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Category:The Reaver's Fate 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 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. All items are ML 13 and Bound to Character on AcquireBound to Character on Acquire: This item is Bound to Character on Acquire unless otherwise noted.
- Amulet of the Stormreaver - Necklace - Protection +4
Protection +4: Passive: +4 Deflection bonus to Armor Class., Greater Lightning Resistance
Greater Lightning Resistance: This property absorbs the first 30 points of lightning damage per attack that the wearer would normally take., Chain Lightning
Chain Lightning
Caster level: 12
Charges: 3 (3/day) — 3 Charges (Recharged/Day:3)- Upgrade: Protection +4
Protection +4: Passive: +4 Deflection bonus to Armor Class. & Greater Lightning Resistance
Greater Lightning Resistance: This property absorbs the first 30 points of lightning damage per attack that the wearer would normally take. → Protection +5
Protection +5: Passive: +5 Deflection bonus to Armor Class. & Superior Lightning Resistance
Superior Lightning Resistance: This property absorbs the first 40 points of lightning damage per attack that the wearer would normally take.
- Upgrade: Protection +4
- 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 Burst
Shocking Burst: This weapon is sheathed in crackling electricity, and deals 1 to 6 electric damage each hit. Critical hits deal an additional 1 to 10 electric damage for weapons with a x2 critical multiplier, 2 to 20 for a x3 multiplier and 3 to 30 for a x4 multiplier., Cloudburst
Cloudburst: On Vorpal, this weapon triggers a Cloudburst, striking its target with lightning and dealing sonic damage to surrounding enemies through a powerful thunderclap.
- Upgrade: Adds 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.
- Upgrade: Adds Lightning Strike
- Dreamspitter - Bound to Account on Acquire
Bound to Account on Acquire: This item is Bound to Account on Acquire - +5 Quarterstaff
+5 Quarterstaff: (1d6+5 20/x2): A long, stout staff used as a simple weapon. Often favored by wizards or common folk. (Crystal
Crystal: 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 its normal enhancement bonus. It deals an extra 3 to 18 points of damage against the foe., Life Stealing
Life Stealing: This weapon has a chance to drain 1 to 3 levels from its target on a critical hit., Enchantment Focus +2
Enchantment Focus +2: +2 Equipment bonus to the DC of Enchantment spells., Suppressed Power
- Upgrade: Adds Force Burst
Force Burst: This weapon is humming with magical force, and does 1 to 6 force damage each hit. Critical hits deal an additional 1 to 10 force damage for weapons with a x2 critical multiplier, 2 to 20 for a x3 multiplier and 3 to 30 for a x4 multiplier., Holy
Holy: 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 2 to 12 damage against all targets of evil alignment.
- Upgrade: Adds Force Burst
- Gauntlets of Eternity - Gloves - Heal +13
Heal +13: Passive: +13 Competence bonus to the Heal skill., Repair +13
Repair +13: Passive: +13 Competence bonus to the Repair skill., Devotion +60
Devotion +60: Passive: +60 Equipment bonus to Positive (Healing) Spell Power., Healing Lore V
Healing Lore V: Passive: Your Positive Energy spells gain a 15% Equipment bonus to their chance to critical hit., Eternal Faith
Eternal Faith: An item with this quality assists only wearers who have the ability to turn undead. Eternal Faith increase the owner's effective level for the turning check by +2, his maximum Hit Dice turned by +2, and his total Hit Dice turned by +4.
- Upgrade: - Heal +13
Heal +13: Passive: +13 Competence bonus to the Heal skill., Repair +13
Repair +13: Passive: +13 Competence bonus to the Repair skill., Devotion +60
Devotion +60: Passive: +60 Equipment bonus to Positive (Healing) Spell Power. → Heal +15
Heal +15: Passive: +15 Competence bonus to the Heal skill., Repair +15
Repair +15: Passive: +15 Competence bonus to the Repair skill., Devotion +72
Devotion +72: Passive: +72 Equipment bonus to Positive (Healing) Spell Power.
- Upgrade: - Heal +13
- Head of Good Fortune - Trinket - Good Luck +2
Good Luck +2: This item gives a +2 Luck bonus to all saves and skill checks., Fortification +75%
Fortification +75%: +75% Enhancement bonus to reduced chance of taking critical damage on a critical hit.
- Upgrade: Fortification +75%
Fortification +75%: +75% Enhancement bonus to reduced chance of taking critical damage on a critical hit. → Fortification +100%
Fortification +100%: +100% Enhancement bonus to reduced chance of taking critical damage on a critical hit., Adds Dodge +2%
Dodge +2%: +2% Enhancement bonus to Dodge.
- Upgrade: Fortification +75%
- Madstone Boots - Boots - Dexterity +4
Dexterity +4: This item makes the wearer more nimble and dexterous, granting a +4 enhancement bonus to Dexterity., Potency +48
Potency +48: Passive: +48 Equipment bonus to each Spell Power., Striding +20%
Striding +20%: Makes the wearer more fleet of foot, giving a 20% bonus to run speed., Madstone Rage
Madstone Rage
Caster level: 5
Charges: 1 (1/day) — 1 Charges (Recharged/Day:1), 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 +48
Potency +48: Passive: +48 Equipment bonus to each 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 +52
Potency +52: Passive: +52 Equipment bonus to each Spell Power., & Striding +30%
Striding +30%: Makes the wearer more fleet of foot, giving a 30% bonus to run speed.
