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Thank you to everyone who participated in the DDO Wiki 20th Anniversary Giveaway! If you've won a prize, head to the linked page to find out how to claim it.
Introduced with Update 30, 10th Anniversary is an in-game event celebrating the 10th Anniversary of DDO in February 2016.
Related NPCs and quest entrance were located in House Phiarlan Enclave north, where the Mailbox used to be, and inside the Hall of Heroes - Eberron. After the end of the anniversary event, only the Oracle of Wisdom in Eberron Halls of Heroes remains.
Upon logon, an ingredient item Dungeons & Dragons Online 10th Anniversary Token is distributed for each character (see below). This goes into your Ingredients Bag if you have auto-gather option on. Turn the token in to NPC Djinn for a choice of past named items/raid loot listed below. Barter UI erroneously states they require a "10 Year Old Cake".
Any existing character that logs in when the event is active following the release of Update 30 will get a 10th anniversary token, which can be redeemed through an NPC in House Phiarlan for one of the anniversary items. Additionally, any new character created during the time the event is active will get a token when they log into the game world for the first time. Once the event is no longer active, characters will no longer receive tokens when they log in, and the NPC will not be available.
Guaranteed end reward for completing the chain in order. Resetting the chain to get a second reward in a single life can be tricky and frustrating, but can be done.
to get the two sigil pieces that Ostler Caulstone in the Restless Isles will have to assemble and then repair before each subsequent run.
Unfortunately, this raid is hard to get a party to run due in part to a bug with the targeting system on the laser that makes it hard to hit the titan and the fact that often a pillar will drop for no apparent reason.
to get the two sigil pieces that Ostler Caulstone in the Restless Isles will have to assemble and then repair before each subsequent run.
Unfortunately, this raid is hard to get a party to run due in part to a bug with the targeting system on the laser that makes it hard to hit the titan and the fact that often a pillar will drop for no apparent reason.
to get the two sigil pieces that Ostler Caulstone in the Restless Isles will have to assemble and then repair before each subsequent run.
Unfortunately, this raid is hard to get a party to run due in part to a bug with the targeting system on the laser that makes it hard to hit the titan and the fact that often a pillar will drop for no apparent reason.
to get the two sigil pieces that Ostler Caulstone in the Restless Isles will have to assemble and then repair before each subsequent run.
Unfortunately, this raid is hard to get a party to run due in part to a bug with the targeting system on the laser that makes it hard to hit the titan and the fact that often a pillar will drop for no apparent reason.
String exceeds 1,000 character limit for automatic parsing of {{BB code}}, passing quote through: In regard to the 10th anniversary item giveaway, the intention was not to outfit every character in the game with a current-best-as-of-2016 piece of end game raid loot. The intention is to look back at named loot over the history of DDO, featuring some of the most-sought-after items over the course of the game's history. The items needed to be Bound to Character for obvious reasons, and we didn't want to provide augments.
Please keep in mind that things like Minos Legens are "easy to get" IF you have the adventure pack and do the work. This list is meant to offer various things to the entirety of the community, from people who remember running an older raid many times but never getting that one thing, to free players who don't have everything unlocked. The Voice of the Master and Mantle of the Worldshaper are being offered so that someone who either doesn't have the other pack, or doesn't want to run it, can make their augment. The Hellfire Crossbow is a great low-level weapon, and is one of the most sought-after weapons at its level. Sure, it doesn't have a huge use at end-game, but that's not the point.
Ultimately, we wanted to strike a balance between offering some of the most popular items over the game's history with not invalidating the hard work people did to acquire things over the years. We also wanted to not eat too much into current raids, nor offer something that would have too much of an impact on the game if "everyone had it", like the Ring of Spell Storing or Mysterious Bauble. For various technical reasons we mostly couldn't include upgraded things, and also liked the idea of some of this stuff perhaps motivating people to go into this older content to upgrade their stuff. Everything had to be Bound to Character on Acquire. And ultimately this is a free gift, so we had to operate under the assumption that anything we put in there could be potentially taken by every player in the game.
We've received some great feedback on this list, and thank you for it. We will look into adding something that would be of use to the folks who "have all of it/don't want any of it", and will look specifically at a few of the items suggested.
You get to run a special event challenge instance (modified version of the Partycrashers quest), collect Party Favor (BtA ingredient) and turn them in for the reward.
If you enter challenge at level greater than your character level, you get +10% more rewards per level, up to a maximum of +50% for running challenge at character level + 5 (rounded up, maximum ingredient payout: 8).
