Here is my handbook on Armor and Weaponry. I'm going to try to make this as comprehensive as possible. As of now I have much of the weapons section done. I am planning on working on the weapon and shield sections next until I have them up to par with the weapons section. After that I will add in specific items.
Something that I do want to do is to have a few highly modified example items. They would be what you want to get for certain builds or just some neat combos.
Weapon Combos
Adamintine + Dagger is a small knife that can cut through almost anything.
Bodyfeeder + Katori Resin + Elven Courtblade/Jovar/Great Falchon makes an Exotic two handed weapon that, with keen and kin crits more than 1/4 of the time for 4x normal damage. It also heals you half of that. This is great on any build that either does a lot of damage or relies on crits.
A Pitspawned Abyssal Bloodiron weapon gets +6 to confirm criticals.
A Doom Burst Enervating Cursespewing weapon gives an opponent -6 to saves and attack rolls on a crit. There is no save however only one of the effects stacks. Combine this with the Subjugating ability causes opponents to make a DC 20 will save when they are hit by the weapon. Since they should already be shaken from Doom Burst this will make them frightened for 5 rounds.
Sudden Stunning + Stunning Surge is very cheap and gets you 2 * Cha + 1 stun attacks per day who's DCs scale with your Charisma and level. One targets Ref and another targets Fort so you have some diversity there. Every high charisma melee character should pick up at least one of these.
Top 10 List
Weapons Abilities
+1 AbilitiesAir Elemental Power (Large) (DMGII, p254): :Top notch. I especially like these as they give the fighter some flexibility beyong 5ft step, kill, kill, CLEAVE, repeat. This ability will scale through all levels - just not necessarily in combat.
Aptitude weapon (BoNS): Flexibility for such a cheap cost makes this a great special ability.
Dispelling, Greater (MIC, p33): The MIC comes through again. This makes Dispelling better, and extends its usefulness for a reasonable price.
Divine Wrath (MIC, p33): Yowza. If you are a paladin in an undead heavy game, please go get now.
Eager (MIC, p34) Requires Melee: A must have for rogues, and pretty good for anyone else. Initiative bonuses are always welcome, esp. when they come so cheap.
Earth Elemental Power Large (DMGII, p257): See Air Elemental Power.
Earthbound (ECS p266): If you arn't planning on flying this grants a nice UNNAMED bonus to attack and damage.
Energy Surge (MIC, p34): (Synergy) - Very good power, especially if you have high con. In all likelihood it will come into play more often than the burst powers, and it does WAY more damage. As always with energy damage, pick your energy type wisely. Note this replaces all the surge abilities from the DMGII.
Fire Elemental Power Large (DMGII, p257): See Air Elemental Power.
Flying (MoF, p140) Requires Melee: What's not to love about animating your weapon and giving it the power of flight?
Heavenly Burst (MIC, p36): Wow, MIC really fixed this power from * to *****. This is now a must have for good parties!
Holy Surge (MIC, p36) Requires Melee: An extra 3d6 against evil creatures. Yes, please! This is another awesome one for paladins.
Illusion Bane (MIC, p36): Thank you MIC! You fixed this ability but good. Now it is certainly worth considering, especially with the ignore miss chance power!
Magebane (CA, p143): Nice, and effective against a whole range of creatures. Great if you can combine it with bane.
Precise (MIC, p40): Free feat for a +1 bonus. Always a good tradeoff.
Quick Loading (MIC, p41) Requires Crossbow: Anything that keeps a player in the game for longer is AOK by me.
Soulbreaker (MIC, p44): (Synergy) Now that's what I'm talking 'bout. Negative level goodness at a pretty cheap price.
Stunning Surge (MIC, p44): Oh look a DC that scales. This should be on all these abilities. Extra stars just for that!
Warning (MIC, p46): Yikes, +5 insight bonus to initiative? Awesome. It must be held tho…
Water Elemental Power Large (DMGII, p261): See Air Elemental Power.
Whirling (MIC, p46) Requires Slashing Melee: Free feat for +1 - and it is the feat at the top of a long chain. Very nice!
Bane (DMG, srd): One of the best out there, and if you are in a certain campaign or adventure, this one would rate , easily. And its so cheap.
