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Madstone Crater
Madstone Crater is the 1st quest in The Ruins of Gianthold story arc![]() Completing everything in a story arc often yields a nice reward.. |
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The first three quests can be completed in any order to unlock Gianthold Tor. |
Madstone Crater • The Prison of the Planes • A Cabal for One • Gianthold Tor • The Reaver's Fate |
Strange magic is maddening the giants in Gianthold. Its source is somewhere within the twisted passages of this crater.
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Madstone Crater | |
Heroic level: | 14 |
Epic level: | None |
Duration: | Very Long |
Heroic XP: | ♣4,002Solo/Casual ♦6,969Normal ♥7,268Hard ♠7,566Elite |
Epic XP: | Return to Madstone Crater |
Takes place in: | Madstone Crater |
Bestowed by: | Blaze ar'Rhind |
NPC contact: | Blaze ar'Rhind |
Quest acquired in: | Gianthold |
Patron: | Agents of Argonnessen |
Base favor: | 8 |
Purchase: | Ruins of Gianthold or VIP |
Extreme Challenge: | No |
Overview
Blaze ar'Rhind is convinced a strange madness has possessed the giants around Gianthold Tor. His seers believe the cause lies in magic coming from Madstone Crater. Accompany his party there, in case the magic overcomes the giants trying to stop it.
Spoiler Warning: Spoiler material below this point!
Objectives
- Speak to the Fire Giant Chieftain
- Rescue the first seer
- Defeat the first Seer's Giant Skeleton Guards (4 total)
- Meet the seer at the first crystal and start the shattering
- Defend the seer until the first crystal is shattered
- Rescue the second seer
- Defeat the second Seer's Giant Skeleton Guards (4 total)
- Meet the seer at the second crystal and start the shattering
- Defend the seer until the second crystal is shattered
- Rescue the third seer
- Defeat the third Seer's Giant Skeleton Guards (2 total)
- Meet the seer at the third crystal and start the shattering
- Defend the seer until the third crystal is shattered
- Return to the Fire Giant Chieftain
- Defeat the skeleton warlock
- Return to the Fire Giant Chieftain
- (Optional) Clear the entrance field (20 total) — Bonus (25%): Heroic( ♣1,001 ♦1,742 ♥1,817 ♠1,892 )
- (Optional) Defeat fifty infected Storm's Heart — Bonus (25%): Heroic( ♣1,001 ♦1,742 ♥1,817 ♠1,892 )
- (Optional) Slay 6 Madstone Enchanters — Bonus (25%): Heroic( ♣1,001 ♦1,742 ♥1,817 ♠1,892 )
What to Expect
- Chaos Orb
- Spawning/respawning monsters
Tips and Misc
- Useful Spells: Flesh to Stone, Solid Fog, Cloudkill, Invisibility, Web, Charm Monster
- Useful Buffs: Resistance to Cold/Electricity; Protection from Cold/Electricity
- Useful Weapons: Paralyzers, disruptors, and wounders
Walkthrough
(Based on Lost Leader's Guide)
Stepping in will bring you to the first killing field – You have two options here:
- First is to clear out the area before moving on (usually the wiser option until you know the dungeon well)
- It can be a tough fight – Multiple waves of enemies spawn as the previous wave is taken down
- Creatures that are insane due to the Madstone, such as the Minotaurs, are immune to mind affecting spells
- Solid Fog, paralyzers and web help slow them down
- Cloudkill and wounding weapons to drain CON work well
- Alternatively, regular DPS works
- Ogre Magi will cast Cone of Cold, Chain Lightning and Symbol of Pain
- Creatures that are insane due to the Madstone, such as the Minotaurs, are immune to mind affecting spells
- It can be a tough fight – Multiple waves of enemies spawn as the previous wave is taken down
- Second is to quickly take a U-Turn to the right, and deal with this place later
Once the entrance is clear proceed to the cave north-east of the entrance, marked "7" on the map.
