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The Prison of the Planes
The Prison of the Planes is the 2nd 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 |
Beneath the ruined observatory is an ancient giantish complex. At first glance, it is inactive and bereft of prisoners. But is it, really?
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The Prison of the Planes | |
Heroic level: | 14 |
Epic level: | None |
Duration: | Long |
Heroic XP: | ♣2,436Solo/Casual ♦4,240Normal ♥4,420Hard ♠4,600Elite |
Epic XP: | Return to Prison of the Planes |
Takes place in: | The Prison of the Planes |
Bestowed by: | Nimbus Ar'Yorg |
NPC contact: | Nimbus Ar'Yorg |
Quest acquired in: | Gianthold |
Patron: | Agents of Argonnessen |
Base favor: | 6 |
Purchase: | Ruins of Gianthold or VIP |
Extreme Challenge: | No |
Overview
Commander Nimbus is leading efforts to search for ancient treasure in the complex beneath an ancient orrery of Gianthold. He wishes to offer what is found to the Stormreaver, in fealty, and has invited to help join the search. Meet him beneath the old orrery, in the Prison of the Planes.
- This quest requires a hireling or second player to pull levers while the other one fights the prisoners in each cell.
Spoiler Warning: Spoiler material below this point!
Objectives
- Speak with Nimbus ar'Yorg
- Explore the area for anything of value
- Access the Dal Quor chamber
- Access the Warden's Chamber
- Defeat the ancient warden
- Investigate the control panel
- Investigate the Dal Quor chamber
- Fill the Dal Quor chamber receptors
- Activate the portal to Dal Quor
- Report back to Nimbus
- (Optional) Pass the Daanvi prisoner's challenge — Bonus (10%): Heroic( ♣244 ♦424 ♥442 ♠460 )
- (Optional) Defeat the prisoners from Dolurrh — Bonus (10%): Heroic( ♣244 ♦424 ♥442 ♠460 )
- (Optional) Defeat the prisoners from Fernia — Bonus (10%): Heroic( ♣244 ♦424 ♥442 ♠460 )
- (Optional) Defeat the prisoners from Lamannia — Bonus (10%): Heroic( ♣244 ♦424 ♥442 ♠460 )
- (Optional) Defeat the prisoners from Mabar — Bonus (10%): Heroic( ♣244 ♦424 ♥442 ♠460 )
- (Optional) Defeat the prisoners from Risia — Bonus (10%): Heroic( ♣244 ♦424 ♥442 ♠460 )
- (Optional) Defeat the prisoners from Shavarath — Bonus (10%): Heroic( ♣244 ♦424 ♥442 ♠460 )
- (Optional) Defeat the prisoners from Xoriat — Bonus (10%): Heroic( ♣244 ♦424 ♥442 ♠460 )
What to Expect
- Overlapping floors
- Spawning/respawning monsters
- Puzzle (mandatory: lever puzzle)
- Requires extra player(s)/hireling(s) (mandatory: 1 person to stay outside each room and pull a lever while the rest of the party stays inside the room)
Known Traps
- Gates inside this quest can hurt you with lightning damage.
Tips and Misc
First – Talk to Nimbus to start the quest. Buff up and start clearing the hallways that ramp up to the top of the prison. You are heading for the top room. Enemies you will meet on the way include dwarves (Gold Clerics, Gold Fighters), humans (Zakya archers) and Rakshasas. Enemy casters use Symbol of Flame, boiling blood, inflict wounds, cold shield, Magic Missile. You can ignore these at this time and kill them later, but it makes the quest much easier if you clear as you go up.
On the way up, in the second room to the left (Irian) filled with Zakya guards, find the Warden's Note (not targetable) in the back left corner of the room on the floor with the code for the Warden’s levers. It contains instructions needed later regarding the position of four levers in a combination of down and up. Once you have read the scroll, the text from it will appear in general chat, or type it into party chat for easy reference. The sequence is random each time so you will need to look at the scroll each time you run the quest. You will also pass a room with a campfire with four guys who do not attack at this time.
