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Prove Your Worth (epic)
Prove Your Worth (epic) is the 3rd quest in the Pirates of the Thunder Sea (epic) 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 Precious Cargo. |
A Legend Revisited • Old Tomb, New Tenants • Prove Your Worth (epic) • Ghost of a Chance (epic) • Precious Cargo |
The captain of the Ill Fate has constructed a series of trials that will challenge the most ardent adventurer.
Requires access to adventure pack
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Prove Your Worth | |
Heroic level: | None |
Epic level: | 25 |
Duration: | Long |
Heroic XP: | Prove Your Worth |
Epic XP: | ♣12,209Solo/Casual ♦20,957Normal ♥21,564Hard ♠22,173Elite |
Takes place in: | Rackam's Trial |
Bestowed by: | Dirty Vingus |
NPC contact: | Dirty Vingus |
Quest acquired in: | Three-Barrel Cove |
Patron: | The Free Agents |
Base favor: | 4 |
Purchase: | Three-Barrel Cove or VIP |
Extreme Challenge: | No |
Overview
Dirty Vingus, the Captain of the Sterling Chance, wants you to gather information about a rival crew. Rackam is the Orc captain of the Ill Fate, notorious for having the best crew around. Vingus attributes this to the deadly obstacle course known as Rackam's Trial. Filled with insidious traps and dried bones of would-be pirates, it is a standing testament to the captain's madness. Find this trial in the ruins near the wreckage of the Lady Luck, down the cliffside road out of camp. After you complete the trial, report your findings back to Vingus.
Spoiler Warning: Spoiler material below this point!
Objectives
- Acquire the Treasure Map piece at the end of Rackham's Trial
- (Optional) Successfully retort all of Glin's insults — Bonus (20%): Epic( ♣2,442 ♦4,191 ♥4,313 ♠4,435 )
Known Traps
Trap DCs First corridor:
- Spikes on the top – disarmable, control panel before trap
- Blades on the bottom – disarmable, control panel after trap
- Pressure plates on the bottom – disarmable
First room: Ambush! Kill or disable magefire cannons to proceed
- Magefire Cannons – disarmable; panels on the sides (Note: Cannons can spawn as Monster Champions)
- Pressure plates in the alcoves with cannons: disarmable
Towards Agility Trial:
- Magefire Cannons – disarmable
The corridor leading to the Agility Trial now has spinning blade traps in it that move.
- Moving spinning blades. 1 trap control panel in side alcove disables all.
In the Agility Trial (now featuring elevators)
- Blade traps in the alcoves – disarmable, trap control panels are on the wall opposite the alcove.
Ambush:
- Magefire Cannons – disarmable
Descent:
- Spike traps – not disarmable
After descent (optional; opens shortcut back to the first ambush room):
- Fire jets behind bars. Disarmable via switch high up on the north wall (near the shrines)
Inferno room:
- Fire jets: 1 panel on the east wall
- Fire jets: 3 switches in the bottom alcoves
- Fire jets: 1 switch on top
- Dart traps: 1 panel on the north wall, across the darts
- Pressure plates on the plank walkway towards the final switch
Inferno chest:
- Two fire jets, disarming the traps unlocks the chest
Corridor east from inferno room:
- Magefire Cannons – disarmable
Tips and Misc
- Disabling the magefire cannons causes them to change allegiance.
- Elevator: In the alcoves are many traps. It is possible to stand safely on the torch holders, alternatively, there will be exactly one trap missing on the alcove floor that is a safe spot. All traps in this area have a 'Reflex save' DC of 67 or less on Epic Elite. As well as the easily spotted spike traps, there are hidden blade traps on the wall; if you don't stand at the center of the lift, you may get snagged on one, causing the lift to stick. The same can happen with hirelings, pets, and summoned creatures, so be careful with those.
