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The Dwarves have returned to the Mines of Tethyamar to seek fabulous treasure, only to find the Drow of the Underdark are after it as well. Five level 15 (Heroic)/Level 31 (Epic) quests with an appearance by one of the Forgotten Realms' most intriguing villains.
Dwarves have uncovered riches in a long lost outpost in the Underdark. They urge you to join them:
Help them take on the deadly drow threatening their excavation, and you can share in the spoils!
Their offer seems too good to be true, yet who can resist the promise of the Jewels of Ardor?
Claim your share of the fortune!
The Mines of Tethyamar (sometimes referred to as the Jewels of Ardor) is a Heroic level 15 / Legendary level 31 adventure pack with 5 quests, introduced in Update 36.
The quest arc is bestowed by Asta the Deep-Minded, located outside the tavern within the mining outpost. The quest arc reward list does not include named items.
Echoes of Angdrelve 6Echoes of Angdrelve 6: Eager to taste the flesh of your enemies, this wicked sword drips burning acid at your command. Each strike from this devastating weapon deals an additional 6d6 Acid damage on each hit.
Wounding 3Wounding 3: This weapon saps the health from your enemies, dealing 3 Constitution damage on each hit.
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.)
Slay LivingSlay Living: This weapon stores a dark and sinister power deep within. When the weapon is used, this power occasionally comes to the surface, attempting to instantly snuff out the life force of the enemy.
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.
Echoes of Angdrelve 6Echoes of Angdrelve 6: Eager to taste the flesh of your enemies, this wicked sword drips burning acid at your command. Each strike from this devastating weapon deals an additional 6d6 Acid damage on each hit.
Wounding 3Wounding 3: This weapon saps the health from your enemies, dealing 3 Constitution damage on each hit.
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.)
Slay LivingSlay Living: This weapon stores a dark and sinister power deep within. When the weapon is used, this power occasionally comes to the surface, attempting to instantly snuff out the life force of the enemy.
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.
Echoes of Angdrelve 4Echoes of Angdrelve 4: Eager to taste the flesh of your enemies, this wicked sword drips burning acid at your command. Each strike from this devastating weapon deals an additional 4d6 Acid damage on each hit.
Wounding 2Wounding 2: This weapon saps the health from your enemies, dealing 2 Constitution damage on each hit.
Anarchic 4Anarchic 4: On Hit: 4 to 16 Chaos damage. Chaos-aligned creatures are immune to this effect. Penalty: If equipped by a Lawful user, they receive 1 Negative Level for as long as this item is equipped.
Slay LivingSlay Living: This weapon stores a dark and sinister power deep within. When the weapon is used, this power occasionally comes to the surface, attempting to instantly snuff out the life force of the enemy.
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.
Echoes of Angdrelve 4Echoes of Angdrelve 4: Eager to taste the flesh of your enemies, this wicked sword drips burning acid at your command. Each strike from this devastating weapon deals an additional 4d6 Acid damage on each hit.
Wounding 2Wounding 2: This weapon saps the health from your enemies, dealing 2 Constitution damage on each hit.
Anarchic 4Anarchic 4: On Hit: 4 to 16 Chaos damage. Chaos-aligned creatures are immune to this effect. Penalty: If equipped by a Lawful user, they receive 1 Negative Level for as long as this item is equipped.
Slay LivingSlay Living: This weapon stores a dark and sinister power deep within. When the weapon is used, this power occasionally comes to the surface, attempting to instantly snuff out the life force of the enemy.
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.
Reinforced FistsReinforced Fists: This item surrounds your fists with kinetic energy. Your unarmed damage is boosted by one half die.
Evil Outsider Bane 4Evil Outsider Bane 4: This weapon is attuned specifically to hunt monsters that bring ill intent from other planes, dealing an additional 4d10 bane damage vs. Evil Outsiders.
Banishing Banishing: On Hit: 4 to 24 Bane damage to Outsiders. On Vorpal Hit: If an outsider struck by this weapon has fewer than 1000 Hit Points, it is instantly slain. If the outsider has above 1000 Hit Points, it takes 100 damage.
Glass Jaw StrikeGlass Jaw Strike: While wearing this item, when you roll a 20 on an unarmed attack, you will deal a tremendous blow to your target that will daze it (as the Sap ability) and may knock it down as well.
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.
Evil Outsider Bane 6Evil Outsider Bane 6: This weapon is attuned specifically to hunt monsters that bring ill intent from other planes, dealing an additional 6d10 bane damage vs. Evil Outsiders.
Sovereign Banishing Sovereign Banishing: On Hit: 4 to 24 Bane damage to Outsiders. On Vorpal Hit: If an outsider struck by this weapon has fewer than 3000 Hit Points, it is instantly slain. If the outsider has above 3000 Hit Points, it takes 300 damage.
Glass Jaw StrikeGlass Jaw Strike: While wearing this item, when you roll a 20 on an unarmed attack, you will deal a tremendous blow to your target that will daze it (as the Sap ability) and may knock it down as well.
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.
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.
Percussive Maintenance 2Percussive Maintenance 2: Each strike from this weapon vibrates with disruptive levels of energy, interrupting your target's concentration. This weapon's strikes deal 2 Wisdom damage on each hit.
ParalyzingParalyzing: Any creature struck by this weapon must succeed on a DC 15 Will save or be paralyzed. The target may attempt a new save to end the effect every several seconds; otherwise the paralysis lasts for 1 minute.
Shield +8Shield +8: While this item is equipped, you are partially protected by a field of magical force which can deflect enemy attacks. This item provides a +8 Shield bonus to Armor Class. It does not stack with an equipped shield.
