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All Restored Crusader Relics in Pathfinder Wrath of the Righteous

This is a guide to all of the restored relics in crusade mode, and what gear you can get from it. 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. Due to the sheer amount of items, I’ve condensed many of the tooltips down to be more brief, but have otherwise copied exact descriptions. I will try to update this later. If you think I’ve missed a relic, or have extra information you’d like me to add, then please let me know.

Other Pathfinder Wrath of the Righteous Guides:

Some of the act 3 relics can be obtained in act 2, but cannot be restored until act 3. Likewise, some of the act 5 relics can be obtained in act 4, but cannot be restored until act 5.

All Restored Crusader Relics in Pathfinder WoTR

Pathfinder Wrath of the Righteous
All Restored Crusader Relics in Pathfinder WoTR

Act 3 – First Retriever – Padded Armor/Shirt

Padded Armor –

Option 1 – +4, -2 to attack rolls and constitution, electricty resistance 30. If they suffer any electrical damage, the armor becomes infused with electricity: for the next round, the wearer’s attacks deal additional 1d12 electric damage, and the spells with the electric descriptor they cast become quickened, as though using the Quicken spell feat.

Option 2 – +3, +2 morale bonus to dexterity.

Option 3 – +3, +3 bonus to saving throws against fear and nauseated condition. Whenever the wearer is attacked with a spell, the enemy must pass a Will saving throw (DC 19) or they become nauseated for one round.

Shirt –

Option 1 – -5 penalty to mobility skill checks, electricity resistance 30. 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 2 – Whenever a druid wearing it casts a spell from their spellbook, they cast it as if they were one level higher. They also gain a +10 competence bonus on lore (nature)skill checks.

Option 3 – Whenever the wearer polymorphs into any creature, they get a +4 enhancement bonus to attack and damage rolls made with limbs. Whenever a creature hits them with a melee attack, that creature suffers 1d6 piercing damage.

Act 3 – Unholy Symbol of Rovagug – Handaxe/Battle Axe/Great Axe

Handaxe/Battle Axe/Great Axe (same effects across all three weapons)

Option 1 – +2, Radiant, whenever you confirm a critical hit you absorb part of magical essence, dispelling one random spell up to 5th level on the target.

Option 2 – +2, Corrosive Burst, +3 bonus to attack rolls when peforming attack of opportunity, critical threat range doubled. If you successfully land an attack of opportunity, the enemy must pass a fortitude saving throw (DC 17) or become paralysed for one round. When you are hit by an enemy’s attack of opportunity, they enemy must pass a reflex saving throw (DC 15) or suffer 2d6 acid damage.

Option 3 – +2, whenever the wielder of this weapon is paralysed, staggered, stunned, petrified, or entangled, they suffer the weapon’s damage and immediately remove such an effect. This weapon also has an 18-20 critical threat range.

Act 3 – Chillboar’s Hide and Tusks – Shortspear/Spiked Light Shield

Shortspear –

Option 1 – +2, this shortspear absorbs water from the target on each hit. On every fifth hit it automatically casts the cold ice strike spell in the direction of the enemy as a 12th level wizard.

Option 2 – +2, speed, whenever the wielder of this shortspear uses the cleave or vital strike feat, the next attack against the affected creature deals additional 3d6 sonic damage. (This one currently shows up as null when moused over in crusade mode.)

Spiked Light Shield –

Option 1 – +2, wielder does +1 bonus damage per dice rolledfor spells with cold descriptor. 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 2 – +2, 20 sonic resistence, +2 bonus on saving throws against sound based effects, if someone attacks with sonic damage, the wielder has to make a reflex saving throw (DC 19) for sonic damage to echo from this shield, dealing all enemies in a 10 feet area 3d6 sonic damage.

Act 3 – Phylactery of Stevanius – Ring/Scythe

Ring –

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.

Option 2 – You bound a part of your soul to the ring. You gain +4 bonus to saving throws against mind-affecting effects, emotions, confusion, fear, death, and compulsion effects, but a -2 penalty to saves against poison, elemental, paralyzing and movement impairing effects. 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. (Note, this has been reported to take a standard action rather than a free action. If you find this to change please let me know.)

Scythe –

Option 1 – +2, bleed, allows wielder to feel almost any heartbeat in a 15 feet area. You can choose one creature at a time to concentrate on a pulsating beat of its heart. Whenever you or your party members attack using the rapid shot feat, they don’t suffer a -2 penalty to attack but gain a +2 bonus to damage instead.

Option 2 – +2, ghost touch, whenever this scythe misses a hit it tears the enemy’s soul a bit, dealing 1d12 negative energy damage.

