Item
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Enchantments
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ML
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Damage and Type
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Bind
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Quests
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Unusual Characteristics
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Nicked Kama
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2
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[1d6] + 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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+1 Starter Kama
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2
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[1d6] + 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 Kama
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2
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[1d6] + 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 Kama
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2
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[1d6] + 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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Ferrocrystal Kama
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5
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[1d6] + 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 Kama
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5
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[1d6] + 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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+3 Etched Kama
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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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[1d6] + 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 Smoldering Kama
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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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[1d6] + 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 Quenched Kama*
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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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[1d6] + 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 Glaciation Doused Kama*
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7
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[1d6] + 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 Magnetism Electrified Kama
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7
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[1d6] +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 Kama
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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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[1d6] + 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 Combustion Scorched Kama
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7
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[1d6] + 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 Corrosion Caustic Kama
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7
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[1d6] + 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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Rahl's Wrath
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8
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[1d6] + 4 Slash, Lawful, Magic
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Bound to Character on EquipBound to Character on Equip: This item is Bound to Character on Equip
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Hold for Reinforcements, End chest
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Macabre Kama*
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10
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[1d6] + 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 Kama
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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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[1d6] + 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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Green Steel Kama
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12
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1.50[1d6] + 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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Redemption
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12
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1.40[1d8] + 5 Slash, Good, 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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Inferno of the Damned, End Chest
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Alchemical Kama
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12
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3[1d6] + 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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Forester's Brush Hook (Level 15)
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15
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1.50[1d6] +4 Slash, Good, Evil, Lawful, Chaotic, Silver, Adamantine, Mithral, Cold Iron, Magic, Byeshk
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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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Overgrowth, Wood Woad chest (Heroic Normal) ; The Druid's Deep, Quest chain end reward (Heroic & Epic)
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- Critical Profile: 18-20 / x3
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Sunken Obscurity
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15
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2[1d6] +5 Slash, Cold Iron, 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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Lost at Sea, Gift of the Devourer optional chest
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- Critical Profile: 19-20 / x2
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Sunken Blasphemy
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15
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2[1d6] + 5 Slash, Evil, 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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Lost at Sea, Gift of the Devourer optional chest
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- Critical Profile: 19-20 / x2
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Sunken Virtue
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15
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2[1d6] + 5 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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Lost at Sea, Gift of the Devourer optional chest
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- Critical Profile: 19-20 / x2
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Sunken Radiance
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15
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2[1d6] + 5 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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Lost at Sea, Gift of the Devourer optional chest
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- Critical Profile: 19-20 / x2
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Syranian Kama
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15
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2[1d6] + 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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Forester's Brush Hook (Level 16)
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16
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1.50[1d6] + 5 Slash, Good, Evil, Lawful, Chaotic, Silver, Adamantine, Mithral, Cold Iron, Magic, Byeshk
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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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Overgrowth, Wood Woad chest
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- Critical Profile: 18-20 / x3
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Forester's Brush Hook (Level 17)
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17
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1.50[1d6] + 5 Slash, Good, Evil, Lawful, Chaotic, Silver, Adamantine, Mithral, Cold Iron, Magic, Byeshk
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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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Overgrowth, Wood Woad chest (Heroic Elite)
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- Critical Profile: 18-20 / x3
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Dream Edge
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- +5 Enhancement Bonus+5 Enhancement Bonus: +5 enhancement bonus to attack and damage rolls.
- 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.
- AlignedAligned: This weapon transmutes into a form that is able to bypass any alignment based Damage Reduction. (Chaotic, Good, Evil, Lawful)
- BodyfeederBodyfeeder: Whenever a bodyfeeder weapon you wield scores a critical hit, you gain 15 temporary hit points that last for up to 1 minute.
- Random effect:
- Absolute LawAbsolute Law: This weapon is infused with the ultimate power of Law. It does an additional 2 to 12 damage to non-lawful targets and can only be wielded by Lawful-aligned characters.
- Acid Absorption +20% Acid Absorption +20%: Passive: 20% Enhancement Bonus to Acid Absorption. (Absorption reduces damage from an element by a percentage, after resistance have been taken into account.)
- Armor Bonus +8Armor Bonus +8: This item surrounds the wearer with an invisible but tangible field of force, granting +8 armor bonus to AC, just as though he were wearing armor.
- 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.
- Cold Absorption +20% Cold Absorption +20%: Passive: 20% Enhancement Bonus to Cold Absorption. (Absorption reduces damage from an element by a percentage, after resistance have been taken into account.)
