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Named quest rewards
Although most quest-givers allow you to select one item from a randomly-generated list of treasure items, certain multi-part quest chains have a fixed list of named, pregenerated items available. Almost all such items are Bind on Acquire (disallowing exchange between characters). You won't be able to choose freely between those, since all the quest-givers replace some of those items by random ones "of equal value".
Particularly useful (and popular) items in the following lists include: Black Widow Bracers, Graskitch's Skullcap, Puzzle Cap, Carniflex, Golden Cartouche, Iron Manacles, Linen Handwraps, Black Wolfskin Belt, Blademaster Gauntlets, Crimson Gemstone, Splinterskull Acolyte Ring, Mummified Bat, Jeweler's Loupe, Shrunken Head, Scavenged Warplate, Retribution, and Spectacular Optics. Almost any character will want several of those items as soon as they become available.
[edit] The Grotto
Level 1 quest
The cleric Cellimas offers you a choice of the following StarterStarter: Starter equipment cannot be traded, sold or crafted upon. weapons at the end of quest, or the choice is offered if you choose to skip The Grotto.
- Weapon Reward List
- Ember Great Axe - Masterwork Greataxe: 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.
- Ember Heavy Mace - Masterwork Heavy Mace: 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.
- Ember Longsword - Masterwork Longsword: 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.
- Ember Rapier - Masterwork Rapier: 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.
- Eternal Wand of Finger of Fire - Wand: Finger of Fire (1d3 +1 per caster level (max 5) single target Fire damage, CL:3, 50/rest) Wizard or Sorcerer Required, UMD:15
- Eternal Wand of Spark of Light - Wand: Spark of Light (1d3 +1 per caster level (max 5) single target Light damage, CL:3, 50/rest) Cleric or Favored Soul Required, UMD:15
- Soren's Handwraps - Handwraps: 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.
The following StarterStarter: Starter equipment cannot be traded, sold or crafted upon. items are looted from a chest, or given if you choose to skip The Grotto.
- Offered to every character
- Class-dependent options
- Apprentice's Robe - Robe: 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., Lesser Arcane Augmentation IArcane Augmentation I :increases the wearer's caster level by 1 when casting first level sorcerer or wizard spells (For Non-Warforged Sorcerers & Wizards)
- Battleworn Chainshirt - Masterwork Chain shirt (For Non-Warforged Barbarians, Bards, Rangers & Rogues)
- Battleworn Chainmail - Masterwork Chainmail (For Non-Warforged Clerics, Fighters & Paladins)
- Battleworn Shield - Masterwork Small Steel Shield (For Bards, Clerics, Fighters & Paladins)
- Disciple's Robe - Robe: 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., Mage Armor (For Non-Warforged Monks)
- Ember Shortbow (and 100 Arrows) - Masterwork Shortbow: 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. (For Barbarians, Bards, Clerics, Fighters, Rangers & Rogues)
- Initiate's Docent - Docent: 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) (For All Warforged characters)
[edit] The Voyage (Veteran award quest)
Level 1 quest
You can select from one of these items when talking to Bellwether Bill in the Marketplace at the end of the quest. All weapons are Bound to Character and have the Starter enchantment.
- +1 Starter Great Axe - +1 Greataxe: FlamingFlaming: This weapon is sheathed in fire. A flaming weapon deals an extra 1d6 fire damage on a successful hit.
- +1 Starter Greatsword - +1 Greatsword: FlamingFlaming: This weapon is sheathed in fire. A flaming weapon deals an extra 1d6 fire damage on a successful hit.
- +1 Starter Handwraps - +1 Handwraps: FlamingFlaming: This weapon is sheathed in fire. A flaming weapon deals an extra 1d6 fire damage on a successful hit.
- +1 Starter Heavy Mace - +1 Heavy mace:Devotion +0Devotion +0: Provides a +0 Equipment bonus to wearer's Positive (Healing) Spell Power.
- +1 Starter Kama - +1 Kama: FlamingFlaming: This weapon is sheathed in fire. A flaming weapon deals an extra 1d6 fire damage on a successful hit.
- +1 Starter Longbow - +1 Longbow: FlamingFlaming: This weapon is sheathed in fire. A flaming weapon deals an extra 1d6 fire damage on a successful hit.
- +1 Starter Longsword - +1 Longsword: FlamingFlaming: This weapon is sheathed in fire. A flaming weapon deals an extra 1d6 fire damage on a successful hit.
- +1 Starter Quarterstaff - +1 Quarterstaff:Potency +0Potency +0: Provides a +0 Equipment bonus to wearer's Universal Spell Power.
- +1 Starter Rapier - +1 Rapier: FlamingFlaming: This weapon is sheathed in fire. A flaming weapon deals an extra 1d6 fire damage on a successful hit.
- +1 Starter Scimitar - +1 Scimitar: FlamingFlaming: This weapon is sheathed in fire. A flaming weapon deals an extra 1d6 fire damage on a successful hit.
- +1 Starter Shortsword - +1 Shortsword: FlamingFlaming: This weapon is sheathed in fire. A flaming weapon deals an extra 1d6 fire damage on a successful hit.
[edit] Heyton's Rest
Level 1 quest
- Amulet of Inner Focus - Necklace: 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., Will Save +1Will Save +1: This item gives a +1 resistance bonus to your Will saving throws.
- Amulet of the Brute - Necklace: Intelligence -1 Intelligence -1: This item makes the wearer slow-witted, granting -1 Intelligence., Wisdom -1 Wisdom -1: This item makes the wearer foolish, granting -1 Wisdom., Constitution +1 Constitution +1: This item gives the wearer improved health, granting a +1 enhancement bonus to Constitution.
[edit] The Storehouse's Secret
Level 1 quest
- Agile Belt - Belt: Reflex Save +1Reflex Save +1: This item gives a +1 resistance bonus to your Reflex saving throws.
- Girdle of Lesser Fortitude - Belt: Fortitude Save +1Fortitude Save +1: This item gives a +1 resistance bonus to your Fortitude saving throws.
- Rugged Belt - Belt: Lesser False LifeLesser False Life: Grants the wearer +5 maximum hit points.
[edit] The Cannith Crystal
Level 1 quest
- Axe Bane - Bracers: Lesser Axeblock
- Bracers of Assistance - Bracers: Aid
- Spear Bane - Bracers: Lesser Spearblock
[edit] The Collaborator
Level 1 quest
- Discarded Ring - Ring: Power I
- Fintan's Bite - Scimitar: BodyfeederWhenever a bodyfeeder weapon you wield scores a critical hit, you gain 15 temporary hitpoints that last for up to 1 minute., Swim +3Swim +3: Provides a +3 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., Jump +3Jump +3: Provides a +3 competence bonus to the wearer's Jump which is a Passive Strength based skill which allows you to jump higher.
- Lhorne's Blade - Longsword: Lesser Monstrous Humanoid BaneLesser Monstrous Humanoid Bane: A bane weapon excels at attacking one type or subtype of creature. Against Monstrous Humanoids, 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.
- Min's Handwraps - Handwraps: Minor FlamingMinor Flaming: This weapon is sheathed in fire. A flaming weapon deals an extra 1d4 fire damage on a successful hit.
- Molin's Great Axe - Greataxe: Lesser Monstrous Humanoid BaneLesser Monstrous Humanoid Bane: A bane weapon excels at attacking one type or subtype of creature. Against Monstrous Humanoids, 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.
- Oladren's Great Crossbow - Great Crossbow: Keen, 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.
- Thera's Rapier - Rapier: Lesser Monstrous Humanoid BaneLesser Monstrous Humanoid Bane: A bane weapon excels at attacking one type or subtype of creature. Against Monstrous Humanoids, 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.
- Valen's Mace - Heavy mace: Lesser Monstrous Humanoid BaneLesser Monstrous Humanoid Bane: A bane weapon excels at attacking one type or subtype of creature. Against Monstrous Humanoids, 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.
[edit] Redemption
Level 2 quest
- Cloak of Faith - Cloak: Shield of Faith
- Curative Cloak - Cloak: Cure Light Wounds
- Feather Cloak - Cloak: Feather Fall
- Thought Spike - Rune Arm: Force Shot, Will Save +1, Rune Arm Imbue: Force I, Craftable Rune Arm (+2)
[edit] Necromancer's Doom
Level 2 quest
- Blessed Goggles - Goggles: Bless
- Goggles of Insight - Goggles: Competence Attack Bonus +1
- Ornate Goggles - Goggles: Search +1Search +1: Provides a +1 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), Disable Device +1Disable Device +1: Provides a +1 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.
[edit] Stopping the Sahuagin
Level 2 quest
- Battered Helm - Helm: Intimidate +1Intimidate +1: Provides a +1 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), Haggle +1Haggle +1: Provides a +1 competence bonus to the wearer's Haggle which is a Passive Charisma based skill which allows you to negotiate better prices with vendors.
- Engraved Circlet - Helm: Will Save +1Will Save +1: This item gives a +1 resistance bonus to your Will saving throws.
- Straw Hat - 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., 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.
- Tattered Cowl - 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., Diplomacy +1Diplomacy +1: Provides a +1 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)
[edit] Sacrifices
Level 2 quest
- Anger's Step - Boots: Expeditious Retreat, Jump +3Jump +3: Provides a +3 competence bonus to the wearer's Jump which is a Passive Strength based skill which allows you to jump higher., Set Bonus [To-Hit Bonus +2 (untyped, stacks with competence)]
- Arcane Goggles - Goggles: 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., Power IPower I: This item grants the wearer +10 maximum spell points. Favored Souls and Sorcerers gain double spell points from this item., Set Bonus [15% improvement to 1st level spells]
- Archivist's Goggles - Goggles: 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., Power IPower I: This item grants the wearer +10 maximum spell points. Favored Souls and Sorcerers gain double spell points from this item., Set Bonus [Spell Points +20]
- Devoted Goggles - Goggles: 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), Power IPower I: This item grants the wearer +10 maximum spell points. Favored Souls and Sorcerers gain double spell points from this item., Set Bonus [+20% Healing to 1st level spells]
- Nimble Grasp - Gloves: Tumble +3Tumble +3: Provides a +3 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., Striding 5%, Set Bonus [To-Hit Bonus +1, +2 Damage to Sneak Attacks]
- Pathfinder's Boots - Boots: Tumble +3Tumble +3: Provides a +3 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., Striding 5%, Set Bonus [To-Hit Bonus +2]
- Protector's Gloves - Gloves: Intimidate +3Intimidate +3: Provides a +3 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), DR 1/-, Set Bonus [Light Fortification, Insight AC Bonus +1]
- Troubleshooter's Goggles - Goggles: 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., 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., Search +3Search +3: Provides a +3 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), Set Bonus [Open Lock +3Open Lock +3: Provides a +3 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., Disable Device +3Disable Device +3: Provides a +3 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., Insight Bonus to all Saves +1]
[edit] The Salvation of Korthos (Misery's Peak)
Level 3 quest
These are the reward items for The Salvation of Korthos quest flag. Misery's Peak is a repeatable quest but The Salvation of Korthos cannot be repeated. Thus, you can only get one of the following items from Korthos.
