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Category:Ascension Chamber loot
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 Ascension Chamber loot history. Most items in inventory that were acquired before U12 are also upgradeable, see Fountain of Necrotic Might for details.
Chance at any named loot at all is 10% on Normal, 16% on Hard, 33% on Elite per person opening the chest (rates verified in Update 48, before Update 13 they were 16%/20%/25% and later 16%, 18%, 20%).
If you get a named item, the distribution is (verified in Update 19.1, before Update 19 they were the same except tomes were 3.75% +3 ability tomes BtC and 1.25% +3 to +4 ability tomes BtA):
- 7%: Breeze - +5 Quarterstaff
+5 Quarterstaff: (1d10+5 18-20/x2): A long, stout staff used as a simple weapon. Often favored by wizards or common folk.: (1d10+5 18-20/x2), Screaming
Screaming: Screaming weapons emit a piercing screech whenever they are used to make a successful attack. This screech does an additional 1 to 6 sonic damage., Roaring
Roaring: This weapon causes targets to become shaken (DC 25 Will save negates) and, on a critical hit, does 2 to 12 sonic damage to the target., Telekinetic
Telekinetic: Targets that suffer a critical hit from a Telekinetic weapon must make a DC 17 Balance check or be knocked down., Slicing Winds
Slicing Winds: This weapon stores the cyclonic might of a windstorm within. When this weapon is used, this power can come to the surface as a series of rushing, cutting winds that deal slashing damage to the target over several seconds., DEX used for ATK/DMG mods
- Upgrade: Telekinetic
Telekinetic: Targets that suffer a critical hit from a Telekinetic weapon must make a DC 17 Balance check or be knocked down. → Greater Telekinetic
Greater Telekinetic: Targets that suffer a critical hit from a Telekinetic weapon must make a DC 28 Strength or Dexterity check or be knocked down. The target will then be forced to make DC 16 Balance checks to recover from this effect. and adds Greater Sirocco
Greater Sirocco: A critical hit with this weapon causes a whirlwind of desert sand to swirl about the target, temporarily blinding it. A successful Reflex save (DC 35) prevents the effect.
- Upgrade: Telekinetic
- 7%: Circle of Hatred - Ring: Harm
Harm
Caster level: 11
Charges: 3 (3/day) — 3 Charges (Recharged/Day:3), Intimidate +15Intimidate +15: Passive: +15 Competence bonus to the Intimidate skill., Resistance +5
Resistance +5: Passive: +5 Resistance bonus to Fortitude, Reflex, and Will Saving Throws., Incite +20
Incite +20: +20% Enhancement bonus to increased threat generation from melee damage Exclusive
- Upgrade: Incite +20
Incite +20: +20% Enhancement bonus to increased threat generation from melee damage → Incite +30
Incite +30: +30% Enhancement bonus to increased threat generation from melee damage, Charges increase to Harm
Harm
Caster level: 11
Charges: 5 (5/day) — 5 Charges (Recharged/Day:5)
- Upgrade: Incite +20
- 8%: Deific Diadem - Helm: Lesser Heighten
Lesser Heighten
Charges: 3 (3/day) — 3 Charges (Recharged/Day:3), Wisdom +6Wisdom +6: This item makes the wearer more in tune with her surroundings, granting a +6 enhancement bonus to Wisdom., Intelligence +6
Intelligence +6: This item focuses the power of the wearer's mind, granting a +6 enhancement bonus to Intelligence.
- Upgrade: Charges increase to Lesser Heighten
Lesser Heighten
Charges: 5 (5/day) — 5 Charges (Recharged/Day:5)
- Upgrade: Charges increase to Lesser Heighten
- 7%: Enduring Conviction - +5 Longsword
+5 Longsword: (1d8+5 19-20/x2): A classic straight-bladed sword usable in one hand. This weapon is commonly associated with knighthood and valor.: Evil Outsider Bane
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 +2 better than its normal enhancement bonus. It deals an extra 2 to 12 points of damage against the foe., Absolute Law
Absolute Law: This weapon is infused with the ultimate power of Law. It does an additional 2 to 12 damage to non-lawful targets and can only be wielded by Lawful-aligned characters., Greater Good
Greater Good: This weapon is infused with the ultimate power of Good. It does an additional 2 to 12 damage to non-good targets and can only be wielded by Good-aligned characters., requires Good alignment or UMD of 30 (no need to be Lawful)
- Upgrade: Evil Outsider Bane
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 +2 better than its normal enhancement bonus. It deals an extra 2 to 12 points of damage against the foe. → Greater Evil Outsider Bane
Greater 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 its normal enhancement bonus. It deals an extra 3 to 18 points of damage against the foe.
