Option 2 This amulet empowers the voice of the wearer, thus increases hit point limits of power word spells by 150%. If you are hit, this bonus resets. Crossbow of Judgement (Enemy Near Nameless Ruins) Tyranny of Mind (From Enemy in the Northeast (All Elemental fight)) Crest of Mallander Linds, the Fallen Knight (Level 4 demon encounter) Magician's Ring (Top Right Corner of the Map middle encounter) Belt of Giant Strength/Chillroar's Hide and . It should be noted that some of the relics aren't rewarded properly currently, and have to be added via using toybox, and some items may not function correctly as the tooltip states they will. Whenever the wearer is attacked with a spell, the enemy must pass a Will saving throw (DC 19) or they become nauseated for one round. It also has to pass a fortitude saving throw (DC 19) or all bludgeoning damage it receives will be multiplied by 1.5 until the end of combat. Under this effect, the creature starts to hear loud noises, suffering a -2 penalty to attack and damage rolls and AC. Three times per day you can try to dominate outsiders, this creature has to pass a will saving throw (DC 22) or will be under the dominating effect till the end of the fight. Option 2 Whenever a druid wearing it casts a spell from their spellbook, they cast it as if they were one level higher. Commentdocument.getElementById("comment").setAttribute( "id", "a0e9b6174767a287ee95c4769db2fa5e" );document.getElementById("c08a1a06c7").setAttribute( "id", "comment" ); Save my name, email, and website in this browser for the next time I comment. If you know the specific location of any unique, please leave a comment! ), Bardiche/Sling Staff/Trident (Same effects across all three weapons). Pathfinder: Wrath of the Righteous - Commander Pack. Under its effect, all your fire spells deal additional 2d6 unholy damage. Each time the wielder confirms a critical hit, an enemy is affected with a Burst with Light effect. Each time you cast a spell on an enemy, it must pass a reflex saving throw (DC 20) or be entangled in a web for 1d4 rounds, trying to break free each round. Greater rods can be used with spells of 9th level or lower. Option 2 Whenever a druid wearing it casts a spell from their spellbook, they cast it as if they were one level higher. Option 2 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. This weapon also has an 18-20 critical threat range. "The realm of Sarkoris was destroyed when Areelu Vorlesh, a. Handaxe/Battle Axe/Great Axe (same effects across all three weapons). In the west room, loot Ultimate Predator; in the east room, loot Elven Notes and Belt of Incredible Dexterity +4. For instance, power word kill now will instantly kill all enemies with HP lower than 150 instead of 100. The modified spell also becomes maximized as though using the maximize spell feat. A new CRPG based on the Pathfinder TTRPG and sequel to Pathfinder Kingmaker! Proving capable in Kenabres, Pathfinder: Wrath of the Righteous heroes will be given command of the Crusade Army. Option 1 +2 enhancement bonus to wisdom, summoned elementals gain 50 additional hitpoints. Option 3 +3, whenever the wielder lands a hit, it scorches the enemy a bit. Pathfinder: Wrath of the Righteous Walkthrough and Guide, Temple of the Good Hunt walkthrough - Pathfinder: Wrath of the Righteous, Pathfinder: Wrath of the Righteous Guide Home, DLC/The Treasure of the Midnight Isles Tracking, The Dark Pictures Anthology: The Devil in Me. Option 1 Whenever the wielder of this ammuntion lands a first hit against a new enemy, the enemy must pass a will saving throw (DC 32) or suffer 2d4 ability damage to intelligence (doesnt affect creatures with intelligence lower than 3) and become confused for 3 rounds. Unsure if this will come out as a club or not.). However, after this the ally dies again. This effect stacks up to 3 times and persists for 1d4 rounds. Required fields are marked *, Commentdocument.getElementById("comment").setAttribute("id","a12acad173dbdb18ec855259cd8a535c");document.getElementById("f756645e86").setAttribute("id","comment"), All Restored Crusader Relics in Pathfinder Wrath of the Righteous. Option 1 +2, bleed, allows wielder to feel almost any heartbeat in a 15 feet area. Other Pathfinder Wrath of the Righteous Guides: Unique Items List; Cheats (Trainer and Mod) Secret Ending; All Pathfinder WotR Guides; Unique Items List. Option 1 +3, allows wearer 3 times a day to raise a deceased ally for 2d3 rounds. Option 2 These glasses are made of very thick crystal. It should be noted that some of the relics arent rewarded properly currently, and have to be added via using toybox, and some items may not function correctly as the tooltip states they will. Read the full list: store.steampowered 149 56 r/Pathfinder_Kingmaker Option 1 +2, this shortspear absorbs water from the target on each hit. Save my name, email, and website in this browser for the next time I comment. 