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Ascension Chamber
Ascension Chamber is the 6th quest in the Litany of The Dead Part 4 (heroic) story arcStory arcs are chains of quests that make up a story line. Completing everything in a story arc often yields a nice reward.. |
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The first four quests can be completed in any order to unlock Litany of the Dead. |
Flagging occurs by collecting dedicated items rather than completing these quests. |
Desecrated Temple of Vol • Flesh Maker's Laboratory • Ghosts of Perdition • Inferno of the Damned • Litany of the Dead • Ascension Chamber |
Requires access to adventure pack
|
Ascension Chamber | |
Heroic level: | 17 |
Epic level: | None |
Duration: | Long |
Heroic XP: | ♦6,340Normal ♥6,580Hard ♠6,820Elite |
Epic XP: | The Mark of Death |
Takes place in: | Hall of Ascension |
Bestowed by: | Sir Rohine Stiedra |
NPC contact: | Sir Rohine Stiedra |
Quest acquired in: | The Necropolis |
Patron: | The Silver Flame |
Base favor: | 7 |
Purchase: | The Necropolis, Part 4 or VIP |
Extreme Challenge: | No |
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: Ascension Chamber/Raid History.
Flagging
- A completed Sigil: Frame and the four paths of the Litany of the Dead pre-raid quest.
- Reflagging is required for this raid once per TR.
Spoiler Warning: Spoiler material below this point!
Objectives
- Destroy the Sarcophagi granting the Abbot immortality (total: 6)
- Defeat the Black Abbot
What to Expect
- Traps (fixed, undisarmable)
- Puzzles (mandatory: 3)
- Spawning/respawning monsters
- Requires extra player(s) (practically mandatory – can technically be soloed with a class summon, but this requires immense luck)
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 disappears when combat starts and can drop anyone still on the bridge into instant-death water. When you step forward, combat with the Abbot begins. He will retire from this first round of battle when he is reduced to around 70% of his maximum Hit Points. At this point, three dimension door portals appear through which party members can go into each puzzle.
Doors are up for 90 seconds with one of the following four patterns at random:
- Tiles/Roids/Ice
- Ice/Tiles/Roids
- Ice/Roids/Tiles
- Roids/Ice/Tiles
The pattern stays the same in the same round but will change after each additional Abbot beatdown.
The three puzzles are:
- Iceball Wand Room – You and a partner equip a special wand, found upon entering the room, 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. Bug: 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 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 character with high heal amplification, moderately high hit points (600+), and Silver Flame Healing Potions 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 use a thrown weapon to break the first sarcophagus you can just see around the first corner, then swim the other end of the water using Silver Flame Healing Potions to heal along the way. 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 – When the server is lagging, it may manifest as invisible or unbreakable asteroids. Four piles of boulders stand on the ground. Pick up the boulders 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 prevents you from casting spells or receiving positive or negative energy healing, but does allow use of non-spell effects that give temporary hit points (such as a Greater Heroism clicky). Neither the Primal Avatar Epic Destiny ability Rejuvenation Cocoon nor Undying Vanguard (Unyielding Sentinel) can be cast in the asteroid room.
- The 200 damage can be mitigated with PRR and although spells and healing are prevented, Epic Destiny abilities such as Reign (Fatesinger) and when below 50% HP Celestial Shield from Renewal (Unyielding Sentinel) can be used to absorb damage without the loss of so much actual HP. A Warlock's Shining Through works too.
- (Combat): You are hit by impending doom.
(Combat): A feeling of dread permeates the room. You cannot be healed, repaired or cast spells while in this chamber. - The puzzle completes after a certain number (how many?) of asteroids are destroyed with Boulders. Any ranged weapon can break the asteroids but only attacks with the Boulders count toward ending the puzzle. If you don't use any Boulders the asteroids just keep coming indefinitely. With all asteroids being broken by Boulders the puzzle ends after two and a half minutes. Once this puzzle is complete two more stacks of rocks will be available and then after a few more minutes two more stacks will also be available – those with no rocks left should pick them up to break the Abbots 'Encased' effect – remember to place them on your hotbar for quick use. Once this puzzle is complete anyone who also came to this area that did not pick up rocks should do so in turn whilst waiting for the other puzzles to complete so more party members have rocks to use for Abbots encased effect.
