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The Tide Turns

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You glimpse something looming high in the air above House Deneith just before you enter. The Tower is under attack from an enemy airship!

Sentinels of Stormreach adpack icon.jpg
DDO Point icon.png Requires access to adventure pack: Sentinels of Stormreach
The Tide Turns
Heroic level: 7
Epic level: 20
Duration: long
Heroic XP:  ♣1,498Solo/Casual ♦2,657Normal ♥2,817Hard ♠2,977Elite
Epic XP:  ♣7,823Solo/Casual ♦13,495Normal ♥13,951Hard ♠14,406Elite
Takes place in: Sentinels Tower
Bestowed by: Greigur d'Deneith
NPC contact: Greigur d'Deneith
Quest acquired in: House Deneith
Patron: House Deneith
Base favor: 5
Free to Play: No
Extreme Challenge: No
M tide turns.png
Second Map
Loading screen

Overview

Greigur d'Deneith, the head of House Deneith in Stormreach, told you that they have a plan to take out the Blood Tide once and for all.

Greigur wants you to meet Taggart d'Deneith inside Sentinels Tower to discuss the plan.


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

Objectives

  • Speak with Greigur d'Deneith
  • Confront Captain Tew at the top of the stairs
  • Report back to Greigur d'Deneith
  • Find Tobras Jorn, then open the secret door to the steam tunnels
  • Flank the pirates on the second floor landing
  • Slay all pirates on the second floor landing - 7 total
  • Deactivate the foyer's magical shields
  • Destroy the Crimson Moon
  • Slay Captain Tew
  • Slay the ogre mage Ahraatz-Ri
  • (Optional) Slay Dheren Kiettuc — Bonus (15%): Heroic( ♣225 ♦399 ♥423 ♠447 ) Epic( ♣1,173 ♦2,024 ♥2,093 ♠2,161 )
  • (Optional) Slay the Manager — Bonus (15%): Heroic( ♣225 ♦399 ♥423 ♠447 ) Epic( ♣1,173 ♦2,024 ♥2,093 ♠2,161 )
  • (Optional) Slay Captain Grim — Bonus (15%): Heroic( ♣225 ♦399 ♥423 ♠447 ) Epic( ♣1,173 ♦2,024 ♥2,093 ♠2,161 )
  • (Optional) Slay Rowan Watzun — Bonus (15%): Heroic( ♣225 ♦399 ♥423 ♠447 ) Epic( ♣1,173 ♦2,024 ♥2,093 ♠2,161 )
  • (Optional) Activate the north barracks security door — Bonus (15%): Heroic( ♣225 ♦399 ♥423 ♠447 ) Epic( ♣1,173 ♦2,024 ♥2,093 ♠2,161 )
  • (Optional) Activate the south barracks security door — Bonus (15%): Heroic( ♣225 ♦399 ♥423 ♠447 ) Epic( ♣1,173 ♦2,024 ♥2,093 ♠2,161 )

What to Expect

  • Traps (fixed)

Known Traps

Trap DCs

  • Fire & blades in the northern hallway, past the first shrine; control box can be on either wall, either in the center (above the bench) or just before the second set of fire jets. The flames can be timed, and the blades can be avoided by sticking to the sides.
  • Cold & blades in the hallway to the south; control box is on the east (left) wall just before the second set of cold jets. Again, the trap can be timed (though sticking to the sides is a bad idea here). Sometimes on the west (right) wall just *after* the first set of jets. Checking here first means you only have to dodge the first set of cold jets, not any of the blades. Characters with long jump abilities and good Evasion can leap over the entirety of this trap. Of the three hall traps, this one is most likely to kill a party member, due to the blades from the sides and center.
  • Sonic and rotating spikes around the corner from the twisting ramp; control box is on the north (left) wall before the second set of sonic jets. On Normal & Hard, only the second set of sonic traps is active, not the first set or the spikes.

Tips and Misc

  • In the sewers, puffs of air jet from the pipes, which can send you flying; it's actually necessary at times to use them to advance if you have low Jump skills. Try using your Feather Falling, or send in a more nimble Rogue or Monk to open the path ahead.
  • There are actually two ways to pass through the sewers, four levers total. One set opens the doors, but a second set together unlocks a larger, single gate for less nimble party members. For party members without a good Jump ability, both levers in the second room must be pulled so that the gate is opened and a ladder from the second room's base is available for others to climb up. The gate levers are closest to the gate itself.
  • Ranged attacks from far back in the hallways, just before the traps, can make your Rogue's life easier and take the pressure off a party that has to carefully time a path through an active trap, particularly between the first and second hallway trap.
  • You must destroy the Crimson Moon before entering the upper Tower. Use the lever on Visbane's device atop the tower. (You'll come back to this device in the public instance, from an outside path of the Tower, to use Visbane's Folly for unlocking items with Unraveling Enchantments.) Don't stand too close to the device when the lever is pulled.
  • The Barracks are north or south of the second set of shrines; the controls are in the rooms on the end. You can't activate them (and therefore, can't complete the optional) if the pirates in the relevant barracks become aware of your presence. You should be able to skip these rooms and still get the Ransack bonus by breaking the crates in the two eastern rooms during the final fight. It actually doesn't require sneaking to get past them; simply refrain from fighting near the doorways (including the hallway entrances) and you should be set.
  • Dheren Kiettuc or Rowan Watzun (zombies) may appear in the room at the end of the north branch, at the fork west of the staircase.
  • The Manager (undead kobold) may appear in the room with the open chest (after going through the tunnels, just past the first shrine).
  • Captain Grim (undead orc) may appear in the room with the south barracks control lever.
  • Ahraatz-Ri casts Enervation quite frequently on Elite.