- This cave has a shrine to the right, a locked door to the left and an exit straight ahead
- The locked door leads to an optional hall with a treasure chest
- The door can be picked (Lock DC) or unlocked with the key (found on an outcropping to the left in the lava shallows through the next cave exit)
- There are Giant Skeleton Warriors, Giant Skeleton Barbarians and Madstone Enchanters down the hall
- When fighting the Enchanters, Casters should stay back and use Web or similar – If Casters get aggro, the Enchanters will cast Madstone Rage on them, which will prevent spell-casting
- Note: The exit from this cave can be also accessed by jumping down from near the Third Crystal, so the optional corridor can also be left until towards the end of the quest
Head back out to the entrance area, then use the second cave entrance (just south of the quest entrance, "0" on the map) to proceed
- There are 3 Seers to free, then 3 Crystals to be shattered. Each section has the same basic pattern:
- Head through cave, killing Minotaurs, Trolls and Ogres, until you reach an area with bone gates
- Defeat the Giant Skeleton Guards to open the gates
- Kill the Madstone Enchanter in the room to free the Storm Heart Seer from domination
- Speak to the Storm Heart Seer, then he will teleport to his Crystal
- Head through cave, killing Minotaurs, Trolls and Ogres, until you reach the exit
- Head across the surface, killing Minotaurs, Trolls, Ogres and Giant Skeletons, until you reach the Storm Heart Seer/Crystal
- Protect the Storm Heart Seer as he dances a 3 minute-long ritual to destroy the Crystal
- Head to the entrance to the next cave
- Freeing the Storm Heart Seers
- The Seer will attack you, but can generally be ignored (or kited) while you kill the Madstone Enchanter controlling him
- Once the Enchanter is dead, remember to speak to the Seer – he will not move to the Crystal until you do
- Protecting Seer at Crystal 1
- The Seer will start dancing once you talk to him
- The dance lasts 3 minutes and the Crystal breaks once the ritual is complete
- The Seer will take damage from enemies – You must protect him while he dances or he will have to start again if his health drops too low (restarting the 3 minute timer)
- The Seer will not die – he heals fully every time he restarts the ritual
- Casting Invisibility on the Seer helps a lot as enemies will aggro on you, not him
- There is no change to the Seer's appearance when the spell is cast from a Wand on the Seers. It's unclear if this is a visual bug or the spell is nor working.
- If the Seer takes damage, you (or a Cleric/FvS hireling set to Interact with him) can heal him, so he lasts longer
- A wave of Minotaurs will come out of the gate at the bottom of the ramp to attack the Seer
- Every Minotaur you kill will spawn another at the gate within a few seconds
- A caster can turn the Minotaurs to stone, leaving them as statues for as long as possible – This prevents respawn
- A high AC/low DPS character can grab aggro and keep it (taking them down very slowly), provided no-one else attacks them, preventing respawn
- Once the Crystal is shattered, any remaining Minotaurs can be killed
- Every Minotaur you kill will spawn another at the gate within a few seconds
- The Seers can be protected by brute force, if no spells or delaying tactics are available, but it can be difficult
- The cave to Seer 2 can be reached by going back down the ramp from the Seer until there is a path to the left (East), and following this to the next cave entrance ("Central Cave Entrance")
- Protecting Seer at Crystal 2
- This Seer is reached by proceeding through the next cave until a cross intersection is reached. Straight ahead is a shrine, to the left and right are locked gates.
- Kill the giant skeleton guardians and the gate to the right opens, revealing the Seer and giant skeleton mage (per above).
- Kill the giant skeleton mage to open the gate to the left, and then follow it to an exit.
- Proceed directly south, up the slope to find the new location of Seer 2.
- Don't kill the giant skeletons yet, they can block some paths to the crystal.
