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Altar of Devastation - Manufactured Ingredient Recipes

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[edit] Instructions on how to craft at the Altar of Devastation

In order to craft items at the Altar of Devastation, you must perform multiple steps

  • 1) Convert your Devastation Altar Raw Ingredients (Larges) into Devastation Altar Manufactured Ingredients
  • 2) Add the Devastation Altar Manufactured Ingredients, per the recipe below, a Shavarath High Energy Cell, and a Shard of Supreme Power into the Altar to create an Imbued Shard of Supreme Power
  • 3) Optional: Combine 2 Imbued Shards of Supreme Power together to create a Dual-Affinity Shard of Supreme Power. Note: The gem type and essence types must be identical or the craft will likely fail, and it will cost you a Shavarath High Energy Cell. For more see below.
  • 4) Place the Imbued Shard of Supreme Power and the Green Steel Item into the Altar and combine to gain the results listed below.

[edit] Altar of Devastation Recipes

These recipes are used to create an Imbued Shard of Supreme Power. All Recipes assume you are also placing a Shard of Supreme Power and a Shavarath High Energy Cell in the Altar.


Weapon Attribute Added Clothing/Jewelry Attribute Added Superior Focus Type Flawless Gem Type Pure Essence Type
Magnetism +72 Lightning Lore V Air Dominion Ethereal
Corrosion +72 Acid Lore V Earth Dominion Ethereal
Combustion +72 Fire Lore V Fire Dominion Ethereal
Glaciation +72 Ice Lore V Water Dominion Ethereal
Nullification +72 Void Lore V Negative Dominion Ethereal
Devotion +72 Healing Lore V Positive Dominion Ethereal
Shocking Blast Greater Lightning Guard Air Dominion Material
Acid Blast Greater Acid Guard Earth Dominion Material
Fire Blast Greater Fire Guard Fire Dominion Material
Icy Blast Greater Ice Guard Water Dominion Material
Evil Blast Greater Evil Guard Negative Dominion Material
Good Blast Greater Good Guard Positive Dominion Material
Insightful Charisma +2 +100 Spell Points, +6 Charisma Skills (Exceptional Bonus) Air Escalation Ethereal
Insightful Wisdom +2 +100 Spell Points, +6 Wisdom Skills (Exceptional Bonus) Earth Escalation Ethereal
Insightful Intelligence +2 +100 Spell Points, +6 Intelligence Skills (Exceptional Bonus) Fire Escalation Ethereal
Insightful Wisdom +2 +100 Spell Points, +6 Wisdom Skills (Exceptional Bonus) Water Escalation Ethereal
Insightful Intelligence +2 +100 Spell Points, +6 Intelligence Skills (Exceptional Bonus) Negative Escalation Ethereal
Insightful Charisma +2 +100 Spell Points, +6 Charisma Skills (Exceptional Bonus) Positive Escalation Ethereal
Insightful Dexterity +2 +20 HP, +6 Dexterity Skills (Exceptional Bonus) Air Escalation Material
Insightful Constitution +2 +20 HP, +6 Constitution Skills (Exceptional Bonus) Earth Escalation Material
Insightful Dexterity +2 +20 HP, +6 Dexterity Skills (Exceptional Bonus) Fire Escalation Material
Insightful Strength +2 +20 HP, +6 Strength Skills (Exceptional Bonus) Water Escalation Material
Insightful Strength +2 +20 HP, +6 Strength Skills (Exceptional Bonus) Negative Escalation Material
Insightful Constitution +2 +20 HP, +6 Constitution Skills (Exceptional Bonus) Positive Escalation Material
+4 AC (Insight Bonus) +2 Reflex Save (Exceptional Bonus) Air Opposition Ethereal
+4 AC (Insight Bonus) +2 Fortitude Save (Exceptional Bonus) Earth Opposition Ethereal
+4 AC (Insight Bonus) +2 Fortitude Save (Exceptional Bonus) Fire Opposition Ethereal
+4 AC (Insight Bonus) +2 Will Save (Exceptional Bonus) Water Opposition Ethereal
+4 AC (Insight Bonus) +2 Fortitude Save (Exceptional Bonus) Negative Opposition Ethereal
+4 AC (Insight Bonus) +2 Will Save (Exceptional Bonus) Positive Opposition Ethereal
20% Electrical Absorption Inherent Electrical Resistance 10 (Insight Bonus) Air Opposition Material
20% Acid Absorption Inherent Acid Resistance 10 (Insight Bonus) Earth Opposition Material
20% Fire Absorption Inherent Fire Resistance 10 (Insight Bonus) Fire Opposition Material
20% Cold Absorption Inherent Cold Resistance 10 (Insight Bonus) Water Opposition Material
30% Negative Energy Absorption Deathblock Negative Opposition Material
30% Healing Amplification Greater Regeneration (2 HP/30 Sec) Positive Opposition Material


