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The Gatekeepers have established a new grove outside Stormreach and some of the recently recruited initiates have gone missing. Throughout the five quests, clues will be found and followed to help rescue these would-be guardians of Eberron.
The Lost Gatekeepers adventure pack was introduced in Update 46.
Bug: Free to Play characters can currently access the first four quests even though the quest NPC has red chalice and red exclamation point. Free to Play players will need to use the slash command /death to recall out of the instance or purchase it.
Yellow Augments: Standard augments provide bonuses to offensive stats, condition resistances and immunities, elemental resistances and DC spellcasting stats.
Yellow Augments: Standard augments provide bonuses to offensive stats, condition resistances and immunities, elemental resistances and DC spellcasting stats.
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.
Ghost TouchGhost Touch: An incorporeal creature's 50% chance to avoid damage does not apply to attacks with ghost touch weapons.
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.
Bleeding 6Bleeding 6: This weapon is wickedly curved, with spines and hooks meant to cause damage to those with flesh. This weapon does 6d8 bleeding damage to those that are vulnerable to it.
Piercing 6Piercing 6: The edges of this weapon have serrated edges, dealing an additional 6d6 piercing damage on each hit.
Ghost TouchGhost Touch: An incorporeal creature's 50% chance to avoid damage does not apply to attacks with ghost touch weapons.
Evil Absorption +11% Evil Absorption +11%: Passive: 11% Enhancement Bonus to Evil Absorption. (Absorption reduces damage from an element by a percentage, after resistance have been taken into account.)
Blue Augment SlotThis augment slot can be used to equip this item with the following types of augment:
Blue Augments: Standard augments provide bonuses to defensive stats, healing amplifications and Tactics DCs.
EtherealEthereal: Equipping this item causes your hands and weapons to become partially incorporeal. Your melee attacks do not roll a miss chance for Incorporeal targets.
Green Augment SlotThis augment slot can be used to equip this item with the following types of augment:
Blue Augments: Standard augments provide bonuses to defensive stats, healing amplifications and Tactics DCs.
Yellow Augments: Standard augments provide bonuses to offensive stats, condition resistances and immunities, elemental resistances and DC spellcasting stats.
Evil Absorption +22% Evil Absorption +22%: Passive: 22% Enhancement Bonus to Evil Absorption. (Absorption reduces damage from an element by a percentage, after resistance have been taken into account.)
Blue Augment SlotThis augment slot can be used to equip this item with the following types of augment:
Blue Augments: Standard augments provide bonuses to defensive stats, healing amplifications and Tactics DCs.
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.
Yellow Augments: Standard augments provide bonuses to offensive stats, condition resistances and immunities, elemental resistances and DC spellcasting stats.
Favored WeaponFavored Weapon: This weapon has a divine attunement and gains bonuses as if it were a Favored Weapon regardless of your Deity.
Coruscating 6Coruscating 6: This effect causes the edges of this weapon to coruscate, dealing 6d6 Light damage on each hit.
Evil Outsider Bane 6Evil Outsider Bane 6: This weapon is attuned specifically to hunt monsters that bring ill intent from other planes, dealing an additional 6d10 bane damage vs. Evil Outsiders.
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
Red Augment SlotThis augment slot can be used to equip this item with the following types of augment:
Red Augments: Standard augments provide bonuses to spell power, and grant elemental damage on hit and DR bypass to weapons.
Favored WeaponFavored Weapon: This weapon has a divine attunement and gains bonuses as if it were a Favored Weapon regardless of your Deity.
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.
Red Augment SlotThis augment slot can be used to equip this item with the following types of augment:
Red Augments: Standard augments provide bonuses to spell power, and grant elemental damage on hit and DR bypass to weapons.
Energy Siphon XEnergy Siphon X: On Hit: Gain 50 Temporary Spellpoints which last for up to 1 minute. This effect can trigger at most once per minute.
Force Absorption +16% Force Absorption +16%: Passive: 16% Enhancement Bonus to Force Absorption. (Absorption reduces damage from an element by a percentage, after resistance have been taken into account.)
Purple Augment SlotThis augment slot can be used to equip this item with the following types of augment:
Blue Augments: Standard augments provide bonuses to defensive stats, healing amplifications and Tactics DCs.
Seeker +2 Seeker +2: Provides a +2 Enhancement bonus to confirm critical hits, and a +2 Enhancement bonus to critical hit damage (before multipliers are applied).
Green Augment SlotThis augment slot can be used to equip this item with the following types of augment:
Blue Augments: Standard augments provide bonuses to defensive stats, healing amplifications and Tactics DCs.
Yellow Augments: Standard augments provide bonuses to offensive stats, condition resistances and immunities, elemental resistances and DC spellcasting stats.
Yellow Augments: Standard augments provide bonuses to offensive stats, condition resistances and immunities, elemental resistances and DC spellcasting stats.
Yellow Augments: Standard augments provide bonuses to offensive stats, condition resistances and immunities, elemental resistances and DC spellcasting stats.
Yellow Augments: Standard augments provide bonuses to offensive stats, condition resistances and immunities, elemental resistances and DC spellcasting stats.
Improved ShattermantleImproved Shattermantle: Transluscent, writhing energy and blue sparks can be seen raging within this weapon. When a shattermantle weapon strikes a foe that has spell resistance, the value of that spell resistance is reduced by 6 for 9 seconds. A foe can only have its SR reduced by one Shattermantle effect at a time.