These necklaces can also appear as end rewards in certain later quest chains, however, and there also exists the Gem of Many Facets from The Chronoscope raid, which provides the second half of all of these set bonuses simultaneously.
- Anger's Gift - Necklace: Strength +1 Strength +1: This item gives the wearer the power of Ogre Strength, granting a +1 enhancement bonus to Strength., Resistance Save +1Resistance Save +1: This item offers magical protection in the form of +1 resistance bonus on all saves., Anger's WrathAnger's Wrath: To-Hit Bonus +2 (Untyped, stacks with competence)
- Arcane Necklace - Necklace: Intelligence +1 Intelligence +1: This item focuses the power of the wearer's mind, granting a +1 enhancement bonus to Intelligence., Charisma +1 Charisma +1: This item makes the wearer have more flair, granting a +1 enhancement bonus to Charisma., Arcane mindArcane mind: +24 Equipment bonus to your Universal Spell Power
- Archivist's Necklace - Necklace: Minor Mnemonic Enhancer (doesn't cure Feeblemind), ArchivistArchivist: Spell Points +20 (Non-stacking)
- Devoted Necklace - Necklace: Wisdom +1 Wisdom +1: This item makes the wearer more in tune with her surroundings, granting a +1 enhancement bonus to Wisdom., Resistance Save +1Resistance Save +1: This item offers magical protection in the form of +1 resistance bonus on all saves., Devoted HeartDevoted Heart: +36 Equipment bonus to Healing Spell Power
- Nimble Brooch - Necklace: Dexterity +1 Dexterity +1: This item makes the wearer more nimble and dexterous, granting a +1 enhancement bonus to Dexterity., Resistance Save +1Resistance Save +1: This item offers magical protection in the form of +1 resistance bonus on all saves., Nimble HandNimble Hand: To-Hit Bonus +1, +2 Damage to Sneak Attacks (non-stacking)
- Pathfinder's Necklace - Necklace: Dexterity +1 Dexterity +1: This item makes the wearer more nimble and dexterous, granting a +1 enhancement bonus to Dexterity., Resistance Save +1Resistance Save +1: This item offers magical protection in the form of +1 resistance bonus on all saves., Pathfinder'sPathfinder's: To-Hit Bonus +2 (untyped, fully stacks)
- Protector's Brooch - Necklace: Strength +1 Strength +1: This item gives the wearer the power of Ogre Strength, granting a +1 enhancement bonus to Strength., Resistance Save +1Resistance Save +1: This item offers magical protection in the form of +1 resistance bonus on all saves., Protector's HeartProtector's Heart: Light Fortification, Insight AC Bonus +1 (non-stacking)
- Troubleshooter's Necklace - Necklace: Dexterity +1 Dexterity +1: This item makes the wearer more nimble and dexterous, granting a +1 enhancement bonus to Dexterity., Resistance Save +1Resistance Save +1: This item offers magical protection in the form of +1 resistance bonus on all saves., TroubleshooterTroubleshooter: +1 insight bonus to all saves, Open Lock +3, Disable Device +3 (typed competence, thus non-stacking)
[edit] The Lost Seekers (aka "Waterworks")
Level 3-4 quests
- Acrobat's Ring - Ring: Striding +10%Striding +10%: Makes the wearer more fleet of foot, giving a 10% bonus to run speed., Jump +7Jump +7: Provides a +7 competence bonus to the wearer's Jump which is a Passive Strength based skill which allows you to jump higher., Tumble +7Tumble +7: Provides a +7 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.
- Armor of the Unknown Hero - +2 Half plate: Charisma +1 Charisma +1: This item makes the wearer have more flair, granting a +1 enhancement bonus to Charisma., 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
- Black Widow Bracers - Bracers: 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.
- Bloodletter's Knife - +2 Dagger: SlicingSlicing: This weapon is incredibly sharp and will do an additional 1d4 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
- Eternal Wand of Acid Splash - Wand: Acid Splash Wizard or Sorcerer Required, UMD:17
- Flame Warden - Rune Arm: Fire Blast (Maximum Charge Tier: II), Lesser Fire ResistanceLesser Fire Resistance: This property absorbs the first 3 points of fire damage per attack that the wearer would normally take., Reflex Save +1Reflex Save +1: This item gives a +1 resistance bonus to your Reflex saving throws., Rune Arm Imbue: Fire I, Craftable Rune Arm (+2)
- Gloves of Deceit - Gloves: Bluff +7Bluff +7: Provides a +7 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., Colorless Augment SlotColorless Augments
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
- Gnashtooth Piecemail Chain - +1 Chain shirt, Lesser Acid ResistanceLesser Acid Resistance: This property absorbs the first 1 points of acid damage per attack that the wearer would normally take.
- Gnashtooth Sickle - +2 Sickle: Stench, 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
- Goggles of Grabbing - Goggles: Hold Person, 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
- Graskitch's Skullcap - Helm: 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
- Guardkiller Bow - +1 Longbow: Lesser Human BaneLesser Human Bane: A bane weapon excels at attacking one type or subtype of creature. Against Humans, 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.
- Interogator's Shield - +2 Heavy steel shield: Intimidate +3Intimidate +3: Provides a +3 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), Colorless Augment SlotColorless Augments
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
- Lost Docent of the Mastermind - +2 Docent: Lesser Axeblock, 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
- Melt Wood Staff - +2 Quarterstaff: Melf's Acid Arrow, 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
- Misery's Web - Trinket: Web, 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
- Moss Weave Cloak - Cloak: Fortitude Save +3Fortitude Save +3: This item gives a +3 resistance bonus to your Fortitude 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
- Pastemaker - +2 Greatclub: Intimidate +3Intimidate +3: Provides a +3 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), Bluff +3Bluff +3: Provides a +3 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., 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
- Scales of the Ancestors - +2 Scale mail: Scare (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
- Sewer Smock - Robe: +3 Acid Resistance Acid Resistance: This property absorbs the first 10 points of acid 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
- Sludge Fin Boots - Boots: Swim +7Swim +7: Provides a +7 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., 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
- Tunnelworm Champion's Belt - Belt: 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
- Venn's Necklace - Necklace: 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
[edit] Catacombs
Level 3-4 quests
Weapons and armor are ML2, accessories and rune arm are ML3. Handwraps bind to character to equip, rest is BtA.
- Blade of Inquisition - +2 Longsword: Ghost Touch, 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., SilverSilver: A complex process involving metallurgy and alchemy can bond silver to a weapon made of steel so that it bypasses the protective damage reduction of creatures such as devils and vampires.
Silver weapons have 2 points lower hardness then equivalent steel weapons, and as such aren't quite as durable., 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
- Boots of Faith - Boots: Jump +7Jump +7: Provides a +7 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
- Candlelight - Rune Arm: Light Spirals (Maximum Charge Tier: II), Lesser Undead GuardLesser undead: This armor burns those Undead that attack the wearer, causing 1d8 Good damage on a successful melee attack., Lesser False LifeLesser False Life: Grants the wearer +5 maximum hit points., Rune Arm Imbue: Light I, Craftable Rune Arm (+2)
- Cardinal's Gloves - Gloves: 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), 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 the Asylum - Cloak: Will Save +3Will Save +3: This item gives a +3 resistance bonus to your Will saving throws., Colorless Augment SlotColorless Augments
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
- Dagger of Inquisition - +2 Dagger: Ghost Touch, 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., SilverSilver: A complex process involving metallurgy and alchemy can bond silver to a weapon made of steel so that it bypasses the protective damage reduction of creatures such as devils and vampires.
Silver weapons have 2 points lower hardness then equivalent steel weapons, and as such aren't quite as durable., 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
- Eternal Rest - +2 Handwraps: Ghost Touch, SilverSilver: A complex process involving metallurgy and alchemy can bond silver to a weapon made of steel so that it bypasses the protective damage reduction of creatures such as devils and vampires.
Silver weapons have 2 points lower hardness then equivalent steel weapons, and as such aren't quite as durable. Threaded, 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., 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
- Eternal Wand of Cure Minor Wounds - Wand: Cure Minor Wounds, Devotion +36Devotion +36: Provides a +36 Equipment bonus to wearer's Positive (Healing) Spell Power.
- Eternal Wand of Magic Missile - Wand: Magic Missile, Potency +20Potency +20: Provides a +20 Equipment bonus to wearer's Universal Spell Power.
- Flamekeep Docent - +2 Docent: 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
- Goggles of the Inquisition - Goggles: 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
- Guidance - +2 Light crossbow: 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., 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
- Marguerite's Necklace - Necklace: False LifeFalse Life: Grants the wearer +10 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
- Mask of the Asylum - Helm: Concentration +7Concentration +7: Provides a +7 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., 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
- Morningstar of the Heretic - +2 Morningstar: Bodyfeeder, Doom (3/rest), 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
- Pillar of Light - +2 Quarterstaff: Spellcasting Implement +6Spellcasting Implement +6:Provides a +6 Implement bonus to wearer's universal Spell Power., 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., Radiance +36Radiance +36: Provides a +36 Equipment bonus to wearer's Light and Alignment Spell Power., Searing Light (1/rest), 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
- Ring of the Archbishop - Ring: Wizardry IWizardry I: This item grants the wearer +25 maximum spell points. Sorcerers and Favored Souls gain up to double spell points from items., Heal +7Heal +7: Provides a +7 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), Devotion +36Devotion +36: Provides a +36 Equipment bonus to wearer's Positive (Healing) Spell Power.
