Name |
Effect |
Rarity Bonus |
Eye of the Beholder |
|
|
Eye of the Beholder: Intelligence |
"+1 Intelligence" |
"+2 MRR" |
Eye of the Beholder: Charisma |
"+1 Charisma" |
"+2 MRR" |
Eye of the Beholder: Wisdom |
"+1 Wisdom" |
"+2 MRR" |
Eye of the Beholder: Will |
"+2 Willpower Saving Throws" |
"+2 MRR" |
Eye of the Beholder: Spellpower |
"+6 Universal Spellpower |
"+4 Spellpower" |
Eye of the Beholder: MRR |
"+3 Magical Resistance Rating" |
"+2 PRR" |
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2 Pieces: +4 Concentration |
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3 Pieces: +1 Spell Penetration |
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4 Pieces: +2 to the DCs of all spells |
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Spines of the Manticore |
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|
Spines of the Manticore: Dexterity |
"+1 Dexterity" |
"+2 PRR" |
Spines of the Manticore: Strength |
"+1 Strength" |
"+2 PRR" |
Spines of the Manticore: Ranged Power |
"+3 Ranged Power" |
"+2 Ranged Power" |
Spines of the Manticore: +2 Attack and Damage |
"+2 to hit and damage with all weapons" |
"+2 PRR" |
Spines of the Manticore: Reflex |
"+2 Reflex Saving Throws" |
"+2 MRR" |
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|
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2 Pieces: +2 Damage |
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3 Pieces: +3% Chance to Deflect Missiles |
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4 Pieces: +10 Ranged Power |
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Nystul's Mystical Defense |
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|
Nystul's Mystical Defense: MRR |
"+3 Magical Resistance Rating" |
"+2 PRR" |
Nystul's Mystical Defense: Constitution |
"+1 Constitution" |
"+2 PRR" |
Nystul's Mystical Defense: Will |
"+2 Will Saving Throws" |
"+2 MRR" |
Nystul's Mystical Defense: Fire Absorption |
"+5% Fire Absorption" |
"+2 MRR" |
Nystul's Mystical Defense: Sonic Absorption |
"+5% Sonic Absorption" |
"+2 MRR" |
Nystul's Mystical Defense: Electric Absorption |
"+5% Electrical Absorption" |
"+2 MRR" |
Nystul's Mystical Defense: Cold Absorption |
"+5% Cold Absorption" |
"+2 MRR" |
Nystul's Mystical Defense: Acid Absorption |
"+5% Acid Absorption" |
"+2 MRR" |
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|
|
2 Pieces: +5 Magical Resistance Rating |
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3 Pieces: +1 to all saving throws |
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4 Pieces: +100 Hit Points |
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5 Pieces: Your Max MRR Cap is increased by 40. |
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The Long Shadow |
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|
The Long Shadow: Charisma |
"+1 Charisma" |
"+2 MRR" |
The Long Shadow: Dexterity |
"+1 Dexterity" |
"+2 PRR" |
The Long Shadow: Intelligence |
"+1 Intelligence" |
"+2 MRR" |
The Long Shadow: Melee Power |
"+3 Melee Power" |
"+2 Melee Power" |
The Long Shadow: Attack and Damage |
"+1 to hit and damage" |
"+2 PRR" |
The Long Shadow: Stealth |
"+2 to Hide in Shadows and Move Silently" |
"+2 PRR" |
The Long Shadow: Ranged Power |
"+3 Ranged Power" |
"+2 Ranged Power" |
The Long Shadow: Reflex |
"+2 Reflex Saving Throws" |
"+2 MRR" |
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|
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2 Pieces: +3 Melee and Ranged Power |
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3 Pieces: Assassin's Sentience: Melee and Missile attacks deal an additional 4d6 +1d6 per character epic level in acid damage. This effect will not stack with other Sentience weapon procs. |
