Ascension Chamber

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Turbine point icon.png Requires access to adventure pack: The Necropolis Part 4
Ascension Chamber
Heroic level: 17
Epic level: None
Duration: Long
Heroic XP:  ♦6,340
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Normal
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 ♥6,580
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Hard
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 ♠6,820
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Elite
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Epic XP: N/A
Takes place in: Hall of Ascension
NPC contact: Sir Rohine Stiedra
Quest acquired in: The Necropolis
Patron: The Silver Flame
Base favor: 7
Free to Play: No
Extreme Challenge: No
Ascension Chamber map (legend )

Overview

The Black Abbot awaits his rise to godhood and only you can stop his ascension.

You and your fellow adventurers are out to stop the black Abbot from trying to ascend to godhood.

This raid has been tweaked (again) with Update 12, article on previous versions of this quest is archived here.

Flagging


Spoiler Warning: Information below this point can be considered spoiler material!


Objectives

  • Destroy the Sarcophagi granting the Abbot immortality (total: 6)
  • Defeat the Black Abbot

What to Expect

  • Traps (fixed, undisarmable)
  • Puzzles (mandatory: 3)
  • Spawning/respawning monsters
  • Requires extra player(s) (mandatory)

Quest Details

When you enter this quest, make sure you do not move too far past the end of the bridge until all your party members have made it across. The bridge otherwise disappears and can drop them into instant-death water. When you join forces with the Abbot, he will retire from the battle when he is reduced to around 70% of his maximum HP. At this point, three dimension door portals appear, where party members can go into each puzzle.

The three puzzles are:

  • Iceball Wand Room - You and a partner equip a special wand and take turns in creating ice islands over the deadly water to progress to the other side. Each island lasts for around 15 seconds and the cooldown is about the same for the wands, so you have to alternate the creation of the islands as you go across. Try to place the islands a reasonable distance apart and not under a bolt path from the traps that are present. Each wand has 10 charges; new wands are supplied on completion where you will find a portal to return you to the main encounter area. When both parties are standing on an island and one of you is going to cast an island next, try to make sure you do not stand on or behind the player casting the island. Otherwise, being too close can cause the DDO aim mechanic to bug and fire the wand charge in a random direction. You could fail the challenge as you have no island to progress to when the one you're standing on dissipates.
    • If you have a Dark Monk in your party, have them solo the room: get in the room, get the wands (if the scout didn't pick them up) to use to avoid Inferno later, go to the far-right of the initial platform and break the first sarcophagus you can just see around the first corner, then use Dance of the Water Strider to run to the other end of the water without taking any damage. Once safely on the end platform, turn around and break the 2nd sarcophagus. Pick up the end wands and go through the portal when ready.
  • Asteroid Room - This section seems to currently bugged to include invisible asteroids. Four rocks stand on the ground. Pick up the rocks and equip these as your main hand weapon. You then have to use mouse look and attack to aim these throwing rocks at incoming asteroids, before they hit you for ~200 damage. If you die, you are teleported to the main chamber.
    • This room now prevents you from casting spells, you no longer can use Create Undead tactic.
    • The 200 Damage can be mitigated with PRR and although spells and healing are prevented, Epic Destiny abilities such as Reign (Fatesinger) and when below 50% HP Celestial Shield from Renewal (Exalted Angel) can be used to absorb damage without the loss of so much actual HP.
    • (Combat): You are hit by impending doom.
      (Combat): A feeling of dread permeates the room. You cannot be healed, repaired or cast spells while in this chamber.
  • Phasing Tile Room - This puzzle sees the person who found the Beta Phase Goggles having to guide a teammate across a series of invisible platforms that phase in/out of existence. Take your time to examine the pattern and find a good route across. Ideally you will get a pattern that will allow your partner to run across without having to "change lanes". A good technique for this is for the person on the platforms to run sideways while looking at the person with the goggles. That person only runs when there are platforms available for the runner to be able to move to. Thus you mirror each other's movements across the pattern. As there are issues with voice chat latency, it's recommended that if you need your partner to change lanes that you use visually agreed cues such as jumping to move away a lane or block to move forward a lane, and so on. Once the first person is across, they then have to equip the Alpha Phase Goggles and use those to guide the other player across his hidden platforms. Once both characters are across, portals spawn to allow you to return to the main platform to continue battle with the abbot.
    • A helpful technique is to also document the maneuvers you will be doing, for example:
    • 1-4 stop, 5 stop, 6-9 stop, all the way.
    • This lets your partner known when to expect to move/stop as they progress across the tile pattern. You can also count the tiles as your progress across if you have voice chat.
    • Update 13 made the Tile puzzle more difficult on Hard and Elite difficulties:
      • Normal: Some static blue tiles. Phasing tiles cycle:
        • 9 seconds white
        • 3 seconds fading to red
        • 4 seconds missing
      • Hard: Very few static blue tiles. Phasing tiles cycle:
        • 6.5 seconds white
        • 3.5 seconds fading to red
        • 5 seconds missing
      • Elite: No static blue tiles. Phasing tiles cycle:
        • 3.5 seconds white
        • 3.5 seconds fading to red
        • 7 seconds missing

After the Abbot comes back to main platform, he uses 4 special attacks at various points:

  • The Inferno - (Abbot text: "I call the inferno..." and he bursts into flames) The main platform is engulfed in flames, causing massive HP and SP damage. You have about 10 seconds from when he announces Inferno and when he casts it.
  • Encasement - (Abbot text: "Engulf and Encase!") The Abbot can encase party members with a tight constricting rock which squeezes the life out of them.
  • Invisible ghosts - (Abbot text: "What you can't see...") Invisible wheeps and quells lurk around, draining you of HP and SP and casting Quell.
  • Mordenkainen's Disjunction - (Abbot text: "Let's see how you do without your little toys!") Casts Mordenkainen's Disjunction on a random party member, suppressing magical effects on worn weapons and items.

