| Items | Crafting | Collectables | Quests | Challenges | Maps | Monsters | Places | Favor Races | Classes | Enhancements | Epic Destinies | Feats | Skills | Spells | Glossary We are testing a new skin!
![]() Vector ![]() |
| Please create an account or log in to build a reputation and unlock more editing privileges, and then visit DDO wiki's IRC Chat if you need any help! |
Named chest loot
These specific items are found in chests in certain quests (generally, the same chest each time). Some of these items will only appear if a certain named monster is randomly spawned.
Particularly important items in the following lists include Muckbane, the Chill Shard, the Fragment of Silver Flame, the Silver Bow, the Planar Gird, and Chaosgarde, all of which provide capabilities that are impossible to find elsewhere. Other notable items are the Giant Stalker Knife, Bloodplate, and the Lightning Rod, which have powerful abilities rarely found on random items.
[edit] Korthos Island (explorer area)
Items drop from any of the 3 rare encounter chests, all bind on acquire.
- Engraved Ring - Ring: Protection +1
- Ring Of Alertness - Ring: Move Silently +3, Spot +1 (Considered a Starter Item, and may not be sold)
[edit] Necromancer's Doom
Drop point: in a chest behind a locked cell door, beyond Drusen d'Jorasco; all bind on acquire.
- Arcane Gloves - Gloves: Spell Penetration I
- Protective Gloves - Gloves: Shield 1/day
- Runic Gloves - Gloves: +1 UMD
[edit] Stopping the Sahuagin
Drop point: in a chest at the intersection right before Kraak; all bind to character on acquire.
- Boots of Nimbleness - Boots: Jump +1Jump +1: Provides a +1 competence bonus to the wearer's Jump which is a Passive Strength based skill which allows you to jump higher., Tumble +1Tumble +1: Provides a +1 competence bonus to the wearer's Tumble which is a Passive Dexterity based skill which allows you to tumble and roll away from attacking enemies. Tumbling can be accomplished by blocking and using a movement key. A skill rating > 30 allows you to dive to the side and do backflips instead of rolling.
- Expeditious Boots - Boots: Expeditious Retreat
- Winter Boots - Boots: Lesser Cold ResistanceLesser Cold Resistance: This property absorbs the first 3 points of cold damage per attack that the wearer would normally take.
[edit] Durk's Got A Secret
Level 2 quest
- Muckbane - +1 Club: Lesser Ooze BaneLesser Ooze Bane: A bane weapon excels at attacking one type or subtype of creature. Against Oozes, this weapon's effective enhancement bonus is +1 better than it's normal enhancement bonus. It deals an extra 1d6 points of damage against the foe., Red Augment SlotRed Augments
- Elemental damage: +1 to +1d10
- Equipment bonus to Spell Power: +30 to +114
- Bypass material based DR
- Bypass alignment based DR
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
- Periapt of Health - Trinket: Immunity to disease [ML:1]
- Rahkat's Spangle - Trinket: Constitution +1 Constitution +1: This item gives the wearer improved health, granting a +1 enhancement bonus to Constitution., Concentration +1Concentration +1: Provides a +1 competence bonus to the wearer's Concentration which is a Passive Constitution based skill which allows you a chance to continue casting a spell after being damaged or otherwise interrupted. Allows monks to retain Ki. [ML:1]
- Rahkat's Trifle - Trinket: Charisma +1 Charisma +1: This item makes the wearer have more flair, granting a +1 enhancement bonus to Charisma. (Rakhat) [ML:1]
- Zizoo's Spangle - Trinket: Intelligence +1 Intelligence +1: This item focuses the power of the wearer's mind, granting a +1 enhancement bonus to Intelligence. (Zizoo) [ML:1]
[edit] Garrison's Missing Pack
Level 2 quest
- Furor's Hide - Cloak: Lesser Axeblock (Furor) [ML:1]
- Kutik's Bead - Trinket: Strength +1 Strength +1: This item gives the wearer the power of Ogre Strength, granting a +1 enhancement bonus to Strength. (Kutik) [ML:1]
- Miasma's Fang - +1 Dagger: Fortitude Save +1Fortitude Save +1: This item gives a +1 resistance bonus to your Fortitude saving throws., DeceptionDeception: This weapon is hard to focus upon and thus provides a +3 enhancement bonus to Bluff checks. In addition, Deception weapons have a small chance to envelop the target in darkness, making them vulnerable to sneak attacks for a short time., Red Augment SlotRed Augments
- Elemental damage: +1 to +1d10
- Equipment bonus to Spell Power: +30 to +114
- Bypass material based DR
- Bypass alignment based DR
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
- Moog's Ornament - Trinket: Dexterity +1 Dexterity +1: This item makes the wearer more nimble and dexterous, granting a +1 enhancement bonus to Dexterity. (Moog) [ML:1]
- Peridot Ring - Ring: Will Save +2Will Save +2: This item gives a +2 resistance bonus to your Will saving throws. (Shiressis) [ML:1]
[edit] The Kobolds' New Ringleader
Level 2 quest
- Bloodknuckle's Loincloth Waistband - Belt: Light FortificationLight Fortification: This suit of armor or shield produces a magical force that protects vital areas of the wearer much more effectively. When a critical hit or sneak attack is scored on the wearer, there is a 25% chance that the critical hit or sneak attack is negated and damage is instead rolled normally., Yellow Augment SlotYellow Augments
- Elemental Resistance: +5 to +35
- Spell points: Power I (10 sp) to Archmagi (200 sp)
- Move speed: Striding 5% to 30%
- Feather Falling, Underwater Action (ML4)
- Proof Against Disease, Poison: +2 to +10
- Blindness Immunity, Fear Immunity (ML8)
- Deathblock (ML12)
- Spell Focus (ML16), Greater Spell Focus (ML24)
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
- Bloodknuckle's Smasher - +1 Maul, Red Augment SlotRed Augments
- Elemental damage: +1 to +1d10
- Equipment bonus to Spell Power: +30 to +114
- Bypass material based DR
- Bypass alignment based DR
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
- Brakhash's Axe - +1 Battleaxe, Red Augment SlotRed Augments
- Elemental damage: +1 to +1d10
- Equipment bonus to Spell Power: +30 to +114
- Bypass material based DR
- Bypass alignment based DR
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
- Bronkarz's Cloak - Cloak: Will Save +1Will Save +1: This item gives a +1 resistance bonus to your Will saving throws., Yellow Augment SlotYellow Augments
- Elemental Resistance: +5 to +35
- Spell points: Power I (10 sp) to Archmagi (200 sp)
- Move speed: Striding 5% to 30%
- Feather Falling, Underwater Action (ML4)
- Proof Against Disease, Poison: +2 to +10
- Blindness Immunity, Fear Immunity (ML8)
- Deathblock (ML12)
- Spell Focus (ML16), Greater Spell Focus (ML24)
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
- Grundok's Boots - Boots: Jump +1Jump +1: Provides a +1 competence bonus to the wearer's Jump which is a Passive Strength based skill which allows you to jump higher., Yellow Augment SlotYellow Augments
- Elemental Resistance: +5 to +35
- Spell points: Power I (10 sp) to Archmagi (200 sp)
- Move speed: Striding 5% to 30%
- Feather Falling, Underwater Action (ML4)
- Proof Against Disease, Poison: +2 to +10
- Blindness Immunity, Fear Immunity (ML8)
- Deathblock (ML12)
- Spell Focus (ML16), Greater Spell Focus (ML24)
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
- Madooroh's Vest - +1 Leather armor, Blue Augment SlotBlue Augments
- Natural Armor Bonus to AC: +1 to +7
- Protection (deflection bonus to AC): +1 to +7
- Resistance bonus to saves: +1 to +7
- Physical Resistance Rating bonus: +2 to +14
- Fortification: Light to Heavy (ML8)
- Hit points (False Life): +5 to +35
- Good Luck: +1 (ML12) +2 (ML20)
- Armor Max Dex Bonus: +1 (ML12), +2 (ML20)
- ASF reduction: 5%/10%/15% (ML12/16/20)
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
- Rhakmel's Dagger - +1 Dagger, Red Augment SlotRed Augments
- Elemental damage: +1 to +1d10
- Equipment bonus to Spell Power: +30 to +114
- Bypass material based DR
- Bypass alignment based DR
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
[edit] Retrieve the Stolen Goods
Level 2 quest
- Boots of the Long Step - Boots: Striding +5%Striding +5%: Makes the wearer more fleet of foot, giving a 5% bonus to run speed. (Kharnos)
- Garzad's Helm - Helm: Damage reduction 1/- (Garzad)
- Ring of Rage - Ring: Rage (spell) (1/day) (Churnak)
- Sword of Pain - +1 Shortsword: Acid TouchAcid Touch: This weapon gives off the faint smell of acid. An acid touch weapon deals an additional 1 point of acid damage on a successful hit. (Hurleb)
[edit] The Smuggler's Warehouse
Level 2 quest
- Calamity's Carapace - +2 Light armor: Blue Augment SlotBlue Augments
- Natural Armor Bonus to AC: +1 to +7
- Protection (deflection bonus to AC): +1 to +7
- Resistance bonus to saves: +1 to +7
- Physical Resistance Rating bonus: +2 to +14
- Fortification: Light to Heavy (ML8)
- Hit points (False Life): +5 to +35
- Good Luck: +1 (ML12) +2 (ML20)
- Armor Max Dex Bonus: +1 (ML12), +2 (ML20)
- ASF reduction: 5%/10%/15% (ML12/16/20)
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
- Chiku's Bauble - Trinket: Heal +3Heal +3: Provides a +3 competence bonus to the wearer's Heal which is an Active/Passive Wisdom based skill which allows you to revive unconscious and bleeding companions to 1 hit point (each attempt requires one healing kit). Also, the character with the highest Heal skill is used when using Rest shrines to dictate how much health is recovered. Does not affect Warforged characters. (1 second cooldown) (Chiku)
- Chitin Shield - +1 Light steel shield, Blue Augment SlotBlue Augments
- Natural Armor Bonus to AC: +1 to +7
- Protection (deflection bonus to AC): +1 to +7
- Resistance bonus to saves: +1 to +7
- Physical Resistance Rating bonus: +2 to +14
- Fortification: Light to Heavy (ML8)
- Hit points (False Life): +5 to +35
- Good Luck: +1 (ML12) +2 (ML20)
- Armor Max Dex Bonus: +1 (ML12), +2 (ML20)
- ASF reduction: 5%/10%/15% (ML12/16/20)
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
- Deezil's Ornament - Necklace: Resist energy (Deezil)
- Raktu's Trifle - Necklace: Absorbs Magic Missiles (20 charges)
- Vestments of Light - Outfit: Armor Bonus +3Armor Bonus +3: This item surrounds the wearer with an invisible but tangible field of force, granting +3 armor bonus to AC, just as though he were wearing armor., Blue Augment SlotBlue Augments
- Natural Armor Bonus to AC: +1 to +7
- Protection (deflection bonus to AC): +1 to +7
- Resistance bonus to saves: +1 to +7
- Physical Resistance Rating bonus: +2 to +14
- Fortification: Light to Heavy (ML8)
- Hit points (False Life): +5 to +35
- Good Luck: +1 (ML12) +2 (ML20)
- Armor Max Dex Bonus: +1 (ML12), +2 (ML20)
- ASF reduction: 5%/10%/15% (ML12/16/20)
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
[edit] Stealthy Repossession
Level 2 quest
- Gilk's Bangle - Trinket: Will Save +2Will Save +2: This item gives a +2 resistance bonus to your Will saving throws.
- Jeeka's Spangle - Trinket: +2 Armor bonus
- Neecha's Bead - Trinket: Fortitude Save +2Fortitude Save +2: This item gives a +2 resistance bonus to your Fortitude saving throws.
- Wazul's Amulet - Necklace: Reflex Save +2Reflex Save +2: This item gives a +2 resistance bonus to your Reflex saving throws.
[edit] Walk the Butcher's Path
Level 2 quest
- Jade Ring - Ring: Resistance Save +1Resistance Save +1: This item offers magical protection in the form of +1 resistance bonus on all saves., Colorless Augment SlotColorless Augments
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
- Kneeza's Bauble - Trinket: Wisdom +1 Wisdom +1: This item makes the wearer more in tune with her surroundings, granting a +1 enhancement bonus to Wisdom. (Witch Doctor Kneeza)
- Maul of Vengeance - +1 Maul: Adamantine (Vorag the Vengeful)
- Ring of Time - Ring: Slow (spell) (Warlock Cyressy)
[edit] The Crypt of Gerard Dryden
Level 3 quest
- Battleworn Helm - Helm: Concentration +3Concentration +3: Provides a +3 competence bonus to the wearer's Concentration which is a Passive Constitution based skill which allows you a chance to continue casting a spell after being damaged or otherwise interrupted. Allows monks to retain Ki. (End Chest)
- Battleworn Sword - +1 Greatsword: Ghost touch (End chest)
- Gerard Dryden's Mace - +1 Heavy mace: Undead BaneUndead Bane: A bane weapon excels at attacking one type or subtype of creature. Against Undead, this weapon's effective enhancement bonus is +2 better than it's normal enhancement bonus. It deals an extra 2d6 points of damage against the foe. (Locked room)
- (The original item of this name was +1 Lesser Undead BaneLesser Undead Bane: A bane weapon excels at attacking one type or subtype of creature. Against Undead, this weapon's effective enhancement bonus is +1 better than it's normal enhancement bonus. It deals an extra 1d6 points of damage against the foe., and pre-existing items were not removed or changed)
- Gerard's Mail - Chain shirt: Masterwork, Mithral (End chest)
[edit] The Sacred Helm
Level 3 quest
- Cloven-Jaw Longbow - +2 Longbow: ForceForce: This weapon is humming with magical force. It deals an additional 1d6 force damage on a successful hit., Red Augment SlotRed Augments
- Elemental damage: +1 to +1d10
- Equipment bonus to Spell Power: +30 to +114
- Bypass material based DR
- Bypass alignment based DR
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
- Shaagh's Helm - Helm: Intimidate +7Intimidate +7: Provides a +7 competence bonus to the wearer's Intimidate which is an Active Charisma based skill which allows you to intimidate certain NPCs and to draw the attention of monsters while in battle. You will suffer a -4 penalty to your intimidate skill for every size category you are smaller than the creature your are trying to intimidate, or +4 for every size category your are larger. Halflings suffer a -4 penalty to Intimidate due to their small size. (15 second cooldown), Yellow Augment SlotYellow Augments
- Elemental Resistance: +5 to +35
- Spell points: Power I (10 sp) to Archmagi (200 sp)
- Move speed: Striding 5% to 30%
- Feather Falling, Underwater Action (ML4)
- Proof Against Disease, Poison: +2 to +10
- Blindness Immunity, Fear Immunity (ML8)
- Deathblock (ML12)
- Spell Focus (ML16), Greater Spell Focus (ML24)
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
[edit] The Swiped Signet
Level 3 quest
- Ruined Signet Brooch - Trinket: Heal +1Heal +1: Provides a +1 competence bonus to the wearer's Heal which is an Active/Passive Wisdom based skill which allows you to revive unconscious and bleeding companions to 1 hit point (each attempt requires one healing kit). Also, the character with the highest Heal skill is used when using Rest shrines to dictate how much health is recovered. Does not affect Warforged characters. (1 second cooldown) (Guaranteed in the end chest)
[edit] The Cloven-jaw Scourge: The Caverns of Shaagh
Level 4 quest
- Dhakaani Shield - +2 Heavy Shield: Blue Augment SlotBlue Augments
- Natural Armor Bonus to AC: +1 to +7
- Protection (deflection bonus to AC): +1 to +7
- Resistance bonus to saves: +1 to +7
- Physical Resistance Rating bonus: +2 to +14
- Fortification: Light to Heavy (ML8)
- Hit points (False Life): +5 to +35
- Good Luck: +1 (ML12) +2 (ML20)
- Armor Max Dex Bonus: +1 (ML12), +2 (ML20)
- ASF reduction: 5%/10%/15% (ML12/16/20)
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
- Robe of Resistance - Robe: Resistance Save +2Resistance Save +2: This item offers magical protection in the form of +2 resistance bonus on all saves., Blue Augment SlotBlue Augments
- Natural Armor Bonus to AC: +1 to +7
- Protection (deflection bonus to AC): +1 to +7
- Resistance bonus to saves: +1 to +7
- Physical Resistance Rating bonus: +2 to +14
- Fortification: Light to Heavy (ML8)
- Hit points (False Life): +5 to +35
- Good Luck: +1 (ML12) +2 (ML20)
- Armor Max Dex Bonus: +1 (ML12), +2 (ML20)
- ASF reduction: 5%/10%/15% (ML12/16/20)
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
[edit] Irestone Inlet
Level 4 quest
- Dink's Leather Wraps - +1 Studded leather, Blue Augment SlotBlue Augments
- Natural Armor Bonus to AC: +1 to +7
- Protection (deflection bonus to AC): +1 to +7
- Resistance bonus to saves: +1 to +7
- Physical Resistance Rating bonus: +2 to +14
- Fortification: Light to Heavy (ML8)
- Hit points (False Life): +5 to +35
- Good Luck: +1 (ML12) +2 (ML20)
- Armor Max Dex Bonus: +1 (ML12), +2 (ML20)
- ASF reduction: 5%/10%/15% (ML12/16/20)
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
- Hobble's Crossbow - +2 Repeating heavy crossbow: Cold TouchCold Touch: The temperature around this weapon is colder than normal. A cold touch weapon deals an additional 1 point of cold damage on a successful hit., Red Augment SlotRed Augments
- Elemental damage: +1 to +1d10
- Equipment bonus to Spell Power: +30 to +114
- Bypass material based DR
- Bypass alignment based DR
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
- Mutiny's Tooth - +2 Dagger: Acid TouchAcid Touch: This weapon gives off the faint smell of acid. An acid touch weapon deals an additional 1 point of acid damage on a successful hit., Red Augment SlotRed Augments
- Elemental damage: +1 to +1d10
- Equipment bonus to Spell Power: +30 to +114
- Bypass material based DR
- Bypass alignment based DR
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
- Scurvy's Wrap - Cloak: Lightning Resistance Lightning Resistance: This property absorbs the first 10 points of lightning damage per attack that the wearer would normally take., Fire Resistance Fire Resistance: This property absorbs the first 10 points of fire damage per attack that the wearer would normally take. (Scurvy)
- Skartongue's Ladel - +2 Light mace: Shocking TouchShocking Touch: This weapon tingles when held. A shocking touch weapon deals an additional 1 point of electric damage on a successful hit., Red Augment SlotRed Augments
- Elemental damage: +1 to +1d10
- Equipment bonus to Spell Power: +30 to +114
- Bypass material based DR
- Bypass alignment based DR
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
- Yaaryar's Magnificent Band - Ring: Resistance Save +2Resistance Save +2: This item offers magical protection in the form of +2 resistance bonus on all saves., Green Augment SlotBlue Augments
- Natural Armor Bonus to AC: +1 to +7
- Protection (deflection bonus to AC): +1 to +7
- Resistance bonus to saves: +1 to +7
- Physical Resistance Rating bonus: +2 to +14
- Fortification: Light to Heavy (ML8)
- Hit points (False Life): +5 to +35
- Good Luck: +1 (ML12) +2 (ML20)
- Armor Max Dex Bonus: +1 (ML12), +2 (ML20)
- ASF reduction: 5%/10%/15% (ML12/16/20)
- Elemental Resistance: +5 to +35
- Spell points: Power I (10 sp) to Archmagi (200 sp)
- Move speed: Striding 5% to 30%
- Feather Falling, Underwater Action (ML4)
- Proof Against Disease, Poison: +2 to +10
- Blindness Immunity, Fear Immunity (ML8)
- Deathblock (ML12)
- Spell Focus (ML16), Greater Spell Focus (ML24)
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
[edit] Ghost of a Chance
Level 5 quest
- Smoldering Cudgel - Club: Fire TouchFire Touch: This weapon give off a faint aura of warmth. A fire touch weapon deals an additional 1 point of fire damage on a successful hit., Spot -5Spot -5: Gives a -5 competence penalty to the wearer's Spot which is a Passive Wisdom based skill which allows you to notice hidden doors, traps, objects, and hidden enemies nearby -- without having to explicitly Search for them. No die roll is involved. If your score is high enough you will always succeed and if it's too low you'll never find something., Command, Perform +1Perform +1: Provides a +1 competence bonus to the wearer's Perform which is a Passive Charisma based skill which allows you to use and improve your musical ability to inspire and fascinate others. This skill is required for Bards to be able to use their Bardic Music., Drops on Death (Found in Fire Pit)
[edit] Halls of Shan-To-Kor
Level 5 quest
- Ring of Feathers - Ring: Feather FallingFeather Falling: This item is engraved with feathers and bestows a powerful magical effect. Whenever the wearer begins to fall from any height, this effect slows the decent dramatically, causing the wearer to fall like a feather. (End chest)
- Sword of the Giant Slave-Master - +1 Greatsword: Elf BaneElf Bane: A bane weapon excels at attacking one type or subtype of creature. Against Elves, this weapon's effective enhancement bonus is +2 better than it's normal enhancement bonus. It deals an extra 2d6 points of damage against the foe., Red Augment SlotRed Augments
- Elemental damage: +1 to +1d10
- Equipment bonus to Spell Power: +30 to +114
- Bypass material based DR
- Bypass alignment based DR
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
- Wayfinder's Armor - +2 Chain shirt: Blue Augment SlotBlue Augments
- Natural Armor Bonus to AC: +1 to +7
- Protection (deflection bonus to AC): +1 to +7
- Resistance bonus to saves: +1 to +7
- Physical Resistance Rating bonus: +2 to +14
- Fortification: Light to Heavy (ML8)
- Hit points (False Life): +5 to +35
- Good Luck: +1 (ML12) +2 (ML20)
- Armor Max Dex Bonus: +1 (ML12), +2 (ML20)
- ASF reduction: 5%/10%/15% (ML12/16/20)
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
[edit] Partycrashers
Level 5 quest All items are Bound to Account on Acquire
- Mask of Tragedy - Helm: Wisdom +1 Wisdom +1: This item makes the wearer more in tune with her surroundings, granting a +1 enhancement bonus to Wisdom., Nullification +42Nullification +42: Provides a +42 Equipment bonus to wearer's Negative (Necrotic) Spell Power., Crushing Despair (ML:5, Exclusive) (Theater chest, Private Rooms chest)
- Phiarlan Mirror Cloak - Cloak: Hide +5Hide +5: Provides a +5 competence bonus to the wearer's Hide which is a Passive Dexterity based skill which allows you to sneak past monsters, avoiding their sight. Hide ties directly into the feat Sneak., Move Silently +5Move Silently +5: Provides a +5 competence bonus to the wearer's Move Silently which is a Passive Dexterity based skill which allows you to sneak past monsters, avoiding their hearing. It ties directly into the feat Sneak., Spell Resistance (17)Spell Resistance (17): This item grants its wearer 17 spell resistance. (ML:3) (Private Rooms chest, End chest)
- Phiarlan Spy Dagger - +2 Dagger: AcidAcid: This weapon is sheathed in corrosive acid. An acid weapon deals an extra 1d6 acid damage on a successful hit., Deception (ML:4) (Private Rooms chest, Salva d'Phiarlan's chest)
- Shimmering Pendant - Necklace: Charisma +2 Charisma +2: This item makes the wearer have more flair, granting a +2 enhancement bonus to Charisma., Diplomacy +5Diplomacy +5: Provides a +5 competence bonus to the wearer's Diplomacy which is an Active Charisma based skill which allows you to negotiate more effectively with certain NPCs and to encourage monsters to find targets other than yourself. (15 second cooldown) (ML:3) (Drake Aramon chest in ballroom, Private Rooms chest)
[edit] The Bloody Crypt
Level 6 quest
- Alveo - +1 Large Shield: Unbalancing (-2 AC to mobs when they hit you), Purple Augment SlotRed Augments
- Elemental damage: +1 to +1d10
- Equipment bonus to Spell Power: +30 to +114
- Bypass material based DR
- Bypass alignment based DR
- Natural Armor Bonus to AC: +1 to +7
- Protection (deflection bonus to AC): +1 to +7
- Resistance bonus to saves: +1 to +7
- Physical Resistance Rating bonus: +2 to +14
- Fortification: Light to Heavy (ML8)
- Hit points (False Life): +5 to +35
- Good Luck: +1 (ML12) +2 (ML20)
- Armor Max Dex Bonus: +1 (ML12), +2 (ML20)
- ASF reduction: 5%/10%/15% (ML12/16/20)
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
- Docent of Blood - Docent: Blood (+10% Healing Amplification, -10% Fortification), Blue Augment SlotBlue Augments
- Natural Armor Bonus to AC: +1 to +7
- Protection (deflection bonus to AC): +1 to +7
- Resistance bonus to saves: +1 to +7
- Physical Resistance Rating bonus: +2 to +14
- Fortification: Light to Heavy (ML8)
- Hit points (False Life): +5 to +35
- Good Luck: +1 (ML12) +2 (ML20)
- Armor Max Dex Bonus: +1 (ML12), +2 (ML20)
- ASF reduction: 5%/10%/15% (ML12/16/20)
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
- Goggles of Intuition - Goggles: Sneak Attack Bonus +2Sneak Attack Bonus +2: Provides a +2 to attack bonus and a +3 to damage for any attack that would qualify as a Sneak Attack, even if the wielder is not a Rogue., Colorless Augment SlotColorless Augments
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
- Goggles of Shielding - Goggles: Exclusive, Shield, Lesser False LifeLesser False Life: Grants the wearer +5 maximum hit points., Green Augment SlotBlue Augments
- Natural Armor Bonus to AC: +1 to +7
- Protection (deflection bonus to AC): +1 to +7
- Resistance bonus to saves: +1 to +7
- Physical Resistance Rating bonus: +2 to +14
- Fortification: Light to Heavy (ML8)
- Hit points (False Life): +5 to +35
- Good Luck: +1 (ML12) +2 (ML20)
- Armor Max Dex Bonus: +1 (ML12), +2 (ML20)
- ASF reduction: 5%/10%/15% (ML12/16/20)
- Elemental Resistance: +5 to +35
- Spell points: Power I (10 sp) to Archmagi (200 sp)
- Move speed: Striding 5% to 30%
- Feather Falling, Underwater Action (ML4)
- Proof Against Disease, Poison: +2 to +10
- Blindness Immunity, Fear Immunity (ML8)
- Deathblock (ML12)
- Spell Focus (ML16), Greater Spell Focus (ML24)
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
- Lacerator - +1 Scimitar+1 Scimitar: (1d6+1 18-20/x2): A curved sword favored by the elves of Valenar. The unique shape gives this weapon a keener edge.(1.5[2d4]): BleedBleed: This weapon is cruelly sharp and will do an additional 1d8 damage to targets that are vulnerable to bleeding., Red Augment SlotRed Augments
- Elemental damage: +1 to +1d10
- Equipment bonus to Spell Power: +30 to +114
- Bypass material based DR
- Bypass alignment based DR
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
- Mantle of Stria - Cloak: AxeblockAxeblock: This armor is magically enchanted to turn away slashing weapons such as axes and most swords. Damage from those weapons is reduced by 5., Yellow Augment SlotYellow Augments
- Elemental Resistance: +5 to +35
- Spell points: Power I (10 sp) to Archmagi (200 sp)
- Move speed: Striding 5% to 30%
- Feather Falling, Underwater Action (ML4)
- Proof Against Disease, Poison: +2 to +10
- Blindness Immunity, Fear Immunity (ML8)
- Deathblock (ML12)
- Spell Focus (ML16), Greater Spell Focus (ML24)
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
- Pall of Blood - Robe: Armor Bonus +4Armor Bonus +4: This item surrounds the wearer with an invisible but tangible field of force, granting +4 armor bonus to AC, just as though he were wearing armor., Necromancy Focus Necromancy Focus: Your Necromancy spells have the DC to resist them increased by +1., Green Augment SlotBlue Augments
- Natural Armor Bonus to AC: +1 to +7
- Protection (deflection bonus to AC): +1 to +7
- Resistance bonus to saves: +1 to +7
- Physical Resistance Rating bonus: +2 to +14
- Fortification: Light to Heavy (ML8)
- Hit points (False Life): +5 to +35
- Good Luck: +1 (ML12) +2 (ML20)
- Armor Max Dex Bonus: +1 (ML12), +2 (ML20)
- ASF reduction: 5%/10%/15% (ML12/16/20)
- Elemental Resistance: +5 to +35
- Spell points: Power I (10 sp) to Archmagi (200 sp)
- Move speed: Striding 5% to 30%
- Feather Falling, Underwater Action (ML4)
- Proof Against Disease, Poison: +2 to +10
- Blindness Immunity, Fear Immunity (ML8)
- Deathblock (ML12)
- Spell Focus (ML16), Greater Spell Focus (ML24)
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
- Emerald Claw Amulet - Necklace: Cause Fear , Diplomacy +3Diplomacy +3: Provides a +3 competence bonus to the wearer's Diplomacy which is an Active Charisma based skill which allows you to negotiate more effectively with certain NPCs and to encourage monsters to find targets other than yourself. (15 second cooldown) (The Bloody Crypt altar)
- Silver Flame Amulet - Necklace: Negative Energy Absorption (The Bloody Crypt altar)
[edit] The Chronoscope
Level 6 raid
- Gem of Many Facets - Trinket: Anger's Wrath Set, Arcane Mind Set, Archivist Set, Devoted Heart Set, Nimble Hand Set, Pathfinder's Set, Protector's Heart Set, Troubleshooter Set (End Optional Chests)
- Hellfire Crossbow - +2 Repeating light crossbow+2 Repeating light crossbow: (1d8+2 19-20/x2): A complex weapon consisting of a light crossbow and a clip for bolts that is loaded by pulling a lever.: +2 Enhancement Bonus+2 Enhancement Bonus: This weapon has been magically enhanced and gains a +2 enhancement bonus to attack and damage rolls., Scorching Ray, Flaming BurstFlaming Burst: This weapon is sheathed in fire. A fire weapon deals an extra 1d6 fire damage on a successful hit. In addition critical hits deal an amount of extra fire damage depending on the weapon's critical multiplier: x2 - 1d10. x3 - 2d10. x4 - 3d10. [ML:4, BTA] (Razor Arm chest)
- Hellstroke Great Axe - Greataxe: +2 Enhancement Bonus+2 Enhancement Bonus: This weapon has been magically enhanced and gains a +2 enhancement bonus to attack and damage rolls., Double strike 3%, Keen (Blood Plate chest)
- Helm of Frost - Helm: Cold Resistance Cold Resistance: This property absorbs the first 10 points of cold damage per attack that the wearer would normally take., Charisma +3 Charisma +3: This item makes the wearer have more flair, granting a +3 enhancement bonus to Charisma., Frost Lance , Might of the Abishai (End chest)
- Infested Armor - Full plate: +2 Enhancement Bonus+2 Enhancement Bonus: This armor has been magically enhanced and gains a +2 enhancement bonus to Armor Class., Disease GuardDisease: This item carries the Maggot Plague disease, which deals 1d6 Constitution damage and may be contracted by enemies that hit you. A successful Fortitude save (DC 20) will negate this effect., Spell Resistance (19)Spell Resistance (19): This item grants its wearer 19 spell resistance., Light FortificationLight Fortification: This suit of armor or shield produces a magical force that protects vital areas of the wearer much more effectively. When a critical hit or sneak attack is scored on the wearer, there is a 25% chance that the critical hit or sneak attack is negated and damage is instead rolled normally. (Blood Plate chest)
- Scorched Bracers - Bracers: Fireball , Fire Resistance Fire Resistance: This property absorbs the first 10 points of fire damage per attack that the wearer would normally take., Armor Bonus +4Armor Bonus +4: This item surrounds the wearer with an invisible but tangible field of force, granting +4 armor bonus to AC, just as though he were wearing armor., Might of the Abishai (End chest)
[edit] Redwillow's Ruins
Level 6 quest Accessories are ML5, weapons and armor are ML4; all bind to character on equip (unless specified otherwise).
