Last week I took a look at two quests that have been in DDO nearly since it was created, Gwylan’s Stand and Stromvauld’s Mine. Today I wanted to write up an article on another classic DDO quest: The Tear of Dhakaan. Not too long ago, Cordovan actually put out a live Twitch TV stream of a run through the Tear of Dhakaan with the permadeath guild, Mortal Voyage. The Tear of Dhakaan was released with first Module for DDO, The Dragon’s Vault.
I have a lot of fond memories of this quest. I remember one particular instance back when the level cap was 10 when I (with my main character Erdrique who was a paladin at the time) and another Crypt Crawler, a bard named Kimmy, decided to run this quest duo. Now keep in mind that a lot of things were different back then and we didn’t have the resources that we had now. Times have definitely changed that is for sure but needless to say it took us a number of hours to get through the twisting tunnels of the Arzag-Khor sewers. We both died a number of times and had to reenter the dungeon a few times, but in the end we prevailed .
The Tear of Dhakaan is located in the House Phiarlan Ward and is bestowed by a hobgoblin named Karnat Thaar. The premise of the quest is to basically decimate the forces of the Arzag-Khor and their leaders to allow Karnat’s tribe the ability to recover the pieces of the Tear of Dhakaan. The Arzag-Khor lair is located in the sewers and below of Stormreach. It is actually a pretty impressive layout, starting out in the sewers in the upper levels of the quest zone and then filtering down into a wide chasm that has been turned into a hobgoblin village.
As you can imagine, being a hobgoblin stronghold, the vast majority of the enemies are hobgoblins along with their worg pets. There are a large number of optionals in the quest, from collecting the various pieces of the Tear of Dhakaan to defeating a number of Arzag-khor leaders, which add up quickly adding to the overall experience you can gain from completing the adventure. The enemies do include a large number of spellcasters and rangers, who are often perched in upper platforms out of immediate reach of melees which can make these instances very difficult if you don’t take them into account. Also, when you reach the large chasm/opening after transvering through the tunnels, the enemies respawn forcing you to move through that particularly part of the quest rather quickly. Once you get past the initial open area, the start of the Arzag-khor village, and its leading tunnel, the enemies stop respawning.
As for traps, there are a few traps, but they aren’t especially dangerous, on the main route to the Arzag-khor leader. However, if you can get to the optional pieces/shards of the Tear of Dhakaan, then be prepared because there are a number of traps guarding a few of these pieces that can be especially wicked and dangerous. There is also a locked shrine later on in the quest that can be useful, but isn’t necessary. To get all of the shards, you need to be able to have a party member activate some runes (Intelligent and Wisdom runes).
The Tear of Dhakaan is still a favorite quest to run for many people on heroic true reincarnation train because of the large amount experience you can get out of the quest, especially on Bravery Bonus elite streak. When I ran this last with Erdrique, I received nearly 23,000 experience and he didn’t receive a the Bravery Bonus elite streak.
The Tear of Dhakaan, like Gwylan’s Stand, is an “Oldie by Goodie”. It can be quite challenging for those who have never been through it before and especially for those who lag behind in the respawn zone. But it is a fun and immersive quest that I have always enjoyed. Another good thing about the Tear of Dhakaan, it gives out House Kundarak favor, a good amount as well, which will help get access to another bank slot.
Well that is for today, thanks for reading everybody!! Now get back into DDO and go do some hobgoblin hunting!! Happy hunting everybody!!