Today I will go over some steps to get you started in the right direction to all that the wonderfull House Cannith has to offer. These challenges are unlimited in use for VIP but dont let that stop you from reaping the rewards. Once a day with each character you have can stop by Kariya Vannis and recieve one challenge token good for one entry into any of the challenges.
She resides straight ahead once inside House Cannith go up a flight of steps and she stands off center to the right of the huge statue. Once you pick up you challenge token I would suggest starting off with Kobold Island: Kobold Chaos. At level 4 this is fairly simple and an easy challenge to solo. Due to the way the dungeon scaling works I find it more rewarding to solo these runs then with a group. When in a group you not only have more baddies but they become stronger in level as well. This includes taking a hire into the challenge according to my resulting experiments with these challeneges. I will start off by explaining my simple and effective tactic for completeing this challenge. In the challenge there are 4 small extractors and 3 large extractors. These extractors need to be turned on with mechanical parts aquired from killing kobolds within the map. Dont worry they have small camps set up all over the place just hunt one of the camps down and kill them. You should by now have some mechanical parts to use in turning on the first extractor. Start off small and dont even worry about the large extractors untill you get the hang of running the smalls a couple times. Once you turn on the first extractor head to the next one on your way killing any kobolds you find. I would not reccommend messing with there little altars just yet as it will not allow any of them to respawn in that area. You wil need more kobolds in your circling runs for more mechanical parts. These mechanical parts come in handy not only for turning on the extractors but for purchassing cannons from the extractors themselves. I place one cannon at each small extractor. Play with the placement to see what works best as an onslaut of baddies will come to attack the extractors and turn them off. Continue running in a big circle to each extractor killing kobolds on the way making sure to protect and have all your extractors running.
Be warned there will be random red named mini bosses popping off at this point. Once you have aquired enough shards you can then use them to upgrade your extractors to collect more shards faster. Make sure you upgrade each of the small extractors and continue protecting your investment. Now that you have the small extractors upgraded and cannon placements near each, this would be a good time to hunt down one of the large extractors. These are usually protected by a red named boss only one when you solo but more when in team. Kill the boss and any other baddies before turning on the large extractor. at this point i would check the timer on the challenge if there is less than a minute left I wouldnt turn on the large extractor and keep protecting the smalls untill time runs out. Depending on how many shards you have collected you will be rewarded Crude Talismans at 24% of your total score so the more shards you collect the more Talismans you get. These can then be traded at the reward vendors for gear and goods. I expecially like the boosting potions that help increase Exp, Slayer Count, and Guild Renown which only cost 150 in rewards. Of course there is alot of really nice gear here to but that will take some time and many runs to get and inprove through upgrades. At least now you have a starting point and the know how to acquire the daily tokens. You can collect these Challenge Tokens each day weather you run the challenges or not and save them when you have enough you can spend a whole day runiing challenges. Good luck and happy questing.
I have created this page for all things DDO. Here I will share my experiences and knowledge throughout my questing in the DDO world
Dwarven Eldritch Artificer update lvl 9
I started out with Vet 4 on this toon and in such short time he has evolved. As a dwarf we would all think that they should automatically get proficency with dwarven axes but this is not true as they only recieve the porficency if the class they are in has martial weapons proficency. In order to combat this you can do one of two things. First the build is a magic melee and has plenty room for spell usage as both artificer and wizard get the Master Touch spell which will give you what you need. But I prefer using the Wizard Eldritch Knight enhancement martial training as it also gives you 2% doublestrike with the proficency.(example2)
I started out with some points into Strength in order to make sure my melee attacks would go thru as well as actually work. I have progressed enough and recieved enough Action Points to aquire the dwarven enhancement Throw your weight around (example 1) which allows for use of the Constitution modifier in place of the strength mod for melee damage. Combined with the Artificer's spell Insightful Strikes which allows for the Intelligence modifier to replace strength mod for melee attack. I now had no need for strength in terms of attack and damage so I use my lesser heart of wood to restat all my points into constitution and intelligence maxing them out making my melee attacks and damage much more efficient.
