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Thrall of the Necromancer
From DDO wiki
| |
The necromancer who controlled Delera's shade has returned to the scene of his evil acts. Kill him and return Delera's freedom.
| Thrall of the Necromancer | |
| Heroic level: | 8 |
| Epic level: | None |
| Duration: | Long |
| Heroic XP: | ♣2,613![]() Solo/Casual ![]() ![]() Normal ![]() ![]() Hard ![]() ![]() Elite ![]() |
| Epic XP: | N/A |
| Takes place in: | Necromancer's Lair |
| NPC contact: | Hargo Kimmare |
| Quest acquired in: | Delera's Graveyard |
| Patron: | House Jorasco |
| Base favor: | 6 |
| Free to Play: | No |
| Extreme Challenge: | No |
| Thrall of the Necromancer map (legend ) | |
Overview
The necromancer who forced Delera's shade to do his bidding has returned to the graveyard, along with his lieutenant, Zan'glaen the Butcher. Kill Dreadlord Giddeon to prevent him from controlling Delera again.
- This is the final quest in the Delera's Tomb story arc.
Spoiler Warning: Information below this point can be considered spoiler material!
Objectives
- Slay Dreadlord Giddeon
- (Optional) Slay Zan'Glaen (10% of base XP)
What to Expect
- Traps (fixed, some undisarmable)
- Collapsible floor
- Spawning/respawning monsters
Known Traps
- There is fairly dangerous fire trap down the first corridor, between the last two pillars; control box is on the east wall just before the trap.
- Poison trap down the next corridor, where it expands; no box, but easily avoidable.
- Cold trap further down the corridor, at the corner; control box is on the east wall past the trap.
- Poison trap just beyond; control box is on the east wall past the trap.
- Western Wing
- The first large room contains a large spike trap; control box is on the north wall, east of the door. Spikes don't activate until after pulling one of the levers (either to the south or north - probably north).
- Fire dart (does fire and bludgeon damage) trap along the hallway; control box is on the south face of the first pillar.
- Eastern Wing
- Spike and dart traps before the door at the end of the corridor; no control boxes, but pull the third lever (nearest the door) to open the door. The other levers activate the traps
- There is an area where the floor drops into a shallow pit with some oozes; no way to prevent this.
Tips and Misc
- To receive this quest, you have to speak to Hargo twice, then speak to Delera. When you speak to Hargo the second time, you will have to option to pay him 1,000 platinum or Bluff him to advance the quest (requires Bluff skill of 3). When speaking to Delera, ensure your entire party is with you in the dungeon (or have already completed this step), then walk all the way up to her to ensure that the quest completes, then speak with her. This is important because this short part actually grants favor.
- When fighting the necromancer at the end, as soon as you kill him, most of the undead in the room will die as well. Therefore it's usually a good idea for everyone to focus on him first - however avoid killing him too quick, as if you kill him in under ~2 seconds, the script that kills all his undead minions will not fire due to a bug.
- Warning: This boss necromancer has the Phantasmal Killer spell, which can instantly slay a player if they fail both saves. Having either deathward or greater heroism buffs are recommended to prevent this. If neither are available, an item with deathblock will work also.
- There is just one Shrine, so be wise with your buffs.
- Stepping on the pressure plates in the large central room will both open the associated door and spawn an undead ambush.
Bonus XP
- Aggression bonus: 76 monsters killed +10% Bonus.( ♣261 ♦462 ♥489 ♠515 )
- Onslaught bonus: 99 monsters killed +15% Bonus.( ♣392 ♦693 ♥733 ♠773 )
- Conquest bonus: 122 monsters killed +25% Bonus.( ♣653 ♦1,156 ♥1,222 ♠1,289 )
- Neutralization bonus: 3 traps disarmed +10% Bonus.( ♣261 ♦462 ♥489 ♠515 )
- Ingenious Debilitation bonus: 4 traps disarmed +15% Bonus.( ♣392 ♦693 ♥733 ♠773 )
- Mischief bonus: 35 breakables smashed +8% Bonus.( ♣209 ♦370 ♥391 ♠412 )
- Vandal bonus: 45 breakables smashed +10% Bonus.( ♣261 ♦462 ♥489 ♠515 )
- Ransack bonus: 56 breakables smashed +15% Bonus.( ♣392 ♦693 ♥733 ♠773 )
Loot
- Chests: 4
- 1 optional for killing Zan'Glaen (Wight, found at the end of the east wing)
- 1 at the end for killing Dreadlord Giddeon (Human Necromancer)
- 2 locked at the end
- Collectables: Four
- Crude Altar under the first staircase
- Adventurer's Pack in the second corridor, past the traps
- Mushroom in the western wing, between the two dart traps
- Cabinet in the southeast corner of the first room in the eastern wing
- NPC rewards: After completing the quest, you can return to the right-side door of Delera's Tomb (entrance to part three) and talk to her for some random and static end rewards. These are listed below.
Monsters
- Arcane Skeletons
- Armored Wights
- Black Puddings
- Ghasts
- Ghostly Skeletons
- Skeleton Arci
- Spectre
- Wights
- Wight Myrmidons
- Wight Priests
Named Monsters:
- Zan'Glaen - Optional orange-named armored wight
- Dreadlord Giddeon - Red-named human necromancer; end boss
Unique End Reward List
Generally, weapons and armor are ML6, accessories are ML7, all bind to account (unless otherwise noted).