- Upgrade: Dexterity +4
- Madstone Shield - +5 Tower Shield (Gem
Gem: 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)) - Shield Proficiency: Tower Shield
Shield Proficiency: Tower Shield: While equipped this item grants the feat Shield Proficiency: Tower Shields.
- Upgrade: Gains Improved Bashing
Improved Bashing: This shield does an additional 2 to 12 damage when used to shield bash. and Shield Bashing +10%
Shield Bashing +10%: +10% Enhancement bonus to your chance of a Secondary Shield Bash. This stacks with bonuses granted by any relevant feats.
- Upgrade: Gains Improved Bashing
- Ring of Lies - Ring - Charisma +6
Charisma +6: This item makes the wearer have more flair, granting a +6 enhancement bonus to Charisma., Diplomacy +10
Diplomacy +10: Passive: +10 Competence bonus to the Diplomacy skill., Bluff +10
Bluff +10: Passive: +10 Competence bonus to the Bluff skill., Haggle +10
Haggle +10: Passive: +10 Competence bonus to the Haggle skill., Perform +10
Perform +10: Passive: +10 Competence bonus to the Perform skill., Deception
Deception: 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., Hidden Effect: Increases threat generated by spellcasting by 15%
- Upgrade: Deception
Deception: 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. → Improved Deception
Improved Deception: This item makes your weapons hard to focus upon and thus provides a +5 enhancement bonus to Bluff checks. In addition, while using this item your weapons have a chance to envelop the target in darkness, making them vulnerable to sneak attacks for a short time., Adds Charisma Skills - Exceptional Bonus +2
Charisma Skills - Exceptional Bonus +2: Passive +2 Exceptional bonus to the Charisma based skills of: Bluff, Diplomacy, Haggle, Intimidate, Perform and Use Magic Device (UMD)
- Upgrade: Deception
- 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 +1
Spell Focus +1: +1 Equipment bonus to the DC of all spells.
- Upgrade: Adds Spell Penetration II
Spell Penetration II: Passive: +2 Equipment bonus to Spell Penetration checks.
- Upgrade: Adds Spell Penetration II
- Tenderizer - +5 Morningstar
+5 Morningstar: (1d8+5 20/x2): A simple weapon comprised of a round, spiked head and a long haft. - +5 Enhancement Bonus
+5 Enhancement Bonus: +5 enhancement bonus to attack and damage rolls., Adamantine
Adamantine: Adamantine weapons may bypass the damage reduction of certain items and creatures. , Impact
Impact: 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., Stunning +10
Stunning +10: +10 Enhancement bonus to the DC of character's Stunning Blow and Stunning Fist attempts., Bleed
Bleed: This weapon is cruelly sharp and will do an additional 1 to 8 damage to targets that are vulnerable to bleeding., Maladroit
Maladroit: This weapon afflicts enemies with sluggish and clumsy movements. -1 Dexterity on a successful hit.
- Upgrade: Adds Bone Breaking
Bone Breaking: Critical hits by this weapon deal an extra 1 to 6 points of Dexterity damage by shattering the bones of its target. and Spikes
Spikes: The sharp spikes on this item deal an additional 1 to 6 Piercing damage when used to strike an enemy.
- Upgrade: Adds Bone Breaking
- 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 - Deception
Deception: 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., Sneak Attack Bonus +3
Sneak 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., Treason
Treason: This item reduces the threat generated by melee damage by 20%., Armor-Piercing - 10%
Armor-Piercing - 10%: Passive: +10% Enhancement bonus to Fortification Bypass. (Fortification Bypass makes your attacks ignore a percentage of enemy Fortification.), uses Dex mod or Str mod for Attack and Damage, whichever is highest.
- Upgrade: Sneak Attack Bonus +3
Sneak 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%
Armor-Piercing - 10%: Passive: +10% Enhancement bonus to Fortification Bypass. (Fortification Bypass makes your attacks ignore a percentage of enemy Fortification.) → 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. & Armor-Piercing - 15%
Armor-Piercing - 15%: Passive: +15% Enhancement bonus to Fortification Bypass. (Fortification Bypass makes your attacks ignore a percentage of enemy Fortification.)
- Upgrade: Sneak Attack Bonus +3
- Ventilated Bracers - Bracers - Armor Bonus +6
Armor 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 +3
Enhanced Disable Device +3: Passive: +3 Enhancement bonus to the Disable Device skill., Enhanced Open Lock +3
Enhanced Open Lock +3: Passive: +3 Enhancement bonus to the Open Lock skill., Air Guard
Air 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.
- Upgrade: Armor Bonus +6
Armor 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 +3
Enhanced Disable Device +3: Passive: +3 Enhancement bonus to the Disable Device skill., & Enhanced Open Lock +3
Enhanced Open Lock +3: Passive: +3 Enhancement bonus to the Open Lock skill. → Armor Bonus +7
Armor 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 +5
Enhanced Disable Device +5: Passive: +5 Enhancement bonus to the Disable Device skill., & Enhanced Open Lock +5
Enhanced Open Lock +5: Passive: +5 Enhancement bonus to the Open Lock skill.
- Upgrade: Armor Bonus +6
- Seal of the Stormreaver - Bound to Account on Acquire
Bound to Account on Acquire: This item is Bound to Account on Acquire - Allows you to upgrade 1 item. (Drops only on hard and elite)
Pages in category "The Reaver's Fate loot"
The following 13 pages are in this category, out of 13 total.