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The Mark of Death

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The Necropolis, Part 4 adpack icon.jpg
DDO Point icon.png Requires access to adventure pack: The Necropolis, Part 4

What dark forces have assisted the Black Abbot in making his unexpected return?

The Necropolis, Part 4 adpack icon.jpg
DDO Point icon.png Requires access to adventure pack: The Necropolis, Part 4
The Mark of Death
Heroic level:
Epic level: 30
Duration: long
Heroic XP: N/A
Epic XP:  ♦17,328Normal ♥17,764Hard ♠18,202Elite
Takes place in: Ascension Chamber
Bestowed by: Hamond Byre
NPC contact: Hamond Byre
Quest acquired in: The Necropolis
Patron: The Silver Flame
Base favor: 9
Free to Play: No
Extreme Challenge: No
No Map.jpg
Loading screen

Overview

The magic users of the Silver Flame have tracked down the reawakened Black Abbot - but they warn that something even more powerful is accompanying him. Venture inside the Ascension Chamber and confront what awaits within.

Flagging

Complete each of the epic necropolis quests at least once and turn in the rewards. Talk to Hamond Byre.


Spoiler Warning: Information below this point can be considered spoiler material!

Objectives

  • Approach the Abbot
  • Make the Abbot mortal again
  • Defeat the Death Knights
  • Defeat the Abbot

Known Traps

Tips and Misc

When you first enter the chamber you will first find a blue bridge spanning the deadly water surrounding the main platform - go ahead and cross this, awaiting your party members on the edge of the main circular platform. Moving into the center of this platform locks the raid by triggering a blue barrier at the entrance, removing the bridge and effectively preventing others from joining the raid.

(This can sometimes be circumvented by stepping to the right as you enter the raid into a small pool of water and dying, relying on a chance of being teleported to the center of the main platform - this is not a guaranteed mechanic, sometimes failing to teleport characters at all; at best providing a free completion.)

Once the party is gathered on the edge of the main platform, prepare your buffs and then begin the raid by moving to the center of the platform. The raid group should spread out as the Abbot can appear and drop an energy burst immediately. Once the Abbot does come down after his short dialogue, you will need to beat him down. He will then retreat to the statue and a single portal will appear. At this point four Vampire Knights will spawn in a pack on the platform, followed shortly by six Empowered Devotees (three in the east and three in the west on the edge of the platform). Most of the party members should enter the portal, leaving enough people behind to CC the spawning trash which appears.

Inside the portal there will be a Death Knight and two other spawns; once the Death Knight is dead the sarcophagus in the room can be destroyed and a pair of "Delta Phase Goggles" will appear on the altar. One person will need to take them (it's best if this is the tile runner for one of the next rooms) and then the whole group should return to the main platform.

At this stage there will be more spawns which should be CC'd as before, with the Abbot returning and beginning to use his special abilities (Inferno/Encasement/Disjunction). The Abbot casts Inferno which inflames the main platform, not only harming you but also producing an over-time spell-point and hit-point draining curse which remains after the inferno has finished. You'll find that there are a few positions on the very edge of the platform which provide you with safe points against Inferno damage - North-East, South-East, South-West and North-West, as well as the cardinal points North, East, South and West. Go behind archers' spawn locations if you want to be absolutely certain, and generally stand as close to falling off as possible while still remaining on the platform.

Once more beat the Abbot down to reach the next part of the raid; two portals will spawn in the South-East and North-West corners of the main chamber. There will be tile platforms that the person with the phase goggles can see to navigate to them. Again, a small group should go to these rooms (one group can be allocated to follow the goggle holder on the tiles, another group can be allocated to 'swim' to the other room) and kill the Death Knights, then smash the sarcophagi in each room. If at any point there is no one alive on the main platform the Abbot will teleport all raid members to him on the main platform so some people must remain behind and control the trash. Due to the deathknights' special abilities (see below), melee characters are generally tasked with heading west, while ranged/casters head east.

Once these next two sarcophagi have been destroyed each room spawns an item - "Everlasting Boulders" and "Eternal Iceball Wand" respectively. On the main platform, Lady Vol will join the fight and the Abbot will require beating down once more. Breaking either sarcophagus also triggers the spawning of mobs on the main platform, which will include two undead beholders - once more Flesh to Stone and curse will take care of these - many groups will want to smash the sarcophagi at the same time to enable easy control of mobs on the main platform.

