Take a short breather before the assault continues
Survive the attack
Defeat the assault leader
Speak with Regina Boromar again
Optional Objectives
Objective
%
Heroic
Legendary
Normal
Hard
Elite
Normal
Hard
Elite
Open the Clawfoot pen
10%
514
535
556
2,482
2,542
2,602
Help settle the dispute between the boxers
10%
514
535
556
2,482
2,542
2,602
Investigate Tiny's shipment
15%
771
802
834
3,723
3,813
3,903
Exterminate the rat infestation
15%
771
802
834
3,723
3,813
3,903
Bonus XP
Counter
Bonus
Count
%
Secret Doors
Observance
—
5%
Perception
—
10%
Vigilant Sight
—
15%
Breakables
Mischief
—
8%
Vandal
—
10%
Ransack
—
15%
Traps
Tamper
—
8%
Neutralization
—
10%
Ingenious Debilitation
—
15%
No/Few Kills
Discreet
—
5%
Devious
—
7%
Insidious Cunning
—
10%
Many Kills
Aggression
25
10%
Onslaught
50
15%
Conquest
75
25%
Counts are collapsed across every difficulty recorded, so a range can be the spread
between difficulties as much as an unsettled number. From
4 recorded runs.
This item isn't quite finished, but it's only a step away from completion. Bring it to a Cannith Reforging Station and combine it with melted materials to restore this item to its full potential.
Stunning +9
+9 Enhancement bonus to DC of character's Stunning Blow and Stunning Fist attempts.
Accuracy +12
+12 Competence bonus to Attack rolls.
Ghostly
Equipping this item causes you to become partially incorporeal. Your melee and missile attacks do not roll a miss chance for Incorporeal targets. Enemy attacks have a 10% chance to miss you due to incorporeality. Hide and Move Silently skills receive a +5 enhancement bonus.
This item has been magically enhanced. Armor with this quality gains a +5 enhancement bonus to AC. Weapons with this quality gain a +5 enhancement bonus to attack and damage.
Vorpal
Passive: +0.5\[W\] damage dice. On Vorpal Hit: If your target has fewer than 1000 Hit Points, they are instantly slain. If your target has above 1000 Hit Points, they take 100 damage.
Poisonous 4
This effect causes the edges of this weapon to drip with a vile venom, dealing 4d6 poison damage on each hit.
Nightshade Venom
Any creature struck by this weapon must succeed on a Difficulty Check 22 Fortitude save or fall unconscious. The target may attempt a new save to end the effect every several seconds; otherwise the sleep lasts for 20 seconds.
Wounding 2
This weapon saps the health from your enemies, dealing 2 Constitution damage on each hit.
While this orb is equipped and you are actively blocking, you gain a +5 Orb bonus to all saving throws, as well as Acid, Cold, Electric, Fire, and Sonic resistances.
Nearly Finished
This item isn't quite finished, but it's only a step away from completion. Bring it to a Cannith Reforging Station and combine it with melted materials to restore this item to its full potential.
Insightful Nullification +47
+47 Insight Bonus to Negative Energy and Poison Spell Power.
Insightful Negative Lore +9%
Your Negative Energy and Poison spells gain a +9% Insightful Bonus to their chance to Critical Hit.
Sinister Chill
Whenever you cast a Negative, Poison, or Cold Spell, you gain +50 Temporary Spell Points that last for 30 seconds. This can only trigger once every 45 seconds.
This item has been magically enhanced. Armor with this quality gains a +5 enhancement bonus to AC. Weapons with this quality gain a +5 enhancement bonus to attack and damage.
Fortification +94%
+94% Enhancement bonus to the reduced chance of taking bonus damage on a critical hit.
Physical Sheltering +19
+19 Enhancement bonus to Physical Resistance Rating
Healing Amplification +30
+30 Competence Bonus to Healing Amplification.
False Life +29
This item grants you a +29 Enhancement bonus to your maximum hitpoints.
Blue Augment Slot
Guardian of the Gates
(3) Set: +10% Artifact bonus to Armor Class +5 Artifact bonus to Physical Resistance Rating +15 Artifact bonus to Magical Resistance Rating +75% Artifact bonus to Melee Threat Generation +10% Artifact bonus to Fire, Cold, Acid, and Electric Absorption
M — can come with a Mythic bonus; the tier depends on the slot. R — can come with a Reaper Enchantment.
This item isn't quite finished, but it's only a step away from completion. Bring it to a Cannith Reforging Station and combine it with melted materials to restore this item to its full potential.
Stunning +15
+15 Enhancement bonus to DC of character's Stunning Blow and Stunning Fist attempts.
Accuracy +20
+20 Competence bonus to Attack rolls.
Ghostly
Equipping this item causes you to become partially incorporeal. Your melee and missile attacks do not roll a miss chance for Incorporeal targets. Enemy attacks have a 10% chance to miss you due to incorporeality. Hide and Move Silently skills receive a +5 enhancement bonus.
Weapons and Shields: +15 Enhancement Bonus to Attack and Damage rolls. Armor and Shields: +15 enhancement bonus to Armor Class.
Sovereign Vorpal
Passive: +0.5\[W\] damage dice. On Vorpal Hit: If your target has fewer than 3000 Hit Points, they are instantly slain. If your target has above 3000 Hit Points, they take 300 damage.
Poisonous 6
This effect causes the edges of this weapon to drip with a vile venom, dealing 6d6 poison damage on each hit.
Twining Hemlock
This weapon is poisoned with a deadly strain of flowering plant. Hits by this weapon have a chance of putting your foe to sleep.
Wounding 3
This weapon saps the health from your enemies, dealing 3 Constitution damage on each hit.
While this orb is equipped and you are actively blocking, you gain a +15 Orb bonus to all saving throws, as well as Acid, Cold, Electric, Fire, and Sonic resistances.
Nearly Finished
This item isn't quite finished, but it's only a step away from completion. Bring it to a Cannith Reforging Station and combine it with melted materials to restore this item to its full potential.
Insightful Nullification +71
+71 Insight Bonus to Negative Energy and Poison Spell Power.
Insightful Negative Lore +13%
Your Negative Energy and Poison spells gain a +13% Insightful Bonus to their chance to Critical Hit.
Sinister Chill
Whenever you cast a Negative, Poison, or Cold Spell, you gain +50 Temporary Spell Points that last for 30 seconds. This can only trigger once every 45 seconds.
Weapons and Shields: +15 Enhancement Bonus to Attack and Damage rolls. Armor and Shields: +15 enhancement bonus to Armor Class.
Fortification +142%
+142% Enhancement bonus to the reduced chance of taking bonus damage on a critical hit.
Physical Sheltering +33
+33 Enhancement bonus to Physical Resistance Rating
Healing Amplification +53
+53 Competence Bonus to Healing Amplification.
False Life +50
This item grants you a +50 Enhancement bonus to your maximum hitpoints.
Green Augment Slot
Legendary Guardian of the Gates
(3) Set: +15% Artifact bonus to Armor Class +30 Artifact bonus to Physical Resistance Rating +30 Artifact bonus to Magical Resistance Rating +75% Artifact bonus to Melee Threat Generation +10% Artifact bonus to Fire, Cold, Acid, and Electric Absorption
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