METAL TYPES * these metals bypass the damage resistance of certain creatures *
Adamantine- Iron/Clay(+crushing Dmg) golems, Warforged, Iron/Adamantine Defenders (Not earth elementals)
Byeshk- Mindflayers
Silver- Vampires
Flametouched (treated as good aligned weapon and effects evil aligned creatures) â Ghostly Skeletons, Fire Reaver, Ice Flenser, Flesh Renders, tharak hounds
Cold Iron - Fire Reaver, Ice Flenser, Flesh Renders, tharak hounds
( note on flametouched/cold iron weapons: combinations of thies including but not empassing holy and pure good are needed to bypase some creatures, this may also be varied due to dungeon dificulty)
ALIGNED WEAPONS
Holy â (good aligned weapon efects evil aligned creatures) Ghostly Skeletons, Fire Reaver, Ice Flenser, Flesh Renders, Bugbears, Ghasts, Ghouls, Hill giant hunters, Minotaurs, Ogres, Troglodytes, Trolls, Arcane skeletons, Beholders, Blackbone Skeletons, Hobgoblins, Kobolds, Wights, Wraiths, Spectres, fire efreeti, Umbral Gargoyle, Shadow, Umbral Worg, Rakshasa
Un Holy - (evil aligned weapon efects good aligned creatures)
Axiomatic (lawful aligned weapon effects chaotic creatures) - Chaotic Evil monsters, Bugbears, Fire reavers, Flesh renders, Ghasts, Ghouls, Hill giants, Hill Giant Hunters, Minotaurs, Ogres, Troglodytes, Trolls, Gnolls
Anarchic (chaotic aligned weapon effects lawful creatures) â Marut, Inevitables, Arcane skeletons, Beholders, Blackbone Skeletons, Hobgoblins, Kobolds, Wights, Wraiths, Spectres, Fire Giants, Hell Hounds
True Chaos â (weapon effects anything not chaos aligned) Marut, Arcane skeletons, Beholders, Blackbone Skeletons, Hobgoblins, Kobolds, Wights, oozes, Spiders, Conjured spiders, Dogs, rust monsters, Scorpions, Wolves, Wraiths, Spectres, Fire Giants, Hell Hounds
Pure good â (weapon effects anything not good aligned) Ghostly Skeletons, Fire Reaver, Ice Flenser, Flesh Renders, Bugbears, Ghasts, Ghouls, Hill giant hunters, Fire Giants, Hill Giants, Minotaurs, Ogres, Troglodytes, Trolls, Arcane skeletons, Beholders, Blackbone Skeletons, Hobgoblins, Kobolds, Wights, oozes, Spiders, Conjured spiders, Dogs, rust monsters, Scorpions, Wolves, Wraiths, Spectres, Hell Hounds, fire efreeti,Umbral Gargoyle, Shadow, Umbral Worg, Rakshasa
True Law â (weapon effects anything not lawful aligned) oozes, Spiders, Conjured spiders, Dogs, rust monsters, Scorpions, Wolves, Bugbears, Fire reavers, Flesh renders, Ghasts, Ghouls, Hill Giants, Hill Giant Hunters, Minotaurs, Ogres, Troglodytes, Trolls, Gnolls
(note on alignment based weapons and bypasing dmg: this is to say if said creature had dmg reduction it would bypase even if there are none in game with reduction as yet just that they are of the alignment that would be afected)
ELEMENTAL EFFECTS
Flaming -
Frost/ Icey Burst -
Acid -
Shocking -
BANE/SLAYING WEAPONS
Dragon Bane/Slaying works on - Dragons
Dwarf Bane/Slaying works on- Dwarves
Human Bane/Slaying works on- Humans
Elvan Bane/Slaying works on- Elves, Drow
Halfling Bane/Slaying works on- Halflings
Gobblinoid Bane/Slaying works on- Hobgoblins, Bugbears
Orc Bane/Slaying works on - Orcs
Ooze Bane/Slaying works on - Oozes, jellies, slimes, puddings
Monstrous Humanoid Bane/Slaying works on- Minotaurâs, Gargoyles, Wildmen
Vermin Bane/Slaying works on- Scorpions, Spiders
Animal Bane/Slaying works on â Black wolf, dog, Wolf, hyenas
Reptilian Bane/Slaying works on- Kobalds, Troglodytes
Giant Bane/Slaying Works on- Giants, Ogres, Trolls
Gnoll Bane/Slaying works on - Ghnoll's
Elemental Bane/Slaying works on - chreatures with the elemental race trait
Undead Bane/Slaying works on- Ghasts, Ghosts, Skeletons, Spectres, Wights, Wraiths, Zombies, Vampires, Mummies,Umbral Gargoyle, Shadow, Umbral Worg
Magical Beast Bane/Slayiing â winter wolves, worgs, Phase Spiders, Razor Cats
Evil Outsider Bane/Slaying works on â Fire Reaver, Ice Flenser, Flesh Renders, Thaarak Hounds, Hell Hounds, Quori stalkers, Fire Efreeti, Demon Queen, bezekira, jarilith, Rakshasa
Lawful Outsider Bane/Slaying works on - Hell Hounds, Quori stalkers
Chaotic Outsider Bane/Slaying works on - Fire reavers, Flesh renders, tharaak hound
