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Beautiful Nightmares is the 4th quest in the Peril of the Planar Eyesstory arcStory arcs are chains of quests that make up a story line. Completing everything in a story arc often yields a nice reward..
It's been a long journey to the old, isolated monastery where the Eye of Dal Quor is being held. Your eyes and feet grow heavy as you approach the Monastery's door.
The Eye of Dal Quor is being held at a monastery in the jungle south of Stormreach called the House of Languor. Head there to retrieve the Eye.
Spoiler Warning: Spoiler material below this point!
Objectives
Talk to the Head Monk about the Eye of Dol Quor
Meet Mother Ashira in the Rose Chamber
Pray before the altar
Find your way to the Twilight Chapel
Escape the chasm
Reach the Twilight's Floor upper level
Open the Raven Door
Dispel the Barrier above the Twilight Chapel
Choose between the two trials
Jump down into the Twilight Chapel
Survive the Eye's final challenge
(Optional) Discover the fate of the Hidden Hand Cultists — Bonus (20%): Heroic( ♣588♦1,028♥1,076♠1,124 )Legendary( ♣3,317♦5,666♥5,803♠5,939 )
(Optional) Pet all the monastery animals (12 total) — Bonus (25%): Heroic( ♣735♦1,285♥1,345♠1,405 )Legendary( ♣4,147♦7,082♥7,253♠7,424 )
(Optional) Solve the floor tile puzzle (Trial of Mind) — Bonus (10%): Heroic( ♣294♦514♥538♠562 )Legendary( ♣1,659♦2,833♥2,901♠2,970 )
(Optional) Incapacitate the Sleepwalker (Trial of Might) — Bonus (20%): Heroic( ♣588♦1,028♥1,076♠1,124 )Legendary( ♣3,317♦5,666♥5,803♠5,939 )
(Optional) Smash the power crystal (Trial of Might) — Bonus (10%): Heroic( ♣294♦514♥538♠562 )Legendary( ♣1,659♦2,833♥2,901♠2,970 )
(Optional) Pet the Vorpal Chipmunk (Legendary only) — Bonus (20%): Heroic( ♣588♦1,028♥1,076♠1,124 )Legendary( ♣3,317♦5,666♥5,803♠5,939 )
What to Expect
Waiting until the narrator is done with talking so that you can proceed.
Altars that you use to travel between real world and dream world.
Monsters that you need to defeat before you can venture forth. Some monsters are phasing.
Climbable rock ladders
Tips and Misc
Walkthrough
Talk to Mother Ashira. You'll be allowed into the monastery to explore; however, several important doors will be blocked by vines.
Head east past the Courtyard to the Rose Chamber.
The Serene Fountain (and its destroyed counterpart in reality) applies Feather Fall and +30 Jump. Grab these buffs if you don't have them already, as there's about to be a fairly tricky jumping section.
Puzzle solutionSolve the puzzle and (using the Rose Prayer Altar) return to Reality.
Defeat the Quori ambush (Twilight Chamber) and head westwards to the Courtyard.
After climbing back up to the top of the Courtyard, go south past the Library and return to your Dream at the Altar of Chaos.
Go north past the Refectory and return to Reality at the Altar of Faith.
Go south and take the first door on the left (east) after going through the Refectory again. (You can also open the door to the Courtyard which will help latecomers catch up.)
Climb up the stones (footholds and handholds) on the wall to the Dormitory.
Jump across the Courtyard and grab the crest of the Bat.
Go through the (east) door next to the Bat Crest, past the Balneary and return to your Dream at the Altar of Fear.
Grab the crest of the Monkey and go past the Balneary.
Jump across the Courtyard and use the crests to open the Raven Door, then go down the hall and return to Reality at the Altar of Peace.
There is a Secret door (Secret Door DC) on the west side of the room with the Altar, containing a chest. Note that this is only accessible on the Dream side.
On Legendary difficulties only, and only if you have completed The Dryad and the Demigod on your current lifeneeds verification, this room also contains an NPC version of the dread Vorpal Chipmunk. Fortunately, Hyrsam's magic seems to have worn off, and the oversized rodent is now docile.
Head south and return to your Dream at the Altar of Storms. (You can also open the door to the Courtyard which will help latecomers catch up.)
Choose between the two trials:
Trial of Might (south, grants a chest): Go past the Ritual of Might and return to Reality, then complete the Ritual of Might by battling the Sleepwalker and Floofersnout to dispel the barrier above the Chapel. Go north past the Altar of Storms, then west to jump down into the Chapel.
There is a red-named Quori crystal in this chamber which is amplifying the Eye's control over the sleepwalker. If you smash the crystal before hurting the Sleepwalker, he wakes up for a few seconds, and you have a short opportunity to talk him down with a skill check (attaining the "Incapacitate the Sleepwalker" optional.) After this, he attacks you anyway.
