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LightPick (Weapons) (68 total)

Name Min Level Type Crit Effects & Bonuses
Ethereal Light Pick BtA 2 Light Pick
  • +1 Enhancement Bonus
    This item has been magically enhanced. Armor with this quality gains a +1 enhancement bonus to AC. Weapons with this quality gain a +1 enhancement bonus to attack and damage.
  • Ghost Touch
    An incorporeal creature's 50% chance to avoid damage does not apply to attacks with ghost touch weapons.
  • Red Augment Slot
Sworn Silver Light Pick BtA 2 Light Pick
  • +1 Enhancement Bonus
    This item has been magically enhanced. Armor with this quality gains a +1 enhancement bonus to AC. Weapons with this quality gain a +1 enhancement bonus to attack and damage.
  • Silver, Alchemical
    A complex process involving metallurgy and alchemy can bond silver to a weapon made of steel so that it bypasses the damage reduction of creatures such as lycanthropes and vampires.
  • Red Augment Slot
Pick of Endless Light BtC 4 Light Pick
  • +2 Enhancement Bonus
    This item has been magically enhanced. Armor with this quality gains a +2 enhancement bonus to AC. Weapons with this quality gain a +2 enhancement bonus to attack and damage.
  • Lesser Undead Bane
    A bane weapon excels at attacking one type or subtype of creature. Against undead, this weapon's effective enhancement bonus is +1 better than its normal enhancement bonus. It deals an extra 1 to 6 points of damage against the foe.
  • Incandescence
    This weapon glows with the light of Irian. This weapon deals an extra 1 to 6 points of light damage on a successful hit.
Ferrocrystal Light Pick BtA 5 Light Pick
  • +2 Enhancement Bonus
    This item has been magically enhanced. Armor with this quality gains a +2 enhancement bonus to AC. Weapons with this quality gain a +2 enhancement bonus to attack and damage.
  • Feybane 2
    This weapon is attuned specifically to hunt those born of the Feywild, dealing an additional 2d10 bane damage vs. Fey.
  • Destruction
    On Hit: Your target gains a stack of Armor Destruction. (-1 penalty to Armor Class, -1% of its Fortification. 20 Second Duration. Stacks up to 15 times.) This effect may trigger once every three seconds.
  • Maiming 2
    This weapon has a twisted haft or grip and spikes along its blade, head, or point. When you score a critical hit with this weapon, it does an additional +2d8 damage.
  • Crystal
    Rumor has it that the crystal this item is made from comes from Riedra and has certain qualities in common with crysteel. Crystal weapons are able to overcome the protective damage reduction of many Quori creatures, which can be resistant to other weapons. Spell failure chances for armors and shields made from crystal are also decreased by 10%.
  • Red Augment Slot
Flamesalt Light Pick BtA 5 Light Pick
  • +1 Enhancement Bonus
    This item has been magically enhanced. Armor with this quality gains a +1 enhancement bonus to AC. Weapons with this quality gain a +1 enhancement bonus to attack and damage.
  • Chilling 2
    This effect causes the edges of this weapon to become frozen to the touch, dealing 2d6 Ice damage on each hit.
  • Monstrous Humanoid Bane 2
    This weapon is attuned specifically to hunt those who are descended from monsters, dealing an additional 2d10 bane damage vs. Monstrous Humanoids
  • Weakening 1
    This weapon saps the power and might from your enemies, dealing 1 Strength damage on each hit.
  • Flametouched Iron
    Mined only in Thrane, flametouched iron is rare and considered sacred by the Church of the Silver Flame. When mined, this iron variety has a speckled dark red color, resembling rust. Adherents of the Church of the Silver Flame believe that flametouched iron carries the particular blessing of their deity, and they use it to make holy symbols, weapons, and armor. A flametouched iron weapon is treated as a good-aligned weapon.
  • Red Augment Slot
Caustic Light Pick 7 Light Pick
  • +3 Enhancement Bonus
    This item has been magically enhanced. Armor with this quality gains a +3 enhancement bonus to AC. Weapons with this quality gain a +3 enhancement bonus to attack and damage.
  • Upgradeable Item (Temple of Elemental Evil)
    This item can be upgraded. Bring this item to the Overgrown Workbench in the Temple of Elemental Evil and combine it with Rusty Gilled Mushrooms to upgrade the item to a more powerful form.
  • Corrosion
    Passive: +54 Equipment Bonus to Acid Spell Power.
Doused Light Pick 7 Light Pick
  • +3 Enhancement Bonus
    This item has been magically enhanced. Armor with this quality gains a +3 enhancement bonus to AC. Weapons with this quality gain a +3 enhancement bonus to attack and damage.
  • Upgradeable Item (Temple of Elemental Evil)
    This item can be upgraded. Bring this item to the Overgrown Workbench in the Temple of Elemental Evil and combine it with Rusty Gilled Mushrooms to upgrade the item to a more powerful form.
  • Glaciation
    Passive: +54 Equipment Bonus to Cold Spell Power.
Electrified Light Pick 7 Light Pick
  • +3 Enhancement Bonus
    This item has been magically enhanced. Armor with this quality gains a +3 enhancement bonus to AC. Weapons with this quality gain a +3 enhancement bonus to attack and damage.
  • Upgradeable Item (Temple of Elemental Evil)
    This item can be upgraded. Bring this item to the Overgrown Workbench in the Temple of Elemental Evil and combine it with Rusty Gilled Mushrooms to upgrade the item to a more powerful form.
  • Magnetism
    Passive: +54 Equipment Bonus to Electric Spell Power.
Energized Light Pick 7 Light Pick
  • +3 Enhancement Bonus
    This item has been magically enhanced. Armor with this quality gains a +3 enhancement bonus to AC. Weapons with this quality gain a +3 enhancement bonus to attack and damage.
  • Upgradeable Item (Temple of Elemental Evil)
    This item can be upgraded. Bring this item to the Overgrown Workbench in the Temple of Elemental Evil and combine it with Rusty Gilled Mushrooms to upgrade the item to a more powerful form.
  • Electric Vulnerability
    On Hit: Applies a stack of Electric Vulnerability (1% more damage for 3 seconds. This effect stacks up to 20 times, and loses one stack on expiration.). This effect may only occur on-hit once second.
Etched Light Pick 7 Light Pick
  • +3 Enhancement Bonus
    This item has been magically enhanced. Armor with this quality gains a +3 enhancement bonus to AC. Weapons with this quality gain a +3 enhancement bonus to attack and damage.
  • Upgradeable Item (Temple of Elemental Evil)
    This item can be upgraded. Bring this item to the Overgrown Workbench in the Temple of Elemental Evil and combine it with Rusty Gilled Mushrooms to upgrade the item to a more powerful form.
  • Acid Vulnerability
    On Hit: Applies a stack of Acid Vulnerability (1% more damage for 3 seconds. This effect stacks up to 20 times, and loses one stack on expiration.). This effect may only occur on-hit once second.
Quenched Light Pick 7 Light Pick
  • +3 Enhancement Bonus
    This item has been magically enhanced. Armor with this quality gains a +3 enhancement bonus to AC. Weapons with this quality gain a +3 enhancement bonus to attack and damage.
  • Upgradeable Item (Temple of Elemental Evil)
    This item can be upgraded. Bring this item to the Overgrown Workbench in the Temple of Elemental Evil and combine it with Rusty Gilled Mushrooms to upgrade the item to a more powerful form.
  • Cold Vulnerability
    On Hit: Applies a stack of Cold Vulnerability (1% more damage for 3 seconds. This effect stacks up to 20 times, and loses one stack on expiration.). This effect may only occur on-hit once a second.
Scorched Light Pick 7 Light Pick
  • +3 Enhancement Bonus
    This item has been magically enhanced. Armor with this quality gains a +3 enhancement bonus to AC. Weapons with this quality gain a +3 enhancement bonus to attack and damage.
  • Upgradeable Item (Temple of Elemental Evil)
    This item can be upgraded. Bring this item to the Overgrown Workbench in the Temple of Elemental Evil and combine it with Rusty Gilled Mushrooms to upgrade the item to a more powerful form.
  • Combustion
    Passive: +54 Equipment Bonus to Fire Spell Power.
Smoldering Light Pick 7 Light Pick
  • +3 Enhancement Bonus
    This item has been magically enhanced. Armor with this quality gains a +3 enhancement bonus to AC. Weapons with this quality gain a +3 enhancement bonus to attack and damage.
  • Upgradeable Item (Temple of Elemental Evil)
    This item can be upgraded. Bring this item to the Overgrown Workbench in the Temple of Elemental Evil and combine it with Rusty Gilled Mushrooms to upgrade the item to a more powerful form.
  • Fire Vulnerability
    On Hit: Applies a stack of Fire Vulnerability (1% more damage for 3 seconds. This effect stacks up to 20 times, and loses one stack on expiration.). This effect may only occur on-hit once second.
Calamitous Light Pick BtA 8 Light Pick
  • +4 Enhancement Bonus
    This item has been magically enhanced. Armor with this quality gains a +4 enhancement bonus to AC. Weapons with this quality gain a +4 enhancement bonus to attack and damage.
  • Vampirism 1
    This weapon thirsts for the blood of your enemies, healing you for +1d2 hit points with each hit.
  • Lamordia: Melancholic Slot (Weapon)
  • Lamordia: Dolorous Slot (Weapon)
  • Lamordia: Miserable Slot (Weapon)
  • Red Augment Slot
Cataclysmic Light Pick BtA 8 Light Pick
  • +4 Enhancement Bonus
    This item has been magically enhanced. Armor with this quality gains a +4 enhancement bonus to AC. Weapons with this quality gain a +4 enhancement bonus to attack and damage.
