Item Qualities

Item qualities are effects that can be applied to different kind of items. These effects can enhance, harm, or otherwise change the way weapons, armor, or other items work. For example, you may not just find a normal long sword, you have the possibility of finding a mithril long sword. The following tables will list the qualities different items can have, as well as what they do. Items are not limited to one quality; it is possible to find Dwarven Mithril Bark Armor, or any other combination of qualities.

In short, this is a quick reference guide for item qualities found in Incursion. More detail about each quality can be found on its respective page

A hash mark (#) next to a quality indicates it's effects are incomplete or unverified
A quality in bold text indicates that it is related to the make or material of the item that has it's quality (i.e. Elven weapons, Mithril armor, etc.)

Weapon Qualities

Item Quality Effect Other Notes
Adamant +1 material bonus to damage Weapons have double the harness of an iron weapon
Accuracy Increases chance to hit by 4 plus magical plus. -
-Bane +2 To attack and damage damage, +2d6 unsoakable damage vs. creature type -
Binding Target is Dimensionally Anchored on great blow will negates
Brilliant Energy Bypasses armor Deals normal damage to chests and doors
Chaotic +2d6 damage vs. lawful creatures on hit -2 levels if a lawful creature wields
Corrosive +1d6 acid on hit -
Defending Bonus to AC based on weapon's enchantment -
Distance Ranged weapon has twice the normal range to fire. -
Dwarven No direct bonus/effect Weighs 125% of their normal weapon weight, and has a +10 bonus to hardness
Elven +10% bonus to attack speed Weighs 75% of normal item weight
Fey-trapping Fey-trapping for 1 round per damage dealt Prevents hiding, spells (blur, displacement, invisibility, etc), and teleporting
Flaming +1d6 fire damage on hit -
Frost +1d6 cold damage on hit -
Glowing +2 to hit vs. light averse creatures Also Illuminates 30 ft. per magical plus
Holy +2d6 damage to evil creatures on hit -2 levels if an evil creature wields
Ironwood Made of wood, but as strong, heavy and fireproof as steel. Spells that affect wood affect Ironwood items, spells that effect metal do not. This quality allows the weapon to be used by Druids, who cannot normally use iron items.
Keen Doubles the threat range needed to make a critical hit i.e. a short bow will score a threat on a roll of 18 or higher, but a keen short bow will score a threat on a roll of 14 or higher.
Lawful +2d6 damage to chaotic creatures on hit -2 levels if a chaotic creature wields
Mithril +1 to accuracy Mithril items have 150% the hardness of iron items, but weigh half as much.
Numbing 1d6 dexterity damage save for half
Returning returns throwing weapons if they hit -
Seeking Negates miss chances due to Cover or other effects Effects negated include displacement, not seeing the target, being stunned, the target's elevation, and the coverage from tower shields
# Shocking +1d6 lightning damage on hit -
# Slaying Destroys creature type Fortitude negates
# Smiting 2x smite damage, all smites are critical hits -
# Soul-drinking -50 exp per point of damage dealt -
# Speed +50% attack speed(25% if offhand) -
# Stunning stuns for 1d4+1 rounds on a critical hit fortitude negates
# Sundering Triple damage on sundering attacks, triple damage to chests and doors Effects items with higher magical plus
Terror On a critical hit, the target flees for 3d6 rounds Will save (DC 10) negates
# Thirsty +1d6 unblockable damage to creatures with blood on hit -
# The Night causes sleep on sneak attacks will negates
# Thundering +1d6 Sonic damage on hit -
Unholy +2d6 damage to good creatures on hit -2 levels if a good creature wields
# Vampiric Heals 1/4 of damage inflicted -
# Warning Negate 50% of surprise attacks -
# Weakening +1d6 strength damage on hit save for half
# Withering +1d6 constitution damage on hit save for half
# Wounding +1 damage per round for 2d12 rounds can be stopped with healing skill
# Vicious +1d6 damage to wielder, +3d6 unblockable damage to target on hit Only if wielder has 2/3 of total hit points
# Venom Poison lasts indefinitely -

Armor & Shield Qualities

Item Quality Effect Other notes
Dwarven +1 to base damage reduction Weighs 125% of their normal weight, and has a +10 bonus to hardness
Great Invulnerability Wearer is immune to weapons with an enchantment of +3 or less. Unknown if wearer is immune to natural/other weapons.
Mithril The armor or shield's spell failure chance is 15% lower, has +3 to the maximum Dexterity bonus, and armor check penalties are reduced by 3 (minimum 0). Armor is one category lighter (light armor still treated as light armor). Must still be proficient in original armor type. Mithril armor has 150% the hardness of iron items, but weighs half as much.
Rapid Healing Restores one hit point per magical plus every round Other
Radiant Illuminates all squares within 60 ft. of wearer, as if by a Call Light spell Other Notes
Silent Moves Grants bonus to Move Silently equal to twice it's magical plus
Item Quality Effect Other Notes
Item Quality Effect Other Notes
Item Quality Effect Other Notes

__ Material & Other Qualities__

Item Quality Effect Other notes
Adamant +1 material bonus to damage Items have double the harness of an iron item
Elven +10% bonus to attack speed Weighs 75% of normal item weight
Mithril +1 to accuracy Mithril items have 150% the hardness of iron items, but weigh half as much.
Item Quality Effect Other Notes
Item Quality Effect Other Notes
Item Quality Effect Other Notes
Item Quality Effect Other Notes
Item Quality Effect Other Notes

See Also: List of Item Qualities

Unless otherwise stated, the content of this page is licensed under Creative Commons Attribution-ShareAlike 3.0 License