Lady Vol will cast Manifest Zones of Dolurrh, signalled by blue circles on the ground. You will have a few seconds to avoid the blue clouds which appear next. There doesn't seem to be a way to negate the effect except to move out of the zone quickly: You are hit by Dolurrh's manifest zone. Gravity is heavy here, and you cannot cast spells. You will take ongoing Evil damage while here, and if you stay too long you will take 20% of your maximum hit-points in Bane damage every second.

Once the Abbot has been beaten down enough he will retreat and Lady Vol will respawn the three killed Death Knights onto the main platform. Once they are killed, Lady Vol will unleash a large AoE called 'Mark Of Death' (aka: "Blue-ferno") and then the Abbot will return and can be killed.

Mob CC Tactics

Killed trash-mobs will re-spawn every 45 seconds, so a wizard can use the Flesh to Stone spell to keep them alive but incapacitated; this also applies to Doomspheres (undead beholders); removing their anti-magic field - remember to also drop a Curse on your stoned mobs to lower their saves. An Energy Drain or similar level drain effect can assist in landing the initial stoning. These beholders should be the CCer's primary target. If no stoner is available, blind archers will wander aimlessly, unable to target party members.

Vampires

These will be in a pack to start with and can be dealt with by using Flesh to Stone and then using Bestow Curse to drop their saving throws against this. During the Death Knight phase charming the vampires (Control Undead) can help but this breaks more frequently, plus the vampires will die during inferno.

Vol's Power Rising

Empowered Devotees

These are archers that get a stacking buff 'Vol's Power Rising+50 Ranged Power and 15% Fortification Bypass per stack. Empowered by Vol, these creatures gain an additional stack of this effect every 8 seconds while alive. Stacks up to 10 times.', so the longer they are alive the more damage they can deal. They have been observed to crit for over 500 on Epic Normal. They can be blinded (cleric Divine Disciple's Sunburst works the best here, since it has no save) making them ineffective for the remainder of the raid. Flesh to Stoned and cursed are also advised for efficiency and to avoid confusion.

Deathknights

The deathknight with Tenser's Transformation increases the spell point costs of any caster who hits him, as well as decreasing the ranged attack speed of anyone who hits him with a projectile. This debuff stacks up to 19 times and increases spell point costs +10% per stack and reduces ranged attack speed -5% per stack.

The deathknight that you found in the first portal has no visual marker; however, he does have an intercession aura. Intercession Ward given by an Atonement or an Epic Glimpse of the Soul can protect against this, but the Abbot can disjunct gear. This knight should be kept away from divine casters.

The deathknight with the red aura has no particular effect and is therefore the lowest priority of the three.

Each of the deathknights performs an intimidate animation, after which they are given Adrenaline. On elite, the estimated necessary fortification you should have is 180%+.

Bonus XP

Loot

  • NPC rewards: Standard, 20th reward contains every item in the list (DDO Forums), renown will also be available.

Named Chest Drop

All items are ML 28 and Bound to Character on AcquireBound to Character on Acquire: This item is Bound to Character on Acquire unless otherwise noted.

