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by chris-williams

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Guide and Walkthrough (PS4) by chris-williams

Version: 1.8e | Updated: 05/17/2024
FAQ of the Month Winner: September 2023 | Highest Rated Guide

Table of Contents

  1. Introduction
    1. Rules
    2. Tips
    3. Copyright and Acknowledgements
  2. Character Creation
    1. Race
    2. Background
    3. Attributes
    4. Skills
    5. Animal Companions and Familiars
    6. Bloodlines
    7. Deities and Domains
  3. Feats
    1. Weapon Feats
    2. Ranged Feats
    3. Unarmed Combat Feats
    4. Armour and Shield Feats
    5. Magic Feats
    6. Miscellaneous Feats
    7. Mounted Combat Feats
    8. Combat Manoeuvres
    9. Teamwork Feats
    10. Skill Feats
    11. Class Feats
    12. Racial Feats
  4. Alchemist
    1. Chirurgeon
    2. Grenadier
    3. Incense Synthesizer
    4. Metamorph
    5. Preservationist
    6. Reanimator
    7. Vivisectionist
    8. Alchemist Extracts
  5. Arcanist
    1. Brown-Fur Transmuter
    2. Eldritch Font
    3. Nature Mage
    4. Phantasmal Mage
    5. Unlettered Arcanist
    6. White Mage
  6. Barbarian
    1. Armored Hulk
    2. Beastskin Berserker
    3. Flesheater
    4. Instinctual Warrior
    5. Invulnerable Rager
    6. Mad Dog
    7. Pack Rager
  7. Bard
    1. Archaeologist
    2. Beast Tamer
    3. Dirge Bard
    4. Flame Dancer
    5. Thundercaller
    6. Tranquil Whisperer
    7. Bard Spells
  8. Bloodrager
    1. Bloodrider
    2. Greenrager
    3. Hag-Riven
    4. Mixed-Blood Rager
    5. Primalist
    6. Reformed Fiend
    7. Spelleater
    8. Steelblood
    9. Bloodrager Spells
  9. Cavalier
    1. Beast Rider
    2. Cavalier of the Paw
    3. Disciple of the Pike
    4. Fearsome Leader
    5. Gendarme
    6. Ghost Rider
    7. Knight of the Wall
    8. Standard Bearer
  10. Cleric
    1. Angelfire Apostle
    2. Crusader
    3. Demonbane Priest
    4. Ecclesitheurge
    5. Herald Caller
    6. Priest of Balance
    7. Separatist
  11. Cleric Spells
  12. Druid
    1. Blight Druid
    2. Defender of the True World
    3. Drovier
    4. Elemental Rampager
    5. Feyspeaker
    6. Primal Druid
    7. Winter Child
  13. Druid Spells
    1. Summoned Nature's Ally Stats
  14. Fighter
    1. Aldori Defender
    2. Armiger
    3. Dragonheir Scion
    4. Mutation Warrior
    5. Tower Shield Specialist
    6. Two-Handed Fighter
  15. Hunter
    1. Colluding Scoundrel
    2. Divine Hound
    3. Divine Hunter
    4. Forester
    5. Tandem Executioner
    6. Urban Hunter
    7. Wandering Marksman
    8. Hunter Spells
  16. Inquisitor
    1. Faith Hunter
    2. Judge
    3. Monster Tactician
    4. Sacred Huntsmaster
    5. Sanctified Slayer
    6. Tactical Leader
    7. Inquisitor Spells
  17. Kineticist
    1. Blood Kineticist
    2. Dark Elementalist
    3. Elemental Engine
    4. Kinetic Knight
    5. Overwhelming Soul
    6. Psychokineticist
    7. Infusions
    8. Wild Talents
  18. Magus
    1. Arcane Rider
    2. Armored Battlemage
    3. Eldritch Archer
    4. Eldritch Scion
    5. Hexcrafter
    6. Spell Dancer
    7. Sword Saint
    8. Magus Spells
  19. Monk
    1. Quarterstaff Master
    2. Scaled Fist
    3. Sensei
    4. Sohei
    5. Student of Stone
    6. Traditional Monk
    7. Zen Archer
    8. Ki Powers
  20. Oracle
    1. Divine Herbalist
    2. Dual-Cursed Oracle
    3. Enlightened Philosopher
    4. Lone Strider
    5. Possessed Oracle
    6. Purifier
    7. Seeker
    8. Wind Whisperer
    9. Oracle Mysteries
  21. Paladin
    1. Divine Guardian
    2. Divine Hunter (Paladin)
    3. Divine Scion
    4. Hospitaler
    5. Martyr
    6. Stonelord
    7. Tortured Crusader
    8. Warrior of the Holy Light
    9. Paladin Spells
  22. Ranger
    1. Demonslayer
    2. Espionage Expert
    3. Flamewarden
    4. Freebooter
    5. Nomad
    6. Stormwalker
    7. Ranger Spells
  23. Rogue
    1. Dark Lurker
    2. Eldritch Scoundrel
    3. Knife Master
    4. Master of All
    5. Rowdy
    6. Sylvan Trickster
    7. Thug
    8. Underground Chemist
  24. Shaman
    1. Possessed Shaman
    2. Prophet of Pestilence
    3. Shadow Shaman
    4. Spirit Hunter
    5. Spirit Warden
    6. Unsworn Shaman
    7. Wildland Shaman
    8. Witch Doctor
    9. Spirits
    10. Shaman Spells
  25. Shifter
    1. Child of the Manticore
    2. Dragonblood Shifter
    3. Feyform Shifter
    4. Fiendflesh Shifter
    5. Rageshaper
    6. Weretouched
    7. Wild Effigy
    8. Griffonheart Shifter
  26. Skald
    1. Battle Scion
    2. Battle Singer
    3. Court Poet
    4. Demon Dancer
    5. Herald of the Horn
    6. Hunt Caller
  27. Slayer
    1. Arcane Enforcer
    2. Deliverer
    3. Executioner
    4. Imitator
    5. Spawn Slayer
    6. Stygian Slayer
    7. Vanguard
  28. Sorcerer
    1. Crossblooded
    2. Empyreal Sorcerer
    3. Geomancer
    4. Nine Tailed Heir
    5. Overwhelming Mage
    6. Sage Sorcerer
    7. Seeker (Sorcerer)
    8. Sylvan Sorcerer
  29. Warpriest
    1. Champion of the Faith
    2. Cult Leader
    3. Disenchanter
    4. Feral Champion
    5. Proclaimer
    6. Shieldbearer
    7. Warpriest Spells
  30. Witch
    1. Elemental Witch
    2. Hag of Gyronna
    3. Hagbound
    4. Hex Channeler
    5. Ley Line Guardian
    6. Stigmatized Witch
    7. Witch of the Veil
    8. Witch Spells
  31. Wizard
    1. Arcane Bomber
    2. Cruromancer
    3. Elemental Specialist
    4. Exploiter Wizard
    5. Scroll Savant
    6. Shadowcaster
    7. Spell Master
    8. Thassilonian Specialist
  32. Wizard Spells
    1. Summoned Monster Stats
    2. Summoned Elemental Stats
  33. Prestige Classes
    1. Aldori Swordlord
    2. Arcane Trickster
    3. Assassin
    4. Dragon Disciple
    5. Duelist
    6. Eldritch Knight
    7. Hellknight
    8. Hellknight Signifer
    9. Loremaster
    10. Mystic Theurge
    11. Stalwart Defender
    12. Student of War
    13. Winter Witch
  34. Mythic Paths
    1. Mythic Abilities
    2. Mythic Feats
  35. Aeon
    1. Aeon Spells
  36. Angel
    1. Angel Spells
    2. Angel Spells (Unmerged)
  37. Azata
    1. Aivu
    2. Azata Spells
  38. Demon
    1. Demon Spells
  39. Lich
    1. Lich Spells
    2. Lich Spells (Unmerged)
  40. Trickster
    1. Trickster Bonus Feats
    2. Trickster Spells
  41. Other Mythic Paths
    1. Legend
    2. Devil
    3. Gold Dragon
    4. Swarm That Walks
  42. Character Building
    1. Sample Builds
  43. Companions
    1. Seelah
    2. Camellia
    3. Lann
    4. Wenduag
    5. Woljif
    6. Ember
    7. Nenio
    8. Daeran
    9. Ulbrig
    10. Sosiel
    11. Regill
    12. Arueshalae
    13. Greybor
    14. Trever
    15. Galfrey
  44. Prologue - Trapped in the Darkness
  45. Prelude - Through the Ashes
    1. Exit Stage Left
    2. Road to the Sun
    3. Earth's Embrace
    4. Abyss in the Streets
    5. Safe Haven
  46. Chapter 1 - The Wardstone Legacy
    1. The Divided City
    2. The Burning City
  47. Chapter 2 - Sword of Valor
    1. The Beginning of a Long Road
    2. Call of Memory
    3. Banner over the Citadel
  48. Chapter 3 - The Fifth Crusade
    1. The Final Sunset of Winter
    2. A Demon's Heresy
    3. The Dragon Hunt
    4. Know Thy Enemy
    5. The Dragon's Fate
    6. The Last Gift of a Brilliant Mind
    7. The Desolate Hovel
    8. Call of Stone
    9. On the Cusp of the Abyss
  49. Chapter 4 - The Midnight Isles
    1. Walking on Corpses
    2. Experiencing the Bliss
    3. The Art of Making Friends
    4. Strike Back
  50. Interlude - The Lord of Nothing
    1. The Frozen Fane
    2. The Caves of the Giants
    3. The Wizard's Lair
    4. The Tainted Woods
    5. The Shadow World
    6. Shards of Sithhud
  51. Chapter 5 - City of Locusts
    1. A Step Away from Defeat
    2. Heart of the Fallen Land
    3. Sithhud's Last Blizzard
    4. Dark Waves
    5. Dawn of Dragons
    6. Call of Kin
    7. Empty Memories
    8. Love Beyond Death
    9. Your Bones Will Join the Myriad Others
    10. The Secrets of Creation
    11. The Last Steps
  52. Chapter 6 - Threshold of the End
    1. The Final Threshold
  53. Mythic Quests (Angel)
    1. A Spring Run Dry
    2. Devastation
  54. Mythic Quests (Azata)
    1. Above the Clouds
    2. Where's My Dragon
    3. Wind of Change
  55. Mythic Quests (Legend)
    1. Path of the Legend
    2. The Soldiers' Party
  56. Miscellaneous Locations
    1. West Sellen
    2. Drezen Surroundings
    3. Lake Lost to the Sun
    4. Wintersun Lands
    5. Gray Road
    6. Lands of Yath
    7. The Wastes
    8. Wounded Lands
    9. Winged Wood
  57. The Treasure of the Midnight Isles
    1. Tracking
    2. Chase
    3. Prey
  58. Postlude - Inevitable Excess
    1. A Threat to This World
    2. Inevitable Escape
  59. Items
    1. Mundane Equipment
    2. Unique Weapons
    3. Finnean and Radiance
    4. Unique Armour
    5. Unique Items
    6. Artifacts
    7. Relics
    8. Skill Boosting Items
    9. Caster Level and Spell DC Boosting Items
    10. Magic Books
    11. Recipes
    12. Elven Notes
  60. Items (Lord of Nothing)
  61. Items (Inevitable Excess)
  62. Crusade Mode
    1. Forces
    2. Outposts
    3. Events
    4. Decrees
  63. Appendix - Ascension
  64. Trophies
    1. Trophies - Inevitable Excess
    2. Trophies - Through the Ashes
    3. Trophies - Treasure of the Midnight Isles
    4. Trophies - Last of the Sarkorians
    5. Trophies - Lord of Nothing

Items

Mundane Equipment

Weapons

The damage column shows the damage done when the weapon is wielded by a medium size character. Consult the table here to see how this is affected by character size. The average damage column takes into account the critical threat range and damage multiplier and is a rough guide as to how good overall a given weapon is. By doubling an already large threat range, the "Keen" property (or Improved Critical feat) can change the arithmetic, increasing a weapon's overall effectiveness.

Damage type is one of "P" (Piercing), "S" (Slashing) or "B" (Blunt). Certain enemies may be resistant to one or more damage types. For example, skeletons resist slashing and piercing damage but not blunt damage.

Weapons whose size is "L" (light) may be used in the offhand without an additional penalty for two-weapon fighting. "2H" (two-handed weapons) preclude the use of a shield but multiply the Strength bonus by 1.5. If non-finessable "1H" weapons are used without a shield, the Strength modifier is also increased since it is assumed that you are wielding it with two-hands. "Double" weapons are treated as though you were using a light weapon in the off-hand but otherwise use two-weapon fighting rules, not two-handed rules.

"Finessable" indicates weapons that benefit from the Weapon Finesse feat allowing you to use your Dexterity modifier on attack rolls. The Finesse Training Rogue class ability allows you to add your Dexterity modifier to damage rolls when wielding these as well.

Ranged weapons also add your Dexterity modifier to attack rolls. Composite bows and the exotic Sling Staff allow a damage modifier, however, and the relevant attribute is Strength.

The "Monk weapon" trait indicates weapons that work with Flurry of Blows.

Exotic Weapons

Exotic Weapons are typically superior in one dimension to their martial equivalents but in most cases require a dedicated "Exotic Weapon Proficiency - X" feat to equip. Monks are proficient in the "light" exotic weapons but these aren't really superior to simple weapons. The Aldori Defender gains proficiency in the Dueling Sword but besides its "exotic" nature, it is no better than a Longsword and Aldori Dueling Mastery is a bad feat to take.

Some exotic proficiencies are gained for free by certain races along with Martial Weapons Proficiency:

  • Dwarves are proficient with the Dwarven Waraxe and Dwarven Urgosh
  • Elves are proficient with the Elven Curve Blade
  • Gnomes are proficient with the Hooked Hammer
  • Halflings are proficient with the Sling Staff
  • Half-Orcs are proficient with the Orc Double Axe.

Sword Saints can select an exotic type as their chosen weapon. In this case, Falcata (for a Strength build) and Dueling Sword (for a Dexterity build) are good choices.

WeaponSizeWeightDamageDamage TypeFinessableThreatMultiplierAverageKeenSpecial
Simple Weapons
DaggerL11d4P19-20x22.7503.125-
Light MaceL41d4B20x22.6252.750-
Punching DaggerL11d4P20x32.7503.000-
SickleL21d6S20x23.6753.850-
Club1H31d6B-20x23.6753.850-
Dart1H0.51d4P-20x22.6252.75020' range
Heavy Mace1H61d8B-20x24.7254.950-
Javelin1H21d6P-20x23.6753.85030' range; +STR
Shortspear1H31d6P-20x23.6753.850-
Greatclub2H81d10B-20x25.7756.050-
Heavy Crossbow2H81d10P-19-20x26.0506.60050' range
Light Crossbow2H41d8P-19-20x24.9505.40050' range
Longspear2H91d8P-20x34.9505.400Reach weapon
Quarterstaff2H41d6B-20x23.6753.850Monk weapon
Spear2H61d8P-20x34.9505.400-
Martial Weapons
HandaxeL31d6S20x33.8504.200-
KukriL21d4S18-20x22.8753.250-
Light HammerL21d4B20x22.6252.750-
Light PickL31d4P20x42.8753.250-
ShortswordL21d6S19-20x23.8504.200-
Throwing AxeL21d6S-20x23.6753.85030' range; +STR
Battleaxe1H61d8S-20x34.9505.400-
Flail1H51d8B-20x24.7254.950-
Heavy Pick1H61d6P-20x44.0254.550-
Longsword1H41d8S-19-20x24.9505.400-
Rapier1H21d6P18-20x24.0254.550-
Scimitar1H41d6S-18-20x24.0254.550-
Starknife1H31d4P20x32.7503.000-
Trident1H41d8P-20x24.7254.950-
Warhammer1H51d8B-20x34.9505.400-
Bardiche2H141d10S-19-20x26.0506.600Reach weapon
Earth Breaker2H142d6B-20x37.7008.400-
Falchion2H82d4S-18-20x25.7506.500-
Glaive2H101d10S-20x36.0506.600Reach weapon
Greataxe2H121d12S-20x37.1507.800-
Greatsword2H82d6S-19-20x27.7008.400-
Heavy Flail2H101d10B-19-20x26.0506.600-
Scythe2H102d4S-20x45.7506.500-
Composite Longbow2H31d8P-20x34.9505.40050' range; +STR
Composite Shortbow2H21d6P-20x33.8504.20040' range; +STR
Longbow2H31d8P-20x34.9505.40050' range
Shortbow2H21d6P-20x33.8504.20040' range
Exotic Weapons
KamaL21d6S20x23.6753.850Monk weapon
NunchakuL21d6B20x23.6753.850Monk weapon
SaiL11d4S20x22.6252.750Monk weapon
Bastard Sword1H61d10S-19-20x26.0506.600-
Dueling Sword1H31d8S19-20x24.9505.400-
Dwarven Waraxe1H81d10S-20x36.0506.600-
Estoc1H42d4P18-20x25.7506.500-
Falcata1H41d8S-19-20x35.4006.300-
Tongi1H41d6P-19-20x34.2004.900-
Dwarven Urgosh2H121d8/1d8S/P-20x34.9505.400Double weapon
Elven Curve Blade2H71d10S18-20x26.3257.150-
Fauchard2H101d10S-18-20x26.3257.150Reach weapon
Gnome Hooked Hammer2H51d8/1d6B/P-20x34.9505.400Double weapon
Orc Double Axe2H151d8/1d8S-20x34.9505.400Double weapon
Sling Staff2H31d8B-20x34.9505.40050' range; +STR
Two-bladed Sword1H101d8/1d8S-19-20x24.9505.400Double weapon

Armour

Armour improves AC but also imposes penalties to certain skills (Athletics. Mobility, Stealth) and increases the chance of arcane spell failure. In most cases, these penalties scale with the armour's weight. There is also a maximum Dexterity bonus for a given armour so that a character with 16 Dexterity will only receive a +2 Dodge AC bonus when wearing chainmail.

ArmourACArmor PenaltySpell FailureDexWeight
Light Armour
Padded Armor+10+5%+810
Leather Armor+20+10%+815
Studded Leather+3-1+15%+520
Chainshirt+4-2+20%+425
Medium Armour
Hide Armor+4-3+20%+425
Scalemail+5-4+25%+330
Chainmail+6-5+30%+240
Breastplate+6-4+25%+330
Heavy Armour
Banded Mail+7-6+35%+135
Half-Plate+8-7+40%050
Full-Plate+9-6+35%+150

Shields

Shields add to your AC but also impose additional penalties to the skills negatively affected by armour and they further increase the chance of arcane spell failure. If you have the necessary feats, you can use your shield as an additional weapon. You cannot, however, use a buckler or tower shield for bashing. Damage figures are for medium sized characters.

TypeACArmor PenaltySpell FailureBashWeight
Buckler+1-1+5%-5
Light Shield+1-1+5%1d36
Heavy Shield+2-2+15%1d415
Tower Shield+4-10+50%-45

Unique Weapons

You will find commonplace enchanted items throughout the game (called out in the walkthrough) and you can buy them as well. Some items are one-of-a-kind (or at least named) and are listed here.

