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Cult of the Six
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The Cult of the Six is a Story Arc line that originates from Bruku, Elder of the Grey Moon on Sorrowdusk Isle and is continued by Hragg. This quest - the follow-up to Grey Moon Waning, which must be completed first - tasks you with discovering the purpose behind the resurgence of the Cult of the Six on Sorrowdusk.
Abandoning this quest will also automatically abandon Grey Moon Waning. However, you can repeat this series independently by talking to Bruku once you have completed the entire series and claimed the end reward.
It contains the following 6 quests.
[edit] The Temple Outpost
[edit] The Fane of the Six
[edit] The Inner Sanctum
| Quest Name | Quest Level | Total Favor | Patron | ♣Casual![]() Solo/Casual ![]() |
♦Normal![]() Normal ![]() |
♥Hard![]() Hard ![]() |
♠Elite![]() Elite ![]() |
|---|---|---|---|---|---|---|---|
| Captives of the Cult | 8 | 4 | House Deneith | ♣808 | ♦1,426 | ♥1,504 | ♠1,582 |
| The Libram of the Six | 8 | 4 | House Deneith | ♣981 | ♦1,732 | ♥1,828 | ♠1,924 |
| Cleansing the Temple | 9 | 4 | House Deneith | ♣1,100 | ♦1,936 | ♥2,038 | ♠2,140 |
| Fall of the Prelate | 9 | 4 | House Deneith | ♣1,161 | ♦2,044 | ♥2,152 | ♠2,260 |
| Quench the Flames | 10 | 4 | House Deneith | ♣1,161 | ♦2,038 | ♥2,140 | ♠2,242 |
| Church of the Fury | 10 | 4 | House Deneith | ♣1,161 | ♦2,038 | ♥2,140 | ♠2,242 |
| Total | 6 Quests | 24 | ♣6,372![]() Solo/Casual ![]() |
♦11,214![]() Normal ![]() |
♥11,802![]() Hard ![]() |
♠12,390![]() Elite ![]() |
[edit] Reward List
Chain end rewards: Accessories are ML9, Rune Arm is ML7, all other items are ML8; bound to account, except handwraps (btcoe).
- Blood Machete - +4 Kukri: 1.50[1d6], SlicingSlicing: This weapon is incredibly sharp and will do an additional 1d4 damage to targets that are vulnerable to bleeding., Rage (spell), Red Augment SlotRed Augments
- Elemental damage: +1 to +1d10
- Equipment bonus to Spell Power: +30 to +114
- Bypass material based DR
- Bypass alignment based DR
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
- Elemental damage: +1 to +1d10
- Equipment bonus to Spell Power: +30 to +114
- Bypass material based DR
- Bypass alignment based DR
- Natural Armor Bonus to AC: +1 to +7
- Protection (deflection bonus to AC): +1 to +7
- Resistance bonus to saves: +1 to +7
- Physical Resistance Rating bonus: +2 to +14
- Fortification: Light to Heavy (ML8)
- Hit points (False Life): +5 to +35
- Good Luck: +1 (ML12) +2 (ML20)
- Armor Max Dex Bonus: +1 (ML12), +2 (ML20)
- ASF reduction: 5%/10%/15% (ML12/16/20)
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
- Bubble Belt - Belt: Underwater Action, Swim +10Swim +10: Provides a +10 competence bonus to the wearer's Swim which is a Passive Strength based skill which allows you to swim faster and for a longer period of time underwater., Water Breathing (3/rest), Yellow Augment SlotYellow Augments
- Elemental Resistance: +5 to +35
- Spell points: Power I (10 sp) to Archmagi (200 sp)
- Move speed: Striding 5% to 30%
- Feather Falling, Underwater Action (ML4)
- Proof Against Disease, Poison: +2 to +10
- Blindness Immunity, Fear Immunity (ML8)
- Deathblock (ML12)
- Spell Focus (ML16), Greater Spell Focus (ML24)
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
- Cesti - Gloves: Strength +4 Strength +4: This item gives the wearer the power of Ogre Strength, granting a +4 enhancement bonus to Strength., Dexterity +3 Dexterity +3: This item makes the wearer more nimble and dexterous, granting a +3 enhancement bonus to Dexterity.
