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Temple of Elemental Evil Part One
History | ||
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This quest was retired in Update 56. See the page Temple of Elemental Evil for the quests replacing it. | ||
If you can verify that the subject still exists, please edit this page and remove this template. |
Temple of Elemental Evil Part One is the 1st quest in The Gatekeepers and the Temple story arcStory arcs are chains of quests that make up a story line. Completing everything in a story arc often yields a nice reward.. |
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Temple of Elemental Evil Part One • Temple of Elemental Evil Part Two |
There is no doubt; you have come to a place of ineffable Evil. Still, it is most certainly a place for high adventure and untold treasures.
Requires access to adventure pack
|
Temple of Elemental Evil Part One | |
Heroic level: | 7 |
Epic level: | 30 |
Duration: | long |
Heroic XP: | ♣3,900Solo/Casual ♦6,926Normal ♥7,353Hard ♠7,780Elite |
Epic XP: | ♣27,895Solo/Casual ♦47,709Normal ♥48,925Hard ♠50,141Elite |
Takes place in: | Temple Grounds |
Bestowed by: | The Temple of Elemental Evil |
NPC contact: | Alatra the Gatekeeper |
Quest acquired in: | The Gatekeepers' Grove |
Patron: | The Gatekeepers |
Base favor: | 5 |
Purchase: | The Temple of Elemental Evil or VIP |
Extreme Challenge: | No |
Overview
The Temple of Elemental Evil has made the lands for leagues around a mockery of freedom and beauty. Commerce has ceased. Crops wither. Pestilence is abroad.
Explore the temple and put an end to its evil. You may gain access to the Temple of Elemental Evil from inside the Gatekeepers' Grove (previously in the Hall of Heroes).
Spoiler Warning: Spoiler material below this point!
Objectives
- Enter the Temple of Elemental Evil
- Talk to the man in the Temple foyer
- Find the Air Temple Key
- Find the Earth Temple Key
- Find the Fire Temple Key
- Find the Water Temple Key
- Find Falrinth's chambers and determine his plan
- Defeat Falrinth and his minions
- Search for further evidence of Falrinth's plans
- Use the Orb of Golden Death to reach the lower Temple
- (Optional) Find all of the Part One Audio Commentaries — Bonus (50%): Heroic( ♣1,950 ♦3,463 ♥3,677 ♠3,890 ) Legendary( ♣13,948 ♦23,855 ♥24,463 ♠25,071 )
- (Optional) Defeat 10 enemies in the Temple — Bonus (2%): Heroic( ♣78 ♦139 ♥147 ♠156 ) Legendary( ♣558 ♦954 ♥979 ♠1,003 )
- (Optional) Defeat 25 total enemies in the Temple — Bonus (6%): Heroic( ♣234 ♦416 ♥441 ♠467 ) Legendary( ♣1,674 ♦2,863 ♥2,936 ♠3,008 )
- (Optional) Defeat 50 total enemies in the Temple — Bonus (13%): Heroic( ♣507 ♦900 ♥956 ♠1,011 ) Legendary( ♣3,626 ♦6,202 ♥6,360 ♠6,518 )
- (Optional) Defeat 100 total enemies in the Temple — Bonus (30%): Heroic( ♣1,170 ♦2,078 ♥2,206 ♠2,334 ) Legendary( ♣8,369 ♦14,313 ♥14,678 ♠15,042 )
- (Optional) Defeat 200 total enemies in the Temple — Bonus (50%): Heroic( ♣1,950 ♦3,463 ♥3,677 ♠3,890 ) Legendary( ♣13,948 ♦23,855 ♥24,463 ♠25,071 )
- (Optional) Defeat 400 total enemies in the Temple — Bonus (100%): Heroic( ♣3,900 ♦6,926 ♥7,353 ♠7,780 ) Legendary( ♣27,895 ♦47,709 ♥48,925 ♠50,141 )