Improved HarmImproved Harm
Caster level: 11
Charges: 3 (3/day)
3 Charges (Recharged/Day:3), Intimidate +25Intimidate +25: Passive: +25 Competence bonus to the Intimidate skill., Resistance +12 Resistance +12: Passive: +12 Resistance bonus to Fortitude, Reflex, and Will Saving Throws., Incite +45 Incite +45: +45 Enhancement bonus to increased threat generation from melee damage, Vitality +40Vitality +40: Passive: +40 Vitality bonus to Hit Points., Insightful Sheltering +5Insightful Sheltering +5: +5 Insight bonus to Physical and Magical Resistance Ratings
Upgradeable - Primary AugmentUpgradeable - Primary Augment: This item can be upgraded to contain a Yellow, Blue or Red (weapons and shields only) augment. Bring this item to the Fountain of Necrotic Might outside the Black Mausoleum and combine it with with Item:Epic Tapestry Shreds to upgrade the item. (Yellow Augment SlotYellow AugmentsColorless Augments or Blue Augment SlotBlue AugmentsColorless Augments), Upgradeable - Secondary AugmentUpgradeable - Secondary Augment: This item can be upgraded to contain a Green, Orange (weapons and shields only) or Purple (weapons and shields only) augment. Bring this item to the Fountain of Necrotic Might outside the Black Mausoleum and combine it with with Item:Masterwork Tapestry Shreds to upgrade the item. (Green Augment SlotBlue AugmentsYellow AugmentsColorless Augments)
Lesser HeightenLesser Heighten
Caster level: 12
Charges: 5 (5/day)
5 Charges (Recharged/Day:5), Wisdom +11 Wisdom +11: This item makes the wearer more in tune with her surroundings, granting a +11 enhancement bonus to Wisdom., Intelligence +11 Intelligence +11: This item focuses the power of the wearer's mind, granting a +11 enhancement bonus to Intelligence., Charisma +11 Charisma +11: This item makes the wearer have more flair, granting a +11 enhancement bonus to Charisma., Deific Focus 2Deific Focus 2: On Spell Cast: +1 Sacred bonus to DC of that school for five seconds. Stacks up to 2 times. Casting a spell from another school clears all stacks of this effect.
Upgradeable - Primary AugmentUpgradeable - Primary Augment: This item can be upgraded to contain a Yellow, Blue or Red (weapons and shields only) augment. Bring this item to the Fountain of Necrotic Might outside the Black Mausoleum and combine it with with Item:Epic Tapestry Shreds to upgrade the item. (Yellow Augment SlotYellow AugmentsColorless Augments or Blue Augment SlotBlue AugmentsColorless Augments), Upgradeable - Secondary AugmentUpgradeable - Secondary Augment: This item can be upgraded to contain a Green, Orange (weapons and shields only) or Purple (weapons and shields only) augment. Bring this item to the Fountain of Necrotic Might outside the Black Mausoleum and combine it with with Item:Masterwork Tapestry Shreds to upgrade the item. (Green Augment SlotBlue AugmentsYellow AugmentsColorless Augments)
Turn the PageTurn the Page
Caster level: 12
Charges: 5 (5/day)
5 Charges (Recharged/Day:5), Litany of the Dead II - Ability BonusLitany of the Dead II - Ability Bonus: The Litany of the Dead enhances the physical and mental abilities of its owner. Grants a +2 Profane bonus to all Abilities., Taint of EvilTaint of Evil: Good aligned characters equipping this item suffer a temporary negative level until the item is removed., Litany of the Dead II - Combat BonusLitany of the Dead II - Combat Bonus: The Litany of the Dead enhances the combat abilities of its owner. Grants a +4 Profane bonus to attack bonus and damage., Light of DawnLight of Dawn: Chance on being hit or missed in combat to deal 10 to 60 points of light damage to attacker.
Upgradeable - Primary AugmentUpgradeable - Primary Augment: This item can be upgraded to contain a Yellow, Blue or Red (weapons and shields only) augment. Bring this item to the Fountain of Necrotic Might outside the Black Mausoleum and combine it with with Item:Epic Tapestry Shreds to upgrade the item. (Yellow Augment SlotYellow AugmentsColorless Augments or Blue Augment SlotBlue AugmentsColorless Augments), Upgradeable - Secondary AugmentUpgradeable - Secondary Augment: This item can be upgraded to contain a Green, Orange (weapons and shields only) or Purple (weapons and shields only) augment. Bring this item to the Fountain of Necrotic Might outside the Black Mausoleum and combine it with with Item:Masterwork Tapestry Shreds to upgrade the item. (Green Augment SlotBlue AugmentsYellow AugmentsColorless Augments)
