Temple of Droga  

Quick Facts

Type: Indoor
Continent: Kunark
Instanced: No
Keyed: No
Level Range: 48 - 63
Send a correction
The Temple of Droga is found in the northwest corner of the Frontier Mountains. It is home to a large and diverse tribe of goblins, the Cleaving Tooth Clan.

To hunt in this dungeon you must drop off a ledge, and commit to a rather long trek to get back out.
Rail TrackFeastGiant CavernKing Dronan
Twisting CavesThe TempleMeeting AreaDepths of the Temple of Droga
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TLP servers
# Feb 24 2012 at 9:17 PM Rating: Decent
6 posts
Just an FYI for anyone on Fippy or Vulak. This is zone is set up as it was originally. Lower level than shown here. We took a group of high 40s in and everything was grey and green with the very rare light blue mob. Just a heads up before you make the run there.
Hotzones & Augments
# Nov 23 2007 at 10:21 PM Rating: Decent
17 posts
As of October 30, 2007, the hot zones and the relevant augments are:

Level 20 The Castle of Mistmoore Polished Crysolite (HP: +10)
Level 25 The Permafrost Caverns Chunk of Amorphous Granite (Mana: +10, End: +10)
Level 30 Trakanon's Teeth Dull Diamondine (AC/Agi/Dex: +5, DR: +5, PR: +5)
Level 35 The Warsliks Woods *** Unknown ***
Level 40 The Dawnshroud Peaks Glinting Sunstone (AC/STA/WIS/INT+5, HP/MANA: +15)
Level 45 Velketor's Labyrinth *** Unknown ***
Level 50 The Deep Coagulated Darkness (HP: +20, Resists: +5)
Level 55 The Temple of Droga Fossilized Bone Shard (Mana: +45 ENDUR: +45)
Level 60 Nobles' Causeway Cracked Gem of Lucidity (AC: 10, HP: +50)
Level 65 The Halls of Honor Crest of Valor (AC:10, HP: +30, Mana: +50)

As of April 18, 2007, the hot zones and the relevant augments were:

Level 20: Netherbian Lair Blood Red Stone of Loss (sh*t MINUS STATS)
Level 25: Crypt of Dalnir Polished Green Stone (AC: 5 MANA: +5 ENDUR: +5)
Level 30: Crystal Caverns Blue Flecked Rock (DEX/AGI: +5, HP/ENDUR: +10)
Level 35: Iceclad Ocean Brittle Yellow Stone (MANA: +15 ENDUR: +15)
Level 40: The Scarlet Desert Bluegreen Rock (HP: +20, MAGIC: +5 POISON: +5)
Level 45: The Burning Woods Spotted Lava Rock (MANA: +30 END: +30, FIRE: +10)
Level 50: Dranik's Scar Golden Shardstone (STR: +10 HP: +30, COLD: +10)
Level 55: Acrylia Caverns Heart of the Sky (AC: 10 HP: +40, Regen: +1)
Level 60: Dragon Necropolis Dingy Grey Stone (CHA: +10 MANA: +50 ENDUR: +50)
Level 65: Wall of Slaughter Polished Blue Softstone (HP: +40 MANA: +40, Resist:+5)

From December 5, 2006 to April 18, 2007, hot zones and the relevant augments were:

**Unmasked Changlings**

Level 20: Kurn's Tower Minor Stone of Power (AC: +2, HP: +5)
Level 25: Unrest Lesser Stone of Power (Mana: +5, End: +5)
Level 30: Tower of Frozen Shadow Stone of Power Level (Wis/Int: +5, Mana: +10 End: +10)
Level 35: Lower Guk Greater Stone of Power (AC: +5, HP: +10)
Level 40: The Hole Minor Stone of Might (Resists: +2, HP: +25)
Level 45: Chardok Lesser Stone of Might (Mana: +30, End: +30)
Level 50: Old Sebilis Stone of Might Level (AC: +8, HP: +30)
Level 55: Grieg's End Greater Stone of Might (Mana: +40, End: +40)
Level 60: Cazic Thule Stone of Greatness (AC: +10, HP: +45)
Level 65: Splitpaw Lair Stone of Light (HP:+50,Mana:+50, End: +50)

Canov Whoopass
"I Have Detailed Filez"

Team GT
Less Equals More <=> !
named locations
# Oct 09 2006 at 6:36 PM Rating: Decent
10 posts
I was running through droga and found Bone Caster Fizzik in one of the caverns near the Pally npc in the hidden tunnel. Can't remember which cavern, but there was another lower level named right across from him too. Killed them both but didn't make a note of the other named.
minor info
# Sep 11 2006 at 1:02 AM Rating: Decent
32 posts
I got Bone Knight Runri to spawn in the room west of the firepit room (and south of the King area). He even obliged to drop the old Sash of Wonder for us. We were just clearing mobs so I can't verify if he spawned randomly or from a set PH... but he was positioned guarding the tunnel south toward the old Cialin area.
Shakobex Stormdancer,
Elder Storm Warden, Leader of <GUARDIANS> on Vallon Zek

"If the wind does not serve, take to the oars."
Progression Servers
# Aug 21 2006 at 8:55 PM Rating: Decent
16 posts
Anyone know if this zone is out in the progression servers or not? Also when will it come out if its not already?
Droga Named Gone
# Jun 27 2006 at 8:54 AM Rating: Decent
26 posts
I have not been able to get a named to spawn. I tried all around the Kings room and above for 6 hours no spawn. Both King and Gedak's ph's are no longer there. Camped Gedak's area to for a couple hours and gave up. Maybe a glitch they will fix from last patch but as of today I have yet to see or able to make a named spawn. Have only been there a few times since hotzone's changed. Would like to hear if others having same problem. This is on the morell server.

People have sightings of the King and Gedak but no one seems to know the locations still.

Edited, Sep 13th 2006 at 7:45am EDT by knooty
Droga Named Gone
# Jul 05 2006 at 10:20 PM Rating: Decent
25 posts
Got the spider that drops the elegant silvery ring to pop twice in King's room but no king. Glad we are not the only ones having fun trying to find the named ones. This is one of our favorite zones cause very few people go there so as we find the named will share the info.

Kikthek Gemfinder of the Maylien Starpyer ...hey I'm a dwarf and spelling dont count fer as much as the damage I do wit me hammer.
Changes To Droga
# Jun 14 2006 at 7:33 PM Rating: Good
8 posts
Sony Changed things in 06/13/06 patch in Droga.
They increased the number of Mobs. Alot of the new mobs Roam with overlapping pathing. And if thats not bad enough they changed the PH. Now some of the PH roam as well.
RE: Changes To Droga
# Jun 19 2006 at 3:03 PM Rating: Decent
75 posts
Yes that's good info. I was wondering if i was crazy when half of my ph's were gone, and other mobs wouldn't appear across a couple of days either. Now i've got to find the bloody king ph.. if only i knew his name
RE: Changes To Droga
# Jun 14 2006 at 9:10 PM Rating: Decent
642 posts
thanks for the heads up azeros. haven't been there since hotzones changed, but with the new hotzone list, was going to pay a visit as veksar and karnor's aren't my idea of fun solo spots.
Predator Nekokirei
an Officer and a Feral Lady
to Prophets of War
soloable?? prob not..
# May 06 2006 at 9:12 PM Rating: Decent
46 posts
tried to play in here a bit, but my 63 monk couldn't do the job.. and being the mobs run.. couldn't solo here.. what a bummer

and i'd like to think my monk is mildly geard too, (no uber stuff, cant' seem to get into guilds that is able to get good gear)
Povar-93 SK / 93 Shaman
Flame Masters
# Nov 12 2004 at 11:51 AM Rating: Decent
5 posts
Hi all, doing a tast here and need to kill 10 Flame masters. Brought a druid with me for tracking and still had no luck finding them. Anyone know if they spawn in a certain spot or just random??

