Treasure of Crystal Cove

Overview
The  is a recurring special event that runs 2-3 times per year and lasts a few weeks. During this event, players can access a pirate island, kill pirates, collect doubloons, gems, and dragonshards and exchange them for special loot.

Pirate hats purchased via the barter interface are Bound to Character; almost all other gear is Bound to Account. The collectables are also bound to account. Few items like Pirate's Grog or Pirate Port do not bind at all.

With the release of Update 11, Epic Augment Crystal slots on Crystal Cove items can now be cleared like other Epic items. The items can be placed into a Stone of Change, along with three Epic Dungeon Tokens, to clear the Epic Augment Crystal slot.

Before the iteration in fall 2011, it was announced that crafted items are going to bind to character ([]). However, this change never went live.

Iterations

 * Special preview ran on February 22, 2011.
 * First round ran February 24 - March 1, 2011 (official announcement).
 * The event ran again March 17 - March 27, 2011 (repetition announcement).
 * A further "Talk like a Pirate" event ran 28 September - 9 October, 2011. Originally, the event was scheduled to start on September 19, but was shut down due to bugs, then reopened on 28th after a hotfix.

Smuggler's Rest
The birthday party patch modified the Smuggler's Rest that once was the training area in earlier DDO modules. You can reach this public instance area via the NPC Sailor Calatin from the Harbor, directly in front of the entrance to Arachnophobia. Note however that Sailor Calatin is only there as long as the event is up.

This island is now populated by many types of respawning pirates, according to the level of players in the area when they spawn. Each pirate killed has a chance to drop doubloons, treasure map pieces, named treasure maps and treasure compasses. Dealing damage to any pirate (regardless of CR) provides a chance for an item drop upon its death. Rare named captains and crew members can also drop diamonds,emeralds, and possibly other gems.

When a named treasure map is dropped, each member of the group will get an identical copy. Using the map will bestow a quest that reveals a chest on the map. Each named map is a specific quest with a specific location. If you already have a specific quest active, don't read another map of the same name until you collect the current chest. If you have several maps of the same name, you can go to that chest, collect it, read the next of copy of that one, collect again, and repeat for any other copies of that same map. Opening a named chest will draw aggro from some of the monsters in the area.

As soon as enough (non-named) treasure map pieces (5,000 map pieces originally, 3,000 map pieces recently) are collected and turned in at Euphonia's Barter Box, the Crystal Cove will be open for access for 40 minutes. A World Event message will go out to all instances of Smuggler's Rest (the message is not viewable any where else, including in the Rook's Gambit tavern).

Usually, players complete 2 runs of the timed 20-minute Crystal Cove quest while the door is open for 40 minutes. Alternatively, players may make many "gem-only" runs by entering the Crystal Cove, killing monsters for stolen gems, and recalling when the monsters are killed (ignoring the Kobolds and Green Dragonshards). Within the 40-minute window, you can complete 2 full Green Dragonshard completions and 19 minutes of "gem-only" runs before/between the completions.

If you have a friend that doesn't need to run the event (or an alt on another computer), you can complete 3 full runs of the Crystal Cove within the 40-minute window:
 * 1) 00min: Door opens, 40-minute timer starts. Party A starts a run of the Crystal Cove.
 * 2) 18min: Player B starts another instance of the Crystal Cove. Party A has 2 minutes left on their Crystal Cove. There are 22 minutes left on the door.
 * 3) 20min: Party A completes their original run of the Crystal Cove. They drop group and join Player B's party and enter his Crystal Cove instance 2 minutes late. After they enter, Player B recalls and drops group to make room for the rest of Party A.
 * 4) 38min: Party A completes Player B's run of the Crystal Cove. They have 2 minutes to start a 3rd run of the Crystal Cove before the door closes.

Each player will require a Treasure Compass in their inventory to enter the Crystal Cove quest (the Treasure Compass is consumed only if you complete the quest). If you haven't collected one from killing monsters, you can buy one on the DDO Store or trade for one in Euphonia's Barter Box (note that a few Stolen Emeralds or Diamonds will trade for enough Doubloons to buy a Compass).

