorpal Hit: If an outsider struck by this weapon has fewer than 1000 Hit Points, it is instantly slain. If the outsider has above 1000 Hit Points, it takes 100 damage.
- Eldritch IIEldritch II: On Hit: 2 to 8 Force Damage.
- Flaming IVFlaming IV: On Hit: 4 to 16 Fire Damage.
- Frost IVFrost IV: On Hit: 4 to 16 Cold Damage.
- Holy IIHoly II: On Hit: 2 to 8 Good damage. Good-aligned creatures are immune to this effect.
Penalty: If equipped by a Evil user, they receive 1 Negative Level for as long as this item is equipped.
- Holy BurstHoly Burst: A holy weapon is imbued with holy power. This power makes the weapon good-aligned and thus bypasses the corresponding damage reduction. It deals an extra 2 to 12 points of damage against all of evil alignment and an extra 3 to 18 on a critical for weapons with a x2 critical multiplier, 4 to 24 for a x3 multiplier, and 5 to 30 for a x4 multiplier.
- Improved RoaringImproved Roaring: This weapon causes targets to become shaken (DC 28 Will save negates) and, on a critical hit, does 2 to 12 sonic damage to the target.
- Poison IVPoison IV: On Hit: 4 to 12 Poison Damage.
On Critical Hit: 1d4 Strength, Dexterity, or Constitution Damage.
- Seeker +8 Seeker +8: Provides a +8 Enhancement bonus to confirm critical hits, and a +8 Enhancement bonus to critical hit damage (before multipliers are applied).
- Shock IVShock IV: On Hit: 4 to 16 Electric Damage.
- Shrieking IIIShrieking III: On Hit: 3 to 12 Sonic Damage.
- Solar IISolar II: On Hit: 2 to 8 Light Damage.
- Vorpal Vorpal: Passive: +0.5[W] damage dice.
On Vorpal Hit: If your target has fewer than 1000 Hit Points, they are instantly slain. If your target has above 1000 Hit Points, they take 100 damage.
- Red Augment Slot: EmptyRed AugmentsColorless Augments
|
18
|
1.50[1d8] + 1 Slash, Magic
|
Bound to Character on EquipBound to Character on Equip: This item is Bound to Character on Equip
|
Lines of Supply, 'Supply Camp' End chest (Heroic Hard)
|
|
Divine Vengeance
|
- +5 Enhancement Bonus+5 Enhancement Bonus: +5 enhancement bonus to attack and damage rolls.
- Cold IronCold Iron: This iron mined deep underground, known for its effectiveness against fey creatures, is forged at a lower temperature to preserve its delicate properties. When combined with Good damage types, Cold Iron weapons are able to overcome the damage reduction of most Demons like Fire Reavers or Flesh Renders. See Monster DR and weaknesses for specifics.
- Lawful version:
- Adds HolyHoly: A holy weapon is imbued with holy power. This power makes the weapon good-aligned. Evil characters wielding this weapon suffer a negative level. The weapon deals an extra 2 to 12 damage against all targets of evil alignment.
- Adds AxiomaticAxiomatic: An axiomatic weapon is lawfully aligned and infused with the power of law. It makes the weapon law-aligned and thus bypasses the corresponding damage reduction. It deals an extra 2 to 12 damage against all of chaotic alignment.
- 1-19 Paladin version
- Adds Spell Resistance +30 Spell Resistance +30: +30 Enhancement bonus to Spell Resistance.
- HolyHoly: A holy weapon is imbued with holy power. This power makes the weapon good-aligned. Evil characters wielding this weapon suffer a negative level. The weapon deals an extra 2 to 12 damage against all targets of evil alignment. → Holy BurstHoly Burst: A holy weapon is imbued with holy power. This power makes the weapon good-aligned and thus bypasses the corresponding damage reduction. It deals an extra 2 to 12 points of damage against all of evil alignment and an extra 3 to 18 on a critical for weapons with a x2 critical multiplier, 4 to 24 for a x3 multiplier, and 5 to 30 for a x4 multiplier.