Act 3 – Crest of the Fallen Knight – Belt/Chainmail/Shortsword

Belt –

Option 1 – While wearing this belt a monk can spend 1 ki point to enshroud the target’s heartand lungs in the fine veil of emerald. Affected creature becomes more fragile, getting -2 penalty to AC. It also has to pass a fortitude saving throw (DC 19) or all bludgeoning damage it receives will be multiplied by 1.5 until the end of combat.

Option 2 – You can cover yourself in an invisible corrupted fire. Under it’s effect, all your fire spells deal additional 2d6 unholy damage. You become immune to fire damage, but gain weakness to cold and holy damage.

Chainmail –

Option 1 – +2, +2 scared bonus to fortitude saving throws. The wearer can choose to suffer a -2 penalty to AC to grant all party members a +1 bonus to AC. While under this effect, an enemy that’s attacking the wearer must pass a reflex saving throw (DC 17) or suffer 3d4 piercing damage.

Option 2 – +2, this chainmail partially absorbs magic from chaotic or evil creatures. 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. When this effect ends, the first attack the wearer makes suffers -4 penalty to attack and damage roll, as well as caster level checks to overcome spell resistance (if needed).

Shortsword –

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. Though the enemy becomes immune to bleeding, they suffer -2 penalty to reflex saving throws. All critical hits against this creature deal additional 3d6 piercing damage. Multiple applications of this effect don’t stack.

Option 2 – +2, this weapon glows with an invisible flame. Once per day you can charge both weapons in your hands with this flame for 10 minutes. Each hit any of these weapons deals additional 3d6 unholy damage.

Act 3 – Faultless Daybreak – Heavy Flail/Light Shield/Scalemail

Heavy Flail –

Option 1 – +3, extra 1d10 holy damage on critical hit, 2d10 is x3 multiplier, 3d10 if x4 multplier.

Option 2 – +3, radiant. Each time the wielder confirms a critical hit, an enemy is affected with a Burst with Light effect. While under this effect, the creature suffers 2d6 positive energy damage for 2 rounds. Each round it tries to pass a will saving throw (DC 20) against the effect, if the save was successful the damage is halved. If the affected creature failed a save, any creature that is adjacent to it suffers half of the damage.

Mithral Light Shield –

Option 1 – Whenever this shield is under the affect of warpriest’s 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. 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. 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.)

Option 2 – Whenever the enemy confirms a critical hit against the wielder of this shield every enemy in a 30 feet area must pass a fortitude saving throw (DC 20) or become blinded for 1d4 rounds and suffer 4d6 positve energy damage. A successful saving throw negates the blindness and halves the damage.

Scalemail –

Option 1 – +3, allows wearer 3 times a day to raise a deceased ally for 2d3 rounds. However, after this the ally dies again.

Option 2 – +3, mithral, whenever the enemy confirms a critical hit against the wearer of this scale mail, every enemy in a 30 feet area must pass a fortitude saving throw (DC 20) or become blinded for 1d4 rounds and suffer 4d6 positve energy damage. A successful saving throw negates the blindness and halves the damage.

Act 3 – Stone of Ghostly Pathways – Circlet/Ring/Sai

Circlet –

Option 1 – +2 enhancement bonus to wisdom, summoned elementals gain 50 additional hitpoints.

Option 2 – +2 enhancement bonus to charisma. Three times per day you can try to dominate outsiders, this creature has to pass a will saving throw (DC 22) or will be under the dominating effect till the end of the fight. You also get a +1 insight bonus to AC against outsider creatures.

Option 3 – +2 enhancement bonus to intelligence. Each time you cast a spell on an enemy, it must pass a reflex saving throw (DC 20) or be entangled in a web for 1d4 rounds, trying to break free each round. This web also deals 1d6+3 bludgeoning damage each round. Effects don’t stack.

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.

Option 2 – All summon spells of 6th level and lower are maximized as though using the maximize spell feat. The wear also gains a +1 insight bonus to attack rolls against outsiders.

Option 3 – You can activate this ring to create an almost transparent silver lining that connects all party members in a 30 feet area. While in this state you share an unbreakable bond, while under this effect all members get an additional attack of opportunity per round. If an attack of opportunity was a critical hit, the enemy is staggered. If one of the party members falls unconscious, a giant spider is summoned to fight alongside you for 3 rounds.

Sai –

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. If you are hit, this bonus resets. This bonus can stack up to +5.

Option 2 – +3, speed, whenever the wielder lands a hit with this sai on a summoned creature, it deals additional 1d12 piercing damage. Whenever this weapon confirms a critical hit against an outsider, the outsider has to pass a fortitude saving throw (DC 25) or suffer the plane distortion effect, for 1d4 rounds. You have total concealment against the outsider under this effect.