- (Optional) Defeat 750 total enemies in the Temple — Bonus (200%): Heroic( ♣7,800 ♦13,852 ♥14,706 ♠15,560 ) Legendary( ♣55,790 ♦95,418 ♥97,850 ♠100,282 )
- (Optional) Defeat 1500 total enemies in the Temple — Bonus (300%): Heroic( ♣11,700 ♦20,778 ♥22,059 ♠23,340 ) Legendary( ♣83,685 ♦143,127 ♥146,775 ♠150,423 )
- (Optional) Defeat 3000 total enemies in the Temple — Bonus (350%): Heroic( ♣13,650 ♦24,241 ♥25,736 ♠27,230 ) Legendary( ♣97,633 ♦166,982 ♥171,238 ♠175,494 )
- (Optional) Find Spider Eggs for the Frogkeeper — Bonus (5%): Heroic( ♣195 ♦346 ♥368 ♠389 ) Legendary( ♣1,395 ♦2,385 ♥2,446 ♠2,507 )
- (Optional) Return to the Frogkeeper — Bonus (30%): Heroic( ♣1,170 ♦2,078 ♥2,206 ♠2,334 ) Legendary( ♣8,369 ♦14,313 ♥14,678 ♠15,042 )
- (Optional) Slay Alazorun the Djinn — Bonus (30%): Heroic( ♣1,170 ♦2,078 ♥2,206 ♠2,334 ) Legendary( ♣8,369 ♦14,313 ♥14,678 ♠15,042 )
- (Optional) Slay Brightbane the Rust Monster — Bonus (30%): Heroic( ♣1,170 ♦2,078 ♥2,206 ♠2,334 ) Legendary( ♣8,369 ♦14,313 ♥14,678 ♠15,042 )
- (Optional) Slay Garkoth the Wiley — Bonus (20%): Heroic( ♣780 ♦1,385 ♥1,471 ♠1,556 ) Legendary( ♣5,579 ♦9,542 ♥9,785 ♠10,028 )
- (Optional) Slay Kirmudy the Bleak — Bonus (20%): Heroic( ♣780 ♦1,385 ♥1,471 ♠1,556 ) Legendary( ♣5,579 ♦9,542 ♥9,785 ♠10,028 )
- (Optional) Slay Nar'Azmath the Ogre Mage — Bonus (20%): Heroic( ♣780 ♦1,385 ♥1,471 ♠1,556 ) Legendary( ♣5,579 ♦9,542 ♥9,785 ♠10,028 )
- (Optional) Slay Rasskar the Bandit Scourge — Bonus (20%): Heroic( ♣780 ♦1,385 ♥1,471 ♠1,556 ) Legendary( ♣5,579 ♦9,542 ♥9,785 ♠10,028 )
- (Optional) Slay Slag the Magma Brute — Bonus (20%): Heroic( ♣780 ♦1,385 ♥1,471 ♠1,556 ) Legendary( ♣5,579 ♦9,542 ♥9,785 ♠10,028 )
- (Optional) Slay Spiritrunner the Minotaur — Bonus (20%): Heroic( ♣780 ♦1,385 ♥1,471 ♠1,556 ) Legendary( ♣5,579 ♦9,542 ♥9,785 ♠10,028 )
- (Optional) Slay S'Kara the Medusa — Bonus (20%): Heroic( ♣780 ♦1,385 ♥1,471 ♠1,556 ) Legendary( ♣5,579 ♦9,542 ♥9,785 ♠10,028 )
- (Optional) Slay Vigilant Sword the Helmet Horror — Bonus (20%): Heroic( ♣780 ♦1,385 ♥1,471 ♠1,556 ) Legendary( ♣5,579 ♦9,542 ♥9,785 ♠10,028 )
- (Optional) Slay Wadsworth — Bonus (20%): Heroic( ♣780 ♦1,385 ♥1,471 ♠1,556 ) Legendary( ♣5,579 ♦9,542 ♥9,785 ♠10,028 )
- (Optional) Slay Wergil the Bugbear Bandit — Bonus (20%): Heroic( ♣780 ♦1,385 ♥1,471 ♠1,556 ) Legendary( ♣5,579 ♦9,542 ♥9,785 ♠10,028 )
- (Optional) Slay Xirma Vo the Sahuagin — Bonus (20%): Heroic( ♣780 ♦1,385 ♥1,471 ♠1,556 ) Legendary( ♣5,579 ♦9,542 ♥9,785 ♠10,028 )
What to Expect
- Random traps (bear traps, spell wards)
- Secret doors
- Ballistas firing poison bolts that damage and slow you down (you can use them too)
- Large spawns (on higher difficulties)
- Respawns
- Randomly spawning optional bosses
- Lockboxes randomly spawn and respawn too
Known Traps
- Bear traps
- Pressure plates
- Spell Wards
- Bandit Trappers can also lay Poison Booby-traps (Spider Venom)
Tips and Misc
Walkthrough
Open the big bronze door and enter the Temple. There is very little to explore on the outside: a few enemies, and a trio of Ranging Bandits talking around the fire.
