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The Xorian Cipher
The Xorian Cipher is the 2nd quest in The Xorian Cipher story arcStory arcs are chains of quests that make up a story line. Completing everything in a story arc often yields a nice reward.. |
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The Path to Madness • The Xorian Cipher |
The temple has been turned into a conduit for Xoriat to enter the Material Plane. Orbs of pure madness roam the hallways, punishing all who touch them.
The Xorian Cipher | |
Heroic level: | 8 |
Epic level: | None |
Duration: | Very Long |
Heroic XP: | ♣2,556Solo/Casual ♦4,520Normal ♥4,780Hard ♠5,040Elite |
Epic XP: | N/A |
Takes place in: | Temple of Madness |
Bestowed by: | Gatekeeper Chulkash |
NPC contact: | Gatekeeper Chulkash |
Quest acquired in: | House Jorasco |
Patron: | House Jorasco |
Base favor: | 7 |
Purchase: | Free to Play |
Extreme Challenge: | Yes |
Overview
Chulkash, an aspirant druid of the Gatekeepers, seeks to decipher an ancient prophecy written in the mad language of the daelkyr. The key to this prophecy is the Xorian Cipher, an artifact held by the cultists of Xoriat in a ruined temple. Find the temple, retrieve the Xoriat Cipher, and destroy whatever plans the Xoriat cultists have set into motion.
The entrance to The Path to Madness is located in the northeast section of House Jorasco, which itself holds the entrance to this quest.
Spoiler Warning: Spoiler material below this point!
Objectives
- Slay the Urdak brothers
- Slay Angarta Markud
- Slay Hound of Madness
- Acquire the Xorian Cipher
- (Optional) Find and enter the Vault — Bonus (5%): Heroic( ♣128 ♦226 ♥239 ♠252 )
- (Optional) Slay Deathfang — Bonus (15%): Heroic( ♣383 ♦678 ♥717 ♠756 )
- (Optional) Use the runes to seal the rifts — Bonus (15%): Heroic( ♣383 ♦678 ♥717 ♠756 )
- (Optional) Slay Mastark Markud — Bonus (15%): Heroic( ♣383 ♦678 ♥717 ♠756 )
- (Optional) Slay Urtyan Markud — Bonus (15%): Heroic( ♣383 ♦678 ♥717 ♠756 )
- (Optional) Slay Vault Guardian — Bonus (15%): Heroic( ♣383 ♦678 ♥717 ♠756 )
What to Expect
- Chaos Orbs
- Collapsible floor
- Spawning/respawning monsters
- Runes (optional: require CHA, INT and WIS checks)
- Requires extra player(s)/hireling(s) (mandatory: 4 pressure plates have to be stepped on simultaneously)
Known Traps
- Three inside the vault: Force on north (two control panels), Spikes on east, Sonic on south (two panels)
- Three on the corridor after the puzzle. In order: Blade, Force, and Spikes
Tips and Misc
Higher difficulties will contain more Arcane Skeletons than lower difficulties.
You can get some pretty good rare drops in this quest such as: the Chaosgarde bracers and the Planar Gird.
At the end of the quest, you may have "The Xorian Cipher" in your inventory. Although the questgiver asks you to retrieve it for them, you do not actually need it in your inventory to finish the quest, so this item can be safely discarded.
Inside this quest, a lot of chaos orbs are moving around. Spawning of balls can be stopped by deactivating CHA, INT and WIS runes nearby. To be guaranteed to deactivate all the 12 the runes: Charisma of 20, Intelligence of 23, and Wisdom of 21.
You will also want a rogue with good trap skills for this quest (Trap DCs). Anytime you have one of the three keys, you can unlock a corresponding treasure chest in the treasure room. However, all the chests are trapped: one trap (and control panel) on the east chest, and two traps (and control panels) on each of the north and south chests.
There is one – and only one – Shrine inside the whole quest. Whether or not your group can reach this shrine is a crucial part of your adventure here.
In the first large room, there is an altar that is in front of the portal. If Turn Undead is used near said altar, all undead in the room will be subjected to turn undead.
There is a rune (and skeleton archers) on the upper level on the east side of the first large room. The way up to that level is not (easily) visible – you can access it from the upper level on the west side via a transparent and hard to see "sky bridge".