- Blacklace Blindfold - Goggles: Listen +7Listen +7: Provides a +7 competence bonus to the wearer's Listen which is a Passive Wisdom based skill which allows you to hear approaching enemies., Spot +7Spot +7: Provides a +7 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., Dexterity -1 Dexterity -1: This item makes the wearer more fumble-fingered, granting -1 Dexterity., Colorless Augment SlotColorless Augments
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
- Boneshard Flute - +2 Club: 1.25[1d6], Command Undead, Perform +7Perform +7: Provides a +7 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., Orange 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)
- 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
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
- Carnifex - +2 Greataxe (17-20/x3 crit): ML4, Keen
- Coronach - Rune Arm: Light Spirals (Maximum Charge Tier: III), Life Shield, Coronach, Rune Arm Imbue: Light II, Craftable Rune Arm (+3)
- Delera's Vestment - +5 Robe: Charisma +4 Charisma +4: This item makes the wearer have more flair, granting a +4 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
- Devotion - +3 Handwraps: 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., Devotion +48Devotion +48: Provides a +48 Equipment bonus to wearer's Positive (Healing) Spell Power., Req: Good or UMD 20, 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
- Docent of the Tomb - +4 Docent: Balance +7Balance +7: Provides a +7 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., Listen +7Listen +7: Provides a +7 competence bonus to the wearer's Listen which is a Passive Wisdom based skill which allows you to hear approaching enemies., Search +7Search +7: Provides a +7 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), Spot +7Spot +7: Provides a +7 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., Colorless Augment SlotColorless Augments
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
- Golden Cartouche - 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
- Headman's Hood - Helm: Fear, Intimidate +7Intimidate +7: Provides a +7 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), 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
- Hellfire Cloak - Cloak: Fire Resistance Fire Resistance: This property absorbs the first 10 points of fire damage per attack that the wearer would normally take., 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
- 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
- Iron Manacles - Bracers: Protection +4Protection +4: This item protects its wearer by granting a +4 deflection bonus to AC., Colorless Augment SlotColorless Augments
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
- Linen Handwraps - Gloves: Strength +4 Strength +4: This item gives the wearer the power of Ogre Strength, granting a +4 enhancement bonus to Strength., Dexterity -1 Dexterity -1: This item makes the wearer more fumble-fingered, granting -1 Dexterity., Proof Against Disease +6Proof Against Disease +6 This item grants its wearer immunity to natural diseases. This item also grants a +6 Enhancement bonus to saving throws against magical diseases, and the wearer does not fail saving throws against them on a roll of a natural 1 (this renders the wearer immune to magical diseases with a DC of less than 7 + their Fortitude save).
- Obsidian Dagger - +3 Dagger: 1.25[2d3], Nullification +48Nullification +48: Provides a +48 Equipment bonus to wearer's Negative (Necrotic) Spell Power., Purple Augment SlotRed Augments
- 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
- 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
- Rusted Shirt - +3 Chain shirt: 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
- Serpentbranch - +3 Longbow: 1.25[1d8], PoisonPoison: This weapon is dripping with poison. It deals an additional 1d6 poison damage on a successful hit., Proof Against Poison +6Proof Against Poison +6 This item grants its wearer immunity to natural poisons. This item also grants a +6 Enhancement bonus to saving throws against magical poisons, and the wearer does not fail saving throws against them on a roll of a natural 1 (this renders the wearer immune to magical poisons with a DC of less than 7 + their Fortitude save)., Purple Augment SlotRed Augments
- 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
- 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
- Sigil of Stormreach - Ring: Diplomacy +5Diplomacy +5: Provides a +5 competence bonus to the wearer's Diplomacy which is an Active Charisma based skill which allows you to negotiate more effectively with certain NPCs and to encourage monsters to find targets other than yourself. (15 second cooldown), 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
- Silverflame Hauberk - +3 Half plate: Devotion +48Devotion +48: Provides a +48 Equipment bonus to wearer's Positive (Healing) Spell Power. 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
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
- Skeleton Key - Trinket: Open Lock +7Open Lock +7: Provides a +7 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., 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
- Sparkstriker - +3 Heavy pick: 1.25[1d6], AdamantineAdamantine: Adamantine weapons may bypass the damage reduction of certain items and creatures., Shocking BurstShocking Burst: This weapon is sheathed in crackling electricity. A shocking weapon deals an extra 1d6 of electical damage on a successful hit. In addition critical hits deal an amount of extra electric damage depending on the weapon's critical multiplier: x2 - 1d10. x3 - 2d10. x4 - 3d10., 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
- Switchblade Boots - Boots: Bluff +10Bluff +10: Provides a +10 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., 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
- Trapsmith's Toolbelt - Belt: Disable Device +7Disable Device +7: Provides a +7 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., Repair +7Repair +7: Provides a +7 competence bonus to the wearer's Repair which is an Active/Passive Intelligence based skill which allows you to restore a disabled warforged character to 1 hit point (each attempt requires one repair kit). Also, the character with the highest Repair skill is used when using Rest shrines to dictate how much health is recovered. Only affects Warforged characters. (1 second cooldown), 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
- Wighthide Armor - +3 Hide armor: 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
- Wrath of Siberys - +3 Heavy steel shield: Blinding Flash , Blinding, Reflex Save +4Reflex Save +4: This item gives a +4 resistance bonus to your Reflex saving throws., Lesser Heroism (+1 morale bonus to attacks/saves/skills), Purple Augment SlotRed Augments
- 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
- Voice of the Master - Trinket: +1 Good Luck, Heroic Inspiration (+5% additional xp from quest completions) (ML5, BTC) (always in the list)
Root > DDO game guides > Maps > Quests with maps
Root > DDO library > Quests > Pay to Play quests
Root > DDO library > Quests > Quests by duration > Long quests
Root > DDO library > Quests > Quests by level > Level 8 quests
Root > DDO library > Quests > Quests by location > Delera's Graveyard quests
Root > DDO library > Quests > Quests by name
Root > DDO library > Quests > Quests by patron > House Jorasco patron quests
Root > DDO meta > Game bugs
Root > DDOwiki meta