  • Vampirism 1
    This weapon thirsts for the blood of your enemies, healing you for +1d2 hit points with each hit.
  • Lamordia: Melancholic Slot (Weapon)
  • Lamordia: Dolorous Slot (Weapon)
  • Lamordia: Miserable Slot (Weapon)
  • Lamordia: Woeful Slot (Weapon)
  • Red Augment Slot
Pick of Endless Light BtC 8 Light Pick
  • +3 Enhancement Bonus
    This item has been magically enhanced. Armor with this quality gains a +3 enhancement bonus to AC. Weapons with this quality gain a +3 enhancement bonus to attack and damage.
  • Undead Bane
    A bane weapon excels at attacking one type or subtype of creature. Against undead, this weapon's effective enhancement bonus is +2 better than its normal enhancement bonus. It deals an extra 2 to 12 points of damage against the foe.
  • Incandescence
    This weapon glows with the light of Irian. This weapon deals an extra 1 to 6 points of light damage on a successful hit.
Barovian's Light Pick BtC 10 Light Pick
  • +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.
  • Silver, Alchemical
    A complex process involving metallurgy and alchemy can bond silver to a weapon made of steel so that it bypasses the damage reduction of creatures such as lycanthropes and vampires.
  • Holy {0}
    This weapon is wielded by the pure to smite the wicked, dealing an additional {0}d6 good damage on each hit. This effect makes the weapon good aligned.
    Evil characters wielding this weapon will suffer one negative level.
  • Fiery {0}
    This effect causes the edges of this weapon to burn with enchanted flames, dealing {0}d6 Fire damage on each hit.
  • Undead Bane {0}
    Those that have died must return, and this weapon is attuned specifically to lay them to rest. This weapon deals an additional {0}d10 bane damage vs. Undead
  • Red Augment Slot
Macabre Light Pick BtC 10 Light Pick
  • +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.
  • Mother Night's Embrace
    This weapon is unholy and imbued by one of the two deities of Barovia - the Mother Night. This weapon is evil, dealing an additional {0}d6 evil damage on each hit.
  • Human Bane {0}
    This weapon is attuned specifically to hunt those with diversity and ambition, dealing an additional {0}d10 bane damage vs. Humans
  • Vampirism {0}
    This weapon thirsts for the blood of your enemies, healing you for +{0}d2 hit points with each hit.
  • Chilling {0}
    This effect causes the edges of this weapon to become frozen to the touch, dealing {0}d6 Ice damage on each hit.
  • Orange Augment Slot
Duergarcraft Light Pick BtA 11 Light Pick
  • +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.
  • Piercing 3
    The edges of this weapon have serrated edges, dealing an additional 3d6 piercing damage on each hit.
  • Stabbing 7
    The edges of this weapon are serrated, dealing an additional 7d6 piercing damage on each critical hit.
  • Banishing 1880
    On Hit: 1880d6 Bane damage to Outsiders.
    On Vorpal Hit: If an outsider struck by this weapon has fewer than 3 Hit Points, it is instantly slain. If the outsider has above 45 hit points, it takes {3}d20 damage.
  • Improved Destruction
    On Hit: Your target gains a stack of Armor Destruction. (-1 penalty to Armor Class, -1% of its Fortification. 20 Second Duration. Stacks up to 15 times.) This effect may trigger once every second.
  • Red Augment Slot
Light Pick of the Oozing Hunger BtA 11 Light Pick
  • +5 Enhancement Bonus
    Weapons and Shields: +5 Enhancement Bonus to Attack and Damage rolls. Armor and Shields: +5 enhancement bonus to Armor Class.
  • Acid Blast 3
    This weapon is covered in a strong and deadly acid, dealing 3d6 Acid damage on a successful hit, and an additional 3d6 Acid damage on a critical hit.
  • Slime
    This weapon stores the corrosive, voracious power of the ooze deep within. When this weapon is used, this power can come to the surface, decreasing an opponent's AC.
  • Acidic 3
    This effect causes the edges of this weapon to drip with acid, dealing 3d6 Acid damage on each hit.
  • Destructive Acid +2
    Strikes with this weapon have a small chance to call forth a surge of incredibly corrosive acid, dealing 2d20+27 acid damage.
  • Red Augment Slot
Alchemical Light Pick 12 Light Pick
  • +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.
  • Alchemical (Prototype)
    This experimental item, crafted and enchanted at ancient Cannith creation forges using powerful alchemy, is made of a material that allows elemental power sources to be bound to it. This item is in a prototype state and is currently in need of refinement before an elemental can be bound to it.
Green Steel Light Pick BtCoE 12 Light Pick
  • +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.
  • Green Steel
    This planar alloy has a greasy green-colored sheen and is favored by the Baatezu, the devils of Shavarath. Green steel weapons leave terrible wounds, increasing the damage die type of the weapon, and are treated as evil-aligned for the purpose of bypassing damage reduction.
Pick of Endless Light BtC 12 Light Pick
  • +4 Enhancement Bonus
    This item has been magically enhanced. Armor with this quality gains a +4 enhancement bonus to AC. Weapons with this quality gain a +4 enhancement bonus to attack and damage.
  • Undead Bane
    A bane weapon excels at attacking one type or subtype of creature. Against undead, this weapon's effective enhancement bonus is +2 better than its normal enhancement bonus. It deals an extra 2 to 12 points of damage against the foe.
  • Brilliance
    This weapon glows with the light of Irian. This weapon deals an extra 1 to 6 points of light damage on a successful hit. In addition, critical hits deal an additional 1 to 10 light damage for weapons with a x2 critical multiplier, 2 to 20 for a x3 critical multiplier and 3 to 30 for a x4 multiplier.
  • Light Bringer
    On Vorpal Hit: If an undead struck by this weapon has fewer than 1000 Hit Points, it is instantly slain. If the undead has above 1000 hit points, it takes 100 damage.
Light Pick of the Fallen Age BtA 13 Light Pick
  • +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.
  • Anarchic Blast 3
    This weapon is a chaotic conduit, dealing 3d6 Chaos damage on a successful hit, and an additional 3d6 Chaos damage on a critical hit. This effect makes the weapon chaotically aligned.
  • Anarchic 3
    This weapon is chaotic and used to undermine the righteous, dealing an additional 3d6 chaos damage on each hit. This effect makes the weapon chaotic aligned.
  • Aligned
    This weapon transmutes into a form that is able to bypass any alignment based Damage Reduction. (Chaotic, Good, Evil, Lawful)
  • Keen
    Passive: The base critical threat range of this weapon is doubled. This does not stack with the Improved Critical feat. Vorpal strikes by this weapon also bypass all Fortification.
  • Red Augment Slot
Light Pick of the Golden Age BtA 13 Light Pick
  • +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.
  • Force Blast 3
    This weapon ripples with intense force, dealing 3d6 Force damage on a successful hit, and an additional 3d6 Force damage on a critical hit.
  • Impactful 3
    This effect causes the edges of this weapon to ripple with force, dealing 3d6 force damage on each hit.
  • Vorpal
    Passive: +0.5\[W\] damage dice.
    On Vorpal Hit: If your target has fewer than 1000 Hit Points, they are instantly slain.
    If your target has above 1000 Hit Points, they take 100 damage.
  • Entropic 3
    This weapon is intensely powerful, and crackles with destructive, unpredictable magic. It deals an additional 3d6 untyped damage on each hit.
  • Red Augment Slot
Planar Spike BtA 14 Light Pick
  • +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.
  • Trace of Madness
    You can almost hear faint, panicked voices when this item is close to you. Perhaps the latent power of this item's hint of madness could be brought out by some catalyst.
  • Piercing {0}
    The edges of this weapon have serrated edges, dealing an additional {0}d6 piercing damage on each hit.
  • Heartseeker I
    On Critical Hit: 3 to 18 Piercing damage from weapons with a x2 Critical Multiplier, 3 to 24 Piercing damage from weapons with a x3 Critical Multiplier, and 3 to 30 Piercing damage from weapons with a x4 or greater Critical Multiplier.
  • Screeching {0}
    This effect causes the edges of this weapon to pulse with sound, dealing {0}d6 Sonic damage on each critical hit.
  • Maiming {0}
    This weapon has a twisted haft or grip and spikes along its blade, head, or point. When you score a critical hit with this weapon, it does an additional +{0}d8 damage.
  • Red Augment Slot
Syranian Light Pick BtA 15 Light Pick
  • +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.
  • Electrifying 4
    This effect causes the edges of this weapon to arc with electricity, dealing 4d6 Lightning damage on each hit.
  • Holy 4
    This weapon is wielded by the pure to smite the wicked, dealing an additional 4d6 good damage on each hit. This effect makes the weapon good aligned.
    Evil characters wielding this weapon will suffer one negative level.
  • Construct Bane 4
    This weapon is attuned specifically to disrupt creations, dealing an additional 4d10 bane damage vs. Constructs
  • Adamantine
    Found only in meteorites and the rarest of veins in magical areas, this ultrahard metal adds to the quality of a weapon or suit of armor. Weapons made of adamantine have the ability to bypass the protective damage reduction of certain monsters.
  • Red Augment Slot
Cormyrean Light Pick BtC 16 Light Pick
  • +4 Enhancement Bonus
    This item has been magically enhanced. Armor with this quality gains a +4 enhancement bonus to AC. Weapons with this quality gain a +4 enhancement bonus to attack and damage.