Weapon Properties

  • Adamantine
    Bypasses adamantine DR.
  • Agile
    Add Dexterity modifier to weapon damage.
  • Anarchic
    +2d6 damage vs. lawful creatures.
  • Axiomatic
    +2d6 damage vs. chaotic creatures.
  • xx Bane
    +2 attack, +2d6 damage vs. specific enemy type.
  • Bleed
    Target takes an additional 1d6 bleed damage per round.
  • Brilliant Energy
    ignores physical armour and shields (but not natural armour); cannot harm undead or constructs.
  • xx Burst
    +1d6 elemental damage, +1d10 on critical hit. If the weapon has a x3 critical multiplier, the damage is +2d10. If the weapon has a x4 critical multiplier, the damage is +3d10.
  • Caustic
    +2d6 acid damage.
  • Cruel
    On hit: sickened for 1 round if the target is shaken, frightened or panicked. On kill: gain +5 temporary HP for 10 minutes.
  • Destructive
    +1 critical modifier.
  • Disruption
    Undead are destroyed unless they make a DC14 Will save.
  • Freezing
    +2d6 cold damage.
  • Furious
    +2 enhancement when enraged (e.g. Barbarian Rage or Rage spell).
  • Furyborn
    +1 stacking enhancement (max +5) when damaging an opponent.
  • (Greater) Corrosive
    +1d6 / +2d6 acid damage.
  • (Greater) Flaming
    +1d6 / +2d8 fire damage.
  • (Greater) Frost
    +1d6 / +2d8 cold damage.
  • Heartseeker
    Ignores miss chance for concealment unless the target is an aberration, ooze, plant or elemental.
  • Heavy Blow
    Stunned for 1d4 rounds (DC17) or staggered for 1 round.
  • Holy
    +2d6 damage vs. evil creatures.
  • Igniting
    +1d6 fire damage; target may catch fire (Fortitude DC 20).
  • Incinerating
    +2d6 fire damage.
  • Keen
    Threat range doubled.
  • Lethal
    Threat range doubled. Stacks with other effects that expand the threat range.
  • Mithral
    Bypasses silver DR.
  • (Greater) Necrotic
    +1d6 / +2d8 negative energy damage.
  • Nullifying
    On hit: stacking -1 spell resistance for 1 minute. On crit: reduces target's spell resistance by -2.
  • Oversized
    Deals damage as though it were a size larger but causes a -2 penalty to attack rolls.
  • Radiant
    +1d6 positive energy damage.
  • Runic Mageblade
    When you have a touch spell charged, enhancement bonus is an additional +2.
  • Sacrificial
    +2 enhancement bonus vs. helpless creatures.
  • (Greater) Shock
    +1d6 / +2d6 electricity damage.
  • Slowdown
    Slow (DC14) for 1d4 rounds on hit.
  • (Greater) Speed
    +1 / +2 attacks when making a full attack.
  • Thundering / Ultrasound
    +1d6 / +2d6 sonic damage.
  • Unholy
    +2d6 damage vs. good creatures.
  • Vicious
    Deals an extra 2d6 damage to the target and 1d6 damage to the wielder.

Note that a prefix of "Elder" on an elemental property (e.g., "Elder Flame") means that the bonus elemental damage bypasses resistance or immunity.

NameEnch.PropertiesSpecialCostWhere / How to Get
Dagger
Attrition Dagger+1-Deals 1 Constitution damage on hit (can't reduce CON below 5)7700Joran Vhane
Cruel Fate+5Cruel
Bleed
On first hit: target becomes vulnerable to piercing damage for 2 rounds (Fortitude DC 30)-Yozz
Deep Rip+5-When hitting a target after hitting them with the Soft Cut dagger, inflict +2d6 + Str modifier slashing damage
On first hit in a round: double damage vs. paralysed or prone creatures
88000Herrax
Edge of Force+2Cold Iron+2 damage per die rolled with force spells-Crusade mode
Hasty Eradicator+2-Two additional attacks during a full attack action; does not stack with Haste-Hellknights Outpost
Lethal Conductor+5Shock+5 competence bonus to Use Magic Device
+4 competence bonus to touch attack rolls
-Mage's Tower
Merciful Fate+5Living Bane+4d6 piercing damage vs. bleeding enemies
+2 morale bonus to attack and damage rolls for 1 round after delivering a Coup de Grace
-Yozz
Retriever's Claw+2Cold Ironx3 critical multiplier-Hunter Retriever
Scorpion Sting+5Caustic--The Enigma
Shiny Dagger+1Cold IronOn crit: target is blinded for 1 round-Gray Garrison
Soft Cut+5-Deals 1 slashing damage
Pairs with Deep Rip
99000Herrax
Punching Dagger
Jab Stab+1Ghost TouchOn sneak attack: +2d6 piercing damage (multiplies on a critical)-The Gnasher
Prowling Death+3-Increases Assassin's Death Attack ability DC by +2
On first sneak attack: target becomes vulnerable to piercing damage for 1d3 rounds (Reflex DC 23)
75000Skeletal Salesman
Saboteur+4Caustic+10 competence bonus to Trickery
When disarming a trap, gain a +4 bonus to damage rolls for 5 minutes
-Abandoned Mansion
Starknife
Fortune's Temper+3HolyOn crit: allies within 40' are affected by Prayer for 6 rounds-Ivory Sanctum
Joke of Fate+3AgileReverses the healing or damaging effect of positive energy (Will DC 24)76000Maitresse Olla Devara
Pocket Lightning+4Shock
Shocking Burst
On sneak attack: target loses 5 spell resistance for 1 round-Lower City
Venomous Petals+5CausticOn sneak attack: +4d6 acid damage191000Spring and Summer Song
Sickle
The Illustrious Sweep+3RadiantOn hit: blinded for 1d4 rounds (Fortitude DC 20)-Wintersun
Mage Slayer+5Corrosive
Corrosive Burst
Sacrificial
On first hit: target takes 2d6 damage whenever they use a spell or spell-like ability-The Enigma
Sickle of Wicked Rites+5UnholyOn hit: target gets +2 bonus to a random ability and 1 stack of unholy might
When the creature dies, every enemy within 20' takes 1d6 unholy damage for each stack
106000Wirlong Black Mask
Club
The Ancient Root+3CorrosiveOn kill: summon Huge Earth Elemental for 2d3 rounds62000Blacksmith
Brutal Decay+4Corrosive
Corrosive Burst
On hit: target suffers 1d6 acid damage per round for 1d4 rounds
On crit: target suffers 1d10 acid damage per round for 2d3 rounds
92000Raggy
Club with Nails+1-+1d3 piercing-Market Square
Light Mace
Eluding Swing+3Ghost TouchOn crit: wielder gains Greater Invisibility for 1d4 rounds-Blackwater
Finger Freezer+5FreezingEnemies within 10' suffer a -2 penalty to attack and damage rolls with ranged weapons-Lower City
Headcracker+2MithralOn hit vs. new target: Stunned for 1d3 rounds (Fortitude DC 15)-Drezen (Citadel)
Luminous Encouragement+2-On crit: +3d4 positive energy damage
On kill: +2 bonus to attack rolls for next 2 rounds
56000Blacksmith
Heavy Mace
Defiler+4UnholyIncreases power of Channel Negative Energy by +2d6-Upper City
Grasp of Devotion+5HolyOn kill: next spell is extended-Legacy of the Ancients
Sun Stroke+3Radiant
Cold Iron
On hit: target is sickened for 1d4 rounds (Fortitude DC 23)-Hellknights Outpost
Voice of Hollow+2MithralOn crit: enemies in 30' cone affected with Voices of Hollow for 1d4 rounds (Will DC 16)-Leper's Smile (Cave)
Greatclub
Double Jeopardy+2-When landing an attack against a new target, the next successful attack does +2d6 damage28000Wilcer Garms
Greatclub of Sacred Cinders+5Disruption
Incinerating
On hit vs. undead enemies: the target suffers from holy flame (1d6 holy damage, -20 to saves vs. disruption) for 3 rounds
+12 competence bonus to Lore (Religion)
-Iz
Nature's Choler+3CorrosiveOn kill: enemies within 15' take 2d6 piercing damage (Fortitude DC 25)-Thraz the Spinebreaker
Ruthless Assault+5AnarchicOn charge: creatures adjacent to the target suffer 2d6 bludgeoning damage and the main target is stunned for 1 round (Reflex DC 28)-Colyphyr Mines
Quarterstaff
Ashmaker+4Flaming
Flaming Burst
+2 bonus to attack rolls and caster level with Evocation spells-Bad Luck Tavern
Blaze of Disaster+1Flaming3 / day: 8d6 Fireball-Lost Chapel
Burned Ashwood+2-At will: cast Burning Arc as a 5th level Wizard60000Arsinoe
Fiery Spell Weaver+5Flaming
Flaming Burst
+1 bonus to caster level
+4 bonus to checks to overcome spell resistance
+15 competence bonus to Use Magic Device
-Horzalah
Locust Shepard's Staff+2-DR 5/- vs. swarms
Deals 3d8 bludgeoning damage to swarms
3 / day: Remove Sickness as a swift action
35000Arysen Krei
Necromancer's Staff+1-+3 enhancement bonus to the weapons of monsters summoned using Animate Dead and Create Undead spells-Swamp Cave
Phantasmal Guide+5Ghost Touch+3 effective caster level with Illusion spells92000Krebus
Pillar of Hope+3HolyOn crit: allies within 15' gain +2 morale bonus to attacks for 1 round-Skeletal Salesman
Quarterstaff of the War Mage+3-+2 spell DC
+4 bonus to spell resistance checks
+5 competence bonus to Use Magic Device
-Ivory Sanctum
Spirit Thrasher+4AxiomaticThe wielder gains a +2 morale bonus to attack and damage rolls for 2 rounds when expending points from their ki pool113000Storyteller
Shortspear
Impaler+4Unholy+2d6 piercing damage vs. Large creatures or bigger
Small (or smaller) creatures with 100 HP or less are instantly killed (Fortitude DC 26)
98000Wirlong Black Mask
Tight Grip of Anguish+3ShockOn crit: target takes additional 1 piercing damage per hit for 1d3 rounds (Fortitude DC 22)-Blacksmith
Spear
Stormcaller+5Thundering
Thundering Burst
Creatures summoned by the wielder deal +1d6 sonic damage-Dimalchio
Longspear
Devastating Blow from Above+1-+1d4 piercing damage while mounted6500Joran Vhane
Fabled Hero's Lance+5Oversized
Dragon Bane
+2 circumstance bonus to attack and damage rolls while mounted
On charge: +8d6 piercing damage
-Vavakia Vanguard
Feral Raider+5CruelOn kill when mounted: the wielder's mount gains a +5 competence bonus to attacks for 3 rounds90000Xarra
Racking Point+2RadiantOn crit: additional attacks against the target deal +1d4 positive energy damage for 1d4 rounds26000Wilcer Garms
Dart
Noxious Stalker+3CorrosiveOn hit: target is poisoned for 3 rounds, becoming slowed and sickened (Fortitude DC 22)62000Incubus Merchant
Ruse+2-On crit: target is flat-footed for 1 round27600Wilcer Garms
Whistling Killer+4-Deals sonic damage
On crit: 1d6 sonic damage per two caster levels to enemies within 15'
96000Herrax
Javelin
Quick Death+2-+5 damage when hitting a new target-Drezen (Prison)
Sky Scorcher+5Flaming
Flaming Burst
On crit vs. flying enemies: target is stunned for 1 round
+5 competence bonus to Mobility checks
128000Wirlong Black Mask
Light Crossbow
Explosive Fervor+5Holy
Flaming Burst
Flaming
On hit: enemies within 5' take 3d6 holy damage (Reflex DC 30 for half damage); swarms always suffer full damage.-Temple of Stone Manuscripts
Life Deliverer+4Undead BaneCast healing spells as though empowered by Reach metamagic-Upper City
Light Crossbow of Oracle's Misery+2-On crit, when wielded by an Oracle: the target suffers the downsides of the Oracle's curse (Will DC 22)-Topaz Solutions
Silver Hawk+1-2d4 force damage to all enemies within 10' on critical hit7000Joran Vhane
Heavy Crossbow
Crossbow of Judgment+2-Critical range reduced to 20
Critical hits automatically confirmed against chaotic or evil creatures
-Crusade mode
Detainer+2-Target is knocked back 15' and slowed for 1 round (Fortitude DC 16)16900Joran Vhane
Ricocheting Heavy Crossbow+3Keen
Cruel
On crit: damage up to 3 additional enemies adjacent to the target-Heart of Stone
Rolling Thunder+5ThunderingOn hit: enemies within 5' of the target receive 4d6 sonic damage (Fortitude DC 28 for half damage)102000Xarra
Rude Stopper+5-On hit: target is unable to cast spells or attack for 1 round (Will DC 30); an affected enemy is immune to this effect for 3 rounds99000Raggy
Composite Shortbow
Eye for an Eye+3-On hit: +1d12 piercing damage-Crusade mode
Feral Charge+4SpeedAnimal companion is hasted-Rotten Guttery
Hunter's Assurance+3BleedOn crit: stacking -1 penalty to AC until the end of combat-Leper's Smile
Composite Longbow
Deadeye+4AxiomaticWhen first hitting an enemy more that 30' distant, inflict a -2 penalty to AC for 3 rounds-Intoxicated Demons' Leader
Delamere's Bow+2HolyOn hit: target is entangled for 1 round (Fortitude DC 22)
Can only be equipped by good-aligned characters
-Temple of the Good Hunt
Longbow of Leeching Strike+5BleedOn crit: target takes 1d6 direct damage for every 5' travelled for 2 rounds101000Wirlong Black Mask
Savamelekh Spine+5ViciousOn hit: target suffers -2 penalty to all ability scores-Savamelekh
Wicked Longbow+2-Target saving throws lowered (Will DC 20)-Market Square
Handaxe
Crushing Cold+3Adamantine
Frost
On crit: Cone of Cold-Greybor
Peacemaker+5Evil Outsider BaneCritical range 18-20
On crit: target loses Dexterity bonus for 3 rounds
-Bone Hills
Throwing Axe
Eye Gouger+5Corrosive
Corrosive Burst
On crit: target is blinded for 4 rounds (Fortitude DC 31)-Fye the Tavern Keeper
Fixed Obsession+3KeenOn hit: +1 stacking force damage until the end of the round-Marhevok
Frost Embrace+3Frost
Icy Burst
On hit vs. new enemy: target is paralyzed for 2 rounds (Fortitude DC 24)-Marhevok
Nordic Welcome+4Frost
Icy Burst
On first hit in a round: target suffers a -3 penalty to damage rolls and is slowed for 1 round (Fortitude DC 27)99000Storyteller
Throwing Axe of Silence+3-On hit: target unable to cast spells for 1d4 rounds (Fortitude DC 14)-Lost Chapel
Battleaxe
The Blitz+3Flaming
Mithral
On crit: enemies within 10' take 1d6 holy damage per round for 1d4 rounds (Reflex DC 23)-Midnight Fane
Guardian's Battleaxe+3Adamantine+3 competence bonus to attacks of opportunity.
If wielding the Guardian's Shield, the bonus increases to +6 and a successful attack of opportunity deals +2d6 slashing damage
-Captain of the Drowned
Ice Breaker+1Cold IronOn crit: 3d6 cold damage to all creatures within 10' (Reflex to avoid)-Pitaxian Wine Cellar
Rusty Dawn+4Corrosive
Corrosive Burst
Critical multiplier x4
On crit: target suffers -3 penalty to Strength and Constitution for 2 rounds; wielder must make an Athletics (37) check or be unable to use the weapon next round
100000Raggy
Touch of Flaw+3-On hit: -1 penalty to attack rolls (Reflex DC 20, stacks to -5)62000Blacksmith
Greataxe
Blinding Wrath+5AnarchicOn crit: inflict weapon damage to all creatures in melee range (including the wielder and their allies)-Gelderfang
Blocker+1Cold IronOn hit: enemy knocked prone (Fortitude 10)-Deradnu
Gore Feaster+5Furious
Bleed
On kill: gain fast healing 10 for 3 rounds-Iz
Lethal Squall+2ThunderingOn hit: next attack deals +5 Slashing damage (Fortitude DC 20)-Drezen (Barracks)
Splintershred+5Adamantine
Oversized
Furyborn
Can make an attack against an enemy within 30' as a standard action. If the attack is successful, the target is knocked prone (Fortitude DC 30)-Bosun Bonecracker
Kukri
Abrupt End+4Shock
Shocking Burst
+2 insight bonus to attacks vs. enemies wielding shields
+2 bonus to damage rolls vs. enemies armed with two-handed weapons
-Latverk
Astringent Pacifier+5Caustic
Sacrificial
On kill: all enemies within 15' are panicked for 3 rounds (Will DC 32)
+15 competence bonus to Intimidate checks
-Savamelekh
Grace of Peace+1Cold Iron+2 damage vs. undead creatures-Tower of Estrod
Shortsword
Blitz Cut+3ShockBypasses damage reduction-Gormandizer
Claw of Jistka+1Flaming--Indarah
The Malady+1Cold IronOn hit: sickened for 1 round (Fortitude 12)-Gray Garrison
Unexpected Resolution+5-On hit: 1 of
- +6d6 slashing damage
- 1d4 ability damage
- target healed for 3d4 HP
- wielder takes 3d4 damage
- -3 penalty to attack and damage for 1d6 rounds
99000Wirlong Black Mask
Void's Kiss+5Necrotic
Nullifying
On first attack: target is unable to cast spells for 2 rounds (Will DC 31)-Ashen Lady
Longsword
Balanced Defender+3-+3 bonus to attack when wielding a shield-Ivory Sanctum
The Beacon of Innocence+2Holy
Evil Outsider Bane
Cold Iron
--Galfrey
Black Dragon's Fang+3CorrosiveOn hit: +2d6 acid damage to enemies within 30'; cannot be activated again for 1d4 rounds75000Wilcer Garms
Blood Boiler+3Flaming
Faming Burst
On kill: 2d6 fire damage to enemies within 15'68000Skeletal Salesman
Daybreak+5Holy
Evil Outsider Bane
On kill: allies within 30' gain a +1 luck bonus to attack and weapon damage rolls, saves and skill checks for 3 rounds; stacks up to 3 times-Threshold (Entrance)
Excruciating Remorse+5UnholyOn hit: target takes +1d8 fire damage and +1d8 negative energy damage-Nahyndri's Soul
Holy Devotee's Wrath+3HolyCounts neutral enemies as evil
Smite Evil works against neutral enemies
105000Wirlong Black Mask
Iron Prayer+1Cold Iron+2 attack and +1d10 damage vs. demons-Ewzen the Treasure Plunderer
Smoking Killer+5IncineratingOn crit: all allies within 15' gain total concealment for 1 round-Tough Balor
Solemn Hour+2Cold Iron
Evil Outsider Bane
--Drezen (Citadel)
Rapier
Interceptor+5Keen+2 to attack and damage rolls with attacks of opportunity
When an AOO kills an enemy, the wielder gains one extra attack the next round
110000Wirlong Black Mask
Mind Piercer+2Cold Iron+1d6 piercing vs. enemies with mind-affecting conditions-Leper's Smile (Cave)
Reeking Heart of the Arcane+3-When affected by a magical effect that grants an enhancement bonus, the bonus is increased by +1-Wintersun (Village)
Tender Touch+2NecroticVampiric Touch spell does d8 damage rather than d6-Drezen (Citadel)
Translucent Needle of Astonishment+5Evil Outsider BaneOn first hit: target is paralysed for 2 rounds (Will DC 31); on a successful save, they are staggered instead-Horgus Gwerm
Scimitar
Abrupt Force+1Cold IronOn hit: target is stunned for 1 round (Fortitude DC 13)-Market Square
Blade of Order+2-Applies a -1 stacking penalty (max -5) to damage rolls of a Chaotic Evil target26900Wilcer Garms
Dawnflower's Kiss+5-+2d6 holy damage
On crit: the wielder gets 1 additional attack and a +4 bonus to attack rolls for 1 round.
-Ineluctable Prison
Faith Bearer+4HolyOn crit: all allies are healed a number of HP equal to the wielder's ranks in Lore: Religion (Lore: Religion DC 40)-Upper City
Furyborn Child+3FurybornAny animal companion's attacks have the Furyborn property62000Wilcer Garms
Rapscallion+5Flaming
Flaming Burst
1 / day: deal 20d6 damage to enemies in 20' area and stagger them for 3 rounds (Reflex DC 30 for half damage and avoid staggered status)-Journey to Colyphyr
Rupturing Storm+4-Deals +3d6 fire damage
On crit: allies' weapons become flaming for 1d3 rounds and they gain fire resistance 20
-Darrazand
Scimitar of Wind+2Thundering+1 caster level with Transmutation spells-Drezen
Falchion
Holy Blare+2HolyOn crit: evil creatures within 15' become confused and suffer 1d4 holy damage per round for 1d4 rounds (Will DC 20)66000Skeletal Salesman
Jinx+2Cold IronDeals +base damage to a target under the effect of a hex25000

