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Foundation of Discord
The aurum consist of four concords -- copper, silver, gold, and platinum. Rumor is they have sent their best to fight for the Stormreaver.
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Foundation of Discord | |
Heroic level: | 13 |
Epic level: | 24 |
Duration: | Long |
Heroic XP: | ♣2,344Solo/Casual ♦4,089Normal ♥4,270Hard ♠4,452Elite |
Epic XP: | ♣10,093Solo/Casual ♦17,339Normal ♥17,856Hard ♠18,373Elite |
Takes place in: | Aurum Lair |
Bestowed by: | Walk-Up |
NPC contact: | Neemef Bakto |
Quest acquired in: | Ruins of Gianthold |
Patron: | Agents of Argonnessen |
Base favor: | 6 |
Purchase: | Ruins of Gianthold or VIP |
Extreme Challenge: | No |
Overview
Exploring Gianthold, you came across an area guarded by the aurum. Explore this encampment, if in fact they are here to help aid the Stormreaver, eliminate them.
- Reaching Aurum Encampment entrance automatically bestows quest.
Spoiler Warning: Spoiler material below this point!
Objectives
- Explore the aurum encampment
- Slay Duncan the Wayfarer
- Slay Mars the Dynamo
- Slay Tinius the White
- Extinguish the magic runes (total 3)
- Slay Patrick the Maniacal
- (Optional) Slay Lirange the Oracle — Bonus (18%): Heroic( ♣422 ♦736 ♥769 ♠801 ) Epic( ♣1,817 ♦3,121 ♥3,214 ♠3,307 )
- (Optional) Jonesy the Round — Bonus (15%): Heroic( ♣352 ♦613 ♥641 ♠668 ) Epic( ♣1,514 ♦2,601 ♥2,678 ♠2,756 )
What to Expect
- Collapsible floor
- Spawning/respawning monsters
Known Traps
- Blade, Sonic, Electric
Tips and Misc
This quest is a bit tougher than other Gianthold quests. Running this quest below level 12 is dangerous and likely to result in many deaths.
Useful elemental buffs:
- Normal: acid, fire, sonic
- Elite: cold (final fight)
Walkthrough
(thanks mainly to Lost Leader)
Clear down through the hallway until you reach the central shrine chamber. Unable to continue forward, you will have to clear out the side halls. These each split into two, so you will have a total of four hallways.
Three of the halls (all but the optional southwest) are required to advance. Many of the guards in these passages are hiding, making them hard to see until you are upon them. Each end room contains an orange-named apprentice caster of Patrick the Maniacal, a half-dozen miscellaneous guards, and a rune which automatically extinguishes upon defeating the apprentice. Once all three runes are extinguished, you can advance south from the central shrine room to the end fight.
- The hidden door in the North-east rune passage is a trap, plain and simple. Two sets of spikes are launched from the trap, usually killing whoever is standing in front of it. Fight the urge, don't open that door. (Once triggered, the menacing spikes do no damage to anyone moving through them.)
- (Optional) There is a secret door and a chest in the end room of the southeast passage.
- (Optional) The southwest hall leads to a locked door. Through here is a library with a secret door from the upper level. That room has a larger group of casters, archers and melee guarding a chest.
End fight
The next room south is the entry hall for Patrick the Maniacal's chamber, another fight against some trash and casters. When you enter Patrick’s chamber, you will find him encased in an impenetrable force cube, and surrounded by more guards and four gongs. You must ring all four gongs to destroy the floor under the cube to get to Patrick. The gongs turn on undisarmable sonic traps.
Patrick summons earth, air and fire elementals to defend him. If you want to go for conquest, kill all the elementals. They do eventually stop respawning and your kills should be at about 163 (they don't stop respawning on Heroic Hard, kills were around 250). The remaining kills you need for conquest are spawned by/with Patrick.
On Epic Elite, Patrick has over 118,000 HP. A ranged option against him, away from the direct reach of his elementals, may be a stronger kill option. Before you reach him, you'll need to eliminate the powerful Bards and Rogues that cause stuns and devastating sneak attacks, respectively. Each of the orange-named Concords deliver massive piercing damage. Charm and dominate effects help greatly here.
