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Welcome fellow gamers. This list is an accumulation of all named items that do or have appeared in the DDO game since its inception.
Any suggestion / comments are more than welcome.
II: Unique Boss mob/chest loot.
This section catalogs all items that can be found in specific chests within certain quests or areas. Please remember that not all chests are always there and that the items are not 100% spawn. All items listed can usually be found in the end chest unless otherwise noted in the description.
A New Invasion - (19) - {The Devils of Shavarath}
Amara's Belt - (Belt) Superior Ardor VIII (3/3), Wizardry VI, Exorist of the Silver Flame Set Bonus [ML:18, BTC, Exclusive]
Colethenis's Belt - (Belt) Constitution +6, Seeker +2, Ravager Set Bonus [ML:18, BTC]
Stave of the Seer - (Weapon) +1 Quarterstaff, Intelligence +2, Wisdom +2, Use Magic Device +5, True Seeing (CL:9, 1/rest) [ML:8] (Ur-Keshik the Seer's Chest)
Regala of the Phoenix - (Robe) Evocation Focus, Combustion IX, Fire Lore, Feather Falling, Suppressed Power, Superior Inferno IX (CL:18, 3/rest) [ML:18, BTA, Exclusive]
The Mad Lute - (Weapon) +5 Great Club, Transmuting, Proficiency: Great Club, Thunderclap, Superior Resonance VI, Greater Spell Penetration VI, Major Sonic Lore [ML:18, BTC, BoE, Bard Only] (Optional End Chest)
This section catalogs all loot that is found in the warded chest of the Raid Bosses. Each person in the raid has a 1 in 6 chance of receiving a raid item on normal (chanced increase up to 25% on elite). Also, after the characters 20th raid completions, your end reward choices will be a generated list of Named raids items from that specific raid (about 50% of the items).
A Vision of Destruction (18) - {The Vale of Twilight}
Enduring Conviction - (Weapon) +5 Long sword, Greater Good, Banishing, Absolute Law [Good only, UMD:30]
Litany of the Dead - (Trinket) Exclusive, Turn the Page (CL:12, 3/rest), Litany of the Dead - Ability Bonus, Taint of Evil, Litany of the Dead - Combat Bonus
Shroud of the Abbot - (Robe) Armor Bonus +4, Natural Armor Bonus +4, Boon to Undeath, Greater Fire Resistance, Superior Void Lore, Superior Lightning Lore, Light Fortification
Staff of the Petitioner - (Weapon) +5 Quarterstaff, Power Store, Greater Enchantment Focus, Greater Necromancy Focus, Concentration +5, Spell Penetration VIII [ML:14, BTC]
Unwavering Ardency - (Weapon) +3 Long bow (Base dmg: 2d12) Immunity to Fear, Cursespewing, Slowburst
Vile Blasphemy - (Gloves) Power Drain (CL:12, 3/rest), Dexterity +6, Use Magic Device +3 [ML:13, BTC]
Sword of Shadow - (Weapon) +5 Greatsword (Crit: 18-20/x3), Adamantine
+2 stat tomes (bound)
Plane of Night (Epic Diffiuclty) - {The Vault of Night}
Epic Helm of the Red Dragon - (Helmet) Strength +7, Magma Surge Guard, Improved Fire Augmentation IX, Empty Yellow Augment Slot, Fire Shield (fire version) {CL:20, 1/rest} [ML:20, BTC, Exclusive]
The Reaver's Fate (14) - {The Ruins of Gianthold}
Amulet of the Stormreaver - (Necklace) Chain Lightning (CL:12, 3/rest), Greater Lightning Resistance, Protection +4
Staff of Arcane Power - (Weapon) +2 Quarterstaff, Good Luck +2, Spell Selection for Staff of Arcane Power (CL:12, 25/rest) [Wizard, Sorcerer, Bard only, UMD:26]
Torc of Prince-Raiyum-de II - (Necklace) Greater Spell Penetration VI, Wizardry III, Transform Kinetic Energy
+2 stat tomes (bound)
+3 Stat Tomes (Bound & Unbound) on Epic difficulties
IV: Quest End Reward Named Items
The following named items are reward choices for completing the various quest chains in the game, Your reward list will contain some of the listed items and random loots together.
2nd Upgrade (can be done at Shadow Crypt, Cursed Crypt or Accursed Ascencion Atlters)
Emerald Claw Pendant - (Necklace) Symbol of Fear (CL:11, 3/rest), Diplomacy +7, Intimidate +7
3rd Upgrade (can be done at Cursed Crypt or Accursed Ascencion alters)
Emerald Claw Talisman - (Necklace) Symbol of Fear (CL:11, 5/rest), Diplomacy +11, Intimidate +11, Fearsome
Final Upgrade: (can only be done at the alter in Accursed Ascencion. When you click on the Alter your Talisman will disappear, go and see the Emerald Claw guy for a choice of the Following)
This is a 4-tier reward item. You have to upgrade a Silver Flame Trinket at specific altars to gain the upgrades.
1st Upgrade (can be done at Bloody Crypt, Shadow Crypt, Cursed Crypt or Accursed Ascencion Alters)
2nd Upgrade (can be done at Shadow Crypt, Cursed Crypt or Accursed Ascencion Alters)
Silver Flame Pendant - (Necklace) Negative energy Absorption (5/rest), Deathblock
3rd Upgrade (can be done at Cursed Crypt or Accursed Ascencion alters)
Silver Flame Talisman - (Necklace) Negative Energy Absorption (10/rest), Deathblock, Protection From Evil
Final Upgrade: (can only be done at the alter in Accursed Ascencion. When you click on the Alter your Talisman will disappear, go and see the Silver Flame guy for a choice of the Following)
Aegis of Flame - (Shield) +5 Large Shield, Mithral, Silver Flame, Shield Spikes
Bastion of Fealty - (Armor) +5 Full Plate (MDB: 2), Nightshield (CL:14, 1/rest), Spell Resistance (22)
Beacon of Tira - (Helmet) Superior Benevolence VI, Superior Devotion VI, Superior Combustion VI
Dreamforge Items - {The Dreaming Dark}
*note (These are the upgrades to the Mindsunder Quest items. All items are Minimum level 18 and Bound to Character)
Light and Darkness - (Shield) +5 Large Shield (SB: 8), Superior Stability, Protection +4, Resistance +4, DR 3/-, Adamantine, Mithral, DR 5/Epic, Bashing
Quorforged Docent of Battle - (Docent) +5 Docent, Reinforced Plating +2, Constitution +6, Will Save -2, Superior False Life, Toughness
Regalia of the Phoenix - (Robe) Combustion IX, Feather Falling, Greater Evocation Focus, Major Fire Lore, Superior Inferno IX {CL:1, 3/3 rest} [Exclusive]
Epic Ring of Baphomet - (Ring) Wisdom -1, Charisma -1, Intimidate +15, Empty Colorless Augment Slot, Bestow Curse{CL:5, 3/3 rest}
Epic Ring of Spell Storing - (Ring) Empty Colorless Augment Slot, Major Mnemonic Aid{CL:15, 3/3 rest}[ML20, BTC, Exclusive]
Epic Robe of Fire - (Robe) Greater Evocation Focus, Superior Combustion VI, Fire Resistance, Incineration Guard, Empty Blue Augment Slot, Superior Inferno IX {CL:1, 3/3 rest} [Exclusive]
Epic Stonemeld Plate Armor - (Armor) +6 Full Plate (AB: 9, MDB: 1, AP: 6, SF: 35%), DR 5/-, Empty Blue Augment Slot, Stoneskin {CL:20, 5/rest} [Exclusive]
Epic Sword of Shadow - (Weapon) +10 Great Sword (base dmg: 4d6 +10, crit: 18-20 / x4), Adamantine, Empty Colorless Augment Slot, Empty Red Augment Slot
Epic : Vault of Night (using GH Dragonscale Armor)
Epic Red Dragonscale Docent - (Docent) +6 Docent, Reinforced Plating +3, Superior Fire Resistance, Eternal Fire, Superior Combustion VIII, Superior Fire Lore, Fire Guard, Incineration Guard, Empty Colorless Augment Slot, Empty Blue Augment Slot
Epic Red Dragonscale Robe - (Robe) Armor Bonus +8, Superior Fire Resistance, Eternal Fire, Superior Combustion VIII, Superior Fire Lore, Fire Guard, Incineration Guard, Empty Colorless Augment Slot, Empty Blue Augment Slot
Dwarven Thrower - (Weapon) +3 Throwing Axe, Extra dmg vs Gaints, Returning, Extra dmg vs. Non-Gaints [Dwarf Only, UMD:14] (Can be found in "Subterraine - Garamols Chest" more frequently)
Sunblade - (Weapon) +2 Shortsword (base dmg: 1d10), Flametouched Iron, +2 vs. Evil, Extra dmg vs. Undead (Can be found in "Subterraine - Garamols Chest" more frequently)
Swift Demise - (Weapon) +1 Heavy Crossbow, Crippling
Festival Coin Rewards (December 2008 - January 2009)
During the holiday season every treasure chest has a chance of dropping Festival Coins in addition to the usual treasure! There are three types of coins: copper, silver, and gold. If you collect enough festival coins, bring them to the Festival Jester, a surly looking dwarf NPC, and he will give you a random gift from his festival bag of holding!
These are items that no longer drop in the game either because the gm's removed them or have modified them in some way. These items still exist and some older players have these versions. You can still find the newer versions in the appropriate quest but you won't be able to pull these specific ones unless someone trades you or get from the auction house if they are unbound.
Shroud of the Abbot - (Robe) Armor Bonus +4, Natural Armor Bonus +4, Boon to Undeath, Greater Fire Resitance, Superior void Lore, Superior LIghtning Lore
Staff of the Petitioner - (Weapon) +5 Quarterstaff, Powerstore, Greater Enchantment Focus, Greater Necromancy Focus (Ascension Chamber (Abbot Raid))
Air Savant - This item is one of two pieces of the Air Savant set. When both items are equipped, electricity spells gain a +5% chance to critical hit. Electricity spell critical damage is increased by adding 0.50 to the spell critical damage multiplier.
Anger's Wrath - This pair of boots is one of two pieces of the Anger's Wrath set. When both items are equipped you will receive a +2 bonus to hit.
Arcane Archer - This item is one of two pieces of the Arcane Archer set. When both items are equipped your ranged alacrity will be increased by 10%. This is a competence bonus.
Arcane Mind - This pair of goggles is one of two pieces of the Arcane Mind set. When both items are equipped you will increase the effectiveness of your 1st level spells by 15%. This effect does not stack with other item effects or potions.
Archivist - This pair of goggles is one of two pieces of the Archivist Wrath set. When both items are equipped you will increase your spellpoints by 20.
Archmage - This item is one of two pieces of the Archmage set. When both items are equipped, spells gain a +5% chance to critical hit. All spell critical damage is increased by adding 0.50 to the spell critical damage multiplier.
Assassin - This item is one of two pieces of the Assassin set. When both items are equipped you will gain a bonus to hit and damage with sneak attacks, and receive 20% less threat. If you have the Assassin 3 Enhancement, this item will give your weapons a chance to apply a level drain effect on your target.
Deepwood Sniper - This item is one of two pieces of the Deepwood Sniper set. When both items are equipped your ranged alacrity will be increased by 5%, and receive a +2 bonus to hit.
Defender of Siberys - This item is one of two pieces of the Defender of Siberys set. When both items are equipped you will gain 15% additional threat from melee attacks. If you have the Defender of Siberys 3 Enhancement, this item will grant an +2 AC Bonus. This bonus will stack with all existing bonuses.
Devoted Heart - This pair of goggles is one of two pieces of the Devoted set. When both items are equipped you will increase the effectiveness of your 1st level Healing spells by 20%. This effect does not stack with other item effects or potions.
