| Items | Crafting | Collectables | Quests | Challenges | Maps | Monsters | Places | Favor Races | Classes | Enhancements | Epic Destinies | Feats | Skills | Spells | Glossary We are testing a new skin!
![]() Vector ![]() |
| Please create an account or log in to build a reputation and unlock more editing privileges, and then visit DDO wiki's IRC Chat if you need any help! |
Tempest's Spine
From DDO wiki
(Redirected from Tempest Spine)
| Tempest's Spine | |
| Heroic level: | 10 |
| Epic level: | None |
| Duration: | Very Long |
| Heroic XP: | ♦6,484![]() Normal ![]() ![]() Hard ![]() ![]() Elite ![]() |
| Epic XP: | N/A |
| Takes place in: | Tempest's Spine |
| NPC contact: | Chaimberlain Cyrese Embree |
| Quest acquired in: | House Jorasco |
| Patron: | House Jorasco |
| Base favor: | 6 |
| Free to Play: | Yes |
| Extreme Challenge: | No |
| Tempest's Spine map (legend ) | |
Overview
Tempest's Spine is a Raid. Unlike other raids in DDO, there is no raid timer, so you may re-run the quest at any time. This is the second lowest-level raid; The Chronoscope is the lowest, at level 6.
Flagging
- No flagging is required for this raid.
Spoiler Warning: Information below this point can be considered spoiler material!
Objectives
- Defeat the storm giant summoner, Sor'jek Incanni
- (Optional) Obtain access to the rune in the Lair of Fire and Ice (10% base XP)
- (Optional) Gain access to the rune hidden in a flooded tunnel (10% base XP)
- (Optional) Obtain access to the rune in the Bridge of the Inevitable (10% base XP)
- (Optional) Kill Ranger A'tchkar (10% base XP)
- (Optional) Kill Sorcerer Vyikkus (10% base XP)
- (Optional) Kill Zerisenz (10% base XP)
- (Optional) Kill Wizard Llyndarus (10% base XP)
- (Optional) Purge the Mountaintop of foes (20% base XP)
What to Expect
- Traps (fixed)
- Puzzle (mandatory: tile puzzle)
- Spawning/respawning monsters
- Rune (mandatory: requires an INT check of ♠18)
Elite
- Levers (mandatory: require a STR check of ♠20)
Elite
- Locked doors (can be knocked/picked or can be skipped by taking another route and going outside)
- Monsters that have to be killed almost simultaneously (mandatory: 2, a Fire Reaver and an Ice Flenser)
Known Traps
Trap DC's
Fire, Spinning Spike, Poison, Acid
Tips and Misc
- Tempest's Spine is often the first raid for new players. An experienced guide using voice chat is almost essential to a successful PUG raid party. If you are new to this raid, do be sure to speak up, and follow the leader's instruction.
- The raid is filled with fire-damaging enemies. Resist fire damage spells/items are a must.
- Several enemies will use poison.
- Several enemies (anticipate to meet two beholders throughout the caves) can cast Destruction or other death spells. Deathblock items may help.
- There is a very long dive in the quest. An underwater action item will be helpful. Most common strategy to solve this swim 'maze' is to keep the wall to your right.
- Lair of Fire and Ice:
- Some regard this part even harder than the final encounter. The Ice Flenser and the Fire Reaver at the ends of the two tunnels need to be slain almost simultaneously (within 30 seconds of each other).
- A common strategy is everyone staying inside the main chamber, while someone pulls or lures the Ice Flenser down first. Once the Flenser approaches, mages will drop Wall of Fire spells to kill the Flenser, then the party hurries down the other tunnel to kill the Fire Reaver.
- On the final boss:
- Clerics that cast Freedom of Movement, Resist Electricity, Resist Sonic, and Death Ward are very helpful.
- Remove Featherfalling gear before the final encounter. This will have you fall down faster if you get blown away by Sor'jek, and improve your chance of landing back onto the summit or the high mountainside instead of drifting away from the mountain to strange corners of the map where retrieval is difficult.
- Much like the final boss in Stormcleave Outpost, Sor'jek is a purple-named monster who is virtually impossible to fight or kill without solving the puzzle (which powers off his weather control ability) and using the runes you should have collected along the way. Runes control various of his abilities such as fast regeneration, physical immunity, and fire immunity. He can always be damaged by sonic damage and some weapon procs such as Pure Good.
