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Siegebreaker
From DDO wiki
| |
| Siegebreaker | |
| Heroic level: | 13 |
| Epic level: | None |
| Duration: | long |
| Heroic XP: | ♣3,060![]() Solo/Casual ![]() ![]() Normal ![]() ![]() Hard ![]() ![]() Elite ![]() |
| Epic XP: | N/A |
| Takes place in: | Temple Ruins |
| NPC contact: | Delera Omaren IV |
| Quest acquired in: | Lordsmarch Palace |
| Patron: | The Coin Lords |
| Base favor: | 6 |
| Free to Play: | No |
| Extreme Challenge: | No |
| Siegebreaker map (legend ) | |
Overview
Delera Omaren IV used her magic to reconnoiter the tunnels Droaam dug beneath Lordsmarch Plaza. She discovered that one of them that leads directly to Droaam's army headquarters on Xen'drik.
Delera wants you to go to their headquarters and deal with their commander. She was unable to determine who that commander is, other than it is a powerful magical being of some sort.
Go to Lordsmarch Plaza and use the Droaam tunnel entrance there to reach Droaam's headquarters.
Spoiler Warning: Information below this point can be considered spoiler material!
Objectives
- Find the Droaam army's general
- Assassinate high-ranking officers
- Close the portal to Droaam
- (Optional) Set tents on fire (Ignite 4) (10% of base XP)
- (Optional) Poison the water supply (7% of base XP)
- (Optional) Destroy the crates of army provisions (20% of base XP)
- (Optional) Blow up the explosives stockpile of the Droaam army (10% of base XP)
- (Optional) Defeat Tinkerstab, the Droaam Siege Engineer (12% of base XP)
- (Optional) Defeat Skinny, the Droaam Half-orc Chef (12% of base XP)
- (Optional) Defeat Maj. Pain, Droaam Interrogator (15% of base XP)
- (Optional) Defeat Brinky, the Droaam Warpriest (12% of base XP)
What to Expect
- Traps (fixed)
- Points of no return
- Spawning/respawning monsters
- Puzzles (mandatory: light puzzles)
Known Traps
- At the final chamber the puzzle tiles are trapped (fire, acid, cold, electricity, spike). These can be disabled, but must be disabled again on each round
Tips and Misc
- Pale Masters: Beware of Kobolds! They occasionally cast Sunburst which deals light damage!
- Poison the Water Supply, Set Tents on Fire, and Destroy the Crates of Army Provisions are optionals, but completing them each spawn high level officers needed for completion. If not fought by completing the optionals, you must fight them during the end battle. If fought at the end, you will only get one bonus chest instead of three.
- To poison water supply you need to get bucket from Poisoner's Shop ([1] on map), collect some waste from Public Restroom([2] on map) and use it on waterfall in the first room.
What is that smell?
Something smells funny. Oh wait, that's you. Your Charisma, Move Silently and Hide scores are understandably underperforming
(-2 Charisma, -20 Hide, -10 Move Silently)
- There is a known issue of the officers occasionally not spawning during the final fight, leaving the quest incomplete. You may however utilize a Dimension Door spell to go back and complete the optional to allow the officer to spawn earlier in the quest.
- To set tent on fire (3 at the beginning, 1 after toilet pool) use either skill (such as Breath of the Fire Dragon for Monks) or spell, scroll or wand (Burning Hands or other spell, except Wall of Fire).
- Alternatively, lure the kobolds close to the tents and let them use their fire spells to attack you and ignite the tents.
- Unlike other quests, the many barrels in the explosive barrel room have chained ignitions. Set one off, and adjoining ones ignite as well.
- You will die if you stand on the same level as either of the big explosive barrels.
- There are two puzzles where you have to light 5 plates in a pentagram (star) formation. The first seals a one-way hole to the next to final level. The last and larger puzzle is guarded by a Sora Kell hag.
- If you start the pattern on a different pad, you'll need to step in a different pattern. For instance, if you start from step on 1 then 2 and 5 then 4 and 3, or if you step on 3 first then 2 and 4 then 1 and 5.
- Rather than using the aforementioned puzzle-solving method(s): As long as the puzzle hasn't been touched upon spawning, simply touching each plate and going around in a clockwise (or counter-clockwise) fashion, touching each plate only once, will also solve the puzzle.
- The end-fight's larger puzzle pads are trapped and are rearmed each time the hag becomes immaterial. Your rogue will be VERY busy to help in reducing damage to the puzzle solver.
- Summoned pets, hirelings, and monsters will toggle the puzzle plates.
- Most of the named only spawn after completing an objective/optional:
- (Optional) Defeat Tinkerstab, the Droaam Siege Engineer appears only after you have completely cleared the first room
- (Optional) Set tents on fire (Ignite 4) will cause one of the high ranking officers to spawn
- (Optional) Poison the water supply will cause one of the high ranking officers to spawn
- (Optional) Destroy the crates of army provisions will cause one of the high ranking officers to spawn
- (Optional) Blow up the explosives stockpile of the Droaam army will cause * (Optional) Defeat Maj. Pain, Droaam Interrogator and * (Optional) Defeat Brinky, the Droaam Warpriest to appear.
- Bonus XP:
- Aggression Bonus: 76 monsters killed.
- Onslaught Bonus: 102 monsters killed.
- Conquest Bonus: 121 monsters killed.
- Mischief Bonus: 85 breakables smashed.
- Vandal Bonus: 107 breakables smashed.
- Ransack Bonus: 151 breakables smashed.
- Tamper Bonus: 2 traps+previous spawns traps disabled.
- Neutralization bonus: 4 traps+previous spawns traps disabled.
- Ingenious Debilitation bonus: current 5 traps+previous spawns traps disabled.
