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Category:Temple of Elemental Evil Part One loot
Standard named items[edit]
The following items are found in the rare encounter and end chests in both Temple of Elemental Evil Part One and Temple of Elemental Evil Part Two, as well as in the pyramid chest of part 2. The drop rate is higher in the rare encounter chests than the end chests Part One and Pyramide Chest. Drop rate in end chest Part Two is very high.
The items may include none, one or both of the following enchantments:
- Mythic Weapon Boost +2
Mythic Weapon Boost +2: +2 Mythic bonus to Melee, Ranged, and Universal Spell Power
- Mythic Shield Boost +2
Mythic Shield Boost +2: +2 Mythic bonus to Physical and Magical Resistance Rating
Heroic[edit]
- Assassin's Kiss - Dagger - +3 Enhancement Bonus
+3 Enhancement Bonus: +3 enhancement bonus to attack and damage rolls., Lesser Incorporeal Bane
Lesser Incorporeal Bane: A bane weapon excels at attacking one type or subtype of creature. Against Incorporeals, this weapon's effective enhancement bonus is +1 better than its normal enhancement bonus. It deals an extra 1 to 6 points of damage against the foe., Deception
Deception: This weapon is hard to focus upon and thus provides a +3 enhancement bonus to Bluff checks. In addition, Deception weapons have a small chance to envelop the target in darkness, making them vulnerable to sneak attacks for a short time., Greater Dispelling
Greater Dispelling: This weapon is infused with a holy power that purges out the magical energies of those that it strikes. On an attack roll of 20 which is confirmed as a critical hit is will apply a Greater Dispel Magic effect to the target, stripping away its protective spells., Assassination +2
Assassination +2: +2 enhancement bonus to the DC to resist the character's Assassinate attempts., Empty Purple Augment Slot
Red Augments
- Damage per ML: Ruby Eye augments, Meteoric Star Ruby, etc.
- DR bypass: Alignment, Material
- Deconstructor
- Elemental damage: +1 to +2d6
- Ruby of Ghostbane
- Ruby of the Endless Night
- Ruby of the Vampire Slayer
- Spell Power (Enhancement bonus): +30 to +138
- AC: Natural Armor Bonus or Protection (Deflection bonus): +1 to +8
- ASF reduction: -5% to -15%
- Fortification: +25% to +100%
- Golem's Heart
- Good Luck: +1 or +2
- Hit points: +5 to +40
- Max Dex Bonus (Armor): +1 or +2
- Defense (PRR and MRR): +2 to +16
- Saves (Resistance bonus): +1 to +8
- Ability (Enhancement bonus): +1 to +8
- Ability (Exceptional bonus): +1
- Ability (Insight bonus): +1 or +2
- Diamond of Vitality +20
- Globe of Imperial Blood
- Globe of True Imperial Blood
- Master's Gift
- Skills, except UMD (Competence bonus): +3 to +15
- Cranium Cracker - Club - +3 Enhancement Bonus
+3 Enhancement Bonus: +3 enhancement bonus to attack and damage rolls., Lesser Elemental Bane
Lesser 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 its normal enhancement bonus. It deals an extra 1 to 6 points of damage against the foe., Vampirism
Vampirism: This weapon provides 1d3 hitpoints of positive energy-typed healing every time you damage an enemy. For Warforged, this weapon provides 1d3 repair energy for healing instead of positive energy., Hardened Spikes
Hardened Spikes: The sharp, hardened spikes on this item deal an additional 2 to 6 Piercing damage when used to strike an enemy., Destruction
Destruction: On Hit: Your target gains a stack of Armor Destruction. (-1 penalty to Armor Class, -1% of its Fortification. 20 second duration. Stacks up to 15 times.) This effect may trigger once every three seconds., Empty Purple Augment Slot
Red Augments
- Damage per ML: Ruby Eye augments, Meteoric Star Ruby, etc.
- DR bypass: Alignment, Material
- Deconstructor
- Elemental damage: +1 to +2d6
- Ruby of Ghostbane
- Ruby of the Endless Night
- Ruby of the Vampire Slayer
- Spell Power (Enhancement bonus): +30 to +138
- AC: Natural Armor Bonus or Protection (Deflection bonus): +1 to +8
- ASF reduction: -5% to -15%
- Fortification: +25% to +100%
- Golem's Heart
- Good Luck: +1 or +2
- Hit points: +5 to +40
- Max Dex Bonus (Armor): +1 or +2
- Defense (PRR and MRR): +2 to +16
- Saves (Resistance bonus): +1 to +8
- Ability (Enhancement bonus): +1 to +8
- Ability (Exceptional bonus): +1
- Ability (Insight bonus): +1 or +2
- Diamond of Vitality +20
- Globe of Imperial Blood
- Globe of True Imperial Blood
- Master's Gift
- Skills, except UMD (Competence bonus): +3 to +15
- Elemental Bloom - Quarterstaff - +3 Enhancement Bonus
+3 Enhancement Bonus: +3 enhancement bonus to attack and damage rolls., Lesser Elemental Bane
Lesser 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 its normal enhancement bonus. It deals an extra 1 to 6 points of damage against the foe., Bodyfeeder
Bodyfeeder: Whenever a bodyfeeder weapon you wield scores a critical hit, you gain 15 temporary hitpoints that last for up to 1 minute., Paralyzing
Paralyzing: Any creature struck by this weapon must succeed on a DC 17 Will save or be paralyzed. The target may attempt a new save to end the effect every several seconds; otherwise the paralysis lasts for 1 minute. Certain creatures, such as the Undead and Constructs, cannot be paralyzed., Bewildering
Bewildering: Targets of this weapon can feel their willpower slipping away. They lose -1 Wisdom on a successful attack., Empty Purple Augment Slot
Red Augments
- Damage per ML: Ruby Eye augments, Meteoric Star Ruby, etc.
- DR bypass: Alignment, Material
- Deconstructor
- Elemental damage: +1 to +2d6
- Ruby of Ghostbane
- Ruby of the Endless Night
- Ruby of the Vampire Slayer
- Spell Power (Enhancement bonus): +30 to +138
- AC: Natural Armor Bonus or Protection (Deflection bonus): +1 to +8
- ASF reduction: -5% to -15%
- Fortification: +25% to +100%
- Golem's Heart
- Good Luck: +1 or +2
- Hit points: +5 to +40
- Max Dex Bonus (Armor): +1 or +2
- Defense (PRR and MRR): +2 to +16
- Saves (Resistance bonus): +1 to +8
- Ability (Enhancement bonus): +1 to +8
- Ability (Exceptional bonus): +1
- Ability (Insight bonus): +1 or +2
- Diamond of Vitality +20
- Globe of Imperial Blood
- Globe of True Imperial Blood
- Master's Gift
- Skills, except UMD (Competence bonus): +3 to +15
- Leopard's Chill - Scimitar - +3 Enhancement Bonus
+3 Enhancement Bonus: +3 enhancement bonus to attack and damage rolls., Lesser Evil Outsider Bane
Lesser Evil Outsider Bane: A bane weapon excels at attacking one type or subtype of creature. Against Evil Outsiders, this weapon's effective enhancement bonus is +1 better than its normal enhancement bonus. It deals an extra 1 to 6 points of damage against the foe., Silver
Silver: A complex process involving metallurgy and alchemy can bond silver to a weapon made of steel so that it bypasses the 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., Alchemical, Freezing IceFreezing Ice: 5% chance of Freezing Ice encasement from your melee, ranged, and unarmed attacks., Empty Purple Augment Slot
Red Augments
- Damage per ML: Ruby Eye augments, Meteoric Star Ruby, etc.