Dragonmarked Heir - This item if one of two pieces of the Dragonmarked Heir set. When both items are equipped you will gain two additional uses of Greater Dragonmark after resting.
Earth Savant - This item is one of two pieces of the Earth Savant set. When both items are equipped, acid spells gain a +5% chance to critical hit. Acid spell critical damage is increased by adding 0.50 to the spell critical damage multiplier.
Exorcist of the Silver Flame - This item is one of two pieces of the Exorcist of the Silver Flame set. When both items are equipped you will gain three additional Turn Undead attempts after resting.
Fire Savant - This item is one of two pieces of the Fire Savant set. When both items are equipped, fire spells gain a +5% chance to critical hit. Fire spell critical damage is increased by adding 0.50 to the spell critical damage multiplier.
Frenzied Berserker - This item is one of two pieces of the Frenzied Berserker set. When both items are equipped you will gain an additional rage after resting, and add an additional 2 points of damage per swing. If you have the Frenzied Berserker 3 Enhancement, this item will grant an additional +2 bonus to Strength and Constitution. This bonus will stack with all existing bonuses.
Glacial Assault - This pair of gloves is part of the Glacial Assault item set. When two items are equipped the damage of your 8th level and lower cold spelsl will be increased by 30%. When three items are equipped the damage of your 8th level and lower cold spells will be increased by 50%.
Henshin Mystic - This item is one of two pieces of the Henshin Mystic set. When both items are equipped you will inflict 1d6 additional fire damage per attack.
Hunter of the Dead - This item is one of two pieces of the Hunter of the Dead set. When both items are equipped you will gain three additional uses or Remove Disease per rest after resting. If you have the Hunter of the Dead 3 Enhancement, this item will give your weapons additional damage versus Undead.
Kensai - This item is one of two pieces of the Kensai set. When both items are equipped you will gain a +2 exceptional to hit with melee attacks, and +3 to confirm criticals. If you have the Kensai 3 Enhancement, this item will grant an +3 exceptional bonus to hit. This bonus will stack with all existing bonuses.
Knight of the Chalice - This item is one of two pieces of the Knight of the Chalice set. When both items are equipped you will gain spell resistance 22. If you have the Knight of the Chalice 3 Enhancement, this item will give your weapons additional damage versus Evil Outsiders.
Levik's Defender - This pair of bracers is part of the Levik's Defender set. When two items are equipped you will receive a +3 insight bonus to AC, will receive 20% additional threat. When three items are equipped you will receive a total of a +5 insight bonus to AC and will receive 30% additional threat.
Lorikk's Champion - This Necklace is part of the Lorrik's Champion set. When two items are equipped the damage of your 8th level and lower healing spells will be increased by 30%. When three items are equipped the damage of your 8th level and lower healing spells will be increased by 50%
Mechanic - This item is one of two pieces of the Mechanic set. When both items are equipped you will gain a +15 to Open Locks, +15 to Disarm Traps, and +2 Exceptional bonus to all Dexterity based skills.
Nimble Hand - This pair of gloves is one of two pieces of the Nimble Hand set. When both items are equipped you will receive +1 to hit, and +2 damage to sneak attacks.
Ninja Spy - This item is one of two pieces of the Ninja Spy set. When both items are equipped you will gain a bonus to hit and damage with sneak attacks, and receive 20% less threat.
Occult Slayer - This item is one of two pieces of the Occult Slayer set. When both items are equipped you will gain +2 Exceptional Bonus to Willpower and Reflex saves, and Spell Resistance 22.
Pale Master - This item is one of two pieces of the Pale Master set. When both items are equipped you will receive 200% damage from all Negative Energy Effects.
Pathfinders - This pair of boots is one of two pieces of the Pathfinders set. When both items are equipped you will receive a +2 bonus to hit.
Protector's Heart - This pair of gloves is one of two pieces of the Protector's Heart set. When both items are equipped you will receive Light Fortification and +1 bonus to AC.
Purple Dragon Night - This item is one of two pieces of the Purple Dragon Knight set. When both items are equipped you will gain 10% additional threat generation, and a +1 exceptional bonus to hit.
Radiant Servant - This item is one of two pieces of the Radiant Servant set. When both items are equipped you will gain an additonal Turn Undead attempt after resting, and an exceptional bonus to effective cleric level for turning undead.
Ravager - This item is one of two pieces of the Ravager set. When both items are equipped you will gain a chance to inflict a damage over time effect.
Shintao Monk - This item is one of two pieces of the Shintao Monk set. When both items are equipped you will gain a +2 exceptional bonus to hit and damage.
Spell Singer - This item is one of two pieces of the Spell Singer set. When both items are equipped you will gain two additional bard songs after resting.
Stalwart Defender - This item is one of two pieces of the Stalwart Defender set. When both items are equipped you will gain 15% additional threat from melee attacks. If you have the Stalwart Defender 3 Enhancement, this item will grant a +2 AC Bonus. This bonus will stack with all existing bonuses.
Tempest - This item is one of two pieces of the Tempest set. When both items are equipped your weapons will deal 1d4 additional slashing damage. If you have the Tempest 3 Enhancement, this item will give your weapons an additional +3 to hit bonus. This bonus will stack with all other effects.
Tharne's Wrath - This pair of goggles is part of the Tharne's Wrath set. When two items are equipped, the wielder's weapons will act as if they are Ghost Touch, and will generate 20% less threat in melee combat. When three items are equipped, the wielder will also gain featherfall.
Thief Acrobat - This item is one of two pieces of the Thief Acrobat set. When both items are equipped you will gain +15 to Jump and weapons will have a chance to unbalance an opponent.
Troubleshooter - This pair of goggles is one of two pieces of the Troubleshooter set. When both items are equipped you will receive a +1 bonus to AC, +3 to Open Locks, and +3 to Disable Device.
Virtuoso - This item is one of two pieces of the Virtuoso set. When both items are equipped you will gain an additional bard songs after resting, and Extend Spell cost 2 Spell Points less.
Warchanter - This item is one of two pieces of the Warchanter set. When both items are equipped you will gain an additional bard songs after resting, Maximize Spell costs 4 Spell Points less, and Extend Spell will cost 1 Spell Point less.
Water Savant - This item is one of two pieces of the Water Savant set. When both items are equipped, cold spells gain a +5% chance to critical hit. Cold spell critical damage is increased by adding 0.50 to the spell critical damage multiplier.
Wild Mage - This item is one of two pieces of the Wild Mage set. When both items are equipped all of your Level 8 and lower spells gain +2 to the die roll to penetrate target's Spell Resistance.
Static Effects
+1 Enhancement Bonus - This item has been magically enhanced. Armor with this quality gains a +1 enhancement bonus to AC. Weapons with this quality gain a +1 enhancement bonus to attack and damage.
+2 Enhancement Bonus - This item has been magically enhanced. Armor with this quality gains a +2 enhancement bonus to AC. Weapons with this quality gain a +2 enhancement bonus to attack and damage.
+2 vs Evil - Grants an additional +2 enhancement bonus vs. Evil creatures.
+3 Enhancement Bonus - This item has been magically enhanced. Armor with this quality gains a +3 enhancement bonus to AC. Weapons with this quality gain a +3 enhancement bonus to attack and damage.
+4 Enhancement Bonus - This item has been magically enhanced. Armor with this quality gains a +4 enhancement bonus to AC. Weapons with this quality gain a +4 enhancement bonus to attack and damage.
+5 Enhancement Bonus - This item has been magically enhanced. Armor with this quality gains a +5 enhancement bonus to AC. Weapons with this quality gain a +5 enhancement bonus to attack and damage.
+6 Enhancement Bonus - This item has been magically enhanced. Armor with this quality gains a +6 enhancement bonus to AC, Weapons with this quality gain a +6 enhancement bonus to attack and damage.
-1 - This weapon is less well-made than normal, giving a -1 penalty to attack and damage rolls.
A Mysterious Effect - This magical property has a mysterious effect on the wearer of this item.
Absolute Law - This weapon is infused with the ultimate power of Law. It does an additional 2d6 damage to non-lawful targets and can only be wielded by Lawful aligned characters.
Absorbs Beholder Spells - This effect absorbs most spells cast by beholder eyestalks. Only a few such spells can be absorbed before the item ceases to function and must have time to dissipate the absorbed energy.
Absorbs Magic Missiles - This affect absorbs magic missile spells targeted at the wearer
Acid - This weapon is sheathed in corrosive acid. An acid weapon deals an extra 1d6 points of acid damage on a successful hit.
Acid Arrow - This weapon is sheathed in corrosive acid. A successful hit douses the target in acid causing an additional 2d4 damage every 2 seconds for 6 seconds. Multiple hits do not cause more damage but do extend the duration.
Acid Burst - This weapon is sheathed in corrosive acid. In addition, critical hits deal an additional 1d10 acid damage for weapons with a x2 critical multiplier, 2d10 for a x3 critical multiplier and 3d10 for a x4 multiplier.
Acid Resistance - This property absorbs the first 10 points of acid damage per attack that the wearer wold normally take.
Acid Touch - This weapon gives off a faint smell of acid. An acid touch weapon deals an additional +1 acid damage on a successful melee hit.
Adamantine - Found only in meteorites and the rarest of veins in magical areas, this ultrahard metal adds to the quality of a weapon or suit of armor. Light armor and shields made from adamantine grant their user damage reduciton of 1/-.
Adamantine - Found only in meteorites and the rarest of veins in magical areas, this ultrahard metal adds to the quality of a weapon or suit of armor. Medium armor made from adamantine grant its wearer damage reduciton of 2/-.
Adamantine - Found only in meteorites and the rarest of veins in magical areas, this ultrahard metal adds to the quality of a weapon or suit of armor. Heavy Armor made from adamantine grants its wearer damage reduction of 3/-.
Adamantine - Found only in meteorites and the rarest of veins in magical areas, this ultrahard metal adds to the quality of a weapon or suit of armor. Weapons made of adamantine have the ability to bypass the protective damage reduction of certain monsters
Adamantine Ritual I - This item has been tempered by a Stone of Change using the Adamantine Ritual. It has +5 Hardness and +10 Durability. Further Adamantine Rituals will increase this item's Durability. An item can only have one Eldritch Ritual effect in place at a time.
Aligned - This weapon transmutes into a form that is able to bypass any alignment based Damage Reduction (Chaotic, Good, Evil, Lawful)
Anarchic - An anarchic weapon is chaotically aligned and infused with the power of chaos. It makes the weapon chaos-aligned and thus bypasses the corresponding damage reduction. It deals and extra 2d6 points of damage against all of lawful alignment.
Anarchic Burst - An anarchic weapon is chaotically aligned and infused with the power of chaos. It makes the weapon chaos-aligned and thus bypasses the corresponding damage reduction. It deals and extra 2d6 points of damage against all of lawful alignment and an extra 3d6 on a critical hit for weapons with a x2 critical nultiplier, 4d6 for a x3 multiplier and 5d6 for a x4.
Anti-Magic Runes - The runes inscribed on this weapon activate on a critical hit and attempt to supress the spell casting abilities of the target. The target must make a DC 20 Fortitude save be unable to cast spells for 18 seconds.
Arcane Lore - All spells gain a +6% chance to critical hit. All spell critical damage is increased by adding 0.25 to the spell critical damage multiplier. This effect does not stack with other item effects or potions.
Archmagi - This item grants the wearer +200 maximum spell points. Sorcerers and Favored Souls gain up to double spell points from items.
Armor Bonus +2 - This item surrounds the wearer with an invisible but tangible field of force, granting +2 armor bonus to AC, just as though he were wearing armor.
Armor Bonus +3 - This item surrounds the wearer with an invisible but tangible field of force, granting +3 armor bonus to AC, just as though he were wearing armor.
Armor Bonus +4 - This item surrounds the wearer with an invisible but tangible field of force, granting +4 armor bonus to AC, just as though he were wearing armor.
