Questing in the First Weekend of March, Quest Runs March 4th to 6th

Well if the title of this post doesn’t tell you anything else, it does show you how much back log I have since today is March 28th and I’m just now getting to my post about my questing activities over the first weekend of March.  I swear I’ll catch up…maybe…

Looking back at those quest runs, I noted quite an array of runs that included some dual boxing, some slayers, some epic runs, and a look at the Anniversary Party.  I started the weekend runs by taking Suppply (Level 10 Paladin) and Harrgon (Level 11 Favored Soul) into the Searing Heights during one of my dual boxing sessions.  During this particular run, Suppply collected all of his rare encounters, located all of the explorers, and collected 135 slayers.  Harrgon also did fairly well getting over the 200 slayer mark with the same 135 slayers.  They defeated the First Mate, Smolder, Hazai Haatha, Giallo, Calcine, and Ghamzee.    During my afternoon questing, I took Erdrique (Level 27 Rogue/Grandmaster of Flowers) back out into the Sands of Menechtarun for some slayer runs.  During a quick run out there, Erdrique collected seven gnolls and 88 scorrow.  He also took the following named scorrow: Mendexethazz, Volrune the Curate, and Workan-Kull.  Later that night, I took Erdrique back out into the desert for some slayers before completing some other quests.  This time Erdrique collected 228 gnolls, 91 scorrow, and 104 undead slayers.  During this run I took out Yuurugh, Whirling Ozann, Palumak, Commander Errulf, Haraja, Mendexethazz, and Utach.  I looted the scimitar Mirage from Utach’s quest.  I also collected 750 slayers for the scorrow area and a monster manual deed for zombies (Hunter III for 1,770 experience).  After tromping through the desert, I headed off and made my way through the Anniversary Party.  I was able to defeat all of the developers and the overlord to get five party favors.  I then too Erdrique into Sschindylryn to make my way to final quest of the City of Portals, The Portal Opens.  As I made my way to the quest I picked a few more slayers for both the drow (seven) and the children of Lolth (four).  Within the Portal Opens, I defeated at least one priestess of Lolth, and the following orange named drow Shev’aal, Namajj Hru’un, Utheo Myar, Sorntran Arkenep, and Chaszoj’ryn.  I picked up a commendation for the druid’s of the king forest and one for the purple dragon knights.  I also looted a Blade of the High Priestess when the quest was completed.  For a quest reward, I selected 24 commendations of valor and for a storyarc reward I picked up a Slaver’s Hand Crossbow.

Suppply battling the Bloodtide pirates in the Searing Heights.

Erdrique hunting scorrow in the desert.

Erdrique enjoying the hunt under the moonlight in the desert.

Erdrique fighting Steelstar in the Anniversary Party.

Erdrique taking note of the banner in the quest the Portal Opens.

My quest runs on Saturday were quite challenging.  I first took Erdrique into the quest Don’t Drink the Water on epic hard.  I didn’t run into any issues until I reached the green dragon, Tharmalos, at the end of the quest.  Facing off against the powerful green dragon, I had died twice and once I used a raise cake to get back up.  But I did complete the quest, eventually.  As I made my way to the final fight, I picked up a monster manual deed for mudmen account wide, hunter II.  I was also able to defeat a few orange named dire bears and completed the optional objective of discovering the yuan-ti’s secret chest.  At the end of the quest, I picked up a commendation for War Wizards and as a quest reward I picked up 23 commendations of Valor.  After the rough run, I then took Erdrique back into the Underdark.  I picked up another 33 slayers on my way to the quest In the Belly of the Beast.  This was another difficult quest that I decided to try on epic hard.  Although I did get through the quest, I died four times (three times inside the belly of the great purple worm) and had to re-enter the quest once.  I completed the optional objectives for defeated Zeslyn and bluffing the freedom for the purple dragon knight.  Inside the arena, I took out a few orange dire bears before I was attacked by wave after wave of enemies.  At the end of the quest I picked up two commendations, one for the villagers of Eveningstar and one for the clerics of Amaunater.  As a quest reward, I picked up 24 commendations of Valor.  I also collected another monster manual deed, this one for rust monsters, which gave me the account wide reward for rust monster expertise.

Starting out in the cavern in the quest Don’t Drink the Water.

Erdrique taking note of the fire salamanders in the Underdark.

Coming across a magical barrier early on In the Belly of the Beast.

To close out the weekend, I dual boxed with Suppply and Harrgon once again.  I took  them into Searing Heights and into the quest Bargain of Blood.  In the Searing Heights, Suppply collected his last 138 slayers to complete the area and Harrgon picked up another 224 slayers and reached the 400 slayer mark.  Harrgon also picked up all of the explorer points  The rare encounters I came across were Calcine, Ghamzee, Cruor Russo, Giallo, Hazai Haatha, and Shute Ruggzen.  Although the exploration of the Searing Heights went well, the quest run through Bargain of Blood on elite did not.  This was primarily because I was trying to rush through the quest, which never seems to end well for me.  In fact, Harrgon suffered seven deaths in the quest, who was the primary driver for this run.  I did defeat a first mate and completed the optional objective for destroying the assassination logbook and I met up with the House Deneith party.  Harrgon collected three mysterious remnants while Suppply picked up 16.  Overall, it was just a rough night in the quest.

Harrgon contemplating the majesty of the Searing Heights.

Harrgon battling the Bloodtide in Bargain of Blood.

So it wasn’t a bad weekend overall.  I was able to make my way  through a number of quests that I haven’t had a lot of experience making my way through and one quest I had never completed before, that being In the Belly of the Beast.  However, not all of my runs were successful, which is also good, allowing the challenge to still be there, especially in the lower level quests.  Although I did get my revenges in Bargain of Blood.  Thanks for reading everybody and happy hunting in the Underdark!!

Getting the Lucky Daily Dice Rolls

The daily dice rolls are an interesting little treat for the DDO Players.  Ever since the beginning of the year, I have been tracking the daily dice roll results between my VIP account and premium account.  I have to admit, over the past few months I have received a higher amount of jackpot type rewards than I would have thought, especially on my premium account.  Over the past few months I have picked up the following tomes:

Erdrique getting a little luck with a daily dice roll and picking up a +1 Wisdom Tome.

Stoorage being rewarded with a +3 Upgrade Tome for the Heal skill.

Stoorage getting another upgrade tome, this one is a +2 for Perform, from his daily dice roll.

Picking up another skill tome for Stoorage from the daily dice.

My latest jackpot roll was for the +2 Upgrade Tome for the Perform skill and ironically the day before that I won the +1 Swim Tome.  That was back on March 6th and 7th.  Now, if I can only get those tomes for skills and attributes that need a real boost!! Here’s to hoping that my results get a little more interesting :).

Thanks for reading everybody and happy daily dice rolling!!

Crunching Down the Numbers of My Monster Manual-Part 5

The last two articles I wrote in my series that looks at analyzing the data in the monster manual focused on Erdrique’s statistics (Part 3 and Part 4).  In my next two posts of this series, I want to look at Hamllin’s statistics.  Hamllin is my second most played character and my only other character (besides Erdrique) that I have put through a heroic true reincarnation.  So, I went ahead and compiled the data from my monster manual once again on 3/6/2016.

