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The Wicked Pull

Weapon Type Greatclub
Damage 1.2[1d10] + 5 Bludgeon, Magic, Silver, Adamantine, Mithril, ColdIron, Byeshk
Critical Roll (5%) 20-20 / x2
Handedness Two-handed
Proficiency Martial Weapon Proficiency
Minimum Level 11
Binding Binds to Account on Acquire
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 185
Weight 8.00 lbs
Effects
  • +5 Enhancement Bonus: This item has been magically enhanced. Armor with this quality gains a +5 enhancement bonus to AC. Weapons with this quality gain a +5 enhancement bonus to attack and damage.
  • Sirocco 50: On a critical hit, a creature struck by this weapon must succeed on a DC 50 Reflex save or be Blinded for 6 seconds.
  • Reverberating 3: This effect causes the edges of this weapon to pulse with sound, dealing 3d6 Sonic damage on each hit.
  • Screeching 8: This effect causes the edges of this weapon to pulse with sound, dealing 8d6 Sonic damage on each critical hit.
  • Sonic Lore +13%: Your Sonic spells gain a +13% 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 +86: +86 Equipment Bonus to Sonic Spell Power.
  • Equipoised Focus: Your two-handed weapon gains a +2 Exceptional bonus to Spell DCs and is considered an Implement.
Augment Slots
  • Red Augment Slot

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The Wicked Pull
The Wicked Pull
Greatclub
Equips to: Main Hand
Martial Weapon Proficiency
Minimum Level: 11
Binds to Account on Acquire
Base Damage Rating: 12.07
Damage: 1.2[1d10] + 5 Bludgeon, Magic, Silver, Adamantine, Mithril, ColdIron, Byeshk
Critical Roll: (5%) 20-20 / x2
+5 Enhancement Bonus: This item has been magically enhanced. Armor with this quality gains a +5 enhancement bonus to AC. Weapons with this quality gain a +5 enhancement bonus to attack and damage.
Sirocco 50: On a critical hit, a creature struck by this weapon must succeed on a DC 50 Reflex save or be Blinded for 6 seconds.
Reverberating 3: This effect causes the edges of this weapon to pulse with sound, dealing 3d6 Sonic damage on each hit.
Screeching 8: This effect causes the edges of this weapon to pulse with sound, dealing 8d6 Sonic damage on each critical hit.
Sonic Lore +13%: Your Sonic spells gain a +13% 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 +86: +86 Equipment Bonus to Sonic Spell Power.
Equipoised Focus: Your two-handed weapon gains a +2 Exceptional bonus to Spell DCs and is considered an Implement.
Augments:
Red Augment Slot: Empty
Durability: 185 / 185
Steel (Hardness: 21)
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.