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4 Pieces: +1% to Dodge and Maximum Dodge |
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5 Pieces: +2 to Assassinate DCs |
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Sucker Punch |
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|
Sucker Punch: Strength |
"+1 Strength" |
"+2 PRR" |
Sucker Punch: Dexterity |
"+1 Dexterity" |
"+2 PRR" |
Sucker Punch: Attack and Damage |
"+1 to hit and damage" |
"+2 PRR" |
Sucker Punch: Melee Power |
"+3 Melee Power" |
"+2 Melee Power" |
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2 Pieces: +5 Melee Power |
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3 Pieces: +1d6 sneak attack damage |
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|
Touch of Grace |
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|
Touch of Grace: Wisdom |
"+1 Wisdom" |
"+2 MRR" |
Touch of Grace: Charisma |
"+1 Charisma" |
"+2 MRR" |
Touch of Grace: Positive Spell Power |
"+12 Positive Spellpower" |
"+4 Spellpower" |
Touch of Grace: Healing Amp |
"+3 Healing Amplification" |
"+2 MRR" |
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2 Pieces: +50 Spell Points |
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3 Pieces: +20 Positive Spellpower |
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Embraced by Light |
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|
Embraced by Light: Wisdom |
"+1 Wisdom" |
"+2 MRR" |
Embraced by Light: Charisma |
"+1 Charisma" |
"+2 MRR" |
Embraced by Light: Constitution |
"+1 Constitution" |
"+2 PRR" |
Embraced by Light: Light Spellpower |
"+9 Light Spellpower" |
"+4 Spellpower" |
Embraced by Light: Healing Amp |
"+3 Healing Amplification" |
"+2 MRR" |
Embraced by Light: Positive Spellpower |
"+9 Positive Spellpower" |
"+4 Spellpower" |
Embraced by Light: MRR |
"+3 Magical Resistance Rating" |
"+2 PRR" |
Embraced by Light: Turn Undead |
"+2 to Turn Undead checks" |
"+4 Spellpower" |
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|
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2 Pieces: +5 Healing Amplification |
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3 Pieces: +10 Spellpower |
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4 Pieces: +1 to all saving throws |
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5 Pieces: +2 caster levels with healing spells |
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|
Twilight's Cloak |
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|
Twilight's Cloak: Dexterity |
"+1 Dexterity" |
"+2 PRR" |
Twilight's Cloak: Intelligence |
"+1 Intelligence" |
"+2 MRR" |
Twilight's Cloak: Charisma |
"+1 Charisma" |
"+2 MRR" |
Twilight's Cloak: Reflex |
"+2 Reflex Saving Throws" |
"+2 MRR" |
Twilight's Cloak: Dodge |
"+1% Dodge" |
"+2 PRR" |
Twilight's Cloak: Stealth |
"+5% Displacement Chance. Stacks with other sources." |
"+2 PRR" |
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|
|
2 Pieces: +2 Reflex Saving Throws |
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3 Pieces: +5 Magical Resistance Rating |
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4 Pieces: +1% Dodge and Maximum Dodge |
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5 Pieces: +5% Displacement. Stacks with other sources. |
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The Wreath of Flame |
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|
The Wreath of Flame: Fire Spellpower |
"+9 Fire Spellpower" |
"+4 Spellpower" |
The Wreath of Flame: Fire Absorption |
"+5% Fire Absorption" |
"+2 MRR" |
The Wreath of Flame: Melee Power |
"+3 Melee Power" |
"+2 Melee Power" |
The Wreath of Flame: Constitution |
"+1 Constitution" |