Once everyone has crossed the pressure-activated door locks on both sides, the way-blocks will reappear again and will NOT disappear until the puzzle is solved. This means if the puzzle can't get done, no one can get to the shrine and no one can get out. So despite the side with the named skeletons is seemingly more dangerous, the puzzle room is actually the real fight. A 4-2 split (4 people for the puzzle room, 2 stay in the bottom) is recommended for Elite and/or Hard. Also, there is an INT rune inside the puzzle room.
The northeast room (marked with a collapsible floor on the map), is protected by a Locked Door, a Rogue can attempt to pick the lock. Alternatively you may "bash down" the door: 20 Strength (19:Fail; 20:Success), or a thrown weapon would work – without the need to reach 20 Strength (U46.2). Inside it has a collapsing floor and a gate that closes permanently when the floor does collapse. Stay to the left when entering the room and wait for everyone to enter, or you risk losing the treasure chest here. Killing the scorpion opens the barrier to a room with a chest containing the Green Key.
Feeling the Pressure
- At one point, you will have to break the group up. In two parallel corridors there are two sets of two (FOUR total) pressure-activated door locks that each requires a person to stand on it. (A hireling, summoned monster, or enemy works too, as explained below).
- Once past these doors, the characters in the east corridor will throw a lever to unlock a door on the west side. The west-side characters will have to finish a mob-occupied puzzle which unlocks the path to the shrine, while the east side group gets the three named skeleton warriors that are pretty nasty. Each side also has purple chaos blobs running around just to make it more interesting.
- You can use this technique if you have a small group with hirelings or pets. Station the hirelings/pets on the east corridor, and have your party gather on the west side. When the path is clear, run up the stairs and look down through the bars into the chamber below. Instruct your hireling/pet to use the lever; this will open the door for you to enter the chamber with the puzzle. You can then summon it to your side even though the blocks would prevent it walking to you. Solve the puzzle and then continue to the room with the three named skeletons.
- You can solo the quest by using a normal hireling and two Gold Seal hirelings, to get around the one-hireling limit. (They can also help with the three types of runes.) Alternatively, you can try to lure an enemy on to a pad and paralyze it there.
- Characters with Summons spells can solo this dungeon without Gold Seal hirelings. (This includes Artificers with the Flame Turret spell). To cover all four pressure pads, station a hireling and class-controlled pet (Pale Master's Skeletal Knight, Druid's Wolf Companion, or Artificer's Iron Defender) on the east corridor pads, while you go to the west corridor. Stand on one pad and summon a monster directly on to the other pad; or, if your summons appears where you are standing, run to the other pad yourself.
Bonus XP
- Aggression bonus: 26 or more monsters killed +10% Bonus.( ♣256 ♦452 ♥478 ♠504 )
- Onslaught bonus: 51 or more monsters killed +15% Bonus.( ♣383 ♦678 ♥717 ♠756 )
- Conquest bonus: 76 or more monsters killed +25% Bonus.( ♣639 ♦1,130 ♥1,195 ♠1,260 )
- Tamper bonus: 4 or more traps disarmed +10% Bonus.( ♣256 ♦452 ♥478 ♠504 )
- Neutralization bonus: 6 or more traps disarmed +20% Bonus.( ♣511 ♦904 ♥956 ♠1,008 )
- Ingenious Debilitation bonus: 7 or more traps disarmed +30% Bonus.( ♣767 ♦1,356 ♥1,434 ♠1,512 )
- Observance bonus: 1 or more secret door discovered +8% Bonus.( ♣204 ♦362 ♥382 ♠403 )
- Mischief bonus: 25 or more breakables smashed +8% Bonus.( ♣204 ♦362 ♥382 ♠403 )
- Vandal bonus: 32 or more breakables smashed +10% Bonus.( ♣256 ♦452 ♥478 ♠504 )
- Ransack bonus: 40 or more breakables smashed +15% Bonus.( ♣383 ♦678 ♥717 ♠756 )
External Links
Loot
- Chests: 6
- 1 in the treasure vault, behind the secret door
- 3 trapped and behind locked doors in the treasure vault (the doors are opened by key only)
- 1 past the trapped hallway and the collapsible floor
- 1 at the end for killing the Hound of Madness (Thaarak Hound)
- Collectables: 5
- Alchemy Table — between the two secret doors leading to the treasure room
- Crude Altar — in the west side room
- Crude Altar — in the east side room
- Mushroom — after the collapsing floor, near the chest with the green key
- Mushroom — in the same room, upper floor, in the North niche
NPC end rewards
Randomly generated loot, ML correlates with effective quest level.