- DR bypass: Alignment, Material
- Deconstructor
- Elemental damage: +1 to +2d6
- Ruby of Ghostbane
- Ruby of the Endless Night
- Ruby of the Vampire Slayer
- Spell Power (Enhancement bonus): +30 to +138
- AC: Natural Armor Bonus or Protection (Deflection bonus): +1 to +8
- ASF reduction: -5% to -15%
- Fortification: +25% to +100%
- Golem's Heart
- Good Luck: +1 or +2
- Hit points: +5 to +40
- Max Dex Bonus (Armor): +1 or +2
- Defense (PRR and MRR): +2 to +16
- Saves (Resistance bonus): +1 to +8
- Ability (Enhancement bonus): +1 to +8
- Ability (Exceptional bonus): +1
- Ability (Insight bonus): +1 or +2
- Diamond of Vitality +20
- Globe of Imperial Blood
- Globe of True Imperial Blood
- Master's Gift
- Skills, except UMD (Competence bonus): +3 to +15
- Leverage - Great Crossbow - +3 Enhancement Bonus
+3 Enhancement Bonus: +3 enhancement bonus to attack and damage rolls., Lesser Human Bane
Lesser 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 its normal enhancement bonus. It deals an extra 1 to 6 points of damage against the foe., Heartseeker I
Heartseeker I: On Critical Hit: 3 to 18 Piercing damage from weapons with a x2 Critical Multiplier, 3 to 24 damage from weapons with a x3 Critical Multiplier, and 3 to 30 damage from weapons with a x4 or Greater Multiplier., Frostbite
Frostbite: On Hit: Applies a stack of Vulnerable (1% more damage for 3 seconds. This effect stacks up to 20 times, and loses one stack on expiration.). This effect may only occur on-hit once every two seconds.
On Vorpal: Applies a stack of Lethargy (-1 to all Saving Throws. Non-bosses also move and attack 5% slower. This effect stacks up to 5 times.), Insightful Sneak Attack Bonus +2Insightful Sneak Attack Bonus +2: Provides a +2 Insight modifier to your attack bonus and a +3 Insight bonus to damage for any attack that would qualify as a Sneak Attack, even if the wielder is not a Rogue., Empty Purple Augment Slot
Red Augments
- Damage per ML: Ruby Eye augments, Meteoric Star Ruby, etc.
- DR bypass: Alignment, Material
- Deconstructor
- Elemental damage: +1 to +2d6
- Ruby of Ghostbane
- Ruby of the Endless Night
- Ruby of the Vampire Slayer
- Spell Power (Enhancement bonus): +30 to +138
- AC: Natural Armor Bonus or Protection (Deflection bonus): +1 to +8
- ASF reduction: -5% to -15%
- Fortification: +25% to +100%
- Golem's Heart
- Good Luck: +1 or +2
- Hit points: +5 to +40
- Max Dex Bonus (Armor): +1 or +2
- Defense (PRR and MRR): +2 to +16
- Saves (Resistance bonus): +1 to +8
- Ability (Enhancement bonus): +1 to +8
- Ability (Exceptional bonus): +1
- Ability (Insight bonus): +1 or +2
- Diamond of Vitality +20
- Globe of Imperial Blood
- Globe of True Imperial Blood
- Master's Gift
- Skills, except UMD (Competence bonus): +3 to +15
- Periron's Talon - Heavy Pick - +3 Enhancement Bonus
+3 Enhancement Bonus: +3 enhancement bonus to attack and damage rolls., Lesser Construct Bane
Lesser Construct Bane: A bane weapon excels at attacking one type or subtype of creature. Against Constructs, this weapon's effective enhancement bonus is +1 better than its normal enhancement bonus. It deals an extra 1 to 6 points of damage against the foe., Adamantine
Adamantine: Adamantine weapons may bypass the damage reduction of certain items and creatures., Telekinetic
Telekinetic: Targets that suffer a critical hit from a telekinetic weapon must make a DC 17 trip save or be knocked down. The trip otherwise lasts 30 seconds and allows a recurring balance check to get up every 2 seconds., Flaming Blast
Flaming Blast: A flaming blast weapon is sheathed in fire. Critical hits with this weapon deal an additional 1 to 10 fire damage for weapons with a x2 critical multiplier, 2 to 20 for a x3 critical multiplier and 3 to 30 for a x4 multiplier. Additionally, if you roll a 20 when attacking and confirm the critical hit, the weapon blasts your target, doing an additional 4 to 24 more fire damage., Empty Purple Augment Slot
Red Augments
- Damage per ML: Ruby Eye augments, Meteoric Star Ruby, etc.
- DR bypass: Alignment, Material
- Deconstructor
- Elemental damage: +1 to +2d6
- Ruby of Ghostbane
- Ruby of the Endless Night
- Ruby of the Vampire Slayer
- Spell Power (Enhancement bonus): +30 to +138
- AC: Natural Armor Bonus or Protection (Deflection bonus): +1 to +8
- ASF reduction: -5% to -15%
- Fortification: +25% to +100%
- Golem's Heart
- Good Luck: +1 or +2
- Hit points: +5 to +40
- Max Dex Bonus (Armor): +1 or +2
- Defense (PRR and MRR): +2 to +16
- Saves (Resistance bonus): +1 to +8
- Ability (Enhancement bonus): +1 to +8
- Ability (Exceptional bonus): +1
- Ability (Insight bonus): +1 or +2
- Diamond of Vitality +20
- Globe of Imperial Blood
- Globe of True Imperial Blood
- Master's Gift
- Skills, except UMD (Competence bonus): +3 to +15
- Sapphire Sting - Longbow - +3 Enhancement Bonus
+3 Enhancement Bonus: +3 enhancement bonus to attack and damage rolls., Lesser Human Bane
Lesser 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 its normal enhancement bonus. It deals an extra 1 to 6 points of damage against the foe., Destruction
Destruction: On Hit: Your target gains a stack of Armor Destruction. (-1 penalty to Armor Class, -1% of its Fortification. 20 second duration. Stacks up to 15 times.) This effect may trigger once every three seconds., Maiming
Maiming: 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 - 1 to 6, x3 - 2 to 12, x4 - 3 to 18., Ranged Alacrity 10%
Ranged Alacrity 10%: Gain 10% enhancement bonus to Ranged attack speed. Does not stack with the Haste spell., Empty Purple Augment Slot
Red Augments
- Damage per ML: Ruby Eye augments, Meteoric Star Ruby, etc.