- Robe of Duality - Robe: False LifeFalse Life: Grants the wearer +10 maximum hit points., Arcane Augmentation I, 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
- Sanctuary - +2 Large shield: 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
- Silver Flame Bracers - Bracers: Protection from Evil (3/rest), 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
- Templar's Chain - +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
- Templar's Leather - +2 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
- Templar's Mail - +2 Heavy 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
- Wooden Prayer Beads - Trinket: Bless (3/rest)
[edit] The Seal of Shan-To-Kor
Level 3-5 quests
All items Bind to Account on Acquire
- Berserker Bracers - Bracers: Damage Reduction 1/-, Intimidate +3Intimidate +3: Provides a +3 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)
- Cloven Jaw War Beads - Necklace: Constitution +2 Constitution +2: This item gives the wearer improved health, granting a +2 enhancement bonus to Constitution.
- Flicker - Rune Arm: Electrical Lash (Maximum Charge Tier: II), Reflex Save +2Reflex Save +2: This item gives a +2 resistance bonus to your Reflex saving throws., Power IIPower II: This item grants the wearer +20 maximum spell points. Favored Souls and Sorcerers gain double spell points from this item., Rune Arm Imbue: Electrical I, Craftable Rune Arm (+2)
- Gatewarden's Girdle - Belt: Fortitude Save +2Fortitude Save +2: This item gives a +2 resistance bonus to your Fortitude saving throws., 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.
- Gloves of the Poet - Gloves: 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), Perform +3Perform +3: Provides a +3 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.
- Guardian's Dagger - +2 Greatsword: 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
- Necromantic Robe - Robe: 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., Lesser False LifeLesser False Life: Grants the wearer +5 maximum hit points., Power IIPower II: This item grants the wearer +20 maximum spell points. Favored Souls and Sorcerers gain double spell points from this item., 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
- Puzzle Cap - Helm: Intelligence +2 Intelligence +2: This item focuses the power of the wearer's mind, granting a +2 enhancement bonus to Intelligence.
- Ring of Dragon's Breath - Ring: Burning Hands
- Scorpion Staff - +2 Quarterstaff: Summon Monster II, 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
- Shadow Star - +2 Shuriken (Base damage: 1.5[2d3]): KeenKeen: Doubles the critical range for piercing & slashing weapons, ReturningReturning: This missile will return to the player., Deception
- Spellshield Docent - +2 Docent: Spell Resistance (13)Spell Resistance (13): This item grants its wearer 13 spell resistance., 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
- Spider Spike - +2 Rapier: Lesser Vermin BaneLesser Vermin Bane: A bane weapon excels at attacking one type or subtype of creature. Against Vermin, 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
- Spiked Mace of the Elements - +2 Morningstar: Lesser Elemental BaneLesser Elemental Bane: A bane weapon excels at attacking one type or subtype of creature. Against Elementals, 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
- Stonedust Chain - +2 Chainmail: Lesser AxeblockLesser Axeblock: This armor is magically enchanted to turn away slashing weapons such as axes and most swords. Damage from those weapons is reduced by 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
- Stonedust Leather - +2 Leather Armor: Lesser AxeblockLesser Axeblock: This armor is magically enchanted to turn away slashing weapons such as axes and most swords. Damage from those weapons is reduced by 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
- Surefoot Boots - Boots: Balance +3Balance +3: Provides a +3 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., Move Silently +3Move Silently +3: Provides a +3 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.
- Trapblast Goggles - Goggles: Reflex Save +4Reflex Save +4: This item gives a +4 resistance bonus to your Reflex saving throws.
- Unfinished Elemental Platemail - +2 Half plate: Lesser Fire ResistanceLesser Fire Resistance: This property absorbs the first 3 points of fire damage per attack that the wearer would normally take., Lesser Lightning ResistanceLesser Lightning Resistance: This property absorbs the first 3 points of lightning 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
- Vial of Slumberdust - Trinket: Sleep (spell)
- Witchdoctor's Mantle - Cloak: Will Save +2Will Save +2: This item gives a +2 resistance bonus to your Will saving throws., Power IIPower II: This item grants the wearer +20 maximum spell points. Favored Souls and Sorcerers gain double spell points from this item.
[edit] The Sharn Syndicate
Level 4 quests
With Update 13, this chain is now repeatable, and offers the full list of named items every 3 completions. On all other completions, each named item only has a 50% chance of appearing (if it doesn't appear, a random {BTA} weapon of the same type will appear in its place). These items have minimum level 2 requirement and bind to account.
- Nicked Greatsword - +1 Greatsword: ScreamingScreaming: Screaming weapons emit a piercing screech whenever they are used to make a successful attack. This screech does an additional 1d6 sonic damage., Shatter +4
- Nicked Heavy Mace - +1 Heavy Mace: ForceForce: This weapon is humming with magical force. It deals an additional 1d6 force damage on a successful hit., Stunning +4
- Nicked Kama - +1 Kama: ShockShock: This weapon is sheathed in crackling electricity. A shocking weapon deals an extra 1d6 of electric damage on a successful hit., Tendon Slice 4%
- Nicked Longbow - +1 Longbow: ShockShock: This weapon is sheathed in crackling electricity. A shocking weapon deals an extra 1d6 of electric damage on a successful hit., Seeker +2
- Nicked Longsword - +1 Longsword: FrostFrost: This weapon is sheathed in icy cold. It deals an additional 1d6 cold damage on a successful hit., Parrying
- Nicked Scimitar - +1 Scimitar: AcidAcid: This weapon is sheathed in corrosive acid. An acid weapon deals an extra 1d6 acid damage on a successful hit., Competence Attack Bonus +1
- Nicked Shortsword - +1 Shortsword: AcidAcid: This weapon is sheathed in corrosive acid. An acid weapon deals an extra 1d6 acid damage on a successful hit., Sneak Attack Bonus +2
[edit] Assault on Splinterskull (aka "Tangleroot")
Level 3-7 quests
Accessories are ML5, weapons and armor are ML6; bound to account unless otherwise stated.
- Black Wolfskin Belt - Belt: Constitution +3 Constitution +3: This item gives the wearer improved health, granting a +3 enhancement bonus to Constitution., 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
- Black Wolfskin Cloak - Cloak: 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
- Blademaster Bracers - Bracers: Dexterity +3 Dexterity +3: This item makes the wearer more nimble and dexterous, granting a +3 enhancement bonus to Dexterity., 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
- Blademaster Gauntlets - Gloves: Strength +3 Strength +3: This item gives the wearer the power of Ogre Strength, granting a +3 enhancement bonus to Strength., 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
- Crimson Gemstone - Trinket: Wizardry IIWizardry II: This item grants the wearer +50 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
- Fanged Wraps - +3 Handwraps: ViciousVicious: When a vicious weapon strikes an opponent, it creates a flash of disruptive energy that resonates between the opponent and the wielder. This energy deals an extra 2d6 points of damage to the opponent and 1d3 points of damage to the wielder., RibcrackerRibcracker: This weapon will unerringly hone in your opponent's vulnerabilities. Critical hits with this weapon deal an amount of extra bludgeoning damage depending on the weapon's critical multiplier: x2 - 7d6. x3 - 7d8. x4 - 7d10., BtCoE, 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
- Fist of Daarguul - +3 Club 1.50[1d8]: Lesser Goblinoid BaneLesser Goblinoid Bane: A bane weapon excels at attacking one type or subtype of creature. Against Goblinoids, 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., 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), 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
- Krugg's Spiked Boots - Boots: Striding +10%Striding +10%: Makes the wearer more fleet of foot, giving a 10% bonus to run speed., 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
- Khyber's Fury - Rune Arm: Exploding Fire Shot (Maximum Charge Tier: II), 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., Rune Arm Imbue: Fire I, Craftable Rune Arm (+3) (ML: 5)
- Lhor-Tragu's Shadowed Armor - +2 Leather Armor: ML6, 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., 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
- Spider Silk 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., Lesser AxeblockLesser Axeblock: This armor is magically enchanted to turn away slashing weapons such as axes and most swords. Damage from those weapons is reduced by 3., 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., 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
- Splinterskull Acolyte Ring - Ring: Devotion +42Devotion +42: Provides a +42 Equipment bonus to wearer's Positive (Healing) Spell Power., Nullification +42Nullification +42: Provides a +42 Equipment bonus to wearer's Negative (Necrotic) Spell Power., Colorless Augment SlotColorless Augments
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
- Splinterskull Chainmail - +3 Chainmail: 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
- Splinterskull Docent - +4 Docent: 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
- Totemic Staff of Splinterskull - +3 Quarterstaff: Summon Monster III (3/rest), 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
- Visor of the Flesh Render Guards - Goggles: Death Ward (1/rest)
- Warmaster Halfplate - +3 Half plate: 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
- Whisperdoom's Fang - +3 Dagger 1.50[1d6] Slash/Pierce: 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
- Yarkuch's Greatsword - +3 Greatsword 1.50[2d6]: 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
- Yarkuch's Helm - Helm: Charisma +1 Charisma +1: This item makes the wearer have more flair, granting a +1 enhancement bonus to Charisma., Intelligence +1 Intelligence +1: This item focuses the power of the wearer's mind, granting a +1 enhancement bonus to Intelligence., Will Save +2Will Save +2: This item gives a +2 resistance bonus to your Will saving throws.
- Zulkash's Bone Necklace - Necklace: Nullification +42Nullification +42: Provides a +42 Equipment bonus to wearer's Negative (Necrotic) 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
[edit] Phiarlan Carnival (aka "The Maleficent Cabal")
Level 5 quests
All items are Bound to Account on Acquire other than the wands and the Shield, which are Bound to Character.
- Antique Greataxe - +2 AdamantineAdamantine: Adamantine weapons may bypass the damage reduction of certain items and creatures. Greataxe: ForceForce: This weapon is humming with magical force. It deals an additional 1d6 force damage on a successful hit. [ML: 4]
- Battered Phiarlan Shield - +3 Large Shield: Acid GuardAcid:, Absorb Enchantment Spells (5 charges, recharged 5/day) [ML: 4]
- Brimstone Verge - Wand: Burning Hands, Combustion +48Combustion +48: Provides a +48 Equipment bonus to wearer's Fire Spell Power. [ML: 3, Exclusive]
- Chulchannad's Claw - Rune Arm: Cold Bolts (Maximum Charge Tier: II), Cold Absorption 10%Cold Absorption 10%: This effect absorbs 10% of all cold damage the character would have taken, after all other protections have been penetrated., 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 I, Craftable Rune Arm (+3) [ML: 5, BtA]
- Full Plate of the Ringleader - +3 Adamantine Full plate: Command [ML: 4]
- Illusionist's Garb - Robe: Intelligence +3 Intelligence +3: This item focuses the power of the wearer's mind, granting a +3 enhancement bonus to Intelligence., Will Save +2Will Save +2: This item gives a +2 resistance bonus to your Will saving throws., Hypnotic Pattern [ML:4]
- Ring of Elemental Essence - Ring: Glaciation +36Glaciation +36: Provides a +36 Equipment bonus to wearer's Cold Spell Power., Combustion +36Combustion +36: Provides a +36 Equipment bonus to wearer's Fire Spell Power., Magnetism +36Magnetism +36: Provides a +36 Equipment bonus to wearer's Electricity Spell Power., Power III [ML: 3]]
- Roderic's Wand - Wand: Summon Unknown Monster [ML: 3, Exclusive]
- Utility Vest - +3 Leather: Disable Device +5Disable Device +5: Provides a +5 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 +5Open Lock +5: Provides a +5 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., Dexterity +2 Dexterity +2: This item makes the wearer more nimble and dexterous, granting a +2 enhancement bonus to Dexterity. [ML: 4]
[edit] Delera's Tomb and Return to Delera's Tomb
Level 5-8 quests
Generally, weapons and armor are ML6, accessories are ML7, all bind to account (unless otherwise noted).
