Eagles Item Changelog - Updates (9/17)
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Item NameUpdated Item NameTRIUMPH BADGE PRICECON RATINGOld EffectNew Effect
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Circlet of Indomitability--51 +1 StrengthNo change.
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Headband of Intellect--51 +1 IntellectNo change.
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Helm of Endurance--51 +1 ConstitutionNo change.
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Adroit Mask--51 +1 DexterityNo change.
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Headband of Rationality--51 +1 WisdomNo change.
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Cinch of the Empowered Brute--51 +1 StrengthNo change.
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Belt of Vigor--51 +1 DexterityNo change.
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Baldric of Invigoration--51 +1 ConstitutionNo change.
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Meditation Band--51 +1 WisdomNo change.
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Gloves of Empowering Intelligence--51 +1 IntelligenceNo change.
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Gloves of Agility--51 +1 DexterityNo change.
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Gloves of Debilitating Blows--51 +1 StrengthNo change.
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Gloves of Barbarian's Fortitude--51 +1 ConstitutionNo change.
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Gloves of Adept Casts--51 +1 WisdomNo change.
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Boots of Slashing Strikes--51 +1 DexterityNo change.
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Cleats of Brute Might--51 +1 StrengthNo change.
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Brain-Boosting Boots--51 +1 IntellectNo change.
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Treads of Heartiness--51 +1 ConstitutionNo change.
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Boots of Wise Approach--51 +1 WisdomNo change.
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Brooch of Vitality--51 +1 ContitutionNo change.
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Choker of Barbs--51 +1 DexterityNo change.
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Banquet Ring--51 +1 ConstitutionNo change.
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Clasp of Arcane Resonance--51 +1 IntellectNo change.
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Locket of Forgotten Love--51 +1 WisdomNo change.
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Resonant Charm--51 +1 StrengthNo change.
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Ring of Sparkling Diamonds--51 +1 IntellectNo change.
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Blasting Ring--51 +1 WisdomNo change.
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Ring of Sharpened Stones--51 +1 DexterityNo change.
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Warrior's Armor--51 +1 StrengthNo change.
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Thickened Gold Band--51 +1 ConstitutionNo change.
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Wizard's Armor--51 +1 IntellectNo change.
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Sash of Judgment--51 +1 IntellectNo change.
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Tactician's Armor--51 +1 WisdomNo change.
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Armor of Durability--51 +1 ConstitutionNo change.
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Agile Armor--51 +1 DexterityNo change.
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Ring of Shadowguard--10-1Any enemy that starts its turn next to you or moves adjacent to you takes 2d8 leeching damage, spread evenly throughout your allies.Choose an enemy in melee range. That enemy takes 2d3 leeching damage, and the healing is spread evenly throughout your allies. Two round cooldown.
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Trickster's Mask--101When you make a Stealth roll or theft roll, roll twice and take the better result.When you make a Stealth roll or attempted theft roll, roll twice and take the better result.
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Ring of Brevity--10-1Take no action during this turn. At the beginning of your next attack turn, deal an additional +1DMG to your target on a successful attack roll.Take no action during this turn. At the beginning of your next attack turn, deal an additional +2 DMG to your target on a successful attack roll.
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Sandals of Precise Steps--30Gain a +2 bonus to acrobatic, athletic and stealth checks.Gain a +2 bonus to acrobatic, athletic and Stealth checks.
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Amulet of Resolution--101Reroll a saving throw against the DM; take the second roll, even if it's lower.Reroll a saving throw against directly dealt or AOE damage; take the second roll, even if it's lower.
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Shielding GirdleRetributive Girdle10-1Use this power when you are hit by an attack. Gain a +4 to your attack roll result until the end of your next turn.Per Event: Use this power when you are hit by an attack. Gain a +4 to your attack roll result until the end of the next Player Phase.
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Symbol of Double-Tap--100When striking an enemy for 3+ damage, roll an additional 1d3 damage.When striking an enemy for 3+ damage, roll an additional 1d3 damage.
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Crown of Victory--100Heal yourself for double the amount of damage you're dealt; if overhealed, designate allies around you to receive healing.Per Event: Heal yourself for double the amount of damage you're dealt; if overhealed, designate allies around you to receive healing.
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Boots of Adept Charging--5-1Before rolling to attack an enemy in melee, roll; if above 17, your target is Dazed and takes double damage from your attack.Before rolling to attack an enemy in melee, roll; if your result is above 20, your target is Dazed and takes double damage from your attack.
