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Catacombs
The Church of the Silver Flame maintains a Sanctuary for the insane within the boundaries of Stormreach's Market ward.
Stormreach denizens refer to it as "The Catacombs"
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The Catacombs is an area found on the eastern part of The Marketplace, near the entrance to House Cannith.
It is best known for housing a series of quests and mini story arcs that make up a single story arc most commonly referred to as "The Catacombs", from the name of the zone that contains all of the quests. The quests range in level from 3 to 4 so this is often one of the first story arcs done when entering the Marketplace. The rewards obtained for completing the story arc aren't bad, considering the level at which they can be obtained.
Keep in mind that, while working through this story arc, you'll complete a couple of mini story arcs along the way ("To Find a Witness" and "Duality"). When you complete these mini story arcs, you'll be given a reward from Archbishop Dryden and receive the next quest in the story arc. Many a team has been slowed down due to having to repeat portions of the story arc because someone didn't advance the story properly.
Below are more details about the quests that make up the story arc.
Contents |
[edit] Quests
[edit] The Friar's Niece
Enter the sanctuary and search for Marguerite, or any evidence of what has become of her.
[edit] To Find a Witness
Archbishop Dryden sends you to look for any survivors in the Catacombs.
- Chapter 1: Archbishop Dryden
- Chapter 2: Return to the Sanctuary
[edit] Duality
Archbishop Dryden sends you to gather more information about "The Duality"
- Chapter 1: The Old Archives
- Chapter 2: The Crypt of Gerard Dryden
[edit] The Patriarchs' Crypt
Archbishop Dryden sends you to setup wards againsts the undead.
- Chapter 1: Setting the Wards: The Lower Cathedral
- Chapter 2: Setting the Wards: The Patriarchs' Crypt
[edit] Archbishop's Daughter
- Chapter 1: Endgame: Marguerite
- Chapter 2: Endgame: The Archbishop's Fate
| Quest Name | Quest Level | Total Favor | Patron | ♣Casual![]() Solo/Casual ![]() |
♦Normal![]() Normal ![]() |
♥Hard![]() Hard ![]() |
♠Elite![]() Elite ![]() |
|---|---|---|---|---|---|---|---|
| The Friar's Niece | 3 | 6 | The Silver Flame | ♣288 | ♦516 | ♥550 | ♠585 |
| Return to the Sanctuary | 3 | 9 | The Silver Flame | ♣552 | ♦996 | ♥1,070 | ♠1,145 |
| The Old Archives | 3 | 9 | The Silver Flame | ♣456 | ♦820 | ♥880 | ♠940 |
| The Crypt of Gerard Dryden | 3 | 12 | The Silver Flame | ♣592 | ♦1,068 | ♥1,148 | ♠1,229 |
| Setting the Wards: The Lower Cathedral | 3 | 9 | The Silver Flame | ♣456 | ♦820 | ♥880 | ♠940 |
| Setting the Wards: The Patriarchs' Crypt | 3 | 9 | The Silver Flame | ♣508 | ♦916 | ♥984 | ♠1,052 |
| Endgame: Marguerite | 3 | 6 | The Silver Flame | ♣324 | ♦580 | ♥620 | ♠660 |
| Endgame: The Archbishop's Fate | 4 | 6 | The Silver Flame | ♣57 | ♦104 | ♥112 | ♠120 |
| Total | 8 Quests | 66 | ♣3,233![]() Solo/Casual ![]() |
♦5,820![]() Normal ![]() |
♥6,244![]() Hard ![]() |
♠6,671![]() Elite ![]() |
[edit] Reward List
If done all in Elite difficulty, The Catacombs story arc gives a total of 66 Silver Flame favor .
Friar Renau in the Marketplace offers the end rewards, which consists of random items and some of the following named items.
Weapons and armor are ML2, accessories and rune arm are ML3. Handwraps bind to character to equip, rest is BtA.
- Blade of Inquisition - +2 Longsword: Ghost Touch, Lesser Undead BaneLesser Undead Bane: A bane weapon excels at attacking one type or subtype of creature. Against Undead, 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., SilverSilver: A complex process involving metallurgy and alchemy can bond silver to a weapon made of steel so that it bypasses the protective damage reduction of creatures such as devils and vampires.
