It gives the wielder a -2 penalty on attack rolls made with it. It also allows its wielder to automatically confirm critical hits against enemies of neutral alignments. (Ewzen the Treasure Plunderer loot). Contact Us | Privacy Policy 2016 - 2023 // Gameplay.tips - Game Guides, Walkthroughs, Tips & Tricks, Cheat Codes and Easter Eggs. It is only visible to you. This amulet grants its wearer a +7 natural armor enhancement bonus to Armor Class. Great guide, thank you so much for bringing light to this fantastic game. Chaotic creatures in the area of a rune of Jandelay must pass a Will saving throw (DC 28) or gain 2 negative levels for as long as they remain in the area. I'll ask around. Allows you to feel yourself a green recruit. Every creature within 10 feet of the point where the flask hits must pass Fortitude saving throw (DC 24) or suffer 6d6 acid damage. This dried hand grants the owner an ability to cast the death ward spell once per day as a 9th level Cleric. This +3 adamantine battleaxe gives its wielder a +3 competence bonus to attack rolls on the attacks of opportunity. These boots allow its wearer to stand up without provoking an attack of opportunity. This +4 thundering dart deals sonic damage instead of piercing damage. This ring grants the wearer a +1 luck bonus on all saving throws against fire based effects. Whenever this +4 nullifying punching dagger lands a hit on a flat-footed or helpless target, the target loses all spell resistance for 1d4 rounds. This +4 padded armor is very stiff. Temples to the Rough Beast are banned in nearly every civilized city, and Korvosa is no exception. The wearer can choose to you can suffer a -2 penalty to AC to grant all party members a +1 bonus to AC. This weapon is a +5 adamantine glaive. In addition, whenever the wielder of this handaxe lands a critical hit, the enemy is denied its Dexterity bonus to AC for 3 rounds. Whenever the wielder of this shield is critically hit, a joyful rapture spell is activated as if it was cast by 12th level cleric. The owner of this quiver can use it to shoot 20 units of ammunition. Whenever an enemy lands a critical hit against the wearer or companion, the enemy must pass a Fortitude saving throw (DC 30) or be blinded and slowed as per slow spell for 1d4 rounds. Multiple applications of this effect stack. This rod grants its wielder the ability to make up to three spells they cast per day extended as though using the Extend Spell feat. Whenever they cast a slow or haste spell, it is quickened, as though using the Quicken Spell feat. Whenever this +3 ghost touch light mace confirms a critical hit, the wielder is affected with the effect of a greater invisibility spell for 1d4 rounds. The wearer of this boots ignores the effects of difficult terrain. They get a +4 bonus to AC against touch attacks, but also suffers a -4 penalty on their own touch attack rolls. Whenever this +2 ghost touch scythe misses a hit, it tears the enemy's soul a bit, dealing 1d12 negative energy damage. Inside its inner surface, he is always If you successfully land an attack of opportunity, the enemy must pass a Fortitude saving throw (DC 17) or become paralyzed for one round. Act 3, Skeletal Salesman (Personal Protective Equipment). Option 1 Once per day, whenever your HP falls below 0, your HP is restored by twice your character level, and the ring summons 1d4+2 undead skeletal champions around you for 2 minutes. Whenever the wielder of this +4 quarterstaff casts any summon monster spell, all summoned creatures gain a +6 competence bonus to Strength, Dexterity and Constitution ability scores. If the affected creature failed a save, any creature that is adjacent to it suffers half of the damage. Act 3, Shrine Of Gorum, Wintersun (Trickery 30). This is a +3 radiant heavy flail. Bonuses of the same type usually don't stack. Option 1 This amulet makes the wearers voice stronger and allows it to maintain its power for longer periods of time. These gloves grant its wearer a +2 enhancement bonus to Dexterity. Whenever the wielder of this +3 furyborn greatsword is under a rage effect, she doesn't suffer from its usual -2 penalty to AC. This effect can only occur once per target. This amulet grants its wearer a +4 natural armor enhancement bonus to Armor Class. Act 3, DLC3, Island 5. (Fallen Time Guardian loot). This book grants a +1 competence bonus against Fear and Frightened effects. If the wearer of these bracers has the ability to cast spells spontaneously, it grants them the ability