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The Titan Awakes
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Bright lights illuminate a vast chamber. The air fills with the smell of ozone and the sound of electricity arcing from strange magical devices. What is this place?
| The Titan Awakes | |
| Heroic level: | 12 |
| Epic level: | None |
| Duration: | Long |
| Heroic XP: | ♦2,620![]() Normal ![]() ![]() Hard ![]() ![]() Elite ![]() |
| Epic XP: | N/A |
| Takes place in: | Twilight Forge Core |
| NPC contact: | Ostler Caulstone |
| Quest acquired in: | Restless Isles |
| Patron: | The Free Agents |
| Base favor: | 6 |
| Free to Play: | No |
| Extreme Challenge: | No |
| The Titan Awakes map (legend ) | |
Overview
This quest continues on from the end of the Twilight Forge quest.
Spoiler Warning: Information below this point can be considered spoiler material!
Objectives
- Wreck the Warforged Titan beyond repair
What to Expect
- Overlapping floors
- Traps (fixed, undisarmable)
- Spawning/respawning monsters
- Requires extra player(s) (mandatory)
- Quest failure (if more than 2 out of 8 pillars are dropped without hitting the Titan)
Known Traps
- Laser
Tips and Misc
There are five main jobs in The Titan Awakes:
- Gun/Laser: This person operates the Laser Control Station, located in the north of the room above from where the party enters, moving it into position and firing when instructed.
- Pillar Bottoms: MCKALumberjack: This person is responsible for preparing the bottoms of the 8 pillars. Usual tactic is to bring them down to ~10-15% health until they are needed to knock the Warforged Titan down. This party member should be relatively self sufficient as they will be in regular contact with the Warforged Titan boss and will suffer the brunt of its attacks. This is also the best person to instruct the Laser operator as to where to move the Gun.
More commonly known as
- Bottom Crystal Runner: Responsible for retrieving crystals from the ground floor crystal synthesizer, located in the south of the room, to power the laser. There are small Warforged mobs in this room. A good tactic is to Sneak just far enough into the room to click on the crystal synthesizer and grab a crystal. The bottom room locks after the 2nd successful hit of the Titan, and re-opens after the 4th successful hit: if the Bottom Crystal Runner can survive while locked inside the bottom room they can pick up 3 power crystals before being let out (one after each shot).
- Top Pillar Killers: The usual method involves taking the tops of the pillars down to zero health. The tops can be reached by taking 2 ladders in the East of the room, running around a walkway on the second level, then taking another ladder in the northwest up to the catwalk. The tops are easily hit from this vantage point. If you stand on an intersection of the catwalks you cannot be knocked onto the floor, since the Titan's knockdown only ever throws you in a cardinal direction. The pillar tops can be taken down with ranged attacks or with certain spells, such as Disintegrate. Note that Disintegrate will NOT bring them to zero health, even if it looks like they have no HP left. They will need a physical ranged attack to properly "kill" them.
- Top Crystal Runner: Basically the same job as the Bottom Crystal Runner, except there are no mobs in this room. This person can collect a crystal, and run along the catwalks to the Laser Control Station.
When the party first arrives, make the job assignments and buff up. The Resonating Infusers on the walls send sparks out when anyone carries a Power Crystal near them: on party members they cast Enhanced Inflict Critical Wounds, Slow, and Hold Person; on the Warforged Titan they cast Haste, Bull's Strength, and Bear's Endurance; on enemy Warforged they cast Haste, Bull's Strength, Bear's Endurance, and Repair (they do not Repair the Warforged Titan). So, party members should get Death Ward and Freedom of Movement to negate the Resonating Infusers' spells.
After you are buffed and ready, most/all of the party should move up the East wall and into the catwalks to kill the tops of all 8 pillars. Then, drop down onto the floor under the laser and wait for the Titan to move under the laser. Range or otherwise attack the Titan and bring it down to 80% health, but be careful not to hit the bottoms of the pillars while doing so.
At 80% health or lower, the Warforged Titan will gain shields that will make it invulnerable to normal damage (melee, ranged, spellcasting, etc.). This is where the Laser and the pillars come in. The goal is to position the Titan in such a way that you can knock him over with a pillar, and hit him with the Laser while he lies prone. After a power crystal is placed into the gun, the Laser operator has up to 2 minutes to position and fire the Laser before losing power and requiring another crystal. ALWAYS MAKE SURE YOU HAVE POWER BEFORE TAKING DOWN A PILLAR AND ATTEMPTING A SHOT. The Titan is vulnerable to normal damage after being hit with 6 pillars (~10% health); you have 8 pillars available, which allows for two "misses". Miss more than 2 times, and it's Game Over.
