Takish-Hiz

Quick Facts

Type:
Indoor

Expansion:
LDoN

Instanced:
Yes

Keyed:
No

Level Range:
20 - 125

Send a correction
Takish-Hiz expeditions are triggered by speaking with the NPCs at the Wayfarer camp in North Ro (located a fair distance southwest of the Freeport gate).

In an earlier age, endless aisles of marble stood cool in the shadows of the great Elddar Forest. Now all that remains is a lifeless sea of sand and stone. Beneath these sun scorched reminders rests a piece of time forgotten even by the god which set the condemning sands in motion. No longer living, yet unable to forget, something vengeful is moving beneath the desert of Ro. If you venture into this realm of cursed memories, will you survive to tell their story ?
-----------------------
Winding StairsWelcome to Takish-HizThe CrystalsThrone RoomAn Earth ElementalScholarly Glass GolemThe Sweeping TidesEnt
« Previous 1 2
Post Comment
Just wondering.
# Feb 27 2017 at 7:27 AM Rating: Decent
16 posts
I noticed for / under updates that this zone is listed as updated and perhaps I am just a ditz and have not looked around quite enough. But might I ask how this zone was updated? What is different about it?

Thanks in advance.
Just wondering.
# Feb 27 2017 at 4:51 PM Rating: Excellent
Nicolait wrote:
I noticed for / under updates that this zone is listed as updated and perhaps I am just a ditz and have not looked around quite enough. But might I ask how this zone was updated? What is different about it?

Thanks in advance.


The updates you are seeing are me doing LDoN adventures and adding in zones and the quests entries that we are missing for those zones.
____________________________
Allakhazam Developer and Admin

For real time update information on Allakhazam, follow me on Twitter!
https://twitter.com/gidono

Or join us via our Discord channel at https://discord.gg/zu9tTS7
takish-hiz
# Feb 12 2017 at 4:42 PM Rating: Decent
Avatar
1 post
how do i get to takish-hiz in north ro
takish-hiz
# Feb 14 2017 at 6:02 PM Rating: Excellent
Sonrage wrote:
how do i get to takish-hiz in north ro


Use the map guide on your map window. That will tell you how to get there.
____________________________
Allakhazam Developer and Admin

For real time update information on Allakhazam, follow me on Twitter!
https://twitter.com/gidono

Or join us via our Discord channel at https://discord.gg/zu9tTS7
Missing mobs
# Feb 06 2015 at 2:25 AM Rating: Excellent
Avatar
***
1,738 posts
an earthen toiler, ~Lvl 53
a sand spiritstorm ~Lvl 53

Edited, Feb 6th 2015 3:33am by Oxgoad
Missing Mobs
# Feb 14 2014 at 8:21 PM Rating: Excellent
Avatar
***
1,738 posts
a Flowkeeper mender, ~Lvl 46
a petrified great tree, ~Lvl 45

Edited, Feb 14th 2014 9:36pm by Oxgoad
Missing zone
# Aug 04 2012 at 7:23 PM Rating: Decent
***
2,308 posts
The River of Recollection

Named mob in it: Mournful Flowkeeper

He dropped Timekeeper's Gem-lined Boots
Level 85 LDoN
# Jun 07 2010 at 7:49 PM Rating: Decent
18 posts
If you're trying to do some LDoNs as a level 85 (I'm doing it for the Dodge aug), here are some things you should know:

The average level in the group should be level 83 or lower. Merc's count when computing the average.
Hard doesn't seem to be available. I suspect it is because normal at our level is already the max LDoN was programmed for, with all green and grey mobs.
You will get 105 points per mission.
I prefer the Single Boss type. You have to kill 20-25 mobs before the boss will spawn. This is obviously faster than the Mob Count type missions, which require 50 kills. I assume it is also faster than collection.
When a member of your group logs, it will miscalculate the level of the OMM based on the level of the active group members. IE, if you're the only one online at 85, the zone will be filled with mobs at level 85/3=28, and you will get only 6 points.
I'm still not sure what's up with the timer.

