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Items Compendium

Search magic items, treasures, artifacts, and other enchanted gear by slot, source, aura, price, and Forge universe.

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133 items · showing 1–24
Name Type Slot Aura CL Price Source
Adaptive
This ability can only be placed on composite bows.
Weapon faint transmutation 1 1000 gp Ultimate Equipment
Advancing
This ability can only be placed on melee weapons.
Weapon faint transmutation 5 2 gp Ultimate Equipment
Alchemist's Bullet
This +1 sling bullet contains a magical reservoir that can store a single vial of any alchemical substance capable of being used as a splash weapon.
Weapon faint transmutation 3 330 gp Ultimate Equipment
Allying
An allying weapon allows the wielder to transfer some or all of the weapon's enhancement bonus to one weapon being used by an ally of the wielder.
Weapon faint transmutation 5 1 gp Ultimate Equipment
Anarchic
An anarchic weapon is infused with the power of chaos.
Weapon moderate evocation 7 2 gp Ultimate Equipment
Anchoring
This special ability can only be added to a melee weapon or a thrown weapon.
Weapon moderate transmutation 10 2 gp Ultimate Equipment
Axiomatic
An axiomatic weapon is infused with lawful power.
Weapon moderate evocation 7 2 gp Ultimate Equipment
Bane
A bane weapon excels against certain foes.
Weapon moderate conjuration 8 1 gp Ultimate Equipment
Bastard's Sting
This +2 adamantine bastard sword becomes a +5 unholy adamantine bastard sword in the hands of an antipaladin.
Weapon strong necromancy 18 123035 gp Ultimate Equipment
Benevolent
This ability can only be placed on a melee weapon.
Weapon faint enchantment 5 1 gp Ultimate Equipment
Blade of the Rising Sun
This golden-bladed +1 glorious undead bane katana shines like the first rays of the morning sun.
Weapon strong evocation and necromancy 15 51850 gp Ultimate Equipment
Blade of the Sword-Saint
This exquisitely forged katana is the result of painstaking attention and craftsmanship by one who is dedicated to mastering swordplay in its highest form.
Weapon moderate transmutation 8 75350 gp Ultimate Equipment
Bloodletting Kukri
On a successful critical hit, this +1 kukri deals 2 points of bleed damage, which stacks with any bleed damage already caused by the attack.
Weapon faint necromancy 5 6308 gp Ultimate Equipment
Bloodthirst Dagger
The blade of this +2 wounding dagger is brightly polished.
Weapon moderate evocation 10 60802 gp Ultimate Equipment
Brilliant Energy
A brilliant energy weapon has its significant portion transformed into light, although this does not modify the item's weight.
Weapon strong transmutation 16 4 gp Ultimate Equipment
Burrowing Bullet
This +1 firearm bullet deals normal damage, but when it hits a living creature, it burrows into the creature's flesh, causing wracking pain until removed or until the bullet burrows its way out of the
Weapon moderate necromancy 3 Ultimate Equipment
Called
A called weapon can be teleported to the wielder's hand as a swift action that does not provoke attacks of opportunity, even if the weapon is in the possession of another creature.
Weapon moderate conjuration 9 1 gp Ultimate Equipment
Conductive
A conductive weapon is able to channel the energy of a spell-like or supernatural ability that relies on a melee or ranged touch attack to hit its target (such as from a cleric's domain granted power,
Weapon moderate necromancy 8 1 gp Ultimate Equipment
Conserving
This ability cannot be placed on firearms.
Weapon moderate conjuration 7 1 gp Ultimate Equipment
Corrosive
Upon command, a corrosive weapon becomes slick with acid that deals an extra 1d6 points of acid damage on a successful hit.
Weapon moderate evocation 10 1 gp Ultimate Equipment
Corrosive Burst
A Corrosive burst weapon functions as a corrosive weapon that explodes with searing acid upon striking a successful critical hit.
Weapon moderate evocation 12 2 gp Ultimate Equipment
Countering
A countering weapon gives its wielder a +2 bonus to his combat maneuver defense against combat maneuvers made to disarm or sunder this weapon.
Weapon faint transmutation 5 1 gp Ultimate Equipment
Courageous
This special ability can only be added to a melee weapon.
Weapon faint enchantment 3 1 gp Ultimate Equipment
Cruel
When the wielder strikes a creature that is frightened, shaken, or panicked with a cruel weapon, that creature becomes sickened for 1 round.
Weapon faint necromancy 5 1 gp Ultimate Equipment