Bonus XP

  • Aggression bonus: 121 or more monsters killed +10% Bonus.( ♣150 ♦266 ♥282 ♠298 )
  • Tamper bonus: 1 or more trap disarmed +10% Bonus.( ♣150 ♦266 ♥282 ♠298 )
  • Neutralization bonus: 3 or more traps disarmed +20% Bonus.( ♣300 ♦531 ♥563 ♠595 )
  • Mischief bonus: 36 or more breakables smashed +8% Bonus.( ♣120 ♦213 ♥225 ♠238 )
  • Vandal bonus: 47 or more breakables smashed +10% Bonus.( ♣150 ♦266 ♥282 ♠298 )
  • Ransack bonus: 58 or more breakables smashed +15% Bonus.( ♣225 ♦399 ♥423 ♠447 )
Notes: You can't get Aggression on Normal; on Hard, you must clear out at least one of the Barracks (however, you actually get more XP for trapping them).

Loot

  • Chests: One minimum, eight possible
    • After the final fight, one chest appears per difficulty level (1 for normal, 2 for hard, 3 for elite, 4 for epic).
      • These chests each have the chance to drop the unique loot below.
      • The epic chest contains a dungeon token, and a chance at the epic shards.
    • One possible if Dheren Kiettuc appears
    • One possible if Captain Grim appears
    • One possible if The Manager appears
    • One possible if Rowan Watzun appears
  • Collectables: 5; there is a chance of pulling Lightning-Split Soarwood in the sewer/steam tunnels.
    • Moss up the ladder to the west when you enter the sewers
    • Rubble in the second section of sewer, in the water
    • Moss up the ladder in the second section of sewer
    • Cabinet in the room east of the fork between the traps
    • Cabinet in the southeast room atop the Tower
  • NPC rewards: Selection of 8 random items, ML:~2-4.
    • Note: Every 3 completions provides a special end reward list with a selection of 23 different semi-random items - a little under a third of which are often the full set of unique loot listed below. Additionally, there's a 100% chance at the 3 sigils: Sigil of the Lion, Sigil of the Dragon and Sigil of the Goat.

Named Chest Drop

Item Type Enhancements ML Bind Quests
Tarnished Blademark's Docent Docent 5 Bound to Account on EquipBound to Account on Equip: This item is Bound to Account on Equip The Tide Turns, End Chest, End Reward
Tarnished Deneith Heavy Chain Chainmail 5 Bound to Account on EquipBound to Account on Equip: This item is Bound to Account on Equip The Tide Turns, End Chest, End Reward
Torn Chitin Bracers Bracers
  • Armor Bonus +4Armor Bonus +4: This item surrounds the wearer with an invisible but tangible field of force, granting +4 armor bonus to AC, just as though he were wearing armor.
  • Will Save +1 Will Save +1: This item gives a +1 Resistance bonus to your Will saves.
  • Unraveling EnchantmentsUnraveling Enchantments: The enchantments on this item have become unstable and weakened with time, but those serving House Deneith may be able to restore it. Combine this item in Visbane's Folly atop Sentinel's Tower in House Deneith Enclave with a Sigil of the Goat, a Sigil of the Lion, and a Sigil of the Dragon to restore its original enchantments.
5 Bound to Account on EquipBound to Account on Equip: This item is Bound to Account on Equip (End chests) or Bound to Account on AcquireBound to Account on Acquire: This item is Bound to Account on Acquire (End reward) The Tide Turns, End chest ;
Sentinels of Stormreach, Quest chain end reward
Rusted Crown Helm 5 Bound to Account on EquipBound to Account on Equip: This item is Bound to Account on Equip The Tide Turns, End Chest, End Reward
Filthy Kukri Kukri
  • +1 Enhancement Bonus+1 Enhancement Bonus: +1 enhancement bonus to attack and damage rolls.
  • DeceptionDeception: This weapon is hard to focus upon and thus provides a +3 enhancement bonus to Bluff checks. In addition, Deception weapons have a small chance to envelop the target in darkness, making them vulnerable to sneak attacks for a short time.
  • Unraveling EnchantmentsUnraveling Enchantments: The enchantments on this item have become unstable and weakened with time, but those serving House Deneith may be able to restore it. Combine this item in Visbane's Folly atop Sentinel's Tower in House Deneith Enclave with a Sigil of the Goat, a Sigil of the Lion, and a Sigil of the Dragon to restore its original enchantments.
5 Bound to Account on EquipBound to Account on Equip: This item is Bound to Account on Equip The Tide Turns, Any End chest
Chipped Bastard Sword Bastard Sword 5 Bound to Account on EquipBound to Account on Equip: This item is Bound to Account on Equip The Tide Turns, End chest, End reward
Corroded Rapier Rapier 5 Bound to Account on EquipBound to Account on Equip: This item is Bound to Account on Equip The Tide Turns, End chest;
Sentinels of Stormreach, Quest chain end reward
Chimera's Breath Rune Arm 5 Bound to Account on AcquireBound to Account on Acquire: This item is Bound to Account on Acquire The Tide Turns, End chest

