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Detour
A Harper wizard has asked for help taking a Nether Scroll piece to a safer location at the end of Greenweald Lane.
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Detour | |
Heroic level: | 18 |
Epic level: | 24 |
Duration: | long |
Heroic XP: | ♣3,352Solo/Casual ♦5,798Normal ♥6,009Hard ♠6,220Elite |
Epic XP: | ♣11,719Solo/Casual ♦20,134Normal ♥20,735Hard ♠21,337Elite |
Takes place in: | Greenweald Lane |
Bestowed by: | Tibalt Dormen |
NPC contact: | Tibalt Dormen |
Quest acquired in: | Eveningstar |
Patron: | The Harpers |
Base favor: | 7 |
Free to Play: | No |
Extreme Challenge: | No |
Overview
Detour is the 1st quest in The Netherese Legacy story arc![]() 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 The End of the Road. |
Detour • Rest Stop • Lost in the Swamp • A Stay at the Inn • The End of the Road |
A Harper has found one of Oriphaun's Nether Scroll pieces, but he needs your help with transporting the intensely magical fragment to a safe location.
Take the High Road to the Greenweald Trail. Once there, meet with the wizard Bensen Virandson and assist him with the scroll piece.
Objectives
- Speak with Bensen Virandson
- Escort Bensen to the Harper Lodge
- Contain the Nether Scroll Fragment
- Defeat Dom, the mercenary leader
- (Optional) Defeat Thoven — Bonus (5%): Heroic( ♣168 ♦290 ♥300 ♠311 ) Epic( ♣586 ♦1,007 ♥1,037 ♠1,067 )
- (Optional) Defeat Nil — Bonus (5%): Heroic( ♣168 ♦290 ♥300 ♠311 ) Epic( ♣586 ♦1,007 ♥1,037 ♠1,067 )
- (Optional) Defeat Pelloth — Bonus (5%): Heroic( ♣168 ♦290 ♥300 ♠311 ) Epic( ♣586 ♦1,007 ♥1,037 ♠1,067 )
- (Optional) Defeat Song — Bonus (5%): Heroic( ♣168 ♦290 ♥300 ♠311 ) Epic( ♣586 ♦1,007 ♥1,037 ♠1,067 )
- (Optional) Defeat Dolthin — Bonus (5%): Heroic( ♣168 ♦290 ♥300 ♠311 ) Epic( ♣586 ♦1,007 ♥1,037 ♠1,067 )
- (Optional) Defeat Rand — Bonus (5%): Heroic( ♣168 ♦290 ♥300 ♠311 ) Epic( ♣586 ♦1,007 ♥1,037 ♠1,067 )
- (Optional) Defeat Udere — Bonus (5%): Heroic( ♣168 ♦290 ♥300 ♠311 ) Epic( ♣586 ♦1,007 ♥1,037 ♠1,067 )
Known Traps
Fire Spell Wards around Song's group
Tips and Misc
Quick walkthrough: Enter the quest. Break breakables in the house. Leave the house. Break breakables around the house. Talk to guy and get going. He is mostly invulnerable, but sometimes a dretch spawns when he takes hits. Follow the winding path, slaying humanoid skirmishers/archers/etc., including several orange named. Areas off the path may contain wolves, spiders or bears. Pass a shrine around halfway through. When you approach an orange bard named Song, beware the spell wards.
Ultimately, you arrive at a big house. Your companion promptly enters the cellar, but you can safely break breakables and shrine up (upstairs). Then enter the cellar and break breakables. Buff up, speak to end boss and kill him, along with his Earth Elemental pet and some other friends he gets. Opening the magically warded container concludes the quest.
- The spawned dretches don't count towards your kills bonus; it may be worth leaving Bensen at the start of the quest and going back for him, especially if you have Dimension Door, to avoid having to fight them.