The end chest will have 1 Ancient Dragon Relic in Heroic difficulty (2 if completed on Elite/Reaper), and up to 2 Restored Dragon Relics in Epic.
Bonus XP
- Aggression bonus: 105 or more monsters killed +10% Bonus.( ♣234 ♦409 ♥427 ♠445 )
- Onslaught bonus: 130 or more monsters killed +15% Bonus.( ♣352 ♦613 ♥641 ♠668 )
- Conquest bonus: 166 or more monsters killed +25% Bonus.( ♣586 ♦1,022 ♥1,068 ♠1,113 )
- Neutralization bonus: 2 or more traps disarmed +20% Bonus.( ♣469 ♦818 ♥854 ♠890 )
- Perception bonus: 2 or more secret doors discovered +10% Bonus.( ♣234 ♦409 ♥427 ♠445 )
- Mischief bonus: 42 or more breakables smashed +8% Bonus.( ♣188 ♦327 ♥342 ♠356 )
- Vandal bonus: 54 or more breakables smashed +10% Bonus.( ♣234 ♦409 ♥427 ♠445 )
- Ransack bonus: 67 or more breakables smashed +15% Bonus.( ♣352 ♦613 ♥641 ♠668 )
Loot
- Chests: 3
- 1 behind a secret door in the South-east wing
- 1 behind a locked door for killing Lirange the Oracle (Dwarf, found in the South-west wing)
- 1 at the end for killing Patrick the Maniacal (Dwarf)
- Collectables: 5
- Bookshelf in southwest secret room
- Alchemy Table in southeast room
- Crude Altar in northeast room
- Bookshelf in room with final chest
- Alchemy Table in room with final chest
- NPC rewards: Random item
Named Chest Drop
Arkat's Cord - Belt - Bound to Character on EquipBound to Character on Equip: This item is Bound to Character on Equip - End chest
- ML12: Vitality +20
Vitality +20: Passive: +20 Vitality bonus to Hit Points., Reinforced Fists
Reinforced Fists: This item surrounds your fists with kinetic energy. Your unarmed damage is boosted by one half die.
- ML13: Vitality +20
Vitality +20: Passive: +20 Vitality bonus to Hit Points., Reinforced Fists
Reinforced Fists: This item surrounds your fists with kinetic energy. Your unarmed damage is boosted by one half die., Colorless Augment Slot: Empty
Colorless Augments
- Named: Category:Colorless augments
- Ability (Enhancement bonus): +1 to +14
- Ability (Exceptional bonus): +1
- Ability (Insight bonus): +5
- Skills, except UMD (Competence bonus): +5 to +20
- ML14: Vitality +20
Vitality +20: Passive: +20 Vitality bonus to Hit Points., Reinforced Fists
Reinforced Fists: This item surrounds your fists with kinetic energy. Your unarmed damage is boosted by one half die., Yellow Augment Slot: Empty
Yellow Augments
- Named: Category:Yellow augments
- Deathblock
- Elemental Resistance: +5 to +45
- Immunity: Fear, Blindness
- Movement: Feather Falling, Striding: +10% to +30%, Swiftness +5% to +15%, Underwater Action
- Proof Against Disease, Poison: +2 to +10
- Spell Focus, Greater Spell Focus (Enhancement bonus)
- Spell points (Enhancement bonus): +19 to +294
- Damage: +1 to +11
- Spell penetration: +1 to +9
- Named: Category:Colorless augments
- Ability (Enhancement bonus): +1 to +14
- Ability (Exceptional bonus): +1
- Ability (Insight bonus): +5
- Skills, except UMD (Competence bonus): +5 to +20
- ML23: Vitality +20
Vitality +20: Passive: +20 Vitality bonus to Hit Points., Reinforced Fists
Reinforced Fists: This item surrounds your fists with kinetic energy. Your unarmed damage is boosted by one half die., Yellow Augment Slot: Empty
