A Final Review of My Builds

So, all three of the builds I created are sufficiently leveled and geared. I can now update the Monk guide with guidelines on what to expect as you start and level them.

Thanks so much for your suggestions, criticisms and patience as I’ve played through each one. I hope you will find them (or variants you design from them) useful and fun.

I don’t think I’ve made a post where I’ve spoken of them all in-depth. To avoid cluttering up the guide with such subjective drivel, I’ll post it here.

The Zen Archer


Purpose: High miss-chance, high Ranged Power Elven defensive sniper. 20 Monk (Harper Agent/Ninja Spy)

Best environments:

  • Attacking enemies using missiles or magic, as they have a very hard time making a successful hit against the build due to its high Concealment, Incorporeality, Dodge, Improved Evasion, PRR, AC and Spell Resistance
  • Quests where stealth can be used to allow sniping from a distance. Enemies often never reach this build before she kills them with Deception, Epic Destiny abilities, and Tendon Slice effects.

Worst environment:

  • Legendary raids, where the enemy CR is sufficient to bypass most of the build’s layered defenses
  • Raids with mostly Red-named enemies (such as “Defiler of the Just”), where the build’s DPS and single-target enemy controls to slow or stop enemies is neutralized

Strengths and Weaknesses:

  • High sustained ranged DPS, second only to Zen Bowmaster, thanks to higher Ranged Power from Harper Agent
  • Fast takedown with higher innate Ranged Power and Deception effects that add Sneak Attack damage
  • Useful 33% standing Doubleshot with EDs and gear
  • Strongest stealth skills, but slower movement speed in stealth
  • Miss-chance effects, spell resistance and PRR allow sustained DPS even when attacked by several enemies at once
  • Using Harper Agent and Elf Dragonmark enhancements, can gain 6-minute Displacement
  • Can use Ten Thousand Stars and Manyshot, works well with “Furyshot.”
  • High Diplomacy, useful in several instances
  • Damage dependent on DEX, bow quality and arrows
  • Has best fortification-bypass options; can land 100+ hits against Legendary Shroud planar gateways with 55% fortification bypass thanks to Epic Destiny abilities and Thunder-Forged longbow
  • Easy build to train other EDs, once Pin and Otto’s Whistler are available in Twist of Fate slots
  • Uses Precise Shot only to build up damage bonuses and limit Threat generation
  • As a stationary fighter, generates the best sustained damage against toughest enemies

The Zen Archer was discussed on the forums, and you can find more build information in the Monk guide.

The Zen Bowmaster


Purpose: High-DPS offensive ranged attacker. 20 Monk (Arcane Archer)

Best environment: Enemies with low Will saves.

Worst environment:

  • Quests or raids against some special Red-named enemies or enemies with higher Will saves (enemy Clerics, Paladin/Blackguards, shamans) that resist attack DCs
  • Quest or raids where the build generates too much aggro; the build has the lowest overall defenses

Strengths and Weaknesses:

  • Very high DPS. Bow damage combines with Ranged Power and arrow imbues augmented by spell power from the AA tree.
  • Uses both Ten Thousand Stars and Manyshot for highest burst Doubleshot while in Divine Crusader ED – up to 240%
  • Highest standing Doubleshot on first life (75% with feats, ED, AA and gear)
  • Versatile attack options from the AA tree (blunt/piercing/slash/Doubleshot) and elemental, force, paralyzing, banishing and smiting effects
  • AA imbues are based on WIS modifier. As a Monk, build can greatly boost WIS to use as to-hit modifier (Zen Archery feat), generating extra AC, and creating DCs for arrow effects that operate even in Legendary Elite raids, especially paralyzing
  • Fair fortification bypass
  • Useful, but not superior miss-chance effects
  • Sustained damage lower than Zen Archer but imbued spell power attacks compensate often for increased damage per attack for some enemies over Zen Archer
  • Not as weapon-dependent as Zen Archer unless enemy resists AA attacks due to higher fortification
  • Uses Improved Precise Shot, which often causes great Threat generation

You’ll find the fundamental build information in the Monk guide.

The Poison Master Ninja


Purpose: High-DPS offensive melee Drow. 20 Monk (Ninja Spy)

Best environment: Enemies with low Fortitude saves.