- The Seer behaves the same way as with Crystal 1, but there are different enemies attacking. Useful buffs for the Seer include:
- Invisibility (as above)
- Cold and Electricity Protection/Resistance as protection against spells from the Runetusk War-Mages
- Blur/Displacement
- Minotaurs, Trolls and Ogres attack up the 4 ramps from below, while a Runetusk War-Mage attacks from above
- Minotaurs use melee attacks only
- Trolls, Ogres used ranged and melee attacks
- Runetusk War-Mages use spells and ranged attacks
- As before, enemies respawn if killed
- Cloudkill at the bottom of each ramp, before you start the process, can bottle up enemies down below
- Tactics used for Crystal 1 also work
- The cave to Seer 3 can be reached by going back down the ramp from the Seer (almost back to the entry point), then taking the path to the right (North), and following this to the next cave entrance ("Northeast Cave Entrance")
- Protecting Seer at Crystal 3
- The Seer behaves the same way as with Crystal 2. Useful buffs for the Seer include:
- Invisibility (as above)
- Cold and Electricity Protection/Resistance as protection against spells from the Runetusk War-Mages
- Blur/Displacement (especially useful due to multiple archers from above)
- Ogres and Runetusk War-Mages will attack from multiple positions above
- Ogres ranged attacks and melee if you approach them
- Runetusk War-Mages use spells and ranged attacks
- Minotaurs will attack up the single ramp from below
- Minotaurs use melee attacks only
- If you can cast Invisibility on the Seer, do it immediately after you talk to him (before anyone arrives on the ledge above) if you have a 3 minute duration clicky/wand or beforehand if it lasts longer than 3 minutes
- The Ogres and Runetusk War-Mages will ignore the Seer and ignore you too if you are out of sight until Invisibility runs out
- The party can then stand on the ramp, out of sight of the enemies on the ledge, and kill the Minotaurs on the ramp until the Crystal is shattered
- If the Seer is not invisible and the party size is small:
- A player with curative spells or a Cleric/FvS hireling can be positioned in sight of the Seer, but out of sight of the Ledges to heal him from damage from above until the Crystal is shattered
- The rest of the party can then deal with the Minotaurs as above
- If the Seer is not invisible and the party is larger:
- The same tactics can be used as with Crystals 1 and 2
- Melee characters can use the side ramp (or stand below it) to take care of Minotaurs, taking care not to stand where they can be knocked off
- Casters with Charms/Flesh to Stone/Cloudkill are useful up top
- Charm as many on the top shelf as you can, to have them fight one another
- Solid Fog and Cloudkill can be used up top and on the ramp (to assist the melees)
- A player with curative spells or a Cleric/FvS hireling can focus on the Giant, as above
- Alternatively, it is possible to grab the aggro of all the enemies on the top shelf (grabbing aggro works more consistently by being near them when they get into position), then hide at the mouth of the ramp out of range of the attackers and kill the Minotaurs as they arrive. The enemies on the top will not re-aggro onto the seer, despite not being able to hit you. Works well for solo or very small groups without any of the aforementioned tactics available.
- Note that if you fall off the edge, you will fall into the lava below. The lava can be tanked long enough to wade to the exit tunnel that leads back up to the starting field (the ramp is surrounded by Deep Lava, which does significantly more damage, so be careful!). From there, you can get back to the crystal by retracing your steps (though it is a long walk, movement speed increasing items/spells are recommended!).
- BUG: It is unknown exactly how, but it is possible for the third seer to be "dislodged" from the crystal. He will slide over to the mouth of the ramp the Minotaurs arrive from and will continue the ritual there. This does not affect the ritual in any way, though it does make it slightly harder to protect against the Minotaurs, since the seer is closer to them and one will frequently take a shortcut and slide up the steep slope. This seems to happen most consistently when a solo player falls off the plateau.
- The Seer behaves the same way as with Crystal 2. Useful buffs for the Seer include:
Once the third crystal is shattered, jump down to the lava river to the south
- The entrance to the first cave with the optional chest is there ("6" on the map), giving access back to the entrance area
- The optional can be completed now if it wasn't done earlier
- Head up to the entrance area to speak to Blaze
Blaze tells you the gate to the Madstone is now open, now you just have to fight your way up to it
- Clear the path of the final infected soldiers, and get ready to run up the spire
- There are Xoriat Chaos Orbs, casting random effects, on the top of the spire. They are almost impossible to avoid due to the small size of the area
- Cast Death Ward and any other relevant buffs spells need to compensate for Orb effects
- Sprint to the top and fight the Red-named Warlock of Madstone, a giant skeleton
- He will often have spell immunity protecting him from most 4th Level and lower spells, so watch his inspection screen to confirm what defences he has
- The Warlock can cast Telekinesis to throw you off the spire. He tends to do this at low health, so placing a stationary source of damage (such as artificer's Flame Turret) can be useful to deal damage while you are walking back.