- Some players experience a bug with the uppermost lift, as its pad sometimes goes only halfway up, making it impossible to reach the top floor. One should try, instead of jumping upon the pad, to carefully walk into it just when it starts moving up. You'll get stuck halfway into the platform, but will still be able to move along with it, while causing it to move all the way up and reaching the top floor, as intended.
- Spike traps in the descent have a very high 'Reflex save' DC (100 on all epic difficulties) and can be dealt with in various ways. At least one person (or pet/hireling) needs to be alive at the bottom and pull a lever at the bottom to progress.
- Heal through while feather falling if you have multiple healing spells available on different cooldowns. Teammates at the top can initially help heal while the lead is falling, and Cocoon can be used the entire distance.
- Spikes are subject to PRR and DR mechanics.
- While Evasion is not particularly useful due to the high DC, characters with Improved Evasion should take half damage at most.
- A character in Shiradi Champion (without Feather falling) can initiate Tea on the trap door while another team member opens the gates. The Shiradi drops down while invulnerable.
- Unyielding Sentinel's Undying Vanguard gives 10000 temporary HPs for 20 seconds.
- Park a hireling or pet at the top and drop down. If the hireling's boss does not survive, call them to follow; they will teleport and can open the shrine at the bottom.
- Use a Siberys Spirit Cake.
- Navigate the spikes without getting hit. The initial pattern is like a corkscrew.
- Rackam's Conundrum – the puzzle solution remains the same as the Heroic version:
- 0 – Rotate the puzzle tiles so that:
- North and southwest puzzle: south and east tiles are lit
- Southeast puzzle: north and west tiles are lit
- 1 – Click the north lever on the rug.
- 2 – Pull the red gem lever.
- 3 – Reset by pulling the green lever.
- 4 – Click the south lever on the rug.
- Positions of the circles all stay the same.
- 5 – Finally, pull the red gem lever again.
- If you make a mistake, Fire Elementals will spawn from the small doorway to the south.
- 0 – Rotate the puzzle tiles so that:
- The inferno room now has a cage so you cannot get to the levers simply by jumping up.
- The hall after the inferno room is guarded by up to 6 Magefire Cannons, all can fire on you from the above platform and below hall. On higher difficulties (EE/Reaper), this can prove a very formidable task to navigate, especially solo. Cannons can knock you down. A saving throw of 57 reported as not enough to resist knock down on R1.
- Bug: Near the last shrine a hidden object alert pops up, but even with Search 105 nothing can be found.
- Gentleman Glin has an insult attack (shows DM text) which will do an AoE stun if you fail to use social skills (Intimidate, Diplomacy, Bluff) to reverse it. Additionally, half the party must make their check or the reversal fails.
- He'll insult approximately every 5 seconds. Keep an eye on your skill timers.
- Note that the optional is not reached if Glin is killed before he can insult once.
- Lilo Blackstitch, level 21 rogue hireling has Diplomacy on her hotbar and she can successfully counter the insults (tested on epic normal). She can easily handle all traps (epic normal).
