Ratt
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Post by Ratt on Mar 21, 2007 16:35:28 GMT -5
Lesson #14: Weapon Enhancements This is a list of enhancement effects that can appear on weapons.
An item can have a maximum of 1 material, 1 prefix and 1 suffix, unless it is one of the unique quest rewards or unique chest loot items. See base price modifier for details.
Prefixes & Suffixes Table: Weapon Enhancements Name Description Base price modifier Type
Lesser Target Bane +1 to-hit / +1d6 damage versus target type. +1 Suffix
Target Bane +2 to-hit / +2d6 damage versus target type. +2 Suffix
Greater Target Bane +4 to-hit / +3d6 damage versus target type. +3 Suffix
Elemental +1d6 elemental damage +1 Prefix
Elemental Burst +1d6 elemental damage, +1d10 per critical multiplier extra elemental damage on critical +2 Prefix
True Alignment +1d6 alignment damage +1 Both*
Alignment +2d6 alignment damage +2 Prefix
Alignment Burst +2d6 alignment damage, +3d6 extra alignment damage on critical +4 Prefix
Keen 2x critial range for pierce & slash weapons (doesn't stack with Improved Critical) +1 Prefix
Impact 2x critial range for bludgeon weapons (doesn't stack with Improved Critical) +1 Prefix
Thundering deals an extra 1d8 points of sonic damage upon a successful critical hit with a weapon that has a x2 critical multiplier, an extra 2d8 for a x3 multiplier, and an extra 3d8 for a x4 multiplier +1 Prefix
Crippling critical slows victim to 1/2 +1 Prefix
Stench critical slows victim to 1/2 +1 Prefix
Returning Thrown weapon returns to shooter +1 Prefix
Weakening +1 str dmg on hit, can stack +3 Prefix
Maladroit +1 dex dmg on hit, can stack +3 Prefix
Wounding +1 con dmg on hit, can stack +3 Prefix
Enfeebling +1d6 str dmg on crit, can stack +2 Suffix
Bone-Breaking +1d6 dex dmg on crit, can stack +2 Suffix
Puncturing +1d6 con dmg on crit, can stack +2 Suffix
Destruction -4 AC damage (on first hit only, i.e. does not stack), no save +? Suffix
Cursespewing DC 15 Save or be cursed (under effect of Bestow Curse) on hit +3 Prefix
Paralyzing Any creature struck must make Will save 17 or be paralyzed. +? Prefix
Smiting Any critical hit on a construct must make a Fortitude save 23 or be destroyed. +? Prefix
Vorpal Beheads (kills) non-immune monsters on a natural 20 & a confirmed critical hit. +? Prefix
Disruption A weapon of disruption is the bane of all undead. Any undead creature struck in combat must succeed on a DC 14 Will save of be destroyed. +5 Suffix
Ghost touch Bypasses an incorporeal creature's 50% chance to avoid damage. +1 Prefix
Deception +2 enhancement bonus to Bluff +1 Suffix Strength-Sapping DC 15 Save or be Exhausted (-6 str, -6 dex, 50% speed) +4 Prefix
Power n Increases spell points by 10 × n (10 to 110) +1 to +6 Suffix
Wizardry n Increases spell points by 25 × n (25 to 75) +2 to +4 Suffix
Spell-Boost n Increases damage of a spell category up to level n by 10% to 50% (see below) +1 to +5 Prefix
Lore 5-15% Chance for Spells to Crit by 1.5x to 2.0x (see below) +1 to +? Prefix
Spell Charges Ability to cast a spell X times per rest +1 to +6 Prefix
Sneak Attack Bonus +n (Backstabbing) Provides a +n competence bonus to-hit and damage for any attack qualifying as a Sneak Attack, regardless of your class Suffix
Seeker +n Provides a +n x 2 enhancement to confirm critical hits Prefix
Tendon Slice +n This effect gives a +n enhancement bonus to the DC to resist the character's Hamstring attempts Suffix
Shatter +n This effect gives a +n enhancement bonus to the DC to resist the character's Sunder and Improved Sunder attempts Suffix
Vertigo +n This effect gives a +n enhancement bonus to the DC to resist the character's Trip and Improved Trip attempts Suffix Weighted +n This effect gives a +n enhancement bonus to the DC to resist the character's Sap and Stunning Blow attempts Suffix
*True Law and True Chaos are prefixes, Pure Good is a suffix
Materials Special materials may give additional properties to items:
Table: Materials Name Effect
-Flametouched Iron Weapon treated as Good aligned -Darkwood Slightly harder than wood -Densewood As hard as steel -Byeshk Bypasses damage reduction of the daelkyr, 20 hardness -Adamantine Bypasses damage reduction of certain monsters (in particular, of many constructs) -Cold Iron Effective against fey creatures -Alchemical Silver Bypasses damage reduction of vampires
Bane Weapons Bane weapons give bonuses to attack and damage rolls to one of the following categories of targets (see the table above for exact bonuses):
Table: Bane Types Name Examples
