Thunder-Forged
Introduction[edit]
Thunder-Forged is a crafting method introduced in Update 21. This crafting method uses the [[Magma Forge] as the crafting device. This is found within The Ruins of Thunderholme and can be found in the lower levels.
You can either travel down through the ruins, or, if you have flagged for Temple of the Deathwyrm raid, you can talk to Ingrith Icefell in The Thunder Peaks, and she will teleport you there.
Crafting Ingredients[edit]
Thunder-Forged crafting uses ingredients that are mostly found within The Ruins of Thunderholme, or the raids found there. Below is a list of ingredients:
Thunder-Forged Dwarven Ingot
Commendation of Valor
Fire Dragon Scale
Shadow Dragon Scale
Fire Dragon Phlogiston
Shadow Dragon Phlogiston
Weapons/Shields[edit]
You can create several base weapons and an Orb using the Magma Forge. Each of the weapons requires:
The following weapons/shields can be created:
- Thunder-Forged Alloy Bastard Sword
- Thunder-Forged Alloy Battle Axe
- Thunder-Forged Alloy Club
- Thunder-Forged Alloy Dagger
- Thunder-Forged Alloy Dart
- Thunder-Forged Alloy Dwarven Waraxe
- Thunder-Forged Alloy Falchion
- Thunder-Forged Alloy Great Crossbow
- Thunder-Forged Alloy Greataxe
- Thunder-Forged Alloy Greatclub
- Thunder-Forged Alloy Greatsword
- Thunder-Forged Alloy Hand Axe
- Thunder-Forged Alloy Handwraps
- Thunder-Forged Alloy Heavy Crossbow
- Thunder-Forged Alloy Heavy Mace
- Thunder-Forged Alloy Heavy Pick
- Thunder-Forged Alloy Kama
- Thunder-Forged Alloy Khopesh
- Thunder-Forged Alloy Kukri
- Thunder-Forged Alloy Light Crossbow
- Thunder-Forged Alloy Light Hammer
- Thunder-Forged Alloy Light Mace
- Thunder-Forged Alloy Light Pick
- Thunder-Forged Alloy Longbow
- Thunder-Forged Alloy Longsword
- Thunder-Forged Alloy Maul
- Thunder-Forged Alloy Morningstar
- Thunder-Forged Alloy Orb
- Thunder-Forged Alloy Quarterstaff
- Thunder-Forged Alloy Rapier
- Thunder-Forged Alloy Repeating Heavy Crossbow
- Thunder-Forged Alloy Repeating Light Crossbow
- Thunder-Forged Alloy Scepter
- Thunder-Forged Alloy Scimitar
- Thunder-Forged Alloy Shortbow
- Thunder-Forged Alloy Shortsword
- Thunder-Forged Alloy Shuriken
- Thunder-Forged Alloy Sickle
- Thunder-Forged Alloy Throwing Axe
- Thunder-Forged Alloy Throwing Dagger
- Thunder-Forged Alloy Throwing Hammer
- Thunder-Forged Alloy Warhammer
Weapon Upgrades[edit]
Weapons and Orbs can be upgrade three times. Each upgrade gives a set of enchantments, and then a separate one you pick when selecting a crafting recipe. Recipes are different for each style of weapon (One-Handed, Two-Handed or Orb). The below sections contain the recipes for each.