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Monsters

Name(picture) CR Type Race
Ahraatz-Ri(view)
Ahraatz-Ri.jpg
 ♠15Elite ♦25Epic Normal ♥34Epic Hard ♠51Epic Elite Giant Ogre
Captain Grim (Zombie)(view)
Captain Grim (Zombie).jpg
 ♥32Epic Hard Undead Orc
Captain Michael Tew(view)
Captain Michael Tew.jpg
 ♠14Elite ♦23Epic Normal ♥32Epic Hard ♠49Epic Elite Humanoid Human
Dheren Kiettuc (Zombie)(view)
Dheren Kiettuc (Zombie).jpg
 ♠14Elite ♥32Epic Hard Undead Zombie
Manager (zombie)(view)
Manager (zombie).jpg
CRs missing! Undead Kobold
Manager(NoPic)
No pic.jpg
 ♠15Elite ♦23Epic Normal ♥32Epic Hard ♠49Epic Elite Reptilian Kobold
Rowan Watzun (Zombie)(NoPic)
No pic.jpg
CRs missing! Undead Zombie
First Mate(view)
First Mate.jpg
 ♦7Normal ♠13Elite ♥31Epic Hard ♠46Epic Elite Monstrous Humanoid Minotaur
Blood Tide Archer (hobgoblin)(view)
Blood Tide Archer (hobgoblin).jpg
 ♦7Normal ♠12Elite ♦22Epic Normal ♥30Epic Hard Goblinoid Hobgoblin
Blood Tide Creeper(view)
Blood Tide Creeper.jpg
 ♦7Normal ♠12Elite ♥30Epic Hard Elf Drow Elf
Blood Tide Pirate(view)
Blood Tide Pirate.jpg
 ♦7Normal ♠12Elite ♥30Epic Hard Goblinoid Hobgoblin
Blood Tide Sharpshooter(view)
Blood Tide Sharpshooter.jpg
 ♦7Normal ♠12Elite ♥30Epic Hard ♠45Epic Elite Elf Drow Elf
Blood Tide Skulker(view)
Blood Tide Skulker.jpg
 ♦6Normal ♥28Epic Hard Reptilian Kobold
Blood Tide Sorcerer(view)
Blood Tide Sorcerer.jpg
 ♦7Normal ♠12Elite ♥30Epic Hard ♠45Epic Elite Elf Drow Elf
Blood Tide Spiritcaller(view)
Blood Tide Spiritcaller.jpg
 ♦7Normal ♠12Elite ♥30Epic Hard Orc Orc
Blood Tide Spy(view)
Blood Tide Spy.jpg
 ♦7Normal ♠12Elite Humanoid Human
Giant Rat(view)
Monster Giant Rat.jpeg
 ♦3Normal ♦19Epic Normal Animal Rat
Huge Ochre Jelly(view)
Huge Ochre Jelly.jpg
 ♠10Elite Ooze Ochre Jelly
Human Necromancer(view)
Human Necromancer.jpg
 ♦4Normal ♥6Hard ♠9Elite Humanoid Human
Minotaur Wrestler(view)
Minotaur Wrestler.jpg
 ♦7Normal Monstrous Humanoid Minotaur
Necromancer Apprentice(view)
Necromancer Apprentice.jpg
 ♦6Normal Humanoid Human
Warforged Pirate Marine(view)
Warforged Pirate Marine.jpg
 ♦7Normal Living Construct Warforged
Water Elemental(view)
Water Elemental.jpg
CRs missing! Elemental Water Elemental
Zombie Marksman(view)
Zombie Marksman.jpg
 ♦7Normal Undead Zombie
Zombie Pirate(view)
Zombie Pirate.jpg
 ♦7Normal Undead Zombie
Zombie Wizard(view)
Zombie Wizard.jpg
 ♦7Normal Undead Zombie

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