- Blacklace Blindfold - Goggles: Listen +7Listen +7: Provides a +7 competence bonus to the wearer's Listen which is a Passive Wisdom based skill which allows you to hear approaching enemies., 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., Dexterity -1 Dexterity -1: This item makes the wearer more fumble-fingered, granting -1 Dexterity., Colorless Augment SlotColorless Augments
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
- Boneshard Flute - +2 Club: 1.25[1d6], Command Undead, 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., 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
- Carnifex - +2 Greataxe (17-20/x3 crit): ML4, Keen
- Coronach - Rune Arm: Light Spirals (Maximum Charge Tier: III), Life Shield, Coronach, Rune Arm Imbue: Light II, Craftable Rune Arm (+3)
- Delera's Vestment - +5 Robe: Charisma +4 Charisma +4: This item makes the wearer have more flair, granting a +4 enhancement bonus to Charisma., 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
- Devotion - +3 Handwraps: 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., Devotion +48Devotion +48: Provides a +48 Equipment bonus to wearer's Positive (Healing) Spell Power., Req: Good or UMD 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
- Docent of the Tomb - +4 Docent: 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., Listen +7Listen +7: Provides a +7 competence bonus to the wearer's Listen which is a Passive Wisdom based skill which allows you to hear approaching enemies., 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), 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., Colorless Augment SlotColorless Augments
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
- Golden Cartouche - 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
- Headman's Hood - Helm: Fear, 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), 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
- Hellfire Cloak - Cloak: Fire Resistance Fire Resistance: This property absorbs the first 10 points of fire 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
- Iron Manacles - Bracers: Protection +4Protection +4: This item protects its wearer by granting a +4 deflection bonus to AC., Colorless Augment SlotColorless Augments
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
- Linen Handwraps - Gloves: Strength +4 Strength +4: This item gives the wearer the power of Ogre Strength, granting a +4 enhancement bonus to Strength., Dexterity -1 Dexterity -1: This item makes the wearer more fumble-fingered, granting -1 Dexterity., 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).
- Obsidian Dagger - +3 Dagger: 1.25[2d3], Nullification +48Nullification +48: Provides a +48 Equipment bonus to wearer's Negative (Necrotic) Spell Power., 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
- Rusted Shirt - +3 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
- Serpentbranch - +3 Longbow: 1.25[1d8], PoisonPoison: This weapon is dripping with poison. It deals an additional 1d6 poison damage on a successful hit., 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)., 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
- Sigil of Stormreach - Ring: 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), 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
- Silverflame Hauberk - +3 Half plate: Devotion +48Devotion +48: Provides a +48 Equipment bonus to wearer's Positive (Healing) Spell Power. 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
- Skeleton Key - Trinket: Open Lock +7Open Lock +7: Provides a +7 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
- Sparkstriker - +3 Heavy pick: 1.25[1d6], AdamantineAdamantine: Adamantine weapons may bypass the damage reduction of certain items and creatures., 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
- Switchblade Boots - Boots: 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., 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
- Trapsmith's Toolbelt - Belt: Disable Device +7Disable Device +7: Provides a +7 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., Repair +7Repair +7: Provides a +7 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), 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
- Wighthide Armor - +3 Hide 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
- Wrath of Siberys - +3 Heavy steel shield: Blinding Flash , Blinding, Reflex Save +4Reflex Save +4: This item gives a +4 resistance bonus to your Reflex saving throws., Lesser Heroism (+1 morale bonus to attacks/saves/skills), 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
- Voice of the Master - Trinket: +1 Good Luck, Heroic Inspiration (+5% additional xp from quest completions) (ML5, BTC) (always in the list)
[edit] The Chronoscope
Level 6 quest
All of these are Bound to Account on Acquire except the Battered Marketplace Shield (which is Bound to Character on Acquire).
- Battered Marketplace Shield - Large Shield: +3 Enhancement Bonus+3 Enhancement Bonus: This armor has been magically enhanced and gains a +3 enhancement bonus to Armor Class., Haggle +3Haggle +3: Provides a +3 enhancement bonus to the wearer's Haggle which is a Passive Charisma based skill which allows you to negotiate better prices with vendors. ←(enhancement bonus), Regeneration
- Boots of Corrosion - Boots: Corrosion +48Corrosion +48: Provides a +48 Equipment bonus to wearer's Acid Spell Power., Nullification +48Nullification +48: Provides a +48 Equipment bonus to wearer's Negative (Necrotic) Spell Power., Acid Resistance Acid Resistance: This property absorbs the first 10 points of acid damage per attack that the wearer would normally take., Might of the AbishaiMight of the Abishai:
When any three of the items are equipped you will gain a +1 profane bonus to Natural Armor, a +1 profane bonus to Strength, and a +1 bonus to your caster level on evocation spells.
When all five items are equipped you will gain a +1 profane bonus to Natural Armor, a +1 profane bonus to Strength and Constitution, and a +1 bonus to your caster level on evocation and conjuration spells. - Charged Gauntlets - Gloves: Shocking BlowShocking Blow: This item is charged with electricity. When in melee, on an attack roll of 20 which is confirmed as a critical hit it will punish the target with a large electric shock (10d6 electric damage). A successful reflex save (DC 22) reduces this damage by half., Might of the AbishaiMight of the Abishai:
When any three of the items are equipped you will gain a +1 profane bonus to Natural Armor, a +1 profane bonus to Strength, and a +1 bonus to your caster level on evocation spells.
When all five items are equipped you will gain a +1 profane bonus to Natural Armor, a +1 profane bonus to Strength and Constitution, and a +1 bonus to your caster level on evocation and conjuration spells., Strength +2 Strength +2: This item gives the wearer the power of Ogre Strength, granting a +2 enhancement bonus to Strength., Lightning Resistance Lightning Resistance: This property absorbs the first 10 points of lightning damage per attack that the wearer would normally take. - Diabolist's Docent - Docent: Summon Monster III, Intelligence +3 Intelligence +3: This item focuses the power of the wearer's mind, granting a +3 enhancement bonus to Intelligence., Conjuration Focus Conjuration Focus: Your Conjuration spells have the DC to resist them increased by +1.
- Diabolist's Robe - Robe: Summon Monster III, Intelligence +3 Intelligence +3: This item focuses the power of the wearer's mind, granting a +3 enhancement bonus to Intelligence., Conjuration Focus Conjuration Focus: Your Conjuration spells have the DC to resist them increased by +1.
- Envenomed Cloak - Cloak: Poison Save +2Poison Save +2: This item gives a +2 enhancement bonus to your saves versus poison., Poison GuardPoison: This item carries a potent venom that may be contracted by enemies that hit you, dealing 1d6 Strength damage. A successful Fortitude Save (DC 20) will negate this effect., Might of the AbishaiMight of the Abishai:
When any three of the items are equipped you will gain a +1 profane bonus to Natural Armor, a +1 profane bonus to Strength, and a +1 bonus to your caster level on evocation spells.
When all five items are equipped you will gain a +1 profane bonus to Natural Armor, a +1 profane bonus to Strength and Constitution, and a +1 bonus to your caster level on evocation and conjuration spells., Constitution +3 Constitution +3: This item gives the wearer improved health, granting a +3 enhancement bonus to Constitution. - Goggles of Time-Sensing - Goggles: Haste, Spot +5Spot +5: Provides a +5 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 +5Search +5: Provides a +5 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), Wisdom +2 Wisdom +2: This item makes the wearer more in tune with her surroundings, granting a +2 enhancement bonus to Wisdom.
- Staff of Nat Gann - +2 Quarterstaff+2 Quarterstaff: (1d6+2 20/x2): A long, stout staff used as a simple weapon. Often favored by wizards or common folk.: +2 Enhancement Bonus+2 Enhancement Bonus: This weapon has been magically enhanced and gains a +2 enhancement bonus to attack and damage rolls., Dodge +1, Dexterity +4 Dexterity +4: This item makes the wearer more nimble and dexterous, granting a +4 enhancement bonus to Dexterity., 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., SilverSilver: A complex process involving metallurgy and alchemy can bond silver to a weapon made of steel so that it bypasses the protective damage reduction of creatures such as devils and vampires.
Silver weapons have 2 points lower hardness then equivalent steel weapons, and as such aren't quite as durable. - Timeblade - +2 Longsword+2 Longsword: (1d8+2 19-20/x2): A classic straight-bladed sword usable in one hand. This weapon is commonly associated with knighthood and valor.: +2 Enhancement Bonus+2 Enhancement Bonus: This weapon has been magically enhanced and gains a +2 enhancement bonus to attack and damage rolls., Slowburst, 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., Doublestrike 3%
[edit] Cult of the Six
Level 8-10 quests
Chain end rewards: Accessories are ML9, Rune Arm is ML7, all other items are ML8; bound to account, except handwraps (btcoe).
- Blood Machete - +4 Kukri: 1.50[1d6], SlicingSlicing: This weapon is incredibly sharp and will do an additional 1d4 damage to targets that are vulnerable to bleeding., Rage (spell), 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
- Bubble Belt - Belt: 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., Water Breathing (3/rest), 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
- Cesti - Gloves: Strength +4 Strength +4: This item gives the wearer the power of Ogre Strength, granting a +4 enhancement bonus to Strength., Dexterity +3 Dexterity +3: This item makes the wearer more nimble and dexterous, granting a +3 enhancement bonus to Dexterity.