to cast the following spells: jolting portent, call lightning, lightning bolt, chains of light, call lightning storm, chain lightning, stormbolts. This +1 adamantine full plate armor grants its wearer immunity to trip attacks and bull rush combat maneuver. Option 2 +2 enhancement bonus to charisma. If the Mythic Path the wearer is on has no such ability, the power of the ring attempts to perfect the wearer's mind and body, granting them a +4 inherent bonus to all ability scores. Whenever the wearer of this belt lands a killing blow, they gain a +5 morale bonus on their next attack roll. Every time the wearer becomes a target of such effect, they grant all allies (including themselves) in a 30 feet area a +4 morale bonus on attack and damage rolls as well as all saving throws for 3 rounds. I've added the items of interest that they drop. One is in room with beds, the other next to the main hall. This hat can only be worn by non-good characters. This +5 mithral chainshirt grants its wearer heavy fortification and immunity against bleed effects. This ring grants its wearer a +2 deflection bonus to AC and +3 bonus to saving throws against Conjuration school. Act 3, Wintersun (Standing Stones puzzle). This +1 dwarven waraxe deals additional 1d3 acid damage on a hit. I know Trickster would be better but I can't stand quippy stuff. Option 2 All summon spells of 6th level and lower are maximized as though using the maximize spell feat. This headband grants its wearer a +2 enhancement bonus to Intelligence score and immunity to all compulsion effects. Arueshalae: Let's make our priests the new quartermasters Woljif: We should make random store clerks from the Whenever the wearer of this cloak of resistance +5 lands a killing blow, all enemies in a 15 feet radius must pass a Will saving throw (DC 32) or become blinded for 4 rounds. I found an unnamed brilliant energy handaxe in act 5 on one of treasure islands (dlc 3). I have looked far and wide how to actually START this relic quest for Gravesinger but I cannot find an answer. This hat grants its wearer a +8 enhancement bonus to all mental ability scores (Intelligence, Wisdom, and Charisma). 358, P.C 112, Ruwi, Sultanate of Oman. This cloak grants the wearer a +3 resistance bonus on Will saving throws. This hat grants the wearer a +2 profane bonus to Intelligence score. If this sneak attack was assassin's Death Attack, saving throw DC against it is increased by 2. This +2 shortsword is glowing with an invisible flame. You also get a +1 insight bonus to AC against outsider creatures. This mask doesn't work against Areshkagal's followers and its wearer suffers a -6 penalty on all saves and AC while in Areshkagal's domain. Inevitable Excess DLC, Threshold, Blacksmith, Half-Measure Tavern (Fye, Chapter 5). This headband grants the wearer +2 enhancement bonus to Wisdom. This +5 dagger deals 1 slashing damage instead of 1d4 piercing damage. This effect can occur once per 5 rounds for each enemy. Whenever the wearer of this cloak channels energy to heal, the wearer gains a +2 bonus to Persuasion skill checks, and the save DC of spells with compulsion descriptor they cast is increased by 2. This book grants a +1 competence bonus to DC on Conjuration spells. This +3 tower shield grants its wielder DR 2/-. While the necklace grants no genuine protections, the strength of belief it imparts nonetheless grants its wearer a +2 morale bonus to all saving throws against diseases and poisons. In addition, the flask leaves an acid trail in the area of impact, making everyone who passes through it suffer 6d6 acid damage on a failed Fortitude saving throw (DC 24). Whenever the wearer of this belt lands a killing blow, they gain a +2 bonus to Dexterity and Constitution scores for 3 rounds. Eye Gouger the throwing axe is also available in the Half-Measure tavern from Fye in Act 5. There is an engraving on the iron handle: "I am the Weapon. To cast a spell, the wearer still needs to have a spell slot of the required level. There is a 10% chance that the creatures will break free from the control and start attacking the owner. This bonus does not stack with other natural armor enhancement bonuses. Whenever it lands a hit, the target must make a successful Fortitude save (DC 35) or become staggered for 1 round. They also gain a +4 insight bonus on attack rolls, saving throws, and skill checks. WebThe earliest recorded appearance of a spawn of Rovagug, in ancient Ninshabur, was of Festering Ulunat, the Unholy