|
Adamantine Rapier
BtA
|
2 |
Rapier |
|
-
+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.
-
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.
|
|
Blessed Cold Iron Rapier
BtA
|
2 |
Rapier |
|
-
+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.
-
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.
|
|
Blessed Silver Rapier
BtA
|
2 |
Rapier |
|
-
+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.
|
|
Ethereal Rapier
BtA
|
2 |
Rapier |
|
-
+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
|
|
Spider Spike
|
2 |
Rapier |
|
-
+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 Vermin Bane
A bane weapon excels at attacking one type or subtype of creature. Against vermin, 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.
- Red Augment Slot
|
|
Sworn Silver Rapier
BtA
|
2 |
Rapier |
|
-
+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
|
|
Duelist's Epee
BtA
|
3 |
Rapier |
|
-
+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.
-
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.
-
Humanoid Bane 2
This weapon is attuned specifically to those that walk among us, dealing an additional 2d10 bane damage vs. Humanoids
-
Deception
This weapon is hard to focus upon and thus provides a +3 enhancement bonus to Bluff checks. In addition, Deception weapons have a small chance to envelop the target in darkness, making them vulnerable to sneak attacks for a short time.
- Red Augment Slot
|
|
Calomel Rapier
|
4 |
Rapier |
|
-
+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.
-
Dragon Bane {0}
This weapon is attuned specifically to disrupt those with draconic blood, dealing an additional {0}d10 bane damage vs. Dragons
-
Tidal
This weapon is sheathed in water. A tidal weapon deals an extra 1 to 4 points of damage on a successful hit. Creatures with the Fire trait take double this damage instead.
|
|
Elemental Rapier of Air
BtAoE
|
4 |
Rapier |
|
-
+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.
-
Shock
This weapon is sheathed in crackling electricity. A shock weapon deals an extra 1 to 6 points of electricity damage on a successful hit.
-
Electric Resistance +{0}
+{0} Enhancement bonus to Resist Electric.
|
|
The Frozen Skull
BtA
|
4 |
Rapier |
|
-
+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.
-
Chilling 2
This effect causes the edges of this weapon to become frozen to the touch, dealing 2d6 Ice damage on each hit.
-
Minor Freezing Ice
While you are wearing this item, your melee, ranged, and unarmed attacks gain the Minor Freezing Ice ability. (When the weapon is used, an icy power occasionally comes to the surface, attempting to freeze an enemy solid and encase them in ice.)
- Red Augment Slot
|
|
Corroded Rapier
BtCoE
|
5 |
Rapier |
19-20 x2 |
-
+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.
-
Devotion
Passive: +36 Equipment Bonus to Positive Spell Power.
-
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.
-
Unraveling Enchantments
The enchantments on this item have become unstable and weakened with time, but those serving House Deneith may be able to restore it. Combine this item in 'Visbane's Folly' atop Sentinel's Tower in the House Deneith Enclave with a Sigil of the Goat, a Sigil of the Lion, and a Sigil of the Dragon to restore its original enchantments.
|
|
Elyd Edge
BtA
|
5 |
Rapier |
|
-
+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.
-
Charisma +{0}
+{0} Enhancement bonus to Charisma
-
Devotion +{0}
+{0} Equipment Bonus to Positive Spell Power.
-
Anthem
When wielded by a character with Bard levels, this weapon begins to hum an inspiring tune. Your bard songs regenerate slowly over time.
-
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
|
|
Ferrocrystal Rapier
BtA
|
5 |
Rapier |
|
-
+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 Rapier
BtA
|
5 |
Rapier |
|
-
+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
|
|
Dueling Schlager
|
6 |
Rapier |
|
|
|
Nuushmaar's Adamantine Tooth
|
6 |
Rapier |
|
-
+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.