- Alt+Z to hide the UI, and give you a bigger and better view of your surroundings and of the incoming asteroids, so you can spot them easier.
- 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 know in advance 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.
- Update 13 made the Tile puzzle more difficult on Hard and Elite difficulties, but this change was reverted later. Currently the tiles phase at the same rate on all difficulties:
- Some static blue tiles. Phasing tiles cycle:
- 9 seconds white
- 3 seconds fading to red
- 4 seconds missing
- Some static blue tiles. Phasing tiles cycle:
- A helpful technique is to also document the maneuvers you will be doing, for example:
After the Abbot comes back to main platform, he uses 4 special attacks at various points:
- The 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.
- You can cast 1 island platform of ice and then jump on it and wait a few seconds before jumping back in the fighting circular stone pad; if you wait too long, the platform will disappear, making you fall in the tainted water. If someone with the inferno effect on him jumps on your ice platform, the ice will instantly melt, making everyone on it fall into tainted water. While making the ice islands, avoid the SW because if you accidentally fall into the water you'll be insta-killed by an environmental effect.
- Another way to at least partially avoid the effects of inferno is to equip a Pale Lavender Ioun Stone when inferno is called, and stay near the edge of the platform to minimize the amount of charges drained. Inferno seems to consist of multiple spells that overlapping close to the center, so staying near the edge results in minimal charges drained. You should keep moving as the Abbot can hit you with his regular spells during inferno, draining more charges.
- An alternative method if you do not have many charges of spell absorption is to tank the Inferno. Being near the edge helps with this to prevent Inferno from overlapping but on Elite, Inferno ticks for 150+ damage so some level of fire absorption or fire shield (cold) will be practically necessary to tank it. You will also need to spam remove curse potions to remove the spell drain curse.
- Encasement – (Abbot text: "Engulf and Encase!") The Abbot can encase party members with a tight constricting rock which squeezes the life out of them.
- Throwing boulders from the asteroid room at the encased person will free him. Sometimes the encased one can free himself if he is caught while equipping a boulder and with the animation of throwing it. If someone encased is resurrected exactly where he died, he will be instantly encased again; therefore, if you do not move away before accepting resurrection you will be doomed to die again. Tier 5 of the Divine Crusader Heavenly Presence or the tower shield Ultimatum from Defiler of the Just grants you the immunity to the encasement. Being in midair while encased may also result in being able to jump off the encasement.
- Invisible ghosts – (Abbot text: "What you can't see...") The Abbot summons 4 Phasing Wraiths(CR ♥16Hard). Their attacks drain your SP too. You can see them only while equip corresponding goggles from phasing tile (each goggles only shows you 2 of 4).
- 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.
Known 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 every 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. (Clerics' Divine Intervention will not help.)
Tips and Misc
Other than being resurrected by teammates, these can be helpful to avoid wipes:
- Rise of the Phoenix (once per rest, 15-minute cooldown)
- Cursed Blade of Jack Jibbers
Farming for 20th completion
- Can be done on normal for the 20th completion, apparently the drop rate for a named item (which can be any named item) is 16% on normal, 18% on hard and 20% on elite. Abbot has much more HP on Elite and the #1 cause of wipes is due to players running out of spell absorption charges for Inferno, so DPSing him ASAP when he is on the platform is essential to minimize the amount of times he casts Inferno.
- Preferably, at least 3 players in epic levels with some form of petrification immunity (commonly obtained through Divine Crusader).
- Players should have Raise Dead scrolls, Remove Curse potions, some way of getting Death Ward or spell resistance as Quells cast enervation, and will quickly level drain an epic player with no protection. Some way of removing negative levels via restoration or regenerate is also ideal, as Abbot may dispel Death ward.
- Spell Absorption to negate Inferno is also ideal.
- Assign roles before the raid starts.
- One person should stay in mid to kill trash and res. He should also have raise dead scrolls, even if he can cast the spell normally, as he may run out of SP due to Inferno.
