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Temple of Elemental Evil Part Two
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 Two is the 2nd quest in The Gatekeepers and the Temple story arc![]() 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 |
The lowest level of the Temple of Elemental Evil surely leads to the malefic force that controls it.
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Temple of Elemental Evil Part Two | |
Heroic level: | 7 |
Epic level: | 30 |
Duration: | long |
Heroic XP: | ♣2,940Solo/Casual ♦5,220Normal ♥5,540Hard ♠5,860Elite |
Epic XP: | ♣20,964Solo/Casual ♦35,853Normal ♥36,765Hard ♠37,677Elite |
Takes place in: | Lower Temple |
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 |
Extreme Challenge: | No |
Overview
To enter this quest, you must first complete Part One. You can then continue with Part Two directly from there, or you can recall and enter later from the Hall of Heroes.
- Once you have completed Part One, you may re-enter Part Two as you wish, no re-flagging is necessary.
Spoiler Warning: Spoiler material below this point!
Objectives
- Reach the innermost depths of the Temple of Elemental Evil
- Find the Commanders of the Greater Temple
- Find one of the Node Portal Gems hidden within the Elemental Nodes
- (Optional) Find the Air Node Portal Gem in the Fire Node Heroic — Bonus (6%): Heroic( ♣176 ♦313 ♥332 ♠352 ) Epic( ♣1,258 ♦2,151 ♥2,206 ♠2,261 )
- (Optional) Find the Earth Node Portal Gem in the Water Node — Bonus (6%): Heroic( ♣176 ♦313 ♥332 ♠352 ) Epic( ♣1,258 ♦2,151 ♥2,206 ♠2,261 )
- (Optional) Find the Fire Node Portal Gem in the Earth Node — Bonus (6%): Heroic( ♣176 ♦313 ♥332 ♠352 ) Epic( ♣1,258 ♦2,151 ♥2,206 ♠2,261 )
- (Optional) Find the Water Node Portal Gem in the Air Node — Bonus (6%): Heroic( ♣176 ♦313 ♥332 ♠352 ) Epic( ♣1,258 ♦2,151 ♥2,206 ♠2,261 )
- (Optional) Slay Cragmore the Adamant — Bonus (18%): Heroic( ♣529 ♦940 ♥997 ♠1,055 ) Epic( ♣3,774 ♦6,454 ♥6,618 ♠6,782 )
- (Optional) Slay Dirgo Skysplitter — Bonus (18%): Heroic( ♣529 ♦940 ♥997 ♠1,055 ) Epic( ♣3,774 ♦6,454 ♥6,618 ♠6,782 )
- (Optional) Slay Frall the Burning — Bonus (18%): Heroic( ♣529 ♦940 ♥997 ♠1,055 ) Epic( ♣3,774 ♦6,454 ♥6,618 ♠6,782 )
- (Optional) Slay Hyrelgas the Green Dragon — Bonus (24%): Heroic( ♣706 ♦1,253 ♥1,330 ♠1,406 ) Epic( ♣5,031 ♦8,605 ♥8,824 ♠9,042 )
- (Optional) Slay Jotun Rimeblade — Bonus (18%): Heroic( ♣529 ♦940 ♥997 ♠1,055 ) Epic( ♣3,774 ♦6,454 ♥6,618 ♠6,782 )
- (Optional) Slay Periron the Red Dragon — Bonus (24%): Heroic( ♣706 ♦1,253 ♥1,330 ♠1,406 ) Epic( ♣5,031 ♦8,605 ♥8,824 ♠9,042 )
- (Optional) Slay Senshock — Bonus (18%): Heroic( ♣529 ♦940 ♥997 ♠1,055 ) Epic( ♣3,774 ♦6,454 ♥6,618 ♠6,782 )
- (Optional) Slay Supreme Commander Hedrack — Bonus (18%): Heroic( ♣529 ♦940 ♥997 ♠1,055 ) Epic( ♣3,774 ♦6,454 ♥6,618 ♠6,782 )
- (Optional) Slay Tempest — Bonus (18%): Heroic( ♣529 ♦940 ♥997 ♠1,055 ) Epic( ♣3,774 ♦6,454 ♥6,618 ♠6,782 )
- (Optional) Slay Vyman the White Dragon — Bonus (24%): Heroic( ♣706 ♦1,253 ♥1,330 ♠1,406 ) Epic( ♣5,031 ♦8,605 ♥8,824 ♠9,042 )