Aberration Bane/Slaying works on- Beholders, Drow Scorpions, Rust monsters, mind Flayers
Construct bane/Slaying works on- Iron/Clay/Inevitable golems, Warforged, Iron/Adamantine Defenders (also works on pillars in vault of night and twighlight forge)
Elemental Bane/Slaying works on- Elementals (fire, earth)
*Slaying items have a DC 20 Greater Slaying have a DC of 23*
(note on Mephets/djin : thies creatures are outsiders but are specific to thier type i.e. fire mephets are fire outsiders and so on and should be concidered when deciding on said weapon, note to my knowledge such bane types are not yet in game)
SPECIAL WEAPONS
Disruption- On a successful hit undead target takes DC check of 14 or is destroyed (Ghasts, Ghosts, Skeletons, Spectres, Wights, Wraiths, Zombies,Umbral Gargoyle, Shadow, Umbral Worg, Vampires and Mummies)
Smiting- On a successful critical hit Construct targets takes DC check of 23 or is destroyed (Iron/Clay/Inevitable golems, Warforged, Iron/Adamantine Defenders)
Vorpal- on a natural 20 and confirmed Critical creature loses head and dies
(obviously doesn't work on things with no head or that can opperate without one i.e. constructs, oozes and some undead)
Banishing- On a successful critical hit and confirmed Critical target takes DC check of (24 will save) or is Banished (Elementals, Mephits, Fire Reaver, Ice Flenser, Flesh Renders, Thaarak Hounds, Hell Hounds, Quori stalkers, Fire Efreeti, bezekira, jarilith)
Maladroit â Each successful hit lowers the targets Dexterity by 1
Crippling â on a critical hit targets movement slowed by half
Paralysing â On a successful hit target takes DC check of (17 will save) or is held (The creature is held so it cannot move but it is NOT considered helpless, thus you must still successfully hit the creature by beating its AC)
Destruction - On a successful hit target takes -4 AC (on a the first hit only)
Wounding - Each successful hit lowers the targets Constitution by 1
Weakening - Each successful hit lowers the targets Strength by 1
Puncturing - - on a critical hit target takes 1d6 Constitution damage
Enfeebling - Each successful critical hit lowers the targets Strength by 1d6
Strength Sapping - on a successful hit target must make a DC check (15 Fortitude save) or suffer -6 strength, -6 dexterity and -50% movement
Bone Breaking - on a critical hit target takes 1d6 Dexterity damage
Cursespewing - Each successful hit target must make a DC check (15 will save) or suffer a -4 to attack, saves, skills and abilities
Ghost touch - bypasses incorporeal creatures 50% miss rate
vicious - weapon does an extra 2D6 damage to target but does 1D6 damage to wielder in return
Righteous - +2 to hit and damage role verse evil creatures
Screaming - 1d6 sonic damage on every hit
Sirroco - temporarily blinds target on a successful hit reflex save negates
Telekinetic - on a successful critical hit target must make a save DC17 or be knocked down
Vampirism - for each sucsesful hit wielder gains one hit point
Roaring - (shaken) -2 to hit, skills, and saves/DC checks
Finesse - A small air mephet is bound to this weapon - Grants the feat finesse (applies to weapon only) and +2 dex (does not stack)
Keen - increased critical threat rang
Shatter - increases chance to Sunder*
Vertigo - increases chance to trip*
Weighted - % chance to stunning blow*
Seeker - increases chance to Confirm Critical hits*
Tendon Slice - % chance to Hamstring*
Backstabbing - (+) Bonus to attack and damage while sneak attacking (damage is at 1.5x to hit bonus)*
Destruction - -4 AC on a the first hit
Wounding - -1 Con per hit
Weakening - -1 Str per hit
Maladroit - -1 Dex per hit
Puncturing - -1d6 Con per crit
Enfeebling - -1d6 Str per hit
Bone Breaking - -1d6 Dex per crit
Strength Sapping--- -6 str, -6 con -50% move 15 DC Fort Check Per Hit.
* These effects apply to the character, not just the weapon. Items in your off-hand effect your main hand as well and vis versa
_______________________________________________________________
Below is a great video outlining most of the Spacial weapon types.