The Lobby
- Talk to Otis in the Lobby at the beginning. You can return to have him repair your gear at any time.
- You need to pick up four keys to reach Falrinth. Exit the Lobby either east or west (see "Second Map", above) - you will enter the Third Map, "Level 1", in either the South-east or South-west corner, as appropriate.
Level 1
- Head north to find the Earth Temple.
- In either Romag's chambers or the prison to the west, you can find a club that charms earth elementals on hit. In case you loot the chest in Romag's chambers first and it doesn't list the club, it usually contains a note pointing to the prison (bunch of mobs + chest with club spawns in prison AFTER you find the note). This club can be used in the fight against the 4 red earth elementals as well as in the end fight of the quest.
- Earth Temple Key: Defeat all the Earth Temple Elementals to gain access to Romag's area. Defeat Romag to lower the force-field around the Earth Temple Key.
- To descend to the second level of the dungeon (Fourth Map, above), either...
- Exit the central Earth Temple to the north, and then take the outer halls south to use the Earth Temple Key to unlock the exit there,
- ...or...
- Return to the quest start and use the Earth Temple Key to lower the barriers on the south side of level 1.
- Lowering these barriers allows late joining party members to bypass Level 1 and head directly to level 2. It can also potentially save you a lot of walking and dealing with respawns if you need to Dimension Door, or release and re-enter the quest.
Level 2
- Go to the Fire Temple (South-east exit from Air Temple).
- Fire Temple Key: Speak with the head priest to interact with the Fire Temple Altar. You can donate various amounts of platinum or select the bottom option to start a fight with Prefect Alrrem and several Temple Salamanders. Fighting awards a chest.
- Go to the Water Temple (South-west exit from Air Temple).
- Water Temple Key: Get some water from the Fountain of Wonder, pour into the Water Altar to access the key. Upon taking the key, a Living Pool spawns. You will have to kill it along with two Temple Water Elementals (through the side doors) in order to lower the force-field and progress.
- You won't necessarily have to kill the Living Pool; if you grab the key, and also have means of instant escape like Dimension door activated.
- Go to Kelno's Quarters (west exit from Air Temple replace by: North-west exit from water temple; he is in north of that area).
- Defeat Kelno the Prefect. Click the rune to remove the force-field around the Air Temple Key.
- Return to Air Temple and pick up the key from the carpet in the lower area. This unleashes a Goristro Barbarian. The script that enables the air jets may fail to fire under a variety of conditions. Don't try to be cute here, just drop down to the ground and walk towards the key. If the jets don't fire, you will not be able to get out of the pit without Dimension Door or recalling and entering again.
- Go back through/past Kelno's quarters and South-west down to Dungeon Level Three (Fifth Map, above).
