Corbin Day
is an NPC that you can recruit (at the Abandoned Livewood Sawmill in Act 2) to join you on the lady vengeance. A little-known fact is that you can sell him unique items, and he will level them up when you change acts. Any level based items that you sell him will be brought to Level 9 when you reach Act 3, and to Level 18 when you reach Act 4 (most notably uniques, but also Epic/Legendary Etc items). Because Act 3 is well past Level 9, you probably only want to sell him things in Act 3 and re-buy them in Act 4. Some of these are well worth doing. I have created this page to document the properties of the upgraded unique items. I just copied the chart from the Unique Items page so some of the items that are missing there are missing from here as well. The armor sets from Four Relics of Rivellon gift bag are being upgraded as well.

Unique Items

Note that some unique items will be at a different level depending on your level when you obtain them. However, to my knowledge, Corbin always upgrades them to the same properties. Note that some items gain considerable bonuses from upgrading (i.e. Ring of Intelligence) whereas others seem to gain only armor values.

Unique Weapons & Armor in Fort Joy

Name

Type

Base properties

Level 18 properties

Abstinence Dagger 8-9 Physical, 10% chance to set Silenced for 1 turn(s) 10% chance to set Muted for 1 turn(s)
Chastity Dagger 8-9 Physical, 10% chance to set Bleeding for 2 turn(s) 10% chance to set Bleeding for 2 turn(s)
Alexander's Cloak Chest Armor 14 Phy/47 Mag, +2 Strength, +1 Retribution, Unlocks skill Blinding Radiance, rune slot 92 Phys/471 Mag,+3 Strength, +1 Retribution, Unlocks skill Blinding Radiance, rune slot
Amulet of the Deep Necklace 13 Mag, +1 Constitution, +15% Air Resistance, Immunity to Stunned, rune slot 192 Mag, +3 Constitution, +15% Air Resistance, Immunity to Stunned, rune slot
Amulet of the Void Necklace 11 Mag, +1 Finesse, 1 Ranged, +15% Fire Resistance, 1 Rune Slot 175 Mag, +3 Finesse, 1 Ranged, +15% Fire Resistance, 1 Rune Slot
Tyrant's Stride Leg Armor 20 Phys/3 Mag, +1 Constitution, -0.2 Movement +2 Constitution, +10% Earth Resistance
Tyrant's Helm Helm 16 Phys/3 Mag, +1 Strength, +1 Leadership, Grants skill Shackles of Pain 197 Phys/39 Mag, +2 Strength, +1 Leadership, Grants skill Shackles of Pain
Tracks of the Tyrant Boot 15 Phys/2 Mag, +10% Air Resistance, +1 Sneaking, +0.25 Movement  +10% Air Resistance, +1 Sneaking, +0.25 Movement
Heart of Tyrant Chest Armor 30 Phys/4 Mag,  +1 Warfare, 10% Fire Resistance, 1 Rune Slot +1 Warfare, +10% Fire Resistance
Hands of the Tyrant Gloves 15 Phys/2 Mag, +1 Two-Handed, 10% Water Resistance +1 Two-Handed, +10% Water Resistance
Band of Braccus Ring 8 Mag, +1 Intelligence, +1 Constitution, Set Cursed +3 Intelligence, +3 Constitution, -1 Memory, Set Cursed
Burro's Club 1-handed mace    
Commander of the Tides Staff +1 Intelligence  
Darling Bow Bow +1 Finesse  
Decomposing Pyromancer's Belt Belt 6 phy, +15% Earth Resistance, +15% Poison Resistance  
Fang of the Winter Dragon 1-handed sword

4-5 water, 21-25 phy, 10% critical chance,+1 Strength, +1 Intelligence, +1 Warfare, +1 Hydrosophist, +25% Cleave Damage, Set Chilled for 1 turn(s), 5% chance to succeed