-
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
|
|
Caustic Rapier
|
7 |
Rapier |
|
-
+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 Rapier
|
7 |
Rapier |
|
-
+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 Rapier
|
7 |
Rapier |
|
-
+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 Rapier
|
7 |
Rapier |
|
-
+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 Rapier
|
7 |
Rapier |
|
-
+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 Rapier
|
7 |
Rapier |
|
-
+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 Rapier
|
7 |
Rapier |
|
-
+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 Rapier
|
7 |
Rapier |
|
-
+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 Rapier
BtA
|
8 |
Rapier |
|
-
+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
|
|
Calomel Rapier
|
8 |
Rapier |
|
-
+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.
-
Dragon Bane {0}
This weapon is attuned specifically to disrupt those with draconic blood, dealing an additional {0}d10 bane damage vs. Dragons
-
Tidal
This weapon is sheathed in water. A tidal weapon deals an extra 1 to 4 points of damage on a successful hit. Creatures with the Fire trait take double this damage instead.
-
Upgradeable - Tier 1
This is a tier 1 upgradeable item.
|
|
Cataclysmic Rapier
BtA
|
8 |
Rapier |
|
-
+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
|
|
Elemental Rapier of Air
BtAoE
|
8 |
Rapier |
|
-
+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.
-
Shock
This weapon is sheathed in crackling electricity. A shock weapon deals an extra 1 to 6 points of electricity damage on a successful hit.
-
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.
-
Electric Resistance +{0}
+{0} Enhancement bonus to Resist Electric.
-
Upgradeable - Tier 1
This is a tier 1 upgradeable item.
|
|
Sheridan's Ruin
|
8 |
Rapier |
|
-
+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.
-
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
|
|
Barovian's Rapier
BtC
|
10 |
Rapier |
|
-
+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 Rapier
BtC
|
10 |
Rapier |
|
-
+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
|
|
Savaran's Tooth
BtA
|
10 |
Rapier |
|
-
+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 3
This effect causes the edges of this weapon to arc with electricity, dealing 3d6 Lightning damage on each hit.
-
Jolting 7
This effect causes the edges of this weapon to arc with electricity, dealing 7d6 Lightning damage on each critical hit.
-
Heartseeker III
On Critical Hit: 7 to 42 Piercing damage from weapons with a x2 Critical Multiplier, 7 to 56 Piercing damage from weapons with a x3 Critical Multiplier, and 7 to 70 Piercing damage from weapons with a x4 or greater Critical Multiplier.
-
Dragon's Edge
+9% Enhancement bonus to bypass enemy Fortification. On Crit: 3d8 Bleeding Damage to those that are vulnerable to it.
- Red Augment Slot
|
|
Tyrzza's Bane
|
10 |
Rapier |
|
-
+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.
-
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.
-
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.
-
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.
- Red Augment Slot
|
|
Duergarcraft Rapier
BtA
|
11 |
Rapier |
|
-
+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
|
|
Perfected Rapier of the Weapon Master
BtA
|
11 |
Rapier |
|
-
+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.
-
Maiming 3
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 +3d8 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.
-
Guardbreaking
This item enables you to break an enemy's guard in between your melee attacks. On critical hits with your melee weapons, enemies will become dazed as a result.
- Red Augment Slot
|
|
Rapier of the Oozing Hunger
BtA
|
11 |
Rapier |
|
-
+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 Rapier
|
12 |
Rapier |
|
-
+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.
|
|
Calomel Rapier
|
12 |
Rapier |
|
-
+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.
-
Dragon Bane {0}
This weapon is attuned specifically to disrupt those with draconic blood, dealing an additional {0}d10 bane damage vs. Dragons
-
Tidal Burst
This weapon is sheathed in water. The weapon deals an additional 1 to 4 damage each hit. In addition, critical hits deal an additional 1 to 8 damage for weapons with a x2 critical multiplier, 2 to 16 for a x3 critical multiplier and 3 to 24 for a x4 multiplier. Creatures with the Fire trait take double this damage instead.
-
Upgradeable - Tier 1
This is a tier 1 upgradeable item.
|
|
Elemental Rapier of Air
BtAoE
|
12 |
Rapier |
|
-
+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.
-
Shocking Burst
This weapon is sheathed in crackling electricity. The weapon deals an additional 1 to 6 electrical damage each hit. In addition, critical hits deal an additional 1 to 10 electrical damage for weapons with a x2 critical multiplier, 2 to 20 for a x3 critical 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.