- (Optional) Defeat 10 enemies in the Temple — Bonus (3%): Heroic( ♣88 ♦157 ♥166 ♠176 ) Epic( ♣629 ♦1,076 ♥1,103 ♠1,130 )
- (Optional) Defeat 25 total enemies in the Temple — Bonus (7%): Heroic( ♣206 ♦365 ♥388 ♠410 ) Epic( ♣1,467 ♦2,510 ♥2,574 ♠2,637 )
- (Optional) Defeat 50 total enemies in the Temple — Bonus (15%): Heroic( ♣441 ♦783 ♥831 ♠879 ) Epic( ♣3,145 ♦5,378 ♥5,515 ♠5,652 )
- (Optional) Defeat 100 total enemies in the Temple — Bonus (35%): Heroic( ♣1,029 ♦1,827 ♥1,939 ♠2,051 ) Epic( ♣7,337 ♦12,549 ♥12,868 ♠13,187 )
- (Optional) Defeat 200 total enemies in the Temple — Bonus (60%): Heroic( ♣1,764 ♦3,132 ♥3,324 ♠3,516 ) Epic( ♣12,578 ♦21,512 ♥22,059 ♠22,606 )
- (Optional) Defeat 400 total enemies in the Temple — Bonus (120%): Heroic( ♣3,528 ♦6,264 ♥6,648 ♠7,032 ) Epic( ♣25,157 ♦43,024 ♥44,118 ♠45,212 )
- (Optional) Defeat 750 total enemies in the Temple — Bonus (230%): Heroic( ♣6,762 ♦12,006 ♥12,742 ♠13,478 ) Epic( ♣48,217 ♦82,462 ♥84,560 ♠86,657 )
- (Optional) Defeat 1500 total enemies in the Temple — Bonus (340%): Heroic( ♣9,996 ♦17,748 ♥18,836 ♠19,924 ) Epic( ♣71,278 ♦121,900 ♥125,001 ♠128,102 )
- (Optional) Defeat 3000 total enemies in the Temple — Bonus (400%): Heroic( ♣11,760 ♦20,880 ♥22,160 ♠23,440 ) Epic( ♣83,856 ♦143,412 ♥147,060 ♠150,708 )
- (Optional) Rescue Ashrem from the Elemental Node — Bonus (12%): Heroic( ♣353 ♦626 ♥665 ♠703 ) Epic( ♣2,516 ♦4,302 ♥4,412 ♠4,521 )
- (Optional) Rescue Darley from the Elemental Node — Bonus (12%): Heroic( ♣353 ♦626 ♥665 ♠703 ) Epic( ♣2,516 ♦4,302 ♥4,412 ♠4,521 )
- (Optional) Rescue Grank from the Elemental Node — Bonus (12%): Heroic( ♣353 ♦626 ♥665 ♠703 ) Epic( ♣2,516 ♦4,302 ♥4,412 ♠4,521 )
- (Optional) Rescue Jaer from the Elemental Node — Bonus (12%): Heroic( ♣353 ♦626 ♥665 ♠703 ) Epic( ♣2,516 ♦4,302 ♥4,412 ♠4,521 )
- (Optional) Rescue Sargen from the Elemental Node — Bonus (12%): Heroic( ♣353 ♦626 ♥665 ♠703 ) Epic( ♣2,516 ♦4,302 ♥4,412 ♠4,521 )
- (Optional) Rescue Taki from the Elemental Node — Bonus (12%): Heroic( ♣353 ♦626 ♥665 ♠703 ) Epic( ♣2,516 ♦4,302 ♥4,412 ♠4,521 )
- (Optional) Find all of the Part Two Audio Commentaries (16) — Bonus (42%): Heroic( ♣1,235 ♦2,192 ♥2,327 ♠2,461 ) Epic( ♣8,805 ♦15,058 ♥15,441 ♠15,824 )
What to Expect
- Large spawns, instant dungeon alert. (Reduced in U25 Patch 1, now much rarer, unless using hirelings/summons.)
Known Traps
Type | Description
|
---|---|
Acid | Random, appear in clusters. Pressure plates with acid damage in an AoE (~370 on EE) |
Cold | Random, appear in clusters. Pressure plates with cold damage in an AoE (~370 on EE) |
Electrical | Random, appear in clusters. Pressure plates with electrical damage in an AoE (~370 on EE) |
Fire | Random, appear in clusters. Pressure plates with fire damage in an AoE (~370 on EE) |
Mechanical | Random, appear in clusters. Bear traps |
Sonic | Random, appear in clusters. Pressure plates with sonic damage in an AoE (~370 on EE) |
- The traps are avoidable, and it takes many many traps to gain the XP bonus.
