Temple of Droga 2.0

Quick Facts

Type:
Indoor

Expansion:
LDoN

Instanced:
No

Keyed:
No

Level Range:
48 - 63

Send a correction
This zone is the revamped version that was released on July 10, 2003 during Legacy of Ykesha.

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 DronanTwisting CavesThe TempleMeeting AreaDepths of the Temple of Droga
Post Comment
Bad Place to get out of
# Jan 03 2003 at 3:34 AM Rating: Decent
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
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
Stupendous Machine
# Sep 11 2002 at 9:30 PM Rating: Decent
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.
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

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.
dwarf
# Jun 03 2002 at 6:59 PM Rating: Decent
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.
Two 55+ mages
# May 06 2002 at 11:55 AM Rating: Good
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
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. Hell 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.

Liric
36th song
Nameless
RE: Exp 35-45
# Mar 29 2002 at 3:07 PM Rating: Decent
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.
dining hall
# Nov 11 2001 at 8:49 PM Rating: Decent
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?

Thanks..

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?
Chief
# 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
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.
Raid
# Jul 01 2001 at 6:01 PM Rating: Decent
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
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

Bonuses

NO COMPETITION FOR MOBS
CONSTANT PULLING
KILLER EXPERIENCE

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
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?
Warder
# 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.
Post Comment

Free account required to post

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