Loot
- Chests: 6
- 1 optional for killing Tinkerstab (Kobold, found in the starting room after you have completely cleared it)
- 1 optional for killing a high ranking officer after setting the tents on fire
- 1 optional for killing a high ranking officer after poisoning the water supply
- 1 optional for killing Brinky and Maj. Pain (Kobold and Ogre, found after you blow up the explosives stockpile of the Droaam army)
- 1 optional for killing a high ranking officer after destroying the crates of army provisions (can spawn in multiple locations)
- 1 at the end for killing Sora Katra (Green Hag)
- NPC rewards: Standard, Choice of 4 random items. Also unlocks the chain end reward if you completed all the previous quests.
Named Loot
- Garments of Equilibrium - Outfit: Heavy FortificationHeavy Fortification: This suit of armor or shield produces a magical force that protects vital areas of the wearer much more effectively. When a critical hit or sneak attack is scored on the wearer, there is a 100% chance that the critical hit or sneak attack is negated and damage is instead rolled normally., 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., Reinforced Fists [ML:12, BtA] (Any Chest)
- Night Hag's Heartstone - Trinket: Nightmare Guard, Disease Immunity, Deep Slumber (CL:5, 5/rest) [ML:13, BtA] (End chest)
- Mark of Tzaryan Rrac (Any chest)
Monsters
- Droaam Combat Engineers
- Droaam Conscripts
- Droaam Diggers
- Droaam Gnoll Archers
- Droaam Infantry
- Droaam Peacekeepers
- Droaam Sappers
- Droaam Vanguard
- Droaam Warchanters
- Droaam Warmages
- Droaam Warpriests
- Worg Warhounds
Named Monsters:
- Brinky <Droaam Warpriest> - Orange-named paragon kobold; spawns once the large explosive barrels have been set off
- Droaam Ogre Cavalry - Orange-named rust monsters; spawns near the end of the final battle
- Isis Alekto <Logistics Officer> - Red-named medusa; spawns after the crates are broken
- Lakhesis Zosime <Recon Commander> - Red-named medusa; spawns after the water supply is poisoned
- Natassa Tsahalis <Adjutant General> - Red-named medusa; spawns after the tents are set on fire
- Pain <Droaam Interrogator> - Orange-named ogre; spawns once the large explosive barrels have been set off
- Skinny <Droaam Army Chef> - Orange-named half-orc
- Sora Katra <Daughter of Sora Kell> - Red-named green hag; end boss
- Tinkerstab <Droaam Siege Engineer> - Orange Named paragon kobold; spawns once all monsters in the first room have been killed
Quest chain end reward
All items are BTA. Some may not appear and will be replaced with similar randomized BTA items.
- Gnollish War Bow - +5 Longbow: Crippling, Feat:Bow Strength, Malleable
- Ogrish War Axe - +5 Greataxe: Vengeful, Humanoid BaneHumanoid Bane: A bane weapon excels at attacking one type or subtype of creature. Against Humanoids, this weapon's effective enhancement bonus is +2 better than it's normal enhancement bonus. It deals an extra 2d6 points of damage against the foe., Malleable
- Hooked Blade - +5 Khopesh: Limb Chopper, MaimingMaiming: This weapon has a twisted haft or grip and spikes along its blade, head, or point. Whenever you score a critical hit with this weapon it deals an amount of extra untyped damage depending on its critical multiplier: x2 - 1d6. x3 - 2d6. x4 - 3d6., Malleable
- Frostflame Robe - Robe: Greater Fire LoreGreater Fire Lore: Your Fire spells gain additional 9% chance to make critical hits and their critical multiplier increase by 0.25x, Greater Cold LoreGreater Cold Lore: Your Cold spells gain additional 9% chance to make critical hits and their critical multiplier increase by 0.25x, Improved Fire ResistanceImproved Fire Resistance: This property absorbs the first 20 points of fire damage per attack that the wearer would normally take., Improved Cold ResistanceImproved Cold Resistance: This property absorbs the first 20 points of cold damage per attack that the wearer would normally take.
- Frostflame Docent - Docent: Greater Fire LoreGreater Fire Lore: Your Fire spells gain additional 9% chance to make critical hits and their critical multiplier increase by 0.25x, Greater Cold LoreGreater Cold Lore: Your Cold spells gain additional 9% chance to make critical hits and their critical multiplier increase by 0.25x, Improved Fire ResistanceImproved Fire Resistance: This property absorbs the first 20 points of fire damage per attack that the wearer would normally take., Improved Cold ResistanceImproved Cold Resistance: This property absorbs the first 20 points of cold damage per attack that the wearer would normally take.
- Staff of the Shadow - +5 Quarterstaff: Lesser Vampirism, Life Stealing, Malleable
- Trial by Fire - Rune Arm: Fire Blast, ToughnessToughness: While equipped this item grants 20 additional hitpoints. This stacks with all bonuses except for other items bearing the Toughness enchantment., Inherent (5) Fire ResistanceInherent (5) Fire Resistance: This property absorbs the first 5 stacking points of fire damage per attack that the wearer would normally take. - 5, Rune Arm Imbue: Fire II, Craftable Rune Arm (+4)
- Mark of Bal Molesh
- Mark of Rhesh Turakbar
- Mark of Sheshka
- Mark of Tzaryan Rrac
References
- End Solver Solution, for all patterns, not just starting: https://www.ddo.com/forums/showthread.php/291367-Siegebreaker-Puzzle?p=3473159#post3473159
Lordsmarch Palace quests
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 13 quests
Root > DDO library > Quests > Quests by name
Root > DDO library > Quests > Quests by patron > The Coin Lords patron quests
