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The story as told by Bagnam the Gatekeeper: "... help the Gatekeepers find the Mysterious Remnants that have suddenly appeared throughout our world. If they fall into the wrong hands they could spell ruin for us all!
We have found a very high concentration of these Remnants, and we need skilled adventurers to help us retrieve them.
The Remnants share an affinity. You might say they call out to one another. We have been able to use this property to construct a portal to a place where we have detected an unusually large number of the Remnants.
But this place - it is called The Temple of Elemental Evil - is quite dangerous. Rather than put our research at risk, it seems wiser to send someone more accustomated to such risks. ...
Front yard - pass-through zoneTemple Grounds - Access to quests
All quests in The Temple of Elemental Evil adventure pack are accessed from inside this public area, which can be accessed from a portal in The Gatekeepers' Grove next to Bagnam the Gatekeeper.
Points of interest:
Story arcs
Elmo - bestows the Temple of Elemental Evil: Part One story arc
Canon Terjon - bestows the Temple of Elemental Evil: Part Two story arc
The first arc is started by talking to Elmo: There are evil forces stirring in the Temple of Elemental Evil, aided by the sudden appearance of Mysterious Remnants inside.
The second arc is started by talking to Canon Terjon, but can only be accessed after completing the first arc: Zuggtmoy still lives, bound by strong magic in the depths of the Temple of Elemental Evil.
(Note: As SSG did not have the rights to the Greyhawk setting when this pack originally came out, this chain is setting-agnostic, unlike future Greyhawk release Sinister Secret of Saltmarsh. While your character is in the Temple itself, the character display screen will treat your character as being in the Forgotten Realms.)
The quests feature randomly spawning mysterious altars. Clicking the altar buffs your character and hirelings if they are ordered to use it. The buffs act like the classic ship buffs in that they cannot be dispelled, persist though rest, disappear on death/leaving quest, and have a 1-hour duration. Altars have a moderate cooldown before a specific person can use it again; however, one person using an altar does not deactivate it for others, so all group members (including hirelings) can benefit from the effect at the same time. Usually a strongbox is located next to the altar.
Since Update 56, ToEE Crafting is largely discontinued. Base items and ingredients no longer drop. Those with pre-existing stocks of the items and ingredients can still upgrade them using the anvil in the Temple Grounds public area.
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.)
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 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.
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.)
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.
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.
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.
Temple's TempestTemple's Tempest: 2 Pieces Equipped: +5 Artifact Bonus to Melee and Ranged Power +10 Artifact Bonus to Electric Spell Power +10 Artifact Bonus to Magical Resistance Rating
Electric Absorption +18% Electric Absorption +18%: Passive: 18% Enhancement Bonus to Electric Absorption. (Absorption reduces damage from an element by a percentage, after resistance have been taken into account.)
BlurryBlurry: Equipping this item causes you to become slightly blurry. Attacks from enemies have a 20% chance to miss you due to concealment.
Temple's TempestTemple's Tempest: 2 Pieces Equipped: +5 Artifact Bonus to Melee and Ranged Power +10 Artifact Bonus to Electric Spell Power +10 Artifact Bonus to Magical Resistance Rating
Legendary Temple's TempestLegendary Temple's Tempest: 2 Pieces Equipped: +15 Artifact Bonus to Melee and Ranged Power +30 Artifact Bonus to Electric Spell Power +30 Artifact Bonus to Magical Resistance Rating
Electric Absorption +36% Electric Absorption +36%: Passive: 36% Enhancement Bonus to Electric Absorption. (Absorption reduces damage from an element by a percentage, after resistance have been taken into account.)
Lesser DisplacementLesser Displacement: Equipping this item causes light to distort around you. Attacks from enemies have a 25% chance to miss you due to concealment.
