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When a mad lord of Xoriat roams free, no one can remain sane. Visit an asylum where sanity is the disease, explore the depths of madness in a visit to Xoriat, turn the great Xorian lords against each other, and free the Tower of the Twelve from the grip of insanity.
These quests must be completed (and turned in for reward), in any order, before the fourth and final quest, The Lord of Eyes, can be entered. However, there is a note in the final quest (in the "chests" section) that states that these must be completed in the order listed in order to obtain the chain-end reward (see below). {{{1}}}needs verification
Improved CursespewingImproved Cursespewing: On Vorpal Hit: Your enemy is cursed with a -4 morale penalty on attack rolls, saving throws, and skill checks. This painful curse also causes the victim to take 2d6 damage every two seconds for a duration of twelve seconds. Additional vorpal strikes while the curse is active will extend the duration by another twelve seconds.
Seeker +4 Seeker +4: Provides a +4 Enhancement bonus to confirm critical hits, and a +4 Enhancement bonus to critical hit damage (before multipliers are applied).
Sneak Attack Bonus +3 Sneak Attack Bonus +3 : Provides a +3 Enhancement modifier to your attack bonus and a +5 Enhancement bonus to damage for any attack that would qualify as a Sneak Attack, even if the wielder is not a Rogue.
OverfocusOverfocus: This item helps you focus your attention, but it makes you somewhat oblivious to your surroundings, causing a -10 penalty to Search and Spot.
Antimagic SpikeAntimagic Spike: This item was made from powerful antimagic materials. When scoring a critical hit on an enemy with your ranged or melee weapons, the target must make a DC 28 Fortitude save or be unable to cast spells for a brief duration.
Trace of MadnessTrace of Madness: You can almost hear faint, panicked voices when this item is close to you. Perhaps the latent power of this item's hint of madness could be brought out by some catalyst.
Metal FatigueMetal Fatigue: The metal plates of this armor sometimes tire you out. When you are damaged there is a small chance that you will become Exhausted.
Antimagic SpikeAntimagic Spike: This item was made from powerful antimagic materials. When scoring a critical hit on an enemy with your ranged or melee weapons, the target must make a DC 28 Fortitude save or be unable to cast spells for a brief duration.
Trace of MadnessTrace of Madness: You can almost hear faint, panicked voices when this item is close to you. Perhaps the latent power of this item's hint of madness could be brought out by some catalyst.
Metal FatigueMetal Fatigue: The metal plates of this armor sometimes tire you out. When you are damaged there is a small chance that you will become Exhausted.
AdamantineAdamantine: Found only in meteorites and the rarest of veins in magical areas, this ultrahard metal adds to the quality of a weapon or suit of armor. Weapons made of adamantine have the ability to bypass the protective damage reduction of certain monsters.
Greater Stone PrisonGreater Stone Prison: This weapon is invested with the power of the earth. On an attack roll of 20 which is confirmed as a critical hit it will attempt to turn the target to stone, as the Flesh to Stone spell. A successful Fortitude save (DC 33) negates this effect.
Rock ShatteringRock Shattering: When striking stone-like creatures (such as gargoyles and earth elementals) or creatures that have been turned to stone, there is a chance this weapon will instantly shatter and destroy the target.
MaimingMaiming: This weapon has a twisted haft or grip and spikes along its blade, head, or point. Whenever you score a critical hit with this weapon it deals an amount of extra untyped damage depending on its critical multiplier: x2 - 1 to 6, x3 - 2 to 12, x4 - 3 to 18.
UnwieldyUnwieldy: This weapon is very large and makes you clumsier as you wield it, causing a -2 Dexterity penalty.
Exceptional Fortification (+10%)Exceptional Fortification (+10%): This item produces a magical force that protects vital areas of the wearer more effectively. When a critical hit or sneak attack is scored on the wearer, there is a +10% chance that the critical hit or sneak attack is negated and the damage is instead rolled normally. This ability is considered an Insight bonus when determining stacking with other sources of fortification
Following is the list of items that can only be acquired by completing the quest chain, which can be initiated by talking to Basmore Trask in the Tower of the Twelve. The list consists of a selection of 10 semi-random items which can either be the below named items, similar level random BtA loot, potions, or stacks of 20 ingredients to be used on the Altar of Insanity. NOTE: Named items that can appear on this quest arc's end reward list will have a 100% chance of appearing on every third completion of the story arc. Named items which can be used with the Altar of Insanity appear in the chains Reign of Madness, Harbinger of Madness, Disciples of Rage, but ingredients only appear within Reign of Madness arc.