- Cliffdiver Luck Charms - Bracers: 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., 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., +20% Striding, 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
- The Devourer's Hunger - Rune Arm: Cold Bolts, Maximum Charge Tier: III, Glaciation +48Glaciation +48: Provides a +48 Equipment bonus to wearer's Cold Spell Power., False LifeFalse Life: Grants the wearer +10 maximum hit points., Rune Arm Imbue: Cold II, Craftable +3Craftable +3: This item is craftable and can be customized using recipes at standard crafting devices. It can hold up to one 'prefix' and one 'suffix' enchantment with a maximum combined enchantment level of +3. Applying enough enchantments will increase the minimum level of this item. Once applied, these enchantments cannot be changed, and attempting to disjunct the item will have no effect. This item cannot have its maximum enchantment level increased.
- Filtration Module - +5 Docent: Repair +7Repair +7: Provides a +7 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), Inherent (10) Acid ResistanceInherent (10) Acid Resistance: This property absorbs the first 10 stacking points of acid 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
- Hobnail Boots - Boots: 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., Colorless Augment SlotColorless Augments
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
- Jeweler's Loupe - Goggles: Haggle +10Haggle +10: Provides a +10 competence bonus to the wearer's Haggle which is a Passive Charisma based skill which allows you to negotiate better prices with vendors., Disable Device +10Disable Device +10: Provides a +10 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., 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
- Mummified Bat - Trinket: Listen +10Listen +10: Provides a +10 competence bonus to the wearer's Listen which is a Passive Wisdom based skill which allows you to hear approaching enemies., 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., 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.
- Oilskin Tunic - +5 Leather Armor: 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
- Phantasmic Masque - Helm: Nullification +60Nullification +60: Provides a +60 Equipment bonus to wearer's Negative (Necrotic) Spell Power., Colorless Augment SlotColorless Augments
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
- Piledriver - +4 Maul: 1.25[2d6], Strength +2 Strength +2: This item gives the wearer the power of Ogre Strength, granting a +2 enhancement bonus to Strength., Dexterity -1 Dexterity -1: This item makes the wearer more fumble-fingered, granting -1 Dexterity., Balance -5Balance -5: Gives a -5 competence penalty 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., 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 Ring - Ring: Constitution +3 Constitution +3: This item gives the wearer improved health, granting a +3 enhancement bonus to Constitution., 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
- Quicksilver Cassok - 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., +25% Striding, Melee 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
- Quilted Cape - Cloak: Sonic Resistance Sonic Resistance: This property absorbs the first 10 points of sonic damage per attack that the wearer would normally take., 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
- Scavenged Warplate - +5 Adamantine Half plate (AC 19, MD 0): 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
- Shamanic Staff - +4 Quarterstaff: 1.25[1d6], Spellcasting Implement +12Spellcasting Implement +12:Provides a +12 Implement bonus to wearer's universal Spell Power., 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., Glaciation +42Glaciation +42: Provides a +42 Equipment bonus to wearer's Cold Spell Power., 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
- Sheridan's Ruin - +4 Rapier: 1.50[2d4], Keen, 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
- Sheridan's Wrack - +4 Dagger: 1.50[2d3], Keen, 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
- Shrunken Head - Necklace: 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
- Skin of the Mockery +4 Handwraps: Human BaneHuman Bane: A bane weapon excels at attacking one type or subtype of creature. Against Humans, 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
- 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
- Snowstar - +4 Shuriken: 1.50[1d4], 18-20x2, 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., Returning
- Swampscale Armor - +5 Medium Armor: 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., 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
- Wharfrat's Plank - +4 Darkwood Large Shield: 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
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
- Mystical Dried Fish - always appears; can be used in Cannith Crafting to craft Dusk
[edit] The Threnal Arena
[edit] The Abandoned Excavation (aka "South Threnal")
Level 9-10 quests
- Accomplice - 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., Charisma -1 Charisma -1: This item makes the wearer ugly, granting -1 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
- Asbestos Booties - Boots: Greater Fire ResistanceGreater Fire Resistance: This property absorbs the first 30 points of fire damage per attack that the wearer would normally take., Reflex Save -2Reflex Save -2: This item gives a -2 resistance bonus to your Reflex 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
- Bracers of Spiderkind - Bracers: Summon Monster IV, 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
- Brass Beaver - Ring: Repair +7Repair +7: Provides a +7 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), Repair Moderate Damage, 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
- Brilliant Docent of the Dawn - +4 Docent: MagiMagi: This item grants the wearer +100 maximum spell points. Sorcerers and Favored Souls gain up to double spell points from items., Aid, 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
- Coin Belt - Belt: Command, Haggle +10Haggle +10: Provides a +10 competence bonus to the wearer's Haggle which is a Passive Charisma based skill which allows you to negotiate better prices with vendors., 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
- Crystal Prism - Trinket: Suggestion (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
- Domus' Cuirass - +5 Breastplate (AB 13, MDB 7), 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
- Fencer's Garb - +5 Leather Armor: (AB 9, MDB 22), SpearblockSpearblock: This armor is magically enchanted to turn away piercing weapons such as daggers and arrows. Damage from those weapons is reduced 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
- Fernian Wraps - +4 Handwraps: 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., Reflex Save +4Reflex Save +4: This item gives a +4 resistance bonus to your Reflex saving throws., Path of the Fire Dragon, 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
- Glacial Casque - Helm: Glaciation +54Glaciation +54: Provides a +54 Equipment bonus to wearer's Cold 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
- Guard of the Shogun - +5 Heavy Armor: (AB 15, MDB 6) 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), Diplomacy +10Diplomacy +10: Provides a +10 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), 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
- Jeweled Hammer - +4 Warhammer: 1.50[1d10], Command, Impact, 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
- Kundarak Trooper's Shield - +3 Steel Tower shield: (SB 9), permanent Heroism, 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
- Mantle of the Worldshaper - Cloak: Heroic Inspiration, Regeneration, Spell Absorption (5 Charges, recharge 1/day), DM's VisionDM's Vision: True Seeing (ML: 5, guaranteed to be in the list)
- Penny Whistle - Necklace: Summon Monster III, 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
- Rabbit Gloves - Gloves: Good Luck +1Good Luck +1: This item gives a +1 Luck bonus to all saves and skill checks., 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
- Ratcatcher - +4 Light crossbow: 1.50[1d8], 18-20x3, Vermin BaneVermin Bane: A bane weapon excels at attacking one type or subtype of creature. Against Vermin, 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
- Recoyle - Rune Arm: Force Shot, Maximum Charge Tier: III, Impulse +54Impulse +54: Provides a +54 Equipment bonus to wearer's Force, Untyped, Slashing, Piercing, and Bludgeoning Spell Power., Anathema, Rune Arm Imbue: Force II, Craftable Rune Arm (+4)
- Retribution - +4 Longsword: 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., 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., 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
- Spectacular Optics - Goggles: 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
- Thanatos Weave - 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., DeathblockDeathblock: The wearer of this item is immune to all death spells and magical death effects., Colorless Augment SlotColorless Augments
- 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)
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
- Theurgic Stave - +4 Quarterstaff: 1.50[2d4], 19-20x2, AdamantineAdamantine: Adamantine weapons may bypass the damage reduction of certain items and creatures., Elemental BaneElemental Bane: A bane weapon excels at attacking one type or subtype of creature. Against Elementals, 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.,Spot +5Spot +5: Provides a +5 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., 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
- 100 +5 Screaming Amethyst Arrows - 100x +5 Arrows: 50% Returning, ScreamingScreaming: Screaming weapons emit a piercing screech whenever they are used to make a successful attack. This screech does an additional 1d6 sonic damage. (No minimum level, Always appears, Doesn't bind)
[edit] Necropolis Scarab collectable
[edit] Scarlet Scarab Powder
Combine 5 Scarabs from Litany of the Dead Part 1 quests into Scarlet Scarab Powder and turn it into Squire Rale in the Necropolis
- Lumric's Longbow - +3 Longbow: Ghost Touch, 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
- Touch of the Silver Flame - Trinket: Lesser Undead GuardLesser undead: This armor burns those Undead that attack the wearer, causing 1d8 Good damage on a successful melee attack.
- Signal of the Silver Flame - Trinket: Lesser TurningLesser Turning: Increases total number of Turn Undead uses by 2 once wielder rests.
[edit] Dark Scarab Powder
Combine 5 Scarabs from Litany of the Dead Part 2 quests into Dark Scarab Powder and turn it into Squire Rale in the Necropolis
- Morleth's Docent - +3 Docent: ML4, Wizardry IIWizardry II: This item grants the wearer +50 maximum spell points. Sorcerers and Favored Souls gain up to double spell points from items., Lesser Arcane SigilThe lesser arcane sigil inscribed on this Docent lowers a Warforged's arcane spell failure chance by -5%
- Righteous Bracers - (Bracers) Undead GuardUndead: This armor burns those Undead that attack the wearer, causing 3d8 Good damage on a successful melee attack., Improved False LifeImproved False Life: Grants the wearer +20 maximum hit points.
- Signet of the Silver Flame - (Ring) - Undead GuardUndead: This armor burns those Undead that attack the wearer, causing 3d8 Good damage on a successful melee attack., Intelligence +4 Intelligence +4: This item focuses the power of the wearer's mind, granting a +4 enhancement bonus to Intelligence., Charisma +4 Charisma +4: This item makes the wearer have more flair, granting a +4 enhancement bonus to Charisma.
[edit] Eerie Scarab Powder
Combine 5 Scarabs from Litany of the Dead Part 3 quests into Eerie Scarab Powder and turn it into Squire Rale in the Necropolis
- Benign Breath - Trinket: Magi, Universal Spell Power
- Dalorent's Seal - +4 Large Shield: 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
- Ghostbane Longbow - +3 Longbow: Ghost Touch, 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., 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
- Kaelth's Touch - Trinket: Undead GuardUndead: This armor burns those Undead that attack the wearer, causing 3d8 Good damage on a successful melee attack., Faith (DR 5/evil)
[edit] The Spawn of Whisperdoom collectible
Level 11 quest
- Crystallized Widow's Eye - Trinket: Power XPower X: This item grants the wearer +100 maximum spell points. Favored Souls and Sorcerers gain double spell points from this item., 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., 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
- Widow Weave Cloak - Cloak: SpearblockSpearblock: This armor is magically enchanted to turn away piercing weapons such as daggers and arrows. Damage from those weapons is reduced by 5., Web ImmunityWeb Immunity: grants its wearer immunity to web effects., 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)., 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
- Widowblight - +3 Sickle: Paralyzing, WisdomWisdom: Targets of this weapon can feel their willpower slipping away. They lose -1 Wisdom on a successful attack., 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] Invasion Tokens (Outsider Token collectible)
From Invaders!, level 12 quest
Collect 25 Outsider Tokens from Invaders! end chest, turn them in to Phinnian Barkbow in the Harbor to claim a reward from the following list. This quest flag is non-repeatable.