Legendary Temple's TempestLegendary Temple's Tempest: 2 Pieces Equipped: +15 Artifact Bonus to Melee and Ranged Power +30 Artifact Bonus to Electric Spell Power +30 Artifact Bonus to Magical Resistance Rating
Electric Absorption +36% Electric Absorption +36%: Passive: 36% Enhancement Bonus to Electric Absorption. (Absorption reduces damage from an element by a percentage, after resistance have been taken into account.)
Lesser DisplacementLesser Displacement: Equipping this item causes light to distort around you. Attacks from enemies have a 25% chance to miss you due to concealment.
Legendary Temple's TempestLegendary Temple's Tempest: 2 Pieces Equipped: +15 Artifact Bonus to Melee and Ranged Power +30 Artifact Bonus to Electric Spell Power +30 Artifact Bonus to Magical Resistance Rating
Electric Absorption +36% Electric Absorption +36%: Passive: 36% Enhancement Bonus to Electric Absorption. (Absorption reduces damage from an element by a percentage, after resistance have been taken into account.)
BlurryBlurry: Equipping this item causes you to become slightly blurry. Attacks from enemies have a 20% chance to miss you due to concealment.
Legendary Temple's TempestLegendary Temple's Tempest: 2 Pieces Equipped: +15 Artifact Bonus to Melee and Ranged Power +30 Artifact Bonus to Electric Spell Power +30 Artifact Bonus to Magical Resistance Rating
Electric Absorption +36% Electric Absorption +36%: Passive: 36% Enhancement Bonus to Electric Absorption. (Absorption reduces damage from an element by a percentage, after resistance have been taken into account.)
Lesser DisplacementLesser Displacement: Equipping this item causes light to distort around you. Attacks from enemies have a 25% chance to miss you due to concealment.
Legendary Temple's TempestLegendary Temple's Tempest: 2 Pieces Equipped: +15 Artifact Bonus to Melee and Ranged Power +30 Artifact Bonus to Electric Spell Power +30 Artifact Bonus to Magical Resistance Rating
Electric Absorption +18% Electric Absorption +18%: Passive: 18% Enhancement Bonus to Electric Absorption. (Absorption reduces damage from an element by a percentage, after resistance have been taken into account.)
BlurryBlurry: Equipping this item causes you to become slightly blurry. Attacks from enemies have a 20% chance to miss you due to concealment.
Temple's TempestTemple's Tempest: 2 Pieces Equipped: +5 Artifact Bonus to Melee and Ranged Power +10 Artifact Bonus to Electric Spell Power +10 Artifact Bonus to Magical Resistance Rating
Electric Absorption +18% Electric Absorption +18%: Passive: 18% Enhancement Bonus to Electric Absorption. (Absorption reduces damage from an element by a percentage, after resistance have been taken into account.)
Lesser DisplacementLesser Displacement: Equipping this item causes light to distort around you. Attacks from enemies have a 25% chance to miss you due to concealment.
Temple's TempestTemple's Tempest: 2 Pieces Equipped: +5 Artifact Bonus to Melee and Ranged Power +10 Artifact Bonus to Electric Spell Power +10 Artifact Bonus to Magical Resistance Rating
Electric Absorption +18% Electric Absorption +18%: Passive: 18% Enhancement Bonus to Electric Absorption. (Absorption reduces damage from an element by a percentage, after resistance have been taken into account.)
BlurryBlurry: Equipping this item causes you to become slightly blurry. Attacks from enemies have a 20% chance to miss you due to concealment.
Temple's TempestTemple's Tempest: 2 Pieces Equipped: +5 Artifact Bonus to Melee and Ranged Power +10 Artifact Bonus to Electric Spell Power +10 Artifact Bonus to Magical Resistance Rating
Electric Absorption +18% Electric Absorption +18%: Passive: 18% Enhancement Bonus to Electric Absorption. (Absorption reduces damage from an element by a percentage, after resistance have been taken into account.)
BlurryBlurry: Equipping this item causes you to become slightly blurry. Attacks from enemies have a 20% chance to miss you due to concealment.