-Reptilian Kobold, Troglodyte -Goblinoid Hobgoblin, Bugbear -Monstrous Humanoid Minotaur, Gargoyle, Wild Man Giant Ogre, Troll, Hill Giant, Storm Giant -Construct Iron/Clay Golem, Warforged, Inevitable/Marut, Iron/Mitheral/Adamantine Defender -Elemental Earth, Fire -Undead Skeleton, Zombie, Ghoul, Ghast, Wight, Wraith, Spectre, Mummy, Vampire, Lich -Aberration Beholder, Rust Monster, Drow Scorpion -Ooze Oozes, Ochre jelly, Black pudding (note: ooze bane does not make the weapon immune to breakage or splitting) -Evil Outsider Flesh Render, Fire Reaver, Ice Flenser, Tharak Hound, Quori Stalker, Hell Hound -Chaotic Outsider Flesh Render, Fire Reaver, Ice Flenser, Tharak Hound -Lawful Outsider Quori Stalker, Hell Hound Magical Beast Worg, Winter Wolf -Dragon Velah -Animal Wolf, Dog -Elf Elf, Drow -Human Human -Dwarf Dwarf -Halfling Halfling -Vermin Spider, Scorpion
Elemental Weapons Elemental weapons do 1d6 extra damage to most targets, but some will take more damage, while others will be immune or even heal. Fire and acid will often stop the regeneration of some monsters, like Trolls. Elemental damage is equivalent to a +1 enhancement in terms of item value.
Table: Elemental Types Name Damage Effect
-Flaming Fire Cool in-game flaming effect - destroys dropped collectibles if weapon makes kill -Frost Ice Target becomes ice scuplture - destroys dropped collectibles if weapon makes kill -Shock Electrical Blue-white sparks -Acid Acid Greenish/blueish clouds - destroys dropped collectibles if weapon makes kill
Alignment Weapons Some weapons do alignment damage. They may penetrate the damage reduction of powerful creatures of opposing alignment, do extra damage to normal creatures of opposing alignment, and will apply a temporary negative level to any wielder of opposing alignment. (Note: The True Neutral alignment is opposed to nothing, so True Neutral characters are invulnerable to all these effects). Note that most opponents in DDO are either Evil or True Neutral. Alignment damage is equivalent to a +2 enhancement in terms of item value.
Table: Weapon Alignment Types Name Damage Effect
-Axiomatic Law White shooting sparkles -Anarchic Chaos Purple sparks -Holy Good Blue/silver -Unholy Evil Purplish flames
There is a separate category of "True Alignment" weapons which effect more targets than normal "Alignment" weapons, but do less bonus damage. They do 1d6 extra to any target whose alignment does not match the weapon, and cannot be wielded by someone without a matching alignment (except with a UMD total of 20). The most obvious advantage of Pure Alignment weapons is they can also hurt True Neutral enemies.
For example, the Retribution longword is Pure Good, True Law, and Holy. It can only be wielded by a LG character, and its damage bonus against each alignment are as follows: LG +0, NG/LN/CG +1d6, TN/CN +2d6, LE +3d6, NE/CE +4d6. A True Alignment enhancement is equivalent to a +1 enhancement in terms of item value.
Table: Weapon True Alignment Types Name Damages Targets Effect
-True Law non-Lawful White shooting sparkles -True Chaos non-Chaotic Purple sparks -Pure Good non-Good Blue/silver
Spell Boost Enhancements Pending: find official name
These abilities increase the magnitude (damage or healing) of some spells. Each ability comes in two forms: a continuous one, and a temporary one which lasts only 30 seconds. The continuous form shares a name with a similar enhancement available to spellcasters. These bonuses stack with the character enhancements of the same name, but two bonuses from items do not stack with each other (even if one is temporary and the other continuous).
Table: Affected Damage Types Continuous Name Temporary Name Effect
-Combustion Inferno Fire Spells -Corrosion Erosion Acid Spells -Magnetism Spark Shock Spells -Glaciation Freeze Cold Spells -Resonance Cacophony Sonic Spells -Radiance Brilliance Light Spells -Beatitude Good Spells -Nullification Nihil Negative Spells -Devotion Ardor Positive Spells -Reconstruction Mending Repair Spells -Impulse Impact* Force Spells -Potency Efficacy Universal Spells (anything damaging)
*Not to be confused with the other "Impact", which increases the critical threat range of a bludgeoning weapon.
They can range from lesser to superior magnitude.
Table: Magnitude Name Effect Lesser +10% ? +20% Improved +30% Greater +40% Superior +50%
At the end of the name, there is a number that denotes the maximum level of spells the enhancement boosts. e.g. Greater Combustion III gives +40% damage to fire spells of 3rd or lower level.
The base value modifier of spell-boost enhancements is equal to the maximum level of spells it affects. Magnitude has no effect on the modifier. e.g. Superior Reconstruction I has a modifier of +1, whereas Lesser Devotion IV has a modifier of +4.