Bonus XP
- Aggression bonus: 87 or more monsters killed +10% Bonus.( ♣335 ♦580 ♥601 ♠622 )
- Onslaught bonus: 113 or more monsters killed +15% Bonus.( ♣503 ♦870 ♥901 ♠933 )
- Conquest bonus: 139 or more monsters killed +25% Bonus.( ♣838 ♦1,450 ♥1,502 ♠1,555 )
- Tamper bonus: 3 or more traps disarmed +10% Bonus.( ♣335 ♦580 ♥601 ♠622 )
- Neutralization bonus: 4 or more traps disarmed +20% Bonus.( ♣670 ♦1,160 ♥1,202 ♠1,244 )
- Ingenious Debilitation bonus: 5 or more traps disarmed +30% Bonus.( ♣1,006 ♦1,739 ♥1,803 ♠1,866 )
- Mischief bonus: 33 or more breakables smashed +8% Bonus.( ♣268 ♦464 ♥481 ♠498 )
- Vandal bonus: 43 or more breakables smashed +10% Bonus.( ♣335 ♦580 ♥601 ♠622 )
- Ransack bonus: 53 or more breakables smashed +15% Bonus.( ♣503 ♦870 ♥901 ♠933 )
- Notes: The Spell Wards may respawn; if that happens, you will need to disable significantly more. In this case, 13 will only get you a Tamper bonus.
- Insta-killing Song seems to prevent more wards from spawning.
- Keeping the second wave of traps from appearing (by either searching *or* running into them) will keep the requirement from resetting, so don't search these out if you think you can avoid them.
- Similarly, avoiding searching out the first wave before the fight (i.e., luring Song and cohorts away from the traps before engaging, so the traps are neither searched nor run into) may also change the requirements (untested theory).
Loot
- Chests: 4
- One after defeating Nil
- One after defeating Song
- One after defeating Rand
- One after defeating Dom (end chest)
- Collectables: 6
- Adventurer's Pack on the ridge after Nils' ambush
- Adventurer's Pack on the point of the ridge further down (a little before Toven's ambush)
- Adventurer's Pack on a ridge just before Song's ambush
- Adventurer's Pack on a ridge just after Dolthin's ambush, amongst the spider trees
- Bones behind an outbuilding at the end
- Cabinet on the catwalk in the basement, to the north (can be reached by ladder at the far right, in the dark)
- NPC rewards: Standard
Named Chest Drop
Treads of Falling Shadow - Boots - Bound to Character on EquipBound to Character on Equip: This item is Bound to Character on Equip - End chest
- ML16: Striding +25%
Striding +25%: Makes the wearer more fleet of foot, giving a 25% bonus to run speed., 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., Dexterity +6
Dexterity +6: This item makes the wearer more nimble and dexterous, granting a +6 enhancement bonus to Dexterity., Exceptional Dexterity +1
Exceptional Dexterity +1: This item makes the wearer more nimble and dexterous, granting a +1 exceptional bonus to Dexterity.
- ML17: Striding +30%
Striding +30%: Makes the wearer more fleet of foot, giving a 30% bonus to run speed., 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., Dexterity +6
Dexterity +6: This item makes the wearer more nimble and dexterous, granting a +6 enhancement bonus to Dexterity., Exceptional Dexterity +1
Exceptional Dexterity +1: This item makes the wearer more nimble and dexterous, granting a +1 exceptional bonus to Dexterity.
- ML18: Striding +30%
Striding +30%: Makes the wearer more fleet of foot, giving a 30% bonus to run speed., 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., Dexterity +6
Dexterity +6: This item makes the wearer more nimble and dexterous, granting a +6 enhancement bonus to Dexterity., Insightful Dexterity +2
Insightful Dexterity +2: This item makes the wearer more nimble and dexterous, granting a +2 insight bonus to Dexterity.
- ML23: Striding +30%
Striding +30%: Makes the wearer more fleet of foot, giving a 30% bonus to run speed., 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., Dexterity +7
Dexterity +7: This item makes the wearer more nimble and dexterous, granting a +7 enhancement bonus to Dexterity., Insightful Dexterity +2
Insightful Dexterity +2: This item makes the wearer more nimble and dexterous, granting a +2 insight bonus to Dexterity.
- ML24: Striding +30%
Striding +30%: Makes the wearer more fleet of foot, giving a 30% bonus to run speed., 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., Dexterity +7
Dexterity +7: This item makes the wearer more nimble and dexterous, granting a +7 enhancement bonus to Dexterity., Insightful Dexterity +3
Insightful Dexterity +3: This item makes the wearer more nimble and dexterous, granting a +3 insight bonus to Dexterity.