- Someone who can do Ice should scout left as it has the highest chance of being Ice. The easiest method to do this is to use tank the swim with high HP and some form of healing, either Silver Flame potions or healing yourself while spamming jump (which may prove glitchy, as jumping in water often does). If done quickly, the player can finish Ice and then enter roids to help.
- One person should scout mid for roids, this player should ideally have low ping and a stable connection as boulders can glitch through roids if lag is present. High HP and high PRR to survive as long as possible is essential.
- If Ice and Roids are done in the first round, both players can do Goggles, if not, they should do Roids in the 2nd round and then Goggles in the 3rd round.
- If someone ends up in Goggles on the first round, they should try to reach the other side, but will likely die and should do either ice or roids, depending on which has no player in i, after being resurrected.
- It is essential that the scouts be capable of doing the puzzles, very low HP players (600 HP or below) will be unlikely to survive the swim and will die quickly when hit by the roids. The player in mid also needs to be able to kill trash, while level 16s can enter the raid if flagged for it, they will likely struggle to solo the trash mobs. Most players do not bother to flag for the raid so everyone needs to cover as many roles as possible.
In-quest items:*
- Iceball Wand – Wand: Iceball (caster level 1) 10 Charges, 15-seconds cooldown, 14.75-seconds duration
- Allows you to create icebergs 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 indefinitely 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
- If used on the main platform, prevents you from seeing other players, or enemies other than the phase wraiths.
- 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
- If used on the main platform, prevents you from seeing other players, or enemies other than the phase wraiths.
- One set is provided mid way through the phase tile puzzle.
- Boulders (available in stacks 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 of 50 are provided at the start of the asteroids puzzle.
- Two more stacks of 50 spawn upon completion, and respawn every ~2 minutes thereafter.
* The in-quest items listed above are all: "Drops on Leaving Adventure" and "Drops on Death"
Bonus XP
External Links
Aldbar's Solo Walkthrough & Guide
Loot
- Chests: One Warded Chest with chance to drop Raid Loot listed below.
NPC end rewards
Random rewards, list of raid loot with a 20th completion.
Named Chest Drop
Update 12 modified the raid loot to be upgradeable and changed it in some other ways. This list shows the new items. For reference on the pre-U12 stats, see Ascension Chamber loot history. Most items in inventory that were acquired before U12 are also upgradeable, see Fountain of Necrotic Might for details.
Chance at any named loot at all is 10% on Normal, 16% on Hard, 33% on Elite per person opening the chest (rates verified in Update 48, before Update 13 they were 16%/20%/25% and later 16%, 18%, 20%).
If you get a named item, the distribution is (verified in Update 19.1, before Update 19 they were the same except tomes were 3.75% +3 ability tomes BtC and 1.25% +3 to +4 ability tomes BtA):
- 7%: Breeze - +5 Quarterstaff+5 Quarterstaff: (1d10+5 18-20/x2): A long, stout staff used as a simple weapon. Often favored by wizards or common folk.: (1d10+5 18-20/x2), ScreamingScreaming: Screaming weapons emit a piercing screech whenever they are used to make a successful attack. This screech does an additional 1 to 6 sonic damage., RoaringRoaring: This weapon causes targets to become shaken (DC 25 Will save negates) and, on a critical hit, does 2 to 12 sonic damage to the target., Telekinetic Telekinetic: Targets that suffer a critical hit from a Telekinetic weapon must make a DC 17 Balance check or be knocked down., Slicing Winds Slicing Winds: This weapon stores the cyclonic might of a windstorm within. When this weapon is used, this power can come to the surface as a series of rushing, cutting winds that deal slashing damage to the target over several seconds., DEX used for ATK/DMG mods
- Upgrade: Telekinetic Telekinetic: Targets that suffer a critical hit from a Telekinetic weapon must make a DC 17 Balance check or be knocked down. → Greater TelekineticGreater Telekinetic: Targets that suffer a critical hit from a Telekinetic weapon must make a DC 28 Strength or Dexterity check or be knocked down. The target will then be forced to make DC 16 Balance checks to recover from this effect. and adds Greater SiroccoGreater Sirocco: A critical hit with this weapon causes a whirlwind of desert sand to swirl about the target, temporarily blinding it. A successful Reflex save (DC 35) prevents the effect.