- AxiomaticAxiomatic: An axiomatic weapon is lawfully aligned and infused with the power of law. It makes the weapon law-aligned and thus bypasses the corresponding damage reduction. It deals an extra 2 to 12 damage against all of chaotic alignment. → Axiomatic BurstAxiomatic Burst: An axiomatic weapon is lawfully aligned and infused with the power of law. It makes the weapon law-aligned and thus bypasses the corresponding damage reduction. It deals an extra 2 to 12 points of damage against all of chaotic alignment and an extra 3 to 18 on a critical for weapons with a x2 critical multiplier, 4 to 24 for a x3 multiplier, and 5 to 30 for a x4 multiplier.
- 20 Paladin version
|
18
|
2.60[1d8] + 5 Slash, Good, Lawful, Cold Iron, Magic
|
Bound to Character on AcquireBound to Character on Acquire: This item is Bound to Character on Acquire
|
A Vision of Destruction, End chest
|
|
Master's Riposte (Level 19)
|
- +1 Enhancement Bonus+1 Enhancement Bonus: +1 enhancement bonus to attack and damage rolls.
- 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.
- One of the following effects:
- Acid IVAcid IV: On Hit: 4 to 16 Acid Damage.
- Anarchic IIIAnarchic III: On Hit: 3 to 12 Chaos damage. Chaos-aligned creatures are immune to this effect.
Penalty: If equipped by a Lawful user, they receive 1 Negative Level for as long as this item is equipped.
- Axiomatic IIIAxiomatic III: On Hit: 3 to 12 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.
- Banishing Banishing: On Hit: 4 to 24 Bane damage to Outsiders.
On Vorpal Hit: If an outsider struck by this weapon has fewer than 1000 Hit Points, it is instantly slain. If the outsider has above 1000 Hit Points, it takes 100 damage.
- Eldritch IIEldritch II: On Hit: 2 to 8 Force Damage.
- Flaming IVFlaming IV: On Hit: 4 to 16 Fire Damage.
- Frost IVFrost IV: On Hit: 4 to 16 Cold Damage.
- Holy IIHoly II: On Hit: 2 to 8 Good damage. Good-aligned creatures are immune to this effect.
Penalty: If equipped by a Evil user, they receive 1 Negative Level for as long as this item is equipped.
- Holy BurstHoly Burst: A holy weapon is imbued with holy power. This power makes the weapon good-aligned and thus bypasses the corresponding damage reduction. It deals an extra 2 to 12 points of damage against all of evil alignment and an extra 3 to 18 on a critical for weapons with a x2 critical multiplier, 4 to 24 for a x3 multiplier, and 5 to 30 for a x4 multiplier.
- Improved RoaringImproved Roaring: This weapon causes targets to become shaken (DC 28 Will save negates) and, on a critical hit, does 2 to 12 sonic damage to the target.
- Poison IVPoison IV: On Hit: 4 to 12 Poison Damage.
On Critical Hit: 1d4 Strength, Dexterity, or Constitution Damage.
- Seeker +8 Seeker +8: Provides a +8 Enhancement bonus to confirm critical hits, and a +8 Enhancement bonus to critical hit damage (before multipliers are applied).
- Shock IVShock IV: On Hit: 4 to 16 Electric Damage.
- Shrieking IIIShrieking III: On Hit: 3 to 12 Sonic Damage.
- Solar IISolar II: On Hit: 2 to 8 Light Damage.
- Vorpal Vorpal: Passive: +0.5[W] damage dice.
On Vorpal Hit: If your target has fewer than 1000 Hit Points, they are instantly slain. If your target has above 1000 Hit Points, they take 100 damage.
- Red Augment Slot: EmptyRed AugmentsColorless Augments
|
19
|
1.50[1d8] + 1 Slash, Magic
|
Bound to Character on EquipBound to Character on Equip: This item is Bound to Character on Equip
|
Lines of Supply, 'Supply Camp' End chest (Heroic Elite)
|
|
Epic Ethereal Longsword
|
|
20
|
3[1d8] + 6 Slash, Adamantine, Magic
|
Bound to Account on AcquireBound to Account on Acquire: This item is Bound to Account on Acquire
|
Morten Edgewright
|
|
Epic Sirocco
|
|
20
|
3[1d8] + 6 Slash, Magic
|
Bound to Account on AcquireBound to Account on Acquire: This item is Bound to Account on Acquire
|
Epic Crafting
|
|
Epic Timeblade
|
|
20
|
3[1d8] + 6 Slash, Magic
|
Bound to Account on AcquireBound to Account on Acquire: This item is Bound to Account on Acquire
|
|
|
Epic Mournlode Longsword
|
- See the item description page for details.
