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Category:Temple of Elemental Evil Part Two 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.
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 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 it will apply a Greater Dispel Magic effect to the target, stripping away its protective spells., Assassination +2
Assassination +2: This effect gives a +2 enhancement bonus to the DC to resist the character's Assassinate attempts., Purple Augment Slot: Empty
Purple Augments
- Named: Category:Purple augments
- Named: Category:Red augments
- DR bypass: Alignment, Material
- Elemental damage: +1d6 to +9d6
- Spell Power (Enhancement bonus): +38 to +153
- Named: Category:Blue augments
- AC: Natural Armor Bonus (+1 to +14) or Protection (Deflection bonus) (+1 to +11)
- ASF reduction: -5% to -15%
- Fortification: +25% to +100%
- Good Luck: +1 or +2
- Hit points: +4 to +54
- Max Dex Bonus (Armor): +1 or +2
- Defense (PRR and MRR): +3 to +36
- Saves (Resistance bonus): +1 to +11
- Dodge: +1% to +14%
- Tactics DCs (Stunning, Sunder, Trip): +2 to +16
- Accuracy: +2 to +22
- Positive/Negative/Repair Healing Amplification: +3 to +57
- Named: Category:Colorless augments
- Ability (Enhancement bonus): +1 to +14
- Ability (Exceptional bonus): +1
- Ability (Insight bonus): +5
- Skills, except UMD (Competence bonus): +5 to +20
- 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 drains a tiny portion of the target's life force whenever it does damage.
Note: provides 1d3 hp of healing per hit., Hardened SpikesHardened Spikes: The sharp, hardened spikes on this item deal an additional 4d6 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., Purple Augment Slot: Empty
Purple Augments
- Named: Category:Purple augments
- Named: Category:Red augments
- DR bypass: Alignment, Material
- Elemental damage: +1d6 to +9d6
- Spell Power (Enhancement bonus): +38 to +153
- Named: Category:Blue augments
- AC: Natural Armor Bonus (+1 to +14) or Protection (Deflection bonus) (+1 to +11)
- ASF reduction: -5% to -15%
- Fortification: +25% to +100%
- Good Luck: +1 or +2
- Hit points: +4 to +54
- Max Dex Bonus (Armor): +1 or +2
- Defense (PRR and MRR): +3 to +36
- Saves (Resistance bonus): +1 to +11
- Dodge: +1% to +14%
- Tactics DCs (Stunning, Sunder, Trip): +2 to +16
- Accuracy: +2 to +22
- Positive/Negative/Repair Healing Amplification: +3 to +57
- Named: Category:Colorless augments
- Ability (Enhancement bonus): +1 to +14
- Ability (Exceptional bonus): +1
- Ability (Insight bonus): +5
- Skills, except UMD (Competence bonus): +5 to +20
- 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 hit points that last for up to 1 minute., Paralyzing
Paralyzing: Any creature struck by this weapon must succeed on a DC 15 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., Bewildering
Bewildering: Targets of this weapon can feel their willpower slipping away. They lose -1 Wisdom on a successful attack., Purple Augment Slot: Empty
Purple Augments
- Named: Category:Purple augments
- Named: Category:Red augments
- DR bypass: Alignment, Material
- Elemental damage: +1d6 to +9d6
- Spell Power (Enhancement bonus): +38 to +153
- Named: Category:Blue augments
- AC: Natural Armor Bonus (+1 to +14) or Protection (Deflection bonus) (+1 to +11)
- ASF reduction: -5% to -15%
- Fortification: +25% to +100%
- Good Luck: +1 or +2
- Hit points: +4 to +54
- Max Dex Bonus (Armor): +1 or +2
- Defense (PRR and MRR): +3 to +36
- Saves (Resistance bonus): +1 to +11
- Dodge: +1% to +14%
- Tactics DCs (Stunning, Sunder, Trip): +2 to +16
- Accuracy: +2 to +22
- Positive/Negative/Repair Healing Amplification: +3 to +57
- Named: Category:Colorless augments
- Ability (Enhancement bonus): +1 to +14
- Ability (Exceptional bonus): +1
- Ability (Insight bonus): +5
- Skills, except UMD (Competence bonus): +5 to +20
- 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:
- On items: While you are wearing this item, your melee, ranged, and unarmed attacks gain the Freezing Ice ability. (When the weapon is used, an icy power occasionally comes to the surface, attempting to freeze an enemy solid and encase them in ice.) - (duration: 9 seconds)
- On weapons: This Weapon stores the pitiless immovable power of the ice deep within. When this weapon is used, this power occasionally comes to the surface, attempting to freeze an enemy solid and encase them in ice.