There are difficulties going all the way up to 25. Max allowed people per instance is a regular 6 man group. Higher level instances will reward more shards (up to +50% Green Dragonshard bonus for playing 5 levels above the highest player), while entering an instance below player level will result in a penalty to both shards and XP (even if just one level higher, unlike dungeons). If the character is 5 levels or more above the instance level, no shards, XP or gems will be rewarded at all. Even if in a group the higher level player left the instance, the penalty on this instance will be kept.



Collectables
Following Items can be collected and turned in at Euphonia's Barter Box:


 * Map pieces (trade in for Doubloons, the basic "currency" to purchase special event items. Map pieces also count towards the 5,000 total turn-ins needed to open the Crystal Cove) - BTA
 * Treasure Map Piece (generate between 1-10 Doubloons)
 * Collectables, the basic "currency" to purchase special event items. - BTA
 * Copper Doubloon (Randomly from killing monsters - higher chance than silver or gold)
 * Silver Doubloon (Randomly from killing monsters - higher chance than gold)
 * Gold Doubloon (Randomly from killing monsters - has the lowest chance to drop of the 3)
 * Green Dragonshard (from completing the Crystal Cove with excess shards collected)
 * Stolen Alabaster (from killing rare named monsters, or any monster in the cove - CR1-4)
 * Stolen Pyrite (from killing rare named monsters, or any monster in the cove - CR1-4)
 * Stolen Amber (from killing rare named monsters, or any monster in the cove - CR5-8)
 * Stolen Obsidian (from killing rare named monsters, or any monster in the cove - CR5-8)
 * Stolen Amethyst (from killing rare named monsters, or any monster in the cove - CR9-12)
 * Stolen Topaz (from killing rare named monsters, or any monster in the cove - CR9-12)
 * Stolen Ruby (from killing rare named monsters, or any monster in the cove - CR13-16)
 * Stolen Sapphire (from killing rare named monsters, or any monster in the cove - CR13-16)
 * Stolen Diamond (from killing rare named monsters, or any monster in the cove - CR17-25)
 * Stolen Emerald (from killing rare named monsters, or any monster in the cove - CR17-25)
 * Other - BTC
 * Named Treasure Map: When used, bestows a quest that marks a point on the map with a chest that drops random loot, only for the player that used the map. However, when in a group, everyone in the group and in the same instance gets that map whenever one person from the group obtains one. Note that these chests can still be collected when the Smuggler's Rest event has ended, as long as you have a way to get to the Smuggler's Rest area (bound in the Rook's Gambit tavern, or Bracelet of Friends teleport to a character on the map).
 * Treasure Compass: Needed to get access into the Crystal Cove

Exactly which gems you get depends on the CR level of the monster killed, and therefor the level selected for the quest. Level 20+ versions will only drop Diamonds and Emeralds; lower level quests will mainly drop gems of the appropriate level plus a few higher-level gems (from tougher monsters with higher CR). For example: running the Crystal Cove at quest level 16 mostly drops Stolen Sapphires and Rubies, since most monsters are CR16; the CR17 monsters (zombies, named monsters, etc) will drop Stolen Emeralds and Diamonds.

Since the lower-level gems are required for the lower-level versions of the items, to create the lower-level versions of the items you need to run around the Smugglers Rest area on a lower-level character and kill the lower-level rares that spawn and/or run the Crystal Cove quest at a lower level (with a character within 4 levels of the quest). Note that you do NOT need to create the lower-level items and upgrade them to get higher-level items; you can create the higher-level items directly. If you run Crystal Cove at a level 5 or more levels below your character level, you won't get any gems from monster kills or green Dragonshards.

The fastest way to get doubloons is to kill monsters in the Crystal Cove and turn in the gems for doubloons. The Pirate's Grog, which gives you a fairly high chance for doubloons for killing any humanoid monsters in the game, works in the Cove as well. If you fail the quest (don't collect at least 100 shards), you don't lose your compass; a good team ignoring the kobolds should be able to do 5+ gem-only runs, if they clear the undead and then recall out; even solo, 3-4 runs is easily doable.

All of the gems/doubloons/map pieces Bind to Account. The Named Treasure Maps and Treasure Compasses Bind to Character.

The crafting/upgrading uses the same Barter interface used in the Mabar Endless Night Festival and Cauldron of Sora Katra crafting, by placing the requested amount of Collectables (and base item to upgrade) into the Barter interface, picking the desired recipe from the list, and choosing 'trade'.