|
20
|
3[1d8] + 5 Slashing, Good, Magic
|
Bound to Account on AcquireBound to Account on Acquire: This item is Bound to Account on Acquire
|
Vaults of the Artificers
|
|
Oathblade
|
|
20
|
3.50[1d10] + 6 Slash, Lawful, Magic
|
Bound to Character on AcquireBound to Character on Acquire: This item is Bound to Character on Acquire
|
Eveningstar
|
- Critical Profile: 15-20 / x2
|
Epic Sworn Silver Longsword
|
- +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
|
20
|
3[1d8] + 6 Slash, Good, Silver, Magic
|
Bound to Account on AcquireBound to Account on Acquire: This item is Bound to Account on Acquire
|
Morten Edgewright
|
|
Drow Longsword of the Weapon Master
|
|
21
|
3.20[1d8] + 6 Slash, Magic
|
Bound to Character on EquipBound to Character on Equip: This item is Bound to Character on Equip
|
The House of Rusted Blades, End Chest
|
- Critical Profile: 17-20 / x2
|
Thunder-Forged Alloy Longsword
|
|
22
|
4.60[1d8] + 9 Slash, Silver, Adamantine, Mithral, Cold Iron, Magic, Byeshk
|
UnboundUnbound: This item is Unbound, and may take permanent damage.
|
Magma Forge, Crafted from various ingredients
|
|
Tinah, Sword of the Sea
|
- +7 Enhancement Bonus+7 Enhancement Bonus: +7 enhancement bonus to attack and damage rolls.
- Supreme GoodSupreme Good: This weapon is infused with the supreme Power of Good. It does an additional 3 to 18 damage to non-good targets and can only be wielded by Good-aligned characters.
- Crushing WaveCrushing Wave: This weapon stores the unstoppable force of the ocean's fury deep within. When this weapon is used, this power occasionally comes to the surface, crushing enemies beneath a torrent of frigid water.
- Freezing Ice Freezing Ice:
- On items: While you are wearing this item, your melee, ranged, and unarmed attacks gain the Freezing Ice ability. (When the weapon is used, an icy power occasionally comes to the surface, attempting to freeze an enemy solid and encase them in ice.) - (duration: 9 seconds)
- On weapons: This Weapon stores the pitiless immovable power of the ice deep within. When this weapon is used, this power occasionally comes to the surface, attempting to freeze an enemy solid and encase them in ice.
- Greater Dragon BaneGreater Dragon Bane: A bane weapon excels at attacking one type or subtype of creature. Against Dragons, this weapon's effective enhancement bonus is +4 better than its normal enhancement bonus. It deals an extra 3 to 18 points of damage against the foe.
- Underwater Action
- Attuned to HeroismThis relic is attuned to heroic actions. (Special bonus effect! Please see item's specific page for details.)
|
23
|
3.60[1d10] + 7 Slash, Good, Magic
|
Bound to Character on AcquireBound to Character on Acquire: This item is Bound to Character on Acquire
|
Caught in the Web, End Chest
|
|
Epic Blade of Inquisition
|
- +6 Enhancement Bonus+6 Enhancement Bonus: +6 enhancement bonus to attack and damage rolls.
- Holy 5Holy 5: This weapon is wielded by the pure to smite the wicked, dealing an additional 5d6 good damage on each hit. This effect makes the weapon good aligned. Evil characters wielding this weapon will suffer one negative level.
- Unnatural Bane 5Unnatural Bane 5: This weapon is attuned specifically to hunt beings that should not exist, dealing an additional 5d10 bane damage vs. Aberrations, Monstrous Humanoids, and Undead.
- Ghostbane 5Ghostbane 5: This weapon is attuned specifically to hunt the risen dead, dealing an additional 5d10 bane damage vs. Undead monsters.