Edited, Jun 7th 2010 11:40pm by barrymjones
Groups
# Jun 21 2009 at 7:29 PM Rating: Decent
Does anyone still do groups here? (I've been away from EQ for years and remember that this was a fun place to do groups.)
Missions in Takish-Hiz LDoN (N RO)
# Mar 15 2008 at 12:03 PM Rating: Decent
***
2,308 posts
The Sunken Library
The River of Recollection
The Sandfall Corridors
The Prismatic Corridors
The Balancing Chamber




Edited, Mar 15th 2008 6:53pm by fcoty

Edited, Mar 15th 2008 9:36pm by fcoty
new mob
# Jul 28 2006 at 11:12 PM Rating: Decent
Petrifyng Frog blue con to 70 and he dropped Architect's Scepter
Rare drop?
# Jul 16 2005 at 4:39 PM Rating: Decent
*
163 posts
I was recently in a Nro LDoN adventure and looted a Slate Plated Carapace from one of the bug mobs.

Slate Plated Carapace
WT:0.1 Size:Small
Class: None
Race : None

I've done a lot of nro ldons and killed many bugs , this is the first and only time ive seen this.
Wasn't in item list, anyone know if this is good for anything?
pool points?
# Aug 14 2004 at 8:48 PM Rating: Decent
i recently heard a rumor about pooling points after every 10 wins or so. as in, taking points from one adveture theme and putting them in another theme. seems far fetched. but anyone have any info on this?
RE: pool points?
# Sep 01 2004 at 10:34 AM Rating: Decent
The points per theme is like numerical faction.

You raise to a number, the higher the number the more stuff you can see from the vendor's catalogue.

The points themselves are just pure cash.

You can get 1k points from NRo, then get 2K points from BB (most popular in my server) and spend all 3K points in NRo, buying items that have a cost below 1k Nro points.
RE: pool points?
# Jul 23 2005 at 2:15 PM Rating: Decent
*
144 posts
(assuming you have 3k worth of stuff unlocked in NRO first)


Basically thats the key.. gaining points in defferent themes, just unlocks things to buy.. they can be bought with points from ANY theme once unlocked
RE: pool points?
# Aug 15 2004 at 5:19 PM Rating: Excellent
*
150 posts
You can use points from other themes to purchase items up to the amount of total points you have earned in a particular theme.
vendors
# Jul 20 2004 at 11:36 PM Rating: Decent
just a question on if there is a link somewhere that shows what the adventure merchants sell that also lists points needed
RE: vendors
# Jul 23 2005 at 2:16 PM Rating: Decent
*
144 posts
yes.. I have found this site VERY useful for just that:

http://www.cardplace.com/eq/ldon/list.cgi
My favorite group in tak
# Apr 21 2004 at 4:45 PM Rating: Default
21 posts
I like doing Takish In a group consisting of a cleric,Tank,beastlord,magician,enchanter and druid. at high levels you have a lot of dps and the mana regen to sustain it. mage and druid can use the anti summoned line of nukes to further save on mana which helps keeping steady dps through its better than average mana to dmg ratio. the few non summoned mobs you get are usually plenty to med a good ammount of mana back if you are starting to run low.the help pets ensure that dps isnt too badly hurt if mage or druid has to med.

quite often in this group my friends and I forgo pac on all but the nastiest of rooms, since the dmg output of mobs can be cut down quickly with the beastlord slowing and petting mobs and the druid root parking mobs until the chanter or sometimes the mage (using the summoned mob mez line) has a chance to get them all mezzed.

Edited, Thu Apr 22 12:26:03 2004
lvl 65 raid
# Jan 25 2004 at 9:49 PM Rating: Decent
Hi guys, have a question hoping someone may know the answer or at least some advice. Recently went on a Tak raid with 3 full groups of 65's and was extremely hard. There are multiple traps that spawn approx 16 mobs for every trap and 2000hp A/E. Does anyone know if the a rogues skills will work on this type of raid? There were several mobs that were not affected by mezzes or pacifies that are able to be done so on regular LDoN's. Also...does the trap items on LDoN's help at all? Any advice for any of the zones for Raids..please let me know. Thanks.
65 Druid Tallon Zek
53 Ranger Tallon Zek
47 Warrior Tallon Zek
RE: lvl 65 raid
# Mar 16 2004 at 11:47 PM Rating: Decent
To answer your question, yes rogues can disarm the traps in LDoN...the problem is the reset time to disarm traps. If you have a rogue they MUST have sense & disarm traps loaded on their hotkeys & hit it constantly. When the puller goes to pull from another room, the rogue should move up first sensing traps & disarming & announcing as they are found. The trap will need to continue to be disarmed in most cases, or will reset itself & go off next time the puller or group goes by the trap. Some rooms have multiple traps & can be challanging if the rogue hasn't trained in their AA ability to reset their sense & disarm skills faster. This really doesn't slow down the progress of the raiding party, if the rogue & the puller work in conjunction with each other & if the rogue has trained in their AA. It takes less time to sense & disarm then to recover from a wipe.