Lesser MaximizeLesser Maximize
Caster level: 12
Charges: 5 (5/day)
5 Charges (Recharged/Day:5), Combustion +150Combustion +150: Passive: +150 Equipment bonus to Fire Spell Power., Efficient Metamagic - Enlarge IIEfficient Metamagic - Enlarge II: The additional spell point cost for using the Enlarge Metamagic feat is reduced by 2 SP., Spell Lore XVIISpell Lore XVII: Passive: All of your spells gain a 17% Equipment bonus to their chance to critical hit.
Upgradeable - Primary AugmentUpgradeable - Primary Augment: This item can be upgraded to contain a Yellow, Blue or Red (weapons and shields only) augment. Bring this item to the Fountain of Necrotic Might outside the Black Mausoleum and combine it with with Item:Epic Tapestry Shreds to upgrade the item. (Yellow Augment SlotYellow AugmentsColorless Augments or Blue Augment SlotBlue AugmentsColorless Augments), Upgradeable - Secondary AugmentUpgradeable - Secondary Augment: This item can be upgraded to contain a Green, Orange (weapons and shields only) or Purple (weapons and shields only) augment. Bring this item to the Fountain of Necrotic Might outside the Black Mausoleum and combine it with with Item:Masterwork Tapestry Shreds to upgrade the item. (Green Augment SlotBlue AugmentsYellow AugmentsColorless Augments)
Improved Quelling StrikesImproved Quelling Strikes: On Vorpal Melee: applies Quell to target enemies for six seconds, rendering them unable to cast divine spells. 50% chance of preventing the from casting all spells for three seconds (12 second cooldown)., Fortification +150%Fortification +150%: +150% Enhancement bonus to reduced chance of taking critical damage on a critical hit., Protection +10Protection +10: Passive: +10 Deflection bonus to Armor Class., Fire Absorption 10%Fire Absorption 10%: Passive: 10% Enhancement Bonus to Fire Absorption. (Absorption reduces damage from an element by a percentage, after resistance have been taken into account.), Light Absorption 10%Light Absorption 10%: Passive: 10% Enhancement Bonus to Light Absorption. (Absorption reduces damage from an element by a percentage, after resistance have been taken into account.)
Upgradeable - Primary AugmentUpgradeable - Primary Augment: This item can be upgraded to contain a Yellow, Blue or Red (weapons and shields only) augment. Bring this item to the Fountain of Necrotic Might outside the Black Mausoleum and combine it with with Item:Epic Tapestry Shreds to upgrade the item. (Yellow Augment SlotYellow AugmentsColorless Augments or Blue Augment SlotBlue AugmentsColorless Augments), Upgradeable - Secondary AugmentUpgradeable - Secondary Augment: This item can be upgraded to contain a Green, Orange (weapons and shields only) or Purple (weapons and shields only) augment. Bring this item to the Fountain of Necrotic Might outside the Black Mausoleum and combine it with with Item:Masterwork Tapestry Shreds to upgrade the item. (Green Augment SlotBlue AugmentsYellow AugmentsColorless Augments)
Knife Shot, Maximum Charge Tier: V, Spike GuardSpike Guard: On Being Hit in Melee: 5% chance to do 510 to 700 Piercing Damage to the Attacker., Rune Arm Imbue: Knife Shot VIRune Arm Imbue: Knife Shot VI: Wearing this Rune Arm will imbue any weapon you wield, dealing 2 to 20 points of Piercing damage per hit., Impulse +150Impulse +150: Passive: +150 Equipment bonus to Force, Untyped, Slashing, Piercing, and Bludgeoning Spell Power., Kinetic Lore XIIKinetic Lore XII: Passive: Your Force, Physical and Untyped spells gain a 22% Equipment bonus to their chance to critical hit., SpikedSpiked: On Damage: 10% chance of dealing an additional 10d6 Piercing Damage.
Upgradeable - Primary AugmentUpgradeable - Primary Augment: This item can be upgraded to contain a Yellow, Blue or Red (weapons and shields only) augment. Bring this item to the Fountain of Necrotic Might outside the Black Mausoleum and combine it with with Item:Epic Tapestry Shreds to upgrade the item. (Yellow Augment SlotYellow AugmentsColorless Augments or Blue Augment SlotBlue AugmentsColorless Augments), Upgradeable - Secondary AugmentUpgradeable - Secondary Augment: This item can be upgraded to contain a Green, Orange (weapons and shields only) or Purple (weapons and shields only) augment. Bring this item to the Fountain of Necrotic Might outside the Black Mausoleum and combine it with with Item:Masterwork Tapestry Shreds to upgrade the item. (Green Augment SlotBlue AugmentsYellow AugmentsColorless Augments)
