Quick Facts

Type: Indoor
Continent: LDoN
Instanced: Yes
Keyed: No
Level Range: 20 - 105
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 Room
An Earth ElementalScholarly Glass GolemThe Sweeping TidesEnt
Post Comment
Just wondering.
# Feb 27 2017 at 7:27 AM Rating: Decent
13 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.
# Feb 12 2017 at 4:42 PM Rating: Decent
1 post
how do i get to takish-hiz in north ro
# 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.
Missing mobs
# Feb 06 2015 at 2:25 AM Rating: Excellent
1,562 posts
an earthen toiler, ~Lvl 53
a sand spiritstorm ~Lvl 53

Edited, Feb 6th 2015 3:33am by Oxgoad
I realized the moment I fell into the Fissure that the book would not be destroyed as I had planned.
Missing Mobs
# Feb 14 2014 at 8:21 PM Rating: Excellent
1,562 posts
a Flowkeeper mender, ~Lvl 46
a petrified great tree, ~Lvl 45

Edited, Feb 14th 2014 9:36pm by Oxgoad
I realized the moment I fell into the Fissure that the book would not be destroyed as I had planned.
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
Somewhere heckling Fleven about updating quest info lol...
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
# Jun 21 2009 at 7:29 PM Rating: Decent
12 posts
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
Somewhere heckling Fleven about updating quest info lol...
new mob
# Jul 28 2006 at 11:12 PM Rating: Decent
30 posts
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?
Infiltrator (Zenov) Graveblade
pool points?
# Aug 14 2004 at 8:48 PM Rating: Decent
11 posts
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.
Gaminide - Burgers - Milea - Vangard
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
Burtininke Narsioji 70 Wizard Quellious server
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.
# Jul 20 2004 at 11:36 PM Rating: Decent
1 post
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:

Burtininke Narsioji 70 Wizard Quellious server
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
3 posts
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
5 posts
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
3 posts
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
9 posts
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!
Ganda, 50SHM
"Dying would be a wonderful adventure."
Peter Pan
RE: shaman in party
# Feb 12 2004 at 9:26 AM Rating: Decent
155 posts
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)
**** hath no limits, nor is restricted itself to one place; for where we are is ****, And where **** is, there must we ever be. ~ Marlowe
Adv stone NPCs
# Dec 09 2003 at 10:36 PM Rating: Excellent
28 posts
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)

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)

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)

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
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.

65th Cleric of E`ci Unbroken
Level 50 LDoNs
# Nov 10 2003 at 9:54 AM Rating: Decent
6 posts
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

LDoN map database

*lore spoiler*

Complete NPC Story text: Tak theme
NPC help
# Oct 16 2003 at 4:59 PM Rating: Decent
2 posts
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 ?

RE: NPC help
# Oct 20 2003 at 6:09 PM Rating: Decent
229 posts
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
3 posts
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
Harrington 80th Level Plinker
Si hoc legere scis nimium eruditionis habes
RE: LDoN Success
# Oct 12 2003 at 10:53 AM Rating: Good
129 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
Harrington 80th Level Plinker
Si hoc legere scis nimium eruditionis habes
Wanna join?
# Sep 30 2003 at 5:13 AM Rating: Default
42 posts
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! :)
Got Temp?
46cleric, 20Drunk monk, 27rog, 25ench
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.
Velsor Secarne on Firiona Vie
Quinstol on Quetzalcoatl
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")

# Sep 26 2003 at 10:36 AM Rating: Good
12 posts
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.
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
Jarkeld Hammerhiem Lvl 36 Paladin/Lvl 30 Armourer
Lestril Hammerhiem Lvl 40 Monk/Lvl 28 Provisioner Blackburrow server
Iaedian Tailchaser lvl 60 Fury/36 Jeweler. Proud member of <Bane> Crushbone server

Your mind is like a Parachute, it only works if it's open.
RE: thoughts on LDoN
# Sep 26 2003 at 8:33 PM Rating: Decent
301 posts
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
2 posts
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.
Xaanru's stuff
NPCS hiding in Greater Faydark
# Sep 18 2003 at 11:54 AM Rating: Decent
Hey everyone --

I was wandering to Butcherblock omw back from a MM dungeon, and I saw some woman standing to the left of the BB zone (in Gfay, if you're standing on the path, to the left of BB). She conned red at 59, but indiff. I haailed her, and I apparently discovered a Valuable New Piece of Information. It was something about the Takish elves. She told me to seek out Ruana Windsomething in North Ro; I did this, hailed Ruana, and gained more info!