Trial of Mind (west): Complete a floor tile puzzle to dispel the barrier above the Chapel, then return to Reality at the Altar of Calm. Go north then west to jump down into the Chapel.
Complete the fight with the statues and elementals to complete the quest.
Locations for the pets
Buddy: Courtyard
Artie: Library
Misty: Library
Chime: Refectory
Squeeky: Refectory
Goldie: Twilight Chamber
Bluebell: Twilight Chamber
Meow-meow: Dormitory
Snowball: Dormitory
This cat is a bit more hidden than the others, the name plate will not appear. It is sleeping on one of the beds.
Fish: Balneary
Scarlet: Behind Raven Door
Floofersnout: Ritual of Might
All of the pets are actually Quori. Most take the form of Dream Crawlers, except Floofersnout, who is a unique wolf-like Quori.
Bonus XP
Aggression bonus: 20 or more monsters killed +10% Bonus.( ♣294♦514♥538♠562 )
Onslaught bonus: 40 or more monsters killed +15% Bonus.( ♣441♦771♥807♠843 )
Conquest bonus: 60 or more monsters killed +25% Bonus.( ♣735♦1,285♥1,345♠1,405 )
Mischief bonus: 38 or more breakables smashed +8% Bonus.( ♣235♦411♥430♠450 )
Vandal bonus: 49 or more breakables smashed +10% Bonus.( ♣294♦514♥538♠562 )
Ransack bonus: 60 or more breakables smashed +15% Bonus.( ♣441♦771♥807♠843 )
Notes: There are 48 kills on Elite. Conquest is not possible without killing respawns in the Twilight Courtyard.
Chaos Absorption +15% Chaos Absorption +15%: Passive: 15% Enhancement Bonus to Chaos Absorption. (Absorption reduces damage from an element by a percentage, after resistance have been taken into account.)
Armor Bonus +6Armor Bonus +6: This item surrounds the wearer with an invisible but tangible field of force, granting +6 armor bonus to AC, just as though he were wearing armor.
Shield +6Shield +6: While this item is equipped, you are partially protected by a field of magical force which can deflect enemy attacks. This item provides a +6 Shield bonus to Armor Class. It does not stack with an equipped shield.
Blue 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.
FusibleFusible: Something about this item looks incomplete. Perhaps in the future it will be compatible with another item to create a brand-new fusion of the two.
Red Augment SlotThis augment slot can be used to equip this item with the following types of augment:
Red Augments: Standard augments provide bonuses to spell power, and grant elemental damage on hit and DR bypass to weapons.
FusibleFusible: Something about this item looks incomplete. Perhaps in the future it will be compatible with another item to create a brand-new fusion of the two.
Red Augment SlotThis augment slot can be used to equip this item with the following types of augment:
Red Augments: Standard augments provide bonuses to spell power, and grant elemental damage on hit and DR bypass to weapons.
Seeker +6 Seeker +6: Provides a +6 Enhancement bonus to confirm critical hits, and a +6 Enhancement bonus to critical hit damage (before multipliers are applied).
Yellow Augments: Standard augments provide bonuses to offensive stats, condition resistances and immunities, elemental resistances and DC spellcasting stats.
Chaos Absorption +22% Chaos Absorption +22%: Passive: 22% Enhancement Bonus to Chaos Absorption. (Absorption reduces damage from an element by a percentage, after resistance have been taken into account.)
Armor Bonus +13Armor Bonus +13: This item surrounds the wearer with an invisible but tangible field of force, granting +13 armor bonus to AC, just as though he were wearing armor.
Shield +13Shield +13: While this item is equipped, you are partially protected by a field of magical force which can deflect enemy attacks. This item provides a +13 Shield bonus to Armor Class. It does not stack with an equipped shield.
Green 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.
Yellow Augments: Standard augments provide bonuses to offensive stats, condition resistances and immunities, elemental resistances and DC spellcasting stats.
FusibleFusible: Something about this item looks incomplete. Perhaps in the future it will be compatible with another item to create a brand-new fusion of the two.
Red Augment SlotThis augment slot can be used to equip this item with the following types of augment:
Red Augments: Standard augments provide bonuses to spell power, and grant elemental damage on hit and DR bypass to weapons.
FusibleFusible: Something about this item looks incomplete. Perhaps in the future it will be compatible with another item to create a brand-new fusion of the two.
Red Augment SlotThis augment slot can be used to equip this item with the following types of augment:
Red Augments: Standard augments provide bonuses to spell power, and grant elemental damage on hit and DR bypass to weapons.
Seeker +13 Seeker +13: Provides a +13 Enhancement bonus to confirm critical hits, and a +13 Enhancement bonus to critical hit damage (before multipliers are applied).