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The Beacon that looms over Stormreach’s Harbor is known as the Emperor. For as long as humanoids have lived there, the Emperor has stood, and the beacon it holds has shone brightly both night and day. Meanwhile, a faction of the Cult of the Dragon Below plots.
The magic that has long protected Stormreach is failing, and a strange plague is sweeping through the city. You'll join forces with the healers of House Jorasco to find a cure and save your adopted home.
This adventure pack introduced with Update 38 has 5 quests available at level 14 on Heroic difficulty, and level 31 on Legendary difficulty.
Access these quests in House Jorasco, south and a bit west of the Drowning Sorrows Tavern at the House Jorasco Hospital (purple diamond marker on your minimap). Haden d'Jorasco is the quest chain provider, and Bril Norgate is the quest provider for the first quest in the chain.
This is a ordered list of quests in the Disciples of Ragestory arcStory arcs are chains of ordered list of questss that make up a story line. Completing everything in a story arc often yields a nice reward..
After the first ordered list of quests, the next three ordered list of questss can be completed in any order to unlock Toxic Treatment.
Finale, requires completion (and turn-in) of previous four quests
Bug: If, after completing all 5 quests, you close the arc reward list offered by Haden d'Jorasco without choosing something, that list is not offered again and you lose that reward.
Reverberating 3Reverberating 3: This effect causes the edges of this weapon to pulse with sound, dealing 3d6 sonic damage on each hit.
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.
Reverberating 6Reverberating 6: This effect causes the edges of this weapon to pulse with sound, dealing 6d6 sonic damage on each hit.
Sovereign Disruption Sovereign Disruption: On Hit: 4 to 24 Bane damage to Undead. On Vorpal Hit: If an undead struck by this weapon has fewer than 3000 Hit Points, it is instantly slain. If the undead has above 3000 Hit Points, it takes 300 damage.
Stunning +15 Stunning +15: +15 Enhancement bonus to the DC of character's Stunning Blow and Stunning Fist attempts.
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).
Trace of MadnessTrace of Madness: You can almost hear faint, panicked voices when this item is close to you. Perhaps the latent power of this item's hint of madness could be brought out by some catalyst.
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.
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.
Stunning +8 Stunning +8: +8 Enhancement bonus to the DC of character's Stunning Blow and Stunning Fist attempts.
Seeker +7 Seeker +7: Provides a +7 Enhancement bonus to confirm critical hits, and a +7 Enhancement bonus to critical hit damage (before multipliers are applied).
Trace of MadnessTrace of Madness: You can almost hear faint, panicked voices when this item is close to you. Perhaps the latent power of this item's hint of madness could be brought out by some catalyst.
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.
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.
DestructionDestruction: On Hit: Your target gains a stack of Armor Destruction. (-1 penalty to Armor Class, -1% of its Fortification. 20 Second Duration. Stacks up to 15 times.) This effect may trigger once every three seconds.
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.
Renegade ChampionRenegade Champion: 3 Pieces Equipped: +1 Artifact Bonus to Critical Multiplier on a 19-20. +2 Artifact Bonus to Rune Arm DCs. +10 Artifact Bonus to Repair Amplification
Yellow Augments: Standard augments provide bonuses to offensive stats, condition resistances and immunities, elemental resistances and DC spellcasting stats.
Renegade ChampionRenegade Champion: 3 Pieces Equipped: +1 Artifact Bonus to Critical Multiplier on a 19-20. +2 Artifact Bonus to Rune Arm DCs. +10 Artifact Bonus to Repair Amplification
Yellow Augments: Standard augments provide bonuses to offensive stats, condition resistances and immunities, elemental resistances and DC spellcasting stats.
Renegade ChampionRenegade Champion: 3 Pieces Equipped: +1 Artifact Bonus to Critical Multiplier on a 19-20. +2 Artifact Bonus to Rune Arm DCs. +10 Artifact Bonus to Repair Amplification
Trace of MadnessTrace of Madness: You can almost hear faint, panicked voices when this item is close to you. Perhaps the latent power of this item's hint of madness could be brought out by some catalyst.
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.
Trace of MadnessTrace of Madness: You can almost hear faint, panicked voices when this item is close to you. Perhaps the latent power of this item's hint of madness could be brought out by some catalyst.
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.
Occasional OvercoolingOccasional Overcooling: Your shots from this Rune Arm have a 15% chance of freezing your target solid for six seconds. (Fortitude Save negates, DC is equal to your Rune Arm shots, +2 per Charge Tier the shot was fired at).
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.
Chilling 6Chilling 6: This effect causes the edges of this weapon to become frozen to the touch, dealing 6d6 Ice damage on each hit.
Crushing 14Crushing 14: This effect causes the edges of this weapon to ripple with force, dealing 14d6 force damage on each critical hit.
Ghost TouchGhost Touch: An incorporeal creature's 50% chance to avoid damage does not apply to attacks with ghost touch weapons.
ShockwaveShockwave: On Vorpal, this weapon triggers a Shockwave, striking its target with bludgeoning damage and dealing damage to surrounding enemies.