I assume this has strengthed my adventurers stone... has anyone else found random NPCs like this?
Druzzil Ro
RE: NPCS hiding in Greater Faydark
# Dec 07 2003 at 2:40 PM Rating: Decent
13 posts
henai silentwalker for the Mistmoore Catacombs adventures is located on the big hill just east of unrest zone. they send you to him after about 28-30 wins in MMC

Xerronon Knight of Force of Retribution
RE: NPCS hiding in Greater Faydark
# Oct 06 2003 at 3:39 PM Rating: Decent
5 posts
Thats Niflel Faliwae, you need to hail her for your info after you have too many NRO wins...
Your post saved me hours of running around thx :)
RE: NPCS hiding in Greater Faydark
# Oct 20 2003 at 11:36 AM Rating: Decent
11 posts
On the same note, does anybody know where all the other dungeon info NPCs are? I've already found the one in GFay and there's one near the PoK portal in WFreeport. I think she's associated with the Rujarkian dungeons.
RE: NPCS hiding in Greater Faydark
# Oct 20 2003 at 11:28 PM Rating: Decent
6 posts
Think there's one for everfrost at that camp fire in front of the zone to blackburrow in qh erudite dood ..forget his name
RE: NPCS hiding in Greater Faydark
# Sep 22 2003 at 1:13 AM Rating: Decent
22 posts
How many Tak Adventures have doen successfully?
point question
# Sep 16 2003 at 1:12 PM Rating: Decent
12 posts
Can anyone explain how the points work? been on a few failed ones, one to get so many items, at fail point says 30 mins for lesser prize, but the count on items stops , we got the right # but our counter stopped 4 short, no points. On another was to kill a name , time ran out, 30 mins for lesser prize ok we killed the name , and only 1 person in group got points, how is that fair to the group. How do they pick who gets the points ? anyone know ?
RE: point question
# Sep 16 2003 at 1:49 PM Rating: Good
3,705 posts
The number of points you get depends on your level. If only one person got points, you were probably on a level 40 or lower adventure. On a high 50s adventure, I get 20-25 points per success, and about 7-8 points for lesser award. If you are doing a collection quest, you WILL get the points and message if you get enough. My guess is you miscounted, as the counter disappears, and you have to remember the count by hand.
Xaanru's stuff
RE: point question
# Sep 16 2003 at 2:16 PM Rating: Decent
12 posts
I didnt miscount, I had them all on me , in 1st bp so i could see how many we had. and yes this was on a mid 30's group , but it has been the same on 50 plus
Pulling in LDoN
# Sep 16 2003 at 12:59 PM Rating: Decent
6 posts
Get a good Bard to do the pulling and set the pace. You will not be disappointed. Bards have so many useful abilities to bring to any table. Having one in your group here will definitely increase your chances of succeeding.
Fyrebryte Frostfyre
Muse of House of Aegis
Luclin Server
RE: Pulling in LDoN
# Sep 28 2003 at 11:30 PM Rating: Decent
Could not AGREE more. The adventures I have went on that were the most fun were with a Bard as puller. 9 times out of 10 he pulled one at a time and that 10th pull, he mezzed the add. The rare fubar pull were flukes. Like the Whirlwind that got stuck in the ceiling, couldnt be hit, and eventually freed itself and ran to go get some of his buddies. In case your wondering the stellar puller is named Joyfl and is on the Tarew Marr server. Give him a tell if your forming a group. He won't let you down.
No new tips really. Pretty much aleady been said. Don't get ahead of puller, let him/her come to you with the baddies. I don't know why this is such a difficult concept for some to understand. If you are a Ranger like myself, don't gain aggro from your MT. Let your MT play his role. Otherwise your cleric will be saying "OOM" often. It really isn't that hard. I spent the first few seconds of each fight looting the last kill. Then join in the fight, and snare when mob is low on health. No muss, no fuss.

