Servants of the Overlord

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Long ago the Demon Overlords were imprisoned inside the vast underworld of Khyber. Since then these unimaginably powerful fiends have been held by the power of the Silver Flame.

Servants of the Overlord
Heroic level: 16
Epic level: 21
Duration: Long
Heroic XP:  ♣3,900
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Solo/Casual
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 ♦6,766
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Normal
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 ♥7,033
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Hard
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 ♠7,300
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Elite
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Epic XP:  ♣14,810
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Solo/Casual
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 ♦20,150
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Normal
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 ♥20,550
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Hard
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 ♠20,950
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Elite
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Takes place in: The Road to Tarath Marad
NPC contact: Felnis
Quest acquired in: The Harbor
Patron: The Silver Flame
Base favor: 7
Free to Play: Yes
Extreme Challenge: No
Servants of the Overlord map (legend )
Loading screen

Overview

The Lords of Dust blew a huge hole in the Harbor wall, exposing a long-hidden entrance to Khyber. A horde of Rakshasas and Drow have entered the breach.

You must follow them and take the Road to Tarath Marad. Once inside, search for Brother Aurelius, a member of the Silver Flame who can help in defeating the Lords of Dust.

This is the second quest of the story arc Web of Chaos. You must complete The Lords of Dust to access this quest.


Spoiler Warning: Information below this point can be considered spoiler material!


Objectives

  • Find Brother Aurelius
  • Find the first spider crest
    • Find the second spider crest
      • Use the two crests to disable the Silver Flame barrier
  • Defeat Drow priestess Sabriz Rinzyn Kho
  • (Optional) Find a way to open the sealed door - 10% of base xp
  • (Optional) Defeat the Fire Reaver Lord - 20% of base xp
  • (Optional) Defeat Flamefang and his minions - 20% of base xp
  • (Optional) Disrupt the Drow ritual - 20% of base xp

Known Traps

One: An area with narrow walkways and spike-filled pits on either side.

Tips and Misc

  • Near the start of the quest, in the room with the runed door, there are a couple of levers to open that door. Getting to the levers requires jumping East across the lava. The chest inside is locked. If you drop down the first point of no return, you will not be able to get back to this chest unless you have Dimension Door.
    • The chest open lock DC is 60 - enough to make it difficult to knock, but reasonable to open with a reasonably skilled rogue/artificer. The DC does not appear to scale with difficulty.
  • There are several points in this quest where you are ambushed by Fiendish Spiders. Keep your guard up.
    • As you progress, you will find that the passage forward is blocked by a web. The ambushes happen at these locations, and defeating the ambushes opens the passage.
  • After unlocking the barrier with the Spider crests, you can go in a side passage to read the Transcriptions from the Book of Flame
    . It hints to what will happen in the next quest of the chain.
  • Khyber Reavers are a special type of Fire Reaver that like to chuck meteors at you from a distance. They primarily deal fire damage, so bring fire resistance.
  • Using the first drow barrier control is a slow process. You will be faced with a series of respawning Khyber Reavers who can interrupt you, forcing you to start over.
    • You can sneak up and turn it off without any interruptions, although you need to kill the 1st spawn as they can see you, possibly programmed that way. Sneak of 43 and Hide of 43 plus Invisibility is enough on EH.
  • The fight with the Red-named drow priestess is a wave attack. She puts up a shield and you are faced with waves of different creatures (Spiders, Drow, and Hezrou) spawning from different edges of the room. Once the last wave ends (a group of Drow archers near the sealed exit), you fight the priestess herself as well as a Red-named Hezrou. The priestess heals herself and the Hezrou. Both have massive HP in Epic difficulties.
  • If you finish out without using the door inside the quest to continue to the third and final quest in this chain, you will be able to enter the final quest by selecting the dungeon entrance in the Harbor. This allows your group to heal and regroup before the final fight.
  • Death Ward and Freedom of Movement is often needed against the drow enemies. Anti-stun buffs from a Light Monk against some Rakshasa attacks are also handy.