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.
Trace of MadnessTrace of Madness: You can almost hear faint, panicked voices when this item is close to you. Perhaps the latent power of this item's hint of madness could be brought out by some catalyst.
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.
Occasional OvercoolingOccasional Overcooling: Your shots from this Rune Arm have a 15% chance of freezing your target solid for six seconds. (Fortitude Save negates, DC is equal to your Rune Arm shots, +2 per Charge Tier the shot was fired at).
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.
Renegade ChampionRenegade Champion: 3 Pieces Equipped: +1 Artifact Bonus to Critical Multiplier on a 19-20. +2 Artifact Bonus to Rune Arm DCs. +10 Artifact Bonus to Repair Amplification
Chilling 3Chilling 3: This effect causes the edges of this weapon to become frozen to the touch, dealing 3d6 Ice damage on each hit.
Crushing 8Crushing 8: This effect causes the edges of this weapon to ripple with force, dealing 8d6 force damage on each critical hit.
Ghost TouchGhost Touch: An incorporeal creature's 50% chance to avoid damage does not apply to attacks with ghost touch weapons.
ShockwaveShockwave: On Vorpal, this weapon triggers a Shockwave, striking its target with bludgeoning damage and dealing damage to surrounding enemies.
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.
Renegade ChampionRenegade Champion: 3 Pieces Equipped: +1 Artifact Bonus to Critical Multiplier on a 19-20. +2 Artifact Bonus to Rune Arm DCs. +10 Artifact Bonus to Repair Amplification
Trace of MadnessTrace of Madness: You can almost hear faint, panicked voices when this item is close to you. Perhaps the latent power of this item's hint of madness could be brought out by some catalyst.
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.
Curse Necromancer (Legendary)Curse Necromancer (Legendary): 2 Pieces Equipped: +30 Artifact bonus to Negative Amplification. +6 Artifact Bonus to Negative Spell Crit Chance. +30 Artifact bonus to Negative Spellpower. Whenever you cast a Negative or Poison spell, you have a chance to apply a stack of Legendary Dreadful Curse, reducing the enemy's fortitude by 1. This can stack up to 6 times, and each stack lasts 30 seconds.
Curse NecromancerCurse Necromancer: 2 Pieces Equipped: +5 Artifact bonus to Negative Amplification. Whenever you cast a Negative or Poison spell, you have a chance to apply a stack of Dreadful Curse, reducing the enemy's fortitude by 1. This can stack up to 3 times, and each stack lasts 30 seconds.
Yellow Augments: Standard augments provide bonuses to offensive stats, condition resistances and immunities, elemental resistances and DC spellcasting stats.
Curse NecromancerCurse Necromancer: 2 Pieces Equipped: +5 Artifact bonus to Negative Amplification. Whenever you cast a Negative or Poison spell, you have a chance to apply a stack of Dreadful Curse, reducing the enemy's fortitude by 1. This can stack up to 3 times, and each stack lasts 30 seconds.
Trace of MadnessTrace of Madness: You can almost hear faint, panicked voices when this item is close to you. Perhaps the latent power of this item's hint of madness could be brought out by some catalyst.
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.
Yellow Augments: Standard augments provide bonuses to offensive stats, condition resistances and immunities, elemental resistances and DC spellcasting stats.
Curse Necromancer (Legendary)Curse Necromancer (Legendary): 2 Pieces Equipped: +30 Artifact bonus to Negative Amplification. +6 Artifact Bonus to Negative Spell Crit Chance. +30 Artifact bonus to Negative Spellpower. Whenever you cast a Negative or Poison spell, you have a chance to apply a stack of Legendary Dreadful Curse, reducing the enemy's fortitude by 1. This can stack up to 6 times, and each stack lasts 30 seconds.
Trace of MadnessTrace of Madness: You can almost hear faint, panicked voices when this item is close to you. Perhaps the latent power of this item's hint of madness could be brought out by some catalyst.
Trace of MadnessTrace of Madness: You can almost hear faint, panicked voices when this item is close to you. Perhaps the latent power of this item's hint of madness could be brought out by some catalyst.
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.
Trace of MadnessTrace of Madness: You can almost hear faint, panicked voices when this item is close to you. Perhaps the latent power of this item's hint of madness could be brought out by some catalyst.
Trace of MadnessTrace of Madness: You can almost hear faint, panicked voices when this item is close to you. Perhaps the latent power of this item's hint of madness could be brought out by some catalyst.
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.
Trace of MadnessTrace of Madness: You can almost hear faint, panicked voices when this item is close to you. Perhaps the latent power of this item's hint of madness could be brought out by some catalyst.
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.
Trace of MadnessTrace of Madness: You can almost hear faint, panicked voices when this item is close to you. Perhaps the latent power of this item's hint of madness could be brought out by some catalyst.
ElasticityElasticity: This bow is strung with special fibers that cause it to occasionally launch arrows with shocking force. When rolling a 19 or 20 on a ranged attack, your critical multiplier is increased by +1.