- Upgrade: Evil Outsider Bane
- 7%: Litany of the Dead - Trinket, Turn the Page (effect)
Turn the Page (effect)
Charges: 3 (3/day) — 3 Charges (Recharged/Day:3), Taint of EvilTaint of Evil: Good aligned characters equipping this item suffer a temporary negative level until the item is removed., Litany of the Dead - Ability Bonus, Litany of the Dead - Combat Bonus
- Upgrade: Taint of Evil
Taint of Evil: Good aligned characters equipping this item suffer a temporary negative level until the item is removed. is removed
- Upgrade: Taint of Evil
- 7%: Noxious Embers - Necklace: Lesser Maximize
Lesser Maximize
Caster level: 12
Charges: 3 (3/day) — 3 Charges (Recharged/Day:3), Combustion +78Combustion +78: Passive: +78 Equipment bonus to Fire Spell Power., Efficient Metamagic - Enlarge I
Efficient Metamagic - Enlarge I: The additional spell point cost for using the Enlarge Metamagic feat is reduced by 1 SP., Spell Lore III
Spell Lore III: Passive: All of your spells gain a 3% Equipment bonus to their chance to critical hit.
- Upgrade: Spell Lore III
Spell Lore III: Passive: All of your spells gain a 3% Equipment bonus to their chance to critical hit. → Spell Lore VI
Spell Lore VI: Passive: All of your spells gain a 6% Equipment bonus to their chance to critical hit., Charges increase to (5/day)
- Upgrade: Spell Lore III
- 8%: Purging the Pantheon - Belt: Fortification +75%
Fortification +75%: 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., Protection +5
Protection +5: Passive: +5 Deflection bonus to Armor Class., Quell (spell)
Quell (spell)
Charges: 3 (3/day) — 3 Charges (Recharged/Day:3), Exclusive- Upgrade: Fortification +75%
Fortification +75%: 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. → 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.
- Upgrade: Fortification +75%
- 7%: Shroud of the Abbot - Robe: Armor Bonus +4
Armor Bonus +4: This item surrounds the wearer with an invisible but tangible field of force, granting +4 armor bonus to AC, just as though he were wearing armor., Natural Armor +4
Natural Armor +4: Passive: +4 Natural Armor Bonus to Armor Class., Boon of Undeath
Boon of Undeath: Undead take solace in the hate of others. Every time a character wearing a Boon of Undeath item is struck in combat, an Inflict Light Wounds spell will be cast on the character., Void Lore V
Void Lore V: Passive: Your Negative Energy and Poison spells gain a 15% Equipment bonus to their chance to critical hit., Lightning Lore V
Lightning Lore V: Passive: Your Electricity spells gain a 15% Equipment bonus to their chance to critical hit., Light Resistance +20
Light Resistance +20: Passive: +20 Enhancement bonus to your Light Resistance.
- Upgrade: Light Resistance +20
Light Resistance +20: Passive: +20 Enhancement bonus to your Light Resistance. → Light Resistance +30
Light Resistance +30: Passive: +30 Enhancement bonus to your Light Resistance., adds Lesser Arcane Augmentation IX
Lesser Arcane Augmentation IX: Increases the wearer's caster level when casting ninth level or lower sorcerer or wizard spells by one.
- Upgrade: Light Resistance +20
- 7%: Staff of the Petitioner - +5 Quarterstaff
+5 Quarterstaff: (1d6+5 20/x2): A long, stout staff used as a simple weapon. Often favored by wizards or common folk.: Power Store
Power Store: This item collects and stores magical energy. Any spellcaster can use this energy to partially power their spells. All spells cast while using this item receive an enhancement bonus of -10% to their spell point costs., Enchantment Focus +2
Enchantment Focus +2: +2 Equipment bonus to the DC of Enchantment spells., Necromancy Focus +2
Necromancy Focus +2: +2 Equipment bonus to the DC of Necromancy spells., Concentration +5
Concentration +5: Passive: +5 Competence bonus to the Concentration skill., Spell Penetration III
Spell Penetration III: Passive: +3 Equipment bonus to Spell Penetration checks.
