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The Sanctum: Quench the Flames

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The Sanctum: Quench the Flames is the 5th quest in the Cult of the Six 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 Temple Outpost: Captives of the Cult • The Temple Outpost: The Libram of the Six • The Fane of the Six: Cleansing the Temple • The Fane of the Six: Fall of the Prelate • The Sanctum: Quench the Flames • The Sanctum: Church of the Fury


The Dark Six are powerful gods of evil. Cast out of the Sovereign Host, they bide their time, waiting to plunge Xen'drik into horror.

Sorrowdusk Isle adpack icon.jpg
DDO Point icon.png Requires access to adventure pack: Sorrowdusk Isle
The Sanctum: Quench the Flames
Heroic level: 10
Epic level: None
Duration: Medium
Heroic XP:  ♣1,161Solo/Casual ♦2,038Normal ♥2,140Hard ♠2,242Elite
Epic XP: N/A
Takes place in: Fane of the Six
Bestowed by: Lord Hragg of Grey Moon
NPC contact: Lord Hragg of Grey Moon
Quest acquired in: Sorrowdusk Isle
Patron: House Deneith
Base favor: 4
Purchase: Sorrowdusk Isle or VIP
Extreme Challenge: No
M quench the flames.png
Loading screen

Overview

Return to the temple through either entrance. In the inner sanctum, destroy the fires the cult is using to summon its mephits.


Spoiler Warning: Spoiler material below this point!


Objectives

  • Destroy all the summoning fires in the inner temple.

What to Expect

  • Spawning/respawning monsters

Known Traps

Trap DCs

  • Dart trap just in the first corridor to the west; control panel is on the northern face of the center pillar on the far side
  • Blade trap in the second corridor to the west; control panel is on the eastern face (near side) of the center wall
  • Fire trap in the eastern corridor, on the rise; control panel is on the eastern face of the center pillar entering the corridor
  • One-shot fire trap guarding the chest; cannot be disarmed.

Tips and Misc

  • Fire Resistance is a *must* in this quest; Electricity Resistance can also be extremely helpful. Blindness Ward can also be useful against the air mephits.
  • Without appropriate resistances, this is the hardest quest of the chain.
  • Despite the doorway not being active yellow, the side entrance is able to be used; both entrances bring you to the same spot.
  • Upon entering the first doorway after beginning the quest, be prepared for a serious Mephit ambush.
  • Summoning fires are easier to destroy when standing on them (well, floating above them, actually). The mephits guarding them will respawn until the fire is destroyed.
  • Several sarcophagi in the central room to the west will burst open, releasing wight myrmidons.
  • No breakables bonus is possible, even if you range these sarcophagi before the ambush.

Bonus XP

  • Discreet bonus: 8 or fewer monsters killed +5% Bonus.( ♣58 ♦102 ♥107 ♠112 )
  • Aggression bonus: 27 or more monsters killed +10% Bonus.( ♣116 ♦204 ♥214 ♠224 )
  • Onslaught bonus: 36 or more monsters killed +15% Bonus.( ♣174 ♦306 ♥321 ♠336 )
  • Conquest bonus: 45 or more monsters killed +25% Bonus.( ♣290 ♦510 ♥535 ♠561 )
  • Neutralization bonus: 2 or more traps disarmed +20% Bonus.( ♣232 ♦408 ♥428 ♠448 )

Loot

  • Chests: 1
    • 1 trapped in the second alcove to the south, down the eastern hallway
  • Collectables: Five
    • Bookcase in the southwest area of the central room
    • Alchemy table in the northwest area of the central room
    • Adventurer's Pack near the western summoning fire
    • Mushroom on a ledge up high near the southeast summoning fire
    • Mushroom on a ledge just south of the eastern-most summoning fire
  • NPC rewards: None until all six quests are completed

Monsters

Name ( picture ) CR Type Race
Air Mephit Warrior( view
Air Mephit Warrior.jpg
 • edit )
 ♦14Normal ♥14Hard ♠17Elite ♦17Epic Normal ♥18Epic Hard Air Outsider Mephit
Cultist of the Six( view
Cultist of the Six.jpg
 • edit )
 ♦7Normal ♥9Hard ♠11Elite Humanoid Human
Greater Fire Mephit( view
Greater Fire Mephit.jpg
 • edit )
 ♦6Normal ♥8Hard ♠11Elite ♦22Epic Normal ♥27Epic Hard OR Summoned by another mephit: ♠6Elite Fire Outsider Mephit
High Cultist( view
High Cultist.jpg
 • edit )
 ♦11Normal ♥13Hard ♠16Elite Humanoid Human
Mephit of Fernia( view
Mephit of Fernia.jpg
 • edit )
 ♦9Normal ♥11Hard ♠14Elite Fire Outsider Mephit
Mephit of Lamannia( view
Mephit of Lamannia.jpg
 • edit )
 ♦9Normal ♥11Hard ♠14Elite ♦22Epic Normal ♠46Epic Elite Air Outsider Mephit
Summoning Fire( view
Summoning Fire.jpg
 • edit )
 ♠8Elite Construct Inanimate Object
Wight Myrmidon( view
Wight Myrmidon.jpg
 • edit )
 ♠7Elite Undead Wight
Wight Priest( view
Wight Priest.jpg
 • edit )
 ♦5Normal ♥7Hard ♠9Elite ♦25Epic Normal ♥31Epic Hard Undead Wight