Wilcer Garms
Arysen Krei

Rumbling Falchion+5Thundering+5 competence bonus to CMB
+1 circumstance bonus to AC for 1 round when succeeding at a Sunder Armor manoeuvre
No AC penalty when using Cleave
-Middle City
Touch of Mercy+4BleedOn crit: instantly kill a bleeding enemy with < 80 HP-Ivory Sanctum
Greatsword
Blood Red Cleaver+5Oversized
Vicious
+6d6 slashing damage to enemies with <30% HP remaining168000Blacksmith
Exterminator+3Living Bane+5 bonus to saves vs. Necromancy spells
-20 HP
110000Wirlong Black Mask
Fang of Malice+3FurybornThe user does not suffer an AC penalty when raging-Morveg
Fatal Beacon+3HolyOn crit: target cannot make attacks of opportunity for 1 round and suffers a -5 penalty to Athletics and a -2 penalty to Reflex saves70000Gesmerha
Numerian Greatsword+3-1 / day: activate various special abilities for a number of rounds equal to the wielder's character level-Blackwater
Rage of Ice+1Furious
Greater Frost
--Chieftain Ailberije
Two-Bladed Sword
The Debilitator+3MithralOn hit: 1d3 Strength or Constitution damage (Reflex DC 23)76000Gesmerha
Winter's Mark+5FrostWhen hitting a Medium or smaller creature for the first time: +2d6 cold damage
When hitting a Large or bigger creature for the first time: all enemies within 15' become vulnerable to cold for 3 rounds
104000Wirlong Black Mask
Flail
Deathbed Servant+4-Wielder under the effect of Cloak of Dreams (as cast by a 15th level Wizard)98000Herrax
Demon's Terror+2Speed
Radiant
+4 attack bonus on the first attack against a new demonic opponent-Greengates
Flail of False Hope+2MithralOn crit: restores 1d6 HP to the wielder
Can only be wielded if alignment is CN, CE or NE
-Nulkineth
Hope Crusher+3Speed
Furyborn
--Nexus
Heavy Flail
Merry-Go-Round+1-When the wielder misses, the next attack automatically deals an additional 1d6 bludgeoning damage7800Joran Vhane
Pure Savagery+3CruelDeals 1d12 piercing / bludgeoning damage
Wielder gains a +4 bonus to Intimidate
59000Gesmerha
Tyranny of Mind+2-Causes permanent Confusion (curse DC 15) if wielded by a good character
On hit: Dominate Person for 1 round (Will DC 13)
-Crusade mode
Light Hammer
Eviscerating Doom+3FrostOn crit: target takes 1d6 Strength damage-Wilcer Garms
Hammer of Masterpiece+5-

With two rings and an amulet equipped:
+3d10 force damage
3 / day: wielder or ally gains +3 circumstance bonus to attack and damage for 1 hour

-Darek Sunhammer
Momentum+2-When the wielder confirms a critical hit, all members of the party are hasted for 1d3 rounds-Nightingale Grove
Warhammer
The Collapse+1Cold IronOn crit: enemies within 15' knocked prone (Fortitude DC 16)-Gray Garrison
The Entomber+4-On charge: target becomes vulnerable to bludgeoning damage and slowed (Fortitude DC 33)
On crit: all enemies within 30' are affected by the same condition (Fortitude DC 33)
-Rotten Guttery
Facesmasher+3FurybornAutomatic critical hit confirmation vs. medium size creatures
On hit: target is staggered for 1 round (Fortitude DC 35)
-Baphomet's Forerunner
Hammer of Ruin+5ViciousOn crit: target loses DR for 1 minute173000Wilcer Garms
Earth Breaker
Burning Torment+3-On hit: target is consumed by abyssal flame for 1d4 rounds (1d6 unholy damage and 1 Strength damage per round; Fortitude DC 26)
Can only be equipped by chaotic or evil characters
78000Incubus Merchant
Clawfall+5Undead Bane
Destructive
3 / day: cast Horrid Wilting as a 15th level Wizard-Dead Warrior Maiden
Divine Dismissal+4HolyCast greater dispel magic at will110000Wirlong Black Mask
Powerful Pummel+3-On crit: all creatures within 10' pushed back 10' and knocked prone (Fortitude DC 23)71000Blacksmith
Smasher+2NecroticTarget takes 2 Strength damage (Fortitude DC 16)17000Joran Vhane
Terrifying Tremble+5UltrasoundOn kill: deal sonic damage equal to wielder's Athletics rank to adjacent enemies (Fortitude DC 30 for half damage)180000Skeletal Salesman
Light Pick
Unavoidable Drill+3KeenEnemy DR decreased by 1-Crusade mode
Vibrant Dissolver+4UltrasoundOn first hit: target takes damage equal to its AC (Fortitude DC 30)-Colyphyr Mines
Heavy Pick
Dreadful Onslaught+5UnholyWhen charging, the target suffers 2d6 bludgeoning damage and suffers a -2 penalty to saving throws for 1d3 rounds (Reflex DC 27)-Hepzamirah
Mad Sculptor+3Construct BaneDeal +1d6 precision damage when engaged by 2 or more enemies71500Gesmerha
Rabid Underdog+2-Critical hits automatically confirmed vs. Large and bigger creatures-Drezen (Citadel)
Spiteful Mockery+5Cruel
Flaming
Flaming Burst
1 / day: cast Prediction of Failure as a 20th level Wizard-Enigma
Bardiche
Bow Breaker+5Holy+2 circumstance bonus to attack and damage vs. enemies with ranged weapons166000Blacksmith
Bug Crusher+1-A medium sized target, or smaller, suffers additional weapon damage (Fortitude DC 17)22500Wilcer Garms
Decimation+1Cold IronOn crit: deal 1 damage to Constitution-Arendae Party House
The Dissector+3-+2d6 slashing damage vs. bleeding or helpless enemies75000Blacksmith
Glaive
Banshee's Heart+3ThunderingOn crit: all creatures within 15' take 2d8 + 4 sonic damage and are knocked prone for 1 round (Fortitude DC 17)-Baphomet High Priest
Dark Horn+1Cold Iron+1d3 negative energy damage-Cultist Necromancer
Death Pact+5UnholyOn charge: +6d6 unholy damage
On kill: summon a CR 19 gallu for 1 minute
-Minotaur Guard Commander
Marching Terror+1-Target takes 1d6 negative damage when hit for the first time;
other enemies within 15' must pass a Will save (DC 16) or be frightened for 1 round
-Hosilla
Mutilated Angel+5Adamantine+5 attack and +1d12 slashing damage against evil creatures
On hit: target suffers a -1 penalty to AC (stacks to -5)
Wielder suffers a -3 penalty to Charisma
-The Songbird
Soulshear+3AdamantineOn kill: summon Babau, Marilith or Balor demon (1 / battle)-Staunton Vhane
Scythe
Bonesnatcher+5SpeedOn hit vs. corporeal enemy: +2d6 precision damage-Shipbreaker
Dark Glowing Scythe+2-On hit: +1d3 negative energy damage and +1 negative energy damage per round for 1d4 rounds (Reflex 15)-Jeslyn
Deadly Toll+4-+4 bonus to critical hit confirmation rolls-Crusade mode
Mother's Call+3UnholyOn hit vs. undead: target is dominated for 1d4 rounds (Will DC 23)61000Incubus Merchant
Rotten Dissector+4Corrosive
Corrosive Burst
On first hit against a new enemy: enemy suffers 2d6 acid damage if it hits with an attack (6d6 acid damage if the hit is a critical hit) for 4 rounds99000Xarra
Wide Sweep+2-Deals 2d4 slashing damage to adjacent enemies30000Wilcer Garms
Trident
Call of the Ocean+3-1 / day: summon Large Water Elemental67600Blacksmith
Triumph of Pain+5AgileOn first hit: target is knocked prone for 1 round and takes 3d6 piercing damage (Reflex DC 27); target suffers a -4 penalty to CMD for 2 rounds if it makes the save-Middle City
Kama
Defense by Offense+2Mithral+1 dodge bonus to AC-Drezen (Citadel)
Edge of Expulsion+5Evil Outsider Bane+12 competence bonus to Lore (Religion)
2 / day: Cast Banishment as a 20th level Cleric
170000Exotic Weapons Provider
Maimer+5-On first sneak attack: target suffers -3 to attack rolls, saving throws and skill checks for 1d3 rounds (Will DC 27)92000Wirlong Black Mask
Nunchaku
Kapao+1HeartseekerWhen wielded by a Monk: +5 enhancement bonus to CMB and CMD-Malkari the Strangled
Odds Evener+4Axiomatic+10 competence bonus to Athletics
Immune to flanking
+1d6 bludgeoning damage when there is more than 1 enemy within 5'
102000Wirlong Black Mask
Sai
Ghost Sting+2KeenOn crit: grants Greater Invisibility for 1d3 rounds-Woljif
Grasping Frost+3FrostOn hit: enemy is slowed for 1d4 rounds and suffers -1 AC for each round of the effect (once per enemy)-Chapter 3 (unknown)
Impending Demise+5AxiomaticCritical range of 18-20
Automatically confirms critical hits against flanked enemies
90000Wirlong Black Mask
Bastard Sword
Frostbite+5Frost
Icy Burst
On attack of opportunity: target is paralysed for 1 round (Reflex DC 30)121000Wirlong Black Mask
Howling Doom+5FuriousOn kill: cast Greater Shout as an 18th level Wizard-Ineluctable Prison
Dueling Sword
Blood Freezer+5Bleed
Frost
Icy Burst
On crit: target is unable to attack with weapons for 2 rounds (Fortitude DC 31)-Laughing Caves
Herald of Pain+2Cold IronOn crit: target is sickened for 1d4 rounds-Fallen Crusader
Master Fencer's Sword+4AnarchicThe wielder adds half their Mobility rank as a bonus to damage with critical hits and attacks of opportunity105000Woljif
Estoc
Crippling Kiss+3KeenOn crit: the target suffers a -2 penalty to attack rolls, saving throws and skill checks until the end of combat-Greengates
Destroyer of Planes+5Agile
Brilliant Energy
+2 DC with Evocation spells232000Skeletal Salesman
Nimble Edge+1SpeedOn crit: gain +2 morale bonus to Dexterity and inflict +1d4 piercing damage for 2d3 rounds36000Wilcer Garms
Night Flash+5Shock
Speed
+5 bonus to initiative170000Wirlong Black Mask
Falcata
Artificial Predator+4Bleed
Cruel
When no other enemies are within 15', the enemy receives a -2 penalty to attack rolls and saves100000Wirlong Black Mask
Ceremonial Falcata+2-+5 morale bonus to Persuasion checks
When using Dazzling Display, affected enemies take 1d8 sonic damage
30000Wilcer Garms
Disemboweler+5Vicious
Sacrificial
+3d6 slashing damage vs. Medium and smaller enemies150000Wilcer Garms
Nightmare+3UnholyOn hit vs. frightened or shaken enemy: target takes 1d12 negative energy damage and is knocked prone for 1 round (Fortitude DC 22)-Midnight Fane
Pain Channeler+1-+2 bonus to attack rolls for all touch attacks7400Joran Vhane
Tongi
Dissolution+2CorrosiveOn crit: +2 acid damage (stacking)26700Woljif
Indomitable Punisher+5Axiomatic
Shock
Shocking Burst
+5 competence bonus to CMB-Ineluctable Prison
Rulebreaker+4AnarchicOn charge: target loses Dexterity bonus to AC for 1 round108000Wirlong Black Mask
Scream of Pain+3Thundering
Thundering Burst
On hit: target is shaken for 1d3 rounds (Fortitude DC 23)-Blackwater
Fauchard
Bearer of Sorrow+4Cruel
Vicious
One extra attack for every fifth hit-Senior Guard
Defender's Nemesis+5Elder FlamingOn crit vs. enemy with shield: target suffers -4 penalty to AC for 3 rounds180000Blacksmith
Mighty Blow of Good+2Evil Outsider Bane+3 bonus if wielder is good-aligned61000Exotic Weapons Provider
Rushlight+5Nullifying
Radiant
On charge; wielder gains spell resistance equal to 11 + character level for 3 rounds-Final Veil
Dwarven Waraxe
Mighty Advisor+4Dragon BaneDoubles any insight bonuses to attack and damage99000Wirlong Black Mask
Relentless Assault+3-On crit, when dual-wielding Dwarven Waraxes: gain an additional attack with the other weapon45000Wilcer Garms
Elven Curve Blade
Devitalizer+5Cruel
Elder Corrosive
Elder Corrosive Burst
+2 circumstance bonus to attack and damage vs. exhausted enemies-Iz
Final Glance+4Shock+2d6 slashing damage vs. blinded enemies
On the first hit in a round: target is blinded for 1 round (Will DC 27)
118000Herrax
Second Chance+3KeenOn miss: stacking +3 attack bonus-Forn Autumn Haze
Dwarven Urgrosh
Certainty of Death+3HolyWhen a hit doesn't deal any physical damage, the next hit deals force damage-Blackwater
Torag's Wrath+2RadiantOn crit: +4d6 holy damage64000Exotic Weapons Provider
Wrath of the Creator+5Keen
Construct Bane
+6 insight bonus to initiative
+10' base speed
+2 dodge bonus to AC vs. Huge and bigger enemies
-Iz (Basement)
Gnome Hooked Hammer
Crushing Burden+5ViciousAfter lading 3 hits on an enemy, the target becomes fatigued (Fortitude DC 28)
After lading 3 hits on a fatigued enemy, the target becomes exhausted (Fortitude DC 31)
-Melazmera
Honorable Judgment+2AxiomaticIf the wielder is Lawful, the first hit against a Chaotic creature in a round inflicts +1d6 Holy damage-Lost Chapel
Rebound+3Cold IronOn hit: target is stunned for 1 round and takes 2d8 piercing damage (Fortitude DC 23)-Midnight Fane
Wrecking Devil+5Axiomatic
Nullifying
On crit: target suffers -3 AC for 3 rounds (Fortitude DC 31)-Hellknights Outpost
Orc Double Axe
Screaming Reaper+4ViciousOn kill: all enemies within 15' take 4d6 sonic damage and are frightened for 1 round (Will DC 27)120000Woljif
Sequence of Murder+3-+1d12 slashing damage if both ends hit the target-Wintersun
Slaughtering Silence+5NullifyingOn crit: target is unable to cast spells for 2 rounds (Will DC 30)170000Skeletal Salesman
Tempest+1Cold Iron+1 cold damage with one end, +1 sonic damage with the other-Pitaxian Wine Cellar
Sling Staff
Decay Spreader+5Corrosive+2 damage for each corpse within 50'110000Wirlong Black Mask
Hazard+2-On hit: target suffers -1 penalty to a random save (Reflex DC 14)-Woljif
Nature's Agony+3-At start of combat: enemies within 30' receive 3d6 sonic damage for 1d4 rounds (Will DC 23)
+2 DC for spells with sonic descriptor
61000Exotic Weapons Provider
Oak of Thunder+5Thundering
Thundering Burst
On taking >= 30 damage in a single hit: +2 attacks per round for 3 rounds240000Exotic Weapons Provider
Quivers
Fatal MarkN/A-Arrows mark enemies. When hitting a marked enemy, all other marked enemies within 20' take 2d6 damage (30 / day)-Savamalekh's Mansion
Joke of Nature QuiverN/A-Deals an additional 1d6 + 5 piercing damage
On crit: transforms target into a pony for 1 round
-Midnight Isles
Quiver of Cursed ThornsN/A-On hit: target is entangled by unholy vine for 1d4 rounds (Reflex DC 17) (x20)-Greengates
Quiver of Marksman's AidN/A-Deals no damage but marks the target granting allies a +2 bonus to hit (x40)-Midnight Isles
Quiver of Sacred VengeanceN/A-Each arrow hits two additional enemies within 15' and deals an additional +1d6 Holy damage (x30)38000Wilcer Garms

Finnean and Radiance

Finnean the Talking Weapon and Radiance are unique weapons that you acquire early in the game and which become more powerful as you progress.

Finnean the Talking Weapon

Finnean is a sentient (and talking) item and can assume any weapon form that a character is capable of using.

  • Chapter 1
    You find Finnean in the Ancientries and Wonders Shop in Kenabres. It is a +1 weapon with the Cold Iron and Ghost Touch properties.
  • Chapter 3
    You will have an encounter with Baphomet Cultists demanding the return of Specimen 367 while travelling on the world map. Speak to Finnean after dealing with them and he will receive his first upgrade, becoming a +3 Ghost Touch Heartseeker weapon.
  • Chapter 5
    You can go to the Bladesmith Workshop any time after capturing the Castle of Desires. Refuse to hand Finnean over and defeat the Bladesmith and collection of animated weapons and armour. Speak to Finnean afterwards and he will receive his final upgrade becoming a +5 Brilliant Energy Heartseeker weapon.

Radiance

Radiance is a holy longsword.