Table: Spell Lore Name % Chance to Critical Critical Damage Multiplier
-Minor Lore +5% 1.5x -Lesser Lore +5% 2.0x -Lore +10% 1.5x -Greater Lore +10% 2.0x -Superior Lore +15% 1.5x
Spell Charges Some items have charges of a spell on them and allow the user to cast the spell a few times every rest period. Generally, the items have 3 charges and the base value modifier is equal to the level of the spell. Every 2 extra charges increase the modifier by 1, and 2 less charges decrease it by 1.
e.g. Bull's Strength 5/Rest would have a modifier of +3 while Fireball 1/Rest would have a modifier of +2.
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Ratt
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Not a Ratt Flail!
Posts: 122
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Post by Ratt on Mar 21, 2007 17:08:29 GMT -5
Definitive Static Rewards and Unique Chest Loot Unique Boss Mob/Chest Loot (not 100% chance of spawn)
Caverns of Korromar -Scarf of Warmth - necklace, Lesser cold resistance -Chill Shard - +2 throwing dagger, frost, returning -Xoriat Forged Blade - +1 longsword, flaming, anarchic -Aberrant Robe - Robe, Spell Resistance 17, Wizardry II -Wight Hide - +2 Leather Armor, Silent Moves, Shadow -Grudgebearer's Plate - +2 Full Plate, Command
Chains of Flame Loot -Cape of the Roc - Cloak : Featherfalling , +6 strength 30 sec 3x/rest -Ring of Bahomet - Ring : +11 Intimidate , -1 Charisma (Valgrim chest) -Golden Greaves - Boots : 15% Striding , DR 3/- (Valgrim chest) -Hruvyaha's Medallion - Necklace : Spell Penetration VI, Taint of Evil (temporary negative level to good-aligned wearers) (end chest) -Unkor's Cleaver - +4 Keen Battleaxe (vault chest)
Church of Vol Rewards (Vampire Chest) -Silver Longbow - +2 Longbow (1d10, 19-20/x3 crit), Holy -Shard of the Silver Flame - trinket, Perm Protection from Evil -Bloodplate - +2 Full Plate, Deathblock -Cloak of Shadows - cloak, Hide +7, Move Silently +7, +2 Protection
Den of Kobold Brothers -Muckbane - +1 Club, Lesser Ooze bane, glass (Muck) -Zaszoo's Spangle - Trinket, +1 Int (Zaszoo) -Rahket's Trifle - Trinket, +1 Cha (Rakhat) -Periapt of Health - Trinket, Disease Immunity
Dryden Family Crypt (Catacombs 4) -Gerard Dryden's Mace - +1 Heavy Mace, Lesser Undead Bane
Extermination (Grey Moon Waning 4) -Sickle of Sypheros - +1 Sickle, Frost -Garrison's Missing Pack -Furor's Cape - Cloak, Lesser Axeblock -Kutik's Bead - Trinket, +1 Strength -Moog's Ornament - Trinket, +1 Dexterity -Miasma's Fang - +1 Dagger, Fort Save +1, Deception
Gwylan's Stand -Gwylan's Blade - +2 Shortsword, Perform +2 (Stacks with other item), Roaring -Giant-Stalker's Knife - +1 Kukri, Greater Giant bane -Minotaur Hair Belt - Belt, Balance +5 -Phiarlan Ring - Ring, Perform +5 -Roguebane Breastplate - +2 Breastplate, Light Fortification -Thuranni Stalker's Mail - +2 Chainmail
Ghola Fan Loot -Stave of the Seer - +1 Quarterstaff, +2 Intelligence , +2 Wisdom , +5 Use Magic Device , True Seeing 1x/day -Mystic Ring - Ring , Spell Penetration 5 -Fellblade - +4 Falchion : Vertigo +4 -Royal Guard Mask - Mask: Teleport 1x/rest
Haywire's Foundry (VoN 4) -Bloodrage Symbiont - Trinket, Rage 3/rest, Poisonproof, Disease -Immunity, -2 Will Save, -2 Con, DR 5/- -Lightning Rod (1 at end of every quest) - +1 Staff, Shocking, Greater Magnetism III, Lesser Lightning Resist
Irestone Inlet -Skartongue's Ladel - +1 Light Mace, +1 Electrical dmg/hit -Mutiny's Tooth - +1 Dagger, +1 Acid dmg/hit -Hobble's Crossbow - +1 Repeating Heavy Crossbow, +1 cold dmg/hit -Scurvy's Cloak - Cloak, Lesser Fire Resistance
Invaders Rewards The special Invaders item will show up randomly in the final boss's chest, and is determined by what kind of monster the boss is. (Note that the combination of Cold Iron and Pure Good/Holy is the only way to defeat the Damage Reduction of a Flesh Render , Fire Reaver , or Ice Flenser on Elite difficulty). Additionally, 2-5 Outsider Tokens will be in that chest, which can eventually be traded to a collector for items (in quantities of 25, apparently).