Silver weapons have 2 points lower hardness then equivalent steel weapons, and as such aren't quite as durable., 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
- Boots of Faith - Boots: 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., 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
- Candlelight - Rune Arm: Light Spirals (Maximum Charge Tier: II), Lesser Undead GuardLesser undead: This armor burns those Undead that attack the wearer, causing 1d8 Good damage on a successful melee attack., Lesser False LifeLesser False Life: Grants the wearer +5 maximum hit points., Rune Arm Imbue: Light I, Craftable Rune Arm (+2)
- Cardinal's Gloves - Gloves: Diplomacy +7Diplomacy +7: Provides a +7 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), 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
- Cloak of the Asylum - Cloak: Will Save +3Will Save +3: This item gives a +3 resistance bonus to your Will saving throws., Colorless Augment SlotColorless Augments
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
- Dagger of Inquisition - +2 Dagger: Ghost Touch, Lesser Undead BaneLesser Undead Bane: A bane weapon excels at attacking one type or subtype of creature. Against Undead, 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., SilverSilver: A complex process involving metallurgy and alchemy can bond silver to a weapon made of steel so that it bypasses the protective damage reduction of creatures such as devils and vampires.
Silver weapons have 2 points lower hardness then equivalent steel weapons, and as such aren't quite as durable., 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 Rest - +2 Handwraps: Ghost Touch, SilverSilver: A complex process involving metallurgy and alchemy can bond silver to a weapon made of steel so that it bypasses the protective damage reduction of creatures such as devils and vampires.
Silver weapons have 2 points lower hardness then equivalent steel weapons, and as such aren't quite as durable. Threaded, Lesser Undead BaneLesser Undead Bane: A bane weapon excels at attacking one type or subtype of creature. Against Undead, 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
- Eternal Wand of Cure Minor Wounds - Wand: Cure Minor Wounds, Devotion +36Devotion +36: Provides a +36 Equipment bonus to wearer's Positive (Healing) Spell Power.
- Eternal Wand of Magic Missile - Wand: Magic Missile, Potency +20Potency +20: Provides a +20 Equipment bonus to wearer's Universal Spell Power.
- Flamekeep Docent - +2 Docent: Command, 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
- Goggles of the Inquisition - Goggles: 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), 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
- Guidance - +2 Light crossbow: 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., 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
- Marguerite's Necklace - Necklace: False LifeFalse Life: Grants the wearer +10 maximum hit points., Colorless Augment SlotColorless Augments
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
- Mask of the Asylum - Helm: Concentration +7Concentration +7: Provides a +7 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., 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
- Morningstar of the Heretic - +2 Morningstar: Bodyfeeder, Doom (3/rest), 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
- Pillar of Light - +2 Quarterstaff: Spellcasting Implement +6Spellcasting Implement +6:Provides a +6 Implement bonus to wearer's universal Spell Power., Pure GoodPure Good: This weapon is infused with the power of pure good. It does an additional 1d6 damage to non-good targets and can only be wielded by good aligned characters., Radiance +36Radiance +36: Provides a +36 Equipment bonus to wearer's Light and Alignment Spell Power., Searing Light (1/rest), 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
- Ring of the Archbishop - Ring: Wizardry IWizardry I: This item grants the wearer +25 maximum spell points. Sorcerers and Favored Souls gain up to double spell points from items., Heal +7Heal +7: Provides a +7 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), Devotion +36Devotion +36: Provides a +36 Equipment bonus to wearer's Positive (Healing) Spell Power.
- Robe of Duality - Robe: False LifeFalse Life: Grants the wearer +10 maximum hit points., Arcane Augmentation I, 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., 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
- Sanctuary - +2 Large shield: 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
- Silver Flame Bracers - Bracers: Protection from Evil (3/rest), 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
- Templar's Chain - +2 Light 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
- Templar's Leather - +2 Leather 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
- Templar's Mail - +2 Heavy 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
- Wooden Prayer Beads - Trinket: Bless (3/rest)
NOTE: All rewards, even the random items, are Bound (to Account) on Acquire. 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.