Yellow Augments
- Named: Category:Yellow augments
- Deathblock
- Elemental Resistance: +5 to +45
- Immunity: Fear, Blindness
- Movement: Feather Falling, Striding: +10% to +30%, Swiftness +5% to +15%, Underwater Action
- Proof Against Disease, Poison: +2 to +10
- Spell Focus, Greater Spell Focus (Enhancement bonus)
- Spell points (Enhancement bonus): +19 to +294
- Damage: +1 to +11
- Spell penetration: +1 to +9
- Named: Category:Colorless augments
- Ability (Enhancement bonus): +1 to +14
- Ability (Exceptional bonus): +1
- Ability (Insight bonus): +5
- Skills, except UMD (Competence bonus): +5 to +20
Colorless Augments
- Named: Category:Colorless augments
- Ability (Enhancement bonus): +1 to +14
- Ability (Exceptional bonus): +1
- Ability (Insight bonus): +5
- Skills, except UMD (Competence bonus): +5 to +20
- ML24: Vitality +20
Vitality +20: Passive: +20 Vitality bonus to Hit Points., Reinforced Fists
Reinforced Fists: This item surrounds your fists with kinetic energy. Your unarmed damage is boosted by one half die., Green Augment Slot: Empty
Green Augments
- Named: Category:Green augments
- Named: Category:Blue augments
- AC: Natural Armor Bonus (+1 to +14) or Protection (Deflection bonus) (+1 to +11)
- ASF reduction: -5% to -15%
- Fortification: +25% to +100%
- Good Luck: +1 or +2
- Hit points: +4 to +54
- Max Dex Bonus (Armor): +1 or +2
- Defense (PRR and MRR): +3 to +36
- Saves (Resistance bonus): +1 to +11
- Dodge: +1% to +14%
- Tactics DCs (Stunning, Sunder, Trip): +2 to +16
- Accuracy: +2 to +22
- Positive/Negative/Repair Healing Amplification: +3 to +57
- Named: Category:Yellow augments
- Deathblock
- Elemental Resistance: +5 to +45
- Immunity: Fear, Blindness
- Movement: Feather Falling, Striding: +10% to +30%, Swiftness +5% to +15%, Underwater Action
- Proof Against Disease, Poison: +2 to +10
- Spell Focus, Greater Spell Focus (Enhancement bonus)
- Spell points (Enhancement bonus): +19 to +294
- Damage: +1 to +11
- Spell penetration: +1 to +9
- Named: Category:Colorless augments
- Ability (Enhancement bonus): +1 to +14
- Ability (Exceptional bonus): +1
- Ability (Insight bonus): +5
- Skills, except UMD (Competence bonus): +5 to +20
Colorless Augments
- Named: Category:Colorless augments
- Ability (Enhancement bonus): +1 to +14
- Ability (Exceptional bonus): +1
- Ability (Insight bonus): +5
- Skills, except UMD (Competence bonus): +5 to +20
- ML25: Vitality +20
Vitality +20: Passive: +20 Vitality bonus to Hit Points., Reinforced Fists
Reinforced Fists: This item surrounds your fists with kinetic energy. Your unarmed damage is boosted by one half die., Green Augment Slot: Empty
Green Augments
- Named: Category:Green augments
- Named: Category:Blue augments
- AC: Natural Armor Bonus (+1 to +14) or Protection (Deflection bonus) (+1 to +11)
- ASF reduction: -5% to -15%
- Fortification: +25% to +100%
- Good Luck: +1 or +2
- Hit points: +4 to +54
- Max Dex Bonus (Armor): +1 or +2
- Defense (PRR and MRR): +3 to +36
- Saves (Resistance bonus): +1 to +11
- Dodge: +1% to +14%
- Tactics DCs (Stunning, Sunder, Trip): +2 to +16
- Accuracy: +2 to +22
