Belts in Pathfinder: Wrath of the Righteous is an armor piece category where the player's characters can equip armor for their waist or torso. Each belt armor piece contain its unique defensive stats, effects, bonuses, skill checks, and more when they are equipped. Belts are usually obtained as rewards from completing quests, purchased from merchants, looted from various locations, crafted, or are dropped by enemies and bosses. This page will indicate a list of all the Belts in Pathfinder: Wrath of the Righteous which will include its description and values. You can find detailed information on its location and properties on each individual page linked below.
Pathfinder: WotR All Belts
Belts Gallery
Comparison Table
Gallery of Belts in Pathfinder: WOTR
All Belts Comparison Table
Quick Search of All Belts
Click on the header to sort the table.
Name |
Value |
Effect |
---|---|---|
Cord of Stubborn Fury |
1625 | +2 enhancement bonus to Constitution. |
Korgath's Shackled Fury |
15000 | +6 enhancement bonus to Strength, +5 competence bonus to Persuasion skill checks, and a -3 penalty to Persuasion skill checks when used for diplomacy. |
Bombardier's Utility Belt |
10000 | This belt allows an alchemist to use 4 additional bombs per day. |
Windfall |
3580 | +1 luck bonus on attack rolls and all saving throws. |
Lightning Belt |
9410 | +4 enhancement bonus to Dexterity and Charisma, and the ability to cast Lightning Bolt spell twice per day as a 7th level Wizard. |
Mirrored Belt |
10800 | +4 resistance bonus to Reflex saving throws and the ability cast Mirror Image spell twice per day as as 4th level Wizard. |
Conqueror Wurm |
56450 | +8 enhancement bonus to Constitution and the ability to cast Dragonkind III spell once per day as a 12th level Wizard. |
Divine Support |
42500 | +3 deflection bonus to AC, Negative Energy Resistance 10, and the ability to cast Banishment spell once per day as a 13th level Wizard. |
Hermit's Rope |
14650 | +4 enhancement bonus to Wisdom and Constitution, and the ability to cast Mass Bear's endurance spell once per day as 3rd level Wizard. |
Belt of Athach |
27500 | +4 enhancement bonus to Strength, Dexterity, and Constitution, and the ability to increase their size as per legendary proportions spell for 13 rounds once per day. |
Devil's Sash |
60000 | +8 enhancement bonuses to Dexterity and Constitution ability scores. It also grants immunity to poison. |
Greater Belt of Perfect Components |
42500 | This belt makes 1st, 2nd, and 3rd level spells cast by its wearer Empowered and Extended. |
Belt of Perfect Components |
10750 | This belt makes 1st and 2nd level spells cast by its wearer Empowered and Extended. |
Lesser Belt of Perfect Components |
5750 | This belt makes 1st level spells cast by its wearer Empowered and Extended. |
Belt of Stoneskin |
11100 | This belt grants its wearer the ability to cast stoneskin spell as a 7th level Wizard once per day. |
Sash of Slash |
20750 | +6 enhancement bonus to Dexterity and DR 5/slashing. |
Belt of Improved Protection |
4250 | +10 competence bonus on Mobility skill checks. |
Specialist's Belt |
6500 | Whenever the wearer of this belt uses a scroll of potion, it gives +1 to its caster level. |
Belt of Beastly Sturdiness |
11250 | Grants a +4 competence bonus to CMB on Bull Rush and Overrun combat maneuvers as well as immunity to trip combat maneuvers. |
Belt of Bloodlust |
20750 | +4 enhancement bonus to Dexterity and Strength. Whenever the wearer of this belt lands a killing blow, they gain a +5 morale bonus on their next attack roll. |
Belt of the Venerated Champion |
20250 | Grants its wearer a +2 bonus on Fortitude saving throwas and a +1 insight bonus to AC against evil creatures and effects. |
Clutch of Corruption |
9250 | Add half of their rank in Perception skill to damage on their first attack with a ranged weapon every round. |
Energizing Belt |
16500 | This belt of Constitution +4 also allows its wearer to regain one used spell per day. |
Lizard Tail |
19750 | While in it, the wearere gets +3 morale bonus to AC and Reflex saving throws. The wearer also gets a +8 circumstance bonus to AC for the first round of every combat. |
Timely Assistance |
37500 | Whenever an ally in a 20 feet area of the wearer lands a killing blow, this belt of Constitution +4 makes the wearer's next spell extended as though using the extend spell feat. It also grants the wearer a +4 enhancement bonus to Wisdom. |
Mangling Frenzy |
23075 | Grants its wearer DR 3/- and additional 4d6 slashing damage on every critical hit while the wearer is Raging, including demonic Rage. |