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. These spiders eat through the flesh dealing 1d6 damage per two wielder’s levels. The enemy also suffers -2 penalty to all saving throws until the end of combat. The effects of multiple applications of this ability do not stack. (Anyone else feel like this weapon could be crazy insane on a trickster into legend build? 20d6 damage on first sneak attack per enemy anyone?)

Act 3 – Wicked Dope – Banded Armor/Quarterstaff

Banded Armor –

Option 1- +3, grants ferocity as per the universal monster rule. A creature with ferocity remains conscious and can continue fighting even if it’s hit point total is below 0. The creature is staggered and loses 1 hit point each round. A creature with ferocity still dies when it’s hit point total reaches a negative amount equal to it’s constitution score.

Option 2 – +4, whenever the wearer is hit, gain fast healing 1 (stacks up to 10) until the end of combat.

Quarterstaff –

Option 1 – +2, whenever you don’t have full HP, anytime you cast a spell on an ally, you gain fast healing 5 for 1d3 rounds.

Option 2 – +3, whenever you cast the same spell three times in a row, your next spell becomes empowered, as though using the empower spell feat, and maximized, as though using the maximize spell feat.

Act 3 – Dirty Squealer – Amulet/Belt

Amulet –

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.

Option 2 – Whenever you cast an ear piercing scream spell, the damage it deals is no longer limited to to 5d6. Instead it deals (1d6 + 1 per two caster levels) points of damage. Creatures who fail the saving throw against it become dazed for 2 rounds instead of 1 round. The amulet also increases the DC of spells with sonic descriptor you cast by 2.

Belt –

Option 1 – +2 enhancement bonus to constitution. Whenever the wearer is attacked, the enemy has to pass a reflex saving throw (DC 20) or suffer -10 penalty on damage rolls for 1 round.

Option 2 – +2 enhancement bonus to strength. 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. Under this effect, the creature starts to hear loud noises, suffering a -2 penalty to attack and damage rolls and AC.

Act 3 – Branch of the Last Ash (Sakoris Map) – Bardiche/Heavy Pick

Bardiche/Heavy Pick (both options come with same enchantments) –

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 2 – +4, uses intelligence modifier as a damage bonus, you also use your intelligence bonus for attacks instead of strength. (Not clear if both intelligence and strength both grant a damage bonus.)

Option 3 – +3, whenever the wielder lands a hit, it scorches the enemy a bit. When the number of scorches reaches 3, they begin to glow, granting anyone a +2 bonus to attack against such creatures. If the number of scorches reaches 5, the enemy starts bleeding and these scorches become tainted. The affected creature suffers 1d4 unholy damage for each scorch.

Act 3 – Voracious Jumble – Club/Flail

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. On a critical hit it hits so hard that enemy would need to pass a fortitude saving throw (DC 20) each time it tries to attack, or become unable to attack for one round. This effect lasts 1d3 rounds.

Option 2 – +2, speed, can never become flat footed. If you kill using this weapon, you become immune to all eyesight effects for 1d4 rounds. (Shows as a flail, even if choosing a club. Unsure if this will come out as a club or not.)

Option 3 – +3, vicious, whenever the wielder of lands a hit on an enemy who doesn’t 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. 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.

Act 3 – Attractive Impulse – Gloves/Light Crossbow/Metamagic Rod

Gloves –

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.

Option 2 – Whenever the wielder lands a melee touch attack, the enemy must pass a will saving throw (DC 20) or his heart and mind is consumed with agonizing lust, any critical hit against effected enemy drives him even crazier, paralyzing for one round.

Light Crossbow –

Option 1 – +3, whenever the wielder lands the first hit in a round against an enemy, that enemy’s consciousness and love to all life awaken. The enemy starts doubting that violence is the answer and thus will suffer -1d4 penalty on attack rolls for one round.

Option 2 – +3, unholy, whenever the wielder lands a hit, the enemy must pass a will saving throw (DC 20) or their armor is sundered for 1d3 rounds.

Metamagic Rod –

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.

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. The modified spell also becomes maximized as though using the maximize spell feat. Greater rods can be used with spells of 9th level or lower.

Act 3 – Soulshear

Soulshear –

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).

Option 2 – Leave it as is

Option 3 – +3, adamantite, your mount gets a +3 bonus on all saving throws and a +3 bonus to CMD.

Act 5 – Baphomet’s Fire – Shirt/Gloves

Shirt –

Option 1 – This shirt makes all the wearer’s fire spells deal additional 4d6 fire damage while making them suffer a -2 penalty to AC.

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. In addition, all wearer’s allies deal additional 3d6 fire damage on successful attacks with weapons for 1 round.