  • Prologue
    You find Yaniel's legendary sword in the Shield Maze after solving a puzzle. It is a non-magical weapon with the Cold Iron and Masterwork properties. If your main character is a Paladin, the sword will receive a +1 enhancement bonus.
  • Chapter 1
    in the courtyard of the Defender's Heart, speak to Joran Vhane who promises to make a scabbard for Radiance.
  • Chapter 2
    Ensure that Radiance is in your inventory before you enter Drezen. When you meet Joran Vhane in the dungeons underneath the Citadel, he will give you the promised scabbard. Radiance receives its first upgrade, becoming a +2 Cold Iron weapon.
  • Chapter 3
    Ensure that Radiance is in your inventory before you enter the Midnight Fane. When you meet Yaniel, give her the sword and she will power it up. Its enhancement becomes +4 Cold Iron. In the hands of a Paladin or good-aligned mythic creature, it becomes a Holy Avenger, conferring spell resistance equal to 5 + the wielder's class level to the wielder and adjacent allies. Once per round, as a standard action, the wielder can cast the area version of Greater Dispel Magic.
  • Chapter 5
    Ensure that Radiance is in your inventory when you go to Iz. When you fight Deskari, Radiance will power up one last time, increasing its enhancement to +6 Cold Iron.

Unique Armour

Unique Armour

Armor Properties
  • Adamantine
    1/- DR (light), 2/- DR (medium), 3/- DR (heavy).
  • Mithral
    Weight is reduced by 50%. Heavy armour is treated as medium armour while medium armour is treated as light armour. Spell failure is reduced by 10%. maximum Dexterity bonus is increased by 2 and armour check penalty is reduced by 3.
  • Singing Steel
    Heavy armour is treated as medium armour while medium armour is treated as light armour. Spell failure is reduced by 5%. maximum Dexterity bonus is increased by 1 and armour check penalty is reduced by 1. Bardic performance is one action category quicker (i.e. a standard action becomes a move action, a move action becomes a swift action and a swift action becomes a free action).
NameEnch.PropertiesSpecialCostWhere / How to Get
Haramaki
Arrow Catcher+5-DR 6/- against ranged weapon attacks69000Skeletal Salesman
Deadly Rays+5-+4 insight bonus to ranged touch attack rolls-Ineluctable Prison
Haramaki of Divine Guidance+4-+4 sacred bonus to saving throws-Woljif
Impending Eclipse+5-Immune to elemental damage for the first 3 rounds of combat-Areshkagal
Padded Armour
Armor of Vigilant Sprouts+4-When hit by a sneak attack or attack of opportunity, the attacker is entangled for 3 rounds (Reflex DC 28)-Flayer Twins
Leather Armour
Delamere's Armor+3-+2 effective caster level with Plant domain spells-Temple of the Good Hunt
Mantle of Night+3-+10 competence bonus to Stealth checks
When the wearer loses invisibility, they become blurred for 1d4 rounds
-Midnight Fane
Mystic Grace+3-+1 maximum Dexterity bonus
10% Arcane spell failure chance
+2 bonus to caster level checks to overcome spell resistance
-Wirlong Black Mask
Snakeskin+4-+20' base speed
+4 profane bonus to Dexterity
Immunity to acid
-Cramzuk the Walking Reef
Trailblazer's Armor+5-+10 competence bonus to Perception
+3 bonus to maximum Dexterity
52000Woljif
Studded Leather
Seasoned Assassin's Armor+4-Wearer has total concealment against ranged attacks
When critically hit by a ranged attack, the wearer gains DR 10/- for 1d3 rounds
When critically hit by a melee attack, the wearer is knocked prone for 1 round
-Minagho's Bodyguard
Chainshirt
Eternal Ballad+4MithralBardic Performance and Raging Song are not interrupted if the wearer is knocked prone
Allies revived by Song of the Fallen gain a +2 morale bonus to attack and damage
-Zerieks
Lady Callandra's Chainshirt+2Mithral--Tower of Estrod
Purging Chains+5AdamantineImmunity to ability damage75000Skeletal Salesman
Royal Messenger's Chainshirt+4Mithral+4 bonus to Reflex saves
+10 competence bonus to Mobility checks
46000Wirlong Black Mask
Hide Armour
Animalistic Perseverance+5-Immunity to fire and cold while polymorphed
+15 competence bonus to Lore (Nature) checks
-Crusaders Camp (Iz)
Hide Armor of Elemental Carnage+4-When casting a spell with the fire, electricity, cold or acid descriptor, add +1 per die of damage49800Gesmerha
Tribal Scout's Hide+5-+10 competence bonus to Stealth
While in Stealth or invisible, all attacks deal +6 force damage
67750Woljif
Scalemail
Crypt Raider's Armor+1-+2 insight bonus to AC vs, undead-Shield Maze
Dragonfall+4-+4 insight bonus to AC vs. dragons
+2 insight bonus to attack rolls, damage rolls and saving throws vs. dragons
56000Storyteller
Flowing Scales+2-10% miss chance due to concealment9800Wilcer Garms
Chainmail
Chainmail of Comradery+3Mithral+2 damage vs. flanked enemies (+4 damage with Outflank)-Shivial the Pain Connoisseur
Chainmail of Dragonfly+3-1 / day: +1 insight bonus to attack and damage vs. demons to all allies within 30'-Crusade mode
Chainmail of Spiteful Barbs+5-+5 competence bonus to Intimidate checks
When suffering 10 or more damage from a ranged attack, the wearer gains +1 morale bonus to AC for 1 round and their next melee attack deals +2d6 piercing damage
63000Storyteller
Overlord's Chainmail+5Mithral+7 insight bonus to Intimidate-Diplomacy rank 6
Breastplate
Beacon of Carnage+4-Grants the wearer DR 2/-, +1 for each enemy in melee range (max DR 5/-)-Hepzamirah
Breastplate of the Tireless Warrior+5AdamantineWearer is immune to fatigue and exhaustion-Crusade mode
Great Bear Breastplate+5-Cold Resistance 30
Moderate Fortification
Spell Resistance 19
-Dead Warrior Maiden
Living Ram+1-When charging, deal 1d6 bludgeoning damage;
Target is knocked prone (Reflex DC 17)
10000Joran Vhane
Promise of Greatness+4-The first spell cast in combat is bolstered47000Wirlong Black Mask
Rock of Nature+2-+2 insight bonus to AC vs. attacks made with natural weapons13700Wilcer Garms
White Dragon+4-Cold resistance 30
All creatures within 5' take 2d6 cold damage each round
Can be worn by Druids
-Areelu's Lab (Old Wing)
Banded Armor
Gleaming Banded Armor+3-Fire resistance 30
Immunity to sleep, electricity and paralysis
148400Wilcer Garms
Welcome Respite+5-Immunity to fire and acid
If attacked while prone, stunned or staggered, the attacker will suffer from the same condition for 2 rounds (Reflex DC 30)
-Middle City
Half-Plate
Flowing Half-Plate+4-+5 bonus to Reflex saves
When making a Reflex save against an attack that deals half-damage on a successful save, the wearer takes no damage
52000Wirlong Black Mask
Grenadier's Half-Plate+5-Immunity to bombs-Ineluctable Prison
Full Plate
Carapace+2MithralWhen struck, attacker takes 1d3 Strength damage (Reflex DC 18)-Staunton Vhane
Realm Protector+4-Stacking DR 2/- for each dead outsider within 30'55000Xarra
Ustlavic Pride+3-+3 enhancement bonus to Charisma and +4 enhancement bonus to CMD
DR 5/- vs. attacks from undead
27000Arysen Krei
Light Barding
Lightened Harness+1-+10' speed
+1 attack of opportunity
-Gray Garrison
Medium Barding
Muscle Warmer+2-Cold resistance 10
+2 competence bonus to saves vs. movement-impairing effects
-Reliable Redoubt
Solid Chains+4-DR 6/piercing48000Wirlong Black Mask
Heavy Barding
Royal Guard's Barding+5-On charge: wearer deals +10d6 bludgeoning damage
Immunity to stunned and staggered conditions
-Ruined House (Iz)

Unique Shields

NameEnch.PropertiesSpecialCostWhere / How to Get
Buckler
Arrowguard+4-+3 bonus to AC against ranged attacks47000Arysen Krei
Buckler of Protective Elements+4-When targeted by a spell that deals elemental damage, gain immunity to the element for 1 round-Lower City
Deceiving Facade+1-2 mirror images for 2 rounds when critically hit6000Joran Vhane
Eluding Target+2-+2 dodge AC vs. attacks with two-handed weapons-Drezen (Citadel)
Light Shield
Ancient Wood+5-+15 competence bonus to Lore (Nature)
+3 competence bonus to AC vs. unarmed and natural attacks
-Iz
Bashing Shield+1-Deals damage as if it were a weapon three size categories larger (1d8 base for a medium character)-Midnight Isles
Flesh Tearer+5-+2 insight bonus on attack and damage rolls against living creatures-Ineluctable Prison
Shield of Retribution+2-Inflict 2d6 force damage against the attacker when targeted by touch or ranged touch spells-Lost Chapel
Talion Keeper+4-When critically hit, deal 2d6 piercing damage to the attacker49000Wirlong Black Mask
Heavy Shield
Assertion of Dominance+5-Immune to slashing and piercing damage while at full health-Hand of the Inheritor
Charred Bulwark+4-Immune to cold
+1 AC vs. medium and smaller creatures
-Battlebliss Arena
Divine Protector+2MithralDR 5/magic-Houndheart Campsite
Guardian's Shield+3-Immune to prone
+1 attack of opportunity per round
If equipped with the Guardian's Battleaxe, the axe gains the speed quality
-Kerdrin the Mutineer
Immaculate Petal+4-Spell Resistance 17
Negative Energy Resistance 30
-Trever
Painful Remorse+2-Vicious (+2d6 to target, 1d6 to wielder) when used as a bashing weapon11400Wilcer Garms
Shield of Holy Thorn+3Holy+2d6 holy damage when used for shield bashing37000Skeletal Salesman
Shield of Incorruptible Heart+4-+2 morale bonus to saving throws vs. evil creatures
When critically hit: cast Joyful Rapture as a 12th level Cleric
-Lair of the Echo of Deskari
The Undying Love of the Hopebringer+5-Spiked shield
1 / day: Light or Dark Aura
-Colyphyr Mines
Tower Shield
Bastion of Lion's Heart+2-Negative energy resistance 10
+1 morale bonus to saves vs. fear effects
-Drezen (Citadel)
Dawn of Life+3-Weighs twice as much as a regular tower shield and limits speed to 20'
When critically hit, wielder is healed a number of HP equal to their hit dice
16000Wilcer Garms
Shield of Chastise+5-+4 competence bonus to AC vs. touch attacks-Crusade mode
Spellbreaker+4-+10 competence bonus to saves vs. Evocation spells-Nexus
Warden of Darkness+4MithralDR 5/good
-2 penalty to attack rolls vs. evil creatures
Can only be equipped by evil characters
-Wintersun (Shrine of Gorum)

Unique Items

Belts

ItemPropertiesCostLocation
Assailant's Belt

+6 enhancement bonus to Dexterity
On crit: the wearer gains a +2 circumstance bonus to attack and damage rolls for 3 rounds

-Soul Hunter
Belt of Bloodlust

+4 enhancement bonus to Strength and Dexterity
On kill: +5 morale bonus to the next attack roll

83000Wirlong Black Mask
Belt of Demonic Shadow

Summon a shadow demon for 2 minutes when casting a level 6 spell or higher

-Scrubland by a Bend in the River
Belt of Physical Form +6

+6 enhancement bonus to Dexterity and Constitution

-Darek Sunhammer
Belt of Physical Perfection +6

+6 enhancement bonus to Strength, Dexterity and Constitution

-

Terendelev
Midnight Fane1

Belt of Thunderous Charging

+6 enhancement bonus to Strength
When charging, the target suffers a -2 penalty to AC vs. ranged attacks for 4 rounds

-Hepzamirah
Belt of the Venerated Champion

+6 enhancement bonus to Constitution
+2 bonus to Fortitude saves and a +1 insight bonus to AC against evil creatures

-

Demodand Mob Leader
Nexus Caves

Clutch of Corruption

+4 enhancement bonus to Strength
+8 enhancement bonus to Constitution
When confirming a critical hit with a natural weapon, the target becomes vulnerable to negative energy and unholy damage for 2 rounds

-

Melazmera

Display of Power

+6 enhancement bonus to Strength
All enemies within 15' suffer a -2 penalty to Will saves

88000Wirlong Black Mask
Lizard Tail

If an animal companion or polymorphed, gain +3 bonus to AC and Reflex saves; +8 circumstance bonus to AC on the first round of combat

79000Herrax
Mangling Frenzy

+4 enhancement bonus to Strength, Dexterity and Constitution
DR 3/-
On cit: +4d6 slashing damage if enraged

-Ruined House (Iz)
Specialist's Belt

+1 caster level when using a scroll or potion

26000Vissaliy Rathmus
Timely Assistance

+4 enhancement bonus to Constitution + Wisdom
When an ally within 20' strikes a killing blow, the next spell cast by the wearer is extended

150000Storyteller
Unceasing Slaughter

+4 enhancement bonus to Dexterity and Constitution
On kill: the wearer gains a +2 bonus to Dexterity and Constitution for 3 rounds

84000Woljif
Windfall

+1 luck bonus to attack rolls and saving throws

-Willodus

1 You must have beaten Inevitable Darkness in an earlier playthrough.

Boots

ItemPropertiesCostLocation
Acrobat's Footwear

The wearer can stand up without provoking attacks of opportunity

44400Woljif
Boots of Arcane Persistence

When casting the same spell for the fourth time in any given day, the next spell cast is quickened

56000Krebus
Boots of Elvenkind

+5 competence bonus to Mobility

-Ewzen the Treasure Plunderer
Boots of Free Rein

Freedom of Movement

-Greengates
Boots of Magical Whirl

After killing a demon for the first time in a battle, the wearer's next spell is quickened

-Mutasafen's Lab
Boots of Stampede

Add Athletics rank to damage when charging

-Nexus Caves
Boots of Wary Steps

Blindsight 10'
+10 competence bonus to Stealth checks

-Fleshmarkets
Cat's Boots

+4 enhancement bonus to Dexterity
Movement does not provoke attacks of opportunity
When worn with the Owl's Cowl, Dexterity bonus is +6 and the wearer gains a +5 bonus to initiative

-Currantglen
Expedition Boots

+10 competence bonus to Athletics skill checks
+5 competence bonus to Mobility skill checks

-Areelu's Lab
Forest Tracker's Boots

+10 competence to Lore (Nature)
Animal companions gains +20 hit points

-Vellaxia's Mansion
Offroad Boots

+4 enhancement bonus to Dexterity
Ignore difficult terrain
Difficult terrain grants +10' speed for 1 round

-Thalenicus the Eyeless Deadeye
Perfected Maneuver

+3 competence bonus to CMB and CMD

33000Gesmerha
Rootspeakers' Boots

30' tremorsense
+4 bonus to CMD vs. trip, bull rush, overrun and grapple manoeuvres

-Cave of Lamentation
Swiftfoot Boots

+10' movement speed

-Sarkorian Kinslayer

Bracers

ItemPropertiesCostLocation
Bracers of Abrupt Onslaught

+5 competence bonus to Trickery checks
Sneak attacks deal +1d6 bludgeoning damage

-

Artisan's Tower
Ashen Lady

Bracers of Animal Fury

+3 enhancement bonus to attack and damage rolls when polymorphed

23000

Arcane Weaver
Sarkorian Kinslayer

Bracers of Archery

+2 competence bonus to attack rolls and +1 competence bonus to damage rolls with bows

-Thalenicus the Eyeless Deadeye
Bracers of Armor +8

+8 armour bonus to AC

-

Terendelev
Alderpash

Bracers of Balance

+5 bonus to CMD and CMB. If the wearer would be knocked prone, they can avoid it if they make a Fortitude DC 23 save

72000Woljif
Bracers of Bravery

+2 morale bonus to Will saves
1 / day: cast Greater Heroism as a 15th level Wizard

-Midnight Isles
Bracers of Breaching

On crit: target becomes vulnerable to piercing damage for 2 rounds (Fortitude DC 23)

-Ivory Sanctum
Bracers of Dominance

On crit with two-handed weapon: target is unable to attack for 1 round (Will DC 24)

-Wintersun (Clan Hall)
Bracers of Eldritch Scholar

+6 bracers of armor
+5 competence bonus to Knowledge (Arcana) and Use Magic Device checks

-Tyrant's Minion
Bracers of Harmful Conversion

On being critically hit: attacker suffers a random condition (Blinded, Exhausted, Frightened, Sickened, Paralysed, Prone) and becomes immune to another random condition for 2 rounds (Fortitude DC 29)

-Fulsome Queen
Bracers of Mighty Boar

+6 enhancement bonus to Strength
When charging and using natural attacks, base damage for the first attack is tripled

-Troubled Merchant
Bracers of Rough Landing

+2 competence bonus to AC, attack and damage rolls vs. flying enemies

16200Wilcer Garms
Bracers of the Wizard

+2 armour bonus
+3 competence bonus to Knowledge (Arcana) checks

12000Vissaliy Rathmus
Clear Purpose

Cast healing spells without provoking attacks of opportunity
+2 bonus to Concentration checks

-Heaven's Edge
Engraved Lucky Bracers

+1 luck bonus to AC and saving throws
Can only be equipped by the main character

-Equipped at start
Negotiator's Bracers

+4 bonus to saves vs. mind-affecting conditions
+10 competence bonus to Diplomacy

-Lair of the Echo of Deskari
Phantom Slayer's Bracers

On first hit: Studied Target becomes blinded for 3 rounds (Fortitude DC 24)

-Ivory Sanctum
Repelling Bracers

+4 bonus to AC vs. touch attacks
-4 penalty to touch attacks
When an enemy gets within 5', it is pushed away 5' and becomes frightened for 1 round (Will DC 21)

47000Herrax
Scorching Bracers

3 / day: Scorching Ray (as a 12th level caster)
+2 DC with Evocation spells

32000Arysen Krei
Stormlord's Resolve

Grants spontaneous casters the ability to cast Call Lightning, Lightning Bolt, Chains of Light, Call Lightning Storm, Chain Lightning and Stormbolts
Electricity reisistance: 30
Attackers receive 1d6 electricity damage + 1 point per character level

-Blackwater
Veteran Marksman's Bracers

On hit vs. prone, stunned or staggered enemy: prolongs condition for 1 round (Fortitude DC 23)

-Wintersun (cave)

Cloaks

ItemPropertiesCostLocation
Blood Clarity

+2 resistance bonus to saving throws
On killing an enemy, become immune to mind-affecting conditions for 3 rounds

-Nightingale Grove
Call to Violence

+4 resistance bonus to saving throws
+2 bonus to attack and damage rolls for all enraged allies within 30'

38000Raggy
Celestial Protection

+5 resistance bonus to saves vs. demons
+5 competence bonus to Lore (Religion)

23000Arcane Weaver
Cloak of Astounding Prowess

+5 resistance bonus to saving throws
On kill: enemies within 15' are blinded for 4 rounds (Will DC 32)

-Diplomacy rank 6
Cloak of Blood Scent

+2 resistance bonus to saving throws
+2 attack bonus vs. wounded enemies when raging

-Drezen (Temple)
Cloak of Carnage

+5 competence bonus to Knowledge (Arcana)
+2 DC to Evocation spells

-

Ivory Sanctum
Eye Collector

Cloak of Cinders

+5 resistance bonus to saving throws
Deals 2s8 fire damage per round to enemies within 10'