Another valuable member of groups I have been in was a cleric named Heabbit. Grab this cleric extraordinare. Another one who won't let you down.

Seems LDoN has made Clerics, Bards (my opinion), and Enchanters invaluable. There never seem to be enough of these peeps available.

Have fun. LDoN is a success IMHO.

Harrington 58 Ranger
Quickpaw 57 Druid

P.S. Level 57 druid or 58 Ranger LFA on TM.
Harrington 80th Level Plinker
Si hoc legere scis nimium eruditionis habes
RE: Pulling in LDoN
# Oct 09 2003 at 5:06 PM Rating: Decent
1,876 posts
Likewise I agree with the bard's pulling abilities. They are always my 2nd choice for pulling in a group.

However, (yeah, I'm a little biased about this...but oh well) I prefer to have myself (Enc) as a puller. Not sure how well this works at lower levels, but you can pacify/calm your way to single pulls through the whole dungeon. Meanwhile, keeping the bard back with the group for DPS/buffs/mana/other bard stuff. Pacify pulling works pretty much as pre-emptive CC, and with our 2 types of invis, bind sight, and creative camera control, rarely surpirsed by "hidden" mobs. However, the main drawback is that you cannot slow yourself (mana drain is way too high for that)

Also, this allows for a lot more fun for the chanter and more DPS for the melees. (At lower levels though, this may not be an option as you will have a huge peri cost from runes, at lvl 61+ though you get the reagentless one which helps immensely)

Just my 2cents on the ideas of pulling in LDoN. Still loving these places after a month, always finding something new :)

Cafeen || Ioa
Numero Dos of <Cartel>
handling treasure chests and ect..
# Sep 14 2003 at 9:40 PM Rating: Decent
39 posts
I've been through 3 LDON adventures. 1 where we had to kill 60 creatures in 90 minutes. And 2 where we had to collect 28 or 29 piles of sparkling sand in 90 minutes. Both times we handled interactive containers such as chests and baskets and trees the exact same way; finish the adventure then go back and see what are in the treasure chests. Be warned that this is dangerous at the least without a rogue since 2 out of my 3 adventures have ended up with our entire group being wiped by a poison trapped chest. Some of them however do good stuff such as giving exp, one of them gave me 3 bubbles of mana, some gave me health, augmentations. I haven't seen any of these kind of chests yet but I assume some contain PP and wearable good items. I also was told that the dungeons are randomly generated maps which I think is the best thing about this expansion.
Loyn Cloth 68 Beastlord 114 aa
Malbil Groupless 55 Ranger 2 aa
Shackira 27 Cleric
Hunglong Swunglow 27 Necro
Riptorn 23 Berzerker
RE: handling treasure chests and ect..
# Sep 22 2003 at 3:32 PM Rating: Decent
27 posts
I'm curious, how did you manage to get the chests open? The one time I've run into a chest in Takish-Hiz, I was able to disarm in with no problem (25th rogue), but couldn't pick the lock. Claimed we needed a key, but never found one before the clock ran out...
RE: handling treasure chests and ect..
# Dec 24 2003 at 11:24 AM Rating: Decent
as a rogue... lockpicks are your friend... always carry some... no keys in ldon... but rogues have to have picks in order to pick
Various Tips
# Sep 13 2003 at 12:41 PM Rating: Decent
182 posts
Level 65 group:

2 necros

1) Our rogue slipped up once and we all got hit by a trap that made everyone drunk. The shaman was down to WIS of 40, and no-one in the group could understand each other. So use Emotes if that happens. I was not affected. I am not sure if it was because I was out of range of the trap (off pulling another room) or maybe because my alcohol tolerance is very high.

