Last Edited
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Item
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Type
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Enhancements
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ML
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Bind
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Quests
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Death's Touch (edit)
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Sickle
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18
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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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- Update 65.1
- 4 months and 18 days
- Dywypi
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Dream Edge (edit)
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Kama
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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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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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- Update 48.2
- 3 years, 4 months, and 23 days
- BugTime
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Elocator's Habiliment (edit)
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Splint Mail
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18
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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 ; Chance on every 3rd completion of The Mindsunder
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Gloves of Titan's Grip (edit)
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Gloves
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18
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Bound to Account on Acquire, ExclusiveBound to Account on Acquire: This item is Bound to Account on Acquire This is an Exclusive item. You may only carry one at a time.
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The Mindsunder, Disc locked optional end chest, End reward
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Light and Darkness (edit)
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Large shield
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18
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Bound to Account on EquipBound to Account on Equip: This item is Bound to Account on Equip
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The Mindsunder, Disc locked optional end chest ; Chance on every 3rd completion of The Mindsunder
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Lucid Dreams (edit)
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Rune Arm
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19
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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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Quorforged Docent of Battle (edit)
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Docent
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18
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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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- Update 65.1
- 2 months and 24 days
- Stumpy
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Rahl's Might (edit)
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Quarterstaff
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- +5 Enhancement Bonus+5 Enhancement Bonus: +5 enhancement bonus to attack and damage rolls.
- Strength +6 Strength +6: This item gives the wearer the power of Ogre Strength, granting a +6 enhancement bonus to Strength.
- Improved DestructionImproved Destruction: 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 second.
- 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.
- One of the following:
- 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.
- BleedBleed: This weapon is cruelly sharp and will do an additional 1 to 8 damage to targets that are vulnerable to bleeding.
- ForceForce: This weapon is humming with magical force. It deals an additional 1 to 6 force damage on a successful hit.
- ImpactImpact: 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.
- ShockShock: This weapon is sheathed in crackling electricity. A shock weapon deals an extra 1 to 6 points of electricity damage on a successful hit.
- Hidden Effect: Increases all threat generated by 15%
- 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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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 ; Chance on every 3rd completion of The Mindsunder
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- Update 48.2
- 3 years, 4 months, and 22 days
- BugTime
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Regalia of the Phoenix (edit)
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Robe
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18
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Bound to Account on Acquire, ExclusiveBound to Account on Acquire: This item is Bound to Account on Acquire This is an Exclusive item. You may only carry one at a time.
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The Mindsunder, Disc locked optional end chest
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- Update 62.2
- 6 months and 21 days
- Cru121
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Terror (edit)
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Great Sword
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18
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Bound to Account on Acquire, ExclusiveBound to Account on Acquire: This item is Bound to Account on Acquire This is an Exclusive item. You may only carry one at a time.
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The Mindsunder, Optional End Chest (unlocked with 4 colored discs)
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