-
Roaring
This weapon causes targets to become shaken and, on a critical hit, does 2 to 12 sonic damage to the target.
-
Electric Resistance +{0}
+{0} Enhancement bonus to Resist Electric.
-
Upgradeable - Tier 1
This is a tier 1 upgradeable item.
|
|
Fell Rapier of Ice
|
12 |
Rapier |
|
-
+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.
-
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.
- Red Augment Slot
|
|
Green Steel Rapier
BtCoE
|
12 |
Rapier |
|
-
+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.
|
|
Toothpick
BtC
|
12 |
Rapier |
|
-
Greater Giant Bane
A bane weapon excels at attacking one type or subtype of creature. Against giants, 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.
-
Masterwork
This weapon is more finely crafted than normal, providing a +1 enhancement bonus on attack rolls.
|
|
Rapier of the Fallen Age
BtA
|
13 |
Rapier |
|
-
+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
|
|
Rapier of the Golden Age
BtA
|
13 |
Rapier |
|
-
+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
|
|
Turbulent Epee
|
14 |
Rapier |
|
-
+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.
-
Turbulent Burst
This weapon is enchanted with wild, unpredictable energy. It will do 1 to 8 damage of a random energy type (fire/cold/electric/acid) on a successful hit and 3 to 24 damage of a random energy type on critical hits.
-
Treason
This item reduces the threat generated by melee damage by 20%.
-
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)
-
Aligned
This weapon transmutes into a form that is able to bypass any alignment based Damage Reduction. (Chaotic, Good, Evil, Lawful)
|
|
Bloody Bite
BtC
|
15 |
Rapier |
|
-
+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.
-
Piercing {0}
The edges of this weapon have serrated edges, dealing an additional {0}d6 piercing damage on each hit.
-
Shockwave
On Vorpal, this weapon triggers a Shockwave, striking its target with bludgeoning damage and dealing damage to surrounding enemies.
-
Proficiency: Rapier
While equipped this item grants the wielder all required knowledge to wield a Rapier without proficiency penalties.
|
|
Fine Finesse
BtC
|
15 |
Rapier |
|
-
+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.
-
Fiery {0}
This effect causes the edges of this weapon to burn with enchanted flames, dealing {0}d6 Fire 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.
|
|
Syranian Rapier
BtA
|
15 |
Rapier |
|
-
+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
|
|
Thunderstrike
BtA
|
15 |
Rapier |
|
-
+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.
-
Armor-Piercing +{0}%
+{0}% Enhancement bonus to bypass enemy Fortification
-
Electrifying {0}
This effect causes the edges of this weapon to arc with electricity, dealing {0}d6 Lightning damage on each hit.
-
Jolting {0}
This effect causes the edges of this weapon to arc with electricity, dealing {0}d6 Lightning damage on each critical hit.
-
Quality Seeker +{0}
+{0} Quality bonus to confirm critical hits, and damage (before multiplier) on critical hits.
- Red Augment Slot
|
|
Calomel Rapier
|
16 |
Rapier |
|
-
+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.
-
Dragon Bane {0}
This weapon is attuned specifically to disrupt those with draconic blood, dealing an additional {0}d10 bane damage vs. Dragons
-
Tidal Burst
This weapon is sheathed in water. The weapon deals an additional 1 to 4 damage each hit. In addition, critical hits deal an additional 1 to 8 damage for weapons with a x2 critical multiplier, 2 to 16 for a x3 critical multiplier and 3 to 24 for a x4 multiplier. Creatures with the Fire trait take double this damage instead.
-
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.
-
Upgradeable - Tier 1
This is a tier 1 upgradeable item.
|
|
Cormyrean Rapier
BtC
|
16 |
Rapier |
|
-
+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.
|
|
Elemental Rapier of Air
BtAoE
|
16 |
Rapier |
|
-
+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.
-
Shocking Burst
This weapon is sheathed in crackling electricity. The weapon deals an additional 1 to 6 electrical damage each hit. In addition, critical hits deal an additional 1 to 10 electrical damage for weapons with a x2 critical multiplier, 2 to 20 for a x3 critical 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.