One-Handed Weapons[edit]
Tier 0[edit]
All One-Handed weapons (Hand Axe, Dagger, etc), upon upgrading Tier 0, get the following changes with each recipe chosen:
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In addition, you may choose from one of the following recipes to upgrade One-Handed weapons to Tier 1:
Recipe | Benefit | Cost |
---|---|---|
Blinding Fear | On Hit: Blinds and Shakens foe for 6 seconds, 12 second cool down | |
Touch of Shadows | On Hit: 8d6 Negative Energy Damage. | |
Dwarvencraft Potency | Passive: +96 Equipment Bonus to each of your Spell Powers. | |
Dwarvencraft Combustion | Passive: +144 Equipment Bonus to Fire Spell Power. | |
Dwarvencraft Nullification | Passive: +144 Equipment Bonus to Negative Energy Spell Power. | |
Dwarvencraft Radiance | Passive: +144 Equipment Bonus to Light and Alignment Spell Power. | |
Dwarvencraft Devotion | Passive: +144 Equipment Bonus to Positive Spell Power. | |
Dwarvencraft Glaciation | Passive: +144 Equipment Bonus to Cold Spell Power. | |
Dwarvencraft Resonance | Passive: +144 Equipment Bonus to Sonic Spell Power. | |
Dwarvencraft Corrosion | Passive: +144 Equipment Bonus to Acid Spell Power. | |
Dwarvencraft Impulse | Passive: +144 Equipment Bonus to Force Spell Power (Force Spell Power also increases physical and untyped spell damage). | |
Dwarvencraft Magnetism | Passive: +144 Equipment Bonus to Electric Spell Power. | |
Dwarvencraft Reconstruction | Passive: +144 Equipment Bonus to Repair and Rust Spell Power. | |
Dwarvencraft Combustion | Passive: +144 Equipment Bonus to Fire Spell Power. | |
Touch of Flames | On Hit: 10d6 Fire Damage. | |
1st Degree Burnse | On Hit: Applies a stack of Vulnerable (1% more damage for 3 seconds. This effect stacks up to 20 times, and loses one stack on expiration.) This effect may only occur on-hit once every two seconds. Also 5d6 Fire Damage. |
Tier 1[edit]
All One-Handed weapons (Hand Axe, Dagger, etc), upon upgrading Tier 2, get the following changes with each recipe chosen:
Removed
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Added
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In addition, you may choose from one of the following recipes to upgrade One-Handed weapons to Tier 2:
Recipe | Benefit | Cost |
---|---|---|
Green Augment Slot | Adds a Green Augment Slot | |
Purple Augment Slot | Adds a Purple Augment Slot | |
Dragon's Blessing | On Friend-Targeted Spell Cast: 5% chance of AOE Healing Effect (~100HP) centered on target (AOE is size of Mass Cure spells). | |
2nd Degree Burns | On Hit: 10% chance to slow 50% (No Save) for 10 seconds (non-bosses only). | |
Dwarvencraft Focus | Passive: +3 Equipment Bonus to all Spell DCs. | |
Dwarvencraft Spell Penetration | Passive: +7 Bonus to Spell Penetration | |
Paralyzing Fear | On Hit: 5% chance to Paralyze (no save) for 5 seconds. | |
Wrath of Flames | On Hit: 5% Chance AOE 228 to 380 fire damage (DC 50 Reflex Save for half). | |
Wrath of Shadows | On Hit: 5% Chance AOE 228 to 380 negative energy damage (DC 50 Fortitude Save for half). | |
Dragon's Edge | Passive: Armor-Piercing 35%. On Crit: 33 to 105 Bleeding Damage | |
Dwarvencraft Abjuration Focus | Passive: +5 Equipment Bonus to the DC to resist your Abjuration spells. | |
Dwarvencraft Conjuration Focus | Passive: +5 Equipment Bonus to the DC to resist your Conjuration spells. | |
Dwarvencraft Enchantment Focus | Passive: +5 Equipment Bonus to the DC to resist your Enchantment spells. | |
Dwarvencraft Evocation Focus | Passive: +5 Equipment Bonus to the DC to resist your Enchantment spells. | |
Dwarvencraft Illusion Focus | Passive: +5 Equipment Bonus to the DC to resist your Illusion spells. | |
Dwarvencraft Necromancy Focus | Passive: +5 Equipment Bonus to the DC to resist your Necromancy spells. | |
Dwarvencraft Transmutation Focus | Passive: +5 Equipment Bonus to the DC to resist your Transmutation spells. |
Tier 2[edit]
All One-Handed weapons (Hand Axe, Dagger, etc), upon the final upgrade, get the following changes with each recipe chosen:
Removed |
Added
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In addition, you may choose from one of the following recipes to complete One-Handed weapons:
Recipe | Benefit | Cost |