- ML25: Striding +30%
Striding +30%: Makes the wearer more fleet of foot, giving a 30% bonus to run speed., 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., Dexterity +8
Dexterity +8: This item makes the wearer more nimble and dexterous, granting a +8 enhancement bonus to Dexterity., Insightful Dexterity +3
Insightful Dexterity +3: This item makes the wearer more nimble and dexterous, granting a +3 insight bonus to Dexterity.
Wizard's Ward - Orb - Bound to Character on EquipBound to Character on Equip: This item is Bound to Character on Equip - Song's chest
- ML16: +4 Orb Bonus
+4 Orb Bonus: While this orb is equipped and you are actively blocking, you gain a +4 orb bonus to all saving throws, as well as Acid, Cold, Fire, Electric, and Sonic resistances., †Random Spell Power 78, Spell Focus I
Spell Focus I: +1 Equipment bonus to the DC of all spells., Spell Penetration II
Spell Penetration II: Passive: +2 Equipment bonus to Spell Penetration checks., Elemental Absorption +5%
Elemental Absorption +5%: Passive: 5% Enhancement Bonus to Acid, Cold, Fire, and Electrical Absorption. (Absorption reduces damage from an element by a percentage, after resistance have been taken into account.)
- ML17: +5 Orb Bonus
+5 Orb Bonus: While this orb is equipped and you are actively blocking, you gain a +5 orb bonus to all saving throws, as well as Acid, Cold, Fire, Electric, and Sonic resistances., †Random Spell Power 84, Spell Focus I
Spell Focus I: +1 Equipment bonus to the DC of all spells., Spell Penetration II
Spell Penetration II: Passive: +2 Equipment bonus to Spell Penetration checks., Elemental Absorption +5%
Elemental Absorption +5%: Passive: 5% Enhancement Bonus to Acid, Cold, Fire, and Electrical Absorption. (Absorption reduces damage from an element by a percentage, after resistance have been taken into account.)
- ML18: +5 Orb Bonus
+5 Orb Bonus: While this orb is equipped and you are actively blocking, you gain a +5 orb bonus to all saving throws, as well as Acid, Cold, Fire, Electric, and Sonic resistances., †Random Spell Power 90, Spell Focus II
Spell Focus II: +2 Equipment bonus to the DC of all spells., Spell Penetration II
Spell Penetration II: Passive: +2 Equipment bonus to Spell Penetration checks., Elemental Absorption +5%
Elemental Absorption +5%: Passive: 5% Enhancement Bonus to Acid, Cold, Fire, and Electrical Absorption. (Absorption reduces damage from an element by a percentage, after resistance have been taken into account.)
- ML23: +6 Orb Bonus
+6 Orb Bonus: While this orb is equipped and you are actively blocking, you gain a +6 orb bonus to all saving throws, as well as Acid, Cold, Fire, Electric, and Sonic resistances., †Random Spell Power 108, Spell Focus II
Spell Focus II: +2 Equipment bonus to the DC of all spells., Spell Penetration III
Spell Penetration III: Passive: +3 Equipment bonus to Spell Penetration checks., Elemental Absorption +10%
Elemental Absorption +10%: Passive: 10% Enhancement Bonus to Acid, Cold, Fire, and Electrical Absorption. (Absorption reduces damage from an element by a percentage, after resistance have been taken into account.)
- ML24: +6 Orb Bonus
+6 Orb Bonus: While this orb is equipped and you are actively blocking, you gain a +6 orb bonus to all saving throws, as well as Acid, Cold, Fire, Electric, and Sonic resistances., †Random Spell Power 114, Spell Focus II
Spell Focus II: +2 Equipment bonus to the DC of all spells., Spell Penetration III
Spell Penetration III: Passive: +3 Equipment bonus to Spell Penetration checks., Elemental Absorption +10%
Elemental Absorption +10%: Passive: 10% Enhancement Bonus to Acid, Cold, Fire, and Electrical Absorption. (Absorption reduces damage from an element by a percentage, after resistance have been taken into account.)