Berserker (MIC, p29, UE, p54): This is a great bonus for any barbarian to pick up.
Bloodstone (MIC, p29) Requires Melee: If you have access to Vampiric Touch then you should consider getting this.
Brutal Surge (MIC p30): Anything that provides combat options at a low opportunity cost is worth getting.
Defending (DMG, srd ): This is a great bonus for anyone who doesn't want to attack with their weapon. It can be used with Greater Magic Weapon for a very cheap bonus.
Dispelling (MIC, p33): Nice, and cheap, but consider that this ability will be less and less useful after 10th level.
Enfeebling (BoED , p113): Only damages on a crit, but the damage stacks see ability damage in the DMG. Give it to your sneak attackers.
Ki Focus (DMG, srd) Requires Melee: Umm, YEAH! If you are a monk, then you need a weapon like this. Get one that can bypass each of the DR that your fists can not. Then layeth downeth the smack.
Lucky (SRD ): A nice ability. Probably only worth Smile but I bumped it 'cause I'm a sucker for the do-over aspect.
Martial discipline weapon (BoNS): For a plus one bonus and the cost of one pretty good feat assuming you don't get stances from your class you get a plus 3 to hit. Not too shabby.
Power Storing (SRD): This is spell storing for psionics, with the added bonus of manifesting as a swift action. Good stuff.
Sacred (LMo, p77): Another sweet bonus if you are fighting undead regularly. Ignore this one otherwise.
Shattermantle (CoS, 146): Great synergy between fighters and spellcasters here.
Smoking (LoD, p180): For all intents this is a nerf for improved grapple. Give this ability to your spellcaster's primary weapon.
Spell storing (DMG, srd): A personal fave of mine. Put it on a front line fighter's weapons, and fill it with all kinds of nasty touch spells. It's like your mage being there without all the hitting and pain and the like.
Spellstrike (CoS, p146): Another winner. Better still, it does not state this has to be wielded to be used. See your DM before spending your cash!
Sure Striking (PGtF, p120): A weapon that auto-aligns depending on who you are fighting. For a +1 ability, this is pretty sweet.
Viper (SK, p152) Requires Blades and Whips: Viper poison is nasty. This ability on a scourge gets outrageous pretty fast.
Aquatic (Sw, p129): Very campaign specific, but if you are gonna be in the ocean, you must consider this one. See also Waterborn
Binding (MIC, p29): This is very situation however it could be very good on a spare weapon.
Blessed (MIC, 29 BoED , p113): Another solid +1 ability. Bypass DR and auto confirm crits. Good times.
Blood Seeking (CW, p134 ) Requires Ranged: Ignores cover, which can be invaluable to your second line snipers, and tapped out spellcasters. But it only works on certain monster types.
Corrosive (CoS, p146; DMGII, p256; Sw p129): Other than sonic, this is probably the best choice for an energy dealing weapon. Unlike sonic, the damage isn't nerfed.
Diseased (UE, p54): For a +1 ability this is fairly nasty. It doesn't require a crit good, the fort save is low bad, it does ability damage good to 2 scores good, that doesn't stack bad. This is worse in the hands of a BBEG, 'cause a disease is the gift that keeps on giving to PCs. Most NPCs facing adventures are SO not worried about getting a disease.
Dislocator (MIC, p32): The change in MIC makes this much more reasonable. Put this ability on your missile weapons!
Distance (DMG, srd ) Requires Ranged: Nice ability to keep your spell casters WAY out of combat.
Doom Burst (MH, p40): Requires a critical, but no additional saving throw. It can affect the uncritable critters, but shaken is an OK condition.
Fiercebane (MIC, p35): (Synergy) Solid, especially if you know what critters you will be facing regularly.
Impaling (MIC, p37) Requires Piercing Melee: Makes a good holdout weapon for low BAB classes. Mix in other things like knockback to keep the burly fighter types away.
Knockback (MIC, p38): Nerfed slightly in the MIC, but the cost was lowered as well. Still fun for missile users of for folks with reach.
Maiming (MH, p40): like it, but I am a gambler. Look at it this way, 50% of the time your crits are better vs. 25-37.5% of the time they are worse. In the long run you are better off.