(Paralyzing is Blue in video as it was a MOD 7 or less video - changed to the Green we know and love in Mod 8 - same effect just different visual)
Adamantine- Iron/Clay(+crushing Dmg) golems, Warforged, Iron/Adamantine Defenders (Not earth elementals)
Byeshk- Mindflayers
Silver- Vampires
Flametouched (treated as good aligned weapon and effects evil aligned creatures) â Ghostly Skeletons, Fire Reaver, Ice Flenser, Flesh Renders, tharak hounds
Cold Iron - Fire Reaver, Ice Flenser, Flesh Renders, tharak hounds
( note on flametouched/cold iron weapons: combinations of thies including but not empassing holy and pure good are needed to bypase some creatures, this may also be varied due to dungeon dificulty)
ALIGNED WEAPONS
Holy â (good aligned weapon efects evil aligned creatures) Ghostly Skeletons, Fire Reaver, Ice Flenser, Flesh Renders, Bugbears, Ghasts, Ghouls, Hill giant hunters, Minotaurs, Ogres, Troglodytes, Trolls, Arcane skeletons, Beholders, Blackbone Skeletons, Hobgoblins, Kobolds, Wights, Wraiths, Spectres, fire efreeti, Umbral Gargoyle, Shadow, Umbral Worg, Rakshasa
Un Holy - (evil aligned weapon efects good aligned creatures)
Axiomatic (lawful aligned weapon effects chaotic creatures) - Chaotic Evil monsters, Bugbears, Fire reavers, Flesh renders, Ghasts, Ghouls, Hill giants, Hill Giant Hunters, Minotaurs, Ogres, Troglodytes, Trolls, Gnolls
Anarchic (chaotic aligned weapon effects lawful creatures) â Marut, Inevitables, Arcane skeletons, Beholders, Blackbone Skeletons, Hobgoblins, Kobolds, Wights, Wraiths, Spectres, Fire Giants, Hell Hounds
True Chaos â (weapon effects anything not chaos aligned) Marut, Arcane skeletons, Beholders, Blackbone Skeletons, Hobgoblins, Kobolds, Wights, oozes, Spiders, Conjured spiders, Dogs, rust monsters, Scorpions, Wolves, Wraiths, Spectres, Fire Giants, Hell Hounds
Pure good â (weapon effects anything not good aligned) Ghostly Skeletons, Fire Reaver, Ice Flenser, Flesh Renders, Bugbears, Ghasts, Ghouls, Hill giant hunters, Fire Giants, Hill Giants, Minotaurs, Ogres, Troglodytes, Trolls, Arcane skeletons, Beholders, Blackbone Skeletons, Hobgoblins, Kobolds, Wights, oozes, Spiders, Conjured spiders, Dogs, rust monsters, Scorpions, Wolves, Wraiths, Spectres, Hell Hounds, fire efreeti,Umbral Gargoyle, Shadow, Umbral Worg, Rakshasa
True Law â (weapon effects anything not lawful aligned) oozes, Spiders, Conjured spiders, Dogs, rust monsters, Scorpions, Wolves, Bugbears, Fire reavers, Flesh renders, Ghasts, Ghouls, Hill Giants, Hill Giant Hunters, Minotaurs, Ogres, Troglodytes, Trolls, Gnolls
(note on alignment based weapons and bypasing dmg: this is to say if said creature had dmg reduction it would bypase even if there are none in game with reduction as yet just that they are of the alignment that would be afected)
ELEMENTAL EFFECTS
Flaming -
Frost/ Icey Burst -
Acid -
Shocking -
BANE/SLAYING WEAPONS
Dragon Bane/Slaying works on - Dragons
Dwarf Bane/Slaying works on- Dwarves
Human Bane/Slaying works on- Humans
Elvan Bane/Slaying works on- Elves, Drow
Halfling Bane/Slaying works on- Halflings
Gobblinoid Bane/Slaying works on- Hobgoblins, Bugbears
Orc Bane/Slaying works on - Orcs
Ooze Bane/Slaying works on - Oozes, jellies, slimes, puddings
Monstrous Humanoid Bane/Slaying works on- Minotaurâs, Gargoyles, Wildmen
Vermin Bane/Slaying works on- Scorpions, Spiders
Animal Bane/Slaying works on â Black wolf, dog, Wolf, hyenas
Reptilian Bane/Slaying works on- Kobalds, Troglodytes
Giant Bane/Slaying Works on- Giants, Ogres, Trolls
Gnoll Bane/Slaying works on - Ghnoll's
Elemental Bane/Slaying works on - chreatures with the elemental race trait
Undead Bane/Slaying works on- Ghasts, Ghosts, Skeletons, Spectres, Wights, Wraiths, Zombies, Vampires, Mummies,Umbral Gargoyle, Shadow, Umbral Worg
Magical Beast Bane/Slayiing â winter wolves, worgs, Phase Spiders, Razor Cats
Evil Outsider Bane/Slaying works on â Fire Reaver, Ice Flenser, Flesh Renders, Thaarak Hounds, Hell Hounds, Quori stalkers, Fire Efreeti, Demon Queen, bezekira, jarilith, Rakshasa
Lawful Outsider Bane/Slaying works on - Hell Hounds, Quori stalkers
Chaotic Outsider Bane/Slaying works on - Fire reavers, Flesh renders, tharaak hound