Naline De'Praline
65 Assasin, Zeb Server
RE: lvl 65 raid
# Jan 25 2004 at 9:51 PM Rating: Decent
I meant to say do any of the LDoN trap items on LDoN merchants work well.
shaman in party
# Jan 23 2004 at 10:03 AM Rating: Decent
after reading ALL the posts i notice that shammies are not mentioned often other than having one listed as another toon at bottem of post. will my lev 50 shammie do good in these partys? are shammies talents needed? do his slows work good in this type of groups? any info on shammies role here will be read VERY carefull. thank you


RE: shaman in party
# Apr 26 2004 at 12:21 PM Rating: Decent
I recently read somewhere that there are detect and disarm trap spells for shammies only available at some adventure merchants, and can only be bought with adventure points. These two spells can make any shammy worth his weight in pp on any LDoN, and that's besides the buffing and healing, and slowing and disempowering and ... well you get the idea!

Shammies Rule!
RE: shaman in party
# Feb 12 2004 at 9:26 AM Rating: Decent
Yes. I'm currently a level 58 pally and yes shammies are used nicely. The buffs are always nice to have as they stack with the cleric line and their slowing is very nice. Also a shammy with pack shrew is loved by all, ecspecially the puller. just my 2 cp

aronnov 58 paladin (Karana)
Adv stone NPCs
# Dec 09 2003 at 10:36 PM Rating: Excellent
28 posts
http://pub45.ezboard.com/fotherworlds31279frm32.showMessage?topicID=38.topic
*Takish*
Ruanya Windleaf - North Ro - Adventure Camp (2)
Farwein Windrun - South Ro - n2800 p500 (15 wins)
Ruanya Windleaf - North Ro - Adventure Camp (30 wins)
Nifel Faliwae - Greater Faydark - n1960 p2400 (50 wins)
Ruanya Windleaf - North Ro - Adventure Camp (End Charm)

*Guk*
Selphra Giztral - South Ro - Adventure Camp (2 wins)
Bealya Tanilsua - West Commonlands - n455 p2600 (15 wins)
Selphra Giztral - South Ro - Adventure Camp (30 wins)
Deblik Grumblok - Innothule Swamp - n1700 p1150 (50 wins)
Selphra Giztral - South Ro - Adventure Camp (End Charm)

*Mistmoore Crypts*
Vual Stoutest - Butcherblock - Adventure Camp (2 wins)
Henai Silentwalker - Dagnors Cauldron - n1660 n1230 (15 wins)
Vual Stoutest - Butcherblock - Adventure Camp (30 wins)
Elwinn Prelilaen - Lesser Faydark - p700 n580 (50 wins)
Vual Stoutest - Butcherblock - Adventure Camp (End Charm)

*Rujarkan*
Barste Songweaver - East Commonlands Shady - Adventure Camp (2 wins)
Ginehl Wiquar - West Freeport - n606 p180 (pok book - 15 wins)
Barste Songweaver - East Commonlands Shady - Adventure Camp (30 wins)
Shumpi Wimahnn - Highpass Hold (....) - p185 n20 (near succor point / ek - dont remember wins .. 50 i think)
Barste Songweaver - East Commonlands Shady - Adventure Camp (End charm)

*Miraguls*
Teria Grinntti - Everfrost - Adventure Camp (2 wins)
Ubzial Iyeaql - Qeynos Hills - p3300 n500 (15 wins)
Teria Grinntti - Everfrost - Adventure Camp (30 wins- End Charm)


another source for LDoN maps
http://maps.eq-toolbox.com/
RE: Adv stone NPCs
# Jun 03 2004 at 8:52 PM Rating: Decent
On the Tak - Ruanya Windleaf - North Ro - told me to go talk to Nifel Faliwae - Greater Faydark at 40 wins, I know this because today I went around and caught up on all my hails and I am on 40 Tak wins to date. When I hailed Nifel I got the upgrade to Adv Stone.