Tips and Misc
- A typical run can easily net several hundred kills, with a complete sweep of all the shrines and nodes closer to 1,000. Prepare accordingly.
- The southeast corner of the entrance area contains many breakables, usually enough for Ransack bonus.
- You can sometimes use ← Backspace from behind walls / closed doors to check for chests and mysterious altars in optional areas.
- When in the various elemental nodes, use the obvious resists (including cold for Water) and their reverse for weapons/spells.
- Note that in the Fire node, Efreeti add Lightning Bolts to the mix.
- In the Water node, there are ample airpockets for breathing - water-breathing is not necessary (although Merfolk's Blessing may be handy to speed things up).
- Important note for stealth players: Nodebound Fire Bats DO NOT have Tremor Sense on Heroic difficulties. This is unconfirmed for Epic. The elemental oozes, however, DO have Tremor Sense.
Walkthrough
- Explore the side rooms until you find a Door Seal Key.
- (Located in the northeast corner of the eastern wing of the "Promenade" area. You must pass through either of two secret doors to reach it.)
- Slot the crest to open the way north.
- Kill two named priests.
- The DM will give you a very clear hint to explore a particular elemental shrine, east or west.
- The shrine entrances (and maps 2-5, above) are in the following order, from north to south: water, fire, air, earth.
- There is a chest (with ToEE ingredients) at the top of the dais, but don't relax - there are some oozes, and an even bigger fight can follow the death of the priests.
- Go to the designated elemental shrine, enter the elemental node (see appropriate map, above) via the portal rune, and find the portal gem (5 possible random locations, see maps).
- Loot the chest - the portal to Zuggtmoy is a point of no return (without Dimension Door).
- Optional - Go to the other nodes and find and collect the gems there.
- Note - Any gem you find will not match the elemental node you are currently on. However, the barrier to Zuggtmoy will be lowered on the current map once you find whatever gem is on your node.
- Proceed into the portal to Zuggtmoy on that same elemental node, kill the elemental and minions.
- Use the Portal and proceed west to Zuggtmoy's Chambers. Kill Zuggtmoy.
End fight
- The end fight on heroic can be a challenge even for characters approaching epic levels.
- Zuggtmoy and her summoned demons use a variety of elemental and poison attacks - fire, acid, lightning, cold and poison resists are all helpful.
- After you approach Zuggtmoy, she has a short speech, allowing you to finish buffing. Shortly after she says "No matter...", it's game on.
- The entire room is covered by a damage-over-time effect dealing acid damage and stacking up to ten times. Occasionally a Toxic Mushroom spawns which probably increases the damage, kill it. Occasionally a purple Cleansing Mushroom spawns, interact with it to remove the stacks.
- Zuggtmoy spawns trash multiple times per fight (at 75/50/25% hp?). She usually has a shield up until trash dies. First wave is dretches, second adds some hezrous, third includes a red named Goristro.
- She has an AoE special attack, high damage and stun. There will be waves on the ground just before this attack. You can avoid the attack by getting behind the blue Sheltering Mushrooms. Spell Absorption items absorb the damage, but not the stun.
- Bug: Standing outside of the area with the barrier does not protect you from this effect. Unsure if this is WAI, but it's very frustrating to a recovering party to be wiped before reentering the fight.[1]
- Zuggtmoy's Earthquake spell can take you completely out of the equation. Bring high reflex save or knockdown immunity (e.g., from Unyielding Sentinel stance). Also note, arcane casters can dispel the effect by casting Gust of Wind onto the area.
- Destruction is another of her favorite and devastating attacks.
- After the fight, a barrier of vines to the west must be bashed down to proceed to complete the quest and collect the end chest.
Audio commentaries
- 201-216 See maps.