-

Burnt Root Warden

Cloak of Cleansing

+2 resistance bonus to saving throws
+2 bonus to saves vs. compulsion and disease effects

-Nameless Ruins
Cloak of Disguise

+1 resistance bonus to saving throws
+3 competence bonus to Stealth checks

-Tirabade Residence
Cape of Pest Control

+2 resistance bonus to saving throws
DR 5/- against swarm attacks

14000Vissaliy Rathmus
Cloak of Resistance +6

+6 resistance bonus to saving throws

36000

Arcane Weaver
Ineluctable Prison

Cloak of Sacred Studies

+5 resistance bonus to saving throws
+12 competence bonus to Lore (Religion) and Knowledge (Arcana)

-Mutasafen's Lab
Cloak of the Ancient Herald

When channeling energy to heal, gain a +2 bonus to Persuasion checks and the DC of compulsion spells for a number of rounds equal to character level
When channeling energy to harm, affected creatures are dazed for 1 round (DC 10 + half character level + Charisma modifier)

-Areelu's Lab
Librarian's Cloak

+10 competence bonus to Use Magic Device
+4 effective caster level when using scrolls

-

Lower City

Living Flame

For 2 rounds after channeling energy (harm undead), melee attackers take 1d6 + character level fire damage

28000

Arcane Weaver
Extirpators' Camp

Lone Wolf's Cloak

When no allies or enemies are within 10', the wearer gets a +3 bonus to damage rolls with ranged attacks and a +2 bonus to saves

-

Upper City

Misty Cover

+4 resistance bonus to saving throws
+2 insight bonus to AC against flying creatures and summons

-

Pathetic Quasit

Perilous Shade

On kill: the wearer is affected by Greater Invisibility (as cast by a 15th level Wizard)
+10 competence bonus to Stealth

-

Nocticula

Scarlet Allure

+3 resistance bonus to saving throws
+5 morale bonus to Persuasion checks
When critically hit. or hit with a sneak attack or attack of opportunity, the attacker receives a -2 penalty to attack and damage rolls and AC (Will DC 27)

44000

Herrax

Skinned Leather Cloak

On first hit: Target is staggered and takes 2 points of Constitution damage per round for 1d4 rounds (Fortitude DC 29)

-Crimson Dust
Thick Pelt Cloak

+2 resistance bonus to saving throws
Immune to fire

31000Arcane Weaver
Toxic Wrap

Immunity to acid
On sneak attack: target is sickened for 1d3 rounds (Fortitude DC 26)

-Flayer Twins
White Wind's Cloak

Gain the Duelist's Precise Strike ability
If a Duelist, gain a +4 competence bonus to attack rolls while parrying and add 1.5x Duelist level to damage rolls
3 / day: Sacred Nimbus
Can only be equipped by non-evil creatures

-Ivory Sanctum
Wrath of the Undead

+5 resistance bonus to saving throws
Enemies within 60' become frightened for 1 minute (Will DC 33); on success the enemy becomes shaken for 5 rounds instead
Undead allies gain a +4 circumstance bonus to attacks rolls vs. enemies under fear effects and deal +2d6 precision damage

-Alderpash

Glasses

ItemPropertiesCostLocation
Cinder Goggles

1 / combat; cast Hellfire Ray at character level rather than caster level

-Mephistopheles
Glasses of Undeniable Truth

Permanent True Seeing
+2 profane bonus to initiative
When worn with the Robe Of Unspeakable Truth, the wearer receives a +2 competence bonus to Intelligence

-Ywrag the Defiant
Goggles of Ferocious Pact

Wearer takes a -2 penalty to AC, a -5 penalty to Persuasion and a -2 penalty to Fortitude but gains a +4 bonus to damage, +3 bonus to Will and +2 enhancement bonus to Wisdom

26500Maitresse Olla Devara
Goggles of Malocchio

+10 competence bonus to Perception
On crit with bow: target becomes disoriented for 1d4 rounds

34000Fye the Tavern Keeper
Goggles of Mind Control

+2 caster level and DC with mind-affecting spells

-The Enigma
Goggles of Piercing Gaze

+1 insight bonus to attack and damage rolls vs. outsiders
+10 competence bonus to Persuasion skill checks

-

Upper City
Dragon Burial Ground

Goggles of Pure Sight

1 / day: take 20 on Dispel Magic
+1 to caster level checks to overcome spell resistance

20000Jewelry Trader
Goggles of Quick Grasp

+15 competence bonus to Persuasion. Lore and Knowledge checks

-Diplomacy rank 6
Lenses of Prolonged Gaze

+3 additional uses of Enforcing Gaze per day (Aeon only)

-Midnight Fane
Mask of the Rapid Bites

When hitting an enemy with a bite attack for the first time in a round, make another bite attack at full AB

-Currantglen
Rascal's Goggles

+10 competence bonus to Perception and Trickery

59000Herrax

Gloves

ItemPropertiesCostLocation
Big Game Gloves

When announcing a Quarry, the target suffers a -2 penalty to AC and becomes Sickened for 3 rounds

-Maugla
Embroidered Gloves

+3 luck bonus to AC and Reflex, Will and Fortitude saving throws

-Areelu's Lab
Gloves of Arcane Eradication

+4 bonus to ranged touch attack rolls
+5 competence bonus to Use Magic Device checks

-Molten Scar
Fencer's Gift

+3 damage bonus to the second weapon when dual wielding or wielding a two-handed weapon
If the wielder has Weapon Training and the weapon benefits from the gloves, the training bonus increases by +2

-Befouled Burrows
Gloves of Dueling

+2 Weapon Training bonus
+4 bonus to CMD vs. disarm attempts

25000

Arcane Weaver
Kestoglyr

Gloves of Enduring Wizard

When casting a 7th level (or higher) spell, gain 20 temporary HP for 1 minute

-Latverk's House
Gloves of Martial Excellence

+1d8 bludgeoning damage with unarmed attacks
+10 competence bonus to Athletics

50000Storyteller
Gloves of Monster Protection

Summoned creatures gain spell resistance 21

-Dimalchio's Mansion
Gloves of Phlebotomy

On crit: target takes 1d6 bleed damage per round (Fortitude DC 10 + Wisdom modifier + character level)
Multiple applications stack

-Tender Cutter
Gloves of Resourceful Magus

+5 Arcane Pool

-Insolent Demon
Gloves of the Ambassador

+5 competence bonus to Knowledge (World) checks
+5 competence bonus to Persuasion checks
+2 enhancement bonus to Charisma

21000Arcane Weaver
Gloves of the Deathdealer

Sneak attacks deal +1d6 damage

-Ashen Lady
Gloves of the Neophyte

+1 damage per die rolled with cantrips and 1st level spells

3400Gemyl Hawkes
Harm Preventers

+4 competence bonus to saves vs. poison and curse
+10 competence bonus to Use Magic Device

-Journey to Colyphyr
Heavy Paws

+1d6 bludgeoning damage on critical hits with natural attacks

-Gray Garrison
Jaws of the Jackal

Profane Vigor and +2 natural armor bonus to evil summoned creatures
Greater Profane Vigor and +4 natural armor bonus to summoned Thanadaemons
Summoned good-aligned outsiders attack the wearer

-Fleshmarkets
Oppressor's Gloves

+2 bonus to Intimidate checks
On crit: target suffers a -2 penalty to saves vs. mind-affecting conditions

-Chilly Creek
Power Fist, the Gauntlet of Punching

+1 enhancement bonus on attack and damage rolls with unarmed attacks and natural weapons

-Pink Eye
Rabid Rippers

On crit with natural weapons: target becomes vulnerable to slashing and acid damage for 3 rounds (Fortitude DC 33)

-Chilly Creek
Savage Unity

Grants the wearer and their animal companion +3 insight bonus to attack and damage rolls for the duration of the Animal Focus ability

69000Arcane Weaver
Star Embroidered Gloves

Spell resistance 30
+2 luck bonus to all saving throws

-Daeran
Surefire Gloves

When the wearer hits an enemy within 30' with a ranged the weapon, the target takes an additional 1d6 piercing damage and applies bleed for 1d3 rounds

35000Maitresse Olla Devara
Trapspringer Gloves

+5 competence bonus to Trickery

-Gundrun
Twisted Temptation

Increases DC of all Enchantment school spells by +2
When the wearer affects an enemy with a spell for the first time, that enemy suffers a -2 penalty to Will for 3 rounds

-Gresilla
Ultimate Predator

+2 insight bonus to attack and damage rolls made with natural weapons vs animals, magical beasts and monstrous humanoids

-Temple of the Good Hunt
Unholy Knee Pads

+2d6 unholy damage with natural attacks

-Lathimas

Headwear

ItemPropertiesCostLocation
Battlemage's Headband

+2 enhancement bonus to Intelligence and Charisma
On kill with melee weapon: the next spell is empowered

30000Arsinoe
Blazing Crown

+4 enhancement bonus to Charisma
When damaging an enemy with a spell, gain 10 temporary HP for 3 rounds

-Baphomet's Shrine
Bookworm's Headband

+2 enhancement bonus to Intelligence and immunity to compulsion effects
-2 penalty to Charisma and -3 penalty to Persuasion checks

12000Vissaliy Rathmus
Broken Trickster

+6 enhancement bonus to Wisdom and Charisma
When taking energy damage, gain resistance 20 to that energy type for 1 round
When taking physical damage, gain DR 20/- for 1 round

-Laughter's Prison
Clear Vision

+5 bonus to saves vs. Illusion
+2 insight bonus to AC

-Bladesmith's Workshop
Crushing Presence

+6 enhancement bonus to Charisma
3/day: push all enemies within 15' a distance of 10' and inflict 1d8 + caster level bludgeoning damage

80000Storyteller
Darkness Caress

+8 enhancement bonus to Intelligence, Wisdom and Charisma
The wearer adds their Charismas bonus to all damage with ranged weapons

-Threshold (Entrance)
Demonic Resentment

The bonuses from Rage increase by +1

-Ivory Sanctum
Draven's Hat

+2 profane bonus to Intelligence
Slow and Haste spells are quickened
1 / day: Quicken any spell
Cannot be equipped by good characters

-Heaven's Edge
Eternal Night

DR 10 / cold iron and good

-Cave of Lamentation
Flawless Headband of Mental Perfection +8

+8 enhancement bonus to Intelligence, Wisdom and Charisma
Immune to mind-affecting spells and conditions

-Colyphyr Mines1
Gnawing Magic

+6 enhancement bonus to Intelligence
When casting a spell that affects an enemy, the wearer gains a +1 bonus to spell resistance checks while the target suffers a -1 penalty to attack and damage rolls and saving throws for 3 rounds
The effects stack to a maximum of +4 / -4

-Gravestone Rock
Graveyard Keeper's Helmet

+2 AC vs. undead

-Drezen (Graveyard)
Greater Kinetic Diadem

+3d6 energy blast damage, +3d6+2 physical blast damage
+6d6 composite energy blast damage, +6d6+4 composite physical blast damage

98000

Jewelry Trader
Skeletal Salesman
Father of Worms

Hat of Heartening Song

Fast healing when using song abilities

-Houndheart Campsite
Hat of the Bitter End

On slaying an enemy, gain +2 bonus to attack rolls for 3 rounds; multiple applications of the effect stack

-Gwalum, Dagon's Chosen
Headband of Mental Perfection +6

+6 enhancement bonus to Intelligence, Wisdom and Charisma

144000Skeletal Salesman
Sin Guzzler
Headband of Reshaping

+6 enhancement bonus to Wisdom
+1 caster level when casting Transmutation spells

80000Herrax
Headband of Rigorous Training

+6 enhancement bonus to Wisdom
+5 uses of Perfect Strike per day

-

Zealous Follower of Baphomet
Mage's Tower

Headband of Subjugator

+6 enhancement bonus to Intelligence
When landing a hit on an enemy for the first time, the target is dazzled for 3 rounds (Fortitude DC 30). If the target is affected by a movement-impairing condition, it becomes blinded instead

-Demodand Enslaver
Headband of the Wise Negotiator

+4 enhancement bonus to Charisma and Wisdom
+4 bonus to saves against mind-affecting conditions

-Herrax
Headbutter's Helm

When charging, the target suffers a -2 penalty to attack and AC for 3 rounds (Fortitude DC 27)

73000Wirlong Black Mask
Helm of Fearless Vanguard

When receiving healing, gain 5 temporary HP for 1 round

-Ruksa
Helm of Static Discharge

+5 competence bonus to CMD
Electricity resistance 30
When targeted by a spell that deals electricity damage, the wearer's next attack deals +2d6 shock damage

-Upper City
Helmet of Comradery

+1 morale bonus to AC for each ally within 10' (max +3)

-Areelu's Lab (Old Wing)
Helmet of Weakening Torture

On hit: target takes bleed damage equal to the wielder's Strength modifier for 1d4 rounds (Fortitude DC 25)

-Midnight Fane
Kinetic Diadem

+2d6 energy blast damage, +2d6+2 physical blast damage
+4d6 composite energy blast damage, +4d6+4 composite physical blast damage

-Alushinyrra's Arrogant Aristocrat
Lesser Kinetic Diadem

+1d6 energy blast damage, +1d6+1 physical blast damage

-Kervil the Sparkling Fist
Mask of Nothing

+20 insight bonus to saving throws
50% miss chance (total concealment)
+3 insight bonus to Knowledge, Lore, UMD, Perception and Trickery skill checks
Equipaable by player character only
Cursed (DC 21 caster level check to remove)

-Areshkagal
Mask of the Most Worthy

+20 insight bonus to saving throws
DR 5 / -
Fast healing 2
+10 insight bonus to concentration checks
Cursed (DC 21 caster level check to remove)

-Ancient Ghost
Owl's Cowl

+6 enhancement bonus to Wisdom
+2 circumstance bonus to natural attacks when using a shifter aspect
+2 circumstance bonus to AC if worn with the Cat's Boots

-Gundrun
Phylactery of Positive Channeling

+2d6 healing / damage when channeling energy

-

Nameless Ruins
Crusader's Camp

Rugged Helmet

DR 3 / Melee
-3 penalty to Perception checks

6000Joran Vhane
Shapeshifter's Helm

+2 bonus to AC while in Wild Shape
+1 use of Wild Shape / day

-The Siabre
Sturdy Snoot

+12 competence bonus to Athletics and Mobility
On an animal companion: +3 dodge bonus to AC vs. ranged attacks

-Place of Execution
Triple Fin Helmet

Gain a gore attack (1d8, cold iron, +2 enhancement bonus to attack and damage)

-Blackwater
Warden's Circlet

+4 enhancement bonus to Intelligence, Wisdom and Charisma
2 / day: summon two Labyrinth Demodand Destroyers for 2 minutes

-Svendack
Wind Master Helmet

+4 bonus to Initiative

-Greengates

1 You must have beaten Inevitable Darkness in an earlier playthrough.

Necklaces

ItemPropertiesCostLocation
Amulet of Apothecary

+1 natural armour enhancement bonus
+4 morale bonus to saves vs. poison

-Leper's Smile (Cave)
Amulet of Blackened Mirror

Hex DC increased by 1

-Horgus Gwerm
Amulet of Circulating Blood

Fast healing 5 while under the effects of Bloodrage
Can only be equipped by a Bloodrager

-Jaruunicka
Amulet of Combat Awareness

+3 competence bonus to initiative rolls and Reflex saves

-Asmazar the Sea Boiler
Amulet of Deep Roots

+5 natural armour enhancement bonus to AC
Immunity to bull rush and overrun
+3 competence bonus to AC vs. Huge and bigger enemies

-Gravestone Rock
Amulet of Devouring

Gain temporary HP equal to your character level for 1 minute when landing a killing blow with a natural attack

-Market Square (Nabasu)
Amulet of Hidden Horrors

All invisibility spells become quickened
When attacking for the first time while invisible, the target becomes panicked for 2 rounds (Will DC 30)

-Undead Marilith
Amulet of Inner Sight

Immune to blindness and gaze attacks

66000Herrax
Amulet of Jousting

When challenging an enemy, gain +3 damage bonus against the challenged enemy

10000Wilcer Garms
Amulet of Agile Fists +4

+4 enhancement bonus to attack and damage rolls with unarmed attacks and natural weapons
If the wearer has the Weapon Finesse feat, they can apply their Dexterity modifier to damage rolls

100000

Jewelry Trader

Amulet of Mighty Fists +5

+5 enhancement bonus to attack and damage rolls with unarmed attacks and natural weapons

-

Jewelry Trader
Terendelev
Sin Guzzler

Amulet of Natural Armor +6

+6 natural armour enhancement bonus to AC

-

Crusade mode

Amulet of Quick Draw

+2 insight bonus to attack and damage rolls with ranged weapons against Large and bigger enemies

55500Raggy
Angel's Heart

Allies within 30' gain +1 bonus to AC and ignore demons' damage reduction; the aura can be maintained for a number of rounds per day equal to the wearer's charisma modifier

-Ineluctable Prison
Aspect of the Asp

+2 DC on poison spells
Ray spells deal additonal +1d6+5 acid damage

-Nocticula
Back Rank Assistance

When wielding a ranged weapon, whenever an ally within 30' lands an attack of opportunity, make a free ranged attack against the same enemy; this effect can only occur once per target

-Heart of Stone
Bone Amulet

Gain DR 10/bludgeoning for 3 rounds after landing a killing blow
+4 bonus to saves vs. Illusion spells

-Forgotten Ruins
Deathly Arousal

1 / day: when knocked out restore 50 HP; all enemies within 10' are knocked prone for 1 round (Will DC 26)

42000Herrax
Glass Amulet of Clarity

+2 DC for mind-affecting abilities used by the wielder
+4 morale bonus to saves vs. mind-affecting and compulsion effects

32000Jewelry Trader
Guardian of Life

Gain +2 morale bonus to AC against undead when under the effects of Death Ward
When using single-target cure spells on a target with HP <0, heal additional HP equal to the caster's hit dice

10000Vissaliy Rathmus
Half of the Pair

When within 10' of the person wearing the other half, each gets a +2 circumstance bonus to attack rolls and AC.