Second – At the top of the hallways is a room with a dwarf outside. Pick the door (Open Lock DC: 50) or send a diplomacy, bluff or intimidate person back down to the room with the camp. With a decent skill in one of those, you can get the key from the leader. If you fail the check, you will have to kill him and his mates and get the key that way. (Please help by contributing info on the required DC.)
In the top room on the back wall, there are four dials and a valve. As soon as the first player crosses the room towards the dials, the doors will close and the Undead Warden (a giant skeleton) will appear, so try and enter together. Kill the Warden. Web works well if you want him to stay still, because giant skeletons have terrible reflex saves.
The dials start in position with all four facing up. Place the levers in the correct spots (according to the Warden's scroll that you read earlier – refer to your chat log) and turn the valve. The force shields guarding the central chamber will drop. The lever on the right hand wall will be used later on.
Third – Head down to the bottom of the central chamber and grab the loose orb from its socket at the base of the ramp (quest item #1 on the map). Move up the ramp and choose which rooms the party will tackle to collect the orbs.
You must fight the prisoners in the prison cells to gather orbs for the final room. Six orbs are required for the last room; each room will need one orb to open and give two orbs when finished, so at least five rooms must be completed. Two chests drop randomly in the prison cells and each chest has a chance at a unique random loot drop. It doesn't matter which rooms are done; it is a matter of collecting enough orbs and/or finding the two loot chests.
Put one orb into the Ancient Receptor at the door to the room. Leave one person, hireling or pet outside at the lever while everyone else goes into the room. Buff as necessary according to the type of attack. Have the person outside pull the lever; they will be shut out while everyone else battles the bad guys. When the prisoners have been killed, check whether a chest has popped in the room, and collect the two orbs from the back of each room. Move on to the next cell.
Each prison cell is marked with a symbol indicating the prisoners and plane of imprisonment. The order of the rooms never changes and is as follows from the bottom upwards:
- Symbol of the Order of Daanvi – This is no combat. Can only be completed by a lawful player, who must answer the questions of Sir Raleigh correctly to successfully complete the chamber. Bypass if you do not have a lawfully aligned person, or if you want to get straight to the fights. If you are the player answering the questions, be sure to answer them with traditional "Lawful" alignment in mind. You die if you fail the questioning and there is no possible chest here.
- If the acting person is not lawful, you're in for a long, boring wait until the room resets (incidentally, never do this room first as you risk getting your only orb stuck in the receptor.)
- Symbol of Dolurrh – Defeat the Marut and Undying Centurions. The undead could be wraiths, specters or myrmidon wights. Death Ward, firewall and smiting and disruption weapons are optimal in here. Unique loot: I:Death's Locket.
- Symbol of the Plane of Fernia – Fire. Defeat the fire mephits and named Efreeti (the center of room turns to lava). Chourush the Efreeti and fire elementals and mephits are imprisoned here. Crowd control and instant death spells work well. Charoush will cast Ray of Enfeeblement, low strength characters should avoid this chamber, as this version lasts for 2 minutes. Unique loot: I:Charoush's Inferno.
- Symbol of the Plane of Lamannia – Lightning. Djinn, air elementals, earth elementals, air mephits and bezekira are all possible here. Lightning resist and crowd control, Symbol of Fear and Otto's Sphere of Dancing are great. True Seeing helps melees; ranged damage and instant-kill spells are best for air elementals. Unique loot: I:Ring of the Djinn.
- Symbol of the Plane of Mabar – Shadow. Defeat the vampire, shadows and greater umbral gargoyles. Death ward, firewall and disruptors are optimal. Vorpal works on vampires. Unique loot: I:Ring of Shadows.
- Symbol of the Plane of Risia – Ice. Defeat Parnamuul (Ice Flenser, evil outsider) and ice mephits. Fire is subdued here, but firewall still works okay. Cloudkill, wounders, vorpals all are great too. Use crowd control like Symbol of Fear. Unique loot: I:Spiked Boots.
- Symbol of the Plane of Shavarath – Defeat Princess Aurelia (marilith) and Jarilith. Stand against the wall to avoid tail whip. Vorpal and range using good+cold iron weapons are optimal here, especially a ranger with manyshot. Unique loot: I:Royal Scimitar.