Linds Family Belt |
13700 | You can cover yourself in an invisible corrupted fire. Under its effect, all your fire spells deal additional 2d6 unholy damage. You become immuned to fire damage, but gain weakness to cold and holy damage. |
Mallander's Penance |
54800 | While wearing this belt a monk can spend 1 ki point to enshroud the target's heart and 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 is multiplied by 1.5 until the end of combat. |
Mallander's Insult |
54800 | You can cover yourself in an invisible corrupted fire. under its effect, all your fire spells deal additional 2d6 unholy damage. You become immune to fire damage, but gain weakness to cold and holy damage. |
Girdle of Ooze |
13750 | +2 enhancement bonus to Strength score. |
Victim's Madness |
23750 | Whenever the wearer of this belt kills an enemy who had full health with a single hit, all enemies in a 30-feet radius becomes staggered for 1 round. |
Clasp of Death |
75000 | Grants +6 enhancement bonus to all mental ability scores (Intelligence, Wisdom, and Charisma) |
Belt of the Mighty Constitution +2 |
4000 | This belt grants its wearer a +2 enhancement bonus to Constitution. Bonuses of the same type usually don't stack. |
Belt of the Mighty Constitution +4 |
17500 | This belt grants its wearer a +4 enhancement bonus to Constitution. Bonuses of the same type usually don't stack. |
Belt of the Mighty Constitution +6 |
17500 | This belt grants its wearer a +6 enhancement bonus to Constitution. Bonuses of the same type usually don't stack. |
Belt of Incredible Dexterity +2 |
1000 | This belt grants its wearer a +2 enhancement bonus to Dexterity. Bonuses of the same type usually don't stack. |
Belt of Incredible Dexterity +4 |
4000 | This belt grants its wearer a +4 enhancement bonus to Dexterity. Bonuses of the same type usually don't stack. |
Belt of Incredible Dexterity +6 |
17500 | This belt grants its wearer a +6 enhancement bonus to Dexterity. Bonuses of the same type usually don't stack. |
Belt of Physical Form +2 |
2500 | This belt grants its wearer a +2 enhancement bonus to Dexterity and Constitution. Bonuses of the same type usually don't stack. |
Belt of Physical Form +4 |
16250 | This belt grants its wearer a +4 enhancement bonus to Dexterity and Constitution. Bonuses of the same type usually don't stack. |
Belt of Physical Form +6 |
31250 | This belt grants its wearer a +6 enhancement bonus to Dexterity and Constitution. Bonuses of the same type usually don't stack. |
Belt of Lesser Cold Resistance |
1000 | This belt grants its wearer cold resistance 10. |
Belt of Physical Might +2 |
2500 | This belt grants its wearer +2 enhancement bonuses to Strength and Constitution. Bonuses of the same type usually don't stack. |
Belt of Physical Might +4 |
16250 | This belt grants its wearer +4 enhancement bonuses to Strength and Constitution. Bonuses of the same type usually don't stack. |
Belt of Physical Might +6 |
31250 | This belt grants its wearer +6 enhancement bonuses to Strength and Constitution. Bonuses of the same type usually don't stack. |
Belt of Giant Strength +2 |
1000 | This belt grants its wearer +2 enhancement bonus to Strength. Bonuses of the same type usually don't stack. |
Belt of Giant Strength +4 |
4000 | This belt grants its wearer +4 enhancement bonus to Strength. Bonuses of the same type usually don't stack. |
Belt of Giant Strength +6 |
17500 | This belt grants its wearer +6 enhancement bonus to Strength. Bonuses of the same type usually don't stack. |
Belt of Physical Perfection +2 |
4000 | This belt grants its wearer +2 enhancement bonuses to Strength, Dexterity, and Constitution. Bonuses of the same type usually don't stack. |
Belt of Physical Perfection +4 |
16000 | This belt grants its wearer +4 enhancement bonuses to Strength, Dexterity, and Constitution. Bonuses of the same type usually don't stack. |
Belt of Physical Perfection +6 |
50000 | This belt grants its wearer +6 enhancement bonuses to Strength, Dexterity, and Constitution. Bonuses of the same type usually don't stack. |
Belt of Physical Perfection +8 |
60000 | This belt grants its wearer +8 enhancement bonuses to Strength, Dexterity, and Constitution. Bonuses of the same type usually don't stack. |
Belt of Physical Flow +2 |
2500 | This belt grants its wearer a+ 2 enhancement bonuses to Strength and Dexterity. Bonuses of the same type usually don't stack. |
Belt of Physical Flow +4 |
16250 | This belt grants its wearer a+ 4 enhancement bonuses to Strength and Dexterity. Bonuses of the same type usually don't stack. |