  • Flaming Burst
    This weapon is sheathed in fire, and deals 1 to 6 fire damage each hit. Critical hits deal an additional 1 to 10 fire damage for weapons with a x2 critical multiplier, 2 to 20 for a x3 multiplier and 3 to 30 for a x4 multiplier.
  • Shocking Burst
    This weapon is sheathed in crackling electricity, and deals 1 to 6 electrical damage each hit. Critical hits deal an additional 1 to 10 electrical damage for weapons with a x2 critical multiplier, 2 to 20 for a x3 multiplier and 3 to 30 for a x4 multiplier.
  • Icy Burst
    This weapon is sheathed in icy cold, and deals 1 to 6 cold damage each hit. Critical hits deal an additional 1 to 10 cold damage for weapons with a x2 critical multiplier, 2 to 20 for a x3 multiplier and 3 to 30 for a x4 multiplier.
  • Acid Burst
    This weapon is sheathed in corrosive acid, and does 1 to 6 acid damage each hit. Critical hits deal an additional 1 to 10 acid damage for weapons with a x2 critical multiplier, 2 to 20 for a x3 multiplier and 3 to 30 for a x4 multiplier.
  • Screaming
    Screaming weapons emit a piercing screech whenever they are used to make a successful attack. This screech does an additional 1 to 6 sonic damage.
  • Pure Good
    This weapon is infused with the power of Pure Good. It does an additional 1 to 6 damage to non-good targets and can only be wielded by Good aligned characters.
  • Holy
    A holy weapon is imbued with holy power. This power makes the weapon good-aligned. Evil characters wielding this weapon suffer a negative level. The weapon deals an extra 2 to 12 points of damage against all targets of evil alignment.
  • True Law
    This weapon is infused with the power of True Law. It does an additional 1 to 6 damage to non-lawful targets and can only be wielded by Lawful aligned characters.
  • Axiomatic
    An axiomatic weapon is lawfully aligned and infused with the power of law. It makes the weapon law-aligned and thus bypasses the corresponding damage reduction. It deals an extra 2 to 12 points of damage against all of chaotic alignment.
  • Steam
    This weapon is constantly building a magical steam within. When the weapon is used, this pressure can be violently discharged, periodically damaging enemies with an additional 2 to 16 plus 8 points of untyped damage on a successful hit.
  • Cacophony
    This weapon stores the power of a hundred blasts of sound within. Occasionally, this resonating power comes to the surface, devastating enemies with massive sonic damage.
  • Magma Surge
    This weapon stores the immeasurable heat of the planet's molten mantle. When this weapon is used, superheated magma occasionally surges to the surface, slowing an enemy down and inflicting massive fire damage over time.
  • Crushing Wave
    This weapon stores the unstoppable force of the ocean's fury deep within. When this weapon is used, this power occasionally comes to the surface, crushing enemies beneath a torrent of frigid water.
  • Corrosive Salt
    This weapon stores a caustic, insatiable power deep within. When this weapon is used, this power can come to the surface in the form of a noxious, corrosive salt that dissolves all substances.
  • Disintegration
    This weapon has a dark, insidious power deep within. Occasionally, this power lashes out violently at enemies and attempts to disintegrate them.
  • Incineration
    This weapon stores the power of a raging inferno deep within. Occasionally, this destructive power comes to the surface, devastating enemies with massive fire damage.
  • Wounding
    A wounding weapon deals 1 point of Constitution damage from blood loss when it hits a creature. Creatures immune to critical hits are immune to the Constitution damage dealt by this weapon.
  • Maladroit
    This weapon afflicts enemies with sluggish and clumsy movements. -1 Dexterity on a successful hit.
  • Weakening
    This weapon drains the enemies' melee power. -1 Strength on a successful hit.
  • Shattermantle
    Translucent, writhing energy and blue sparks can be seen raging within this weapon. When a shattermantle weapon strikes a foe that has spell resistance, the value of that spell resistance is reduced by 3 for 9 seconds. A foe can only have its SR reduced by one Shattermantle effect at a time.
  • Slowburst
    This weapon has an image of a snail worked into its hilt or grip, and it feels cold to the touch. Whenever you score a critical hit with this weapon, the target is slowed for 30 seconds. A DC 15 Will save negates this effect.
  • Destruction
    On Hit: Your target gains a stack of Armor Destruction. (-1 penalty to Armor Class, -1% of its Fortification. 20 Second Duration. Stacks up to 15 times.) This effect may trigger once every three seconds.
  • Crippling
    A crippling weapon is infused with binding power so that when a target is critically hit their movement is slowed by half.
  • Roaring
    This weapon causes targets to become shaken and, on a critical hit, does 2 to 12 sonic damage to the target.
  • Cursespewing
    On a natural 20 attack roll, this weapon lashes out with a vengeful curse that confers a -4 morale penalty on attack rolls, saving throws, and skill checks. This painful curse also causes the victim to take 1d6 damage every two seconds for a duration of twelve seconds. Additional vorpal strikes while the curse is active will extend the duration by another twelve seconds.
  • Strength Sapping
    Every time this weapon deals damage, the target must succeed on a Fortitude save (DC 15) or become exhausted.
  • Paralyzing
    Any creature struck by this weapon must succeed on a Difficulty Check 17 Will save or be paralyzed. The target may attempt a new save to end the effect every several seconds; otherwise the paralysis lasts for 1 minute.
  • Vertigo +6
    This effect gives a +6 enhancement bonus to the DC to resist the character's Trip and Improved Trip attempts.
  • Vertigo +8
    This effect gives a +8 enhancement bonus to the DC to resist the character's Trip and Improved Trip attempts.
  • Stunning +6
    If this effect is on a weapon, each attack that deals damage has a 3% chance to stun the target if it fails a DC 29 Fortitude Save. In addition, when on any piece of equipment, this effect gives a +6 bonus to the DC of your Stunning Blow and Stunning Fist abilities.
  • Stunning +8
    If this effect is on a weapon, each attack that deals damage has a 3% chance to stun the target if it fails a DC 31 Fortitude Save. In addition, when on any piece of equipment, this effect gives a +8 bonus to the DC of your Stunning Blow and Stunning Fist abilities.
  • Shatter +6
    This effect gives a +6 enhancement bonus to the DC to resist the character's Sunder and Improved Sunder attempts.
  • Shatter +8
    This effect gives a +8 enhancement bonus to the DC to resist the character's Sunder and Improved Sunder attempts.
  • Tendon Slice 6%
    This effect gives a 6% chance to Hamstring the target for each attack that does damage.
  • Tendon Slice 8%
    This effect gives a 8% chance to Hamstring the target for each attack that does damage.
  • Insightful Combat Mastery +1
    This effect gives a +1 Insight bonus to the DC to resist the character's Trip, Improved Trip, Sunder, Improved Sunder, Stunning Blow, and Stunning Fist attempts.
Pick of Endless Light BtC 16 Light Pick
  • +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.
  • Greater Undead Bane
    A bane weapon excels at attacking one type or subtype of creature. Against undead, this weapon's effective enhancement bonus is +4 better than its normal enhancement bonus. It deals an extra 3 to 18 points of damage against the foe.
  • Brilliance
    This weapon glows with the light of Irian. This weapon deals an extra 1 to 6 points of light damage on a successful hit. In addition, critical hits deal an additional 1 to 10 light damage for weapons with a x2 critical multiplier, 2 to 20 for a x3 critical multiplier and 3 to 30 for a x4 multiplier.
  • Light Bringer
    On Vorpal Hit: If an undead struck by this weapon has fewer than 1000 Hit Points, it is instantly slain. If the undead has above 1000 hit points, it takes 100 damage.
Defiled Reliquary Light Pick BtA 18 Light Pick
  • +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.
  • Improved Destruction
    On Hit: Your target gains a stack of Armor Destruction. (-1 penalty to Armor Class, -1% of its Fortification. 20 Second Duration. Stacks up to 15 times.) This effect may trigger once every second.
  • Unholy 4
    This weapon is used by the wicked to smite the pure, dealing an additional 4d6 evil damage on each hit. This effect makes the weapon evil aligned.
  • Evil Blast 4
    This weapon is a sinister implement of evil deeds, dealing 4d6 Evil damage on a successful hit, and an additional 4d6 Evil damage on a critical hit. This effect makes the weapon evil aligned.
    Good characters wielding this weapon will suffer one negative level.
  • Vile Grip of the Hidden Hand
    Attacks and offensive spells have a small chance to deal massive evil damage.
  • Red Augment Slot
Shining Reliquary Light Pick BtA 18 Light Pick
  • +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.
  • Improved Destruction
    On Hit: Your target gains a stack of Armor Destruction. (-1 penalty to Armor Class, -1% of its Fortification. 20 Second Duration. Stacks up to 15 times.) This effect may trigger once every second.
  • Coruscating 4
    This effect causes the edges of this weapon to coruscate, dealing 4d6 Light damage on each hit.
  • Blazing 10
    This effect causes the edges of this weapon to coruscate, dealing 10d6 Light damage on each critical hit.
  • Evil Outsider Bane 4
    This weapon is attuned specifically to hunt monsters that bring ill intent from other planes, dealing an additional 4d10 bane damage vs. Evil Outsiders
  • Red Augment Slot
Cormyrean Light Pick BtC 20 Light Pick
  • +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.
  • Blazing
    This weapon is sheathed in fierce flame. A blazing weapon deals an extra 2 to 12 points of fire damage on a successful hit.
  • Boreal
    This weapon is sheathed in frigid cold. A boreal weapon deals an extra 2 to 12 points of cold damage on a successful hit.
  • Caustic
    This weapon is sheathed in caustic acid. A caustic weapon deals an extra 2 to 12 points of acid damage on a successful hit.