- Cloak of Silence - Cloak: Move Silently +7Move Silently +7: Provides a +7 competence bonus to the wearer's Move Silently which is a Passive Dexterity based skill which allows you to sneak past monsters, avoiding their hearing. It ties directly into the feat Sneak., Yellow Augment SlotYellow Augments
- Elemental Resistance: +5 to +35
- Spell points: Power I (10 sp) to Archmagi (200 sp)
- Move speed: Striding 5% to 30%
- Feather Falling, Underwater Action (ML4)
- Proof Against Disease, Poison: +2 to +10
- Blindness Immunity, Fear Immunity (ML8)
- Deathblock (ML12)
- Spell Focus (ML16), Greater Spell Focus (ML24)
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
- Cloak of Troll's Resistance: Cloak: Sonic Resistance Sonic Resistance: This property absorbs the first 10 points of sonic damage per attack that the wearer would normally take., Yellow Augment SlotYellow Augments
- Elemental Resistance: +5 to +35
- Spell points: Power I (10 sp) to Archmagi (200 sp)
- Move speed: Striding 5% to 30%
- Feather Falling, Underwater Action (ML4)
- Proof Against Disease, Poison: +2 to +10
- Blindness Immunity, Fear Immunity (ML8)
- Deathblock (ML12)
- Spell Focus (ML16), Greater Spell Focus (ML24)
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
- Natural Armor Bonus to AC: +1 to +7
- Protection (deflection bonus to AC): +1 to +7
- Resistance bonus to saves: +1 to +7
- Physical Resistance Rating bonus: +2 to +14
- Fortification: Light to Heavy (ML8)
- Hit points (False Life): +5 to +35
- Good Luck: +1 (ML12) +2 (ML20)
- Armor Max Dex Bonus: +1 (ML12), +2 (ML20)
- ASF reduction: 5%/10%/15% (ML12/16/20)
- Elemental Resistance: +5 to +35
- Spell points: Power I (10 sp) to Archmagi (200 sp)
- Move speed: Striding 5% to 30%
- Feather Falling, Underwater Action (ML4)
- Proof Against Disease, Poison: +2 to +10
- Blindness Immunity, Fear Immunity (ML8)
- Deathblock (ML12)
- Spell Focus (ML16), Greater Spell Focus (ML24)
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
- Drow Hunter's Armor - +4 Studded leather (Drow encounter)
- Flamedagger - +1 Dagger: FlamingFlaming: This weapon is sheathed in fire. A flaming weapon deals an extra 1d6 fire damage on a successful hit., Burning hands
- Gargoyle Granite Plate - +2 Half plate: DR 2/-Damage Reduction 2/-: Reduces all physical damage by 2., Blue Augment SlotBlue Augments
- Natural Armor Bonus to AC: +1 to +7
- Protection (deflection bonus to AC): +1 to +7
- Resistance bonus to saves: +1 to +7
- Physical Resistance Rating bonus: +2 to +14
- Fortification: Light to Heavy (ML8)
- Hit points (False Life): +5 to +35
- Good Luck: +1 (ML12) +2 (ML20)
- Armor Max Dex Bonus: +1 (ML12), +2 (ML20)
- ASF reduction: 5%/10%/15% (ML12/16/20)
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
- Maul of Might - +2 Maul: ForceForce: This weapon is humming with magical force. It deals an additional 1d6 force damage on a successful hit., Red Augment SlotRed Augments
- Elemental damage: +1 to +1d10
- Equipment bonus to Spell Power: +30 to +114
- Bypass material based DR
- Bypass alignment based DR
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
- Poison-Tipped Crossbow - +3 Light crossbow: PoisonPoison: This weapon is dripping with poison. It deals an additional 1d6 poison damage on a successful hit., Red Augment SlotRed Augments
- Elemental damage: +1 to +1d10
- Equipment bonus to Spell Power: +30 to +114
- Bypass material based DR
- Bypass alignment based DR
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
- Ring of Troll's Regeneration - Ring: Regeneration 1hp/min, Green Augment SlotBlue Augments
- Natural Armor Bonus to AC: +1 to +7
- Protection (deflection bonus to AC): +1 to +7
- Resistance bonus to saves: +1 to +7
- Physical Resistance Rating bonus: +2 to +14
- Fortification: Light to Heavy (ML8)
- Hit points (False Life): +5 to +35
- Good Luck: +1 (ML12) +2 (ML20)
- Armor Max Dex Bonus: +1 (ML12), +2 (ML20)
- ASF reduction: 5%/10%/15% (ML12/16/20)
- Elemental Resistance: +5 to +35
- Spell points: Power I (10 sp) to Archmagi (200 sp)
- Move speed: Striding 5% to 30%
- Feather Falling, Underwater Action (ML4)
- Proof Against Disease, Poison: +2 to +10
- Blindness Immunity, Fear Immunity (ML8)
- Deathblock (ML12)
- Spell Focus (ML16), Greater Spell Focus (ML24)
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
- Ring of Trollish Regeneration - Ring: Regeneration, +2 Protection (Old version, no longer drops)
- Savage Sword - +2 Bastard sword: Enfeebling, Red Augment SlotRed Augments
- Elemental damage: +1 to +1d10
- Equipment bonus to Spell Power: +30 to +114
- Bypass material based DR
- Bypass alignment based DR
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
- Scorpion Tail Shortbow - +2 Shortbow: PoisonPoison: This weapon is dripping with poison. It deals an additional 1d6 poison damage on a successful hit., Red Augment SlotRed Augments
- Elemental damage: +1 to +1d10
- Equipment bonus to Spell Power: +30 to +114
- Bypass material based DR
- Bypass alignment based DR
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
- Tkorcha Family Scimitar - +3 Scimitar: KeenKeen: Doubles the critical range for piercing & slashing weapons, Red Augment SlotRed Augments
- Elemental damage: +1 to +1d10
- Equipment bonus to Spell Power: +30 to +114
- Bypass material based DR
- Bypass alignment based DR
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
- Twig of the Giant Mage - +2 Quarterstaff: Spell Resistance (15)Spell Resistance (15): This item grants its wearer 15 spell resistance., Red Augment SlotRed Augments
- Elemental damage: +1 to +1d10
- Equipment bonus to Spell Power: +30 to +114
- Bypass material based DR
- Bypass alignment based DR
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
[edit] The Grey Moon's Den: Extermination
Level 7 quest
- Sickle of Sypheros - +3 Sickle 1.50[1d6], 19-20x2: FrostFrost: This weapon is sheathed in icy cold. It deals an additional 1d6 cold damage on a successful hit., Red Augment SlotRed Augments
- Elemental damage: +1 to +1d10
- Equipment bonus to Spell Power: +30 to +114
- Bypass material based DR
- Bypass alignment based DR
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
[edit] Gwylan's Stand
Level 7 quest Weapons and armor are ML6, accessories are ML5. All items bind to character on equip.
- Arlyn's Ring - Ring: Dexterity +3 Dexterity +3: This item makes the wearer more nimble and dexterous, granting a +3 enhancement bonus to Dexterity., Green Augment SlotBlue Augments
- Natural Armor Bonus to AC: +1 to +7
- Protection (deflection bonus to AC): +1 to +7
- Resistance bonus to saves: +1 to +7
- Physical Resistance Rating bonus: +2 to +14
- Fortification: Light to Heavy (ML8)
- Hit points (False Life): +5 to +35
- Good Luck: +1 (ML12) +2 (ML20)
- Armor Max Dex Bonus: +1 (ML12), +2 (ML20)
- ASF reduction: 5%/10%/15% (ML12/16/20)
- Elemental Resistance: +5 to +35
- Spell points: Power I (10 sp) to Archmagi (200 sp)
- Move speed: Striding 5% to 30%
- Feather Falling, Underwater Action (ML4)
- Proof Against Disease, Poison: +2 to +10
- Blindness Immunity, Fear Immunity (ML8)
- Deathblock (ML12)
- Spell Focus (ML16), Greater Spell Focus (ML24)
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
- Arlyn's Staff - +3 Quarterstaff: 1.50[1d6] 20x3, ForceForce: This weapon is humming with magical force. It deals an additional 1d6 force damage on a successful hit., Protection +3Protection +3: This item protects its wearer by granting a +3 deflection bonus to AC., Red Augment SlotRed Augments
- Elemental damage: +1 to +1d10
- Equipment bonus to Spell Power: +30 to +114
- Bypass material based DR
- Bypass alignment based DR
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
- Barbarian's Spirit - Bracers: Rage (spell), Yellow Augment SlotYellow Augments
- Elemental Resistance: +5 to +35
- Spell points: Power I (10 sp) to Archmagi (200 sp)
- Move speed: Striding 5% to 30%
- Feather Falling, Underwater Action (ML4)
- Proof Against Disease, Poison: +2 to +10
- Blindness Immunity, Fear Immunity (ML8)
- Deathblock (ML12)
- Spell Focus (ML16), Greater Spell Focus (ML24)
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
- Giant Stalker's Knife - +3 Kukri: Greater Giant BaneGreater Giant Bane: A bane weapon excels at attacking one type or subtype of creature. Against Giants, this weapon's effective enhancement bonus is +4 better than it's normal enhancement bonus. It deals an extra 3d6 points of damage against the foe., Red Augment SlotRed Augments
- Elemental damage: +1 to +1d10
- Equipment bonus to Spell Power: +30 to +114
- Bypass material based DR
- Bypass alignment based DR
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
- Gwylan's Blade - +3 Shortsword: ScreamingScreaming: Screaming weapons emit a piercing screech whenever they are used to make a successful attack. This screech does an additional 1d6 sonic damage., RoaringRoaring: This weapon causes targets to become shaken and, on a critical hit, does 2d6 sonic damage to the target., Songblade (+2 enhancement bonus to Perform), Red Augment SlotRed Augments
- Elemental damage: +1 to +1d10
- Equipment bonus to Spell Power: +30 to +114
- Bypass material based DR
- Bypass alignment based DR
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
- Minotaur Hair Belt - Belt: Balance +7Balance +7: Provides a +7 competence bonus to the wearer's Balance which is a Passive Dexterity based skill which increases the speed with which you get up after being knocked down., Yellow Augment SlotYellow Augments
- Elemental Resistance: +5 to +35
- Spell points: Power I (10 sp) to Archmagi (200 sp)
- Move speed: Striding 5% to 30%
- Feather Falling, Underwater Action (ML4)
- Proof Against Disease, Poison: +2 to +10
- Blindness Immunity, Fear Immunity (ML8)
- Deathblock (ML12)
- Spell Focus (ML16), Greater Spell Focus (ML24)
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
- Phiarlan's Ring - Ring: ML5, Perform +7Perform +7: Provides a +7 competence bonus to the wearer's Perform which is a Passive Charisma based skill which allows you to use and improve your musical ability to inspire and fascinate others. This skill is required for Bards to be able to use their Bardic Music., Yellow Augment SlotYellow Augments
- Elemental Resistance: +5 to +35
- Spell points: Power I (10 sp) to Archmagi (200 sp)
- Move speed: Striding 5% to 30%
- Feather Falling, Underwater Action (ML4)
- Proof Against Disease, Poison: +2 to +10
- Blindness Immunity, Fear Immunity (ML8)
- Deathblock (ML12)
- Spell Focus (ML16), Greater Spell Focus (ML24)
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
- Roguebane Breastplate - +4 Breastplate: AB 12, MD 4, ACP -3, Blue Augment SlotBlue Augments
- Natural Armor Bonus to AC: +1 to +7
- Protection (deflection bonus to AC): +1 to +7
- Resistance bonus to saves: +1 to +7
- Physical Resistance Rating bonus: +2 to +14
- Fortification: Light to Heavy (ML8)
- Hit points (False Life): +5 to +35
- Good Luck: +1 (ML12) +2 (ML20)
- Armor Max Dex Bonus: +1 (ML12), +2 (ML20)
- ASF reduction: 5%/10%/15% (ML12/16/20)
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
- Swift Demise - +3 Heavy Crossbow: [1d10] 19-20x3, +3 Enhancement Bonus+3 Enhancement Bonus: This weapon has been magically enhanced and gains a +3 enhancement bonus to attack and damage rolls., Crippling, Red Augment SlotRed Augments
- Elemental damage: +1 to +1d10
- Equipment bonus to Spell Power: +30 to +114
- Bypass material based DR
- Bypass alignment based DR
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
- Thuranni Stalker's Mail - +4 Chainmail: AB 9, MD 7, ACP -1, Blue Augment SlotBlue Augments
- Natural Armor Bonus to AC: +1 to +7
- Protection (deflection bonus to AC): +1 to +7
- Resistance bonus to saves: +1 to +7
- Physical Resistance Rating bonus: +2 to +14
- Fortification: Light to Heavy (ML8)
- Hit points (False Life): +5 to +35
- Good Luck: +1 (ML12) +2 (ML20)
- Armor Max Dex Bonus: +1 (ML12), +2 (ML20)
- ASF reduction: 5%/10%/15% (ML12/16/20)
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
[edit] The Pit
Level 7 quest
- Docent of Acid - +3 Docent: Conjuration Focus, Corrosion +60Corrosion +60: Provides a +60 Equipment bonus to wearer's Acid Spell Power., Acid Resistance Acid Resistance: This property absorbs the first 10 points of acid damage per attack that the wearer would normally take. (End Chest)
- Enlightened Robes - Robe: Wisdom +2 Wisdom +2: This item makes the wearer more in tune with her surroundings, granting a +2 enhancement bonus to Wisdom., Light FortificationLight Fortification: This suit of armor or shield produces a magical force that protects vital areas of the wearer much more effectively. When a critical hit or sneak attack is scored on the wearer, there is a 25% chance that the critical hit or sneak attack is negated and damage is instead rolled normally., Lesser Acid ResistanceLesser Acid Resistance: This property absorbs the first 1 points of acid damage per attack that the wearer would normally take. (End Chest)
- Muck's Doom - +2 Club: Glass, Ooze BaneOoze Bane: A bane weapon excels at attacking one type or subtype of creature. Against Oozes, this weapon's effective enhancement bonus is +2 better than it's normal enhancement bonus. It deals an extra 2d6 points of damage against the foe. (Avatar of Juiblex)
- Robe of Acid - Robe: Conjuration Focus, Corrosion +60Corrosion +60: Provides a +60 Equipment bonus to wearer's Acid Spell Power., Acid Resistance Acid Resistance: This property absorbs the first 10 points of acid damage per attack that the wearer would normally take. (End chest)
[edit] The Tear of Dhakaan
Level 7 quest Accessories are ML7, weapons and armor are ML6.
- Armor of the Amok - Light armor: +3 Enhancement Bonus+3 Enhancement Bonus: This armor has been magically enhanced and gains a +3 enhancement bonus to Armor Class., Rage (spell) , Blue Augment SlotBlue Augments
- Natural Armor Bonus to AC: +1 to +7
- Protection (deflection bonus to AC): +1 to +7
- Resistance bonus to saves: +1 to +7
- Physical Resistance Rating bonus: +2 to +14
- Fortification: Light to Heavy (ML8)
- Hit points (False Life): +5 to +35
- Good Luck: +1 (ML12) +2 (ML20)
- Armor Max Dex Bonus: +1 (ML12), +2 (ML20)
- ASF reduction: 5%/10%/15% (ML12/16/20)
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
- Dueling Schlager - Rapier (1.25[1d8]): +3 Enhancement Bonus+3 Enhancement Bonus: This weapon has been magically enhanced and gains a +3 enhancement bonus to attack and damage rolls., Red Augment SlotRed Augments
- Elemental damage: +1 to +1d10
- Equipment bonus to Spell Power: +30 to +114
- Bypass material based DR
- Bypass alignment based DR
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
- Face of the Demon - Helm: Fortitude Save +4Fortitude Save +4: This item gives a +4 resistance bonus to your Fortitude saving throws., Intimidate +10Intimidate +10: Provides a +10 competence bonus to the wearer's Intimidate which is an Active Charisma based skill which allows you to intimidate certain NPCs and to draw the attention of monsters while in battle. You will suffer a -4 penalty to your intimidate skill for every size category you are smaller than the creature your are trying to intimidate, or +4 for every size category your are larger. Halflings suffer a -4 penalty to Intimidate due to their small size. (15 second cooldown), Spot -5Spot -5: Gives a -5 competence penalty to the wearer's Spot which is a Passive Wisdom based skill which allows you to notice hidden doors, traps, objects, and hidden enemies nearby -- without having to explicitly Search for them. No die roll is involved. If your score is high enough you will always succeed and if it's too low you'll never find something., Listen -5Listen -5: Gives a -5 competence penalty to the wearer's Listen which is a Passive Wisdom based skill which allows you to hear approaching enemies., Colorless Augment SlotColorless Augments
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
- Grievous Blade - Dagger (1.25[1d4]): +3 Enhancement Bonus+3 Enhancement Bonus: This weapon has been magically enhanced and gains a +3 enhancement bonus to attack and damage rolls., Puncturing, Red Augment SlotRed Augments
- Elemental damage: +1 to +1d10
- Equipment bonus to Spell Power: +30 to +114
- Bypass material based DR
- Bypass alignment based DR
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
- Guardian Mantle - Tower shield: +3 Enhancement Bonus+3 Enhancement Bonus: This armor has been magically enhanced and gains a +3 enhancement bonus to Armor Class., SpearblockSpearblock: This armor is magically enchanted to turn away piercing weapons such as daggers and arrows. Damage from those weapons is reduced by 5., Purple Augment SlotRed Augments
- Elemental damage: +1 to +1d10
- Equipment bonus to Spell Power: +30 to +114
- Bypass material based DR
- Bypass alignment based DR
- Natural Armor Bonus to AC: +1 to +7
- Protection (deflection bonus to AC): +1 to +7
- Resistance bonus to saves: +1 to +7
- Physical Resistance Rating bonus: +2 to +14
- Fortification: Light to Heavy (ML8)
- Hit points (False Life): +5 to +35
- Good Luck: +1 (ML12) +2 (ML20)
- Armor Max Dex Bonus: +1 (ML12), +2 (ML20)
- ASF reduction: 5%/10%/15% (ML12/16/20)
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
- Ironweave Tunic - Chain shirt: +3 Enhancement Bonus+3 Enhancement Bonus: This armor has been magically enhanced and gains a +3 enhancement bonus to Armor Class., DR 3/BludgeoningDamage Reduction 3/Bludgeoning: Reduces physical damage by 3, except from Bludgeoning weapons., Reflex Save -2Reflex Save -2: This item gives a -2 resistance bonus to your Reflex saving throws., Blue Augment SlotBlue Augments
- Natural Armor Bonus to AC: +1 to +7
- Protection (deflection bonus to AC): +1 to +7
- Resistance bonus to saves: +1 to +7
- Physical Resistance Rating bonus: +2 to +14
- Fortification: Light to Heavy (ML8)
- Hit points (False Life): +5 to +35
- Good Luck: +1 (ML12) +2 (ML20)
- Armor Max Dex Bonus: +1 (ML12), +2 (ML20)
- ASF reduction: 5%/10%/15% (ML12/16/20)
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
- Rusted Shamshir - Cold IronCold Iron: This iron mined deep underground, known for its effectiveness against fey creatures, is forged at a lower temperature to preserve its delicate properties. When combined with Good damage types, Cold Iron weapons are able to overcome the damage reduction of most Demons like Fire Reavers or Flesh Renders. See Monster DR and weaknesses for specifics. Scimitar 1.25[1d6]: +3 Enhancement Bonus+3 Enhancement Bonus: This weapon has been magically enhanced and gains a +3 enhancement bonus to attack and damage rolls., Lesser Aberration BaneLesser Aberration Bane: A bane weapon excels at attacking one type or subtype of creature. Against Aberrations, this weapon's effective enhancement bonus is +1 better than it's normal enhancement bonus. It deals an extra 1d6 points of damage against the foe., KeenKeen: Doubles the critical range for piercing & slashing weapons, Red Augment SlotRed Augments
- Elemental damage: +1 to +1d10
- Equipment bonus to Spell Power: +30 to +114
- Bypass material based DR
- Bypass alignment based DR
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
- Sword of Thirty - Greatsword 1.25[3d4]: +3 Enhancement Bonus+3 Enhancement Bonus: This weapon has been magically enhanced and gains a +3 enhancement bonus to attack and damage rolls., KeenKeen: Doubles the critical range for piercing & slashing weapons, Red Augment SlotRed Augments
- Elemental damage: +1 to +1d10
- Equipment bonus to Spell Power: +30 to +114
- Bypass material based DR
- Bypass alignment based DR
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
- Yogg-Ratha Plate - Full plate: +3 Enhancement Bonus+3 Enhancement Bonus: This armor has been magically enhanced and gains a +3 enhancement bonus to Armor Class., Green Augment SlotBlue Augments
- Natural Armor Bonus to AC: +1 to +7
- Protection (deflection bonus to AC): +1 to +7
- Resistance bonus to saves: +1 to +7
- Physical Resistance Rating bonus: +2 to +14
- Fortification: Light to Heavy (ML8)
- Hit points (False Life): +5 to +35
- Good Luck: +1 (ML12) +2 (ML20)
- Armor Max Dex Bonus: +1 (ML12), +2 (ML20)
- ASF reduction: 5%/10%/15% (ML12/16/20)
- Elemental Resistance: +5 to +35
- Spell points: Power I (10 sp) to Archmagi (200 sp)
- Move speed: Striding 5% to 30%
- Feather Falling, Underwater Action (ML4)
- Proof Against Disease, Poison: +2 to +10
- Blindness Immunity, Fear Immunity (ML8)
- Deathblock (ML12)
- Spell Focus (ML16), Greater Spell Focus (ML24)
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
[edit] Caverns of Korromar
Level 8 quest
- Aberrant Robe - Robe: Armor Bonus +5Armor Bonus +5: This item surrounds the wearer with an invisible but tangible field of force, granting +5 armor bonus to AC, just as though he were wearing armor., Spell Resistance (17)Spell Resistance (17): This item grants its wearer 17 spell resistance., Wizardry IIWizardry II: This item grants the wearer +50 maximum spell points. Sorcerers and Favored Souls gain up to double spell points from items., Blue Augment SlotBlue Augments
- Natural Armor Bonus to AC: +1 to +7
- Protection (deflection bonus to AC): +1 to +7
- Resistance bonus to saves: +1 to +7
- Physical Resistance Rating bonus: +2 to +14
- Fortification: Light to Heavy (ML8)
- Hit points (False Life): +5 to +35
- Good Luck: +1 (ML12) +2 (ML20)
- Armor Max Dex Bonus: +1 (ML12), +2 (ML20)
- ASF reduction: 5%/10%/15% (ML12/16/20)
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
- Chill Shard - +3 Throwing dagger: FrostFrost: This weapon is sheathed in icy cold. It deals an additional 1d6 cold damage on a successful hit., Returning, Red Augment SlotRed Augments
- Elemental damage: +1 to +1d10
- Equipment bonus to Spell Power: +30 to +114
- Bypass material based DR
- Bypass alignment based DR
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
- Disc of Enhancement - +4 Docent, Blue Augment SlotBlue Augments
- Natural Armor Bonus to AC: +1 to +7
- Protection (deflection bonus to AC): +1 to +7
- Resistance bonus to saves: +1 to +7
- Physical Resistance Rating bonus: +2 to +14
- Fortification: Light to Heavy (ML8)
- Hit points (False Life): +5 to +35
- Good Luck: +1 (ML12) +2 (ML20)
- Armor Max Dex Bonus: +1 (ML12), +2 (ML20)
- ASF reduction: 5%/10%/15% (ML12/16/20)
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
- Grudgebearer's Plate - +3 Full plate: Command, Blue Augment SlotBlue Augments
- Natural Armor Bonus to AC: +1 to +7
- Protection (deflection bonus to AC): +1 to +7
- Resistance bonus to saves: +1 to +7
- Physical Resistance Rating bonus: +2 to +14
- Fortification: Light to Heavy (ML8)
- Hit points (False Life): +5 to +35
- Good Luck: +1 (ML12) +2 (ML20)
- Armor Max Dex Bonus: +1 (ML12), +2 (ML20)
- ASF reduction: 5%/10%/15% (ML12/16/20)
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
- Mace of the Wraith - +3 Heavy mace: Ghost touch, ForceForce: This weapon is humming with magical force. It deals an additional 1d6 force damage on a successful hit., Red Augment SlotRed Augments
- Elemental damage: +1 to +1d10
- Equipment bonus to Spell Power: +30 to +114
- Bypass material based DR
- Bypass alignment based DR
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
- Necklace of Contemplation - Necklace: Concentration +5Concentration +5: Provides a +5 competence bonus to the wearer's Concentration which is a Passive Constitution based skill which allows you a chance to continue casting a spell after being damaged or otherwise interrupted. Allows monks to retain Ki., False LifeFalse Life: Grants the wearer +10 maximum hit points., To-Hit Bonus +1 (No Minimum Level) (End Chest)
- Scarf of Warmth - Necklace: Improved Cold ResistanceImproved Cold Resistance: This property absorbs the first 20 points of cold damage per attack that the wearer would normally take., Yellow Augment SlotYellow Augments
- Elemental Resistance: +5 to +35
- Spell points: Power I (10 sp) to Archmagi (200 sp)
- Move speed: Striding 5% to 30%
- Feather Falling, Underwater Action (ML4)
- Proof Against Disease, Poison: +2 to +10
- Blindness Immunity, Fear Immunity (ML8)
- Deathblock (ML12)
- Spell Focus (ML16), Greater Spell Focus (ML24)
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
- Wraith's Skin - +3 Leather armor: Move Silently +7Move Silently +7: Provides a +7 competence bonus to the wearer's Move Silently which is a Passive Dexterity based skill which allows you to sneak past monsters, avoiding their hearing. It ties directly into the feat Sneak., Hide +7Hide +7: Provides a +7 competence bonus to the wearer's Hide which is a Passive Dexterity based skill which allows you to sneak past monsters, avoiding their sight. Hide ties directly into the feat Sneak., Colorless Augment SlotColorless Augments
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
- Xoriat Forged Blade - +3 Longsword: ML6, FlamingFlaming: This weapon is sheathed in fire. A flaming weapon deals an extra 1d6 fire damage on a successful hit., AnarchicAnarchic: An anarchic weapon is chaotically aligned and infused with the power of chaos. It makes the weapon chaos-aligned and thus bypasses the corresponding damage reduction. It deals an extra 2d6 damage against all of lawful alignment., Red Augment SlotRed Augments
- Elemental damage: +1 to +1d10
- Equipment bonus to Spell Power: +30 to +114
- Bypass material based DR
- Bypass alignment based DR
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
[edit] Stormcleave Outpost
Level 8 quest Accessories are ML7, weapons and armor are ML6.