Purple Augments
- Named: Category:Purple augments
- Named: Category:Red augments
- DR bypass: Alignment, Material
- Elemental damage: +1d6 to +9d6
- Spell Power (Enhancement bonus): +38 to +153
- Named: Category:Blue augments
- AC: Natural Armor Bonus (+1 to +14) or Protection (Deflection bonus) (+1 to +11)
- ASF reduction: -5% to -15%
- Fortification: +25% to +100%
- Good Luck: +1 or +2
- Hit points: +4 to +54
- Max Dex Bonus (Armor): +1 or +2
- Defense (PRR and MRR): +3 to +36
- Saves (Resistance bonus): +1 to +11
- Dodge: +1% to +14%
- Tactics DCs (Stunning, Sunder, Trip): +2 to +16
- Accuracy: +2 to +22
- Positive/Negative/Repair Healing Amplification: +3 to +57
- Named: Category:Colorless augments
- Ability (Enhancement bonus): +1 to +14
- Ability (Exceptional bonus): +1
- Ability (Insight bonus): +5
- Skills, except UMD (Competence bonus): +5 to +20
- 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 Piercing damage from weapons with a x3 Critical Multiplier, and 3 to 30 Piercing damage from weapons with a x4 or greater Critical 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., Purple Augment Slot: Empty
Purple Augments
- Named: Category:Purple augments
- Named: Category:Red augments
- DR bypass: Alignment, Material
- Elemental damage: +1d6 to +9d6
- Spell Power (Enhancement bonus): +38 to +153
- Named: Category:Blue augments
- AC: Natural Armor Bonus (+1 to +14) or Protection (Deflection bonus) (+1 to +11)
- ASF reduction: -5% to -15%
- Fortification: +25% to +100%
- Good Luck: +1 or +2
- Hit points: +4 to +54
- Max Dex Bonus (Armor): +1 or +2
- Defense (PRR and MRR): +3 to +36
- Saves (Resistance bonus): +1 to +11
- Dodge: +1% to +14%
- Tactics DCs (Stunning, Sunder, Trip): +2 to +16
- Accuracy: +2 to +22
- Positive/Negative/Repair Healing Amplification: +3 to +57
- Named: Category:Colorless augments
- Ability (Enhancement bonus): +1 to +14
- Ability (Exceptional bonus): +1
- Ability (Insight bonus): +5
- Skills, except UMD (Competence bonus): +5 to +20
- 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 Balance check or be knocked down., 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 4 to 24 more fire damage., Purple Augment Slot: Empty
Purple Augments
- Named: Category:Purple augments
- Named: Category:Red augments
- DR bypass: Alignment, Material
- Elemental damage: +1d6 to +9d6
- Spell Power (Enhancement bonus): +38 to +153
- Named: Category:Blue augments
- AC: Natural Armor Bonus (+1 to +14) or Protection (Deflection bonus) (+1 to +11)
- ASF reduction: -5% to -15%
- Fortification: +25% to +100%
- Good Luck: +1 or +2
- Hit points: +4 to +54
- Max Dex Bonus (Armor): +1 or +2
- Defense (PRR and MRR): +3 to +36
- Saves (Resistance bonus): +1 to +11
- Dodge: +1% to +14%
- Tactics DCs (Stunning, Sunder, Trip): +2 to +16
- Accuracy: +2 to +22
- Positive/Negative/Repair Healing Amplification: +3 to +57
- Named: Category:Colorless augments
- Ability (Enhancement bonus): +1 to +14
- Ability (Exceptional bonus): +1
- Ability (Insight bonus): +5
- Skills, except UMD (Competence bonus): +5 to +20
- 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., Purple Augment Slot: Empty
Purple Augments
- Named: Category:Purple augments
- Named: Category:Red augments
- DR bypass: Alignment, Material
- Elemental damage: +1d6 to +9d6
- Spell Power (Enhancement bonus): +38 to +153
- Named: Category:Blue augments
- AC: Natural Armor Bonus (+1 to +14) or Protection (Deflection bonus) (+1 to +11)
- ASF reduction: -5% to -15%
- Fortification: +25% to +100%
- Good Luck: +1 or +2
- Hit points: +4 to +54
- Max Dex Bonus (Armor): +1 or +2
- Defense (PRR and MRR): +3 to +36
- Saves (Resistance bonus): +1 to +11
- Dodge: +1% to +14%
- Tactics DCs (Stunning, Sunder, Trip): +2 to +16
- Accuracy: +2 to +22
- Positive/Negative/Repair Healing Amplification: +3 to +57
- Named: Category:Colorless augments
- Ability (Enhancement bonus): +1 to +14
- Ability (Exceptional bonus): +1
- Ability (Insight bonus): +5
- Skills, except UMD (Competence bonus): +5 to +20
- 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 deals 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., Purple Augment Slot: Empty
Purple Augments