  • Voltaic
    This weapon is sheathed in Powerful electricity. A voltaic weapon deals an extra 2 to 12 points of electricity damage on a successful hit.
  • Shrieking
    Shrieking weapons emit a piercing screech whenever they are used to make a successful attack. This screech deals an additional 2 to 12 sonic damage.
  • Flaming Burst
    This weapon is sheathed in fire, and deals 1 to 6 fire damage each hit. Critical hits deal an additional 1 to 10 fire damage for weapons with a x2 critical multiplier, 2 to 20 for a x3 multiplier and 3 to 30 for a x4 multiplier.
  • Shocking Burst
    This weapon is sheathed in crackling electricity, and deals 1 to 6 electrical damage each hit. Critical hits deal an additional 1 to 10 electrical damage for weapons with a x2 critical multiplier, 2 to 20 for a x3 multiplier and 3 to 30 for a x4 multiplier.
  • Icy Burst
    This weapon is sheathed in icy cold, and deals 1 to 6 cold damage each hit. Critical hits deal an additional 1 to 10 cold damage for weapons with a x2 critical multiplier, 2 to 20 for a x3 multiplier and 3 to 30 for a x4 multiplier.
  • Acid Burst
    This weapon is sheathed in corrosive acid, and does 1 to 6 acid damage each hit. Critical hits deal an additional 1 to 10 acid damage for weapons with a x2 critical multiplier, 2 to 20 for a x3 multiplier and 3 to 30 for a x4 multiplier.
  • Pure Good
    This weapon is infused with the power of Pure Good. It does an additional 1 to 6 damage to non-good targets and can only be wielded by Good aligned characters.
  • Good Blast
    A good blast weapon is infused with the power of good. Critical hits with this weapon to targets of non-good alignment deal an extra 3 to 18 good damage for weapons with a x2 critical multiplier, 4 to 24 for a x3 multiplier, and 5 to 30 for a x4 multiplier. Additionally, if you roll a 20 when attacking and confirm the critical hit, the weapon blasts your target, doing 4 to 24 more good damage to any enemy of non-good alignment.
  • Holy
    A holy weapon is imbued with holy power. This power makes the weapon good-aligned. Evil characters wielding this weapon suffer a negative level. The weapon deals an extra 2 to 12 points of damage against all targets of evil alignment.
  • True Law
    This weapon is infused with the power of True Law. It does an additional 1 to 6 damage to non-lawful targets and can only be wielded by Lawful aligned characters.
  • Axiomatic
    An axiomatic weapon is lawfully aligned and infused with the power of law. It makes the weapon law-aligned and thus bypasses the corresponding damage reduction. It deals an extra 2 to 12 points of damage against all of chaotic alignment.
  • Force
    This weapon is humming with magical force. It deals an additional 1 to 6 force damage on a successful hit.
  • Steam
    This weapon is constantly building a magical steam within. When the weapon is used, this pressure can be violently discharged, periodically damaging enemies with an additional 2 to 16 plus 8 points of untyped damage on a successful hit.
  • Cacophony
    This weapon stores the power of a hundred blasts of sound within. Occasionally, this resonating power comes to the surface, devastating enemies with massive sonic damage.
  • Magma Surge
    This weapon stores the immeasurable heat of the planet's molten mantle. When this weapon is used, superheated magma occasionally surges to the surface, slowing an enemy down and inflicting massive fire damage over time.
  • Crushing Wave
    This weapon stores the unstoppable force of the ocean's fury deep within. When this weapon is used, this power occasionally comes to the surface, crushing enemies beneath a torrent of frigid water.
  • Corrosive Salt
    This weapon stores a caustic, insatiable power deep within. When this weapon is used, this power can come to the surface in the form of a noxious, corrosive salt that dissolves all substances.
  • Slicing Winds
    This weapon stores the cyclonic might of a windstorm within. When this weapon is used, this power can come to the surface as a series of rushing, cutting winds that deal slashing damage to the target over several seconds.
  • Disintegration
    This weapon has a dark, insidious power deep within. Occasionally, this power lashes out violently at enemies and attempts to disintegrate them.
  • Incineration
    This weapon stores the power of a raging inferno deep within. Occasionally, this destructive power comes to the surface, devastating enemies with massive fire damage.
  • Wounding
    A wounding weapon deals 1 point of Constitution damage from blood loss when it hits a creature. Creatures immune to critical hits are immune to the Constitution damage dealt by this weapon.
  • Maladroit
    This weapon afflicts enemies with sluggish and clumsy movements. -1 Dexterity on a successful hit.
  • Weakening
    This weapon drains the enemies' melee power. -1 Strength on a successful hit.
  • Improved Shattermantle
    Translucent, writhing energy and blue sparks can be seen raging within this weapon. When a shattermantle weapon strikes a foe that has spell resistance, the value of that spell resistance is reduced by 6 for 9 seconds. A foe can only have its SR reduced by one Shattermantle effect at a time.
  • Improved Slowburst
    This weapon has an image of a snail worked into its hilt or grip, and it feels cold to the touch. Whenever you score a critical hit with this weapon, the target is slowed for 30 seconds. A DC 28 Will save negates this effect.
  • Improved Destruction
    On Hit: Your target gains a stack of Armor Destruction. (-1 penalty to Armor Class, -1% of its Fortification. 20 Second Duration. Stacks up to 15 times.) This effect may trigger once every second.
  • Crippling
    A crippling weapon is infused with binding power so that when a target is critically hit their movement is slowed by half.
  • Improved Roaring
    This weapon causes targets to become shaken and, on a critical hit, does 2 to 12 sonic damage to the target.
  • Improved Cursespewing
    On a natural 20 attack roll, this weapon lashes out with a vengeful curse that confers a -4 morale penalty on attack rolls, damage rolls, saving throws, and skill checks. This agonizing curse also causes the victim to take 2d6 damage every two seconds for a duration of twelve seconds. Additional vorpal strikes while the curse is active will extend the duration by another twelve seconds.
  • Strength Sapping
    Every time this weapon deals damage, the target must succeed on a Fortitude save (DC 15) or become exhausted.
  • Improved Paralyzing
    Any creature struck by this weapon must succeed on a DC 25 Will save or be paralyzed. The target may attempt a new save to end the effect every several seconds; otherwise the paralysis lasts for 1 minute.
  • Vertigo +8
    This effect gives a +8 enhancement bonus to the DC to resist the character's Trip and Improved Trip attempts.
  • Vertigo +10
    This effect gives a +10 enhancement bonus to the DC to resist the character's Trip and Improved Trip attempts.
  • Stunning +8
    If this effect is on a weapon, each attack that deals damage has a 3% chance to stun the target if it fails a DC 31 Fortitude Save. In addition, when on any piece of equipment, this effect gives a +8 bonus to the DC of your Stunning Blow and Stunning Fist abilities.
  • Stunning +10
    If this effect is on a weapon, each attack that deals damage has a 3% chance to stun the target if it fails a DC 33 Fortitude Save. In addition, when on any piece of equipment, this effect gives a +10 bonus to the DC of your Stunning Blow and Stunning Fist abilities.
  • Shatter +8
    This effect gives a +8 enhancement bonus to the DC to resist the character's Sunder and Improved Sunder attempts.
  • Shatter +10
    This effect gives a +10 enhancement bonus to the DC to resist the character's Sunder and Improved Sunder attempts.
  • Tendon Slice 8%
    This effect gives a 8% chance to Hamstring the target for each attack that does damage.
  • Tendon Slice 10%
    This effect gives a 10% chance to Hamstring the target for each attack that does damage.
  • Insightful Combat Mastery +2
    This effect gives a +2 Insight bonus to the DC to resist the character's Trip, Improved Trip, Sunder, Improved Sunder, Stunning Blow, and Stunning Fist attempts.
Epic Ethereal Light Pick BtA 20 Light Pick
  • +6 Enhancement Bonus
    This item has been magically enhanced. Armor with this quality gains a +6 enhancement bonus to AC. Weapons with this quality gain a +6 enhancement bonus to attack and damage.
  • Impactful 4
    This effect causes the edges of this weapon to ripple with force, dealing 4d6 force damage on each hit.
  • Ghostbane 4
    This weapon is attuned specifically to hunt the risen dead, dealing an additional 4d10 bane damage vs. Undead monsters.

    This weapon also has Ghost Touch, and bypasses ethereal monster's 50% chance to evade bane damage.
  • Weaken Undead
    Undead creatures struck by this weapon find themselves more vulnerable. Each time this weapon deals damage to an undead creature, the target loses 20% of its Fortification for the next 20 seconds. This effect does not stack with itself.
  • Adamantine
    Found only in meteorites and the rarest of veins in magical areas, this ultrahard metal adds to the quality of a weapon or suit of armor. Weapons made of adamantine have the ability to bypass the protective damage reduction of certain monsters.
  • Red Augment Slot
Epic Sworn Silver Light Pick BtA 20 Light Pick
  • +6 Enhancement Bonus
    This item has been magically enhanced. Armor with this quality gains a +6 enhancement bonus to AC. Weapons with this quality gain a +6 enhancement bonus to attack and damage.
  • Silver, Alchemical
    A complex process involving metallurgy and alchemy can bond silver to a weapon made of steel so that it bypasses the damage reduction of creatures such as lycanthropes and vampires.
  • Unnatural Bane 4
    This weapon is attuned specifically to hunt beings that should not exist, dealing an additional 4d10 bane damage vs. Aberrations, Monstrous Humanoids, and Undead
  • Destruction
    On Hit: Your target gains a stack of Armor Destruction. (-1 penalty to Armor Class, -1% of its Fortification. 20 Second Duration. Stacks up to 15 times.) This effect may trigger once every three seconds.