- Cliffdiver Luck Charms - Bracers: Swim +10Swim +10: Provides a +10 competence bonus to the wearer's Swim which is a Passive Strength based skill which allows you to swim faster and for a longer period of time underwater., Jump +10Jump +10: Provides a +10 competence bonus to the wearer's Jump which is a Passive Strength based skill which allows you to jump higher., +20% Striding, Yellow Augment SlotYellow Augments
- Elemental Resistance: +5 to +35
- Spell points: Power I (10 sp) to Archmagi (200 sp)
- Move speed: Striding 5% to 30%
- Feather Falling, Underwater Action (ML4)
- Proof Against Disease, Poison: +2 to +10
- Blindness Immunity, Fear Immunity (ML8)
- Deathblock (ML12)
- Spell Focus (ML16), Greater Spell Focus (ML24)
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
- The Devourer's Hunger - Rune Arm: Cold Bolts, Maximum Charge Tier: III, Glaciation +48Glaciation +48: Provides a +48 Equipment bonus to wearer's Cold Spell Power., False LifeFalse Life: Grants the wearer +10 maximum hit points., Rune Arm Imbue: Cold II, Craftable +3Craftable +3: This item is craftable and can be customized using recipes at standard crafting devices. It can hold up to one 'prefix' and one 'suffix' enchantment with a maximum combined enchantment level of +3. Applying enough enchantments will increase the minimum level of this item. Once applied, these enchantments cannot be changed, and attempting to disjunct the item will have no effect. This item cannot have its maximum enchantment level increased.
- Filtration Module - +5 Docent: Repair +7Repair +7: Provides a +7 competence bonus to the wearer's Repair which is an Active/Passive Intelligence based skill which allows you to restore a disabled warforged character to 1 hit point (each attempt requires one repair kit). Also, the character with the highest Repair skill is used when using Rest shrines to dictate how much health is recovered. Only affects Warforged characters. (1 second cooldown), Inherent (10) Acid ResistanceInherent (10) Acid Resistance: This property absorbs the first 10 stacking points of acid damage per attack that the wearer would normally take., Blue Augment SlotBlue Augments
- Natural Armor Bonus to AC: +1 to +7
- Protection (deflection bonus to AC): +1 to +7
- Resistance bonus to saves: +1 to +7
- Physical Resistance Rating bonus: +2 to +14
- Fortification: Light to Heavy (ML8)
- Hit points (False Life): +5 to +35
- Good Luck: +1 (ML12) +2 (ML20)
- Armor Max Dex Bonus: +1 (ML12), +2 (ML20)
- ASF reduction: 5%/10%/15% (ML12/16/20)
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
- Hobnail Boots - Boots: Balance +15Balance +15: Provides a +15 competence bonus to the wearer's Balance which is a Passive Dexterity based skill which increases the speed with which you get up after being knocked down., Colorless Augment SlotColorless Augments
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
- Jeweler's Loupe - Goggles: Haggle +10Haggle +10: Provides a +10 competence bonus to the wearer's Haggle which is a Passive Charisma based skill which allows you to negotiate better prices with vendors., Disable Device +10Disable Device +10: Provides a +10 competence bonus to the wearer's Disable Device which is an Active Intelligence based skill which can be used to disarm traps in dungeons. Requires that the control box of the trap has been located by a successful Search check. If the Disable Device check succeeds, you disable the trap. If it fails by < 5, you have failed but can try again. If you fail by 5+ the control box explodes (causing some damage to those in an area around the box) and can't be used again (the trap will remain dangerous, of course!). Using this skill consumes one thieves' tool., Yellow Augment SlotYellow Augments
- Elemental Resistance: +5 to +35
- Spell points: Power I (10 sp) to Archmagi (200 sp)
- Move speed: Striding 5% to 30%
- Feather Falling, Underwater Action (ML4)
- Proof Against Disease, Poison: +2 to +10
- Blindness Immunity, Fear Immunity (ML8)
- Deathblock (ML12)
- Spell Focus (ML16), Greater Spell Focus (ML24)
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
- Mummified Bat - Trinket: Listen +10Listen +10: Provides a +10 competence bonus to the wearer's Listen which is a Passive Wisdom based skill which allows you to hear approaching enemies., Spot +10Spot +10: Provides a +10 competence bonus to the wearer's Spot which is a Passive Wisdom based skill which allows you to notice hidden doors, traps, objects, and hidden enemies nearby -- without having to explicitly Search for them. No die roll is involved. If your score is high enough you will always succeed and if it's too low you'll never find something., Feather FallingFeather Falling: This item is engraved with feathers and bestows a powerful magical effect. Whenever the wearer begins to fall from any height, this effect slows the decent dramatically, causing the wearer to fall like a feather.