- Competence Healing Amplification +60Healing Amplification: This effect amplifies all incoming positive energy healing by +60 (Competence bonus). Includes spells, potions, and other effects.
- CursespewingCursespewing: On Vorpal Hit: Your enemy is cursed with a -4 morale penalty on attack rolls, saving throws, and skill checks. This painful curse also causes the victim to take 1d6 damage every two seconds for a duration of twelve seconds. Additional vorpal strikes while the curse is active will extend the duration by another twelve seconds.
- DeceptionDeception: This weapon is hard to focus upon and thus provides a +3 enhancement bonus to Bluff checks. In addition, Deception weapons have a small chance to envelop the target in darkness, making them vulnerable to sneak attacks for a short time.
- 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.
- Electric Absorption +20% Electric Absorption +20%: Passive: 20% Enhancement Bonus to Electric Absorption. (Absorption reduces damage from an element by a percentage, after resistance have been taken into account.)
- Elf BaneElf Bane: A bane weapon excels at attacking one type or subtype of creature. Against Elves, this weapon's effective enhancement bonus is +2 better than its normal enhancement bonus. It deals an extra 2 to 12 points of damage against the foe.
- Enhanced Ki +1Enhanced Ki +1: Increases the rate at which the user gains ki with each successful attack.
- EverbrightEverbright: Flecks of marble and pearl shimmer across this shield, set within images of bursting stars and beaming suns. An everbright shield will never take damage from rust or acid and can emit a Blinding Flash 3/rest.
- Feather FallingFeather Falling: This item is engraved with feathers and bestows a powerful magical effect. Whenever the wearer begins to fall from any height, this effect slows the descent dramatically, causing the wearer to fall like a feather.
- FinesseFinesse: This weapon has a Small air elemental bound to it. The wielder can use a finesse weapon as if he had the Weapon Finesse feat. In addition, the weapon grants a +2 enhancement bonus to the wielder's Dexterity score.
- Fire Absorption +20% Fire Absorption +20%: Passive: 20% Enhancement Bonus to Fire Absorption. (Absorption reduces damage from an element by a percentage, after resistance have been taken into account.)
- Ghostly Ghostly: Equipping this item causes you to become partially incorporeal. Your melee attacks do not roll a miss chance for Incorporeal targets. Enemy attacks have a 10% chance to miss you due to incorporeality. You receive a +5 enhancement bonus to your Hide and Move Silently skills.
- Gnoll BaneGnoll Bane: A bane weapon excels at attacking one type or subtype of creature. Against Gnolls, this weapon's effective enhancement bonus is +2 better than its normal enhancement bonus. It deals an extra 2 to 12 points of damage against the foe.
- Good Luck +2Good Luck +2: This item gives a +2 Luck bonus to all saves and skill checks.
- Greater Goblinoid BaneGreater Goblinoid Bane: A bane weapon excels at attacking one type or subtype of creature. Against Goblinoids, 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.
- Greater GoodGreater Good: This weapon is infused with the ultimate power of Good. It does an additional 2 to 12 damage to non-good targets and can only be wielded by Good-aligned characters.
- Greater Lawful Outsider BaneGreater Lawful Outsider Bane: A bane weapon excels at attacking one type or subtype of creature. Against Lawful Outsiders, 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.
- Greater Monstrous Humanoid BaneGreater 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 +4 better than its normal enhancement bonus. It deals an extra 3 to 18 points of damage against the foe.
- Lesser Dwarf BaneLesser Dwarf Bane: A bane weapon excels at attacking one type or subtype of creature. Against Dwarves, 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.
- Lesser Evil Outsider BaneLesser Evil Outsider Bane: A bane weapon excels at attacking one type or subtype of creature. Against Evil Outsiders, 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.
- Lesser Goblinoid BaneLesser Goblinoid Bane: A bane weapon excels at attacking one type or subtype of creature. Against Goblinoids, 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.
- Lesser Reptilian BaneLesser Reptilian Bane: A bane weapon excels at attacking one type or subtype of creature. Against Reptiles, 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.
- Melee Alacrity 10%Melee Alacrity 10%: Gain 10% enhancement bonus to Melee attack speed. Does not stack with the Haste spell.
- MetallineMetalline: Metalline bypasses any metal based damage reduction. (Adamantine, "Alchemical, Silver", Byeshk, Cold Iron, Mithral)
- Natural Armor +4Natural Armor +4: Passive: +4 Natural Armor Bonus to Armor Class.
