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Vault of Night (story arc)
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The Vault of Night is a Story Arc that begins by speaking with Barrow d'Kundarak in House Kundarak, right next to the entrance to the Vault. The quest comprises six parts and ends with a battle against Velah, the famed red dragon.
The series of Quests in order are typically referred to in game as VoN1, VoN2 and so on.
Note that in the quests listed below, the Gateway to Khyber and The Jungle of Khyber really go hand in hand and are referred to as VoN3 together. You must pass through the Gateway to Khyber quest in order to reach the entrance of the The Jungle of Khyber quest.
Likewise, you must pass through The Vault of Night quest to reach Plane of Night; however, these are referred to as VoN5 and VoN6 respectively. They are considered separate quests (unlike the two in VoN 3) because nobody just does the Gateway to Khyber, whereas VoN 5 is often farmed for XP without continuing on to VoN 6. At higher levels, it's common to see LFMs up for "VoN 5 normal/VoN6 Epic" Or "VoN 5 normal/VoN6 Elite" - 5 normal just to get through quickly, and 6 epic/elite for the superior epic raid loot, or higher chance at raid loot.
As of Update 3, you no longer need to reflag VoN 1-4 to repeat VoN 5/6. Nor do you need to run VoN 1-4 in specific order to flag; they can be done in any order.
[edit] VoN1: Tharashk Arena
[edit] VoN2: The Prisoner
[edit] VoN3: The Jungle of Khyber
- Gateway to Khyber - Mini entrance sub-quest
- The Jungle of Khyber - Actual Quest
[edit] VoN4: Haywire Foundry
[edit] VoN5+6: The Vault of Night
(They are considered seperate adventures, but must be completed together in sequence.)
- The Vault of Night (VoN5 Raid)
- Plane of Night (VoN6 Raid)
[edit] Quests by Favor
| Quest Name | Quest Level | Total Favor | Patron |
|---|---|---|---|
| Tharashk Arena | 8 | 15 | House Kundarak |
| The Prisoner | 8 | 15 | House Kundarak |
| Gateway to Khyber | 9 | 9 | House Kundarak |
| The Jungle of Khyber | 9 | 27 | House Kundarak |
| Haywire Foundry | 9 | 18 | House Kundarak |
| The Vault of Night | 10 | 27 | House Kundarak |
| Plane of Night | 10 | 15 | House Kundarak |
| Total | 6 Quests | 126 Favor |
[edit] Raid Loot
Named raid loot rewards as per the raid loot mechanics at a successful end of VoN6.
- Azure Necklace of Prophecy - Necklace: Magnetism +48Magnetism +48: Provides a +48 Equipment bonus to wearer's Electricity Spell Power., Lightning Resistance Lightning Resistance: This property absorbs the first 10 points of lightning damage per attack that the wearer would normally take.
- Belt of the Mroranon - Belt: Strength +6 Strength +6: This item gives the wearer the power of Ogre Strength, granting a +6 enhancement bonus to Strength., Moderate FortificationModerate 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 75% chance that the critical hit or sneak attack is negated and damage is instead rolled normally.
- Cloak of the Silver Concord - Cloak: Charisma +2 Charisma +2: This item makes the wearer have more flair, granting a +2 enhancement bonus to Charisma., Haggle +10Haggle +10: Provides a +10 competence bonus to the wearer's Haggle which is a Passive Charisma based skill which allows you to negotiate better prices with vendors., Diplomacy +10Diplomacy +10: Provides a +10 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), Persuasion
- Crimson Necklace of Prophecy - Necklace: Combustion +48Combustion +48: Provides a +48 Equipment bonus to wearer's Fire Spell Power., Fire Resistance Fire Resistance: This property absorbs the first 10 points of fire damage per attack that the wearer would normally take.
- The Disciplinator - Rune Arm: Smiting Weapons, Exceptional Fortification (10%), Rune Arm Imbue: Electrical II, Maximum Charge Tier: III
- Docent of Grace - +2 Docent: Dexterity +5 Dexterity +5: This item makes the wearer more nimble and dexterous, granting a +5 enhancement bonus to Dexterity., Tumble +5Tumble +5: Provides a +5 competence bonus to the wearer's Tumble which is a Passive Dexterity based skill which allows you to tumble and roll away from attacking enemies. Tumbling can be accomplished by blocking and using a movement key. A skill rating > 30 allows you to dive to the side and do backflips instead of rolling., Balance +5Balance +5: Provides a +5 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.