Anarchic 6Anarchic 6: This weapon is chaotic and used to undermine the righteous, dealing an additional 6d6 chaos damage on each hit. This effect makes the weapon chaotic aligned. (Lawful characters wielding this weapon will suffer one negative level.)
Heartseeker VIIHeartseeker VII: On Critical Hit: 15 to 90 Piercing damage from weapons with a x2 Critical Multiplier, 15 to 120 Piercing damage from weapons with a x3 Critical Multiplier, and 15 to 150 Piercing damage from weapons with a x4 or greater Critical Multiplier.
Trace of MadnessTrace of Madness: You can almost hear faint, panicked voices when this item is close to you. Perhaps the latent power of this item's hint of madness could be brought out by some catalyst.
ElasticityElasticity: This bow is strung with special fibers that cause it to occasionally launch arrows with shocking force. When rolling a 19 or 20 on a ranged attack, your critical multiplier is increased by +1.
Anarchic 3Anarchic 3: This weapon is chaotic and used to undermine the righteous, dealing an additional 3d6 chaos damage on each hit. This effect makes the weapon chaotic aligned. (Lawful characters wielding this weapon will suffer one negative level.)
Heartseeker IHeartseeker I: On Critical Hit: 3 to 18 Piercing damage from weapons with a x2 Critical Multiplier, 3 to 24 Piercing damage from weapons with a x3 Critical Multiplier, and 3 to 30 Piercing damage from weapons with a x4 or greater Critical Multiplier.
Trace of MadnessTrace of Madness: You can almost hear faint, panicked voices when this item is close to you. Perhaps the latent power of this item's hint of madness could be brought out by some catalyst.
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.
Trace of MadnessTrace of Madness: You can almost hear faint, panicked voices when this item is close to you. Perhaps the latent power of this item's hint of madness could be brought out by some catalyst.
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.
Trace of MadnessTrace of Madness: You can almost hear faint, panicked voices when this item is close to you. Perhaps the latent power of this item's hint of madness could be brought out by some catalyst.
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.
Sovereign Vorpal Sovereign Vorpal: Passive: +0.5[W] damage dice. On Vorpal Hit: If your target has fewer than 3000 Hit Points, they are instantly slain. If your target has above 3000 Hit Points, they take 300 damage.
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.
Trace of MadnessTrace of Madness: You can almost hear faint, panicked voices when this item is close to you. Perhaps the latent power of this item's hint of madness could be brought out by some catalyst.
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.
Vorpal Vorpal: Passive: +0.5[W] damage dice. On Vorpal Hit: If your target has fewer than 1000 Hit Points, they are instantly slain. If your target has above 1000 Hit Points, they take 100 damage.
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.
Trace of MadnessTrace of Madness: You can almost hear faint, panicked voices when this item is close to you. Perhaps the latent power of this item's hint of madness could be brought out by some catalyst.
Piercing 6Piercing 6: The edges of this weapon have serrated edges, dealing an additional 6d6 piercing damage on each hit.
Heartseeker VIIHeartseeker VII: On Critical Hit: 15 to 90 Piercing damage from weapons with a x2 Critical Multiplier, 15 to 120 Piercing damage from weapons with a x3 Critical Multiplier, and 15 to 150 Piercing damage from weapons with a x4 or greater Critical Multiplier.
Screeching 14Screeching 14: This effect causes the edges of this weapon to pulse with sound, dealing 14d6 Sonic damage on each critical hit.
Maiming 6Maiming: This weapon has a twisted haft or grip and spikes along its blade, head, or point. When you score a critical hit with this weapon, it does an additional +6d8 damage.
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.
Trace of MadnessTrace of Madness: You can almost hear faint, panicked voices when this item is close to you. Perhaps the latent power of this item's hint of madness could be brought out by some catalyst.
Piercing 3Piercing 3: The edges of this weapon have serrated edges, dealing an additional 3d6 piercing damage on each hit.
Heartseeker IHeartseeker I: On Critical Hit: 3 to 18 Piercing damage from weapons with a x2 Critical Multiplier, 3 to 24 Piercing damage from weapons with a x3 Critical Multiplier, and 3 to 30 Piercing damage from weapons with a x4 or greater Critical Multiplier.
Screeching 8Screeching 8: This effect causes the edges of this weapon to pulse with sound, dealing 8d6 Sonic damage on each critical hit.
Maiming 3Maiming: This weapon has a twisted haft or grip and spikes along its blade, head, or point. When you score a critical hit with this weapon, it does an additional +3d8 damage.
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.
Sovereign Vorpal Sovereign Vorpal: Passive: +0.5[W] damage dice. On Vorpal Hit: If your target has fewer than 3000 Hit Points, they are instantly slain. If your target has above 3000 Hit Points, they take 300 damage.
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.
Vorpal Vorpal: Passive: +0.5[W] damage dice. On Vorpal Hit: If your target has fewer than 1000 Hit Points, they are instantly slain. If your target has above 1000 Hit Points, they take 100 damage.
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.