Merciful (DMG, srd ): :It's a free +1d6 that bypasses all energy resistances. This is good. So what if it's non-leathal; Unconscious + 1 round == Dead in D&D.
Mighty Smiting (MIC, p39): Extra smites are good. Shame it couldn't be more….
Morphing (Ud, p69): Another ability to allow a fighter to get through a type of DR. Use with other DR nerfing abilities.
Psychokinetic (Srd): :Like sonic, this enhancement does unresistable damage, but also like sonic it only does an extra d4.
Psychokinetic Burst (MIC, p41): (Synergy) Same as Sonic burst 'cept for the flavoring.
Revealing (MIC, p42): Pretty good, as it nerfs invisibility, and gives extra attacks. Scales pretty well too.
Rusting (SS, p54): Another fun one. DMs will especially like this one. Very good in martial campaigns, and OK to poor otherwise, it still is a doozie for the DM to use. Just don't do this sort of thing too often.
Sacred Burst (MIC, p42): (Synergy) Only good for undead campaigns. Otherwise skip it.
Seeking (DMG, srd) Requires Ranged: Not bad to ignore all miss chances for a +1 bonus. Helps when firing into melee. I think this beats ghost touch too. It doesn't totally eliminate the incorporeal miss chance, but it can be beneficial in many more situations.
Sizing (Ud, p69; CV p127): This is pretty much for a polymorphing spellcaster, and it is nice for them.
Slow Burst (MH, p41): A nice effect, but we still have the Crit + Save problem. It does affect the uncritables though.
Sonic (MH, p41): Sonic damage is always good, shame this only does d4, but you will use this one long after you ditch your flaming sword.
Soulbound Weapon, Lesser (MoI ): If you use Incarnum, pick this one up - It gives you extra bonuses to hit and you can add certain special effect, making it flexable and powerful, albeit campaign specific.
Souldrinking (MIC, p44): (Synergy) Temp hit points are nice. I can see the Death Knight using this to good effect.
Stygian (MIC, p44): Negative levels are nice, but it limits the number of uses per day. So average ability.
Teleporting (DMG, srd): Slightly better than returning, as it doesn't need a line of sight to get back to the wielder.
Thundering (DMG, srd): A very nice ability. Combine it with blessed for auto confirmed crits on evil critters. On a crit 1d8 or more! of an energy type that few can resist, plus potential deafening.
Wounding (SRD): I am of two minds on this one. In some cases it is awesome, but in others it is worse than useless. Think of the campaign you are in, and pick this accordingly.
Bloodfeeding (MIC, p29) Requires Melee: This adds a little less than 2 average damage. It can be good for some burst damage though.
Bloodthirsty (Ud, p68): Not too impressive. The requirement to get the +2 to hit and damage bonus is pretty onerous. Great ability for DM's though.
Brash (MIC, p30) Requires Melee: Barbarians's rages can last for a pretty long time. However if you find that you are falling out of your rage then you might want to get this.
Dislocator, Great (MIC, p33): (Synergy) The DC may increase, but not enough, and the extra 30 ft is nice. I can see this being used well on a set vs. charges weapon.
Dragondoom (MIC, p33) Requires Melee: Rent this weapon when you go dragon slaying (large dragons only), otherwise don't bother.
Exhausting (SS, p54): Weak effect and requires a low save
Frost (DMG, srd): Better than flaming but will still be commonly resisted.
Ghost Strike (MIC, p35): (Synergy) So very cool to have when you need, but like Ghost Touch, you so seldom need it.
Harmonizing (CoS, 146): OK for a bard, but most of the time combat doesn't last that long for this to be of any great benefit.
Homeland Champion (CoV, p60): You need to stay in one country to keep the bonus.
if you can keep it.
Impact (MIC, p37): See Keen
Incorporeal Binding (MIC, p38): (Synergy) MIC nerfed this one, making it just not worth the cost.
Keen (DMG, srd): This ability can be gotten through feats, other magical items, and spells.
Last Resort (CW, p135): Very situation except in grapple builds.