- Named: Category:Purple augments
- Named: Category:Red augments
- DR bypass: Alignment, Material
- Elemental damage: +1d6 to +9d6
- Spell Power (Enhancement bonus): +38 to +153
- Named: Category:Blue augments
- AC: Natural Armor Bonus (+1 to +14) or Protection (Deflection bonus) (+1 to +11)
- ASF reduction: -5% to -15%
- Fortification: +25% to +100%
- Good Luck: +1 or +2
- Hit points: +4 to +54
- Max Dex Bonus (Armor): +1 or +2
- Defense (PRR and MRR): +3 to +36
- Saves (Resistance bonus): +1 to +11
- Dodge: +1% to +14%
- Tactics DCs (Stunning, Sunder, Trip): +2 to +16
- Accuracy: +2 to +22
- Positive/Negative/Repair Healing Amplification: +3 to +57
- Named: Category:Colorless augments
- Ability (Enhancement bonus): +1 to +14
- Ability (Exceptional bonus): +1
- Ability (Insight bonus): +5
- Skills, except UMD (Competence bonus): +5 to +20
- 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., Purple Augment Slot: Empty
Purple Augments
- Named: Category:Purple augments
- Named: Category:Red augments
- DR bypass: Alignment, Material
- Elemental damage: +1d6 to +9d6
- Spell Power (Enhancement bonus): +38 to +153
- Named: Category:Blue augments
- AC: Natural Armor Bonus (+1 to +14) or Protection (Deflection bonus) (+1 to +11)
- ASF reduction: -5% to -15%
- Fortification: +25% to +100%
- Good Luck: +1 or +2
- Hit points: +4 to +54
- Max Dex Bonus (Armor): +1 or +2
- Defense (PRR and MRR): +3 to +36
- Saves (Resistance bonus): +1 to +11
- Dodge: +1% to +14%
- Tactics DCs (Stunning, Sunder, Trip): +2 to +16
- Accuracy: +2 to +22
- Positive/Negative/Repair Healing Amplification: +3 to +57
- Named: Category:Colorless augments
- Ability (Enhancement bonus): +1 to +14
- Ability (Exceptional bonus): +1
- Ability (Insight bonus): +5
- Skills, except UMD (Competence bonus): +5 to +20
Orange Augments
- Named: Category:Orange augments
- Named: Category:Yellow augments
- Deathblock
- Elemental Resistance: +5 to +45
- Immunity: Fear, Blindness
- Movement: Feather Falling, Striding: +10% to +30%, Swiftness +5% to +15%, Underwater Action
- Proof Against Disease, Poison: +2 to +10
- Spell Focus, Greater Spell Focus (Enhancement bonus)
- Spell points (Enhancement bonus): +19 to +294
- Damage: +1 to +11
- Spell penetration: +1 to +9
- Named: Category:Red augments
- DR bypass: Alignment, Material
- Elemental damage: +1d6 to +9d6
- Spell Power (Enhancement bonus): +38 to +153
- Named: Category:Colorless augments
- Ability (Enhancement bonus): +1 to +14
- Ability (Exceptional bonus): +1
- Ability (Insight bonus): +5
- Skills, except UMD (Competence bonus): +5 to +20
- Horseshoe Crab Shield (Level 7) - Shield - +3 Enhancement Bonus
+3 Enhancement Bonus: +3 enhancement bonus to Armor Class, attack and damage rolls., Bashing
Bashing: This shield does an additional 1 to 6 damage when used to shield bash., 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)., Purple Augment Slot: Empty
Purple Augments
- Named: Category:Purple augments
- Named: Category:Red augments
- DR bypass: Alignment, Material
- Elemental damage: +1d6 to +9d6
- Spell Power (Enhancement bonus): +38 to +153
- Named: Category:Blue augments
- AC: Natural Armor Bonus (+1 to +14) or Protection (Deflection bonus) (+1 to +11)
- ASF reduction: -5% to -15%
- Fortification: +25% to +100%
- Good Luck: +1 or +2
- Hit points: +4 to +54
- Max Dex Bonus (Armor): +1 or +2
- Defense (PRR and MRR): +3 to +36
- Saves (Resistance bonus): +1 to +11
- Dodge: +1% to +14%
- Tactics DCs (Stunning, Sunder, Trip): +2 to +16
- Accuracy: +2 to +22
- Positive/Negative/Repair Healing Amplification: +3 to +57
- Named: Category:Colorless augments
- Ability (Enhancement bonus): +1 to +14
- Ability (Exceptional bonus): +1
- Ability (Insight bonus): +5
- Skills, except UMD (Competence bonus): +5 to +20
- Thrall of the Fire Temple - Collar - +3 Enhancement Bonus
+3 Enhancement Bonus: +3 enhancement bonus to attack and damage rolls., Fire Vulnerability
Fire Vulnerability: 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 second., 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 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 it will apply a Greater Dispel Magic effect to the target, stripping away its protective spells., Assassination +6