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Symbol of Shared Healing--100Choose a friendly ally at the start of an event; any healing they receive, you also receive without effort.Choose a friendly ally at the start of an event; any healing they receive, you also receive without effort.
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Boots of Bloodying--100Gain an extra +1 to Dexterity to attack rolls when not actively in Stealth.Each successful strike against the same target increases damage dealt to that target in the next round by +1, up to a maximum of +3 additional damage.
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Solar Armor--100When taking damage that would KO you in the daytime, instead immediately regain **1d3 + Constitution in HP**.When taking damage that would K.O. you, instead regain 1d3 + Constitution in HP during the next player phase.
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Armor of Sacrifice--31Heal an injured or KO'd ally for +8HP; take -4dmg.Per Event: Heal an injured ally for 8HP or resurrect a KO'd ally with 4HP; take -4dmg.
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Heartening ArmorREMOVED10--Double your HP gained as a shield when healed beyond full by an ally.REMOVED
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Anklets of Opportunity--51When failing a check for acrobatics or athletics, roll again and take the highest result.Per Event: When failing a check for acrobatics or athletics, roll again and take the highest result.
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Inquisitor’s Helm--51Make an attack roll; DC of 14 for Ranged; Intellect, DC of 10; Wisdom, DC of 8; on a successful roll, pry the answer to one question from the target's mind. If the target doesn't know the answer to the question, you get no answer, but the power is still spent.Per Event: Make an attack roll with a DC of 12 using Intellect or Wisdom; on a successful result, pry the answer to one question from the target's mind. If the target doesn't know the answer to the question, you get no answer and the power is spent.
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Baldric of Assault--102When an enemy does damage past any temporary shield you may have, during your next turn, strike them for 1d3 damage.When an enemy does damage past any temporary shield you may have, during your next turn, strike them for 1d3 damage in addition to your attack roll.
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Gloves of Eldritch Admixture--101Your attacks deal leeching damage to an enemy, restoring 1HP for every 2 damage dealt.Your attacks deal leeching damage to an enemy, restoring 1HP for every 3 damage dealt.
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Symbol of Imputation--51Target a group of enemies, dealing 1d(Wisdom) to individual targets.Per Event: Target an enemy, dealing 1d(Wisdom) to the target and all enemies in melee range of the target.
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Adroit MaskREMOVED5--Gain a +1 to Dexterity. Does not expire. Stacks with additional effects.REMOVED
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Lifegiving Armor--51Heal an ally for +1 in addition to your successful attack roll.Heal an ally for +1 in addition to your successful attack roll.
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Vortex BandREMOVED10--When striking you in combat, the enemy's next roll of any type is lowered by -4.REMOVED
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Fireflower Pendant--10-1If you take damage from an enemy attack, deal additional damage to that target equal to your Intellect during your next phase.If you take more than 3 damage from an enemy attack, deal damage to that target equal to your Intellect in addition to your attack roll.
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Possum AmuletREMOVED10--When an attack brings you to 0HP, you are instead reduced to 1HP and Dazed for your next turn. This fools enemies into believing that you are KO'd. Gain total concealment from them until the end of your next turn.REMOVED
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Factotum Helm--10-1Temporarily gain +1 in any of the base modifiers until the encounter is over. Choices in modifier affected cannot be changed once made.Once Per Encounter: Temporarily gain +2 in any of the base modifiers (excluding Constitution) until the encounter is over. Choices in modifier affected cannot be changed once made.
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Amulet of the Unbroken--10-1Use this power would you would be reduced to 0HP. Instead, stand back up with 1HP.Per Event: Use this power would you would be reduced to 0HP. Instead, stand back up with 1HP.
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Headband of Insight--101Gain +1 to roll results against a creature that has had a successful Perception check made against it.Gain +1 to roll results against a creature that has had a successful Perception check made against it. Perception checks take up the action of one full Player Phase.
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Mask of Terror--100Once Per Event: Make an attack; 1d5 + Strength or Intelligence; on hit, the target takes a -2 penalty to its attack rolls until the end of your next turn.Per Event: Make an attack: 1d5 + Strength or Intelligence; on hit, the target takes a -2 penalty to its attack rolls until the end of your next turn.
