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In this new series of swashbuckling adventures from DDO, join the Sentinels as they seek to defeat the pirate scourge. But don’t think you’re safe once the seas are clear: the skies themselves will rain scurvy death—and scurvy undead. Because when this pillaging pirate captain runs short of troops, he just brings back the ones you’ve already disposed of. Pirates—and zombies? How could it get any better?
Quest chain is bestowed by Taggart d'Deneith in front of the Sentinels tower in the House Deneith Enclave.
Below are more details about the quests that make up this Adventure Pack.
* Note that although this first quest is acquired (and then the chain continued) in House Deneith, the entrance to this first quest is found centered on the southern edge of Searing Heights, just south of the Crumbled Archway. Enter into Searing Heights via the gate in the southwestern edge of The Marketplace.
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.
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.
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.
Minor Lesser Dragonmark EnhancementMinor Lesser Dragonmark Enhancement: This will increase the total number of Lesser Dragonmarks you can use by 1. However, these additional Lesser Dragonmarks will only take effect after the wielder rests.
Yellow Augments: Standard augments provide bonuses to offensive stats, condition resistances and immunities, elemental resistances and DC spellcasting stats.
Electrifying 2Electrifying 2: This effect causes the edges of this weapon to arc with electricity, dealing 2d6 Lightning damage on each hit.
Stunning +4 Stunning +4: +4 Enhancement bonus to the DC of character's Stunning Blow and Stunning Fist attempts.
Maiming 2Maiming: This weapon has a twisted haft or grip and spikes along its blade, head, or point. When you score a critical hit with this weapon, it does an additional +2d8 damage.
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.
Entropic 2Entropic 2: This weapon is intensely powerful, and crackles with destructive, unpredictable magic. It deals an additional 2d6 untyped damage on each hit.
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.
Red Augment SlotThis augment slot can be used to equip this item with the following types of augment:
Red Augments: Standard augments provide bonuses to spell power, and grant elemental damage on hit and DR bypass to weapons.
AnthemAnthem: When equipped by a character with Bard levels, this item begins to hum an inspiring tune. Your bard songs regenerate slowly over time.
SilverSilver: A complex process involving metallurgy and alchemy can bond silver to a weapon made of steel so that it bypasses the 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. , Alchemical
Red Augment SlotThis augment slot can be used to equip this item with the following types of augment:
Red Augments: Standard augments provide bonuses to spell power, and grant elemental damage on hit and DR bypass to weapons.
Thok-zik, The Earth-ChangeReinforced Fists: This item surrounds your fists with kinetic energy. Your unarmed damage is boosted by one half die.
Sed-zik, The Water-ChangeOn unarmed vorpal: helpless paralysis poison (DC 17 fortitude save negates), then 1 to 6 DEX damage.
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.
Yellow Augments: Standard augments provide bonuses to offensive stats, condition resistances and immunities, elemental resistances and DC spellcasting stats.
Shocking TouchShocking Touch: This weapon tingles when held. A shocking touch weapon deals an extra +1 electric damage on a successful hit.
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.
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.
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.
SilverSilver: A complex process involving metallurgy and alchemy can bond silver to a weapon made of steel so that it bypasses the 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. , Alchemical
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.
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.
Taggart d'Deneith offers you a reward for finishing the entire Sentinels chain. This is no longer a one time reward and can be repeated multiple times as of Update 13. The list consists of 8-16 items (Depends on how many korthos island items appear), which includes several of the following named items.
There may also be several pieces from the Korthos Island sets, which are in addition to the items unique to this chain, rather than replacing any on the list. These are only on the 1 shot end reward.
It is possible to get these unique items in a reward list again however: They set up The Tide Turns sort of like a raid, so every 3 completions, Greigur d'Deneith rewards you with a very unique end reward list. The list has an incredible amount of choices - 23 in total.. And usually has most if not all of the named items. Because they also drop frequently in the quest itself, obtaining them is incredibly trivial. All random items are bound to account; Sentinels items are bound to account on acquire.
Minor Lesser Dragonmark EnhancementMinor Lesser Dragonmark Enhancement: This will increase the total number of Lesser Dragonmarks you can use by 1. However, these additional Lesser Dragonmarks will only take effect after the wielder rests.
Yellow Augments: Standard augments provide bonuses to offensive stats, condition resistances and immunities, elemental resistances and DC spellcasting stats.
Electrifying 2Electrifying 2: This effect causes the edges of this weapon to arc with electricity, dealing 2d6 Lightning damage on each hit.
Stunning +4 Stunning +4: +4 Enhancement bonus to the DC of character's Stunning Blow and Stunning Fist attempts.
Maiming 2Maiming: This weapon has a twisted haft or grip and spikes along its blade, head, or point. When you score a critical hit with this weapon, it does an additional +2d8 damage.
Entropic 2Entropic 2: This weapon is intensely powerful, and crackles with destructive, unpredictable magic. It deals an additional 2d6 untyped damage on each hit.
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.
Red Augment SlotThis augment slot can be used to equip this item with the following types of augment:
Red Augments: Standard augments provide bonuses to spell power, and grant elemental damage on hit and DR bypass to weapons.
AnthemAnthem: When equipped by a character with Bard levels, this item begins to hum an inspiring tune. Your bard songs regenerate slowly over time.
SilverSilver: A complex process involving metallurgy and alchemy can bond silver to a weapon made of steel so that it bypasses the 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. , Alchemical
Red Augment SlotThis augment slot can be used to equip this item with the following types of augment:
Red Augments: Standard augments provide bonuses to spell power, and grant elemental damage on hit and DR bypass to weapons.
Thok-zik, The Earth-ChangeReinforced Fists: This item surrounds your fists with kinetic energy. Your unarmed damage is boosted by one half die.
Sed-zik, The Water-ChangeOn unarmed vorpal: helpless paralysis poison (DC 17 fortitude save negates), then 1 to 6 DEX damage.
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.
Yellow Augments: Standard augments provide bonuses to offensive stats, condition resistances and immunities, elemental resistances and DC spellcasting stats.