- Demonic Breastplate - AdamantineAdamantine: Medium armor made from adamantine grants its wearer damage reduction of 2/-. Breastplate: ML10, +5 Enhancement Bonus+5 Enhancement Bonus: This armor has been magically enhanced and gains a +5 enhancement bonus to Armor Class., 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., Colorless Augment SlotColorless Augments
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
- Docent of Defense - Docent: ML10, +5 Enhancement Bonus+5 Enhancement Bonus: This armor has been magically enhanced and gains a +5 enhancement bonus to Armor Class., 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., 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 Balance - Ring: ML11, Stability, Balance +13Balance +13: Provides a +13 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., Dismissal, 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
- Scepter of Healing - ML10, Flametouched IronFlametouched Iron: Flametouched Iron grants +1 saves versus Evil Outsiders. Heavy mace: 1.25[1d8], WIS or CHA mod for Attack and Damage, +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. Devotion +66Devotion +66: Provides a +66 Equipment bonus to wearer's Positive (Healing) Spell Power., Greater Healing LoreGreater Healing Lore: Your Healing 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] A Relic of a Sovereign Past (Adamantine Ore collectible)
Level 12 quest
Each instance has 15 pieces of Adamantine Ore spawn on the ground in the eastern wing. Collect them and turn them in to a dwarf NPC Galrias the Smith inside of the quest, he will forge these items for you. Since Update 12, you can carry and own multiple adamantine items. Each item is bound to character on acquire.
Weapons and Armor are minimum level 8, Accessories level are minimum 9.
| Item name | Item | Enchantments | Cost in Adamantine Ore |
|---|---|---|---|
| Armor Selections | |||
| Nightforge Mesh | +5 Chain shirt | Adamantine, Blue Augment SlotBlue Augments
|
9 Adamantine Ore |
| Nightforge Darkscale | +5 Scale mail | Adamantine, Blue Augment SlotBlue Augments
|
12 Adamantine Ore |
| Nightforge Plate | +5 Full plate | Adamantine, Blue Augment SlotBlue Augments
|
15 Adamantine Ore |
| Nightforge Docent | +5 Docent | False LifeFalse Life: Grants the wearer +10 maximum hit points., Blue Augment SlotBlue Augments
|
12 Adamantine Ore |
| Weapon Selections | |||
| Nightforge Gouge | +5 Heavy pick+5 Heavy pick: (1d6+5 20/x4): A hammer with a sharp, pointed head designed to concentrate the force of its blow on a small area. Similar to a miner's pick, but reinforced for battle., 1.5[W] | Adamantine, Red Augment SlotRed Augments
|
10 Adamantine Ore |
| Nightforge Avenger Blade | +5 Longsword+5 Longsword: (1d8+5 19-20/x2): A classic straight-bladed sword usable in one hand. This weapon is commonly associated with knighthood and valor., 1.5[W], 18-20x2 | Adamantine, Red Augment SlotRed Augments
|
10 Adamantine Ore |
| Nightforge Hammer | +5 Warhammer+5 Warhammer: (1d8+5 20/x3): A large sledge with a heavy, square head. Popular among dwarves as an alternative to the axe., 1.5[W], 20x4 | Adamantine, Red Augment SlotRed Augments
|
10 Adamantine Ore |
| Nightforge Stiletto | +5 Dagger+5 Dagger: (1d4+5 19-20/x2): A short, simple weapon with a pointed blade used for stabbing., 1.5[W], 18-20x2, slashing and piercing | Adamantine, Red Augment SlotRed Augments
|
8 Adamantine Ore |
| Nightforge Spike | +5 Dart+5 Dart: (1d4+5 20/x2): A small weapon the size of an arrow, with a weighted head., 1.5[W], 18-20x3 | Adamantine, Red Augment SlotRed Augments
|
10 Adamantine Ore |
| Accessory Selections | |||
| Nightforge Aegis | +5 Heavy Steel Shield | Adamantine, Purple Augment SlotRed Augments
|
15 Adamantine Ore |
| Nightforge Gorget | Necklace | 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., Yellow Augment SlotYellow Augments
|
10 Adamantine Ore |
| Nightforge Armbands | Bracers | Improved False LifeImproved False Life: Grants the wearer +20 maximum hit points., Heroism, Yellow Augment SlotYellow Augments
|
10 Adamantine Ore |
| Nightforge Darkhelm | Helm | Protection from Evil, Will Save +5Will Save +5: This item gives a +5 resistance bonus to your Will saving throws., Wisdom +4 Wisdom +4: This item makes the wearer more in tune with her surroundings, granting a +4 enhancement bonus to Wisdom., Yellow Augment SlotYellow Augments
|
10 Adamantine Ore |
[edit] Ancient Relic collectable
Items are all Minimum Level 10. Note that these Relic items are also required to advance The Reaver's Bane story arc.
[edit] 10 Ancient Elven Relics
- Elfcrafted Chain Armor - +3 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., Arcane Lore Arcane Lore: Your Universal spells gain additional 6% chance to make critical hits and their critical multiplier increase by 0.25x, Minor Spell Penetration VIIMinor Spell Penetration VII: Your Level 7 and lower spells gain a +1 to the die roll to penetrate the target's Spell Resistance.
- Elfcrafted Chain Shirt - +3 Chain shirt: 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., Arcane Lore Arcane Lore: Your Universal spells gain additional 6% chance to make critical hits and their critical multiplier increase by 0.25x, Minor Spell Penetration VIIMinor Spell Penetration VII: Your Level 7 and lower spells gain a +1 to the die roll to penetrate the target's Spell Resistance.
- Elfcrafted Docent - +3 Docent: Evocation Focus, Arcane Lore Arcane Lore: Your Universal spells gain additional 6% chance to make critical hits and their critical multiplier increase by 0.25x, Minor Spell Penetration VIIMinor Spell Penetration VII: Your Level 7 and lower spells gain a +1 to the die roll to penetrate the target's Spell Resistance.
- Elfcrafted Plate Armor - +3 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., Arcane Lore Arcane Lore: Your Universal spells gain additional 6% chance to make critical hits and their critical multiplier increase by 0.25x, Minor Spell Penetration VIIMinor Spell Penetration VII: Your Level 7 and lower spells gain a +1 to the die roll to penetrate the target's Spell Resistance.
- Elfcrafted Robe - Robe, 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.: Evocation Focus, Arcane Lore Arcane Lore: Your Universal spells gain additional 6% chance to make critical hits and their critical multiplier increase by 0.25x, Minor Spell Penetration VIIMinor Spell Penetration VII: Your Level 7 and lower spells gain a +1 to the die roll to penetrate the target's Spell Resistance.
[edit] 10 Ancient Dragon Relics
- Dragoncrafted Breastplate - +4 Breastplate: Cure Serious Wounds 1/rest
- Dragoncrafted Docent - +4 Docent: Devotion +60Devotion +60: Provides a +60 Equipment bonus to wearer's Positive (Healing) Spell Power., Wizardry IIIWizardry III: This item grants the wearer +75 maximum spell points. Sorcerers and Favored Souls gain up to double spell points from items.
- Dragoncrafted Leather Armor - +4 Leather Armor: Disable Device +10Disable Device +10: Provides a +10 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., 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., Reflex Save +3Reflex Save +3: This item gives a +3 resistance bonus to your Reflex saving throws.
- Dragoncrafted Plate Armor - +4 Full plate: Sacred, Wizardry IIIWizardry III: This item grants the wearer +75 maximum spell points. Sorcerers and Favored Souls gain up to double spell points from items.
- Dragoncrafted Robe - 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., Conjuration Focus, Wizardry IIIWizardry III: This item grants the wearer +75 maximum spell points. Sorcerers and Favored Souls gain up to double spell points from items.
[edit] 10 Ancient Giant Relics
- Giantcrafted Chain Armor - +5 Chainmail: AdamantineAdamantine: Medium armor made from adamantine grants its wearer damage reduction of 2/-., 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., Shield (spell)
- Giantcrafted Chain Shirt - +5 Chain shirt: AdamantineAdamantine: Light armor made from adamantine grants its wearer damage reduction of 1/-., 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., Shield (spell)
- Giantcrafted Docent - +5 Docent: 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., Shield (spell)
- Giantcrafted Plate Armor - +5 Full plate: AdamantineAdamantine: Heavy armor made from adamantine grants its wearer damage reduction of 3/-., 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., Shield (spell)
- Giantcrafted Robe - 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., 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., Shield (spell)
- Item:Restored Giantcraft Breastplate
- Item:Restored Giantcraft Docent
- Item:Restored Giantcraft Leather Armor
- Item:Restored Giantcraft Plate Armor
- Item:Restored Giantcraft Robe
[edit] Dragon Scales collectable
From Gianthold Tor, level 14 quest
Items are all minimum level 14, turn in 20 Scales to corresponding NPCs in Gianthold, to receive an armor of your choice.
[edit] 20 Black Dragon Scales
- Available in the following armor types
- Black Dragonscale Robe - +5 Robe: Armor Bonus +8Armor Bonus +8: This item surrounds the wearer with an invisible but tangible field of force, granting +8 armor bonus to AC, just as though he were wearing armor.
- Black Dragonhide Armor - +5 Light Armor: (Armor Bonus +11)
- Black Dragonscale Armor - +5 Medium Armor: (Armor Bonus +17)
- Black Dragonplate Armor - +5 Heavy Armor: (Armor Bonus +22)
- Black Dragonscale Docent - +5 Docent: (Adamantine Body +17 / Mithral Body +8 / Composite Plating +3)
- Update 14 made all of the below enhancements uniform across all of the armor types above.
- Haste GuardHaste: When you are hit by enemies, there is a chance you will be Hasted, quickening your attack and movement speed.
- Armor-Piercing - 10%Armor-Piercing - 10%: If the target of this weapon has Fortification, it will be treated as if having 10% less Fortification than it actually possesses.
- Relentless FuryRelentless Fury: While this item is equipped, any killing blows you strike against enemies may drive you into a furious rage, providing a 5% Enchantment damage bonus to you melee, ranged and unarmed attacks for 30 seconds. Slaying weaker opponents has a reduced chance of producing this effect.