Armor Bonus +5 - This item surrounds the wearer with an invisible but tangible field of force, granting +5 armor bonus to AC, just as though he were wearing armor.
Armor Bonus +6 - This item surrounds the wearer with an invisible but tangible field of force, granting +6 armor bonus to AC, just as though he were wearing armor.
Armor 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.
Attack Bonus +1 - Provides a +1 competence bonus to attack bonus.
Attack Bonus +2 - Provides a +2 competence bonus to attack bonus.
Attack Bonus +4 - Provides a +4 competence bonus to attack bonus.
Axeblock - This armor is magically enhanced to turn away slashing weapons such as axes and most swords. Damage from those weapons is reduced by 5
Axiomatic Burst - An axiomatic weapon is lawfully aligned and infused with the power of law. It makes the weapon law-aligned and thus bypasses the corresponding damage reduction. It deals an extra 2d6 points of damage against all of chaotic alignment and an extra 3d6 on a critical hit for weapons with a x2 critical multiplier, 4d6 for a x3 multiplier and 5d6 for a x4 multiplier
Balance +3 - Provides a +3 competence bonus to the wearer's Balance skill.
Balance +5 - Provides a +5 competence bonus to the wearer's Balance skill.
Balance +7 - Provides a +7 competence bonus to the wearer's Balance skill.
Balance +10 - Provides a +10 competence bonus to the wearer's Balance skill.
Balance +13 - Provides a +13 competence bonus to the wearer's Balance skill.
Balance +15 - Provides a +15 competence bonus to the wearer's Balance skill.
Banishing - Any extraplanar creature with 25 Hit Dice or fewer that is critical hit by the weapon must succeed on a DC 24 Will save or be banished back to its home plane
Banishing Fists - This potent ability will in certain cases return extraplanar creatures to their home plane. When a natural 20 is rolled on an attack and the critical hit is confirmed, any extraplanar creature with 25 Hit Dice or fewer that is hit by the weapon must succeed on a DC 24 Will save or be banished back to its home plane.
Bashing - This shield does an additional 1d6 damage when used to shield bash
Bleed - This weapon is cruelly sharp and will do an additional 1d8 damage to targets that are vulnerable to bleeding.
Blinding - This item can generate a flash of light that has a chance to blind opponents.
Blindness Immunity - Grants its wearer immunity to blindness effects.
Blood - This Docent converts a portion of the wood and metal structure of the Warforged to living flesh. The Warforged will benefit more from positive healing spells (+10%) but will also be more subject to critical hits (-10% fortification).
Blood Rage - Anytime you are hit there is a chance that you will fall into a Blood Rage. Blood Rage gives up to a +8 bonus to Strength and Constitution but will also cause short periods of lethargy when your lust for blood becomes sated.
Bluff +3 - Provides a +3 competence bonus to the wearer's Bluff skill.
Bluff +5 - Provides a +5 competence bonus to the wearer's Bluff skill.
Bluff +10 - Provides a +10 competence bonus to the wearer's Bluff skill.
Bluff +11 - Provides a +11 competence bonus to the wearer's Bluff skill.
Blurry - Equipping this item causes you to become slightly blurry. Enemies have a 20% chance to miss due to concealment.
Bodyfeeder - Whenever a bodyfeeder weapon you wield scores a critical hit, you gain 15 temporary hitpoints that last for up to 1 minute.
Boon of Undeath - Undead take solace in the hate of others. Every time a character wearing a Boon of Undeath item is struck in combat, an Inflict Light Wounds spell will be cast on the character.
Bound and Attuned - This item has been bound and attuned to you by a Stone of Change. You are now able to perform other eldritch rituals upon this item.
Byeshk - Mined in the Byeshk and Graywall Mountains bordering Droaam, this rare metal is prized by smiths for use in jewelry and weapons. It has a lustrous purple sheen and is hard and dense. Byeshk weapons are able to overcome the protective damage reduction of some aberrations, which can be resistant to other weapons.
Chaosguard - The bearer of this item gains +2 Deflection bonus to AC and +2 Resistance bonus to saves from Chaotic enemies.
Chaotic Curse - The curse on this item is so powerful it can be transferred to any creature the dares to touch the wearer. The rents in the fabric of the underlying cloth has made the curse unstable and it can reverse itself. Not especially that while the wearer is partially shielded he is not entirely immune to this effect.
Charisma -1 - This item makes the wearer ugly, granting -1 Charisma
Charisma +1 - This item makes the wearer have more flair, granting a +1 enhancement bonus to Charisma
Charisma +2 - This item makes the wearer have more flair, granting a +2 enhancement bonus to Charisma
Charisma +3 - This item makes the werare have more flair, granting a +3 enhancement bonus to Charisma
Charisma +4 - This item makes the wearer have more flair, granting a +4 enhancement bonus to Charisma
Charisma +5 - This item makes the wearer have more flair, granting a +5 enhancement bonus to Charisma
Charisma +6 - This item makes the wearer have more flair, granting a +6 enhancement bonus to Charisma
Charisma +7 - This item makes the wearer have more flair, granting a +7 enhancement bonus to Charisma
Cloudburst - Every hit from this weapon has a chance to trigger a Cloudburst striking its target with a bolt of lightning.
Cold Absorption - 20% - This effect absorbs 20% of all cold damage you would have taken, after all other protections have been penetrated.
Cold Iron - This iron, mined deep underground and known for its effectiveness against fey creatures and some demons, is forged at a lower temperature to preserve its delicate properties.
Cold Resistance - This property absorbs the first 10 points of cold damage per attack that the wearer would normally take.
Cold Touch - The temperature around this weapon is colder than normal. A cold touch weapon deals an additional +1 cold damage on a successful melee hit.
Combustion IX - Increases the damage of your 9th level and lower fire spells by 20%. This effect does not stack with other item effects or potions.
Command - This armor or shield always appears brilliant and gleaming, no matter what the conditions and despite all attempts to paint over or obscure it. Coveted by military leaders of all sorts, it carries a powerful aura that grants a +2 competence bonus on Charisma-based skill checks. Command armor and command shields make their owners very noticeable, imposing a -6 penalty on Hide checks.
Concentration +1 - Provides a +1 competence bonus to the wearer's Concentration skill.
Concentration +3 - Provides a +3 competence bonus to the wearer's Concentration skill.
Concentration +5 - Provides a +5 competence bonus to the wearer's Concentration skill.
Concentration +10 - Provides a +10 competence bonus to the wearer's Concentration skill.
Concentration +13 - Provides a +13 competence bonus to the wearer's Concentration skill.
Concentration +15 - Provides a +15 competence bonus to the wearer's Concentration skill.
Confounding Enchantement - The shifting nature of the magic that enchants this ring makes the effect hard to determine.
Conjuration Focus - Your Conjuration spells have the DC to resist them increased by +1
Constitution -2 - This item makes the wearer less healthy, granting a -2 Constitution
Constitution +1 - This item gives the wearer improved health, granting a +1 enhancement bonus to Constitution.
Constitution +2 - This item gives the wearer improved helath, granting a +2 enhancement bonus to Constitution.
Constitution +3 - This item gives the wearer improved health, granting a +3 enhancement bonus to Constitution.
Constitution +4 - This item gives the wearer improved health, granting a +4 enhancement bonus to Constitution.
Constitution +5 - This tiem gives the wearer improved health, granting a +5 enhancement bonus to Constitution.
Constitution +6 - This item gives the wearer improved health, granting a +6 enhancement bonus to Constitution.
Construct Bane - A bane weapon excels at attacking one type or subtype of creature. Against constructs, this weapon's effective enhancement bonus is +2 better than its normal enhancement bonus. It deals an extra 2d6 points of damage against this foe.
Crippling - While wearing this item, your melee weapons are infused with binding power so that when targets are critically hit their movement is slowed by half.
Crippling - While wearing this item, your ranged weapons are infused with binding power so that when targets are critically hit their movement is slowed by half.
Crippling - A crippling weapon is infused with binding power so that when a target is critically hit their movement is slowed by half.
Deathblock - The wearer of this item is immune to all death spells and magical death effects.
Deception - 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.
Delicious Meal - You have a +2 moral bonus to attack rolls, saves, ability checks, skill checks, and weapon damage. This effects lasts through death and rests, and cannot be dispelled.
Delightful Fragrance - You have a +2 moral bonus to attack rolls, saves, ability checks, skill checks, and weapon damage. This effects lasts through death and rests, and cannot be dispelled.
Densewood - One of the most important products of the forests of Aerenal, densewood is a strong, hard, heavy wood similar to iron in its properties.
Destruction - While you are wearing this item, your melee weapons can damage the defenses of your enemies. The first time enemies are struck by you they get a -4 AC penalty and will find it more difficult to dodge incoming attacks.
Destruction - Enemies struck by this weapon find it difficult to dodge blows. The first time this weapon deals damage to a target the target receives a -4 AC penalty.
Devotion III - Increases the effectiveness of your 3rd level and lower healing spells by 20%. This effect does not stack with other item effects or potions.
Devotion VI - Increases the effectiveness of your 6th level and lower healing spells by 20%. This effect does not stack with other item effects or potions
Devotion IX - Increasese the effectiveness of you 9th level and lower healing spells by 20%. This effect does not stack with other item effects or potions.
Dexterity -1 - This item makes the wearer more fumble-fingered, granting -1 Dexterity
Dexterity +1 - This item makes the wearer more nimble and dexterous, granting a +1 enhancement bonus to Dexterity.
Dexterity +2 - This item makes the wearer more nimble and dexterous, granting a +2 enhancement bonus to Dexterity
Dexterity +3 - This item makes the wearer more nimble and dexterous, granting a +3 enhancement bonus to Dexterity.
Dexterity +4 - This item makes the wearer more nimble and dexterous, granting a +4 enhancement bonus to Dexterity.
Dexterity +5 - This item makes the wearer more nimble and dexterous, granting a +5 enhancement bonus to Dexterity.
Dexterity +6 - This item makes the wearer more nimble and dexterous, granting a +6 enhancement bonus to Dexterity.
Dexterity +7 - This item makes the wearer more nimble and dexterous, granting a +7 enhancement bonus to Dexterity.
Diplomacy +3 - Provides a +3 competence bonus to the wearer's Diplomacy skill.
Diplomacy +5 - Provides a +5 competence bonus to the wearer's Diplomacy skill.
Diplomacy +7 - Provides a +7 competence bonus to the wearer's Diplomacy skill.
Diplomacy +10 - Provides a +10 competence bonus to the wearer's Diplomacy skill.
Diplomacy +11 - Provides a +11 competence bonus ot the wearer's Diplomacy skill.
Diplomacy +13 - Provides a +13 competence bonus to the wearer's Diplomacy skill
Disable Device +1 - Provides a +1 competence bonus to the wearer's Disable Device skill.
Disable Device +3 - Provides a +3 enhancement bonus to the wearer's Disable Device skill.
Disable Device +10 - Provides a +10 competence bonus to the wearer's Disable Device skill.
Disable Device +13 - Provides a +13 competence bonus to the wearer's Disable Device skill.
Disease Immunity - Grants its wearer immunity to disease effects
Dodge Bonus +2 - This item protects its wearer by granting a +2 dodge bonus to AC
Dodge Bonus +3 - This item protects its wearer by granting a +3 dodge bonus to AC
Dodge Bonus +4 - This item protects its wearer by granting a +4 dodge bonus to AC
DR 1/- - Reduces all physical damage by 1.
DR 2/- - Reduces all physical damage by 2
DR 3/- - Reduces all physical damage by 3
DR 3/Bludgeoning - Reduces all non-bludgeoning physical damage by 3
DR 4/- - Reduces all physical damage by 4
DR 5/- - Reduces all physical damage by 5.
DR 5/Adamantine - Reduces physical damage by 5, except from Adamantine weapons.