Krieg
65th Cleric of E`ci Unbroken
Level 50 LDoNs
# Nov 10 2003 at 9:54 AM Rating: Decent
Not once have I seen a post on the AE Mezzing an Enchanter brings to the table. Are these spells forgotten by some/most? Forget Pacify and pull. Im telling you it's non-stop killing and slaughter missions last 60 minutes tops with a good DPS group. IMHO if you let a Paladin/Cleric "crowd control" for you with Pacify at this level of LDoN, then you don't need an Enchanter, you need a buff *****.

Level 55 LDoNs require single target mezzes more often and AE doesn't stick on better than half the mobs in the zone. Pacify would be good here if needed on 3 pulls or more.

Just my 2cp and experience thus far! Give AE Mez a try - you may enjoy your job as an Enchanter a little more :)
RE: Level 50 LDoNs
# Dec 05 2003 at 7:43 AM Rating: Decent
*
74 posts
AOE Mez brings the possibility of setting off traps and victims/crates/mutations as well. People don't like it when they are used because of that potential. There's also the aggro aspect, as when attacking mezzed mobs, the MT has to grab aggro first, as opposed to Pacification Pulling, where the MT can easily insure aggro on the pull itself (particularily if they are Paladin or SK)
Tak theme maxed
# Oct 30 2003 at 2:24 PM Rating: Decent
28 posts
Tak theme maxes at 78 wins


LDoN gear search
http://www.squidbox.com/skp/eq/ldon/list.cgi

LDoN map database
http://www.krak.net/~bacon/nytrous/index.html


*lore spoiler*

Complete NPC Story text: Tak theme
http://pub45.ezboard.com/fotherworlds31279frm32.showMessage?topicID=42.topic
NPC help
# Oct 16 2003 at 4:59 PM Rating: Decent
one of the NPC sends me to find another NPC named Farwein Windrun to learn more inforation , anybody know where this NPC can be found ?

thanks
RE: NPC help
# Oct 20 2003 at 6:09 PM Rating: Decent
In South Ro. From the wayfarers camp there head south. He's along the zone line.
LDoN Success
# Oct 11 2003 at 1:26 PM Rating: Excellent
I'm not sure where else to post this as I know of no general board for all things LDoN. If someone knows of one, let me know by replying to this post.

After about 50 successful adventures, the biggest factor of success that I've seen has nothing to do with group composition, or even each character in the group playing flawlessly, but rather with group level. LDoN is apparently broken up into different levels (23 of them or so I've heard). The adventure isn't totally customized to your group, but rather you are pigeonholed into an LDoN level based on the sum total of the levels of everyone in the group. So far, the only level break I've found for sure is at 348. This would be a 6 person group with an average level of 58 (6 * 58 = 348). The difference between an adventure with a group level of 347 or lower versus a group level of 348 or higher is astounding. I've been in several groups where we were around 346 - 347. We were totally crrushing the adventures. Destroying them. Like, finishing with 30 - 40 minutes to spare. Then someone, or 2 someones go and level. Bam, our group level goes to 348 or higher, and we don't finish the next one in time to get even the lesser reward. Try it out, take a calculator, and start paying attention to your group level. You'll see what I'm talking about. It takes a ton of the frustration out of LDoN when you can tell your group, "Ok fellas, this next one is gonna be a bear because the dang rogue leveled" or, ok, we need to get someone that's 54th level or lower or we're gonna get creamed.

On a related note, and something I have yet to prove, but strongly suspect, is that when you have less than 6 people in the group, EQ just adds in extra characters at the average group level so that group level is always calculated off of 6 people. Kinda sucks, but that's the way it's seems to be done. Someone prove me wrong about this, I hope I am.

