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Handwrap

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Handwraps are Exotic weapons that increase the damage of unarmed attacks. They deal [1d6] Bludgeoning damage with a critical threat of 20 and a 2x multiplier. Handwraps can also be converted into Companion Collars for Artificer, Druid and Dark Hunter pets.

Overview[edit]

Advantages[edit]

Disadvantages[edit]

  • Handwraps deal Bludgeoning damage. Certain, named Handwraps gain additional damage types, but a majority of Handwraps lack the ability to penetrate Piercing or Slashing DR. With the Vorpal Strikes feat, Handwraps additionally gain the Slashing damage type.
  • Handwraps that bypass special DRs, ie. Silver, are rare. This however is able to be mitigated through Shintao enhancements, Epic Destinies and Feats, as well as Augments.
  • Handwraps are functionally two-handed weapons. Using two different single-handed weapons will allow you to benefit from more affixes.

Special Materials[edit]

"Cold Iron Studded"

Handwraps with rare materials are included in regular loot tables as of Update 14. Quests such as Devil Assault were first reported to drop "studded" handwraps ARCHIVE ME! that can possibly bypass DR of various monsters on all difficulties since summer 2011, with much better drop rate on Epic.

A supreme advantage to the existence of such handwraps is that, unlike named handwraps, these do not bind to character or account and seem to be considered a tradeable, randomly-generated item.

As of Update 14, metallic handwraps of all types appear with much greater frequency throughout the game (particularly in higher levels), retain their metal quality when crafted, and are tradeable.

Alternatively, a range of named handwraps are available which include metallic DR bypass as an enchantment. Three examples: Adamantine Knuckles, which are adamantine lined, Eternal Rest, which are silver threaded, and Devout Handwraps, which are metalline and can bypass any metallic DR.

Tips for Using[edit]

Since handwraps are very lightweight (in comparison to other weapons), you can carry several different pairs without becoming encumbered, allowing you to carry different sets of handwraps for different types of battle.

Many properties on handwraps will easily offset their limitation as bludgeoning weapons, such as elemental damage, bane damage, and crowd-control abilities, such as paralyzing.

A significant challenge for low-level handwrap users are Iron Golems. Built from adamantine, they have high DR/Adamantine, and are immune to most extra damage effects. Until your character finds handwraps with Construct Bane, Smiting or Metalline, you may need to carry an alternative adamantine weapon.

A tip vs. Golems: Against orange-named (and lower) Golems, try to Trip your opponent. Trip is one of the few crowd control options Golems aren't immune to, although you will need to get the DC high enough; try using Vertigo and other enchantments and/or enhancements that provide tactics bonuses. This is particularly handy vs Clay and Stone Golems. Metalline Handwraps of Vertigo can be a very versatile option for many immune-to-stun enemies in addition to Golems.

Randomly generated handwraps are currently subject to a bug where they do not cause a negative level if used by a player with the opposite alignment. This means that handwraps are the only weapons on which Monks, who must have a lawful alignment, can use Anarchic and similar enchantments without penalty.needs verification


References[edit]

Historical information[edit]

Handwraps used to be coded differently than weapons. This proved to be extremely awkward in the long run, causing many headaches and necessitating several sets of workarounds until all Handwraps were converted to weapons in Update 33 (although even to this day, this means that handwraps do not appear on a character's model when equipped.) The below information is from before the update.

History
This section is about a subject that no longer exists in-game.
If you can verify that the subject still exists, please edit this page and remove this template.
  • Since the base damage of monks' unarmed attacks vary with their class level, handwraps are not programmed as weapons by design. (DDO Forums ARCHIVE ME!) As a result, handwraps sometimes suffer from some bugs, particularly in unique items and during crafting. Thus, while handwraps may apply enhancement bonuses and other effects, the monk's body is the weapon. Any monk can still be an effective fighter without handwraps equipped (especially Shintao Monks), but, just as a Fighter with a masterwork weapon does less damage, so would a Monk without handwraps.

Properties[edit]

Handwraps gain many unique abilities from other weapons, but also are limited in their upgrading due to their design or game design.

Unique[edit]

You can find these special properties or handwraps or add the property using the Stone of Change.

Metalline handwraps have a base price modifier of 5, instead of the typical 3, reflecting their rarity or value.

Missing or New[edit]

Handwraps with these following properties didn't exist in the game prior to Update 14, but now appear.

The Greater Parrying suffix appears on handwraps (since at least Update 16).

Prior to Update 19, properties such as Vorpal, Wounding and Puncturing weren't found on handwraps. Since Update 19, such effects can be found in named and loot-generated items such as the Ivy Wraps or handwraps with Lacerating property. In addition, the natural 20 rolls that would confirm Vorpal hits often activate many special Monk attacks by way of feats, enhancements or items. An Epic feat, Vorpal Strikes, is also available for Epic level characters.

Non-Weapon Based Enhancements[edit]

Green Steel-Weave[edit]

Game developers note that there will NOT be Green Steel handwraps implemented, at least in the near future ARCHIVE ME!. Speculation for the decision involves bugs that could develop from these type of handwraps, or that the developers believe monks with Green Steel wraps will be over-powered and break game balance.

Named Handwraps[edit]

