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The Lair of Summoning

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The Lair of Summoning has never been fully explored. Many brave adventurers have fallen to its malevolent guardians.

The Lair of Summoning
Heroic level: 5
Epic level: None
Duration: Medium
Heroic XP:  ♣559Solo/Casual ♦996Normal ♥1,060Hard ♠1,124Elite
Epic XP: N/A
Takes place in: Lair of Summoning
Bestowed by: Lorridan Silvermantle
NPC contact: Lorridan Silvermantle
Quest acquired in: Ever Full Flagon
Patron: House Kundarak
Base favor: 3
Purchase: Free to Play
Extreme Challenge: No
M lair of summoning.png
Loading screen

Overview

Secure the property for Lorridan Silvermantle of House Kundarak.


Spoiler Warning: Spoiler material below this point!


Objectives

  • Locate the summoning chamber
  • Activate the Summoning Stone
  • Destroy the summoned fire elemental
  • (Optional) Kill Agnar — Bonus (25%): Heroic( ♣140 ♦249 ♥265 ♠281 )
  • (Optional) Slay 2 Large Earth Elementals — Bonus (25%): Heroic( ♣140 ♦249 ♥265 ♠281 )

What to Expect

  • Traps (fixed, some undisarmable)
  • Spawning/respawning monsters

Known Traps

Trap DCs

  • Fire trap on chest that spawns ambush
  • Fire trap on grate in first hallway. No panel, just don't walk on the grate
  • Fire traps around summoning stone. No panels.
  • Lightning trap in western hallway, north of gate, two panels
  • Poison trap through first door to the west
  • Dart trap south of gate to western hallway
  • Dart trap on southern wall of first room South-west of entrance
  • Dart trap on southern wall of second room South-west of entrance
  • Sonic trap in southwest passage, two panels

Tips and Misc

  • The western route is shorter and more direct, but includes traps and a locked door. The eastern route requires more fighting, but doesn't require a rogue.
  • The chest in the eastern passage is covered by a trapped ambush. Gates drop and greater fire mephits spawn, and traps aimed towards the chest go off from all four corners. Staying near the walls and avoiding the square between the pillars will keep you safe from the traps. The chest is locked even after you defeat the ambush. It is possible to get locked out from the chest via the gates if any character runs through the center square who is not able to defeat the mephits before the trap is disarmed.
  • The gargoyles will eventually respawn.
  • You have to approach the summoning stone to activate the runes. No attributes required. But watch out for the fire traps that spring up when the runes are activated.
  • When you activate the runes, Mephits spawn in the passage behind you to slow access to any party member attempting to retreat to the shrine.
  • Melee characters should not attempt to engage the fire elemental on the altar. Instead, draw it away from the summoning stone with ranged weapons or spells before attempting to fight it in melee.
  • Beware; the Fire Elemental casts Dispel Magic, so Fire Resistance items are better than spells in this quest.

Bonus XP

  • Devious bonus: 3 or fewer monsters killed +7% Bonus.( ♣39 ♦70 ♥74 ♠79 )
  • Discreet bonus: 7 or fewer monsters killed +5% Bonus.( ♣28 ♦50 ♥53 ♠56 )
  • Aggression bonus: 22 or more monsters killed +10% Bonus.( ♣56 ♦100 ♥106 ♠112 )
  • Onslaught bonus: 28 or more monsters killed +15% Bonus.( ♣84 ♦149 ♥159 ♠169 )
  • Conquest bonus: 35 or more monsters killed +25% Bonus.( ♣140 ♦249 ♥265 ♠281 )
  • Tamper bonus: 5 or more traps disarmed +10% Bonus.( ♣56 ♦100 ♥106 ♠112 )
  • Neutralization bonus: 6 or more traps disarmed +20% Bonus.( ♣112 ♦199 ♥212 ♠225 )
  • Ingenious Debilitation bonus: 8 or more traps disarmed +30% Bonus.( ♣168 ♦299 ♥318 ♠337 )
  • Mischief bonus: 18 or more breakables smashed +8% Bonus.( ♣45 ♦80 ♥85 ♠90 )
  • Vandal bonus: 24 or more breakables smashed +10% Bonus.( ♣56 ♦100 ♥106 ♠112 )
  • Ransack bonus: 29 or more breakables smashed +15% Bonus.( ♣84 ♦149 ♥159 ♠169 )
Notes: Conquest bonus will require you to kill most of the mephits during the boss fight, before the boss. Also note a few will spawn if you try to escape the fight, slay those as well.

Loot

  • Chests: 2–3
    • 1 locked and trapped in the eastern passage
    • 1 optional for killing Agnar
    • 1 at the end
  • Collectables: 4
    • Alchemy Table south of the locked chest
    • Adventurer's Pack in the secret room to the south (with the trolls)
    • Mushroom west of the shrine
    • Cabinet less west of the shrine
  • NPC rewards: Random +1/+2 items, choose from 4

Monsters

Name ( picture ) CR Type Race
Agnar( view
Agnar.jpg
 • edit )
 ♦5Normal ♥7Hard ♠10Elite Giant Troll
Armored Wight( view
Armored wight.jpg
 • edit )
 ♦5Normal ♥7Hard ♠9Elite ♦27Epic Normal ♥31Epic Hard Undead Wight
Gargoyle (Eberron)( view
Gargoyle (Eberron).png
 • edit )
 ♦4Normal ♥6Hard ♠9Elite Monstrous Humanoid Gargoyle
Greater Air Mephit( view
Greater Air Mephit.jpg
 • edit )
 ♦6Normal ♥8Hard ♠11Elite ♦22Epic Normal ♥27Epic Hard ♠40Epic Elite OR Summoned by another mephit:  ♠6Elite Air Outsider Mephit
Greater Fire Mephit( view
Greater Fire Mephit.jpg
 • edit )
 ♦6Normal ♥8Hard ♠11Elite ♦22Epic Normal ♥27Epic Hard OR Summoned by another mephit: ♠6Elite Fire Outsider Mephit
Greater Ice Mephit( view
Monster Greater Ice Mephit.jpg
 • edit )
 ♦6Normal ♥8Hard ♠11Elite OR Summoned by another mephit:  ♠6Elite Air Outsider Mephit
Large Earth Elemental( view
Large Earth Elemental.jpg
 • edit )
 ♦5Normal ♥7Hard ♠9Elite Elemental Earth Elemental
Ochre Jelly( view
Ochre Jelly.jpg
 • edit )
 ♦5Normal ♥8Hard ♠10Elite ♦22Epic Normal Ooze Ochre Jelly
Summoned Fire Elemental (red-named)( view
Summoned Fire Elemental.jpg
 • edit )
 ♦5Normal ♥7Hard ♠9Elite Elemental Fire Elemental
Troll( view
Troll.jpg
 • edit )
 ♦5Normal ♥7Hard ♠10Elite Giant Troll
Wight Priest( view
Wight Priest.jpg
 • edit )
 ♦5Normal ♥7Hard ♠9Elite ♦25Epic Normal ♥31Epic Hard Undead Wight
Winter Wolf( view
Winter Wolf.jpg
 • edit )
 ♦5Normal ♥7Hard ♠10Elite Magical Beast Wolf

External Links