  • Righteous
    This weapon is imbued with holy power, giving it an additional +2 to attack bonus and damage against any evil creature. This power makes the weapon good-aligned.
  • Red Augment Slot
Pick of Endless Light BtC 20 Light Pick
  • +6 Enhancement Bonus
    This item has been magically enhanced. Armor with this quality gains a +6 enhancement bonus to AC. Weapons with this quality gain a +6 enhancement bonus to attack and damage.
  • Greater Undead Bane
    A bane weapon excels at attacking one type or subtype of creature. Against undead, this weapon's effective enhancement bonus is +4 better than its normal enhancement bonus. It deals an extra 3 to 18 points of damage against the foe.
  • Brilliance
    This weapon glows with the light of Irian. This weapon deals an extra 1 to 6 points of light damage on a successful hit. In addition, critical hits deal an additional 1 to 10 light damage for weapons with a x2 critical multiplier, 2 to 20 for a x3 critical multiplier and 3 to 30 for a x4 multiplier.
  • Light Bringer
    On Vorpal Hit: If an undead struck by this weapon has fewer than 1000 Hit Points, it is instantly slain. If the undead has above 1000 hit points, it takes 100 damage.
  • Radiant Blast
    This weapon stores the power of the plane of Irian deep within. Occasionally, this dynamic power comes to the surface, devastating enemies with a massive blast of radiant light.
Thunder-Forged Alloy Light Pick 22 Light Pick
  • +9 Enhancement Bonus
    Weapons and Shields: +9 Enhancement Bonus to Attack and Damage rolls. Armor and Shields: +9 enhancement bonus to Armor Class.
  • Thunder-Forged (Tier 0)
    This weapon has been made from Thunder-Forged Alloys in Thunderholme. Reforging the weapon with certain ingredients could unleash more power.
  • Orange Augment Slot
Cormyrean Light Pick BtC 24 Light Pick
  • +6 Enhancement Bonus
    This item has been magically enhanced. Armor with this quality gains a +6 enhancement bonus to AC. Weapons with this quality gain a +6 enhancement bonus to attack and damage.
  • Blazing
    This weapon is sheathed in fierce flame. A blazing weapon deals an extra 2 to 12 points of fire damage on a successful hit.
  • Boreal
    This weapon is sheathed in frigid cold. A boreal weapon deals an extra 2 to 12 points of cold damage on a successful hit.
  • Caustic
    This weapon is sheathed in caustic acid. A caustic weapon deals an extra 2 to 12 points of acid damage on a successful hit.
  • Voltaic
    This weapon is sheathed in Powerful electricity. A voltaic weapon deals an extra 2 to 12 points of electricity damage on a successful hit.
  • Shrieking
    Shrieking weapons emit a piercing screech whenever they are used to make a successful attack. This screech deals an additional 2 to 12 sonic damage.
  • Impellent
    This weapon is pulsing with magical force. It deals an additional 2 to 12 force damage on a successful hit.
  • Force Burst
    This weapon is humming with magical force, and does 1 to 6 force damage each hit. Critical hits deal an additional 1 to 10 force damage for weapons with a x2 critical multiplier, 2 to 20 for a x3 multiplier and 3 to 30 for a x4 multiplier.
  • Coruscating
    This weapon shines with an inner light. A coruscating weapon deals an extra 2 to 12 points of light damage on a successful hit.
  • Brilliance
    This weapon glows with the light of Irian. This weapon deals an extra 1 to 6 points of light damage on a successful hit. In addition, critical hits deal an additional 1 to 10 light damage for weapons with a x2 critical multiplier, 2 to 20 for a x3 critical multiplier and 3 to 30 for a x4 multiplier.
  • Greater Good
    This weapon is infused with the ultimate power of Good. It does an additional 2 to 12 damage to non-good targets and can only be wielded by Good aligned characters.
  • Good Burst
    This weapon is imbued with the power of good and deals 1 to 6 points of good damage against all of non-good alignment. Additionally, all targets of non-good alignment take an extra 3 to 18 damage on a critical hit for weapons with a x2 critical multiplier, 4 to 24 for a x3 multiplier, and 5 to 30 for a x4 multiplier.
  • Holy
    A holy weapon is imbued with holy power. This power makes the weapon good-aligned. Evil characters wielding this weapon suffer a negative level. The weapon deals an extra 2 to 12 points of damage against all targets of evil alignment.
  • Holy Burst
    A holy weapon is imbued with holy power. This power makes the weapon good-aligned and thus bypasses the corresponding damage reduction. It deals an extra 2 to 12 points of damage against all of evil alignment and an extra 3 to 18 on a critical for weapons with a x2 critical multiplier, 4 to 24 for a x3 multiplier, and 5 to 30 for a x4 multiplier.
  • Axiomatic Burst
    An axiomatic weapon is lawfully aligned and infused with the power of law. It makes the weapon law-aligned and thus bypasses the corresponding damage reduction. It deals an extra 2 to 12 points of damage against all of chaotic alignment and an extra 3 to 18 on a critical hit for weapons with a x2 critical multiplier, 4 to 24 for a x3 multiplier and 5 to 30 for a x4 multiplier.
  • Absolute Law
    This weapon is infused with the ultimate power of Law. It does an additional 2 to 12 damage to non-lawful targets and can only be wielded by Lawful aligned characters.
  • Axiomatic
    An axiomatic weapon is lawfully aligned and infused with the power of law. It makes the weapon law-aligned and thus bypasses the corresponding damage reduction. It deals an extra 2 to 12 points of damage against all of chaotic alignment.
  • Steam
    This weapon is constantly building a magical steam within. When the weapon is used, this pressure can be violently discharged, periodically damaging enemies with an additional 2 to 16 plus 8 points of untyped damage on a successful hit.
  • Cacophony
    This weapon stores the power of a hundred blasts of sound within. Occasionally, this resonating power comes to the surface, devastating enemies with massive sonic damage.
  • Magma Surge
    This weapon stores the immeasurable heat of the planet's molten mantle. When this weapon is used, superheated magma occasionally surges to the surface, slowing an enemy down and inflicting massive fire damage over time.
  • Crushing Wave
    This weapon stores the unstoppable force of the ocean's fury deep within. When this weapon is used, this power occasionally comes to the surface, crushing enemies beneath a torrent of frigid water.
  • Corrosive Salt
    This weapon stores a caustic, insatiable power deep within. When this weapon is used, this power can come to the surface in the form of a noxious, corrosive salt that dissolves all substances.
  • Slicing Winds
    This weapon stores the cyclonic might of a windstorm within. When this weapon is used, this power can come to the surface as a series of rushing, cutting winds that deal slashing damage to the target over several seconds.
  • Disintegration
    This weapon has a dark, insidious power deep within. Occasionally, this power lashes out violently at enemies and attempts to disintegrate them.
  • Lightning Strike
    This weapon stores the power of a volatile thunderstorm deep within. Occasionally, this dynamic power comes to the surface, devastating enemies with a massive lightning strike.
  • Incineration
    This weapon stores the power of a raging inferno deep within. Occasionally, this destructive power comes to the surface, devastating enemies with massive fire damage.
  • Wounding
    A wounding weapon deals 1 point of Constitution damage from blood loss when it hits a creature. Creatures immune to critical hits are immune to the Constitution damage dealt by this weapon.
  • Maladroit
    This weapon afflicts enemies with sluggish and clumsy movements. -1 Dexterity on a successful hit.
  • Weakening
    This weapon drains the enemies' melee power. -1 Strength on a successful hit.
  • Improved Shattermantle
    Translucent, writhing energy and blue sparks can be seen raging within this weapon. When a shattermantle weapon strikes a foe that has spell resistance, the value of that spell resistance is reduced by 6 for 9 seconds. A foe can only have its SR reduced by one Shattermantle effect at a time.
  • Freezing Ice
    This weapon stores the pitiless, immovable power of the ice deep within. When this weapon is used, this power occasionally comes to the surface, attempting to freeze an enemy solid and encase them in ice.
  • Improved Destruction
    On Hit: Your target gains a stack of Armor Destruction. (-1 penalty to Armor Class, -1% of its Fortification. 20 Second Duration. Stacks up to 15 times.) This effect may trigger once every second.
  • Crippling
    A crippling weapon is infused with binding power so that when a target is critically hit their movement is slowed by half.
  • Improved Roaring
    This weapon causes targets to become shaken and, on a critical hit, does 2 to 12 sonic damage to the target.
  • Improved Cursespewing
    On a natural 20 attack roll, this weapon lashes out with a vengeful curse that confers a -4 morale penalty on attack rolls, damage rolls, saving throws, and skill checks. This agonizing curse also causes the victim to take 2d6 damage every two seconds for a duration of twelve seconds. Additional vorpal strikes while the curse is active will extend the duration by another twelve seconds.
  • Strength Sapping
    Every time this weapon deals damage, the target must succeed on a Fortitude save (DC 15) or become exhausted.
  • Improved Paralyzing
    Any creature struck by this weapon must succeed on a DC 25 Will save or be paralyzed. The target may attempt a new save to end the effect every several seconds; otherwise the paralysis lasts for 1 minute.
  • Life Stealing
    This weapon has a chance to drain 1 to 3 levels from its target on a critical hit.
  • Stone Prison
    This weapon is invested with the power of the earth. On an attack roll of 20 which is confirmed as a critical hit it will attempt to turn the target to stone, as the Flesh to Stone spell. A successful Fortitude save (DC 27) negates this effect.