Item Enchantments ML Damage and Type Bind Quests Unusual Characteristics
Soren's Handwraps
  • Acid TouchAcid Touch: This weapon gives off the faint smell of acid. An acid touch weapon deals an additional +1 acid damage on a successful hit.
  • StarterStarter: Starter equipment cannot be traded, sold or crafted.
    This item cannot be fed to sentient jewels.
1 [1d6] + 0 Bludgeon Bound to Account on Acquire The Grotto
Min's Handwraps
  • Minor FlamingMinor Flaming: This weapon is sheathed in fire. A flaming weapon deals an extra 1 to 4 points of fire damage on a successful hit.
1 [1d6] + 0 Bludgeon Bound to Character on Acquire The Collaborator
Eternal Rest
  • +2 Enhancement Bonus+2 Enhancement Bonus: +2 enhancement bonus to attack and damage rolls.
  • Ghostbane 1Ghostbane 1: This weapon is attuned specifically to hunt the risen dead, dealing an additional 1d10 bane damage vs. Undead monsters.
    Passive: This weapon has Ghost Touch, and bypasses ethereal monster's 50% chance to evade bane damage.
  • Silver ThreadedSilver Threaded: A complex process involving metallurgy and alchemy can weave silver into cloth so that it bypasses the protective damage reduction of creatures such as lycanthropes and vampires.
  • Red Augment SlotThis augment slot can be used to equip this item with the following types of augment:
    • Red Augments: Standard augments provide bonuses to spell power, and grant elemental damage on hit and DR bypass to weapons.
2 [1d6] + 2 Bludgeon, Silver, Magic Bound to Account on Acquire Return to the Sanctuary, Fitzwood's chest (eastern wing)
Weeping Handwraps
2 [1d6] +2 Bludgeon, Magic Bound to Character on Equip The Captives, Guldag's chest
+1 Starter Handwraps
2 [1d6] + 1 Bludgeon, Magic Bound to Character on Acquire The Voyage
Ethereal Handwraps
2 [1d6] + 1 Bludgeon, Magic Bound to Account on Acquire Morten Edgewright
Sworn Silver Handwraps
2 [1d6] + 1 Bludgeon, Silver, Magic Bound to Account on Acquire Morten Edgewright
Crocodile Maw
3 [1d6] + 2 Bludgeon, Magic Bound to Account on Acquire Swim at Your Own Risk, End chest
Wraps of Endless Light (level 4)
4 [1d6] + 2 Bludgeon, Magic Bound to Account on Acquire The Night Revels
Scorching Wraps
4 [1d6] + 2 Pierce, Bludgeon, Magic Bound to Character on Equip Three-Barrel Cove (heroic), Scorchtusk's Chest (Rare Encounter)
Calomel Studded Handwraps (level 4)
4 [1d6] + 1 Bludgeon, Magic Bound to Account on Acquire Vaults of the Artificers
Ferrocrystal Handwraps
5 [1d6] + 2 Bludgeon, Cold Iron, Magic, Crystal Bound to Account on Acquire Fables of the Feywild, any chest, or turn in 20 Chunks of Ferrocrystal at the Cauldron of Cadence
Flamesalt Handwraps
5 [1d6] + 1 Bludgeon, Good, Magic Bound to Account on Acquire Captain Xendros
Fanged Wraps
  • +3 Enhancement Bonus+3 Enhancement Bonus: +3 enhancement bonus to attack and damage rolls.
  • ViciousVicious: When a vicious weapon strikes an opponent, it creates a flash of disruptive energy that resonates between the opponent and the wielder. This energy deals an extra 2 to 12 points of damage to the opponent and 1 to 3 points of damage to the wielder.
  • Ribcracker IIIRibcracker III: On Critical Hit: 7 to 42 Bludgeoning damage from weapons with a x2 Critical Multiplier, 7 to 56 Bludgeoning damage from weapons with a x3 Critical Multiplier, and 7 to 70 Bludgeoning damage from weapons with a x4 or greater Critical Multiplier.
  • Red Augment SlotThis augment slot can be used to equip this item with the following types of augment:
    • Red Augments: Standard augments provide bonuses to spell power, and grant elemental damage on hit and DR bypass to weapons.
6 [1d6] + 3 Bludgeon, Magic Bound to Character on Equip Assault on Splinterskull
Devotion (Handwraps)
6 [1d6] + 3 Bludgeon, Good, Magic Bound to Character on Equip The Missing Party, End chest
Wraps of Endless Light (level 8)
8 [1d6] + 3 Bludgeon, Magic Bound to Account on Acquire The Night Revels
Skin of the Mockery
  • +4 Enhancement Bonus+4 Enhancement Bonus: +4 enhancement bonus to attack and damage rolls.
  • Human BaneHuman Bane: A bane weapon excels at attacking one type or subtype of creature. Against Humans, this weapon's effective enhancement bonus is +2 better than its normal enhancement bonus. It deals an extra 2 to 12 points of damage against the foe.
  • Red Augment SlotThis augment slot can be used to equip this item with the following types of augment:
    • Red Augments: Standard augments provide bonuses to spell power, and grant elemental damage on hit and DR bypass to weapons.
  • Orange Augment SlotThis augment slot can be used to equip this item with the following types of augment:
    • Red Augments: Standard augments provide bonuses to spell power, and grant elemental damage on hit and DR bypass to weapons.
    • Yellow Augments: Standard augments provide bonuses to offensive stats, condition resistances and immunities, elemental resistances and DC spellcasting stats.
8 [1d6] + 4 Bludgeon, Magic Bound to Character on Equip Cult of the Six
Devout Handwraps
8 [1d6] + 3 Bludgeon, Good, Silver, Adamantine, Mithral, Cold Iron, Magic, Byeshk Bound to Character on Equip The Shadow Crypt, Optional "big chest"
Fernian Wraps
8 [1d6] + 4 Bludgeon, Magic Bound to Character on Equip The Abandoned Excavation
Calomel Studded Handwraps (level 8)
  • See the item description page for details.
8 [1d6] + 2 Bludgeon, Magic Bound to Account on Acquire Vaults of the Artificers
Calamitous Handwraps
8 [1d6] + 4 Bludgeon, Magic Bound to Account on Acquire Viktranium Experiment crafting
Stonedust Handwraps
10 [1d6] + 4 Bludgeon, Magic Bound to Character on Acquire Eyes of Stone, End chest
Macabre Handwraps
10 [1d6] + 5 Bludgeon, Evil, Magic Bound to Account on Acquire from chest; Bound to Character on Acquire otherwise Blue Water Inn
Barovian Handwraps
  • +5 Enhancement Bonus+5 Enhancement Bonus: +5 enhancement bonus to attack and damage rolls.
  • SilverSilver: A complex process involving metallurgy and alchemy can bond silver to a weapon made of steel so that it bypasses the damage reduction of creatures such as devils and vampires.
    Silver weapons have 2 points lower hardness then equivalent steel weapons, and as such aren't quite as durable.
    , Alchemical