- ParalyzingParalyzing: Any creature struck by this weapon must succeed on a DC 15 Will save or be paralyzed. The target may attempt a new save to end the effect every several seconds; otherwise the paralysis lasts for 1 minute.
- Parrying IParrying I: Passive: +1 Insight bonus to Armor Class, +1 Insight bonus to Fortitude, Reflex, and Will Saving throws.
- Plant SlayingPlant Slaying: This item is keyed to plants. If it strikes such a creature, the target must make a DC 20 Fortitude save or die instantly.
- 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.
- Resistance +5 Resistance +5: Passive: +5 Resistance bonus to Fortitude, Reflex, and Will Saving Throws.
- ShattermantleShattermantle: Transluscent, writhing energy and blue sparks can be seen raging within this weapon. When a shattermantle weapon strikes a foe that has spell resistance, the value of that spell resistance is reduced by 3 for 9 seconds. A foe can only have its SR reduced by one Shattermantle effect at a time.
- Smiting Smiting: On Hit: 4 to 24 Bane damage to Constructs.
On Vorpal Hit: If a construct struck by this weapon has fewer than 1000 Hit Points, it is instantly slain. If the construct has above 1000 Hit Points, it takes 100 damage.
- Telekinetic Telekinetic: Targets that suffer a critical hit from a Telekinetic weapon must make a DC 17 Balance check or be knocked down.
- 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.
- Underwater Action Underwater Action: This item grants the wearer the ability to breathe water as if it were air.
- ViciousVicious: When a vicious weapon strikes an opponent, it creates a flash of disruptive energy that resonates between the opponent and the wielder. This energy deals an extra 2 to 12 points of damage to the opponent and 1 to 3 points of damage to the wielder.
- 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.
- Suppressed PowerSuppressed Power: This psionic item is powerful, but you sense that it has not unlocked all of its secrets to you at this time.
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18
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2.60[1d7] + 5 Slash, Good, Evil, Lawful, Chaotic, 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 Mindsunder, Disc locked optional end chest
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- Critical Profile: 20 / x3
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Shining Reliquary Kama
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18
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2.60[1d6] + 5 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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Defiled Reliquary Kama*
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18
|
2.60[1d6] + 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
|
Unholy Defiler of the Hidden Hand, defiled version of Shining Reliquary Kama
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Epic Sworn Silver Kama
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- +6 Enhancement Bonus+6 Enhancement Bonus: +6 enhancement bonus to attack and damage rolls.
- SilverSilver: A complex process involving metallurgy and alchemy can bond silver to a weapon made of steel so that it bypasses the damage reduction of creatures such as devils and vampires.
Silver weapons have 2 points lower hardness then equivalent steel weapons, and as such aren't quite as durable. , Alchemical
- Unnatural Bane 4Unnatural Bane 4: This weapon is attuned specifically to hunt beings that should not exist, dealing an additional 4d10 bane damage vs. Aberrations, Monstrous Humanoids, and Undead.
- DestructionDestruction: On Hit: Your target gains a stack of Armor Destruction. (-1 penalty to Armor Class, -1% of its Fortification. 20 Second Duration. Stacks up to 15 times.) This effect may trigger once every three seconds.
- RighteousRighteous: This weapon is imbued with holy power, giving it an additional +2 to attack bonus and damage against any evil creature. This power makes the weapon good-aligned.
- Red Augment Slot: EmptyRed AugmentsColorless Augments
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20
|
3[1d6] + 6 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
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Morten Edgewright
|
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Epic Ethereal Kama
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20
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3[1d6] + 6 Slash, Adamantine, Magic
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Bound to Account on AcquireBound to Account on Acquire: This item is Bound to Account on Acquire
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Morten Edgewright
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Forester's Brush Hook (Level 22)
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22
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1.50[1d6] + 6 Slash, Good, Evil, Lawful, Chaotic, Silver, Adamantine, Mithral, Cold Iron, Magic, Byeshk
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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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Overgrowth, Wood Woad chest
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- Critical Profile: 18-20 / x3
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Thunder-Forged Alloy Kama
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22
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4.60[1d6] + 9 Slash, Silver, Adamantine, Mithral, Cold Iron, Magic, Byeshk
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UnboundUnbound: This item is Unbound, and may take permanent damage.