"+2 PRR" |
The Wreath of Flame: Fortitude |
"+2 Fortitude" |
"+2 PRR" |
The Wreath of Flame: Ranged Power |
"+3 Ranged Power" |
"+2 Ranged Power" |
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|
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2 Pieces: +5% Fire Absorption |
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|
3 Pieces: Permanent Fire Shield |
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|
4 Pieces: Fire Mastery: Gain 50 Fire Spellpower and Melee and Missile attacks do 4d6 +1d6 per epic character level in fire damage. This effect will not stack with other Sentience weapon procs. |
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|
The Inevitable Grave |
|
|
The Inevitable Grave: Negative Spell Power |
"+9 Negative Spell Power" |
"+4 Spellpower" |
The Inevitable Grave: Intelligence |
"+1 Intelligence" |
"+2 MRR" |
The Inevitable Grave: Negative Healing Amplification |
"+20% Negative Healing Amplification" |
"+2 PRR" |
The Inevitable Grave: PRR |
"+3 Physical Resistance Rating" |
"+2 MRR" |
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|
|
2 Pieces: +10 Spellpower |
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|
3 Pieces: +2 Will saving throws |
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|
4 Pieces: +2 to DCs of Necromancy Spells |
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The Beast's Mantle |
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|
The Beast's Mantle: Rage |
"+2 Uses of Rage" |
"+2 MRR" |
The Beast's Mantle: Melee Power |
"+3 Melee Power" |
"+2 Melee Power" |
The Beast's Mantle: Ranged Power |
"+3 Ranged Power" |
"+2 Ranged Power" |
The Beast's Mantle: Strength |
"+1 Strength" |
"+2 PRR" |
The Beast's Mantle: Constitution |
"+1 Constitution" |
"+2 PRR" |
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|
|
2 Pieces: +10 Natural Armor |
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|
3 Pieces: +10% Fortification Bypass |
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|
4 Pieces: Beasts Sentience: Melee and Missile attacks deal an additional 4d6 +1d6 per character epic level in slashing damage. This effect will not stack with other Sentience weapon procs. |
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|
The Enlightened Step |
|
|
The Enlightened Step: Wisdom |
"+1 Wisdom" |
"+2 MRR" |
The Enlightened Step: Dexterity |
"+1 Dexterity" |
"+2 PRR" |
The Enlightened Step: Strength |
"1 Strength" |
"+2 PRR" |
The Enlightened Step: Will |
"+2 Will saving throws" |
"+2 MRR" |
The Enlightened Step: Constitution |
"+1 Constitution" |
"+2 PRR" |
The Enlightened Step: Light Absorption |
"+10% Light Absorption" |
"+2 MRR" |
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|
|
2 Pieces: +5 Healing Amplification |
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|
3 Pieces: +5 Melee Power, +5 Ranged Power |
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4 Pieces: +5 Physical Resistance Rating |
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|
5 Pieces: +1 Unarmed Damage Dice |
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Prowess (Rare) |
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|
Prowess: Strength |
"+1 Strength" |
"+2 PRR" |
Prowess: Dexterity |
"+1 Dexterity" |
"+2 PRR" |
Prowess: Melee Power |
"+3 Melee Power" |
"+2 Melee Power" |
Prowess: PRR |
"+3 Physical Resistance Rating" |
"+2 MRR" |
Prowess: MRR |
"+3 Magical Resistance Rating" |
"+2 PRR" |
Prowess: Attack and Damage |
"+1 to hit and damage" |
"+2 PRR" |
Prowess: Critical Confirmation and Damage |
"+2 to critical confirmation rolls and damage" |
"+2 PRR" |
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|
|
2 Pieces: +5 Physical Resistance Rating |