Looking at Hamllin’s overall statistics, I wasn’t surprised to see that he has slain over 31,000 monsters that are currently recorded in the monster manual, which accounted for 10.51% of all of the enemy kills on my VIP account across all of my characters (Table 1 and Figures 1 and 2).  What did surprise me was how close his numbers, in total, were to Erdrique’s.  Erdrique had approximately 48,000 kills (using the data that was about two weeks older, so that is a factor to consider here) and I play Erdrique more often than I do Hamllin.  However, Erdrique has been working on higher level quests that tend to not have many monsters that are currently in the monster manual while Hamllin is progressing through more middle level quests and adventure areas that do have their monsters recorded in the monster manual.  It appears that Hamllin’s rate of encounter for monsters in the monster manual is currently higher than Erdrique’s.  I’m going to have to work on a way to calculate that type of statistic for future reference.

Taking a look at Hamllin’s statistics by monster type, it looks like the enemies that accounted for Hamllin’s most kills were humanoids, undead, player races, monstrous humanoids, and vermin.  These same five monster types were also the top five across my account with only one slight difference, vermin and monstrous humanoids were swapped when looking at my statistics account wide.  Hamllin accounted for eight to 12% of the total number of monster kills for these top five monster types across my entire account.

Table 1.  Number of kills by monster type for Hamllin and my VIP account and the percent of kills attributed to Hamllin.

 

Figure 1.  Distribution of Hamllin’s monster kills by monster type from the monster manual.

Figure 2.  Hamllin’s and my account monster kills by monster type for those in the monster manual.

Similar to what I saw in Erdrique’s trends, these five monster types ranking as high as they do is not surprising.  I’m expecting to see this same pattern throughout all of my characters, with the possible exception of Tuhnn who is an Iconic character and started facing off against a higher level of enemies than my other characters.

Breaking the data  down by monster manual volume I noticed that Hamllin’s trends mimic those for Erdrique.  Monsters in the volumes of the Prologue, Volume 1, and Volume 2 accounted for the top three most monster kills for him.  I’m not surprised by these trends as the timing of releases of the various monster manuals, along with the timing of Hamllin’s leveling track, allowed him to collect a higher number of kills for monsters in the fifth volume (especially those in the Desert), very similar to Erdrique’s situation.

Table 2.  Total monster kills for Hamllin and my VIP account by monster manual volume.

Figure 3.  Total monster kills for Hamllin and my VIP account by monster manual volume.

The monster races that accounted for the majority of kills for Hamllin are listed in Table 3 and plotted in Figure 4.  The monster race that Hamllin accrued the most kills for were skeletons and his efforts accounted for over 12% of my VIP account.  Another thing of note was that gnolls were ranked fourth for him and he accounted for nearly 39% of those kills account wide (this is one of the monster races introduced with Volum 5).  Hamllin also accounted for over 10% of kills account wide for sahaugin, zombies, and scorpions.

Table 3.  Total number of monster kills for Hamllin’s top ten, both for him and account wide, and the percent he accounted for.

 

Figure 4.  Number of monster kills for Hamllin’s top ten monster races (and the number of those for my account).

Excluding the monsters that Hamllin hasn’t had the opportunity to face off against since they were included in the monster manual, the monsters that Hamllin has the fewest amount of kills are presented in Table 4 and Figure 5.  Most of these monsters include those that were released with volumes three through six are are mostly outsiders.  Besides the hell hounds, Hamllin hasn’t been exposed to many of these enemies yet but that will change once Hamllin moves through some more of the mid-level content.  Too bad all of those hell hounds he slaughtered while making his way through some of the lower level content didn’t get counted but he’ll definitely have his chance to make those up.

Table 4.  Number of monster kills for the races that accounted for the fewest number of kills for Hamllin and account wide and the percent Hamllin accounted for those kills.

Figure 5.  Number of monster kills for the races that accounted for the fewest number of kills for Hamllin.

Taking a look at the total percentage of kills that Hamllin accumulated for my account for each monster race, instead of looking at raw kill counts, his top ranking species include scorrow, mummies, air elementals, and gnolls.  It is interesting to see how the relative percentage for these monsters is high for Hamllin but his overall kill counts for these monsters don’t make his top ten.  Again, these monsters were primarily added in later volumes of the monster manual where Hamllin was currently in the process of making his way through quests where these monsters are common, as well Erdrique.  This explains why the overall numbers of kills are low but the percentages are high for the account (only Hamllin and Erdrique have registered a large number of kills for these monsters).

Looking at the opposite statistic, the monster races where Hamllin accounted for the least percentage of kills for my account, we notice that the majority of them are the outsiders, as I mentioned before and those monsters that currently occur primarily in quests Hamllin hasn’t had a chance to complete yet.  These will definitely change as the year goes on.

Table 5.  The monster races that accounted for the highest proportion of monster kills for Hamllin and the number of kills he had and across my account.

Table 6.  The monster races that accounted for the fewest proportion of monster kills for Hamllin and the number of kills he had and across my account.

After looking at Erdrique’s trends, I’m not quite surprised to see these same types of trends with Hamllin.  I can’t but notice the influence of the timing of monster manual volumes and the levels my characters happen to be at during those releases.  It is plainly evident on how these factors affect the monster manual statistics as looking at Erdrique’s and Hamllin’s data has shown.  Thanks  for reading everybody and happy hunting those monsters in the monster manual!!

Questing the First Week of March, February 29th to March 3rd

Well, the first week of March was a special week since it kicked off the 10th anniversary celebration for DDO :).  The week actually began on the “leap” day, February 29th, and the day wound up being quite a unique data for my questing besides the fact that it was on a “leap” day.  It was unusual in that I dual boxed with Cannock (Level 8 Druid) and Crawlller (Level 7 Ranger) for all of my quest runs.  Things started out with my normal slayer run in the morning as I took Cannock and Crawlller into Waterworks.  Cannock was working on finishing this area out (Crawlller already had it maxed out).  During that run Cannock picked up his last 82 kills to complete the area and in that process they took out Dhulokk, Har-har, and Gnarkill.  I didn’t get a chance to log in for my afternoon run but later that night I logged back on with Cannock and Crawlller and I took them out into Tangleroot Gorge to run the first quest of Assault on Splinterskull: First Strike.  Cannock is currently heavily working in this area while Crawlller only needs to find Commander Gharjat to have the entire area maxed out.  While out here, I picked up the rest of the explorer points for Cannock (10 more it total), picked up another 108 kills (pushing Cannock above 400), and found the rare encounters Clamor, Silkweave, Xassak, Jarak, Jana, and Kornak.  I then entered the quest First Strike and completed it on elite, including the optional objective of taking out Blademaster Chagg.  After that successful run, I then headed out of Tangleroot and decided to try the new Anniversary Party.  It was the first time I took at look at the quest and needless to say, I struggled in it.  Cannock was sliced in half by Severlin while Crawlller met his end against Steelstar.  After that attempt, and after the Monday night digital pen and paper game wound down, I called it a night.