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Magma Forge, Crafted from various ingredients
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Forester's Brush Hook (Level 23)
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23
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1.50[1d6] + 6 Slash, Good, Evil, Lawful, Chaotic, Silver, Adamantine, Mithral, Cold Iron, Magic, Byeshk
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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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Overgrowth, Wood Woad chest
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- Critical Profile: 18-20 / x3
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Forester's Brush Hook (Level 24)
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24
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1.50[1d6] + 7 Slash, Good, Evil, Lawful, Chaotic, Silver, Adamantine, Mithral, Cold Iron, Magic, Byeshk
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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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Overgrowth, Wood Woad chest
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- Critical Profile: 18-20 / x3
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Legendary Green Steel Kama
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26
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4.20[1d6] + 14 Slash, Evil, Magic
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Bound to Character on AcquireBound to Character on Acquire: This item is Bound to Character on Acquire
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Altar of Fecundity, Manufactured Ingredient Recipes
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+7 Epic Etched Kama
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- +7 Enhancement Bonus+7 Enhancement Bonus: +7 enhancement bonus to attack and damage rolls.
- Upgradeable Item (Temple of Elemental Evil)Upgradeable Item (Temple of Elemental Evil): This item can be upgraded. Bring this item to the Overgrown Workbench in the Temple of Elemental Evil and combine it with Rusty Gilled Mushrooms to upgrade the item to a more powerful form.
- Tier 1:
- Adds Greater MaimingGreater Maiming: This weapon has a twisted haft or grip and spikes along its blade, head, or point. Whenever you score a critical hit with this weapon it deals an amount of extra untyped damage depending on its critical multiplier: x2 - 8 to 48, x3 - 12 to 72, x4 - 16 to 96.
- Adds Greater Acid TorrentGreater Acid Torrent: This weapon is imbued with a vitriolic wrath. On an attack roll of 20 which is confirmed as a critical hit this power will be released, dealing damage to the target and all enemies near it for 30d3 + 90 acid damage. A successful Reflex save (DC 90) reduces this by half.
- Tier 2:
- Adds Greater Acid BlastGreater Acid Blast: An acid blast weapon is sheathed in corrosive acid. Critical hits with this weapon deal an additional 4 to 40 acid damage for weapons with a x2 critical multiplier, 6 to 60 for a x3 critical multiplier, and 8 to 80 for a x4 multiplier. Additionally, if you roll a 20 when attacking and confirm the critical hit, the weapon blasts your target, doing 6 to 36 more acid damage.
- Adds Purple Augment Slot: EmptyPurple AugmentsRed AugmentsBlue AugmentsColorless Augments
- Adds Epic Elemental Evil SetEpic Elemental Evil Set: While wearing both an Elemental Evil Set Item weapon and an Elemental Evil Set Item armor, you gain:
+20 Quality bonus to Melee Power +20 Quality bonus to Ranged Power +20 Quality bonus to Universal Spell Power
- Acid VulnerabilityAcid Vulnerability: On Hit: Applies a stack of Vulnerable (1% more damage for 3 seconds. This effect stacks up to 20 times, and loses one stack on expiration.). This effect may only occur on-hit once every second.
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26
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4.20[1d6] + 7 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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+7 Epic Quenched Kama*
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- +7 Enhancement Bonus+7 Enhancement Bonus: +7 enhancement bonus to attack and damage rolls.
- Upgradeable Item (Temple of Elemental Evil)Upgradeable Item (Temple of Elemental Evil): This item can be upgraded. Bring this item to the Overgrown Workbench in the Temple of Elemental Evil and combine it with Rusty Gilled Mushrooms to upgrade the item to a more powerful form.
- Tier 1:
- Adds Greater MaimingGreater Maiming: This weapon has a twisted haft or grip and spikes along its blade, head, or point. Whenever you score a critical hit with this weapon it deals an amount of extra untyped damage depending on its critical multiplier: x2 - 8 to 48, x3 - 12 to 72, x4 - 16 to 96.
- Adds Greater Freezing GaleGreater Freezing Gale: This weapon is imbued with a frigid wrath. On an attack roll of 20 which is confirmed as a critical hit this freezing power will be released, dealing damage to the target and all enemies near it for 30d3 + 90 cold damage. A successful Will save (DC 90) reduces this by half.
- Tier 2:
- Adds Greater Icy BlastGreater Icy Blast: An icy blast weapon is sheathed in icy cold. Critical hits with this weapon deal an additional 4 to 40 cold damage for weapons with a x2 critical multiplier, 6 to 60 for a x3 critical multiplier, and 8 to 80 for a x4 multiplier. Additionally, if you roll a 20 when attacking and confirm the critical hit, the weapon blasts your target, doing 6 to 36 more cold damage.