DR 5/Epic - Reduces physical damage by 5, except from the attacks of some epic creatures or weapons.
DR 5/Good or Lawful - Reduces physical damage by 5, except from Good or Lawful aligned attacks.
Dragon Bane - A bane weapon excels at attacking one type or subtype of creature. Against dragons, this weapon's effective enhancement bonus is +2 better than its normal enhancement bonus. It deals an extra 2d6 points of damage against the foe.
Dusk - Equipping this item engulfs you in twilight shadows. Enemies have a 10% chance to miss due to concealment.
Efficient Metamagic - Empower II - Additional SP cost for Empower Metamagic is reduced by 2SP
Efficient Metamagic - Empower Healing II - Additional SP cost for Empower Healing Metamagic is reduced by 2SP
Efficient Metamagic - Enlarge I - Additional SP cost for Enlarge Metamagic is reduced by 1SP
Efficient Metamagic - Extend I - Additional SP cost for Extend Metamagic is reduced by 1SP.
Efficient Metamagic - Extend II - Additional SP cost for Extend Metamagic is reduced by 2 SP
Efficient Metamagic - Maximize I - Additional SP cost for Maximize Metamagic is reduced by 2SP.
Efficient Metamagic - Maximize II - Additional SP cost for Maximize Metamagic is reduced by 4SP.
Electrical Absorption 33% - This effect absorbs one-third of all electrical damage the character would have taken, after all other protections have been penetrated.
Elf 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 2d6 points of damage against the foe.
Empty Blue Augment Slot - This item can be upgraded with a Blue or Colorless Augment Crystal. See the Twelve for more information.
Empty Colorless Augment Slot - This item can be upgraded with a Colorless Augment Crystal. See the Twelve for more information.
Empty Green Augment Slot - This item can be upgraded with a Green, Blue, Yellow or Colorless Augment Crystal. See the Twelve for more information.
Empty Red Augment Slot - This item can be upgraded with Red or Colorless Augment Crystal. See the Twelve for more information.
Empty Violet Augment Slot - This item can be upgraded with a Violet, Blue, Red, or Colorless Augment Crystal. See the Twelve for more information.
Empty Yellow Augment Slot - This item can be upgraded with a Yellow or Colorless Augment Crystal. See the Twelve for more information.
Enchantment Focus - Your Enchantement spells have the DC to resist them increased by +1
Enchantment Save +6 - This item gives a +6 enhancement bonus to your saves versus enchantments.
Enfeebling - Critical hits by this weapon deal an extra 1d6 points of Strength damage.
Enhanced Ki +1 - Increases the rate at which the user gains ki with each successful attack
Enhancement: Fighter Armor Mastery 2 - While equipped this item grants you Fighter's Armor Mastery 2, increasing your armor's Max Dexterity Bonus by +2.
Eternal Faith - An item with this quality assists only wearers who have the ability to turn undead. Eternal Faith items increase the owner's effective level for the turning check by +2, his maximum Hit Dice turned by +2, and his total Hit Dice turned by +4.
Ethereal - Equipping this item causes your hands and weapons to become partially incorporeal. Your melee attacks do not roll a miss chance for Incorporeal targets.
Everbright - Flecks of marble and pearl shimmer across this weapon, set within images of bursting stars and beaming suns. An everbright weapon will never take damage from rust or acid and can emit a Blinding Flash 3/rest
Evil Guard - This item damages those that attack the wearer, causing 1d8 evil damage on a successful melee attack.
Evocation Focus - Your Evocation spells have the DC to resist them increased by +1
Exceptional Charisma +1 - This item makes the wearer have more flair, granting a bonus to Charisma that stacks with all other bonuses except Exceptional Charisma +1
Exceptional Constitution +1 - This item gives the wearer improved health, granting a bonus to Constitution that stacks with all other bonuses except Exceptional Constitution +1
Exceptional Dexterity +1 - This item makes the wearer more nimble and dexterous, granting a bonus to Dexterity that stacks will all other bonuses except Exceptional Dexterity +1.
Exceptional Intelligence +1 - This item focuses the power of the wearer's mind, granting a bonus to Intelligence that stacks with all other bonuses except Exceptional Intelligence +1.
Exceptional Strength +1 - This item increases the physical power of the wearer, granting a bonus to Strength that stacks with all other bonuses except Exceptional Strength +1.
Exceptional Wisdom +1 - This item makes the wearer more in tune with her surroundings, granting a bonus to Wisdom that stacks with all other bonuses except Exceptional Wisdom +1.
Exclusive - You may only have ONE of this unique item equipped or in inventory at any one time. Multiple exclusive items of the same type are allowed in your Bank.
Extra damage vs Gaints - This weapon deals an additional 2d8 damage against Giants.
Extra damage vs non-Giants - This weapon deals an additional 1d8 damage against non-Giants
Extra damage vs Undead - This weapon deals an additional 1d10+4 damage against the Undead
False Life - This item grants the wearer +10 maximum health.
Fearsome - This item causes those who strike the user to be overcome with terror, as from the Fear spell.
Feat: Mobility - While equipped this armor grants the wielder the Mobility Feat.
Feat: Precise Shot - While equipped this item grants the feat Precise Shot, allowing your ranged attacks to pass through other characters and monsters to strike your target.
Feather 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.
Finesse - 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 Abosption - 20% - This effect absorbs 20% of all fire damage you would have taken, after all other protections have been penetrated.
Fire Absorption 33% - This effect absorbs one-third of all fire damage the character would have taken, after all other protections have been penetrated
Fire Guard - This armor burns those that attack the wearer, causing 1d8 fire damage on a successful melee attack.
Fire Lore - Fire spells gain a +6% chance to critical hit. Fire spell critical damage is increased by adding 0.25 to the spell critical damage multiplier. This effect does not stack with other item effects or potions
Fire Resistance - This property absorbs the first 10 points of fire damage per attack that the wearer would normally take.
Fire Touch - This weapon gives off a faint aura of warmth. A fire touch weapon deals an additional +1 fire damage on a successful melee hit.
Flametouched Iron - Mined only in Thrane, flametouched iron is rare and considered sacred by the Church of the Silver Flame. When mined, this iron variety has a speckled dark red color, resembling rust. Adherents of the Church of the Silver Flame believe that flametouched iron carries the particular blessing of the deity, and they use it to make holy symbols, weapons, and armor. Flametouched iron armor grants the wearer +1 resistance bonus on saves against the spells and abilities of evil outsiders.
Flametouched Iron - Mined only in Thrane, flametouched iron is rare and considered sacred by the Church of the Silver Flame. When mined, this iron variety has a speckled dark red color, resembling rust. Adherents of the Church of the Silver Flame believe that flametouched iron carries the particular blessing of their deity, and they use it to make holy symbols, weapons, and armor. A flametouched iron weapon is treated as a good-aligned weapon.
Flaming - This weapon is sheathed in fire. A flaming weapon deals an extra 1d6 points of fire damage on a successful hit.
Flaming Burst - This weapon is sheathed in fire. The weapon deal an additional 1d6 fire damage each hit. In addition, critical hits deal an additional 1d10 fire damage for weapons with a x2 critical multiplier, 2d10 for a x3 critical multiplier and 3d10 for a x4 critical multiplier.
Fleshmaker - Magical insight into the ways of the flesh allow the wearer of this item to receive more effect from healing spells cast on them. +10% effects from positive energy healing spells.
Force - This weapon is humming with magical force. It deals and additional 1d6 force damage on a successful hit.
Force Burst - This weapon is humming with magical force. In addition, critical hits deal an additional 1d10 force damage for weapons with a x2 critical damage mulitplier, 2d10 for a x3 critical multiplier and 3d10 for a x4 mulitiplier.
Force Damage - This weapon has been enhanced by a Stone of Change using the Force Damage Ritual and does one extra point of force damage on each hit. An item can only have one Eldritch Ritual effect in place at a time.
Fortitude Save +1 - This item gives a +1 resistance bonus to your Fortitude saves.
Fortitude Save +2 - This item gives a +2 resistance bonus to your Fortitude saves.
Freedom of Movement - This item grants its wearer the ability to move and attack normally even under the influence of magic that normally impedes movement, such as paralysis, solid fog, slow and web.
Frost - This weapon is sheathed in icy cold. A frost weapon deals an extra 1d6 points of cold damage on a successful hit.
Ghost Touch - An incorporeal creature's 50% chance to avoid damage does not apply to attacks with ghost touch weapons.
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 concealment. Hide and Move Silently skills receive a +5 enhancement bonus.
Giant Slayer - This weapon has a small chanced to force a target Giant to make a Difficulty Check 25 Fortitude save or die instantly.
Glaciation I - Increases the damage of your 1st level cold spells by 20%. This effect does not stack with other item effects or potions.
Glaciation V - Increases the damage of your 5th level and lower cold spells by 20%. This effect does not stack with other item effects or potions.
Good Luck - This item gives a +1 Luck bonus on all saves and skill checks.
Good Luck +2 - This item gives a +2 Luck bonus on all saves and skill checks.
Greater Acid Resistance - This property absorbs the first 30 points of acid damage per attack that the wearer would normally take.
Greater Arcane Lore - All spells gain a +9% chance to critical hit. All spell critical damage is increased by adding 0.25 to the spell critical damage multiplier. This effect does not stack with other item effects or potions.
Greater Cold Resistance - This property absorbs the first 30 points of cold damage per attact that the wearer would normally take.
Greater Combustion VII - Increases the damage of your 7th level and lower fire spells by 40%. This effect does not stack with other item effects or potions.
Greater Construct Bane - A bane weapon excels at attacking one type or subtype of creature. Against constructs, this weapon's effective enhancement bonus is +4 better than its normal enhancement bonus. It deals an extra 3d6 points of damage against the foe.
Greater Devotion V - Increases the effectiveness of your 5th level and lower healing spells by 40%. This effect does not stack with other item effects or potions.
Greater Devotion VI - Increases the effectiveness of your 6th level and lower healing spells by 40%. This effect does not stack with other item effects or potions.
Greater Enchantment Focus - Your Enchantment spells have the DC to resist them increased by +2
Greater 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 +4 better than its normal enhancement bonus. It deals an extra 3d6 points of damage against the foe.
Greater Evocation Focus - Your Evocation spells have the DC to resist them increased by +2
Greater False Life - This item grants the wearer +30 maximum health
Greater Fire Resistance - This property absorbs the first 30 points of fire damage per attack that the wearer would normally take.
Greater Giant Bane - A bane weapon excels at attacking one type of subtype of creature. Against giants, this weapon's effective enhancement bonus is +4 better than its normal enhancement bonus. It deals an extra 3d6 points of damage against the foe.
Greater Good - This weapon is infused with the ultimate power of Good. It does an additional 2d6 damage to non-good targets and can only be wielded by Good aligned characters.
Greater Healing Lore - Healing spells gain a +9% chance to critical hit. Healing spell critical damage is increased by adding 0.25 to the spell critical damage multiplier. This effect does not stack with other item effects or potions.
Greater 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 3d6 points of damage against the foe.
Greater Lightning Resistance - This property absorbs the first 30 points of electricity damage per attack that the wearer would normally take.
Greater Magnetism III - Increases the damage of your 3rd level and lower electricity spells by 40%. This effect does not stack with other item effects or potions.
Greater Magnetism V - Increases the damage of your 5th level and lower electricity spells by 40%. This effect does not stack with other item effects or potions.
Greater Magnetism VI - Increases the damage of your 6th level and lower electricity spells by 40%. This effect does not stack with other item effects or potions.
Greater Monstrous Humanoid Bane - A bane weapon excels at attackign 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 3d6 points of damage against the foe.
Greater Necromancy Focus - Your Necromancy spells have the DC to resist them increased by +2
Greater Nimbleness - This suit of armor looks much less restrictive than others of its type. A suit of armor that has this property ahs a maximum Dexterity bonus 2 higher than normal, and its armor check penalty is reduced by 4
Greater Nullification VI - Increases the damage of your 6th level and lower negative spells by 40%. This effect does not stack with other item effects or potions.