- Elven Chain -
- Essence of the Scout - +4 Docent: Silent moves, Blue Augment SlotBlue Augments
- Natural Armor Bonus to AC: +1 to +7
- Protection (deflection bonus to AC): +1 to +7
- Resistance bonus to saves: +1 to +7
- Physical Resistance Rating bonus: +2 to +14
- Fortification: Light to Heavy (ML8)
- Hit points (False Life): +5 to +35
- Good Luck: +1 (ML12) +2 (ML20)
- Armor Max Dex Bonus: +1 (ML12), +2 (ML20)
- ASF reduction: 5%/10%/15% (ML12/16/20)
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
- Giant's Roar - +3 Longbow: ScreamingScreaming: Screaming weapons emit a piercing screech whenever they are used to make a successful attack. This screech does an additional 1d6 sonic damage., RoaringRoaring: This weapon causes targets to become shaken and, on a critical hit, does 2d6 sonic damage to the target., Red Augment SlotRed Augments
- Elemental damage: +1 to +1d10
- Equipment bonus to Spell Power: +30 to +114
- Bypass material based DR
- Bypass alignment based DR
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
- Helm of Flame - Helm: Devotion +54Devotion +54: Provides a +54 Equipment bonus to wearer's Positive (Healing) Spell Power., Wizardry IWizardry I: This item grants the wearer +25 maximum spell points. Sorcerers and Favored Souls gain up to double spell points from items., Colorless Augment SlotColorless Augments
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
- Iron Cleaver - +3 Battleaxe: Acid BurstAcid Burst: This weapon is sheathed in corrosive acid. An acid weapon deals an extra 1d6 acid damage on a successful hit. In addition critical hits deal an amount of extra acid damage depending on the weapon's critical multiplier: x2 - 1d10. x3 - 2d10. x4 - 3d10., Red Augment SlotRed Augments
- Elemental damage: +1 to +1d10
- Equipment bonus to Spell Power: +30 to +114
- Bypass material based DR
- Bypass alignment based DR
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
- Lesser Boots of Striding and Springing - Boots: Striding +20%Striding +20%: Makes the wearer more fleet of foot, giving a 20% bonus to run speed., Jump +10Jump +10: Provides a +10 competence bonus to the wearer's Jump which is a Passive Strength based skill which allows you to jump higher., Colorless Augment SlotColorless Augments
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
- Nuushmaar's Adamantine Tooth - +3 Rapier 1.50[1d6]: AdamantineAdamantine: Adamantine weapons may bypass the damage reduction of certain items and creatures., Red Augment SlotRed Augments
- Elemental damage: +1 to +1d10
- Equipment bonus to Spell Power: +30 to +114
- Bypass material based DR
- Bypass alignment based DR
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
- Onyxhorn - +3 Dagger 1.50[1d4]: Finesse, Red Augment SlotRed Augments
- Elemental damage: +1 to +1d10
- Equipment bonus to Spell Power: +30 to +114
- Bypass material based DR
- Bypass alignment based DR
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
- Robe of Winter - Robe: Armor Bonus +5Armor Bonus +5: This item surrounds the wearer with an invisible but tangible field of force, granting +5 armor bonus to AC, just as though he were wearing armor., Improved Fire ResistanceImproved Fire Resistance: This property absorbs the first 20 points of fire damage per attack that the wearer would normally take., Blue Augment SlotBlue Augments
- Natural Armor Bonus to AC: +1 to +7
- Protection (deflection bonus to AC): +1 to +7
- Resistance bonus to saves: +1 to +7
- Physical Resistance Rating bonus: +2 to +14
- Fortification: Light to Heavy (ML8)
- Hit points (False Life): +5 to +35
- Good Luck: +1 (ML12) +2 (ML20)
- Armor Max Dex Bonus: +1 (ML12), +2 (ML20)
- ASF reduction: 5%/10%/15% (ML12/16/20)
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
[edit] The Xorian Cipher
Level 8 quest
- Chaos Band - Ring: Intelligence +4 Intelligence +4: This item focuses the power of the wearer's mind, granting a +4 enhancement bonus to Intelligence., Yellow Augment SlotYellow Augments
- Elemental Resistance: +5 to +35
- Spell points: Power I (10 sp) to Archmagi (200 sp)
- Move speed: Striding 5% to 30%
- Feather Falling, Underwater Action (ML4)
- Proof Against Disease, Poison: +2 to +10
- Blindness Immunity, Fear Immunity (ML8)
- Deathblock (ML12)
- Spell Focus (ML16), Greater Spell Focus (ML24)
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
- Chaosgarde - Bracers: Chaos Guard, Dodge Bonus 2%, Heroism, Yellow Augment SlotYellow Augments
- Elemental Resistance: +5 to +35
- Spell points: Power I (10 sp) to Archmagi (200 sp)
- Move speed: Striding 5% to 30%
- Feather Falling, Underwater Action (ML4)
- Proof Against Disease, Poison: +2 to +10
- Blindness Immunity, Fear Immunity (ML8)
- Deathblock (ML12)
- Spell Focus (ML16), Greater Spell Focus (ML24)
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
- Planar Gird - Belt: Greater Heroism, Chaos Guard (Green key room)
- Reaver's Ring - Ring: Immunity to FearImmunity to Fear: grants its wearer immunity to fear effects., Will Save -2Will Save -2: This item gives a -2 resistance bonus to your Will saving throws., Green Augment SlotBlue Augments
- Natural Armor Bonus to AC: +1 to +7
- Protection (deflection bonus to AC): +1 to +7
- Resistance bonus to saves: +1 to +7
- Physical Resistance Rating bonus: +2 to +14
- Fortification: Light to Heavy (ML8)
- Hit points (False Life): +5 to +35
- Good Luck: +1 (ML12) +2 (ML20)
- Armor Max Dex Bonus: +1 (ML12), +2 (ML20)
- ASF reduction: 5%/10%/15% (ML12/16/20)
- Elemental Resistance: +5 to +35
- Spell points: Power I (10 sp) to Archmagi (200 sp)
- Move speed: Striding 5% to 30%
- Feather Falling, Underwater Action (ML4)
- Proof Against Disease, Poison: +2 to +10
- Blindness Immunity, Fear Immunity (ML8)
- Deathblock (ML12)
- Spell Focus (ML16), Greater Spell Focus (ML24)
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
- Sign of Xoriat - Necklace: Shout, Spot +10Spot +10: Provides a +10 competence bonus to the wearer's Spot which is a Passive Wisdom based skill which allows you to notice hidden doors, traps, objects, and hidden enemies nearby -- without having to explicitly Search for them. No die roll is involved. If your score is high enough you will always succeed and if it's too low you'll never find something., Will Save -2Will Save -2: This item gives a -2 resistance bonus to your Will saving throws., Yellow Augment SlotYellow Augments
- Elemental Resistance: +5 to +35
- Spell points: Power I (10 sp) to Archmagi (200 sp)
- Move speed: Striding 5% to 30%
- Feather Falling, Underwater Action (ML4)
- Proof Against Disease, Poison: +2 to +10
- Blindness Immunity, Fear Immunity (ML8)
- Deathblock (ML12)
- Spell Focus (ML16), Greater Spell Focus (ML24)
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
- Thaarak Fang - Trinket: Yellow Augment SlotYellow Augments
- Elemental Resistance: +5 to +35
- Spell points: Power I (10 sp) to Archmagi (200 sp)
- Move speed: Striding 5% to 30%
- Feather Falling, Underwater Action (ML4)
- Proof Against Disease, Poison: +2 to +10
- Blindness Immunity, Fear Immunity (ML8)
- Deathblock (ML12)
- Spell Focus (ML16), Greater Spell Focus (ML24)
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
[edit] The Church and the Cult
Level 9 quest Accessories are ML7, bow and armor are ML8; all bind to character on equip.
- Bloodplate Armor - +5 Full plate: Deathblock, Blue Augment SlotBlue Augments
- Natural Armor Bonus to AC: +1 to +7
- Protection (deflection bonus to AC): +1 to +7
- Resistance bonus to saves: +1 to +7
- Physical Resistance Rating bonus: +2 to +14
- Fortification: Light to Heavy (ML8)
- Hit points (False Life): +5 to +35
- Good Luck: +1 (ML12) +2 (ML20)
- Armor Max Dex Bonus: +1 (ML12), +2 (ML20)
- ASF reduction: 5%/10%/15% (ML12/16/20)
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
- Cloak of Shadows - Cloak: Hide +10Hide +10: Provides a +10 competence bonus to the wearer's Hide which is a Passive Dexterity based skill which allows you to sneak past monsters, avoiding their sight. Hide ties directly into the feat Sneak., Move Silently +10Move Silently +10: Provides a +10 competence bonus to the wearer's Move Silently which is a Passive Dexterity based skill which allows you to sneak past monsters, avoiding their hearing. It ties directly into the feat Sneak., Green Augment SlotBlue Augments
- Natural Armor Bonus to AC: +1 to +7
- Protection (deflection bonus to AC): +1 to +7
- Resistance bonus to saves: +1 to +7
- Physical Resistance Rating bonus: +2 to +14
- Fortification: Light to Heavy (ML8)
- Hit points (False Life): +5 to +35
- Good Luck: +1 (ML12) +2 (ML20)
- Armor Max Dex Bonus: +1 (ML12), +2 (ML20)
- ASF reduction: 5%/10%/15% (ML12/16/20)
- Elemental Resistance: +5 to +35
- Spell points: Power I (10 sp) to Archmagi (200 sp)
- Move speed: Striding 5% to 30%
- Feather Falling, Underwater Action (ML4)
- Proof Against Disease, Poison: +2 to +10
- Blindness Immunity, Fear Immunity (ML8)
- Deathblock (ML12)
- Spell Focus (ML16), Greater Spell Focus (ML24)
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
- Fragment of the Silver Flame - Trinket: Continuous Protection from evil, Colorless Augment SlotColorless Augments
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
- Silver Longbow - +3 Longbow: [1d10], 19-20x3, HolyHoly: A holy weapon is imbued with holy power. This power makes the weapon good-aligned. Evil characters wielding this weapon suffer a negative level. The weapon deals an extra 2d6 damage agains all targets of evil alignment., Red Augment SlotRed Augments
- Elemental damage: +1 to +1d10
- Equipment bonus to Spell Power: +30 to +114
- Bypass material based DR
- Bypass alignment based DR
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
[edit] Haywire Foundry
Level 9 quest
- Bloodrage Symbiont - Trinket: Rage (spell), Proof Against PoisonProof Against Poison: grants its wearer immunity to poison effects., Disease ImmunityDisease Immunity: grants its wearer immunity to disease effects., DR 5/-Damage Reduction 5/-: Reduces all physical damage by 5., Constitution -2 Constitution -2: This item makes the wearer less healthy, granting -2 Constitution., Will Save -2Will Save -2: This item gives a -2 resistance bonus to your Will saving throws. (drops from a breakable)
- Lightning Rod - +4 Quarterstaff+4 Quarterstaff: (1d6+4 20/x2): A long, stout staff used as a simple weapon. Often favored by wizards or common folk.: ShockShock: This weapon is sheathed in crackling electricity. A shocking weapon deals an extra 1d6 of electric damage on a successful hit., Magnetism +54Magnetism +54: Provides a +54 Equipment bonus to wearer's Electricity Spell Power., Lesser Lightning ResistanceLesser Lightning Resistance: This property absorbs the first 1 points of lightning damage per attack that the wearer would normally take., Red Augment SlotRed Augments
- Elemental damage: +1 to +1d10
- Equipment bonus to Spell Power: +30 to +114
- Bypass material based DR
- Bypass alignment based DR
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
[edit] The Shadow Crypt
Level 9 quest
- Cloak of Protection - Cloak: Protection +3Protection +3: This item protects its wearer by granting a +3 deflection bonus to AC., Spell Resistance (17)Spell Resistance (17): This item grants its wearer 17 spell resistance., Green Augment SlotBlue Augments
- Natural Armor Bonus to AC: +1 to +7
- Protection (deflection bonus to AC): +1 to +7
- Resistance bonus to saves: +1 to +7
- Physical Resistance Rating bonus: +2 to +14
- Fortification: Light to Heavy (ML8)
- Hit points (False Life): +5 to +35
- Good Luck: +1 (ML12) +2 (ML20)
- Armor Max Dex Bonus: +1 (ML12), +2 (ML20)
- ASF reduction: 5%/10%/15% (ML12/16/20)
- Elemental Resistance: +5 to +35
- Spell points: Power I (10 sp) to Archmagi (200 sp)
- Move speed: Striding 5% to 30%
- Feather Falling, Underwater Action (ML4)
- Proof Against Disease, Poison: +2 to +10
- Blindness Immunity, Fear Immunity (ML8)
- Deathblock (ML12)
- Spell Focus (ML16), Greater Spell Focus (ML24)
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
- Dusk - +5 Docent: Dusk, Blue Augment SlotBlue Augments
- Natural Armor Bonus to AC: +1 to +7
- Protection (deflection bonus to AC): +1 to +7
- Resistance bonus to saves: +1 to +7
- Physical Resistance Rating bonus: +2 to +14
- Fortification: Light to Heavy (ML8)
- Hit points (False Life): +5 to +35
- Good Luck: +1 (ML12) +2 (ML20)
- Armor Max Dex Bonus: +1 (ML12), +2 (ML20)
- ASF reduction: 5%/10%/15% (ML12/16/20)
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
- Devout Handwraps - +3 Handwraps: Metalline, Pure GoodPure Good: This weapon is infused with the power of pure good. It does an additional 1d6 damage to non-good targets and can only be wielded by good aligned characters., Red Augment SlotRed Augments
- Elemental damage: +1 to +1d10
- Equipment bonus to Spell Power: +30 to +114
- Bypass material based DR
- Bypass alignment based DR
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
- Phase Hammer - +4 Maul 1.25[1d10]: AdamantineAdamantine: Adamantine weapons may bypass the damage reduction of certain items and creatures., Ghost touch, Greater Incorporeal BaneGreater Incorporeal Bane: A bane weapon excels at attacking one type or subtype of creature. Against Incorporeals, this weapon's effective enhancement bonus is +4 better than it's normal enhancement bonus. It deals an extra 3d6 points of damage against the foe., Red Augment SlotRed Augments
- Elemental damage: +1 to +1d10
- Equipment bonus to Spell Power: +30 to +114
- Bypass material based DR
- Bypass alignment based DR
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
- Shards of Light - 50 +3 Arrows: Infused with Positive EnergyInfused with Positive Energy: This weapon is infused with positive energy. It will apply a Cure Moderate Wounds spell to any target hit. This deals 2d8+3 damage to Undead (Fortitude Save for half damage), but will heal most normal creatures., Returning 75%Returning 75%: This missile will return to the player 75% of the time. (Left End Chest, Big Chest)
- Tenebrous Stiletto - +4 Dagger 1.25[1d4]: AdamantineAdamantine: Adamantine weapons may bypass the damage reduction of certain items and creatures., Ghost touch, DeceptionDeception: This weapon is hard to focus upon and thus provides a +3 enhancement bonus to Bluff checks. In addition, Deception weapons have a small chance to envelop the target in darkness, making them vulnerable to sneak attacks for a short time., Hide +11Hide +11: Provides a +11 competence bonus to the wearer's Hide which is a Passive Dexterity based skill which allows you to sneak past monsters, avoiding their sight. Hide ties directly into the feat Sneak., Red Augment SlotRed Augments
- Elemental damage: +1 to +1d10
- Equipment bonus to Spell Power: +30 to +114
- Bypass material based DR
- Bypass alignment based DR
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
- Witching Hour - +4 Quarterstaff 1.25[1d6]: AdamantineAdamantine: Adamantine weapons may bypass the damage reduction of certain items and creatures., Ghost touch, Nullification +54Nullification +54: Provides a +54 Equipment bonus to wearer's Negative (Necrotic) Spell Power., Greater Void LoreGreater Void Lore: Your Negative spells gain additional 9% chance to make critical hits and their critical multiplier increase by 0.25x, Red Augment SlotRed Augments
- Elemental damage: +1 to +1d10
- Equipment bonus to Spell Power: +30 to +114
- Bypass material based DR
- Bypass alignment based DR
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
[edit] Bring Me the Head of Ghola-Fan!
Level 10 quest
- Fellblade - +4 Falchion: Vertigo +4 (Balcony)
- Mystic Belt - Belt: Shield, Wisdom +5 Wisdom +5: This item makes the wearer more in tune with her surroundings, granting a +5 enhancement bonus to Wisdom., Yellow Augment SlotYellow Augments
- Elemental Resistance: +5 to +35
- Spell points: Power I (10 sp) to Archmagi (200 sp)
- Move speed: Striding 5% to 30%
- Feather Falling, Underwater Action (ML4)
- Proof Against Disease, Poison: +2 to +10
- Blindness Immunity, Fear Immunity (ML8)
- Deathblock (ML12)
- Spell Focus (ML16), Greater Spell Focus (ML24)
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
- Mystic Band - Tiara: Spell Penetration V Spell Penetration V: Your Level 5 and lower spells gain a +2 to the die roll to penetrate the target's Spell Resistance., Green Augment SlotBlue Augments
- Natural Armor Bonus to AC: +1 to +7
- Protection (deflection bonus to AC): +1 to +7
- Resistance bonus to saves: +1 to +7
- Physical Resistance Rating bonus: +2 to +14
- Fortification: Light to Heavy (ML8)
- Hit points (False Life): +5 to +35
- Good Luck: +1 (ML12) +2 (ML20)
- Armor Max Dex Bonus: +1 (ML12), +2 (ML20)
- ASF reduction: 5%/10%/15% (ML12/16/20)
- Elemental Resistance: +5 to +35
- Spell points: Power I (10 sp) to Archmagi (200 sp)
- Move speed: Striding 5% to 30%
- Feather Falling, Underwater Action (ML4)
- Proof Against Disease, Poison: +2 to +10
- Blindness Immunity, Fear Immunity (ML8)
- Deathblock (ML12)
- Spell Focus (ML16), Greater Spell Focus (ML24)
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
- Royal Guard Mask - Mask: Teleport (Treasure Room)
- Stave of the Seer - +4 Quarterstaff 1.50[2d6], 19-20x2, INT/WIS to hit/damage: Intelligence +5 Intelligence +5: This item focuses the power of the wearer's mind, granting a +5 enhancement bonus to Intelligence., Wisdom +5 Wisdom +5: This item makes the wearer more in tune with her surroundings, granting a +5 enhancement bonus to Wisdom., Use Magical Device +5Use Magical Device +5: Provides a +5 competence bonus to the wearer's Use Magical Device which is a Passive Charisma based skill which grants you the ability to use magic devices which you could not normally use., True Seeing, Red Augment SlotRed Augments
- Elemental damage: +1 to +1d10
- Equipment bonus to Spell Power: +30 to +114
- Bypass material based DR
- Bypass alignment based DR
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
- Elemental damage: +1 to +1d10
- Equipment bonus to Spell Power: +30 to +114
- Bypass material based DR
- Bypass alignment based DR
- Natural Armor Bonus to AC: +1 to +7
- Protection (deflection bonus to AC): +1 to +7
- Resistance bonus to saves: +1 to +7
- Physical Resistance Rating bonus: +2 to +14
- Fortification: Light to Heavy (ML8)
- Hit points (False Life): +5 to +35
- Good Luck: +1 (ML12) +2 (ML20)
- Armor Max Dex Bonus: +1 (ML12), +2 (ML20)
- ASF reduction: 5%/10%/15% (ML12/16/20)
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
[edit] Hold for Reinforcements
Level 10 quest
- Cinder's Dance - Ring: Dodge Bonus 2%, Tumble +11Tumble +11: Provides a +11 competence bonus to the wearer's Tumble which is a Passive Dexterity based skill which allows you to tumble and roll away from attacking enemies. Tumbling can be accomplished by blocking and using a movement key. A skill rating > 30 allows you to dive to the side and do backflips instead of rolling., Lesser Fire GuardLesser fire: This item burns those that attack the wearer, causing 1d4 fire damage on a successful melee attack.
- Ral's Wrath - +2 Kama: Absolute LawAbsolute Law: This weapon is infused with the ultimate power of law. It does an additional 2d6 damage to non-lawful targets and can only be wielded by lawful aligned characters., Greater Cold ResistanceGreater Cold Resistance: This property absorbs the first 30 points of cold damage per attack that the wearer would normally take.
[edit] Slavers of the Shrieking Mines
Level 10 quest
- Resonant Guard Suit - +5 Light Armor: Sonic GuardSonic: This item blasts those that attack the wearer, causing 1d6 sonic damage on a successful melee attack., Improved Sonic ResistanceImproved Sonic Resistance: This property absorbs the first 20 points of sonic damage per attack that the wearer would normally take., Move Silently -10Move Silently -10: Gives a -10 competence penalty to the wearer's Move Silently which is a Passive Dexterity based skill which allows you to sneak past monsters, avoiding their hearing. It ties directly into the feat Sneak., Blue Augment SlotBlue Augments
- Natural Armor Bonus to AC: +1 to +7
- Protection (deflection bonus to AC): +1 to +7
- Resistance bonus to saves: +1 to +7
- Physical Resistance Rating bonus: +2 to +14
- Fortification: Light to Heavy (ML8)
- Hit points (False Life): +5 to +35
- Good Luck: +1 (ML12) +2 (ML20)
- Armor Max Dex Bonus: +1 (ML12), +2 (ML20)
- ASF reduction: 5%/10%/15% (ML12/16/20)
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
- Ring of Resonance - Ring: Protection +3, Sonic Guard (locked chest)
- Ring of the Ancestors - Ring: Raise Dead, Required Alignment: Good (No UMD DC) (Lord Ythrixid)
- Shrieking Star - +4 Morningstar [1d10]: Glass, RoaringRoaring: This weapon causes targets to become shaken and, on a critical hit, does 2d6 sonic damage to the target., ShriekingShrieking: Shrieking weapons emit a piercing screech whenever they are used to make a succesful attack. This screech deals an additional 2d6 sonic damage., Red Augment SlotRed Augments
- Elemental damage: +1 to +1d10
- Equipment bonus to Spell Power: +30 to +114
- Bypass material based DR
- Bypass alignment based DR
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
[edit] Tempest's Spine
Level 10 raid Weapons and armor are ML8, accessories are ML9. All items are BtC.