-Beholder Optic Nerve - Necklace : Spot +7, Search +7, Beholder Ray Absorption 8x/rest -Garzuul's Bane - +3 Greataxe : Holy Cold Iron -Prysuul's Bane - +4 Bastard Sword : Pure Good Cold Iron -Tharkuul's Bane - +3 Sickle : Holy Cold Iron -Tyrzza's Bane - +3 Rapier : Pure Good True Law Cold Iron (The original item of this name was +4 Pure Good Cold Iron, and pre-existing items were not removed or changed)
Kobold's New Ringleader -Bloodknuckle's Loincloth Waistband - Belt, Light Fortification -Bloodknuckle's Smasher - +1 Maul -Brakhash's Axe - +1 Battleaxe -Grundok's Boots - Boots, Jump +1 -Madoorah's Vest - +1 Leather Armor -Bronkarz' Cloak - Cloak, +1 Will Save -Rhakmael's Dagger - +1 Dagger
Man Named Baudry Cartamon -Sword of Pain - +1 Short Sword, +1 Acid dmg/hit -Boots of the Long Step - Boots, +5% Striding -Ring of Rage - Ring, Rage 1/rest -Grazad's Helm - Helm, DR 1/-
Miller's Debt -Keoghtom's Ointment - Trinket, Keoghtom's Ointment* (5 charges)
Plane of Night (VoN 6, Warded Dragon Chest) -Belt of the Mroranon - Belt, +6 Strength, Moderate Fortification -Helm of the Mroranon - Helm, +6 Wisdom, Intimidate +7 -Cloak of the Silver Concord - Cloak, +2 Charisma, Haggle +10, Diplomacy +10, Persuasion -Docent of Grace - +2 Docent, +5 Dexterity, Tumble +5, Balance +5 -Dragon's Eye - Trinket, Magi, Superior Efficacy V -Hammer of Life - +4 Maul, Natural Armor Bonus +2, Heal +10, -Repair +10, Restoration 3/day -Sword of Shadow - +5 Greatsword (18-20/x3 crit), Adamantine -Stonemeld Plate - +4 Full Plate, DR 5/-, Camoflauge 5/Rest -Kundarak Delving Boots - Boots, Freedom of Movement, Move Silently +5 -Kundarak Delving Goggles - Goggles, Blindness Ward, Spot +10, Disable Device +10 -Kundarak Delving Suit - +5 Chain Shirt (Armor 10), Mithril, Silent Moves, Search +5 -Kundarak Warding Bracers - Bracers, +3 Constitution, Resistance +3, Protection +3 -Kundarak Warding Shield - +5 Heavy Steel Shield, Resistance +2 Ring of the Silver Concord - Ring, +4 Charisma, Protection +2, Command -Ironweave Robe - Robe, +5 Armor Bonus, Wizardry II, Greater Magnetism V -Ruby Encrusted Gauntlets - Gloves, Flamestrike 1/rest (caster level 15) -Crimson Necklace of Prophecy - Necklace, Superior Combustion III, Fire Resistance -Silver Necklace of Prophecy - Necklace, Superior Glaciation IV, Cold Resistance -Azure Necklace of Prophecy - Necklace, Superior Magnetism III, Lightning Resistance -+2 stat tome (any type)
Redwillow Ruins -Drow Hunter Armor - +4 Studded Leather Armor (Drow encounter) -T'korcha Family Scimitar - +3 Scimitar, Keen (Drow encounter) -Ring of Trollish Regeneration - Ring, 1 hp/min regen, Armor Bonus +2 (No longer in loot table, according to Graal) -Cloak of Troll's Resistance - Cloak, Lesser Cold Resist, Lesser Lightning Resist, Lesser Sonic Resist -Poison-Tipped Crossbow - +3 Light Crossbow, 1d6 poison/attack -Scorpion Tail - +2 Shortbow, 1d6 poison/attack -Granite Plate - +2 Full Plate, DR 2/- -Twig of the Giant Mage - +1 Staff, Spell Resistance 15 -Sacred Helm (STK 2 Sub-quest) -Shaagh's Helm - Helm, +3 Intimidate