Worst environment:

  • Quests or raids where enemies can resist special attacks that cause Helplessness, Nausea, or Blindness
  • Quest or raids where enemies are immune from Negative Energy or Poison

DPS and Weaknesses:

  • Medium High to Very High DPS, depending on whether Helplessness can be used
  • Second-best stealth skills (second to Zen Archer), fastest movement speed while Sneaking
  • Best instant-kill power against isolated enemies, using finishing moves or Quivering Palm attack
  • Ninja Spy training augments stealth, defense, movement speed, Dexterity to-hit and to-Damage with shortswords and shuriken, Sneak Attack damage and Ninja Poison, a powerful DoT effect that cannot be resisted except by Poison-immune enemies
  • Drow racial feats and enhancements add Shuriken and Shortsword prowess as well as additional Poison damage
  • Optional Epic Destiny Feat choices can add greater Doublestrike, Doubleshot and bonuses to Dodge and Dodge cap (to 34%)
  • Some Ninja Spy Monk finishing moves cause Helplessness, allowing No Mercy enhancement (and, in Epic, stacking with Fury of the Wild’s Sense Weakness) to generate 30 to 60% additional damage on Helpless enemies
  • As a melee fighter without a shield, defenses are limited to WIS (AC bonus), Combat Expertise, high miss-chance effects, and movement speed

Detailed information can be found in the Monk guide.


Theatricality and Deception, Part 3: Iron Ninja

Her small elven form, the tips of her pointed ears barely visible through her order’s traditional black mask, quietly, swiftly dropped through a hole above the holding cell of several slaves-to-be, a mix of human, elven and even Drow.

She ignored the stench within the hole; apparently it was a dumping hole for a latrine once. Apparently, dumping fecal waste falling from above into a slave’s cell was a mere matter of efficiency for the Drow who commanded here.

But these were not the Drow of Ryncletica’s kind. They were an otherworldly sort. Rather than meeting the challenges of Vulkoor, these Drow worshipped Lolth, the Spider Queen goddess.

Ordinarily, Ryncletica would respect Drow as Drow: Let the best man win, as Vulkoor would demand. But these were Drow of a different bent. They wanted domination. They ignored Vulkoor. And they chose to enslave even their own kind.

Ryncletica’s vows of law and order, combined with her personal distaste of spiders and the fact that one overgrown spider goddess was threatening to rip her home world into rocks for the Demonweb, gave her renewed assurance that these things that call themselves Drow were not worthy.

In the cell, the slaves inside gave little reaction to her falling from above, save to move away, closer to the rocks and bars of the cell’s interior. Ryncletica’s eyes were only visible to them, but she could see a few of them relax slightly as she lifted a single index finger to her covered mouth as a caution to stay quiet. The two Drow slaves in the cell narrowed their eyes in examination. She knew what they were thinking. Familiar form, yet not the same.

She pulled out her shortswords and slammed them into the cell door, letting her weapon’s many enchantments easily destroy the simple wards that kept the door magically sealed to hold the captives inside.

The hushed but tangible sounds of rushed footfalls came from ahead. “The door is open! Search for the slave that did this!” one of the Drow guards said. The others of the party scattered, searching the darkness and dank with their enhanced night-vision for the intruder, confident that they would find their prey.

From above, something disguised as just another stalactite fell towards a lone guard, green, icy Ninja Poison dropping from her outstretched swords…


Ryncletica may be level 30 but her power continues to grow amazingly well. So much so that she’s doing something only Szyncletica the star-thrower has done often: Soloing Epic Elite adventures.

That news might be a “meh” moment to a few of you that eat Epic Elite quests as snacks. But consider that I don’t use multiclassed characters. I’m using everything a single class offers, while synergizing Epic Destinies, feats, skills and gear as anyone else would do. Ryncletica has reached a personal pinnacle where the use of theatrical and deceptive tools as well as some of the better gear and training now raise her to a level none of my melee Monks have achieved.

For me, in the past, Epic Elite meant a very bloody fight, even with a full party. But now I know that the first and foremost requirement in entering EE is fortification beyond 150 and at least 500 HP. At 200+ fortification and 800ish HP,  I can withstand several 100 point critical hits without worry and need to pay attention only to Red Named and champions, who break those rules and most of my defenses.

The key to Ryncletica’s challenge (and successes, so far) is using the basics inherent in the class. Stealth. Quick strikes. Doublestrike. Techniques to disable and slay.

That is, most of her Heroic enhancements remain her fundamentals of attack, defense, and especially escape. Epic feats, destinies only improve the enhancement’s effectiveness.

Technique remains the prime skill. I don’t engage everything at once. I pick off the weakest and leave me plenty of time to pummel the toughest without any enemy reinforcements helping out. I’ll scatter the enemies, cause them to search for me. And when the moment is right. I strike.