- Choker of the Silver Tongue - Necklace: Yellow Augment SlotYellow Augments
- Elemental Resistance: +5 to +35
- Spell points: Power I (10 sp) to Archmagi (200 sp)
- Move speed: Striding 5% to 30%
- Feather Falling, Underwater Action (ML4)
- Proof Against Disease, Poison: +2 to +10
- Blindness Immunity, Fear Immunity (ML8)
- Deathblock (ML12)
- Spell Focus (ML16), Greater Spell Focus (ML24)
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
- Cloak of Invisibility - Cloak: Protection +2Protection +2: This item protects its wearer by granting a +2 deflection bonus to AC., GhostlyGhostly: Equipping this item causes you to become partially incorporeal. Your melee attacks do not roll a miss chance for Incorporeal targets. Enemy attacks have a 10% chance to miss you due to incorporeality. You receive a +5 enhancement bonus to your Hide and Move Silently skills., Invisibility (spell), Green Augment SlotBlue Augments
- Natural Armor Bonus to AC: +1 to +7
- Protection (deflection bonus to AC): +1 to +7
- Resistance bonus to saves: +1 to +7
- Physical Resistance Rating bonus: +2 to +14
- Fortification: Light to Heavy (ML8)
- Hit points (False Life): +5 to +35
- Good Luck: +1 (ML12) +2 (ML20)
- Armor Max Dex Bonus: +1 (ML12), +2 (ML20)
- ASF reduction: 5%/10%/15% (ML12/16/20)
- Elemental Resistance: +5 to +35
- Spell points: Power I (10 sp) to Archmagi (200 sp)
- Move speed: Striding 5% to 30%
- Feather Falling, Underwater Action (ML4)
- Proof Against Disease, Poison: +2 to +10
- Blindness Immunity, Fear Immunity (ML8)
- Deathblock (ML12)
- Spell Focus (ML16), Greater Spell Focus (ML24)
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
- Elemental Mithral Breastplate - Breastplate: +3 Enhancement Bonus+3 Enhancement Bonus: This armor has been magically enhanced and gains a +3 enhancement bonus to Armor Class. (AB: 11, MDB: 6), MithralMithral: Mithral armor is one type lighter then normal. Arcane Spell Failure decreased by 10%. Maximum dexterity bonus increased by 2. Armor check penalty reduced by 3., Improved Cold ResistanceImproved Cold Resistance: This property absorbs the first 20 points of cold damage per attack that the wearer would normally take., Improved Fire ResistanceImproved Fire Resistance: This property absorbs the first 20 points of fire damage per attack that the wearer would normally take.
- Enchanted Darkleaf Banded Armor - Banded Mail: +1 Enhancement Bonus+1 Enhancement Bonus: This armor has been magically enhanced and gains a +1 enhancement bonus to Armor Class. (AB: 11, MDB: 3), Resistance Save +4Resistance Save +4: This item offers magical protection in the form of +4 resistance bonus on all saves.
- Eternal Wand of Charm Monster - Wand: Charm Monster, UMD DC: 6
- Full Plate of Giants - Full plate: +5 Enhancement Bonus+5 Enhancement Bonus: This armor has been magically enhanced and gains a +5 enhancement bonus to Armor Class. (AB: 18, MDB: 1), DR 5/-Damage Reduction 5/-: Reduces all physical damage by 5., Blue Augment SlotBlue Augments
- Natural Armor Bonus to AC: +1 to +7
- Protection (deflection bonus to AC): +1 to +7
- Resistance bonus to saves: +1 to +7
- Physical Resistance Rating bonus: +2 to +14
- Fortification: Light to Heavy (ML8)
- Hit points (False Life): +5 to +35
- Good Luck: +1 (ML12) +2 (ML20)
- Armor Max Dex Bonus: +1 (ML12), +2 (ML20)
- ASF reduction: 5%/10%/15% (ML12/16/20)
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
- Gleaming Adamantine Plate - Full plate: +5 Enhancement Bonus+5 Enhancement Bonus: This armor has been magically enhanced and gains a +5 enhancement bonus to Armor Class. (AB: 18, MDB: 1), AdamantineAdamantine: Heavy armor made from adamantine grants its wearer damage reduction of 3/-., Command, Green Augment SlotBlue Augments
- Natural Armor Bonus to AC: +1 to +7
- Protection (deflection bonus to AC): +1 to +7
- Resistance bonus to saves: +1 to +7
- Physical Resistance Rating bonus: +2 to +14
- Fortification: Light to Heavy (ML8)
- Hit points (False Life): +5 to +35
- Good Luck: +1 (ML12) +2 (ML20)
- Armor Max Dex Bonus: +1 (ML12), +2 (ML20)
- ASF reduction: 5%/10%/15% (ML12/16/20)
- Elemental Resistance: +5 to +35
- Spell points: Power I (10 sp) to Archmagi (200 sp)
- Move speed: Striding 5% to 30%
- Feather Falling, Underwater Action (ML4)
- Proof Against Disease, Poison: +2 to +10
- Blindness Immunity, Fear Immunity (ML8)
- Deathblock (ML12)
- Spell Focus (ML16), Greater Spell Focus (ML24)
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
- Goggles of Perception - Goggles: Attack Bonus +2Attack Bonus +2: Provides a +2 competence bonus to your attack rolls., Spot +10Spot +10: Provides a +10 competence bonus to the wearer's Spot which is a Passive Wisdom based skill which allows you to notice hidden doors, traps, objects, and hidden enemies nearby -- without having to explicitly Search for them. No die roll is involved. If your score is high enough you will always succeed and if it's too low you'll never find something., Search +10Search +10: Provides a +10 competence bonus to the wearer's Search which is an Active Intelligence based skill which allows you to find hidden doors, traps, and objects when activated. Note that (like Spot) there is no die roll involved. If your score is high enough you will always succeed and if it's too low you'll never find something. (1 second cooldown), Colorless Augment SlotColorless Augments
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
- Imbued Darkleaf Banded Armor - Banded mail: +3 Enhancement Bonus'+3 Enhancement Bonus: This armor has been magically enhanced and gains a +3 enhancement bonus to Armor Class. (AB: 9, MDB: 2), DarkleafDarkleaf: Darkleaf is not a metal, so immune to rust. Armor is one type lighter then normal. Arcane Spell Failure decreased by 5%. Maximum dexterity bonus increased by 1.Armor check penalty reduced by 3., Resistance Save +4Resistance Save +4: This item offers magical protection in the form of +4 resistance bonus on all saves.
- Maelstrom - ML8, +3 Greataxe+3 Greataxe: (1d12+3 20/x3): A big, heavy, double-bladed Axe wieldable only with two hands.: AnarchicAnarchic: An anarchic weapon is chaotically aligned and infused with the power of chaos. It makes the weapon chaos-aligned and thus bypasses the corresponding damage reduction. It deals an extra 2d6 damage against all of lawful alignment., FrostFrost: This weapon is sheathed in icy cold. It deals an additional 1d6 cold damage on a successful hit., Red Augment SlotRed Augments
- Elemental damage: +1 to +1d10
- Equipment bonus to Spell Power: +30 to +114
- Bypass material based DR
- Bypass alignment based DR
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
- Elemental damage: +1 to +1d10
- Equipment bonus to Spell Power: +30 to +114
- Bypass material based DR
- Bypass alignment based DR
- Natural Armor Bonus to AC: +1 to +7
- Protection (deflection bonus to AC): +1 to +7
- Resistance bonus to saves: +1 to +7
- Physical Resistance Rating bonus: +2 to +14
- Fortification: Light to Heavy (ML8)
- Hit points (False Life): +5 to +35
- Good Luck: +1 (ML12) +2 (ML20)
- Armor Max Dex Bonus: +1 (ML12), +2 (ML20)
- ASF reduction: 5%/10%/15% (ML12/16/20)
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
- Nightblade - +4 Falchion'+4 Falchion: (1.50[2d4]): This large, curved sword is essentially a scimitar designed to be used with two hands.: ByeshkByeshk: Byeshk is effective against Mind Flayers and other aberrations., KeenKeen: Doubles the critical range for piercing & slashing weapons, Red Augment SlotRed Augments
- Elemental damage: +1 to +1d10
- Equipment bonus to Spell Power: +30 to +114
- Bypass material based DR
- Bypass alignment based DR
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
- Elemental damage: +1 to +1d10
- Equipment bonus to Spell Power: +30 to +114
- Bypass material based DR
- Bypass alignment based DR
- Natural Armor Bonus to AC: +1 to +7
- Protection (deflection bonus to AC): +1 to +7
- Resistance bonus to saves: +1 to +7
- Physical Resistance Rating bonus: +2 to +14
- Fortification: Light to Heavy (ML8)
- Hit points (False Life): +5 to +35
- Good Luck: +1 (ML12) +2 (ML20)
- Armor Max Dex Bonus: +1 (ML12), +2 (ML20)
- ASF reduction: 5%/10%/15% (ML12/16/20)
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
- Robe of Arcane Power - Robe: Potency (End Chest)
- Robe of Arcane Puissance - Robe: Armor Bonus +6Armor Bonus +6: This item surrounds the wearer with an invisible but tangible field of force, granting +6 armor bonus to AC, just as though he were wearing armor., Potency +40Potency +40: Provides a +40 Equipment bonus to wearer's Universal Spell Power., Arcane Lore Arcane Lore: Your Universal spells gain additional 6% chance to make critical hits and their critical multiplier increase by 0.25x, Green Augment SlotBlue Augments
- Natural Armor Bonus to AC: +1 to +7
- Protection (deflection bonus to AC): +1 to +7
- Resistance bonus to saves: +1 to +7
- Physical Resistance Rating bonus: +2 to +14
- Fortification: Light to Heavy (ML8)
- Hit points (False Life): +5 to +35
- Good Luck: +1 (ML12) +2 (ML20)
- Armor Max Dex Bonus: +1 (ML12), +2 (ML20)
- ASF reduction: 5%/10%/15% (ML12/16/20)
- Elemental Resistance: +5 to +35
- Spell points: Power I (10 sp) to Archmagi (200 sp)
- Move speed: Striding 5% to 30%
- Feather Falling, Underwater Action (ML4)
- Proof Against Disease, Poison: +2 to +10
- Blindness Immunity, Fear Immunity (ML8)
- Deathblock (ML12)
- Spell Focus (ML16), Greater Spell Focus (ML24)
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
- Robe of Potency - Robe: Armor Bonus +6Armor Bonus +6: This item surrounds the wearer with an invisible but tangible field of force, granting +6 armor bonus to AC, just as though he were wearing armor., Potency +40Potency +40: Provides a +40 Equipment bonus to wearer's Universal Spell Power., Arcane Lore Arcane Lore: Your Universal spells gain additional 6% chance to make critical hits and their critical multiplier increase by 0.25x, Green Augment SlotBlue Augments
- Natural Armor Bonus to AC: +1 to +7
- Protection (deflection bonus to AC): +1 to +7
- Resistance bonus to saves: +1 to +7
- Physical Resistance Rating bonus: +2 to +14
- Fortification: Light to Heavy (ML8)
- Hit points (False Life): +5 to +35
- Good Luck: +1 (ML12) +2 (ML20)
- Armor Max Dex Bonus: +1 (ML12), +2 (ML20)
- ASF reduction: 5%/10%/15% (ML12/16/20)
- Elemental Resistance: +5 to +35
- Spell points: Power I (10 sp) to Archmagi (200 sp)
- Move speed: Striding 5% to 30%
- Feather Falling, Underwater Action (ML4)
- Proof Against Disease, Poison: +2 to +10
- Blindness Immunity, Fear Immunity (ML8)
- Deathblock (ML12)
- Spell Focus (ML16), Greater Spell Focus (ML24)
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
- Shining Adamantine Plate - Full plate: +4 Enhancement Bonus+4 Enhancement Bonus: This armor has been magically enhanced and gains a +4 enhancement bonus to Armor Class. (AB: 17, MDB: 1), Command, AdamantineAdamantine: Heavy armor made from adamantine grants its wearer damage reduction of 3/-., Green Augment SlotBlue Augments
- Natural Armor Bonus to AC: +1 to +7
- Protection (deflection bonus to AC): +1 to +7
- Resistance bonus to saves: +1 to +7
- Physical Resistance Rating bonus: +2 to +14
- Fortification: Light to Heavy (ML8)
- Hit points (False Life): +5 to +35
- Good Luck: +1 (ML12) +2 (ML20)
- Armor Max Dex Bonus: +1 (ML12), +2 (ML20)
- ASF reduction: 5%/10%/15% (ML12/16/20)
- Elemental Resistance: +5 to +35
- Spell points: Power I (10 sp) to Archmagi (200 sp)
- Move speed: Striding 5% to 30%
- Feather Falling, Underwater Action (ML4)
- Proof Against Disease, Poison: +2 to +10
- Blindness Immunity, Fear Immunity (ML8)
- Deathblock (ML12)
- Spell Focus (ML16), Greater Spell Focus (ML24)
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
- Star of Irian - +4 Morningstar+4 Morningstar: (1d8+4 20/x2): A simple weapon comprised of a round, spiked head and a long haft.: 1.50[1d8] + 4, 19-20x2, RighteousRighteous: This weapon is imbues with holy power, giving it an additional +2 to attack bonus and damage against any evil creature. This power makes the weapon good-aligned., HolyHoly: A holy weapon is imbued with holy power. This power makes the weapon good-aligned. Evil characters wielding this weapon suffer a negative level. The weapon deals an extra 2d6 damage agains all targets of evil alignment., Red Augment SlotRed Augments
- Elemental damage: +1 to +1d10
- Equipment bonus to Spell Power: +30 to +114
- Bypass material based DR
- Bypass alignment based DR
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
- Elemental Resistance: +5 to +35
- Spell points: Power I (10 sp) to Archmagi (200 sp)
- Move speed: Striding 5% to 30%
- Feather Falling, Underwater Action (ML4)
- Proof Against Disease, Poison: +2 to +10
- Blindness Immunity, Fear Immunity (ML8)
- Deathblock (ML12)
- Spell Focus (ML16), Greater Spell Focus (ML24)
- Elemental damage: +1 to +1d10
- Equipment bonus to Spell Power: +30 to +114
- Bypass material based DR
- Bypass alignment based DR
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
[edit] Old Tempest's Spine Loot
These items have been replaced with improved versions and can no longer be found.
- Enchanted Darkleaf Banded Armor - +1 Banded mail: Darkleaf'Darkleaf: Darkleaf is not a metal, so immune to rust. Armor is one type lighter then normal. Arcane Spell Failure decreased by 5%. Maximum dexterity bonus increased by 1.Armor check penalty reduced by 3., Resistance Save +4Resistance Save +4: This item offers magical protection in the form of +4 resistance bonus on all saves.
- Shining Adamantine Plate - +2 Full plate: AdamantineAdamantine: Heavy armor made from adamantine grants its wearer damage reduction of 3/-., Proof Against PoisonProof Against Poison: grants its wearer immunity to poison effects., Command
- Mithral Breastplate of the Elements - +1 Breastplate: MithralMithral: Mithral armor is one type lighter then normal. Arcane Spell Failure decreased by 10%. Maximum dexterity bonus increased by 2. Armor check penalty reduced by 3., Cold Resistance Cold Resistance: This property absorbs the first 10 points of cold damage per attack that the wearer would normally take., Fire Resistance Fire Resistance: This property absorbs the first 10 points of fire damage per attack that the wearer would normally take.
- Cloak of Invisibility - Cloak: Invisibility (spell)
- Platemail of Giants - +2 Full plate: Damage reduction 5/- (End Chest)
[edit] An Offering of Blood
Level 11 quest
Items can be found in any of three rooms after the second Aspect. Weapons and armor are ML10, all bind to character on equip.
- Ancient Vulkoorim Dagger - +5 Dagger 1.50[1d6], piercing & slashing: Greater Giant BaneGreater Giant Bane: A bane weapon excels at attacking one type or subtype of creature. Against Giants, this weapon's effective enhancement bonus is +4 better than it's normal enhancement bonus. It deals an extra 3d6 points of damage against the foe., Giant Slayer, Red Augment SlotRed Augments
- Elemental damage: +1 to +1d10
- Equipment bonus to Spell Power: +30 to +114
- Bypass material based DR
- Bypass alignment based DR
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
- Elemental damage: +1 to +1d10
- Equipment bonus to Spell Power: +30 to +114
- Bypass material based DR
- Bypass alignment based DR
- Natural Armor Bonus to AC: +1 to +7
- Protection (deflection bonus to AC): +1 to +7
- Resistance bonus to saves: +1 to +7
- Physical Resistance Rating bonus: +2 to +14
- Fortification: Light to Heavy (ML8)
- Hit points (False Life): +5 to +35
- Good Luck: +1 (ML12) +2 (ML20)
- Armor Max Dex Bonus: +1 (ML12), +2 (ML20)
- ASF reduction: 5%/10%/15% (ML12/16/20)
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
- Vulkoorim Fighting Leathers - +5 Light armor: Improved Fire ResistanceImproved Fire Resistance: This property absorbs the first 20 points of fire damage per attack that the wearer would normally take., Hide +10Hide +10: Provides a +10 competence bonus to the wearer's Hide which is a Passive Dexterity based skill which allows you to sneak past monsters, avoiding their sight. Hide ties directly into the feat Sneak., Red Augment SlotRed Augments
- Elemental damage: +1 to +1d10
- Equipment bonus to Spell Power: +30 to +114
- Bypass material based DR
- Bypass alignment based DR
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
- Ward of Undeath - +4 Heavy shield: Ghost touch, FlamingFlaming: This weapon is sheathed in fire. A flaming weapon deals an extra 1d6 fire damage on a successful hit., Undead BaneUndead Bane: A bane weapon excels at attacking one type or subtype of creature. Against Undead, this weapon's effective enhancement bonus is +2 better than it's normal enhancement bonus. It deals an extra 2d6 points of damage against the foe., Flametouched IronFlametouched Iron: Flametouched Iron grants +1 saves versus Evil Outsiders., Red Augment SlotRed Augments
- Elemental damage: +1 to +1d10
- Equipment bonus to Spell Power: +30 to +114
- Bypass material based DR
- Bypass alignment based DR
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
- Spectral Gloves - Gloves: Ethereal, Attack Bonus +2Attack Bonus +2: Provides a +2 competence bonus to your attack rolls., Dexterity +5 Dexterity +5: This item makes the wearer more nimble and dexterous, granting a +5 enhancement bonus to Dexterity.
[edit] The Cursed Crypt
Level 11 quest Accessories are ML11, armor and docent are ML10; bind to character on equip.
- Anathema - Ring: Magi, Evocation Focus, Yellow Augment SlotYellow Augments
- Elemental Resistance: +5 to +35
- Spell points: Power I (10 sp) to Archmagi (200 sp)
- Move speed: Striding 5% to 30%
- Feather Falling, Underwater Action (ML4)
- Proof Against Disease, Poison: +2 to +10
- Blindness Immunity, Fear Immunity (ML8)
- Deathblock (ML12)
- Spell Focus (ML16), Greater Spell Focus (ML24)
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
- Bete Noir - Bracers: Armor Bonus +7Armor Bonus +7: This item surrounds the wearer with an invisible but tangible field of force, granting +7 armor bonus to AC, just as though he were wearing armor., Taint of Evil, Unholy Blight, Yellow Augment SlotYellow Augments
- Elemental Resistance: +5 to +35
- Spell points: Power I (10 sp) to Archmagi (200 sp)
- Move speed: Striding 5% to 30%
- Feather Falling, Underwater Action (ML4)
- Proof Against Disease, Poison: +2 to +10
- Blindness Immunity, Fear Immunity (ML8)
- Deathblock (ML12)
- Spell Focus (ML16), Greater Spell Focus (ML24)
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
- Cloak of Curses - Cloak: Enchantment Focus, Chaotic Curse, Yellow Augment SlotYellow Augments
- Elemental Resistance: +5 to +35
- Spell points: Power I (10 sp) to Archmagi (200 sp)
- Move speed: Striding 5% to 30%
- Feather Falling, Underwater Action (ML4)
- Proof Against Disease, Poison: +2 to +10
- Blindness Immunity, Fear Immunity (ML8)
- Deathblock (ML12)
- Spell Focus (ML16), Greater Spell Focus (ML24)
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
- Docent of Defiance - +4 Docent: Improved Fire ResistanceImproved Fire Resistance: This property absorbs the first 20 points of fire damage per attack that the wearer would normally take., Improved Cold ResistanceImproved Cold Resistance: This property absorbs the first 20 points of cold damage per attack that the wearer would normally take., Improved Lightning ResistanceImproved Lightning Resistance: This property absorbs the first 20 points of lightning damage per attack that the wearer would normally take., unlisted Defiance (5% chance each time you're hit of gaining DR 20/- and 90% movement penalty for 20 seconds)
- Jinx's Vexation - +5 Full plate: MithralMithral: Mithral armor is one type lighter then normal. Arcane Spell Failure decreased by 10%. Maximum dexterity bonus increased by 2. Armor check penalty reduced by 3., Devotion +60Devotion +60: Provides a +60 Equipment bonus to wearer's Positive (Healing) Spell Power., unlisted Will Save -3Will Save -3: This item gives a -3 resistance bonus to your Will saving throws., Blue Augment SlotBlue Augments
- Natural Armor Bonus to AC: +1 to +7
- Protection (deflection bonus to AC): +1 to +7
- Resistance bonus to saves: +1 to +7
- Physical Resistance Rating bonus: +2 to +14
- Fortification: Light to Heavy (ML8)
- Hit points (False Life): +5 to +35
- Good Luck: +1 (ML12) +2 (ML20)
- Armor Max Dex Bonus: +1 (ML12), +2 (ML20)
- ASF reduction: 5%/10%/15% (ML12/16/20)
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
- Scourge Choker - Necklace: Proof Against Disease +6Proof Against Disease +6 This item grants its wearer immunity to natural diseases. This item also grants a +6 Enhancement bonus to saving throws against magical diseases, and the wearer does not fail saving throws against them on a roll of a natural 1 (this renders the wearer immune to magical diseases with a DC of less than 7 + their Fortitude save)., Blood Rage (End chest)
[edit] Dreams of Insanity
Level 11 quest
- Arcane Shard - +5 Quarterstaff: Potency +40Potency +40: Provides a +40 Equipment bonus to wearer's Universal Spell Power., Efficient Metamagic - Maximize II, Spell Penetration IV, Red Augment SlotRed Augments
- Elemental damage: +1 to +1d10
- Equipment bonus to Spell Power: +30 to +114
- Bypass material based DR
- Bypass alignment based DR
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
- Girdle of Faith - Belt: Minor Turning, Healing Lore, Wizardry II (End Chest)
- Remlin's Step - Boots: Striding +20%, Chaosguard (End Chest)
[edit] Hiding in Plain Sight
- Bottle of Air - Trinket: Underwater action (in tunnel at bottom of last blade trap)
[edit] Sands of Menechtarun
Level 11 (8 - 15) Wilderness Adventure Area
Weapons/armor ML10, items ML9, Ring of Spell Storing ML11.