Sands of Menechatarum Loot -Hyena-claw Necklace - Necklace : +3 Constitution , +7 Intimidate (Stinkpelt chest) -Stinkpelt's Hide - +5 Hide Armor , -1 Charisma (Stinkpelt chest) Whirlwind - +5 Greatsword : Screaming Telekinetic (Den Mother Fheena chest) -Wolf Whistle - Necklace : Charm Monster 3x/rest caster level 12 on nonmagical dogs only (Den Mother Fheena chest) -Zephyr - +3 Shortsword: Finesse (Yrrush The Swift chest) -Robe of Fire - Robe: Superior Combustion III, Spell Focus Evocation (Thumok the Mad chest) -Mummy Wraps - +4 Padded Armor: Fearsome (Thumok the Mad chest) -Dynastic Falcata - +4 Khopesh: Adamantine, True Law, Charisma +2 (chest near General Thanak) -Flint - +4 Dagger : Shocking Burst (Fire-dancer chest) -Bow of the Elements - +4 Longbow: Shocking Burst, +2 Dexterity (Whirling Ozann chest) -Bloodstone - Trinket: Seeker +6 (Thirsty One chest) -Vulkoorim Pendant - Necklace: Improved Devotion II, Superior Nullification II, Taint of Evil (Volrune chest) -Vulkoorim Dervish Robe - Robe: +4 armor bonus, Lesser Fire Resistance (Mendexethazz Chest) -Shield of the Scorpion - +4 Heavy Shield: Spearblock (Wokran Kull chest) -Bracers of the Hunter- Bracers: Backstabbing +2, Reflex save +2, Hide +5 (Wokran Kull chest) -Mirage - +5 Scimitar - Ghost Touch , Deception (Utach Sandcrawl chest) -Sting - +4 Shortsword - Poisonous (DC 17 Fort save or 1d4/1d4 con (Utach Sandcrawl chest) -Xuun - +3 Falchion - Flaming (Vorvand Darkfur chest)
Sewer Rescue -Trogskull Helmet - Helm, Resistance +1
Shrieking Mines Loot -Shrieking Star - +2 Morningstar : Roaring , Soundburst 1x/rest (locked chest) -Resonant Armor - +4 Studded Leather Armor: Sonic Guard , Lesser Sonic Resistance , Move Silently -5 -Ring of the Ancestors - Ring: [[Raise Dead] 1x/rest, required alignment: Good
Smuggler's Warehouse -Chitin Shield - +1 Light Steel Shield -Deezil's Ornament - Necklace, Resist Energy: Fire 1/rest -Raktu's Trifle - Necklace, Absorbs Magic Missiles (20 charges) -Chiku's Bauble - Trinket, Heal +3 -Calamity's Carapce - +1 Hide Armor
Stealthy Repossession -Gilk's Bangle - Trinket, +2 Will Save -Jeeka's Spangle - Trinket, +2 Armor Bonus -Wazul's Amulet - Necklace, +2 Reflex Save
Stormcleave Outpost -Onyxhorn - +2 Dagger, Finesse (Onyxhorn) -Giant's Roar - +2 Longbow, Roaring (Xantilar) -Helm of the Flame - Helm, Power II, Improved Devotion II (Insgadreer) -Essence of the Scout - +2 Docent, Silent Moves -Lesser Boots of Striding and Springing - Boots, +10% Striding, +5 Jump (Helos) -Robe of Winter - Robe, Improved Fire Resistance -Nuushmaar's Adamantine Tooth - +2 Rapier, Adamantine -Iron Cleaver - +1 Battleaxe, Acid Burst
Swiped Signet -Ruined Signet Brooch - Trinket, +1 Heal
Tempest Spine -Maelstrom - +1 Greataxe, Anarchic, Frost -Choker of the Silver Tongue - Necklace, +5 Diplomacy, +5 Bluff -Star of Irian - +2 Morningstar, Righteous, Holy -Goggles of Perception - Goggles, +5 Spot, +5 Search -Platemail of Giants - +2 Full Plate, DR 5/- -Shining Adamantine Plate - +2 Full Plate, Adamantine, Poisonproof, Command -Robe of Arcane Power - Robe, Potency IV -Eternal Wand of Charm Monster - Wand, Charm Monster 2/rest -Breastplate of the Elements - +1 Breastplate, Mithril, Cold Resistance, Fire Resistance
The Pit Loot -Muckdoom - +2 Club : Glass Ooze bane -Robe of Acid - Robe : Conjuration Focus , Superior Corrosion IV , Acid Resistance -Docent of Acid - +3 Docent : Conjuration Focus , Superior Corrosion IV , Acid Resistance
The Shadow Crypt Loot -Tenebrous Stiletto - +4 Dagger: Adamantine, Ghost Touch, Deception, Hide +7 -Phase Hammer - +3 Maul: Adamantine, Ghost Touch, Greater Incorporeal Bane -Dusk - +4 Docent, 10% Blurry -Shards of Light - 50 +3 Arrows: Cure Moderate Wounds, 75% Returning -Witching Hour - +2 Quarterstaff: Adamantine, Ghost Touch, Superior Nullification V, Greater Void Lore -Cloak of Protection - Cloak: Protection +3, Spell Resistance 17
Wizard King Loot These items appear in a single chest in the treasure chamber in the center of the tomb's lowest floor.