- 7%: Circle of Hatred - Ring: HarmHarm
Caster level: 11
Charges: 3 (3/day) — 3 Charges (Recharged/Day:3), Intimidate +15Intimidate +15: Passive: +15 Competence bonus to the Intimidate skill., Resistance +5 Resistance +5: Passive: +5 Resistance bonus to Fortitude, Reflex, and Will Saving Throws., Incite +20 Incite +20: +20% Enhancement bonus to increased threat generation from melee damage Exclusive- Upgrade: Incite +20 Incite +20: +20% Enhancement bonus to increased threat generation from melee damage → Incite +30 Incite +30: +30% Enhancement bonus to increased threat generation from melee damage, Charges increase to HarmHarm
Caster level: 11
Charges: 5 (5/day) — 5 Charges (Recharged/Day:5)
- Upgrade: Incite +20 Incite +20: +20% Enhancement bonus to increased threat generation from melee damage → Incite +30 Incite +30: +30% Enhancement bonus to increased threat generation from melee damage, Charges increase to HarmHarm
- 8%: Deific Diadem - Helm: Lesser HeightenLesser Heighten
Charges: 3 (3/day) — 3 Charges (Recharged/Day:3), Wisdom +6 Wisdom +6: This item makes the wearer more in tune with her surroundings, granting a +6 enhancement bonus to Wisdom., Intelligence +6 Intelligence +6: This item focuses the power of the wearer's mind, granting a +6 enhancement bonus to Intelligence.- Upgrade: Charges increase to Lesser HeightenLesser Heighten
Charges: 5 (5/day) — 5 Charges (Recharged/Day:5)
- Upgrade: Charges increase to Lesser HeightenLesser Heighten
- 7%: Enduring Conviction - +5 Longsword+5 Longsword: (1d8+5 19-20/x2): A classic straight-bladed sword usable in one hand. This weapon is commonly associated with knighthood and valor.: Evil Outsider BaneEvil Outsider Bane: A bane weapon excels at attacking one type or subtype of creature. Against Evil Outsiders, this weapon's effective enhancement bonus is +2 better than its normal enhancement bonus. It deals an extra 2 to 12 points of damage against the foe., Absolute LawAbsolute Law: This weapon is infused with the ultimate power of Law. It does an additional 2 to 12 damage to non-lawful targets and can only be wielded by Lawful-aligned characters., Greater GoodGreater Good: This weapon is infused with the ultimate power of Good. It does an additional 2 to 12 damage to non-good targets and can only be wielded by Good-aligned characters., requires Good alignment or UMD of 30 (no need to be Lawful)
- Upgrade: Evil Outsider BaneEvil Outsider Bane: A bane weapon excels at attacking one type or subtype of creature. Against Evil Outsiders, this weapon's effective enhancement bonus is +2 better than its normal enhancement bonus. It deals an extra 2 to 12 points of damage against the foe. → Greater Evil Outsider BaneGreater Evil Outsider Bane: A bane weapon excels at attacking one type or subtype of creature. Against Evil Outsiders, this weapon's effective enhancement bonus is +4 better than its normal enhancement bonus. It deals an extra 3 to 18 points of damage against the foe.
- 7%: Litany of the Dead - Trinket, Turn the Page (effect)Turn the Page (effect)
Charges: 3 (3/day) — 3 Charges (Recharged/Day:3), Taint of EvilTaint of Evil: Good aligned characters equipping this item suffer a temporary negative level until the item is removed., Litany of the Dead - Ability Bonus, Litany of the Dead - Combat Bonus- Upgrade: Taint of EvilTaint of Evil: Good aligned characters equipping this item suffer a temporary negative level until the item is removed. is removed
- 7%: Noxious Embers - Necklace: Lesser MaximizeLesser Maximize
Caster level: 12
Charges: 3 (3/day) — 3 Charges (Recharged/Day:3), Combustion +78Combustion +78: Passive: +78 Equipment bonus to Fire Spell Power., Efficient Metamagic - Enlarge IEfficient Metamagic - Enlarge I: The additional spell point cost for using the Enlarge Metamagic feat is reduced by 1 SP., Spell Lore IIISpell Lore III: Passive: All of your spells gain a 3% Equipment bonus to their chance to critical hit.- Upgrade: Spell Lore IIISpell Lore III: Passive: All of your spells gain a 3% Equipment bonus to their chance to critical hit. → Spell Lore VISpell Lore VI: Passive: All of your spells gain a 6% Equipment bonus to their chance to critical hit., Charges increase to (5/day)
- 8%: Purging the Pantheon - Belt: Fortification +75%Fortification +75%: 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., Protection +5Protection +5: Passive: +5 Deflection bonus to Armor Class., Quell (spell)Quell (spell)
Charges: 3 (3/day) — 3 Charges (Recharged/Day:3), Exclusive- Upgrade: Fortification +75%Fortification +75%: 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. → Fortification +100%Fortification +100%: 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 100% chance that the critical hit or sneak attack is negated and damage is instead rolled normally.
