Most exceptional and elite items now give automagic bonuses. 

For armor, the bonuses are weighed based on the cost to use and how effective it already is. For example, Monarchs are decidedly the best shield, given that they do not have a movement speed malus and have the lowest strength requirement for a 4 socket shield and only have a tiny decrease in block chance versus the other 4 socket shields. As such, Monarchs will receive only a slight bonus.

For weapons, the bonuses tend to be more thematic and are not really balanced based on how good the base item is. Bonuses tend to be no greater than that of a rune, or if they are, it is going to be a gimmicky bonus that you may build around, like added oskills or chance-to-cast properties.

There is also "weapon-type attack" (WTA) automagic, which is the automagic that appears in addition to other properties. All items of a type have this, even uniques and sets.

Note that new automagic properties follow these rules:
(1) Normal automagics only spawn at the level requirement of the next tier Exceptional item.
(2) Exceptional automagics only spawn at the level requirement of the next tier Elite item.
(3) Elite automagics always spawn.

[VANILLA AUTOMAGIC]
[WTA AUTOMAGIC]
[NEW AUTOMAGIC]
[NOT YET IMPLEMENTED]


---

[VANILLA AUTOMAGIC]

Blight, Venom, Pestilence and Anthrax on Preserved Heads deal 10x more poison damage at the same rate.



---

[WTA AUTOMAGIC]

All weapons gain a 100% chance to cast Level X Area of Effect on Attack.
The level is equal to the range of the weapon +1, unless it is one of the following exceptions:

---

[NEW AUTOMAGIC]








[NOT YET IMPLEMENTED]

War Hat gives +5-35% Enhanced Damage.
Sallet gives +15-65% Attack Rating.
Casque gives +12-24% Faster Hit Recovery.
Basinet gives +0-10 Strength and +0-10 Dexterity.
Winged Helm gives +0-5% Velocity.
Death Mask gives +2 to a Random Skill (Character Only).
Grand Crown gives +5-15% chance of getting magic items and +10-25% extra gold found from monsters.
Grim Helm gives +1-8 Life and Mana on Hits.

Shako gives a 3% chance to reanimate as a random lesser monster.
Hydraskull gives a 5% chance to cast level 1 Animalistic Hydra on kill.
Armet gives +0-15% Total Defense and Damage Taken Reduced by 0-3.
Giant Conch gives Magic Damage Reduced by 0-10.
Spired Helm gives +(0-15)-(0-15) Added Damage.
Demonhead gives +(15-35)-(55-85) Added Damage to one of the following: Fire, Cold, Lightning, Poison (duration is 1 second if applicable)
Corona gives +0-1 to All Skills.
Bone Visage gives +0-1 to a Random Archetype Mastery.


Ghost Armor gives damage taken reduced by 0-2% and damage taken reduced by 0-5.
Serpentskin Armor gives +0-3% poison skill damage and +(35-75)-(100-150) Poison Damage over 1 Second.
Demonhide Armor gives Fire Resist +15-35%.
Trellised Armor gives +12-24% Faster Hit Recovery.
Linked Mail gives +0-10 Strength and +0-10 Dexterity.
Tigulated Mail gives +0-1 to Mystery Mastery.
Cuirass gives +0-3% increased attack speed and +0-3% faster cast rate.
Mesh Armor gives +0-10 Percent Drain Skill Efficacy.
Russet Armor gives Life Regeneration +10-150.
Mage Plate gives +5-25 Energy and +25-80% Mana Regeneration.
Sharktooth Armor gives 5% chance to cast bleeding on striking and +1-10 to Bleeding Token.
Templar Coat gives +25-50 Attack Rating against Undead and Demons and +20-45% Damage Against Demons and Undead.
Embossed Plate gives -(0-5)% to Vendor Prices and +10-20 to maximum life.
Chaos Armor gives +0-2% quaternity skill damage.
Ornate Plate gives +5-15% chance of getting magic items and +10-25% extra gold found from monsters