Another thing I've seen is that when you are at the bottom of an LDoN level (group levels is 348 - 355 or so) your key players MUST be the highest level folks. If you have a group full of 58 - 60th level folks, and your chanter is 54th, s/he won't be able to mezz worth a dang. Going above 347 also makes it much more difficult to pacify mobs, because the level of the mobs go up. Sub 348, you can use calm and pacify exclusively on all mobs but boss mobs. Wonderful spells, I love both of them to death. I use my cleric, yaulping all the way, pacifying while the group kills, and we get single pulls all day long. Then, we go above 347. All of a sudden I can no longer use calm (mobs are too high level) and have to use pacify / Wake of Tranquility. Wake of Tranquility is the crappiest upgrade for a spell that I've ever seen. Tripple the mana, very small AE radius, must be Line of Sight, and resisted more than pacify (although the resists may be due to only casting it on the higher level mobs). But I digress, pacifying in dungeons with a group level higher than 347 becomes MUCH harder. By the same token, if you have a bunch of casters, a bard and a rogue all higher level, and your tank is lower level, he's gonna get the crap beaten out of him. Necros, mages, wizards, rangers, rogues, all these guys make great lower level fodder for keeping the group level down.

I know this has been a pretty long post, and I'd love to put it somewhere where the discussion was more general LDoN. Somebody let me know where I can do that, and for you testers and knowledge seekers out there, lets start trying to figure out all these LDoN levels. It would be invaluable info.

Willrezz - 61th cleric - Test server
Tandarae - 58th chanter - Test server
Kiksisa - 59th warrior - Test server
RE: LDoN Success
# Oct 20 2003 at 1:04 PM Rating: Decent
Hey thanks for the info. It certainly dispells alot of myths out there. One such myth is sending in your lowest level party member first to set mob level. I admit I didn't really believe it, but went along with it anyway just in case I was wrong again.


Quickpaw 60 druid
Tarew Marr
RE: LDoN Success
# Oct 12 2003 at 10:53 AM Rating: Good
**
262 posts
You seem to have it all figured out already.

If the group's average levels are between 58 and 62.9 you get the 60ish adventure. If the group's average levels are between 63 and 67.9 you get the 65ish adventure. If the group's average levels are between 53 and 57.9 you get the 55ish adventure.

No allowance is made for groups with only four or five members, it still uses average level. Choosing a 'hard' adventure bumps you up a notch of difficulty -- you would get the 60ish adventure with a level 56 group if you chose hard.
____________________________
-- Sylphan Ducambrius, Master Artisan and Enchanter on Cazic-Thule
Necro as mezzer
# Oct 03 2003 at 4:38 PM Rating: Decent
Have a few more adventures under my belt and no new tips to add. I will say that I took my 40 level necro on a few and he did well as group mezzer. Also was twitching cleric often. Only tapped to get health up to 80% or so. Pet was sent in along with the other 2 pets that were along. Then a chest was opened by mistake and we got another pet. Had pretty good DPS. Won of course. The next one I went on was completely the opposite. I filled same role, but 4 of the other peeps couldn't understand the assist concept. Kept breaking mez, even when I had 3 or 4 lined up, so we didn't do so well. Failed of course. I should have left the 3 or 4th time they did it, but I hate when people leave in the middle, so felt like it wouldn't be right. Oh well, 2 deaths isn't to bad. Still got decent experience. Bottom line though is that Necros are cool to bring along. Got the pet tanking, can send mana to cleric when clarity wears off, and can mez those pesky adds. If mana had not been a problem for cleric, prolly could have snared as well. When forming those LDoN groups, look for those Necros too.

Harrington 58 Ranger
Quickpaw 57 Druid
Laadi 40 Necro
Cardin 26 Cleric
Wanna join?
# Sep 30 2003 at 5:13 AM Rating: Default
I am thinking about making an adventure guild on Xev and/or Xegony, I have alot of ideas for it, but I am looking for some people that can help me organize it. I am looking to start it in either Xev and/or Xegony servers. This probly wont be a guild of hardcore adventurer's so much but one of people that are good and trust worthy at it. I dont care if your in another guild, then you can have your alts in this one. I am also goin to have many allie guilds because of my friends from them. If someone if interested in helping me start one, or if you have one beilng built. Just send me an e-mail to eq_4ever@hotmail.com and I will then tell you my name on which ever server and we will get together in there and talk :) Well, I am hoping to get much support in this, also just e-mail me if you have suggestions or you just want to join or something :P Hopefully I will get this goin with in the next couple months. I can probly get some support from some beta friends that are grom Grey Counil (on Xev, 1st guild eveR, or so I am told) Well, talk to all of you soon hopefully! :)
My observations/tips.
# Sep 27 2003 at 6:29 AM Rating: Excellent
*
85 posts
So far, Takish-Hiz is the dungeon in which I have the worst record.