- Upgrade: Gains Potency +48
Potency +48: Passive: +48 Equipment bonus to each Spell Power. and Spellcasting Implement +15
Spellcasting Implement +15: Passive: +15 Implement bonus to Universal Spell Power.
- Upgrade: Gains Potency +48
- 7%: Quiver of Alacrity - Quiver: Ranged Alacrity 10%
Ranged Alacrity 10%: Gain 10% enhancement bonus to Ranged attack speed. Does not stack with the Haste spell., Capacity 1,500 / 3 Slot
- Upgrade: Gains Striding +30%
Striding +30%: Makes the wearer more fleet of foot, giving a 30% bonus to run speed.
- Upgrade: Gains Striding +30%
- 7%: Unwavering Ardency - +3 Longbow
+3 Longbow: (2d12+3 18-20/x3): A large, curved, wooden bow, often nearly as tall as a human. This weapon is popular among elves and rangers.: Immunity to Fear
Immunity to Fear: The wearer of this item is immune to all fear effects., Flaming Burst
Flaming Burst: This weapon is sheathed in fire, and deals 1 to 6 fire damage each hit. Critical hits deal an additional 1 to 10 fire damage for weapons with a x2 critical multiplier, 2 to 20 for a x3 multiplier and 3 to 30 for a x4 multiplier., Smoke Screen
Smoke Screen: You are surrounded by wisps of concealing smoke, giving opponents a 20% concealment chance to miss you.
- Upgrade: Gains Blinding Embers
Blinding Embers: This weapon sheds tiny embers that can impair a creatures sight. If you roll a 20 when attacking and confirm the critical hit, the target will become blinded by a burst of fiery sparks.
- Upgrade: Gains Blinding Embers
- 8%: Vile Blasphemy - Gloves: Power Drain
Power Drain
Charges: 1 (1/day) — 1 Charges (Recharged/Day:1), Dexterity +6Dexterity +6: This item makes the wearer more nimble and dexterous, granting a +6 enhancement bonus to Dexterity., Use Magic Device +3
Use Magic Device +3: Passive: +3 Competence bonus to the Use Magic Device skill.
- Upgrade: Power Drain
Power Drain
Charges: 1 (1/day) — 1 Charges (Recharged/Day:1) → Power DrainPower Drain
Charges: 3 (3/day) — 3 Charges (Recharged/Day:3), Gains: Greater Dispelling GuardGreater Dispelling Guard: This item is infused with a power that purges out the magical energies of those that strike the wearer. When the wearer is hit in melee it will apply a Greater Dispel Magic effect to the attacker, stripping away its protective spells.
- Upgrade: Power Drain
- 8%: Wretched Twilight - Cloak: Ghostly
Ghostly: Equipping this item causes you to become partially incorporeal. Your melee attacks do not roll a miss chance for Incorporeal targets. Enemy attacks have a 10% chance to miss you due to incorporeality. You receive a +5 enhancement bonus to your Hide and Move Silently skills., Nullification +72
Nullification +72: Passive: +72 Equipment bonus to Negative (Necrotic) and Poison Spell Power., Stealth Strike
Stealth Strike: Reduces the threat generated by ranged attacks and spells by 15%., Sneak Attack Bonus +4
Sneak 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.
- Upgrade: Sneak Attack Bonus +4
Sneak 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. → Sneak Attack Bonus +5
Sneak Attack Bonus +5: Provides a +5 to attack bonus and a +8 to damage for any attack that would qualify as a Sneak Attack, even if the wielder is not a Rogue., Gains: Void Lore V
Void Lore V: Passive: Your Negative Energy and Poison spells gain a 15% Equipment bonus to their chance to critical hit.
- Upgrade: Sneak Attack Bonus +4
- 0.5%: +2 Ability tomes (BtC)
- 2%: +2 to +3 Upgrade Ability tomes (BtC)
- 2.5%: +2 to +3 Upgrade Skill tomes (BtC)
In addition to the named loot above, each character has a 0% chance on Normal, 10% chance on Hard, or 15% on Elite to get a:
- Seal of the Black Abbot (BtA) (Drops only on Hard and Elite)
Bug: For all items with clicky charges except the Litany of the Dead and Purging the Pantheon, the altar claims the items gain more charges than they actually gain (the amount of extra charges you don't get is equal to the base amount). This is likely just a display error, but could be intended that they do gain these charges. Either way, its a bug.
Pages in category "Ascension Chamber loot"
The following 16 pages are in this category, out of 16 total.