- DR bypass: Alignment, Material
- Deconstructor
- Elemental damage: +1 to +2d6
- Ruby of Ghostbane
- Ruby of the Endless Night
- Ruby of the Vampire Slayer
- Spell Power (Enhancement bonus): +30 to +138
- AC: Natural Armor Bonus or Protection (Deflection bonus): +1 to +8
- ASF reduction: -5% to -15%
- Fortification: +25% to +100%
- Golem's Heart
- Good Luck: +1 or +2
- Hit points: +5 to +40
- Max Dex Bonus (Armor): +1 or +2
- Defense (PRR and MRR): +2 to +16
- Saves (Resistance bonus): +1 to +8
- Ability (Enhancement bonus): +1 to +8
- Ability (Exceptional bonus): +1
- Ability (Insight bonus): +1 or +2
- Diamond of Vitality +20
- Globe of Imperial Blood
- Globe of True Imperial Blood
- Master's Gift
- Skills, except UMD (Competence bonus): +3 to +15
- Spinal Tap - Bastard Sword - +3 Enhancement Bonus
+3 Enhancement Bonus: +3 enhancement bonus to attack and damage rolls., Lesser Human Bane
Lesser 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 its normal enhancement bonus. It deals an extra 1 to 6 points of damage against the foe., Hemorrhaging
Hemorrhaging: This weapon is viciously sharp and will do an additional 2 to 16 damage to targets that are vulnerable to bleeding., Puncturing
Puncturing: Critical hits by this weapon deal an extra 1 to 6 points of Constitution damage from blood loss., Wounding
Wounding: A wounding weapon does 1 point of Constitution damage from blood loss when it hits a creature. Creatures immune to critical hits are immune to the Constitution damage dealt by this weapon., Empty Purple Augment Slot
Red Augments
- Damage per ML: Ruby Eye augments, Meteoric Star Ruby, etc.
- DR bypass: Alignment, Material
- Deconstructor
- Elemental damage: +1 to +2d6
- Ruby of Ghostbane
- Ruby of the Endless Night
- Ruby of the Vampire Slayer
- Spell Power (Enhancement bonus): +30 to +138
- AC: Natural Armor Bonus or Protection (Deflection bonus): +1 to +8
- ASF reduction: -5% to -15%
- Fortification: +25% to +100%
- Golem's Heart
- Good Luck: +1 or +2
- Hit points: +5 to +40
- Max Dex Bonus (Armor): +1 or +2
- Defense (PRR and MRR): +2 to +16
- Saves (Resistance bonus): +1 to +8
- Ability (Enhancement bonus): +1 to +8
- Ability (Exceptional bonus): +1
- Ability (Insight bonus): +1 or +2
- Diamond of Vitality +20
- Globe of Imperial Blood
- Globe of True Imperial Blood
- Master's Gift
- Skills, except UMD (Competence bonus): +3 to +15
- Wand of a Wonder - Wand - Wand of Wonder 8 charges (UMD DC: 10, ML 1, not rechargeable, Exclusive)
Unbound items: - Golden Orb of Death (Level 7) - Orb - +3 Orb Bonus
+3 Orb Bonus: While this orb is equipped and you are actively blocking, you gain a +3 orb bonus to all saving throws, as well as Acid, Cold, Fire, Electric, and Sonic resistances., Elemental Absorption 10%
Elemental Absorption 10%: Passive: 10% Enhancement Bonus to Acid, Cold, Fire, Electrical, and Sonic Absorption. (Absorption reduces damage from an element by a percentage, after resistance have been taken into account.), Insightful Spell Lore II
Insightful Spell Lore II: Passive: All of your spells gain a 2% Insight bonus to their chance to critical hit., Energy Siphon IV
Energy Siphon IV: On Hit: Gain 20 Temporary Spellpoints which last for up to 1 minute. This effect can trigger at most once per minute., Empty Purple Augment Slot
Red Augments
- Damage per ML: Ruby Eye augments, Meteoric Star Ruby, etc.
- DR bypass: Alignment, Material
- Deconstructor
- Elemental damage: +1 to +2d6
- Ruby of Ghostbane
- Ruby of the Endless Night
- Ruby of the Vampire Slayer
- Spell Power (Enhancement bonus): +30 to +138
- AC: Natural Armor Bonus or Protection (Deflection bonus): +1 to +8
- ASF reduction: -5% to -15%
- Fortification: +25% to +100%
- Golem's Heart
- Good Luck: +1 or +2
- Hit points: +5 to +40
- Max Dex Bonus (Armor): +1 or +2
- Defense (PRR and MRR): +2 to +16
- Saves (Resistance bonus): +1 to +8
- Ability (Enhancement bonus): +1 to +8
- Ability (Exceptional bonus): +1
- Ability (Insight bonus): +1 or +2
- Diamond of Vitality +20
- Globe of Imperial Blood
- Globe of True Imperial Blood
- Master's Gift
- Skills, except UMD (Competence bonus): +3 to +15
Orange AugmentsYellow Augments
- Deathblock
- Draconic Soul Gem
- Elemental Resistance: +5 to +40
- Immunity: Fear, Blindness
- Movement: Feather Falling, Striding: +5% to +30%, Underwater Action
- Proof Against Disease, Poison: +2 to +10
- Spell Focus, Greater Spell Focus (Enhancement bonus)
- Spell points (Enhancement bonus): +10 to +250
- Damage per ML: Ruby Eye augments, Meteoric Star Ruby, etc.
- DR bypass: Alignment, Material
- Deconstructor
- Elemental damage: +1 to +2d6
- Ruby of Ghostbane
- Ruby of the Endless Night
- Ruby of the Vampire Slayer
- Spell Power (Enhancement bonus): +30 to +138
- Ability (Enhancement bonus): +1 to +8
- Ability (Exceptional bonus): +1
- Ability (Insight bonus): +1 or +2
- Diamond of Vitality +20
- Globe of Imperial Blood
- Globe of True Imperial Blood
- Master's Gift
- Skills, except UMD (Competence bonus): +3 to +15
- Horseshoe Crab Shield (Level 7) - Shield - +3 Enhancement Bonus
+3 Enhancement Bonus: +3 enhancement bonus to Armor Class, attack and damage rolls., Bashing
Bashing: On Shield Bash: 1 to 6 additional Bludgeoning damage., Natural Armor +3
Natural Armor +3: Passive: +3 Natural Armor Bonus to Armor Class., Insightful Sheltering +1
Insightful Sheltering +1: +1 Insight bonus to Physical and Magical Resistance Ratings, Exceptional Seeker 2
Exceptional Seeker 2: Provides a +2 Insight bonus to confirm critical hits, and a +2 Insight bonus to critical hit damage (before multipliers are applied)., Empty Purple Augment Slot
Red Augments
- Damage per ML: Ruby Eye augments, Meteoric Star Ruby, etc.