Level 30 toon on level 30 instance: 1 star completion, score (1) = 1 Party Favor
Level 30 toon on level 30 instance: 5 star completion, score (5) = 5 Party Favor
Level 30 toon on level 35 instance: 5 star completion, score (5) = 8 Party Favor
Items are tiered but each can be purchased without first acquiring items of a lower tier. Minimum levels are : 5, 10, 15, 20, 25, 30. Costs are : 10, 20, 40, 60, 80, 100 Party Favors, respectively. Please note: the Hardness/Durability listed for these items is what is listed on the trade-in window, but the actual items' Hardness/Durability are substantially better.
Bleeding 3Bleeding 3: This weapon is wickedly curved, with spines and hooks meant to cause damage to those with flesh. This weapon does 3d8 bleeding damage to those that are vulnerable to it.
Gashing 7Gashing 7: The edges of this weapon are sharpened beyond belief, dealing an additional 7d6 slashing damage on each critical hit.
Slashing 3Slashing 3: The edges of this weapon are sharpened, dealing an additional 3d6 slashing damage on each hit.
Bleeding 4Bleeding 4: This weapon is wickedly curved, with spines and hooks meant to cause damage to those with flesh. This weapon does 4d8 bleeding damage to those that are vulnerable to it.
Gashing 9Gashing 9: The edges of this weapon are sharpened beyond belief, dealing an additional 9d6 slashing damage on each critical hit.
Slashing 4Slashing 4: The edges of this weapon are sharpened, dealing an additional 4d6 slashing damage on each hit.
Bleeding 4Bleeding 4: This weapon is wickedly curved, with spines and hooks meant to cause damage to those with flesh. This weapon does 4d8 bleeding damage to those that are vulnerable to it.
Gashing 10Gashing 10: The edges of this weapon are sharpened beyond belief, dealing an additional 10d6 slashing damage on each critical hit.
Slashing 4Slashing 4: The edges of this weapon are sharpened, dealing an additional 4d6 slashing damage on each hit.
Bleeding 5Bleeding 5: This weapon is wickedly curved, with spines and hooks meant to cause damage to those with flesh. This weapon does 5d8 bleeding damage to those that are vulnerable to it.
Gashing 12Gashing 12: The edges of this weapon are sharpened beyond belief, dealing an additional 12d6 slashing damage on each critical hit.
Slashing 5Slashing 5: The edges of this weapon are sharpened, dealing an additional 5d6 slashing damage on each hit.
Bleeding 6Bleeding 6: This weapon is wickedly curved, with spines and hooks meant to cause damage to those with flesh. This weapon does 6d8 bleeding damage to those that are vulnerable to it.
Gashing 14Gashing 14: The edges of this weapon are sharpened beyond belief, dealing an additional 14d6 slashing damage on each critical hit.
Slashing 6Slashing 6: The edges of this weapon are sharpened, dealing an additional 6d6 slashing damage on each hit.
Bleeding 2Bleeding 2: This weapon is wickedly curved, with spines and hooks meant to cause damage to those with flesh. This weapon does 2d8 bleeding damage to those that are vulnerable to it.
Gashing 5Gashing 5: The edges of this weapon are sharpened beyond belief, dealing an additional 5d6 slashing damage on each critical hit.
Slashing 2Slashing 2: The edges of this weapon are sharpened, dealing an additional 2d6 slashing damage on each hit.
Yellow Augments: Standard augments provide bonuses to offensive stats, condition resistances and immunities, elemental resistances and DC spellcasting stats.
Yellow Augments: Standard augments provide bonuses to offensive stats, condition resistances and immunities, elemental resistances and DC spellcasting stats.
Yellow Augments: Standard augments provide bonuses to offensive stats, condition resistances and immunities, elemental resistances and DC spellcasting stats.
Yellow Augments: Standard augments provide bonuses to offensive stats, condition resistances and immunities, elemental resistances and DC spellcasting stats.
Yellow Augments: Standard augments provide bonuses to offensive stats, condition resistances and immunities, elemental resistances and DC spellcasting stats.
Yellow Augments: Standard augments provide bonuses to offensive stats, condition resistances and immunities, elemental resistances and DC spellcasting stats.
Yellow Augments: Standard augments provide bonuses to offensive stats, condition resistances and immunities, elemental resistances and DC spellcasting stats.
Yellow Augments: Standard augments provide bonuses to offensive stats, condition resistances and immunities, elemental resistances and DC spellcasting stats.
Yellow Augments: Standard augments provide bonuses to offensive stats, condition resistances and immunities, elemental resistances and DC spellcasting stats.