2) Like many others have observed, pulling can be a problem with rooms with 5 MOBS. Especially as when the puller FDs, the MOBs can *run* back to their spawn points... making tagging much harder. After our monk dies three times I took over all pulling duties and used Festering Darkness and FD. Dark was occasionally resisted but when it stuck we could always get a single. Note that the drawback of this method is that you progress slower. So use with discretion. Sometimes it's best just to grab two mobs and root one or just tank both at the same time.

3) Again as pointed out, there are dead end rooms. ie, the library with 5 or so MOBs. Now, if you have to collect xx items or kill yy MOBs then you want to clear the room anyway. But if you are on a "kill the boss" type adventure, then your rogue should have scouted and let you know that the room is dead end, so you can bypass it and not lose any time. Come back later if you have spare time after killing the boss.

RE: Various Tips
# Sep 15 2003 at 6:56 PM Rating: Decent
231 posts
Aha!!! Alcohol tolerance might actually be a usefull skill to have other than just for guild chat bragging rights. If this is true that is one of the most imaginative and well thought out AE effects/resist checks in the game.

(The AE FD effect in SSRA is rather annoying but pretty neat at the same time.)
RE: Various Tips
# Sep 18 2003 at 12:25 AM Rating: Decent
2 posts
Yes alcohol tolerance helps with these. We had a chest make us all drunk and give us a nasty curse that reduced all stats by about 100. Those with the higher tolerance recovered from the drunkeness much faster, but most were still too encumbered to move. At least we did this after completing the quest.
Wizard/Cleric/Ranger Team
# Sep 12 2003 at 1:57 PM Rating: Decent
12 posts
As many have discovered, trying to pull some of the small rooms inside these zones requires some serious effort. If you don't have a mezzer then single or at least double pulls are important. I have found that using the ranger spell bind sight on mobs or on a wizard's eye of zomm spell is great for seeing some of those blind spots in these rooms. The Cleric Wake of Traquility spell, and AOE Pacify spell, really helps out a great deal in these zones. And if working with a paladin letting them both pull and MA works great as they have the pacify spell line also. So when they pull they already have agro and can quickly switch into MA mode. The Pally we were with last night had over 6K in HPs and chewed up the mobs. Pally's are most useful but if you don't have one your cleric is very useful too.
How it's done
# Sep 12 2003 at 12:46 AM Rating: Default
31 posts
I've done quite a few of these and let me just say from experience that you need a Rogue or TWO to really do well here. I did it once with one Rogue and it was okay...but with TWO we totally owned it! My suggestion (and what I will do from now on) is get at least TWO rogues in my LDON raids/groups.

With the time limits you need all the DPS you can get.

Best groups are a tank, cleric, slower, 2 rogues and (insert class).

RE: How it's done
# Sep 17 2003 at 9:36 AM Rating: Default
44 posts
bah rangers better :)
"Thunderhorn""Of All The Things I Have Lost I Misss My Mind The Most!" Ozzy Ozbourne

(O.o )
( > < ) This is Bunny. Copy Bunny and this attached message into your signature to help him on his quest for world domination.

Pullin on Adventures
# Sep 11 2003 at 10:22 AM Rating: Decent
It's a good idea to have your group on the same page before you enter any adventure.

I've run into a constant problem of groups following right behind me as the puller because of the time issue.

There's nothing worse than trying to pull and finding 5 others within aggro range if you fd.

This has worked out poorly at least 75% of the time as it's been stated in other posts, there are rooms with multiple mobs and aggro range is huge.

Pacify works wonders if you have line of site, but I've also noticed that the mobs don't "sit" on you when you fd for to long, they tend to return back quickly.

These adventures should work as any normal group does.

Time restrictions shouldn't make people who normally know their job in a group situation act any differently.