Temple's TempestTemple's Tempest: 2 Pieces Equipped: +5 Artifact Bonus to Melee and Ranged Power +10 Artifact Bonus to Electric Spell Power +10 Artifact Bonus to Magical Resistance Rating
Electric Absorption +36% Electric Absorption +36%: Passive: 36% Enhancement Bonus to Electric Absorption. (Absorption reduces damage from an element by a percentage, after resistance have been taken into account.)
Lesser DisplacementLesser Displacement: Equipping this item causes light to distort around you. Attacks from enemies have a 25% chance to miss you due to concealment.
Legendary Temple's TempestLegendary Temple's Tempest: 2 Pieces Equipped: +15 Artifact Bonus to Melee and Ranged Power +30 Artifact Bonus to Electric Spell Power +30 Artifact Bonus to Magical Resistance Rating
Ghostly Ghostly: Equipping this item causes you to become partially incorporeal. Your melee attacks do not roll a miss chance for Incorporeal targets. Enemy attacks have a 10% chance to miss you due to incorporeality. You receive a +5 enhancement bonus to your Hide and Move Silently skills.
Temple's TideTemple's Tide: 2 Pieces Equipped: +5 Artifact Bonus to Melee and Ranged Power +10 Artifact Bonus to Cold Spell Power -10% Artifact Bonus to Threat Reduction from all sources
Temple's InfernoTemple's Inferno: 2 Pieces Equipped: +5 Artifact Bonus to Melee and Ranged Power +10 Artifact Bonus to Fire Spell Power +5% Artifact Bonus to Helplessness Damage
Lesser DisplacementLesser Displacement: Equipping this item causes light to distort around you. Attacks from enemies have a 25% chance to miss you due to concealment.
Legendary Temple's TideLegendary Temple's Tide: 2 Pieces Equipped: +15 Artifact Bonus to Melee and Ranged Power +30 Artifact Bonus to Cold Spell Power -20% Artifact Bonus to Threat Reduction from all sources
Legendary Temple's TempestLegendary Temple's Tempest: 2 Pieces Equipped: +15 Artifact Bonus to Melee and Ranged Power +30 Artifact Bonus to Electric Spell Power +30 Artifact Bonus to Magical Resistance Rating
Legendary Temple's TideLegendary Temple's Tide: 2 Pieces Equipped: +15 Artifact Bonus to Melee and Ranged Power +30 Artifact Bonus to Cold Spell Power -20% Artifact Bonus to Threat Reduction from all sources
Temple's MonolithTemple's Monolith: 2 Pieces Equipped: +5 Artifact Bonus to Melee and Ranged Power +10 Artifact Bonus to Acid Spell Power +10 Artifact Bonus to Physical Resistance Rating
Temple's TempestTemple's Tempest: 2 Pieces Equipped: +5 Artifact Bonus to Melee and Ranged Power +10 Artifact Bonus to Electric Spell Power +10 Artifact Bonus to Magical Resistance Rating
Temple's InfernoTemple's Inferno: 2 Pieces Equipped: +5 Artifact Bonus to Melee and Ranged Power +10 Artifact Bonus to Fire Spell Power +5% Artifact Bonus to Helplessness Damage
Temple's TideTemple's Tide: 2 Pieces Equipped: +5 Artifact Bonus to Melee and Ranged Power +10 Artifact Bonus to Cold Spell Power -10% Artifact Bonus to Threat Reduction from all sources
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.)
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.)
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.
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.
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.
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.
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.)
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.
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.)
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.
Acid Absorption +18% Acid Absorption +18%: Passive: 18% Enhancement Bonus to Acid Absorption. (Absorption reduces damage from an element by a percentage, after resistance have been taken into account.)
BlurryBlurry: Equipping this item causes you to become slightly blurry. Attacks from enemies have a 20% chance to miss you due to concealment.