- Symbol of the Plane of Xoriat – Beholder and Mind Flayers. For mind flayers, instant death spells, Flesh to Stone, vorpal, anarchic or aberration bane weapons. Symbol of Fear or Cloudkill if you can cast them. Kardin the Beholder will cast Finger of Death, be sure to have deathblock or a high fortitude save. Unique loot: I:Kardin's Eye.
Finally – Once you have six orbs, return to the center chamber, drop to the bottom and insert them into the slots. Gather your party in the center chamber and send one player back to the top room to flip the final switch, the one in the right hand wall. That player will have 10 seconds to return to the center chamber before the room seals again.
Buff with fire, cold, death ward, shield or nightshield. These will protect against the brunt of the attack. Spell resistance is nice for mindflayers. Also, if you discuss it beforehand, so everyone knows you are casting it, Globe of Invulnerability will suppress a mindflayer's mind thrust.
Bug: Do not AoE instant kill or otherwise kill end boss mobs before they become red named after you talk to them and they become hostile, or quest will become unable to be completed.
Once the center room seals, a warforged named Cochitlehua will appear, possessed by an ancient quori. Speak to the warforged and he will attack. Anarchic and pure good work well against him (suspected alignment is lawful evil). He will summon various creatures from the planes to attack you as you fight. Once Cochitlehua is defeated, the other creatures will disperse, the chest will appear and an ancient relic will appear on the ground. It is possible to kill the warforged in a way that causes another round of enemies to appear after he is dead. If this happens, the chamber will not open due to one of the planes being active. If this occurs, interacting with the docent the FIRST time will reset the chamber and open it, or it will automatically clear and open after around 30 seconds.
The first person to touch the relic will advance the quest. If any other party member touches the relic afterwards, they will die instantly with no save. Talk to each other to decide who will touch the relic.
The end chest will have 1d3 dragon relics. Unique loot: I:Dream Visor.
To complete the quest, one party member must run to the entrance and speak to Nimbus inside the Prison.
- Oddly, when you speak to Nimbus, you end with thanking Maragogg, who is the contact for Return to Prison of the Planes
- Thanks to Lost Leader for some of this walkthrough.
Bonus XP
- Aggression bonus: 21 or more monsters killed +10% Bonus.( ♣244 ♦424 ♥442 ♠460 )
- Onslaught bonus: 28 or more monsters killed +15% Bonus.( ♣365 ♦636 ♥663 ♠690 )
- Conquest bonus: 34 or more monsters killed +25% Bonus.( ♣609 ♦1,060 ♥1,105 ♠1,150 )
Loot
- Chests: 3
- Two randomly placed in two of the combat cells
- One at the end for killing Cochitlehua (Warforged)
- NPC rewards: standard
Named Chest Drop
All items are Bound to Character on EquipBound to Character on Equip: This item is Bound to Character on Equip.
Charoush's Inferno - Bastard Sword (Fernia)
- ML12: [1d10], 19-20x2, +4 Enhancement Bonus
+4 Enhancement Bonus: +4 enhancement bonus to attack and damage rolls., Flaming Burst
Flaming Burst: This weapon is sheathed in fire, and deals 1 to 6 fire damage each hit. Critical hits deal an additional 1 to 10 fire damage for weapons with a x2 critical multiplier, 2 to 20 for a x3 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.
- ML13: [1d10], 19-20x2, +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.
- ML14: [1d10], 19-20x2, +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., 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
Death's Locket - Necklace (Dolurrh)
- ML12: Deathblock
Deathblock: The wearer of this item is immune to all death spells and magical death effects., Negative Energy Absorption - 3 Charges (Recharged/Day: 3)
Negative Energy Absorption: This effect absorbs negative energy and energy drain effects.
- ML13: Deathblock
Deathblock: The wearer of this item is immune to all death spells and magical death effects., Negative Energy Absorption - 5 Charges (Recharged/Day: 5)
Negative Energy Absorption: This effect absorbs negative energy and energy drain effects.