Greater Resonance IV - Increases the damage of your 4th level and lower sonic spells by 40%. This effect does not stack with other item effects of potions.
Greater Spearblock - This armor is magically enhanced to turn away piercing weapons such as daggers and arrows. Damage from those weapons is reduced by 10.
Greater Spell Penetration VI - Your Level 6 and lower spells gain +3 to the die roll to penetrate target's Spell Resistance
Greater Stability - This armor grants a +4 deflection bonus to AC and a +4 resistance bonus to saves for characters of True Neutral alignment.
Greater Thorn Guard - This armor stings those that attack the wearer, causing 2d6 piercing damage on a successful melee attack
Greater Undead Bane - A bane weapon excels at attackign one type or subtype of creature. Against undead, this weapon's effective enhancement bonus is +4 better than its normal enhancement bonus. It deals an extra 3d6 points of damage against the foe.
Greater Void Lore - Negative energy spells gain a +9% chance to critical hit. Negative Energy spell critical damage is increased by adding 0.25 to the spell critical damage multiplier. This effect does not stack with other item effects or potions.
Green Steel - This planar alloy has a greasy green-colored sheen and is favored by the Baatezu, the devils of Shavarath. Green steel weapons leave terrible wounds, increasing the damage die type of the weapon, and are treated as evil-aligned for the purpose of bypassing damage reduction
Haggle +5 - Provides a +5 competence bonus to the wearer's Haggle skill.
Haggle +7 - Provides a +7 competence bonus to the wearer's Haggle skill
Haggle +10 - Provides a +10 competence bonus to the wearer's Haggle skill.
Heal +1 - Provides a +1 competence bonus to the wearer's Heal skill.
Heal +3 - Provides a +3 competence bonus to the wearer's Heal skill.
Heal +5 - Provides a +5 competence bonus to the wearer's Heal skill.
Heal +11 - Provides a +11 competence bonus to the wearer's Heal skill.
Heal +13 - Provides a +13 competence bonus to the wearer's Heal skill.
Healing Amplification - 20% - This effect amplifies all incoming healing by 20%
Healing Lore - Healing spells gain a +6% chance to critical hit. Healing spell critical damage is increased by adding 0.25 to the spell critical damage mulitiplier. This effect does not stack with other item effects or potions.
Heavy Fortification - This suit of armor or shield produces a magical force that greatly increases protection of vital areas. In most circumstances, when a critical hit or sneak attack is scored on the wearer, there is a 100% chance that the critical hit or sneak attack is negated and damage is instead rolled normally
Heightened Awareness I - This item helps you to read situations more clearly, allowing you to predict some actions before the occur. You gain a +1 insight bonus to AC.
Heroic Inspiration - This item inspires you to acts of great heroism, granting a +5% bonus to experience points granted by completing quests while it is equipped. This does not stack with any other experience boosting effects.
Hide +5 - Provides a +5 competence bonus to the wearer's Hide skill.
Hide +7 - Provides a +7 competence bonus to the wearer's Hide skill.
Hide +10 - Provides a +10 competence bonus to the wearer's Hide skill.
Hide +11 - Provides a +11 competence bonus to the wearer's Hide skill.
Hide +15 - Provides a +15 competence bonus to the wearer's Hide skill.
Holiday Turkey - Holiday Turkey heals 50 hit points over 1 minute.
Holiday Wass-Oil - Holiday Wass-Oil repairs 50 hit points over 1 minute.
Holy - A holy weapon is imbued with holy power. This power makes the weapon good-aligned. Evil characters wielding this weapon suffer a negative level. The weapon deals an extra 2d6 points of damage against all targets of evil alignment.
Ice Lore - Cold spells gain a +6% chance to critical hit. Cold spell critical damage is increased by adding 0.25 to the spell critical damage multiplier. This effect does not stack with other item effects or potions.
Icy Burst - This weapon is sheathed in icy cold. The weapon deals an additional 1d6 cold damage each hit. In addition, critical hits deal an additional 1d10 cold damage for weapons with a x2 critical multiplier, 2d10 for a x3 crtical multiplier and 3d10 for a x4 multiplier.
Immunity to Fear - The wearer of this item is immune to all fear effects.
Immunity to Slippery Surfaces - The wearer of this itme is not affected when walking on slippery surfaces.
Impact - This ability doubles the threat range of a weapon. This benefit doesn't stack with any other effect that expands the threat range of a weapon.
Improved Cold Resistance - This property absorbs the first 20 points of cold damage per attack that the wearer would normally take.
Improved Corrosion IV - Increases the damage of your 4th level and lower acid spells by 30%. This effect does not stack with other item effects or potions.
Improved Destruction - Enemies struck by this weapon find it difficult to dodge blows. The first time this weapon deals damage to a target the target receives a -8 AC penalty.
Improved Devotion II - Increases the effectiveness of your 2nd level and lower healing spells by 30%. This effect does not stack with other item effects or potions.
Improved Devotion IV - Increases the effectiveness of your 4th level and lower healing spells by 30%. This effect does not stack with other item effects or potions.
Improved Devotion VII - Increases the effectiveness of your 7th level and lower healing spells by 30%. This effect does not stack with other item effects or potions.
Improved Devotion VIII - Increases the effectiveness of your 8th level and lower healing spells by 30%. This effect does not stack with other item effects or potions.
Improved False Life - This item grants the wearer +20 maximum health.
Improved Fire Resistance - This property absorbs the first 20 points of fire damage per attack that the wearer would normally take.
Improved Lightning Resistance - This property absorbs the first 20 points of electricity damage per attack that the wearer would normally take.
Improved Nullification IX - Increases the damage of your 9th level and lower negative spells by 30%. This effect does not stack with other item effects or potions.
Improved Potency VII - Increases the damage of your 7th level and lower spells by 30%. This effect does not stack with other item effects or potions.
Improved Radiance III - Increases the damage of your 3rd level and lower light spells by 30%. This effect does not stack with other item effects or potions.
Improved Radiance IX - Increases the damage of your 9th level and lower light spells by 30%. This effect does not stack with other item effects or potions.
Improved Reconstruction IX - Increases the effectiveness of your 9th level and lower repair spells by 30%. This effect does not stack with other effects or potions
Improved Resonance IV - Increases the damage of your 4th level and lower sonic spells by 30%. This effects does not stack with other item effects or potions.
Improved Resonance VII - Increases the effectiveness of your 7th level and lower sonic spells by 30%, This effect does not stack with other item effects or potions.
Incineration - This weapon stores the power of a raging inferno deep within. Occasionally, this destructive power comes to the surface, devastating enemies with massive fire damage
Incredible Potential - This ring's power has not been fully unleashed. When this ring is combined with 9 Shavarath War Trophies and an Imbued Shard of Great Power in an Alter of Subjegation, its full potential will be revealed.
Intelligence -1 - This item makes the wearer slow-witted, granting -1 Intelligence
Intelligence -3 - This item makes the wearer slow-witted, granting -3 Intelligence
Intelligence +1 - This item focuses the power of the wearer's mind, granting a +1 enhancement bonus ot Intelligence.
Intelligence +2 - This item focuses the power of the wearer's mind, granting a +2 enhancement bonus to Intelligence.
Intelligence +3 - This item focuses the power of the wearer's mind, granting a +3 enhancement bonus to Intelligence.
Intelligence +4 - This item focuses the power of the wearer's mind, granting a +4 enhancement bonus to Intelligence.
Intelligence +5 - This item focuses the power of the wearer's mind, granting a +5 enhancement bonus to Intelligence.
Intelligence +6 - This item focuses the power of the wearer's mind, granting a +6 enhancement bonus to Intelligence.
Intelligence +7 - This item focuses the power of the wearer's mind, granting a +7 enhancement bonus to Intelligence.
Intercession Ward - Protects the user's connection to a source of Divine power and wards that connection from such things as a Quell's intercession ability. This effect only protects from incoming attacks and will not restore a lost connection.
Intimidate +3 - Provides a +3 competence bonus to the wearer's Intimidate skill.
Intimidate +5 - Provides a +5 competence bonus to the wearer's Intimidate skill.
Intimidate +7 - Provides a +7 competence bonus to the wearer's Intimidate skill.
Intimidate +10 - Provides a +10 competence bonus to the wearer's Intimidate skill.
Intimidate +11 - Provides a +11 competence bonus to the wearer's Intimidate skill.
Intimidate +13 - Provides a +13 competence bonus to the wearer's Intimidate skill.
Intimidate +15 - Provides a +15 competence bonus to the wearer's Intimidate skill.
Invisibility - This item bends light around the wearer, allowing them to cast invisibility as per the spell on themselves. Just equipping the item will give the wearer a +2 Deflection bonus to AC
Jump +1 - Provides a +1 competence bonus to the wearer's Jump skill.
Jump +3 - Provides a +3 competence bonus to the wearer's Jump skill.
Jump +5 - Provides a +5 competence bonus to the wearer's Jump skill.
Jump +7 - Provides a +7 competence bonus to the wearer's Jump skill.
Jump +10 - Provides a +10 competence bonus to the wearer's Jump skill.
Jump +11 - Provides a +11 competence bonus to the wearer's Jump skill.
Keen - This ability doubles the threat range of a weapon. This benefit doesn't stack with any other effect that expands the threat range of a weapon.
Large Scorpion Poison - On a critica hit, this weapon injects the target with Large Scorpion Poison, causing 1d4 Constitution loss with an additional 1d4 constitution lass after 1 minute if a DC 14 Fortitude save is failed.
Lesser Aberration Bane - A bane weapon excels at attacking one type or subtype of creature. Against aberrations, this weapon's effective enhancement bonus is +1 better than its normal enhancement bonus. It deals an extra 1d6 points of damage against the foe.
Lesser Acid Resistance - This property absorbs the first 3 points of acid damage per attack that the wearer would normally take.
Lesser Action Boost Enhancement - This will increase the total number of Action Boosts you can use. However, these additional Aciton Boosts will only take effect after the wielder rests.
Lesser Arcane Augmentation I - This item increases your caster level when casting first level sorcerer or wizard spells by one.
Lesser Arcane Casting Dexterity - This ability reduces the arcane spell failure chance by -5%.
Lesser Axeblock - This armor is magically enhanced to turn away slashing weapons such as axes and most swords. Damage from those weapons is reduced by 3
Lesser Cold Resistance - This property absorbs the first 3 points of cold damage per attack that the wearer would normally take.
Lesser Combustion III - Increases the damage of your 3rd level and lower fire spells by 10%. This effect does not stack with other item effects or potions.
Lesser 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 1d6 points of damage against the foe.
Lesser Elemental Bane - A bane weapon excels at attacking one type or subtype of creature. Against elementals, this weapon's effective enhancement bonus is +1 better than its normal enhancement bonus. It deals an extra 1d6 points of damage against the foe.
Lesser False Life - This item grants the wearer +5 maximum health
Lesser Fire Guard - This armor burns those that attack the wearer, causing 1d4 fire damage on a successful melee attack.
Lesser Fire Lore - Fire spells gain a +6% chance to critical hit. This effect does not stack with other item effects or potions.
Lesser Fire Resistance - This property absorbs the first 3 points of fire damage per attack that the wearer would normally take.
Lesser Glaciation III - Increases the damage of your 3rd level and lower cold spells by 10%. This effect does not stack with other item effects or potions.
Lesser Halfling Bane - A bane weapon excels at attacking one type or subtype of creature. Against halfling, this weapon's effective enhancement bonus is +1 better than its normal enhancement bonus. It deals an extra 1d6 points of damage against the foe.
Lesser Human Bane - A bane weapon excels at attacking one type or subtype of creature. Against humans, this weapon's effective enhancement bonus is +1 better than its normal enhancement bonus. It deals an extra 1d6 points of damage against the foe.