- Oilskin Tunic - +5 Leather Armor: Green Augment SlotBlue Augments
- Natural Armor Bonus to AC: +1 to +7
- Protection (deflection bonus to AC): +1 to +7
- Resistance bonus to saves: +1 to +7
- Physical Resistance Rating bonus: +2 to +14
- Fortification: Light to Heavy (ML8)
- Hit points (False Life): +5 to +35
- Good Luck: +1 (ML12) +2 (ML20)
- Armor Max Dex Bonus: +1 (ML12), +2 (ML20)
- ASF reduction: 5%/10%/15% (ML12/16/20)
- Elemental Resistance: +5 to +35
- Spell points: Power I (10 sp) to Archmagi (200 sp)
- Move speed: Striding 5% to 30%
- Feather Falling, Underwater Action (ML4)
- Proof Against Disease, Poison: +2 to +10
- Blindness Immunity, Fear Immunity (ML8)
- Deathblock (ML12)
- Spell Focus (ML16), Greater Spell Focus (ML24)
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
- Phantasmic Masque - Helm: Nullification +60Nullification +60: Provides a +60 Equipment bonus to wearer's Negative (Necrotic) Spell Power., Colorless Augment SlotColorless Augments
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
- Piledriver - +4 Maul: 1.25[2d6], Strength +2 Strength +2: This item gives the wearer the power of Ogre Strength, granting a +2 enhancement bonus to Strength., Dexterity -1 Dexterity -1: This item makes the wearer more fumble-fingered, granting -1 Dexterity., Balance -5Balance -5: Gives a -5 competence penalty to the wearer's Balance which is a Passive Dexterity based skill which increases the speed with which you get up after being knocked down., Red Augment SlotRed Augments
- Elemental damage: +1 to +1d10
- Equipment bonus to Spell Power: +30 to +114
- Bypass material based DR
- Bypass alignment based DR
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
- Poison Ring - Ring: Constitution +3 Constitution +3: This item gives the wearer improved health, granting a +3 enhancement bonus to Constitution., Yellow Augment SlotYellow Augments
- Elemental Resistance: +5 to +35
- Spell points: Power I (10 sp) to Archmagi (200 sp)
- Move speed: Striding 5% to 30%
- Feather Falling, Underwater Action (ML4)
- Proof Against Disease, Poison: +2 to +10
- Blindness Immunity, Fear Immunity (ML8)
- Deathblock (ML12)
- Spell Focus (ML16), Greater Spell Focus (ML24)
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
- Quicksilver Cassok - Robe: Armor Bonus +5Armor Bonus +5: This item surrounds the wearer with an invisible but tangible field of force, granting +5 armor bonus to AC, just as though he were wearing armor., +25% Striding, Melee Alacrity 10%, Blue Augment SlotBlue Augments
- Natural Armor Bonus to AC: +1 to +7
- Protection (deflection bonus to AC): +1 to +7
- Resistance bonus to saves: +1 to +7
- Physical Resistance Rating bonus: +2 to +14
- Fortification: Light to Heavy (ML8)
- Hit points (False Life): +5 to +35
- Good Luck: +1 (ML12) +2 (ML20)
- Armor Max Dex Bonus: +1 (ML12), +2 (ML20)
- ASF reduction: 5%/10%/15% (ML12/16/20)
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
- Quilted Cape - Cloak: Sonic Resistance Sonic Resistance: This property absorbs the first 10 points of sonic damage per attack that the wearer would normally take., Move Silently +10Move Silently +10: Provides a +10 competence bonus to the wearer's Move Silently which is a Passive Dexterity based skill which allows you to sneak past monsters, avoiding their hearing. It ties directly into the feat Sneak., Green Augment SlotBlue Augments
