Drag this augment into a slot to upgrade a weapon with an additional 4d6 Acid damage on hit. This augment can go in a Red, Orange, or Purple Augment Slot.
Drag this augment into a slot to upgrade a weapon with a +84 Equipment bonus to Fire Spell Power. This augment can go in a Red, Orange, or Purple Augment Slot.
Drag this augment into a slot to upgrade a weapon with a +84 Equipment bonus to Acid Spell Power. This augment can go in a Red, Orange, or Purple Augment Slot.
Drag this augment into a slot to upgrade a weapon with a +84 Equipment bonus to Positive Spell Power. This augment can go in a Red, Orange, or Purple Augment Slot.
Drag this augment into a slot to upgrade an item to provide a +20 Enhancement bonus to your Physical Resistance Rating and Magical Resistance Rating. This augment can go in a Blue, Green, or Purple Augment Slot.
Drag this augment into a slot to upgrade an item to provide a +30 Enhancement bonus to your maximum Hit Points. This augment can go in a Blue, Green, or Purple Augment Slot.
Drag this augment into a slot to upgrade an item to provide a +8 Natural Armor bonus to your Armor Class. This augment can go in a Blue, Green, or Purple Augment Slot.
Drag this augment into a slot to upgrade an item to provide a +6 Protection bonus to your Armor Class. This augment can go in a Blue, Green, or Purple Augment Slot.
Drag this augment into a slot to upgrade an item to provide a +6 Resistance bonus to your Saving Throws. This augment can go in a Blue, Green, or Purple Augment Slot.
Drag this augment into a slot to upgrade an item to provide your Abjuration spells with a +5 Equipment bonus to the DC of the saving throw to resist them. This augment can go in a Yellow, Green, or Orange Augment Slot.
Drag this augment into a slot to upgrade an item to absorb the first 25 points of Acid damage per attack that the wearer would normally take. This augment can go in a Yellow, Green, or Orange Augment Slot.
Drag this augment into a slot to upgrade an item to absorb the first 25 points of Cold damage per attack that the wearer would normally take. This augment can go in a Yellow, Green, or Orange Augment Slot.
Drag this augment into a slot to upgrade an item to provide your Conjuration spells with a +5 Equipment bonus to the DC of the saving throw to resist them. This augment can go in a Yellow, Green, or Orange Augment Slot.
Drag this augment into a slot to upgrade an item to absorb the first 25 points of Electric damage per attack that the wearer would normally take. This augment can go in a Yellow, Green, or Orange Augment Slot.
Madstone was formed when a draconic counterspell aborted the casting of the Reaver's Bane, almost 40,000 years ago. Polished orbs of madstone have been carefully worked into these boots, imbuing them with chaotic and dangerous effects.
The wielder of this shield must have used it to block the attacks of the dragons during the great cataclysm. While it probably didn’t save its owner, the bombardment left the shield infused with a crystalline protective coating that is amazingly hard.
Once used by the Stormreaver’s cook to tenderize the meat that would feed the great leader, this Morningstar is caked in the blood of a million creatures.
These bracers have the unique feature of having air vents cut into their sides to allow your arms to breathe. This makes nerve wracking procedures (such as disarming a bomb) much less sweat inducing.