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Specific quest requirements
Although in general a typical balanced team can defeat any quest of the appropriate level, certain quests have a special requirement for completion. Sometimes that requirement is absolute and unavoidable, while other times there are challenging and dangerous workarounds. Additionally, it is much more common that a quest have a special requirement for optional challenges and rewards.
In all cases, when an Ability score is required, it can be achieved with temporary buff effects (note that even with +6 or higher items, Strength can be increased a further 2 points with the Rage spell/potion, and 2 more with the Madstone Rage.)
Note: certain breakable doors in game, the ones that specifically require a minimum Strength check to bash them down, can also usually be destroyed by thrown weapon damage or Fireball and such spells. Carrying those spells/wands might be a good idea for a low-strength character; Scorched Bracers from the Chronoscope raid has three charges for those characters with low UMD.
Mandatory[edit]
Name | Level | Requirement |
Rest for the Restless | 4 | Two players for valve switches (can be bypassed by recalling or Dimension Door spell, or done with a hireling). Ranged attacks or spells to kill undead, for a door opening |
Tomb of the Burning Heart | 5 | Four players for floor switches (can be bypassed by tripping/halting undead nearby) |
Tomb of the Crimson Heart | 5 | Randomly placed runes (mandatory: 4, require a Constitution: 8 check) |
Delera's Tomb 2 | 7 | Two players for levers (can be done with a hireling) |
The Pit | 7 | The third furnace usually requires two players, soloable with high Jump skill and some tricks |
Tomb of the Shadow King | 8 | Two players for runes that weaken Nsu |
Tomb of the Shadow Lord | 8 | Two players for levers (can be done with a hireling) |
The Xorian Cipher | 8 | Four players for floor switches/split path. Soloable with a hireling and some skeleton herding |
The Fane of the Six: Fall of the Prelate | 9 | Breakable door; Strength: 18, Open Lock, ranged or thrown weapons and some spells will also work |
Vault of Night 3 | 9 | Intelligence: 10, for runes in beholder area |
Reclamation | 10 | Strength: 10, for Turning the three huge valves |
Vault of Night 5 | 10 | Two players with Wisdom: 20, two with Strength: 25. One player with Open Lock or Knock spell. At least 5 (4 + 1) players for 4 south area levers, and air jet |
Tempest's Spine | 10 | "Fire and Ice" Rune Intelligence: 18 and Lever to Rust monster room, Strength: 20 |
Dreams of Insanity | 11 | Intelligence: 12, Runes (six mandatory, last room: require INT checks) and the optional runes: require INT checks |
From Beyond the Grave | 11 | Two players (or solo with hireling) so that the gate can be guarded from endless spawns whilst the pyres are lit |
Tomb of the Forbidden | 11 | Two players for levers with gears to unlock them |
The Twilight Forge | 11 | See the quest entry itself |
The Maze of Madness | 13 | Two players for many, many levers |
The Crucible | 14 | At least two players for the maze |
Flesh Maker's Laboratory | 14 | At least two players for five runes before the end fight |
The Prison of the Planes | 14 | Usually two players for orb switches |
Rainbow in the Dark | 16 | At least one Minimum Level 14 character to use Radiant Arc |
Ascension Chamber | 17 | At least six players for teleport path |
Hound of Xoriat | 18 | 14+ Wisdom, Intelligence, Charisma for runes (The Subterrane - East) |
Genesis Point | 19 | Two players for levers in the maze (can be done with hireling) |
Legendary Tempest's Spine | 32 | "Fire and Ice" Rune Intelligence: ?–50 and Lever to Rust monster room, Strength: 75 (Elite) |
Optional[edit]
Name | Level | Requirement |
Bringing the Light | 2 | Dexterity: 14, Wisdom: 14 or Intelligence: 14, rune for boss room |
Recovering the Lost Tome | 2 | Intelligence: 14, for runes (lightning traps and mephit room) |
The Sunken Sewer | 2 | Open Lock to do the rogue path, Intelligence: 16, to do the spider room |
Walk the Butcher's Path | 2 | Kobold's Hidden Treasure, Strength 18 lever, and Intelligence 18 rune |
Return to the Sanctuary | 3 | Intelligence: 15, East Ward shrine runes |
The Cloven-jaw Scourge: Blockade | 3 | Intelligence: 17, rune for: Slay the captive wight priest optional |
The Swiped Signet | 3 | Open Lock for iron defender room, Wisdom: 16, for mephit room |
Waterworks 2 | 3 | Intelligence: 13, for optional: Free Clan Gnashtooth's hidden prisoners |
Repossession | 4 | Clues to help Repossess the stolen art, if you cannot disarm traps (DEX, INT, STR, WIS checks; needs 14 in each) |
The Chamber of Insanity | 5 | Intelligence: 17 and Wisdom: 17, additional chest |
Partycrashers | 5 | Runes (optional: 6 that require CHA, CON, DEX, INT, STR and WIS checks; Heroic Elite needs a 26 in each) |
Ruined Halls | 6 | Charisma: 16, Intelligence: 14 and Wisdom: 16, runes for an optional shrine. |
The Tear of Dhakaan | 7 | Intelligence: 22, Wisdom: 20, Strength: 22 for runes |
Stormcleave Outpost | 8 | Intelligence: 16, Dimensional gate rune near Pious Grew'el |
Stromvauld's Mine | 8 | Strength: 18, lever leading to the optional: Destroy the elementals |
The Xorian Cipher | 8 | Charisma: 20, Intelligence: 23, and Wisdom: 21 for runes. Open Lock, Disable Device for the vault room |
Escort the Expedition | 10 | Wisdom: 16 and Intelligence: 16, runes for hidden chest. Strength: 18, lever to chest |
Hiding in Plain Sight | 10 | Strength: 15, to bash down a locked door to a kill an optional Aurum Official |
Dreams of Insanity | 11 | Intelligence: 12, Runes (mandatory: require INT checks and optional: require INT checks) |
The Chamber of Raiyum | 12 | Intelligence: 12, Locked central Treasure room runes |