-
Roaring
This weapon causes targets to become shaken and, on a critical hit, does 2 to 12 sonic damage to the target.
-
Sirocco
A critical hit with this weapon causes a whirlwind of desert sand to swirl about the target, temporarily blinding it. A successful Reflex save (DC 20) prevents the effect.
-
Electric Resistance +{0}
+{0} Enhancement bonus to Resist Electric.
-
Upgradeable - Tier 1
This is a tier 1 upgradeable item.
|
|
Defiled Reliquary Rapier
BtA
|
18 |
Rapier |
|
-
+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 Rapier
BtA
|
18 |
Rapier |
|
-
+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 Rapier
BtC
|
20 |
Rapier |
|
-
+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 Calomel Rapier
|
20 |
Rapier |
|
-
+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.
-
Dragon Bane {0}
This weapon is attuned specifically to disrupt those with draconic blood, dealing an additional {0}d10 bane damage vs. Dragons
-
Tidal Burst
This weapon is sheathed in water. The weapon deals an additional 1 to 4 damage each hit. In addition, critical hits deal an additional 1 to 8 damage for weapons with a x2 critical multiplier, 2 to 16 for a x3 critical multiplier and 3 to 24 for a x4 multiplier. Creatures with the Fire trait take double this damage instead.
-
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.
-
Upgradeable - Tier 1
This is a tier 1 upgradeable item.
|
|
Epic Duelist's Epee
BtA
|
20 |
Rapier |
|
-
+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.
-
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.
-
Humanoid Bane 4
This weapon is attuned specifically to those that walk among us, dealing an additional 4d10 bane damage vs. Humanoids
-
Improved Deception +17
This item makes your weapons hard to focus upon and thus provides a +17 Competence bonus to Bluff checks. In addition, while using this item your weapons have a chance to envelop the target in darkness, making them vulnerable to Sneak Attacks for a short time.
-
Dodge +9%
+9% Enhancement bonus to Dodge.
-
Mortal Strike
On an attack roll of 20 which is confirmed as a critical hit this weapon triggers the Slay Living spell and attempts to instantly snuff out the life force of the enemy.
- Red Augment Slot
- Colorless Augment Slot
|
|
Epic Elemental Rapier of Air
BtAoE
|
20 |
Rapier |
|
-
+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.
-
Shocking Burst
This weapon is sheathed in crackling electricity. The weapon deals an additional 1 to 6 electrical damage each hit. In addition, critical hits deal an additional 1 to 10 electrical damage for weapons with a x2 critical multiplier, 2 to 20 for a x3 critical 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.
-
Improved Roaring
This weapon causes targets to become shaken and, on a critical hit, does 2 to 12 sonic damage to the target.
-
Greater Sirocco
A critical hit with this weapon causes a whirlwind of desert sand to swirl about the target, temporarily blinding it. A successful Reflex save (DC 35) prevents the effect.
-
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.
-
Electric Resistance +{0}
+{0} Enhancement bonus to Resist Electric.
-
Upgradeable - Tier 1
This is a tier 1 upgradeable item.
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Epic Elyd Edge
BtA
|
20 |
Rapier |
|
-
+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.
-
Charisma +9
+9 Enhancement bonus to Charisma
-
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.
-
Inspiring Echoes
When a Bard wields this item, Anthem abilities that restore Bard songs over time restore them 40% faster (for example, an ability that restores a Song every 5 minutes would restore one song per 3 minutes instead).
-
Sonic Blast 4
This weapon rings with the power of sound, dealing 4d6 Sonic damage on a successful hit, and an additional 4d6 Sonic damage on a critical hit.
-
Healing Lore +16%
Your Healing spells gain a +16% Equipment Bonus to their chance to Critical Hit.
-
Devotion +111
+111 Equipment Bonus to Positive Spell Power.
-
Anthem
When wielded by a character with Bard levels, this weapon begins to hum an inspiring tune. Your bard songs regenerate slowly over time.