Edited, Fri Nov 12 11:53:04 2004
Free the Prisoners
# Aug 08 2004 at 11:07 PM Rating: Decent
Got the 3 quest pieces that the Prisoner wanted. No one camps anywhere in here other than the King any more for the most part.
65 Bard and 65 Druid were fine killing the a goblin master alchemist, the a goblin food supplier and the a goblin prison warden.

The warden was tricky to get single... but between lulling the adds and fading, we were able to keep the warden mezzed there while the adds walked away. The warden dropped 2 keys... the Master Shackle Key and the jail door key. You need the key unless you have a Rogue with you. The jail doors said bard lockpick skill was not high enough. The jail door key is no rent so you will have to either do event then, kill the warden again next time you come with group or bring a rogue.

We did not start the event because we would have wiped fast. I plan on releasing the prisoners on the 7th hammer again. I have the 3 quest items waiting for it and the 4 quest pieces for the prisoner when freed.
It's never too late to give up all hope...
RE: Free the Prisoners
# Oct 03 2004 at 3:29 AM Rating: Decent
221 posts
I was actually able to wiggle through the bars tonight. Female high elf toon. Just keep walking into the bars and moving left and right and you can wriggle through them. Not sure how that would actually affect being able to free the prisoner; however, but at least if you fall down /blush you can get out again. Too sleepy to see if this was mentioned previously. If it was, consider this a kind of "bump" of the information. =p
Shyanha Enchantress of 70 Seasons
Triune of Morell-Thule (To Hades w/EMarr)
Fairly new to Eq
# May 01 2004 at 4:14 PM Rating: Decent
14 posts
Hey all. I have a 47cleric and a 40 warrior and i was wondering if anyone could give me some advice on whether or not it would be wise to bring a group here to get xp and drops? About the drops, could a 40-50ish group handle the mobs/areas with the better drops? Just curious. any advice would be helpful. feel free to email me with game tips. alanrsmith1982@msn.com
A fool knows no fear. A hero shows no fear.
RE: Fairly new to Eq
# May 03 2004 at 2:26 PM Rating: Decent
3 posts
Mid 40's groups will have a VERY hard time in Droga. I would go to Nurga instead.

Your 47 cleric could probably start a group of mid 50's, which would have a better chance here.
RE: Fairly new to Eq
# Oct 03 2004 at 3:52 AM Rating: Decent
221 posts
Agreed, Nurga would be more your speed. You're going to run into lots of resists and run yourself oom fairly quickly in Droga at those levels. It was amazing xp at lvl 57 and the deeper we explored, the harder the mobs got. When we got to the King's area, I could not mez a good portion of the mobs b/c they were too high in level.

Nurga would set you up nicely for what to expect in Droga, except that Most of the mobs in Droga are spaced better for single pulls. Nurga will have many 2-4 mob pulls possible. The mobs are mostly green to me at lvl 67, particularly at the beginning after jumping off the waterfall (may want to lev for that part and be ready to fight in water for the first mob). There are 3 more in the cave beyond the pool at the bottom of the waterfall so you don't want to pull that first mob in there unless you think you can handle four mobs.

The most challenging thing, imo, about Droga is that the majority of the mobs are casters. Every kind of caster. Have all your resists up for an easier time. The Marvelous thing about it is that you can invis through all of it. I have run into a see-invis mob past the king's room, but I'm thinking that was the pet and someone with a twisted sense of humor. =p Other than that, not even the named see through invis. You can march your merry way around in the dungeon and pick a cozy spot to set up camp. It's a huge dungeon so lots of room and lots of named so if one camp is taken, there are several others you can go to.

In summary, unless they're Ultra tweaked, I wouldn't take a group of lvl 40-something in there. Mobs hit me for about 150-200 whereas Nurga is 19 to 133, 133 being Overseer Prucklib, a level 50 mob. Plenty of mobs in Nurga to be white, yellow and red to a lvl 40'ish group. =)

Oh, and in Either zone, save the salts and skins for This quest: everquest.allakhazam.com/db/quest.html?quest=1887 Salts can also be used for a temper for smithing or for poisonmaking.

[edit] fixed the link

Edited, Sun Oct 3 04:54:51 2004
Shyanha Enchantress of 70 Seasons
Triune of Morell-Thule (To Hades w/EMarr)
RE: Fairly new to Eq
# Oct 17 2005 at 9:25 PM Rating: Default
285 posts
well, also you would need a snarer, since all mobs run. also there is the fact that you would have like no fear resists so the farther you go in, there are more mobs that cast fear that will bring a huge train and kill you, especially since it is hard for low levels to mez. hope it helps
Rate the Posts
Droga mobs see invis.
# Dec 07 2003 at 10:58 AM Rating: Decent
Please tell me I am wrong. It appears as though Droga mobs (some) now see through invis. Can anyone else confirm this and if so, when did this happen. I frequent Droga and stepped away for 2 weeks. Came back, got a group together and it was a terrible mess. Could even do corpse Runs (had to get a necro).

RE: Droga mobs see invis.
# Mar 08 2004 at 12:56 PM Rating: Good
641 posts
I was there twice yesterday, March 07 2004, and at no time did any mob I that we encountered see through Superior Camoflage. We did not go into the temple area or near the king so it is possible there are see invis mobs there. I did 3 old fashioned corpse runs there yesterday as well, the 3rd was due to Murphy's Law: camo MUST drop just as you're almost to the zone line!! Grrrr.
Also the level range listed above needs to be changed. At level 52 everything in the zone con'd bloody red with a few yellow cons thrown in, very few I might add. Appears to be more a level 55 - 60 zone now.
Donbayne 100 Rng - Uinian 100 Dru - Breru 100 Sk - Nyenie 82 Brd - Ruusan 76 Clr - Braru 75 Mag - Syqen 100 Shm EQ Stromm/Luclin
RE: Droga mobs see invis.
# Jan 24 2004 at 7:12 PM Rating: Decent
7 posts
Unfortunately, he is right. Although the see invis mobs seem to be quite rare, I indeed had one in the King room the other night. Was and earth seer and he most definetly could see invis. He gave us quite a time on a cr. When I asked the zone if anyone else had any experience with this, one shaman said that he had as well. Well, at least they -seem- to be very rare.

Vorpil 65 Lich
RE: Droga mobs see invis.
# Feb 02 2004 at 10:07 AM Rating: Decent
It appears that any former pet will see invis until killed or repoped. Most likely an Enchanter had charmed the mob at some point. This is a bug and should be /bugged in game.
RE: Droga mobs see invis.
# Mar 23 2004 at 10:17 AM Rating: Decent
17 posts
From what I have been able to figure out, a mob that has been charmed by an enchanter gains the see invis ability in one of two ways -- either it has a damage shield cast on it while it is charmed or it is mem blurred to remove aggro after charm. Although I have not thoroughly tested this, I know the DS seems to do it every time.
RE: Droga mobs see invis.
# Jan 01 2004 at 2:18 PM Rating: Decent
101 posts
I'd say you're wrong. Was running around Droga last night invis and didn't have any problems at all, though I probably covered about a third of the zone.
looking for a home
# Aug 20 2003 at 2:19 PM Rating: Decent
1 post
How would a 62 shaman 65 sk duo do in here?
RE: looking for a home
# Oct 03 2004 at 4:07 AM Rating: Decent
221 posts
Definitely. My lvl 65 chanter and my lvl 65 monk friend annihilated. He was Ele / Time geared, I was very modestly geared (Skyshrine anyone?). However, your being a shammy balances out the gear issue. We had no heals for my monkey friend. I Was charming a hasted spider, but your dots and slow will even that out some as well. Really, the fact that you can heal the SK makes up for the extra DPS and gear that we had.