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. He then gives the treasures to you. Due to the sheer amount of items, Ive condensed many of the tooltips down to be more brief, but have otherwise copied exact descriptions. Option 1 +5, made of crystals and can be worn by a druid. Option 1 +2, +2 scared bonus to fortitude saving throws. They also gain a +10 competence bonus on lore (nature)skill checks. Option 1 +2, wielder does +1 bonus damage per dice rolledfor spells with cold descriptor. The wearer can choose to suffer a -2 penalty to AC to grant all party members a +1 bonus to AC. Unsure if this will come out as a club or not.). Option 2 You can cover yourself in an invisible corrupted fire. Option 1 +2, whenever you dont have full HP, anytime you cast a spell on an ally, you gain fast healing 5 for 1d3 rounds. Play crusade 60 days straight until you have 1-2 fortresses left. Some quests are time-limited and some can only be completed with certain companions. Option 1 mental perfection +4, allows its wearer to reroll 3 failed saving throws against death effects per day. Option 2 +2 enhancement bonus to charisma. Option 1 Whenever the wielder of this ammuntion lands a first hit against a new enemy, the enemy must pass a will saving throw (DC 32) or suffer 2d4 ability damage to intelligence (doesnt affect creatures with intelligence lower than 3) and become confused for 3 rounds. 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. Creatures who fail the saving throw against it become dazed for 2 rounds instead of 1 round. Is it possible to add the names of the completed items to the list? All enemies in a 50 feet cone must pass a will saving throw (DC 32) or suffer 2d4 ability damage to intelligence (doesnt affect creatures with intelligence lower than 3) and become confused for 1d4 rounds. When the number of scorches reaches 3, they begin to glow, granting anyone a +2 bonus to attack against such creatures. The first two will have additional quests "Ranhild's Day" and "Unconquered Spirit" for you. Option 1- +3, grants ferocity as per the universal monster rule. Pathfinder: Wrath of the Righteous - Season Pass. Bugged. When you return (after the Ivory Sanctum), the witch will gloat they've taken Kyado prisoner but Kyado will break free and kill the witch in a cutscene right after, while weaing Delamere's treasures. If they suffer any electrical damage, the armor becomes infused with electricity: for the next round, the wearers attacks deal additional 1d12 electric damage, and the spells with the electric descriptor they cast become quickened, as though using the Quicken spell feat. If you are hit, this bonus resets. Look for SarenraeLifeSourceScalemailItem & SarenraeObliteratingLightScalemailItem. restore a variety of relics and more. Option 2 +2, speed, whenever the wielder of this shortspear uses the cleave or vital strike feat, the next attack against the affected creature deals additional 3d6 sonic damage. Option 1 +4, thundering, whenever the wielder lands a hit with this sai, they gain +1 bonus to damage rolls with this sai until the end of combat. Quests can provide unique adventuring experience, as well as powerful gears and treasures. If you kill using this weapon, you become immune to all eyesight effects for 1d4 rounds. Option 3 +2, whenever the wielder of this weapon is paralysed, staggered, stunned, petrified, or entangled, they suffer the weapons damage and immediately remove such an effect. Thanks u/Vargkungen from reddit who found the item names in Toybox you will have to use the mod to add the item if you want to use the scalemail. Option 2 You can cover yourself in an invisible corrupted fire. Option 1 Once per day, whenever your HP falls below 0, your HP is restored by twice your character level, and the ring summons 1d4+2 undead skeletal champions around you for 2 minutes. Option 1 +3, adamantite, grants +2 additional daily uses of lay on hands, fervor, and channel energy class abilities, if you possess them (applied after rest). Option 1 -5 penalty to mobility skill checks, electricity resistance 30. Multiple applications of this effect dont stack. Option 2 If the companions of the wearer of this ring attack the same target as the wearer, they deal additional 1d6 points of precision damage with each successful melee attack. Pathfinder Adventure Path: Wrath of the Righteous Part 2 - Sword of Valor Book: Paperback 22 - 10 - 