Level 3
- Go through the toxic mushrooms to the shrine(!), which is guarded by some random monsters.
- Use the keys to unlock four invisible elemental doors to access Falrinth's chamber. (All four keys are now safe to drop, unless you wish to go back and unlock the barrier(s) on the south side of Level 1.)
- Defeat the four elementals.
- Note: Elementals are invulnerable while standing on the area attuned to their element, but they'll chase you. You can use the club for charming the earth elemental(!)
- A one-way barrier will spring up behind you - late players can still enter, but you must fight forward to leave.
- Kill the Bebilith, and, finally, Falrinth.
- Continue north and then west. Read Falrinth's journal and the page on the desk, pick up the orb (referred to as a "skull" in game text), and enter the dimension door which appears.
- Descend south then east to the Pedestal, place the orb/skull. The quest is completed when you move forward to the next room (and the end chest). From there, you can access Part Two, or "Finish" out and enter Part Two later, from the Hall of Heroes.
Bonus XP
- Devious bonus: 30 or fewer monsters killed +7% Bonus.( ♣273 ♦485 ♥515 ♠545 )
- Discreet bonus: 143 or fewer monsters killed +5% Bonus.( ♣195 ♦346 ♥368 ♠389 )
- Tamper bonus: 13 or more traps disarmed +10% Bonus.( ♣390 ♦693 ♥735 ♠778 )
- Neutralization bonus: ? or more traps disarmed +20% Bonus.( ♣780 ♦1,385 ♥1,471 ♠1,556 )
- Observance bonus: 4 or more secret doors discovered +8% Bonus.( ♣312 ♦554 ♥588 ♠622 )
- Perception bonus: 6 or more secret doors discovered +10% Bonus.( ♣390 ♦693 ♥735 ♠778 )
- Mischief bonus: 98 or more breakables smashed +8% Bonus.( ♣312 ♦554 ♥588 ♠622 )
- Vandal bonus: 160 or more breakables smashed +10% Bonus.( ♣390 ♦693 ♥735 ♠778 )
- Ransack bonus: 230+- or more breakables smashed +15% Bonus.( ♣585 ♦1,039 ♥1,103 ♠1,167 )
- Notes: These numbers will adjust when you move to the last level.
Loot
- Chests: Many optional ones. Every optional named monster guards a chest. The fixed ones are:
- One for defeating Harpy Matriarch.
- One for defeating Gargoyle Colossus.
- One in Romag's chambers (usually contain the Romag's Club of Earthen Dominion)
- One in the Earth temple, after defeating Romag
- One optional in the Fire Temple for defeating Alrrem.
- One end chest.
NPC end rewards
No reward when turning in the quest.
Named Chest Drop
Standard named items
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
- Assassin's Kiss - Dagger - +3 Enhancement Bonus+3 Enhancement Bonus: +3 enhancement bonus to attack and damage rolls., Lesser Incorporeal BaneLesser 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., DeceptionDeception: This weapon is hard to focus upon and thus provides a +3 enhancement bonus to Bluff checks. In addition, Deception weapons have a small chance to envelop the target in darkness, making them vulnerable to sneak attacks for a short time., Greater DispellingGreater 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 +2Assassination +2: This effect gives a +2 enhancement bonus to the DC to resist the character's Assassinate attempts., Purple Augment SlotPurple 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 BaneLesser Elemental Bane: A bane weapon excels at attacking one type or subtype of creature. Against Elementals, this weapon's effective enhancement bonus is +1 better than 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., DestructionDestruction: 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 SlotPurple 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 BaneLesser Elemental Bane: A bane weapon excels at attacking one type or subtype of creature. Against Elementals, this weapon's effective enhancement bonus is +1 better than its normal enhancement bonus. It deals an extra 1 to 6 points of damage against the foe., BodyfeederBodyfeeder: Whenever a bodyfeeder weapon you wield scores a critical hit, you gain 15 temporary hit points that last for up to 1 minute., ParalyzingParalyzing: 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., BewilderingBewildering: Targets of this weapon can feel their willpower slipping away. They lose -1 Wisdom on a successful attack., Purple Augment SlotPurple 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 BaneLesser 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., SilverSilver: 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 Ice 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.