I also solo in there, but the problem I run into is that the mobs run. Just make sure your SK snares and you're golden. =)
Shyanha Enchantress of 70 Seasons
Triune of Morell-Thule (To Hades w/EMarr)
RE: looking for a home
# Aug 21 2003 at 6:41 AM Rating: Good
85 posts
You should do okay. I knew a level 65 shaman/level 62 ranger combo who did very well in Droga, but the shaman has the awesome Quiescence spell, which cuts down severely on the mana burden of healing without the ickiness of Torpor.

The two of you could easily handle the trash near the entrance, and probably could handle the tougher stuff deeper in, but the kills may be a bit slow, and/or the time between them may be a bit long.

I'd give it a shot though. It's a fairly low-risk area, everything here can be taken in single or double pulls for the most part, and the mobs don't hit very hard. Just try fighting your way in, and see how far you can go with a decent kill rate. Good luck.

Edited, Thu Aug 21 07:31:45 2003
Velsor Secarne on Firiona Vie
Quinstol on Quetzalcoatl
Prisoner liberation event
# Aug 17 2003 at 10:18 AM Rating: Excellent
85 posts
Here's what I know about this event. From what I can gather it is still at least slightly buggy, so your mileage may vary. The group I had screwed it up, so maybe someone can learn from our mistakes. We were trying to free the sarnak prisoner (Asmodin Jru`dac).

When you trigger the event by giving the prisoner the items he asks for (drogan restorative off the goblin alchemist, goblin rations off the goblin food supplier, main shackle key off the goblin prison warden).

There are several spawn points about the jail area. There are two types of non-named NPCs you'll be fighting: goblin blood soldiers and goblin spirit masters. As far as I can tell, they are similar in ability--both are warrior-type mobs that max it for 268, mitigate slows and have a ton of HP. They con blue at 62, I suspect they are level 61. I don't believe they can be mezzed. They don't flurry, rampage, enrage or anything like that.

The blood soldiers can spawn in a few different places. One on each side of the door of the prisoner's cell (the west-most cell), and there's one soldier spawn right in front of the door of the eastern-most cell (the one with the "Always Works" pottery wheel).

The spirit masters spawn in the southern-most cell. One thing to beware: THESE WILL DOUBLE-SPAWN ON TOP OF EACH OTHER. If you have a tracker, you may want to check and see if there are one or two of these guys up before making your pull, or look closely at the text hovering over their heads to see if there are two, or else just presume you'll be fighting two of them at a time.

We pulled to the room with the pottery wheel. Our cleric was pacifying, though I'm not sure it was necessary. Pacify seemed to work fine on the blood soldiers, but the spirit masters resisted a few times, so I wouldn't bother trying to lull them.

You'll have to fight off a few waves of these mobs. Eventually, Assistant Jailor Dravian will spawn in the center of the jail area. I didn't think to con him. He had a lot of HP (around 170k+) and max hit for 434. He also mitigates slow, I believe. He didn't rampage, enrage or flurry the time we fought him.

A few more kills later, and Jailor Frixok will spawn in about the same place as the assistant. He's yellow at 65 (apparently level 67). Unfortunately we were going to try to get him alone, so our cleric tried to Pacify the spirit masters in the southern cell, but was resisted, and the two spirit masters and Frixok attacked us, so we wiped. Before he killed me, I saw enough to learn that he rampages and max hits for 565.

We didn't recover from our wipe fast enough to try him again (you have a limited amount of time to complete the event... how much time, I'm not sure). One of the people in our group aggro'd him again, thinking that might reset the timer, but it didn't. However, we did learn from that that he could be pulled without the spirit masters in the south cell aggroing.

As others have mentioned, after you free these prisoners, they appear somewhere else in Norrath, where they give a quest (usually they want one common item off of a named mob, and 3 rare items off common mobs in the zone for some nice reward). I presume that when this guy is liberated, he shows up outside Chardok, but I don't know for certain.

Another thing to note, one of my friends who did successfully do this event said that the time he freed the prisoner, he actually only had to fight a few goblins (and no named NPCs) and the prisoner escaped. This might have been a bug, or maybe certain prisoners are supposed to be harder to free than others. I'm not sure.

Anyway, I hope this helps.
Velsor Secarne on Firiona Vie
Quinstol on Quetzalcoatl
A little info
# Aug 08 2003 at 3:11 PM Rating: Excellent
12 posts
Just a short recap on info stated throughout the Droga sections....(considering posting an in depth guide later)...for those who hate homework =) /insert your usual spoiler warning here!!

Entrance to Droga after zone in is a illusion floor trap just to the right past a single mob spawn in entrance chamber (zone in hall is safe for buffing, invis ect..) Drop down is one way and there are two mob spawns in drop down chamber (55 - 57 lvl wise, never seen higher so far). Long hallway down leads to the caves and chambers below. The layout is easy to get used to but initially confusing and its very easy to get turned around in the confusion of battle because everything looks the same (use your compass to mark halls or rooms your headed toward at the start of a fight). To get out, use the left hand rule, ie..always go left from the drop down and after a few dead ends you will run past the dining hall, through an open gate wall, past the miners chambers and up the mine shaft (cart rails in center of path). This will take you up, out, and drop you down into the single mob start chamber. Take the right hand hall ahead of you for a quick train exit ;).

Mob difficulty increases drastically from the start. Droga works backwards in the sense that lower level mobs are at the back of the zone near the two tunnels to Nurga (approx N200 and lower first coordinate, any number second coordinate, all locations will be referenced to the EQAtlas maps). The Inner sanctum (right hand rule, always go right and when you see the gate wall your here) is largely populate by 58+ mobs.

All mobs drop cash with the exception of spiders, upwards of 24 plat (my personal solo loot high). Common drops include mineral salt (used in some tradeskills) and a Chardok quest shield (cant think of the name off-hand). Rare drops include gems of all kinds (emerald and higher in value, higher lvl mobs seem to drop higher end gems up to Blue Diamonds. I have yet to see lower than emerald though it wouldnt suprise me that in the backside near Nurga gem drops of lower quality might be found, my experience there is limited to a few nights camping). I have never seen a magic item drop off a common mob to date, nor a FS type weapon or normal piece of equipment. Spiders btw, drop nothing not even silk, save the savage which drops a ring.

There are 22 named loot mobs I know of that are confirmed(again grain of salt) either through this web site, personal experience, or accurate second hand info (ie...someone in guild "hey just got this **** off of ****"). Of those 22 I have confirmed 14 spawn locations first hand (these exist for sure and most of these have locations already noted in the bestiary section).