2013 Product ID: 1540110615401106 Espaol - Latinoamrica (Spanish - Latin America). You can tell Kyado to be brave and fight against the witch then just leave him alone without going downstairs. If one of the party members falls unconscious, a giant spider is summoned to fight alongside you for 3 rounds. If you successfully land an attack of opportunity, the enemy must pass a fortitude saving throw (DC 17) or become paralysed for one round. In addition, all party members of the wearer gain a +3 insight bonus to all saving throws against confusion, insanity and domination spells. Act 3 - First Retriever - Padded Armor/Shirt. The effects of multiple applications of this ability do not stack. Whenever you or your party members attack using the rapid shot feat, they dont suffer a -2 penalty to attack but gain a +2 bonus to damage instead. This effect stacks up to 3 times and persists for 1d4 rounds. 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. Bladeguard: Buckler When this effect ends, the first attack the wearer makes suffers -4 penalty to attack and damage roll, as well as caster level checks to overcome spell resistance (if needed). Under this effect, the creature starts to hear loud noises, suffering a -2 penalty to attack and damage rolls and AC. For each adjacent ally of the affected target they suffer -1 penalty on saving throws and -2 penalty on damage rolls. Option 2 mental perfection +4, whenever the wearer casts a 9th level spell, all enemies in a 30 feet radius must pass a will saving throw (DC 30) or become unable to cast any spells for 1 round. Whenever the wearer is attacked, the enemy has to pass a reflex saving throw (DC 20) or suffer -10 penalty on damage rolls for 1 round. Option 2 These glasses are made of very thick crystal. Option 2 +2, this chainmail partially absorbs magic from chaotic or evil creatures. Option 2 +3, speed, whenever the wielder lands a hit with this sai on a summoned creature, it deals additional 1d12 piercing damage. Bardiche/Sling Staff/Trident (Same effects across all three weapons) . Effects dont stack. You can find them throughout the game by completing different quests,. Ring The effects of multiple applications of this ability do not stack. The wear also gains a +1 insight bonus to attack rolls against outsiders. I'm not joking. Option 2 +3, 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. Look for SarenraeLifeSourceScalemailItem & SarenraeObliteratingLightScalemailItem. Option 1 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. Option 2 +5, made of crystals and be worn by a druid. Whenever a creature hits them with a melee attack, that creature suffers 1d6 piercing damage. Option 2 +4, uses intelligence modifier as a damage bonus, you also use your intelligence bonus for attacks instead of strength (Not clear if both intelligence and strength both grant a damage bonus.). Option 2 +3, +2 morale bonus to dexterity. Act 3 - First Retriever - Padded Armor/Shirt, Act 3 - Unholy Symbol of Rovagug - Handaxe/Battle Axe/Great Axe, Act 3 - Chillboar's Hide and Tusks - Shortspear/Spiked Light Shield, Act 3 - Phylactery of Stevanius - Ring/Scythe, Act 3 - Crest of the Fallen Knight - Belt/Chainmail/Shortsword, Act 3 - Faultless Daybreak - Heavy Flail/Light Shield/Scalemail, Act 3 - Stone of Ghostly Pathways - Circlet/Ring/Sai, Act 3 - Wicked Dope - Banded Armor/Quarterstaff, Act 3 - Branch of the Last Ash (Sakoris Map) - Bardiche/Heavy Pick, Act 3 - Attractive Impulse - Gloves/Light Crossbow/Metamagic Rod, Act 5 - Mask of the Facestealer - Belt/Mask, Act 5 - Burning Brand - Bardiche/Sling Staff/Trident, Act 5 - Remains of the Colourless One - Arrows/Breast Plate/Spectacles, Act 5 - Voice of the Cursed Bard - Lyre/Amulet, Zaori's Pin - Circlet - Option 2 is actually +6 charisma and WISDOM. I usually try to resist specializing in weapons because I like the freedom to switch them up and not feel like I've wasted those feats. Option 1 Whenever this shield is under the affect of warpriests 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. When the number of scorches reaches 3, they begin to glow, granting anyone a +2 bonus to attack against such creatures. This is a great guide. . Option 2 +5, flaming burst, whenever the wielder lands a first hit against a new enemy, the enemy must pass a fortitude saving throw (DC 32) or catch on cursed fire which makes it unable to cast spells for 1d3 rounds. Option 3 You can activate this ring to create an almost transparent silver lining that connects all party members in a 30 feet area. The effects of multiple applications of this ability do not stack. Such mark can only be on 1 target at a time. Option 1 +5, Vicious, whenever the wielder lands a consequent hit in a full-round attack, it deals additional damage equal to the number of hits multiplied by 3. Name Type Desc Whenever the wearer is attacked with a spell, the enemy must pass a Will saving throw (DC 19) or they become nauseated for one round. (This one currently shows up as null when moused over in crusade mode.). If you think I've missed a relic, or have extra information you'd like me to add, then please let me know. Instead it deals (1d6 + 1 per two caster levels) points of damage. Its sometimes hard for me to connect relics I have created back to the original item on your list. This web also deals 1d6+3 bludgeoning damage each round. Option 1 These glasses allow their wearer to use the Maddening Gaze ability three times per day. Once per day you can charge both weapons in your hands with this flame for 10 minutes. Bardiche/Heavy Pick (both options come with same enchantments), Club/Flail (same affects across both weapons), Mask (These take up the helmet slot rather than the eye slot, despite it being a mask. (Not clear if both intelligence and strength both grant a damage bonus.). When you are hit by an enemys attack of opportunity, they enemy must pass a reflex saving throw (DC 15) or suffer 2d6 acid damage. Updated: 08 Sep 2021 05:53 Opening is a Quest in Pathfinder: Wrath of the Righteous. You become immune to fire damage, but gain weakness to cold and holy damage. Instead it deals (1d6 + 1 per two caster levels) points of damage. Due to the sheer amount of items, Ive condensed many of the tooltips down to be more brief, but have otherwise copied exact descriptions. You also get a +1 insight bonus to AC against outsider creatures. The enemy also suffers -2 penalty to all saving throws until the end of combat. Option 2 +6 enhancement bonus to charisma and intelligence. When this effect ends, the first attack the wearer makes suffers -4 penalty to attack and damage roll, as well as caster level checks to overcome spell resistance (if needed). :: Pathfinder: Wrath of the Righteous - Enhanced Edition General Discussions Content posted in this community may not be appropriate for all ages, or may not be appropriate for viewing at work. Effects dont stack. In addition, whenever the enemy who has been hit by the wearer at least once, takes fire damage from any soruce, it suffers a -3 penalty on all saves for 2 rounds. Choosing this just levels you with the partially completed item, but the enchant option in crusade mode just shows up in red as if you dont have the item. Option 1 +2, whenever the wielder lands a hit with this shortsword the enemy must pass a reflex saving throw (DC 18), or the wound becomes covered in fine emeralds for 5 minutes. Whenever the wearer is mounted, and they or their mount confirms a critical hit against an enemy, that enemy is afflicted with the exploding head effect for 1d3 rounds. Option 1 +2, Radiant, whenever you confirm a critical hit you absorb part of magical essence, dispelling one random spell up to 5th level on the target. Ring Option 1 Whenever the wearer is fighting defensively and lands a first attack in this condition, the enemy is pushed 10 feet away and is knocked prone for 1 round. This bonus can stack up to +5. Option 2 Whenever a druid wearing it casts a spell from their spellbook, they cast it as if they were one level higher. Option 2 Whenever the wielder of this ammuntion lands a hit, the enemy must pass a fortitude saving throw (DC 32) or be stunned and become vulnerable to sonic damage for 3 rounds. Option 1 +4 physical perfection, whenever the wearer makes an attack roll to confirm a critical hit, it automatically succeeds. Option 2 +3, radiant. 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. Crusade, crusade, crusade, and drives your foes into the abyss. Option 2 All summon spells of 6th level and lower are maximized as though using the maximize spell feat. Option 1 This shirt makes all the wearers fire spells deal additional 4d6 fire damage while making them suffer a -2 penalty to AC. Option 3 +3, whenever the wielder lands a hit, it scorches the enemy a bit. Option 1 Bugged. Option 3 +2, whenever the wielder of this weapon is paralysed, staggered, stunned, petrified, or entangled, they suffer the weapons damage and immediately remove such an effect. Option 1 Whenever the wearer of this ring deals sneak attack damage for the first time in a fight against an enemy, that enemy becomes filled with paranoia. Option 1 Whenever the wearer of this ring deals sneak attack damage for the first time in a fight against an enemy, that enemy becomes filled with paranoia. You need to sign in or create an account to do that. 