Assassination +6: This effect gives a +6 enhancement bonus to the DC to resist the character's Assassinate attempts., Purple Augment Slot: Empty
Purple Augments
- Named: Category:Purple augments
- Named: Category:Red augments
- DR bypass: Alignment, Material
- Elemental damage: +1d6 to +9d6
- Spell Power (Enhancement bonus): +38 to +153
- Named: Category:Blue augments
- AC: Natural Armor Bonus (+1 to +14) or Protection (Deflection bonus) (+1 to +11)
- ASF reduction: -5% to -15%
- Fortification: +25% to +100%
- Good Luck: +1 or +2
- Hit points: +4 to +54
- Max Dex Bonus (Armor): +1 or +2
- Defense (PRR and MRR): +3 to +36
- Saves (Resistance bonus): +1 to +11
- Dodge: +1% to +14%
- Tactics DCs (Stunning, Sunder, Trip): +2 to +16
- Accuracy: +2 to +22
- Positive/Negative/Repair Healing Amplification: +3 to +57
- Named: Category:Colorless augments
- Ability (Enhancement bonus): +1 to +14
- Ability (Exceptional bonus): +1
- Ability (Insight bonus): +5
- Skills, except UMD (Competence bonus): +5 to +20
- 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 drains a tiny portion of the target's life force whenever it does damage.
Note: provides 1d3 hp of healing per hit., Hardened SpikesHardened Spikes: The sharp, hardened spikes on this item deal an additional 4d6 Piercing damage when used to strike an enemy., 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., Purple Augment Slot: Empty
Purple Augments
- Named: Category:Purple augments
- Named: Category:Red augments
- DR bypass: Alignment, Material
- Elemental damage: +1d6 to +9d6
- Spell Power (Enhancement bonus): +38 to +153
- Named: Category:Blue augments
- AC: Natural Armor Bonus (+1 to +14) or Protection (Deflection bonus) (+1 to +11)
- ASF reduction: -5% to -15%
- Fortification: +25% to +100%
- Good Luck: +1 or +2
- Hit points: +4 to +54
- Max Dex Bonus (Armor): +1 or +2
- Defense (PRR and MRR): +3 to +36
- Saves (Resistance bonus): +1 to +11
- Dodge: +1% to +14%
- Tactics DCs (Stunning, Sunder, Trip): +2 to +16
- Accuracy: +2 to +22
- Positive/Negative/Repair Healing Amplification: +3 to +57
- Named: Category:Colorless augments
- Ability (Enhancement bonus): +1 to +14
- Ability (Exceptional bonus): +1
- Ability (Insight bonus): +5
- Skills, except UMD (Competence bonus): +5 to +20
- 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 hit points that last for up to 1 minute., Improved Paralyzing
Improved Paralyzing: Any creature struck by this weapon must succeed on a DC 28 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., Bewildering
Bewildering: Targets of this weapon can feel their willpower slipping away. They lose -1 Wisdom on a successful attack., Purple Augment Slot: Empty
Purple Augments
- Named: Category:Purple augments
- Named: Category:Red augments
- DR bypass: Alignment, Material
- Elemental damage: +1d6 to +9d6
- Spell Power (Enhancement bonus): +38 to +153
- Named: Category:Blue augments
- AC: Natural Armor Bonus (+1 to +14) or Protection (Deflection bonus) (+1 to +11)
- ASF reduction: -5% to -15%
- Fortification: +25% to +100%
- Good Luck: +1 or +2
- Hit points: +4 to +54
- Max Dex Bonus (Armor): +1 or +2
- Defense (PRR and MRR): +3 to +36
- Saves (Resistance bonus): +1 to +11
- Dodge: +1% to +14%
- Tactics DCs (Stunning, Sunder, Trip): +2 to +16
- Accuracy: +2 to +22
- Positive/Negative/Repair Healing Amplification: +3 to +57
- Named: Category:Colorless augments
- Ability (Enhancement bonus): +1 to +14
- Ability (Exceptional bonus): +1
- Ability (Insight bonus): +5
- Skills, except UMD (Competence bonus): +5 to +20
- 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:
- On items: While you are wearing this item, your melee, ranged, and unarmed attacks gain the Freezing Ice ability. (When the weapon is used, an icy power occasionally comes to the surface, attempting to freeze an enemy solid and encase them in ice.) - (duration: 9 seconds)
- On weapons: This Weapon stores the pitiless immovable power of the ice deep within. When this weapon is used, this power occasionally comes to the surface, attempting to freeze an enemy solid and encase them in ice.