Gentleman Glin DC
Epic DC table | ||||||||||||||
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Bonus XP
- Devious bonus: 11 or fewer monsters killed +7% Bonus.( ♣−0 ♦−0 ♥−0 ♠−0 )
- Discreet bonus: 21 or fewer monsters killed +5% Bonus.( ♣−0 ♦−0 ♥−0 ♠−0 )
- Aggression bonus: 30 or more monsters killed +10% Bonus.( ♣−0 ♦−0 ♥−0 ♠−0 )
- Onslaught bonus: 59 or more monsters killed +15% Bonus.( ♣−0 ♦−0 ♥−0 ♠−0 )
- Conquest bonus: 88 or more monsters killed +25% Bonus.( ♣−0 ♦−0 ♥−0 ♠−0 )
- Tamper bonus: 18-31 or more traps disarmed +10% Bonus.( ♣−0 ♦−0 ♥−0 ♠−0 )
- Neutralization bonus: 25-41 or more traps disarmed +20% Bonus.( ♣−0 ♦−0 ♥−0 ♠−0 )
- Ingenious Debilitation bonus: 31-50 or more traps disarmed +30% Bonus.( ♣−0 ♦−0 ♥−0 ♠−0 )
- Mischief bonus: 92 or more breakables smashed +8% Bonus.( ♣−0 ♦−0 ♥−0 ♠−0 )
- Vandal bonus: 119 or more breakables smashed +10% Bonus.( ♣−0 ♦−0 ♥−0 ♠−0 )
- Ransack bonus: 147 or more breakables smashed +15% Bonus.( ♣−0 ♦−0 ♥−0 ♠−0 )
- Notes:
- Insidious/devious/discreet:
- The lowest number of mandatory kills is 7 on Normal. For that
- Any Magefire Cannon required to be removed to open the next door must be disarmed
- After the first Magefire Cannon ambush luck is needed to have only Cannons spawned instead of a mix with pirates.
- Not validated if that is sufficient for Insidious
- The number of mandatory kills increase with difficulty
- Ingenious/neutralization/tamper:
- The required disarms increase while progressing through the quest
- Other than normal not any trap/panel passed counts for the total trap number (Cannon panels always count)
- It's not possible to acquire Ingenious without disarming at least some Cannons
- It's safe to assume that only traps/panels passing the Spot check or actively found count for the limits
- That ultimately means that the required disarms also depend on the players activity
- Conquest:
- Fire Elementals must be spawned in the puzzle room until ~85 kills are acquired
Loot
- Chests: 4
- Behind the Secret door in the box maze (South-east corner of map)
- One within the Inferno room (locked, the only way to unlock it is to disable the traps around it)
- One for countering all of Glin's insults.
- One end chest.
- Collectables: 7
- Adventurer's Pack — within the first trap combo, east side
- Adventurer's Pack — on a walkway east side of the Magefire Cannon ambush
- Fungus — post elevator ambush area, south
- Fungus — post elevator ambush area, north
- Rubble — elevated on the west side of the puzzle room
- Adventurer's Pack — in one of the pits in the inferno room
- Adventurer's Pack — near the last shrine
NPC end rewards
Randomly generated loot, ML correlates with effective quest level.
Named Chest Drop
Last Edited | Item | Type | Enhancements | ML | Bind | Quests |
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Mizzen-Mast Splinter (edit) | Great Club |
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24 | Bound to Account on AcquireBound to Account on Acquire: This item is Bound to Account on Acquire | Prove Your Worth (epic), End Chest |
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Iron Mitts (edit) | Gloves |
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24 | Bound to Account on AcquireBound to Account on Acquire: This item is Bound to Account on Acquire | Prove Your Worth (epic), End chest; Three-Barrel Cove (epic), all rare encounters |
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Plundered Pirate Hat (edit) | Helm |
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24 | Bound to Account on AcquireBound to Account on Acquire: This item is Bound to Account on Acquire | Prove Your Worth (epic), end chest |
Monsters
Name ( picture ) | CR | Type | Race |
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Blood Tide Marine ( view • edit ) | ●♦26Epic Normal ●♥32Epic Hard | Orc | Half-Orc |
Gentleman Glin ( view • edit ) | ●♥35Epic Hard ●♠68Epic Elite | Elf | Half-Elf |
Ill Fate Sailor (Warforged) ( view • edit ) | ●♦23Epic Normal ●♥29-30Epic Hard | Living Construct | Warforged |
Kell the Killer ( view • edit ) | ●♥34Epic Hard ●♠65Epic Elite | Elf | Drow Elf |
Magefire Cannon ( view • edit ) | ●♥32Epic Hard | Construct | Animated Object |
Volcanic Elemental ( view • edit ) | ●♦25Epic Normal ●♠32Epic Elite | Elemental | Fire Elemental |