Lesser Ice Guard - This armor freezes those that attack the wearer, causing 1d4 cold damage on a successful melee attack
Lesser Lightning Resistance - This property absorbs the first 3 points of electricity damage per attack that the wielde would normally take.
Lesser Monstrous Humanoid Bane - A bane weapon excels at attacking one type or subtype of creature. Against monstrous humanoids, this weapon's effective enhancement bonus is +1 better than its normal enhancement bonus. It deals an extra 1d6 points of damage against the foe.
Lesser Ooze Bane - A bane weapon excels at attacking one type or subtype of creature. Against oozes, this weapon's effective enhancement bonus is +1 better than its normal enhancement bonus. It deals an extra 1d6 points of damage against the foe.
Lesser Potency I - Increases the damage of your 1st level spells by 10%. This effect does not stack with other item effects or potions.
Lesser Sonic Resistance - This property absorbs the first 3 points of sonic damage per attack that the wearer would normally take.
Lesser Spear Block - This armor is magically enhanced to turn away piercing weapons such as daggers and arrows. Damage from those weapons is reduced by 3.
Lesser Swiftness - This will increase th total number of Uncanny Dodges you can use. However, these additioanl Uncanny Dodges will only take effect after the wielder rests.
Lesser Undead Bane - A bane weapon excels at attacking one type or subtype of creature. Against undead, this weapon's effective enhancement bonus is +1 better than its normal enhancement bonus. It deals an extra 1d6 points of damage against the foe.
Lesser Vampirism - This weapon drains a tiny portion of the target's life force whenever it does damage.
Lesser Vermin Bane - A bane weapon excels at attacking one type or subtype of creature. Against vermin, this weapon's effective enhancement bonus is +1 better than its normal enhancement bonus. It deals an extra 1d6 points of damage against the foe.
Life Stealing - This weapon has a chance to drain 1 to 3 levels from its target on a critical hit.
Light Fortification - This suit of armor or shield produces a magical force that protects vital areas of the wearer more effectively. When a critical hti or sneak attack is scored on the wearer, there is a 25% chance that the critical hit or sneak attack is negated and damage is instead rolled normally.
Lightning Bolt Ward - Protects against lightning bolt spells.
Lightning Lore - Electricity spells gain a +6% chance to critical hit. Electricity spell critical damage is increased by adding 0.25 to the spell critical damage multiplier. This effect does not stack with other item effects or potions.
Lightning Resistance - This property absorbs the first 10 points of electricity damage per attact that the wearer would normally take.
Listen -5 - Gives a -5 penalty to the wearer's Listen skill
Listen +3 - Provides a +3 competence bonus to the wearer's Listen skill.
Listen +5 - Provides a +5 competence bonus to the wearer's Listen skill.
Litany of the Dead - Ability Bonus - The Litany of the Dead enhances the physical and mental abilities of its owner. Grants a +1 Profane bonus to all Abilities.
Litany of the Dead - Combat Bonus - The Litany of the Dead enhances the combat abilities of its owner. Grants a +1 profane bonus to attack bonus and damage.
Magi - This item grants the wearer +100 maximum spell points. Sorcerers and Favored Souls gain up to double spell points from items.
Magical Null - The nullcloth that this robe is made form absorbs spell energies making it difficult for all spell casters, even Divine casters, to complete their spells. +15% Spell Failure chance.
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 - 1d6, x3 - 2d6, x4 - 3d6.
Major Acid Lore - Acid spells gain a +9% chance to critical hit. Acid spell critical damage is increased by adding 0.50 to the spell critical damage multiplier. This effect does not stack with other item effects or potions.
Major Fire Lore - Fire spells gain a +9% chance to critical hit. Fire spell critical damage is increased by adding 0.50 to the spell critical damage multiplier. This effect does not stack with other item effects or potions
Major Healing Lore - Healing spells gain a +9% chance to critical hit. Healing spell critical damage is increased by adding 0.50 to the spell critical damage multiplier. This effect does not stack with other item effects or potions.
Major Ice Lore - Cold spells gain a +9% chance to critical hit. Cold spell critical damage is increased by adding 0.50 to the spell critical damage multiplier. This effect does not stack with other item effects or potions.
Major Lightning Lore - Electricity spells gain a +9% chance to critical hit. Electricity spell critical damage is increased by adding 0.50 to the spell critical damage multiplier. This effect does not stack with other item effects or potions.
Major Mnemonic Aid - Restores 105 to 600 points of spell point energy.
Major Repair Lore - Repair spells gain a +9% chance to critical hit. Repair spell critical damage is increased by adding 0.50 to the spell critical damage multiplier. This effect does not stack with other item effects or potions.
Major Sonic Lore - Sonic spells gain a +9% chance to critical hit. Sonic spell critical damage is increased by adding 0.50 to the spell critical damage multiplier. This effect does not stack with other item effects or potions.
Major Void Lore - Negative energy spells gain a +9% chance to critical hit. Negative Energy spell critical damage is increased by adding 0.50 to the spell critical damage multiplier. This effect does not stack with other item effects or potions.
Masterwork - This armor is more finely crafted than normal, lessening the armor check penalty by 1.
Masterwork - This weapon is more finely crafted than normal, providing a +1 enhancement bonus on attack rolls.
Metalline - This weapon transmutes into a form that is able to bypass any metal based Damage Reduction. (Adamantine, Alchemical Silver, Byeshk, Cold Iron, or Mithril)
Melee Alacrity 10% - The wielder of this item will make melee attacks 10% faster than normal.
Minor Flaming - This weapon is sheathed in fire. A flaming weapon deals an extra 1d4 points of fire damage on a successful hit.
Minor Lesser Dragonmark Enhancement - This will increase the total number of Lesser Dragonmarks you can use. However, these additional Lesser Dragonmarks will only take effect after the wielder rests.
Minor Mnemonic Aid - Restores 10 to 35 points of spell point energy
Minor Spell Penetration VII - Your level 7 and lower spells gain +1 to the die roll to penetrate target's Spell Resistance
Minor Swiftness - This will increase the total number of Uncanny Dodges you can use. However, these additional Uncanny Dodges will only take effect after the wielder rests.
Minor Turning - This will increase the total number of Turn Undead attempts you can use. However, these additional Turn Undead attempts will only take effect after the weilder rests.
Mithral - Mithral is a very rare, silvery, glistening metal that is light than iron but just as hard. When worked like steel, it becomes a wonderful material from which to creater armor and is occasionally used for other items as well. Most mithral armors are one category lighter than normal for purposes of movement and other limitations. Spell failure chances for armors and shields made from mithral are decreased by 10%, maximum Dexterity bonus is increased by 2, and armor check penalties are lessened by 3.
Moderate Fortification - This suit of armor or sheld produces a magical force that protects vital areas fo the wearer much more effectively. When a critical hit or sneak attack is scored on the wearer, there is a 75% chance that the critical hit or sneak attack is negated and damage is instead rolled normally.
Move Silently -5 - Gives a -5 penalty to the wearer's Move Silently skill.
Move Silently -10 - Gives a -10 penalty to the wearer's Move Silently skill.
Move Silently +3 - Provides a +3 competence bonus to the wearer's Move Silently skill.
Move Silently +5 - Provides a +5 competence bonus to the wearer's Move Silently skill.
Move Silently +7 - Provides a +7 competence bonus to the wearer's Move Silently skill.
Move Silently +10 - Provides a +10 competence bonus to the wearer's Move Silently skill.
Move Silently +15 - Provides a +15 competence bonus to the wearer's Move Silently skill.
Natural Armor Bonus +2 - This item increases the wearer's natural ability to resist physical damage giving a +2 natural armor bonus to AC.
Natural Armor Bonus +3 - This item increases the wearer's natural ability to resist physical damage giving a +3 natural armor bonus to AC.
Natural Armor Bonus +4 - This item increases the wearer's natural ability to resist physical damage giving a +4 natural armor bonus to AC
Necromany Focus - Your Necromancy spells have the DC to resist them increased by +1
Negative Energy Absorption - This effect absorbs negative energy and energy drain effects.
Negative Energy Absorption 20% - This effect absorbs 20% of all negative energy damage the character would have taken, after all other protections have been penetrated.
Negative Energy Spike - This weapon is pulsating with negative energy. It deals an extra 2d6 points of negative energy damage on a successful hit.
Nullification IX - Increases the damage of your 9th level and lower negative spells by 20%. This effect does not stack with other item effects or potions.
Open Lock +1- - Provides a +10 competence bonus to the wearer's Open Lock skill.
Orc Bane - A bane weapon excels at attacking one type or subtype of creature. Against orcs, this weapon's effective enhancement bonus is +2 better than its normal enhancement bonus. It deals an extra 2d6 points of damage against the foe.
Paralyzing - Any creature struck by this weapon must succeed on a Difficulty Check 17 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 - This weapon grants a +1 insight bonus to AC and a +1 insight bonus to saves while it is held
Perform +3 - Provides a +3 competence bonus to the wearer's Perform skill.
Perform +5 - Provides a +5 competence bonus to the wearer's Perform skill.
Perform +10 - Provides a +10 competence bonus to the wearer's Perform skill.
Perform +15 - Provides a +15 competence bonus to the wearer's Perform skill.
Persuasion - This item gives a +3 competence bonus to all Charisma based skills.
Plant Slaying - This item is keyed to plants. If it strikes such a creature, the target must make a Difficulty Check 20 Fortitude save or die instantly
Poison - This weapon is dripping with poison. It deals an additional 1d6 poison damage on a successful hit.
Potency II - Increases the damage of your 2nd level and lower spells by 20%. This effect does not stack with other item effects or potions.
Potency IV - Increases the damage of your 4th level and lower spells by 20%. This effect does not stack with other item effects or potions.
Potency VII - Increases the damage of your 7th level and lower spells by 20%. This effect does not stack with other item effects or potions.
Power I - This item grants the wearer +10 maximum spell points. Sorcerers and Favored Souls gain up to double spell points from items.
Power II - This item grants the wearer +20 maximum spell points. Sorcerers and Favored Souls gain up to double spell points from items.
Power III - This item grants the wearer +30 maximum spell points. Sorcerers and Favored Souls gain up to double spell points from items.
Power IV - This item grants the wearer +40 maximum spell points. Sorcerers and Favored Souls gain up to double spell points from items.
Power V - This item grants the wearer +50 maximum spell points. Sorcerers and Favored Souls gain up to double spell points from items.
Power VI - This item grants the wearer +60 maximum spell points. Sorcerers and Favored Souls gain up to double spell points from items.
Power VII - This item grants the wearer +70 maximum spell points. Sorcerers and Favored Souls gain up to double spell points from items.
Power VIII - This item grants the wearer +80 maximum spell points. Sorcerers and Favored Souls gain up to double spell points from items.
Power X - This item grants the wearer +100 maximum spell points. Sorcerers and Favored Souls gain up to double spell points from items.
Power Store - This item collects and stores magical energy. Any spellcaster can use this energy to partially power their spells. All spells cast while holding this tiem receive an enhancement bonus of -10% spell point costs.
Proficiency: Khopesh - While equipped this item grants the wielder all required knowledge to wield a Khopesh without proficiency penalties
Proof Against Poison - Grants its wearer immunity to poison effects.
Protection +1 - This item protects its wearer by granting a +1 deflection bonus to AC
Protection +2 - This item protects its wearer by granting a +2 deflection bonus to AC
Protection +3 - This item protects its wearer by granting a +3 deflection bonus to AC
Protection +4 - This item protects its wearer by granting a +4 deflection bonus to AC
Protection +5 - This item protects its wearer by granting a +5 deflection bonus to AC
Protection from Evil - The bearer of this item gains the benefit of Protection from Evil.
Puncturing - Critical hits by this weapon deal an extra 1d6 points of Constitution damage from blood loss.