Cannock collecting his slayers in the Waterworks.

Cannock battling Clamor in Tangleroot Gorge.

Cannock opening a door in Splinterskull  to deliver the First Strike.

Cannock fighting Severlin in the Anniversary Party.

On Tuesday, to kick off the first day of March, I took Tuhnn (Level 16 Bladeforged) into the Sands of Menechtarun.  While I was hunting out there during the morning slayer run, Tuhnn picked up 85 gnoll slayers and took out Den Mother Fheena.  In the afternoon, I took Hamllin (Level 18 Fighter) into the challenge Lava Caves: Time is Money.  Upon the quest completion, Hamllin picked up 141 Crystallized Magma Shards.  I completed the star objectives for obtaining 100 crystals, keeping all kobolds alive, and buying less than nine minutes of time.  That night, I logged back on with Crawlller and Cannock, for yet some more dual boxing, and I took them into the next quest for Assault on Splinterskull, Hobgoblin’s Captives.  I completed optional objectives for defeating the Warden and destroying all of the weapon crates.  Cannock was also fortunate enough to loot a Sapphire of Defense +2.  After that run, I took Crawlller and Cannock back into the Anniversary Party.  While inside here, Crawlller got pasted by one of the ogre’s partying with Cordovan but in the end I was able to take out all of the developers (Severlin, Steelstar, Cordovan, and Vargouille) and the dark overlord.  I picked up four party favors as the quest reward.  Not too bad :).

Tuhnn taking note of the moon in the desert.

Hamllin making his way through Time is Money.

Crawlller battling the spiders to free some captives.

Crawlller taking on the Dark Overlord of the Anniversary Party.

I logged on with Stoorage (Level 14 Fighter) and Charlock (Level 16 Fighter) and had another dual boxing session on Wednesday morning.  I took them into the swamps of the Red Fens.  As they ventured out into the Red Fens, the accrued another 56 slayers to add to their growing slayer count and defeated the rare encounter, Beacon.  And while out there, Charlock picked up a monster manual deed for rat exterminator II and picked up 1,769 experience.  During the afternoon run, I took Erdrique (Level 27 Rogue/Grand Master of Flowers) into the challenge Lava Caves: Colossal Crystal.  Erdrique completed the optional objectives for collecting one colossal crystal and clearing out the auditorium.  He picked up 227 epic jaded scorpions.  That was all I was able to get done on Wednesday as I spent the rest of the night with my wife for our weekly date night.

Stoorage gathering some slayers in the Red Fens.

Erdrique making his way through the Lava Caves to fight some drow.

To close out the week, I started Thursday morning by taking Hamllin out into the desert for some more slayers.  While hunting out there I picked up 68 gnolls, 5 scorrow, and 72 undead.  I also encountered and took down Lieutenant Ayurro, Haraja the Firedancer, and Palumak the Scourer.  In the afternoon I logged on with Hamllin again I took him through the challenge Kobold Island:Shortcuts.  Hamllin was able to complete the challenge and earned 121 orthon metal scraps.  But the only objective I was able to complete was to gather 300 crystals.  Later that night, I was scheduled to play Larrs (Level 21 Bard/Fatesinger).  I brought on him on took him into the The Prisoner on epic normal.  I completed the optional objectives for killing all of the arcane oozes, defeated Ingstoldt, defeated the mephits, and defeated the gargoyles.  I also defeated nine quori stalkers and five elder minotaur shamans.  I picked up 29 fragments of the Token of the Twelve, obtained a monster manual deed for elves (elf hunter, 700 experience) and picked up nine commendations of valor as a quest reward.  I then took Larrs into the Anniversary Party where I struggled quite a bit, dying multiple times to Cordovan, Severlin, and Vargouille.  I then got blasted by a kobold’s shaman disintegate which ended my run.

Hamllin enjoying the desert landscape.

Hamllin making his way to an extractor on Kobold Island: Shortcuts.

Larrs fighting Tharahk hounds in VON 2.

Larrs surrounded by bladebarriers from Steelstar.

Overall, it wasn’t a bad week.  I had a nice little mixture of runs: high and low level runs, slayer runs, and dual box runs.  I did have some trouble in the Anniversary Party but I started to get the hang of it.  I hope everybody else had a great week as well!!  Thanks for reading everybody and happy hunting in the Anniversary Party.

Having Fun with Twilight, The Element of Magic

I have to admit, casting classes are my weakest classes to play within DDO.  Caster tend to have so many different spells and feats to click on that makes them playing a little complicated for me, which is why I tend to favor melee characters instead.  However, with that said, I still have my casters and I do have fun playing them.  I currently have Rimuldar (Level 23 Wizard/Draconic Incarnation) and Cantlin (Level 13 Sorcerer).  One of the items that I have found fun for Rimuldar is the quarterstaff, Twilight, Element of Magic.  This quaterstaff is obtained from the Caught In the Web raid.  I actually got mine from Rimuldar’s Raiders Reward Box.

Rimuldar taking a closer took at his powerful quarterstaff.

Twilight, Element of Magic has a number of special abilities.  These include the following:

Spellcasting Implement +21

+7 Enhancement bonus

Potency +80

Impulse +120

Evocation Focus III

Enchantment Focus III

Arcane Augmentation IX

Spell Lore VI

Attuned to Heroism

This particular quarterstaff is really pretty effective for Rimuldar.  This is because Rimuldar has focused primarily in the Archmage prestige enhancement line.  The majority of his damage dealing spells are evocation based and include the magic missile line, the lightning bolt line, prismatic ray, fireball, frost lance, wall of fire, cone of cold, delayed blast fireball, prismatic spray, polar ray, and meteoric swarm.  Also, within the Archmage line, Rimuldar has taken the force spells as spell like abilities.  The Impulse +120 increases the damage output for all of these spells and spell like abilities.  Also, the Evocation Focus III helps with the difficulty check against spells such as lightning bolt, fireball, and chain lightning.  Meanwhile the Potency +80 increases the damage output for my spells that aren’t part of the evocation school such as acid arrow and dragon bolt.  Also, having the caster level for all 9th level and lower spells raised by one helps with the saves against by difficulty checks as well.

Rimuldar ready to tackle the King’s Forest with this Twilight, Element of Magic.

Not only does Twilight, Element of Magic have a number of fun stats for Rimuldar, it is also pretty cool looking.  I really like the way it suits Rimuldar.  I have a Raider’s Reward box for Cantlin as well, which I haven’t opened yet, but he will most likely take this as well.  It will be a nice caster stick for him too, primarily because the majority of his spells are also evocation based (he is a fire savant).

In any case, I don’t have any plans on replacing Rimuldar’s primary weapon anytime soon.  It seems to be working good for me right now.  Thanks for reading everybody and happy hunting in the King’s Forest.

