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Delera's Tomb is an adventure pack containing a story arc with several unconnected side quests. This adventure pack does not have a Wilderness adventure area; however, Delera's Graveyard, the public area associated with the pack, and in which all its quests are located, has in the past been used in a similar fashion during the Mabar Endless Night Festival. (The event's modern incarnation, The Night Revels, instead uses a challenge set in a reworked version of the same map for this purpose.)
This story arc and its first quest are bestowed by Derek Grospic, who stands outside of the gate to Delera's Graveyard. You must complete the first three quests of Delera's Tomb in order to begin the followup story arc Return to Delera's Tomb. After speaking to Derek Grospic to receive a reward and officially complete the story arc, the chain advances to "Return to Delera's Tomb", which is bestowed by Hargo Kimmare within the graveyard.
Because Thrall of the Necromancer is a base Level 8 quest, a character must be minimum Level 5 to enter (and thus finish the story arc for end-reward).
Also, although Return to Delera's Tomb is listed as Level 6 (and so should be accessible by any Level 4 character), Hargo will not give the quest to anyone who does not qualify for the Level 8 quest which follows it, Thrall of the Necromancer; i.e. you must be level 5 or higher to receive that quest from the NPC and continue the chain. See Minimum Level for Quests for more information.
As of Update 7, Delera's Graveyard has become a public area where Free to Play characters can visit or play without charge. The change allowed all players access to the Mabar Endless Night Festival live event.
However, Free to Play players who have not purchased the Delera's Tomb adventure pack cannot play the quests that reside in the graveyard.
Update 7's adjustment to a public area re-oriented the tomb entrance and NPC of the final quest, Thrall of the Necromancer.
Eternal FaithEternal Faith: An item with this quality assists only wearers who have the ability to turn undead. Eternal Faith increase the owner's effective level for the turning check by +2, his maximum Hit Dice turned by +2, and his total Hit Dice turned by +4.
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UnboundUnbound: This item is Unbound, and may take permanent damage.
Holy 5Holy 5: This weapon is wielded by the pure to smite the wicked, dealing an additional 5d6 good damage on each hit. This effect makes the weapon good aligned. Evil characters wielding this weapon will suffer one negative level.
Holy 2Holy 2: This weapon is wielded by the pure to smite the wicked, dealing an additional 2d6 good damage on each hit. This effect makes the weapon good aligned. Evil characters wielding this weapon will suffer one negative level.
Proof Against Poison +6 Proof Against Poison +6: This item grants its wearer immunity to natural poisons. This item also grants a +6 Enhancement bonus to saving throws against magical poisons, and the wearer does not fail saving throws against them on a roll of a natural 1 (this renders the wearer immune to magical poisons with a DC of less than 7 + their Fortitude save).
Seeker +11 Seeker +11: Provides a +11 Enhancement bonus to confirm critical hits, and a +11 Enhancement bonus to critical hit damage (before multipliers are applied).
Poisonous 2Poisonous 2: This effect causes the edges of this weapon to drip with a vile venom, dealing 2d6 poison damage on each hit.
Proof Against Poison +6 Proof Against Poison +6: This item grants its wearer immunity to natural poisons. This item also grants a +6 Enhancement bonus to saving throws against magical poisons, and the wearer does not fail saving throws against them on a roll of a natural 1 (this renders the wearer immune to magical poisons with a DC of less than 7 + their Fortitude save).
Seeker +5 Seeker +5: Provides a +5 Enhancement bonus to confirm critical hits, and a +5 Enhancement bonus to critical hit damage (before multipliers are applied).
Curse of ClumsinessCurse of Clumsiness: Passive -1 Penalty to Dexterity. (The minimum level required to equip this item is lower than normal due to this curse.)
Blood RageBlood Rage: Anytime you are hit there is a chance that you will fall into a Blood Rage. Blood Rage gives up to a +8 bonus to Strength and Constitution but will also cause short periods of lethargy when your lust for blood becomes sated.
Shield +11Shield +11: While this item is equipped, you are partially protected by a field of magical force which can deflect enemy attacks. This item provides a +11 Shield bonus to Armor Class. It does not stack with an equipped shield.
Curse of ClumsinessCurse of Clumsiness: Passive -1 Penalty to Dexterity. (The minimum level required to equip this item is lower than normal due to this curse.)
Proof Against Disease +6 Proof Against Disease +6: This item grants its wearer immunity to natural diseases. This item also grants a +6 Enhancement bonus to saving throws against magical diseases, and the wearer does not fail saving throws against them on a roll of a natural 1 (this renders the wearer immune to magical diseases with a DC of less than 7 + their Fortitude save).
Greater Disease GuardGreater Disease Guard: This item carries the Maggot Plague disease, which deals 2d6 Constitution damage and may be contracted by enemies that hit you. A successful Fortitude Save (DC 28) will negate this effect.
Curse of ClumsinessCurse of Clumsiness: Passive -1 Penalty to Dexterity. (The minimum level required to equip this item is lower than normal due to this curse.)
Proof Against Disease +6 Proof Against Disease +6: This item grants its wearer immunity to natural diseases. This item also grants a +6 Enhancement bonus to saving throws against magical diseases, and the wearer does not fail saving throws against them on a roll of a natural 1 (this renders the wearer immune to magical diseases with a DC of less than 7 + their Fortitude save).
Curse of ClumsinessCurse of Clumsiness: Passive -1 Penalty to Dexterity. (The minimum level required to equip this item is lower than normal due to this curse.)
CoronachCoronach: While wearing this item, your melee and ranged weapons gain Critical Hit Effect: Critical hit with this weapon will fascinate an undead opponent. (Will DC: 20 Negates)
CoronachCoronach: While wearing this item, your melee and ranged weapons gain Critical Hit Effect: Critical hit with this weapon will fascinate an undead opponent. (Will DC: 20 Negates)
This whole adventure pack awards a total of 129 Favor points: 117 Favor points for House Jorasco and 12 Favor points for House Phiarlan.
During the quest there is a low-power named weapon that you can accept from Colam Mersein, the Club of the Holy Flame.
Listed below are possible Named end rewards after finishing Thrall of the Necromancer, which you can claim when you return to Delera (same quest location as Free Delera, back up the hill, on the right). The list can also include medium-level clickies and older (read: "weaker") random-generated items. It should be noted that both versions of Voice of the Master appear in the reward lists of both heroic and epic completion.
Heroic InspirationHeroic Inspiration: This item inspires you to acts of great heroism, granting a +5% bonus to experience points granted by completing quests while it is equipped. This stacks with experience boosting effects from elixirs but does not stack with experience boosting effects from other equippable items.
Heroic InspirationHeroic Inspiration: This item inspires you to acts of great heroism, granting a +5% bonus to experience points granted by completing quests while it is equipped. This stacks with experience boosting effects from elixirs but does not stack with experience boosting effects from other equippable items.