  • Holy 3Holy 3: This weapon is wielded by the pure to smite the wicked, dealing an additional 3d6 good damage on each hit. This effect makes the weapon good aligned. Evil characters wielding this weapon will suffer one negative level.
  • Fiery 3Fiery 3: This effect causes the edges of this weapon to burn with enchanted flames, dealing 3d6 Fire damage on each hit.
  • Undead Bane 3Undead Bane 3: Those that have died must return, and this weapon is attuned specifically to lay them to rest. This weapon deals an additional 3d10 bane damage vs. Undead.
  • Red Augment SlotThis augment slot can be used to equip this item with the following types of augment:
    • Red Augments: Standard augments provide bonuses to spell power, and grant elemental damage on hit and DR bypass to weapons.
10 [1d6] + 5 Bludgeon, Good, Silver, Magic Bound to Account on Acquire from chest; Bound to Character on Acquire otherwise Blue Water Inn
Tailara's Wraps
  • +5 Enhancement Bonus+5 Enhancement Bonus: +5 enhancement bonus to attack and damage rolls.
  • Chilling 3Chilling 3: This effect causes the edges of this weapon to become frozen to the touch, dealing 3d6 Ice damage on each hit.
  • Freezing 7Freezing 7: This effect causes the edges of this weapon to become frozen to the touch, dealing 7 to 42 Ice damage on each critical hit.
  • Freezing Ice Freezing Ice:
    • On items: While you are wearing this item, your melee, ranged, and unarmed attacks gain the Freezing Ice ability. (When the weapon is used, an icy power occasionally comes to the surface, attempting to freeze an enemy solid and encase them in ice.) - (duration: 9 seconds)
    • On weapons: This Weapon stores the pitiless immovable power of the ice deep within. When this weapon is used, this power occasionally comes to the surface, attempting to freeze an enemy solid and encase them in ice.
  • Dragon's Edge 3Dragon's Edge 3: +9% Enhancement bonus to bypass enemy Fortification. On Crit: 3d8 Bleeding Damage to those that are vulnerable to it.
  • Red Augment SlotThis augment slot can be used to equip this item with the following types of augment:
    • Red Augments: Standard augments provide bonuses to spell power, and grant elemental damage on hit and DR bypass to weapons.
10 [1d6] + 5 Bludgeon, Magic Bound to Account on Acquire The Final Draw, end chest
Wraps of Endless Light (level 12)
  • +4 Enhancement Bonus+4 Enhancement Bonus: +4 enhancement bonus to attack and damage rolls.
  • Undead BaneUndead Bane: A bane weapon excels at attacking one type or subtype of creature. Against Undeads, this weapon's effective enhancement bonus is +2 better than its normal enhancement bonus. It deals an extra 2 to 12 points of damage against the foe.
  • BrillianceBrilliance: This weapon glows with the light of Irian. This weapon deals an extra 1 to 6 points of light damage on a successful hit. In addition, critical hits deal an additional 1 to 10 light damage for weapons with a x2 critical multiplier, 2 to 20 for a x3 critical multiplier and 3 to 30 for a x4 multiplier.
  • Light BringerLight Bringer: On Vorpal Hit: If an undead struck by this weapon has fewer than 1000 Hit Points, it is instantly slain. If the undead has above 1000 hit points, it takes 100 damage.
12 1.40[1d6] + 4 Bludgeon, Magic Bound to Account on Acquire The Night Revels
Vampiric Stonedust Wraps
12 1.40[1d6] + 5 Bludgeon, Magic Bound to Account on Equip Cauldron of Sora Katra, Stonedust Handwraps + Staff of the Shadow + Mark of Tzaryan Rrac
Vengeful Stonedust Wraps
12 1.40[1d6] + 5 Bludgeon, Magic Bound to Account on Equip Cauldron of Sora Katra, Stonedust Handwraps + Ogrish War Axe + Mark of Tzaryan Rrac
Alchemical Handwraps
12 3[1d6] +5 Bludgeon, Magic Unbound The Master Artificer, Either End chest
Crippling Stonedust Wraps
12 1.40[1d6] + 5 Bludgeon, Magic Bound to Account on Equip Cauldron of Sora Katra, Stonedust Handwraps + Gnollish War Bow + Mark of Tzaryan Rrac
Maiming Stonedust Wraps
12 1.40[1d6] + 5 Bludgeon, Magic Bound to Account on Equip Cauldron of Sora Katra, Stonedust Handwraps + Hooked Blade + Mark of Tzaryan Rrac
Adamantine Knuckles (level 12)
12 2[1d6] + 3 Bludgeon, Adamantine, Magic Bound to Character on Equip A Cabal for One, Feast or Famine, End chest (Heroic Normal)
  • Critical Profile: 18-20 / x2
Calomel Studded Handwraps (level 12)
  • See the item description page for details.
12 1.50[1d6] + 3 Bludgeon, Magic Bound to Account on Acquire Vaults of the Artificers
Green Steel Handwraps
12 1.50[1d6] + 5 Bludgeon, Evil, Magic Bound to Character on Equip Altar of Fecundity, Manufactured Ingredient Recipes
Adamantine Knuckles (level 13)
13 2[1d6] + 4 Bludgeon, Adamantine, Magic Bound to Character on Equip A Cabal for One, Feast or Famine, End chest (Hard)
  • Critical Profile: 18-20 / x2
Scraps of Enlightenment
13 1.60[1d6] + 5 Bludgeon, Good, Magic Bound to Account on Acquire The Archons' Trial, End chest
  • Critical Profile: 19-20 / x2
Handwraps of the Fallen Age
13 1.60[1d6] + 5 Bludgeon, Good, Evil, Lawful, Chaotic, Magic Bound to Account on Acquire Magic of Myth Drannor, any end chest, most optional chests
  • Critical Profile: 19-20 / x2
Handwraps of the Golden Age
13 2.10[1d6] + 5 Bludgeon, Magic Bound to Account on Acquire Magic of Myth Drannor, rare drop in any end chest or most optional chests
Adamantine Knuckles (level 14)
14 2.50[1d6] + 4 Bludgeon, Adamantine, Magic Bound to Character on Equip A Cabal for One, Feast or Famine, End chest (Elite)
  • Critical Profile: 18-20 / x2
Locked and Loaded
14 1.80[1d6] +5 Bludgeon, Magic Bound to Account on Acquire Tavern Brawl, End chest
Ivy Wraps (level 15)
15 [1d6] + 4 Pierce, Bludgeon, Magic Bound to Character on Equip The Druid's Curse, Aghilde the Bog Hag chest (Heroic Normal)
Dwarven Brawler's Wraps
15 2[1d6] + 5 Bludgeon, Magic Bound to Account on Acquire Desire in the Dark, End chest
Platinum Knuckles
  • +5 Enhancement Bonus+5 Enhancement Bonus: +5 enhancement bonus to attack and damage rolls.
  • Transmuted PlatinumTransmuted Platinum: This weapon, made of transmuted platinum, is slightly magically unstable, and has a chance to transfer its magic to those it strikes. Struck enemies have a small chance to turn into transmuted platinum, preventing all movement, with a DC of 35 negating this effect.