Purple Augments
- Named: Category:Purple augments
- Named: Category:Red augments
- DR bypass: Alignment, Material
- Elemental damage: +1d6 to +9d6
- Spell Power (Enhancement bonus): +38 to +153
- Named: Category:Blue augments
- AC: Natural Armor Bonus (+1 to +14) or Protection (Deflection bonus) (+1 to +11)
- ASF reduction: -5% to -15%
- Fortification: +25% to +100%
- Good Luck: +1 or +2
- Hit points: +4 to +54
- Max Dex Bonus (Armor): +1 or +2
- Defense (PRR and MRR): +3 to +36
- Saves (Resistance bonus): +1 to +11
- Dodge: +1% to +14%
- Tactics DCs (Stunning, Sunder, Trip): +2 to +16
- Accuracy: +2 to +22
- Positive/Negative/Repair Healing Amplification: +3 to +57
- Named: Category:Colorless augments
- Ability (Enhancement bonus): +1 to +14
- Ability (Exceptional bonus): +1
- Ability (Insight bonus): +5
- Skills, except UMD (Competence bonus): +5 to +20
- 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 Piercing damage from weapons with a x3 Critical Multiplier, and 13 to 130 Piercing damage from weapons with a x4 or greater Critical 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., Purple Augment Slot: Empty
Purple Augments
- Named: Category:Purple augments
- Named: Category:Red augments
- DR bypass: Alignment, Material
- Elemental damage: +1d6 to +9d6
- Spell Power (Enhancement bonus): +38 to +153
- Named: Category:Blue augments
- AC: Natural Armor Bonus (+1 to +14) or Protection (Deflection bonus) (+1 to +11)
- ASF reduction: -5% to -15%
- Fortification: +25% to +100%
- Good Luck: +1 or +2
- Hit points: +4 to +54
- Max Dex Bonus (Armor): +1 or +2
- Defense (PRR and MRR): +3 to +36
- Saves (Resistance bonus): +1 to +11
- Dodge: +1% to +14%
- Tactics DCs (Stunning, Sunder, Trip): +2 to +16
- Accuracy: +2 to +22
- Positive/Negative/Repair Healing Amplification: +3 to +57
- Named: Category:Colorless augments
- Ability (Enhancement bonus): +1 to +14
- Ability (Exceptional bonus): +1
- Ability (Insight bonus): +5
- Skills, except UMD (Competence bonus): +5 to +20
- 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., 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 6 to 36 more fire damage., Purple Augment Slot: Empty
Purple Augments
- Named: Category:Purple augments
- Named: Category:Red augments
- DR bypass: Alignment, Material
- Elemental damage: +1d6 to +9d6
- Spell Power (Enhancement bonus): +38 to +153
- Named: Category:Blue augments
- AC: Natural Armor Bonus (+1 to +14) or Protection (Deflection bonus) (+1 to +11)
- ASF reduction: -5% to -15%
- Fortification: +25% to +100%
- Good Luck: +1 or +2
- Hit points: +4 to +54
- Max Dex Bonus (Armor): +1 or +2
- Defense (PRR and MRR): +3 to +36
- Saves (Resistance bonus): +1 to +11
- Dodge: +1% to +14%
- Tactics DCs (Stunning, Sunder, Trip): +2 to +16
- Accuracy: +2 to +22
- Positive/Negative/Repair Healing Amplification: +3 to +57
- Named: Category:Colorless augments
- Ability (Enhancement bonus): +1 to +14
- Ability (Exceptional bonus): +1
- Ability (Insight bonus): +5
- Skills, except UMD (Competence bonus): +5 to +20
- 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., Purple Augment Slot: Empty
Purple Augments
- Named: Category:Purple augments
- Named: Category:Red augments
- DR bypass: Alignment, Material
- Elemental damage: +1d6 to +9d6
- Spell Power (Enhancement bonus): +38 to +153
- Named: Category:Blue augments
- AC: Natural Armor Bonus (+1 to +14) or Protection (Deflection bonus) (+1 to +11)
- ASF reduction: -5% to -15%
- Fortification: +25% to +100%
- Good Luck: +1 or +2
- Hit points: +4 to +54
- Max Dex Bonus (Armor): +1 or +2
- Defense (PRR and MRR): +3 to +36
- Saves (Resistance bonus): +1 to +11
- Dodge: +1% to +14%
- Tactics DCs (Stunning, Sunder, Trip): +2 to +16
- Accuracy: +2 to +22
- Positive/Negative/Repair Healing Amplification: +3 to +57
- Named: Category:Colorless augments
- Ability (Enhancement bonus): +1 to +14
- Ability (Exceptional bonus): +1
