Items

From Cormyrean Prophecies
Revision as of 22:49, 28 December 2025 by Maklaud (talk | contribs)

This link contains descriptions of in-game items that can be found at bosses

Craft

Player-created (crafted) - these are the weakest things, only those bought in the store are weaker.

Equipment

  • Newbie Equipment -With these items, you can get maximum bonuses to two characteristics and a bonus to AC comparable to the buffs (+5, +6, +7). There are minor bonuses to the number of spell slots. Hast. The ability to cast some protective spells from items in a very limited amount.
  • Lesser Set Equipment - with these items you can get the maximum bonus to all characteristics, almost the maximum bonus to AC (except for boots and shields), a significant bonus to skills and saving throws. There are significant bonuses to the number of spell slots. Hast. The ability to cast from items all the necessary protective spells in moderate quantities.
  • Greater Set Equipment - with these items, you can get the maximum bonus to all characteristics, the maximum bonus to AC, the maximum bonus to skills and saving throws, the maximum bonuses to the number of spell slots. Hast. The ability to cast from items all the necessary protective spells in high quantities.

Weapon

  • Newbie Weapon - +5 enchantment, 1d10 electrical, from 2d4 to 3d4 physical, none OnHit effects.
  • Advanced Weapon - +6 enchantment, Keen, 2d12 Massive Critical, 2d8 electrical, from 2d8 to 2d12 physical, mostly have one OnHit effect.
  • [disabled] Magic Weapon - +8(+9) enchantment, Keen, 2d12 Massive Critical, from 2d8 to 2d12 electrical, from 2d4 to 2d10 acid, from 2d6 to 2d10 sonic, mostly have two OnHit effects.
  • Brutal Weapon - +8 enchantment, Keen, 2d12 Massive Critical, 2d6 positive, from 2d4 to 2d10 electrical, from 2d8 to 2d12 physical, mostly have none OnHit effects.
  • Deadly Weapon - +8(+9) enchantment, Keen, 2d12 Massive Critical, from 2d6 to 2d12 positive, from 2d8 to 2d12 electrical, 2d12 physical, mostly have two OnHit effects.
  • Artifact Weapon - +8(+10) enchantment, Keen, 2d12 Massive Critical, from 2d10 to 2d12 positive, from 2d6 to 2d12 divine, from 2d6 to 2d12 physical, mostly have two OnHit effects, vampiric regeneration, discipline bonus.
name conditions effect stack
Bleed on critical hit 6%/7%/8%/9% damage of target maximum HP for 3 times once per 6 sec
Empower on critical hit increased output damage +10%
Madness on hit increased output damage +7% per stack, increased incom damage +5% per stack 5
Microbash on hit stun for 0.2 sec
Plague on hit decreased income and output heal for 7% per stack 5
Rend on hit increased income base weapon damage to target +3% per stack 5
Vorpal on critical hit vorpal DC = character_LVL/2
Weaken on hit decreased output damage from target +7% per stack 5
weapon proficiencies size special ability
bastard sword exotic medium Ki Critical 1, +10% Spell Failure bonus on Seal of Silence
battle axe martial medium
dagger martial tiny bleed on critical hit
dire mace govnotryas large microbash on hit
double axe exotic large weaken on hit
dwarven waraxe exotic medium
gauntlet martial medium empowered hit
great axe martial large vorpal on critical hit
great sword martial large
halberd martial large bleed on critical hit
hand axe martial small weaken on hit
heavy flail martial large microbash on hit
kama exotic small
katana exotic medium Ki Critical 1, Madness
kukri exotic tiny Madness
light flail govnotryas medium
light hammer govnotryas small
long bow martial large
long sword martial medium Ki Critical 1, +7% slow effect bonus on Holy Avanger, +1 dispel check on Deafening Clang
mace simple small rend on hit
morningstar simple medium rend on hit
rapier martial medium
scimitar martial medium
scythe exotic large splash on critical hit
short bow martial medium
short sword martial small plague on hit
tridnet martial large chain lightning on crit
two-bladed sword martial large plague on hit
warhammer martial medium weaken on hit
whip exotic small