Now that I have lesser reincarnated i have more wizard spells as well due to keeping the original spell book before the incarnation. as well my CON and INT are maxed and my Melee attacks are so much more efficient. On top of all this im getting alot of extra boost for axe atk and dmg thru enhancements. Now its on the grind to get up to level 12 and hit the vale so i can make me some GreenSteel for this cool build. Thanks for joining me on this update of "New Builds: Dwarven eldritch arti" and check back often as there plenty of walk throughs coming in the future. If you have any questions,comments or would like to see anything in specific dont hesitate to contact me hear at tewinc@yahoo.com. happy questing
I started out with some points into Strength in order to make sure my melee attacks would go thru as well as actually work. I have progressed enough and recieved enough Action Points to aquire the dwarven enhancement Throw your weight around (example 1) which allows for use of the Constitution modifier in place of the strength mod for melee damage. Combined with the Artificer's spell Insightful Strikes which allows for the Intelligence modifier to replace strength mod for melee attack. I now had no need for strength in terms of attack and damage so I use my lesser heart of wood to restat all my points into constitution and intelligence maxing them out making my melee attacks and damage much more efficient.
Now that I have lesser reincarnated i have more wizard spells as well due to keeping the original spell book before the incarnation. as well my CON and INT are maxed and my Melee attacks are so much more efficient. On top of all this im getting alot of extra boost for axe atk and dmg thru enhancements. Now its on the grind to get up to level 12 and hit the vale so i can make me some GreenSteel for this cool build. Thanks for joining me on this update of "New Builds: Dwarven eldritch arti" and check back often as there plenty of walk throughs coming in the future. If you have any questions,comments or would like to see anything in specific dont hesitate to contact me hear at tewinc@yahoo.com. happy questing
Walk Through "CANNITH CRYSTAL"
This is an essential quest for a few reasons one is you can make it out to the Korthos Island without its completion. Second is it offers a great piece of loot that every beginner should have at low levels. I personally will run this several time so i have Three to five of the Named item. Lets begin by speaking to an all to familiar named NPC Baldar the Bold.
Once he explains the situaton and gives you the quest your free to start. The quest entrance is a short distance down the hill to the right of Baldar. Enter into the quest there will be a door just up ahead. Once through this door the quest will begin so i suggest to buff up now while you have the time. Once buffed head thru the door and in the back right of the room will be a floating crystal.
You will have to protect this crystal from being destroyed. There will be a total of fifteen cultist to fight plus a possible red named boss Dren Ral who only may appear on hard and elite difficulties. After you defeat the cultis and possible boss loot your chest and head back out to pick up your reward from Baldar. I highly recommend choosing the Bracers of Assistance as they give you temporary health points and boost your attack.They can also be used to revive knocked out friends by selecting your knocked out team mate then clicking on the bracers it will revive them just enough for them to swallow up som pots and be back on the floor running. At lower levels i tend to carry around three to five of these and they come in handy often.
Good luck questing and thanks for joining me on this walk through. If you have any questions comments or concerns please contact me at TEWINC@Yahoo.com
"Walk Through" Haverdasher
This is a good quest for early level loot runs. For the short time it takes to run the quest you get two chest out of it plus and end reward. To start the quest you need to speak with Kalimnal d'Kundarak who stands near the entrance to the quest in the harbor.
Once inside you must speak with the man off to the right of the door stooped down on the floor.
You must then go thru the dor and down a hall wich will lead you to the final fight scene. Its best to buff now if you are going to at all cause once you open the next door it is fight time.
Once you open the door the scorpions will start to burrow there way out of the ground. One tactic is to funnel them through the door so they all must attack you from the front which keeps you safe from flanking and mutiple attacks at once or you can just go in swinging and not look back. There will be a total of nine scorpions to kill, eight for the quest and one boss named Blacktail.
Once you defeat Blacktail a chest will appear off to the back right corner of the room.
Make sure you have killed all eight needed for the quest and loot the chest then head back up to talk to Haverdasher and another chest will apear to his right.