Passive: This weapon has Ghost Touch, and bypasses ethereal monster's 50% chance to evade bane damage.
- 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
- Red Augment Slot: EmptyRed AugmentsColorless Augments
|
23
|
3.60[1d8] + 6 Slash, Good, Silver, Magic
|
Bound to Account on AcquireBound to Account on Acquire: This item is Bound to Account on Acquire
|
The Friar's Niece, End chest
|
|
+7 Epic Smoldering Longsword
|
- +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.
|
26
|
4.20[1d8] + 7 Slash, 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 Combustion Epic Scorched Longsword
|
|
26
|
4.20[1d8] + 7 Slash, 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 Longsword
|
- +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.
|
26
|
4.20[1d8] + 7 Slash, 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 Energized Longsword
|
- +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.
|
26
|
4.20[1d8] + 7 Slash, 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 Glaciation Epic Doused Longsword
|
|
26
|
4.20[1d8] + 7 Slash, 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 Quenched Longsword
|
- +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.
|
26
|
4.20[1d8] + 7 Slash, 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
|
|
Legendary Green Steel Longsword
|
|
26
|
4.20[1d8] + 14 Slash, Evil, Magic
|
Bound to Character on AcquireBound to Character on Acquire: This item is Bound to Character on Acquire
|
Altar of Fecundity, Manufactured Ingredient Recipes
|
|
+7 Magnetism Epic Electrified Longsword
|
|
26
|
4.20[1d8] + 7 Slash, 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
|
|
Master's Riposte (Level 26)
|
|
26
|
1.50[1d8] + 1 Slash, Magic
|
Bound to Character on EquipBound to Character on Equip: This item is Bound to Character on Equip
|
Lines of Supply, 'Supply Camp' End chest (Epic Hard) ; The Secret of the Storm Horns, Quest chain end reward (Epic)
|
|
Fellblade (longsword)
|
|
26
|
4.70[1d8] + 13 Slash, Lawful, Cold Iron, Magic
|
Bound to Character on AcquireBound to Character on Acquire: This item is Bound to Character on Acquire
|
Defiler of the Just, Warded chest
|
- Critical Profile: 17-20 / x2
|
+7 Corrosion Epic Caustic Longsword
|
|
26
|
4.20[1d8] + 7 Slash, 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
|
|
Master's Riposte (Level 27)
|
|
27
|
1.50[1d8] + 1 Slash, Magic
|
Bound to Character on EquipBound to Character on Equip: This item is Bound to Character on Equip
|
Lines of Supply, 'Supply Camp' End chest (Epic Hard)
|
|
Soulrazor
|
- +15 Enhancement Bonus+15 Enhancement Bonus: +15 enhancement bonus to attack and damage rolls.
- Overwhelming Stealer of SoulsOverwhelming Stealer of Souls: This weapon tears at the very essence of your foes. On any strike, this weapon applies a single stack of Soul Scar, which reduces your target's Will Saves, Armor Class, and Fortification by 1 per stack, max 10. Occasionally, this weapon attempts to rip the life from your foe, as if it were the victim of a Phantasmal Killer spell with a DC of 100 versus Will. Bosses (and enemies with more than 10,000 hit points) are immune to this effect. Killing a monster will consume your soul, adding a stack of Consumed Soul to you. Consumed Souls stack up to 20 times, and linger for 20 seconds. Each one provides a +1 Profane bonus to Damage and Melee Power. If you block or unequip this weapon, the Consumed Souls will be released.
- KeenKeen: Passive: 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.
- Entropic 6Entropic 6: This weapon is intensely powerful, and crackles with destructive, unpredictable magic. It deals an additional 6d6 untyped damage on each hit.
- Vampirism 3Vampirism 3: This weapon thirsts for the blood of your enemies, healing you for +3d2 hit points with each hit.
Note: internal cooldown of 1 second.
- Psychic WardPsychic Ward: This items wards you against mind-altering effects and spells, such as Charm and Domination.
