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Book2

The document lists a comprehensive array of weapons and armor, categorized by type, including various upgrades and unique names. Each weapon and armor piece is specified with its respective type, such as Bardiche, Dagger, or Heavy Armor. This extensive compilation serves as a reference for different combat equipment available in the context described.

Uploaded by

nadilyas
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as XLSX, PDF, TXT or read online on Scribd
100% found this document useful (1 vote)
10 views

Book2

The document lists a comprehensive array of weapons and armor, categorized by type, including various upgrades and unique names. Each weapon and armor piece is specified with its respective type, such as Bardiche, Dagger, or Heavy Armor. This extensive compilation serves as a reference for different combat equipment available in the context described.

Uploaded by

nadilyas
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as XLSX, PDF, TXT or read online on Scribd
You are on page 1/ 816

Weapons

Name Type
Finnean the Talking Weapon Any

Finnean the Talking Weapon (upgrade) Any

Ashwood Pole Bardiche Bardiche

Bloody Crescent Bardiche

Bow Breaker Bardiche

Bug Crusher Bardiche

Dead Bough Bardiche

Death's Consonant Bardiche

Decimation Bardiche

Finger of the Heiress Bardiche

Flame's Cleansing Bardiche

Flame's Hatred Bardiche

Flame's Will Bardiche

Nemarius's Bardiche Bardiche

The Dissector Bardiche


Bastard Sword of Hope Bastard Sword

Corpse Piler Bastard Sword

Frostbite Bastard Sword

Howling Doom Bastard Sword

Battleaxe of Rovagug Battleaxe

Executioner of Evil Battleaxe

Fracturing Battleaxe Battleaxe

Grave Singer Battleaxe

Guardian's Battleaxe Battleaxe

Ice Breaker Battleaxe

Frost Blade Battleaxe

Rusty Dawn Battleaxe

Scorpion's Kiss Battleaxe

The Bliz Battleaxe


Touch of Flaw Battleaxe

Brutal Decay Club

Club of Hunger Club


Club with Nails Club

Craving Maw Club

The Ancient Root Club

Unending Distortion Club

Unslumbering Predator Club

Aldinach's Retribution Dagger

Attrition Dagger Dagger

Cruel Fate Dagger

Decaying Dagger Dagger

Deep Rip Dagger


Edge of Force Dagger

Gift of Blood Dagger

Hasty Eradicator Dagger

Lethal Conductor Dagger

Merciful Fate Dagger

Purple Stone Knife Dagger

Retriever's Claw Dagger


Scorpion Sting Dagger

Shiny Dagger Dagger

Soft Cut Dagger

Sosiel's Knife Dagger

Your Phylactery Dagger

Noxious Stalker Dart

Poisonous Dart Dart


Ruse Dart

Whistling Killer Dart

Screaming Reaper Double Axe

Sequence of Murder Double Axe

Slaughtering Silence Double Axe

Tempest Double Axe

Havoc Harbinger Double Sword

The Debilitator Double Sword

Winter's Mark Double Sword

Blood Freezer Dueling Sword

Herald of Pain Dueling Sword

Master Fencer's Sword Dueling Sword

Menace Dueling Sword

Mighty Advisor Dwarven Waraxe

Mordant Waraxe Dwarven Waraxe

Relentless Assault Dwarven Waraxe


Wrath of Ancestor Dwarven Waraxe

Burning Torment Earth Breaker

Clawfall Earth Breaker

Divine Dismissal Earth Breaker

Powerful Pummel Earth Breaker

Rumble Earth Breaker

Smasher Earth Breaker

Terrifying Tremble Earth Breaker

Blinding Beauty Elven Curved Blade

Devitalizer Elven Curved Blade

Final Glance Elven Curved Blade

Insomniac Blade Elven Curved Blade

Second Chance Elven Curved Blade


Crippling Kiss Estoc

Destroyer of Planes Estoc

Estoc of Purity Estoc

Night Flash Estoc

Nimble Edge Estoc

Artificial Predator Falcata

Ceremonial Falcata Falcata

Disemboweler Falcata

Nightmare Falcata

Pain Channeler Falcata

Defender's Nemesis Falchion

Holy Blare Falchion

Jinx Falchion

Rumbling Falchion Falchion

Touch of Mercy Falchion

Bearer of Sorrow Fauchard


Mighty Blow of Good Fauchard

Rushlight Fauchard

Craving Maw Flail

Deathbed Servant Flail

Demon's Terror Flail

Flail of False Hope Flail

Flail of Hunger Flail

Flail of Lightburst Flail

Mithral Flail +2 Flail

Unending Distortion Flail

Unslumbering Predator Flail

Aizerghaul Glaive

Banshee's Heart Glaive

Dark Horn Glaive

Death Pact Glaive


Disfigured Angel Glaive

Marching Terror Glaive

Mutilated Angel Glaive

Soulshear Glaive

Soulshear Glaive

Soulshear Glaive

Zealous Might Glaive

Blinding Wrath Greataxe

Blocker Greataxe

Executioner of Evil Greataxe

Gore Feaster Greataxe

Grave Singer Greataxe


Greataxe of Rovagug Greataxe

Lethal Squall Greataxe

Scorpion's Kiss Greataxe

Splintershred Greataxe

Butcher of Undead Greatclub

Double Jeopardy Greatclub

Greatclub of Sacred Cinders Greatclub

Nature's Choler Greatclub

Ruthless Assault Greatclub

Blood Red Cleaver Greatsword

Exterminator Greatsword

Fang of Malice (Pre upgrade) Greatsword

Fang of Malice Greatsword


Fatal Beacon Greatsword

Lustrous Blade Greatsword

Numerian Greatsword Greatsword

Rage of Ice Greatsword


Agile Brilliant Energy Handaxe +1 Handaxe

Crushing Cold Handaxe

Executioner of Evil Handaxe

Grave Singer Handaxe

Handaxe of Rovagug Handaxe

Peacemaker Handaxe

Roaring Handaxe Handaxe

Scorpion's Kiss Handaxe


Slaver's Fury Handaxe

Crossbow of Judgement Heavy Crossbow

Detainer Heavy Crossbow

Evercold Heavy Crossbow

Heartbreaker Heavy Crossbow

Heavy Crossbow of Degradation Heavy Crossbow

Ricocheting Heavy Crossbow Heavy Crossbow

Rolling Thunder Heavy Crossbow

Rude Stopper Heavy Crossbow

Eternal Winter Heavy Flail

Heavy Flail of the Faultless Daybreak Heavy Flail

Heavy Flail of Weakness Heavy Flail

Hope Crusher Heavy Flail

Merry-Go-Round Heavy Flail

Pure Savagery Heavy Flail


Sanguineous Sundown Heavy Flail

Triumphant Noontide Heavy Flail

Tyranny of Mind Heavy Flail

Defiler Heavy Mace

Grasp of Devotion Heavy Mace

Heavy Mace of Fire Heavy Mace

Malevolent Corrosion Heavy Mace

Malevolent Frostbite Heavy Mace

Malevolent Singe Heavy Mace

Malevolent Storm Heavy Mace

Sapping Assault Heavy Mace

Sun Stroke Heavy Mace

Voice of Hollow Heavy Mace


Ashwood Pole Heavy Pick Heavy Pick

Bulky Pick Heavy Pick

Dead Bough Heavy Pick

Death's Consonant Heavy Pick

Dreadful Onslaught Heavy Pick

Finger of the Heiress Heavy Pick

Mad Sculptor Heavy Pick

Rabid Underdog Heavy Pick

Spiteful Mockery Heavy Pick

Crushing Burden Hooked Hammer

Gnome Hooked Hammer of Discipline Hooked Hammer

Honorable Judgement Hooked Hammer

Rebound Hooked Hammer

Wrecking Devil Hooked Hammer

Quick Death Javelin


Sky Scorcher Javelin

Defense by Offense Kama

Edge of Expulsion Kama

Heart of Iceberg Kama

Maimer Kama

Abrupt End Kukri

Astringent Pacifier Kukri

Blizzard Touch Kukri

Grace of Peace Kukri

Blasting Bracers Light Crossbow

Devouring Lust Light Crossbow

Explosive Fervor Light Crossbow

Firestarter Light Crossbow

Life Deliverer Light Crossbow

Light Crossbow of Force Light Crossbow


Light Crossbow of Oracle's Misery Light Crossbow

Light Crossbow of the Attractive Impulse Light Crossbow

Passion's Sweet Poison Light Crossbow

Shadowkiss Light Crossbow

Sham Crossbow Light Crossbow

Silver Hawk Light Crossbow

Treacherous Kiss Light Crossbow

Eviscerating Doom Light Hammer

Glaring Thunder Light Hammer

Hammer Of Masterpiece Light Hammer

Light Hammer of Righteousness Light Hammer

Momentum Light Hammer

Eluding Swing Light Mace


Finger Freezer Light Mace

Headcracker Light Mace

Light Mace of Severe Strike Light Mace

Luminous Encouragement Light Mace

Lissom Light Pick

Unavoidable Drill Light Pick

Vibrant Dissolver Light Pick

Deadeye Longbow

Delamere's Bow Longbow

Delamere's Cursed Bow Longbow

Entrapping Longbow Longbow

Killing Pace Longbow

Longbow of Leeching Strike Longbow

Savamelekh Spine Longbow

Starbow Longbow
Wicked Longbow Longbow

Devastating Blow from Above Longspear

Fabled Hero's Lance Longspear

Feral Raider Longspear

Kiss of Vampire Longspear

Racking Point Longspear

Balanced Defender Longsword

Black Dragon's Fang Longsword

Blood Boiler Longsword

Daybreak Longsword

Excruciating Remorse Longsword

Finnean Longsword

Holy Devotee's Wrath Longsword

Iron Prayer Longsword

Longsword of Detriment Longsword

Longsword of Right Longsword

Radiance Longsword
Radiance Longsword
Radiance Longsword

Radiance Longsword

Radiance Longsword

Radiance Longsword

Radiance Longsword

Smoking Killer Longsword


Solemn Hour Longsword

The Beacon of Innocence Longsword

The Priceless Woe Longsword

Brilliant Energy Magical Beast Bane


Longsword
Longsword +5

Your Phylactery Longsword

Kapao Nunchaku

Nunchaku +5 Nunchaku

Odds Evener Nunchaku

Jab Stab Punching Dagger

Music Of Death Punching Dagger

Prowling Death Punching Dagger

Saboteur Punching Dagger

Sound of Void Punching Dagger

Ashmaker Quarterstaff

Awakened Driftwood Quarterstaff


Blaze of Disaster Quarterstaff

Burned Ashwood Quarterstaff

Conjurer's Rage Quarterstaff

Fiery Spell Weaver Quarterstaff

Indomitable Life Quarterstaff

Locust Shepard's Staff Quarterstaff

Phantasmal Guide Quarterstaff

Pillar of Hope Quarterstaff

Plague of Madness Quarterstaff

Quarterstaff of Coercion Quarterstaff

Quarterstaff of Dope Quarterstaff


Quarterstaff of Slip Quarterstaff

Quarterstaff of the War Mage Quarterstaff

Spirit Thrasher Quarterstaff

Interceptor Rapier
Mind Piercer Rapier

Reeking Heart of Arcane Rapier

Tender Touch Rapier

Translucent Needle of Astonishment Rapier

Ancestral Retribution Sai

Clemency of Shadows Sai

Electric Rose Sai

Ghost Sting Sai

Grasping Frost Sai

Impending Demise Sai

Planar Navigator Sai

Sai of Ghostly Pathways Sai

Abrupt Force Scimitar

Blade of Order Scimitar

Dawnflower's Kiss Scimitar


Dawnflower's Kiss Scimitar

Dawnflower's Kiss Scimitar

Dawnflower's Kiss Scimitar

Faith Bearer Scimitar

Furyborn Child Scimitar

Rapscallion Scimitar

Rupturing Storm Scimitar

Scimitar of Wind Scimitar

Annihilator Scythe

Bane of Flesh Scythe

Bane of Spirit Scythe

Bonesnatcher Scythe

Dark Glowing Scythe Scythe

Deadly Toll Scythe


Mother's Call Scythe

Riftcarver Scythe

Rotten Dissector Scythe

Stevanius's Scythe Scythe

Wide Sweep Scythe

Eye for an Eye Shortbow

Feral Charge Shortbow

Hunter's Assurance Shortbow

Sham Shortbow Shortbow

Shortbow of Code Shortbow

Bellowing Howl Shortspear

Chillroar's Tusk Shortspear Shortspear

Coldbite Shortspear

Deadly Ivy Shortspear

Impaler Shortspear

Sham Shortspear Shortspear


Tight Grip of Anguish Shortspear

Blitz Cut Shortsword


Claw of Jistka Shortsword
Linds Family Shortsword Shortsword

Mallander's Insult Shortsword

Mallander's Penance Shortsword

The Blitz Cut Item Shortsword

Sham Shortsword Shortsword

The Malady Shortsword

Unexpected Resolution Shortsword

Void's Kiss Shortsword

Acrid Sickle Sickle

Mage Slayer Sickle

Sickle of Falter Sickle

Sickle of Wicked Rites Sickle

The Illustrious Sweep Sickle


Decay Spreader Sling Staff

Flame's Cleansing Sling Staff

Flame's Hatred Sling Staff

Flame's Will Sling Staff

Hazard Sling Staff

Nature's Agony Sling Staff

Nemarius's Sling Sling Staff

Oak of Thunder Sling Staff

Stormcaller Spear

Venom Spear

Vigilant Watch Spear

Wandering Duelist's Spear Spear

Fortune's Temper Starknife

Joke of Fate Starknife


Pocket Lightning Starknife

Venomous Petals Starknife


Virtuous Starknife Starknife

Eye Gouger Throwing Axe

Fixed Obsession Throwing Axe

Frost Embrace Throwing Axe

Nordic Welcome Throwing Axe

Throwing Axe of Silence Throwing Axe

Dissolution Tongi

Indomitable Punisher Tongi

Rulebreaker Tongi

Scream of Pain Tongi

Call of Ocean Trident

Flame's Cleansing Trident

Flame's Hatred Trident

Flame's Will Trident

Nemarius's Trident Trident

Tidebringer Trident
Triumph of Pain Trident

Certainty Of Death Urgrosh

Monster Hunter Urgrosh

Roaster Urgrosh

Torag's Wrath Urgrosh

Wrath of the Creator Urgrosh

Battle-Forged Warhammer

Entomber Warhammer

Facesmasher Warhammer

Hammer of Ruin Warhammer

The Collapse Warhammer

Warhammer of Obstinacy Warhammer

Armour
Name Type
Banded Mail of Dope Heavy

Black Rook Heavy


Carapace Heavy

Everlasting Light Heavy

Flowing Half-Plate Heavy

Full Plate Mail of Mind Focus Heavy

Full Plate of Moderate Fortification +1 Heavy

Fullplate of Spell Nullify Heavy

Gleaming Banded Armor Heavy

Grenadier's Half-Plate Heavy


Half-plate of Greater Spell Resistance Heavy
Half-Plate of Synergy Heavy

Half-plate of Vigor Heavy

Half-plate of Will Heavy

Indomitable Life Heavy

Perfect Storm Heavy

Plague of Madness Heavy

Realm Protector Heavy

Throne Keeper Heavy

Undying Devotion Heavy


Ustalavic Pride Heavy

Welcome Respite Heavy

Barding of Elder Beasts Heavy Barding

Barding of Tenacity Heavy Barding

Royal Guard's Barding Heavy Barding

Armor of Vigilance Light

Armor of Vigilant Sprouts Light

Bruiser's Chainshirt Light


Chainshirt of Greater Acid Resistance Light

Chainshirt Of Life Vim Light

Dark Retriever's Padded Armor Light

Dark Studded Leather Armor Light

Delamere's Armor Light

Delamere's Cursed Armor Light

Desert Mirage Light

Eternal Ballad Light

Exalted Leader's Chainshirt Light

Fist Retriever's Padded Armor Light


Infiltrator's Armor Light
Lady Callandra's Chainshirt Light
Leather Armor of Greater Electricity
Light
Resistance +5
Leather Armor of Useful Pockets Light

Mantle of Night Light

Mithral Chainshirt of Greater Fire


Light
Resistance

Mystic Grace Light

Naturalist Armor Light

Padded Armor of Firm Steps Light


Padded Armor of Focus Light

Padded Armor of Fortitude Light

Padded Armor of Greater Acid and Sonic


Light
Resistance
Padded Armor of Greater Negative Energy
Light
Resistance

Padded Armor of Refined Maneuver Light

Panther's Grace Light

Purging Chains Light

Royal Messenger's Chainshirt Light

Seasoned Assassin's Armor Light

Shadow Leather +1 Light

Shroud of the Eternal Hunger Light

Snakeskin Light

Studded Armor of Trinity Light


Sturdy Leather Armor Light
Thick Pads Light

Trailblazer's Armor Light

Unbending Armor Light

Veteran's Armor Light

Web Strider Light

Zon-Kuthon's Suffocating Caress Light

Barding of Life Light Barding

Barding of Vengeance Light Barding

Exquisite Chain Barding Light Barding

Lightened Harness Light Barding

Shield of Evocation Resilience Light Shield

Animalistic Perseverance Medium

Ardent Guard Medium

Armor of Dispersion Medium

Beacon of Carnage Medium

Breastplate of Lesser Sonic Resistance Medium

Breastplate of Medium Fire Resistance Medium

Breastplate of the Colorless One Medium


Breastplate of the Tireless Warrior Medium

Chainmail of Comradery Medium

Chainmail of Dragonfly Medium

Chainmail of Greater Cold Resistance Medium

Chainmail of Spiteful Barbs Medium

Crypt Raider's Armor Medium

Dark Breastplate +5 Medium

Dragonfall Medium

Flowing Scales Medium

Great Bear Breastplate Medium

Hide Armor of Elemental Carnage Medium

Hide Armor of Medium Cold Resistance Medium

Linds Family Chainmail Medium

Living Ram Medium

Lone Wolf's Scale Mail Medium

Mallander's Insult Medium


Mallander's Penance Medium

Overlord's Chainmail Medium

Promise of Greatness Medium

Rock of Nature Medium

Sanguineous Sundown Medium

Scalemail of Resistance +1 Medium

Scalemail of Resistance +2 Medium

Scalemail of Resistance +3 Medium

Scalemail of the Faultless Daybreak Medium

Seal of Jubilex Medium

Seal of Madness Medium

Silver Mist Medium


Singing Steel Breastplate Medium
Solid Hide Armor Medium

Tribal Scout's Hide Medium

Triumphant Noontide Medium

White Dragon Medium

Barding of Ceaseless Service Medium Barding


Frozen Scales Medium Barding

Muscle Warmer Medium Barding

Scale Barding of Medium Fortification +5 Medium Barding

Solid Chains Medium Barding

Ambrosial Attire of Arcane Annihilation None

Arrow Catcher None

Deadly Rays None

Haramaki of Divine Guidance None

Haramaki of Scholarship None

Impending Eclipse None

Robe of Consciousness None

Robe of Earth None

Robe of False Death None

Robe of Transmutation None

Soulless Command None

Shields
Name Type
Agile Spiked Light Shield

Buckler of Protective Elements Buckler

Buckler of Ray Negation Buckler


Deceiving Facade Buckler

Disk of Unbalance Buckler

Eluding Target Buckler

Ratcatcher's Buckler Buckler

Assertion Of Dominance Heavy Shield

Bashing Shield Heavy Shield

Charred Bulwark Heavy Shield

Divine Protector Heavy Shield

Guardian's Shield Heavy Shield

Heavy Shield of Elemental Protection Heavy Shield

Heavy Shield of Innate Trust Heavy Shield

Heavy Shield of Lesser Cold Resistance Heavy Shield

Holemaker Heavy Shield

Immaculate Petal Heavy Shield

Immaculate Petal Heavy Shield

Painful Remorse Heavy Shield

Shield of Holy Thorn Heavy Shield

Shield of Incorruptible Heart Heavy Shield


The Undying Love of the Hopebringer Heavy Shield

Ancient Wood Light Shield

Bellowing Howl Light Shield

Blinding Light Light Shield

Chillroar's Hide Spiked Light Shield Light Shield


Coldbite Light Shield

Flesh Tearer Light Shield

Forewarning Light Shield

Light Shield of Cursed Allegiance Light Shield

Light Shield of Lesser Negative Energy


Light Shield
Resistance
Light Shield of the Faultless Daybreak Light Shield

Ray Blocker Light Shield

Shield of Magical Retribution Light Shield

Talion Keeper Light Shield

Triumphant Noontide Light Shield

Bastion of Lion's Heart Tower Shield

Colossal Shade Tower Shield

Dawn of Life Tower Shield

Defender's Bulwark Tower Shield

Impassable Guard Tower Shield

Shield of Chastise Tower Shield

Spellbreaker Tower Shield


Tower Shield of Elemental Protection Tower Shield

Warden of Darkness Tower Shield

Head
Name Desc

This headband grants


the wearer +2
enhancement bonus
to Wisdom.
Ancestral Retribution
Whenever you
summon any
Elemental, it gains 50
additional Hit Points.

This headband allows


its wearer to cast
Angelbloom Crown Archon's Aura as a
20th level cleric three
times per day.
This headband of
Wisdom +2 also
grants its wearer a +2
enhancement bonus
to Charisma score. In
addition, whenever
the wearer of this
headband lands a
killing blow with a
melee weapon, their
next spell becomes
empowered, as
Battle Mage's Headband though using the
Empower Spell feat.
Empower Spell: All
variable, numeric
effects of an
empowered spell are
increased by half
including bonuses to
those rolls. Saving
throws and opposed
rolls are not affected,
nor are spells without
random variables.

The wearer of this


hat becomes too
handsome for her
own benefit. The hat
Black Hat of Handsomeness grants its wearer a +2
enhancement bonus
to Charisma. Bonuses
of the same type
usually don't stack.
Whenever the
wearer of this
headband of
Charisma +4 deals
damage to an enemy
Blazing Crown through a spell, she
gets 10 temporary hit
points for 3 rounds.
This effect can occur
once per 5 rounds for
each enemy.

Whenever the
wearer of this
headband of
Intelligence +6 lands
a hit against a new
enemy for the first
time, the enemy
Blinding Enlightenment must pass a Fortitude
saving throw (DC 30)
or become dazzled
for 3 rounds. If the
enemy was under a
movement-impairing
condition, it becomes
blinded instead.

The wearer of this


hat becomes too
handsome for her
own benefit. The hat
Blue Hat of Handsomeness grants its wearer a +2
enhancement bonus
to Charisma. Bonuses
of the same type
usually don't stack.
This headband grants
its wearer a +2
enhancement bonus
to Intelligence score
and immunity to all
Bookworm's Headband compulsion effects.
However, it also
inflicts a -2 penalty to
Charisma score and -
3 penalty on all
Persuasion checks.

Whenever an ally in a
15 feet radius of this
helmet's wearer
confirms a critical hit,
this helm heals its
Cheerful Warrior's Helm
wearer for 1d6 HP,
and grants a +1
morale bonus to AC
and attack rolls for
one round.

This is an
Circlet of Ghostly Pathways intermediate step of
relic creation.

This helmet grants its


wearer a +5 bonus on
saving throws against
Clear Vision the spells of the
Illusion school and a
+2 insight bonus to
AC.
This headband grants
the wearer a +2
enhancement bonus
to Intelligence. Each
time they cast a spell
on the enemy, it
must pass a Reflex
saving throw (DC 20)
Clemency of Shadows
or be entangled in
web for 1d4 rounds,
trying to break free
each round. This web
also deals 1d6+3
bludgeoning damage
each round. Effects
don't stack.

Allows you to feel


yourself a green
recruit. Also gives +2
Clumsy Helmet
enhancement bonus
to Charisma (not in
description)

This headband grants


its wearer +6
enhancement
bonuses to Charisma
and Intelligence
ability scores. In
addition, all party
Conthyr's Wisdom
members of the
wearer gain a +3
insight bonus on
saving throws against
confusion, insanity
and domination
spells.
This headband of
charisma +6 grants
the wearer an ability
to push all enemies in
a 15 feet area 10 feet
Crushing Presence away and suffer (1d8
+ caster level)
bludgeoning damage.
This ability can be
used three times per
day.

This Headband of
Perfection +8 allows
its wearer to add
Darkness Caress
their Charisma bonus
to all damage dealt
by ranged weapons.

Whenever the
wearer of this helmet
is under a rage effect,
the rage's effect
bonuses on melee
Demonic Resentment
attack rolls, melee
damage rolls, thrown
weapon damage
rolls, and Will saving
throws increase by 1.
Whenever the
wearer of this
headband of
perfection +6
summons a
Doubling Annoyance Perpetually Annoyed
Wizard, they actually
summon two wizards
instead of one. Can
only be equipped by
a player character.

This hat grants the


wearer a +2 profane
bonus to Intelligence
score. Whenever
they cast a slow or
haste spell, it is
quickened, as though
using the Quicken
Spell feat.
Additionally, once
per day this hat can
make any spell
quickened. This hat
can only be worn by
Draven's Hat
non-good characters.
Quicken Spell:
Casting a quickened
spell is a swift action.
You can perform
another action, even
casting another spell,
in the same round as
you cast a quickened
spell. A spell whose
casting time is more
than 1 round or 1
full-round action
cannot be quickened.

This helmet grants its


Eternal Night wearer DR 10/cold
iron and good.
This is an
Face-Stealer's Mask intermediate step of
relic creation.

This hat grants its


wearer a +8
enhancement bonus
to all mental ability
scores (Intelligence,
Wisdom, and
Flawless Headband of Mental Perfection
Charisma). Bonuses
+8
of the same type
usually don't stack.
This hat also grants
its wearer immunity
to mind-affecting
spells and conditions.

Whenever the
wearer of this
Headband of
Intelligence +6 casts
a spell that affects
the enemy, the
wearer gains a +1
bonus to checks
Gnawing Magic made to overcome
spell resistance and
the enemy suffers a -
1 penalty on attack
and damage rolls as
well as all saving
throws for 3 rounds.
The effect stacks to a
maximum of 4.

This helmet grants


the wearer a +2
Graveyard Keeper's Helmet
bonus to AC against
undead creatures.
This diadem
increases the damage
dealt by the
kineticist's simple
energy blasts by 3d6
points and by
kineticist simple
physical blasts by
Greater Kinetic Diadem
3d6+3. Composite
energy blasts instead
deal an additional
6d6 damage, while
composite physical
blasts deal an
additional 6d6+6
damage.

If the wearer of this


headband has the
ability Channel
Negative Energy, it
increases the amount
Greater Phylactery of Negative Channeling
of damage this ability
does to living
creatures or heals to
undead creatures by
+4d6.

If the wearer of this


headband has the
ability Channel
Positive Energy, it
increases the amount
Greater Phylactery of Positive Channeling
of damage this ability
does to undead
creatures or heals to
living creatures by
+4d6.
The wearer of this
hat becomes too
handsome for her
own benefit. The hat
Green Hat of Handsomeness grants its wearer a +2
enhancement bonus
to Charisma. Bonuses
of the same type
usually don't stack.

Whenever the
wearer of this hat
uses any song, this
song also grants fast
Hat of Heartening Song healing 1 at level 1,
fast healing 2 at level
5 and increasing by 1
point every 4 levels
thereafter.

Whenever the
wearer of this hat
slays an enemy, they
get a +2 bonus on
Hat of the Bitter End
attack rolls for 3
rounds. Multiple
applications of this
effect stack.

This headband grants


its wearer a +2
enhancement bonus
Headband of Alluring Charisma +2
to Charisma. Bonuses
of the same type
usually don't stack.

This headband grants


its wearer a +4
enhancement bonus
Headband of Alluring Charisma +4
to Charisma. Bonuses
of the same type
usually don't stack.
This headband grants
its wearer a +6
enhancement bonus
Headband of Alluring Charisma +6
to Charisma. Bonuses
of the same type
usually don't stack.

This headband grants


its wearer a +4
enhancement bonus
to Charisma and
Headband of Confidence Wisdom. It also
grants a +4 bonus on
saving throws against
mind-affecting
conditions.

This headband grants


its wearer a +2
enhancement bonus
Headband of Inspired Wisdom +2
to Wisdom. Bonuses
of the same type
usually don't stack.

This headband grants


its wearer a +4
enhancement bonus
Headband of Inspired Wisdom +4
to Wisdom. Bonuses
of the same type
usually don't stack.

This headband grants


its wearer a +6
enhancement bonus
Headband of Inspired Wisdom +6
to Wisdom. Bonuses
of the same type
usually don't stack.
This headband grants
its wearer +2
enhancement
bonuses to
Headband of Mental Flow +2 Intelligence and
Charisma ability
scores. Bonuses of
the same type usually
don't stack.

This headband grants


its wearer +2
enhancement
bonuses to Wisdom
Headband of Mental Form +2
and Charisma ability
scores. Bonuses of
the same type usually
don't stack.

This headband grants


its wearer +2
enhancement
bonuses to
Headband of Mental Might +2 Intelligence and
Wisdom ability
scores. Bonuses of
the same type usually
don't stack.

This headband grants


its wearer a +2
enhancement bonus
to all mental ability
Headband of Mental Perfection +2 scores (Intelligence,
Wisdom, and
Charisma). Bonuses
of the same type
usually don't stack.
This headband grants
its wearer a +4
enhancement bonus
to all mental ability
Headband of Mental Perfection +4 scores (Intelligence,
Wisdom, and
Charisma). Bonuses
of the same type
usually don't stack.

This headband grants


its wearer a +6
enhancement bonus
to all mental ability
Headband of Mental Perfection +6 scores (Intelligence,
Wisdom, and
Charisma). Bonuses
of the same type
usually don't stack.

This hat grants its


wearer a +8
enhancement bonus
to all mental ability
Headband of Mental Perfection +8 scores (Intelligence,
Wisdom, and
Charisma). Bonuses
of the same type
usually don't stack.

This headband of
Wisdom +6 grants its
Headband of Reshaping wearer a +1 CL on
transmutation school
spells.
This headband of
Wisdom +6 allows its
Headband of Rigorous Training wearer to declare
Perfect Strike five
more times per day.

Whenever the
wearer of this
headband of
Intelligence +6 lands
a hit against a new
enemy for the first
time, the enemy
Headband of Subjugator must pass a Fortitude
saving throw (DC 30)
or become dazzled
for 3 rounds. If the
enemy was under a
movement-impairing
condition, it becomes
blinded instead.

This headband grants


its wearer a +2
enhancement bonus
Headband of Vast Intelligence +2 to Intelligence.
Bonuses of the same
type usually don't
stack.

This headband grants


its wearer a +4
enhancement bonus
Headband of Vast Intelligence +4 to Intelligence.
Bonuses of the same
type usually don't
stack.
This headband grants
its wearer a +6
enhancement bonus
Headband of Vast Intelligence +6 to Intelligence.
Bonuses of the same
type usually don't
stack.

This headband grants


its wearer a +4
enhancement bonus
to Charisma and
Headband of Wise Negotiator Wisdom ability
scores. It also grants
a +4 bonus on saving
throws against mind-
affecting conditions.

Whenever the
wearer of this helm
successfully charges
an enemy, that
enemy must pass a
Headbutter's Helm
Reflex saving throw
(DC 27) or suffer a -2
penalty to AC and
attack rolls for 3
rounds.

This is a black spiked


helmet, commonly
Hellknight Helmet
worn by the
hellknights.
Whenever the
wearer of this helm
suffers from negative
energy or fire
damage, for the next
3 rounds they gain a
Helm of Devotion +2 morale bonus on
attack and damage
rolls, and their
attacks are treated as
good-aligned for the
purpose of
overcoming DR.

Whenever the
wearer of this helm
receives healing, she
Helm of Fearless Vanguard
also gains 5
temporary Hit Points
for 1 round.

This helm grants its


wearer a +5
competence bonus to
CMD and electricity
resistance 30. Also,
whenever the wearer
of this helm becomes
a target of a spell
Helm of Static Discharge
that deals electricity
damage (even if such
effect was prevented
by spell or elemental
resistance), his next
attack deals
additional 2d6 of
electricity damage.
The wearer of this
helmet gains a +1
morale bonus to AC
Helmet of Comradery
(but no more than
+3) for each ally in a
10 feet radius.

This helmet grants its


Helmet of the Stalwart Cavalier wearer a +1 insight
bonus to AC.

This headband grants


the wearer fire
resistance 10,
electricity resistance
10, and sonic
resistance 10.
Whenever an enemy
Helmet of Elemental Guard
confirms a critical hit
against the wearer,
for the next round
the wearer deals an
additional 5 force
damage with each
hit.

According to legend,
this helmet belonged
to a mighty warrior
who was doomed to
Helmet of the Abyss Killer endlessly slay hordes
of demons. It doesn't
seem to have any
magic, but it looks
formidable.

This helmet grants its


Helmet of the Stalwart Cavalier wearer a +1 insight
bonus to AC.
Whenever the
wearer of this helmet
lands a hit with a
melee weapon, the
target must pass a
Fortitude saving
throw (DC 25) or
suffer bleed damage
Helmet of Weakening Torture
that equals the
wearer's Strength
modifier for 1d4
rounds. This bleed
doesn't stack with
itself, but stacks with
bleed effects from
other sources.
This helmet can only
be worn by a lich.
Every wearer's
successful attack
(including spells that
require an attack roll)
deals additional 5d6
negative energy
damage and gives the
wearer the same
number of temporary
HP. The wearer is
Horns of Naraga constantly under the
true seeing spell
effect and gains
immunity to acid.
Any positive energy
damage dealt to the
wearer is halved. This
helmet can be used
once per day to
summon an ancient
black dragon to fight
alongside the wearer
for an hour.

This diadem
increases the damage
dealt by the
kineticist's simple
energy blasts by 2d6
points and by
kineticist simple
physical blasts by
Kinetic Diadem
2d6+2. Composite
energy blasts instead
deal an additional
4d6 damage, while
composite physical
blasts deal an
additional 4d6+4
damage.
These lenses make it
easier to keep an eye
on someone. Worn
by a powerful Aeon,
Lenses of Prolonged Gaze
they grant 3
additional uses of
Enforcing Gaze per
day.

This diadem
increases the damage
dealt by the
kineticist's simple
energy blasts by 1d6
points and by
kineticist simple
physical blasts by
Lesser Kinetic Diadem
1d6+1. Composite
energy blasts instead
deal an additional
2d6 damage, while
composite physical
blasts deal an
additional 2d6+2
damage.

If the wearer of this


headband has the
ability Channel
Negative Energy, it
increases the amount
Lesser Phylactery of Negative Channeling
of damage this ability
does to living
creatures or heals to
undead creatures by
+1d6.
If the wearer of this
headband has the
ability Channel
Positive Energy, it
increases the amount
Lesser Phylactery of Positive Channeling
of damage this ability
does to undead
creatures or heals to
living creatures by
+1d6.

This hat grants its


Magnificent Plume Hat wearer a +5 bonus to
Maximum Hit Points.

This cursed mask


grants its wearer a
+20 insight bonus on
all saving throws as
well as a 50% miss
chance as in total
concealment which
isn't revealed by true
seeing. It also grants
a +3 insight bonus on
all Knowledge, Lore,
Use Magic Device,
Mask of Nothing Perception and
Trickery skill checks.
This mask doesn't
work against
Areshkagal's
followers and its
wearer suffers a -6
penalty on all saves
and AC while in
Areshkagal's domain.
Can only be equipped
by the player
character.
This cursed mask
grants its wearer a
+20 insight bonus on
all saving throws, DR
5/-, fast healing 2 and
a +10 insight bonus
on concentration
Mask of the Most Worthy checks. This mask
doesn't work against
Areshkagal's
followers and its
wearer suffers a -6
penalty on all saves
and AC while in
Areshkagal's domain.

The wearer of this


mask gets a +10
competence bonus
on Intimidation and
Mobility skill checks.
In addition,
whenever the wearer
Obsidian Mask of the Champion
of this mask lands a
killing blow, they gain
temporary Hit Points
equal to the killed
enemy's Strength
modifier for 5
rounds.
This cowl gives the
wearer a +6
enhancement bonus
to Wisdom ability
score. If the wearer
benefits from any
shifter aspect, they
also gain a +2
Owl's Cowl circumstance bonus
on all natural weapon
attacks. If this cowl is
worn together with
the Cat's Boots, the
wearer additionally
gains a +2
circumstance bonus
to AC.
This tiara grants its
wearer a +8
enhancement bonus
to all mental ability
scores (Intelligence,
Wisdom, and
Charisma). In
addition, If the
wearer of this
headband has the
ability Channel
Positive Energy, it
increases the amount
of damage this ability
Perfect Tiara of Channeling
does to undead
creatures or heals to
living creatures by
+2d6. And if the
wearer of this
headband has the
ability Channel
Negative Energy, it
increases the amount
of damage this ability
does to living
creatures or heals to
undead creatures by
+2d6.

If the wearer of this


headband has the
ability Channel
Negative Energy, it
increases the amount
Phylactery of Negative Channeling
of damage this ability
does to living
creatures or heals to
undead creatures by
+2d6.
If the wearer of this
headband has the
ability Channel
Positive Energy, it
increases the amount
Phylactery of Positive Channeling
of damage this ability
does to undead
creatures or heals to
living creatures by
+2d6.

This headband grants


the wearer +2
enhancement bonus
to Charisma ability
score. Three times
per day you can try
to dominate
outsiders, this
Planar Navigator creature has to pass
Will saving throw (DC
22) or will be under
dominating effect till
the end of the fight.
You also get a +1
insight bonus to AC
against outsider
creatures.

This Headband of
Mental Perfection +4
allows its wearer to
Pristine Mind
reroll 3 failed saving
throws against death
effects per day.
This helmet grants its
wearer fire resistance
10. Additionally,
three times per day,
the wearer can
breathe out a blast of
Red Dragon Helmet
fire, dealing 3d4 fire
damage in a 15-feet
cone. Successful
Reflex saving throw
(DC 15) halves the
damage.

The wearer of this


hat becomes too
handsome for her
own benefit. The hat
Red Hat of Handsomeness grants its wearer a +2
enhancement bonus
to Charisma. Bonuses
of the same type
usually don't stack.

This helmet grant the


wearer a DR 3/melee,
but the wearer
Rugged Helmet
suffers a -3 penalty to
Perception skill
checks.

This helm grants its


wearer a +2 bonus to
AC while in Wild
Shape. It also grants
Shapeshifter's Helm
1 additional use of
Wild Shape per day,
if the wearer has this
class ability.
This helmet is
imbued with
demonic powers. The
Shy Lily's Helmet wearer gets a +4
profane bonus to
Strength and a +2
profane bonus to AC.

This headband grants


its wearer a +12
competence bonus
on Athletics and
Mobility skill checks.
Sturdy Snoot If this headband is
worn by an animal
companion, it also
grants a +3 dodge
bonus to AC against
ranged attacks.

This headband grants


its wearer a +1
circumstance bonus
on attack and
damage rolls (to a
The Steward of the Skein's defiled helmet
maximum of 6) for
every corpse and
undead in a 30 feet
radius around the
wearer.

This helmet gives its


wearer one
additional Gore
attack per round that
Triple Fin Helmet deals 1d8 cold iron
damage with a +2
enhancement bonus
to attack and damage
rolls.
Whenever the
wearer of this helm is
Twilight Shade under the effect of
invisibility, they gain
DR 10/-.

Whenever the
wearer of this
Headband of Mental
Perfection +4 casts a
9th level spell, all
Victims' Madness enemies in a 30-foot
radius must pass a
Will saving throw (DC
30) or become
unable to cast any
spells for 1 round.

This Headband of
Mental Perfection +4
grants its wearer the
ability to summon
two Labyrinth
Warden's Circlet
Demodand
Destroyers to fight on
their side for 2
minutes twice per
day.

This helmet grants


Wind Master Helmet the wearer a +4
bonus to Initiative.
This headband grants
its wearer +6
enhancement
bonuses to Charisma
and Wisdom ability
scores. In addition,
Zaoris's Beauty the wearer and all
their allies in a 10
feet area gain the
effects of the
Shielded Caster,
Allied Spellcaster and
Shield Wall feats.

This is an
Zaoris's Tiara intermediate step of
relic creation.

Face
Name Desc

This mask grants its


wearer immunity to
poison and a +6
bonus to Wisdom
and Charisma ability
scores. It also makes
it impossible to
identify the wearer's
alignment. Whenever
Broken Trickster
the wearer takes
damage of any
energy type, they
gain resistance 20 to
this energy for 1
round. Whenever the
wearer takes physical
damage, they gain DR
20/- for 1 round.
Whenever the
wearer of these
goggles casts a spell
with the fire
Cinder Goggles descriptor, there is a
10% chance that the
spell (or spell slot
used to cast it) will
not be spent.

Once per combat


these goggles allow
their wearer to cast
Cinder Goggles hellfire ray, using
their character level
instead of spell level,
as a free action.

This is an
Colorless One's Spectacles intermediate step of
relic creation.

These goggles grant


their wearer a +2
circumstance bonus
to AC against gaze
attacks. In addition,
they increase the
Eye Sealed in Crystal
saving throw DC of
any gaze attacks the
wearer makes by 2.
They also grant a +4
bonus on saving
throws against hexes.

These goggles grant


its wearer a +5
Eyes of the Eagle competence bonus
on Perception
checks.
The wearer of these
glasses is always
under effect of the
true seeing spell.
They also grant the
wearer a profane +2
bonus on Initiative
Glasses of Undeniable Truth rolls. When equipped
together with the
Robe of unspeakable
truth, they also grant
the wearer a +2
competence bonus to
Intelligence ability
score.

