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Altar of Invasion - Manufactured Ingredient Recipes
Heroic Green Steel items (Weapon types · Accessories) | |||||||||
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Instructions[edit]
In order to craft items at the Altar of Invasion, you must perform multiple steps:
- Convert your Altar of Invasion raw ingredients (small ingredients) into Altar of Invasion manufactured ingredients.
- Add the Invasion Altar Manufactured Ingredients, per the recipe below, a Shavarath Low Energy Cell, and a Shard of Power into the altar to create an Imbued Shard of Power.
- Place the Imbued Shard of Power, a Shavarath Low Energy Cell and the Green Steel Item into the altar and combine to gain the results listed below.
Altar of Invasion Recipes[edit]
These recipes are used to create an Imbued Shard of Power. All Recipes assume you are also placing a Shard of Power and a Shavarath Low Energy Cell in the Altar.
Weapon Attribute Added | Clothing/Jewelry Attribute Added | Inferior Focus | Clouded Gem Type | Diluted Essence Type |
Magnetism (66) | Lightning Lore III | Air | Dominion | Ethereal |
Corrosion (66) | Acid Lore III | Earth | Dominion | Ethereal |
Combustion (66) | Fire Lore III | Fire | Dominion | Ethereal |
Glaciation (66) | Ice Lore III | Water | Dominion | Ethereal |
Nullification (66) | Void Lore III | Negative | Dominion | Ethereal |
Devotion (66) | Healing Lore III | Positive | Dominion | Ethereal |
ShockShock: This weapon is sheathed in crackling electricity. A shock weapon deals an extra 1 to 6 points of electricity damage on a successful hit. | Minor Lightning Guard | Air | Dominion | Material |
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AcidAcid: This weapon is sheathed in corrosive acid. An acid weapon deals an extra 1 to 6 points of acid damage on a successful hit. | Minor Acid Guard | Earth | Dominion | Material |
FlamingFlaming: This weapon is sheathed in fire. A flaming weapon deals an extra 1 to 6 points of fire damage on a successful hit. | Minor Fire Guard | Fire | Dominion | Material |
FrostFrost: This weapon is sheathed in icy cold. A frost weapon deals an extra 1 to 6 points of cold damage on a successful hit. | Minor Ice Guard | Water | Dominion | Material |
UnholyUnholy: An unholy weapon is imbued with unholy power. This power makes the weapon evil-aligned. Good characters wielding this weapon suffer a negative level. The weapon deals an extra 2 to 12 damage against all targets of good alignment. | Minor Evil Guard | Negative | Dominion | Material |
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 2 to 12 damage against all targets of evil alignment. | Minor Good Guard | Positive | Dominion | Material |
+6 Charisma | Wizardry VI, Charisma Skills - Exceptional Bonus +2 | Air | Escalation | Ethereal |
+6 Wisdom | Wizardry VI, Wisdom Skills - Exceptional Bonus +2 | Earth | Escalation | Ethereal |
+6 Intelligence | Wizardry VI, Intelligence Skills - Exceptional Bonus +2 | Fire | Escalation | Ethereal |
+6 Wisdom | Wizardry VI, Wisdom Skills - Exceptional Bonus +2 | Water | Escalation | Ethereal |
+6 Intelligence | Wizardry VI, Intelligence Skills - Exceptional Bonus +2 | Negative | Escalation | Ethereal |
+6 Charisma | Wizardry VI, Charisma Skills - Exceptional Bonus +2 | Positive | Escalation | Ethereal |
+6 Dexterity | +10 HP, Dexterity Skills - Exceptional Bonus +2 | Air | Escalation | Material |
+6 Constitution | +10 HP, Constitution Skills - Exceptional Bonus +2 | Earth | Escalation | Material |
+6 Dexterity | +10 HP, Dexterity Skills - Exceptional Bonus +2 | Fire | Escalation | Material |
+6 Strength | +10 HP, Strength Skills - Exceptional Bonus +2 | Water | Escalation | Material |
+6 Strength | +10 HP, Strength Skills - Exceptional Bonus +2 | Negative | Escalation | Material |
+6 Constitution | +10 HP, Constitution Skills - Exceptional Bonus +2 | Positive | Escalation | Material |
Heightened Awareness 1 | +5 Reflex Save | Air | Opposition | Ethereal |
Heightened Awareness 1 | +5 Fortitude Save | Earth | Opposition | Ethereal |
Heightened Awareness 1 | +5 Reflex Save | Fire | Opposition | Ethereal |
Heightened Awareness 1 | +5 Will Save | Water | Opposition | Ethereal |
Heightened Awareness 1 | +5 Fortitude Save | Negative | Opposition | Ethereal |
Heightened Awareness 1 | +5 Will Save | Positive | Opposition | Ethereal |
10% Electrical Absorption | Greater Lightning Resistance | Air | Opposition | Material |
10% Acid Absorption | Greater Acid Resistance | Earth | Opposition | Material |
10% Fire Absorption | Greater Fire Resistance | Fire | Opposition | Material |
10% Cold Absorption | Greater Cold Resistance | Water | Opposition | Material |
15% Negative Energy Absorption | Blindness Immunity, Proof against Disease +6 | Negative | Opposition | Material |
10% Healing Amplification | Lesser Regeneration | Positive | Opposition | Material |
Notes[edit]
- Alignment Weapons - It appears that crafted items bypass the usual alignment requirements:
- 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 without 20 UMD requirement.
- 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.
- Regeneration -Prior to DDO:EU, regeneration effects healed 1 HP per tick for all races except warforged which were healed for 0 HP. Post-DDO:EU, regeneration effects heal 2HP/X seconds. Warforged are thus healed for 1 point instead of 0.