If you think DDO crafting can be painful, there’s always Minecraft to invoke suicidal thoughts.
I’m away from DDO during the season of Lent. This is a saved post I’ve stored for use while I’m away. This post may or may not contain sensitive subject matter unsuitable for some minds (specifically, religion).
Reader discretion advised.
Q: What items should Monks create by crafting?
A: Quite a lot of things, but primarily for early levels or very special needs. Here’s my list, ever changing to the need and the character.
Cannith Crafting and Augment Slots
While there’s been recently a lot of complaining on the DDO forums on how some players are dissatisfied with the current system as it hasn’t scaled to their desires, the functionality and usefulness of Cannith Crafting is still quite a benefit for everyone, especially early in their lives and when they are in dire need of weapons that break this DR or that which aren’t available anywhere.
Between levels 1 and 10, you’re likely to generate several things for most unarmed Monks that can help it along. Mind you, what you create using bound shards will bind the item to character, so there is always a resource issue in ensuring that whatever precious base item you use for a character will not only work for the character, but that will ensure that the character gets some play time and is viable and enjoyable. There’s nothing sadder to me than to retire and reroll a failed character and having to bury his bound-to-character items with her.
Cannith Crafting requires a time investment to make a character with sufficient levels to generate anything for your characters on your account. In the end, it’s quite worth it.
And Augment Slots make life a lot easier as you can improve handwraps with many new slots to diversify your attack or defense.
Items I often craft up at early levels include:
Trinkets of Melee/Ranged Alacrity 10%
I buy the very inexpensive blank trinkets from the DDO Store and then add this ability. They become ML3, stay Bound to Account, even using BtC crafting formula, and are quite handy starting out. Earth Stance Monks gain a benefit with them for faster attacks. Ranged alacrity trinkets are helpful for my archers but not my shuriken thrower, as ranged alacrity isn’t applicable to thrown weapons.
Striding 15/20% items
Speed is everything for a Monk. When I can’t find Striding items, or need the Striding effect on something other than boots, this is one option. I never craft up 25/30 items unless really desperate as these are more readily available. The newer Speed suffix adds both movement speed and some alacrity, allowing a compromise if I need to remove my ranged/melee alacrity trinket. But Speed isn’t a craftable suffix at this time.
Crafted metallic handwraps
It used to be that finding something that busted Silver and Good DR was a complete pain in the butt. You needed a lot of luck in locating them in random loot, a lot of platinum, or an infinite level of luck in getting the only named Metalline of Pure Good handwraps in the game: The Devout Handwraps from the Necropolis.
The revisions to Shintao Monk with the new enhancements make getting unarmed DR bypassing far earlier with the core abilities, but if you’re a Ninja Spy, you need the specific handwraps if you’re not using shortswords or kamas or are a star-thrower.
Note that Ninja Spy training delivers Dexterity-to-Damage only with piercing and slashing weapons. You’re using the standard STR-to-damage formula when you’re going unarmed. As a result, unarmed damage isn’t the ninja’s best damage dealer, although you’ll need this option for ridding yourself of weapon-resistant enemies.
Thankfully, with the new Augment Slots and improved enhancements, getting “Harry Beaters” or related DR busters isn’t nearly as painful. For Harry Beaters, it’s simply a matter of completing the “Delera’s Tomb” or “Catacombs” chain, which give you the Devotion handwraps and the Eternal Rest handwraps.
You can insert a Silver (or any other metallic augment) into the Devotion wraps and a Good augment into the Silver-laced Eternal Rests and you’re all set.
Mind you, these augments are ML12, but this gets you going when things get tougher as you run into tough devils and demons later. Finding metal-laced/spiked loot-generated handwraps isn’t nearly as bad to re-craft to your needs today as well. Sometimes you’ll find metallic wraps with one or more augment slots that you can repurpose. And there are also handwraps and weapons where the metalline quality is now a suffix.