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|
3 Pieces: +5 Melee Power |
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4 Pieces: +2 Action Boosts |
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|
5 Pieces: Gain +100 Melee Power for 10 seconds when an action boost is used. |
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|
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|
Deadly Rain (Rare) |
|
|
Deadly Rain: Dexterity |
"+1 Dexterity" |
"+2 PRR" |
Deadly Rain: Wisdom |
"+1 Wisdom" |
"+2 MRR" |
Deadly Rain: Ranged Power |
"+3 Ranged Power" |
"+2 Ranged Power" |
Deadly Rain: Attack and Damage |
"+1 to hit and damage" |
"+2 PRR" |
Deadly Rain: Critical Confirmation and Damage |
"+2 to critical confirmation rolls and damage" |
"+2 PRR" |
Deadly Rain: PRR |
"+3 Physical Resistance Rating" |
"+2 MRR" |
Deadly Rain: Reflex |
"+2 Reflex saving throws" |
"+2 MRR" |
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|
|
2 Pieces: +5 Ranged Power |
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|
3 Pieces: +2 Damage |
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|
4 Pieces: +3% Chance to Deflect Missiles |
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|
5 Pieces: When you use an action boost, gain +20 Ranged power for 20 seconds |
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|
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|
Melony's Melody |
|
|
Melony's Melody: Charisma |
"+1 Charisma" |
"+2 MRR" |
Melony's Melody: Intelligence |
"+1 Intelligence" |
"+2 MRR" |
Melony's Melody: Bard Songs |
"+2 Bard Songs per rest" |
"+2 MRR" |
Melony's Melody: Spellpower |
"+6 Spellpower" |
"+4 Spellpower" |
Melony's Melody: Will |
"+2 Will saving throws" |
"+2 MRR" |
Melony's Melody: Perform |
"+4 Perform Skill" |
"+2 PRR" |
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|
|
2 Pieces: 50 Spell Points |
|
|
3 Pieces: +1 Charisma |
|
|
4 Pieces: +2 DC for Enchantment spells |
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|
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|
|
To Hell and Back |
|
|
To Hell and Back: Charisma |
"+1 Charisma" |
"+2 MRR" |
To Hell and Back: Constitution |
"+1 Constitution" |
"+2 PRR" |
To Hell and Back: Fire Absorption |
"+5% Fire Absorption" |
"+2 MRR" |
To Hell and Back: Spellpower |
"+6 Spellpower" |
"+4 Spellpower" |
To Hell and Back: MRR |
"+3 Magical Resistance Rating" |
"+2 PRR" |
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|
|
2 Pieces: +5 Physical Resistance Rating |
|
|
3 Pieces: +10 Magical Resistance Rating |
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|
4 Pieces: +1 to all saving throws |
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|
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|
|
Celerity |
|
|
Celerity: Dexterity |
"+1 Dexterity" |
"+2 PRR" |
Celerity: Dodge |
"+1 Dodge" |
"+2 PRR" |
Celerity: Reflex |
"+1 Reflex" |
"+2 MRR" |
Celerity: Intelligence |
"+1 Intelligence" |
"+2 MRR" |
|
|
|
2 Pieces: +2% Doublestrike and Doubleshot |
|
|
3 Pieces: Permanent "Haste" spell |
|
|
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|
Grandfather's Shield |
|
|
Grandfather's Shield: Constitution |
"+1 Constitution" |
"+2 PRR" |
Grandfather's Shield: Healing Amp |
"+3 Healing Amplification" |
"+2 PRR" |
Grandfather's Shield: PRR |
"+3 Physical Resistance Rating" |
"+2 MRR" |
Grandfather's Shield: Armor Class |
"+2 Armor Class" |
"+2 PRR" |
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|
|
2 Pieces: +5 Physical Resistance Rating |
|
|
3 Pieces: +5% Armor Class |
|
|
4 Pieces: +2 to Will saving throws |
|
|
|
|
|
One Against Many |
|
|
One Against Many: Strength |
"+1 Strength" |
"+2 PRR" |
One Against Many: Dexterity |
