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Schemes of the Enemy
From DDO wiki
| |
| Schemes of the Enemy | |
| Heroic level: | 19 |
| Epic level: | None |
| Duration: | Medium |
| Heroic XP: | ♣2,392![]() Solo/Casual ![]() ![]() Normal ![]() ![]() Hard ![]() ![]() Elite ![]() |
| Epic XP: | N/A |
| Takes place in: | Syrania Conduit Floor |
| NPC contact: | Lena d'Cannith |
| Quest acquired in: | House Cannith |
| Patron: | House Cannith |
| Base favor: | 6 |
| Free to Play: | No |
| Extreme Challenge: | No |
| Schemes of the Enemy map (legend ) | |
Overview
The Cannith Manufactury has been overrun both with warforged loyal to the Lord of Blades and with rogue House Cannith elements loyal to Toven d'Cannith. Lena d'Cannith wants you to retrieve the master Manufactury Schematics that contain the security overrides needed to lock down the area. Head to the Syrania Conduit Floor inside the Cannith Manufactury and then search for the schematics.
Spoiler Warning: Information below this point can be considered spoiler material!
Objectives
- Reach the Schematics Room and retrieve the Manufactury Plans
- Find out the current situation
- Find a way past the security door
- (Optional) Gain the confidence of the Cannith guards (10% of base XP)
- (Optional) Slay Whitefang (25% of base XP)
- (Optional) Defeat the <Master of the Hounds> (25% of base XP)
What to Expect
- Traps (fixed, some undisarmable, one can be disarmed with or without the use of rogue skills)
- Overlapping floors
- Spawning/re-spawning monsters
- Stat check (optional: a lever that requires a STR check of 32)
- Puzzles (optional: 3 sets of puzzle wheels - 4, 4, and 12 wheels)
- Randomly placed quest item (optional: Key - or the lock can be picked/knocked)
- Requires extra player(s)/hireling(s) (optional: 2 persons are needed to solve the optional relay puzzle)
Known Traps
- Fire/Cold trap
- Electrified walkways at the relay puzzle
- Electrified floor in the last room
Tips and Misc
- You have several dialog options when you first talk to the Cannith Guard <Lieutenant> near the start of the quest:
- Diplomacy or Bluff: DC: 49 on Normal, 54 on Hard , 63 on elite
- Cannith Favor Rank 2: Works automatically.
- Mark of Making: Works automatically.
- Success in any method will convince them to join your side. They can't jump or climb so they won't help you in the vents, but they will help you kill the Bladesworn Warforged group ahead - in fact they will immediately attack them. Additionally, you will get an extra chest at the end of the quest, regardless of if they survive or not.
- If you want both chests, it's best to simply convince them to join you, then leave them be and not have them follow you.
- Failure: They simply decline your offer and end the dialog. Does not aggro them.
- Start a Fight or try to open the door: Results in the obvious conclusion of fighting them.
- Success in any method will convince them to join your side. They can't jump or climb so they won't help you in the vents, but they will help you kill the Bladesworn Warforged group ahead - in fact they will immediately attack them. Additionally, you will get an extra chest at the end of the quest, regardless of if they survive or not.
- You have similar options for the Bladesworn <Lieutenant>:
- Diplomacy or Bluff: DC: 62 on Normal, ? on Hard, DC: 74 on Elite.
- Blade Faith Tenant (Automatically succeeds) - Any Warforged Cleric, Favored Soul or Paladin with their faith-based enhancements are considered high ranking officers in the Lord of Blade's army, and can use this rank to convince the warforged to align with you.
- Success (by any method) will convince them to join your side. They will only help you with the very first few monsters past the door, then stop. In addition you will get an additional chest at the end of the quest, regardless of if they survive or not.
- Start a fight or mess with the door or puzzle - they will attack you.
- You can deal with the flame/cold trap in several ways:
- Disarm it, the control panel is next to the runes
- Turn it off by unlocking the middle rune (Open Lock/Knock needed)
- Run through the trap or jump up and run down the ventilation duct (27 Jump required) and turn the valve next to the trap (32+ STR required).
- Go around the trap through an adjacent ventilation duct if you don't have the STR to pull the lever but your Jump skill is high enough
- Under no circumstance, should you attack the door on Elite unless you're looking for an Extreme Challenge.
- You can deal with the security door in 3 ways:
- Roguish method: Use the ventilation ducts to drop inside the security door room but when dropping down land on the ledge immediately below the ceiling and unlock the Locking Mechanism found on the ledge (Open Lock/Knock needed Normal: 50-51, 60-63 required on Elite).
- Brute force method (attack the door, or insult the warforged): Be prepared for an ultra difficult fight against a huge amount of re-spawning monsters. The objective here initially isn't clear, but what you need to do is continuously kill the Magefire Cannons. They will also re-spawn, but there is a fixed amount of them, roughly 20. Once they are all destroyed, the constant endlessly re-spawning waves of iron defenders and watcher bots will stop, and a warforged titan will appear. He can destroy the security door for you, allowing you to proceed. He will also constantly re-spawn if killed, and will only stop re-spawning once the security door is destroyed.