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Cloak of the Cautious--100Gain a +5 bonus to Dexterity until the end of your next turn. If you attack any target while this power is active, this effect ends and you are stunned until the end of your next turn.Gain a +5 bonus to Dexterity until the end of your next turn. If you attack any target while this power is active, this effect ends and you are stunned until the end of your next turn.
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Bloodfire Armor--101Gain +3 to all attack roll results when at 1HP.Gain +2 to all attack roll results when below half health.
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Amulet of Physical Resolve--101Gain +3 to a roll against effects that would render you poisoned, slowed or immobilized.Gain +3 to rolls against effects that would render you stunned, slowed or immobilized. (DM Discretion)
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Flickersight Armor--31Illuminates dark places and makes things easier to see, increasing perception roll results by +3.Illuminates dark places and makes it easier to see, increasing Perception roll results by +3. Perception checks take a full turn’s action to complete.
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Ring of Fearlessness--51Utilize an aura of +5 to any roll resist attempts to be feared or mind controlled.Allies in melee range (including yourself) gain +2 to any roll resist attempts to be feared or mind controlled.
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Crown of Leaves--50Gain an extra +1HP from healing originating in the school of Nature.Gain an extra +1HP from healing originating in the school of Nature. Being healed by Nature magic heals for an additional +1 HP.
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Totemic Belt--51Gain a +1 bonus to your Constitution or your Strength or Dexterity attack rolls until the end of the encounter [ active combat phase ].Per Event: Gain a +1 bonus to your Strength, Constitution or Dexterity attack rolls until the end of the encounter. This modifier bonus can only be changed out of combat.
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Cloak of Displacement--10-1Use this power when you would be hit with an attack. The attacker must reroll the attack, using the second result even if it's lower. If the attacker outright misses, you perform 1d3 damage in retaliation during the next Eagle phase.Per Encounter: Use this power when you would be hit with an attack. The enemy must reroll the attack, using the second result even if it's lower. If the enemy misses, the player performs 1d3 damage in retaliation.
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Gloves of Accuracy--10-1Your ranged bow/crossbow/gun attacks ignore armor, always dealing at least -1HP to the enemy regardless of roll results. This effect, while not Per Event, has a two-round cooldown.Your ranged bow/crossbow/gun attacks ignore armor, increasing damage dealt by 1 and always dealing at least -1HP to the enemy regardless of roll results.
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Versatile Armor--50You take a -1 penalty to -all- roll results, but ignore and automatically pass check rolls against your Dexterity.You take a -5 penalty to all roll results, but ignore check rolls against your Dexterity.
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Peacemaker's Periapt--100Choose a hostile target. That target takes a -2 damage penalty to both AOE and direct target rolls against you for the duration of the encounter - or until you attack it.Per Event: Choose a target out of your melee range. That target takes damage equivalent to your Dexterity modifier on each one of your successful ranged attack rolls as long as they remain out of your melee range.
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Recoiling Chain--10-1When struck in combat, receive +3 to your Strength for the following Eagle phase. Two Eagle Phase cooldown.When struck in combat, receive +3 to your Strength for the following player phase. Two round cooldown.
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Lancing Gloves--51Gain an additional +2 to your roll result while mounted.Gain an additional +2 to your roll result while mounted. You must stay mounted for this effect to persist.
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Cherished RingREMOVED10--Gain +2 to Wisdom; lose -2 Intelligence. Does not expire. Stacks with other effects.REMOVED
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Bladed Curio--101Per Event: Draw a dagger from the trinket as if drawing from a sheath, adding +3 to your melee attack result. The dagger disappears after your turn is over.Per Event: Draw a dagger from the trinket as if drawing from a sheath, adding +3 to your melee attack result. The dagger disappears after your turn is over.
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Gorget of Reciprocity--10-1Per Event: Use this power when you are hit by an attack; the attacker is also hit by the attack (no roll required); the damage roll and effects are identical to the attack that struck you.Per Encounter: Use this power when you are hit by an attack that brings you below half health; the attacker is also hit by the attack. The damage and effects are identical to the attack that struck you.
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Face-Stealing Ring--101Per Event: You assume the exact appearance of a nearby humanoid creature. You also gain the creature's mannerisms, voice, and speech patterns. This lasts until you dismiss it or are wounded for more than -2HP. You gain +5 to rolls against inspection and perception.You assume the exact appearance of a nearby humanoid creature. You also gain the creature's mannerisms, voice, and speech patterns. This lasts until you dismiss it or have taken 2 DMG. You gain +5 to rolls against inspection and perception. Perceive rolls take one full turn’s action to complete.