First, whose immortal carapace towers over Osirions capital of Sothis and has spawned countless legends about a future end-time wherein he Corruption of the Rough Beast applies one of the following effects to all enemies within 100 feet radius for 1d6+1 rounds: confusion, song of discord spell effect, rage, feeblemind, phantasmal putrefaction, domination. The affected enemy emanates a 15-foot aura of frost for the same duration. Thanks u/Vargkungen from reddit who found the item names in Toybox you will have to use the mod to add the item if you want to use the scalemail. You can throw a flask of acid as a splash weapon with a range increment of 10 feet. Sonic ammunition deals additional 1d3 sonic damage on hit. In addition, this armor grants its wearer immunity to fire and acid. Act 5, Relic Decree (Voice of the Cursed Bard). Once per day the owner of this silver mirror can spend a standard action to look into it and gain a +4 bonus to Charisma ability score for 1 hour. This ring grants the wearer a +5 competence bonus on all Use Magic Device skill checks and increases the save DC against all spells of the Illusion school the wearer casts by 2. Bonuses of the same type usually don't stack. This is curse effect. The wearer can fully embrace the power of these braces, allowing them to turn all their energy attacks into electrical. Whenever the enemy confirms a critical hit against the wielder of this +3 mithral scale mail, every enemy in 30 feet area must pass a Fortitude saving throw (DC 20) or become blinded for 1d4 rounds and suffer 4d6 positive energy damage. This +2 breastplate grants its wearer resistance to fire 15. Worn by a powerful Aeon, they grant 3 additional uses of Enforcing Gaze per day. This book grants a +1 competence bonus to CMD and CMB. Act 2, Drezen, House in SE (Requires using Vescavor slime?). If the wearer is of evil alignment, shield gains an unholy quality for all attacks with this shield. This helmet grants its wearer fire resistance 10. Jeocot reward (Chapter 4; meet him at the tavern and tell him his book is a suicide guide). This +3 light shield emanates a cursed aura: whenever an ally adjacent to this shield's wielder is attacked, the enemy must pass a Will saving throw (DC 21) against this curse or suffer a -3 attack penalty on the next attack roll. If a creature fails this second saving throw, it suffers the full effects of the spell, as if it had failed its first saving throw. This +5 freezing light mace is emanating an aura that makes enemies in a 10 feet radius suffer a -2 penalty to attack and damage rolls with ranged weapons. Act 3, DLC3, Island 3. Inevitable Excess DLC, Threshold, Arcane Weaver; Sarzaksys (Chapter 4) - Fleshmarket. Option 1 +3, deals 2d6 damage instead of standard weapon damage, the type of damage is bludgeoning, piercing and slashing simultaeonously. If the wearer fails a saving throw against such effect, after the effect ends the wearer gets a +2 bonus on saving throws and +2 bonus on damage rolls until the end of the combat. Its wearer can at will choose any foe they see. It also grants one additional attack of opportunity per round. Whenever you cast a grease spell, all creatures within the affected area must pass a Reflex saving throw or suffer 5d6 acid damage. Act 5, Gravestone Rock (Let Finnean pass on). All enemies in a 50 feet cone must pass a will saving throw (DC 32) or suffer 2d4 ability damage to intelligence (doesnt affect creatures with intelligence lower than 3) and become confused for 1d4 rounds. In addition, they increase the saving throw DC of the spells with the [acid] descriptor they cast by 2. Cat's Feral Instincts provide +2 morale bonus on Perception and Lore (Nature) checks. Every creature within 5 feet range of the point where the flask lands must pass a Fortitude saving throw (DC 46) or become unconscious due to the smell for 1d3 rounds. These bracers grant their wearer an armor bonus of +2, just as though they were wearing armor. Whenever the wielder of this +5 elder flaming falchion confirms a critical hit against an enemy armed with a shield, that enemy suffers a -4 penalty to AC for 3 rounds. Whenever this wearer is hit by a non-slashing weapon, they must pass a reflex saving throw (DC 20) or become staggered for the first attack in a round, as well as suffer -2 penalty to attack rolls for one round. Quicken Spell: Casting a quickened spell is a swift action. The spell no longer applies precision damage. The wearer of this amulet receives a +3 competence