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Category:The Reaver's Fate loot
From DDO wiki
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.
- Amulet of the Stormreaver - Necklace - Protection +4Protection +4: This item protects its wearer by granting a +4 deflection bonus to AC., Greater Lightning ResistanceGreater Lightning Resistance: This property absorbs the first 30 points of lightning damage per attack that the wearer would normally take., Chain Lightning
- Upgrade: Protection +4Protection +4: This item protects its wearer by granting a +4 deflection bonus to AC. & Greater Lightning ResistanceGreater Lightning Resistance: This property absorbs the first 30 points of lightning damage per attack that the wearer would normally take. → Superior Lightning ResistanceSuperior Lightning Resistance: This property absorbs the first 40 points of lightning damage per attack that the wearer would normally take. & Protection +5Protection +5: This item protects its wearer by granting a +5 deflection bonus to AC.
- 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.
- Gauntlets of Eternity - Gloves - Heal +13Heal +13: Provides a +13 competence bonus to the wearer's Heal which is an Active/Passive Wisdom based skill which allows you to revive unconscious and bleeding companions to 1 hit point (each attempt requires one healing kit). Also, the character with the highest Heal skill is used when using Rest shrines to dictate how much health is recovered. Does not affect Warforged characters. (1 second cooldown), Repair +13Repair +13: Provides a +13 competence bonus to the wearer's Repair which is an Active/Passive Intelligence based skill which allows you to restore a disabled warforged character to 1 hit point (each attempt requires one repair kit). Also, the character with the highest Repair skill is used when using Rest shrines to dictate how much health is recovered. Only affects Warforged characters. (1 second cooldown), Devotion +60Devotion +60: Provides a +60 Equipment bonus to wearer's Positive (Healing) Spell Power., Major Healing LoreMajor Healing Lore: Your Healing spells gain additional 9% chance to make critical hits and their critical multiplier increase by 0.50x, Eternal Faith
- Upgrade: - Heal +13Heal +13: Provides a +13 competence bonus to the wearer's Heal which is an Active/Passive Wisdom based skill which allows you to revive unconscious and bleeding companions to 1 hit point (each attempt requires one healing kit). Also, the character with the highest Heal skill is used when using Rest shrines to dictate how much health is recovered. Does not affect Warforged characters. (1 second cooldown), Repair +13Repair +13: Provides a +13 competence bonus to the wearer's Repair which is an Active/Passive Intelligence based skill which allows you to restore a disabled warforged character to 1 hit point (each attempt requires one repair kit). Also, the character with the highest Repair skill is used when using Rest shrines to dictate how much health is recovered. Only affects Warforged characters. (1 second cooldown), Devotion +60Devotion +60: Provides a +60 Equipment bonus to wearer's Positive (Healing) Spell Power. → Heal +15Heal +15: Provides a +15 competence bonus to the wearer's Heal which is an Active/Passive Wisdom based skill which allows you to revive unconscious and bleeding companions to 1 hit point (each attempt requires one healing kit). Also, the character with the highest Heal skill is used when using Rest shrines to dictate how much health is recovered. Does not affect Warforged characters. (1 second cooldown), Repair +15Repair +15: Provides a +15 competence bonus to the wearer's Repair which is an Active/Passive Intelligence based skill which allows you to restore a disabled warforged character to 1 hit point (each attempt requires one repair kit). Also, the character with the highest Repair skill is used when using Rest shrines to dictate how much health is recovered. Only affects Warforged characters. (1 second cooldown), Devotion +72Devotion +72: Provides a +72 Equipment bonus to wearer's Positive (Healing) Spell Power.
- Head of Good Fortune - Trinket - Good Luck +2, Moderate FortificationModerate Fortification: This suit of armor or shield produces a magical force that protects vital areas of the wearer much more effectively. When a critical hit or sneak attack is scored on the wearer, there is a 75% chance that the critical hit or sneak attack is negated and damage is instead rolled normally.