Pure Good - This weapon is infused with the power of Pure Good. It does an additional 1d6 damage to non-good targets and can only be wielded by Good aligned characters.
Radiance Guard - This item is imbued with a brilliant, raidant power. When the wearer of this item is successfully attacked in melee, the attacker has a chance of being hit by 4d6 points of light damage and has chance of being blinded.
Ranged Alacrity 10% - The wielder of this item will make ranged attacks 10% faster than normal.
Reconstruction V - Increases the effectiveness of your 5th level and lower repair spells by 20%. This effect does not stack with other item effects or potions.
Reflex Save -2 - This item gives a -2 penalty to your Reflex saves.
Reflex Save +1 - This item gives a +1 resistance bonus to your Reflex saves.
Reflex Save +2 - This item gives a +2 resistance bonus to your Reflex saves.
Reflex Save +3 - This item gives a +3 resistance bonus to your Reflex saves.
Reflex Save +4 - This item gives a +4 resistance bonus to your Reflex saves.
Reflex Save +5 - This item gives a +5 resistance bonus to your Reflex saves.
Regeneration - Causes the wearer to regenerate 1 hit point a minute using positive energy.
Reinforced Plating +1 - This Docent reinforces the Warforge's armor plating increasing the Warforge's inherent armor bonus by +1.
Reinforced Plating +2 - This Docent reinforces the Warforge's armor plating increasing the Warforge's inherent armor bonus by +2.
Repair +3 - Provides a +3 competence bonus to the wearer's Repair skill.
Repair +5 - Provides a +5 competence bonus to the wearer's Repair skill.
Repair +13 - Provides a +13 competence bonus to the wearer's Repair skill.
Repair Lore - Repair spells gain a +6% chance to critical hit. Repair spell critical damage is increased by adding 0.25 to the spell critical damage multiplier. This effect does not stack with other item effects or potions.
Repair Systems - This item gradually repairs constructs and living constructs
Resistance +1 - This item offers magical protection in the form of a +1 resistance bonus on all saves.
Resistance +2 - This item offers magical protection in the form of a +2 resistance bonus on all saves.
Resistance +3 - This item offers magical protection in the form of a +3 resistance bonus on all saves.
Resistance +4 - This item offers magical protection in the form of a +4 resistance bonus on all saves.
Resistance +5 - This item offers magical protection in the form of a +5 resistance bonus on all saves.
Returning - This missile will return to the player
Returning 50% - This missile will return to the player 50% of the time.
Righteous - This weapon is imbued with holy power, giving it an additional +2 attack and damage against any creature with a strong or overwhelming aura of evil.
Roaring - This weapon causes targets to become shaken and, on critical hit, does 2d6 sonic damage to the target.
Sacred - An item with this quality assists only wearers who have the ability to turn undead. Sacred tiems increase the owner's effective level for the turning check by +2
Screaming - Screaming weapons emit a piercing screech whenever they are used to make a successful attack. This screech does an additional 1d6 sonic damage.
Search -7 - Gives a -7 penalty to the wearer's Search skill
Search +1 - Provides a +1 competence bonus to the wearer's Search skill.
Search +3 - Provides a +3 competence bonus to the wearer's Search skill.
Search +5 - Provides a +5 competence bonus to the wearer's Search skill.
Search +7 - Provides a +7 competence bonus to the wearer's Search skill.
Search +11 - Provides a +11 competence bonus to the wearer's Search skill.
Search +13 - Provides a +13 competence bonus to the wearer's Search skill.
Search +15 - Provides a +15 competence bonus to the wearer's Search skill.
Seeker +2 - Provides a +2 enhancement bonus to confirm critical hits, and a +2 enhancement bonus to critical hit damage (before multipliers are applied).
Seeker +4 - Provides a +4 enhancement bonus to confirm critical hits, and a +4 enhancement bonus to critical hit damage (before multipliers are applied).
Seeker +6 - Provides a +6 enhancement bonus to confirm critical hits, and a +6 enhancement bonus to critical hit damage (before multipliers are applied)
Seeker +7 - Provides a +7 enhancement bonus to confirm critical hits, and a +7 enhancement bonus to critical damage (before multipliers are applied).
Seeker +8 - Provides a +8 enhancement bonus to confirm critical hits, and a +8 enhancement bonus to critical damage (before multipliers are applied)
Seeker +10 - Provides a +10 enhancement bonus to confirm critical hits, and a +10 enhancement bonus to critical hit damage (before multipliers are applied).
Secret Door Detection - This item grants the ability to reveal secret and hidden doors.
Shadow - This armor blurs the wearer whenever she tries to hide, granting a +5 competence bonus on Hide checks.
Shatter +4 - This effect gives a +4 enhancement bonus to the DC to resist the character's Sunder and Improved Sunder attempts.
Shatter +6 - This effect gives a +6 enhancement bonus to the DC to resist the character's Sunder and Improved Sunder attempts.
Shatter +10 - This effect gives a +10 enhancement bonus to the DC to resist the character's Sunder and Improved Sunder attempts
Shattermantle - Translucent, writhign energy and blue sparks can be seen raging within this weapon. When a shattermantle weapons 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.
Shield Proficiency: Tower Shields - While equipped this item grants the feat Shield Proficiency: Tower Shields
Shield Spikes - The spikes on this shield deal an additional 1d6 Piercing damage when the shield is used to bash.
Shock - This weapon is sheathed in crackling electricity. A shock weapon deals an extra 1d6 points of electricity damage on a successful hit.
Shocking Burst - This weapon is sheathed in crackling electricity. The weapon deals an additional 1d6 electrical damage each hit. In additional, critical hits deal an additional 1d10 electrical damage for weapons with a x2 critical multiplier, 2d10 for a x3 critical multiplier and 3d10 for a x4 multiplier.
Shocking Touch - This weapon tingles when held. A shocking touch weapon deals an extra +1 lightning damage on a successful melee attack.
Silent Moves - This armor is well-oiled and magically constructed, so not only is it nearly silent, it also dampens surrounding sounds. It provides a +5 competence bonus on its wearer's Move Silently checks.
Silver, Alchemical - A complex process involving metallurgy and alchemy can bond silver to a weapon made of steel so that it bypasses the protective damage reduction of creatures such as lycanthropes and vampires.
Silver Flame - An item with this quality assists only wearers who have the ability to turn undead. The cleansing power of the Silver Flame increase the total Hit Dice of undead turned by +6.
Sirocco - A critical hit with this weapon causes a whirlwind of desert sand to swirl about the target temporarily blinding it.
Slicing - This weapon is incredibly sharp and will do an additional 1d4 damage to targets that are vulnerable to bleeding
Smiting - Any critical hit on a construct forces the target to make a DC 23 Fortitude save or die instantly.
Sneak Attack Bonus +2 - Provides a +2 to attack bonus and a +3 to damage for any attack that would qualify as a Sneak Attack, even if the wielder is not a Rogue.
Sneak Attack Bonus +3 - Provides a +3 to attack bonus and a +5 to damage for any attack that would qualify as a Sneak Attack, even if the wielder is not a Rogue.
Sneak Attack Bonus +4 - Provides a +4 to attack bonus and a +6 to damage for any attack that would qualify as a Sneak Attack, even if the wielder is not a Rogue.
Sneak Attack Bonus +5 - Provides a +5 to attack bonus and a +8 to damage for any attack that would qualify as a Sneak Attack, even if the wielder is not a Rogue.
Songblade - Songblade items sing an eerie counterpoint to music. This gives a +2 enhancement bonus to the Perform skill.
Sonic Guard - This armor blasts those that attack the wearer, causing 1d6 sonic damage on a successful melee attack.
Sonic Resistance - This property absorbs the first 10 points of sonic damage per attack that the wearer would normally take.
Spearblock - This armor is magically enhanced to turn away piercing weapons such as daggers and arrows. Damage from those weapons is reduced by 5.
Spell Focus Mastery +1 - All spells have the DC to resist their effects increased by +1. This bonus does not stack with other item-based spell focus effects.
Spell Penetration I - Your Level 1 spells gain +2 to the die roll to penetrate target's Spell Resistance
Spell Penetration V - Your Level 5 and lower spells gain +2 to the die roll to penetrate target's Spell Resistance
Spell Penetration VI - Your Level 6 and lower spells gain +2 to the die roll to penetrate target's Spell Resistance
Spell Penetration VII - Your Level 7 and lower spells gain +2 to the die roll to penetrate target's Spell Resistance
Spell Penetration VIII - Your Level 8 and lower spells gain +2 to the die roll to penetrate target's Spell Resistance
Spell Penetration IX - Your Level 9 and lower spells gain +2 to the die roll to penetrate target's Spell Resistance
Spell Resistance (13) - This item grants its wearer 13 spell resistance
Spell Resistance (15) - This item grants its wearer 15 spell resistance
Spell Resistance (17) - This item grants its wearer 17 spell resistance
Spell Resistance (19) - This item grants its wearer 19 spell resistance
Spell Resistance (20) - This item grants its wearer 20 spell resistance
Spell Resistance (22) - This item grants its wearer 22 spell resistance
Spot -5 - Gives a -5 penalty to the wearer's Spot skill.
Spot +1 - Provides a +1 competence bonus to the wearer's Spot skill.
Spot +3 - Provides a +3 competence bonus to the wearer's Spot skill.
Spot +5 - Provides a +5 competence bonus to the wearer's Spot skill.
Spot +7 - Provides a +7 competence bonus to the wearer's Spot skill.
Spot +10 - Provides a +10 competence bonus to the wearer's Spot skill.
Spot +11 - Provides a +11 competence bonus to the wearer's Spot skill.
Spot +13 - Provides a +13 competence bonus to the wearer's Spot skill.
Spot +15 - Provides a +15 competence bonus to the wearer's Spot skill.
Spot -7 - Gives a -7 penalty to the wearer's Spot skill.
Stability - This armor grants a +2 deflection bonus to AC and a +2 resistance bonus to saves for characters of True Neutral alignment.
Starter - Starter equipment can not be traded or sold.
Stealth Strike - Reduces the threat generated by ranged attacks and spells by 15%.
Stench - This weapon creates a near paralyzing stench. On critical hits the target becomes nauseous, severly slowing its movement rate.
Strength +1 - This item gives the wearer the power of Ogre Strength, granting a +1 enhancement bonus to Strength
Strength +2 - This item gives the wearer the power of Ogre Strength, granting a +2 enhancement bonus to Strength.
Strength +3 - This item gives the wearer the power of Ogre Strength, granting a +3 enhancement bonus to Strength
Strength +4 - This item gives the wearer the power of Ogre Strength, granting a +4 enhancement bonus to Strength.
Strength +5 - This item gives the weraer the power of Ogre Strength, granting a +5 enhancement bonus to Strength.
Strength +6 - This item gives the wearer the power of Ogre Strength, granting a +6 enhancement bonus to Strength.
Striding +5% - Makes the wearer more fleet of foot, giving a 5% bonus to run speed.
Striding +10% - Makes the wearer more fleet of foot, giving a 10% bonus to run speed.
Striding +15% - Makes the wearer more fleet of foot, giving a 15% bonus to run speed.
Striding +20% - Makes the wearer more fleet of foot, giving a 20% bonus to run speed.
Striding +25% - Makes the wearer more fleet of foot, giving a 25% bonus to run speed.
Striding +30% - Makes the wearer more fleet of foot, giving a 30% bonus to run speed.
Superior Benevolence VI - Increases the damage of your 6th level and lower good spells by 50%. This effect does not stack with other item effects or potions.
Superior Combustion III - Increases the damage of your 3rd level and lower fire spells by 50%. This effect does not stack with other item effects or potions.
Superior Combustion IV - Increases the damage of your 4th level and lower fire spells by 50%. This effect does not stack with other item effects or potions.