  • ImpactImpact: Passive: The base critical threat range of this weapon is doubled. This does not stack with Improved Critical feat. Vorpal Strikes by this weapon also bypass all Fortification.
  • Lesser BoneshatterLesser Boneshatter: This weapon is powerful enough to shatter the bones of those it strikes. On an attack roll of 20 which is confirmed as a critical hit, the weapon breaks multiple bones in the target's body, causing significant impairment. Creatures with skeletons take 10d6 damage and will have their movement and attacks slowed by 25% and their attack damage reduced by 25% when their bones are shattered.
  • Seeker +8 Seeker +8: Provides a +8 Enhancement bonus to confirm critical hits, and a +8 Enhancement bonus to critical hit damage (before multipliers are applied).
  • Doublestrike 9% Doublestrike 9%: Passive: 9% Enhancement bonus to Doublestrike. (Doublestrike is a chance to score an additional hit with a melee attack.)
  • SpikedSpiked: This weapon is studded with vicious spikes, causing it to deal piercing damage in addition to its normal damage types.
  • Red Augment SlotThis augment slot can be used to equip this item with the following types of augment:
    • Red Augments: Standard augments provide bonuses to spell power, and grant elemental damage on hit and DR bypass to weapons.
  • Part of the FamilyPart of the Family: While wearing three items from the Part of the Family set, you gain:
    +10% Artifact bonus to Doublestrike
    +10 Artifact bonus to Melee Power
    +5% Artifact bonus to damage vs the Helpless
    +5% Artifact bonus to Fortification Bypass
15 2[1d6] + 5 Pierce, Bludgeon, Magic Bound to Account on Acquire Just Business, End Chest
  • Critical Profile: 19-20 / x2
Syranian Handwraps
  • +5 Enhancement Bonus+5 Enhancement Bonus: +5 enhancement bonus to attack and damage rolls.
  • Electrifying 4Electrifying 4: This effect causes the edges of this weapon to arc with electricity, dealing 4d6 Lightning damage on each hit.
  • Holy 4Holy 4: This weapon is wielded by the pure to smite the wicked, dealing an additional 4d6 good damage on each hit. This effect makes the weapon good aligned. Evil characters wielding this weapon will suffer one negative level.
  • Construct Bane 4Construct Bane 4: This weapon is attuned specifically to disrupt creations, dealing an additional 4d10 bane damage vs. Constructs.
  • AdamantineAdamantine: Found only in meteorites and the rarest of veins in magical areas, this ultrahard metal adds to the quality of a weapon or suit of armor. Weapons made of adamantine have the ability to bypass the protective damage reduction of certain monsters.
  • Red Augment SlotThis augment slot can be used to equip this item with the following types of augment:
    • Red Augments: Standard augments provide bonuses to spell power, and grant elemental damage on hit and DR bypass to weapons.
15 2[1d6] + 5 Bludgeon, Good, Adamantine, Magic Bound to Account on Acquire Syranian Forged Weaponry
Hunter's Wraps
15 2[1d6] + 3 Bludgeon, Adamantine, Magic Bound to Character on Acquire Advance to level 15
Unstable Handwraps
  • +5 Enhancement Bonus+5 Enhancement Bonus: +5 enhancement bonus to attack and damage rolls.
  • Anarchic BurstAnarchic Burst: An anarchic weapon is chaotically aligned and infused with the power of chaos. It makes the weapon chaos-aligned and thus bypasses the corresponding damage reduction. It deals an extra 2 to 12 points of damage against all of lawful alignment and an extra 3 to 18 on a critical for weapons with a x2 critical multiplier, 4 to 24 for a x3 multiplier, and 5 to 30 for a x4 multiplier.
  • Axiomatic BurstAxiomatic Burst: An axiomatic weapon is lawfully aligned and infused with the power of law. It makes the weapon law-aligned and thus bypasses the corresponding damage reduction. It deals an extra 2 to 12 points of damage against all of chaotic alignment and an extra 3 to 18 on a critical for weapons with a x2 critical multiplier, 4 to 24 for a x3 multiplier, and 5 to 30 for a x4 multiplier.
  • Lawful Outsider BaneLawful Outsider Bane: A bane weapon excels at attacking one type or subtype of creature. Against Lawful Outsiders, this weapon's effective enhancement bonus is +2 better than its normal enhancement bonus. It deals an extra 2 to 12 points of damage against the foe.
  • Chaotic Outsider BaneChaotic Outsider Bane: A bane weapon excels at attacking one type or subtype of creature. Against Chaotic Outsiders, this weapon's effective enhancement bonus is +2 better than its normal enhancement bonus. It deals an extra 2 to 12 points of damage against the foe.
  • Mind TurbulenceMind Turbulence: This item fills your mind with chaos, disrupting your thoughts and causing a -10 Concentration penalty.
16 2.20[1d6] + 5 Bludgeon, Lawful, Chaotic, Magic Bound to Account on Acquire Reign of Madness
Wraps of Endless Light (level 16)
  • +5 Enhancement Bonus+5 Enhancement Bonus: +5 enhancement bonus to attack and damage rolls.
  • Greater Undead BaneGreater Undead Bane: A bane weapon excels at attacking one type or subtype of creature. Against Undeads, this weapon's effective enhancement bonus is +4 better than its normal enhancement bonus. It deals an extra 3 to 18 points of damage against the foe.
  • BrillianceBrilliance: This weapon glows with the light of Irian. This weapon deals an extra 1 to 6 points of light damage on a successful hit. In addition, critical hits deal an additional 1 to 10 light damage for weapons with a x2 critical multiplier, 2 to 20 for a x3 critical multiplier and 3 to 30 for a x4 multiplier.
  • Light BringerLight Bringer: On Vorpal Hit: If an undead struck by this weapon has fewer than 1000 Hit Points, it is instantly slain. If the undead has above 1000 hit points, it takes 100 damage.
16 2.20[1d6] + 5 Bludgeon, Magic Bound to Account on Acquire The Night Revels
Ivy Wraps (level 16)
16 [1d6] + 5 Pierce, Bludgeon, Magic Bound to Character on Equip The Druid's Curse, Aghilde the Bog Hag chest (Heroic Hard)
Calomel Studded Handwraps (level 16)
  • See the item description page for details.
16 1.50[1d6] + 4 Bludgeon, Magic Bound to Account on Acquire Vaults of the Artificers
Bladed Handwraps
16 2.20[1d6] + 5 Pierce, Bludgeon, Magic Bound to Account on Acquire Three Paths to Battle, end chest