38000Arsinoe
Devarra
Life Veil

+6 enhancement bonus to Constitution
2/day: Cast Cure Serious Wounds as a 5th level Cleric

-Storyteller
Menace of Death

Amulet of Natural Armor +3
When a creature dies within 10', the wearer becomes hasted for 2d3 rounds, renewed on each death. When the effect wears off, the wearer cannot make any weapon or unarmed attack for 1d3 rounds

-Darrazand
Nahyndrian League Collar

+4 natural armour enhancement bonus
+4 morale bonus to Reflex and Fortitude saves
-4 penalty to Will saves

-Battlebliss Arena
Reckless Vengeance

-4 penalty to AC
When an ally within 30' is knocked unconscious, the wielder gains +2 attacks per round for 2 rounds

45000Xarra
Sarzaksys Payza

Immunity to Necromancy spells while in Demonic Rage

-Sarzaksys's Interpreter
Swarmbane Clasp

Weapons, unarmed attacks and natural attacks deal full damage to swarms
When damaged by a swarm, the wearer automatically succeeds on their save against the swarm's distraction ability

12500

Ulbrig
Arysen Krei

Vellexia's Magnifying Amulet

+5 natural armour enhancement bonus to AC
+2 bonus to highest current ability score

-Vellexia
Voracious Spirit

On kill: gain one of several stacking bonuses until the next rest: +10 temporary HP (max 50), +1 AC (max +5), +1 bonus to Fortitude saves (max +5), +1 bonus to Will saving throws (max +5)

-Gwerm's Mansion
Ward Master's Amulet

Abilities and spells with "ward" in their names grant +1 AC and last twice as long

-Gesmerha
Wind Breath

+4 morale bonus to Initiative

-

Willodus
Fallen Time Guardian

Rings

ItemPropertiesCostLocation
All-Round Defense

When within 10' of an ally wearing the same ring, gain the effect of the Back to Back feat. If both already have the feat, they gain an additional +2 bonus to AC

-Flayer Twins
Colossus Ring

+2 luck bonus to Constitution
2 / day: cast Enlarge Person as a 1st level Wizard

-Sarkorian Kinslayer
Conman's Ring

+5 competence bonus on Perception and Trickery skill checks

13600Vissaliy Rathmus
Dark Omen

A spontaneous caster can cast the following spells at the appropriate level: Ray of Enfeeblement, Scare, Ray of Exhaustion, Fear, Waves of Fatigue

13000Gemyl Hawkes
Earth Unleashed

A spontaneous caster can cast the following spells at the appropriate level: Spiked Pit, Stoneskin, Acid Pit, Acid Fog, Caustic Eruption and Clashing Rocks

-Midnight Fane
Elemental Protector

Acid resistance 30, fire resistance 20, electricity resistance 10, cold resistance 5
+4 bonus to saves vs. cold, +3 bonus to saves vs. electricity, +2 bonus to saves vs. fire, +1 bonus to saves vs. acid

-Colyphyr Mines
Energy Source

Channel Energy an additional two times per day

-Staunton Vhaine
Enlivening Leadership

+5 competence bonus to Persuasion checks
Companions receive a +1 morale bonus to all skill checks

32000Jewelry Trader
Flawless Ring of Protection +7

+7 deflection bonus to AC
Moderate fortification

-

Martyr Zacharius's Cemetery1

Flow of Water

+1 bonus to saves against cold spells
+1 DC with cold spells

-The Shield Maze
Herbal Ring

+4 morale bonus to saves vs. disease, sickened and nauseated

-

Crusade mode
Arysen Krei

Icy Protector

Cold resistance 10
+2 natural armour bonus to AC if the wearer has the Iceplant hex

9300Vissaliy Rathmus
Magician's Ring

+5 competence bonus to Use Magic Device checks
+2 DC with Illusion spells

-Crusade mode
Martyr's Testament

Vulnerable to fire
+4 bonus to Will saves
Immune to mind-affecting

-Angler of Vices
Merciless Shot

+1 bonus to attack when using Point-Blank Shot

-Neathholm
Midnight Hunter's Ring

+2 enhancement bonus to Dexterity
+2 enhancement bonus to attacks vs. lycanthropes
1 / day: wearer can haste themselves for 5 rounds

25000Arysen Krei
Prismatic Ring

1 / day: Prismatic Spray as a 17th level Wizard
Can be recharged by consuming 9 levels of spells

-Bad Luck Tavern
Ravager of Dread

+4 morale bonus vs. confusion and fear effects
If affected by confusion or fear gain a +2 bonus to saves and damage rolls after the effect wears off

-Ivory Sanctum
Red Salamander

A spontaneous caster can cast the following spells at the appropriate level: Fireball, Controlled Fireball, Fire Snake, Hellfire Ray, Fire Storm and Fiery Body

35000Vissaliy Rathmus
Righteous Crusader's Ring

+1 Smite Evil / day

-Underground Hideout
Ring of Boreal Might

A spontaneous caster can cast the following spells at the appropriate level: Ice Storm, Cone of Cold, Cold Ice Strike, Ice Body, Polar Ray and Polar Midnight

75000Storyteller
Ring of Chaos

+4 deflection bonus to AC
Freedom of Movement
Can only be equipped by Chaotic characters

-Crusade mode
Ring of Chaotic Fascination

+2 Ring of Protection
+2 DC with Enchantment spells
+2 bonus to saves vs. Enchantment

-Blightmaw
Ring of Deadly Swing

+5 competence bonus to Mobility checks
+2 competence bonus to attack rolls with throwing axes, darts and javelins

-Midnight Fane
Ring of Devastating Will

+3 Ring of Protection
When making a successful Will save against an attack that deal half damage on a successful save, the attack does no damage

-Blackwater
Ring of Evasion

Gain the Evasion ability

-

Playful Darkness
Assassins' Guild
Sarzaksys

Ring of Guiding Star

+4 bonus to initiative rolls
On hit vs. undamaged enemy: all companions gain a +3 bonus to damage rolls for 1 round

-Pulura's Fall
Ring of Imminent Demise

When the wearer makes an attack of opportunity, the target is knocked prone (Fortitude DC 26)
+2 competence bonus to attack and damage with two-handed weapons

54000Krebus
Ring of Luck

+1 luck bonus on all saving throws

-

Minagho
Pathetic Quasit

Ring of Nahyndrian Courage

When attacked by a ranged weapon: gain +2 morale bonus to AC, +1 attack of opportunity and +10' speed for 1 round

-

Raggy

Ring of Protection +5

+5 deflection bonus to AC

-

Kestoglyr
Darek Sunhammer

Ring of Pyromania

When inflicting fire damage with a spell, inflict 1d6 + 5 additional fire damage and receive a +2 bonus to overcome spell resistance

50000

Arsinoe

Ring of Renown Artisan

+12 competence bonus to Knowledge (Arcana)
+5 bonus to checks to craft potions or scrolls

-

Darek Sunhammer

Ring of Sacred Touch

Inflict +1d6 holy damage with touch attacks and heal +1d6 damage with healing spells with touch range

-Ivory Sanctum
Ring of Sharp Strike

Enemies in melee combat hit by a ranged attack suffer a -1 penalty to attack rolls for 1 round

-Thieflings Hideout
Ring of the Mad Duelist

+2 bonus to AC and saving throws vs. a chosen enemy

-Currantglen
Ring of Procrastinator

Wearer is staggered for the first round of combat. While staggered, they get resistance 15 against all elements, spell resistance 25, DR 10/- and immunity to critical hits.

-Daeran
Sacred Commandment

A spontaneous caster can cast the following spells at the appropriate level: Heroism, Angelic Aspect, Chains of Light, Banishment, Greater Angelic Aspect, and Heroic Invocation

-Lair of the Echo of Deskari
Sigil of Destruction

Doubles the threat range of the wearer's kinetic blasts; stacks with Improved Critical

65000Skeletal Salesman
Steady Finger

+2 deflection bonus to AC
+3 competence bonus to touch attacks

-Deval
Storyteller's Ring

+1 luck bonus to saves vs. fire effects

-Storyteller
Thiefling Ring

+2 competence bonus to Trickery and Stealth checks; +3 if the wearer is a tiefling

-Sister Kerismei
Unholy Shepherd3 / day: summon 2 Half-Fiendish Minotaurs
If knocked out while wearing the ring, the minotaurs are summoned as enemies
66613Krebus

1 You must have beaten Inevitable Darkness in an earlier playthrough.

Rods

ItemPropertiesCostLocation
Grandmaster's Rod

3 / day: spells are maximized and empowered, ignore spell resistance and magic immunity

-Bladesmith's Workshop
Rod of Mortiferous Blizzard

3 / day: convert elemental damage to cold; enemy struck by a converted spell must make a Reflex save (DC = spell DC) or be slowed for 1d4 rounds as well emitting a 15' aura that slows other enemies for 1d4 rounds (Reflex; DC = spell DC)

-Defender's Heart1
Rod of Magical Affinity

5 charges: spells are empowered, heightened, bolstered and maximised

-The-Last-Sound-You-Hear
Rod of Mysticism

3 / day: spells from the Cleric / Oracle list of 6th level and lower are maximized

-Drezen (Temple)

1 You must have imported a Through the Ashes save.

Robes

ItemPropertiesCostLocation
Alchemist's Shirt

Immune to nauseated
+3 to saves vs. acid

-Drezen (Tavern)
Apprentice Robe

+1 AC when under the effect of Mage Armor

-Gathrius the Book Worm
Bestial Rags

+5 minutes per day for Shifter minor forms
+2 racial bonus to Strength, Dexterity and Constitution when assuming a major form

-Sarkorian Kinslayer
Blackened Rags

+10 competence bonus to Knowledge (Arcana)
+1 DC to Witch spells and Hexes

45000Raggy
Earth's Embrace

+2 enhancement bonus to Constitution
+4 bonus to saves vs. fire
+4 competence bonus to Lore (Nature) checks

26000Maitresse Olla Devara
Elemental Imbuement

When taking elemental damage, any spell cast by the wearer in the next round which does the same type of elemental damage inflicts +2 damage per die

-Wintersun (cave)
Hag's Demise

+4 insight bonus to saving throws vs. hexes and Necromancy spells

-Chilly Creek
Happy Traveler's Shirt

+10' speed
When traveling 50' or more in a round, the wearer is affected by Greater Invisibilty for 1 round

-Jeocot
Loremaster's Robe

+3 insight bonus to Knowledge and Lore skill checks
+2 bonus to Reflex saving throws

-Chilly Creek
On the Brink of Death

When below 50 HP reflect dealt damage (Reflex DC 24)

-Ravaged Longhouse
Robe of Air

+2 to electricity spell DC

-The Enigma
Robe of Angelic Presence

+4 enhancement bonus to Charisma and Wisdom
Cast Greater Angelic Aspect at will

-Diplomacy rank 6
Robe of Determination

When casting a spell with a Fortitude save, add 2 to the DC
+2 bonus to spell resistance checks
+4 bonus to Concentration checks
Spell resistance 18

-Thrall Hunter Master
Robe of False Death

Immune to critical hits
-6 penalty to Constitution

-Midnight Isles
Robe of Earth

+2 to acid spell DC

-Midnight Isles
Robe of Fire

+2 to fire spell DC

-

Drezen (Chapter 5)
Laughing Caves

Robe of Inevitability

+2 bonus to Spell Penetration

9200Woljif
Robe of Malice+3 dodge bonus to AC
+5 bonus to unarmed attack and damage rolls
Can only be worn by a Lawful Evil Monk
44000Krebus
Robe of MephistophelesEnemies with 30' suffer a -4 penalty to saves vs. fear, compulsion and charm effects
1 / day: make all enemies within 30' attack targets indiscriminately for 1 minute (Will DC 30)
-Mephistopheles
Robe of Order

+2 ki pool
+2 bonus to attack rolls vs. chaotic enemies
Can only be worn by a Monk

34000Arcane Weaver
Robe of the Seven Sins

+3 Caster Level
+1 spell DC
+5 competence bonus to checks to overcome spell resistance

-Demon-May-Care Joestantin
Robe of Transmutation

+2 DC with Transmutation spells
+2 bonus to saves vs. Transmutation

-Cave of Lamentation
Robe of Unspeakable Truth

+2 circumstance bonus to Wisdom
When worn with the Glasses of Undeniable Truth, the wearer projects fear in a 10' radius (DC = 25 + Charisma modifier)

-Gorebark
Robe of Virtue+2 dodge bonus to AC
+2 competence bonus to attacks vs. evil enemies
Can only be worn by a Lawful Good Monk
44000Storyteller
Robe of Water

+2 to cold spell DC

-The Enigma
Shirt of Blazing Fighter

+5 competence bonus to Athletics
Fire resistance 30

70000Arcane Weaver
Silver Robe

+1 to saves against fear effects

-Gwerm's Mansion
Source of Dividing Power

Grant summoned creatures' attacks Holy or Unholy property

27000Arcane Weaver
Wandering Conman

+10 competence bonus to Trickery and Athletics
+2 bonus to attack rolls for attacks of opportunity

-Abandoned Mansion

Equipable and Consumable

ItemPropertiesCostLocation
Aroden's Wrath

AC bonus from Smite Evil is sacred rather than deflection
The wearer's first attack each round inflicts +1d4 divine damage

-Greengates
Bloody Meat

1 charge: Permanent +2 bonus to Athletics and Fortitude saving throws

-Midnight Isles
Brazen Whip

Summoned creatures receive +1 attack per round
Wearer is affected by slow

-Wintersun
Coin of Protections

1 / day: grant an ally DR 5/- for 1 minute

17000Vissaliy Rathmus
Crimson Banner

All critical hits made by you or against you are automatically confirmed

300000Woljif
Devil, Imp

+2 Profane Bonus to Trickery and Stealth checks

-Lost Chapel
Dried Hand of the Martyr

1 / day: +4 morale bonus to saves vs. death spells

-

Zacharius
Alderpash

Duality of Conjuration and Summoning

1 / day: Summon demons if good, angels if evil

-Lost Chapel
Elixir of Inconceivable Transmutations of Body, and Soul, and Also Mind

1 charge: +2 alchemical bonus to all ability scores

-Diplomacy rank 6
Grand Owl of Wisdom

1 charge: permanent +1 bonus to all skill checks

-Hellknights Outpost
Jharsygax

+1d4 cold, fire, acid or electricity damage on a successful weapon hit

-Dragon Burial Ground
Lucky Dice

1 / day: +1 luck bonus to attack, damage or AC for 24 hours

-Drezen (Citadel)
Manual of Bodily Health +2

1 charge: +2 inherent bonus to Constitution

-Midnight Fane
Manual of Gainful Exercise +2

1 charge: +2 inherent bonus to Strength

-Colyphyr Mines
Manual of Quickness of Action +2

1 charge: +2 inherent bonus to Dexterity

-Midnight Fane
Hahyndri's Unholy Symbol

1 charge: Compel a humanoid creature to fight on your side. Target gets a Will save (DC 30) each round

-Anthem's Prison
Old Grimoire

+3 level 1 spell slots, +2 level 2 slots, +2 level 3 slots

-Xanthir Vang
Pipefox

+3 insight bonus to Knowledge (Arcana)
+2 insight bonus to Perception

-Ancientries and Wonders Shop
Precious Treat

Animal companion gains +2 insight bonus to attack and damage rolls and saving throws; wielder suffers -3 penalty to attack

56000Incubus Merchant
Secret Ingredient

1 / day: all potions consumed are empowered and maximized for 1 minute

-Nocticula
Signet of House Vespertillo

1 / day: gain +5 circumstance bonus to one skill for 1 hour

-Market Square
Sovereign Dragon

+1 morale bonus to Knowledge and Lore checks

-Defender's Heart
Tankard of Free Spirit

1 / day: Summon Lillend Azata
- At 9th level: Lillend Azata and two Bralani Azatas
- At 11th level: Lillend Azata, two Bralani Azatas and a Ghaele Azata

-Gray Garrison
Tiger

+2 morale bonus to Perception and Lore (Nature)

-Market Square
Tome of Clear Thought +2

1 charge: +2 inherent bonus to Intelligence

-Pulura's Fall
Tome of Leadership and Influence +2

1 charge: +2 inherent bonus to Charisma

-Demodand Enslaver
Tome of Understanding +2

1 charge: +2 inherent bonus to Wisdom

-Melazmera
Triceratops Statuette

1 / day: summon Triceratops animal companion

-Drezen (Temple)
Trusted Friend

+2 circumstance bonus to Charisma
+5 circumstance bonus to Persuasion
Can only be equipped by the Knight Commander

-

Soldiers' Party

Artifacts

Artifacts can be restored by Storyteller if you bring him the components and ingredients.

Covenant of the Inheritor

This belt buckle is forged from the Piece of a Holy Symbol and Magic Essence x5. When equipped in a belt slot, it grants all allies within 30' a +2 bonus to caster level checks to overcome spell resistance. Furthermore, their weapons become good-aligned and count as cold iron for the purposes of overcoming damage resistance.

Ring of Summoning

This ring is forged from the Melted Shard of a Ring, Magic Essence x4 and Cold Iron x2. Once per day, the wearer can summon axiomites or soul eaters (as if summoned using Monster Summoning VIII). All allies within 30' gain a +2 bonus to weapon damage rolls and +2 bonus to saving throws against attacks from chaotic creatures.

The Stern Hand

These gloves are forged from the Shard of Knight's Bracer, Magic Essence, Cold Iron x4 and Demon Blood x2. It grants the wearer's animal companion (as well as an Azata's dragon and a Lich's skeletal champion) a +6 bonus to Strength. However, at the start of combat, the companion must make a Will DC 17 save or start attacking its allies. If the initial save is failed, the creature can attempt a new save each round.

Ronneck's Sacrifice

These boots are forged from the Rune-covered Ancient Leather Scrap, Magic Essence x3, Cold Iron, Demon Blood x2, and a Hide of a Magical Creature x2. They grant a +8 enhancement bonus to Dexterity and a +10 competence bonus to Athletics and Mobility. The AC, attack and Reflex save bonuses from being hasted are doubled. However, whenever an enemy confirms a critical hit, the wearer becomes stunned for 1d4 rounds.

The Bound of Possibility
This cloak is forged from the Ancient Scrap of Script-Covered Leather, Magic Essence x5, Cold Iron x2, Demon Blood x2 and a Hide of a Magical Creature x3. The benefit depends on your Mythic path:

  • Aeon
    When in combat, allies are under a constant haste effect and gain an additional +4 insight bonus on attack rolls, saving throws and skill checks.
  • Angel
    Your Sword of Heaven ability deals or heals an additional 4 dice of damage.
  • Azata
    50% of damage received by you is redirected to Aivu who gains an additional +N/- DR equal to your mythic rank.
  • Demon
    Demon Rage and Aspects grant bonuses as if you were three Mythic ranks higher.
  • Lich
    Your Lord Beyond the Grave ability grants an additional +4 bonus to Strength, Dexterity and Charisma.
  • Trickster
    When failing a save, you gain a +10 bonus to all saving throws and skill checks in the next round. Subsequently, you receive a -1 penalty to attack rolls, damage rolls and AC until the end of the next combat.
  • Legend
    Roll skill checks twice and take the best result.
  • Devil
    +3 uses of Hell's Seal per day.
  • Gold Dragon
    Receive 2 additional 9th-level spell slots. Your breath attack deals an additional 20 divine damage and its DC is increased by 2.
  • Swarm That Walks
    Whenever a clone dies, a CR 18 Locust Swarm is spawned in its place.

Shy Lily's Helmet
This helmet is forged from the Crumpled Demon Helmet, Magic Essence x2, Cold Iron x3, Demon Blood x4 and a Hide of a Magical Creature. The wearer gains a +4 profane bonus to Strength and a +2 profane bonus to AC.

Shard of the Shield of Aroden

At the conclusion of the Last of the Sarkorians DLC, you can acquire a Shard of the Shield of Aroden. Storyteller can fashion it into one of three powerful artifacts:

Legacy of the Last Azlanti (Amulet)

The wearer's attacks do +2d6 holy damage (unholy if your mythic path is Lich). 7 times per day, on a critical hit, non-human enemies within 30' receive 20d6 holy damage (Will save for half damage. The wearer's elemental spells deal +2 damage per die and have their save DC increased by +2. When the wearer is hit by a melee attack for the first time in a round, the amulet prevents all physical damage. Finally, when rolling for initiative, the wearer rolls twice and takes the better result.