A Race Against the Clock

One of the more classic story arcs in DDO is the Vault of Night.  The Vault of Night story arc consists of the following quests: Tharashk Arena (VON 1), The Prisoner (VON 2), The Gateway to Khyber and The Jungles of Khyber (VON 3), Haywire Foundry (VON 4), The Vault of Night (VON 5), and the Plane of Night (VON 6).  The last two quests in the chain are raids and to get into VON 5 you have to complete the previous four quests first.  You used to have to do these in a specific order (hence the reason why they are numbered VON 1 through VON 6 by many players) but this is no longer necessary.  One of the quests to complete, Haywire Foundry, requires you to make your way through a manufacturing plant and saving the artificer Haywire in hopes of recruiting him back into the Laughing Knives (I wondered specifically about Haywire here).

Sludgge exploring Haywire Foundry.

If you have picked up the story arc for the Vault of Night from Marek Malcanus, you will eventually learn about Phineas Haywire.  Haywire has lost some of his confidence after the Laughing Knives couldn’t break into the Vault of Night and is now working in his foundry located in House Kundarak.  You also learn that one of his assistants has been spotted waiting for him on the side of the bank in House Kundarak not to far away from the port that houses ships that head out to Ataraxia’s Haven or Three Barrel Cove.  The name of assistant is Arlsie For (a warforged).  When you catch up to Arlsie you learn that the assistant hasn’t heard drom Haywire in sometime and that he is worried about him.  He then tells you where Haywire’s Foundry is located.

Sludgge picking up the quest Haywire Foundry (VON 4).

The entrance to Haywire Foundry is close to the Ever Full Flagon near the entrance to the House Kundarak Ward.  Right outside of the entrance is another warforged named Husk who is actually a collectible turn in trader.  There was a time when Husk was actually the assistant for Haywire, just as a quick side note.  Haywire Foundry isn’t a complicated quest and it doesn’t have a complicated map either.  When you enter the foundry you actually come into a large curvy hallway that leads into an open cavern that is filled with lava and a single stone pathway leading to a locked gate.  Within this room is a  lever, along the cavern wall across the lava, that needs to be pulled in order to raise the gate.  In this room, the lever is guarded by a few elementals (fire and earth).  Defeating these elementals is an optional objective and makes pulling the lever easier.  Once you raise the gate there is another lever mounted on the wall and another gate.  On the other side of the gate is another warforged that you need to talk to, RC-2.  RC-2 tells you he will take you to Haywire and to pull the lever on the wall when you are ready.

Sludgge at the entrance to Haywire Foundry.

Sludgge inside the foundry and getting ready to pull the lever to raise the first gate to find Haywire.

Sludgge waiting for RC-2.

This is when the quest really begins.  Shortly after the next gate is raised, RC-2 goes a bezerk and attacks you.  It is another optional objective to take it down.  When you defeat him, you see some type of parasite leave his body and disappear.  You then realize that you are inside the foundry.  The initial layout to the foundry is like a cross.  After you defeat RC-2 and continue to make your way north, you will come across some more warforged and a speaking stone mounted in the wall.  After defeating the warforged combatants and using the speaker stone,  you learn from Haywire that something has gone horribly wrong and his creations have turned on him.  To protect himself, he has locked himself is in security chambers in the upper reaches of the foundry.  However, to get to that point, you have to lower the shields that have been activated and stop any more travel to the north in the foundry.

Preparing to deal with RC-2 as he gets ready to go beserk.

Battling some defiant drones in Haywire Foundry.

So where is this painting at?  Just something Sludgge notes in the hallway to the speaking stone.

Coming upon the speaking stone in Haywire Foundry

At this point you can either go east or west.  I typically go east first.  If you have a group, you can split up into different directions.  Each direction poses different challenges and each one has a main control lever that needs to be flipped in order for the force field blocking the passage to the north to be lowered.  The passage to the east leads to a curving hallway that leads up into the foundry.  This path has a number of pitfalls to be weary of, literally.  These pitfalls are actually areas of the floor that completely break away and to a fiery lava pit below.  The first one of these pitfalls can be actually be disabled.  However, the second pitfall cannot be avoided.  But, with that said, you can skirt the left side of the wall in the tunnel and when the floor breaks away you will land a some pipes that you can use to cross the gap.  Speaking to this, there is an optional chest about halfway down this particular pitfall.  Like the first pitfall, the bottom of this pit is covered with a pool of lava.  About halfway down this fall is a tunnel that leads to a chest.  The chest isn’t trapped or anything and ripe for some looting.  However, once you loot the chest you need to enter a second tunnel that leads back up the shaft you just fell down in.  As you make your way through the tunnel a number of acid spray traps will activate that will need to dodge.  If you do happen to come down this way, then having jump will be useful as well as acid resistance as you make your way back up the shaft by jumping and climbing back up various pipes.

Sludgge preparing to go down the eastern half of the foundry.

Making my way down the path to the eastern side of the foundry.

Dealing with some mithral defenders down the hallway.

Staring down the second pitfall along the winding tunnel to the eastern side of the foundry.

In the first tunnel leading to the chest down the second collapsible floor pit.

Time to get some loot from the chest in the pitfall.

Now having to deal with the acid traps as I make my way out of the pitfall.

So more of those same acid traps.

Warforged casters, otto’s ball, and mithral defenders…yay…

Once you make your way past these two collapsible areas of the floor, the hall will cycle around to a door.  This door is the entrance way to the creation, forge, or production area  (however you want to term it).  The room is shaped like a large rectangle with two levels, essentially.  On the ground level, there will be a number of fenced in cages, each housing a newly created warforged.  There will also be some stacked crates along the walls also have some warforged casters and rangers prepared to attack.  Along the western wall, in the center of the wall actually, will be a ramp leading up to a catwalk, or the second level.  This ramp is trapped with the control box under the ramp itself.  As you make your way to the catwalk you will be assaulted by a number of warforged enemies.  You will also encounter a series of flame jet traps which can be turned off by pulling various levers scattered along the catcalk.  There is an optional objective to turn off all of these jets.  But be careful because use jet you turn off will free a warforged enemy from the cages below.  Once you make it around the catwalk, taking care of flame jets and warforged along the way, you will encounter one of the levers that controls the force field blocking the northern passage.  Be wary here, this particular lever is protected by two sets of traps.  The first set of traps are easy to find but the second is a little more difficult.  To deactivate the second set of traps, you need to hop onto the ledge that the lever is on and then snake around corner.  The second control box will be in this location.  Once you disable the second control box you will then be able to pull the lever without any repercussions.

Sludgge pearing inside the broken down door to the forge area of the foundry.

Inside the forge area ranging some warforged who are perched on some of the stacking crates.

The dangers of firewalls in the forge area.

The lightning guard golems here are only present on epic difficulties.

Fighting to get to the catwalk.

Looking for the trap box for the catwalk.

The flame vents look quite intimidating. 

One of the levers that turn off the jets.

The lever that is needed to unlock the northern passage is heavily trapped.

Don’t forget about this trap box on the power lever either!!