You’ll likely need Cold Iron DR reduction if you plan to run the level 10 “Ruins of Threnal” series, filled with Xoriat flesh renders, and Byeshk for the mindflayers. Aside from the Devout wraps, there’s no named non-crafted handwraps that will drop for you here. Getting metalline wraps or finding DR-specific wraps as soon as possible is your own unarmed option for a ninja.
Of course, there are many wraps that work excellently as you reach Epic levels.
Crafted vampiric handwraps
Sometimes Heroic-level Ninja Spies need an emergency battle healing option if they aren’t Half-Elves with a Cleric dilettante for wand/scroll healing. I prefer using Flametouched Iron handwraps in Cannith Crafted wraps here to add in Good alignment so I can lump in an effective prefix for more damage. Lesser Vampirism is a comparatively easy suffix to craft, but the full Vampiric property is very good but has a high resource to do this.
I’m not going to say what ingredient is required; I’ll let you do the homework. These are good until the character gains some Vampiric Stonedust Wraps with its added bonuses to stun. However, crafted vampiric wraps and their DR bypassing are usual more helpful.
Detect Secret Door goggles
Despite recent updates that increased the Search requirements on some doors, these are still good to generate for some early-level hidden doors with loot potential.
Concentration skill items
When you have low ki, it’s a pain, These items boosts the ki pool up a bit. It’s easier to make Goggles for this since you’ll switch them out when in combat but can quickly come back to them between battles to recharge. Not a substitute for low WIS; add points here. And always, always add points to Concentration at each level.
A higher Spot is a big help in stealth to see hidden enemies ahead so you don’t smash into them or get too close and get detected. Elven and Halfling races get a small natural boost for this, but the more Spot, the better, especially for ranged damage dealers but also for stealthy ninjas to detect hidden enemies ahead of you.
No Monk should ever go without having a pair of the Jidz-Tet’ka bracers at level 5. These require you to obtain the Torn Chitin Bracers and unlock them in Visbane’s Folly, atop the Sentinel’s Tower, using the Seals of the Goat, Lion and Dragon that you can find in the quests in the Sentinels of Stormreach quest chain.
The effects of the bracers change with your Monk stance.
- Earth Stance: You gain 1[W] to your unarmed damage. This is the same effect found on the Garments of Equilibrium and similar items and doesn’t stack with other damage modifiers.
- Wind Stance: You gain +10 Insight bonus to Jump. This stacks with the Enhancement bonus of Jump potions/spells.
- Fire Stance: You gain a +50 Insight bonus to healing amplification. This is arguably the strongest effect of the bracers that works through the character’s entire life. It stacks with anything that isn’t an Insight bonus, making it a potent way to improve battle and self-healing. With Update 24’s Healing Amplification revision, these boost healing more than ever before.
- Ocean Stance: On unarmed confirmed vorpal strikes, delivers a poison that paralyzes the target (DC 17 fortitude save) and inflicts 1d6 Dexterity damage (DC 17 fortitude save, increased 50% if paralysis is successful or if the mob is already helpless). The dexterity damage and paralysis effects are saved against separately. With the recent changes to Poison effects, Kiricletica and Ryncletica have seen the Tri-Kreen Venom work far more effectively than ever before, paralyzing many poor kobolds in her early adventures. (It’s an effect identical to Shiradi’s Nerve Poison.) This may be helped by the Ninja Poison effects that increase poison vulnerability, but I suspect I’m lowering their DC through weapon effects like Wounding. A DC 17 is very low and I’ve rarely seen that effect take hold as often as with my poison-wielding ninjas. I recommend taking a look at this for an easy low-level paralysis.
Monks with a flair for the dramatic could craft the Filthy Kukri into Midnight Greetings. It adds Deception, an effect that bluffs enemies and makes them stop fighting you and turn around briefly, giving you an edge, so to speak, in getting in more attacks per second. You can use this weapon and stay Centered (although you won’t have weapon proficiency with it without training). It’s a better weapon for an off-hand, especially in the hands of a shuriken thrower, since the Deception effect works on the character and stars gain that property as with any other passive effects from an off-hand weapon.