Gloves –

Option 1 – These gloves grant their wearer the ability to ignite inner fire within themself. While the ability is active, the wearer suffers 2d6 fire damage ( this damage bypasses all resistances and immunities) per round but deals the same amount to enemies with every melee attack that hits. In addition, whenever the wearer is mounted, they can use this ability on a mount instead of themself.

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. In addition, whenever the enemy who has been hit by the wearer at least once, takes fire damage from any soruce, it suffers a -3 penalty on all saves for 2 rounds.

Act 5 – Mask of the Facestealer – Belt/Mask

Belt –

Option 1 – +4 physical perfection, whenever the wearer makes an attack roll to confirm a critical hit, it automatically succeeds.

Option 2 – +4 physical perfection, whenever the wearer kills an enemy who had full health with a single hit, all enemies in a 30 feet radius become staggered for 1 round.

Mask – (These take up the helmet slot rather than the eye slot, despite it being a mask.)

Option 1 – mental perfection +4, allows its wearer to reroll 3 failed saving throws against death effects per day.

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.

Act 5 – Burning Brand – Bardiche/Sling Staff/Trident

Bardiche/Sling Staff/Trident (Same effects across all three weapons) –

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 2 – +5, flaming burst, whenever the wielder lands a first hit against a new enemy, the enemy must pass a fortitude saving throw (DC 32) or catch on cursed fire which makes it unable to cast spells for 1d3 rounds.

Option 3 – +5, axiomatic, whenever the wielder lands a hit against a new enemy, it marks it with “Obedience”. Such mark can only be on 1 target at a time. If the bearer of this mark tries to attack the owner of the weapon, it must pass a will saving throw (DC 29) or suffer -3 penalty on attack rolls and -8 penalty on damage rolls for 2 rounds.

Act 5 – Zaori’s Pin – Circlet/Ring

Circlet –
Option 1 – +6 enhancement bonus to charisma and wisdom. In addition, all party members of the wearer gain a +3 insight bonus to all saving throws against confusion, insanity and domination spells.

Option 2 – +6 enhancement bonus to charisma and intelligence. 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.

Ring –

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. For each adjacent ally of the affected target they suffer -1 penalty on saving throws and -2 penalty on damage rolls. This effect stacks up to 3 times and persists for 1d4 rounds.

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. They also gain a +2 circumstance bonus on attack rolls against this target.

Act 5 – Remains of the Colourless One – Arrows/Breast Plate/Spectacles

Arrows –

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 (doesn’t affect creatures with intelligence lower than 3) and become confused for 3 rounds. 20 units per day.

Option 2 – Whenever the wielder of this ammuntion lands a hit, the enemy must pass a fortitude saving throw (DC 32) or be stunned and become vulnerable to sonic damage for 3 rounds. 20 units per day.

Breast Plate –

Option 1 – +5, made of crystals and can be worn by a druid. 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.

Option 2 – +5, made of crystals and be worn by a druid. It grants the wearer DR 3/- and moderate fortification, but also makes the wearer vulnerable to sonic damage.

Spectacles –

Option 1 – These glasses allow their wearer to use the Maddening Gaze ability three times per day.
Maddening Gaze: As a swift action, you can look in a certain direction. All enemies in a 50 feet cone must pass a will saving throw (DC 32) or suffer 2d4 ability damage to intelligence (doesn’t affect creatures with intelligence lower than 3) and become confused for 1d4 rounds.

Option 2 – These glasses are made of very thick crystal. It’s difficult to see through them thus the wearer suffers a -2 penalty to attack rolls. However, whenever the wearer lands a first hit in melee against a new enemy the target must pass a fortitude saving throw (DC 32) or be stunned and become vulnerable to sonic damage for 3 rounds.

Act 5 – Voice of the Cursed Bard – Lyre/Amulet

Lyre –

Option 1 – The owner can activate this item once per day. While activated, all enemies in a 10 feet area around the owner must pass a will saving throw (DC 36) or suffer a -5 penalty on saving throws against mind-affecting spells, -2 penalty on saving throws against enchantment school spells, and become vulnerable to sonic damage for 5 rounds.

Option 2 – This item grants its wielder the ability to deal 10d10 sonic damage as a standard action to a single target three times per day. A successful fortitude saving throw (DC 36) halves the damage.

Amulet –

Option 1 – This amulet makes the wearer’s voice stronger and allows it to maintain its power for longer periods of time. All the wearer’s bardic performance and raging songs (if they have the corresponding class abilities) last for 10 more rounds per day.

Option 2 – This amulet empowers the voice of the wearer, thus increases hit point limits of power word spells by 150%. For instance, power word kill now will instantly kill all enemies with HP lower than 150 instead of 100.

Written by Todeshund

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