Once you have pulled the lever, you can make your way back to the floor level and deal with the warforged you just freed.  You will also notice another lever on the eastern wall. This lever raises a set of gates that block two tunnels.  These two tunnels lead to a shrine and to another set of tunnels that can take you to the other half of the Foundry, although at this point the bars are still up on this side.  Once this portion of the foundry is clear, you need to make your way back through the winding tunnel and across the pitfalls so that you can enter the western portion of the Foundry and activate the second switch.  Unlike the eastern portion of the Foundry, which is asked by taking a winding tunnel upward, the western portion of the Foundry is accessed by climbing a flight of ramps that are trapped throughout the climb with some large blade traps.  At the top of the ramp, you will enter a small hallway with another door.  This door leads to another rectangular shaped room.  This room is a storage and shipping area.  Like the eastern side, this room has two levels.  The second level consists of various alcoves that are directly above the storage alcoves on the bottom floor along wall.  Each of these alcoves, bottom and upper floors, are sealed with a force barrier. This room is crawling with warforged that you will to take care of.  Also, a short distance from the entry way to the room you will see the lever that raises the gates to those same tunnels from eastern room that leads to the shrine.

Sludgge on the ramp to the hallway to the western half of the foundry, this is heavily trapped as well.

Breaking down the door to the western half of the foundry.

The western half of the foundry is the shipping and storage facility.  You can also find the blood rage symbiont in this room, if you are lucky, from a breakable.

Fighting our way through more warforged to another catwalk.  Notice the barriers as well.

And the fighting continues on the top level along the catwalk.

Unlike the eastern half of the Foundry, the western half doesn’t have any traps but it does force you to fight in narrow and restricted hallways.  As you make your way to through this room you will come across a staircase that leads to the second level.  You will then make your way along a narrow catwalk tunnel that wraps around the room and eventually takes you to the second lever that needs to be pulled to open up the passage to the northern end of the Foundry.  However, when you pull this lever, the power that was being used to generate the force fields for each alcove is turned off letting out a number of warforged.  These alcoves also contained large crates, with may of them exploding when you approach producing even more warforged.  This room is much more straight forward than the eastern foundry room but is just as dangerous because of the tight fighting spaces.  As you make your way out of the western foundry room and back to the staircase, you will encounter another large blade trap that is only detectable after you pull the power lever and make your back towards the stair case.  It is actually just before the staircase.

Making my way to the next lever.

Finally coming across the second lever.

Now the northern passage to the foundry is open.  This passage is another tunnel that leads to another intersection.  It doesn’t matter which way you go when you reach this intersection because the tunnel at this point will form a small square.  You can go completely around the square to take out all of the enemies just to make sure everybody, and everything is accounted for.  When you reach the top of the “square” you will might detect a hidden door to the south.  This hidden door leads to another shrine that is also protected by two more traps.  This will be the last shrine you will have access too.  Opposite to the shrine, to the north, is a gate.  That gate is controlled by a lever and a little while after the lever is pulled it will reset and the gate will close.  Once everybody passes the gate, they can’t go back (unless you use a dimension door spell or something like that).  The room on the other side of this gate contains a number of rune wheels.  In the center of the room is a chest that is sealed by another set of gates controlled by the rune wheels.  The sequence to turn the rune wheels is based on the symbols that are on the pillars that are above the inside rune wheels as well as the symbol above the chest.  The first thing to note is the symbol above one of the inside rune wheels.  Then rotate the two outside wheels that are on either side of the inside rune to that symbol.  When you do this, the inside rune wheel will be unlocked.  This will then allow you to rotate the inside rune wheel to the symbol that is above the chest.  When all three inside rune wheels are set correctly, the gates protecting the chest will lift up allowing you to access the chest, that contains a key.  One thing to take note of, as soon as you enter this room, oozes will continue to spawn, including arcane oozes, until the gates are lifted.

The path to the north is now open and it is time to fight our way through it.

Expect some trouble soon.

These mithral defenders once guarded the next passage to the north blocked by the portcullis in the picture. 

The hidden shrine in the northern half of the foundry, protected by traps as well as a secret door.

The key that you pick up opens a locked door to north.  This particular locked door essentially holds the “final” fight.  Inside this room is the Master Control Unit (basically a powerful red named iron golem), a couple iron golems, and a few large adamantine defenders that need to be destroyed.  Once they are destroyed you can get access to another chest that contains a second key that unlocks a portcullis that is protecting yet another control switch.

Time to enter the rune wheel room.

More lightning guard golems in the rune wheel room.  These only appear on epic settings.

Time to activate the rune wheels.  Take note of the symbol above one of the inner wheels (here it is a capital H for the yellow wheel) and set the two outside rune wheels (one to each side of the yellow rune wheel) to that symbol to unlock the yellow rune wheel.  Then set the yellow rune wheel to the symbol above the chest and move onto the next inside rune wheel.

We can now reach the chest protected by the locked rune wheels.

Time to the battle the guardians in the master control room.

Need to take down the master control unit.

The battle ensues in the doorway to the master control unit.

Now, up to this point, Haywire Foundry has been pretty straight forward.  This is where it starts to become the mad dash against the clock.  As you loot the chest, you get a dungeon master narration that is mimicking Haywire telling you to listen up and that when you pull that particular lever the self destruct mechanism of the Foundry will be activated.  When you pull the lever, you will have a few minutes to make your way through the rest of the foundry and to get to Haywire before you get blown up.  It is best to buff yourself up with jump, haste, rage, fire resist, fire protection, acid resistance, acid protection, neutralize poison, greater heroism, and mass aid if you can before you pull the lever.  When you pull the lever, a section of the way on the eastern side of the room will open up exposing a broken stairway.  You need to make your way through this broken stairway and up the shaft jumping out of the lava covered shaft floor.  When you get to the top of the shaft, you will come across another winding and up sloping pathway.  This pathway is lined with a few acid and poison traps as well as number of mithral defenders.

The chest that was protected by the master control unit and his guardians.

The mad dash now begins.

Hurrying up the path to Haywire.

One of the optional objectives in this quest is to destroy ten of those mithral defenders.  It is best to pull a number of them to a safer place along the pathway (outside of the traps) and to take them out as quickly as possible.  It is good to do this to keep dungeon alert down.  You can completely ignore them but it can get quite messy if you don’t take any of them out.  Eventually you will hit a portion of the hallway that is split down the middle that leads to a large cavern.  When you get to the cavern, it is best to hang off to the side of the room (as you enter the room hang a left and hug that wall).  This is because once you enter this room the blast doors will close and the explosion from the foundry will generate a huge flash of fire that will shoot right down the center of the cavern.  Keep in mind too, that when you enter this room, fire elementals will spawn.  Just make sure to battle them on the side of the room.  Eventually the draw bridge in this room will drop down allowing you to continue on to Haywire.  The quest completes once you talk to Haywire and pick up the Lightning Rod.

The cavern where the backlash of the foundry explosion will occur.  Oh, and don’t forget the fire elementals.

Speaking of fire elementals…

One thing I haven’t really mentioned yet are the types of enemy you will encounter in this quest.  This quest is dominated by various types of warforged and their construct cousins.  The various warforged include engineers, surveyors, troubleshooters, and drones.  The engineers and surveyors are especially troublesome as they are the arcane and divine casters of the group, respectively.  The surveyors are rangers and really like to cast barksin on themselves and the drones are fighters.  Besides the warforged, you have the elementals in the beginning and end of the quest, various forms of defenders (metal dogs), iron golems, oozes, and in epic settings you have the lightning guard constructs.