Yellow Augments: Standard augments provide bonuses to offensive stats, condition resistances and immunities, elemental resistances and DC spellcasting stats.
Yellow Augments: Standard augments provide bonuses to offensive stats, condition resistances and immunities, elemental resistances and DC spellcasting stats.
Yellow Augments: Standard augments provide bonuses to offensive stats, condition resistances and immunities, elemental resistances and DC spellcasting stats.
Whirlwind WardWhirlwind Ward: This effect renders you immune to being knocked down by an Air Elemental's whirlwind. However, it does not prevent you from being knocked back or away from touching the Air Elemental.
Yellow Augments: Standard augments provide bonuses to offensive stats, condition resistances and immunities, elemental resistances and DC spellcasting stats.
Whirlwind WardWhirlwind Ward: This effect renders you immune to being knocked down by an Air Elemental's whirlwind. However, it does not prevent you from being knocked back or away from touching the Air Elemental.
Yellow Augments: Standard augments provide bonuses to offensive stats, condition resistances and immunities, elemental resistances and DC spellcasting stats.
Whirlwind WardWhirlwind Ward: This effect renders you immune to being knocked down by an Air Elemental's whirlwind. However, it does not prevent you from being knocked back or away from touching the Air Elemental.
Yellow Augments: Standard augments provide bonuses to offensive stats, condition resistances and immunities, elemental resistances and DC spellcasting stats.
Whirlwind WardWhirlwind Ward: This effect renders you immune to being knocked down by an Air Elemental's whirlwind. However, it does not prevent you from being knocked back or away from touching the Air Elemental.
Yellow Augments: Standard augments provide bonuses to offensive stats, condition resistances and immunities, elemental resistances and DC spellcasting stats.
Whirlwind WardWhirlwind Ward: This effect renders you immune to being knocked down by an Air Elemental's whirlwind. However, it does not prevent you from being knocked back or away from touching the Air Elemental.
Yellow Augments: Standard augments provide bonuses to offensive stats, condition resistances and immunities, elemental resistances and DC spellcasting stats.
Whirlwind WardWhirlwind Ward: This effect renders you immune to being knocked down by an Air Elemental's whirlwind. However, it does not prevent you from being knocked back or away from touching the Air Elemental.
Yellow Augments: Standard augments provide bonuses to offensive stats, condition resistances and immunities, elemental resistances and DC spellcasting stats.
Yellow Augments: Standard augments provide bonuses to offensive stats, condition resistances and immunities, elemental resistances and DC spellcasting stats.
Yellow Augments: Standard augments provide bonuses to offensive stats, condition resistances and immunities, elemental resistances and DC spellcasting stats.
Yellow Augments: Standard augments provide bonuses to offensive stats, condition resistances and immunities, elemental resistances and DC spellcasting stats.
Yellow Augments: Standard augments provide bonuses to offensive stats, condition resistances and immunities, elemental resistances and DC spellcasting stats.
Yellow Augments: Standard augments provide bonuses to offensive stats, condition resistances and immunities, elemental resistances and DC spellcasting stats.
Yellow Augments: Standard augments provide bonuses to offensive stats, condition resistances and immunities, elemental resistances and DC spellcasting stats.
Bound to Account on Acquire +7 Club: Weapon's Ooze Specific Damage +5, Weapon's Bludgeon Effect +5, Weapon's Critical Bludgeon Effect +12, EverbrightEverbright: Flecks of marble and pearl shimmer across this shield, set within images of bursting stars and beaming suns. An everbright shield will never take damage from rust or acid and can emit a Blinding Flash 3/rest., Purple Augment SlotThis augment slot can be used to equip this item with the following types of augment:
Blue Augments: Standard augments provide bonuses to defensive stats, healing amplifications and Tactics DCs.
Clicky: 90 second cooldown / 90 second duration: Jump +10Jump +10: Passive: +10 Festive bonus to the Jump skill., Spellcraft +10Spellcraft +10: Passive: +10 Festive bonus to the Spellcraft skill., Balance +10Balance +10: Passive: +10 Festive bonus to the Balance skill., +10 Festive bonus to Will Saves Vs. Sleep, 25% Festive bonus to Rune Arm Charge Rate. On effect expiration: -25% movement speed, -20 Dodge, -30 Will Saves vs. Sleep, Jump -40Jump -40: Passive: -40 penalty to the Jump skill.. These effects last until you rest or drink the coffee again. Note: Drinking flask DOES break stealth