[edit] Drow Area
- Bracers of the Hunter - Bracers: Hide +10Hide +10: Provides a +10 competence bonus to the wearer's Hide which is a Passive Dexterity based skill which allows you to sneak past monsters, avoiding their sight. Hide ties directly into the feat Sneak., Sneak Attack Bonus +2Sneak Attack Bonus +2: Provides a +2 to attack bonus and a +3 to damage for any attack that would qualify as a Sneak Attack, even if the wielder is not a Rogue., Reflex Save +4Reflex Save +4: This item gives a +4 resistance bonus to your Reflex saving throws., Green Augment SlotBlue Augments
- Natural Armor Bonus to AC: +1 to +7
- Protection (deflection bonus to AC): +1 to +7
- Resistance bonus to saves: +1 to +7
- Physical Resistance Rating bonus: +2 to +14
- Fortification: Light to Heavy (ML8)
- Hit points (False Life): +5 to +35
- Good Luck: +1 (ML12) +2 (ML20)
- Armor Max Dex Bonus: +1 (ML12), +2 (ML20)
- ASF reduction: 5%/10%/15% (ML12/16/20)
- Elemental Resistance: +5 to +35
- Spell points: Power I (10 sp) to Archmagi (200 sp)
- Move speed: Striding 5% to 30%
- Feather Falling, Underwater Action (ML4)
- Proof Against Disease, Poison: +2 to +10
- Blindness Immunity, Fear Immunity (ML8)
- Deathblock (ML12)
- Spell Focus (ML16), Greater Spell Focus (ML24)
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
- Mirage - +5 Scimitar: 2[1d6], Ghost touch, Deception, Red Augment SlotRed Augments
- Elemental damage: +1 to +1d10
- Equipment bonus to Spell Power: +30 to +114
- Bypass material based DR
- Bypass alignment based DR
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
- Shard of Vollun - Trinket: Wizardry IIIWizardry III: This item grants the wearer +75 maximum spell points. Sorcerers and Favored Souls gain up to double spell points from items., Radiance +60Radiance +60: Provides a +60 Equipment bonus to wearer's Light and Alignment Spell Power., Yellow Augment SlotYellow Augments
- Elemental Resistance: +5 to +35
- Spell points: Power I (10 sp) to Archmagi (200 sp)
- Move speed: Striding 5% to 30%
- Feather Falling, Underwater Action (ML4)
- Proof Against Disease, Poison: +2 to +10
- Blindness Immunity, Fear Immunity (ML8)
- Deathblock (ML12)
- Spell Focus (ML16), Greater Spell Focus (ML24)
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
- Shield of the Scorpion - +5 Heavy shield: Spearblock, Blue Augment SlotBlue Augments
- Natural Armor Bonus to AC: +1 to +7
- Protection (deflection bonus to AC): +1 to +7
- Resistance bonus to saves: +1 to +7
- Physical Resistance Rating bonus: +2 to +14
- Fortification: Light to Heavy (ML8)
- Hit points (False Life): +5 to +35
- Good Luck: +1 (ML12) +2 (ML20)
- Armor Max Dex Bonus: +1 (ML12), +2 (ML20)
- ASF reduction: 5%/10%/15% (ML12/16/20)
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
- Spiked Turban - Helm: Protection +3Protection +3: This item protects its wearer by granting a +3 deflection bonus to AC., Resistance Save +3Resistance Save +3: This item offers magical protection in the form of +3 resistance bonus on all saves., Colorless Augment SlotColorless Augments
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
- Sting - +4 Shortsword: Large Scorpion Poison, Proof Against PoisonProof Against Poison: grants its wearer immunity to poison effects., Red Augment SlotRed Augments
- Elemental damage: +1 to +1d10
- Equipment bonus to Spell Power: +30 to +114
- Bypass material based DR
- Bypass alignment based DR
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
- Vulkoorim Dervish Robe - Robe: +6 Armor bonus, Improved Fire ResistanceImproved Fire Resistance: This property absorbs the first 20 points of fire damage per attack that the wearer would normally take., Green Augment SlotBlue Augments
- Natural Armor Bonus to AC: +1 to +7
- Protection (deflection bonus to AC): +1 to +7
- Resistance bonus to saves: +1 to +7
- Physical Resistance Rating bonus: +2 to +14
- Fortification: Light to Heavy (ML8)
- Hit points (False Life): +5 to +35
- Good Luck: +1 (ML12) +2 (ML20)
- Armor Max Dex Bonus: +1 (ML12), +2 (ML20)
- ASF reduction: 5%/10%/15% (ML12/16/20)
- Elemental Resistance: +5 to +35
- Spell points: Power I (10 sp) to Archmagi (200 sp)
- Move speed: Striding 5% to 30%
- Feather Falling, Underwater Action (ML4)
- Proof Against Disease, Poison: +2 to +10
- Blindness Immunity, Fear Immunity (ML8)
- Deathblock (ML12)
- Spell Focus (ML16), Greater Spell Focus (ML24)
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
- Vulkoorim Pendant - Necklace: Devotion +60Devotion +60: Provides a +60 Equipment bonus to wearer's Positive (Healing) Spell Power., Nullification +60Nullification +60: Provides a +60 Equipment bonus to wearer's Negative (Necrotic) Spell Power., Taint of evil, Colorless Augment SlotColorless Augments
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
[edit] Firebrand Area
- Chainmail Coif - Helm: Sacred, Devotion +60Devotion +60: Provides a +60 Equipment bonus to wearer's Positive (Healing) Spell Power., Green Augment SlotBlue Augments
- Natural Armor Bonus to AC: +1 to +7
- Protection (deflection bonus to AC): +1 to +7
- Resistance bonus to saves: +1 to +7
- Physical Resistance Rating bonus: +2 to +14
- Fortification: Light to Heavy (ML8)
- Hit points (False Life): +5 to +35
- Good Luck: +1 (ML12) +2 (ML20)
- Armor Max Dex Bonus: +1 (ML12), +2 (ML20)
- ASF reduction: 5%/10%/15% (ML12/16/20)
- Elemental Resistance: +5 to +35
- Spell points: Power I (10 sp) to Archmagi (200 sp)
- Move speed: Striding 5% to 30%
- Feather Falling, Underwater Action (ML4)
- Proof Against Disease, Poison: +2 to +10
- Blindness Immunity, Fear Immunity (ML8)
- Deathblock (ML12)
- Spell Focus (ML16), Greater Spell Focus (ML24)
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
- Collapsible Shortbow - Shortbow (1.50[1d6]): +5 Enhancement Bonus+5 Enhancement Bonus: This weapon has been magically enhanced and gains a +5 enhancement bonus to attack and damage rolls., Jump +11Jump +11: Provides a +11 competence bonus to the wearer's Jump which is a Passive Strength based skill which allows you to jump higher., Tumble +11Tumble +11: Provides a +11 competence bonus to the wearer's Tumble which is a Passive Dexterity based skill which allows you to tumble and roll away from attacking enemies. Tumbling can be accomplished by blocking and using a movement key. A skill rating > 30 allows you to dive to the side and do backflips instead of rolling., Swim +11Swim +11: Provides a +11 competence bonus to the wearer's Swim which is a Passive Strength based skill which allows you to swim faster and for a longer period of time underwater., Purple Augment SlotRed Augments
- Elemental damage: +1 to +1d10
- Equipment bonus to Spell Power: +30 to +114
- Bypass material based DR
- Bypass alignment based DR
- Natural Armor Bonus to AC: +1 to +7
- Protection (deflection bonus to AC): +1 to +7
- Resistance bonus to saves: +1 to +7
- Physical Resistance Rating bonus: +2 to +14
- Fortification: Light to Heavy (ML8)
- Hit points (False Life): +5 to +35
- Good Luck: +1 (ML12) +2 (ML20)
- Armor Max Dex Bonus: +1 (ML12), +2 (ML20)
- ASF reduction: 5%/10%/15% (ML12/16/20)
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
- Elemental damage: +1 to +1d10
- Equipment bonus to Spell Power: +30 to +114
- Bypass material based DR
- Bypass alignment based DR
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
- Firestorm Greaves - Boots: Fire Resistance Fire Resistance: This property absorbs the first 10 points of fire damage per attack that the wearer would normally take., Fire Absorption 33%Fire Absorption 33%: This effect absorbs one-third of all fire damage the character would have taken, after all other protections have been penetrated. (Commander Errulf)
- Flint - Dagger (2[1d6] Slashing & Piercing): +4 Enhancement Bonus+4 Enhancement Bonus: This weapon has been magically enhanced and gains a +4 enhancement bonus to attack and damage rolls., Shocking BurstShocking Burst: This weapon is sheathed in crackling electricity. A shocking weapon deals an extra 1d6 of electical damage on a successful hit. In addition critical hits deal an amount of extra electric damage depending on the weapon's critical multiplier: x2 - 1d10. x3 - 2d10. x4 - 3d10., Orange Augment SlotYellow Augments
- Elemental Resistance: +5 to +35
- Spell points: Power I (10 sp) to Archmagi (200 sp)
- Move speed: Striding 5% to 30%
- Feather Falling, Underwater Action (ML4)
- Proof Against Disease, Poison: +2 to +10
- Blindness Immunity, Fear Immunity (ML8)
- Deathblock (ML12)
- Spell Focus (ML16), Greater Spell Focus (ML24)
- Elemental damage: +1 to +1d10
- Equipment bonus to Spell Power: +30 to +114
- Bypass material based DR
- Bypass alignment based DR
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
- Elemental damage: +1 to +1d10
- Equipment bonus to Spell Power: +30 to +114
- Bypass material based DR
- Bypass alignment based DR
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
- Gloves of the Falcon - Gloves: Yellow Augment SlotYellow Augments
- Elemental Resistance: +5 to +35
- Spell points: Power I (10 sp) to Archmagi (200 sp)
- Move speed: Striding 5% to 30%
- Feather Falling, Underwater Action (ML4)
- Proof Against Disease, Poison: +2 to +10
- Blindness Immunity, Fear Immunity (ML8)
- Deathblock (ML12)
- Spell Focus (ML16), Greater Spell Focus (ML24)
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
- Tinder - Quarterstaff (1.25[1d6]): +4 Enhancement Bonus+4 Enhancement Bonus: This weapon has been magically enhanced and gains a +4 enhancement bonus to attack and damage rolls., Spellcasting Implement +12Spellcasting Implement +12:Provides a +12 Implement bonus to wearer's universal Spell Power., Combustion +60Combustion +60: Provides a +60 Equipment bonus to wearer's Fire Spell Power., Red Augment SlotRed Augments
- Elemental damage: +1 to +1d10
- Equipment bonus to Spell Power: +30 to +114
- Bypass material based DR
- Bypass alignment based DR
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
- Elemental damage: +1 to +1d10
- Equipment bonus to Spell Power: +30 to +114
- Bypass material based DR
- Bypass alignment based DR
- Natural Armor Bonus to AC: +1 to +7
- Protection (deflection bonus to AC): +1 to +7
- Resistance bonus to saves: +1 to +7
- Physical Resistance Rating bonus: +2 to +14
- Fortification: Light to Heavy (ML8)
- Hit points (False Life): +5 to +35
- Good Luck: +1 (ML12) +2 (ML20)
- Armor Max Dex Bonus: +1 (ML12), +2 (ML20)
- ASF reduction: 5%/10%/15% (ML12/16/20)
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
- Tourney Armor - +5 Full plate (AC 16, MDB 3, ACP -3), Blue Augment SlotBlue Augments
- Natural Armor Bonus to AC: +1 to +7
- Protection (deflection bonus to AC): +1 to +7
- Resistance bonus to saves: +1 to +7
- Physical Resistance Rating bonus: +2 to +14
- Fortification: Light to Heavy (ML8)
- Hit points (False Life): +5 to +35
- Good Luck: +1 (ML12) +2 (ML20)
- Armor Max Dex Bonus: +1 (ML12), +2 (ML20)
- ASF reduction: 5%/10%/15% (ML12/16/20)
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
- Xuum - Falchion (1.50[2d6]): +4 Enhancement Bonus+4 Enhancement Bonus: This weapon has been magically enhanced and gains a +4 enhancement bonus to attack and damage rolls., Spellcasting Implement +12Spellcasting Implement +12:Provides a +12 Implement bonus to wearer's universal Spell Power., FlamingFlaming: This weapon is sheathed in fire. A flaming weapon deals an extra 1d6 fire damage on a successful hit., Red Augment SlotRed Augments
- Elemental damage: +1 to +1d10
- Equipment bonus to Spell Power: +30 to +114
- Bypass material based DR
- Bypass alignment based DR
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
[edit] Undead Area
- The Blood Stone - Trinket: +6 Seeker (Thirsty One and Palumak the Scourer)
- Bow of the Elements (Air) - Longbow (1.50[1d8]): +5 Enhancement Bonus+5 Enhancement Bonus: This weapon has been magically enhanced and gains a +5 enhancement bonus to attack and damage rolls., Shocking BurstShocking Burst: This weapon is sheathed in crackling electricity. A shocking weapon deals an extra 1d6 of electical damage on a successful hit. In addition critical hits deal an amount of extra electric damage depending on the weapon's critical multiplier: x2 - 1d10. x3 - 2d10. x4 - 3d10., Red Augment SlotRed Augments
- Elemental damage: +1 to +1d10
- Equipment bonus to Spell Power: +30 to +114
- Bypass material based DR
- Bypass alignment based DR
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
- Coronation Shield - +5 Large Shield: [1d6] Bludgeoning, Blue Augment SlotBlue Augments
- Natural Armor Bonus to AC: +1 to +7
- Protection (deflection bonus to AC): +1 to +7
- Resistance bonus to saves: +1 to +7
- Physical Resistance Rating bonus: +2 to +14
- Fortification: Light to Heavy (ML8)
- Hit points (False Life): +5 to +35
- Good Luck: +1 (ML12) +2 (ML20)
- Armor Max Dex Bonus: +1 (ML12), +2 (ML20)
- ASF reduction: 5%/10%/15% (ML12/16/20)
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
- Dusk Heart - Trinket: Improved False LifeImproved False Life: Grants the wearer +20 maximum hit points., Dusk, Colorless Augment SlotColorless Augments
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
- Dynastic Falcata - +5 Khopesh: AdamantineAdamantine: Adamantine weapons may bypass the damage reduction of certain items and creatures., True LawTrue Law: This weapon is infused with the power of true law. It does an additional 1d6 damage to non-lawful targets and can only be wielded by lawful aligned characters., Purple Augment SlotRed Augments
- Elemental damage: +1 to +1d10
- Equipment bonus to Spell Power: +30 to +114
- Bypass material based DR
- Bypass alignment based DR
- Natural Armor Bonus to AC: +1 to +7
- Protection (deflection bonus to AC): +1 to +7
- Resistance bonus to saves: +1 to +7
- Physical Resistance Rating bonus: +2 to +14
- Fortification: Light to Heavy (ML8)
- Hit points (False Life): +5 to +35
- Good Luck: +1 (ML12) +2 (ML20)
- Armor Max Dex Bonus: +1 (ML12), +2 (ML20)
- ASF reduction: 5%/10%/15% (ML12/16/20)
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
- Elemental damage: +1 to +1d10
- Equipment bonus to Spell Power: +30 to +114
- Bypass material based DR
- Bypass alignment based DR
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
- Mummy Wrappings - +5 Padded armor: Blue Augment SlotBlue Augments
- Natural Armor Bonus to AC: +1 to +7
- Protection (deflection bonus to AC): +1 to +7
- Resistance bonus to saves: +1 to +7
- Physical Resistance Rating bonus: +2 to +14
- Fortification: Light to Heavy (ML8)
- Hit points (False Life): +5 to +35
- Good Luck: +1 (ML12) +2 (ML20)
- Armor Max Dex Bonus: +1 (ML12), +2 (ML20)
- ASF reduction: 5%/10%/15% (ML12/16/20)
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
- Ring of Spell Storing - Ring: Spell Store 3/day, Exclusive (General Thanak)
- Robe of Fire - Robe: Armor Bonus +6Armor Bonus +6: This item surrounds the wearer with an invisible but tangible field of force, granting +6 armor bonus to AC, just as though he were wearing armor., Combustion +60Combustion +60: Provides a +60 Equipment bonus to wearer's Fire Spell Power., Evocation Focus, Improved Fire ResistanceImproved Fire Resistance: This property absorbs the first 20 points of fire damage per attack that the wearer would normally take., Blue Augment SlotBlue Augments
- Natural Armor Bonus to AC: +1 to +7
- Protection (deflection bonus to AC): +1 to +7
- Resistance bonus to saves: +1 to +7
- Physical Resistance Rating bonus: +2 to +14
- Fortification: Light to Heavy (ML8)
- Hit points (False Life): +5 to +35
- Good Luck: +1 (ML12) +2 (ML20)
- Armor Max Dex Bonus: +1 (ML12), +2 (ML20)
- ASF reduction: 5%/10%/15% (ML12/16/20)
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
- Weathered Targe - +5 Light shield: Densewood, Improved Lightning ResistanceImproved Lightning Resistance: This property absorbs the first 20 points of lightning damage per attack that the wearer would normally take., Purple Augment SlotRed Augments
- Elemental damage: +1 to +1d10
- Equipment bonus to Spell Power: +30 to +114
- Bypass material based DR
- Bypass alignment based DR
- Natural Armor Bonus to AC: +1 to +7
- Protection (deflection bonus to AC): +1 to +7
- Resistance bonus to saves: +1 to +7
- Physical Resistance Rating bonus: +2 to +14
- Fortification: Light to Heavy (ML8)
- Hit points (False Life): +5 to +35
- Good Luck: +1 (ML12) +2 (ML20)
- Armor Max Dex Bonus: +1 (ML12), +2 (ML20)
- ASF reduction: 5%/10%/15% (ML12/16/20)
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
[edit] Windlasher Area
- Hyena-claw Necklace - Necklace: Constitution +4 Constitution +4: This item gives the wearer improved health, granting a +4 enhancement bonus to Constitution., Intimidate +10Intimidate +10: Provides a +10 competence bonus to the wearer's Intimidate which is an Active Charisma based skill which allows you to intimidate certain NPCs and to draw the attention of monsters while in battle. You will suffer a -4 penalty to your intimidate skill for every size category you are smaller than the creature your are trying to intimidate, or +4 for every size category your are larger. Halflings suffer a -4 penalty to Intimidate due to their small size. (15 second cooldown), Yellow Augment SlotYellow Augments
- Elemental Resistance: +5 to +35
- Spell points: Power I (10 sp) to Archmagi (200 sp)
- Move speed: Striding 5% to 30%
- Feather Falling, Underwater Action (ML4)
- Proof Against Disease, Poison: +2 to +10
- Blindness Immunity, Fear Immunity (ML8)
- Deathblock (ML12)
- Spell Focus (ML16), Greater Spell Focus (ML24)
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
- Stinkpelt's Hide - +5 Hide armor (AB 15, MDB 7): Green Augment SlotBlue Augments
- Natural Armor Bonus to AC: +1 to +7
- Protection (deflection bonus to AC): +1 to +7
- Resistance bonus to saves: +1 to +7
- Physical Resistance Rating bonus: +2 to +14
- Fortification: Light to Heavy (ML8)
- Hit points (False Life): +5 to +35
- Good Luck: +1 (ML12) +2 (ML20)
- Armor Max Dex Bonus: +1 (ML12), +2 (ML20)
- ASF reduction: 5%/10%/15% (ML12/16/20)
- Elemental Resistance: +5 to +35
- Spell points: Power I (10 sp) to Archmagi (200 sp)
- Move speed: Striding 5% to 30%
- Feather Falling, Underwater Action (ML4)
- Proof Against Disease, Poison: +2 to +10
- Blindness Immunity, Fear Immunity (ML8)
- Deathblock (ML12)
- Spell Focus (ML16), Greater Spell Focus (ML24)
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
- Thornlord - +4 Longbow 1.50[1d8+2]: Red Augment SlotRed Augments
- Elemental damage: +1 to +1d10
- Equipment bonus to Spell Power: +30 to +114
- Bypass material based DR
- Bypass alignment based DR
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
- Whirlwind - +5 Greatsword 1.50[2d6] 18-20x2: Telekinetic, ScreamingScreaming: Screaming weapons emit a piercing screech whenever they are used to make a successful attack. This screech does an additional 1d6 sonic damage., Red Augment SlotRed Augments
- Elemental damage: +1 to +1d10
- Equipment bonus to Spell Power: +30 to +114
- Bypass material based DR
- Bypass alignment based DR
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
- Wolf Whistle - Necklace: Charm Canine (3/3 day), Yellow Augment SlotYellow Augments
- Elemental Resistance: +5 to +35
- Spell points: Power I (10 sp) to Archmagi (200 sp)
- Move speed: Striding 5% to 30%
- Feather Falling, Underwater Action (ML4)
- Proof Against Disease, Poison: +2 to +10
- Blindness Immunity, Fear Immunity (ML8)
- Deathblock (ML12)
- Spell Focus (ML16), Greater Spell Focus (ML24)
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
- Zephyr - +4 Shortsword 2[2d4]: Red Augment SlotRed Augments
- Elemental damage: +1 to +1d10
- Equipment bonus to Spell Power: +30 to +114
- Bypass material based DR
- Bypass alignment based DR
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
[edit] Chains of Flame
Level 12 quest
- Cape of the Roc - Cloak: Roc's Strength (3 3/day), Green Augment SlotBlue Augments
- Natural Armor Bonus to AC: +1 to +7
- Protection (deflection bonus to AC): +1 to +7
- Resistance bonus to saves: +1 to +7
- Physical Resistance Rating bonus: +2 to +14
- Fortification: Light to Heavy (ML8)
- Hit points (False Life): +5 to +35
- Good Luck: +1 (ML12) +2 (ML20)
- Armor Max Dex Bonus: +1 (ML12), +2 (ML20)
- ASF reduction: 5%/10%/15% (ML12/16/20)
- Elemental Resistance: +5 to +35
- Spell points: Power I (10 sp) to Archmagi (200 sp)
- Move speed: Striding 5% to 30%
- Feather Falling, Underwater Action (ML4)
- Proof Against Disease, Poison: +2 to +10
- Blindness Immunity, Fear Immunity (ML8)
- Deathblock (ML12)
- Spell Focus (ML16), Greater Spell Focus (ML24)
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
- Golden Greaves - Boots: Striding +20%Striding +20%: Makes the wearer more fleet of foot, giving a 20% bonus to run speed., DR 3/-Damage Reduction 3/-: Reduces all physical damage by 3., Colorless Augment SlotColorless Augments
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
- Hruvayah's Medallion - Necklace: Spell Penetration VI, Taint of evil, Yellow Augment SlotYellow Augments
- Elemental Resistance: +5 to +35
- Spell points: Power I (10 sp) to Archmagi (200 sp)
- Move speed: Striding 5% to 30%
- Feather Falling, Underwater Action (ML4)
- Proof Against Disease, Poison: +2 to +10
- Blindness Immunity, Fear Immunity (ML8)
- Deathblock (ML12)
- Spell Focus (ML16), Greater Spell Focus (ML24)
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
- Ring of Baphomet - Ring: Bestow Curse (3 3/day), Wisdom -1 Wisdom -1: This item makes the wearer foolish, granting -1 Wisdom., Charisma -1 Charisma -1: This item makes the wearer ugly, granting -1 Charisma., Intimidate +11Intimidate +11: Provides a +11 competence bonus to the wearer's Intimidate which is an Active Charisma based skill which allows you to intimidate certain NPCs and to draw the attention of monsters while in battle. You will suffer a -4 penalty to your intimidate skill for every size category you are smaller than the creature your are trying to intimidate, or +4 for every size category your are larger. Halflings suffer a -4 penalty to Intimidate due to their small size. (15 second cooldown), Green Augment SlotBlue Augments
- Natural Armor Bonus to AC: +1 to +7
- Protection (deflection bonus to AC): +1 to +7
- Resistance bonus to saves: +1 to +7
- Physical Resistance Rating bonus: +2 to +14
- Fortification: Light to Heavy (ML8)
- Hit points (False Life): +5 to +35
- Good Luck: +1 (ML12) +2 (ML20)
- Armor Max Dex Bonus: +1 (ML12), +2 (ML20)
- ASF reduction: 5%/10%/15% (ML12/16/20)
- Elemental Resistance: +5 to +35
- Spell points: Power I (10 sp) to Archmagi (200 sp)
- Move speed: Striding 5% to 30%
- Feather Falling, Underwater Action (ML4)
- Proof Against Disease, Poison: +2 to +10
- Blindness Immunity, Fear Immunity (ML8)
- Deathblock (ML12)
- Spell Focus (ML16), Greater Spell Focus (ML24)
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
- Elemental Resistance: +5 to +35
- Spell points: Power I (10 sp) to Archmagi (200 sp)
- Move speed: Striding 5% to 30%
- Feather Falling, Underwater Action (ML4)
- Proof Against Disease, Poison: +2 to +10
- Blindness Immunity, Fear Immunity (ML8)
- Deathblock (ML12)
- Spell Focus (ML16), Greater Spell Focus (ML24)
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
- Staff of Inner Sight - +5 Quarterstaff: Intelligence +6 Intelligence +6: This item focuses the power of the wearer's mind, granting a +6 enhancement bonus to Intelligence., Red Augment SlotRed Augments
- Elemental damage: +1 to +1d10
- Equipment bonus to Spell Power: +30 to +114
- Bypass material based DR
- Bypass alignment based DR
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
- Elemental damage: +1 to +1d10
- Equipment bonus to Spell Power: +30 to +114
- Bypass material based DR
- Bypass alignment based DR
- Natural Armor Bonus to AC: +1 to +7
- Protection (deflection bonus to AC): +1 to +7
- Resistance bonus to saves: +1 to +7
- Physical Resistance Rating bonus: +2 to +14
- Fortification: Light to Heavy (ML8)
- Hit points (False Life): +5 to +35
- Good Luck: +1 (ML12) +2 (ML20)
- Armor Max Dex Bonus: +1 (ML12), +2 (ML20)
- ASF reduction: 5%/10%/15% (ML12/16/20)
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
- Unkor's Cleaver - +5 Battleaxe 1.50[1d10] STR/CON: KeenKeen: Doubles the critical range for piercing & slashing weapons, Red Augment SlotRed Augments
- Elemental damage: +1 to +1d10
- Equipment bonus to Spell Power: +30 to +114
- Bypass material based DR
- Bypass alignment based DR
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
[edit] The Chamber of Raiyum
Level 12 quest
These items appear in a single chest in the treasure chamber in the center of the tomb's lowest floor.