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Moccasins of the Mendicant--101When rolling to heal an ally, perform your healing roll twice and take the higher of the two results. Three Eagle Phase cooldown.Per Event: When rolling to heal an ally, perform your healing roll twice and take the higher of the two results.
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Gem of Colloquy--51Per Event: Understand and speak one additional language to communicate with enemies or potential allies.Per Event: Speak one additional language to communicate with enemies or potential allies.
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Boots of Rapid Motion--101Per Event: Once per event, you may choose to heal yourself for 1d2-6 AND do damage with your successful attack roll result during the same turn.Per Event: On a successful attack roll you may choose to heal yourself for 2-6 AND do the same amount of damage with that successful attack roll result during the same turn.
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Belt of VimREMOVED3--Gain +1 to your Constitution; lose -1 Strength. Does not expire.REMOVED
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Sash of Heroic Inspiration--100When an ally adjacent to you scores a critical hit, during your next turn perform 1d3 points of damage or healing in addition to your attack roll (even if it's not successful). This effect has a two Eagle Phase cooldown.When an ally adjacent to you scores a critical hit, during your next turn perform 1d3 points of damage or healing in addition to your attack roll (even if your initial roll is not successful).
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Baldric of Tactical Positioning--101Per Event: Make a heroic leap to an enemy, crashing down on them for 1d6 damage in addition to your attack roll.Per Event: Make a heroic leap to an enemy when out of melee range, crashing down on them for 1d6 damage in addition to your attack roll.
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Slick Armor--52Add +3 to roll results that require skilled acrobatics or escape attempts. Also lets you grow a sweet mustache.Add +3 to roll results that require skilled acrobatics or escape attempts.
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Branchrunners--31Gain +5 to rolls that are required when falling or moving on difficult terrain. Two round cooldown.Gain +5 to rolls that are required when falling or moving on difficult terrain.
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Crown of Infernal Legacy--5-1|Per Event|: Deal an additional 2d4 damage when attacking with a spellcast.Per Event: Deal an additional 2d6 damage when attacking with a spellcast, even if the initial attack roll fails or misses.
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Opal Ring of Remembrance--100Gain +1 to Intelligence and Wisdom; lose -2 Strength. Does not expire.Gain +1 to Intelligence and Wisdom; lose -1 Strength. Does not expire.
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Helm of Opportunity--101|Per Event|: Gain a +5 to initial attack roll results at the beginning of the first combat phase of the event.Per Event: Gain a +3 to initial attack roll results at the beginning of each combat phase.
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Girdle of the Dragon--101|Per Event|: Make two attack rolls; Roll 1d(Strength) and 1d(Dexterity). The combination of these results is your damage dealt.Per Event: Make two rolls; Roll 1d(Strength) and 1d(Dexterity). The combination of these results is your damage dealt.
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Chimera Headdress--102|Per Event|: Deal 1d8 damage to the target and yourself.Per Event: Deal 2d4 damage to the target and yourself.
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Skeletal Armor--101Once Per Event: Perform a melee attack on an enemy for 3-6 damage in addition to your attack.Add +1 to your base Strength. Per Event: Perform a melee attack on an enemy for 3-6 damage in addition to your attack.
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Cloak of the Chirurgeon--100Per Event: Gain a refund (or surplus) in Medical Kits equivalent to the healing performed on a target during your next turn.When rolling to perform a group heal, add an additional +2 to your base roll results.
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Symbol of CommandREMOVED10--When you score a natural critical hit with a spellcast, perform an additional attack for 1d2-5. Two round cooldown.REMOVED
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Dragonborn Greaves--51When you are at 1HP, regain double the amount of health for which you're initially healed. Two round cooldown.When you are below half health, all healing effects are twice as effective on you.
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Deflection Armor--102When damaged by an enemy spellcast, negate 1 point of damage (cannot fall below -1DMG taken).When damaged by an enemy spellcast, negate 1 point of damage (cannot fall below -1DMG).
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Enervating Ring--100Your next healing roll result performed is empowered by +5, but performing it exhausts you for your next active turn, making you unable to act. Three round cooldown.Your next healing roll is empowered by +5 to your roll result and increasing the healing done by +2, but performing it exhausts you for your next active turn, making you unable to act.
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