8-9 water, 74-82 phy, 10% critical chance, +2 Strength, +2 Intelligence, +1 Warfare, +1 Hydrosophist, +25% Cleave Damage, Set Chilled for 1 turn(s), 5% chance to succeed
Fran the Bicorne Helmet +1 Wits, +6 Initiative, Immunity to Terrified +3 Wits, +6 Initiative, Immunity to Terrified
Gloves of Teleportation Glove 1 Phys/4 Mag. Unlocks skill Teleportation 33 Phys/ 236 Mag, Grants skill Teleportation
Gawin's Robe Chest Armor +15% Air Resistance, +1 Aerotheurge  
Griff's Potato Peeler Dagger    
Hallorn's Blade Dagger    
Hildur's Plate Chest Armor +5 Fire Resistance, +5% Earth Resistance, +5 HP, Reflect 10% of melee damage as fire damage  
Holind's Bow Bow +5% Accuracy  
Houndmaster's Crossbow Crossbow    
The Illuminator 1-handed mace 10-11 Phys/1-2 Fire, 10% Critical chance, +1 Pyrokinetic, 50% chance to set Necrofire for 1 turn(s), Set burning for 1 turn 10% chance to succeed.   63-66 Phys/6-7 Fire, 10% Critical chance, +1 Pyrokinetic, 50% chance to set Necrofire for 1 turn(s), Set burning for 1 turn 10% chance to succeed. 
Kalias' Stunner 1-handed sword 6-7 Phy/2-3 Air, 5% Critical Chance, +1 Strength, Set Shocked for 1 turn(s), 10% chance to succeed  71-78 Phy/11-12 Air, 5% Critical Chance, +3 Strength, Set Shocked for 1 turn(s), 10% chance to succeed
Knaap  Shield 47 Phys/27 Mag, +1 Single-Handed, +1 Perseverance,  5% Dodging  
Magister Carin's Shield Shield +1 Lucky Charm  
Magister's Crossbow Crossbow -1 Movement, +5% Accuracy  
Magister's Mantle Chest Armor    
Magister Orivand's Mace 1-handed mace -0.5 Movement  
Magister's Sword 1-handed sword    
Magister Trippel's Twohander 2-handed sword +1 Strength, -0.25 Movement  
Mask of Strength Helmet 14 Phys/2 Mag,  +1 Strength, +10% Poison Resistance, Rune Slot  
Migo's Breastplate Chest Armor 15 Phys/3 Mag, +1 Strength  
Migo's Ring Ring    
Needle's Wand Wand    
Radeka's Thorn Wand +2 Intelligence, Unbreakable  55-64 Water,  +3 Intelligence, +1 Hydrosophist
The Reckoning Hammer +3 Strength, +3 Intelligence, +2 Necromancer  
Ring of Intelligence Ring 46 Mag, +1 Intelligence, +10% Poison Resistance, Rune Slot 152 Mag, +3 Intelligence, +10% Poison Resistance, Rune Slot
Saheila's Crest Amulet 6 Mag, +1 Lucky Charm, +1 Intelligence, +10% Poison Resistance 210 Mag, +2 Intelligence, +10% Poison Resistance, +1 Lucky Charm
Shadow's Eye Crossbow -1 Movement Speed, +25% Accuracy, Grants skill Chameleon Cloak  
Simple Pendant Amulet    
Slug's Axe 1-handed Axe  

 

Spear of Braccus Rex Spear 11-13 Physical, 5% Critical Chance, 10% chance to set Petrified for 1 turn(s), 10% chance to set Slowed for 1 turn(s)  
Second Skin Gloves 7 Phys/6 Mag, +1 Finesse, +10% Poison Resistance, +1 Huntsman, Rune Slot

 

Sundering Cleaver 2-Handed axe 9-21 Physical, +1 Strength, +1 Warfare, Grants skill Thick of the Fight, Grants skill All In  
Trompdoy's Hatchet 1-Handed axe +1 Wits, 5% chance to set Shocked 60-69 phy / 6-7 Air, +3 Wits, 5% chance to set Shocked
Turtle's Claw Wand    
The Viper's Tongue (Ancient Sword) 1-handed sword 9-11 Phys, +1 Strength, +1 Warfare  74-82 Physical, +5 Strength, +1 Warfare
Waltz's Staff Staff    
Withermoore's Girdle Belt 7 Phys, +1 Memory +3 Memory