- Adherent's Pendant - Necklace: Wizardry IIWizardry II: This item grants the wearer +50 maximum spell points. Sorcerers and Favored Souls gain up to double spell points from items., Devotion +66Devotion +66: Provides a +66 Equipment bonus to wearer's Positive (Healing) Spell Power., Yellow Augment SlotYellow Augments
- Elemental Resistance: +5 to +35
- Spell points: Power I (10 sp) to Archmagi (200 sp)
- Move speed: Striding 5% to 30%
- Feather Falling, Underwater Action (ML4)
- Proof Against Disease, Poison: +2 to +10
- Blindness Immunity, Fear Immunity (ML8)
- Deathblock (ML12)
- Spell Focus (ML16), Greater Spell Focus (ML24)
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
- Bejeweled Letter Opener - +4 Dagger 1.50[1d4]: Spellcasting Implement +12Spellcasting Implement +12:Provides a +12 Implement bonus to wearer's universal Spell Power., KeenKeen: Doubles the critical range for piercing & slashing weapons, Resonance +60Resonance +60: Provides a +60 Equipment bonus to wearer's Sonic Spell Power., Devotion +60Devotion +60: Provides a +60 Equipment bonus to wearer's Positive (Healing) Spell Power., Red Augment SlotRed Augments
- Elemental damage: +1 to +1d10
- Equipment bonus to Spell Power: +30 to +114
- Bypass material based DR
- Bypass alignment based DR
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
- Bracers of Deftness - Bracers: Armor Bonus +6Armor Bonus +6: This item surrounds the wearer with an invisible but tangible field of force, granting +6 armor bonus to AC, just as though he were wearing armor., Feat: MobilityFeat: Mobility: While equipped this armor grants the wielder the Mobility feat: increases the maximum dexterity bonus permitted by armor and tower shields by 2, adds a +4 bonus to Armor Class while tumbling, and gain a 2% dodge bonus., Tumble +10Tumble +10: Provides a +10 competence bonus to the wearer's Tumble which is a Passive Dexterity based skill which allows you to tumble and roll away from attacking enemies. Tumbling can be accomplished by blocking and using a movement key. A skill rating > 30 allows you to dive to the side and do backflips instead of rolling., Yellow Augment SlotYellow Augments
- Elemental Resistance: +5 to +35
- Spell points: Power I (10 sp) to Archmagi (200 sp)
- Move speed: Striding 5% to 30%
- Feather Falling, Underwater Action (ML4)
- Proof Against Disease, Poison: +2 to +10
- Blindness Immunity, Fear Immunity (ML8)
- Deathblock (ML12)
- Spell Focus (ML16), Greater Spell Focus (ML24)
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
- Mysterious Ring - Ring: Charisma +3 Charisma +3: This item makes the wearer have more flair, granting a +3 enhancement bonus to Charisma., Moderate FortificationModerate Fortification: This suit of armor or shield produces a magical force that protects vital areas of the wearer much more effectively. When a critical hit or sneak attack is scored on the wearer, there is a 75% chance that the critical hit or sneak attack is negated and damage is instead rolled normally., Yellow Augment SlotYellow Augments
- Elemental Resistance: +5 to +35
- Spell points: Power I (10 sp) to Archmagi (200 sp)
- Move speed: Striding 5% to 30%
- Feather Falling, Underwater Action (ML4)
- Proof Against Disease, Poison: +2 to +10
- Blindness Immunity, Fear Immunity (ML8)
- Deathblock (ML12)
- Spell Focus (ML16), Greater Spell Focus (ML24)
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
- Mysterious Ring - Ring: Dexterity +3 Dexterity +3: This item makes the wearer more nimble and dexterous, granting a +3 enhancement bonus to Dexterity., Resistance Save +3Resistance Save +3: This item offers magical protection in the form of +3 resistance bonus on all saves., Yellow Augment SlotYellow Augments
- Elemental Resistance: +5 to +35
- Spell points: Power I (10 sp) to Archmagi (200 sp)
- Move speed: Striding 5% to 30%
- Feather Falling, Underwater Action (ML4)
- Proof Against Disease, Poison: +2 to +10
- Blindness Immunity, Fear Immunity (ML8)
- Deathblock (ML12)
- Spell Focus (ML16), Greater Spell Focus (ML24)
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
- Mysterious Ring - Ring: Constitution +3 Constitution +3: This item gives the wearer improved health, granting a +3 enhancement bonus to Constitution., Minor Spell Penetration VIMinor Spell Penetration VI: Your Level 6 and lower spells gain a +1 to the die roll to penetrate the target's Spell Resistance., Yellow Augment SlotYellow Augments
- Elemental Resistance: +5 to +35
- Spell points: Power I (10 sp) to Archmagi (200 sp)
- Move speed: Striding 5% to 30%
- Feather Falling, Underwater Action (ML4)
- Proof Against Disease, Poison: +2 to +10
- Blindness Immunity, Fear Immunity (ML8)
- Deathblock (ML12)
- Spell Focus (ML16), Greater Spell Focus (ML24)
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
- Mysterious Ring - Ring: Strength +3 Strength +3: This item gives the wearer the power of Ogre Strength, granting a +3 enhancement bonus to Strength., Protection +3Protection +3: This item protects its wearer by granting a +3 deflection bonus to AC., Yellow Augment SlotYellow Augments
- Elemental Resistance: +5 to +35
- Spell points: Power I (10 sp) to Archmagi (200 sp)
- Move speed: Striding 5% to 30%
- Feather Falling, Underwater Action (ML4)
- Proof Against Disease, Poison: +2 to +10
- Blindness Immunity, Fear Immunity (ML8)
- Deathblock (ML12)
- Spell Focus (ML16), Greater Spell Focus (ML24)
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
- Silken Mail - +5 Chainmail: MithralMithral: Mithral armor is one type lighter then normal. Arcane Spell Failure decreased by 10%. Maximum dexterity bonus increased by 2. Armor check penalty reduced by 3., AxeblockAxeblock: This armor is magically enchanted to turn away slashing weapons such as axes and most swords. Damage from those weapons is reduced by 5., Move Silently +11Move Silently +11: Provides a +11 competence bonus to the wearer's Move Silently which is a Passive Dexterity based skill which allows you to sneak past monsters, avoiding their hearing. It ties directly into the feat Sneak., Blue Augment SlotBlue Augments
- Natural Armor Bonus to AC: +1 to +7
- Protection (deflection bonus to AC): +1 to +7
- Resistance bonus to saves: +1 to +7
- Physical Resistance Rating bonus: +2 to +14
- Fortification: Light to Heavy (ML8)
- Hit points (False Life): +5 to +35
- Good Luck: +1 (ML12) +2 (ML20)
- Armor Max Dex Bonus: +1 (ML12), +2 (ML20)
- ASF reduction: 5%/10%/15% (ML12/16/20)
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
- Sirocco - +4 Longsword: Telekinetic, Sirocco, Red Augment SlotRed Augments
- Elemental damage: +1 to +1d10
- Equipment bonus to Spell Power: +30 to +114
- Bypass material based DR
- Bypass alignment based DR
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
- Spectacles of Spirit Sight - Goggles: Enchantment Focus, Necromancy Focus, Yellow Augment SlotYellow Augments
- Elemental Resistance: +5 to +35
- Spell points: Power I (10 sp) to Archmagi (200 sp)
- Move speed: Striding 5% to 30%
- Feather Falling, Underwater Action (ML4)
- Proof Against Disease, Poison: +2 to +10
- Blindness Immunity, Fear Immunity (ML8)
- Deathblock (ML12)
- Spell Focus (ML16), Greater Spell Focus (ML24)
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
- Vambraces of Inner Light - +5 Full plate: Charisma +5 Charisma +5: This item makes the wearer have more flair, granting a +5 enhancement bonus to Charisma., Command, Blue Augment SlotBlue Augments
- Natural Armor Bonus to AC: +1 to +7
- Protection (deflection bonus to AC): +1 to +7
- Resistance bonus to saves: +1 to +7
- Physical Resistance Rating bonus: +2 to +14
- Fortification: Light to Heavy (ML8)
- Hit points (False Life): +5 to +35
- Good Luck: +1 (ML12) +2 (ML20)
- Armor Max Dex Bonus: +1 (ML12), +2 (ML20)
- ASF reduction: 5%/10%/15% (ML12/16/20)
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
- Hand of the Tombs - Rune Arm: Maximum Charge Tier: III, Exploding Fire Shot, Disrupting Weapons, Inherent (5) Fire ResistanceInherent (5) Fire Resistance: This property absorbs the first 5 stacking points of fire damage per attack that the wearer would normally take. - 5, Rune Arm Imbue: Fire II, Craftable Rune Arm (+4)
[edit] Invaders!
Level 12 quest
The special Invaders item will show up randomly in the final boss's chest, and is determined by what kind of monster the boss is. (Note that the combination of Cold Iron and Pure GoodPure Good: This weapon is infused with the power of pure good. It does an additional 1d6 damage to non-good targets and can only be wielded by good aligned characters./HolyHoly: A holy weapon is imbued with holy power. This power makes the weapon good-aligned. Evil characters wielding this weapon suffer a negative level. The weapon deals an extra 2d6 damage agains all targets of evil alignment. bypasses the Damage reduction of a Flesh Render, Fire Reaver, or Ice Flenser.) Additionally, 2-5 Outsider Tokens will be in that chest, which can eventually be traded to a collector for these items in quantities of 25.
- Beholder Optic Nerves - Necklace: Spot +7Spot +7: Provides a +7 competence bonus to the wearer's Spot which is a Passive Wisdom based skill which allows you to notice hidden doors, traps, objects, and hidden enemies nearby -- without having to explicitly Search for them. No die roll is involved. If your score is high enough you will always succeed and if it's too low you'll never find something., Search +7Search +7: Provides a +7 competence bonus to the wearer's Search which is an Active Intelligence based skill which allows you to find hidden doors, traps, and objects when activated. Note that (like Spot) there is no die roll involved. If your score is high enough you will always succeed and if it's too low you'll never find something. (1 second cooldown), Absorb Beholder Spells 8/day
- Garzuul's Bane - +5 Greataxe 1.25[1d12]: HolyHoly: A holy weapon is imbued with holy power. This power makes the weapon good-aligned. Evil characters wielding this weapon suffer a negative level. The weapon deals an extra 2d6 damage agains all targets of evil alignment., Cold IronCold Iron: This iron mined deep underground, known for its effectiveness against fey creatures, is forged at a lower temperature to preserve its delicate properties. When combined with Good damage types, Cold Iron weapons are able to overcome the damage reduction of most Demons like Fire Reavers or Flesh Renders. See Monster DR and weaknesses for specifics., Red Augment SlotRed Augments
- Elemental damage: +1 to +1d10
- Equipment bonus to Spell Power: +30 to +114
- Bypass material based DR
- Bypass alignment based DR
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
- Prysuul's Bane - +5 Bastard sword 1.25[1d10]: Pure GoodPure Good: This weapon is infused with the power of pure good. It does an additional 1d6 damage to non-good targets and can only be wielded by good aligned characters., Cold IronCold Iron: This iron mined deep underground, known for its effectiveness against fey creatures, is forged at a lower temperature to preserve its delicate properties. When combined with Good damage types, Cold Iron weapons are able to overcome the damage reduction of most Demons like Fire Reavers or Flesh Renders. See Monster DR and weaknesses for specifics., Red Augment SlotRed Augments
- Elemental damage: +1 to +1d10
- Equipment bonus to Spell Power: +30 to +114
- Bypass material based DR
- Bypass alignment based DR
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
- Tharkuul's Bane - +5 Sickle 1.25[2d4]: HolyHoly: A holy weapon is imbued with holy power. This power makes the weapon good-aligned. Evil characters wielding this weapon suffer a negative level. The weapon deals an extra 2d6 damage agains all targets of evil alignment., Cold IronCold Iron: This iron mined deep underground, known for its effectiveness against fey creatures, is forged at a lower temperature to preserve its delicate properties. When combined with Good damage types, Cold Iron weapons are able to overcome the damage reduction of most Demons like Fire Reavers or Flesh Renders. See Monster DR and weaknesses for specifics., Red Augment SlotRed Augments
- Elemental damage: +1 to +1d10
- Equipment bonus to Spell Power: +30 to +114
- Bypass material based DR
- Bypass alignment based DR
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
- Tyrzza's Bane - +5 Rapier 1.25[1d6]: Pure GoodPure Good: This weapon is infused with the power of pure good. It does an additional 1d6 damage to non-good targets and can only be wielded by good aligned characters., True LawTrue Law: This weapon is infused with the power of true law. It does an additional 1d6 damage to non-lawful targets and can only be wielded by lawful aligned characters., Cold IronCold Iron: This iron mined deep underground, known for its effectiveness against fey creatures, is forged at a lower temperature to preserve its delicate properties. When combined with Good damage types, Cold Iron weapons are able to overcome the damage reduction of most Demons like Fire Reavers or Flesh Renders. See Monster DR and weaknesses for specifics., Red Augment SlotRed Augments
- Elemental damage: +1 to +1d10
- Equipment bonus to Spell Power: +30 to +114
- Bypass material based DR
- Bypass alignment based DR
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
[edit] The Twilight Forge
Level 12 raid
- Adoryn's Malice - +5 Light Mace 1.50[1d8]: Adamantine, Greater Construct BaneGreater Construct Bane: A bane weapon excels at attacking one type or subtype of creature. Against Constructs, this weapon's effective enhancement bonus is +4 better than it's normal enhancement bonus. It deals an extra 3d6 points of damage against the foe., Red Augment SlotRed Augments
- Elemental damage: +1 to +1d10
- Equipment bonus to Spell Power: +30 to +114
- Bypass material based DR
- Bypass alignment based DR
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
- Dream Cloak - Cloak: Charisma +5 Charisma +5: This item makes the wearer have more flair, granting a +5 enhancement bonus to Charisma., Enchantment Focus, Deep Slumber 3/day, Yellow Augment SlotYellow Augments
- Elemental Resistance: +5 to +35
- Spell points: Power I (10 sp) to Archmagi (200 sp)
- Move speed: Striding 5% to 30%
- Feather Falling, Underwater Action (ML4)
- Proof Against Disease, Poison: +2 to +10
- Blindness Immunity, Fear Immunity (ML8)
- Deathblock (ML12)
- Spell Focus (ML16), Greater Spell Focus (ML24)
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
- Helm of Freewill - Helm: Immunity to FearImmunity to Fear: grants its wearer immunity to fear effects., Spell Resistance (22)Spell Resistance (22): This item grants its wearer 22 spell resistance., Green Augment SlotBlue Augments
- Natural Armor Bonus to AC: +1 to +7
- Protection (deflection bonus to AC): +1 to +7
- Resistance bonus to saves: +1 to +7
- Physical Resistance Rating bonus: +2 to +14
- Fortification: Light to Heavy (ML8)
- Hit points (False Life): +5 to +35
- Good Luck: +1 (ML12) +2 (ML20)
- Armor Max Dex Bonus: +1 (ML12), +2 (ML20)
- ASF reduction: 5%/10%/15% (ML12/16/20)
- Elemental Resistance: +5 to +35
- Spell points: Power I (10 sp) to Archmagi (200 sp)
- Move speed: Striding 5% to 30%
- Feather Falling, Underwater Action (ML4)
- Proof Against Disease, Poison: +2 to +10
- Blindness Immunity, Fear Immunity (ML8)
- Deathblock (ML12)
- Spell Focus (ML16), Greater Spell Focus (ML24)
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
- Returning Axe of Embers - +5 Throwing Axe: ReturningReturning: This missile will return to the player., Flametouched Iron
- Signet of Caustic Persuasion - Ring: Corrosion +48Corrosion +48: Provides a +48 Equipment bonus to wearer's Acid Spell Power., Melf's Acid Arrow 3/rest (Entrance area, locked chest)
[edit] The Crucible
Level 14 quest
- Aquatic Bracers - Bracers: Underwater action, Swim +13Swim +13: Provides a +13 competence bonus to the wearer's Swim which is a Passive Strength based skill which allows you to swim faster and for a longer period of time underwater., Improved Cold ResistanceImproved Cold Resistance: This property absorbs the first 20 points of cold damage per attack that the wearer would normally take. (Underwater chest)
- Backstabber's Gloves - Gloves: Bluff +10Bluff +10: Provides a +10 competence bonus to the wearer's Bluff which is an Active Charisma based skill which allows you to bluff certain NPCs or make a monster vulnerable to a sneak attack. After a one second pause for disruption of bluff, if successful it draws the attention of the selected target. This can be done with out disturbing sneak mode. This works as mob pulling skill., +2 Backstabbing (Vrall's end chest)
- Daggertooth Belt - Belt: Constitution +3 Constitution +3: This item gives the wearer improved health, granting a +3 enhancement bonus to Constitution., Enhancement: Fighter's Armor Mastery II (Daggertooth's end chest)
- Ghost-Waking Cloak - Cloak: Charisma +3 Charisma +3: This item makes the wearer have more flair, granting a +3 enhancement bonus to Charisma., Resistance Save +3Resistance Save +3: This item offers magical protection in the form of +3 resistance bonus on all saves. (Vrall's end chest)
- Skullsmasher - +5 Light mace: Orc BaneOrc Bane: A bane weapon excels at attacking one type or subtype of creature. Against Orcs, this weapon's effective enhancement bonus is +2 better than it's normal enhancement bonus. It deals an extra 2d6 points of damage against the foe., Intimidate +10Intimidate +10: Provides a +10 competence bonus to the wearer's Intimidate which is an Active Charisma based skill which allows you to intimidate certain NPCs and to draw the attention of monsters while in battle. You will suffer a -4 penalty to your intimidate skill for every size category you are smaller than the creature your are trying to intimidate, or +4 for every size category your are larger. Halflings suffer a -4 penalty to Intimidate due to their small size. (15 second cooldown) (Gorn's end chest)
- Surefooted Boots - Boots: Balance +10Balance +10: Provides a +10 competence bonus to the wearer's Balance which is a Passive Dexterity based skill which increases the speed with which you get up after being knocked down., Striding +20%Striding +20%: Makes the wearer more fleet of foot, giving a 20% bonus to run speed.
- Windlasher - +5 Falchion: ScreamingScreaming: Screaming weapons emit a piercing screech whenever they are used to make a successful attack. This screech does an additional 1d6 sonic damage., Weapon Focus: Falchion (Daggertooth's end chest)
[edit] Desecrated Temple of Vol
Level 14 quest
- Boots of the Innocent - Boots: Resistance Save +5Resistance Save +5: This item offers magical protection in the form of +5 resistance bonus on all saves., Yellow Augment SlotYellow Augments
- Elemental Resistance: +5 to +35
- Spell points: Power I (10 sp) to Archmagi (200 sp)
- Move speed: Striding 5% to 30%
- Feather Falling, Underwater Action (ML4)
- Proof Against Disease, Poison: +2 to +10
- Blindness Immunity, Fear Immunity (ML8)
- Deathblock (ML12)
- Spell Focus (ML16), Greater Spell Focus (ML24)
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
- Desecrated Leathers - +5 Leather: Greater Nimbleness, Blue Augment SlotBlue Augments
- Natural Armor Bonus to AC: +1 to +7
- Protection (deflection bonus to AC): +1 to +7
- Resistance bonus to saves: +1 to +7
- Physical Resistance Rating bonus: +2 to +14
- Fortification: Light to Heavy (ML8)
- Hit points (False Life): +5 to +35
- Good Luck: +1 (ML12) +2 (ML20)
- Armor Max Dex Bonus: +1 (ML12), +2 (ML20)
- ASF reduction: 5%/10%/15% (ML12/16/20)
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
- Guardian of the Liturgy - +5 Dagger [1d10]: BleedBleed: This weapon is cruelly sharp and will do an additional 1d8 damage to targets that are vulnerable to bleeding., Improved HeartseekerImproved Bloodletter: This weapon will unerringly hone in your opponent's vulnerabilities. Critical hits with this weapon deal an amount of extra piercing damage depending on the weapon's critical multiplier: x2 - 9d6. x3 - 9d8. x4 - 9d10., Red Augment SlotRed Augments
- Elemental damage: +1 to +1d10
- Equipment bonus to Spell Power: +30 to +114
- Bypass material based DR
- Bypass alignment based DR
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
- Insurrection - +5 Greataxe: Construct BaneConstruct Bane: A bane weapon excels at attacking one type or subtype of creature. Against Constructs, this weapon's effective enhancement bonus is +2 better than it's normal enhancement bonus. It deals an extra 2d6 points of damage against the foe. , +10 Shatter, Red Augment SlotRed Augments
- Elemental damage: +1 to +1d10
- Equipment bonus to Spell Power: +30 to +114
- Bypass material based DR
- Bypass alignment based DR
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
- Locus of Vol - Necklace: Wisdom +5 Wisdom +5: This item makes the wearer more in tune with her surroundings, granting a +5 enhancement bonus to Wisdom., Taint of Evil, Yellow Augment SlotYellow Augments
- Elemental Resistance: +5 to +35
- Spell points: Power I (10 sp) to Archmagi (200 sp)
- Move speed: Striding 5% to 30%
- Feather Falling, Underwater Action (ML4)
- Proof Against Disease, Poison: +2 to +10
- Blindness Immunity, Fear Immunity (ML8)
- Deathblock (ML12)
- Spell Focus (ML16), Greater Spell Focus (ML24)
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
[edit] Flesh Maker's Laboratory
Level 14 quest
- Belt of Thoughtful Rememberance - Belt: Constitution +5 Constitution +5: This item gives the wearer improved health, granting a +5 enhancement bonus to Constitution., Concentration +13Concentration +13: Provides a +13 competence bonus to the wearer's Concentration which is a Passive Constitution based skill which allows you a chance to continue casting a spell after being damaged or otherwise interrupted. Allows monks to retain Ki., Negative Energy Absorption 20%Negative Energy Absorption 20%: This effect absorbs 20% of all negative energy damage the character would have taken, after all other protections have been penetrated., Yellow Augment SlotYellow Augments
- Elemental Resistance: +5 to +35
- Spell points: Power I (10 sp) to Archmagi (200 sp)
- Move speed: Striding 5% to 30%
- Feather Falling, Underwater Action (ML4)
- Proof Against Disease, Poison: +2 to +10
- Blindness Immunity, Fear Immunity (ML8)
- Deathblock (ML12)
- Spell Focus (ML16), Greater Spell Focus (ML24)
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
- Carved Bone Shield - +5 Heavy steel shield: Negative Energy Absorption 20%Negative Energy Absorption 20%: This effect absorbs 20% of all negative energy damage the character would have taken, after all other protections have been penetrated., Negative Energy SpikeNegative Energy Spike: This weapon is pulsating with negative energy. It deals an extra 2d6 negative energy damage on a successful hit., Purple Augment SlotRed Augments
- Elemental damage: +1 to +1d10
- Equipment bonus to Spell Power: +30 to +114
- Bypass material based DR
- Bypass alignment based DR
- Natural Armor Bonus to AC: +1 to +7
- Protection (deflection bonus to AC): +1 to +7
- Resistance bonus to saves: +1 to +7
- Physical Resistance Rating bonus: +2 to +14
- Fortification: Light to Heavy (ML8)
- Hit points (False Life): +5 to +35
- Good Luck: +1 (ML12) +2 (ML20)
- Armor Max Dex Bonus: +1 (ML12), +2 (ML20)
- ASF reduction: 5%/10%/15% (ML12/16/20)
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
- Docent of Corpsecraft - +5 Docent: Devotion +60Devotion +60: Provides a +60 Equipment bonus to wearer's Positive (Healing) Spell Power., Nullification +60Nullification +60: Provides a +60 Equipment bonus to wearer's Negative (Necrotic) Spell Power., Green Augment SlotBlue Augments
- Natural Armor Bonus to AC: +1 to +7
- Protection (deflection bonus to AC): +1 to +7
- Resistance bonus to saves: +1 to +7
- Physical Resistance Rating bonus: +2 to +14
- Fortification: Light to Heavy (ML8)
- Hit points (False Life): +5 to +35
- Good Luck: +1 (ML12) +2 (ML20)
- Armor Max Dex Bonus: +1 (ML12), +2 (ML20)
- ASF reduction: 5%/10%/15% (ML12/16/20)
- Elemental Resistance: +5 to +35
- Spell points: Power I (10 sp) to Archmagi (200 sp)
- Move speed: Striding 5% to 30%
- Feather Falling, Underwater Action (ML4)
- Proof Against Disease, Poison: +2 to +10
- Blindness Immunity, Fear Immunity (ML8)
- Deathblock (ML12)
- Spell Focus (ML16), Greater Spell Focus (ML24)
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
- Gloves of Gnoll Hide - Gloves: Disable Device +13Disable Device +13: Provides a +13 competence bonus to the wearer's Disable Device which is an Active Intelligence based skill which can be used to disarm traps in dungeons. Requires that the control box of the trap has been located by a successful Search check. If the Disable Device check succeeds, you disable the trap. If it fails by < 5, you have failed but can try again. If you fail by 5+ the control box explodes (causing some damage to those in an area around the box) and can't be used again (the trap will remain dangerous, of course!). Using this skill consumes one thieves' tool., Open Lock +13Open Lock +13: Provides a +13 competence bonus to the wearer's Open Lock which is an Active Dexterity based skill which allows you to attempt to open locked doors, chests, and other objects. Using the skill consumes one thieves’ tool., Yellow Augment SlotYellow Augments
- Elemental Resistance: +5 to +35
- Spell points: Power I (10 sp) to Archmagi (200 sp)
- Move speed: Striding 5% to 30%
- Feather Falling, Underwater Action (ML4)
- Proof Against Disease, Poison: +2 to +10
- Blindness Immunity, Fear Immunity (ML8)
- Deathblock (ML12)
- Spell Focus (ML16), Greater Spell Focus (ML24)
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
- Ring of Unknown Origins - Ring: Proof Against Disease +6Proof Against Disease +6 This item grants its wearer immunity to natural diseases. This item also grants a +6 Enhancement bonus to saving throws against magical diseases, and the wearer does not fail saving throws against them on a roll of a natural 1 (this renders the wearer immune to magical diseases with a DC of less than 7 + their Fortitude save)., Proof Against Poison +6Proof Against Poison +6 This item grants its wearer immunity to natural poisons. This item also grants a +6 Enhancement bonus to saving throws against magical poisons, and the wearer does not fail saving throws against them on a roll of a natural 1 (this renders the wearer immune to magical poisons with a DC of less than 7 + their Fortitude save)., Intelligence +5 Intelligence +5: This item focuses the power of the wearer's mind, granting a +5 enhancement bonus to Intelligence., Charisma +5 Charisma +5: This item makes the wearer have more flair, granting a +5 enhancement bonus to Charisma., Yellow Augment SlotYellow Augments
- Elemental Resistance: +5 to +35
- Spell points: Power I (10 sp) to Archmagi (200 sp)
- Move speed: Striding 5% to 30%
- Feather Falling, Underwater Action (ML4)
- Proof Against Disease, Poison: +2 to +10
- Blindness Immunity, Fear Immunity (ML8)
- Deathblock (ML12)
- Spell Focus (ML16), Greater Spell Focus (ML24)
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
- Runed Ogre Femur - +5 Club 1.50[1d8]: Anti-Magic RunesAnti-Magic Runes: On a critical hit must make a 20 fortitude save or lose their spellcasting ability for 18 seconds., Purple Augment SlotRed Augments
- Elemental damage: +1 to +1d10
- Equipment bonus to Spell Power: +30 to +114
- Bypass material based DR
- Bypass alignment based DR
- Natural Armor Bonus to AC: +1 to +7
- Protection (deflection bonus to AC): +1 to +7
- Resistance bonus to saves: +1 to +7
- Physical Resistance Rating bonus: +2 to +14
- Fortification: Light to Heavy (ML8)
- Hit points (False Life): +5 to +35
- Good Luck: +1 (ML12) +2 (ML20)
- Armor Max Dex Bonus: +1 (ML12), +2 (ML20)
- ASF reduction: 5%/10%/15% (ML12/16/20)
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
[edit] Gianthold Tor
Level 14 quest
- Madstone Rod - +1 Club: Dispel Madstone Effects. 50 charges, no recharge (Wizard, Sorcerer, Bard only) (one per party after each dragon)
[edit] Black Dragon (east)
- Allegiance - +5 Khopesh: Elf BaneElf Bane: A bane weapon excels at attacking one type or subtype of creature. Against Elves, this weapon's effective enhancement bonus is +2 better than it's normal enhancement bonus. It deals an extra 2d6 points of damage against the foe., Khopesh Proficiency [ML:12]
- Bronze Ingot Arcanum - +2 Quarterstaff: Spellcasting Implement +6Spellcasting Implement +6:Provides a +6 Implement bonus to wearer's universal Spell Power., Major Acid LoreMajor Acid Lore: Your Acid spells gain additional 9% chance to make critical hits and their critical multiplier increase by 0.50x, Corrosion +66Corrosion +66: Provides a +66 Equipment bonus to wearer's Acid Spell Power. [ML:12]
- Globe of Imperial Blood - Trinket: Strength +2 Strength +2: This item gives the wearer the power of Ogre Strength, granting a +2 enhancement bonus to Strength., Dexterity +2 Dexterity +2: This item makes the wearer more nimble and dexterous, granting a +2 enhancement bonus to Dexterity., Constitution +2 Constitution +2: This item gives the wearer improved health, granting a +2 enhancement bonus to Constitution., Intelligence +2 Intelligence +2: This item focuses the power of the wearer's mind, granting a +2 enhancement bonus to Intelligence., Wisdom +2 Wisdom +2: This item makes the wearer more in tune with her surroundings, granting a +2 enhancement bonus to Wisdom., Charisma +2 Charisma +2: This item makes the wearer have more flair, granting a +2 enhancement bonus to Charisma., Wizardry IIWizardry II: This item grants the wearer +50 maximum spell points. Sorcerers and Favored Souls gain up to double spell points from items. [ML:13]
- Helm of the Black Dragon - Helm: Dexterity +5 Dexterity +5: This item makes the wearer more nimble and dexterous, granting a +5 enhancement bonus to Dexterity., Black Dragon Bolt [ML:13]
- Manacles of Ceaseless Toil - Bracers: Strength +3 Strength +3: This item gives the wearer the power of Ogre Strength, granting a +3 enhancement bonus to Strength., Constitution +3 Constitution +3: This item gives the wearer improved health, granting a +3 enhancement bonus to Constitution., Remove Exhaustion
- Tortured Livewood Bow - +5 Longbow: Acid ArrowAcid Arrow: This weapon is sheathed in corrosive acid. A successful hit douses the target in acid causing an additional 2d4 damage every 2 seconds for 6 seconds. Multiple hits do not cause more damage but do extend the duration. [ML:12]
- The Turmoil Within - Rune Arm: Maximum Charge Tier IV, Attack Bonus +2, Inherent (5) Acid ResistanceInherent (5) Acid Resistance: This property absorbs the first 5 stacking points of acid damage per attack that the wearer would normally take., Rune Arm Imbue: Acid III, Craftable Rune Arm (+5) [ML:13]
[edit] Blue Dragon (center)
- Belt of the Seven Ideals - Belt: Potency +48Potency +48: Provides a +48 Equipment bonus to wearer's Universal Spell Power., Spell Penetration VII Spell Penetration VII: Your Level 7 and lower spells gain a +2 to the die roll to penetrate the target's Spell Resistance., Lawful only (DC 24)
- Giantcrafted Siberys Compass - Trinket: Search +13Search +13: Provides a +13 competence bonus to the wearer's Search which is an Active Intelligence based skill which allows you to find hidden doors, traps, and objects when activated. Note that (like Spot) there is no die roll involved. If your score is high enough you will always succeed and if it's too low you'll never find something. (1 second cooldown), Resistance Save +2Resistance Save +2: This item offers magical protection in the form of +2 resistance bonus on all saves., Will Save +4Will Save +4: This item gives a +4 resistance bonus to your Will saving throws. [ML:13]
- Hammer of the Leaden Clouds - +4 Warhammer: Spellcasting Implement +12Spellcasting Implement +12:Provides a +12 Implement bonus to wearer's universal Spell Power., ThunderingThundering: A thundering weapon creates a cacophonous roar when striking a successful critical hit. A thundering weapon deals deal an amount of extra sonic damage upon a successful critical hit depending on the weapon's critical multiplier: x2 - 1d8. x3 - 2d8. x4 - 3d8., Stunning +8, Major Sonic LoreMajor Sonic Lore: Your Sonic spells gain additional 9% chance to make critical hits and their critical multiplier increase by 0.50x, Resonance +60Resonance +60: Provides a +60 Equipment bonus to wearer's Sonic Spell Power. [ML:12]
- Helm of the Blue Dragon - Helm: Intelligence +5 Intelligence +5: This item focuses the power of the wearer's mind, granting a +5 enhancement bonus to Intelligence., Lightning Bolt
- Mantle of the Dragonfriend - Cloak: Charisma +5 Charisma +5: This item makes the wearer have more flair, granting a +5 enhancement bonus to Charisma., Diplomacy +7Diplomacy +7: Provides a +7 competence bonus to the wearer's Diplomacy which is an Active Charisma based skill which allows you to negotiate more effectively with certain NPCs and to encourage monsters to find targets other than yourself. (15 second cooldown)
- Ring of the Stormreaver Prophecy - Ring: Wisdom +5 Wisdom +5: This item makes the wearer more in tune with her surroundings, granting a +5 enhancement bonus to Wisdom. , Resistance Save +2Resistance Save +2: This item offers magical protection in the form of +2 resistance bonus on all saves.