All mobs have decent resists across the board with no specific weakness noted so far, Tash and Malo are recommended (though Im not a number cruncher anyway so take this with a grain of salt). Some mobs can backstab, melee can range from 150 to 250's, casters have good sized mana pools and use em so be prepared for everything (AE spells, nukes, dots, slows, snares, roots, dispells, tash/malo, the works) be especially mindful of high lvl casters like master types, a few quick seconds alone with your caster and your wondering why Johnny your enchanter is in PoK right now). All mobs can be slowed/snared but sticking these without resist debuffs can be a pain on 58+ mobs and get your speed control types into hot water fast. Low level mobs can be stunned with a range of stun spells but higher (thinking 57+, will confirm) lvls are resistant to the stun effect portion of stuns a few levels below their own. The agro portion of low level stuns seems to be very effective though so I dont recommend Paladin types switch quick cast/low mana type stuns out unless absolutely neccessary. Mezzing can be tricky as 58+ mobs are resistant to low/mid level mez. 60+ chanters are recommended for the Inner Sanctum.

Agro range for mobs is very low as is the BAF range. I have yet to see warping from above or through walls, Droga seems pretty solid bug wise. Wanderers arent common but that can actually be a problem because you get lulled into a false sense of safety in places and you dont see trouble till its pimp slapping you up from your meditation.

CR is easy provided you have a rogue or can invis but can take time due to the long run around to the exit. I recommend you pull to any safe non spawn location and rez there (there are a number of halls without spawn and limited wanderers).

There are a few quests still being ironed out in the zone and it looks like the jail quest may be progressive in some way (whether its triggered or timed I dont know but I have seen the jail both full of prisoners and empty). There are a number of LORE ITEM drops from named mobs that have yet to be linked to quests.

My suggestions for groups, low 50's invis to backside near Nurga for decent drops, cash, exp, and high 50's are pretty much free to take most camps with a well rounded group. A 60+ mezer is a must in camps within the Inner Sanctum and I would recommend the same for a number of camps around the dining hall. 60+ full groups will find a decent challenge but can take any camp with ease. All smaller groups (level, numbers, or otherwise), well, /salute...good luck and happy CR! =p

Well, thats it for now, more to come later...=)

RE: A little info
# Aug 12 2003 at 2:08 PM Rating: Decent
12 posts
A note on the jail quests...(all info is pretty much unproven and subject to error)

There is info coming out that suggests that certain jailbird mobs provide certain quests. A few have been seen so far but the number of lore item drops from named mobs suggest a large number still to be uncovered. It seems that each quest involves three very rare drop items (from different mobs within the zone like the sash off the lords/seers or totem off the seers). The quests available depend how far along your server is in the Jail Ring event. The type of quest depends on which jailmob you free. How this is done is still up in the air, whether the rations off the food suplier unlock the event, and the alchemist potion and warden shackles are used to free the prisoner is true or not as posted in other sections here, /shrug who knows. But its a start. Anyone with more accurate info please post =)

RE: A little info
# Aug 12 2003 at 7:20 AM Rating: Good
41 posts
Just an addendum to the excellent post above :

Towards the end Targash says that a 60+ mezzer is a must in the Inner Sanctum - in fact a mezzer isnt needed. Droga mobs have VERY low aggro range. We just cleared the King / Earth Seer Gamolk complex (both names popped too!) with the following group :-

58 warrior
57 warrior
59 cleric
57 druid
57 shaman
65 mage.

I (58 warrior) pulled everything - and with 2 exceptions every mob single pulled. The two exceptions (which looked too close to single pull - so we split both spawns using Wake of Tranquility) were the two guarding the secret door and the two guarding the entrance to the Kings Chamber.

The 5 in the Kings chamber came singly when pulled in the order - front right, front left, back right, back left then King (back centre)

Every mob in this complex conned 60 or 61. SKs will harm touch for 970 or 1000+, Ice Masters are the most dangerous casters and will nuke hard, landing some over 1000 - but they are bound by Line of Sight rules - so getting them pulled back to group isnt too hard.

There is one wanderer in this area - as you look into the room from the secret wall he patrols the ramp nearest you from the pool up to Earth Seer Gamolk. The ramp farthest from you (from the other side of the pool up to Gamolk) has no wanderer and has two good safe spaces to pull to. (No spawns to repop on you)

As mentioned elsewhere the repop time is short - so DPS is needed to progress through the spawns.

Kane Bayle
RE: A little info
# Aug 12 2003 at 1:51 PM Rating: Decent
12 posts
Hehehe good point and idea/tactics Darenya, its been some time since I played with a treehugger =). WoT should keep a high 50+ or better group that knows their stuff outa trouble. I would add that our 59 Paladin could not use his pacify on all high level mobs but my higher level cleric AE version worked well. We always get into trouble at times though when I am involved in pulling...hey, clerics CAN pull!! lol

Still, even with Darenya's good tactics noted, I caution any pickup group to have a 60+ enchanter or bard handy. Relying on root locks or tank mez can and will get you into trouble because you didnt realize you were playing with a 14 year old main tank who cant type fast and doesnt use hotkeys, and a 38 year old ebayer who just got his cleric. ;)

Old Warder area
# Aug 04 2003 at 8:07 AM Rating: Decent
31 posts
What I'd like to know is what now spawns that is special in the kitchen area, or whatever that area is called where the Warder used to drop that used to drop the shroud of nature?

There is likely some new special spawn there, if anyone knows what it is, I'm curious.

And are the old items like idol of the thorned not in the game anymore?
RE: Old Warder area
# Aug 08 2003 at 3:17 PM Rating: Decent
12 posts
Earth Mystic Gedak, middle spawn on top of the platform in the small room next to the open air dining hall.

I have yet to see the idol of the thorned drop but there are still a number of named mobs that may exist as all common mobs seem to have a named mob type. Some rare drops are still unknown at this time even in camps with know named mobs.

Iksar prisoners?
# Jul 30 2003 at 3:23 AM Rating: Decent
6 posts
Its a bit out of topic question but...
Seems that iksar prisoners for shammy skull quest are moved. Jail in Droga was empty. I found some quest NPCs in FM tunnel located -1900; 2200 but not prisoners.
Does anyone know where they put Iksar Prisoners?

Inner Sanctum
# Jul 17 2003 at 11:45 AM Rating: Decent
Very good time for a 60+ group in the Inner Sanctum. We spent about two hours in the old Chief area (grp of 2 necros, 1 cleric, 1 shaman, 1 magician, 1 wizard) all between 60 and 65. The mobs down here were around level 60 and 61, hit in the 200's, some of them are SK's, Necro's, Shaman, and Wizards, and the spellcasters do cast like crazy and even wearing my resist gear I was getting nailed by awful spells fairly often.

The best part about this area, the mobs are densely packed, and with a good puller you can single out most of the pulls. The respawn rate is insane so once you get rolling it is non-stop killing. We found that we could kill the three or four mobs in one half of the Chief Area, and the 3 mobs where the Chief used to spawn before we were getting mobs repopping.

If you're looking for a change of pace, Droga certainly is a fun spot to try out now.
# Jul 14 2003 at 11:38 AM Rating: Excellent
452 posts
Very nice place for high level groups now. Gobs drop decent plat, some gems, and exp is very very good.

We went down to the Jail area looking for the backstab spear for our rogue. There is also some high elf lady there who asks for 3 things-- master shackle key, restorative potion, and rations of some sort. We found all but the potion just wandering about.

The mobs are fairly weak for their level, hopefully this will become a good spot for higher levels to level up.