If the wearer of these


goggles has the
Judgement class
feature, they grant 2
additional uses of it
Goggles of Dreadful Judge per day. They also
grant a +5
competence bonus
on Persuasion skill
checks made to
intimidate.
The wearer gets a -2
penalty to AC, a -5
penalty to Persuasion
skill checks and a -2
penalty to Fortitude
saving throws, but
Goggles Of Ferocious Pact
gets a +4 bonus to
damage rolls, a +3
bonus to Will saving
throws and a +2
enhancement bonus
to Wisdom score.

These goggles grant


the wearer a +10
competence bonus
on Perception
checks. Whenever
the wearer confirms
a critical hit with any
Goggles of Malocchio bow, the target
becomes disoriented
1d4 rounds, suffering
a -4 circumstance
penalty to initiative
checks, attack rolls,
Athletic, and
Perception checks.

These goggles grant


their wearer a +2
inherent bonus to
caster level, and
Goggles of Mind Control
increase the save DC
by 2 for all mind-
affecting spells the
wearer casts.
These goggles grant
their wearer a +1
insight bonus on
attack and damage
Goggles of Piercing Gaze rolls against
outsiders, as well as
+10 competence
bonus on Persuasion
skill checks.

These goggles allow


their wearer to take
20 on their next
dispel magic attempt
Goggles of Pure Sight once per day. They
also grant a +1 bonus
to caster level checks
made to overcome
spell resistance.

These goggles grant


their wearer a +15
competence bonus
Goggles of Quick Grasp on Persuasion skill
checks as well as all
Lore and Knowledge
skill checks.

The wearer of these


goggles is under
Goggles of Mad Scientist
constant confusion
effect.
These spectacles
grant the wearer a +5
competence bonus
on Perception and
Trickery skill checks.
Hawk's Eyes
If the wearer fails a
check to disarm a
trap, it is
automatically
rerolled.

These lenses make it


easier to keep an eye
on someone. Worn
by a powerful Aeon,
Lenses of Prolonged Gaze
they grant 3
additional uses of
Enforcing Gaze per
day.

Whenever the
wearer of this mask
hits an enemy with a
bite attack for the
Mask of the Rapid Bites first time in a round,
they immediately
make another bite
attack with the full
attack bonus.

These goggles grant


their wearer a +10
Rascal's Goggles competence bonus
on Perception and
Trickery skill checks.

These goggles grant


their wearer a +2
Ratcatcher's Goggles
bonus on damage
rolls against swarms.
These glasses are
made of very thick
crystal. It's difficult to
see through them,
thus the wearer
suffers a -2 penalty to
attack rolls. However,
whenever the wearer
Seal of Jubilex lands a first hit in a
melee against a new
enemy, the target
must pass a Fortitude
saving throw (DC 32)
or be stunned and
become vulnerable
to sonic damage for 3
rounds.

These glasses allow


their wearer to use
the Maddening Gaze
ability three times
per day. Maddening
Gaze: As a swift
action, you can look
in a certain direction.
All enemies in a 50
Seal of Madness feet cone must pass a
Will saving throw (DC
32) or suffer 2d4
ability damage to
Intelligence (doesn't
affect creatures with
Intelligence lower
than 3) and become
confused for for 1d4
rounds.
Thee times per day,
the wearer of this
mask can take a quick
action to gain energy
Trickster's Promise resistance 20 for 3
rounds against one of
the following energy
types: acid, cold,
electricity, or fire.

Necklaces
Name Desc

This amulet grants its


wearer a +1
"Nahyndrian" Crystal competence bonus
on Knowledge
(World) skill checks.

If the wearer has the


Weapon Finesse feat,
this amulet allows
her to apply her
Dexterity modifier (in
Amulet of Agile Fists
place of her Strength
modifier) to damage
rolls with all unarmed
and natural weapon
attacks.
If the wearer has the
Weapon Finesse feat,
this amulet allows
her to apply her
Dexterity modifier (in
place of her Strength
modifier) to damage
Amulet of Agile Fists +1 rolls with all unarmed
and natural weapon
attacks. It also grants
a +1 enhancement
bonus on attack and
damage rolls with
unarmed attacks and
natural weapons.

If the wearer has the


Weapon Finesse feat,
this amulet allows
her to apply her
Dexterity modifier (in
place of her Strength
modifier) to damage
Amulet of Agile Fists +2 rolls with all unarmed
and natural weapon
attacks. It also grants
a +2 enhancement
bonus on attack and
damage rolls with
unarmed attacks and
natural weapons.
If the wearer has the
Weapon Finesse feat,
this amulet allows
her to apply her
Dexterity modifier (in
place of her Strength
modifier) to damage
Amulet of Agile Fists +3 rolls with all unarmed
and natural weapon
attacks. It also grants
a +3 enhancement
bonus on attack and
damage rolls with
unarmed attacks and
natural weapons.

If the wearer has the


Weapon Finesse feat,
this amulet allows
her to apply her
Dexterity modifier (in
place of her Strength
modifier) to damage
Amulet of Agile Fists +4 rolls with all unarmed
and natural weapon
attacks. It also grants
a +4 enhancement
bonus on attack and
damage rolls with
unarmed attacks and
natural weapons.

This amulet of
natural armor +1
additionally grants
Amulet of Apothecary the wearer a +4
morale bonus on
saving throws against
poison.
Whenever the
wearer of this amulet
uses a hex, the DC of
Amulet of Blackened Mirror
the saving throw
against it is increased
by 1.

Whenever the
wearer of this amulet
is under a Bloodrage
effect, they gain fast
Amulet of Circulating Blood healing 5 for the
duration of the
effect. This amulet
can only be worn by
a Bloodrager.

The wearer of this


amulet receives a +3
Amulet of Combat Awareness competence bonus
on Initiative rolls and
Reflex saving throws.

This amulet grants its


wearer a +5 natural
armor enhancement
bonus to Armor
Class. It also grants
its wearer immunity
Amulet of Deep Roots to bull rush and
overrun combat
maneuvers as well as
a +3 competence
bonus to AC against
Huge and bigger
enemies.
Whenever the
wearer of this amulet
lands a killing blow
with a natural attack,
Amulet of Devouring
he gains temporary
hit points equal to his
character level for 1
minute.

This is an amulet of
natural armor +2.
Additionally, if the
wearer possesses the
Bardic Performance
Amulet of Epic Songs
class ability, the
amulet grants them 6
additional rounds of
Bardic Performance
per day.

This amulet makes all


invisibility spells
become quickened,
as though using the
Quicken Spell feat. In
addition, whenever
the wearer of this
Amulet of Hidden Horrors amulet attacks with a
weapon for the first
time in a round while
invisible, the target
must pass a Will
saving throw (DC 30)
or become panicked
for 2 rounds.
This amulet grants its
wearer a +5
competence bonus
Amulet of Imposing Physique
on Athletics and
Intimidate skill
checks.

This amulet grants its


wearer immunity
Amulet of Inner Sight
against blindness and
gaze attacks.

Whenever the
wearer of this amulet
declares a Knight's
Amulet of Jousting Challenge, he gains a
+3 damage bonus
against the
challenged enemy.

This amulet grants its


wearer a +1
enhancement bonus
Amulet of Mighty Fists +1 on attack and
damage rolls with
unarmed attacks and
natural weapons.

This amulet grants its


wearer a +2
enhancement bonus
Amulet of Mighty Fists +2 on attack and
damage rolls with
unarmed attacks and
natural weapons.

This amulet grants its


wearer a +3
enhancement bonus
Amulet of Mighty Fists +3 on attack and
damage rolls with
unarmed attacks and
natural weapons.
This amulet grants its
wearer a +4
enhancement bonus
Amulet of Mighty Fists +4 on attack and
damage rolls with
unarmed attacks and
natural weapons.

This amulet grants its


wearer a +5
enhancement bonus
Amulet of Mighty Fists +5 on attack and
damage rolls with
unarmed attacks and
natural weapons.

This amulet grants its


wearer a +1 natural
armor enhancement
bonus to Armor
Amulet of Natural Armor +1 Class. This bonus
does not stack with
other natural armor
enhancement
bonuses.

This amulet grants its


wearer a +2 natural
armor enhancement
bonus to Armor
Amulet of Natural Armor +2 Class. This bonus
does not stack with
other natural armor
enhancement
bonuses.
This amulet grants its
wearer a +3 natural
armor enhancement
bonus to Armor
Amulet of Natural Armor +3 Class. This bonus
does not stack with
other natural armor
enhancement
bonuses.

This amulet grants its


wearer a +4 natural
armor enhancement
bonus to Armor
Amulet of Natural Armor +4 Class. This bonus
does not stack with
other natural armor
enhancement
bonuses.

This amulet grants its


wearer a +5 natural
armor enhancement
bonus to Armor
Amulet of Natural Armor +5 Class. This bonus
does not stack with
other natural armor
enhancement
bonuses.

This amulet grants its


wearer a +6 natural
armor enhancement
bonus to Armor
Amulet of Natural Armor +6 Class. This bonus
does not stack with
other natural armor
enhancement
bonuses.
This amulet grants its
wearer a +7 natural
armor enhancement
bonus to Armor
Amulet of Natural Armor +7 Class. This bonus
does not stack with
other natural armor
enhancement
bonuses.

This is an
Amulet of Ooze intermediate step of
relic creation.

This amulet grants its


a wearer a +2 insight
bonus on attack and
damage rolls with
ranged weapons
Amulet of Quick Draw
against Large and
bigger enemies. It
also grants a +4
bonus on Initiative
rolls.

This is an
Amulet of the Cursed Bard intermediate step of
relic creation.

Whenever the
wearer of this amulet
deals elemental (fire,
cold, electricity or
acid) damage
through a spell to an
enemy for the first
Amulet of Unforgiving Elements time, the enemy
must pass a Fortitude
saving throw (DC 24)
or suffer 2d6 damage
of corresponding
element type each
time it fails a saving
throw for 3 rounds.
This amulet grants its
wearer an 30 feet
aura that can be
activated, granting all
alies a +1 bonus to
AC and allowing
them to ignore any
Angel's Heart
damage reduction on
attacks against
demons. This aura
can be active for (10
+ the wearer's
Charisma modifier)
rounds per day.

This amulet in a form


of a snake grants the
wearer +2 DC on
Aspect of the Asp poison spells, all ray
spells deal additional
(1d6 + 5 points of
acid damage.

If the wearer of this


amulet is wielding a
ranged weapon,
whenever an ally in a
30 feet radius lands
an attack of
Back Rank Assistance
opportunity, the
wearer makes a free
ranged attack against
the same target. This
effect can only occur
once per target.
Whenever the
wearer of this amulet
lands a killing blow,
they gain DR
10/bludgeoning for 3
Bone Amulet
rounds. In addition,
this amulet grants its
wearer a +4 bonus on
saving throws against
Illusion school spells.

Mystical amulet in
the shape of a snake
made from bone. The
pendant is a snake
Bone Amulet skull. The
enchantments on this
amulet allow the
wearer to conceal
their alignment.

An exquisite pendant
shaped like a key. If
you look at the key
from a specific angle,
Daeran's Gift
the pattern of its
engraving forms the
first letter of your
name.
This choker protects
the wearer from
losing their head, and
not only in bed. Once
per day whenever
Deathly Arousal the enemy, deals the
wearer a killing blow,
the choker restores
them 50 HP and
knocks the attacker
prone for 2 rounds.

This amulet of
natural armor +8
grants its wearer
immunity to fire and
acid. However,
whenever the wearer
of this amulet is hit
Dragon's Heirloom by a dragon in melee,
they become
petrified for 1 round.
If the owner has a
dragon subtype, they
become just stunned
for the same duration
instead.

This amulet grants its


wearer a +10
competence bonus
Ear Necklace on Knowledge
(World) and
Knowledge (Arcana)
skill checks.
Whenever you cast a
grease spell, all
creatures within the
Embrace of the Faceless affected area must
pass a Reflex saving
throw or suffer 5d6
acid damage.

This amulet grants its


wearer a +7 natural
armor enhancement
bonus to Armor
Class. This bonus
Flawless Amulet of Natural Armor +7 does not stack with
other natural armor
enhancement
bonuses. In addition,
this amulet grants its
wearer DR 5/-.

This amulet makes


the wearer's voice
stronger and allows it
to maintain its power
for a longer periods
of time. All the
Francest's Charming Voice wearer's bardic
performances and
raging songs (if they
have the
corresponding class
abilities) last for 10
more rounds per day.
This amulet
empowers the voice
of the wearer, thus
increases hit point
limits of power word
Francest's Mighty Call spells by 150%. For
instance, power word
kill now will instantly
kill all enemies with
HP lower than 150
instead of 100.

This amulet adds +2


to the DC for all
saving throws against
mind-affecting
abilities used by the
Glass Amulet of Clarity
wielder. It also grants
a +4 morale bonus on
saving throws against
mind-affecting and
compulsion effects.
As long as the wearer
of this amulet is
under the effect of
the death ward spell,
they get a +2 morale
bonus to AC against
the attacks of undead
creatures. If they use
Guardian of Life any single-target cure
wounds spell on a
target whose current
number of HP is 0 or
less, the target is
healed for an
additional number of
HP equal to their
number of Hit Dice.

Whenever two
creatures wearing
different halves of
this pendant are
within a 10 feet
Half of the Pair distance to each
other, each gets a +2
circumstance bonus
on attack rolls and a
+2 circumstance
bonus to AC.
attacks deals an extra
2d6 points of holy
damage against all
non-human
creatures. Secondly,
7 times per day,
whenever the wearer
confirms a critical hit,
the amulet unleashes
the ire of the Last
Azlanti, dealing 20d6
points of holy
damage to all non-
human enemies
within 30 feet (a
successful Will saving
throw halves the
damage). If the
wearer is on the Lich
Legacy of the Last Azlanti
Mythic Path, the
damage type changes
to unholy. Thirdly,
the amulet holds the
memory of the time
when Aroden was
still a mortal
archmage, and this
memory guides the
wearer: all their
spells with elemental
descriptors (acid,
cold, electricity, fire,
or sound) deal 2
additional points of
damage per dice
rolled to all their
targets, and their
save DCs increase by

This amulet grants its


wearer a +6
enhancement bonus
to Constitution and
Life Veil
the ability to cast
cure serious wounds
spell as a 5th level
cleric twice per day.
Whenever someone
dies within a 10 feet
radius from the
wearer of this amulet
of natural armor +3,
the wearer gets the
effect of the haste
spell for 2d3 rounds.
Menace of Death
This effect is
renewed each time
someone dies. After
this effect wears off,
the wearer cannot
make any weapon or
unarmed attacks for
1d3 rounds.

This amulet grants its


wearer a +4 natural
armor enhancement
bonus to Armor
Class. In addition, it
Nahyndrian League Collar grants a +4 morale
bonus on Reflex and
Fortitude saving
throws. It also applies
a -4 penalty on Will
saving throws.

This amulet grants its


wearer an immunity
to sonic damage and
Perfect Pitch
a +5 competence
bonus on Perception
skill checks.
What at first appears
to be a fine gem
dangling from a long,
silver chain is in fact a
cut and polished
bezoar. The periapt
of placebos is a
common magic item
among alchemists
and plague doctors
alike, many of whom
erroneously believe it
renders them
immune to the
dangerous conditions
in which they work.
This necklace, often
mistaken for a more
Periapt of Placebos
powerful item,
inspires in its wearer
the utter conviction
that they have been
rendered immune to
both disease and
poison. While the
necklace grants no
genuine protections,
the strength of belief
it imparts
nonetheless grants
its wearer a +2
morale bonus to all
saving throws against
diseases and poisons.
This is a mind-
affecting effect.

The wearer of this


amulet suffers a -4
penalty to AC.
Whenever an ally in a
30 feet radius is
Reckless Vengeance
knocked unconscious
or dead, they get two
extra attacks per
round for two
rounds.

This amulet grants its


wearer an immunity
Sarzaksys Payza to Necromancy
school spells while in
Demonic Rage.
This amulet grants its
wearer a +2
Silver Tongue Amulet competence bonus
on Persuasion skill
checks.

An ancient fossilized
insect lies trapped
within this ornate
amber clasp, impaled
by the long golden
pin that fastens the
wearer's cloak. The
wearer's weapons,
unarmed attacks, and
natural attacks deal
full damage to
swarms, regardless of
Swarmbane Clasp the swarm's
immunity to weapon
damage (if any,
although damage
reduction applies as
normal). If the
wearer is damaged
by a swarm, they
automatically
succeed on their
saving throw against
the swarm's
distraction ability.

This amulet grants its


wearer a +5 natural
armor enhancement
bonus to Armor
Vellexia's Magnifying Amulet
Class. It also grants
its wearer a +2 bonus
to the highest
current ability score.
Whenever you cast
an ear piercing
scream spell, the
damage it deals is no
longer limited to 5d6.
Instead it deals (1d6
+ 1 per two caster
levels) points of
damage. Creatures
Voice of the Faceless
who fail the saving
throw against it
becomes Dazed for 2
rounds instead of 1
round. The amulet
also increases the DC
of all spells with sonic
descriptor you cast
by 2.

Whenever the
wearer of this amulet
lands a killing blow,
she gains one of the
following stacking
bonuses that last
until the next rest: 1)
+10 temporary hit
points (to a
Voracious Spirit
maximum of 50) 2)
+1 bonus to AC (to a
maximum of 5) 3) +1
bonus on Fortitude
saving throws (to a
maximum of 5) 4) +1
bonus on Will saving
throws (to a
maximum of 5)
This amulet makes all
ward abilities and
spells (those which
have the word
"ward" in their
names) grant +1
additional AC, and
become extended as
though using the
Ward Master's Amulet Extend Spell feat.
Extend Spell: An
extended spell lasts
twice as long as
normal. A spell with a
duration of
concentration,
instantaneous, or
permanent is not
affected by this feat.

This amulet grants a


+4 morale bonus to
Wind Breath
the wearer's Initiative
checks.

This item grants its


wearer Deadly Magic
ability. If the wearer
already has Deadly
Magic, it grants them
two additional uses.
Your Phylactery In addition, once per
day, whenever the
wearer's health falls
below 0, it is restored
to a maximum. Can
only be equipped by
a Lich.

Cloaks
Name Desc
Whenever the
wearer of this cloak
of resistance +2 lands
a killing blow, they
Blood Clarity
gain immunity to
mind-affecting
conditions for 3
rounds.

This cloak of
resistance +4 also
grants its wearer a 30
feet aura which
Call to Violence
grants all enraged
allies in the area a +2
bonus on attack and
damage rolls.

This cloak of
resistance +2 grants
Cape of Pest Control the wearer DR 5/-
against all swarms'
attacks.

This cloak grants the


wearer a +5
resistance bonus on
saving throws against
Celestial Protection
demons and a +5
competence bonus
on Lore (Religion)
skill checks.

Whenever the
wearer of this cloak
suffers ability
damage, next time
Cloak of Arcane Reserves they cast a spell, its
caster level and the
difficulty of saving
throws against it are
increased by 2.
Whenever the
wearer of this cloak
of resistance +5 lands
a killing blow, all
Cloak of Astounding Prowess enemies in a 15 feet
radius must pass a
Will saving throw (DC
32) or become
blinded for 4 rounds.

Whenever the
wearer of this cloak
of resistance +2 is
under a Rage effect,
Cloak of Blood Scent
they gain a +2 attack
bonus on attack rolls
against wounded
enemies.

This cloak grants the


wearer a +5
competence bonus
on Knowledge:
arcana skill checks
Cloak of Carnage and adds +2 to the
DC for all saving
throws against spells
from the evocation
school the wielder
casts.

This cloak of
resistance +5 also
grants its wearer a
fiery aura which
Cloak of Cinders
deals every enemy in
a 10-foot range 2d8
fire damage every
turn.
This cloak of
resistance +2
additionally grants
the wearer a +2
Cloak of Cleansing
bonus on saving
throws against
compulsion and
disease effects.

This cloak enhances


lich's Dark Rites
ability, granting
additional +2 bonus
Cloak of Darkest Rites to DC and a +2
profane bonus to AC
to lich and his
companions while
the ability is active.

This cloak of
resistance +1 also
Cloak of Disguise grants its wearer a +3
competence bonus to
Stealth skill checks.

This cloak grants its


wearer the ability to
Cloak of Heroism cast heroism spell
once per day as a 2nd
level wizard.

The wearer of this


cloak thinks she is
Cloak of Illusory Invisibility
invisible, but that's
an illusion.

This cloak grants its


wearer acid
Cloak Of Inner Warmth
resistance 30 and
cold resistance 30.

This cloak grants its


wearer a +1
resistance bonus on
Cloak of Resistance +1 all saving throws.
Bonuses of the same
type usually don't
stack.
This cloak grants its
wearer a +2
resistance bonus on
Cloak of Resistance +2 all saving throws.
Bonuses of the same
type usually don't
stack.

This cloak grants its


wearer a +3
resistance bonus on
Cloak of Resistance +3 all saving throws.
Bonuses of the same
type usually don't
stack.

This cloak grants its


wearer a +4
resistance bonus on
Cloak of Resistance +4 all saving throws.
Bonuses of the same
type usually don't
stack.

This cloak grants its


wearer a +5
resistance bonus on
Cloak of Resistance +5 all saving throws.
Bonuses of the same
type usually don't
stack.

This cloak grants its


wearer a +6
resistance bonus on
Cloak of Resistance +6 all saving throws.
Bonuses of the same
type usually don't
stack.

This cloak grants its


wearer a +7
resistance bonus on
Cloak of Resistance +7 all saving throws.
Bonuses of the same
type usually don't
stack.
This cloak of
resistance +5 grants
its wearer a +12
Cloak of Sacred Studies competence bonus
on Lore (Religion)
and Knowledge
(Arcane) skill checks.

This cloak grants its


wearer a +10
enhancement bonus
Cloak of Shadows to all Stealth skill
checks, and immunity
to blindness and
dazzling.

This cloak grants its


wearer fire resistance
Cloak Of Sparkles
30 and electricity
resistance 30.

The wearer of this


cloak gains a
competence bonus to
all saving throws
equal to their
Charisma bonus (if
any). If the wearer is
Cloak of Sweet Lies also under the effect
of the Mirror of
Beautiful Deceit,
their weapon attacks
deal additional
damage equal to
their Charisma ability
score.
Whenever the
wearer of this cloak
channels energy to
heal, the wearer
gains a +2 bonus to
Persuasion skill
checks, and the save
DC of spells with
compulsion
descriptor they cast
is increased by 2. This
effect lasts the
number of rounds
Cloak of the Ancient Herald
equal to the
character's level.
Whenever the
wearer of this cloak
channels energy to
harm, the affected
creatures have to
pass a Will saving
throw or be dazed for
one round. Save DC =
10 + half character
level + Charisma
modifier.

This cloak grants its


wearer a +4
resistance bonus on
Cloak of the Bear
all saving throws and
a +4 competence
bonus to CMD.
This cloak grants its
wearer immunity to
blindness and dazzle,
a +3 resistance bonus
Cloak of the Chosen on Will saving
throws, and the
ability to cast prayer
spell at will as a 9th
level cleric.

This cloak gives its


wearer a +3
resistance bonus on
all saving throws. If
the wearer is Lawful
Good, this bonus is
increased to +5. If the
wearer is a paladin,
they gain an ability to
Cloak of the Lion
spend one use of
their Smite Evil ability
to grant all allies in
the range of 20 feet
immunity to fear
effects for the
number of rounds
equal to the wearer's
paladin level.

This cloak grants its


wearer a +3
deflection bonus to
AC, a +3 bonus to
Fortitude and Will
Cloak of the Seer
saving throws, and an
ability to cast see
invisibility spell once
per day as a 3rd level
wizard.
Whenever the
wearer of this cloak
makes a successful
Cloak of the Winter Wolf bite attack, it deals
additional 1d6 cold
damages and trips
the target.

This cloak grants the


wearer a +3
Cloak of Unbending Will
resistance bonus on
Will saving throws.

This cloak grants its


wearer a +1
resistance bonus on
all saving throws and
Cloak of Winter Veil
cold resistance 10.
Bonuses of the same
type usually don't
stack.

Whenever the
wearer of this cloak is
attacked in melee,
the attacker must
pass a Fortitude
saving throw (DC 29)
Contagious Shroud or become sickened
and vulnerable to
acid for 4 rounds.
This effect can only
occur once per
attacker during a
combat.

This cloak of
resistance +5 grants
its wearer a +15
competence bonus
Dungeoneer's Cloak
on Trickery skill
checks as well as
resistance 5 to all
elements.
This cape grants its
wearer a +1 bonus to
Enchanter's Cape
Enchantment school
spells' DC.

This cloak grants its


wearer a +4
enhancement bonus
to Constitution and
Extraplanar Cloak
the ability to cast
summon monster V
spell once per day for
9 rounds.

This cloak grants its


wearer a +7
resistance bonus on
all saving throws.
Bonuses of the same
Flawless Cloak of Resistance +7 type usually don't
stack. In addition,
this cloak grants its
wearer immunity to
level drain and ability
score damage.
This cloak of
resistance +7 grants
its wearer a freezing
aura which slows and
cripples enemies.
Every enemy that
enters a 10 feet area
around the wearer
must pass a Fortitude
Grave Shivering
saving throw (DC 37)
or suffer 4d6 cold
damage, lose 10 base
speed and receive a -
4 penalty to Dexterity
score as well as a -3
penalty on Reflex
saving throws for 3
rounds.

This cloak grants its


wearer a +4
enhancement bonus
to Intelligence, a +5
competence bonus
Herbalist's Cape on all Lore (Nature)
checks and the ability
to cast delay poison
spell three times per
day as a 3rd level
cleric.

This cloak grants the


wearer a +6 bonus on
Fortitude saving
throws, a +5
Hermit's Cloak
competence bonus
on Lore (Nature) skill
checks, and cold
resistance 10.
This cloak grants its
wearer the ability to
Hero Cloak cast heroism spell
once per day as a 3rd
level wizard.

This cloak grants its


wearer a +10
competence bonus
on Use Magic Device
Librarian's Cloak skill checks. It also
increases the
effective caster level
by 4 when using
scrolls.

Whenever the
wearer of this cloak
channels energy to
harm undead, for the
next 2 rounds they
become surrounded
Living Flame with a fire shield that
deals 1d6 + character
level fire damage to
the attackers for each
successful melee
attack against the
wearer.

Whenever the
wearer of this cloak
has no enemies or
allies around in a 10
feet area, they get a
Lone Wolf's Cloak
+3 bonus to damage
rolls on their ranged
attacks and a +2
bonus on all saving
throws.
This cloak of
resistance +4 grants
the wearer +2 insight
Misty Cover bonus to AC against
flying creatures and
summoned
creatures.

This cloak grants its


wearer acid
resistance 30 and the
Noxious Veil
ability to cast acid fog
spell twice per day as
a 11th level wizard.

Whenever the
wearer of this cloak
lands a killing blow,
they are affected by
Greater Invisibility
spell as it was cast by
Perilous Shade
15th level wizard. In
addition, this cloak
grants a +10
competence bonus
on Stealth skill
checks.

This cloak grants its


wearer a +5
competence bonus
on Trickery checks
Rogue's Companion
and the ability to cast
expeditious retreat
three times per day
as a 1st level wizard.
This mantle grants its
wearer a +1
resistance bonus on
Ruler's Mantle all saving throws, and
a +3 resistance bonus
on saving throws
against poison.

This red cloak of


resistance +3 makes
anyone look good. It
grants the wearer a
+5 morale bonus on
Persuasion skill
checks. Whenever an
enemy confirms a
critical hit, lands a
sneak attack or attack
of opportunity
Scarlet Allure against the wearer,
the enemy must pass
a Will saving throw
(DC 27) or become
devastated by hitting
such beauty. In this
devastated mood
they suffer a -2
penalty to attack and
damage rolls, as well
as AC, until the end
of combat.

This cape grants its


wearer a +2
resistance bonus on
all saving throws, fire
Shroud of Abaddon resistance 15, cold
resistance 15,
electricity resistance
15 and acid
resistance 15.
This cloak grants its
wearer 50% of
Fortification
(providing a 50%
chance to negate a
critical hit or a sneak
attack extra damage)
and immunity to
confusion, fear,
paralysis and
insanity. It also
imbues the wearer
with the powers of
the Spawn of
Rovagug allowing to
use the Corruption of
the Rough Beast
Skin of the Rough Beast
ability three times
per day. Corruption
of the Rough Beast
applies one of the
following effects to
all enemies within
100 feet radius for
1d6+1 rounds:
confusion, song of
discord spell effect,
rage, feeblemind,
phantasmal
putrefaction,
domination. A
successful Will save
(DC 30) negates the
effect.

Whenever the
wearer lands a hit on
an enemy first time
in a round, the
enemy must pass a
Fortitude saving
throw (DC 29) or be
Skinned Leather Cloak
partially skinned.
Those who fail the
save become
staggered and take 2
points of Constitution
drain per round for
1d4 rounds.
This cloak grants its
wearer a +8
enhancement bonus
to Charisma and the
Strigoi's Embrace
ability to cast energy
drain spell once per
day as a 13th level
wizard.

This cloak grants its


wearer a +5
competence bonus to
Knowledge (World)
Thaumaturgist's Cloak and Knowledge
(Arcana) skill checks,
and a +2
enhancement bonus
to Charisma.

Demon Rage and


Demon Aspects now
The Bound of Possibility grant bonuses as if
you were 3 mythic
ranks higher.

Whenever the
wearer of this cloak
fails a saving throw,
they get a +10 bonus
on all skill checks and
saving throws for 1
round. However, the
The Bound of Possibility
wearer gets sad
afterwards and
suffers a -1 penalty to
AC, attack and
damage rolls until the
end of the next
combat.
Whenever one of the
Locust's clones dies,
it spawns a CR 18
Locust Swarm after
The Bound of Possibility
itslef, which attacks
your enemies to the
best of its abilities for
3 minutes.

When Lich wears this


cloak his Lord Beyond
the Grave grants
additional +4 bonus
The Bound of Possibility
to Strength,
Dexterity, and
Charisma ability
scores.

This Cloak allows


Legend to reroll any
The Bound of Possibility skill check and take
the best result from
both throws.

This cloak grants


Dragon 2 additional
spell slots for the 9th
level spells. In
The Bound of Possibility addition, Dragon's
breath deals
additional 20 Divine
damage and its DC is
increased by 2.

This cloak grants


Devil 3 additional
The Bound of Possibility
uses of Hell's Seal per
day.
Azata shares a bond
with her dragon. 50%
damage is redirected
to Aivu. In addition,
The Bound of Possibility
Aivu gets additional
DR N/- where N is
equal to Azata's
mythic rank.

When an Angel wears


this cloak, his Sword
of Heaven ability
deals an additional 4
The Bound of Possibility
dice of damage or
heal an additional 4
dice of damage
instead of 2.

When in combat, an
Aeon wearing this
cloak distorts time
and space in 30 feet
area. Each round
enemies have to pass
a Will saving throw
(DC = 10 + mythic
rank + Wisdom
modifier ) or be
The Bound of Possibility
slowed for one
round, as per slow
spell. Allies instead
are under a constant
haste spell effect.
They also gain a +4
insight bonus on
attack rolls, saving
throws, and skill
checks.

This cloak of
resistance +2 grants
Thick Pelt Cloak
the wearer immunity
to fire.
This cloak grants its
wearer immunity to
acid. It also makes
enemies sickened for
Toxic Wrap 1d3 rounds upon
landing a sneak
attack unless they
pass a Fortitude
saving throw (DC 26).

This cloak grants its


wearer cold
resistance 10 and the
Warm Embrace ability to cast deep
slumber spell one per
day as a 5th level
wizard.
This damaged coat
can now be worn
only as a cloak and
only by a non-evil
aligned creature. If
this cloak is worn by
a character with no
levels in duelist class,
such character will
get the Precise Strike
ability. If this cloak is
worn by a duelist, she
gets a +4
competence bonus to
attack rolls while
parrying.
Additionally, her
White Wind's Cloak Precise Strike ability
now adds 1.5 of her
duelist level as a
bonus to her damage
rolls. It also allows
the wearer to cast a
sacred nimbus spell
three times per day
as a 9th level Cleric
Precise Strike: A
duelist gains the
ability to strike
precisely with a light
or one-handed
piercing weapon,
adding a quarter of
her level as a bonus
to her damage rolls.
This cloak of
resistance +5 grants
its wearer a 60-feet
aura which makes all
affected enemies to
pass a Will saving
throw (DC 33) or
become frightened
for 1 minute. If the
saving throw was a
success, the enemy
becomes shaken for
5 rounds instead.
Wrath of the Undead
Enemies can only be
affected by this aura
once. In addition, this
aura grants all
undead allies a +4
circumstance bonus
on attack rolls against
enemies under fear
effects and deal
additional 2d6
precision damage on
a successful hit
against such targets.

This cloak grants its


wearer a +2
enhancement bonus
to natural armor and
Wyvern Skin Cloak
+4 resistance bonus
on saving throws
against poison, sleep
and paralysis.

Torso
Name Desc
This shirt grants its
wearer immunity to
nauseated condition
Alchemist's Shirt
and a +3 bonus on
saving throws against
acid.

This robe grants its


wearer a +4 bonus to
attack rolls with ray
attacks, +1 point of
damage per die
Ambrosial Attire of Arcane Annihilation rolled to fire, acid,
force, cold, electricity
spells and a +4 bonus
on caster level checks
to overcome spell
resistance.

This robe grants the


wearer an additional
+1 bonus to AC
Apprentice Robe
whenever the wearer
is under the effect of
a mage armor spell.

This is an
Baphomet's Fiery Robe intermediate step of
relic creation.
These tattered and
ragged garments
extend the duration
of a shifter's
transformation,
allowing then to shift
into their aspects'
minor forms for 5
Bestial Rags
additional minutes
per day. When the
wearer assumes a
major form, they gain
a +2 racial bonus to
Strength, Dexterity,
and Constitution
ability scores.

This robe grants its


wearer a +10
competence bonus
on Knowledge
Blackened Rags (Arcana) checks. It
also increases the DC
of spells from Witch
spell list and Hexes
by one.

This shirt makes all


the wearer's fire
spells deal additional
Call of the Fiery Things 4d6 of fire damage
while making them
suffer a -2 penalty to
AC.

This cloth grants its


wearer a +4 bonus on
saving throws against
Calming Warden Necromancy spells
and effects, and
immunity to fear
effects.
This robe grants its
wearer a +6
enhancement bonus
to all mental ability
scores (Intelligence,
Wisdom, and
Charisma). In
addition, if the
wearer of this robe
Clasp of Death
has the ability
Channel Negative
Energy, it increases
the amount of
damage this ability
does to living
creatures or heals to
undead creatures by
+2d6.

This cloth grants its


Cloth of Heavy Fortification wearer the effect of
heavy fortification.

This is an
First Retriever's Shirt intermediate step of
relic creation.

This shirt grants its


wearer a +2
enhancement bonus
to Constitution, a +4
Earth's Embrace bonus on saving
throws against fire
and a +4 competence
bonus on Lore
(Nature) checks.
Whenever the
wearer of this robe
suffers elemental
damage (such as
acid, fire, cold,
electricity or sonic),
for the next round
Elemental Imbuement
any spell cast by the
wearer, if it deals the
same kind of
elemental damage,
deals +2 damage per
dice of damage
suffered.

The wearer of this


Gorgeous Glowing Garnet Garment red shirt glows with
red.

This cloth grants its


wearer a +4 insight
bonus on saving
Hag's Demise
throws against hexes
and Necromancy
school spells.

This shirt increases


the wearer's base
speed by 10 feet. In
addition, whenever
the wearer travels for
Happy Traveler's Shirt 50 feet or more in a
round, they are
affected by the
greater invisibility
spell effect for 1
round.

This robe grants its


wearer a +3 insight
bonus on all
Loremaster's Robe Knowledge and Lore
skill checks as well as
a +2 bonus on Reflex
saving throws.
Whenever the
wearer's health is
below 50, each attack
against the wearer
has a chance to
On the Brink of Death
reflect dealt damage.
The enemy must pass
a Reflex saving throw
(DC 24) or suffer the
attack.

This shirt grants its


wearer a +5
competence bonus
Pilgrim's Shirt
on Lore (Nature) skill
checks and immunity
to diseases.

Whenever the
wearer casts a spell
with electricity
Robe of Air
descriptor, its saving
throw DC is increased
by 2.

This robe grants its


wearer a +4
enhancement bonus
to Charisma and
Wisdom ability
Robe of Angelic Prudence
scores. It also allows
the wearer to cast
greater angelic
aspect at will as a
20th level cleric.
Whenever the
wearer of this robe
casts a spell that
forces the target to
make a Fortitude
saving throw, the DC
of that save is
increased by 2. It also
Robe of Determination
grants the wearer a
+2 bonus on caster
level checks made to
overcome spell
resistance, +4 bonus
to concentration
checks, and spell
resistance 18.

Whenever the
wearer casts a spell
Robe of Fire with fire descriptor,
its saving throw DC is
increased by 2.

This robe grants the


Robe of Inevitability wearer a +2 bonus to
spell penetration.

This robe grants the


wearer a +3 dodge
bonus to AC, and a +5
bonus to unarmed
Robe of Malice
attack and damage
rolls. It can be worn
only by a monk of
Lawful Evil alignment.
This robe grants its
wearer an aura which
makes all enemies in
a 30 feet radius
suffer a -4 penalty on
saving throws against
fear, compulsion and
charm effects. In
addition, once per
day, the wearer of
Robe of Mephistopheles this robe can make
all enemies in a 30
feet radius pass a
Will saving throw (DC
30), on fail they lose
their minds, become
hostile to everybody
and start attacking
targets
indiscriminately for 1
minute.

If the wearer of this


robe has a ki pool,
the robe increases it
by 2. If the wearer is
of lawful alignment,
Robe of Order
it grants a +2 bonus
on attack rolls against
chaotic enemies. This
robe can be worn
only by a monk.
If the wearer of this
robe is a spellcaster,
their caster level is
increased by 3, the
save DC against all
their spells is
Robe of the Seven Sins
increased by 1, and
they gain a +5
competence bonus
on caster level checks
to overcome spell
resistance.

This robe increases


by 2 the DC of all
transmutation school
spells cast by the
Robe of Transmutation wearer. It also grants
a +2 bonus on saving
throws against the
spells of evocation
school.

This robe grants its


wearer +2
circumstance bonus
to Wisdom ability
score. When this
robe is equipped
together with the
Glasses of undeniable
Robe of Unspeakable Truth truth, it grants its
wearer a 10 foot aura
of fear. Any creature
who starts its round
inside this aura is
affected with the
cause fear spell (DC =
25 + the wearer's
Charisma modifier).
This robe grants its
wearer a +2 dodge
bonus to AC and a +2
competence bonus
Robe of Virtue on attacks against
evil enemies. Only
Monk of good
alignment can wear
it.

Whenever the
wearer casts a spell
Robe of Water with cold descriptor,
its saving throw DC is
increased by 2.

This shirt grants the


wearer a +5
competence bonus to
Shirt of Blazing Fighter
Athletics skill checks
and fire resistance
30.

Whenever the
wearer polymorphs
into any creature,
they get a +4
enhancement bonus
to attack and damage
Shroud of the Eternal Hunger
rolls made with
limbs. Whenever a
creature hits them
with a melee attack,
that creature suffers
1d6 piercing damage.
This robe grants its
wearer a +1 dodge
bonus to AC, and a +2
enhancement bonus
Silky Veil
to attack and damage
rolls with unarmed
attacks. Only a monk
can wear it.

This robe grants the


wearer a +1 bonus to
Silver Robe
all saving throws
against fear effects.

Whenever the
wearer of this robe
uses a divine power
to summon a
Source of Dividing Power creature, they can
choose to give these
creatures' attacks
either Holy or Unholy
special quality.

Whenever the
wearer of this shirt
kills an enemy with a
fire spell, they gain
immunity to ability
score damage and
their mental abilities
Treacherous Flame scores are increased
by +6 for 3 rounds. In
addition, all the
wearer's allies deal
additional 3d6 fire
damage on successful
attacks with weapons
for 1 round.
This shirt grants its
wearer spell
True Serenity resistance 34 against
the enemies of
chaotic alignment.

If the wearer of this


shirt has the Fervor
class ability, it grants
Tunic of Ardent Warpriest
them 3 additional
uses of Fervor per
day.

This cloth grants the


wearer a +10
competence bonus to
Trickery and a +10
competence bonus to
Wandering Conman
Athletics skill checks,
as well as +2 bonus
to attack rolls for
attacks of
opportunity.

This clean and nice


shirt is weaved from
Retriever spider web,
purified with druidic
magic. Whenever a
druid wearing it casts
a spell from their
Web Strider
spellbook, they cast it
as if they were one
level higher. They
also gain a +10
competence bonus
on Lore (Nature) skill
checks.
This shirt is weaved
from spider web. It
strangles the wearer,
inflicting a -5 penalty
to Mobility skill
checks. It also helps
to discharge electric
damage, granting the
wearer electricity
resistance 30.
Zon-Kuthon's Suffocating Caress Whenever the
wearer is hit by a
non-slashing weapon,
they must pass a
Reflex saving throw
(DC 20) or become
staggered for the first
attack in a round, as
well as suffer a -2
penalty to attack rolls
for one round.