-Sirocco - +3 Longsword : Telekinetic , Sirocco -Mysterious Ring - Ring : +3 Charisma , Moderate Fortification (note- the properties of the item are hidden in-game, and might sometimes change or differ) -Adherent's Pendant - Necklace : Wizardry II, Superior Devotion IV, Paladin -only ( UMD DC 12) -Vambraces of Inner Light - +3 Full Plate : +3 Charisma , Command -Silken Mail - +4 Chainmail : Mithral , Axeblock , Improved Silent Moves -Bejeweled Letter Opener - +3 Dagger : Keen Improved Resonance 4 Improved Devotion 4
Xorian Cipher -Reaver's Ring - Ring, Light Fortification, Fear Immunity, -2 Will Save -Chaos Band - Ring, +3 Int, Power III, -2 Will Save -Planar Grid - Belt, Greater Heroism 1/rest, Perm Protection From Chaos -Sign of Xoriat - Necklace, Shout 3/rest, Spot +7, -2 Will Save (Chaotic align only, DC 20 for UMD) -Chaosgarde - Bracers, Perm Protection from Chaos, +2 Dodge bonus (Lawful align only, DC 20 for UMD) -Thaarak Fang - Trinket, Poisonproof, +2 Con, -2 Will Save
Guaranteed Reward Choices
Catacombs Rewards -Sanctuary - +1 large steel shield, +1 all resistance -Blade of Inquisition - +1 ghost touch, silver longsword -Dagger of Inquisition - +1 ghost touch, silver dagger Guidance - +2 light crossbow -Morningstar of the Heretic - +1 morningstar, Doom 3/day -Pillar of Light - +1 pure good quarterstaff, Searing Light 1/day -Boots of Faith - boots, jump +5 -Cardinal Gloves - gloves, diplomacy +5 -Cloak of Asylum - cloak, +1 wisdom, +2 will save -Mask of the Asylum - helm, concentration +5 -Flamekeep Docent - +1 docent, command -Robe of Duality - robe, false life -Templar's Chain - +2 chainmail -Templar's Leather - +2 leather -Templar's Mail - +2 banded mail -Circlet of Silver Flame - bracer, Protection From Evil 3/day -Goggles of the Inquisition - goggles, intimidate +5 -Marguerite's Necklace - necklace, false life -Ring of the Archbishop - ring, power II, heal +3 -Wooden Prayer Beads - necklace (?), Bless 3/day
Cult of the Six Rewards (requires Greymoon Waning) -Wharfrat's Plank - +3 heavy wooden Sheild, swim +7 -Blood Machete - +1 kukri, slicing -Piledriver - +2 maul (2d6), +2 str, -1 dex, balance -5 -Shamanic Staff - +2 staff, True chaos, lesser glaciation III, lesser combustion III -Sheridan's Ruin - +2 Rapier, keen -Sheridan's Wrack - +2 Dagger, keen -Snowstar - +2 shuriken, icy burst, returning -Bubble belt - belt, Underwater action, swim +10, Water Breathing 3/day -Cesti - gloves, +2 str, +1 dex -Hobnail boots - boots, balance +15 -Phantasmic Masque - helm, greater nullification 5, con -1 -Quilted cape - cloak, sonic resistance 10, move silently +7, resistance +2 -Filtration Module - +1 docent, repair +5, poison save +4 -Oilskin Tunic - +1 leather, acid resistance 10 -Quicksilver Cassok - robe, striding +20% -Scavanged Warplate - +3 full plate (Armor bonus 12, max dex 0), DR 3/adamantine -Swampscale Armor - +3 scalemail, swim +7 -Cliffdiver Luck Charms - bracer, swim +7, jump +7, striding +5% -Jeweler's loupe - goggles, haggle +7, disable device +7 -Mummified Bat - trinket, listen +5, spot +5, permanent feather fall -Poison ring - ring, Con +2 -Shrunken head - necklace, Resistance +3
Delera's Tomb + Necromancer's Lair Rewards -Wrath of Syberys - +2 Heavy Steel Shield, Reflex Save +3, Blinding Flash 3/day -Boneshard Flute - +1 Club, Perform +5, Command Undead 3/day -Carnifex - +2 Great Axe (19-20/x3 crit), Keen -Obsidian Dagger - +2 Dagger, Nullification III -SerpentBranch - +2 Longbow, Poison +1d6/attack, Immune to Poison -Sparkstriker - +1 Heavy Pick, Shocking Burst, Adamantine -Headman's Hood - helm, Fear 1/day, Intimidate +5 -Hellfire Cloak - cloak, Lesser Fire Resist, Lesser Acid Resist, Lesser Sonic Resist -Linen Handwraps - gloves, +4 Strength, -1 Dex, Disease Immunity -Switchblade boots - boots, Bluff +10 -Trapsmith's Toolkit - belt, Disable Device +5, Repair +7 -Delera's Vestments - robe, Charisma +3, Armor Bonus +2 -Docent of the Tomb - +1 Docent, Spot +5, balance +5, listen +5, search +5 -Rusted Shirt - +3 Chain Shirt -Silverflame Hauberk - +2 Halfplate, Devotion III -Wighthide Armor - +2 Hide Armor, +1 Strength -Blacklace Blindfold - Goggles, Spot +7, Listen +7, -1 Dex -Golden Cartouche Necklace +1 Intelligence +3 Use Magic Device -Iron Manacles - Bracer, +4 Protection (Chaotic align only, DC 20 for UMD) -Sigil of Stormreach - Ring, +2 Charisma, Diplomacy +5 -Skeleton Key - Trinket, Open lock +7