We did kill Jailer xxxx and he did drop a 15/24 spear with + Backstab. Really easy fight for that drop. All the mobs in that jail area are red to 58 so not an easy area by any means 8)

RE: Jail
# Oct 21 2003 at 1:18 PM Rating: Default
3,705 posts
I'd have to disagree with the experience comment. Went here the other day with a guild group, no chanter so we used SK puller who would FD and I would bow tag on multiples.

My warrior was only lvl 50, and even though the mobs conned mostly even to red, the experience was very slow. We left there, went to Velk's and got much better exp off blue spiders.
Xaanru's stuff
RE: Jail
# Feb 08 2004 at 5:02 PM Rating: Good
95 posts
maybe lower level dont get much EXP but 65s can (and do) get 1.5AA in an EXT KEI pulling ONLY the 12 mobs in tha Jail non stop, and get lewts too! =D

Edited, Sun Feb 8 17:03:32 2004
Peter Corbin the Elusive (retired)
65 shaman The Nameless/Stormhammer/Druzzil Ro EQ
250 tailor and 200 in 8 other tradeskills

Petercorbin Jeawafoe
SWG loner on Valcyn
RE: Jail
# Nov 30 2003 at 7:43 PM Rating: Decent
65 posts
deleted message

Edited, Sun Nov 30 19:45:37 2003
# Jul 13 2003 at 11:56 AM Rating: Decent
Just to narrow it down a bit all goblins from zone in on down were red to my 51 shammy.Deep in about 1/2 were even con to 61, rest were blue.Never saw a named so dunno what level they are.Nothing I have yet encountered seems to see invis.
Angry Goblin
# Jul 12 2003 at 2:14 PM Rating: Decent
43 posts
Has ANYONE seen the angry goblin since the patch? Does he still spawn and what is his spawn time, have they moved him somewhere safer like nurga?
Does anyone know how this will be affecting those wishing to complete greenmist and the shackle of steel/whistling fists?
Safe Room
# Jul 12 2003 at 6:00 AM Rating: Decent
Can anyone comment specifically on the dangers of reaching the quest NPC in the "safe room?" Do the new, higher level mobs see through invis? Is the guy still there? Is it now harder or easier for a low level to cast invis and cross his fingers to go get that diamond inlaid mask? I still have alts that need it!

Duncan Scott
Luclin Server
Duncan Scott
Mystic of 53 Seasons
Luclin Server
RE: Safe Room
# Jul 13 2003 at 12:02 PM Rating: Decent
The mobs don't see invis.They don't agro as much as they used to.You can get fairly close before they agro.If you do get agro your toast though.The lower ones hit for about 150 the higher ones for as high as 250.The ones around the quest guy are in the middle of that range and hit for about 200.We stood by him uninvis and got no goblin agro.Dunno how it would be for a lower level.
Post Revamp
# Jul 11 2003 at 8:05 AM Rating: Good
151 posts
Well, it looks like they fixed a lot of things in this zone with the revamp.

One there are a whole lot less wanderers and the spacing of the spawns is quite good.

The mobs start out around lvl 50 just after the drop down from the entrance and as you work your way back around to the dining room and back to the exit (through the track room) they move up to around 57-59.

I haven't messed around in the inner sanctum yet, but from what we could see, that is where the new drops are coming from.

Going to hit that part soon, but it is now where most of the camping is done.

It is now a very pleasant dungeon crawl for a early to mid 50s group.

We even dug our way down to one of the Nurga entrances and were going to dig our way out through the other zone, but time made us turn back around and fight out through the dining room.

Good Luck all and enjoy a nice new zone
RE: Post Revamp
# Jul 12 2003 at 4:12 AM Rating: Decent
112 posts
Totally in agreement Droga is a whole new can of beans now. And as stated the mobs are the levels mentioned above.

Biggest difference in the mobs is the type there are a lot more casters in here now then there were before and yes far fewer roamers.
Any ideas?
# May 05 2003 at 8:44 AM Rating: Decent
34 posts
Ok I found a chant rock and some goblin Scribblings. Can anyone tell me what they are for, and where can I find the info. I have looked all over and cant find anyone who knows. The most I have heard is people saying they are for quests but thats all. Anyway I am on stormhammer Nozzleman so send a tell please if you know or post it.

Lost kittie
Bad Place to get out of
# Jan 03 2003 at 3:34 AM Rating: Decent
23 posts
Hey all,
Just thought I would expand on this place. We started out with a 31 caster and a 33 Ranger. Ranger doing a quest to turn in a book. We dropped down first and made it through the first hallway alright. Then the fun began. We got aggroed on and had 4 gobbies on the Ranger in no time. They were hitting for around 175 - 200 each. Ranger died quickly, caster lasted a bit longer but didn't get to gate out. We regrouped and now had the 33 Ranger, a 51 Shammy, and a 41 tank (pally i think) to go on the CR. Got in and with invis we made it to the dining hall after the cr's. There we had another bit of trouble as we were no longer invis and didn't know just where the exit was. Saw a 57 Iksar in there but he was working on faction. The three of us got over ran by a mob of almost 12 gobbies. We fought like heck and the Ranger and pally died while the shammy held until oom and then had to wait to gate out. Next attempt for the cr was as before but included 2 50+ casters and a 50+ cleric. This time we got the bodies, and gated out to pok without finishing the quest. It was a Bad Day in a Bad Place.

Overview: Heed the warnings and strategy's posted here. Exp is good and loot is good too. Go in and be on your toes with a good group. There is a lot of aggro and the gobbies are quick. Good Luck.

Still need to turn in the quest book...hehehe...

Idiin Triin, Ranger of Tunare, 32nd season
The Rathe Server, Knights of Lore and Legend

Edited, Fri Jan 3 03:27:12 2003
Great Training Ground
# Sep 13 2002 at 2:59 PM Rating: Good
123 posts
This is a great place to bring younger inexperienced groups (levels 30-40) seeking that step up from LOIO, FM and OT. If you can survive Droga you deserve a badge.

First of all Droga has lots of goblins. They are fasty, nasty and social. In other words, you'll be fighting on almost equal terms. You have to be on your toes at all times. Combat will be intense. And you'll be wise to know everyone's rolls before you get into the situations that Droga presents.

The goblins are made up of rogues, shadow knights, necromancers, mages and shamans. The most notable thing about them all is that they will generally be SoW'd, and they use this SOW when aggroed to turn around and grab nearby goblins and come back at you in a swarming, snarling, snot flinging mass.

It's not uncommon to attempt a snare on one, have that fail, and suddenly have 4 goblins in your lap, with two more wanderers joining in within the first minute of the fight. Generally speaking the Shadow Knights and rogues will come right at you. The Mages and shamans will stand back and nuke/heal for awhile. In other words they mimic your group's actions, making for some long extenuated engagements.

Although tactics will vary depending on group composition, you would be wise to debuff them to remove SoW, and you most definitely should implement snare to prevent some pretty nasty trains coming back at you. For maximum benefits your groups should include some combo of melee/healer, snarer and nukers.

Another feature of the Temple is that the tunnels are confusing by design. Even with a map it is easy to get lost and lose track of where you are and have been. The main danger of this is corpse recovery from wipeout. CR can be challenging. You'll want to have an out plan for CR. Unless you have a level 60 that can run in and drag, I'd suggest parking a level 9 rogue outside to do the CR...or any level. As all rogues know, use the /target <name> command rather than left clicking the corpse as you will more than likely make yourself visible for a few seconds if you left click and have three snarlers on you. Whack whack whack! Dead. A bard is also effective as the goblins can't see through invis and bard invis is more reliable.