Bonus XP

  • Aggression bonus: 99 monsters killed +10% Bonus.( ♣390 ♦677 ♥703 ♠730 )
  • Onslaught bonus: 136 monsters killed +15% Bonus.( ♣585 ♦1,015 ♥1,055 ♠1,095 )
  • Conquest bonus: 167 monsters killed +25% Bonus.( ♣975 ♦1,692 ♥1,758 ♠1,825 )
  • Mischief bonus: 5 breakables smashed +8% Bonus.( ♣312 ♦541 ♥563 ♠584 )

Loot

  • Chests: 5:
    • 1 locked optional chest near the start (DC60)
    • 1 for completing (Optional) Defeat the Fire Reaver Lord
    • 1 for (Optional) Defeat Flamefang and his minions
    • 1 for (Optional) Disrupt the Drow ritual
      • Epic difficulty: bugged - Epic tokens must be dragged from the chest to your inventory if you don't want to wait and ddoor back to get it after completion.
    • 1 end chest at quest completion
      • Epic difficulty: The Epic Chest replaces the end chest. It contains a single dungeon token and a small chance at seals, except on Epic Hard difficulties which is bugged.
  • NPC rewards: Standard, Choose from 7, Up to ML:14

Named Loot

  • Bow of the Silver Flame - Longbow - +4, SilverSilver: A complex process involving metallurgy and alchemy can bond silver to a weapon made of steel so that it bypasses the protective damage reduction of creatures such as devils and vampires.
    Silver weapons have 2 points lower hardness then equivalent steel weapons, and as such aren't quite as durable.
    , Holy BurstHoly Burst: A holy weapon is imbued with holy power. This power makes the weapon good-aligned and thus bypasses the corresponding damage reduction. It deals an extra 2d6 damage against all of evil alignment. In addition critical hits deal an amount of extra damage depending on the weapon's critical multiplier: x2 - 3d6. x3 - 4d6. x4 - 5d6., Weaken Undead, Blunted Ammunition (Locked chest and Drow Ritual chest)
  • Darkstorm Helm - Headgear - Call Lightning Storm
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    Call Lightning Storm
    Caster level: 16
    Charges: 1 (1/day)
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    (CL:16, 1/day), Nullification +84Nullification +84: Provides a +84 Equipment bonus to wearer's Negative (Necrotic) Spell Power., Magnetism +84Magnetism +84: Provides a +84 Equipment bonus to wearer's Electricity Spell Power., Major Void LoreMajor Void Lore: Your Negative spells gain additional 9% chance to make critical hits and their critical multiplier increase by 0.50x, Major Lightning LoreMajor Lightning Lore: Your Electricity spells gain additional 9% chance to make critical hits and their critical multiplier increase by 0.50x (locked chest, end chest)
  • Flameward - Club - +4, Fire Absorption 10%Fire Absorption 10%: This effect absorbs 10% of all fire damage the character would have taken, after all other protections have been penetrated., Evocation Focus Evocation Focus: Your Evocation spells have the DC to resist them increased by +1., Use Magical Device +3Use Magical Device +3: Provides a +3 competence bonus to the wearer's Use Magical Device which is a Passive Charisma based skill which grants you the ability to use magic devices which you could not normally use., Charisma +6 Charisma +6: This item makes the wearer have more flair, granting a +6 enhancement bonus to Charisma., Improved Fire ResistanceImproved Fire Resistance: This property absorbs the first 20 points of fire damage per attack that the wearer would normally take. (Fire Reaver Lord chest)
  • Fury of the Flame - Maul - AdamantineAdamantine: Adamantine weapons may bypass the damage reduction of certain items and creatures., Flaming BurstFlaming Burst: This weapon is sheathed in fire. A fire weapon deals an extra 1d6 fire damage on a successful hit. In addition critical hits deal an amount of extra fire damage depending on the weapon's critical multiplier: x2 - 1d10. x3 - 2d10. x4 - 3d10., IncandescenceIncandescence: This weapon glows with the light of Irian. This weapon deals an extra 1d6 light damage on successful hit., FracturingFracturing: This weapon is ideal for breaking bones and does 2d6 damage to targets that have skeletons or are made of bone., Impact (Fire Reaver Lord chest)
  • Silver Slinger - Repeating Heavy Crossbow - +4, SilverSilver: A complex process involving metallurgy and alchemy can bond silver to a weapon made of steel so that it bypasses the protective damage reduction of creatures such as devils and vampires.
    Silver weapons have 2 points lower hardness then equivalent steel weapons, and as such aren't quite as durable.
    , Holy BurstHoly Burst: A holy weapon is imbued with holy power. This power makes the weapon good-aligned and thus bypasses the corresponding damage reduction. It deals an extra 2d6 damage against all of evil alignment. In addition critical hits deal an amount of extra damage depending on the weapon's critical multiplier: x2 - 3d6. x3 - 4d6. x4 - 5d6., Weaken Undead, Blunted Ammunition (Locked chest and Drow Ritual chest)

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