Mighty Cleaving (SRD): This is much better at lower levels. Once you get up against the big HP baddies, you will seldom need a second cleave in a round. Still, its always fun when your fighter gets to go to Cleveland
Mindfeeder (MIC, p39): Another thematically cool ability, but really only useful if you can use psionics AND be pretty good at swinging a sword (and I think we all know who that might be!). If so then make this one a
Returning (DMG, srd) Requires Ranged: A very situational and useful property that can be gotten at a low cost from a weapon crystal.
Shielding (MIC, p43) Requires Light Melee: Cool, but ultimately not too good power. Just use a buckler!
Shock (DMG, srd ): Better than flaming but will still be commonly resisted.
Stunning (MIC, p44): (Synergy) Middle to low DC and a critical is bleh. On the other hand, stunned is a nice condition. It leaves 'em open to the rogues.
Swarmstrike (DS, p40): This weapon should be called Swarmbane. It's a pity that swarms are not exactly common.
Venomous (MIC, p45): Only 3 times per day with an absurdly low DC. Not too good.
Waterborn (ECS, p266): Very situational, however good in an aquatic campaign.
Acidic Burst (MIC, p28): The elemental burst series is not very good. Unless you manipulate your weapon to have a high crit range and high crit multiplier don't get this.
Arcane Might (MIC, p28) Requires Bows: This will almost always be worse than using the consumed spell. The bonus just isn't big enough.
Chargebreaker (MIC, p31) Requires Melee: It's situational and requires a save.
Dissipater (SRD ): Too situational
Doomstrike (CoR, p42): Destroying weapons is bad.
Dragonhunter (MIC, p33) Requires Ranged : Too situational
Drowcraft (Ud, p68): Destroying weapons is bad
Fear Burst (MH, p40): Minor effect that requires a crit and allows a save.
Flaming (SRD): Too many creatures have fire resistance.
Ghost touch (SRD): Can be gotten with a weapon crystal or a spell.
Profane (MIC, p40): Horrible unless you are undead
for undead
Profane Burst (MIC, p40): Horrible unless you are undead clap for undead
Resounding (MIC, p42) Requires Melee: Too small of a bonus
Sacrificial Smiting (CoV, p60 ): Negative levels are bad
Sundering (MIC, p44): Destroying weapons is bad
Throwing (SRD): Why? Any Fighter worth his salt has quick draw. Heck if you have a +1 BAB, you can draw a new weapon with a move. So just draw the weapon you need. Forget about this one.
Vicious (SRD): Weapons damaging their wielder are bad
+2 Abilities Air Elemental Power Huge (DMGII, p254): Top notch. I especially like these as they give the fighter some flexibility beyond 5ft step, kill, kill, CLEAVE, repeat. This ability will scale through all levels just not necessarily in combat.
Earth Elemental Power Huge (DMGII, p256): See Air Elemental Power.
Fire Elemental Power Huge (DMGII, p257): See Air Elemental Power.
Holy (DMG, srd): One of my faves in the +2 category. Yes it doesn't affect neutral or good characters, but think about how many times you actually fight those folks in a typical campaign. Plus, it bypasses DR, and does a flat out +2d6 damage. Nice! If you are in an evil campaign, or are a DM see Unholy.
Transmuting (MIC, p45): Very cool power. I love the flexibility it gives you.
Unholy (DMG, srd): See holy for details.
Valorous (UE, p54): Another fun one. It is useful for specific characters, but it is VERY useful for them. Stacks with other charging feats and weapons.
Water Elemental Power Huge (DMGII, p261): See Air Elemental Power.
Banishing (MIC, p28): So much better in the MIC. It is now useful to the epic levels, and almost EVERY campaign ends up fighting hordes of extra-planars.
Blurstrike (MIC, p29 ): Man. If you have any sneak attack abilities, this one is a no brainer.
Energy Aura (MIC, p34): The flexibility costs you, but not much. I like this one, mainly because you are not stuck if you run into a creature that is immune to your energy type.
Enervating (MIC, p34): Enervation is a great way to take down some big nasties, but it buffs undead, and it requires a crit to work no save, thank goodness. DMs consider giving your Necromancer an merciful enervating weapon. Blows from that weapon will heal his undead minions. MIC made it better by lowering the cost.