- 7%: Shroud of the Abbot - Robe: 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., Natural Armor +4Natural Armor +4: Passive: +4 Natural Armor Bonus to Armor Class., Boon of UndeathBoon of Undeath: Undead take solace in the hate of others. Every time a character wearing a Boon of Undeath item is struck in combat, an Inflict Light Wounds spell will be cast on the character., Void Lore VVoid Lore V: Passive: Your Negative Energy and Poison spells gain a 15% Equipment bonus to their chance to critical hit., Lightning Lore VLightning Lore V: Passive: Your Electricity spells gain a 15% Equipment bonus to their chance to critical hit., Light Resistance +20Light Resistance +20: Passive: +20 Enhancement bonus to your Light Resistance.
- Upgrade: Light Resistance +20Light Resistance +20: Passive: +20 Enhancement bonus to your Light Resistance. → Light Resistance +30Light Resistance +30: Passive: +30 Enhancement bonus to your Light Resistance., adds Lesser Arcane Augmentation IXLesser Arcane Augmentation IX: Increases the wearer's caster level when casting ninth level or lower sorcerer or wizard spells by one.
- 7%: Staff of the Petitioner - +5 Quarterstaff+5 Quarterstaff: (1d6+5 20/x2): A long, stout staff used as a simple weapon. Often favored by wizards or common folk.: Power StorePower Store: This item collects and stores magical energy. Any spellcaster can use this energy to partially power their spells. All spells cast while using this item receive an enhancement bonus of -10% to their spell point costs., Enchantment Focus +2 Enchantment Focus +2: +2 Equipment bonus to the DC of Enchantment spells., Necromancy Focus +2 Necromancy Focus +2: +2 Equipment bonus to the DC of Necromancy spells., Concentration +5Concentration +5: Passive: +5 Competence bonus to the Concentration skill., Spell Penetration III Spell Penetration III: Passive: +3 Equipment bonus to Spell Penetration checks.
- Upgrade: Gains Potency +48Potency +48: Passive: +48 Equipment bonus to each Spell Power. and Spellcasting Implement +15Spellcasting Implement +15: Passive: +15 Implement bonus to Universal Spell Power.
- 7%: Quiver of Alacrity - Quiver: Ranged Alacrity 10%Ranged Alacrity 10%: Gain 10% enhancement bonus to Ranged attack speed. Does not stack with the Haste spell., Capacity 1,500 / 3 Slot
- Upgrade: Gains Striding +30%Striding +30%: Makes the wearer more fleet of foot, giving a 30% bonus to run speed.
- 7%: Unwavering Ardency - +3 Longbow+3 Longbow: (2d12+3 18-20/x3): A large, curved, wooden bow, often nearly as tall as a human. This weapon is popular among elves and rangers.: Immunity to FearImmunity to Fear: The wearer of this item is immune to all fear effects., Flaming BurstFlaming Burst: This weapon is sheathed in fire, and deals 1 to 6 fire damage each hit. Critical hits deal an additional 1 to 10 fire damage for weapons with a x2 critical multiplier, 2 to 20 for a x3 multiplier and 3 to 30 for a x4 multiplier., Smoke ScreenSmoke Screen: You are surrounded by wisps of concealing smoke, giving opponents a 20% concealment chance to miss you.