- Ability (Insight bonus): +5
- Skills, except UMD (Competence bonus): +5 to +20
- 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 weapon is precisely sharp and will do an additional 5 to 40 damage to targets that are vulnerable to bleeding., Greater Puncturing
Greater Puncturing: Critical hits by this weapon deal an extra 3d4 points of 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., Purple Augment Slot: Empty
Purple Augments
- Named: Category:Purple augments
- Named: Category:Red augments
- DR bypass: Alignment, Material
- Elemental damage: +1d6 to +9d6
- Spell Power (Enhancement bonus): +38 to +153
- Named: Category:Blue augments
- AC: Natural Armor Bonus (+1 to +14) or Protection (Deflection bonus) (+1 to +11)
- ASF reduction: -5% to -15%
- Fortification: +25% to +100%
- Good Luck: +1 or +2
- Hit points: +4 to +54
- Max Dex Bonus (Armor): +1 or +2
- Defense (PRR and MRR): +3 to +36
- Saves (Resistance bonus): +1 to +11
- Dodge: +1% to +14%
- Tactics DCs (Stunning, Sunder, Trip): +2 to +16
- Accuracy: +2 to +22
- Positive/Negative/Repair Healing Amplification: +3 to +57
- Named: Category:Colorless augments
- Ability (Enhancement bonus): +1 to +14
- Ability (Exceptional bonus): +1
- Ability (Insight bonus): +5
- Skills, except UMD (Competence bonus): +5 to +20
- 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., Purple Augment Slot: Empty
Purple Augments
- Named: Category:Purple augments
- Named: Category:Red augments
- DR bypass: Alignment, Material
- Elemental damage: +1d6 to +9d6
- Spell Power (Enhancement bonus): +38 to +153
- Named: Category:Blue augments
- AC: Natural Armor Bonus (+1 to +14) or Protection (Deflection bonus) (+1 to +11)
- ASF reduction: -5% to -15%
- Fortification: +25% to +100%
- Good Luck: +1 or +2
- Hit points: +4 to +54
- Max Dex Bonus (Armor): +1 or +2
- Defense (PRR and MRR): +3 to +36
- Saves (Resistance bonus): +1 to +11
- Dodge: +1% to +14%
- Tactics DCs (Stunning, Sunder, Trip): +2 to +16
- Accuracy: +2 to +22
- Positive/Negative/Repair Healing Amplification: +3 to +57
- Named: Category:Colorless augments
- Ability (Enhancement bonus): +1 to +14
- Ability (Exceptional bonus): +1
- Ability (Insight bonus): +5
- Skills, except UMD (Competence bonus): +5 to +20
Orange Augments
- Named: Category:Orange augments
- Named: Category:Yellow augments
- Deathblock
- Elemental Resistance: +5 to +45
- Immunity: Fear, Blindness
- Movement: Feather Falling, Striding: +10% to +30%, Swiftness +5% to +15%, Underwater Action
- Proof Against Disease, Poison: +2 to +10
- Spell Focus, Greater Spell Focus (Enhancement bonus)
- Spell points (Enhancement bonus): +19 to +294
- Damage: +1 to +11
- Spell penetration: +1 to +9
- Named: Category:Red augments
- DR bypass: Alignment, Material
- Elemental damage: +1d6 to +9d6
- Spell Power (Enhancement bonus): +38 to +153
- Named: Category:Colorless augments
- Ability (Enhancement bonus): +1 to +14
- Ability (Exceptional bonus): +1
- Ability (Insight bonus): +5
- Skills, except UMD (Competence bonus): +5 to +20
- 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: This shield does an additional 2 to 12 damage when used to shield bash., 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)., Purple Augment Slot: Empty
Purple Augments
- Named: Category:Purple augments
- Named: Category:Red augments
- DR bypass: Alignment, Material
- Elemental damage: +1d6 to +9d6
- Spell Power (Enhancement bonus): +38 to +153
- Named: Category:Blue augments
- AC: Natural Armor Bonus (+1 to +14) or Protection (Deflection bonus) (+1 to +11)
- ASF reduction: -5% to -15%
- Fortification: +25% to +100%
- Good Luck: +1 or +2
- Hit points: +4 to +54
- Max Dex Bonus (Armor): +1 or +2
- Defense (PRR and MRR): +3 to +36
- Saves (Resistance bonus): +1 to +11
- Dodge: +1% to +14%
- Tactics DCs (Stunning, Sunder, Trip): +2 to +16
- Accuracy: +2 to +22
