Completing the Eberron Saga

One of the more fun aspects of doing the quest chains in DDO is the ability to also complete the various sagas that are present in the game.  Currently we have 11 different sagas, four exist in the heroic levels while another seven exist in the epic settings.  Things get even more interesting when some of the sagas require the same quests.  As I continue to take Erdrique (Level 30 Rogue/Shadowdancer) through his first epic reincarnation and into his next heroic true reincarnation, I have been able to complete more and more sagas.  Recently I was able to complete The End of Eberron saga chain.  The quests in this saga chain include:

The Lords of Dust

Servants of the Overlord

The Spinner of Shadows

Beyond the Rift

The House of Rusted Blades

The House of Broken Chains

The House of Death Undone

The Portal Opens

Trial by Fury

The Deal and Demon

Reclaiming the Rift

I had completed all of the quests on epic hard and was therefore granted the hard difficulty setting award.  I chose the guild renown token, and after taking into account our guild size bonus, I was able to net the Crypt Crawlers 27,300 renown!!  Not a bad little reward for knocking out quests right on down the line in the Adventure Compendium :).

Erdrique collecting his saga reward for The End of Eberron.

Thanks for reading everybody and happy hunting in the Rift!!

So Where Are All The Women?

Awhile back I was running with Suppply (Level 10 Paladin) through the Searing Heights.  Searing Heights is a challenging explorer area at level (around the level 6 zone or so) found in the Marketplace, not far from the Twelve Enclave entrance.  The Searing Heights is primarily known for two factions: the Blood Tide Pirates and the Sulatar Drow Tribe.  The landscape is marked with one primary point of interest, the huge volcano that serves as the primary base of operations for the Sulatar Tribe.  I actually wondered about this specific volcano a while back here.

As I was taking Suppply through the adventure area, I realized something about the Sulatar Drow.  There doesn’t appear to be any female drow among them.  The whole encampment at the base of the mountain, within the mountain, and along the mountain is composed of male drow warriors, rangers, clerics, and wizards.  This trend extends to the wandering and scouting drow parties.  I’m not entirely sure why this is the case.  There are female drow characters in almost every other area in which they appear that I can think of.  There are women drow warriors in the Red Fens and among the Vulkoorim.  And there are certainly drow women among the drow of the Underdark.  So where are the drow women of the Sulatar Tribe in the Searing Heights?

Suppply coming across some male drow in the Sulatar encampment in Searing Heights.

Thinking about this logically, I wondered if the woman warriors are currently under some type of pilgrimage or if they are conducting some type of warrior-type right of passage.  These particular drow are definitely war-like and it makes me wonder if the different genders are required to undergo a different set of trials to become full fledge warriors within the Sulatar society.  I’m wondering if they have to purify their spirits in some fashion that has required them to leave the encampment in the Searing Heights under the watchful eyes of the male warriors.  I’m thinking that the female drow warriors and magic users have to be purified by some type of holy ritual that involves some sort of commitment to fire, lava, or some other type of flame.  In any case, it doesn’t seem like a very promising situation but I wonder if it allows the female drow warriors to gain some type of prestige over their male counterparts.

Coming across yet more male drow warriors in the Searing Heights.

In any case, it is definitely a little odd.  I wonder if we will ever really find out where they currently are.  What does everybody else think?

Thanks for reading everybody and happy hunting in the Searing Heights!!

Check Out the Pretty Blue Light!!

One of the newer things that has been implemented in DDO is the ability to find some chests at random that can produce specially upgraded random loot.  A few weeks ago, this particular bonus was active for the weekend, I believe it is called the Treasure Hunter Weekend .  While I was hunting with Erdrique (Level 28 Rogue/Shadowdancer) in the Sands of Menechtarun I came across one of these chests.

When you are lucky enough to come across such a chest, it will give off a bluish light when it is opened.  The bluish light indicates that one of your party members, if not yourself, has received a rare random loot upgrade from the chest.  Very neat indeed!!

Erdrique coming across a special chest with upgraded random loot in the desert during a Treasure Hunter weekend.

Besides being able to get these lucky chests during a Treasure Hunter Weekend as part of the DDO Bonus days, you can also purchase a Treasure Hunter elixir/potion from the DDO Store to increase your chances of finding or coming across one of these special chests.  Definitely a neat idea.  These upgrades pieces of random loot tend to have an unlisted third effect or a augment slot placed on them without increasing the minimum level of the item.  If you are lucky, you can have the potential of finding some interesting things.  The random loot upgrades are apparent on all items including weapons, armors, and accessories.  I believe during this run I had pulled a morningstar of critical bludgenoing that also had some type of elemental damage effect (I can’t remember for certain, I should have screen captured it 😦 ).