- (At least in Elite) Sor'jek Incanni will eventually perform a full health refill. Cut him down as quick as possible if you see he has regained his weather control ability.
- Refer to videos on YouTube (spoilers) for useful guides on navigating throughout this quest.
Bonus XP
- Tamper bonus: 4 traps disarmed +8% Bonus.( ♦519 ♥546 ♠572 )
- Neutralization bonus: 5 traps disarmed +10% Bonus.( ♦648 ♥682 ♠716 )
- Ingenious Debilitation bonus: 6 traps disarmed +15% Bonus.( ♦973 ♥1,023 ♠1,073 )
- Ransack bonus: ~80 breakables smashed +15% Bonus.( ♦973 ♥1,023 ♠1,073 )
Loot
- Chests: Ten minimum, thirteen possible
- Two in "Fire and Ice."
- One to the left through the door right after the fire elemental trap.
- One just before underwater swim for killing Clay Golem.
- One for killing a Clay Golem in a pocket to the right of the underwater swim.
- One to the left side of the first Beholder encounter for killing the Clay Golem.
- One near the shrine for killing the first Beholder.
- One near resurrection shrine for killing the Inevitable.
- Two after slaying Sor'jek Incanni for completion of the quest.
- Three possible orange-named bosses that can spawn a chest each.
- NPC rewards: Random item
Named Loot
Weapons and armor are ML8, accessories are ML9. All items are BtC.
- Choker of the Silver Tongue - Necklace: Yellow Augment SlotYellow Augments
- Elemental Resistance: +5 to +35
- Spell points: Power I (10 sp) to Archmagi (200 sp)
- Move speed: Striding 5% to 30%
- Feather Falling, Underwater Action (ML4)
- Proof Against Disease, Poison: +2 to +10
- Blindness Immunity, Fear Immunity (ML8)
- Deathblock (ML12)
- Spell Focus (ML16), Greater Spell Focus (ML24)
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
- Cloak of Invisibility - Cloak: Protection +2Protection +2: This item protects its wearer by granting a +2 deflection bonus to AC., GhostlyGhostly: Equipping this item causes you to become partially incorporeal. Your melee attacks do not roll a miss chance for Incorporeal targets. Enemy attacks have a 10% chance to miss you due to incorporeality. You receive a +5 enhancement bonus to your Hide and Move Silently skills., Invisibility (spell), Green Augment SlotBlue Augments
- Natural Armor Bonus to AC: +1 to +7
- Protection (deflection bonus to AC): +1 to +7
- Resistance bonus to saves: +1 to +7
- Physical Resistance Rating bonus: +2 to +14
- Fortification: Light to Heavy (ML8)
- Hit points (False Life): +5 to +35
- Good Luck: +1 (ML12) +2 (ML20)
- Armor Max Dex Bonus: +1 (ML12), +2 (ML20)
- ASF reduction: 5%/10%/15% (ML12/16/20)
- Elemental Resistance: +5 to +35
- Spell points: Power I (10 sp) to Archmagi (200 sp)
- Move speed: Striding 5% to 30%
- Feather Falling, Underwater Action (ML4)
- Proof Against Disease, Poison: +2 to +10
- Blindness Immunity, Fear Immunity (ML8)
- Deathblock (ML12)
- Spell Focus (ML16), Greater Spell Focus (ML24)
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
- Elemental Mithral Breastplate - Breastplate: +3 Enhancement Bonus+3 Enhancement Bonus: This armor has been magically enhanced and gains a +3 enhancement bonus to Armor Class. (AB: 11, MDB: 6), MithralMithral: Mithral armor is one type lighter then normal. Arcane Spell Failure decreased by 10%. Maximum dexterity bonus increased by 2. Armor check penalty reduced by 3., Improved Cold ResistanceImproved Cold Resistance: This property absorbs the first 20 points of cold damage per attack that the wearer would normally take., Improved Fire ResistanceImproved Fire Resistance: This property absorbs the first 20 points of fire damage per attack that the wearer would normally take.
- Enchanted Darkleaf Banded Armor - Banded Mail: +1 Enhancement Bonus+1 Enhancement Bonus: This armor has been magically enhanced and gains a +1 enhancement bonus to Armor Class. (AB: 11, MDB: 3), Resistance Save +4Resistance Save +4: This item offers magical protection in the form of +4 resistance bonus on all saves.