- 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 BaneLesser Human Bane: A bane weapon excels at attacking one type or subtype of creature. Against Humans, this weapon's effective enhancement bonus is +1 better than its normal enhancement bonus. It deals an extra 1 to 6 points of damage against the foe., Heartseeker IHeartseeker 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., FrostbiteFrostbite: 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 SlotPurple 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 BaneLesser 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., AdamantineAdamantine: 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 BlastFlaming 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 SlotPurple 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 BaneLesser Human Bane: A bane weapon excels at attacking one type or subtype of creature. Against Humans, this weapon's effective enhancement bonus is +1 better than its normal enhancement bonus. It deals an extra 1 to 6 points of damage against the foe., DestructionDestruction: 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., MaimingMaiming: This weapon has a twisted haft or grip and spikes along its blade, head, or point. Whenever you score a critical hit with this weapon it deals an amount of extra untyped damage depending on its critical multiplier: x2 - 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 SlotPurple 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 BaneLesser Human Bane: A bane weapon excels at attacking one type or subtype of creature. Against Humans, this weapon's effective enhancement bonus is +1 better than its normal enhancement bonus. It deals an extra 1 to 6 points of damage against the foe., HemorrhagingHemorrhaging: This weapon is viciously sharp and will do an additional 2 to 16 damage to targets that are vulnerable to bleeding., PuncturingPuncturing: Critical hits by this weapon deal an extra 1 to 6 points of Constitution damage from blood loss., WoundingWounding: 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 SlotPurple 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 IIInsightful Spell Lore II: Passive: All of your spells gain a 2% Insight bonus to their chance to critical hit., Energy Siphon IVEnergy 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 SlotPurple 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
- 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., BashingBashing: This shield does an additional 1 to 6 damage when used to shield bash., Natural Armor +3Natural Armor +3: Passive: +3 Natural Armor Bonus to Armor Class., Insightful Sheltering +1Insightful Sheltering +1: +1 Insight bonus to Physical and Magical Resistance Ratings, Exceptional Seeker +2Exceptional 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 SlotPurple 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 VulnerabilityFire 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 IIFire Guard II: When Hit in Melee: Deals 2 to 8 Fire damage to your attacker., Flaming IIFlaming II: On Hit: 2 to 8 Fire Damage., Fire Resistance +10Fire Resistance +10: Passive: +10 Enhancement bonus to your Fire Resistance.
Epic
- Epic Assassin's Kiss - Dagger - +7 Enhancement Bonus+7 Enhancement Bonus: +7 enhancement bonus to attack and damage rolls., Greater Incorporeal BaneGreater Incorporeal Bane: A bane weapon excels at attacking one type or subtype of creature. Against Incorporeals, this weapon's effective enhancement bonus is +4 better than its normal enhancement bonus. It deals an extra 3 to 18 points of damage against the foe., Improved DeceptionImproved 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 DispellingGreater 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 +6Assassination +6: This effect gives a +6 enhancement bonus to the DC to resist the character's Assassinate attempts., Purple Augment SlotPurple 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 BaneGreater 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 DestructionImproved 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 SlotPurple 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 BaneGreater 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., BodyfeederBodyfeeder: Whenever a bodyfeeder weapon you wield scores a critical hit, you gain 15 temporary hit points that last for up to 1 minute., Improved ParalyzingImproved 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., BewilderingBewildering: Targets of this weapon can feel their willpower slipping away. They lose -1 Wisdom on a successful attack., Purple Augment SlotPurple 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 BaneGreater 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., SilverSilver: 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.