The most striking thing about Haywire Foundry is that race against the clock at the end.  I remember when I first did this quest had some many panicky situations when I tried to jump out of the initial shaft that starts the “mad dash.”  However, as long as at least one party member reaches Haywire and picks up the Lightning Rod then you will get the quest completion, even if you are a permanent fixture Haywire’s exploded Foundry.  Overall, it is a fun quest, that can be a little hair raising, especially at the end.  Give it a try if you have never completed Haywire Foundry before.  Thanks for reading everybody and happy hunting in Haywire Foundry!!

Trying to Figure Out Haywire

As our characters make their way through their adventuring and courageous careers they will come across so other intriguing adventuring parties.  One of these parties includes Marek Malcanus’ disbanded party known as the Laughing Knives.  The Laughing Knives were hired to test the weaknesses of the Vault of Night and in so doing the group’s failure to get past the security of the vault broke them and they disbanded.  Marek will ask for your assistance in pulling the party back together and one of these party members includes an interesting character named Haywire.

Haywire has an exceptional mind and is an extremely clever artificer.  He enjoys tinkering and working on constructs and in fact you will need to rescue him in two different quests (Haywire Foundry and Made to Order) because his tinkering with constructs has led him into some sticky situations.  However, the first instance wasn’t really his fault.  Especially since those from the Inspired Quarter have penetrated his foundry and sabotaged his constructs with mind altering parasites.  The second ordeal though, well he should have known better that trying to reanimate a Marut.

Haywire at the end of Haywire Foundry.

I always wondered what it would be like to have Haywire as a party member.  Marek comments on how Haywire had saved the Laughing Knives a number of times with his inventive gadets illustrating Haywire’s resourcefulness.  However, I have to wonder about the stress Haywire puts himself under.  My concern comes from the fact that Haywire has replaced his flesh and blood arm with a construct arm at the end of Made to Order.  Not to mention his obsessiveness with being “discovered.”  This last note can be illustrated when the Marut is destroyed in Made to Order and Haywire opens up his security measures to let you into his safety room.  I don’t think you will even see so many different doors activate and unlock.  Talk about being a little paranoid…

Being a dwarf, there is no doubt that Haywire would be a faithful and loyal companion  I don’t know of too many dwarves who would turn their backs on a trusted party member but it might take some time to garner that trust.  Haywire is also pretty stout.  I mean dang, he literally had his arm removed and replaced.  That had to take quite a bit of constitution to maintain that, even if it was magically enhanced.

Haywire would be an interesting party member.

As a party member, I bet you Haywire would be fun and complicated.  I think he would be good and capable of getting the party out of a tough spot but I also think he would be one of the reasons why a party got into a tough spot to begin with.  His ability to tinker and develop new gadgets would be extremely useful, especially with setting up traps and ambushes.  I wonder how he would be as a hireling :).

Thanks for reading everybody and happy hunting in Haywire Foundry.

Last Weekend of February, Quest Runs February 26th to February 28th

My quest runs during the last weekend of February started out to be quite productive but as the weekend carried out I didn’t get as much done as I would have liked.  Kicking things off on Friday morning, February 26th I took Garrrin (Level 23 Barbarian/Fury of the Wild) into the majestic King’s Forest for my morning slayer run.  As Garrrin made his presence known to the denizens of the King’s Forest he picked up another 24 slayers (including a couple of dire bears), picked up an explorer point (Eliminster’s 4th message), and completed the rare encounters for freeing the purple dragon knight from his slaver collar (using brute strength to snap it) and money or life (freeing the villager from the bandits).  When I came back from work, I then logged on with Hamllin (Level 18 Fighter) and I took him into the challenge Lava Caves: Time is Money.  Hamllin completed the objectives for collecting 100 crystals, defeating the fire giant warlock, and sending kobolds through the teleporter 200 times.  Hamllin picked up 156 crystallized magma shards as a reward and gained enough experience to move up to level 18.

Garrrin bringing down the drow in the King’s Forest.

Hamllin making his way through Time is Money.

On Friday night, it was Erdrique’s (Level 26 Rogue/Grand Master of Flowers) turn to get in on the action.  Erdrique made his way through the Underdark to get to the portal to Sschindylryn.  While making his way to the portal to Sschindylryn, Erdrique freed three slayers from their collars, slayed the drider rogue, Hastrunn, and picked up another 22 slayers which granted up past the 200 total slayer mark for the Underdark.  In Sschindylryn, I defeated at least one blademaster, found missives one, five, and 11, defeated 16 drow (hitting the 10 slayer mark), defeated seven children of Lolth, and defeated Soldirn Dun’robar.  I then entered the quest The House of Rusted Blades on epic hard.  Making my way through the quest, I completed the optional objective for applying the corrosive liquor on all of the weapon racks.  From the end chest, I picked up the Duergar Waraxe of the Weapon Master and picked up 20 Commendations of Valor for a quest reward.  I then headed back into Sschindylryn to make my way to the next quest, The House of Broken Chains.  During my second romp through Sschindylryn, I picked up another 45 drow slayers and 5 more children of Lolth slayers (giving me credit for reaching 25 and 50 drow slayer marks and 10 chldren of Lolth slayer marks).  I also found missives 2, 7, and 15 and defeated the rare encoutners Soldirn Dun’robar and Tras’ekhan.  In the House of Broken Chains, I completed the optional objectives from freeing 5, 10, and the rest of slaves (except for those at the end fight).  I was awarded a Commendation: War Wizard from the end chest and picked up another 21 Commendations of Valor.  I called it a night after that run.

Erdrique making his way through the Underdark to find the portal to Sschindylryn.

Taking a look at Sschindylryn from a distance.

Erdrique coming upon the House of Broken Chains.

Freeing the slaves in the House of Broken Chains.

On Saturday, I took Erdrique back into Sschindylryn to tackle the next quest, The House of Death Undone.  While making my way through Sschindylryn I picked up another 17 drow slayers and another six children of Lolth slayers.  The House of Death Undone was an interesting run for Erdrique.  I entered the quest on epic hard.  I took out six astral panthers, at least 10 blademasters, one priestess of Lolth, and four guardian panthers.  I also completed the optional objectives for defeating Silan Szind, destroying up to 36 undead, and destroying all of the necromantic cauldrons.  I also had the unfortunate situation of blowing up my own chest in one of the cauldron rooms as well.  Erdrique also picked up 16 mysterious remnants, a Commendation: Clerics of Amaunter, a Commendation: War Wizard, and 21 Commendations of Valor as a quest reward.  That was the only quest run I was able to complete on Saturday as I worked on some character maintenance as well.

Making our way to the quest House of Death Undone.

Time to start the quest the House of Death Undone.