bonus on Initiative rolls and Reflex saving throws. Whenever the wielder of this +3 flaming burst longsword kills an enemy, its corpse explodes, dealing 2d6 fire damage to all enemies in a 15 feet area. Whoever drinks this elixir will permanently gain a +2 inherent bonus to all ability scores. Whenever the wielder of this +3 greater corrosive club kills an enemy, it summons a huge Earth Elemental for 2d3 rounds. Bonuses do not stack, though you will get a notification you learned something regardless. These bracers grant their wearer an armor bonus of +4, just as though they were wearing armor. Trapped with Dc 47 Perception, Dc 55 Trickery. Whenever this +2 radiant longspear confirms a critical hit, it pierces the enemy. This rod grants its wielder the ability to make up to three spells they cast per day bolstered, as though using the Bolster Spell feat. Like most bonuses, an armor bonus does not stack with armor bonuses from different sources, such as bonuses from wearing armor or from Mage Armor spell. This effect can be applied once per creature. However, if you die while wearing this ring, they are summoned too, but now as enemies. All party members in 30-feet area get a +2 bonus to caster level checks made to overcome spell resistance. This headband grants its wearer a +1 circumstance bonus on attack and damage rolls (to a maximum of 6) for every corpse and undead in a 30 feet radius around the wearer. Inevitable Excess DLC, Threshold, Jewelry Trader. Whenever the wielder uses it to attack an evil creature, it grants a +5 bonus to the attack roll, and deals additionally 1d12 slashing damage on hit. Bonuses of the same type usually don't stack. The wearer of these goggles is under constant confusion effect. They also increase the save DC against all Evocation school spells the wearer casts by 2. You can choose one creature at a time to concentrate on a pulsating beat of its heart. Restored in Act 2. This +3 greatsword is merged with Numerian technology. This book grants a +1 insight bonus on Perception and Stealth skill checks, Lost Chapel; Drezen Barracks (first floor) after capturing Drezen, This book grants a +1 shield bonus to AC against Demons. The modified spell also becomes maximized as though using the Maximize Spell feat. Whenever the wearer of this hat uses any song, this song also grants fast healing 1 at level 1, fast healing 2 at level 5 and increasing by 1 point every 4 levels thereafter. This mask grants its wearer immunity to poison and a +6 bonus to Wisdom and Charisma ability scores. Is it possible Arysen Krei sells them in act 5 if you give him the relic? This amulet grants its wearer a +5 natural armor enhancement bonus to Armor Class. A direct hit deals 2d4 points of holy damage to an undead creature or an evil outsider. Saving throws and opposed rolls are not affected, nor are spells without random variables. Upon reading it, you summon a powerful ally to help you in battle until its end. Lesser rods can be used with spells of 3rd level or lower. On a critical hit, it deals 1d6 sonic damage per two caster levels of the wielder to all enemies in 15 feet area. This +4 leather armor increases its wearer's base speed by 20 feet, grants them a +4 profane bonus to Dexterity ability score, and immunity to acid damage. Bardiche/Heavy Pick (both options come with same enchantments), Club/Flail (same affects across both weapons), Mask (These take up the helmet slot rather than the eye slot, despite it being a mask. Whenever this +4 ultrasound punching dagger lands a hit on a flat-footed or helpless target, the target suffers additional 2d6 sonic damage. Act 1, Market Square ((Nabasu (only appears after Tavern defence)). Azata Court, Magical Transmuting Soil (Azata only). This ring grants the wearer cold resistance 10. Every creature within 5 feet of the point where the flask hits must pass Fortitude saving throw (DC 24) or be stunned for 1d3 rounds. The owner of this quiver can use it to shoot 20 units of sonic speed ammunition per day. Act 4, Middle City, Demodand Mob Leader next to Ten Thousand Delights; Act 4, Woljif's shop. Successful Reflex save (DC 30) halves the damage. This +5 speed elder caustic dagger allows its wearer to cast poison breath spell 3 times per day as a 20th level druid. This amulet grants its wearer a +5 natural armor enhancement bonus to Armor Class. A helpless character does not gain this benefit. This book grants a +1 caster level on spells from Enchantment school. This cloak grants its wearer