Bracers
Name Desc

These bracers allows


their wearer to
stagger enemies for 3
Arm Extenders rounds on the first hit
they land in combat
with thrown
weapons.
These bracers grant
the wearer a +5
competence bonus
on Trickery skill
Bracers of Abrupt Onslaught checks. Whenever
the wearer makes a
sneak attack, it deals
additional 1d6
bludgeoning damage.

These bracers grant


the wearer a +3
enhancement bonus
Bracers of Animal Fury on attack and
damage rolls
whenever the wearer
is polymorphed.

These bracers
empower the wearer
to use any bow with
a +2 competence
Bracers of Archery
bonus on attack rolls
and a +1 competence
bonus on damage
rolls.

These bracers grant


their wearer an
armor bonus of +1,
just as though they
were wearing armor.
Like most bonuses,
an armor bonus does
Bracers of Armor +1
not stack with armor
bonuses from
different sources,
such as bonuses from
wearing armor or
from Mage Armor
spell.
These bracers grant
their wearer an
armor bonus of +2,
just as though they
were wearing armor.
Like most bonuses,
an armor bonus does
Bracers of Armor +2
not stack with armor
bonuses from
different sources,
such as bonuses from
wearing armor or
from Mage Armor
spell.

These bracers grant


their wearer an
armor bonus of +3,
just as though they
were wearing armor.
Like most bonuses,
an armor bonus does
Bracers of Armor +3
not stack with armor
bonuses from
different sources,
such as bonuses from
wearing armor or
from Mage Armor
spell.

These bracers grant


their wearer an
armor bonus of +4,
just as though they
were wearing armor.
Like most bonuses,
an armor bonus does
Bracers of Armor +4
not stack with armor
bonuses from
different sources,
such as bonuses from
wearing armor or
from Mage Armor
spell.
These bracers grant
their wearer an
armor bonus of +5,
just as though they
were wearing armor.
Like most bonuses,
an armor bonus does
Bracers of Armor +5
not stack with armor
bonuses from
different sources,
such as bonuses from
wearing armor or
from Mage Armor
spell.

These bracers grant


their wearer an
armor bonus of +6,
just as though they
were wearing armor.
Like most bonuses,
an armor bonus does
Bracers of Armor +6
not stack with armor
bonuses from
different sources,
such as bonuses from
wearing armor or
from Mage Armor
spell.

These bracers grant


their wearer an
armor bonus of +7,
just as though they
were wearing armor.
Like most bonuses,
an armor bonus does
Bracers of Armor +7
not stack with armor
bonuses from
different sources,
such as bonuses from
wearing armor or
from Mage Armor
spell.
These bracers grant
their wearer an
armor bonus of +8,
just as though they
were wearing armor.
Like most bonuses,
an armor bonus does
Bracers of Armor +8
not stack with armor
bonuses from
different sources,
such as bonuses from
wearing armor or
from Mage Armor
spell.

These bracers grant


their wearer an
armor bonus of +9,
just as though they
were wearing armor.
Like most bonuses,
an armor bonus does
Bracers of Armor +9
not stack with armor
bonuses from
different sources,
such as bonuses from
wearing armor or
from mage armor
spell.

The wearer of these


bracers gets a +5
bonus to CMD and a
+5 bonus to CMB. If
the wearer was
knocked prone, the
Bracers of Balance
wearer makes a
Fortitude saving
throw (DC 23), on a
successful save the
wearer is no longer
prone.
The wearer of these
bracers gains a +2
morale bonus on all
Will saving throws.
Bracers of Bravery They also grant the
ability to cast the
greater heroism spell
as a 15th level wizard
once per day.

Whenever the
wearer of these
bracers confirms a
critical hit, the enemy
Bracers of Breaching must pass a Fortitude
saving throw (DC 23)
or become
vulnerable to piercing
damage for 2 rounds.

Whenever the
wearer of these
bracers confirms a
critical hit with a two-
handed weapon, the
Bracers of Dominance
enemy must pass a
Will saving throw (DC
24) or become
unable to attack for 1
round.

These +6 bracers of
armor grant a +5
competence bonus
Bracers of Eldritch Scholar on Knowledge
(Arcana) and Use
Magic Device skill
checks.
Whenever the
wearer of these
bracers confirms a
critical hit, the enemy
must pass a Fortitude
saving throw (DC 29)
or suffer from a
random condition
from the following
Bracers of Harmful Conversion
list and become
immune to another
random condition
from the same list for
2 rounds. The
condition list is:
Blinded Exhausted
Frightened Sickened
Paralyzed Prone

These bracers grant


the wearer a +3
bonus on damage
rolls with the off-
hand weapon when
Bracers of Heavy Hand
dual wielding or
wielding two-handed
melee weapon (for
example, a double
weapon).
These bracers are
adorned with
fragments of a boar's
tusks. They grant the
wearer a +6
enhancement bonus
Bracers of Mighty Boar to Strength ability
score. Whenever the
wearer charges using
a natural attack, their
first attack this round
has its base damage
dice tripled.

These bracers of
armor +4 increase
the save DC against
Bracers of Mind Break
all Enchantment
school spells they
cast by 2.

Whenever the
wearer of these
bracers lands a hit
while having full hit
Bracers of Overwhelming Vigor points, the enemy
must pass a Fortitude
saving throw (DC 28)
or be knocked prone
for 2 rounds.

These bracers grant


their wearer a +2
competence bonus to
Bracers of Rough Landing
AC, attack and
damage rolls against
flying enemies.
These bracers grant
their wearer an
armor bonus of +2,
just as though they
Bracers of the Wizard were wearing armor,
and a +3 competence
bonus on all
Knowledge: arcana
checks.

The wearer of these


bracers of armor +8
automatically
confirms critical hits
against chaotic
enemies. In addition,
whenever the wearer
Chaos Scourge
of these bracers
confirms a critical hit
against chaotic
enemy, the enemy
suffers a -2 penalty to
AC and all saving
throws for 3 rounds.

These bracers allow


their wearer to cast
healing spells without
provoking attacks of
Clear Purpose
opportunity. They
also grant a +2 bonus
on Concentration
checks.

These bracers grant


the wearer a +1 luck
bonus to AC and a +1
Engraved Lucky Bracers
luck bonus to Reflex,
Will, and Fortitude
saving throw.
These bracers grant
their wearer an
armor bonus of +9,
just as though they
were wearing armor.
Like most bonuses,
an armor bonus does
not stack with armor
Flawless Bracers of Armor +9 bonuses from
different sources,
such as bonuses from
wearing armor or
from mage armor
spell. These bracers
also grant their
wearer spell
resistance 32.

These bracers grant


their wearer a +5
deflection bonus to
AC, a +5 natural
armor enhancement
bonus to AC, a +5
Legendary Bracers resistance bonus on
all saving throws, and
a +6 enhancement
bonuses to all ability
scores. It can only be
equipped by the
player character.

These bracers
empower the wearer
Lesser Bracers of Archery to use any bow with
a +1 competence
bonus on attack rolls.
These bracers grant
its wearer a +4 bonus
on saving throws
against mind-
affecting conditions
Negotiator's Bracers
and a +10
competence bonus
on Persuasion skill
checks when used for
diplomacy.

Whenever the
wearer of these
bracers hits their
Studied Target for
the first time, the
Phantom Slayer's Bracers
enemy must pass a
Fortitude saving
throw (DC 24) or
become blinded for 3
rounds.

The wearer of this


bracers is under
constant protection
from anyone who is
getting too touchy.
They get a +4 bonus
to AC against touch
attacks, but also
suffers a -4 penalty
on their own touch
Repelling Bracers
attack rolls. If an
enemy gets within a
5 feet radius from
the wearer, they
must pass a Will
saving throw (DC 21)
to push the enemy 5
feet away, or become
frightened for one
round.
These bracers grant
their wearer a +1
Righteous Exorcist's Bracers morale bonus on
damage rolls against
demons.

These golden bracers


grant their wearer an
ability to cast
scorching ray 3 times
per day as a 12 level
Scorching Bracers
caster. They also
increase the save DC
against all Evocation
school spells the
wearer casts by 2.

If the wearer of these


bracers has the
ability to cast spells
spontaneously, it
grants them the
ability to cast the
following spells:
jolting portent, call
lightning, lightning
bolt, chains of light,
call lightning storm,
chain lightning,
stormbolts. To cast a
spell, the wearer still
needs to have a spell
slot of the required
Stormlord's Resolve level. It also grants
the wearer an
electric shield that
deals (1d6 + wearer's
level) electric
damage each time an
enemy lands a hit
against the wearer,
as well as electricity
resistance 30. The
wearer can fully
embrace the power
of these braces,
allowing them to turn
all their energy
attacks into
electrical.
Whenever the
wearer of these
bracers lands a hit
with a ranged
weapon on an enemy
who is prone,
stunned or
Veteran Marksman's Bracers
staggered, the enemy
must pass a Fortitude
saving throw (DC 23)
or its current
condition is
prolonged for 1
round.

This item grants its


wearer Deadly Magic
ability. If the wearer
already has Deadly
Magic, it grants them
two additional uses.
Your Phylactery In addition, once per
day, whenever the
wearer's health falls
below 0, it is restored
to a maximum. Can
only be equipped by
a Lich.

Belts
Name Desc

Whenever the
wearer of this belt of
Dexterity +6 confirms
a critical hit, for the
Assailant's Belt next 3 rounds the
wearer gets +2
circumstance bonus
to attack and damage
rolls.
This belt of Dexterity
+4 also grants its
wearer a +4
Belt of Alacrity
competence bonus
on Reflex saving
throws.

This belt of
Constitution +4 also
grants its wearer a +4
competence bonus to
Belt of Beastly Sturdiness CMB on Bull Rush
and Overrun combat
maneuvers as well as
immunity to Trip
combat maneuver.

This belt grants its


wearer a +4
enhancement bonus
to Dexterity and
Strength. Whenever
Belt of Bloodlust
the wearer of this
belt lands a killing
blow, they gain a +5
morale bonus on
their next attack roll.

Whenever the
wearer of this belt of
Strength and
Dexterity +4 charges
Belt of Courageous Charge an enemy, they gain
a +4 morale bonus on
attack and damage
rolls against this
enemy for 1 round.
Whenever the
wearer of this belt
casts a spell of level 6
or higher, it
summons a CR 7
shadow demon to
fight alongside the
wearer for 2 minutes.
Belt of Demonic Shadow
Only one such demon
can be present on
the battlefield. If the
demon is already
summoned, casting a
new spell of level 6 or
higher will heal it for
2d6 hit points.

This belt grants its


wearer a +2
enhancement bonus
Belt of Giant Strength +2
to Strength. Bonuses
of the same type
usually don't stack.

This belt grants its


wearer a +4
enhancement bonus
Belt of Giant Strength +4
to Strength. Bonuses
of the same type
usually don't stack.

This belt grants its


wearer a +6
enhancement bonus
Belt of Giant Strength +6
to Strength. Bonuses
of the same type
usually don't stack.

This belt grant the


wearer a +10
Belt of Improved Protection competence bonus
on Mobility skill
checks.
This belt grants its
wearer a +2
enhancement bonus
Belt of Incredible Dexterity +2
to Dexterity. Bonuses
of the same type
usually don't stack.

This belt grants its


wearer a +4
enhancement bonus
Belt of Incredible Dexterity +4
to Dexterity. Bonuses
of the same type
usually don't stack.

This belt grants its


wearer a +6
enhancement bonus
Belt of Incredible Dexterity +6
to Dexterity. Bonuses
of the same type
usually don't stack.

This belt grants its


wearer a +2
enhancement bonus
Belt of Mighty Constitution +2 to Constitution.
Bonuses of the same
type usually don't
stack.

This belt grants its


wearer a +4
enhancement bonus
Belt of Mighty Constitution +4 to Constitution.
Bonuses of the same
type usually don't
stack.

This belt grants its


wearer a +6
enhancement bonus
Belt of Mighty Constitution +6 to Constitution.
Bonuses of the same
type usually don't
stack.
This belt grants its
wearer +2
enhancement
bonuses to Strength
Belt of Physical Flow +2
and Dexterity.
Bonuses of the same
type usually don't
stack.

This belt grants its


wearer +4
enhancement
bonuses to Strength
Belt of Physical Flow +4
and Dexterity.
Bonuses of the same
type usually don't
stack.

This belt grants its


wearer +6
enhancement
bonuses to Strength
Belt of Physical Flow +6
and Dexterity.
Bonuses of the same
type usually don't
stack.

This belt grants its


wearer +2
enhancement
bonuses to Dexterity
Belt of Physical Form +2
and Constitution.
Bonuses of the same
type usually don't
stack.

This belt grants its


wearer +4
enhancement
bonuses to Dexterity
Belt of Physical Form +4
and Constitution.
Bonuses of the same
type usually don't
stack.
This belt grants its
wearer +6
enhancement
bonuses to Dexterity
Belt of Physical Form +6
and Constitution.
Bonuses of the same
type usually don't
stack.

This belt grants its


wearer +2
enhancement
bonuses to Strength
Belt of Physical Might +2
and Constitution.
Bonuses of the same
type usually don't
stack.

This belt grants its


wearer +4
enhancement
bonuses to Strength
Belt of Physical Might +4
and Constitution.
Bonuses of the same
type usually don't
stack.

This belt grants its


wearer +6
enhancement
bonuses to Strength
Belt of Physical Might +6
and Constitution.
Bonuses of the same
type usually don't
stack.
This belt grants its
wearer +2
enhancement
bonuses to Strength,
Belt of Physical Perfection +2 Dexterity, and
Constitution.
Bonuses of the same
type usually don't
stack.

This belt grants its


wearer +4
enhancement
bonuses to Strength,
Belt of Physical Perfection +4 Dexterity, and
Constitution.
Bonuses of the same
type usually don't
stack.

This belt grants its


wearer +6
enhancement
bonuses to Strength,
Belt of Physical Perfection +6 Dexterity, and
Constitution.
Bonuses of the same
type usually don't
stack.

This belt grants its


wearer +8
enhancement
bonuses to Strength,
Belt of Physical Perfection +8 Dexterity, and
Constitution.
Bonuses of the same
type usually don't
stack.
by a notorious Gorilla
King. To unlock its
true powers, one
needs to become one
with their true
nature. The belt
grants its wearer a +6
enhancement
bonuses to Strength,
Dexterity, and
Constitution ability
scores. When worn
by a shifter who has a
final aspect (or any
other 20 level
capstone class
ability), the
enhancement
bonuses increase to
Belt of Primal Force
+8, and the wearer
additionally gains the
ability to once per
day emit a
devastating cry. It
deals 10d12 sonic
damage to every
enemy in a 30 feet
range, stunning them
for 1d4 rounds (a
successful Fortitude
saving throw halves
the damage and
negates the stunned
condition). Every ally
in the same range
instead receives a +4
morale bonus on all
attack and damage

This belt of Dexterity


+4 grants its wearer a
Belt of Shadows +2 competence
bonus on Stealth and
Trickery skill checks.
This belt, adorned
with a buckle shaped
like a stylized
shooting star, grants
its wearer a pale
semblance of the
powers once wielded
by the immortal
warrior wizard
himself. Firstly, the
wearer receives a +5
sacred bonus on
attack rolls and a +10
sacred bonus on
damage rolls with
weapons. Secondly,
Belt of the Last of the First Humans spells and spell-like
abilities that target
the wearer are
turned back upon the
original caster.
Thirdly, whenever
the wearer is hit by a
ranged attack for the
first time in a round,
the belt prevents all
physical damage
from the attack.
Finally, whenever the
wearer rolls for
initiative, they roll
twice and take the
better result.

This belt of
Constitution +6
grants its wearer a +2
bonus on Fortitude
Belt of the Venerated Champion
saving throws and a
+1 insight bonus to
AC against Evil
creatures and effects.
This belt grants its
wearer a +6
enhancement bonus
to Strength. It also
magnifies the
wearer's momentum
granting her a +2
bonus on the bull
Belt of Thunderous Charging rush and overrun
maneuvers. In
addition, whenever
the wearer of this
belt charges an
enemy, the enemy
suffers a -2 penalty to
AC against ranged
attacks for 4 rounds.

This belt grants its


wearer a +6
enhancement bonus
to all mental ability
scores (Intelligence,
Wisdom, and
Charisma). In
addition, if the
wearer of this belt
Clasp of Death
has the ability
Channel Negative
Energy, it increases
the amount of
damage this ability
does to living
creatures or heals to
undead creatures by
+2d6.
This belt grants its
wearer a +4
enhancement bonus
to Strength and a +8
enhancement bonus
to Constitution ability
scores. In addition,
whenever the wearer
of this belt confirms a
Clutch of Corruption
critical hit with a
natural weapon, the
enemy must pass a
Will saving throw (DC
28) or become
vulnerable to
negative energy and
unholy damage for 2
rounds.

This belt grants its


wearer a +4
enhancement bonus
to Dexterity and
Strength. Whenever
Daredevil's Belt
the wearer of this
belt lands a killing
blow, they gain a +5
morale bonus on
their next attack roll.

This belt of Strength


+6 grants its wearer a
15 feet aura that
Display of Power makes all enemies in
range suffer a -2
penalty on Will
saving throws.
This belt grants the
wearer a +2
enhancement bonus
to the Constitution
score. Whenever the
wearer is attacked,
Embrace of the Faceless
the enemy has to
pass a Reflex saving
throw (DC 20) or
suffer -10 penalty on
damage rolls for 1
round.

This belt of
Constitution +4 also
Energizing Belt allows its wearer to
regain one used spell
per day.

This belt grants its


wearer a +2
enhancement bonus
to Constitution and a
Explorer's Belt +2 resistance bonus
on saving throws
against diseases,
fatigue and
exhaustion.

This is an
Face-Stealer's Belt intermediate step of
relic creation.
This belt grants its
wearer +8
enhancement
bonuses to Strength,
Dexterity, and
Constitution ability
Flawless Belt of Physical Perfection +8 scores. Bonuses of
the same type usually
don't stack. In
addition, this belt
increases the critical
range of the wearer's
weapon by 1.

This is an
Girdle of Ooze intermediate step of
relic creation.

This is an
Linds Family Belt intermediate step of
relic creation.

This belt was


specifically created
for less humanoid
creatures, but
humanoids can use it
in polymorphed form
as well. While in it
the wearer gets +3
Lizard Tail
morale bonus to AC
and Reflex saving
throws. The wearer
also gets a +8
circumstance bonus
to AC for the first
round of every
combat.
You can cover
yourself in an
invisible corrupted
fire. Under its effect,
all your fire spells
Mallander's Insult deal additional 2d6
unholy damage. You
become immune to
fire damage, but gain
weakness to cold and
holy damage.

While wearing this


belt a monk can
spend 1 ki point to
enshroud the target's
heart and lungs in
the fine veil of
emerald. Affected
creature becomes
Mallander's Penance more fragile, getting -
2 penalty to AC. It
also has to pass a
Fortitude saving
throw (DC 19), or all
bludgeoning damage
it receives is
multiplied by 1.5 until
the end of combat.

This Belt of Physical


Perfection +4 grants
its wearer DR 3/- and
additional 4d6
Mangling Frenzy slashing damage on
every critical hit
while the wearer is
Raging, including
demonic Rage.
Whenever the
wearer of this Belt of
Physical Perfection
+4 makes an attack
Pristine Mind
roll to confirm a
critical hit, it
automatically
succeeds.

Whenever the
wearer of this belt
Specialist's Belt uses a scroll or
potion, it gives +1 to
its caster level.

Whenever the
wearer of this Belt of
Physical Perfection
+8 hits an enemy for
the first time in a
round, that enemy
must pass a Fortitude
saving throw (DC 36)
Storm King's Belt
or suffer from one of
these conditions: 1)
Suffer 1d6 penalty to
Strength and
Dexterity ability
scores for 3 rounds 2)
Suffer a -3 penalty to
AC for 1d6 rounds
Whenever an ally in a
20 feet area of the
wearer lands a killing
blow, this belt of
Constitution +4
makes the wearer's
next spell extended
as though using the
Extend Spell feat. It
also grants the
Timely Assistance wearer a +4
enhancement bonus
to Wisdom. Extend
Spell: An extended
spell lasts twice as
long as normal. A
spell with a duration
of concentration,
instantaneous, or
permanent is not
affected by this feat.

This belt grants its


wearer a +4
enhancement bonus
to Dexterity and
Constitution.
Whenever the
Unceasing Slaughter
wearer of this belt
lands a killing blow,
they gain a +2 bonus
to Dexterity and
Constitution scores
for 3 rounds.
Whenever the
wearer of this Belt of
Physical Perfection
+4 kills an enemy
who had full health
Victims' Madness
with a single hit, all
enemies in a 30 feet
radius become
staggered for 1
round.

This belt grants the


wearer a +2
enhancement bonus
to Strength score.
Whenever the
wearer is mounted,
and they or their
mount confirms a
critical hit against an
Voice of the Faceless enemy, that enemy is
afflicted with the
Exploding Head
effect for 1d3 rounds.
Under this effect, the
creature starts to
hear loud noises,
suffering a -2 penalty
to attack and damage
rolls, and AC.

Gloves
Name Desc
This is an
Baphomet's Fiery Gloves intermediate step of
relic creation.
Whenever the
wearer of these
gloves announces a
Quarry, targeted
Big Game Gloves
enemy suffers a -2
penalty to AC and
becomes sickened for
3 rounds.

These spiked
gauntlets grant the
wearer's animal
companion (as well
as Azata's dragon or
Lich's skeletal
champion) a +6
bonus to Strength
ability score. At the
beginning of the
Broken Gauntlets
battle, the creature
must pass a Will
saving throw (DC 17)
or start attacking
party members. If the
initial saving throw is
failed, the creature
can make new saving
throws each round to
stop the effect.
These gloves grant
their wearer the
ability to ignite inner
fire within
themselves. While
the ability is active,
the wearer suffers
2d6 fire damage (this
damage bypasses all
resistances and
Call of the Fiery Things immunities) per
round but deals the
same amount to
enemies with every
melee attack that
hits. In addition,
whenever the wearer
is mounted, they can
use this ability on a
mount instead of
themself.

These gloves have


claws that deal 1d8
slashing damage on
an unarmed attack. If
the enemy is of evil
alignment, they deal
Claws of a Sacred Beast
2d6 damage instead.
In addition, these
claws give the wearer
a +1 enhancement
bonus on attack and
damage rolls.
Whenever the
wearer of these knee
pads lands a hit with
a natural weapon
against a new enemy
for the first time, that
Cobra Pads
enemy must pass a
Fortitude saving
throw (DC 31) or
become vulnerable
to slashing and acid
damage for 3 rounds.

These gloves grant


their wearer a +1
morale bonus on
attack rolls. In
Dashing Cavalier's Gloves
addition, they also
grant a +2 bonus on
damage rolls while
mounted.

Whenever the
wearer of these
gloves lands a melee
touch attack, the
enemy must pass a
Will saving throw (DC
20) or his heart and
Devouring Lust
mind is consumed
with agonizing lust,
any critical hit against
affected enemy
drives him even
crazier, paralyzing for
one round.
These bracers grant
the wearer a +3 luck
bonus to AC and a +3
Embroidered Gloves
luck bonus on Reflex,
Will, and Fortitude
saving throws.

Whenever the
wearer of these
gloves makes a full
attack and
successfully strikes a
single enemy with
Eviscerator's Gloves both their main-hand
and off-hand
weapons, the enemy
suffers a -2 penalty
on attack rolls and is
bleeding for 3
rounds.

These gloves grant


their wearer a +3
damage bonus to the
second weapon
when dual wielding
or wielding a two-
Fencer's Gift handed weapon. If
the wearer has the
Weapon Training
ability and is wielding
a weapon it gives a
bonus to, that bonus
increases by +2.
These gloves grant
the wearer a +4
bonus to ranged
Gloves of Arcane Eradication touch attack rolls and
a +5 competence
bonus on Use Magic
Device skill checks.

Whenever the
wearer of these
gloves is using gather
power, she can
Gloves of Colliding Elements
reduce the total burn
cost of a single wild
talent by an
additional point.

When the wearer of


these gloves makes a
Gloves of Deathdealer sneak attack, it deals
additional 1d6
damage.

These gloves grant its


wearer a +2
enhancement bonus
Gloves of Dexterity +2
to Dexterity. Bonuses
of the same type
usually don't stack.

These gloves grant


their wearer a +4
bonus to CMD
against disarm
attempts. If the
Gloves of Dueling wearer has the
Weapon Training
ability and is wielding
a weapon it gives a
bonus to, that bonus
increases by +2.
Whenever the
wearer of these
gloves casts a level 7
Gloves of Enduring Wizard
(or higher) spell, they
get 20 temporary Hit
Points for 1 minute.

These gloves grant


their wearer a +4
bonus to CMD
against disarm
attempts. If the
wearer has the
Weapon Training
Gloves of Entropy ability and is wielding
a weapon it gives a
bonus to, that bonus
increases by +4.
These gloves also
make any weapons
wielded by the
wearer anarchic.

These gloves allow


their wearer to stun
enemies for 1 round
on confirmed critical
Gloves of Heavy Impact hits with ranged
weapons. A single
enemy can be a
subject to this effect
only once.

These gloves grant


their wearer
additional 1d8
bludgeoning damage
Gloves of Martial Excellence on hit with unarmed
attacks and a +10
competence bonus
on Athletics skill
checks.
Whenever the
wearer of these
gloves summons a
Gloves of Monsters Protection
creature, that
creature gets spell
resistance 21.

Whenever the
wearer of these
gloves confirms a
critical hit, the target
must make a
Fortitude save or
take 1d6 bleed
damage. Multiple
applications of this
Gloves of Phlebotomy
effect stack, but the
target can repeat the
saving throw each
turn to stop it. The
DC of the saving
throw is 10 + the
wearer's Wisdom
modifier + their
character level.

If the wearer of these


gloves has an Arcane
Gloves of Resourceful Magus Pool class feature, it
is increased by 5
points.

These gloves grant


the wearer a +5
competence bonus to
Knowledge (World), a
Gloves of the Ambassador +5 competence
bonus to Persuasion
skill checks and a +2
enhancement bonus
to Charisma.
This is an
Gloves of the Attractive Impulse intermediate step of
relic creation.

When the wearer of


these gloves makes a
Gloves of the Deathdealer sneak attack, it deals
additional 1d6
damage.

Whenever the
wearer of these
gloves casts a cantrip
or a 1st level spell,
Gloves of the Neophyte
that spell deals 1
additional point of
damage per die
rolled.

Whenever the
wearer of these
gloves lands a hit on
a flanked enemy with
Gloves of Unfriendly Fire a ranged weapon,
they deal additional
2d6 damage both to
the enemy and to the
ally flanking it.

These gloves grant its


wearer a +4
competence bonus
on saving throws
against poison and
Harm Preventers
curse effects. In
addition, they grant a
+10 competence
bonus on Use Magic
Device skill checks.
These knee pads let
their wearer deal
additional 1d6
Heavy Paws bludgeoning damage
on critical hits made
with natural
weapons.

These knee pads


allow their wearer to
deal additional 2d6
Holy Knee Pads
holy damage on hit
on attacks with
natural weapons.

These gauntlets grant


a profane vigor effect
and +2 bonus to
natural armor to all
evil creatures
summoned by the
wearer of these
gauntlets. If the
wearer summons a
Thanadaemon, they
grant it a greater
profane vigor effect
and +4 natural armor
bonus to AC. If the
wearer summons any
good outsider
creature, it will attack
Jaws of the Jackal the wearer. Profane
Vigor: A summoned
creature gains a +2
profane bonus on
attack rolls, saves,
and skill checks.
Greater Profane
Vigor: A summoned
creature gains a +4
profane bonus on
attack rolls, saves,
and skill checks,
immunity to fear
effects, and a
number of temporary
hit points equal to
your caster level
(maximum 20).
Whenever the
wearer of these knee
pads lands a killing
blow with a natural
weapon, they gain a
Knee Pads of Mighty Swipe +2 bonus on their
next attack roll, and
this attack deals
damage to all
adjacent enemies on
a successful hit.

These gloves grant


their wearer a +1
bonus to CMD
against disarm
attempts. If the
Lesser Gloves of Dueling wearer has the
Weapon Training
ability and is wielding
a weapon it gives a
bonus to, that bonus
increases by +1.

These gloves grant


their wearer a +5
competence bonus
on Mobility checks.
They also grant a +2
insight bonus to
Marksman's Steady Hand
attack and damage
for 1 round,
whenever the wearer
hits a flanked enemy
with a ranged
weapon.
These gloves grant
their wearer a +2
bonus on Persuasion
skill checks made to
intimidate. In
addition, whenever
the wearer of these
Oppressor's Gloves
gloves confirms a
critical hit, the enemy
suffers a -2 penalty
on saving throws
against mind-
affecting conditions
for 2 rounds.

Whenever the
wearer of these
gloves confirms a
critical hit with any
bow, the enemy
Passion's Sweet Poison
starts losing mind,
thus suffering -1
damage to
Intelligence, Wisdom
or Charisma.
These gloves are
made of the hide of a
legendary ancient
Sarkorian bear-god. If
the wearer has a
claw attack, the
damage dice for this
attack increases by
Paws of the Bear King one step (for
example, 1d4
becomes 1d6). They
also grant the wearer
a +5 enhancement
bonus on all attack
and damage rolls
with unarmed attacks
and natural weapons.

This gauntlet grants


its wearer a +1
enhancement bonus
Power Fist, the Gauntlet of Punching on attack and
damage rolls with
unarmed attacks and
natural weapons.

Whenever the
wearer of these knee
pads confirms a
critical hit with a
natural weapon, that
Rabid Rippers enemy must pass a
Fortitude saving
throw (DC 33) or
become vulnerable
to slashing and acid
damage for 3 rounds.
These gloves grant
their wearer and his
animal companion a
+3 insight bonus on
Savage Unity
attack and damage
rolls for the duration
of the Animal Focus
ability.

These gloves grant


their wearer spell
Star Embroidered Gloves resistance 30 as well
as a +2 luck bonus on
all saving throws.

Whenever the
wearer of these
gloves lands a hit
with a ranged
weapon on an enemy
Surefire Gloves
within 30 feet, it
deals additional 1d6
piercing damage and
applies bleed for 1d3
rounds.
These spiked
gauntlets grant the
wearer's animal
companion (as well
as Azata's dragon or
Lich's skeletal
champion) a +6
bonus to Strength
ability score. At the
beginning of the
The Stern Hand
battle, the creature
must pass a Will
saving throw (DC 17)
or start attacking
party members. If the
initial saving throw is
failed, the creature
can make new saving
throws each round to
stop the effect.

Whenever the
wearer of these
gloves lands a sneak
attack against an
enemy, the enemy
becomes vulnerable
to fire for 1 round
and suffers additional
2d6 fire damage. In
Treacherous Flame
addition, whenever
the enemy who has
been hit by the
wearer at least once,
takes fire damage
from any source, it
suffers a -3 penalty
on all saves for 2
rounds.
These gloves increase
the save DC of all
Enchantment school
spells the wearer
casts by 2. In
addition, whenever
Twisted Temptation the wearer affects an
enemy with a spell
for the first time, that
enemy suffers a -2
penalty on Will
saving throws for 3
rounds.

These knee pads


grant their wearer a
+2 insight bonus on
attack and damage
rolls made with
Ultimate Predator
natural weapons
against animals,
magical beasts and
monstrous
humanoids.

These knee pads


allow their wearer to
deal additional 2d6
Unholy Knee Pads
unholy damage on hit
on attacks with
natural weapons.

Whenever the
wearer of these knee
pads successfully
charges an enemy,
the enemy falls prone
Vicious Stompers
for 1 round and
suffers a -2 penalty
on attack and
damage rolls till the
end of combat.
Rings
Name Desc

Whenever the
wearer of this ring is
10 feet from the
companion who
wears the same ring,
they both gain the
All-round defense effect of Back to Back
feat. If they both
already have the
Back to Back feat,
they gain an
additional +2 bonus
to AC.

While wearing this


ring, whenever the
wearer is fighting
defensively and lands
Ancestral Retribution a first attack in this
condition, the enemy
is pushed 10 feet
away and is knocked
prone for 1 round.

This signet grants its


wearer the ability to
cast magic missile
Arcane Signet
spell as a 3rd level
wizard three times a
day.

Whenever the
wearer of this ring
becomes a target of
Avenging Ring an attack of
opportunity, the
attacker suffers 1d8
force damage.
Once per day,
whenever your HP
falls below 0, your HP
is restored by twice
your character level,
Bane of Flesh
and the ring
summons 1d4+2
undead skeletal
champions around
you for 2 minutes.

You bound a part of


your soul to the ring.
You gain a +4 bonus
to saving throws
against mind-
affecting effects,
emotions, confusion,
fear, death, and
compulsion effects,
but a -2 penalty to
saves against poison,
Bane of Spirit
elemental, paralyzing
and movement
impairing effects. As
a free action, you can
lose HP equal to half
your level to grant
target creature a +2
bonus to attack rolls,
and transform their
damage type into
force, for 1 round.
This ring grants its
wearer a +6
deflection bonus to
AC. Whenever the
wearer hits an enemy
with a slam attack, it
breaks a random
bone in the target's
body, applying a
penalty: 1. Rib: a -1
penalty on Fortitude
saving throws and a -
2 per creature's HD
to its maximum hit
points. 2. Skull: -1
Bonebreaker's Ring
penalty on Will
saving throws. 3. Leg:
speed reduced by 5
foot. 4. Arm: -1
penalty on all attack
rolls. Each penalty
stacks up to 5 times.
It can't be applied to
creatures without
bones or those who
don't need them,
such as aberrations,
undead, constructs
and plants. It persists
for 1 day.

This ring grants its


wearer 1 additional
spell slot for the 8th
and 1 additional spell
Caster's Dream
slot for the 9th level
spells (if the spells of
these levels are
available to them).
You can activate this
ring to create an
almost transparent
silver lining that
connects all party
members in a 30 feet
area. While in this
state you share an
unbreakable bond,
while under this
effect all members
Clemency of Shadows get an additional
attack of opportunity
per round. If an
attack of opportunity
was a critical hit, the
enemy is staggered.
If one of the party
members falls
unconscious, a giant
spider is summoned
to fight alongside you
for 3 rounds.

This ring grants its


wearer a +5
Conman's Ring competence bonus
on all Perception and
Trickery skill checks.
Whenever the
wearer of this ring
deals a sneak attack
damage for the first
time in a fight against
an enemy, that
enemy becomes
filled with paranoia.
Conthyr's Wisdom For each adjacent ally
of the affected target
they suffer -1 penalty
on saving throws and
-2 penalty on damage
rolls. This effect
stacks up to 3 times
and persists for 1d4
rounds.

If the wearer of this


ring has the ability to
cast spells
spontaneously, it
grants them the
ability to cast the
following spells: ray
Dark Omen of enfeeblement,
scare, ray of
exhaustion, fear, and
waves of fatigue. To
cast a spell, the
wearer still needs to
have a spell slot of
the required level.
If the wearer of this
ring has the ability to
cast spells
spontaneously, it
grants them the
ability to cast the
following spells:
Earth Unleashed spiked pit, stoneskin,
acid pit, acid fog,
caustic eruption and
clashing rocks. To
cast a spell, the
wearer still needs to
have a spell slot of
the required level.

This ring grants the


wearer acid
resistance 30, fire
resistance 20,
electricity resistance
10, and cold
resistance 5. It also
grants a +4 bonus on
Elemental Protector saving throws against
cold, a +3 bonus on
saving throws against
electricity, a +2
bonus on saving
throws against fire,
and a +1 bonus on
saving throws against
acid.
This ring grants the
wearer a +5
competence bonus
on Persuasion checks
Enlivening Leadership
and grants their
companions a +1
morale bonus on all
skill checks.

This ring grants its


wearer a +7
deflection bonus to
AC. Bonuses of the
same type usually
Flawless Ring of Protection +7
don't stack. In
addition, this ring
grants its wearer the
effect of moderate
fortification.

This ring grants the


wearer a +1 bonus on
saving throws against
spells with cold
descriptor and adds
Flow of Water
+1 to the DC for all
saving throws against
spells with cold
descriptor the wearer
casts.

This ring grants its


wearer a +2 luck
Fortune's Smile
bonus on all saving
throws.

This ring grants its


wearer +1 extra
attack with the
highest attack bonus
Hasting Expanse
when making full
attack action,
stackable with Haste
and similar effects.
This ring grants its
wearer a +4 morale
bonus on saving
Herbal Ring
throws against
disease, nausea, and
sickened effects.

This ring grants the


wearer cold
resistance 10. If the
wearer has the
Icy Protector
Iceplant hex, it also
grants them +2
natural armor bonus
to AC.

This ring grants the


wearer a +5
competence bonus
on all Use Magic
Device skill checks
Magician's Ring
and increases the
save DC against all
spells of the Illusion
school the wearer
casts by 2.

The wearer of this


ring becomes
vulnerable to fire, but
also gets a +4 bonus
Martyr's Testament
on Will saving throws
and immunity to
mind-affecting
conditions.

The wearer of this


ring gets a +1 bonus
Merciless Shot
to attack while using
Point Blank Shot.
This ring grants its
wearer a +2
enhancement bonus
to Dexterity ability
score. Their attacks
against lycanthropes
gain a +2
enhancement bonus
Midnight Hunter's Ring
on attack rolls. Once
per day, the wearer
of this ring can spend
a swift action to
apply the effect of
the haste spell to
themselves for 5
rounds.

This ring improves its


wearer's summoning
abilities. All summon
spells of 6th level and
lower are maximized,
as though using the
Maximize Spell feat.
The wearer also gains
a +1 insight bonus to
attack rolls against
Planar Navigator
outsiders. Maximize
Spell: All variable,
numeric effects of a
spell modified by this
feat are maximized.
Saving throws and
opposed rolls are not
affected, nor are
spells without
random variables.
This ring allows to
cast an improved
version of Prismatic
Spray once per day as
17th level Wizard.
The wearer can
Prismatic Ring
recharge this ring by
consuming spells for
which the sum of
their levels must be
equivalent to at least
9.

This ring grants the


wearer a +4 morale
bonus against
confusion and fear
effects. If the wearer
fails a saving throw
against such effect,
Ravager of Dread
after the effect ends
the wearer gets a +2
bonus on saving
throws and +2 bonus
on damage rolls until
the end of the
combat.
If the wearer of this
ring has the ability to
cast spells
spontaneously, it
grants them the
ability to cast the
following spells:
Red Salamander fireball, controlled
fireball, firesnake,
hellfire ray, fire
storm, and fiery
body. To cast a spell,
the wearer still needs
to have a spell slot of
the required level.

If the wearer of this


ring has smite evil
class ability, this ring
Righteous Crusader's Ring
grants them one
additional use of it
per day after resting.

If the wearer of this


ring has the bardic
performance ability,
Ring of Bardic Resourcefulness
it grants them an
additional round of
its use per day.
If the wearer of this
ring has the ability to
cast spells
spontaneously, it
grants them the
ability to cast the
following spells: ice
Ring of Boreal Might storm, cone of cold,
cold ice strike, ice
body, polar ray and
polar midnight. To
cast a spell, the
wearer still needs to
have a spell slot of
the required level.

This is a ring of
protection +2.
Additionally, it
increases the DC for
all saving throws
against spells from
the Enchantment
Ring of Chaotic Fascination
school the wearer
casts by 2. It also
grants the wearer a
+2 bonus on saving
throws against spells
of the Enchantment
school.

This ring grants the


wearer a +5
competence bonus
on Mobility checks
Ring of Deadly Swing
and +2 competence
bonus on attack rolls
with throwing axes,
darts, and javelins.
Whenever the
wearer of this ring
deals damage to an
enemy for the first
Ring of Decadence time, the enemy
suffers a -2 penalty
on saving throws
against hexes for 1
minute.

This ring of
protection +3 grants
the wearer an ability
to avoid magical and
unusual attacks with
great willpower. If a
character makes a
successful Will saving
Ring of Devastating Will
throw against an
attack that normally
deals half damage on
a successful save,
instead they take no
damage. A helpless
character does not
gain this benefit.
This ring continually
grants the wearer the
ability to avoid
damage as if the
player had evasion
ability. Whenever she
Ring of Evasion
makes a Reflex saving
throw to determine
whether she takes
half damage, a
successful save
results in no damage.

This ring of
protection +4 grants
its wearer the ability
Ring of Extreme Feints to get a +6 dodge
bonus to AC against
ranged attacks for 5
rounds once per day.

This is an
Ring of Ghostly Pathways intermediate step of
relic creation.

This ring grants the


wearer +4 bonus to
Initiative rolls.
Whenever the
wearer lands a hit
Ring of Guiding Star against an
undamaged enemy, it
grants all
companions a +3
bonus on damage
rolls for one round.
This ring grants the
wearer a +5
competence bonus
on Knowledge: world
Ring of Hints
checks and a +5
competence bonus
on Knowledge:
Arcana checks.

Whenever the
wearer of this ring
makes an attack of
opportunity, the
enemy must pass a
Fortitude saving
throw (DC 26) or be
Ring of Imminent Demise
knocked down. The
ring also grants a +2
competence bonus
on attack and
damage rolls with
two-handed
weapons.

This ring grants its


wearer a +1 luck
bonus on all saving
Ring of Luck
throws. Bonuses of
the same type usually
don't stack.
This jagged steel ring
was made of an
armor shard, picked
up on a battlefield
and crudely bent into
the shape of a circle.
Its wearer can at will
choose any foe they
Ring of the Mad Duelist
see. The wearer gets
a +2 bonus to their
AC and saving throws
against all attacks
made by the chosen
enemy, until the
wearer chooses
another one.