- Positive/Negative/Repair Healing Amplification: +3 to +57
- Named: Category:Yellow augments
- Deathblock
- Elemental Resistance: +5 to +45
- Immunity: Fear, Blindness
- Movement: Feather Falling, Striding: +10% to +30%, Swiftness +5% to +15%, Underwater Action
- Proof Against Disease, Poison: +2 to +10
- Spell Focus, Greater Spell Focus (Enhancement bonus)
- Spell points (Enhancement bonus): +19 to +294
- Damage: +1 to +11
- Spell penetration: +1 to +9
- Named: Category:Colorless augments
- Ability (Enhancement bonus): +1 to +14
- Ability (Exceptional bonus): +1
- Ability (Insight bonus): +5
- Skills, except UMD (Competence bonus): +5 to +20
Yellow Augments
- Named: Category:Yellow augments
- Deathblock
- Elemental Resistance: +5 to +45
- Immunity: Fear, Blindness
- Movement: Feather Falling, Striding: +10% to +30%, Swiftness +5% to +15%, Underwater Action
- Proof Against Disease, Poison: +2 to +10
- Spell Focus, Greater Spell Focus (Enhancement bonus)
- Spell points (Enhancement bonus): +19 to +294
- Damage: +1 to +11
- Spell penetration: +1 to +9
- Named: Category:Colorless augments
- Ability (Enhancement bonus): +1 to +14
- Ability (Exceptional bonus): +1
- Ability (Insight bonus): +5
- Skills, except UMD (Competence bonus): +5 to +20
- Works with conjured arrows or bolts, if the quiver is equipped. The arrows or bolts can be put straight into the ammo inventory slot.
Monsters
Name ( picture ) | CR | Type | Race |
---|---|---|---|
Copper Concord Bard ( view • edit ) | ♦13Normal ♥15Hard ♠18Elite | Humanoid | Human |
Copper Concord Rogue ( view • edit ) | ♦10Normal ♥12Hard ♠15Elite ●♥27Epic Hard | Halfling | Halfling |
Duncan the Wayfarer ( view • edit ) | ♦16Normal ♥18Hard ♠21Elite ●♦27Epic Normal | Dwarf | Dwarf |
Elder Air Elemental ( view • edit ) | ♦11Normal ♥13Hard ●♦22Epic Normal ●♠45Epic Elite | Elemental | Air Elemental |
Elder Earth Elemental ( view • edit ) | ♦13Normal ♥15Hard ♠18Elite | Elemental | Earth Elemental |
Elder Fire Elemental ( view • edit ) | ♦12Normal ♥14Hard ♠17Elite ●♥31Epic Hard | Elemental | Fire Elemental |
Gold Concord Cleric ( view • edit ) | ♦15Normal ♥17Hard ♠20Elite ●♥29Epic Hard | Dwarf | Dwarf |
Gold Concord Fighter ( view • edit ) | ♦12Normal ♥14Hard ♠17Elite | Dwarf | Dwarf |
Gold Concord Wizard ( view • edit ) | ♦15Normal ♥17Hard ♠20Elite ●♥29Epic Hard | Dwarf | Dwarf |
Jonesy the Round ( view • edit ) | ♦16Normal ♥18Hard ♠21Elite ●♦27Epic Normal | Dwarf | Dwarf |
Lirange the Oracle ( view • edit ) | ♦16Normal ♥18Hard ♠21Elite ●♦27Epic Normal | Dwarf | Dwarf |
Mars the Dynamo ( view • edit ) | ♦16Normal ♥18Hard ♠21Elite ●♦27Epic Normal | Dwarf | Dwarf |
Patrick the Maniacal ( view • edit ) | ♥19Hard ♠22Elite ●♦28Epic Normal | Dwarf | Dwarf |
Shrieking Defender ( view • edit ) | ♦11Normal ♥13Hard ♠16Elite | Construct | Iron Defender |
Silver Concord Fighter ( view • edit ) | ♦13Normal ♥15Hard ♠18Elite ●♥29Epic Hard | Humanoid | Human |
Silver Concord Ranger ( view • edit ) | ♦12Normal ♥14Hard ♠17Elite ●♥28Epic Hard | Elf | Elf |
Tinius the White ( view • edit ) | ♦16Normal ♠21Elite ●♦27Epic Normal | Dwarf | Dwarf |
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