It was a pain in the butt to learn a few of these challenges, but their ingredient rewards can generate very useful items that can work early in your character lives with profound results. I’m still not sold on the time/results payoff for a single character, and don’t like the mechanics of these challenges at all, but as much of the items are Bound to Account, at least I can trade it off to help another character later.
- Frozen Tunic. Comes in L4 versions and higher. The Freezing Ice effect with high DPS characters means that you’re often solidifying enemies often, a great paralysis effect. Szyncletica the star thrower loved her Tunic. Best of all, until tier 3, they’re Bound to Account.
- Ring of the Stalker. Adds Exceptional Sneak Attack and Seeker effects. Craft the one with Manslayer effect for a vorpal-like ability as early as L11.
Far easier to complete in most ways than the Cannith challenges, the ingredients here can make interesting weapons. Unlike the Cannith ones, these challenges are essentially high-combat defend-the-base or slay-everything challenges, not impossible at all if you must play solo, but very manageable with a small party.
Of particular note are the Spelltouched Shuriken that my star-thrower ninja enjoys. They often have hidden effects that make them more of a “Shiradi-in-a-weapon” weapon. And once Shiradi effects are added from the destiny, look out. Even the Level 16 versions give you Shiradi-like fun before you go Epic.
I’ve not made any handwraps from this challenge set yet, but I believe you can do so. Such wraps would have tremendous versatility with the right combinations.
Most Monks know to farm for the Stonedust Handwraps and then use the needed marks to craft them into the Vampiric Stonedust Wraps, as noted. If you don’t know, now you do.
The vampiric property comes from the hard-to-obtain Staff of the Shadow, the quest chain end-reward for the Assault on Stormreach chain. Don’t waste that staff. It’s also an optionally good item for Henshin Mystics by reversing the formula, using the Stonedust Handwraps to upgrade the staff into the Petrifying Shadow Staff, which can paralyze or turn enemies to stone while delivering negative levels and sucking life away with its Lesser Vampirism.
The shows-up-all-the-time Blade of Fury can be crafted into three kinds of two matching and powerful shortswords. The Vampiric Fury versions are helpful (but at the expense of using Stonedust Handwraps to craft them).
For shortsword-wielding ninjas, I recommend these. They have Wounding, which damages CON and, thus, Fortitude, making your Ninja Poisoning and dark finishers much more able to stick. Getting a few HP back from the Lesser Vampirism, especially with the Healing Amp changes, make these still a good go-to weapon.
The one advantage of Sora Katra crafting is that the various Marks you require can be purchased from the DDO Store, I believe, or can be purchased within the crafting mechanism. The Marks are Bound to Account so trading them from other players isn’t an option.
Gianthold’s revision made obtaining powerfully protective robes very easy to do. With 20 White Dragon Scales from the optional white dragon/giant fight in Heroic difficulty “Gianthold Tor”, you can make the White Dragonscale Robe, with high AC, Heavy Fortification, Protection and Shield AC and Cold resistance. The Epic version is more powerful and, combined with its Epic helm, may be the strongest protection an Epic Monk could wear.
The Black Dragonscale Robe might be useful for Monks with ranged attacks as it features the Armor-Piercing property that bypasses some fortification.
The Dragoncraft Robes aren’t bad at all, as they are a “mini” version of their ‘Scale versions. They require fewer ingredients and can be worn at level 10.
The Flawless versions of these robes from Epic play are equally as attractive, but requires some luck in getting three rare Commendations of Heroism as part of the process, as well as beating up enough Epic Tor dragons for their Flawless dragon scales.
Don’t confuse these clothing types with the Dragontouched crafted apparel that’s made through the ponderous “Reaver’s Refuge” series. Gianthold’s updated armor and clothing far outweighs what few advantages that the DT armors once had.
Green Steel Crafting
The addition of Cannith Crafting as well as Epic gear and better Heroic gear has softened the blow that we still cannot craft Green Steel Handwraps. Perhaps the recently announced quests that may add an Epic Devil Battlefield and a new Green Steel update might see this finally resolved.