- Eternal Wand of Charm Monster - Wand: Charm Monster, UMD DC: 6
- Full Plate of Giants - Full plate: +5 Enhancement Bonus+5 Enhancement Bonus: This armor has been magically enhanced and gains a +5 enhancement bonus to Armor Class. (AB: 18, MDB: 1), DR 5/-Damage Reduction 5/-: Reduces all physical damage by 5., Blue Augment SlotBlue Augments
- Natural Armor Bonus to AC: +1 to +7
- Protection (deflection bonus to AC): +1 to +7
- Resistance bonus to saves: +1 to +7
- Physical Resistance Rating bonus: +2 to +14
- Fortification: Light to Heavy (ML8)
- Hit points (False Life): +5 to +35
- Good Luck: +1 (ML12) +2 (ML20)
- Armor Max Dex Bonus: +1 (ML12), +2 (ML20)
- ASF reduction: 5%/10%/15% (ML12/16/20)
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
- Gleaming Adamantine Plate - Full plate: +5 Enhancement Bonus+5 Enhancement Bonus: This armor has been magically enhanced and gains a +5 enhancement bonus to Armor Class. (AB: 18, MDB: 1), AdamantineAdamantine: Heavy armor made from adamantine grants its wearer damage reduction of 3/-., Command, Green Augment SlotBlue Augments
- Natural Armor Bonus to AC: +1 to +7
- Protection (deflection bonus to AC): +1 to +7
- Resistance bonus to saves: +1 to +7
- Physical Resistance Rating bonus: +2 to +14
- Fortification: Light to Heavy (ML8)
- Hit points (False Life): +5 to +35
- Good Luck: +1 (ML12) +2 (ML20)
- Armor Max Dex Bonus: +1 (ML12), +2 (ML20)
- ASF reduction: 5%/10%/15% (ML12/16/20)
- Elemental Resistance: +5 to +35
- Spell points: Power I (10 sp) to Archmagi (200 sp)
- Move speed: Striding 5% to 30%
- Feather Falling, Underwater Action (ML4)
- Proof Against Disease, Poison: +2 to +10
- Blindness Immunity, Fear Immunity (ML8)
- Deathblock (ML12)
- Spell Focus (ML16), Greater Spell Focus (ML24)
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
- Goggles of Perception - Goggles: Attack Bonus +2Attack Bonus +2: Provides a +2 competence bonus to your attack rolls., Spot +10Spot +10: Provides a +10 competence bonus to the wearer's Spot which is a Passive Wisdom based skill which allows you to notice hidden doors, traps, objects, and hidden enemies nearby -- without having to explicitly Search for them. No die roll is involved. If your score is high enough you will always succeed and if it's too low you'll never find something., Search +10Search +10: Provides a +10 competence bonus to the wearer's Search which is an Active Intelligence based skill which allows you to find hidden doors, traps, and objects when activated. Note that (like Spot) there is no die roll involved. If your score is high enough you will always succeed and if it's too low you'll never find something. (1 second cooldown), Colorless Augment SlotColorless Augments
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
- Imbued Darkleaf Banded Armor - Banded mail: +3 Enhancement Bonus'+3 Enhancement Bonus: This armor has been magically enhanced and gains a +3 enhancement bonus to Armor Class. (AB: 9, MDB: 2), DarkleafDarkleaf: Darkleaf is not a metal, so immune to rust. Armor is one type lighter then normal. Arcane Spell Failure decreased by 5%. Maximum dexterity bonus increased by 1.Armor check penalty reduced by 3., Resistance Save +4Resistance Save +4: This item offers magical protection in the form of +4 resistance bonus on all saves.