Happily pummeling things that need it.
RE: Pullin on Adventures
# Sep 24 2003 at 11:53 AM Rating: Good
2 posts
I disagree about the time element not making you play differently. Time is the key, and you must adjust for it. The group must set up a DPS machine, and the puller must keep it fed. If the machine is not actively chewing on something you know you are losing. You do not wait for single pulls, you dont wait to pacify, unless it is a mess of a room. You dont wait for the caster to med up, he will just have to med through this one. You dont wait at all as long as some healer, and it does not have to be the cleric, has some mana to heal with.

People who want to say you need a rogue or two, or some other form of high DPS are simply over correcting for their own desire not to adjust their tactics to meet the new challenges of time limits. True, DPS is the easiest answer to a time limit, but team work, defined roles, and constant pulling are the things that will net you a win, with or without a rogue.

I have won with two Paladins, a warrior, ranger, shaman, and druid. We won easily on an assasination attempt. The key was constant pulling, without alot of hand-wringing over getting single pulls.

The addition of a rogue to your group will get the mob killed faster. No doubt about it. Still if you eliminate all that wasted time inbetween pulls, time wasted on buffs because someone forgot to drop his old buffs before getting new ones just before the adventure starts, people going afk, people not paying attention and not moving up when puller asks them too, casters or clerics who think everything must stop because they are low on mana or out of mana, etc to ad naseum, you completely make up the time the rogue or two would buy you.

I assure you, just a group of six people who have their act together, eliminates all moments of inaction, and agree to their role in the group, you can win with any classes. The above group I mentioned? It had no chanter, cleric or FD puller, or ability to pacify as the mobs were to high level to pacify with paladin pacify. Still we won with 45 minutes left.

If you go on these adventures determined to play like you are in a PoP zone, or some older expansion zone you will increase your odds to lose some. This is not PoP, it is a new adventure and we need to play like it is.
RE: Pullin on Adventures
# May 25 2004 at 10:49 PM Rating: Decent
7 posts
I agree with you on the time thing, but you have to take the time to make single pulls. If you don't your cleric/chanter will always be Out of mana and you will be sitting there medding instead of fighting. But it is the pullers job to have a pull to the group right before the mob dies(or within 10 secs r so). I'm a chanter and I tend to pull for the group so we dont lose any of our dps while pulling ahead. But they key to a ldon is constant single pulls, if you have a steady pull coming and a good tank your cleric should never run out of mana and you wont waste any time.

Always remember any group with the right state of mind can take a ldon it's not hard. I have won a hard ldon with a necro/bst/chanter/ranger before.
50's aventure info
# Sep 11 2003 at 1:37 AM Rating: Default
8,619 posts
did this with a group LvL 54 ave, seems pacify is a must for some rooms that have upto 6 mobs in them, once we got into a rythem we did ok but the mob we went in for Never appeared on track for maxed out ranger <may have to kill everything before he pops> all the boxes where trapped when we broke them open<no rogue and no clue where the new spells are???> i would advise leaving them and coming back afetr you complete your task as Time is apsolutely vital!

Oh and the green tree's <Hollow Tree's i think> spawn upto 4 little DB tree's which was fun 8o) chanter nearly had kittens 8o) again i would advise leaving them untill you complete the mission and coming back for xp

No loot to speak of <prolly in the boxes we couldn't open> but the AAxp was good, full yellow from 1 adventure!

Jarkeld Hammerhiem
Druzzil Ro server

found out that spells are bought with reward for completeing Adventures lowest lvl ones where 25 points so i made friends with a rogue hehe <hi Apathetic if your reading this 8o)>

Edited, Fri Sep 12 02:39:03 2003
Jarkeld Hammerhiem Lvl 36 Paladin/Lvl 30 Armourer
Lestril Hammerhiem Lvl 40 Monk/Lvl 28 Provisioner Blackburrow server
Iaedian Tailchaser lvl 60 Fury/36 Jeweler. Proud member of <Bane> Crushbone server