- The End Chest is on top of the Spire after defeating the Warlock (even though the quest does not complete here)
- There is a chance at unique loot, and 1d3 I:Ancient Giant Relics
Head back to Blaze to complete the quest.
Bonus XP
- Aggression bonus: 73 or more monsters killed +10% Bonus.( ♣400 ♦697 ♥727 ♠757 )
- Onslaught bonus: 95 or more monsters killed +15% Bonus.( ♣600 ♦1,045 ♥1,090 ♠1,135 )
- Conquest bonus: 117 or more monsters killed +25% Bonus.( ♣1,001 ♦1,742 ♥1,817 ♠1,892 )
Loot
- Chests: 3
- One in the second Seer room
- One behind a locked door for killing the triplet of Madstone Enchanters
- One at the end for killing the Warlock of Madstone
- Collectables: 8
- Adventurer's Pack in the entrance area
- Fungus Patch near the first Seer/Madstone Enchanter
- Rubble on the path to the first crystal
- Alchemy Table near the second Seer/Madstone Enchanter
- Adventurer's Pack a bit off path to the second crystal
- Fungus Patch near the third Seer/Madstone Enchanter
- Rubble on a ledge at the path to the third crystal
- Cabinet near the triplet of Madstone Enchanters
- NPC rewards: standard
Named Chest Drop
Ancient Band - Ring (End chest)
- ML12: Protection +4
Protection +4: Passive: +4 Deflection bonus to Armor Class., Fortification +100%
Fortification +100%: +100% Enhancement bonus to reduced chance of taking critical damage on a critical hit.
- ML13: Protection +5
Protection +5: Passive: +5 Deflection bonus to Armor Class., Fortification +100%
Fortification +100%: +100% Enhancement bonus to reduced chance of taking critical damage on a critical hit.
- ML14: Protection +5
Protection +5: Passive: +5 Deflection bonus to Armor Class., Fortification +100%
Fortification +100%: +100% Enhancement bonus to reduced chance of taking critical damage on a critical hit., 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
Axe of Adaxus - Battleaxe (End chest)
- ML12: 1.5[1d10] 20 / x4, +5 Enhancement Bonus
+5 Enhancement Bonus: +5 enhancement bonus to attack and damage rolls., Red Augment Slot: Empty
Red Augments
- Named: Category:Red augments
- DR bypass: Alignment, Material
- Elemental damage: +1d6 to +9d6
- Spell Power (Enhancement bonus): +38 to +153
- 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
Fire Resistance +20: Passive: +20 Enhancement bonus to your Fire Resistance.
- ML13: 1.5[1d10] 20 / x4, +5 Enhancement Bonus
+5 Enhancement Bonus: +5 enhancement bonus to attack and damage rolls., Red Augment Slot: Empty
Red Augments
- Named: Category:Red augments
- DR bypass: Alignment, Material
- Elemental damage: +1d6 to +9d6
- Spell Power (Enhancement bonus): +38 to +153
- 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
Orange Augments
- Named: Category:Orange 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:Red augments
- DR bypass: Alignment, Material
- Elemental damage: +1d6 to +9d6
- Spell Power (Enhancement bonus): +38 to +153
- 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: 2.0[1d10] 20 / x4, +5 Enhancement Bonus
+5 Enhancement Bonus: +5 enhancement bonus to attack and damage rolls., Red Augment Slot: Empty
Red Augments
- Named: Category:Red augments
- DR bypass: Alignment, Material
- Elemental damage: +1d6 to +9d6
- Spell Power (Enhancement bonus): +38 to +153
- 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
Orange Augments
- Named: Category:Orange 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:Red augments
- DR bypass: Alignment, Material
- Elemental damage: +1d6 to +9d6
- Spell Power (Enhancement bonus): +38 to +153
- 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
- ML12: Spellcasting Implement +12
Spellcasting Implement +12: Passive: +12 Implement bonus to Universal Spell Power., +4 Enhancement Bonus
+4 Enhancement Bonus: +4 enhancement bonus to attack and damage rolls., Combustion +66
Combustion +66: Passive: +66 Equipment bonus to Fire Spell Power., Fire Lore III
Fire Lore III: Passive: Your Fire spells gain a 13% Equipment bonus to their chance to critical hit., Evocation Focus +1
Evocation Focus +1: +1 Equipment bonus to the DC of Evocation spells.