- Adds Purple Augment Slot: EmptyPurple AugmentsRed AugmentsBlue AugmentsColorless Augments
- Adds Epic Elemental Evil SetEpic Elemental Evil Set: While wearing both an Elemental Evil Set Item weapon and an Elemental Evil Set Item armor, you gain:
+20 Quality bonus to Melee Power +20 Quality bonus to Ranged Power +20 Quality bonus to Universal Spell Power
- Cold VulnerabilityCold Vulnerability: On Hit: Applies a stack of Vulnerable (1% more damage for 3 seconds. This effect stacks up to 20 times, and loses one stack on expiration.). This effect may only occur on-hit once every second.
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26
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4.20[1d6] + 7 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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+7 Magnetism Epic Electrified Kama
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26
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4.20[1d6] + 7 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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+7 Corrosion Epic Caustic Kama
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26
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4.20[1d6] + 7 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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+7 Glaciation Epic Doused Kama*
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26
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4.20[1d6] + 7 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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+7 Epic Smoldering Kama
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- +7 Enhancement Bonus+7 Enhancement Bonus: +7 enhancement bonus to attack and damage rolls.
- Upgradeable Item (Temple of Elemental Evil)Upgradeable Item (Temple of Elemental Evil): This item can be upgraded. Bring this item to the Overgrown Workbench in the Temple of Elemental Evil and combine it with Rusty Gilled Mushrooms to upgrade the item to a more powerful form.
- Tier 1:
- Adds Greater MaimingGreater Maiming: This weapon has a twisted haft or grip and spikes along its blade, head, or point. Whenever you score a critical hit with this weapon it deals an amount of extra untyped damage depending on its critical multiplier: x2 - 8 to 48, x3 - 12 to 72, x4 - 16 to 96.
- Adds Greater Fiery DetonationGreater Fiery Detonation: This weapon is imbued with a fiery wrath. On an attack roll of 20 which is confirmed as a critical hit this burning power will be released, dealing damage to the target and all enemies near it for 30d3 + 90 fire damage.A successful Fortitude save (DC 90) reduces this by half.
- Tier 2:
- Adds Greater Flaming BlastGreater Flaming Blast: A flaming blast weapon is sheathed in fire. Critical hits with this weapon deal an additional 4 to 40 fire damage for weapons with a x2 critical multiplier, 6 to 60 for a x3 critical multiplier, and 8 to 80 for a x4 multiplier. Additionally, if you roll a 20 when attacking and confirm the critical hit, the weapon blasts your target, doing 6 to 36 more fire damage.
- Adds Purple Augment Slot: EmptyPurple AugmentsRed AugmentsBlue AugmentsColorless Augments
- Adds Epic Elemental Evil SetEpic Elemental Evil Set: While wearing both an Elemental Evil Set Item weapon and an Elemental Evil Set Item armor, you gain:
+20 Quality bonus to Melee Power +20 Quality bonus to Ranged Power +20 Quality bonus to Universal Spell Power
- Fire VulnerabilityFire Vulnerability: On Hit: Applies a stack of Vulnerable (1% more damage for 3 seconds. This effect stacks up to 20 times, and loses one stack on expiration.). This effect may only occur on-hit once every second.
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26
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4.20[1d6] + 7 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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+7 Epic Energized Kama
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- +7 Enhancement Bonus+7 Enhancement Bonus: +7 enhancement bonus to attack and damage rolls.
- Upgradeable Item (Temple of Elemental Evil)Upgradeable Item (Temple of Elemental Evil): This item can be upgraded. Bring this item to the Overgrown Workbench in the Temple of Elemental Evil and combine it with Rusty Gilled Mushrooms to upgrade the item to a more powerful form.
- Tier 1:
- Adds Greater MaimingGreater Maiming: This weapon has a twisted haft or grip and spikes along its blade, head, or point. Whenever you score a critical hit with this weapon it deals an amount of extra untyped damage depending on its critical multiplier: x2 - 8 to 48, x3 - 12 to 72, x4 - 16 to 96.
- Adds Greater Electric StormGreater Electric Storm: This weapon is imbued with an electrifying wrath. On an attack roll of 20 which is confirmed as a critical hit this power will be released, dealing damage to the target and all enemies near it for 30d3 + 90 electric damage. A successful Reflex save (DC 90) reduces this by half.