- Natural Armor Bonus to AC: +1 to +7
- Protection (deflection bonus to AC): +1 to +7
- Resistance bonus to saves: +1 to +7
- Physical Resistance Rating bonus: +2 to +14
- Fortification: Light to Heavy (ML8)
- Hit points (False Life): +5 to +35
- Good Luck: +1 (ML12) +2 (ML20)
- Armor Max Dex Bonus: +1 (ML12), +2 (ML20)
- ASF reduction: 5%/10%/15% (ML12/16/20)
- Elemental Resistance: +5 to +35
- Spell points: Power I (10 sp) to Archmagi (200 sp)
- Move speed: Striding 5% to 30%
- Feather Falling, Underwater Action (ML4)
- Proof Against Disease, Poison: +2 to +10
- Blindness Immunity, Fear Immunity (ML8)
- Deathblock (ML12)
- Spell Focus (ML16), Greater Spell Focus (ML24)
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
- Scavenged Warplate - +5 Adamantine Half plate (AC 19, MD 0): Blue Augment SlotBlue Augments
- Natural Armor Bonus to AC: +1 to +7
- Protection (deflection bonus to AC): +1 to +7
- Resistance bonus to saves: +1 to +7
- Physical Resistance Rating bonus: +2 to +14
- Fortification: Light to Heavy (ML8)
- Hit points (False Life): +5 to +35
- Good Luck: +1 (ML12) +2 (ML20)
- Armor Max Dex Bonus: +1 (ML12), +2 (ML20)
- ASF reduction: 5%/10%/15% (ML12/16/20)
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
- Shamanic Staff - +4 Quarterstaff: 1.25[1d6], Spellcasting Implement +12Spellcasting Implement +12:Provides a +12 Implement bonus to wearer's universal Spell Power., True ChaosTrue Chaos: This weapon is infused with the power of true chaos. It does an additional 1d6 damage to non-chaotic targets and can only be wielded by chaotic aligned characters., Glaciation +42Glaciation +42: Provides a +42 Equipment bonus to wearer's Cold Spell Power., Orange Augment SlotYellow Augments
- Elemental Resistance: +5 to +35
- Spell points: Power I (10 sp) to Archmagi (200 sp)
- Move speed: Striding 5% to 30%
- Feather Falling, Underwater Action (ML4)
- Proof Against Disease, Poison: +2 to +10
- Blindness Immunity, Fear Immunity (ML8)
- Deathblock (ML12)
- Spell Focus (ML16), Greater Spell Focus (ML24)
- Elemental damage: +1 to +1d10
- Equipment bonus to Spell Power: +30 to +114
- Bypass material based DR
- Bypass alignment based DR
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
- Elemental damage: +1 to +1d10
- Equipment bonus to Spell Power: +30 to +114
- Bypass material based DR
- Bypass alignment based DR
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
- Sheridan's Ruin - +4 Rapier: 1.50[2d4], Keen, Red Augment SlotRed Augments
- Elemental damage: +1 to +1d10
- Equipment bonus to Spell Power: +30 to +114
- Bypass material based DR
- Bypass alignment based DR
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
- Sheridan's Wrack - +4 Dagger: 1.50[2d3], Keen, Red Augment SlotRed Augments
- Elemental damage: +1 to +1d10
- Equipment bonus to Spell Power: +30 to +114
- Bypass material based DR
- Bypass alignment based DR
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
- Shrunken Head - Necklace: Resistance Save +3Resistance Save +3: This item offers magical protection in the form of +3 resistance bonus on all saves., Yellow Augment SlotYellow Augments
- Elemental Resistance: +5 to +35