- Upgrade: Gains Blinding Embers Blinding Embers: This weapon sheds tiny embers that can impair a creatures sight. If you roll a 20 when attacking and confirm the critical hit, the target will become blinded by a burst of fiery sparks.
- 8%: Vile Blasphemy - Gloves: Power DrainPower Drain
Charges: 1 (1/day) — 1 Charges (Recharged/Day:1), Dexterity +6 Dexterity +6: This item makes the wearer more nimble and dexterous, granting a +6 enhancement bonus to Dexterity., Use Magic Device +3Use Magic Device +3: Passive: +3 Competence bonus to the Use Magic Device skill.- Upgrade: Power DrainPower Drain
Charges: 1 (1/day) — 1 Charges (Recharged/Day:1) → Power DrainPower Drain
Charges: 3 (3/day) — 3 Charges (Recharged/Day:3), Gains: Greater Dispelling GuardGreater Dispelling Guard: This item is infused with a power that purges out the magical energies of those that strike the wearer. When the wearer is hit in melee it will apply a Greater Dispel Magic effect to the attacker, stripping away its protective spells.
- Upgrade: Power DrainPower Drain
- 8%: Wretched Twilight - Cloak: Ghostly Ghostly: Equipping this item causes you to become partially incorporeal. Your melee attacks do not roll a miss chance for Incorporeal targets. Enemy attacks have a 10% chance to miss you due to incorporeality. You receive a +5 enhancement bonus to your Hide and Move Silently skills., Nullification +72Nullification +72: Passive: +72 Equipment bonus to Negative (Necrotic) and Poison Spell Power., Stealth StrikeStealth Strike: Reduces the threat generated by ranged attacks and spells by 15%., Sneak Attack Bonus +4Sneak Attack Bonus +4: Provides a +4 to attack bonus and a +6 to damage for any attack that would qualify as a Sneak Attack, even if the wielder is not a Rogue.
- Upgrade: Sneak Attack Bonus +4Sneak Attack Bonus +4: Provides a +4 to attack bonus and a +6 to damage for any attack that would qualify as a Sneak Attack, even if the wielder is not a Rogue. → Sneak Attack Bonus +5Sneak Attack Bonus +5: Provides a +5 to attack bonus and a +8 to damage for any attack that would qualify as a Sneak Attack, even if the wielder is not a Rogue., Gains: Void Lore VVoid Lore V: Passive: Your Negative Energy and Poison spells gain a 15% Equipment bonus to their chance to critical hit.
- 0.5%: +2 Ability tomes (BtC)
- 2%: +2 to +3 Upgrade Ability tomes (BtC)
- 2.5%: +2 to +3 Upgrade Skill tomes (BtC)
In addition to the named loot above, each character has a 0% chance on Normal, 10% chance on Hard, or 15% on Elite to get a:
- Seal of the Black Abbot (BtA) (Drops only on Hard and Elite)
Bug: For all items with clicky charges except the Litany of the Dead and Purging the Pantheon, the altar claims the items gain more charges than they actually gain (the amount of extra charges you don't get is equal to the base amount). This is likely just a display error, but could be intended that they do gain these charges. Either way, its a bug.
Monsters
Name ( picture ) | CR | Type | Race |
---|---|---|---|
Black Abbot ( view • edit ) | ♦24Normal ♥26Hard ♠29Elite | Undead | Lich |
Phasing Wraith ( view • edit ) | ♦16Normal ♥16Hard ♠16Elite | Undead | Wraith |
Quell ( view • edit ) | ♦15Normal ♥17Hard ♠20Elite | Undead | Quell |
Wheep ( view • edit ) | ♦14Normal ♥16Hard ♠19Elite | Undead | Wheep |
- Litany of the Dead Part 4 chain quests
- Long quests
- Hall of Ascension quests
- The Necropolis quests
- The Silver Flame patron quests
- Pay to Play quests
- Game bugs
- Links to YouTube
- Quests by name
- Quests with maps
- Raids
- Heroic raids
- Compendium:Level 17 quests
- Level 17 quests
- Quests with 7 base favor reward
- The Necropolis, Part 4 quests
- Quests with collectables/none