- Greater Acid ResistanceGreater Acid Resistance: This property absorbs the first 30 points of acid damage per attack that the wearer would normally take.
[edit] 20 Blue Dragon Scales
- Available in the following armor types
- Blue Dragonscale Robe - +5 Robe: Armor Bonus +8Armor Bonus +8: This item surrounds the wearer with an invisible but tangible field of force, granting +8 armor bonus to AC, just as though he were wearing armor.
- Blue Dragonhide Armor - +5 Light Armor: (Armor Bonus +11)
- Blue Dragonscale Armor - +5 Medium Armor: (Armor Bonus +17)
- Blue Dragonplate Armor - +5 Heavy Armor: (Armor Bonus +22)
- Blue Dragonscale Docent - +5 Docent: (Adamantine Body +17 / Mithral Body +8 / Composite Plating +3)
- Update 14 made all of the below enhancements uniform across all of the armor types above.
- 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.
- Greater Arcane LoreGreater Arcane Lore: Your Universal spells gain additional 9% chance to make critical hits and their critical multiplier increase by 0.25x
- Potency +52Potency +52: Provides a +52 Equipment bonus to wearer's Universal Spell Power.
- Greater Lightning ResistanceGreater Lightning Resistance: This property absorbs the first 30 points of lightning damage per attack that the wearer would normally take.
[edit] 20 White Dragon Scales
- Available in the following armor types:
- White Dragonscale Robe - +5 Robe: Armor Bonus +8Armor Bonus +8: This item surrounds the wearer with an invisible but tangible field of force, granting +8 armor bonus to AC, just as though he were wearing armor.
- White Dragonhide Armor - +5 Light Armor: (Armor Bonus +11)
- White Dragonscale Armor - +5 Medium Armor: (Armor Bonus +17)
- White Dragonplate Armor - +5 Heavy Armor: (Armor Bonus +22)
- White Dragonscale Docent - +5 Docent: (Adamantine Body +17 / Mithral Body +8 / Composite Plating +3)
- Update 14 made all of the below enhancements uniform across all of the armor types above.
- 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.
- Protection +5Protection +5: This item protects its wearer by granting a +5 deflection bonus to AC.
- Shield Bonus +4 Gives a +4 shield AC bonus
- Greater Cold ResistanceGreater Cold Resistance: This property absorbs the first 30 points of cold damage per attack that the wearer would normally take.
[edit] Tattered Tapestries
Turn in 20 Shred of Tapestries in a Tapestry Pouch to Balkar Aislin and receive a helmet (ML11, bound to character) from the list.
- Minos Legens - Helm: Colorless Augment SlotColorless Augments
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
- Muffled Veneer - Helm: 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
- Seraphim - Helm: Sacred, Hallowed, Abjuration Focus, Devotion +66Devotion +66: Provides a +66 Equipment bonus to wearer's Positive (Healing) Spell Power.
- Totemic Lavalier - Helm: Magi, Intelligence +6 Intelligence +6: This item focuses the power of the wearer's mind, granting a +6 enhancement bonus to Intelligence., Charisma +6 Charisma +6: This item makes the wearer have more flair, granting a +6 enhancement bonus to Charisma.
- Tradusor - Helm: 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
- Undying Gaze - Helm: 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] Shield of Legend
Turn in a completed Shield: Frame (8 Fragments) to Racella Unary and receive a shield from the list. All shields are Minimum Level 14.
- Adherence - +5 Tower Shield: 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
- Arrondi - +5 Large Shield: 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
- Bijio - +5 Large Shield: 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
- Death's Door - +5 Large Shield: 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
- Fanion - +5 Large Shield: 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
- Sorrel - +5 Large Shield: 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
- Talon - +5 Large Shield: 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] Tome of Untold Legends
Turn in a completed Tome (8 pieces) to Bilk Howland and receive a weapon from the list (ML14, bound to character). Most weapons have increased base dice (W), and all weapons have a Weapon dice multiplier of 1.5[W].
- Coronation - +5 Morningstar: 1.5[2d4] Piercing and Bludgeoning damage, Expanded Threat & Increased Multiplier: 19-20/x3): Greater RibcrackerGreater Ribcracker: This weapon will unerringly hone in your opponent's vulnerabilities. Critical hits with this weapon deal an amount of extra bludgeoning damage depending on the weapon's critical multiplier: x2 - 11d6. x3 - 11d8. x4 - 11d10., Persuasion, 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
- Deathnip - +5 Heavy Pick: 1.5[1d6], Expanded Threat: (19-20/x4): 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., Seeker +10Seeker +10: A +10 Seeker item will add +10 to your confirm critical roll and +10 to your critical damage.(Before multipliers are applied), 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
- Phosphor - +5 Heavy Mace: 1.5[2d4], Double Expanded Threat: (18-20/x2): Sun BurstSun Burst: This weapon flashes an intense burst of sunlight on any critical hit. The target is blasted for 6d6 light damage and is blinded as well. Oozes and Undead take 12d6 light damage. A successful DC 22 reflex save reduces the damage by half and negates the blindness effect., 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., CoruscatingCoruscating: This weapon shines with an inner light. A coruscating weapon deals an extra 2d6 light 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
- Razorend - +5 Shortsword: 1.5[1d8], Expanded Threat: (15-20/x2 including KeenKeen: Doubles the critical range for piercing & slashing weapons), HemorrhagingHemorrhaging: This weapon is viciously sharp and will do an additional 2d8 damage to targets that are vulnerable to bleeding., KeenKeen: Doubles the critical range for piercing & slashing weapons, Tendon Slice 10%, 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
- Serrulae - +5 Battleaxe: 1.5[1d8], (20/x3), Vertigo +10Vertigo +10: This effect gives a +10 enhancement bonus to the DC to resist the character's Trip and Improved Trip attempts., MetallineMetalline: Metalline bypasses any metal based damage reduction. (Adamantine, "Alchemical, Silver", Byeshk, Cold Iron, Mithral), 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
- Sever - +5 Dwarven Axe: 1.5[1d14], (19-20/x3 including KeenKeen: Doubles the critical range for piercing & slashing weapons), Limb Chopper, Destruction, 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
- Skiver - +5 Dagger: 1.5[1d4], (19-20/x2), Archmagi, Greater Arcane LoreGreater Arcane Lore: Your Universal spells gain additional 9% chance to make critical hits and their critical multiplier increase by 0.25x, Efficient Metamagic - Extend IEfficient Metamagic - Extend I: Additional SP cost for Extend Metamagic is reduced by 1 SP., Efficient Metamagic - Empower IIEfficient Metamagic - Empower II: Additional SP cost for Empower Metamagic is reduced by 2 SP., 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
- Twinblade - +5 Bastard Sword: 1.5[2d8], (19-20/x2), AxiomaticAxiomatic: An axiomatic weapon is lawfully aligned and infused with the power of law. It makes the weapon law-aligned and thus bypasses the corresponding damage reduction. It deals an extra 2d6 damage against all of chaotic alignment., 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., 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
- 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] Emerald Claw Nugget and Silver Flame Nugget
First of all, you must talk to the quest giver outside the Necropolis and get Silver Flame Trinket or Emerald Claw Trinket (you can only have one at a time), then bring it to the altar in the Bloody Crypt (of course the altar is guarded by a vampire boss). Then to the altar in the Shadow Crypt and the Cursed Crypt. Each time you use the altar, your necklace will be upgraded (however you only can use the altar once per instance). Then at last, you must turn it in to the altar in Ascension Chamber (Accursed Ascension raid). Talk to the quest giver for a choice of a final reward.
[edit] The Bloody Crypt
Level 6 quest
- Emerald Claw Amulet - Necklace: 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), Cause Fear (3x/rest)
- Silver Flame Amulet - Necklace: Negative Energy Absorption (1x/rest)
[edit] The Shadow Crypt
Level 9 quest
- Emerald Claw Pendant - Necklace: 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), 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), Symbol of Fear (3x/rest)
- Silver Flame Pendant - Necklace: Deathblock, Negative Energy Absorption (5x/rest)
[edit] The Cursed Crypt
Level 12 quest
- Emerald Claw Talisman - Necklace: Fearsome, Diplomacy +11Diplomacy +11: Provides a +11 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), 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), Symbol of Fear (3x/rest)
- Silver Flame Talisman - Necklace: Deathblock, Continuous Protection from Evil, Negative Energy Absorption (10x/rest)
[edit] Emerald Claw Nugget final rewards
- Blood's Bellows - +5 Large Shield: Adamantine, Greater Shout 3/day, 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
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
- Docent of the Claw - +5 Docent: Reinforced Plating +1 (inherent ac bonus), To-hit bonus +2, Nightshield (CL:14, 1/rest), 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
- Emerald Guard - +5 Full plate, Mithral(Max dex bonus 4), To-hit Bonus +2, Nightshield, 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
- Plume of Adherence - Helm: Efficient Metamagic - Maximize IEfficient Metamagic - Maximize I: Additional SP cost for Maximize Metamagic is reduced by 2 SP., Magnetism +78Magnetism +78: Provides a +78 Equipment bonus to wearer's Electricity Spell Power., Combustion +78Combustion +78: Provides a +78 Equipment bonus to wearer's Fire 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
- Raiment of the Fervent - Robe: Armor Bonus +7, 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 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., Nightshield, 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
- Scales of Surety - +5 Chainmail: Mithral, To-Hit Bonus +2, Nightshield , 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
[edit] Silver Flame Nugget final rewards
- Aegis of Flame - +5 Large Shield: Mithral, Silver Flame (increases maximum hit dice of turn undead by 6), SpikesSpikes: The sharp spikes on this item deal an additional 1d6 piercing damage when used to strike an enemy.
- Bastion of Fealty - +5 Full plate (Max dex bonus 2): Spell Resistance (22)Spell Resistance (22): This item grants its wearer 22 spell resistance., Nightshield
- Beacon of Tira - Helm: Benevolence +72Benevolence +72: Provides a +72 Equipment bonus to wearer's Light and Alignment Spell Power., Devotion +72Devotion +72: Provides a +72 Equipment bonus to wearer's Positive (Healing) Spell Power., Combustion +72Combustion +72: Provides a +72 Equipment bonus to wearer's Fire Spell Power.