So let’s break down the Epic Poison Master.


Ryncletica is primarily a two-weapon melee fighter with the complete Two-Weapon Fighting line and the Epic Destiny feats Blinding Speed for permanent Haste and Perfect Two-Weapon Fighting for more doublestrike. She’s got 32% Doublestrike with current options. Every ki weapon she wields is a Vorpal weapon courtesy of Ninja Spy training.

Being Drow, like Szyncletica the Shuricannon, Ryn holds a powerful alternative to melee fighting when it is unsafe to engage an enemy at close range. As a melee fighter, her weaponry slices and dices rapidly, with large levels of ki generated by that. But she is also quite capable of taking out anything using her shuriken almost as rapidly as her swords, missing only some of the ranged/thrown feats to optimize that skill.

Ninja Poison is the central damage dealer. No matter what the weapon, Ninja Poison is delivered to any enemy except Poison-immunes (most demons, devils, constructs and undead). This damage-over-time effect accelerates her killing power, debuffs any Poison resistance by 100% and lasts longer than other DoTs.

Secondary damage comes from Sneak Attacks and any destiny training effects, which comes frequently as I bluff them with the Unyielding Strike attack. Unloading Ninja Poison via the Touch of Despair finisher also debuffs an enemy against the quintessential negative-energy attack, the Touch of Death.

As for weaponry, I’ve noted it before in a recent post. I’m using the strongest Venomous shortswords I have, both given Festival Icy Burst, used against most enemies. I change up weapons as necessary: two Elemental Fury swords for most elementals, two Thunder-Forged shortswords for DR-busting, or Epic Forester Brush Hooks for metalline/aligned bypassing against Maruts and pit fiends.


Ryncletica now shows the most impressive defensive stats of any Monk I’ve made, more so than even my “Little Mountain” Shintao Monk, Lynncletica.



Currently training the Unyielding Sentinel destiny, Ryncletica boasts the best defenses I’ve had on a Monk. She has a 97 PRR with 34% Dodge, 20% Concealment, 25% Incorporeality with 152 AC and 215 Fortification. All these numbers have saved her from devastating damage against Epic Elite Champions and some bosses, but that’s half the story.

Earth Stance gives +15 stacking PRR, and she wears the Outfit of the Celestial Guardian for +38 PRR by enhancement. Unyielding Sentinel’s Heed No Pain gives +30 PRR and some Insightful PRR bracers add another 15. By twisting the tier 2 ability Improved Combat Expertise from Legendary Dreadnought for +20 PRR, Ryn can reach 117 PRR in her current destiny. While in Grandmaster of Flowers to use ki for maximum offensive options (such as the crowd-destroying Everything is Nothing during trash-ridden raids such as “Fire on Thunder Peak”), the Standing with Stone ability and its +15 PRR will be combined with Improved Combat Expertise to reach 38 (Outfit) + 15 (Earth Stance) + 15 (Insightful bonus bracers) 15 (Standing with Stone)+ 20 = 103 PRR.

I did consider the Shintao Monk enhancement Iron Skin to give additional PRR, but it would take away from Ninja Spy’s Sneak Attack bonuses and Crippling Strike at tier 5 of its enhancements. The miss-chance defenses help more than additional PRR, anyway.

The Legendary Feat Scion of the Astral Plane raised her Dodge cap to 34%. With a Lesser Displacement item (three are available from high-end content), she can reach Dodge/Incorporeality/Concealment defenses of 34/25/25%. Using blinding techniques such as Flash Bangs give a brief 50% Concealment.


Superheroes like the Batman or Black Widow are more than their weapons. They use their cunning to help fight enemies, even when outnumbered–provided they focus on keeping every else they fight busy, confused, off-balance, or ineffective.

A ninja is about deception and subtle attack, using stealth and non-damaging resources to move the enemy to where she wants them to be, or leveraging the enemy’s expected behavior to her advantage.

One game-changing Epic Destiny feat changed my fighting dynamic significantly: Dire Charge. This is a stunning ability that uses your highest ability score modifier +20 and any Stunning modifiers from gear (I use a Seal of House Dun’Robar).  The stun created by ramming into an enemy leaves nearby enemies helpless for 6 seconds, much like Stunning Fist,  but a mass effect. I eliminate them quickly as the combined Sense Weakness and No Mercy generate over 60% more damage with additional modifiers.