  • Critical Profile: 19-20 / x2
Ivy Wraps (level 17)
17 [1d6] + 5 Pierce, Bludgeon, Magic Bound to Character on Equip The Druid's Curse, Aghilde the Bog Hag chest (Heroic Elite)
Thunder and Lightning (level 17)
17 [1d6] + 3 Bludgeon, Silver, Magic Bound to Character on Equip What Goes Up, End chest (Heroic Normal)
  • Critical Profile: 19-20 / x2
Tatterchain
  • +5 Enhancement Bonus+5 Enhancement Bonus: +5 enhancement bonus to attack and damage rolls.
  • The Dragging of the Depths 4The Dragging of the Depths 4: Attuned to the dark depths of the waves below, this weapon is cold to the touch and unholy. Each hit drains life from your enemies, dealing 4d6 Evil damage, and when striking Good enemies, it also deals an additional 4d6 Cold damage.
  • AlignedAligned: This weapon transmutes into a form that is able to bypass any alignment based Damage Reduction. (Chaotic, Good, Evil, Lawful)
  • Lesser BoneshatterLesser Boneshatter: This weapon is powerful enough to shatter the bones of those it strikes. On an attack roll of 20 which is confirmed as a critical hit, the weapon breaks multiple bones in the target's body, causing significant impairment. Creatures with skeletons take 10d6 damage and will have their movement and attacks slowed by 25% and their attack damage reduced by 25% when their bones are shattered.
  • Weaken UndeadWeaken Undead: Undead creatures struck by this weapon find themselves more vulnerable. Each time this weapon deals damage to an undead creature, the target loses 20% of its Fortification for the next 20 seconds. This effect does not stack with itself.
  • Red Augment SlotThis augment slot can be used to equip this item with the following types of augment:
    • Red Augments: Standard augments provide bonuses to spell power, and grant elemental damage on hit and DR bypass to weapons.
17 2.40[1d6] + 5 Bludgeon, Good, Evil, Lawful, Chaotic, Adamantine, Magic Bound to Account on Acquire Finding Dorris, End chest
Thaarak Wraps
18 2.60[1d6] + 5 Bludgeon, Magic Bound to Character on Acquire Hound of Xoriat, Side chest (Heroic Hard or Elite)
Thunder and Lightning (level 18)
18 [1d6] + 4 Bludgeon, Silver, Magic Bound to Character on Equip What Goes Up, End chest (Heroic Hard)
  • Critical Profile: 19-20 / x2
Shining Reliquary Handwraps
18 2.60[1d6] + 5 Bludgeon, Magic Bound to Account on Acquire Vecna Unleashed, any chest or trade with Steps Obliss
Defiled Reliquary Handwraps
18 2.60[1d6] + 5 Bludgeon, Evil, Magic Bound to Account on Acquire Unholy Defiler of the Hidden Hand, defiled version of Shining Reliquary Handwraps
Thunder and Lightning (level 19)
19 [1d6] + 4 Bludgeon, Silver, Magic Bound to Character on Equip What Goes Up, End chest (Heroic Elite)
  • Critical Profile: 19-20 / x2
Wraps of Endless Light (level 20)
  • +6 Enhancement Bonus+6 Enhancement Bonus: +6 enhancement bonus to attack and damage rolls.
  • Greater Undead BaneGreater Undead Bane: A bane weapon excels at attacking one type or subtype of creature. Against Undeads, this weapon's effective enhancement bonus is +4 better than its normal enhancement bonus. It deals an extra 3 to 18 points of damage against the foe.
  • BrillianceBrilliance: This weapon glows with the light of Irian. This weapon deals an extra 1 to 6 points of light damage on a successful hit. In addition, critical hits deal an additional 1 to 10 light damage for weapons with a x2 critical multiplier, 2 to 20 for a x3 critical multiplier and 3 to 30 for a x4 multiplier.
  • Light BringerLight Bringer: On Vorpal Hit: If an undead struck by this weapon has fewer than 1000 Hit Points, it is instantly slain. If the undead has above 1000 hit points, it takes 100 damage.
  • Radiant BlastRadiant Blast: This weapon stores the power of the plane of Irian deep within. Occasionally, this dynamic power comes to the surface, devastating enemies with a massive blast of radiant light.
20 3[1d6] + 6 Bludgeon, Magic Bound to Account on Acquire The Night Revels
Epic Calomel Studded Handwraps
  • See the item description page for details.
20 2[1d6] + 5 Bludgeon, Magic Bound to Account on Acquire Vaults of the Artificers
Grave Wrappings
20 3[1d6] + 6 Bludgeon, Magic Bound to Character on Equip or Bound to Character on Acquire The Unquiet Graves, End chest ;
Menace of the Underdark: The Darkening, Quest chain end reward
Epic Sworn Silver Handwraps
20 3[1d6] + 6 Bludgeon, Good, Silver, Magic Bound to Account on Acquire Morten Edgewright
Epic Ethereal Handwraps
20 3[1d6] + 6 Bludgeon, Adamantine, Magic Bound to Account on Acquire Morten Edgewright
Epic Crocodile Maw
20 3[1d6] + 6 Bludgeon, Magic Bound to Account on Acquire Epic Crafting
Ivy Wraps (level 22)
  • SpikedSpiked: This weapon is studded with vicious spikes, causing it to deal piercing damage in addition to its normal damage types.
  • +6 Enhancement Bonus+6 Enhancement Bonus: +6 enhancement bonus to attack and damage rolls.
  • HemorrhagingHemorrhaging: This weapon is viciously sharp and will do an additional 2 to 16 damage to targets that are vulnerable to bleeding.
  • Lesser VampirismLesser Vampirism: This weapon drains a tiny portion of the target's life force whenever it does damage.
    Note: provides 1 hp of healing per hit.
  • ToxicToxic: This weapon oozes with magical poisons from a dozen esoteric sources. Occasionally, these toxins will erupt on your target, unleashing a vile fog that will dissolve your foes with acid, and will additionally deal constitution damage to enemies whom are not immune to poison. Weak foes may be killed outright by this Toxic Cloud.
22 2[1d6] + 6 Pierce, Bludgeon, Magic Bound to Character on Equip The Druid's Curse, Aghilde the Bog Hag chest (Epic Normal)
Thunder-Forged Handwraps
22 3.40[1d6] + 9 Bludgeon, Silver, Adamantine, Mithral, Cold Iron, Magic, Byeshk Bound to Character on Equip Magma Forge, Crafted from various ingredients
Antipode, Fist of the Horizon
23 3.60[1d6] + 7 Bludgeon, Good, Evil, Lawful, Chaotic, Magic Bound to Character on Acquire Caught in the Web, End Chest
  • Critical Profile: 18-20 / x2
Ivy Wraps (level 23)
  • SpikedSpiked: This weapon is studded with vicious spikes, causing it to deal piercing damage in addition to its normal damage types.