Aberration Bane/Slaying works on- Beholders, Drow Scorpions, Rust monsters, mind Flayers
Construct bane/Slaying works on- Iron/Clay/Inevitable golems, Warforged, Iron/Adamantine Defenders (also works on pillars in vault of night and twighlight forge)
Elemental Bane/Slaying works on- Elementals (fire, earth)
*Slaying items have a DC 20 Greater Slaying have a DC of 23*
(note on Mephets/djin : thies creatures are outsiders but are specific to thier type i.e. fire mephets are fire outsiders and so on and should be concidered when deciding on said weapon, note to my knowledge such bane types are not yet in game)
SPECIAL WEAPONS
Disruption- On a successful hit undead target takes DC check of 14 or is destroyed (Ghasts, Ghosts, Skeletons, Spectres, Wights, Wraiths, Zombies,Umbral Gargoyle, Shadow, Umbral Worg, Vampires and Mummies)
Smiting- On a successful critical hit Construct targets takes DC check of 23 or is destroyed (Iron/Clay/Inevitable golems, Warforged, Iron/Adamantine Defenders)
Vorpal- on a natural 20 and confirmed Critical creature loses head and dies
(obviously doesn't work on things with no head or that can opperate without one i.e. constructs, oozes and some undead)
Banishing- On a successful critical hit and confirmed Critical target takes DC check of (24 will save) or is Banished (Elementals, Mephits, Fire Reaver, Ice Flenser, Flesh Renders, Thaarak Hounds, Hell Hounds, Quori stalkers, Fire Efreeti, bezekira, jarilith)
Maladroit â Each successful hit lowers the targets Dexterity by 1
Crippling â on a critical hit targets movement slowed by half
Paralysing â On a successful hit target takes DC check of (17 will save) or is held (The creature is held so it cannot move but it is NOT considered helpless, thus you must still successfully hit the creature by beating its AC)
Destruction - On a successful hit target takes -4 AC (on a the first hit only)
Wounding - Each successful hit lowers the targets Constitution by 1
Weakening - Each successful hit lowers the targets Strength by 1
Puncturing - - on a critical hit target takes 1d6 Constitution damage
Enfeebling - Each successful critical hit lowers the targets Strength by 1d6
Strength Sapping - on a successful hit target must make a DC check (15 Fortitude save) or suffer -6 strength, -6 dexterity and -50% movement
Bone Breaking - on a critical hit target takes 1d6 Dexterity damage
Cursespewing - Each successful hit target must make a DC check (15 will save) or suffer a -4 to attack, saves, skills and abilities
Ghost touch - bypasses incorporeal creatures 50% miss rate
vicious - weapon does an extra 2D6 damage to target but does 1D6 damage to wielder in return
Righteous - +2 to hit and damage role verse evil creatures
Screaming - 1d6 sonic damage on every hit
Sirroco - temporarily blinds target on a successful hit reflex save negates
Telekinetic - on a successful critical hit target must make a save DC17 or be knocked down
Vampirism - for each sucsesful hit wielder gains one hit point
Roaring - (shaken) -2 to hit, skills, and saves/DC checks
Finesse - A small air mephet is bound to this weapon - Grants the feat finesse (applies to weapon only) and +2 dex (does not stack)
Keen - increased critical threat rang
Shatter - increases chance to Sunder*
Vertigo - increases chance to trip*
Weighted - % chance to stunning blow*
Seeker - increases chance to Confirm Critical hits*
Tendon Slice - % chance to Hamstring*
Backstabbing - (+) Bonus to attack and damage while sneak attacking (damage is at 1.5x to hit bonus)*
Destruction - -4 AC on a the first hit
Wounding - -1 Con per hit
Weakening - -1 Str per hit
Maladroit - -1 Dex per hit
Puncturing - -1d6 Con per crit
Enfeebling - -1d6 Str per hit
Bone Breaking - -1d6 Dex per crit
Strength Sapping--- -6 str, -6 con -50% move 15 DC Fort Check Per Hit.
* These effects apply to the character, not just the weapon. Items in your off-hand effect your main hand as well and vis versa
_______________________________________________________________
Below is a great video outlining most of the Spacial weapon types.
(Paralyzing is Blue in video as it was a MOD 7 or less video - changed to the Green we know and love in Mod 8 - same effect just different visual)