So, once the Titan is positioned well and you have it down to 80% health, clear the floor of everyone but the Bottom Crystal Runner and the Lumberjack. All others can hang from the top rung of a ladder either at the North end of the room or the East wall: the Titan's aggro is completely random and switches every few minutes: if it switches to someone on the floor level it will move to them and melee attack; if it switches to someone above floor level, it will stay in one place on the floor. So, when you want to move the Titan everyone should stand where you want it to move to, then vacate the floor as soon as it moves where you want it. If the Titan is moving, it is because it is aggro'd on someone on the floor level. The Gunner and Lumberjack should pause immediately if anyone extra is on the floor level or if the Titan is moving.
MAKE SURE you are not in the path of a pillar when it is falling OR the Laser when it is being fired, or YOU WILL DIE. This includes a warning to the Bottom Pillar person: BACK AWAY after you knock down the pillar. Always face in the direction that you want the pillar to fall; in other words, have the pillar directly between you and the Titan when you are ready to take it down, so it falls in the desired direction. ALWAYS make sure the Laser is in the same 3x3 grid as the Titan before taking down the pillar (the floor tiles form "grids" that can be used to position the Laser). When he is knocked down, call to the Gun operator to FIRE and BACK AWAY from where the Laser hits. If you score a successful hit with the Laser, a DM text will show ("A blazing ruby beam strikes the Warforged Titan with tremendous force.")
Once the Titan is hit with 6 pillars/lasers, a DM text will show ("The titan's shields blink out of existence!"). It's time to finish him off!
Loot
- Chests: One normal chest and one Warded Chest with the chance to drop Raid Loot.
- NPC rewards: Random items, choice of some raid items with a 20th completion.
Named Loot
- Battle Coin - Trinket: Heal Moderate Wounds, Attack Bonus +1, ML:9
- Belt of Brute Strength - Belt: Strength +6 Strength +6: This item gives the wearer the power of Ogre Strength, granting a +6 enhancement bonus to Strength., Greater False LifeGreater False Life: Grants the wearer +30 maximum hit points., ML:9
- Bereavement - +5 Battleaxe+5 Battleaxe: (1d8+5 20/x3): A sturdy, broad-headed Axe used as a weapon, especially among dwarves.: Keen, Seeker +10Seeker +10: A +10 Seeker item will add +10 to your confirm critical roll and +10 to your critical damage.(Before multipliers are applied), ML:10
- Bravo's Sword - +3 Shortsword+3 Shortsword: (1d6+3 19-20/x2): The smallest of the swords, light enough to be used as an offhand weapon but too large to be considered a dagger.: Sneak Attack Bonus +5Sneak Attack Bonus +5: Provides a +5 to attack bonus and a +8 to damage for any attack that would qualify as a Sneak Attack, even if the wielder is not a Rogue., ML:10
- Centurion Armor - +5 Full plate: (Armor 13, Max Dex 2), Reflex Save +4Reflex Save +4: This item gives a +4 resistance bonus to your Reflex saving throws., ML:10
- Chattering Ring - Ring: Spot +13Spot +13: Provides a +13 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., Dodge Bonus 3%Dodge Bonus 3%: This item protects its wearer by granting a 3% Insight bonus to your chance to dodge enemy attacks., Move Silently -10Move Silently -10: Gives a -10 competence penalty 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., ML:9
- Gyroscopic Boots of Striding - Boots: Striding +30%Striding +30%: Makes the wearer more fleet of foot, giving a 30% bonus to run speed., Balance +10Balance +10: Provides a +10 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., ML:9
- Insulated Armor - +4 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. Half plate (ASF 10%): Lightning Resistance Lightning Resistance: This property absorbs the first 10 points of lightning damage per attack that the wearer would normally take., Lightning Bolt WardLightning Bolt Ward: grants its wearer immunity to Lightning Bolt effects., ML:10
- Jungle Cloak - Cloak: Hide +10Hide +10: Provides a +10 competence bonus to the wearer's Hide which is a Passive Dexterity based skill which allows you to sneak past monsters, avoiding their sight. Hide ties directly into the feat Sneak., Regrowth (minor heal over time on self), ML:9
