The Vault of Night

''House Kundarak built the Vault to store secret treasures. But for whom...and for what purpose?'' {{Quest
 * name=The Vault of Night
 * level=10
 * duration=Very Long
 * xp={{xpcolors|normal=11,500|hard=12,100|elite=12,699}}
 * loc=Valt of Night
 * npc=Barrow D'Kundarak
 * zone=House Kundarak
 * patron=House Kundarak
 * favor=9
 * epic=yes
 * mappic=M_vault_of_night.png
 * maplegend=yes
 * overview=This raid section sees you getting the fruits of your labour in recruiting Marek Malcanus's party of adventurers to help regain the vault.

To complete this section of the raid, you need to gain entry to the Plane of Night where House Kundarak carefully have hidden their most valued treasure. The vault is in a state of anarchy, overrun with undead and agents of the Aurum. You have to power the vault back up to recover the master key.

Flagging

 * Complete the Vault of Night quest arc from part1-4.
 * Order is no longer important. Just be sure to pick up each individual quest before proceeding.
 * Once the 4-quest arc is completed and the Vault of Night is opened, this preraid along with the Plane of Night raid can be repeated without repeating the initial 4-quest arc.
 * : The old flagging system is still in place along side the new one. Using the old system can break your quest. Avoid talking to Marek Malcanus to prevent the old flagging system from interfering with the current one - he is no longer necessary and really should have had his quest flags deleted to prevent this bug. Additionally, sharing the quest will break it: do not share it or accept any share attempts, pick it up manually.
 * NOTE: Talking to Marek won't always break your quest flags, it depends what step of the chain you're on, but to be safe, do not talk to him at all. If you want to read his flavor text, do so after you're correctly flagged. It's safe to do at that point.
 * To use the new flagging system, simply complete the 4 quests, and pick up their end rewards. Then talk to Barrow d'Khundarak to be permanently flagged.
 * Workaround for if your quest gets broken: Manually Abandon "The Vault of the Night" story arc. Then Talk to Barrow. He should bestow it and you can then enter, if you cannot, you are not flagged and need to redo some or all of the quests.




 * obj=
 * Make contact with the Laughing Knives
 * Destroy the tormented banker Otto Knucklebones
 * Destroy the Aurum commander Malachi the Breaker
 * Repair the Distribution Grid in Maintenance
 * Restore the North Portal Conduit
 * Reset both breaker levers to repair the North Portal Conduit
 * Restore the West Portal Conduit
 * Lower the emergency barriers in Accounting
 * Restore the East Portal Conduit
 * Find a way to open the Adamantine-Bound Coffer
 * (Optional) Stop the production of golems in the Distribution Grid room
 * Find a way to open the Adamantine-Bound Coffer
 * Destroy the Rust Emperor in the Disposal Shaft
 * Recover the Crystal Master Key
 * Destroy Arach's Knight to disable Arach's defenses
 * Force the traitor Arach d'Kundarak to open the Gate of Night

Do West wing, then North wing, then East wing, then South wing.
 * expect=
 * Traps (fixed, some undisarmable)
 * Point of no return
 * Overlapping floors
 * Spawning/respawning monsters
 * Puzzles (mandatory: puzzle wheels and tile puzzle)
 * Runes (mandatory: require WIS checks - 20 required)
 * Contains the entrance to another quest (to Plane of Night)
 * Stat checks (mandatory: 2 levers that require STR checks - 25 required)
 * Requires extra player(s) (mandatory: a total of 6 runes and levers have to be used simultaneously)
 * traps=Lightning Walls (North Side), Horizontal Blade (West Side), Spinning Blades (North Side And Entrance To Final Encounter)
 * misc=

Walkthrough here: http://abeontech.com/386-ddo-vault-night-raid-guide


 * Signet ring opens forcefields with color wheels. Turn each wheel exactly 4 notches.
 * levers need to be pulled in sync (3 sec) to unlock doors

There are many nasty traps and locked doors in this quest, so a Rogue is a required member of your group (except for exceptional parties). You will also need at least two persons with a strength of 25 for some levers and two persons with at least a wisdom of 20. Without these required stats, you will not be able to complete this quest.

Arcane casters should have Dimension Door to speed things up and possibly Knock. Casters (divine or arcane) should have both elemental resist and protection spells. Melee should have non-elemental weapons for the Iron Golem at the end because any sort of elemental damage will heal him.

Speak to each of the NPCs in the quest to get items from them that will be helpful in completing this quest. Once complete, you gain entry to the final part of the Vault of Night raid quest series from an exit at the end of this quest. Do not recall from this quest on completion for you will not be able to proceed to the following quest.


 * Dirge's Bulwark - +2 Heavy shield: (Destroyed on Exiting Adventure, Binds on Acquire)
 * Orphne's Grace - Wand: Remove Necrotic Touch (20 charges, caster level 5) (Destroyed on Exiting Adventure, Binds on Acquire)
 * 100 Veil's Avenger - +2 Arrow: (Destroyed on Exiting Adventure)
 * Haywire's Voice - Drops on Leaving Adventure, Drops on Death
 * Arcane Signet Ring - Drops on Leaving Adventure, Drops on Death
 * Crystal Master Key


 * Bonus XP:
 * Aggression Bonus: ~184 monsters killed.
 * Onslaught Bonus: 216 monsters killed.
 * Conquest Bonus: 265 monsters killed.
 * Mischief Bonus: 60 breakables smashed.
 * Vandal Bonus: ~80 breakables smashed.
 * Ransack Bonus: 93 breakables smashed.

}}
 * npcreward=None
 * chest=2 unlocked, 1 locked - very high DC. 1 Epic chest only on epic difficulty, which has 2 dungeon tokens and a higher epic seal droprate.
 * monsters=Zombies, Dwarves, Warforged, Iron golems