- Positive/Negative/Repair Healing Amplification: +3 to +57
- Named: Category:Colorless augments
- Ability (Enhancement bonus): +1 to +14
- Ability (Exceptional bonus): +1
- Ability (Insight bonus): +5
- Skills, except UMD (Competence bonus): +5 to +20
- Epic Thrall of the Fire Temple - Collar - +7 Enhancement Bonus
+7 Enhancement Bonus: +7 enhancement bonus to attack and damage rolls., Fire Vulnerability
Fire Vulnerability: 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 second., 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 6 to 36 more fire damage., Purple Augment Slot: Empty
Purple Augments
- Named: Category:Purple augments
- Named: Category:Red augments
- DR bypass: Alignment, Material
- Elemental damage: +1d6 to +9d6
- Spell Power (Enhancement bonus): +38 to +153
- Named: Category:Blue augments
- AC: Natural Armor Bonus (+1 to +14) or Protection (Deflection bonus) (+1 to +11)
- ASF reduction: -5% to -15%
- Fortification: +25% to +100%
- Good Luck: +1 or +2
- Hit points: +4 to +54
- Max Dex Bonus (Armor): +1 or +2
- Defense (PRR and MRR): +3 to +36
- Saves (Resistance bonus): +1 to +11
- Dodge: +1% to +14%
- Tactics DCs (Stunning, Sunder, Trip): +2 to +16
- Accuracy: +2 to +22
- Positive/Negative/Repair Healing Amplification: +3 to +57
- Named: Category:Colorless augments
- Ability (Enhancement bonus): +1 to +14
- Ability (Exceptional bonus): +1
- Ability (Insight bonus): +5
- Skills, except UMD (Competence bonus): +5 to +20
Upgradeable items (used in ToEE Crafting)[edit]
- Temple of Elemental Evil Upgradeable Weapons - found in any chest in part 1 or part 2
- Temple of Elemental Evil Upgradeable Armors - found in elemental node chests in part 2 only
Standard named items (which drop from Part 2 only)[edit]
Heroic[edit]
- Elemental Victory - Helm - Acid Absorption +10%
Acid Absorption +10%: Passive: 10% Enhancement Bonus to Acid Absorption. (Absorption reduces damage from an element by a percentage, after resistance have been taken into account.), Fire Absorption +10%
Fire Absorption +10%: Passive: 10% Enhancement Bonus to Fire Absorption. (Absorption reduces damage from an element by a percentage, after resistance have been taken into account.), Cold Absorption +10%
Cold Absorption +10%: Passive: 10% Enhancement Bonus to Cold Absorption. (Absorption reduces damage from an element by a percentage, after resistance have been taken into account.), Electric Absorption +10%
Electric Absorption +10%: Passive: 10% Enhancement Bonus to Electric Absorption. (Absorption reduces damage from an element by a percentage, after resistance have been taken into account.)
- Mushroom Cap - Helm - Proof Against Poison +6
Proof 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)., Deathblock II
Deathblock II: Passive: 6% Enhancement Bonus to Negative Energy Absorption. In addition, you are immune to magical effects that can cause instant death., Good Luck +1
Good Luck +1: This item gives a +1 Luck bonus to all saves and skill checks., False Life
False Life: This item grants the wearer +10 maximum health.
Epic[edit]
- Epic Elemental Victory - Helm - Acid Absorption +24%
Acid Absorption +24%: Passive: 24% Enhancement Bonus to Acid Absorption. (Absorption reduces damage from an element by a percentage, after resistance have been taken into account.), Fire Absorption +24%
Fire Absorption +24%: Passive: 24% Enhancement Bonus to Fire Absorption. (Absorption reduces damage from an element by a percentage, after resistance have been taken into account.), Cold Absorption +24%
Cold Absorption +24%: Passive: 24% Enhancement Bonus to Cold Absorption. (Absorption reduces damage from an element by a percentage, after resistance have been taken into account.), Electric Absorption +24%
Electric Absorption +24%: Passive: 24% Enhancement Bonus to Electric Absorption. (Absorption reduces damage from an element by a percentage, after resistance have been taken into account.)