Bonus XP
- Discreet bonus: 126 or fewer monsters killed +5% Bonus.( ♣147 ♦261 ♥277 ♠293 )
- Aggression bonus: 122 or more monsters killed +10% Bonus.( ♣294 ♦522 ♥554 ♠586 )
- Observance bonus: 1 or more secret door discovered +8% Bonus.( ♣235 ♦418 ♥443 ♠469 )
- Perception bonus: 3 or more secret doors discovered +10% Bonus.( ♣294 ♦522 ♥554 ♠586 )
- Mischief bonus: 29 or more breakables smashed +8% Bonus.( ♣235 ♦418 ♥443 ♠469 )
- Vandal bonus: 38 or more breakables smashed +10% Bonus.( ♣294 ♦522 ♥554 ♠586 )
- Ransack bonus: 47 or more breakables smashed +15% Bonus.( ♣441 ♦783 ♥831 ♠879 )
Loot
- Chests: Many
- Entrance Area
- One locked in the South-west corner of the east wing, behind a stack of boxes (no named/crafted items).
- One guaranteed, multiple possible for defeating random Ogre Leaders (no named/crafted items)
- Red named Hedrack and Senshock can spawn (can drop named/crafted)
- Randomly spawning locked chest (can drop named/crafted)
- Small chests appear around the buffing altars (Yellow Mushrooms guaranteed)
- One guaranteed for defeating the two commanders of the Greater Temple (Yellow Mushrooms guaranteed, can dropped named/crafted)
- Elemental Nodes
- Each area can spawn several red named, including the dragons (guaranteed drop of Colored Mushrooms)
- Each NPC rescue optional spawns a small chest (always contain Yellow Mushrooms)
- Each node has its end-of-the-part chest (guaranteed drop of Colored Mushrooms, can contain respective elemental armor/docents also)
- End Chest
- One for defeating Zuggtmoy (can drop named/crafted items; drops +6 to +7 Upgrade Tomes on EE; may contain (Epic) Mushroom Cap)
- One optional chest for doing all elemental nodes (May contain (Epic) Elemental Victory)
- NPC rewards: No regular quest reward list granted. Story arc reward list is available after completing both Part One and Part Two. Unlike some story arcs, not every named item becomes available at the end of the third completion.
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 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
- 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)
- 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)
Heroic
- 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
- 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.
Monsters
Name ( picture ) | CR | Type | Race |
---|---|---|---|
Barkinar ( view • edit ) | ♦9Normal ♥11Hard ♠14Elite ●♦35Epic Normal ●♥41Epic Hard ●♠65Epic Elite | Humanoid | Human |
Cragmore the Adamant ( view • edit ) | ♥12Hard ♠15Elite | Giant | Giant |
Deggum ( view • edit ) | ♦9Normal ♥11Hard ♠14Elite ●♦35Epic Normal ●♥41Epic Hard ●♠65Epic Elite | Elf | Half-Elf |
Dirgo Skysplitter ( view • edit ) | ♠15Elite ●♥37Epic Hard | Giant | Giant |
Earth Temple Elemental ( view • edit ) | ♦10Normal ♥12Hard ♠16Elite ●♦33Epic Normal ●♥37Epic Hard ●♠59Epic Elite | Elemental | Earth Elemental |
Frall the Burning ( view • edit ) | ♠15Elite ●♦34Epic Normal | Giant | Giant |
Goristro Barbarian ( view • edit ) | ♦10Normal ♥12Hard ♠15Elite ●♦36Epic Normal ●♥37Epic Hard ●♠59Epic Elite | Evil Outsider | Demon |
Greater Air Mephit ( view • edit ) | ♦6Normal ♥8Hard ♠11Elite ●♦22Epic Normal ●♥27Epic Hard ●♠40Epic Elite OR Summoned by another mephit: ♠6Elite | Air Outsider | Mephit |
Greater Fire Mephit ( view • edit ) | ♦6Normal ♥8Hard ♠11Elite ●♦22Epic Normal ●♥27Epic Hard OR Summoned by another mephit: ♠6Elite | Fire Outsider | Mephit |