 

Unique Weapons & Armor in Reaper's Coast

 Name

Type

Base Properties

Level 18 Properties

An Mey Falin

Belt 54 Phy, +2 Con, +1 Wits, +1 Warfare, +1 Single-Handed, +1 Polymorph, 20% Poison Resistance, Deflective Barrier Skill 175 Phys, +3 Constitution, +2 Wits, +20% Poison Resistance, +1 Warfare, +1 Single-Handed, +1 Polymorph, Grants skill Deflective Barrier

Amadio

Shield 95 Phys/55 Mag, +1 Strength, +1 Single-Handed, +1 Polymorph, 5% Dodging. Reflect 10% of melee damage as physical damage, rune slot +2 strength, +1 Single-Handed, +1 Polymorph, +5% dodging, Reflect 10% of melee damage as physical damage, rune slot

Antique Armor

Chest Armour

171 Phys/25 Mag, +3 Constitution, +3 Memory, +3 Perseverance, -0.5 Movement, Set Grounded, Rune Slot

451 Phys/66 Mag, +3 Constitution, +3 Memory, +3 Perseverance, -0.5 Movement, Set Grounded, Rune Slot

Antler Bow

Bow 36-45 Physical, +1 Finesse, +1 Sneaking, Grants skill Marksman's Fang, Rune Slot  

Baran's Burning Dagger

Dagger   63-65 Physical, 7-8 Fire, 10% chance to set Burning for 1 turn, Rune Slot
Baran's Electrifying Dagger Dagger   63-65 Physical, 7-8 Air, 5% chance to set Shocked for 1 turn, Rune Slot
Baran Levere's Ring Ring  15 Mag, +0.5 Movement, Chicken Claw Skill 117 Mag, +0.5 Movement, Grants skill Chicken Claw
Blindfolds Helmet   66 Physical Armor
Brittle Spear Spear    
Captain Amblewether's Hat Helmet 10 Physical, +1 Wits, 20% Water Resistance, +1 Hydrosophist, Grants Skill Healing Ritual  
Captain's Compass Amulet Amulet 47 Mag, +1 Lore, +1 Leadership, +2 Lucky Charm, 1 Rune slot Cannot be sold/upgraded
Chamore Damon Wand 16-18 Air, +2 Intelligence, +1 Aerotheurge, +1 Summoning, +1 Dual Wielding, 20% chance to set Sleeping for 1 turn(s), Immunity to Sleeping 59-68 Air, +3 Intelligence, +1 Aerotheurge, +1 Summoning, +1 Dual Wielding, 20% chance to set Sleeping for 1 turn(s), Immunity to Sleeping, Grants skill Vaporise
Danna Dumora Chest Armor 17 Phys/ 109 Mag, +2 Intelligence, +1 Constitution, +1 Wits, +10% Fire Resistance, +10% Air Resistance, +1 Retribution, +1 Necromancer

72 Phys/ 471 Mag, +3 Intelligence, +2 Constitution, +2 Wits, +10% Fire Resistance, +10% Air Resistance, +1 Retribution, +1 Necromancer, Grants skill Bone Cage

Deadeye's Signature Crossbow Crossbow  58-61 Physical, 5% Critical Chance, +3 Finesse, +1 Huntsman, -1 Movement, +5% Accuracy, Rune Slot

113-118 Physical, 5% Critical Chance, +3 Finesse, +1 Huntsman, -1 Movement, +5% Accuracy, Rune Slot

Destroyer's Gloves, The Gloves  

236 Phys/ 33 Mag, +3 Strength, 10% Fire Resistance, 10% Earth Resistance, Grants skill Reactive Armor

Elven Axe 2-Handed Axe 56-64 Physical, 20% Critical Chance, 20% chance to set Bleeding for 3 turns, Grants All In, Rune Slot