Often I’ll use distance to lure solitary enemies, using shuriken, and then use Dire Charge or the paralyzing Freezing the Lifeblood finisher to pick them off. Isolating enemies fits the ninja skill set but is also a safer option than charging into a heavily-armed group of CR 42+ enemies.

In the event I have to dive into a large fight where crowd control isn’t practical, such as the end-battle in “The Battle of Eveningstar,” I use my shuriken with a Celestia as the off-hand weapon that delivers area-of-effect fireballs and flame while I ran about, keeping the spawns down while concentrating on the boss. I often soften up champions, which frequently have attacks that bypass my strongest defenses, with ranged attacks.

More techniques include fighting when pulling isn’t an option. When a mob gathers up to surround me, I let them–and then throw a Flash Bang to stun and blind them. I can use Dire Charge then to stun a few longer and then kill them, or fade into stealth and regroup.

When the mob is too large for grinding them down, it’s the hate-magnet dummy created by the Diversion ability that can not only save me but a party as well. Often Orange and Red Named enemies aren’t pulled to the dummy, but their support will be, which will at least limit my fight, hopefully at some distance from the dummy, to a fewer number.

The essential objectives are the only items on the Iron Ninja’s playbook on Epic Elite. Most combat-oriented optionals are skipped for speed or avoided for safety. Likewise, it’s against the ninja way to slaughter boxes and barrels; breakable bonuses are skipped. These leave you vulnerable since enemies will hear your footfalls as you run around barrel-slaying.

But why talk about it? Let me show you how Ryncletica uses every trick she has to take on the hordes in the combat-heavy EE “House of Broken Chains.” House Avithoul’s guards are no slouches with many critical-hitting blademasters (often champions) to handle, and spiders about to throw me off my stealth game if I’m not prepared.

But playing Epic Elite requires you to be prepared. Perhaps not as crazy-prepared as the Batman, but similarly able to adjust to any scenario. In this quest, I learn quickly how to match muscle against muscle by creating an army of my own from House Avithoul’s resources.

The video will be closed-captioned in YouTube: Click on the CC button to view them.

Since this video, Ryn has completed two of the three Demonweb quests alone as well on EE. Whether she’ll try the enemy-zerging “Reclaiming the Rift,” I don’t know.

And now I’m considering if Ryncletica has the chops to pull off a melee-based solo Heroic Shroud like her star-throwing cousin. If I do so, I’ll let you know.

Kiri and Through a Mirror Darkly

My final stealth walkthrough within the murk of Wheloon Prison concludes with “Through a Mirror Darkly.”

More so than “Army of Shadow,” “Mirror” highly favors a stealth approach. I was able to retrieve most of the eight Orbs, needed to open the path to the boss, with no fighting. In fact, many enemies never knew I was there.

“Mirror” requires you to move through the Netherese headquarters using a mirror clickie that shunts you between the normal and Shadowfell dimensions. One advantage you gain in the use of the mirror is that, while it pulls you out of stealth, the mirror does not affect your Invisibility.

For a Ninja Spy with Shadow Veil (1 minute Invisibility and 25% Incorporeality) and high passive ki regeneration, this is ideal for moving into corner rooms, often filled with enemies, going invisible, using the mirror and sneaking to recover an orb and leaving a room without detection. You still need strong Hide and Move Silently skills to pull this off, otherwise, enemies close by may not see you but will certainly hear your footfalls, even in Sneak.

Moving about this way saved me once after materializing into a roomful of Howlers and their tender, bailing out before I became dog chow.

The boss fight works almost the same as “Army of Shadow,” in that the boss now moves between dimensions and sends minions at you as he leaves.

I changed the fight conditions by delivering heavy doses of Ninja Poison to DoT him while in the normal dimension. But when he switches to the other realm, I never follow him and let the Ninja Poison take points off of him. His Shadar-Kai minions on the Shadowfell side are more formidable than the normal humans I use to rebuild ki and charge up to poison the boss again once he returns.

The video is captioned as the others; click the CC if you don’t see them.

Kiri and Wheloon Prison, Part 4



Continuing our stealth walkthrough of the Wheloon Prison quests, “Army of Shadow” works similarly to “The Thrill of the Hunt.” Thankfully, no hordes of Howlers.

You have but one job: Kill the Shade General there, organizing the Netherese recruiting effort.

On entering, the NPCs are neutral, giving you plenty of time to note the reinforcements that will turn on you en masse after you tell the recruiter to suck ducks.

Kiricletica chose a third option, and it might be something only a Monk can do. After starting the NPC dialogue and returning to Sneak,  I complete the dialogue and use Abundant Step to dive out of range of the enemies. They stand there without an immediate target, allowing you to begin your infiltration plan.

