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The Druid's Curse
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Druid's Deep has been a location kept secret by Druids of King's Forest for centuries. Now you must find it, guided only by the dying words, 'be a wolf, then a fish, then a bear.
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The Druid's Curse | |
Heroic level: | 17 |
Epic level: | 23 |
Duration: | long |
Heroic XP: | ♣2,700Solo/Casual ♦4,866Normal ♥5,050Hard ♠5,233Elite |
Epic XP: | ♣12,331Solo/Casual ♦21,206Normal ♥21,859Hard ♠22,513Elite |
Takes place in: | Druid's Deep |
Bestowed by: | Tarim Inavule |
NPC contact: | Tarim Inavule |
Quest acquired in: | Eveningstar |
Patron: | The Harpers |
Base favor: | 7 |
Free to Play: | No |
Extreme Challenge: | No |
Overview
You have learned the whereabouts of the druid Halsaime. Take Garstrom Toom's ox-cart to Thorngap and search for an entrance to the hidden place known as Druid's Deep.
- Fourth and final part of the Druid's Deep quest chain, must have other 3 quests finished to bestow this quest.
- Garstrom's oxcart is located with the group of quest-givers, on the northeast edge of Eveningstar village, at the west end of the bridge there.
Objectives
- Find the way into the Druids Deep
- Defeat the druid Juhni (possible bug! make sure that you get close to her to get this objective before killing her, or the quest will not be complete after defeating Halsaime!)
- Find Halsaime
- Defeat Ranger Kuldail Ukien (possible bug! make sure, that you get close to him to get this objective before killing him, or the quest will not be complete after defeating Halsaime!)
- Defeat Halsaime
- (Optional) Defeat the Drow Expatriates - 6 total Heroic: +8% Bonus.( ♣216 ♦389 ♥404 ♠419 ) / Epic: +8% Bonus.( ♣986 ♦1,696 ♥1,749 ♠1,801 )
- (Optional) Slay Aghilde the Bog Hag Heroic: +8% Bonus.( ♣216 ♦389 ♥404 ♠419 ) / Epic: +8% Bonus.( ♣986 ♦1,696 ♥1,749 ♠1,801 )
Known Traps
- 11 bear traps
Tips and Misc
- Buffs: As before, acid and electricity. Also fire for the end fight.
- The Wood Woads are orange named, but still love to spam Earthquake.
- There are many "root walls" that cannot be broken until all enemies are dispatched - no zerging/sneaking past mobs here.
- Bring an underwater action item if you can, for the mandatory swim west (which starts near the first shrine) and the optional southeast section. It's barely possible for an unskilled swimmer to swim up to pockets of air, but it's far slower to have to use them.
- (Optional) The entire section of the underwater tunnel leading east is optional - 2 chests and the Drow optional (+8% XP).
- You may want to dump heavy armor, a negative swim score probably won't work. You'll have a chance to put it back on when you hit dry land again.
- Most of the pockets of air are marked on your map when you find them (which makes the swim back from the east faster).
- There is a chest lying underwater in the far eastern tunnel - no fighting necessary.
- For the swim west, there is a pocket of air in the southern dead-end passage; you'll probably need it.
- The swim starts just north of the first (southeast) shrine, the second shrine (southwest) is at the end of the swim; yes, it's a long swim.
- From the 2nd shrine, the path leads south. When that path splits, south-west leads to the Bog Hag optional (and her chest that may drop the Ivy Wraps).
- The only breakables are on top of the cliff near the Ranger Kuldail Ukien; go up the stone stairs to the right of the corridor beyond him.
- The last shrine (northwest) is guarded by several earth elementals.
- The final fight is with the Druid Halsaime.
- He is a very powerful druid, and is human in the first part of the fight.
- Like any druid, he can cast healing spells on himself.
- He will rapidly cast spells like Earthquake, Call Lightning, and Firestorm many times in a row in human form.
- At 50% health he transforms into a black wolf form, and at 25% he transforms into a Black Bear. Both times he summons mobs.
- He is quickly regenerating at wild form. To make him human again, kill all spawned mobs. If you run around, sometimes mobs will get stuck behind trees/rocks. Halsaime will NOT take further damage until the mobs are dead!
- The mobs are the same yellow named mobs seen in this chain: Dryads, Druids, Bears, and Wisps.