Superior Combustion VI - Increases the damage of your 6th level and lower fire spells by 50%. This effect does not stack with other item effects of potions.
Superior Combustion VII - Increases the damage of your 7th level and lower fire spells by 50%. This effect does not stack with other item effects or potions.
Superior Corrosion IV - Increases the damage of your 4th level and lower acid spells by 50%. This effect does not stack with other item effects or potions.
Superior Devotion III - Increases the effectiveness of your 3rd level and lower healing spells by 50%. This effect does not stack with other item effects or potions.
Superior Devotion IV - Increases the effectiveness of your 4th level and lower healing spells by 50%. This effect does not stack with other item effects or potions.
Superior Devotion VI - Increases the effectiveness of your 6th level and lower healing spells by 50%. This effect does not stack with other item effects or potions.
Superior Devotion VII - Increases the effectiveness of your 7th level and lower healing spells by 50%. This effect does not stack with other item effects or potions.
Superior False Life - This tiem grants the wearer +40 maximum health
Superior Glaciation IV - Increases the damage of your 4th level and lower cold spells by 50%. This effect does not stack with other item effects or potions.
Superior Magnetism IV - Increases the damage of your 4th level and lower electricity spells by 50%. This effect does not stack with other item effects or potions.
Superior Magnetism VI - Increases the damage of your 6th level and lower electricity spells by 50%. This effect does not stack with other item effects or potions.
Superior Nullification II - Increases the damage of your 2nd level and lower negative spells by 50%. This effect does not stack with other item effects or potions.
Superior Nullification V - Increases the damage of your 5th level and lower negative spells by 50%. This effect does not stack with other item effects or potioins.
Superior Nullification VI - Increases the damage of your 6th level and lower negative spells by 50%. This efffect does not stack with other item effects or potions.
Superior Nullification VII - Increases the damage of your 7th level and lower negative spells by 50%. This effect does not stack with other item effects or potions.
Superior Potency VI - Increases the damage of your 6th level and lower spells by 50%. This effect does not stack with other item effects or potions.
Superior Radiance VIII - Increases the damage of your 8th level and lower light spells by 50%. This effect does not stack with other item effects or potions.
Superior Stability - This armor grants a +6 deflection bonus to AC and a +6 resistance bonus to saves for characters of True Neutral alignment.
Suppressed Power - This psionic item is powerful, but you sense that it has not unlocked all of its secrets to you at this time.
Swim +7 - Provides a +7 competence bonus to the Wearer's Swim skill.
Swim +10 - Provides a +10 competence bonus to the wearer's Swim skill.
Swim +11 - Provides a +11 competence bonus to the wearer's Swim skill.
Swim +13 - Provides a +13 competence bonus to the wearer's Swim skill
Taint of Evil - Good aligned characters equipping this item suffer a temporary negative level until the item is removed.
Taint of Shavarath - Green Steel items thirst for pain and suffering. While weapons can sate their bloodlust on opponents, accessories and clothign cannot. Wearing multiple items that bear the taint of Shavarath creates dangerous imbalances of energy as the items feed upon the wearer. Perhaps there is a way to cleanse the item...
Tasty Ham - Tasty Ham heals 50 hit points over 1 minute.
Tasty Ham Juice - Tasty Ham Oil repairs 50 hit points over 1 minute
Telekinetic - Targets that suffer a critical hit from a Telekinetic weapon must make a DC 17 Balance check or be knocked down.
Tendon Slice 6% - This effect gives a 6% chance to Hamstring the target of each attack that does damage.
Thorn Guard - This armor stings those that attack the wearer, causing 1d8 piercing damage on a successful melee attack.
Thundering - A thundering weapon creates a cacophonous roar when striking a successful critical hit. A thundering weapon deals an extra 1d8 points of sonic damage upon a successful critical hit with a weapon that has x2 critical multiplier, an extra 2d8 for a x3 multiplier, and an extra 3d8 for x4 multiplier.
Toughness - While equipped this item grants 20 additional hitpoints. This stacks with all bonuses except for other items bearing the Toughness enchantment.
Transform Kinetic Energy - Each time you are hit in melee combat there is a chance that the energy of the blow will be converted into Spell Points.
Treason - This weapon reduces the threat generated by melee damage to 80% of normal
True Chaos - This weapon is infused with the power of True Chaos. It does and additional 1d6 damage to non-chaotic targets and can only be wielded by Chaotic aligned characters.
True Law - This weapon is infused with the power of True Law. It does and additional 1d6 damage to non-lawful targets and can only be wielded by Lawful aligned characters
True Seeing - The bearer of this item gains the benefit of True Seeing.
Tumble +1 - Provides a +1 competence bonus to the wearer's Tumble skill.
Tumble +3 - Provides a +3 competence bonus to the wearer's Tumble skill.
Tumble +5 - Provides a +5 competence bonus to the wearer's Tumble skill.
Tumble +7 - Provides a +7 competence bonus to the wearer's Tumble skill.
Tumble +10 - Provides a +10 competence bonus to the wearer's Tumble skill.
Tumble +11 - Provides a +11 competence bonus to the wearer's Tumble skill.
Tumble +15 - Provides a +15 competence bonus to the wearer's Tumble skill.
Twilight - This suit of armor, favored by eladrin spellcasters, becomes semi-incorporeal when donned. The twilight armro reduces the chance fo arcane spell failure by -10%
Unbalancing - Anything that melee attacks a character with an Unbalancing item has a chance to be pulled off balance giving them a -2 penalty to their AC
Undead Bane - A bane weapon excels at attacking one type or subtype of creature. Against undead, this weapon's effective enhancement bonus is +2 better than its normal enhancement bonus. It deals an extra 2d6 points of damage against the foe.
Undead Guard - This armor burns those Undead that attack the wearer, causing 3d8 Good damage on a successful melee attack.
Underwater Action - This item grants its wearer the ability to breathe water as if it were air.
Unholy Burst - An unholy weapon is imbued with unholy power. This power makes the weapon evil-aligned and thus bypasses the corresponding damage reduction. It deal an extra 2d6 points of damage against all of good alignment and an extra 3d6 on a critical hit for weapon with a x2 critical multiplier, 4d6 for a x3 multiplier and 5d6 for a x4 multiplier.
Use Magic Device +1 - Provides a +1 competence bonus to the wearer's Use Magic Device skill.
Use Magic Device +3 - Provides a +3 competence bonus to the wearer's Use Magic Device skill.
Use Magic Device +5 - Provides a +5 competence bonus to the wearer's Use Magic Device skill.
Vampirism - This weapon drains a tiny portion of the target's life force whenever it does damage.
Vertigo +4 - This effect gives a +4 enhancement bonus to the DC to resist the character's Trip and Improved Trip attempts.
Veritgo +6 - This effect gives a +6 enhancement bonus to the DC to resist the character's Trip and Improved Trip attempts.
Vertigo +10 - This effect gives a +10 enahncement bonus to the DC to resist the character's Trip and Improved Trip attempts.
Vicious - 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 2d6 points of damage to the opponent and 1d3 points of damage to the wielder.
Visibility 1 - Allows the wearer to see out of phase things.
Visibility 2 - Allows the wearer to see out of phase things.
Vorpal - This potent and feared ability allows the weapon to sever the heads of thos it strikes. Upon a natural 20 on an attack roll, which is confirmed as a critical hit, the weapon severs the opponent's head from its body. Some creatures, including many aberrations and all oozes, have no heads. Others, such as golems and undead creatures other than vampires, are not affected by the loss of their heads. Most other creatures, however, die when their heads are cut off.
Weapon Focus: Falchion - While equipped this item grants the feat Weapon Focus: Slashing but only for Falchions, giving a +1 to your attack bonus when using Falchions.
Weapon Focus: Thrown - While equipped this item grants the feat Weapon Focus: Thrown, giving a +1 to your attack bonus when using all thrown weapons.
Weighted 4% - This effect gives a 4% chance to stun the target for each attack that does damage. In addition, this effect gives a +8 bonus to the DC to resist the characters Stunning Blow attempts.
Weighted 5% - This effect gives a 5% chance to stun the target for each attack that does damage. In addition, this effect gives a +10 bonus to the DC to resist the characters Stunning Blow attempts.
Will Save -2 - This item gives a -2 penalty to your Will saves.
Will Save +1 - This item gives a +1 resistance bonus to your Will saves.
Will Save +2 - This item gives a +2 resistance bonus to your Will saves.
Will Save +4 - This item gives a +4 resistance bonus to your Will saves.
Wisdom -1 - This item makes the wearer foolish, granting -1 Wisdom
Wisdom -3 - This item makes the wearer foolish, granting -3 Wisdom
Wisdom +1 - This item makes the wearer more in tune with her surroundings, granting a +1 enhancement bonus to Wisdom.
Wisdom +2 - This tiem makes the wearer more in tune with her surroundings, granting a +2 enhancement bonus to Wisdom
Wisdom +4 - This item makes the wearer more in tune with her surroundings, granting a +4 enhancement bonus to Wisdom.
Wisdom +5 - This item makes the wearer more in tune with her surroundings, granting a +5 enhancement bonus to Wisdom.
Wisdom +6 - This item makes the wearer more in tune with her surroundings, granting a +6 enhancement bonus to Wisdom.
Wizardry I - This item grants the wearer +25 maximum spell points. Sorcerers and Favored Souls gain up to double spell points from items.
Wizardry II - This item grants the wearer +50 maximum spell points. Sorcerers and Favored Souls gain up to double spel points from items.
Wizardry III - This item grants the wearer +75 maximum spell points. Sorcerers and Favored Souls gain up to double spell points from items.
Wizardry V - This item grants the wearer +125 maximum spell points. Sorcerers and Favored Souls gain up to double spell points from items.
Wizardry VI - This item grants the wearer +150 maximum spell points. Sorcerers and Favored Souls gain up to double spell points from items.
Wizardry VII - This item grants the wearer +175 maximum spell points. Sorcerers and Favored Souls gain up to double spell points from items.
Wounding - A wounding weapon deal 1 point constitution damage from blood loss when it hits a creature. Creatures immune to critical hits are immune to the constitution damage dealt by this weapon.
XV: Lamannia Items
To see the current items on Beta go to this link
XVI: Credits
First and foremost I would like to thank the 2 guys that maintained this list before me.
The Cataclysm - For maintaining list list after tr0tsky left.
tr0tsky - For making the Original List so long ago.
Secondly I would like to thank all the people that have helped and continue to help me maintain this list. I would to especially thank Jefro for all the hard work he has done in helping me get the screenshots updated to the mod 5 versions.
XVII: How to help
If you know of an item not seen here or have a correction or screen shots to add you have 4 ways of doing so.
Lastly you can contact me in game in person or by mail with info or items.
Listed below are notes on what items I am still looking for screenshots for and other information.
Current Items needing an updated screenshot (Mod 5 Version): updated 04/24/2009 - 10:30 am.
+1 Intimidate Dagger of Acid, +1 Vorpal Sickle of Haggle (ML:9), +2 Intimidating Dagger of Paralyzing, Battleworn Shield of Cryre, Filtration Module (Poison Save Version), Gauntlets of Ogre Power (STR:+2)
MIA items (items found in the compendium but not in the guide, some might not be in the game)
Thanks for taking this over. Looking quite good so far. Like the changes so far.
Got 2 suggestions for you though.
1. List an e-mail address (you can create one just for this if you are worried about privacy) where people can get in touch with you. Not everyone who wants to help out with this thread can access the forums.
2. Make an account on the Codemaster's forums so you can get info from the European players as well. Just make sure to turn on PMs and create a thread on the general discussion forum (or hijack my thread).
Hi, and thanks for taking over this great thread where Cata have put so much effort in.
You should consider removing the @ in your email adress or you'll flooded by internet email spam robots in no time.
Make it: ddoitems(at)yahoo.fr (replace the "at" by @ to write to me).