-
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
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Epic Ethereal Rapier
BtA
|
20 |
Rapier |
|
-
+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
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|
Epic Sworn Silver Rapier
BtA
|
20 |
Rapier |
|
-
+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
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|
Drow Rapier (ML21)
BtCoE
|
21 |
Rapier |
16-20 x2 |
-
+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.
-
Maiming
This weapon has a twisted haft or grip and spikes along its blade, head, or point. Whenever you score a critical hit with this weapon it deals an amount of extra untyped damage depending on its critical multiplier: x2 - 1 to 6, x3 - 2 to 12, x4 - 3 to 18.
-
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 +5
This effect gives a +5 Insight bonus to the DC to resist the character's Trip, Improved Trip, Sunder, Improved Sunder, Stunning Blow, and Stunning Fist attempts.
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|
Thunder-Forged Alloy Rapier
|
22 |
Rapier |
|
-
+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
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|
Balizarde, Protector of the King
BtC
|
23 |
Rapier |
18-20 x3 |
-
Attuned to Heroism
This relic is attuned to heroic actions. If you have earned enough favor with the Purple Dragon Knights of Cormyr, you can upgrade this relic at their representative in Eveningstar to become part of a Planar Conflux item set.
-
+7 Enhancement Bonus
Weapons and Shields: +7 Enhancement Bonus to Attack and Damage rolls. Armor and Shields: +7 enhancement bonus to Armor Class.
-
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.
-
Hemorrhaging
This weapon is viciously sharp and will do an additional 2 to 16 damage to targets that are vulnerable to bleeding.
-
Parrying VIII
Passive: +4 Insight Bonus to Armor Class, +4 Insight Bonus to Fortitude, Reflex, and Will Saving Throws.
-
Dodge +8%
Passive: +8% Enhancement Bonus to Dodge. (Dodge causes enemy attacks to miss)
-
Good Luck +2
This item gives a +2 Luck bonus to all saves and skill checks.
|
|
Cormyrean Rapier
BtC
|
24 |
Rapier |
|
-
+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.
|
|
Mutineer's Blade
|
24 |
Rapier |
16-20 x2 |
-
+7 Enhancement Bonus
Weapons and Shields: +7 Enhancement Bonus to Attack and Damage rolls. Armor and Shields: +7 enhancement bonus to Armor Class.
-
Dexterity +8
Passive: +8 Enhancement Bonus to Dexterity.
-
Ghostbane VIII
On Hit: 8 to 32 Bane Damage vs Undead. (Bane damage cannot be resisted.) Passive: Attacks from this weapon bypass the miss chance of incorporeal creatures, such as ghosts, shadows, and wraiths.
-
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.
-
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.
-
Improved Disruption
On Hit: 4 to 24 Bane damage to Undead. On Vorpal Hit: If an undead struck by this weapon has fewer than 1500 Hit Points, it is instantly slain. If the undead has above 1500 Hit Points, it takes 150 damage.
- Red Augment Slot
|
|
Epic Caustic Rapier
|
26 |
Rapier |
|
-
+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 Rapier
|
26 |
Rapier |
|
-
+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 Rapier
|
26 |
Rapier |
|
-
+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 Rapier
|
26 |
Rapier |
|
-
+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 Rapier
|
26 |
Rapier |
|
-
+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 Rapier
|
26 |
Rapier |
|
-
+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 Rapier
|
26 |
Rapier |
|
-
+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 Rapier
|
26 |
Rapier |
|
-
+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 Rapier
BtC
|
26 |
Rapier |
|
-
+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
|
|
Flow, the Piercer of Hearts
BtC
|
28 |
Rapier |
|
-
+15 Enhancement Bonus
Weapons and Shields: +15 Enhancement Bonus to Attack and Damage rolls. Armor and Shields: +15 enhancement bonus to Armor Class.
-
Fetters of Unreality
This weapon is cruel and deadly, and leaves behind wounds that affect both the body and the soul. This weapon has a chance to inflict multiple stacks of Vulnerable.
Vulnerable: You take 1% more damage for 3 seconds. This effect stacks up to 20 times, and loses one stack on expiration.
