| Items | Crafting | Collectables | Quests | Challenges | Maps | Monsters | Places | Favor Races | Classes | Enhancements | Epic Destinies | Feats | Skills | Spells | Glossary We are testing a new skin! Let us know what you think.
|
| 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! |
The Lost Seekers
The Lost Seekers is a story arc that is most often referred to as "The Waterworks" because that's the area where you find the four quests that make up the story arc.
Contents |
[edit] The Lost Seekers
The Lost Seekers is the principal leveling tool of many adventurers through levels 2 and 3.
This four part quest is known for being both generous in terms of XP, as well as having amazing quest rewards for the level. Many pieces of equipment found here are still worn by adventurers well into their later seasons. Additionally, completing this quest and talking to Harbormaster Zin will cause prices to improve at Harbor vendors, for both buying and selling (See here for details). Further details are on the static reward list below.
[edit] The Kobold's Den
[edit] Venn's Trail
| Quest Name | Quest Level | Total Favor | Patron | ♣Casual![]() Solo/Casual ![]() |
♦Normal![]() Normal ![]() |
♥Hard![]() Hard ![]() |
♠Elite![]() Elite ![]() |
|---|---|---|---|---|---|---|---|
| The Kobold's Den: Clan Gnashtooth | 3 | 12 | The Coin Lords | ♣588 | ♦1,060 | ♥1,140 | ♠1,220 |
| The Kobold's Den: Rescuing Arlos | 3 | 12 | The Coin Lords | ♣746 | ♦1,348 | ♥1,452 | ♠1,556 |
| Venn's Trail: Clan Tunnelworm | 4 | 12 | The Coin Lords | ♣1,000 | ♦1,798 | ♥1,929 | ♠2,060 |
| Venn's Trail: Venn's Fate | 4 | 9 | The Coin Lords | ♣496 | ♦888 | ♥949 | ♠1,009 |
| Total | 4 Quests | 45 | ♣2,830![]() Solo/Casual ![]() |
♦5,094![]() Normal ![]() |
♥5,470![]() Hard ![]() |
♠5,845![]() Elite ![]() |
[edit] Related Flags
[edit] Gone Missing
Explore the Waterworks and find Guard Tember, who gives you actual quest of the Lost Seekers.
[edit] Reward List
- Acrobat's Ring - Ring: Striding +10%Striding +10%: Makes the wearer more fleet of foot, giving a 10% bonus to run speed., Jump +7Jump +7: Provides a +7 competence bonus to the wearer's Jump which is a Passive Strength based skill which allows you to jump higher., Tumble +7Tumble +7: Provides a +7 competence bonus to the wearer's Tumble which is a Passive Dexterity based skill which allows you to tumble and roll away from attacking enemies. Tumbling can be accomplished by blocking and using a movement key. A skill rating > 30 allows you to dive to the side and do backflips instead of rolling.
- Armor of the Unknown Hero - +2 Half plate: Charisma +1 Charisma +1: This item makes the wearer have more flair, granting a +1 enhancement bonus to Charisma., 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
- Black Widow Bracers - Bracers: Armor Bonus +4Armor Bonus +4: This item surrounds the wearer with an invisible but tangible field of force, granting +4 armor bonus to AC, just as though he were wearing armor.
- Bloodletter's Knife - +2 Dagger: SlicingSlicing: This weapon is incredibly sharp and will do an additional 1d4 damage to targets that are vulnerable to bleeding., 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
- Eternal Wand of Acid Splash - Wand: Acid Splash Wizard or Sorcerer Required, UMD:17
- Flame Warden - Rune Arm: Fire Blast (Maximum Charge Tier: II), Lesser Fire ResistanceLesser Fire Resistance: This property absorbs the first 3 points of fire damage per attack that the wearer would normally take., Reflex Save +1Reflex Save +1: This item gives a +1 resistance bonus to your Reflex saving throws., Rune Arm Imbue: Fire I, Craftable Rune Arm (+2)
- Gloves of Deceit - Gloves: Bluff +7Bluff +7: Provides a +7 competence bonus to the wearer's Bluff which is an Active Charisma based skill which allows you to bluff certain NPCs or make a monster vulnerable to a sneak attack. After a one second pause for disruption of bluff, if successful it draws the attention of the selected target. This can be done with out disturbing sneak mode. This works as mob pulling skill., Colorless Augment SlotColorless Augments
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
- Gnashtooth Piecemail Chain - +1 Chain shirt, Lesser Acid ResistanceLesser Acid Resistance: This property absorbs the first 1 points of acid damage per attack that the wearer would normally take.
- Gnashtooth Sickle - +2 Sickle: Stench, 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
- Goggles of Grabbing - Goggles: Hold Person
- Graskitch's Skullcap - Helm: Will Save +2Will Save +2: This item gives a +2 resistance bonus to your Will saving throws., 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
- Guardkiller Bow - +1 Longbow: Lesser Human BaneLesser Human Bane: A bane weapon excels at attacking one type or subtype of creature. Against Humans, this weapon's effective enhancement bonus is +1 better than it's normal enhancement bonus. It deals an extra 1d6 points of damage against the foe.
- Interogator's Shield - +2 Heavy steel shield: Intimidate +3Intimidate +3: Provides a +3 competence bonus to the wearer's Intimidate which is an Active Charisma based skill which allows you to intimidate certain NPCs and to draw the attention of monsters while in battle. You will suffer a -4 penalty to your intimidate skill for every size category you are smaller than the creature your are trying to intimidate, or +4 for every size category your are larger. Halflings suffer a -4 penalty to Intimidate due to their small size. (15 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
- Lost Docent of the Mastermind - +2 Docent: Lesser Axeblock, 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
- Melt Wood Staff - +2 Quarterstaff: Melf's Acid Arrow, 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
- Misery's Web - Trinket: Web
- Moss Weave Cloak - Cloak: Fortitude Save +3Fortitude Save +3: This item gives a +3 resistance bonus to your Fortitude saving throws., 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
- Pastemaker - +2 Greatclub: Intimidate +3Intimidate +3: Provides a +3 competence bonus to the wearer's Intimidate which is an Active Charisma based skill which allows you to intimidate certain NPCs and to draw the attention of monsters while in battle. You will suffer a -4 penalty to your intimidate skill for every size category you are smaller than the creature your are trying to intimidate, or +4 for every size category your are larger. Halflings suffer a -4 penalty to Intimidate due to their small size. (15 second cooldown), Bluff +3Bluff +3: Provides a +3 competence bonus to the wearer's Bluff which is an Active Charisma based skill which allows you to bluff certain NPCs or make a monster vulnerable to a sneak attack. After a one second pause for disruption of bluff, if successful it draws the attention of the selected target. This can be done with out disturbing sneak mode. This works as mob pulling skill., 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
- Scales of the Ancestors - +2 Scale mail: Scare (spell), 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
- Sewer Smock - Robe: +3 Acid Resistance Acid Resistance: This property absorbs the first 10 points of acid damage per attack that the wearer would normally take., 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
- Sludge Fin Boots - Boots: Swim +7Swim +7: Provides a +7 competence bonus to the wearer's Swim which is a Passive Strength based skill which allows you to swim faster and for a longer period of time underwater., 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
- Tunnelworm Champion's Belt - Belt: 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
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
- Venn's Necklace - Necklace: Wizardry IWizardry I: This item grants the wearer +25 maximum spell points. Sorcerers and Favored Souls gain up to double spell points from items., Colorless Augment SlotColorless Augments
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
This reward list also contains Bound to Account random equipment with lower minimum level than usual. No minimum level Featherfalling Boots for example, which is usually level 5.