- Puzzle method: The other (much easier) way to bypass the security door is to use the rune wheels near it in the correct order. The symbols are random, but you'll find them in a nearby room. Memorize them before you enter, then solve them left to right.
- You can deal with the force field before the hallway leading to final boss fight in 2 ways:
- Brute force method: Beat down the two Power Relays up the ladders on either side of the force field. It can take a very very long time to destroy them with standard weapons given their massive HP, DR and absorption. Adamantine is highly recommended. The puzzle method can be faster if you can deal with the magefire cannons but are not prepared to deal with the Power Relays.
- The Power Relays can be disposed of fairly quickly with use of powerful spells on Normal or Hard. The Prismatic Ray and Prismatic Spray arcane spells can instantly destroy them. You can bring scrolls to save spell points, or use the Beholder summon from the Shard of Xoriat. On Elite, they are Red named creatures and instant kills won't work.
- Puzzle method: Follow the solution in the picture to the right. It makes sense to clear magefire cannons first. Beware the electrified floor. There are safe places (platforms) to stand, and if you have a full party, do position people at the wheels beforehand.
- N.B.: Once the force field is down, the shrine that can be activated by puzzle wheel #1 will be gone. There's another shrine before the boss fight, though.
- Brute force method: Beat down the two Power Relays up the ladders on either side of the force field. It can take a very very long time to destroy them with standard weapons given their massive HP, DR and absorption. Adamantine is highly recommended. The puzzle method can be faster if you can deal with the magefire cannons but are not prepared to deal with the Power Relays.
- Similarly you can approach the end boss fight against Peacemaker in 3 different ways:
- Roguish method: You must Search for a control box that can spawn anywhere in the room. Disabling the control box will temporary affect Peacemaker for about 8-30 seconds (duration depends on difficulty): it will either shut down (it will stop attacking, teleporting and using the invulnerability shield) or it will switch sides (it will attack the other monsters in the room but you won't be able to damage it until its next teleport. The control box will re-spawn somewhere else once Peacemaker returns to normal so you can repeat the process as many times as you want.
- Brute force method: Attack him, then continue to pursue him and destroy the randomly located crystals to remove his invulnerability shield, continue this until he is destroyed and the quest will be complete. Should your party have a lot of ranged DPS: It is best to position archers/casters on the central platform to range him , and have the melees on the ramp to take on any dogs that spawn. Otherwise pursue him relentlessly with melee until he is destroyed while someone else deals with the hounds. Eventually all the dogs will fall or spawn onto the lower levels, and casters can blast peacemaker from range (only threat to them is from peacemakers blasts itself) If you are standing on the central dais, the dogs can't reach you; this is likely a bug as I've seen them climb over much taller obstacles.
- Puzzle method: 4 sets of 3 puzzle wheels on the bottom, solving the puzzle will temporary disable Peacemaker for about 10 seconds. Warning: The floor here is electrified and the puzzle will slowly reset once solved. The 3 wheels from each set have to match the symbol above the set in order to solve it. When turning the wheels each one can turn other wheels from the same set (2, 1 or none). The symbol above each set and how each wheel from a set affects the other two is completely random each time you run the quest. Given the complexity of the puzzle, and how fast the boss recovers from the shutdown, this method isn't recommended.
- In the end fight, hirelings often have an annoying tendency to jump down to the lightning-filled ground floor and get electrocuted. Click the "come to me" button continuously to keep them alive.
- It appears in this floor is no longer electrified on any difficulty.
- After U13 the number of enemies in this quest was significantly reduced. Iron Defenders no longer spawn in the final fight, they have been replaced with Watcher Constructs.
Bonus XP
- Aggression bonus: 93 monsters killed +10% Bonus.( ♣239 ♦413 ♥425 ♠442 )
- Onslaught bonus: 129 monsters killed +15% Bonus.( ♣359 ♦620 ♥638 ♠663 )
- Conquest bonus: 153 monsters killed +25% Bonus.( ♣598 ♦1,033 ♥1,063 ♠1,105 )
- Mischief bonus: 51 breakables smashed +8% Bonus.( ♣191 ♦331 ♥340 ♠354 )
- Vandal bonus: 65 breakables smashed +10% Bonus.( ♣239 ♦413 ♥425 ♠442 )
- Notes: Getting above aggression bonus requires killing re-spawns at the boss fight if you did not select the brute force option at the security door.
Loot
- Chests: ♦ 3-5/♥ 6-8 /
Normal
♠ 9-11
Hard
Elite
- 1 optional for killing Whitefang (Phase Spider, found in the ventilation ducts)
- 1 optional for killing the Master of the Hounds (Warforged, found behind a secret door)
- ♦ 1 /♥ 4 /
Normal
♠ 7
Hard
at the end for killing Peacemaker (Magefire Cannon). These chests can all spawn unique loot (listed below).