-
Bewildering {0}
This weapon saps the willpower and sense from your enemies, dealing {0} Wisdom damage on each hit.
-
Anarchic {0}
This weapon is chaotic and used to undermine the righteous, dealing an additional {0}d6 chaos damage on each hit. This effect makes the weapon chaotic aligned. Lawful characters wielding this weapon will suffer one negative level.
-
Guardbreaking
This item enables you to break an enemy's guard in between your melee attacks. On critical hits with your melee weapons, enemies will become dazed as a result.
- Purple Augment Slot
- Red Augment Slot
|
|
Legendary Thunderstrike
BtA
|
28 |
Rapier |
|
-
+13 Enhancement Bonus
Weapons and Shields: +13 Enhancement Bonus to Attack and Damage rolls. Armor and Shields: +13 enhancement bonus to Armor Class.
-
Armor-Piercing +{0}%
+{0}% Enhancement bonus to bypass enemy Fortification
-
Electrifying {0}
This effect causes the edges of this weapon to arc with electricity, dealing {0}d6 Lightning damage on each hit.
-
Jolting {0}
This effect causes the edges of this weapon to arc with electricity, dealing {0}d6 Lightning damage on each critical hit.
-
Quality Seeker +{0}
+{0} Quality bonus to confirm critical hits, and damage (before multiplier) on critical hits.
- Red Augment Slot
|
|
Legendary Alchemical Rapier
BtCoE
|
29 |
Rapier |
|
-
+15 Enhancement Bonus
Weapons and Shields: +15 Enhancement Bonus to Attack and Damage rolls. Armor and Shields: +15 enhancement bonus to Armor Class.
-
Legendary Alchemical Crafting (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.
- Red Augment Slot
|
|
Legendary Ferrocrystal Rapier
BtA
|
29 |
Rapier |
|
-
+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 Rapier
BtA
|
29 |
Rapier |
|
-
+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 Syranian Rapier
BtA
|
29 |
Rapier |
|
-
+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
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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
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Morninglord's Rapier
BtC
|
29 |
Rapier |
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+15 Enhancement Bonus
Weapons and Shields: +15 Enhancement Bonus to Attack and Damage rolls. Armor and Shields: +15 enhancement bonus to Armor Class.
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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.
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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.
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Fiery {0}
This effect causes the edges of this weapon to burn with enchanted flames, dealing {0}d6 Fire damage on each hit.
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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
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Nightmother's Rapier
BtC
|
29 |
Rapier |
|
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+15 Enhancement Bonus
Weapons and Shields: +15 Enhancement Bonus to Attack and Damage rolls. Armor and Shields: +15 enhancement bonus to Armor Class.
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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.
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Human Bane {0}
This weapon is attuned specifically to hunt those with diversity and ambition, dealing an additional {0}d10 bane damage vs. Humans
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Vampirism {0}
This weapon thirsts for the blood of your enemies, healing you for +{0}d2 hit points with each hit.
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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
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Pomura's Impaler
BtC
|
29 |
Rapier |
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+15 Enhancement Bonus
Weapons and Shields: +15 Enhancement Bonus to Attack and Damage rolls. Armor and Shields: +15 enhancement bonus to Armor Class.
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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.
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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.
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Icy Blast 6
This weapon is sheathed in icy cold, dealing 6d6 Cold damage on a successful hit, and an additional 6d6 Cold damage on a critical hit.
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Insightful Glaciation +74
+74 Insight Bonus to Cold Spell Power.
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Quality Glaciation +36
+36 Quality Bonus to Cold Spell Power.
- Red Augment Slot
- Orange Augment Slot
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Vivace, the Dreamcarver
BtC
|
29 |
Rapier |
|
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+15 Enhancement Bonus
Weapons and Shields: +15 Enhancement Bonus to Attack and Damage rolls. Armor and Shields: +15 enhancement bonus to Armor Class.
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Sound and Silence
When true power is spoken, weaker beings cannot refute it.
Your offensive spells and attacks have a small chance to cause 10d20 Sonic Damage to nearby enemies and Silence them.
