Green Steel items

Green Steel items
See following for the list of items;
 * Green Steel weapons (base damage comparison)
 * Green Steel equipment

Common knowledge about Green Steel items

 * EVERY green steel blank weapon or accessory that you craft requires a Shavarath Signet Stone, which in turn requires all 5 of the Shavarath Stones to create: Might (Ritual Sacrifice), Battle (Running with Devils), Strategy (Let Sleeping Dust Lie), Victory (The Coalescence Chamber), & Foresight (Rainbow in the Dark).


 * These items will bind to your character once equipped or "upgraded" with the tiered bonuses - only the unequipped, "raw" items may be traded to other characters/players or sold through the auction house.


 * Green Steel weapons are considered Evil for means of bypassing damage reduction.


 * Only one Green Steel accessory may be equipped at a time without penalty prior to being cleansed by a Essence of Cleansing acquired on the 20th completion of the Shroud. Weapons are not bound by this rule and can be wielded freely.


 * Green Steel Accessories have a minimum level of 11 to be equipped; Green Steel Weapons have a minimum level of 12. As such, they are quite useful to those who undergo a True Reincarnation on their character.


 * Some of the Manufactured Ingredients to create a Green Steel Blank have multiple recipes: Use whichever you have enough raw ingredients for.


 * Green Steel can only be upgraded while the player is not on timer for the Shroud (aside from creating Green Steel blanks (and, if the player has access to the Devils of Shavarath adventure pack, the Altar of Subjugation) since all the upgrading altars are within the raid instance. Another exception is when a guild has a high enough level to acquire altars on their Guild Airship. This requires you to be a guild member or be invited by a guild member to their airship.

Weapons

 * For a weapon dedicated to damage, the high net damage of a Lightning Strike (Lightning II effect) has made it the damage weapon of choice. It does require a double-imbued superior shard, so some time to make. Artificers can get this effect from Toven's Hammer, and traditionally two items with the same effect do not produce a double chance to produce effect, only a higher average damage (it seems that twice the set of "dice" are rolled, and the higher 1/2 of the rolls are kept, this is from in-game testing during update 12 using Charged Gauntlets and a Greater Bold Trinket, both of which produce a Shocking Blow effect)


 * For characters just starting at 20 (or those equipping Toven's Hammer) making an Incineration (Fire II) weapon gives the same average damage (in fire of course) as the Lighting II, just more spread out (1/2 the damage and twice the proc rate), and takes a single imbued superior shard (so a lot less in the way of materials). At level 20, items such as Epic Hellfire Crossbow are preferred over Green Steel for the Incineration effect.


 * Characters just starting at 20 may also want to craft a Crushing Wave (Ice II) weapon - it is also requires a single imbued shard, and is useful on enemies immune to fire. The effect, which splits its damage between cold and blunt, is a damage over time effect, for less net damage than either Incineration or Lightning Strike, but is useful for enemies immune to the elemental damage of your primary weapon, or that are vulnerable to cold. For characters planning no staying at level 20, this is the same effect which is the main proc effect on epic weapons earned from running challenges. Running the challenges takes significantly less real time than acquiring the shroud materials, as there is no 3-day wait between runs.


 * Another common Green Steel weapon is a Mineral II weapon for its Metalline + Good properties for getting through most bosses Damage reduction. Since Update 10 Cannith Crafting, this has been less common.


 * Characters dual-wielding weapons will frequently make their off-hand weapon a "Buff" weapon - characters built for armor class may sacrifice their tier III bonus for Insight AC bonus +4 effect, or characters built for healing amplification may build items opting for +30% healing amplification. The Tier II bonus effect of choice in this case is either +6 Widsom/+10 Dipolmacy/+10 Haggling, usually paired with +6 Strength (or other stat), or +3 Resistance/+11 Balance/+3 Deflection usually paired with Shock or Acid and Shocking Burst or Acid Burst. This includes "Charisma stick", "Int stick" and such for spell casters. Sole purpose of these items are to gain +3 exceptional stat. This has been less common since Incredible Potential implemented however.

Accessories

 * Immunity item: The teir I effects Blindness Immunity & Disease Immunity, the tier two effects Poison Immunity & Fear Immunity, and the tier three effect of Deathblock provides a solid set of resistances (and gave the tier 2 bonus effect of symbol of weakness 3/day) while only needing a single imbued shard. The old recommendation was to craft a set of Googles, but since googles may now have up to a +4 bonus to hit from crafting, more experienced players may have changed the itemization recommendation, but it is still a good item for characters with low crafting about to do their 1st TR.


 * HP item: A must-have is an item for hit points, with Greater Elemental Energy (+20 hp), Imporved Elemental Energy (+15 hp), and Elemental Energy (+10 hp). The +45 hp boost is considered too good to pass up. Bonus effects that are popular are either Stoneskin 2/day for tier II bonus, with Heavy Fortification and Protection +5 for the tier III bonus effect, or Displacement 2/day for tier II bonus and 20% permanent Blur for tier 3 bonus effect - both of these combinations require a double imbued superior shard. The effect of choice for those interested in a single imbued shard (if they are just starting and tired of gathering materials for a double imbued) is Balance of Land and Sky, which gives a +3 Resistance boost, +11 to Balance checks, and +3 Deflection to AC.


 * Mana item:For spell-casters and healers. Elemental Spell Power. Usually built with Air/Air/Air (cheapest ingredient consumption), Positive/Positive/Positive (Raise Dead spell charge), or Negative/Positive/Negative+Positive (Concordant Opposition) in order to help UMD score with exceptional charisma skill modifier.


 * Equipping both of these at the same time requires an Essence of Cleansing, from 20 Shroud Runs, thus the recommendation new players do 20 shroud runs before they think about TRing for the first time.

Crafting guides

 * Green Steel quick guide
 * Green Steel item crafting steps

Recipes

 * Altar of Fecundity - Manufactured Ingredient Recipes
 * Altar of Invasion - Manufactured Ingredient Recipes
 * Altar of Subjugation - Manufactured Ingredient Recipes
 * Altar of Devastation - Manufactured Ingredient Recipes

Crafting Helpers

 * DDO Shroud Loot Planner (aka Shroud Loot Builder for Dummies) by tihocan (DDO Forum Private Message and DDO Forum Post)
 * Dungeons & Dragons Online Crafting Planner by jjflanigan (DDO Forum Private Message and DDO Forum Post)
 * DDO Crafting Calculator by Zaodon

Other Resources

 * Eldritch Rituals Cookbook thread by Cambo
 * The crafting spreadsheet by InkBlack
 * DDO crafting website by Storm Lords guild on Thelanis