The Lost Quest Guide - Outline
The purpose of this guide is to help to familiarize a player with a quest. It is also to help you determine what quest you want to run, what classes is you may want with you, what the rewards might be. There will be spoilers in this guide, so do not continue reading if you do not want to have the veils of mystery lifted.
If you would like to contribute any knowledge to the quest guide, or perhaps fix an error, please post here on our forums, or PM Lost Leader on the DDO forums.
Disclaimer: DDO is an actively changing game, where the developers will come back and give a tweak here and there to make things more playable or more interesting. Information here could become obsolete with the curl of a developer’s finger. This doesn’t happen often, but it does happen from time to time. (Examples: new loot tables, new spells, monster changes and such, can all change the validity of some information contained herein.)If this guide becomes outdated, please let us know by posting on our forums, or PM'ing Lost Leader on the DDO forums. We will update it with the correct information as soon as possible.
Quests are organized by level and then alphabetically. Quests beginning with the word ‘the’ will be alphabetized by the second word in the quest.
Layout
Quest Name
(Quest Chain, if any, and what part)
Quest Giver: The name and location of the quest giver
Level: the level and type (Solo/Party/Raid)
Patron: The Patron and the point value (normal/hard/elite)
Length: Duration assigned to the quest at the door (not always exact, but an indicator of time you should plan for)
Entry Point: Where the entrance to the quest is located
Prereqs: Any requirements to log or run a quest
Recommended Party:
This will include if there are any statistic or class requirements for completion or optionals in a quest. It will also include what I feel is a good party for the quest. This is not to say it can not be run with another mix, this is just a guideline. Most quests I have qualified with one of two settings. Any or Standard.
--Any: These quests are well within the capabilities of a party of the same level. As such, any group of six should be able to complete it. In a group without a healing class, all players should be responsible for self-healing items.
--Standard: A standard group by my definition is a Tank, Cleric, Sorc or Wiz, Rogue and two DPS or support extras (these can be doubles of other types). A bard is always welcome.
Base Experience: The base experience point value of the quest
Quest Info:
--Creatures: a general idea of what type of monsters to expect. This will not give the exact types, so it won’t say all class types of the kobolds you are facing, or the specific race of spiders, but will say kobolds and spiders
--Traps: will say what types of traps to expect, but not dc or location. This will help determine if you want a trapsmith in the party
Walkthrough:
A general walkthrough with a few pointers. Some will give step by step instructions to help through a difficult quest (Ex. The Pit), others will just give you a general idea to help you remember a previous run, or help you form a strategy (Ex. Stromvauld’s Mines).
End Reward: This will say whether a quest has a reward or not, and if it has any static loot in the end reward
Common DDO jargon used in this guide:
Agro: Aggression. This means you have the attention of the badguy.
Caster: Wizard or Sorcerer (sometimes bards) This means an arcane spell caster
DPS: Damage Per Second. A dps character is built for high and fast damage output. Barbarian, Ranger, Rogue, sometimes fighter, monk or paladin, occasionally casters will build for high dps (theirs is limited by a power bar)
DR: Damage reduction. This will usually be listed as how much, and then what will by pass. So 10/Silver is a damage reduction of 10 damage per weapon hit, but a silver weapon will bypass it. Spell damage is not affected by DR
Healer: A character made to assist the party by keeping their health full. Stereotypically this means cleric. Bards also can be made to heal, and Paladins and Rangers both have access to cure spells at levels 4 and beyond (though they can use cure wands at lower levels) In the case of warforged, any arcane caster with a repair spell could also be considered a healer.
Tank: Usually fighters or paladins, sometimes rangers, monks and barbarians, often with a couple levels of rogue. A class built to be taking hits. High AC, High Hitpoints and hopefully high saving throws. The best of them will use intimidate, because they won’t do as much damage as the dps types, but will want to be the ones getting attacked.
Red-Named: Main boss type, with a large list of inherent immunities. These include immunities to charm, death effects, hold (and similar effects like flesh to stone), level draining, paralyze, stat draining, stun, trip.
SR: Spell Resistance. You roll, add your caster level, add any spell penetration items or feats. If your total is higher than the spell resistance your spell gets through.