Each target can negate the Silence on Will save vs DC 90.
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Sonic Spell Crit Damage
+20% Enhancement bonus to critical damage with sonic spells
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Sonic Lore +22%
Your Sonic spells gain a +22% Equipment Bonus to their chance to Critical Hit.
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Resonance +148
+148 Equipment Bonus to Sonic Spell Power.
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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
- Purple Augment Slot
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Legendary Duelist's Epee
BtA
|
30 |
Rapier |
|
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+15 Enhancement Bonus
Weapons and Shields: +15 Enhancement Bonus to Attack and Damage rolls. Armor and Shields: +15 enhancement bonus to Armor Class.
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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.
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Humanoid Bane 6
This weapon is attuned specifically to those that walk among us, dealing an additional 6d10 bane damage vs. Humanoids
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Improved Deception +20
This item makes your weapons hard to focus upon and thus provides a +20 Competence bonus to Bluff checks. In addition, while using this item your weapons have a chance to envelop the target in darkness, making them vulnerable to Sneak Attacks for a short time.
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Dodge +13%
+13% Enhancement bonus to Dodge.
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Mortal Strike
On an attack roll of 20 which is confirmed as a critical hit this weapon triggers the Slay Living spell and attempts to instantly snuff out the life force of the enemy.
- Red Augment Slot
- Purple Augment Slot
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Legendary Elyd Edge
BtA
|
30 |
Rapier |
|
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+15 Enhancement Bonus
Weapons and Shields: +15 Enhancement Bonus to Attack and Damage rolls. Armor and Shields: +15 enhancement bonus to Armor Class.
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Charisma +13
+13 Enhancement bonus to Charisma
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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.
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Inspiring Echoes
When a Bard wields this item, Anthem abilities that restore Bard songs over time restore them 40% faster (for example, an ability that restores a Song every 5 minutes would restore one song per 3 minutes instead).
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Sonic Blast 6
This weapon rings with the power of sound, dealing 6d6 Sonic damage on a successful hit, and an additional 6d6 Sonic damage on a critical hit.
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Healing Lore +21%
Your Healing spells gain a +21% Equipment Bonus to their chance to Critical Hit.
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Devotion +146
+146 Equipment Bonus to Positive Spell Power.
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Anthem
When wielded by a character with Bard levels, this weapon begins to hum an inspiring tune. Your bard songs regenerate slowly over time.
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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
- Orange Augment Slot
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Attuned Bone Rapier
BtC
|
31 |
Rapier |
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Dinosaur Bone Rapier
BtA
|
31 |
Rapier |
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Legendary Defiled Reliquary Rapier
BtA
|
32 |
Rapier |
|
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+15 Enhancement Bonus
Weapons and Shields: +15 Enhancement Bonus to Attack and Damage rolls. Armor and Shields: +15 enhancement bonus to Armor Class.
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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.
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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.
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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.
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Legendary Vile Grip of the Hidden Hand
Attacks and offensive spells have a small chance to deal massive evil damage.
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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
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Legendary Shining Reliquary Rapier
BtA
|
32 |
Rapier |
|
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+15 Enhancement Bonus
Weapons and Shields: +15 Enhancement Bonus to Attack and Damage rolls. Armor and Shields: +15 enhancement bonus to Armor Class.
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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.
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Coruscating 6
This effect causes the edges of this weapon to coruscate, dealing 6d6 Light damage on each hit.
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Blazing 15
This effect causes the edges of this weapon to coruscate, dealing 15d6 Light damage on each critical hit.
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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
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Folly, the Thorn of Cormanthyr
BtC
|
33 |
Rapier |
|
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+15 Enhancement Bonus
Weapons and Shields: +15 Enhancement Bonus to Attack and Damage rolls. Armor and Shields: +15 enhancement bonus to Armor Class.
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Flamescale
Adds Adamantine material type. On hit: 15d6 Fire Damage.
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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)
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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.)
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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
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Legendary Rapier of the Fallen Age
BtA
|
33 |
Rapier |
|
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+15 Enhancement Bonus
Weapons and Shields: +15 Enhancement Bonus to Attack and Damage rolls. Armor and Shields: +15 enhancement bonus to Armor Class.