- Maelstrom - ML8, +3 Greataxe+3 Greataxe: (1d12+3 20/x3): A big, heavy, double-bladed Axe wieldable only with two hands.: AnarchicAnarchic: An anarchic weapon is chaotically aligned and infused with the power of chaos. It makes the weapon chaos-aligned and thus bypasses the corresponding damage reduction. It deals an extra 2d6 damage against all of lawful alignment., FrostFrost: This weapon is sheathed in icy cold. It deals an additional 1d6 cold damage on a successful hit., Red Augment SlotRed Augments
- Elemental damage: +1 to +1d10
- Equipment bonus to Spell Power: +30 to +114
- Bypass material based DR
- Bypass alignment based DR
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
- Elemental damage: +1 to +1d10
- Equipment bonus to Spell Power: +30 to +114
- Bypass material based DR
- Bypass alignment based DR
- Natural Armor Bonus to AC: +1 to +7
- Protection (deflection bonus to AC): +1 to +7
- Resistance bonus to saves: +1 to +7
- Physical Resistance Rating bonus: +2 to +14
- Fortification: Light to Heavy (ML8)
- Hit points (False Life): +5 to +35
- Good Luck: +1 (ML12) +2 (ML20)
- Armor Max Dex Bonus: +1 (ML12), +2 (ML20)
- ASF reduction: 5%/10%/15% (ML12/16/20)
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
- Nightblade - +4 Falchion'+4 Falchion: (1.50[2d4]): This large, curved sword is essentially a scimitar designed to be used with two hands.: ByeshkByeshk: Byeshk is effective against Mind Flayers and other aberrations., KeenKeen: Doubles the critical range for piercing & slashing weapons, Red Augment SlotRed Augments
- Elemental damage: +1 to +1d10
- Equipment bonus to Spell Power: +30 to +114
- Bypass material based DR
- Bypass alignment based DR
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
- Elemental damage: +1 to +1d10
- Equipment bonus to Spell Power: +30 to +114
- Bypass material based DR
- Bypass alignment based DR
- Natural Armor Bonus to AC: +1 to +7
- Protection (deflection bonus to AC): +1 to +7
- Resistance bonus to saves: +1 to +7
- Physical Resistance Rating bonus: +2 to +14
- Fortification: Light to Heavy (ML8)
- Hit points (False Life): +5 to +35
- Good Luck: +1 (ML12) +2 (ML20)
- Armor Max Dex Bonus: +1 (ML12), +2 (ML20)
- ASF reduction: 5%/10%/15% (ML12/16/20)
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
- Robe of Arcane Power - Robe: Potency (End Chest)
- Robe of Arcane Puissance - Robe: Armor Bonus +6Armor Bonus +6: This item surrounds the wearer with an invisible but tangible field of force, granting +6 armor bonus to AC, just as though he were wearing armor., Potency +40Potency +40: Provides a +40 Equipment bonus to wearer's Universal Spell Power., Arcane Lore Arcane Lore: Your Universal spells gain additional 6% chance to make critical hits and their critical multiplier increase by 0.25x, Green Augment SlotBlue Augments
- Natural Armor Bonus to AC: +1 to +7
- Protection (deflection bonus to AC): +1 to +7
- Resistance bonus to saves: +1 to +7
- Physical Resistance Rating bonus: +2 to +14
- Fortification: Light to Heavy (ML8)
- Hit points (False Life): +5 to +35
- Good Luck: +1 (ML12) +2 (ML20)
- Armor Max Dex Bonus: +1 (ML12), +2 (ML20)
- ASF reduction: 5%/10%/15% (ML12/16/20)
- Elemental Resistance: +5 to +35
- Spell points: Power I (10 sp) to Archmagi (200 sp)
- Move speed: Striding 5% to 30%
- Feather Falling, Underwater Action (ML4)
- Proof Against Disease, Poison: +2 to +10
- Blindness Immunity, Fear Immunity (ML8)
- Deathblock (ML12)
- Spell Focus (ML16), Greater Spell Focus (ML24)
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
- Robe of Potency - Robe: Armor Bonus +6Armor Bonus +6: This item surrounds the wearer with an invisible but tangible field of force, granting +6 armor bonus to AC, just as though he were wearing armor., Potency +40Potency +40: Provides a +40 Equipment bonus to wearer's Universal Spell Power., Arcane Lore Arcane Lore: Your Universal spells gain additional 6% chance to make critical hits and their critical multiplier increase by 0.25x, Green Augment SlotBlue Augments
- Natural Armor Bonus to AC: +1 to +7
- Protection (deflection bonus to AC): +1 to +7
- Resistance bonus to saves: +1 to +7
- Physical Resistance Rating bonus: +2 to +14
- Fortification: Light to Heavy (ML8)
- Hit points (False Life): +5 to +35