Temple's MonolithTemple's Monolith: 2 Pieces Equipped: +5 Artifact Bonus to Melee and Ranged Power +10 Artifact Bonus to Acid Spell Power +10 Artifact Bonus to Physical Resistance Rating
Temple's MonolithTemple's Monolith: 2 Pieces Equipped: +5 Artifact Bonus to Melee and Ranged Power +10 Artifact Bonus to Acid Spell Power +10 Artifact Bonus to Physical Resistance Rating
Acid Absorption +18% Acid Absorption +18%: Passive: 18% Enhancement Bonus to Acid Absorption. (Absorption reduces damage from an element by a percentage, after resistance have been taken into account.)
BlurryBlurry: Equipping this item causes you to become slightly blurry. Attacks from enemies have a 20% chance to miss you due to concealment.
Temple's MonolithTemple's Monolith: 2 Pieces Equipped: +5 Artifact Bonus to Melee and Ranged Power +10 Artifact Bonus to Acid Spell Power +10 Artifact Bonus to Physical Resistance Rating
Acid Absorption +36% Acid Absorption +36%: Passive: 36% Enhancement Bonus to Acid Absorption. (Absorption reduces damage from an element by a percentage, after resistance have been taken into account.)
Lesser DisplacementLesser Displacement: Equipping this item causes light to distort around you. Attacks from enemies have a 25% chance to miss you due to concealment.
Acid Absorption +36% Acid Absorption +36%: Passive: 36% Enhancement Bonus to Acid Absorption. (Absorption reduces damage from an element by a percentage, after resistance have been taken into account.)
Lesser DisplacementLesser Displacement: Equipping this item causes light to distort around you. Attacks from enemies have a 25% chance to miss you due to concealment.
Acid Absorption +36% Acid Absorption +36%: Passive: 36% Enhancement Bonus to Acid Absorption. (Absorption reduces damage from an element by a percentage, after resistance have been taken into account.)
Lesser DisplacementLesser Displacement: Equipping this item causes light to distort around you. Attacks from enemies have a 25% chance to miss you due to concealment.
Acid Absorption +36% Acid Absorption +36%: Passive: 36% Enhancement Bonus to Acid Absorption. (Absorption reduces damage from an element by a percentage, after resistance have been taken into account.)
BlurryBlurry: Equipping this item causes you to become slightly blurry. Attacks from enemies have a 20% chance to miss you due to concealment.
Acid Absorption +36% Acid Absorption +36%: Passive: 36% Enhancement Bonus to Acid Absorption. (Absorption reduces damage from an element by a percentage, after resistance have been taken into account.)
Lesser DisplacementLesser Displacement: Equipping this item causes light to distort around you. Attacks from enemies have a 25% chance to miss you due to concealment.
Acid Absorption +18% Acid Absorption +18%: Passive: 18% Enhancement Bonus to Acid Absorption. (Absorption reduces damage from an element by a percentage, after resistance have been taken into account.)
BlurryBlurry: Equipping this item causes you to become slightly blurry. Attacks from enemies have a 20% chance to miss you due to concealment.
Temple's MonolithTemple's Monolith: 2 Pieces Equipped: +5 Artifact Bonus to Melee and Ranged Power +10 Artifact Bonus to Acid Spell Power +10 Artifact Bonus to Physical Resistance Rating
Acid Absorption +18% Acid Absorption +18%: Passive: 18% Enhancement Bonus to Acid Absorption. (Absorption reduces damage from an element by a percentage, after resistance have been taken into account.)
Lesser DisplacementLesser Displacement: Equipping this item causes light to distort around you. Attacks from enemies have a 25% chance to miss you due to concealment.
Temple's MonolithTemple's Monolith: 2 Pieces Equipped: +5 Artifact Bonus to Melee and Ranged Power +10 Artifact Bonus to Acid Spell Power +10 Artifact Bonus to Physical Resistance Rating
Acid Absorption +18% Acid Absorption +18%: Passive: 18% Enhancement Bonus to Acid Absorption. (Absorption reduces damage from an element by a percentage, after resistance have been taken into account.)