Whenever the
wearer of this ring is
being attacked with a
ranged weapon, they
gain a +2 morale
Ring of Nahyndrian Courage bonus to AC, one
extra attack of
opportunity, and
their speed is
increased by 10 feet
for 1 round.

This ring grants its


wearer a +2
deflection bonus to
Ring of Planar Protection
AC and +3 bonus to
saving throws against
Conjuration school.
The wearer of this
ring becomes
staggered for the first
round of every
combat. For the
same round he gains
Ring of Procrastinator
a resistance 15
against all elements,
spell resistance 25,
10 DR/- and
immunity to critical
hits.

This ring grants its


wearer a +1
deflection bonus to
Ring of Protection +1
AC. Bonuses of the
same type usually
don't stack.

This ring grants its


wearer a +2
deflection bonus to
Ring of Protection +2
AC. Bonuses of the
same type usually
don't stack.

This ring grants its


wearer a +3
deflection bonus to
Ring of Protection +3
AC. Bonuses of the
same type usually
don't stack.

This ring grants its


wearer a +4
deflection bonus to
Ring of Protection +4
AC. Bonuses of the
same type usually
don't stack.

This ring grants its


wearer a +5
deflection bonus to
Ring of Protection +5
AC. Bonuses of the
same type usually
don't stack.
This ring grants its
wearer a +6
deflection bonus to
Ring of Protection +6
AC. Bonuses of the
same type usually
don't stack.

This ring grants its


wearer a +7
deflection bonus to
Ring of Protection +7
AC. Bonuses of the
same type usually
don't stack.

Whenever the
wearer of this ring
deals fire damage
through a spell, they
deal additional 1d6 +
Ring of Pyromania
5 fire damage. They
also get a +2 bonus
to caster level checks
made to overcome
spell resistance.

This ring grants the


wearer +12
competence bonus to
Knowledge: Arcane
Ring of Renown Artisan
skill checks, and +5
bonus on checks to
craft potions or
scrolls.

This ring grants its


wearer DR 10/- and
Ring of Revered Champion immunity against
movement-impairing
conditions.
Whenever the
wearer of this ring
lands any touch
attack against the
enemy, this attack
deals additional 1d6
Ring of Sacred Touch
holy damage and
whenever the wearer
heals a target via
touch spells, the spell
heals for additional
1d6 points.

Whenever the
wearer of this ring
shoots an enemy
engaged in melee
Ring of Sharp Strike
combat, and hits, the
enemy suffers a -1
penalty on attack
rolls for one round.

This ring grants its


Ring of Stitches wearer immunity to
bleed.
This ring grants the
wearer an ability to
summon either
axiomites or soul
eaters, randomly
selected, once per
day, as if they were
summoned by a
summon monster VIII
spell (caster level 15,
Ring of Summoning
DC 22). All allies,
including the wearer,
within 30 feet gain a
+2 bonus to weapon
damage rolls and a
+2 bonus on saving
throws against
attacks made or
effects created by
chaotic creatures.
This ring allows the
owner to use the
Dead Inside ability on
a living creature for 1
minute 3 times per
day. While under the
effect, the creature is
immune to all mind-
affecting effects,
death effects,
disease, paralysis,
poison, sleep effects,
and stunning; not
subject to nonlethal
damage, ability drain,
or energy drain,
Ring of the Dead immune to damage
to its physical ability
scores (Constitution,
Dexterity, and
Strength), as well as
to exhaustion and
fatigue effects.
However, both
positive and negative
energy deal damage
to it. This ring also
grants the wearer a
+2 morale bonus on
saving throws against
all effects that are
mentioned in Dead
Inside ability.

This ring grants its


wearer a +2
deflection bonus to
Ring of Triumphant Advance
AC. Any morale
bonuses the wearer
has are doubled.
Whenever the
wearer of this ring
hits 2 or more
enemies with a single
spell, it grants the
wearer total
concealment against
ranged attacks for 2
Ring of Undercover Wizard rounds. Whenever
the wearer kills two
or more enemies
with a single spell, it
grants the wearer
total concealment
against ranged
attacks for the rest of
the battle.

If the wearer of this


ring has the ability to
cast spells
spontaneously, it
grants them the
ability to cast the
following spells:
Heroism, Angelic
Sacred Commandment Aspect, Chains of
Light, Banishment,
Greater Angelic
Aspect, and Heroic
Invocation. To cast a
spell, the wearer still
needs to have a spell
slot of the required
level.
This expensive ring
serves little purpose
in combat, but is
Shiny Ring ideal for social
events. The wearer
can cover themself in
glitter for 10 minutes.

This ring doubles the


threat range of the
wearer's kinetic
Sigil of Destruction blasts. This effect
stacks with the effect
of Improved Critical
feat.

This is a ring of
protection +2. It
grants the wearer a
Steady Finger
+3 competence
bonus on touch
attack rolls.

This is an
Stevanius's Ring intermediate step of
relic creation.

This ring grants the


wearer a +1 luck
Storyteller's Ring bonus on all saving
throws against fire
based effects.
grants the wearer the
effect of the blur
spell and a +4 insight
bonus on all skill
checks. Temperance
— grants the
wearer the effect of
the false life, greater
spell and a +2 bonus
on saving throws
against death effects.
Love — grants the
wearer the effect of
the heroism, greater
spell. Charity —
grants the wearer the
effect of the mind
blank spell. Zeal —
The Seven Virtues of a True Ruler grants the wearer the
effect of the
seamantle spell.
Kindness — grants
the wearer the effect
of the winds of
vengeance spell. The
spell effects are
applied as if they
were cast by a 20th
level spellcaster.
Secondly, if the
wearer is on a Mythic
Path, they gain +5
additional daily uses
of their primary
ability (demonic rage
for the Demon, Hell's
decree for the Devil,

This ring of
protection +7 grants
its wearer a +10
bonus on saving
The Unveiler throws against
Illusion school spells.
It also grants a +2
insight bonus to AC
against anomalies.
This ring grants its
wearer a +2
competence bonus
on Trickery and
Thiefling Ring
Stealth skill checks. If
the wearer is a
Tiefling, the bonus
increases to +3.

While wielding this


ring with a sign of
Baphomet, you can
summon 2 CR 14
Half-Fiendish
Minotaurs 3 times
per day and they will
Unholy Shepherd
fight on your side for
10 minutes.
However, if you die
while wearing this
ring, they are
summoned too, but
now as enemies.

This signet grants its


wearer the ability to
Unholy Signet cast bane spell as a
3rd level cleric three
times a day.

This ring grants its


wearer a +1 bonus
per die rolled on all
Cure and Healing
Universal Remedy
spells as well as
Channel Positive
Energy used to heal
living.
Whenever the
wearer of this ring is
hit by an enemy, the
Wedding Ring wearer of the second
ring gains bane
against this enemy
for 1 round.

If the companions of
the wearer of this
ring attack the same
target as the wearer,
they deal an
additional 1d6 points
Zaoris's Beauty of precision damage
with each successful
melee attack. They
also gain a +2
circumstance bonus
on attack rolls against
this target.

This is an
Zaoris's Ring intermediate step of
relic creation.

Feet
Name Desc

These boots grant


their wearer a +1
dodge bonus to AC
Abyss Walkers against demons and
one additional attack
of opportunity per
round.

These boots allow its


wearer to stand up
Acrobat's Footwear
without provoking an
attack of opportunity.
Whenever the
wearer of these
boots casts the same
spell for the fourth
time during the day,
their next spell
becomes quickened,
as though using the
Quicken Spell feat.
Quicken Spell:
Casting a quickened
Boots of Arcane Persistence
spell is a swift action.
You can perform
another action, even
casting another spell,
in the same round as
you cast a quickened
spell. A spell whose
casting time is more
than 1 round or 1
full-round action
cannot be quickened.
These boots give the
wearer a +4
enhancement bonus
to Dexterity ability
score. The wearer's
movement doesn't
provoke attacks of
opportunity. If these
Cat's Boots boots are worn
together with the
Owl's Cowl, the
enhancement bonus
increases to +6, and
the wearer
additionally gains a
+5 bonus on all
initiative rolls.

These boots grant its


wearer a +5
Boots of Elvenkind
competence bonus
on Mobility checks.

These boots grant


the wearer a
Boots Of Free Rein permanent effect of
the freedom of
movement spell.

These boots grant


their wearer a +10
bonus to base speed
Boots of Freest Rein and a constant
freedom of
movement spell
effect.
Whenever the
wearer of these
boots kills a demon
for the first time in a
Boots of Magical Whirl battle, their next
spell becomes
quickened, as though
using the Quicken
Spell feat.

These boots grant


the wearer a +20 feet
bonus to moving
Boots of Outbreak
speed and an
immunity to prone
condition.

These boots grant its


wearer immunity
against electricity as
well as stunned and
staggered conditions.
Boots of Perfect Grounding In addition, they
increase the saving
throw DC of the
spells with the [acid]
descriptor they cast
by 2.

The wearer of these


boots adds their rank
in Athletics skill as a
Boots of Stampede
bonus to the damage
roll on a successful
charge attack.

These boots grant its


wearer blindsight
with a radius of 10
Boots of Wary Steps
feet and a +10
competence bonus
on Stealth checks.
These boots grant
the wearer a +10
competence bonus
on Athletics skill
Expedition Boots
checks and a +5
competence bonus
on Mobility skill
checks.

The wearer of these


cozy fluffy boots just
Fluffy Boots wears cozy boots
which are extremely
fluffy.

These boots grant


their wearer a +10
competence bonus
on Lore (Nature) skill
Forest Tracker's Boots checks. In addition,
the wearer's animal
companion gets a
+20 bonus to
maximum Hit Points.

These boots grant


their wearer a +2
competence bonus
Free Dancer's Boots
on saving throws
against movement-
impairing conditions.
The wearer of this
boots ignores the
effects of difficult
terrain. Whenever
they step on difficult
terrain, they gain a
10 foot bonus to
Offroad Boots
their movement
speed for 1 round.
These boots also
grant their wearer a
+4 enhancement
bonus to Dexterity
ability score.

These boots grant


the wearer a +3
competence bonus to
Perfected Maneuver
CMD and a +3
competence bonus to
CMB.

These boots of
Dexterity +8 grant its
wearer a + 10 bonus
on Mobility and
Athletics skill checks.
They also double
bonuses to AC, attack
rolls and Reflex
Ronneck's Sacrifice saving throw from
Haste spell cast upon
the wearer. In
addition, whenever
the enemy confirms a
critical hit against the
wearer it becomes
stunned for 1d4
rounds.
Twigs sprout from
these tall brown
boots. While the
wearer is on the
ground, ghostly roots
grow from the boots'
soles, granting their
Rootspeaker's Boots wearer tremorsense
30 feet. While the
roots are active the
wearer gains a +4
bonus to CMD
against trip, bull rush,
overrun and grapple
combat maneuvers.

These boots grant a


spirit hunter four
additional uses of
Spirit Trackers
Spirit Weapon
Enchantment ability
per day.

These boots allow


their wearer to add
half their rank in
Sure Footing Perception skill to
damage on their first
attack with a ranged
weapon every round.

These boots increase


the wearer's
movement speed by
10. That's a
Swiftfoot Boots enhancement bonus
and it does not stack
with other
enhancement
bonuses.

Items
Name Desc

You can throw a flask


of acid as a splash
weapon with a range
increment of 10 feet.
A direct hit deals 1d6
points of acid
Acid Flask
damage. Every
creature within 5 feet
of the point where
the acid hits takes 1
point of acid damage
from the splash.

You can throw a flask


of alchemist's fire as
a splash weapon with
a range of 30 feet. A
direct hit deals 1d6
points of fire
damage. Every
creature within 5 feet
Alchemist's Fire of the point where
the flask hits takes 1
point of fire damage
from the splash. On
the round following a
direct hit, the target
takes an additional
1d6 points of
damage.
This holy scabbard,
while equipped,
alters paladin's Smite
Evil class ability,
changing the type of
AC bonus it grants
from deflection to
Aroden's Wrath
sacred. Additionally,
the wearer's first
attack every round
deals additional 1d4
divine damage. Evil
characters can't
equip it.

This is an
Arrows of the Colorless One intermediate step of
relic creation.

You can throw a flask


as a splash weapon
with a range of 30
feet. Every creature
within 5 feet of the
Blinding Bomb point where the flask
hits must pass
Fortitude saving
throw (DC 24) or be
Blinded for 1d3
rounds.

This item grants a


permanent +2 bonus
on Athletics skill
Bloody Meat
checks as well as
Fortitude saving
throws.
This rod grants its
wielder the ability to
make up to three
spells they cast per
day bolstered, as
though using the
Bolster Spell feat.
Regular rods can be
used with spells of
6th level or lower.
Bolster Spell: Spell
Bolster Metamagic Rod now deals 2 more
damage per die
rolled to all its
targets. Additionally,
all enemies in 5 feet
of the spell targets
are dealt 2 damage
per die rolled of the
original spell. The
spell no longer
applies precision
damage.

This unique bomb


was created by
Alichino. All enemies
in 15 feet area must
Bomb of Confusion
pass Will saving
throw (DC 35) or
become confused for
1d4 +1 rounds.

This unique bomb


was created by
Alichino. All allies in
Bomb of Displacement 30 feet area receive
the effect of the
displacement spell
for 5 rounds.
This unique bomb
was created by
Alichino. All allies in
Bomb of Greater Invisibility 30 feet area receive
the effect of the
greater invisibility
spell for 5 rounds.

This unique bomb


was created by
Alichino. All enemies
in 15 feet area must
Bomb of Paralysis
pass a Reflex saving
throw (DC 35) or be
paralyzed for 1d3
rounds.

The book you found


reveals only part of
Book of Dreams
its secrets, at least at
this moment.

While this item is


active, all creatures
summoned by the
wearer get one extra
Brazen Whip
attack per round.
However the wearer
is under the slow
spell effect.

This coin grants its


wearer the ability to
Coin of Protection grant any ally DR 5/-
for 1 minute, once
per day.
A small wooden
figurine made in your
image. This gift was
presented to you by
the quartermaster
Wilcer Garms on
Commander Figurine behalf of the soldiers
of Drezen, each of
whom prayed over
the figure, hoping for
your success. Slightly
reduces Abyssal
corruption.

You can throw a flask


of acid as a splash
weapon with a range
increment of 10 feet.
A direct hit deals
10d6 points of acid
Concentrated Acid Flask
damage. Every
creature within 5 feet
of the point where
the acid hits takes 10
point of acid damage
from the splash.
You can throw a flask
as a splash weapon
with a range of 30
feet. Every creature
within 10 feet of the
point where the flask
hits must pass
Fortitude saving
throw (DC 24) or
Corrosive Bomb suffer 6d6 acid
damage. In addition,
the flask leaves an
acid trail in the area
of impact, making
everyone who passes
through it suffer 6d6
acid damage on a
failed Fortitude
saving throw (DC 24).

While this Item is


active, all critical hits
made by you or
Crimson Banner
against you are
automatically
confirmed.

Once per day you


may use this item to
grant your party total
Dark Veil
concealment against
ranged attacks for 1
minute.
This eye of a demon
still holds some
power. Three times
per day you can curse
Demon's Eye the enemy. The
cursed target suffers
a -8 penalty to
Strength and
Constitution.

Summons an Imp
Devil familiar. Imp
Devil, Imp provides a +2 profane
bonus on Trickery
and Stealth checks.

This rod grants you


the ability to modify
up to six spells per
day so that the
energy type of the
damage they deal
changes to unholy.
The modified spell
also becomes
maximized as though
using the Maximize
Spell feat. Greater
Devouring Lust rods can be used
with spells of 9th
level or lower.
Maximize Spell: All
variable, numeric
effects of a spell
modified by this feat
are maximized.
Saving throws and
opposed rolls are not
affected, nor are
spells without
random variables.
This dried hand
grants the owner an
ability to cast the
Dried Hand of Martyr
death ward spell
once per day as a 9th
level Cleric.

free from the control


and start attacking
the owner. This book
has 10 pages, and
each time the owner
uses it to summons a
creature, they
receives one of the
following scrolls
randomly: Scroll of
Angelic Resistance -
+2 racial bonus on
saves against poison
for 1 hour. Scroll of
Demonic Resistance -
You gain a +5
electricity resistance
for 1 hour. Scroll of
Duality of Conjuration and Summoning Abyssal Regeneration
- You gain a +5 fast
healing for 1 hour.
Scroll of Angelic
Knowledge - You gain
a +2 bonus to all
Knowledge and Lore
skill checks for 1
hour. Scroll of
Demonic Intimidation
- You gain a + 2
bonus to Intimidation
skill checks for 1
hour. Scroll of Wings
of Freedom - You
gain a +2 bonus on
saving throws against
ground effects for 1
hour. Scroll of

Whoever drinks this


elixir will
Elixir of Inconceivable Transmutations of
permanently gain a
Body, and Soul, and Also Mind
+2 inherent bonus to
all ability scores.
This rod grants its
wielder the ability to
make up to three
spells they cast per
day empowered, as
though using the
Empower Spell feat.
Regular rods can be
used with spells of
6th level or lower.
Empower Metamagic Rod Empower Spell: All
variable, numeric
effects of an
empowered spell are
increased by half
including bonuses to
those rolls. Saving
throws and opposed
rolls are not affected,
nor are spells without
random variables.
This rod grants its
wielder the ability to
make up to three
spells they cast per
day extended as
though using the
Extend Spell feat.
Regular rods can be
used with spells of
Extend Metamagic Rod 6th level or lower.
Extend Spell: An
extended spell lasts
twice as long as
normal. A spell with a
duration of
concentration,
instantaneous, or
permanent is not
affected by this feat.

The owner of this


quiver can use it to
shoot 30 units of
ammunition every
day. On hit, this
ammunition marks its
targets and creates
Fatal Mark
an invisible bond
among them.
Whenever the
wielder hits a marked
enemy, all other
marked enemies
suffer 2d6 damage.
For 1 hour, the user
gains a +2 alchemical
bonus on saving
throws against mind-
Flayleaf affecting effects and
fatigue. However, the
user also suffers 1
point of Wisdom
ability damage.

The owner can


activate this item
once per day. While
activated, all enemies
in a 10 feet area
around the owner
must pass a Will
saving throw (DC 36)
or suffer a -5 penalty
Francest's Charming Voice
on saving throws
against mind-
affecting spells, -2
penalty on saving
throws against
enchantment school
spells, and become
vulnerable to sonic
damage for 5 rounds.

This item grants its


wielder the ability
deal 10d10 sonic
damage as standard
action to a single
Francest's Mighty Call
target three times
per day. A successful
Fortitude saving
throw (DC 36) halves
the damage.
This figurine of a cat
is engraved with a
name that doesn't fit
its appearance. Once
Grand Owl of Wisdom activated, it grants
the user a permanent
+1 bonus on all skill
checks, and then
vanishes.

This rod grants its


wielder the ability to
make up to three
spells they cast per
day infused with the
primal magical
essence. Those spells
are Maximized and
Grandmaster's Rod
Empowered as
though using
Maximize Spell and
Empower Spell feats,
and ignore spell
resistance and magic
immunity of the
target.
This rod grants its
wielder the ability to
make up to six spells
they cast per day
infused with the
primal magical
essence. Those spells
are Maximized and
Empowered as
though using
Maximize Spell and
Empower Spell feats,
and ignore spell
resistance and magic
immunity of the
target. Maximize
Spell: All variable,
numeric effects of a
Grandmaster's Rod
spell modified by this
feat are maximized.
Saving throws and
opposed rolls are not
affected, nor are
spells without
random variables.
Empower Spell: All
variable, numeric
effects of an
empowered spell are
increased by half
including bonuses to
those rolls. Saving
throws and opposed
rolls are not affected,
nor are spells without
random variables.
This rod grants its
wielder the ability to
make up to six spells
they cast per day
bolstered, as though
using the Bolster
Spell feat. Greater
rods can be used
with spells of 9th
level or lower.
Bolster Spell: Spell
Greater Bolster Metamagic Rod now deals 2 more
damage per die
rolled to all its
targets. Additionally,
all enemies in 5 feet
of the spell targets
are dealt 2 damage
per die rolled of the
original spell. The
spell no longer
applies precision
damage.
This rod grants its
wielder the ability to
make up to three
spells they cast per
day bolstered, as
though using the
Bolster Spell feat.
Greater rods can be
used with spells of
9th level or lower.
Bolster Spell: Spell
Greater Bolster Metamagic Rod now deals 2 more
damage per die
rolled to all its
targets. Additionally,
all enemies in 5 feet
of the spell targets
are dealt 2 damage
per die rolled of the
original spell. The
spell no longer
applies precision
damage.
This rod grants its
wielder the ability to
make up to three
spells they cast per
day empowered, as
though using the
Empower Spell feat.
Greater rods can be
used with spells of
9th level or lower.
Greater Empower Metamagic Rod Empower Spell: All
variable, numeric
effects of an
empowered spell are
increased by half
including bonuses to
those rolls. Saving
throws and opposed
rolls are not affected,
nor are spells without
random variables.
This rod grants its
wielder the ability to
make up to three
spells they cast per
day extended as
though using the
Extend Spell feat.
Greater rods can be
used with spells of
Greater Extend Metamagic Rod 9th level or lower.
Extend Spell: An
extended spell lasts
twice as long as
normal. A spell with a
duration of
concentration,
instantaneous, or
permanent is not
affected by this feat.

This rod grants its


wielder the ability to
make up to three
spells they cast per
day maximized as
though using the
Maximize Spell feat.
Greater rods can be
used with spells of
9th level or lower.
Greater Maximize Metamagic Rod
Maximize Spell: All
variable, numeric
effects of a spell
modified by this feat
are maximized.
Saving throws and
opposed rolls are not
affected, nor are
spells without
random variables.
This rod grants its
wielder the ability to
make up to three
spells they cast per
day extended as
though using the
Persistent Spell feat.
Greater rods can be
used with spells of
9th level or lower.
Persistent Spell:
Whenever a creature
targeted by a
Greater Persistent Metamagic Rod persistent spell or
within its area
succeeds on its
saving throw against
the spell, it must
make another saving
throw against the
effect. If a creature
fails this second
saving throw, it
suffers the full effects
of the spell, as if it
had failed its first
saving throw.
This rod grants its
wielder the ability to
make up to six spells
they cast per day
quickened as though
using the Quicken
Spell feat. Greater
rods can be used
with spells of 9th
level or lower.
Quicken Spell:
Greater Quicken Metamagic Rod Casting a quickened
spell is a swift action.
You can perform
another action, even
casting another spell,
in the same round as
you cast a quickened
spell. A spell whose
casting time is more
than 1 round or 1
full-round action
cannot be quickened.
This rod grants its
wielder the ability to
make up to three
spells they cast per
day quickened as
though using the
Quicken Spell feat.
Greater rods can be
used with spells of
9th level or lower.
Quicken Spell:
Greater Quicken Metamagic Rod Casting a quickened
spell is a swift action.
You can perform
another action, even
casting another spell,
in the same round as
you cast a quickened
spell. A spell whose
casting time is more
than 1 round or 1
full-round action
cannot be quickened.
This rod grants its
wielder the ability to
make up to three
spells they cast per
day reach as though
using the Reach Spell
feat. Greater rods
can be used with
spells of 9th level or
Greater Reach Metamagic Rod lower. Reach Spell:
You can alter a spell
with a range of
touch, close, or
medium to increase
its range by one
range category, using
the following order:
touch, close,
medium, and long.
This rod grants its
wielder the ability to
make up to three
spells they cast per
day reach as though
using the Selective
Spell feat. Greater
rods can be used
with spells of 9th
level or lower.
Selective Spell: When
casting a selective
spell with an area
effect and a duration
of instantaneous, you
can choose a number
Greater Selective Metamagic Rod of targets in the area
equal to the ability
score modifier used
to determine bonus
spells of the same
type (Charisma for
bards, oracles,
paladins, sorcerers,
and summoners;
Intelligence for
witches and wizards;
Wisdom for clerics,
druids, inquisitors,
and rangers). These
targets are excluded
from the effects of
your spell.

Summons a pet
owlcat. Owlcat's
Feral Instincts
Headchomper provide +2 morale
bonus on Perception
and Lore (Nature)
checks.
This torch, while
equipped, grants the
owner's bow a
limning effect.
Additionally, with
each hit it deals
randomly 1d6 of acid,
fire, cold, electricity
or sonic damage.
Limning effect: When
a liming weapon is
Hodo's Torch
wielded, a pale glow
outlines it. On a
successful strike
against a creature
affected by a means
of magical
concealment, the
weapon outlines the
creature in faerie fire
(as per the spell) for
1 round.

You can throw a flask


of Holy Water as a
splash weapon with a
range increment of
10 feet. A direct hit
deals 2d4 points of
holy damage to an
Holy Water undead creature or
an evil outsider. Each
such creature within
5 feet of the point
where the flask hits
takes 1 point of holy
damage from the
splash.
Summons a Jharsygax
familiar. Jharsygax
provides randomly
additional 1d4 cold,
Jharsygax
fire, acid or electricity
damage on a
successful hit with a
weapon.

The owner of this


quiver can use it to
shoot 20 units of
ammunition. This
ammunition deals
Joke of Nature Quiver additional 1d6+5
piercing damage and
on a confirmed
critical hit transforms
the enemy into a
pony for 1 round.

As a swift action, the


bearer of this banner
gives themselves and
all their allies in a 60-
foot range a +2
morale bonus on all
attack and damage
rolls for 7 rounds.
The bearer also gains
Jolly Roger
immunity to fear
effects and a +5
morale bonus on
saves against all
mind-affecting
effects for the same
duration. This ability
can be used 5 times
per day.
This item grants the
wearer +2 morale
bonus on
Concentration
checks, Initiative rolls
Lann's Beads as well as Will saving
throws whenever
Lann is an active
party member. Can
only be equipped by
the player character.

This rod grants its


wielder the ability to
make up to three
spells they cast per
day bolstered, as
though using the
Bolster Spell feat.
Lesser rods can be
used with spells of
3rd level or lower.
Bolster Spell: Spell
Lesser Bolster Metamagic Rod now deals 2 more
damage per die
rolled to all its
targets. Additionally,
all enemies in 5 feet
of the spell targets
are dealt 2 damage
per die rolled of the
original spell. The
spell no longer
applies precision
damage.
This rod grants its
wielder the ability to
make up to three
spells they cast per
day empowered, as
though using the
Empower Spell feat.
Lesser rods can be
used with spells of
3rd level or lower.
Lesser Empower Metamagic Rod Empower Spell: All
variable, numeric
effects of an
empowered spell are
increased by half
including bonuses to
those rolls. Saving
throws and opposed
rolls are not affected,
nor are spells without
random variables.
This rod grants its
wielder the ability to
make up to three
spells they cast per
day extended as
though using the
Extend Spell feat.
Lesser rods can be
used with spells of
Lesser Extend Metamagic Rod 3rd level or lower.
Extend Spell: An
extended spell lasts
twice as long as
normal. A spell with a
duration of
concentration,
instantaneous, or
permanent is not
affected by this feat.

This rod increases the


damage dealt by the
kineticist's simple
energy blasts by 1d6
points and by
kineticist simple
physical blasts by
Lesser Kineticist Rod 1d6+1. Composite
energy blasts instead
deal an additional
2d6 damage, while
composite physical
blasts deal an
additional 2d6+2
damage.
This rod grants its
wielder the ability to
make up to three
spells they cast per
day maximized as
though using the
Maximize Spell feat.
Lesser rods can be
used with spells of
3rd level or lower.
Lesser Maximize Metamagic Rod
Maximize Spell: All
variable, numeric
effects of a spell
modified by this feat
are maximized.
Saving throws and
opposed rolls are not
affected, nor are
spells without
random variables.
This rod grants its
wielder the ability to
make up to three
spells they cast per
day extended as
though using the
Persistent Spell feat.
Lesser rods can be
used with spells of
3rd level or lower.
Persistent Spell:
Whenever a creature
targeted by a
Lesser Persistent Metamagic Rod persistent spell or
within its area
succeeds on its
saving throw against
the spell, it must
make another saving
throw against the
effect. If a creature
fails this second
saving throw, it
suffers the full effects
of the spell, as if it
had failed its first
saving throw.
This rod grants its
wielder the ability to
make up to three
spells they cast per
day quickened as
though using the
Quicken Spell feat.
Lesser rods can be
used with spells of
3rd level or lower.
Quicken Spell:
Lesser Quicken Metamagic Rod Casting a quickened
spell is a swift action.
You can perform
another action, even
casting another spell,
in the same round as
you cast a quickened
spell. A spell whose
casting time is more
than 1 round or 1
full-round action
cannot be quickened.
This rod grants its
wielder the ability to
make up to three
spells they cast per
day reach as though
using the Reach Spell
feat. Lesser rods can
be used with spells of
3rd level or lower.
Lesser Reach Metamagic Rod
Reach Spell: You can
alter a spell with a
range of touch, close,
or medium to
increase its range by
one range category,
using the following
order: touch, close,
medium, and long.
This rod grants its
wielder the ability to
make up to three
spells they cast per
day reach as though
using the Selective
Spell feat. Lesser rods
can be used with
spells of 3rd level or
lower. Selective Spell:
When casting a
selective spell with
an area effect and a
duration of
instantaneous, you
can choose a number
Lesser Selective Metamagic Rod of targets in the area
equal to the ability
score modifier used
to determine bonus
spells of the same
type (Charisma for
bards, oracles,
paladins, sorcerers,
and summoners;
Intelligence for
witches and wizards;
Wisdom for clerics,
druids, inquisitors,
and rangers). These
targets are excluded
from the effects of
your spell.

The owner of this


quiver can use it to
shoot 20 units of
Lesser Sonic Quiver ammunition. This
ammunition deals
additional 2 sonic
damage.

This lockpicker's kit


grants its owner a +1
Lockpicker's Kit I
bonus on all Trickery
skill checks.

This lockpicker's kit


grants its owner a +2
Lockpicker's Kit II
bonus on all Trickery
skill checks.
This lockpicker's kit
grants its owner a +3
Lockpicker's Kit III
bonus on all Trickery
skill checks.

These dice randomly


grant the owner a +1
luck bonus on an
attack or damage roll,
Lucky Dice or to AC during an
enemy's attack, once
per day. This effect
lasts for the whole
day.

This is an
Lyre of the Cursed Bard intermediate step of
relic creation.

This thick tome


contains tips on
health and fitness,
but entwined within
the words is a
powerful magical
effect. If anyone
reads this book, she
Manual Of Bodily Health +2
permanently gains a
+2 inherent bonus to
her Constitution
score. Once the book
is read, the magic
disappears from the
pages and it becomes
a normal book.
This thick tome
contains exercise
descriptions and diet
suggestions, but
entwined within the
words is a powerful
magical effect. If
anyone reads this
Manual of Gainful Exercise +2 book, she
permanently gains a
+2 inherent bonus to
her Strength score.
Once the book is
read, the magic
disappears from the
pages and it becomes
a normal book.

This thick tome


contains tips on
coordination
exercises and
balance, but
entwined within the
words is a powerful
magical effect. If
anyone reads this
Manual of Quickness of Action +2
book, she
permanently gains a
+2 inherent bonus to
her Dexterity score.
Once the book is
read, the magic
disappears from the
pages and it becomes
a normal book.
This rod grants its
wielder the ability to
make up to three
spells they cast per
day maximized as
though using the
Maximize Spell feat.
Regular rods can be
used with spells of
6th level or lower.
Maximize Metamagic Rod
Maximize Spell: All
variable, numeric
effects of a spell
modified by this feat
are maximized.
Saving throws and
opposed rolls are not
affected, nor are
spells without
random variables.
Once per day you can
activate this book.
You roll 1d100 1 - 75:
owner gains a +4
insight bonus to
Intelligence ability
score for 1 hour. 76 -
85: owner gains a +4
insight bonus on
Knowledge (Arcane)
Mhakaracca's Malefic Manuscript and Knowledge
(World) skill checks
for 1 hour. 86 - 95:
owner is affected
with the effect of
confusion spell for
1d4 rounds in the
beginning of the next
combat. 96 - 100:
owner suffers 4
negative levels.

The owner of this


bolt can shoot it to
deal 50 points of
Midnight Bolt damage that can't be
ignored or reduced.
This bolt can not
miss.

It is said that the


delicate petals of this
Midnight Lily rare flower can cure
any disease, natural
or magical.
Once per day the
owner of this silver
mirror can spend a
standard action to
look into it and gain a
+4 bonus to Charisma
ability score for 1
hour. This effect also
grants a competence
Mirror of Beautiful Deceit bonus to attack rolls
and AC equal to the
owner's Wisdom
bonus (if any). If the
owner is wearing the
Cloak of Sweet Lies
when this effect is
activated, it also
heals the owner for
4d8+15 HP.

This cursed scroll is


inscribed in bloody
runes on gnome skin.
Upon reading it, your
whole party gains a
character level (if you
have already gained
some experience
towards the next
Mournful Scroll of Ascendance
level, it carries over).
However, everybody
in the party take
10d6 fire damage.
The scroll doesn't
work for the
characters who have
already reached level
20.
This cursed scroll is
inscribed in bloody
runes on elven skin.
Upon reading it, you
make one target
Mournful Scroll of Despair
creature stunned for
1 round, with no
saving throw, no
matter how powerful
it is.

This cursed scroll is


inscribed in bloody
runes on human skin.
It can be read as a
free action. Upon
reading it, you fully
restore hit points to
all allies within a 30
Mournful Scroll of Exchange feet radius. However,
the caster receives
1d6 damage per
character level (a
successful DC 35
Fortitude saving
throw halves the
damage) and
becomes fatigued.
This cursed scroll is
inscribed in bloody
runes on orc skin.
Upon reading it, you
summon a powerful
ally to help you in
battle until its end.
However, after 4
rounds of combat the
Mournful Scroll of Fury
summoned creature
loses its mind and
starts attacking
random targets. The
type of the
summoned creature
depends on the
caster's character
level.

This cursed scroll is


inscribed in bloody
runes on dwarven
skin. Upon reading it,
the caster grants all
allies within a 30 feet
radius immunity to all
energy damage
except force for 3
Mournful Scroll of Repudiation rounds. After this
effect is gone, the
caster receives 1d6
damage per
character level (a
successful DC 35
Fortitude saving
throw halves the
damage) and
becomes fatigued.
The owner of this
unholy symbol can,
once per day, as a
quick action, cast the
dominate person
spell. The target must
make a successful DC
Nahyndri's Unholy Symbol 30 Will saving throw,
or turn to the
owner's side for 20
rounds. The target
can make additional
saving throws each
next round to break
the spell.

This old grimoire


grants its owner 3
slots for 1 level spells,
2 slots for 2 level
Old Grimoire spells, and 2 slots for
3 level spells for the
wearer's spellcasting
class with the highest
caster level.

This rod grants you


the ability to modify
up to six spells per
day so that the in
Passion's Sweet Poison addition to their main
effect they affect the
target with a
dominate person
spell.
This rod grants its
wielder the ability to
make up to three
spells they cast per
day extended as
though using the
Persistent Spell feat.
Regular rods can be
used with spells of
6th level or lower.
Persistent Spell:
Whenever a creature
targeted by a
Persistent Metamagic Rod persistent spell or
within its area
succeeds on its
saving throw against
the spell, it must
make another saving
throw against the
effect. If a creature
fails this second
saving throw, it
suffers the full effects
of the spell, as if it
had failed its first
saving throw.

Summons a Pipefox
familiar. Pipefox
provides a +3 insight
bonus on Knowledge
Pipefox
(Arcana) and +2
insight bonus on
Perception skill
checks.
While this item is
active, the owner's
animal companion (if
they have one) gets a
+2 insight bonus on
Precious Treat
attack and damage
rolls, as well as saving
throws. However the
wielder suffers -3
penalty to attack.

This potion can


protect you from fire
Protection from Fire
by absorbing first 36
fire damage.

This rod grants its


wielder the ability to
make up to three
spells they cast per
day quickened as
though using the
Quicken Spell feat.
Regular rods can be
used with spells of
6th level or lower.
Quicken Spell:
Quicken Metamagic Rod Casting a quickened
spell is a swift action.
You can perform
another action, even
casting another spell,
in the same round as
you cast a quickened
spell. A spell whose
casting time is more
than 1 round or 1
full-round action
cannot be quickened.
The owner of this
quiver can use it to
shoot 20 units of cold
iron ammunition.
Cold iron ammunition
is known for its
Quiver of Cold Iron Ammunition effectiveness against
demons and fey
creatures. It is forged
at a lower
temperature to
preserve its delicate
properties.

The owner of this


quiver can use it to
shoot 50 units of cold
iron ammunition.
Cold iron ammunition
is known for the
Quiver of Cold Iron Ammunition effectiveness against
demons and fey
creatures. It is forged
at a lower
temperature to
preserve its delicate
properties.
The owner of this
quiver can use it to
shoot 20 units of
cursed ammunition.
Whenever this
ammunition hits an
enemy, it must pass a
Reflex saving throws
(DC 17) or will be
Quiver of Cursed Thorns
entangled by unholy
vine for 1d4 rounds.
Each round enemy
tries to break from
this entanglement, if
this try was
unsuccessful, the
vines deals 1d10
unholy damage.

The owner of this


quiver can use it to
shoot 20 units of
flaming ammunition
Quiver of Flaming Ammunition
per day. Flaming
ammunition deals
additional 1d6 fire
damage on hit.
The owner of this
quiver can use it to
shoot 30 units of
enchanted
ammunition. This
ammunition deals
additional 1d8
bludgeoning damage.
Each time the
Quiver of Forceful Push
projectile hits an
enemy, the enemy
must pass a Fortitude
saving throw (DC 15 +
wielder's STR
modifier) or it will be
pushed back on 5
feet and become
prone.

The owner of this


quiver can use it to
shoot 10 units of holy
ammunition. A holy
ammunition is
imbued with holy
power. This power
makes the weapon
Quiver of Holy Ammunition
good-aligned and
thus bypasses the
corresponding
damage reduction. It
deals an extra 2d6
points of damage
against all creatures
of evil alignment.
The owner of this
quiver can use it to
shoot 20 units of
shock speed
ammunition per day.
Shock ammunition
Quiver of Lightning Ammunition
deals additional 1d6
electric damage on
hit. Using this quiver
increases chances of
critical hit as well as
critical damage.

The owner of this


quiver can use it to
shoot 20 units of
frost speed
ammunition per day.
Frost ammunition
Quiver of Lovers Ammunition
deals additional 2d6
cold damage on hit.
Using this quiver
grants chances to
dominate the target
for 1d6 rounds.
The owner of this
quiver can use it to
shoot 40 units of
ammunition. Though
this ammunition does
not deal any damage,
it marks the target on
a hit, thus all other
companions get
Quiver of Marksman's Aid additional 2 bonus on
each attack against
this enemy. This
effect doesn't affect
the initiator even if
she equips other
quivers or weapons.
Only one creature
can be marked per
encounter.

The owner of this


quiver can use it to
shoot 20 units of
monstrous humanoid
bane ammunition. A
bane ammunition
excels against certain
foes. Against a
Quiver of Monstrous Humanoid Bane
designated foe, the
weapon's
enhancement bonus
is +2 better than its
actual bonus. It also
deals an extra 2d6
points of damage
against such foes.
The owner of this
quiver can use it to
shoot 20 units of
unholy speed
ammunition per day.
This ammunition
deals additional 2d8
Quiver of Rose's Thorns
unholy damage on
hit. Using this quiver
grants chances to
weaken the target for
1d6 rounds as if it
was under Curse of
Weakness spell.

The owner of this


quiver can use it to
shoot 30 units of
ammunition. This
ammunition hits first
enemy as well as two
Quiver of Sacred Vengeance additional enemies,
each of which must
be within 15 feet of
the primary target. It
deals additional 1d6
points of holy
damage.

The owner of this


quiver can use it to
shoot 20 units of
sonic speed
ammunition per day.
Sonic ammunition
Quiver of Ultrasound Ammunition
deals additional 1d3
sonic damage on hit.
The structure of the
ammunition allows
shooting twice as
often.
This rod grants its
wielder the ability to
make up to three
spells they cast per
day reach as though
using the Reach Spell
feat. Regular rods can
be used with spells of
6th level or lower.
Reach Metamagic Rod
Reach Spell: You can
alter a spell with a
range of touch, close,
or medium to
increase its range by
one range category,
using the following
order: touch, close,
medium, and long.
charges are
expended, the rod
becomes useless.
Empower Spell: All
variable, numeric
effects of an
empowered spell are
increased by half
including bonuses to
those rolls. Saving
throws and opposed
rolls are not affected,
nor are spells without
random variables.
Heightened Spell: A
heightened spell has
a higher spell level
than normal (up to a
maximum of 9th
Rod of Magical Affinity
level). Unlike other
metamagic feats,
Heighten Spell
actually increases the
effective level of the
spell that it modifies.
All effects dependent
on spell level (such as
saving throw DCs and
ability to penetrate a
lesser globe of
invulnerability) are
calculated according
to the heightened
level. Bolster Spell:
Spell now deals 2
more damage per die
rolled to all its
targets. Additionally,
This rod grants its
wielder the ability to
change the elemental
damage of up to
three spells they cast
per day to cold
damage. If an enemy
is damaged by an
instant damage spell
cast with this rod,
they must pass a
Reflex saving throw
Rod of Mortiferous Blizzard (DC 13) or become
slowed for 1d4
rounds, as per slow
spell. The affected
enemy emanates a
15-foot aura of frost
for the same
duration. Any enemy
that enters this aura
must pass a Reflex
saving throw (DC 13)
or become slowed
for 1d4 rounds.
This rod grants the
wielder the ability to
cast up to three
spells from
Oracle/Cleric spell list
per day that are
maximized as though
using the Maximize
Spell feat. This rod
can be used with
spells of 6th level or
Rod of Mysticism lower. Only an Oracle
or Cleric can wield it.
Maximize Spell: All
variable, numeric
effects of a spell
modified by this feat
are maximized.
Saving throws and
opposed rolls are not
affected, nor are
spells without
random variables.
Once per day, you
can scribe this rune
on the ground to
create a 50 feet area
which lasts for the
number of minutes
equal to your
character level and
makes all affected
creatures immune to
Rune of Jandelay
movement-impairing
and ground effects.
Chaotic creatures in
the area of a rune of
Jandelay must pass a
Will saving throw (DC
28) or gain 2 negative
levels for as long as
they remain in the
area.