- Nullcloth Gown - Robe: Fire Resistance Fire Resistance: This property absorbs the first 10 points of fire damage per attack that the wearer would normally take., Lightning Resistance Lightning Resistance: This property absorbs the first 10 points of lightning damage per attack that the wearer would normally take., Cold Resistance Cold Resistance: This property absorbs the first 10 points of cold damage per attack that the wearer would normally take., Spell Resistance (20)Spell Resistance (20): This item grants its wearer 20 spell resistance., Magical Null (15% spell failure chance, for even divine casters), ML:10
- Rattle Charm - Necklace: Proof Against Poison, Greater Acid LoreGreater Acid Lore: Your Acid spells gain additional 9% chance to make critical hits and their critical multiplier increase by 0.25x, Greater Sonic LoreGreater Sonic Lore: Your Sonic spells gain additional 9% chance to make critical hits and their critical multiplier increase by 0.25x, ML:9
- Seven Fingered Gloves - Gloves: Use Magical Device +5Use Magical Device +5: Provides a +5 competence bonus to the wearer's Use Magical Device which is a Passive Charisma based skill which grants you the ability to use magic devices which you could not normally use., -10% ASF, Open Lock +11Open Lock +11: Provides a +11 competence bonus to the wearer's Open Lock which is an Active Dexterity based skill which allows you to attempt to open locked doors, chests, and other objects. Using the skill consumes one thieves’ tool., Disable Device +11Disable Device +11: Provides a +11 competence bonus to the wearer's Disable Device which is an Active Intelligence based skill which can be used to disarm traps in dungeons. Requires that the control box of the trap has been located by a successful Search check. If the Disable Device check succeeds, you disable the trap. If it fails by < 5, you have failed but can try again. If you fail by 5+ the control box explodes (causing some damage to those in an area around the box) and can't be used again (the trap will remain dangerous, of course!). Using this skill consumes one thieves' tool., ML:9
- Shining Crescents - +5 Sickle: (two-handed, 2d6 damage) AdamantineAdamantine: Adamantine weapons may bypass the damage reduction of certain items and creatures., Vertigo +6, Tendon Slice +6, ML:10
- Skull Fetish Mask - Helm: Charisma +6 Charisma +6: This item makes the wearer have more flair, granting a +6 enhancement bonus to Charisma., Void Lore Void Lore: Your Negative spells gain additional 6% chance to make critical hits and their critical multiplier increase by 0.25x, ML:9
- Titanic Docent - +5 Docent: Titan Shield (DR 30/-Damage Reduction 30/-: Reduces all physical damage by 30. and Spell Resistance (30)Spell Resistance (30): This item grants its wearer 30 spell resistance. for 15 seconds), ML:10
- Visor of Concentration - Goggles: Spot -7Spot -7: Gives a -7 competence penalty 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., Concentration +10Concentration +10: Provides a +10 competence bonus to the wearer's Concentration which is a Passive Constitution based skill which allows you a chance to continue casting a spell after being damaged or otherwise interrupted. Allows monks to retain Ki., Repair Lore Repair Lore: Your Repair and Rust spells gain additional 6% chance to make critical hits and their critical multiplier increase by 0.25x, Ice Lore Ice Lore: Your Ice spells gain additional 6% chance to make critical hits and their critical multiplier increase by 0.25x, Reconstruction +48Reconstruction +48: Provides a +48 Equipment bonus to wearer's Repair and Rust Spell Power., Glaciation +48Glaciation +48: Provides a +48 Equipment bonus to wearer's Cold Spell Power., ML:9
- Titan's Fist - Rune Arm: Force Shot, Intelligence +6 Intelligence +6: This item focuses the power of the wearer's mind, granting a +6 enhancement bonus to Intelligence. (bugged and not working), Major Kinetic LoreMajor Kinetic Lore: Your Force spells gain additional 9% chance to make critical hits and their critical multiplier increase by 0.50x, Rune Arm Imbue: Force III, Craftable Rune Arm: (+4) [ML: 5, BtCoA]
- +2 Ability tomes, ML:7
Monsters
- Ancient Warforged - Respawn indefinitely. Hit fairly hard with acid burst/icy burst warhammers
Named Monsters:
- Warforged Titan - Purple-named; raid boss
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