To close the weekend out, I logged on with Sludgge (Level 21 Rogue/Shadowdancer) and I took him into Haywire Foundry on epic normal.  While making his way through VON 4, Sludgge picked up two monster manual deeds, Warforged Exteminator I (423 experience) and Fire Elemental Exterminator (1,130 experience).  He also collected another 32 Token Fragments of the Twelve,  He completed the optional objectives for defeating the elementals in the beginning of the quest, defeating RC2 and RC1, turning off the flame vents in the forge room, and defeating 10 mithral defenders on the mad dash out of the quest.  As a quest reward, Sludgge picked up 11 Commendations of Valor.  Once I made it out of the quest I called it a night.

Sluddge starting his exploration of Haywire Foundry.

As I mentioned earlier, the questing over the weekend started out to be extremely productive.  I did run into some maintenance issues of the weekend though that kept me from making it an extremely productive weekend.  My quest runs were dominated with epic questing though, which is typically unusual for me.  Either way, it was still a fun weekend.  I hope everybody else had a great weekend as well!!  Thanks for reading everybody and happy hunting in the Underdark!!

Congratulations Crypt Crawlers-Guild Level 70!!

Although a little late, I wanted to write up a quick article to congratulate my guild, The Crypt Crawlers, for hitting guild level 70.  Because my back log seems to have been increasing over the past several months, I haven’t had a chance to congratulate our members in this fashion.  The Crypt Crawlers hit gild level 70 back on February 24, 2016.  This is a pretty big achievement for us because of few things.

The Crypt Crawlers are guild level 70!!

First off, it gives us access to a new guild airship, the Windspyre Gryphon.  Up to this point, the Crypt Crawler were traveling around Stormreach in a Stormglory Tempest.  The larger ship allows us to store more of the amenities that we have access too allowing our officers to swap fewer amenities that we don’t have enough space to permanently keep placed on the ship.  Although not a major issue, it does save some time and is more convenient.  It also gives us access to our first ship that has two lower decks.  The Windspyre Gryphon has two lower decks, the cargo hold, can keep ten hold rooms, and can store two state rooms.  In comparison, the Stormglory Tempest only has one lower deck and maintains eight hold rooms.  My grand scheme for the guild is to save up enough astral shards to get the largest ship, the Daedalean Kraken, however that is still quite a bit out of our price range.  The Daedalean Kraken cost 4,000 astral shards, and between what my characters have and what is stored in the guild bank, we have about 1,000 shards.  So, we are getting there, albeit slowly.

Erdrique on the top deck of the new guild airship.

Erdrique taking a look at the top deck from the pilot’s view.

Checking out the empty lower decks of our new guild airship.

Erdrique now checking out the lower decks of the fully equipped airship.

Second, at guild level 70, the Crypt Crawlers get access to some new amenities.  One of these amenities is essentially “expired”, the large guild augments, but still could be useful in some circumstances.  We also get access to the Twelve Planescaller, which allows our navigator to transport us to areas in other planes (such as the Amrath).  The Twelve Planescaller is one of the older amenities as well and is one of those placed in the cargo hold.  Another reward for hitting guild level 70, we got access to the second level of the Shrine of the Devourer hold room.  This hold room grants acid and cold resistance, acid and cold spellpower, and acid and cold damage absorption.

Not a bad deal for collecting some guild renown during our questing :).  So, congratulations to the Crypt Crawlers!!  Now it is time to keep moving on our way to guild level 80 and beyond :).  Thanks for reading everybody and happy hunting in DDO.

Crunching Down the Numbers of my Monster Manual-Part 4

The last time I looked at the data from the Monster Manual, I analyzed the trends in the number and type of monster kills for Erdrique and how his data compared to the data for my whole account.  This time I want to explore the tends in the number of Erdrique’s defeats at the hands of the enemy and do a similar comparison to the number of defeats my characters have suffered account wide.  The data I used for this was updated at the same time as the data I used for determining Erdrique’s trends in monster kills (2/22/2016).

Taking a broad look at my statistics from the monster manual, the tends I saw in Erdrique’s defeats by monster type tended to vary from those I observed account wide.  For Erdrique, the top five that accounted for his defeats were player races, outsiders, monstrous humanoids, aberrations, and humans (Table 1 and Figures 1 and 2).  For the entire account the top five enemy types that accounted for the most of my characters death were player races, humanoids, undead, aberrations, and monstrous humanoids.  I found it a little interesting at looking at the percent of defeats Erdrique accounted for on my account my monster type.  Erdrique accounted for 100% of my defeats against miscellaneous monsters.  If I remember correctly, this was due to being defeated by the annoying slimes in Creeping Death.  The next three highest percentages were for humans(41.41%), animals (37.5%), and monstrous humanoids (36.96%).  All together, Erdrique had a total of 107 defeats which was 23% of the number of defeats across my entire account.  Considering the fact that Erdrique accounts for the majority of game play time, 23% isn’t all that surprising.

Table 1.  Number of defeats suffered by Erdrique, my account, and the percent Erdrique accounted for by monster type.

Figure 1.  Proportion of Erdrique’s defeats by monster type.

Figure 2.  Number of defeats by monster type for Erdrique and my account as a whole.

The next thing I wanted to look at was Erdrique’s kill ration and his death rate and how these statistics compared to my account as a whole.  I explained the how this statistics are calculated back in this blog post.  The idea behind these statistics is to get an idea on how dangerous the various types of enemies that are recorded in the monster manual that my characters encounter in DDO really are by trying to standardize encounter rates.  Basically they are two simple statistics, averages for the number of monsters my characters kill per character death (kill ratio = enemy kills / character deaths) and the average number of deaths my characters suffer per enemy death (death rate = character deaths / enemy kills).  Of these statistics, the death rate is probably the most telling because the higher this number the more dangerous this monster is to my characters (meaning I get killed more often against these monsters).  Ok, enough explanations, let’s look at some numbers.

Tables 2 and 3 and Figures 3 and 4 illustrated these trends.  Taking a look at the kill ratio statistic for Erdrique, I noticed that the highest kill ratio for Erdrique were for elementals, humanoids, undead, and animals.  These particular ratios were well over 1,000.  Basically, these enemies Erdrique encounters quite often and suffers relatively few defeats against them.  Now, one thing I must point out here, this statistic is only valid for enemies that my characters suffered at least one kill against during their questing.  This is because the equation is not functional if my characters have never been killed by a monster category (you can’t divide by 0).  Comparing these trends account wide, the highest kill ratio was for animals, vermin, miscellaneous, and undead.  So the trends do vary between Erdrique specifically and for my entire account but you can definitely see Erdrique’s influence on these numbers.

Table 2.  Kill ratio statistic by monster type for Erdrique and across my account (sorted by highest ratio for Erdrique).

Table 3.  Death rate statistic by monster type for Erdrique and across my account (sorted by highest death rate for Erdrique).

Figure 3.  Kill ratio by monster type for Erdrique and my account.

Figure 4.  Death rate by monster type for Erdrique and my account.