Dusk Shroud gives +0-3% Dodge, Avoid and Evade.
Wyrmhide gives +0-2% fire skill damage and +0-2% cold skill damage.
Scarab Husk gives +0-2% lightning skill damage and a 10% chance to cast Level 20 Scintillating Shell when Struck.
Wire Fleece gives +100-350 Attacker Takes Damage and +5-25% Enhanced Damage.
Diamond Mail gives +50-100 To Attack Rating against Demons and +50-80% Damage against Demons.
Loricated Mail gives +15-65% Total Defense.
Great Hauberk gives +0-5% Velocity.
Boneweave gives either:
---
+0-1 to Raise Skeleton, +0-1 to Skeleton Mastery and +0-1 to Raise Skeleton Mage
+0-1 to Shadow Warrior and +0-1 to Shadow Master
+0-1 to Decoy and +0-1 to Valkyrie
+0-1 to Summon Spirit Wolf, +0-1 to Summon Dire Wolf, +0-1 to Summon Grizzly
+0-1 to Find Potion, +0-1 to Find Item and +0-1 to Grim Ward
+1-3 to Conversion
+0-1 to Frozen Armor, +0-1 to Chilling Armor, +0-1 to Shivering Armor
+0-1 to Telekinesis, +0-1 to Teleport, +0-1 to Energy Shield
+0-1 to Warmth, +0-1 to Enchant, +0-1 to Hydra
(note: all of these bonuses are character specific; the frequency of each affix is 3, except for the sorceress-specific affixes which have frequencies of 1)
---
Balrog Skin gives Fire Resist +5-15% and +(10-25)-(50-100) Added Fire Damage.
Archon Plate gives -0-2% to enemy quaternity resistances.
Lacquered plate gives +1 Light Radius and +1 to Angelic Mastery.
Shadow Plate gives -1 Light Radius and +1 to Demonic Mastery.
Sacred Armor gives +0-1 to a Random Archetype Mastery.


Defender gives +15-65% Total Defense.
Round Shield gives +(5-10)-(5-10) Added Damage and +10-50 to Shield Damage.
Scutum gives +100-1100 Defense against Missiles.
Barbed Shield gives +100-350 Attacker Takes Damage and +5-25% Enhanced Damage.
Dragon Shield gives one of the following: 25% Chance to Cast Level 20 Fireball on Attack, 25% Chance to Cast Level 20 Glacial Spike on Attack, 25% Chance to Cast Level 20 Twister on Attack, 25% Chance to Cast level 20 Firestorm on Attack, 25% Chance to Cast Level 20 Bone Spear on Attack, 25% Chance to Cast Level 20 Lightning on Attack.
Grim Shield +1-8 Life and Mana on Hits.
Pavise gives +0-25% Increased Chance of Blocking.
Ancient Shield gives +0-1 to a Random Archetype Mastery.

Heater gives +0-25% Faster Block Recovery.
Luna gives +0-15 to all attributes.
Hyperion gives +0-1 to All Skills.
Monarch gives +1-5% extra gold from monsters.
Blade Barrier gives +0-3% Dodge, Avoid and Evade.
Aegis gives Quaternity Resist +0-25% and Magic Resist +0-25% {alternatively, allow it to roll from the paladin's automagics}.
Troll Nest gives Replenish Life +10-150.
Ward gives Damage Reduced by +0-10 and Magic Damage Reduced by +0-10.


Demonhide Gloves gives Fire Resist +0-10%.
Sharkskin Gloves gives 5% chance to cast bleeding when struck and +1-10 to Bleeding Token.
Heavy Bracers +(0-3)-(4-9) Added Damage
Battle Gauntlets give +0-5% Increased Attack Speed and +0-5% Faster Cast Rate.
War Gauntlets give +0-15% Enhanced Damage.

Bramble Mitts give +100-150 Attacker takes Damage.
Vampirebone Gloves give +0-3% Life Steal
Vambraces give +0-25% Total Defense.
Crusader Gauntlets give +25-50 Attack Rating against Undead and Demons and +10-25% Damage Against Demons and Undead.
Ogre Gauntlets give +0-15 to Strength.


Demonhide Boots give Fire Resist +0-10%.
Sharkskin Boots gives 5% chance to cast bleeding when struck and +1-10 to Bleeding Token.
Mesh Boots gives +0-10 Percent Drain Skill Efficacy.
Battle Boots give +0-5% Increased Attack Speed and +0-5% Faster Cast Rate.
War Boots give +0-15% Enhanced Damage.