Disintegration GuardDisintegration Guard: This item has a store of dark, insidious power deep within. When the wearer of this item is successfully attacked in melee, this power occasionally lashes out violently at enemies and attempts to disintegrate them.
Trace of MadnessTrace of Madness: You can almost hear faint, panicked voices when this item is close to you. Perhaps the latent power of this item's hint of madness could be brought out by some catalyst.
Power DrainPower Drain: This item reserves some of your power in order to function. You lose 30 maximum spell points (or up to 60 if you are a Sorcerer or Favored Soul).
Spell TurmoilSpell Turmoil: When casting any damaging Fire, Cold, Acid or Electric spells, there is a chance that you will gain a +20 Alchemical bonus to Spell Power to one of those energy types for 30 seconds.
Trace of MadnessTrace of Madness: You can almost hear faint, panicked voices when this item is close to you. Perhaps the latent power of this item's hint of madness could be brought out by some catalyst.
Power DrainPower Drain: This item reserves some of your power in order to function. You lose 30 maximum spell points (or up to 60 if you are a Sorcerer or Favored Soul).
Disintegration GuardDisintegration Guard: This item has a store of dark, insidious power deep within. When the wearer of this item is successfully attacked in melee, this power occasionally lashes out violently at enemies and attempts to disintegrate them.
Trace of MadnessTrace of Madness: You can almost hear faint, panicked voices when this item is close to you. Perhaps the latent power of this item's hint of madness could be brought out by some catalyst.
Power DrainPower Drain: This item reserves some of your power in order to function. You lose 30 maximum spell points (or up to 60 if you are a Sorcerer or Favored Soul).
Greater Aberration BaneGreater Aberration Bane: A bane weapon excels at attacking one type or subtype of creature. Against Aberrations, this weapon's effective enhancement bonus is +4 better than its normal enhancement bonus. It deals an extra 3 to 18 points of damage against the foe.
Sun BurstSun Burst: This weapon flashes an intense burst of sunlight on any critical hit. The target is blasted for 6 to 36 of light damage and is blinded as well. Oozes and Undead take 12 to 72 light damage. A successful DC 22 Reflex save reduces the damage by half and negates the blindness.
Greater StabilityGreater Stability: This item grants a +4 deflection bonus to AC and a +4 resistance bonus to saving throws for characters of True Neutral alignment.
DensewoodDensewood:Densewood is a particularly hardy type of wood often used for shields. It is heavier than normal wood, but has much higher hardness.
Anarchic BurstAnarchic Burst: An anarchic weapon is chaotically aligned and infused with the power of chaos. It makes the weapon chaos-aligned and thus bypasses the corresponding damage reduction. It deals an extra 2 to 12 points of damage against all of lawful alignment and an extra 3 to 18 on a critical for weapons with a x2 critical multiplier, 4 to 24 for a x3 multiplier, and 5 to 30 for a x4 multiplier.
Axiomatic BurstAxiomatic Burst: An axiomatic weapon is lawfully aligned and infused with the power of law. It makes the weapon law-aligned and thus bypasses the corresponding damage reduction. It deals an extra 2 to 12 points of damage against all of chaotic alignment and an extra 3 to 18 on a critical for weapons with a x2 critical multiplier, 4 to 24 for a x3 multiplier, and 5 to 30 for a x4 multiplier.
Lawful Outsider BaneLawful Outsider Bane: A bane weapon excels at attacking one type or subtype of creature. Against Lawful Outsiders, this weapon's effective enhancement bonus is +2 better than its normal enhancement bonus. It deals an extra 2 to 12 points of damage against the foe.
Chaotic Outsider BaneChaotic Outsider Bane: A bane weapon excels at attacking one type or subtype of creature. Against Chaotic Outsiders, this weapon's effective enhancement bonus is +2 better than its normal enhancement bonus. It deals an extra 2 to 12 points of damage against the foe.
Peals of ThunderPeals of Thunder: This weapon is filled with the power of a storm cloud. Occasionally, this thunderous power is unleashed, applying a lasting effect that deals 2 to 8 sonic damage every two seconds for six seconds. If the effect is reapplied before it wears off, the effect will stack and the duration will reset. The effect can be stacked up to 3 times.
CloudburstCloudburst: On Vorpal, this weapon triggers a Cloudburst, striking its target with lightning and dealing sonic damage to surrounding enemies through a powerful thunderclap.
Pure GoodPure Good: This weapon is infused with the power of Pure Good. It does an additional 1 to 6 damage to non-good targets and can only be wielded by Good-aligned characters.
Seeker +6 Seeker +6: Provides a +6 Enhancement bonus to confirm critical hits, and a +6 Enhancement bonus to critical hit damage (before multipliers are applied).