  • +6 Enhancement Bonus+6 Enhancement Bonus: +6 enhancement bonus to attack and damage rolls.
  • HemorrhagingHemorrhaging: This weapon is viciously sharp and will do an additional 2 to 16 damage to targets that are vulnerable to bleeding.
  • Vampirism Vampirism: This weapon drains a tiny portion of the target's life force whenever it does damage.
    Note: provides 1d3 hp of healing per hit.
  • ToxicToxic: This weapon oozes with magical poisons from a dozen esoteric sources. Occasionally, these toxins will erupt on your target, unleashing a vile fog that will dissolve your foes with acid, and will additionally deal constitution damage to enemies whom are not immune to poison. Weak foes may be killed outright by this Toxic Cloud.
23 2[1d6] + 6 Pierce, Bludgeon, Magic Bound to Character on Equip The Druid's Curse, Aghilde the Bog Hag chest (Epic Hard)
Adamantine Knuckles (level 23)
23 3[1d6] + 6 Bludgeon, Adamantine, Magic Bound to Character on Equip Return to Cabal for One, Feast or Famine, End chest (Epic Normal)
  • Critical Profile: 18-20 / x2
Epic Eternal Rest
23 3.60[1d6] + 6 Bludgeon, Good, Silver, Magic Bound to Account on Acquire Return to the Sanctuary, Fitzwood's chest (eastern wing)
Wraps of Endless Light (level 24)
24 3.80[1d6] + 7 Bludgeon, Magic Bound to Account on Acquire The Night Revels
Ivy Wraps (level 24)
  • SpikedSpiked: This weapon is studded with vicious spikes, causing it to deal piercing damage in addition to its normal damage types.
  • +7 Enhancement Bonus+7 Enhancement Bonus: +7 enhancement bonus to attack and damage rolls.
  • PhlebotomizingPhlebotomizing: This weapon is wickedly sharp and will do an additional 3 to 24 damage to targets that are vulnerable to bleeding.
  • Vampirism Vampirism: This weapon drains a tiny portion of the target's life force whenever it does damage.
    Note: provides 1d3 hp of healing per hit.
  • ToxicToxic: This weapon oozes with magical poisons from a dozen esoteric sources. Occasionally, these toxins will erupt on your target, unleashing a vile fog that will dissolve your foes with acid, and will additionally deal constitution damage to enemies whom are not immune to poison. Weak foes may be killed outright by this Toxic Cloud.
24 2[1d6] + 7 Pierce, Bludgeon, Magic Bound to Character on Equip The Druid's Curse, Aghilde the Bog Hag chest (Epic Elite)
Adamantine Knuckles (level 24)
24 3[1d6] + 7 Bludgeon, Adamantine, Magic Bound to Character on Equip Return to Cabal for One, Feast or Famine, End chest (Epic Hard)
  • Critical Profile: 18-20 / x2
Adamantine Knuckles (level 25)
25 3.50[1d6] + 7 Bludgeon, Adamantine, Magic Bound to Character on Equip Return to Cabal for One, and Feast or Famine End chest (Epic Elite)
  • Critical Profile: 18-20 / x2
Epic Devotion
25 4[1d6] + 8 Bludgeon, Good, Magic Bound to Account on Acquire The Missing Party, End Chest
Thunder and Lightning (level 26)
26 [1d6] + 6 Bludgeon, Silver, Magic Bound to Character on Equip What Goes Up, End chest (Epic Normal);
The Secret of the Storm Horns, Quest chain end reward (Epic)
  • Critical Profile: 19-20 / x2
Legendary Green Steel Handwraps
26 4.20[1d6] + 14 Bludgeon, Evil, Magic Bound to Character on Acquire Altar of Fecundity, Manufactured Ingredient Recipes
Storm's Harness
27 4.40[1d6] + 14 Bludgeon, Magic Bound to Character on Acquire Legendary Tempest's Spine, Raid chest
Thunder and Lightning (level 27)
27 [1d6] + 7 Bludgeon, Silver, Magic Bound to Character on Equip What Goes Up, End chest (Epic Hard)
  • Critical Profile: 19-20 / x2
Wraps of Endless Light (level 28)
28 4.60[1d6] + 12 Bludgeon, Magic Bound to Account on Acquire The Night Revels
Thunder and Lightning (level 28)
28 [1d6] + 7 Bludgeon, Silver, Magic Bound to Character on Equip What Goes Up, End chest (Epic Elite)
  • Critical Profile: 19-20 / x2
Epic Scraps of Enlightenment
28 4.60[1d6] + 12 Bludgeon, Good, Magic Bound to Account on Acquire The Archons' Trial, End chest
  • Critical Profile: 19-20 / x2
Epic Locked and Loaded
28 4.60[1d6] + 12 Bludgeon, Magic Bound to Account on Acquire Tavern Brawl, End chest
Legendary Dwarven Brawler's Wraps
28 4.60[1d6] + 13 Bludgeon, Magic Bound to Account on Acquire Desire in the Dark, End chest
Duality, The Moral Compass
  • +15 Enhancement Bonus+15 Enhancement Bonus: +15 enhancement bonus to attack and damage rolls.
  • The Moral CompassAn oft repeated mantra of the Shintao is written on these sacred handwraps:
    "True strength comes from within, and true power comes from rising above."
    While wearing these Handwraps, Monks will gain additional power and bonuses based on their Philosophy.
    • Grants the following bonuses to characters with at least 3 Monk levels:
      • Axiomatic 6Axiomatic 6: This weapon is righteous and wielded by those who stand against chaos, dealing an additional 6d6 law damage on each hit. This effect makes the weapon lawfully aligned. (Chaotic characters wielding this weapon will suffer one negative level.)
      • Holy 6Holy 6: This weapon is wielded by the pure to smite the wicked, dealing an additional 6d6 good damage on each hit. This effect makes the weapon good aligned. Evil characters wielding this weapon will suffer one negative level. if on the Path of Inevitable Dominion
      • Unholy 6Unholy 6: On Hit: 6 to 36 Evil damage. Evil-aligned creatures are immune to this effect.
        Penalty: If equipped by a Good user, they receive 1 Negative Level for as long as this item is equipped.
        if on the Path of Harmonious Balance
      • Enhanced Ki +3Enhanced Ki +3: Increases the rate at which the user gains ki with each successful attack. if character has 20 Monk levels
  • ImpactImpact: Passive: The base critical threat range of this weapon is doubled. This does not stack with Improved Critical feat. Vorpal Strikes by this weapon also bypass all Fortification.
  • Vampirism 3Vampirism 3: This weapon thirsts for the blood of your enemies, healing you for +3d2 hit points with each hit.
    Note: internal cooldown of 1 second.
  • Red Augment SlotThis augment slot can be used to equip this item with the following types of augment:
    • Red Augments: Standard augments provide bonuses to spell power, and grant elemental damage on hit and DR bypass to weapons.