Bonus XP
- Aggression bonus: 73 or more monsters killed +10% Bonus.( ♣270 ♦487 ♥505 ♠523 )
- Onslaught bonus: 95 or more monsters killed +15% Bonus.( ♣405 ♦730 ♥758 ♠785 )
- Conquest bonus: 117 or more monsters killed +25% Bonus.( ♣675 ♦1,217 ♥1,263 ♠1,308 )
- Tamper bonus: 6 or more traps disarmed +10% Bonus.( ♣270 ♦487 ♥505 ♠523 )
- Neutralization bonus: 8 or more traps disarmed +20% Bonus.( ♣540 ♦973 ♥1,010 ♠1,047 )
- Ingenious Debilitation bonus: 9 or more traps disarmed +30% Bonus.( ♣810 ♦1,460 ♥1,515 ♠1,570 )
- Mischief bonus: 19 or more breakables smashed +8% Bonus.( ♣216 ♦389 ♥404 ♠419 )
- Vandal bonus: 25 or more breakables smashed +10% Bonus.( ♣270 ♦487 ♥505 ♠523 )
- Ransack bonus: 31 or more breakables smashed +15% Bonus.( ♣405 ♦730 ♥758 ♠785 )
Loot
- Chests: 5
- One for defeating the red named Bog Hag Aghilde
- One for defeating the Drow Expatriates
- One at the end of the underwater tunnel near the Drow
- One for slaying Kuldail Ukien
- One end chest for slaying Halsaime
- Collectables: 6
- Adventurer's Pack behind a tree to the south after the second root wall (with the corrupted dryads, before Juhni)
- Adventurer's Pack in the water, at the curve just south of the split
- Adventurer's Pack in the roots of the tree near the hag
- Bones at the end of the earth elemental section
- Adventurer's Pack in the first corner of the tunnel to Halsaime
- Bones in the pool at the western end of Halsaime's Grove
- NPC rewards:
Named Chest Drop
Firebreak - Heavy Armor - Bound to Character on EquipBound to Character on Equip: This item is Bound to Character on Equip - Drow chest
- ML15: Armor: 17, Dex: 4, +4 Enhancement Bonus
+4 Enhancement Bonus: +4 enhancement bonus to Armor Class., Fire Absorption 15%
Fire Absorption 15%: Passive: 15% Enhancement Bonus to Fire Absorption. (Absorption reduces damage from an element by a percentage, after resistance have been taken into account.), Greater Fire Resistance
Greater Fire Resistance: This property absorbs the first 30 points of fire damage per attack that the wearer would normally take., Resistance +4
Resistance +4: Passive: +4 Resistance bonus to Fortitude, Reflex, and Will Saving Throws., Fire Shield (Cold)
Fire Shield (Cold): When you are successfully attacked, there is a 10% chance that a Fire Shield (Cold) will be cast on you. If this effect activates while you have an active Fire Shield (Hot) from another item source, they will nullify each-other., Lesser Regeneration
Lesser Regeneration: This item is imbued with an undeniable goodness that slowly heals the wearer over time.
- ML16: Armor: 18, Dex: 4, +5 Enhancement Bonus
+5 Enhancement Bonus: +5 enhancement bonus to Armor Class., Fire Absorption 15%
Fire Absorption 15%: Passive: 15% Enhancement Bonus to Fire Absorption. (Absorption reduces damage from an element by a percentage, after resistance have been taken into account.), Greater Fire Resistance
Greater Fire Resistance: This property absorbs the first 30 points of fire damage per attack that the wearer would normally take., Resistance +4
Resistance +4: Passive: +4 Resistance bonus to Fortitude, Reflex, and Will Saving Throws., Fire Shield (Cold)
Fire Shield (Cold): When you are successfully attacked, there is a 10% chance that a Fire Shield (Cold) will be cast on you. If this effect activates while you have an active Fire Shield (Hot) from another item source, they will nullify each-other., Lesser Regeneration
Lesser Regeneration: This item is imbued with an undeniable goodness that slowly heals the wearer over time.
- ML17: Armor: 18, Dex: 4, +5 Enhancement Bonus
+5 Enhancement Bonus: +5 enhancement bonus to Armor Class., Fire Absorption 20%
Fire Absorption 20%: Passive: 20% Enhancement Bonus to Fire Absorption. (Absorption reduces damage from an element by a percentage, after resistance have been taken into account.), Greater Fire Resistance
Greater Fire Resistance: This property absorbs the first 30 points of fire damage per attack that the wearer would normally take., Resistance +5
Resistance +5: Passive: +5 Resistance bonus to Fortitude, Reflex, and Will Saving Throws., Fire Shield (Cold)
Fire Shield (Cold): When you are successfully attacked, there is a 10% chance that a Fire Shield (Cold) will be cast on you. If this effect activates while you have an active Fire Shield (Hot) from another item source, they will nullify each-other., Improved Regeneration
Improved Regeneration: Recovers 1 hit point per 30 seconds.