- DR bypass: Alignment, Material
- Deconstructor
- Elemental damage: +1 to +2d6
- Ruby of Ghostbane
- Ruby of the Endless Night
- Ruby of the Vampire Slayer
- Spell Power (Enhancement bonus): +30 to +138
- AC: Natural Armor Bonus or Protection (Deflection bonus): +1 to +8
- ASF reduction: -5% to -15%
- Fortification: +25% to +100%
- Golem's Heart
- Good Luck: +1 or +2
- Hit points: +5 to +40
- Max Dex Bonus (Armor): +1 or +2
- Defense (PRR and MRR): +2 to +16
- Saves (Resistance bonus): +1 to +8
- Ability (Enhancement bonus): +1 to +8
- Ability (Exceptional bonus): +1
- Ability (Insight bonus): +1 or +2
- Diamond of Vitality +20
- Globe of Imperial Blood
- Globe of True Imperial Blood
- Master's Gift
- Skills, except UMD (Competence bonus): +3 to +15
- Thrall of the Fire Temple - Collar - +3 Enhancement Bonus
+3 Enhancement Bonus: +3 enhancement bonus to attack and damage rolls., Fire Vulnerability, Fire Guard II
Fire Guard II: When Hit in Melee: Deals 2 to 8 Fire damage to your attacker., Flaming II
Flaming II: On Hit: 2 to 8 Fire damage., Fire Resistance +10
Fire Resistance +10: Passive: +10 Enhancement bonus to your Fire Resistance.
Epic[edit]
- Epic Assassin's Kiss - Dagger - +7 Enhancement Bonus
+7 Enhancement Bonus: +7 enhancement bonus to attack and damage rolls., Greater Incorporeal Bane
Greater Incorporeal Bane: A bane weapon excels at attacking one type or subtype of creature. Against Incorporeals, this weapon's effective enhancement bonus is +4 better than its normal enhancement bonus. It deals an extra 3 to 18 points of damage against the foe., Improved Deception
Improved Deception: This item makes your weapons hard to focus upon and thus provides a +5 enhancement bonus to Bluff checks. In addition, while using this item your weapons have a chance to envelop the target in darkness, making them vulnerable to sneak attacks for a short time., Greater Dispelling
Greater Dispelling: This weapon is infused with a holy power that purges out the magical energies of those that it strikes. On an attack roll of 20 which is confirmed as a critical hit is will apply a Greater Dispel Magic effect to the target, stripping away its protective spells., Assassination +6
Assassination +6: +6 enhancement bonus to the DC to resist the character's Assassinate attempts., Empty Purple Augment Slot
Red Augments
- Damage per ML: Ruby Eye augments, Meteoric Star Ruby, etc.
- DR bypass: Alignment, Material
- Deconstructor
- Elemental damage: +1 to +2d6
- Ruby of Ghostbane
- Ruby of the Endless Night
- Ruby of the Vampire Slayer
- Spell Power (Enhancement bonus): +30 to +138
- AC: Natural Armor Bonus or Protection (Deflection bonus): +1 to +8
- ASF reduction: -5% to -15%
- Fortification: +25% to +100%
- Golem's Heart
- Good Luck: +1 or +2
- Hit points: +5 to +40
- Max Dex Bonus (Armor): +1 or +2
- Defense (PRR and MRR): +2 to +16
- Saves (Resistance bonus): +1 to +8
- Ability (Enhancement bonus): +1 to +8
- Ability (Exceptional bonus): +1
- Ability (Insight bonus): +1 or +2
- Diamond of Vitality +20
- Globe of Imperial Blood
- Globe of True Imperial Blood
- Master's Gift
- Skills, except UMD (Competence bonus): +3 to +15
Mythic Weapon Boost +2: +2 Mythic bonus to Melee, Ranged, and Universal Spell Power
- Epic Cranium Cracker - Club - +7 Enhancement Bonus
+7 Enhancement Bonus: +7 enhancement bonus to attack and damage rolls., Greater Elemental Bane
Greater Elemental Bane: A bane weapon excels at attacking one type or subtype of creature. Against Elementals, this weapon's effective enhancement bonus is +4 better than its normal enhancement bonus. It deals an extra 3 to 18 points of damage against the foe., Vampirism
Vampirism: This weapon provides 1d3 hitpoints of positive energy-typed healing every time you damage an enemy. For Warforged, this weapon provides 1d3 repair energy for healing instead of positive energy., Hardened Spikes
Hardened Spikes: The sharp, hardened spikes on this item deal an additional 2 to 6 Piercing damage when used to strike an enemy., Destruction
Destruction: On Hit: Your target gains a stack of Armor Destruction. (-1 penalty to Armor Class, -1% of its Fortification. 20 second duration. Stacks up to 15 times.) This effect may trigger once every three seconds., Empty Purple Augment Slot
Red Augments
- Damage per ML: Ruby Eye augments, Meteoric Star Ruby, etc.
- DR bypass: Alignment, Material
- Deconstructor
- Elemental damage: +1 to +2d6
- Ruby of Ghostbane
- Ruby of the Endless Night
- Ruby of the Vampire Slayer
- Spell Power (Enhancement bonus): +30 to +138
- AC: Natural Armor Bonus or Protection (Deflection bonus): +1 to +8
- ASF reduction: -5% to -15%
- Fortification: +25% to +100%
- Golem's Heart
- Good Luck: +1 or +2
- Hit points: +5 to +40
- Max Dex Bonus (Armor): +1 or +2
- Defense (PRR and MRR): +2 to +16
- Saves (Resistance bonus): +1 to +8
- Ability (Enhancement bonus): +1 to +8
- Ability (Exceptional bonus): +1
- Ability (Insight bonus): +1 or +2
- Diamond of Vitality +20
- Globe of Imperial Blood
- Globe of True Imperial Blood
- Master's Gift
- Skills, except UMD (Competence bonus): +3 to +15
- Epic Elemental Bloom - Quarterstaff - +7 Enhancement Bonus
+7 Enhancement Bonus: +7 enhancement bonus to attack and damage rolls., Greater Elemental Bane
Greater Elemental Bane: A bane weapon excels at attacking one type or subtype of creature. Against Elementals, this weapon's effective enhancement bonus is +4 better than its normal enhancement bonus. It deals an extra 3 to 18 points of damage against the foe., Bodyfeeder
Bodyfeeder: Whenever a bodyfeeder weapon you wield scores a critical hit, you gain 15 temporary hitpoints that last for up to 1 minute., Improved Paralyzing
Improved Paralyzing: Any creature struck by this weapon must succeed on a DC 25 Will save or be paralyzed. The target may attempt a new save to end the effect every serveral sconds; otherwise the paralysis last for one minute., Bewildering
Bewildering: Targets of this weapon can feel their willpower slipping away. They lose -1 Wisdom on a successful attack., Empty Purple Augment Slot
Red Augments
- Damage per ML: Ruby Eye augments, Meteoric Star Ruby, etc.
- DR bypass: Alignment, Material
- Deconstructor
- Elemental damage: +1 to +2d6
- Ruby of Ghostbane
- Ruby of the Endless Night
- Ruby of the Vampire Slayer
- Spell Power (Enhancement bonus): +30 to +138
- AC: Natural Armor Bonus or Protection (Deflection bonus): +1 to +8
- ASF reduction: -5% to -15%
- Fortification: +25% to +100%
- Golem's Heart
- Good Luck: +1 or +2
- Hit points: +5 to +40
- Max Dex Bonus (Armor): +1 or +2
- Defense (PRR and MRR): +2 to +16
- Saves (Resistance bonus): +1 to +8
- Ability (Enhancement bonus): +1 to +8
- Ability (Exceptional bonus): +1
- Ability (Insight bonus): +1 or +2
- Diamond of Vitality +20
- Globe of Imperial Blood
- Globe of True Imperial Blood
- Master's Gift
- Skills, except UMD (Competence bonus): +3 to +15
Mythic Weapon Boost +2: +2 Mythic bonus to Melee, Ranged, and Universal Spell Power
- Epic Leopard's Chill - Scimitar - +7 Enhancement Bonus
+7 Enhancement Bonus: +7 enhancement bonus to attack and damage rolls., Greater Evil Outsider Bane
Greater Evil Outsider Bane: A bane weapon excels at attacking one type or subtype of creature. Against Evil Outsiders, this weapon's effective enhancement bonus is +4 better than its normal enhancement bonus. It deals an extra 3 to 18 points of damage against the foe., Silver
Silver: A complex process involving metallurgy and alchemy can bond silver to a weapon made of steel so that it bypasses the 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., Epic Freezing IceEpic Freezing Ice: While you are wearing this item, your melee, ranged, and unarmed attacks gain the Freezing Ice ability., Empty Purple Augment Slot
Red Augments
- Damage per ML: Ruby Eye augments, Meteoric Star Ruby, etc.