- ML14: Deathblock
Deathblock: The wearer of this item is immune to all death spells and magical death effects., Negative Energy Absorption - 5 Charges (Recharged/Day: 5)
Negative Energy Absorption: This effect absorbs negative energy and energy drain effects., 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
Dream Visor - Goggles (Dal Quor)
- ML12: Dream Vision +1
Dream Vision +1: Passive: +1 Competence bonus to Attack and Damage rolls. your melee and ranged attacks are also able to bypass the miss chance for attacking Incorporeal enemies as if they had Ghost Touch., Spot +10
Spot +10: Passive: +10 Competence bonus to the Spot skill., 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: Dream Vision +1
Dream Vision +1: Passive: +1 Competence bonus to Attack and Damage rolls. your melee and ranged attacks are also able to bypass the miss chance for attacking Incorporeal enemies as if they had Ghost Touch., Spot +13
Spot +13: Passive: +13 Competence bonus to the Spot skill., 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
- ML14: Dream Vision +2
Dream Vision +2: Passive: +2 Competence bonus to Attack and Damage rolls. your melee and ranged attacks are also able to bypass the miss chance for attacking Incorporeal enemies as if they had Ghost Touch., Spot +15
Spot +15: Passive: +15 Competence bonus to the Spot skill., 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
Kardin's Eye - Trinket (Xoriat)
- ML12: Resistance +5
Resistance +5: Passive: +5 Resistance bonus to Fortitude, Reflex, and Will Saving Throws., Heightened Awareness 2
Heightened Awareness 2: This item helps you to quickly read situations with sharpness and clarity, allowing you to predict actions before they occur. You gain a +2 Insight bonus to AC.
- ML13: Resistance +5
Resistance +5: Passive: +5 Resistance bonus to Fortitude, Reflex, and Will Saving Throws., Heightened Awareness 3
Heightened Awareness 3: This item helps you to quickly read situations with sharpness and clarity, allowing you to predict actions before they occur. You gain a +3 Insight bonus to AC.
- ML14: Resistance +5
Resistance +5: Passive: +5 Resistance bonus to Fortitude, Reflex, and Will Saving Throws., Heightened Awareness 4
Heightened Awareness 4: This item helps you to quickly read situations with sharpness and clarity, allowing you to predict actions before they occur. You gain a +4 Insight bonus to AC.
Ring of Shadows - Ring (Mabar)
- ML12: Hide +10
Hide +10: Passive: +10 Competence bonus to the Hide skill., Move Silently +10
Move Silently +10: Passive: +10 Competence bonus to the Move Silently skill., Dusk
Dusk: Equipping this item engulfs you in twilight shadows. Attacks from enemies have a 10% chance to miss you due to concealment.
- ML13: Hide +11
Hide +11: Passive: +11 Competence bonus to the Hide skill., Move Silently +1
Move Silently +1: Passive: +1 Competence bonus to the Move Silently skill., Dusk
Dusk: Equipping this item engulfs you in twilight shadows. Attacks from enemies have a 10% chance to miss you due to concealment.