You gain a +5 fast


Scroll of Abyssal Regeneration
healing for 1 hour

You gain a +2 bonus


to all Knowledge and
Scroll of Angelic Knowledge
Lore skill checks for 1
hour.

You gain a +2 racial


bonus on saves
Scroll of Angelic Resistance
against poison for 1
hour.

You gain a + 2 bonus


on Persuasion skill
Scroll of Demonic Intimidation
checks made to
intimidate for 1 hour.

You gain electricity


Scroll of Demonic Resistance resistance 5 for 1
hour.
All your spells from
the Divination school
Scroll of Divination are cast as if you
were 1 level higher
for 1 hour.

You gain an
additional round of
Rage per day
Scroll of Resourceful Rage
permanently. This
effect can be applied
once per creature.

You gain an
additional use of the
Smite Evil ability per
Scroll of Resourceful Smite day permanently.
This effect can be
applied once per
creature.

You gain a +2 bonus


Scroll of Stomping on CMB checks for 1
hour.

You gain a +2 bonus


on saving throws
Scroll of Wings of Freedom
against ground-based
effects for 1 hour.

The owner of this


quiver can use it to
shoot 20 units of
ammunition per day.
Whenever the
wielder of this
ammunition lands a
Seal of Jubilex
hit, the enemy must
pass a Fortitude
saving throw (DC 32)
or be stunned and
become vulnerable
to sonic damage for 3
rounds.
The owner of this
quiver can use it to
shoot 20 units of
ammunition per day.
Whenever the
wielder of this
ammunition lands a
first hit against a new
enemy, the enemy
Seal of Madness must pass a Will
saving throw (DC 32)
or suffer 2d4 ability
damage to
Intelligence (doesn't
affect creatures with
Intelligence lower
than 3) and become
confused for for 3
rounds.
Once per day you
may use this ability to
make all potions used
by your party
empowered and
maximized, as though
using the Empower
Spell and Maximize
Spell feats, for 1
minute. Empower
Spell: All variable,
numeric effects of an
empowered spell are
increased by half
including bonuses to
Secret Ingredient
those rolls. Saving
throws and opposed
rolls are not affected,
nor are spells without
random variables.
Maximize Spell: All
variable, numeric
effects of a spell
modified by this feat
are maximized.
Saving throws and
opposed rolls are not
affected, nor are
spells without
random variables.

These cards can be


activated to predict
the future. While
they are activated,
Seer's Cards you get a +1 insight
bonus to attack and
damage rolls, AC, all
saving throws and
skill checks.
This rod grants its
wielder the ability to
make up to three
spells they cast per
day reach as though
using the Selective
Spell feat. Regular
rods can be used
with spells of 6th
level or lower.
Selective Spell: When
casting a selective
spell with an area
effect and a duration
of instantaneous, you
can choose a number
Selective Metamagic Rod of targets in the area
equal to the ability
score modifier used
to determine bonus
spells of the same
type (Charisma for
bards, oracles,
paladins, sorcerers,
and summoners;
Intelligence for
witches and wizards;
Wisdom for clerics,
druids, inquisitors,
and rangers). These
targets are excluded
from the effects of
your spell.
This unholy symbol
contains the soul of
Nahyndri's long-dead
Archpriest. It grants
the wearer the ability
to take control over
an enemy for 3
rounds once per day.
This ability works like
Shackled Jewel dominate monster
spell, except it can
affect any creature,
even those normally
immune to this spell.
Additionally, all
attacks against the
wearer gain a 20%
miss chance due to
concealment.
essence. Anyone who
drinks this substance
must succeed at a DC
20 Fortitude save or
take 1d6 points of
cold damage and
become nauseated
for 1d3 rounds.
Thereafter, the target
gains 1d10+2 per
character level
temporary hit points
and cold resistance
20. These effects
persist for 1 hour,
during which demons
take a -4 penalty on
saving throws against
Shadowblood the drinker's spells
and spell-like abilities
of the shadow
subschool.
Shadowblood is
exceedingly addictive
and carries some
significant
disadvantages. Each
time a creature takes
a dose of
shadowblood, it must
succeed at a DC 20
Fortitude save or
become addicted. A
creature under the
influence of
shadowblood or
suffering from

The owner of this


token can choose any
skill and rub this
token to get a +5
circumstance bonus
to the chosen skill
Signet of House Vespertilio
checks for 1 hour.
The owner must have
this token equipped
for the duration of
the effect or it will be
dispelled.
This rod grants its
wielder the ability to
make up to three
spells they cast per
day quickened as
though using the
Quicken Spell feat.
Regular rods can be
used with spells of
6th level or lower.
Each time the wielder
kills a living creature
using boneshaker,
vampiric touch,
boneshatter or
exsanguinate spell,
Skeletal Finger the rod recovers one
daily use. This effect
can be activated up
to three times per
day. Quicken Spell:
Casting a quickened
spell is a swift action.
You can perform
another action, even
casting another spell,
in the same round as
you cast a quickened
spell. A spell whose
casting time is more
than 1 round or 1
full-round action
cannot be quickened.

Summons a tiny pet


sovereign dragon.
Sovereign Dragon's
Great Wisdom
provides +1 morale
Sovereign Dragon
bonus on Knowledge
(world), Knowledge
(arcana), Lore
(nature) and Lore
(religion) checks.
You can throw a flask
as a splash weapon
with a range of 30
feet. Every creature
within 5 feet range of
the point where the
flask lands must pass
a Fortitude saving
Stinky Bomb
throw (DC 46) or
become unconscious
due to the smell for
1d3 rounds. On a
successful saving
throw creature
becomes sickened for
1 round.

You can throw a flask


as a splash weapon
with a range of 30
feet. Every creature
within 5 feet of the
Stun Bomb point where the flask
hits must pass
Fortitude saving
throw (DC 24) or be
stunned for 1d3
rounds.
This dwarven tankard
allows its owner
summon Azata under
a Haste effect once
per day. At 7th level
the owner can
summon a single
Lillend Azata, at 9th
level it summons one
Lillend Azata and two
Advanced Bralani
Azatas, and at 11th
Tankard of Free Spirit
level it summons one
Lillend Azata, two
Advanced Bralani
Azatas, and a Ghaele
Azata. If the owner of
this dwarven tankard
is on the azata
Mythic Path, the
summoned Azatas
are additionally
affected by the
Heroism spell effect.
This scale allows you
to restore life to a
deceased party
member. A raised
creature has a
number of hit points
equal to its current
HD. This ability also
removes the death's
door condition.
Coming back from
the dead is an ordeal.
The subject of the
ability gains two
permanent negative
Terendelev's Scale levels when it is
raised, just as if it had
been hit by an
energy-draining
creature, thought it
can not gain a
number of negative
levels equal to or
greater than its total
Hit Dice this way. A
creature whose
permanent negative
levels already equal
its Hit Dice cannot be
brought back to life
through raise dead.

This is an
The Colorless One's remains intermediate step of
relic creation.

This symbol of
Iomedae, when
placed on the belt,
emits a holy aura. All
party members in 30-
feet area get a +2
bonus to caster level
The Covenant of the Inheritor
checks made to
overcome spell
resistance. Their
weapons become
Good-aligned and
count as if they were
made of cold iron.
Summons a pet cat.
Cat's Feral Instincts
provide +2 morale
Tiger
bonus on Perception
and Lore (Nature)
checks.

This heavy book


contains instruction
on improving
memory and logic,
but entwined within
the words is a
powerful magical
effect. If anyone
Tome of Clear Thought +2 reads this book, she
permanently gains a
+2 inherent bonus to
her Intelligence
score. Once the book
is read, the magic
disappears from the
pages and it becomes
a normal book.
This ponderous book
details suggestions
for persuading and
inspiring others, but
entwined within the
words is a powerful
magical effect. If
anyone reads this
Tome of Leadership and Influence +2 book, she
permanently gains a
+2 inherent bonus to
her Charisma score.
Once the book is
read, the magic
disappears from the
pages and it becomes
a normal book.

This thick book


contains tips for
improving instinct
and perception, but
entwined within the
words is a powerful
magical effect. If
anyone reads this
Tome of Understanding +2 book, she
permanently gains a
+2 inherent bonus to
her Wisdom score.
Once the book is
read, the magic
disappears from the
pages and it becomes
a normal book.
Once per day his
statuette allows the
owner to summon a
temporary
Triceratops animal
companion if the
Triceratops Statuette
owner don't have
animal companion. It
uses the owner's
character level minus
4 as the effective
druid level.

This token grants its


wearer a +2
circumstance bonus
to Charisma and a +5
Trusted Friend circumstance bonus
to Persuasion skill
checks. Only the
Knight Commander
can equip it.
For 5 rounds you gain
25 temporary hit
points, but each of
these rounds you
receive 1d8 damage.
Whenever you
receive damage from
any source while
under this effect, you
gain 1 mind bomb
Vile Ichor of Brain Worms
charge. When the
duration of this effect
ends, you lose all
mind bomb charges,
and send an energy
wave dealing all
creatures in 30 feet
range 1d8 force
damage per charge
spent.

For 5 rounds all your


melee attacks deal
Vile Ichor Of Burning Horns double damage, but
each round you take
2d8 fire damage.

For 3 rounds you


become immune to
acid. For the
duration, whenever
you make a melee
Vile Ichor of Caustic Mucus attack, it deals 6d6
acid damage to every
enemy within 30 feet
radius (DC 30 Reflex
saving throw to halve
the damage).
This potion restores
all your HP, ability
damage and ability
drain. It also dispels
all magic effects
giving you penalty to
ability scores,
Vile Ichor of Dark Rebirth
neutralizes all
diseases and poisons,
removes fatigue and
exhaustion, as well as
insanity, confusion
and other mind-
affecting effects.

Two next attacks you


land will result in
critical hits. Until
Vile Ichor of Deadly Pincers
these attacks are
made, you gain a +5
bonus to AC.

For 1 minute you gain


a +8 bonus to all
ability scores and
Vile Ichor of Enormous Bones
become immune to
mind-affecting
effects.

For 5 rounds, each


time your attack
misses, you gain a
Vile Ichor of Eyes Innumerable
stacking +1 bonus on
all attack rolls until
the end of this effect.
For 3 rounds you gain
a +6 bonus to all
ability scores, a +5
bonus to AC and a +5
bonus on all attack
rolls. You also gain
hardness 10 (works
identical to DR 10/-,
Vile Ichor of Horrifying Splendor except it stacks with
any other DR you
might have). When
this effect ends, you
must make a
successful Fortitude
saving throw (DC 25)
or become stunned
for 1 round.

You gain a +3 bonus


to AC, and every
saving throw you
make automatically
Vile Ichor of Protective Slime
succeeds. This effect
lasts for 1 minute, or
until you've made 3
saving throws.

For 3 rounds all your


attacks have their
Vile Ichor of Razor Claws
critical range
increased by 3.

You become immune


to all damage for 3
rounds. After that
you receive 10d10
Vile Ichor of Rotting Carapace negative energy
damage (a successful
DC 35 Fortitude
saving throw halves
the damage).
For 3 rounds, you
gain DR N/-, where N
Vile Ichor of Rugged Scales
is equal to your
character level.

For 5 rounds all your


attacks have their
Vile Ichor of Stinging Tentacles
critical multiplier
increased by 1.

Until the end of


combat, you gain 5
Vile Ichor of Stringy Sinew
temporary HP per
your character level.

For one minute you


are protected from
death. If you die
Vile Ichor of Undying Mold under this effect, you
immediately come
back to life with 50
hit points.

This wand of odd


miracles has 3
charges that are
restored on the rest.
Whenever the
wielder uses this
wand, one of the
following spells is
Wand of Odd Miracles cast: daze, elemental
assessor, feeblemind,
hideous laughter,
nature's exile,
rainbow pattern,
scintillating pattern,
touch of
gracelessness, waves
of ecstasy, or weird.
This wand summons
an extraplanar
Wand of Summon Monster Zero
murder pony to your
side once per day.

This wand allows its


wielder to cast finger
of death spell as a
17th level wizard. If
the wielder is a Lich,
spell cast from this
wand ignore any spell
Wand of Zacharius
resistance the target
might have and also
require two
successful
consecutive saving
throws instead of
one.

This wand allows its


wielder to cast finger
of death spell as a
20th level wizard.
The spell cast from
this wand is
empowered, as if
using the Empower
Wand of Zacharius
Spell feat, ignores
any spell resistance
the target might
have, and requires
two successful
consecutive saving
throws instead of
one.
Desc
This is a +1 cold iron ghost touch weapon.

This is a +3 brilliant energy heartseeker weapon. This weapon can tear the soul of a
living enemy: whenever it lands a hit, it deals additional 1d6 force damage.

This is an intermediate step of relic creation.


Whenever the wielder of this +5 unholy bardiche lands five killing blows, they can
target an enemy. The chosen enemy suffers a -4 penalty to AC for 1 minute. After the
ability is used, kill counter is reset to zero.
This +5 holy bardiche grants its wearer a +2 circumstance bonus on attack and
damage rolls against enemies with ranged weapons.

Whenever this +1 bardiche lands a hit on a medium or smaller creature, the target
must pass a Fortitude saving throw (DC 17) or suffer additional weapon damage.

Whenever the wielder of this +3 weapon lands a hit, it scorches the enemy a bit.
When the number of scorches reaches 3, they begin to glow, granting anyone a +2
bonus to attack against such creatures. If the number of scorches reaches 5, the
enemy starts bleeding and these scorches become tainted. The affected creature
suffers 1d4 unholy damage for each scorch.

This +3 weapon works the best in the hand of a person who likes to think and plan
ahead. It uses an Intelligence modifier as a damage bonus; you also use your
Intelligence bonus for attacks instead of Strength.
Whenever this +1 cold iron bardiche confirms a critical hit, it deals an additional 1
damage to Constitution.

This +3 weapon was made for a commander who didn't like to be in the front line.
Whenever the wielder of this weapon casts a breath of life spell on an ally, the
chosen ally gets +2 bonus to AC, attack, and damage for 1 round.

Whenever the wielder of this +5 flaming burst weapon lands a first hit against a new
enemy, the enemy must pass Fortitude saving throw (DC 32) or catch on cursed fire
which makes it unable to cast spells for 1d3 rounds.

Whenever the wielder of this +5 vicious weapon lands a consequent hit in a full-
round attack, it deals additional damage equal to the number of hits multiplied by 3.

Whenever the wielder of this +5 axiomatic weapon lands a hit against a new enemy,
it marks it with "Obedience". Such mark can only be on 1 target at a time. If the
bearer of this mark tries to attack the owner of the weapon, it must pass a Will saving
throw (DC 29) or suffer -3 penalty on attack rolls and a -8 penalty on damage rolls for
2 rounds.

This is an intermediate step of relic creation.


This +3 bardiche deals additional 2d6 slashing damage on hit against bleeding or
helpless enemies.
Whenever the wielder of this +2 mithral bastard sword confirms a critical hit with it,
it restores 1d8+5 hp to the wielder. It can be wielded only by lawful good, lawful
neutral or neutral good characters.
This +5 living bane bastard sword has its base damage increased to 1d20 instead of
1d10.
Whenever the wielder of this +5 icy burst bastard sword lands an attack of
opportunity, the enemy must pass a Reflex saving throw (DC 30) or become
entrapped in ice paralyzing it for 1 round.
Whenever the wielder of this +5 furious bastard sword lands a killing blow, it casts
Greater Shout as a 18th level wizard immediately afterwards.
This is an intermediate step of relic creation.
While wielding this +2 radiant weapon, whenever you confirm a critical hit you
absorb part of magical essence, dispelling one random spell up to 5th level on the
target.
Whenever this +2 battleaxe lands a hit, the target must pass a Fortitude saving throw
(DC 17) or suffer 1d3 Constitution ability damage.

Once per encounter whenever the wielder of this +2 weapon is paralyzed, staggered,
stunned, petrified or entangled, they suffer the weapon's damage and immediately
remove such effect. This weapon also has an 18-20 critical threat range.

This +3 adamantine battleaxe gives its wielder a +3 competence bonus to attack rolls
on the attacks of opportunity. If equipped together with the Guardian's shield, this
bonus is increased to +6, and on a successful hit an attack of opportunity made with
it deals additional 2d6 damage.

Whenever this +1 cold iron battle axe confirms a critical hit, all creatures in 10 feet
area have to make a successful Reflex saving throw or suffer 3d6 cold damage.

This +3 Freezing weapon is sheathed in a terrible, icy cold that deals an extra 2d6
points of cold damage on a successful hit.

Whenever the wielder of this +4 corrosive burst battleaxe confirms a critical hit, it
deals x4 damage instead of the normal x3, and weakens the enemy, making it suffer
a -3 penalty to Strength and Constitution scores for 2 rounds. Whenever this effect
occurs, the wielder must pass an Athletics check (DC 37) or the axe will be stuck,
making melee attacks unavailable for the next round.

While you are wielding this +2 corrosive burst weapon, you have a +3 bonus to attack
rolls when performing an attack of opportunity. Your critical threat range is doubled.
If you successfully land an attack of opportunity, the enemy must pass a Fortitude
saving throw (DC 17) or become paralyzed for one round. When you are hit by an
enemy's attack of opportunity, the enemy must pass a Reflex saving throw (DC 15) or
suffer 2d6 acid damage.

Whenever this +3 flaming mithral battleaxe confirms a critical hit, the resulting sparks
have a chance to ignite enemies around with a sacred fire. All enemies within a 10
feet range must pass a Reflex saving throw (DC 23) or suffer 1d6 holy damage for 1d4
rounds.
Whenever this +3 battle axe lands a hit on an enemy, the enemy must pass a Reflex
saving throw (DC 20) or suffer -1 penalty to attack rolls until the end of the combat.
This penalty stacks up to -5.

Whenever the wielder of this +4 corrosive burst club confirms a hit against an enemy,
the target becomes covered in acid, suffering 1d6 acid damage per round for 1d4
rounds. If the wielder confirms a critical hit, the enemy instead suffers 1d10 acid
damage per round for 2d3 rounds. Multiple applications of this effect don't stack, the
stronger effect replaces the weaker one.

This is an intermediate step of relic creation.


This +1 club has nails that deal additional 1d3 piercing damage per hit.

This +3 weapon deals 2d6 damage instead of standard weapon damage, the type of
damage is bludgeoning, piercing and slashing simultaneously. On a critical hit it hits
so hard that enemy would need to pass Fortitude saving throw (DC 20) each time it
tries to attack, or become unable to attack for one round. This effect lasts 1d3
rounds.

Whenever the wielder of this +3 greater corrosive club kills an enemy, it summons a
huge Earth Elemental for 2d3 rounds.

Whenever the wielder of this +3 vicious weapon lands a hit on an enemy who doesn't
wield any weapon, it must pass a Fortitude saving throw (DC 21) or for one round its
claws or other natural weapons are deformed, thus suffering -6 damage per attack
with natural weapons. If it lands a hit on an enemy wielding a weapon, the enemy
should pass the same saving throw but suffer -2 penalty to attack for one round.

While wielding this +2 speed weapon you can never be flat footed. If you kill using
this weapon, you become immune to all eyesight effects for 1d4 rounds. Its tiny eyes
are moving, constantly searching for prey.
This +5 speed elder caustic dagger allows its wearer to cast poison breath spell 3
times per day as a 20th level druid.
Once a round, when this +1 dagger lands a hit on an enemy, it deals them 1
Constitution ability damage. This power can't lower the target's Constitution ability
score below 5.

Whenever the wielder of this +5 cruel bleed dagger lands a first hit against a new
enemy, that enemy must pass a Fortitude saving throw (DC 30) or become vulnerable
to Piercing damage for 2 rounds.

This +2 dagger grants the wielder an ability to use the Curse of Undead ability 3 times
per day. Curse of Undead: All living enemies in 30-feet area must pass a Will saving
throw (DC 24) or start slowly turning into the undead. Each turn the affected
creature takes 1d4 Constitution damage. Positive energy and cure spells hurt it, like it
was undead.

Each time the wielder of this +5 dagger lands a hit with it after hitting the same
target with the Soft Cut dagger, the enemy suffers additional 2d6 + STR modifier
slashing damage. If this weapons deals damage against a prone or paralyzed creature
first time in a round, it deals double the weapon damage.
Whenever the wielder of this +2 cold iron dagger casts a spell with force descriptor, it
deals additionally 2 force damage per dice rolled.

This is a +3 cold iron dagger that was used in weird rituals and is still thirsty for blood.
While the wielder of the dagger is in combat, each time someone dies, the dagger
increases its potency. The wielder can use its power to make any spell empowered,
as though using the Empower Spell feat. Each usage spends one potency. Empower
Spell: All variable, numeric effects of an empowered spell are increased by half
including bonuses to those rolls. Saving throws and opposed rolls are not affected,
nor are spells without random variables.

This +2 dagger allows the wielder to make two additional attacks during a full attack
action. This effect doesn't stack with the effect of the haste spell.

This +5 shock dagger grants its wielder a +5 competence bonus on Use Magic Device
skill checks and a +4 competence bonus on touch attack rolls.

This +5 living bane dagger deals additional 4d6 piercing damage to bleeding enemies
on a successful hit. In addition, whenever the wielder delivers a Coup de Grace, they
gain a +2 morale bonus on attack and damage rolls for 1 round.

This +1 dagger adds +1 to the DC for all saving throws against spells from the
evocation school the wielder casts.
This +2 cold iron dagger has an increased critical multiplier of x3.
This is a +5 caustic dagger.
Whenever this +1 cold iron dagger confirms a critical hit, the target becomes blind for
1 round.
This +5 dagger deals 1 slashing damage instead of 1d4 piercing damage. However,
when dual-wielded along with the Deep Rip dagger, Soft Cut activates its additional
power.

This weapon, skillfully forged from bright steel, is a +1 dagger. It is good-aligned and
thus bypasses the corresponding damage reduction. On the sheathe, the name of the
former owner is imprinted: "Sosiel Vaenic".

This item grants its wearer Deadly Magic ability. If the wearer already has Deadly
Magic, it grants them two additional uses. In addition, once per day, whenever the
wearer's health falls below 0, it is restored to a maximum. Can only be equipped by a
Lich.

This +3 corrosive dart allows its wielder to poison enemies on a hit, making them
slowed and sickened for 3 rounds if they fail a Fortitude saving throw (DC 22). On a
successful saving throw, the enemy becomes immune to this poison.

Whenever this +1 dart confirms a critical hit on an enemy, the target must make a
successful Fortitude saving throw (DC 13) or be poisoned. The poison deals 1d3
Constitution damage per round for 3 rounds. Poisoned creatures can make a
Fortitude save each round to negate the damage and end the affliction.
Whenever the wielder of this +2 dart confirms a critical hit with it, the enemy
becomes flat-footed for 1 round.
This +4 thundering dart deals sonic damage instead of piercing damage. On a critical
hit, it deals 1d6 sonic damage per two caster levels of the wielder to all enemies in 15
feet area.

Whenever the wielder of this +4 vicious double axe lands a killing blow on an enemy,
all enemies in a 15 feet area suffer 4d6 sonic damage and become frightened for 1
round. Successful Will saving throw (DC 27) halves the damage and negates fear.

Whenever this +3 double axe lands a hit with its head, if the next attack with the tail
also lands a hit, it deals additional 1d12 slashing damage.
Whenever the wielder of this +5 nullifying double axe lands a critical hit, the enemy
must must pass a Will saving throw (DC 30) or become unable to cast spells for 2
rounds.
This +1 cold iron orc double axe deals additional 1 cold damage with one end and 1
sonic damage with the other.
This +5 keen anarchic double sword has its critical range increased to 18-20. It also
allows its wielder to automatically confirm critical hits against enemies of neutral
alignments.

Whenever the wielder of this +3 mithral double sword lands a hit on an enemy, the
target must pass a Reflex saving throw (DC 23) or suffer ability damage: one blade
deals 1d3 damage to Strength, while the other deals 1d3 damage to Constitution.
This effect can't lower an ability below 7.

Whenever the wielder of this +5 frost double sword hits a new Medium or smaller
enemy for the first time, the enemy suffers additional 2d6 cold damage. Whenever
the wielder hits a new Large or bigger enemy for the first time, the enemy must pass
a Fortitude saving throw (DC 30) or be surrounded with a frost aura, making all other
enemies in a 15 feet radius become vulnerable to cold damage for 3 rounds.

Whenever the wielder of this +5 bleed icy burst dueling sword confirms a critical hit,
the enemy must pass a Fortitude saving throw (DC 31) or become unable to attack
with weapons for 2 rounds.
Whenever the wielder of this +2 cold iron dueling sword confirms a critical hit with it,
the target become sickened for 1d4 rounds.

This +4 anarchic dueling sword allows its wielder to add half their rank in Mobilty skill
as a bonus to damage rolls on critical hits and attacks of opportunity.

This +3 brilliant energy dueling sword grants its wielder a +2 luck bonus to CMD and a
+2 luck bonus to CMB.
This +4 dragon bane dwarven waraxe doubles any insight bonus to attack and
damage the wielder might have.
This +1 dwarven waraxe deals additional 1d3 acid damage on a hit.
While the wielder of this +3 dwarven waraxe is wielding a second weapon in another
hand, whenever they confirm a critical hit with it, they also make an additional attack
with the second weapon.
Whenever this +3 thundering dwarven waraxe is wielded by a dwarf, it grants the
wielder a +2 inherent bonus to AC and a +1 inherent bonus on attack rolls.

This +3 earth breaker was forged in Abyss and can be wielded only by evil or chaotic
creatures. Whenever this weapon lands a hit on an enemy, the enemy must pass a
Fortitude saving throw (DC 26) or be consumed in an abyssal flame for 1d4 rounds.
This fire deals 1d6 unholy damage and 1 damage to Strength each round. Multiple
applications of this effect don't stack.

This +5 undead bane earthbreaker has x4 critical multiplier instead of x3. Its wielder
can cast the horrid wilting spell 3 times per day as a 15 level wizard.
This +4 holy earthbreaker allows its wielder to cast greater dispel magic at will as a
wizard of level equal to the wielder's character level.
Whenever this +3 earthbreaker confirms a critical hit, all creatures in a 10 feet range
have to pass a Fortitude saving throw (DC 23) or be pushed away for 10 feet and
become prone for 1 round.

Whenever the wielder of this +2 adamantine earth breaker confirms a critical hit with
it, all creatures in a 10 feet range, except for the wielder, have to pass a Reflex saving
throw (DC 17) or become prone and unable to stand up for 1d3 rounds.

Whenever this +2 necrotic earthbreaker confirms a critical hit on an enemy, the


enemy must pass a Fortitude saving throw (DC 16) or suffer 2 Strength ability
damage.

Whenever the wielder of this +5 ultrasound earthbreaker lands a killing blow, he


deals sonic damage equal to his ranks in Athletics skill to all adjacent enemies.
Successful Reflex save (DC 30) halves the damage.

This +4 shock elven curve blade deals additional 2d6 slashing damage against blinded
enemies. Whenever the wielder of this blade lands their first hit in a round, the
enemy must pass a Will saving throw (DC 27) or become blinded for 1 round.

This +5 cruel elder corrosive burst elven curve blade grants its wearer a +2
circumstance bonus on attack and damage rolls against exhausted enemies.

This +4 shock elven curve blade deals additional 2d6 slashing damage against blinded
enemies. Whenever the wielder of this blade lands the first hit in a round, the enemy
must pass a Will saving throw (DC 27) or become blinded for 1 round.

Whenever this +3 keen elven curve blade confirms a critical hit, the enemy must pass
a Will saving throw (DC 22) or be fatigued for 1d3 rounds. After a confirmed critical
hit, the wielder gets +1 bonus to all saving throws until the end of the combat. The
effects of multiple applications of this ability stack.

Whenever this +3 keen elven curve blade misses an attack, the next attack made with
it gains a +3 bonus on the attack roll. Multiple applications of this bonus stack until
the weapon lands a hit.
Whenever this +3 keen estoc confirms a critical hit on an enemy, the target suffers a
stacking -2 penalty on attack rolls, saving throws, and skill checks until the end of the
combat.
This +5 agile brilliant energy estoc grants its wielder a +2 bonus to DC on Evocation
school spells.

This +1 cold iron estoc deals an additional 1d3 positive energy damage on a hit.

This +5 speed shock estoc grants its wielder a +5 bonus on Initiative rolls.
Whenever this +1 speed estoc confirms a critical hit on an enemy, the wielder gets +2
morale bonus to Dexterity, and each attack they make deals additional 1d4 piercing
damage, for 2d3 rounds.

Whenever the wielder of this +4 cruel bleed falcata is engaged in melee with a single
enemy and there are no other enemies in a 15 feet range, the enemy gets a -2
penalty on attack rolls and saving throws.

This +2 falcata grants its wearer a +5 morale bonus on all Persuasion checks.
Whenever the wielder uses Dazzling Display, all affected enemies suffer 1d8 sonic
damage.
This +5 vicious sacrificial falcata allows its wearer to deal additional 3d6 slashing
damage against Medium and smaller enemies on hit.

This +3 unholy falcata was corrupted by demons. It feeds on fear. Whenever it lands
a hit on a shaken or frightened enemy, the target must pass a Fortitude saving throw
(DC 22) or become prone for 1 round and suffer 1d12 negative energy damage.

This +1 falcata grants its wearer a +2 bonus on attack rolls for all touch attacks.

Whenever the wielder of this +5 elder flaming falchion confirms a critical hit against
an enemy armed with a shield, that enemy suffers a -4 penalty to AC for 3 rounds.

Whenever this +2 holy falchion confirms a critical hit, all evil creatures in the 15-feet
area must pass a Will saving throw (DC 20) or be confused for 1d4 rounds and suffer
1d4 holy damage each round.
Whenever this +2 cold iron falchion lands a hit on a creature that is under any Hex
effect, it deals additional weapon damage.

This +5 thundering falchion grants its wearer a +5 competence bonus to CMB.


Whenever the wielder of this falchion succeeds at Sunder Armor maneuver, they get
a +1 circumstance bonus to AC for 1 round. In addition, whenever the wielder
attempts a Cleave action, they don't get the regular -2 penalty to AC.

Whenever this +4 bleed falchion confirms a critical hit on an already bleeding enemy
whose Hit Points are below 80 - it instantly kills the enemy.

This +4 cruel vicious fauchard grants its wielder one extra attack for every fifth hit.
This weapon is a +2 evil outsider bane fauchard. If the wielder of this weapon has a
good alignment, this fauchard grants them a +3 bonus on damage rolls against non-
good creatures and becomes good-aligned.

Whenever the wielder of this +5 radiant nullifying fauchard successfully charges an


enemy, they gain spell resistance equal to 11 + their character level for 3 rounds.

This +3 weapon deals 2d6 damage instead of standard weapon damage, the type of
damage is bludgeoning, piercing and slashing simultaneously. On a critical hit it hits
so hard that enemy would need to pass Fortitude saving throw (DC 20) each time it
tries to attack, or become unable to attack for one round. This effect lasts 1d3
rounds.

The wielder of this +4 flail is under a constant effect of the cloak of dreams spell, as if
it was cast by a 15th level wizard. Actually, it gives +15 caster levels to the spell,
making it much easier to cast a 24 hour version
This +2 speed radiant flail grants its wielder a +4 attack bonus on a first attack against
a new demon.
Whenever the wielder of this +2 mithral flail confirms a critical hit with it, it restores
1d6 hp to the wielder. It can be wielded only by chaotic evil, chaotic neutral or
neutral evil characters.
This is an intermediate step of relic creation.
Whenever this +1 flail confirms a critical hit, it deals additional 1d6 positive energy
damage.
This +2 flail deals silver damage.

Whenever the wielder of this +3 vicious weapon lands a hit on an enemy who doesn't
wield any weapon, it must pass a Fortitude saving throw (DC 21) or for one round its
claws or other natural weapons are deformed, thus suffering -6 damage per attack
with natural weapons. If it lands a hit on an enemy wielding a weapon, the enemy
should pass the same saving throw but suffer -2 penalty to attack for one round.

While wielding this +2 speed weapon you can never be flat footed. If you kill using
this weapon, you become immune to all eyesight effects for 1d4 rounds. Its tiny eyes
are moving, constantly searching for prey.

Whenever the wielder of this +5 adamantine anarchic unholy bleed glaive lands a hit
against a good-aligned creature or a devil, that creature must pass a Fortitude saving
throw (DC 38) or become unable to heal or receive healing for 1d3 rounds.

Whenever this +3 thundering glaive confirms a critical hit, all creatures in a 15 feet
radius must pass a Fortitude saving throw (DC 17) or suffer 2d8+4 sonic damage and
become prone for 1 round. A successful saving throw halves the damage and negates
being knocked prone.

A glaive popular among Baphomet's warriors. Touching the handle is enough to


sense the latent evil within this weapon.
This +5 unholy glaive deals additional 6d6 unholy damage on a successful charge. If
this charge results in a killing blow, it summons one CR 19 gallu to fight alongside you
for 1 minute.
This weapon is a +5 adamantine glaive. Whenever it is used to attack an evil-aligned
creature, it grants the wielder a +5 bonus to the attack roll and deals additional 2d10
slashing damage on hit. Whenever it lands a hit, the target suffers a stacking -1
penalty to AC until the end of combat. The wielder suffers a -6 penalty to Charisma
ability score. Whenever the wielder makes an attack with this weapon, it deals them
1d6 slashing damage.

Whenever this +1 glaive lands a hit on a new enemy for the first time, the target
receives 1d6 negative damage, and all other enemies in a 15 feet radius must pass a
Will saving throw (DC 17) or become frightened for one round.

This weapon is a +5 adamantine glaive. Whenever the wielder uses it to attack an evil
creature, it grants a +5 bonus to the attack roll, and deals additionally 1d12 slashing
damage on hit. Whenever this weapon lands a hit, it inflicts a -1 penalty to AC until
the end of combat. This penalty stacks up to -5. The wielder takes a -3 penalty to
their Charisma ability score.

Whenever the wielder of this +3 adamantine glaive kills the target with it, it
summons a demon till the end of the fight. Only one demon can be summoned per
fight. If the demon was already summoned, every subsequent kill heals it for 1d8+5
HP and gives it a stacking +1 bonus on attack rolls. Depending on the HD of the killed
enemy, the summoned demon could be a Babau, a Marilith or a Balor. This weapon
cannot be wielded by lawful good characters.

This +3 adamantine glaive grants you +2 additional daily uses of Lay on Hands, Fervor
and Channel Energy class abilities, if you possess them (applied after a rest).

While you are wielding this +3 adamantine glaive, your mount gets a +3 bonus on all
saving throws and a +3 bonus to CMD.
Whenever the wielder of this +4 holy glaive has their maximum amount of hit points,
their first successful attack every round deals additional 2d6 damage to all enemies
adjacent to the target.

Whenever this +5 anarchic greataxe confirms a critical hit, it also deals its normal
weapon damage to all creatures in melee range, including the wielder and their
allies.
Whenever this +1 cold iron greataxe lands a hit on an enemy, the enemy must pass a
Fortitude saving throw (DC 10) or become prone for 1 round.
While wielding this +2 radiant weapon, whenever you confirm a critical hit you
absorb part of magical essence, dispelling one random spell up to 5th level on the
target.
Whenever the wielder of this +5 furious bleed greataxe lands a killing blow, he gains
fast healing 10 for 3 rounds.

Once per encounter whenever the wielder of this +2 weapon is paralyzed, staggered,
stunned, petrified or entangled, they suffer the weapon's damage and immediately
remove such effect. This weapon also has an 18-20 critical threat range.
This is an intermediate step of relic creation.
Each time this +2 thundering greataxe lands a hit on an enemy, the enemy must pass
a Fortitude saving throw (DC 20), or the next attack against this enemy deals an
additional 5 slashing damage.

While you are wielding this +2 corrosive burst weapon, you have a +3 bonus to attack
rolls when performing an attack of opportunity. Your critical threat range is doubled.
If you successfully land an attack of opportunity, the enemy must pass a Fortitude
saving throw (DC 17) or become paralyzed for one round. When you are hit by an
enemy's attack of opportunity, the enemy must pass a Reflex saving throw (DC 15) or
suffer 2d6 acid damage.

The wielder of this +5 adamantine greataxe can use a standard action to make a
melee attack against any enemy with a 30 feet range. If that attack hits, the target
must make a successful Fortitude save (DC 30) or become prone.

This +1 greatclub grants its wielder a +1 bonus on attack rolls against undead
creatures.
Whenever the wielder of this +2 greatclub lands a hit against a new target with it for
the first time, the next successful attack against the same target deals additional 2d6
damage.

Whenever the wielder of this +5 incinerating disruption greatclub lands a hit on an


undead enemy, the enemy suffers from holy flame for 3 rounds. Holy flame deals 1d6
holy damage per round, applies a -2 penalty on all saves and also applies -20 penalty
on saves against disruption effect. In addition, this greatclub grants its wielder a +12
competence bonus on Lore (Religion) skill checks.

Whenever this +3 corrosive greatclub confirms a critical hit or kills an enemy,


enemies in 15-feet area must pass a Fortitude saving throw (DC 25) or will suffer 2d6
piercing damage as little bugs are awakened and leave this rotten greatclub.

Whenever the wielder of this +5 anarchic greatclub successfully charges an enemy,


all other adjacent creatures suffer 2d6 bludgeoning damage and the main target
must pass a Reflex saving throw (DC 28) or become stunned for 1 round.

This +5 vicious oversized greatsword deals additional 6d6 slashing damage to


enemies below 30% of their maximum Hit Points.

This +3 living bane greatsword grants it wielder a +5 bonus on saving throws against
Necromancy school spells but reduces their maximum HP by 20 while equipped.

A simple but robust Kellid greatsword. A drop of blood glistens on the scratched
black blade. There is an engraving on the iron handle: "I am the Weapon. I wound
all." A dire curse lies on the sword, but your mythical powers have weakened it and
made the weapon safe for its user... more or less.

Whenever the wielder of this +3 furyborn greatsword is under a rage effect, she
doesn't suffer from its usual -2 penalty to AC.
Whenever the wielder of this +3 holy greatsword confirms a critical hit, the enemy
loses the ability to make attacks of opportunity for 1 round and suffers a -5 penalty to
Athletics skill checks and a -2 penalty to Reflex saving throws. Multiple applications of
this effect do not stack.

Whenever the wielder of this +2 mithral greatsword lands a hit with it, the enemy
must pass a Fortitude saving throw (DC 15) or be blinded for one round.

This +3 greatsword is merged with Numerian technology. Once per day the wielder
can activate one of five enhancements for a number of rounds equal to half the
wielder's level. Fiber Muscles: The primary subject of fiber muscles gains a +4
enhancement bonus to Dexterity and Strength scores, and a +4 enhancement bonus
to Mobility skill checks. Augmented Heart: The primary subject of augmented heart
gains a +6 enhancement bonus to Constitution score and fortification 25. Force
Shield: This shield is supported by some generator in this dungeon. It grants the
wearer a +4 shield bonus to AC. Magic missiles and similar abilities can bypass it.
Stainless Skin: The primary subject of stainless skin gains a +4 natural armor bonus to
AC and +4 bonus to AC against touch attacks. Upgraded Neural System: The primary
subject of the upgraded neural system gains a +4 enhancement bonus to Intelligence
score. DC of saving throws against spells and abilities they use is increased by 2.

This weapon is a +1 greater frost furious greatsword.

Whenever this +3 adamantine frost handaxe confirms a critical hit, it casts cone of
cold spell as 11th level Wizard
While wielding this +2 radiant weapon, whenever you confirm a critical hit you
absorb part of magical essence, dispelling one random spell up to 5th level on the
target.

Once per encounter whenever the wielder of this +2 weapon is paralyzed, staggered,
stunned, petrified or entangled, they suffer the weapon's damage and immediately
remove such effect. This weapon also has an 18-20 critical threat range.

This is an intermediate step of relic creation.


This +5 evil outsider bane handaxe has its critical threat range increased to 18-20. In
addition, whenever the wielder of this handaxe lands a critical hit, the enemy is
denied its Dexterity bonus to AC for 3 rounds.
This +1 handaxe deals an additional +1 sonic damage on a hit.

