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Recovering the Lost Tome

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For the Twelve, the accumulation of arcane knowledge is a goal surpassing all others.

Recovering the Lost Tome
Heroic level: 2
Epic level: None
Duration: Medium
Heroic XP:  ♣476Solo/Casual ♦862Normal ♥932Hard ♠1,001Elite
Epic XP: N/A
Takes place in: Fallowcrest Library
Bestowed by: Dalsamira Courdry
NPC contact: Dalsamira Courdry
Quest acquired in: The Harbor
Patron: The Coin Lords
Base favor: 3
Free to Play: Yes
Extreme Challenge: No
Recovering the Lost Tome map (legend )
Loading screen


Dalsamira Courdry instructed you to steal a magical tome back from the private Fallowcrest Library. Once Dalsamira sends you to the library, try to find and recover the tome with as little conflict as possible.

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


  • Speak with the librarian
  • Follow the librarian to the books
  • Wait for the librarian to leave
  • Search the shelves for Dalsamira's stolen tome
-Click the bookshelves that light up to advance the quest once the librarian leaves.
  • Survive Eldamir's traps and find his secret library
-Click the bookshelves in the secret room to collect the stolen tome.
  • Do not leave without Dalsamira's book

What to Expect

  • Traps (fixed, only one requires rogue skills to be disarmed; all others can be disarmed via levers)
  • Runes (optional: require INT checks)

Known Traps

Trap DCs

  • Sonic trap at entrance; control box is on a pillar shielded from the sonic traps, and can be found and disarmed before the librarian has left the room.
  • Spike trap at entrance - While easily avoided (there's no actual reason to even go near them); there is no control box for the spikes, only the sonic trap. The lever next to where you get the book that finishes the quest, disarms the spike trap.
  • Lightning traps in southern passage - Turned off via 3 INT (14) runes in the side alcoves. The first rune is on the right; the next two are on the left.
  • Frost trap protecting the chest in the eastern room. Control panel is in the southeast corner of the room.

Tips and Misc

  • Runes to stop lightning traps require 14 intelligence.
  • When you throw the 2 levers in the west, the quest log will show one left. You have to go back into the main room and a new passage will be open to the east.
  • In the new eastern room there will be a rune (INT 13-14) on the right wall. If you use the rune before entering the room, the zombies will not come to life, which can rob you of an onslaught bonus.
  • The frost trap covering the chest in the eastern room can be deadly for low level characters. If you can jump through it, there is a safe spot to stand and loot, but be careful.
  • The room north of the eastern room has a chest protected by a magical barrier. The rune to disable it is on the northern wall and requires Intelligence (between 13-14). It will also spawn 1-2 fairly wicked fire mephits when used.
  • The lever in the far east alcove turns off the unintimidating spike trap back in the main hall, which can be easily walked through.
  • If a magical book remains in your inventory after the quest, you can safely destroy it.

External Links

Bonus XP

  • Aggression bonus: 14 or more monsters killed +10% Bonus.( ♣48 ♦86 ♥93 ♠100 )
  • Onslaught bonus: 18 or more monsters killed +15% Bonus.( ♣71 ♦129 ♥140 ♠150 )
  • Conquest bonus: 46 or more monsters killed +25% Bonus.( ♣119 ♦216 ♥233 ♠250 )
  • Tamper bonus: 1 or more trap disarmed +10% Bonus.( ♣48 ♦86 ♥93 ♠100 )
  • Mischief bonus: 6 or more breakables smashed +8% Bonus.( ♣38 ♦69 ♥75 ♠80 )
  • Vandal bonus: 8 or more breakables smashed +10% Bonus.( ♣48 ♦86 ♥93 ♠100 )


  • Chests: 2
    • 1 trapped (frost) in the east room
    • 1 in the northeast room, behind a magical barrier (use rune to disable; requires an INT check of 13-14)
  • Collectables: Three
    • Adventurer's Pack down the southern branch of the northwest room, underwater
    • Bookshelf in the eastern room
    • Alchemy Table in the eastern room
  • NPC rewards: Random item


Monster Information