- 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 BaneGreater 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 VIHeartseeker 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., FrostbiteFrostbite: 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 SlotPurple 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 BaneGreater Construct Bane: A bane weapon excels at attacking one type or subtype of creature. Against Constructs, this weapon's effective enhancement bonus is +4 better than its normal enhancement bonus. It deals an extra 3 to 18 points of damage against the foe., AdamantineAdamantine: Adamantine weapons may bypass the damage reduction of certain items and creatures. , Epic TelekineticEpic 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 BlastGreater 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 SlotPurple 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 BaneGreater 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 DestructionImproved 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 MaimingGreater 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 SlotPurple 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 BaneGreater 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 BleedingGreater Bleeding: This weapon is precisely sharp and will do an additional 5 to 40 damage to targets that are vulnerable to bleeding., Greater PuncturingGreater Puncturing: Critical hits by this weapon deal an extra 3d4 points of Constitution damage from blood loss., Greater WoundingGreater 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 SlotPurple 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 VInsightful Spell Lore V: Passive: All of your spells gain a 5% Insight bonus to their chance to critical hit., Energy Siphon XIIEnergy 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 SlotPurple 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
- 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 BashingImproved Bashing: This shield does an additional 2 to 12 damage when used to shield bash., Natural Armor +11Natural Armor +11: Passive: +11 Natural Armor Bonus to Armor Class., Insightful Sheltering +5Insightful Sheltering +5: +5 Insight bonus to Physical and Magical Resistance Ratings, Exceptional Seeker +5Exceptional 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 SlotPurple 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 VulnerabilityFire 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 XFlaming X: On Hit: 10 to 40 Fire Damage., Speed XVSpeed XV: Passive: +30% enhancement bonus to movement speed, +15% enhancement bonus to melee and ranged attack speed., Greater Flaming BlastGreater 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 SlotPurple 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)
- Temple of Elemental Evil Upgradeable Weapons - found in any chest in part 1 or part 2
Monsters
Name ( picture ) | CR | Type | Race |
---|---|---|---|