You have a couple of tasks to open the way forward and up the Shade’s Tower where the boss awaits.

First, crash the amorous Netherese “auditions” being conducted by Darobad the bard-stud. Killing him allows you to open the tower key. The second task is to pull the gate lever, lowering a bridge to the tower. Rantha is an optional guard you can kill to gain a chest.

There are several optionals throughout, but I skip them to sneak up the tower. Shadows are generally my only foes as I make my way up.

General Marthir is a wuss. As I do with most other red-named bosses, I use generous amounts of Ninja Poison to DoT him to death. I poisoned him so thoroughly that he died a few seconds after going inactive to let me whack at his pet Nightcrawler.

As before, captions are included; simply click the CC button if they don’t show.

Kiri and Wheloon Prison, Part 3

Howlers look as horrible as they are dangerous, especially in groups.

Howlers look as horrible as they are dangerous, especially in groups.

This third installment in using stealth in the Wheloon Prison series makes many a player cry. It’s “The Thrill of the Hunt.

One word: Howlers. This otherworldly dog-like creatures gang up on you, stick you with stacking howler quills that damage your HP, and create a strange yelp that causes a stacking debuff against your WIS–a particular danger to Monks and other WIS-based classes. Characters with a normally low WIS could quickly find themselves left Helpless and unable to defend themselves.

This time, unlike the first and second quests, Kiricletica goes in alone; no hirelings. Her only central objectives are to get a key to access the boss, and then kill him. A prime quest for a Ninja Spy or a resourceful Rogue Assassin.

Getting to this quest is the second worst challenge for many players in exploring the backstabbing denizens in the town-turned-prison. When you enter the zone, the quest entrance is actually immediately to your right, but it’s behind a gate that can only be opened from the other side. If you are part of a party and have one or more people who can sneak there to reduce fighting time and resources, let them make their way around to open the gate for those less-adventurous in your party. Often there are red-named beholders, night hags or even an encounter boss near the entrance. I’d advise you to just get inside the quest.

Sneaking works for infiltration through most of the quest, but there are Shadows that sense your presence. While you’re in Sneak, you may see the “Eye” appear over you, indicating you are in line-of-sight of something. The problem is that the Shadows, typed as undead creatures, are invisible until you make yourself known. Be mindful in many places where swarms of Shadows will jump you.

The quest begins with a Shadar-Kai and Netherese mage bickering over how their Shadar-Kai leader (Karleth) is totally bat-guano crazy, even for a Netherese agent. Once you move past them, you find yourself in a narrow hallway with four rooms, all doors closed. Ahead is a locked door going deeper. A stealth master can easily enter each room and rummage through a table in each room for a key to use, leaving any Shadar-Kai inside each room unawares. A Rogue Assassin should be able to simply pick the door lock. If not, that Jeweled Key is required.

You’ll find the sadistic Karleth mewing with faux lamenting on how he regrets using his howlers to gnaw his Cormyr magistrate prisoners to bits. The first to stop is a single howler, Kryll (above). Howlers are best killed with ranged attacks but with care you can just hack them up before their quills or WIS debuff becomes a serious problem against a single dog. You’ll gain a chest and some XP by saving the first magistrate.

Moving on, there are Shadar-Kai patrolling through the halls, often in stealth, along with some Shadows. They’re often too bunched up to distract away, but you should be able to take them out provided you change up your attack if one or more pull out their spinning chain attack, which damages and debuffs.

A second larger room has Karleth changing his terror target to you, but this time there are more howlers. This time, their combined WIS debuff is highly dangerous to low-WIS characters, and not a walk in the park for higher-WIS characters. Howlers have no particular immunities, so blinding them, using Solid Fog, or other control techniques may help a larger party. In Kiri’s case, she sliced and diced, using a Ninjutsu skill to mass negative-level the mob.

A few places offer a chance to use a Flaming Sphere to lure enemies away from tight spots to move forward without fighting. But if you reveal yourself at nearly any location, Shadows will take advantage. By the time you reach the second and last shrine, there are several rooms you can search to find Kuttar or Yzthmeth , red-named Shadar-Kai that drop a gold key when dead. You’ll only find one or the other, and the rooms either might inhabit are random.