Wyrmhide Boots give +0-3 Fire Absorb and +0-3 Cold Absorb.
Scarabshell Boots give +0-3 Lightning Absorb and 5% Chance to Cast Level 20 Scintillating Shell when Struck.
Boneweave Boots give one of the following:
---
+0-1 to Raise Skeleton, +0-1 to Skeleton Mastery and +0-1 to Raise Skeleton Mage
+0-1 to Shadow Warrior and +0-1 to Shadow Master
+0-1 to Decoy and +0-1 to Valkyrie
+0-1 to Summon Spirit Wolf, +0-1 to Summon Dire Wolf, +0-1 to Summon Grizzly
+0-1 to Find Potion, +0-1 to Find Item and +0-1 to Grim Ward
+1-3 to Conversion
+0-1 to Frozen Armor, +0-1 to Chilling Armor, +0-1 to Shivering Armor
+0-1 to Telekinesis, +0-1 to Teleport, +0-1 to Energy Shield
+0-1 to Warmth, +0-1 to Enchant, +0-1 to Hydra
(note: all of these bonuses are character specific; the frequency of each affix is 3, except for the sorceress-specific affixes which have frequencies of 1)
---
Mirrored Boots gives +0-5% to Dodge, Avoid and Evade.
Myrmidon Greaves give +1 to a Random Element.


Demonhide Sash gives Fire Resist +0-10%.
Sharkskin Belt gives 5% chance to cast bleeding when struck and +1-10 to Bleeding Token.
Mesh Belt gives +0-10 Percent Drain Skill Efficacy.
Battle Belt +0-5% Increased Attack Speed and +0-5% Faster Cast Rate.
War Belt +0-15% Enhanced Damage.

Spiderweb Sash gives 0-10% slow target
Vampirefang Belt gives +0-3% mana stolen
Mithril Coil gives Indestructible.
Troll Belt gives Replenish Life +10-150.
Colossus Girdle gives +0-8% to maximum life


Jawbone Cap gives +0-12% Faster Hit Recovery and +0-7% Faster Block Recovery.
Fanged Helm gives +0-3 Life and Mana Stolen per Hit.
Horned Helm gives +(1-3)-(3-7) Added Damage.
Assault Helmet gives +0-5% Velocity.
Avenger Guard gives an increment of +0.5 Attacker Takes Damage per Character Level, up to +3.5.

Jawbone Visor gives +0-24% Faster Hit Recovery and +0-14% Faster Block Recovery.
Lion Helm gives +0-35 to Life and Mana.
Rage Mask gives +(3-7)-(7-13) Added Damage.
Savage Helmet gives +0-20% Increased Attack Speed.
Slayer Guard gives +0-1 to a Random Barbarian Tab.

Carnage Helm gives +0-80 Life on Kill and +0-10 Mana on Kill.
Fury Visor gives +0-10% Increased Action Rates
Destroyer Helm gives +(13-17)-(17-23) Added Damage.
Conqueror Crown gives +0-50% Enhanced Damage.
Guardian Crown gives +0-50% Total Defense.


Wolf Head gives +1-3 to Lycanthropy and either +1-3 to Werewolf or +1-3 to Werebear.
Hawk Helm gives +(0-10)-(11-25) Added Damage.
Antlers give +1-6 to Maul.
Falcon Mask gives -(0-100) to Monster Defense Per Hit and +10-200 to Attack Rating.
Spirit Mask gives +0-1 to Oak Sage, +0-1 to Heart of Wolverine and +0-1 to Spirit of Barbs.

Alpha Helm gives +0-1 to Summon Spirit Wolf, +0-1 to Summon Dire Wolf and +0-1 to Summon Grizzly Bear.
Griffon Headdress gives -(30-40)% to Enemy Lightning Resistance, +(20-30)% to Lightning Skill Damage and +0-1 to Lightning Skill Bonus.
Hunter's Guise gives +0-25% Faster Run/Walk and +0-50% Enhanced Damage.
Sacred Feathers gives +1-3 to Raven.
Totemic Mask gives either: +1-3 to Poison Creeper and Rabies, +1-3 to Carrion Vines and Lycanthropy, or +1-3 to Solar Creeper and Cyclone Armor.

Blood Spirit gives +0-15% Life Steal, +0-15 Life Stolen per Hit and +0-15 to Blood Token.
Sun Spirit gives +0-10 Fire Absorb and +0-10% Fire Absorb.
Earth Spirit gives Damage Reduced by 0-10 and Damaged Reduced by 0-10%.
Sky Spirit gives +0-10 Lightning Absorb and +0-10% Lightning Absorb.
Dream Spirit gives +1-3 to either an Elemental Tab skill or Fire Claws.