  • Vertigo +10
    This effect gives a +10 enhancement bonus to the DC to resist the character's Trip and Improved Trip attempts.
  • Stunning +10
    If this effect is on a weapon, each attack that deals damage has a 3% chance to stun the target if it fails a DC 33 Fortitude Save. In addition, when on any piece of equipment, this effect gives a +10 bonus to the DC of your Stunning Blow and Stunning Fist abilities.
  • Shatter +10
    This effect gives a +10 enhancement bonus to the DC to resist the character's Sunder and Improved Sunder attempts.
  • Tendon Slice 10%
    This effect gives a 10% chance to Hamstring the target for each attack that does damage.
  • Insightful Combat Mastery +3
    This effect gives a +3 Insight bonus to the DC to resist the character's Trip, Improved Trip, Sunder, Improved Sunder, Stunning Blow, and Stunning Fist attempts.
  • Aligned
    This weapon transmutes into a form that is able to bypass any alignment based Damage Reduction. (Chaotic, Good, Evil, Lawful)
  • Hemorrhaging
    This weapon is viciously sharp and will do an additional 2 to 16 damage to targets that are vulnerable to bleeding.
  • Fracturing
    This weapon is ideal for breaking bones and deals 2 to 12 damage to targets that have skeletons or are made of bone.
  • Good Luck
    This item gives a +1 Luck bonus to all saves and skill checks.
  • Parrying VIII
    Passive: +4 Insight Bonus to Armor Class, +4 Insight Bonus to Fortitude, Reflex, and Will Saving Throws.
  • Ghost Touch
    An incorporeal creature's 50% chance to avoid damage does not apply to attacks with ghost touch weapons.
  • Silver, Alchemical
    A complex process involving metallurgy and alchemy can bond silver to a weapon made of steel so that it bypasses the protective damage reduction of creatures such as lycanthropes and vampires.
  • Cold Iron
    This iron, mined deep underground and known for its effectiveness against fey creatures and some demons, is forged at a lower temperature to preserve its delicate properties.
  • Adamantine
    Found only in meteorites and the rarest of veins in magical areas, this ultrahard metal adds to the quality of a weapon or suit of armor. Weapons made of adamantine have the ability to bypass the protective damage reduction of certain monsters.
Pick of Endless Light BtC 24 Light Pick
  • +7 Enhancement Bonus
    Weapons and Shields: +7 Enhancement Bonus to Attack and Damage rolls. Armor and Shields: +7 enhancement bonus to Armor Class.
  • Greater Undead Bane
    A bane weapon excels at attacking one type or subtype of creature. Against undead, this weapon's effective enhancement bonus is +4 better than its normal enhancement bonus. It deals an extra 3 to 18 points of damage against the foe.
  • Coruscating
    This weapon shines with an inner light. A coruscating weapon deals an extra 2 to 12 points of light damage on a successful hit.
  • Light Bringer
    On Vorpal Hit: If an undead struck by this weapon has fewer than 1000 Hit Points, it is instantly slain. If the undead has above 1000 hit points, it takes 100 damage.
  • Greater Sunburst
    This weapon blazes with the eternal fury at the heart of a sun. Occasionally, this power comes to the surface, unleashing a nova of light which will blind the struck enemy, dealing severe light damage to it and any other nearby foes.
Epic Caustic Light Pick 26 Light Pick
  • +7 Enhancement Bonus
    Weapons and Shields: +7 Enhancement Bonus to Attack and Damage rolls. Armor and Shields: +7 enhancement bonus to Armor Class.
  • Upgradeable Item (Temple of Elemental Evil)
    This item can be upgraded. Bring this item to the Overgrown Workbench in the Temple of Elemental Evil and combine it with Epic Rusty Gilled Mushrooms to upgrade the item to a more powerful form.
  • Corrosion
    Passive: +156 Equipment Bonus to Acid Spell Power.
Epic Doused Light Pick 26 Light Pick
  • +7 Enhancement Bonus
    Weapons and Shields: +7 Enhancement Bonus to Attack and Damage rolls. Armor and Shields: +7 enhancement bonus to Armor Class.
  • Upgradeable Item (Temple of Elemental Evil)
    This item can be upgraded. Bring this item to the Overgrown Workbench in the Temple of Elemental Evil and combine it with Epic Rusty Gilled Mushrooms to upgrade the item to a more powerful form.
  • Glaciation
    Passive: +156 Equipment Bonus to Cold Spell Power.
Epic Electrified Light Pick 26 Light Pick
  • +7 Enhancement Bonus
    Weapons and Shields: +7 Enhancement Bonus to Attack and Damage rolls. Armor and Shields: +7 enhancement bonus to Armor Class.
  • Upgradeable Item (Temple of Elemental Evil)
    This item can be upgraded. Bring this item to the Overgrown Workbench in the Temple of Elemental Evil and combine it with Epic Rusty Gilled Mushrooms to upgrade the item to a more powerful form.
  • Magnetism
    Passive: +156 Equipment Bonus to Electric Spell Power.
Epic Energized Light Pick 26 Light Pick
  • +7 Enhancement Bonus
    Weapons and Shields: +7 Enhancement Bonus to Attack and Damage rolls. Armor and Shields: +7 enhancement bonus to Armor Class.
  • Upgradeable Item (Temple of Elemental Evil)
    This item can be upgraded. Bring this item to the Overgrown Workbench in the Temple of Elemental Evil and combine it with Epic Rusty Gilled Mushrooms to upgrade the item to a more powerful form.
  • Electric Vulnerability
    On Hit: Applies a stack of Electric Vulnerability (1% more damage for 3 seconds. This effect stacks up to 20 times, and loses one stack on expiration.). This effect may only occur on-hit once second.
Epic Etched Light Pick 26 Light Pick
  • +7 Enhancement Bonus
    Weapons and Shields: +7 Enhancement Bonus to Attack and Damage rolls. Armor and Shields: +7 enhancement bonus to Armor Class.
  • Upgradeable Item (Temple of Elemental Evil)
    This item can be upgraded. Bring this item to the Overgrown Workbench in the Temple of Elemental Evil and combine it with Epic Rusty Gilled Mushrooms to upgrade the item to a more powerful form.
  • Acid Vulnerability
    On Hit: Applies a stack of Acid Vulnerability (1% more damage for 3 seconds. This effect stacks up to 20 times, and loses one stack on expiration.). This effect may only occur on-hit once second.
Epic Quenched Light Pick 26 Light Pick
  • +7 Enhancement Bonus
    Weapons and Shields: +7 Enhancement Bonus to Attack and Damage rolls. Armor and Shields: +7 enhancement bonus to Armor Class.
  • Upgradeable Item (Temple of Elemental Evil)
    This item can be upgraded. Bring this item to the Overgrown Workbench in the Temple of Elemental Evil and combine it with Epic Rusty Gilled Mushrooms to upgrade the item to a more powerful form.
  • Cold Vulnerability
    On Hit: Applies a stack of Cold Vulnerability (1% more damage for 3 seconds. This effect stacks up to 20 times, and loses one stack on expiration.). This effect may only occur on-hit once a second.
Epic Scorched Light Pick 26 Light Pick
  • +7 Enhancement Bonus
    Weapons and Shields: +7 Enhancement Bonus to Attack and Damage rolls. Armor and Shields: +7 enhancement bonus to Armor Class.
  • Upgradeable Item (Temple of Elemental Evil)
    This item can be upgraded. Bring this item to the Overgrown Workbench in the Temple of Elemental Evil and combine it with Epic Rusty Gilled Mushrooms to upgrade the item to a more powerful form.
  • Combustion
    Passive: +156 Equipment Bonus to Fire Spell Power.
Epic Smoldering Light Pick 26 Light Pick
  • +7 Enhancement Bonus
    Weapons and Shields: +7 Enhancement Bonus to Attack and Damage rolls. Armor and Shields: +7 enhancement bonus to Armor Class.
  • Upgradeable Item (Temple of Elemental Evil)
    This item can be upgraded. Bring this item to the Overgrown Workbench in the Temple of Elemental Evil and combine it with Epic Rusty Gilled Mushrooms to upgrade the item to a more powerful form.
  • Fire Vulnerability
    On Hit: Applies a stack of Fire Vulnerability (1% more damage for 3 seconds. This effect stacks up to 20 times, and loses one stack on expiration.). This effect may only occur on-hit once second.
Legendary Green Steel Light Pick BtC 26 Light Pick
  • +14 Enhancement Bonus
    Weapons and Shields: +14 Enhancement Bonus to Attack and Damage rolls. Armor and Shields: +14 enhancement bonus to Armor Class.
  • Legendary Green Steel
    This planar alloy has a greasy green-colored sheen and is favored by high ranking Baatezu, the ruling devils of Shavarath. Green steel weapons leave terrible wounds and are treated as evil-aligned for the purpose of bypassing damage reduction.
  • Green Steel Tier 1 Weapon Slot
  • Green Steel Tier 2 Weapon Slot
  • Green Steel Tier 3 Weapon Slot
  • Green Steel Active Slot
Pick of Endless Light BtC 28 Light Pick
  • +12 Enhancement Bonus
    Weapons and Shields: +12 Enhancement Bonus to Attack and Damage rolls. Armor and Shields: +12 enhancement bonus to Armor Class.
  • Greater Undead Bane
    A bane weapon excels at attacking one type or subtype of creature. Against undead, this weapon's effective enhancement bonus is +4 better than its normal enhancement bonus. It deals an extra 3 to 18 points of damage against the foe.