- ML22: Armor: 23, Dex: 5, +6 Enhancement Bonus
+6 Enhancement Bonus: +6 enhancement bonus to Armor Class., Fire Absorption 20%
Fire Absorption 20%: Passive: 20% Enhancement Bonus to Fire Absorption. (Absorption reduces damage from an element by a percentage, after resistance have been taken into account.), Superior Fire Resistance
Superior Fire Resistance: This property absorbs the first 40 points of fire damage per attack that the wearer would normally take., Resistance +6
Resistance +6: Passive: +6 Resistance bonus to Fortitude, Reflex, and Will Saving Throws., Fire Shield (Cold)
Fire Shield (Cold): When you are successfully attacked, there is a 10% chance that a Fire Shield (Cold) will be cast on you. If this effect activates while you have an active Fire Shield (Hot) from another item source, they will nullify each-other., Improved Regeneration
Improved Regeneration: Recovers 1 hit point per 30 seconds.
- ML23: Armor: 23, Dex: 5, +6 Enhancement Bonus
+6 Enhancement Bonus: +6 enhancement bonus to Armor Class., Fire Absorption 33%
Fire Absorption 33%: Passive: 33% Enhancement Bonus to Fire Absorption. (Absorption reduces damage from an element by a percentage, after resistance have been taken into account.), Superior Fire Resistance
Superior Fire Resistance: This property absorbs the first 40 points of fire damage per attack that the wearer would normally take., Resistance +6
Resistance +6: Passive: +6 Resistance bonus to Fortitude, Reflex, and Will Saving Throws., Fire Shield (Cold)
Fire Shield (Cold): When you are successfully attacked, there is a 10% chance that a Fire Shield (Cold) will be cast on you. If this effect activates while you have an active Fire Shield (Hot) from another item source, they will nullify each-other., Greater Regeneration
Greater Regeneration: Recovers 2 hit points per 30 seconds.
- ML24: Armor: 24, Dex: 5, +7 Enhancement Bonus
+7 Enhancement Bonus: +7 enhancement bonus to Armor Class., Fire Absorption 33%
Fire Absorption 33%: Passive: 33% Enhancement Bonus to Fire Absorption. (Absorption reduces damage from an element by a percentage, after resistance have been taken into account.), Sovereign Fire Resistance
Sovereign Fire Resistance: This property absorbs the first 50 points of fire damage per attack that the wearer would normally take., Resistance +7
Resistance +7: Passive: +7 Resistance bonus to Fortitude, Reflex, and Will Saving Throws., Fire Shield (Cold)
Fire Shield (Cold): When you are successfully attacked, there is a 10% chance that a Fire Shield (Cold) will be cast on you. If this effect activates while you have an active Fire Shield (Hot) from another item source, they will nullify each-other., Greater Regeneration
Greater Regeneration: Recovers 2 hit points per 30 seconds.
Ivy Wraps - Handwraps - Bound to Character on EquipBound to Character on Equip: This item is Bound to Character on Equip - Aghilde the Bog Hag chest
- ML15: +4 Enhancement Bonus
+4 Enhancement Bonus: +4 enhancement bonus to attack and damage rolls., Bleed
Bleed: This weapon is cruelly sharp and will do an additional 1 to 8 damage to targets that are vulnerable to bleeding., Lesser Vampirism
Lesser Vampirism: This weapon drains a tiny portion of the targets life force whenever it does damage. Provides 1 hp of healing per hit., Constitution Poison, Lesser
Constitution Poison, Lesser: On Hit: Deals 1 to 6 points of constitution damage. Some creatures may be immune or resistant to ability damage., Spiked
Spiked: This weapon is studded with vicious spikes, causing it to deal piercing damage in addition to its normal damage types.
- ML16: +5 Enhancement Bonus
+5 Enhancement Bonus: +5 enhancement bonus to attack and damage rolls., Bleed
Bleed: This weapon is cruelly sharp and will do an additional 1 to 8 damage to targets that are vulnerable to bleeding., Lesser Vampirism
Lesser Vampirism: This weapon drains a tiny portion of the targets life force whenever it does damage. Provides 1 hp of healing per hit., Constitution Poison, Lesser
Constitution Poison, Lesser: On Hit: Deals 1 to 6 points of constitution damage. Some creatures may be immune or resistant to ability damage., Spiked
Spiked: This weapon is studded with vicious spikes, causing it to deal piercing damage in addition to its normal damage types.