The Seven Virtues of a True Ruler (Ring)

The wearer can activate one of seven effects:

  1. Generosity: the wearer gains the effect of the Frightful Aspect spell
  2. Humility: the wearer gains the effect of the Blur spell and a +4 insight bonus to all skill checks
  3. Temperance: the wearer gains the effect of the False Life (Greater) spell and +2 bonus to saves vs. death effects
  4. Love: the wearer gains the effect of the Greater Heroism spell
  5. Charity: the wearer gains the effect of the Mind Blank spell
  6. Zeal: the wearer gains the effect of the Seamantle spell
  7. Kindness: the wearer gains the effect of the Winds of Vengeance spell

The wearer gains +5 daily uses of their primary mythic ability (for example, Demonic Rage). If this is not relevant, they receive +4 inherent bonus to all ability scores. Seven times per day, the wearer can heal all living creatures within 30' for 20d6 HP.

Belt of the Last of the First Humans

The wearer receives a +5 sacred bonus on attack rolls and +10 sacred bonus on damage rolls with weapons. Spells and spell-like abilities that target the wearer are turned back on the original caster. When the wearer is hit by a ranged attack for the first time in a round, the belt prevents all physical damage. Finally, when rolling for initiative, the wearer rolls twice and takes the better result.

Shard of Sithhud's Sword

If you import a Lord of Nothing save and defeat Sithhud, you will acquire a Shard of Sithhud's Sword. Storyteller can fashion it into one of two artifacts.

Sword of Sithhud

This is a +5 Frost longsword. On hit, an enemy must make a Fortitude save (DC 35) or bleed 1d4 Constitution damage per round. When confirming a critical hit against an enemy who is bleeding, the sword deals +3d10 unholy damage. Once per day, as a standard action, the wielder can protect themselves with glacial armour. This confers a +6 natural armour bonus to AC and DR 20/bludgeoning but breaks after preventing 60 points of damage.

Amplified Rod of Mortiferous Blizzard

Note that this requires the Rod of Moritiferous Blizzard that you receive from importing a Through the Ashes save. The wielder can change the energy damage of up to five spells per day to cold damage. If an enemy is damaged by an instant damage spell cast with the rod, they must pass a Reflex save (DC equal to the spell's DC) or become slowed for 1d6 rounds. For the same duration, the affected enemy emits a 15' aura. Enemies entering the area of effect must make a Reflex save (DC equal to the spell's DC) or become slowed for 1d6 rounds as well.

Magic Essence Locations

Cold Iron Locations

Demon Blood Locations

Hide of a Magical Creature Locations

  • Nexus Caves
    On a dead body near Suture.
  • Fleshmarkets
    In a container close to Wirlong Black Mask.
  • Upper City
    In a cabinet in a building near the chest containing Cold Iron (also contains Demon Blood).
  • Upper City
    In a concealed and locked chest near to the bridge to the Palace of Incest and Degeneracy.
  • Drezen (Chapter 5)
    In the prison in a hidden cache in the cell nearest the stairs.
  • Drezen (Chapter 5)
    In a locked chest in your old bedroom in the Citadel.
  • Jubilost Encounter
    In a sack on the ground near where his cart was.

There are more than enough crafting materials in the game to craft everything - you will end up with a Magical Essence and a Hide of Magical Creature left over.

Artifact Pieces

  • Piece of a Holy Symbol
    In the burning house with the Brimorak in the SW quadrant of the Market Square.
  • Melted Shard of a Ring
    In a crate in the northern part of the Houndheart Campsite.
  • Shard of Knight's Bracers
    Dropped by the Insane Prisoner in Drezen Prison.
  • Rune-covered Ancient Leather Scrap
    Found in the Heart of Stone in Wintersun if you read the homilies on all nine standing stones.
  • Ancient Scrap of Script-Covered Leather
    In the room with the rat swarms in Areelu's Lab.
  • Crumpled Demon Helmet
    In a chest on a rooftop accessible using Dimension Door near where you fight the Watchful Conspirator in the Upper City.
  • Shard of the Shield of Aroden
    Found in the shrine in the Forest of Forgotten Spirits after defeating the Sarkorian Kinslayer.
  • Shard of Sithhud's Sword
    Obtained after finally defeating Sithhud.

Relics

Most Relics are found in demon lairs during crusade mode, although you will also find two in Alushinyrra. After recovering a relic, you can issue a decree to study it (5 days, 1000 Finance Points, 100 Material Points) after which you can choose what sort of magic item you want to turn it into (5 days, 500 Finance Points, 50 Material Points, 50 Energy Points).

Notable options include:

  • Web Strider padded armour (Altar of the First Retriever): morale ability bonuses are rare and stack with enhancement bonuses from other gear.
  • Devouring Lust metamagic rod (The Attractive Impulse): effectively a Greater Maximize metamagic rod with twice as many uses which overcomes any elemental resistance.
  • Death's Consonant bardiche (The Branch of the Last Ash): allows a martial caster (Magus / Eldritch Knight) to ignore Strength. Note that you have to be able to overcome an 11-Strength army in Chapter 3 to obtain this early.
  • Coldbite light spiked shield (Chillroar's Hide and Tusks): combos with other sources of bonus cold damage (for example, Silver Dragon bloodline).
  • Voice of the Fearless amulet (The Dirty Squealer): allows you to build around Ear Piercing Scream; a Trickster can turn this into a cantrip and spam it all day long.
  • Bane of Spirit ring (Phylactery of Stevanius the Rotten): allows conversion of physical damage to force damage which helps greatly against enemies which are immune or resistant to physical damage (such as swarms).
  • Grave Singer (Unholy Symbol of Rovagug): has the joint-best best critical hit characteristics of any weapon (18 - 20 range, x3 multiplier); use the Greater Magic Weapon spell to increase its enhancement bonus.
  • Plague of Madness quarterstaff (Wicked Dope): allows you to cast, say, Guidance, three times outside combat and then open combat with an empowered and maximised Chain Lightning.

Altar of the First Retriever

  1. Padded Armor
    • Zon-Kuthon's Suffocating Caress
      Enhancement: +4
      The wearer suffers -2 penalties to attack rolls and Constitution. The armour provides electricity resistance 30. If the wearer suffers electrical damage their attacks in the next round deal an additional +1d12 electrical damage and any spells with the electricity descriptor are quickened.
    • Web Strider
      Enhancement: +3
      The wearer gains a +2 morale bonus to Dexterity.
    • Shroud of the Eternal Hunger
      Enhancement: +3
      The wearer gains +3 bonus to saves against fear and the nauseated condition. When the wearer is attacked by a spell, the caster becomes nauseated for 1 round (Will DC 19).
  2. Shirt
    • Zon-Kuthon's Suffocating Caress
      -5 penalty to Mobility
      Electricty resistance 30
      When the wearer is hit by a non-slashing weapon, they are staggered and suffer a -2 penalty to attacks for 1 round (Reflex DC 20).
    • Web Strider
      If the wearer is a Druid, gain +1 caster level and a +10 competence bonus to Lore (Nature).
    • Shroud of the Eternal Hunger
      When the wearer polymorphs into any creature, they gain a +4 enhancement bonus to attack and damage rolls made with limbs. Any creature hitting them with a melee attack suffers 1d6 piercing damage.

The Attractive Impulse

  1. Gloves
    • Passion's Sweet Poison
      On crit with with a bow: the target suffers 1 damage to Intelligence, Wisdom or Charisma.
    • Devouring Lust
      When the wearer lands a melee touch attack, the target is paralyzed for 1 round upon being critically hit (Will DC 20).
  2. Light Crossbow
    • Passion's Sweet Poison
      Enhancement: +3
      On first hit: target suffers -1d4 penalty to attack rolls for 1 round.
    • Devouring Lust
      Enhancement: +3, Unholy
      On hit: sunder armor for 1d3 rounds (Will DC 20).
  3. Metamagic Rod
    • Passion's Sweet Poison
      Modify six spells per day so that they cast Dominate Person on the target alongside their normal effects.
    • Devouring Lust
      Modify six spells per day so that they become maximized and the type of damage dealt is changed to unholy.

Baphomet's Fire

  1. Robe
    1. Call of the Fiery Things
      The wearer's fire spells deal an additional 4d6 fire damage but they suffer a -2 penalty to AC.
    2. Treacherous Flame
      When the wearer kills an enemy with a fire spell, they gain immunity to ability damage and a +6 bonus to mental ability scores. In addition, the wearer's allies deal an additional 3d6 fire damage with weapons for 1 round.
  2. Gloves
    • Call of Fiery Things
      Modal: the wearer suffers 2d6 fire damage per round (bypassing resistances and immunities) but deals 2d6 fire damage with every melee attack that hits. If mounted, the wearer can use this ability on their mount.
    • Treacherous Flame
      When the wearer lands a sneak attack, the target becomes vulnerable to fire for 1 round and suffers +2d6 fire damage. If an enemy takes fire damage having been hit by the wearer, the suffer a -3 penalty to all saves for 2 rounds.

The Branch of the Last Ash

The precursor relic is the Ancient Map of Sarkoris which is held by a demon army near Iz.

  1. Bardiche
  2. Heavy Pick

The Enhancement options for the resulting weapon are the same regardless of whether you forge a bardiche or heavy pick:

  • Finger of the Heiress
    Enhancement +3
    When the wielder casts Breath of Life, the target receives a +2 bonus to attack, damage and AC for 1 round.
  • Death's Consonant
    Enhancement: +3
    Use Intelligence as the modifier attribute for attack and damage.
  • Dead Bough
    Enhancement: +3
    On hit: target is scorched; after 3 scorches, allies gain a +2 attack bonus against the target. After 5 scorches, the target suffers 1d4 unholy damage for each scorch.

Chillroar's Hide and Tusks

  1. Shortspear
    • Coldbite
      Enhancement: +2
      Every fifth hit casts Cold Ice Strike as a 12th level Wizard.
    • Bellowing Howl
      Enhancement: +2, Speed
      When using Cleave or Vital Strike, the next attack against the target deals +3d6 sonic damage.
  2. Light Spiked Shield
    • Coldbite
      Enhancement: +2
      The wielder deals +1 bonus damage per die when casting spells with the cold descriptor. On hit with a bash attack, the target becomes vulnerable to cold damage (Fortitude DC 20).
    • Bellowing Howl
      Enhancement: +2
      The wielder gains resistance 20 to sonic damage and a +2 bonus to saves vs. sound-based effects. If attacked with sonic damage, the wielder can attempt a DC 19 Reflex save to cause 3d6 sonic damage to enemies within 10'.

The Crest of the Fallen Knight

  1. Belt
    • Mallander's Penance
      Spend 1 ki point to give the target a -2 penalty to AC. The target takes 1.5x damage from bludgeoning attacks.
    • Mallander's Insult
      All fire spells deal +2d6 unholy damage. You gain immunity to fire but vulnerability to cold and holy damage.
  2. Chainmail
    • Mallander's Penance
      Enhancement: +2
      The wearer receives a +2 bonus sacred bonus to Fortitude saves. The wearer can choose to take a -2 penalty to AC to grant other party members a +1 bonus to AC. While under this effect an enemy attacking the wearer takes 3d4 piercing damage (Reflex DC 17).
    • Mallander's Insult
      Enhancement: +2
      When a chaotic or evil creature attacks the wearer, they receive a +2 profane bonus to attack and damage rolls and caster level checks to overcome spell resistance. When the effect ends, the first attack the wearer makes suffers a -4 penalty to attack and damage as well as any caster level check to overcome spell resistance.
  3. Shortsword
    • Mallander's Penance
      Enhancement: +2
      On hit: enemy suffers a -2 penalty to Reflex saving throws and critical hits deal an additional +3d6 piercing damage (Reflex DC 18).
    • Mallander's Insult
      Enchancement: +2
      1 / day: charge both weapons in your hands for 10 minutes. Charged weapons deal +3d6 unholy damage on a hit.

The Dirty Squealer

  1. Amulet
    • Embrace of the Faceless
      When casting Grease, creatures within the affected area must make a Reflex save or take 5d6 acid damage.
    • Voice of the Faceless
      When casting Ear Piercing Scream, the spell does 2 - 7 damage per two caster levels and the target is dazed for 2 rounds rather than 1. The DC of all spells with the sonic descriptor is increased by 2.
  2. Belt
    • Embrace of the Faceless
      +2 enhancement bonus to Constitution
      When the wearer is attacked, the attacker suffers a -10 penalty to damage rolls for 1 round (Reflex DC 20).
    • Voice of the Faceless
      +2 enhancement bonus to Strength
      When the wearer is mounted and confirms a critical hit against the an enemy, the target suffers a -2 penalty to attack and damage rolls and AC for 1d3 rounds.

Face-Stealer's Mask

  1. Belt
    • Pristine Mind
      +4 enhancement bonus to Strength, Dexterity and Constitution
      Attack rolls made to confirm critical hits automatically succeed
    • Victims' Madness
      +4 enhancement bonus to Strength, Dexterity and Constitution
      When the wearer kills an enemy with full health in a single blow, enemies within 30' are staggered for 1 round.
  2. Mask
    • Pristine Mind
      +4 enhancement bonus to Intelligence, Wisdom and Charisma
      3 / day: the wearer can reroll failed saving throws vs. death effects
    • Victims' Madness
      +4 enhancement bonus to Intelligence, Wisdom and Charisma
      When the wearer casts a 9th level spell, all enemies within 30' are unable to cast spells for 1 round (Will DC 30).

The Faultless Daybreak

  1. Heavy Flail
    • Triumphant Noontide
      Enhancement: +3, Holy Burst
    • Blinding Light
      Enhancement: +3, Radiant
      On crit: target is affected with Burst of Light (2d6 positive energy damage for 2 rounds).
  2. Light Shield
    • Triumphant Noontide
      Enhancement: +3, Mithral
      When using the Warpriest Sacred Shield ability, shield bash deals an additional +1d6 holy damage (+2d8 vs. undead enemies) and the target is marked (Will DC 18). When a marked enemy dies, a CR 8 Will-o-Wisp is summoned. The wisp heals and supports the party.
    • Blinding Light
      Enhancement: +3, Mithral
      When critically hit, each enemy within 30' receives 4d6 positive energy damage and is blinded for 1d4 rounds (Fortitude DC 20).
  3. Scalemail
    • Triumphant Noontide
      Enhancement: +3
      3 / day: raise a deceased ally for 2d3 rounds.
    • Blinding Light
      Enhancement: +3, Mithril
      When critically hit, enemies within 30' take 4d6 positive energy damage and are blinded for 1d4 rounds (Fortitude DC 20).

Nemarius's Burning Brand

  1. Bardiche
  2. Sling Staff
  3. Trident
    • Flame's Hatred
      Enhancement: +5, Vicious
      Whenever the wielder lands a consequent hit in a full-round attack, it deals additional damage equal to the number of hits multiplied by 3.
    • Flame's Cleansing
      Enhancement: +5, Flaming, Flaming Burst
      On first hit: target is unable to cast spells for 1d3 rounds (Fortitude DC 32).
    • Flame's Will
      Enhancement: +5, Axiomatic
      On first hit: target becomes marked with Obedience. If the marked opponent attacks the wielder, it suffers a -3 penalty to attack and -8 penalty to damage for 2 rounds (Will DC 29).

Phylactery of Stevanius the Rotten

  1. Ring
    • Bane of Flesh
      1 / day: when the wielder's HP falls below 0, the ring restores HP equal to twice their character level and summons 1d4 + 2 skeletal champions for 2 minutes.
    • Bane of Spirit
      The wielder receives a +4 bonus to saves vs. mind-affecting effects, confusion, fear, death and compulsion effects but takes a -2 penalty to saves vs. poison, elemental, paralysing and movement impairing effects. As a free action, the wielder can sacrifice HP equal to half their level to grant an ally a +2 bonus to attack rolls and convert their damage type to force for 1 round.
  2. Scythe
    • Bane of Flesh
      Enhancement: +2, Bleed
      Concentrate on a single enemy within 15'. You and your allies do not suffer an attack penalty when using Rapid Shot against that target and gain +2 bonus to damage instead.
    • Bane of Spirit
      Enhancement: +2, Ghost Touch
      On miss: inflict 1d12 negative energy damage.

The Remains of the Colorless One

  1. Arrows
    • Seal of Madness
      20 / day
      On first hit: target suffers 2d4 Intelligence damage and becomes confused for 3 rounds (Will DC 32)
    • Seal of Jubilex
      20 / day
      On first hit: target becomes stunned and vulnerable to sonic damage for 3 rounds (Fortitude DC 32)
  2. Breastplate
    • Seal of Madness
      Enhancement: +5
      At the start of combat, all enemies within 50' become confused (Will DC 32).
    • Seal of Jubilex
      Enhancement: +5
      Confers DR 3/- and moderate fortification but the wearer becomes vulnerable to sonic damage.
  3. Spectacles
    • Seal of Madness
      3 / day: Maddening Gaze - all enemies in a 50' cone suffer 2d4 Intelligence damage and become confused for 1d4 rounds (Will DC 32). Creatures with less than 3 Intelligence do not suffer ability damage.
    • Seal of Jubilex
      The wearer suffers a -2 penalty to attack rolls. On first melee hit against a new enemy, the target becomes stunned and vulnerable to sonic damage for 3 rounds (Fortitude DC 32).

Soulshear

You only need to issue the enchant decree. When this is complete, you have three choices:

  1. Cleanse Soulshear
    +2 additional daily uses of Lay on Hands, Fervor and Channel Energy.
  2. Leave as it is.
  3. Charm Soulshear
    Your mount gains a +3 bonus on all saving throws and a +3 bonus to CMD.

The Stone of Ghostly Pathways

  1. Circlet
    • Ancestral Retribution
      +2 enhancement bonus to Wisdom
      Summoned elementals gain +50 HP.
    • Planar Navigator
      +2 enhancement bonus to Charisma
      +1 insight bonus to AC vs. outsiders
      3 / day: dominate outsider (Will DC 22).
    • Clemency of Shadows
      +2 enhancement bonus to Intelligence
      When casting a spell on an enemy, the target is entangled in a web for 1d4 rounds, suffering 1d6 + 3 bludgeoning damage per round (Reflex DC 20).
  2. Ring
    • Ancestral Retribution
      When fighting defensively, the first hit on an enemy pushes it away 10' and knocks it prone for 1 round.
    • Planar Navigator
      Summoning spells of 6th level and lower are maxmized and the wearer gains a +1 insight bonus to attack rolls vs. outsiders.
    • Clemency of Shadows
      Allies within 30' gain an additional attack of opportunity. Critical hits from attacks of opportunity leave the target staggered. If an ally falls unconscious, a giant spider is summoned for 3 rounds.
  3. Sai
    • Ancestral Retribution
      Enhancement: +4, Thundering
      On hit: gain a stacking +1 damage bonus (max +5) which is reset if you are hit.
    • Planar Navigator
      Enhancement: +3, Speed
      Deals +12 piercing damage vs. summoned creatures
      On crit vs. outsider: gain total concealment against the target's attacks for 1d4 rounds (Fortitude DC 25)
    • Clemency of Shadows
      Enhancement: +4, Keen
      On sneak attack vs. living enemy: target is infested by spiders which deal 1d6 damage per round per two character levels; the target additionally suffers a -2 penalty to saving throws.