- DR bypass: Alignment, Material
- Deconstructor
- Elemental damage: +1 to +2d6
- Ruby of Ghostbane
- Ruby of the Endless Night
- Ruby of the Vampire Slayer
- Spell Power (Enhancement bonus): +30 to +138
- AC: Natural Armor Bonus or Protection (Deflection bonus): +1 to +8
- ASF reduction: -5% to -15%
- Fortification: +25% to +100%
- Golem's Heart
- Good Luck: +1 or +2
- Hit points: +5 to +40
- Max Dex Bonus (Armor): +1 or +2
- Defense (PRR and MRR): +2 to +16
- Saves (Resistance bonus): +1 to +8
- Ability (Enhancement bonus): +1 to +8
- Ability (Exceptional bonus): +1
- Ability (Insight bonus): +1 or +2
- Diamond of Vitality +20
- Globe of Imperial Blood
- Globe of True Imperial Blood
- Master's Gift
- Skills, except UMD (Competence bonus): +3 to +15
Mythic Weapon Boost +2: +2 Mythic bonus to Melee, Ranged, and Universal Spell Power
- Epic Leverage - Great Crossbow - +7 Enhancement Bonus
+7 Enhancement Bonus: +7 enhancement bonus to attack and damage rolls., Greater Human Bane
Greater Human Bane: A bane weapon excels at attacking one type or subtype of creature. Against Humans, this weapon's effective enhancement bonus is +4 better than its normal enhancement bonus. It deals an extra 3 to 18 points of damage against the foe., Heartseeker VI
Heartseeker VI: On Critical Hit: 13 to 78 Piercing damage from weapons with a x2 Critical Multiplier, 13 to 104 damage from weapons with a x3 Critical Multiplier, and 13 to 130 damage from weapons with a x4 or Greater Multiplier., Frostbite
Frostbite: On Hit: Applies a stack of Vulnerable (1% more damage for 3 seconds. This effect stacks up to 20 times, and loses one stack on expiration.). This effect may only occur on-hit once every two seconds.
On Vorpal: Applies a stack of Lethargy (-1 to all Saving Throws. Non-bosses also move and attack 5% slower. This effect stacks up to 5 times.), Insightful Sneak Attack Bonus +6Insightful Sneak Attack Bonus +6: Provides a +6 Insight modifier to your attack bonus and a +9 Insight bonus to damage for any attack that would qualify as a Sneak Attack, even if the wielder is not a Rogue., Empty Purple Augment Slot
Red Augments
- Damage per ML: Ruby Eye augments, Meteoric Star Ruby, etc.
- DR bypass: Alignment, Material
- Deconstructor
- Elemental damage: +1 to +2d6
- Ruby of Ghostbane
- Ruby of the Endless Night
- Ruby of the Vampire Slayer
- Spell Power (Enhancement bonus): +30 to +138
- AC: Natural Armor Bonus or Protection (Deflection bonus): +1 to +8
- ASF reduction: -5% to -15%
- Fortification: +25% to +100%
- Golem's Heart
- Good Luck: +1 or +2
- Hit points: +5 to +40
- Max Dex Bonus (Armor): +1 or +2
- Defense (PRR and MRR): +2 to +16
- Saves (Resistance bonus): +1 to +8
- Ability (Enhancement bonus): +1 to +8
- Ability (Exceptional bonus): +1
- Ability (Insight bonus): +1 or +2
- Diamond of Vitality +20
- Globe of Imperial Blood
- Globe of True Imperial Blood
- Master's Gift
- Skills, except UMD (Competence bonus): +3 to +15
Mythic Shield Boost +2: +2 Mythic bonus to Physical and Magical Resistance Rating, Mythic Weapon Boost +2
Mythic Weapon Boost +2: +2 Mythic bonus to Melee, Ranged, and Universal Spell Power
- Epic Periron's Talon - Heavy Pick - +7 Enhancement Bonus
+7 Enhancement Bonus: +7 enhancement bonus to attack and damage rolls., Greater Construct Bane
Greater Construct Bane: A bane weapon excels at attacking one type or subtype of creature. Against Constructs, this weapon's effective enhancement bonus is +4 better than its normal enhancement bonus. It deals an extra 3 to 18 points of damage against the foe., Adamantine
Adamantine: Adamantine weapons may bypass the damage reduction of certain items and creatures., Epic Telekinetic
Epic Telekinetic: Targets that suffer a critical hit from a Telekinetic weapon must make a DC 35 Strength or Dexterity check or be knocked down. The target will then be forced to make DC 16 Balance checks to recover from this effect. The trip otherwise lasts 30 seconds and allows a recurring balance check to get up every 2 seconds., Greater Flaming Blast
Greater Flaming Blast: A flaming blast weapon is sheathed in fire. Critical hits with this weapon deal an additional 4 to 40 fire damage for weapons with a x2 critical multiplier, 6 to 60 for a x3 critical multiplier and 8 to 80 for a x4 multiplier. Additionally, if you roll a 20 when attacking and confirm the critical hit, the weapon blasts your target, doing an additional 6 to 36 more fire damage., Empty Purple Augment Slot
Red Augments
- Damage per ML: Ruby Eye augments, Meteoric Star Ruby, etc.
- DR bypass: Alignment, Material
- Deconstructor
- Elemental damage: +1 to +2d6
- Ruby of Ghostbane
- Ruby of the Endless Night
- Ruby of the Vampire Slayer
- Spell Power (Enhancement bonus): +30 to +138
- AC: Natural Armor Bonus or Protection (Deflection bonus): +1 to +8
- ASF reduction: -5% to -15%
- Fortification: +25% to +100%
- Golem's Heart
- Good Luck: +1 or +2
- Hit points: +5 to +40
- Max Dex Bonus (Armor): +1 or +2
- Defense (PRR and MRR): +2 to +16
- Saves (Resistance bonus): +1 to +8
- Ability (Enhancement bonus): +1 to +8
- Ability (Exceptional bonus): +1
- Ability (Insight bonus): +1 or +2
- Diamond of Vitality +20
- Globe of Imperial Blood
- Globe of True Imperial Blood
- Master's Gift
- Skills, except UMD (Competence bonus): +3 to +15
Mythic Weapon Boost +2: +2 Mythic bonus to Melee, Ranged, and Universal Spell Power
- Epic Sapphire Sting - Longbow - +7 Enhancement Bonus
+7 Enhancement Bonus: +7 enhancement bonus to attack and damage rolls., Greater Human Bane
Greater Human Bane: A bane weapon excels at attacking one type or subtype of creature. Against Humans, this weapon's effective enhancement bonus is +4 better than its normal enhancement bonus. It deals an extra 3 to 18 points of damage against the foe., Improved Destruction
Improved Destruction: On Hit: Your target gains a stack of Armor Destruction. (-1 penalty to Armor Class, -1% of its Fortification. 20 second duration. Stacks up to 15 times.) This effect may trigger once every second., Greater Maiming
Greater Maiming: 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 - 8 to 48, x3 - 12 to 72, x4 - 16 to 96., Ranged Alacrity 25%
Ranged Alacrity 25%: Gain 25% enhancement bonus to Ranged attack speed. Does not stack with the Haste spell., Empty Purple Augment Slot
Red Augments
- Damage per ML: Ruby Eye augments, Meteoric Star Ruby, etc.