Alazorun the Djinn ( view • edit ) | ♦10Normal ♠14Elite ●♥37Epic Hard ●♠57Epic Elite | Air Outsider | Djinn |
Anscolm the Fervid ( view • edit ) | ♥41Hard | Humanoid | Human |
Bandit Arcane Trickster ( view • edit ) | ♦7Normal ♥9Hard ♠12Elite ●♦34Epic Normal ●♥39Epic Hard | Humanoid | Human |
Bandit Trapper ( view • edit ) | ♦7Normal ♥9Hard ♠12Elite ●♦34Epic Normal | Humanoid | Human |
Belsornig ( view • edit ) | Humanoid | Human | |
Bladebreaker ( view • edit ) | ♦10Normal ♥12Hard | Aberration | Rust Monster |
Bonegnawer Ghoul ( view • edit ) | ♦7Normal ♥9Hard ♠12Elite ●♦30Epic Normal | Undead | Ghoul |
Creeping Spiderlings ( view • edit ) | ♦5Normal ♥8Hard ♠9Elite ●♦32Epic Normal | Vermin | Spider |
Earth Temple Elemental ( view • edit ) | ♦10Normal ♥12Hard ♠16Elite ●♦33Epic Normal ●♥37Epic Hard ●♠59Epic Elite | Elemental | Earth Elemental |
Falrinth ( view • edit ) | ♦10Normal ♥12Hard ♠15Elite ●♥42Epic Hard ●♠67Epic Elite | Humanoid | Human |
Fire Mephit ( view • edit ) | ♦3Normal ♥5Hard ♠8Elite OR Summoned by another mephit: ♦3Normal ♥3Hard ♠3Elite | Fire Outsider | Mephit |
Gargoyle Colossus ( view • edit ) | ♦9Normal ♥11Hard ♠14Elite ●♥36Epic Hard | Monstrous Humanoid | Gargoyle |
Garkoth the Wiley ( view • edit ) | ♦9Normal ♥11Hard ♠14Elite ●♥37Epic Hard ●♠57Epic Elite | Reptilian | Troglodyte |
Goristro Barbarian ( view • edit ) | ♦10Normal ♥12Hard ♠15Elite ●♦33Epic Normal ●♥37Epic Hard ●♠59Epic Elite | Evil Outsider | Demon |
Greater Fire Mephit ( view • edit ) | ♦6Normal ♥8Hard ♠11Elite ●♦22Epic Normal ●♥27Epic Hard OR Summoned by another mephit: ♠6Elite | Fire Outsider | Mephit |
Greater Sand Mephit ( view • edit ) | ♦6Normal ♥8Hard ♠11Elite ●♦19Epic Normal ●♥27Epic Hard | Earth Outsider | Mephit |
Half-Orc Crossbowman ( NoPic • edit ) | Orc | Half-Orc | |
Harpy Matriarch ( view • edit ) | ♦9Normal ●♦34Epic Normal ●♥39Epic Hard | Monstrous Humanoid | Harpy |
Hartsch ( view • edit ) | ♦7Normal ♥9Hard | Humanoid | Human |
Kelno the Prefect ( view • edit ) | ♦10Normal ♥12Hard ♠15Elite ●♦37Epic Normal ●♥42Epic Hard ●♠74Epic Elite | Humanoid | Human |
Kirmudy the Bleak ( view • edit ) | ♦10Normal ♥12Hard ♠15Elite ●♦38Epic Normal | Undead | Lich |
Kriitch ( view • edit ) | ♦10Normal ♥12Hard ♠15Elite ●♠59Epic Elite | Evil Outsider | Demon |
Living Pool ( view • edit ) | ♦10Normal ♥12Hard ♠15Elite ●♦33Epic Normal ●♥37Epic Hard ●♠59Epic Elite | Ooze | Gelatinous Cube |
Nar'Azmath ( view • edit ) | ♦10Normal ●♥39Epic Hard | Giant | Ogre |
Nodeborn Air Mephit ( view • edit ) | ♦5Normal ♥7Hard | Air Outsider | Mephit |
Nodeborn Fire Mephit ( view • edit ) | ♦5Normal ♥7Hard ●♦32Epic Normal ●♥36Epic Hard | Fire Outsider | Mephit |
Nodeborn Sand Mephit ( view • edit ) | ♦5Normal ♥7Hard ♠10Elite ●♦28Epic Normal | Earth Outsider | Mephit |
Ogre Commander ( view • edit ) | ♦9Normal ♥11Hard ♠14Elite ●♦35Epic Normal ●♥39Epic Hard ●♠44Epic Elite | Giant | Ogre |
Ogre Lackey ( view • edit ) | ♦7Normal ♥9Hard ♠12Elite ●♦30Epic Normal | Giant | Ogre |
Ogre Leader (red-named) ( view • edit ) | ♦10Normal ♥13Hard | Giant | Ogre |