The good news is that we can craft any other conventional weapon. Star-throwers should make a Mineral II shuriken as their go-to weapon for most enemies and Silver-Good bosses (excepting clay golems and undead) and a Triple-Positive star as a very potent Greater Disrupting weapon that hates, just hates undead giant skeletons.
Ninjas should make better short swords and have a star on hand for special needs, such as Silver of Pure Good or even Metalline of Pure Good.
Unarmed Monks should look into the Alchemical Crafting for customized handwraps if, for some ungodly reason, you’re not enjoying the many new handwraps such as the Ivy Wraps, the Adamantine Knuckles, Grave Wrappings and more.
But the problem here is that you have to run “The Master Artificer” raid to find a pair of wraps to start crafting, or pay an ungodly sum from the Auction House or Shard Exchange. And there’s the matter of ingredients from the Cannith areas and raids. I’m not fond of this crafting option.
I’ve often crafted GS gear for permanent Blur, 45 HP, Displacement and the like. There’s a downside to this in that only one Green Steel non-weapon item can be worn at a time, or the effect of wearing two will quickly try to kill you without cleaning one of the items with a special ingredient, the Essence of Cleansing, found in your rewards list at the end of your 20th Shroud run.
Since the introduction of Eveningstar and beyond, not many people run the Devil Battlefield’s raid, “Tower of Despair” as often now. This was where Monks could find a special ring from that raid that they could craft up, using Green Steel ingredients, to form rings with Holy Burst effects to help DR busting.
These rings (and their companion necklaces) are still great to have. But I’ll admit that there’s far easier options now to gain DR bypassing than running this raid at least 7 times for a special ingredient.
It would be nice to see that Shavarath Trophy of War drop as on occasional ingredient in Elite runs of the Devil Battlefield quests or in Epic “Devil’s Assault.”
Syncletica is the only character I have that has the matching Shintao Monk set and an unlocked ring. Together, she bypasses Good/Evil DR.
The best way to officially describe these highest-level Epic weapons is “Holy shit.”
They are comparatively very easy to obtain by collecting enough of one ingredient to generate a weapon of your choice (including handwraps). You can upgrade them three times. Non-handwrap items are unbound at Tier 0 (creation) and Tier 1 levels, only becoming Bound to Character once you craft it further.
But, as handwraps are not weapons, any versions of these become Bound to Character on Equip. That means that, while any character that can enter Thunderholme to reach the forge (an NPC will grant you this once you make it there for the first time) and craft for you, don’t let any others equip those wraps except the Monk they’re slated for use.
Now, crafting TS items to Tier 2 and later requires far more dedication than I have–something on the order of running the two Thunderholme raids about 20 or more times. But even in their Tier 1 state, a Thunder-Forged weapon often has 3x the damage of anything you own, period. And they leave you an Augment slot for additional happy.
Quest-Based Upgrading and Live Events
I mentioned the Jidz-Tet’ka bracers, which are actually a type of quest-based upgrading. There are others.
As with other classes, the Minos Legens helm from the Orchard of the Macabre for 100% Fortification and Vitality are popular, but my ninjas have become fans of the Muffled Veneer, which adds to Hide/Move Silently and has a Yellow augment slot. It’s farming for the 20 Tapestry Pieces that tend to make a man want to throw themselves off the top of Amrath.
There’s also the newer version of the Nightforge Gorget, which has 100% Fortification and a convenient Yellow gem slot for a Deathblock gem. This crafting option is the only one I know of where you find the crafting materials and crafter inside a quest: “A Relic of a Sovereign Past.” Just gather up Adamantine ore and craft all you want. (Previous updates made this stuff Exclusive but now you can make and own as much as you have ore to generate.)
There’s still a few live events to take advantage, although handwraps and weapons for Monks aren’t typically available.
The Crystal Cove events can gain you the Cutthroat’s Smallblade for ninjas. While the damage is okay, the Hide/Move Silently numbers are good to have, wielding the item as you need to without compromising your overall protections. Greater Nimble Trinkets are excellent to get your ninja’s Blur on, with a little Dodge, as early as level 4.
What’s your favorite thing to craft up for your Monk?