ShattermantleShattermantle: Transluscent, writhing energy and blue sparks can be seen raging within this weapon. When a shattermantle weapon strikes a foe that has spell resistance, the value of that spell resistance is reduced by 3 for 9 seconds. A foe can only have its SR reduced by one Shattermantle effect at a time.
Bewildering 1Bewildering 1: This weapon saps the willpower and sense from your enemies, dealing 1 Wisdom damage on each hit.
Red Augment SlotThis augment slot can be used to equip this item with the following types of augment:
Red Augments: Standard augments provide bonuses to spell power, and grant elemental damage on hit and DR bypass to weapons.
Law Absorption +22% Law Absorption +22%: Passive: 22% Enhancement Bonus to Law Absorption. (Absorption reduces damage from an element by a percentage, after resistance have been taken into account.)
Good Absorption +22% Good Absorption +22%: Passive: 22% Enhancement Bonus to Good 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.
Green Augment SlotThis augment slot can be used to equip this item with the following types of augment:
Blue Augments: Standard augments provide bonuses to defensive stats, healing amplifications and Tactics DCs.
Yellow Augments: Standard augments provide bonuses to offensive stats, condition resistances and immunities, elemental resistances and DC spellcasting stats.
Yellow Augments: Standard augments provide bonuses to offensive stats, condition resistances and immunities, elemental resistances and DC spellcasting stats.
Yellow Augments: Standard augments provide bonuses to offensive stats, condition resistances and immunities, elemental resistances and DC spellcasting stats.
Yellow Augment SlotThis augment slot can be used to equip this item with the following types of augment:
Yellow Augments: Standard augments provide bonuses to offensive stats, condition resistances and immunities, elemental resistances and DC spellcasting stats.
Yellow Augments: Standard augments provide bonuses to offensive stats, condition resistances and immunities, elemental resistances and DC spellcasting stats.
Yellow Augment SlotThis augment slot can be used to equip this item with the following types of augment:
Yellow Augments: Standard augments provide bonuses to offensive stats, condition resistances and immunities, elemental resistances and DC spellcasting stats.
Yellow Augments: Standard augments provide bonuses to offensive stats, condition resistances and immunities, elemental resistances and DC spellcasting stats.
Yellow Augment SlotThis augment slot can be used to equip this item with the following types of augment:
Yellow Augments: Standard augments provide bonuses to offensive stats, condition resistances and immunities, elemental resistances and DC spellcasting stats.
Yellow Augments: Standard augments provide bonuses to offensive stats, condition resistances and immunities, elemental resistances and DC spellcasting stats.
Yellow Augment SlotThis augment slot can be used to equip this item with the following types of augment:
Yellow Augments: Standard augments provide bonuses to offensive stats, condition resistances and immunities, elemental resistances and DC spellcasting stats.
Yellow Augments: Standard augments provide bonuses to offensive stats, condition resistances and immunities, elemental resistances and DC spellcasting stats.
Yellow Augment SlotThis augment slot can be used to equip this item with the following types of augment:
Yellow Augments: Standard augments provide bonuses to offensive stats, condition resistances and immunities, elemental resistances and DC spellcasting stats.
Yellow Augments: Standard augments provide bonuses to offensive stats, condition resistances and immunities, elemental resistances and DC spellcasting stats.
Yellow Augments: Standard augments provide bonuses to offensive stats, condition resistances and immunities, elemental resistances and DC spellcasting stats.
Yellow Augments: Standard augments provide bonuses to offensive stats, condition resistances and immunities, elemental resistances and DC spellcasting stats.
Yellow Augments: Standard augments provide bonuses to offensive stats, condition resistances and immunities, elemental resistances and DC spellcasting stats.
VengefulVengeful: When its wielder is hit in battle, this item has a 10% chance to cause him or her to become full of anger and go into a Rage.
ManslayerManslayer: While wearing this item, your weapon attacks gain the devastating ability to defeat a humanoid opponent with a single decisive blow. On an attack roll of 20 which is confirmed as a critical hit a humanoid target will be killed. Powerful humanoids may resist the vorpal strike and instead take 100 points of damage until they have been sufficiently weakened.
Red Augment SlotThis augment slot can be used to equip this item with the following types of augment:
Red Augments: Standard augments provide bonuses to spell power, and grant elemental damage on hit and DR bypass to weapons.
Relentless FuryRelentless Fury: While this item is equipped, any killing blows you strike against enemies may drive you into a furious rage, providing a 5% Enhancement damage bonus to your melee, ranged and unarmed attacks for 30 seconds. Slaying weaker opponents has a reduced chance of producing this effect.
Enhanced BloodrageEnhanced Bloodrage: This weapon is enhanced by blood - your blood! Each time you take damage or kill an enemy, there is a small chance that you will fall into an unholy bloodrage, greatly increasing your Melee Power, Constitution, and Damage. However, this rage will leave you more vulnerable to Physical attacks, slightly reducing your Armor Class.
Blood RageBlood Rage: Anytime you are hit there is a chance that you will fall into a Blood Rage. Blood Rage gives up to a +8 bonus to Strength and Constitution but will also cause short periods of lethargy when your lust for blood becomes sated.
Sovereign Vorpal 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.
Red Augment SlotThis augment slot can be used to equip this item with the following types of augment:
Red Augments: Standard augments provide bonuses to spell power, and grant elemental damage on hit and DR bypass to weapons.