Greater Ice Mephit ( view • edit ) | ♦6Normal ♥8Hard ♠11Elite OR Summoned by another mephit: ♠6Elite | Air Outsider | Mephit |
Greater Sand Mephit ( view • edit ) | ♦6Normal ♥8Hard ♠11Elite | Earth Outsider | Mephit |
Hyrelgas ( view • edit ) | ♠17Elite | Dragon | Green Dragon |
Jotun Rimeblade ( view • edit ) | ♦10Normal ♥12Hard ♠15Elite ●♥37Epic Hard | Giant | Giant |
Large Noxious Crystal Ooze ( view • edit ) | ♦7Normal ♥9Hard ●♥34Epic Hard | Ooze | Gray Ooze |
Large Noxious Gray Ooze ( view • edit ) | ♦7Normal ♥9Hard ♠13Elite ●♥34Epic Hard | Ooze | Gray Ooze |
Marine Ghoul ( view • edit ) | ♦8Normal ♥10Hard ♠13Elite | Undead | Ghoul |
Nodeborn Air Elemental ( view • edit ) | ♦7Normal ♥9Hard | Elemental | Air Elemental |
Nodeborn Air Mephit ( view • edit ) | ♦5Normal ♥7Hard | Air Outsider | Mephit |
Nodeborn Earth Elemental ( view • edit ) | ♦7Normal ♥9Hard ♠13Elite | Elemental | Earth Elemental |
Nodeborn Fire Elemental ( view • edit ) | ♦7Normal ♥9Hard ●♦34Epic Normal ●♥38Epic Hard | Elemental | Fire Elemental |
Nodeborn Fire Mephit ( view • edit ) | ♦5Normal ♥7Hard ●♦32Epic Normal ●♥36Epic Hard | Fire Outsider | Mephit |
Nodeborn Ice Elemental ( view • edit ) | ♦7Normal ♥9Hard ♠12Elite | Elemental | Ice Elemental |
Nodeborn Ice Mephit ( view • edit ) | ♦5Normal ♥7Hard ♠10Elite | Air Outsider | Mephit |
Nodeborn Invisible Stalker ( view • edit ) | ♦7Normal ♥9Hard | Elemental | Invisible Stalker |
Nodeborn Mudman ( view • edit ) | ♦7Normal ♥9Hard ♠13Elite | Elemental | Muckman |
Nodeborn Sand Mephit ( view • edit ) | ♦5Normal ♥7Hard ♠10Elite ●♦28Epic Normal | Earth Outsider | Mephit |
Nodeborn Water Elemental ( view • edit ) | ♦7Normal ♥9Hard | Elemental | Water Elemental |
Nodebound Djinni ( view • edit ) | ♦8Normal ♥10Hard ♠12Elite | Air Outsider | Djinn |
Nodebound Efreeti ( view • edit ) | ♦8Normal ♥10Hard ●♦34Epic Normal ●♥38Epic Hard | Evil Outsider | Efreet |
Nodebound Fire Bat ( view • edit ) | ♦5Normal ♥7Hard ●♦28Epic Normal ●♥32Epic Hard | Animal | Bat |
Nodebound Salamander ( view • edit ) | ♦8Normal ♥10Hard ♠13Elite ●♦31Epic Normal ●♥36Epic Hard | Evil Outsider | Salamander |
Ogre Chieftan ( view • edit ) | ♦10Normal ♥12Hard ●♦36Epic Normal ●♠59Epic Elite | Giant | Ogre |
Ogre Commander ( view • edit ) | ♦9Normal ♥11Hard ♠14Elite ●♦35Epic Normal | Giant | Ogre |
Ogre Lackey ( view • edit ) | ♦8Normal ♥9Hard ♠12Elite ●♦30Epic Normal | Giant | Ogre |
Ogre Leader (red-named) ( view • edit ) | ♦10Normal ♥13Hard | Giant | Ogre |
Orc Sentry ( view • edit ) | ♦7Normal ♥10Hard ♠13Elite ●♦30Epic Normal ●♠43Epic Elite | Orc | Orc |
Orc Shaman ( view • edit ) | ♦7Normal ♥10Hard ♠12Elite ●♦30Epic Normal ●♠43Epic Elite | Orc | Orc |
Orc Tracker ( view • edit ) | ♦7Normal ♥10Hard ♠13Elite ●♦30Epic Normal ●♠43Epic Elite | Orc | Orc |
Periron ( view • edit ) | ♦10Normal ♠17Elite ●♦37Epic Normal ●♥41Epic Hard | Dragon | Red Dragon |
Ravenous Dretch ( view • edit ) | ♦7Normal ♥9Hard ●♦30Epic Normal ●♠38Epic Elite | Evil Outsider | Demon |
Ravenous Hezrou ( view • edit ) | ♦9Normal ♥11Hard ●♦35Epic Normal | Evil Outsider | Demon |
Sahuagin Hunter ( view • edit ) | ♦7Normal ♥9Hard ♠12Elite | Monstrous Humanoid | Sahuagin |
Sahuagin Temple Priestess ( view • edit ) | ♦8Normal ♥10Hard ♠13Elite | Monstrous Humanoid | Sahuagin |
Senshock ( view • edit ) | ♦10Normal ♠15Elite ●♦36Epic Normal ●♥42Epic Hard | Humanoid | Human |
Starved Griffon ( view • edit ) | ♦8Normal ♥10Hard ●♦31Epic Normal | Magical Beast | Griffon |