Your mind is like a Parachute, it only works if it's open.
Nasty Trees
# Sep 11 2003 at 12:48 AM Rating: Good
17 posts
In a group 20 rogue, 22 SK, 22 bard, and a 21 Druid. We took the Rescue mission. Never found him. A Ranger with tracking maxed out is helpful. We did good on up to 3 mob pulls. But hit the Library and pulled two rooms at once. 9 came at us half of them casters, and a tree with a bad attitude. After regrouping I hit sneak/hide to recon ahead...turns out the Lousy trees see through it. SPEED SPEED SPEED. If youv'e got time left on your first 30 minute timer use it. Buff outside the zone. Hit the dungeon fully buffed and full of mana. Yeah you can do this with 4 but take 6 so a death or 2 doesn't stop progress. No boxes for me to play with :( but we did have a number of Green con Hollow Trees, that when attacked would release a group heal. One had a light blue pet that none of us could remember how to control so it rotted. Had a Blast & got some stuff.......that reminds me I still need to split loot with the group.

20 Rogue of Bristlebane
"put your pants on inside-out if you don't want your pockets picked"
Fading Temple
# Sep 10 2003 at 4:17 PM Rating: Decent
7 posts
was in a dungeon where needed to collct 23 statues. was called Fading Temple group was all 65 cept 63 monk. was 63 monk 65 shadowknight (me) 65 druid 65 shaman 65 mage and 65 wizard. took a LOT of tries of me and monk teaming up on the pulling just to get 2 mobs *not once did we get a single* the mobs have huge aggroe range and are close together. so had to have wizard root one while i tanked other. monk died 4 times and shaman died once. found a trap room that we were smart enough to check before having monk pull. angled camera into room and saw about 8 mobs 5 sand elves a tree and two golems. had a warning in yellow text saying not to enter the library. so we left and went other way. group gave up on mission when we had 11 of the 23 statues. we decided not to try and pull the library. LDoN zones cleric and enchanter are a must. and a tank with a lot of hp. Sand Elf druids are tough.

Edited, Wed Sep 10 17:56:28 2003
65 Dark Elf Shadowknight
60 Halfling Druid
32 High Elf Enchanter
29 Wood Elf Druid
28 Dark Elf Warrior
26 Dark Elf Cleric
25 Dark Elf Necro
25 Half Elf Bard
girls rule guys drool
# Sep 10 2003 at 1:15 PM Rating: Decent
So does anyone know how to apply these augmentation stones to equipment? I got a cheapo from random loot for +7 dex, and have had no luck putting it on anything.
Diamen Solotayer: Phantasmist
Skeel: Grandmaster
Xotix Eclectix: Vicar
Rodcet Nife
RE: augmenting
# Sep 10 2003 at 1:57 PM Rating: Excellent
2,268 posts
Well, first off check the augment stone to see what restrictions it has (i.e. neck, feet, etc.) Then see which type of slot it can go into. All old world (atleast that I've seen) have slot 1. PoT gear has slot 8 (and only PoT gear.) You then look on an item of the appropriate type (i.e. neck) and make sure it can take the augment (i.e. if your augment is slot 1 neck only, then you make sure you have a neck slot item that can accept slot 1 augments.)

There are some augments that can go into any slot, though, so make sure you apply those last, as they will fill in any slot and may make another augment unusable by the specific armor (of course, we're talking about armor that has more than 1 slot here...)

When you know that they'll combine, you need to find a shimmering pool that they have in the camps. It looks like a flat table, but it has an inch or so of water in it. Click on it. PLace the augment and the piece of armor into the container and click combine. They're no fails, so yeah, don't worry about that. It will tell you (i'm pretty sure) if the items are uncompatible.

Anyway, any more questions, just post here. Not sure if I made it more clear, or just confused you more. =)
Did it
# Sep 10 2003 at 11:53 AM Rating: Default
2,268 posts
Ok, here is the updated post saying what actually happened in THIS zone...