Sharp, Fine, Warrior's, Soldier's and Knight's give 1.5x the enhanced damage and 2x the attack rating bonus.


{ideally, make it so that these bonuses appear in addition to the poison damage bonus}
Preserved Head gives +1-3 to Raise Preserved Dead or +1-3 to Poison Cloud.
Zombie Head gives +1-3 to Raise Zombie or +1-3 to Zombie Horde.
Unraveller Head gives +1-3 to Raise Unraveller or +1-3 to Unholy Bolt.
Gargoyle Head gives +1-3 to Summon Gargoyle or +1-3 to Gargoyle Bolt.
Demon Head gives +1-3 to Bind Demon {summons a demon, but costs a bit of life too} or +1-3 to Repulse Demon {single target, knocks back most demons, deals massive physical and magic damage but can only hurt demons, magic and physical damage are on separate missiles so that the magic can ignore demon resistances, while the physical component does not ignore}.

Mummified Trophy gives +1-3 to Raise Mummy or +1-3 to Bestow {area of effect healing that only works on aligned monsters}.
Fetish Trophy gives +1-3 to Raise Undead Fetish or +1-3 to Explode Minion {these two are kind of inversed in comparison to the normal progression; a summoner is better off exploding a minion since it'll deal more damage if the minion has more life, whereas a spellcaster is better off summoning a fetish since the damage they deal on death scales massively with spells and somewhat with summoning skills}.
Sexton Trophy gives +1-3 to Reincarnate Sexton or +1-3 to Holy Lightning.
Cantor Trophy gives +1-3 to Reincarnate Cantor or +1-3 to Holy Blizzard.
Hierophant Trophy gives +1-3 to Reincarnate Hierophant or +1-3 to Holy Warp {like teleport, but it has a skill delay}.

Minion Skull gives +1-3 to Reincarnate Minion or +1-3 to Violent Attack {a zeal clone that uses any weapon type; always has two hits; the second hit has minimum frame rollback making it virtually instant}.
Hellspawn Skull gives +1-3 to Reincarnate Insane Hellspawn or +1-3 to Violent Energy {like hellspawn suicide, but you cast it directly}.
Overseer Skull gives +1-3 to Reincarnate Overseer or +1 to a random Angelic Aura when Equipped.
Succubus Skull gives +1-3 to Reincarnate Succubus or +1-3 to Succubus Bolt.
Bloodlord Skull gives +1-3 to Reincarnate Bloodlord or +1-3 to Monster Frenzy.


Hand Axe gives +1 to Physical Skill Bonus.
Axe gives +1-3 to Axe Mastery.
Double Axe has one of the following:
---
9% ctc powerful harm
17% ctc moderate harm
21% ctc weak harm
25% ctc pitiful harm
---
Military Pick 
War Axe gives +50-100% enhanced harm damage.
Large Axe
Broad Axe
Battle Axe +50-100% enhanced harm damage.
Great Axe
Giant Axe 

Hatchet
Cleaver
Twin Axe
Crowbill
Naga
Military Axe
Bearded Axe
Tabar
Gothic Axe
Ancient Axe

Tomahawk can roll one of the following:
---
+10% increased attack speed
+100% enhanced hit damage
+50% enhanced harm damage
+500 attack rating
---
Small Crescent
Ettin Axe
War Spike
Berserker Axe
Feral Axe
Silver-Edged Axe gains +50-100% damage against demons.
Decapitator has a 100% chance to cast level 1 Powerful Harm (instead of Strong Harm).
Champion Axe
Glorious Axe


Short Sword
Scimitar
Sabre
Falchion
Crystal Sword
Broad Sword
Long Sword
War Sword
Two-Handed Sword
Claymore
Giant Sword
Bastard Sword
Flamberge
Great Sword

Gladius
Cutlass
Shamshir
Tulwar
Dimensional Blade
Battle Sword
Rune Sword
Ancient Sword
Espandon
Dacian Falx
Tusk Sword
Gothic Sword
Zweihander
Executioner Sword