Supreme Commander Hedrack ( view • edit ) | ♠15Elite ●♥42Epic Hard | Humanoid | Human |
Tempest ( view • edit ) | ♥12Hard ♠16Elite ●♥39Epic Hard | Elemental | Air Elemental |
Temple Air Elemental ( view • edit ) | ♦10Normal ♥12Hard ♠15Elite ●♥37Epic Hard ●♠59Epic Elite | Elemental | Air Elemental |
Temple Cleric ( view • edit ) | ♦8Normal ♥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 ) | ♦8Normal ♥9Hard ♠13Elite ●♦34Epic Normal | Monstrous Humanoid | Gargoyle |
Temple Guard ( view • edit ) | ♦8Normal ♥9Hard ♠13Elite ●♦34Epic Normal | Humanoid | Human |
Temple Harpy ( view • edit ) | ♦7Normal ♥9Hard ♠12Elite ●♥34Epic Hard | Monstrous Humanoid | Harpy |
Temple Hellhound ( view • edit ) | ♦7Normal ♥9Hard ●♦33Epic Normal ●♥37Epic Hard | Magical Beast | Hellhound |
Temple Rust Monster ( view • edit ) | ♦8Normal ♥10Hard ♠13Elite | Aberration | Rust Monster |
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 ) | ♦11Normal ♥12Hard ♠16Elite ●♥37Epic Hard ●♠59Epic Elite | Elemental | Water Elemental |
The Cook ( view • edit ) | ♦9Normal ♥11Hard ♠14Elite ●♦35Epic Normal ●♥36Epic Hard | Giant | Ogre |
Toxic Mushroom ( view • edit ) | ♦7Normal ♥9Hard ♠12Elite ●♦30Epic Normal ●♥34Epic Hard | Plant | Plant Creature |
Umber Hulk ( view • edit ) | ♦8Normal ♥10Hard ♠13Elite | Aberration | Umber Hulk |
Vyman ( view • edit ) | ♦10Normal ♠15Elite | Dragon | White Dragon |
Will-o'-Wisp ( view • edit ) | ♦9Normal ♠12Elite ●♦20Epic Normal | Aberration | Will o' Wisp |
Zuggtmoy ( view • edit ) | ♦10Normal ♥12Hard ♠15Elite ●♦38Epic Normal ●♥42Epic Hard ●♠83Epic Elite | Plant | Plant Creature |
- History
- The Gatekeepers and the Temple chain quests
- The Temple of Elemental Evil quests
- Epic quests
- Long quests
- Lower Temple quests
- The Gatekeepers' Grove quests
- The Gatekeepers patron quests
- Pay to Play quests
- Quests giving acid trap parts
- Quests giving cold trap parts
- Quests giving electrical trap parts
- Quests giving fire trap parts
- Quests giving mechanical trap parts
- Quests giving sonic trap parts
- Game bugs
- Quests with collectables/none
- Quests by name
- Compendium:Level 7 (30 epic) quests
- Level 30 quests
- Level 7 quests
- Quests with 5 base favor reward
- Quests with maps
- Quests with more than one map
- Historical quests
DDOwiki maintenance categories
DDOwiki meta > DDOwiki metacategories
DDOwiki metacategories
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Root > DDOwiki meta > DDOwiki metacategories > Quests > Quests by duration > Long quests
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Root > DDOwiki meta > DDOwiki metacategories > Quests > Quests by level > DDO Compendium
Root > DDOwiki meta > DDOwiki metacategories > Quests > Quests by level > Level 30 quests
Root > DDOwiki meta > DDOwiki metacategories > Quests > Quests by level > Level 7 quests
Root > DDOwiki meta > DDOwiki metacategories > Quests > Quests by location > The Gatekeepers' Grove quests
Root > DDOwiki meta > DDOwiki metacategories > Quests > Quests by location > The Temple of Elemental Evil quests
Root > DDOwiki meta > DDOwiki metacategories > Quests > Quests by name
Root > DDOwiki meta > DDOwiki metacategories > Quests > Quests by patron > The Gatekeepers patron quests
Root > DDOwiki meta > DDOwiki metacategories > Quests > Quests by story arc > The Gatekeepers and the Temple chain quests
Root > DDOwiki meta > DDOwiki metacategories > Quests > Quests by zone > Lower Temple quests