[edit] Note

  • Alignment Weapons - It appears that crafted items bypass the usual Alignment requirements normally seen. It appears that Green Steel Items will allow bypassing of normal alignment restrictions on item/weapon effects/alignments.
    • Good aligned characters can wield "Unholy" weapon, but suffer from Negative Level penalty.
    • Good and Neutral characters can wield "Evil Burst" weapons freely.
    • Neutral characters can wield "Good Burst" weapons freely (20 UMD is not required).
  • Elemental/Alignment Blast Weapons - This does damage both on a Critical, and additional damage on Vorpal.
    • Elemental Blast (Fire, Ice, Shocking, Acid): 1d10 * (critical multiplier -1) on Critical, + 4d6 on Vorpal
      • 2x multiplier = 1d10 on Critical, + 4d6 on Vorpal
      • 3x multiplier = 2d10 on Critical, + 4d6 on Vorpal
      • 4x multiplier = 3d10 on Critical, + 4d6 on Vorpal
    • Alignment Blast (Good, Evil) : 1d6 * (critical multiplier + 1) on Critical, + 4d6 on Vorpal
      • 2x multiplier = 3d6 on Critical, + 4d6 on Vorpal
      • 3x multiplier = 4d6 on Critical, + 4d6 on Vorpal
      • 4x multiplier = 5d6 on Critical, + 4d6 on Vorpal
  • Exceptional Bonuses - Exceptional Bonuses will stack with any other bonus.
    • Update 19 changed the exceptional bonuses in DDO. Exceptional Bonuses no longer stack with exceptional bonuses of different values.
  • Insightful Bonuses - Insight bonuses and will stack with any other bonus. Insightful Bonuses will NOT stack with other Insightful Bonuses. Only the highest Insightful Bonus work. For example, equipping one item with Insightful Wisdom +1 and one with Insightful Wisdom +3 will give only +3 bonus.
  • Regeneration Regeneration heals 2HP/ X Secs. This was upgraded so that Warforged will get healed for 1 point instead of 0.

[edit] Additional Effects

  • The Altar of Devastation adds another effect depending on the combination of foci on the item - both added at this altar, and existing previously.
  • In the following table, Focus 1 and Focus 2 indicate what was used on the altars of Invasion and Subjugation, but the order does not matter.
    • For example, "Mineral II" can be reached either by Positive/Earth/Earth+Positive or Earth/Positive/Earth+Positive.
  • The Altar of Devastation can be used either with a single Shard of Supreme Power, providing one focus, or it can be given a double shard with two different foci in it.
  • The only reason to use double shards at this altar is to obtain a combo effect from this table, because other effects from the second shard are suppressed.

[edit] Dual-Affinity Upgrade

  • At the Altar of Devastation, it is possible to combine 2 differently Imbued Shards of Supreme Power to create a new Imbued Shard of Supreme Power with an Aspect-Aligned (or Dual-Affinity) attribute.
  • This can be used to obtain a 2nd upgrade to an Aspect granted at the Altar of Subjugation that used two different elements.
    • For example, if Positive was used at Invasion, then Earth at Subjugation, you can combine a Positive Imbued Shard of Supreme Power with a Earth Imbued Shard of Supreme Power to create a "Mineral" Imbued Shard of Supreme Power to upgrade the item to the "Mineral II" aspect, granting Keen/Impact, Slicing, Metalline, and Mineral (increased durability and hardness) to a weapon.
  • Balance of Land & Sky II" and "Tempered II" both use the opposite elements for this upgrade, instead of the typical same 2 elements again.
    • Ie. "Balance of Land & Sky" (Air and Earth) requires Fire and Water to make "BoLaS II".
    • Ie. "Tempered" (Fire and Water) requires Air and Earth to make "Tempered II".
  • It is believed that 2 Imbued Shards need to be of the same Gem and the same Essence, to be combined in this manner.
    • Confirmed: Combining an Ethereal/Earth/Escalation with a Material/Positive/Escalation fails.

