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Altar of Devastation - Manufactured Ingredient Recipes
Heroic Green Steel items (Weapon types · Accessories) | |||||||||
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Instructions on how to craft at the Altar of Devastation[edit]
In order to craft items at the Altar of Devastation, you must perform multiple steps
- Convert your Devastation Altar Raw Ingredients (Larges) into Devastation Altar Manufactured Ingredients
- 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
- 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.
- Place the Imbued Shard of Supreme Power and the Green Steel Item into the Altar and combine to gain the results listed below.
Altar of Devastation Recipes[edit]
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 |
Flaming 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 Reflex 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 |
Note[edit]
- 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
- Elemental Blast (Fire, Ice, Shocking, Acid): 1d10 * (critical multiplier -1) 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.
Additional Effects[edit]
- 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.
Dual-Affinity Upgrade[edit]
- 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 an 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.
Aspect Dominance[edit]
- 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
- Water > Earth
- Elementals > Positive > Negative
Weapons[edit]
Aspect Created | Weapon Attribute Added | Altar of Invasion Focus | Altar of Subjugation Focus | Altar of Devastation Focus |
Aspect of Air II | Air GuardAir Guard: This Weapon stores the incredible, dynamic power of the air deep within. When the user of this weapon is successfully attacked in melee, this power occasionally comes to the surface, knocking enemies over or speeding up the wearer with rushing winds. on-being-hit 5% chance, DC 35 trip or 30-second Haste |
Air | Air | Air |
Aspect of Earth II | EarthgrabEarthgrab: This weapon stores the implacable strength of the earth deep within. When this weapon is used, this power occasionally comes to the surface, calling on the earth to erupt from the ground and hold an enemy in place. on-hit 5% chance, reflex save DC 35, target helpless 4 seconds |
Earth | Earth | Earth |
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 Water II | Crushing WaveCrushing Wave: This weapon stores the unstoppable force of the ocean's 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 Positive Energy II | Greater Disruption Greater Disruption: On Hit: 4 to 24 Bane damage to Undead. On Vorpal Hit: If an undead struck by this weapon has fewer than 2000 Hit Points, it is instantly slain. If the undead has above 2000 Hit Points, it takes 200 damage. on-hit 3~5% chance, undead destroyed, will save DC unknown |
Positive | Positive | Positive |
Aspect of Negative Energy II | Slay LivingSlay Living: This weapon stores a dark and sinister power deep within. When the weapon is used, this power occasionally comes to the surface, attempting to instantly snuff out the life force of the enemy. on-hit 5% chance, Slay Living, fortitude save DC 30 |
Negative | Negative | Negative |
Aspect of Ice II | Freezing Ice Freezing Ice:
on-hit 5% chance, Freezing Encasement, fortitude save DC 35, target helpless 8 seconds |
Air | Water | 'Air'+ Water |
Aspect of Lightning II | Lightning Strike Lightning 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 Vacuum II | Trap the SoulTrap the Soul: This equipment stores an overwhelming, merciless power deep within. When you strike an enemy with a melee or missile attack, this power occasionally comes to the surface, sucking out the life force of an enemy and imprisoning the essence of their body and soul in a gem. on-hit 1% chance, Trap the Soul 30 HD version, will save DC 30 |
Air | Negative | 'Air'+ Negative |
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 1 to 6 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 Mineral II | MetallineMetalline: Metalline bypasses any metal based damage reduction. (Adamantine, "Alchemical, Silver", Byeshk, Cold Iron, Mithral) , KeenKeen: Passive: The base critical threat range of this weapon is doubled. This does not stack with Improved Critical feat. Vorpal Strikes by this weapon also bypass all Fortification./ImpactImpact: Passive: The base critical threat range of this weapon is doubled. This does not stack with Improved Critical feat. Vorpal Strikes by this weapon also bypass all Fortification., SlicingSlicing: This weapon is incredibly sharp and will do an additional 1 to 4 damage to targets that are vulnerable to bleeding. (+1d4 damage vs. targets that can bleed), Mineral (+8 Hardness, +80 Durability) | Earth | Positive | 'Earth'+ Positive |
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 Smoke II | Smoke ScreenSmoke Screen: You are surrounded by wisps of concealing smoke, giving opponents a 20% concealment chance to miss you. 20% permanent Blur |
Air | Fire | 'Fire'+ Air |
