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Desecrated Temple of Vol
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Centuries ago the Black Abbot sealed those who remained faithful to Vol deep in the Catacombs of this temple. The wails at night indicate something somehow survived.
| Desecrated Temple of Vol | |
| Heroic level: | 14 |
| Epic level: | None |
| Duration: | Long |
| Heroic XP: | ♣3,069![]() Solo/Casual ![]() ![]() Normal ![]() ![]() Hard ![]() ![]() Elite ![]() |
| Epic XP: | N/A |
| Takes place in: | Desecrated Temple of Vol |
| NPC contact: | Holton Kisane |
| Quest acquired in: | The Necropolis |
| Patron: | The Silver Flame |
| Base favor: | 6 |
| Free to Play: | No |
| Extreme Challenge: | No |
| Desecrated Temple of Vol map (legend ) | |
Overview
Holton Kisane had a dream last night where he saw Vol and one of her High Priests. The Lady spoke to him, saying this Priest was buried beneath the Desecrated Temple of Vol. If Holton freed this High Priest, and proved he was worthy, then Vol's chosen would aid in the battle against the Black Abbot. Sir Rohine does not believe Holton and refuses to release him from his post, so Holton has asked you to venture to the Desecrated Temple and find the High Priest.
Spoiler Warning: Information below this point can be considered spoiler material!
Objectives
- Find the Priest of Vol
- Locate the Abbot's Seal
- Acquire the keys to the Abbot's seal (2 keys)
- Open the Seal (2 boxes)
- Enter the catacombs
- Slay the vampire priests (total 6)
- Return to the High Priest
- Defeat the High Priest's Honor Guard
- (Optional) Defeat the Inevitables of Dolurrh (total 9): (15% of base XP)
- (Optional) Destroy the Offerings to Vol: (40% of base XP)
What to Expect
- Traps (fixed)
- Point of no return
- Spawning/respawning monsters
Known Traps
Spinning blades, shooting darts
Tips and Misc
Walkthrough (largely thanks to Lost Leader)
Drop down into the temple. In the middle you will see the seal made by the Black Abbot. On either side of the seal is a lockbox and a lever. Pulling the levers will reveal doors to either side of the hall. The halls are filled with whirring blades and flaming darts, at the end of which is a chest containing a gold key on one side, and a silver key on the other. They will each open one of the warding lockboxes. Each person who opens a chest gets a key. The passage on the left is easier to get through the traps, just have to take a quick dip underwater to get there. Have two people go this way, one being a high AC type. Death Ward and Fire Resist are very beneficial throughout this quest, and both chests are guarded by shadows and quells, so buff up before you go for the keys.
Open the lock boxes on either side of the pit. This lowers the seal and allows you to drop down. At the bottom will be a room of clay golems; smite or beat them down. Next, a group of three quells will attack. One is red-named. Watch out for firewalls, acid fogs and Otto's irresistible dance (the 8th level version). Once you defeat the three quells, you can enter into the vampire's hallways.
The halls are filled with vampires and bats; shadows and wheeps will pop from the ground as you go. If you break the sacrificial urns, shadows will pop out. You must move through the hallways and destroy the randomly located vampiric priests of vol. Some of the halls may close behind you. Which gates close is randomly generated. Also, the shadows in this temple are immune to Firewall (cheap dev update to avoid a simplifying player tactic), so you will need to deal with the shadows by other means.
A couple of things to note while you clear the halls of vampires: first, there is a chest that can spawn in any room in the vampire halls (dev update: the chest will no longer always spawn, just sometimes), so keep an eye out for it. Second, down the hall across from the shrine is a secret door. When you open it, four wheeps will attack, and it will reveal a locked door (DC50 lockpick). On the other side of the locked door is a portal that will take you to another plane, with bad side affects for curing magic. Go through and defeat the maruts. When the maruts are dead it will send you back to the Temple of Vol, a chest now sitting in the room. This chest has a chance to drop pieces of the Shield. Note: if there are any dead party members when the last marut is slain, there will be no way to get back to them. Their soul is trapped back where they died.