acid resistance 30 and cold resistance 30. Secondly, 7 times per day, whenever the wearer confirms a critical hit, the amulet unleashes the ire of the Last Azlanti, dealing 20d6 points of holy damage to all non-human enemies within 30 feet (a successful Will saving throw halves the damage). The image is below. Act 5 (Nocticula, Demon or Trickster Path). Act 5, Enigma, south, requires Strength test DC 24. Whenever the wearer of these gloves confirms a critical hit, the target must make a Fortitude save or take 1d6 bleed damage. Whenever this +1 heavy pick confirms a critical hit on an enemy, the enemy becomes fatigued for 1d3 rounds. Whenever this weapon confirms a critical hit against an outsider, the outsider has to pass a fortitude saving throw (DC 25) or suffer the plane distortion effect, for 1d4 rounds. Whenever you use shield bash, the enemy has to pass a fortitude saving throw (DC 20) or become vulnerable to cold damage, taking 50% more damage than usual until the end of battle. If equipped together with the Guardian's shield, this bonus is increased to +6, and on a successful hit an attack of opportunity made with it deals additional 2d6 damage. In addition, this cloak grants a +10 competence bonus on Stealth skill checks. You gain a +2 bonus to all Knowledge and Lore skill checks for 1 hour. It also grants the wearer a +2 bonus on saving throws against spells of the Enchantment school. Act 2, Drezen, Citadel (Trickery 24); Act 3, Drezen (Arsinoe). Additionally, it increases the DC for all saving throws against spells from the Enchantment school the wearer casts by 2. This bonus does not stack with other natural armor enhancement bonuses. This +5 adamantine chainshirt makes its wearer immune to ability score damage. Also gives +2 enhancement bonus to Charisma (not in description). Scroll of Stomp - You gain a +2 bonus on CMB checks for 1 hour. Act 3, Blackwater - Behind purple barrier door. Saving throws and opposed rolls are not affected, nor are spells without random variables. Also, whenever the wearer of this helm becomes a target of a spell that deals electricity damage (even if such effect was prevented by spell or elemental resistance), his next attack deals additional 2d6 of electricity damage. Act 4, Colyphyr Mines (Scorcher of Souls. This power makes the weapon good-aligned and thus bypasses the corresponding damage reduction. Act 1, Defender's Heart (Gemyl Hawkes), Gray Garrison. This +5 ghost touch quarterstaff allows its wearer to cast Illusion school spells as if they were 3 levels higher. This figurine of a cat is engraved with a name that doesn't fit its appearance. This effect can be applied once per creature. This +5 scimitar deals additional 2d6 holy damage on hit. It can be read as a free action. Whenever the wearer of this ring is hit by an enemy, the wearer of the second ring gains bane against this enemy for 1 round. This unique bomb was created by Alichino. In addition, whenever the wearer of this belt confirms a critical hit with a natural weapon, the enemy must pass a Will saving throw (DC 28) or become vulnerable to negative energy and unholy damage for 2 rounds. Each time the wielder confirms a critical hit, an enemy is affected with a Burst with Light effect. Heightened Spell: A heightened spell has a higher spell level than normal (up to a maximum of 9th level). This +3 leather armor is made from very light and delicate leather, increasing max dexterity bonus by 1 and decreasing arcane spell failure chance by 10%. Like most bonuses, an armor bonus does not stack with armor bonuses from different sources, such as bonuses from wearing armor or from Mage Armor spell. Like most bonuses, an armor bonus does not stack with armor bonuses from different sources, such as bonuses from wearing armor or from Mage Armor spell. On a critical hit it hits so hard that enemy would need to pass Fortitude saving throw (DC 20) each time it tries to attack, or become unable to attack for one round. They also grant a +1 bonus to caster level checks made to overcome spell resistance. It might be quite an effort though, so in the meantime, if anyone wants to help remove or move them, that'd be great. In addition, they also grant a +2 bonus on damage rolls while mounted. A spell whose casting time is more than 1 round or 1 full-round action cannot be quickened. This +5 evil outsider bane handaxe has its critical threat range increased to 18-20. The owner of this quiver can use it to shoot 20 units of ammunition per day. Option 