- ML17: +5 Enhancement Bonus
+5 Enhancement Bonus: +5 enhancement bonus to attack and damage rolls., Hemorrhaging
Hemorrhaging: This weapon is viciously sharp and will do an additional 2 to 16 damage to targets that are vulnerable to bleeding., Lesser Vampirism
Lesser Vampirism: This weapon drains a tiny portion of the targets life force whenever it does damage. Provides 1 hp of healing per hit., Constitution Poison, Greater
Constitution Poison, Greater: On Hit: Deals 1 point of constitution damage. Some creatures may be immune or resistant to ability damage., Spiked
Spiked: This weapon is studded with vicious spikes, causing it to deal piercing damage in addition to its normal damage types.
- ML22: +6 Enhancement Bonus
+6 Enhancement Bonus: +6 enhancement bonus to attack and damage rolls., Hemorrhaging
Hemorrhaging: This weapon is viciously sharp and will do an additional 2 to 16 damage to targets that are vulnerable to bleeding., Lesser Vampirism
Lesser Vampirism: This weapon drains a tiny portion of the targets life force whenever it does damage. Provides 1 hp of healing per hit., Toxic
Toxic: This weapon oozes with magical poisons from a dozen esoteric sources. Occasionally, these toxins will erupt on your target, unleashing a vile fog that will dissolve your foes with acid, and will additionally deal constitution damage to enemies whom are not immune to poison. Weak foes may be killed outright by this Toxic Cloud., Spiked
Spiked: This weapon is studded with vicious spikes, causing it to deal piercing damage in addition to its normal damage types.
- ML23: +6 Enhancement Bonus
+6 Enhancement Bonus: +6 enhancement bonus to attack and damage rolls., Hemorrhaging
Hemorrhaging: This weapon is viciously sharp and will do an additional 2 to 16 damage to targets that are vulnerable to bleeding., Vampirism 1
Vampirism 1: This weapon thirsts for the blood of your enemies, healing you for +1d2 hit points with each hit., Toxic
Toxic: This weapon oozes with magical poisons from a dozen esoteric sources. Occasionally, these toxins will erupt on your target, unleashing a vile fog that will dissolve your foes with acid, and will additionally deal constitution damage to enemies whom are not immune to poison. Weak foes may be killed outright by this Toxic Cloud., Spiked
Spiked: This weapon is studded with vicious spikes, causing it to deal piercing damage in addition to its normal damage types.
- ML24: +7 Enhancement Bonus
+7 Enhancement Bonus: +7 enhancement bonus to attack and damage rolls., Phlebotomizing
Phlebotomizing: This weapon is wickedly sharp and will do an additional 3 to 24 damage to targets that are vulnerable to bleeding., Vampirism 1
Vampirism 1: This weapon thirsts for the blood of your enemies, healing you for +1d2 hit points with each hit., Toxic
Toxic: This weapon oozes with magical poisons from a dozen esoteric sources. Occasionally, these toxins will erupt on your target, unleashing a vile fog that will dissolve your foes with acid, and will additionally deal constitution damage to enemies whom are not immune to poison. Weak foes may be killed outright by this Toxic Cloud., Spiked
Spiked: This weapon is studded with vicious spikes, causing it to deal piercing damage in addition to its normal damage types.
Swailing Blade - Scimitar - Bound to Character on EquipBound to Character on Equip: This item is Bound to Character on Equip - End chest
- ML15: [1d6], 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., Flaming Burst
Flaming Burst: This weapon is sheathed in fire. The weapon deals an extra 1 to 6 fire damage each hit. In addition, critical hits deal an additional 1 to 10 fire damage for weapons with a x2 critical multiplier, 2 to 20 for a x3 critical multiplier and 3 to 30 for a x4 multiplier., Incineration
Incineration: This weapon stores the power of a raging inferno deep within. Occasionally, this destructive power comes to the surface, devastating enemies with massive fire damage., Combustion +78
Combustion +78: Passive: +78 Equipment bonus to Fire Spell Power.
- ML16: [1d6], 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., Flaming Burst
Flaming Burst: This weapon is sheathed in fire. The weapon deals an extra 1 to 6 fire damage each hit. In addition, critical hits deal an additional 1 to 10 fire damage for weapons with a x2 critical multiplier, 2 to 20 for a x3 critical multiplier and 3 to 30 for a x4 multiplier., Incineration
Incineration: This weapon stores the power of a raging inferno deep within. Occasionally, this destructive power comes to the surface, devastating enemies with massive fire damage., Combustion +78
Combustion +78: Passive: +78 Equipment bonus to Fire Spell Power.