Now all thats left is to head back outside and get your end reward. In order to run the quest mutiple times you will need to speak with Kalimnal d'Kundarak to pick the quest up again. I highly recommend running this a few times as you can recieve alot of loot early on in the game so weather you use it, deconstruct it for crafting or sell it this is a bennificial quest for new toons to run.
"New Builds" Dwarven Eldritch Artificer
After the new eldritch knight enhancement tree came out I knew I had to have one and have spent the last week or so testing various builds in multiclassing it with various styles. I think I have finally landed on a keeper with this new build. First off I started with my vet 4 status which allows me to build a level 4 toon right out of the gate or I should say right off the ship lol. I have choosen the multiclass of arti/wiz due to the fact they both share the main stat of INT as well as after careful experimentation I have found that the artificer's elemental and weapon enhancements will stack with the eldritch knights weapon enhancements. knowing that this was going to be a melee build with the artificer having a rune arm I wasnt sure at first what type of weapon to use but I did know I wanted a high damage output. I was stuck between dwarven axe's and bastard swords due to the fact they have the highest damage for a one handed weapon as well as offered more damage through glancing blows which hit enimies around you as you swing them. As I was thinking of ways to get around needing to use an extra feat for the proficiency of the weapon I had 2 choices. One was to use the Chimera's Breath rune arm which give automatic feat for Bswords proficiency but this would limit my ability to use new and stronger rune arms as I leveled up.
Second was to make the toon a dwarf to get the feat for dwarven axe's but with this one I would have to use up a spell slot for the Master's Touch spell in order to give the dwarf the ability to use them. Both of these ways will save you from having to use up one of your precious Feats as you level. I have test ran both styles and come to the conclusion of using the dwarf as the build is multiclassed with 2 spell casters I will have plenty of spell slots for the needed spell. A bonus to using the dwarf is he has an enhancement that allows him to use his CON mod for weapon damage. This mixed with the artificer's Insightful Strikes spell (allows INT mod for attacks) allowed me to not put alot of points into the STR when initially building him though I do reccommend at least 13 points into STR stat in the begining in order to have access to the Power Attack Feat as this is a prerequisite for the Cleave and Great Cleave feats. I highly recommend the use of these feats as they offer a higher dmg output as well as strike everything that stands around you making them essential for mobs. With your remanding points i suggest to max out CON and put rest into INT. This is for the initial building phase only and not the enhancement trees just to clarify the information. As for the enhancement trees I suggest spending the first point on the Eldritch Strike in order to get more damage output in the battle field. Once you have this I would spend the next 16 points into the Dwarf enhancement tree untill you get the "Throw you weight around" enhancement which allows you to apply you CON mod to dmg instead of STR mod. The rest of the points I would evenly distribute between Battle Engineer enhancements and Eldritch Knight enhancements. With great pleasure i present to you Memnnoch the Dwarven Eldritch Artificer
This is the base of the build and as I was level 4 I was able to run around in several higher Level wilderness like Searing Heights(lvl6) and Sorrowduskn Isle(lvl7) with great ease slaying my night away. Here are some screenshots I took throughout the nights run.
For any questions or advice on your own custom builds contact me at tewinc@yahoo.com I am always open to help new players in there journeys. Thanks for joining me with this edition of "New Builds"
Second was to make the toon a dwarf to get the feat for dwarven axe's but with this one I would have to use up a spell slot for the Master's Touch spell in order to give the dwarf the ability to use them. Both of these ways will save you from having to use up one of your precious Feats as you level. I have test ran both styles and come to the conclusion of using the dwarf as the build is multiclassed with 2 spell casters I will have plenty of spell slots for the needed spell. A bonus to using the dwarf is he has an enhancement that allows him to use his CON mod for weapon damage. This mixed with the artificer's Insightful Strikes spell (allows INT mod for attacks) allowed me to not put alot of points into the STR when initially building him though I do reccommend at least 13 points into STR stat in the begining in order to have access to the Power Attack Feat as this is a prerequisite for the Cleave and Great Cleave feats. I highly recommend the use of these feats as they offer a higher dmg output as well as strike everything that stands around you making them essential for mobs. With your remanding points i suggest to max out CON and put rest into INT. This is for the initial building phase only and not the enhancement trees just to clarify the information. As for the enhancement trees I suggest spending the first point on the Eldritch Strike in order to get more damage output in the battle field. Once you have this I would spend the next 16 points into the Dwarf enhancement tree untill you get the "Throw you weight around" enhancement which allows you to apply you CON mod to dmg instead of STR mod. The rest of the points I would evenly distribute between Battle Engineer enhancements and Eldritch Knight enhancements. With great pleasure i present to you Memnnoch the Dwarven Eldritch Artificer
This is the base of the build and as I was level 4 I was able to run around in several higher Level wilderness like Searing Heights(lvl6) and Sorrowduskn Isle(lvl7) with great ease slaying my night away. Here are some screenshots I took throughout the nights run.
For any questions or advice on your own custom builds contact me at tewinc@yahoo.com I am always open to help new players in there journeys. Thanks for joining me with this edition of "New Builds"
Walk Through "CATACOMBS"
Let me begin by saying there is alot of running in this quest chain to and from quest entrances up and down the tower. To begin the quest you have to talk to Friar Renau outside of the tower on the eastern side of the Marketplace near the entrance to House Cannith.
He will ask you to investigate what has befallen his innocent niece Marguerite. You then head into the tower and down to the sanctuary to enter the first quest in this chain.
He will ask you to investigate what has befallen his innocent niece Marguerite. You then head into the tower and down to the sanctuary to enter the first quest in this chain.
You must find evidence of what has happened to Marguerite and return to Friar Renau with this info. Fighting lots of skellys, zombies, bats and undead in the process. And thus begins the many travels up and down the stairs. Once you give the Friar the news he ask you to speak to the Archbishop Dryden about the issues at hand.
Once you speak to Dryden he asked that you investigate the matter further by going back into the sanctuary and find any witnesses. You will have some levers and locks to play with here as well as the lovely masses of undead and a couple construct dogs to deal with.
Once you have found the witness he gives you some revealing information about Marguerite and the Archbishop himself. You then must go back up to the Archbishop with the information, from there he ask you to descend into the archives and search for a tome that tells of the mysterious information on Marguerite. Once you find the Tome you must take it back to Dryden. You must then make your way into the family crypt to search for the forbidden secrets of the curse.
Once you find the secrets and return to Dryden with this news he will then ask you to descend into the lower cathedral and set up wards against the undead to protect everyone inside the tower. This consist of two separate quest in which are loaded with hordes of undead monsters to fight throughout. You will then have to return to Dryden after each quest has finished.
Now that you have set the wards you must descend back down to the very bottom and enter the Eastern Catacombs to confront Marguerite. Once inside you will notice that the Eastern Catacombs resembles the halls on the other side you have ben traversing up and down the whole time.
You speak to the wraith incarnation of the girl about her father and assure her you will put an end to his wrath and protect the people of the Sanctuary. To do this you must fight your way back up the eastern side against hordes of undead. Once at the top you must purify the altar there to protect from the undead.
There is a secret door behind the altar that will allow you to exit the quest and head directly out to the other side where you will be right in front of the Archbishops chambers. Here you must confront the Archbishop about the curse and stop him at once. He sits on his throne guarded by two construct dogs and once you finish the conversation he transforms into a wraith and the dogs attack. throughout the throne room the will be some spawns of Arcane skellys as well as archers. Given they all have ranged abilities it is best to keep the fight against Dryden confined to his throne area and use the walls around it to protect you from the ranged attacks as much as possible. Once you have defeated the wraith incarnation of Dryden you must return to the good Friar who waits outside for news of his innocent niece. You must inform him of the deed and he then rewards you with your choice of one random named and un-named loot.
Notable affects in this loot:
- "lesser undead bane" adds damage to undead
- "ghost touch" stops the miss chance when attacking a incorporeal creatures
- "silver" bypasses the damage reduction of vampires, lycanthropes, and some devils
- "lesser undead guard" grants the ability to do extra damage to any undead attaking you in melee
Notable Named items:
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