The lords of dust – ddo wiki 5 gases in the atmosphere

• In the first room after the second shrine there are a couple of lion statues. When you approach the boundary between the two rooms, a rakshasa lord will appear and the statues will shatter, releasing Khyber Jariliths. Additionally, a sonic trap will start.

• If you finish out, you’ll appear near Dectaran, the quest giver. Take the door at the end and you’ll appear on the stairs near the Waterworks, close to Inquisitor Lightbringer, who rewards you. You’ll also be standing next to the entrance to the next quest in this chain, Servants of the Overlord.

• Cruel Nobility – Scimitar – +4, Axiomatic Axiomatic: An axiomatic weapon is lawfully aligned and infused with the power of law. It makes the weapon law-aligned and thus bypasses the corresponding damage reduction. It deals an extra 2 to 12 damage against all of chaotic alignment., Unholy Unholy: An unholy weapon is imbued with unholy power. This power makes the weapon evil-aligned. Good characters wielding this weapon suffer a negative level. The weapon deals an extra 2 to 12 damage against all targets of good alignment., Slicing Slicing: This weapon is incredibly sharp and will do an additional 1 to 4 damage to targets that are vulnerable to bleeding., Bleed Bleed: This weapon is cruelly sharp and will do an additional 1 to 8 damage to targets that are vulnerable to bleeding. (Tahmael’s chest)

• Envenomed Blade – Short Sword – +4, Poison Burst Poison Burst: This weapon is dripping with poison, and deals 1 to 6 poison damage each hit. Critical hits deal an additional 1 to 10 poison damage for weapons with a x2 critical multiplier, 2 to 20 for a x3 multiplier and 3 to 30 for a x4 multiplier., Paralyzing Paralyzing: Any creature struck by this weapon must succeed on a DC 17 Will save or be paralyzed. The target may attempt a new save to end the effect every several seconds; otherwise the paralysis lasts for 1 minute. Certain creatures, such as the Undead and Constructs, cannot be paralyzed., Armor-Piercing – 10% Armor-Piercing – 10%: Passive: +10% Enhancement bonus to Fortification Bypass. (Fortification Bypass makes your attacks ignore a percentage of enemy Fortification.), Deadly Spider Venom Deadly Spider Venom: This item is steeped in deadly spider venom. On an attack roll of 20 which is confirmed as a critical hit it will inflict the target with a poison that deals 10d6 poison damage every 2 seconds for 6 seconds. When the poison wears off, it also deals 3d6 Constitution damage to the target. A successful Fortitude save (DC 34) negates the Constitution damage., uses highest of Dex mod or Str mod for Attack and Damage (End chest, Purifying all altars chest)

• Golden Guile – Necklace – Dusk Dusk: Equipping this item engulfs you in twilight shadows. Attacks from enemies have a 10% chance to miss you due to concealment., Diplomacy +15 Diplomacy +15: Passive: +15 Competence bonus to the Diplomacy skill., Bluff +15 Bluff +15: Passive: +15 Competence bonus to the Bluff skill., 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. (Marideth’s chest)

• Rakshasa Hide – Light Armor – +4, Rough Hide +3 Rough Hide +3: This item fuses with your body and toughens your skin, providing a +3 Primal bonus to your natural armor., Heightened Awareness (2) Heightened Awareness (2): This item helps you to quickly read situations with sharpness and clarity, allowing you to predict actions before they occur. You gain a +2 Insight bonus to AC., Greater Nimbleness Greater Nimbleness: A suit of armor that has this property has a maximum Dexterity bonus 2 higher than normal, and its armor check penalty is reduced by 4., Roar Roar: This item emits a frightening roar when melee attackers score a critical hit on the wearer, causing them to resist or be shaken with fear. (Tahmael’s chest)

• Templar’s Bulwark – Tower Shield – +4, Mithral Mithral: Mithral armor is one type lighter then normal. Arcane Spell Failure decreased by 10%. Maximum dexterity bonus increased by 2. Armor check penalty reduced by 3., Inherent (5) Fire Resistance Inherent (5) Fire Resistance: This property absorbs the first 5 stacking points of fire damage per attack that the wearer would normally take., Inherent (5) Cold Resistance Inherent (5) Cold Resistance: This property absorbs the first 5 stacking points of cold damage per attack that the wearer would normally take., Inherent (5) Acid Resistance Inherent (5) Acid Resistance: This property absorbs the first 5 stacking points of acid damage per attack that the wearer would normally take., Inherent (5) Electricity Resistance Inherent (5) Electricity Resistance: This property absorbs the first 5 stacking points of electricity damage per attack that the wearer would normally take. (Purifying all altars chest)