- Dragon's Eye - Trinket: MagiMagi: This item grants the wearer +100 maximum spell points. Sorcerers and Favored Souls gain up to double spell points from items., Efficacy When activated, this effect provides a +6 Alchemical bonus to your Universal Spell Power for one minute.
Caster level: {{{4}}} ~ - ~ ~ - ~ ~ - ~ ~ - ~ ~ - ~ ~ - ~ Charges: {{{5}}} ({{{6}}}/day) - Hammer of Life - +4 Maul+4 Maul: (1d10+4 20/x3): The largest of the hammers, often created with a wedge-shaped head for splitting logs.: +2 Natural armor bonus, Heal +10Heal +10: Provides a +10 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), Repair +10Repair +10: Provides a +10 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), Restoration
- Helm of the Mroranon - Helm: Wisdom +6 Wisdom +6: This item makes the wearer more in tune with her surroundings, granting a +6 enhancement bonus to Wisdom., 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)
- Ironweave Robe - Robe: +5 Armor bonus, Wizardry IIWizardry II: This item grants the wearer +50 maximum spell points. Sorcerers and Favored Souls gain up to double spell points from items., Magnetism +54Magnetism +54: Provides a +54 Equipment bonus to wearer's Electricity Spell Power.
- Kundarak Delving Boots - Boots: Continuous Freedom of Movement, Move Silently +5Move Silently +5: Provides a +5 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.
- Kundarak Delving Goggles - Goggles: Blindness ImmunityBlindness Immunity: grants its wearer immunity to blindness effects., Spot +10Spot +10: Provides a +10 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., Disable Device +10Disable Device +10: Provides a +10 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.
- Kundarak Delving Suit - +5 Mithral Chainmail (Armor 10, Max Dex 6, ASF 20%, Light Armor): Silent Moves, Search +5Search +5: Provides a +5 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)
- Kundarak Warding Bracers - Bracers: Constitution +3 Constitution +3: This item gives the wearer improved health, granting a +3 enhancement bonus to Constitution., Resistance Save +3Resistance Save +3: This item offers magical protection in the form of +3 resistance bonus on all saves., Protection +3Protection +3: This item protects its wearer by granting a +3 deflection bonus to AC.
- Kundarak Warding Shield - +5 Heavy steel shield: Resistance Save +2Resistance Save +2: This item offers magical protection in the form of +2 resistance bonus on all saves.
- Ring of the Silver Concord - Ring: Charisma +4 Charisma +4: This item makes the wearer have more flair, granting a +4 enhancement bonus to Charisma., Protection +2Protection +2: This item protects its wearer by granting a +2 deflection bonus to AC., Command
- Ruby Encrusted Gauntlets - Gloves: Flame Strike
- Silver Necklace of Prophecy - Necklace:Glaciation +0Glaciation +0: Provides a +0 Equipment bonus to wearer's Cold Spell Power., Cold Resistance Cold Resistance: This property absorbs the first 10 points of cold damage per attack that the wearer would normally take.
- Stonemeld Plate Armor - +4 Full plate: DR 5/-Damage Reduction 5/-: Reduces all physical damage by 5., Camouflage
- Sword of Shadow - +5 Greatsword+5 Greatsword: (2d6+5 18-20/x3): The largest of the swords, this weapon can only be used with two hands.: AdamantineAdamantine: Adamantine weapons may bypass the damage reduction of certain items and creatures.
- Epic Helm of the Red Dragon - Helm: Fire Shield (fire), Strength +7 Strength +7: This item gives the wearer the power of Ogre Strength, granting a +7 enhancement bonus to Strength.,Magma Surge GuardMagma surge: This item stores the immeasurable heart of the planet's molten mantle. When the wearer of this item is successfully attacked in melee, superheated magma occasionally surges to the surface, slowing an enemy down and inflicting massive fire damage over time., Improved Fire Augmentation IXImproved Fire Augmentation IX: Increases the wearer's caster level when casting ninth level or lower Fire spells by three., 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
- +2 Ability tomes (Bind to character)
- +4 Ability tomes (Bind to character, Epic Difficulty only)
- Flawless Red Dragon Scale (Unbound, Epic Difficulty only)