Crystal Cove
Crystal Cove is a Dungeon that can be accessed from the Ship, as soon as enough Treasure Maps are turned in. The major goal in this dungeon is to guide and protect the Kobolds, which in return follow specified path ways to collect crystals. In a fixed amount of time (20 minutes) a total of 100 crystals have to be collected. While collecting those crystals, equipment and more Kobolds can be bought, using-up some of the collected crystals. If the time runs out before those 100 crystals are collected the quota is failed and the instance will terminate without reward (or loss of a compass); if more than 100 crystals are collected, the extra crystals are given to the players. Several mobs will spawn that hurt your Kobolds, so you have to defeat them. Killing monsters will net you additional gems needed for the upgrade process. Red named mobs will spawn as randomly as regular mobs and may grant you items (incense torches, healing torches, barrels...) upon death.

If you exceed the quota you earn green dragonshards that are needed for the higher item upgrades. Everything collected above the 100 crystal quota is optional, but garners you more green dragonshards to keep. Quest completion also gives XP, based on the level of the chosen instance.

Crystal bonus goes up and down by 10% for every level difference from your highest level partymember.(The Crystal Bonus from the xp report is always wrong)

If you run with people 5 levels higher than you, you won't get any shards (unlike the xp report says), the kobold union will tell you after you finish the run.

Do not Finish out or click the exit at the beginning of the quest area to exit when you have completed. Wait for the quest to bestow your Green Dragonshards and kick you out, or you won't get any Green Dragonshards.

The path the Kobolds are following is marked via a chain of torches. Torches can be picked up by clicking on them, and placed by using them from your inventory or hotbar. A red or purple line shows between each correctly-linked torch. Purple lines are from Kobold Healing torches, red lines are normal torches. The torches need to be placed close enough to link them together and wide enough to not slow the Kobolds down, as Kobolds usually stop at each torch to look around to see if there is something to pickup in the area. Workers will pickup the crystals and put them in the barrel(s) on their back and then walk back to the entrance. Kobold teleporters can be purchased and placed near the crystals, so that Kobolds can quickly teleport back to home base to turn in crystals (Dimension Door works as well). Kobolds still need a torch path to walk from home base back to the crystals.

Be careful with buying more torches, extra carrying barrels, and workers to assist you as you may not be able to collect enough crystals to finish the mission. Also beware to never let the Foreman die or you won't be able to buy new resources.

Dead Kobolds can be replaced if you bring the Kobold Soulstones to the Foreman.

There are only two shrines in the Crystal Cove. The first shrine is fixed, always spawning near the quest entrance, while the second shrine can spawn at any of 5 places (the NE, SE, SW or NW corner or in the southern part of the map).

Before entering the Quest you will be handed out the Kobold Minion Union Rulebook

Requisition forms increase the maximum amount of an item you can buy, except the Kobold Teleporter Requisition Form which increases the max to 3 and also gives you a Teleporter for free.

Alternate Map & Doubloon Sources
Use a Pirate's Grog and go do a Harbor quest with a lot of humanoid creatures, such as Durk's Got A Secret, Kobold Assault, etc. Note that compasses will NOT drop outside of Smuggler's Rest.
 * The Butcher's Path is a good choice for both casters and 2h melees, with ~100 kobolds in groups of 4-8, and can be run in less than 5 minutes (just take a slow walk with Death Aura active), earning about 30-50 map pieces per run; averages out to ~350 map pieces per Grog. Doing the chest ambush is recommended; the hidden passage ambush is not
 * Kobold Assault works well also, after the first 100 kobolds the spawn rate seems to drop steeply. 60-75 map pieces a run. ~15 minutes per run. 350-400 per Grog.
 * The Tear of Dhakaan 217 kills, 17 minutes, 60-100 map pieces. too wide spread, and the village seems to have a spawn rate around 1 creature per second after you clean it.

Difficulty doesn't matter so run them on Casual, or make it an excuse to get your missing favor there and grind up to elite.

Pirate's Grog can be bought in Euphonia's Barter Box or the DDO Store, and be freely traded so probably the Auction House too.

Another option, particularly rewarding for higher level players, is to exchange stolen gems (e.g. emeralds or diamonds) for doubloons in the barter box. You get hundreds of doubloons for a single top level stolen gem. If you kill all monsters in a level 17 cove, you will get approximately 60-70 such gems. However, you cannot gain maps using this method.