While you are wielding this +2 corrosive burst weapon, you have a +3 bonus to attack
rolls when performing an attack of opportunity. Your critical threat range is doubled.
If you successfully land an attack of opportunity, the enemy must pass a Fortitude
saving throw (DC 17) or become paralyzed for one round. When you are hit by an
enemy's attack of opportunity, the enemy must pass a Reflex saving throw (DC 15) or
suffer 2d6 acid damage.
Whenever the wielder of this +5 cruel bleed handaxe lands a hit against an enemy
under any movement-impairing effect, the enemy suffers a -2 penalty on all saves for
1 round.

This +2 heavy crossbow has a critical range reduced to 20. Whenever it threatens a
critical hit against an evil or chaotic creature, it is automatically confirmed.

Whenever this +2 heavy crossbow lands a hit, the target must pass a Fortitude saving
throw (DC16) or be knocked back 15 feet and become slowed down for 1 round.

Whenever this +1 heavy crossbow makes its first attack during a round, it shoots two
bolts at once. If both attacks hit, the target must make a Fortitude saving throw (DC
25) or take additional 2d6 cold damage and become staggered for 1 round.

This +5 ultrasound heartseeker heavy crossbow grants its wearer a +2 bonus to DC


on Evocation school spells.
Whenever this +2 thundering burst heavy crossbow confirms a critical hit, all enemies
in a 15 feet area must pass a Reflex saving throw (DC 20) or suffer 1 damage to
Intelligence score per round for 1d6 rounds.
Whenever this +3 keen heavy crossbow confirms a critical hit, it also deals its regular
damage to up to 3 additional enemies adjacent to the target.

Whenever the wielder of this +5 thundering heavy crossbow makes a ranged attack
with it, the crossbow creates a sonic wave in a 5 feet radius around the target. All
enemies caught in the wave suffer 4d6 sonic damage. Succesfull Fortitude saving
throw (DC 28) halves the damage.

Whenever the wielder of this +5 heavy crossbow lands a hit, the enemy must pass a
Will saving throw (DC 30) or become unable to cast spells or attack for 1 round.
Affected enemy is immune to this effect for 3 rounds.

Whenever the wielder of this +5 greater frost heavy flail confirms a second critical hit
against the same enemy, the enemy must pass a Fortitude saving throw (DC 35) or
become instantly shattered.
This is an intermediate step of relic creation.
Whenever the wielder of this +1 cold iron heavy flail confirms a critical hit with it, the
target suffers a -1 penalty on attack rolls for 1 round.

Whenever the wielder of this +3 speed heavy flail damages an opponent with this
weapon, its enhancement bonus increases by +1 when making attacks against that
opponent (to a maximum total enhancement bonus of +8). This extra enhancement
bonus goes away upon switching the target, if the opponent dies or when the battle
ends.

Whenever this +1 heavy flail misses an attack, the next attack its wielder makes, no
matter if it hits or misses, deals additional 1d6 bludgeoning damage.

This +3 cruel heavy flail deals 1d12 damage instead of 1d10 and has
piercing/bludgeoning damage instead of bludgeoning. It also grants its wielder a +4
competence bonus on Persuasion skill checks made to intimidate.
This is a +3 radiant heavy flail. Each time the wielder confirms a critical hit, an enemy
is affected with a Burst With Light effect. While under this effect, the creature suffers
2d6 positive energy damage for 2 rounds. Each round it tries to pass Will saving
throw (DC 20) against the effect, if the save was successful, the damage is halved. If
the affected creature failed a save, any creature that is adjacent to it suffers half of
the damage.

This +3 heavy flail deals an extra 1d10 points of holy damage on a successful critical
hit. If the weapon's critical multiplier is x3, add an extra 2d10 points of holy damage
instead, and if the multiplier is x4, add an extra 3d10 points of holy damage.

This +2 heavy flail can be safely wielded only by non-good characters. Each time the
wielder of this weapon lands a hit with it, the enemy has to pass a Will saving throw
(DC 13) or become affected with the equivalent of the dominate person spell effect
for 1 round. If a good character wields this weapon, they become permanently
confused, even after they unequip it. This effect can be removed by remove curse
spell (DC 15).

This +4 unholy heavy mace increases the amount of damage Channel Negative
Energy does to living creatures or heals undead creatures by 2d6.

Whenever the wielder of this +5 holy heavy mace lands a killing blow, their next spell
becomes extended as though using the Extend Spell feat. Extend Spell: An extended
spell lasts twice as long as normal. A spell with a duration of concentration,
instantaneous, or permanent is not affected by this feat.

This +1 heavy mace deals an additional 1d3 fire damage on a hit.


Each time this +4 corrosive heavy mace lands a hit, it gives the target vulnerability to
acid. Multiple applications of this effect do not stack.
When this +4 frost heavy mace lands a hit, it gives the target vulnerability to cold.
Multiple applications of this effect do not stack.
Each time this +4 flaming heavy mace lands a hit, it gives the target vulnerability to
fire. Multiple applications of this effect do not stack.
When this +4 shock heavy mace lands a hit, it gives the target vulnerability to
electricity. Multiple applications of this effect do not stack.

Whenever this +3 necrotic heavy mace confirms a critical hit while it is under the
effect of the Lich's vampiric blade spell, the enemy suffers an ability drain to Strength
and the wielder gets +1 bonus to Strength until the end of the encounter. This effect
can stack up to 4 points.

Whenever this +3 radiant cold iron heavy mace lands a hit, the enemy must pass a
Fortitude saving throw (DC 23) or become sickened for 1d4 rounds.

Whenever the wielder of this +2 mithral heavy mace confirms a critical hit with it, a
loud sound is produced. All enemies in a 30 feet cone, except the target, have to pass
a Will saving throw (DC 16) or be affected with the Voices of Hollow effect for 1d4
rounds. Voices of Hollow: Every turn the target is randomly affected with one of the
following: 50% chance they behave normally, but suffer 2d6 sonic damage, 50%
chance they attack the nearest creature.
This is an intermediate step of relic creation.
Whenever this +1 heavy pick confirms a critical hit on an enemy, the enemy becomes
fatigued for 1d3 rounds.

Whenever the wielder of this +3 weapon lands a hit, it scorches the enemy a bit.
When the number of scorches reaches 3, they begin to glow, granting anyone a +2
bonus to attack against such creatures. If the number of scorches reaches 5, the
enemy starts bleeding and these scorches become tainted. The affected creature
suffers 1d4 unholy damage for each scorch.

This +3 weapon works the best in the hand of a person who likes to think and plan
ahead. It uses an Intelligence modifier as a damage bonus; you also use your
Intelligence bonus for attacks instead of Strength.

Whenever the wielder of this +5 unholy heavy pick charges at an enemy, the enemy
suffers 2d6 bludgeoning damage and must pass a Reflex saving throw (DC 27) or
suffer a -2 penalty on all saving throws for 1d3 rounds.

This +3 weapon was made for a commander who didn't like to be in the front line.
Whenever the wielder of this weapon casts a breath of life spell on an ally, the
chosen ally gets +2 bonus to AC, attack, and damage for 1 round.

Whenever the wielder of this +3 bane construct heavy pick is engaged in melee by 2
or more enemies, his attacks with this weapon deal additional 1d6 precision damage.

This +2 heavy pick allows its wielder to automatically confirm critical hits against
Large and bigger creatures.
This +5 cruel flaming burst heavy pick allows its wielder to cast Prediction of Failure
once per day as a 20th level wizard.

Whenever the wielder of this +5 vicious gnome hooked hammer lands 3 consecutive
hits on the same enemy, the enemy must pass a Fortitude saving throw (DC 28) or
become fatigued. Whenever the wielder lands 3 consecutive hits on a fatigued
enemy, that enemy must pass a Fortitude saving throw (DC 31) or become
exhausted.

This +1 gnome hooked hammer deals an additional +1 damage to chaotic creatures.

If the wielder of this +2 axiomatic gnome hooked hammer has any Lawful alignment,
the first hit during a round they land on a creature with any Chaotic alignment deals
additional 1d6 holy damage.

Whenever this +3 cold iron gnome hooked hammer head lands a hit on an enemy,
the target must pass a Fortitude saving throw (DC 23) or become stunned for one
round. If the enemy is stunned this way, they suffer an additional 2d8 piercing
damage.

Whenever the wielder of this +5 axiomatic nullifying gnome hooked hammer


confirms a critical hit, the enemy must pass a Fortitude saving throw (DC 31) or suffer
a -3 penalty to AC for 3 rounds.

This +2 javelin deals an additional 5 damage on a first hit against a new target.
This +5 flaming burst javelin grants its wielder a +5 competence bonus on Mobility
checks. It also stuns flying enemies for 1 round on a critical hit.
This +2 mithral kama grants the wielder +1 dodge bonus to AC.
This +5 evil outsider bane kama grants its wearer a +12 competence bonus on Lore
(Religion) skill checks. It also allows its wielder to cast banishment spell twice per day
as a 20th level cleric.

Whenever this +3 icy burst kama confirms a critical hit, all enemies in 15 feet range
have to pass a Reflex saving throw (DC 25) or suffer 2d6 cold damage and be slowed
for 1d4 rounds.

Whenever the wielder of this +5 kama lands a first sneak attack in a round against an
enemy, the enemy must pass a Will saving throw (DC 27) or suffer a -3 penalty on all
attack rolls, saving throws and skill checks for 1d3 rounds.

The wielder of this +4 shocking burst kukri gets a +2 insight bonus to attack rolls
against enemies armed with shields and a +2 bonus to damage rolls against enemies
armed with two-handed weapons.

Whenever the wielder of this +5 caustic sacrificial kukri lands a killing blow, all
enemies in a 15 feet radius must pass a Will saving throw (DC 32) or become
panicked for 3 rounds. It also grants a +15 competence bonus on Intimidation skill
checks.

Whenever this +3 shock frost kukri confirms a critical hit on an enemy, the target
must pass a Fortitude saving throw (DC 25) or become prone for 1d4 rounds.

This +1 cold iron kukri deals an additional +2 damage against undead creatures.

These bracers are of Numerian technology. You cannot equip them.

Whenever the wielder of this +3 unholy light crossbow lands a hit, the enemy must
pass a Will saving throw (DC 20) or their armor is sundered for 1d3 rounds.

Whenever the wielder of this +5 holy flaming burst light crossbow hits an enemy, all
enemies in a 5 feet radius suffer 3d6 holy damage. Successful Reflex saving throw (DC
30) halves the damage. In addition, swarms cannot make a Reflex save against this
effect and always suffer full damage.

This +3 flaming light crossbow grants its wielder a +2 insight bonus to attack and
damage rolls against non-living creatures. It also grants a +4 bonus on initiative rolls.

This +4 undead bane light crossbow allows its wielder to cast healing spells as though
they had the Reach Spell feat. Reach Spell: You can alter a spell with a range of
touch, close, or medium to increase its range by one range category, using the
following order: touch, close, medium, and long.

Whenever this +1 light crossbow confirms a critical hit, it deals 2d4 force damage to
all enemies in a 10 feet radius.
Whenever this +2 light crossbow confirms a critical hit, if wielded by an oracle, the
target must pass a Will saving throw (DC 22) or suffer from the same effect as the
oracle's curse gave on level 1, without any of its benefits. This effect can be removed
with the remove curse spell.

This is an intermediate step of relic creation.

Whenever the wielder of this +3 light crossbow lands the first hit in a round against
an enemy, that enemy's consciousness and love to all life awaken. The enemy starts
doubting that violence is an answer and thus will suffer -1d4 penalty on attack rolls
for one round.
This weapon is a +5 unholy bane all light crossbow.
This crossbow deals 1d6 damage instead of 1d8. It gives the wielder a -2 penalty on
attack rolls made with it.
Whenever this +1 light crossbow confirms a critical hit, it deals 2d4 force damage to
all enemies in a 10-foot radius.
This weapon is a +2 unholy keen all-bane light crossbow.
Whenever this +3 frost light hammer confirms a critical hit, it deals 1d6 Strength
ability score damage to the target.

Whenever the wielder of this +4 shocking burst light hammer confirms a critical hit,
the enemy must pass a Fortitude saving throw (DC 29) or lose all its DR, if it had any,
for 2 rounds. On a successful saving throw the enemy becomes staggered for 1
round.

Whenever this +5 light hammer lands a hit against a target, it deals additional force
damage depending on whether the target has an amulet and/or rings equipped. If
the target has all three slots equipped it suffers additional 3d10 force damage, if the
target has two out of three slots equipped it suffers additional 2d10 force damage, if
the target has only one slot equipped it suffers additional 1d20 force damage. The
wielder of this light hammer can three times per day use the weapon's ability to
support themself or allies. If the target has all three slots equipped, they gain a +3
circumstance bonus to attack and damage rolls for 1 hour. If the target has two out
of three slots equipped, they gain a +2 circumstance bonus to attack and damage
rolls for 1 hour, as well as a +1 additional attack per round for 1 hour. If the target
has only one out of three slots equipped, they gain a +1 circumstance bonus to attack
and damage rolls as well as +2 additional attacks per round for 1 hour. However,
equipping or removing amulets or rings also removes the bonus.

This +1 light hammer deals an additional +1 holy damage on a hit.


Whenever the wielder of this +2 light hammer confirms a critical hit with it, all the
members of their party are affected with the equivalent of the haste spell effect for
1d3 rounds.
Whenever this +3 ghost touch light mace confirms a critical hit, the wielder is
affected with the effect of a greater invisibility spell for 1d4 rounds.
This +5 freezing light mace is emanating an aura that makes enemies in a 10 feet
radius suffer a -2 penalty to attack and damage rolls with ranged weapons.

Whenever the wielder of this +2 mithral light mace lands the first hit against a new
target with it, the enemy has to pass a Fortitude saving throw (DC 15) or become
stunned for 1d3 rounds.

Whenever this +1 light mace confirms a critical hit, it deals additional 1d8 damage.

Whenever this +2 light mace confirms a critical hit on an enemy, the enemy suffers
an additional 3d4 positive energy damage; if the enemy is killed the wielder gets +2
bonus to attack rolls for the next 2 rounds.
This +4 agile light pick grants the wielder a +5 competence bonus on all Athletics skill
checks.
Whenever the wielder of this +3 keen light pick attacks any enemy with DR, the DR is
decreased by 1 until the end of the combat.
Whenever the wielder of this +4 ultrasound light pick lands a hit on a new enemy for
the first time, the enemy must pass a Fortitude saving throw (DC 30) or suffer
damage equal to its AC.

Whenever the wielder of this +4 axiomatic composite longbow lands the first hit in a
round against an enemy more than 30 feet away, the enemy suffers a -2 penalty to
AC for 2 rounds.
Whenever this +2 holy composite longbow lands a hit, the enemy must pass a
Fortitude saving throw (DC 22) or become entangled for 1 round.
This +3 composite longbow is cursed.

Whenever this +1 composite longbow confirms a critical hit, all enemies in a 10 feet
area must pass a Reflex saving throw (DC 13) or become entangled for 1 round.

This +5 speed composite longbow allows its wielder to add half his ranks in Mobility
as a competence bonus to damage on a successful hit.
Whenever the wielder of this +5 bleed longbow confirms a critical hit, the enemy
suffers 1d6 direct damage for every 5 feet that enemy travels for 2 rounds,
involuntary movement included.

This is +5 vicious composite longbow made from the spine of demon Savamelekh and
contains part of his power. Whenever the wielder of this bow hits the target, the
target becomes corrupted — it suffers a -2 penalty to all ability scores. These
penalties do not stack with themselves. This is curse effect.

This is a +3 radiant composite longbow. Three times per day as a standard action, the
wielder can use the Starbow to fire a 30 feet long cone of arrow-shaped bolts of
radiance. All creatures in the area of effect take 5d8 points of damage unless they
are undead or creatures harmed by sunlight, in which case the damage increases to
10d8. This damage bypasses damage reduction and energy resistance. A successful
DC 22 Reflex save halves the damage. A creature that takes damage from this attack
is shrouded with a soft radiance (as faerie fire) for 1 minute.
Whenever this +2 composite longbow confirms a critical hit on an enemy, the target
must pass Will saving throw (DC 20) or suffer a curse. This cursed creature suffers -1
penalty to Will, -2 to Fortitude and -3 to Reflex saving throws. It can be removed with
the remove curse spell.

Whenever the wielder of this +1 longspear lands a hit while mounted, it deals
additional 1d4 piercing damage.
This +5 oversized dragon bane longspear grants its wielder a +2 circumstance bonus
on attack and damage rolls while mounted. It also deals additional 8d6 piercing
damage on a successful charge.

Whenever the wielder of this +5 cruel longspear lands a killing blow while mounted,
their mount receives a +3 competence bonus on attack and damage rolls for 3
rounds.

Whenever the wielder of this +3 radiant longspear confirms a critical hit, the next
two successful attacks give the wielder temporary hit points equal to the damage
they deal.

Whenever this +2 radiant longspear confirms a critical hit, it pierces the enemy. For
1d4 rounds, all subsequent hits against that target deal 1d3 positive energy damage.

Whenever the wielder of this +3 longsword wields any shield in another hand, it
grants the wielder an additional +3 bonus on attack rolls with this longsword.

Whenever this +3 corrosive longsword lands a hit on an enemy, it deals additional


2d6 corrosive damage to all enemies in 30 feet area. After this ability has been
activated, it can't be activated again for 1d4 rounds.

Whenever the wielder of this +3 flaming burst longsword kills an enemy, its corpse
explodes, dealing 2d6 fire damage to all enemies in a 15 feet area.

Whenever the wielder of this +5 holy evil outsider bane longsword lands a killing
blow, all allies in a 30 feet area around the wielder gain a +1 luck bonus on attack
rolls, weapon damage rolls, saves, and skill checks for 3 rounds. This effect can stack
up to three times.

Whenever the wielder of this +5 unholy longsword hits an enemy with it, the target
must make a successful DC 35 Fortitude saving throw, or take additionally 1d8 fire
damage and 1d8 negative energy damage.
This is a +5 brilliant energy heartseeker weapon.
This +3 holy longsword counts neutral enemies as evil. It also allows its wielder to
count neutral enemies as evil upon using Smite Evil ability.
Whenever this +1 cold iron longsword is used to attack a demon, it gains a +2
enhancement bonus to the attack roll and deals extra 1d10 of slashing damage on
hit.
This +1 longsword deals an additional +1 negative energy damage on a hit.

This +1 cold iron longsword deals an additional 1d3 damage to chaotic creatures.

This is cold iron masterwork longsword.


This weapon is a +1 cold iron longsword.
This weapon is a +2 cold iron longsword.

This weapon is a +4 cold iron longsword. In the hand of an evil-aligned mythic


creature it becomes a Bane Living Avenger. This sacred weapon provides spell
resistance of 5 + the wielder's class level to the wielder and anyone adjacent to her.
It also enables the wielder to use greater dispel magic (once per round as a standard
action) at the class level of the wielder. Only the area dispel is possible, not the
targeted dispel or counterspell versions of greater dispel magic. Bane Living: A bane
weapon excels against certain foes. Against a designated foe, the weapon's
enhancement bonus is +2 better than its actual bonus. It also deals an extra 2d6
points of damage against such foes.

This weapon is a +4 cold iron longsword. In the hand of a paladin or a good-aligned


mythic creature it becomes a Holy Avenger. This sacred weapon provides spell
resistance of 5 + the wielder's class level to the wielder and anyone adjacent to her.
It also enables the wielder to use greater dispel magic (once per round as a standard
action) at the class level of the wielder. Only the area dispel is possible, not the
targeted dispel or counterspell versions of greater dispel magic. Holy: 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 2d6 points of
damage against all creatures of evil alignment.

This weapon is a +6 cold iron longsword. In the hand of an evil-aligned mythic


creature it becomes a Bane Living Avenger. This sacred weapon provides spell
resistance of 5 + the wielder's class level to the wielder and anyone adjacent to her.
It also enables the wielder to use greater dispel magic (once per round as a standard
action) at the class level of the wielder. Only the area dispel is possible, not the
targeted dispel or counterspell versions of greater dispel magic. Bane Living: A bane
weapon excels against certain foes. Against a designated foe, the weapon's
enhancement bonus is +2 better than its actual bonus. It also deals an extra 2d6
points of damage against such foes.

This weapon is a +6 cold iron longsword. In the hand of a paladin or a good-aligned


mythic creature it becomes a Holy Avenger. This sacred weapon provides spell
resistance of 5 + the wielder's class level to the wielder and anyone adjacent to her.
It also enables the wielder to use greater dispel magic (once per round as a standard
action) at the class level of the wielder. Only the area dispel is possible, not the
targeted dispel or counterspell versions of greater dispel magic. Holy: 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 2d6 points of
damage against all creatures of evil alignment.

Whenever the wielder of this +5 incinerating longsword confirms a critical hit, all
allies in a 15 feet area get total concealment from melee attacks for 1 round.
This +2 Evil Outsider Bane, Cold Iron longsword of light steel has no adornments
except for a small symbol of Iomedae on its hilt, surrounded by the words "Spare us
from evil in this solemn hour."
This weapon is a +2 holy evil outsider bane cold iron longsword.

The blade of this +5 vorpal unholy longsword bears the words etched in dark bile:
"My treasury is my prison". Whenever it lands a hit, the target must make a
successful Fortitude saving throw (DC = 15 + the wielder's character level), or be
imprisoned in crystal for 1 round. This condition is identical to paralysis, except this
condition can be applied to creatures who are usually immune to paralysis.

This item grants its wearer Deadly Magic ability. If the wearer already has Deadly
Magic, it grants them two additional uses. In addition, once per day, whenever the
wearer's health falls below 0, it is restored to a maximum. Can only be equipped by a
Lich.

When this +1 heartseeker nunchaku is wielded by a monk, it grants its wielder a +5


enhancement bonus to CMD and CMB.
+5 Nunchaku
This +4 axiomatic nunchaku grants its wielder a +10 competence bonus on Athletics
skill checks and immunity to flanking. In addition, whenever the wielder is engaged in
melee with more than one enemy, their weapon attacks deal additional 1d6 damage
on hit.

Whenever this +1 ghost touch punching dagger lands a sneak attack, it deals
additional 2d6 of piercing damage, which also multiplies on a critical hit.
Whenever this +4 ultrasound punching dagger lands a hit on a flat-footed or helpless
target, the target suffers additional 2d6 sonic damage.

This +3 punching dagger increases the save DC against the assassin's Death Attack
ability by 2. Whenever the wielder of this dagger lands a first sneak attack against
new enemy, the target must pass a Reflex saving throw (DC 23) or become
vulnerable to piercing damage for 1d3 rounds. If this sneak attack was assassin's
Death Attack, saving throw DC against it is increased by 2.

This +4 caustic punching dagger grants its wielder a +10 competence bonus on
Trickery skill checks. Whenever the wielder successfully disarms a trap, they get a +4
bonus on damage rolls for 5 minutes. Multiple applications of this effect do not stack,
but extend the effect's duration.

Whenever this +4 nullifying punching dagger lands a hit on a flat-footed or helpless


target, the target loses all spell resistance for 1d4 rounds.
This +4 flaming burst quarterstaff grants its wielder a +2 bonus on attack rolls and to
caster level for all Evocation school spells.

This +3 unholy quarterstaff adds +1 to the DC for all saving throws against spells from
the necromancy school the wielder casts. It also grants the wielder a +3 bonus on
caster level checks made to overcome a creature's spell resistance.
This +1 flaming quarterstaff grants the wielder an ability to cast fireball spell 3 times
per day as 8th level wizard.
This +2 quarterstaff grants the wielder ability to cast the burning arc spell at will as a
5th level wizard.
Whenever the wielder of this +4 quarterstaff casts any summon monster spell, all
summoned creatures gain a +6 competence bonus to Strength, Dexterity and
Constitution ability scores.

This +5 flaming burst quarterstaff grants its wearer a +1 bonus to CL, +4 bonus on
checks made to overcome spell resistance and a +15 competence bonus on Use
Magic Device skill checks.
This is a +2 quarterstaff. Whenever you don't have full HP, anytime you cast a spell
on an ally, you gain fast healing 5 for 1d3 rounds.

While holding this +2 quarterstaff, the wielder gains DR 5/- against the attacks of
swarms. Melee attacks with the staff deal additional 3d8 bludgeoning damage to all
swarms, even those that would normally be immune to weapon damage. The wielder
can use the staff to cast remove sickness three times per day as a swift action.

This +5 ghost touch quarterstaff allows its wearer to cast Illusion school spells as if
they were 3 levels higher.
Whenever the wielder of this +3 holy quarterstaff confirms a critical hit, all allies in 15
feet radius get a +2 morale bonus to attack rolls for 1 round.

This is a +3 quarterstaff. Whenever you cast the same spell three times in a row, your
next spell becomes empowered, as though using the Empower Spell feat, and
maximized, as though using the Maximize Spell feat. Empower Spell: All variable,
numeric effects of an empowered spell are increased by half including bonuses to
those rolls. Saving throws and opposed rolls are not affected, nor are spells without
random variables. Maximize Spell: All variable, numeric effects of a spell modified by
this feat are maximized. Saving throws and opposed rolls are not affected, nor are
spells without random variables.

This +1 quarterstaff adds +1 to the DC for all Will saving throws against spells the
wielder casts.
This is an intermediate step of relic creation.
This +1 quarterstaff grants its wielder a +1 competence bonus to AC.
This +3 quarterstaff adds +2 to the DC for all saving throws against spells from the
wielder casts. It also grants the wielder a +4 bonus to caster level checks made to
overcome spell resistance, and a +5 competence bonus to Use Magic Device skill
checks.

Whenever the wielder of this +4 axiomatic quarterstaff expends points from their ki
pool, they get a +2 morale bonus on attack and damage rolls for 2 rounds.

This +5 keen rapier grants its wielder a +2 bonus to attack and damage rolls on
attacks of opportunity. If an attack of opportunity results in a killing blow, the wielder
can make one extra attack during the next round.
This +2 cold iron rapier deals additional 1d6 piercing damage against enemies who
are under mind-affecting effects.
Whenever this +3 rapier is affected by any magical effect that gives it an
enhancement bonus, this bonus is increased by +1.
While you are wielding this +2 necrotic rapier, whenever you cast the vampiric touch
spell, it deals 1d8 damage instead of 1d6.

Whenever the wearer of this +5 evil outsider bane rapier lands a first hit against a
new enemy, the enemy must pass a Will saving throw (DC 31) or become paralyzed
for 2 rounds. On a successful save the enemy becomes staggered for 1 round instead.

Whenever you land a hit with this +4 thundering sai you gain +1 bonus for damage
rolls with this sai until the end of combat. If you are hit, this bonus resets. This bonus
can stack up to +5.

Each time this +4 keen sai lands a sneak attack against a new living enemy, that
enemy is infested with tiny spiders. These spiders eat through the flesh, dealing 1d6
damage per two wielder's levels. The enemy also suffers -2 penalty to all saving
throws until the end of the combat. The effects of multiple applications of this ability
do not stack.

Whenever the wielder of this +5 elder greater shock sai lands a sneak attack, the
enemy must pass a Fortitude saving throw (DC 30) or become paralyzed for 3 rounds.

Whenever the wielder of this +2 keen sai confirms a critical hit with it, they are
affected by the equivalent of the greater invisibility spell for 1d3 rounds.

Whenever the wielder of this +3 frost sai lands a hit, the enemy must pass a
Fortitude saving throw (DC 25) or become slowed for 1d4 rounds and suffer a -1
penalty to AC for each round of slowing until the end of combat. This effect can be
applied only once per enemy. It persists until the combat is over.

The wielder of this +5 axiomatic sai automatically confirms critical hits against flanked
enemies. This sai has a critical range of 18-20 instead of 20.

Each time this +3 speed sai lands a hit on a summoned creature, it deals additional 12
piercing damage. Whenever this weapon confirms a critical hit against an outsider,
the outsider has to pass a Fortitude saving throw (DC 25) or suffer the plane
distortion effect, for 1d4 rounds. You have total concealment against the outsider
under this effect.

This is an intermediate step of relic creation.

Once per round whenever this +1 cold iron scimitar lands a hit on an enemy, the
target must pass Fortitude saving throw (DC10) or become stunned for 1 round.

Whenever the wielder of this +2 scimitar lands a hit with it on a chaotic evil creature,
it applies a -1 penalty to that creature's damage rolls until the end of combat. This
penalty stacks up to -5.
This weapon is +5 scimitar.
This +5 vicious sacrificial bleed scimitar grants its wearer a +2 bonus to CL on
transmutation school spells.
This +5 scimitar deals additional 2d6 holy damage on hit. Whenever the wielder
confirms a critical hit, it and grants them a +4 bonus on Initiative rolls as well as 1
extra attack with a maximum attack bonus for 1 round.

This +5 scimitar deals additional 2d6 holy damage on hit. Whenever the wielder
confirms a critical hit, it and grants them a +4 bonus on Initiative rolls as well as 1
extra attack with a maximum attack bonus for 1 round. It also grants a +2 sacred
bonus on damage rolls with the off-hand weapon when dual wielding.

Whenever the wielder of this +4 holy scimitar confirms a critical hit, they make a Lore
(Religion) check (DC 40). On a success all allies in a 15 feet area are healed for the
amount of Hit Points equal to the number of ranks the wielder has in Lore (Religion).

While this +3 furyborn scimitar is wielded by a character who has an animal


companion, the attacks of the animal companion also gain the furyborn special
quality.

This +5 flaming burst scimitar allows its wielder to bombard all enemies in a 20 foot
area, dealing 20d6 fire damage and staggering all targets for 3 rounds. Successful
Reflex save (DC 30) halves the damage and negates staggered condition. This ability
can be used once per day.

This +4 scimitar deals additional 3d6 fire damage. On a critical hit it creates fire
sparks that stick to allies' weapons, granting them flaming enchantment for 1d3
round, as well as granting the wielder and allies fire resistance 20 for the same
duration.

This +2 thundering keen scimitar grants its wielder a +1 bonus to caster level when
casting Transmutation school spells.

Whenever the wielder of this +5 keen scythe confirms a critical hit, it deals 4d6 force
damage to all enemies in a 15 feet cone area, including the target.

Wielding this +2 bleed scythe allows you to feel almost any heartbeat in 15 feet area.
You can choose one creature at a time to concentrate on a pulsating beat of its heart.
Whenever you or your party members attack using the Rapid Shot feat, they don't
suffer a -2 penalty to attack but gain a +2 bonus to damage instead.

Whenever this +2 ghost touch scythe misses a hit, it tears the enemy's soul a bit,
dealing 1d12 negative energy damage.
Whenever this +5 speed scythe hits a non-incorporeal enemy, it deals 2d6 additional
precision damage.

Whenever this +2 scythe lands a hit on the enemy, it deals an additional 1d3 negative
energy damage, and the target must pass a Reflex saving throw (DC 15) or suffer an
additional 1 negative energy damage each round for 1d4 rounds.

This +4 scythe has a +4 bonus to critical hit confirmation rolls.


Whenever this +3 unholy scythe deals damage to an undead creature, the target has
to pass a Will saving throw (DC 23) or be affected with a dominate spell effect for 1d4
rounds.

Riftcarver is a +5 adamantine oversized unholy bleed scythe. Once per minute as a


standard action its wielder can summon a pack of vicious demons to aid them in
battle. Once per day, the scythe can be swept through the air as a standard action to
rip a hole between worlds and cast a rift of ruin spell, except it spawns a pit under
each enemy in a 60 feet radius.

Whenever the wielder of this +4 corrosive burst scythe lands a first hit against a new
enemy, the enemy suffers a condition which causes them to take damage while
making their own attacks. The enemy under this condition suffers 2d6 acid damage
on a successful hit and 6d6 acid damage if the hit was critical. The condition lasts for
4 rounds.

This is an intermediate step of relic creation.


Whenever this +2 scythe lands a hit, it deals its weapon damage to all adjacent
enemies.
Whenever this +3 composite shortbow land a hit on an enemy, the enemy suffers an
additional 1d12 piercing damage.

If the wielder of this +4 speed composite shortbow has an animal companion or a


similar creature, it is affected by a constant haste spell effect.

Whenever the wielder of this +3 bleed composite shortbow confirms a critical hit
with it, the enemy suffers a stacking -1 penalty to AC until the end of combat.

This shortbow deals 1d4 damage instead of 1d6. It gives the wielder a -2 penalty on
attack rolls made with it.
This +1 shortbow grants its wearer a +1 bonus on attack rolls against chaotic
creatures.

Whenever the wielder of this +2 speed shortspear uses the Cleave or Vital Strike feat,
the next attack against the affected creature deals additional 3d6 sonic damage.

This is an intermediate step of relic creation.


This +2 shortspear absorbs water from the target on each hit. On every fifth hit it
automatically casts the cold ice strike spell in the direction of the enemy as a 12th
level wizard.
Each time this +2 corrosive short spear lands a hit, the enemy has to pass a Fortitude
saving throw (DC 15) or be poisoned for 1d3 rounds.

This +4 unholy shortspear deals additional 2d6 piercing damage against Large or
bigger creatures. When it hits Small or lesser creature with 100 or less Hit Points, the
enemy must pass a Fortitude saving throw (DC 26) or be instantly killed.

This shortspear deals 1d4 damage instead of 1d6. It gives the wielder a -2 penalty on
attack rolls made with it.
Whenever this +3 shock short spear confirms a critical hit on an enemy, that enemy
must pass a Fortitude saving throw (DC 22). If the saving throw is failed, for the next
1d3 rounds whenever this creature is dealt damage, it suffers an additional 1 piercing
damage. Multiple applications of this effect do not stack the additional damage, but
prolong the effect.

This +3 shock shortsword bypasses any type of damage reduction.


This is a +1 flaming shortsword.
This is an intermediate step of relic creation.
This +2 shortsword is glowing with an invisible flame. Once per day you can charge
both weapons in your hands with this flame for 10 minutes. Each hit with any of
these weapons deals additional 3d6 unholy damage on hit.

Whenever this +2 shortsword lands a hit, the enemy must pass a Reflex saving throw
(DC 18), or the wound becomes covered in fine emeralds for 5 minutes. Though the
enemy becomes immune to bleeding, they suffer -2 penalty to Reflex saving throw.
All critical hits against this creature deal additional 3d6 piercing damage. Multiple
applications of this effect don't stack.

This +3 shock shortsword bypasses any type of damage reduction.


This shortword deals 1d4 damage instead of 1d6. It gives the wielder a -2 penalty on
attack rolls made with it.
Whenever this +1 cold iron shortsword lands a hit on an enemy, the target must pass
a Fortitude saving throw (DC 12) or become sickened for 1 round.

Whenever this +5 shortsword lands a hit on an enemy, one of the following effects
randomly happen: it deals additional 6d6 slashing damage to that enemy, it deals 1d4
damage to one of the enemy's ability scores, it heals the enemy for 3d4 hit points, it
deals 3d4 damage to the wielder, or the enemy suffers -3 penalty to attack and
damage rolls for 1d6 rounds.

Whenever the wielder of this +5 necrotic nullifying shortsword attacks a new enemy
for the first time, the enemy must pass a Will saving throw (DC 31) or become unable
to cast spells for 2 rounds.
This +1 sickle deals an additional 1d3 acid damage on a hit.
Whenever the wielder of this +5 corrosive burst sacrificial sickle lands a first hit on an
new enemy, the enemy suffers a condition which deals 2d6 acid damage whenever
that enemy casts a spell or uses a spell-like ability. This condition lasts until the end
of the battle.

Whenever this +1 sickle lands a hit on an enemy, the target must pass a Reflex saving
throw (DC11) or become staggered for 1 round.

Whenever the wielder of this +5 unholy sickle lands a hit on an enemy, the enemy
gets a +2 bonus to a random ability score and 1 stack of unholy might. Whenever a
creature with at least 1 stack of unholy might dies, it deals 1d6 unholy damage to all
enemies in 20 feet radius for every stack it had.

Whenever this +3 radiant sickle lands a hit, the target must make a successful
Fortitude saving throw (DC 20) or become blinded for 1d4 rounds.
The wielder of this +5 corrosive sling staff gets a +2 bonus to damage rolls for every
corpse within a 50 feet range from them.
Whenever the wielder of this +5 flaming burst weapon lands a first hit against a new
enemy, the enemy must pass Fortitude saving throw (DC 32) or catch on cursed fire
which makes it unable to cast spells for 1d3 rounds.

Whenever the wielder of this +5 vicious weapon lands a consequent hit in a full-
round attack, it deals additional damage equal to the number of hits multiplied by 3.

Whenever the wielder of this +5 axiomatic weapon lands a hit against a new enemy,
it marks it with "Obedience". Such mark can only be on 1 target at a time. If the
bearer of this mark tries to attack the owner of the weapon, it must pass a Will saving
throw (DC 29) or suffer -3 penalty on attack rolls and a -8 penalty on damage rolls for
2 rounds.

Whenever the wielder of this +2 sling staff lands a hit with it, the enemy must pass a
Reflex (DC 14) saving throw or suffer a random penalty of -1 to Will, Reflex or
Fortitude saving throws until the end of combat. This effect stacks.

This +3 sling staff is imbued with nature's agony. Whenever the wielder enters
combat the weapon shrieks and creaks. All enemies within a 30 feet range have to
pass a Will saving throw (DC 23) or suffer 3d6 sonic damage for 1d4 rounds. This
weapon also adds +2 to the DC for all saving throws against spells with sonic
descriptor the wielder casts.

This is an intermediate step of relic creation.


Whenever the wielder of this +5 thundering burst sling staff suffers 30 or more
damage from an enemy in a single hit, he gets 2 additional attacks with this sling staff
per round for 3 rounds.
While wielding this +5 thundering burst spear, all creatures summoned by the
wielder deal additional 1d6 sonic damage.

Whenever this +5 spear lands a hit, its target has to succeed on a Fortitude saving
throw (DC 27), or become poisoned with a poison that deals 1d3 damage to
Constitution, Strength and Dexterity per round, and affected by acid that deals 2d12
damage per round.

Whenever the wielder of this +3 corrosive spear is flat-footed and is hit by an enemy
for the first time, they make an attack against that enemy.
This +5 keen heartseeker spear grants its wielder a +4 insight bonus on attack and
damage rolls on attacks of opportunity. It also grants the wielder a +12 competence
bonus on Knowledge (World) skill checks.

Whenever the wielder of this +3 holy starkinfe confirms a critical hit with it, all their
allies in a 40 feet area are affected with the effect of the prayer spell for 6 rounds.

Whenever this +3 agile starknife lands a hit, the target must pass a Will saving throw
(DC 24) or become cursed. This curse reverses the effect of positive energy: if it
healed this creature before, now it deals damage, and vice versa.
Whenever the wielder of this +4 shocking burst starknife lands a sneak attack on an
enemy, the enemy loses 5 spell resistance for 1 round.
This +5 caustic starknife deals additional 4d6 acid damage on sneak attacks.
This +1 cold iron starknife deals an additional 1d3 damage to evil creatures.
Whenever the wielder of this +5 corrosive burst throwing axe confirms a critical hit,
the enemy must pass a Fortitude saving throw (DC 31) or become blinded for 4
rounds.

Whenever this +3 keen throwing axe lands a hit, all its further attacks until the end of
the round deal 1 additional force damage. This damage bonus stacks up to 10.

Whenever the wielder of this +3 icy burst throwing axe lands a hit against new
enemy, the enemy must pass a Fortitude saving throw (DC 24) or become paralyzed
for 2 rounds.

Whenever the wielder of this +4 icy burst throwing axe hits the enemy for the first
time in a round, the enemy must pass a Fortitude saving throw (DC 27) or suffer a -3
penalty to damage rolls and become slowed for 1 round.

Whenever this +3 throwing axe lands a hit on an enemy, the enemy must pass a
Fortitude saving throw (DC 14) or lose the ability to cast spells for the next 1d4
rounds.

Whenever the wielder of this +2 corrosive tongi confirms a critical hit with it, the
weapon deals additionally 2 acid damage until the end of the combat. This effect
stacks.
This +5 axiomatic shocking burst tongi grants its wearer a +5 competence bonus to
CMB.
Whenever the wielder of this +4 anarchic tongi successfully charges at an enemy, the
enemy loses its Dexterity bonus to AC for 1 round.

Whenever the wielder of this +3 sound burst tongi lands a hit, the enemy must pass a
Fortitude saving throw (DC 23) or become shaken for 1d3 rounds.

This +3 trident grants the wielder an ability to summon a large water elemental once
per day as a 11 level Druid.
Whenever the wielder of this +5 flaming burst weapon lands a first hit against a new
enemy, the enemy must pass Fortitude saving throw (DC 32) or catch on cursed fire
which makes it unable to cast spells for 1d3 rounds.

Whenever the wielder of this +5 vicious weapon lands a consequent hit in a full-
round attack, it deals additional damage equal to the number of hits multiplied by 3.

Whenever the wielder of this +5 axiomatic weapon lands a hit against a new enemy,
it marks it with "Obedience". Such mark can only be on 1 target at a time. If the
bearer of this mark tries to attack the owner of the weapon, it must pass a Will saving
throw (DC 29) or suffer -3 penalty on attack rolls and a -8 penalty on damage rolls for
2 rounds.

This is an intermediate step of relic creation.


This +5 axiomatic elder icy burst trident allows its wearer to cast tsunami once per
day as a 18th level wizard.
Whenever the wielder of this +5 agile trident hits a new enemy for the first time, the
target must pass a Reflex saving throw (DC 27). On a failed saving throw the enemy
becomes prone for 1 round and suffers 3d6 piercing damage, on success, it suffers a -
4 penalty to CMD for 2 rounds.