In conclusion, this is a great dungeon! You'll have a wonderful, challenging time if you try it out. I suggest by all means you gather up your friends...two supporting groups of 30-40s...and try it out. It would be an adventure well worth the risk in thrills.

Edited, Fri Sep 13 15:46:19 2002
[url=www.magelo.com/eq_view_profile.html?num=688483]Daxil Solshok[/url]
Arcanist - EQ 1 (retired)
Ogre Guardian - EQ 2
Stupendous Machine
# Sep 11 2002 at 9:30 PM Rating: Decent
1 post
Got iron needle but cant get the Machine to work any ideas? thank you.
Farming for Smithing Components
# Jul 11 2002 at 12:46 PM Rating: Decent
16 posts
I have decided to try the inexpensive way of getting my smithing from 136 to 154 by trying to make Deathsteel ******* Swords. So, since I need to farm Death Mountain Mineral Salts, Grinning Goblin Brew, and Deathsteel Ore from this zone I want to ask a question.

Can a level 48 Ranger with pretty decent armour and weapons solo in this zone to try to farm the components listed above? I've never been in the zone before and it sounds harder than Crystal Caverns, which I can easily solo in.
Talyena Mellyrnwood
Ranger of the 48th Season
Warriors of Living Force
Seventh Hammer Server
RE: Farming for Smithing Components
# Jul 26 2002 at 5:19 AM Rating: Decent
No, a 48 ranger could not solo this zone well. There are a lot of HT's being thrown around and some mean casters. Best bet is to find somebody that wants Chardok faction and piggy back with them.
RE: Farming for Smithing Components
# Jul 13 2002 at 4:39 PM Rating: Decent
16 posts

First off, the guys in Nurga drop this same stuff and are a lot easier to kill in that they are more spread out and you don't have to worry too much about adds. In fact if I'd known what the stuff was for, I would have saved it to train up smithing rather than drinking the brew and selling the other junk.

Anyway, I was able to solo them easily as a level 47 Necro in Nurga. So I'd imagine you'd be ok, but hard to tell for sure.
# Jun 03 2002 at 6:59 PM Rating: Decent
18 posts
a dwarf can run through the jail doors no problem.
Keys are very rare 1 in 40 to 50 spent 5 hours there last night with a 60uber monk 60 uber druid 55 sk 48 ranger 44 druid and killed hundreds of them and only got 4 keys and still missing the stone key.
Lemnhu Now on WOW
As yet unguilded
Hyjal (sp?) server

ex Veil of Shadows
ex Luclin Server

Two 55+ mages
# May 06 2002 at 11:55 AM Rating: Good
21 posts
55 Mage and 57 Mage with earth pets hit the dungeon last night for about four hours. No experience...strictly there for the faction benefit in Chardok and for the fun. When we zoned in, the only other person there was a 60 mage. During our time there, only two other high level people were observed in zone. Upon zoning in, we cast our earth pets and purposely dropped down in the pit.

The goblin skin and the blue dust that drops can be turned into the Sarnak quest NPC at the entrance to Chardok in order to gain faction in Chardok. Though I hear gaining favorable faction in Chardok requires killing thousands of Gobs. Why gain faction: Having one person in the guild who can safely pull corpses out of Chardok is a huge time saver and money saver over finding a necro and doing a coffin recovery.

We used our earth pets with no issues, though each of us lost our pet once due to not paying adequate attention to the pet's health. On two occasions we created or inherited a train, and the train was easily handled by my casting Scintilation three times. Scintilation radiates out from the caster and hits every mob within range for over 600 hp each. Quite spectular, great fun.

Between the two of us, we walked away with close to 1K Plat, money and vendor loot. We didn't venture as far as the Chief's room.

The exit ramp has railroad tracks and there are three switches that when clicked, cause something to happen, but we weren't able to determine just what. If anyone knows the purpose of the switches, I'd appreciate a return post.

Near the town, there is a traitor Goblin who can be conn'ed to check progress in gaining Chardok faction. Try not to aggro the traitor if you are working on gaining Chardok faction.

/s/ Gadine
57 Conjurer, Zeb

Exp 35-45
# Mar 24 2002 at 2:12 PM Rating: Decent
1 post
Was here last night with a few friends. Warrior 36 Bard 36 Enchanter 36? Wiz 39 mage 36?
First off do yourself a favour. If you don't wanna do LONG.UGLY CR's stay away from the false floor, and just levi up the ledge. From here its pretty basic. Once on the ledge buff up as some of the gobbies are casters and can wreck you pretty fast. There is a wanderer who roams from from just below the ledge back down hallway to a room with 3 more gobbies. When roamer is at highest point towards ledge mug him fast. Root snare are critical here. once he is done, you can pull the room. If you don't have some type of spell to help lower aggro or FD pull, you are looking at at least 2-3 mobs here so be redy:) At the far end of the first room are two more gobbies. Once the room is cleared you can camp here or move down to the safe room on EQ atlas map and pull safely. If you are just in a small group 3-4 I would suggest staying at this first room and getting pops and wander's. If you have a solid group then move to safe room. The sweet part about all this is if you get in trouble you can just run back up the hallway and zone. Unlike if u fall thru floor. I would suggest this dungeon to any one who has the nerve to live on the dangerous side of EQ. If you want boring go to OT. **** if we had a healer last night I would still be there and be around level 40:) As we had no healer the down time was significant, and it was pretty hectic. All in all this was a fantastic experience, haven't been this scared/excited in a long time WOOT. I plan on living here with my two buds Jaror 36 warrior and Boebzial 37 druid till we get a shroud for Bo and a ranger friend:) Or at least untill we get to high for this zone.

36th song
RE: Exp 35-45
# Mar 29 2002 at 3:07 PM Rating: Decent
12 posts
ive been soloing on that ledge lately.made 2 yellows in 52 in about 10 hours , probaly a little more.made 53 , almost 100pp in coin and gems, and found some decent resist gear. drogan gauntlets ac 12 +5 str -5 char + 10 PR.
i think this zone is way under used.pretty decent exp to be had in here and hardly ever anyone there but me.
your server
<followers of remix>
dining hall
# Nov 11 2001 at 8:49 PM Rating: Decent
1 post
I have seen 2 different areas called the dining room on various maps. One is also called globin city. Which one is it that the wanderer spawns in?
This zone is an AoE paradise
# Nov 09 2001 at 11:23 PM Rating: Good
312 posts
If you haven't every been on an AoE party, this is a great place to practice. In order to do it right, you'll need pretty specific classes to avoid wipeouts.

Usually, the primary attackers are Wizards. A group should have a minimum of two. They use their Point Blank Area of Effect (PBAoE) spells to damage multiple Mobs at the same time. These spells have no limit on targets, so in theory you could kill 300 targets at the same time. Most groups stick to 5-25 Mobs, simply because it's almost impossible to pull more and not have problems.
The PBAoE Wizard spells include Cast Force(lvl 24) and Thunderclap(lvl 34). Both should be used, one after another until all targets are dead. One thing to note; Thunderclap has a 3' knockback in addition to it's damage. It will push all of the Monsters out of the PBAoE range. In order to use this spell, you need to have both wizards standing outside the "pit", and they push the Mobs around, as an enchanter keeps the Mobs stunned.