  • Coruscating
    This weapon shines with an inner light. A coruscating weapon deals an extra 2 to 12 points of light damage on a successful hit.
  • Light Bringer
    On Vorpal Hit: If an undead struck by this weapon has fewer than 1000 Hit Points, it is instantly slain. If the undead has above 1000 hit points, it takes 100 damage.
  • Greater Sunburst
    This weapon blazes with the eternal fury at the heart of a sun. Occasionally, this power comes to the surface, unleashing a nova of light which will blind the struck enemy, dealing severe light damage to it and any other nearby foes.
Legendary Ferrocrystal Light Pick BtA 29 Light Pick
  • +15 Enhancement Bonus
    Weapons and Shields: +15 Enhancement Bonus to Attack and Damage rolls. Armor and Shields: +15 enhancement bonus to Armor Class.
  • Feybane 6
    This weapon is attuned specifically to hunt those born of the Feywild, dealing an additional 6d10 bane damage vs. Fey.
  • Improved Destruction
    On Hit: Your target gains a stack of Armor Destruction. (-1 penalty to Armor Class, -1% of its Fortification. 20 Second Duration. Stacks up to 15 times.) This effect may trigger once every second.
  • Maiming 6
    This weapon has a twisted haft or grip and spikes along its blade, head, or point. When you score a critical hit with this weapon, it does an additional +6d8 damage.
  • Crystal
    Rumor has it that the crystal this item is made from comes from Riedra and has certain qualities in common with crysteel. Crystal weapons are able to overcome the protective damage reduction of many Quori creatures, which can be resistant to other weapons. Spell failure chances for armors and shields made from crystal are also decreased by 10%.
  • Red Augment Slot
Legendary Flamesalt Light Pick BtA 29 Light Pick
  • +15 Enhancement Bonus
    Weapons and Shields: +15 Enhancement Bonus to Attack and Damage rolls. Armor and Shields: +15 enhancement bonus to Armor Class.
  • Chilling 6
    This effect causes the edges of this weapon to become frozen to the touch, dealing 6d6 Ice damage on each hit.
  • Monstrous Humanoid Bane 6
    This weapon is attuned specifically to hunt those who are descended from monsters, dealing an additional 6d10 bane damage vs. Monstrous Humanoids
  • Weakening 3
    This weapon saps the power and might from your enemies, dealing 3 Strength damage on each hit.
  • Flametouched Iron
    Mined only in Thrane, flametouched iron is rare and considered sacred by the Church of the Silver Flame. When mined, this iron variety has a speckled dark red color, resembling rust. Adherents of the Church of the Silver Flame believe that flametouched iron carries the particular blessing of their deity, and they use it to make holy symbols, weapons, and armor. A flametouched iron weapon is treated as a good-aligned weapon.
  • Red Augment Slot
Legendary Planar Spike BtA 29 Light Pick
  • +15 Enhancement Bonus
    Weapons and Shields: +15 Enhancement Bonus to Attack and Damage rolls. Armor and Shields: +15 enhancement bonus to Armor Class.
  • Trace of Madness
    You can almost hear faint, panicked voices when this item is close to you. Perhaps the latent power of this item's hint of madness could be brought out by some catalyst.
  • Piercing {0}
    The edges of this weapon have serrated edges, dealing an additional {0}d6 piercing damage on each hit.
  • Heartseeker VII
    On Critical Hit: 15 to 90 Piercing damage from weapons with a x2 Critical Multiplier, 15 to 120 Piercing damage from weapons with a x3 Critical Multiplier, and 15 to 150 Piercing damage from weapons with a x4 or greater Critical Multiplier.
  • Screeching {0}
    This effect causes the edges of this weapon to pulse with sound, dealing {0}d6 Sonic damage on each critical hit.
  • Maiming {0}
    This weapon has a twisted haft or grip and spikes along its blade, head, or point. When you score a critical hit with this weapon, it does an additional +{0}d8 damage.
  • Red Augment Slot
Legendary Syranian Light Pick BtA 29 Light Pick
  • +15 Enhancement Bonus
    Weapons and Shields: +15 Enhancement Bonus to Attack and Damage rolls. Armor and Shields: +15 enhancement bonus to Armor Class.
  • Electrifying 6
    This effect causes the edges of this weapon to arc with electricity, dealing 6d6 Lightning damage on each hit.
  • Holy 6
    This weapon is wielded by the pure to smite the wicked, dealing an additional 6d6 good damage on each hit. This effect makes the weapon good aligned.
    Evil characters wielding this weapon will suffer one negative level.
  • Construct Bane 6
    This weapon is attuned specifically to disrupt creations, dealing an additional 6d10 bane damage vs. Constructs
  • Adamantine
    Found only in meteorites and the rarest of veins in magical areas, this ultrahard metal adds to the quality of a weapon or suit of armor. Weapons made of adamantine have the ability to bypass the protective damage reduction of certain monsters.
  • Red Augment Slot
Morninglord's Light Pick BtC 29 Light Pick
  • +15 Enhancement Bonus
    Weapons and Shields: +15 Enhancement Bonus to Attack and Damage rolls. Armor and Shields: +15 enhancement bonus to Armor Class.
  • Silver, Alchemical
    A complex process involving metallurgy and alchemy can bond silver to a weapon made of steel so that it bypasses the damage reduction of creatures such as lycanthropes and vampires.
  • Holy {0}
    This weapon is wielded by the pure to smite the wicked, dealing an additional {0}d6 good damage on each hit. This effect makes the weapon good aligned.
    Evil characters wielding this weapon will suffer one negative level.
  • Fiery {0}
    This effect causes the edges of this weapon to burn with enchanted flames, dealing {0}d6 Fire damage on each hit.
  • Undead Bane {0}
    Those that have died must return, and this weapon is attuned specifically to lay them to rest. This weapon deals an additional {0}d10 bane damage vs. Undead
  • Red Augment Slot
Nightmother's Light Pick BtC 29 Light Pick
  • +15 Enhancement Bonus
    Weapons and Shields: +15 Enhancement Bonus to Attack and Damage rolls. Armor and Shields: +15 enhancement bonus to Armor Class.
  • Mother Night's Embrace
    This weapon is unholy and imbued by one of the two deities of Barovia - the Mother Night. This weapon is evil, dealing an additional {0}d6 evil damage on each hit.
  • Human Bane {0}
    This weapon is attuned specifically to hunt those with diversity and ambition, dealing an additional {0}d10 bane damage vs. Humans
  • Vampirism {0}
    This weapon thirsts for the blood of your enemies, healing you for +{0}d2 hit points with each hit.
  • Chilling {0}
    This effect causes the edges of this weapon to become frozen to the touch, dealing {0}d6 Ice damage on each hit.
  • Orange Augment Slot
Attuned Bone Light Pick BtC 31 Light Pick
  • +15 Enhancement Bonus
    Weapons and Shields: +15 Enhancement Bonus to Attack and Damage rolls. Armor and Shields: +15 enhancement bonus to Armor Class.
  • Isle of Dread: Scale Slot (Weapon)
  • Isle of Dread: Fang Slot (Weapon)
  • Isle of Dread: Claw Slot (Weapon)
  • Isle of Dread: Horn Slot (Weapon)
  • Orange Augment Slot
  • Purple Augment Slot
  • The Legendary Dread Isle's Curse
    5 Pieces Equipped:

    +15 Profane bonus to Melee and Ranged Power
    +25 Profane bonus to Universal Spellpower
    +30 Profane bonus to Physical Resistance Rating
    +2 Profane bonus to Spell DCs
    +2 Profane bonus to all Ability Scores
    +4 Profane bonus to Attack and Damage

    The Isle of Dread beckons you...
Dinosaur Bone Light Pick BtA 31 Light Pick
  • +15 Enhancement Bonus
    Weapons and Shields: +15 Enhancement Bonus to Attack and Damage rolls. Armor and Shields: +15 enhancement bonus to Armor Class.
  • Isle of Dread: Scale Slot (Weapon)
  • Isle of Dread: Fang Slot (Weapon)
  • Isle of Dread: Claw Slot (Weapon)
  • Isle of Dread: Horn Slot (Weapon)
  • Orange Augment Slot
  • Purple Augment Slot
Legendary Defiled Reliquary Light Pick BtA 32 Light Pick
  • +15 Enhancement Bonus
    Weapons and Shields: +15 Enhancement Bonus to Attack and Damage rolls. Armor and Shields: +15 enhancement bonus to Armor Class.
  • Improved Destruction
    On Hit: Your target gains a stack of Armor Destruction. (-1 penalty to Armor Class, -1% of its Fortification. 20 Second Duration. Stacks up to 15 times.) This effect may trigger once every second.
  • Unholy 6
    This weapon is used by the wicked to smite the pure, dealing an additional 6d6 evil damage on each hit. This effect makes the weapon evil aligned.
  • Evil Blast 6
    This weapon is a sinister implement of evil deeds, dealing 6d6 Evil damage on a successful hit, and an additional 6d6 Evil damage on a critical hit. This effect makes the weapon evil aligned.
    Good characters wielding this weapon will suffer one negative level.
  • Legendary Vile Grip of the Hidden Hand
    Attacks and offensive spells have a small chance to deal massive evil damage.
  • Taint of Evil
    Good aligned characters equipping this item suffer a temporary negative level until the item is removed.
  • Orange Augment Slot
  • Purple Augment Slot
Legendary Shining Reliquary Light Pick BtA 32 Light Pick
  • +15 Enhancement Bonus
    Weapons and Shields: +15 Enhancement Bonus to Attack and Damage rolls. Armor and Shields: +15 enhancement bonus to Armor Class.