Well, last night a group of 39-44 (me being the 44 cleric) went and decided to do an adventure here. I have grouped with the majority of them before, so we decided to do a hard mission. I must say, the exp was awsom... The only thing is, we wiped after 2 mobs. Yeah... Well, we pulled a chanter, and first she immobilized 3 of us, killed one more, and the other one zoned... Then, we got out, regrouped, and went back in. THIS TIME, we got her down, then she seduced me. =) I think I blasted one of my teem mates, and I know I healed her.

Well, at any rate, my point is Magic Resist is key here. There are enchanters and lots of them... Definitly all about the magic resistence...

Yeah, know this post isn't THAT informative, but hey, we wiped! =)

Edited, Thu Sep 11 08:57:31 2003
Last night
# Sep 10 2003 at 9:33 AM Rating: Decent
466 posts
I hit this last night with a group of 50'ish. We did an item gathering mission of normal difficulty. Lewt was pretty good, got two sweet bows (lost both rolls). 20 dam 28 delay and a ton of stats. Will submit the info and SS to Alla's tonight. Got almost a full yellow bub from one trip.
There was one chest, in the top room of the giant-tree/stairs room. I couldn't pick it with a modified PL skill of 203. So I beat it to death. Only got 5 silver (I think smashing it destroys what is inside). Only thing I noticed was that it had some elven script written on top (you have to /inspect it)
Smiley: chug Smiley: sly Smiley: chug
si vis pacem, para bellum
# Sep 10 2003 at 6:34 AM Rating: Decent
19 posts
as a mage i noticed a good variety of summoned mobs for which to banish.

low agro radius all around, only when rushing did we get more than 2, and with 2 pet classes in group, it was still no problem.

didn't notice any named on one trip thru.

seemed to be pretty dang good xp, and loot was good as well; non-tradeskill items sold for a few plat to several plat.

i don't think the planar type group (tank, cleric, slower) isn't necessary here, although the warrior/knight and cleric will dramatically improve success of a mission.

it's important to remember passages you *don't* take, because you may need to come back for mobs/items, or elect to kill more while you're on the post-success 30min lee-time.

all in all 2-2 successes, and i recommend this as a valuable learning experience, fun time, and profitable venture.

Edited, Wed Sep 10 07:30:51 2003

Very popular on Test LDoN
# Sep 09 2003 at 11:40 AM Rating: Good
Yep, the Nro zone very popular on LDoN. Main difficulty is completing the quest on time or not enough drop items collected by the whole group.
Have somebody make a map as you travel through the dungeon. Dead ends are common. Backtracking can be time consumming.
Track skill will go a long way even thro walls and rooms making it seam closer. The ranger with the distance tracking should be the best trackers, other trackers have just no adjustments to it.
Then loot, you must loot all, some items will be counted as total for all group.
Corpse run, make the run will be faster that waiting for zone repop.
Noticed another thing on about mobs that are in a room down a hall, count of mobs at 5, agro not far to pull all, puller pulls 2 from agro, down hall, to waiting slaughter. Then if room has lease that 3 mobs have group MOVE UP. Puller make a hot button for this, and count mobs in room. Hit hot button MOVE UP. Else youll hear lots of "/g can we move up yet?" my beastlord ran pass the puller to get smack dab in the middle of a full room and got complete room agro from 6 mobs. So pullers make a hotbutton MOVE UP and save lots of group tells and runner passing the puller.
SOW is not needed in zone, just click it off, your in zone for the duration and you will not run from anything.
Enchanters are at main risk, you know the part and healers. Mem blur spells are great.
Otherwise, you will enjoy, I ding a 60 char to 61 in 90 mins. Smiley: jawdrop

Edited, May 11th 2011 12:09am by namdaruluclin
The Hummingbird: It stands for immortality. Or sometimes the Sun. Hummingbird is seen by some as a messenger of love and joy. It symbolises energy, wonder and swift action. It is associated with the Ghost Spirit native American religion which teaches a dance that is intended to return the natural balance of the world. thanks to wiki answers.
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