Category:The Reaver's Fate loot

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Update 12 modified the raid loot to be upgradeable and changed it in some other ways. This list shows the new items. For reference on the pre-U12 stats, see The Reaver's Fate loot history. U12.3 allows for Pre-U12 versions of this loot to be converted to new upgradable versions at the Stormreaver Monument.

  • Cloudburst - +5 Greatsword+5 Greatsword: (2d6+5 19-20/x2): The largest of the swords, this weapon can only be used with two hands. - Shocking BurstShocking Burst: This weapon is sheathed in crackling electricity. A shocking weapon deals an extra 1d6 of electical damage on a successful hit. In addition critical hits deal an amount of extra electric damage depending on the weapon's critical multiplier: x2 - 1d10. x3 - 2d10. x4 - 3d10., CloudburstCloudburst: Every hit from this weapon has a chance to trigger a Cloudburst, striking its target with lightning and dealing sonic damage to surrounding enemies through a powerful thunderclap.
    • Upgrade: Adds 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.
  • Dreamspitter - +5 Quarterstaff+5 Quarterstaff: (1d6+5 20/x2): A long, stout staff used as a simple weapon. Often favored by wizards or common folk. (CrystalCrystal: Crystal weapons are able to overcome the protective damage reduction of many Quori creatures, which can be resistant to other weapons.
    Spell failure chances for armors and shields made from crystal are also decreased by 10%.
    ) - 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 it's normal enhancement bonus. It deals an extra 3d6 points of damage against the foe., Greater Enchantment FocusGreater Enchantment Focus: Your Enchantment spells have the DC to resist them increased by +2., Life Stealing, Suppressed Power HolyHoly: A holy weapon is imbued with holy power. This power makes the weapon good-aligned. Evil characters wielding this weapon suffer a negative level. The weapon deals an extra 2d6 damage agains all targets of evil alignment. (BtA)
    • Upgrade: - Adds Force BurstForce Burst: This weapon is humming with magical force. A force weapon deals an extra 1d6 force damage on a successful hit. In addition critical hits deal an amount of extra force damage depending on the weapon's critical multiplier: x2 - 1d10. x3 - 2d10. x4 - 3d10.
  • Tenderizer - +5 Morningstar+5 Morningstar: (1d8+5 20/x2): A simple weapon comprised of a round, spiked head and a long haft. - AdamantineAdamantine: Adamantine weapons may bypass the damage reduction of certain items and creatures., Impact, Stunning +10Stunning +10: Gives +10 to the DC of any Stunning Blow attempts made with that weapon. This weapon also has a 3% chance on-hit to make DC 33 fortitude check to stun the monster., Strength +2 Strength +2: This item gives the wearer the power of Ogre Strength, granting a +2 enhancement bonus to Strength.
    • Upgrade: Adds Bone Breaking and SpikesSpikes: The sharp spikes on this item deal an additional 1d6 piercing damage when used to strike an enemy.
  • Ventilated Bracers - Bracers - Armor Bonus +6Armor Bonus +6: This item surrounds the wearer with an invisible but tangible field of force, granting +6 armor bonus to AC, just as though he were wearing armor., Enhanced Disable Device +3Enhanced Disable Device +3: Provides a +3 enhancement bonus to the wearer's Disable Device which is an Active Intelligence based skill which can be used to disarm traps in dungeons. Requires that the control box of the trap has been located by a successful Search check. If the Disable Device check succeeds, you disable the trap. If it fails by < 5, you have failed but can try again. If you fail by 5+ the control box explodes (causing some damage to those in an area around the box) and can't be used again (the trap will remain dangerous, of course!). Using this skill consumes one thieves' tool., Enhanced Open Lock +3Enhanced Open Lock +3: Provides a +3 enhancement bonus to the wearer's Open Lock which is an Active Dexterity based skill which allows you to attempt to open locked doors, chests, and other objects. Using the skill consumes one thieves’ tool., Air GuardAir: This Weapon stores the incredible, dynamic power of the air deep within. When the user of this weapon is successfully attacked on melee, this power occasionally comes to the surface, knocking enemies over or speeding up the wearer with rushing winds.
    • Upgrade: Armor Bonus +6Armor Bonus +6: This item surrounds the wearer with an invisible but tangible field of force, granting +6 armor bonus to AC, just as though he were wearing armor., Enhanced Disable Device +3Enhanced Disable Device +3: Provides a +3 enhancement bonus to the wearer's Disable Device which is an Active Intelligence based skill which can be used to disarm traps in dungeons. Requires that the control box of the trap has been located by a successful Search check. If the Disable Device check succeeds, you disable the trap. If it fails by < 5, you have failed but can try again. If you fail by 5+ the control box explodes (causing some damage to those in an area around the box) and can't be used again (the trap will remain dangerous, of course!). Using this skill consumes one thieves' tool., & Enhanced Open Lock +3Enhanced Open Lock +3: Provides a +3 enhancement bonus to the wearer's Open Lock which is an Active Dexterity based skill which allows you to attempt to open locked doors, chests, and other objects. Using the skill consumes one thieves’ tool.Armor Bonus +7Armor Bonus +7: This item surrounds the wearer with an invisible but tangible field of force, granting +7 armor bonus to AC, just as though he were wearing armor.,Enhanced Disable Device +5Enhanced Disable Device +5: Provides a +5 enhancement bonus to the wearer's Disable Device which is an Active Intelligence based skill which can be used to disarm traps in dungeons. Requires that the control box of the trap has been located by a successful Search check. If the Disable Device check succeeds, you disable the trap. If it fails by < 5, you have failed but can try again. If you fail by 5+ the control box explodes (causing some damage to those in an area around the box) and can't be used again (the trap will remain dangerous, of course!). Using this skill consumes one thieves' tool., & Enhanced Open Lock +5Enhanced Open Lock +5: Provides a +5 enhancement bonus to the wearer's Open Lock which is an Active Dexterity based skill which allows you to attempt to open locked doors, chests, and other objects. Using the skill consumes one thieves’ tool.
  • Seal of the Stormreaver - Allows you to upgrade 1 item. (Binds to Account) (Drops only on hard and elite)
  • Note: All items are Binds to Character except the Seals and the Dreamspitter - which is Bound to Account until you unlock the Supressed Power.
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