- ML25: +7 Orb Bonus
+7 Orb Bonus: While this orb is equipped and you are actively blocking, you gain a +7 orb bonus to all saving throws, as well as Acid, Cold, Fire, Electric, and Sonic resistances., †Random Spell Power 120, Spell Focus II
Spell Focus II: +2 Equipment bonus to the DC of all spells., Spell Penetration III
Spell Penetration III: Passive: +3 Equipment bonus to Spell Penetration checks., Elemental Absorption +10%
Elemental Absorption +10%: Passive: 10% Enhancement Bonus to Acid, Cold, Fire, and Electrical Absorption. (Absorption reduces damage from an element by a percentage, after resistance have been taken into account.)
- †Random Spell Power: Combustion, Corrosion, Glaciation, Impulse, or Magnetism.
Monsters
Name ( picture • New Monster ) | CR | Type | Race |
---|---|---|---|
Brush Creeper ( view • edit ) | ♦18Normal ♥22Hard ♠28Elite ●♦24Epic Normal ●♥29Epic Hard | Vermin | Spider |
Dire Bear ( view • edit ) | ♦18Normal ●♥29Epic Hard | Animal | Bear |
Dolthin ( view • edit ) | ♦20Normal ♥24Hard ♠30Elite ●♦26Epic Normal ●♥30Epic Hard | Humanoid | Human |
Dom ( view • edit ) | ♦21Normal ♠31Elite ●♦27Epic Normal ●♥31Epic Hard | Humanoid | Human |
Dretch ( view • edit ) | ♦15Normal ♥17Hard ♠15/17/20Elite ●♦31Epic Normal ●♥35Epic Hard | Evil Outsider | Demon |
Netherese Wizard ( view • edit ) | ♦19Normal ♥23Hard ♠28Elite ●♦24Epic Normal ●♥30Epic Hard | Humanoid | Human |
Nil ( view • edit ) | ♦20Normal ♠30Elite ●♦26Epic Normal ●♥30Epic Hard | Humanoid | Human |
Pelloth ( view • edit ) | ♦20Normal ♠30Elite ●♦26Epic Normal ●♥30Epic Hard | Elf | Drow Elf |
Rand ( view • edit ) | ♦20Normal ♠30Elite ●♦26Epic Normal ●♥30Epic Hard | Halfling | Halfling |
Roving Wolf ( view • edit ) | ♦18Normal ♠28Elite ●♦24Epic Normal ●♥29Epic Hard | Animal | Wolf |
Sellsword Archer ( view • edit ) | ♦18Normal ♥22Hard ♠28Elite ●♦24Epic Normal ●♥29Epic Hard | Humanoid | Human |
Sellsword Brute ( view • edit ) | ♦19Normal ♥23Hard ♠29Elite ●♦24Epic Normal ●♥30Epic Hard | Humanoid | Human |
Sellsword Footpad ( view • edit ) | ♦18Normal ♥22Hard ♠28Elite ●♥29Epic Hard | Humanoid | Human |
Sellsword Skirmisher ( view • edit ) | ♦18Normal ♥22Hard ♠28Elite ●♥29Epic Hard | Humanoid | Human |
Slam ( view • edit ) | ♦20Normal ♠30Elite ●♦26Epic Normal ●♥30Epic Hard | Elemental | Earth Elemental |
Song ( view • edit ) | ♦20Normal ♠30Elite ●♦26Epic Normal ●♥30Epic Hard | Elf | Elf |
Summoned Shadow ( view • edit ) | ♠26Elite ●♥27Epic Hard | Undead | Shadow |
Thoven ( view • edit ) | ♦20Normal ♠30Elite ●♦26Epic Normal ●♥30Epic Hard | Elf | Elf |
Udere ( view • edit ) | ♦20Normal ♠30Elite ●♦26Epic Normal ●♥30Epic Hard | Elf | Drow Elf |
Umbral Worg ( view • edit ) | ♦19Normal ♥23Hard ♠29Elite ●♥30Epic Hard | Undead | Shadow |
Greenweald Lane quests
The High Road of Shadows quests
The Netherese Legacy chain quests
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