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Missing

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Harbinger of Madness adpack icon.jpg
DDO Point icon.png Requires access to adventure pack: Harbinger of Madness

Dozens of people have vanished mysteriously from this quiet neighborhood near the Harbor during the last few days.

Missing
Heroic level: 15
Epic level: None
Duration: Long
Heroic XP:  ♣3,025Solo/Casual ♦5,258Normal ♥5,472Hard ♠5,687Elite
Epic XP: N/A
Takes place in: The Saltire District
Bestowed by: Godwick Spurge
NPC contact: Godwick Spurge
Quest acquired in: The Harbor
Patron: The Free Agents
Base favor: 6
Free to Play: No
Extreme Challenge: No
Missing map (legend )
Loading screen

Overview

Godwick Spurge, a reporter for the Stormreach Chronicle, is writing a story on the mysterious disappearances that have been happening in the Saltire District. He wants you to help him investigate.

The entrance to the Saltire District is in the Harbor, under the bridge, to the west from Waterworks entrance. Meet Godwick inside the Saltire District.


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

Objectives

  • Find the location of the mysterious warforged
  • Collect evidence on the mysterious warforged - 3 total
  • Gain entrance to the warforged's home
  • Kill Mister Smythe
  • (Optional) Speak with Burno Vass (No XP, enables Mark of Madness optional)
    • (Optional) Apply the Mark of Madness to mad people - 8 total +20% Bonus.( ♣605 ♦1,052 ♥1,094 ♠1,137 )
      • (Optional) Return to Burno Vass and tell him you have marked the mad people (No XP)
  • (Optional) Speak with Guard Prosser (No XP, enable Swiftfoot gang optional)
    • (Optional) Find the Swiftfoot gang headquarters +1% Bonus.( ♣30 ♦53 ♥55 ♠57 )
      • (Optional) Return to Guard Prosser and tell him about the gang (No XP)
  • (Optional) Slay the madman Burno Vass +12% Bonus.( ♣363 ♦631 ♥657 ♠682 )
  • (Optional) Slay the madman Guard Prosser +10% Bonus.( ♣303 ♦526 ♥547 ♠569 )
  • (Optional) Slay Pale Fire +10% Bonus.( ♣303 ♦526 ♥547 ♠569 )

What to Expect

  • Traps (fixed)
  • Spawning/respawning monsters
  • Quest item collection (mandatory: 3 pieces of evidence)

Known Traps

Trap DCs Both traps can be easily timed.

  • Blade traps in the north, just before the Swiftfoot HQ; control panel is on the wall to the east before them
  • Blade traps in the underwater passage to the south; control panel is on the north side of the doorway

Tips and Misc

  • Recommended buffs at all times:
  • There are a lot of hard-hitting melee attackers and several Mind Flayer spellcasters in this quest. A young beholder may spawn next to the well on some difficulty settings and can anti-magic your buffs. Monsters in this quest like to set up ambushes for you, so keep your eyes open.
  • Freedom of Movement does NOT block the Sticky effect.
  • Post-U12, there are many fewer madpeople around, but still more than are required for the Optional. They may randomly spawn in different spots.
  • When you're near a piece of evidence (schoolroom in the east, armory in the southwest, Sir Borsynne's room in the west), the display goes... odd. Additionally, noises such as screams begin. Both of these effects disappear once you pick up the evidence, or if you leave the room. A similar effect happens when you enter Mister Smythe's house, which fortunately disappears when you open the door further in.
  • When you pull the lever in the northeast which diverts the water flow so you can head west, several Xorian Renders and Greater Thaarak Hounds spawn. It's possible to get the two pieces of evidence to the west, then backtrack east for the third and then head to the Mister Smythe's house without doing so, if you're worried about fighting them.
    • Evidence 1) A scrap of paper inside the book reads, "BILL OF SALE. One dozen schoolchildren, in good condition. Ship to Mister Smythe. Payment on delivery."
    • Evidence 2) The final entry in the diary reads, "This Smythe fellow is involved in questionable activities. But I'll use the Borsynne name to keep the guards away so long as he keeps sending platinum my way. In any case, no one will notice the disappearance of some common street rabble.
    • Evidence 3) The last entry in the account book reads, "Eight dozen sturdy iron cages, warranted to hold prisoners. Ordered by Mister Smythe and paid in full."
  • Once you get into the Swiftfoot HQ, which is in the far north, Taken start appearing (the first group being where you exit out). A few Renders spawn when you open the chest in there.
  • There is a single rat that spawns every 3 minutes in the Swiftfoot Gang Headquarters (on one of the dead bodies). It is the only way to get onslaught and conquest.
  • Pale Fire may (will?) appear in the southeastern courtyard. He's a red-named Thaarak Hound that deals fire damage and burning effect on hit, similar to fire elementals, and buffs itself with an intermittent Fire Shield (Cold) once its HP gets low enough.
  • Z'miizith does not use Anti-magic cone, so you can safely cast spells throughout the fight.
  • Z'miizith can hit the party with Chaos Frenzy, which causes them to suffer vicious damage for each successful melee attack.
  • Z'miizith's Prismatic Spray has a chance to petrify and kill the party on failed saves, bypassing both deathblock and Warforged immunities.
  • If you rush past him before he changes, the party can huddle against the door in the back, then attack the Taken which spawn there without alerting Z'miizith.
  • Returning to and talking with either Burno Vass or Guard Prosser will cause both of them to attack you, and it is HIGHLY recommended not to fight either of them without a full good stunner. The Prosser has extremely high hp but low attack. Bruno casts highly damaging and debuffing spells such as polar ray, energy drain and hold monster but has lower hp. If you do not stun or kill off Bruno, he may kill off the entire party with ample ease.