BlurryBlurry: Equipping this item causes you to become slightly blurry. Attacks from enemies have a 20% chance to miss you due to concealment.
Temple's MonolithTemple's Monolith: 2 Pieces Equipped: +5 Artifact Bonus to Melee and Ranged Power +10 Artifact Bonus to Acid Spell Power +10 Artifact Bonus to Physical Resistance Rating
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.
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.
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.
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.
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.
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.
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.
Fire Absorption +18% Fire Absorption +18%: Passive: 18% Enhancement Bonus to Fire Absorption. (Absorption reduces damage from an element by a percentage, after resistance have been taken into account.)
BlurryBlurry: Equipping this item causes you to become slightly blurry. Attacks from enemies have a 20% chance to miss you due to concealment.
Temple's InfernoTemple's Inferno: 2 Pieces Equipped: +5 Artifact Bonus to Melee and Ranged Power +10 Artifact Bonus to Fire Spell Power +5% Artifact Bonus to Helplessness Damage
Temple's InfernoTemple's Inferno: 2 Pieces Equipped: +5 Artifact Bonus to Melee and Ranged Power +10 Artifact Bonus to Fire Spell Power +5% Artifact Bonus to Helplessness Damage
Fire Absorption +36% Fire Absorption +36%: Passive: 36% Enhancement Bonus to Fire Absorption. (Absorption reduces damage from an element by a percentage, after resistance have been taken into account.)
Lesser DisplacementLesser Displacement: Equipping this item causes light to distort around you. Attacks from enemies have a 25% chance to miss you due to concealment.
Fire Absorption +36% Fire Absorption +36%: Passive: 36% Enhancement Bonus to Fire Absorption. (Absorption reduces damage from an element by a percentage, after resistance have been taken into account.)
Lesser DisplacementLesser Displacement: Equipping this item causes light to distort around you. Attacks from enemies have a 25% chance to miss you due to concealment.
Fire Absorption +36% Fire Absorption +36%: Passive: 36% Enhancement Bonus to Fire Absorption. (Absorption reduces damage from an element by a percentage, after resistance have been taken into account.)
Lesser DisplacementLesser Displacement: Equipping this item causes light to distort around you. Attacks from enemies have a 25% chance to miss you due to concealment.
Fire Absorption +36% Fire Absorption +36%: Passive: 36% Enhancement Bonus to Fire Absorption. (Absorption reduces damage from an element by a percentage, after resistance have been taken into account.)
BlurryBlurry: Equipping this item causes you to become slightly blurry. Attacks from enemies have a 20% chance to miss you due to concealment.
Fire Absorption +36% Fire Absorption +36%: Passive: 36% Enhancement Bonus to Fire Absorption. (Absorption reduces damage from an element by a percentage, after resistance have been taken into account.)
Lesser DisplacementLesser Displacement: Equipping this item causes light to distort around you. Attacks from enemies have a 25% chance to miss you due to concealment.
Fire Absorption +18% Fire Absorption +18%: Passive: 18% Enhancement Bonus to Fire Absorption. (Absorption reduces damage from an element by a percentage, after resistance have been taken into account.)
BlurryBlurry: Equipping this item causes you to become slightly blurry. Attacks from enemies have a 20% chance to miss you due to concealment.
Temple's InfernoTemple's Inferno: 2 Pieces Equipped: +5 Artifact Bonus to Melee and Ranged Power +10 Artifact Bonus to Fire Spell Power +5% Artifact Bonus to Helplessness Damage
Fire Absorption +18% Fire Absorption +18%: Passive: 18% Enhancement Bonus to Fire Absorption. (Absorption reduces damage from an element by a percentage, after resistance have been taken into account.)
Lesser DisplacementLesser Displacement: Equipping this item causes light to distort around you. Attacks from enemies have a 25% chance to miss you due to concealment.
