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Flesh Maker's Laboratory
From DDO wiki
| |
Mentau has operated this laboratory for years, making an army of flesh golems prepared to serve the Black Abbot's needs.
| Flesh Maker's Laboratory | |
| Heroic level: | 14 |
| Epic level: | None |
| Duration: | Long |
| Heroic XP: | ♣3,069![]() Solo/Casual ![]() ![]() Normal ![]() ![]() Hard ![]() ![]() Elite ![]() |
| Epic XP: | N/A |
| Takes place in: | Flesh Maker's Laboratory |
| NPC contact: | Lowan Nilmani |
| Quest acquired in: | The Necropolis |
| Patron: | The Silver Flame |
| Base favor: | 6 |
| Free to Play: | No |
| Extreme Challenge: | No |
| Flesh Maker's Laboratory map (legend ) | |
Overview
Spoiler Warning: Information below this point can be considered spoiler material!
Objectives
- Find and speak to Mentau
- (Secret Passage) Gain entrance to the Garbage Pits
- (Garbage Pits) Sneak into the treatment room
- (Treatment Room) Access the Chopping Room
- (Chopping Room) Locate the Assembly Area
- (Assembly Area) Locate the Room of Life
- (Assembly Area) Defeat the Flash Maker's Apprentices
- (Conduit Passages) Open the Lightning Machine
- (Lightning Machine) Capture the Air Elementals
- (Lightning Chamber) Defeat Chained Lightning
- (Optional) (Warehouse) Destroy the Abbot's flesh golem army: (50% of base XP)
What to Expect
- Traps (fixed, some undisarmable)
- Overlapping floors
- Points of no return
- Spawning/respawning monsters
- Requires extra player(s)/hireling(s) (mandatory: 5 runes have to be used almost simultaneously)
Known Traps
Trap DC's Two sets of blade traps; 3 boxes for the traps.
Tips and Misc
The gate to the Assembly Area can be picked (its DC is quite high) so you can avoid fighting your way to the key if you have someone who can pick the lock in your party.
Bonus XP
- Aggression bonus: 82 monsters killed +10% Bonus.( ♣307 ♦534 ♥557 ♠580 )
- Onslaught bonus: 107 monsters killed +15% Bonus.( ♣460 ♦802 ♥836 ♠870 )
- Conquest bonus: 132 monsters killed +25% Bonus.( ♣767 ♦1,336 ♥1,393 ♠1,450 )
- Tamper bonus: Not possible because most traps can only be disabled after quest completion. traps disarmed +8% Bonus.( ♣246 ♦428 ♥446 ♠464 )
Loot
- Chests: Total 2
- 1 at Lightning Chamber (drops sigil pieces)
- 1 at Warehouse (drops shield pieces)
- NPC rewards: Random item
Named Loot
- Belt of Thoughtful Rememberance - Belt: Constitution +5 Constitution +5: This item gives the wearer improved health, granting a +5 enhancement bonus to Constitution., Concentration +13Concentration +13: Provides a +13 competence bonus to the wearer's Concentration which is a Passive Constitution based skill which allows you a chance to continue casting a spell after being damaged or otherwise interrupted. Allows monks to retain Ki., Negative Energy Absorption 20%Negative Energy Absorption 20%: This effect absorbs 20% of all negative energy damage the character would have taken, after all other protections have been penetrated., 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
- Carved Bone Shield - +5 Heavy steel shield: Negative Energy Absorption 20%Negative Energy Absorption 20%: This effect absorbs 20% of all negative energy damage the character would have taken, after all other protections have been penetrated., Negative Energy SpikeNegative Energy Spike: This weapon is pulsating with negative energy. It deals an extra 2d6 negative energy damage on a successful hit., 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
- Docent of Corpsecraft - +5 Docent: Devotion +60Devotion +60: Provides a +60 Equipment bonus to wearer's Positive (Healing) Spell Power., Nullification +60Nullification +60: Provides a +60 Equipment bonus to wearer's Negative (Necrotic) Spell Power., 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
- Gloves of Gnoll Hide - Gloves: Disable Device +13Disable Device +13: Provides a +13 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., Open Lock +13Open Lock +13: Provides a +13 competence bonus to the wearer's Open Lock which is an Active Dexterity based skill which allows you to attempt to open locked doors, chests, and other objects. Using the 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
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
- Ring of Unknown Origins - Ring: Proof Against Disease +6Proof Against Disease +6 This item grants its wearer immunity to natural diseases. This item also grants a +6 Enhancement bonus to saving throws against magical diseases, and the wearer does not fail saving throws against them on a roll of a natural 1 (this renders the wearer immune to magical diseases with a DC of less than 7 + their Fortitude save)., Proof Against Poison +6Proof Against Poison +6 This item grants its wearer immunity to natural poisons. This item also grants a +6 Enhancement bonus to saving throws against magical poisons, and the wearer does not fail saving throws against them on a roll of a natural 1 (this renders the wearer immune to magical poisons with a DC of less than 7 + their Fortitude save)., Intelligence +5 Intelligence +5: This item focuses the power of the wearer's mind, granting a +5 enhancement bonus to Intelligence., Charisma +5 Charisma +5: This item makes the wearer have more flair, granting a +5 enhancement bonus to Charisma., 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
- Runed Ogre Femur - +5 Club 1.50[1d8]: Anti-Magic RunesAnti-Magic Runes: On a critical hit must make a 20 fortitude save or lose their spellcasting ability for 18 seconds., 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
Monsters
- Ancient Air Elementals
- Carcass Eaters
- Cultist Sentries
- Masterwork Flesh Golems
- Unholy Friars
- Warrior Cultists
Named Monsters:
- Chained Lightning - Red-named air elemental; end boss
- Edgar - Orange-named flesh golem
- Golem Assembler - Orange-named human
- Golem Enchanter - Orange-named human
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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