With the gold key, it’s the boss fight. As you enter, a stealth master should go into Sneak immediately without moving and invisible if possible. Approach Karleth, start the NPC dialogue but return to Sneak as you click-through the selections. When Karleth goes hostile, head to the back of the hapless prisoner’s cage in Sneak, to keep the howlers from being lured to you, and fight Karleth there. Kiri can’t save the prisoner (this requires a Rogue or Artificer) and wouldn’t try if she could: The howlers will be overwhelming even for a full party.

When Karleth dies, the quest is complete. Your end chest spawns right by the howler cages. Kiri uses a trick to loot the chest and escape out the door you entered to fight the boss.

Kiri gets to use more ninja and stealth tricks as she’s tasked to kill another Netherese leader in “Army of Shadow,’ next time.

Captions are included; click the CC button on the YouTube toolbar if you don’t see them.


Kiri and Wheloon Prison, Part 2

In this second installment, Kiricletica enters “A Lesson in Deception,” the second of the five-quest Wheloon Prison series.

Like the first, “Friends in Low Places,” this quest requires some fighting to proceed. But that doesn’t mean your characters have to fight on the enemy’s terms. Here, I’m able to use stealth with more tactical effect.

You start with greeting several NPCs whose sole purpose is to get captured so you can save them from a snarky Netherese mage. Then again, have we yet met a non-snarky Netherese mage?

After the building collapses near the entrance, a mob chases you down. Using stealth, you can maneuver away and use a single footstep to lure and dispatch enemies one at a time.

In the alleys are several squads you must dispatch to open a couple of gates that lead you to the sewers. I sneak behind some camping enemies and, without moving, kill each one of them as they stare away or sit. They simply won’t move or react to your presence unless you cause a glancing blow, make a footfall, or get in their line-of-sight.

In the sewers, I use a combination of quick movement and ninja invisibility to use the two levers that clear the way out of the sewer–without having to fight the many guards that suddenly appear at each one. You know how the Batman seems to vanish when you glance away for just a second? I managed to do that. Twice.

Once out of the sewers, no kills are required except at the last gate. Your only shrine is behind a guarded door. As with all alternate paths that could save another poor innocent, using this shrine puts you at risk at losing an ally–and the extra chest you get for saving all your allies.

I use a hireling, parked entirely through the quest until the end-fight, to create a hate-magnet to allow me to kill off the orange-named mage, kick away the ladders that bring reinforcements, and then finish off the red-named boss.

Captions are included–be sure to click the CC button to read them.

The last three quests will not require a hireling. Next installment: “The Thrill of the Hunt.”

Kiri and the Wheloon Prison, Part 1

ninjaWork is murderously long and my game time is proportionally less, among other personal challenges with the family. I wish I could go back to my halcyon days of youth when I posted more frequently.

Still, posting something once every two weeks at the latest is better than nothing at all. And, I’ve been saving up.

Update 28 and the Night Revels event brought a few but intriguing new items for players to enjoy. In the next posts, I’m going to show you how one new item makes a difference in stealth gaming. It’s the Long Broom of Mystery.

Teacher Saekee is familiar with it as he’s the progenitor of “The Flaming Sphere scroll Fan Club” on the DDO forums. He learned that Flaming Sphere is an incredible hate-magnet that lures enemies from a wide distance and gathers them around it. It’s a great tool to move mobs away from switches or tight passageways. Like Charm or Sap, however, any aggression to anything near the Sphere and enemies will ignore the Sphere and attack you. Now any non-arcane or low-UMD character can make a distraction. The twist is that you still need good Hide/Move Silently skills to walk past the curious enemies.

I wanted as well to enjoy the soloing adventures of Kiricletica, still in her second life at level 17. She takes on the entire Wheloon Prison chain on Heroic Hard difficulty as a demonstration, starting with “Friends in Low Places.”

Now “Friends” isn’t a stealth-dominant quest. You must fight through this to clear out enemies that attack the camps. I decided to add Isadora the Cleric, as her Blade Barrier will add some crowd control that lures enemies to her while inflicting damage where I can mop up, especially at the nasty end-fight where a red-named enemy keeps a series of respawning mobs coming until she dies. I generally don’t use hirelings with Kiricletica, respecting my own self-imposed solo parameters. But the end-fight of “Friends” is relentless, exceeding Kiri’s Single Weapon Fighting. She’s very good in escaping a horde as large as that, perhaps even luring the red-named away to fight her alone. But for brevity in the video, I opted to use a hireling. I’m hireling-less in the latter 3 videos.

Each of the videos highlights the central objectives. I tended to avoid the optionals for brevity.

Captions are included. Be sure to click the “CC” button on the toolbar to see them.

Here’s part 1. Next time: “A Lesson in Deception.”

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