- Good Luck: +1 (ML12) +2 (ML20)
- Armor Max Dex Bonus: +1 (ML12), +2 (ML20)
- ASF reduction: 5%/10%/15% (ML12/16/20)
- Elemental Resistance: +5 to +35
- Spell points: Power I (10 sp) to Archmagi (200 sp)
- Move speed: Striding 5% to 30%
- Feather Falling, Underwater Action (ML4)
- Proof Against Disease, Poison: +2 to +10
- Blindness Immunity, Fear Immunity (ML8)
- Deathblock (ML12)
- Spell Focus (ML16), Greater Spell Focus (ML24)
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
- Shining Adamantine Plate - Full plate: +4 Enhancement Bonus+4 Enhancement Bonus: This armor has been magically enhanced and gains a +4 enhancement bonus to Armor Class. (AB: 17, MDB: 1), Command, AdamantineAdamantine: Heavy armor made from adamantine grants its wearer damage reduction of 3/-., Green Augment SlotBlue Augments
- Natural Armor Bonus to AC: +1 to +7
- Protection (deflection bonus to AC): +1 to +7
- Resistance bonus to saves: +1 to +7
- Physical Resistance Rating bonus: +2 to +14
- Fortification: Light to Heavy (ML8)
- Hit points (False Life): +5 to +35
- Good Luck: +1 (ML12) +2 (ML20)
- Armor Max Dex Bonus: +1 (ML12), +2 (ML20)
- ASF reduction: 5%/10%/15% (ML12/16/20)
- Elemental Resistance: +5 to +35
- Spell points: Power I (10 sp) to Archmagi (200 sp)
- Move speed: Striding 5% to 30%
- Feather Falling, Underwater Action (ML4)
- Proof Against Disease, Poison: +2 to +10
- Blindness Immunity, Fear Immunity (ML8)
- Deathblock (ML12)
- Spell Focus (ML16), Greater Spell Focus (ML24)
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
- Star of Irian - +4 Morningstar+4 Morningstar: (1d8+4 20/x2): A simple weapon comprised of a round, spiked head and a long haft.: 1.50[1d8] + 4, 19-20x2, RighteousRighteous: This weapon is imbues with holy power, giving it an additional +2 to attack bonus and damage against any evil creature. This power makes the weapon good-aligned., HolyHoly: A holy weapon is imbued with holy power. This power makes the weapon good-aligned. Evil characters wielding this weapon suffer a negative level. The weapon deals an extra 2d6 damage agains all targets of evil alignment., Red Augment SlotRed Augments
- Elemental damage: +1 to +1d10
- Equipment bonus to Spell Power: +30 to +114
- Bypass material based DR
- Bypass alignment based DR
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
- Elemental Resistance: +5 to +35
- Spell points: Power I (10 sp) to Archmagi (200 sp)
- Move speed: Striding 5% to 30%
- Feather Falling, Underwater Action (ML4)
- Proof Against Disease, Poison: +2 to +10
- Blindness Immunity, Fear Immunity (ML8)
- Deathblock (ML12)
- Spell Focus (ML16), Greater Spell Focus (ML24)
- Elemental damage: +1 to +1d10
- Equipment bonus to Spell Power: +30 to +114
- Bypass material based DR
- Bypass alignment based DR
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
Monsters
- Beholders
- Blackbone Marksmen
- Clay Golems
- Drow Assassins
- Drow Barbarian Shamans
- Drow Blackguards
- Drow Captains
- Drow Death Priests
- Drow Fighter/Wizards
- Drow Necromancers
- Drow Paladins
- Drow Prophets
- Drow Scorpions
- Drow Scorpion Clerics
- Drow Scorpion Wizards
- Enraged Rust Monsters
- Fire Giants
- Fire Giant Slayers
- Fire Reavers
- Flesh Renders
- Greater Fire Elemental
- Greater Fire Mephits
- Greater Ice Mephits
- Hill Giant Soothsayers
- Huge Rust Monsters
- Ice Flensers
- Inevitable
- Iron Golems
- Large Rust Monster
- Mephits of Fernia
- Mephits of Risia
- Thaarak Hounds
Named Monsters:
- A'tchkar - Optional orange-named drow; always spawns
- Fire Reaver - Orange-named fire reaver - "Fire"; required kill
- Ice Flenser - Orange-named ice flenser - "Ice"; required kill
- Llyndarus - Optional orange-named drow rare
- Sor'jek Incanni - Purple-named storm giant; raid boss
- Vyikkus - Optional orange-named drow rare
- Zerisenz - Optional orange-named drow rare
Root > DDO game guides > Maps > Quests with maps
Root > DDO library > Quests > Free to Play quests
Root > DDO library > Quests > Quests by duration > Very long quests
Root > DDO library > Quests > Quests by level > Level 10 quests
Root > DDO library > Quests > Quests by location > House Jorasco quests
Root > DDO library > Quests > Quests by name
Root > DDO library > Quests > Quests by patron > House Jorasco patron quests
Root > DDO library > Quests > Raids