Temple's InfernoTemple's Inferno: 2 Pieces Equipped: +5 Artifact Bonus to Melee and Ranged Power +10 Artifact Bonus to Fire Spell Power +5% Artifact Bonus to Helplessness Damage
Fire Absorption +18% Fire Absorption +18%: Passive: 18% Enhancement Bonus to Fire Absorption. (Absorption reduces damage from an element by a percentage, after resistance have been taken into account.)
BlurryBlurry: Equipping this item causes you to become slightly blurry. Attacks from enemies have a 20% chance to miss you due to concealment.
Temple's InfernoTemple's Inferno: 2 Pieces Equipped: +5 Artifact Bonus to Melee and Ranged Power +10 Artifact Bonus to Fire Spell Power +5% Artifact Bonus to Helplessness Damage
Fire Absorption +18% Fire Absorption +18%: Passive: 18% Enhancement Bonus to Fire Absorption. (Absorption reduces damage from an element by a percentage, after resistance have been taken into account.)
BlurryBlurry: Equipping this item causes you to become slightly blurry. Attacks from enemies have a 20% chance to miss you due to concealment.
Temple's InfernoTemple's Inferno: 2 Pieces Equipped: +5 Artifact Bonus to Melee and Ranged Power +10 Artifact Bonus to Fire Spell Power +5% Artifact Bonus to Helplessness Damage
Temple's MonolithTemple's Monolith: 2 Pieces Equipped: +5 Artifact Bonus to Melee and Ranged Power +10 Artifact Bonus to Acid Spell Power +10 Artifact Bonus to Physical Resistance Rating
Temple's InfernoTemple's Inferno: 2 Pieces Equipped: +5 Artifact Bonus to Melee and Ranged Power +10 Artifact Bonus to Fire Spell Power +5% Artifact Bonus to Helplessness Damage
Combat Mastery +4 Combat Mastery +4: +4 Enhancement bonus to the DC to resist the character's Trip, Improved Trip, Sunder, Improved Sunder, Stunning Blow, and Stunning Fist attempts.
Seeker +5 Seeker +5: Provides a +5 Enhancement bonus to confirm critical hits, and a +5 Enhancement bonus to critical hit damage (before multipliers are applied).
Temple's TempestTemple's Tempest: 2 Pieces Equipped: +5 Artifact Bonus to Melee and Ranged Power +10 Artifact Bonus to Electric Spell Power +10 Artifact Bonus to Magical Resistance Rating
Combat Mastery +11 Combat Mastery +11: +11 Enhancement bonus to the DC to resist the character's Trip, Improved Trip, Sunder, Improved Sunder, Stunning Blow, and Stunning Fist attempts.
Seeker +14 Seeker +14: Provides a +14 Enhancement bonus to confirm critical hits, and a +14 Enhancement bonus to critical hit damage (before multipliers are applied).
Legendary Temple's TempestLegendary Temple's Tempest: 2 Pieces Equipped: +15 Artifact Bonus to Melee and Ranged Power +30 Artifact Bonus to Electric Spell Power +30 Artifact Bonus to Magical Resistance Rating
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 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.
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.
Temple's InfernoTemple's Inferno: 2 Pieces Equipped: +5 Artifact Bonus to Melee and Ranged Power +10 Artifact Bonus to Fire Spell Power +5% Artifact Bonus to Helplessness Damage
Improved Deception +21Improved Deception: This item makes your weapons hard to focus upon and thus provides a +21 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.
Improved Deception +10Improved Deception: This item makes your weapons hard to focus upon and thus provides a +10 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.
Temple's MonolithTemple's Monolith: 2 Pieces Equipped: +5 Artifact Bonus to Melee and Ranged Power +10 Artifact Bonus to Acid Spell Power +10 Artifact Bonus to Physical Resistance Rating
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. , Alchemical
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.
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
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.
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).
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).
Cold Absorption +18% Cold Absorption +18%: Passive: 18% Enhancement Bonus to Cold Absorption. (Absorption reduces damage from an element by a percentage, after resistance have been taken into account.)