A few things I've learned:

1) Everything here is considered summoned except the whirlwind/tornado looking mobs, so druids and others with the "ward summoned" line may want to make use of those nukes. Higher level magicians can serve effectively in the role of crowd control here as well, due to their ability to mezz those types of mobs.

2) The black rock golem looking mobs (called "summoned greater defenders" in the level 60-65 normal diffulty dungeons) can be charmed, but like all charmable mobs in LDoN, they cannot be snared. You may want to try charming one of these if your group is light on DPS, or needs to make up lost time.

3) Mobs will aggro through doors. Stand at maximum distance from a door to open it, then back off as quickly as possible. Preferably someone who can take a few hits should do the door opening. Don't fight things near doors to rooms you haven't cleared yet... either fight in the last room you cleared, or very close to it.

4) Like many LDoN dungeons (though I've found Takish to be the worst so far), mobs can be "hidden" throughout the rooms, around doors, in clever little nooks that you may not notice at first glance, or behind other obstructions. Be careful and make liberal use of Pacify spells if available, unless you're confident your group can handle 5-6 mobs at once without any trouble.

Good luck.
RE: My observations/tips.
# Oct 06 2003 at 11:52 AM Rating: Good
**
285 posts
In addition to tornado models, the frogs, trees, and beetles are not summoned. (And no, I don't mean "a hollow tree" that takes one hit to "open", I'm talking about the normal treant models... "a petrified colossus")

--Roz
Notes
# Sep 26 2003 at 10:36 AM Rating: Good
Notes on tactics:
(1) Puller: Needs to clearly direct the party to either advance to the next room, or to hold in the previous room so he/she can pull to it. MT should only pull if he has a way to lose or avoid social agro, or if there is a mezzer in the group.
(2) DPS: Important that MT is allowed to hold agro. Conserving mana is a must in a timed setting such as this. Medding can be the difference between success and failure.
(3) Buffs: Getting buffed by higher level friends can be the difference between success and failure. If they are availiable, ask them to buff your group. Also,it's important to avoid delaying your group as much as possible: KEI's and Virtue's fading mid-dungeon sometimes spell disaster.
(4) Casters: Need to clearly tell puller when and when not to pull. A message like "30 mana" could mean either pull one more, or wait a minute.
Anyone?
thoughts on LDoN
# Sep 26 2003 at 1:52 AM Rating: Default
****
8,619 posts
After 2 weeks of LDoN being out i would like to hear what peopel think of the expansion.

I was personally very sceptical of the idea when it was anounced but ever the EQ junkie i bought it anyway and waited with baited breath for launch date and the stardard 3 days of bugs afterwards lol

shock horror no bugs ..... did they attually beta test properly this time or what 8o) +1 point to SoE.

ok logged on got my stone weeee got to port to the 5 camps at will not running to PoP to get from 1 to the other +1 point to SoE

did my first adventure , failed misrably but MY GOD HOW MUCH FUN!!! i have never died 3 time in 2 hours and come out with a grin on my face constant killing, new loot, great graphics +2 points to SoE 8o)

i have now done 15-20 with verious level chars and i am still loving it and haveing great fun with only 1 or 2 things that bug me

1. low level charaters do not get high enought rewards for completing adventure <i.e lvl 35 get less for a win than my 55 pally does for a partail fail> it should be addressed

i think this would work

20-30 5 points (1 for fail)
30-40 10 points (3 for fail)
50-55 15 points (5 for fail)
55-60 20 points (7 for fail)
61 25 points
62 30 points
63 35 points
64 40 points
65 45 points

pease reply with your feeling i would like to know

jarkeld hammerhiem
knight of the 55th sphere
RE: thoughts on LDoN
# Sep 26 2003 at 8:33 PM Rating: Decent
Ok... some thoughts on LDoN from a grouping Enchanter in low 50's. Current record 18 wins, 1 loss.

1) It costs. I tend to spend more than I make per dungeon. I'm lucky if I break even. Over the 18 adventures He's gotten 3 augments, 2 pieces of "premium" gear.