93-108 Physical, 20% Critical Chance, 20% chance to set Bleeding for 3 turns, Grants All In, Rune Slot

Emrach Chest Armor   471 Physical Armor, 66 Magic Armor, +2 Strength, +3 Constitution, +10% Water Resistance, +10% Earth Resistance, +1 Two-Handed, +1 Retribution, +0.25 Movement, Rune Slot
Excruciating Echo and Stormforger Crossbow    
Stormforger 1-handed mace 21-23 Phys, Closed Circuit Skill  63-66 Phys, Closed Circuit Skill
Fancy Dagger Dagger 2-3 Piercing, 16-18 Physical, +1 Finesse, Grants skill Rupture Tendons, Rune Slot  
Flashing Footsteps Boots   82 Phys, 20% Fire Resistance, +1 Pyrokinetic, +0.25 Movement
Halla's Shiny Ribbon Belt 82 Physical, +2 Finesse, +20% Poison Resistance, +1 Sneaking, +1 Thievery 160 phy, +2 Finesse, +20% Poison Resistance, +1 Sneaking, +1 Thievery
Hanal Lechet 2-handed 3-5 Water, 29-35 Phys, 10% Critical Chance, +2 Strength, +1 Constitution, +1 Two-Handed, +1 Hydrosophist, Set Chilled for 1 turn(s), +25% Cleave Damage 12-13 Water, 113-130 phys, 10% critical chance, +3 Strength, +2 Constitution, +1 Two-Handed, +1 Hydrosophist, Set Chilled for 1 turn(s), +25% Cleave Damage
Havoc 1-Handed Axe   69-80 Physical, 8-9 Fire, +2 Strength, 10% chance to set Atrophy for 1 turn, 20% chance to set Burning for 1 turn, +7% Critical Chance, +15% Cleave Damage, Rune Slot
Justinia's Favour Gloves  +20% Air Resistance, +1 Bartering, +1 Lucky Charm 132 Phys/79 Mag, +20% Air Resistance, +1 Bartering, +1 Lucky Charm
Lohar's Two Handed Source Hammer 2-handed hammer 41-43 Phys, 20% Critical Chance, +2 Strength, +1 Warfare, +1 Two-Handed, 15% chance to set Knocked Down for 2 turn(s), Onslaugth Skill, rune slot 

119-124 Phys, 20% Critical Chance, +3 Strength, +1 Warfare, +1 Two-Handed, 15% chance to set Knocked Down for 2 turn(s), Onslaugth Skill, rune slot

Magister's Cloak Chest Armor   66 Phys/ 510 Mag, +3 Intelligence, +2 Constitution, +20% Air Resistance, rune slot
Misery's Mirror Shield 165 Phys/86 Mag/5% Blocking, +1 Strength, +1 Retribution, 5% Dodging, 20% Melee Damage as Physical  
Metal Shield Shield    
Mordus' Amulet Amulet 42 Mag, +1 Constitution, +1 Necromancer, 20% Fire Resistance, 10% Melee Damage as Fire Damage, 1 Rune Slot  
Ornate Dagger Dagger    
Pride of Pryce, The Dagger   63-64 Physical, +1 Sneaking, +1 Thievery, Rune Slot
Racht Muvora Chest Armor   +3 Finesse, +20% Water Resistance, +1 Ranged, +1 Sneaking, +1 Thievery, +0.25 Movement, +117 HP, Reflect 20% of melee damage as water damage, Grants skill Global Cooling
Rainwater Amulet Amulet    210 Mag, +20% Water Resistance, +1 Hydrosophist, Grants skill Rain, Rune Slot
Ravisher, The Ring   140 Mag, +1 Necromancer, Grants skill Dominate Mind
Reaver's Axe 2-handed axe 91-106 phys, 20% Critical Chance, +1 Two-Handed, +50% Cleave damage, rune slot 113-130 phys, 20% Critical Chance, +1 Two-Handed, +50% Cleave damage, rune slot
Sacore Evdek 2-handed mace    
Spear of Foes Spear    
Soulforged Blade 2-handed sword    
Soulforged Crossbow Crossbow   -1 Movement, +5% Accuracy
Sourcerer's Ring Ring 19 Mag, +1 Intelligence, Fire Slug Skill  152 Mag, +2 Intelligence, Grants skill Summon Fire Slug
Stonecrusher Armour Chest Armor    
Vard d'layal Bow 25-31 Physical, +2 Finesse, +1 Necromancer, +15% Life Steal, Rune Slot   
Venombite Dagger 16-18 Physical, +1 Summoning, 20% chance to set Poisoned for 3 turn(s), Rune Slot  63-65 Physical, +1 Summoning, 20% chance to set Poisoned for 2 turns, Rune Slot
Very Silent Watcher's Leather Shirt Chest Armor   361 Phys/ 153 Mag, Set Silenced, Reflect 10% of melee damage as air damage, rune slot
Visha's Helm Helmet   236 Physical Armor, 33 Magic Armor, +20% Earth Resistance, +1 Warfare
Wand of the Elder Wand   59-68 Earth, +3 Intelligence, +2 Constitution, +1 Geomancer, Grants skill Reactive Armor, Rune Slot

 

Unique Weapons & Armor in The Nameless Isle

Name

Type

Base properties

Level 18 properties

Cowl of True Sight Helmet  +2 Intelligence, Grants Dispel Illusion  33 Physical Armor, 236 Magic Armor, +2 Intelligence, Grants Dispel Illusion
Eternal Stormblade 1-handed Sword   74-82 Physical, 11-13 Air Damage, +3 Memory, +6 Initiative, 20% chance to set Stunned for 2 turn(s), 10% chance to set Shocked for 1 turn(s)
Knight of Duna's Helm Helmet   +3 Strength, +3 Constitution, +20% Earth Resistance, +1 Warfare
Knight of Amadia's Gloves Gloves   +10% Fire Resistance, +10% Water Resistance, +10% Air Resistance, +1 Pyrokinetic, +1 Hydrosophist, +1 Aerotheurge
The Shadow Prince's Signet Ring    
Sallow Chainmail Chest Armor   +3 Finesse, +2 Intelligence, +10% Poison Resistance, +1 Geomancer, Reflect 20% of melee damage as poison damage, Grants skill Poisonous Skin, rune slot
Septas Shield Shield    

 




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    • Anonymous

      Everybody at this point knows that it works for uniques, but I sold him all of my wishing well rings and belts and some other gear too, and it ALL increased to level 18. As far as I can tell this only affected (Magic) Armor values, but still. It was a nice buff for my non-legendary equipment.

      • Anonymous

        So the basic rule of i could deduct...is the same ugrade as with "sorcerous sundries" giftbag...only the Attribute wih the STAR gets raised that means the first gets raised...from 1->2 and from 2->3..if the first stat is not an attribute...nothing gets increased...there is a caveat 2 items got a stat raise on the second attribute as well that was magisters chainmail and one shield i think..I did not test all but many...only uniques get attribute increases all the other stuff only armor/damage...I will try out the rest of the items I did not try yet...

        • Anonymous

          The reason why certain unique items are jot laited is that they are tagged as quest items..therefore they cannot be sold to the fletcher hence not upgraded by him

          • Anonymous

            Tested with level 12+ items, going from act 2 to act 3, he set all item level to 8, so only worth doing it from act 3 to act 4.

            • Anonymous

              Anybody know why certain Unique items are not listed as available to sell to Corbin when they are in your inventory? ie. The Captain's Compass Amulet doesn't appear as a sellable item...

              • Anonymous

                Tbh I sold him a bunch of stuff and he set all of them to lv 8 on Act 3 whether or not they are Unique. I am playing with all the Gifts Bags the game offer atm. I will check if he upgrade them all to lv 18 by act 4.

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