Whenever this holy dwarven urgrosh lands a hit but doesn't deal any physical
damage, the next hit deals force damage instead of the normal piercing or slashing
weapon damage.
This +1 dwarven urgrosh grants its wielder a +1 bonus on attack rolls against magical
beasts.

Whenever the wielder of this +5 flaming dwarven urgrosh lands a hit on a new
enemy for the first time, the enemy suffers a -2 penalty on all saves for 4 rounds.
While under this effect, any failed save by the enemy makes it suffer 3d6 fire
damage.

Whenever this +2 radiant dwarven urgrosh confirms a critical hit, it deals additional
4d6 holy damage.
This +5 keen construct bane dwarven urgrosh grants its wielder a +6 insight bonus on
Initiative rolls, increases base speed by 10 feet and grants a +2 dodge bonus to AC
against Huge and bigger enemies.

This +3 warhammer deals 1d12+3 damage on a hit and has a critical range of 19-20.

Whenever the wielder of this +4 warhammer successfully hits an enemy with a


charge attack, the enemy must pass a Fortitude saving throw (DC 33) or be
entrapped in stone until the end of the fight. While under this effect the enemy
becomes vulnerable to bludgeoning damage as well as slowed down. If this
warhammer confirms a critical hit against an affected enemy, all enemies in 30 feet
area should pass the same check or be under the same effect.

This +3 furyborn keen warhammer has a doubled critical threat range. Whenever it
threatens a critical hit against a Medium sized creature, it is automatically confirmed.
Whenever it lands a hit, the target must make a successful Fortitude save (DC 35) or
become staggered for 1 round.

Whenever the wielder of this +5 vicious warhammer confirms a critical hit, the
enemy loses all of its DR, if it had any, for 1 minute.
Whenever this +1 cold iron warhammer confirms a critical hit, all enemies in 15 feet
area must pass a Fortitude saving throw (DC 16) or become prone.
Each time this +2 warhammer lands a hit, the enemy must pass a Reflex saving throw
(DC 15) or suffer additional 1d8 piercing damage.

Desc
This is an intermediate step of relic creation.
This +1 adamantine full plate armor grants its wearer immunity to trip attacks and
bull rush combat maneuver.
Whenever an enemy lands a hit on the wearer of this +2 mithral full plate mail, the
attacker has to pass a Reflex saving throw (DC 18) or suffer 1d3 damage to Strength.
If the attacker passes the saving throw, they suffer 1d3 piercing damage instead.

This +5 full plate mail grants its wearer immunity against fear and compulsion effects.
Every time the wearer becomes a target of such effect, they grant all allies (including
themselves) in a 30 feet area a +4 morale bonus on attack and damage rolls as well
as all saving throws for 3 rounds.

This +4 half-plate grants its wearer a + 5 bonus on Reflex saving throws. In addition,
whenever the wearer makes a successful Reflex saving throw against an attack that
normally deals half damage on a successful save, they instead take no damage as if
they had the Evasion feat.

The wearer of this +5 mithral fullplate is immune to mind affecting conditions and
"can not attack" condition.

This +1 full plate mail grants its wearer the effect of moderate fortification.

This +3 mithral full plate grants the wearer additional Spell Resistance 23.
This +3 banded armor grants the wearer fire resistance 30, immunity to sleep,
electricity, and paralysis.
This +5 halfplate grants its wearer immunity against bombs.
This +5 half-plate grants its wearer spell resistance 19.
This +3 adamantine half-plate grants the wearer additional DR 1/-.

This +2 half-plate grants its wearer a +2 enhancement bonus to Constitution.

This +2 half-plate grants its wearer a +3 resistance bonus on Will saving throws.

This +3 banded armor grants the wearer ferocity as per the universal monster rule.
Ferocity: A creature with ferocity remains conscious and can continue fighting even if
its hit point total is below 0. The creature is still staggered and loses 1 hit point each
round. A creature with ferocity still dies when its hit point total reaches a negative
amount equal to its Constitution score.

While the wearer of this +4 full plate armor is wielding weapons in two hands or is
wielding a two-handed weapon, the weapon's largest enhancement bonus is added
to AC with shield descriptor.
Whenever the wearer of this +4 banded armor is hit, the wearer gets a fast healing 1
(stacks up to 10) until the end of the combat.
This +4 full plate grants its wearer additional stacking DR 2/- for each dead outsider
in a 30 feet area.
This +5 adamantine full plate mail grants its wearer 10 DR/-, immunity to cold and
fire as well as all combat maneuvers.
This +5 full plate armor grants its wearer immunity to paralyzed condition. It also
adds +1 to the DC for all saving throws against spells from the necromancy school the
wielder casts.
This +3 full plate armor grants its wearer a +3 enhancement bonus to Charisma
ability score and a +4 enhancement bonus to CMD. It also grants its wearer DR 5/-
against the attacks of the undead.

Whenever the wearer of this +5 banded armor is attacked in melee while being
prone, stunned or staggered, the attacker must pass a Reflex saving throw (DC 30) or
suffer from the same condition for 2 rounds. In addition, this armor grants its wearer
immunity to fire and acid.

This +3 full barding grants its wearer a +4 natural armor enhancement bonus to AC
and a +3 bonus to CMB against large and bigger enemies.

This +3 barding grants its wearer immunity to poison and trip combat maneuver.

This +5 full barding grants its wearer 10d6 additional bludgeoning damage on a
successful charge. It also makes the wearer immune to stunned and staggered
conditions.

This +1 leather armor grants the wearer a +4 bonus to AC against sneak attacks.

Whenever the wearer of this +4 padded armor is hit by a sneak attack or an attack of
opportunity, the attacker must pass a Reflex saving throw (DC 28) or become
entangled for 3 rounds.
This +2 chainshirt grants the wearer DR 3/piercing.
This +5 chainshirt grants its wearer resistance to acid 30.
This +3 chainshirt grants the wearer a +4 profane bonus to AC against the attacks of
non-living creatures.
This is an intermediate step of relic creation.
This +3 studded leather grants its wearer a +3 armor bonus on saving throws against
blindness.
This +3 leather armor allows its wearer to cast spells from the Plants domain as if
they were 2 caster levels higher.
This is a +3 leather armor.
This +5 leather armor grants its wearer a +15 competence bonus on Trickery skill
checks. In addition, whenever the wearer successfully passes a saving throw, they
gain the displacement spell effect for 1 round.

This +4 mithral chainshirt prevents bard's Bardic Performance or skald's Raging Song
class abilities from being interrupted when the wearer is stunned or knocked prone.
In addition, allies revived by the skald's Song of the Fallen gain a +2 morale bonus to
attack and damage until the end of combat.

This +5 mithral chainshirt grants its wearer heavy fortification and immunity against
bleed effects.
This is an intermediate step of relic creation.
This +2 leather armor grants +5 competence bonus on Stealth skill checks.
This is a +2 mithral chainshirt.

This +5 leather armor grants its wearer resistance to electricity 30.


This +3 leather armor grants the wearer a +2 bonus to Dexterity. Every day the
wearer finds a random scroll in its pocket.

This +3 leather armor blurs the wearer whenever she tries to hide, while also
dampening the sound around her, granting a +10 competence bonus on Stealth skill
checks. If the wearer is no longer hidden blur effect stays for 1d4 rounds.

This +5 mithral chainshirt grants its wearer fire resistance 30.

This +3 leather armor is made from very light and delicate leather, increasing max
dexterity bonus by 1 and decreasing arcane spell failure chance by 10%. It also grants
the wielder a +2 bonus on caster level checks made to overcome spell resistance.

This +2 studded leather armor grants its wearer an +2 insight bonus to AC against the
attacks of plants and vermins.
This +2 padded armor grants its wearer immunity to trip.
This padded armor grants its wearer a +2 bonus on concentration checks.
This +1 padded armor grants its wearer +3 resistance bonus on Fortitude saving
throws.

This +5 padded armor grants its wearer acid and sonic resistance 30.

This +3 padded armor grants the wearer resistance to negative energy 30.

This +3 padded armor grants the wearer a +5 competence bonus on Mobility checks,
a +3 bonus to CMB, and a +3 bonus to CMD.
This +5 studded armor grants its wearer a +15 competence bonus on Stealth skill
checks as well as a +4 competence bonus on Reflex saving throws.

This +5 adamantine chainshirt makes its wearer immune to ability score damage.

This +4 mithral chainshirt grants its wearer a +4 bonus on Reflex saving throws and a
+10 competence bonus on Mobility checks.

While wearing this +4 studded armor you have total concealment against all ranged
attacks (weapon and touch). Whenever you receive a critical hit from a ranged
attack, you gain DR 10/- for 1d3 rounds. However, receiving a critical hit in melee
combat makes you prone for 1 round.

This +1 leather armor grants its wearer a +5 competence bonus to Stealth skill
checks.

The wearer of this +3 padded armor gets +3 bonus to saving throws against fear and
nauseated condition. Whenever the wearer is attacked with a spell, the enemy must
pass a Will saving throw (DC 19) or become nauseated for one round.

This +4 leather armor increases its wearer's base speed by 20 feet, grants them a +4
profane bonus to Dexterity ability score, and immunity to acid damage.

This +3 studded leather grants the wearer DR 3/-.


This +2 leather armor grants its wearer DR 2/melee.
Whenever an enemy confirms a critical hit against the wearer of this +1 padded
armor, they must pass a Fortitude saving throw (DC 16) or become unable to attack
with a weapon for one round.
This +4 leather armor grants its wearer a +10 competence bonus on Perception
checks and a +3 bonus to maximum Dexterity.
This +1 studded leather armor grants the wearer DR 3/piercing.

This +2 padded armor grants the wielder 10 resistance against fire and electricity.

This +3 padded armor is finely done, using a bit of leather, webs, and teeth, it grants
the wearer +2 morale bonus to Dexterity score.

This +4 padded armor is very stiff. The wearer suffers -2 penalty to attack rolls and
Constitution score. However, the wearer gets electricity resistance 30. If they suffer
any electrical damage, the armor becomes infused with electricity: for the next
round, the wearer's attacks deal additional 1d12 electric damage, and the spells with
the electric descriptor they cast become quickened, as though using the Quicken
Spell feat. Quicken Spell: Casting a quickened spell is a swift action. You can perform
another action, even casting another spell, in the same round as you cast a
quickened spell. A spell whose casting time is more than 1 round or 1 full-round
action cannot be quickened.

This +5 chainshirt barding grants its wearer fast healing 20.


Whenever the wearer of this +5 leather barding suffers 30 or more damage in a
single hit, he gets the effect of winds of vengeance spell for 1 minute.

This +3 chainshirt barding grants its wearer a +2 bonus to Dexterity ability score, and
immunity to ability score damage for the first 3 rounds of combat.

This +1 leather barding increases animal companion's base speed by 10 feet and
grants it one additional attack of opportunity.
This +3 light shield grants its wielder a +4 bonus on saving throws against all spells of
Evocation school.
This +5 hide armor grants its wearer immunity against fire and cold while
polymorphed. In addition, it grants a +15 competence bonus on Lore (Nature) skill
checks.

This +4 breastplate makes the wearer's first spell cast in any combat encouraging, as
though using the Encouraging Spell feat. Encouraging Spell: Any morale bonus
granted by an encouraging spell is increased by 1.
Each time an enemy confirms a critical hit against the wearer of this +2 hide armor,
that enemy is affected by the equivalent of the dispel magic spell.
This +4 breastplate grants its wearer DR 2/-. It increases by 1 for each enemy in
melee range of the wearer, but no higher than 5/-.

This +1 breastplate grants its wearer sonic resistance 10.

This +2 breastplate grants its wearer resistance to fire 15.

This is an intermediate step of relic creation.


This +5 adamantine breastplate grants its wearer immunity to fatigue and exhaustion
effects.
Whenever the wearer of this +3 mithral chainmail flanks any enemy, the wearer gets
a +2 bonus to damage against flanked creature. If you have an outflank feature, the
damage bonus increases to +4.

This +3 chainmail can be activated once per day to grant all allies in a 30 feet radius a
+1 insight bonus to Dexterity and to attack rolls against demons for 10 rounds.

This +5 chainmail grants its wearer resistance to cold 30.

This +5 chainmail grants its wearer a +5 competence bonus on Persuasion skill checks
made to intimidate. Whenever the wearer suffers 10 or more HP damage from a
single ranged attack, they gain a +1 morale bonus to AC for 1 round, and their next
melee attack deals additional 2d6 piercing damage on a successful hit.

This +1 scale mail grants its wearer a +2 insight bonus to AC against undead.
This +5 breastplate grants its wearer a +3 armor bonus on saving throws against
blindness.

This +4 scale mail grants its wielder a +4 insight bonus to AC against dragons, and
also a +2 insight bonus on attack, damage rolls, and saving throws against dragons.

This +2 scalemail gives the attacks against its wearer a 10% chance of miss due to
concealment.
This +5 breastplate grants its wearer cold resistance 30, medium fortification and
spell resistance 19.

Whenever the wearer of this +4 hide armor casts a spell with fire, electricity, cold or
acid descriptor, that spell deals +1 point of damage per die rolled.

This +2 hide armor grants its wearer resistance to cold 15.

This is an intermediate step of relic creation.

Whenever the wearer of this +1 breastplate uses the charge combat maneuver and
hits an enemy, they deal additional 1d6 bludgeoning damage, and the enemy has to
pass a Reflex saving throw (DC 17) or become prone.

This +3 scale mail grants its wearer immunity to flanking and a +3 insight bonus to AC
against flying and incorporeal creatures.

This +2 chainmail partially absorbs magic from chaotic or evil creatures. When such
creatures attack the wearer with magic, for the next two rounds, the wearer gains a
+2 profane bonus to attack and damage rolls, and caster level checks made to
overcome spell resistance. When this effect ends, the first attack the wearer makes
suffers -4 penalty to attack and damage roll, as well as a caster level checks made to
overcome spell resistance (if needed).
This +2 chainmail grants the wearer a +2 sacred bonus to Fortitude saving throws.
The wearer can choose to you can suffer a -2 penalty to AC to grant all party
members a +1 bonus to AC. While under this effect, an enemy that's attacking the
wearer must pass a Reflex saving throw (DC 17) or suffer 3d4 piercing damage.

This +5 mithral chainmail grants its wearer +7 insight bonus on Persuasion skill checks
made to intimidate.
This +4 breastplate makes the wearer's first spell cast in any combat encouraging, as
though using the Encouraging Spell feat. Encouraging Spell: Any morale bonus
granted by an encouraging spell is increased by 1.
This +2 breastplate grants the wearer a +2 insight bonus to AC against attacks made
with natural weapons.

Whenever the enemy confirms a critical hit against the wielder of this +3 mithral
scale mail, every enemy in 30 feet area must pass a Fortitude saving throw (DC 20) or
become blinded for 1d4 rounds and suffer 4d6 positive energy damage. Successful
saving throw negates blindness and halves the damage.

This +1 scalemail grants +1 resistance bonus on all saving throws.

This +2 scalemail grants its wearer a +2 resistance bonus on all saving throws.

This +3 scalemail grants its wearer a +3 resistance bonus on all saving throws.

This is an intermediate step of relic creation.


This +5 breastplate is made of crystal and can be worn by a druid. It grants the
wearer a DR 3/- and moderate fortification, but also makes the wearer vulnerable to
sonic damage.

This +5 breastplate is made of crystal and can be worn by a druid. At the start of
every combat, all enemies in a 50 feet range around the wearer must pass a Will
saving throw (DC 32) or become confused for 2 rounds.
This +5 mithral breastplate grants its wearer immunity to precision damage.
This is a +5 breastplate made of singing steel.
This +1 hide armor grants its wearer DR 2/-.

This +5 hide armor grants the wearer a +10 competence bonus to Stealth. While in
Stealth or invisible, all successful attacks deal additional 6 force damage.

This +3 scalemail allows the wearer 3 times a day to raise a deceased ally for 2d3
rounds. However, after this the ally dies again.

This +4 white dragonhide breastplate grants the wearer a cold aura and cold
resistance 30. This breastplate can be worn by druids. Cold Aura: All creatures within
5 feet of this creature take 2d6 points of cold damage at the beginning of its turn.

This +5 chainmail barding grants its wearer a +2 bonus to Constitution ability score
and immunity to fatigue and exhaustion.
This +3 scalemail barding grants its wearer fire resistance 10 and partial concealment
against ranged attacks.
This +2 hide barding grants its wearer cold resistance 10 and a +2 competence bonus
on saving throws against movement-impairing effects.

This scale barding grants its wearer medium fortification.

This +4 chainmail barding grants its wearer DR 6/piercing.

This robe grants its wearer a +4 bonus to attack rolls with ray attacks, +1 damage per
dice to fire, acid, force, cold, electricity spells, and a +4 bonus to spell penetration.

This +5 haramaki grants its wearer DR 6/- against ranged weapon attacks.

This +5 haramaki grants its wearer a +4 insight bonus on ranged touch attack rolls.

This +4 haramaki grants its wearer a +4 sacred bonus on all saving throws.
This +3 haramaki grants its wearer a +5 ?ompetence bonus on Knowledge (Arcana)
skill checks and a +4 bonus on Concentration checks.
This +5 haramaki makes its wearer immune to elemental damage for the first 3
rounds of combat.

This robe grants is wearer a +3 bonus on saving throws against mind affecting spells.

Grants +2 DC bonus to acid spells


The wearer of this robe gains immunity to critical hits, but suffers a -6 penalty to
Constitution

This robe increases by 2 the DC of all transmutation school spells cast by the wearer.
It also grants a +2 bonus on saving throws against the spells of evocation school.

This +5 haramaki increases the DC of saving throws against all necromancy school
spells the wearer casts by 2. In addition, whenever the wearer deals lethal damage to
an enemy, a random one of the following creatures is summoned to fight at their
side for 1 minute: 1) Bloodlusting Skeleton 2) Mummy 3) Spellscribed Mummy 4)
Nightshade Nightcrawler Only 1 such creature can be present at the same time. If the
effect occurs while the previous creature is still alive, it disappears, and the new
creature is summoned instead.

Desc

Whenever the wielder of this +4 buckler becomes a target of a spell that deals
elemental damage (even if such effect was prevented by spell or elemental
resistance), he gains immunity to the corresponding element for 1 round.

This +3 buckler grants the wearer a +5 bonus to AC against ranged touch attacks.
Whenever the wielder of this +1 buckler receives a critical hit, they are affected with
the effect of a mirror image spell that produces 2 mirror images that last 2 rounds.

This +5 buckler grants its wearer a +2 circumstance bonus on attack rolls against
enemies under movement-impairing conditions.
This +2 buckler grants its wielder a +2 dodge bonus to AC against attacks with two-
handed weapons.
This +2 buckler grants its wielder a +4 morale bonus AC against the attacks of
Vermins.
This +5 heavy shield grants its wielder immunity to slashing and piercing damage
while the wielder is at full health.

This +1 shield was specifically designed to perform a shield bash. It deals damage as if
it were a weapon of three size categories larger (Medium light shield deals 1d8
points of damage). The shield acts as a +1 weapon when used to bash.

This +4 heavy shield grants its wielder immunity to cold and a +1 bonus to AC against
Medium and smaller creatures.
This +2 mithral heavy shield grants its wielder DR 5/magic.
This +3 shield grants its wielder immunity to prone condition. It also grants one
additional attack of opportunity per round. If equipped with the Guardian's battleaxe,
it gives the battleaxe the speed special quality.

This +2 heavy shield grants its wielder acid resistance 15 and fire resistance 15.

This +3 heavy shield grants the wearer a +3 bonus to CMB.

This +1 heavy shield grants its wielder cold resistance 10.

Whenever the wielder of this +5 spiked heavy shield confirms a critical hit, the enemy
suffers a -2 penalty on attack rolls and becomes vulnerable to piercing damage for 2
rounds.
This +4 heavy shield grants its wearer spell resistance 17 as well as negative energy
resistance 30.
This is a +1 heavy shield.
Whenever the wielder of this +2 spiked heavy shield uses it for a shield bash, it
behaves like a vicious weapon, dealing an extra 2d6 points of damage to the
opponent and 1d6 points of damage to the wielder.

Whenever the wielder of this +3 spiked holy heavy shield uses it for a shield bash, it
behaves like a holy weapon, dealing an extra 2d6 points of holy damage to the
opponent.

This +4 heavy shield grants the wielder a +2 morale bonus on saving throws against
evil creatures. Whenever the wielder of this shield is critically hit, a joyful rapture
spell is activated as if it was cast by 12th level cleric.
This is a +5 spiked shield, this shield also has a +5 enchant bonus to attacks and
damage made by it. Once per day the wielder can choose to assign Light or Dark aura
for this shield. Light Aura - All enemies in a 30 feet range are under faery fire effect,
all companions gain a +2 insight bonus to saving throws and skill checks. Whenever
an enemy lands a critical hit against the wearer or companion, the enemy must pass
a Fortitude saving throw (DC 30) or be blinded and slowed as per slow spell for 1d4
rounds. Additionally any healing applied to the shield bearer will also heal all party
members for 1d6 + shield bearer`s level. Dark Aura - All enemies in a 30 feet area
have a -2 penalty to Initiative, all companions gain a +2 profane bonus to attack of
opportunities and critical hit confirmation. Whenever a companion lands a critical hit
against the enemy, the enemy must pass a Will saving throw (DC 25) or be under
sleeping effect for 1d3 rounds. All curses, poisons, diseases and mind-affecting spells
have their save DC increased by 2 both for enemies and companions.. If the wearer is
of good alignment, shield gains holy quality for all attacks with this shield.
Additionally for a standard action the wearer can use Light Nova ability, it deals
damage to the wearer equal to 25% of her HP and heals everyone by 40 hp and deals
20 damage to all enemies. If the wearer is of evil alignment, shield gains an unholy
quality for all attacks with this shield. Additionally for a standard action the wearer
can use Dark Nova ability, it deals 20 damage to the all his companions and they get
Chosen of the Dark Nova effect, while all enemies in a 30 feet area receive Pray of
The Chosen. Under Chosen of the Dark Nova effect companions receive +5 damage
bonus against Pray of The Chosen. If the wearer is of neutral alignment, the wearer
can use both of abilities. However, if the wearer used one ability, the wearer can't
use another ability until the rest.

This +5 light shield grants its wearer a +15 competence bonus on Lore (Nature) skill
checks and a +3 competence bonus to AC against unarmed and natural attacks.

While you are wielding this +2 spiked light shield you get 20 resistance to sonic
damage and a +2 bonus on saving throws against sound based effects, if someone
attacks with sonic damage, the wielder has to make a Reflex saving throw (DC 19) for
sonic damage to echo from this shield, dealing all enemies in a 10 feet area 3d6 sonic
damage.

Whenever the enemy confirms a critical hit against the wielder of this +3 mithral light
shield, every enemy in 30 feet area must pass a Fortitude saving throw (DC 20) or
become blinded for 1d4 rounds and suffer 4d6 positive energy damage. A successful
saving throw negates the blindness and halves the damage.

This is an intermediate step of relic creation.


While you are wielding this +2 spiked light shield you deal +1 bonus damage per dice
rolled for spells with cold descriptor. Whenever you use shield bash, the enemy has
to pass a Fortitude saving throw (DC 20) or become vulnerable to cold damage,
taking 50% more damage than normal, until the end of battle.

This +5 spiked light shield grants its wearer a +2 insight bonus on attack and damage
rolls against living enemies.
This +3 light shield grants its wielder immunity to critical hits.

This +3 light shield emanates a cursed aura: whenever an ally adjacent to this shield's
wielder is attacked, the enemy must pass a Will saving throw (DC 21) against this
curse or suffer a -3 attack penalty on the next attack roll.

This +1 light shield grants its wielder negative energy resistance 10.

This is an intermediate step of relic creation.


This +3 light shield grants its wielder a +4 bonus on saving throws against all spells of
Evocation school.
Whenever an enemy hits the wielder of this +2 light shield with any touch attack
(melee or ranged), that enemy suffers 2d6 force damage.
This +4 spiked light shield provokes a shield bash dealing 2d6 piercing damage to the
attacker whenever its wielder is critically hit.

Whenever this +3 mithral light shield is under the effect of Sacred Shield, each time
the wielder bashes using this shield, it deals 1d6 holy damage, an enemy must pass a
Will saving throw (DC 18) or will be marked. If a marked creature dies, a Will-o-Wisp
(CR 8) appears for 10 minutes or until a new Will-o-Wisp will be created, this Will-o-
Wisp will try to heal and support your characters. This shield also deals additional
2d8 points of holy damage to undead creatures.

This +2 tower shield grants its wielder negative energy resistance 10 and a +1 morale
bonus on saving throws against fear effects.

This tower shield grants its wielder a +3 bonus on saving throws against blindness.

This +3 tower shield weighs twice as much as a usual tower shield and limits its
wielder's speed to 20 feet. Whenever the wielder receives a critical hit, they are
healed for the amount of HP equal to the number of their Hit Dice.

This +3 tower shield grants its wielder DR 2/-.

Whenever the wielder of this +5 tower shield is attacked for the first time in a round,
the wielder makes a Persuasion (intimidate) check to demoralize the attacker.

This +5 tower shield grants its wielder a +4 competence bonus to AC against touch
attacks.
This +4 tower shield grants its wielder a +10 competence bonus on saving throws
against Evocation school spells.
This +2 tower shield grants its wielder electricity resistance 15 and cold resistance 15.

This +4 mithral tower shield gives the wielder DR 5/good and a -2 penalty to attack
rolls against evil characters. It can be worn only by evil-aligned creatures.

Location

Act 3, Relic Decree (Stone of Ghostly Pathways)

Gold Dragon quest reward


Act 3, Drezen (Arsinoe)

Azata Court, Magical Transmuting Soil (Azata only)


Act 3, Baphomet's Shrine

Azata Court, Magical Transmuting Soil (Azata only)


Act 2, Crusader Camp, Field Medic tent (Vissaliy)

Act 5, Bladesmith Workshop


Act 3, Relic Decree (Stone of Ghostly Pathways)

Azata Court, Magical Transmuting Soil (Azata only)

Act 5, Relic Decree (Zaoris's Pin)


Act 4, Upper City, Mage's Tower (Storyteller shop)

Act 6, Given by Nocticula at the start of the final dungeon

Act 3, Ivory Sanctum


Act 2, Heaven's Edge (Perception 30)

The Last Sarkorians


DLC1

Act 5, Gravestone Rock, puzzle (Blue, Yellow, Green, Red to open door, then Red,
Green, Yellow, Blue to swap chests)

Act 2, Drezen
Act 5, Ineluctable Prison (Father of Worms)

DLC1

DLC1
Azata Court, Magical Transmuting Soil (Azata only)

Act 2, Houndheart Campsite

Act 3, DLC3, Island 8. (Gwalum, Dagon’s Chosen loot);

Defender's Heart (Kyado), Horgus' mansion

Act 3, Drezen (One-Eyed Devil)


Inevitable Excess DLC, Threshold, Jewelry Trader

Defender's Heart (Kyado)


Act 2, Drezen, Citadel (Trickery 24); Act 3, Drezen (Arsinoe)

Act 3, Drezen (Arsinoe)

Act 3, Drezen (Arsinoe)

Traveling Skeletal Salesman (magic)


Act 5, Skeletal Salesman (Magicional Mysterical Spellthingies)

DLC1

Act 4, Herrax, Ten Thousand Delights


Act 4, Upper City, Mage's Tower (Zealous Follower of Baphomet fight)

Act 4, Middle City (Hidden Abode fight)

Drezen (Golden Golem), Nameless Ruins

Act3, Areelu's Laboratory


Act 3, Ivory Sanctum

Act 4, Ten Thousand Delights, Reward for killing Chivarro

Act 4, Wirlong Black Mask, Fleshmarkets

Act 3, Hellknights Outpost (Paralictor Aminos Renth shop)


Terendelev's Lair, Halaseliax

Act 4, Battlebliss arena (Ruksa)

Act 4, Upper City, locked box in top left


Act 3, Areelu's Laboratory (Perception 32)

Act 3, Hellknights Outpost (Paralictor Aminos Renth shop)

Act 3, Drezen (Tsai shop, Lich path only)

Act 3, Blackwater

The Last Sarkorians


Act 3, Midnight Fane (Near Playful Darkness (Per 28 check))
DLC1 (Act 5 after importing save)

Act 3, Skeletal Salesman (Magic)


Act 3, Midnight Fane

Act 1, Silken Thread Atelier (Kervil the Sparkling Fist)

Act 2, Crusader's Camp (during gargoyle raid), Drezen (Golden Golem)


Drezen (Golden Golem), Crusader's Camp

Act 1, Gray Garrison (Commander Edition)

Act 5, Nenio's quest (Areshkagal loot)


Act 5, Heart of Mystery puzzle

Act 4, Wirlong Black Mask, Fleshmarkets, looted from corpse (Lich or Demon only)
The Last Sarkorians
Lost Chapel part of the Legend Mythic quest (accept Areelu's offer to stop purging
your power in exchange for artifacts)

Drezen (Golden Golem)


Act 2, Nameless Ruins (Puzzle), Act 3, Drezen (Golden Golem)

Act 3, Relic Decree (Stone of Ghostly Pathways)

Act 5, Relic Decree (Mask of the Facestealer)


Gray Garrison

Azata Court, Magical Transmuting Soil (Azata only)

Act 1, Defender's Heart (Joran Vhane shop)

Act 3, Wintersun (on Siabrae when you free miammir)


Storyteller Relic

Act 5, Place of Execution

Act 3, Blackwater
DLC1

DLC1

Act 5, Ineluctable Prison (Trickster dialogue option when speaking to Svendack for
second time)

Act 3, Greengates
Act 5, Relic Decree (Zaoris's Pin)

Location

Treasure of the Midnight Isles (standalone)


Mephistopheles (Must decline Devil offer)

Kill Red Mask during Mercy then accept Latverk's eyeball (or kill Latverk and loot him)

The Treasure of the Midnight Isles


Act 3, DLC3, Island 9. (Ywrag the Defiant/Star Rattle loot);

Inevitable Excess DLC, Threshold, Jewelry Trader


Devara (Azata only)

Act 3, Drezen, Tavern (Fye the Tavern Keeper)

Act 5, The Enigma; put the Blue Binding Sources in the outer four slots and the Green
Binding Sources in the remaining slots; Nahydrian Darkness
Act 4, Upper City, Rooftop above Savamelekh's Mansion

Act 3, Drezen (Jewelry Trader)

Act 5, Rank 6 Diplomacy option

Azata Court, Magical Transmuting Soil (Azata only)


DLC1

The Last Sarkorians

Act 4, Ten Thousand Delights (Herrax shop)

Act 1, Gray Garrison (Commander Edition)


Act 5, Relic Decree (Remains of the Colorless One)

Act 5, Relic Decree (Remains of the Colorless One)


The Treasure of the Midnight Isles

Location

Act 2, Crusader's Camp (Wilcer Garms), Lost Chapel


Drezen (Golden Golem), Drezen

Drezen (Jewelry Trader), Lost Chapel


Drezen Arcane Weaver, Act 5

Drezen Arcane Weaver, Act 5

Act 2, Leper's Smile


Act 2, Crusader's Camp, reward from Horgus Gwerm

Act 3, Greengates (Jaruunicka loot)

The Treasure of the Midnight Isles

Act 5, Gravestone Rock


Act 1, Market Square ((Nabasu (only appears after Tavern defence))

Act 2, Drezen, Citadel (Nurah Loot)

Act 5, Enigma, Northwest


Act 3, Skeletal Salesman (Hunter's Arsenal)

Act 4, Ten Thousand Delights (Herrax shop)

Act 2, Crusader's Camp (Wilcer Garms)

Act 2, Crusader's Camp (Wilcer Garms), Lost Chapel

Drezen (Jewelry Trader), Wintersun

Drezen (Jewelry Trader)


Mineshaft Fourteen

Nahydrian Darkness

Defender's Heart (Vissaliy Rathimus), Arendae Party House

Drezen (Golden Golem), Gray Garrison (Jeslyn), Gray Garrison


Drezen (Jewelry Trader), Citadel Drezen

Citadel Drezen
DLC1

Act 4, Raggy, Fleshmarkets

Act 3, Chilly Creek, bottom right


Act 5, Ineluctable Prison

Act 4, House of Silken Shadows, need to keep the secret of the Nahyndrian Crystals
from Shamira

Act 3, Wintersun (Standing Stones puzzle)


Underground Caves of Kenabres

Underground Caves of Kenabres

Act 3, Drezen
Act 4, Ten Thousand Delights

DLC1

Kill Red Mask during Mercy then accept Latverk's necklace (or kill Latverk and loot
him)
Act 3, Relic Decree (Dirty Squealer)

DLC1

Act 5, Relic Decree (Voice of the Cursed Bard)


Act 5, Relic Decree (Voice of the Cursed Bard)

Act 3, Drezen (Jewelry Trader)


Act 1, Defender's Heart (Vissaliy Rathimus)

Act 3, Drezen (Arsinoe); Artisan's Tower (Devarra Loot)


The Last Sarkorians

Act 4, ask Storyteller about Galfrey (probably need to be nice to her)


Act 3, Midnight Fane (Darrazand loot)

Battlebliss arena

Airship event during Chapter 4; can only be found by Kerz (pirate captain)
(Fleshmarket start); Choice: Evil (engage in piracy and raid a settlement); Events
before the choice: harpies, hurricane, Dragon cultists
The Last Sarkorians

Xarra, Lower City (northeast), Chapter 4 (say "Do as you please")

Act 4, Fleshmarkets, (Sarzaksys' Interpreter)


Act 1, Gray Garrison (Pre-order item)

The Last Sarkorians

Act 4, Middle City, Charm Vellexia enough in Rapture of Raptures Quest


Act 3, Relic Decree (Dirty Squealer)

Act 5, Gwerm's Mansion


Act 3, Wintersun, Reward from Gesmerha after dealing with Marhevok

Act 3, DLC3, Island 12. (Fallen Time Guardian loot)

Location
Act 2, Nightingale Grove

Act 4, Raggy, Fleshmarkets

Act 2, Crusader Camp, Field Medic tent (Vissaliy)

Act 3, Drezen (Arcane Weaver)

Inevitable Excess DLC, Threshold, Arcane Weaver


Act 5, Rank 6 Diplomacy option

Act 2, Drezen, Temple

Act 3, Ivory Sanctum, puzzle in center room with Baphomet statue;

The Treasure of the Midnight Isles every turn.


Act 2, Nameless Ruins

Act 5, throne room event (Lich only)

Act 1, Tirabade Residence (Succubus loot)

Azata Court, Magical Transmuting Soil (Azata only)

Underground Caves of Kenabres


Drezen (Paralictor Aminos Renth)

Defender's Heart (Kyado), Drezen

Traveling Skeletal Salesman (magic), Wintersun

Act 4, Dire Mansion near the middle city gate to the upper city

Act 5, Skeletal Salesman (Personal Protection Equipment)

DLC1
Inevitable Excess DLC, Threshold, Arcane Weaver

The Treasure of the Midnight Isles every turn.


Act 3, Areelu's Laboratory
Defender's Heart

Act 4, Colyphyr Mines (Mutasafen)

Inevitable Excess DLC, Threshold, Arcane Weaver


DLC1; Nahydrian Darkness
DLC1
Gray Garrison

Act 4, Lower City, Rooftop loot in bottom left

Act 3, Drezen (Arcane Weaver); Extirpators' Camp

Act 4, Upper City, Bridge to House of Silken Shadows


Act 4, Pathetic Quasit, Middle City

Act 4, Colyphyr Mines, reward from Nocticula


Act 4, Herrax, Ten Thousand Delights
Act 3, Drezen (Arcane Weaver); Crimson Dust
(Storyteller Relic)

(Storyteller Relic)
(Storyteller Relic)

(Storyteller Relic)

(Storyteller Relic)

(Storyteller Relic)

(Storyteller Relic)
(Storyteller Relic)

(Storyteller Relic)

(Storyteller Relic)

Act 3, Drezen (Arcane Weaver)


Act 4, Flayer Twins, Battlebliss Arena
Act 3, Ivory Sanctum
Act 5, Ineluctable Prison (Alderpash)

Location
Act 2, Drezen, Tavern

The Treasure of the Midnight Isles every turn.

Act 3, DLC3, Island 3. (Malkari the Strangled loot)


The Last Sarkorians

Act 4, Raggy, Fleshmarkets

Act 5, Relic Decree (Baphomet's Fire)

Act 4, Middle City (Hidden Abode fight)


DLC1

Act 5, Lost Chapel part of the Legend Mythic quest (accept Areelu's offer to stop
purging your power in exchange for artifacts)

The Treasure of the Midnight Isles every turn.

Devara (Azata only)


Act 3, Wintersun

Azata Court, Magical Transmuting Soil (Azata only)

Act 5, Chilly Creek, Loot off Hags

Jeocot reward (Chapter 4; meet him at the tavern and tell him his book is a suicide
guide)

Act 5, Chilly Creek, save Malessa


Act 3, Ravaged Long House; Nahydrian Darkness

Act 3, Drezen (Tsai shop, Lich path only)

DLC1

Act 5, Rank 6 Diplomacy option


Act 4, Middle City (Thrall Hunter Master fight near Harem of Ardent Dreams)

The Treasure of the Midnight Isles every turn.

Act 2, Woljif's Shop

Act 4, Krebus, Fleshmarkets


Mephistopheles (Must decline Devil offer)

Act 3, Drezen (Arcane Weaver)


The Treasure of the Midnight Isles every turn.

Upper City

Act 3, DLC3, Island 10. (Gorebreak loot);


Act 4, Upper City, Mage's Tower (Storyteller shop)

DLC1

Act 3, Drezen (Arcane Weaver)

Act 3, Relic Decree (Altar of the First Retriever)


Act 2, Leper's Smile (before fighting queen)

Act 1, Gwerm's Mansion

Act 3, Drezen (Arcane Weaver)

Act 5, Relic Decree (Baphomet's Fire)


Act 3, Terendelev's Lair

Act 4, Upper City, Abandoned Mansion (Woljif must be non-demon)

Act 3, Relic Decree (Altar of the First Retriever)


Act 3, Relic Decree (Altar of the First Retriever)

Location
Act 3, Artisan's Tower; Act 5, Ineluctable Prison (Ashen Lady)

Act 3, Drezen (Arcane Weaver)

Inevitable Excess DLC, Threshold, Jewelry Trader

Neathholm (Dyra), Underground Caves of Kenabres


Drezen (Golden Golem), Defender's Heart

Traveling Skeletal Salesman (magic) (Skeletal Salesman), Lost Chapel


Drezen (Jewelry Trader)

Act 5, Gravestone Rock


Act 5, Crusade

DLC1

Act 4, Woljif's shop


Act 3, DLC3, Island 6. (Rustclaw loot);

Act 3, Ivory Sanctum

Act 3, Wintersun

Act 4, Lower City, Rotten Guttery (Chivarro fight loot); Upper City (Merciless Tyrant)
Colyphyr Mines

Act 3, Crusade
The Last Sarkorians

Act 4, Nexus

Inevitable Excess DLC, Threshold, Jewelry Trader; Sarzaksys (Chapter 4) - Fleshmarket

Act 2, Crusader's Camp (Wilcer Garms)


Act 1, Defender's Heart (Vissaliy Rathimus)

Act 5, Crusade event (Devil path only)

Act 2, Heaven's Edge

Prologue, Kenabres Square


DLC1; Nahydrian Darkness

Act 5, Crusade event with Mephistopheles (Legend mythic path)

Act 2, Drezen, Citadel (Trickery 28)


Act 4, Lair of the Echo of Deskari (Angel only)

Act 3, Ivory Sanctum

Act 4, Ten Thousand Delights (Herrax shop)


Act 1, Gray Garrison (Commander Edition)

The Last Sarkorians

Act 3, Blackwater
Act 3, Wintersun

Location

Act 4, Lower City (Soul Hunter)


Act 3, Skeletal Salesman (Hunter's Arsenal)

Act 3, Skeletal Salesman (Hunter's Arsenal)

Act 4, Wirlong Black Mask, Fleshmarkets

Inevitable Excess DLC, Threshold, Arcane Weaver; Sarzaksys (Chapter 4) -


Fleshmarket
Act 3, Scrubland by a Bend in the River

Act 3, Drezen (Wilcer Garms),

Act 3, Hellknights Outpost (Paralictor Aminos Renth shop)


Gray Garrison (Othirubo)

Temple of the Good Hunt

Act 5, Woljif's shop

Drezen (Gesmerha), Lost Chapel

Act 3, Wintersun

Act 3, Drezen (Wilcer Garms)


Traveling Skeletal Salesman (hunting), Underground Hideout

Midnight Fane

Act 5, Skeletal Salesman (Hunter's Arsenal)

Citadel Drezen

Wedding Meadow
Act 5, Skeletal Salesman (Hunter's Arsenal)

Traveling Skeletal Salesman (protection), Act 2, Drezen, Tavern

Traveling Skeletal Salesman (protection)

Act 5, Traveling Skeletal Salesman (protection)


Act 3, Greengates

Act 3, Midnight Fane, Rift in Playful Darkness' Bone Pile. (Must have a completed
playthrough of Inevitable Excess where Inevitable Darkness was killed on Core or
above)
The Last Sarkorians
The Last Sarkorians

Act 4, Middle City, Demodand Mob Leader next to Ten Thousand Delights; Act 4,
Woljif's shop
Act 4, Colyphyr Mines (Hepzimirah)

From Zacharius (must be on good terms), Lich path


Act 4, Colyphyr Mines (Melazmera)

Act 4, Wirlong Black Mask, Fleshmarkets


Act 3, Relic Decree (Dirty Squealer)
DLC1; Nahydrian Darkness

Act 4, Ten Thousand Delights (Herrax shop)


Act 3, Relic Decree (Crest of the Fallen Knight)

Act 3, Relic Decree (Crest of the Fallen Knight)

Act 5, Iz, in house


Act 5, Relic Decree (Mask of the Facestealer)

Act 2, Crusader's Camp, Field Medic tent (Vissaliy)


Act 4, Upper City, Mage's Tower (Storyteller shop)

Act 4, Woljif's shop


Act 5, Relic Decree (Mask of the Facestealer)

Act 3, Relic Decree (Dirty Squealer)

Location
Act 2, Lost Chapel (Maugla loot)

Act 3, Storyteller Relic (Restored from Shards of Knight's Bracer found in Act 2,
Drezen, Prison)
DLC1

Act 3, Crusade (below Heart of Mystery)


Act 1, Gray Garrison (Commander Edition)

Act 3, Relic Decree (Attractive Impulse)


Act 5, Areelu's Lab (have to click on only crib, drawings, and textbook, in that order)

Act 3, Befouled Barrows


Act 3, Molten Scar (Perception 25)

Inevitable Excess DLC, Threshold, Arcane Weaver

Act 5, Ineluctable Prison (Ashen Lady)

Act 3, Drezen (Arcane Weaver); Act 4, Colyphyr Mines Upper level (Kestoglyr);
Act 4, Middle City, secret room in Latverk's house (DC 38 Perception)

DLC1

Inevitable Excess DLC, Threshold, Arcane Weaver

Act 4, Upper City, Mage's Tower (Storyteller shop)


Act 4, Upper City, Dimalchio's Mansion

Act 3, DLC3, Island 7. (Tender Cutter loot);

Act 4 Lower City rooftop fight near Arena

Act 3, Drezen (Arcane Weaver)


The Last Sarkorians

Act 1, Defender's Heart (Gemyl Hawkes)

Airship event during Chapter 4 (any captain); Choice: Search the ruins for any signs of
treasure; Followed by DC 39 check (Religion works but Trickery or Intimidate should
as well); Events before the choice: harpies, hurricane, Dragon cultists
Act 1, Gray Garrison

Act 5, Dragon Burial Ground (kill Hokugal)

Act 4, Fleshmarkets
Act 3, Skeletal Salesman (Hunter's Arsenal)

Act 2, Crusader's Camp (Wilcer Garms)

Inevitable Excess DLC, Threshold, Arcane Weaver


Act 2, Chilly Creek (Trickery 20)

Act 3, Relic Decree (Attractive Impulse)


The Last Sarkorians

Act 1, Defender's Heart, talk to Indarah and Pink Eye in Act 1; fail skill check to
prompt Pink Eye to speak up

Act 5, Chilly Creek


Inevitable Excess DLC, Threshold, Arcane Weaver

Act 5, Daeran Companion Quest (Must Kill Inquisitor); Nahydrian Darkness

Devara (Azata only)


DLC1

Act 5, Relic Decree (Baphomet's Fire)


Act 3, Midnight Fane (Pass check with Gresilla or kill Gresilla); Act 4, Bad Tavern
(Lower City), kill Mielarah

Act 3, Temple of the Good Hunt (Trickery 28)

Act 5, Dragon Burial Ground (kill Lathimas)


Location

Act 4, Flayer Twins, Battlebliss Arena

Act 3, Relic Decree (Stone of Ghostly Pathways)

Backer-exclusive item – Find it in your Personal Chest (Its label mistakenly claims
you've found it in the Gray Garrison).