Elite
- Additionally, there are two extra chests for using non-combative Methods against the Cannith and Lord of Blades followers (one for each group). These are at the end of the quest, alongside the increased difficulty chests. These chests can also spawn unique loot.
- NPC rewards: Standard, Select from 5, Up to ML:21. 4 random items plus 100% chance for a rare Artificer scroll: Deadly Weapons as a reward choice.
Named Loot
- Tinker's Goggles - Goggles: Intelligence +6 Intelligence +6: This item focuses the power of the wearer's mind, granting a +6 enhancement bonus to Intelligence., Treason, Disable Device +10Disable Device +10: Provides a +10 competence bonus to the wearer's Disable Device which is an Active Intelligence based skill which can be used to disarm traps in dungeons. Requires that the control box of the trap has been located by a successful Search check. If the Disable Device check succeeds, you disable the trap. If it fails by < 5, you have failed but can try again. If you fail by 5+ the control box explodes (causing some damage to those in an area around the box) and can't be used again (the trap will remain dangerous, of course!). Using this skill consumes one thieves' tool., Enhanced Disable Device +5Enhanced Disable Device +5: Provides a +5 enhancement bonus to the wearer's Disable Device which is an Active Intelligence based skill which can be used to disarm traps in dungeons. Requires that the control box of the trap has been located by a successful Search check. If the Disable Device check succeeds, you disable the trap. If it fails by < 5, you have failed but can try again. If you fail by 5+ the control box explodes (causing some damage to those in an area around the box) and can't be used again (the trap will remain dangerous, of course!). Using this skill consumes one thieves' tool., Nearly Finished [ML18, BTA] (Dackle <Master of the Hounds>'s chest) (Drops on normal/hard only, related post: [1])
- Tinker's Gloves - Gloves: Dexterity +6 Dexterity +6: This item makes the wearer more nimble and dexterous, granting a +6 enhancement bonus to Dexterity., Exceptional Seeker +2Exceptional Seeker +2: A +2 Seeker item will add +2 to your confirm critical roll and +2 to your critical damage.(Before multipliers are applied) This effect stacks with other Seeker effects, except for itself., Open Lock +10Open Lock +10: Provides a +10 competence bonus to the wearer's Open Lock which is an Active Dexterity based skill which allows you to attempt to open locked doors, chests, and other objects. Using the skill consumes one thieves’ tool., Enhanced Open Lock +5Enhanced Open Lock +5: Provides a +5 enhancement bonus to the wearer's Open Lock which is an Active Dexterity based skill which allows you to attempt to open locked doors, chests, and other objects. Using the skill consumes one thieves’ tool., Nearly Finished [ML18, BTA] (Any Chest)
- Cannith Boots of Propulsion - Boots: Striding +30%Striding +30%: Makes the wearer more fleet of foot, giving a 30% bonus to run speed., Feather FallingFeather Falling: This item is engraved with feathers and bestows a powerful magical effect. Whenever the wearer begins to fall from any height, this effect slows the decent dramatically, causing the wearer to fall like a feather., Jet Propulsion, Jump +10Jump +10: Provides a +10 competence bonus to the wearer's Jump which is a Passive Strength based skill which allows you to jump higher., Enhanced Jump +5Enhanced Jump +5: Provides a +5 enhancement bonus to the wearer's Jump which is a Passive Strength based skill which allows you to jump higher. [ML18, BTA, Exclusive] (Dackle <Master of the Hounds>'s chest, or bonus chest for convincing the Cannith guards to join you)
Monsters
- Bladesworn Artificers - Blade Barrier, Tactical Detonation CR 19/24/29
- Bladesworn Assassins - Repeater Rogues, have evasion CR 19/24/29
- Bladesworn Paladins - High hp, Improved Sunder CR 19/24/29
- Bladesworn Tempests - Rangers, have evasion CR 19/24/29
- Cannith Warhounds - Iron Defenders CR 19/24/29
- Cannith Artificers - Humans
- Cannith Guards - Humans
- Cannith Guards - Warforged
- Iron Juggernauts - Iron Golems CR 19/24/29
- Magefire Cannons - Constructs, immune to smiting CR 18/23?/28?
- Watcher Constructs CR 8/9/11
Named Monsters:
- Bladesworn Paladin <Lieutenant> - Yellow-named warforged, has various conversation options and a few guards on his side CR 20/25/30
- Cannith Guard <Lieutenant> - Yellow-named, has various conversation options and a few guards on his side CR 20/25/30
- Cannith Power Crystals - Yellow-named, CR 0
- Dackle <Master of the Hounds> - Optional orange-named warforged artificer CR 20/25/30
- Peacemaker <Advanced Prototype> - Red-named animated object; end boss CR 22/26/30
- Power Relays - Yellow-named inanimate objects, have 50% elemental/force/light absorption, CR 0
- Warforged Titan - Optional red-named warforged titan
- Whitefang - Optional orange-named phase spider
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