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The Prison of the Planes

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The Prison of the Planes is the 2nd quest in The Ruins of Gianthold story arcIcon tooltip.pngStory arcs  are chains of quests that make up a story line.
Completing everything in a story arc often yields a nice reward.
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?

Ruins of Gianthold adpack icon.jpg
DDO Point icon.png Requires access to adventure pack: Ruins of Gianthold
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
M prison of the planes.png
Path to quest entrance
Loading screen


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!


  • 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

Trap DCs

  • 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.

If you activate a room with nobody inside (or go inside the Daanvi room without a Lawful character), you can pull the lever again after about a 30 second wait to open the door. You can remove the orb from the outside receptor of an uncompleted room at any point while the barrier is down.

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.
  • 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, one player should return to the top room, and the rest should drop to the bottom of the central chamber and insert the orbs into the slots. The player in the top room can now flip the final switch on 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.

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 )


  • 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 EquipIcon tooltip.pngBound to Character on Equip: This item is Bound to Character on Equip.

Charoush's Inferno - Bastard Sword (Fernia)

Death's Locket - Necklace (Dolurrh)

Dream Visor - Goggles (Dal Quor)

Kardin's Eye - Trinket (Xoriat)

Ring of Shadows - Ring (Mabar)

Ring of the Djinn - Ring (Lamannia)

Royal Scimitar - Scimitar (Shavarath)

Spiked Boots - Boots (Risia)


Name ( picture ) CR Type Race
Ancient Air Elemental( view
Ancient Air Elemental.png
 • edit )
 ♦14Normal ♥16Hard ♠19Elite Elemental Air Elemental
Ancient Fire Elemental( view
Ancient Fire Elemental.png
 • edit )
 ♥16Hard ♠19Elite ♠34Epic Elite Elemental Fire Elemental
Bezekira( view
Bezekira Generic.jpg
 • edit )
 ♠12Elite Evil Outsider Devil
Black Wolf( view
Black Wolf.jpg
 • edit )
 ♦3Normal ♥5Hard ♠8Elite Animal Wolf
Carum Imer( view
Carum Imer.jpg
 • edit )
 ♥18Hard ♠21Elite ♦26Epic Normal ♥31Epic Hard ♠62Epic Elite Evil Outsider Rakshasa
Charoush the Vizier( view
Charoush the Vizier.png
 • edit )
 ♠21Elite ♦27Epic Normal ♥30Epic Hard Evil Outsider Efreet
Cochitlehua( view
 • edit )
 ♥19Hard ♠22Elite Living Construct Warforged
Death's Assurance( view
Death's Assurance.png
 • edit )
 ♥18Hard ♠21Elite ♦28Epic Normal ♥33Epic Hard ♠65Epic Elite Construct Golem
Drakhav( view
 • edit )
 ♥18Hard ♠21Elite ♦28Epic Normal ♥31Epic Hard ♠38Epic Elite Undead Vampire
Dread Wraith Lord( view
Dread Wraith Lord.png
 • edit )
 ♦16Normal ♥20Hard ♠25Elite Undead Wraith
Dread Wraith( view
Dread Wraith.jpg
 • edit )
 ♠18Elite ♦25Epic Normal ♠34Epic Elite Undead Wraith
Elder Earth Elemental( view
Elder Earth Elemental.jpg
 • edit )
 ♦13Normal ♥15Hard ♠18Elite ♥28Epic Hard Elemental Earth Elemental
Fire Mephit Warrior( view
Fire Mephit Warrior.jpg
 • edit )
 ♥14Hard ♠14Elite ♠34Epic Elite Fire Outsider Mephit
Gloaming Spirit( view
Gloaming Spirit.png
 • edit )
 ♥17Hard ♠20Elite Undead Spectre
Gold Concord Cleric( view
Gold Concord Cleric.jpg
 • edit )
 ♦15Normal ♥17Hard ♠20Elite ♥29Epic Hard Dwarf Dwarf
Gold Concord Fighter( view
Gold Concord Fighter.jpg
 • edit )
 ♦12Normal ♥14Hard ♠17Elite Dwarf Dwarf
Gold Concord Wizard( view
Gold Concord Wizard.jpg
 • edit )
 ♦15Normal ♥17Hard ♠20Elite ♥29Epic Hard Dwarf Dwarf
Greater Shadow( view
Greater Shadow.png
 • edit )
 ♥14Hard Undead Shadow
Greater Umbral Gargoyle( view
Greater Umbral Gargoyle.jpg
 • edit )
 ♥14Hard ♠17Elite Undead Shadow
Human Paladin( view
Human Paladin.jpg
 • edit )
 ♠34Epic Elite Humanoid Human
Ice Mephit Warrior( view
Ice Mephit Warrior.png
 • edit )
 ♦12Normal ♥14Hard ♠17Elite ♠34Epic Elite Air Outsider Mephit
Jarilith( view
 • edit )
 ♦13Normal ♥15Hard ♠18Elite Evil Outsider Demon
Kardin( view
 • edit )
 ♦16Normal ♥18Hard ♠21Elite Aberration Beholder
Mind Flayer( view
Mind Flayer.jpg
 • edit )
 ♥14Hard ♠17Elite ♥29Epic Hard ♠34Epic Elite Aberration Mind Flayer
Parnamuul( view
 • edit )
 ♥18Hard ♠21Elite ♦28Epic Normal ♥31Epic Hard ♠38Epic Elite Evil Outsider Demon
Princess Aurelia( view
Princess Aurelia.jpg
 • edit )
 ♥18Hard ♠21Elite ♦27Epic Normal ♥30Epic Hard ♠38Epic Elite Evil Outsider Demon
Tehram( view
 • edit )
 ♥18Hard ♠21Elite ♦27Epic Normal ♥30Epic Hard ♠62Epic Elite Air Outsider Djinn
Undying Warden( view
Undying Warden.png
 • edit )
 ♥18Hard ♠21Elite ♦26Epic Normal ♥30Epic Hard ♠62Epic Elite Undead Skeleton
Zakya Cult Archer( view
Zakya Cult Archer.jpg
 • edit )
 ♦13Normal ♥15Hard ♠18Elite Humanoid Human
Zakya Cultist( view
Zakya Cultist.jpg
 • edit )
 ♦13Normal ♥15Hard ♠18Elite Humanoid Human
Zakya Rakshasa Lord( view
Zakya Rakshasa Lord.jpg
 • edit )
 ♦13Normal ♥18Hard ♠21Elite Evil Outsider Rakshasa
Zakya Rakshasa( view
Zakya Rakshasa.jpg
 • edit )
 ♦15Normal ♠20Elite Evil Outsider Rakshasa

DC for key

Skill Quest Difficulty Skill Total Suspected DC range
"How about you give me the key, I'll open the room, and then when I find the relic we can turn it in together." (Bluff roll) Casual 56:Success ?-56
Normal 19:Fail; 50:Success 20-50
Hard 20-54
Elite 40:Fail; 54:Success 41-54
"Why waste your time hunting a relic you probably don't even care about. You stay here and stand your post, I'll go and do all the dirty work." (Diplomacy roll) Normal 27:Fail; 39:Success 28-39
Hard 28-41
Elite 38:Fail; 41:Success 39-41
"If you don't give me that key you'll never make it out of this place alive." (Intimidate roll) Normal 21:Success ?-21
Hard 39:Success ?-38
Elite 38:Success ?-38