"+1 Dexterity" |
"+2 PRR" |
One Against Many: Melee Power |
"+3 Melee Power" |
"+2 Melee Power" |
One Against Many: Attack and Damage |
"+1 attack and damage" |
"+2 PRR" |
One Against Many: Critical Confirmation and Damage |
"+2 to critical confirmation rolls and damage" |
"+2 PRR" |
|
|
|
2 Pieces: +5 Melee Power |
|
|
3 Pieces: +5% chance for glancing blows |
|
|
4 Pieces: Melee attacks have a 30% chance to debuff enemies melee and ranged power by 20 for 10 seconds. |
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|
|
|
|
Otto's Irrevocable Power (Rare) |
|
|
Otto's Irrevocable Power: Intelligence |
"+1 Intelligence" |
"+2 MRR" |
Otto's Irrevocable Power: Charisma |
"+1 Charisma" |
"+2 MRR" |
Otto's Irrevocable Power: Spellpower |
"+6 Spellpower" |
"+4 Spellpower" |
Otto's Irrevocable Power: Will |
"+2 Will saving throws" |
"+2 MRR" |
Otto's Irrevocable Power: MRR |
"+3 Magical Resistance Rating" |
"+2 PRR" |
Otto's Irrevocable Power: PRR |
"+3 Physical Resistance Rating" |
"+2 MRR" |
Otto's Irrevocable Power: Constitution |
"+1 Constitution" |
"+2 PRR" |
Otto's Irrevocable Power: Spell Failure Reduction |
"-10% to Arcane Spell Failure chance" |
"+2 MRR" |
|
|
|
2 Pieces: +5 Magical Resistance Rating |
|
|
3 Pieces: +200 Spell Points |
|
|
4 Pieces: +2 to the DC of all spells |
|
|
5 Pieces: When you activate the epic feats "Arcane Insight" or "Wellspring of Power" your Spell Point Cost for all spells is reduced to 0 for 10 seconds. |
|
|
|
|
|
The Blood Feast |
|
|
The Blood Feast: Strength |
"+1 Strength" |
"+2 PRR" |
The Blood Feast: Dexterity |
"+1 Dexterity" |
"+2 PRR" |
The Blood Feast: Constitution |
"+1 Constitution" |
"+2 PRR" |
The Blood Feast: PRR |
"+3 Physical Resistance Rating" |
"+2 MRR" |
The Blood Feast: Healing Amp |
"+3 Healing Amplification" |
"+2 PRR" |
The Blood Feast: Melee Power |
"+3 Melee Power" |
"+2 Melee Power" |
The Blood Feast: MRR |
"+3 Magical Resistance Rating" |
"+2 PRR" |
|
|
|
2 Pieces: +1 Constitution |
|
|
3 Pieces: +5 Physical Resistance Rating |
|
|
4 Pieces: +5 Melee Power |
|
|
5 Pieces: When you activate Rage: Gain 100 Temporary Hit Points per character Epic Level. |
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|
|
|
|
The Cry of Battle |
|
|
The Cry of Battle: Constitution |
"+1 Constitution" |
"+2 PRR" |
The Cry of Battle: Will |
"+2 Will saving throws" |
"+2 MRR" |
The Cry of Battle: Physical Resistance Rating |
"+1 Physical Resistance Rating" |
"+2 MRR" |
The Cry of Battle: Fortitude |
"+2 Fortitude saving throws" |
"+2 PRR" |
|
|
|
2 Pieces: Your minions gain +4 to all ability scores and +20 Melee Power, PRR and MRR |
|
|
3 Pieces: Your minions gain +4 to all ability scores and +20 Melee Power, PRR and MRR |
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|
|
|
|
Electrocution |
|
|
Electrocution: Constitution |
"+1 Constitution" |
"+2 PRR" |
Electrocution: Electric Spellpower |
"+6 Electric Spellpower" |
"+4 Spellpower" |
Electrocution: Electric Absorption |
"+5% Electric Absorption" |
"+2 MRR" |
Electrocution: Fortitude |
"+2 Fortitude saving throws" |
"+2 PRR" |
Electrocution: MRR |
"+3 Magical Resistance Rating" |
"+2 PRR" |
Electrocution: Air Elemental Protection |
"The charge of Air Elementals will not knock you down." |
"+2 MRR" |
Electrocution: PRR |
"+3 Physical Resistance Rating" |
"+2 MRR" |
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|
|
2 Pieces: +50 Electric Spell Power |
|
|
3 Pieces: Storm Sentience: Melee and Missile attacks deal an additional 4d6 +1d6 per character epic level in electric damage. This effect will not stack with other Sentience weapon procs. |
|
|
4 Pieces: You gain a permanent Energy Sheath (Electric) |
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|