The Enchanter is another needed class. They too have PBAoE spells, but their's are more about stuns. These stuns will keep MoBs stunned so they don't aggro and kill the wizard. Enchanters should also use these stuns one after another until all monsters are dead. For this dungeon, Enchanters of appropriate levels have 2 PB AoE stuns they can use.
One thing to note here; Mobs don't like being stunned. Alot of the time, the enchanter is going to be taking hits because they have more aggro built up from chain stunning. The important thing to remember is not to freak out. Your healer should be on you already, and the next wizard nuke is going to pull all those MoBs off you fast. Just keep casting those stuns, and all should be ok.

Healer classes pretty much stand back and watch. Unless someone is getting hit, they are pretty much on standby collecting exp. In some cases, I've seen Clerics and Druids bust out their PB AoE spells and help with the damage, but it's rare that your group isn't taking at least a little damage.
Clerics have a nice selection of PB AoE spells, and they share two with Druids.
Druids are a good choice for healers, because they can heal and help with the damage at the same time. Regen works wonders while you're waiting for the respawns.

Puller. This is probably the least important part of the group, and here's why: Most classes do no AoE damage at all. Those that can, are BARDS! Bards can also help with mana regen, healing, and damaging multiple targets. They can also contribute some via melee. but in most cases, they haul *** into a room full of Monsters, sing their favorite version of "I Keel U m0b", and haul 10-20 critters to the pit. The wizards and enchanters kick in, and then the bard just whacks on whoever needs whackin. Uusally you'll get a couple that are on the fringe of the AoE range, and start to walk away. Bards are good for killing those.

So, all in all, you need:

2 Wizards minimum
1 Enchanter minimum
1 Healer minimum (Cleric or Druid)
1 Puller minimum (Bard)

You can swap out a puller for another wizard if you want, but I'd recommend it only if you have a Druid in your group. Druids can pull fairly well, and by adding another wizard, you're adding alot more damage to the pit.

FYI: Pets are bad. Damage shields are good! Mages have PB AoEs, but most don't know it. They never use them because of their pets, so most never even buy them. Mages can be used as a main damage dealer, but they gotta lose the pet.

BTW: Necromancers have a couple PB AoEs, but they really aren't use to working without pet, and they're known for memming PB AoE fear, which is a bad thing to do unless the pit is killing you.

In the end, if you have luck on your side, you'll see more "You gain experience" text in one night than you have ever before.
RE: This zone is an AoE paradise
# May 16 2002 at 5:07 AM Rating: Decent
I just wanted to know, whats the name of a necro's PB AoE fear spell? I've been playing a necro for a while, tho I'm only level 55 right now, and I didn't even know we got a point blank AoE fear spell, so I'd like to know what its called so I can get it. Thanks
Solo Monk in here?
# Oct 20 2001 at 1:44 PM Rating: Default
Just curious...

I'm currently 38 Iksar Monk, probably be around 40 when I get around to coming here.

Main goal is the interrogater goblin for my quest.

THink I could solo my way around in here? Just curious in case no group is available when I get there.

Also.. Where can I buy these invis potions that someone mentioned?


Dagores Serogad
Hands of God
Terris Thule
RE: Solo Monk in here?
# Nov 09 2001 at 10:39 PM Rating: Decent
312 posts
Invis potions are sold by potion merchants in most towns. They cost about 11-15pp and are instant cast, which means you can cast them when running. You have to have them in a general inventory slot and right-click them to activate.

As for soloing here at 40... It could be done. Alot of the Mobs are shadowknights and harmtouch is generally their primary attack.
The Gobs have very high aggro radius, and are also very social. Greens will help blues here.
The dungeon is also laced with shaman, which if in range, will heal any target you're fighting. They also cast SoW on anything in range, because Mobs cheat like that.
Oh, almost everything here runs at 30% health, and with the aggro ranges of others, and the fact that they will possibly have SoW, catching them is a pain in the ***.

This place is nasty. So many people don't believe it, and then end up finding out the hard way (which usually involves a necro with a coffin).

Good luck, brave Monk.
40 warrior
# Oct 06 2001 at 11:40 PM Rating: Default
so is a 40 warrior good enough to get in group and try to get gaunts of potence?
# Jul 31 2001 at 9:16 PM Rating: Default
Been here twice with a group when I was younger but we did not do the Chief camp. Would anybody please direct me to where the Chief spawn area is?

Even a loc would do.

Thanks in advance
This place is my home
# Jul 06 2001 at 11:18 AM Rating: Decent
3 posts
I am leveling my Third Character in this zone now I usually do 35 - 46 here gradually moving deeper until 45 when we just sit in the Chief room for Days on end. Generally speaking if a high level guy shows up you can tell they are disappointed to see an actual xp group there generally speaking we let them kill the Chief lets face it that Idol is one of the best end game range slot items available. In return they keep an aye out for us either buffing or pulling etc. 45 in a 3 person group we can get about a yellow an hour not to shabbie I think and lets face it its not crowded I call this play MY Dungeon and I charge admission /grin. If your planning a raid on this dungeon and your absent an enchanter and are appropriate level for the dungeon ie 35 - 45 here is a great strategy along with the one I posted before.

Buff and invisio up drop down and move down past the drop down room the static below that and the one below that your now in a long hall with 2 corners before it opens up into a big room. There are two roamers then run up and down this hall kill them and then proceed to pull to the top if you want to do the drop down or work the room below you this is great xp a level 45 person can aggro pull singles and doubles fairly well here so you should be in good shape.
# Jul 01 2001 at 6:01 PM Rating: Decent
8 posts
My guild is planning on tearing the bunghole out of this place on Thursday. We will probably have a level range from 35-45 and include rogue, monks, warriors, cleric, druid, shammy, ench, and a wizzie and ranger. I will let yall know what I find and how the exp to the different areas. Far too often there is too much extraneous ******** here with very little in the way of productive information for those seeking a good spoiler.

I estimate we should have the entire zone destroyed within an hour including the chief, his friends and anything else between him and the entrance. If we die, well then make it 2 hours.

Stay Tuned
Yeah high levels suck
# Jun 10 2001 at 6:35 PM Rating: Default
Yeah I mean geez, last time my 52 Mage and 51 Necro went in there there was a 57 SK Farming, and that was it in the zone. That 57 SK must have been just camping the entire zone and running all the rest of the people out of it. Though come to think of it, the rest of the dungeon was at full respawn. GD I have been in there a few times, and I have NEVER seen an EXP group in there.

And if you want to ***** about high-level players, get over L50. Go camp Seb or KC every night over and over. I can go to Seb, auction for Ench/Cleric/Tanks, spend an hour doing that, wait an hour for a camp to clear up, and then get a Lam drop that will go to the Warrior who will then turn around and sell it. Or I can go explore a zone that didn't exist when I was in my 30's.

And this zone has tons of Gobbies. Take your 50 Warrior and just run him straight to the Chief and then kill the train. Oh yeah, you'll be dead by then. This is not Upper Guk. Yes if you do it well it's not bad. People do the same thing in lots of other Dungeons. Sorry, if there's an empty dungeon with phat l3wts that I can actually solo in why shouldn't I go there. And when your pet agroes a room with 8 Gobbies in it, it's doable but not a cakewalk. Oh I see, my 20$ a month I pay for my two accounts doesn't give me the right to hit a Dungeon that you're not in but you might want to go there someday for exp.

