Immortal Weapons 2 and 3 (Sea Fortress drops)

With update 3.7 "Sea Fortress" there were added 46 new immortal weapons, two for each single hero.
Immortal weapons can be dropped from each mob in Sea Fortress with low chance, and guaranteed from bosses in the end of each path, as well as from final boss (Val'Dun)

Immortal Weapons 1

 Chances of drop:

Here is the list with effects.

Flamewaker, Voltex, Venomort, Red General, Astral Ranger, Epoch Guardian, Paladin, Sorceress:

Each point of Agility increases base attack power by 6. While @Ability3 is active, gain
50000 agility.
Increases the stun duration of @Ability1 and @Ability4 by 150%
and
Enemies hit by @Ability4 are paralyzed for 4.5 seconds.
Plague Blaster has 2 extra forks and has its damage increased by 100% of attack power.
2% of all Poison damage dealt heals Venomort.
While @Ability3 is active, the General's movespeed and movespeed cap are both increased by @special\_property1. Additionally increases the damage of Whirlwind against Paragons and bosses by @special\_property2%.
Increase Cyclonic Shield stacks by 300% when beginning the channel of @Ability1
Biting Stars proc chance increased to 40%.
1000 flying vision and 400 extra attack and vision range at all times.
If @Ability4 is off cooldown on death, immediately cast it at Epoch Guardian's position and respawn after 3 seconds. Upon respawning, base ability cooldowns are refreshed, except for @Ability4 which goes on 1.5x cooldown.
While @Ability3 is travelling, all damage taken is reduced by 100%. Enemies who are bound by @Ability1 are stunned for
0.8 seconds when damaged by @Ability3.
@Ability4 summons have 25% cooldown reduction on all of their abilities."
Each point of strength additionally increases Max Health by 12
Casting @Ability1 summons an avatar of Sorceress with a copy of @Ability1 and @Ability3. Summoning the avatar costs half of your max mana."
Casting @Ability4 summons an avatar of Sorceress with a copy of @Ability4 and @Ability3. Summoning the avatar costs half of your max mana."

Conjuror, Seinaru, Elemental Warlord, Bahamut, Duskbringer, Auriun, Trapper, Spirit Warrior:

Each 10 points of Strength increases damage of @Ability1 by 0.3%, each 10 points of Intelligence increases damage of @Ability2 by 0.3%. Each 10 points of Agility increases damage of @Ability3 by 0.3%.
Summoned aspects have Steadfast ability.
Increases movement speed by 80 and movespeed cap by 200. Reduces the cooldown of @Ability1 by 60%.
Each point of movespeed increases Strength by 60. Reduces base move speed by -150
Casting @Ability2 throws the other 2 elemental axes in succession.
Every 1 seconds gain 1 earth, fire, and ice charge.
Increases movespeed by 25% and reduces the base cooldown for @Ability3 to 4.5 seconds."
Increases the length of @Ability1 by100% and its damage by 200%"
Enemies damaged in any way by @Ability2 are stunned for 0.8 seconds.
Basic attacks have a 25% chance to stun the enemy for 2 seconds and apply a 5 charge ghost armor.
Every 8 seconds gain a stack of Insight, up to a maximum of 2 stacks. With stacks of insight, @Ability1 does not go on cooldown and consumes a stacks instead.
Casting @Ability2 applies magic immunity and -8% health regen for 10 seconds.
Enemies affected by any Trap take 125% increased post-mitigation damage from Trapper.
Increases cast range of all abilities by 400
and
Fire, Water or Wind element
Regular attacks hit 2 additionally enemies with all procs.

Mountain Protector, Chernobog, Solunia, Hydroxis, Ekkan, Zhonik, Arcimus

Gain 1% bonus attack damage and 1 armor when slaying an enemy that rewards XP. Does not expire until end of session.
@Ability3 is thrown overhand making it land faster, and has 65% reduced cooldown.
Each missing % of health increasesost-mitigation damage by 1.5%.
Landing an attack restores 0.65% of max health, even if healing is disabled.
When @Ability2 crits, enemies in a 200 radius around the boomerang are frozen for 1.5 seconds.
Completing the final phase of @Ability3 immediately triggers @Ability4 if it is not on cooldown."
Enemies who come into contact with Hydroxis during @Ability3 are stunned for 1.2 seconds and pushed forward.
Hydro Pumps travel outward with 50% reduced delay.
Ekkan's familiars' attacks deal an extra 100% pure damage based on their attack power.
Magic and Pure damage dealt directly by Dominion units' base skills is increased by 5000x.
and
Temporal Element
Enemies hit by @Ability4 have @Ability1 applied to them.
0.5% of all Arcane damage dealt heals Arkimus.
Damage taken during Photon Sprint is reduced by 100%.

Djanghor (monkey king), Slipfinn

Damage instances that deal less than 100x max health are capped at 10% of max health while in Bear Form
Mana drain is removed while in Hawk form, and tornado's slow effect
mmediately perform an attack on an enemy when bouncing off their head.
All copied abilities from @Ability4 have Shadow element.
Increases the maximum number of concurrent Flurry Puck's by 3
Increases all T4 runes by 7