- ML13: Spellcasting Implement +12
Spellcasting Implement +12: Passive: +12 Implement bonus to Universal Spell Power., +4 Enhancement Bonus
+4 Enhancement Bonus: +4 enhancement bonus to attack and damage rolls., Combustion +72
Combustion +72: Passive: +72 Equipment bonus to Fire Spell Power., Fire Lore III
Fire Lore III: Passive: Your Fire spells gain a 13% Equipment bonus to their chance to critical hit., Evocation Focus +1
Evocation Focus +1: +1 Equipment bonus to the DC of Evocation spells.
- ML14: Spellcasting Implement +15
Spellcasting Implement +15: Passive: +15 Implement bonus to Universal Spell Power., +5 Enhancement Bonus
+5 Enhancement Bonus: +5 enhancement bonus to attack and damage rolls., Combustion +72
Combustion +72: Passive: +72 Equipment bonus to Fire Spell Power., Fire Lore V
Fire Lore V: Passive: Your Fire spells gain a 15% Equipment bonus to their chance to critical hit., Evocation Focus +1
Evocation Focus +1: +1 Equipment bonus to the DC of Evocation spells.
Girdle of Giants' Brawn - Belt
- ML12: Strength +6
Strength +6: This item gives the wearer the power of Ogre Strength, granting a +6 enhancement bonus to Strength., 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
Intelligence -3: This item makes the wearer slow-witted, granting -3 Intelligence., Wisdom -3
Wisdom -3: This item makes the wearer foolish, granting -3 Wisdom.
- ML13: Strength +6
Strength +6: This item gives the wearer the power of Ogre Strength, granting a +6 enhancement bonus to Strength., 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
Intelligence -2: This item makes the wearer slow-witted, granting -2 Intelligence., Wisdom -2
Wisdom -2: This item makes the wearer foolish, granting -2 Wisdom.
- ML14: Strength +6
Strength +6: This item gives the wearer the power of Ogre Strength, granting a +6 enhancement bonus to Strength., 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
Curse of Dullness: Passive -1 Penalty to Intelligence. (The minimum level required to equip this item is lower than normal due to this curse.)
- ML12: Magnetism +66
Magnetism +66: Passive: +66 Equipment bonus to Electricity Spell Power., Lightning Lore III
Lightning Lore III: Passive: Your Electricity spells gain a 13% Equipment bonus to their chance to critical hit., 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
- ML13: Magnetism +66
Magnetism +66: Passive: +66 Equipment bonus to Electricity Spell Power., Lightning Lore IV
Lightning Lore IV: Passive: Your Electricity spells gain a 14% Equipment bonus to their chance to critical hit., 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: Magnetism +72
Magnetism +72: Passive: +72 Equipment bonus to Electricity Spell Power., Lightning Lore IV
Lightning Lore IV: Passive: Your Electricity spells gain a 14% Equipment bonus to their chance to critical hit., 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
Steady Handed Armbands - Bracers (End chest)
- ML12: Attack Bonus +1
Attack Bonus +1: Provides a +1 competence bonus to your attack rolls., Dexterity +4
Dexterity +4: This item makes the wearer more nimble and dexterous, granting a +4 enhancement bonus to Dexterity.
- ML13: Attack Bonus +1
Attack Bonus +1: Provides a +1 competence bonus to your attack rolls., 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
Dexterity +4: This item makes the wearer more nimble and dexterous, granting a +4 enhancement bonus to Dexterity."
- ML14: Attack Bonus +2
Attack Bonus +2: Provides a +2 competence bonus to your attack rolls., 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
Dexterity +4: This item makes the wearer more nimble and dexterous, granting a +4 enhancement bonus to Dexterity."