- Upgrade: Moderate FortificationModerate Fortification: This suit of armor or shield produces a magical force that protects vital areas of the wearer much more effectively. When a critical hit or sneak attack is scored on the wearer, there is a 75% chance that the critical hit or sneak attack is negated and damage is instead rolled normally. → Heavy FortificationHeavy Fortification: This suit of armor or shield produces a magical force that protects vital areas of the wearer much more effectively. When a critical hit or sneak attack is scored on the wearer, there is a 100% chance that the critical hit or sneak attack is negated and damage is instead rolled normally., Gains Dodge Bonus +2
- Madstone Boots - Boots - Dexterity +4 Dexterity +4: This item makes the wearer more nimble and dexterous, granting a +4 enhancement bonus to Dexterity., Potency +48Potency +48: Provides a +48 Equipment bonus to wearer's Universal Spell Power., Striding +20%Striding +20%: Makes the wearer more fleet of foot, giving a 20% bonus to run speed., Madstone Rage, unlisted Madstone Reaction
- Upgrade: Dexterity +4 Dexterity +4: This item makes the wearer more nimble and dexterous, granting a +4 enhancement bonus to Dexterity., Potency +48Potency +48: Provides a +48 Equipment bonus to wearer's Universal Spell Power., & Striding +20%Striding +20%: Makes the wearer more fleet of foot, giving a 20% bonus to run speed. → Dexterity +6 Dexterity +6: This item makes the wearer more nimble and dexterous, granting a +6 enhancement bonus to Dexterity., Potency +52Potency +52: Provides a +52 Equipment bonus to wearer's Universal Spell Power., & Striding +30%Striding +30%: Makes the wearer more fleet of foot, giving a 30% bonus to run speed.
- Madstone Shield - +5 Tower shield (GemGem: Items made of gem are generally extremely durable and have a very high hardness. Most commonly used to make trinkets and docents., Max Dex 3, Blocking DR 11 (base 6)) - Tower Shield Proficiency
- Upgrade: Gains Improved BashingImproved Bashing: This shield does an additional 2d6 bludgeoning damage when used to shield bash. and Shield Bashing - 10%
- Ring of Lies - Ring - Charisma +6 Charisma +6: This item makes the wearer have more flair, granting a +6 enhancement bonus to Charisma., Diplomacy +10Diplomacy +10: Provides a +10 competence bonus to the wearer's Diplomacy which is an Active Charisma based skill which allows you to negotiate more effectively with certain NPCs and to encourage monsters to find targets other than yourself. (15 second cooldown), Bluff +10Bluff +10: Provides a +10 competence bonus to the wearer's Bluff which is an Active Charisma based skill which allows you to bluff certain NPCs or make a monster vulnerable to a sneak attack. After a one second pause for disruption of bluff, if successful it draws the attention of the selected target. This can be done with out disturbing sneak mode. This works as mob pulling skill., Haggle +10Haggle +10: Provides a +10 competence bonus to the wearer's Haggle which is a Passive Charisma based skill which allows you to negotiate better prices with vendors., Perform +10Perform +10: Provides a +10 competence bonus to the wearer's Perform which is a Passive Charisma based skill which allows you to use and improve your musical ability to inspire and fascinate others. This skill is required for Bards to be able to use their Bardic Music., Deception, Hidden Effect: Increases threat generated by spellcasting by 15%
- Upgrade: Deception becomes Improved Deception, Adds: Exceptional Charisma Skills +1
- Stormreaver's Napkin - Cloak - Intelligence +6 Intelligence +6: This item focuses the power of the wearer's mind, granting a +6 enhancement bonus to Intelligence., Spell Focus Mastery
- Upgrade: Adds Spell Penetration VII Spell Penetration VII: Your Level 7 and lower spells gain a +2 to the die roll to penetrate the target's Spell Resistance.
- 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.
- Treason - +5 Shortsword+5 Shortsword: (1d6+5 19-20/x2): The smallest of the swords, light enough to be used as an offhand weapon but too large to be considered a dagger. - Expanded Threat Range: 18-20, Keen, Sneak Attack Bonus +3Sneak Attack Bonus +3: Provides a +3 to attack bonus and a +5 to damage for any attack that would qualify as a Sneak Attack, even if the wielder is not a Rogue., Deception, Treason, Armor-Piercing - 10%, uses Dex mod or Str mod for Attack and Damage, whichever is highest.
- Upgrade: Sneak Attack Bonus +3Sneak Attack Bonus +3: Provides a +3 to attack bonus and a +5 to damage for any attack that would qualify as a Sneak Attack, even if the wielder is not a Rogue. & Armor-Piercing - 10% → Sneak Attack Bonus +4Sneak Attack Bonus +4: Provides a +4 to attack bonus and a +6 to damage for any attack that would qualify as a Sneak Attack, even if the wielder is not a Rogue. & Armor-Piercing - 15%
- 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)
- +3 Ability tomes (Binds to Character)
- Note: All items are Binds to Character except the Seals and the Dreamspitter - which is Bound to Account until you unlock the Supressed Power.
Pages in category "The Reaver's Fate loot"
The following 13 pages are in this category, out of 13 total.
ACDGH |
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