|
|
|
Trapper's Delight |
|
|
Trapper's Delight: Alertness |
"+2 Search, Spot, Listen" |
"+2 PRR" |
Trapper's Delight: Intelligence |
"+1 Intelligence" |
"+2 MRR" |
Trapper's Delight: Reflex |
"+2 Reflex saving throws" |
"+2 MRR" |
Trapper's Delight: Dexterity |
"+1 Dexterity" |
"+2 PRR" |
Trapper's Delight: Trap Saving Throws |
"+4 Saving Throws versus Traps" |
"+2 PRR" |
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|
|
2 Pieces: +1 Open Locks, Disable Device, Search, Spot, Trap Saves |
|
|
3 Pieces: +2 Open Locks, Disable Device, Search, Spot, Trap Saves |
|
|
4 Pieces: +3 Open Locks, Disable Device, Search, Spot, Trap Saves |
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|
|
|
|
Vigilance |
|
|
Vigilance: Wisdom |
"+1 Wisdom" |
"+2 MRR" |
Vigilance: Alertness |
"+2 Search, Spot, Listen" |
"+2 MRR" |
Vigilance: Will |
"+2 Will saving throws" |
"+2 MRR" |
Vigilance: Reflex |
"+2 Reflex saving throws" |
"+2 PRR" |
Vigilance: Fortitude |
"+2 Fortitude saving throws" |
"+2 PRR" |
|
|
|
2 Pieces: +50% Fortification |
|
|
3 Pieces: True Seeing |
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|
|
|
|
Snake Bite |
|
|
Snake Bite: Poison Protection |
"Proof Against Poison +4" |
"+2 PRR" |
Snake Bite: Fortitude |
"+2 Fortitude saving throws" |
"+2 PRR" |
Snake Bite: Constitution |
"+1 Constitution" |
"+2 PRR" |
Snake Bite: Attack and Damage |
"+1 attack and damage" |
"+2 PRR" |
Snake Bite: Poison Attacks |
"+4 to the DC of Poison attacks" |
"+2 MRR" |
|
|
|
2 Pieces: +4 saving throws versus Poison |
|
|
3 Pieces: Sentient Poison: Melee and Ranged attacks get 4d6 + 1d6 per epic character level in poison damage. This effect will not stack with other Sentient weapon procs. |
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|
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|
|
Treachery |
|
|
Treachery: Intelligence |
"+1 Intelligence" |
"+2 MRR" |
Treachery: Dexterity |
"+1 Dexterity" |
"+2 PRR" |
Treachery: Melee Power |
"+3 Melee Power" |
"+2 Melee Power" |
Treachery: Critical Confirmation and Damage |
"+2 to critical confirmation rolls and damage" |
"+2 PRR" |
Treachery: Stealth |
"+2 to Hide in Shadows and Move Silently" |
"+2 MRR" |
Treachery: Threat Reduction |
"+50% Threat Reduction" |
"+2 PRR" |
|
|
|
2 Pieces: +5 Melee and Ranged Power |
|
|
3 Pieces: +1d6 Sneak attack damage |
|
|
4 Pieces: +2 to the DC of Assassinate |
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|
|
|
|
Purity |
|
|
Purity: Constitution |
"+1 Constitution" |
"+2 PRR" |
Purity: Wisdom |
"+1 Wisdom" |
"+2 MRR" |
Purity: Healing Amplification |
"+3 Healing Amplification" |
"+2 PRR" |
Purity: Fortitude |
"+2 Fortitude" |
"+2 PRR" |
Purity: Positive Spellpower |
"+9 Positive Spellpower" |
"+4 Spellpower" |
Purity: Death Block |
"Death Block" |
"+2 MRR" |
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|
|
2 Pieces: +5 Healing Amplification |
|
|
3 Pieces: Immune of Disease |
|
|
4 Pieces: Immune to Energy Drain |
|
|
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|
|
Zephyr (Rare) |
|
|
Zephyr: Dexterity |
"+1 Dexterity" |
"+2 PRR" |
Zephyr: Reflex |
"+2 Reflex" |
"+2 MRR" |
Zephyr: Charisma |
"+1 Charisma" |
"+2 MRR" |
Zephyr: Intelligence |
"+1 Intelligence" |
"+2 MRR" |
Zephyr: Doublestrike |
"+2% Doublestrike" |
"+2 Melee Power" |
Zephyr: Doubleshot |
"+2% Doubleshot" |
"+2 Ranged Power" |
Zephyr: Feather Fall |
"Permanent Feather Fall" |
"+2 MRR" |
Zephyr: Dodge |
"+1% Dodge" |
"+2 PRR" |
Zephyr: MRR |
"+3 Magical Resistance Rating" |
"+2 PRR" |
|
|
|
2 Pieces: +5 Magical Resistance Rating |
|
|
3 Pieces: +1% Dodge and Maximum Dodge |
|
|
4 Pieces: Immune to slippery surfaces |
|
|
5 Pieces: Immune to knockdown |