Belt of Physical Flow +6 |
31250 | This belt grants its wearer a+ 6 enhancement bonuses to Strength and Dexterity. Bonuses of the same type usually don't stack. |
Greater Infernal Cord |
6500 | This belt grants +4 enhancement bonus to Constitution. Whenever an enemy scores a critical hit against the wearer, the wearer gains fast healing 4 for 1 minute. It can't be equipped by good characters. |
Belt of Alacrity |
6500 | This belt of Dexterity +4 also grants its wearer a +4 competence bonus on Reflex saving throws. |
Belt of Demonic Shadow |
10000 | Whenever the wearer of this belt casts a Spell of level 6 or higher, it summons a CR7 shadow demon to fight alongside the wearer for 2 minutes. Only one such demon can be present on the battlefield. If the demon is already summoned, casting a new spell of level 6 or higher will heal it for 2d6 hit points. |
Belt of Shadows |
11250 | This belt of Dexterity +4 grants its wearer a +2 competence bonus on Stealth and Trickery skill checks. |
Assailant's Belt |
21250 | Whenever the wearer of this belt of Dexterity +6 confirms a critical hit, for the next 3 rounds the wearer gets +2 circumstance bonus to attack and damage rolls. |
Belt of Courageous Charge |
20500 | Whenever the wearer of this belt of Strength and Dexterity +4 charges an enemy, they gain a+4 morale bonus on attack and damage rolls against this enemy for 1 round. |
Belt of Thunderous Charging |
22000 | This belt grants its wearer a +6 enhancement bonus to Strength. It also magnifies the wearer's momentum granting him/her a +2 bonus on the bull rush and overrun maneuvers. In addition, whenever the wearer of this belt charges an enemy, the enemy suffers a -2 penalty to AC against ranged attacks for 4 rounds. |
Storm King's Belt |
75000 | Whenever the wearer of this Belt of Physical Perfection +8 hits an enemy for the first time in a round, that enemy must pass a Fortitude saving throw (DC 36) or suffer from one of the two penalties. |
Unceasing Slaughter |
21000 | This belt grants its wearer a +4 enhancement bonus to Dexterity and Constitution. Whenever the wearer of this belt lands a killing blow, they gain a+2 bonus to Dexterity and Constitution scores for 3 roudns. |
Display of Power |
22000 | This belt of Strength +6 grants its wearer a 15-feet aura that makes all enemies in range suffer a -2 penalty on Will saving throws. |
Daredevil's Belt |
19750 | This belt grants a +4 enhancement bonus to Dexterity and Strength. Whenever the wearer of this belt lands a killing blow, they gain a +5 morale bonus on their next attack roll. |
Face-Stealer's Belt |
17812 | This is an intermediate step of relic creation. You acquired this item while exploring Kenabres Square. |
Pristine Mind |
23750 | Whenever the wearer makes an attack roll to confirm a critical hit, it automatically succeeds. |
Explorer's Belt |
625 | This belt grants its wearer a +2 enhancement bonus to Constitution and a +2 resistance bonus on saving throws against diseases, fatigue, and exhaustion. |
Belt of Primal Force |
This belt once worn by a notorious Gorilla King. To unlock its true powers, one needs to become one with their true nature. The belt grants its wearer a +6 enhancement bonuses to Strength, Dexterity, and Constitution ability scores. When worn by a shifter who has a final aspect (or any other 20 level capstone class ability), the enhancement bonuses increase to +8, and the wearer additionally gains the ability to once per day emit a devastating cry. It deals 10d12 sonic damage to every enemy in a 30 feet range, stunning them for 1d4 rounds (a successful Fortitude saving throw halves the damage and negates the stunned condition). Every ally in the same range instead receives a +4 morale bonus on all attack and damage rolls for one minute. | |
Belt of the Last of the First Humans |
This belt, adorned with a buckle shaped like a stylized shooting star, grants its wearer a pale semblance of the powers once wielded by the immortal warrior wizard himself. Firstly, the wearer receives a +5 sacred bonus on attack rolls and a +10 sacred bonus on damage rolls with weapons. Secondly, spells and spell-like abilities that target the wearer are turned back upon the original caster. Thirdly, whenever the wearer is hit by a ranged attack for the first time in a round, the belt prevents all physical damage from the attack. Finally, whenever the wearer rolls for initiative, they roll twice and take the better result. |
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