- DR bypass: Alignment, Material
- Deconstructor
- Elemental damage: +1 to +2d6
- Ruby of Ghostbane
- Ruby of the Endless Night
- Ruby of the Vampire Slayer
- Spell Power (Enhancement bonus): +30 to +138
- AC: Natural Armor Bonus or Protection (Deflection bonus): +1 to +8
- ASF reduction: -5% to -15%
- Fortification: +25% to +100%
- Golem's Heart
- Good Luck: +1 or +2
- Hit points: +5 to +40
- Max Dex Bonus (Armor): +1 or +2
- Defense (PRR and MRR): +2 to +16
- Saves (Resistance bonus): +1 to +8
- Ability (Enhancement bonus): +1 to +8
- Ability (Exceptional bonus): +1
- Ability (Insight bonus): +1 or +2
- Diamond of Vitality +20
- Globe of Imperial Blood
- Globe of True Imperial Blood
- Master's Gift
- Skills, except UMD (Competence bonus): +3 to +15
Mythic Weapon Boost +2: +2 Mythic bonus to Melee, Ranged, and Universal Spell Power
- Epic Spinal Tap - Bastard Sword - +7 Enhancement Bonus
+7 Enhancement Bonus: +7 enhancement bonus to attack and damage rolls., Greater Human Bane
Greater Human Bane: A bane weapon excels at attacking one type or subtype of creature. Against Humans, this weapon's effective enhancement bonus is +4 better than its normal enhancement bonus. It deals an extra 3 to 18 points of damage against the foe., Greater Bleeding
Greater Bleeding: This weapons is precisely sharp and will do an additional 8 to 40 damage to targets that are vulnerable to bleeding., Greater Puncturing
Greater Puncturing: Critical hits by this weapon deal an extra 3d4 Constitution damage from blood loss., Greater Wounding
Greater Wounding: A wounding weapon deals 3 points of constitution damage from blood loss when it hits a creature. Creatures immune to critical hits are immune to the Constitution damage dealt by this weapon., Empty Purple Augment Slot
Red Augments
- Damage per ML: Ruby Eye augments, Meteoric Star Ruby, etc.
- DR bypass: Alignment, Material
- Deconstructor
- Elemental damage: +1 to +2d6
- Ruby of Ghostbane
- Ruby of the Endless Night
- Ruby of the Vampire Slayer
- Spell Power (Enhancement bonus): +30 to +138
- AC: Natural Armor Bonus or Protection (Deflection bonus): +1 to +8
- ASF reduction: -5% to -15%
- Fortification: +25% to +100%
- Golem's Heart
- Good Luck: +1 or +2
- Hit points: +5 to +40
- Max Dex Bonus (Armor): +1 or +2
- Defense (PRR and MRR): +2 to +16
- Saves (Resistance bonus): +1 to +8
- Ability (Enhancement bonus): +1 to +8
- Ability (Exceptional bonus): +1
- Ability (Insight bonus): +1 or +2
- Diamond of Vitality +20
- Globe of Imperial Blood
- Globe of True Imperial Blood
- Master's Gift
- Skills, except UMD (Competence bonus): +3 to +15
Mythic Weapon Boost +2: +2 Mythic bonus to Melee, Ranged, and Universal Spell Power
- Wand of a Wonder - Wand - Wand of Wonder 20 charges (UMD DC: 10, ML 1, not rechargeable, Exclusive)
Unbound items: - Golden Orb of Death (Level 26) - Orb - +10 Orb Bonus
+10 Orb Bonus: While this orb is equipped and you are actively blocking, you gain a +10 orb bonus to all saving throws, as well as Acid, Cold, Fire, Electric, and Sonic resistances., Elemental Absorption 20%
Elemental Absorption 20%: Passive: 20% Enhancement Bonus to Acid, Cold, Fire, Electrical, and Sonic Absorption. (Absorption reduces damage from an element by a percentage, after resistance have been taken into account.), Insightful Spell Lore V
Insightful Spell Lore V: Passive: All of your spells gain a 5% Insight bonus to their chance to critical hit., Energy Siphon XII
Energy Siphon XII: On Hit: Gain 60 Temporary Spellpoints which last for up to 1 minute. This effect can trigger at most once per minute., Empty Purple Augment Slot
Red Augments
- Damage per ML: Ruby Eye augments, Meteoric Star Ruby, etc.
- DR bypass: Alignment, Material
- Deconstructor
- Elemental damage: +1 to +2d6
- Ruby of Ghostbane
- Ruby of the Endless Night
- Ruby of the Vampire Slayer
- Spell Power (Enhancement bonus): +30 to +138
- AC: Natural Armor Bonus or Protection (Deflection bonus): +1 to +8
- ASF reduction: -5% to -15%
- Fortification: +25% to +100%
- Golem's Heart
- Good Luck: +1 or +2
- Hit points: +5 to +40
- Max Dex Bonus (Armor): +1 or +2
- Defense (PRR and MRR): +2 to +16
- Saves (Resistance bonus): +1 to +8
- Ability (Enhancement bonus): +1 to +8
- Ability (Exceptional bonus): +1
- Ability (Insight bonus): +1 or +2
- Diamond of Vitality +20
- Globe of Imperial Blood
- Globe of True Imperial Blood
- Master's Gift
- Skills, except UMD (Competence bonus): +3 to +15
Orange AugmentsYellow Augments
- Deathblock
- Draconic Soul Gem
- Elemental Resistance: +5 to +40
- Immunity: Fear, Blindness
- Movement: Feather Falling, Striding: +5% to +30%, Underwater Action
- Proof Against Disease, Poison: +2 to +10
- Spell Focus, Greater Spell Focus (Enhancement bonus)
- Spell points (Enhancement bonus): +10 to +250
- Damage per ML: Ruby Eye augments, Meteoric Star Ruby, etc.