After you have completed the vampire slaying, finding your chest, and optional maruts, return to the entry to the vampire halls. Talk to the High Priest to begin the last encounter. A simple tactic is to fill the room with firewalls, and when all of the High Priest's bodyguards attack, they will find themselves burning in an inferno. Collect your last chest; this one will perhaps have a piece of the Sigil, then return home for your end reward.
- The Inevitables come in three waves of increasing numbers
Bonus XP
- Aggression bonus: 80 monsters killed +10% Bonus.( ♣307 ♦534 ♥557 ♠580 )
- Onslaught bonus: 105 monsters killed +15% Bonus.( ♣460 ♦802 ♥836 ♠870 )
- Conquest bonus: 128 monsters killed +25% Bonus.( ♣767 ♦1,336 ♥1,393 ♠1,450 )
- Tamper bonus: 4 traps disarmed +8% Bonus.( ♣246 ♦428 ♥446 ♠464 )
- Neutralization bonus: 6 traps disarmed +10% Bonus.( ♣307 ♦534 ♥557 ♠580 )
- Ingenious Debilitation bonus: 7 traps disarmed +15% Bonus.( ♣460 ♦802 ♥836 ♠870 )
- Mischief bonus: 13 breakables smashed +8% Bonus.( ♣246 ♦428 ♥446 ♠464 )
- Vandal bonus: 17 breakables smashed +10% Bonus.( ♣307 ♦534 ♥557 ♠580 )
- Ransack bonus: 21 breakables smashed +15% Bonus.( ♣460 ♦802 ♥836 ♠870 )
Loot
- Chests: 3 total:
- 1 for killing the Inevitables
- 1 randomly placed
- 1 end chest
- NPC rewards: Random item
- Shield Pieces
Named Loot
- Boots of the Innocent - Boots: Resistance Save +5Resistance Save +5: This item offers magical protection in the form of +5 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
- Desecrated Leathers - +5 Leather: Greater Nimbleness, 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
- Guardian of the Liturgy - +5 Dagger [1d10]: BleedBleed: This weapon is cruelly sharp and will do an additional 1d8 damage to targets that are vulnerable to bleeding., Improved HeartseekerImproved Bloodletter: This weapon will unerringly hone in your opponent's vulnerabilities. Critical hits with this weapon deal an amount of extra piercing damage depending on the weapon's critical multiplier: x2 - 9d6. x3 - 9d8. x4 - 9d10., 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
- Insurrection - +5 Greataxe: Construct BaneConstruct Bane: A bane weapon excels at attacking one type or subtype of creature. Against Constructs, 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. , +10 Shatter, 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
- Locus of Vol - Necklace: Wisdom +5 Wisdom +5: This item makes the wearer more in tune with her surroundings, granting a +5 enhancement bonus to Wisdom., Taint of Evil, 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
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
Monsters
- Blackfang Bat
- Clay Golem
- Inevitable - Marut
- Quell
- Shadow of Vol
- Undead Giant Rat
- Vampire Spawn of Vol
- Vampiric Knight of Vol
- Wheep
Named Monsters:
- The Seal Keeper - Orange-mamed quell; required kill
- Vampiric Priests of Vol - Orange-named vampires; required kills (6 total)
- Vol Honor Guard - Red-named vampires; end bosses
Root > DDO game guides > Maps > Quests with maps
Root > DDO library > Quests > Pay to Play quests
Root > DDO library > Quests > Quests by duration > Long quests
Root > DDO library > Quests > Quests by level > Level 14 quests
Root > DDO library > Quests > Quests by location > The Necropolis quests
Root > DDO library > Quests > Quests by name
Root > DDO library > Quests > Quests by patron > The Silver Flame patron quests
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