- Silver Ingot Arcanum - +2 Quarterstaff: Spellcasting Implement +6Spellcasting Implement +6:Provides a +6 Implement bonus to wearer's universal Spell Power., Major Ice LoreMajor Ice Lore: Your Ice spells gain additional 9% chance to make critical hits and their critical multiplier increase by 0.50x, Glaciation +66Glaciation +66: Provides a +66 Equipment bonus to wearer's Cold Spell Power. [ML:12]
- Skyvault Shield - +4 Heavy shield: MithralMithral: Mithral armor is one type lighter then normal. Arcane Spell Failure decreased by 10%. Maximum dexterity bonus increased by 2. Armor check penalty reduced by 3., Twilight [ML:12]
- Arcing Sky - Rune Arm: Maximum Charge Tier IV, Dodge bonus 3%, Inherent (5) Electricity ResistanceInherent (5) Electricity Resistance: This property absorbs the first 5 stacking points of electricity damage per attack that the wearer would normally take., Rune Arm Imbue: Electrical III, Craftable Rune Arm (+5)[ML:13]
[edit] White Dragon (west)
- Bulwark of the Storm's Fist - +3 Heavy steel shield: Constitution +5 Constitution +5: This item gives the wearer improved health, granting a +5 enhancement bonus to Constitution. [ML:12]
- Copper Ingot Arcanum - +2 Quarterstaff: Spellcasting Implement +6Spellcasting Implement +6:Provides a +6 Implement bonus to wearer's universal Spell Power., Major Lightning LoreMajor Lightning Lore: Your Electricity spells gain additional 9% chance to make critical hits and their critical multiplier increase by 0.50x, Magnetism +66Magnetism +66: Provides a +66 Equipment bonus to wearer's Electricity Spell Power. [ML:12]
- Gloves of Forgotten Craft - Gloves: Disable Device +13Disable Device +13: Provides a +13 competence bonus to the wearer's Disable Device which is an Active Intelligence based skill which can be used to disarm traps in dungeons. Requires that the control box of the trap has been located by a successful Search check. If the Disable Device check succeeds, you disable the trap. If it fails by < 5, you have failed but can try again. If you fail by 5+ the control box explodes (causing some damage to those in an area around the box) and can't be used again (the trap will remain dangerous, of course!). Using this skill consumes one thieves' tool., Dexterity +3 Dexterity +3: This item makes the wearer more nimble and dexterous, granting a +3 enhancement bonus to Dexterity., Weapon Focus: Thrown [ML:13]
- Great Axe of the Chained Soldier - +5 Greataxe: Immunity to FearImmunity to Fear: grants its wearer immunity to fear effects., Break enchantment [ML:12]
- Helm of the White Dragon - Helm: Strength +5 Strength +5: This item gives the wearer the power of Ogre Strength, granting a +5 enhancement bonus to Strength., Cone of Cold
- Intricate Field Optics - Goggles: Spot +13Spot +13: Provides a +13 competence bonus to the wearer's Spot which is a Passive Wisdom based skill which allows you to notice hidden doors, traps, objects, and hidden enemies nearby -- without having to explicitly Search for them. No die roll is involved. If your score is high enough you will always succeed and if it's too low you'll never find something., Wisdom +2 Wisdom +2: This item makes the wearer more in tune with her surroundings, granting a +2 enhancement bonus to Wisdom., Continuous Detect Secret Doors [ML:13]
- Jorgundal's Collar - Necklace: Melee Alacrity 10% [ML:13]
- Chill of Winter - Rune Arm: Maximum Charge Tier: IV, Freezing Ice GuardFreezing ice: This item stores the pitiless immovable power of the ice deep within. When the wearer of this item is successfully attacked in melee, this power occasionally comes to the surface, attempting to freeze an enemy solid and encase them in ice., Inherent (5) Cold ResistanceInherent (5) Cold Resistance: This property absorbs the first 5 stacking points of cold damage per attack that the wearer would normally take., Rune Arm Imbue: Cold III, Craftable Rune Arm (+5) [ML:13]
[edit] Ghosts of Perdition
Level 14 quest
All items drop from end chest. Weapons and armor are ML12, accessories are ML13.
- Argenti's Armor - +5 Full plate: Greater Fire ResistanceGreater Fire Resistance: This property absorbs the first 30 points of fire damage per attack that the wearer would normally take., Blue Augment SlotBlue Augments
- Natural Armor Bonus to AC: +1 to +7
- Protection (deflection bonus to AC): +1 to +7
- Resistance bonus to saves: +1 to +7
- Physical Resistance Rating bonus: +2 to +14
- Fortification: Light to Heavy (ML8)
- Hit points (False Life): +5 to +35
- Good Luck: +1 (ML12) +2 (ML20)
- Armor Max Dex Bonus: +1 (ML12), +2 (ML20)
- ASF reduction: 5%/10%/15% (ML12/16/20)
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
- Bow of the Elements (Ice) - +5 Longbow 1.50[1d10]: Icy BurstIcy Burst: This weapon is sheathed in icy cold. A cold weapon deals an extra 1d6 cold damage on a successful hit. In addition critical hits deal an amount of extra cold damage depending on the weapon's critical multiplier: x2 - 1d10. x3 - 2d10. x4 - 3d10., Feat: Precise ShotFeat: Precise Shot: While equipped this item grants the feat Precise Shot, allowing your ranged attacks to pass through other characters and monsters to strike your target., Red Augment SlotRed Augments
- Elemental damage: +1 to +1d10
- Equipment bonus to Spell Power: +30 to +114
- Bypass material based DR
- Bypass alignment based DR
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
- Cloak of Ice - Cloak: Fire Shield (Cold) Guard, Yellow Augment SlotYellow Augments
- Elemental Resistance: +5 to +35
- Spell points: Power I (10 sp) to Archmagi (200 sp)
- Move speed: Striding 5% to 30%
- Feather Falling, Underwater Action (ML4)
- Proof Against Disease, Poison: +2 to +10
- Blindness Immunity, Fear Immunity (ML8)
- Deathblock (ML12)
- Spell Focus (ML16), Greater Spell Focus (ML24)
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
- Ethereal Bracers - Bracers: ParryingParrying: +1 insight bonus to AC and saves, Ethereal (your weapons are considered ghost touch), Green Augment SlotBlue Augments
- Natural Armor Bonus to AC: +1 to +7
- Protection (deflection bonus to AC): +1 to +7
- Resistance bonus to saves: +1 to +7
- Physical Resistance Rating bonus: +2 to +14
- Fortification: Light to Heavy (ML8)
- Hit points (False Life): +5 to +35
- Good Luck: +1 (ML12) +2 (ML20)
- Armor Max Dex Bonus: +1 (ML12), +2 (ML20)
- ASF reduction: 5%/10%/15% (ML12/16/20)
- Elemental Resistance: +5 to +35
- Spell points: Power I (10 sp) to Archmagi (200 sp)
- Move speed: Striding 5% to 30%
- Feather Falling, Underwater Action (ML4)
- Proof Against Disease, Poison: +2 to +10
- Blindness Immunity, Fear Immunity (ML8)
- Deathblock (ML12)
- Spell Focus (ML16), Greater Spell Focus (ML24)
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
- Fell Rapier of Ice - +5 Rapier 1.50[1d6]: BorealBoreal: This weapon is sheathed in frigid cold. A boreal weapon deals an extra 2d6 cold damage on a successful hit., Red Augment SlotRed Augments
- Elemental damage: +1 to +1d10
- Equipment bonus to Spell Power: +30 to +114
- Bypass material based DR
- Bypass alignment based DR
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
No longer drops from quest: Icy Raiment. This item now only drops from the Garamol Chest in the The Subterrane - Central.
[edit] Inferno of the Damned
Level 14 quest
All items drop from end chest. Accessories are ML13, rest is ML12.
- Antithesis - Robe: Colorless Augment SlotColorless Augments
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
- Atonement - +5 Greatsword 1.50[2d6]: HolyHoly: A holy weapon is imbued with holy power. This power makes the weapon good-aligned. Evil characters wielding this weapon suffer a negative level. The weapon deals an extra 2d6 damage agains all targets of evil alignment., Intercession Ward, Red Augment SlotRed Augments
- Elemental damage: +1 to +1d10
- Equipment bonus to Spell Power: +30 to +114
- Bypass material based DR
- Bypass alignment based DR
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
- Chord of Reprisals - Belt: Fire GuardFire: This item burns those that attack the wearer, causing 1d8 fire damage on a successful melee attack., Improved Cold ResistanceImproved Cold Resistance: This property absorbs the first 20 points of cold damage per attack that the wearer would normally take., Green Augment SlotBlue Augments
- Natural Armor Bonus to AC: +1 to +7
- Protection (deflection bonus to AC): +1 to +7
- Resistance bonus to saves: +1 to +7
- Physical Resistance Rating bonus: +2 to +14
- Fortification: Light to Heavy (ML8)
- Hit points (False Life): +5 to +35
- Good Luck: +1 (ML12) +2 (ML20)
- Armor Max Dex Bonus: +1 (ML12), +2 (ML20)
- ASF reduction: 5%/10%/15% (ML12/16/20)
- Elemental Resistance: +5 to +35
- Spell points: Power I (10 sp) to Archmagi (200 sp)
- Move speed: Striding 5% to 30%
- Feather Falling, Underwater Action (ML4)
- Proof Against Disease, Poison: +2 to +10
- Blindness Immunity, Fear Immunity (ML8)
- Deathblock (ML12)
- Spell Focus (ML16), Greater Spell Focus (ML24)
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
- Elemental Resistance: +5 to +35
- Spell points: Power I (10 sp) to Archmagi (200 sp)
- Move speed: Striding 5% to 30%
- Feather Falling, Underwater Action (ML4)
- Proof Against Disease, Poison: +2 to +10
- Blindness Immunity, Fear Immunity (ML8)
- Deathblock (ML12)
- Spell Focus (ML16), Greater Spell Focus (ML24)
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
- Glimpse of the Soul - Goggles: Bluff +13Bluff +13: Provides a +13 competence bonus to the wearer's Bluff which is an Active Charisma based skill which allows you to bluff certain NPCs or make a monster vulnerable to a sneak attack. After a one second pause for disruption of bluff, if successful it draws the attention of the selected target. This can be done with out disturbing sneak mode. This works as mob pulling skill., Diplomacy +13Diplomacy +13: Provides a +13 competence bonus to the wearer's Diplomacy which is an Active Charisma based skill which allows you to negotiate more effectively with certain NPCs and to encourage monsters to find targets other than yourself. (15 second cooldown), Enchantment Focus, Yellow Augment SlotYellow Augments
- Elemental Resistance: +5 to +35
- Spell points: Power I (10 sp) to Archmagi (200 sp)
- Move speed: Striding 5% to 30%
- Feather Falling, Underwater Action (ML4)
- Proof Against Disease, Poison: +2 to +10
- Blindness Immunity, Fear Immunity (ML8)
- Deathblock (ML12)
- Spell Focus (ML16), Greater Spell Focus (ML24)
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
- Maul of Malice - +5 Maul [1d16]: Intimidate +11Intimidate +11: Provides a +11 competence bonus to the wearer's Intimidate which is an Active Charisma based skill which allows you to intimidate certain NPCs and to draw the attention of monsters while in battle. You will suffer a -4 penalty to your intimidate skill for every size category you are smaller than the creature your are trying to intimidate, or +4 for every size category your are larger. Halflings suffer a -4 penalty to Intimidate due to their small size. (15 second cooldown), Incite +20%This weapon increases the threat generated by melee damage by 20%, Red Augment SlotRed Augments
- Elemental damage: +1 to +1d10
- Equipment bonus to Spell Power: +30 to +114
- Bypass material based DR
- Bypass alignment based DR
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
- Redemption (item) - +5 Kama 1.50[1d8]: HolyHoly: A holy weapon is imbued with holy power. This power makes the weapon good-aligned. Evil characters wielding this weapon suffer a negative level. The weapon deals an extra 2d6 damage agains all targets of evil alignment., Greater Cold ResistanceGreater Cold Resistance: This property absorbs the first 30 points of cold damage per attack that the wearer would normally take., Red Augment SlotRed Augments
- Elemental damage: +1 to +1d10
- Equipment bonus to Spell Power: +30 to +114
- Bypass material based DR
- Bypass alignment based DR
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
[edit] Madstone Crater
Level 14 quest
- Ancient Band - Ring: Heavy FortificationHeavy Fortification: This suit of armor or shield produces a magical force that protects vital areas of the wearer much more effectively. When a critical hit or sneak attack is scored on the wearer, there is a 100% chance that the critical hit or sneak attack is negated and damage is instead rolled normally., +3 Protection (End chest)
- Axe of Adaxus - +5 Battleaxe: SlicingSlicing: This weapon is incredibly sharp and will do an additional 1d4 damage to targets that are vulnerable to bleeding., Improved Fire ResistanceImproved Fire Resistance: This property absorbs the first 20 points of fire damage per attack that the wearer would normally take. (End chest) [ML:12]
- Crystalline Scepter - +3 Club: Spellcasting Implement +9Spellcasting Implement +9:Provides a +9 Implement bonus to wearer's universal Spell Power., Combustion +78Combustion +78: Provides a +78 Equipment bonus to wearer's Fire Spell Power., Evocation Focus [ML:12]
- Girdle of Giant's Brawn - Belt: Strength +6 Strength +6: This item gives the wearer the power of Ogre Strength, granting a +6 enhancement bonus to Strength., Wisdom -3 Wisdom -3: This item makes the wearer foolish, granting -3 Wisdom., Intelligence -3 Intelligence -3: This item makes the wearer slow-witted, granting -3 Intelligence.
- Iron Beads - Necklace: Magnetism +72Magnetism +72: Provides a +72 Equipment bonus to wearer's Electricity Spell Power., Lightning Lore Lightning Lore: Your Electricity spells gain additional 6% chance to make critical hits and their critical multiplier increase by 0.25x
- Steady Handed Armbands - Bracers: Dexterity +3 Dexterity +3: This item makes the wearer more nimble and dexterous, granting a +3 enhancement bonus to Dexterity., +1 Competence bonus to hit (End chest)
[edit] The Prison of the Planes
Level 14 quest
- Dream Visor - Goggles: Spot +13Spot +13: Provides a +13 competence bonus to the wearer's Spot which is a Passive Wisdom based skill which allows you to notice hidden doors, traps, objects, and hidden enemies nearby -- without having to explicitly Search for them. No die roll is involved. If your score is high enough you will always succeed and if it's too low you'll never find something., Search -7Search -7: Gives a -7 competence penalty to the wearer's Search which is an Active Intelligence based skill which allows you to find hidden doors, traps, and objects when activated. Note that (like Spot) there is no die roll involved. If your score is high enough you will always succeed and if it's too low you'll never find something. (1 second cooldown) (Dal Quor final room)
- Death's Locket - Necklace: Deathblock, Cause Fear (Dolurrh room)
- Charoush's Inferno - +5 Bastard sword+5 Bastard sword: (1d10+5 19-20/×2): Also known as a hand-and-a-half sword, and the largest of the single-handed swords, this weapon requires special training to use.: Flaming BurstFlaming Burst: This weapon is sheathed in fire. A fire weapon deals an extra 1d6 fire damage on a successful hit. In addition critical hits deal an amount of extra fire damage depending on the weapon's critical multiplier: x2 - 1d10. x3 - 2d10. x4 - 3d10. (Fernia room) [ML:12]
- Ring of the Djinn - Ring: Lightning Resistance Lightning Resistance: This property absorbs the first 10 points of lightning damage per attack that the wearer would normally take., Lightning Absorption 33% (Lammania room)
- Spiked Boots - Boots: Balance +7Balance +7: Provides a +7 competence bonus to the wearer's Balance which is a Passive Dexterity based skill which increases the speed with which you get up after being knocked down., Slippery Surface ImmunitySlippery Surface Immunity: grants its wearer immunity to slippery surface effects. (Risia Room)
- Ring of Shadows - Ring: Move Silently +10Move Silently +10: Provides a +10 competence bonus to the wearer's Move Silently which is a Passive Dexterity based skill which allows you to sneak past monsters, avoiding their hearing. It ties directly into the feat Sneak., Hide +10Hide +10: Provides a +10 competence bonus to the wearer's Hide which is a Passive Dexterity based skill which allows you to sneak past monsters, avoiding their sight. Hide ties directly into the feat Sneak., Dusk (Mabar room)
- Royal Scimitar - +3 Scimitar+3 Scimitar: (1d6+3 18-20/x2): A curved sword favored by the elves of Valenar. The unique shape gives this weapon a keener edge.: Keen, Destruction (Shavarath room) [ML:12]
- Kardin's Eye - Trinket: Resistance Save +5Resistance Save +5: This item offers magical protection in the form of +5 resistance bonus on all saves. (Xoriat room) [ML:11]
[edit] Litany of the Dead
Level 15 quest Accessories are ML13, weapons and armor are ML14. All bind to character on equip.
[edit] Cholthulzz chest
- Belt of Tongue - Belt: Spell Resistance (19)Spell Resistance (19): This item grants its wearer 19 spell resistance., Enchantment Saves +6
- Eye of the Beholder - Ring: Absorb Doomsphere Spells, Deathblock
- Lenses of Doom - Goggles: Exclusive, Boneshatter, Search +11Search +11: Provides a +11 competence bonus to the wearer's Search which is an Active Intelligence based skill which allows you to find hidden doors, traps, and objects when activated. Note that (like Spot) there is no die roll involved. If your score is high enough you will always succeed and if it's too low you'll never find something. (1 second cooldown), Spot +11Spot +11: Provides a +11 competence bonus to the wearer's Spot which is a Passive Wisdom based skill which allows you to notice hidden doors, traps, objects, and hidden enemies nearby -- without having to explicitly Search for them. No die roll is involved. If your score is high enough you will always succeed and if it's too low you'll never find something.