Upgrade of Items
There are a vast selection of items that can be purchased via doubloons and upgraded in several steps. The higher levels of the initial version need more doubloons and gems, and the tier upgrades require green dragonshards and finally the highest tier needs a trinket as well. The minimum level of the item increases by steps, 4-8-12-16-20.

For example the initial level 20 version of the Brigand's Cutlass requires:
 * 1200 copper doubloons
 * 600 silver doubloons
 * 35 emeralds

Each item (Weapon, Armor, ...) then has additional tiers to upgrade. Each of these tier upgrades adds additional abilities while staying at the same level. For example, the second tier of the Level 20 Brigand's Cutlass adds +1 damage (and attack?), the third tier adds absolute chaos and a red augment slot.

While it is not possible to go directly to Tier III of a weapon, it is however possible to directly buy the initial version of a specific level, which is in the end cheaper than upgrading the level afterward.

Below the full upgrade matrix show the requirements to upgrade a Brigand's Cutlass. From left to right are the costs to upgrade the tier of an element, while the different levels are listed from top to bottom. The initial item can be upgraded to Tier II via Upgrade I and to Tier III via Upgrade II. As one can see it is even possible to upgrade a level 4 weapon to a level 8 weapon and further. However the level upgrade will probably only result in the base version of the item. Also visible in this matrix is that for Tier II of the weapon a fully upgraded Trinket is needed as well, which is the reason to put the requirements for the trinket in the matrix as well. Note that the requirements for the other weapons nearly look the same. The only difference is that another Trinket is used and that for example the Dagger has different Gem types for the initial buy, but the cost and structure reside the same.

Upgrade requirement matrix for Brigand's Cutlass

Pirate Hat
Additional to the items crafted from the collectibles, each player is given a Pirate Hat. Any characters created prior to the 5th Birthday patch will receive a voucher for a free pirate hat while the in-game event is running. The voucher can be redeemed in Smugglers Rest for a fancy hat. Hat colors will vary but can be bartered for a different color.

Character gift list, based on the amount of time a character has played DDO:
 * Tier 1: Swabby’s Kerchief - a simple Bandana
 * Tier 2: Freebooter’s Bandana - a Striped Bandana
 * Tier 3: Corsair’s Skullcap - a Striped Bandana with Skull Brooch
 * Tier 4: Captain’s Chapeau - a Feathered Hat
 * Tier 5: Admiral’s Tricorne - an Admiral’s Hat
 * Tier 6: Dread Admiral’s Tricorne - an Admiral’s Hat with Skull Brooch

Each Character's gift will be elevated one “tier” for each of the following conditions:
 * Active VIP Subscription: +1 Tier
 * Founder Account: +1 Tier
 * Character has True Reincarnated one or more times: +1 Tier

The looks of the hats vary by tier, and the base Scallawag's Luck bonus varies by tier (for example, the Tier 6 Dread Admiral's Tricorne comes with "Scallawag's Luck VI: While in Smuggler's Rest, you gain 35% additional doubloons when fighting pirates.") Besides looks and the level of doubloon luck bonus, the hats are all upgradable in the same way, and to the same values.

All the hats can also be bought in the event if you didn't like your free one. Each hat can have three different upgrades installed at once (in addition to the inherent doubloon luck bonus). The doubloon bonus can be upgraded too if you like a certain look and don't want to upgrade the hat. Each upgrade belongs to a certain category. The ones listed below are the final tiers of each upgrade:


 * General: seeker 6, superior potency 6, Archmagi, heavy fortification, +6 stats, natural armor +5, sneak attack +5, Superior False life...
 * Skills: +15 skill bonus, for any skill but UMD
 * Kobold buffs: These are buffs that only work for the Smugglers Rest Event

To get to these final stats requires starting with lower-level stats. For instance, to get to 'Heavy Fortification' you first need to add 'Light Fortification' then upgrade to 'Moderate Fortification' then upgrade to 'Heavy Fortification'. All those upgrades are again bought with doubloons, green dragonshards, and jewels.

Example of a fully-upgraded pirate hat: Heavy Fortification, Intimidate +15, and haste aura IV (Kobolds around you move 35% faster).