Stormreaver Monument

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[edit] Overview

  • Introduced in Update 12, it is now possible to upgrade named treasure from The Reaver's Fate raid.
  • Gather Seals of the Stormreaver from playing hard or elite difficulty.
  • Place the seals and the named items in the Monument to upgrade the named item to a more powerful form.
  • You can preview the available upgrades by visiting the Monument and clicking the list interface.

As of Update 12 Patch 3, all raid items from Reaver or Abbot raids obtained before U12 can now be 'unlocked' to add the upgrade option to the item. Of special note:

  • The process requires 5 giant, elven or dragon relics. Type depends on which item you are adding the upgrade to.
  • Dreamspitter retains its Suppressed or Unsuppressed status after being unlocked.
    • Old versions that have neither status do not acquire the suppressed power nor do they change in binding status.
  • Stone of Change rituals also persist after being unlocked.

[edit] Stormreaver Monument

Stormreaver Monument

Used to upgrade items obtain from The Reaver's Fate, by combining them with a Seal of the Stormreaver.

  • Location: Gianthold in the south west corner of camp, west of the mailbox.

[edit] Stormreaver Monument Upgrades

[edit] The Reaver's Fate

Collectableicon MarkOfTheKeeper.gif
SealoftheStormreaver.jpg

[edit] Seal of the Stormreaver
SealoftheStormreaver.jpg

Upgradable Item Upgraded Item
Item Type Enchantments Effects Lost Effects Gained
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
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Chain Lightning
Caster level: 12
Charges: 3 (3/day)
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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.
Protection +5Protection +5: This item protects its wearer by granting a +5 deflection bonus to AC.,
Superior Lightning ResistanceSuperior Lightning Resistance: This property absorbs the first 40 points of lightning damage per attack that the wearer would normally take.
Cloudburst Greatsword 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. 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 Quarterstaff 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. 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 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 +2Good Luck +2: This item gives a +2 Luck bonus to all saves and skill checks., 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. 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.,
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 +0Potency +0: Provides a +0 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
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Madstone Rage
Charges: 1 (1/day)
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, unlisted Madstone Reaction
Dexterity +4 Dexterity +4: This item makes the wearer more nimble and dexterous, granting a +4 enhancement bonus to Dexterity.,
Potency +0Potency +0: Provides a +0 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 +0Potency +0: Provides a +0 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 Tower shield Shield Proficiency: Tower Shields Improved BashingImproved Bashing: This shield does an additional 2d6 bludgeoning damage when used to shield bash.,
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., 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.Deception: This weapon is hard to focus upon and thus provides a +3 enhancement bonus to Bluff checks. In addition, Deception weapons have a chance to envelop the target in darkness, making them vulnerable to sneak attacks for a short time., Hidden Effect: Increases threat generated by spellcasting by 15% 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.Deception: This weapon is hard to focus upon and thus provides a +3 enhancement bonus to Bluff checks. In addition, Deception weapons have a chance to envelop the target in darkness, making them vulnerable to sneak attacks for a short time. Improved DeceptionImproved Deception: This weapon is hard to focus upon and thus provides a +5 enhancement bonus to Bluff checks. In addition, Improved Deception weapons have a chance to envelop the target in darkness, making them vulnerable to sneak attacks for a short time. This chance is greater than that of weapons with normal Deception. Double the chance according to a devpost.,
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 +1 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 Morningstar Increased base dice: 1d10, 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., BleedBleed: This weapon is cruelly sharp and will do an additional 1d8 damage to targets that are vulnerable to bleeding., Maladroit SpikesSpikes: The sharp spikes on this item deal an additional 1d6 piercing damage when used to strike an enemy.,
Bone Breaking
Treason Shortsword Expanded Threat Range: 18-20 / x2, 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., 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.Deception: This weapon is hard to focus upon and thus provides a +3 enhancement bonus to Bluff checks. In addition, Deception weapons have a chance to envelop the target in darkness, making them vulnerable to sneak attacks for a short time., Treason, Armor-Piercing-10% (Bypasses 10% of target's Fortification), uses Dex mod or Str mod for Attack and Damage, whichever is highest 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 Guard 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.

[edit] The Fall of Truth

Tier Cost Item Effect
Attuned by Heroism: Tier 1 3 Commendations of Heroism

Braisingstar
Dreampiercer
Rebellion

Skybreaker, Hand of the Stormreaver

Gauntlets of Immortality
Halcyon Boots
Idol of Fortune
Pendant of the Stormreaver
Ring of Deceit
Stormreaver's Tablecloth
Ventilated Armbands

Madstone Aegis

  • Shield Bonus: +20 becomes Shield Bonus: +21
  • DR 15/- becomes DR 16/-
  • +7 Enhancement Bonus becomes +8 Enhancement Bonus
Attuned by Heroism: Tier 2 5 Commendations of Heroism
Braisingstar
  • BlazingBlazing: This weapon is sheathed in fierce flame. A blazing weapon deals an extra 2d6 fire damage on a successful hit. becomes ConflagratingConflagrating: This weapon is sheated in furious flame. A conflagrating weapon deals an extra 3d6 fire damage on a successful hit.
Dreampiercer
  • Greater GoodGreater Good: This weapon is infused with the ultimate power of good. It does an additional 2d6 damage to non-good targets and can only be wielded by good aligned characters. becomes Supreme GoodSupreme Good: This weapon is infused with the ultimate power of good. It does an additional 3d6 damage to non-good targets and can only be wielded by good-aligned characters.

Gauntlets of Immortality
Halcyon Boots
Ring of Deceit

Idol of Fortune
Madstone Aegis
Pendant of the Stormreaver
  • Adds Sovereign Lightning ResistanceSovereign Lightning Resistance: This property absorbs the first 50 points of lightning damage per attack that the wearer would normally take.
Skybreaker, Hand of the Stormreaver
Stormreaver's Tablecloth
  • Adds Greater Spell Penetration IXGreater Spell Penetration IX: Your Level 9 and lower spells gain a +3 to the die roll to penetrate the target's Spell Resistance.
Ventilated Armbands
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