[edit] Cinnis chest
- Bluefire Necklace - Necklace: Greater Fire ResistanceGreater Fire Resistance: This property absorbs the first 30 points of fire damage per attack that the wearer would normally take., Fire Shield (fire), Green Augment SlotBlue Augments
- Natural Armor Bonus to AC: +1 to +7
- Protection (deflection bonus to AC): +1 to +7
- Resistance bonus to saves: +1 to +7
- Physical Resistance Rating bonus: +2 to +14
- Fortification: Light to Heavy (ML8)
- Hit points (False Life): +5 to +35
- Good Luck: +1 (ML12) +2 (ML20)
- Armor Max Dex Bonus: +1 (ML12), +2 (ML20)
- ASF reduction: 5%/10%/15% (ML12/16/20)
- Elemental Resistance: +5 to +35
- Spell points: Power I (10 sp) to Archmagi (200 sp)
- Move speed: Striding 5% to 30%
- Feather Falling, Underwater Action (ML4)
- Proof Against Disease, Poison: +2 to +10
- Blindness Immunity, Fear Immunity (ML8)
- Deathblock (ML12)
- Spell Focus (ML16), Greater Spell Focus (ML24)
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
- Inferno Bracers - Bracers: Dexterity +6 Dexterity +6: This item makes the wearer more nimble and dexterous, granting a +6 enhancement bonus to Dexterity., Green Augment SlotBlue Augments
- Natural Armor Bonus to AC: +1 to +7
- Protection (deflection bonus to AC): +1 to +7
- Resistance bonus to saves: +1 to +7
- Physical Resistance Rating bonus: +2 to +14
- Fortification: Light to Heavy (ML8)
- Hit points (False Life): +5 to +35
- Good Luck: +1 (ML12) +2 (ML20)
- Armor Max Dex Bonus: +1 (ML12), +2 (ML20)
- ASF reduction: 5%/10%/15% (ML12/16/20)
- Elemental Resistance: +5 to +35
- Spell points: Power I (10 sp) to Archmagi (200 sp)
- Move speed: Striding 5% to 30%
- Feather Falling, Underwater Action (ML4)
- Proof Against Disease, Poison: +2 to +10
- Blindness Immunity, Fear Immunity (ML8)
- Deathblock (ML12)
- Spell Focus (ML16), Greater Spell Focus (ML24)
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
[edit] Mentau chest
- Electric Haze - Belt: Heavy FortificationHeavy Fortification: This suit of armor or shield produces a magical force that protects vital areas of the wearer much more effectively. When a critical hit or sneak attack is scored on the wearer, there is a 100% chance that the critical hit or sneak attack is negated and damage is instead rolled normally., Greater False LifeGreater False Life: Grants the wearer +30 maximum hit points., Colorless Augment SlotColorless Augments
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
- Finger Necklace - Necklace: Fleshmaker (10% benefit from healing spells), Colorless Augment SlotColorless Augments
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
- Mentau's Goggles - Goggles: Necromancy Focus Necromancy Focus: Your Necromancy spells have the DC to resist them increased by +1., Seeker +6Seeker +6: A +6 Seeker item will add +6 to your confirm critical roll and +6 to your critical damage.(Before multipliers are applied), Yellow Augment SlotYellow Augments
- Elemental Resistance: +5 to +35
- Spell points: Power I (10 sp) to Archmagi (200 sp)
- Move speed: Striding 5% to 30%
- Feather Falling, Underwater Action (ML4)
- Proof Against Disease, Poison: +2 to +10
- Blindness Immunity, Fear Immunity (ML8)
- Deathblock (ML12)
- Spell Focus (ML16), Greater Spell Focus (ML24)
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
[edit] High Priest of Vol chest
- Banner Cloak - Cloak: Charisma +6 Charisma +6: This item makes the wearer have more flair, granting a +6 enhancement bonus to Charisma., Green Augment SlotBlue Augments
- Natural Armor Bonus to AC: +1 to +7
- Protection (deflection bonus to AC): +1 to +7
- Resistance bonus to saves: +1 to +7
- Physical Resistance Rating bonus: +2 to +14
- Fortification: Light to Heavy (ML8)
- Hit points (False Life): +5 to +35
- Good Luck: +1 (ML12) +2 (ML20)
- Armor Max Dex Bonus: +1 (ML12), +2 (ML20)
- ASF reduction: 5%/10%/15% (ML12/16/20)
- Elemental Resistance: +5 to +35
- Spell points: Power I (10 sp) to Archmagi (200 sp)
- Move speed: Striding 5% to 30%
- Feather Falling, Underwater Action (ML4)
- Proof Against Disease, Poison: +2 to +10
- Blindness Immunity, Fear Immunity (ML8)
- Deathblock (ML12)
- Spell Focus (ML16), Greater Spell Focus (ML24)
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
- Fanged Gloves - Gloves: Strength +6 Strength +6: This item gives the wearer the power of Ogre Strength, granting a +6 enhancement bonus to Strength., -5% Arcane Spell Failure, Yellow Augment SlotYellow Augments
- Elemental Resistance: +5 to +35
- Spell points: Power I (10 sp) to Archmagi (200 sp)
- Move speed: Striding 5% to 30%
- Feather Falling, Underwater Action (ML4)
- Proof Against Disease, Poison: +2 to +10
- Blindness Immunity, Fear Immunity (ML8)
- Deathblock (ML12)
- Spell Focus (ML16), Greater Spell Focus (ML24)
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
- Ring of the High Priest - Ring: Wisdom +6 Wisdom +6: This item makes the wearer more in tune with her surroundings, granting a +6 enhancement bonus to Wisdom., Greater Command, Green Augment SlotBlue Augments
- Natural Armor Bonus to AC: +1 to +7
- Protection (deflection bonus to AC): +1 to +7
- Resistance bonus to saves: +1 to +7
- Physical Resistance Rating bonus: +2 to +14
- Fortification: Light to Heavy (ML8)
- Hit points (False Life): +5 to +35
- Good Luck: +1 (ML12) +2 (ML20)
- Armor Max Dex Bonus: +1 (ML12), +2 (ML20)
- ASF reduction: 5%/10%/15% (ML12/16/20)
- Elemental Resistance: +5 to +35
- Spell points: Power I (10 sp) to Archmagi (200 sp)
- Move speed: Striding 5% to 30%
- Feather Falling, Underwater Action (ML4)
- Proof Against Disease, Poison: +2 to +10
- Blindness Immunity, Fear Immunity (ML8)
- Deathblock (ML12)
- Spell Focus (ML16), Greater Spell Focus (ML24)
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
[edit] Drop from any end chest
- Ash Boots - Boots: Striding +30%Striding +30%: Makes the wearer more fleet of foot, giving a 30% bonus to run speed., Green Augment SlotBlue Augments
- Natural Armor Bonus to AC: +1 to +7
- Protection (deflection bonus to AC): +1 to +7
- Resistance bonus to saves: +1 to +7
- Physical Resistance Rating bonus: +2 to +14
- Fortification: Light to Heavy (ML8)
- Hit points (False Life): +5 to +35
- Good Luck: +1 (ML12) +2 (ML20)
- Armor Max Dex Bonus: +1 (ML12), +2 (ML20)
- ASF reduction: 5%/10%/15% (ML12/16/20)
- Elemental Resistance: +5 to +35
- Spell points: Power I (10 sp) to Archmagi (200 sp)
- Move speed: Striding 5% to 30%
- Feather Falling, Underwater Action (ML4)
- Proof Against Disease, Poison: +2 to +10
- Blindness Immunity, Fear Immunity (ML8)
- Deathblock (ML12)
- Spell Focus (ML16), Greater Spell Focus (ML24)
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
- Axe of the Unseen Blow - +5 Handaxe+5 Handaxe: (1.50[2d4] 20x4): A smaller version of a Battleaxe.: Finesse, True ChaosTrue Chaos: This weapon is infused with the power of true chaos. It does an additional 1d6 damage to non-chaotic targets and can only be wielded by chaotic aligned characters., Red Augment SlotRed Augments
- Elemental damage: +1 to +1d10
- Equipment bonus to Spell Power: +30 to +114
- Bypass material based DR
- Bypass alignment based DR
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
- Breastplate of Vol - +5 Breastplate: MithralMithral: Mithral armor is one type lighter then normal. Arcane Spell Failure decreased by 10%. Maximum dexterity bonus increased by 2. Armor check penalty reduced by 3., Dexterity +6 Dexterity +6: This item makes the wearer more nimble and dexterous, granting a +6 enhancement bonus to Dexterity., Blue Augment SlotBlue Augments
- Natural Armor Bonus to AC: +1 to +7
- Protection (deflection bonus to AC): +1 to +7
- Resistance bonus to saves: +1 to +7
- Physical Resistance Rating bonus: +2 to +14
- Fortification: Light to Heavy (ML8)
- Hit points (False Life): +5 to +35
- Good Luck: +1 (ML12) +2 (ML20)
- Armor Max Dex Bonus: +1 (ML12), +2 (ML20)
- ASF reduction: 5%/10%/15% (ML12/16/20)
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
- Docent of Quickening - +5 Docent: Striding 25%, Melee Alacrity 10%, Ranged Alacrity 10%, Blue Augment SlotBlue Augments
- Natural Armor Bonus to AC: +1 to +7
- Protection (deflection bonus to AC): +1 to +7
- Resistance bonus to saves: +1 to +7
- Physical Resistance Rating bonus: +2 to +14
- Fortification: Light to Heavy (ML8)
- Hit points (False Life): +5 to +35
- Good Luck: +1 (ML12) +2 (ML20)
- Armor Max Dex Bonus: +1 (ML12), +2 (ML20)
- ASF reduction: 5%/10%/15% (ML12/16/20)
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
- Dragon Sword of Acid - +5 Longsword+5 Longsword: (1.50[1d10] 18-20x2): A classic straight-bladed sword usable in one hand. This weapon is commonly associated with knighthood and valor.: Acid BurstAcid Burst: This weapon is sheathed in corrosive acid. An acid weapon deals an extra 1d6 acid damage on a successful hit. In addition critical hits deal an amount of extra acid damage depending on the weapon's critical multiplier: x2 - 1d10. x3 - 2d10. x4 - 3d10., Dragon BaneDragon Bane: A bane weapon excels at attacking one type or subtype of creature. Against Dragons, this weapon's effective enhancement bonus is +2 better than it's normal enhancement bonus. It deals an extra 2d6 points of damage against the foe., Red Augment SlotRed Augments
- Elemental damage: +1 to +1d10
- Equipment bonus to Spell Power: +30 to +114
- Bypass material based DR
- Bypass alignment based DR
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
- Robe of the Magi - Robe: Armor Bonus +7Armor Bonus +7: This item surrounds the wearer with an invisible but tangible field of force, granting +7 armor bonus to AC, just as though he were wearing armor., Spell Resistance (25)Spell Resistance (25): This item grants its wearer 25 spell resistance., Spell Penetration VII Spell Penetration VII: Your Level 7 and lower spells gain a +2 to the die roll to penetrate the target's Spell Resistance., Green Augment SlotBlue Augments
- Natural Armor Bonus to AC: +1 to +7
- Protection (deflection bonus to AC): +1 to +7
- Resistance bonus to saves: +1 to +7
- Physical Resistance Rating bonus: +2 to +14
- Fortification: Light to Heavy (ML8)
- Hit points (False Life): +5 to +35
- Good Luck: +1 (ML12) +2 (ML20)
- Armor Max Dex Bonus: +1 (ML12), +2 (ML20)
- ASF reduction: 5%/10%/15% (ML12/16/20)
- Elemental Resistance: +5 to +35
- Spell points: Power I (10 sp) to Archmagi (200 sp)
- Move speed: Striding 5% to 30%
- Feather Falling, Underwater Action (ML4)
- Proof Against Disease, Poison: +2 to +10
- Blindness Immunity, Fear Immunity (ML8)
- Deathblock (ML12)
- Spell Focus (ML16), Greater Spell Focus (ML24)
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
- Shining Devastation - +5 Greatclub+5 Greatclub: (1.50[1d16] 19-20x3): A more formidable version of a simple club, this two-handed weapon is occasionally reinforced with spikes or bands of iron.: AdamantineAdamantine: Adamantine weapons may bypass the damage reduction of certain items and creatures., Everbright, ImpellentImpellent: This weapon is pulsing with magical force. It deals and additional 2d6 force damage on a successful hit., Red Augment SlotRed Augments
- Elemental damage: +1 to +1d10
- Equipment bonus to Spell Power: +30 to +114
- Bypass material based DR
- Bypass alignment based DR
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
[edit] The Subterrane - Central
Level 16 (12-21) Wilderness Adventure Area, Raid
[edit] Skeleton Garamol chest
- Dwarven Thrower [ML:6]
- Flametongue [ML:4]
- Frostbrand [ML:8]
- Luck Blade [ML:8]
- Mace of Smiting [ML:6]
- Sun Blade [ML:6]
- Icy Raiment [ML:14]
[edit] Prey on the Hunter
Level 17 quest
- Toothpick - Masterwork Rapier: Greater Giant BaneGreater Giant Bane: A bane weapon excels at attacking one type or subtype of creature. Against Giants, this weapon's effective enhancement bonus is +4 better than it's normal enhancement bonus. It deals an extra 3d6 points of damage against the foe., binds on acquire [ML:12]
[edit] A New Invasion
Level 19 quest
All Minimum Level 18, Bind to Character
- Amara's Belt - Belt:Greater Ardor When activated, this effect provides a +20 Alchemical bonus to your Positive (Healing) Spell Power for one minute.
Caster level: {{{4}}} ~ - ~ ~ - ~ ~ - ~ ~ - ~ ~ - ~ ~ - ~ Charges: {{{5}}} ({{{6}}}/day) (3/3), Wizardry VIWizardry VI: This item grants the wearer +150 maximum spell points. Sorcerers and Favored Souls gain up to double spell points from items., Exorcist of the Silver Flame Set Bonus, Exclusive - Colethenis's Belt - Belt: Constitution +6 Constitution +6: This item gives the wearer improved health, granting a +6 enhancement bonus to Constitution., Seeker +2, Ravager Set Bonus, Exclusive
- Connor's Pendant - Necklace: Constitution +6 Constitution +6: This item gives the wearer improved health, granting a +6 enhancement bonus to Constitution., Hide +15Hide +15: Provides a +15 competence bonus to the wearer's Hide which is a Passive Dexterity based skill which allows you to sneak past monsters, avoiding their sight. Hide ties directly into the feat Sneak., Deepwood Sniper, Exclusive
- Mechanics's Belt - Belt: Constitution +6 Constitution +6: This item gives the wearer improved health, granting a +6 enhancement bonus to Constitution., Proof Against Poison, Fire Resistance Fire Resistance: This property absorbs the first 10 points of fire damage per attack that the wearer would normally take., Mechanic Set Bonus, Exclusive
- Rahkir's Sash - Belt: Archmagi,Greater Efficacy When activated, this effect provides a +12 Alchemical bonus to your Universal Spell Power for one minute.
Caster level: {{{4}}} ~ - ~ ~ - ~ ~ - ~ ~ - ~ ~ - ~ ~ - ~ Charges: {{{5}}} ({{{6}}}/day) (3/3), ArchMage Set Bonus, Exclusive - Shiona's Pendant - Necklace: Potency +48Potency +48: Provides a +48 Equipment bonus to wearer's Universal Spell Power., Wizardry VIWizardry VI: This item grants the wearer +150 maximum spell points. Sorcerers and Favored Souls gain up to double spell points from items., Spellsinger Set Bonus, Exclusive
- Shintao Cord - Necklace: Constitution +6 Constitution +6: This item gives the wearer improved health, granting a +6 enhancement bonus to Constitution., Concentration +15Concentration +15: Provides a +15 competence bonus to the wearer's Concentration which is a Passive Constitution based skill which allows you a chance to continue casting a spell after being damaged or otherwise interrupted. Allows monks to retain Ki., Shintao Monk Set Bonus, Exclusive
- Thamor's Belt - Belt:Greater Erosion When activated, this effect provides a +20 Alchemical bonus to your Acid Spell Power for one minute.
Caster level: {{{4}}} ~ - ~ ~ - ~ ~ - ~ ~ - ~ ~ - ~ ~ - ~ Charges: {{{5}}} ({{{6}}}/day) (3/3), Wizardry VIWizardry VI: This item grants the wearer +150 maximum spell points. Sorcerers and Favored Souls gain up to double spell points from items., Earth Savant, Exclusive - Verik's Necklace - Necklace: Constitution +6 Constitution +6: This item gives the wearer improved health, granting a +6 enhancement bonus to Constitution., Lesser Action Boost Enhancement, Kensai Set Bonus, Exclusive
[edit] Bastion of Power
Level 19 quest
All Minimum Level 18, Bind to Character
- Ann Velsing's Belt - Belt: Constitution +6 Constitution +6: This item gives the wearer improved health, granting a +6 enhancement bonus to Constitution., Undead Guard, Hunter of the Dead Set Bonus
- Draconic Necklace - Necklace: Greater Heroism, Constitution +6 Constitution +6: This item gives the wearer improved health, granting a +6 enhancement bonus to Constitution., Purple Dragon Knight Set Bonus
- Dragonmarked Necklace - Necklace: Constitution +6 Constitution +6: This item gives the wearer improved health, granting a +6 enhancement bonus to Constitution., Minor Lesser Dragonmark Enhancement, Dragonmarked Set Bonus
- Morah's Belt - Belt: Jump, Constitution +6 Constitution +6: This item gives the wearer improved health, granting a +6 enhancement bonus to Constitution., Tumble +15Tumble +15: Provides a +15 competence bonus to the wearer's Tumble which is a Passive Dexterity based skill which allows you to tumble and roll away from attacking enemies. Tumbling can be accomplished by blocking and using a movement key. A skill rating > 30 allows you to dive to the side and do backflips instead of rolling., Thief Acrobat Set Bonus
- Morgana's Belt - Belt: Constitution +6 Constitution +6: This item gives the wearer improved health, granting a +6 enhancement bonus to Constitution., Attack Bonus +2, Warpriest Set Bonus
- Oremi's Necklace - Necklace: Constitution +6 Constitution +6: This item gives the wearer improved health, granting a +6 enhancement bonus to Constitution., Ki On Hit +1, Henshin Mystic Set Bonus
- Smedgar's Necklace - Necklace: Potency +48Potency +48: Provides a +48 Equipment bonus to wearer's Universal Spell Power., Wizardry VIWizardry VI: This item grants the wearer +150 maximum spell points. Sorcerers and Favored Souls gain up to double spell points from items., Virtuoso Set Bonus
- Telvi's Sash - Belt:Greater Freeze When activated, this effect provides a +20 Alchemical bonus to your Cold Spell Power for one minute.
Caster level: {{{4}}} ~ - ~ ~ - ~ ~ - ~ ~ - ~ ~ - ~ ~ - ~ Charges: {{{5}}} ({{{6}}}/day) (3/day), Wizardry VIWizardry VI: This item grants the wearer +150 maximum spell points. Sorcerers and Favored Souls gain up to double spell points from items., Water Savant Set Bonus, Exclusive
[edit] Eye of the Titan
Level 19 quest
- Xachosian Eardweller - Trinket: Intelligence +6, Minor Spell Penetration IX, Greater Enchantment Focus, Listen -7Listen -7: Gives a -7 competence penalty to the wearer's Listen which is a Passive Wisdom based skill which allows you to hear approaching enemies., Xachosian Spell Frenzy {CL:18, 3/1 rest} [ML:18, BTC, Exclusive] (can crawl out of the clam at end of quest)
[edit] Genesis Point
Level 19 quest
All Minimum Level 18, Bind to Character
- Belt of the Defenders of Siberys - Belt: Constitution +6 Constitution +6: This item gives the wearer improved health, granting a +6 enhancement bonus to Constitution., Greater False LifeGreater False Life: Grants the wearer +30 maximum hit points., Defenders of Siberys Set Bonus
- Eerie Belt - Belt:Greater Efficacy When activated, this effect provides a +12 Alchemical bonus to your Universal Spell Power for one minute.
Caster level: {{{4}}} ~ - ~ ~ - ~ ~ - ~ ~ - ~ ~ - ~ ~ - ~ Charges: {{{5}}} ({{{6}}}/day) (2/day), Archmagi, Pale Master Set Bonus, Exclusive - Gilvaenor's Necklace - Necklace: Constitution +6 Constitution +6: This item gives the wearer improved health, granting a +6 enhancement bonus to Constitution., Attack Bonus +2, Arcane Archer Set Bonus
- Knost's Belt - Belt: Constitution +6 Constitution +6: This item gives the wearer improved health, granting a +6 enhancement bonus to Constitution., Greater False LifeGreater False Life: Grants the wearer +30 maximum hit points., Frenzied Berserker Set Bonus
- Nyoko's Necklace - Necklace: Invisibility (spell) , Constitution +6 Constitution +6: This item gives the wearer improved health, granting a +6 enhancement bonus to Constitution., Ninja Spy
- Singed Belt - Belt: Wizardry VIWizardry VI: This item grants the wearer +150 maximum spell points. Sorcerers and Favored Souls gain up to double spell points from items.,Greater Inferno When activated, this effect provides a +20 Alchemical bonus to your Fire Spell Power for one minute.
Caster level: {{{4}}} ~ - ~ ~ - ~ ~ - ~ ~ - ~ ~ - ~ ~ - ~ Charges: {{{5}}} ({{{6}}}/day) (3/day), Fire Savant Set bonus, Exclusive - Tokala's Belt - Belt:Greater Ardor When activated, this effect provides a +20 Alchemical bonus to your Positive (Healing) Spell Power for one minute.
Caster level: {{{4}}} ~ - ~ ~ - ~ ~ - ~ ~ - ~ ~ - ~ ~ - ~ Charges: {{{5}}} ({{{6}}}/day) (3/day), Wizardry VIWizardry VI: This item grants the wearer +150 maximum spell points. Sorcerers and Favored Souls gain up to double spell points from items., Radiant Servant, Exclusive
[edit] Sins of Attrition
Level 19 quest
All Minimum Level 18, Bind to Character
- Awanahu Sash - Belt: Constitution +6 Constitution +6: This item gives the wearer improved health, granting a +6 enhancement bonus to Constitution., Proof Against Poison, Assassin Set Bonus
- Calitomes' Sash - Belt:Greater Spark When activated, this effect provides a +20 Alchemical bonus to your Electricity Spell Power for one minute.
Caster level: {{{4}}} ~ - ~ ~ - ~ ~ - ~ ~ - ~ ~ - ~ ~ - ~ Charges: {{{5}}} ({{{6}}}/day) (3/day), Wizardry VIWizardry VI: This item grants the wearer +150 maximum spell points. Sorcerers and Favored Souls gain up to double spell points from items., Air Savant Set Bonus, Exclusive - Kilau's Necklace - Necklace: Constitution +6 Constitution +6: This item gives the wearer improved health, granting a +6 enhancement bonus to Constitution., Balance +15Balance +15: Provides a +15 competence bonus to the wearer's Balance which is a Passive Dexterity based skill which increases the speed with which you get up after being knocked down., Tempest Set Bonus
- Kormor's Belt - Belt: Wild Mage Surge, Archmagi, Confounding Enchantment, Wild Mage Set Bonus, Exclusive
- Lorinthor's Belt - Belt: Constitution +6 Constitution +6: This item gives the wearer improved health, granting a +6 enhancement bonus to Constitution., Heightened Awareness I, Knight of the Chalice Set Bonus
- Stalwart Necklace - Necklace: Constitution +6 Constitution +6: This item gives the wearer improved health, granting a +6 enhancement bonus to Constitution., Lesser Action Boost Enhancement, Stalwart Defender Set Bonus
- Torin's Choker - Necklace: Potency +48Potency +48: Provides a +48 Equipment bonus to wearer's Universal Spell Power., Wizardry VIWizardry VI: This item grants the wearer +150 maximum spell points. Sorcerers and Favored Souls gain up to double spell points from items., Warchanter Set Bonus
- Vorne's Belt - Belt: Constitution +6 Constitution +6: This item gives the wearer improved health, granting a +6 enhancement bonus to Constitution., Greater False LifeGreater False Life: Grants the wearer +30 maximum hit points., Occult Slayer Set Bonus
[edit] The Weapons Shipment
Level 19 quest
- Mysterious Bauble - Trinket: Major Mnemonic Aid (CL:15, 1/1), Wizardry VIWizardry VI: This item grants the wearer +150 maximum spell points. Sorcerers and Favored Souls gain up to double spell points from items. [ML:18, BTC, Exclusive] (End chest)
- Shimmering Arrowhead - Trinket: Crippling, Seeker +4Seeker +4: A +4 Seeker item will add +4 to your confirm critical roll and +4 to your critical damage.(Before multipliers are applied), Attack Bonus +2Attack Bonus +2: Provides a +2 competence bonus to your attack rolls. [ML:18, BTC] (End chest)
- The Mad Lute - +5 Great Club: +5 Enhancement Bonus+5 Enhancement Bonus: This weapon has been magically enhanced and gains a +5 enhancement bonus to attack and damage rolls., Spellcasting Implement +15Spellcasting Implement +15:Provides a +15 Implement bonus to wearer's universal Spell Power., MetallineMetalline: Metalline bypasses any metal based damage reduction. (Adamantine, "Alchemical, Silver", Byeshk, Cold Iron, Mithral), ShriekingShrieking: Shrieking weapons emit a piercing screech whenever they are used to make a succesful attack. This screech deals an additional 2d6 sonic damage., Thunderclap, Resonance +84Resonance +84: Provides a +84 Equipment bonus to wearer's Sonic Spell Power., Greater Spell Penetration VIGreater Spell Penetration VI: Your Level 6 and lower spells gain a +3 to the die roll to penetrate the target's Spell Resistance., Major Sonic LoreMajor Sonic Lore: Your Sonic spells gain additional 9% chance to make critical hits and their critical multiplier increase by 0.50x, Proficiency: Greatclub Proficiency: Greatclub: While equipped this item grants the wielder all required knowledge to wield a Greatclub without proficiency penalties., Purple Augment SlotRed Augments
- Elemental damage: +1 to +1d10
- Equipment bonus to Spell Power: +30 to +114
- Bypass material based DR
- Bypass alignment based DR
- Natural Armor Bonus to AC: +1 to +7
- Protection (deflection bonus to AC): +1 to +7
- Resistance bonus to saves: +1 to +7
- Physical Resistance Rating bonus: +2 to +14
- Fortification: Light to Heavy (ML8)
- Hit points (False Life): +5 to +35
- Good Luck: +1 (ML12) +2 (ML20)
- Armor Max Dex Bonus: +1 (ML12), +2 (ML20)
- ASF reduction: 5%/10%/15% (ML12/16/20)
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
[edit] Named items with non-static locations
Items listed below don't have specific drop location and can drop from any level appropriate chest.
- Boots of Speed- Boots: Haste
- Boots of Striding and Springing - Boots: +15% Striding, Jump +5Jump +5: Provides a +5 competence bonus to the wearer's Jump which is a Passive Strength based skill which allows you to jump higher.
- Brooch of Shielding - Trinket: Protects against Magic Missiles 50 charges
- Circlet of Persuasion - Helm: Persuasion
- Dark Blue Ioun Stone - Trinket: Listen +3Listen +3: Provides a +3 competence bonus to the wearer's Listen which is a Passive Wisdom based skill which allows you to hear approaching enemies., Spot +3Spot +3: Provides a +3 competence bonus to the wearer's Spot which is a Passive Wisdom based skill which allows you to notice hidden doors, traps, objects, and hidden enemies nearby -- without having to explicitly Search for them. No die roll is involved. If your score is high enough you will always succeed and if it's too low you'll never find something.
- Deep Red Ioun Stone - Trinket: Dexterity +2 Dexterity +2: This item makes the wearer more nimble and dexterous, granting a +2 enhancement bonus to Dexterity.
- Disc of Lesser Acid Resistance - +2 Docent: Lesser Acid ResistanceLesser Acid Resistance: This property absorbs the first 1 points of acid damage per attack that the wearer would normally take.
- Dusty Rose Ioun Stone - Trinket: +1 Protection
- Dwarven Thrower - +3 Throwing axe: ReturningReturning: This missile will return to the player., Extra damage vs GiantsExtra damage vs Giants: This weapon deals an additional 2d8 damage against Giants., Extra damage vs non-GiantsExtra damage vs non-Giants: This weapon deals an additional 1d8 damage against
- Elemental Gem (Earth) - Equips to main hand: Summon Monster V
- Eyes of Charming - Goggles: Charm person
- Flametongue - +1 Longsword: Flaming Burst
- Frostbrand - +3 Greatsword: Frost, Fire Resistance Fire Resistance: This property absorbs the first 10 points of fire damage per attack that the wearer would normally take.
- Gauntlets of Ogre Power - Gloves: Strength +4 Strength +4: This item gives the wearer the power of Ogre Strength, granting a +4 enhancement bonus to Strength. (Theres also Strength +2 Strength +2: This item gives the wearer the power of Ogre Strength, granting a +2 enhancement bonus to Strength. version which no longer drops)
- Incandescent Blue Ioun Stone - Trinket: Wisdom +2 Wisdom +2: This item makes the wearer more in tune with her surroundings, granting a +2 enhancement bonus to Wisdom.
- Kargon's Tasty Ham - Heals 100 HP, Stuns you for 12 seconds
- Keoghtom's Ointment - Trinket: Keoghtom's Ointment
- Luck Blade - +2 Shortsword: Resistance Save +1Resistance Save +1: This item offers magical protection in the form of +1 resistance bonus on all saves.
- Mace of Smiting - +3 Heavy mace: AdamantineAdamantine: Adamantine weapons may bypass the damage reduction of certain items and creatures., Smiting
- Minor Circlet of Blasting - Helm, Searing Light
- Mithral Full Plate of Speed - +1 Full plate: MithralMithral: Mithral armor is one type lighter then normal. Arcane Spell Failure decreased by 10%. Maximum dexterity bonus increased by 2. Armor check penalty reduced by 3., Haste
- Murlynd's Spoon - Trinket: Murlynd's Spoon
- Necklace of Fireballs - Necklace: Fireball
- Pale Blue Ioun Stone - Trinket: Strength +2 Strength +2: This item gives the wearer the power of Ogre Strength, granting a +2 enhancement bonus to Strength.
- Pale Lavender Ioun Stone - Trinket: Spell Absorption 40 Charges
- Pearl of the Sirines - Trinket: Underwater action, Swim +10Swim +10: Provides a +10 competence bonus to the wearer's Swim which is a Passive Strength based skill which allows you to swim faster and for a longer period of time underwater.
- Pink Ioun Stone - Trinket: Constitution +2 Constitution +2: This item gives the wearer improved health, granting a +2 enhancement bonus to Constitution.
- Pink and Green Ioun Stone - Trinket: Charisma +2 Charisma +2: This item makes the wearer have more flair, granting a +2 enhancement bonus to Charisma.
- Plate Armor of the Deep - +1 Full plate: Underwater action, Swim +13Swim +13: Provides a +13 competence bonus to the wearer's Swim which is a Passive Strength based skill which allows you to swim faster and for a longer period of time underwater.
- Restorative Gloves - Gloves: Heal +5Heal +5: Provides a +5 competence bonus to the wearer's Heal which is an Active/Passive Wisdom based skill which allows you to revive unconscious and bleeding companions to 1 hit point (each attempt requires one healing kit). Also, the character with the highest Heal skill is used when using Rest shrines to dictate how much health is recovered. Does not affect Warforged characters. (1 second cooldown), Repair +3Repair +3: Provides a +3 competence bonus to the wearer's Repair which is an Active/Passive Intelligence based skill which allows you to restore a disabled warforged character to 1 hit point (each attempt requires one repair kit). Also, the character with the highest Repair skill is used when using Rest shrines to dictate how much health is recovered. Only affects Warforged characters. (1 second cooldown)
- Runic Trinket - Trinket:Lesser Efficacy When activated, this effect provides a +3 Alchemical bonus to your Universal Spell Power for one minute.
Caster level: {{{4}}} ~ - ~ ~ - ~ ~ - ~ ~ - ~ ~ - ~ ~ - ~ Charges: {{{5}}} ({{{6}}}/day), Power IIPower II: This item grants the wearer +20 maximum spell points. Favored Souls and Sorcerers gain double spell points from this item. - Scarab of Protection - Trinket: Spell Resistance (20)Spell Resistance (20): This item grants its wearer 20 spell resistance., Scarab of Protection Ward
- Scarab of Spell Absorption - Trinket: Absorbs up to 50 spell levels
- Scarlet and Blue Ioun Stone - Trinket: Strength +2 Strength +2: This item gives the wearer the power of Ogre Strength, granting a +2 enhancement bonus to Strength.
- Stone of Good Luck - Trinket: Good Luck +1Good Luck +1: This item gives a +1 Luck bonus to all saves and skill checks.
- Sun Blade - +2 Shortsword (1d10 slashing damage): Flametouched IronFlametouched Iron: Flametouched Iron grants +1 saves versus Evil Outsiders., +2 enhancement bonus vs Evil creatures, extra 1d10 + 4 damage vs. Undead
- Swift Demise - +1 Heavy crossbow: Crippling
- Vibrant Purple Ioun Stone - Power IIIPower III: This item grants the wearer +30 maximum spell points. Favored Souls and Sorcerers gain double spell points from this item.