[edit] Aspect Dominance

Aspect Dominance
  • As mentioned above, you only gain one "normal" effect of "Dominant Focus" from Dual Affinity upgrades.
    • For example, when you upgrade your Holy + Acid Burst weapon with "Mineral(Positive+Earth)/Dominion/Material" imbued Shard, your weapon gains only Acid Blast, not both Acid Blast and Good Blast, as an Earth aspect is dominant to a Positive aspect.
  • "Dominant Foci" are underlined in the following table, and are determined by following rules;
    • Fire > Earth
    • Earth > Air
    • Air > Water
    • Water > Fire
    • Fire > Air
    • Earth > Water
    • Elementals > Positive > Negative


[edit] Weapons

Aspect Created Weapon Attribute Added Altar of Invasion Focus Altar of Subjugation Focus Altar of Devastation Focus
Aspect of Air II Air Guard
on-being-hit 5% chance, DC 35 trip or 30-second Haste
Air Air Air
Aspect of Fire II IncinerationIncineration: This weapon stores the power of a raging inferno deep within. Occasionally, this destructive power comes to the surface, devastating enemies with massive fire damage.
on-hit 2% chance, 200+8d20 fire damage
Fire Fire Fire
Aspect of Earth II Earthgrab
on-hit 5% chance, reflex save DC 35, target helpless 4 seconds
Earth Earth Earth
Aspect of Water II Crushing WaveCrushing Wave: This weapon stores the unstoppable force of the oceans fury deep within. When this weapon is used this power occasionally comes to the surface, crushing enemies beneath a torrent of frigid water.
on-hit 2% chance, 3~4 ticks of 20+4d6 cold damage and 20+4d6 bludgeon damage
Water Water Water
Aspect of Negative Energy II Slay Living
on-hit 5% chance, Slay Living, fortitude save DC 30
Negative Negative Negative
Aspect of Positive Energy II Greater Disruption
on-hit 3~5% chance, undead destroyed, will save DC unknown
Positive Positive Positive
Balance of Land and Sky II Elemental MasteryElemental Mastery: This weapon is imbued with the energy of elemental mastery. Where the forces of the elements converge in harmony, each is equally potent. When used, this weapon has a chance of doing an extra 1d6 of any or all of the following elemental damage types : acid, electric, fire and cold.
on-hit chance to add 1d6 acid, cold, electric, and/or fire damage, 20% for each to trigger
Air Earth Water + Fire
Aspect of Smoke II Smoke Screen
20% permanent Blur
Air Fire Fire + Air
Aspect of Ice II Freezing Ice
on-hit 5% chance, Freezing Encasement, fortitude save DC 35, target helpless 8 seconds
Air Water Air + Water
Aspect of Vacuum II Trap the Soul
on-hit 1% chance, Trap the Soul 30 HD version, will save DC 30
Air Negative Air + Negative
Aspect of Lightning II Lightning StrikeLightning Strike: This weapon stores the power of a volatile thunderstorm deep within. Occasionally, this dynamic power comes to the surface, devastating enemies with a massive lightning strike.
on-hit 1.5% chance, 400+20d20 electricity damage
Air Positive Air + Positive
Aspect of Magma II Magma SurgeMagma Surge: This weapon stores the immeasurable heat of the planet's molten mantle. When this weapon is used, superheated magma occasionally surges to the surface, slowing an enemy down and inflicting massive fire damage over time.
on-hit 2% chance, cast Magma Surge and slow opponent, 3 ticks of 3d20+40 fire damage each, 30 second slow (-25% movement, -30% melee/ranged attack speed, -1 attack, -1 AC, -10 Jump, -1 Reflex save. Will DC 35 negates Slow, red/purple named immune
Earth Fire Fire + Earth
Aspect of Ooze II Sundering Ooze
on-hit 20% chance to cast Ooze Sunder and 1% chance to summon CR12 Black Pudding
Earth Water Water + Earth
Aspect of Dust II DisintegrationDisintegration: This weapon has a dark, insidious power deep within. Occasionally, this power lashes out violently at enemies and attempts to disintegrate them.
on-hit 2% chance, 300+15d20 damage reported (average 457), no save
Earth Negative Earth + Negative
Aspect of Mineral II Metalline, Keen/Impact, Slicing (+1d4 damage vs. targets that can bleed), Mineral (+8 Hardness, +80 Durability) Earth Positive Earth + Positive
Tempered II Elemental MasteryElemental Mastery: This weapon is imbued with the energy of elemental mastery. Where the forces of the elements converge in harmony, each is equally potent. When used, this weapon has a chance of doing an extra 1d6 of any or all of the following elemental damage types : acid, electric, fire and cold.
on-hit chance to add 1d6 acid, cold, electric, and/or fire damage, 20% for each to trigger
Fire Water Earth + Air
Aspect of Ash II Enervation
on hit 5% chance, 1d4 negative levels, no save
Fire Negative Fire + Negative
Aspect of Radiance II RadianceRadiance: This weapon is imbued with a brilliant, radiant power that deals an additional 4d6 points of light damage and blinds the target on a successful critical hit.
on-critical, 4d6 light damage + blindness, no save
Fire Positive Fire + Positive
Aspect of Salt II Corrosive SaltCorrosive Salt: This weapon stores a caustic, insatiable power deep within. When this weapon is used, this power can come to the surface in the form of a noxious, corrosive salt that dissolves all substances.
on-hit 2% chance, hit opponent with Corrosive Salt, 5 ticks of 50+5d10 dehydration (untyped) damage
Water Negative Water + Negative
Aspect of Steam II SteamSteam: This weapon is constantly building a magical steam within. When the weapon is used, this pressure can be violently discharged, periodically damaging enemies with an additional 2d8 + 8 points of untyped damage on a successful hit.
on-hit 20% chance, 8+2d8 untyped damage
Water Positive Water + Positive
Existential Stalemate II Concordant Opposition
on-being-hit chance, gain 30 temporary hit points or restore 22-32 spell points, 4% chance on each
Negative Positive Positive + Negative