BlurryBlurry: Equipping this item causes you to become slightly blurry. Attacks from enemies have a 20% chance to miss you due to concealment.
Temple's TideTemple's Tide: 2 Pieces Equipped: +5 Artifact Bonus to Melee and Ranged Power +10 Artifact Bonus to Cold Spell Power -10% Artifact Bonus to Threat Reduction from all sources
Temple's TideTemple's Tide: 2 Pieces Equipped: +5 Artifact Bonus to Melee and Ranged Power +10 Artifact Bonus to Cold Spell Power -10% Artifact Bonus to Threat Reduction from all sources
Cold Absorption +36% Cold Absorption +36%: Passive: 36% Enhancement Bonus to Cold Absorption. (Absorption reduces damage from an element by a percentage, after resistance have been taken into account.)
Lesser DisplacementLesser Displacement: Equipping this item causes light to distort around you. Attacks from enemies have a 25% chance to miss you due to concealment.
Legendary Temple's TideLegendary Temple's Tide: 2 Pieces Equipped: +15 Artifact Bonus to Melee and Ranged Power +30 Artifact Bonus to Cold Spell Power -20% Artifact Bonus to Threat Reduction from all sources
Legendary Temple's TideLegendary Temple's Tide: 2 Pieces Equipped: +15 Artifact Bonus to Melee and Ranged Power +30 Artifact Bonus to Cold Spell Power -20% Artifact Bonus to Threat Reduction from all sources
Cold Absorption +36% Cold Absorption +36%: Passive: 36% Enhancement Bonus to Cold Absorption. (Absorption reduces damage from an element by a percentage, after resistance have been taken into account.)
Lesser DisplacementLesser Displacement: Equipping this item causes light to distort around you. Attacks from enemies have a 25% chance to miss you due to concealment.
Legendary Temple's TideLegendary Temple's Tide: 2 Pieces Equipped: +15 Artifact Bonus to Melee and Ranged Power +30 Artifact Bonus to Cold Spell Power -20% Artifact Bonus to Threat Reduction from all sources
Cold Absorption +36% Cold Absorption +36%: Passive: 36% Enhancement Bonus to Cold Absorption. (Absorption reduces damage from an element by a percentage, after resistance have been taken into account.)
Lesser DisplacementLesser Displacement: Equipping this item causes light to distort around you. Attacks from enemies have a 25% chance to miss you due to concealment.
Legendary Temple's TideLegendary Temple's Tide: 2 Pieces Equipped: +15 Artifact Bonus to Melee and Ranged Power +30 Artifact Bonus to Cold Spell Power -20% Artifact Bonus to Threat Reduction from all sources
Cold Absorption +36% Cold Absorption +36%: Passive: 36% Enhancement Bonus to Cold Absorption. (Absorption reduces damage from an element by a percentage, after resistance have been taken into account.)
BlurryBlurry: Equipping this item causes you to become slightly blurry. Attacks from enemies have a 20% chance to miss you due to concealment.
Legendary Temple's TideLegendary Temple's Tide: 2 Pieces Equipped: +15 Artifact Bonus to Melee and Ranged Power +30 Artifact Bonus to Cold Spell Power -20% Artifact Bonus to Threat Reduction from all sources
Cold Absorption +36% Cold Absorption +36%: Passive: 36% Enhancement Bonus to Cold Absorption. (Absorption reduces damage from an element by a percentage, after resistance have been taken into account.)
Lesser DisplacementLesser Displacement: Equipping this item causes light to distort around you. Attacks from enemies have a 25% chance to miss you due to concealment.
Legendary Temple's TideLegendary Temple's Tide: 2 Pieces Equipped: +15 Artifact Bonus to Melee and Ranged Power +30 Artifact Bonus to Cold Spell Power -20% Artifact Bonus to Threat Reduction from all sources
Cold Absorption +18% Cold Absorption +18%: Passive: 18% Enhancement Bonus to Cold Absorption. (Absorption reduces damage from an element by a percentage, after resistance have been taken into account.)