- DR bypass: Alignment, Material
- Deconstructor
- Elemental damage: +1 to +2d6
- Ruby of Ghostbane
- Ruby of the Endless Night
- Ruby of the Vampire Slayer
- Spell Power (Enhancement bonus): +30 to +138
- Ability (Enhancement bonus): +1 to +8
- Ability (Exceptional bonus): +1
- Ability (Insight bonus): +1 or +2
- Diamond of Vitality +20
- Globe of Imperial Blood
- Globe of True Imperial Blood
- Master's Gift
- Skills, except UMD (Competence bonus): +3 to +15
- Horseshoe Crab Shield (Level 26) - Shield - +11 Enhancement Bonus
+11 Enhancement Bonus: +11 enhancement bonus to Armor Class, attack and damage rolls., Improved Bashing
Improved Bashing: On Shield Bash: 2 to 12 additional Bludgeoning damage., Natural Armor +11
Natural Armor +11: Passive: +11 Natural Armor Bonus to Armor Class., Insightful Sheltering +5
Insightful Sheltering +5: +5 Insight bonus to Physical and Magical Resistance Ratings, Exceptional Seeker 5
Exceptional Seeker 5: Provides a +5 Insight bonus to confirm critical hits, and a +5 Insight bonus to critical hit damage (before multipliers are applied)., Empty Purple Augment Slot
Red Augments
- Damage per ML: Ruby Eye augments, Meteoric Star Ruby, etc.
- DR bypass: Alignment, Material
- Deconstructor
- Elemental damage: +1 to +2d6
- Ruby of Ghostbane
- Ruby of the Endless Night
- Ruby of the Vampire Slayer
- Spell Power (Enhancement bonus): +30 to +138
- AC: Natural Armor Bonus or Protection (Deflection bonus): +1 to +8
- ASF reduction: -5% to -15%
- Fortification: +25% to +100%
- Golem's Heart
- Good Luck: +1 or +2
- Hit points: +5 to +40
- Max Dex Bonus (Armor): +1 or +2
- Defense (PRR and MRR): +2 to +16
- Saves (Resistance bonus): +1 to +8
- Ability (Enhancement bonus): +1 to +8
- Ability (Exceptional bonus): +1
- Ability (Insight bonus): +1 or +2
- Diamond of Vitality +20
- Globe of Imperial Blood
- Globe of True Imperial Blood
- Master's Gift
- Skills, except UMD (Competence bonus): +3 to +15
- Epic Thrall of the Fire Temple - Collar - +7 Enhancement Bonus
+7 Enhancement Bonus: +7 enhancement bonus to attack and damage rolls., Fire Vulnerability, Deadly IX
Deadly IX: Passive: +9 Competence bonus to Melee and Ranged damage., Flaming X
Flaming X: On Hit: 10 to 40 Fire damage., Speed XV
Speed XV: Passive: +30% enhancement bonus to movement speed, +15 enhancement bonus to melee and ranged attack speed., Greater Flaming Blast
Greater Flaming Blast: A flaming blast weapon is sheathed in fire. Critical hits with this weapon deal an additional 4 to 40 fire damage for weapons with a x2 critical multiplier, 6 to 60 for a x3 critical multiplier and 8 to 80 for a x4 multiplier. Additionally, if you roll a 20 when attacking and confirm the critical hit, the weapon blasts your target, doing an additional 6 to 36 more fire damage., Empty Purple Augment Slot
Red Augments
- Damage per ML: Ruby Eye augments, Meteoric Star Ruby, etc.
- DR bypass: Alignment, Material
- Deconstructor
- Elemental damage: +1 to +2d6
- Ruby of Ghostbane
- Ruby of the Endless Night
- Ruby of the Vampire Slayer
- Spell Power (Enhancement bonus): +30 to +138
- AC: Natural Armor Bonus or Protection (Deflection bonus): +1 to +8
- ASF reduction: -5% to -15%
- Fortification: +25% to +100%
- Golem's Heart
- Good Luck: +1 or +2
- Hit points: +5 to +40
- Max Dex Bonus (Armor): +1 or +2
- Defense (PRR and MRR): +2 to +16
- Saves (Resistance bonus): +1 to +8
- Ability (Enhancement bonus): +1 to +8
- Ability (Exceptional bonus): +1
- Ability (Insight bonus): +1 or +2
- Diamond of Vitality +20
- Globe of Imperial Blood
- Globe of True Imperial Blood
- Master's Gift
- Skills, except UMD (Competence bonus): +3 to +15
Mythic Shield Boost +2: +2 Mythic bonus to Physical and Magical Resistance Rating, Mythic Weapon Boost +2
Mythic Weapon Boost +2: +2 Mythic bonus to Melee, Ranged, and Universal Spell Power
Upgradeable items (used in ToEE Crafting)[edit]
- Temple of Elemental Evil Upgradeable Weapons - found in any chest in part 1 or part 2
Pages in category "Temple of Elemental Evil Part One loot"
The following 200 pages are in this category, out of 412 total.
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- Item:+3 Combustion Scorched Battle Axe
- Item:+3 Combustion Scorched Dagger
- Item:+3 Combustion Scorched Dwarven Waraxe
- Item:+3 Combustion Scorched Hand Axe
- Item:+3 Combustion Scorched Khopesh
- Item:+3 Combustion Scorched Kukri
- Item:+3 Combustion Scorched Light Hammer
- Item:+3 Combustion Scorched Light Pick
- Item:+3 Combustion Scorched Longsword
- Item:+3 Combustion Scorched Maul
- Item:+3 Combustion Scorched Rapier
- Item:+3 Combustion Scorched Shortsword
- Item:+3 Corrosion Caustic Bastard Sword
- Item:+3 Corrosion Caustic Battle Axe
- Item:+3 Corrosion Caustic Dwarven Waraxe
- Item:+3 Corrosion Caustic Greatclub
- Item:+3 Corrosion Caustic Kukri
- Item:+3 Corrosion Caustic Light Hammer
- Item:+3 Corrosion Caustic Light Mace
- Item:+3 Corrosion Caustic Light Pick
- Item:+3 Corrosion Caustic Maul
- Item:+3 Corrosion Caustic Rapier
- Item:+3 Corrosion Caustic Scimitar
- Item:+3 Corrosion Caustic Shortsword
- Item:+3 Corrosion Caustic Sickle
- Item:+3 Energized Bastard Sword
- Item:+3 Energized Battle Axe
- Item:+3 Energized Dagger
- Item:+3 Energized Dwarven Waraxe
- Item:+3 Energized Falchion
- Item:+3 Energized Great Crossbow
- Item:+3 Energized Greatclub
- Item:+3 Energized Hand Axe
- Item:+3 Energized Heavy Crossbow
- Item:+3 Energized Heavy Mace
- Item:+3 Energized Heavy Pick
- Item:+3 Energized Kama
- Item:+3 Energized Khopesh
- Item:+3 Energized Kukri