- ML17: [1d6], 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., Blazing
Blazing : This weapon is sheathed in fierce flame. A blazing weapon deals an extra 2 to 12 points of fire damage on a successful hit., Incineration
Incineration: This weapon stores the power of a raging inferno deep within. Occasionally, this destructive power comes to the surface, devastating enemies with massive fire damage., Combustion +84
Combustion +84: Passive: +84 Equipment bonus to Fire Spell Power.
- ML22: 2 [1d6], Spellcasting Implement +18
Spellcasting Implement +18: Passive: +18 Implement bonus to Universal Spell Power., +6 Enhancement Bonus
+6 Enhancement Bonus: +6 enhancement bonus to attack and damage rolls., Blazing
Blazing : This weapon is sheathed in fierce flame. A blazing weapon deals an extra 2 to 12 points of fire damage on a successful hit., Incineration
Incineration: This weapon stores the power of a raging inferno deep within. Occasionally, this destructive power comes to the surface, devastating enemies with massive fire damage., Combustion +102
Combustion +102: Passive: +102 Equipment bonus to Fire Spell Power.
- ML23: 2 [1d6], Spellcasting Implement +18
Spellcasting Implement +18: Passive: +18 Implement bonus to Universal Spell Power., +6 Enhancement Bonus
+6 Enhancement Bonus: +6 enhancement bonus to attack and damage rolls., Blazing
Blazing : This weapon is sheathed in fierce flame. A blazing weapon deals an extra 2 to 12 points of fire damage on a successful hit., Incineration
Incineration: This weapon stores the power of a raging inferno deep within. Occasionally, this destructive power comes to the surface, devastating enemies with massive fire damage., Combustion +108
Combustion +108: Passive: +108 Equipment bonus to Fire Spell Power.
- ML24: 2.50 [1d6], Spellcasting Implement +21
Spellcasting Implement +21: Passive: +21 Implement bonus to Universal Spell Power., +7 Enhancement Bonus
+7 Enhancement Bonus: +7 enhancement bonus to attack and damage rolls., Conflagrating
Conflagrating: This weapon is sheathed in furious flame. A conflagrating weapon deals an extra 3 to 18 points of fire damage on a successful hit., Greater Incineration
Greater Incineration: This weapon stores the power of a raging inferno deep within. Occasionally, this destructive power comes to the surface, devastating enemies with massive fire damage. This damage is dealt twice as often as a standard Incineration weapon., Combustion +114
Combustion +114: Passive: +114 Equipment bonus to Fire Spell Power.
Monsters
Name(picture) | CR | Type | Race |
---|---|---|---|
Aghilde (view) | ●♥30Epic Hard | Monstrous Humanoid | Hag |
Bandit Archer (view) | CRs missing! | Humanoid | Human |
Bear (view) | CRs missing! | Animal | Bear |
Corrupted Druid (view) | ♥20Hard ♠25Elite ●♥28Epic Hard | Humanoid | Human |
Corrupted Dryad (view) | CRs missing! | Fey | Dryad |
Drow Ranger (view) | ♥22Hard ♠25Elite ●♥28Epic Hard | Elf | Drow Elf |
Drow Warrior (NoPic) | ♠25Elite ●♦22Epic Normal ●♥30Epic Hard ●♠40Epic Elite | Elf | Drow Elf |
Earth Elemental (view) | ♦15-16Normal ♠25Elite ●♥28Epic Hard | Elemental | Earth Elemental |
Frenzied Wolf (view) | ♥17Hard ♠22Elite ●♥21Epic Hard | Animal | Wolf |
Halsaime (view) | ♦20Normal ♥25Hard ♠28Elite ●♦26Epic Normal ●♥31Epic Hard | Humanoid | Human |
Juhni (view) | ♦19Normal ♥22Hard ●♦25Epic Normal ●♥30Epic Hard | Animal | Bear |
Kuldail Ukien (view) | ♦19Normal ♥22Hard ♠27Elite ●♥30Epic Hard | Humanoid | Human |
Primal Wisp (view) | ♥20Hard ♠25Elite ●♥28Epic Hard ●♠53Epic Elite | Aberration | Will o' Wisp |
Skitter (view) | ♦20Normal ♥23Hard ♠28Elite ●♥31Epic Hard | Vermin | Spider |
Vine Horror (view) | ♥20Hard ♠25Elite ●♦21Epic Normal ●♥28Epic Hard ●♠53Epic Elite | Plant | Vine Stalker |
Wood Woad (view) | ♥21Hard ♠26Elite ●♦29Epic Normal ●♥33Epic Hard | Plant | Wood Woad |
Druid's Deep quests
The Druid's Deep quests
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