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Specific quest requirements

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Although in general a typical balanced team can defeat any quest of the appropriate level, certain quests have a special requirement for completion. Sometimes that requirement is absolute and unavoidable, while other times there are challenging and dangerous workarounds. Additionally, it is much more common that a quest have a special requirement for optional challenges and rewards.

In all cases, when an Ability score is required, it can be achieved with temporary buff effects (note that even with +6 or higher items, Strength can be increased a further 2 points with the Rage spell/potion, and 2 more with the Madstone Rage.)

Note: certain breakable doors in game, the ones that specifically require a minimum Strength check to bash them down, can also usually be destroyed by thrown weapon damage or Fireball and such spells. Carrying those spells/wands might be a good idea for a low-strength character; Scorched Bracers from the Chronoscope raid has three charges for those characters with low UMD.

Mandatory[edit]

Name Level Requirement
Rest for the Restless 4 Two players for valve switches (can be bypassed by recalling or Dimension Door spell, or done with a hireling).
Ranged attacks or spells to kill undead, for a door opening
Tomb of the Burning Heart 5 Four players for floor switches (can be bypassed by tripping/halting undead nearby)
Tomb of the Crimson Heart 5 Randomly placed runes (mandatory: 4, require a Constitution: 8 check)
Delera's Tomb 2 7 Two players for levers (can be done with a hireling)
The Pit 7 The third furnace usually requires two players, soloable with high Jump skill and some tricks
Tomb of the Shadow King 8 Two players for runes that weaken Nsu
Tomb of the Shadow Lord 8 Two players for levers (can be done with a hireling)
The Xorian Cipher 8 Four players for floor switches/split path. Soloable with a hireling and some skeleton herding
The Fane of the Six: Fall of the Prelate 9 Breakable door; Strength: 18, Open Lock, ranged or thrown weapons and some spells will also work
Vault of Night 3 9 Intelligence: 10, for runes in beholder area
Reclamation 10 Strength: 10, for Turning the three huge valves
Vault of Night 5 10 Two players with Wisdom: 20, two with Strength: 25.
One player with Open Lock or Knock spell.

At least 5 (4 + 1) players for 4 south area levers, and air jet

Tempest's Spine 10 "Fire and Ice" Rune Intelligence: 18 and Lever to Rust monster room, Strength: 20
Dreams of Insanity 11 Intelligence: 12, Runes (six mandatory, last room: require INT checks) and the optional runes: require INT checks
From Beyond the Grave 11 Two players (or solo with hireling) so that the gate can be guarded from endless spawns whilst the pyres are lit
Tomb of the Forbidden 11 Two players for levers with gears to unlock them
The Twilight Forge 11 See the quest entry itself
The Maze of Madness 13 Two players for many, many levers
The Crucible 14 At least two players for the maze
Flesh Maker's Laboratory 14 At least two players for five runes before the end fight
The Prison of the Planes 14 Usually two players for orb switches
Rainbow in the Dark 16 At least one Minimum Level 14 character to use Radiant Arc
Ascension Chamber 17 At least six players for teleport path
Hound of Xoriat 18 14+ Wisdom, Intelligence, Charisma for runes (The Subterrane - East)
Genesis Point 19 Two players for levers in the maze (can be done with hireling)
Legendary Tempest's Spine 32 "Fire and Ice" Rune Intelligence: ?–50 and Lever to Rust monster room, Strength: 75 (Elite)

Optional[edit]

Name Level Requirement
Bringing the Light 2 Dexterity: 14, Wisdom: 14 or Intelligence: 14, rune for boss room
Recovering the Lost Tome 2 Intelligence: 14, for runes (lightning traps and mephit room)
The Sunken Sewer 2 Open Lock to do the rogue path, Intelligence: 16, to do the spider room
Walk the Butcher's Path 2 Kobold's Hidden Treasure, Strength 18 lever, and Intelligence 18 rune
Return to the Sanctuary 3 Intelligence: 15, East Ward shrine runes
The Cloven-jaw Scourge: Blockade 3 Intelligence: 17, rune for: Slay the captive wight priest optional
The Swiped Signet 3 Open Lock for iron defender room, Wisdom: 16, for mephit room
Waterworks 2 3 Intelligence: 13, for optional: Free Clan Gnashtooth's hidden prisoners
Repossession 4 Clues to help Repossess the stolen art, if you cannot disarm traps (DEX, INT, STR, WIS checks; needs 14 in each)
The Chamber of Insanity 5 Intelligence: 17 and Wisdom: 17, additional chest
Partycrashers 5 Runes (optional: 6 that require CHA, CON, DEX, INT, STR and WIS checks; Heroic Elite needs a 26 in each)
Ruined Halls 6 Charisma: 16, Intelligence: 14 and Wisdom: 16, runes for an optional shrine.
The Tear of Dhakaan 7 Intelligence: 22, Wisdom: 20, Strength: 22 for runes
Stormcleave Outpost 8 Intelligence: 16, Dimensional gate rune near Pious Grew'el
Stromvauld's Mine 8 Strength: 18, lever leading to the optional: Destroy the elementals
The Xorian Cipher 8 Charisma: 20, Intelligence: 23, and Wisdom: 21 for runes.
Open Lock, Disable Device for the vault room
Escort the Expedition 10 Wisdom: 16 and Intelligence: 16, runes for hidden chest. Strength: 18, lever to chest
Hiding in Plain Sight 10 Strength: 15, to bash down a locked door to a kill an optional Aurum Official
Dreams of Insanity 11 Intelligence: 12, Runes (mandatory: require INT checks and optional: require INT checks)
The Chamber of Raiyum 12 Intelligence: 12, Locked central Treasure room runes

See also[edit]

External links[edit]