Seal of Shan-to-Kor Rewards -Guardian's Dagger - +1 Greatsword, Keen -Scorpion Staff - +1 staff, Summon Monster II 1/day -Spider Spike - +1 Rapier, Lesser Vermin Bane -Spiked Mace of the Elements - +1 Morningstar(?), Lesser Elemental Bane -Gatewarder's Girdle - belt, Fort save +2, Light Fortification -Gloves of the Poet - gloves, perform +3, heal +3 -Puzzle Cap - helm, Int +2 -Surefoot Boots - boots, Balance +3, Move Silently +3 -Witchdoctor's Mantle - cloak, Power II, Will Save +2 -Necromantic Robe - robe, Lesser False Life, Power II -Spellshield Docent - +1 docent, Spell Resistance (13) -Stonedust Chain - +1 Chainmail, Lesser Axeblock -Stonedust Leather - +1 Leather, Lesser Axeblock -Unfinished Elemental Platemail - +1 Half-Plate, Lesser Fire Resistance, Lesser Lightning Resistance -Shadow Star - +1 Shuriken, Deception, Returning, Keen -Berserker Bracers - bracer, DR 1/-, Intimidate +3 -Cloven Jaw War Beads - necklace, +2 Con -Ring of Dragon's Breath - ring, Burning Hands 3x/day -Trapblast Goggles - goggles, Reflex Save +4 -Vial of Slumberdust - trinket, Sleep 3/day
South Threnal Rewards -Kundarak Trooper's Shield - +2 Tower Shield, Heroism 3/day -Jeweled Hammer - +3 Warhammer, Command, Impact -Retribution - +1 Longsword, Holy, True Law, Pure Good (Lawful Good align only, DC 20 for UMD) -Accomplice - cloak, +10 hide, +10 move silently, -1 CHA -Coin Belt - belt, Command, +10 Haggle -100 +5 Screaming Amethyst Arrows - 100x +5 Arrow, 50% returning, 1d6 Sonic on hit -Spectacular Optics - goggles, +4 Reflex Save, +3 Protection -Ratcatcher - +2 light crossbow, Vermin Bane -Theurgic Stave - +1 staff, Adamantine, Elemental Bane, Spot +5 -Asbestos Booties - boots, Fire Resistance, -2 Reflex Save -Glacial Casque - mask, Greater Glaciation IV -Rabbit Gloves - gloves, Good Luck*** -Brilliant Docent of the Dawn - +1 Docent, Wizardry I, Aid 3/day -Domus' Cuirass - +4 breastplate, Max Dex:4 -Fencer's Garb - +3 leather, Spearblock -Thanatos Weave - robe, Deathblock, Armor Bonus +2 -Guard of the Shogun - +3 splint mail, Intimidate +5, Diplo +3 -Bracer of Spiderkind - bracer, +2 Poison Save, Summon Monster IV 3/day -Brass Beaver - ring, +7 Repair, Repair Moderate 3/day -Crystal Prism - trinket, Suggestion 3/day -Penny Whistle - trinket, Summon Monster III 5/day
Tangleroot Gorge Rewards -Fist of Daarguul - +1 club, lesser goblinoid bane, intimidate +5 Totemic Staff of Splinterskull- +1 quarterstaff, Summon Monster III 3/day -Whisperdoom's Fang - +1 dagger (1d6), enfeebling -Yarkuch's Greatsword - +1 greatsword, elf bane -Black Wolfskin Belt - belt, +3 constitution -Black Woflskin Cloak - cloak, +2 resistance, lesser cold resistance -Blademaster Gauntlets - gloves, +3 strength -Krugg's Spiked Boots - boots, +2 reflex save, striding +10% -Yarkuch's Helm - helm, +1 charisma, +1 intelligence, +2 will save -Lhor-Tragu's Shadowed Armor - +1 leather, shadow, silent moves -Spider Silk Robe - robe, lesser axeblock, move silently +5 -Splinterskull Chainmail - +3 chainmail -Splinterskull Docent - +3 docent -Warmaster Halfplate - +3 halfplate -Blademaster Bracers - bracer, +3 dexterity -Crimson Gemstone - trinket, Wizardry II -Splinterskull Acolyte Ring - ring, Improved Devotion II, Improved Nullification II -Visor of the Flesh Render Guards - goggles, death ward 1/day -Zulkash's Bone Necklace - necklace, +2 wisdom, Improved Nullification II
