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The Waterworks
Contents |
[edit] Overview
This adventure zone is accessed through The Harbor.
The Waterworks is a level 3 Wilderness Adventure Area, allowing characters from levels 1 through 6 full XP reward.
A map of the zone can be found here.
There are no Explorer missions for this adventure area.
The Intelligence rune to reach Gnarkill requires INT 14.
The Wisdom rune to reach Crumble requires WIS 14.
Yiley, Har-Har and Ecru each can spawn at one of two different locations.
[edit] Wilderness Objectives
| Rare Encounter | Slayer |
|---|---|
|
|
| Each Rare Encounter is worth 300 XP, the bonus for finding all of them is 900 XP. | There are no Explorer points in the Waterworks. |
[edit] Quests
The quest chain The Lost Seekers is reached here, and all four chapters of that chain are within the Waterworks zone.
The first two chapters are accessed via the entrance near Guard Tember in the northwest corner of the zone. The second two chapters are accessed via a different entrance at the end of the northeast tunnel.
| Quest Name | Quest Level | Total Favor | Patron | ♣Casual![]() Solo/Casual ![]() |
♦Normal![]() Normal ![]() |
♥Hard![]() Hard ![]() |
♠Elite![]() Elite ![]() |
|---|---|---|---|---|---|---|---|
| The Kobold's Den: Clan Gnashtooth | 3 | 12 | The Coin Lords | ♣588 | ♦1,060 | ♥1,140 | ♠1,220 |
| The Kobold's Den: Rescuing Arlos | 3 | 12 | The Coin Lords | ♣746 | ♦1,348 | ♥1,452 | ♠1,556 |
| Venn's Trail: Clan Tunnelworm | 4 | 12 | The Coin Lords | ♣1,000 | ♦1,798 | ♥1,929 | ♠2,060 |
| Venn's Trail: Venn's Fate | 4 | 9 | The Coin Lords | ♣496 | ♦888 | ♥949 | ♠1,009 |
| Total | 4 Quests | 45 | ♣2,830![]() Solo/Casual ![]() |
♦5,094![]() Normal ![]() |
♥5,470![]() Hard ![]() |
♠5,845![]() Elite ![]() |
[edit] Reward List
- Acrobat's Ring - Ring: Striding +10%Striding +10%: Makes the wearer more fleet of foot, giving a 10% bonus to run speed., 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., Tumble +7Tumble +7: Provides a +7 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.
- Armor of the Unknown Hero - +2 Half plate: Charisma +1 Charisma +1: This item makes the wearer have more flair, granting a +1 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
- Black Widow Bracers - Bracers: Armor Bonus +4Armor Bonus +4: This item surrounds the wearer with an invisible but tangible field of force, granting +4 armor bonus to AC, just as though he were wearing armor.
- Bloodletter's Knife - +2 Dagger: SlicingSlicing: This weapon is incredibly sharp and will do an additional 1d4 damage to targets that are vulnerable to bleeding., 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 Acid Splash - Wand: Acid Splash Wizard or Sorcerer Required, UMD:17
- Flame Warden - Rune Arm: Fire Blast (Maximum Charge Tier: II), Lesser Fire ResistanceLesser Fire Resistance: This property absorbs the first 3 points of fire damage per attack that the wearer would normally take., Reflex Save +1Reflex Save +1: This item gives a +1 resistance bonus to your Reflex saving throws., Rune Arm Imbue: Fire I, Craftable Rune Arm (+2)
- Gloves of Deceit - Gloves: Bluff +7Bluff +7: Provides a +7 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., Colorless Augment SlotColorless Augments
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
- Gnashtooth Piecemail Chain - +1 Chain shirt, Lesser Acid ResistanceLesser Acid Resistance: This property absorbs the first 1 points of acid damage per attack that the wearer would normally take.
- Gnashtooth Sickle - +2 Sickle: Stench, 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
- Goggles of Grabbing - Goggles: Hold Person
- Graskitch's Skullcap - Helm: Will Save +2Will Save +2: This item gives a +2 resistance bonus to your Will saving throws., 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
- Guardkiller Bow - +1 Longbow: Lesser Human BaneLesser Human Bane: A bane weapon excels at attacking one type or subtype of creature. Against Humans, 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.
- Interogator's Shield - +2 Heavy steel shield: 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), Colorless Augment SlotColorless Augments
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
- Lost Docent of the Mastermind - +2 Docent: Lesser Axeblock, 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
- Melt Wood Staff - +2 Quarterstaff: Melf's Acid Arrow, 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
- Misery's Web - Trinket: Web
- Moss Weave Cloak - Cloak: Fortitude Save +3Fortitude Save +3: This item gives a +3 resistance bonus to your Fortitude saving throws., 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
- Pastemaker - +2 Greatclub: 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), Bluff +3Bluff +3: Provides a +3 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., 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
- Scales of the Ancestors - +2 Scale mail: Scare (spell), 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
- Sewer Smock - Robe: +3 Acid Resistance Acid Resistance: This property absorbs the first 10 points of acid damage per attack that the wearer would normally take., 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
- Sludge Fin Boots - Boots: Swim +7Swim +7: Provides a +7 competence bonus to the wearer's Swim which is a Passive Strength based skill which allows you to swim faster and for a longer period of time underwater., 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
- Tunnelworm Champion's Belt - Belt: 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
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
- Venn's Necklace - Necklace: Wizardry IWizardry I: This item grants the wearer +25 maximum spell points. Sorcerers and Favored Souls gain up to double spell points from items., Colorless Augment SlotColorless Augments
- Enhancement bonus to one ability: +1 to +7
- Exceptional bonus to one ability: +1
- Insight bonus to one ability: +2
This reward list also contains Bound to Account random equipment with lower minimum level than usual. No minimum level Featherfalling Boots for example, which is usually level 5.
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.
[edit] Monsters
Monsters in the zone not found on the rare encounters list.
Monster Information