- Chain of Conviction - +5 Chainmail: Mithral, Spell Resistance (22)Spell Resistance (22): This item grants its wearer 22 spell resistance., Nightshield
- Cloth of the Faithful - Robe: Wizardry VIWizardry VI: This item grants the wearer +150 maximum spell points. Sorcerers and Favored Souls gain up to double spell points from items., Spell Resistance (22)Spell Resistance (22): This item grants its wearer 22 spell resistance., Nightshield
- Docent of the Flames - +5 Docent: Reinforced Plating +1 (inherent ac bonus), Spell Resistance (22)Spell Resistance (22): This item grants its wearer 22 spell resistance., Nightshield
[edit] The Red Fens quest rewards
[edit] Fathom the Depths
- Boots of the Mire - Boots: Balance +7, Underwater Action, Marshwalker [ML:7, BtC]
- Shaman's Beads - Necklace: Charisma +3, Evocation Focus, Shaman's Fury [ML:7, BtC]
- Siren's Charm - Necklace: Constitution +4, Sonic Resistance, Siren's Ward [ML:7, BtC]
[edit] The Claw of Vulkoor
- Gloves of the Claw - Gloves: Strength +3, Intimidate +7, Vulkoor's Might [ML:7, BtC]
- Necklace of Venom - Necklace: Proof Against Poison, False Life, Vulkoor's Cunning [ML:7, BtC]
- Sacred Band - Ring: Wisdom +4, Lesser Turning, Divine Blessing [ML:7, BtC]
[edit] The Last Stand
- Elder's Focus - Necklace: Power VI, Efficient Metamagic - Extend I, Elder's Knowledge [ML:7, BtC]
- Raven's Sight - Goggles: Wisdom +2, Reflex Save +4, Raven's Eye [ML:7, BtC]
[edit] Into the Deep
Each item, except the bottle has a 50% chance of appearing. On every third completion, the chance increases to 100%.
- Ring of the Mire - Ring: Spearblock, Fortitude Save +4, Marshwalker [ML:7, BTC]
- Raven's Talons - Gloves: Dexterity +3, Bluff +7, Raven's Eye [ML:7, BTC]
- Siren's Belt - Belt: Armor Bonus +5, Disease Immunity, Siren's Ward [ML:7, BTC]
- Sacred Helm - Helmet: Deathblock, Eternal Faith, Divine Blessing [ML:7, BTC]
- Ring of Venom - Ring: Dexterity +3, Sneak Attack Bonus +2, Vulkoor's Cunning [ML:7, BTC]
- Bracers of the Claw - Bracers: Constitution +2, Moderate Fortification, Vulkoor's Might [ML:7, BTC]
- Elder's Cap - Helm: Intelligence +3, Concentration +7, Elder's Knowledge [ML:7, BTC]
- Shaman's Band - Ring: Spell Penetration IV, Shaman's Fury [ML:7, BTC]
- The Pea Shooter - Rune Arm: Maximum Charge Tier: III, Superior Potency III, Inherent (5) Acid Resistance, Rune Arm Imbue: Acid II, Craftable Rune Arm: (+3) [ML:7, BTC]
- Mystical Bottle - Cannith Crafting ingredient. Always appears.
[edit] Attack on Stormreach quest rewards
- Gnollish War Bow - +5 Longbow: Crippling, Feat:Bow Strength, Malleable
- Ogrish War Axe - +5 Greataxe: Vengeful, Humanoid BaneHumanoid Bane: A bane weapon excels at attacking one type or subtype of creature. Against Humanoids, 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., Malleable
- Hooked Blade - +5 Khopesh: Limb Chopper, MaimingMaiming: This weapon has a twisted haft or grip and spikes along its blade, head, or point. Whenever you score a critical hit with this weapon it deals an amount of extra untyped damage depending on its critical multiplier: x2 - 1d6. x3 - 2d6. x4 - 3d6., Malleable
- Frostflame Robe - Robe: Greater Fire LoreGreater Fire Lore: Your Fire spells gain additional 9% chance to make critical hits and their critical multiplier increase by 0.25x, Greater Cold LoreGreater Cold Lore: Your Cold spells gain additional 9% chance to make critical hits and their critical multiplier increase by 0.25x, 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.
- Frostflame Docent - Docent: Greater Fire LoreGreater Fire Lore: Your Fire spells gain additional 9% chance to make critical hits and their critical multiplier increase by 0.25x, Greater Cold LoreGreater Cold Lore: Your Cold spells gain additional 9% chance to make critical hits and their critical multiplier increase by 0.25x, 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.
- Staff of the Shadow - +5 Quarterstaff: Lesser Vampirism, Life Stealing, Malleable
- Trial by Fire - Rune Arm: Fire Blast, ToughnessToughness: While equipped this item grants 20 additional hitpoints. This stacks with all bonuses except for other items bearing the Toughness enchantment., 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)
- Mark of Bal Molesh
- Mark of Rhesh Turakbar
- Mark of Sheshka
- Mark of Tzaryan Rrac
[edit] Harbinger of Madness quest rewards
All items Bind to Account on Acquire except the Quiver which is BTC
- Axe of Famine- +5 Dwarven Waraxe+5 Dwarven Waraxe: (1d10+5 20/x3): This axe is too large to be used in one hand without the special training that all dwarven warriors receive.: Life-Devouring, Strength Sapping, Weakening, Incite +15%This weapon increases the threat generated by melee damage by 15% [ML:14]
- Beholder Plate Armor - +5 Heavy Armor, Antimagic Spike, Telekinesis Guard, Trace of Madness, Metal Fatigue [ML:14]
- Beholder Plate Docent - +5 Docent: Antimagic Spike, Telekinesis Guard, Trace of Madness, Metal Fatigue [ML:14]
- Bow of Sinew- +5 Longbow+5 Longbow: (1d8+5 20/x3): A large, curved, wooden bow, often nearly as tall as a human. This weapon is popular among elves and rangers.: (crit range 19-20) ElasticityElasticity: This bow is strung with special fibers that cause it to occasionally launch arrows with shocking force. When rolling a 19 or 20 on a ranged attack, your critical multiplier is increased by +1, Stealth Strike, Seeker +8Seeker +8: A +8 Seeker item will add +8 to your confirm critical roll and +8 to your critical damage.(Before multipliers are applied), Aligned, Overfocus [ML:14]
- Thaarak Bracelet - Bracers: Toughness, DR 3/Lawful, Dodge Bonus +2, Acid Breath (3/day) [ML:15]
- Polycurse Dagger - +5 Dagger+5 Dagger: (1d4+5 19-20/x2): A short, simple weapon with a pointed blade used for stabbing.: Polycurse, Sneak Attack Bonus +3Sneak Attack Bonus +3: Provides a +3 to attack bonus and a +5 to damage for any attack that would qualify as a Sneak Attack, even if the wielder is not a Rogue., Deception, Curse Vector, Corrosive SaltCorrosive Salt: This weapon stores a caustic, insatiable power deep within. When this weapon is used, this power can come to the surface in the form of a noxious, corrosive salt that dissolves all substances. [ML:14]
- Quivering Quiver- Quiver: [Holds 10 types, in 300 stack] Arrow Spitting [ML:14, BTC]
- Scepter of Mad Trickery - +5 Club+5 Club: (1d6+5 20/x2): A simple wooden weapon with a wide, round head and a narrow haft.: Greater Illusion FocusGreater Illusion Focus: Your Illusion spells have the DC to resist them increased by +2., Greater Enchantment FocusGreater Enchantment Focus: Your Enchantment spells have the DC to resist them increased by +2., 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., Mind Turbulence [ML:14]
[edit] Reign of Madness quest rewards
- Fang of Siberys - +5 Scimitar: CloudburstCloudburst: Every hit from this weapon has a chance to trigger a Cloudburst, striking its target with lightning and dealing sonic damage to surrounding enemies through a powerful thunderclap., 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., Peals of ThunderPeals of Thunder: This weapon is filled with the power of a storm cloud. Occasionally, this thunderous power is unleashed, applying a lasting effect that deals 2d4 sonic damage every 2 seconds for 6 seconds. If the effect is reapplied before it has a chance to wear off, the duration will reset and stack up to 3 times. [ML:16,BtA]
- Fleshshaper's Brigandine - +5 Brigandine: Negative Energy Absorption - 20%, Fleshmaker, Disintegration Guard, Trace of Madness, Power Drain [ML:14,BtA]
- Fleshshaper's Docent - +5 Docent: Negative Energy Absorption - 20%, Fleshmaker, Disintegration Guard, Trace of Madness, Power Drain [ML:14,BtA]
- Infused Chaos Docent - +5 Docent: Spell Turmoil, Lesser Evocation Augmentation IX, Trace of Madness, Power Drain [ML:14,BtA]
- Nature's Vengeance - +5 Densewood Quarterstaff: Greater Aberration BaneGreater Aberration Bane: A bane weapon excels at attacking one type or subtype of creature. Against Aberrations, 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., Sun BurstSun Burst: This weapon flashes an intense burst of sunlight on any critical hit. The target is blasted for 6d6 light damage and is blinded as well. Oozes and Undead take 12d6 light damage. A successful DC 22 reflex save reduces the damage by half and negates the blindness effect., Greater Stability [ML:16,BtA]
- Unstable Handwraps - +5 Handwraps: Anarchic BurstAnarchic Burst: 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. In addition critical hits deal an amount of extra damage depending on the weapon's critical multiplier: x2 - 3d6. x3 - 4d6. x4 - 5d6., Axiomatic BurstAxiomatic Burst: An axiomatic weapon is lawfully aligned and infused with the power of law. It makes the weapon law-aligned and thus bypasses the corresponding damage reduction. It deals an extra 2d6 damage against all of chaotic alignment. In addition critical hits deal an amount of extra damage depending on the weapon's critical multiplier: x2 - 3d6. x3 - 4d6. x4 - 5d6., Lawful Outsider BaneLawful Outsider Bane: A bane weapon excels at attacking one type or subtype of creature. Against Lawful Outsiders, 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., Chaotic Outsider BaneChaotic Outsider Bane: A bane weapon excels at attacking one type or subtype of creature. Against Chaotic Outsiders, 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., Mind Turbulence [ML:16,BtA]
- Glorious Obscenity - Rune Arm: Acid Shot: Enhanced Spot +5Enhanced Spot +5: Provides a +5 enhancement 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., 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), Mind Turbulence, Taint of Chaos, Rune Arm Imbue: Acid IV, Craftable Rune Arm (+5) [ML: 17]
[edit] See Also
- Named raid loot index
- Named chest loot index