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Eternal Scorching Light | On Light / Fire Spell Damage: +50 temporary Spell Points that last for 30 seconds (triggers once per 45 seconds). | |
Eternal Chilling Darkness | On Negative / Cold Spell Damage: +50 temporary Spell Points for 30 seconds (triggers once per 45 seconds). | |
Crippling Flames | On Hit: 5% chance to apply 2 Negative Levels. On Crit: 135 to 325 Fire Damage. | |
Burning Emptiness | On Vorpal: 55 to 110 Fire Damage every 2 seconds for 10 seconds. On Crit: 108 to 260 Negative Energy Damage. | |
Mortal Fear | On Hit: 8d8 Force Damage. In addition, 5% chance to cut non-boss foe's current health in half. | |
Dwarvencraft Fire Lore | Passive: Your Fire spells gain a +20% Equipment Bonus to their chance to Critical Hit. | |
Dwarvencraft Fire Lore | Passive: Your Fire spells gain a +20% Equipment Bonus to their chance to Critical Hit. | |
Dwarvencraft Void Lore | Passive: Your Negative Energy spells gain a +20% Equipment Bonus to their chance to Critical Hit. | |
Dwarvencraft Radiance Lore | Passive: Your Light and Alignment spells gain a +20% Equipment Bonus to their chance to Critical Hit. | |
Dwarvencraft HealingLore | Passive: Your Healing spells gain a +20% Equipment Bonus to their chance to Critical Hit. | |
Dwarvencraft Ice Lore | Passive: Your Cold spells gain a +20% Equipment Bonus to their chance to Critical Hit. | |
Dwarvencraft Sonic Lore | Passive: Your Sonic spells gain a +20% Equipment Bonus to their chance to Critical Hit. | |
Dwarvencraft Acid Lore | Passive: Your Acid spells gain a +20% Equipment Bonus to their chance to Critical Hit. | |
Dwarvencraft Kinetic Lore | Passive: Your Force, Physical, and Untyped spells gain a +20% Equipment Bonus to their chance to Critical Hit. | |
Dwarvencraft Lightning Lore | Passive: Your Electric spells gain a +20% Equipment Bonus to their chance to Critical Hit. | |
Dwarvencraft Repair Lore | Passive: Your Repair and Rust spells gain a +20% Equipment Bonus to their chance to Critical Hit. | |
Dwarvencraft Lore | Passive: All of your spells gain a +15% Equipment Bonus to their chance to Critical Hit. | |
Body Breaker | On Hit: 5% Chance Fortitude Save -5, Sunder Attempt. | |
Leg Breaker | On Hit: 5% Chance Reflex Save -5, Trip Attempt. | |
Body Breaker | On Hit: 5% Chance Fortitude Save -5, Sunder Attempt. | |
Mind Breaker | On Hit: 5% Chance Will Save -5, Hold Monster Attempt. | |
Draconic Reinvigoration | Passive: +1 use/rest to Action Boost, Rallying Cry, Smite Evil, Turn Undead and Bard Songs. On Damage or Spell Damage: 2% chance to regenerate 1 Action Boost, Rallying Cry, Smite Evil, Turn Undead, and Bard Songs (triggers once per 100 seconds). | |
3rd Degree Burns | On Vorpal: 85 to 195 Fire Damage every 2 seconds for 10 seconds, and adds 1-5 stacks of Vulnerability. (Vulnerability: You take 1% more damage for 3 seconds. This effect stacks up to 20 times, and loses one stack on expiration.) | |
Fire Storm | Red Dragon Breath (3 uses per rest): Like a red dragon, you can breathe a powerful cone of intense flames that deals 1d15+15 fire damage per caster level (Reflex save for half) to enemies within its area of effect. You can use this ability 5 times per rest. This is considered an Evocation Spell as well as a Breath Weapon. Caster level: 30 | |
Ice Storm | White Dragon Breath (3 uses per rest): Like a white dragon, you can breathe a powerful cone of intense cold that deals 1d15+15 cold damage per caster level (Reflex save for half) to enemies within its area of effect. You can use this ability 5 times per rest. This is considered an Evocation Spell as well as a Breath Weapon. Caster level: 30 | |
Acid Storm | Black Dragon Breath (3 uses per rest): Like a black dragon, you can breathe a powerful stream of acid that deals 1d15+15 acid damage per caster level (Reflex save for half) to enemies within its area of effect. You can use this ability 5 times per rest. This is considered an Evocation Spell as well as a Breath Weapon. Caster level: 30 | |
Lightning Storm | Blue Dragon Breath (3 uses per rest): Like a blue dragon, you can breathe a powerful bolt of lightning that deals 1d15+15 electric damage per caster level (Reflex save for half) to enemies within its area of effect. You can use this ability 5 times per rest. This is considered an Evocation Spell as well as a Breath Weapon. Caster level: 30 |