  • Improved Destruction
    On Hit: Your target gains a stack of Armor Destruction. (-1 penalty to Armor Class, -1% of its Fortification. 20 Second Duration. Stacks up to 15 times.) This effect may trigger once every second.
  • Coruscating 6
    This effect causes the edges of this weapon to coruscate, dealing 6d6 Light damage on each hit.
  • Blazing 15
    This effect causes the edges of this weapon to coruscate, dealing 15d6 Light damage on each critical hit.
  • Evil Outsider Bane 6
    This weapon is attuned specifically to hunt monsters that bring ill intent from other planes, dealing an additional 6d10 bane damage vs. Evil Outsiders
  • Orange Augment Slot
  • Purple Augment Slot
Pick of Endless Light BtA 32 Light Pick
  • +15 Enhancement Bonus
    Weapons and Shields: +15 Enhancement Bonus to Attack and Damage rolls. Armor and Shields: +15 enhancement bonus to Armor Class.
  • Undead Bane 6
    Those that have died must return, and this weapon is attuned specifically to lay them to rest. This weapon deals an additional 6d10 bane damage vs. Undead
  • Coruscating 6
    This effect causes the edges of this weapon to coruscate, dealing 6d6 Light damage on each hit.
  • Light Bringer
    On Vorpal Hit: If an undead struck by this weapon has fewer than 1000 Hit Points, it is instantly slain. If the undead has above 1000 hit points, it takes 100 damage.
  • Greater Sunburst
    This weapon blazes with the eternal fury at the heart of a sun. Occasionally, this power comes to the surface, unleashing a nova of light which will blind the struck enemy, dealing severe light damage to it and any other nearby foes.
Legendary Light Pick of the Fallen Age BtA 33 Light Pick
  • +15 Enhancement Bonus
    Weapons and Shields: +15 Enhancement Bonus to Attack and Damage rolls. Armor and Shields: +15 enhancement bonus to Armor Class.
  • Anarchic Blast 7
    This weapon is a chaotic conduit, dealing 7d6 Chaos damage on a successful hit, and an additional 7d6 Chaos damage on a critical hit. This effect makes the weapon chaotically aligned.
  • Anarchic 7
    This weapon is chaotic and used to undermine the righteous, dealing an additional 7d6 chaos damage on each hit. This effect makes the weapon chaotic aligned.
  • Aligned
    This weapon transmutes into a form that is able to bypass any alignment based Damage Reduction. (Chaotic, Good, Evil, Lawful)
  • Keen
    Passive: The base critical threat range of this weapon is doubled. This does not stack with the Improved Critical feat. Vorpal strikes by this weapon also bypass all Fortification.
  • Orange Augment Slot
  • Purple Augment Slot
Legendary Light Pick of the Golden Age BtA 33 Light Pick
  • +15 Enhancement Bonus
    Weapons and Shields: +15 Enhancement Bonus to Attack and Damage rolls. Armor and Shields: +15 enhancement bonus to Armor Class.
  • Force Blast 7
    This weapon ripples with intense force, dealing 7d6 Force damage on a successful hit, and an additional 7d6 Force damage on a critical hit.
  • Impactful 7
    This effect causes the edges of this weapon to ripple with force, dealing 7d6 force damage on each hit.
  • Sovereign Vorpal
    Passive: +0.5\[W\] damage dice.
    On Vorpal Hit: If your target has fewer than 3000 Hit Points, they are instantly slain.
    If your target has above 3000 Hit Points, they take 300 damage.
  • Entropic 7
    This weapon is intensely powerful, and crackles with destructive, unpredictable magic. It deals an additional 7d6 untyped damage on each hit.
  • Orange Augment Slot
  • Purple Augment Slot
Light Pick of the Undying Age BtC 33 Light Pick
  • +15 Enhancement Bonus
    Weapons and Shields: +15 Enhancement Bonus to Attack and Damage rolls. Armor and Shields: +15 enhancement bonus to Armor Class.
  • Dripping with Magma
    This Obsidian weapon drips with magma on every swing. Your attacks have a high chance to deal very strong fire damage over time.
  • 3rd Degree Burns
    On Vorpal: 85 to 195 Fire Damage every 2 seconds for 10 seconds, and adds 1-5 stacks of Vulnerability. (Vulnerability: You take 1% more damage for 3 seconds. This effect stacks up to 20 times, and loses one stack on expiration.)
  • Sovereign Vorpal
    Passive: +0.5\[W\] damage dice.
    On Vorpal Hit: If your target has fewer than 3000 Hit Points, they are instantly slain.
    If your target has above 3000 Hit Points, they take 300 damage.
  • Sealed in Fire
    This weapon burns with a sealed power. It can have its power unsealed at the Ritual Table, adding one effect. Attempting to add another will remove the original.
  • Orange Augment Slot
  • Purple Augment Slot
Legendary Calamitous Light Pick BtA 34 Light Pick
  • +15 Enhancement Bonus
    Weapons and Shields: +15 Enhancement Bonus to Attack and Damage rolls. Armor and Shields: +15 enhancement bonus to Armor Class.
  • Lamordia: Melancholic Slot (Weapon)
  • Lamordia: Dolorous Slot (Weapon)
  • Lamordia: Miserable Slot (Weapon)
  • Lamordia: Woeful Slot (Weapon)
  • Orange Augment Slot
  • Purple Augment Slot
Legendary Cataclysmic Light Pick BtC 34 Light Pick
  • +15 Enhancement Bonus
    Weapons and Shields: +15 Enhancement Bonus to Attack and Damage rolls. Armor and Shields: +15 enhancement bonus to Armor Class.
  • Lamordia: Melancholic Slot (Weapon)
  • Lamordia: Dolorous Slot (Weapon)
  • Lamordia: Miserable Slot (Weapon)
  • Lamordia: Woeful Slot (Weapon)
  • Orange Augment Slot
  • Purple Augment Slot
The Piercing Pain BtC 34 Light Pick
  • +15 Enhancement Bonus
    Weapons and Shields: +15 Enhancement Bonus to Attack and Damage rolls. Armor and Shields: +15 enhancement bonus to Armor Class.
  • Murderous Point
    On hit: 16d6 Piercing Damage. This item is considered Metalline, bypassing all kinds of material damage resistance.
  • Revel in Blood (Piercing)
    Your weapon hungers to let blood flow. Your attacks and offensive spells have a high chance to deal very strong Bane damage over time to creatures vulnerable to Bleeding. On weapon crit: 16d6 Piercing Damage.
  • Lamordia: Melancholic Slot (Weapon)
  • Lamordia: Dolorous Slot (Weapon)
  • Lamordia: Miserable Slot (Weapon)
  • Lamordia: Woeful Slot (Weapon)
  • Orange Augment Slot
  • Purple Augment Slot
Legendary Duergarcraft Light Pick BtA 35 Light Pick
  • +16 Enhancement Bonus
    Weapons and Shields: +16 Enhancement Bonus to Attack and Damage rolls. Armor and Shields: +16 enhancement bonus to Armor Class.
  • Piercing 7
    The edges of this weapon have serrated edges, dealing an additional 7d6 piercing damage on each hit.
  • Stabbing 16
    The edges of this weapon are serrated, dealing an additional 16d6 piercing damage on each critical hit.
  • Banishing 3320
    On Hit: 3320d6 Bane damage to Outsiders.
    On Vorpal Hit: If an outsider struck by this weapon has fewer than 7 Hit Points, it is instantly slain. If the outsider has above 117 hit points, it takes {3}d20 damage.
  • Improved Destruction
    On Hit: Your target gains a stack of Armor Destruction. (-1 penalty to Armor Class, -1% of its Fortification. 20 Second Duration. Stacks up to 15 times.) This effect may trigger once every second.
  • Orange Augment Slot
  • Purple Augment Slot
Legendary Light Pick of the Oozing Hunger BtC 35 Light Pick
  • +16 Enhancement Bonus
    Weapons and Shields: +16 Enhancement Bonus to Attack and Damage rolls. Armor and Shields: +16 enhancement bonus to Armor Class.
  • Lingering Acidic Burn
    This item splashes burning acid on your opponents. Your attacks and offensive spells have a high chance to deal very strong Acid damage over time.
  • Legendary Slime
    Attacks and offensive spells reduce enemy PRR and MRR by 10 each. This debuff does not stack, but refreshes on each hit.
  • Acidic 7
    This effect causes the edges of this weapon to drip with acid, dealing 7d6 Acid damage on each hit.
  • Destructive Acid +7
    Strikes with this weapon have a small chance to call forth a surge of incredibly corrosive acid, dealing 7d20+75 acid damage.
  • Orange Augment Slot
  • Purple Augment Slot
Pick of Endless Light BtA 36 Light Pick
  • +15 Enhancement Bonus
    Weapons and Shields: +15 Enhancement Bonus to Attack and Damage rolls. Armor and Shields: +15 enhancement bonus to Armor Class.
  • Undead Bane 7
    Those that have died must return, and this weapon is attuned specifically to lay them to rest. This weapon deals an additional 7d10 bane damage vs. Undead
  • Coruscating 7
    This effect causes the edges of this weapon to coruscate, dealing 7d6 Light damage on each hit.
  • Light Bringer
    On Vorpal Hit: If an undead struck by this weapon has fewer than 1000 Hit Points, it is instantly slain. If the undead has above 1000 hit points, it takes 100 damage.
  • Greater Sunburst
    This weapon blazes with the eternal fury at the heart of a sun. Occasionally, this power comes to the surface, unleashing a nova of light which will blind the struck enemy, dealing severe light damage to it and any other nearby foes.