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Legendary The Wicked Pull

Weapon Type Greatclub
Damage 6[1d10+6] + 16 Bludgeon, Magic, Silver, Adamantine, Mithril, ColdIron, Byeshk
Critical Roll (5%) 20-20 / x2
Handedness Two-handed
Proficiency Martial Weapon Proficiency
Minimum Level 35
Binding Binds to Account on Acquire
Accepts Sentience Yes
Description The goal of many adventurers over the years, you have finally got a Wicked Pull, after fighting your way through the fire and flames of the Demon Lords.
Material Steel
Durability 425
Weight 8.00 lbs
Effects
  • +16 Enhancement Bonus: Weapons and Shields: +16 Enhancement Bonus to Attack and Damage rolls. Armor and Shields: +16 enhancement bonus to Armor Class.
  • Sirocco 122: On a critical hit, a creature struck by this weapon must succeed on a DC 122 Reflex save or be Blinded for 6 seconds.
  • Reverberating 7: This effect causes the edges of this weapon to pulse with sound, dealing 7d6 Sonic damage on each hit.
  • Rupturing Echo: This item sends rippling waves of sound through your opponents. Your attacks and offensive spells have a high chance to deal very strong Sonic damage over time.
  • Sonic Lore +25%: Your Sonic spells gain a +25% Equipment Bonus to their chance to Critical Hit.
  • Metalline: This weapon transmutes into a form that is able to bypass any metal based Damage Reduction. (Adamantine, Alchemical Silver, Byeshk, Cold Iron, or Mithril)
  • Proficiency: Greatclub: While equipped this item grants the wielder all required knowledge to wield a Greatclub without proficiency penalties.
  • Resonance +169: +169 Equipment Bonus to Sonic Spell Power.
Augment Slots
  • Orange Augment Slot
  • Purple Augment Slot

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Legendary The Wicked Pull
Legendary The Wicked Pull
Greatclub
Accepts Sentience
Equips to: Main Hand
Martial Weapon Proficiency
Minimum Level: 35
Binds to Account on Acquire
Base Damage Rating: 89.25
Damage: 6[1d10+6] + 16 Bludgeon, Magic, Silver, Adamantine, Mithril, ColdIron, Byeshk
Critical Roll: (5%) 20-20 / x2
+16 Enhancement Bonus: Weapons and Shields: +16 Enhancement Bonus to Attack and Damage rolls. Armor and Shields: +16 enhancement bonus to Armor Class.
Sirocco 122: On a critical hit, a creature struck by this weapon must succeed on a DC 122 Reflex save or be Blinded for 6 seconds.
Reverberating 7: This effect causes the edges of this weapon to pulse with sound, dealing 7d6 Sonic damage on each hit.
Rupturing Echo: This item sends rippling waves of sound through your opponents. Your attacks and offensive spells have a high chance to deal very strong Sonic damage over time.
Sonic Lore +25%: Your Sonic spells gain a +25% Equipment Bonus to their chance to Critical Hit.
Metalline: This weapon transmutes into a form that is able to bypass any metal based Damage Reduction. (Adamantine, Alchemical Silver, Byeshk, Cold Iron, or Mithril)
Proficiency: Greatclub: While equipped this item grants the wielder all required knowledge to wield a Greatclub without proficiency penalties.
Resonance +169: +169 Equipment Bonus to Sonic Spell Power.
Augments:
Orange Augment Slot: Empty
Purple Augment Slot: Empty
Durability: 425 / 425
Steel (Hardness: 45)
The goal of many adventurers over the years, you have finally got a Wicked Pull, after fighting your way through the fire and flames of the Demon Lords.