Bonus XP

  • Aggression bonus: 118 or more monsters killed +10% Bonus.( ♣276 ♦480 ♥500 ♠520 )
  • Onslaught bonus: 153 or more monsters killed +15% Bonus.( ♣415 ♦721 ♥750 ♠779 )
  • Conquest bonus: 188 or more monsters killed +25% Bonus.( ♣691 ♦1,201 ♥1,250 ♠1,299 )
  • Tamper bonus: 1 or more trap disarmed +10% Bonus.( ♣276 ♦480 ♥500 ♠520 )
  • Mischief bonus: 35 or more breakables smashed +8% Bonus.( ♣221 ♦384 ♥400 ♠416 )
  • Vandal bonus: 46 or more breakables smashed +10% Bonus.( ♣276 ♦480 ♥500 ♠520 )
  • Ransack bonus: 56 or more breakables smashed +15% Bonus.( ♣415 ♦721 ♥750 ♠779 )
    • Onslaught & Conquest are possible, but not worth it.
      • It takes an additional 104 minutes minimum to reach onslaught after getting aggression (killing the single spawn rat).
      • It takes an additional 121 minutes minimum to reach conquest after getting onslaught (killing the single spawn rat). From here you should have 183 kills.
      • Kill the 4 Taken that spawn when you confront Z'miizith before you kill him and you should net 188 kills for Conquest.

Loot

  • Chests: 4
    • 1 optional for finding the Swiftfoot gang headquarters (found in the northern part of the map)
    • 1 optional for killing Pale Fire (Thaarak Hound, found in the SW section of the map)
    • 1 optional for killing the madmen Burno Vass and Guard Prosser (Dwarf & Human, found near the entrance)
    • 1 at the end for killing Z'miizith (Chaos Beholder)
  • Collectables: Eight
    • Bookshelf near the first lever, in the bar's basement (in a room behind a tapestry)
    • Mushroom in the school playground
    • Mold in the NE courtyard, at the top of the sewer pipe leading down to the lever
    • Adventurer's Pack in the northeast courtyard, at the beginning of the sewer pipe heading west
    • Moss above both ends of the sewer tunnel in the south
    • Adventurer's Pack in the northwest
    • Mushroom in the northwest
  • NPC rewards: Random items, ML 10-13; choose from 7

Named Chest Drop

  • Turbulent Epee - +5 Rapier: Turbulent BurstTurbulent Burst: This weapon is enchanted with wild, unpredictable energy. It will do 1 to 8 damage of a random energy type (fire/cold/electric/acid) on a successful hit and 3 to 24 damage of a random energy type on critical hits., TreasonTreason: This item reduces the threat generated by melee damage by 20%., MetallineMetalline: Metalline bypasses any metal based damage reduction. (Adamantine, "Alchemical, Silver", Byeshk, Cold Iron, Mithral), AlignedAligned: This weapon transmutes into a form that is able to bypass any alignment based Damage Reduction. (Chaotic, Good, Evil, Lawful) [ML:14, BtA] (Swiftfoot HQ chest)
  • Insanity - +5 Great Sword: Wild FrenzyWild Frenzy: This weapon has a tendency to drive those it strikes insane. On vorpal strikes the target will go wild and attack its own allies for 15 seconds if it fails a DC 25 Will save. Enemies driven wild this way, however, have a chance of coming to their senses if damaged., BewilderingBewildering: Targets of this weapon can feel their willpower slipping away. They lose -1 Wisdom on a successful attack., UnbalancingUnbalancing: Anything that melee attacks a character with an Unbalancing item has a chance (10%) to be pulled off balance giving them a -2 penalty to their AC., Unwieldy [ML:14, BtA] (End chest)

Monsters

Monster Information

Named Monsters:


Godwick Spurge
Xoriat marked mad person
Xoriat Render in attack
The Stormreach Chronicle of Sul 2
The Stormreach Chronicle of Far 9
The Stormreach Chronicle of Mol 1
The Stormreach Chronicle of Sar 2
The Stormreach Chronicle of Sul 14