Falcata
Ataghan
Elegant Blande
Hydra Edge gives 10% chance to cast level 1 Animalistic Hydra on attack.
Phase Blade
Conquest Sword
Cryptic Sword
Mythical Sword
Legend Sword
Highland Blade
Balrog Blade has added burning damage.
Champion Sword
Colossus Sword
Colossus Blade


Club
Spiked Club
Mace
Morning Star
Flail
War Hammer
Maul
Great Maul

Cudgel
Barbed Club
Flanged Mace
Jagged Star
Knout
Battle Hammer
War Club
Martel de Fer

Truncheon
Tyrant Club
Reinforced Mace
Devil Star
Scourge
Legendary Mallet
Ogre Maul
Thunder Maul


Dagger gives +1-3 to Dagger Mastery.
Dirk gives +0-15% increased attack speed
Kris gives one of the following:
---
+25-45% better chance of getting magic items, +40-80% gold find
+15-45 life, +15-45 mana
+0-5% quaternity skill damage, +(5-10)-(10-20) fire/cold/lightning damage
-(0-5)% enemy quaternity resistances, +(5-10)-(10-20) fire/cold/lightning damage
+(3-9)% max life, mana and stamina
+(0-15)% to quaternity resistances
damage reduced by 1-11, magic damage reduced by 1-11
+15-55% enhanced damage, +30-75% attack rating
---
Blade gives +1-3 to Traps (Assassin Only) and +1-3 to Blade Fury

Poignard gives +0-25% faster block recovery and +0-25% increased block chance
Rondel ignores 25-100% of enemy defense
Cinquedeas gives +24-48% faster hit recovery
Stiletto has a 0-25% chance to cast bleeding on striking and +0-15 to Bleeding Token

Bone Knife gives one of the following, all of equal frequency:
---
+0-3 to Summoning Skills (Necromancer Only), +1-4 to Summoning Skills (Druid Only)
+0-2 to Poison, Physical and Magic Skills
+1-4 to Curses (Necromancer Only), +1-4 to a Random Curse (Necromancer Only), +1-4 to a Random Curse (Necromancer Only)
---
Mithril Point spawns with indestructible.
Fanged Knife gives +25-35 life on hit and +0-15% drain skill efficacy
Legend Spike gives +0-1 to All Skills, +1-3 to a random Archetype Mastery.


Short Bow gives +1-3 to Bow Mastery.
Hunter's Bow gives +1-3 to Hunting Hound {a single dog summon; gains the full benefits of the shared druid summon bonuses; gains the full benefits of skeleton mastery; gains the full benefits of the amazon's dodge, avoid, evade, critical strike and penetrate; minion applies -DR and -MDR to targets it hits; scales with physical, motley, life drain, mana drain and stamina drain skills; (Motley)(Animalistic)}
Long Bow gives +1-3 to Damage Range
Composite Bow gives +0-8 to percent dodge, avoid and evade
Short Battle Bow gives 
Long Battle Bow
Short War Bow
Long War Bow

Edge Bow gives one of the following:
---
+2.5 Attacker Takes Damage per Character Level, +25-50% Damage against Undead and Demons
+5 Attacker Takes Damage per Character Level, +20-40% Damage against Undead and Demons
+7.5 Attacker Takes Damage per Character Level, +15-30% Damage against Undead and Demons
+10 Attacker Takes Damage per Character Level, +10-20% Damage against Undead and Demons
+12.5 Attacker Takes Damage per Character Level, +5-10% Damage against Undead and Demons
+15 Attacker Takes Damage per Character Level
---
Razor Bow gives 10% Chance to Cast Level 1 Bleeding on Striking and +0-15 to Bleeding Token
Cedar Bow gives one of the following:
---
+0-25 to Strength and Curse Resist +25-50%
+0-25 to Strength and Level 16 Angelic Prayer Aura when Equipped
---
Double Bow gives +1-3 to Control Mastery, +1-3 to Double Shot {shoots two arrows at once, both are trigger arrows; gains flat, constant added damage per level; arrows have the same NHD as normal arrows; the full added damage of magic arrow is added to the physical damage of double shot; scales with physical, stamina drain and magic skills (Physical)(Control)}
Short Siege Bow gives +1-3 to Siege Arrow {shoots an arrow; very slow attack speed; arrow bursts into WTA explosion that deals 16/128 weapon damage, with full piercing this results in 80/128 weapon damage; attack speed slightly increases with levels and synergies, but should never be enough to go above 0% attack speed; scales with stamina drain skills; (Stamina Drain)(Alchemical)}
Large Siege Bow gives +1-3 to Siege Arrow, +0-1 to Damage Range
Rune Bow can be cubed with any rune once, permanently adding the weapon benefits of the rune.
Gothic Bow gives Level 1 Quaternity Support Aura {adds a percentage of fire, cold, poison and lightning damage equivalent to the amount that skill damage would normally give to make up for the fact that skill damage doesn't apply to normal missiles; might be kind of overpowered for shapeshifting characters though, especially sorcs; (Motley)(Control)} {if I decide to go with something else, just remember that gothic represents supporting something so that something greater can arise as a result, just as how gothic architecture involves supporting pillars so that more windows can be added into buildings}

