Mask (These take up the helmet slot rather than the eye slot, despite it being a mask.). A successful fortitude saving throw (DC 36) halves the damage. Whenever you use shield bash, the enemy has to pass a fortitude saving throw (DC 20) or become vulnerable to cold damage, taking 50% more damage than usual until the end of battle. 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. 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. These spiders eat through the flesh dealing 1d6 damage per two wielders levels. 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. This web also deals 1d6+3 bludgeoning damage each round. 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. Option 2 +3, speed, whenever the wielder lands a hit with this sai on a summoned creature, it deals additional 1d12 piercing damage. A successful saving throw negates the blindness and halves the damage. Find this claw in Leper's Smile and the Storyteller will direct you to Terendelev's Lair, where the Golden Dragon Mythic Path is unlocked. This shield also deals additional 2d8 points of holy damage to undead creatures (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.). Bardiche/Heavy Pick (both options come with same enchantments) . A creature with ferocity still dies when its hit point total reaches a negative amount equal to its constitution score. The wearer can choose to suffer a -2 penalty to AC to grant all party members a +1 bonus to AC. Pathfinder: Wrath of the Righteous - The Last Sarkorians. 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. Option 2 +2, ghost touch, whenever this scythe misses a hit it tears the enemys soul a bit, dealing 1d12 negative energy damage. If you successfully land an attack of opportunity, the enemy must pass a fortitude saving throw (DC 17) or become paralysed for one round. The game starts off with players leading a crusading army against an army of fiends, eventually finding a wardstone. 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. They can enhance your character's skills, racial abilities, class abilities, or other statistics, enabling you to further customize them. 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, adamantite, grants +2 additional daily uses of lay on hands, fervor, and channel energy class abilities, if you possess them (applied after rest). 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. (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 +4, uses intelligence modifier as a damage bonus, you also use your intelligence bonus for attacks instead of strength. Its difficult to see through them thus the wearer suffers a -2 penalty to attack rolls. "The realm of Sarkoris was destroyed when Areelu Vorlesh, a. I will try to update this later. If you know the specific location of any unique, please leave a comment! However, after this the ally dies again. 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. Effects dont stack. A creature with ferocity remains conscious and can continue fighting even if its hit point total is below 0. All critical hits against this creature deal additional 3d6 piercing damage. On every fifth hit it automatically casts the cold ice strike spell in the direction of the enemy as a 12th level wizard. Moving the relics and remains will mean more people will come to Drezen to pay homage to Delamere. When the number of scorches reaches 3, they begin to glow, granting anyone a +2 bonus to attack against such creatures. 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 2 +2, Corrosive Burst, +3 bonus to attack rolls when peforming attack of opportunity, critical threat range doubled. Thats all we are sharing today in Pathfinder: Wrath of the Righteous All Restored Crusader Relics Guide, if you have anything to add, please feel free to leave a comment below, you can also read the original article here, all the credits goes to the original author Todeshund, Your email address will not be published. Talk to Odden, Regnard and Taerill. 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 2 +2 enhancement bonus to charisma. 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. Option 3 +3, vicious, whenever the wielder of lands a hit on an enemy who doesnt wield a weapon, it must pass a fortitude saving throw (DC 21) or for one round its claws or other natural weapons are deformed, thus suffering -6 damage per attack with natural weapons. Option 1 +4 physical perfection, whenever the wearer makes an attack roll to confirm a critical hit, it automatically succeeds. Option 1 +3, whenever the wielder casts a breath of life spell on an ally, the chosen ally gets +2 bonus to AC, attack, and damage for 1 round. Act 3 Unholy Symbol of Rovagug Handaxe/Battle Axe/Great Axe, Pathfinder: Wrath of the Righteous Mythic Path Abilities Guide, Pathfinder: Wrath of the Righteous Secret Ending (Ascension Achievement Guide), Pathfinder: Wrath of the Righteous Enigma Puzzle Solution. 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. Likewise, some of the act 5 relics can be obtained in act 4, but cannot be restored until act 5. By carefully nursing the Crusade effort, the army will bounce back strong and healthy. If you manage to take over Drezen efficiently, with few losses and morale in the green, the Queen will commend your dedication to . The framerate dropped significantly in big cities (one made of spinning floating islands in. 