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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.
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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.
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Aligned
This weapon transmutes into a form that is able to bypass any alignment based Damage Reduction. (Chaotic, Good, Evil, Lawful)
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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
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Legendary Rapier of the Golden Age
BtA
|
33 |
Rapier |
|
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+15 Enhancement Bonus
Weapons and Shields: +15 Enhancement Bonus to Attack and Damage rolls. Armor and Shields: +15 enhancement bonus to Armor Class.
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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.
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Impactful 7
This effect causes the edges of this weapon to ripple with force, dealing 7d6 force damage on each hit.
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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.
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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
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Rapier of the Undying Age
BtC
|
33 |
Rapier |
|
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+15 Enhancement Bonus
Weapons and Shields: +15 Enhancement Bonus to Attack and Damage rolls. Armor and Shields: +15 enhancement bonus to Armor Class.
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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.
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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.)
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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
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Legendary Calamitous Rapier
BtA
|
34 |
Rapier |
|
|
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Legendary Cataclysmic Rapier
BtC
|
34 |
Rapier |
|
|
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Legendary Savaran's Tooth
BtA
|
34 |
Rapier |
|
-
+15 Enhancement Bonus
Weapons and Shields: +15 Enhancement Bonus to Attack and Damage rolls. Armor and Shields: +15 enhancement bonus to Armor Class.
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Electrifying 7
This effect causes the edges of this weapon to arc with electricity, dealing 7d6 Lightning damage on each hit.
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Jolting 16
This effect causes the edges of this weapon to arc with electricity, dealing 16d6 Lightning damage on each critical hit.
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Heartseeker VI
On Critical Hit: 13 to 78 Piercing damage from weapons with a x2 Critical Multiplier, 13 to 104 Piercing damage from weapons with a x3 Critical Multiplier, and 13 to 130 Piercing damage from weapons with a x4 or greater Critical Multiplier.
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Dragon's Edge
+23% Enhancement bonus to bypass enemy Fortification. On Crit: 7d8 Bleeding Damage to those that are vulnerable to it.
- Orange Augment Slot
- Purple Augment Slot
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Legendary Duergarcraft Rapier
BtA
|
35 |
Rapier |
|
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+16 Enhancement Bonus
Weapons and Shields: +16 Enhancement Bonus to Attack and Damage rolls. Armor and Shields: +16 enhancement bonus to Armor Class.
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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.
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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
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Legendary Perfected Rapier of the Weapon Master
BtA
|
35 |
Rapier |
|
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+16 Enhancement Bonus
Weapons and Shields: +16 Enhancement Bonus to Attack and Damage rolls. Armor and Shields: +16 enhancement bonus to Armor Class.
-
Rippling Energy
This item imbues rippling waves of energy through your opponents. Your attacks and offensive spells have a high chance to deal very strong Force damage over time.
-
Maiming 7
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 +7d8 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.
-
Fetters of Unreality
This weapon is cruel and deadly, and leaves behind wounds that affect both the body and the soul. This weapon has a chance to inflict multiple stacks of Vulnerable.
Vulnerable: You take 1% more damage for 3 seconds. This effect stacks up to 20 times, and loses one stack on expiration.
- Orange Augment Slot
- Purple Augment Slot
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Legendary Rapier of the Oozing Hunger
BtC
|
35 |
Rapier |
|
-
+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
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Ember Rapier
BtC
|
|
Rapier |
|
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Masterwork
This weapon is more finely crafted than normal, providing a +1 enhancement bonus on attack rolls.
-
Fire Touch
This weapon gives off a faint aura of warmth. A fire touch weapon deals an additional +1 fire damage on a successful hit.
-
Starter
Starter equipment cannot be traded, sold, or crafted.
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Rime-Covered Rapier
BtCoE
|
|
Rapier |
|
-
+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.
-
Frost II
On Hit: 2 to 8 Cold Damage.
- Red Augment Slot
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Thera's Rapier
BtC
|
|
Rapier |
|
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