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The Vault of Night is a Story Arc that begins by speaking with Barrow d'Kundarak in House Kundarak, right next to the entrance to the Vault. To actually get the story arc quest you need to talk with Marek Malcanus at the bottom of the House Kundarak Bank steps, Barrow simply directs you to speak with him. The story arc comprises six parts and ends with a battle against Velah, the famed red dragon.
The series of Quests in order are typically referred to in game as VoN 1, VoN 2, etc.
Likewise, you must pass through The Vault of Night quest to reach Plane of Night; however, these are referred to as VoN 5 and VoN 6 respectively. They are considered separate quests (unlike the two in VoN 3) because nobody just does the Gateway to Khyber (though nowadays it is fairly rare to see 5 and 6 being run separately either.)
As of Update 3, you no longer need to reflag VoN 1-4 to repeat VoN 5/6. Nor do you need to run VoN 1-4 in specific order to flag; they can be done in any order.
Proof Against Poison +6 Proof Against Poison +6: This item grants its wearer immunity to natural poisons. This item also grants a +6 Enhancement bonus to saving throws against magical poisons, and the wearer does not fail saving throws against them on a roll of a natural 1 (this renders the wearer immune to magical poisons with a DC of less than 7 + their Fortitude save).
Proof Against Disease +6 Proof Against Disease +6: This item grants its wearer immunity to natural diseases. This item also grants a +6 Enhancement bonus to saving throws against magical diseases, and the wearer does not fail saving throws against them on a roll of a natural 1 (this renders the wearer immune to magical diseases with a DC of less than 7 + their Fortitude save).
Named raid loot rewards as per the raid loot mechanics at a successful end of VoN 6. Weapons, shields and armors are ML 10; all others (including the Rune Arm) are ML 9.
Electric Absorption +19% Electric Absorption +19%: Passive: 19% Enhancement Bonus to Electric Absorption. (Absorption reduces damage from an element by a percentage, after resistance have been taken into account.)
Draconic ProphecyDraconic Prophecy: 2 Pieces Equipped: +5 Artifact bonus to Universal Spellpower +10 Artifact bonus to Magical Resistance Rating Cap
Fire Absorption +19% Fire Absorption +19%: Passive: 19% Enhancement Bonus to Fire Absorption. (Absorption reduces damage from an element by a percentage, after resistance have been taken into account.)
Freedom of MovementFreedom of Movement: This item grants its wearer the ability to move and attack normally while under the influence of magic that impedes movement, such as paralysis, solid fog, slow and web.
Cold Absorption +19% Cold Absorption +19%: Passive: 19% Enhancement Bonus to Cold Absorption. (Absorption reduces damage from an element by a percentage, after resistance have been taken into account.)
Smiting WeaponsSmiting Weapons: While wearing this item, your melee and ranged weapons gain Vorpal Effect: On an attack roll of 20 which is confirmed as a critical hit this weapon will completely destroy a construct. Powerful constructs may resist the vorpal effect until sufficiently damaged.
Exceptional Fortification (+10%)Exceptional Fortification (+10%): This item produces a magical force that protects vital areas of the wearer more effectively. When a critical hit or sneak attack is scored on the wearer, there is a +10% chance that the critical hit or sneak attack is negated and the damage is instead rolled normally. This ability is considered an Insight bonus when determining stacking with other sources of fortification
Construct Fortification (10%)Construct Fortification (10%): This docent produces a magical force that protects vital areas of the wearer more effectively. When a critical hit or sneak attack is scored on the wearer, there is a +10% chance that the critical hit or sneak attack is negated and damage is instead rolled normally. This ability is considered as Insight bonus when determining stacking with other sources of fortification.
Disruption Disruption: On Hit: 4 to 24 Bane damage to Undead. On Vorpal Hit: If an undead struck by this weapon has fewer than 1000 Hit Points, it is instantly slain. If the undead has above 1000 Hit Points, it takes 100 damage.
Greater Disruption GuardGreater Disruption Guard: This Item stores a holy and righteous power deep within. When the wearer of this item is successfully attacked in melee by undead, this power occasionally comes to the surface, annihilating enemy undead.
Armor Bonus +5Armor Bonus +5: This item surrounds the wearer with an invisible but tangible field of force, granting +5 armor bonus to AC, just as though he were wearing armor.
MithralMithral:Mithral armor is one type lighter then normal. Arcane Spell Failure decreased by 10%. Maximum dexterity bonus increased by 2. Armor check penalty reduced by 3.
Earthgrab GuardEarthgrab Guard: This item stores the implacable strength of the earth deep within. When the wearer of this item is successfully attacked in melee, this power occasionally comes to the surface, calling on the earth to erupt from the ground and hold an enemy in place.
AdamantineAdamantine: Found only in meteorites and the rarest of veins in magical areas, this ultrahard metal adds to the quality of a weapon or suit of armor. Weapons made of adamantine have the ability to bypass the protective damage reduction of certain monsters.
Magma Surge GuardMagma Surge Guard: This item stores the immeasurable heart of the planet's molten mantle. When the wearer of this item is successfully attacked in melee, superheated magma occasionally surges to the surface, slowing an enemy down and inflicting massive fire damage over time.