- Epic Mushroom Cap - Helm - Proof Against Poison +10
Proof Against Poison +10: This item grants its wearer immunity to natural poisons. This item also grants a +10 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 11 + their Fortitude save)., Deathblock VIII
Deathblock VIII: Passive: 24% Enhancement Bonus to Negative Energy Absorption. In addition, you are immune to magical effects that can cause instant death., Good Luck +3
Good Luck +3: This item gives a +3 Luck bonus to all saves and skill checks., Superior False Life
Superior False Life: This item grants the wearer +40 maximum health.
Pages in category "Temple of Elemental Evil Part Two loot"
The following 200 pages are in this category, out of 553 total.
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- Item:+3 Combustion Scorched Bastard Sword
- Item:+3 Combustion Scorched Battle Axe
- Item:+3 Combustion Scorched Dagger
- Item:+3 Combustion Scorched Dwarven Waraxe
- Item:+3 Combustion Scorched Falchion
- Item:+3 Combustion Scorched Greatclub
- Item:+3 Combustion Scorched Hand Axe
- Item:+3 Combustion Scorched Heavy Mace
- Item:+3 Combustion Scorched Heavy Pick
- Item:+3 Combustion Scorched Kama
- Item:+3 Combustion Scorched Khopesh
- Item:+3 Combustion Scorched Kukri
- Item:+3 Combustion Scorched Light Hammer
- Item:+3 Combustion Scorched Light Mace
- Item:+3 Combustion Scorched Light Pick
- Item:+3 Combustion Scorched Longsword
- Item:+3 Combustion Scorched Maul
- Item:+3 Combustion Scorched Morningstar
- Item:+3 Combustion Scorched Rapier
- Item:+3 Combustion Scorched Sceptre
- Item:+3 Combustion Scorched Scimitar
- Item:+3 Combustion Scorched Shortsword
- Item:+3 Combustion Scorched Sickle
- Item:+3 Combustion Scorched Warhammer
- Item:+3 Corrosion Caustic Bastard Sword
- Item:+3 Corrosion Caustic Battle Axe
- Item:+3 Corrosion Caustic Dagger
- Item:+3 Corrosion Caustic Dwarven Waraxe
- Item:+3 Corrosion Caustic Falchion
- Item:+3 Corrosion Caustic Greatclub
- Item:+3 Corrosion Caustic Hand Axe
- Item:+3 Corrosion Caustic Heavy Mace
- Item:+3 Corrosion Caustic Heavy Pick
- Item:+3 Corrosion Caustic Kama
- Item:+3 Corrosion Caustic Khopesh
- 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 Longsword
- Item:+3 Corrosion Caustic Maul
- Item:+3 Corrosion Caustic Morningstar
- Item:+3 Corrosion Caustic Rapier
- Item:+3 Corrosion Caustic Sceptre
- Item:+3 Corrosion Caustic Scimitar
- Item:+3 Corrosion Caustic Shortsword
- Item:+3 Corrosion Caustic Sickle
- Item:+3 Corrosion Caustic Warhammer
- 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 Bastard Sword
- Item:+3 Glaciation Doused Battle Axe
- Item:+3 Glaciation Doused Dagger
- Item:+3 Glaciation Doused Dwarven Waraxe
- Item:+3 Glaciation Doused Falchion
- Item:+3 Glaciation Doused Greatclub
- 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 Khopesh
- Item:+3 Glaciation Doused Kukri
- Item:+3 Glaciation Doused Light Hammer
- Item:+3 Glaciation Doused Light Mace
- Item:+3 Glaciation Doused Light Pick
- Item:+3 Glaciation Doused Longsword
- Item:+3 Glaciation Doused Maul
- Item:+3 Glaciation Doused Morningstar
- Item:+3 Glaciation Doused Rapier
- Item:+3 Glaciation Doused Sceptre
- Item:+3 Glaciation Doused Scimitar
- Item:+3 Glaciation Doused Shortsword
- 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 Dagger
- Item:+3 Magnetism Electrified Dwarven Waraxe
- Item:+3 Magnetism Electrified Falchion
- Item:+3 Magnetism Electrified Greatclub
- Item:+3 Magnetism Electrified Hand Axe
- Item:+3 Magnetism Electrified Heavy Mace
- Item:+3 Magnetism Electrified Heavy Pick
- Item:+3 Magnetism Electrified Kama
- Item:+3 Magnetism Electrified Khopesh
- Item:+3 Magnetism Electrified Kukri
- 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 Maul
- Item:+3 Magnetism Electrified Morningstar
- Item:+3 Magnetism Electrified Rapier
- Item:+3 Magnetism Electrified Sceptre
- Item:+3 Magnetism Electrified Scimitar
- Item:+3 Magnetism Electrified Shortsword
- 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