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The Black Loch
|Requires access to adventure pack: Sentinels of Stormreach|
The Blood Tide's ruthless attack on the Black Loch struck fear into the local inhabitants.
|The Black Loch|
|Heroic XP:||♣978 ♦1,732 ♥1,834 ♠1,936|
|Epic XP:||♣10,568 ♦12,587 ♥12,740 ♠12,893|
|Takes place in:||The Black Loch|
|NPC contact:||Tyn d'Deneith|
|Quest acquired in:||House Deneith|
|Free to Play:||No|
After the Blood Tide invaded the Black Loch the local residents hired House Deneith to drive the Blood Tide out.
Tyn d'Deneith is sending you to the Black Loch to deal with the problem, but she warns you that there is something unnatural about the Blood Tide invaders.
- This is the second quest in the Sentinels of Stormreach story arc.
Spoiler Warning: Information below this point can be considered spoiler material!
- Speak with Tyn d'Deneith
- Board the ship and slay the necromancer, Dheren Kiettuc
- Slay Dheren Kiettuc's four apprentices
- Open the door using a Green Key
- Open the door using a Red Key
- Open the door using a Blue Key
- Open the door using a Jeweled Key
- (Optional) Slay the Black Loch's Captain (15% of base XP)
- (Optional) Kill the failed zombie experiments - 20 total (15% of base XP)
- (Optional) Use the gold key to enter the vault (15% of base XP)
What to Expect
- Trap (fixed)
- Spawning/respawning monsters
- Spike trap just past the first shrine; control box is on the wall to the south, in the center of the trap. The trap *can* be timed to run through, avoiding damage.
Tips and Misc
- The four keys are each guarded by one of Dheren Kiettuc's apprentices and several zombies
- The Green Key is in the east-most passage
- The Red Key is in the south lobe of the passage north of the spike traps
- The Blue Key is in the western end of the southwest passage
- The Jeweled Key is in the eastern end of the same passage; this time, the apprentice is surrounded by living pirates, not undead ones
- With enough jump, it's possible to swim to the walkway by the ship and jump/climb up, bypassing the Blue and Jeweled Doors entirely; however, you still have to (eventually) go through them. It's a good shortcut for those wishing to simply get the Gold Key or try for a Lion Sigil
- Due to the unique nature of the Undead in this quest, they can be manipulated with Intimidate, Bluff, and Diplomacy although it will not trigger sneak attacks.
- Despite coming across Failed Experiments earlier in the quest, you don't get the Optional to kill them until you stand on the pedestal in the Zombie Pen, in the northwest corner; the earlier Experiments don't count towards the 20.
- The Vault is in the westernmost room; the Gold Key is obtained after the fight with Dheren Kiettuc.
- The Black Loch's Captain may appear in the Vault.
- Aggression bonus: somewhere between 114 & 128 monsters killed +10% Bonus.
- Mischief bonus: 17 breakables smashed +8% Bonus.
- Vandal bonus: 22 breakables smashed +10% Bonus.
- Ransack bonus: 27 breakables smashed +15% Bonus.
- Aggression may only be possible on Epic
- Chests: Three minimum, six possible, seven on epic
- One (shaped like a clam) at the bottom of the water under the first shrine.
- One after killing the failed zombie experiments in the pen room.
- One per difficulty level (one for normal, two for hard, three for elite, four for epic) in the Vault
- 14 piles of gold to click on here as well.
- One possible in the Vault if the rare Zombie Captain appears.
- The chest which appears after killing Dheren contains the Gold Key, required to unlock the Vault, and has a chance to drop a Sigil of the Lion.
- Collectables: Three
- Moss in the Zombie Pen, in front of the pedestal
- Moss just past the western shrines, on the eastern side of the tunnel
- Moss just past the blue door, on the southern side of the tunnel
- NPC rewards: Random item; choose from four
- Blood Tide Archer - Hobgoblin; ranged
- Blood Tide Pirates - Hobgoblins; possibly Hobgoblin Slayers
- Blood Tide Skirmishers - Hobgoblins; possibly Hobgoblin Infiltrators
- Blood Tide Skulkers - Kobold Rogues
- Blood Tide Sorcerers - Drow
- Blood Tide Spiritcallers - Orc casters; possibly Clerics
- Failed Experiments - Fast-moving Zombies; some spawn after breaking a coffin
- Zombie Marksmen - Fast-moving Zombie archers
- Zombie Mates - Fast-moving Zombies
- Zombie Pirates - Fast-moving Zombies
- Zombie Wizards - Fast-moving Zombie wizards