Ascension Chamber

{{quest
 * name= Ascension Chamber
 * level= 17
 * duration= Long
 * xp= {{xpcolors|normal=6,340|hard=6,580|elite=6,820}}
 * loc= Hall of Ascension
 * npc= Sir Rohine Stiedra
 * zone= The Necropolis
 * patron= The Silver Flame
 * favor= 7
 * mappic= M_ascension_chamber.png
 * maplegend= yes
 * overview= The Black Abbot awaits his rise to godhood and only you can stop his ascension.

You and your fellow adventurers are out to stop the black Abbot from trying to ascend to godhood.

This raid has been tweaked (again) with Update 12, article on previous versions of this quest is archived here.

Flagging

 * Complete the Litany of the Dead story arc.
 * Reflagging is never required for this raid.
 * obj=
 * Destroy the Sarcophagi granting the Abbot immortality (total: 6)
 * Defeat the Black Abbot
 * expect=
 * Traps (fixed, undisarmable)
 * Puzzles (mandatory: 3)
 * Spawning/respawning monsters
 * Requires extra player(s) (mandatory)

Quest Details
When you enter this quest, make sure you do not move too far past the end of the bridge until all your party members have made it across. The bridge otherwise disappears and can drop them into instant-death water. When you join forces with the Abbot, he will retire from the battle when he is reduced to around 70% of his maximum HP. At this point, three dimension door portals appear, where party members can go into each puzzle.

The three puzzles are: (Combat): A feeling of dread permeates the room. You cannot be healed, repaired or cast spells while in this chamber. After the Abbot comes back to main platform, he uses 4 special attacks at various points:
 * Iceball Wand Room - You and a partner equip a special wand and take turns in creating ice islands over the deadly water to progress to the other side. Each island lasts for around 15 seconds and the cooldown is about the same for the wands, so you have to alternate the creation of the islands as you go across. Try to place the islands a reasonable distance apart and not under a bolt path from the traps that are present. Each wand has 10 charges; new wands are supplied on completion where you will find a portal to return you to the main encounter area. When both parties are standing on an island and one of you is going to cast an island next, try to make sure you do not stand on or behind the player casting the island. Otherwise, being too close can cause the DDO aim mechanic to and fire the wand charge in a random direction. You could fail the challenge as you have no island to progress to when the one you're standing on dissipates.
 * If you have a Dark Monk in your party, have them solo the room: get in the room, get the wands (if the scout didn't pick them up) to use to avoid Inferno later, go to the far-right of the initial platform and break the first sarcophagus you can just see around the first corner, then use use Dance of the Water Strider to run to the other end of the water without taking any damage. Once safely on the end platform, turn around and break the 2nd sarcophagus. Pick up the end wands and go through the portal when ready.
 * Asteroid Room - Four rocks stand on the ground. Pick up the rocks and equip these as your main hand weapon. You then have to use mouse look and attack to aim these throwing rocks at incoming asteroids, before they hit you for ~200 damage. If you die, you are teleported to the main chamber.
 * This room now prevents you from casting spells, you no longer can use Create Undead tactic.
 * (Combat): You are hit by impending doom.
 * Phasing Tile Room - This puzzle sees the person who found the Beta Phase Goggles having to guide a teammate across a series of invisible platforms that phase in/out of existence. Take your time to examine the pattern and find a good route across. Ideally you will get a pattern that will allow your partner to run across without having to "change lanes". A good technique for this is for the person on the platforms to run sideways while looking at the person with the goggles. That person only runs when there are platforms available for the runner to be able to move to. Thus you mirror each other's movements across the pattern. As there are issues with voice chat latency, it's recommended that if you need your partner to change lanes that you use visually agreed cues such as jumping to move away a lane or block to move forward a lane, and so on. Once the first person is across, they then have to equip the Alpha Phase Goggles and use those to guide the other player across his hidden platforms. Once both characters are across, portals spawn to allow you to return to the main platform to continue battle with the abbot.
 * A helpful technique is to also document the maneuvers you will be doing, for example:
 * 1-4 stop, 5 stop, 6-9 stop, all the way.
 * This lets your partner known when to expect to move/stop as they progress across the tile pattern. You can also count the tiles as your progress across if you have voice chat.

See also Ascension Chamber Visual Guide.
 * Inferno - (Abbot text: "I call the inferno..." and he bursts into flames) The main platform is engulfed in flames, causing massive HP and SP damage. You have about 10 seconds from when he announces Inferno and when he casts it.
 * Encasement - (Abbot text: "Engulf and Encase!") The Abbot can encase party members with a tight constricting rock which squeezes the life out of them.
 * Invisible ghosts - (Abbot text: "What you can't see...") Invisible wheeps and quells lurk around, draining you of HP and SP and casting Quell.
 * Mordenkainen's Disjunction - (Abbot text: "Let's see how you do without your little toys!") Casts Mordenkainen's Disjunction on a random party member, suppressing magical effects on worn weapons and items.
 * traps=
 * Ice Room has some bullet traps on the way.
 * Deadly water - Touch it and take around 150-450 hp of evil damage per tick, one tick on first touching it and 2 seconds thereafter, even if you have undead traits. It is possible for characters with extremely high hit points, healing amp and self healing abilities to survive a swim through it. Dark Monks can just use Dance of the Water Strider to walk over it without taking any damage. (Clerics' Divine Intervention will not help.)
 * misc=

In-quest items: * Items above are all "Drops on Leaving Adventure" and "Drops on Death" Monster Information }}
 * Iceball Wand - Wand: Iceball (caster level 1) 10 Charges, 15 second cooldown, 14.75 second duration
 * Allows you to create iceberg on the water, used to cross the Ice room, then to avoid Abbot's Inferno by casting them into the water in the main chamber as soon as the Abbot calls Inferno.
 * Two are provided at the start of the puzzle. Two more are at the end, and can be respawned indefinetely by moving about near their spawn locations.
 * Beta Phase Goggles: Visibility 2
 * Allows the wearer to see out of phase things, platforms and invisible monsters
 * One set is provided at the start of the phase tile puzzle.
 * Alpha Phase Goggles: Visibility 1
 * Allows the wearer to see out of phase things, platforms and invisible monsters
 * One set is provided mid way through the phase tile puzzle.
 * Boulders (available in stack of 50) - Equip in weapon hand
 * Allows you to destroy incoming asteroids and on successful completion of the puzzle to break Encasement cast by the Abbot in later fights; can also be thrown directly at the Abbot, dealing ~200 damage.
 * Four stacks are provided at the start of the asteroids puzzle.
 * Two more stack spawn upon completion, and respawn every ~2 minutes thereafter.
 * monsters=
 * Black Abbot - Raid boss
 * Wheeps
 * Quells
 * chest=One Warded Chest with chance to drop Raid Loot listed below.
 * unique=yes
 * npcreward=Random rewards, list of raid loot with a 20th completion.