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.
Percussive Maintenance 3Percussive Maintenance 3: Each strike from this weapon vibrates with disruptive levels of energy, interrupting your target's concentration. This weapon's strikes deal 3 Wisdom damage on each hit.
Improved ParalyzingImproved Paralyzing: Any creature struck by this weapon must succeed on a DC 28 Will save or be paralyzed. The target may attempt a new save to end the effect every several seconds; otherwise the paralysis lasts for 1 minute.
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.
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.
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.
Combat Mastery +10 Combat Mastery +10: +10 Enhancement bonus to the DC to resist the character's Trip, Improved Trip, Sunder, Improved Sunder, Stunning Blow, and Stunning Fist attempts.
Yellow Augments: Standard augments provide bonuses to offensive stats, condition resistances and immunities, elemental resistances and DC spellcasting stats.
Combat Mastery +6 Combat Mastery +6: +6 Enhancement bonus to the DC to resist the character's Trip, Improved Trip, Sunder, Improved Sunder, Stunning Blow, and Stunning Fist attempts.
Yellow Augments: Standard augments provide bonuses to offensive stats, condition resistances and immunities, elemental resistances and DC spellcasting stats.
Improved Vorpal Improved Vorpal: Passive: +0.5[W] damage dice. On Vorpal Hit: If your target has fewer than 1500 Hit Points, they are instantly slain. If your target has above 1500 Hit Points, they take 150 damage.
Elf Bane 4Elf Bane 4: This weapon is attuned specifically to disrupt those who are attuned to nature, dealing an additional 4d10 bane damage vs. Elves.
Axiomatic 4Axiomatic 4: This weapon is righteous and wielded by those who stand against chaos, dealing an additional 4d6 law damage on each hit. This effect makes the weapon lawfully aligned. (Chaotic characters wielding this weapon will suffer one negative level.)
Maiming 4Maiming: 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 +4d8 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.
Elf Bane 6Elf Bane 6: This weapon is attuned specifically to disrupt those who are attuned to nature, dealing an additional 6d10 bane damage vs. Elves.
Axiomatic 6Axiomatic 6: This weapon is righteous and wielded by those who stand against chaos, dealing an additional 6d6 law damage on each hit. This effect makes the weapon lawfully aligned. (Chaotic characters wielding this weapon will suffer one negative level.)
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.
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.
Yellow Augment SlotThis augment slot can be used to equip this item with the following types of augment:
Yellow Augments: Standard augments provide bonuses to offensive stats, condition resistances and immunities, elemental resistances and DC spellcasting stats.
Yellow Augment SlotThis augment slot can be used to equip this item with the following types of augment:
Yellow Augments: Standard augments provide bonuses to offensive stats, condition resistances and immunities, elemental resistances and DC spellcasting stats.
Yellow Augment SlotThis augment slot can be used to equip this item with the following types of augment:
Yellow Augments: Standard augments provide bonuses to offensive stats, condition resistances and immunities, elemental resistances and DC spellcasting stats.
Yellow Augment SlotThis augment slot can be used to equip this item with the following types of augment:
Yellow Augments: Standard augments provide bonuses to offensive stats, condition resistances and immunities, elemental resistances and DC spellcasting stats.
Improved Vorpal Improved Vorpal: Passive: +0.5[W] damage dice. On Vorpal Hit: If your target has fewer than 1500 Hit Points, they are instantly slain. If your target has above 1500 Hit Points, they take 150 damage.
Jolting 9Jolting 9: This effect causes the edges of this weapon to arc with electricity, dealing 9d6 Lightning damage on each critical hit.
Electrifying 4Electrifying 4: This effect causes the edges of this weapon to arc with electricity, dealing 4d6 Lightning damage on each hit.
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.
Jolting 14Jolting 14: This effect causes the edges of this weapon to arc with electricity, dealing 14d6 Lightning damage on each critical hit.
Electrifying 6Electrifying 6: This effect causes the edges of this weapon to arc with electricity, dealing 6d6 Lightning damage on each hit.
Fiery 4Fiery 4: This effect causes the edges of this weapon to burn with enchanted flames, dealing 4d6 Fire damage on each hit.
Flaming 9Flaming 9: This effect causes the edges of this weapon to burn with enchanted flames, dealing 9d6 Fire damage on each critical hit.
Jolting 9Jolting 9: This effect causes the edges of this weapon to arc with electricity, dealing 9d6 Lightning damage on each critical hit.
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).
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.
Fiery 6Fiery 6: This effect causes the edges of this weapon to burn with enchanted flames, dealing 6d6 Fire damage on each hit.
Flaming 14Flaming 14: This effect causes the edges of this weapon to burn with enchanted flames, dealing 14d6 Fire damage on each critical hit.
Jolting 14Jolting 14: This effect causes the edges of this weapon to arc with electricity, dealing 14d6 Lightning damage on each critical hit.
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).
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.
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 Augment SlotThis augment slot can be used to equip this item with the following types of augment:
Yellow Augments: Standard augments provide bonuses to offensive stats, condition resistances and immunities, elemental resistances and DC spellcasting stats.
Yellow Augment SlotThis augment slot can be used to equip this item with the following types of augment:
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.
Combat Mastery +10 Combat Mastery +10: +10 Enhancement bonus to the DC to resist the character's Trip, Improved Trip, Sunder, Improved Sunder, Stunning Blow, and Stunning Fist attempts.
Combat Mastery +6 Combat Mastery +6: +6 Enhancement bonus to the DC to resist the character's Trip, Improved Trip, Sunder, Improved Sunder, Stunning Blow, and Stunning Fist attempts.
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.