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The Seal of Shan-To-Kor
From DDO wiki
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The Seal of Shan-to-Kor is a story arc given out in the Marketplace by Wayfinder Dael (near the Rusty Nail), which is part of the "great story" of Stormreach and its struggles with the giants of Xen'drik. The quest consists of three quests and one side-quest (The Sacred Helm) which is accessible from The Steam Tunnels
Contents |
[edit] The Cloven-jaw Scourge
[edit] Halls of Shan-To-Kor
[edit] The Sacred Helm
| Quest Name | Quest Level | Total Favor | Patron | ♣Casual![]() Solo/Casual ![]() |
♦Normal![]() Normal ![]() |
♥Hard![]() Hard ![]() |
♠Elite![]() Elite ![]() |
|---|---|---|---|---|---|---|---|
| The Sacred Helm | 3 | 12 | The Coin Lords | ♣689 | ♦1,244 | ♥1,339 | ♠1,434 |
| The Cloven Jaw Scourge: Blockade | 3 | 12 | The Coin Lords | ♣632 | ♦1,140 | ♥1,226 | ♠1,313 |
| The Cloven Jaw Scourge: The Caverns of Shaagh | 4 | 12 | The Coin Lords | ♣1,039 | ♦1,867 | ♥2,004 | ♠2,140 |
| The Halls of Shan-to-Kor | 5 | 12 | The Coin Lords | ♣1,120 | ♦2,004 | ♥2,140 | ♠2,276 |
| Total | 4 Quests | 48 | ♣3,480![]() Solo/Casual ![]() |
♦6,255![]() Normal ![]() |
♥6,709![]() Hard ![]() |
♠7,163![]() Elite ![]() |
[edit] Reward List
All items Bind to Account on Acquire
- Berserker Bracers - Bracers: Damage Reduction 1/-, 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)
- Cloven Jaw War Beads - Necklace: Constitution +2 Constitution +2: This item gives the wearer improved health, granting a +2 enhancement bonus to Constitution.
- Flicker - Rune Arm: Electrical Lash (Maximum Charge Tier: II), Reflex Save +2Reflex Save +2: This item gives a +2 resistance bonus to your Reflex saving throws., Power IIPower II: This item grants the wearer +20 maximum spell points. Favored Souls and Sorcerers gain double spell points from this item., Rune Arm Imbue: Electrical I, Craftable Rune Arm (+2)
- Gatewarden's Girdle - Belt: Fortitude Save +2Fortitude Save +2: This item gives a +2 resistance bonus to your Fortitude saving throws., Light FortificationLight 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 25% chance that the critical hit or sneak attack is negated and damage is instead rolled normally.
- Gloves of the Poet - Gloves: Heal +3Heal +3: Provides a +3 competence bonus to the wearer's Heal which is an Active/Passive Wisdom based skill which allows you to revive unconscious and bleeding companions to 1 hit point (each attempt requires one healing kit). Also, the character with the highest Heal skill is used when using Rest shrines to dictate how much health is recovered. Does not affect Warforged characters. (1 second cooldown), Perform +3Perform +3: Provides a +3 competence bonus to the wearer's Perform which is a Passive Charisma based skill which allows you to use and improve your musical ability to inspire and fascinate others. This skill is required for Bards to be able to use their Bardic Music.
- Guardian's Dagger - +2 Greatsword: 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
- Necromantic Robe - Robe: Armor Bonus +3Armor Bonus +3: This item surrounds the wearer with an invisible but tangible field of force, granting +3 armor bonus to AC, just as though he were wearing armor., Lesser False LifeLesser False Life: Grants the wearer +5 maximum hit points., Power IIPower II: This item grants the wearer +20 maximum spell points. Favored Souls and Sorcerers gain double spell points from this item., 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
- Puzzle Cap - Helm: Intelligence +2 Intelligence +2: This item focuses the power of the wearer's mind, granting a +2 enhancement bonus to Intelligence.
- Ring of Dragon's Breath - Ring: Burning Hands
- Scorpion Staff - +2 Quarterstaff: Summon Monster II, 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
- Shadow Star - +2 Shuriken (Base damage: 1.5[2d3]): KeenKeen: Doubles the critical range for piercing & slashing weapons, ReturningReturning: This missile will return to the player., Deception
- Spellshield Docent - +2 Docent: Spell Resistance (13)Spell Resistance (13): This item grants its wearer 13 spell resistance., 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
- Spider Spike - +2 Rapier: Lesser Vermin BaneLesser Vermin Bane: A bane weapon excels at attacking one type or subtype of creature. Against Vermin, 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., 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
- Spiked Mace of the Elements - +2 Morningstar: Lesser Elemental BaneLesser Elemental Bane: A bane weapon excels at attacking one type or subtype of creature. Against Elementals, 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., 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
- Stonedust Chain - +2 Chainmail: Lesser AxeblockLesser Axeblock: This armor is magically enchanted to turn away slashing weapons such as axes and most swords. Damage from those weapons is reduced by 3., 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
- Stonedust Leather - +2 Leather Armor: Lesser AxeblockLesser Axeblock: This armor is magically enchanted to turn away slashing weapons such as axes and most swords. Damage from those weapons is reduced by 3., 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
- Surefoot Boots - Boots: Balance +3Balance +3: Provides a +3 competence bonus to the wearer's Balance which is a Passive Dexterity based skill which increases the speed with which you get up after being knocked down., Move Silently +3Move Silently +3: Provides a +3 competence bonus to the wearer's Move Silently which is a Passive Dexterity based skill which allows you to sneak past monsters, avoiding their hearing. It ties directly into the feat Sneak.
- Trapblast Goggles - Goggles: Reflex Save +4Reflex Save +4: This item gives a +4 resistance bonus to your Reflex saving throws.
- Unfinished Elemental Platemail - +2 Half plate: Lesser Fire ResistanceLesser Fire Resistance: This property absorbs the first 3 points of fire damage per attack that the wearer would normally take., Lesser Lightning ResistanceLesser Lightning Resistance: This property absorbs the first 3 points of lightning damage per attack that the wearer would normally take., 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
- Vial of Slumberdust - Trinket: Sleep (spell)
- Witchdoctor's Mantle - Cloak: Will Save +2Will Save +2: This item gives a +2 resistance bonus to your Will saving throws., Power IIPower II: This item grants the wearer +20 maximum spell points. Favored Souls and Sorcerers gain double spell points from this item.
NOTE: Named items that can appear on this quest arc's end reward list will have a 100% chance of appearing on every third completion of the story arc.