Spider Bow gives one of the following: 
---
Slows Target by 5-10% and 5% Chance to Reanimate as Lesser Arach
Slows Target by 5-10% and 5% Chance to Reanimate as Lesser Poison Spinner
Slows Target by 5-10% and 5% Chance to Reanimate as Lesser Flame Spider
Slows Target by 5-10% and 5% Chance to Reanimate as Lesser Spider Magus
Slows Target by 5-10% and +1-3 to Summon Giant Spider {a single arach summon; gains the full benefits of the shared druid summon bonuses; gains the full benefits of skeleton mastery; gains the full benefits of the amazon's dodge, avoid, evade, critical strike and penetrate; minion deals appreciable poison damage over a long duration; scales with physical, poison, motley, life drain and mana drain skills; (Poison)(Animalistic)}
---
Blade Bow
Shadow Bow
Great Bow
Diamond Bow gives one of the following:
---
+65-150% damage against undead, +100-250 attack rating
+20-75% damage against undead, +250-550 attack rating
+100-250 attack rating, quaternity resist +9-19
+20-75% damage against undead, quaternity resist +9-19
---
Crusader Bow gives +(160-225) Attack Rating against Undead and Demons and +40-80% damage against undead and demons
Hydra Bow gives +1-3 to Animalistic Mastery and 4% Chance to Cast Level 1 Animalistic Hydra on Striking


Light Crossbow gives +1-3 to Bow Mastery.
Crossbow
Heavy Crossbow
Repeating Crossbow

Arbalest
Siege Crossbow
Ballista
Chu-Ko-Nu

Pellet Bow
Gorgon Crossbow
Colossus Crossbow
Demon Crossbow

Rune Sword can be cubed with any rune once, permanently adding the weapon benefits of the rune.


Wand gives +(0-5)-(5-12) magic damage
Yew Wand gives +(40-80)-(80-180) poison damage over 4 seconds
Bone Wand gives one of the following:
---
20% Chance to Reanimate as Lesser Skeleton
18% Chance to Reanimate as Lesser Returned
16% Chance to Reanimate as Lesser Bone Warrior
14% Chance to Reanimate as Lesser Burning Dead
12% Chance to Reanimate as Lesser Horror
20% Chance to Reanimate as Lesser Skeleton Archer
18% Chance to Reanimate as Lesser Returned Archer
16% Chance to Reanimate as Lesser Bone Warrior Archer
14% Chance to Reanimate as Lesser Burning Dead Archer
12% Chance to Reanimate as Lesser Horror Archer
20% Chance to Reanimate as Lesser Returned Mage
20% Chance to Reanimate as Lesser Bone Mage
20% Chance to Reanimate as Lesser Burning Dead Mage
20% Chance to Reanimate as Lesser Horror Mage
---
Grim Wand gives {+1 to Raise Shield Skeleton; (progeny|death); basically the same as raise skeleton, except they always spawn with a shield and have a 15% chance to block}