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. Option 1 +2, bleed, allows wielder to feel almost any heartbeat in a 15 feet area. Look for SarenraeLifeSourceScalemailItem & SarenraeObliteratingLightScalemailItem. Option 1 +3, allows wearer 3 times a day to raise a deceased ally for 2d3 rounds. In addition, the wearer and all their allies in 10 feet area gain the effects of the Shield Caster, Allied Spellcaster and Shield Wall feats. Mask (These take up the helmet slot rather than the eye slot, despite it being a mask.). While under this effect, an enemy thats attacking the wearer must pass a reflex saving throw (DC 17) or suffer 3d4 piercing damage. Option 2 All summon spells of 6th level and lower are maximized as though using the maximize spell feat. 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. 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. The enemy also suffers -2 penalty to all saving throws until the end of combat. ), Bardiche/Sling Staff/Trident (Same effects across all three weapons). Option 1 mental perfection +4, allows its wearer to reroll 3 failed saving throws against death effects per day. It would also make it easier to exchange one for the other using ToyBox if necessary. Whenever this wearer is hit by a non-slashing weapon, they must pass a reflex saving throw (DC 20) or become staggered for the first attack in a round, as well as suffer -2 penalty to attack rolls for one round. Creatures who fail the saving throw against it become dazed for 2 rounds instead of 1 round. (This one currently shows up as null when moused over in crusade mode.). Act 3 First Retriever Padded Armor/Shirt, Act 3 Unholy Symbol of Rovagug Handaxe/Battle Axe/Great Axe, Act 3 Chillboars 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, Pathfinder Wrath of the Righteous Unique Items and Locations, Pathfinder Wrath of the Righteous Unique Armors and Locations, Pathfinder Wrath of the Righteous Unique Weapons and Locations, Pathfinder Wrath of the Righteous Unique Accessories: Necklaces and Rings, Pathfinder Wrath of the Righteous Mythic Abilities, Spells and Feats, All Spells in Pathfinder Wrath of the Righteous, College Kings Walkthrough & Complete Guide (All Scenes), Plan B: Terraform Planning For City Growth, PUBG Vikendi Map (Bear Cave, Bunkers, Lab Camps), Soul Knight All Gift Codes (March 2023) Free Gems & Items, Star Stable Codes for Star Coins, Star Rider & Clothes (March 2023). Though the enemy becomes immune to bleeding, they suffer -2 penalty to reflex saving throws. 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. Option 1 +6 enhancement bonus to charisma and intelligence. 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. Option 1 Whenever you cast a grease spell, all creatures within the affected area must pass a reflex saving throw or suffer 5d6 acid damage. The effects of multiple applications of this ability do not stack. 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. Option 1 +3, whenever the wielder casts a breath of life spell on an ally, the chosen ally gets +2 bonus to AC, attack, and damage for 1 round. Option 3 You can activate this ring to create an almost transparent silver lining that connects all party members in a 30 feet area. Option 1 The owner can activate this item once per day. Its sometimes hard for me to connect relics I have created back to the original item on your list. And a weird lack of great, long, and bastard swords. Pathfinder Adventure Path: Wrath of the Righteous Part 2 - Sword of Valor Book: Paperback 22 - 10 - 2013 Product ID: 1540110615401106 I will try to update this later. It is set in the Worldwound and deal with the armies of Deskari. Option 2 Whenever you cast an ear piercing scream spell, the damage it deals is no longer limited to to 5d6. Otherwise, take Delamere's Armor and Delamere's Bow for yourself. Option 2 All summon spells of 6th level and lower are maximized as though using the maximize spell feat. If a marked creature dies, a will-o-wisp (CR 8) appears for 10 minutes or until a new will-o-wisp will be created, this will-o-wisp will try to heal and support your characters. The enemy starts doubting that violence is the answer and thus will suffer -1d4 penalty on attack rolls for one round. 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. Option 3 +2 enhancement bonus to intelligence. 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. Option 3 +3, +3 bonus to saving throws against fear and nauseated condition. Pathfinder: Wrath of the Righteous Unique Items and Locations The hardest to find unique items are: Pathfinder: Wrath of the Righteous Barding Pathfinder: Wrath of the Righteous Midnight Bolt Pathfinder: Wrath of the Righteous Brazen Whip Pathfinder: Wrath of the Righteous Book of Dreams Pathfinder: Wrath of the Righteous Linds Family Chainmail 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. A simple mod to show all possible items from the very first relic project card. You'll find this temple slightly west of Drezen. This effect stacks up to 3 times and persists for 1d4 rounds. Option 1 +3, allows wearer 3 times a day to raise a deceased ally for 2d3 rounds. All healing spells +1 per die. 