Monsters
Name ( picture ) | CR | Type | Race |
---|---|---|---|
Blackheart Fiend-Blood ( view • edit ) | ♦15Normal ♥17Hard ♠20Elite ●♦25Epic Normal | Giant | Troll |
Blackheart Warmonger ( view • edit ) | ♦15Normal ♥17Hard ♠20Elite ●♦26Epic Normal ●♥30Epic Hard ●♠61Epic Elite | Giant | Troll |
Giant Skeleton Barbarian ( view • edit ) | ♥16Hard ♠19Elite | Undead | Skeleton |
Giant Skeleton Warrior ( view • edit ) | ♥16Hard ♠19Elite | Undead | Skeleton |
Infected Minotaur ( view • edit ) | ♥17Hard ♠20Elite | Monstrous Humanoid | Minotaur |
Infected Ogre ( view • edit ) | ♥17Hard ♠20Elite | Giant | Ogre |
Infected Troll ( view • edit ) | ♠20Elite | Giant | Troll |
Madstone Enchanter ( view • edit ) | ♥17Hard ♠20Elite ●♦26Epic Normal | Undead | Skeleton |
Runetusk Berserker ( view • edit ) | ♦15Normal ♥17Hard ♠20Elite ●♦26Epic Normal ●♥30Epic Hard ●♠61Epic Elite | Giant | Ogre |
Runetusk Ranger ( view • edit ) | ♦15Normal ♥17Hard ♠20Elite | Giant | Ogre |
Runetusk War-Mage ( view • edit ) | ♦15Normal ♥17Hard ♠20Elite ●♦25Epic Normal ●♥29Epic Hard ●♠58Epic Elite | Giant | Ogre |
Storm Heart Seer ( view • edit ) | ♥15Hard ♠18Elite ●♦25Epic Normal | Giant | Giant |
Warlock of Madstone ( view • edit ) | ♥18Hard ♠21Elite ●♦29Epic Normal | Undead | Skeleton |
- The Ruins of Gianthold chain quests
- Ruins of Gianthold quests
- Very long quests
- Madstone Crater quests
- Gianthold quests
- Agents of Argonnessen patron quests
- Pay to Play quests
- Quests with no traps
- Pages sourced by DDO forums
- Quests by name
- Compendium:Level 14 quests
- Level 14 quests
- Quests with 8 base favor reward
- Quests with maps
- Quests with more than one map
DDOwiki maintenance categories
DDOwiki meta > DDOwiki metacategories
DDOwiki metacategories
Root > DDO game guides > Maps > Quests with maps
Root > DDO game guides > Maps > Quests with more than one map
Root > DDO library
Root > DDO meta
Root > DDO meta > DDO Official
Root > DDOwiki meta
Root > DDOwiki meta > DDOwiki metacategories > Quests > Pay to Play quests
Root > DDOwiki meta > DDOwiki metacategories > Quests > Quests by adventure pack > Ruins of Gianthold quests
Root > DDOwiki meta > DDOwiki metacategories > Quests > Quests by duration > Very long quests
Root > DDOwiki meta > DDOwiki metacategories > Quests > Quests by favor reward > Quests with 8 base favor reward
Root > DDOwiki meta > DDOwiki metacategories > Quests > Quests by level > DDO Compendium
Root > DDOwiki meta > DDOwiki metacategories > Quests > Quests by level > Level 14 quests
Root > DDOwiki meta > DDOwiki metacategories > Quests > Quests by location > Gianthold quests
Root > DDOwiki meta > DDOwiki metacategories > Quests > Quests by name
Root > DDOwiki meta > DDOwiki metacategories > Quests > Quests by patron > Agents of Argonnessen patron quests
Root > DDOwiki meta > DDOwiki metacategories > Quests > Quests by story arc > The Ruins of Gianthold chain quests
Root > DDOwiki meta > DDOwiki metacategories > Quests > Quests by zone > Madstone Crater quests
Root > DDOwiki meta > DDOwiki metacategories > Quests > Quests with no traps
Root > DDOwiki meta > External links > Pages sourced by DDO forums