  • Orange Augment SlotThis augment slot can be used to equip this item with the following types of augment:
    • Red Augments: Standard augments provide bonuses to spell power, and grant elemental damage on hit and DR bypass to weapons.
    • Yellow Augments: Standard augments provide bonuses to offensive stats, condition resistances and immunities, elemental resistances and DC spellcasting stats.
28 4.60[1d6+3] + 15 Bludgeon, Magic Bound to Character on Acquire The Curse of Strahd, Raid chest
  • Critical Profile: 19-20 / x2
Fetters of the Forgewraith
29 4.80[1d6+3] + 15 Bludgeon, Evil, Magic Bound to Character on Acquire Too Hot to Handle, End Chest
Legendary Platinum Knuckles
29 4.80[1d6+2] + 15 Pierce, Bludgeon, Magic Bound to Account on Acquire Just Business, End Chest
  • Critical Profile: 19-20 / x2
Legendary Tatterchain
  • +15 Enhancement Bonus+15 Enhancement Bonus: +15 enhancement bonus to attack and damage rolls.
  • The Dragging of the Depths 6The Dragging of the Depths 6: Attuned to the dark depths of the waves below, this weapon is cold to the touch and unholy. Each hit drains life from your enemies, dealing 6d6 Evil damage, and when striking Good enemies, it also deals an additional 6d6 Cold damage.
  • AlignedAligned: This weapon transmutes into a form that is able to bypass any alignment based Damage Reduction. (Chaotic, Good, Evil, Lawful)
  • BonesplitterBonesplitter: This weapon is powerful enough to shatter the bones of those it strikes. On an attack roll of 20 which is confirmed as a critical hit, the weapon breaks multiple bones in the target's body, causing significant impairment. Creatures with skeletons take 40d6 damage and will have their movement and attacks slowed by 25% and their attack damage reduced by 25% when their bones are shattered.
  • Weaken UndeadWeaken Undead: Undead creatures struck by this weapon find themselves more vulnerable. Each time this weapon deals damage to an undead creature, the target loses 20% of its Fortification for the next 20 seconds. This effect does not stack with itself.
  • Red Augment SlotThis augment slot can be used to equip this item with the following types of augment:
    • Red Augments: Standard augments provide bonuses to spell power, and grant elemental damage on hit and DR bypass to weapons.
29 4.80[1d6+2] + 15 Bludgeon, Good, Evil, Lawful, Chaotic, Adamantine, Magic Bound to Account on Acquire Finding Dorris, end Chest
Handwraps of the Hound
  • +15 Enhancement Bonus+15 Enhancement Bonus: +15 enhancement bonus to attack and damage rolls.
  • Sovereign NightmaresSovereign Nightmares: On Vorpal Hit: If your target has below 5,000 Hit Points, a burst of pure terror emanates from this weapon, snuffing out its life as if it were the subject of a Phantasmal Killer spell. If your target has above 5,000 Hit Points, they instead take significant Force damage.
  • Acid VulnerabilityAcid Vulnerability: On Hit: Applies a stack of Vulnerable (1% more damage for 3 seconds. This effect stacks up to 20 times, and loses one stack on expiration.). This effect may only occur on-hit once every second.
  • Acid Blast 6Acid Blast 6: This weapon is covered in a strong and deadly acid, dealing 6d6 Acid damage on a successful hit, and an additional 6d6 Acid damage on a critical hit.
  • Legendary Acid TorrentLegendary Acid Torrent: On an attack roll of 20 which is confirmed as a critical hit this power will be released, dealing damage to the target and all enemies near it for 30d6 + 90 acid damage.
  • Red Augment SlotThis augment slot can be used to equip this item with the following types of augment:
    • Red Augments: Standard augments provide bonuses to spell power, and grant elemental damage on hit and DR bypass to weapons.
  • Orange Augment SlotThis augment slot can be used to equip this item with the following types of augment:
    • Red Augments: Standard augments provide bonuses to spell power, and grant elemental damage on hit and DR bypass to weapons.
    • Yellow Augments: Standard augments provide bonuses to offensive stats, condition resistances and immunities, elemental resistances and DC spellcasting stats.
  • One with the SwarmOne with the Swarm: While wearing two pieces from the One with the Swarm set, you gain: You are protected by a swarm of hostile bees that lash out when you are struck in melee range. On vorpal melee strikes, they will also swarm your enemies, dealing Piercing damage over time.
29 4.80[1d6+3] + 15 Pierce, Bludgeon, Magic Bound to Character on Acquire Legendary Vision of Destruction, End chest
Morninglord's Handwraps
  • +15 Enhancement Bonus+15 Enhancement Bonus: +15 enhancement bonus to attack and damage rolls.
  • Holy 6Holy 6: This weapon is wielded by the pure to smite the wicked, dealing an additional 6d6 good damage on each hit. This effect makes the weapon good aligned. Evil characters wielding this weapon will suffer one negative level.
  • Fiery 6Fiery 6: This effect causes the edges of this weapon to burn with enchanted flames, dealing 6d6 Fire damage on each hit.
  • Coruscating 6Coruscating 6: This effect causes the edges of this weapon to coruscate, dealing 6d6 Light damage on each hit.
  • SilverSilver: A complex process involving metallurgy and alchemy can bond silver to a weapon made of steel so that it bypasses the damage reduction of creatures such as devils and vampires.
    Silver weapons have 2 points lower hardness then equivalent steel weapons, and as such aren't quite as durable.
    , Alchemical
  • Red Augment SlotThis augment slot can be used to equip this item with the following types of augment:
    • Red Augments: Standard augments provide bonuses to spell power, and grant elemental damage on hit and DR bypass to weapons.
29 4.80[1d6+2] + 15 Bludgeon, Good, Silver, Magic Bound to Account on Acquire from chest; Bound to Character on Acquire otherwise Blue Water Inn
Nightmother's Handwraps
29 4.80[1d6+2] + 15 Bludgeon, Evil, Magic Bound to Account on Acquire from chest; Bound to Character on Acquire otherwise Blue Water Inn
Legendary Syranian Handwraps
  • +15 Enhancement Bonus+15 Enhancement Bonus: +15 enhancement bonus to attack and damage rolls.
  • Electrifying 6Electrifying 6: This effect causes the edges of this weapon to arc with electricity, dealing 6d6 Lightning damage on each hit.
  • Holy 6Holy 6: This weapon is wielded by the pure to smite the wicked, dealing an additional 6d6 good damage on each hit. This effect makes the weapon good aligned. Evil characters wielding this weapon will suffer one negative level.
  • Construct Bane 6Construct Bane 6: This weapon is attuned specifically to disrupt creations, dealing an additional 6d10 bane damage vs. Constructs.
  • AdamantineAdamantine: Found only in meteorites and the rarest of veins in magical areas, this ultrahard metal adds to the quality of a weapon or suit of armor. Weapons made of adamantine have the ability to bypass the protective damage reduction of certain monsters.
  • Red Augment SlotThis augment slot can be used to equip this item with the following types of augment:
    • Red Augments: Standard augments provide bonuses to spell power, and grant elemental damage on hit and DR bypass to weapons.
29 4.80[1d6+2] + 15 Bludgeon, Good, Adamantine, Magic Bound to Account on Acquire Syranian Forged Weaponry
Legendary Ferrocrystal Handwraps
29 4.80[1d6+2] + 15 Bludgeon, Cold Iron, Magic, Crystal Bound to Account on Acquire Fables of the Feywild, any chest, or turn in 20 Legendary Chunks of Ferrocrystal at the Cauldron of Cadence
Legendary Flamesalt Handwraps
29 4.80[1d6+2] + 15 Bludgeon, Good, Magic Bound to Account on Acquire Captain Xendros
Legendary Crocodile Maw
30 5[1d6+2] + 15 Bludgeon, Magic Bound to Account on Acquire Swim at Your Own Risk, end chest, or Legendary version of Epic Crocodile Maw
Legendary Bladed Handwraps
31 5.20[1d6+2] + 15 Pierce, Bludgeon, Magic Bound to Account on Acquire Three Paths to Battle, end chest
  • Critical Profile: 19-20 / x2
Dinosaur Bone Handwraps
31 5.20[1d6+2] + 15 Bludgeon, Magic Bound to Account on Acquire Isle of Dread (wilderness), purple named rare encounter chests; Skeletons in the Closet, The Mountain Keeper's chest; trade with Sharpened Bone
Attuned Bone Handwraps
31 5.20[1d6+3] + 15 Bludgeon, Magic Bound to Character on Acquire Skeletons in the Closet, end chest
Legendary Stonedust Handwraps
31 5.20[1d6] + 15 Bludgeon, Magic Bound to Character on Acquire Eyes of Stone, End chest
Legendary Vampiric Stonedust Wraps
31 5.20[1d6] + 15 Bludgeon, Magic Bound to Account on Equip Cauldron of Sora Katra, upgraded version of Legendary Stonedust Handwraps
Legendary Crippling Stonedust Wraps
31 5.20[1d6] + 15 Bludgeon, Magic Bound to Account on Equip Cauldron of Sora Katra, upgraded version of Legendary Stonedust Handwraps
Legendary Maiming Stonedust Wraps
31 5.20[1d6] + 15 Bludgeon, Magic Bound to Account on Equip Cauldron of Sora Katra, upgraded version of Legendary Stonedust Handwraps
Legendary Vengeful Stonedust Wraps
31 5.20[1d6] + 15 Bludgeon, Magic Bound to Account on Equip Cauldron of Sora Katra, upgraded version of Legendary Stonedust Handwraps
Wraps of Endless Light (level 32)
32 5.40[1d6+2] + 15 Bludgeon, Magic Bound to Account on Acquire The Night Revels
Legendary Shining Reliquary Handwraps
32 5.40[1d6+2] + 15 Bludgeon, Magic Bound to Account on Acquire Vecna Unleashed, any chest or trade with Steps Obliss
The Claws of the Balor
32 5.40[1d6+3] + 15 Bludgeon, Magic Bound to Character on Acquire Fire Over Morgrave, end chest
Legendary Defiled Reliquary Handwraps
32 5.40[1d6+2] + 15 Bludgeon, Evil, Magic Bound to Account on Acquire Unholy Defiler of the Hidden Hand, defiled version of Legendary Shining Reliquary Handwraps
Legendary Handwraps of the Fallen Age
  • +15 Enhancement Bonus+15 Enhancement Bonus: +15 enhancement bonus to attack and damage rolls.
  • Anarchic Blast 7Anarchic Blast 7: This weapon is a chaotic conduit, dealing 7d6 Chaos damage on a successful hit, and an additional 7d6 Chaos damage on a critical hit. This effect makes the weapon chaotically aligned.
    Lawful characters wielding this weapon will suffer one negative level.
  • Anarchic 7Anarchic 7: On Hit: 7 to 28 Chaos damage. Chaos-aligned creatures are immune to this effect.
    Penalty: If equipped by a Lawful user, they receive 1 Negative Level for as long as this item is equipped.
  • AlignedAligned: This weapon transmutes into a form that is able to bypass any alignment based Damage Reduction. (Chaotic, Good, Evil, Lawful)
  • ImpactImpact: Passive: The base critical threat range of this weapon is doubled. This does not stack with Improved Critical feat. Vorpal Strikes by this weapon also bypass all Fortification.
  • Orange Augment SlotThis augment slot can be used to equip this item with the following types of augment:
    • Red Augments: Standard augments provide bonuses to spell power, and grant elemental damage on hit and DR bypass to weapons.
    • Yellow Augments: Standard augments provide bonuses to offensive stats, condition resistances and immunities, elemental resistances and DC spellcasting stats.
  • Purple Augment SlotThis augment slot can be used to equip this item with the following types of augment:
    • Blue Augments: Standard augments provide bonuses to defensive stats, healing amplifications and Tactics DCs.
    • Red Augments: Standard augments provide bonuses to spell power, and grant elemental damage on hit and DR bypass to weapons.
33 5.60[1d6+2] + 15 Bludgeon, Good, Evil, Lawful, Chaotic, Magic Bound to Account on Acquire Magic of Myth Drannor, any end chest, most optional chests
  • Critical Profile: 19-20 / x2
Legendary Handwraps of the Golden Age
33 6.10[1d6+2] + 15 Bludgeon, Magic Bound to Account on Acquire Magic of Myth Drannor, rare drop in any end chest or most optional chests
Handwraps of the Undying Age
33 6.10[1d6+3] + 15 Bludgeon, Magic Bound to Character on Acquire Ritual Table
Collision, the Unstoppable Arcana
33 5.60[1d6+3] + 15 Slash, Magic Bound to Character on Acquire Den of Vipers, end chest
Kinesis, the Hidden Force
33 5.60[1d6+3] + 15 Slash, Magic Bound to Character on Acquire Den of Vipers, end chest
Legendary Calamitous Handwraps
34 5.80[1d6+2] + 15 Bludgeon, Magic Bound to Account on Acquire Viktranium Experiment crafting
Legendary Cataclysmic Handwraps
34 5.80[1d6+3] + 15 Bludgeon, Magic Bound to Character on Acquire Viktranium Experiment crafting
Legendary Tailara's Wraps
34 5.80[1d6+2] + 15 Bludgeon, Magic Bound to Account on Acquire The Final Draw, end chest