Use Magic Device +5Use Magic Device +5: Passive: +5 Competence bonus to the Use Magic Device skill., Scorching SunScorching Sun: On hit your weapons will do an additional 2 to 12 light damage., Deadly XI Deadly XI: Passive: +11 Competence bonus to Melee and Ranged damage., Greater Dispelling GuardGreater Dispelling Guard: This item is infused with a power that purges out the magical energies of those that strike the wearer. When the wearer is hit in melee it will apply a Greater Dispel Magic effect to the attacker, stripping away its protective spells., Extra SmitesExtra Smites: +2 Smite Evil uses per rest. Smite Evil uses regenerate 10% faster.
Upgradeable - Primary AugmentUpgradeable - Primary Augment: This item can be upgraded to contain a Yellow, Blue or Red (weapons and shields only) augment. Bring this item to the Fountain of Necrotic Might outside the Black Mausoleum and combine it with with Item:Epic Tapestry Shreds to upgrade the item. (Yellow Augment SlotYellow AugmentsColorless Augments or Blue Augment SlotBlue AugmentsColorless Augments), Upgradeable - Secondary AugmentUpgradeable - Secondary Augment: This item can be upgraded to contain a Green, Orange (weapons and shields only) or Purple (weapons and shields only) augment. Bring this item to the Fountain of Necrotic Might outside the Black Mausoleum and combine it with with Item:Masterwork Tapestry Shreds to upgrade the item. (Green Augment SlotBlue AugmentsYellow AugmentsColorless Augments)
Armor Bonus +8Armor Bonus +8: This item surrounds the wearer with an invisible but tangible field of force, granting +8 armor bonus to AC, just as though he were wearing armor., Sheltering +30 Sheltering +30: +30 Enhancement bonus to Physical and Magical Resistance Ratings, Smoke ScreenSmoke Screen: You are surrounded by wisps of concealing smoke, giving opponents a 20% concealment chance to miss you., Immunity to FearImmunity to Fear: The wearer of this item is immune to all fear effects., Healing Amplification: +60 Competence BonusHealing Amplification: +60 Competence Bonus: This effect amplifies all incoming positive energy healing by +60 (includes spells, potions, and other effects).
Upgradeable - Primary AugmentUpgradeable - Primary Augment: This item can be upgraded to contain a Yellow, Blue or Red (weapons and shields only) augment. Bring this item to the Fountain of Necrotic Might outside the Black Mausoleum and combine it with with Item:Epic Tapestry Shreds to upgrade the item. (Yellow Augment SlotYellow AugmentsColorless Augments or Blue Augment SlotBlue AugmentsColorless Augments), Upgradeable - Secondary AugmentUpgradeable - Secondary Augment: This item can be upgraded to contain a Green, Orange (weapons and shields only) or Purple (weapons and shields only) augment. Bring this item to the Fountain of Necrotic Might outside the Black Mausoleum and combine it with with Item:Masterwork Tapestry Shreds to upgrade the item. (Green Augment SlotBlue AugmentsYellow AugmentsColorless Augments)
Concentration -50Concentration -50: Passive: -50 Competence bonus to the Concentration skill., Ranged Speed XVRanged Speed XV: Passive: +30% enhancement bonus to movement speed, +15 enhancement bonus to ranged attack speed., Stealth StrikeStealth Strike: Reduces the threat generated by ranged attacks and spells by 15%., Insightful Sneak Attack Bonus +4Insightful Sneak Attack Bonus +4: Provides a +4 Insight modifier to your attack bonus and a +6 Insight bonus to damage for any attack that would qualify as a Sneak Attack, even if the wielder is not a Rogue., Doubleshot 8%Doubleshot 8%: Passive: 8% Enhancement bonus to Doubleshot. (Doubleshot is a chance to score an additional hit with a ranged attack.)

Monsters

Name(picture) CR Type Race
Vampire Knight(NoPic)
No pic.jpg
 ♦41Epic Normal Undead Vampire
Empowered Devotee(NoPic)
No pic.jpg
 ♦40Epic Normal Humanoid Human
Lady Vol(view)
Lady Vol.jpg
 ♦39Epic Normal Undead Lich

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See also: