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Quest Name Starts In / NPC Takes Place In
The Church and the Cult House Phiarlan  - ( Inquisitor Gnoman ) Temple of Vol
Confirmed Quest Details Highest Known Bonuses
Base XP1,679
Level9
LengthLong
Monsters83
Chests2
Trapsn/a
Secret Doors2
Breakable87
Shrines1
Locks to Pickn/a
View Count7,871
Banes to Bring:
Human, Magical Beast, Undead
1st time (Normal / Hard) +25% 2,099
Highest Kill Bonus +25% 420
Highest Trap Bonus +5% 84
Highest Secret Door Bonus Bonus +7% 118
Highest Breakable Bonus +10% 168
Total XP   2,888
Repetition Modifier by Base XP
1st time (Elite) +50% 2,519
1st time (Normal / Hard) +25% 2,099
2nd time   1,679
3rd time-10%1,511
4th time-20%1,343
5th time-30%1,175
6th time-40%1,007
Monsters Found During this Quest
Vol NecromancerVol PriestVol Acolyte
Ice MephitGreater Ice MephitFire Mephit
Greater Fire MephitTemple GuardianAdran ir\'Karsmore
Rewards Choices Upon Completion
Cloak of Shadows +7 Spot, +7 Move Silent, +7 Hide Cloaks
Objectives
Defeat the Temple Guardian
Examine the book on the pedestal
Find and consecrate the Altar of Fernia
Find and consecrate the Altar of Risia
Defeat Adran ir'Karsmore
Quest Guide
Before attempting this quest it’s important that your group is prepared. First off you’ll need at least two if not three or more clerics. For optimal conditions each cleric should be armed with at least one wand of Searing Light (purchasable from House Jorasco), you can also buy a potion from the Wonderous Item Vendor to double the potency of your Searing Light spell (for both wands and spells) for 30 seconds. Each non-cleric / paladin should also be equipped with a Cure Light Wounds wand. Once again, go heavy on healers and very low on melee characters. While you’ll need melee characters to get you to the boss they become somewhat useless after that.

Your clerics should also have Fire Protection, Cold Protection, Remove Blindness and Dispel memorized.

Starting Out

There is a lever in the first room somewhat near the altar. Pull the lever and a wall will move to the East and spawning a Temple Guardian. Kill him quickly and remember, on Elite the Temple Guardian casts Chain Lightning so buff accordingly.

Move along the path killing any undead or humans along the way. You’ll eventually come to two spike traps. Make sure not to engage the enemies beyond the spike traps in the larger room. Pull your enemies through the spike traps where you can fight them safely on the other side.

Search for a secret door and you’ll find the only shrine in this quest to the Eastern wall, be careful there two casters behind the secret door. Open the shrine and save it for later. If you’ve brought a rogue he’ll also have plenty of traps to disable but only after the appropriate hallways have been cleared of monsters.

Fire Hall

Enter the large room and clear it of casters. Use the altar in the middle to open up the door to the West, this is the Fire Hall. The best strategy here is to buff your party with Fire Immunity and to walk in the hall fighting in the middle of the flames. The fire is painful enough that it will kill any human casters that you may encounter rather quickly. When you reach the bottom you’ll have a switch at the back of the room and a lot of mephits in your path. Kill the mephits, hit the lever and return to the main room. If you’ve done this properly you should have been able to do this before your Fire Protection runs out.

Ice Hall

Now that the Eastern doors are opened lets go towards them. This is the Ice Hall and you’ll need Cold Protection to lessen the damage. Move down the hall killing any humans, undead or magical wolves you may encounter. When you reach the final wooden doors understand that not only are there Cold traps inside but rotating blade traps as well. Hug the left wall, enter the room, pull the switch and kill all the mephits before leaving. Move back out of the hallway and into the main room.

Northern Hall

Approaching the Northern Hall will open the door and reveal a few more casters and some undead. Kill them and open the door at the end of the hall. You’ll fight another Wraith and deal with three traps, all sonic damage. Upon reaching the end of the hall pull the final lever and kill the three casters in the very large room.

When you’ve reached and cleared the large room you’ll want to head back down to the shrine. If there is a Rogue in your group he can use the time to disable some of the traps in the halls. Because of the sheer volume of traps in this dungeon as well as the lower xp the quest yields I would probably not put too much time into disabling all the traps. It’s really not worth the 10% due to such a high trap count.

When your group has rested return to the large room that we just cleared.

Fighting the Vampire

The Vampire has a very fast regeneration (it’s monstrous on Elite) and will require very focused periods of nuking of Heals and Searing Light. However the Vampire also turns into bats every few seconds to further regenerate his health and when doing so you will not be able to target him. The vampire casts nasty spells such as:

Domination (renders a member of your party helpless)
Flamestrike (Fire AoE)
Dispel
Blind (may only occur on Hard)
Paralyze (may only occur on Hard)
Death (only occurs on Elite)
Among others

Because he likes to cast Flamestrike a great deal you won’t want to bunch up your group. What you’ll want to do is spread out in a circle around him so that if he decides to cast Flamestrike he’ll only be hitting one of your teammates. Melee characters should also stay in the circle and not try to engage him close range, since the Vampire teleports around so often the Melee will quickly close in on the Vampire whilst he is next to another teammate and then one Flamestrike will take off a good 50 hit points on both party members. Since Melee characters do no damage (when compared to his regeneration) it would be a wasted effort anyway. Regardless, the melee characters aren’t necessarily useful when dealing damage to the Vampire but they make a great target. If the Vampire constantly spams the melee character in your group with Blind or Domination then your group will be in great shape as your Clerics are safe to nuke.

The initial strategy is for everyone to form a circle and let him do whatever he wants for about 30 seconds while your party does nothing. He’ll shortly turn into about 6 or so Black Wolves and that’s when your group all comes together in one place to get all of the Wolves closer to your melee character for quick killing. Once the wolves are dispatched it will be time to move on to the main strategy.

The main strategy is to wait till he materializes then nuke the sin out of him with Searing Light and Heals. You’ll have to do it quickly enough to compensate for his fast health regeneration. When he turns into bats and de-materializes all the clerics will DV each other. He’ll always materialize with more health then he had than when he went into bat form so it’s important to nuke as fast as possible. While fighting the vamp he may also blind or dominate party members. When this occurs simply be vocal about it and one of your other clerics will dispel it. It’s very important to do this quickly because you can’t afford to let one of your main damage dealers stay out of the fight for very long.

There is a certain luck factor in it all. Casting blind at an unfortunate time, teleporting just quickly enough to recover enough health or simply prolonging the fight until the clerics lose their spell points are common problems of bad vampire fights. It’s important to give your team a buffer and make sure each cleric has a wand of Searing Light to allow for longer fights and less spell point usage.

Keep in mind that you can also run away and recall to visit the very local tavern to setup for another shot at the Vampire. The hit on XP may be worth the trinket obtainable from the chests behind the vampire.

Eventually you’ll get on a roll where the Vampire doesn’t de-materialize often enough and you will nuke his health away. You’ll have a chance at some nice unique armor, cloak and well as a perma Protection from Evil trinket from the chests behind him.

Higher Difficulties

When doing this quest on Hard and Elite the only difference is a few spells and his de-materialization frequency. On Elite he will de-materialize so often that four clerics may not be able to bring him down. You’ll pretty much have to purchase wands to conquer the higher difficulties with a party that may not be full of clerics. On Elite he’ll be casting annoying spells such as Blindness and Domination much more often then before. If you’ve obtain the perma Prot Evil trinket from previous lootings then you’ll be safe from Domination but you’ll still have to deal with the rest of the annoyances. Also on Elite he will be casting Death so bring your Deathblock robes or armor.

Good Luck


Quest Map
 
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User Comments
  jdstew218 on 04/14/06 19:04

This quest is actually started by Inquisitor Lightbringer, not Inquisitor Gnoman as indicated in this walkthrough.

  Slimicus on 06/05/06 22:29

We just completed this tonight with a 4 member party on normal mode. We had a Barbarian, a Rogue, a Cleric and a Sorcerer (WF sorcerer)

The vampire was tough, but using searing light and heal nukes from the cleric and me, the sorcerer using magic missle killed him in about 2-3 minutes. The melees kept him occupied while the cleric and I spammed him with our nukes (me with magic missle and a potion of superior impact (for 87g a piece).. we noticed the light potioned were about 100p a piece)

Before we fought him our cleric buffed us with all the good stuff, like fire resist and spell resistance, and then used the second rest shrine. (Oh and we were each level 9)

  kerryfono on 10/24/07 16:27
 
Ran this quest on normal/hard/elite last week and the easiest way to defeat the vampire is to get someone to pull him back to the door, get the tanks to shield block and then have the sorc/wiz lay down as many maxed/emped firewalls on him as he can. Even with the vamps ability to regenerate and turn batty on elite, he goes down with a minimum of pain.

  kerryfono on 10/24/07 17:15
 
Forgot to mention above, the vamps numbers will come up yellow and he does regenerate but with the tanks laying down bane weapon hurt as well, he dies pretty quickly. Its all a vampire can do.

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