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The Tide Turns

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Turbine point icon.png Requires access to adventure pack: Sentinels of Stormreach

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

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
The Tide Turns map (legend )
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 (15% of base XP)
  • (Optional) Slay the Manager (15% of base XP)
  • (Optional) Slay Captain Grim (15% of base XP)
  • (Optional) Slay Rowan Watzun (15% of base XP)
  • (Optional) Activate the north barracks security door (15% of base XP)
  • (Optional) Activate the south barracks security door (15% of base XP)

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). NB - on elite, this trap box is 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 more 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.
  • There's no bonus for killing monsters on Normal; on Hard, you must clear out at least one of the Barracks for the Aggression bonus.
  • 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.
  • Dheren Kiettuc (undead Zombie) may appear in the room at the end of the north branch, at the fork west of the staircase.
  • Captain Grim (undead Orc) may appear in the room with the south barracks control lever.
  • The Manager (undead Kobold) may appear in the room with open chest (just after first shrine).

Bonus XP

  • Aggression bonus: 121 or more monsters killed +10% Bonus.( ♣114 ♦202 ♥214 ♠226 )
  • Tamper bonus: 1 or more trap disarmed +10% Bonus.( ♣114 ♦202 ♥214 ♠226 )
  • Neutralization bonus: 3 or more traps disarmed +20% Bonus.( ♣228 ♦404 ♥428 ♠452 )
  • Mischief bonus: 36 or more breakables smashed +8% Bonus.( ♣91 ♦162 ♥171 ♠181 )
  • Vandal bonus: 47 or more breakables smashed +10% Bonus.( ♣114 ♦202 ♥214 ♠226 )
  • Ransack bonus: 58 or more breakables smashed +15% Bonus.( ♣171 ♦303 ♥321 ♠339 )

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 23 different semi-random items - a little under a third of these are often the full set of unique loot listed below. As well as a 100% chance at the 3 sigils: Sigil of the Lion, Sigil of the Dragon and Sigil of the Goat.

Named Chest Drop

Items are all Bound to account on equip, minimum level:5, and have Unraveling Enchantments.

Monsters

Monster Information

Named Monsters:

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