Named Chest Drop
Last Edited | Item | Type | Enhancements | ML | Bind | Quests |
---|---|---|---|---|---|---|
|
Planar Gird (edit) | Belt |
|
9 | UnboundUnbound: This item is Unbound, and may take permanent damage. | The Xorian Cipher, green key room chest |
|
Chaosgarde (edit) | Bracers |
|
9 | Bound to Character on EquipBound to Character on Equip: This item is Bound to Character on Equip | The Xorian Cipher, Green Key Room |
|
Sign of Xoriat (edit) | Necklace |
|
9 | Bound to Character on EquipBound to Character on Equip: This item is Bound to Character on Equip | The Xorian Cipher, end chest |
|
Chaos Band (edit) | Ring |
|
9 | Bound to Character on EquipBound to Character on Equip: This item is Bound to Character on Equip | The Xorian Cipher, iron key chest |
|
Reaver's Ring (edit) | Ring |
|
9 | Bound to Character on EquipBound to Character on Equip: This item is Bound to Character on Equip | The Xorian Cipher, iron key room |
|
Thaarak Fang (edit) | Trinket |
|
9 | Bound to Character on EquipBound to Character on Equip: This item is Bound to Character on Equip | The Xorian Cipher, end chest |
Monsters
Name ( picture ) | CR | Type | Race |
---|---|---|---|
Angarta Markud ( view • edit ) | ♦10Normal ♥12Hard ♠15Elite | Aberration | Drow Scorpion |
Boneshrieker Harrier ( view • edit ) | ♦8Normal ♥10Hard ♠13Elite | Undead | Skeleton |
Boneshrieker Legionnaire ( view • edit ) | ♦8Normal ♥10Hard ♠13Elite | Undead | Skeleton |
Boneshrieker Savant ( view • edit ) | ♦9Normal ♥11Hard ♠14Elite | Undead | Skeleton |
Corilyan Urdak ( view • edit ) | ♦9Normal ♥11Hard ♠14Elite | Undead | Skeleton |
Deathfang ( view • edit ) | ♦10Normal ♥12Hard ♠15Elite | Vermin | Scorpion |
Hound of Madness ( view • edit ) | ♦10Normal ♥13Hard ♠16Elite | Evil Outsider | Hellhound |
Lornatch Urdak ( view • edit ) | ♦10Normal ♥12Hard ♠15Elite | Undead | Skeleton |
Mastark Markud ( view • edit ) | ♦10Normal ♥12Hard ♠15Elite | Aberration | Drow Scorpion |
Sarmato Urdak ( view • edit ) | ♦9Normal ♥11Hard ♠14Elite | Undead | Skeleton |
Thaarak Hound ( view • edit ) | ♦10Normal ♥12Hard ♠15Elite ●♦21Epic Normal ●♥29Epic Hard ●♠44Epic Elite | Evil Outsider | Hellhound |
Urtyan Markud ( view • edit ) | ♦10Normal ♥12Hard ♠15Elite | Aberration | Drow Scorpion |
Vault Guardian (wraith) ( view • edit ) | ♦11Normal ♥14Hard ♠18Elite | Undead | Wraith |
Xorian Fanatic ( view • edit ) | ♦7Normal ♥9Hard ♠9Elite | Elf | Drow Elf |
Zealot of Madness ( view • edit ) | ♦7Normal ♥9Hard ♠12Elite | Elf | Drow Elf |
- The Xorian Cipher chain quests
- Very long quests
- Temple of Madness quests
- House Jorasco quests
- House Jorasco patron quests
- Free to Play quests
- Extreme Challenge quests
- Links to YouTube
- Quests by name
- Quests with maps
- Compendium:Level 8 quests
- Level 8 quests
- Quests with 7 base favor reward
- Quests with collectables/5