3 +3, whenever the wielder lands a hit, it scorches the enemy a bit. Whenever this weapon confirms a critical hit against an outsider, the outsider has to pass a Fortitude saving throw (DC 25) or suffer the plane distortion effect, for 1d4 rounds. This amulet grants its wearer a +6 natural armor enhancement bonus to Armor Class. If the wearer has the Weapon Finesse feat, this amulet allows her to apply her Dexterity modifier (in place of her Strength modifier) to damage rolls with all unarmed and natural weapon attacks. It also makes enemies sickened for 1d3 rounds upon landing a sneak attack unless they pass a Fortitude saving throw (DC 26). WebAn unholy symbol is a silver symbol blessed to imbue it with the unholy power of Zamorak. If a marked creature dies, a will-o-wisp (CR 8) appears for 10 minutes or until a new will-o-wisp will be created, this will-o-wisp will try to heal and support your characters. This +4 unholy shortspear deals additional 2d6 piercing damage against Large or bigger creatures. Whenever this +2 cold iron falchion lands a hit on a creature that is under any Hex effect, it deals additional weapon damage. Act 1, Silken Thread Atelier (Kervil the Sparkling Fist). You become immune to all damage for 3 rounds. When this effect ends, you must make a successful Fortitude saving throw (DC 25) or become stunned for 1 round. Xarra, Lower City (northeast), Chapter 4 (say "Do as you please"). This ring grants its wearer a +2 deflection bonus to AC. Act 2, Crusader's Camp, Field Medic tent (Vissaliy); Act 3, Drezen (Arsinoe). Whenever the wielder of this +5 unholy longsword hits an enemy with it, the target must make a successful DC 35 Fortitude saving throw, or take additionally 1d8 fire damage and 1d8 negative energy damage. If a good character wields this weapon, they become permanently confused, even after they unequip it. Multiple applications of this effect stack, but the target can repeat the saving throw each turn to stop it. On the sheathe, the name of the former owner is imprinted: "Sosiel Vaenic". This cloak grants its wearer the ability to cast heroism spell once per day as a 2nd level wizard. This +3 warhammer deals 1d12+3 damage on a hit and has a critical range of 19-20. She's just a straight up psychopath. If you kill using this weapon, you become immune to all eyesight effects for 1d4 rounds. Whenever the wielder confirms a critical hit, it and grants them a +4 bonus on Initiative rolls as well as 1 extra attack with a maximum attack bonus for 1 round. In addition, if the wearer of this belt has the ability Channel Negative Energy, it increases the amount of damage this ability does to living creatures or heals to undead creatures by +2d6. Whenever this +2 radiant dwarven urgrosh confirms a critical hit, it deals additional 4d6 holy damage. Let me know if you find out about Krei. This thick book contains tips for improving instinct and perception, but entwined within the words is a powerful magical effect. This rod grants its wielder the ability to make up to three spells they cast per day reach as though using the Selective Spell feat. For 3 rounds you gain a +6 bonus to all ability scores, a +5 bonus to AC and a +5 bonus on all attack rolls. Whenever the wielder of this +4 corrosive burst club confirms a hit against an enemy, the target becomes covered in acid, suffering 1d6 acid damage per round for 1d4 rounds. This ring of protection +7 grants its wearer a +10 bonus on saving throws against Illusion school spells. This +3 Freezing weapon is sheathed in a terrible, icy cold that deals an extra 2d6 points of cold damage on a successful hit. Bonuses of the same type usually don't stack. Didn't happen on my previous runs, he probably gave them to me this time because my MC is an inquisitor. The pendant is a snake skull. This +5 breastplate is made of crystal and can be worn by a druid. This headband grants its wearer a +6 enhancement bonus to Charisma. Saving throws and opposed rolls are not affected, nor are spells without random variables. Temperance grants the wearer the effect of the false life, greater spell and a +2 bonus on saving throws against death effects. While the wielder of this +3 dwarven waraxe is wielding a second weapon in another hand, whenever they confirm a critical hit with it, they also make an additional attack with the second weapon. This shirt grants its wearer spell resistance 34 against the enemies of chaotic alignment.
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