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Mysterious disappearances have the entire city on edge. Investigate the fates of the missing, dare to face hidden horrors that have broken the sanity of so many others, and destroy the monstrous perpetrator before it consumes your mind. Contains 4 hand-crafted adventures in the streets of Stormreach. (Level 15)
Talk to Tessa Aster in the Harbor to pick up this quest chain. She will guide you through the story arc and reward you for completing all quests. You need to run the first three quests before you can start In the Flesh.
Spell TurmoilSpell Turmoil: When casting any damaging Fire, Cold, Acid or Electric spells, there is a chance that you will gain a +20 Alchemical bonus to Spell Power to one of those energy types for 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.
Power DrainPower Drain: This item reserves some of your power in order to function. You lose 30 maximum spell points (or up to 60 if you are a Sorcerer or Favored Soul).
DiehardDiehard: If you are incapacitated while this item is equipped, it will automatically stabilize you as if you had the Diehard feat.
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.
Symbiotic BacklashSymbiotic Backlash: This item is symbiotic and grants you benefits, but it also deals 2 to 12 extra damage to you when enemies roll a 20 on an attack against you.
Wild FrenzyWild Frenzy: This weapon has a tendency to drive those it strikes insane. On an attack roll of 20 which is confirmed as a critical hit the target will go wild and attack its own allies for 15 seconds if it fails a DC 25 Will save. Enemies driven wild in this way, however, have a chance of coming to their senses if damaged.
BewilderingBewildering: Targets of this weapon can feel their willpower slipping away. They lose -1 Wisdom on a successful attack.
UnbalancingUnbalancing: Anything that melee attacks a character with an Unbalancing item has a chance to be pulled off balance giving them a -2 penalty to their AC.
UnwieldyUnwieldy: This weapon is very large and makes you clumsier as you wield it, causing a -2 Dexterity penalty.
Turbulent BurstTurbulent Burst: This weapon is enchanted with wild, unpredictable energy. It will do 1 to 8 damage of a random energy type (fire/cold/electric/acid) on a successful hit and 3 to 24 damage of a random energy type on critical hits.
The end reward (given by Tessa Aster) for completing all the quests is a mix of named items that can be pulled from optional chests in this chain, as well as several items gainable solely from here, and 1-2 items of random loot (BtA). You can talk to Tessa Aster and run the chain again - in any order - for another reward.
Arrow SpittingArrow Spitting: While this item is equipped and an enemy hits you, there is a chance that this item will produce a stack of 20 arrows of a random type. Where exactly the arrows come from remains a mystery.
Life-DevouringLife-Devouring: This weapon deprives an enemy of its energy and passes it on to you. When you roll a 20 on an attack, the enemy must make a DC 28 Fortitude save or be subjected to a -6 penalty to all stats. At the same time you will feel your power return, as though Greater Restoration were cast on you. (Greater Restoration cures all temporary ability damage, restores all negative levels suffered from energy drain, and eliminates fatigue, exhaustion, confusion, and insanity suffered by you.)
Strength SappingStrength Sapping: Every time this weapon deals damage, the target must succeed on a Fortitude save (DC 15) or become exhausted.
WeakeningWeakening: This weapon drains the enemies' melee power. -1 Strength on a successful hit.
Antimagic SpikeAntimagic Spike: This item was made from powerful antimagic materials. When scoring a critical hit on an enemy with your ranged or melee weapons, the target must make a DC 28 Fortitude save or be unable to cast spells for a brief duration.
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.
Metal FatigueMetal Fatigue: The metal plates of this armor sometimes tire you out. When you are damaged there is a small chance that you will become Exhausted.
Antimagic SpikeAntimagic Spike: This item was made from powerful antimagic materials. When scoring a critical hit on an enemy with your ranged or melee weapons, the target must make a DC 28 Fortitude save or be unable to cast spells for a brief duration.
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.
Metal FatigueMetal Fatigue: The metal plates of this armor sometimes tire you out. When you are damaged there is a small chance that you will become Exhausted.
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.
Seeker +8 Seeker +8: Provides a +8 Enhancement bonus to confirm critical hits, and a +8 Enhancement bonus to critical hit damage (before multipliers are applied).
AlignedAligned: This weapon transmutes into a form that is able to bypass any alignment based Damage Reduction. (Chaotic, Good, Evil, Lawful)
OverfocusOverfocus: This item helps you focus your attention, but it makes you somewhat oblivious to your surroundings, causing a -10 penalty to Search and Spot.
Sneak Attack Bonus +3 Sneak Attack Bonus +3 : Provides a +3 Enhancement modifier to your attack bonus and a +5 Enhancement bonus to damage for any attack that would qualify as a Sneak Attack, even if the wielder is not a Rogue.
DeceptionDeception: This weapon is hard to focus upon and thus provides a +3 enhancement bonus to Bluff checks. In addition, Deception weapons have a small chance to envelop the target in darkness, making them vulnerable to sneak attacks for a short time.
Curse VectorCurse Vector: This item is a carrier of curses. It can apply them to your foes, but also to you- when you are damaged there is a small chance that you will have a Bestow Curse cast on you.
Corrosive SaltCorrosive Salt: This weapon stores a caustic, insatiable power deep within. When this weapon is used, this power can come to the surface in the form of a noxious, corrosive salt that dissolves all substances.