2) Chests, Boxes and traps. These are nasty items to run across. The risk to reward for boxes is junk -- spells take a reagent and it can take 2+ casts to disarm a trap sometimes. 5 ticks from a poison trap took my enchanter from full buffed health to dead. Healer couldn't clear everyone from the poison before 2 of us died. Value of chest contents?? I've seen as little as 5sp, 13cp to about 18pp. Until they put the chests on a premium loot table so I can at least make back the reagent costs for detect/disarm/destroy, forget them with me in group. For the last 5 adventures I've told the group to wait until I've left the dungeon before they do them. I won't be in the dungeon for it and I've seen 5 CR's from group with crap to show for the efforts so thanks but no thanks.

3) MOVE into the dungeons. Run at a quick pace -- NOT fast but quick. Fast, as in just rush forward, will get your group killed. When the healer/mez'er says LOM it's time for a short mana break.

4) STOP at zone in. Fully buff up and then med back your mana to full. THEN go into the dungeon. Going in with a caster down 20% isn't bright. It doesn't sound like a lot but breaking the first room can help set the pace for the run and 20% of your mana gone before getting going can bring you low for the rest of the adventure.

5) Group composition can vary. I've done a MM dungeon with 1 Enchanter, 1 Necromancer, 1 Rogue, 1 Ranger and 1 Paladin. Cleric had to camp due to RL issues right after we got in and we won with 20 minutes remaining and no losses so skill of players can be more important than mixture of troops. I've also done it with a 51 druid as our main healer, 2 rogues, enchanter and SK in the group...

All in all LDoN is a good area to get xp in. If you use reagents that cost (such as enchanters who need runes and the like), in the low/mid 50's, you'll likely lose money from grouping in them. Average plat from single looter who sells then splits is roughly 55pp to 65pp per person. That's 5 to 6 DOT's and you can easily use them up in a single run. 55pp to 65pp per 2 hours (giving short gather, average buff up, 1hr 15min to finish dungeon and average sell off/split time) of gaming isn't what anyone would think of as "premium" return. With 5 items to show for some 33+ hours of LDoN... well it's not to shabby but it's not all that hot either.

LDoN is fun. The pace, for an hour or so, is quick and steady. You won't get bored doing dungeons.

Kothall Landrnner
63rd Level Druid

Fabel Mystique
52nd Level Enchanter

Kathall Landrunner
50th Level Ranger
RE: thoughts on LDoN
# Jan 06 2004 at 4:14 PM Rating: Decent
Enchanters use conciderably less dot's (allmost none) once you reach 61 so hang in there. Also, Enchanters may lose PP per adv. But its a trade off, they make more pp in other ways (Kei,Haste) to more than offset the cost of there leveling.
RE: thoughts on LDoN
# Sep 30 2003 at 8:18 AM Rating: Decent
*
94 posts
I would agree, I play a cleric and use dots/pearls and chest components for disarming them, yeah I spend a lot on these dungeons, but I have allways gotten 100pp as my split, have seen as much as 300pp, and average 175 to 225pp. I figure I spend about 70-100 plat an adventure so I dont make a lot of pp. My group does help with some dot donations as well so I dont allways pay for it all. But the Exp and the items, I have gotten for my cleric 4 augs, and 2 items, 1 allways in use, one used when I am not melee for dps with summoned proc hammer. Also gained about 2 levels since the release, from about 14 adventures. Will soon be getting more spells and items from adventure points, need to remember that they are the real reward, the items with multiple aug slots, you can make some awesome gear that fits your character they way you want to play. Have fun, enjoy! And I would ask to be main looter and see really what money you should be getting.
RE: thoughts on LDoN
# Sep 29 2003 at 10:55 AM Rating: Good
***
3,705 posts
Your looter is ripping you off. I have never gotten less than 150pp-300pp (each, 1k-2500pp presplit) for a lvl 50-60 adventure, and Typically get what you said you are getting from the level 25 ones.

Or possibly, your looter is destroying stuff that is worth a lot. Those no stat drops, like orc boots, and pristine horns, etc all sell for 10pp and up, and they stack.

Either way, you should not be losing ground on cash. If you are, hold back the buffs unless the group agrees to toss you gem or two to cover your costs.
« Previous 1 2
Post Comment

Free account required to post

You must log in or create an account to post messages.