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. The enemy starts doubting that violence is the answer and thus will suffer -1d4 penalty on attack rolls for one round. This bonus can stack up to +5. If one of the party members falls unconscious, a giant spider is summoned to fight alongside you for 3 rounds. Option 1 +2, Radiant, whenever you confirm a critical hit you absorb part of magical essence, dispelling one random spell up to 5th level on the target. (Note, when choosing this option it just shows up as an unfinished item when hovering over the tooltip, but it came out as this item.). Option 2 +3, 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. A creature with ferocity still dies when its hit point total reaches a negative amount equal to its constitution score. Option 3 +2 enhancement bonus to intelligence. Option 3 +3, adamantite, your mount gets a +3 bonus on all saving throws and a +3 bonus to CMD. Option 1 mental perfection +4, allows its wearer to reroll 3 failed saving throws against death effects per day. Each time the wielder confirms a critical hit, an enemy is affected with a Burst with Light effect. Option 2 Whenever the wearer of this shirt kills an enemy with a fire spell, they gain immunity to ability score damage and their mental ability scores are increased by +6 for 3 rounds. Head downstairs and interact with the sarcophagus. Thanks u/Vargkungen from reddit who found the item names in Toybox you will have to use the mod to add the item if you want to use the scalemail. Option 1 +2 enhancement bonus to constitution. The modified spell also becomes maximized as though using the maximize spell feat. Option 2 You bound a part of your soul to the ring. A successful fortitude saving throw (DC 36) halves the damage. Option 1 +4, -2 to attack rolls and constitution, electricty resistance 30. If an attack of opportunity was a critical hit, the enemy is staggered. Pathfinder: Wrath of the Righteous Army Once promoted to commander of the Fifth Crusade by Queen Galfrey in Act 2 of Pathfinder: WotR, you have the monumental task of leading the crusader. It should be noted that some of the relics aren't rewarded properly currently, and have to be added via using toybox, and some items may not function correctly as the tooltip states they will. Contents 1 Journal 2 Walkthrough 2.1 Find the relic that the Defaced Sisters are looking for 2.2 Learn more about the Oculus of Abaddon 2.3 Take the Oculus of Abaddon from Vordakai 2.4 Defeat Vordakai 2.5 Determine the fate of the citizens of Varnhold 2.6 Await further developments Journal " All the wearers bardic performance and raging songs (if they have the corresponding class abilities) last for 10 more rounds per day. It also has to pass a fortitude saving throw (DC 19) or all bludgeoning damage it receives will be multiplied by 1.5 until the end of combat. 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 -8 penalty on damage rolls for 2 rounds. In this guide it should be noted that some of the relics arent rewarded properly currently, and have to be added via using toybox, and some items may not function correctly as the tooltip states they will. (Thanks, Haaru.). Greater rods can be used with spells of 9th level or lower. Option 2 +2 enhancement bonus to strength. Option 3 +3, +3 bonus to saving throws against fear and nauseated condition. Option 3 Whenever the wearer polymorphs into any creature, they get a +4 enhancement bonus to attack and damage rolls made with limbs. Option 2 You bound a part of your soul to the ring. Thanks for making it. Club/Flail (same affects across both weapons) Option 1 +3, deals 2d6 damage instead of standard weapon damage, the type of damage is bludgeoning, piercing and slashing simultaeonously. For each adjacent ally of the affected target they suffer -1 penalty on saving throws and -2 penalty on damage rolls. Option 1 This shirt makes all the wearers fire spells deal additional 4d6 fire damage while making them suffer a -2 penalty to AC. Option 2 +4 physical perfection, whenever the wearer kills an enemy who had full health with a single hit, all enemies in a 30 feet radius become staggered for 1 round. Option 2 +3, speed, whenever the wielder lands a hit with this sai on a summoned creature, it deals additional 1d12 piercing damage. The game starts off with players leading a crusading army against an army of fiends, eventually finding a wardstone. Pathfinder Wrath of the Righteous Best Rings Below we've arranged all the Pathfinder Wrath of the Righteous Best Rings. 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 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.