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. (Anyone else feel like this weapon could be crazy insane on a trickster into legend build? Your email address will not be published. There are a few attack events and enemy armies will come at you, but I have not found as of yet, a hard timer. Bladeguard: Buckler Option 2 This rod grants you the ability to modify up to 6 spells per day so that the energy type of the damage they deal changes to unholy. 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. 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. It grants the wearer DR 3/- and moderate fortification, but also makes the wearer vulnerable to sonic damage. Crusade Gained Items. Its difficult to see through them thus the wearer suffers a -2 penalty to attack rolls. Option 2 +3, +2 morale bonus to dexterity. Option 1 This amulet makes the wearers voice stronger and allows it to maintain its power for longer periods of time. Option 3 +4, keen, whenever the wielder lands a sneak attack with this sai against a new living enemy that enemy is infested with tiny spiders. Option 1 This shirt makes all the wearers fire spells deal additional 4d6 fire damage while making them suffer a -2 penalty to AC. Whenever this wearer is hit by a non-slashing weapon, they must pass a reflex saving throw (DC 20) or become staggered for the first attack in a round, as well as suffer -2 penalty to attack rolls for one round. Option 3 +3, adamantite, your mount gets a +3 bonus on all saving throws and a +3 bonus to CMD. Option 1 Whenever the wielder confirms a critical hit with any bow, the enemy starts losing mind, thus suffering -1 damage to intelligence, wisdom, or charisma. Whenever you use shield bash, the enemy has to pass a fortitude saving throw (DC 20) or become vulnerable to cold damage, taking 50% more damage than usual until the end of battle. If an enemy has one of the these, then they will receive an extra 1d10 piercing damage and -2 penalty on all their attack rolls. 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. Option 2 This amulet empowers the voice of the wearer, thus increases hit point limits of power word spells by 150%. Option 1 +2 enhancement bonus to constitution. Option 1 +4, -2 to attack rolls and constitution, electricty resistance 30. 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. Under this effect, the creature starts to hear loud noises, suffering a -2 penalty to attack and damage rolls and AC. To obtain it I had to add the relic to my inventory through toybox. (Not clear if both intelligence and strength both grant a damage bonus.). You can choose one creature at a time to concentrate on a pulsating beat of its heart. Has same description as the original relic item, no idea what it does if anything. Has same description as the original relic item, no idea what it does if anything. You can choose one creature at a time to concentrate on a pulsating beat of its heart. The image is below. A successful saving throw negates the blindness and halves the damage. When such creatures attack the wearer with magic, for the next rounds, the wearer gains a +2 profane bonus to attack and damage rolls, and caster level checks made to overcome spell resistance. You have total concealment against the outsider under this effect. This is a great guide. Option 2 This amulet empowers the voice of the wearer, thus increases hit point limits of power word spells by 150%. Option 1 +3, extra 1d10 holy damage on critical hit, 2d10 is x3 multiplier, 3d10 if x4 multplier. If the number of scorches reaches 5, the enemy starts bleeding and these scorches become tainted. This item will only be visible in searches to you, your friends, and admins. 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. "Notes for the Storyteller" is a . They also gain a +2 circumstance bonus on attack rolls against this target. 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 +3, extra 1d10 holy damage on critical hit, 2d10 is x3 multiplier, 3d10 if x4 multplier. 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. 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. The modified spell also becomes maximized as though using the maximize spell feat. Option 3 You can activate this ring to create an almost transparent silver lining that connects all party members in a 30 feet area. Option 1 This rod grants you the ability to modify up to 6 spells per day so that in addition to their main effect they affect the target with a dominate person spell. When such creatures attack the wearer with magic, for the next rounds, the wearer gains a +2 profane bonus to attack and damage rolls, and caster level checks made to overcome spell resistance. Option 3 +5, axiomatic, whenever the wielder lands a hit against a new enemy, it marks it with Obedience. For each adjacent ally of the affected target they suffer -1 penalty on saving throws and -2 penalty on damage rolls. Great guide, thank you so much for bringing light to this fantastic game.