Unholy Symbol of Rovagug

  1. Handaxe
  2. Battleaxe
  3. Greataxe

The Enhancement options for the resulting axe are the same regardless of whether you forge a handaxe, battleaxe or greataxe:

  • Executioner of Evil
    Enhancement: +2, Radiant
    On crit: dispel one spell up to 5th level from the target.
  • Scorpion's Kiss
    Enhancement: +2, Corrosive, Corrosive Burst
    +3 bonus to attack rolls when performing an attack of opportunity and your critical threat range is doubled. If you land an AOO, the target is paralysed for 1 round (Fortitude DC 17). If an enemy hits you with an AOO, they suffer 2d6 acid damage (Reflex DC 15).
  • Grave Singer
    Enhancement: +2
    Critical threat range is 18-20.
    1 / encounter: when paralysed, staggered, stunned, petrified or entangled, the effect is cancelled but the wielder receives the weapon's damage.

Voice of the Cursed Bard

  1. Amulet
    • Francest's Charming Voice
      The wearer's bardic performances and raging songs last for 10 more rounds per day.
    • Francest's Mighty Call
      Increases the HP limits of Power Word... spells by 150%.
  2. Lyre
    • Francest's Charming Voice
      1 / day: all enemies within 10' suffer a -5 penalty to saves vs. mind-affecting spells, a -2 penalty to saves vs. Enhancement school spells and become vulnerable to sonic damage for 5 rounds (Will DC 36).
    • Francest's Mighty Call
      3 / day: deal 10d10 sonic damage to a single target (Fortitude DC 36 for half damage).

The Voracious Jumble

  1. Club
  2. Flail

The Enhancement options for the resulting weapon are the same regardless of whether you forge a club or flail:

  • Craving Maw
    Enhancement: +3
    Deals 2d6 bludgeoning, piercing and slashing damage
    On crit: target must make a Fortitude (DC 20) save to be able to attack for 1d3 rounds.
  • Unslumbering Predator
    Enhancement: +2, Speed
    Wielder is never caught flat-footed
    On kill: wielder is immune to eyesight effects for 1d4 rounds
  • Unending Distortion
    Enhancement: +3, Vicious
    On hit: unarmed opponents suffer a -6 damage penalty for 1 round, armed opponents suffer a -2 damage penalty (Fortitude DC 21).

The Wicked Dope

  1. Banded Mail
    • Indomitable Life
      Enhancement: +3
      The wearer gains Ferocity.
    • Plague of Madness
      Enhancement: +4
      When hit, the wearer gains fast healing 1 (stacks up 10) until the end of combat.
  2. Quarterstaff
    • Indomitable Life
      Enhancement: +2
      While at less than full health, casting a spell on an ally grants fast healing 5 for 1d3 rounds.
    • Plague of Madness
      Enhancement: +3
      When you cast the same spell three times in a row, your next spell becomes empowered and maximized.

Zaoris's Pin

  1. Headband
    • Conthyr's Wisdom
      +6 enhancement bonus to Charisma and Intelligence. All party members gain a +3 insight bonus to saves vs. confusion, insanity and domination spells.
    • Zaoris's Beauty
      +6 enhancement bonus to Charisma and Wisdom. The wearer and all allies within 10' gain the effects of the Shielded Caster, Allied Spellcaster and Shield Wall feats.
  2. Ring
    • Conthyr's Wisdom
      On dealing sneak damage, the target suffers -1 penalty to saving throws and -2 penalty to damage rolls for each adjacent ally.
    • Zaoris's Beauty
      If the wearer's allies attack the same target, they gain a +2 circumstance bonus to attack rolls and deal +1d6 precision damage.

Skill Boosting Items

If you need to boost skills generally or for a specific skill check, this page lists which items boost which skills and by how much. it also shows the enhancement type since only dissimilar enhancements are additive. A bonus type of '-' (untyped) means that the item stacks with any other source of enhancement.

ItemTypeBonusBonus TypeLocation
Any
Signet of House VespertilloBelt slot+5CircumstanceMarket Square
All
Grand Owl of WisdomConsumable+1-Hellknights Outpost
The Seven Virtues of a True RulerRing+4InsightStoryteller
Knowledge and Lore
Goggles of Quick GraspGoggles+15CompetenceDiplomacy rank 6
Loremaster's RobeRobe+3InsightChilly Creek
Mask of NothingHeadwear+3InsightAreshkagal
Sovereign DragonBelt slot+1MoraleDefender's Heart
Athletics
Expedition BootsBoots+10CompetenceAreelu's Lab
Gloves of Martial ExcellenceGloves+10CompetenceStoryteller
Odds EvenerNunchaku+10CompetenceWirlong Black Mask
Ronneck's SacrificeBoots+10-Artifact
Shirt of Blazing FighterRobe+5CompetenceArcane Weaver
Sturdy SnootHeadwear+12CompetencePlace of Execution
Wandering ConmanRobe+10CompetenceAbandoned Mansion
Mobility
Expedition BootsBoots+5CompetenceAreelu's Lab
Ring of Deadly SwingRing+5CompetenceMidnight Fane
Ronneck's SacrificeBoots+10-Artifact
Royal Messenger's ChainshirtChainshirt+10CompetenceWirlong Black Mask
Sky ScorcherJavelin+5CompetenceWirlong Black Mask
Sturdy SnootHeadwear+12CompetencePlace of Execution
Stealth
Boots of Wary StepsBoots+10CompetenceFleshmarkets
Cloak of DisguiseCloak+3CompetenceTirabade Residence
Devil ImpBelt slot+2ProfaneLost Chapel
Mantle of NightLeather Armour+10CompetenceMidnight Fane
Perilous ShadeCloak+10CompetenceNocticula
Thiefling RingRing+2 / +3CompetenceSister Kerismei
Tribal Scout's HideHide Amour+10CompetenceWoljif
Trickery
Bracers of Abrupt OnslaughtBracers+5CompetenceArtisan's Tower
Conman's RingRing+5CompetenceVissaliy Rathmus
Devil ImpBelt slot+2ProfaneLost Chapel
Mask of NothingHeadwear+3InsightAreshkagal
Rascals's GogglesGoggles+10CompetenceHerrax
SaboteurPunching Dagger+10CompetenceAbandoned Mansion
Thiefling RingRing+2 / +3CompetenceSister Kerismei
Trapspringer GlovesGloves+5CompetenceGundrun
Wandering ConmanRobe+10CompetenceAbandoned Mansion
Knowledge (Arcana)
Blackened RagsRobes+10CompetenceRaggy
Bracers of Eldritch ScholarBracers+5CompetenceTyrant's Minion
Cloak of CarnageCloak+5CompetenceIvory Sanctum
Cloak of Sacred StudiesCloak+12CompetenceMutasafen's Lab
PipefoxBelt slot+3InsightAncientries and Wonders Shop
Ring of Renown ArtisanRing+12CompetenceDarek Sunhammer
Knowledge (World)
Gloves of the AmbassadorGloves+5CompetenceArcane Weaver
Lore (Nature)
Ancient WoodLight Shield+15CompetenceIz
Animalistic PerseveranceHide Amour+15CompetenceCrusaders Camp (Iz)
Earth's EmbraceRobe+4CompetenceMaitresse Olla Devara
Forest Tracker's BootsBoots+10CompetenceVellaxia's Mansion
TigerBelt slot+2MoraleMarket Square
Lore (Religion)
Celestial ProtectionCloak+5CompetenceArcane Weaver
Cloak of Sacred StudiesCloak+12CompetenceMutasafen's Lab
Edge of ExpulsionKama+12CompetenceExotic Weapons Provider
Greatclub of Sacred CindersGreatclub+12CompetenceIz
Perception
Conman's RingRing+5CompetenceVissaliy Rathmus
Goggles of MalocchioGoggles+10CompetenceFye the Tavern Keeper
Mask of NothingHeadwear+3InsightAreshkagal
PipefoxBelt slot+2InsightAncientries and Wonders Shop
Rascals's GogglesGoggles+10CompetenceHerrax
TigerBelt slot+2MoraleMarket Square
Trailblazer's ArmorLeather Armour+10CompetenceWoljif
Persuasion
Enlivening LeadershipRing+5CompetenceJewelry Trader
Gloves of the AmbassadorGloves+5CompetenceArcane Weaver
Goggles of Piercing SightGoggles+10CompetenceUpper City
Goggles of Quick GraspGoggles+15CompetenceDiplomacy rank 6
Scarlet AllureCloak+5MoraleHerrax
Trusted FriendAmulet+5CircumstanceSoldiers' Party
Diplomacy
Negotiator's BracersBracers+10CompetenceLair of the Echo of Deskari
Intimidation
Astringent PacifierKukri+15CompetenceSavamelekh
Chainmail of Spiteful BarbsChainmail+5CompetenceStoryteller
Oppressor's GlovesGloves+2-Chilly Creek
Overlord's ChainmailChainmail+7InsightDiplomacy rank 6
Use Magic Device
Bracers of Eldritch ScholarBracers+5CompetenceTyrant's Minion
Fiery Spell WeaverQuarterstaff+15CompetenceHorzalah
Gloves of Arcane EradicationBracers+5CompetenceMolten Scar
Harm PreventersGloves+5CompetenceArcane Weaver
Lethal ConductorDagger+5CompetenceMage's Tower
Librarian's CloakCloak+10CompetenceLower City
Magician's RingRing+5CompetenceCrusade mode
Mask of NothingHeadwear+3InsightAreshkagal
Quarterstaff of the War MageQuarterstaff+5CompetenceIvory Sanctum

Caster Level and Spell DC Boosting Items

Whether you're looking to get 24-hour Haste or kill everyone in the room with Weird, you'll want to optimise your equipment.

Caster Level Boosts

ItemBonusCircumstancesLocation
Quarterstaffs
Ashmaker+2 CLwith EvocationBad Luck Tavern
Fiery Spell Weaver+1 CL-Horzalah
Phantasmal Guide+3 CLwith IllusionKrebus
Scimitars
Scimitar of Wind+1 CLwith TransmutationDrezen
Leather Armor
Delamere's Armor+2 CLwith Plant DomainTemple of the Good Hunt
Glasses
Goggles of Mind Control+2 CLwith Mind-AffectingThe Enigma
Headwear
Headband of Reshaping+1 CLwith TransmutationHerrax
Robes
Robe of the Seven Sins+3 CL-Demon-May-Care Joestantin
Web Strider+1 CLDruidAltar of the First Retriever relic

DC Boosts

ItemBonusCircumstancesLocation
Daggers
Purple Stone Knife+1 DCwith EvocationMarket Square
Quarterstaffs
Quarterstaff of Coercion+1 DCvs. WillBlackwing Library
Quarterstaff of the War Mage+2 DC-Ivory Sanctum
Estocs
Destroyer of Planes+2 DCwith EvocationSkeletal Salesman
Sling Staffs
Nature's Agony+2 DCwith SonicExotic Weapons Provider
Bracers
Scorching Bracers+2 DCwith EvocationArysen Krei
Cloaks
Cloak of the Ancient Herald+2 DCwith CompulsionAreelu's Lab
Cloak of Carnage+2 DCwith EvocationIvory Sanctum
Glasses
Goggles of Mind Control+2 DCwith Mind-affectingThe Enigma
Gloves
Twisted Temptation+2 DCwith EnchantmentGresilla
Necklaces
Amulet of Blackened Mirror+1 DCwith HexesHorgus Gwerm
Glass Amulet of Clarity+2 DCwith Mind-affectingJewelry Trader
Legacy of the last Azlanti+2 DCwith elementalStoryteller
Voice of the Fearless+2 DCwith SonicDirty Squealer relic
Rings
Flow of Water+1 DCwith ColdThe Shield Maze
Magician's Ring+2 DCwith IllusionCrusade mode
Ring of Chaotic Fascination+2 DCwith EnchantmentBlightmaw
Robes
Blackened Rags+1 DCwith Witch spells and HexesRaggy
Robe of Air+2 DCwith ElectricityThe Enigma
Robe of Determination+2 DCvs. FortitudeThrall Hunter Master
Robe of Earth+2 DCwith AcidMidnight Isles
Robe of Fire+2 DCwith FireDrezen (Chapter 5)
Robe of the Seven Sins+1 DC-Demon-May-Care Joestantin
Robe of Water+2 DCwith ColdThe Enigma

Magic Books

You will occasionally come across books that grant you bonuses when you read them. Note that you must open them from your inventory to receive the benefits.

TitleBonusLocation
Tome of the Minotaur: Sermons from the Labyrinth+1 attack and damage with GlaivesThe Shield Maze
The Keen Edge of Truth: Recollections and Admonitions of an Inquisitor of Asmodeus+1 competence bonus to saves vs. SwarmsBlackwing Library
Temples of Iomedae: Father Lorian's Guide for Neophytes+1 shield bonus to AC vs. demons
Terendelev, the Guardian of Kenebres+1 morale bonus to AC vs. dragons
Guino Pollen, Notes from my Travels in Northern Avistan+1 competence bonus to attacks and damage with natural attacks
Zacharius, "Towards Eternity"+1 competence bonus to DC on spells with the death descriptorLost Chapel
The History of the Worldwound+1 insight bonus to Lore (Religion) and Lore (Nature) checks
Know Thy Enemy! A Crusader's Brief+1 insight bonus to Perception and Stealth checks
Crusade Chronicles+10 HP
The Acts of Iomedae+1 competence bonus to saves vs. disease and sickened effectsDrezen
Xanthir Vang "On the Nature of Demons"+1 caster level with Enchantment spellsIvory Sanctum
Baphomet the Imprisoned+1 competence bonus to CMB and CMD
Xanthir Vang's notes+1 competence bonus to saves vs. fear effects
Diary of a Student of the Great Xanthir the Plagued One+1 competence bonus to Fortitude saves vs. distorted demons
Lexicon of Paradox, Part One+1 competence bonus to DC with Conjuration spellsAreelu's Laboratory
Lexicon of Paradox, Part Two+1 competence bonus to AC vs. demonsNocticula's Palace
A Letter in Small Handwriting+1 insight bonus to Knowledge (Arcane)
An Unfinished Draft of a Letter+1 insight bonus to Knowledge (World)
"Grimoire of the Beast", Excerpts+1 competence bonus to saves vs. confusion spellsIneluctable Prison
Baphomet the Uncaged+1d6 sneak attack

Recipes

When you camp, you can prepare a special meal if you have the necessary ingredients. To cook successfully, a character must make a DC check using her Knowledge (World) skill. All meals have beneficial effects but if a character's favourite food is prepared, they will enjoy additional benefits.

Bonuses are cooking bonuses which stack with most other bonuses but not with themselves.

Besides the listed ingredients, all recipes additionally require a Purifying Solution.

RecipeIngredientsDCEffectsFavourite?Location
Acorn PieFlour, Butter, Spellgorging Flower, Magical Acorn33+4 bonus to concentration checks
+2 spell DC
Ember
Daeran
Nenio
Battlebliss Arena
Blazing ParfaitMilk, Butter, Skullberry24+1 ACSeelahCrimson Dust
Conflagrant TacoTainted Fowl, Flour, Cinderbloom, Spellgorging Flower, Phoenix Feather40+4 bonus to all ability scoresCamelliaTemple of Stone Manuscripts
Cheese CrostataEggs, Cheese, Rice, Midnight Morel24+6 hours before fatigueSosielThraz the Spinebreaker
Creme Soup With a SnoutCheese, Sweet Wine, Corrupted Animal Meat24+1 spell DCEmberIvory Sanctum
Curse PilaffOnion, Mutated Fish, Rice22+1 attackCamelliaLeper's Smile - Cave
Demon Slayer SoupEggs, Sweet Wine, Corrupted Animal Meat, Crystallized Demonic Rage33+3 to attack, damage, skill checks and saving throwsGreybor
Wenduag
Bad Luck Tavern
Fish on a StickFlametongue, Mutated Fish, Mix of Spices16+4 hours before fatigueRegillTopaz Solutions
Glowing CroissantFlour, Flametongue, Milk22Health fully restored-Vissaliy Rathmus
Godspeed SaladEdible Moss, Cheese, Midnight Morel22+10' movementLannChilly Creek
Lucky Hand SandwichMutated Fish, Midnight Morel, Cheese, Spellgorging Flower, Shadow Clover35+5 to skill checks
When making a skill check, roll twice and take the better result
WoljifThe Enigma
Midnight SoupTainted Fowl, Onion, Midnight Morel21+1.5 HP / levelDaeranNameless Ruins
Monster CasseroleMilk, Eggs, Corrupted Animal Meat22+2 weapon damageWenduagWintersun (Shrine of Gorum)
Moss PotageEdible Moss, Mix of Spices, Butter20+3 to skill checksGreyborNightingale Grove
Mulled WineMix of Spices, Sweet Wine, Skullberry23+4 to skill checks
-2 armour check penalty
UlbrigFye the Tavern Keeper
Onion SoupEdible Moss, Tainted Fowl, Onion17+1 to saving throwsNenioGwerm's Mansion
Screaming OmeletFlametongue, Eggs, Cinderbloom, Mandragora Root34Fast Healing 1
+2 HP / level
Regill
Seelah
Herrax
Seasoned Wings and ThighsEdible Moss, Tainted Fowl, Mix of Spices14+1 HP / level-Market Square
Skullberry PieFlour, Butter, Skullberry21Fast Healing 1ArueshalaeAreelu's Lab
Sour Guts BrothOnions, Rice, Cinderbloom, Corrupted Animal Meat, Mix of Demonic Poisons35Restore all HP
Removes poison and disease effects
Immune to poison and disease
-Ineluctable Prison
Spicy PastryFlour, Mutated Fish, Flametongue15+5' movement speedWoljifGemyl Hawkes
Mind-cleaning TeaLuminous Herb, Axis Crystals, Blue Honey, Disturbing Spices40+3 bonus to saving throws
+3 bonus to attack and damage rolls against anomalies
-Inevitable Excess DLC

Favourite Foods

Favourite food bonuses are shown below:

  • Seelah
    +3 to attack.
  • Camellia
    +5 to Trickery checks,
  • Lann
    +5 to Perception checks.
  • Wenduag
    +1 to attack and +2 to AC.
  • Woljif
    +5 to Mobility and Skill checks.
  • Ember
    +1 effective caster level with Cure Light Wounds, Cure Moderate Wounds, Cure Serious Wounds and Cure Critical Wounds.
  • Nenio
    +4 to skill checks.
  • Daeran
    +3 to saves.
  • Ulbrig
    +2 bonus to Fortitude and Will saves.
  • Sosiel
    +3 to AC.
  • Regill
    +2 to attack and damage.
  • Arueshalae
    +4 to critical hit confirmation rolls.
  • Greybor
    +1d6 sneak attack.

Elven Notes

Notes for the Storyteller is an "errand" that takes the whole game to complete. The payoff is the Storyteller's Knowledge ability. Locations of the notes (and the chapters in which you can obtain them) are as follows: