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Servants of the Overlord is the 2nd quest in the Web of Chaosstory arcStory arcs are chains of quests that make up a story line. Completing everything in a story arc often yields a nice reward..
Long ago the Demon Overlords were imprisoned inside the vast underworld of Khyber. Since then these unimaginably powerful fiends have been held by the power of the Silver Flame.
The Lords of Dust blew a huge hole in the Harbor wall, exposing a long-hidden entrance to Khyber. A horde of Rakshasas and Drow have entered the breach.
You must follow them and take the Road to Tarath Marad. Once inside, search for Brother Aurelius, a member of the Silver Flame who can help in defeating the Lords of Dust.
Spoiler Warning: Spoiler material below this point!
Objectives
Find Brother Aurelius
Find the first spider crest
Find the second spider crest
Use the two crests to disable the Silver Flame barrier
An area with narrow walkways and spike-filled pits on either side, entrance to Fire Reaver Lord optional (no control panel).
Tips and Misc
Khyber Reavers are a special type of Fire Reaver that like to chuck meteors at you from a distance. They primarily deal fire damage, so bring fire resistance.
There are many ambushes, especially at webs and barriers – keep your guard up. Defeating the ambushes allows you to continue.
The first encounter starts with an argument between your two opponents, which lasts about 15 seconds. It's an easy fight, but don't trigger boosts too early.
Just past the first barrier, on the left, there are a couple of levers to open the optional rune-sealed door, with shrines and a locked chest. Getting to the levers requires jumping east across the lava – one lever is low, one is higher up. If you drop down the first point of no return, you will not be able to get back to this chest unless you have Dimension Door.
At the intersection with the ramp down to the spider-crest barrier, the door north leads to the spider crests (via two ladders, one up and one down), and a resurrection shrine (but not a rest shrine).
Also through there, on your right, is a quick fight for four collectables. Here also lies the Transcriptions from the Book of Flame in the room behind the barrier. It hints to what will happen in the next quest of the chain.
The west passage leads to a dangerous path and Khyber Reavers, and two collectables.
Just after the spider-crest barrier, you have an option to "Disrupt the Drow ritual" (left and above the main path). This is rated as "extreme difficulty", but if you ignore them, they ignore you. Using this barrier control is unusually slow, and once you begin you will be faced with a series of respawning Khyber Reavers who can/will interrupt you, forcing you to start over. (You can lure the Reavers out of position, but more will respawn when you try to use the lever again.)
You can sneak up and turn it off without any interruptions, although you need to kill the 1st spawn as they can see you, possibly programmed that way. Move Silently of 43 and Hide of 43 plus Invisibility is enough on EH.
Hirelings can interact with the lever, and tend to attract less aggro than players. If you are soloing, having a hireling operate the lever while you deal with the Reavers can make this much easier.
Effects such as Freezing Ice successfully applied to the Reaver may give you enough time to operate the lever.
At the next barrier after another dropdown, there is a stonework alcove on the left. You can ignore it, but entering it begins a series of hellhound attacks, followed by the appearance of Flamefang.
In the final fight with the Red-named drow priestess, she puts up a shield and you are faced with waves of different creatures (Spiders, Drow, and Hezrou) spawning from different edges of the room. Once the last wave ends (a group of Drow archers near the sealed exit), you fight the priestess herself as well as a Red-named Hezrou. The priestess heals herself and the Hezrou. Both have massive HP in Epic difficulties.
A pair of shrines, the end-chest and reward NPC are farther to the north, with no further obstacles.
If you finish out without using the door inside the quest to continue to the third and final quest in this chain, you will be able to enter the final quest by selecting the dungeon entrance in the Harbor. This allows your group to heal and regroup before the final fight.
Bonus XP
Aggression bonus: 34 or more monsters killed +10% Bonus.( ♣390♦677♥703♠730 )
Onslaught bonus: 67 or more monsters killed +15% Bonus.( ♣585♦1,015♥1,055♠1,095 )
Conquest bonus: 100 or more monsters killed +25% Bonus.( ♣975♦1,692♥1,758♠1,825 )
Mischief bonus: 5 or more breakables smashed +8% Bonus.( ♣312♦541♥563♠584 )
Loot
Chests: 5
1 locked optional chest near the start Heroic: (Lock DCs); Epic: (Lock DCs).
1 for completing (Optional) Defeat the Fire Reaver Lord
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
Holy Burst 4Holy Burst 4: This weapon sings of virtue, dealing 4d6 Good damage on a successful hit to Evil enemies, and 9d6 Good damage on a critical hit to Evil enemies. This effect makes the weapon good aligned. Evil characters wielding this weapon will suffer one negative level.
Undead Bane 4Undead Bane 4: Those that have died must return, and this weapon is attuned specifically to lay them to rest. This weapon deals an additional 4d10 bane damage vs. Undead.
Weaken UndeadWeaken Undead:Undead creatures struck by this weapon find themselves more vulnerable. Each time this weapon deals damage to an undead creature, the target loses 20% of its Fortification for the next 20 seconds. This effect does not stack with itself.
Fire Absorption +24% Fire Absorption +24%: Passive: 24% Enhancement Bonus to Fire Absorption. (Absorption reduces damage from an element by a percentage, after resistance have been taken into account.)
AdamantineAdamantine: Found only in meteorites and the rarest of veins in magical areas, this ultrahard metal adds to the quality of a weapon or suit of armor. Weapons made of adamantine have the ability to bypass the protective damage reduction of certain monsters.
Flaming Blast 4Flaming Blast 4: This weapon burns with deadly magical fire, dealing 4d6 Fire damage on a successful hit, and an additional 4d6 Fire damage on a critical hit.
Coruscating 4Coruscating 4: This effect causes the edges of this weapon to coruscate, dealing 4d6 Light damage on each hit.
Fracturing 4Fracturing 4: This weapon is ideal for breaking bones and does 4d8 damage to targets that have skeletons or are made of bone.
Holy Burst 4Holy Burst 4: This weapon sings of virtue, dealing 4d6 Good damage on a successful hit to Evil enemies, and 9d6 Good damage on a critical hit to Evil enemies. This effect makes the weapon good aligned. Evil characters wielding this weapon will suffer one negative level.
Undead Bane 4Undead Bane 4: Those that have died must return, and this weapon is attuned specifically to lay them to rest. This weapon deals an additional 4d10 bane damage vs. Undead.
Weaken UndeadWeaken Undead:Undead creatures struck by this weapon find themselves more vulnerable. Each time this weapon deals damage to an undead creature, the target loses 20% of its Fortification for the next 20 seconds. This effect does not stack with itself.
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