- Red Augment Slot: EmptyRed AugmentsColorless Augments
- Orange Augment Slot: EmptyOrange AugmentsYellow AugmentsRed AugmentsColorless Augments
|
28
|
4.80[1d8+3] +15 Slash, Magic, Crystal
|
Bound to Character on AcquireBound to Character on Acquire: This item is Bound to Character on Acquire
|
Schism Shard Crafting
|
- Critical Profile: 17-20 / x2
|
Master's Riposte (Level 28)
|
|
28
|
1.50[1d8] + 1 Slash, Magic
|
Bound to Character on EquipBound to Character on Equip: This item is Bound to Character on Equip
|
Lines of Supply, 'Supply Camp' End chest (Epic Elite)
|
|
Legendary Flamesalt Longsword
|
|
29
|
4.80[1d8+2] + 15 Slash, Good, Magic
|
Bound to Account on AcquireBound to Account on Acquire: This item is Bound to Account on Acquire
|
Captain Xendros
|
|
Legendary Alchemical Longsword
|
|
29
|
4.80[1d8+3] + 15 Slash, Magic
|
Bound to Character on EquipBound to Character on Equip: This item is Bound to Character on Equip
|
Legendary Lord of Blades, Either End chest
|
|
Legendary Syranian Longsword
|
|
29
|
4.80[1d8+2] + 15 Slash, Good, Adamantine, Magic
|
Bound to Account on AcquireBound to Account on Acquire: This item is Bound to Account on Acquire
|
Syranian Forged Weaponry
|
|
Legendary Silver Blade of the Flame
|
|
29
|
4.80[1d8+2] + 15 Slash, Silver, Magic
|
Bound to AccountBound to Account: This item is Bound to Account
|
Housekeeping, End chest
|
|
The Bitter Edge
|
|
29
|
4.80[1d8+3] + 15 Slash, Magic
|
Bound to Character on AcquireBound to Character on Acquire: This item is Bound to Character on Acquire
|
The Dryad and the Demigod, End chest and optional chest
|
- Critical Profile: 17-20 / x2
|
Legendary Ferrocrystal Longsword
|
|
29
|
4.80[1d8+2] + 15 Slash, Cold Iron, Magic, Crystal
|
Bound to Account on AcquireBound to Account on Acquire: This item is Bound to Account on Acquire
|
Fables of the Feywild, any chest, or turn in 20 Legendary Chunks of Ferrocrystal at the Cauldron of Cadence
|
|
Morninglord's Longsword
|
- +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[1d8+2] + 15 Slash, 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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Nightmother's Longsword
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29
|
4.80[1d8+2] + 15 Slash, 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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Rauven of the Frost
|
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29
|
4.80[1d8+3] + 15 Cold
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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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The Dryad and the Demigod, Greater feytwisted chest
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- Damage Modifier: WIS
- Attack Modifier: WIS
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Legendary Timeblade
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30
|
5[1d8+3] + 15 Slash, 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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Legendary Crafting
|
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Legendary Sirocco
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|
30
|
5[1d8+2] + 15 Slash, 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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Dinosaur Bone Longsword
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|
31
|
5.20[1d8+2] + 15 Slash, 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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Legendary Fimbric, Lost Longsword
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31
|
5.20[1d8+2] + 15 Slash, 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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Bullywugs and Booby Traps, end chest
|
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Attuned Bone Longsword
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31
|
5.20[1d8+3] + 15 Slash, Magic
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Bound to Account on AcquireBound to Account on Acquire: This item is Bound to Account on Acquire
|
Skeletons in the Closet, end chest
|
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Legendary Shining Reliquary Longsword
|
|
32
|
5.40[1d8+2] + 15 Slash, 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 Longsword*
|
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32
|
5.40[1d8+2] + 15 Slash, 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 Longsword
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Legendary Fried Sword Fish*
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32
|
5.40[1d8+2] + 15 Slash, 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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Too Many Cooks, end chest
|
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Legendary Frozen Sword Fish*
|
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32
|
5.40[1d8+2] + 15 Slash, 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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Too Many Cooks, end chest
|
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Legendary Sword Fish
|
|
32
|
5.40[1d8+2] + 15 Slash, Magic
|
Bound to Account on AcquireBound to Account on Acquire: This item is Bound to Account on Acquire
|
Too Many Cooks, end chest
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