Burnt Wand has its WTA replaced with {very high level} Hellclap and gives one of the following:
---
+1-3 to Fire Skills, +0-15% Fire Skill Damage, +1 to Lesser Fire Elemental
+1-3 to Fire Skills, -(0-15)% to Enemy Fire Resistance, +1 to Lesser Fire Elemental
+1-3 to Fire Skills, +{equivalent to the strongest fire damage prefix OR suffix, whichever is stronger} Fire Damage, +1 to Lesser Fire Elemental
{lesser fire golem does not benefit from all skills; is almost identical to a vanilla fire golem, does not gain the attack speed bonus from golem mastery, does not gain the holy fire synergy from golem mastery, has base synergies instead of accrued synergies, has a 15 frame AI delay, does not cast hellclap; is not mutually exclusive with golems, so you can have one of these guys in addition to another golem (Progeny)(Weather)}
---
Petrified Wand gives +1-3 to Stone Curse and +1 to Lesser Earth Elemental {stone curse uses the same duration as Diablo 1 duration, but uncapped; locks a single non-unique unit in place and colors them grey (Physical)(Earth)} {lesser earth elemental is like a vanilla clay golem, but does not slow; has a 15 frame AI delay; not mutually exclusive with golems; can summon 1 per 6 clay golem levels; has only 25% of the life of a normal clay golem (Progeny)(Earth)}
Tomb Wand
Grave Wand

Polished Wand
Ghost Wand gives one of the following:
---
10% Chance to Reanimate as Lesser Ghost
10% Chance to Reanimate as Lesser Wraith
10% Chance to Reanimate as Lesser Specter
10% Chance to Reanimate as Lesser Apparation
10% Chance to Reanimate as Lesser Dark Shape
+1 to Raise Skeleton Ghost {steals all of the current benefits from Raise Skeleton and does not get stronger with levels; costs 50 mana; gains the equivalency of a level of raise skeleton for each level in death mastery, excluding the bonus to numbers (meaning you won't get more ghosts than skeletons); skeleton ghosts are mutually exclusive with raised skeletons; skeleton ghosts look like white wraiths and can move through each other and targets; otherwise identical to raise skeleton (Progeny)(Death)}
---
Lich Wand gives +1 to Immortality and 40% Chance to Cast Level 1 Immortality when Hit
Unearthed Wand gives +1-3 to Unearth and +10-20 to Bury {Unearth spawns a weak corpse; if possible, more life is added to the corpse per level by using a state that gives hp, although this might not work (Life Drain)(Earth)}


Bardiche
Voulge
Scythe
Poleaxe
Halberd
War Scythe

Lochaber Axe
Bill
Battle Scythe
Partizan
Bec-De-Corbin
Grim Scythe

Ogre Axe
Colossus Voulge
Thresher
Cryptic Axe
Great Poleaxe
Giant Thresher


Spear
Trident
Brandistock
Spetum
Pike

War Spear
Fuscina
War Fork
Yari
Lance

Hyperion Spear
Stygian Pike
Mancatcher
Ghost Spear
War Pike


Javelin
Pilum
Short Spear
Glaive
Throwing Spear

War Javelin
Great Pilum
Simbilan
Spiculum
Harpoon

Hyperion Javelin
Stygian Pilum
Balrog Spear
Ghost Glaive
Winged Harpoon


Throwing Knife
Balanced Knife
Throwing Axe
Balanced Axe

Battle Dart
War Dart
Francisca
Hurlbat

Flying Knife
Winged knife
Flying Axe
Winged Axe












{

various older ideas

(the following are all automagic, meaning these are affixes)
Edge Bows gain 10-50% enhanced damage against demons and undead.
Razor Bows gain +5-25 maximum damage.
Cedar Bows gain 20-100% enhanced damage against insects.
Double Bows give +1 missiles fired.
Short Siege Bows gain 5-25% enhanced damage and 5-10% pierce.
Long Siege Bows gain 5-35% enhanced damage and 11-20% pierce.
Rune Bows can be cubed with a rune once permanently absorb its weapon properties.
Gothic Bows give 5-10 to all attributes.

Spider Bows have a 10% chance to release spider webbings on striking.
Blade Bows have a 5% chance to cast level 1-10 blade fury on kill.
Shadow Bows gain 1-10% increased attack speed.
Great Bows gain 1-8% deadly strike.
Diamond Bows gain 44% enhanced damage against undead, +60 attack rating and +11% to all resistances.
Crusader Bows gain +3-9 to a random bow skill and +1-3 to a paladin defensive and offensive aura (paladin only).
Ward Bows give 10-25% curse resistance, 3-8% physical resistance and 3-8% magic resistance.
Hydra Bows give +2 missiles fired.

Arbalests give +5-10% missile speed.
Siege Crossbows gain 5-35% enhanced damage and 11-25% pierce.
Ballistas gain 1 frame of stun duration.
Chu-Ko-Nu has a 1% chance to shoot another bolt on striking.





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