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 Radiance II | RadianceRadiance: This weapon is imbued with a brilliant, radiant power that deals an additional 4 to 24 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 Ash II | EnervationEnervation: This weapon stores a menacing, ravenous power deep within. When this weapon is used, this power occasionally comes to the surface, draining the life force of the enemy and giving negative levels. on hit 5% chance, 1d4 negative levels, no save |
Fire | Negative | 'Fire'+ Negative |
Aspect of Ooze II | Sundering OozeSundering Ooze: This weapon stores the corrosive, voracious power of the ooze deep within. When this weapon is used, this power can come to the surface, decreasing an opponent's AC and occasionally summoning an ooze that will fight against your enemies. Being mindless, these oozes do not behave like allied creatures, and will only attack enemies in their area. They will not follow you. on-hit 20% chance to cast Ooze Sunder and 1% chance to summon CR12 Black Pudding |
Earth | Water | 'Water'+ Earth |
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 1 to 6 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 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 2 to 16 plus 8 points of untyped damage on a successful hit. on-hit 20% chance, 8+2d8 untyped damage |
Water | Positive | 'Water'+ 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 |
Existential Stalemate II | Concordant OppositionConcordant Opposition: This item is imbued with the energy of concordant opposition. Those who rest at the pinacle of supreme balance can do nothing but gain. When the wearer of this item is successfully attacked in melee, there is a chance the item will bestow temporary hit points and grant spell points to the wearer. on-being-hit chance, gain 30 temporary hit points or restore 22-32 spell points, 4% chance on each |
Negative | Positive | Positive + Negative |
Items[edit]
Aspect Created | Clothing/Jewelry Attribute Added | Focus #1 | Focus #2 | Devastation Altar Focus |
Aspect of Air II | Air GuardAir Guard: This Weapon stores the incredible, dynamic power of the air deep within. When the user of this weapon is successfully attacked in melee, this power occasionally comes to the surface, knocking enemies over or speeding up the wearer with rushing winds. on-being-hit 5% chance, DC 35 trip or 30-second Haste |
Air | Air | Air |
Aspect of Earth II | Earthgrab GuardEarthgrab Guard: This item stores the implacable strength of the earth deep within. When the wearer of this item is successfully attacked in melee, this power occasionally comes to the surface, calling on the earth to erupt from the ground and hold an enemy in place. on-being-hit 5% chance, reflex save DC 35, target helpless while held |
Earth | Earth | Earth |
Aspect of Fire II | Incineration GuardIncineration Guard: This item stores the power of a raging inferno deep within. When the wearer of this item is successfully attacked in melee, this destructive power occasionally comes to the surface, devastating enemies with massive fire damage. on-being-hit 5% chance, 261-321 fire damage reported |
Fire | Fire | Fire |
Aspect of Water II | Crushing Wave GuardCrushing Wave Guard: This item stores the unstoppable force of the ocean's fury deep within. When the wearer of this item is successfully attacked in melee, this power occasionally comes to the surface, crushing enemies beneath a torrent of frigid water. on-being-hit 2% chance, 3~4 ticks of 30-40 cold + 30-40 bludgeon damage |
Water | Water | Water |
Aspect of Positive Energy II | Greater Disruption GuardGreater Disruption Guard: This Item stores a holy and righteous power deep within. When the wearer of this item is successfully attacked in melee by undead, this power occasionally comes to the surface, annihilating enemy undead. on-being-hit 3~5% chance, undead destroyed, will save DC unknown |
Positive | Positive | Positive |
Aspect of Negative Energy II | Slay Living GuardSlay Living Guard: This item stores a dark and sinister power deep within. When the wearer of this is successfully attacked in melee, this power occasionally comes to the surface, attempting to instantly snuff out the life force of the enemy. on-being-hit chance, Slay Living, fortitude save DC 30 |
Negative | Negative | Negative |
Aspect of Ice II | Freezing Ice GuardFreezing Ice Guard: This item stores the pitiless immovable power of the ice deep within. When the wearer of this item is successfully attacked in melee, this power occasionally comes to the surface, attempting to freeze an enemy solid and encase them in ice. | Air | Water | 'Air'+ Water |
Aspect of Lightning II | Lightning Storm GuardLightning Storm Guard: This item stores the power of a volatile thunderstorm deep within. When the wearer of this item is successfully attacked in melee, this dynamic power occasionally comes to the surface, devastating enemies with a massive lightning strike. on-being-hit chance, 580-650 electricity damage |
Air | Positive | 'Air'+ Positive |