Fleshgrinding (MIC, p35): Solid ability, and it gets an extra star for coolness. Note this ability does not make your sword dance like Brittany
Force (MIC, p35) Requires Ranged: This is a great power, since DR makes many ranged weapons useless at higher levels.
Metalline (Ud, p69): Many have claimed this is the best Special Ability in the game. You can follow the debate here . Still a very good one no matter how you slice it. This makes weapon specialization a viable option for a fighter.
Parrying (MIC, p40): Very nice. Insight bonuses are hard to come by.
Skillful (CA, p144): You can't beat this if you are a slow progression BAB class. Use it on a ranged weapon, please!
Subjugating (HoB, p130): This weapon really shines when used in conjunction with other fear effects. If you are not using other fear effects then don't bother with this.
Vampiric (UE, p55): This one is a doozie. In the hands of a fighter, you can really rack up the extra HP - thats means you will need less healing, and can last longer in a fight.
Weakening (MIC, p46): This one is great for a front line fighter. No crit, no save and it does ability damage. Yeah, this is a keeper!
Anarchic (SRD ): All the Law/Chaos special abilities are a little more campaign specific,
Axiomatic (SRD): See Anarchic
Collision (MIC, p31): An extra 5 pts of damage is always nice, but means less as you level up.
Consumptive (MIC, p31): Fun power, and cool thematically, plus it does extra damage to the living. Great for DMs as well.
Disruption (SRD) Requires Bludgeoning : A must have for undead campaigns. If the DC seems low, remember that that is a save for each successful hit. And a fighter eventually is hitting on almost every full attack bonus swing. Even on a roll of 1 failing the save that may be only 4 rounds before the undead thingie goes pop.
Domineering (MIC, p33): Medium DC and its will, so its good against most of the heavy hitters. Shaken however is merely an OK condition.
Doom Burst (MIC, p33): Requires a critical, but no additional saving throw. It can affect the uncritable critters, but shaken is an OK condition.
Illithidwrought (Ud, p69 ): Gives an small insight bonus to attacks and damage, which is hard to find.
Impedance (MIC, p37 ): Umm… Could have been really good, but then they get to make a spellcraft check to avoid the impedance. So basically this is for nerfing spell-like abilities. Which is, in the end, not too shabby after all.
Paralyzing (MIC, p39): Much better than Paralytic Burst. Not sure what they were thinking here…. Still a low DC + saving throws every round makes for an average ability.
Psychic (MIC, p41): Expensive, but it can be worth it. Ya gotta be psionic, but it will scale with you in levels, and I like that.
Shocking burst (SRD): Better than flaming or Icy. Still not that great.
Sonic Burst (MH, p41): After further review we have decided to reverse our earlier call. 1st down sonic burst. for those of you who aren't from the US; this means that sonic burst is better than I initially thought, but still only average.
Soulbound, Greater (MIC, p43): Synergy - See soulbound
Suppression (SRD): If you are psionic grab this one. It is a free dispel magic / psionics with each hit. It would rate better if it weren't campaign specific.
Aquan (MIC, p28): Neat, but at +2 it is a little too specific for what you get.
Auran (MIC, p28): Very limited in scope. Extra damage to earth subtypes? Wha?
Burning (ECS, p266): Meh - fire damage. But you can set them on fire! With a DC of 11 - oh wel
Deadly Precision (CA, 127): It's an ok ability if you are reliably able to land sneak attacks.
Deflecting (CW, p134): OK, but only pick it up if you have a decent reflex save.
Disarming (MIC, p32) Requires Melee : Eliminates penalties that don't come into play as often as the +2 bonus warrants.
Exit Wound (CW, p134) Requires Ranged: Honestly, how often are all your foes lined up in a straight line for you. And then you'd have to be very lucky if it damaged the third rank. Give it props for looking cool though.
Explosive (CW, p134) Requires Melee: I don't like weapons that hurt me. Pass on this one unless you have a way to resist the hurty explosion.
Flaming burst (SRD): Try not to pick this energy type. But if you do, put it on a weapon that has a high critical multiplier. That way at least some fire damage may get through
Icy burst (SRD ): Better than Flaming, but only slightly so.