Oolgrist ( view • edit ) | ♦9Normal ♥11Hard ♠14Elite ●♥36Epic Hard | Giant | Troll |
Orc Sentry ( view • edit ) | ♦7Normal ♥9Hard ♠12Elite ●♦30Epic Normal | Orc | Orc |
Orc Shaman ( view • edit ) | ♦7Normal ♥9Hard ♠12Elite ●♦30Epic Normal | Orc | Orc |
Orc Tracker ( view • edit ) | ♦7Normal ♥9Hard ♠12Elite ●♦30Epic Normal | Orc | Orc |
Prefect Alrrem ( view • edit ) | ♦10Normal ♥12Hard ♠15Elite ●♥42Epic Hard ●♠67Epic Elite | Humanoid | Human |
Ranging Bandit ( view • edit ) | ♦7Normal ♥9Hard ♠12Elite ●♦34Epic Normal | Humanoid | Human |
Rasskar ( view • edit ) | ♦9Normal ♥11Hard | Reptilian | Lizardfolk |
Romag ( view • edit ) | ♦7Normal ♥9Hard ♠12Elite ●♥39Epic Hard ●♠62Epic Elite | Humanoid | Human |
Roving Bandit ( view • edit ) | ♦7Normal ♥9Hard ♠12Elite | Humanoid | Human |
S'Kara ( view • edit ) | ♦10Normal ♥12Hard ♠15Elite ●♦34Epic Normal ●♥37Epic Hard | Monstrous Humanoid | Medusa |
Slag ( view • edit ) | ♦10Normal ♠15Elite ●♦33Epic Normal ●♥37Epic Hard | Elemental | Earth Elemental |
Spider Nest ( view • edit ) | ♦9Normal ♥11Hard ●♥36Epic Hard | Construct | Inanimate Object |
Spiritrunner ( view • edit ) | ♦10Normal ♥12Hard ♠15Elite ●♦23Epic Normal | Monstrous Humanoid | Minotaur |
Starved Griffon ( view • edit ) | ♦8Normal ♥10Hard ●♦31Epic Normal | Magical Beast | Griffon |
Swordbeak ( view • edit ) | ♦9Normal ♥11Hard ♠14Elite ●♦32Epic Normal ●♥36Epic Hard | Magical Beast | Owlbear |
Temple Air Elemental ( view • edit ) | ♦10Normal ♥12Hard ♠15Elite ●♥37Epic Hard ●♠59Epic Elite | Elemental | Air Elemental |
Temple Cleric ( view • edit ) | ♦7Normal ♥9Hard ♠12Elite ●♦34Epic Normal | Humanoid | Human |
Temple Cultist ( view • edit ) | ♦6Normal ♥8Hard ♠10Elite ●♦32Epic Normal | Humanoid | Human |
Temple Fire Elemental ( view • edit ) | ♦10Normal ♥12Hard ♠15Elite ●♥37Epic Hard ●♠59Epic Elite | Elemental | Fire Elemental |
Temple Gargoyle ( view • edit ) | ♦7Normal ♥9Hard | Monstrous Humanoid | Gargoyle |
Temple Guard ( view • edit ) | ♦7Normal ♥9Hard ♠12Elite ●♦34Epic Normal | Humanoid | Human |
Temple Harpy ( view • edit ) | ♦7Normal ♥9Hard ●♥34Epic Hard | Monstrous Humanoid | Harpy |
Temple Salamander ( view • edit ) | ♦9Normal ♥11Hard | Evil Outsider | Salamander |
Temple Umber Hulk ( view • edit ) | ♥11Hard | Aberration | Umber Hulk |
Temple Warrior ( view • edit ) | ♦7Normal ♥9Hard ♠12Elite ●♦34Epic Normal | Humanoid | Human |
Temple Water Elemental ( view • edit ) | ♦10Normal ♥12Hard ♠16Elite ●♥37Epic Hard ●♠59Epic Elite | Elemental | Water Elemental |
Turnkey (human) ( view • edit ) | ♠12Elite | Humanoid | Human |
Vigilant Sword ( view • edit ) | ♦10Normal ●♥37Epic Hard | Construct | Helmed Horror |
Wadsworth ( view • edit ) | ♥12Hard | Ooze | Gelatinous Cube |
Wergil ( view • edit ) | ♦10Normal ♥12Hard ●♥37Epic Hard | Goblinoid | Bugbear |
Wight Chanter ( view • edit ) | ♦7Normal ♥9Hard ♠12Elite | Undead | Wight |
Xirma Vo ( view • edit ) | ♦10Normal ♥12Hard ♠15Elite ●♥39Epic Hard | Monstrous Humanoid | Sahuagin |
See Also: Temple of Elemental Evil Part Two