- Tier 2:
- Adds Greater Shocking BlastGreater Shocking Blast: A shocking blast weapon is sheathed in crackling electricity. Critical hits with this weapon deal an additional 4 to 40 electric damage for weapons with a x2 critical multiplier, 6 to 60 for a x3 critical multiplier, and 8 to 80 for a x4 multiplier. Additionally, if you roll a 20 when attacking and confirm the critical hit, the weapon blasts your target, doing 6 to 36 more electric damage.
- Adds Purple Augment Slot: EmptyPurple AugmentsRed AugmentsBlue AugmentsColorless Augments
- Adds Epic Elemental Evil SetEpic Elemental Evil Set: While wearing both an Elemental Evil Set Item weapon and an Elemental Evil Set Item armor, you gain:
+20 Quality bonus to Melee Power +20 Quality bonus to Ranged Power +20 Quality bonus to Universal Spell Power
- Electric VulnerabilityElectric Vulnerability: On Hit: Applies a stack of Vulnerable (1% more damage for 3 seconds. This effect stacks up to 20 times, and loses one stack on expiration.). This effect may only occur on-hit once every second.
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26
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4.20[1d6] + 7 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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+7 Combustion Epic Scorched Kama
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26
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4.20[1d6] + 7 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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Legendary Sunken Obscurity
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29
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4.80[1d6+2] + 15 Slash, Cold Iron, 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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Lost at Sea, Gift of the Devourer optional chest
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- Critical Profile: 19-20 / x2
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Legendary Sunken Blasphemy
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29
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4.80[1d6+2] + 15 Slash, Evil, 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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Lost at Sea, Gift of the Devourer optional chest
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- Critical Profile: 19-20 / x2
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Legendary Sunken Radiance
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29
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4.80[1d6+2] +15 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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Lost at Sea, Gift of the Devourer optional chest
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- Critical Profile: 19-20 / x2
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Legendary Sunken Virtue
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29
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4.80[1d6+2] + 15 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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Lost at Sea, Gift of the Devourer optional chest
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- Critical Profile: 19-20 / x2
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Morninglord's Kama
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- +15 Enhancement Bonus+15 Enhancement Bonus: +15 enhancement bonus to attack and damage rolls.
- SilverSilver: A complex process involving metallurgy and alchemy can bond silver to a weapon made of steel so that it bypasses the damage reduction of creatures such as devils and vampires.
Silver weapons have 2 points lower hardness then equivalent steel weapons, and as such aren't quite as durable. , Alchemical
- Holy 6Holy 6: This weapon is wielded by the pure to smite the wicked, dealing an additional 6d6 good damage on each hit. This effect makes the weapon good aligned. Evil characters wielding this weapon will suffer one negative level.
- Fiery 6Fiery 6: This effect causes the edges of this weapon to burn with enchanted flames, dealing 6d6 Fire damage on each hit.
- Undead Bane 6Undead Bane 6: Those that have died must return, and this weapon is attuned specifically to lay them to rest. This weapon deals an additional 6d10 bane damage vs. Undead.
- Red Augment Slot: EmptyRed AugmentsColorless Augments
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29
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4.80[1d6+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 Kama*
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29
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4.80[1d6+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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Legendary Syranian Kama
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29
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4.80[1d6+2] + 15 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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Legendary Ferrocrystal Kama
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29
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4.80[1d6+2] + 15 Slashing, Cold Iron, Magic, Crystal
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Bound to Account on AcquireBound to Account on Acquire: This item is Bound to Account on Acquire
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Fables of the Feywild, any chest, or turn in 20 Legendary Chunks of Ferrocrystal at the Cauldron of Cadence
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The Inferno's Demands
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29
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4.80[1d6+3] + 15 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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Hunt or Be Hunted, end chest
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- Critical Profile: 19-20 / x2
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The Inferno's Desire
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29
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4.80[1d6+3] + 15 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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Hunt or Be Hunted, end chest
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Legendary Alchemical Kama
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29
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4.80[1d6+3] + 15 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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Legendary Master Artificer, Either End chest
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Legendary Flamesalt Kama
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29
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4.80[1d6+2] + 15 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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Dinosaur Bone Kama
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31
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5.20[1d6+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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Attuned Bone Kama
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31
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5.20[1d6+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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Skeletons in the Closet, end chest
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Legendary Shining Reliquary Kama
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32
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5.40[1d6+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 Kama*
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32
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5.40[1d6+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
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Unholy Defiler of the Hidden Hand, defiled version of Legendary Shining Reliquary Kama
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