Aspect of Vacuum II | Trap the Soul GuardTrap the Soul Guard: This item stores an overwhelming, merciless power deep within. When the wearer of this item is successfully attacked in melee, this power occasionally comes to the surface, sucking out the life force of an enemy and imprisoning the essence of their body and soul in a gem. on-being-hit 1~2% chance, Trap the Soul HD 30 version |
Air | Negative | 'Air'+ Negative |
Tempered II | Elemental Mastery GuardElemental Mastery Guard: This item is imbued with the energy of elemental mastery. Where the forces of the elements converge in harmony, each is equally potent. When the wearer of this item is successfully attacked in melee, there is a chance that the attacker will take 1d6 of any or all of the following elemental damage types: acid, electric, fire and cold. 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 Mineral II | Protection +5Protection +5: Passive: +5 Deflection bonus to Armor Class., Fortification +100%Fortification +100%: 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. | Earth | Positive | 'Earth'+ Positive |
Aspect of Dust II | Disintegration GuardDisintegration Guard: This item has a store of dark, insidious power deep within. When the wearer of this item is successfully attacked in melee, this power occasionally lashes out violently at enemies and attempts to disintegrate them. on-being-hit 2% chance, around 490 damage reported |
Earth | Negative | 'Earth'+ Negative |
Aspect of Smoke II | Smoke ScreenSmoke Screen: You are surrounded by wisps of concealing smoke, giving opponents a 20% concealment chance to miss you. 20% permanent Blur |
Air | Fire | 'Fire'+ Air |
Aspect of Magma II | Magma Surge GuardMagma Surge Guard: This item stores the immeasurable heart of the planet's molten mantle. When the wearer of this item is successfully attacked in melee, superheated magma occasionally surges to the surface, slowing an enemy down and inflicting massive fire damage over time. on-being-hit chance, cast Magma Surge and slow your opponent, 3 ticks of 70~100 fire damage |
Earth | Fire | 'Fire'+ Earth |
Aspect of Radiance II | Radiance GuardRadiance Guard: This item is imbued with a brilliant, radiant power. When the wearer of this item is successfully attacked in melee, the attacker has a chance of being hit by 4d6 points of light damage and has a chance of being blinded. on-being-hit 15% chance, deals 4d6 of light damage and may cause Blindness to attacker |
Fire | Positive | 'Fire'+ Positive |
Aspect of Ash II | Enervation GuardEnervation Guard: This item stores a menacing, ravenous power deep within. When the wearer of this item is successfully attacked in melee, this power occasionally comes to the surface, draining the life force of the enemy and giving negative levels. on-being-hit chance, 1d4 negative levels, no save |
Fire | Negative | 'Fire'+ Negative |
Aspect of Ooze II | Sundering Ooze GuardSundering Ooze Guard: This item stores the corrosive, voracious power of the ooze deep within. When the wearer of this item is successfully attacked in melee, this power can come to the surface, decreasing an opponents AC, and occasionally summoning a wild ooze that will fight against your enemies. on-being-hit 20~30% chance to cast Ooze Sunder and 1% chance to summon CR12 Black Pudding |
Earth | Water | 'Water'+ Earth |
Balance of Land and Sky II | Elemental Mastery GuardElemental Mastery Guard: This item is imbued with the energy of elemental mastery. Where the forces of the elements converge in harmony, each is equally potent. When the wearer of this item is successfully attacked in melee, there is a chance that the attacker will take 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, appears to be 10-20% for each to trigger, and 80%+ chance for at least one per hit |
Air | Earth | 'Water'+ Fire |
Aspect of Steam II | Steam GuardSteam Guard: This item is constantly building a magical steam within. When the wearer of this item is successfully attacked in melee, this pressure can be violently discharged, periodically damaging the enemy with an additional 2d8 plus 8 points of untyped damage. on-being-hit 20%, deals 12-22 untyped damage |
Water | Positive | 'Water'+ Positive |
Aspect of Salt II | Corrosive Salt GuardCorrosive Salt Guard: This item stores a caustic, insatiable power deep within. When the wearer of this item is successfully attacked in melee, this power can come to the surface in the form of a noxious, corrosive salt that dissolves all substances. on-being-hit chance, hit opponent with Corrosive Salt, 4 ticks of 77~100 dehydration damage |
Water | Negative | 'Water'+ Negative |
Existential Stalemate II | Concordant OppositionConcordant Opposition: This item is imbued with the energy of concordant opposition. Those who rest at the pinacle of supreme balance can do nothing but gain. When the wearer of this item is successfully attacked in melee, there is a chance the item will bestow temporary hit points and grant spell points to the wearer. on-being-hit chance, gain 30 temporary hit points or restore 22-32 spell points, 4% chance on each |
Negative | Positive | Positive + Negative |
Note[edit]
- 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%.