I’ll be curious to see what other little tidbits pop up for my characters during future runs of these bonus days.  Hopefully I will pull some truly magical items!! Thanks for reading everybody and happy hunting in the desert!!

Is Thumok the Mad Really Mad?

I have said on multiple occasions that the Sands of Menechtarun is my favorite explorer area.  One of the rare encounters in this area is a mummy guardian named Thumok the Mad who is located in the northern regions of the Valley of the False Tombs (also known as the undead slayer area).  Now when I first came across Thumok, I just assumed the second half of his name was merely in place to indicate how wild and insane he is or was in his past life before becoming a mummy.  However, I happened to pull an interesting item from his chest with Erdrique (Level 28 Rogue/Shadowdancer) which has made me rethink this theory: a +2 Upgrade Tome of Intelligence (+1 to +2).

Erdrique pulling some a tome from Thumok the Mad.

I mean if he can maintain such a powerful item in his loot and not use it, is he really that mad?  It seems to suggest to me that is pretty intelligent and is perhaps just a little misunderstood.  Perhaps the second portion of his name actually refers to his being bitter and angry, and because he has lost his mind.  Then again, would anybody with a straight mind keep such an item in such an easily lootable location?  Hm…wait a minute perhaps Thumok is Mad :)!!

In any case, don’t forget to take some time to check out those explorer areas folks, you never know what you might find!!  Thanks for reading and happy hunting in the Sands of Menechtarun!!

Throwing Down the Reign

There is no doubt that when I play DDO I feel much more comfortable playing melee and ranged characters as opposed to casting characters.  With that said, I currently have quite a stable of characters, with many of them level 20 or higher that range across all types of character classes.  The more comfortable I am with my character, the higher the difficult setting I will play.  For example, with my main character Erdrique (Level 28 Rouge/Grandmaster of Flowers) I tend to run things on either heroic elite (when going through his heroic lives) or epic hard.  However, for my arcane casters such as Rimuldar (Level 24 Wizard/Draconic Incarnation) I tend to stick to epic normal.  Characters that I tend to run quests on epic hard include Garrrin (Level 24 Barbarian/Fury of the Wild), Kolll (Level 22 Ranger/Shiradi Champion), and Wapoyei (Level 24 Cleric/Divine Crusader).  My other characters in the epic levels are focusing on epic normal, which includes my bard Larrs, (Level 21 Fatesinger).  However, the Fatesinger epic destiny tree has some powerful abilities that are starting to make me more comfortable in playing Larrs and I’m beginning to think I should step up his challenges.

One of the abilities I’m thinking about is called Reign.  I talked about this ability a few months ago when I talked about Larrs and the Fatesinger epic destiny.  That particular post was more broad in scope that looked at all of the fun little features of Fatesinger (at least those I had access too at the moment :)).  For this post I wanted to focus more on Reign itself.  Reign is a powerful tier three ability.  It costs one point per rank (with up to three ranks being available).  It is essentially a song, although when you activate it your character doesn’t go through the motion of playing and strumming a lute but instead it just activates immediately, spending a song use.  With Larrs being primarily a Spellsinger a shortage of songs is never an issue for him!!  Also, all of the special enhancements and abilities that Larrs gets from the Spellsinger enhancement that extend the length of songs also apply to Reign, which is also very nice.

Larrs battling in the King’s Forest.

Reign is essentially a two tiered buff.  First off, upon its activation, it gives your character up to 60 temporary hit points (at the third rank).  Getting extra hit points is always a good thing and is indeed a nice little plus to add to other extra hit point buffs such as Greater Heroism, Aid, and Rage (just to name a few).  The second tier of the buff is a damage boost  to your vorpal strike attacks (and this works across melee and ranged combat attacks).  When you land a vorpal strike, you bring forth a tremendous thunderclap.  The thunderclap comes down and appears like a large lightning strke and it does two types of damage.  Its damage is split between delivering 11d20 sonic damage and 11d20 electrical damage.  I don’t believe there is a save against the effect either.  This ability is a nice boost to Larrs’ overall damage output and it is always great to see a powerful lightning bolt to come streaking down on top of the enemies I’m battling.  Of course, their downfall with the vorpal strike requirement, besides needing a vorpal strike to begin with, in that you don’t have a lot of control when a vorpal strike will occur and it is likely to proc just as often when your enemy is nearly defeated as it is at the beginning of the encounter when it is much more useful.  But that is relatively minor.

This is definitely one of the more fun abilities in the Fatesinger epic destiny tree for me.  There are plenty of other buffs as well, but this one is just plain out right fun :).  Thanks for reading everybody and happy hunting!!