Ignan (MIC, p36): Way, way, way too specific for the cost.
Illusion Theft (MIC, p37): Synergy - In specific campaigns this may be worth the extra +2 bonus, but there are better ways to spend your gold.
Mindcrusher (MIC, p39): Even in a psionics heavy campaign this is too specialized for a +2 ability. If it was all psionics all the time this might rate : The changes in MIC allow non-psionics to be affected, so this is better, but still it only does 1 pt Wis damage.
Psibane (MIC, p41): Very nice, but again, it suffers from being too campaign specific. If you are gonna be facing lots of 'mind stabby' critters you gotta have this one, else it just isn't worth it.
Ravenous (CoR, p42): Evil Characters Only. Not nearly as good as Unholy, but it costs the same. Ravenous has the same restrictions, plus it only works for people with iterative attacks. Still pretty nice, but unless you want a flashy effect, stick Unholy on your weapon and be done with it.
Terran (MIC, p45): See Ignan
Vampiric (MoF, p141): Yet another weapon is killed by a low DC (and the fact that temporary hit points don't stack).
Paralytic Burst (MH, p40): Crit + save medium Will + 1 round of effect. Bleeech
+3 Abilities Cursespewing (MIC, p31): Oooof. Expensive, but NASTY. Couple this with keen, and when you crit it is like an instant 4 negative levels.
Necrotic Focus (MIC, p39) Requires Melee: If you have an ability/energy drain ability TAKE THIS. If you do not then don't.
Wrathful Healing (E&A, 20): This is one weapon that deserves a better rating than is on the chart. Suffice it to say that if your DM is crazy enough to let you take this then DO IT!
Air Elemental Power Greater (DMGII, p254): See other entries in the +1 and +2 categories, but note that this losses some attractiveness at the higher end.
Earth Elemental Power Greater (DMGII, p256): See Air Elemental Power
Explosive (CW, p134 Ranged): Unlike the melee version this one is much more fun. Shoot it into crowds for added excitement.
Finesse (ECS, p266): Expensive, but you are getting a free feat here. Feats are HARD to come by, so if you are in the market this is a great ability.
Fire Elemental Power Greater (DMGII, p257): See Air Elemental Power.
Implacable (MIC, p37): Ouch. Very sweet power, and worth the cost. The cumulative effect is uber-nasty. Only, what a pain to keep up with all that extra bleeding damage.
Radiant Holding (MoF, p140) Requires Ammunition: This effectively allows an archer to cast hold monster once per attack. It can also arguably go through a wind wall effect.
Roaring (BoED, p114): High DC on the will save and no crit needed coupled with extra sonic! damage on a crit makes this a sweet special ability.
Speed (SRD): An extra attack at your full bonus is always nice.
Splitting (CoR, p42) Requires Ranged: I really like this enchantment, but there are some restrictions like you have to have precise shot. Still two arrows for the price of one? Sign me up.
Water Elemental Power Greater (DMGII, p261): See Air Elemental Power.
Clouting (CA, p143): No crit needed here, and while the DC for the save is low, you can use it to get that rogue out of your face.
Dissmisser (UE, p54): While this ability does not affect all creatures, the list is pretty broad. It requires only a Will save, but the DC drops the larger the HD of the victim.
Bodyfeeder (MIC, p30): Thematically Cool, but the extra HP don't stack with anything. Still it may save your butt!
Duststorm (Sst, p131) Requires Melee: The spell is nice, but with a fixed caster level and low damage, it is basically a battlefield control spell. Which is not so great for a +3 ability that takes a full round action to summon.
Ethereal Reaver (MIC, p34): Not worth the high cost, even if you are a ghost hunter. Certainly not worth it if you are not!
Shadow Striking (ToM, 155): If you want this effect get Transmuting.
Stalactite (Ud, p69): Meh. Turning your opponent to stone is fun and all, but it requires a crit AND a fort save.
This handbook is by Daniel678, I simply preserved his work here.
I am preserving the original as close as possible, but in the interest of easier reading, I split the text in their own posts, for when you unspoil all the text, it easier to read.