You know if you people spent less time ******** and petitioning about the L50's camping your loot that you can't even get to, you could be one of those L50's. Oh, but I need to make way for all of those L35 Warriors with Dual Lams that could still get EXP here. Waah, your pet cons red to me I'm petitioning.
RE: Yeah high levels suck
# Jun 11 2001 at 8:23 PM Rating: Default
23 posts
ROFL : WAAH your pet cons red to I'm petitioning.

LOL dude, I agree with you 120 percent. Well said.

Too bad you arent kicking on Povar. Would love to meet ya
Safe room Camp for low-mid 30's groups
# May 28 2001 at 2:56 PM Rating: Decent
On the map is a room designated as the safe room near the goblin city.

FOr an experience seekers in 1-3 groups, this is a great place. I suggest that all carry several Invis potions sold by vendors. Those potions are instaneous and are cheaper (12p) then auctioning for rezzes.

First, After zoning in, kill the entrance Mob and and the wanderer that stops at the ledge above. Once these 2 are dead, get everyone levitated.
After all are levved, levitate up onto the ledge straight ahead. It takes a little practice, but you can get up there - use the "bounce" of levitation to get up.

After getting on the ledge, you have 2 choices Fight or invis your way in. I recommend that you invis and if anyone loses invis, that potion they have should get them safely in. If at any time the invis starts to drop, RUN TO THE NEAREST HALL AWAY from mobs. The aggro range is low on the static mobs. Hopefully, you will have enough time to use the invis potion before a wanderer runs thru.

Next - Once the group is invised, run into the dungeon following the tracks downward until you reach the Track Hall - Get the group(s) into the safe room.

SAFE ROOM - From here, the group can rebuff if needed, then the puller can start pulling mobs into the room. all mobs have an 8 minute respawn. From here, 1-4 groups can pull the track hall, the two passages to the city wall, and the city itself. The distance you should pull from is only limited by the number of people you bring along.

possible loot

Canyoneer pike (track hall)
Shroud of Nature (passages to city and city mobs)
Goblin forged Chain mail (great stats for starting melees +10hp)
Fine steel
Random dagger drops
1-4p per kill
Death Mountain Salts - Hi Level poison component



Dyarrig Lawne
Ranger of Quellious
RE: Safe room Camp for low-mid 30's groups
# May 28 2001 at 2:59 PM Rating: Default
The goblin chainmail also sells fairly well to the merchants.

The Mask is also a good hi AC mask for rangers and other melees
Who drops circlet of shadow
# May 02 2001 at 10:59 PM Rating: Default
Can anybody tell me exactly what drops the circlet of shadow and what type of drop it is (common, uncommin, rare, ect.) and what lvl the things that drop it are?
circlet camp vs. frenzy
# Apr 30 2001 at 3:52 PM Rating: Default
how hard is getting a circlet o shadows as opposed to camping the frenzy or even the lord in lguk?i wana know what im getting into, is there any comparison in difficulty?
campers pampers
# Apr 27 2001 at 9:34 PM Rating: Default
You ppl attacking higher lvl players really crack me up. When you have a high lvl character you SO need a break from xp camping after a while and nothing is as relaxing as chewing up green mobs and maybe getting some loot. You can still die if you're not careful which only makes it more fun. Everyone has a right to get whatever item they want for whatever reason. Within reason of course hehe.
A couple Tricks to this place
# Apr 23 2001 at 5:51 PM Rating: Good
3 posts
One a bard is a nice addition to a group in here with thier group invis song you can move through this zone undetectable. Also with a bard on the zone in near there is a rock you can do the dungeon backward farely easy takes a few seconds for the bards lev song to get you high enough but you can run onto the ledge if you move from the rock. Most bards know how to use thier songs.

Rogues are great pullers here usually you can pull 1-3 mobs farely easy going the normal way through the floor its actually alot of fun to "do" this dungeon. Best part about this place is its empty Enchanters are optional if you have a good cleric and can root park the melee mobs and kill the casters. Be sure to buff your group with magic resistance there are some serious nukers in this place.

If you come with a Cleric a good strategy to use is to kill the bard (who has an extra horn on them) revive him back. Have him loot everything but the extra horn. That way if things get ugly cr is very easy he just loots up the extra horn and drags the body out. Of course A rogue can do the same would just take a little longer. Snare is a must. Also besure once a caster is getting low on health to keep it stunned they can and will gate on ya :)
that first pit
# Apr 04 2001 at 12:04 PM Rating: Default
I took a peek into Droga last night for the first time. I read up on it a little and decided to try and find a group in there to team up with.
First off, bring a group.

Second, the one way entrance, the pit, is not an issusionry wall, it's an illusionary floor, and starts a few steps back from the far wall. I found out that hard way, and lost a good chunk of exp. there are 3-4 mobs at the bottom of the pit, so be ready for them.
No exit? Explain pls
# Mar 16 2001 at 3:34 PM Rating: Default
I understand this is a 1 way zone in from FM. Where is the zone out? Where is the zone in? The map here only shows "To Frontier Mountains" .. I assume thats the zone out? Or is it the zone in? Am I missing something or what?
RE: No exit? Explain pls
# Mar 29 2001 at 5:36 PM Rating: Default
There is only one zone..... when you come in there is a room.... with nowhere to go. There is a ledge but its too high to jump and no ladder. Wandering the room you will fall through the floor and have to go through most of the dungeon in order to fall off the original ledge with no ladder to be able to zone back out. That make sense?
# Mar 13 2001 at 11:48 AM Rating: Decent
I am camping the shroud of Nature and would like to know exactly where he spawns. From what i have read, he is a random spawn between the room with 6 halls and the track room, usually camped in the goblin city (has many names such as dining room and workshop.) I camped the city for 3-6 hours and didn't even see him. I was wondering, if he is a random spawn for the area, what should I camp and where should he spawn.. that is all. Thanks alot!

Zyppo Gladestrider, 48 Druid.
RE: Warder
# Mar 14 2001 at 6:16 AM Rating: Default
he spawns around the dinning room. he can be on any spot. seen him as static and as roamer. just clear everything around the dinning room ( where the table is ) and you ll get him to spawn for you eventually
Keys to the Jail
# Mar 12 2001 at 11:03 AM Rating: Good
Here is how to get into the jail cells, inside Droga. I got this from the quest section. More specifically from the Iksar Monk Shackle quest...

"...Veltar can be found in the jail in Droga. There are two doors between you and the main jail area. The keys for both of these doors are dropped by the goblin penmaster that spawns at the fire just across from the jail entrance. The key to the first (outer) door is "A Bone Necklace", the key to the second (inner) door is "A Bone Key". You will probably need to kill the penmaster a few times to get both keys. Alternately, you can A) Have someone pick the locks, or B) Drop into the inner jail area from the pit trap above. You will still need the keys if you plan to walk out.

Once into the inner jail area, there are four cells. In the cell directly across from the entrance spawns another goblin penmaster, who drops "A Bronze Key". This key opens the door of the cell just to the right of the entrance. In this cell spawns "an iksar slave" who looks like a monk. You can get the bronze key, have someone pick the lock to this cell, or just throw a shuriken at him and feign once he is outside the cell. ..."
stone of morid
# Dec 31 2000 at 10:36 PM Rating: Default
can anyone tell me where this stone drops (who drops it?) thanks
RE: stone of morid
# Feb 18 2001 at 10:10 PM Rating: Decent
The stone drops off a Goblin Fanatic near the Pool Room.
goblin forge iron mask
# Nov 08 2000 at 1:20 AM Rating: Default
Can anyone tell me which mob drop this pls? *8) thanks alot!

PAllY from EM
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