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One of 2 items called “Legendary Ratkiller” · see the others · 0x70039589

Legendary Ratkiller

Weapon Type Maul
Damage 5.4[1d10+2] + 15 Bludgeon, Magic
Critical Roll (5%) 20-20 / x3
Handedness Two-handed
Proficiency Martial Weapon Proficiency
Minimum Level 32
Binding Binds to Account on Acquire
Accepts Sentience Yes
Description This hammer is well-worn and appears to have been used in the past to exterminate pests aboard pirate vessels. It's a surprisingly strong weapon for such a mundane task and would probably be useful in battle as well.
Material Steel
Durability 405
Weight 10.00 lbs
Effects
  • +15 Enhancement Bonus: Weapons and Shields: +15 Enhancement Bonus to Attack and Damage rolls. Armor and Shields: +15 enhancement bonus to Armor Class.
  • Stunning +16: +16 Enhancement bonus to DC of character's Stunning Blow and Stunning Fist attempts.
  • Staggering Blow: This item is enchanted to make your attacks send enemies reeling. When you roll a 20 on an attack with a melee weapon you will knock the target down unless it makes a DC 17 Balance check.
  • Earthgrab: This weapon stores the implacable strength of the earth deep within. When this weapon is used, this power occasionally comes to the surface, calling on the earth to erupt from the ground and hold an enemy in place.
  • Animal Bane 6: This weapon is attuned specifically to disrupt the natural, dealing an additional 6d10 bane damage vs. Animals
Augment Slots
  • Red Augment Slot

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Legendary Ratkiller
Legendary Ratkiller
Maul
Accepts Sentience
Equips to: Main Hand
Martial Weapon Proficiency
Minimum Level: 32
Binds to Account on Acquire
Base Damage Rating: 60.50
Damage: 5.4[1d10+2] + 15 Bludgeon, Magic
Critical Roll: (5%) 20-20 / x3
+15 Enhancement Bonus: Weapons and Shields: +15 Enhancement Bonus to Attack and Damage rolls. Armor and Shields: +15 enhancement bonus to Armor Class.
Stunning +16: +16 Enhancement bonus to DC of character's Stunning Blow and Stunning Fist attempts.
Staggering Blow: This item is enchanted to make your attacks send enemies reeling. When you roll a 20 on an attack with a melee weapon you will knock the target down unless it makes a DC 17 Balance check.
Earthgrab: This weapon stores the implacable strength of the earth deep within. When this weapon is used, this power occasionally comes to the surface, calling on the earth to erupt from the ground and hold an enemy in place.
Animal Bane 6: This weapon is attuned specifically to disrupt the natural, dealing an additional 6d10 bane damage vs. Animals
Augments:
Red Augment Slot: Empty
Durability: 405 / 405
Steel (Hardness: 42)
This hammer is well-worn and appears to have been used in the past to exterminate pests aboard pirate vessels. It's a surprisingly strong weapon for such a mundane task and would probably be useful in battle as well.