Waterworks Rewards -Interogator's Shield - +1 large steel shield, Intimidate +3 -Bloodletter's Knife - +1 dagger, slicing -Gnashtooth Sickle - +1 sickle, stench -Guardkiller Bow - +1 longbow, lesser human bane -Melt Wood Staff - +1 staff, Melf's Acid Arrow 3/day -Pastemaker - +1 maul, Intimidate +3, Bluff +3 -Gloves of Deceit - gloves, Bluff +5 -Graskitch's Skullcap - helm, Will Save +2, Wisdom +1 -Lost Docent of the Mastermind - +1 Docent, Lesser Axeblock -Moss Weave Cloak - cloak, Fortitude Save +2, Constitution +1 -Sludge Fin Boots - boots, Swim +5 -Tunnelworm's Champion Belt - belt, lesser cold resistance -Armor of the Unknown Hero - +1 half plate, +1 Charisma -Gnashtooth Piecmail Chain - +1 chain shirt, Lesser Acid Resistance -Scales of the Ancestors - +1 scale mail, Scare 3/day -Sewer Smock - robe, Acid Resistance -Acrobat's Ring - ring, striding 5%, jump +3, tumble +3 -Black Widow Bracers - bracers, Armor Bonus +4 (doesn't stack with armor, so only get these if you wear robes or no armor) -Goggles of Grabbing - goggles, Hold Person 1/day -Misery's Web - trinket, Web 1/day -Venn's Necklace - necklace, Wizardry I
Unique Items with Unknown or Non-Unique Locations -Barbarian's Spirit - Bracers, Rage 1/rest (Gwylan's Stand?) -Boots of Speed - Boots, Haste 2/rest -Boots of Striding and Springing - Boots, +15% Striding, +5 Jump -Bottle of Air - Trinket, Underwater Action (Non-Unique Spawn) -Cloak of Invisibility - Cloak, Invisibility 1/rest (Tempest Spine?) -Dark Blue Ioun Stone - Trinket, Listen +3, Spot +3 -Deep Red Ioun Stone - Trinket, +2 Dex -Disc of Lesser Acid Resistance - +2 Docent, Lesser Acid Resistance -Dusty Rose Ioun Stone - Trinket, +1 Protection (Non-Unique Spawn) -Dwarven Thrower - +2 Throwing Axe, +2d6 dmg vs Giants, +1d6 dmg vs Non-Giants (Non-Unique Spawn) -Enchanted Darkleaf Banded Mail - +1 Banded Mail, Darkleaf, Resistance +4 -Flamedagger - +1 Dagger, Flaming, Burning Hands 3/rest (Redwillow?) -Flametongue - +1 Longsword, Flaming Burst -Frostbrand - +3 Greatsword, Frost, Fire Resistance -Luck Blade - +2 Shortsword, Resistance +1 (Purge the Heretics?) -Mace of Smiting - +3 Heavy Mace, Adamantine, Smiting -Mace of the Wraith - +2 Heavy Mace, Ghost-touch (Caverns of Korromar?) -Maul of Might - +2 Maul, 1d6 Force dmg/hit (Non-Unique Spawn) -Mithral Fullplate of Speed - +1 Fullplate, Mithril, Haste 2/rest (Necromancer's Thrall?) -Murlynd's Sthingy - Trinket, Murlynd's Sthingy** 1/rest (Non-Unique Spawn) -Nightblade - +2 Falchion, Byeshk, Keen (Tempest Spine?) -Pale Green Ioun Stone - Trinket, +2 Strength -Pearl of the Sirines - Trinket, Underwater Action, Swim +10 -Periapt of Health - Trinket, Disease Immunity -Peridot Ring - Ring, +2 Will Save -Pink Ioun Stone - Trinket, +2 Constitution -Pink and Blue Ioun Stone - Trinket, +2 Charisma -Plate Armor of the Deep - +1 Fullplate, Underwater Action, Swim +13 -Robe of the Magi - Robe, Magi (Non-Unique Spawn) -Scarab of Protection - Trinket, Spell Resistance 20, Death Ward 7 Charges -Scarab of Spell Absorption - Trinket, Absorbs up to 50 spell levels -Scarlet and Blue Ioun Stone - Trinket, +2 Intelligence -Stone of Good Luck - Trinket, Good Luck*** -Sunblade - +2 (+4 vs Evil) Shortsword (1d10 dmg), Flametouched Iron, extra 1d10 +4 dmg vs. Undead (Non-Unique Spawn) -Swift Demise - +1 Heavy Crossbow, Crippling (Gwylan's Stand?) -Twig of the Giant Mage - +1 Quarterstaff : Spell Resistance 15 -Whirlwind - +5 Greatsword : Screaming Telekinetic (Den Mother Fheena chest)
*Keoghtom's Ointment - Neutralize Poison, Remove Disease, Cure Light Wounds **Murlynd's Sthingy - Creates free food in a tavern/inn ***Good Luck - +1 Luck Bonus (stacks with everything) to skill checks and saves
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