- Spell points: Power I (10 sp) to Archmagi (200 sp)
- Move speed: Striding 5% to 30%
- Feather Falling, Underwater Action (ML4)
- Proof Against Disease, Poison: +2 to +10
- Blindness Immunity, Fear Immunity (ML8)
- Deathblock (ML12)
- Spell Focus (ML16), Greater Spell Focus (ML24)
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
- Skin of the Mockery +4 Handwraps: Human BaneHuman Bane: A bane weapon excels at attacking one type or subtype of creature. Against Humans, 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., Red Augment SlotRed Augments
- Elemental damage: +1 to +1d10
- Equipment bonus to Spell Power: +30 to +114
- Bypass material based DR
- Bypass alignment based DR
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
- Elemental Resistance: +5 to +35
- Spell points: Power I (10 sp) to Archmagi (200 sp)
- Move speed: Striding 5% to 30%
- Feather Falling, Underwater Action (ML4)
- Proof Against Disease, Poison: +2 to +10
- Blindness Immunity, Fear Immunity (ML8)
- Deathblock (ML12)
- Spell Focus (ML16), Greater Spell Focus (ML24)
- Elemental damage: +1 to +1d10
- Equipment bonus to Spell Power: +30 to +114
- Bypass material based DR
- Bypass alignment based DR
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
- Snowstar - +4 Shuriken: 1.50[1d4], 18-20x2, Icy BurstIcy Burst: This weapon is sheathed in icy cold. A cold weapon deals an extra 1d6 cold damage on a successful hit. In addition critical hits deal an amount of extra cold damage depending on the weapon's critical multiplier: x2 - 1d10. x3 - 2d10. x4 - 3d10., Returning
- Swampscale Armor - +5 Medium Armor: Swim +11Swim +11: Provides a +11 competence bonus to the wearer's Swim which is a Passive Strength based skill which allows you to swim faster and for a longer period of time underwater., Blue Augment SlotBlue Augments
- Natural Armor Bonus to AC: +1 to +7
- Protection (deflection bonus to AC): +1 to +7
- Resistance bonus to saves: +1 to +7
- Physical Resistance Rating bonus: +2 to +14
- Fortification: Light to Heavy (ML8)
- Hit points (False Life): +5 to +35
- Good Luck: +1 (ML12) +2 (ML20)
- Armor Max Dex Bonus: +1 (ML12), +2 (ML20)
- ASF reduction: 5%/10%/15% (ML12/16/20)
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
- Wharfrat's Plank - +4 Darkwood Large Shield: Swim +11Swim +11: Provides a +11 competence bonus to the wearer's Swim which is a Passive Strength based skill which allows you to swim faster and for a longer period of time underwater., Purple Augment SlotRed Augments
- Elemental damage: +1 to +1d10
- Equipment bonus to Spell Power: +30 to +114
- Bypass material based DR
- Bypass alignment based DR
- Natural Armor Bonus to AC: +1 to +7
- Protection (deflection bonus to AC): +1 to +7
- Resistance bonus to saves: +1 to +7
- Physical Resistance Rating bonus: +2 to +14
- Fortification: Light to Heavy (ML8)
- Hit points (False Life): +5 to +35
- Good Luck: +1 (ML12) +2 (ML20)
- Armor Max Dex Bonus: +1 (ML12), +2 (ML20)
- ASF reduction: 5%/10%/15% (ML12/16/20)
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
- Mystical Dried Fish - always appears; can be used in Cannith Crafting to craft Dusk
NOTE: Named items that can appear on this quest arc's end reward list will have a 100% chance of appearing on every third completion of the story arc.