Looking at the death ratio statistic, the most dangerous enemies Erdrique encounters were aberrations, outsiders, player races, monstrous humanoids, and miscellaneous.  I’m not entirely surprised by these trends.  Erdrique typically finds himself against beholders, mind flayers, devils, orthons, ice flensers, and others much more often than majority of other characters.  A comparison to the death rate statistic account wide showed some similar trends here.  Account wide, aberrations, outsiders, player races, elementals, and monstrous humanoids.  The only difference in the top five for death rates between Erdrique and my account is miscellaneous types for Erdrique and elementals account wide.  I guess this makes some sense, considering that Erdrique accounted for the entire number of deaths for my account against miscellaneous monsters while a number of my other characters have found issues dealing with elementals at times.

Taking a broader look at Erdrique’s defeats and comparing them to my account, I took at these same trends by monster manual volume (Table 4-6 and Figures 5-7).  Across the seven volumes (Prologue + Volumes 1 thru 6), the monsters in the Prologue accounted for the majority (40 deaths) of Erdrique’s defeats than any other volume.  Comparing the trends of Erdrique’s defeats to all of my characters, the trends were nearly identical except for monster manual volumes 3 and 5.  Erdrique suffered more defeats from the monsters in volume 5 than in volume 3, this was opposite to my account as a whole.  Taking a look at the percentages that Erdrique accounted for by volume is also quite telling.  Erdrique accounted for over 70% of my account’s defeats against monsters in volumes 4, 5, and 6.  These volumes  tend to have some of the more difficult and higher level enemies in them so this makes a lot of sense to me because Erdrique encounters these enemies much more often than my other characters.  You can also see these trends when you look at the kill ratio and death rate statistics.  Erdrique’s kill ratio was highest for monster manual volume 6 while account wide the highest kill ratio was for volume 1.  However, Erdrique currently hasn’t suffered a defeat from any monster in volume 1 so that isn’t really comparable.  When that is removed, the kill ratio for both Erdrique and my account exhibit the same trends except for one instance.  Erdrique’s kill ratio for volume 5 is lower than volume 3, this is opposite to my account as a whole.  Looking at Erdrique’s death rate, the reverse trends are observed with monsters from volume 5 accounting for the highest value, indicating these monsters are the most dangerous for Erdrique.  Again, this is similar to my account as whole accept for flipping volumes 3 and 5.

Table 4.  Number of defeats by monster manual volume for Erdrique and my account and the percent Erdrique accounted for.

Table 5.  Kill ratio for Erdrique and my account by monster manual volume (sorted by highest kill ratio for Erdrique).

Table 6.  Death rate for Erdrique and my account by monster manual volume (sorted by highest death rate for Erdrique).

Figure 5.  Total number of defeats by monster manual volume for Erdrique and my account.

Figure 6.  Kill ratio by monster manual volume for Erdrique and my account.

Figure 7.  Death rate by monster manual volume for Erdrique and my account.

Perhaps the funnest trends were exhibited by looking at the number of defeats by monster race (Tables 7-12 and Figures 8-15).  The monster races that accounted for the top five most defeats for Erdrique were humans, gargoyles, ice flensers, beholders, and efreetis.  These trends definitely reflect those I saw when I looked at defeats by monster type.  Comparing these to the top five for my account; humans, beholders, skeletons, hobgoblins, and troglodytes we see quite a difference, again this is reflected when looking at monster type as well.  What I found really interesting is that Erdrique accounted for over 70% of my account’s defeats against gargoyles, ice flensers, and efreetis.  In fact, Erdrique has accounted for all of the deaths due to efreetis.  Looking at the opposite trends, monsters that accounted for the least number of deaths for Erdrique (excluding those that Erdrique hasn’t suffered a defeat against) include scorrow, fire elemental, quori, dwarf, iron defender, iron golem, abishai, and lich.  Of these, Erdrique accounted for 100% of the deaths account wind for six of these eight monsters (dwarf and fire elemental were the only two Erdrique didn’t completely account for).  One thing I found very interesting is that Erdrique hasn’t suffered a defeat against 43 different monster races, at least to date.  Account wide, this number is only 23 races.

Table 7.  Top five monster races by number of defeats for Erdrique, the number of defeats those races accounted for on my account, and Erdrique’s percent of those defeats.

Table 8.  Monster races that accounted for the fewest number of defeats for Erdrique, excluding those Erdrique never suffered a defeat from.

Table 9.  List of monsters that Erdrique has never been defeated by and the number of defeats those same monsters have accrued against my account.

Figure 8.  Top five monster races that defeated Erdrique and their respective defeats account wide.

Figure 9.  Monster races that accounted for the fewest number of defeats for Erdrique and their respective defeats account wide.

Taking a a more detailed look at the monster races that accounted for Erdrique’s most defeats, ice flensers and efreetis had the lowest kill ratio for Erdrique and the highest death rates, indicating that these monsters are most dangerous encounters for Erdrique, at least with those from the top five in defeats.  These trends are similar across my account except that beholders are the most deadly.  Looking at the kill ratio and death rate statistics for those races that accounted for the fewest defeats, liches and iron golems were the most dangerous for Erdrique.  The trends specifically for Erdrique and my entire account are almost identical for these monsters, except that fire elementals and iron defenders are switched for Erdrique compared to my account.

Table 10.  Kill ratio and death rate for the top five monster races by number of defeats for Erdrique and the same statistics for my account as whole for the same monster races.

Table 11.  Kill ratio and death rate for the monster races that accounted for the fewest number of kills for Erdrique.

Figure 10.  Kill ratio for the monsters that accounted for most of Erdrique’s defeats.

Figure 11.  Death rate for the monsters that accounted for most of Erdrique’s defeats.

Figure 12.  Kill ratio for the monsters that accounted for the fewest number of defeats for Erdrique.

Figure 13.  Death rate for the monsters that accounted for the fewest number of defeats for Erdrique.

The last analysis I did was too look at the top 10 deadliest monster races for Erdrique.  Taking a look at the kill ratio and death rate statistics, the top 10 deadliest races for  Erdrique include: ice flensers, efreeties, hezerou, beholder, lich, gargoyle, mind flayer, iron golems, quori, and humans.  These trends are similar to my account analysis however in that analysis, raksasha and fire elementals were in the top 10 and these were replaced by gargoyles and humans for Erdrique.

Table 12.  Top 10 deadliest monster races for Erdrique using the kill ratio and death rate statistics.

Figure 14.  Kill ratio for the top 10 deadliest races against Erdrique.

Figure 15.  Death rate for the top 10 deadliest races against Erdrique.

The trends I have seen with Erdrique show me a couple of things.  First, although I play him much more than my other characters, he doesn’t have as much of an impact on the trends in the monster manual as I originally thought.  He definitely has a large influence but I thought he was going to drive these trends much more.  Second, he is definitely a large influence in the later volumes of the monster manual, although this might change as a number of my other characters are starting to get higher in levels and will be encountering these creatures more often.  Third, my obsession with running slayer areas, especially with Erdrique, quite possibly can start “padding” these stats.  We’ll see how this develops over time.

Thanks for reading everybody!!  The next thing I want to do is took at Hamllin’s stats and see how they compare to my account as a whole.  Happy hunting in DDO everybody!!