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Sail to Stormreach
Requires access to: Veteran Status |
Sail to Stormreach | |
Level rangeBeing outside this level range means the quest either can't be bestowed or can't be completed.: | 4,7 |
XP: | No xp |
Journal section: | Marketplace |
Takes place in: | Marketplace |
Bestowed by: | Korvyn d'Lyrandar |
Quest acquired in: | The Airship "Heart of Wind" |
NPC contact: | Bellwether Bill |
Overview
After leaving The Airship "Heart of Wind" you arrive in Stormreach at the top of Falconer's Spire in the northern Marketplace. Bellwether Bill provides an option to get a better starter weapon.
Spoiler Warning: Spoiler material below this point!
Bestowal conditions
With any Veteran Status, this journal entry appears after leveling up to level 4 or level 7 and leaving the airship "Heart of Wind".
Objectives
No objectives defined.
Complete Journal text
The captain of the Heart of Wind has dropped you off at Falconer's Spire in Stormreach.
He advised you to speak with Bellweather Bill at Falconer's Spire for more information on Stormreach.
Tips and Misc
Talk to Bellwether Bill just some steps ahead of you to fetch your new starter weapon.
Loot
If you left the airship with level 4 (Veteran I) you can choose from this list. All weapons are Bound to Character and have the StarterStarter: Starter equipment cannot be traded, sold or crafted.
This item cannot be fed to sentient jewels. enchantment:
- +1 Starter Great Axe - +1 Greataxe: FlamingFlaming: This weapon is sheathed in fire. A flaming weapon deals an extra 1 to 6 points of fire damage on a successful hit.
- +1 Starter Greatsword - +1 Greatsword: FlamingFlaming: This weapon is sheathed in fire. A flaming weapon deals an extra 1 to 6 points of fire damage on a successful hit.
- +1 Starter Handwraps - +1 Handwraps: FlamingFlaming: This weapon is sheathed in fire. A flaming weapon deals an extra 1 to 6 points of fire damage on a successful hit.
- +1 Starter Heavy Mace - +1 Heavy mace: Devotion +30Devotion +30: Passive: +30 Equipment bonus to Positive (Healing) Spell Power.
- +1 Starter Kama - +1 Kama: FlamingFlaming: This weapon is sheathed in fire. A flaming weapon deals an extra 1 to 6 points of fire damage on a successful hit.
- +1 Starter Longbow - +1 Longbow: FlamingFlaming: This weapon is sheathed in fire. A flaming weapon deals an extra 1 to 6 points of fire damage on a successful hit.
- +1 Starter Longsword - +1 Longsword: FlamingFlaming: This weapon is sheathed in fire. A flaming weapon deals an extra 1 to 6 points of fire damage on a successful hit.
- Oladren's Great Crossbow - Great Crossbow: KeenKeen: Passive: The base critical threat range of this weapon is doubled. This does not stack with Improved Critical feat. Vorpal Strikes by this weapon also bypass all Fortification., Cold TouchCold Touch: The temperature around this weapon is colder than normal. A cold touch weapon deals an additional +1 cold damage on a successful hit.
- +1 Starter Quarterstaff - +1 Quarterstaff: Potency +20Potency +20: Passive: +20 Equipment bonus to each Spell Power.
- +1 Starter Rapier - +1 Rapier: FlamingFlaming: This weapon is sheathed in fire. A flaming weapon deals an extra 1 to 6 points of fire damage on a successful hit.
- +1 Starter Scimitar - +1 Scimitar: FlamingFlaming: This weapon is sheathed in fire. A flaming weapon deals an extra 1 to 6 points of fire damage on a successful hit.
- +1 Starter Shortsword - +1 Shortsword: FlamingFlaming: This weapon is sheathed in fire. A flaming weapon deals an extra 1 to 6 points of fire damage on a successful hit.
- Cleric, Lvl 04 Contract: Maloren
If you left the airship with level 7 (Veteran II) you can choose from this list. All weapons are Bound to Character and have the StarterStarter: Starter equipment cannot be traded, sold or crafted.
This item cannot be fed to sentient jewels. enchantment:
- +2 Starter Dagger - +2 Dagger: ShockShock: This weapon is sheathed in crackling electricity. A shock weapon deals an extra 1 to 6 points of electricity damage on a successful hit.
- +2 Starter Great Axe - +2 Greataxe: ShockShock: This weapon is sheathed in crackling electricity. A shock weapon deals an extra 1 to 6 points of electricity damage on a successful hit.
- +2 Starter Greatsword - +2 Greatsword: ShockShock: This weapon is sheathed in crackling electricity. A shock weapon deals an extra 1 to 6 points of electricity damage on a successful hit.
- +2 Starter Hand Axe - +2 Hand Axe: ShockShock: This weapon is sheathed in crackling electricity. A shock weapon deals an extra 1 to 6 points of electricity damage on a successful hit.
- +2 Starter Handwraps - +2 Handwraps: ShockShock: This weapon is sheathed in crackling electricity. A shock weapon deals an extra 1 to 6 points of electricity damage on a successful hit.
- +2 Starter Heavy Mace - +2 Heavy mace: ShockShock: This weapon is sheathed in crackling electricity. A shock weapon deals an extra 1 to 6 points of electricity damage on a successful hit.
- +2 Starter Kama - +2 Kama: ShockShock: This weapon is sheathed in crackling electricity. A shock weapon deals an extra 1 to 6 points of electricity damage on a successful hit.
- +2 Starter Light Hammer - +2 Light Hammer: ShockShock: This weapon is sheathed in crackling electricity. A shock weapon deals an extra 1 to 6 points of electricity damage on a successful hit.
- +2 Starter Light Pick - +2 Light Pick: ShockShock: This weapon is sheathed in crackling electricity. A shock weapon deals an extra 1 to 6 points of electricity damage on a successful hit.
- +2 Starter Longbow - +2 Longbow: ShockShock: This weapon is sheathed in crackling electricity. A shock weapon deals an extra 1 to 6 points of electricity damage on a successful hit.
- +2 Starter Longsword - +2 Longsword: ShockShock: This weapon is sheathed in crackling electricity. A shock weapon deals an extra 1 to 6 points of electricity damage on a successful hit.
- +2 Starter Quarterstaff - +2 Quarterstaff: ShockShock: This weapon is sheathed in crackling electricity. A shock weapon deals an extra 1 to 6 points of electricity damage on a successful hit.
- +2 Starter Repeating Heavy Crossbow - +2 Repeating Heavy Crossbow: ShockShock: This weapon is sheathed in crackling electricity. A shock weapon deals an extra 1 to 6 points of electricity damage on a successful hit.
- +2 Starter Shuriken - +2 Shuriken: ShockShock: This weapon is sheathed in crackling electricity. A shock weapon deals an extra 1 to 6 points of electricity damage on a successful hit., ReturningReturning: This missile will return to you.
- +2 Starter Throwing Dagger - +2 Throwing Dagger: ShockShock: This weapon is sheathed in crackling electricity. A shock weapon deals an extra 1 to 6 points of electricity damage on a successful hit., ReturningReturning: This missile will return to you.