- Item:+3 Energized Light Hammer
- Item:+3 Energized Light Mace
- Item:+3 Energized Light Pick
- Item:+3 Energized Longbow
- Item:+3 Energized Longsword
- Item:+3 Energized Maul
- Item:+3 Energized Morningstar
- Item:+3 Energized Rapier
- Item:+3 Energized Repeating Heavy Crossbow
- Item:+3 Energized Repeating Light Crossbow
- Item:+3 Energized Sceptre
- Item:+3 Energized Scimitar
- Item:+3 Energized Shortsword
- Item:+3 Energized Sickle
- Item:+3 Energized Warhammer
- Item:+3 Etched Bastard Sword
- Item:+3 Etched Battle Axe
- Item:+3 Etched Dagger
- Item:+3 Etched Dwarven Waraxe
- Item:+3 Etched Falchion
- Item:+3 Etched Great Crossbow
- Item:+3 Etched Greatclub
- Item:+3 Etched Hand Axe
- Item:+3 Etched Heavy Crossbow
- Item:+3 Etched Heavy Mace
- Item:+3 Etched Heavy Pick
- Item:+3 Etched Kama
- Item:+3 Etched Khopesh
- Item:+3 Etched Kukri
- Item:+3 Etched Light Hammer
- Item:+3 Etched Light Mace
- Item:+3 Etched Light Pick
- Item:+3 Etched Longbow
- Item:+3 Etched Longsword
- Item:+3 Etched Maul
- Item:+3 Etched Morningstar
- Item:+3 Etched Rapier
- Item:+3 Etched Repeating Heavy Crossbow
- Item:+3 Etched Repeating Light Crossbow
- Item:+3 Etched Sceptre
- Item:+3 Etched Scimitar
- Item:+3 Etched Shortsword
- Item:+3 Etched Sickle
- Item:+3 Etched Warhammer
- Item:+3 Glaciation Doused Battle Axe
- Item:+3 Glaciation Doused Dwarven Waraxe
- Item:+3 Glaciation Doused Falchion
- Item:+3 Glaciation Doused Hand Axe
- Item:+3 Glaciation Doused Heavy Mace
- Item:+3 Glaciation Doused Heavy Pick
- Item:+3 Glaciation Doused Kama
- Item:+3 Glaciation Doused Light Pick
- Item:+3 Glaciation Doused Longsword
- Item:+3 Glaciation Doused Maul
- Item:+3 Glaciation Doused Rapier
- Item:+3 Glaciation Doused Sceptre
- Item:+3 Glaciation Doused Scimitar
- Item:+3 Glaciation Doused Sickle
- Item:+3 Glaciation Doused Warhammer
- Item:+3 Magnetism Electrified Bastard Sword
- Item:+3 Magnetism Electrified Battle Axe
- Item:+3 Magnetism Electrified Dwarven Waraxe
- Item:+3 Magnetism Electrified Falchion
- Item:+3 Magnetism Electrified Hand Axe
- Item:+3 Magnetism Electrified Heavy Pick
- Item:+3 Magnetism Electrified Kama
- Item:+3 Magnetism Electrified Khopesh
- Item:+3 Magnetism Electrified Light Hammer
- Item:+3 Magnetism Electrified Light Mace
- Item:+3 Magnetism Electrified Light Pick
- Item:+3 Magnetism Electrified Longsword
- Item:+3 Magnetism Electrified Rapier
- Item:+3 Magnetism Electrified Scimitar
- Item:+3 Magnetism Electrified Sickle
- Item:+3 Magnetism Electrified Warhammer
- Item:+3 Quenched Bastard Sword
- Item:+3 Quenched Battle Axe
- Item:+3 Quenched Dagger
- Item:+3 Quenched Dwarven Waraxe
- Item:+3 Quenched Falchion
- Item:+3 Quenched Great Crossbow
- Item:+3 Quenched Greatclub
- Item:+3 Quenched Hand Axe
- Item:+3 Quenched Heavy Crossbow
- Item:+3 Quenched Heavy Mace
- Item:+3 Quenched Heavy Pick
- Item:+3 Quenched Kama
- Item:+3 Quenched Khopesh
- Item:+3 Quenched Kukri
- Item:+3 Quenched Light Hammer
- Item:+3 Quenched Light Mace
- Item:+3 Quenched Light Pick
- Item:+3 Quenched Longbow
- Item:+3 Quenched Longsword
- Item:+3 Quenched Maul
- Item:+3 Quenched Morningstar
- Item:+3 Quenched Rapier
- Item:+3 Quenched Repeating Heavy Crossbow
- Item:+3 Quenched Repeating Light Crossbow
- Item:+3 Quenched Sceptre
- Item:+3 Quenched Scimitar
- Item:+3 Quenched Shortsword
- Item:+3 Quenched Sickle
- Item:+3 Quenched Warhammer
- Item:+3 Smoldering Bastard Sword
- Item:+3 Smoldering Battle Axe
- Item:+3 Smoldering Dagger
- Item:+3 Smoldering Dwarven Waraxe
- Item:+3 Smoldering Falchion
- Item:+3 Smoldering Great Crossbow
- Item:+3 Smoldering Greatclub
- Item:+3 Smoldering Hand Axe
- Item:+3 Smoldering Heavy Crossbow
- Item:+3 Smoldering Heavy Mace
- Item:+3 Smoldering Heavy Pick
- Item:+3 Smoldering Kama
- Item:+3 Smoldering Khopesh
- Item:+3 Smoldering Kukri
- Item:+3 Smoldering Light Hammer
- Item:+3 Smoldering Light Mace
- Item:+3 Smoldering Light Pick
- Item:+3 Smoldering Longbow
- Item:+3 Smoldering Longsword
- Item:+3 Smoldering Maul
- Item:+3 Smoldering Morningstar
- Item:+3 Smoldering Rapier
- Item:+3 Smoldering Repeating Heavy Crossbow
- Item:+3 Smoldering Repeating Light Crossbow
- Item:+3 Smoldering Sceptre
- Item:+3 Smoldering Scimitar
- Item:+3 Smoldering Shortsword
- Item:+3 Smoldering Sickle
- Item:+3 Smoldering Warhammer
- Item:+7 Combustion Epic Scorched Bastard Sword
- Item:+7 Combustion Epic Scorched Battle Axe
- Item:+7 Combustion Epic Scorched Dagger
- Item:+7 Combustion Epic Scorched Falchion
- Item:+7 Combustion Epic Scorched Greatclub
- Item:+7 Combustion Epic Scorched Heavy Mace
- Item:+7 Combustion Epic Scorched Heavy Pick
- Item:+7 Combustion Epic Scorched Khopesh
- Item:+7 Combustion Epic Scorched Kukri
- Item:+7 Combustion Epic Scorched Light Hammer
- Item:+7 Combustion Epic Scorched Light Mace
- Item:+7 Combustion Epic Scorched Longsword
- Item:+7 Combustion Epic Scorched Morningstar
- Item:+7 Combustion Epic Scorched Rapier
- Item:+7 Combustion Epic Scorched Scimitar
- Item:+7 Combustion Epic Scorched Shortsword
- Item:+7 Combustion Epic Scorched Warhammer
- Item:+7 Corrosion Epic Caustic Falchion
- Item:+7 Corrosion Epic Caustic Greatclub
- Item:+7 Corrosion Epic Caustic Heavy Mace
- Item:+7 Corrosion Epic Caustic Heavy Pick
- Item:+7 Corrosion Epic Caustic Kama
- Item:+7 Corrosion Epic Caustic Khopesh
- Item:+7 Corrosion Epic Caustic Kukri
- Item:+7 Corrosion Epic Caustic Light Hammer
- Item:+7 Corrosion Epic Caustic Light Mace
- Item:+7 Corrosion Epic Caustic Light Pick
- Item:+7 Corrosion Epic Caustic Longsword