BlurryBlurry: Equipping this item causes you to become slightly blurry. Attacks from enemies have a 20% chance to miss you due to concealment.
Temple's TideTemple's Tide: 2 Pieces Equipped: +5 Artifact Bonus to Melee and Ranged Power +10 Artifact Bonus to Cold Spell Power -10% Artifact Bonus to Threat Reduction from all sources
Cold Absorption +18% Cold Absorption +18%: Passive: 18% Enhancement Bonus to Cold Absorption. (Absorption reduces damage from an element by a percentage, after resistance have been taken into account.)
Lesser DisplacementLesser Displacement: Equipping this item causes light to distort around you. Attacks from enemies have a 25% chance to miss you due to concealment.
Temple's TideTemple's Tide: 2 Pieces Equipped: +5 Artifact Bonus to Melee and Ranged Power +10 Artifact Bonus to Cold Spell Power -10% Artifact Bonus to Threat Reduction from all sources
Cold Absorption +18% Cold Absorption +18%: Passive: 18% Enhancement Bonus to Cold Absorption. (Absorption reduces damage from an element by a percentage, after resistance have been taken into account.)
BlurryBlurry: Equipping this item causes you to become slightly blurry. Attacks from enemies have a 20% chance to miss you due to concealment.
Temple's TideTemple's Tide: 2 Pieces Equipped: +5 Artifact Bonus to Melee and Ranged Power +10 Artifact Bonus to Cold Spell Power -10% Artifact Bonus to Threat Reduction from all sources
Cold Absorption +18% Cold Absorption +18%: Passive: 18% Enhancement Bonus to Cold Absorption. (Absorption reduces damage from an element by a percentage, after resistance have been taken into account.)
BlurryBlurry: Equipping this item causes you to become slightly blurry. Attacks from enemies have a 20% chance to miss you due to concealment.
Temple's TideTemple's Tide: 2 Pieces Equipped: +5 Artifact Bonus to Melee and Ranged Power +10 Artifact Bonus to Cold Spell Power -10% Artifact Bonus to Threat Reduction from all sources
The Temple of Elemental Evil, AD&D 1st edition moduleDungeons and Dragons: The Temple of Elemental Evil is another CRPG based on the same module developed by now-defunct Troika Games and released in 2003
Originally Posted by Knockback on November 11, 2014
So what kind of cool things led to the detour away from Anauroch? One of them will be coming in Update 25. Since The Haunted Halls of Eveningstar was received so well, we've decided to adapt another classic pen-and-paper module to DDO. Rather than blabbing on, I'll skip right to the awesome part and give you five simple words:
The Temple of Elemental Evil.
Yep, we will be creating our own version of the original, classic Temple inside DDO. We’re very excited about adapting one of the most famous modules in Dungeons and Dragons history, and we hope you are too.
~ The Temple of Elemental Evil, as a classic dungeon set in another world, with be accessed magically and directly. The epic version will be level 30, and the heroic version will start at level 7 as the original was level 1-8.
~ We won't be creating the villages as part of the Temple of Elemental Evil. Yes, it makes us sad as well. Our estimates of the time it would take to run that pre-content was very low, and the development time estimates were so high we didn't feel that the additional play experience would be worth pushing the update out by months.
Instead players will get right to the heart of the adventure.
~ The Temple is very large, and we want players to have a reason to explore it even on subsequent runs. We want to find a fun system to reward exploring the temple rather than just running the most efficient path to finish the quests, and plan on having some rewarding optional objectives that randomly spawn and give out good XP and treasure.
We are planning on having Hard mode for ToEE be hard, and Elite to be really hard. A much larger ramp up than the content you are used to. Our plan for end game folk who want hard content that promotes teamwork is giving that to them for the new content we are introducing.