- ML14: Hide +13
Hide +13: Passive: +13 Competence bonus to the Hide skill., Move Silently +13
Move Silently +13: Passive: +13 Competence bonus to the Move Silently skill., Blurry
Blurry: Equipping this item causes you to become slightly blurry. Attacks from enemies have a 20% chance to miss you due to concealment., 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
Ring of the Djinn - Ring (Lamannia)
- ML12: Electric Absorption +20%
Electric Absorption +20%: Passive: 20% Enhancement Bonus to Electric Absorption. (Absorption reduces damage from an element by a percentage, after resistance have been taken into account.), Lightning Resistance
Lightning Resistance: This property absorbs the first 10 points of lightning damage per attack that the wearer would normally take., DR
Damage Reduction 3/Lawful: Reduces physical damage by 3, except from Lawful attacks. 3/Lawful
- ML13: Electric Absorption +20%
Electric Absorption +20%: Passive: 20% Enhancement Bonus to Electric Absorption. (Absorption reduces damage from an element by a percentage, after resistance have been taken into account.), Improved Lightning Resistance
Improved Lightning Resistance: This property absorbs the first 20 points of lightning damage per attack that the wearer would normally take., DR
Damage Reduction 3/Lawful: Reduces physical damage by 3, except from Lawful attacks. 3/Lawful
- ML14: Electric Absorption +20%
Electric Absorption +20%: Passive: 20% Enhancement Bonus to Electric Absorption. (Absorption reduces damage from an element by a percentage, after resistance have been taken into account.), Greater Lightning Resistance
Greater Lightning Resistance: This property absorbs the first 30 points of lightning damage per attack that the wearer would normally take., DR
Damage Reduction 5/Lawful: Reduces physical damage by 5, except from Lawful attacks. 5/Lawful
Royal Scimitar - Scimitar (Shavarath)
- ML12: 1.50[1d6], 18-20x2, +3 Enhancement Bonus
+3 Enhancement Bonus: +3 enhancement bonus to attack and damage rolls., Destruction
Destruction: On Hit: Your target gains a stack of Armor Destruction. (-1 penalty to Armor Class, -1% of its Fortification. 20 Second Duration. Stacks up to 15 times.) This effect may trigger once every three seconds., Bloodletter II
Bloodletter II: On Critical Hit: 5 to 30 Slashing damage from weapons with a x2 Critical Multiplier, 5 to 40 Slashing damage from weapons with a x3 Critical Multiplier, and 5 to 50 Slashing damage from weapons with a x4 or greater Critical Multiplier.
- ML13: 1.50[1d6], 18-20x2, +4 Enhancement Bonus
+4 Enhancement Bonus: +4 enhancement bonus to attack and damage rolls., Destruction
Destruction: On Hit: Your target gains a stack of Armor Destruction. (-1 penalty to Armor Class, -1% of its Fortification. 20 Second Duration. Stacks up to 15 times.) This effect may trigger once every three seconds., Bloodletter III
Bloodletter III: On Critical Hit: 7 to 42 Slashing damage from weapons with a x2 Critical Multiplier, 7 to 56 Slashing damage from weapons with a x3 Critical Multiplier, and 7 to 70 Slashing damage from weapons with a x4 or greater Critical Multiplier., 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
- ML14: 2[1d6], 18-20x2, +5 Enhancement Bonus
+5 Enhancement Bonus: +5 enhancement bonus to attack and damage rolls., Destruction
Destruction: On Hit: Your target gains a stack of Armor Destruction. (-1 penalty to Armor Class, -1% of its Fortification. 20 Second Duration. Stacks up to 15 times.) This effect may trigger once every three seconds., Bloodletter III
Bloodletter III: On Critical Hit: 7 to 42 Slashing damage from weapons with a x2 Critical Multiplier, 7 to 56 Slashing damage from weapons with a x3 Critical Multiplier, and 7 to 70 Slashing damage from weapons with a x4 or greater Critical Multiplier., 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
Spiked Boots - Boots (Risia)
- ML12: Balance +10
Balance +10: Passive: +10 Competence bonus to the Balance skill., Immunity to Slippery Surfaces