Inevitable Excess DLC, Threshold, Jewelry Trader


Act 3, Relic Decree (The Phylactery of Stevanius The Rotten)

Act 3, Relic Decree (The Phylactery of Stevanius The Rotten)


The Last Sarkorians

Inevitable Excess DLC, Threshold, Jewelry Trader


Act 3, Relic Decree (Stone of Ghostly Pathways)

Act 2, Crusader Camp, Field Medic tent (Vissaliy)


Act 5, Relic Decree (Zaoris's Pin)

Act 1, Defender's Heart (Gemyl Hawkes); Act 4, Battlebliss Arena (Arena Healer)
Act 3, Midnight Fane, Secret of Secrets

Act 4, Colyphyr Mines, Lower level


Act 3, Drezen (Jewelry Trader)

DLC1

Prologue, Shield Maze

Act 5, Drezen, Barracks (True Aeon only)

Inevitable Excess DLC, Threshold, Jewelry Trader


Act 2, Crusade

Act 1, Defender's Heart (Vissaliy Rathimus)

Demon Army east of Drezen

Act 3, Hellknights Outpost (Accept bribe from Angler of Vices)

Act 3, Neathholm (Trickery 29)


The Last Sarkorians

Act 3, Relic Decree (Stone of Ghostly Pathways)


Act 4, Lower City, Bad Luck Tavern

Act 3, Ivory Sanctum


Act 2, Crusader's Camp, Field Medic tent (Vissaliy); Act 3, Drezen (Arsinoe)

Act 2, Underground Hideout (Perception 28)

Inevitable Excess DLC, Threshold, Jewelry Trader


Act 4, Upper City, Mage's Tower (Storyteller shop)

Act 2, Drezen, Citadel (Blightmaw loot)

Act 3, Midnight Fane, secret door behind Deskari shrine (Perception 35, Arcana 42)
Act 3, Blackwater
Act 2, Martyr Zacharius's Cemetery, Rift in the NW of the map. (Must have a
completed playthrough of Inevitable Excess where Inevitable Darkness was killed on
Unfair)

Airship event during Chapter 4.

Act 5 (Act 3 for Angel), Pulura's Fall puzzle room


Act 4, Krebus, Fleshmarkets

Act 4, Lower City, Bad Luck Tavern (Mielarah Loot)


The Last Sarkorians

Act 4, Raggy, Fleshmarkets

The Treasure of the Midnight Isles every turn.


Act 3, Gift from Daeran (Romance unnecessary, but he must like you)

Defender's Heart (Vissaliy Rathimus), Shield Maze (Corrupted Mongrel Brute),


Reliable Redoubt

Act 2, Crusader's Camp (Wilcer Garms), Wintersun

Drezen (Jewelry Trader)

Citadel Drezen
Act 5, Daeran companion quest good ending

DLC1

Act 3, Drezen (Arsinoe)

Act 5, Gravestone Rock

Inevitable Excess DLC, Threshold, Jewelry Trader


Act 3, Ivory sanctum, second solution to the door puzzle to Jerribeth's room

Act 1, Thiefling's Hideout

Act 2, Leper's Smile (before fighting queen)


Act 3, Drezen (Storyteller relic, found in Act 2, Houndheart Campsite)
Midnight Fane, Nightmare room (see link for map); Lich only?

The Treasure of the Midnight Isles


Act 4, Upper City, Loot off Vellexia

Act 4, Lair of the Echo of Deskari (Angel only)


Act 3, Wedding Meadow

Act 3, Skeletal Salesman (Magic, sells 2 copies)

Act 3, Scrubland by a Bend in the River (Ask for payment from Deval)

Act 1, Defender's Heart


The Last Sarkorians

DLC1
Thieflings Hideout

Act 4, Krebus, Fleshmarkets

Backer-exclusive item – Find it in your Personal Chest (Its label mistakenly claims
you've found it in the Gray Garrison).

Inevitable Excess DLC, Threshold, Jewelry Trader


Act 5, Relic Decree (Zaoris's Pin)

Location

Act 3, Drezen (Tsai shop, Lich path only)

Act 4, Woljif's shop


Act 4, Krebus, Fleshmarkets
The Last Sarkorians

Act 3, DLC3, Island 2. (Ewzen the Treasure Plunderer loot)

Act 3, Greengates; Nahydrian Darkness

Act 5, Gwerm's Mansion Basement


Inevitable Excess DLC, Threshold, Arcane Weaver, Act 5, Mutasafen's Laboratory
(Angel only?)

Inevitable Excess DLC, Threshold, Arcane Weaver

Act 4, Nexus

Inevitable Excess DLC, Threshold, Arcane Weaver


Act 3, Areelu's Laboratory

Azata Court, Magical Transmuting Soil (Azata only)

Act 4, Rapture of Rupture

Act 1, Gray Garrison (Pre-order item)


The Treasure of the Midnight Isles every turn.

Act 3, Wintersun (Gesmerha shop)

Act 5, Storyteller Relic (relic found in Act 3, Wintersun, Standing Stones puzzle)
The Last Sarkorians

Act 4, Upper City (Mage's Tower rotating puzzle)

Act 4, Demon Mythic Quest (Trickery 33)

Kingmaker; The Treasure of the Midnight Isles


Location

Act 1, Defender's Heart (Gemyl Hawkes), Nightingale Grove

Act 1, Defender's Heart (Gemyl Hawkes), Wintersun


Act 3, Greengates

The Last Sarkorians

Kill Red Mask during Mercy then accept Latverk's cooking (or kill Latverk and loot
him); Tracking
Traveling Skeletal Salesman (magic)
Act 2, Lost Chapel. Can be upgraded twice by finding extra pages, first upgrade in
Arueshalae's cell in Drezden in act 2 and the second in the hidden part of the lab in
act 5

Act 3, Wintersun

Act 2, Crusader Camp, Field Medic tent (Vissaliy)


Act 5, Talk to Wilcer Garms

Act 4, Middle City


Act 4, Colyphyr Mines (Mutasafen)

Act 4, Woljif's shop

Act 1, Defender's Heart (Gemyl Hawkes); Act 4, Battlebliss Arena (Arena Healer)
Inevitable Excess DLC, Threshold, Arcane Weaver; Sarzaksys (Chapter 4) -
Fleshmarket

Act 2, Lost Chapel

Act 3, Relic Decree (Attractive Impulse)


Act 2, Lost Chapel (Zacharius loot)

Act 2, Lost Chapel

Act 5, Rank 6 Diplomacy option; Nahydrian Darkness


Act 3, Ivory Sanctum (Jerribeth Loot)

Act 4, Upper City, Savamelekh's Mansion


Act 5, Relic Decree (Voice of the Cursed Bard)

Act 5, Relic Decree (Voice of the Cursed Bard)


Act 3, Hellknights Outpost (Perception 30)

Act 5, Bladesmith Workshop


DLC1
DLC1
Act 5, Skeletal Salesman (Magicional Mysterical Spellthingies)
Act 4, Middle City
Act 4, Middle City
DLC1
Act 4, Middle City
Wilderness Encounter
Act 1, Gray Garrison
Act 1, Defender's Heart (Gemyl Hawkes), Gray Garrison
Act 5, Dragon Burial Ground

The Treasure of the Midnight Isles, Chase, Island 5

The Treasure of the Midnight Isles every turn.


Act 5 (Lann romance)

Traveling Skeletal Salesman (magic)


Defender's Heart (Kyado)
Act 1, Defender's Heart (Vissaliy Rathimus), Act 2, Drezen (3 keys room)

Act 3, Artisan's Tower


Act 2, Lost Chapel
Blackwing Library (Storyteller)
Act 1, Gray Garrison

Act 1, Thieflings Hideout

Act 3, Areelu's Laboratory


Act 2, Drezen, Citadel

Act 3, Midnight Fane secret room. Open door by disabling all levers except the two
with the red symbol above them. One is in room with beds, the other next to the
main hall. The door is a floor panel in the main hall. Trapped with Dc 47 Perception,
Dc 55 Trickery
Act 4, Colyphyr Mines (Scorcher of Souls. Island in the middle right accessible via
Dimension Door)

Playful Darkness in The Abyss


Market Square, Areelu's Laboratory, Ivory Sanctum, Noctiula's palace, Colyphyr
Mines, Iz

The Last Sarkorians


The Treasure of the Midnight Isles every turn.

The Treasure of the Midnight Isles every turn.


The Treasure of the Midnight Isles every turn.

The Treasure of the Midnight Isles every turn.


The Treasure of the Midnight Isles every turn.

The Treasure of the Midnight Isles every turn.


The Treasure of the Midnight Isles every turn.

Act 3, Ivory Sanctum

Act 3, Relic Decree (Attractive Impulse)


Act 1, Ancientries and Wonders Shop
Act 3, Wintersun (Incubus Vendor, have to keep the illusion)

Act 4, Fleshmarkets (Krebus)


Prologue, Neathholm (Dyra)

Prologue, Neathholm (Dyra)


Act 3, Greengates

Traveling Skeletal Salesman (hunting)


Act 3, Drezen (Wilcer Garms)
Skeletal Salesman (Chapter 3)
The Treasure of the Midnight Isles every turn.
Act 1, Defender's Heart, reward from "Stay of Execution" if you import a DLC2 proof
of completion before the start of the battle
Act 2, Drezen, Temple (Perception 23)
Act 5, Ineluctable Prison (Alderpash quest, chaotic paths only? Trickster confirmed)

Act 2, Lost Chapel (from Duality of Conjuration and Summoning)

Act 2, Lost Chapel (from Duality of Conjuration and Summoning)

Act 2, Lost Chapel (from Duality of Conjuration and Summoning)

Act 2, Lost Chapel (from Duality of Conjuration and Summoning)

Act 2, Lost Chapel (from Duality of Conjuration and Summoning)


Act 2, Lost Chapel (from Duality of Conjuration and Summoning)

Act 2, Lost Chapel (from Duality of Conjuration and Summoning)

Act 2, Lost Chapel (from Duality of Conjuration and Summoning)

Act 2, Lost Chapel (from Duality of Conjuration and Summoning)

Act 2, Lost Chapel (from Duality of Conjuration and Summoning)

Act 5, Relic Decree (Remains of the Colorless One)


Act 5, Relic Decree (Remains of the Colorless One)
Act 4, House of Silken Shadows, need to have gathered enough pages to see
Storyteller's past as Nocticula's court mage

Inevitable Excess DLC, Threshold, Arcane Weaver


Act 3, DLC3, Island 8
The Treasure of the Midnight Isles every turn.
Act 1, Market Square
Act 3, Areelu's Laboratory (Lich path only)

"A Visitor from Distant Lands" DLC – Find this item in your Personal Chest
Act 4 loot
Act 1, Gray Garrison
Prologue, Underground Caves of Kenabres

Act 1, Market Square, burning house in the SW to get relic. Restored in Act 2.
Act 1, Market Square, NW outside Desna Temple

Act 5 (Act 3 for Angel), Pulura's Fall puzzle room


Act 4, Middle City (Hidden Abode fight)

Act 4, Colyphyr Mines (Melazmera)


Act 2, Drezen, Temple

Legend Mythic quest in Chapter 5 (The Soldiers' Party)


The Treasure of the Midnight Isles every turn.

The Treasure of the Midnight Isles every turn.

The Treasure of the Midnight Isles every turn.


The Treasure of the Midnight Isles every turn.

The Treasure of the Midnight Isles every turn.

The Treasure of the Midnight Isles every turn.

The Treasure of the Midnight Isles every turn.


The Treasure of the Midnight Isles every turn.

The Treasure of the Midnight Isles every turn.

The Treasure of the Midnight Isles every turn.

The Treasure of the Midnight Isles every turn.


The Treasure of the Midnight Isles every turn.

The Treasure of the Midnight Isles every turn.

The Treasure of the Midnight Isles every turn.

The Treasure of the Midnight Isles every turn.

Alchemist in your "court" outside of Drezen where the Free Crusaders live (Azata
path). Bugged as of 9/29/21.
Trickster Path only

Act 5, after becoming a true lich, if you don't grovel to Zacharius and get him mad,
you'll fight. It's in a hidden room in your ziggurat, downstairs. (Lich only)
Location
Ancientries and Wonders Shop

Act 3, Random road encounter (you meet Baphomet cultists who talk to you about
the Bladesmith; talk to Finnean for the upgrade)

Inevitable Excess DLC, Threshold, Blacksmith; Sarzaksys (Chapter 4) - Fleshmarket

Inevitable Excess DLC, Threshold, Blacksmith

Act 2, Crusader's Camp (Wilcer Garms)

Act 3, Relic Decree (Branch of the Last Ash)

Act 3, Relic Decree (Branch of the Last Ash)

Act 1, Arendae Party House

Act 3, Relic Decree (Branch of the Last Ash)

Act 5, Relic decree (Nemarius's Burning Brand)

Act 5, Relic decree (Nemarius's Burning Brand)

Act 5, Relic decree (Nemarius's Burning Brand)

Act 3, Drezen (Blacksmith)


Act 2, Reliable Redoubt; Act 2, Drezen, Citadel

Act 4, Wirlong Black Mask, Fleshmarkets

Act 5, Ineluctable Prison

Act 3, Relic Decree (Unholy Symbol of Rovagug)

Act 2, Drezen, Tavern (Trickery 26)

Act 3, Relic Decree (Unholy Symbol of Rovagug)

Act 3, DLC3, Island 4. (Captain of the Drowned loot)

Act 1, Pitaxian Wine Cellar (Wight)

Wintersun (Challenge Marhevok using Demon option)

Act 4, Raggy, Fleshmarkets

Act 3, Relic Decree (Unholy Symbol of Rovagug)

Act 3, Midnight Fane


Act 3, Drezen (Blacksmith)

Act 4, Raggy, Fleshmarkets

Act 1, Market Square (Cambion Fighter)

Act 3, Relic Decree (Voracious Jumble)

Act 3, Drezen (Blacksmith)

Act 3, Relic Decree (Voracious Jumble)

Act 3, Relic Decree (Voracious Jumble)

Act 5, Enigma, Hit Areshkagal (Acid form) with Scorpion Sting dagger

Act 1, Defender's Heart (Joran Vhane shop)

Act 4, Middle City, Spare Yozz

Act 3, Drezen, Tsai (Lich path only)

Act 4, Ten Thousand Delights (Herrax shop)


Act 2, Crusade

Act 3, Midnight Fane (might have special requirements, not always findable)

Act 3, Hellknights Outpost

Act 4, Upper City, Mage's Tower

Act 4, Middle City, Spare Yozz

Act 1, Market Square

Act2, Leper's Smile


Act 5, Enigma, south, requires Strength test DC 24

Act 1, Gray Garrison

Act 4, Ten Thousand Delights (Herrax shop)

DLC1

Act 3, Wintersun, Incubus Vendor

Act 1, Defender's Heart (Woljif)


Act 2, Crusader's Camp (Wilcer Garms)

Act 4, Ten Thousand Delights (Herrax shop)

Act 4, Woljif's shop

Act 3, Wintersun (in a chest next to a stone shrine, center of the map)

Act 5, Skeletal Salesman (Exotic Wares)

Act 1, Pitaxian Wine Cellar

Act 3, Wintersun (Gesmerha shop)

Act 4, Wirlong Black Mask, Fleshmarkets

Act 5, Laughing Caves

Act 2, Drezen

Act 4, Woljif's shop

Act 4, Wirlong Black Mask, Fleshmarkets

Act 1, Gray Garrison (DC 37 Trickery)

Act 2, Crusader's Camp (Wilcer Garms)


Act 3, Wintersun, Incubus Vendor

Act 5, Bear's Maw Shrine (Love Beyond Death DLC)

Act 4, Wirlong Black Mask, Fleshmarkets

Act 3, Drezen (Blacksmith)

Act 3, Skeletal Salesman (Exotic Wares)

Act 1, Defender's Heart (Joran Vhane shop)

Act 5, Skeletal Salesman (Exotic Wares)

Act 5, Iz, near dragon

Act 4, Herrax, Ten Thousand Delights

Act 3, Random Encounter (Side with Kaylessa throughout her quest)


Act 3, Greengates

Act 5, Skeletal Salesman (Exotic Wares)

Act 1, Defender's Heart (Woljif)

Act 4, Wirlong Black Mask, Fleshmarkets

Act 2, Crusader's Camp (Wilcer Garms)

Act 4, Wirlong Black Mask, Fleshmarkets

Act 2, Crusader's Camp (Wilcer Garms)

Inevitable Excess DLC, Threshold, Blacksmith

Act 3, Midnight Fane (Trickery 32)

Act 1, Defender's Heart (Joran Vhane shop)

Inevitable Excess DLC, Threshold, Blacksmith

Act 3, Skeletal Salesman (Exotic Wares)

Act 2, Crusader's Camp (Wilcer Garms)

Act 4, Middle City (Enraged Citizen)

Act 3, Ivory Sanctum, Kill Xanthir Vang, (Trickery 31)

Act 4, Senior Guard for Sarzaksys, Fleshmarkets


Act 3, Drezen (Exotic Weapons Provider)

Act 5, Final Veil

Act 3, Relic Decree (Voracious Jumble)

Act 4, Herrax, Ten Thousand Delights

Act 3, Greengates

Act 2, Lost Chapel (Nulkineth loot)

Act 1, Gray Garrison (statue puzzle)

Act 3, Drezen (One-Eyed Devil)

Act 3, Relic Decree (Voracious Jumble)

Act 3, Relic Decree (Voracious Jumble)

Act 3, Midnight Fane

Act 1, Market Square

Act 5, Enigma, Southwest


The Treasure of the Midnight Isles

Prologue, Shield Maze

The Treasure of the Midnight Isles

Act 2, Drezen, Citadel (Staunton loot) & Act 5, Drezen

Act 3, Relic Decree

Act 3, Relic Decree

Inevitable Excess DLC, Threshold, Blacksmith

Act 4, Battlebliss Arena (Gelderfang)

Act 1, Gray Garrison

Act 3, Relic Decree (Unholy Symbol of Rovagug)

Act 5, Iz, Bottom right

Act 3, Relic Decree (Unholy Symbol of Rovagug)


Act 2, Drezen, Barracks

Act 3, Relic Decree (Unholy Symbol of Rovagug)

The Treasure of the Midnight Isles

Act 1, Defender's Heart (Joran Vhane shop)

Act 2, Crusader's Camp (Wilcer Garms)

Act 5, Iz (Devastator in bottom left)

Act 3, Ashen Grotto

Act 4, Colyphyr Mines Upper level (DC30 PER check, southeast)

Inevitable Excess DLC, Threshold, Blacksmith

Act 4, Wirlong Black Mask, Fleshmarkets

The Treasure of the Midnight Isles

Act 3, Shrine Of Gorum, Wintersun


Act 3, Wintersun (Gesmerha shop)

Act 2, Ruins Of Ashberry Hamlet

Act 3, Blackwater

Act 3, Pulura's Fall (Angel only)


Treasure of the Midnight Isles DLC (on one of the islands)

Act 3, Greybor Stating Kit, Drezen

Act 3, Relic Decree (Unholy Symbol of Rovagug)

Act 3, Relic Decree (Unholy Symbol of Rovagug)

Act 5, Bone Hills

Act 1, Defender's Heart (Joran Vhane shop)

Act 3, Relic Decree (Unholy Symbol of Rovagug)


Inevitable Excess DLC, Threshold, Blacksmith

Act 2, Crusade (near Nameless Ruins)

Act 1, Defender's Heart (Joran Vhane shop)

Act 3, DLC3, Island 1. (Solfan the Jailer’s Scourge loot)

Kill Nocticula; Demon or Trickster path

Act 3, Areelu's Laboratory

Act 3, Wintersun (Standing Stones puzzle)

Xarra, Lower City (northeast), Chapter 4 (say "Do as you please")

Act 4, Raggy, Fleshmarkets

Act 1, Defender's Heart after attack or if you attack Grey Garrison early)

Act 4, Nexus (attacking demons)

Act 1, Defender's Heart (Joran Vhane shop)

Act 3, Wintersun (Gesmerha shop)


Act 3, Relic Decree (Faultless Daybreak)

Act 3, Relic Decree (Faultless Daybreak)

Act 2, Crusade

Act 4, Upper City, Vampire fight outside House of Wicked Knowledge

Act 5, Legacy of the Ancients

Act 1, Tower of Estrod (Faxon loot)

Act 3, Drezen (Lich path only)

Act 3, Hellknights Outpost (Trickery 34)

Act 2, Leper's Smile


Act 1, Gray Garrison (DC 25 Perception)

Act 3, Relic Decree (Branch of the Last Ash)

Act 3, Relic Decree (Branch of the Last Ash)

Act 4, Colyphyr Mines (Hepzimirah)

Act 3, Relic Decree (Branch of the Last Ash)

Act 3, Wintersun (Gesmerha shop)

Act 2, Drezen, Citadel (Trickery 21)

Inevitable Excess DLC, Threshold, Blacksmith

Act 4, Colyphyr Mines (Melazmera)

Act 1, Defender's Heart (Woljif)

Act 2, Lost Chapel

Act 3, Midnight Fane

Act 5, Hellknights Outpost (Regill quest)

Act 2, Drezen, Prison


Act 4, Wirlong Black Mask, Fleshmarkets

Act 2, Drezen, Citadel (Perception 25)

Inevitable Excess DLC, Threshold, Blacksmith

Act 4, Wirlong Black Mask, Fleshmarkets

Act 4, Middle City (Latverk)

Act 5, Valley of Temples

Act 1, Tower of Estrod

DLC1

Act 3, Relic Decree (Attractive Impulse)

Act 5, Iz, Temple of Stone Manuscript

Act 3, Drezen (Tsai shop, Lich path only)

Act 4, Upper City, Empty house in upper left

Act 1, Defender's Heart (Joran Vhane shop)


Act 1, Topaz Solutions (Mimic)

Act 3, Relic Decree (Attractive Impulse)

Act 5 (Nocticula, Demon or Trickster Path)

DLC1

Act 1, Defender's Heart (Joran Vhane shop)

The Last Sarkorians

Act 3, Drezen (Wilcer Garms)

Act 5, Gravestone Rock

Act 1, Defender's Heart (Joran Vhane shop)

Act 2, Nightingale Grove

Act 3, Blackwater - Behind purple barrier door


Act 4, Lower City, Rooftop near Nexus

Act 2, Drezen, Citadel (Tower Summit)

Act 1, Defender's Heart (Joran Vhane shop)

Act 3, Drezen (Blacksmith)

Act 3, Crusade (near Ashen Grotto)

Act 4, Colyphyr Mines Upper level

Act 4, Lower City

Temple of Good Hunt

Act 1, Tower of Estrod

Act 5, Skeletal Salesman (Hunter's Arsenal)

Act 4, Wirlong Black Mask, Fleshmarkets

The Last Sarkorians

Before Threshold (Swarm path); kill former party members and loot Arueshalae
Act 1, Market Square, House cellar in the North

Act 1, Defender's Heart (Joran Vhane shop)

Act 5, Laughing Caves

Xarra, Lower City (northeast), Chapter 4 (say "Do as you please")

Act 2, Crusader's Camp (Wilcer Garms)

Act 3, Ivory Sanctum

Act 2, Crusader's Camp (Wilcer Garms)

Act 3, Skeletal Salesman (Exotic Wares)

Given at the start of the final dungeon if you never accept Nocticula's profane gift
(possibly requires no demonic gifts?)

The Treasure of the Midnight Isles

Act 5, Gravestone Rock (Let Finnean pass on)

Act 4, Wirlong Black Mask, Fleshmarkets

Act 3, DLC3, Island 2. (Ewzen the Treasure Plunderer loot)

Act 1, Nenio encounter (PER 24 check)

Act 1, Market Square (Kill Hulrun)

Prologue, Shield Maze


Act 1, Defender's Heart (Storyteller upgrade)
Act 2, Citadel Drezen (have to ask Joran in Act 1 about Radiance)

Upgrade at end of Act 3

Upgrade at end of Act 3

Upgrade at Act 5

Upgrade at Act 5, Iz

Fight where you send Berenguer to city, drops from demon, Act 4 (Angel Only)
Act 2, Drezen (near Joran Vhane)

The Treasure of the Midnight Isles

The Treasure of the Midnight Isles

"Two Swords" Crusade event; give both swords to Nenio

Act 3, DLC3, Island 3. (Malkari the Strangled loot)

Act 4, Wirlong Black Mask, Fleshmarkets

The Treasure of the Midnight Isles

Act 4, Battlebliss Arena (Atselm)

Act 3, Skeletal Salesman (Exotic Wares)

Act 4, Upper City, Abandoned Mansion (Woljif must be non-demon)

Act 4, Battlebliss Arena (Atselm)

Act 4 Bad Luck Tavern (must save halfling at Leper's Smile)

Act 2, Drezen, House in SE (Requires using Vescavor slime?)


Act 2, Lost Chapel

Act 3, Drezen (Arsinoe)

The Treasure of the Midnight Isles

Act 5, Greybor companion quest (Horzalah loot)

Act 3, Relic Decree (Wicked Dope)

The Last Sarkorians

Act 4, Krebus, Fleshmarkets

Act 3, Skeletal Salesman (Exotic Wares)

Act 3, Relic Decree (Wicked Dope)

Act 1, Blackwing Library (DC 20 Perception)

Act 1, Defender's Heart (Woljif)

Act 3, Ivory Sanctum, center room with Baphomet statue (check wall with buttons to
find hidden locked compartment; Perception 34, Trickery 31)

Act 4, Upper City, Mage's Tower (Storyteller shop)

Act 4, Wirlong Black Mask, Fleshmarkets


Act 2, Leper's Smile

Act 3, Wintersun

Act 2, Drezen, Citadel

Act 5, Gwerm's Mansion (Horgus Gwerm loot)

Act 3, Relic Decree (Stone of Ghostly Pathways)

Act 3, Relic Decree (Stone of Ghostly Pathways)

Act 5, Woljif's shop

Act 2, Woljif's shop

Act 4, Wirlong Black Mask, Fleshmarkets

Act 3, Relic Decree (Stone of Ghostly Pathways)

Act 1, Market Square (Brimorak)

Act 2, Crusader's Camp (Wilcer Garms)

Act 5, Ineluctable Prison


Act 5, Ineluctable Prison, Evil choice on quest

Act 5, Ineluctable Prison, Good choice on quest

Act 5, Ineluctable Prison, (Lich Path, Bring Kestoglyr)

Act 4, Upper City, Puzzle in top right

Act 3, Drezen (Wilcer Garms)

Act 4, Kerz (kill him), Fleshmarkets

Act 3, Midnight Fane (Darrazand loot)

Drezen (NE, near secret entrance to open final gate, in hidden pile of rubble)

Act 4, Upper City (Cambion Defiler in Vellexia fight)

Act 3, Relic Decree (The Phylactery of Stevanius The Rotten)

Act 3, Relic Decree (The Phylactery of Stevanius The Rotten)

The Treasure of the Midnight Isles

Act 1, Gray Garrison (Jeslyn)

Act 3, Crusade (east of Heart of Mystery)


Act 3, Wintersun - Incubus Vendor

Act 5 (Deskari loot, certain paths only?)

Xarra, Lower City (northeast), Chapter 4 (say "Do as you please")

Act 2, Crusader's Camp (Wilcer Garms); Act 3, Drezen Streets (Wilcer Garms)

Act 3, Crusade (west of Scrubland)

Act 4 Lower City of Alushinyrra (Rotten Guttery portal; 40DC Trickery door in
northeast section of map, inspect it first)

Act 2, Leper's Smile

DLC1

Act 1, Gwerm's Mansion

Act 3, Relic Decree (Chillroar's Hide and Tusks)

Act 3, Relic Decree (Chillroar's Hide and Tusks)

Act 4, Wirlong Black Mask, Fleshmarkets

DLC1
Act 3, Drezen (Blacksmith)

DLC1
Act 1, Defender's Heart, win debate with Indarah

Act 3, Relic Decree (Crest of the Fallen Knight)

Act 3, Relic Decree (Crest of the Fallen Knight)

Act 3, Shrine of Sacrilege

DLC1

Act 1, Gray Garrison

Act 4, Wirlong Black Mask, Fleshmarkets

Act 5, Ineluctable Prison (Ashen Lady)

Act 1, Defender's Heart (Joran Vhane shop)

Act 5, The Enigma

Act 1, Gwerm's Mansion

Act 4, Wirlong Black Mask, Fleshmarkets

Act 3, Wintersun
Act 4, Wirlong Black Mask, Fleshmarkets

Act 5, Relic decree (Nemarius's Burning Brand)

Act 5, Relic decree (Nemarius's Burning Brand)

Act 5, Relic decree (Nemarius's Burning Brand)

Act 2, Woljif's shop

Act 3, Drezen (Exotic Weapons Provider)

Inevitable Excess DLC, Threshold, Blacksmith

Act 4, Upper City (Dimalchio loot)

Act 3, Hellknights Outpost (Paralictor Aminos Renth shop)

Inevitable Excess DLC, Threshold, Blacksmith; Rasping Rift (Swarm path) Athletics
check at slope then PER check

Act 3 Ivory Sanctum (Trickery 31)

Act 3, Devara (Azata only)


Act 4, Lower City

Act 5, Spring Song (Azata only)


Act 1, Market Square (Kill Ramien)

Inevitable Excess DLC, Threshold, Blacksmith, Half-Measure Tavern (Fye, Chapter 5)

Act 3, Wintersun

Act 3, Wintersun

Act 4, Upper City, Mage's Tower (Storyteller shop)

Act 2, Lost Chapel (Desna Altar puzzle)

Act 2, Woljif's shop

Act 5, Ineluctable Prison

Act 4, Wirlong Black Mask, Fleshmarkets

Act 3, Blackwater

Act 3, Drezen (Blacksmith)

Act 5, Relic decree (Nemarius's Burning Brand)

Act 5, Relic decree (Nemarius's Burning Brand)

Act 5, Relic decree (Nemarius's Burning Brand)

Inevitable Excess DLC, Threshold, Blacksmith


Act 4, Middle City, Rooftop opposite Ten Thousand Delights

Act 3, Blackwater

Act 1, Defender's Heart (Woljif)

Inevitable Excess DLC, Threshold, Blacksmith

Act 3, Drezen (Exotic Weapons Provider)

Act 5, Iz, basement on the middle left

Act 3, Hellknights Outpost (Paralictor Aminos Renth shop)

Act 4, Lower City, Rotten Guttery loot from fight with Chivarro's Mercs

The Treasure of the Midnight Isles

Inevitable Excess DLC, Threshold, Blacksmith

Act 1, Gray Garrison

Act 2, Lost Chapel

Location

The Treasure of the Midnight Isles


Act 2, Drezen, Citadel (Staunton loot)

DLC1

Act 4, Wirlong Black Mask, Fleshmarkets

The Last Sarkorians

Midnight Fane - Abyss (Semi hidden path)

Act 3, Drezen (Wilcer Garms)

Act 5, Ineluctable Prison

Act 3, Hellknights Outpost (Paralictor Aminos Renth shop)

Act 2, Crusader's Camp, Tirabade's Tent

Act 3, Drezen (Blacksmith)

Act 3, Relic Decree (Wicked Dope)

Act 4 Battle Bliss Arena (Locked in Gelderfang's cabinet)

Act 3, Relic Decree (Wicked Dope)

Xarra, Lower City (northeast), Chapter 4 (say "Do as you please")

Inevitable Excess DLC, Threshold, Hilor

Act 4, Demon Mythic Quest (Trickery 33)


The Last Sarkorians

Act 4, Middle City, Puzzle in the lower right

Act 3, Ivory Sanctum

The Last Sarkorians

Act 5, Iz, House

Act 1, Defender's Heart (Joran Vhane shop)

Act 4, Flayer Twins, Battlebliss Arena

Act 2, Lost Chapel


Act 5, The Enigma (DC 31 Perception)

Act 3, Crimson Dust

Act 5, Spring Song (Azata only)

Act 3, Temple of Good Hunt

Inevitable Excess DLC, Threshold, Hilor

Act 4, Ten Thousand Delights, Quest reward from Third Wheel

The Treasure of the Midnight Isles


Drezen (One-Eyed Devil)
Act 1, Tower of Estrod

Act 5, Drezen (DC 38 Perception)


Act 3, Midnight Fane

Inevitable Excess DLC, Threshold, Hilor

Act 4, Wirlong Black Mask, Fleshmarkets, looted from his corpse

Act 2, Leper's Smile (before fighting queen)

Forgotten Secrets
Act 1, Blackwing Library

Inevitable Excess DLC, Threshold, Hilor

Act 3, Wintersun

Act 5, Woljif's shop

Act 5, Skeletal Salesman (Personal Protective Equipment)

Act 4, Wirlong Black Mask, Fleshmarkets

Act 4, Woljif's shop; Minagho's Hideout

Act 3, Relic Decree (Altar of the First Retriever)

The Treasure of the Midnight Isles

Act 3, Wintersun
Act 3, Skeletal Salesman (Personal Protective Equipment)
Neathholm (Dyra)

Act 4 (Woljif's shop)

Act 1, Silken Thread Atelier (Kervil the Sparkling Fist)

Act 2, Woljif's shop

Act 3, Relic Decree (Altar of the First Retriever)

Act 3, Relic Decree (Altar of the First Retriever)

The Treasure of the Midnight Isles

Act 5, Skeletal Salesman (Hunter's Arsenal)

Act 3, Random encounter with Berenguer (Trickery 31, Angel path only?)

Act 1, Gray Garrison

Treasure of the Midnight Isles, Island 4, chest near boss (northwest)

Act 5, Iz, near Sword of Valor

Act 2, Drezen, Temple

Act 4, Colyphyr Mines (Hepzimirah)

Act 4, Colyphyr Mines (Melazmera)

Act 3, Skeletal Salesman (Personal Protective Equipment)


Act 2, Underground Hideout

Act 3, Crusade (near top centre of map)

Act 5, Skeletal Salesman (Personal Protection Equipment)

Act 4, Upper City, Mage's Tower (Storyteller shop)

Shield Maze

Act 4, Upper City, Mage's Tower (Storyteller shop)

Act 2, Crusader's Camp (Wilcer Garms)

Act 5, Bear's Maw Shrine (Love Beyond Death DLC)

Act 3, Wintersun (Gesmerha shop)

Act 3, DLC3, Island 10.

Act 1, Defender's Heart (Joran Vhane shop)

Act 3, Skeletal Salesman (Personal Protective Equipment, sells 2 copies of them)

Act 3, Relic Decree (Crest of the Fallen Knight)


Act 3, Relic Decree (Crest of the Fallen Knight)

Act 5, Rank 6 Diplomacy option

Act 4, Wirlong Black Mask, Fleshmarkets

Act 2, Crusader's Camp (Wilcer Garms)

Act 3, Relic Decree (Faultless Daybreak)

Defender's Heart (Joran Vhane shop), Shield Maze (Neophyte Fighter), Crusader's
Camp

Act 3, Drezen (Blacksmith shop)

Act 5, Relic Decree (Remains of the Colorless One)

Act 5, Relic Decree (Remains of the Colorless One)

Inevitable Excess DLC, Threshold, Hilor


Act 5, Enigma, 2 copies, in Southwest and South

Act 4, Woljif's shop

Act 3, Relic Decree (Faultless Daybreak)

Act 3, Areelu's Laboratory


Act 3, Skeletal Salesman (Hunter's Arsenal)

Act 2, Reliable Redoubt

Act 4, Wirlong Black Mask, Fleshmarkets

Act 3, Appears in Stash after Ivory Sanctum (Certain paths only: Arcane Trickster,
Trickster, Azata?)

Act 5, Skeletal Salesman (Magicional Mysterical Spellthingies)

Act 5, Ineluctable Prison, top right puzzle

Act 4, Woljif's shop

Act 3, Skeletal Salesman (Magic)

Act 5, Nenio's quest (Areshkagal)

Kingmaker / Nahydrian Darkness

Act 3, DLC3, Island 8

Act 3, DLC3, Island 6

Act 4, Upper City, Loot off Vellexia

The Treasure of the Midnight Isles

Location
Chapter 2 Skeletal Salesman (Protection)

Act 4, Lower City (Perception 36, to the left of the portal to the nexus)

Act 3, Areelu's Laboratory


Act 1, Defender's Heart (Joran Vhane shop)

Inevitable Excess DLC, Threshold, Blacksmith

Act 2, Drezen, Citadel Dungeon (Trickery 27 chest by Vampire, southeast)

Act 5, Ineluctable Prison, after dealing with Hand

Act 3, DLC3, Island 11

Battlebliss arena

Act 2, Houndheart Campsite

Act 3, DLC3, Island 5. (Kerdrin the Mutineer loot)

Act 3, Skeletal Salesman (Personal Protective Equipment)

Act 3, Drezen (Wilcer Garms)

Paralictor Aminos Renth

Act 4, Battlebliss Arena (Sosiel's quest, non-bad ending)

Act 2, Lost Chapel

Act 2, Crusader's Camp (Wilcer Garms)

Act 3, Skeletal Salesman (Personal Protective Equipment)

Act 4, Lair of the Echo of Deskari (Angel only)


Act 4, Colyphyr Mines, loot after end battle

Act 5, Iz

Act 3, Relic Decree (Chillroar's Hide and Tusks)

Act 3, Relic Decree (Faultless Daybreak)


Act 3, Relic Decree (Chillroar's Hide and Tusks)

Act 5, Ineluctable Prison

Act 3, Ivory Sanctum

Act 3, Drezen (Wilcer Garms); Treasure of the Midnight Isles (Tracking: Island 10
hidden room near entrance)

Act 2, Lost Chapel

Act 4, Wirlong Black Mask, Fleshmarkets

Act 3, Relic Decree (Faultless Daybreak)

Act 2, Drezen, Citadel

Act 2, Crusader's Camp (Wilcer Garms)

Act 5, Cave Citadel Outpost (Crusade Mode)

Act 4, Nexus (attacking demons)


Act 3, Shrine Of Gorum, Wintersun (Trickery 30)

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