[edit] Items

Aspect Created Clothing/Jewelry Attribute Added Focus #1 Focus #2 Devastation Altar Focus
Aspect of Air II Air Guard
on-being-hit 5% chance, DC 35 trip or 30-second Haste
Air Air Air
Aspect of Earth II Earthgrab Guard
on-being-hit 5% chance, reflex save DC 35, target helpless while held
Earth Earth Earth
Aspect of Fire II Incineration Guard
on-being-hit 5% chance, 261-321 fire damage reported
Fire Fire Fire
Aspect of Water II Crushing Wave Guard
on-being-hit 2% chance, 3~4 ticks of 30-40 cold + 30-40 bludgeon damage
Water Water Water
Aspect of Negative Energy II Slay Living Guard
on-being-hit chance, Slay Living, fortitude save DC 30
Negative Negative Negative
Aspect of Positive Energy II Greater Disruption Guard
on-being-hit 3~5% chance, undead destroyed, will save DC unknown
Positive Positive Positive
Balance of Land and Sky II Elemental Mastery Guard
on-hit chance to add 1d6 acid, cold, electric, and/or fire, appears to be 10-20% for each to trigger, and 80%+ chance for at least one per hit
Air Earth Water + Fire
Aspect of Smoke II Smoke Screen
20% permanent Blur
Air Fire Fire + Air
Aspect of Ice II Freezing Ice Guard Air Water Air + Water
Aspect of Vacuum II Trap the Soul Guard
on-being-hit 1~2% chance, Trap the Soul HD 30 version
Air Negative Air + Negative
Aspect of Lightning II Lightning Storm Guard
on-being-hit chance, 580-650 electricity damage
Air Positive Air + Positive
Aspect of Magma II Magma Surge Guard
on-being-hit chance, cast Magma Surge and slow your opponent, 3 ticks of 70~100 fire damage
Earth Fire Fire + Earth
Aspect of Ooze II Sundering Ooze Guard
on-being-hit 20~30% chance to cast Ooze Sunder and 1% chance to summon CR12 Black Pudding
Earth Water Water + Earth
Aspect of Dust II Disintegration Guard
on-being-hit 2% chance, around 490 damage reported
Earth Negative Earth + Negative
Aspect of Mineral II +5 Protection, Heavy Fortification Earth Positive Earth + Positive
Tempered II Elemental Mastery Guard
on-being-hit chance to add 1d6 acid, cold, electric, and/or fire, appears to be 10-20% for each to trigger, and 80%+ chance for at least one per hit
Fire Water Earth + Air
Aspect of Ash II Enervation Guard
on-being-hit chance, 1d4 negative levels, no save
Fire Negative Fire + Negative
Aspect of Radiance II Radiance Guard
on-being-hit 15% chance, deals 4d6 of light damage and may cause Blindness to attacker
Fire Positive Fire + Positive
Aspect of Salt II Corrosive Salt Guard
on-being-hit chance, hit opponent with Corrosive Salt, 4 ticks of 77~100 dehydration damage
Water Negative Water + Negative
Aspect of Steam II Steam Guard
on-being-hit 20%, deals 12-22 untyped damage
Water Positive Water + Positive
Existential Stalemate II Concordant Opposition
on-being-hit chance, gain 30 temporary hit points or restore 22-32 spell points, 4% chance on each
Negative Positive Positive + Negative

[edit] Note

  • Earthgrab Guard - This effect used to be bugged and gave the wearer Good Guard instead (seen as an effect in the combat log). Fixed by Module 7.
  • Concordant Opposition - This effect used to proc at a rate of 1% and give fewer sp per proc than it does now. The current rate is 4%.

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