Known Traps

  • Ice Room has some bullet traps on the way.
  • Deadly water - Touch it and take around 150-450 hp of evil damage per tick, one tick on first touching it and 2 seconds thereafter, even if you have undead traits. It is possible for characters with extremely high hit points, healing amp and self healing abilities to survive a swim through it. Dark Monks can just use Dance of the Water Strider to walk over it without taking any damage. (Clerics' Divine Intervention will not help.)

Tips and Misc

See also Ascension Chamber Visual Guide.

In-quest items:

  • Iceball Wand - Wand: Iceball (caster level 1) 10 Charges, 15 second cooldown, 14.75 second duration
    • Allows you to create iceberg on the water, used to cross the Ice room, then to avoid Abbot's Inferno by casting them into the water in the main chamber as soon as the Abbot calls Inferno.
    • Two are provided at the start of the puzzle. Two more are at the end, and can be respawned indefinetely by moving about near their spawn locations.
  • Beta Phase Goggles: Visibility 2
    • Allows the wearer to see out of phase things, platforms and invisible monsters
    • One set is provided at the start of the phase tile puzzle.
  • Alpha Phase Goggles: Visibility 1
    • Allows the wearer to see out of phase things, platforms and invisible monsters
    • One set is provided mid way through the phase tile puzzle.
  • Boulders (available in stack of 50) - Equip in weapon hand
    • Allows you to destroy incoming asteroids and on successful completion of the puzzle to break Encasement cast by the Abbot in later fights; can also be thrown directly at the Abbot, dealing ~200 damage.
    • Four stacks are provided at the start of the asteroids puzzle.
    • Two more stack spawn upon completion, and respawn every ~2 minutes thereafter.

* Items above are all "Drops on Leaving Adventure" and "Drops on Death"

Loot

  • Chests: One Warded Chest with chance to drop Raid Loot listed below.

Named 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.

  • Breeze - +5 Quarterstaff+5 Quarterstaff: (1d10+5 19-20/x2): A long, stout staff used as a simple weapon. Often favored by wizards or common folk.: (1d10+5 19-20/x2), ScreamingScreaming: Screaming weapons emit a piercing screech whenever they are used to make a successful attack. This screech does an additional 1d6 sonic damage., RoaringRoaring: This weapon causes targets to become shaken and, on a critical hit, does 2d6 sonic damage to the target., Telekinetic, Slicing WindsSlicing 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
  • Circle of Hatred - Ring: Harm
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    Harm
    Caster level: 11
    Charges: 3 (3/day)
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    (3/day), Intimidate +15Intimidate +15: Provides a +15 competence bonus to the wearer's Intimidate which is an Active Charisma based skill which allows you to intimidate certain NPCs and to draw the attention of monsters while in battle. You will suffer a -4 penalty to your intimidate skill for every size category you are smaller than the creature your are trying to intimidate, or +4 for every size category your are larger. Halflings suffer a -4 penalty to Intimidate due to their small size. (15 second cooldown), Resistance +5Resistance +5: This item offers magical protection in the form of a +5 resistance bonus to saving throws., Incite +20%This weapon increases the threat generated by melee damage by 20% Exclusive
    • Upgrade: Incite +20%This weapon increases the threat generated by melee damage by 20%Incite +30%This weapon increases the threat generated by melee damage by 30%, Charges increase to Harm
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      Harm
      Caster level: 11
      Charges: 5 (5/day)
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      (5/day)
  • 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 BaneEvil 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 it's normal enhancement bonus. It deals an extra 2d6 points of damage against the foe., Absolute LawAbsolute Law: This weapon is infused with the ultimate power of law. It does an additional 2d6 damage to non-lawful targets and can only be wielded by lawful aligned characters., Greater GoodGreater Good: This weapon is infused with the ultimate power of good. It does an additional 2d6 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 BaneEvil 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 it's normal enhancement bonus. It deals an extra 2d6 points of damage against the foe.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 it's normal enhancement bonus. It deals an extra 3d6 points of damage against the foe.
  • Purging the Pantheon - Belt: Moderate FortificationModerate Fortification: 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, Quell (spell)
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    Quell (spell)
    Charges: 3 (3/day)
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    (3/day), Exclusive
    • Upgrade: Moderate FortificationModerate Fortification: 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.Heavy FortificationHeavy Fortification: 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.
  • Shroud of the Abbot - Robe: Armor Bonus +4, Natural armor bonus +4, Boon of UndeathBoon of Undeath: Undead take solice 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., Major Void LoreMajor Void Lore: Your Negative spells gain additional 9% chance to make critical hits and their critical multiplier increase by 0.50x, Major Lightning LoreMajor Lightning Lore: Your Electricity spells gain additional 9% chance to make critical hits and their critical multiplier increase by 0.50x, Improved Light ResistanceImproved Light Resistance: This property absorbs the first 20 points of light damage per attack that the wearer would normally take.
    • Upgrade: Improved Light ResistanceImproved Light Resistance: This property absorbs the first 20 points of light damage per attack that the wearer would normally take.Greater Light ResistanceGreater Light Resistance: This property absorbs the first 30 points of light damage per attack that the wearer would normally take.
  • 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.

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