Immunity to Slippery Surfaces: The wearer of this item is not affected when walking on slippery surfaces., 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: Balance +13
Balance +13: Passive: +13 Competence bonus to the Balance skill., Immunity to Slippery Surfaces
Immunity to Slippery Surfaces: The wearer of this item is not affected when walking on slippery surfaces., 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: Balance +15
Balance +15: Passive: +15 Competence bonus to the Balance skill., Immunity to Slippery Surfaces
Immunity to Slippery Surfaces: The wearer of this item is not affected when walking on slippery surfaces., 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
Monsters
Name ( picture ) | CR | Type | Race |
---|---|---|---|
Ancient Air Elemental ( view • edit ) | ♦14Normal ♥16Hard ♠19Elite | Elemental | Air Elemental |
Ancient Fire Elemental ( view • edit ) | ♥16Hard ♠19Elite | Elemental | Fire Elemental |
Bezekira ( view • edit ) | ♠12Elite | Evil Outsider | Devil |
Black Wolf ( view • edit ) | ♦3Normal ♥5Hard ♠8Elite | Animal | Wolf |
Carum Imer ( view • edit ) | ♥18Hard ♠21Elite ●♦26Epic Normal ●♥31Epic Hard ●♠62Epic Elite | Evil Outsider | Rakshasa |
Charoush the Vizier ( view • edit ) | ♠21Elite ●♦27Epic Normal ●♥30Epic Hard | Evil Outsider | Efreet |
Cochitlehua ( view • edit ) | ♥19Hard ♠22Elite | Living Construct | Warforged |
Death's Assurance ( view • edit ) | ♥18Hard ♠21Elite ●♦28Epic Normal ●♥33Epic Hard ●♠65Epic Elite | Construct | Golem |
Drakhav ( view • edit ) | ♥18Hard ♠21Elite ●♦28Epic Normal ●♥31Epic Hard | Undead | Vampire |
Dread Wraith Lord ( view • edit ) | ♦16Normal ♥20Hard ♠25Elite | Undead | Wraith |
Dread Wraith ( view • edit ) | ♠18Elite ●♦25Epic Normal | Undead | Wraith |
Elder Earth Elemental ( view • edit ) | ♦13Normal ♥15Hard ♠18Elite | Elemental | Earth Elemental |
Fire Mephit Warrior ( view • edit ) | ♥14Hard ♠14Elite | Fire Outsider | Mephit |
Gloaming Spirit ( view • edit ) | ♥17Hard ♠20Elite | Undead | Spectre |
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 |
Greater Shadow ( view • edit ) | ♥14Hard | Undead | Shadow |
Greater Umbral Gargoyle ( view • edit ) | Undead | Shadow | |
Human Paladin ( view • edit ) | Humanoid | Human | |
Ice Mephit Warrior ( view • edit ) | ♦12Normal ♥14Hard ♠17Elite | Air Outsider | Mephit |
Jarilith ( view • edit ) | ♦13Normal ♥15Hard ♠18Elite | Evil Outsider | Demon |
Kardin ( view • edit ) | ♥18Hard ♠21Elite ●♦27Epic Normal ●♥30Epic Hard | Aberration | Beholder |
Mind Flayer ( view • edit ) | ♥14Hard ♠17Elite ●♥29Epic Hard | Aberration | Mind Flayer |
Parnamuul ( view • edit ) | ♥18Hard ♠21Elite ●♦28Epic Normal ●♥31Epic Hard ●♠65Epic Elite | Evil Outsider | Demon |
Princess Aurelia ( view • edit ) | ♥18Hard ♠21Elite ●♦27Epic Normal ●♥30Epic Hard | Evil Outsider | Demon |
Tehram ( view • edit ) | ♥18Hard ♠21Elite ●♦27Epic Normal ●♥30Epic Hard ●♠62Epic Elite | Air Outsider | Djinn |
Undying Warden ( view • edit ) | ♥18Hard ♠21Elite ●♦26Epic Normal ●♥30Epic Hard ●♠62Epic Elite | Undead | Skeleton |
Zakya Cult Archer ( view • edit ) | ♦13Normal ♥15Hard ♠18Elite | Humanoid | Human |
Zakya Cultist ( view • edit ) | ♦13Normal ♥15Hard ♠18Elite | Humanoid | Human |
Zakya Rakshasa Lord ( view • edit ) | ♦13Normal ♥18Hard ♠21Elite | Evil Outsider | Rakshasa |
Zakya Rakshasa ( view • edit ) | ♦15Normal ♠20Elite | Evil Outsider | Rakshasa |
- The Ruins of Gianthold chain quests
- Ruins of Gianthold quests
- Long quests
- The Prison of the Planes quests
- Gianthold quests
- Agents of Argonnessen patron quests
- Pay to Play quests
- Game bugs
- Quests with collectables/none
- Quests by name
- Compendium:Level 14 quests
- Level 14 quests
- Quests with 6 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 > Long quests
Root > DDOwiki meta > DDOwiki metacategories > Quests > Quests by favor reward > Quests with 6 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 > The Prison of the Planes quests